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@@ -1,1336 +1,796 @@
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-//===== rAthena Script =======================================
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+//===== rAthena Script =======================================
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//= Thief Mage Quest Story Mode
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-//===== By: ==================================================
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+//===== By: ==================================================
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//= Fix up by Jukka
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-//===== Current Version: =====================================
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-//= 1.3
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-//===== Compatible With: =====================================
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+//===== Current Version: =====================================
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+//= 2.0
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+//===== Compatible With: =====================================
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//= rAthena Project
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-//===== Description: =========================================
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+//===== Description: =========================================
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//= [Official Conversion]
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//= Battle Traces from Thief and Magician training quests.
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-//===== Additional Comments: =================================
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+//===== Additional Comments: =================================
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//= 1.0 Fully working
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//= 1.1 optimized [Lupus]
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//= 1.2 Changed "battle_trace" to "Trace of Battle". [L0ne_W0lf]
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//= 1.3 Misc. updates. [L0ne_W0lf]
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-//============================================================
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+//= 2.0 Clean-up. [Capuche]
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+//============================================================
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// Battle Traces 1
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//============================================================
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-moc_fild12,166,369,0 script Trace of Battle#1 844,{
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- if(BaseClass == Job_Thief){
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- if(tu_thief01 < 5){
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- mes "^3355FFYou find traces of poison";
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- mes "used in a battle. You sense";
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- mes "its potency and decide not";
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- mes "to get too close to it.^000000";
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- close;
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- } else if(tu_thief01 == 5){
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- mes "^3355FFYou find traces of poison";
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- mes "used in a battle. A feeling";
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- mes "of acute dizziness overcomes";
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- mes "you after examining the scene.^000000";
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- set tu_thief01, 6;
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- sc_start SC_Poison,60000,0;
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- specialeffect EF_VENOMDUST2;
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- close;
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- } else if(tu_thief01 == 6){
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- mes "^3355FFYou find traces of poison";
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- mes "used in a battle. A feeling";
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- mes "of acute dizziness overcomes";
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- mes "you after examining the scene.^000000";
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- sc_start SC_Poison,60000,0;
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- specialeffect EF_VENOMDUST2;
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- close;
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- } else if(tu_thief01 == 7){
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- mes "^3355FFYou find traces of poison";
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- mes "used in a battle. You sense";
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- mes "its potency and decide not";
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- mes "to get too close to it.^000000";
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- close;
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- } else if(tu_thief01 == 8){
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- mes "^3355FFThere are traces of a battle";
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- mes "that seem to be leading in";
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- mes "different directions. From the";
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- mes "peculiar smell that permeates";
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- mes "the area, it seems that some";
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- mes "kind of lethal poison was used.^000000";
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- next;
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- mes "^3355FFStill...";
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- mes "The trail of this";
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- mes "battle decidedly";
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- mes "heads southward.^000000";
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- set tu_thief01, 9;
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- close;
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- } else {
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- mes "^3355FFYou find signs of";
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- mes "a heated pursuit";
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- mes "that head south.";
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- close;
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- }
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- }
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- if(BaseClass == Job_Mage){
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- if(tu_magician01 < 8){
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- mes "^3355FFYou find traces of poison";
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- mes "used in a battle. You sense";
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- mes "its potency and decide not";
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- mes "to get too close to it.^000000";
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+moc_fild12,166,369,0 script Trace of Battle#1 CLEAR_NPC,{
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+ .@class_thief = ( BaseClass == Job_Thief );
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+ .@class_mage = ( BaseClass == Job_Mage );
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+ if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
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+ mes "^3355FFThere are signs that show";
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+ mes "that some violent scuffle";
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+ mes "might have occurred here,";
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+ mes "but you can't tell what had";
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+ mes "happened exactly...^000000";
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+ } else if (tu_thief01 < 5 && .@class_thief || .@class_mage && tu_magician01 < 8) {
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+ mes "^3355FFYou find traces of poison";
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+ mes "used in a battle. You sense";
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+ mes "its potency and decide not";
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+ mes "to get too close to it.^000000";
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+ if (.@class_mage)
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specialeffect EF_VENOMDUST2;
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- close;
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- } else if(tu_magician01 == 8){
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- mes "^3355FFThere are traces of a battle";
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- mes "that seem to be leading in";
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- mes "different directions. From the";
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- mes "peculiar smell that permeates";
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- mes "the area, it seems that some";
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- mes "kind of lethal poison was used.^000000";
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- next;
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- mes "^3355FFStill...";
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- mes "The trail of this";
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- mes "battle decidedly";
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- mes "heads southward.^000000";
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- set tu_magician01, 9;
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- close;
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- } else {
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- mes "^3355FFYou find signs of";
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- mes "a heated pursuit";
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- mes "that head south.";
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- close;
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- }
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+ } else if (tu_thief01 == 5 && .@class_thief) {
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+ mes "^3355FFYou find traces of poison";
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+ mes "used in a battle. A feeling";
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+ mes "of acute dizziness overcomes";
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+ mes "you after examining the scene.^000000";
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+ tu_thief01 = 6;
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+ sc_start SC_Poison,60000,0;
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+ specialeffect EF_VENOMDUST2;
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+ } else if (tu_thief01 == 6 && .@class_thief) {
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+ mes "^3355FFYou find traces of poison";
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+ mes "used in a battle. A feeling";
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+ mes "of acute dizziness overcomes";
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+ mes "you after examining the scene.^000000";
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+ sc_start SC_Poison,60000,0;
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+ specialeffect EF_VENOMDUST2;
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+ } else if (tu_thief01 == 7 && .@class_thief) {
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+ mes "^3355FFYou find traces of poison";
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+ mes "used in a battle. You sense";
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+ mes "its potency and decide not";
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+ mes "to get too close to it.^000000";
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+ } else if (.@class_thief && tu_thief01 == 8 || .@class_mage && tu_magician01 == 8) {
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+ mes "^3355FFThere are traces of a battle";
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+ mes "that seem to be leading in";
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+ mes "different directions. From the";
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+ mes "peculiar smell that permeates";
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+ mes "the area, it seems that some";
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+ mes "kind of lethal poison was used.^000000";
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+ next;
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+ mes "^3355FFStill...";
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+ mes "The trail of this";
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+ mes "battle decidedly";
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+ mes "heads southward.^000000";
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+ if (tu_magician01 == 8)
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+ tu_magician01 = 9;
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+ else
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+ tu_thief01 = 9;
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+ } else {
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+ mes "^3355FFYou find signs of";
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+ mes "a heated pursuit";
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+ mes "that head south.";
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}
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- mes "^3355FFThere are signs that show";
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- mes "that some violent scuffle";
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- mes "might have occurred here,";
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- mes "but you can't tell what had";
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- mes "happened exactly...^000000";
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close;
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}
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// Battle Traces 2
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//============================================================
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-moc_fild12,173,215,0 script Trace of Battle#2 844,{
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- if(BaseClass == Job_Thief){
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- if(tu_thief01 < 9){
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- mes "^3355FFThere are signs";
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- mes "that many people";
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- mes "have traveled through";
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- mes "this particular area.^000000";
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- close;
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- } else if(tu_thief01 == 9){
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- mes "^3355FFYou've found traces";
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- mes "of the pursuit which";
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- mes "continue eastward.^000000";
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- set tu_thief01, 10;
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- close;
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- } else {
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- mes "^3355FFThese traces of";
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- mes "the pursuit lead";
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- mes "towards the east.^000000";
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- close;
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- }
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- } else if(BaseClass == Job_Mage){
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- if(tu_magician01 < 9){
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- mes "^3355FFThere are signs";
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- mes "that many people";
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- mes "have traveled through";
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- mes "this particular area.^000000";
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- close;
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- } else if(tu_magician01 == 9){
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- mes "^3355FFYou've found traces";
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- mes "of the pursuit which";
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- mes "continue eastward.^000000";
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- set tu_magician01, 10;
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- close;
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- } else {
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- mes "^3355FFThese traces of";
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- mes "the pursuit lead";
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- mes "towards the east.^000000";
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- close;
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- }
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+moc_fild12,173,215,0 script Trace of Battle#2 CLEAR_NPC,{
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+ .@class_thief = ( BaseClass == Job_Thief );
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+ .@class_mage = ( BaseClass == Job_Mage );
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+ if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
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+ mes "^3355FFThere are signs that show";
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+ mes "that some violent scuffle";
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+ mes "might have occurred here,";
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+ mes "but you can't tell what had";
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+ mes "happened exactly...^000000";
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+ } else if (tu_thief01 < 9 && .@class_thief || tu_magician01 < 9 && .@class_mage) {
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+ mes "^3355FFThere are signs";
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+ mes "that many people";
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+ mes "have traveled through";
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+ mes "this particular area.^000000";
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+ } else if (tu_thief01 == 9 && .@class_thief || tu_magician01 == 9 && .@class_mage) {
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+ mes "^3355FFYou've found traces";
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+ mes "of the pursuit which";
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+ mes "continue eastward.^000000";
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+ if (tu_magician01 == 9)
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+ tu_magician01 = 10;
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+ else
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+ tu_thief01 = 10;
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+ } else {
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+ mes "^3355FFThese traces of";
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+ mes "the pursuit lead";
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+ mes "towards the east.^000000";
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}
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- mes "^3355FFThere are signs that show";
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- mes "that some violent scuffle";
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- mes "might have occurred here,";
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- mes "but you can't tell what had";
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- mes "happened exactly...^000000";
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close;
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}
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// Battle Traces 3
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//============================================================
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-moc_fild12,276,165,0 script Trace of Battle#3 844,{
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- if(BaseClass == Job_Thief){
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- if(tu_thief01 < 10){
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- mes "^3355FFThere are signs";
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- mes "that many people";
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- mes "have traveled through";
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- mes "this particular area.^000000";
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- close;
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- } else if(tu_thief01 == 10){
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- mes "^3355FFYou examine these traces";
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- mes "and notice that one set of";
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- mes "footprints looks almost too";
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- mes "pronounced, as if it had been";
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- mes "made for somebody to find.^000000";
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- set tu_thief01, 11;
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- close;
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- } else {
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- mes "^3355FFIt's a very";
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- mes "strange looking";
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- mes "set of footprints.^000000";
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- close;
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- }
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- } else if(BaseClass == Job_Mage){
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- if(tu_magician01 < 10){
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- mes "^3355FFThere are signs";
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- mes "that many people";
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- mes "have traveled through";
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- mes "this particular area.^000000";
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- close;
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- } else if(tu_magician01 == 10){
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- mes "^3355FFYou examine these traces";
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- mes "and notice that one set of";
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- mes "footprints looks almost too";
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- mes "pronounced, as if it had been";
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- mes "made for somebody to find.^000000";
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- set tu_magician01, 11;
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- close;
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- } else {
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- mes "^3355FFIt's a very";
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- mes "strange looking";
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- mes "set of footprints.^000000";
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- close;
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- }
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+moc_fild12,276,165,0 script Trace of Battle#3 CLEAR_NPC,{
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+ .@class_thief = ( BaseClass == Job_Thief );
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+ .@class_mage = ( BaseClass == Job_Mage );
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+ if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
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+ mes "^3355FFThese look like";
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+ mes "traces of some kind";
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+ mes "of pursuit or battle, but";
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+ mes "you can't really tell for sure.^000000";
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+ } else if (tu_thief01 < 10 && .@class_thief || tu_magician01 < 10 && .@class_mage) {
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+ mes "^3355FFThere are signs";
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+ mes "that many people";
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+ mes "have traveled through";
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+ mes "this particular area.^000000";
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+ } else if (tu_thief01 == 10 && .@class_thief || tu_magician01 == 10 && .@class_mage) {
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+ mes "^3355FFYou examine these traces";
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+ mes "and notice that one set of";
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+ mes "footprints looks almost too";
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+ mes "pronounced, as if it had been";
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+ mes "made for somebody to find.^000000";
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+ if (tu_magician01 == 10)
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+ tu_magician01 = 11;
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+ else
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+ tu_thief01 = 11;
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+ } else {
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+ mes "^3355FFIt's a very";
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+ mes "strange looking";
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+ mes "set of footprints.^000000";
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}
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- mes "^3355FFThese look like";
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- mes "traces of some kind";
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- mes "of pursuit or battle, but";
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- mes "you can't really tell for sure.^000000";
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close;
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}
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// Battle Traces 4
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//============================================================
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-moc_fild11,39,163,0 script Trace of Battle#4 844,{
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- if(BaseClass == Job_Thief){
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- if(tu_thief01 < 11){
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- mes "^3355FFThere are signs";
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- mes "that many people";
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- mes "have traveled through";
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- mes "this particular area.^000000";
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- close;
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- } else if(tu_thief01 == 11){
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- mes "^3355FFFrom these traces,";
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- mes "you see that another";
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- mes "set of footprints has";
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- mes "been added. It looks like";
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- mes "someone } else got involved.";
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- mes "These prints are distinctly";
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- mes "clearer and much smaller.^000000";
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- set tu_thief01, 12;
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- close;
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- } else {
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- mes "^3355FFFrom these traces,";
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- mes "you see that another";
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- mes "person has gotten involved";
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- mes "in this heated scuffle.^000000";
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- close;
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- }
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- } else if(BaseClass == Job_Mage){
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- if(tu_magician01 < 11){
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- mes "^3355FFThere are signs";
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- mes "that many people";
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- mes "have traveled through";
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- mes "this particular area.^000000";
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- close;
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- } else if(tu_magician01 == 11){
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- mes "^3355FFFrom these traces,";
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- mes "you see that another";
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- mes "set of footprints has";
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- mes "been added. It looks like";
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- mes "someone } else got involved.";
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- mes "These prints are distinctly";
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- mes "clearer and much smaller.^000000";
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- set tu_magician01, 12;
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- close;
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- } else {
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- mes "^3355FFFrom these traces,";
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- mes "you see that another";
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- mes "person has gotten involved";
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- mes "in this heated scuffle.^000000";
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- close;
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- }
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+moc_fild11,39,163,0 script Trace of Battle#4 CLEAR_NPC,{
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+ .@class_thief = ( BaseClass == Job_Thief );
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+ .@class_mage = ( BaseClass == Job_Mage );
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+ if (.@class_thief == 0 && .@class_mage == 0 || eaclass()&EAJL_BABY) {
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+ mes "^3355FFThere are signs that show";
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+ mes "that some violent scuffle";
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+ mes "might have occurred here,";
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+ mes "but you can't tell what had";
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+ mes "happened exactly...^000000";
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+ } else if (tu_thief01 < 11 && .@class_thief || tu_magician01 < 11 && .@class_mage) {
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|
|
+ 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";
|
|
|
}
|
|
|
- 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";
|
|
|
close;
|
|
|
}
|
|
|
|
|
|
// Battle Traces 5
|
|
|
//============================================================
|
|
|
-moc_fild11,205,52,0 script Trace of Battle#5 844,{
|
|
|
- if(BaseClass == Job_Thief){
|
|
|
- if(tu_thief01 < 12){
|
|
|
- mes "^3355FFThere are signs";
|
|
|
- mes "that many people";
|
|
|
- mes "have traveled through";
|
|
|
- mes "this particular area.^000000";
|
|
|
- close;
|
|
|
- } else if(tu_thief01 == 12){
|
|
|
- mes "^3355FFThe traces of the battle";
|
|
|
- mes "now split and head towards";
|
|
|
- mes "the north and south. However,^000000";
|
|
|
- if(countitem(506) == 0){
|
|
|
- mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
|
|
|
+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;
|
|
|
- } else {
|
|
|
- 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";
|
|
|
+ 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;
|
|
|
- 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?";
|
|
|
- set tu_thief01, 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;
|
|
|
- }
|
|
|
- } else if(BaseClass == Job_Mage){
|
|
|
- if(tu_magician01 < 12){
|
|
|
- mes "^3355FFThere are signs";
|
|
|
- mes "that many people";
|
|
|
- mes "have traveled through";
|
|
|
- mes "this particular area.^000000";
|
|
|
- close;
|
|
|
- } else if(tu_magician01 == 12){
|
|
|
- mes "^3355FFThe traces of the battle";
|
|
|
- mes "now split and head towards";
|
|
|
- mes "the north and south. However,^000000";
|
|
|
- if(countitem(506) == 0){
|
|
|
- mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
|
|
|
+ mes "^3355FFYou take the piece";
|
|
|
+ mes "of cloth from the puddle";
|
|
|
+ mes "of poison and keep it with you.^000000";
|
|
|
close;
|
|
|
- } else {
|
|
|
- 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?";
|
|
|
- set 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;
|
|
|
- }
|
|
|
+ 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";
|
|
|
}
|
|
|
- mes "^3355FFThese look like";
|
|
|
- mes "traces of some kind";
|
|
|
- mes "of pursuit or battle, but";
|
|
|
- mes "you can't really tell for sure.^000000";
|
|
|
close;
|
|
|
}
|
|
|
|
|
|
// Battle Traces 6
|
|
|
//============================================================
|
|
|
-moc_fild11,226,235,0 script Trace of Battle#6 844,{
|
|
|
- if(BaseClass == Job_Thief){
|
|
|
- if(tu_thief01 < 13){
|
|
|
- mes "^3355FFThere are signs";
|
|
|
- mes "that many people";
|
|
|
- mes "have traveled through";
|
|
|
- mes "this particular area.^000000";
|
|
|
- close;
|
|
|
- } 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;
|
|
|
- }
|
|
|
- } else if(BaseClass == Job_Mage){
|
|
|
- if(tu_magician01 < 13){
|
|
|
- mes "^3355FFThere are signs";
|
|
|
- mes "that many people";
|
|
|
- mes "have traveled through";
|
|
|
- mes "this particular area.^000000";
|
|
|
- close;
|
|
|
- } 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;
|
|
|
- }
|
|
|
+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";
|
|
|
}
|
|
|
- mes "^3355FFThese look like";
|
|
|
- mes "traces of some kind";
|
|
|
- mes "of pursuit or battle, but";
|
|
|
- mes "you can't really tell for sure.^000000";
|
|
|
close;
|
|
|
}
|
|
|
|
|
|
// Battle Traces 7
|
|
|
//============================================================
|
|
|
-moc_fild11,184,342,0 script Trace of Battle#7 844,{
|
|
|
- if(BaseClass == Job_Thief){
|
|
|
- if(tu_thief01 < 13){
|
|
|
- mes "^3355FFThere are signs";
|
|
|
- mes "that many people";
|
|
|
- mes "have traveled through";
|
|
|
- mes "this particular area.^000000";
|
|
|
- close;
|
|
|
- } 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;
|
|
|
- }
|
|
|
- } else if(BaseClass == Job_Mage){
|
|
|
- if(tu_magician01 < 13){
|
|
|
- mes "^3355FFThere are signs";
|
|
|
- mes "that many people";
|
|
|
- mes "have traveled through";
|
|
|
- mes "this particular area.^000000";
|
|
|
- close;
|
|
|
- } 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;
|
|
|
- }
|
|
|
+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";
|
|
|
}
|
|
|
- mes "^3355FFThese look like";
|
|
|
- mes "traces of some kind";
|
|
|
- mes "of pursuit or battle, but";
|
|
|
- mes "you can't really tell for sure.^000000";
|
|
|
close;
|
|
|
}
|
|
|
|
|
|
// Battle Traces 8
|
|
|
//============================================================
|
|
|
-moc_fild17,213,358,0 script Trace of Battle#8 844,{
|
|
|
- if(BaseClass == Job_Thief){
|
|
|
- if(tu_thief01 < 13){
|
|
|
- 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";
|
|
|
- close;
|
|
|
- } else if(tu_thief01 == 13){
|
|
|
- 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";
|
|
|
- set tu_thief01, 14;
|
|
|
- close;
|
|
|
- } 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;
|
|
|
- }
|
|
|
- } else if(BaseClass == Job_Mage){
|
|
|
- if(tu_magician01 < 13){
|
|
|
- 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";
|
|
|
- close;
|
|
|
- } else if(tu_magician01 == 13){
|
|
|
- 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";
|
|
|
- set tu_magician01, 14;
|
|
|
- close;
|
|
|
- } 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;
|
|
|
- }
|
|
|
+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";
|
|
|
}
|
|
|
- mes "^3355FFThese look like";
|
|
|
- mes "traces of some kind";
|
|
|
- mes "of pursuit or battle, but";
|
|
|
- mes "you can't really tell for sure.^000000";
|
|
|
close;
|
|
|
}
|
|
|
|
|
|
// Battle Traces 9
|
|
|
//============================================================
|
|
|
-moc_fild17,228,274,0 script Trace of Battle#9 844,{
|
|
|
- if(BaseClass == Job_Thief){
|
|
|
- if(tu_thief01 < 14){
|
|
|
- mes "^3355FFTraces of some";
|
|
|
- mes "sort of battle are";
|
|
|
- mes "scattered all over";
|
|
|
- mes "this particular area.^000000";
|
|
|
- close;
|
|
|
- } else if(tu_thief01 == 14){
|
|
|
- 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";
|
|
|
- set tu_thief01, 15;
|
|
|
- close;
|
|
|
- } else if(tu_thief01 == 15){
|
|
|
- set .@seek_tm, rand(1,10);
|
|
|
- if(.@seek_tm == 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";
|
|
|
- set tu_thief01, 16;
|
|
|
- close;
|
|
|
- } 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";
|
|
|
- close;
|
|
|
- }
|
|
|
- } else {
|
|
|
- mes "^3355FFYou better continue";
|
|
|
- mes "following this trail";
|
|
|
- mes "which leads westward.^000000";
|
|
|
- close;
|
|
|
- }
|
|
|
- } else if(BaseClass == Job_Mage){
|
|
|
- if(tu_magician01 < 14){
|
|
|
- mes "^3355FFTraces of some";
|
|
|
- mes "sort of battle are";
|
|
|
- mes "scattered all over";
|
|
|
- mes "this particular area.^000000";
|
|
|
- close;
|
|
|
- } else if(tu_magician01 == 14){
|
|
|
- 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";
|
|
|
- set tu_magician01, 15;
|
|
|
- close;
|
|
|
- } else if(tu_magician01 == 15){
|
|
|
- set .@seek_tm1, rand(1,10);
|
|
|
- if(.@seek_tm1 == 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";
|
|
|
- set tu_magician01, 16;
|
|
|
- close;
|
|
|
- } 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";
|
|
|
- close;
|
|
|
- }
|
|
|
- } else {
|
|
|
- mes "^3355FFYou better continue";
|
|
|
- mes "following this trail";
|
|
|
- mes "which leads westward.^000000";
|
|
|
- close;
|
|
|
- }
|
|
|
+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";
|
|
|
}
|
|
|
- mes "^3355FFThese look like";
|
|
|
- mes "traces of some kind";
|
|
|
- mes "of pursuit or battle, but";
|
|
|
- mes "you can't really tell for sure.^000000";
|
|
|
close;
|
|
|
}
|
|
|
|
|
|
// Battle Traces 10
|
|
|
//============================================================
|
|
|
-moc_fild17,34,292,0 script Trace of Battle#10 844,{
|
|
|
- if(BaseClass == Job_Thief){
|
|
|
- if(tu_thief01 < 16){
|
|
|
- mes "^3355FFThere are signs";
|
|
|
- mes "showing that a lot";
|
|
|
- mes "of people were in";
|
|
|
- mes "this area earlier.^000000";
|
|
|
- close;
|
|
|
- } else if(tu_thief01 == 16){
|
|
|
- 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";
|
|
|
- set tu_thief01, 17;
|
|
|
- close;
|
|
|
- } else {
|
|
|
- mes "^3355FFThe trail from";
|
|
|
- mes "this point heads";
|
|
|
- mes "towards the west.^000000";
|
|
|
- close;
|
|
|
- }
|
|
|
- } else if(BaseClass == Job_Mage){
|
|
|
- if(tu_magician01 < 16){
|
|
|
- mes "^3355FFThere are signs";
|
|
|
- mes "showing that a lot";
|
|
|
- mes "of people were in";
|
|
|
- mes "this area earlier.^000000";
|
|
|
- close;
|
|
|
- } else if(tu_magician01 == 16){
|
|
|
- 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";
|
|
|
- set tu_magician01, 17;
|
|
|
- close;
|
|
|
- } else {
|
|
|
- mes "^3355FFThe trail from";
|
|
|
- mes "this point heads";
|
|
|
- mes "towards the west.^000000";
|
|
|
- close;
|
|
|
- }
|
|
|
+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";
|
|
|
}
|
|
|
- mes "^3355FFThese look like";
|
|
|
- mes "traces of some kind";
|
|
|
- mes "of pursuit or battle, but";
|
|
|
- mes "you can't really tell for sure.^000000";
|
|
|
close;
|
|
|
}
|
|
|
|
|
|
// Battle Traces 11
|
|
|
//============================================================
|
|
|
-moc_fild18,346,296,0 script Trace of Battle#11 844,{
|
|
|
- if(BaseClass == Job_Thief){
|
|
|
- if(tu_thief01 < 17){
|
|
|
- mes "^3355FFThere are signs";
|
|
|
- mes "showing that a lot";
|
|
|
- mes "of people were in";
|
|
|
- mes "this area earlier.^000000";
|
|
|
- close;
|
|
|
- } else if(tu_thief01 == 17){
|
|
|
- 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";
|
|
|
- set tu_thief01, 18;
|
|
|
- close;
|
|
|
- } 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;
|
|
|
- }
|
|
|
- } else if(BaseClass == Job_Mage){
|
|
|
- if(tu_magician01 < 17){
|
|
|
- mes "^3355FFThere are signs";
|
|
|
- mes "showing that a lot";
|
|
|
- mes "of people were in";
|
|
|
- mes "this area earlier.^000000";
|
|
|
- close;
|
|
|
- } else if(tu_magician01 == 17){
|
|
|
- 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";
|
|
|
- set tu_magician01, 18;
|
|
|
- close;
|
|
|
- } 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;
|
|
|
- }
|
|
|
+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";
|
|
|
}
|
|
|
- mes "^3355FFThese look like";
|
|
|
- mes "traces of some kind";
|
|
|
- mes "of pursuit or battle, but";
|
|
|
- mes "you can't really tell for sure.^000000";
|
|
|
close;
|
|
|
}
|
|
|
|
|
|
// Battle Traces 12
|
|
|
//============================================================
|
|
|
-moc_fild18,309,257,0 script Trace of Battle#12 844,{
|
|
|
- if(BaseClass == Job_Thief){
|
|
|
- if(tu_thief01 < 18){
|
|
|
- mes "^3355FFThere are signs";
|
|
|
- mes "showing that a lot";
|
|
|
- mes "of people were in";
|
|
|
- mes "this area earlier.^000000";
|
|
|
- close;
|
|
|
- } else if(tu_thief01 == 18){
|
|
|
- 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";
|
|
|
- set tu_thief01, 19;
|
|
|
- close;
|
|
|
- } else {
|
|
|
- mes "^3355FFThe trail of this";
|
|
|
- mes "pursuit now leads";
|
|
|
- mes "towards the north.^000000";
|
|
|
- close;
|
|
|
- }
|
|
|
- } else if(BaseClass == Job_Mage){
|
|
|
- if(tu_magician01 < 18){
|
|
|
- mes "^3355FFThere are signs";
|
|
|
- mes "showing that a lot";
|
|
|
- mes "of people were in";
|
|
|
- mes "this area earlier.^000000";
|
|
|
- close;
|
|
|
- } else if(tu_magician01 == 18){
|
|
|
- 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";
|
|
|
- set tu_magician01, 19;
|
|
|
- close;
|
|
|
- } else {
|
|
|
- mes "^3355FFThe trail of this";
|
|
|
- mes "pursuit now leads";
|
|
|
- mes "towards the north.^000000";
|
|
|
- close;
|
|
|
- }
|
|
|
+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";
|
|
|
}
|
|
|
- mes "^3355FFThese look like";
|
|
|
- mes "traces of some kind";
|
|
|
- mes "of pursuit or battle, but";
|
|
|
- mes "you can't really tell for sure.^000000";
|
|
|
close;
|
|
|
}
|
|
|
|
|
|
// Battle Traces 13
|
|
|
//============================================================
|
|
|
-moc_fild18,177,333,0 script Trace of Battle#13 844,{
|
|
|
- if(BaseClass == Job_Thief){
|
|
|
- if(tu_thief01 < 19){
|
|
|
- mes "^3355FFThere are signs";
|
|
|
- mes "showing that a lot";
|
|
|
- mes "of people were in";
|
|
|
- mes "this area earlier.^000000";
|
|
|
- close;
|
|
|
- } else if(tu_thief01 == 19){
|
|
|
- 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";
|
|
|
- set tu_thief01, 20;
|
|
|
- close;
|
|
|
- } else {
|
|
|
- mes "^3355FFIt looks like";
|
|
|
- mes "the battle heads";
|
|
|
- mes "towards the southwest";
|
|
|
- mes "from this particular point.^000000";
|
|
|
- close;
|
|
|
- }
|
|
|
- } else if(BaseClass == Job_Mage){
|
|
|
- if(tu_magician01 < 19){
|
|
|
- mes "A large group of people seem to have gone by.";
|
|
|
- close;
|
|
|
- } else if(tu_magician01 == 19){
|
|
|
- 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";
|
|
|
- set tu_magician01, 20;
|
|
|
- close;
|
|
|
- } else {
|
|
|
- mes "^3355FFIt looks like";
|
|
|
- mes "the battle heads";
|
|
|
- mes "towards the southwest";
|
|
|
- mes "from this particular point.^000000";
|
|
|
- close;
|
|
|
- }
|
|
|
+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";
|
|
|
}
|
|
|
- mes "^3355FFThese look like";
|
|
|
- mes "traces of some kind";
|
|
|
- mes "of pursuit or battle, but";
|
|
|
- mes "you can't really tell for sure.^000000";
|
|
|
close;
|
|
|
}
|
|
|
|
|
|
// Battle Traces 14
|
|
|
//============================================================
|
|
|
-moc_fild18,111,303,0 script Trace of Battle#14 844,{
|
|
|
- if(BaseClass == Job_Thief){
|
|
|
- if(tu_thief01 < 20){
|
|
|
- mes "^3355FFThere are signs";
|
|
|
- mes "showing that a lot";
|
|
|
- mes "of people were in";
|
|
|
- mes "this area earlier.^000000";
|
|
|
- close;
|
|
|
- } else if(tu_thief01 == 20){
|
|
|
- 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";
|
|
|
- set tu_thief01, 21;
|
|
|
- close;
|
|
|
- } else {
|
|
|
- mes "^3355FFThe trail of";
|
|
|
- mes "this battle heads";
|
|
|
- mes "towards the south.^000000";
|
|
|
- close;
|
|
|
- }
|
|
|
- } else if(BaseClass == Job_Mage){
|
|
|
- if(tu_magician01 < 20){
|
|
|
- mes "^3355FFThere are signs";
|
|
|
- mes "showing that a lot";
|
|
|
- mes "of people were in";
|
|
|
- mes "this area earlier.^000000";
|
|
|
- close;
|
|
|
- } else if(tu_magician01 == 20){
|
|
|
- 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";
|
|
|
- set tu_magician01, 21;
|
|
|
- close;
|
|
|
- } else {
|
|
|
- mes "^3355FFThe trail of";
|
|
|
- mes "this battle heads";
|
|
|
- mes "towards the south.^000000";
|
|
|
- close;
|
|
|
- }
|
|
|
+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";
|
|
|
}
|
|
|
- mes "^3355FFThese look like";
|
|
|
- mes "traces of some kind";
|
|
|
- mes "of pursuit or battle, but";
|
|
|
- mes "you can't really tell for sure.^000000";
|
|
|
close;
|
|
|
}
|
|
|
|
|
|
// Battle Traces 15
|
|
|
//============================================================
|
|
|
-moc_fild18,109,197,0 script Trace of Battle#15 844,{
|
|
|
- if(BaseClass == Job_Thief){
|
|
|
- if(tu_thief01 < 21){
|
|
|
- mes "^3355FFThere are signs";
|
|
|
- mes "showing that a lot";
|
|
|
- mes "of people were in";
|
|
|
- mes "this area earlier.^000000";
|
|
|
- close;
|
|
|
- } else if(tu_thief01 == 21){
|
|
|
- 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";
|
|
|
+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("Continue following the traces.:Further investigate the area.")){
|
|
|
+ switch(select("Pour Green Potion.:Don't use Green Potion.")) {
|
|
|
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";
|
|
|
- set tu_thief01, 22;
|
|
|
- close;
|
|
|
- }
|
|
|
- } else if(tu_thief01 == 22){
|
|
|
- set .@trap_tm, rand(1,3);
|
|
|
- if(.@trap_tm == 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){
|
|
|
- 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
|
|
|
- set tu_thief01, 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;
|
|
|
- close;
|
|
|
- }
|
|
|
- } else if(tu_thief01 == 23){
|
|
|
- if(countitem(511) > 0 || countitem(716) > 0){
|
|
|
- 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
|
|
|
- set tu_thief01, 24;
|
|
|
- close;
|
|
|
- } 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";
|
|
|
+ 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 "^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";
|
|
|
+ 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;
|
|
|
}
|
|
|
- } 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";
|
|
|
- close;
|
|
|
- }
|
|
|
- } else if(tu_thief01 == 24){
|
|
|
- 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";
|
|
|
- set tu_thief01, 25;
|
|
|
- close;
|
|
|
- } else {
|
|
|
- mes "^3355FFYou examine the area";
|
|
|
- mes "a little further and guess";
|
|
|
- mes "that the battle might head";
|
|
|
- mes "towards the south.^000000";
|
|
|
- close;
|
|
|
- }
|
|
|
- } else if(BaseClass == Job_Mage){
|
|
|
- if(tu_magician01 < 21){
|
|
|
- mes "A large group of people seem to have gone by.";
|
|
|
- close;
|
|
|
- } else if(tu_magician01 == 21){
|
|
|
- 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";
|
|
|
- set tu_magician01, 22;
|
|
|
- close;
|
|
|
- }
|
|
|
- } else if(tu_magician01 == 22){
|
|
|
- set .@trap_tm, rand(1,3);
|
|
|
- if(.@trap_tm == 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){
|
|
|
- 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
|
|
|
- set 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;
|
|
|
- close;
|
|
|
- }
|
|
|
- } else if(tu_magician01 == 23){
|
|
|
- if(countitem(511) > 0 || countitem(716) > 0){
|
|
|
- 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
|
|
|
- set tu_magician01, 24;
|
|
|
- close;
|
|
|
- } 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";
|
|
|
- close;
|
|
|
- } else {
|
|
|
- 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";
|
|
|
- close;
|
|
|
- }
|
|
|
- } 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";
|
|
|
+ mes "["+strcharinfo(0)+"]";
|
|
|
+ mes "I guess...";
|
|
|
+ mes "I'll try investigating";
|
|
|
+ mes "this area a little more?";
|
|
|
close;
|
|
|
}
|
|
|
- } else if(tu_magician01 == 24){
|
|
|
- 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";
|
|
|
- set tu_magician01, 25;
|
|
|
- close;
|
|
|
} else {
|
|
|
- mes "^3355FFYou examine the area";
|
|
|
- mes "a little further and guess";
|
|
|
- mes "that the battle might head";
|
|
|
- mes "towards the south.^000000";
|
|
|
- close;
|
|
|
- }
|
|
|
-
|
|
|
+ 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";
|
|
|
}
|
|
|
- mes "^3355FFThese look like";
|
|
|
- mes "traces of some kind";
|
|
|
- mes "of pursuit or battle, but";
|
|
|
- mes "you can't really tell for sure.^000000";
|
|
|
close;
|
|
|
}
|
|
|
|
|
|
// Battle Traces 16
|
|
|
//============================================================
|
|
|
-moc_fild18,156,96,0 script Trace of Battle#16 844,{
|
|
|
- if(BaseClass == Job_Thief){
|
|
|
- if(tu_thief01 < 25){
|
|
|
- mes "^3355FFThere are signs";
|
|
|
- mes "that a large group";
|
|
|
- mes "of people have been in";
|
|
|
- mes "this area for some reason.^000000";
|
|
|
- close;
|
|
|
- } else if(tu_thief01 == 25){
|
|
|
- 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";
|
|
|
- set tu_thief01, 26;
|
|
|
- close;
|
|
|
- } 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;
|
|
|
- }
|
|
|
- } else if(BaseClass == Job_Mage){
|
|
|
- if(tu_magician01 < 25){
|
|
|
- mes "^3355FFThere are signs";
|
|
|
- mes "that a large group";
|
|
|
- mes "of people have been in";
|
|
|
- mes "this area for some reason.^000000";
|
|
|
- close;
|
|
|
- } else if(tu_magician01 == 25){
|
|
|
- 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";
|
|
|
- set tu_magician01, 26;
|
|
|
- close;
|
|
|
- } 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;
|
|
|
- }
|
|
|
+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";
|
|
|
}
|
|
|
- mes "^3355FFThese look like";
|
|
|
- mes "traces of some kind";
|
|
|
- mes "of pursuit or battle, but";
|
|
|
- mes "you can't really tell for sure.^000000";
|
|
|
close;
|
|
|
-}
|
|
|
+}
|