- Here comes the big Job folder Update.

* Updated all 1-1, 2-1, 2-2 and the expanded files to the latest available official files and also added support for baby job change.
* There might be some optimizations still needed at some places and there maybe occur some errors as well or the job change isn't fully working anymore since I didn't test all the jobs through the end (Me = Lazy), if so then please fill out a bug report in our bug tracker: http://rathena.org/board/tracker/project-4-scripts/
* Ninja, Gunslinger and the other files will follow within the next days.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@16579 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
masao87 2012-08-04 21:45:50 +00:00
parent 7ce4829a16
commit b2dd8c722e
39 changed files with 19783 additions and 13340 deletions

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@ -16,7 +16,7 @@
//============================================================
valkyrie,44,58,5 script Assassin Cross#Valkyrie 725,{
if (ADVJOB == 0 || Upper != 1) {
if (FJOB == 0 || Upper != 1) {
set .@karma_d,rand(1,10);
if (.@karma_d > 4) {
mes "[Assassin Cross]";
@ -43,7 +43,7 @@ valkyrie,44,58,5 script Assassin Cross#Valkyrie 725,{
mes "Nobody...";
close;
}
else if (ADVJOB == Job_Assassin_Cross && Class == Job_Thief_High && JobLevel > 39) {
if ((FJOB == Job_Guillotine_Cross) && (Class == Job_Thief_High) && (JobLevel > 39)) {
mes "[Assassin Cross]";
mes "The time has come.";
mes "The world needs you...";
@ -79,7 +79,7 @@ valkyrie,44,58,5 script Assassin Cross#Valkyrie 725,{
close;
}
jobchange Job_Assassin_Cross;
set ADVJOB,0;
set FJOB,0;
mes "[Assassin Cross]";
mes "Congratulations.";
mes "As an Assassin Cross,";
@ -97,4 +97,4 @@ valkyrie,44,58,5 script Assassin Cross#Valkyrie 725,{
mes "while you are here.";
mes "Honor to the warriors.";
close;
}
}

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@ -16,7 +16,7 @@
//============================================================
valkyrie,44,42,5 script High Priest#Valkyrie 60,{
if (ADVJOB == 0 || Upper != 1) {
if (FJOB == 0 || Upper != 1) {
set .@karma_d,rand(1,10);
if (.@karma_d > 4) {
mes "[High Priest]";
@ -32,7 +32,7 @@ valkyrie,44,42,5 script High Priest#Valkyrie 60,{
mes "us from the forces of evil...";
close;
}
else if (ADVJOB == Job_High_Priest && Class == Job_Acolyte_High && JobLevel > 39) {
if ((FJOB == Job_Arch_Bishop) && (Class == Job_Acolyte_High) && (JobLevel > 39)) {
mes "[High Priest]";
mes "Our world is in";
mes "need of people of";
@ -59,7 +59,7 @@ valkyrie,44,42,5 script High Priest#Valkyrie 60,{
close;
}
jobchange Job_High_Priest;
set ADVJOB,0;
set FJOB,0;
mes "[High Priest]";
mes "Congratulations.";
mes "As a High Priest,";
@ -79,4 +79,4 @@ valkyrie,44,42,5 script High Priest#Valkyrie 60,{
mes "while you are here.";
mes "Honor to the warriors!";
close;
}
}

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@ -16,7 +16,7 @@
//============================================================
valkyrie,44,47,5 script High Wizard#Valkyrie 735,{
if (ADVJOB == 0 || Upper != 1) {
if (FJOB == 0 || Upper != 1) {
set .@karma_d,rand(1,10);
if (.@karma_d > 4) {
mes "[High Wizard]";
@ -38,7 +38,7 @@ valkyrie,44,47,5 script High Wizard#Valkyrie 735,{
mes "was placed in the wrong hands?!";
close;
}
else if (ADVJOB == Job_High_Wizard && Class == Job_Mage_High && JobLevel > 39) {
if ((FJOB == Job_Warlock) && (Class == Job_Mage_High) && (JobLevel > 39)) {
mes "[High Wizard]";
mes "It is time.";
mes "And Rune-Midgard has";
@ -62,8 +62,8 @@ valkyrie,44,47,5 script High Wizard#Valkyrie 735,{
mes "all of your remaining Skill Points before returning to me.";
close;
}
jobchange Job_high_Wizard;
set ADVJOB,0;
jobchange Job_High_Wizard;
set FJOB,0;
mes "[High Wizard]";
mes "Congratulations.";
mes "As a High Wizard,";
@ -83,4 +83,4 @@ valkyrie,44,47,5 script High Wizard#Valkyrie 735,{
mes "while you are here.";
mes "Honor to the warriors!";
close;
}
}

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@ -16,7 +16,7 @@
//============================================================
valkyrie,44,39,5 script Lord Knight#Valkyrie 56,{
if (ADVJOB == 0 || Upper != 1) {
if (FJOB == 0 || Upper != 1) {
set .@karma_d,rand(1,10);
if (.@karma_d > 4) {
mes "[Lord Knight]";
@ -36,7 +36,7 @@ valkyrie,44,39,5 script Lord Knight#Valkyrie 56,{
mes "well being of our comrades.";
close;
}
else if (ADVJOB == Job_Lord_Knight && Class == Job_Swordman_High && JobLevel > 39) {
if ((FJOB == Job_Rune_Knight) && (Class == Job_Swordman_High) && (JobLevel > 39)) {
mes "[Lord Knight]";
mes "Your time has come!";
mes "The world still needs you.";
@ -61,7 +61,7 @@ valkyrie,44,39,5 script Lord Knight#Valkyrie 56,{
close;
}
jobchange Job_Lord_Knight;
set ADVJOB,0;
set FJOB,0;
mes "[Lord Knight]";
mes "Congratulations!";
mes "As a Lord Knight,";
@ -81,4 +81,4 @@ valkyrie,44,39,5 script Lord Knight#Valkyrie 56,{
mes "while you are here.";
mes "Honor to the warriors!";
close;
}
}

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@ -16,7 +16,7 @@
//============================================================
valkyrie,44,55,5 script Sniper#Valkyrie 727,{
if (ADVJOB == 0 || Upper != 1) {
if (FJOB == 0 || Upper != 1) {
set .@karma_d,rand(1,10);
if (.@karma_d > 4) {
mes "[Sniper]";
@ -33,7 +33,7 @@ valkyrie,44,55,5 script Sniper#Valkyrie 727,{
mes "of battling.";
close;
}
else if (ADVJOB == Job_Sniper && Class == Job_Archer_High && JobLevel > 39) {
if ((FJOB == Job_Ranger) && (Class == Job_Archer_High) && (JobLevel > 39)) {
mes "[Sniper]";
mes "The world is in";
mes "need of mighty Bowmen";
@ -59,7 +59,7 @@ valkyrie,44,55,5 script Sniper#Valkyrie 727,{
close;
}
jobchange Job_Sniper;
set ADVJOB,0;
set FJOB,0;
mes "[Sniper]";
mes "Congratulations!";
mes "As a Sniper, I hope";
@ -80,4 +80,4 @@ valkyrie,44,55,5 script Sniper#Valkyrie 727,{
mes "while you are here.";
mes "Honor to the warriors!";
close;
}
}

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@ -16,7 +16,7 @@
//============================================================
valkyrie,44,50,5 script MasterSmith#Valkyrie 731,{
if (ADVJOB == 0 || Upper != 1) {
if (FJOB == 0 || Upper != 1) {
set .@karma_d,rand(1,10);
if (.@karma_d > 4) {
mes "[MasterSmith]";
@ -40,7 +40,7 @@ valkyrie,44,50,5 script MasterSmith#Valkyrie 731,{
mes "crafting...";
close;
}
else if (ADVJOB == Job_WhiteSmith && Class == Job_Merchant_High && JobLevel > 39) {
if ((FJOB == Job_Mechanic) && (Class == Job_Merchant_High) && (JobLevel > 39)) {
mes "[MasterSmith]";
mes "The time has come!";
mes "Our world needs brave,";
@ -65,7 +65,7 @@ valkyrie,44,50,5 script MasterSmith#Valkyrie 731,{
close;
}
jobchange Job_Whitesmith;
set ADVJOB,0;
set FJOB,0;
mes "[MasterSmith]";
mes "Congratulations!";
mes "As a MasterSmith,";
@ -85,4 +85,4 @@ valkyrie,44,50,5 script MasterSmith#Valkyrie 731,{
mes "while you are here.";
mes "Honor to the warriors!";
close;
}
}

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@ -16,7 +16,7 @@
//============================================================
valkyrie,53,42,3 script Champion#Valkyrie 52,{
if (ADVJOB == 0 || Upper != 1) {
if (FJOB == 0 || Upper != 1) {
set .@karma_d,rand(1,10);
if (.@karma_d > 4) {
mes "[Champion]";
@ -38,7 +38,7 @@ valkyrie,53,42,3 script Champion#Valkyrie 52,{
mes "so much in life...";
close;
}
else if (ADVJOB == Job_Champion && Class == Job_Acolyte_High && JobLevel > 39) {
if ((FJOB == Job_Sura) && (Class == Job_Acolyte_High) && (JobLevel > 39)) {
mes "[Champion]";
mes "It's time.";
mes "Time for great heroes";
@ -64,7 +64,7 @@ valkyrie,53,42,3 script Champion#Valkyrie 52,{
close;
}
jobchange Job_Champion;
set ADVJOB,0;
set FJOB,0;
mes "[Champion]";
mes "Congratulations!";
mes "Live as a Champion,";
@ -84,4 +84,4 @@ valkyrie,53,42,3 script Champion#Valkyrie 52,{
mes "while you are here.";
mes "Honor to the warriors!";
close;
}
}

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@ -18,7 +18,7 @@
//============================================================
valkyrie,53,54,3 script Minstrel#Valkyrie 741,{
if (ADVJOB == 0 || Upper != 1) {
if (FJOB == 0 || Upper != 1) {
set .@karma_d,rand(1,10);
if (.@karma_d > 4) {
mes "[Minstrel]";
@ -32,7 +32,7 @@ valkyrie,53,54,3 script Minstrel#Valkyrie 741,{
mes "Sha la la la la~";
close;
}
else if (ADVJOB == Job_Clown && Class == Job_Archer_High && JobLevel > 39) {
if ((FJOB == Job_Minstrell) && (Class == Job_Archer_High) && (JobLevel > 39)) {
mes "[Minstrel]";
mes "The dreary world";
mes "of mortals is in need";
@ -60,7 +60,7 @@ valkyrie,53,54,3 script Minstrel#Valkyrie 741,{
close;
}
jobchange Job_Clown;
set ADVJOB,0;
set FJOB,0;
mes "[Minstrel]";
mes "Congratulations!";
mes "As a Minstrel, your";
@ -80,4 +80,4 @@ valkyrie,53,54,3 script Minstrel#Valkyrie 741,{
mes "while you are here.";
mes "Honor to the warriors!";
close;
}
}

View File

@ -16,7 +16,7 @@
//============================================================
valkyrie,53,50,3 script Biochemist#Valkyrie 122,{
if (ADVJOB == 0 || Upper != 1) {
if (FJOB == 0 || Upper != 1) {
set .@karma_d,rand(1,10);
if (.@karma_d > 4) {
mes "[Biochemist]";
@ -40,7 +40,7 @@ valkyrie,53,50,3 script Biochemist#Valkyrie 122,{
mes "a place in Valhalla...";
close;
}
else if (ADVJOB == Job_Creator && Class == Job_Merchant_High && JobLevel > 39) {
if ((FJOB == Job_Genetic) && (Class == Job_Merchant_High) && (JobLevel > 39)) {
mes "[Biochemist]";
mes "Yes...";
mes "It's about time.";
@ -65,7 +65,7 @@ valkyrie,53,50,3 script Biochemist#Valkyrie 122,{
close;
}
jobchange Job_Creator;
set ADVJOB,0;
set FJOB,0;
mes "[Biochemist]";
mes "Congratulations!";
mes "As a Biochemist,";
@ -74,63 +74,60 @@ valkyrie,53,50,3 script Biochemist#Valkyrie 122,{
mes "right purposes.";
close;
}
else {
if (Class == Job_Creator && MISC_QUEST & 64 && getskilllv("AM_BIOETHICS") == 0) {
if ((Class == Job_Creator) && (MISC_QUEST & 64) && (getskilllv("AM_BIOETHICS") == 0)) {
mes "[Biochemist]";
mes "Ah, have you come to";
mes "retrieve the memories";
mes "lost to you? Yes, you";
mes "must be here for the";
mes "secrets of life that";
mes "were once yours...";
next;
if (select("Yes:No") == 1) {
mes "[Biochemist]";
mes "Ah, have you come to";
mes "retrieve the memories";
mes "lost to you? Yes, you";
mes "must be here for the";
mes "secrets of life that";
mes "were once yours...";
mes "Close your eyes and";
mes "put your mind at rest.";
mes "We will return to your";
mes "past to recollect the";
mes "fragments of your lost";
mes "memories.";
next;
if (select("Yes:No") == 1) {
mes "[Biochemist]";
mes "Close your eyes and";
mes "put your mind at rest.";
mes "We will return to your";
mes "past to recollect the";
mes "fragments of your lost";
mes "memories.";
next;
mes "[Biochemist]";
mes "When you open your eyes,";
mes "you will clearly remember";
mes "the secret of life. You will";
mes "also remember the weight of";
mes "responsibility in using these";
mes "secrets for the right ends...";
next;
skill 238,1,0;
mes "[Biochemist]";
mes "Open your eyes...";
mes "Now that you have";
mes "remembered how to";
mes "create artificial life, I only";
mes "ask that you treat all of your";
mes "creations with respect.";
close;
}
mes "[Biochemist]";
mes "If you wish to";
mes "retrieve your lost";
mes "memories, please";
mes "come back to me.";
mes "The secret to creating";
mes "life is no trifling thing...";
mes "When you open your eyes,";
mes "you will clearly remember";
mes "the secret of life. You will";
mes "also remember the weight of";
mes "responsibility in using these";
mes "secrets for the right ends...";
next;
skill 238,1,0;
mes "[Biochemist]";
mes "Open your eyes...";
mes "Now that you have";
mes "remembered how to";
mes "create artificial life, I only";
mes "ask that you treat all of your";
mes "creations with respect.";
close;
}
mes "[Biochemist]";
mes "Welcome";
mes "to Valhalla,";
mes "the Hall of Honor.";
next;
mes "[Biochemist]";
mes "Please make";
mes "yourself comfortable";
mes "while you are here.";
mes "Honor to the warriors!";
mes "If you wish to";
mes "retrieve your lost";
mes "memories, please";
mes "come back to me.";
mes "The secret to creating";
mes "life is no trifling thing...";
close;
}
}
mes "[Biochemist]";
mes "Welcome";
mes "to Valhalla,";
mes "the Hall of Honor.";
next;
mes "[Biochemist]";
mes "Please make";
mes "yourself comfortable";
mes "while you are here.";
mes "Honor to the warriors!";
close;
}

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@ -16,7 +16,7 @@
//============================================================
valkyrie,53,56,3 script Gypsy#Valkyrie 101,{
if (ADVJOB == 0 || Upper != 1) {
if (FJOB == 0 || Upper != 1) {
set .@karma_d,rand(1,10);
if (.@karma_d > 4) {
mes "[Gypsy]";
@ -33,7 +33,7 @@ valkyrie,53,56,3 script Gypsy#Valkyrie 101,{
mes "For me, it's a way of life~";
close;
}
else if (ADVJOB == Job_Gypsy && Class == Job_Archer_High && JobLevel > 39) {
if ((FJOB == Job_Wanderer) && (Class == Job_Archer_High) && (JobLevel > 39)) {
mes "[Gypsy]";
mes "The land of Rune-Midgard";
mes "is in need of talented women";
@ -60,7 +60,7 @@ valkyrie,53,56,3 script Gypsy#Valkyrie 101,{
close;
}
jobchange Job_Gypsy;
set ADVJOB,0;
set FJOB,0;
mes "[Gypsy]";
mes "Congratulations!";
mes "As a Gypsy, I know";
@ -80,4 +80,4 @@ valkyrie,53,56,3 script Gypsy#Valkyrie 101,{
mes "while you are here.";
mes "Honor to the warriors!";
close;
}
}

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@ -16,7 +16,7 @@
//============================================================
valkyrie,53,39,3 script Paladin#Valkyrie 752,{
if (ADVJOB == 0 || Upper != 1) {
if (FJOB == 0 || Upper != 1) {
set .@karma_d,rand(1,10);
if (.@karma_d > 4) {
mes "[Paladin]";
@ -33,7 +33,7 @@ valkyrie,53,39,3 script Paladin#Valkyrie 752,{
mes "always brighten our path!";
close;
}
else if (ADVJOB == Job_Paladin && Class == Job_Swordman_High && JobLevel > 39) {
if ((FJOB == Job_Royal_Guard) && (Class == Job_Swordman_High) && (JobLevel > 39)) {
mes "[Paladin]";
mes "The Holy War will";
mes "be upon us before we";
@ -61,7 +61,7 @@ valkyrie,53,39,3 script Paladin#Valkyrie 752,{
close;
}
jobchange Job_Paladin;
set ADVJOB,0;
set FJOB,0;
mes "[Paladin]";
mes "Congratulations.";
mes "As a Paladin, I hope";
@ -82,4 +82,4 @@ valkyrie,53,39,3 script Paladin#Valkyrie 752,{
mes "while you are here.";
mes "Honor to the warriors!";
close;
}
}

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@ -16,7 +16,7 @@
//============================================================
valkyrie,53,47,3 script Scholar#Valkyrie 743,{
if (ADVJOB == 0 || Upper != 1) {
if (FJOB == 0 || Upper != 1) {
set .@karma_d,rand(1,10);
if (.@karma_d > 4) {
mes "[Scholar]";
@ -40,7 +40,7 @@ valkyrie,53,47,3 script Scholar#Valkyrie 743,{
mes "process of learning...";
close;
}
else if (ADVJOB == Job_Professor && Class == Job_Mage_High && JobLevel > 39) {
if ((FJOB == Job_Sorcerer) && (Class == Job_Mage_High) && (JobLevel > 39)) {
mes "[Scholar]";
mes "Rune-Midgard doesn't";
mes "have enough Scholars to";
@ -68,7 +68,7 @@ valkyrie,53,47,3 script Scholar#Valkyrie 743,{
close;
}
jobchange Job_Professor;
set ADVJOB,0;
set FJOB,0;
mes "[Scholar]";
mes "Congratulations!";
mes "As a Professor, I hope";
@ -89,5 +89,4 @@ valkyrie,53,47,3 script Scholar#Valkyrie 743,{
mes "while you are here.";
mes "Honor to the warriors!";
close;
}
}

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@ -16,7 +16,7 @@
//============================================================
valkyrie,53,58,3 script Stalker#Valkyrie 747,{
if (ADVJOB == 0 || Upper != 1) {
if (FJOB == 0 || Upper != 1) {
set .@karma_d,rand(1,10);
if (.@karma_d > 4) {
mes "[Stalker]";
@ -41,7 +41,7 @@ valkyrie,53,58,3 script Stalker#Valkyrie 747,{
mes "they need me.";
close;
}
else if (ADVJOB == Job_Stalker && Class == Job_Thief_High && JobLevel > 39) {
if ((FJOB == Job_Shadow_Chaser) && (Class == Job_Thief_High) && (JobLevel > 39)) {
mes "[Stalker]";
mes "This world needs";
mes "more heroes who are";
@ -69,7 +69,7 @@ valkyrie,53,58,3 script Stalker#Valkyrie 747,{
close;
}
jobchange Job_Stalker;
set ADVJOB,0;
set FJOB,0;
mes "[Stalker]";
mes "Congratulations!";
mes "As a Stalker, I hope";
@ -90,4 +90,4 @@ valkyrie,53,58,3 script Stalker#Valkyrie 747,{
mes "while you are here.";
mes "Honor to the warriors!";
close;
}
}

View File

@ -40,7 +40,7 @@
//============================================================
valkyrie,48,86,4 script Valkyrie# 811,{
if (ADVJOB != 0 || Upper == 1) {
if (FJOB != 0 || Upper == 1) {
mes "[Valkyrie]";
mes "Welcome";
mes "to Valhalla,";
@ -53,7 +53,7 @@ valkyrie,48,86,4 script Valkyrie# 811,{
mes "Honor to the warriors!";
close;
}
else if (Baselevel > 98 && JobLevel > 49 && Class >= Job_Knight && Class <= Job_Crusader2) {
if ((Baselevel > 98) && (JobLevel > 49) && ((Class >= Job_Knight) && (Class <= Job_Crusader2))) {
mes "[Valkyrie]";
mes "Welcome";
mes "to Valhalla,";
@ -144,9 +144,6 @@ valkyrie,48,86,4 script Valkyrie# 811,{
mes "One...";
mes "Two......";
mes "And Three.";
set ADVJOB, Class+Job_Novice_High; //memo the target 3rd Job ID
if(ADVJOB == Job_Lord_Knight2) set ADVJOB,Job_Lord_Knight;
if(ADVJOB == Job_Paladin2) set ADVJOB,Job_Paladin;
jobchange Job_Novice_High;
resetlvl(1);
set MISC_QUEST,MISC_QUEST | 1024; //<-reset Skill Reset Event
@ -169,25 +166,25 @@ valkyrie,48,86,4 script Valkyrie# 811,{
mes "[Valkyrie]";
mes "And I pray that the new life to which the goddess Skuld will guide you will be even more honorable than your last.";
close2;
switch (ADVJOB) {
case 4008:
case 4015:
switch (FJOB) {
case 4054:
case 4066:
warp "izlude",94,103; break;
case 4009:
case 4016:
case 4057:
case 4070:
warp "prontera",273,354; break;
case 4010:
case 4017:
case 4055:
case 4067:
warp "geffen",120,60; break;
case 4011:
case 4019:
case 4058:
case 4071:
warp "alberta",116,57; break;
case 4012:
case 4020:
case 4021:
case 4056:
case 4068:
case 4069:
warp "payon",69,100; break;
case 4013:
case 4018:
case 4059:
case 4072:
warp "morocc",154,50; break;
default:
warp "yuno_in02",93,205; break;
@ -195,22 +192,20 @@ valkyrie,48,86,4 script Valkyrie# 811,{
end;
}
}
else {
mes "[Valkyrie]";
mes "Welcome";
mes "to Valhalla,";
mes "the Hall of Honor.";
next;
mes "[Valkyrie]";
mes "Unfortunately, you have not yet been invited here. I ask you to leave immediately. Honor to the warriors!";
close2;
warp "yuno_in02",93,205;
end;
}
mes "[Valkyrie]";
mes "Welcome";
mes "to Valhalla,";
mes "the Hall of Honor.";
next;
mes "[Valkyrie]";
mes "Unfortunately, you have not yet been invited here. I ask you to leave immediately. Honor to the warriors!";
close2;
warp "yuno_in02",93,205;
end;
}
yuno_in02,88,164,5 script Metheus Sylphe#Library 742,{
if (Baselevel > 98 && JobLevel > 49 && Class >= Job_Knight && Class <= Job_Crusader2) {
if ((Baselevel > 98) && (JobLevel > 49) && ((Class >= Job_Knight) && (Class <= Job_Crusader2))) {
if (valkyrie_Q == 0) {
mes "[Metheus Sylphe]";
mes "Welcome to the Library of the Schweicherbil Magic Academy.";
@ -257,7 +252,7 @@ yuno_in02,88,164,5 script Metheus Sylphe#Library 742,{
}
yuno_in02,93,207,1 script Book of Ymir 111,{
if (ADVJOB != 0 || Upper == 1) {
if (FJOB != 0 || Upper == 1) {
mes "[The Book of Ymir]";
mes "...The entrance to the Hall of Honor is open to anyone who has moved forward into their next life. It is there to help heroes decide what they want to do, and can lead them to anywhere in this world.";
next;
@ -275,7 +270,7 @@ yuno_in02,93,207,1 script Book of Ymir 111,{
warp "valkyrie",48,8;
end;
}
else if (Baselevel > 98 && JobLevel > 49 && Class >= Job_Knight && Class <= Job_Crusader2) {
if ((Baselevel > 98) && (JobLevel > 49) && ((Class >= Job_Knight) && (Class <= Job_Crusader2))) {
if (valkyrie_Q != 0) {
mes "[The Book of Ymir]";
mes "...Therefore, ancient heroes were";
@ -343,7 +338,7 @@ yuno_in02,93,207,1 script Book of Ymir 111,{
}
yuno_in05,49,43,1 script Heart of Ymir 111,{
if (Baselevel > 98 && JobLevel > 49 && Class >= Job_Knight && Class <= Job_Crusader2) {
if ((Baselevel > 98) && (JobLevel > 49) && ((Class >= Job_Knight) && (Class <= Job_Crusader2))) {
if (valkyrie_Q == 2) warp "valkyrie",48,8;
}
end;
@ -365,23 +360,22 @@ valkyrie,44,33,5 script Teleporter 124,{
mes "..........";
close;
}
else {
mes "[Teleporter]";
mes "Honorable one,";
mes "which place do you wish to go?";
next;
switch(select("Prontera:Morroc:Payon:Geffen:Alberta:Izlude:Al De Baran:Comodo:Juno")) {
case 1: callsub S_Warpchar,"prontera",116,72;
case 2: callsub S_Warpchar,"morocc",156,46;
case 3: callsub S_Warpchar,"payon",69,100;
case 4: callsub S_Warpchar,"geffen",120,39;
case 5: callsub S_Warpchar,"alberta",117,56;
case 6: callsub S_Warpchar,"izlude",94,103;
case 7: callsub S_Warpchar,"aldebaran",91,105;
case 8: callsub S_Warpchar,"comodo",209,143;
case 9: callsub S_Warpchar,"yuno",328,101;
}
mes "[Teleporter]";
mes "Honorable one,";
mes "which place do you wish to go?";
next;
switch(select("Prontera:Morroc:Payon:Geffen:Alberta:Izlude:Al De Baran:Comodo:Juno")) {
case 1: callsub S_Warpchar,"prontera",116,72;
case 2: callsub S_Warpchar,"morocc",156,46;
case 3: callsub S_Warpchar,"payon",69,100;
case 4: callsub S_Warpchar,"geffen",120,39;
case 5: callsub S_Warpchar,"alberta",117,56;
case 6: callsub S_Warpchar,"izlude",94,103;
case 7: callsub S_Warpchar,"aldebaran",91,105;
case 8: callsub S_Warpchar,"comodo",209,143;
case 9: callsub S_Warpchar,"yuno",328,101;
}
S_WarpChar:
mes "[Teleporter]";
mes "Have a nice trip.";
@ -394,5 +388,4 @@ S_WarpChar:
// Warps
//============================================================
valkyrie,48,73,0 warp valk01#1 1,1,valkyrie,48,64
valkyrie,48,66,0 warp valk01#2 1,1,valkyrie,48,75
valkyrie,48,66,0 warp valk01#2 1,1,valkyrie,48,75

View File

@ -1,38 +1,21 @@
//===== rAthena Script =======================================
//= Acolyte Job Quest
//= Renewal Acolyte Job Change
//===== By: ==================================================
//= kobra_k88; L0ne_W0lf
//= Kisuka
//===== Current Version: =====================================
//= 2.2
//= 1.2
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= [Aegis Conversion]
//= Job quest for Acolyte classes
//= Job Change to Acolyte Class
//===== Additional Comments: =================================
//= v1.0 Fully working.
//= v1.1 Added function calls for Priest Quest.
//= v1.2 Fixed Marthilda, Yosuke bugs. [Lupus]
//= v1.2a Added instant job change for High Novice [Lupus]
//= v1.3 Added Baby Class support [Lupus]
//= v1.4 Optimised and moved first checker to Jfunc1-1 [massdriller]
//= 1.5 Now saves/restores all quest skills [Lupus]
//= 1.6 Merged back JFunc [Lupus]
//= 1.7 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
//= No longer uses function "F_ToHigh"
//= Proper dialog for Priest job quest is unused (for now.)
//= 1.7a Functions now make use of proper priest quest dialog [L0ne_W0lf]
//= 1.8 Removed an Unnecessary "set job_acolyte_q,0;" [Samuray22]
//= 1.8a More bug fixes care of Crashy. [L0ne_W0lf]
//= 1.9 Changed Marthilda to Mathilda. [L0ne_W0llf]
//= 2.0 Fixed High Acolytesnot being given holy light. [L0ne_W0lf]
//= 2.1 Added Quest Log commands. [L0ne_W0lf]
//= 2.2 Fixed an issue with completequest by adding checkquest. [Kisuka]
//= 1.0 First Version. [Kisuka]
//= 1.1 Added back the npcs used for the priest quest.
//= 1.2 Added Baby job change support. [Masao]
//============================================================
prt_church,184,41,4 script Cleric#aco 60,{
if (Upper == 1) {
if (ADVJOB == Job_High_Priest || ADVJOB == Job_Champion) {
if (FJOB == Job_Arch_Bishop || FJOB == Job_Sura) {
if (Class == Job_Novice_High) {
mes "[Father Mareusis]";
mes "Ah, I sense you have endured";
@ -56,143 +39,65 @@ prt_church,184,41,4 script Cleric#aco 60,{
mes "wish you luck on your";
mes "new life's journey.";
next;
skill 143,0,0;
skill 143,0,1;
jobchange Job_Acolyte_High;
skill 156,1,0;
mes "[Father Mareusis]";
mes "Now, venture forth and seek those who need your help. May God light your path.";
close;
}
else {
mes "[Father Mareusis]";
mes "Now, venture forth to seek people who need your help. May God enlighten your way.";
close;
}
}
else {
mes "[Father Mareusis]";
mes "I sense that you have endured a past life experience. You must have learned many things before entering Valhalla.";
next;
mes "[Father Mareusis]";
mes "However, I can tell that you are not suited to be an Acolyte. Please remember who you were in your past life and find your path.";
mes "Now, venture forth to seek people who need your help. May God enlighten your way.";
close;
}
mes "[Father Mareusis]";
mes "I sense that you have endured a past life experience. You must have learned many things before entering Valhalla.";
next;
mes "[Father Mareusis]";
mes "However, I can tell that you are not suited to be an Acolyte. Please remember who you were in your past life and find your path.";
close;
}
mes "[Father Mareusis]";
mes "What is it that you seek?";
next;
switch(select("Father, I want to be a Acolyte.:Acolyte Requirements.:Just looking around.")) {
switch (select("Father, I want to be a Acolyte.:Acolyte Requirements.:Just looking around.")) {
case 1:
mes "[Father Mareusis]";
if (BaseJob == Job_Acolyte) {
if (Class == Job_Baby_Acolyte || Class == Job_Acolyte) {
mes "[Father Mareusis]";
mes "Are you feeling okay today? I can tell by your attire that you are already an Acolyte. You're not joking around, are you?";
close;
}
else if (BaseJob != Job_Novice) {
if ((Class != Job_Baby) && (Class != Job_Novice)) {
mes "[Father Mareusis]";
mes "I'm sorry, but we can only accept Novices as applicants for the job change to Acolyte.";
close;
}
if (job_acolyte_q == 0) {
mes "Do you truly";
mes "wish to become";
mes "a servant of God?";
next;
if (select("Yes Father, I do.:Nope, I lied.") == 1) {
mes "[Father Mareusis]";
mes "Good. I accept " + strcharinfo(0) + "'s will to become an Acolyte. You understand that you must do penance before you can become a servant of God, right?";
next;
mes "[Father Mareusis]";
mes "Well, I will";
mes "give you a mission...";
switch(rand(3)) {
default:
set job_acolyte_q,2;
mes "Please visit ^000077Father Rubalkabara^000000, a member of the Prontera Parish, and return here. He has been practicing asceticism in the ^000077Relics NorthEast of Prontera City^000000.";
setquest 1001;
break;
case 1:
set job_acolyte_q,3;
mes "Please visit ^000077Mother Mathilda^000000 and then return to me. She has been practicing asceticism near ^000077Morroc Town, SouthWest of Prontera City^000000.";
setquest 1002;
break;
case 2:
set job_acolyte_q,4;
mes "Please visit ^000077Father Yosuke^000000 and return here. He has been practicing asceticism around ^000077a bridge somewhere NorthWest of Prontera^000000.";
setquest 1003;
break;
}
next;
mes "[Father Mareusis]";
mes "May the grace of God light your path and guide you during your journey of penance.";
close;
}
mes "[Father Mareusis]";
mes "You lied?";
mes "It is good that you";
mes "have confessed your";
mes "wrongdoing. Go in";
mes "peace, my son.";
close;
}
mes "Oh, you've come back. Let me check and see if you are ready to serve God. Let's see...";
next;
mes "[Father Mareusis]";
mes "Do you truly wish to become a servant of God?";
mes "Let's see whether you are ready for it or not... Hmm...";
next;
if (getskilllv("NV_BASIC") < 9) {
mes "[Father Mareusis]";
mes "Good Lord! Haven't you accomplished the Basic Training yet?! It's important that you finish that!";
next;
mes "[Father Mareusis]";
mes "You should have trained more! Go back and make sure you reach Novice Job Level 9 and learn all of the Basic Skills!";
close;
}
if (job_acolyte_q < 5) {
mes "Oh? I can't find your name on the Registration List.";
next;
switch(job_acolyte_q) {
case 2:
mes "[Father Mareusis]";
mes "Please visit ^000077Father Rubalkabara^000000, a member of the Prontera Parish, and return here.";
next;
mes "[Father Mareusis]";
mes "He has been practicing asceticism in the ^000077Relics at the NorthEast of Prontera City^000000.";
break;
case 3:
mes "[Father Mareusis]";
mes "Please Visit ^000077Mother Mathilda^000000 and return here to me.";
next;
mes "[Father Mareusis]";
mes "She has been practicing asceticism near ^000077Morroc Town, located SouthWest of Prontera City^000000.";
break;
case 4:
mes "[Father Mareusis]";
mes "Please visit ^000077 Father Yosuke ^000000 and return here to me.";
next;
mes "[Father Mareusis]";
mes "He has been practicing asceticism near a ^000077bridge somewhere to the NorthWest of Prontera^000000.";
break;
}
next;
mes "[Father Mareusis]";
mes "May the grace of God brighten your path and guide you on your journey of penance.";
close;
}
mes "Hmm...";
mes "Your name is on the list and you've proven your qualification.";
mes "[Father Mareusis]";
mes "Hmm... your job level is high enough and you've proven your qualification.";
next;
mes "[Father Mareusis]";
mes "I am proud to say that you are now ready to become an Acolyte!";
next;
skill 143,0,0;
callfunc "Job_Change",Job_Acolyte;
callfunc "F_ClearJobVar";
if(checkquest(1001) != -1) {
completequest 1001;
}
else if(checkquest(1002) != -1) {
completequest 1002;
}
else {
completequest 1003;
skill 143,0,1;
if(Class == Job_Baby){
jobchange Job_Baby_Acolyte;
} else {
jobchange Job_Acolyte;
}
set ACO_Q,0;
getitem 1545,1; //N_Mace
mes "[Father Mareusis]";
mes "Always remember to be thankful to God, who is taking care of us all the time.";
next;
@ -204,43 +109,15 @@ prt_church,184,41,4 script Cleric#aco 60,{
close;
case 2:
mes "[Father Mareusis]";
mes "Do you wish to become an Acolyte? You must fulfill two requirements.";
mes "Do you wish to become an Acolyte?";
mes "Then, you must fulfill the following requirements thinking those are the practices given by God.";
next;
mes "[Father Mareusis]";
mes "First, you have to reach at least Novice Job Level 9 and learn all of the Basic Skills. Second, you will be given a trial of penance to overcome.";
mes "First, you have to reach at least Novice Job Level 9 and learn all of the Basic Skills.";
mes "This is the most basic thing to do, so you need to regard it as the way of training yourself.";
next;
mes "[Father Mareusis]";
if (job_acolyte_q != 0) {
switch(job_acolyte_q) {
case 2:
mes "For your trial, please visit ^000077Father Rubalkabara ^000000 and then return here to me.";
next;
mes "[Father Mareusis]";
mes "He is practicing asceticism in the ^000077Relics at the NorthEast of Prontera City^000000.";
break;
case 3:
mes "For your trial, please visit ^000077Mother Mathilda^000000 and return here to me.";
next;
mes "[Father Mareusis]";
mes "She has been practicing asceticism near ^000077Morroc, located to the SouthWest of Prontera City^000000.";
break;
default:
mes "For your trial, please visit ^000077Father Yosuke^000000 and return here to me.";
next;
mes "[Father Mareusis]";
mes "He has been practicing asceticism around a bridge somewhere ^000077NorthWest of Prontera^000000.";
break;
}
next;
mes "[Father Mareusis]";
mes "May the grace of God light your path and guide you on your journey of penance.";
}
else {
mes "The destination for this trial will be decided once you fill the application form.";
}
next;
mes "[Father Mareusis]";
mes "Please come back after fulfilling the two requirements I've asked of you. As long as your desire to serve God and others is sincere, you will be able to make it.";
mes "When you think you fulfilled this requirement I've asked of you. As long as your desire to serve God and others is sincere, you will be able to make it.";
close;
case 3:
close;
@ -248,17 +125,18 @@ prt_church,184,41,4 script Cleric#aco 60,{
}
prt_fild03,365,255,2 script Ascetic#aco 89,{
mes "[Father Rubalkabara]";
if (BaseJob == Job_Novice) {
if (job_acolyte_q == 6) {
if (Class == Job_Novice) {
if (ACO_Q== 6) {
mes "[Father Rubalkabara]";
mes "Please take care. They should know that you've met me by the time you arrive at the Prontera Sanctuary.";
next;
mes "[Father Rubalkabara]";
mes "I've sent a carrier pigeon with a message. I hope it will arrive there safely...";
close;
}
if (job_acolyte_q != 0) {
if (job_acolyte_q == 2) {
if (ACO_Q!= 0) {
if (ACO_Q== 2) {
mes "[Father Rubalkabara]";
mes "Oh...? You must be the one who aspires to become an Acolyte. I've already received news from the Sanctuary that you might be coming.";
next;
mes "[Father Rubalkabara]";
@ -278,133 +156,207 @@ prt_fild03,365,255,2 script Ascetic#aco 89,{
next;
mes "[Father Rubalkabara]";
mes "Farewell.";
close2;
savepoint "prt_fild03",361,255;
set job_acolyte_q,6;
end;
}
else {
mes "Oh...";
mes "Are you one of the";
mes "Acolyte applicants...?";
mes "Let's see...";
next;
mes "[Father Rubalkabara]";
mes "Your name is " + strcharinfo(0) + "?";
mes "I don't think your name";
mes "is on my list. Hmmm...";
next;
mes "[Father Rubalkabara]";
mes "Why don't you go back to the Prontera Sanctuary and check again?";
set ACO_Q,6;
close;
}
}
else {
mes "Huh? What brings you here? This is a very dangerous place for a Novice like yourself!";
close;
}
}
else if (BaseJob == Job_Acolyte) callfunc "F_FatherRub";
else {
if (BaseJob == Job_Priest) {
mes "Greetings.";
mes "[Father Rubalkabara]";
mes "Oh...";
mes "Are you one of the";
mes "Acolyte applicants...?";
mes "Let's see...";
next;
mes "[Father Rubalkabara]";
mes "Welcome to the Deep. Feel free to sit and contemplate God's message with me. This place is beautiful, even if danger accompanies its sense of serenity...";
close;
}
else {
mes "Oh ho...";
mes "Have you come into the Deep here for training? Or are you just a Wanderer?";
mes "Your name is " + strcharinfo(0) + "?";
mes "I don't think your name";
mes "is on my list. Hmmm...";
next;
mes "[Father Rubalkabara]";
mes "Whoever you are, please take care of yourself. The monsters in here are shockingly strong, contrary to their cute appearance.";
mes "Why don't you go back to the Prontera Sanctuary and check again?";
close;
}
mes "[Father Rubalkabara]";
mes "Huh? What brings you here? This is a very dangerous place for a Novice like yourself!";
close;
}
if (Class == Job_Baby_Acolyte || Class == Job_Acolyte) {
if (PRST_Q != 0) {
if (PRST_Q == 1) {
mes "[Father Rubalkabara]";
mes "Ah yes, so you're the young Acolyte who wishes to become a Priest.";
next;
mes "[Father Rubalkabara]";
mes "I've received the message from Bishop Paul. Since you made the pilgrimage, I hope you accomplish your goal of becoming a Priest.";
next;
mes "[Father Rubalkabara]";
mes "Also, if you have a chance, please visit this abbey again. It's a sacred place for our Church.";
next;
mes "[Father Rubalkabara]";
mes "Well then, please head to your next destination for your pilgrimage. Be safe in your travels.";
savepoint "prt_fild03",361,255;
set PRST_Q,2;
close;
}
if (PRST_Q == 2) {
mes "[Father Rubalkabara]";
mes "Please be hurry to the next destination for your pilgrimage. I hope you become a Priest soon.";
close;
}
mes "[Father Rubalkabara]";
mes "May I ask why you have returned? Please go back and continue your religious practice.";
close;
}
mes "[Father Rubalkabara]";
mes "I have no idea what brought you here, but please excuse me.";
close;
}
if (Class == Job_Baby_Priest || Class == Job_Priest) {
mes "[Father Rubalkabara]";
mes "Greetings.";
next;
mes "[Father Rubalkabara]";
mes "Welcome to the Deep. Feel free to sit and contemplate God's message with me. This place is beautiful, even if danger accompanies its sense of serenity...";
close;
}
mes "[Father Rubalkabara]";
mes "Oh ho...";
mes "Have you come into the Deep here for training? Or are you just a Wanderer?";
next;
mes "[Father Rubalkabara]";
mes "Whoever you are, please take care of yourself. The monsters in here are shockingly strong, contrary to their cute appearance.";
close;
}
moc_fild07,41,355,4 script Ascetic#2aco 95,{
mes "[Mother Mathilda]";
if (BaseJob == Job_Novice) {
if (job_acolyte_q == 7) {
moc_fild07,41,355,4 script Ascetic#2 95,{
if (Class == Job_Novice) {
if (ACO_Q== 6) {
mes "[Mother Marthilda]";
mes "I will send a carrier pigeon to the Prontera Sanctuary. When you return, the Priest there should already have received my message.";
next;
mes "[Mother Mathilda]";
mes "[Mother Marthilda]";
mes "I will pray to God, and hope that you become an Acolyte soon.";
close;
}
if (job_acolyte_q != 0) {
if (job_acolyte_q == 3) {
if (ACO_Q!= 0) {
if (ACO_Q== 3) {
mes "[Mother Marthilda]";
mes "Ah, you must be one of the Acolyte applicants. I sincerely welcome you.";
next;
mes "[Mother Mathilda]";
mes "[Mother Marthilda]";
mes "What is your name? " + strcharinfo(0) + "? Let's see... Ah, you're on my list.";
next;
mes "[Mother Mathilda]";
mes "[Mother Marthilda]";
mes "I will send a message to the Sanctuary confirming that you, " + strcharinfo(0) + " visited me and completed your penance.";
next;
mes "[Mother Mathilda]";
mes "[Mother Marthilda]";
mes "Please return to the Prontera Sanctuary and speak to the Priest in charge.";
close2;
savepoint "moc_fild07",35,355;
set job_acolyte_q,7;
end;
}
else {
mes "Ah...!";
mes "You must be one";
mes "of the Acolyte applicants.";
mes "I sincerely welcome you.";
next;
mes "[Mother Mathilda]";
mes "Now, what is your name?";
mes "" + strcharinfo(0) + "? Let's see...";
next;
mes "[Mother Mathilda]";
mes "Hmm...";
mes "It seems your name";
mes "is not on my list...";
next;
mes "[Mother Mathilda]";
mes "Perhaps you should return to the Prontera Sanctuary and check the destination for your penance trial once again.";
set ACO_Q,7;
close;
}
}
else {
mes "...";
close;
}
}
else if (BaseJob == Job_Acolyte) callfunc "F_MotherMart";
else {
if (BaseJob == Job_Priest) {
mes "Hello there~";
mes "[Mother Marthilda]";
mes "Ah...!";
mes "You must be one";
mes "of the Acolyte applicants.";
mes "I sincerely welcome you.";
next;
mes "[Mother Mathilda]";
mes "How is your practice coming along? I certainly hope you're enjoying living in the grace of God.";
close;
}
else {
mes "May God";
mes "be with you...";
mes "[Mother Marthilda]";
mes "Now, what is your name?";
mes "" + strcharinfo(0) + "? Let's see...";
next;
mes "[Mother Marthilda]";
mes "Hmm...";
mes "It seems your name";
mes "is not on my list...";
next;
mes "[Mother Marthilda]";
mes "Perhaps you should return to the Prontera Sanctuary and check the destination for your penance trial once again.";
close;
}
mes "[Mother Marthilda]";
mes "...";
close;
}
if (Class == Job_Baby_Acolyte || Class == Job_Acolyte) {
if (PRST_Q != 0) {
if (PRST_Q == 1) {
mes "[Mother Marthilda]";
mes "Hmm...";
mes "It seems you're";
mes "training to become";
mes "a Priest.";
next;
mes "[Mother Marthilda]";
mes "However, at this point in your pilgrimage, I am not the person that you should be visiting.";
next;
mes "[Mother Marthilda]";
mes "Perhaps you should ask Bishop Paul or Sister Cecilia once again. Well, may God be with you...";
close;
}
if (PRST_Q == 2) {
mes "[Mother Marthilda]";
mes "Ah, are you";
mes "a Priest trainee...?";
mes "Welcome!";
next;
mes "[Mother Marthilda]";
mes "We Priests are obliged to spread the message of God to";
mes "the peoples of the Earth.";
next;
mes "[Mother Marthilda]";
mes "After you become a Priest, your travels may take you to the Morroc Pyramids. I hope that you may release the Undead there from the evil to which they are bound.";
next;
mes "[Mother Marthilda]";
mes "Well then...";
mes "I shall pray to";
mes "God for safety";
mes "on your journey.";
savepoint "moc_fild07",35,355;
set PRST_Q,3;
close;
}
if (PRST_Q == 3) {
mes "[Mother Marthilda]";
mes "Please leave soon, and";
mes "continue your training.";
close;
}
mes "[Mother Marthilda]";
mes "May I ask you the reason you came back? Please continue your training.";
close;
}
mes "[Mother Marthilda]";
mes "May God";
mes "be with you...";
close;
}
if (Class == Job_Baby_Priest || Class == Job_Priest) {
mes "[Mother Marthilda]";
mes "Hello there~";
next;
mes "[Mother Marthilda]";
mes "How is your practice coming along? I certainly hope you're enjoying living in the grace of God.";
close;
}
mes "[Mother Marthilda]";
mes "May God";
mes "be with you...";
close;
}
prt_fild00,208,218,6 script Ascetic#3aco 98,{
mes "[Father Yosuke]";
if (BaseJob == Job_Novice) {
if (job_acolyte_q == 8) {
prt_fild00,208,218,6 script Ascetic#3 98,{
if (Class == Job_Novice) {
if (ACO_Q== 8) {
mes "[Father Yosuke]";
mes "What?";
next;
mes "[Father Yosuke]";
mes "Have you any more business with me?! You don't! Go back to the Sanctuary now!";
close;
}
if (job_acolyte_q != 0) {
if (job_acolyte_q == 4) {
if (ACO_Q!= 0) {
if (ACO_Q== 4) {
mes "[Father Yosuke]";
mes "Hey.";
mes "Whatever you are,";
mes "you look like an";
@ -423,48 +375,104 @@ prt_fild00,208,218,6 script Ascetic#3aco 98,{
next;
mes "[Father Yosuke]";
mes "Now go back to the Santuary and finish becoming an Acolyte, kid.";
close2;
savepoint "prt_fild00",206,230;
set job_acolyte_q,8;
end;
}
else {
mes "Hey.";
mes "You look like an Acolyte Applicant. Am I right?";
next;
mes "[Father Yosuke]";
mes "Not bad at all, you've made it all the way here from Prontera. So what's your name, kid?";
next;
mes "[Father Yosuke]";
mes "" + strcharinfo(0) + ", huh? Why isn't your name on my list?";
next;
mes "[Father Yosuke]";
mes "You probably made a mistake. Go back to the Santuary, and check with the Bishop.";
set ACO_Q,8;
close;
}
}
else {
mes "You...";
mes "Novice.";
mes "There something";
mes "you wanna tell me?";
close;
}
}
else if (BaseJob == Job_Acolyte) callfunc "F_FatherYos";
else {
if (BaseJob == Job_Priest) {
mes "Hey...";
mes "[Father Yosuke]";
mes "Hey.";
mes "You look like an Acolyte Applicant. Am I right?";
next;
mes "[Father Yosuke]";
mes "If you like, come sit here with me and meditate the great truths. God's majesty is truly inspiring...";
close;
}
else {
mes "Do you have anything to say? Because unfortunately for you,";
mes "I don't any replies.";
mes "Not bad at all, you've made it all the way here from Prontera. So what's your name, kid?";
next;
mes "[Father Yosuke]";
mes "" + strcharinfo(0) + ", huh? Why isn't your name on my list?";
next;
mes "[Father Yosuke]";
mes "You probably made a mistake. Go back to the Santuary, and check with the Bishop.";
close;
}
mes "[Father Yosuke]";
mes "You...";
mes "Novice.";
mes "There something";
mes "you wanna tell me?";
close;
}
}
if (Class == Job_Baby_Acolyte || Class == Job_Acolyte) {
if (PRST_Q != 0) {
if (PRST_Q == 1) {
mes "[Father Yosuke]";
mes "Hmm...";
mes "A Priest trainee, eh?";
next;
mes "[Father Yosuke]";
mes "Well, you got the wrong person. If you're supposed to meet up with me at all, it'd be later.";
next;
mes "[Father Yosuke]";
mes "But that's your own fault.";
mes "Now, go back to Church, kid.";
close;
}
if (PRST_Q == 2) {
mes "[Father Yosuke]";
mes "Hmm...";
mes "A Priest trainee, eh?";
next;
mes "[Father Yosuke]";
mes "Well, you got the wrong person. If you're supposed to meet up with me at all, it'd be later.";
next;
mes "[Father Yosuke]";
mes "But that's your own fault. Go back to Church.";
close;
}
if (PRST_Q == 3) {
mes "[Father Yosuke]";
mes "Hmm.";
mes "A Priest";
mes "trainee, eh? ";
mes "Welcome.";
next;
mes "[Father Yosuke]";
mes "I won't say";
mes "anything more.";
mes "Just devote your";
mes "life to God.";
next;
mes "[Father Yosuke]";
mes "Now go back to church.";
mes "Hereby, the first of";
mes "your trials is now";
mes "completed.";
savepoint "prt_fild00",206,230;
set PRST_Q,4;
close;
}
if (PRST_Q == 4) {
mes "[Father Yosuke]";
mes "I told you to go back to church.";
mes "Or do you want to live with me here for the rest of your life...?";
close;
}
mes "[Father Yosuke]";
mes "Just go be a Priest. This isn't a playground for kids.";
close;
}
mes "[Father Yosuke]";
mes "...Acolyte, you don't have any business with me here.";
close;
}
if (Class == Job_Baby_Priest || Class == Job_Priest) {
mes "[Father Yosuke]";
mes "Hey...";
next;
mes "[Father Yosuke]";
mes "If you like, come sit here with me and meditate the great truths. God's majesty is truly inspiring...";
close;
}
mes "[Father Yosuke]";
mes "Do you have anything to say? Because unfortunately for you,";
mes "I don't any replies.";
close;
}

View File

@ -1,36 +1,22 @@
//===== rAthena Script =======================================
//= Archer Job Quest
//= Renewal Archer Job Change
//===== By: ==================================================
//= kobra_k88; L0ne_W0lf
//= Kisuka
//===== Current Version: =====================================
//= 1.9
//= 1.1
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= [Aegis Conversion]
//= Job quest for Archer classes
//= Job Change to Archer Class
//===== Additional Comments: =================================
//= Fully working
//= v1.1 Added instant job change for High Novice [Lupus]
//= v1.3 Added Baby Class support [Lupus]
//= v1.4 Optimised and moved first checker to Jfunc1-1 [massdriller]
//= 1.5 Now saves/restores all quest skills [Lupus]
//= 1.6 Merged back JFunc [Lupus]
//= 1.7 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
//= Arrow reward is now equal to the type sof trunks brought.
//= No longer uses function "F_ToHigh"
//= 1.7a Fixed minor dialogue bug at Grade==25 [Lupus]
//= 1.8 Fixed mistake in condition check. [L0ne_W0lf]
//= 1.9 Added Quest Log commands. [L0ne_W0lf]
//= 1.0 First Version. [Kisuka]
//= 1.1 Added Baby job change support. [Masao]
//============================================================
payon_in02,64,71,4 script Archer Guildsman#archer 85,{
payon_in02,64,71,4 script Archer Guildsman 85,{
if (Upper == 1) {
if (Class == Job_Novice_High && (ADVJOB == Job_Sniper || ADVJOB == Job_Clown || ADVJOB == Job_Gypsy)) {
if ((Class == Job_Novice_High) && (FJOB == Job_Ranger || FJOB == Job_Minstrel || FJOB == Job_Wanderer)) {
mes "[Archer Guildsman]";
mes "Hey, I know you.";
mes "You took this test";
mes "before, didn't you?";
next;
mes "[Archer Guildsman]";
mes "Ah, you must have been";
@ -51,7 +37,7 @@ payon_in02,64,71,4 script Archer Guildsman#archer 85,{
mes "need to say anything else.";
mes "I know you'll make a great Archer...";
next;
skill 143,0,0;
skill 143,0,1;
jobchange Job_Archer_high;
skill 147,1,0;
skill 148,1,0;
@ -60,187 +46,96 @@ payon_in02,64,71,4 script Archer Guildsman#archer 85,{
mes "reward for you this time, I hope you understand. Take care of yourself.";
close;
}
else {
mes "[Archer Guildsman]";
mes "Oh...?";
mes "Hey, what are";
mes "you doing here...?";
next;
mes "[Archer Guildsman]";
mes "I can tell that you're not cut out to be an Archer. It sort of feels like you're meant to do";
mes "something else...";
close;
}
mes "[Archer Guildsman]";
mes "Oh...?";
mes "Hey, what are";
mes "you doing here...?";
next;
mes "[Archer Guildsman]";
mes "I can tell that you're not cut out to be an Archer. It sort of feels like you're meant to do";
mes "something else...";
close;
}
mes "[Archer Guildsman]";
mes "Good day. How may I help you?";
mes "Nice to meet you. How may I help you?";
next;
switch(select("I want to be an Archer.:I need the requirements, please.:Nothing, thanks.")) {
switch (select("I want to be an Archer.:I need the requirements, please.:Nothing, thanks.")) {
case 1:
if (BaseJob == Job_Archer) {
if (Class == Job_Baby || Class == Job_Novice) {
mes "[Archer Guildsman]";
mes "You've already become an Archer...";
close;
}
else if (BaseJob != Job_Archer && BaseJob != Job_Novice) {
mes "[Archer Guildsman]";
mes "Hmm...";
mes "You don't look much like a Novice at all...";
mes "You are..." + strcharinfo(0) + " right?";
next;
mes "[Archer Guildsman]";
mes "Anyway, whatever you are, you can't choose a job as an Archer because you have a job already.";
close;
}
if (job_archer_q == 0) {
mes "[Archer Guildsman]";
mes "Do you want to be an Archer?";
mes "If so, you need to fill out this application form.";
next;
if (select("Apply.:Cancel") == 1) {
set job_archer_q,1;
setquest 1004;
if (getskilllv("NV_BASIC") < 9) {
mes "[Archer Guildsman]";
mes "Okay, sign here. Alright, um, I'll promote you once you meet the requirements.";
mes "Well, you don't have the right skill level. ";
mes "Your job level must be at least ^4d4dff10^000000";
mes "and your Basic Skill level should reach ^4d4dfflevel 9^000000";
next;
mes "[Archer Guildsman]";
mes "If you think you've met them already, we can check that now.";
mes "Are you ready?";
next;
if (select("Yes, I am.:No, not yet.") == 1) {
mes "[Archer Guildsman]";
mes "Alright, let me check.";
next;
}
else {
mes "[Archer Guildsman]";
mes "I understand. Be my guest if you want to look at the requirements.";
close;
}
mes "Because an Archer needs";
mes "extremely high concentration,";
mes "so we do not accept ";
mes "those who have little patience.";
close2;
}
mes "[Archer Guildsman]";
mes "Well, alright.";
mes "See you next time.";
mes "You seem to have learned the basic skills..";
mes "....Hm~~ you are now ready to become an Archer. I will take the step right away.";
next;
skill 143,0,1;
if(Class == Job_Baby){
jobchange Job_Baby_Archer;
} else {
jobchange Job_Archer;
}
mes "[Archer Guildsman]";
mes "Congratulations! You are now an Archer! Also, we hope that you actively participate in many programs for the revival of the Archer Guild.";
mes "Ah, items have arrived from the Production Department. Here, take these! These are all yours!";
getitem 1742,1; //N_Composite_Bow
getitem 12004,1; //Arrow_Container
getitem 12009,1; //Silver_Arrow_Container
getitem 12008,1; //Fire_Arrow_Container
next;
mes "[Archer Guildsman]";
mes "Having a bow and arrows, now you've become a real Archer.";
mes "If you open the arrow quiver, there will be arrows in it that you can equip.";
mes "Well, I expect to hear good news from you. It's time to say goodbye. Bye.";
close;
}
if (Class == Job_Baby_Archer || Class == Job_Archer || Class == Job_Archer_High) {
mes "[Archer Guildsman]";
mes "Haha, you are kidding me..";
close;
}
mes "[Archer Guildsman]";
mes "Are you..." + strcharinfo(0) + "?";
next;
if (getskilllv("NV_BASIC") < 9) {
mes "[Archer Guildsman]";
mes "Well, you're not at the right job level. Please check the requirements again.";
next;
mes "[Archer Guildsman]";
mes "Your job level must be at least 10, and don't forget you should learn all of the Basic Skills. Once you've done that, come back.";
close;
}
if (job_archer_q == 1) {
set .@archer_item1,countitem(1066) * 5;
set .@archer_item2,countitem(1067) * 3;
set .@archer_item3,countitem(1068) * 2;
set .@archer_item4,countitem(1019);
set .@total_archer,.@archer_item1 + .@archer_item2 + .@archer_item3 + .@archer_item4;
set .@total_archer2,(((.@archer_item2 + .@archer_item3) * 2) + .@archer_item4);
mes "[Archer Guildsman]";
mes "Excellent!";
mes "Now then,";
mes "let's see...";
next;
mes "[Archer Guildsman]";
mes "I will appraise the value of the various types of Trunks, needed to produce a Bow, that you've brought.";
next;
if (countitem(1066) == 0 && countitem(1067) == 0 && countitem(1068) == 0 && countitem(1019) == 0) {
mes "[Archer Guildsman]";
mes "Um...";
mes "Unfortunately you didn't bring any of the required items. There's nothing for me to appraise.";
close;
}
mes "[Archer Guildsman]";
if (countitem(1066) != 0) mes " Grade S : " + countitem(1066) + " ea, Grade: " + .@archer_item1 + " . ";
if (countitem(1067) != 0) mes " Grade A : " + countitem(1067) + " ea, Grade : " + .@archer_item2 + " . ";
if (countitem(1068) != 0) mes " Grade B : " + countitem(1068) + " ea, Grade : " + .@archer_item3 + " . ";
if (countitem(1019) != 0) mes " Grade C : " + countitem(1019) + " ea, Grade : " + .@archer_item4 + " . ";
if (.@total_archer < 25) {
mes "Total Grades: ^FF0000" + .@total_archer + "^000000 / 40";
next;
mes "[Archer Guildsman]";
mes "Less than 25!? You have to get a grade of at least 25! Come on, try harder!";
close;
}
else {
mes "Total Grades: ^0000FF" + .@total_archer + "^000000 / 40";
next;
mes "[Archer Guildsman]";
if (.@total_archer > 40) {
mes "Wow! More than 40!";
mes "Excellent! Congratulations!";
}
else if (.@total_archer > 30) {
mes "More than 30! Nice job!";
mes "Congratulations!";
}
else {
mes "*Sigh* Well, you just barely passed... Anyway, well done.";
}
}
next;
mes "[Archer Guildsman]";
mes "I'll transfer these Trunks to our Bow Production Department. Now that you've met the requirements, let me promote you right away!";
if (countitem(1066) != 0) delitem 1066,countitem(1066); //Tree_Of_Archer_1
if (countitem(1067) != 0) delitem 1067,countitem(1067); //Tree_Of_Archer_2
if (countitem(1068) != 0) delitem 1068,countitem(1068); //Tree_Of_Archer_3
if (countitem(1019) != 0) delitem 1019,countitem(1019); //Wooden_Block
}
next;
callfunc "Job_Change",Job_Archer;
callfunc "F_ClearJobVar";
completequest 1004;
mes "[Archer Guildsman]";
mes "Congratulations!";
mes "You are now an Archer!";
next;
mes "[Archer Guildsman]";
mes "Of course, we expect that you will help contribute towards the future of the Archer Guild with your efforts.";
next;
mes "[Archer Guildsman]";
mes "Ah, your bow has arrived from the Bow Production Department. Here, take it! It's yours~";
getitem 1702,1; //Bow_
getitem 1750,.@total_archer2; //Arrow
next;
mes "[Archer Guildsman]";
mes "Now, off you go. Hunt with pride, knowing you were trained by one of the best!";
mes "Wait a second. You've chosen a different job already. You don't need to know this~";
close;
case 2:
mes "[Archer Guildsman]";
mes "I will explain the requirements for being an Archer.";
if (BaseJob != Job_Novice) {
if (BaseJob == Job_Archer) {
next;
mes "[Archer Guildsman]";
mes "But...";
mes "You're already an Archer. You should know these already...";
}
else {
next;
mes "[Archer Guildsman]";
mes "Wait a second. You've chosen a different job already. You don't need to know this~";
}
mes "So...Yeah...no real reason to tell you the requirements...";
}
mes "An Archer has skills using a bow and has various talents.";
mes "The greatest ability of an Archer is attacking enemies from a long distance.";
next;
mes "[Archer Guildsman]";
mes "First of all, you have to the Job Level 9 as a Novice, and know all of the Basic Skills.";
mes "Although an Archer has weaker HP,";
mes "he or she can shoot enemies";
mes "at a long range,";
mes "so an Archer is safer in a real battle.";
next;
mes "[Archer Guildsman]";
mes "An Archer needs extremely high concentration and reflexes, so we do not accept those who have little patience.";
mes "Although an Archer in Ragnarok has lower HP,";
mes "he or she has high accuracy and attack rate";
mes "so that the archer can kill monsters";
mes "before they get close to an Archer.";
next;
mes "[Archer Guildsman]";
mes "You also have to gather ^FF0000Trunks^000000. There are 4 different types of Trunks, each of differing quality. You'll be given different grades for your Trunks, depending on their quality.";
next;
mes "[Archer Guildsman]";
mes "In order to become an Archer, you must receive a grade of at least ^0000FF25^000000 points out of 40. You can get Trunks from 'Willow,' the tree. Be careful, though. They can be tough monsters.";
mes "^8E2323An Archer can change";
mes "^8E2323jobs to a Hunter.";
mes "^8E2323Other than Hunter, if you are a man, you can change your job to Bard";
mes "^8E2323and if you are a woman, you can change your job to Dancer.^000000";
close;
case 3:
mes "[Archer Guildsman]";
mes "If you have any questions, feel free to come and ask me.";
close;
}
}
}

View File

@ -1,32 +1,20 @@
//===== rAthena Script =======================================
//= Mage Job Quest
//= Renewal Mage Job Change
//===== By: ==================================================
//= kobra_k88; L0ne_W0lf
//= Kisuka
//===== Current Version: =====================================
//= 1.9
//= 1.1
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= [Aegis Conversion]
//= Job quest for Mage classes
//= Job Change to Mage Class
//===== Additional Comments: =================================
//= Fully working
//= 1.1 Fixed input ingridients bug [Lupus]
//= v1.2 Added instant job change for High Novice [Lupus]
//= 1.3 Added Baby Class support [Lupus]
//= v1.4 Optimised and moved first checker to Jfunc1-1 [massdriller]
//= 1.5 Now saves/restores all quest skills [Lupus]
//= 1.6 Merged back JFunc, CHANGED NUMBERS TO CONSTANTS [Lupus]
//= 1.7 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
//= No longer uses function "F_ToHigh"
//= 1.7a Fixed a "If" in the quest. (bugreport:489) [Samuray22]
//= 1.8 Added Quest Log commands. [L0ne_W0lf]
//= 1.9 Fixed an issue with completequest by adding checkquest. [Kisuka]
//= 1.0 First Version. [Kisuka]
//= 1.1 Added Baby job change support. [Masao]
//============================================================
geffen_in,164,124,4 script Mage Guildsman 123,{
if (Upper == 1) {
if (ADVJOB == Job_High_Wizard || ADVJOB == Job_Professor) {
if (FJOB == Job_Warlock || FJOB == Job_Sorcerer) {
if (Class == Job_Novice_High) {
mes "[Mage Guildsman]";
mes "Whoa, long time no see! But weren't you supposed to be dead?";
@ -52,547 +40,120 @@ geffen_in,164,124,4 script Mage Guildsman 123,{
mes "Wow, for some reason, you look way better than you did before. Anyway, I believe you will do a better job being a Mage as well.";
close;
}
else {
mes "[Mage Guildsman]";
mes "Is there anything more I can help you with? If not, why don't you go test your skills? The world is waiting for you~!";
close;
}
}
else {
mes "[Mage Guildsman]";
mes "What, are you interested in the Mage guild? I didn't want to tell you this, but you don't belong here.";
next;
mes "[Mage Guildsman]";
mes "I am not sure why you're still standing in front of me, but I can tell that you're not meant to be a Mage.";
mes "Is there anything more I can help you with? If not, why don't you go test your skills? The world is waiting for you~!";
close;
}
}
mes "[Mage Guildsman]";
mes "Yo. What's up?";
next;
switch(select("I want to be a Mage.:Tell me the Requirements.:Pretty much nothing.")) {
case 1:
mes "[Mage Guildsman]";
if (BaseJob == Job_Mage) {
mes "Hey, haven't you realized? You're aleady a Mage, silly!";
mes "What, are you interested in the Mage guild? I didn't want to tell you this, but you don't belong here.";
next;
mes "[Mage Guildsman]";
mes "I am not sure why you're still standing in front of me, but I can tell that you're not meant to be a Mage.";
close;
}
if (Class == Job_Baby_Mage || Class == Job_Mage) {
mes "[Mage Guildsman]";
mes "Hey, haven't you realized? You're aleady a Mage, silly!";
next;
mes "[Mage Guildsman]";
mes "One of these days you'll realize the power inside of you when you can make Fire with your mind!";
close;
}
if ((Class != Job_Baby_Mage) && (Class != Job_Mage) && (Class != Job_Novice)) {
mes "[Mage Guildsman]";
mes "Hey~ C'mon. Quit playing games. You can't be a Mage because you already have another Job.";
close;
}
if (Class == Job_Baby || Class == Job_Novice) {
mes "[Mage Guildsman]";
mes "Hey?";
next;
switch (select("I want to be a Mage.:Tell me the Requirements.:Pretty much nothing.")) {
case 1:
mes "[Mage Guildsman]";
mes "Wanna be a Mage, eh?";
next;
mes "[Mage Guildsman]";
mes "One of these days you'll realize the power inside of you when you can make Fire with your mind!";
close;
}
if (BaseJob != Job_Novice) {
mes "Hey~ C'mon. Quit playing games. You can't be a Mage because you already have another Job.";
close;
}
if (job_magician_q == 0) {
mes "Wanna be a Mage, eh...?";
if (sex)
if (Sex == 1) {
mes "Hey, look at you! You're kinda cute~! Not my type though...";
}
else {
mes "Oooh, you're such a hot babe~!";
mes "I like girls like you~";
}
mes "Right, you said that you wanna be a Mage?";
next;
mes "[Mage Guildsman]";
mes "Right, you said that you wanna be a Mage? Alright then, please sign the Mage Application.";
next;
if (select("Sign Up.:Quit.") == 1) {
mes "[Mage Guildsman]";
mes "Okay. Sign right there. Oh, you're very good at spelling. Alright. So your name is... " + strcharinfo(0) + ".";
next;
mes "[Mage Guildsman]";
mes "Now it's time for";
mes "me to give you the test.";
switch(rand(3)) {
case 1:
mes "Make me a ^3355FFMixed Solution No. 1^000000";
mes "and bring it back to me.";
set job_magician_q,1;
break;
case 2:
mes "Make me a ^3355FFMixed Solution No. 2^000000";
mes "and bring it back to me.";
set job_magician_q,2;
break;
case 3:
mes "Make me a ^3355FFMixed Solution No. 3^000000";
mes "and bring it back to me.";
set job_magician_q,3;
break;
default:
mes "Make me a ^3355FFMixed Solution No. 4^000000";
mes "and bring it back to me.";
set job_magician_q,4;
if (select("I want to be a Mage.:Pretty much nothing.") == 1) {
if (getskilllv("NV_BASIC") < 9) {
mes "[Mage Guildman]";
mes "Oh, what a bummer. You haven't met the requirements yet.";
next;
mes "[Mage Guildman]";
mes "Go back and reach Novice Job level 9 first. Don't forget that you also have to learn all of the Basic Skills before you come back.";
close;
}
next;
getitem 1092,1; //Empty_Cylinder
mes "[Mage Guildsman]";
mes "You can find the neccessary ingredients inside the Guide Book in this Guild. So you better look up what you need before you go.";
mes "Okay. Sign right there. Oh, you're very good at spelling.";
mes "So your name is... " + strcharinfo(0) + ".";
next;
mes "[Mage Guildsman]";
mes "Once you collect all the ingredients you, use the machine in the center of the room to mix the solution. Good luck!";
mes "Hmm I can see that you've worked very hard on your own.";
mes "Good! Always sticking to the basics is the best! I will transform you right away.";
next;
mes "[Mage Guildsman]";
mes "*Ahem*";
mes "Congratulations!";
mes "You are now a Mage!";
next;
skill 143,0,1;
if(Class == Job_Baby){
jobchange Job_Baby_Mage;
} else {
jobchange Job_Mage;
}
getitem 1639,1; //N_Rod
set Zeny, Zeny + 50;
mes "[Mage Guildsman]";
mes "'Welcome to My World~'";
mes "Heh heh, I just wanted to say that. You know, it's a quote from a well-known movie~";
next;
mes "[Mage Guildsman]";
mes "Now that you're a Mage just like us, let's be friends, okay?";
close;
}
mes "[Mage Guildsman]";
mes "Whaaaaat~?! Right after you tell me that you wanna become a Mage, you change your mind?! Be a bit more decisive!";
close;
}
mes "Yeah? Ready...?";
if (getskilllv("NV_BASIC") < 9) {
mes "Oh, what a bummer. You haven't met the requirements yet.";
next;
case 2:
mes "[Mage Guildsman]";
mes "Go back and reach Novice Job level 9 first. Don't forget that you also have to learn all of the Basic Skills before you come back.";
close;
}
mes "" + strcharinfo(0) + "'s test was...";
if (job_magician_q == 1)
mes "Making Mixed Solution No. 1.";
else if (job_magician_q == 2)
mes "Making Mixed Solution No. 2.";
else if (job_magician_q == 3)
mes "Making Mixed Solution No. 3.";
else
mes "Making Mixed Solution No. 4.";
next;
mes "[Mage Guildsman]";
mes "Okay, let me";
mes "check if you made your";
mes "solution accurately...";
next;
mes "[Mage Guildsman]";
if (countitem(1071) == 0 && countitem(1085) == 0 && countitem(1086) == 0 && countitem(1087) == 0 && countitem(1090) == 0) {
mes "Hey, where's the Solution";
mes "I asked for...? I can't check it if you don't show it to me, right?";
close;
}
else {
if ((job_magician_q == 1 && countitem(1071) == 0) || (job_magician_q == 2 && countitem(1085) == 0) || (job_magician_q == 3 && countitem(1086) == 0) || (job_magician_q == 4 && countitem(1087) == 0)) {
mes "Wait.";
mes "This isn't the";
mes "Solution I asked for!";
next;
mes "[Mage Guildsman]";
if (job_magician_q == 1)
mes "You're supposed to make Mixed Solution No. 1 and bring it back to me. Now go and try it again.";
else if (job_magician_q == 2)
mes "You're supposed to make Mixed Solution No. 2 and bring it back to me. Now go and try it again.";
else if (job_magician_q == 3)
mes "You're supposed to make Mixed Solution No. 3 and bring it back to me. Now go and try it again.";
else
mes "You're supposed to make Mixed Solution No. 4 and bring it back to me. Now go and try it again.";
if (countitem(1071) != 0) delitem 1071,1; //Mage_Test_1
else if (countitem(1085) != 0) delitem 1085,1; //Mage_Test_2
else if (countitem(1086) != 0) delitem 1086,1; //Mage_Test_3
else if (countitem(1087) != 0) delitem 1087,1; //Mage_Test_4
else delitem 1090,1; //Mage_Test_Etc
close;
mes "Wanna be a Mage, eh?";
if (Sex == 1) {
mes "For a cutie like you, I'd be happy to explain the requirements!";
}
}
if (countitem(1071) != 0) delitem 1071,1; //Mage_Test_1
else if (countitem(1085) != 0) delitem 1085,1; //Mage_Test_2
else if (countitem(1086) != 0) delitem 1086,1; //Mage_Test_3
else if (countitem(1087) != 0) delitem 1087,1; //Mage_Test_4
else delitem 1090,1; //Mage_Test_Etc
mes "Hmm. I can see that you tried really hard. For a beginner's attempt, this is really good.";
mes "Great work!";
next;
mes "[Mage Guildsman]";
mes "Alright! I'm pleased to say that you've passed the Mage Test. I will transform you right away!";
next;
mes "[Mage Guildsman]";
mes "*Ahem*";
mes "Congratulations!";
mes "You are now a Mage!";
next;
callfunc "Job_Change",Job_Mage;
callfunc "F_ClearJobVar";
set Zeny,Zeny+50;
if(checkquest(1005) != -1) {
completequest 1005;
}
else if(checkquest(1006) != -1) {
completequest 1006;
}
else if(checkquest(1007) != -1) {
completequest 1007;
}
else {
completequest 1008;
}
mes "[Mage Guildsman]";
mes "'Welcome to My World~'";
mes "Heh heh, I just wanted to say that. You know, it's a quote from a well-known movie~";
next;
mes "[Mage Guildsman]";
mes "Now that you're a Mage just like us, let's be friends, okay?";
close;
case 2:
mes "[Mage Guildsman]";
mes "Wanna be a Mage, eh?";
if (sex)
mes "For a cutie like you, I'd be happy to explain the requirements!";
else
mes "I'd be happy to explain the requirements for a pretty girl like you!";
next;
mes "[Mage Guildsman]";
mes "First of all, you have to reach Novice Job Level 10 and learn all of the Basic Skills. Then, you'll have to pass the Mage Test.";
next;
if (job_magician_q != 0) {
mes "[Mage Guildsman]";
mes "Your test is to";
switch(job_magician_q) {
case 1:
mes "make me a";
mes "^3355FFMixed Solution No. 1^000000";
mes "and bring it back to me.";
setquest 1005;
break;
case 2:
mes "make me a";
mes "^3355FFMixed Solution No. 2^000000";
mes "and bring it back to me.";
setquest 1006;
break;
case 3:
mes "make me a";
mes "^3355FFMixed Solution No. 3^000000";
mes "and bring it back to me.";
setquest 1007;
break;
default:
mes "make me a";
mes "^3355FFMixed Solution No. 4^000000";
mes "and bring it back to me.";
setquest 1008;
else {
mes "I'd be happy to explain the requirements for a pretty girl like you!";
}
next;
mes "[Mage Guildsman]";
mes "You can look up the ingredients you'll need to make the Solution inside the Guide Book in this Guild.";
}
else {
mes "First of all, you have to reach Novice Job Level 10 and learn all of the Basic Skills. ";
next;
mes "[Mage Guildsman]";
mes "You will be informed as to which Mixed Solution you will need to create after signing the application form.";
mes "In the past, there was a complicated potion mixing test. Because of that hard test, we slowly started to lose aplicants.";
mes "So, we decided to accept all aplicants who have the basic requirements.";
next;
mes "[Mage Guildsman]";
mes "Let me know when you are ready to become a Mage, alright?";
close;
case 3:
mes "[Mage Guildsman]";
mes "Nothing...?";
close;
}
next;
mes "[Mage Guildsman]";
mes "Let me know when you are ready to become a Mage, alright?";
close;
case 3:
mes "[Mage Guildsman]";
mes "Nothing...?";
close;
}
}
geffen_in,164,112,4 script Mixing Machine 111,{
mes "[Mixing Machine]";
mes "This machine is the property of the Geffen Mage Guild and is used only for mixing solutions for magic purposes.";
next;
if (select("Use Machine.:Cancel.") == 1) {
mes "[Mixing Machine]";
mes "Choose the";
mes "Solvent for";
mes "the Solution.";
next;
switch(select("Payon Solution.:Morroc Solution.:No Solvent.")) {
case 1:
if (countitem(1089) == 0) {
mes "[Mixing Machine]";
mes "Error.";
mes "Cannot find the item.";
mes "Please check again.";
mes "Process Halting.";
close;
}
set .@mixitem2,1;
break;
case 2:
if (countitem(1088) == 0) {
mes "[Mixing Machine]";
mes "Error.";
mes "Cannot find the item.";
mes "Please check again.";
mes "Process Halting.";
close;
}
set .@mixitem2,2;
break;
case 3:
set .@mixitem2,0;
break;
}
while (1) {
if (.@progress == 2) {
mes "[Mixing Machine]";
if (.@mixitem1_1 != 0) mes "Jellopy: " + .@mixitem1_1 + " ea.";
if (.@mixitem1_2 != 0) mes "Fluff: " + .@mixitem1_2 + " ea.";
if (.@mixitem1_3 != 0) mes "Milk: " + .@mixitem1_3 + " ea.";
if (.@mixitem2 == 0) mes "Solvent: None.";
if (.@mixitem2 == 1) mes "Solvent: Payon Solution.";
if (.@mixitem2 == 2) mes "Solvent: Morroc Solution.";
next;
mes "[Mixing Machine]";
mes "Please choose if you wish to begin mixing, or to re-enter the number of items to be mixed.";
next;
switch(select("Begin Mixing.:Re-Enter Number of Items.:Reset.")) {
case 1:
mes "[Mixing Machine]";
mes "Please place the items into the Mixing Receptacle. Make sure the item amounts are correct.";
next;
mes "[Mixing Machine]";
mes "You cannot adjust or restore items once they are placed into the Mixing Receptacle.";
next;
mes "[Mixing Machine]";
mes "If everything is correct, press the 'Mix' button when you are ready. Otherwise, press the 'Cancel' button.";
next;
if (select("Press 'Mix' Button.:Press 'Cancel' Button.") == 1) {
mes "[Mixing Machine]";
mes "Place items into the Mixing Receptacle now. Please wait.";
next;
mes "[Mixing Machine]";
if (countitem(909) < .@mixitem1_1) {
mes "Insufficient Jellopy.";
mes "Please Check again.";
mes "Process Halted.";
close;
}
else if (countitem(914) < .@mixitem1_2) {
mes "Insufficient Fluff.";
mes "Please Check again.";
mes "Process Halted.";
close;
}
else if (countitem(519) < .@mixitem1_3) {
mes "Insufficient Milk.";
mes "Please Check again.";
mes "Process Halted.";
close;
}
else if (.@mixitem2 == 1 || .@mixitem2 == 2) {
if (countitem(1089) == 0 && countitem(1088) == 0) {
mes "Solution not found.";
mes "Please Check again.";
mes "Process Halted.";
close;
}
}
if (.@mixitem1_1 != 0) delitem 909,.@mixitem1_1; //Jellopy
if (.@mixitem1_2 != 0) delitem 914,.@mixitem1_2; //Fluff
if (.@mixitem1_3 != 0) delitem 519,.@mixitem1_3; //Milk
if (.@mixitem2 == 1) delitem 1089,1; //Payon_Potion
if (.@mixitem2 == 2) delitem 1088,1; //Morocc_Potion
mes "Items are Ready.";
mes "Close the Lid.";
set .@progress,3;
next;
}
break;
case 2:
set .@continue,0;
next;
break;
case 3:
set .@mixitem1_1,0;
set .@mixitem1_2,0;
set .@mixitem1_3,0;
set .@progress,0;
set .@continue,0;
mes "[Mixing Machine]";
mes "Reset Complete.";
mes "Initiate again?";
next;
if (select("Yes.:No.") == 1)
break;
mes "[Mixing Machine]";
mes "Process Halted.";
mes "Thank you.";
close;
}
if (.@progress == 3) break;
}
else if (.@progress == 1) {
mes "[Mixing Machine]";
mes "Nothing found.";
next;
}
mes "[Mixing Machine]";
mes "Select items to mix.";
while(1) {
switch(select("Jellopy.:Fluff.:Milk.:Ready to Mix.")) {
case 1:
while(1) {
input .@input;
if (.@input > 10000) {
next;
mes "[Mixing Machine]";
mes "Error: Item limit exceeded. Please enter values less than 10,000 try again.";
next;
}
else {
if (countitem(909) > 0) set .@mixitem1_1,.@mixitem1_1 + .@input;
set .@progress,2;
break;
}
}
break;
case 2:
while(1) {
input .@input;
if (.@input > 10000) {
next;
mes "[Mixing Machine]";
mes "Error: Item limit exceeded. Please enter values less than 10,000 try again.";
next;
}
else {
if (countitem(914) > 0) set .@mixitem1_2,.@mixitem1_2 + .@input;
set .@progress,2;
break;
}
}
break;
case 3:
while(1) {
input .@input;
if (.@input > 10000) {
next;
mes "[Mixing Machine]";
mes "Error: Item limit exceeded. Please enter values less than 10,000 try again.";
next;
}
else {
if (countitem(519) > 0) set .@mixitem1_3,.@mixitem1_3 + .@input;
set .@progress,2;
break;
}
}
break;
case 4:
if (.@progress != 2)
set .@progress,1;
set .@continue,1;
next;
}
if (.@continue) break;
}
}
mes "[Mixing Machine]";
mes "Please enter the ";
mes "Serial Number of";
mes "the Magic Powder.";
next;
while(1) {
input .@input;
if (.@input < 1000 || .@input > 9999) {
mes "[Mixing Machine]";
if (.@input == 0) {
mes "Do you want to skip this Menu?";
next;
if (select("Yes.:No.") == 1) {
break;
}
}
else {
mes "Invalid Serial Number.";
mes "Please try again.";
next;
}
}
else {
mes "[Mixing Machine]";
mes "The Serial Number is #" + .@input + ", correct?";
next;
if (select("Confirm.:Cancel.") == 1) {
if (.@input == 8472)
set .@magic_powder,1;
else if (.@input == 3735)
set .@magic_powder,2;
else if (.@input == 2750)
set .@magic_powder,3;
else if (.@input == 5429)
set .@magic_powder,4;
else
set .@magic_powder,5;
}
break;
}
}
mes "[Mixing Machine]";
mes "Choose a";
mes "Catalyst Stone.";
next;
switch(select("Yellow Gemstone.:Red Gemstone.:Blue Gemstone.:1carat Diamond.:Skip.")) {
case 1: set .@mixitem3,1; break;
case 2: set .@mixitem3,2; break;
case 3: set .@mixitem3,3; break;
case 4: set .@mixitem3,4; break;
case 5: break;
}
mes "[Mixing Machine]";
mes "All Set.";
mes "Initiating";
mes "Mixing process.";
mes "Please Wait.";
next;
mes "[Mixing Machine]";
mes "- Proverb of the Day -";
switch(rand(1,5)) {
case 1:
mes "An Eye for an Eye: When you take from a person, you must replace or repay in some way.";
break;
case 2:
mes "Credibility is a Man's Currency: There's a value in genuine trust that cannot be measured.";
break;
case 3:
mes "What Goes Around Comes Around: Ultimately, you will be treated in the way you treat others.";
mes "It means 'When you harm Another you will be harmed by him in an unavoidable situation'.";
break;
case 4:
mes "A good neighbor is better than a distant brother: When you need help, you can count on those close to you.";
break;
default:
mes "Birds of a Feather Flock Together: You can look at a person's friends as an indicator of their character.";
}
next;
if (.@mixitem1_1 == 2 && .@mixitem1_2 == 3 && .@mixitem1_3 == 1 && .@mixitem2 == 1 && .@mixitem3 == 1 && .@magic_powder == 1) {
mes "[Mixing Machine]";
mes "Mage Test Solution No. 1.";
getitem 1071,1; //Mage_Test_1
next;
}
else if (.@mixitem1_1 == 3 && .@mixitem1_2 == 1 && .@mixitem1_3 == 1 && .@mixitem2 == 0 && .@mixitem3 == 2 && .@magic_powder == 2) {
mes "[Mixing Machine]";
mes "Mage Test Solution No. 2.";
getitem 1085,1; //Mage_Test_2
next;
}
else if (.@mixitem1_1 == 6 && .@mixitem1_2 == 1 && .@mixitem1_3 == 0 && .@mixitem2 == 1 && .@mixitem3 == 3 && .@magic_powder == 3) {
mes "[Mixing Machine]";
mes "Mage Test Solution No. 3.";
getitem 1086,1; //Mage_Test_3
next;
}
else if (.@mixitem1_1 == 2 && .@mixitem1_2 == 3 && .@mixitem1_3 == 0 && .@mixitem2 == 2 && .@mixitem3 == 4 && .@magic_powder == 4) {
mes "[Mixing Machine]";
mes "Mage Test Solution No. 4.";
getitem 1087,1; //Mage_Test_4
next;
}
else {
mes "[Mixing Machine]";
mes "Unexpected";
mes "Error Occurred.";
getitem 1090,1; //Mage_Test_Etc
next;
}
mes "[Mixing Machine]";
mes "Mixing Complete.";
mes "Thank you.";
close;
}
geffen_in,164,112,4 script Mixing machine 111,{
mes "- Out of Order !! -";
close;
}
@ -611,8 +172,9 @@ pay_arche,122,100,0 script Dollshoi 88,{
close;
}
delitem 1092,1; //Empty_Cylinder
set zeny,zeny-50;
set Zeny, Zeny - 50;
getitem 1089,1; //Payon_Potion
close;
}
close;
}
@ -622,8 +184,9 @@ moc_ruins,91,150,0 script Ponka-Hontas 93,{
mes "Would you like a Solution? Then please give me 50 Zeny and at least 1 Empty Testtube.";
next;
if (select("Alright, Deal.:Nah, forget it.") == 1) {
case 1:
mes "[Mage Guildsman]";
if (zeny < 50) {
if (Zeny < 50) {
mes "I'm sorry, but you don't have enough money to cover the 50 Zeny fee.";
close;
}
@ -632,8 +195,9 @@ moc_ruins,91,150,0 script Ponka-Hontas 93,{
close;
}
delitem 1092,1; //Empty_Cylinder
set zeny,zeny-50;
set Zeny, Zeny - 50;
getitem 1088,1; //Morocc_Potion
close;
}
close;
}
@ -642,7 +206,7 @@ geffen_in,177,112,4 script Bookshelf 111,{
mes "[Guide Book]";
mes "This Guide Book is the property of the Geffen Mage Association. Please handle with care.";
next;
switch(select("Solution No. 1.:Solution No. 2.:Solution No. 3.:Solution No. 4.:Close.")) {
switch (select("Solution No. 1.:Solution No. 2.:Solution No. 3.:Solution No. 4.:Close.")) {
case 1:
mes "[Mage Test Solution No. 1]";
mes "* Ingredients List *";
@ -732,5 +296,4 @@ geffen_in,177,112,4 script Bookshelf 111,{
mes "Mixing Machine)";
close;
}
close;
}
}

File diff suppressed because it is too large Load Diff

View File

@ -1,643 +1,139 @@
//===== rAthena Script =======================================
//= Swordsman Job Quest
//= Renewal Swordman Job Change
//===== By: ==================================================
//= kobra_k88; L0ne_W0lf
//= Kisuka
//===== Current Version: =====================================
//= 2.3
//= 1.1
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= [Aegis Conversion]
//= Job quest for Swordman classes
//= Uses Job_sword1 as opposed to sword_1-1 -> sword_3-1.
//= EXPLOITABLE in a sense because while the sword_x-1 maps
//= are marked as "inside" by the client, job_sword1 is not.
//= giving players FREE camera rotation while doing the job quest.
//= Job Change to Swordman Class
//===== Additional Comments: =================================
//= Fully working. I have created a custom warp to get into the test room so disable
//= the one in your warp script or scripts. It is this warp: "izlude_in",40,170.
//= 1.1 Added instant job change for High Novice [Lupus]
//= 1.3 Added Baby Class support [Lupus]
//= 1.4 Changed the timing system to initnpctimer, now you do get warnings about time
//= and are limited to 7min to complete the quest [Fredzilla]
//= 1.5 Optimised and moved first checker to Jfunc1-1 [massdriller]
//= 1.5.1 Fixed possible EXP abuse [Lupus]
//= 1.5.2 Now saves/restores all quest skills [Lupus]
//= 1.5.3 Removed Duplicates [Silent]
//= 1.6 Merged back JFunc, CHANGED NUMBERS TO CONSTANTS [Lupus]
//= 1.7 changed location from its clone to the original [Lupus]
//= 1.7.1 Fixed warp on timeout [KarLaeda]
//= 1.8 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
//= Removed "green" traps, quest is no longer timed.
//= No longer uses function "F_ToHigh"
//= 1.9 Dialog is official, but the Script is now custom as far as maps go. [L0ne_W0lf]
//= 1.9b Fixed usage of wrong jobchange func messing up baby classes [ultramage]
//= 2.0 Corrected NPC names to fall within proper resctrictions. [L0ne_W0lf]
//= 2.1 Fixed mistake in condition check. [L0ne_W0lf]
//= 2.2 Warp portals dont end with ; [Yommy]
//= 2.3 Added Quest Log commands. [L0ne_W0lf]
//= 1.0 First Version. [Kisuka]
//= 1.1 Added Baby job change support. [Masao]
//============================================================
izlude_in,74,172,4 script Swordman#swd_1 119,{
izlude_in,74,172,4 script Swordman 119,{
if (Upper == 1) {
if (Class == Job_Novice_High && (ADVJOB == Job_Lord_Knight || ADVJOB == Job_Paladin)) {
mes "[Swordman]";
if ((Class == Job_Novice_High) && (FJOB == Job_Rune_Knight || FJOB == Job_Royal_Guard)) {
mes "[Swordman Guildsman]";
mes "It...";
mes "Can't be...";
mes "You've been reborn, haven't you?";
next;
mes "[Swordman]";
mes "[Swordman Guildsman]";
mes "I see you're retreading the path of the Swordman! Once you've gotten used to brandishing a sword, you can never go back!!";
next;
if (getskilllv("NV_BASIC") < 9) {
mes "[Swordman]";
mes "[Swordman Guildsman]";
mes "Hmm? Ah, you must first master the Basic Skills before you are ready to become a Swordman.";
next;
mes "[Swordman]";
mes "[Swordman Guildsman]";
mes "Come back to me when you have finished learning the Basic Novice Skills.";
close;
}
mes "[Swordman]";
mes "[Swordman Guildsman]";
mes "Excellent! Let me promote you to a Swordman right away!";
next;
skill 143,0,0;
skill 143,0,1;
jobchange Job_Swordman_High;
skill 144,1,0;
skill 145,1,0;
skill 146,1,0;
mes "[Swordman]";
mes "[Swordman Guildsman]";
mes "Hmm... You look like a well-experienced Swordman. Still, I'm sure that you must train to improve your skills and gain strength!";
close;
}
else {
mes "[Swordman]";
mes "Hm...?";
mes "You're a reborn";
mes "warrior, aren't you?";
next;
mes "[Swordman]";
mes "Hmmm...";
mes "It seems that being";
mes "a Swordman is not part";
mes "of your destiny. I'm sorry,";
mes "but it seems there is nothing";
mes "I can do for you.";
close;
}
mes "[Swordman Guildsman]";
mes "Hm...?";
mes "You're a reborn";
mes "warrior, aren't you?";
next;
mes "[Swordman Guildsman]";
mes "Hmmm...";
mes "It seems that being";
mes "a Swordman is not part";
mes "of your destiny. I'm sorry,";
mes "but it seems there is nothing";
mes "I can do for you.";
close;
}
mes "[Swordman]";
mes "[Swordman Guildsman]";
mes "Welcome to the";
mes "Swordman Association!";
next;
mes "[Swordman]";
mes "[Swordman Guildsman]";
mes "So...";
mes "What business";
mes "brings you to us?";
next;
switch(select("Job Change:About Swordman.:About the Job requirements.:Cancel.")) {
switch (select("Tell me about being a Swordman.:I want to be a Swordman.:Cancel.")) {
case 1:
if (BaseJob == Job_Swordman) {
mes "[Swordman]";
mes "Job change? Muhahaha! But you're already a Swordman! Be proud and be strong!";
close;
}
else if (BaseJob != Job_Novice) {
mes "[Swordman]";
mes "Haha! Oh boy. I'm flattered, but you already have another job! Still, I can't blame you...";
close;
}
if (job_sword_q == 0) {
mes "[Swordman]";
mes "So you wish to become a proud Swordman? By all means, please sign up!";
next;
if (select("Sign up.:Cancel.") == 1) {
savepoint "izlude_in",65,165;
set job_sword_q,1;
setquest 1014;
mes "[Swordman]";
mes "Ah, yes. Your application will be reviewed as soon as possible.";
next;
mes "[Swordman]";
mes "If you have already met the requirements, you can take an interview right now. Would you like to?";
next;
if (select("Yes.:No.") == 1) {
mes "[Swordman]";
mes "Good, good.";
mes "Now, let's see...";
next;
}
else {
mes "[Swordman]";
mes "Alright then. Feel free to come back whenever you are ready. All you ahve to do now is meet our requirements. Good luck to you.";
close;
}
}
else {
mes "[Swordman]";
mes "Hm? Alright, come back whenever you change your mind. The world can always use another Swordman!";
close;
}
}
mes "[Swordman]";
if (getskilllv("NV_BASIC") < 9) {
mes "Hm, you still haven't learned all of the Basic Skills. You need to do that before you can become a Swordman.";
next;
mes "[Swordman]";
mes "Check the requirements for job change again, and come back when you are ready.";
close;
}
else if (job_sword_q <= 3) {
mes "Hm, you've learned all of the Basic Skills but didn't take the test yet. You must first pass the exam before you can change your job to Swordman.";
next;
mes "[Swordman]";
mes "Enter the room to my right so that you can take the test. You'll need to speak to my right so you can enter the examination area.";
close;
}
else if (job_sword_q == 4) {
mes "Hahaha! Congratulations! Now you are fully qualified to be a real Swordman! I will transform you right away!";
next;
callfunc "Job_Change",Job_Swordman;
set job_sword_q,0;
completequest 1014;
mes "[Swordman]";
mes "Once again, congratulations. I expect that you will be a good representative of the Swordman Association.";
close;
}
case 2:
mes "[Swordman]";
mes "[Swordman Guildsman]";
mes "So you wish to know more about the mighty Swordman job? Well, then...";
next;
mes "[Swordman]";
mes "[Swordman Guildsman]";
mes "Amongst the First Class jobs, the Swordman is the best melee fighter for three reasons.";
mes "There are 3 reasons why Swordy is the best to approch a fight!";
next;
mes "[Swordman]";
mes "[Swordman Guildsman]";
mes "First, Swordman has the benefit of additional HP. Second, Swordman generally have access to a wider selection fo weapons than the other First Class jobs.";
next;
mes "[Swordman]";
mes "[Swordman Guildsman]";
mes "And third, most of the Swordman skills are crushing physical attacks! In my opinion, being a Swordman is the best job ever!";
close;
case 3:
mes "[Swordman]";
mes "Hmmm...";
if (BaseJob != Job_Novice) {
if (BaseJob == Job_Swordman)
mes "But there's no need to tell you the requirements. You've met them and already became a Swordman! Well, anyway...";
else
mes "It's too late for you to become a Swordman. You already have another job. Still, there's no harm in telling you...";
case 2:
if (Class == Job_Baby || Class == Job_Novice) {
if (getskilllv("NV_BASIC") < 9) {
mes "[Swordman Guildsman]";
mes "I'm sorry to tell you this but to be a Swordman, you must reach at least ^4d4dffJob Level 10^000000.";
mes "and ^4d4dffBasic Skill Level 9^000000.";
next;
mes "[Swordman Guildsman]";
mes "Want to be a Swordman without having the minimum requirement?";
mes "Do you think being a Swordman is that easy?";
close;
}
mes "[Swordman Guildsman]";
mes "Hmm, both your Job Level and Basic Skill Level check out.";
mes "Good. Do you want to be a Swordman right away?";
next;
switch (select("Yes, I do.:I'll consider it again.")) {
case 1:
mes "[Swordman Guildsman]";
mes "Congratulations! From now on, you are going to live a Swordman's life!";
mes "I will transform you right away!";
next;
skill 143,0,1;
if(Class == Job_Baby){
jobchange Job_Baby_Swordman;
} else {
jobchange Job_Swordman;
}
set job_sword_q,0;
getitem 13415,1; //N_Falchion
mes "[Swordman Guildsman]";
mes "Congratulations again for becomming a Swordman and I hope that you participate in many activities for the revival of our guild.";
close;
case 2:
mes "[Swordman Guildsman]";
mes "Yeah. Careful consideration is needed for choosing a job.";
mes "But I feel sorry... that you'll have to consider it again after all the trials....";
close;
}
}
next;
mes "[Swordman]";
mes "First, you must learn all 9 of the Basic Skills. If you can't complete this requirement, you won't be able to change to any job.";
next;
mes "[Swordman]";
mes "Second, you must pass the Swordman Test. Inquire the Test Manager located in the waiting room of the Swordman Test.";
next;
mes "[Swordman]";
mes "If you can complete these 2 requirements, you can change to a Swordman anytime you want.";
if (Class == Job_Baby_Swordman || Class == Job_Swordman || Class == Job_Swordman) {
mes "[Swordman Guildsman]";
mes "You are already an excellent Swordman, aren't you?";
mes "Just devote yourself to be a great Swordman.";
close;
}
mes "[Swordman Guildsman]";
mes "Haha! Oh boy. I'm flattered, but you already have another job! Still, I can't blame you...";
close;
case 4:
mes "[Swordman]";
case 3:
mes "[Swordman Guildsman]";
mes "Ha ha ha!";
mes "Ah, youth!";
close;
}
}
izlude_in,62,170,6 script Swordman#swd_2 85,{
mes "[Swordman]";
if (BaseJob == Job_Swordman) {
mes "Sorry guy, but I can only allow Novices to enter the Test Hall.";
close;
}
else if (BaseJob != Job_Novice) {
mes "Who the hell are you?! Nobody, other than Novices, is permitted to come in here!";
close;
}
else if (getskilllv("NV_BASIC") < 9) {
mes "Stop! I can't let you in until you learn all of the Basic Skills. The Test Hall isn't for goofing off!";
close;
}
else if (job_sword_q == 4) {
mes "Hey. You need to talk to the Swordman in the center of the room, not me.";
close;
}
else if (job_sword_q == 0) {
mes "Stop! If you want to take the Swordman Test, you'll need to fill out an application first.";
next;
mes "[Swordman]";
mes "The Swordman in the center of the room can help you with that, got it?";
close;
}
else {
savepoint "izlude_in",65,165;
warp "izlude_in",39,170;
end;
}
}
izlude_in,30,175,4 script Swordman#swd_3 92,{
mes "[Swordman]";
mes "I will tell you about the Test! Listen carefully, I won't repeat myself.";
next;
mes "[Swordman]";
mes "The purpose of this test is to confirm whether or not you are qualified to be a Swordman. As you know, a Swordman needs physical strength and spirit!";
next;
mes "[Swordman]";
mes "Without those, you won't be able to become a Swordman. Now, the conditions for completing this test are very simple.";
next;
mes "[Swordman]";
mes "You will travel through three courses and must reach the final checkpoint within ^FF000010 minutes^000000.";
next;
mes "[Swordman]";
mes "If you choose to 'Surrender,' or if you run out of time, you will not pass the test.";
next;
mes "[Swordman]";
mes "If you find that you are not strong enough to pass the test, head to the entrance of the course and talk to the checkpoint manager.";
next;
mes "[Swordman]";
mes "As you travel through the three courses, you may fall to a random, underground area. The course is designed so that you can still find your way back.";
next;
mes "[Swordman]";
mes "However, be careful, as this will waste your time! Godspeed to you.";
close;
}
izlude_in,30,163,0 script Test Hall Staff#swd_1 105,{
mes "[Test Hall Staff]";
if (BaseJob == Job_Swordman) {
mes "Hm? How did you get inside? You're not supposed to be in here, so please leave now.";
close2;
warp "izlude_in",66,170;
end;
}
else if (BaseJob != Job_Novice) {
mes "Who are you?! This place is for the Swordman Test! You're not allowed to be in here! Leave now!";
close2;
warp "izlude_in",66,170;
end;
}
if (job_sword_q == 1) {
mes "So are you the one who wants to be a Swordman? Alright! You look reliable!";
next;
mes "[Test Hall Staff]";
mes "Try to relax and do your best. This course isn't so difficult.";
set job_sword_q,2;
}
else if (job_sword_q == 2) {
mes "Retesting? Try not to worry about it. It's good that you don't back down from a challenge! Here, take these and cheer up!";
getitem 512,5; //Apple
set job_sword_q,3;
}
else if (job_sword_q == 3)
mes "Don't ever give up! Now retesting!";
close2;
warp "job_sword1",10,245;
end;
}
// Examination Courses NPCs
//============================================================
// 1-1
job_sword1,230,245,2 script Medic#swd_1 105,{
callfunc "F_JobSwdMedic","1st";
}
job_sword1,230,242,2 script Test Hall Staff#swd_2 105,{
callfunc "F_JobSwdStaff",1;
}
job_sword1,230,207,2 script Medic#2swd_2 105,{
callfunc "F_JobSwdMedic","2nd";
}
job_sword1,230,204,2 script Test Hall Staff#2swd_3 105,{
callfunc "F_JobSwdStaff",1;
}
job_sword1,223,167,2 script Mae#swd_1_success 92,{
mapannounce "job_sword1","Applicant " + strcharinfo(0) + ". You successfully passed the test.",bc_map;
set job_sword_q,4;
mes "[Mae]";
mes "I sencerely congratulate you for passing the test!";
mes "I already sent your test result to the Job Department.Please inquire at the Officer in Centre.Thank you.";
close2;
warp "izlude_in",66,173;
end;
}
// Examination Course Functions
//============================================================
function script F_JobSwdMedic {
percentheal 100,0;
mes "[Medic]";
mes "This is the "+getarg(0)+" check point!Cheer up!";
close;
}
function script F_JobSwdStaff {
mes "[Test Hall Staff]";
mes "Do you surrender?";
next;
if (select("Yes.:No.") == 1) {
mapannounce "job_sword1","Applicant " + strcharinfo(0) + " quit the test.",bc_map;
warp "izlude_in",65,165;
end;
}
mes "[Test Hall Staff]";
mes "Bravo! Go for it again!";
close;
}
function script F_JobSwdTestStaff {
OnTouch:
mes "[Test Hall Staff]";
mes "Applicant " + strcharinfo(0) + ". Do you surrender??";
next;
if (select("Yes.:No.") == 1) {
mapannounce "job_sword1","Applicant " + strcharinfo(0) + " quit the test..",bc_map;
warp "izlude_in",65,165;
end;
}
warp "job_sword1",getarg(0),getarg(1);
end;
}
function script F_JobSwdTestStaff2 {
OnTouch:
mapannounce "job_sword1","Applicant " + strcharinfo(0) + ". Pass the "+getarg(0)+" course.",bc_map;
warp "job_sword1",getarg(1),getarg(2);
end;
}
// Examination Course 1
//============================================================
job_sword1,223,243,0 warp checkp1-2#swd_1 1,1,job_sword1,11,206
job_sword1,223,205,0 warp checkp2-3#swd_1 1,1,job_sword1,11,168
job_sword1,7,245,0 script Test Hall Staff#swd_4 45,1,3,{
callfunc "F_JobSwdTestStaff",10,245;
}
job_sword1,8,207,0 script Test Hall Staff#swd_5 45,1,6,{
callfunc "F_JobSwdTestStaff",11,207;
}
job_sword1,8,169,0 script Test Hall Staff#swd_6 45,1,6,{
callfunc "F_JobSwdTestStaff",11,169;
}
job_sword1,192,244,0 script Test Hall Staff#swd_7 45,1,3,{
callfunc "F_JobSwdTestStaff2","1st",215,244;
}
job_sword1,193,207,0 script Test Hall Staff#swd_8 45,1,3,{
callfunc "F_JobSwdTestStaff2","2nd",215,205;
warp "job_sword1",215,205;
}
job_sword1,193,168,0 script Test Hall Staff#swd_9 45,1,3,{
callfunc "F_JobSwdTestStaff2","3rd",215,167;
}
// Pitfalls (Set 1)
//============================================================
job_sword1,65,117,0 warp pitfall01-01 1,1,job_sword1,10,245
job_sword1,98,27,0 warp pitfall02-01 1,1,job_sword1,11,207
job_sword1,161,27,0 warp pitfall02-02 1,1,job_sword1,11,207
job_sword1,239,117,0 warp pitfall03-01 1,1,job_sword1,11,169
job_sword1,16,251,0 script 1_blank_1_a::SwdTrap1 -1,0,1,{
OnTouch:
switch(rand(1,5)) {
case 1: warp "job_sword1",65,56; end;
case 2: warp "job_sword1",29,26; end;
case 3: warp "job_sword1",43,16; end;
case 4: warp "job_sword1",23,112; end;
case 5: warp "job_sword1",58,83; end;
}
}
job_sword1,19,251,0 duplicate(SwdTrap1) 1_blank_1_b -1,0,1
job_sword1,17,250,0 duplicate(SwdTrap1) 1_blank_1_c -1,1,0
job_sword1,16,238,0 duplicate(SwdTrap1) 1_blank_2_a -1,0,1
job_sword1,19,238,0 duplicate(SwdTrap1) 1_blank_2_b -1,0,1
job_sword1,17,239,0 duplicate(SwdTrap1) 1_blank_2_c -1,0,1
job_sword1,28,247,0 duplicate(SwdTrap1) 1_blank_3_a -1,4,0
job_sword1,33,245,0 duplicate(SwdTrap1) 1_blank_3_b -1,0,2
job_sword1,29,242,0 duplicate(SwdTrap1) 1_blank_3_c -1,4,0
job_sword1,24,244,0 duplicate(SwdTrap1) 1_blank_3_d -1,0,2
job_sword1,38,251,0 duplicate(SwdTrap1) 1_blank_4_a -1,0,1
job_sword1,41,251,0 duplicate(SwdTrap1) 1_blank_4_b -1,0,1
job_sword1,39,250,0 duplicate(SwdTrap1) 1_blank_4_c -1,1,0
job_sword1,38,238,0 duplicate(SwdTrap1) 1_blank_5_a -1,0,1
job_sword1,41,238,0 duplicate(SwdTrap1) 1_blank_5_b -1,0,1
job_sword1,39,239,0 duplicate(SwdTrap1) 1_blank_5_c -1,1,0
job_sword1,54,251,0 duplicate(SwdTrap1) 1_blank_6_a -1,0,1
job_sword1,71,251,0 duplicate(SwdTrap1) 1_blank_6_b -1,0,1
job_sword1,62,250,0 duplicate(SwdTrap1) 1_blank_6_c -1,9,0
job_sword1,62,247,0 duplicate(SwdTrap1) 1_blank_7_a -1,8,0
job_sword1,71,244,0 duplicate(SwdTrap1) 1_blank_7_b -1,0,2
job_sword1,63,242,0 duplicate(SwdTrap1) 1_blank_7_c -1,8,0
job_sword1,54,244,0 duplicate(SwdTrap1) 1_blank_7_d -1,0,2
job_sword1,54,238,0 duplicate(SwdTrap1) 1_blank_8_a -1,0,1
job_sword1,71,238,0 duplicate(SwdTrap1) 1_blank_8_b -1,0,1
job_sword1,62,239,0 duplicate(SwdTrap1) 1_blank_8_c -1,9,0
job_sword1,102,247,0 duplicate(SwdTrap1) 1_blank_9_a -1,2,0
job_sword1,105,245,0 duplicate(SwdTrap1) 1_blank_9_b -1,0,2
job_sword1,103,242,0 duplicate(SwdTrap1) 1_blank_9_c -1,2,0
job_sword1,100,244,0 duplicate(SwdTrap1) 1_blank_9_d -1,0,2
job_sword1,156,249,0 duplicate(SwdTrap1) 1_blank_10_a -1,14,0
job_sword1,156,248,0 duplicate(SwdTrap1) 1_blank_10_b -1,14,0
job_sword1,170,249,0 duplicate(SwdTrap1) 1_blank_10_c -1,1,0
job_sword1,170,248,0 duplicate(SwdTrap1) 1_blank_10_d -1,1,0
job_sword1,156,245,0 duplicate(SwdTrap1) 1_blank_11_a -1,14,0
job_sword1,156,244,0 duplicate(SwdTrap1) 1_blank_11_b -1,14,0
job_sword1,170,245,0 duplicate(SwdTrap1) 1_blank_11_c -1,1,0
job_sword1,170,244,0 duplicate(SwdTrap1) 1_blank_11_d -1,1,0
job_sword1,156,241,0 duplicate(SwdTrap1) 1_blank_12_a -1,14,0
job_sword1,156,240,0 duplicate(SwdTrap1) 1_blank_12_b -1,14,0
job_sword1,170,241,0 duplicate(SwdTrap1) 1_blank_12_c -1,1,0
job_sword1,170,240,0 duplicate(SwdTrap1) 1_blank_12_d -1,1,0
job_sword1,180,251,0 duplicate(SwdTrap1) 1_blank_13_a -1,0,1
job_sword1,183,251,0 duplicate(SwdTrap1) 1_blank_13_b -1,0,1
job_sword1,181,250,0 duplicate(SwdTrap1) 1_blank_13_c -1,1,0
job_sword1,180,238,0 duplicate(SwdTrap1) 1_blank_14_a -1,0,1
job_sword1,183,238,0 duplicate(SwdTrap1) 1_blank_14_b -1,0,1
job_sword1,181,239,0 duplicate(SwdTrap1) 1_blank_14_c -1,1,0
job_sword1,193,245,0 warp 1_rest 1,3,job_sword1,215,244
// Pitfalls (Set 2)
//============================================================
job_sword1,56,212,0 script 2_blank_1_a::SwdTrap2 -1,40,0,{
OnTouch:
switch(rand(1,5)) {
case 1: warp "job_sword1",162,120; end;
case 2: warp "job_sword1",94,120; end;
case 3: warp "job_sword1",94,85; end;
case 4: warp "job_sword1",162,85; end;
case 5: warp "job_sword1",130,47; end;
}
}
job_sword1,95,212,0 duplicate(SwdTrap2) 2_blank_1_b -1,2,0
job_sword1,56,210,0 duplicate(SwdTrap2) 2_blank_2_a -1,40,0
job_sword1,95,210,0 duplicate(SwdTrap2) 2_blank_2_b -1,2,0
job_sword1,16,206,0 duplicate(SwdTrap2) 2_blank_2_c -1,0,3
job_sword1,97,206,0 duplicate(SwdTrap2) 2_blank_2_d -1,0,3
job_sword1,56,203,0 duplicate(SwdTrap2) 2_blank_2_e -1,40,0
job_sword1,95,203,0 duplicate(SwdTrap2) 2_blank_2_f -1,2,0
job_sword1,56,201,0 duplicate(SwdTrap2) 2_blank_3_a -1,40,0
job_sword1,95,201,0 duplicate(SwdTrap2) 2_blank_3_b -1,2,0
job_sword1,113,212,0 duplicate(SwdTrap2) 2_blank_4_a -1,14,0
job_sword1,125,212,0 duplicate(SwdTrap2) 2_blank_4_b -1,2,0
job_sword1,113,210,0 duplicate(SwdTrap2) 2_blank_5_a -1,14,0
job_sword1,125,210,0 duplicate(SwdTrap2) 2_blank_5_b -1,2,0
job_sword1,100,206,0 duplicate(SwdTrap2) 2_blank_5_c -1,0,3
job_sword1,127,206,0 duplicate(SwdTrap2) 2_blank_5_d -1,0,3
job_sword1,113,203,0 duplicate(SwdTrap2) 2_blank_5_e -1,14,0
job_sword1,125,210,0 duplicate(SwdTrap2) 2_blank_5_f -1,2,0
job_sword1,113,201,0 duplicate(SwdTrap2) 2_blank_6_a -1,14,0
job_sword1,113,201,0 duplicate(SwdTrap2) 2_blank_6_b -1,2,0
job_sword1,155,212,0 duplicate(SwdTrap2) 2_blank_7_a -1,21,0
job_sword1,181,212,0 duplicate(SwdTrap2) 2_blank_7_b -1,2,0
job_sword1,155,210,0 duplicate(SwdTrap2) 2_blank_8_a -1,21,0
job_sword1,181,210,0 duplicate(SwdTrap2) 2_blank_8_b -1,2,0
job_sword1,130,206,0 duplicate(SwdTrap2) 2_blank_8_c -1,0,3
job_sword1,183,206,0 duplicate(SwdTrap2) 2_blank_8_d -1,0,3
job_sword1,155,203,0 duplicate(SwdTrap2) 2_blank_8_e -1,21,0
job_sword1,181,203,0 duplicate(SwdTrap2) 2_blank_8_f -1,2,0
job_sword1,155,201,0 duplicate(SwdTrap2) 2_blank_9_a -1,40,0
job_sword1,181,201,0 duplicate(SwdTrap2) 2_blank_9_b -1,2,0
// Pitfalls (Set 3)
//============================================================
job_sword1,17,174,0 script 3_blank_1_a::SwdTrap3 -1,2,0,{
OnTouch:
switch(rand(1,5)) {
case 1: warp "job_sword1",195,15; end;
case 2: warp "job_sword1",195,38; end;
case 3: warp "job_sword1",231,30; end;
case 4: warp "job_sword1",198,65; end;
case 5: warp "job_sword1",196,116; end;
}
}
job_sword1,17,163,0 duplicate(SwdTrap3) 3_blank_2_a -1,2,0
job_sword1,29,171,0 duplicate(SwdTrap3) 3_blank_3_a -1,2,0
job_sword1,31,168,0 duplicate(SwdTrap3) 3_blank_3_b -1,0,2
job_sword1,28,166,0 duplicate(SwdTrap3) 3_blank_3_c -1,2,0
job_sword1,26,168,0 duplicate(SwdTrap3) 3_blank_3_d -1,0,2
job_sword1,36,169,0 duplicate(SwdTrap3) 3_blank_4_a -1,0,0
job_sword1,37,169,0 duplicate(SwdTrap3) 3_blank_4_b -1,0,0
job_sword1,37,168,0 duplicate(SwdTrap3) 3_blank_4_c -1,0,0
job_sword1,36,168,0 duplicate(SwdTrap3) 3_blank_4_c2 -1,0,0
job_sword1,40,175,0 duplicate(SwdTrap3) 3_blank_5_a -1,0,1
job_sword1,41,175,0 duplicate(SwdTrap3) 3_blank_5_b -1,0,1
job_sword1,41,171,0 duplicate(SwdTrap3) 3_blank_6_a -1,1,0
job_sword1,41,170,0 duplicate(SwdTrap3) 3_blank_6_b -1,1,0
job_sword1,41,167,0 duplicate(SwdTrap3) 3_blank_6_c -1,1,0
job_sword1,41,166,0 duplicate(SwdTrap3) 3_blank_6_d -1,1,0
job_sword1,42,169,0 duplicate(SwdTrap3) 3_blank_6_e -1,0,1
job_sword1,43,170,0 duplicate(SwdTrap3) 3_blank_6_f -1,0,1
job_sword1,43,167,0 duplicate(SwdTrap3) 3_blank_6_g -1,0,1
job_sword1,40,162,0 duplicate(SwdTrap3) 3_blank_7_a -1,0,1
job_sword1,41,162,0 duplicate(SwdTrap3) 3_blank_7_b -1,0,1
job_sword1,46,175,0 duplicate(SwdTrap3) 3_blank_8_a -1,0,1
job_sword1,51,175,0 duplicate(SwdTrap3) 3_blank_8_b -1,0,1
job_sword1,47,174,0 duplicate(SwdTrap3) 3_blank_8_c -1,1,0
job_sword1,50,174,0 duplicate(SwdTrap3) 3_blank_8_d -1,1,0
job_sword1,48,173,0 duplicate(SwdTrap3) 3_blank_8_e -1,0,1
job_sword1,49,173,0 duplicate(SwdTrap3) 3_blank_8_f -1,0,1
job_sword1,46,162,0 duplicate(SwdTrap3) 3_blank_9_a -1,0,1
job_sword1,51,162,0 duplicate(SwdTrap3) 3_blank_9_b -1,0,1
job_sword1,47,163,0 duplicate(SwdTrap3) 3_blank_9_c -1,1,0
job_sword1,50,163,0 duplicate(SwdTrap3) 3_blank_9_d -1,1,0
job_sword1,48,164,0 duplicate(SwdTrap3) 3_blank_9_e -1,0,1
job_sword1,49,164,0 duplicate(SwdTrap3) 3_blank_9_f -1,0,1
job_sword1,54,170,0 duplicate(SwdTrap3) 3_blank_10_a -1,0,1
job_sword1,55,170,0 duplicate(SwdTrap3) 3_blank_10_b -1,0,1
job_sword1,54,167,0 duplicate(SwdTrap3) 3_blank_10_c -1,0,1
job_sword1,55,167,0 duplicate(SwdTrap3) 3_blank_10_d -1,0,1
job_sword1,53,169,0 duplicate(SwdTrap3) 3_blank_10_e -1,1,0
job_sword1,53,168,0 duplicate(SwdTrap3) 3_blank_10_f -1,1,0
job_sword1,56,169,0 duplicate(SwdTrap3) 3_blank_10_g -1,1,0
job_sword1,56,168,0 duplicate(SwdTrap3) 3_blank_10_h -1,1,0
job_sword1,58,175,0 duplicate(SwdTrap3) 3_blank_11_a -1,0,1
job_sword1,59,174,0 duplicate(SwdTrap3) 3_blank_11_b -1,1,0
job_sword1,60,173,0 duplicate(SwdTrap3) 3_blank_11_c -1,0,1
job_sword1,61,172,0 duplicate(SwdTrap3) 3_blank_11_d -1,1,0
job_sword1,58,162,0 duplicate(SwdTrap3) 3_blank_12_a -1,0,1
job_sword1,59,163,0 duplicate(SwdTrap3) 3_blank_12_b -1,1,0
job_sword1,60,164,0 duplicate(SwdTrap3) 3_blank_12_c -1,0,1
job_sword1,61,165,0 duplicate(SwdTrap3) 3_blank_12_d -1,1,0
job_sword1,76,172,0 duplicate(SwdTrap3) 3_blank_13_a -1,1,0
job_sword1,77,173,0 duplicate(SwdTrap3) 3_blank_13_b -1,0,1
job_sword1,78,174,0 duplicate(SwdTrap3) 3_blank_13_c -1,1,0
job_sword1,79,175,0 duplicate(SwdTrap3) 3_blank_13_d -1,0,1
job_sword1,76,165,0 duplicate(SwdTrap3) 3_blank_14_a -1,1,0
job_sword1,77,164,0 duplicate(SwdTrap3) 3_blank_14_b -1,0,1
job_sword1,78,163,0 duplicate(SwdTrap3) 3_blank_14_c -1,1,0
job_sword1,79,162,0 duplicate(SwdTrap3) 3_blank_14_d -1,0,1
job_sword1,94,175,0 duplicate(SwdTrap3) 3_blank_15_a -1,0,1
job_sword1,95,174,0 duplicate(SwdTrap3) 3_blank_15_b -1,1,0
job_sword1,98,174,0 duplicate(SwdTrap3) 3_blank_15_c -1,1,0
job_sword1,99,175,0 duplicate(SwdTrap3) 3_blank_16_d -1,0,1
job_sword1,96,169,0 duplicate(SwdTrap3) 3_blank_17_a -1,0,0
job_sword1,97,169,0 duplicate(SwdTrap3) 3_blank_17_b -1,0,0
job_sword1,97,168,0 duplicate(SwdTrap3) 3_blank_17_c -1,0,0
job_sword1,96,168,0 duplicate(SwdTrap3) 3_blank_17_d -1,0,0
job_sword1,94,162,0 duplicate(SwdTrap3) 3_blank_18_a -1,0,1
job_sword1,95,163,0 duplicate(SwdTrap3) 3_blank_18_b -1,1,0
job_sword1,98,163,0 duplicate(SwdTrap3) 3_blank_18_c -1,1,0
job_sword1,99,162,0 duplicate(SwdTrap3) 3_blank_18_d -1,0,1
job_sword1,114,175,0 duplicate(SwdTrap3) 3_blank_19_a -1,0,1
job_sword1,115,175,0 duplicate(SwdTrap3) 3_blank_19_b -1,0,1
job_sword1,114,162,0 duplicate(SwdTrap3) 3_blank_20_a -1,0,1
job_sword1,115,162,0 duplicate(SwdTrap3) 3_blank_20_b -1,0,1
job_sword1,126,175,0 duplicate(SwdTrap3) 3_blank_21_a -1,0,1
job_sword1,127,175,0 duplicate(SwdTrap3) 3_blank_21_b -1,0,1
job_sword1,126,162,0 duplicate(SwdTrap3) 3_blank_23_a -1,0,1
job_sword1,127,162,0 duplicate(SwdTrap3) 3_blank_23_b -1,0,1
job_sword1,160,174,0 duplicate(SwdTrap3) 3_blank_24_a -1,0,2
job_sword1,161,174,0 duplicate(SwdTrap3) 3_blank_24_b -1,0,2
job_sword1,160,163,0 duplicate(SwdTrap3) 3_blank_25_a -1,0,2
job_sword1,161,163,0 duplicate(SwdTrap3) 3_blank_25_b -1,0,2
job_sword1,168,175,0 duplicate(SwdTrap3) 3_blank_26_a -1,0,2
job_sword1,169,175,0 duplicate(SwdTrap3) 3_blank_26_b -1,0,2
job_sword1,168,162,0 duplicate(SwdTrap3) 3_blank_27_a -1,0,2
job_sword1,169,162,0 duplicate(SwdTrap3) 3_blank_27_b -1,0,2
job_sword1,176,174,0 duplicate(SwdTrap3) 3_blank_28_a -1,0,2
job_sword1,177,174,0 duplicate(SwdTrap3) 3_blank_28_b -1,0,2
job_sword1,178,173,0 duplicate(SwdTrap3) 3_blank_28_c -1,1,0
job_sword1,178,172,0 duplicate(SwdTrap3) 3_blank_28_d -1,1,0
job_sword1,181,174,0 duplicate(SwdTrap3) 3_blank_28_e -1,2,0
job_sword1,179,169,0 duplicate(SwdTrap3) 3_blank_29_a -1,3,0
job_sword1,179,168,0 duplicate(SwdTrap3) 3_blank_29_b -1,3,0
job_sword1,182,169,0 duplicate(SwdTrap3) 3_blank_29_c -1,0,2
job_sword1,183,169,0 duplicate(SwdTrap3) 3_blank_29_d -1,0,2
job_sword1,181,167,0 duplicate(SwdTrap3) 3_blank_29_e -1,1,0
job_sword1,181,166,0 duplicate(SwdTrap3) 3_blank_29_f -1,1,0
job_sword1,183,167,0 duplicate(SwdTrap3) 3_blank_29_g -1,0,1
job_sword1,176,163,0 duplicate(SwdTrap3) 3_blank_30_a -1,0,2
job_sword1,177,163,0 duplicate(SwdTrap3) 3_blank_30_b -1,0,2
job_sword1,181,163,0 duplicate(SwdTrap3) 3_blank_30_c -1,2,0
// Monsters (all three courses)
//============================================================
job_sword1,0,0,0,0 monster Chonchon 1183,20,0,0,0
job_sword1,35,79,0,0 monster Fabre 1184,3,60000,30000,0
job_sword1,50,108,0,0 monster Fabre 1184,3,60000,30000,0
job_sword1,61,28,0,0 monster Fabre 1184,3,60000,30000,0
job_sword1,61,92,0,0 monster Fabre 1184,3,60000,30000,0
job_sword1,110,112,0,0 monster Fabre 1184,2,60000,30000,0
job_sword1,161,94,0,0 monster Fabre 1184,2,60000,30000,0
job_sword1,130,76,0,0 monster Fabre 1184,2,60000,30000,0
job_sword1,103,58,0,0 monster Fabre 1184,2,60000,30000,0
job_sword1,130,24,0,0 monster Fabre 1184,5,60000,30000,0
job_sword1,201,36,0,0 monster Fabre 1184,2,60000,30000,0
job_sword1,201,16,0,0 monster Fabre 1184,2,60000,30000,0
job_sword1,239,44,0,0 monster Fabre 1184,3,60000,30000,0
job_sword1,239,76,0,0 monster Fabre 1184,2,60000,30000,0
job_sword1,231,101,0,0 monster Fabre 1184,2,60000,30000,0
job_sword1,234,117,0,0 monster Fabre 1184,2,60000,30000,0
job_sword1,198,91,0,0 monster Fabre 1184,2,60000,30000,0
job_sword1,200,63,0,0 monster Fabre 1184,2,60000,30000,0
}

View File

@ -1,43 +1,33 @@
//===== rAthena Script =======================================
//= Thief Job Quest
//===== By: ==================================================
//= rAthena dev team
//===== Current Version: =====================================
//= 1.8
//===== Compatible With: =====================================
//===== rAthena Script =======================================
//= Renewal Thief Job Change
//===== By: ==================================================
//= Kisuka
//===== Current Version: =====================================
//= 1.1
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= [Aegis Conversion]
//= Job quest for Thief classes
//===== Additional Comments: =================================
//= Fully working
//= v1.1 Added instant job change for High Novice [Lupus]
//= 1.3 Added Baby Class support [Lupus]
//= v1.4 Optimised and moved first checker to Jfunc1-1 [massdriller]
//= Fixed possible EXP abuse [Lupus]
//= 1.5 Now saves/restores all quest skills [Lupus]
//= 1.6 Merged back JFunc [Lupus] 1.6a typos
//= 1.7 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
//= No longer uses function "F_ToHigh"
//= 1.8 Added Quest Log commands. [L0ne_W0lf]
//============================================================
moc_prydb1,39,129,2 script Thief Guide 69,{
//===== Description: =========================================
//= Job Change to Thief Class
//===== Additional Comments: =================================
//= 1.0 First Version. [Kisuka]
//= 1.1 Added Baby job change support. [Masao]
//============================================================
moc_prydb1,39,129,2 script Thief Guildsman 69,{
if (Upper == 1) {
if (ADVJOB == Job_Assassin_Cross || ADVJOB == Job_Stalker) {
if (FJOB == Job_Guillotine_Cross || FJOB == Job_Shadow_Chaser) {
if (Class == Job_Novice_High) {
mes "[Thief Guide]";
mes "[Thief Guildsman]";
mes "Huh? Do I know you? It's creepy that you seem so familiar. You don't have a twin, do you?";
next;
if (getskilllv("NV_BASIC") < 9) {
mes "[Thief Guide]";
mes "[Thief Guildsman]";
mes "What, do you want to be a Thief? I'm sorry, but you look like you need more training.";
next;
mes "[Thief Guide]";
mes "[Thief Guildsman]";
mes "Take your time and learn all the Basic Skills, will you? Well then, see you later~!";
close;
}
mes "[Thief Guide]";
mes "[Thief Guildsman]";
mes "Well, I got this feeling like you've been through a lifetime of fighting, so I'm promoting you to a Thief right this minute. I better give you tough guys what you want...";
next;
skill 143,0,0;
@ -46,315 +36,202 @@ moc_prydb1,39,129,2 script Thief Guide 69,{
skill 150,1,0;
skill 151,1,0;
skill 152,1,0;
mes "[Thief Guide]";
mes "[Thief Guildsman]";
mes "Since you've become a Thief, live as a Thief. Now, go for it! Next~";
close;
}
else {
mes "[Thief Guide]";
if (sex)
mes "Hey, dude.";
else
mes "Hey, baby~";
close;
}
}
else {
mes "[Thief Guide]";
if (sex)
mes "[Thief Guildsman]";
if (Sex == 1) {
mes "Hey, dude.";
else
mes "Hey, baby.";
mes "...Hey! You look too goody-goody to want to be a Thief!! Now scram, I'm busy. Next!";
} else {
mes "Hey, baby~";
}
close;
}
}
if (BaseJob == Job_Thief) {
mes "[Thief Guide]";
mes "If you have a problem, feel free to speak to me anytime, alright?";
mes "[Thief Guildsman]";
if (Sex == 1) {
mes "Hey, dude.";
} else {
mes "Hey, baby~";
}
mes "...Hey! You look too goody-goody to want to be a Thief!! Now scram, I'm busy. Next!";
close;
}
else if (BaseJob != Job_Novice && BaseJob != Job_Thief) {
mes "[Thief Guide]";
if (Class == Job_Baby_Thief || Class == Job_Thief || Class == Job_Thief_High) {
mes "[Thief Guildsman]";
mes "Hey~ if you have any trouble, get it out to me anytime, huh?";
close;
}
if ((Class != Job_Baby) && (Class != Job_Novice) && (Class != Job_Baby_Thief) && (Class != Job_Thief)) {
mes "[Thief Guildsman]";
mes "What the heck...?";
switch(Class) {
case 1:
switch (Class) {
case Job_Swordman:
mes "Huh.";
mes "Now, that's";
mes "a big sword.";
next;
mes "[Thief Guide]";
mes "[Thief Guildsman]";
mes "So...";
mes "Trying to make";
mes "up for something";
mes "...Buddy?";
break;
case 2:
close;
case Job_Mage:
mes "What's a Mage doin' here? Shouldn't you be doing card tricks elsewhere? Oh well, it's a free country...";
next;
mes "[Thief Guide]";
mes "[Thief Guildsman]";
mes "Oh wait,";
mes "it's not...";
mes "Get outta here!";
break;
case 3:
close;
case Job_Archer:
mes "Man, shouldn't you";
mes "Archers be playing";
mes "in the forest";
mes "or something?";
break;
case 4:
mes "You know we all steal for a living, right? What are you doing in this kinda place, Acolyte?";
break;
case 5:
close;
case Job_Merchant:
mes "You're a Merchant,";
mes "right? Why are you";
mes "walking into a den";
mes "of Thieves?!";
next;
mes "[Thief Guide]";
mes "[Thief Guildsman]";
mes "It's like you're begging";
mes "us to steal from you!";
mes "Come on, hurry and";
mes "get outta here~";
break;
case 8:
close;
case Job_Acolyte:
mes "You know we all steal for a living, right? What are you doing in this kinda place, Acolyte?";
close;
case Job_Assassin:
mes "Didn't you use to be one of us?! Man, you changed. You seem real dangerous now...";
close;
close;
case Job_Rogue:
mes "Man, you got real cool all of a sudden! You must have some skills I can only dream of!";
close;
close;
case Job_Priest:
mes "Oh my God...";
mes "Am I dying?";
next;
mes "[Thief Guide]";
mes "[Thief Guildsman]";
mes "Why else would a Priest come here? I guess I better start confessing all of my misdeeds.";
close;
case 12:
mes "Didn't you use to be one of us?! Man, you changed. You seem real dangerous now...";
close;
case 17:
mes "Man, you got real cool all of a sudden! You must have some skills I can only dream of!";
close;
}
next;
mes "[Thief Guide]";
mes "*Sigh* Look, there's really no need for you to be in this kind of place. You oughta go where you ought to go.";
close;
}
if (job_thief_q == 3 && countitem(1069) > 0 || countitem(1070) > 0) {
mes "[Thief Guide]";
mes "Hmmm?";
mes "You gathered Mushrooms for";
mes "the Thief test, right?";
next;
mes "[Thief Guide]";
mes "Here, talk to the other guy right next to me. He's the one in charge of checking your Mushrooms.";
close;
}
else if (job_thief_q == 3) {
mes "[Thief Guide]";
mes "So how was the";
mes "Mushroom Farm?";
mes "Have any fun?";
next;
if (select("Yeah, kinda Cool.:It was horrible.") == 1) {
mes "[Thief Guide]";
mes "Heh heh! That's a good attitude. In our line of work, you gotta enjoy getting your hands dirty, one way or another.";
close;
}
mes "[Thief Guide]";
mes "Yeah? I've been there too, so I can see why that place isn't everyone's cup of tea. Still, being a Thief isn't all glamour and trendy night life.";
close;
}
if (job_thief_q == 2) {
mes "[Thief Guide]";
mes "Hey, whaddya doin' here? Aren't you supposed to be gathering Mushrooms? Or did you need it explained to you again?";
next;
if (select("Yes.:No, that's okay.") == 1) {
mes "[Thief Guide]";
mes "*Sigh* Well, there's always one in the bunch. Alright, listen carefully.";
next;
mes "[Thief Guide]";
mes "Alright, for your test, you gotta steal Mushrooms from a farm. Don't worry, the guy who owns the farm deserves to be robbed.";
next;
mes "[Thief Guide]";
mes "Anyway, you gotta gather two kinds of Mushrooms: ^0000FFOrange Net Mushrooms^000000 and ^0000FFOrange Gooey Mushrooms^000000.";
next;
mes "[Thief Guide]";
mes "Be careful, since there are monsters are the farm that are there to protect the Mushrooms. So this will be no walk in the park.";
next;
mes "[Thief Guide]";
mes "When you come back here after gathering Mushrooms, you'll be graded on the Mushrooms you've collected.";
next;
mes "[Thief Guide]";
mes "Each Orange Net Mushroom gets you 3 points, and you get 1 point for each Orange Gooey Mushroom. You need a total of 25 points to pass the test.";
next;
mes "[Thief Guide]";
mes "Go outside and keep going ahead toward the Eastern Field of the Pyramids. Then you will see one of our comrades between two columns.";
next;
mes "[Thief Guide]";
mes "Speak to that guy, and he'll take you to the farm through the backdoor.";
next;
mes "[Thief Guide]";
mes "On that field, I think his coordinates are '^FF0000141, 125^000000.' Just type ^3355FF/where^000000 in the right side of your chat box to check your present coordinates.";
close;
}
mes "[Thief Guide]";
mes "Huh. For a second there, I thought you had something really important to tell me.";
close;
}
mes "[Thief Guide]";
if (job_thief_q == 0) {
mes "What brings you down";
mes "here to this rathole?";
}
else {
mes "Ah...";
mes "You came back.";
mes "Are you sure you're";
mes "ready to try again?";
}
next;
if (select("Hey, I came here to be a Thief!:Nah, I'm just looking around.") == 1) {
if (job_thief_q == 0) {
mes "[Thief Guide]";
mes "Heh, I like your confidence. Still, you know being a Thief isn't all what it's cracked up to be.";
next;
mes "[Thief Guide]";
mes "Still...";
mes "Do you really";
mes "want to be";
mes "a Thief?";
next;
switch(select("Yeah.:No, just wasting your time.:Why did you become a Thief?")) {
case 1:
mes "[Thief Guide]";
mes "Really...";
break;
case 2:
mes "[Thief Guide]";
mes "Yeah...";
mes "I can see that.";
break;
case 3:
mes "[Thief Guide]";
mes "Me...?";
mes "I had no choice at the time. It was either steal or starve. But it's not like I need to give you my life story.";
break;
}
next;
mes "[Thief Guide]";
mes "So do you want to";
mes "apply to become";
mes "a Thief or not?";
next;
switch(select("Yes, I will.:I'm too scared to be a Thief!")) {
case 1:
mes "[Thief Guide]";
mes "Alright, tell";
mes "me your name.";
next;
mes "[Thief Guide]";
mes "" + strcharinfo(0) + "?";
mes "What kind of name is " + strcharinfo(0) + "? Anyway, give me a second.";
set job_thief_q,1;
next;
mes "[Thief Guide]";
mes "Alright, your registration has been processed. Okay, you can begin your test if you're ready.";
next;
switch(select("Yeah, I'm ready.:No, I'm not ready yet.")) {
case 1:
break;
case 2:
mes "[Thief Guide]";
mes "Not ready?";
mes "How can you";
mes "not be ready?!";
close;
}
break;
case 2:
mes "[Thief Guide]";
mes "Too scared?!?";
mes "Hahahahahahah!";
mes "Oh, please...!";
mes "That's hilarious!";
close;
}
if (Sex == 1) {
mes "Hey, dude.";
}
else {
mes "[Thief Guide]";
mes "Okay...";
mes "Give me";
mes "one second.";
next;
mes "Hey, baby~";
}
mes "[Thief Guide]";
mes "Your name is...";
mes strcharinfo(0) + "? Um, where is it? Ah, here it is. Let's see...";
next;
mes "[Thief Guide]";
if (getskilllv("NV_BASIC") < 9) {
mes "Isn't that cute? I can see you're ambitious, but you gotta learn all of the Basic Skills before you can become a Thief.";
close;
}
mes "Alright. I looked at your Felony Record, and you seem to have a very interesting history. You might have what it takes to be a Thief.";
next;
mes "[Thief Guide]";
mes "Because I feel like it, I now decree that you have passed this interview. Good work!";
set job_thief_q,2;
setquest 1013;
next;
mes "[Thief Guide]";
mes "Now, your actual abilities will need to be tested. Do you know anything about the test?";
next;
switch(select("Yes, I do.:Sorry, I don't.")) {
case 1:
mes "[Thief Guide]";
mes "Oh yeah? Well, this makes things a lot easier.";
break;
case 2:
mes "[Thief Guide]";
mes "Alright, let me inform you then. Listen carefully. This test decides if you are worthy of becoming a Thief.";
next;
mes "[Thief Guide]";
mes "You will be sneaking to Shibu's Farm. He is the worst Merchant, in terms of character, in Morroc.";
next;
mes "[Thief Guide]";
mes "Alright, for your test, you gotta steal Mushrooms from his farm. Don't worry, that guy deserves to be robbed.";
next;
mes "[Thief Guide]";
mes "Anyway, you gotta gather two kinds of Mushrooms: ^0000FFOrange Net Mushrooms^000000 and ^0000FFOrange Gooey Mushrooms^000000.";
next;
mes "[Thief Guide]";
mes "Be careful, since there are monsters are the farm that are there to protect the Mushrooms. So this will be no walk in the park.";
next;
mes "[Thief Guide]";
mes "When you come back here after gathering Mushrooms, you'll be graded on the Mushrooms you've collected.";
next;
mes "[Thief Guide]";
mes "Each Orange Net Mushroom gets you 3 points, and you get 1 point for each Orange Gooey Mushroom. You need a total of 25 points to pass the test.";
next;
mes "[Thief Guide]";
mes "Go outside and keep going ahead toward the Eastern Field of the Pyramids. Then you will see one of our comrades between two columns.";
next;
mes "[Thief Guide]";
mes "Speak to that guy, and he'll take you to the farm through the backdoor.";
next;
mes "[Thief Guide]";
mes "On that field, I think his coordinates are '^FF0000141, 125^000000.' Just type ^3355FF/where^000000 in the right side of your chat box to check your present coordinates.";
}
next;
mes "[Thief Guide]";
mes "Don't forget to make plans and prepare yourself before you go inside the Mushroom Farm. Move as quickly as you can and try not to get killed, alright?";
mes "...Hey! You look too goody-goody to want to be a Thief!! Now scram, I'm busy. Next!";
close;
}
close;
if (Class == Job_Baby || Class == Job_Novice) {
mes "[Thief Guildsman]";
if (Sex == 1) {
mes "Ehh... Seems like a beloved son of a rich family, but why are you here in this dirty place?";
}
else {
mes "Ehh... Seems like a beloved daughter of a rich family, but why are you here in this dirty place?";
}
next;
switch (select("I want to be a Thief.:Nothing.")) {
case 1:
if (THF_Q == 0) {
mes "[Thief Guildsman]";
mes "Well, are you that proud of it? You're telling me so proudly that you want to be a Thief! Why don't you go to all the villages and advertise yourself for being a thief?";
mes "'Ha ha ha! Go put up a banner that says 'I will be a proud thief who steals other people's stuff.'";
next;
mes "[Thief Guildsman]";
mes "Do you want to be a thief so badly?";
next;
switch (select("Yes.:No.:How about you?")) {
case 1:
mes "[Thief Guildsman]";
mes "Well, are you that proud of it? You're telling me so proudly that you want to be a Thief! Why don't you go to all the villages and advertise yourself for being a thief?";
mes "'Ha ha ha! Go put up a banner that says 'I will be a proud thief who steals other people's stuff.'";
next;
break;
case 2:
mes "[Thief Guildsman]";
mes "Then why are you here? Do you think you can become a thief so easily?";
next;
break;
case 3:
mes "[Thief Guildsman]";
mes "Eh..? me? me?";
mes "Well... I just fit well to being a thief... characteristically... I don't mind this silly matter.";
next;
break;
}
mes "[Thief Guildsman]";
mes "Anyway, in the outside world, never say that you want to be a Thief!!";
next;
mes "[Thief Guildsman]";
mes "So, do you want to apply for being a Thief?";
next;
if (select("Yes, I do.:No.") == 1) {
mes "[Thief Guildsman]";
mes "Alright, tell me your name. Huh? What?";
mes "" + strcharinfo(0) + ". " + strcharinfo(0) + ", right...?";
next;
if (getskilllv("NV_BASIC") < 9) {
mes "[Thief Guildsman]";
mes "I can see your strong will to become a Thief......";
mes "But only with your will, you cannot make it in a real fight, can you? So go and reach at least Basic Skill Level 9.";
close;
}
mes "[Thief Guildsman]";
mes "Alright. I looked at your Felony Record, and you seem to have a very interesting history. You might have what it takes to be a Thief.";
mes "" + strcharinfo(0) + ". I now decree that you have passed this interview. Good work!";
set THF_Q,1;
next;
mes "[Thief Guildsman]";
mes "Well, I'm not in charge of making you a Thief. I just accept applications, get it?";
mes "If you want to become a Thief, ask the guy next to me.";
close;
}
mes "[Thief Guildsman]";
mes "Well... do what you want to do~ Go your way~";
close;
}
if (THF_Q == 1) {
mes "[Thief Guildsman]";
mes "Well, I'm not in charge of making you a Thief. I just accept applications, get it?";
mes " If you want to become a Thief, ask the sharp-eyed guy next to me.";
close;
}
mes "[Thief Guildsman]";
mes "Oh, before I let you go... ...did you take any mushrooms?";
mes "... ...It was a joke.";
mes "You don't need to do a test, and if you want to jobchange, you can do it directly.";
next;
mes "[Thief Guildsman]";
mes "In short it was just a joke.";
mes "Ha ha ha ha ha!!";
close;
case 2:
mes "[Thief Guildsman]";
mes "You know you cannot be a thief without an application.....";
mes "What's on your mind..?";
close;
}
}
}
moc_prydb1,42,133,2 script Comrade 118,{
if (BaseJob == Job_Thief) {
if (Class == Job_Baby_Thief || Class == Job_Thief || Class == Job_Thief_High) {
mes "[Brad]";
mes "We don't have any special events yet. Come some other time when there's news, alright?";
mes "I don't have any special events now. So go on your way and come back later.";
close;
}
else if (BaseJob != Job_Novice && BaseJob != Job_Thief) {
if ((Class != Job_Baby) && (Class != Job_Novice) && (Class != Job_Baby_Thief) && (Class != Job_Thief)) {
mes "[Comrade]";
mes "Um...";
mes "You don't look";
@ -365,156 +242,81 @@ moc_prydb1,42,133,2 script Comrade 118,{
mes "you doing here anyway?";
close;
}
if (job_thief_q == 0 || job_thief_q == 1) {
if (THF_Q == 0) {
mes "[Comrade]";
mes "What's the matter? If you want to be a Thief, speak to the girl beside me.";
mes "What's the matter? If you want to be a Thief, speak to the woman beside me.";
close;
}
else if (job_thief_q == 2) {
mes "[Comrade]";
mes "Did you pass the interview?";
mes "Then what are you waiting for?";
close;
}
else if (job_thief_q == 3) {
mes "[Comrade]";
mes "Ah, the guide told me about you. So, let me check your mushrooms...";
if (countitem(1069) == 0 && countitem(1070) == 0) {
next;
mes "[Comrade]";
mes "What the hell...";
mes "You don't have any Mushrooms at all! Go back and get them. Otherwise, you won't pass the test and become a Thief!";
close;
if (THF_Q == 1) {
mes "[Thief Guildsman]";
mes "Alright. You must have passed the job interview, huh?";
mes "Good. I'll accept you.";
mes "Let's begin the job-changing ceremony of our guild!";
next;
mes "[Leader of Thief Guild 'E']";
mes "" + strcharinfo(0) + "...";
mes "'For those who are ready, the moonlight shall open the way. You are now one of us.'";
skill 143,0,1;
if(Class == Job_Baby){
jobchange Job_Baby_Thief;
} else {
jobchange Job_Thief;
}
getitem 13041,1; //N_Main_Gauche
erasequest 1013;
next;
set .@thief_item1,countitem(1069) * 3;
set .@thief_item2,countitem(1070);
set .@total_thief,.@thief_item1 + .@thief_item2;
set .@money_thief,((.@thief_item1 * 5) + (.@thief_item2 * 2)) + 200;
mes "[Comrade]";
if (countitem(1069) != 0) {
mes "First, let me check the Orange Net Mushrooms you got.";
mes "Huh, " + countitem(1069) + " of them.";
}
if (countitem(1070) != 0)
mes "Now I'll just check your Orange Gooey Mushrooms. That's " + countitem(1070) + " you gathered.";
next;
mes "[Comrade]";
mes "So that would";
mes "bring your total to...";
next;
mes "[Comrade]";
mes "Hmmm. " + .@total_thief + " degrees, multiplied by the speed of light, divided by the integral of pi times height plus the absolute value of politics...";
next;
mes "[Comrade]";
mes "Okay!";
mes "I got it.";
next;
mes "[Comrade]";
if (.@total_thief > 25) {
mes "You got more";
mes "than 25 points!";
mes "Awesome!";
}
else if (.@total_thief == 25) {
mes "Exactly 25 points!";
mes "You did it! Badass!";
}
else {
mes "Definitely less than the 25 points you need to pass. Go out there and get me more Mushrooms!";
close;
}
next;
mes "[Comrade]";
mes strcharinfo(0) + "...";
mes "You have passed the official Thief Test. You are now one of us.";
if (countitem(1069) != 0) delitem 1069,countitem(1069); //Mushroom_Of_Thief_1
if (countitem(1070) != 0) delitem 1070,countitem(1070); //Mushroom_Of_Thief_2
callfunc "Job_Change",Job_Thief;
callfunc "F_ClearJobVar";
completequest 1013;
next;
mes "[Comrade]";
mes "Congratulations on becoming a Thief! From now, be an honorable representative of the Thief's Guild.";
next;
mes "[Comrade]";
mes "If you bring disgrace to our guild, you will be killed. I expect you to bring our comrades pride.";
mes "[Leader of Thief Guild 'E']";
mes "'Congratulations on becoming a Thief!'";
mes "'From now, be an honorable representative of the Thief's Guild.'";
mes "'If you bring disgrace to our guild, you will be killed.'";
mes "'Anyway, I expect you to be a great Thief.'";
next;
mes "[Brad]";
mes "*Ahem* Welcome to the Guild, comrade! I'm Brad, and I'm in charge of human resources here.";
mes "*Ahem* Welcome to the Guild, comrade!";
mes "I'm Brad, and I'm in charge of human resources here.";
mes "I'm not sure for now but you'll have more chances to see me later on.";
next;
mes "[Brad]";
mes "Here is a small subsidy for a Newbie like you. Spend it whereever you want. Alright then, I'll see you around~";
set zeny,zeny+.@money_thief;
mes "Okay, I've done what I can do to you, so go on your way. I'm a quite busy man.";
mes "Alright then, I'll see you around~";
close;
}
}
moc_ruins,141,125,3 script Mr. Irrelevant 83,{
if (BaseJob == Job_Thief) {
if (Class == Job_Baby_Thief || Class == Job_Thief) {
mes "[Mr. Irrelevant]";
mes "Ah, I see that you are now a Thief. I always knew you'd join us.";
next;
mes "[Mr. Irrelevant]";
mes "Stealing from a Mushroom farm is too easy for you now. You should build up your skills and master our craft.";
mes "Why don't you leave this place?";
close;
}
else if (BaseJob != Job_Novice && BaseJob != Job_Thief) {
mes "[Mr. Irrelevant]";
switch(rand(4)) {
if ((Class != Job_Baby) && (Class != Job_Novice) && (Class != Job_Baby_Thief) && (Class != Job_Thief)) {
set .@rand,rand(1,5);
switch(.@rand){
mes "[Mr. Irrelevant]";
case 1:
mes "I could use a good, hard drink.";
mes "Today looks like a good day to go to the pyramids and hunt with some of my friends.";
close;
case 2:
mes "I could use a good, hard drink.";
close;
case 3:
mes "Gimme your money.";
next;
mes "[Mr. Irrelevant]";
mes "Kidding, I'm off the clock.";
close;
case 3:
case 4:
mes "WHO YOU CALLING A PSYCHO?!?!";
close;
case 4:
case 5:
mes "I've got nothing to say to you. Would you mind leaving me alone?";
close;
default:
mes "Today looks like a good day to go to the pyramids and hunt with some of my friends.";
close;
}
}
if (job_thief_q == 3) {
mes "[Mr. Irrelevant]";
mes "Hahahahaha~!";
mes "You haven't";
mes "passed the test yet?";
mes "Alright, I'll let you in...";
close2;
switch(rand(5)) {
case 1: warp "job_thief1",228,106; end;
case 2: warp "job_thief1",38,50; end;
case 3: warp "job_thief1",66,331; end;
case 4: warp "job_thief1",196,331; end;
default: warp "job_thief1",309,234; end;
}
}
else if (job_thief_q == 2) {
mes "[Mr. Irrelevant]";
mes "Hmm...";
mes "You've come to take the test, right? I can see in your eyes that you know something.";
next;
mes "[Mr. Irrelevant]";
mes "Your name is " + strcharinfo(0) + "? Ah, it's on the list. Alright, I'll let you into the Mushroom Farm , but I can't guarantee your safety...";
close2;
set job_thief_q,3;
switch(rand(5)) {
case 1: warp "job_thief1",228,106; end;
case 2: warp "job_thief1",38,50; end;
case 3: warp "job_thief1",66,331; end;
case 4: warp "job_thief1",196,331; end;
default: warp "job_thief1",309,234; end;
}
}
else if (job_thief_q == 1) {
if (THF_Q == 1) {
mes "[Mr. Irrelevant]";
mes "There is this strange smell coming from... You. Now why would that be?";
close;
@ -525,15 +327,4 @@ moc_ruins,141,125,3 script Mr. Irrelevant 83,{
mes "[Mr. Irrelevant]";
mes "You can get more information in the Underground Room in the Pyramid 1 BF.";
close;
}
// Monsters
//============================================================
job_thief1,0,0,0,0 monster Orange Mushroom 1182,180,0,0,0
job_thief1,0,0,0,0 monster Fabre 1184,50,0,0,0
job_thief1,0,0,0,0 monster Chonchon 1183,50,0,0,0
job_thief1,0,0,0,0 monster Spore 1014,30,0,0,0
//============================================================
// mapflag
//============================================================
}

View File

@ -3,7 +3,7 @@
//===== By: ==================================================
//= Kisuka
//===== Current Version: =====================================
//= 1.1
//= 1.2
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
@ -11,10 +11,11 @@
//===== Additional Comments: =================================
//= 1.0 First Version. [Kisuka]
//= 1.1 Added back the npcs used for the priest quest.
//= 1.2 Added Baby job change support. [Masao]
//============================================================
prt_church,184,41,4 script Cleric#aco 60,{
if (Upper == 1) {
if (ADVJOB == Job_High_Priest || ADVJOB == Job_Champion) {
if (FJOB == Job_Arch_Bishop || FJOB == Job_Sura) {
if (Class == Job_Novice_High) {
mes "[Father Mareusis]";
mes "Ah, I sense you have endured";
@ -38,62 +39,74 @@ prt_church,184,41,4 script Cleric#aco 60,{
mes "wish you luck on your";
mes "new life's journey.";
next;
skill 143,0,0;
skill 143,0,1;
jobchange Job_Acolyte_High;
skill 156,1,0;
mes "[Father Mareusis]";
mes "Now, venture forth and seek those who need your help. May God light your path.";
close;
}else{
mes "[Father Mareusis]";
mes "Now, venture forth to seek people who need your help. May God enlighten your way.";
close;
}
}else{
mes "[Father Mareusis]";
mes "I sense that you have endured a past life experience. You must have learned many things before entering Valhalla.";
next;
mes "[Father Mareusis]";
mes "However, I can tell that you are not suited to be an Acolyte. Please remember who you were in your past life and find your path.";
mes "Now, venture forth to seek people who need your help. May God enlighten your way.";
close;
}
mes "[Father Mareusis]";
mes "I sense that you have endured a past life experience. You must have learned many things before entering Valhalla.";
next;
mes "[Father Mareusis]";
mes "However, I can tell that you are not suited to be an Acolyte. Please remember who you were in your past life and find your path.";
close;
}
mes "[Father Mareusis]";
mes "What is it that you seek?";
next;
switch(select("Change your job to acolyte.:Ask the requirements to be an acolyte.:Quit it.")) {
switch (select("Father, I want to be a Acolyte.:Acolyte Requirements.:Just looking around.")) {
case 1:
if(Class != Job_Novice) {
if (Class == Job_Baby_Acolyte || Class == Job_Acolyte) {
mes "[Father Mareusis]";
if(Class == Job_Acolyte) {
mes "Are you feeling okay today? I can tell by your attire that you are already an Acolyte. You're not joking around, are you?";
}else{
mes "I'm sorry but it seems you already have your own job, aren't you?";
}
close;
}else{
mes "[Father Mareusis]";
mes "Do you truly wish to become a servant of God?";
mes "Let's see whether you are ready for it or not... Hmm...";
next;
if (getskilllv("NV_BASIC") < 9) {
mes "[Father Mareusis]";
mes "Oh my?! You haven't accomplished the basic practice yet?! You have a long way to go! Come again after increasing your job level!";
close;
}
mes "[Father Mareusis]";
mes "Hmm... your job level is enough...";
mes "Good. Now I will give you the qualification to become an Acolyte.";
next;
mes "[Father Mareusis]";
mes "Always remember to be thankful to God, who takes care of us all the time. In chaos and times of difficulty, face your hardships with unwavering faith.";
jobchange Job_Acolyte;
getitem 1545,1; // N_Mace
next;
mes "[Father Mareusis]";
mes "Lastly, I want to sincerely congratulate you on persevering through your trial of penance.";
mes "Are you feeling okay today? I can tell by your attire that you are already an Acolyte. You're not joking around, are you?";
close;
}
if ((Class != Job_Baby) && (Class != Job_Novice)) {
mes "[Father Mareusis]";
mes "I'm sorry, but we can only accept Novices as applicants for the job change to Acolyte.";
close;
}
mes "[Father Mareusis]";
mes "Do you truly wish to become a servant of God?";
mes "Let's see whether you are ready for it or not... Hmm...";
next;
if (getskilllv("NV_BASIC") < 9) {
mes "[Father Mareusis]";
mes "Good Lord! Haven't you accomplished the Basic Training yet?! It's important that you finish that!";
next;
mes "[Father Mareusis]";
mes "You should have trained more! Go back and make sure you reach Novice Job Level 9 and learn all of the Basic Skills!";
close;
}
mes "[Father Mareusis]";
mes "Hmm... your job level is high enough and you've proven your qualification.";
next;
mes "[Father Mareusis]";
mes "I am proud to say that you are now ready to become an Acolyte!";
next;
skill 143,0,1;
if(Class == Job_Baby){
jobchange Job_Baby_Acolyte;
} else {
jobchange Job_Acolyte;
}
set ACO_Q,0;
getitem 1545,1; //N_Mace
mes "[Father Mareusis]";
mes "Always remember to be thankful to God, who is taking care of us all the time.";
next;
mes "[Father Mareusis]";
mes "Always use your gifts to serve Him by helping others. In chaos and times of difficulty, face your hardships with unwavering faith.";
next;
mes "[Father Mareusis]";
mes "Lastly, I want to sincerely congratulate you on persevering through your trial of penance.";
close;
case 2:
mes "[Father Mareusis]";
mes "Do you wish to become an Acolyte?";
@ -104,7 +117,7 @@ prt_church,184,41,4 script Cleric#aco 60,{
mes "This is the most basic thing to do, so you need to regard it as the way of training yourself.";
next;
mes "[Father Mareusis]";
mes "When you think you fulfilled this requirement, then come back to me again. Then you will have a holy job in which you can spread God's will.";
mes "When you think you fulfilled this requirement I've asked of you. As long as your desire to serve God and others is sincere, you will be able to make it.";
close;
case 3:
close;
@ -112,17 +125,18 @@ prt_church,184,41,4 script Cleric#aco 60,{
}
prt_fild03,365,255,2 script Ascetic#aco 89,{
mes "[Father Rubalkabara]";
if (BaseJob == Job_Novice) {
if (job_acolyte_q == 6) {
if (Class == Job_Novice) {
if (ACO_Q== 6) {
mes "[Father Rubalkabara]";
mes "Please take care. They should know that you've met me by the time you arrive at the Prontera Sanctuary.";
next;
mes "[Father Rubalkabara]";
mes "I've sent a carrier pigeon with a message. I hope it will arrive there safely...";
close;
}
if (job_acolyte_q != 0) {
if (job_acolyte_q == 2) {
if (ACO_Q!= 0) {
if (ACO_Q== 2) {
mes "[Father Rubalkabara]";
mes "Oh...? You must be the one who aspires to become an Acolyte. I've already received news from the Sanctuary that you might be coming.";
next;
mes "[Father Rubalkabara]";
@ -142,133 +156,207 @@ prt_fild03,365,255,2 script Ascetic#aco 89,{
next;
mes "[Father Rubalkabara]";
mes "Farewell.";
close2;
savepoint "prt_fild03",361,255;
set job_acolyte_q,6;
end;
}
else {
mes "Oh...";
mes "Are you one of the";
mes "Acolyte applicants...?";
mes "Let's see...";
next;
mes "[Father Rubalkabara]";
mes "Your name is " + strcharinfo(0) + "?";
mes "I don't think your name";
mes "is on my list. Hmmm...";
next;
mes "[Father Rubalkabara]";
mes "Why don't you go back to the Prontera Sanctuary and check again?";
set ACO_Q,6;
close;
}
}
else {
mes "Huh? What brings you here? This is a very dangerous place for a Novice like yourself!";
close;
}
}
else if (BaseJob == Job_Acolyte) callfunc "F_FatherRub";
else {
if (BaseJob == Job_Priest) {
mes "Greetings.";
mes "[Father Rubalkabara]";
mes "Oh...";
mes "Are you one of the";
mes "Acolyte applicants...?";
mes "Let's see...";
next;
mes "[Father Rubalkabara]";
mes "Welcome to the Deep. Feel free to sit and contemplate God's message with me. This place is beautiful, even if danger accompanies its sense of serenity...";
close;
}
else {
mes "Oh ho...";
mes "Have you come into the Deep here for training? Or are you just a Wanderer?";
mes "Your name is " + strcharinfo(0) + "?";
mes "I don't think your name";
mes "is on my list. Hmmm...";
next;
mes "[Father Rubalkabara]";
mes "Whoever you are, please take care of yourself. The monsters in here are shockingly strong, contrary to their cute appearance.";
mes "Why don't you go back to the Prontera Sanctuary and check again?";
close;
}
mes "[Father Rubalkabara]";
mes "Huh? What brings you here? This is a very dangerous place for a Novice like yourself!";
close;
}
if (Class == Job_Baby_Acolyte || Class == Job_Acolyte) {
if (PRST_Q != 0) {
if (PRST_Q == 1) {
mes "[Father Rubalkabara]";
mes "Ah yes, so you're the young Acolyte who wishes to become a Priest.";
next;
mes "[Father Rubalkabara]";
mes "I've received the message from Bishop Paul. Since you made the pilgrimage, I hope you accomplish your goal of becoming a Priest.";
next;
mes "[Father Rubalkabara]";
mes "Also, if you have a chance, please visit this abbey again. It's a sacred place for our Church.";
next;
mes "[Father Rubalkabara]";
mes "Well then, please head to your next destination for your pilgrimage. Be safe in your travels.";
savepoint "prt_fild03",361,255;
set PRST_Q,2;
close;
}
if (PRST_Q == 2) {
mes "[Father Rubalkabara]";
mes "Please be hurry to the next destination for your pilgrimage. I hope you become a Priest soon.";
close;
}
mes "[Father Rubalkabara]";
mes "May I ask why you have returned? Please go back and continue your religious practice.";
close;
}
mes "[Father Rubalkabara]";
mes "I have no idea what brought you here, but please excuse me.";
close;
}
if (Class == Job_Baby_Priest || Class == Job_Priest) {
mes "[Father Rubalkabara]";
mes "Greetings.";
next;
mes "[Father Rubalkabara]";
mes "Welcome to the Deep. Feel free to sit and contemplate God's message with me. This place is beautiful, even if danger accompanies its sense of serenity...";
close;
}
mes "[Father Rubalkabara]";
mes "Oh ho...";
mes "Have you come into the Deep here for training? Or are you just a Wanderer?";
next;
mes "[Father Rubalkabara]";
mes "Whoever you are, please take care of yourself. The monsters in here are shockingly strong, contrary to their cute appearance.";
close;
}
moc_fild07,41,355,4 script Ascetic#2aco 95,{
mes "[Mother Mathilda]";
if (BaseJob == Job_Novice) {
if (job_acolyte_q == 7) {
moc_fild07,41,355,4 script Ascetic#2 95,{
if (Class == Job_Novice) {
if (ACO_Q== 6) {
mes "[Mother Marthilda]";
mes "I will send a carrier pigeon to the Prontera Sanctuary. When you return, the Priest there should already have received my message.";
next;
mes "[Mother Mathilda]";
mes "[Mother Marthilda]";
mes "I will pray to God, and hope that you become an Acolyte soon.";
close;
}
if (job_acolyte_q != 0) {
if (job_acolyte_q == 3) {
if (ACO_Q!= 0) {
if (ACO_Q== 3) {
mes "[Mother Marthilda]";
mes "Ah, you must be one of the Acolyte applicants. I sincerely welcome you.";
next;
mes "[Mother Mathilda]";
mes "[Mother Marthilda]";
mes "What is your name? " + strcharinfo(0) + "? Let's see... Ah, you're on my list.";
next;
mes "[Mother Mathilda]";
mes "[Mother Marthilda]";
mes "I will send a message to the Sanctuary confirming that you, " + strcharinfo(0) + " visited me and completed your penance.";
next;
mes "[Mother Mathilda]";
mes "[Mother Marthilda]";
mes "Please return to the Prontera Sanctuary and speak to the Priest in charge.";
close2;
savepoint "moc_fild07",35,355;
set job_acolyte_q,7;
end;
}
else {
mes "Ah...!";
mes "You must be one";
mes "of the Acolyte applicants.";
mes "I sincerely welcome you.";
next;
mes "[Mother Mathilda]";
mes "Now, what is your name?";
mes "" + strcharinfo(0) + "? Let's see...";
next;
mes "[Mother Mathilda]";
mes "Hmm...";
mes "It seems your name";
mes "is not on my list...";
next;
mes "[Mother Mathilda]";
mes "Perhaps you should return to the Prontera Sanctuary and check the destination for your penance trial once again.";
set ACO_Q,7;
close;
}
}
else {
mes "...";
close;
}
}
else if (BaseJob == Job_Acolyte) callfunc "F_MotherMart";
else {
if (BaseJob == Job_Priest) {
mes "Hello there~";
mes "[Mother Marthilda]";
mes "Ah...!";
mes "You must be one";
mes "of the Acolyte applicants.";
mes "I sincerely welcome you.";
next;
mes "[Mother Mathilda]";
mes "How is your practice coming along? I certainly hope you're enjoying living in the grace of God.";
close;
}
else {
mes "May God";
mes "be with you...";
mes "[Mother Marthilda]";
mes "Now, what is your name?";
mes "" + strcharinfo(0) + "? Let's see...";
next;
mes "[Mother Marthilda]";
mes "Hmm...";
mes "It seems your name";
mes "is not on my list...";
next;
mes "[Mother Marthilda]";
mes "Perhaps you should return to the Prontera Sanctuary and check the destination for your penance trial once again.";
close;
}
mes "[Mother Marthilda]";
mes "...";
close;
}
if (Class == Job_Baby_Acolyte || Class == Job_Acolyte) {
if (PRST_Q != 0) {
if (PRST_Q == 1) {
mes "[Mother Marthilda]";
mes "Hmm...";
mes "It seems you're";
mes "training to become";
mes "a Priest.";
next;
mes "[Mother Marthilda]";
mes "However, at this point in your pilgrimage, I am not the person that you should be visiting.";
next;
mes "[Mother Marthilda]";
mes "Perhaps you should ask Bishop Paul or Sister Cecilia once again. Well, may God be with you...";
close;
}
if (PRST_Q == 2) {
mes "[Mother Marthilda]";
mes "Ah, are you";
mes "a Priest trainee...?";
mes "Welcome!";
next;
mes "[Mother Marthilda]";
mes "We Priests are obliged to spread the message of God to";
mes "the peoples of the Earth.";
next;
mes "[Mother Marthilda]";
mes "After you become a Priest, your travels may take you to the Morroc Pyramids. I hope that you may release the Undead there from the evil to which they are bound.";
next;
mes "[Mother Marthilda]";
mes "Well then...";
mes "I shall pray to";
mes "God for safety";
mes "on your journey.";
savepoint "moc_fild07",35,355;
set PRST_Q,3;
close;
}
if (PRST_Q == 3) {
mes "[Mother Marthilda]";
mes "Please leave soon, and";
mes "continue your training.";
close;
}
mes "[Mother Marthilda]";
mes "May I ask you the reason you came back? Please continue your training.";
close;
}
mes "[Mother Marthilda]";
mes "May God";
mes "be with you...";
close;
}
if (Class == Job_Baby_Priest || Class == Job_Priest) {
mes "[Mother Marthilda]";
mes "Hello there~";
next;
mes "[Mother Marthilda]";
mes "How is your practice coming along? I certainly hope you're enjoying living in the grace of God.";
close;
}
mes "[Mother Marthilda]";
mes "May God";
mes "be with you...";
close;
}
prt_fild00,208,218,6 script Ascetic#3aco 98,{
mes "[Father Yosuke]";
if (BaseJob == Job_Novice) {
if (job_acolyte_q == 8) {
prt_fild00,208,218,6 script Ascetic#3 98,{
if (Class == Job_Novice) {
if (ACO_Q== 8) {
mes "[Father Yosuke]";
mes "What?";
next;
mes "[Father Yosuke]";
mes "Have you any more business with me?! You don't! Go back to the Sanctuary now!";
close;
}
if (job_acolyte_q != 0) {
if (job_acolyte_q == 4) {
if (ACO_Q!= 0) {
if (ACO_Q== 4) {
mes "[Father Yosuke]";
mes "Hey.";
mes "Whatever you are,";
mes "you look like an";
@ -287,48 +375,104 @@ prt_fild00,208,218,6 script Ascetic#3aco 98,{
next;
mes "[Father Yosuke]";
mes "Now go back to the Santuary and finish becoming an Acolyte, kid.";
close2;
savepoint "prt_fild00",206,230;
set job_acolyte_q,8;
end;
}
else {
mes "Hey.";
mes "You look like an Acolyte Applicant. Am I right?";
next;
mes "[Father Yosuke]";
mes "Not bad at all, you've made it all the way here from Prontera. So what's your name, kid?";
next;
mes "[Father Yosuke]";
mes "" + strcharinfo(0) + ", huh? Why isn't your name on my list?";
next;
mes "[Father Yosuke]";
mes "You probably made a mistake. Go back to the Santuary, and check with the Bishop.";
set ACO_Q,8;
close;
}
}
else {
mes "You...";
mes "Novice.";
mes "There something";
mes "you wanna tell me?";
close;
}
}
else if (BaseJob == Job_Acolyte) callfunc "F_FatherYos";
else {
if (BaseJob == Job_Priest) {
mes "Hey...";
mes "[Father Yosuke]";
mes "Hey.";
mes "You look like an Acolyte Applicant. Am I right?";
next;
mes "[Father Yosuke]";
mes "If you like, come sit here with me and meditate the great truths. God's majesty is truly inspiring...";
close;
}
else {
mes "Do you have anything to say? Because unfortunately for you,";
mes "I don't any replies.";
mes "Not bad at all, you've made it all the way here from Prontera. So what's your name, kid?";
next;
mes "[Father Yosuke]";
mes "" + strcharinfo(0) + ", huh? Why isn't your name on my list?";
next;
mes "[Father Yosuke]";
mes "You probably made a mistake. Go back to the Santuary, and check with the Bishop.";
close;
}
mes "[Father Yosuke]";
mes "You...";
mes "Novice.";
mes "There something";
mes "you wanna tell me?";
close;
}
}
if (Class == Job_Baby_Acolyte || Class == Job_Acolyte) {
if (PRST_Q != 0) {
if (PRST_Q == 1) {
mes "[Father Yosuke]";
mes "Hmm...";
mes "A Priest trainee, eh?";
next;
mes "[Father Yosuke]";
mes "Well, you got the wrong person. If you're supposed to meet up with me at all, it'd be later.";
next;
mes "[Father Yosuke]";
mes "But that's your own fault.";
mes "Now, go back to Church, kid.";
close;
}
if (PRST_Q == 2) {
mes "[Father Yosuke]";
mes "Hmm...";
mes "A Priest trainee, eh?";
next;
mes "[Father Yosuke]";
mes "Well, you got the wrong person. If you're supposed to meet up with me at all, it'd be later.";
next;
mes "[Father Yosuke]";
mes "But that's your own fault. Go back to Church.";
close;
}
if (PRST_Q == 3) {
mes "[Father Yosuke]";
mes "Hmm.";
mes "A Priest";
mes "trainee, eh? ";
mes "Welcome.";
next;
mes "[Father Yosuke]";
mes "I won't say";
mes "anything more.";
mes "Just devote your";
mes "life to God.";
next;
mes "[Father Yosuke]";
mes "Now go back to church.";
mes "Hereby, the first of";
mes "your trials is now";
mes "completed.";
savepoint "prt_fild00",206,230;
set PRST_Q,4;
close;
}
if (PRST_Q == 4) {
mes "[Father Yosuke]";
mes "I told you to go back to church.";
mes "Or do you want to live with me here for the rest of your life...?";
close;
}
mes "[Father Yosuke]";
mes "Just go be a Priest. This isn't a playground for kids.";
close;
}
mes "[Father Yosuke]";
mes "...Acolyte, you don't have any business with me here.";
close;
}
if (Class == Job_Baby_Priest || Class == Job_Priest) {
mes "[Father Yosuke]";
mes "Hey...";
next;
mes "[Father Yosuke]";
mes "If you like, come sit here with me and meditate the great truths. God's majesty is truly inspiring...";
close;
}
mes "[Father Yosuke]";
mes "Do you have anything to say? Because unfortunately for you,";
mes "I don't any replies.";
close;
}

View File

@ -3,21 +3,20 @@
//===== By: ==================================================
//= Kisuka
//===== Current Version: =====================================
//= 1.0
//= 1.1
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= Job Change to Archer Class
//===== Additional Comments: =================================
//= 1.0 First Version. [Kisuka]
//= 1.1 Added Baby job change support. [Masao]
//============================================================
payon_in02,64,71,4 script Archer Guildsman#archer 85,{
payon_in02,64,71,4 script Archer Guildsman 85,{
if (Upper == 1) {
if (Class == Job_Novice_High && (ADVJOB == Job_Sniper || ADVJOB == Job_Clown || ADVJOB == Job_Gypsy)) {
if ((Class == Job_Novice_High) && (FJOB == Job_Ranger || FJOB == Job_Minstrel || FJOB == Job_Wanderer)) {
mes "[Archer Guildsman]";
mes "Hey, I know you.";
mes "You took this test";
mes "before, didn't you?";
next;
mes "[Archer Guildsman]";
mes "Ah, you must have been";
@ -38,7 +37,7 @@ payon_in02,64,71,4 script Archer Guildsman#archer 85,{
mes "need to say anything else.";
mes "I know you'll make a great Archer...";
next;
skill 143,0,0;
skill 143,0,1;
jobchange Job_Archer_high;
skill 147,1,0;
skill 148,1,0;
@ -46,84 +45,97 @@ payon_in02,64,71,4 script Archer Guildsman#archer 85,{
mes "Although there's no special";
mes "reward for you this time, I hope you understand. Take care of yourself.";
close;
}else{
mes "[Archer Guildsman]";
mes "Oh...?";
mes "Hey, what are";
mes "you doing here...?";
next;
mes "[Archer Guildsman]";
mes "I can tell that you're not cut out to be an Archer. It sort of feels like you're meant to do";
mes "something else...";
close;
}
mes "[Archer Guildsman]";
mes "Oh...?";
mes "Hey, what are";
mes "you doing here...?";
next;
mes "[Archer Guildsman]";
mes "I can tell that you're not cut out to be an Archer. It sort of feels like you're meant to do";
mes "something else...";
close;
}
mes "[Archer Guildsman]";
mes "Nice to meet you. How may I help you?";
next;
switch(select("I want to be an Archer.:I need the requirements, please.:Nothing, thanks.")) {
switch (select("I want to be an Archer.:I need the requirements, please.:Nothing, thanks.")) {
case 1:
if(Class != Job_Novice) {
if (Class == Job_Baby || Class == Job_Novice) {
mes "[Archer Guildsman]";
if(Class == Job_Archer) {
mes "Haha, you are kidding me..";
}else{
mes "I feel sorry but only Novices can change their job.";
mes "You already have your own decent job, don't you?";
}
close;
}else{
mes "[Archer Guildsman]";
mes "You are... "+strcharinfo(0)+". right?";
mes "You are..." + strcharinfo(0) + " right?";
next;
if (getskilllv("NV_BASIC") < 9) {
mes "[Archer Guildsman]";
mes "Well, you're not at the right skill level.";
mes "Your job level must be at least ^4A4AFF10^000000 and your Basic Skill level should reach ^4A4AFFlevel 9";
mes "Well, you don't have the right skill level. ";
mes "Your job level must be at least ^4d4dff10^000000";
mes "and your Basic Skill level should reach ^4d4dfflevel 9^000000";
next;
mes "[Archer Guildsman]";
mes "Because an Archer needs extremely high concentration, so we do not accept those who have little patience.";
close;
mes "Because an Archer needs";
mes "extremely high concentration,";
mes "so we do not accept ";
mes "those who have little patience.";
close2;
}
mes "[Archer Guildsman]";
mes "Your Basic Skill is now enough..";
mes "....Hm~~ so you are now ready to be an Archer. I will take the step right away.";
mes "You seem to have learned the basic skills..";
mes "....Hm~~ you are now ready to become an Archer. I will take the step right away.";
next;
skill 143,0,1;
if(Class == Job_Baby){
jobchange Job_Baby_Archer;
} else {
jobchange Job_Archer;
}
mes "[Archer Guildsman]";
mes "Congratulations! You are now an Archer! Also, we hope that you actively participate in many programs for the revival of the Archer Guild.";
mes "Ah, items have arrived from the Production Department. Here, take these! These are all yours!";
jobchange Job_Archer;
getitem 1742,1; // N_Composite_Bow
getitem 12004,1; // Arrow_Container
getitem 12009,1; // Silver_Arrow_Container
getitem 12008,1; // Fire_Arrow_Container
getitem 1742,1; //N_Composite_Bow
getitem 12004,1; //Arrow_Container
getitem 12009,1; //Silver_Arrow_Container
getitem 12008,1; //Fire_Arrow_Container
next;
mes "[Archer Guildsman]";
mes "Having a bow and arrows, now you became a real Archer.";
mes "If you open the arrow container, there are arrows in it and then you can equip them.";
mes "Well, I expect to hear better news from you. It's time to say goodbye.";
mes "Bye.";
mes "Having a bow and arrows, now you've become a real Archer.";
mes "If you open the arrow quiver, there will be arrows in it that you can equip.";
mes "Well, I expect to hear good news from you. It's time to say goodbye. Bye.";
close;
}
if (Class == Job_Baby_Archer || Class == Job_Archer || Class == Job_Archer_High) {
mes "[Archer Guildsman]";
mes "Haha, you are kidding me..";
close;
}
mes "[Archer Guildsman]";
mes "Wait a second. You've chosen a different job already. You don't need to know this~";
close;
case 2:
mes "[Archer Guildsman]";
mes "An Archer has skills using a bow and has various talents.";
mes "The greatest ability of an Archer is attacking enemies from a long distance.";
next;
mes "[Archer Guildsman]";
mes "Although an Archer has weaker HP, he or she can shoot enemies at a long range,";
mes "Although an Archer has weaker HP,";
mes "he or she can shoot enemies";
mes "at a long range,";
mes "so an Archer is safer in a real battle.";
next;
mes "[Archer Guildsman]";
mes "Although an Archer in Ragnarok has lower HP, he or she has high accuracy and attack rate so that the archer can kill monsters before they get close to an Archer.";
mes "Although an Archer in Ragnarok has lower HP,";
mes "he or she has high accuracy and attack rate";
mes "so that the archer can kill monsters";
mes "before they get close to an Archer.";
next;
mes "[Archer Guildsman]";
mes "^8C2121An Archer can change jobs to a Hunter.^000000";
mes "^8C2121Other than Hunter, if you are a man, you can change your job to Bard and if you are a woman, you can change your job to Dancer.^000000";
mes "^8E2323An Archer can change";
mes "^8E2323jobs to a Hunter.";
mes "^8E2323Other than Hunter, if you are a man, you can change your job to Bard";
mes "^8E2323and if you are a woman, you can change your job to Dancer.^000000";
close;
case 3:
mes "[Archer Guildsman]";
mes "If you have any questions, feel free to come and ask me.";
close;
}
}
}

View File

@ -3,17 +3,18 @@
//===== By: ==================================================
//= Kisuka
//===== Current Version: =====================================
//= 1.0
//= 1.1
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= Job Change to Mage Class
//===== Additional Comments: =================================
//= 1.0 First Version. [Kisuka]
//= 1.1 Added Baby job change support. [Masao]
//============================================================
geffen_in,164,124,4 script Mage Guildsman#mage 123,{
geffen_in,164,124,4 script Mage Guildsman 123,{
if (Upper == 1) {
if (ADVJOB == Job_High_Wizard || ADVJOB == Job_Professor) {
if (FJOB == Job_Warlock || FJOB == Job_Sorcerer) {
if (Class == Job_Novice_High) {
mes "[Mage Guildsman]";
mes "Whoa, long time no see! But weren't you supposed to be dead?";
@ -38,89 +39,110 @@ geffen_in,164,124,4 script Mage Guildsman#mage 123,{
mes "[Mage Guildsman]";
mes "Wow, for some reason, you look way better than you did before. Anyway, I believe you will do a better job being a Mage as well.";
close;
}else{
mes "[Mage Guildsman]";
mes "Is there anything more I can help you with? If not, why don't you go test your skills? The world is waiting for you~!";
close;
}
}else{
mes "[Mage Guildsman]";
mes "What, are you interested in the Mage guild? I didn't want to tell you this, but you don't belong here.";
next;
mes "[Mage Guildsman]";
mes "I am not sure why you're still standing in front of me, but I can tell that you're not meant to be a Mage.";
mes "Is there anything more I can help you with? If not, why don't you go test your skills? The world is waiting for you~!";
close;
}
}
if(Class != Job_Novice) {
mes "[Mage Guildsman]";
if(Class == Job_Mage) {
mes "Hey, haven't you realized? You're already a Mage, silly!";
mes "One of these days you'll realize the power inside of you when you can make Fire with your mind!";
}else{
mes "Hey~ C'mon. Quit playing games. You can't be a Mage because you already have another Job.";
}
mes "What, are you interested in the Mage guild? I didn't want to tell you this, but you don't belong here.";
next;
mes "[Mage Guildsman]";
mes "I am not sure why you're still standing in front of me, but I can tell that you're not meant to be a Mage.";
close;
}else{
}
if (Class == Job_Baby_Mage || Class == Job_Mage) {
mes "[Mage Guildsman]";
mes "Hey, haven't you realized? You're aleady a Mage, silly!";
next;
mes "[Mage Guildsman]";
mes "One of these days you'll realize the power inside of you when you can make Fire with your mind!";
close;
}
if ((Class != Job_Baby_Mage) && (Class != Job_Mage) && (Class != Job_Novice)) {
mes "[Mage Guildsman]";
mes "Hey~ C'mon. Quit playing games. You can't be a Mage because you already have another Job.";
close;
}
if (Class == Job_Baby || Class == Job_Novice) {
mes "[Mage Guildsman]";
mes "Hey?";
next;
switch(select("I want to be a Mage:What are the requirements to be a Mage?:Nothing, thanks.")) {
switch (select("I want to be a Mage.:Tell me the Requirements.:Pretty much nothing.")) {
case 1:
mes "[Mage Guildsman]";
mes "Wanna be a Mage? Eh...";
mes "Wanna be a Mage, eh?";
next;
mes "[Mage Guildsman]";
if (Sex) {
if (Sex == 1) {
mes "Hey, look at you! You're kinda cute~! Not my type though...";
}else{
}
else {
mes "Oooh, you're such a hot babe~!";
mes "I like girls like you~";
}
mes "Right, you said that you wanna be a Mage?";
next;
if(select("I want to be a Mage.:Nothing, thanks.") == 2) {
if (select("I want to be a Mage.:Pretty much nothing.") == 1) {
if (getskilllv("NV_BASIC") < 9) {
mes "[Mage Guildman]";
mes "Oh, what a bummer. You haven't met the requirements yet.";
next;
mes "[Mage Guildman]";
mes "Go back and reach Novice Job level 9 first. Don't forget that you also have to learn all of the Basic Skills before you come back.";
close;
}
mes "[Mage Guildsman]";
mes "Whaaaaat~?! Right after you tell me that you wanna become a Mage, you change your mind?! Be a bit more decisive!";
mes "Okay. Sign right there. Oh, you're very good at spelling.";
mes "So your name is... " + strcharinfo(0) + ".";
next;
mes "[Mage Guildsman]";
mes "Hmm I can see that you've worked very hard on your own.";
mes "Good! Always sticking to the basics is the best! I will transform you right away.";
next;
mes "[Mage Guildsman]";
mes "*Ahem*";
mes "Congratulations!";
mes "You are now a Mage!";
next;
skill 143,0,1;
if(Class == Job_Baby){
jobchange Job_Baby_Mage;
} else {
jobchange Job_Mage;
}
getitem 1639,1; //N_Rod
set Zeny, Zeny + 50;
mes "[Mage Guildsman]";
mes "'Welcome to My World~'";
mes "Heh heh, I just wanted to say that. You know, it's a quote from a well-known movie~";
next;
mes "[Mage Guildsman]";
mes "Now that you're a Mage just like us, let's be friends, okay?";
close;
}
mes "[Mage Guildsman]";
if (getskilllv("NV_BASIC") < 9) {
mes "Oh, man your Basic Skill Level doesn't reach enough to be a Mage.";
mes "Go back and level up your Basic Skill.";
close;
}
mes "Alright.. sign the application form.... Wow~ you have good handwriting! Ahh, okay. That's enough.";
mes "You are... "+strcharinfo(0)+".";
next;
mes "[Mage Guildsman]";
mes "Hmm I can see that you've tried hard in your own way. Though it seems to be a little clumsy, but well I think it's okay!";
mes "Good! Always sticking to the basics is the best! I will transform you right away.";
next;
mes "[Mage Guildsman]";
mes "Hahh..! You are now a Mage, one of our colleagues!";
mes "We welcome you to the Mage Guild, our new friend!";
next;
mes "[Mage Guildsman]";
mes "'Welcome to the Mage Guild~'";
mes "Congratulations on becoming a member of the Mage Guild! Go for it!";
callfunc "Job_Change",Job_Mage;
getitem 1639,1; // N_Rod
mes "Whaaaaat~?! Right after you tell me that you wanna become a Mage, you change your mind?! Be a bit more decisive!";
close;
case 2:
mes "[Mage Guildsman]";
mes "Wanna be a Mage, eh?";
mes "I'd be happy to explain the requirements for a pretty girl like you!";
if (Sex == 1) {
mes "For a cutie like you, I'd be happy to explain the requirements!";
}
else {
mes "I'd be happy to explain the requirements for a pretty girl like you!";
}
next;
mes "[Mage Guildsman]";
mes "First of all, you have to reach Novice Job Level 10 and learn all of the Basic Skills.";
mes "First of all, you have to reach Novice Job Level 10 and learn all of the Basic Skills. ";
next;
mes "[Mage Guildsman]";
mes "In the past, there was a complicated potion making test. Because of that, we'd lost an aplicant slowly.";
mes "So, we decided to accept all aplicants who meet the basic requirements.";
mes "In the past, there was a complicated potion mixing test. Because of that hard test, we slowly started to lose aplicants.";
mes "So, we decided to accept all aplicants who have the basic requirements.";
next;
mes "[Mage Guildsman]";
mes "Don't hesitate. Just be a magician!";
mes "Let me know when you are ready to become a Mage, alright?";
close;
case 3:
mes "[Mage Guildsman]";
@ -129,3 +151,149 @@ geffen_in,164,124,4 script Mage Guildsman#mage 123,{
}
}
}
geffen_in,164,112,4 script Mixing machine 111,{
mes "- Out of Order !! -";
close;
}
pay_arche,122,100,0 script Dollshoi 88,{
mes "[Mage Guildsman]";
mes "You want a Solution? Hmm, give me 50 Zeny and at least 1 Empty Test Tube.";
next;
if (select("Alright, Deal.:Nah, forget it.") == 1) {
mes "[Mage Guildsman]";
if (Zeny < 50) {
mes "Hey! You don't have enough money to cover my 50 Zeny charge.";
close;
}
if (countitem(1092) == 0) {
mes "You can't carry solutions without a bottle! Bring me an Empty Test Tube.";
close;
}
delitem 1092,1; //Empty_Cylinder
set Zeny, Zeny - 50;
getitem 1089,1; //Payon_Potion
close;
}
close;
}
moc_ruins,91,150,0 script Ponka-Hontas 93,{
mes "[Mage Guildsman]";
mes "Would you like a Solution? Then please give me 50 Zeny and at least 1 Empty Testtube.";
next;
if (select("Alright, Deal.:Nah, forget it.") == 1) {
case 1:
mes "[Mage Guildsman]";
if (Zeny < 50) {
mes "I'm sorry, but you don't have enough money to cover the 50 Zeny fee.";
close;
}
if (countitem(1092) == 0) {
mes "You can't carry liquids without using a bottle. Bring an Empty Test Tube the next time you see me.";
close;
}
delitem 1092,1; //Empty_Cylinder
set Zeny, Zeny - 50;
getitem 1088,1; //Morocc_Potion
close;
}
close;
}
geffen_in,177,112,4 script Bookshelf 111,{
mes "[Guide Book]";
mes "This Guide Book is the property of the Geffen Mage Association. Please handle with care.";
next;
switch (select("Solution No. 1.:Solution No. 2.:Solution No. 3.:Solution No. 4.:Close.")) {
case 1:
mes "[Mage Test Solution No. 1]";
mes "* Ingredients List *";
mes "2 Jellopy";
mes "3 Fluff";
mes "1 Milk";
next;
mes "[Mage Test Solution No. 1]";
mes "* Solvent Agent *";
mes "Payon Solution";
mes "Where to Find:";
mes "A small spring in Payon, the Archer Village.";
next;
mes "[Mage Test Solution No. 1]";
mes "* Magic Power Serial Code *";
mes "8472";
next;
mes "[Mage Test Solution No. 1]";
mes "* Catalyst *";
mes "Yellow Gemstone";
mes "(Provided by";
mes "Mixing Machine)";
close;
case 2:
mes "[Mage Test Solution No. 2]";
mes "* Ingredients List *";
mes "3 Jellopy";
mes "1 Fluff";
mes "1 Milk";
next;
mes "[Mage Test Solution No. 2]";
mes "* Solvent Agent *";
mes "None";
next;
mes "[Mage Test Solution No. 2]";
mes "* Magic Power Serial Code *";
mes "3735";
next;
mes "[Mage Test Solution No. 2]";
mes "* Catalyst *";
mes "Red Gemstone";
mes "(Provided by";
mes "Mixing Machine)";
close;
case 3:
mes "[Mage Test Solution No. 3]";
mes "* Ingredients List *";
mes "6 Jellopy";
mes "1 Fluff";
next;
mes "[Mage Test Solution No. 3]";
mes "* Solvent Agent *";
mes "Payon Solution";
mes "Where to Find:";
mes "A small spring in Payon, the Archer Village.";
next;
mes "[Mage Test Solution No. 3]";
mes "* Magic Power Serial Code *";
mes "2750";
next;
mes "[Mage Test Solution No. 3]";
mes "* Catalyst *";
mes "Blue Gemstone";
mes "(Provided by";
mes "Mixing Machine)";
close;
case 4:
mes "[Mage Test Solution No. 4]";
mes "* Ingredients List *";
mes "2 Jellopy";
mes "3 Fluff";
next;
mes "[Mage Test Solution No. 4]";
mes "* Solvent Agent *";
mes "Morroc Solution";
mes "Where to Find:";
mes "A small spring near entrance of pyramid in Morroc.";
next;
mes "[Mage Test Solution No. 4]";
mes "* Magic Power Serial Code *";
mes "5429";
next;
mes "[Mage Test Solution No. 4]";
mes "* Catalyst *";
mes "1 carat Diamond";
mes "(Provided by";
mes "Mixing Machine)";
close;
}
}

View File

@ -3,17 +3,18 @@
//===== By: ==================================================
//= Kisuka
//===== Current Version: =====================================
//= 1.0
//= 1.1
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= Job Change to Merchant Class
//===== Additional Comments: =================================
//= 1.0 First Version. [Kisuka]
//= 1.1 Added Baby job change support. [Masao]
//============================================================
alberta_in,53,43,6 script Merchant#mer 86,{
if (Upper == 1) {
if (Class == Job_Novice_High && (ADVJOB == Job_Whitesmith || ADVJOB == Job_Creator)) {
if ((Class == Job_Novice_High) && (FJOB == Job_Mechanic || FJOB == Job_Genetic)) {
mes "[Chief Mahnsoo]";
mes "Long time no see!";
mes "Hey, you didn't quit";
@ -36,7 +37,7 @@ alberta_in,53,43,6 script Merchant#mer 86,{
mes "[Chief Mahnsoo]";
mes "I guess it's destiny that we meet like this once more. Alright. Once again, let me change you into a Merchant!";
next;
skill 143,0,0;
skill 143,0,1;
jobchange Job_Merchant_High;
skill 153,1,0;
skill 154,1,0;
@ -44,34 +45,22 @@ alberta_in,53,43,6 script Merchant#mer 86,{
mes "[Chief Mahnsoo]";
mes "Ah~ How nostalgic. Just like old times! Alright, do your best!";
close;
}else{
mes "[Chief Mahnsoo]";
mes "^333333*Sigh*^000000";
mes "I'm so bored...";
mes "When will I hear from my lovely Blossom?";
close;
}
mes "[Chief Mahnsoo]";
mes "^333333*Sigh*^000000";
mes "I'm so bored...";
mes "When will I hear from my lovely Blossom?";
close;
}
mes "[Guildsman Mahnsoo]";
mes "Hey, why are you here?";
mes "[Chief Mahnsoo]";
mes "So, what brings you to";
mes "the Merchant Association?";
mes "Is there anything";
mes "I can help you with?";
next;
switch(select("I want to be a merchant.:I want to know more about merchants.:Ask him the requirements to be a merchant.:Nothing.")) {
switch (select("I want to be a Merchant.:Tell me about Merchants.:Tell me the requirements.:Nope.")) {
case 1:
if(Class != Job_Novice) {
mes "[Guildsman Mahnsoo]";
if(Class == Job_Merchant) {
mes ".....? Sorry? What are you saying?";
mes "You are already a merchant. Oh my..";
mes "Huh?! ...Do I need to laugh right now?!";
}else{
mes "Ahh? Are you trying to have both ways?";
mes "How about just giving yourself over to your original job?";
next;
mes "[Guildsman Mahnsoo]";
mes "We have business ethics you know.";
}
close;
}else{
if (Class == Job_Baby || Class == Job_Novice) {
mes "[Guildsman Mahnsoo]";
mes "Want to be a merchant? Hmm...";
next;
@ -81,7 +70,7 @@ alberta_in,53,43,6 script Merchant#mer 86,{
next;
mes "[Guildsman Mahnsoo]";
mes "Don't you think we need to learn some basic skills although we just deal with money?";
close;
close2;
}
mes "[Guildsman Mahnsoo]";
mes "Good, I think you're fully ready for it seeing that your basic skill level is fulfilled.";
@ -89,37 +78,137 @@ alberta_in,53,43,6 script Merchant#mer 86,{
next;
mes "[Guildsman Mahnsoo]";
mes "Congratulations on becoming a merchant!";
next;
skill 143,0,1;
if(Class == Job_Baby){
jobchange Job_Baby_Merchant;
} else {
jobchange Job_Merchant;
}
set MERCNT_Q,0;
set MERCNT_Q2,0;
getitem 1381,1; //N_Battle_Axe
mes "[Guildsman Mahnsoo]";
mes "Congratulations again for being a member of the merchant guild and one of our colleagues. I expect your active participation from now on!";
callfunc "Job_Change",Job_Merchant;
getitem 1381,1; // N_Battle_Axe
next;
mes "[Guildsman Mahnsoo]";
mes "Absolutely, we need young people who have passion to achieve our great goal for securing 20% of the worldwide currency volume. You get it? Huh?";
mes "Well, I'm just saying... it means let's make lots of money in the end. You guys know that~";
mes "Absolutely, we need young people who have passion to achieve our great goal for securing 20% of the worldwide currency volume. You get it? Huh? ";
mes "Well, I'm just saying... It means let's make lots of money in the end. You guys know that~";
close;
}
case 2:
mes "[Guildsman Mahnsoo]";
mes "Merchant? To put it simply, the person who sells good and makes money is a merchant.";
mes "Not good at fighting and doesn't have special attack/recovery skills... but a merchant can buy things at a low price and then sell them and make money.";
if (Class == Job_Baby_Merchant || Class == Job_Merchant || Class == Job_Merchant_High) {
mes "[Chief Mahnsoo]";
mes "Hello there!";
mes "How do you like";
mes "being a Merchant?";
next;
mes "[Chief Mahnsoo]";
mes "Having a way with";
mes "money certainly";
mes "has its perks,";
mes "does it not?";
close;
}
mes "[Chief Mahnsoo]";
mes "We Merchants hate people who are two faced. It's bad for business.";
next;
mes "[Guildsman Mahnsoo]";
mes "Well, a merchant has an ultimate skill called Mammonite which strikes an enemy with his/her money... We can equip everything except Bows, Rods, and Two-Handed Swords. But we can always sell and buy those.";
mes "Yes... we merchants always have money on our minds, got it?";
mes "[Chief Mahnsoo]";
mes "People who always try to take advantage of other people by selling things at a ridiculous price just so they can make money that they'll waste are the worst.";
next;
mes "[Chief Mahnsoo]";
mes "Well, in any case, we only accept Novices for job changes to the Merchant class. But I appreciate your interest in what we do.";
close;
case 2:
mes "[Chief Mahnsoo]";
mes "Merchant?";
mes "Well, we basically sell goods to make money. That is the way";
mes "of the Merchant.";
next;
mes "[Chief Mahnsoo]";
mes "I guess we may not be the best at fighting, and we don't have many special attacks. We've got no healing skills...";
next;
mes "[Chief Mahnsoo]";
mes "But we can buy goods at lower prices from NPC shops and sell them at a higher price to other people~";
next;
mes "[Chief Mahnsoo]";
mes "Our ultimate attack skill is 'Mammonite.' The strength of Mammonite comes from the anger";
mes "when we're forced to throw away perfectly good zeny.";
next;
mes "[Chief Mahnsoo]";
mes "Throwing away zeny like that";
mes "causes a deadly rage to well up in the heart of any Merchant!";
mes "Just thinking about it";
mes "makes my blood boil!";
next;
mes "[Chief Mahnsoo]";
mes "Anyway, we can use most";
mes "weapons except Bows, Rods, and Two-Handed Swords. But we can always sell those.";
next;
mes "[Chief Mahnsoo]";
mes "Yes...";
mes "We Merchants generally";
mes "have money on our minds...";
close;
case 3:
mes "[Guildsman Mahnsoo]";
mes "To become a merchant, although just selling and receiving money is our job, you must reach at least basic skill level 9.";
mes "To become a Merchant,";
mes "although just selling and receiving money is our job,";
mes "you will need to learn all Basic Skills.";
next;
mes "[Guildsman Mahnsoo]";
mes "Well, we used to receive a start-up fee before. Wasn't it hard to make that money?";
mes "Well, we used to receive a Membership Fee. But was it so hard to make that money?";
mes "There were too many people who couldn't gather that money and kept crying.";
next;
mes "[Guildsman Mahnsoo]";
mes "So recently, we decided to allow any Novice who wants to be a merchant become one.";
mes "Because to be alive or not later is all up to one's ability.";
mes "So recently, we decided to allow any Novice who wants to be a Merchant become one.";
mes "Because staying alive or not, it all rests on your own ability.";
close;
case 4:
close;
}
}
alberta_in,28,29,2 script Merchant Guildsman 83,{
if (MERCNT_Q == 0 || MERCNT_Q == 1 || MERCNT_Q == 2) {
mes "[Union Staff Kay]";
mes "I am sorry, but we don't make deliveries anymore.";
mes "Didn't Chief Mahnsoo tell you?";
close;
}
mes "[Union Staff Kay]";
mes "Ah, we don't make deliveries anymore.";
mes "Too many people cried and kept whining that it's too difficult.";
next;
mes "[Union Staff Kay]";
mes "Well, maybe we will have a few deliveries later.";
mes "Anyway, I don't have any work now...";
close;
}
morocc_in,140,102,4 script Student#mer 86,{
if (MERCNT_Q == 4 || MERCNT_Q == 3) {
mes "[Dyer's Student]";
mes "I am sorry, but the Merchant Guild no longer makes deliveries to us anymore.";
close;
}
mes "[Dyer's Student]";
mes "Mr. Java Dullihan is the one and only, the best dye maker on the Rune-Midgard continent.";
next;
mes "[Dyer's Student]";
mes "Aaaand I'm proud to say that I'm his student! Someday, I'll be able to make really beautiful dyes too!";
next;
mes "[Dyer's Student]";
mes "Of course, I'm still learning the basics right now, but someday...";
close;
}
geffen_in,155,122,4 script Guild Staff 47,{
if (MERCNT_Q == 4 || MERCNT_Q == 3) {
mes "[Guild Staff]";
mes "I am sorry, but the Merchant Guild no longer makes deliveries to us anymore.";
close;
}
mes "[Guild Staff]";
mes "My package should have arrived by now. Huh. I guess the Merchant Guild might be running a little late...";
close;
}

View File

@ -3,98 +3,90 @@
//===== By: ==================================================
//= Kisuka
//===== Current Version: =====================================
//= 1.0
//= 1.1
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= Job Change to Swordman Class
//===== Additional Comments: =================================
//= 1.0 First Version. [Kisuka]
//= 1.1 Added Baby job change support. [Masao]
//============================================================
izlude_in,74,172,4 script Swordman#swd 119,{
izlude_in,74,172,4 script Swordman 119,{
if (Upper == 1) {
if (Class == Job_Novice_High && (ADVJOB == Job_Lord_Knight || ADVJOB == Job_Paladin)) {
mes "[Swordman]";
if ((Class == Job_Novice_High) && (FJOB == Job_Rune_Knight || FJOB == Job_Royal_Guard)) {
mes "[Swordman Guildsman]";
mes "It...";
mes "Can't be...";
mes "You've been reborn, haven't you?";
next;
mes "[Swordman]";
mes "[Swordman Guildsman]";
mes "I see you're retreading the path of the Swordman! Once you've gotten used to brandishing a sword, you can never go back!!";
next;
if (getskilllv("NV_BASIC") < 9) {
mes "[Swordman]";
mes "[Swordman Guildsman]";
mes "Hmm? Ah, you must first master the Basic Skills before you are ready to become a Swordman.";
next;
mes "[Swordman]";
mes "[Swordman Guildsman]";
mes "Come back to me when you have finished learning the Basic Novice Skills.";
close;
}
mes "[Swordman]";
mes "[Swordman Guildsman]";
mes "Excellent! Let me promote you to a Swordman right away!";
next;
skill 143,0,0;
skill 143,0,1;
jobchange Job_Swordman_High;
skill 144,1,0;
skill 145,1,0;
skill 146,1,0;
mes "[Swordman]";
mes "[Swordman Guildsman]";
mes "Hmm... You look like a well-experienced Swordman. Still, I'm sure that you must train to improve your skills and gain strength!";
close;
}else{
mes "[Swordman]";
mes "Hm...?";
mes "You're a reborn";
mes "warrior, aren't you?";
next;
mes "[Swordman]";
mes "Hmmm...";
mes "It seems that being";
mes "a Swordman is not part";
mes "of your destiny. I'm sorry,";
mes "but it seems there is nothing";
mes "I can do for you.";
close;
}
mes "[Swordman Guildsman]";
mes "Hm...?";
mes "You're a reborn";
mes "warrior, aren't you?";
next;
mes "[Swordman Guildsman]";
mes "Hmmm...";
mes "It seems that being";
mes "a Swordman is not part";
mes "of your destiny. I'm sorry,";
mes "but it seems there is nothing";
mes "I can do for you.";
close;
}
mes "[Swordman Guildsman]";
mes "This is the Swordman Guild.";
mes "Why are you here?";
mes "Welcome to the";
mes "Swordman Association!";
next;
switch(select("Tell me about being a Swordman.:I want to be a Swordman.:Nothing.")) {
mes "[Swordman Guildsman]";
mes "So...";
mes "What business";
mes "brings you to us?";
next;
switch (select("Tell me about being a Swordman.:I want to be a Swordman.:Cancel.")) {
case 1:
mes "[Swordman Guildsman]";
mes "So you wish to know more about the mighty Swordman? Okay!";
mes "So you wish to know more about the mighty Swordman job? Well, then...";
next;
mes "[Swordman Guildsman]";
mes "The most distinctive feature of the Swordman is that the Swordman can show us his/her real abilities in close combat.";
mes "There are three reasons!";
mes "Amongst the First Class jobs, the Swordman is the best melee fighter for three reasons.";
mes "There are 3 reasons why Swordy is the best to approch a fight!";
next;
mes "[Swordman Guildsman]";
mes "First, Swordman has higher HP than other jobs.";
mes "Second, except for Bows and Rods, Swordman can use all other weapons so they can fight at their optimal ability.";
mes "And third, most of the skills of the Swordman give powerful physical attacks.";
mes "First, Swordman has the benefit of additional HP. Second, Swordman generally have access to a wider selection fo weapons than the other First Class jobs.";
next;
mes "[Swordman Guildsman]";
mes "Though I gave you a simple explanation, I believe you understand the core meaning of what it is to be a Swordman.";
mes "In my opinion, Swordman is the best job ever!";
mes "And third, most of the Swordman skills are crushing physical attacks! In my opinion, being a Swordman is the best job ever!";
close;
case 2:
if(Class != Job_Novice) {
mes "[Swordman Guildsman]";
if(Class == Job_Swordman) {
mes "You are already an excellent Swordman, aren't you?";
mes "Just devote yourself to be a great Swordman.";
}else{
mes "You already have one of the other jobs, don't you?";
mes "You've gone too far with that joke.";
}
close;
}else{
if (Class == Job_Baby || Class == Job_Novice) {
if (getskilllv("NV_BASIC") < 9) {
mes "[Swordman Guildsman]";
mes "I'm sorry to tell you this but to be a Swordman, you must reach at least ^4A4AFFJob Level 10^000000.";
mes "and ^4A4AFFBasic Skill Level 9^000000.";
mes "I'm sorry to tell you this but to be a Swordman, you must reach at least ^4d4dffJob Level 10^000000.";
mes "and ^4d4dffBasic Skill Level 9^000000.";
next;
mes "[Swordman Guildsman]";
mes "Want to be a Swordman without having the minimum requirement?";
@ -105,23 +97,43 @@ izlude_in,74,172,4 script Swordman#swd 119,{
mes "Hmm, both your Job Level and Basic Skill Level check out.";
mes "Good. Do you want to be a Swordman right away?";
next;
if(select("Yes, I do.:I'll consider it again.") == 2) {
switch (select("Yes, I do.:I'll consider it again.")) {
case 1:
mes "[Swordman Guildsman]";
mes "Yeah. Prudent decision is needed for choosing a job.";
mes "But I feel sorry... that you consider it again after overcoming all the hardships....";
mes "Congratulations! From now on, you are going to live a Swordman's life!";
mes "I will transform you right away!";
next;
skill 143,0,1;
if(Class == Job_Baby){
jobchange Job_Baby_Swordman;
} else {
jobchange Job_Swordman;
}
set job_sword_q,0;
getitem 13415,1; //N_Falchion
mes "[Swordman Guildsman]";
mes "Congratulations again for becomming a Swordman and I hope that you participate in many activities for the revival of our guild.";
close;
case 2:
mes "[Swordman Guildsman]";
mes "Yeah. Careful consideration is needed for choosing a job.";
mes "But I feel sorry... that you'll have to consider it again after all the trials....";
close;
}
}
if (Class == Job_Baby_Swordman || Class == Job_Swordman || Class == Job_Swordman) {
mes "[Swordman Guildsman]";
mes "Congratulations! From now on, you are going to live a Swordman's life!";
mes "Let's do it right now!";
next;
mes "[Swordman Guildsman]";
mes "Congratulations again for being a Swordman and I hope that you participate in many activities for the revival of our guild.";
callfunc "Job_Change",Job_Swordman;
getitem 13415,1; // N_Falchion
mes "You are already an excellent Swordman, aren't you?";
mes "Just devote yourself to be a great Swordman.";
close;
}
mes "[Swordman Guildsman]";
mes "Haha! Oh boy. I'm flattered, but you already have another job! Still, I can't blame you...";
close;
case 3:
mes "[Swordman Guildsman]";
mes "Ha ha ha!";
mes "Ah, youth!";
close;
}
}
}

View File

@ -3,30 +3,31 @@
//===== By: ==================================================
//= Kisuka
//===== Current Version: =====================================
//= 1.0
//= 1.1
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= Job Change to Thief Class
//===== Additional Comments: =================================
//= 1.0 First Version. [Kisuka]
//= 1.1 Added Baby job change support. [Masao]
//============================================================
moc_prydb1,39,129,2 script Thief Guide#thief 69,{
moc_prydb1,39,129,2 script Thief Guildsman 69,{
if (Upper == 1) {
if (ADVJOB == Job_Assassin_Cross || ADVJOB == Job_Stalker) {
if (FJOB == Job_Guillotine_Cross || FJOB == Job_Shadow_Chaser) {
if (Class == Job_Novice_High) {
mes "[Thief Guide]";
mes "[Thief Guildsman]";
mes "Huh? Do I know you? It's creepy that you seem so familiar. You don't have a twin, do you?";
next;
if (getskilllv("NV_BASIC") < 9) {
mes "[Thief Guide]";
mes "[Thief Guildsman]";
mes "What, do you want to be a Thief? I'm sorry, but you look like you need more training.";
next;
mes "[Thief Guide]";
mes "[Thief Guildsman]";
mes "Take your time and learn all the Basic Skills, will you? Well then, see you later~!";
close;
}
mes "[Thief Guide]";
mes "[Thief Guildsman]";
mes "Well, I got this feeling like you've been through a lifetime of fighting, so I'm promoting you to a Thief right this minute. I better give you tough guys what you want...";
next;
skill 143,0,0;
@ -35,173 +36,295 @@ moc_prydb1,39,129,2 script Thief Guide#thief 69,{
skill 150,1,0;
skill 151,1,0;
skill 152,1,0;
mes "[Thief Guide]";
mes "[Thief Guildsman]";
mes "Since you've become a Thief, live as a Thief. Now, go for it! Next~";
close;
}else{
mes "[Thief Guide]";
if (sex)
mes "Hey, dude.";
else
mes "Hey, baby~";
close;
}
}else{
mes "[Thief Guide]";
if (sex)
mes "Hey, dude.";
else
mes "Hey, baby.";
mes "...Hey! You look too goody-goody to want to be a Thief!! Now scram, I'm busy. Next!";
close;
}
}
if(q_job_thief == 1) {
mes "[Thief Guildsman]";
mes "Ehh... Seems like a beloved "+(Sex?"son":"daughter")+" of a rich family, but why are you here in this dirty place?";
next;
mes "[Thief Guildsman]";
mes "Well, I'm not in charge of making you a Thief. I just accept applications, get it?";
mes "If you want to become a Thief, ask the sharp-eyed guy next to me.";
close;
}
if(Class != Job_Novice) {
if(Class == Job_Thief) {
mes "[Thief Guildsman]";
mes "Hey~ if you have any trouble, get it out to me anytime, huh?";
if (Sex == 1) {
mes "Hey, dude.";
} else {
mes "Hey, baby~";
}
close;
}else{
if(Sex) {
}
mes "[Thief Guildsman]";
if (Sex == 1) {
mes "Hey, dude.";
} else {
mes "Hey, baby~";
}
mes "...Hey! You look too goody-goody to want to be a Thief!! Now scram, I'm busy. Next!";
close;
}
if (Class == Job_Baby_Thief || Class == Job_Thief || Class == Job_Thief_High) {
mes "[Thief Guildsman]";
mes "Hey~ if you have any trouble, get it out to me anytime, huh?";
close;
}
if ((Class != Job_Baby) && (Class != Job_Novice) && (Class != Job_Baby_Thief) && (Class != Job_Thief)) {
mes "[Thief Guildsman]";
mes "What the heck...?";
switch (Class) {
case Job_Swordman:
mes "Huh.";
mes "Now, that's";
mes "a big sword.";
next;
mes "[Thief Guildsman]";
mes "So...";
mes "Trying to make";
mes "up for something";
mes "...Buddy?";
close;
case Job_Mage:
mes "What's a Mage doin' here? Shouldn't you be doing card tricks elsewhere? Oh well, it's a free country...";
next;
mes "[Thief Guildsman]";
mes "Oh wait,";
mes "it's not...";
mes "Get outta here!";
close;
case Job_Archer:
mes "Man, shouldn't you";
mes "Archers be playing";
mes "in the forest";
mes "or something?";
close;
case Job_Merchant:
mes "You're a Merchant,";
mes "right? Why are you";
mes "walking into a den";
mes "of Thieves?!";
next;
mes "[Thief Guildsman]";
mes "It's like you're begging";
mes "us to steal from you!";
mes "Come on, hurry and";
mes "get outta here~";
close;
case Job_Acolyte:
mes "You know we all steal for a living, right? What are you doing in this kinda place, Acolyte?";
close;
case Job_Assassin:
mes "Didn't you use to be one of us?! Man, you changed. You seem real dangerous now...";
close;
close;
case Job_Rogue:
mes "Man, you got real cool all of a sudden! You must have some skills I can only dream of!";
close;
close;
case Job_Priest:
mes "Oh my God...";
mes "Am I dying?";
next;
mes "[Thief Guildsman]";
mes "Why else would a Priest come here? I guess I better start confessing all of my misdeeds.";
close;
}
next;
if (Sex == 1) {
mes "Hey, dude.";
}
else {
mes "Hey, baby~";
}
mes "...Hey! You look too goody-goody to want to be a Thief!! Now scram, I'm busy. Next!";
close;
}
if (Class == Job_Baby || Class == Job_Novice) {
mes "[Thief Guildsman]";
if (Sex == 1) {
mes "Ehh... Seems like a beloved son of a rich family, but why are you here in this dirty place?";
}
else {
mes "Ehh... Seems like a beloved daughter of a rich family, but why are you here in this dirty place?";
}
next;
switch (select("I want to be a Thief.:Nothing.")) {
case 1:
if (THF_Q == 0) {
mes "[Thief Guildsman]";
mes "What the heck...?";
mes "Huh.. you are a "+jobname(Class)+" blockhead...!";
mes "Well, are you that proud of it? You're telling me so proudly that you want to be a Thief! Why don't you go to all the villages and advertise yourself for being a thief?";
mes "'Ha ha ha! Go put up a banner that says 'I will be a proud thief who steals other people's stuff.'";
next;
mes "[Thief Guildsman]";
mes "Hey, brother.";
mes "Why are you here? Go back to your place~ go back~~";
close;
}else{
mes "Do you want to be a thief so badly?";
next;
switch (select("Yes.:No.:How about you?")) {
case 1:
mes "[Thief Guildsman]";
mes "Well, are you that proud of it? You're telling me so proudly that you want to be a Thief! Why don't you go to all the villages and advertise yourself for being a thief?";
mes "'Ha ha ha! Go put up a banner that says 'I will be a proud thief who steals other people's stuff.'";
next;
break;
case 2:
mes "[Thief Guildsman]";
mes "Then why are you here? Do you think you can become a thief so easily?";
next;
break;
case 3:
mes "[Thief Guildsman]";
mes "Eh..? me? me?";
mes "Well... I just fit well to being a thief... characteristically... I don't mind this silly matter.";
next;
break;
}
mes "[Thief Guildsman]";
mes "What the heck...?";
mes "Anyway, in the outside world, never say that you want to be a Thief!!";
next;
mes "[Thief Guildsman]";
mes "Hey, lady.";
mes "Why are you here? Go back to your place~ go back~~";
mes "So, do you want to apply for being a Thief?";
next;
if (select("Yes, I do.:No.") == 1) {
mes "[Thief Guildsman]";
mes "Alright, tell me your name. Huh? What?";
mes "" + strcharinfo(0) + ". " + strcharinfo(0) + ", right...?";
next;
if (getskilllv("NV_BASIC") < 9) {
mes "[Thief Guildsman]";
mes "I can see your strong will to become a Thief......";
mes "But only with your will, you cannot make it in a real fight, can you? So go and reach at least Basic Skill Level 9.";
close;
}
mes "[Thief Guildsman]";
mes "Alright. I looked at your Felony Record, and you seem to have a very interesting history. You might have what it takes to be a Thief.";
mes "" + strcharinfo(0) + ". I now decree that you have passed this interview. Good work!";
set THF_Q,1;
next;
mes "[Thief Guildsman]";
mes "Well, I'm not in charge of making you a Thief. I just accept applications, get it?";
mes "If you want to become a Thief, ask the guy next to me.";
close;
}
mes "[Thief Guildsman]";
mes "Well... do what you want to do~ Go your way~";
close;
}
if (THF_Q == 1) {
mes "[Thief Guildsman]";
mes "Well, I'm not in charge of making you a Thief. I just accept applications, get it?";
mes " If you want to become a Thief, ask the sharp-eyed guy next to me.";
close;
}
mes "[Thief Guildsman]";
mes "Oh, before I let you go... ...did you take any mushrooms?";
mes "... ...It was a joke.";
mes "You don't need to do a test, and if you want to jobchange, you can do it directly.";
next;
mes "[Thief Guildsman]";
mes "In short it was just a joke.";
mes "Ha ha ha ha ha!!";
close;
case 2:
mes "[Thief Guildsman]";
mes "You know you cannot be a thief without an application.....";
mes "What's on your mind..?";
close;
}
}
mes "[Thief Guildsman]";
mes "Ehh... Seems like a beloved "+(Sex?"son":"daughter")+" of a rich family, but why are you here in this dirty place?";
next;
if(select("I want to be a Thief.:Nothing.") == 2) {
mes "[Thief Guildsman]";
mes "You know you cannot be a thief without an application.....";
mes "What's on your mind..?";
close;
}
mes "[Thief Guildsman]";
mes "Well, are you that proud of it?";
mes "You're telling me so proudly that you want to be a Thief! Why don't you go to all the villages and advertise yourself for being a thief?";
mes "'Ha ha ha! Go put up a banner that says 'I will be a proud thief who steals other people's stuff.'";
next;
mes "[Thief Guildsman]";
mes "Do you want to be a thief so badly?";
next;
switch(select("Yes.:No.:How about you?")) {
case 1:
mes "[Thief Guildsman]";
mes "Oh, do you...? Huh.. well... I do live and learn to see strange people like you.";
next;
break;
case 2:
mes "[Thief Guildsman]";
mes "Then why are you here? Do you think you can become a thief so easily?";
next;
break;
case 3:
mes "[Thief Guildsman]";
mes "Eh..? me? me?";
mes "Well... I just fit well to being a thief... characteristically... I don't mind this silly matter.";
next;
break;
}
mes "[Thief Guildsman]";
mes "Anyway, in the outside world, never say that you want to be a Thief!!";
next;
mes "[Thief Guildsman]";
mes "So, do you want to apply for being a Thief?";
next;
if(select("Yes, I do.:No.") == 2) {
mes "[Thief Guildsman]";
mes "Well... do what you want to do~ Go your way~";
close;
}
mes "[Thief Guildsman]";
mes "Alright, tell me your name. Huh? What?";
mes ""+strcharinfo(0)+". So "+strcharinfo(0)+", right...?";
next;
if (getskilllv("NV_BASIC") < 9) {
mes "[Thief Guildsman]";
mes "I can see your strong will to become a Thief......";
mes "But only with your will, you cannot make it in a real fight, can you?";
mes "So go and reach at least Basic Skill Level 9.";
close;
}
mes "[Thief Guildsman]";
mes "Hmm.... I found your interesting criminal records from the data of the detective agency. Well you seem to have what it takes to be a good thief.";
mes ""+strcharinfo(0)+". I now declare that you have passed the job interview!";
next;
mes "[Thief Guildsman]";
mes "Well, I'm not in charge of making you a Thief. I just accept applications, get it?";
mes "If you want to become a Thief, ask the guy next to me.";
set q_job_thief,1;
close;
}
moc_prydb1,42,133,2 script Thief Guildsman#thief 118,{
if(q_job_thief == 1) {
moc_prydb1,42,133,2 script Comrade 118,{
if (Class == Job_Baby_Thief || Class == Job_Thief || Class == Job_Thief_High) {
mes "[Brad]";
mes "I don't have any special events now. So go on your way and come back later.";
close;
}
if ((Class != Job_Baby) && (Class != Job_Novice) && (Class != Job_Baby_Thief) && (Class != Job_Thief)) {
mes "[Comrade]";
mes "Um...";
mes "You don't look";
mes "like a Thief.";
next;
mes "[Comrade]";
mes "What the heck are";
mes "you doing here anyway?";
close;
}
if (THF_Q == 0) {
mes "[Comrade]";
mes "What's the matter? If you want to be a Thief, speak to the woman beside me.";
close;
}
if (THF_Q == 1) {
mes "[Thief Guildsman]";
mes "Alright. You must have passed the job interview, huh?";
mes "Good. I'll accept you.";
mes "Let's begin the job-changing ceremony of our guild!";
next;
mes "[Commander of Thief Guild]";
mes "'"+strcharinfo(0)+".'";
mes "'For those who are ready, the moonlight shall open the way. Now you are fully ready, I now officially allow you to become a member of the Thief Guild.'";
jobchange Job_Thief;
set q_job_thief,0;
getitem 13041,1; // N_Main_Gauche
mes "[Leader of Thief Guild 'E']";
mes "" + strcharinfo(0) + "...";
mes "'For those who are ready, the moonlight shall open the way. You are now one of us.'";
skill 143,0,1;
if(Class == Job_Baby){
jobchange Job_Baby_Thief;
} else {
jobchange Job_Thief;
}
getitem 13041,1; //N_Main_Gauche
erasequest 1013;
next;
mes "[Commander of Thief Guild]";
mes "'Congratulations on becoming a Thief.'";
mes "'From now on, keep the rules of our guild and be an honorable member.'";
mes "'If you bring us any disgrace by breaking our rules, you better watch your back.'";
mes "'Anyway, I expect you to be a great thief.'";
mes "[Leader of Thief Guild 'E']";
mes "'Congratulations on becoming a Thief!'";
mes "'From now, be an honorable representative of the Thief's Guild.'";
mes "'If you bring disgrace to our guild, you will be killed.'";
mes "'Anyway, I expect you to be a great Thief.'";
next;
mes "[Brad]";
mes "Heee~Yaaaa~! Congratulations! My friend.";
mes "My name is 'Brad'. I'm in charge of human resources here.";
mes "*Ahem* Welcome to the Guild, comrade!";
mes "I'm Brad, and I'm in charge of human resources here.";
mes "I'm not sure for now but you'll have more chances to see me later on.";
next;
mes "[Brad]";
mes "Okay, I've done what I can do to you, so go on your way. I'm quite a busy man.";
mes "See you again.";
mes "Okay, I've done what I can do to you, so go on your way. I'm a quite busy man.";
mes "Alright then, I'll see you around~";
close;
}
if(Class != Job_Novice) {
if(Class == Job_Thief) {
mes "[Brad]";
mes "I don't have any special events now. So go on your way and come back later.";
}else{
mes "[Thief Guildsman]";
mes "Hey~ Hey~ You're not a novice or a thief!";
mes "What are you doing here? You're not welcome to make this place your home~ Hweeeee~ Get outta here~";
}
close;
}
mes "[Thief Guildsman]";
mes "Ho? Why is a novice like you visiting here?";
mes "If you are here to be a Thief, ask the nasty-tempered lady right next to me.";
close;
}
moc_ruins,141,125,3 script Mr. Irrelevant 83,{
if (Class == Job_Baby_Thief || Class == Job_Thief) {
mes "[Mr. Irrelevant]";
mes "Ah, I see that you are now a Thief. I always knew you'd join us.";
next;
mes "[Mr. Irrelevant]";
mes "Why don't you leave this place?";
close;
}
if ((Class != Job_Baby) && (Class != Job_Novice) && (Class != Job_Baby_Thief) && (Class != Job_Thief)) {
set .@rand,rand(1,5);
switch(.@rand){
mes "[Mr. Irrelevant]";
case 1:
mes "Today looks like a good day to go to the pyramids and hunt with some of my friends.";
close;
case 2:
mes "I could use a good, hard drink.";
close;
case 3:
mes "Gimme your money.";
next;
mes "[Mr. Irrelevant]";
mes "Kidding, I'm off the clock.";
close;
case 4:
mes "WHO YOU CALLING A PSYCHO?!?!";
close;
case 5:
mes "I've got nothing to say to you. Would you mind leaving me alone?";
close;
}
}
if (THF_Q == 1) {
mes "[Mr. Irrelevant]";
mes "There is this strange smell coming from... You. Now why would that be?";
close;
}
mes "[Mr. Irrelevant]";
mes "Hey Novice! Why don't you join the ranks of the Thief Guild? You newbies are always welcome to join us and our selfish cause.";
next;
mes "[Mr. Irrelevant]";
mes "You can get more information in the Underground Room in the Pyramid 1 BF.";
close;
}