summaryrefslogtreecommitdiff
path: root/npc/quests/guildrelay.txt
blob: 79a6e99e5ba0735af1f7fbb3f0b125a6c80aee54 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2514
2515
2516
2517
2518
2519
2520
2521
2522
2523
2524
2525
2526
2527
2528
2529
2530
2531
2532
2533
2534
2535
2536
2537
2538
2539
2540
2541
2542
2543
2544
2545
2546
2547
2548
2549
2550
2551
2552
2553
2554
2555
2556
2557
2558
2559
2560
2561
2562
2563
2564
2565
2566
2567
2568
2569
2570
2571
2572
2573
2574
2575
2576
2577
2578
2579
2580
2581
2582
2583
2584
2585
2586
2587
2588
2589
2590
2591
2592
2593
2594
2595
2596
2597
2598
2599
2600
2601
2602
2603
2604
2605
2606
2607
2608
2609
2610
2611
2612
2613
2614
2615
2616
2617
2618
2619
2620
2621
2622
2623
2624
2625
2626
2627
2628
2629
2630
2631
2632
2633
2634
2635
2636
2637
2638
2639
2640
2641
2642
2643
2644
2645
2646
2647
2648
2649
2650
2651
2652
2653
2654
2655
2656
2657
2658
2659
2660
2661
2662
2663
2664
2665
2666
2667
2668
2669
2670
2671
2672
2673
2674
2675
2676
2677
2678
2679
2680
2681
2682
2683
2684
2685
2686
2687
2688
2689
2690
2691
2692
2693
2694
2695
2696
2697
2698
2699
2700
2701
2702
2703
2704
2705
2706
2707
2708
2709
2710
2711
2712
2713
2714
2715
2716
2717
2718
2719
2720
2721
2722
2723
2724
2725
2726
2727
2728
2729
2730
2731
2732
2733
2734
2735
2736
2737
2738
2739
2740
2741
2742
2743
2744
2745
2746
2747
2748
2749
2750
2751
2752
2753
2754
2755
2756
2757
2758
2759
2760
2761
2762
2763
2764
2765
2766
2767
2768
2769
2770
2771
2772
2773
2774
2775
2776
2777
2778
2779
2780
2781
2782
2783
2784
2785
2786
2787
2788
2789
2790
2791
2792
2793
2794
2795
2796
2797
2798
2799
2800
2801
2802
2803
2804
2805
2806
2807
2808
2809
2810
2811
2812
2813
2814
2815
2816
2817
2818
2819
2820
2821
2822
2823
2824
2825
2826
2827
2828
2829
2830
2831
2832
2833
2834
2835
2836
2837
2838
2839
2840
2841
2842
2843
2844
2845
2846
2847
2848
2849
2850
2851
2852
2853
2854
2855
2856
2857
2858
2859
2860
2861
2862
2863
2864
2865
2866
2867
2868
2869
2870
2871
2872
2873
2874
2875
2876
2877
2878
2879
2880
2881
2882
2883
2884
2885
2886
2887
2888
2889
2890
2891
2892
2893
2894
2895
2896
2897
2898
2899
2900
2901
2902
2903
2904
2905
2906
2907
2908
2909
2910
2911
2912
2913
2914
2915
2916
2917
2918
2919
2920
2921
2922
2923
2924
2925
2926
2927
2928
2929
2930
2931
2932
2933
2934
2935
2936
2937
2938
2939
2940
2941
2942
2943
2944
2945
2946
2947
2948
2949
2950
2951
2952
2953
2954
2955
2956
2957
2958
2959
2960
2961
2962
2963
2964
2965
2966
2967
2968
2969
2970
2971
2972
2973
2974
2975
2976
2977
2978
2979
2980
2981
2982
2983
2984
2985
2986
2987
2988
2989
2990
2991
2992
2993
2994
2995
2996
2997
2998
2999
3000
3001
3002
3003
3004
3005
3006
3007
3008
3009
3010
3011
3012
3013
3014
3015
3016
3017
3018
3019
3020
3021
3022
3023
3024
3025
3026
3027
3028
3029
3030
3031
3032
3033
3034
3035
3036
3037
3038
3039
3040
3041
3042
3043
3044
3045
3046
3047
3048
3049
3050
3051
3052
3053
3054
3055
3056
3057
3058
3059
3060
3061
3062
3063
3064
3065
3066
3067
3068
3069
3070
3071
3072
3073
3074
3075
3076
3077
3078
3079
3080
3081
3082
3083
3084
3085
3086
3087
3088
3089
3090
3091
3092
3093
3094
3095
3096
3097
3098
3099
3100
3101
3102
3103
3104
3105
3106
3107
3108
3109
3110
3111
3112
3113
3114
3115
3116
3117
3118
3119
3120
3121
3122
3123
3124
3125
3126
3127
3128
3129
3130
3131
3132
3133
3134
3135
3136
3137
3138
3139
3140
3141
3142
3143
3144
3145
3146
3147
3148
3149
3150
3151
3152
3153
3154
3155
3156
3157
3158
3159
3160
3161
3162
3163
3164
3165
3166
3167
3168
3169
3170
3171
3172
3173
3174
3175
3176
3177
3178
3179
3180
3181
3182
3183
3184
3185
3186
3187
3188
3189
3190
3191
3192
3193
3194
3195
3196
3197
3198
3199
3200
3201
3202
3203
3204
3205
3206
3207
3208
3209
3210
3211
3212
3213
3214
3215
3216
3217
3218
3219
3220
3221
3222
3223
3224
3225
3226
3227
3228
//================= Hercules Script =======================================
//=       _   _                     _
//=      | | | |                   | |
//=      | |_| | ___ _ __ ___ _   _| | ___  ___
//=      |  _  |/ _ \ '__/ __| | | | |/ _ \/ __|
//=      | | | |  __/ | | (__| |_| | |  __/\__ \
//=      \_| |_/\___|_|  \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2012-2015  Hercules Dev Team
//= Copyright (C)  L0ne_W0lf
//=
//= Hercules is free software: you can redistribute it and/or modify
//= it under the terms of the GNU General Public License as published by
//= the Free Software Foundation, either version 3 of the License, or
//= (at your option) any later version.
//=
//= This program is distributed in the hope that it will be useful,
//= but WITHOUT ANY WARRANTY; without even the implied warranty of
//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//= GNU General Public License for more details.
//=
//= You should have received a copy of the GNU General Public License
//= along with this program.  If not, see <http://www.gnu.org/licenses/>.
//=========================================================================
//= Guild Relay Quest
//================= Description ===========================================
//= Guild Relay Quest.
//= Quest designed for multiple users at once.
//================= Current Version =======================================
//= 1.1
//================= Variables Used ========================================
//= guildrelay_q (Max: ??)
//= guildtime (Max: ??)
//=========================================================================

//== Floating NPCs to duplicate from. ======================
-	script	RelayDummy1::GuildRelay1	4_M_SAGE_A,{
	.@name$ = strnpcinfo(1);
	if (.@name$ == "Buzz") {
		.@name2$ = "Lenya";
		.@name3$ = "Gealuve";
		.@name4$ = "Pariz";
		.@GID = getcastledata("aldeg_cas"+strnpcinfo(2),1);
	}
	else if (.@name$ == "Jody") {
		.@name2$ = "Ron Haware";
		.@name3$ = "Vers";
		.@name4$ = "Gen Garish";
		.@GID = getcastledata("gefg_cas"+strnpcinfo(2),1);
	}
	else if (.@name$ == "Chungye") {
		.@name2$ = "Dosuhlji";
		.@name3$ = "Yayula";
		.@name4$ = "Ashin";
		.@GID = getcastledata("payg_cas"+strnpcinfo(2),1);
	}
	else if (.@name$ == "Hermod") {
		.@name2$ = "Atila";
		.@name3$ = "Cecil";
		.@name4$ = "Diligo";
		.@GID = getcastledata("prtg_cas"+strnpcinfo(2),1);
	}
	if (checkweight(Spawn,630) == 0) {
		mes "^3355FFWait a minute! You're";
		mes "carrying too many items";
		mes "right now: store some of";
		mes "your extra things in Kafra";
		mes "Storage, and then come back.^000000";
		close;
	}
	if (.@GID == 0) {
		mes "^3355FFYou're not sure why, but";
		mes "this guy seems to be pretty";
		mes "depressed. He briefly makes";
		mes "eye contact with you, but then";
		mes "breaks it off. Apparently,";
		mes "he wants to be left alone.^000000";
		next;
		mes "^3355FFThere's no reason for you";
		mes "to stick around an ownerless";
		mes "stronghold. You may as well";
		mes "head on your way.^000000";
		close;
	}
	if (getcharid(2) == .@GID) {
		if (strcharinfo(0) == getguildmaster(.@GID)) {
			if (guildrelay_q == 100) {
				if (guildtime > 22) {
					if (gettime(GETTIME_HOUR) > 1 && gettime(GETTIME_HOUR) < guildtime) {
						mes "[" + .@name$ + "]";
						mes "Oh, you're back. So did you";
						mes "rest up enough? I'm sure the";
						mes "other guild members are";
						mes "feeling refreshed by now.";
						mes "From the looks of it, you're";
						mes "ready for your next mission.";
						next;
						mes "[" + .@name$ + "]";
						mes "The next step for";
						mes "you is to take this, the";
						mes "''Spirit of Trust.'' If this";
						mes "guild is going to be solid,";
						mes "you need to think how much";
						mes "trust there is in the guild.";
						guildrelay_q = 8;
						getitem Soul_Of_Confidence,1;
						next;
						mes "[" + .@name$ + "]";
						mes "Your second test will be";
						mes "to give that ^4D4DFFSpirit of Trust^000000";
						mes "to a sage that can manipulate";
						mes "nature's attributes. In other";
						mes "words, a Sage or Scholar";
						mes "must carry out this task.";
						next;
						mes "[" + .@name$ + "]";
						mes "The Spirit of Trust must";
						mes "be delivered to ^4D4DFF" + .@name3$ + "^000000,";
						mes "so don't forget to relay";
						mes "that information to your";
						mes "Sage or Scholar. Very well,";
						mes "good luck on your journey.";
						close;
					}
					else {
						mes "[" + .@name$ + "]";
						mes "Ah, did you rest we-- Oh.";
						mes "Why do you look so pale?";
						mes "You can't accomplish great";
						mes "deeds when you're overworked!";
						mes "Rest. Your guild must be able";
						mes "to depend on your strength.";
						emotion e_gasp;
						next;
						mes "[" + .@name$ + "]";
						mes "Your determination and";
						mes "spirit is commendable, but";
						mes "have the patience to recollect";
						mes "yourself when you must. I will";
						mes "be waiting here, so please";
						mes "come back to me later.";
						close;
					}
				}
				else if (guildtime > 22) {
					if (gettime(GETTIME_HOUR) > 0 && gettime(GETTIME_HOUR) < guildtime) {
						mes "[" + .@name$ + "]";
						mes "Oh, you're back. So did you";
						mes "rest up enough? I'm sure the";
						mes "other guild members are";
						mes "feeling refreshed by now.";
						mes "From the looks of it, you're";
						mes "ready for your next mission.";
						next;
						mes "[" + .@name$ + "]";
						mes "The next step for";
						mes "you is to take this, the";
						mes "''Spirit of Trust.'' If this";
						mes "guild is going to be solid,";
						mes "you need to think how much";
						mes "trust there is in the guild.";
						guildrelay_q = 8;
						getitem Soul_Of_Confidence,1;
						next;
						mes "[" + .@name$ + "]";
						mes "Your second test will be";
						mes "to give that ^4D4DFFSpirit of Trust^000000";
						mes "to a sage that can manipulate";
						mes "nature's attributes. In other";
						mes "words, a Sage or Scholar";
						mes "must carry out this task.";
						next;
						mes "[" + .@name$ + "]";
						mes "The Spirit of Trust must";
						mes "be delivered to ^4D4DFF" + .@name3$ + "^000000,";
						mes "so don't forget to relay";
						mes "that information to your";
						mes "Sage or Scholar. Very well,";
						mes "good luck on your journey.";
						close;
					}
					else {
						mes "[" + .@name$ + "]";
						mes "Ah, did you rest we-- Oh.";
						mes "Why do you look so pale?";
						mes "You can't accomplish great";
						mes "deeds when you're overworked!";
						mes "Rest. Your guild must be able";
						mes "to depend on your strength.";
						emotion e_gasp;
						next;
						mes "[" + .@name$ + "]";
						mes "Your determination and";
						mes "spirit is commendable, but";
						mes "have the patience to recollect";
						mes "yourself when you must. I will";
						mes "be waiting here, so please";
						mes "come back to me later.";
						close;
					}
				} else if (gettime(GETTIME_HOUR) - guildtime > 2) {
					mes "[" + .@name$ + "]";
					mes "Oh, you're back. So did you";
					mes "rest up enough? I'm sure the";
					mes "other guild members are";
					mes "feeling refreshed by now.";
					mes "From the looks of it, you're";
					mes "ready for your next mission.";
					next;
					mes "[" + .@name$ + "]";
					mes "The next step for";
					mes "you is to take this, the";
					mes "''Spirit of Trust.'' If this";
					mes "guild is going to be solid,";
					mes "you need to think how much";
					mes "trust there is in the guild.";
					guildrelay_q = 8;
					getitem Soul_Of_Confidence,1;
					next;
					mes "[" + .@name$ + "]";
					mes "Your second test will be";
					mes "to give that ^4D4DFFSpirit of Trust^000000";
					mes "to a sage that can manipulate";
					mes "nature's attributes. In other";
					mes "words, a Sage or Scholar";
					mes "must carry out this task.";
					next;
					mes "[" + .@name$ + "]";
					mes "The Spirit of Trust must";
					mes "be delivered to ^4D4DFFY" + .@name3$ + "^000000,";
					mes "so don't forget to relay";
					mes "that information to your";
					mes "Sage or Scholar. Very well,";
					mes "good luck on your journey.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "Ah, did you rest we-- Oh.";
					mes "Why do you look so pale?";
					mes "You can't accomplish great";
					mes "deeds when you're overworked!";
					mes "Rest. Your guild must be able";
					mes "to depend on your strength.";
					emotion e_gasp;
					next;
					mes "[" + .@name$ + "]";
					mes "Your determination and";
					mes "spirit is commendable, but";
					mes "have the patience to recollect";
					mes "yourself when you must. I will";
					mes "be waiting here, so please";
					mes "come back to me later.";
					close;
				}
			}
			else if (guildrelay_q == 150) {
				if ((guildtime > 22 && gettime(GETTIME_HOUR) > 1 && gettime(GETTIME_HOUR) < guildtime)
				 || (guildtime > 21 && gettime(GETTIME_HOUR) > 0 && gettime(GETTIME_HOUR) < guildtime)
				 || (gettime(GETTIME_HOUR) - guildtime > 2)) {
					mes "[" + .@name$ + "]";
					mes "Ah, you look well rested,";
					mes "master. It is now time for";
					mes "you to proceed with the third";
					mes "test. Let me remind you that";
					mes "these spirits are incredibly";
					mes "precious. Do not lose them.";
					next;
					mes "[" + .@name$ + "]";
					mes "Like all the other spirits,";
					mes "please keep this one safely.";
					mes "This is the ^4D4DFFSpirit of Peace^000000.";
					mes "It seems contradictive that";
					mes "strongholds and might can";
					mes "bring peace, but it's true.";
					guildrelay_q = 15;
					getitem Soul_Of_Peace,1;
					next;
					mes "[" + .@name$ + "]";
					mes "If power isn't used to";
					mes "protect the weak, then";
					mes "some bully, in one form or";
					mes "another, will always come";
					mes "to exploit them. That is why";
					mes "Tristan III built the strongholds.";
					next;
					mes "[" + .@name$ + "]";
					mes "Please dispatch a Rogue";
					mes "or Stalker to bring this";
					mes "Spirit of Peace to ^4D4DFF" + .@name4$ + "^000000.";
					mes "If you don't know any Rogues";
					mes "or Stalkers, then it would be";
					mes "prudent for you to meet one.";
					next;
					mes "[" + .@name$ + "]";
					mes "Yes, there's no substitute";
					mes "for the subterfuge and intel";
					mes "gathering that a Rogue can";
					mes "provide. Anyway, " + .@name4$ + " will";
					mes "guide you on your third test.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "Ah, did you rest we-- Oh.";
					mes "Why do you look so pale?";
					mes "You can't accomplish great";
					mes "deeds when you're overworked!";
					mes "Rest. Your guild must be able";
					mes "to depend on your strength.";
					emotion e_gasp;
					next;
					mes "[" + .@name$ + "]";
					mes "Your determination and";
					mes "spirit is commendable, but";
					mes "have the patience to recollect";
					mes "yourself when you must. I will";
					mes "be waiting here, so please";
					mes "come back to me later.";
					close;
				}
			}
			else if (guildrelay_q == 25) {
				if ((guildtime > 22 && gettime(GETTIME_HOUR) > 4 && gettime(GETTIME_HOUR) < guildtime)
				 || (guildtime > 21 && gettime(GETTIME_HOUR) > 3 && gettime(GETTIME_HOUR) < guildtime)
				 || (guildtime > 20 && gettime(GETTIME_HOUR) > 2 && gettime(GETTIME_HOUR) < guildtime)
				 || (guildtime > 19 && gettime(GETTIME_HOUR) > 1 && gettime(GETTIME_HOUR) < guildtime)
				 || (guildtime > 18 && gettime(GETTIME_HOUR) > 0 && gettime(GETTIME_HOUR) < guildtime)
				 || gettime(GETTIME_HOUR) - guildtime > 5) {
					mes "[" + .@name$ + "]";
					mes "Ah, have you rested well,";
					mes "master? Please excuse my";
					mes "manners a while ago. I had";
					mes "to report your trial results,";
					mes "and lost my composure for a";
					mes "moment. It won't happen again.";
					guildrelay_q = 999;
					close;
				}
				else {
					mes "...............................";
					mes "...............................";
					next;
					mes "...............................";
					mes "...............................";
					mes "...............................";
					next;
					mes "[" + .@name$ + "]";
					emotion e_omg;
					mes "Oh! M-master? Wh-when";
					mes "did you...? I'm so sorry.";
					mes "I was busy working.";
					next;
					mes "[" + .@name$ + "]";
					mes "It's only been a few days";
					mes "since you finished the trials.";
					mes "For now, you should rest and";
					mes "take care of your guild, okay?";
					mes "Please come back later.";
					mes "I've got much to attend to...";
					close;
				}
			}
			else if (guildrelay_q == 999) {
				mes "[" + .@name$ + "]";
				mes "Good day, master.";
				mes "Is something wrong?";
				mes "You look as though";
				mes "something is on your mind.";
				next;
				switch(select("N-no, nothing.:I want to take a lesson.")) {
				case 1:
					mes "[" + .@name$ + "]";
					mes "Hm? That's strange.";
					emotion e_swt;
					mes "You didn't want to take";
					mes "the trials again, did you?";
					close;
				case 2:
					mes "[" + .@name$ + "]";
					mes "I see. You know it won't";
					mes "be easy, but I suppose you";
					mes "are prepared. Here, take";
					mes "the ^4D4DFFSpirit of Guild^000000, and";
					mes "give it to your most trusted";
					mes "Knight or Lord Knight.";
					guildrelay_q = 1;
					getitem Soul_Of_Guild,1;
					next;
					mes "[" + .@name$ + "]";
					mes "This Knight should take";
					mes "the Spirit of Guild over";
					mes "to ^4D4DFF" + .@name2$ + "^000000. Good luck, and";
					mes "may the gods be with you.";
					close;
				}
			}
			else if (guildrelay_q == 1) {
				if (countitem(Soul_Of_Guild) > 0) {
					mes "[" + .@name$ + "]";
					mes "You still have the Spirit of";
					mes "Guild I gave you? I suppose";
					mes "you haven't found a Knight or";
					mes "Lord Knight to which it can";
					mes "be entrusted. It is imperative";
					mes "that you find someone soon.";
					next;
					mes "[" + .@name$ + "]";
					mes "For the sake of the guild, it";
					mes "will be advantageous to have";
					mes "a Knight or Lord Knight on";
					mes "your side: their combat skills";
					mes "can turn the tide of battles.";
					next;
					mes "[" + .@name$ + "]";
					mes "When you do find a Knight,";
					mes "give him the Spirit of Guild";
					mes "and ask him to find " + .@name2$ + "";
					mes "since he will conducting";
					mes "the trial. Good luck";
					mes "to you, master.";
					close;
				}
				else if (countitem(Soul_Of_Proceeding) > 0) {
					mes "[" + .@name$ + "]";
					mes "Ah, is this the Spirit";
					mes "of Advance? This must mean";
					mes "that you completed the first";
					mes "test. Keep up the good work.";
					mes "Hand me the spirit, and allow";
					mes "me to give you your guild's reward.";
					delitem Soul_Of_Proceeding,1;
					guildtime = gettime(GETTIME_HOUR);
					guildrelay_q = 100;
					.@incen_item = rand(1,100);
					if ((.@incen_item > 0) && (.@incen_item < 25)) {
						getitem Seed_Of_Yggdrasil,20;
						getitem Poison_Bottle,2;
					}
					else if ((.@incen_item > 24) && (.@incen_item < 50)) {
						getitem Yggdrasilberry,10;
						getitem Poison_Bottle,2;
					}
					else if ((.@incen_item > 50) && (.@incen_item < 75)) {
						getitem Gift_Box,5;
						getitem Poison_Bottle,2;
					}
					else if ((.@incen_item > 74) && (.@incen_item < 101)) {
						getitem Old_Blue_Box,3;
						getitem Poison_Bottle,2;
					}
					next;
					mes "[" + .@name$ + "]";
					mes "You've done well, but";
					mes "there are more trials";
					mes "ahead of you. For now,";
					mes "you should rest before";
					mes "undertaking the second test.";
					mes "Please come when you are ready.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "If you're not busy, then";
					mes "why don't you spend your";
					mes "time increasing morale";
					mes "among your guild members?";
					mes "Perhaps some team building";
					mes "exercise can be of help.";
					close;
				}
			}
			else if (guildrelay_q == 8) {
				if (countitem(Soul_Of_Confidence) > 0) {
					mes "[" + .@name$ + "]";
					mes "You must be having";
					mes "trouble finding " + .@name3$ + ".";
					mes "Make sure that you have";
					mes "a Sage or Scholar friend";
					mes "give that Spirit of Trust to";
					mes "him once you locate him.";
					close;
				}
				else if (countitem(Soul_Of_Friendship) > 0) {
					mes "[" + .@name$ + "]";
					mes "Ah, so you already completed";
					mes "the test and earned the Spirit";
					mes "of Friendship? Good work.";
					mes "You must now recognize the";
					mes "value of teamwork. Please give";
					mes "the Spirit of Friendship to me.";
					next;
					mes "[" + .@name$ + "]";
					mes "Now, please take this";
					mes "reward and share it with";
					mes "your guild members. This";
					mes "may come in handy in future";
					mes "challenges that you will all";
					mes "face together. Good work!";
					delitem Soul_Of_Friendship,1;
					guildtime = gettime(GETTIME_HOUR);
					guildrelay_q = 150;
					.@incen_item = rand(1,100);
					if ((.@incen_item > 0) && (.@incen_item < 16)) {
						getitem Yggdrasilberry,10;
						getitem Gift_Box,5;
						getitem Poison_Bottle,3;
					}
					else if ((.@incen_item > 14) && (.@incen_item < 31)) {
						getitem Yggdrasilberry,10;
						getitem Old_Blue_Box,3;
						getitem Poison_Bottle,3;
					}
					else if ((.@incen_item > 29) && (.@incen_item < 46)) {
						getitem Yggdrasilberry,10;
						getitem Old_Violet_Box,3;
						getitem Poison_Bottle,3;
					}
					else if ((.@incen_item > 44) && (.@incen_item < 61)) {
						getitem Gift_Box,4;
						getitem Old_Blue_Box,2;
						getitem Poison_Bottle,3;
					}
					else if ((.@incen_item > 59) && (.@incen_item < 76)) {
						getitem Gift_Box,3;
						getitem Old_Violet_Box,2;
						getitem Poison_Bottle,3;
					}
					else if ((.@incen_item > 74) && (.@incen_item < 91)) {
						getitem Old_Blue_Box,2;
						getitem Old_Violet_Box,2;
						getitem Poison_Bottle,3;
					}
					else if ((.@incen_item > 89) && (.@incen_item < 101)) {
						getitem Yggdrasilberry,10;
						getitem Gift_Box,3;
						getitem Old_Blue_Box,2;
						getitem Old_Violet_Box,1;
					}
					next;
					mes "[" + .@name$ + "]";
					mes "You should rest and";
					mes "recuperate before you";
					mes "undertake the third test.";
					mes "I too would benefit from";
					mes "a brief respite. Please come";
					mes "back to me when you are ready.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "If you're not busy, then";
					mes "why don't you spend your";
					mes "time increasing morale";
					mes "among your guild members?";
					mes "Perhaps some team building";
					mes "exercise can be of help.";
					next;
					mes "[" + .@name$ + "]";
					mes "If it suits your fancy,";
					mes "you may simply come here";
					mes "and join me for a cup of tea.";
					close;
				}
			}
			else if (guildrelay_q == 15) {
				if (countitem(Soul_Of_Peace) > 0) {
					mes "[" + .@name$ + "]";
					mes "You still have the";
					mes "Spirit of Peace? If you";
					mes "don't have any Rogues or";
					mes "Stalkers in your guild, now";
					mes "would be the time to recruit";
					mes "them. Heed my advice...";
					close;
				}
				else if (countitem(Soul_Of_Victory) > 0) {
					mes "[" + .@name$ + "]";
					mes "I see that you've completed";
					mes "the last test and received";
					mes "the Spirit of Victory. Heh.";
					mes "Victory is the natural result";
					mes "when your guild works together";
					mes "in harmony as a united team.";
					next;
					mes "[" + .@name$ + "]";
					mes "Congratulations on";
					mes "completing all the trials.";
					mes "Please accept this reward,";
					mes "given on the behalf of King";
					mes "Tristan III, and share it with";
					mes "guild. Once again, good work.";
					delitem Soul_Of_Victory,1;
					guildtime = gettime(GETTIME_HOUR);
					guildrelay_q = 25;
					.@incen_item = rand(1,100);
					if ((.@incen_item > 0) && (.@incen_item < 26)) {
						getitem Seed_Of_Yggdrasil,10;
						getitem Yggdrasilberry,5;
						getitem Gift_Box,4;
					}
					else if ((.@incen_item > 25) && (.@incen_item < 51)) {
						getitem Seed_Of_Yggdrasil,10;
						getitem Yggdrasilberry,5;
						getitem Old_Blue_Box,3;
					}
					else if ((.@incen_item > 50) && (.@incen_item < 76)) {
						getitem Seed_Of_Yggdrasil,10;
						getitem Old_Violet_Box,2;
						getitem Yggdrasilberry,5;
					}
					else if ((.@incen_item > 75) && (.@incen_item < 91)) {
						getitem Seed_Of_Yggdrasil,10;
						getitem Gift_Box,4;
						getitem Old_Blue_Box,2;
						getitem Old_Violet_Box,1;
					}
					else if ((.@incen_item > 90) && (.@incen_item < 101)) {
						getitem Ear_Of_Angel's_Wing,1;
					}
					next;
					mes "[" + .@name$ + "]";
					mes "You and your guild must be";
					mes "quite tired now. Your rooms";
					mes "are ready for you if you decide";
					mes "to rest. Please visit me again";
					mes "if you wish to take the trials";
					mes "again. I'll see you later.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "If you aren't particularly";
					mes "busy, then why don't you";
					mes "spend some time with your";
					mes "guild members? Building";
					mes "strong camaraderie never";
					mes "fails to pay off. Never.";
					close;
				}
			}
			else {
				mes "[" + .@name$ + "]";
				mes "Greetings, master.";
				mes "I am " + .@name$ + ", one of the four";
				mes "Great Sages, and I am here";
				mes "to serve you under the orders";
				mes "of wise and benevolent";
				mes "King Tristan III.";
				next;
				mes "[" + .@name$ + "]";
				mes "We test guilds that own";
				mes "strongholds, and see if they";
				mes "are qualified to be considered";
				mes "elite guilds. Our goal is to";
				mes "train guilds to strengthen";
				mes "our military forces.";
				next;
				mes "[" + .@name$ + "]";
				mes "Although your guild has the";
				mes "strength and courage to conquer";
				mes "a stronghold, we want you to";
				mes "prove that your guild has";
				mes "a strong sense of justice,";
				mes "honor, and compassion.";
				next;
				mes "[" + .@name$ + "]";
				mes "It is up to you. Will";
				mes "you take the test I have";
				mes "for you? I will do my best to";
				mes "help your guild grow stronger";
				mes "so that you will be better";
				mes "able to protect the weak.";
				next;
				switch(select("I want to take the test.:Let me think about it.")) {
				case 1:
					mes "[" + .@name$ + "]";
					mes "Is that so? In this test,";
					mes "you will be given orders";
					mes "and special spirits. These";
					mes "spirits will only be given";
					mes "once: you must not lose them.";
					next;
					mes "[" + .@name$ + "]";
					mes "If you lose the spirit,";
					mes "you will be judged as";
					mes "irresponsible, and will be";
					mes "unable to complete the tests.";
					mes "You must find any lost spirit to";
					mes "proceed. There's no second chance.";
					next;
					mes "[" + .@name$ + "]";
					mes "There are a few things you";
					mes "should know. Firstly, you can";
					mes "only take care of one spirit";
					mes "at a time. Secondly, you need";
					mes "to do the tests in order and";
					mes "follow the guide's instructions.";
					next;
					mes "[" + .@name$ + "]";
					mes "Thirdly, the spirit should";
					mes "be given to the type of person";
					mes "specified in the test. Those";
					mes "are the rules. Remember them.";
					next;
					mes "[" + .@name$ + "]";
					mes "Okay, this is the first";
					mes "spirit that will be entrusted";
					mes "to you. Make sure to give this";
					mes "to a Knight or Lord Knight.";
					mes "The test has now officially";
					mes "begun. Good luck to you.";
					guildrelay_q = 1;
					getitem Soul_Of_Guild,1;
					close;
				case 2:
					mes "[" + .@name$ + "]";
					mes "I suppose it would be";
					mes "a good idea to discuss";
					mes "this with your guild before";
					mes "you decide to commit to";
					mes "taking the test. Feel free";
					mes "free to visit me again later.";
					close;
				}
			}
		}
		else {
			if (countitem(Soul_Of_Guild) > 0) {
				if (BaseJob == Job_Knight) {
					mes "[" + .@name$ + "]";
					mes "Hello," + strcharinfo(0) + ".";
					mes "So you were the one chosen";
					mes "by your guild master? I see.";
					mes "You should deliver that Spirit";
					mes "of Guild over to " + .@name2$ + ".";
					mes "He'll instruct you further.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "The Spirit of Guild is";
					mes "useless unless it is in the";
					mes "hands of a Knight or Lord";
					mes "Knight. You should speak";
					mes "to " + .@name2$ + " to learn more.";
					close;
				}
			}
			else if (countitem(Soul_Of_Courage) > 0) {
				if ((guildrelay_q == 88) && (BaseJob == Job_Knight)) {
					mes "[" + .@name$ + "]";
					mes "Ah," + strcharinfo(0) + "";
					mes "Congratulations. It looks";
					mes "like you did a good job.";
					mes "Please give the Spirit of";
					mes "Charge to the next person";
					mes "to continue the testing.";
					next;
					mes "[" + .@name$ + "]";
					mes "" + .@name2$ + " should have";
					mes "explained everything, but";
					mes "if you forgot, then please";
					mes "go and ask him again.";
					close;
				}
				else if (BaseJob == Job_Blacksmith) {
					mes "[" + .@name$ + "]";
					mes "Hello," + strcharinfo(0) + ".";
					mes "Ah, I see that you have";
					mes "the Spirit of Charge.";
					mes "Heh heh, it's always exciting";
					mes "to charge into battle, isn't";
					mes "it? Well then, do your best.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "That spirit won't be very";
					mes "useful if it's not in the";
					mes "hands of the right person.";
					mes "" + .@name2$ + " knows more about the";
					mes "Spirit of Charge, so you should";
					mes "ask him more about that spirit.";
					close;
				}
			}
			else if (countitem(Soul_Of_Partnership) > 0) {
				if ((guildrelay_q == 87) && (BaseJob == Job_Blacksmith)) {
					mes "[" + .@name$ + "]";
					mes "Hello," + strcharinfo(0) + ".";
					mes "I commend you on your work.";
					mes "Please give that spirit to";
					mes "the next person so that the";
					mes "testing can continue.";
					next;
					mes "[" + .@name$ + "]";
					mes "" + .@name2$ + " should have";
					mes "explained everything, but";
					mes "if you forgot, then please";
					mes "go and ask him again.";
					close;
				}
				else if (BaseJob == Job_Alchemist) {
					mes "[" + .@name$ + "]";
					mes "Hello, " + strcharinfo(0) + ".";
					mes "I see that you posess";
					mes "the Spirit of Association.";
					mes "Good luck with your test.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "That spirit won't be very";
					mes "useful if it's not in the";
					mes "hands of the right person.";
					mes "Talk to " + .@name2$ + " if you want";
					mes "to know more about the";
					mes "Spirit of Association.";
					close;
				}
			}
			else if (countitem(Soul_Of_Correspondence) > 0) {
				if ((guildrelay_q == 86) && (BaseJob == Job_Alchemist)) {
					mes "[" + .@name$ + "]";
					mes "Hello," + strcharinfo(0) + ".";
					mes "I commend you on your work.";
					mes "Please give that spirit to";
					mes "the next person so that the";
					mes "testing can continue.";
					next;
					mes "[" + .@name$ + "]";
					mes "" + .@name2$ + " should have";
					mes "explained everything, but";
					mes "if you forgot, then please";
					mes "go and ask him again.";
					close;
				}
				else if (BaseJob == Job_Hunter) {
					mes "[" + .@name$ + "]";
					mes "Hello, " + strcharinfo(0) + ".";
					mes "I see that you posess";
					mes "the Spirit of Coordination.";
					mes "Good luck on your test.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "That spirit won't be very";
					mes "useful if it's not in the";
					mes "hands of the right person.";
					mes "" + .@name2$ + " will know more about";
					mes "the Spirit of Coordination";
					mes "so you should consult him.";
					close;
				}
			}
			else if (countitem(Soul_Of_Proceeding) > 0) {
				if ((guildrelay_q == 85) && (BaseJob == Job_Hunter)) {
					mes "[" + .@name$ + "]";
					mes "Hello, " + strcharinfo(0) + ".";
					mes "Congratulations, it looks";
					mes "like you finished the test.";
					mes "You may now give the Spirit of";
					mes "Advance to your guild master.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "That spirit won't be very";
					mes "useful if it's not in the";
					mes "hands of the right person.";
					mes "" + .@name2$ + " will know more about";
					mes "the Spirit of Advance so";
					mes "you should consult him.";
					close;
				}
			}
			else if (countitem(Soul_Of_Confidence) > 0) {
				if (BaseJob == Job_Sage) {
					mes "[" + .@name$ + "]";
					mes "Hello, " + strcharinfo(0) + ".";
					mes "I see that you possess";
					mes "the Spirit of Trust.";
					mes "Good luck, and do not";
					mes "fail the trust placed in";
					mes "you by your guild.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "That spirit won't be very";
					mes "useful if it's not in the";
					mes "hands of the right person.";
					mes "" + .@name3$ + " will know more";
					mes "about the Spirit of Trust";
					mes "so you should consult him.";
					close;
				}
			}
			else if (countitem(Soul_Of_Agreement) > 0) {
				if ((guildrelay_q == 71) && (BaseJob == Job_Sage)) {
					mes "[" + .@name$ + "]";
					mes "Hello," + strcharinfo(0) + ".";
					mes "I commend you on your work.";
					mes "Please give that spirit to";
					mes "the next person so that the";
					mes "testing can continue.";
					next;
					mes "[" + .@name$ + "]";
					mes "If you don't remember";
					mes "" + .@name3$ + "'s explanation,";
					mes "then you might want to";
					mes "go back to him and ask";
					mes "him to tell you again.";
					close;
				}
				else if ((BaseJob == Job_Bard) || (BaseJob == Job_Dancer)) {
					mes "[" + .@name$ + "]";
					mes "Ah, " + strcharinfo(0) + ",";
					mes "I see that you have the";
					mes "Spirit of Union. Always keep";
					mes "in mind that the strength of";
					mes "your guild is directly";
					mes "related to its unity.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "That spirit won't be very";
					mes "useful if it's not in the";
					mes "hands of the right person.";
					mes "" + .@name3$ + " will know more";
					mes "about the Spirit of Union";
					mes "so you should consult him.";
					close;
				}
			}
			else if (countitem(Soul_Of_Harmony) > 0) {
				if ((guildrelay_q == 72) && ((BaseJob == Job_Bard) || (BaseJob == Job_Dancer))) {
					mes "[" + .@name$ + "]";
					mes "Hello," + strcharinfo(0) + ".";
					mes "I commend you on your work.";
					mes "Please give that spirit to";
					mes "the next person so that the";
					mes "testing can continue.";
					next;
					mes "[" + .@name$ + "]";
					mes "If you don't remember";
					mes "" + .@name3$ + "'s explanation,";
					mes "then you might want to";
					mes "go back to him and ask";
					mes "him to tell you again.";
					close;
				}
				else if (BaseJob == Job_Assassin) {
					mes "[" + .@name$ + "]";
					mes "Ah, " + strcharinfo(0) + ",";
					mes "I see that you have the Spirit";
					mes "of Combination. Remember that";
					mes "working in tandem, combining";
					mes "your guild's skills and talents,";
					mes "will realize your true potential.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "That spirit won't be very";
					mes "useful if it's not in the";
					mes "hands of the right person.";
					mes "" + .@name3$ + " will know more about";
					mes "the Spirit of Combination so";
					mes "you should consult him.";
					close;
				}
			}
			else if (countitem(Soul_Of_Unity) > 0) {
				if ((guildrelay_q == 74) && (BaseJob == Job_Assassin)) {
					mes "[" + .@name$ + "]";
					mes "Greetings, " + strcharinfo(0) + ",";
					mes "did you rest well? Please";
					mes "give that spirit to the next";
					mes "person so that the testing";
					mes "of your guild may continue.";
					next;
					mes "[" + .@name$ + "]";
					mes "If you don't remember";
					mes "" + .@name3$ + "'s explanation,";
					mes "then you might want to";
					mes "go back to him and ask";
					mes "him to tell you again.";
					close;
				}
				else if (BaseJob == Job_Wizard) {
					mes "[" + .@name$ + "]";
					mes "Hello, " + strcharinfo(0) + ",";
					mes "I see that you've been";
					mes "entrusted with the Spirit";
					mes "of Solidarity. Do your best";
					mes "on this test for the sake";
					mes "of your guild, alright?";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "That spirit won't be very";
					mes "useful if it's not in the";
					mes "hands of the right person.";
					mes "" + .@name3$ + " will know more";
					mes "about the Spirit of Solidarity";
					mes "so you should consult him.";
					close;
				}
			}
			else if (countitem(Soul_Of_Friendship) > 0) {
				if ((guildrelay_q == 75) && (BaseJob == Job_Wizard)) {
					mes "[" + .@name$ + "]";
					mes "Ah, " + strcharinfo(0) + ",";
					mes "congratulations on a job";
					mes "well done. Please give the";
					mes "Spirit of Friendship to your";
					mes "guild master to continue";
					mes "the guild testing.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "That spirit won't be very";
					mes "useful if it's not in the";
					mes "hands of the right person.";
					mes "" + .@name3$ + " will know more";
					mes "about the Spirit of Friendship";
					mes "so you should consult him.";
					close;
				}
			}
			else if (countitem(Soul_Of_Peace) > 0) {
				if (BaseJob == Job_Rogue) {
					mes "[" + .@name$ + "]";
					mes "Ah, " + strcharinfo(0) + ",";
					mes "I see that you have the";
					mes "Spirit of Peace. Please";
					mes "do your best for the sake";
					mes "of the guild, though I do not";
					mes "doubt you'll pass this test.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "That spirit won't be very";
					mes "useful if it's not in the";
					mes "hands of the right person.";
					mes "" + .@name4$ + " will know more";
					mes "about the Spirit of Peace";
					mes "so you should consult him.";
					close;
				}
			}
			else if (countitem(Soul_Of_Spirit) > 0) {
				if ((guildrelay_q == 95) && (BaseJob == Job_Priest)) {
					mes "[" + .@name$ + "]";
					mes "Hello," + strcharinfo(0) + ".";
					mes "I commend you on your work.";
					mes "Please give that spirit to";
					mes "the next person so that the";
					mes "testing can continue.";
					next;
					mes "[" + .@name$ + "]";
					mes "If you don't remember";
					mes "" + .@name4$ + "'s explanation,";
					mes "then you might want to";
					mes "go back to him and ask";
					mes "him to tell you again.";
					close;
				}
				else if (BaseJob == Job_Priest) {
					mes "[" + .@name$ + "]";
					mes "Ah, " + strcharinfo(0) + ",";
					mes "please take good care of";
					mes "that Spirit of Determination.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "That spirit won't be very";
					mes "useful if it's not in the";
					mes "hands of the right person.";
					mes "" + .@name4$ + " will know more about";
					mes "the Spirit of Determination";
					mes "so you should consult him.";
					close;
				}
			}
			else if (countitem(Soul_Of_Service) > 0) {
				if ((guildrelay_q == 98) && (BaseJob == Job_Priest)) {
					mes "[" + .@name$ + "]";
					mes "Hello," + strcharinfo(0) + ".";
					mes "I commend you on your work.";
					mes "Please give that spirit to";
					mes "the next person so that the";
					mes "testing can continue.";
					next;
					mes "[" + .@name$ + "]";
					mes "If you don't remember";
					mes "" + .@name4$ + "'s explanation,";
					mes "then you might want to";
					mes "go back to him and ask";
					mes "him to tell you again.";
					close;
				}
				else if (BaseJob == Job_Crusader) {
					mes "[" + .@name$ + "]";
					mes "Ah, " + strcharinfo(0) + ",";
					mes "please take good care";
					mes "of that Spirit of Service.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "That spirit won't be very";
					mes "useful if it's not in the";
					mes "hands of the right person.";
					mes "" + .@name4$ + " will know more about";
					mes "the Spirit of Service so";
					mes "you should consult him.";
					close;
				}
			}
			else if (countitem(Soul_Of_Glory) > 0) {
				if ((guildrelay_q == 96) && (BaseJob == Job_Crusader)) {
					mes "[" + .@name$ + "]";
					mes "Hello," + strcharinfo(0) + ".";
					mes "I commend you on your work.";
					mes "Please give that spirit to";
					mes "the next person so that the";
					mes "testing can continue.";
					next;
					mes "[" + .@name$ + "]";
					mes "If you don't remember";
					mes "" + .@name4$ + "'s explanation,";
					mes "then you might want to";
					mes "go back to him and ask";
					mes "him to tell you again.";
					close;
				}
				else if (BaseJob == Job_Monk) {
					mes "[" + .@name$ + "]";
					mes "Ah, " + strcharinfo(0) + ",";
					mes "please take good care";
					mes "of that Spirit of Glory.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "That spirit won't be very";
					mes "useful if it's not in the";
					mes "hands of the right person.";
					mes "" + .@name4$ + " will know more about";
					mes "the Spirit of Glory so you";
					mes "should consult him.";
					close;
				}
			}
			else if (countitem(Soul_Of_Victory) > 0) {
				if ((guildrelay_q == 97) && (Class == Job_Monk)) {
					mes "[" + .@name$ + "]";
					mes "Ah, " + strcharinfo(0) + ",";
					mes "congratulations on a job";
					mes "well done. Please give";
					mes "the Spirit of Victory to your";
					mes "guild master. That's it for now.";
					mes "Good luck to you in the future.";
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "That spirit won't be very";
					mes "useful if it's not in the";
					mes "hands of the right person.";
					mes "" + .@name4$ + " will know more about";
					mes "the Spirit of Victory so you";
					mes "should consult him.";
					close;
				}
			}
			else {
				mes "[" + .@name$ + "]";
				mes "I'm sorry, but I'm too";
				mes "busy with my work to offer";
				mes "you any help right now.";
				mes "You'll have to forgive me.";
				close;
			}
		}
	}
	else {
		if (getcharid(2) == 0) {
			mes "[" + .@name$ + "]";
			mes "You haven't joined";
			mes "a guild yet? Why don't";
			mes "you think about joining";
			mes "one? Well, it's your decision,";
			mes "but I don't think you'd regret";
			mes "being part of a strong guild.";
			close;
		}
		else {
			mes "[" + .@name$ + "]";
			mes "Ah, I see that you are";
			mes "affiliated with a guild.";
			mes "Have you come here";
			mes "as an invited guest?";
			next;
			switch(select("No, not really...:I was invited by the guild master.")) {
			case 1:
				mes "[" + .@name$ + "]";
				mes "Oh, really?";
				mes "That's too bad...";
				mes "My apologies, but";
				mes "I can't allow strangers";
				mes "to simply come and go";
				mes "around here. Farewell, then.";
				next;
				warp "alde_gld",186,157;
				close;
			case 2:
				mes "[" + .@name$ + "]";
				mes "Oh, really? Ah, now";
				mes "I recognize you, ^4d4dff" + strcharinfo(0) + "^000000.";
				mes "Please come in, and make";
				mes "yourself comfortable.";
				close;
			}
		}
	}
}

-	script	RelayDummy2::GuildRelay2	4_M_SAGE_A,{
	.@name$ = strnpcinfo(1);
	getmapxy(.@m$,.@x,.@x,1);
	.@GID = getcastledata(.@m$,1);
	if (checkweight(Knife,1) == 0) {
		mes "^3355FFWait a minute! You're";
		mes "carrying too many items";
		mes "right now: store some of";
		mes "your extra things in Kafra";
		mes "Storage, and then come back.^000000";
		close;
	}
	if (.@GID == 0) {
		mes "^3355FFYou're not sure why, but";
		mes "this guy seems to be pretty";
		mes "depressed. He briefly makes";
		mes "eye contact with you, but then";
		mes "breaks it off. Apparently,";
		mes "he wants to be left alone.^000000";
		next;
		mes "^3355FFThere's no reason for you";
		mes "to stick around an ownerless";
		mes "stronghold. You may as well";
		mes "head on your way.^000000";
		close;
	}
	if (getcharid(2) == .@GID) {
		if (strcharinfo(0) == getguildmaster(.@GID)) {
			if (countitem(Soul_Of_Guild) > 0) {
				mes "[" + .@name$ + "]";
				mes "Hm. You can't just keep";
				mes "that spirit to yourself.";
				mes "Give it to a ^FF0000Knight^000000 or";
				mes "a ^FF0000Lord Knight^000000. Hurry it up!";
				mes "You need to work fast to";
				mes "expand your guild.";
				close;
			}
			else {
				mes "[" + .@name$ + "]";
				mes "Hm. You seem awfully";
				mes "busy. Why don't you just";
				mes "take a break, and relax?";
				mes "It's alright to have fun";
				mes "if you're feeling a lot of";
				mes "pressure. Heh heh heh~";
				close;
			}
		}
		else {
			if ((BaseJob == Job_Knight) && (countitem(Soul_Of_Guild) > 0)) {
				mes "[" + .@name$ + "]";
				mes "For your first test,";
				mes "I'll start you off with";
				mes "something pretty simple.";
				mes "Just collect some items,";
				mes "and bring them to me. Ah, and";
				mes "your guild can help you too.";
				next;
				switch(rand(1,3)) {
				case 1:
					mes "[" + .@name$ + "]";
					mes "^FF000030 Tongues^000000,";
					mes "^FF000030 Dark Masks^000000, and";
					mes "^FF000030 Shoulder Protectors^000000.";
					mes "That shouldn't be too";
					mes "hard now, right?";
					delitem Soul_Of_Guild,1;
					guildrelay_q = 2;
					close;
				case 2:
					mes "[" + .@name$ + "]";
					mes "^FF000030 Worn Out Pages^000000,";
					mes "^FF000030 Round Shells^000000, and";
					mes "^FF000030 Mole Whiskers^000000.";
					mes "That shouldn't be too";
					mes "hard now, right?";
					delitem Soul_Of_Guild,1;
					guildrelay_q = 3;
					close;
				case 3:
					mes "[" + .@name$ + "]";
					mes "^FF000030 Frills^000000,";
					mes "^FF000030 Sharp Papers^000000, and";
					mes "^FF000030 Elder Pixie's Moustaches^000000.";
					mes "That shouldn't be too";
					mes "hard now, right?";
					delitem Soul_Of_Guild,1;
					guildrelay_q = 89;
					close;
				}
			}
			if ((countitem(Thin_N'_Long_Tongue) > 29) && (countitem(Shoulder_Protection) > 29) && (countitem(Black_Mask) > 29) && (guildrelay_q == 2)) {
				mes "[" + .@name$ + "]";
				mes "Huh. I didn't actually";
				mes "expect that you'd collect";
				mes "all these items. Good job.";
				mes "Now, take this and give it to";
				mes "a Blacksmith or Mastersmith.";
				mes "Your guild's pretty good...";
				delitem Thin_N'_Long_Tongue,30;
				delitem Shoulder_Protection,30;
				delitem Black_Mask,30;
				guildrelay_q = 88;
				getitem Soul_Of_Courage,1;
				close;
			}
			if ((BaseJob == Job_Knight) && (guildrelay_q == 2)) {
				mes "[" + .@name$ + "]";
				mes "Did you forget what";
				mes "to bring me? I wanted";
				mes "^FF000030 Tongues^000000,";
				mes "^FF000030 Dark Masks^000000, and";
				mes "^FF000030 Shoulder Protectors^000000.";
				mes "Don't forget this time.";
				close;
			}
			if ((countitem(Worn_Out_Page) > 29) && (countitem(Moustache_Of_Mole) > 29) && (countitem(Round_Shell) > 29) && (guildrelay_q == 3)) {
				mes "[" + .@name$ + "]";
				mes "Huh. I didn't actually";
				mes "expect that you'd collect";
				mes "all these items. Good job.";
				mes "Now, take this and give it to";
				mes "a Blacksmith or Mastersmith.";
				mes "Your guild's pretty good...";
				delitem Worn_Out_Page,30;
				delitem Moustache_Of_Mole,30;
				delitem Round_Shell,30;
				guildrelay_q = 88;
				getitem Soul_Of_Courage,1;
				close;
			}
			if ((BaseJob == Job_Knight) && (guildrelay_q == 3)) {
				mes "[" + .@name$ + "]";
				mes "Did you forget what";
				mes "to bring me? I wanted";
				mes "^FF000030 Worn Out Pages^000000,";
				mes "^FF000030 Round Shells^000000, and";
				mes "^FF000030 Mole Whiskers^000000.";
				mes "Don't forget this time.";
				close;
			}
			if ((countitem(Fright_Paper_Blade) > 29) && (countitem(Lizard_Scruff) > 29) && (countitem(Elder_Pixie's_Beard) > 29) && (guildrelay_q == 89)) {
				mes "[" + .@name$ + "]";
				mes "Huh. I didn't actually";
				mes "expect that you'd collect";
				mes "all these items. Good job.";
				mes "Now, take this and give it to";
				mes "a Blacksmith or Mastersmith.";
				mes "Your guild's pretty good...";
				delitem Fright_Paper_Blade,30;
				delitem Lizard_Scruff,30;
				delitem Elder_Pixie's_Beard,30;
				guildrelay_q = 88;
				getitem Soul_Of_Courage,1;
				close;
			}
			if ((BaseJob == Job_Knight) && (guildrelay_q == 89)) {
				mes "[" + .@name$ + "]";
				mes "Did you forget what";
				mes "to bring me? I wanted";
				mes "^FF000030 Frills^000000,";
				mes "^FF000030 Sharp Papers^000000, and";
				mes "^FF000030 Elder Pixie's Moustaches^000000.";
				mes "Don't forget this time.";
				close;
			}
			if ((BaseJob == Job_Blacksmith) && (countitem(Soul_Of_Courage) > 0)) {
				mes "[" + .@name$ + "]";
				mes "Wow, you brought the";
				mes "items sooner than I had";
				mes "expected. Great! Well then,";
				mes "your next task for me will";
				mes "be to... Wait. Wait and";
				mes "kill some time. Easy, huh?";
				next;
				mes "[" + .@name$ + "]";
				mes "^FF0000just waiting.^000000";
				mes "Justing wait and kill";
				mes "some time. You can do";
				mes "whatever you want to";
				mes "do during that time.";
				next;
				mes "[" + .@name$ + "]";
				mes "Come back after you've";
				mes "relaxed and enjoyed yourself.";
				mes "We can continue the testing";
				mes "when the time is right so";
				mes "don't you worry about it.";
				delitem Soul_Of_Courage,1;
				guildrelay_q = 4;
				guildtime = gettime(GETTIME_HOUR);
				close;
			}
			if ((guildtime > 22) && (guildrelay_q == 4) && (BaseJob == Job_Blacksmith)) {
				if (gettime(GETTIME_HOUR) > 2 && gettime(GETTIME_HOUR) < guildtime) {
					mes "[" + .@name$ + "]";
					mes "I guess enough time";
					mes "has passed. You ready";
					mes "to resume the testing?";
					mes "Please give this to an";
					mes "Alchemist or Biochemist.";
					mes "Your work here is done.";
					guildrelay_q = 87;
					getitem Soul_Of_Partnership,1;
					close;
				}
			}
			if ((guildtime > 21) && (guildrelay_q == 4) && (BaseJob == Job_Blacksmith)) {
				if (gettime(GETTIME_HOUR) > 0101 && gettime(GETTIME_HOUR) < guildtime) { // FIXME[Haru]: hour is clearly wrong
					mes "[" + .@name$ + "]";
					mes "I guess enough time";
					mes "has passed. You ready";
					mes "to resume the testing?";
					mes "Please give this to an";
					mes "Alchemist or Biochemist.";
					mes "Your work here is done.";
					guildrelay_q = 87;
					getitem Soul_Of_Partnership,1;
					close;
				}
			}
			if ((guildtime > 20) && (guildrelay_q == 4) && (BaseJob == Job_Blacksmith)) {
				if (gettime(GETTIME_HOUR) > 0001 && gettime(GETTIME_HOUR) < guildtime) { // FIXME[Haru]: Hour is probably wrong
					mes "[" + .@name$ + "]";
					mes "I guess enough time";
					mes "has passed. You ready";
					mes "to resume the testing?";
					mes "Please give this to an";
					mes "Alchemist or Biochemist.";
					mes "Your work here is done.";
					guildrelay_q = 87;
					getitem Soul_Of_Partnership,1;
					close;
				}
			}
			if (gettime(GETTIME_HOUR) - guildtime > 0300 && guildrelay_q == 4 && BaseJob == Job_Blacksmith) { // FIXME[Haru]: Hour is clearly wrong
				mes "[" + .@name$ + "]";
				mes "I guess enough time";
				mes "has passed. You ready";
				mes "to resume the testing?";
				mes "Please give this to an";
				mes "Alchemist or Biochemist.";
				mes "Your work here is done.";
				guildrelay_q = 87;
				getitem Soul_Of_Partnership,1;
				close;
			}
			if ((guildrelay_q == 4) && (BaseJob == Job_Blacksmith)) {
				mes "[" + .@name$ + "]";
				mes "You must be rarin'";
				mes "to take on the next";
				mes "test. Please be patient,";
				mes "kill some time, and just";
				mes "come back to me later.";
				close;
			}
			if ((BaseJob == Job_Alchemist) && (countitem(Soul_Of_Partnership) > 0)) {
				mes "[" + .@name$ + "]";
				mes "Oh, you got it, eh?";
				mes "You might not think this";
				mes "will be so hard, but I'm";
				mes "going to give you a much";
				mes "different challenge now.";
				mes "Are you ready for it?";
				next;
				if ((BaseLevel > 1) && (BaseLevel < 58)) {
					mes "[" + .@name$ + "]";
					mes "Your test will be to";
					mes "grow a little stronger!";
					mes "You'll pass once you";
					mes "gain 3 more levels.";
					mes "How about that, eh?";
					delitem Soul_Of_Partnership,1;
					guildrelay_q = 5;
					close;
				}
				if ((BaseLevel > 57) && (BaseLevel < 76)) {
					mes "[" + .@name$ + "]";
					mes "Your test will be to";
					mes "grow a little stronger!";
					mes "You'll pass once you";
					mes "gain 2 more levels.";
					mes "How about that, eh?";
					delitem Soul_Of_Partnership,1;
					guildrelay_q = 6;
					close;
				}
				if ((BaseLevel > 75) && (BaseLevel < 94)) {
					mes "[" + .@name$ + "]";
					mes "Your test will be to";
					mes "grow a little stronger!";
					mes "You'll pass once you";
					mes "gain 1 more level.";
					mes "How about that, eh?";
					delitem Soul_Of_Partnership,1;
					guildrelay_q = 7;
					close;
				}
				if (BaseLevel > 93) {
					mes "[" + .@name$ + "]";
					mes "Wait a minute. Forget it!";
					mes "I was going to ask you to";
					mes "raise your Base Level, but";
					mes "you're tough enough as it is.";
					mes "Fine, fine. You pass! Give this";
					mes "to a ^FF0000Hunter^000000 or ^FF0000Sniper^000000 now~";
					delitem Soul_Of_Partnership,1;
					guildrelay_q = 86;
					getitem Soul_Of_Correspondence,1;
					close;
				}
			}
			if (((BaseLevel + 2) < (BaseLevel)) && (guildrelay_q == 5)) {
				mes "[" + .@name$ + "]";
				mes "You got a little stronger,";
				mes "eh? Fine, fine. You pass.";
				mes "Here, now take this and";
				mes "give it to a ^FF0000Hunter^000000 or ^FF0000Sniper^000000";
				mes "in your guild. Nice work,";
				mes "and I'll see you around.";
				guildrelay_q = 86;
				getitem Soul_Of_Correspondence,1;
				close;
			}
			if (((BaseLevel + 1) < (BaseLevel)) && (guildrelay_q == 6)) {
				mes "[" + .@name$ + "]";
				mes "You got a little stronger,";
				mes "eh? Fine, fine. You pass.";
				mes "Here, now take this and";
				mes "give it to a ^FF0000Hunter^000000 or ^FF0000Sniper^000000";
				mes "in your guild. Nice work,";
				mes "and I'll see you around.";
				guildrelay_q = 86;
				getitem Soul_Of_Correspondence,1;
				close;
			}
			if ((BaseLevel < (BaseLevel)) && (guildrelay_q == 7)) {
				mes "[" + .@name$ + "]";
				mes "You got a little stronger,";
				mes "eh? Fine, fine. You pass.";
				mes "Here, now take this and";
				mes "give it to a ^FF0000Hunter^000000 or ^FF0000Sniper^000000";
				mes "in your guild. Nice work,";
				mes "and I'll see you around.";
				guildrelay_q = 86;
				getitem Soul_Of_Correspondence,1;
				close;
			}
			if ((guildrelay_q == 5) || (guildrelay_q == 6) || (guildrelay_q == 7)) {
				mes "[" + .@name$ + "]";
				mes "You're still not strong";
				mes "enough to pass this test.";
				mes "Hurry up, kill some monsters,";
				mes "and gain some ^FF0000Base Levels^000000.";
				mes "You have to become stronger!";
				close;
			}
			if ((BaseJob == Job_Hunter) && (countitem(Soul_Of_Correspondence) > 0)) {
				mes "[" + .@name$ + "]";
				mes "Ah, good, you're here.";
				mes "Now, my request for you";
				mes "is this: please donate";
				mes "your Falcon for the";
				mes "sake of your guild.";
				next;
				switch(select("Donate Falcon:No way!")) {
				case 1:
					if (checkfalcon()) {
						mes "[" + .@name$ + "]";
						mes "Great! Don't worry,";
						mes "your Falcon will be safe";
						mes "under our care, and will";
						mes "be use to scout areas and";
						mes "deliver mail. That's why";
						mes "I asked you for it.";
						next;
						mes "[" + .@name$ + "]";
						mes "Now, please take this";
						mes "spirit, and give it to";
						mes "your guild master as";
						mes "soon as you can, alright?";
						setfalcon;
						delitem Soul_Of_Correspondence,1;
						guildrelay_q = 85;
						getitem Soul_Of_Proceeding,1;
						close;
					}
					else {
						mes "[" + .@name$ + "]";
						mes "I'm glad that you're";
						mes "willing to part with your";
						mes "Falcon, but it doesn't seem";
						mes "to be with you right now.";
						mes "Go get one, and come back.";
						close;
					}
				case 2:
					mes "[" + .@name$ + "]";
					mes "Well, I can't help it if you";
					mes "really want to keep your";
					mes "Falcon, but please come";
					mes "back if you change your mind.";
					mes "I can't do anything for you";
					mes "unless you cooperate.";
					close;
				}
			}
			if ((guildrelay_q == 88) && (countitem(Soul_Of_Courage) > 0)) {
				mes "[" + .@name$ + "]";
				mes "Please give the";
				mes "Spirit of Charge to";
				mes "a ^FF0000Blacksmith^000000 or ^FF0000Mastersmith^000000.";
				mes "It won't do any good in the";
				mes "hands of anybody else.";
				close;
			}
			if (guildrelay_q == 88) {
				mes "[" + .@name$ + "]";
				mes "You don't have";
				mes "anything to do?";
				mes "Why don't you help";
				mes "your guild hunt monsters?";
				mes "It'll be a good chance to";
				mes "show them your skills~";
				close;
			}
			if ((guildrelay_q == 87) && (countitem(Soul_Of_Partnership) > 0)) {
				mes "[" + .@name$ + "]";
				mes "Please give the";
				mes "Spirit of Association to";
				mes "an ^FF0000Alchemist^000000 or ^FF0000Biochemist^000000.";
				mes "It won't do any good in the";
				mes "hands of anybody else.";
				close;
			}
			if (guildrelay_q == 87) {
				mes "[" + .@name$ + "]";
				mes "Hm. Don't you have";
				mes "anything to do? I suppose";
				mes "it's better to be bored";
				mes "than to be overwhelmed.";
				mes "Oh well, you'll figure";
				mes "something out.";
				close;
			}
			if ((guildrelay_q == 86) && (countitem(Soul_Of_Correspondence) > 0)) {
				mes "[" + .@name$ + "]";
				mes "Please give the";
				mes "Spirit of Coordination";
				mes "to a ^FF0000Hunter^000000 or ^FF0000Sniper^000000.";
				mes "It won't do any good in the";
				mes "hands of anybody else.";
				close;
			}
			if (guildrelay_q == 86) {
				mes "[" + .@name$ + "]";
				mes "Good work. Please";
				mes "go ahead and take a rest,";
				mes "and then come back to me";
				mes "later. I'll have something";
				mes "to give you by then.";
				close;
			}
			if ((guildrelay_q == 85) && (countitem(Soul_Of_Proceeding) > 0)) {
				mes "[" + .@name$ + "]";
				mes "Please give the";
				mes "Spirit of Advance";
				mes "to your ^FF0000guild master^000000.";
				mes "It won't do any good in the";
				mes "hands of anybody else.";
				close;
			}
			if (guildrelay_q == 85) {
				mes "[" + .@name$ + "]";
				mes "Your falcon's been";
				mes "a great help in the";
				mes "guild. Hm? You already";
				mes "miss it? Hahahaha!";
				close;
			}
			mes "[" + .@name$ + "]";
			mes "Hm? What brings you";
			mes "here? I don't think we";
			mes "have any business to";
			mes "conduct. Am I mistaken?";
			close;
		}
	}
	else {
		if (strcharinfo(0) == getguildmaster(.@GID)) {
			mes "[" + .@name$ + "]";
			mes "Hm? What brings you";
			mes "here? Feel free to take";
			mes "your time and look around";
			mes "if that's what pleases you.";
			close;
		}
		else {
			mes "[" + .@name$ + "]";
			mes "There isn't much to see";
			mes "around here, but you're";
			mes "welcome to stay and look";
			mes "around here if you wish.";
			close;
		}
	}
}

-	script	RelayDummy3::GuildRelay3	4_M_SAGE_A,{
	.@name$ = strnpcinfo(1);
	getmapxy(.@m$,.@x,.@x,1);
	.@GID = getcastledata(.@m$,1);
	if (checkweight(Knife,1) == 0) {
		mes "^3355FFWait a minute! You're";
		mes "carrying too many items";
		mes "right now: store some of";
		mes "your extra things in Kafra";
		mes "Storage, and then come back.^000000";
		close;
	}
	if (.@GID == 0) {
		mes "^3355FFThis exhausted man";
		mes "notices you staring at";
		mes "him, but chooses to leave";
		mes "you alone. There's no one";
		mes "else in this stronghold so";
		mes "there's no reason to be here.^000000";
		close;
	}
	if (getcharid(2) == .@GID) {
		if (strcharinfo(0) == getguildmaster(.@GID)) {
			if (countitem(Soul_Of_Confidence) > 0) {
				mes "[" + .@name$ + "]";
				mes "Hm? What are you doing?";
				mes "You're not supposed to";
				mes "be the one holding onto";
				mes "this soul. A Sage or a";
				mes "Professor was supposed";
				mes "to come here with it.";
				next;
				mes "[" + .@name$ + "]";
				mes "Make sure you give";
				mes "that soul you're holding";
				mes "to a ^FF0000Sage^000000 or ^FF0000Professor^000000, and";
				mes "then have him bring it to me.";
				close;
			}
			else {
				mes "[" + .@name$ + "]";
				mes "Our business together";
				mes "has concluded. If you're";
				mes "not busy, why don't you try";
				mes "helping out your guild? Yes,";
				mes "I'm sure they'd appreciate it.";
				close;
			}
		}
		else {
			if ((BaseJob == Job_Sage) && (countitem(Soul_Of_Confidence) > 0)) {
				mes "[" + .@name$ + "]";
				mes "I see that you've brought";
				mes "the ^42426FSpirit of Trust^000000. Now, the";
				mes "first thing I want you to do is";
				mes "to build the trust between you";
				mes "and your guild members.";
				mes "Spend time with them.";
				next;
				mes "[" + .@name$ + "]";
				mes "I want you to build";
				mes "up some friendly bonds";
				mes "within your guild before";
				mes "coming back to me. Your";
				mes "guild must have solidarity";
				mes "in order to be successful.";
				delitem Soul_Of_Confidence,1;
				guildrelay_q = 9;
				guildtime = gettime(GETTIME_HOUR);
				close;
			}
			if ((guildtime > 22) && (guildrelay_q == 9) && (BaseJob == Job_Sage)) {
				if (gettime(GETTIME_HOUR) > 2 && gettime(GETTIME_HOUR) < guildtime) {
					mes "[" + .@name$ + "]";
					mes "So did you spend some";
					mes "quality time with your";
					mes "guild members, and get";
					mes "a chance to really learn";
					mes "who they are? You must";
					mes "love your comrades.";
					next;
					mes "[" + .@name$ + "]";
					mes "Now you know how";
					mes "important bonding truly";
					mes "is. Please give this spirit";
					mes "to a ^42426FBard^000000, ^42426FMinstrel^000000, ^42426FDancer^000000,";
					mes "or ^42426FGypsy^000000. Good luck to you.";
					guildrelay_q = 81;
					getitem Soul_Of_Agreement,1;
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "Hm? Back so soon?";
					mes "That hasn't been enough";
					mes "time for you to really bond";
					mes "with your guild members.";
					mes "Go back, ask them about their";
					mes "dreams, passions, and goals!";
					close;
				}
			}
			else if ((guildtime > 21) && (guildrelay_q == 9) && (BaseJob == Job_Sage)) {
				if (gettime(GETTIME_HOUR) > 1 && gettime(GETTIME_HOUR) < guildtime) {
					mes "[" + .@name$ + "]";
					mes "So did you spend some";
					mes "quality time with your";
					mes "guild members, and get";
					mes "a chance to really learn";
					mes "who they are? You must";
					mes "love your comrades.";
					next;
					mes "[" + .@name$ + "]";
					mes "Now you know how";
					mes "important bonding truly";
					mes "is. Please give this spirit";
					mes "to a ^42426FBard^000000, ^42426FMinstrel^000000, ^42426FDancer^000000,";
					mes "or ^42426FGypsy^000000. Good luck to you.";
					guildrelay_q = 71;
					getitem Soul_Of_Agreement,1;
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "Hm? Back so soon?";
					mes "That hasn't been enough";
					mes "time for you to really bond";
					mes "with your guild members.";
					mes "Go back, ask them about their";
					mes "dreams, passions, and goals!";
					close;
				}
			}
			else if ((guildtime > 20) && (guildrelay_q == 9) && (BaseJob == Job_Sage)) {
				if (gettime(GETTIME_HOUR) > 0 && gettime(GETTIME_HOUR) < guildtime) {
					mes "[" + .@name$ + "]";
					mes "So did you spend some";
					mes "quality time with your";
					mes "guild members, and get";
					mes "a chance to really learn";
					mes "who they are? You must";
					mes "love your comrades.";
					next;
					mes "[" + .@name$ + "]";
					mes "Now you know how";
					mes "important bonding truly";
					mes "is. Please give this spirit";
					mes "to a ^42426FBard^000000, ^42426FMinstrel^000000, ^42426FDancer^000000,";
					mes "or ^42426FGypsy^000000. Good luck to you.";
					guildrelay_q = 71;
					getitem Soul_Of_Agreement,1;
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "Hm? Back so soon?";
					mes "That hasn't been enough";
					mes "time for you to really bond";
					mes "with your guild members.";
					mes "Go back, ask them about their";
					mes "dreams, passions, and goals!";
					close;
				}
			} else if (gettime(GETTIME_HOUR) - guildtime > 3 && guildrelay_q == 9 && BaseJob == Job_Sage) {
				mes "[" + .@name$ + "]";
				mes "So did you spend some";
				mes "quality time with your";
				mes "guild members, and get";
				mes "a chance to really learn";
				mes "who they are? You must";
				mes "love your comrades.";
				next;
				mes "[" + .@name$ + "]";
				mes "You have done";
				mes "what you had to do for now.";
				mes "Please give it to a ^42426FBard^000000 or ^42426FClown^000000";
				mes "You can also give it to ^42426FDancer^000000 or ^42426FGypsy^000000";
				mes "Good luck.";
				guildrelay_q = 71;
				getitem Soul_Of_Agreement,1;
				close;
			}
			else if ((BaseJob == Job_Sage) && (guildrelay_q == 9)) {
				mes "[" + .@name$ + "]";
				mes "Hm? Back so soon?";
				mes "That hasn't been enough";
				mes "time for you to really bond";
				mes "with your guild members.";
				mes "Go back, ask them about their";
				mes "dreams, passions, and goals!";
				close;
			}
			if (((BaseJob == Job_Bard) || (BaseJob == Job_Dancer)) && (countitem(Soul_Of_Agreement) > 0)) {
				mes "[" + .@name$ + "]";
				mes "For the sake of promoting";
				mes "teamwork amongst your guild,";
				mes "my test will be for you to";
				mes "gather specific items for me.";
				next;
				mes "[" + .@name$ + "]";
				mes "This is a difficult task";
				mes "to complete alone, but it";
				mes "will be much easier if you";
				mes "and your guild cooperate to";
				mes "get all the items. Now listen,";
				mes "this is what I want you to get.";
				next;
				switch(rand(1,3)) {
				case 1:
					mes "[" + .@name$ + "]";
					mes "^8C171730 Burning Hearts^000000,";
					mes "^8C171730 Wolf Claws^000000, and";
					mes "^8C171730 Leopard Claws^000000.";
					mes "You might want to write";
					mes "these down so you don't";
					mes "forget. Good luck to you.";
					delitem Soul_Of_Agreement,1;
					guildrelay_q = 10;
					break;
				case 2:
					mes "[" + .@name$ + "]";
					mes "^8C171730 Soft Blades of Grass^000000,";
					mes "^8C171730 Wooden Hearts^000000, and";
					mes "^8C171730 Poisonous Toad Skins^000000.";
					mes "You might want to write";
					mes "these down so you don't";
					mes "forget. Good luck to you.";
					delitem Soul_Of_Agreement,1;
					guildrelay_q = 11;
					break;
				case 3:
					mes "[" + .@name$ + "]";
					mes "^8C171730 Antelope Horns^000000,";
					mes "^8C171730 Honey Pots^000000, and";
					mes "^8C171730 Porcupine Quills^000000.";
					mes "You might want to write";
					mes "these down so you don't";
					mes "forget. Good luck to you.";
					delitem Soul_Of_Agreement,1;
					guildrelay_q = 80;
					break;
				}
				next;
				mes "[" + .@name$ + "]";
				mes "You should be bonding";
				mes "with your guild while you";
				mes "gather those items I asked";
				mes "you to bring. I know enough";
				mes "time hasn't passed for your";
				mes "guild to work together on this.";
				close;
			}
			if ((countitem(Burning_Heart) > 29) && (countitem(Leopard_Talon) > 29) && (countitem(Claw_Of_Wolves) > 29) && (guildrelay_q == 10)) {
				mes "[" + .@name$ + "]";
				mes "Oh, perfect! You brought";
				mes "all the items. Well then,";
				mes "I guess you're ready to";
				mes "take this spirit now. Please";
				mes "give it to an ^42426FAssassin^000000 or an";
				mes "^42426FAssassin Cross^000000. Thank you.";
				delitem Burning_Heart,30;
				delitem Leopard_Talon,30;
				delitem Claw_Of_Wolves,30;
				if (BaseJob == Job_Dancer) {
					guildrelay_q = 72;
				}
				else {
					guildrelay_q = 72;
				}
				getitem Soul_Of_Harmony,1;
				close;
			}
			else if ((countitem(Heart_Of_Tree) > 29) && (countitem(Soft_Leaf) > 29) && (countitem(Poison_Toad's_Skin) > 29) && (guildrelay_q == 11)) {
				mes "[" + .@name$ + "]";
				mes "Oh, perfect! You brought";
				mes "all the items. Well then,";
				mes "I guess you're ready to";
				mes "take this spirit now. Please";
				mes "give it to an ^42426FAssassin^000000 or an";
				mes "^42426FAssassin Cross^000000. Thank you.";
				delitem Heart_Of_Tree,30;
				delitem Soft_Leaf,30;
				delitem Poison_Toad's_Skin,30;
				if (BaseJob == Job_Dancer) {
					guildrelay_q = 72;
				}
				else {
					guildrelay_q = 72;
				}
				getitem Soul_Of_Harmony,1;
				close;
			}
			else if ((countitem(Goat's_Horn) > 29) && (countitem(Honey_Jar) > 29) && (countitem(Porcupine_Spike) > 29) && (guildrelay_q == 80)) {
				mes "[" + .@name$ + "]";
				mes "Oh, perfect! You brought";
				mes "all the items. Well then,";
				mes "I guess you're ready to";
				mes "take this spirit now. Please";
				mes "give it to an ^42426FAssassin^000000 or an";
				mes "^42426FAssassin Cross^000000. Thank you.";
				delitem Goat's_Horn,30;
				delitem Honey_Jar,30;
				delitem Porcupine_Spike,30;
				if (BaseJob == Job_Dancer) {
					guildrelay_q = 72;
				}
				else {
					guildrelay_q = 72;
				}
				getitem Soul_Of_Harmony,1;
				close;
			}
			else if (guildrelay_q == 10) {
				mes "[" + .@name$ + "]";
				mes "Hm? You still haven't";
				mes "gathered all the items";
				mes "with your guild yet?";
				mes "Let me remind you what";
				mes "you need to bring me.";
				next;
				mes "[" + .@name$ + "]";
				mes "^8C171730 Burning Hearts^000000,";
				mes "^8C171730 Wolf Claws^000000, and";
				mes "^8C171730 Leopard Claws^000000.";
				mes "You might want to write";
				mes "these down so you don't";
				mes "forget. Good luck to you.";
				close;
			}
			else if (guildrelay_q == 11) {
				mes "[" + .@name$ + "]";
				mes "Hm? You still haven't";
				mes "gathered all the items";
				mes "with your guild yet?";
				mes "Let me remind you what";
				mes "you need to bring me.";
				next;
				mes "[" + .@name$ + "]";
				mes "^8C171730 Soft Blades of Grass^000000,";
				mes "^8C171730 Wooden Hearts^000000, and";
				mes "^8C171730 Poisonous Toad Skins^000000.";
				mes "You might want to write";
				mes "these down so you don't";
				mes "forget. Good luck to you.";
				close;
			}
			else if (guildrelay_q == 80) {
				mes "[" + .@name$ + "]";
				mes "Hm? You still haven't";
				mes "gathered all the items";
				mes "with your guild yet?";
				mes "Let me remind you what";
				mes "you need to bring me.";
				next;
				mes "[" + .@name$ + "]";
				mes "^8C171730 Antelope Horns^000000,";
				mes "^8C171730 Honey Pots^000000, and";
				mes "^8C171730 Porcupine Quills^000000.";
				mes "You might want to write";
				mes "these down so you don't";
				mes "forget. Good luck to you.";
				close;
			}
			if ((BaseJob == Job_Assassin) && (countitem(Soul_Of_Harmony) > 0)) {
				mes "[" + .@name$ + "]";
				mes "You brought the";
				mes "Spirit of Combination?";
				mes "Make sure that you give";
				mes "that to a ^2F4F2FWizard^000000 or";
				mes "a ^2F4F2FHigh Wizard^000000.";
				delitem Soul_Of_Harmony,1;
				guildrelay_q = 74;
				getitem Soul_Of_Unity,1;
				close;
			}
			if ((BaseJob == Job_Wizard) && (countitem(Soul_Of_Unity) > 0)) {
				mes "[" + .@name$ + "]";
				mes "For the sake of your";
				mes "guild, you must become";
				mes "stronger. Sometimes";
				mes "your spells will make the";
				mes "difference between victory";
				mes "and defeat. Remember that.";
				next;
				mes "[" + .@name$ + "]";
				mes "Hey," + strcharinfo(0) + ",";
				mes "if you really want to become";
				mes "strong enough to protect your";
				mes "guild, then you must level up.";
				mes "Come back to me once you've";
				mes "raised your Base Level.";
				next;
				if ((BaseLevel > 0) && (BaseLevel < 61)) {
					mes "[" + .@name$ + "]";
					mes "You will be ready";
					mes "for your task after you";
					mes "gain ^FF00003 Base Levels^000000.";
					mes "Don't despair: I know";
					mes "you'll be able to reach";
					mes "this goal. Good luck to you.";
					delitem Soul_Of_Unity,1;
					guildrelay_q = 12;
					close;
				}
				else if ((BaseLevel > 60) && (BaseLevel < 76)) {
					mes "[" + .@name$ + "]";
					mes "You will be ready";
					mes "for your task after you";
					mes "gain ^FF00002 Base Levels^000000.";
					mes "Don't despair: I know";
					mes "you'll be able to reach";
					mes "this goal. Good luck to you.";
					delitem Soul_Of_Unity,1;
					guildrelay_q = 13;
					close;
				}
				else if ((BaseLevel > 75) && (BaseLevel < 97)) {
					mes "[" + .@name$ + "]";
					mes "You will be ready";
					mes "for your task after you";
					mes "gain ^FF00001 Base Level^000000.";
					mes "Don't despair: I know";
					mes "you'll be able to reach";
					mes "this goal. Good luck to you.";
					delitem Soul_Of_Unity,1;
					guildrelay_q = 14;
					close;
				}
				else if (BaseLevel > 96) {
					mes "[" + .@name$ + "]";
					mes "Hm. You're much stronger";
					mes "that I expected. There's no";
					mes "need for me to encourage";
					mes "you to develop your strength.";
					mes "I admit that you are strong.";
					next;
					mes "[" + .@name$ + "]";
					mes "Acknowledge the extent and";
					mes "limits of your strength, but";
					mes "never allow conceit to pollute";
					mes "your heart. Pride will always";
					mes "shackle your power if you";
					mes "let it. Remember humility.";
					next;
					mes "[" + .@name$ + "]";
					mes "You qualified enough";
					mes "for me to trust you.";
					mes "Please give this spirit";
					mes "to your ^FF0000Guild Master^000000.";
					mes "You're done for now.";
					delitem Soul_Of_Unity,1;
					guildrelay_q = 75;
					getitem Soul_Of_Friendship,1;
					close;
				}
			}
			if ((BaseLevel + 2) < (BaseLevel) && (guildrelay_q == 12)) {
				mes "[" + .@name$ + "]";
				mes "I see that you've";
				mes "completed the task";
				mes "I have given you. It may";
				mes "have been difficult, but";
				mes "you'll see that I had your";
				mes "guild's best interests in mind.";
				next;
				mes "[" + .@name$ + "]";
				mes "You've earned my trust.";
				mes "Please give this spirit";
				mes "to your ^FF0000Guild Master^000000.";
				mes "You've done well.";
				guildrelay_q = 75;
				getitem Soul_Of_Friendship,1;
				close;
			}
			else if ((BaseLevel + 1) < (BaseLevel) && (guildrelay_q == 13)) {
				mes "[" + .@name$ + "]";
				mes "I see that you've";
				mes "completed the task";
				mes "I have given you. It may";
				mes "have been difficult, but";
				mes "you'll see that I had your";
				mes "guild's best interests in mind.";
				next;
				mes "[" + .@name$ + "]";
				mes "You've earned my trust.";
				mes "Please give this spirit";
				mes "to your ^FF0000Guild Master^000000.";
				mes "You've done well.";
				guildrelay_q = 75;
				getitem Soul_Of_Friendship,1;
				close;
			}
			else if ((BaseLevel < BaseLevel) && (guildrelay_q == 14)) {
				mes "[" + .@name$ + "]";
				mes "I see that you've";
				mes "completed the task";
				mes "I have given you. It may";
				mes "have been difficult, but";
				mes "you'll see that I had your";
				mes "guild's best interests in mind.";
				next;
				mes "[" + .@name$ + "]";
				mes "You've earned my trust.";
				mes "Please give this spirit";
				mes "to your ^FF0000Guild Master^000000.";
				mes "You've done well.";
				guildrelay_q = 75;
				getitem Soul_Of_Friendship,1;
				close;
			}
			if ((guildrelay_q == 12) && (BaseJob == Job_Wizard)) {
				mes "[" + .@name$ + "]";
				mes "You're not strong enough";
				mes "yet for your guild to fully";
				mes "rely on you in a crisis.";
				mes "You must level up!";
				close;
			}
			else if ((guildrelay_q == 13) && (BaseJob == Job_Wizard)) {
				mes "[" + .@name$ + "]";
				mes "You're not strong enough";
				mes "yet for your guild to fully";
				mes "rely on you in a crisis.";
				mes "You must level up!";
				close;
			}
			else if ((guildrelay_q == 14) && (BaseJob == Job_Wizard)) {
				mes "[" + .@name$ + "]";
				mes "Hmm... I don't think you've";
				mes "spent enough time leveling";
				mes "up yet. Keep working on it.";
				close;
			}
		}
	}
	else {
		if (strcharinfo(0) == getguildmaster(.@GID)) {
			mes "[" + .@name$ + "]";
			mes "Hm. You're the master";
			mes "of another guild, aren't";
			mes "you? I have no loyalty";
			mes "towards you. Please...";
			mes "Leave this place.";
			close;
		}
		else {
			mes "[" + .@name$ + "]";
			mes "Hm? You have no reason";
			mes "to linger in this stronghold.";
			mes "Please leave this place now.";
			close;
		}
	}
	if ((guildrelay_q == 71) && (countitem(Soul_Of_Agreement) > 0)) {
		mes "[" + .@name$ + "]";
		mes "There's no need for you";
		mes "to hold onto that Spirit";
		mes "of Union. Please give it to";
		mes "a Bard, Minstrel, Dancer";
		mes "or Gypsy in your guild.";
		close;
	}
	else if (guildrelay_q == 71) {
		mes "[" + .@name$ + "]";
		mes "When you improve yourself,";
		mes "you'll also be strengthening";
		mes "your guild. Always devote some";
		mes "time for yourself and for your";
		mes "team. You cannot have one";
		mes "without the other.";
		next;
		mes "[" + .@name$ + "]";
		mes "I suppose you really";
		mes "don't have much use";
		mes "for me anymore... But I'll";
		mes "always offer my support.";
		close;
	}
	if ((guildrelay_q == 72) && (countitem(Soul_Of_Harmony) > 0)) {
		mes "[" + .@name$ + "]";
		mes "There's no need for you";
		mes "to hold onto that Spirit of";
		mes "Combination. Please give";
		mes "it to an Assassin or Assassin";
		mes "Cross in your guild.";
		close;
	}
	else if (guildrelay_q == 72) {
		mes "[" + .@name$ + "]";
		mes "Your songs bolster your";
		mes "guild's morale, and will";
		mes "help them stand and fight,";
		mes "no matter how deseperate";
		mes "the situation may seem.";
		mes "Your voice can make miracles.";
		next;
		mes "[" + .@name$ + "]";
		mes "I suppose you really";
		mes "don't have much use";
		mes "for me anymore... But I'll";
		mes "always offer my support.";
		close;
	}
	if ((guildrelay_q == 73) && (countitem(Soul_Of_Harmony) > 0)) {
		mes "[" + .@name$ + "]";
		mes "There's no need for you";
		mes "to hold onto that Spirit of";
		mes "Combination. Please give";
		mes "it to an Assassin or Assassin";
		mes "Cross in your guild.";
		close;
	}
	else if (guildrelay_q == 73) {
		mes "[" + .@name$ + "]";
		mes "Your dances bolster your";
		mes "guild's morale, and will";
		mes "help them stand and fight,";
		mes "no matter how deseperate";
		mes "the situation may seem.";
		mes "Your voice can make miracles.";
		next;
		mes "[" + .@name$ + "]";
		mes "I suppose you really";
		mes "don't have much use";
		mes "for me anymore... But I'll";
		mes "always offer my support.";
		close;
	}
	if ((guildrelay_q == 74) && (countitem(Soul_Of_Unity) > 0)) {
		mes "[" + .@name$ + "]";
		mes "There's no need for you";
		mes "to hold onto that Spirit";
		mes "of Solidarity. Please give";
		mes "it to a Wizard or High";
		mes "Wizard in your guild.";
		close;
	}
	else if (guildrelay_q == 74) {
		mes "[" + .@name$ + "]";
		mes "I suppose you really";
		mes "don't have much use";
		mes "for me anymore... But I'll";
		mes "always offer my support.";
		next;
		mes "[" + .@name$ + "]";
		mes "Know who your enemies are.";
		mes "If anybody opposes your guild,";
		mes "you must crush them without";
		mes "any hesitation. Your justice";
		mes "must be meted swiftly!";
		close;
	}
	if ((guildrelay_q == 75) && (countitem(Soul_Of_Friendship) > 0)) {
		mes "[" + .@name$ + "]";
		mes "There's no need for you";
		mes "to hold onto that Spirit of";
		mes "Friendship. Please give";
		mes "it to your Guild Master.";
		close;
	}
	else if (guildrelay_q == 75) {
		mes "[" + .@name$ + "]";
		mes "I can tell that you're";
		mes "always trying to help all";
		mes "the members of your guild.";
		mes "Your loyalty will bring them";
		mes "to your side in times of";
		mes "joy and of tribulation.";
		next;
		mes "[" + .@name$ + "]";
		mes "I suppose you really";
		mes "don't have much use";
		mes "for me anymore... But I'll";
		mes "always offer my support.";
		close;
	}
	mes "[" + .@name$ + "]";
	mes "We have nothing to";
	mes "do with each other.";
	mes "Leave me be, and";
	mes "just go on your way.";
	close;
}

-	script	GuildDummy4::GuildRelay4	4_M_SAGE_A,{
	.@name$ = strnpcinfo(1);
	getmapxy(.@m$,.@x,.@x,1);
	.@GID = getcastledata(.@m$,1);
	if (checkweight(Knife,1) == 0) {
		mes "^3355FFWait a minute! You're";
		mes "carrying too many items";
		mes "right now: store some of";
		mes "your extra things in Kafra";
		mes "Storage, and then come back.^000000";
		close;
	}
	if (.@GID == 0) {
		mes "^3355FFThis exhausted man";
		mes "notices you staring at";
		mes "him, but chooses to leave";
		mes "you alone. There's no one";
		mes "else in this stronghold so";
		mes "there's no reason to be here.^000000";
		close;
	}
	if (getcharid(2) == .@GID) {
		if (strcharinfo(0) == getguildmaster(.@GID)) {
			if (countitem(Soul_Of_Peace) > 0) {
				mes "[" + .@name$ + "]";
				mes "Hm? That spirit that";
				mes "you've brought with you...";
				mes "I'm sorry, but it's useless";
				mes "for you to carry it around.";
				next;
				mes "[" + .@name$ + "]";
				mes "Please give that to";
				mes "a ^FF0000Rogue^000000 or ^FF0000Stalker^000000";
				mes "in your guild, and then";
				mes "ask him bring it to me.";
				close;
			}
			else {
				mes "[" + .@name$ + "]";
				mes "Our business together";
				mes "has concluded. If you're";
				mes "not busy, why don't you try";
				mes "helping out your guild? Yes,";
				mes "I'm sure they'd appreciate it.";
				close;
			}
		}
		else {
			if ((BaseJob == Job_Rogue) && (countitem(Soul_Of_Peace) > 0)) {
				mes "[" + .@name$ + "]";
				mes "So you're the one that's";
				mes "been entrusted with the";
				mes "Spirit of Peace? Well then...";
				mes "My task for you is to ^FF0000form";
				switch(rand(1,3)) {
				case 1:
					mes "a party with 6 members^000000.";
					mes "No more and no less.";
					next;
					mes "[" + .@name$ + "]";
					mes "This is a strange test,";
					mes "but if you can do this, it";
					mes "will clearly demonstrate";
					mes "to me that your people";
					mes "skills are up to par.";
					delitem Soul_Of_Peace,1;
					guildrelay_q = 91;
					close;
				case 2:
					mes "a party with 8 members^000000.";
					mes "No more and no less.";
					next;
					mes "[" + .@name$ + "]";
					mes "This is a strange test,";
					mes "but if you can do this, it";
					mes "will clearly demonstrate";
					mes "to me that your people";
					mes "skills are up to par.";
					delitem Soul_Of_Peace,1;
					guildrelay_q = 92;
					close;
				case 3:
					mes "a party with 10 members^000000.";
					mes "No more and no less.";
					next;
					mes "[" + .@name$ + "]";
					mes "This is a strange test,";
					mes "but if you can do this, it";
					mes "will clearly demonstrate";
					mes "to me that your people";
					mes "skills are up to par.";
					delitem Soul_Of_Peace,1;
					guildrelay_q = 93;
					close;
				}
			}
			getpartymember(getcharid(1));
			.@partymembercount = $@partymembercount;
			.@partyleader = getpartyleader(getcharid(1),2);
			if (guildrelay_q == 91) {
				if (.@partymembercount == 6) {
					mes "[" + .@name$ + "]";
					mes "I see that you've";
					mes "formed a party with";
					mes "the exact number of";
					mes "people that I asked. Hmm.";
					mes "I guess you can be trusted";
					mes "to lead when you must.";
					next;
					mes "[" + .@name$ + "]";
					mes "Here. I want you to take";
					mes "this spirit, and then give";
					mes "it to a Priest or High";
					mes "Priest in your guild.";
					guildrelay_q = 95;
					getitem Soul_Of_Spirit,1;
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "I thought I asked you to";
					mes "^FF0000form a party of 6 members^000000?";
					mes "No more and no less. Hmm.";
					mes "Come back to me after you've";
					mes "finished this simple task.";
					close;
				}
			}
			if (guildrelay_q == 92) {
				if (.@partymembercount == 8) {
					mes "[" + .@name$ + "]";
					mes "I see that you've";
					mes "formed a party with";
					mes "the exact number of";
					mes "people that I asked. Hmm.";
					mes "I guess you can be trusted";
					mes "to lead when you must.";
					next;
					mes "[" + .@name$ + "]";
					mes "Here. I want you to take";
					mes "this spirit, and then give";
					mes "it to a Priest or High";
					mes "Priest in your guild.";
					guildrelay_q = 95;
					getitem Soul_Of_Spirit,1;
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "I thought I asked you to";
					mes "^FF0000form a party of 8 members^000000?";
					mes "No more and no less. Hmm.";
					mes "Come back to me after you've";
					mes "finished this simple task.";
					close;				}
			}
			if (guildrelay_q == 93) {
				if (.@partymembercount == 10) {
					mes "[" + .@name$ + "]";
					mes "I see that you've";
					mes "formed a party with";
					mes "the exact number of";
					mes "people that I asked. Hmm.";
					mes "I guess you can be trusted";
					mes "to lead when you must.";
					next;
					mes "[" + .@name$ + "]";
					mes "Here. I want you to take";
					mes "this spirit, and then give";
					mes "it to a Priest or High";
					mes "Priest in your guild.";
					guildrelay_q = 95;
					getitem Soul_Of_Spirit,1;
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "I thought I asked you to";
					mes "^FF0000form a party of 10 members^000000?";
					mes "No more and no less. Hmm.";
					mes "Come back to me after you've";
					mes "finished this simple task.";
					close;
				}
			}
			if ((BaseJob == Job_Priest) && (countitem(Soul_Of_Spirit) > 0)) {
				mes "[" + .@name$ + "]";
				mes "Good work getting the";
				mes "Spirit of Determination,";
				mes "but I want you to work on";
				mes "getting stronger. If you";
				mes "intend to protect others,";
				mes "you can't afford to lose.";
				next;
				if ((BaseLevel > 1) && (BaseLevel < 61)) {
					mes "[" + .@name$ + "]";
					mes "I want you to gain";
					mes "^FF00003 Base Levels^000000 for the";
					mes "sake of strengthening";
					mes "yourself and your guild.";
					mes "This is my test for you.";
					next;
					mes "[" + .@name$ + "]";
					mes "Try not to worry";
					mes "over this task so much.";
					mes "I'm certain you can do";
					mes "this. Come back to me";
					mes "when you are ready.";
					delitem Soul_Of_Spirit,1;
					guildrelay_q = 18;
					close;
				}
				if ((BaseLevel > 60) && (BaseLevel < 76)) {
					mes "[" + .@name$ + "]";
					mes "I want you to gain";
					mes "^FF00002 Base Levels^000000 for the";
					mes "sake of strengthening";
					mes "yourself and your guild.";
					mes "This is my test for you.";
					next;
					mes "[" + .@name$ + "]";
					mes "Try not to worry";
					mes "over this task so much.";
					mes "I'm certain you can do";
					mes "this. Come back to me";
					mes "when you are ready.";
					delitem Soul_Of_Spirit,1;
					guildrelay_q = 19;
					close;
				}
				if ((BaseLevel > 75) && (BaseLevel < 97)) {
					mes "[" + .@name$ + "]";
					mes "I want you to gain";
					mes "^FF00001 Base Level^000000 for the";
					mes "sake of strengthening";
					mes "yourself and your guild.";
					mes "This is my test for you.";
					next;
					mes "[" + .@name$ + "]";
					mes "Try not to worry";
					mes "over this task so much.";
					mes "I'm certain you can do";
					mes "this. Come back to me";
					mes "when you are ready.";
					delitem Soul_Of_Spirit,1;
					guildrelay_q = 20;
					close;
				}
				if (BaseLevel > 96) {
					mes "[" + .@name$ + "]";
					mes "Hum, You are stronger than";
					mes "I was expected.";
					mes "You don't need any more quests";
					mes "for becoming stronger.";
					mes "But, do not be so proud of yourself.";
					next;
					mes "[" + .@name$ + "]";
					mes "Alright then...";
					mes "I entrust you with";
					mes "this spirit. Please be";
					mes "sure to give it to a";
					mes "^4D4DFFCrusader^000000 or ^4D4DFFPaladin^000000";
					mes "in your guild.";
					delitem Soul_Of_Spirit,1;
					guildrelay_q = 98;
					getitem Soul_Of_Service,1;
					close;
				}
			}
			if (((BaseLevel + 2) < (BaseLevel)) && (guildrelay_q == 18)) {
				mes "[" + .@name$ + "]";
				mes "Huh. I see that you've";
				mes "become much stronger,";
				mes "just as I asked. No wonder";
				mes "your guild mates can rely";
				mes "on you. Congratulations";
				mes "on a job well done.";
				next;
				mes "[" + .@name$ + "]";
				mes "Alright then...";
				mes "I entrust you with";
				mes "this spirit. Please be";
				mes "sure to give it to a";
				mes "^4D4DFFCrusader^000000 or ^4D4DFFPaladin^000000";
				mes "in your guild.";
				guildrelay_q = 98;
				getitem Soul_Of_Service,1;
				close;
			}
			if (((BaseLevel + 1) < (BaseLevel)) && (guildrelay_q == 19)) {
				mes "[" + .@name$ + "]";
				mes "Huh. I see that you've";
				mes "become much stronger,";
				mes "just as I asked. No wonder";
				mes "your guild mates can rely";
				mes "on you. Congratulations";
				mes "on a job well done.";
				next;
				mes "[" + .@name$ + "]";
				mes "Alright then...";
				mes "I entrust you with";
				mes "this spirit. Please be";
				mes "sure to give it to a";
				mes "^4D4DFFCrusader^000000 or ^4D4DFFPaladin^000000";
				mes "in your guild.";
				guildrelay_q = 98;
				getitem Soul_Of_Service,1;
				close;
			}
			if ((BaseLevel < BaseLevel) && (guildrelay_q == 20)) {
				mes "[" + .@name$ + "]";
				mes "Huh. I see that you've";
				mes "become much stronger,";
				mes "just as I asked. No wonder";
				mes "your guild mates can rely";
				mes "on you. Congratulations";
				mes "on a job well done.";
				next;
				mes "[" + .@name$ + "]";
				mes "Ok, take this and give to";
				mes "Crusader or Paladin";
				mes "who is in our guild.";
				mes "Good luck!";
				guildrelay_q = 98;
				getitem Soul_Of_Service,1;
				close;
			}
			if ((BaseJob == Job_Crusader) && (countitem(Soul_Of_Service) > 0)) {
				mes "[" + .@name$ + "]";
				mes "I see that you possess";
				mes "the Spirit of Service. Hmm.";
				mes "Good job. Now, your next";
				mes "task will test your patience.";
				mes "All you have to do is ^FF0000wait^000000.";
				mes "Wait until the time is right.";
				next;
				mes "[" + .@name$ + "]";
				mes "I want you to spend this";
				mes "time to look into yourself,";
				mes "and examine your relationship";
				mes "with your guild members.";
				mes "When you feel that the time";
				mes "is right, come talk to me.";
				next;
				mes "[" + .@name$ + "]";
				mes "I'm not going to tell you";
				mes "when you should come back.";
				mes "I'll merely confirm whether";
				mes "you've come early or on time.";
				mes "You'll need to really listen";
				mes "to your feelings this time...";
				delitem Soul_Of_Service,1;
				guildrelay_q = 21;
				guildtime = gettime(GETTIME_HOUR);
				close;
			}
			if ((guildtime > 22) && (guildrelay_q == 21) && (BaseJob == Job_Crusader)) {
				if (gettime(GETTIME_HOUR) > 2 && gettime(GETTIME_HOUR) < guildtime) {
					mes "[" + .@name$ + "]";
					mes "Yes. You've come at just";
					mes "the right time. Remember";
					mes "that feeling in your heart,";
					mes "and trust it when it comes";
					mes "again. Now give this spirit to";
					mes "a ^FF0000Monk^000000 or ^FF0000Champion^000000 for me...";
					guildrelay_q = 96;
					getitem Soul_Of_Glory,1;
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "Too early.";
					mes "Still too early.";
					mes "Have you been listening";
					mes "to your heart? Listen harder.";
					close;
				}
			}
			if ((guildtime > 21) && (guildrelay_q == 21) && (BaseJob == Job_Crusader)) {
				if (gettime(GETTIME_HOUR) > 1 && gettime(GETTIME_HOUR) < guildtime) {
					mes "[" + .@name$ + "]";
					mes "Yes. You've come at just";
					mes "the right time. Remember";
					mes "that feeling in your heart,";
					mes "and trust it when it comes";
					mes "again. Now give this spirit to";
					mes "a ^FF0000Monk^000000 or ^FF0000Champion^000000 for me...";
					guildrelay_q = 96;
					getitem Soul_Of_Glory,1;
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "Too early.";
					mes "Still too early.";
					mes "Have you been listening";
					mes "to your heart? Listen harder.";
					close;
				}
			}
			if ((guildtime > 20) && (guildrelay_q == 21) && (BaseJob == Job_Crusader)) {
				if (gettime(GETTIME_HOUR) > 0 && gettime(GETTIME_HOUR) < guildtime) {
					mes "[" + .@name$ + "]";
					mes "Yes. You've come at just";
					mes "the right time. Remember";
					mes "that feeling in your heart,";
					mes "and trust it when it comes";
					mes "again. Now give this spirit to";
					mes "a ^FF0000Monk^000000 or ^FF0000Champion^000000 for me...";
					guildrelay_q = 96;
					getitem Soul_Of_Glory,1;
					close;
				}
				else {
					mes "[" + .@name$ + "]";
					mes "Too early.";
					mes "Still too early.";
					mes "Have you been listening";
					mes "to your heart? Listen harder.";
					close;
				}
			}
			if (gettime(GETTIME_HOUR) - guildtime > 3 && guildrelay_q == 21 && BaseJob == Job_Crusader) {
				mes "[" + .@name$ + "]";
				mes "Yes. You've come at just";
				mes "the right time. Remember";
				mes "that feeling in your heart,";
				mes "and trust it when it comes";
				mes "again. Now give this spirit to";
				mes "a ^FF0000Monk^000000 or ^FF0000Champion^000000 for me...";
				guildrelay_q = 96;
				getitem Soul_Of_Glory,1;
				close;
			}
			if ((guildrelay_q == 21) && (BaseJob == Job_Crusader)) {
				mes "[" + .@name$ + "]";
				mes "Not yet. Just wait";
				mes "a little longer. Relax,";
				mes "and come back later.";
				close;
			}
			if ((BaseJob == Job_Monk) && (countitem(Soul_Of_Glory) > 0)) {
				mes "[" + .@name$ + "]";
				mes "Most of the souls have";
				mes "been shared, and there is";
				mes "but one thing I want to ask";
				mes "you to do. Please bring me";
				mes "some items. Having your friends";
				mes "help you do this is acceptable.";
				next;
				switch(rand(1,3)) {
				case 1:
					mes "[" + .@name$ + "]";
					mes "Please bring";
					mes "^FF000030 Dokebi Horns^000000,";
					mes "^FF000030 Fish Tails^000000, and";
					mes "^FF000030 Celestial Robes^000000.";
					mes "I shall be waiting";
					mes "for you right here.";
					delitem Soul_Of_Glory,1;
					guildrelay_q = 23;
					close;
				case 2:
					mes "[" + .@name$ + "]";
					mes "Please bring";
					mes "^FF000030 Rainbow Shells^000000,";
					mes "^FF000030 Elastic Bands^000000, and";
					mes "^FF000030 Horrendous Hairs^000000.";
					mes "I shall be waiting";
					mes "for you right here.";
					delitem Soul_Of_Glory,1;
					guildrelay_q = 24;
					close;
				case 3:
					mes "[" + .@name$ + "]";
					mes "Please bring";
					mes "^FF000030 Worn-out Kimonos^000000,";
					mes "^FF000030 Anolian Skins^000000, and";
					mes "^FF000030 PecoPeco Feathers^000000.";
					mes "I shall be waiting";
					mes "for you right here.";
					delitem Soul_Of_Glory,1;
					guildrelay_q = 94;
					close;
				}
			}
			if ((countitem(Limpid_Celestial_Robe) > 29) && (countitem(Dokkaebi_Horn) > 29) && (countitem(Fish_Tail) > 29) && (guildrelay_q == 23)) {
				mes "[" + .@name$ + "]";
				mes "Well, well. You've";
				mes "gathered those items";
				mes "more quickly that I thought";
				mes "you would. Good job. Now,";
				mes "please give this to your ^FF0000Guild";
				mes "Master^000000 as soon as you can.";
				delitem Limpid_Celestial_Robe,30;
				delitem Dokkaebi_Horn,30;
				delitem Fish_Tail,30;
				guildrelay_q = 97;
				getitem Soul_Of_Victory,1;
				close;
			}
			if ((BaseJob == Job_Monk) && (guildrelay_q == 23)) {
				mes "[" + .@name$ + "]";
				mes "You have to give ^FF0000Transparent Celestial Robe ^00000030ea,";
				mes "^FF0000Dokebi Horn ^00000030ea, ^FF0000Fish Tail ^00000030ea.";
				mes "You know that, right?";
				mes "Good luck~";
				close;
			}
			if ((countitem(Slender_Snake) > 29) && (countitem(Colorful_Shell) > 29) && (countitem(Flexible_String) > 29) && (guildrelay_q == 24)) {
				mes "[" + .@name$ + "]";
				mes "Well, well. You've";
				mes "gathered those items";
				mes "more quickly that I thought";
				mes "you would. Good job. Now,";
				mes "please give this to your ^FF0000Guild";
				mes "Master^000000 as soon as you can.";
				delitem Slender_Snake,30;
				delitem Colorful_Shell,30;
				delitem Flexible_String,30;
				guildrelay_q = 97;
				getitem Soul_Of_Victory,1;
				close;
			}
			if ((BaseJob == Job_Monk) && (guildrelay_q == 24)) {
				mes "[" + .@name$ + "]";
				mes "Please bring";
				mes "^FF000030 Rainbow Shells^000000,";
				mes "^FF000030 Elastic Bands^000000, and";
				mes "^FF000030 Horrendous Hairs^000000.";
				mes "I shall be waiting";
				mes "for you right here.";
				close;
			}
			if ((countitem(Anolian_Skin) > 29) && (countitem(Peco_Wing_Feather) > 29) && (countitem(Old_Japaness_Clothes) > 29) && (guildrelay_q == 94)) {
				mes "[" + .@name$ + "]";
				mes "Well, well. You've";
				mes "gathered those items";
				mes "more quickly that I thought";
				mes "you would. Good job. Now,";
				mes "please give this to your ^FF0000Guild";
				mes "Master^000000 as soon as you can.";
				delitem Anolian_Skin,30;
				delitem Peco_Wing_Feather,30;
				delitem Old_Japaness_Clothes,30;
				guildrelay_q = 97;
				getitem Soul_Of_Victory,1;
				close;
			}
			if ((BaseJob == Job_Monk) && (guildrelay_q == 94)) {
				mes "[" + .@name$ + "]";
				mes "Please bring";
				mes "^FF000030 Worn-out Kimonos^000000,";
				mes "^FF000030 Anolian Skins^000000, and";
				mes "^FF000030 PecoPeco Feathers^000000.";
				mes "I shall be waiting";
				mes "for you right here.";
				close;
			}
			if ((guildrelay_q == 95) && (countitem(Soul_Of_Spirit) > 0)) {
				mes "[" + .@name$ + "]";
				mes "Please give the";
				mes "Spirit of Determination";
				mes "to a ^FF0000Priest^000000 or ^FF0000High Priest^000000.";
				mes "You knew that already,";
				mes "didn't you? Please hurry";
				mes "and deliver it soon.";
				close;
			}
			if (guildrelay_q == 95) {
				mes "[" + .@name$ + "]";
				mes "For now, it would be";
				mes "best for you to rest and";
				mes "recoup your strength. Your";
				mes "chance to help your guild";
				mes "will come soon enough so";
				mes "there's no need to rush.";
				close;
			}
			if ((guildrelay_q == 98) && (countitem(Soul_Of_Service) > 0)) {
				mes "[" + .@name$ + "]";
				mes "Please give the";
				mes "Spirit of Service to";
				mes "a ^FF0000Crusader^000000 or ^FF0000Paladin^000000.";
				mes "You knew that already,";
				mes "didn't you? Please hurry";
				mes "and deliver it soon.";
				close;
			}
			if (guildrelay_q == 98) {
				mes "[" + .@name$ + "]";
				mes "Hmm. You need to wait";
				mes "for the right time to act.";
				mes "Why don't you help out";
				mes "your guild in the meantime?";
				close;
			}
			if ((guildrelay_q == 96) && (countitem(Soul_Of_Glory) > 0)) {
				mes "[" + .@name$ + "]";
				mes "Please give the";
				mes "Spirit of Glory to";
				mes "a ^FF0000Monk^000000 or ^FF0000Champion^000000.";
				mes "You knew that already,";
				mes "didn't you? Please hurry";
				mes "and deliver it soon.";
				close;
			}
			if (guildrelay_q == 96) {
				mes "[" + .@name$ + "]";
				mes "I see that you have";
				mes "the potential to become";
				mes "a great leader. Be sure";
				mes "not to waste it, and lead";
				mes "your guild as well as you can.";
				close;
			}
			if ((guildrelay_q == 97) && (countitem(Soul_Of_Victory) > 0)) {
				mes "[" + .@name$ + "]";
				mes "You need to give";
				mes "the ^FF0000Spirit of Victory^000000";
				mes "to your Guild Master.";
				mes "Please make sure that";
				mes "it gets delivered soon.";
				close;
			}
			if (guildrelay_q == 97) {
				mes "[" + .@name$ + "]";
				mes "You're a nenown explorer,";
				mes "and I see in you the potential";
				mes "to accomplish even more";
				mes "great things. However,";
				mes "I doubt there is anything";
				mes "more that you can do here.";
				close;
			}
			mes "[" + .@name$ + "]";
			mes "Hmm. You have no business";
			mes "being here. Why don't you";
			mes "find something productive";
			mes "to do? There is nothing";
			mes "for you here, I assure you.";
			close;
		}
	}
	else {
		if (strcharinfo(0) == getguildmaster(.@GID)) {
			mes "[" + .@name$ + "]";
			mes "You might be the master";
			mes "of a guild, but you and I";
			mes "have nothing to do with";
			mes "each other. I'm sorry.";
			next;
			mes "[" + .@name$ + "]";
			mes "Then again, I suppose";
			mes "you came here to see";
			mes "how a real guild operates.";
			mes "If that's the case, you're";
			mes "welcome to stay and observe.";
			close;
		}
		else {
			mes "[" + .@name$ + "]";
			mes ".........................";
			next;
			mes "[" + .@name$ + "]";
			mes ".........................";
			next;
			mes "[" + .@name$ + "]";
			mes "What brings you here?";
			mes "I don't think I've seen";
			mes "you around before. Hm.";
			close;
		}
	}
}

//== Luina 1 ===============================================
aldeg_cas01,51,102,5	duplicate(GuildRelay1)	Buzz#01	4_M_SAGE_A,{
aldeg_cas01,75,39,3	duplicate(GuildRelay2)	Lenya#01	4_M_SAGE_A,{
aldeg_cas01,200,175,3	duplicate(GuildRelay3)	Gealuve#01	4_M_SAGE_A,{
aldeg_cas01,59,224,3	duplicate(GuildRelay4)	Pariz#01	4_M_SAGE_A,{

//== Luina 2 ===============================================
aldeg_cas02,120,51,5	duplicate(GuildRelay1)	Buzz#02	4_M_SAGE_A
aldeg_cas02,180,184,3	duplicate(GuildRelay2)	Lenya#02	4_M_SAGE_A
aldeg_cas02,62,65,3	duplicate(GuildRelay3)	Gealuve#02	4_M_SAGE_A
aldeg_cas02,62,201,3	duplicate(GuildRelay4)	Pariz#02	4_M_SAGE_A

//== Luina 3 ===============================================
aldeg_cas03,70,252,5	duplicate(GuildRelay1)	Buzz#03	4_M_SAGE_A
aldeg_cas03,72,115,3	duplicate(GuildRelay2)	Lenya#03	4_M_SAGE_A
aldeg_cas03,114,119,3	duplicate(GuildRelay3)	Gealuve#03	4_M_SAGE_A
aldeg_cas03,188,181,3	duplicate(GuildRelay4)	Pariz#03	4_M_SAGE_A

//== Luina 4 ===============================================
aldeg_cas04,31,116,5	duplicate(GuildRelay1)	Buzz#04	4_M_SAGE_A
aldeg_cas04,66,117,3	duplicate(GuildRelay2)	Lenya#04	4_M_SAGE_A
aldeg_cas04,24,80,3	duplicate(GuildRelay3)	Gealuve#04	4_M_SAGE_A
aldeg_cas04,181,97,3	duplicate(GuildRelay4)	Pariz#04	4_M_SAGE_A

//== Luina 5 ===============================================
aldeg_cas05,31,191,5	duplicate(GuildRelay1)	Buzz#05	4_M_SAGE_A
aldeg_cas05,140,196,3	duplicate(GuildRelay2)	Lenya#05	4_M_SAGE_A
aldeg_cas05,148,224,3	duplicate(GuildRelay3)	Gealuve#05	4_M_SAGE_A
aldeg_cas05,165,51,3	duplicate(GuildRelay4)	Pariz#05	4_M_SAGE_A

//== Britoniah 1 ===========================================
gefg_cas01,85,47,4	duplicate(GuildRelay1)	Jody#01	4_M_SAGE_A
gefg_cas01,67,83,3	duplicate(GuildRelay2)	Ron Haware#01	4_M_SAGE_A
gefg_cas01,184,40,3	duplicate(GuildRelay3)	Vers#01	4_M_SAGE_A
gefg_cas01,35,34,6	duplicate(GuildRelay4)	Gen Garish#01	4_M_SAGE_A

//== Britoniah 2 ===========================================
gefg_cas02,15,69,4	duplicate(GuildRelay1)	Jody#02	4_M_SAGE_A
gefg_cas02,23,22,3	duplicate(GuildRelay2)	Ron Haware#02	4_M_SAGE_A
gefg_cas02,178,38,3	duplicate(GuildRelay3)	Vers#02	4_M_SAGE_A
gefg_cas02,18,159,5	duplicate(GuildRelay4)	Gen Garish#02	4_M_SAGE_A

//== Britoniah 3 ===========================================
gefg_cas03,257,41,4	duplicate(GuildRelay1)	Jody#03	4_M_SAGE_A
gefg_cas03,110,91,3	duplicate(GuildRelay2)	Ron Haware#03	4_M_SAGE_A
gefg_cas03,158,57,3	duplicate(GuildRelay3)	Vers#03	4_M_SAGE_A
gefg_cas03,124,24,3	duplicate(GuildRelay4)	Gen Garish#03	4_M_SAGE_A

//== Britoniah 4 ===========================================
gefg_cas04,26,73,4	duplicate(GuildRelay1)	Jody#04	4_M_SAGE_A
gefg_cas04,34,16,1	duplicate(GuildRelay2)	Ron Haware#04	4_M_SAGE_A
gefg_cas04,55,70,5	duplicate(GuildRelay3)	Vers#04	4_M_SAGE_A
gefg_cas04,73,38,6	duplicate(GuildRelay4)	Gen Garish#04	4_M_SAGE_A

//== Britoniah 5 ===========================================
gefg_cas05,47,47,4	duplicate(GuildRelay1)	Jody#05	4_M_SAGE_A
gefg_cas05,65,28,3	duplicate(GuildRelay2)	Ron Haware#05	4_M_SAGE_A
gefg_cas05,87,31,3	duplicate(GuildRelay3)	Vers#05	4_M_SAGE_A
gefg_cas05,46,28,3	duplicate(GuildRelay4)	Gen Garish#05	4_M_SAGE_A

//== Greenwood Lake 1 ======================================
payg_cas01,87,35,3	duplicate(GuildRelay1)	Chungye#01	1_M_MOC_LORD
payg_cas01,129,29,3	duplicate(GuildRelay2)	Dosuhlji#01	4_M_SAGE_A
payg_cas01,13,146,5	duplicate(GuildRelay3)	Yayula#01	2_M_BARD_ORIENT
payg_cas01,91,49,3	duplicate(GuildRelay4)	Ashin#01	1_M_ORIENT01

//== Greenwood Lake 2 ======================================
payg_cas02,34,253,3	duplicate(GuildRelay1)	Chungye#02	1_M_MOC_LORD
payg_cas02,77,229,3	duplicate(GuildRelay2)	Dosuhlji#02	4_M_SAGE_A
payg_cas02,252,287,3	duplicate(GuildRelay3)	Yayula#02	2_M_BARD_ORIENT
payg_cas02,289,264,3	duplicate(GuildRelay4)	Ashin#02	1_M_ORIENT01

//== Greenwood Lake 3 ======================================
payg_cas03,48,265,3	duplicate(GuildRelay1)	Chungye#03	1_M_MOC_LORD
payg_cas03,7,265,5	duplicate(GuildRelay2)	Dosuhlji#03	4_M_SAGE_A
payg_cas03,16,16,5	duplicate(GuildRelay3)	Yayula#03	2_M_BARD_ORIENT
payg_cas03,10,266,3	duplicate(GuildRelay4)	Ashin#03	1_M_ORIENT01

//== Greenwood Lake 4 ======================================
payg_cas04,24,285,3	duplicate(GuildRelay1)	Chungye#04	1_M_MOC_LORD
payg_cas04,21,16,3	duplicate(GuildRelay2)	Dosuhlji#04	4_M_SAGE_A
payg_cas04,69,270,3	duplicate(GuildRelay3)	Yayula#04	2_M_BARD_ORIENT
payg_cas04,18,239,3	duplicate(GuildRelay4)	Ashin#04	1_M_ORIENT01

//== Greenwood Lake 5 ======================================
payg_cas05,277,271,3	duplicate(GuildRelay1)	Chungye#05	1_M_MOC_LORD
payg_cas05,273,15,3	duplicate(GuildRelay2)	Dosuhlji#05	4_M_SAGE_A
payg_cas05,283,24,3	duplicate(GuildRelay3)	Yayula#05	2_M_BARD_ORIENT
payg_cas05,276,287,3	duplicate(GuildRelay4)	Ashin#05	1_M_ORIENT01

//== Valkyrie Realms 1 =====================================
prtg_cas01,96,205,5	duplicate(GuildRelay1)	Hermod#01	4_M_SAGE_A
prtg_cas01,157,117,3	duplicate(GuildRelay2)	Atila#01	4_F_JOB_KNIGHT
prtg_cas01,149,78,3	duplicate(GuildRelay3)	Cecil#01	4_F_03
prtg_cas01,125,191,3	duplicate(GuildRelay4)	Diligo#01	4_M_SAGE_A

//== Valkyrie Realms 2 =====================================
prtg_cas02,73,35,5	duplicate(GuildRelay1)	Hermod#02	4_M_SAGE_A
prtg_cas02,43,41,5	duplicate(GuildRelay2)	Atila#02	4_F_JOB_KNIGHT
prtg_cas02,52,63,3	duplicate(GuildRelay3)	Cecil#02	4_F_03
prtg_cas02,100,62,3	duplicate(GuildRelay4)	Diligo#02	4_M_SAGE_A

//== Valkyrie Realms 3 =====================================
prtg_cas03,5,68,5	duplicate(GuildRelay1)	Hermod#03	4_M_SAGE_A
prtg_cas03,18,109,3	duplicate(GuildRelay2)	Atila#03	4_F_JOB_KNIGHT
prtg_cas03,71,81,5	duplicate(GuildRelay3)	Cecil#03	4_F_03
prtg_cas03,183,215,3	duplicate(GuildRelay4)	Diligo#03	4_M_SAGE_A

//== Valkyrie Realms 4 =====================================
prtg_cas04,39,263,3	duplicate(GuildRelay1)	Hermod#04	4_M_SAGE_A
prtg_cas04,259,251,3	duplicate(GuildRelay2)	Atila#04	4_F_JOB_KNIGHT
prtg_cas04,6,281,5	duplicate(GuildRelay3)	Cecil#04	4_F_03
prtg_cas04,59,282,5	duplicate(GuildRelay4)	Diligo#04	4_M_SAGE_A

//== Valkyrie Realms 5 =====================================
prtg_cas05,52,70,5	duplicate(GuildRelay1)	Hermod#05	4_M_SAGE_A
prtg_cas05,253,91,3	duplicate(GuildRelay2)	Atila#05	4_F_JOB_KNIGHT
prtg_cas05,276,93,3	duplicate(GuildRelay3)	Cecil#05	4_F_03
prtg_cas05,211,36,3	duplicate(GuildRelay4)	Diligo#05	4_M_SAGE_A