//===== rAthena Script =======================================
//= Thief Mage Quest Story Mode
//===== By: ==================================================
//= Fix up by Jukka
//===== Current Version: =====================================
//= 2.0
//===== Compatible With: =====================================
//= rAthena Project
//===== Description: =========================================
//= [Official Conversion]
//= Battle Traces from Thief and Magician training quests.
//===== Additional Comments: =================================
//= 1.0 Fully working
//= 1.1 optimized [Lupus]
//= 1.2 Changed "battle_trace" to "Trace of Battle". [L0ne_W0lf]
//= 1.3 Misc. updates. [L0ne_W0lf]
//= 2.0 Clean-up. [Capuche]
//============================================================

// Battle Traces 1
//============================================================
moc_fild12,166,369,0	script	Trace of Battle#1	CLEAR_NPC,{
	.@class_thief = ( BaseClass == Job_Thief );
	.@class_mage = ( BaseClass == Job_Mage );
	if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
		mes "^3355FFThere are signs that show";
		mes "that some violent scuffle";
		mes "might have occurred here,";
		mes "but you can't tell what had";
		mes "happened exactly...^000000";
	} else if (tu_thief01 < 5 && .@class_thief || .@class_mage && tu_magician01 < 8) {
		mes "^3355FFYou find traces of poison";
		mes "used in a battle. You sense";
		mes "its potency and decide not";
		mes "to get too close to it.^000000";
		if (.@class_mage)
			specialeffect EF_VENOMDUST2;
	} else if (tu_thief01 == 5 && .@class_thief) {
		mes "^3355FFYou find traces of poison";
		mes "used in a battle. A feeling";
		mes "of acute dizziness overcomes";
		mes "you after examining the scene.^000000";
		tu_thief01 = 6;
		sc_start SC_Poison,60000,0;
		specialeffect EF_VENOMDUST2;
	} else if (tu_thief01 == 6 && .@class_thief) {
		mes "^3355FFYou find traces of poison";
		mes "used in a battle. A feeling";
		mes "of acute dizziness overcomes";
		mes "you after examining the scene.^000000";
		sc_start SC_Poison,60000,0;
		specialeffect EF_VENOMDUST2;
	} else if (tu_thief01 == 7 && .@class_thief) {
		mes "^3355FFYou find traces of poison";
		mes "used in a battle. You sense";
		mes "its potency and decide not";
		mes "to get too close to it.^000000";
	} else if (.@class_thief && tu_thief01 == 8 || .@class_mage && tu_magician01 == 8) {
		mes "^3355FFThere are traces of a battle";
		mes "that seem to be leading in";
		mes "different directions. From the";
		mes "peculiar smell that permeates";
		mes "the area, it seems that some";
		mes "kind of lethal poison was used.^000000";
		next;
		mes "^3355FFStill...";
		mes "The trail of this";
		mes "battle decidedly";
		mes "heads southward.^000000";
		if (tu_magician01 == 8)
			tu_magician01 = 9;
		else
			tu_thief01 = 9;
	} else {
		mes "^3355FFYou find signs of";
		mes "a heated pursuit";
		mes "that head south.";
	}
	close;
}

// Battle Traces 2
//============================================================
moc_fild12,173,215,0	script	Trace of Battle#2	CLEAR_NPC,{
	.@class_thief = ( BaseClass == Job_Thief );
	.@class_mage = ( BaseClass == Job_Mage );
	if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
		mes "^3355FFThere are signs that show";
		mes "that some violent scuffle";
		mes "might have occurred here,";
		mes "but you can't tell what had";
		mes "happened exactly...^000000";
	} else if (tu_thief01 < 9 && .@class_thief || tu_magician01 < 9 && .@class_mage) {
		mes "^3355FFThere are signs";
		mes "that many people";
		mes "have traveled through";
		mes "this particular area.^000000";
	} else if (tu_thief01 == 9 && .@class_thief || tu_magician01 == 9 && .@class_mage) {
		mes "^3355FFYou've found traces";
		mes "of the pursuit which";
		mes "continue eastward.^000000";
		if (tu_magician01 == 9)
			tu_magician01 = 10;
		else
			tu_thief01 = 10;
	} else {
		mes "^3355FFThese traces of";
		mes "the pursuit lead";
		mes "towards the east.^000000";
	}
	close;
}

// Battle Traces 3
//============================================================
moc_fild12,276,165,0	script	Trace of Battle#3	CLEAR_NPC,{
	.@class_thief = ( BaseClass == Job_Thief );
	.@class_mage = ( BaseClass == Job_Mage );
	if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
		mes "^3355FFThese look like";
		mes "traces of some kind";
		mes "of pursuit or battle, but";
		mes "you can't really tell for sure.^000000";
	} else if (tu_thief01 < 10 && .@class_thief || tu_magician01 < 10 && .@class_mage) {
		mes "^3355FFThere are signs";
		mes "that many people";
		mes "have traveled through";
		mes "this particular area.^000000";
	} else if (tu_thief01 == 10 && .@class_thief || tu_magician01 == 10 && .@class_mage) {
		mes "^3355FFYou examine these traces";
		mes "and notice that one set of";
		mes "footprints looks almost too";
		mes "pronounced, as if it had been";
		mes "made for somebody to find.^000000";
		if (tu_magician01 == 10)
			tu_magician01 = 11;
		else
			tu_thief01 = 11;
	} else {
		mes "^3355FFIt's a very";
		mes "strange looking";
		mes "set of footprints.^000000";
	}
	close;
}

// Battle Traces 4
//============================================================
moc_fild11,39,163,0	script	Trace of Battle#4	CLEAR_NPC,{
	.@class_thief = ( BaseClass == Job_Thief );
	.@class_mage = ( BaseClass == Job_Mage );
	if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
		mes "^3355FFThere are signs that show";
		mes "that some violent scuffle";
		mes "might have occurred here,";
		mes "but you can't tell what had";
		mes "happened exactly...^000000";
	} else if (tu_thief01 < 11 && .@class_thief || tu_magician01 < 11 && .@class_mage) {
		mes "^3355FFThere are signs";
		mes "that many people";
		mes "have traveled through";
		mes "this particular area.^000000";
	} else if (tu_thief01 == 11 && .@class_thief || tu_magician01 == 11 && .@class_mage) {
		mes "^3355FFFrom these traces,";
		mes "you see that another";
		mes "set of footprints has";
		mes "been added. It looks like";
		mes "someone else got involved.";
		mes "These prints are distinctly";
		mes "clearer and much smaller.^000000";
		if (tu_magician01 == 11)
			tu_magician01 = 12;
		else
			tu_thief01 = 12;
	} else {
		mes "^3355FFFrom these traces,";
		mes "you see that another";
		mes "person has gotten involved";
		mes "in this heated scuffle.^000000";
	}
	close;
}

// Battle Traces 5
//============================================================
moc_fild11,205,52,0	script	Trace of Battle#5	CLEAR_NPC,{
	.@class_thief = ( BaseClass == Job_Thief );
	.@class_mage = ( BaseClass == Job_Mage );
	if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
		mes "^3355FFThese look like";
		mes "traces of some kind";
		mes "of pursuit or battle, but";
		mes "you can't really tell for sure.^000000";
	} else if (tu_thief01 < 12 && .@class_thief || tu_magician01 < 12 && .@class_mage) {
		mes "^3355FFThere are signs";
		mes "that many people";
		mes "have traveled through";
		mes "this particular area.^000000";
	} else if (tu_thief01 == 12 && .@class_thief || tu_magician01 == 12 && .@class_mage) {
		mes "^3355FFThe traces of the battle";
		mes "now split and head towards";
		mes "the north and south. However,^000000";
		if (countitem(506) == 0) {// Green_Potion
			mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
			close;
		}
		mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
		next;
		mes "^3355FFFortunately, you can";
		mes "temporarily nullify the";
		mes "poison by using one";
		mes "of your Green Potions.^000000";
		next;
		switch(select("Use Green Potion.:Don't use it.")) {
		case 1:
			mes "^3355FFThe poison weakens";
			mes "and some of it evaporates,";
			mes "revealing a piece of cloth that";
			mes "was hidden in that puddle.^000000";
			next;
			switch(select("Don't investigate.:Investigate.")) {
			case 1:
				mes "["+strcharinfo(0)+"]";
				mes "A piece of cloth";
				mes "is nothing to be";
				mes "concerned about.";
				close;
			case 2:
				mes "["+strcharinfo(0)+"]";
				mes "Hey... There's";
				mes "blood on this cloth";
				mes "and some writing on";
				mes "it that I can't recognize.";
				mes "Hopefully, this'll provide";
				mes "some sort of clue to all this?";
				if (tu_thief01 == 12)
					tu_thief01 = 13;
				else
					tu_magician01 = 13;
				next;
				mes "^3355FFYou take the piece";
				mes "of cloth from the puddle";
				mes "of poison and keep it with you.^000000";
				close;
			}
		case 2:
			mes "["+strcharinfo(0)+"]";
			mes "Hmm...";
			mes "It'll probably be";
			mes "faster if I follow this";
			mes "trail, rather than stop to";
			mes "investigate this scene.";
			close;
		}
	} else {
		mes "^3355FFYou can't find";
		mes "anything else here,";
		mes "aside from the traces";
		mes "that split and lead both";
		mes "northward and southward.^000000";
	}
	close;
}

// Battle Traces 6
//============================================================
moc_fild11,226,235,0	script	Trace of Battle#6	CLEAR_NPC,{
	.@class_thief = ( BaseClass == Job_Thief );
	.@class_mage = ( BaseClass == Job_Mage );
	if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
		mes "^3355FFThese look like";
		mes "traces of some kind";
		mes "of pursuit or battle, but";
		mes "you can't really tell for sure.^000000";
	} else if (tu_thief01 < 13 && .@class_thief || tu_magician01 < 13 && .@class_mage) {
		mes "^3355FFThere are signs";
		mes "that many people";
		mes "have traveled through";
		mes "this particular area.^000000";
	} else {
		mes "^3355FFThese footprints";
		mes "look like they're";
		mes "heading towards the";
		mes "north from the south.";
		mes "But you can't really";
		mes "be sure just yet.^000000";
	}
	close;
}

// Battle Traces 7
//============================================================
moc_fild11,184,342,0	script	Trace of Battle#7	CLEAR_NPC,{
	.@class_thief = ( BaseClass == Job_Thief );
	.@class_mage = ( BaseClass == Job_Mage );
	if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
		mes "^3355FFThese look like";
		mes "traces of some kind";
		mes "of pursuit or battle, but";
		mes "you can't really tell for sure.^000000";
	} else if (tu_thief01 < 13 && .@class_thief || tu_magician01 < 13 && .@class_mage) {
		mes "^3355FFThere are signs";
		mes "that many people";
		mes "have traveled through";
		mes "this particular area.^000000";
	} else {
		mes "^3355FFThe trail here looks pretty";
		mes "muddled, since it looks like";
		mes "they battled here for quite a";
		mes "while. But the footprints are";
		mes "definitely heading south.^000000";
	}
	close;
}

// Battle Traces 8
//============================================================
moc_fild17,213,358,0	script	Trace of Battle#8	CLEAR_NPC,{
	.@class_thief = ( BaseClass == Job_Thief );
	.@class_mage = ( BaseClass == Job_Mage );
	if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
		mes "^3355FFThese look like";
		mes "traces of some kind";
		mes "of pursuit or battle, but";
		mes "you can't really tell for sure.^000000";
	} else if (tu_thief01 < 13 && .@class_thief || tu_magician01 < 13 && .@class_mage) {
		mes "^3355FFThere are two";
		mes "distinct sets of";
		mes "footprints in this";
		mes "area, but they don't";
		mes "hold any significance";
		mes "right about now.^000000";
	} else if (tu_thief01 == 13 && .@class_thief || tu_magician01 == 13 && .@class_mage) {
		mes "^3355FFAround here, it";
		mes "looks like there are";
		mes "only two sets of footprints.";
		mes "What happened to the other";
		mes "set that you found earlier?^000000";
		if (tu_magician01 == 13)
			tu_magician01 = 14;
		else
			tu_thief01 = 14;
	} else {
		mes "^3355FFFrom the evidence";
		mes "that you've found here,";
		mes "it looks like the battle";
		mes "involves only two people";
		mes "from this point onward.^000000";
	}
	close;
}

// Battle Traces 9
//============================================================
moc_fild17,228,274,0	script	Trace of Battle#9	CLEAR_NPC,{
	.@class_thief = ( BaseClass == Job_Thief );
	.@class_mage = ( BaseClass == Job_Mage );
	if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
		mes "^3355FFThese look like";
		mes "traces of some kind";
		mes "of pursuit or battle, but";
		mes "you can't really tell for sure.^000000";
	} else if (tu_thief01 < 14 && .@class_thief || tu_magician01 < 14 && .@class_mage) {
		mes "^3355FFTraces of some";
		mes "sort of battle are";
		mes "scattered all over";
		mes "this particular area.^000000";
	} else if (tu_thief01 == 14 && .@class_thief || tu_magician01 == 14 && .@class_mage) {
		mes "^3355FFYou follow the trail";
		mes "and although traces from";
		mes "the north and southeast mix";
		mes "together, it looks like the battle continues towards the east.";
		mes "But you should check this";
		mes "spot a little bit more...^000000";
		if (tu_magician01 == 14)
			tu_magician01 = 15;
		else
			tu_thief01 = 15;
	} else if (tu_thief01 == 15 && .@class_thief || tu_magician01 == 15 && .@class_mage) {
		if (rand(1,10) == 7) {
			mes "^3355FFAfter investigating this";
			mes "area more thoroughly,";
			mes "you find another piece of";
			mes "cloth stained with blood.";
			mes "You decide to keep it with";
			mes "you, hoping that it will";
			mes "provide more clues.^000000";
			if (tu_magician01 == 15)
				tu_magician01 = 16;
			else
				tu_thief01 = 16;
		} else {
			mes "^3355FFYou don't find anything,";
			mes "but you still can't shake";
			mes "the feeling that there is";
			mes "some important clue that";
			mes "you have to find here. It won't hurt to keep investigating here.^000000";
		}
	} else {
		mes "^3355FFYou better continue";
		mes "following this trail";
		mes "which leads westward.^000000";
	}
	close;
}

// Battle Traces 10
//============================================================
moc_fild17,34,292,0	script	Trace of Battle#10	CLEAR_NPC,{
	.@class_thief = ( BaseClass == Job_Thief );
	.@class_mage = ( BaseClass == Job_Mage );
	if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
		mes "^3355FFThese look like";
		mes "traces of some kind";
		mes "of pursuit or battle, but";
		mes "you can't really tell for sure.^000000";
	} else if (tu_thief01 < 16 && .@class_thief || tu_magician01 < 16 && .@class_mage) {
		mes "^3355FFThere are signs";
		mes "showing that a lot";
		mes "of people were in";
		mes "this area earlier.^000000";
	} else if (tu_thief01 == 16 && .@class_thief || tu_magician01 == 16 && .@class_mage) {
		mes "^3355FFThe lead set of footprints,";
		mes "probably belonging to the one";
		mes "who was being pursued, look";
		mes "more erratic, as if exhaustion";
		mes "and desperation were setting in. These traces lead to the west.^000000";
		if (tu_magician01 == 16)
			tu_magician01 = 17;
		else
			tu_thief01 = 17;
	} else {
		mes "^3355FFThe trail from";
		mes "this point heads";
		mes "towards the west.^000000";
	}
	close;
}

// Battle Traces 11
//============================================================
moc_fild18,346,296,0	script	Trace of Battle#11	CLEAR_NPC,{
	.@class_thief = ( BaseClass == Job_Thief );
	.@class_mage = ( BaseClass == Job_Mage );
	if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
		mes "^3355FFThese look like";
		mes "traces of some kind";
		mes "of pursuit or battle, but";
		mes "you can't really tell for sure.^000000";
	} else if (tu_thief01 < 17 && .@class_thief || tu_magician01 < 17 && .@class_mage) {
		mes "^3355FFThere are signs";
		mes "showing that a lot";
		mes "of people were in";
		mes "this area earlier.^000000";
	} else if (tu_thief01 == 17 && .@class_thief || tu_magician01 == 17 && .@class_mage) {
		mes "^3355FFFollowing the";
		mes "trail, you see signs";
		mes "that blood was spilled";
		mes "in this area. It looks like";
		mes "someone was injured";
		mes "pretty badly around here.^000000";
		if (tu_magician01 == 17)
			tu_magician01 = 18;
		else
			tu_thief01 = 18;
	} else {
		mes "^3355FFSince someone involved";
		mes "in this conflict was bleeding,";
		mes "further traces of this pursuit";
		mes "might be easier to find now.^000000";
	}
	close;
}

// Battle Traces 12
//============================================================
moc_fild18,309,257,0	script	Trace of Battle#12	CLEAR_NPC,{
	.@class_thief = ( BaseClass == Job_Thief );
	.@class_mage = ( BaseClass == Job_Mage );
	if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
		mes "^3355FFThese look like";
		mes "traces of some kind";
		mes "of pursuit or battle, but";
		mes "you can't really tell for sure.^000000";
	} else if (tu_thief01 < 18 && .@class_thief || tu_magician01 < 18 && .@class_mage) {
		mes "^3355FFThere are signs";
		mes "showing that a lot";
		mes "of people were in";
		mes "this area earlier.^000000";
	} else if (tu_thief01 == 18 && .@class_thief || tu_magician01 == 18 && .@class_mage) {
		mes "^3355FFThese traces lead";
		mes "northward and it looks";
		mes "like whoever is doing";
		mes "the chasing is getting";
		mes "much closer to his prey.^000000";
		if (tu_magician01 == 18)
			tu_magician01 = 19;
		else
			tu_thief01 = 19;
	} else {
		mes "^3355FFThe trail of this";
		mes "pursuit now leads";
		mes "towards the north.^000000";
	}
	close;
}

// Battle Traces 13
//============================================================
moc_fild18,177,333,0	script	Trace of Battle#13	CLEAR_NPC,{
	.@class_thief = ( BaseClass == Job_Thief );
	.@class_mage = ( BaseClass == Job_Mage );
	if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
		mes "^3355FFThese look like";
		mes "traces of some kind";
		mes "of pursuit or battle, but";
		mes "you can't really tell for sure.^000000";
	} else if (tu_thief01 < 19 && .@class_thief) {
		mes "^3355FFThere are signs";
		mes "showing that a lot";
		mes "of people were in";
		mes "this area earlier.^000000";
	} else if (tu_magician01 < 19 && .@class_mage) {
		mes "A large group of people seem to have gone by.";
	} else if (tu_thief01 == 19 && .@class_thief || tu_magician01 == 19 && .@class_mage) {
		mes "^3355FFJudging from these";
		mes "traces, it looks like";
		mes "even more people have";
		mes "joined the battle which";
		mes "now seems to be leading";
		mes "in the southwest direction.^000000";
		if (tu_magician01 == 19)
			tu_magician01 = 20;
		else
			tu_thief01 = 20;
	} else {
		mes "^3355FFIt looks like";
		mes "the battle heads";
		mes "towards the southwest";
		mes "from this particular point.^000000";
	}
	close;
}

// Battle Traces 14
//============================================================
moc_fild18,111,303,0	script	Trace of Battle#14	CLEAR_NPC,{
	.@class_thief = ( BaseClass == Job_Thief );
	.@class_mage = ( BaseClass == Job_Mage );
	if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
		mes "^3355FFThese look like";
		mes "traces of some kind";
		mes "of pursuit or battle, but";
		mes "you can't really tell for sure.^000000";
	} else if (tu_thief01 < 20 && .@class_thief || tu_magician01 < 20 && .@class_mage) {
		mes "^3355FFThere are signs";
		mes "showing that a lot";
		mes "of people were in";
		mes "this area earlier.^000000";
	} else if (tu_thief01 == 20 && .@class_thief || tu_magician01 == 20 && .@class_mage) {
		mes "^3355FFIn this area, it looks";
		mes "like even more people";
		mes "joined in this battle and";
		mes "the pursuit clearly heads";
		mes "towards the south.^000000";
		if (tu_magician01 == 20)
			tu_magician01 = 21;
		else
			tu_thief01 = 21;
	} else {
		mes "^3355FFThe trail of";
		mes "this battle heads";
		mes "towards the south.^000000";
	}
	close;
}

// Battle Traces 15
//============================================================
moc_fild18,109,197,0	script	Trace of Battle#15	CLEAR_NPC,{
	.@class_thief = ( BaseClass == Job_Thief );
	.@class_mage = ( BaseClass == Job_Mage );
	if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
		mes "^3355FFThese look like";
		mes "traces of some kind";
		mes "of pursuit or battle, but";
		mes "you can't really tell for sure.^000000";
	} else if (tu_thief01 < 21 && .@class_thief) {
		mes "^3355FFThere are signs";
		mes "showing that a lot";
		mes "of people were in";
		mes "this area earlier.^000000";
	} else if (tu_magician01 < 21 && .@class_mage)
		mes "A large group of people seem to have gone by.";
	else if (tu_thief01 == 21 && .@class_thief || tu_magician01 == 21 && .@class_mage) {
		mes "^3355FFThis area is clearly";
		mes "marked with signs";
		mes "of a violent battle, with";
		mes "traces of poison strewn";
		mes "all over the ground.^000000";
		next;
		switch(select("Continue following the traces.:Further investigate the area.")) {
		case 1:
			mes "^3355FFYou examine the";
			mes "trail, but can't really";
			mes "discern the direction";
			mes "in which the battle";
			mes "continues...^000000";
			close;
		case 2:
			mes "^3355FFYou find a bunch of";
			mes "traps that use different";
			mes "kinds of poison. The ones";
			mes "that have been set off are";
			mes "mixed with the ones which";
			mes "haven't been triggered.^000000";
			if (tu_thief01 == 21)
				tu_thief01 = 22;
			else
				tu_magician01 = 22;
			close;
		}
	} else if (tu_thief01 == 22 && .@class_thief || tu_magician01 == 22 && .@class_mage) {
		if (rand(1,3) == 3) {
			mes "^3355FFOne trap in particular";
			mes "stands out to you more";
			mes "than the rest. Perhaps";
			mes "you should pour some";
			mes "Green Potion on it to";
			mes "neutralize it first.^000000";
			next;
			switch(select("Pour Green Potion.:Don't use Green Potion.")) {
			case 1:
				if (countitem(506) < 1) {// Green_Potion
					mes "^3355FFUnfortunately, you";
					mes "don't have a Green";
					mes "Potion that you can";
					mes "use to pour on this trap...^000000";
					close;
				} else {
					mes "^3355FFPouring that";
					mes "Green Potion didn't";
					mes "really make anything";
					mes "happen. Perhaps you";
					mes "should try something else.^000000";
					delitem 506,1; //Green_Potion
					if (tu_thief01 == 22)
						tu_thief01 = 23;
					else
						tu_magician01 = 23;
					close;
				}
			case 2:
				mes "["+strcharinfo(0)+"]";
				mes "I guess...";
				mes "I'll try investigating";
				mes "this area a little more?";
				close;
			}
		} else {
			mes "^3355FFBy sheer accident,";
			mes "you set off one of";
			mes "the traps in the area.^000000";
			sc_start SC_Poison,60000,0;
			specialeffect EF_VENOMDUST2;
			percentheal -30,0;
		}
	} else if (tu_thief01 == 23 && .@class_thief || tu_magician01 == 23 && .@class_mage) {
		if (countitem(511) > 0 && countitem(716) > 0) {
			mes "^3355FFYou try grinding";
			mes "a Green Herb and";
			mes "sprinkling it on the";
			mes "trap and then place";
			mes "a Red Gemstone on it.";
			mes "The gem glows and";
			mes "slowly melts away...^000000";
			next;
			mes "^3355FFAlthough you don't";
			mes "fully understand the";
			mes "science of using poisons";
			mes "or antidotes, you managed";
			mes "to successfully dismantle";
			mes "the trap. Now you can safely";
			mes "check what might be inside.^000000";
			delitem 511,1; //Green_Herb
			delitem 716,1; //Red_Gemstone
			if (tu_thief01 == 23)
				tu_thief01 = 24;
			else
				tu_magician01 = 24;
		} else if (countitem(511) > 0) {
			mes "^3355FFYou should try to";
			mes "dismantle this trap";
			mes "by using other catalysts";
			mes "related to the curing or";
			mes "use of poison. You do have";
			mes "a Green Herb on you, so you";
			mes "try sprinkling it on the trap.^000000";
			next;
			mes "^3355FFHowever, nothing";
			mes "happens. It seems that";
			mes "you need another catalyst";
			mes "in addition to the Green Herb";
			mes "that you have in order to";
			mes "dismantle this trap.^000000";
		} else if (countitem(716) > 0) {
			mes "^3355FFYou should try to";
			mes "dismantle this trap";
			mes "by using other catalysts";
			mes "related to the curing or use";
			mes "of poison. You do have a";
			mes "Red Gemstone, so you grind";
			mes "it and sprinkle it on the trap.^000000";
			next;
			mes "^3355FFHowever, nothing";
			mes "happens. It seems that";
			mes "you need another catalyst to";
			mes "use with the Red Gemstone";
			mes "that you have in order to";
			mes "dismantle this trap.^000000";
		} else {
			mes "^3355FFYou should try to";
			mes "dismantle this trap";
			mes "by using other catalysts";
			mes "related to the curing or";
			mes "use of poison. But what";
			mes "items should you bring?^000000";
		}
	} else if (tu_thief01 == 24 && .@class_thief || tu_magician01 == 24 && .@class_mage) {
		mes "^3355FFInside the dismantled";
		mes "trap, you find another";
		mes "piece of strange cloth";
		mes "that's stained with blood.";
		mes "You take it with you in";
		mes "hopes that it provides";
		mes "some kind of evidence.^000000";
		if (tu_thief01 == 24)
			tu_thief01 = 25;
		else
			tu_magician01 = 25;
	} else {
		mes "^3355FFYou examine the area";
		mes "a little further and guess";
		mes "that the battle might head";
		mes "towards the south.^000000";
	}
	close;
}

// Battle Traces 16
//============================================================
moc_fild18,156,96,0	script	Trace of Battle#16	CLEAR_NPC,{
	.@class_thief = ( BaseClass == Job_Thief );
	.@class_mage = ( BaseClass == Job_Mage );
	if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
		mes "^3355FFThese look like";
		mes "traces of some kind";
		mes "of pursuit or battle, but";
		mes "you can't really tell for sure.^000000";
	} else if (tu_thief01 < 25 && .@class_thief || tu_magician01 < 25 && .@class_mage) {
		mes "^3355FFThere are signs";
		mes "that a large group";
		mes "of people have been in";
		mes "this area for some reason.^000000";
	} else if (tu_thief01 == 25 && .@class_thief || tu_magician01 == 25 && .@class_mage) {
		mes "^3355FFThese traces lead";
		mes "to the edge of the cliff.";
		mes "marking the end of the trail.";
		mes "Apparently, the one who was";
		mes "being chased met his fate here.^000000";
		next;
		mes "^3355FFThere are many footprints";
		mes "leading to the edge of the";
		mes "cliff and all of them leave";
		mes "this scene, save for the set";
		mes "of footprints that distinctly";
		mes "belong to the person who";
		mes "was pursued all this time...^3355FF";
		next;
		mes "^3355FFIt looks like you've";
		mes "learned all that you can";
		mes "from this investigation. You";
		mes "better return and report your";
		mes "findings to Yierhan soon.^000000";
		if (tu_magician01 == 25)
			tu_magician01 = 26;
		else
			tu_thief01 = 26;
	} else {
		mes "^3355FFThis is the end";
		mes "of the trail. There";
		mes "aren't any more traces";
		mes "of the battle left to find.^000000";
	}
	close;
}