updated 1st class quests

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8873 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
Lupus 2006-09-26 10:21:52 +00:00
parent 1ee52e2e1e
commit a143e48e13
2 changed files with 2346 additions and 1019 deletions

View File

@ -3,21 +3,36 @@
//===== By: ================================================== //===== By: ==================================================
//= Fix up by Jukka //= Fix up by Jukka
//===== Current Version: ===================================== //===== Current Version: =====================================
//= 1.0 //= 1.1
//===== Compatible With: ===================================== //===== Compatible With: =====================================
//= eAthena SVN (Testet in Trunk 88xx) //= eAthena SVN (Testet in Trunk 88xx)
//===== Description: ========================================= //===== Description: =========================================
//= //=
//===== Additional Comments: ================================= //===== Additional Comments: =================================
//= 1.0 Fully working //= 1.0 Fully working
//= 1.1 optimized [Lupus]
//= TODO: Test, Add correct misceffects numbers
//============================================================ //============================================================
//=================================================Priest Praupin==================================================== //=================================================Priest Praupin====================================================
prt_church.gat,179,15,1 script Priest Praupin 110,{ prt_church.gat,179,15,1 script Priest Praupin 110,{
if (tu_acolyte01 == 0) {
if (BaseJob == Job_Acolyte) {
mes "[Priest Praupin]"; mes "[Priest Praupin]";
if (BaseClass != Job_Acolyte) {
if (tu_acolyte01 == 25) {
mes "Oh...!";
mes "You're "+strcharinfo(0)+" !";
mes "You've grown so much!";
mes "I'm truly proud of you.";
close;
} else {
mes "May you";
mes "always be blessed...";
close;
}
}
switch(tu_acolyte01){
case 0:
mes "Welcome, little one."; mes "Welcome, little one.";
mes "Fate must have brought"; mes "Fate must have brought";
mes "us together so that we'd"; mes "us together so that we'd";
@ -28,7 +43,7 @@ if (tu_acolyte01 == 0) {
mes "you may not know what to do"; mes "you may not know what to do";
mes "as an Acolyte from here on..."; mes "as an Acolyte from here on...";
next; next;
switch(select("I'm not worried.", "What should I do?")) { switch(select("I'm not worried.:What should I do?")) {
case 1: case 1:
mes "[Priest Praupin]"; mes "[Priest Praupin]";
mes "Seeing your eyes filled with such determination assures me. But if you run into any trouble, feel free to ask me for help. Good bye for now, blessed child."; mes "Seeing your eyes filled with such determination assures me. But if you run into any trouble, feel free to ask me for help. Good bye for now, blessed child.";
@ -45,8 +60,7 @@ if (tu_acolyte01 == 0) {
mes "become a better Acolyte after learning from Sister Asthe's instructions. If you like, I can send you to the convent."; mes "become a better Acolyte after learning from Sister Asthe's instructions. If you like, I can send you to the convent.";
set tu_acolyte01, 1; set tu_acolyte01, 1;
next; next;
switch(select("Go to the convent.", "Do not go.")) { if(select("Go to the convent.:Do not go.")==1) {
case 1:
mes "[Priest Praupin]"; mes "[Priest Praupin]";
mes "Please say hello"; mes "Please say hello";
mes "to Sister Asthe for me."; mes "to Sister Asthe for me.";
@ -54,8 +68,7 @@ if (tu_acolyte01 == 0) {
close2; close2;
warp "prt_monk.gat",30,250; warp "prt_monk.gat",30,250;
end; end;
break; } else {
case 2:
mes "[Priest Praupin]"; mes "[Priest Praupin]";
mes "If you'd like,"; mes "If you'd like,";
mes "I can send you to"; mes "I can send you to";
@ -63,13 +76,10 @@ if (tu_acolyte01 == 0) {
mes "Whenever you feel like"; mes "Whenever you feel like";
mes "you need help, come to me."; mes "you need help, come to me.";
close; close;
break;
} }
break; break;
} }
} else { case 7:
if (tu_archer02 == 7) {
mes "[Priest Praupin]";
mes "You're looking for someone"; mes "You're looking for someone";
mes "that handles things with Archers"; mes "that handles things with Archers";
mes "at the church? Hmm..."; mes "at the church? Hmm...";
@ -77,19 +87,10 @@ if (tu_acolyte01 == 0) {
mes "[Priest Praupin]"; mes "[Priest Praupin]";
mes "Ah, he's away at the convent right now. If you want to meet Bishop Maugins in the Saint Capitolina Convent, travel ^3131FFnorth^000000, ^3131FFeast^000000, ^3131FFeast^000000 and then ^3131FFeast^000000 from Prontera."; mes "Ah, he's away at the convent right now. If you want to meet Bishop Maugins in the Saint Capitolina Convent, travel ^3131FFnorth^000000, ^3131FFeast^000000, ^3131FFeast^000000 and then ^3131FFeast^000000 from Prontera.";
close; close;
break;
} else { case 22:
mes "[Priest Praupin]";
mes "May you";
mes "always be blessed...";
close;
}
}
} else if(tu_acolyte01 == 22) {
if (countitem(7181) > 0) { // Receipt_01 if (countitem(7181) > 0) { // Receipt_01
emotion e_gasp; emotion e_gasp;
mes "[Priest Praupin]";
mes "Oh my, you seem"; mes "Oh my, you seem";
mes "to be growing quickly"; mes "to be growing quickly";
mes "into your role as an Acolyte."; mes "into your role as an Acolyte.";
@ -113,31 +114,21 @@ if (tu_acolyte01 == 0) {
mes "I know I'm not offering much,"; mes "I know I'm not offering much,";
mes "but they were quite helpful to me when I was a young Acolyte like yourself."; mes "but they were quite helpful to me when I was a young Acolyte like yourself.";
next; next;
switch(select("Maces", "Clubs")) { if(select("Maces:Clubs")==1) {
case 1:
delitem 7181, 1;
set tu_acolyte01, 23;
getitem 1604, 1; getitem 1604, 1;
break; } else {
case 2: getitem 1510, 1;
}
delitem 7181, 1; delitem 7181, 1;
set tu_acolyte01, 23; set tu_acolyte01, 23;
getitem 1510, 1;
break;
}
close; close;
} else { } else {
mes "[Priest Praupin]";
mes "You are such a good person,"; mes "You are such a good person,";
mes "a true child of the light. I hope that many others will benefit from the purity of your heart and mind."; mes "a true child of the light. I hope that many others will benefit from the purity of your heart and mind.";
close; close;
} }
break;
} else if (tu_acolyte01 == 25) { case 25:
if (BaseJob == Job_Acolyte) { //CHECK
mes "[Priest Praupin]";
mes "You must now find"; mes "You must now find";
mes "your own path and become"; mes "your own path and become";
mes "a better Acolyte using"; mes "a better Acolyte using";
@ -147,25 +138,14 @@ if (tu_acolyte01 == 0) {
mes "I am worried, but I trust in your courage and affection. May you always be protected and may"; mes "I am worried, but I trust in your courage and affection. May you always be protected and may";
mes "you always be blessed."; mes "you always be blessed.";
close; close;
} else {
mes "[Priest Praupin]";
mes "Oh...!";
mes "You're "+strcharinfo(0)+" !";
mes "You've grown so much!";
mes "I'm truly proud of you.";
close;
} }
} else {
mes "[Priest Praupin]";
mes "Sister Asthe in the Saint Capitolina Convent is such"; mes "Sister Asthe in the Saint Capitolina Convent is such";
mes "a sincere and loving person."; mes "a sincere and loving person.";
next; next;
mes "[Priest Praupin]"; mes "[Priest Praupin]";
mes "Would you like me to send you to the convent so that you can learn from this wonderful teacher?"; mes "Would you like me to send you to the convent so that you can learn from this wonderful teacher?";
next; next;
switch(select("Yes, please.", "No thanks.")) { if(select("Yes, please.:No thanks.")==1) {
case 1:
mes "[Priest Praupin]"; mes "[Priest Praupin]";
mes "Please say hello"; mes "Please say hello";
mes "to Sister Asthe for me."; mes "to Sister Asthe for me.";
@ -173,39 +153,33 @@ if (tu_acolyte01 == 0) {
close2; close2;
warp "prt_monk.gat",30,250; warp "prt_monk.gat",30,250;
end; end;
break; } else {
case 2:
mes "[Priest Praupin]"; mes "[Priest Praupin]";
mes "If you'd like,"; mes "If you'd like,";
mes "I can send you to"; mes "I can send you to";
mes "the convent at anytime."; mes "the convent at anytime.";
mes "Whenever you feel like"; mes "Whenever you feel like";
mes "you need help, come to me."; mes "you need help, come to me.";
close;
break;
} }
close; close;
} }
end;
}
//=================================================Asthe==================================================== //=================================================Asthe====================================================
prt_monk.gat,230,106,3 script Asthe#tu 79,{ prt_monk.gat,230,106,3 script Asthe#tu 79,{
if (tu_acolyte01 == 1) {
mes "[Asthe]"; mes "[Asthe]";
switch(tu_acolyte01) {
case 1:
mes "Oh my..."; mes "Oh my...";
mes "How did such"; mes "How did such";
mes "a young Acolyte"; mes "a young Acolyte";
mes "manage to reach"; mes "manage to reach";
mes "this remote place?"; mes "this remote place?";
next; next;
switch(select("I came for fun.", "Priest Praupin suggested I come here.")) { if(select("I came for fun.:Priest Praupin suggested I come here.")==1) {
case 1:
mes "[Asthe]"; mes "[Asthe]";
mes "This convent is always quiet and peaceful. Sitting on the benches and feeling the almighty presense all around you is such a relaxing, meditative experience."; mes "This convent is always quiet and peaceful. Sitting on the benches and feeling the almighty presense all around you is such a relaxing, meditative experience.";
close; close;
break; } else {
case 2:
mes "[Asthe]"; mes "[Asthe]";
mes "Priest Praupin?"; mes "Priest Praupin?";
mes "He's a very kind man"; mes "He's a very kind man";
@ -220,10 +194,9 @@ if (tu_acolyte01 == 1) {
mes "see me, okay?"; mes "see me, okay?";
set tu_acolyte01, 2; set tu_acolyte01, 2;
close; close;
break;
} }
} else if (tu_acolyte01 == 2) { break;
mes "[Asthe]"; case 2:
mes "This castle, Saint Capitolina Convent, is a beautiful and peaceful place that brings"; mes "This castle, Saint Capitolina Convent, is a beautiful and peaceful place that brings";
mes "calm to any heart."; mes "calm to any heart.";
next; next;
@ -236,8 +209,7 @@ if (tu_acolyte01 == 1) {
mes ""+strcharinfo(0)+","; mes ""+strcharinfo(0)+",";
mes "have you thought about what kind of Acolyte you would like to become? It's very important that you plan for the future that you want."; mes "have you thought about what kind of Acolyte you would like to become? It's very important that you plan for the future that you want.";
next; next;
switch(select("One that supports others.", "One that punishes evil.")) { if(select("One that supports others.:One that punishes evil.")==1) {
case 1:
mes "[Asthe]"; mes "[Asthe]";
mes "Ah, you have such"; mes "Ah, you have such";
mes "a generous heart!"; mes "a generous heart!";
@ -245,9 +217,7 @@ if (tu_acolyte01 == 1) {
next; next;
mes "[Asthe]"; mes "[Asthe]";
mes "Priests have great supportive abilities and the power to battle evil. They use weapons to battle monsters like other fighters, but are ^3131FFforbidden from using blades^000000."; mes "Priests have great supportive abilities and the power to battle evil. They use weapons to battle monsters like other fighters, but are ^3131FFforbidden from using blades^000000.";
next; } else {
break;
case 2:
mes "[Asthe]"; mes "[Asthe]";
mes "We call those who use their fists as tools of divine punishment Monks. They deliver our message"; mes "We call those who use their fists as tools of divine punishment Monks. They deliver our message";
mes "of love and peace in a more... colorful manner."; mes "of love and peace in a more... colorful manner.";
@ -256,10 +226,8 @@ if (tu_acolyte01 == 1) {
mes "But the path towards becoming"; mes "But the path towards becoming";
mes "a Monk will require great patience and self-restraint. You'll often see Monks training their minds"; mes "a Monk will require great patience and self-restraint. You'll often see Monks training their minds";
mes "and bodies throughout the land."; mes "and bodies throughout the land.";
next;
break;
} }
next;
mes "[Asthe]"; mes "[Asthe]";
mes "Well, you still have a long way to go. The best thing to do would be to take your time planning and consider your future seriously."; mes "Well, you still have a long way to go. The best thing to do would be to take your time planning and consider your future seriously.";
next; next;
@ -270,7 +238,7 @@ if (tu_acolyte01 == 1) {
mes "is the most necessary"; mes "is the most necessary";
mes "skill for an Acolyte?"; mes "skill for an Acolyte?";
next; next;
switch(select("Heal", "Aqua Benedicta", "Teleport")) { switch(select("Heal:Aqua Benedicta:Teleport")) {
case 1: case 1:
mes "[Asthe]"; mes "[Asthe]";
mes "Ah, yes."; mes "Ah, yes.";
@ -316,21 +284,18 @@ if (tu_acolyte01 == 1) {
mes "HEAL !!"; mes "HEAL !!";
unitskilluseid getcharid(3),28,10; unitskilluseid getcharid(3),28,10;
set tu_acolyte01, 3; set tu_acolyte01, 3;
set @chk_heal, getskilllv(28); if (getskilllv(28) == 0) {
if (@chk_heal == 0) {
set JobExp,JobExp+100; set JobExp,JobExp+100;
//misceffect EF_CONE; //misceffect EF_CONE;
} else {
close;
} }
} else if (tu_acolyte01 == 3) { close;
mes "[Asthe]"; break;
case 3:
mes "I would like to give you an assignment, but what do you"; mes "I would like to give you an assignment, but what do you";
mes "think? I believe learning the basics is your most important"; mes "think? I believe learning the basics is your most important";
mes "task for now."; mes "task for now.";
next; next;
set @chk_heal, getskilllv(28); if (getskilllv(28) < 3) {
if (@chk_heal < 3) {
mes "[Asthe]"; mes "[Asthe]";
mes "Well then, learn"; mes "Well then, learn";
mes "the Heal skill up to"; mes "the Heal skill up to";
@ -378,11 +343,10 @@ if (tu_acolyte01 == 1) {
set tu_acolyte01, 5; set tu_acolyte01, 5;
close; close;
} }
} else if (tu_acolyte01 == 4) { break;
set @chk_heal, getskilllv(28); case 4:
if (@chk_heal > 2) { if (getskilllv(28) > 2) {
if (countitem(1504) > 0) { if (countitem(1504) > 0) {
mes "[Asthe]";
mes "Oh my!"; mes "Oh my!";
mes "Welcome back~"; mes "Welcome back~";
mes "I see that you've"; mes "I see that you've";
@ -399,12 +363,10 @@ if (tu_acolyte01 == 1) {
} else { } else {
set JobExp,JobExp+500; set JobExp,JobExp+500;
set BaseExp, BaseExp + 1000; set BaseExp, BaseExp + 1000;
misceffect EF_CONE; //misceffect EF_CONE;
close; close;
} }
} else { } else {
mes "[Asthe]";
mes "Oh my!"; mes "Oh my!";
mes "Welcome back~"; mes "Welcome back~";
mes "I see that you've"; mes "I see that you've";
@ -414,9 +376,7 @@ if (tu_acolyte01 == 1) {
mes "But you must have forgotten the Mace I've lent you. Would you bring it back so that I can return it to the church?"; mes "But you must have forgotten the Mace I've lent you. Would you bring it back so that I can return it to the church?";
close; close;
} }
} else { }
mes "[Asthe]";
mes "Are you having"; mes "Are you having";
mes "a hard time training"; mes "a hard time training";
mes "to learn Level 3 Heal?"; mes "to learn Level 3 Heal?";
@ -426,10 +386,8 @@ if (tu_acolyte01 == 1) {
mes "The basics are crucial to gaining mastery of the more advanced skills that you'll learn later. Just keep in mind that all of your efforts and suffering will become glory"; mes "The basics are crucial to gaining mastery of the more advanced skills that you'll learn later. Just keep in mind that all of your efforts and suffering will become glory";
mes "and happiness."; mes "and happiness.";
close; close;
} break;
case 5:
} else if (tu_acolyte01 == 5) {
mes "[Asthe]";
mes "I suppose I can tell you a little more about the Acolyte job. You already know that Novices must train and go to Prontera Church to become an Acolyte, your First Job Class."; mes "I suppose I can tell you a little more about the Acolyte job. You already know that Novices must train and go to Prontera Church to become an Acolyte, your First Job Class.";
next; next;
mes "[Asthe]"; mes "[Asthe]";
@ -453,9 +411,8 @@ if (tu_acolyte01 == 1) {
mes "Ho ho ho~ No need to try to remember everything right now. You'll get the hang of it."; mes "Ho ho ho~ No need to try to remember everything right now. You'll get the hang of it.";
set tu_acolyte01, 6; set tu_acolyte01, 6;
close; close;
} else if (tu_acolyte01 == 6) { break;
case 6:
mes "[Asthe]";
mes ""+strcharinfo(0)+","; mes ""+strcharinfo(0)+",";
mes "I just received this letter, but it seems to have been a mistake."; mes "I just received this letter, but it seems to have been a mistake.";
mes "It's actually addressed"; mes "It's actually addressed";
@ -467,17 +424,16 @@ if (tu_acolyte01 == 1) {
set tu_acolyte01, 7; set tu_acolyte01, 7;
getitem 7148, 1; getitem 7148, 1;
close; close;
} else if (tu_acolyte01 == 7) { break;
case 7:
mes "[Asthe]";
mes "Would you please"; mes "Would you please";
mes "deliver this letter"; mes "deliver this letter";
mes "to Priest Gardron for me?"; mes "to Priest Gardron for me?";
mes "You can find him in the"; mes "You can find him in the";
mes "building nearby."; mes "building nearby.";
close; close;
} else if (tu_acolyte01 == 9) { break;
mes "[Asthe]"; case 9:
mes "You went to Payon on behalf of the convent for Priest Gardron? That must have been tough..."; mes "You went to Payon on behalf of the convent for Priest Gardron? That must have been tough...";
next; next;
mes "[Asthe]"; mes "[Asthe]";
@ -515,11 +471,11 @@ if (tu_acolyte01 == 1) {
next; next;
mes "^3355FFSister Asthe gives"; mes "^3355FFSister Asthe gives";
mes "you some dog food.^000000"; mes "you some dog food.^000000";
set tu_acolyte01, 10;//Check set tu_acolyte01, 10;
close; close;
} else if ((tu_acolyte01 == 11) || (tu_acolyte01 == 12)) { break;
case 11:
mes "[Asthe]"; case 12:
mes "How to expel"; mes "How to expel";
mes "an evil spirit?"; mes "an evil spirit?";
mes "Why, it's the same"; mes "Why, it's the same";
@ -539,9 +495,8 @@ if (tu_acolyte01 == 1) {
mes "and it will come."; mes "and it will come.";
set tu_acolyte01, 12; set tu_acolyte01, 12;
close; close;
} else if (tu_acolyte01 == 13) { break;
case 13:
mes "[Asthe]";
mes "You remember that"; mes "You remember that";
mes "you can learn Divine"; mes "you can learn Divine";
mes "Protection after learning"; mes "Protection after learning";
@ -570,9 +525,8 @@ if (tu_acolyte01 == 1) {
mes "alright? I'll be right here."; mes "alright? I'll be right here.";
set tu_acolyte01, 14; set tu_acolyte01, 14;
close; close;
break;
} else if (tu_acolyte01 == 14) { case 14:
mes "[Asthe]";
mes "Now it's time"; mes "Now it's time";
mes "for your next lesson."; mes "for your next lesson.";
mes "Let's talk about the"; mes "Let's talk about the";
@ -595,9 +549,8 @@ if (tu_acolyte01 == 1) {
set tu_acolyte01, 15; set tu_acolyte01, 15;
unitskilluseid getcharid(3),29,10; unitskilluseid getcharid(3),29,10;
close; close;
break;
} else if (tu_acolyte01 == 15) { case 15:
mes "[Asthe]";
mes "Once you learn"; mes "Once you learn";
mes "Level 1 Increase AGI,"; mes "Level 1 Increase AGI,";
mes "you can begin learning"; mes "you can begin learning";
@ -615,7 +568,7 @@ if (tu_acolyte01 == 1) {
mes "statuses like ^3131FFSilence^000000, ^3131FFCurse^000000,"; mes "statuses like ^3131FFSilence^000000, ^3131FFCurse^000000,";
mes "and ^3131FFStone Curse^000000. When used on Undead monsters, Cure will"; mes "and ^3131FFStone Curse^000000. When used on Undead monsters, Cure will";
mes "actually curse them."; mes "actually curse them.";
misceffect EF_CURE; //misceffect EF_CURE;
next; next;
mes "[Asthe]"; mes "[Asthe]";
mes "For now, don't forget that the Increase AGI, Decrease AGI and"; mes "For now, don't forget that the Increase AGI, Decrease AGI and";
@ -623,9 +576,8 @@ if (tu_acolyte01 == 1) {
mes "by learning the Heal skill."; mes "by learning the Heal skill.";
set tu_acolyte01, 16; set tu_acolyte01, 16;
close; close;
break;
} else if (tu_acolyte01 == 16) { case 16:
mes "[Asthe]";
mes "You've been learning"; mes "You've been learning";
mes "really quickly. I'm glad"; mes "really quickly. I'm glad";
mes "that we've gotten to this"; mes "that we've gotten to this";
@ -681,23 +633,21 @@ if (tu_acolyte01 == 1) {
mes "Now, we've covered some"; mes "Now, we've covered some";
mes "pretty complicated material in this lesson. Would you like to hear this again?"; mes "pretty complicated material in this lesson. Would you like to hear this again?";
next; next;
switch(select("Listen again.", "Move to the next topic.")) { if(select("Listen again.:Move to the next topic.")==1) {
case 1:
mes "[Asthe]"; mes "[Asthe]";
mes "Alright,"; mes "Alright,";
mes "give me a moment"; mes "give me a moment";
mes "to catch my breath~"; mes "to catch my breath~";
close; close;
case 2: } else {
mes "[Asthe]"; mes "[Asthe]";
mes "Ho ho!"; mes "Ho ho!";
mes "What a smart Acolyte~"; mes "What a smart Acolyte~";
set tu_acolyte01, 17; set tu_acolyte01, 17;
close; close;
} }
break;
} else if (tu_acolyte01 == 17) { case 17:
mes "[Asthe]";
mes "Oh dear...!"; mes "Oh dear...!";
mes "All of these things were delivered to me by accident! And some of these packages were supposed to"; mes "All of these things were delivered to me by accident! And some of these packages were supposed to";
mes "be sent to the Prontera Sanctuary!"; mes "be sent to the Prontera Sanctuary!";
@ -718,8 +668,7 @@ if (tu_acolyte01 == 1) {
mes "[Asthe]"; mes "[Asthe]";
mes "Oh, and this last delivery is a receipt for ^3131FFPriest Praupin^000000, the priest who told you about me."; mes "Oh, and this last delivery is a receipt for ^3131FFPriest Praupin^000000, the priest who told you about me.";
mes "Here you go, the letters and packages..."; mes "Here you go, the letters and packages...";
set @haitatu,readparam(25) - readparam(24); if (MaxWeight - Weight < 2430) {
if (@haitatu < 2430) {
next; next;
mes "[Asthe]"; mes "[Asthe]";
mes "Oh...!"; mes "Oh...!";
@ -727,19 +676,20 @@ if (tu_acolyte01 == 1) {
mes "have enough space"; mes "have enough space";
mes "to carry everything."; mes "to carry everything.";
mes "Why don't you put some of your things in Kafra Storage first?"; mes "Why don't you put some of your things in Kafra Storage first?";
close;
} else { } else {
set tu_acolyte01, 18; set tu_acolyte01, 18;
getitem 7183, 1; getitem 7183, 1;
getitem 7181, 1; getitem 7181, 1;
getitem 1081, 2; getitem 1081, 2;
getitem 7148, 1; getitem 7148, 1;
close;
} }
close;
} else if ((tu_acolyte01 > 17) && (tu_acolyte01 < 23)) { break;
mes "[Asthe]"; case 18:
case 19:
case 20:
case 21:
case 22:
mes "Okay, don't"; mes "Okay, don't";
mes "forget the order"; mes "forget the order";
mes "in which you need"; mes "in which you need";
@ -756,9 +706,8 @@ if (tu_acolyte01 == 1) {
mes "[Asthe]"; mes "[Asthe]";
mes "Oh, and this last delivery is a receipt for ^3131FFPriest Praupin^000000, the priest who told you about me. Alright, have a safe trip~"; mes "Oh, and this last delivery is a receipt for ^3131FFPriest Praupin^000000, the priest who told you about me. Alright, have a safe trip~";
close; close;
break;
} else if (tu_acolyte01 == 23) { case 23:
mes "[Asthe]";
mes "Ah, you're finishing"; mes "Ah, you're finishing";
mes "making all of those deliveries? Thank you very much! How was it meeting Priest Praupin after such"; mes "making all of those deliveries? Thank you very much! How was it meeting Priest Praupin after such";
mes "a long time?"; mes "a long time?";
@ -782,9 +731,8 @@ if (tu_acolyte01 == 1) {
mes "you my final lesson."; mes "you my final lesson.";
set tu_acolyte01, 24; set tu_acolyte01, 24;
close; close;
break;
} else if (tu_acolyte01 == 24) { case 24:
mes "[Asthe]";
mes "The last skill"; mes "The last skill";
mes "I will teach you"; mes "I will teach you";
mes "about is ^3131FFAqua Benedicta^000000."; mes "about is ^3131FFAqua Benedicta^000000.";
@ -821,9 +769,7 @@ if (tu_acolyte01 == 1) {
set BaseExp, BaseExp + 5000; set BaseExp, BaseExp + 5000;
//misceffect EF_CONE; //misceffect EF_CONE;
close; close;
} else { }
mes "[Asthe]";
mes "If you get into an"; mes "If you get into an";
mes "argument with someone,"; mes "argument with someone,";
mes "talk it over while sharing"; mes "talk it over while sharing";
@ -837,15 +783,13 @@ if (tu_acolyte01 == 1) {
mes "If you happen to get in a fight with someone close to you, this might help. I'm speaking from life experience, you know."; mes "If you happen to get in a fight with someone close to you, this might help. I'm speaking from life experience, you know.";
close; close;
} }
end;
}}
//=================================================Priest Gardron==================================================== //=================================================Priest Gardron====================================================
monk_in.gat,18,38,6 script Priest Gardron#tu 110,{ monk_in.gat,18,38,6 script Priest Gardron#tu 110,{
mes "[Priest Gardron]";
if (tu_acolyte01 == 7) { if (tu_acolyte01 == 7) {
if (countitem(7148) >= 1) { if (countitem(7148) >= 1) {
mes "[Priest Gardron]";
mes "Hmm...?"; mes "Hmm...?";
mes "What's that?"; mes "What's that?";
mes "You have something for me?"; mes "You have something for me?";
@ -863,8 +807,6 @@ if (tu_acolyte01 == 7) {
set tu_acolyte01, 8; set tu_acolyte01, 8;
close; close;
} else { } else {
mes "[Priest Gardron]";
mes "Hmm...?"; mes "Hmm...?";
mes "What's that?"; mes "What's that?";
mes "You have something for"; mes "You have something for";
@ -876,10 +818,8 @@ if (tu_acolyte01 == 7) {
mes "it or misplaced it somewhere."; mes "it or misplaced it somewhere.";
close; close;
} }
} else if (tu_acolyte01 == 8) { } else if (tu_acolyte01 == 8) {
if (countitem(957) > 4) { if (countitem(957) > 4) {
mes "[Priest Gardron]";
mes "Oh..!"; mes "Oh..!";
mes "You've returned!"; mes "You've returned!";
mes "Let's see... One..."; mes "Let's see... One...";
@ -900,16 +840,13 @@ if (tu_acolyte01 == 7) {
mes "Asthe to continue your"; mes "Asthe to continue your";
mes "Acolyte training."; mes "Acolyte training.";
set tu_acolyte01, 9; set tu_acolyte01, 9;
percentheal 100,0; percentheal 100,100;
percentheal 0,100;
set JobExp,JobExp+2000; set JobExp,JobExp+2000;
set BaseExp, BaseExp + 2000; set BaseExp, BaseExp + 2000;
//misceffect EF_CONE; //misceffect EF_CONE;
getitem 505,1; //Blue_Potion
close; close;
// getitem Blue_Potion 1
} else { } else {
mes "[Priest Gardron]";
mes "A little while ago, the Payon Elder sent me a message. Apparently,"; mes "A little while ago, the Payon Elder sent me a message. Apparently,";
mes "the residents of Payon are being attacked by Zombies."; mes "the residents of Payon are being attacked by Zombies.";
next; next;
@ -936,8 +873,7 @@ if (tu_acolyte01 == 7) {
mes "Now then..."; mes "Now then...";
mes "Will you go to Payon?"; mes "Will you go to Payon?";
next; next;
switch(select("Let's go to Payon!", "Um, let me get ready first.")) { if(select("Let's go to Payon!:Um, let me get ready first.")==1) {
case 1:
mes "[Priest Gardron]"; mes "[Priest Gardron]";
mes "Good, good."; mes "Good, good.";
mes "I shall send you"; mes "I shall send you";
@ -945,16 +881,10 @@ if (tu_acolyte01 == 7) {
close2; close2;
warp "payon.gat",161,58; warp "payon.gat",161,58;
end; end;
break;
case 2:
break;
} }
close; close;
} }
} else { }
mes "[Priest Gardron]";
mes "May light always"; mes "May light always";
mes "come and illuminate"; mes "come and illuminate";
mes "the darkness. In times"; mes "the darkness. In times";
@ -963,7 +893,6 @@ if (tu_acolyte01 == 7) {
mes "without hope..."; mes "without hope...";
close; close;
} }
}
//=================================================Dog==================================================== //=================================================Dog====================================================
prt_monk.gat,235,245,5 script Dog#tu 81,{ prt_monk.gat,235,245,5 script Dog#tu 81,{
@ -974,7 +903,7 @@ prt_monk.gat,235,245,5 script Dog#tu 81,{
if (tu_acolyte01 == 10) { if (tu_acolyte01 == 10) {
set @dog_food, 0; set @dog_food, 0;
while((1)) { while((1)) {
switch(select("Give a treat.", "Pet the dog.", "End actions.")) { switch(select("Give a treat.:Pet the dog.:End actions.")) {
case 1: case 1:
set @dog_food, @dog_food + 1; set @dog_food, @dog_food + 1;
if (@dog_food > 4) { if (@dog_food > 4) {
@ -1308,7 +1237,6 @@ OnTouch:
//=================================================Karven==================================================== //=================================================Karven====================================================
monk_in.gat,103,176,7 script Karven 60,{ monk_in.gat,103,176,7 script Karven 60,{
mes "[Karven]"; mes "[Karven]";
mes "May you rest"; mes "May you rest";
if (tu_acolyte01 == 21 && countitem(7183)) { if (tu_acolyte01 == 21 && countitem(7183)) {
@ -1342,9 +1270,25 @@ monk_in.gat,103,176,7 script Karven 60,{
//=================================================Gloria==================================================== //=================================================Gloria====================================================
prt_monk.gat,219,164,3 script Gloria#tu 95,{ prt_monk.gat,219,164,3 script Gloria#tu 95,{
if (((tu_acolyte01 > 0) && (tu_acolyte01 < 25))
&& (BaseJob == Job_Acolyte)) {
mes "[Gloria]"; mes "[Gloria]";
if(BaseJob != Job_Acolyte) {
mes "Hi, hi~";
mes "I'm Gloria.";
mes "You wanna know";
mes "something neat";
mes "about my name?";
next;
mes "[Gloria]";
mes "My father was a Blacksmith in Geffen, and supposedly he finished an incredible weapon on the day";
mes "I was born. He thought it was a sign of good luck, so he named";
mes "the weapon after me!";
next;
mes "[Gloria]";
mes "It's a little strange knowing that there's a weapon named after";
mes "you, but I like my name very much. I mean, it's not like my parents named me after that weapon, right?";
close;
}
if (tu_acolyte01 > 0 && tu_acolyte01 < 25) {
mes "I'm still"; mes "I'm still";
mes "a young Acolyte"; mes "a young Acolyte";
mes "in training and I'm"; mes "in training and I'm";
@ -1369,7 +1313,7 @@ if (((tu_acolyte01 > 0) && (tu_acolyte01 < 25))
mes "send you to Prontera."; mes "send you to Prontera.";
mes "Just let me know, okay?"; mes "Just let me know, okay?";
next; next;
switch(select("I'm okay for now.", "Send me to Prontera.")) { switch(select("I'm okay for now.:Send me to Prontera.")) {
case 1: case 1:
mes "[Gloria]"; mes "[Gloria]";
mes "In order to use"; mes "In order to use";
@ -1390,40 +1334,34 @@ if (((tu_acolyte01 > 0) && (tu_acolyte01 < 25))
end; end;
break; break;
} }
} else if ((tu_acolyte01 == 25) && (BaseJob == Job_Acolyte)) { }
mes "[Gloria]";
mes "Wow..."; mes "Wow...";
mes "Did you learn all that from Asthe? That's so great... You must be so much better than me that I can't even brag about warping to"; mes "Did you learn all that from Asthe? That's so great...";
mes "You must be so much better than me that I can't even brag about warping to";
mes "Prontera anymore. ^333333*Sniff*^000000"; mes "Prontera anymore. ^333333*Sniff*^000000";
close; close;
} else {
mes "[Gloria]";
mes "Hi, hi~";
mes "I'm Gloria.";
mes "You wanna know";
mes "something neat";
mes "about my name?";
next;
mes "[Gloria]";
mes "My father was a Blacksmith in Geffen, and supposedly he finished an incredible weapon on the day";
mes "I was born. He thought it was a sign of good luck, so he named";
mes "the weapon after me!";
next;
mes "[Gloria]";
mes "It's a little strange knowing that there's a weapon named after";
mes "you, but I like my name very much. I mean, it's not like my parents named me after that weapon, right?";
close2;
}
end;
} }
//=================================================Cleope Verce==================================================== //=================================================Cleope Verce====================================================
prt_monk.gat,153,210,3 script Cleope Verce 95,{ prt_monk.gat,153,210,3 script Cleope Verce 95,{
if (BaseJob == Job_Acolyte) {
if (JobLevel < 40) {
if (BaseLevel < 26) {
set @rival01, rand(1,4);
mes "[Cleope Verce]"; mes "[Cleope Verce]";
if (BaseJob != Job_Acolyte) {
mes "Hello hello.";
mes "The sun is very";
mes "warm today, don't";
mes "think? Very pleasant";
mes "weather today...";
close;
}
if (JobLevel >= 40) {
mes "Hmmm?";
mes "It looks like you've";
mes "learned quite a lot as";
mes "an Acolyte! I hate to admit it,";
mes "but you're too good for me to";
mes "call you a rookie anymore~";
close;
}
if (BaseLevel < 26) {
mes "Oh my.. "; mes "Oh my.. ";
mes "A newbie Acolyte?"; mes "A newbie Acolyte?";
mes "It doesn't even seem"; mes "It doesn't even seem";
@ -1434,24 +1372,28 @@ if (BaseJob == Job_Acolyte) {
mes "Ho ho~!"; mes "Ho ho~!";
mes "In my days"; mes "In my days";
mes "as an Acolyte,"; mes "as an Acolyte,";
if (@rival01 == 1) { switch(rand(1,4)){
case 1:
mes "I trained by attacking"; mes "I trained by attacking";
mes "^3131FFgreen frogs^000000 till my knuckles"; mes "^3131FFgreen frogs^000000 till my knuckles";
mes "bled from all the punching!"; mes "bled from all the punching!";
} else if (@rival01 == 2) { break;
case 2:
mes "I beat up ^3131FFwooden sticks"; mes "I beat up ^3131FFwooden sticks";
mes "about to collapse^000000 and these"; mes "about to collapse^000000 and these";
mes "^3131FFhuge mushrooms^000000 all the time!"; mes "^3131FFhuge mushrooms^000000 all the time!";
} else if (@rival01 == 3) { break;
case 3:
mes "I trained by fighting those ^3131FFdisgusting cockroaches^000000."; mes "I trained by fighting those ^3131FFdisgusting cockroaches^000000.";
next; next;
mes "[Cleope Verce]"; mes "[Cleope Verce]";
mes "Ugh..."; mes "Ugh...";
mes "Actually, that's not such a good memory when I think about it."; mes "Actually, that's not such a good memory when I think about it.";
} else if (@rival01 == 4) { break;
case 4:
mes "I trained by fighting ^3131FFZombies^000000 in the dungeon of that town with all of those trees."; mes "I trained by fighting ^3131FFZombies^000000 in the dungeon of that town with all of those trees.";
break;
} }
next; next;
mes "[Cleope Verce]"; mes "[Cleope Verce]";
mes "You'll have to go through a lot until you reach the point where I'm at right now. Ho ho ho! You still have a looong way to go~"; mes "You'll have to go through a lot until you reach the point where I'm at right now. Ho ho ho! You still have a looong way to go~";
@ -1462,9 +1404,6 @@ if (BaseJob == Job_Acolyte) {
mes "Rookie."; mes "Rookie.";
close; close;
} else if (BaseLevel < 36) { } else if (BaseLevel < 36) {
set @rival02, rand(1,5);
mes "[Cleope Verce]";
mes "Oh my.. "; mes "Oh my.. ";
mes "A young Acolyte?"; mes "A young Acolyte?";
mes "You seem to have just"; mes "You seem to have just";
@ -1474,24 +1413,28 @@ if (BaseJob == Job_Acolyte) {
mes "Ho ho~!"; mes "Ho ho~!";
mes "When I was"; mes "When I was";
mes "around your age,"; mes "around your age,";
switch(rand(1,5)){
if (@rival02 == 1) { case 1:
mes "I'd fight with those ^3131FFwhite"; mes "I'd fight with those ^3131FFwhite";
mes "mice^000000 and ^3131FFbig roaches^000000~"; mes "mice^000000 and ^3131FFbig roaches^000000~";
} else if (@rival02 == 2) { break;
case 2:
mes "I'd walk straight into the"; mes "I'd walk straight into the";
mes "^3131FFdepths of the ocean^000000 to find monsters to hunt."; mes "^3131FFdepths of the ocean^000000 to find monsters to hunt.";
} else if (@rival02 == 3) { break;
case 3:
mes "I used to fight ^3131FFcreepy"; mes "I used to fight ^3131FFcreepy";
mes "looking tree monsters^000000."; mes "looking tree monsters^000000.";
} else if (@rival02 == 4) { break;
case 4:
mes "I used to fight hundreds"; mes "I used to fight hundreds";
mes "of ^3131FFuuuuuug~ly orcs^000000."; mes "of ^3131FFuuuuuug~ly orcs^000000.";
} else if (@rival02 == 5) { break;
case 5:
mes "I would fight the ^3131FFmonkeys"; mes "I would fight the ^3131FFmonkeys";
mes "in front of the convent^000000."; mes "in front of the convent^000000.";
break;
} }
next; next;
mes "[Cleope Verce]"; mes "[Cleope Verce]";
mes "Those were"; mes "Those were";
@ -1512,8 +1455,6 @@ if (BaseJob == Job_Acolyte) {
mes "young friend."; mes "young friend.";
close; close;
} else if (BaseLevel < 46) { } else if (BaseLevel < 46) {
mes "[Cleope Verce]";
mes "Well, well, well~"; mes "Well, well, well~";
mes "Hello, young Acolyte."; mes "Hello, young Acolyte.";
mes "You're still kind of"; mes "You're still kind of";
@ -1571,8 +1512,7 @@ if (BaseJob == Job_Acolyte) {
mes "Good luck,"; mes "Good luck,";
mes "young friend~"; mes "young friend~";
close; close;
} else { }
mes "[Cleope Verce]";
mes "Hmmm?"; mes "Hmmm?";
mes "It looks like you've"; mes "It looks like you've";
mes "learned quite a lot as"; mes "learned quite a lot as";
@ -1581,30 +1521,6 @@ if (BaseJob == Job_Acolyte) {
mes "call you a rookie anymore~"; mes "call you a rookie anymore~";
close; close;
} }
} else {
mes "[Cleope Verce]";
mes "Hmmm?";
mes "It looks like you've";
mes "learned quite a lot as";
mes "an Acolyte! I hate to admit it,";
mes "but you're too good for me to";
mes "call you a rookie anymore~";
close;
}
} else {
mes "[Cleope Verce]";
mes "Hello hello.";
mes "The sun is very";
mes "warm today, don't";
mes "think? Very pleasant";
mes "weather today...";
close;
}
end;
}
//=================================================Range NPC==================================================== //=================================================Range NPC====================================================
prt_monk.gat,217,123,4 script #tu_monk 139,10,10{ prt_monk.gat,217,123,4 script #tu_monk 139,10,10{
OnTouch: OnTouch:
@ -1636,8 +1552,11 @@ OnTouch:
} }
//=================================================Eavesdrop==================================================== //=================================================Eavesdrop====================================================
prt_monk.gat,223,123,3 script Eavesdrop#tu 111,{ prt_monk.gat,223,123,3 script Eavesdrop#tu 111,{
if (BaseJob == Job_Acolyte) { if (BaseJob != Job_Acolyte) {
if ((tu_acolyte01 > 3) && (tu_acolyte01 < 10)) { mes "^3355FFThere's nothing here.^000000";
close;
}
if (tu_acolyte01 > 3 && tu_acolyte01 < 10) {
mes "[Voices from Window]"; mes "[Voices from Window]";
mes "^A68064Sir..."; mes "^A68064Sir...";
mes "Something doesn't"; mes "Something doesn't";
@ -1662,7 +1581,7 @@ if (BaseJob == Job_Acolyte) {
mes "Still, I can't help"; mes "Still, I can't help";
mes "but feel uneasy...^000000"; mes "but feel uneasy...^000000";
close; close;
} else if ((tu_acolyte01 > 9) && (tu_acolyte01 < 25)) { } else if (tu_acolyte01 > 9 && tu_acolyte01 < 25) {
mes "[Voices from Window]"; mes "[Voices from Window]";
mes "^A68064I heard from an"; mes "^A68064I heard from an";
mes "official at the palace"; mes "official at the palace";
@ -1795,13 +1714,5 @@ if (BaseJob == Job_Acolyte) {
mes "^CD6600Oh dear God."; mes "^CD6600Oh dear God.";
mes "Please expel the darkness that approaches the Rune Midgarts Kingdom. Please protect us with your light and compassion.^000000"; mes "Please expel the darkness that approaches the Rune Midgarts Kingdom. Please protect us with your light and compassion.^000000";
close; close;
} else {
mes "^3355FFThere's nothing here.^000000";
close;
} }
} else {
mes "^3355FFThere's nothing here.^000000";
close;
}
end;
} }

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