Jelajahi Sumber

Updated Tutorial quests, and added back NPCs needed for Priest quest.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/branches/renewal@14884 54d463be-8e91-2dee-dedb-b68131a5f0ec
L0ne_W0lf 14 tahun lalu
induk
melakukan
efc8511dea

+ 2 - 0
npc/Changelog.txt

@@ -1,5 +1,7 @@
 Date		Added
 ======
+2011/07/3
+	* Rev. 14884 Updated Tutorial quests, and added back NPCs needed for Priest quest. [L0ne_W0lf]
 2011/06/11
 	* Rev. 14845 Corrected improperly converted spawns, and instance timers for sealed shine and Orc Dungeon.  [L0ne_W0lf]
 2011/05/23

+ 225 - 2
npc/jobs/1-1/acolyte.txt

@@ -3,13 +3,14 @@
 //===== By: ================================================== 
 //= Kisuka
 //===== Current Version: ===================================== 
-//= 1.0
+//= 1.1
 //===== Compatible With: ===================================== 
 //= eAthena SVN
 //===== Description: ========================================= 
 //= Job Change to Acolyte Class
 //===== Additional Comments: ================================= 
 //= 1.0 First Version. [Kisuka]
+//= 1.1 Added back the npcs used for the priest quest.
 //============================================================ 
 prt_church,184,41,4	script	Cleric#aco	60,{
 	if (Upper == 1) {
@@ -108,4 +109,226 @@ prt_church,184,41,4	script	Cleric#aco	60,{
 	case 3:
 		close;
 	}
-}
+}
+
+prt_fild03,365,255,2	script	Ascetic#aco	89,{
+	mes "[Father Rubalkabara]";
+	if (BaseJob == Job_Novice) {
+		if (job_acolyte_q == 6) {
+			mes "Please take care. They should know that you've met me by the time you arrive at the Prontera Sanctuary.";
+			next;
+			mes "[Father Rubalkabara]";
+			mes "I've sent a carrier pigeon with a message. I hope it will arrive there safely...";
+			close;
+		}
+		if (job_acolyte_q != 0) {
+			if (job_acolyte_q == 2) {
+				mes "Oh...? You must be the one who aspires to become an Acolyte. I've already received news from the Sanctuary that you might be coming.";
+				next;
+				mes "[Father Rubalkabara]";
+				mes "Now, your name was " + strcharinfo(0) + ", right? Excellent, thank you for visiting me.";
+				next;
+				mes "[Father Rubalkabara]";
+				mes "I believe you've been told much about Acolytes from Friar Mareusis. Plus, there's plenty of helpful people in the Prontera Sanctuary.";
+				next;
+				mes "[Father Rubalkabara]";
+				mes "I guess there's really no need for me to teach you much. Besides, I'm sure your someone from your generation may have trouble listening to an old man like me. Hahaha~";
+				next;
+				mes "[Father Rubalkabara]";
+				mes "Still, lessons may come from the places you'd least expect. God loves to teach his children in strange ways. You'll see.";
+				next;
+				mes "[Father Rubalkabara]";
+				mes "Well, I'll send the message telling them that you've come to visit me. So, you may now return to the Prontera Sanctuary.";
+				next;
+				mes "[Father Rubalkabara]";
+				mes "Farewell.";
+				close2;
+				savepoint "prt_fild03",361,255;
+				set job_acolyte_q,6;
+				end;
+			}
+			else {
+				mes "Oh...";
+				mes "Are you one of the";
+				mes "Acolyte applicants...?";
+				mes "Let's see...";
+				next;
+				mes "[Father Rubalkabara]";
+				mes "Your name is " + strcharinfo(0) + "?";
+				mes "I don't think your name";
+				mes "is on my list. Hmmm...";
+				next;
+				mes "[Father Rubalkabara]";
+				mes "Why don't you go back to the Prontera Sanctuary and check again?";
+				close;
+			}
+		}
+		else {
+			mes "Huh? What brings you here? This is a very dangerous place for a Novice like yourself!";
+			close;
+		}
+	}
+	else if (BaseJob == Job_Acolyte) callfunc "F_FatherRub";
+	else {
+		if (BaseJob == Job_Priest) {
+			mes "Greetings.";
+			next;
+			mes "[Father Rubalkabara]";
+			mes "Welcome to the Deep. Feel free to sit and contemplate God's message with me. This place is beautiful, even if danger accompanies its sense of serenity...";
+			close;
+		}
+		else {
+			mes "Oh ho...";
+			mes "Have you come into the Deep here for training? Or are you just a Wanderer?";
+			next;
+			mes "[Father Rubalkabara]";
+			mes "Whoever you are, please take care of yourself. The monsters in here are shockingly strong, contrary to their cute appearance.";
+			close;
+		}
+	}
+}
+
+moc_fild07,41,355,4	script	Ascetic#2aco	95,{
+	mes "[Mother Mathilda]";
+	if (BaseJob == Job_Novice) {
+		if (job_acolyte_q == 7) {
+			mes "I will send a carrier pigeon to the Prontera Sanctuary. When you return, the Priest there should already have received my message.";
+			next;
+			mes "[Mother Mathilda]";
+			mes "I will pray to God, and hope that you become an Acolyte soon.";
+			close;
+		}
+		if (job_acolyte_q != 0) {
+			if (job_acolyte_q == 3) {
+				mes "Ah, you must be one of the Acolyte applicants. I sincerely welcome you.";
+				next;
+				mes "[Mother Mathilda]";
+				mes "What is your name? " + strcharinfo(0) + "? Let's see... Ah, you're on my list.";
+				next;
+				mes "[Mother Mathilda]";
+				mes "I will send a message to the Sanctuary confirming that you, " + strcharinfo(0) + " visited me and completed your penance.";
+				next;
+				mes "[Mother Mathilda]";
+				mes "Please return to the Prontera Sanctuary and speak to the Priest in charge.";
+				close2;
+				savepoint "moc_fild07",35,355;
+				set job_acolyte_q,7;
+				end;
+			}
+			else {
+				mes "Ah...!";
+				mes "You must be one";
+				mes "of the Acolyte applicants.";
+				mes "I sincerely welcome you.";
+				next;
+				mes "[Mother Mathilda]";
+				mes "Now, what is your name?";
+				mes "" + strcharinfo(0) + "? Let's see...";
+				next;
+				mes "[Mother Mathilda]";
+				mes "Hmm...";
+				mes "It seems your name";
+				mes "is not on my list...";
+				next;
+				mes "[Mother Mathilda]";
+				mes "Perhaps you should return to the Prontera Sanctuary and check the destination for your penance trial once again.";
+				close;
+			}
+		}
+		else {
+			mes "...";
+			close;
+		}
+	}
+	else if (BaseJob == Job_Acolyte) callfunc "F_MotherMart";
+	else {
+		if (BaseJob == Job_Priest) {
+			mes "Hello there~";
+			next;
+			mes "[Mother Mathilda]";
+			mes "How is your practice coming along? I certainly hope you're enjoying living in the grace of God.";
+			close;
+		}
+		else {
+			mes "May God";
+			mes "be with you...";
+			close;
+		}
+	}
+}
+
+prt_fild00,208,218,6	script	Ascetic#3aco	98,{
+	mes "[Father Yosuke]";
+	if (BaseJob == Job_Novice) {
+		if (job_acolyte_q == 8) {
+			mes "What?";
+			next;
+			mes "[Father Yosuke]";
+			mes "Have you any more business with me?! You don't! Go back to the Sanctuary now!";
+			close;
+		}
+		if (job_acolyte_q != 0) {
+			if (job_acolyte_q == 4) {
+				mes "Hey.";
+				mes "Whatever you are,";
+				mes "you look like an";
+				mes "Acolyte applicant.";
+				mes "Right?";
+				next;
+				mes "[Father Yosuke]";
+				mes "Not bad, not bad. You withstood the penance trial pretty well.";
+				mes "So what's your name?";
+				next;
+				mes "[Father Yosuke]";
+				mes "" + strcharinfo(0) + ", huh?";
+				next;
+				mes "[Father Yosuke]";
+				mes "Okay. I'll send a message to the Sanctuary that you, " + strcharinfo(0) + ", came to visit me.";
+				next;
+				mes "[Father Yosuke]";
+				mes "Now go back to the Santuary and finish becoming an Acolyte, kid.";
+				close2;
+				savepoint "prt_fild00",206,230;
+				set job_acolyte_q,8;
+				end;
+			}
+			else {
+				mes "Hey.";
+				mes "You look like an Acolyte Applicant. Am I right?";
+				next;
+				mes "[Father Yosuke]";
+				mes "Not bad at all, you've made it all the way here from Prontera. So what's your name, kid?";
+				next;
+				mes "[Father Yosuke]";
+				mes "" + strcharinfo(0) + ", huh? Why isn't your name on my list?";
+				next;
+				mes "[Father Yosuke]";
+				mes "You probably made a mistake. Go back to the Santuary, and check with the Bishop.";
+				close;
+			}
+		}
+		else {
+			mes "You...";
+			mes "Novice.";
+			mes "There something";
+			mes "you wanna tell me?";
+			close;
+		}
+	}
+	else if (BaseJob == Job_Acolyte) callfunc "F_FatherYos";
+	else {
+		if (BaseJob == Job_Priest) {
+			mes "Hey...";
+			next;
+			mes "[Father Yosuke]";
+			mes "If you like, come sit here with me and meditate the great truths. God's majesty is truly inspiring...";
+			close;
+		}
+		else {
+			mes "Do you have anything to say? Because unfortunately for you,";
+			mes "I don't any replies.";
+			close;
+		}
+	}
+}
+

+ 359 - 300
npc/quests/first_class/tu_acolyte.txt

@@ -3,7 +3,7 @@
 //===== By: ================================================== 
 //= Fix up by Jukka
 //===== Current Version: ===================================== 
-//= 1.3
+//= 1.4
 //===== Compatible With: ===================================== 
 //= eAthena SVN (Testet in Trunk 88xx)
 //===== Description: ========================================= 
@@ -14,6 +14,7 @@
 //=	TODO: Test, Add correct misceffects numbers
 //= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
 //= 1.3 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
+//= 1.4 Misc. updates. [L0ne_W0lf]
 //============================================================ 
 
 
@@ -115,14 +116,19 @@ prt_church,179,15,1	script	Priest Praupin	110,{
 			mes "I know I'm not offering much,";
 			mes "but they were quite helpful to me when I was a young Acolyte like yourself.";
 			next;
-			if(select("Maces:Clubs")==1){
-				getitem 1604, 1;
-			} else {
-				getitem 1510, 1;
+			switch(select("Wand:Flail")) {
+			case 1:
+				delitem 7181,1; //Receipt_01
+				set tu_acolyte01,23;
+				getitem 1604,1; //Wand
+				break;
+			case 2:
+				delitem 7181,1; //Receipt_01
+				set tu_acolyte01,23;
+				getitem 1510,1; //Flail
+				break;
 			}
-			delitem 7181, 1;
-			set tu_acolyte01, 23;
-			close;  
+			close;
 		} else {
 			mes "You are such a good person,";
 			mes "a true child of the light. I hope that many others will benefit from the purity of your heart and mind.";
@@ -287,7 +293,7 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 		set tu_acolyte01, 3;
 		if(getskilllv("AL_HEAL") == 0){
 			getexp 0,100;
-			//misceffect EF_CONE;
+			specialeffect2 EF_CONE;
 		}
 		close;
 		break;
@@ -306,7 +312,7 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 			mes "[Asthe]";
 			mes "Your strength is undeveloped,";
 			mes "so fight weaker monsters for now.";
-			mes "	I will lend you a Mace from the church, so use it well and ^3131FFreturn it^000000 when you're done, alright?";
+			mes "I will lend you a Mace from the church, so use it well and ^3131FFreturn it^000000 when you're done, alright?";
 			next;
 			mes "[Asthe]";
 			mes "First ^0033FFstart fighting monsters around each town such as Prontera^000000. It'd be more convenient to fight the monsters here, but they might be too strong for you right now.";
@@ -323,9 +329,9 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 			mes "Well then,";
 			mes "I hope you";
 			mes "have a safe trip.";
-			set tu_acolyte01, 4;
-			getitem 1504, 1;
-			getitem 602, 1;
+			set tu_acolyte01,4;
+			getitem 1504,1; //Mace
+			getitem 602,1; //Wing_Of_Butterfly
 			savepoint "prt_monk",30,250;
 			close;
 		} else {
@@ -353,16 +359,38 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 				mes "I see that you've";
 				mes "completed the assignment";
 				mes "already. Good work!";
+				next;
+				mes "[Asthe]";
+				mes "Now, I would like to have the Mace back, if you don't mind.";
+				mes "By any chance, do you carry ^FF0000any other Mace with an elemental Property^000000?";
+				mes "If so, please store the mace somewhere first.";
+				mes "I am afraid that my sight is too bad to distinguish the difference...Hoho.";
+				next;
+				mes "[Asthe]";
+				mes "Would you like me to take the mace away from your inventory now?";
+				next;
+				switch(select("Sure.:Let me check again.")) {
+				case 1:
+					break;
+				case 2:
+					mes "[Asthe]";
+					mes "Okay, no problem.";
+					mes "Please make sure that you do not carry any ^FF0000Mace with an elemental Property^000000.";
+					close;
+				}
+				mes "[Asthe]";
+				mes "Thank you so much.";
+				mes "You have returned the Mace.";
 				emotion e_heh;
 				set tu_acolyte01, 5;
-				delitem 1504, 1;
+				delitem 1504, 1; //Mace
 				if(Class == Job_Acolyte_High){
 					getexp 2000,1000;
-					//misceffect EF_CONE;
+					specialeffect2 EF_CONE;
 					close;
 				} else {
 					getexp 1000,500;
-					//misceffect EF_CONE;
+					specialeffect2 EF_CONE;
 					close;
 				}
 			} else {
@@ -420,8 +448,8 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 		mes "[Asthe]";
 		mes "However, I'm a little busy with";
 		mes "my work right now, so would you deliver this to Priest Gardron in the next building for me?";
-		set tu_acolyte01, 7;
-		getitem 7148, 1;
+		set tu_acolyte01,7;
+		getitem 7148,1; //Mother_Letter
 		close;
 		break;
 	case 7:
@@ -433,7 +461,7 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 		close;
 		break;
 	case 9:
-		mes "You went to Payon on behalf of the convent for Priest Gardron? That must have been tough...";
+		mes "You went to Prontera on behalf of the convent for Priest Gardron? That must have been tough...";
 		next;
 		mes "[Asthe]";
 		mes "Blessing!";
@@ -510,11 +538,11 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 		next;
 		mes "[Asthe]";
 		mes "Once you have learned Level 3 Demon Bane, you can learn ^3131FFSignum Crucis^000000 which decreases the defense of the targeted Undead or Ghost monster.";
-		//misceffect EF_SIGNUM;
+		specialeffect EF_SIGNUM;
 		next;
 		mes "[Asthe]";
 		mes "^3131FFAngelus^000000 increases the defense in your party, including yourself. It is affected by the VIT stat, so the higher your VIT, the better it works.";
-		//misceffect EF_ANGELUS;
+		specialeffect EF_ANGELUS;
 		next;
 		mes "[Asthe]";
 		mes "That's about it";
@@ -533,7 +561,7 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 		mes "part of the Heal skill tree.";
 		next;
 		mes "[Asthe]";
-		mes "You can learn Increase AGI after you learn  Level 3 ^3131FFHeal^000000. True to its name, Increase AGI temporarily increases the ^3131FFagility (AGI)^000000 of its target.";
+		mes "You can learn Increase AGI after you learn Level 3 ^3131FFHeal^000000. True to its name, Increase AGI temporarily increases the ^3131FFagility (AGI)^000000 of its target.";
 		next;
 		mes "[Asthe]";
 		mes "Increase AGI";
@@ -567,7 +595,7 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 		mes "statuses like ^3131FFSilence^000000, ^3131FFCurse^000000,";
 		mes "and ^3131FFStone Curse^000000. When used on Undead monsters, Cure will";
 		mes "actually curse them.";
-		//misceffect EF_CURE;
+		specialeffect EF_CURE;
 		next;
 		mes "[Asthe]";
 		mes "For now, don't forget that the Increase AGI, Decrease AGI and";
@@ -590,7 +618,7 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 		mes "[Asthe]";
 		mes "Ruwach is used to detect ^3131FFhidden enemies^000000. Mages have a similar skill called Sight, but only it can only detect enemies. Ruwach will simultaneously detect and";
 		mes "damage hidden enemies.";
-		//misceffect EF_RUWACH;
+		specialeffect EF_RUWACH;
 		next;
 		mes "[Asthe]";
 		mes "After you have learned Ruwach,";
@@ -622,7 +650,7 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 		mes "[Asthe]";
 		mes "Pneuma shields characters";
 		mes "within a 3*3 block, or a 9 cell area, from ^FF0000long range attacks^000000. If you party with Archers or other Bow users, be careful since you might accidentally block their attacks.";
-		//misceffect EF_PNEUMA;
+		specialeffect2 EF_PNEUMA;
 		next;
 		mes "[Asthe]";
 		mes "There are some Undead monsters";
@@ -677,10 +705,10 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 			mes "Why don't you put some of your things in Kafra Storage first?";
 		} else {
 			set tu_acolyte01, 18;
-			getitem 7183, 1;
-			getitem 7181, 1;
-			getitem 1081, 2;
-			getitem 7148, 1;
+			getitem 7183,1; //Sister_Letter
+			getitem 7181,1; //Receipt_01
+			getitem 1081,2; //Merchant_Box_1
+			getitem 7148,1; //Mother_Letter
 		}
 		close;
 		break;
@@ -743,7 +771,7 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 		mes "[Asthe]";
 		mes "Place the water into a cup like so and focus all of your holy energy like this... And then...";
 		next;
-		//misceffect EF_AQUA;
+		specialeffect EF_AQUA;
 		mes "[Asthe]";
 		mes "Aqua";
 		mes "Benedicta!";
@@ -765,7 +793,7 @@ prt_monk,230,106,3	script	Asthe#tu	79,{
 		mes "Well, please don't forget what I've taught you. I hope you look back with fondness at our time together amongst these beautiful flowers. May God bless you~";
 		set tu_acolyte01, 25;
 		getexp 5000,3000;
-		//misceffect EF_CONE;
+		specialeffect2 EF_CONE;
 		close;
 	}
 	mes "If you get into an";
@@ -801,8 +829,8 @@ monk_in,18,38,6	script	Priest Gardron#tu	110,{
 			mes "her, especially since";
 			mes "she is getting old now, but I'm relieved to hear that her health";
 			mes "is good. We are truly blessed...";
-			delitem 7148, 1;
-			set tu_acolyte01, 8;
+			delitem 7148,1; //Mother_Letter
+			set tu_acolyte01,8;
 			close;
 		} else {
 			mes "Hmm...?";
@@ -829,7 +857,7 @@ monk_in,18,38,6	script	Priest Gardron#tu	110,{
 			mes "on behalf of the convent,";
 			mes "not to mention the fact that";
 			mes "you've protected the citizens";
-			mes "of Payon from danger.";
+			mes "of Prontera from danger.";
 			next;
 			mes "[Priest Gardron]";
 			mes "May you always";
@@ -840,15 +868,16 @@ monk_in,18,38,6	script	Priest Gardron#tu	110,{
 			set tu_acolyte01, 9;
 			percentheal 100,100;
 			getexp 2000,2000;
-			//misceffect EF_CONE;
-			getitem	505,1;	//Blue_Potion
+			specialeffect2 EF_CONE;
+			//getitem	505,1;	//Blue_Potion
 			close;
 		} else {
-			mes "A little while ago, the Payon Elder sent me a message. Apparently,";
-			mes "the residents of Payon are being attacked by Zombies.";
+			mes "A little while ago, a Prontere Sister sent me a message. Apparently,";
+			mes "the residents of Prontera are being plagued by Hornets.";
+
 			next;
 			mes "[Priest Gardron]";
-			mes "He has requested the convent for help, but we've got a big problem. We're running out of people here that can deal with this situation...";
+			mes "She has requested the convent for help, but we've got a big problem. We're running out of people here that can deal with this situation...";
 			next;
 			mes "[Priest Gardron]";
 			mes "....!";
@@ -858,25 +887,24 @@ monk_in,18,38,6	script	Priest Gardron#tu	110,{
 			mes ""+strcharinfo(0)+",";
 			mes "may I ask";
 			mes "you to take care";
-			mes "of this task? Exterminate the Skeletons and Zombies in the";
-			mes "First Floor of Payon Dungeon.";
+			mes "of this task? Exterminate the Hornets west of Prontera.";
 			next;
 			mes "[Priest Gardron]";
 			mes "Since you're still in basic training, I will give you some";
 			mes "help if you return with";
-			mes "^3131FF5 Decayed Nails^000000.";
+			mes "^3131FF5 Bee Stings^000000.";
 			next;
 			mes "[Priest Gardron]";
 			mes "Now then...";
-			mes "Will you go to Payon?";
+			mes "Will you go to Prontera?";
 			next;
-			if(select("Let's go to Payon!:Um, let me get ready first.")==1){
+			if(select("Let's go to Prontera!:Um, let me get ready first.")==1){
 				mes "[Priest Gardron]";
 				mes "Good, good.";
 				mes "I shall send you";
-				mes "there to fight the monsters in Payon Dungeon so that you can return with 5 Decayed Nails. May God bless you...";
+				mes "there to fight the monsters west of Prontera so that you can return with 5 Bee Stings. May God bless you...";
 				close2;
-				warp "payon",161,58;
+				warp "prontera",116,72;
 				end;
 			}
 			close;
@@ -898,12 +926,12 @@ prt_monk,235,245,5	script	Dog#tu	81,{
 	mes "Woof woof!^000000";
 	next;
 	if(tu_acolyte01 == 10){
-		set @dog_food, 0;
+		set .@dog_food, 0;
 		while((1)){
 			switch(select("Give a treat.:Pet the dog.:End actions.")){
 			case 1:
-				set @dog_food, @dog_food + 1;
-				if(@dog_food > 4){
+				set .@dog_food, .@dog_food + 1;
+				if(.@dog_food > 4){
 					mes "[Dog]";
 					mes "^CDB79EGrrrrrr...!^000000";
 					emotion e_an;
@@ -940,13 +968,14 @@ prt_monk,235,245,5	script	Dog#tu	81,{
 
 //=================================================Boy====================================================
 prt_monk,243,238,5	script	Boy#boy_voi	139,5,5,{
-OnTouch:
+OnTouch_:
 	if(tu_acolyte01 != 10)end;
-	mes "[???]";
+	mes "[??]";
 	mes "^333333*Sniff*^000000";
 	mes "Sister...";
 	close;
 }
+
 //=================================================Ill Girl====================================================
 prt_monk,226,257,6	script	Ill Girl#tu	93,{
 	mes "[Angelic]";
@@ -981,7 +1010,7 @@ prt_monk,226,257,6	script	Ill Girl#tu	93,{
 		mes "^333333*Cough cough*";
 		mes "H-hurts...";
 		next;
-		menu "Are you alright?",-;
+		select("Are you alright?");
 
 		mes "[Angelic]";
 		mes "My sister...";
@@ -1011,7 +1040,7 @@ prt_monk,226,257,6	script	Ill Girl#tu	93,{
 		mes "["+strcharinfo(0)+"]";
 		mes "Are you alright?";
 		next;
-		//misceffect EF_CURSEATTACK ;
+		specialeffect EF_CURSEATTACK ;
 		soundeffectall "_curse.wav",0;
 		emotion e_omg;
 		mes "["+strcharinfo(0)+"]";
@@ -1045,7 +1074,7 @@ prt_monk,226,257,6	script	Ill Girl#tu	93,{
 			mes "["+strcharinfo(0)+"]";
 			mes "H...";
 			mes "Heal !!";
-			//misceffect EF_HEAL ;
+			specialeffect EF_HEAL ;
 			next;
 			mes "^3355FFNothing happened.";
 			mes "It doesn't look like";
@@ -1053,45 +1082,58 @@ prt_monk,226,257,6	script	Ill Girl#tu	93,{
 			close; 
 			break;
 		case 2:
-			if(getskilllv("AL_BLESSING") == 0) goto L_NONE;
-			mes "["+strcharinfo(0)+"]";
-			mes "B...";
-			mes "Blessing!";
-			next;
-			if(rand(100) < getskilllv("AL_BLESSING")*10){
-				//misceffect EF_BLESSING;
+			if(getskilllv("AL_BLESSING") > 0){
 				mes "["+strcharinfo(0)+"]";
-				mes "I...";
-				mes "I did it!!";
-				next;
-				mes "^3355FFWhat a great";
-				mes "chance for you to";
-				mes "practice your abilities!";
-				mes "It seemed that this good deed has improved your skills.";
-				set tu_acolyte01, 13;
-				getexp 0,1000;
-				//misceffect EF_CONE;
+				mes "B...";
+				mes "Blessing!";
 				next;
-				break;
+				if(rand(100) < getskilllv("AL_BLESSING")*10){
+					specialeffect EF_BLESSING;
+					mes "["+strcharinfo(0)+"]";
+					mes "I...";
+					mes "I did it!!";
+					next;
+					mes "^3355FFWhat a great";
+					mes "chance for you to";
+					mes "practice your abilities!";
+					mes "It seemed that this good";
+					mes "deed has improved your skills.^000000";
+					set tu_acolyte01, 13;
+					getexp 0,1000;
+					specialeffect2 EF_CONE;
+					next;
+					break;
+				} else {
+					mes "["+strcharinfo(0)+"]";
+					mes "Huh...?";
+					mes "It's not working...";
+					mes "Maybe it's because";
+					mes "I'm still learning?";
+					close;
+				}
 			} else {
-				mes "["+strcharinfo(0)+"]";
-				mes "Huh...?";
-				mes "It's not working...";
-				mes "Maybe it's because";
-				mes "I'm still learning?";
+				mes "^3355FFYou didn't learn";
+				mes "this skill yet, so you're";
+				mes "not able to use it for now.^000000";
 				close;
 			}
 			break;
 		case 3:
-			if(getskilllv("AL_CURE") == 0) goto L_NONE;
-			mes "["+strcharinfo(0)+"]";
-			mes "C-Cure...!";
-			//misceffect EF_CURE;
-			next;
-			mes "^3355FFNothing happened.";
-			mes "It doesn't look like";
-			mes "that skill will work.^000000";
-			close;
+			if(getskilllv("AL_CURE") > 0){
+				mes "["+strcharinfo(0)+"]";
+				mes "C-Cure...!";
+				specialeffect EF_CURE;
+				next;
+				mes "^3355FFNothing happened.";
+				mes "It doesn't look like";
+				mes "that skill will work.^000000";
+				close;
+			} else {
+				mes "^3355FFYou didn't learn";
+				mes "this skill yet, so you're";
+				mes "not able to use it for now.^000000";
+				close;
+			}
 			break;
 		case 4:
 			mes "^3355FFThis isn't a skill";
@@ -1099,16 +1141,22 @@ prt_monk,226,257,6	script	Ill Girl#tu	93,{
 			close;
 			break;
 		case 5:
-			if(getskilllv("AL_CRUCIS") == 0) goto L_NONE;
-			mes "["+strcharinfo(0)+"]";
-			mes "S-Signum...";
-			mes "Signum Crucis!";
-			//misceffect EF_SIGNUM;
-			next;
-			mes "^3355FFNothing happened.";
-			mes "It doesn't look like";
-			mes "that skill will work.^000000";
-			close;
+			if(getskilllv("AL_CRUCIS") > 0){
+				mes "["+strcharinfo(0)+"]";
+				mes "S-Signum...";
+				mes "Signum Crucis!";
+				specialeffect EF_SIGNUM;
+				next;
+				mes "^3355FFNothing happened.";
+				mes "It doesn't look like";
+				mes "that skill will work.^000000";
+				close;
+			} else {
+				mes "^3355FFYou didn't learn";
+				mes "this skill yet, so you're";
+				mes "not able to use it for now.^000000";
+				close;
+			}
 			break;
 		case 6:
 			mes "^3355FFThis isn't a skill";
@@ -1130,19 +1178,12 @@ prt_monk,226,257,6	script	Ill Girl#tu	93,{
 		mes "power of God?";
 	}
 	close;
-L_NONE:
-	mes "^3355FFYou didn't learn";
-	mes "this skill yet, so you're";
-	mes "not able to use it for now.^000000";
-	close;
 }
 
 //=================================================Veiner====================================================
 prt_monk,197,228,3	script	Veiner	89,{
 	mes "[Veiner]";
 	if(countitem(1081) && tu_acolyte01 == 18){
-		set tu_acolyte01, 19;
-		delitem 1081, 1;
 		mes "So very exhausted...";
 		mes "Should I just go back home?";
 		next;
@@ -1157,13 +1198,15 @@ prt_monk,197,228,3	script	Veiner	89,{
 		mes "It's Handmade Chocolate";
 		mes "from my honey bunny!";
 		mes "Oh Bibi! You're the best!";
-		//misceffect EF_VALLENTINE ;
-		//misceffect EF_HEARTCASTING;
+		specialeffect EF_VALLENTINE;
+		specialeffect EF_HEARTCASTING;
 		next;
 		mes "[Veiner]";
 		mes "Oh right!";
 		mes "Thank you very much for delivering this to me. Sorry, but I'm always excited to hear from my cutie pie~";
 		emotion e_thx;
+		set tu_acolyte01,19;
+		delitem 1081,1; //Merchant_Box_1
 		close;
 	} else if(tu_acolyte01 > 18){
 		mes "I can't wait";
@@ -1202,25 +1245,23 @@ prt_monk,28,260,5	script	Hedrick	50,{
 	mes "This letter is";
 	mes "full of the energy";
 	mes "of motherly love!";
-	//misceffect EF_STEELBODY;
+	specialeffect EF_STEELBODY;
 	next;
 	mes "[Hedrick]";
 	mes "Thanks a lot!";
 	mes "Here, why don't";
 	mes "you have one of the";
 	mes "cookies she sent me?";
-	delitem 7148, 1;
-	set tu_acolyte01, 20;
-	getitem 538, 1;
+	delitem 7148,1; //Mother_Letter
+	set tu_acolyte01,20;
+	getitem 538,1; //Well_Baked_Cookie
 	close;
 }
 
 //=================================================Weapon Merchant====================================================
-prt_monk,135,263,4	script	Weapon Merchant#tu	139,9,9,{
+prt_monk,136,261,0	script	Weapon Merchant#tu	139,9,9,{
 OnTouch:
 	if(tu_acolyte01 != 20 || countitem(1081)==0) end;
-	delitem 1081, 1;
-	set tu_acolyte01, 21;
 	mes "[Weapon Merchant]";
 	mes "The stuff I requested from the guild is finally here!";
 	mes "It's pretty tough to keep everything in stock since this is such a remote place.";
@@ -1229,6 +1270,8 @@ OnTouch:
 	mes "Hey, thanks so much!";
 	mes "Oh, and come here if";
 	mes "you need anything, okay?";
+	delitem 1081,1; //Merchant_Box_1
+	set tu_acolyte01,21;
 	close;
 }
 
@@ -1338,10 +1381,172 @@ prt_monk,219,164,3	script	Gloria#tu	95,{
 	mes "Prontera anymore. ^333333*Sniff*^000000";
 	close;
 }
+
 //=================================================Cleope Verce====================================================  
 prt_monk,153,210,3	script	Cleope Verce	95,{
 	mes "[Cleope Verce]";
 	if(BaseJob != Job_Acolyte){
+		if (JobLevel < 40) {
+			if (BaseLevel < 26) {
+				mes "Oh my.. "; 
+				mes "A newbie Acolyte?";
+				mes "It doesn't even seem";
+				mes "like you've learned";
+				mes "that many skills?";
+				next;
+				mes "[Cleope Verce]";
+				mes "Ho ho~!";
+				mes "In my days";
+				mes "as an Acolyte,";
+				switch(rand(1,4)){
+				case 1:
+					mes "I trained by attacking";
+					mes "^3131FFgreen frogs^000000 till my knuckles";
+					mes "bled from all the punching!";
+					break;
+				case 2:
+					mes "I beat up ^3131FFwooden sticks";
+					mes "about to collapse^000000 and these";
+					mes "^3131FFhuge mushrooms^000000 all the time!";
+					break;
+				case 3:
+					mes "I trained by fighting those ^3131FFdisgusting cockroaches^000000.";
+					next;
+					mes "[Cleope Verce]";
+					mes "Ugh...";
+					mes "Actually, that's not such a good memory when I think about it.";
+					break;
+				case 4:
+					mes "I trained by fighting ^3131FFZombies^000000 in the dungeon of that town with all of those trees.";
+					break;
+				}
+				next;
+				mes "[Cleope Verce]";
+				mes "You'll have to go through a lot until you reach the point where I'm at right now. Ho ho ho! You still have a looong way to go~";
+				next;
+				emotion e_gg;
+				mes "[Cleope Verce]";
+				mes "Good luck...";
+				mes "Rookie.";
+				close;
+			} else if(BaseLevel < 36){
+				mes "Oh my.. "; 
+				mes "A young Acolyte?";
+				mes "You seem to have just";
+				mes "started learning your skills?";
+				next;
+				mes "[Cleope Verce]";
+				mes "Ho ho~!";
+				mes "When I was";
+				mes "around your age,";
+				switch(rand(1,5)){
+				case 1:
+					mes "I'd fight with those ^3131FFwhite";
+					mes "mice^000000 and ^3131FFbig roaches^000000~";
+					break;
+				case 2:
+					mes "I'd walk straight into the";
+					mes "^3131FFdepths of the ocean^000000 to find monsters to hunt.";
+					break;
+				case 3:
+					mes "I used to fight ^3131FFcreepy";
+					mes "looking tree monsters^000000.";
+					break;
+				case 4:
+					mes "I used to fight hundreds";
+					mes "of ^3131FFuuuuuug~ly orcs^000000.";
+					break;
+				case 5:
+					mes "I would fight the ^3131FFmonkeys";
+					mes "in front of the convent^000000.";
+					break;
+				}
+				next;
+				mes "[Cleope Verce]";
+				mes "Those were";
+				mes "bad memories.";
+				mes "If someone told me";
+				mes "to go there again,";
+				mes "I'd go insane.";
+				next;
+				mes "[Cleope Verce]";
+				mes "Still, it seems you";
+				mes "have a long way to go";
+				mes "until you become a well";
+				mes "experienced Acolyte. Ho ho~";
+				next;
+				emotion e_gg;
+				mes "[Cleope Verce]";
+				mes "Good luck,";
+				mes "young friend.";
+				close;
+			} else if(BaseLevel < 46){
+				mes "Well, well, well~"; 
+				mes "Hello, young Acolyte.";
+				mes "You're still kind of";
+				mes "green, but I guess you're";
+				mes "not exactly a beginner either.";
+				next;
+				mes "[Cleope Verce]";
+				mes "I remember that when";
+				mes "I was your age, I used to";
+				switch(rand(1,6)){
+				case 1:
+					mes "fight these ^3131FFfearsome evil spirits^000000 all the time in that castle ^3131FFwest of Geffen^000000. I wonder how I survived";
+					mes "all that?";
+					break;
+				case 2:
+					mes "play with these ^3131FFcute";
+					mes "Poporings^000000 all the time!";
+					next;
+					mes "[Cleope Verce]";
+					mes "Still, I had to be careful from their attacks. At that time they were pretty strong!";
+					break;
+				case 3:
+					mes "fight with ^3131FFgun shooting ghosts!^000000 Sure, they were scary, but beating them was a piece of cake if you have Pneuma!";
+					break;
+				case 4:
+					mes "beat up those ^3131FFarrow shooting devils^000000 almost everyday in the castle west of Geffen. Boy, was there a lot of them back then.";
+					break;
+				case 5:
+					mes "battle these really ^3131FFfat pigs^000000. They were pretty strong, so they always gave me a hard time.";
+					break;
+				case 6:
+					mes "beat up these ^3131FFliving chunks of";
+					mes "sand in the desert^000000. I swear, they were alive!";
+					break;
+				}
+				next;
+				mes "[Cleope Verce]";	
+				mes "^333333*Sigh*^000000";
+				mes "Ah, memories~";
+				mes "Of course, if I had";
+				mes "the chance to do it all";
+				mes "over again, I don't know";
+				mes "if I would take it...";
+				next;
+				mes "[Cleope Verce]";
+				mes "Anyway, you have";
+				mes "plenty of adventures";
+				mes "waiting for you. I hope";
+				mes "you'll make many fond";
+				mes "memories when you're";
+				mes "still an Acolyte.";
+				next;
+				emotion e_gg;
+				mes "[Cleope Verce]";
+				mes "Good luck,";
+				mes "young friend~";
+				close;
+			}
+			mes "Hmmm?";
+			mes "It looks like you've";
+			mes "learned quite a lot as";
+			mes "an Acolyte! I hate to admit it,";
+			mes "but you're too good for me to";
+			mes "call you a rookie anymore~";
+			close;
+		}
 		mes "Hello hello.";
 		mes "The sun is very";
 		mes "warm today, don't";
@@ -1349,186 +1554,12 @@ prt_monk,153,210,3	script	Cleope Verce	95,{
 		mes "weather today...";
 		close;
 	}
-	if(JobLevel >= 40){
-		mes "Hmmm?";
-		mes "It looks like you've";
-		mes "learned quite a lot as";
-		mes "an Acolyte! I hate to admit it,";
-		mes "but you're too good for me to";
-		mes "call you a rookie anymore~";
-		close; 
-	}
-	if(BaseLevel < 26){
-		mes "Oh my.. "; 
-		mes "A newbie Acolyte?";
-		mes "It doesn't even seem";
-		mes "like you've learned";
-		mes "that many skills?";
-		next;
-		mes "[Cleope Verce]";
-		mes "Ho ho~!";
-		mes "In my days";
-		mes "as an Acolyte,";
-		switch(rand(1,4)){
-		case 1:
-			mes "I trained by attacking";
-			mes "^3131FFgreen frogs^000000 till my knuckles";
-			mes "bled from all the punching!";
-			break;
-		case 2:
-			mes "I beat up ^3131FFwooden sticks";
-			mes "about to collapse^000000 and these";
-			mes "^3131FFhuge mushrooms^000000 all the time!";
-			break;
-		case 3:
-			mes "I trained by fighting those ^3131FFdisgusting cockroaches^000000.";
-			next;
-			mes "[Cleope Verce]";
-			mes "Ugh...";
-			mes "Actually, that's not such a good memory when I think about it.";
-			break;
-		case 4:
-			mes "I trained by fighting ^3131FFZombies^000000 in the dungeon of that town with all of those trees.";
-			break;
-		}
-		next;
-		mes "[Cleope Verce]";
-		mes "You'll have to go through a lot until you reach the point where I'm at right now. Ho ho ho! You still have a looong way to go~";
-		next;
-		emotion e_gg;
-		mes "[Cleope Verce]";
-		mes "Good luck...";
-		mes "Rookie.";
-		close;
-	} else if(BaseLevel < 36){
-		mes "Oh my.. "; 
-		mes "A young Acolyte?";
-		mes "You seem to have just";
-		mes "started learning your skills?";
-		next;
-		mes "[Cleope Verce]";
-		mes "Ho ho~!";
-		mes "When I was";
-		mes "around your age,";
-		switch(rand(1,5)){
-		case 1:
-			mes "I'd fight with those ^3131FFwhite";
-			mes "mice^000000 and ^3131FFbig roaches^000000~";
-			break;
-		case 2:
-			mes "I'd walk straight into the";
-			mes "^3131FFdepths of the ocean^000000 to find monsters to hunt.";
-			break;
-		case 3:
-			mes "I used to fight ^3131FFcreepy";
-			mes "looking tree monsters^000000.";
-			break;
-		case 4:
-			mes "I used to fight hundreds";
-			mes "of ^3131FFuuuuuug~ly orcs^000000.";
-			break;
-		case 5:
-			mes "I would fight the ^3131FFmonkeys";
-			mes "in front of the convent^000000.";
-			break;
-		}
-		next;
-		mes "[Cleope Verce]";
-		mes "Those were";
-		mes "bad memories.";
-		mes "If someone told me";
-		mes "to go there again,";
-		mes "I'd go insane.";
-		next;
-		mes "[Cleope Verce]";
-		mes "Still, it seems you";
-		mes "have a long way to go";
-		mes "until you become a well";
-		mes "experienced Acolyte. Ho ho~";
-		next;
-		emotion e_gg;
-		mes "[Cleope Verce]";
-		mes "Good luck,";
-		mes "young friend.";
-		close;
-	} else if(BaseLevel < 46){
-		mes "Well, well, well~"; 
-		mes "Hello, young Acolyte.";
-		mes "You're still kind of";
-		mes "green, but I guess you're";
-		mes "not exactly a beginner either.";
-		next;
-		mes "[Cleope Verce]";
-		mes "I remember that when";
-		mes "I was your age, I used to";
-		switch(rand(1,6)){
-		case 1:
-			mes "fight these ^3131FFfearsome evil spirits^000000 all the time in that castle ^3131FFwest of Geffen^000000.";
-			mes "I wonder how I survived all that?";
-			break;
-		case 2:
-			mes "play with these ^3131FFcute";
-			mes "Poporings^000000 all the time!";
-			next;
-			mes "[Cleope Verce]";
-			mes "Still, I had to be careful from their attacks. At that time they were pretty strong!";
-			break;
-		case 3:
-			mes "fight with ^3131FFgun shooting ghosts!^000000 Sure, they were scary, but beating them was a piece of cake if you have Pneuma!";
-			break;
-		case 4:
-			mes "beat up those ^3131FFarrow shooting devils^000000 almost everyday in the castle west of Geffen. Boy, was there a lot of them back then.";
-			break;
-		case 5:
-			mes "battle these really ^3131FFfat pigs^000000. They were pretty strong, so they always gave me a hard time.";
-			break;
-		case 6:
-			mes "beat up these ^3131FFliving chunks of";
-			mes "sand in the desert^000000. I swear, they were alive!";
-			break;
-		}
-		next;
-		mes "[Cleope Verce]";	
-		mes "^333333*Sigh*^000000";
-		mes "Ah, memories~";
-		mes "Of course, if I had";
-		mes "the chance to do it all";
-		mes "over again, I don't know";
-		mes "if I would take it...";
-		next;
-		mes "[Cleope Verce]";
-		mes "Anyway, you have";
-		mes "plenty of adventures";
-		mes "waiting for you. I hope";
-		mes "you'll make many fond";
-		mes "memories when you're";
-		mes "still an Acolyte.";
-		next;
-		emotion e_gg;
-		mes "[Cleope Verce]";
-		mes "Good luck,";
-		mes "young friend~";
-		close;
-	}
-	mes "Hmmm?";
-	mes "It looks like you've";
-	mes "learned quite a lot as";
-	mes "an Acolyte! I hate to admit it,";
-	mes "but you're too good for me to";
-	mes "call you a rookie anymore~";
-	close; 
 }
 //=================================================Range NPC====================================================  
-prt_monk,217,123,4	script	#tu_monk	139,10,10,{
-OnTouch:
+prt_monk,217,123,0	script	#tu_monk	139,10,10,{
+OnTouch_:
 	if(BaseJob == Job_Acolyte){
 		switch(tu_acolyte01){
-		case 0:
-			mes "[Sound by Window]";
-			mes "Oh...no.. ....so.....";
-			next;
-			mes "- You hear something by the window. -";
-			close;
 		case 4:
 		case 10:
 		case 25:
@@ -1540,13 +1571,10 @@ OnTouch:
 			mes "yonder window...^000000";
 			close;
 		}
-	} else if(BaseClass == Job_Archer){
-		mes "[Sound by Window]";
-		mes "Oh...no.. ....so.....";
-		close;
 	}
 	end;
 }
+
 //=================================================Eavesdrop====================================================  
 prt_monk,223,123,3	script	Eavesdrop#tu	111,{
 	if(BaseJob != Job_Acolyte){
@@ -1574,7 +1602,7 @@ prt_monk,223,123,3	script	Eavesdrop#tu	111,{
 		mes "what happens? I'm sure the truth will come out one way or another.^000000";
 		next;
 		mes "[Voices from Window]";
-		mes "^A68064	Alright, sir.";
+		mes "^A68064 Alright, sir.";
 		mes "Still, I can't help";
 		mes "but feel uneasy...^000000";
 		close;
@@ -1611,10 +1639,10 @@ prt_monk,223,123,3	script	Eavesdrop#tu	111,{
 		close;
 	} else if(tu_acolyte01 > 24){
 		mes "[Voices from Window]";
-		mes "^A68064...Sir, do you know anything about the ^855E42curse of the Geobourg family^A68064?^000000";
+		mes "^A68064...Sir, do you know anything about the ^855E42curse of the Gaebolg family^A68064?^000000";
 		next;
 		mes "[Voices from Window]";
-		mes "^CD6600The Geobourgs?";
+		mes "^CD6600The Gaebolg?";
 		mes "Are you telling me";
 		mes "there's a curse on";
 		mes "the royal family?^000000";
@@ -1630,7 +1658,7 @@ prt_monk,223,123,3	script	Eavesdrop#tu	111,{
 		mes "^A68064You see...";
 		mes "Yormungard is";
 		mes "said to have cursed";
-		mes "the Geobourg family when Rune-Midgarts was first established.^000000";
+		mes "the Gaebolg family when Rune-Midgarts was first established.^000000";
 		next;
 		mes "[Voices from Window]";
 		mes "^CD6600Yormungard?!";
@@ -1643,7 +1671,7 @@ prt_monk,223,123,3	script	Eavesdrop#tu	111,{
 		mes "[Voices from Window]";
 		mes "^A68064It's horrible...";
 		mes "Because of the curse,";
-		mes "the first child of every generation of the Geobourg family will supposedly die an early death...^000000";
+		mes "the first child of every generation of the Gaebolg family will supposedly die an early death...^000000";
 		next;
 		mes "[Voices from Window]";
 		mes "^CD6600Are you saying that all of the first princes and princesses";
@@ -1654,7 +1682,7 @@ prt_monk,223,123,3	script	Eavesdrop#tu	111,{
 		mes "in the palace? Did the eldest prince pass away recently?^000000";
 		next;
 		mes "[Voices from Window]";
-		mes "^A68064	No...";
+		mes "^A68064 No...";
 		mes "Actually, the second";
 		mes "eldest prince passed";
 		mes "away, not the first.^000000";
@@ -1671,7 +1699,7 @@ prt_monk,223,123,3	script	Eavesdrop#tu	111,{
 		mes "Was it an accident?^000000";
 		next;
 		mes "[Voices from Window]";
-		mes "^A68064	They haven't determined";
+		mes "^A68064 They haven't determined";
 		mes "the exact reason of the death yet. But the court officials want us to see if we can undo Yormungard's curse once and for all.^000000";
 		next;
 		mes "[Voices from Window]";
@@ -1709,7 +1737,38 @@ prt_monk,223,123,3	script	Eavesdrop#tu	111,{
 		next;
 		mes "[Voice from Window]";
 		mes "^CD6600Oh dear God.";
-		mes "Please expel the darkness that approaches the Rune Midgarts Kingdom. Please protect us with your light and compassion.^000000";
+		mes "Please expel the darkness that approaches the Rune-Midgarts Kingdom. Please protect us with your light and compassion.^000000";
 		close;
 	}
 }
+
+/*
+sec_in02,17,156,3	script	1st Job Quest Reset	726,{
+	mes "[1st Job Quest]";
+	mes "Which would you like to reset?";
+	next;
+	switch(select("Swordsman:Merchant:Archer:Acolyte:Thief:Mage")) {
+	case 1:
+		set tu_swordman,0;
+		break;
+	case 2:
+		set tu_merchant,0;
+		break;
+	case 3:
+		set tu_archer01,0;
+		set tu_archer02,0;
+		break;
+	case 4:
+		set tu_acolyte01,0;
+		break;
+	case 5:
+		set tu_thief01,0;
+		break;
+	case 6:
+		set tu_magician01,0;
+		break;
+	}
+	mes "Completed.";
+	close;
+}
+*/

+ 104 - 129
npc/quests/first_class/tu_archer.txt

@@ -3,7 +3,7 @@
 //===== By: ================================================== 
 //= Fix up by Jukka
 //===== Current Version: ===================================== 
-//= 1.8
+//= 1.9
 //===== Compatible With: ===================================== 
 //= eAthena SVN (Testet in Trunk 88xx)
 //===== Description: ========================================= 
@@ -19,6 +19,7 @@
 //= 1.6 Fixed infinate loop. (bugreport:2393) [L0ne_W0lf]
 //= 1.7 Added 10.3 dialog and moved Arpesto to hunter skill quest. [Kisuka]
 //= 1.8 Updated slightly, removed additional emotions from Reiden. [L0ne_W0lf]
+//= 1.9 Misc. updates. [L0ne_W0lf]
 //============================================================ 
 
 
@@ -167,7 +168,7 @@ pay_arche,127,154,4	script	Sign#arc	835,{
 }
 
 //=================================================Master Kavaruk====================================================
-payon_in02,47,13,3	script	Master Kavaruk	55,{
+payon_in02,54,13,3	script	Master Kavaruk	55,{
 	mes "[Master Kavaruk]";
 	mes "Hello, young one.";
 	mes "I am Master Kavaruk";
@@ -259,8 +260,8 @@ payon_in02,47,13,3	script	Master Kavaruk	55,{
 				mes "their Flora.";
 				next;
 				mes "[Master Kavaruk]";
-				mes "If you're interested, it would probably be best to speak to the Alchemist Guild member who is waiting to hear from us at the ^3131FFshop next to road south of Icarus^000000.";
-				set tu_archer02, 1;
+				mes "If you're interested, it would probably be best to speak to the Alchemist Guild member who is waiting to hear from us at the ^3131FFshop next to the road south of Icarus^000000.";
+				set tu_archer02,1;
 				close;
 
 			} else if(tu_archer02 == 1){
@@ -274,7 +275,7 @@ payon_in02,47,13,3	script	Master Kavaruk	55,{
 				next;
 				mes "[Master Kavaruk]";
 				mes "I asked a member of Icarus to";
-				mes "wander about the Rune Midgarts kingdom and gather news and information about what has been going on recenty.";
+				mes "wander about the Rune-Midgarts Kingdom and gather news and information about what has been going on recenty.";
 				next;
 				mes "[Master Kavaruk]";
 				mes "He has been sending me letters containing detailed information, but all of a sudden, I've lost contact with him. I'm concerned over what may have happened.";
@@ -537,12 +538,12 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 				mes "if you can't aim at your targets, you'd be horrible at archery, right? You gotta have Accuracy!";
 				next;
 				mes "[Reidin Corse]";
-				set @skill_owl, getskilllv("AC_OWL");
-				if(@skill_owl < 3){
+				set .@skill_owl, getskilllv("AC_OWL");
+				if(.@skill_owl < 3){
 					set tu_archer01, 6;
 					mes "Now, your first assignment";
 					mes "is to learn ^3131FFLevel 3 Owl's Eye^000000!";
-					mes "From Prontera, if you travel south, south and then west, you can fight Condors for your training.";
+					mes "From Morroc, if you travel south, you can fight Condors for your training.";
 					next;
 					mes "[Reidin Corse]";
 					mes "You can head somewhere";
@@ -553,11 +554,10 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 					case 1:
 						mes "[Reidin Corse]";
 						mes "I'll send you to";
-						mes "Prontera for now,";
+						mes "Morroc for now,";
 						mes "so don't forget the";
 						mes "directions I gave you.";
-						mes "Travel ^3131FFsouth^000000, ^3131FFsouth^000000,";
-						mes "and then ^3131FFwest^000000.";
+						mes "Travel ^3131FFsouth^000000.";
 						next;
 						switch(select("Leave right away~:W-wait, let me get ready!")) {
 						case 1:
@@ -573,9 +573,9 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 							mes "[Reidin Corse]";
 							mes "Okay...!";
 							mes "Off you go!";
-							mes "To Prontera!";
+							mes "To Morroc!";
 							close2;
-							warp "prontera",116,72;
+							warp "morocc",156,46;
 							end;
 							break;
 						case 2:
@@ -620,8 +620,8 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 				break;
 			}
 		} else if(tu_archer01 == 6){
-			set @owl, getskilllv(43);
-			if(@owl > 2){
+			set .@owl, getskilllv(43);
+			if(.@owl > 2){
 				mes "Ah, you're";
 				mes "finally back.";
 				mes "You've kept me";
@@ -712,9 +712,9 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 			mes "practice from a distance!";
 			next;
 
-			set @eagle, getskilllv("AC_VULTURE");
-			if(@eagle < 3){
-				mes "Alright, Mandagora usually live around Mt. Mjolnir. I can send you to Prontera, so just travel north, then east from there to find";
+			set .@eagle, getskilllv("AC_VULTURE");
+			if(.@eagle < 3){
+				mes "Alright, Mandagora usually live around Geffen. I can send you to Geffen, so just travel north from there to find";
 				mes "some of them.";
 				next;
 				mes "[Reidin Corse]";
@@ -729,8 +729,8 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 					next;
 					mes "[Reidin Corse]";
 					mes "Here's a little something to encourage you. Since Mandagora are Earth property monsters, these Fire Arrows will work really well.";
-					set tu_archer01, 8;
-					getitem 1752, 300;
+					set tu_archer01,8;
+					getitem 1752,300; //Fire_Arrow
 					next;
 				}
 				mes "[Reidin Corse]";
@@ -743,7 +743,7 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 					mes "Alright...!";
 					mes "Get a move on!";
 					close2;
-					warp "prontera",116,72;
+					warp "geffen",120,39;
 					end;
 					break;
 				case 2:
@@ -763,14 +763,14 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 				mes "You already";
 				mes "learned Vulture's Eye!";
 				mes "Why did I spend so much time explaining about it? Well, I guess we're ready to move on to the next lesson...";
-				set tu_archer01, 9;
-				getitem 1752, 500;
-				next;
+				set tu_archer01,9;
+				getitem 1752,500; //Fire_Arrow
+				close;
 			}
 		} else if(tu_archer01 == 8){
-			set @eagle, getskilllv("AC_VULTURE");
-			if(@eagle < 3){
-				mes "Mandagora lives in the area north and east of Prontera. Learn up to Level 3 Vulture's Eye and get acquainted with your attack range.";
+			set .@eagle, getskilllv("AC_VULTURE");
+			if(.@eagle < 3){
+				mes "Mandagora lives in the area north of Geffen. Learn up to Level 3 Vulture's Eye and get acquainted with your attack range.";
 				next;
 				mes "[Reidin Corse]";
 				mes "Okay...";
@@ -783,7 +783,7 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 					mes "Alright...!";
 					mes "Get a move on!";
 					close2;
-					warp "prontera",116,72;
+					warp "geffen",120,39;
 					end;
 					break;
 				case 2:
@@ -797,8 +797,8 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 			} else {
 				mes "Ah, so you've learned";
 				mes "a little something about Vulture's Eye! What do you think about it now? Ah, and here's a little reward for you before I start the next lesson~";
-				set tu_archer01, 9;
-				getitem 1752, 500;
+				set tu_archer01,9;
+				getitem 1752,500; //Fire_Arrow
 				close;
 			}
 		} else if(tu_archer01 == 9){
@@ -819,8 +819,8 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 			mes "Whaddya think?";
 			mes "Exciting, yes?";
 			next;
-			set @eagle, getskilllv("AC_DOUBLE");
-			if(@eagle > 2){
+			set .@eagle, getskilllv("AC_DOUBLE");
+			if(.@eagle > 2){
 				mes "["+strcharinfo(0)+"]";
 				mes "I...";
 				mes "I already know";
@@ -849,7 +849,7 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 				mes "might! Practice Double Strafe";
 				mes "enough and you'll get used to it!";
 				next;
-				if(@eagle == 0){
+				if(.@eagle == 0){
 					specialeffect2 EF_WIND;
 					set tu_archer01, 10;
 					getexp 0,500;
@@ -866,27 +866,25 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 				close;
 			}
 		} else if(tu_archer01 == 10){
-			mes "Now, I've taught you a lot of stuff and I wanna make sure you retain all of it. That's why I want you to take this midterm. Your mission: ^FF0000Attack the Hydras^000000!";
+			mes "Now, I've taught you a lot of stuff and I wanna make sure you retain all of it. That's why I want you to take this midterm. Your mission: ^FF0000Attack the Rockers^000000!";
 			emotion e_no1;
 			next;
 			mes "[Reidin Corse]";
-			mes "There's a ship that";
-			mes "leads to Byalan Island in Izlude, Prontera's satellite city. Ride that ship to Byalan Island.";
+			mes "Rockers live just southwest of Prontera.";
 			next;
 			mes "[Reidin Corse]";
-			mes "In the center of that island is the entrance to a dungeon where a lot of Hydras live. Remember that it's a water dungeon, and that ^3131FFWater resists Fire^000000, ^3131FFbut is weak against Wind^000000.";
+			mes "Be aware that Rockers are earth element monsters!! ^3131FFSo they should be weak against fire^000000.";
 			next;
 			mes "[Reidin Corse]";
-			mes "Now go and bring ^3131FF10 Tentacles^000000";
-			mes "from hunting Hydra and ^3131FF1 Crystal Blue^000000, which you can get from hunting the Mushrooms there.";
+			mes "Now go and bring ^3131FF10 Grasshopper's Leg^000000 from hunting Rockers.";
 			mes "Bring all of that and you pass~";
 			next;
 			mes "[Reidin Corse]";
-			mes "It's easier to find Izlude if you pass by Prontera, so head towards the fields near Prontera. Alright, off you go, " + strcharinfo(0) + "~";
-			set tu_archer01, 11;
+			mes "It's easier to find them if you pass by the southern gate of Prontera and then head west. Alright, off you go, " + strcharinfo(0) + "~";
+			set tu_archer01,11;
 			close;
 		} else if(tu_archer01 == 11){
-			if((countitem(962) > 9) && (countitem(991) > 0)){
+			if(countitem(940) > 9){
 				if(MaxWeight - Weight < 1000){
 					mes "Why are you carrying";
 					mes "so much stuff? You better put everything you don't need into Kafra Storage.";
@@ -908,8 +906,7 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 			} else {
 				mes "Hey...";
 				mes "You gotta bring";
-				mes "^3131FF10 Tentacles^000000 and";
-				mes "^3131FF1 Crystal Blue^000000 to pass my midterm! Go back to the dungeon on Byalan Island and get them!";
+				mes "^3131FF10 Grasshopper's Leg^000000 to pass my midterm! Go back to the southwest area of Prontera and get them!";
 				close;
 			}
 		} else if(tu_archer01 == 12){
@@ -952,8 +949,8 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 			mes "no need for you to fret.";
 			next;
 			mes "[Reidin Corse]";
-			mes "Now, go to Mt. Mjolnir and hunt Floras. Your test will be to bring back ^3131FF5 Maneater Blossoms^000000 and";
-			mes "^3131FF20 Stems^000000.";
+			mes "Now, go into the forest east of Payon and hunt Spores and Wormtails. Your test will be to bring back ^3131FF10 Mushroom Spores^000000 and";
+			mes "^3131FF10 Pointed Scales^000000.";
 			next;
 			mes "[Reidin Corse]";
 			mes "I know it's a little dangerous,";
@@ -980,7 +977,7 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 				close;
 			}
 		} else if((tu_archer01 == 14) || (tu_archer01 == 15)){
-			if((countitem(1032) > 4) && (countitem(905) > 19)){ // Blossom Of Maneater & Stem
+			if((countitem(906) > 9) && (countitem(921) > 9)){
 				mes "Ha-ha~!";
 				mes "You look more like";
 				mes "a veteran than a rookie";
@@ -1017,36 +1014,11 @@ pay_arche,103,165,5	script	Reidin Corse#tu	832,{
 				close;
 			} else {
 				mes "Remember, you";
-				mes "need to head over to";
-				mes "Mt. Mjolnir and get me";
-				mes "^3131FF5 Maneater Blossoms^000000";
-				mes "and ^3131FF20 Stems^000000.";
-				next;
-				mes "[Reidin Corse]";
-				mes "From Prontera, you'd get to Mt. Mjolnir by traveling ^3131FFnorth^000000, ^3131FFnorth^000000 and then ^3131FFeast^000000. But if you want,";
-				mes "I can just send you there.";
-				next;
-				switch(select("Go!:W-Wait!")) {
-				case 1:
-					mes "[Reidin Corse]";
-					mes "Alright!";
-					mes "Oh, and if you get";
-					mes "the chance, give a hello to my Acolyte pal over there for me~";
-					emotion e_heh;
-					close2;
-					warp "mjolnir_11",25,221;
-					end;
-					break;
-				case 2:
-					mes "[Reidin Corse]";
-					mes "Huh?";
-					mes "Um, sure. But";
-					mes "there's no reason to";
-					mes "get so nervous, even if";
-					mes "this my final exam for you.";
-					close;
-					break;
-				}
+				mes "need to head into";
+				mes "the forest east of Payon and get me";
+				mes "^3131FF10 Mushroom Spores^000000";
+				mes "and ^3131FF10 Pointed Scales^000000.";
+				close;
 			}
 		} else if(tu_archer01 == 16){
 			mes "I really like this town.";
@@ -1299,7 +1271,7 @@ pay_arche,84,139,3	script	Seisner	727,{
 				mes "he can't stop its flight or change his target. That's why Archers need to be level headed and really careful in battle.";
 				next;
 				mes "[Seisner]";
-				mes "Someday, I'd like to become a great Archer and use my skills for the good of Rune Midgard.";
+				mes "Someday, I'd like to become a great Archer and use my skills for the good of Rune-Midgard.";
 				close;
 				break;
 			}
@@ -1334,7 +1306,7 @@ pay_arche,84,139,3	script	Seisner	727,{
 pay_arche,76,135,3	script	Target#Target	111,{ end; }	// empty NPC?? [Jukka]
 
 //=================================================Acolyte====================================================
-mjolnir_11,27,223,3	script	Acolyte#tu	95,{
+pay_fild08,40,83,5	script	Acolyte#tu	95,{
 	mes "[Acolyte]";
 	if(tu_archer01 == 14){
 		if(gettime(3) >= 18 && gettime(3) < 22){
@@ -1421,37 +1393,37 @@ mjolnir_11,27,223,3	script	Acolyte#tu	95,{
 			mes "Wait, I know...";
 			mes "Y-you're... ^666666*Yawn*^000000";
 			mes "So sleepy. Take this for now...";
-			set @kurae_heal, rand(1,4);
-			if(@kurae_heal == 1){
+			set .@kurae_heal, rand(1,4);
+			if(.@kurae_heal == 1){
 				unitskilluseid getcharid(3),28,3;
-			} else if(@kurae_heal == 2){
+			} else if(.@kurae_heal == 2){
 				unitskilluseid getcharid(3),28,9;
-			} else if(@kurae_heal == 3){
+			} else if(.@kurae_heal == 3){
 				unitskilluseid getcharid(3),28,10;
-			} else if(@kurae_heal == 4){
+			} else if(.@kurae_heal == 4){
 			}
 
-			set @kurae_agi, rand(1,3);
-			if(@kurae_agi == 1){
+			set .@kurae_agi, rand(1,3);
+			if(.@kurae_agi == 1){
 				unitskilluseid getcharid(3),29,0;
-			} else if(@kurae_agi == 2){
+			} else if(.@kurae_agi == 2){
 				unitskilluseid getcharid(3),29,5;
-			} else if(@kurae_agi == 3){
+			} else if(.@kurae_agi == 3){
 				unitskilluseid getcharid(3),29,10;
 			}
 
-			set @kurae_bls, rand(1,3);
-			if(@kurae_bls == 1){
+			set .@kurae_bls, rand(1,3);
+			if(.@kurae_bls == 1){
 				unitskilluseid getcharid(3),34,0;
-			} else if(@kurae_bls == 2){
+			} else if(.@kurae_bls == 2){
 				unitskilluseid getcharid(3),34,5;
-			} else if(@kurae_bls == 3){
+			} else if(.@kurae_bls == 3){
 				unitskilluseid getcharid(3),34,10;
 			}
 			close;
 		}
 	} else if(tu_archer01 == 15){
-		if((gettime(3) >= 18) && (gettime(3) < 22)){	//CHECK
+		if((gettime(3) >= 18) && (gettime(3) < 22)){
 			mes "^666666Zzzzz...^000000";
 			mes "Wh-wha...?";
 			mes "Who are you?";
@@ -1468,30 +1440,30 @@ mjolnir_11,27,223,3	script	Acolyte#tu	95,{
 			mes "J-just take this before";
 			mes "I fall asleep again~! ^666666*Yawn*^000000";
 
-			set @kurae_heal, rand(1,4);
-			if(@kurae_heal == 1){
+			set .@kurae_heal, rand(1,4);
+			if(.@kurae_heal == 1){
 				unitskilluseid getcharid(3),28,3;
-			} else if(@kurae_heal == 2){
+			} else if(.@kurae_heal == 2){
 				unitskilluseid getcharid(3),28,10;
-			} else if(@kurae_heal == 3){
+			} else if(.@kurae_heal == 3){
 				unitskilluseid getcharid(3),28,8;
 			}
 
-			set @kurae_agi, rand(1,3);
-			if(@kurae_agi == 1){
+			set .@kurae_agi, rand(1,3);
+			if(.@kurae_agi == 1){
 				unitskilluseid getcharid(3),29,0;
-			} else if(@kurae_agi == 2){
+			} else if(.@kurae_agi == 2){
 				unitskilluseid getcharid(3),29,5;
-			} else if(@kurae_agi == 3){
+			} else if(.@kurae_agi == 3){
 				unitskilluseid getcharid(3),29,10;
 			}
 
-			set @kurae_bls, rand(1,3);
-			if(@kurae_bls == 1){
+			set .@kurae_bls, rand(1,3);
+			if(.@kurae_bls == 1){
 				unitskilluseid getcharid(3),34,0;
-			} else if(@kurae_bls == 2){
+			} else if(.@kurae_bls == 2){
 				unitskilluseid getcharid(3),34,5;
-			} else if(@kurae_bls == 3){
+			} else if(.@kurae_bls == 3){
 				unitskilluseid getcharid(3),34,10;
 			}
 			close;
@@ -1501,26 +1473,26 @@ mjolnir_11,27,223,3	script	Acolyte#tu	95,{
 			mes "casting a spell";
 			mes "to help you! Yaa~p!";
 
-			set @kurae_heal, rand(1,3);
-			if(@kurae_heal == 1){
+			set .@kurae_heal, rand(1,3);
+			if(.@kurae_heal == 1){
 				unitskilluseid getcharid(3),28,3;
-			} else if(@kurae_heal == 2){
+			} else if(.@kurae_heal == 2){
 				unitskilluseid getcharid(3),28,10;
-			} else if(@kurae_heal == 3){
+			} else if(.@kurae_heal == 3){
 				unitskilluseid getcharid(3),28,8;
 			}
 
-			set @kurae_agi, rand(1,2);
-			if(@kurae_agi == 1){
+			set .@kurae_agi, rand(1,2);
+			if(.@kurae_agi == 1){
 				unitskilluseid getcharid(3),29,10;
-			} else if(@kurae_agi == 2){	
+			} else if(.@kurae_agi == 2){	
 				unitskilluseid getcharid(3),29,5;
 			}
 
-			set @kurae_bls, rand(1,2);
-			if(@kurae_bls == 1){
+			set .@kurae_bls, rand(1,2);
+			if(.@kurae_bls == 1){
 				unitskilluseid getcharid(3),34,10;
-			} else if(@kurae_bls == 2){
+			} else if(.@kurae_bls == 2){
 				unitskilluseid getcharid(3),34,5;
 			}
 			close;
@@ -1563,20 +1535,20 @@ pay_arche,130,113,3	script	Alchemist Guildmember#tu	740,{
 				mes "Flora field! I really";
 				mes "appreciate your help~";
 
-				set @alche_f,countitem(1032);// Blossom_Of_Maneater
-				set @alche_s,countitem(905);// Stem
-				set @f_zeny, @alche_f * 130;
-				set @s_zeny, @alche_s * 30;
-				set @total_zeny, @f_zeny + @s_zeny;
+				set .@alche_f,countitem(1032); // Blossom_Of_Maneater
+				set .@alche_s,countitem(905); // Stem
+				set .@f_zeny, .@alche_f * 130;
+				set .@s_zeny, .@alche_s * 30;
+				set .@total_zeny, .@f_zeny + .@s_zeny;
 				if(countitem(1032) == 0){
-					delitem 905, @alche_s;
+					delitem 905, .@alche_s; //Stem
 				} else if(countitem(905) == 0){
-					delitem 1032, @alche_f;
+					delitem 1032, .@alche_f; //Blossom_Of_Maneater
 				} else {
-					delitem 1032, @alche_f;
-					delitem 905, @alche_s;
+					delitem 1032, .@alche_f; //Blossom_Of_Maneater
+					delitem 905, .@alche_s; //Stem
 				}
-				set Zeny,Zeny+@total_zeny;
+				set Zeny,Zeny+.@total_zeny;
 				close;
 				break;
 			case 2:
@@ -1656,7 +1628,7 @@ prontera,126,335,5	script	Arthail	51,{
 			next;
 			mes "[Arthail]";
 			mes "Here in the capital of the";
-			mes "Rune Midgarts Kingdom, there's supposed to be a fountain in the central plaza. Everyone seems to stop and chat over there.";
+			mes "Rune-Midgarts Kingdom, there's supposed to be a fountain in the central plaza. Everyone seems to stop and chat over there.";
 			next;
 			mes "[Arthail]";
 			mes "However, I have a fear of other people and I can't bring myself to go near the crowds of people there. It's embarassing for me to admit this as a Bard...";
@@ -1781,8 +1753,8 @@ prontera,126,335,5	script	Arthail	51,{
 		mes "[Arthail]";
 		mes "And one day...";
 		mes "I guess I'll finally";
-		mes "have a song that I can";
-		mes "share with you.";
+		mes "have a song that";
+		mes "I can share with you.";
 		set tu_archer02, 9;
 		close2;
 		end;
@@ -1954,6 +1926,9 @@ monk_in,19,43,1	script	Bishop Maugins	60,{
 		unitskilluseid getcharid(3),34,10;
 		close;
 	}
-	mes "...Now, I have something to think about. Please visit me later, young sheep..";
+	mes "I'm sorry, but I have";
+	mes "some pressing matter";
+	mes "to think about right now.";
+	mes "Would you come back later?";
 	close;
 }

File diff ditekan karena terlalu besar
+ 505 - 153
npc/quests/first_class/tu_ma_th01.txt


File diff ditekan karena terlalu besar
+ 438 - 354
npc/quests/first_class/tu_magician01.txt


+ 172 - 137
npc/quests/first_class/tu_merchant.txt

@@ -3,7 +3,7 @@
 //===== By: ================================================== 
 //= Fix up by Jukka
 //===== Current Version: ===================================== 
-//= 1.2
+//= 1.3
 //===== Compatible With: ===================================== 
 //= eAthena SVN (Testet in Trunk 88xx)
 //===== Description: ========================================= 
@@ -13,6 +13,7 @@
 //= 1.1 Fixed bugs, optimized [Lupus] 1.2 fixed Weight check
 //=	TODO: Test, add missing misceffects
 //= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
+//= 1.3 Misc. updates. [L0ne_W0lf]
 //============================================================ 
 
 
@@ -26,7 +27,7 @@ alberta_in,70,51,5	script	Guarnien	98,{
 		mes "on your adventures...";
 		next;
 		mes "[Guarnien]";
-		mes "However, what I have to teach would only benefit Merchants. Trading and monkey making are my areas of expertise. If you have any Merchant friends, send them to me.";
+		mes "However, what I have to teach would only benefit Merchants. Trading and money making are my areas of expertise. If you have any Merchant friends, send them to me.";
 		if(Class == Job_Merchant_High){
 			next;
 			mes "[Guarnien]";
@@ -54,20 +55,21 @@ alberta_in,70,51,5	script	Guarnien	98,{
 		mes "you learned";
 		mes "about Vending?";
 		next;
-		set @chk_vend, getskilllv("MC_VENDING");
-		if((@chk_vend > 3) && (@chk_vend < 10)){
+		set .@chk_vend, getskilllv("MC_VENDING");
+		if((.@chk_vend > 3) && (.@chk_vend < 10)){
 			mes "[Guarnien]";
 			mes "Excellent!";
 			mes "You've taught yourself well. Here, you've earned this little reward~";
 			set tu_merchant, 17;
+			completequest 8240;
 			getexp 1860,604;
 			next;
-		} else if(@chk_vend == 10){
+		} else if(.@chk_vend == 10){
 			mes "[Guarnien]";
 			mes "Oh, I see that you're very serious about being a Merchant. I'm proud that you've managed to master this skill! Here, you deserve this reward!";
 			set tu_merchant, 17;
+			completequest 8240;
 			getexp 1990,699;
-			//misceffect EF_HIT5;
 			next;
 		} else {
 			mes "[Guarnien]";
@@ -102,8 +104,9 @@ alberta_in,70,51,5	script	Guarnien	98,{
 		mes "The Vending skill is an active skill which allows you to open your own shop where you stand. Vending allows you to do real business with other people.";
 		next;
 		mes "[Guarnien]";
-		mes "However, you can only vend items that are stored in your PushCart, so you'll need one of those. The maximum price you can set for";
-		mes "each item is 10 million Zeny.";
+		mes "However, you can only vend items that are stored in your PushCart,";
+		mes "so you'll need one of those. The maximum price you can set for";
+		mes "each item is 99,990,000 Zeny.";
 		next;
 		mes "[Guarnien]";
 		mes "Basically, you've got to learn the Push Cart skill first before you can learn the Vending skill.";
@@ -116,15 +119,15 @@ alberta_in,70,51,5	script	Guarnien	98,{
 		mes "to vend a total of 3 items at one time. Each time you level up the Vending skill, the total number of items you can vend will";
 		mes "increase by one.";
 		next;
-		set @chk_vend, getskilllv("MC_VENDING");
-		if((@chk_vend > 3) && (@chk_vend < 10)){
+		set .@chk_vend, getskilllv("MC_VENDING");
+		if((.@chk_vend > 3) && (.@chk_vend < 10)){
 			mes "[Guarnien]";
 			mes "But I see that you must already know that, huh? Well, seeing as you're so clever, I think you've earned this little prize~";
 			set tu_merchant, 17;
+			completequest 8239;
 			getexp 1860,604;
-			//misceffect EF_HIT5;
 			next;
-		} else if(@chk_vend == 10){
+		} else if(.@chk_vend == 10){
 			mes "[Guarnien]";
 			mes "But it looks like I just put my foot in my mouth. I'm sorry, I didn't notice that you already mastered the Vending skill...";
 			next;
@@ -135,13 +138,16 @@ alberta_in,70,51,5	script	Guarnien	98,{
 			mes "little reward for";
 			mes "all your efforts~";
 			set tu_merchant, 17;
+			completequest 8239;
 			getexp 1990,699;
-			//misceffect EF_HIT5;
+
 			next;
 		} else {
 			mes "[Guarnien]";
 			mes "For your final assignment, I will ask you to learn the Vending skill up to Skill Level 4. Of course, once you do, I'll give you a little reward. I'll be waiting, so do your best~";
 			set tu_merchant, 16;
+			erasequest 8239;
+			setquest 8240;
 			close;
 		}
 	
@@ -166,8 +172,8 @@ alberta_in,70,51,5	script	Guarnien	98,{
 		mes "learned Push Cart up";
 		mes "to Level 4 like I asked?";
 		next;
-		set @chk_cart, getskilllv("MC_PUSHCART");
-		if(@chk_cart > 3 && @chk_cart < 10){
+		set .@chk_cart, getskilllv("MC_PUSHCART");
+		if(.@chk_cart > 3 && .@chk_cart < 10){
 			mes "[Guarnien]";
 			mes "Well done~";
 			mes "You've been a very";
@@ -175,19 +181,21 @@ alberta_in,70,51,5	script	Guarnien	98,{
 			mes "You deserve a little";
 			mes "reward for your effort~";
 			set tu_merchant, 15;
+			erasequest 8238;
+			setquest 8239;
 			getexp 1620,520;
-			//misceffect EF_HIT5;
 			next;
 			mes "[Guarnien]";
 			mes "Next time, I'll talk about the skill that sets Merchants apart from all the other classes: ^871F78Vending^000000. So don't miss it!";
 			close;
-		} else if(@chk_cart == 10){
+		} else if(.@chk_cart == 10){
 			mes "[Guarnien]";
 			mes "Excellent!";
 			mes "You've actually went above and beyond mastered the Push Cart skill. Great work!";
 			set tu_merchant, 15;
+			erasequest 8238;
+			setquest 8239;
 			getexp 1860,604;
-			//misceffect EF_HIT5;
 			next;
 			mes "[Guarnien]";
 			mes "Next time, I'll talk about the skill that sets Merchants apart from all the other classes: ^871F78Vending^000000. So don't miss it!";
@@ -221,27 +229,30 @@ alberta_in,70,51,5	script	Guarnien	98,{
 		mes "the level of the Push Cart skill, your movement speed will slowly be restored. With Push Cart Level 10, a PushCart won't slow you";
 		mes "down at all!";
 		next;
-		set @chk_cart, getskilllv("MC_PUSHCART");
-		if(@chk_cart > 3 && @chk_cart < 10){
+		set .@chk_cart, getskilllv("MC_PUSHCART");
+		if(.@chk_cart > 3 && .@chk_cart < 10){
 			mes "[Guarnien]";
 			mes "Ah, and I see that you've been focusing on learning Push Cart. Although you might still have a problem with your movement";
 			mes "speed, it shouldn't be a big deal.";
 			mes "Well done~";
 			set tu_merchant, 15;
+			erasequest 8237;
+			setquest 8238;
 			getexp 1620,520;
-			//misceffect EF_HIT5;
 			next;
 			mes "[Guarnien]";
 			mes "Next time, I'll talk about the skill that sets Merchants apart from all the other classes: ^871F78Vending^000000. So don't miss it!";
 			close;
-		} else if(@chk_cart == 10){
+		} else if(.@chk_cart == 10){
 			mes "[Guarnien]";
 			mes "Wonderful! You've already";
 			mes "mastered the Push Cart skill.";
 			mes "You truly deserve a little bit of a reward~";
 			set tu_merchant, 15;
+			erasequest 8237;
+			setquest 8238;
 			getexp 1860,602;
-			//misceffect EF_HIT5;
+
 			next;
 			mes "[Guarnien]";
 			mes "Next time, I'll talk about the skill that sets Merchants apart from all the other classes: ^871F78Vending^000000. So don't miss it!";
@@ -263,8 +274,8 @@ alberta_in,70,51,5	script	Guarnien	98,{
 		mes "with learning that";
 		mes "^871F78Over Charge^000000 skill?";
 		next;
-		set @chk_over, getskilllv("MC_OVERCHARGE");
-		if(@chk_over > 3 && @chk_over < 10){
+		set .@chk_over, getskilllv("MC_OVERCHARGE");
+		if(.@chk_over > 3 && .@chk_over < 10){
 			mes "[Guarnien]";
 			mes "Nice work!";
 			mes "I can tell that";
@@ -272,21 +283,23 @@ alberta_in,70,51,5	script	Guarnien	98,{
 			mes "as I asked. Please,";
 			mes "take this little reward~";
 			set tu_merchant, 13;
+			erasequest 8236;
+			setquest 8237;
 			getexp 1260,272;
-			//misceffect EF_HIT5;
 			next;
 			mes "[Guarnien]";
 			mes "Next time, I'll discuss the Push Cart skill. Be ready for this lecture, as Push Cart is one of the more important skills for a Merchant.";
 			close;
-		} else if(@chk_over == 10){
+		} else if(.@chk_over == 10){
 			mes "[Guarnien]";
 			mes "Whoa...";
 			mes "You actually";
 			mes "mastered Over Charge?";
 			mes "Most impressive! You deserve a small reward for your work!";
 			set tu_merchant, 13;
+			erasequest 8236;
+			setquest 8237;
 			getexp 1420,336;
-			//misceffect EF_HIT5;
 			next;
 			mes "[Guarnien]";
 			mes "Next time, I'll discuss the Push Cart skill. Be ready for this lecture, as Push Cart is one of the more important skills for a Merchant.";
@@ -313,24 +326,26 @@ alberta_in,70,51,5	script	Guarnien	98,{
 		mes "[Guarnien]";
 		mes "Over Charge allows you to sell items to NPC shops for more Zeny. The higher your Over Charge Skill Level, the more Zeny you'll receive for items sold to NPCs.";
 		next;
-		set @chk_over, getskilllv("MC_OVERCHARGE");
-		if(@chk_over > 3 && @chk_over < 10){
+		set .@chk_over, getskilllv("MC_OVERCHARGE");
+		if(.@chk_over > 3 && .@chk_over < 10){
 			mes "[Guarnien]";
 			mes "Ah, you've already learned Level 4 Over Charge. Perfect! Let me give you a little reward~";
 			set tu_merchant, 13;
+			erasequest 8235;
+			setquest 8236;
 			getexp 1260,272;
-			//misceffect EF_HIT5;
 			next;
 			mes "[Guarnien]";
 			mes "Next time, I'll discuss the";
 			mes "Push Cart skill. Be ready for this lecture, as Push Cart is one of the more important skills for a Merchant.";
 			close;
-		} else if(@chk_over == 10){
+		} else if(.@chk_over == 10){
 			mes "[Guarnien]";
 			mes "Amazing! You've already mastered the Over Charge skill! You must have wanted this reward badly~";
 			set tu_merchant, 13;
+			erasequest 8235;
+			setquest 8236;
 			getexp 1420,336;
-			//misceffect EF_HIT5;
 			next;
 			mes "[Guarnien]";
 			mes "Next time, I'll discuss the";
@@ -340,6 +355,8 @@ alberta_in,70,51,5	script	Guarnien	98,{
 			mes "[Guarnien]";
 			mes "Personally, I think you should learn this skill for sure! For your next assignment, learn Over Charge up to Level 4. It shouldn't be too difficult to do.";
 			set tu_merchant, 12;
+			erasequest 8235;
+			setquest 8236;
 			next;
 			mes "[Guarnien]";
 			mes "Once you do that,";
@@ -374,8 +391,8 @@ alberta_in,70,51,5	script	Guarnien	98,{
 		mes "Let me see those";
 		mes "Red Potions. Ah, it seems you researched the market and bought the cheapest ones! Great work!";
 		set tu_merchant, 11;
+		changequest 8234,8235;
 		getexp 1120,220;
-		//misceffect EF_HIT5;
 		next;
 		mes "[Guarnien]";
 		mes "Alright, next time, we'll talk about the skill that you can learn after knowing how to Discount:";
@@ -407,7 +424,7 @@ alberta_in,70,51,5	script	Guarnien	98,{
 		mes "So first, you'll need to research the market price for Red Potions. Also, be careful of scammers! If the price is too good to be true, it usually is.";
 		next;
 		mes "[Guarnien]";
-		mes "Ha ha ha, let me make your goal a bit less confusing.  You will need to buy 10 Red Potions from an NPC in Prontera.";
+		mes "Ha ha ha, let me make your goal a bit less confusing. You will need to buy 10 Red Potions from an NPC in Prontera.";
 		next;
 		mes "[Guarnien]";
 		mes "Prontera's a bit far from here, isn't it? I'll just use this Kafra Warp-- Mahnsoo has a bunch for";
@@ -415,29 +432,31 @@ alberta_in,70,51,5	script	Guarnien	98,{
 		next;
 		set tu_merchant, rand(6,8);
 		warp "prontera",155,46;
-		close2;
 		end;
 		break;
 	case 4:
 		mes "So, how is it going with learning the Discount skill? Like I always say, if you can't make a bargain, you can't be a Merchant!";
 		next;
 		mes "[Guarnien]";
-		set @chk_disc, getskilllv("MC_DISCOUNT");
-		if(@chk_disc > 3 && @chk_disc < 10){
+		set .@chk_disc, getskilllv("MC_DISCOUNT");
+		if(.@chk_disc > 3 && .@chk_disc < 10){
 			mes "Ah, you've learned";
 			mes "how to use the Discount skill";
 			mes "well enough. Good, here's a little reward for your hard work~";
 			set tu_merchant, 5;
+			erasequest 8232;
+			setquest 8233;
 			getexp 830,116;
-			//misceffect EF_HIT5;
 			next;
 			mes "[Guarnien]";
 			mes "Alright, my next lesson will hopefully offer you a bit more of a challenge. Come back when you think you're ready, alright?";
 			close;
-		} else if(@chk_disc == 10){
+		} else if(.@chk_disc == 10){
 			mes "Incredible!";
 			mes "You've actually mastered the Discount skill! You're such a great student. You deserve a bit of a reward!";
 			set tu_merchant, 5;
+			erasequest 8232;
+			setquest 8233;
 			getexp 970,180;
 			next;
 			mes "[Guarnien]";
@@ -463,8 +482,8 @@ alberta_in,70,51,5	script	Guarnien	98,{
 		mes "mastered at ^871F78Level 10^000000. The higher the skill level, the less you have to pay for items at NPC shops.";
 		next;
 		mes "[Guarnien]";
-		set @chk_disc, getskilllv("MC_DISCOUNT");
-		if(@chk_disc > 3 && @chk_disc < 10){
+		set .@chk_disc, getskilllv("MC_DISCOUNT");
+		if(.@chk_disc > 3 && .@chk_disc < 10){
 			mes "Oooh, good work.";
 			mes "I see that you've";
 			mes "raised your Discount";
@@ -472,19 +491,21 @@ alberta_in,70,51,5	script	Guarnien	98,{
 			mes "Here, take this";
 			mes "small reward~";
 			set tu_merchant, 5;
+			erasequest 8231;
+			setquest 8232;
 			getexp 830,116;
-			//misceffect EF_HIT5;
 			next;
 			mes "[Guarnien]";
 			mes "Alright, my next lesson will hopefully offer you a bit more of a challenge. Come back when you";
 			mes "think you're ready, alright?";
 			close;
-		} else if(@chk_disc == 10){
+		} else if(.@chk_disc == 10){
 			mes "Incredible!";
 			mes "You've actually mastered the Discount skill! You're such a great student. You deserve a bit of a reward!";
 			set tu_merchant, 5;
+			erasequest 8231;
+			setquest 8232;
 			getexp 970,180;
-			//misceffect EF_HIT5;
 			next;
 			mes "[Guarnien]";
 			mes "Alright, my next lesson will hopefully offer you a bit more of a challenge. Come back when you";
@@ -500,6 +521,8 @@ alberta_in,70,51,5	script	Guarnien	98,{
 			mes "[Guarnien]";
 			mes "Still, you can't ignore the fact that bargaining is an essential skill for a Merchant! Come back to me when you're ready~";
 			set tu_merchant, 4;
+			erasequest 8231;
+			setquest 8232;
 			close;
 		}
 		break;
@@ -516,15 +539,16 @@ alberta_in,70,51,5	script	Guarnien	98,{
 		mes "So if you use this skill too often, you might end up bankrupt! So be really careful. Also, as the Skill Level for Mammonite increases, so does the attack strength and Zeny consumption.";
 		next;
 		mes "[Guarnien]";
-		set @chk_mam, getskilllv("MC_MAMMONITE");
-		if(@chk_mam > 3 && @chk_mam < 10){
+		set .@chk_mam, getskilllv("MC_MAMMONITE");
+		if(.@chk_mam > 3 && .@chk_mam < 10){
 			mes "Ah, I see that you've already tried this skill. How much money have you wasted using Mammonite? Not too much, I hope.";
 			next;
 			mes "[Guarnien]";
 			mes "Well, since you're still green, I feel awfully sorry if you've wasted Zeny. Why don't you take this as compensation?";
 			set tu_merchant, 3;
+			erasequest 8230;
+			setquest 8231;
 			getexp 700,58;
-			//misceffect EF_HIT5;
 			next;
 			mes "[Guarnien]";
 			mes "Okay. Now I think we're ready for me to discuss the ^871F78Discount^000000 skill. Come back when you'd like me to tell you more about it, okay?";
@@ -532,6 +556,8 @@ alberta_in,70,51,5	script	Guarnien	98,{
 		} else {
 			mes "Okay. Now I think we're ready for me to discuss the ^871F78Discount^000000 skill. Come back when you'd like me to tell you more about it, okay?";
 			set tu_merchant, 3;
+			erasequest 8230;
+			setquest 8231;
 			close;
 		}
 		break;
@@ -543,8 +569,8 @@ alberta_in,70,51,5	script	Guarnien	98,{
 		mes "like I asked?";
 		next;
 		mes "[Guarnien]";
-		set @chk_soji, getskilllv("MC_INCCARRY");
-		if(@chk_soji > 3 && @chk_soji < 10){
+		set .@chk_soji, getskilllv("MC_INCCARRY");
+		if(.@chk_soji > 3 && .@chk_soji < 10){
 			mes "Ah. I can tell that you have. Not bad! By now you should be able to learn the ^871F78Discount^000000 skill, but I'll teach you about that later.";
 			next;
 			mes "[Guarnien]";
@@ -560,8 +586,10 @@ alberta_in,70,51,5	script	Guarnien	98,{
 				mes "[Guarnien]";
 				mes "I see in your eyes that you've already learned to appraise items. Haha, although having that knowledge is reward in itself, let me give you something extra!";
 				set tu_merchant, 2;
+				erasequest 8229;
+				setquest 8230;
 				getexp 585,43;
-				getitem 1351, 1;
+				getitem 1351,1; //Battle_Axe
 				next;
 				mes "[Guarnien]";
 				mes "Alright, next time";
@@ -577,6 +605,8 @@ alberta_in,70,51,5	script	Guarnien	98,{
 		mes "Alright, next time";
 		mes "I'll talk about the Mammonite skill. For now, let me take a little bit of a break from all of this arduous lecture. ^666666*Whew!*^000000";
 		set tu_merchant, 2;
+		erasequest 8229;
+		setquest 8230;
 		close;
 	}
 	
@@ -585,6 +615,7 @@ alberta_in,70,51,5	script	Guarnien	98,{
 	if(select("Sure!:I'll make it on my own!")==1){
 		set tu_merchant, 1;
 		if(getskilllv("MC_INCCARRY") < 4){
+			setquest 8229;
 			mes "[Guarnien]";
 			if(Sex == 1){
 				mes "Atta boy~!";
@@ -621,12 +652,13 @@ alberta_in,70,51,5	script	Guarnien	98,{
 			mes "This skill works exactly like a ^871F78Magnifier^000000, so you won't have to spend any Zeny on them. Also, this skill is mastered at ^871F78Level 1^000000.";
 			next;
 			mes "[Guarnien]";
-			set tu_merchant, 2;
 			if(getskilllv("MC_IDENTIFY")){
 				mes "I see in your eyes that you've already learned to appraise items. Haha, although having that knowledge is reward in itself, let me give you something extra!";
-				//misceffect EF_HIT5;
+				set tu_merchant, 2;
+				erasequest 8229;
+				setquest 8230;
 				getexp 585,43;
-				getitem 1351, 1;
+				getitem 1351,1; //Battle_Axe
 				next;
 				mes "[Guarnien]";
 				mes "Alright, next time";
@@ -642,6 +674,9 @@ alberta_in,70,51,5	script	Guarnien	98,{
 			mes "more about the Discount";
 			mes "skill later. I always manage";
 			mes "to forget about that!";
+			set tu_merchant,2;
+			erasequest 8229;
+			setquest 8230;
 			close;
 		}
 	} else {
@@ -693,7 +728,7 @@ prontera,66,111,3	script	Sagle	82,{
 			} else {
 				set Zeny, Zeny - 420;
 				set tu_merchant, 10;
-				getitem 501, 10;
+				getitem 501,10; //Red_Potion
 				close;
 			}
 			break;
@@ -718,44 +753,44 @@ prontera,66,111,3	script	Sagle	82,{
 		mes "I will sell you 10 Red Potions for ^871F78410 zeny^000000. You'd better get them now while they're still here!";
 		next;
 		switch(select("Buy:Cancel")){
-			case 1:
+		case 1:
+			mes "[Sagle]";
+			mes "Excellent!";
+			mes "You certainly have an eye for bargains. Here you go, 10 Red Potions fresh from the... Potioner...";
+			if(Zeny < 410){
+				next;
 				mes "[Sagle]";
-				mes "Excellent!";
-				mes "You certainly have an eye for bargains. Here you go, 10 Red Potions fresh from the... Potioner...";
-				if(Zeny < 410){
-					next;
-					mes "[Sagle]";
-					mes "Whoa, hold on!";
-					mes "You can't afford";
-					mes "these potions...";
-					mes "Please come back";
-					mes "when you have enough";
-					mes "Zeny, alright?";
-					close;
-				}
-				if(MaxWeight - Weight < 71){
-					next;
-					mes "[Sagle]";
-					mes "Whoa, hold on!";
-					mes "There's no way you carry all of this! Why don't you put some of your stuff in Kafra Storage before coming back?";
-					close2;
-					end;
-				} else {
-					set Zeny, Zeny - 410;
-					set tu_merchant, 10;
-					getitem 501, 10;
-					close;
-				}
-				break;
-			case 2:
+				mes "Whoa, hold on!";
+				mes "You can't afford";
+				mes "these potions...";
+				mes "Please come back";
+				mes "when you have enough";
+				mes "Zeny, alright?";
+				close;
+			}
+			if(MaxWeight - Weight < 71){
+				next;
 				mes "[Sagle]";
-				mes "Alright...";
-				mes "But don't";
-				mes "complain if";
-				mes "these potions";
-				mes "are sold out!";
+				mes "Whoa, hold on!";
+				mes "There's no way you carry all of this! Why don't you put some of your stuff in Kafra Storage before coming back?";
+				close2;
+				end;
+			} else {
+				set Zeny, Zeny - 410;
+				set tu_merchant, 10;
+				getitem 501,10; //Red_Potion
 				close;
-				break;
+			}
+			break;
+		case 2:
+			mes "[Sagle]";
+			mes "Alright...";
+			mes "But don't";
+			mes "complain if";
+			mes "these potions";
+			mes "are sold out!";
+			close;
+			break;
 		}
 	}
 	if(tu_merchant == 6){
@@ -768,43 +803,43 @@ prontera,66,111,3	script	Sagle	82,{
 		mes "I will sell you 10 Red Potions for ^871F78390 zeny^000000. You'd better get them now while they're still here!";
 		next;
 		switch(select("Buy:Cancel")){
-			case 1:
+		case 1:
+			mes "[Sagle]";
+			mes "Excellent!";
+			mes "You certainly have an eye for bargains. Here you go, 10 Red Potions fresh from the... Potioner...";
+			if(Zeny < 390){
+				next;
 				mes "[Sagle]";
-				mes "Excellent!";
-				mes "You certainly have an eye for bargains. Here you go, 10 Red Potions fresh from the... Potioner...";
-				if(Zeny < 390){
-					next;
-					mes "[Sagle]";
-					mes "Whoa, hold on!";
-					mes "You can't afford";
-					mes "these potions...";
-					mes "Please come back";
-					mes "when you have enough";
-					mes "Zeny, alright?";
-					close;
-				}
-				if(MaxWeight - Weight < 71){			
-					next;
-					mes "[Sagle]";
-					mes "Whoa, hold on!";
-					mes "There's no way you carry all of this! Why don't you put some of your stuff in Kafra Storage before coming back?";
-					close;
-				} else {
-					set Zeny, Zeny - 390;
-					set tu_merchant, 9;
-					getitem 501, 10;
-					close;
-				}
-				break;
-			case 2:
+				mes "Whoa, hold on!";
+				mes "You can't afford";
+				mes "these potions...";
+				mes "Please come back";
+				mes "when you have enough";
+				mes "Zeny, alright?";
+				close;
+			}
+			if(MaxWeight - Weight < 71){			
+				next;
 				mes "[Sagle]";
-				mes "Alright...";
-				mes "But don't";
-				mes "complain if";
-				mes "these potions";
-				mes "are sold out!";
+				mes "Whoa, hold on!";
+				mes "There's no way you carry all of this! Why don't you put some of your stuff in Kafra Storage before coming back?";
+				close;
+			} else {
+				set Zeny, Zeny - 390;
+				set tu_merchant, 9;
+				getitem 501,10; //Red_Potion
 				close;
-				break;
+			}
+			break;
+		case 2:
+			mes "[Sagle]";
+			mes "Alright...";
+			mes "But don't";
+			mes "complain if";
+			mes "these potions";
+			mes "are sold out!";
+			close;
+			break;
 		}
 	}
 	mes "It's on the tip";
@@ -850,7 +885,7 @@ prontera,93,330,3	script	Kellion	97,{
 			} else { 
 				set Zeny, Zeny - 340;
 				set tu_merchant, 10;
-				getitem 569, 10;
+				getitem 569,10; //Novice_Potion
 				close;
 			}
 			break;
@@ -891,7 +926,7 @@ prontera,93,330,3	script	Kellion	97,{
 			} else { 
 				set Zeny, Zeny - 390;
 				set tu_merchant, 9;
-				getitem 501, 10;
+				getitem 501,10; //Red_Potion
 				close;
 			}
 			break;
@@ -932,7 +967,7 @@ prontera,93,330,3	script	Kellion	97,{
 			} else { 
 				set Zeny, Zeny - 400;
 				set tu_merchant, 10;
-				getitem 501, 10;
+				getitem 501,10; //Red_Potion
 				close;
 			}
 			break;
@@ -993,7 +1028,7 @@ prt_in,169,11,3	script	Aigie	92,{
 			} else {
 				set Zeny, Zeny - 390;
 				set tu_merchant, 9;
-				getitem 501, 10;
+				getitem 501,10; //Red_Potion
 				close;
 			}
 			break;
@@ -1040,7 +1075,7 @@ prt_in,169,11,3	script	Aigie	92,{
 			} else {
 				set Zeny, Zeny - 420;
 				set tu_merchant, 10;
-				getitem 501, 10;
+				getitem 501,10; //Red_Potion
 				close;
 			}
 			break;
@@ -1087,7 +1122,7 @@ prt_in,169,11,3	script	Aigie	92,{
 			} else {
 				set Zeny, Zeny - 340;
 				set tu_merchant, 10;
-				getitem 569, 10;
+				getitem 569,10; //Novice_Potion
 				close;
 			}
 			break;
@@ -1143,7 +1178,7 @@ prontera,247,129,3	script	Jayon	85,{
 			} else {
 				set Zeny, Zeny - 410;
 				set tu_merchant, 10;
-				getitem 501, 10;
+				getitem 501,10; //Red_Potion
 				close;
 			}
 			break;
@@ -1191,7 +1226,7 @@ prontera,247,129,3	script	Jayon	85,{
 			} else {
 				set Zeny, Zeny - 400;
 				set tu_merchant, 10;
-				getitem 501, 10;
+				getitem 501,10; //Red_Potion
 				close;
 			}
 			break;
@@ -1240,7 +1275,7 @@ prontera,247,129,3	script	Jayon	85,{
 			} else {
 				set Zeny, Zeny - 410;
 				set tu_merchant, 10;
-				getitem 501, 10;
+				getitem 501,10; //Red_Potion
 				close;
 			}
 			break;
@@ -1258,7 +1293,7 @@ prontera,247,129,3	script	Jayon	85,{
 	}
 
 	mes "[Jayon]";
-	mes "The Schwarzwald Republic...";
+	mes "The Schwaltzvalt Republic...";
 	mes "It's a really interesting country. There's Juno and a few other places worth looking around. ";
 	next;
 	mes "[Jayon]";
@@ -1296,7 +1331,7 @@ prt_in,251,129,3	script	Maos	709,{
 			} else {
 				set Zeny, Zeny - 420;
 				set tu_merchant, 10;
-				getitem 501, 10;
+				getitem 501,10; //Red_Potion
 				close;
 			}
 			break;
@@ -1333,7 +1368,7 @@ prt_in,251,129,3	script	Maos	709,{
 			} else {
 				set Zeny, Zeny - 340;
 				set tu_merchant, 10;
-				getitem 501, 10;
+				getitem 501,10; //Red_Potion
 				close;
 			}
 			break;
@@ -1370,7 +1405,7 @@ prt_in,251,129,3	script	Maos	709,{
 			} else {
 				set Zeny, Zeny - 400;
 				set tu_merchant, 10;
-				getitem 501, 10;
+				getitem 501,10; //Red_Potion
 				close;
 			}
 			break;

File diff ditekan karena terlalu besar
+ 477 - 450
npc/quests/first_class/tu_sword.txt


+ 268 - 227
npc/quests/first_class/tu_thief01.txt

@@ -3,7 +3,7 @@
 //===== By: ================================================== 
 //= Fix up by Jukka
 //===== Current Version: ===================================== 
-//= 1.3
+//= 1.4
 //===== Compatible With: ===================================== 
 //= eAthena SVN (Testet in Trunk 88xx)
 //===== Description: ========================================= 
@@ -14,6 +14,7 @@
 //=	TODO: Test, Add correct misceffects numbers
 //= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
 //= 1.3 Fixed a few minor mistakes [Playtester]
+//= 1.4 Misc. updates. [L0ne_W0lf]
 //============================================================ 
 
 //=================================================Thief Trainer====================================================
@@ -88,7 +89,7 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 				mes "So if you're feeling like the damage you're making is pretty weak, you might want more stat points in ^2F4F2FSTR^000000. How high your raise your own STR is really up to you.";
 				set tu_thief01, 1;
 				getexp 200,100;
-				//misceffect EF_HIT5;
+				specialeffect2 EF_HIT5;
 				close;
 				break;
 			case 2:
@@ -105,7 +106,7 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 				mes "also increase your attack damage, but they're insignificant compared to STR. I repeat: ^660000insignificant^000000.";
 				set tu_thief01, 1;
 				getexp 400,200;
-				//misceffect EF_HIT5;
+				specialeffect2 EF_HIT5;
 				close;
 				break;
 			case 3:
@@ -121,7 +122,7 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 				mes "So if you're feeling like the damage you're making is pretty weak, you might want more stat points in ^2F4F2FSTR^000000. How high your raise your own STR is really up to you.";
 				set tu_thief01, 1;
 				getexp 200,100;
-				//misceffect EF_HIT5;
+				specialeffect2 EF_HIT5;
 				close;
 				break;
 			}
@@ -137,22 +138,22 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 		} else if(tu_thief01 == 2){
 			mes "Okay, let me see your skills. You know you gotta change your battle strategy depending on what skills you have, right? Skills are just as important as stats!";
 			next;
-			set @chk_th_skill1, getskilllv("TF_DOUBLE");
-			set @chk_th_skill2, getskilllv("TF_MISS");
-			set @chk_th_skill3, getskilllv("TF_STEAL");
-			set @chk_th_skill4, getskilllv("TF_HIDING");
-			set @chk_th_skill5, getskilllv("TF_POISON");
-			set @chk_th_skill6, getskilllv("TF_DETOXIFY");
+			set .@chk_th_skill1, getskilllv("TF_DOUBLE");
+			set .@chk_th_skill2, getskilllv("TF_MISS");
+			set .@chk_th_skill3, getskilllv("TF_STEAL");
+			set .@chk_th_skill4, getskilllv("TF_HIDING");
+			set .@chk_th_skill5, getskilllv("TF_POISON");
+			set .@chk_th_skill6, getskilllv("TF_DETOXIFY");
 
-			if(@chk_th_skill1 == 0 && @chk_th_skill2 == 0 && @chk_th_skill3 == 0 && @chk_th_skill4 == 0 && @chk_th_skill5 == 0 && @chk_th_skill6 == 0){
+			if(.@chk_th_skill1 == 0 && .@chk_th_skill2 == 0 && .@chk_th_skill3 == 0 && .@chk_th_skill4 == 0 && .@chk_th_skill5 == 0 && .@chk_th_skill6 == 0){
 				mes "[Yierhan]";
 				mes "You haven't learned any skills yet? Come on, it's your skills that'll set you apart from Novices and everyone else!";
 				close;
 			} else {
-				if(@chk_th_skill1 > 0){
+				if(.@chk_th_skill1 > 0){
 					mes "[Yierhan]";
 					mes "Ah, so you've learned";
-					mes "Level "+@chk_th_skill1+" Double Attack.";
+					mes "Level "+.@chk_th_skill1+" Double Attack.";
 					mes "Nice! This skill gives you the chance to attack twice in one";
 					mes "attack. Wicked!";
 					next;
@@ -160,10 +161,10 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 					mes "It's a Passive skill, so it's always in effect and won't have to use any SP to use it. The higher your Double Attack skill level, the more double attacks you'll do.";
 					next;
 				}
-				if(@chk_th_skill2 > 0){
+				if(.@chk_th_skill2 > 0){
 					mes "[Yierhan]";
 					mes "Let's see...";
-					mes "Level "+@chk_th_skill2+" Increase Dodge?";
+					mes "Level "+.@chk_th_skill2+" Increase Dodge?";
 					mes "That increases your Flee Rate, meaning you've got a better chance of dodging attacks from your enemies.";
 					next;
 					mes "[Yierhan]";
@@ -171,10 +172,10 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 					mes "effect. If you don't like to bruise, this is your skill.";
 					next;
 				}
-				if(@chk_th_skill3 > 0){
+				if(.@chk_th_skill3 > 0){
 					mes "[Yierhan]";
 					mes "Whoa, so you've";
-					mes "got Level "+@chk_th_skill3+" Steal~";
+					mes "got Level "+.@chk_th_skill3+" Steal~";
 					mes "Now that's the skill which gives our job its name! You can't use";
 					mes "it against people, though...";
 					next;
@@ -182,10 +183,10 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 					mes "But you can use Steal to take items from monsters. If you're lucky, you can get some good items that way. Oh, and Steal doesn't affect monster drop rates.";
 					next;
 				}
-				if(@chk_th_skill4 > 0){
+				if(.@chk_th_skill4 > 0){
 					mes "[Yierhan]";
 					mes "You've learned";
-					mes "Level "+@chk_th_skill4+" Hiding?";
+					mes "Level "+.@chk_th_skill4+" Hiding?";
 					mes "Let's see, you can only learn";
 					mes "that after learning the Steal skill up to a certain level.";
 					next;
@@ -197,10 +198,10 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 					mes "Certain monsters will still be able to find you, no matter how well you hide. There are even a few monsters that can flush you out of hiding!";
 					next;
 				}
-				if(@chk_th_skill5 > 0){
+				if(.@chk_th_skill5 > 0){
 					mes "[Yierhan]";
 					mes "Alright, I see that you";
-					mes "know Level "+@chk_th_skill5+" Envenom.";
+					mes "know Level "+.@chk_th_skill5+" Envenom.";
 					mes "You like being dangerous,";
 					mes "don't you?";
 					next;
@@ -213,9 +214,9 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 					mes "If the monster's too strong for you, you might not be able to poison it. So don't go crazy.";
 					next;
 				}
-				if(@chk_th_skill6 > 0){
+				if(.@chk_th_skill6 > 0){
 					mes "[Yierhan]";
-					mes "Level "+@chk_th_skill6+" Detoxify.";
+					mes "Level "+.@chk_th_skill6+" Detoxify.";
 					mes "If you took the trouble to learn that, you must be the cautious";
 					mes "type or something.";
 					next;
@@ -232,7 +233,7 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 			mes "I can explain real quick.";
 			set tu_thief01, 3;
 			getexp BaseLevel*30,BaseLevel*15;
-			//misceffect EF_HIT5;//CHECK
+			specialeffect2 EF_HIT5;
 			close;
 		} else if(tu_thief01 == 3){
 			mes "So...";
@@ -243,15 +244,15 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 			mes "already know?";
 			next;
 			while(1){
-				switch(select("Double Attack:Increase Dodge:Steal:Hiding:Envenom:Detoxify:Cancel")){
-				case 1: 
+				switch(select("Double Attack:Increase Dodge:Steal:Hiding:Envenom:Detoxify:I know enough.")) {
+				case 1:
 					mes "[Yierhan]";
 					mes "Just like its name,";
 					mes "Double Attack gives your attacks the chance to be a double attack, two strikes in one blow.";
 					next;
 					mes "[Yierhan]";
 					mes "It's a Passive skill, so it's always in effect and won't have to use any SP to use it. The higher your Double Attack skill level, the more double attacks you'll do.";
-					set @read_d, 1;
+					set .@read_d, 1;
 					next;
 					break;
 				case 2:
@@ -266,7 +267,7 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 					mes "[Yierhan]";
 					mes "Just like the Double Attack skill, Increase Dodge is a Passive skill. It won't use SP and it's always in";
 					mes "effect. If you don't like to bruise, this is your skill.";
-					set @read_f, 1;
+					set .@read_f, 1;
 					next;
 					break;
 				case 3:
@@ -274,10 +275,10 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 					mes "Steal is an Active Skill that has the chance of nabbing you some";
 					mes "free items! You can't use it against other people, though.";
 					next;
-					//misceffect EF_STEAL;
+					specialeffect2 EF_STEAL;
 					mes "[Yierhan]";
 					mes "But you can use Steal to take items from monsters! If you're lucky, you can get some good items that way. Oh, and Steal doesn't affect monster drop rates.";
-					set @read_s, 1;
+					set .@read_s, 1;
 					next;
 					break;
 				case 4:
@@ -290,10 +291,10 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 					next;
 					mes "[Yierhan]";
 					mes "Certain monsters will still be able to find you, no matter how well you hide. There are even a few monsters that can flush you out of hiding!";
-					set @read_p, 1;
+					set .@read_p, 1;
 					next;
 					break;
-				case 5: 
+				case 5:
 					mes "[Yierhan]";
 					mes "Envenom is an offensive Active Skill that every Thief should know. But that's just what I think.";
 					next;
@@ -301,10 +302,10 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 					mes "This attack skill has the chance";
 					mes "to poison your enemy for a set amount of time. While poisoned, an enemy will constantly lose its HP and will have decreased defense.";
 					mes "Remember that.";
-					set @read_h, 1;
+					set .@read_h, 1;
 					next;
 					break;
-				case 6: 
+				case 6:
 					mes "[Yierhan]";
 					mes "Since Thieves deal";
 					mes "quite a bit with poison,";
@@ -315,9 +316,9 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 					mes "[Yierhan]";
 					mes "You can learn Detoxify";
 					mes "after you learn the Envenom skill. Detoxify allows you to counteract the effects of poison on a target.";
-					set @read_r, 1;
+					set .@read_r, 1;
 					next;
-					//misceffect EF_DETOXICATION;
+					specialeffect2 EF_DETOXICATION;
 					next;
 					break;
 				case 7:
@@ -329,23 +330,23 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 					mes "[Yierhan]";
 					mes "Now that you're such an expert on skills, I want you to level up your skills and come back, got it?";
 					set tu_thief01, 4;
-					//misceffect EF_HIT5;
-					if(@read_d){
+					specialeffect2 EF_HIT5;
+					if(.@read_d){
 						getexp 300,100;
 					}
-					if(@read_f){
+					if(.@read_f){
 						getexp 300,100;
 					}
-					if(@read_s){
+					if(.@read_s){
 						getexp 300,100;
 					}
-					if(@read_p){
+					if(.@read_p){
 						getexp 300,100;
 					}
-					if(@read_h){
+					if(.@read_h){
 						getexp 300,100;
 					}
-					if(@read_r){
+					if(.@read_r){
 						getexp 300,100;
 					}
 					close;
@@ -364,330 +365,362 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 			mes "You can go ahead and kill Pickies to get those. It really shouldn't be that hard. Oh, and use this Wing thingee to come back.";
 			set tu_thief01, 5;
 			savepoint "moc_ruins",80,164;
-			getitem 602, 1;
+			getitem 602,1; //Wing_Of_Butterfly
 			getexp 100,50;
-			//misceffect EF_HIT5;
+			specialeffect2 EF_HIT5;
 			close2;
 			warp "moc_fild12",158,373;
 			end;
 		} else if(tu_thief01 == 5 || tu_thief01 == 6){
-			if(countitem(916) < 10){	//Feather_Of_Birds
-				mes "'Ey, you don't";
-				mes "have the 10 ^ff0000Feather of Birds^000000 I asked you for ";
-				mes "Remember, experience is more important";
-				mes "that knowledge.";
+			if(countitem(916) < 10){
+				mes "'Ey, you don't have the 10 ^ff0000Feather of Birds^000000 I asked you for! You gotta apply what you know, you know.";
+				mes "Now hurry up and do it!";
 				close2;
 				warp "moc_fild07",203,38;
 				end;
 			} else {
-				mes "Ah~ there you go.";
-				mes "Well done, my friend.";
-				mes "These feathers are the token of your self-improvement.";
+				mes "Alright...!";
+				mes "Nice work, pal.";
+				mes "Seeing as you got these feathers, you must be really gung-ho about becoming a good Thief.";
 				next;
 				mes "[Yierhan]";
-				mes "I hope you will continue to do your best.";
-				mes "Do you have any question?";
+				mes "I hope you keep";
+				mes "putting in the work";
+				mes "to get better and better.";
+				mes "Always do your best! Oh,";
+				mes "and do you have any questions?";
 				next;
 				if(tu_thief01 == 6){
-					switch(select("Regarding the Traces.", "No.")){
-					case 1:
+					switch(select("About those traces...:Nope.")) {
+ 					case 1:
+						mes "[Yierhan]";
+						mes "You found out, eh?";
+						mes "Well, I didn't really";
+						mes "wanna tell you this, on";
+						mes "account of you bein' a brand";
+						mes "brand new Thief and all, but...";
+						next;
+						mes "[Yierhan]";
+						mes "There was this";
+						mes "fight that was in";
+						mes "the Southern part";
+						mes "of this town.";
+						next;
 						mes "[Yierhan]";
-						mes "Ah....";
-						mes "You found the traces, huh?";
-						mes "Hmmm...";
-						mes "I really didn't want to tell you this";
-						mes "as you just have become a thief...but...";
+						mes "Since it happened late at night, only a few people actually know about it. As for me, I stayed late at a guild meeting, so it was";
+						mes "dumb luck that I saw it.";
 						next;
 						mes "[Yierhan]";
-						mes "There was a fight happened at the south of town.";
-						mes "It was midnight when it was happened";
-						mes "so only few people know about this.";
-						mes "I stayed up late for a guild meeting";
-						mes "I accidentally witnessed the fight.";
+						mes "I went back to where the fight happened and I found traces that showed that the guys who were fighting went south.";
 						next;
 						mes "[Yierhan]";
-						mes "Later I went there where the fight was occurred.";
-						mes "All I found was the traces of fight were headed south.";
-						mes "It seems the trace has something to do with Assassins...";
-						mes "since the traces are poisons scattered around the place.";
-						mes "But that is just my assumption.";
+						mes "Since poison was used in";
+						mes "the fight, I'm guessing an Assassin was involved, but I can't be too sure. If you wanna check it out, follow the traces of that fight.";
 						next;
 						mes "[Yierhan]";
-						mes "If you are interested in, go follow the traces.";
-						mes "But don't get so near the traces.";
-						mes "They are still poisonous.";
+						mes "Eh, but be careful";
+						mes "not to get too close";
+						mes "to the poison! That stuff";
+						mes "is pretty strong!";
 						set tu_thief01, 8;
-						getitem 1207, 1;
+						getitem 1207,1; //Main_Gauche
 						getexp 1000,500;
-						//misceffect EF_HIT5;
+						specialeffect2 EF_HIT5;
 						close;
 						break;
 					case 2:
 						mes "[Yierhan]";
-						mes "Oh, okay then.";
-						mes "I expect to see you become stronger next time.";
-						mes "And please take this.";
-						mes "Hahaha...";
+						mes "Good!";
+						mes "Less work for me!";
+						mes "Alright, you better get stronger the next time I see you. Oh, and you can have this stuff. You know, since you're so gangster and all.";
 						set tu_thief01, 7;
-						getitem 1207, 1;
+						getitem 1207,1; //Main_Gauche
 						getexp 500,200;
-						//misceffect EF_HIT5;
+						specialeffect2 EF_HIT5;
 						close;
 						break;
 					}
 				} else {
-					switch(select("It was nice to meet you.", "No.")){
+					switch(select("It was nice to meet you.:Nope.")) {
 					case 1:
 						mes "[Yierhan]";
-						mes "Hahaha...nice to meet you, too.";
-						mes "I hope you will do your best to practice hard.";
-						mes "If you do, you will become one of the greatest thieves.";
+						mes "Yeah, it was pretty cool just hanging out. Keep fighting";
+						mes "monsters the way you do and";
+						mes "you'll be a great Thief in no time.";
 						next;
 						mes "[Yierhan]";
-						mes "And please take this.";
-						mes "Hahaha...";
+						mes "And since I like";
+						mes "you so much, kid,";
+						mes "you can have this.";
+						mes "Take it, it's yours!";
 						set tu_thief01, 7;
-						getitem 1207, 1;
+						getitem 1207,1; //Main_Gauche
 						getexp 500,200;
-						//misceffect EF_HIT5;
+						specialeffect2 EF_HIT5;
 						close;
 						break;
 					case 2:
 						mes "[Yierhan]";
-						mes "Oh, okay then.";
-						mes "I expect to see you become stronger next time.";
-						mes "And please take this.";
-						mes "Hahaha...";
+						mes "Good!";
+						mes "Less work for me!";
+						mes "Alright, you better get stronger the next time I see you. Oh, and you can have this stuff. You know, since you're so gangster and all.";
 						set tu_thief01, 7;
-						getitem 1207, 1;
+						getitem 1207,1; //Main_Gauche
 						getexp 500,200;
-						//misceffect EF_HIT5;
+						specialeffect2 EF_HIT5;
 						close;
 						break;
 					}
 				}
 			}
 		} else if(tu_thief01 == 7){
-			mes "There was a fight happened at the south of town.";
-			mes "It was midnight when it was happened";
-			mes "so only few people know about this.";
-			mes "I stayed up late for a guild meeting";
-			mes "I accidentally witnessed the fight.";
+			mes "[Yierhan]";
+			mes "You know...";
+			mes "There was this";
+			mes "fight that was in";
+			mes "the Southern part";
+			mes "of this town.";
+			next;
+			mes "[Yierhan]";
+			mes "Since it happened late at night, only a few people actually know about it. As for me, I stayed late at a guild meeting, so it was";
+			mes "dumb luck that I saw it.";
 			next;
 			mes "[Yierhan]";
-			mes "Later I went there where the fight was occurred.";
-			mes "All I found was the traces of fight were headed south.";
-			mes "It seems the trace has something to do with Assassins...";
-			mes "since the traces are poisons scattered around the place.";
-			mes "But that is just my assumption.";
+			mes "I went back to where the fight happened and I found traces that showed that the guys who were fighting went south.";
 			next;
 			mes "[Yierhan]";
-			mes "If you are interested in, go follow the traces.";
-			mes "But don't get so near the traces.";
-			mes "They are still poisonous.";
+			mes "Since poison was used in";
+			mes "the fight, I'm guessing an Assassin was involved, but I can't be too sure. If you wanna check it out, follow the traces of that fight.";
 			next;
 			mes "[Yierhan]";
-			mes "For your information, Green Herb and Green Potion";
-			mes "counteracts poison. And if someone";
-			mes "takes out a Red Gemstone in front of you, beware.";
-			mes "He might try to use poison with the Gemstone.";
+			mes "Eh, but be careful";
+			mes "not to get too close";
+			mes "to the poison! That stuff";
+			mes "is pretty strong!";
+			next;
+			mes "[Yierhan]";
+			mes "Hey, you might run into";
+			mes "poison, so remember that";
+			mes "Green Herbs and Green Potions";
+			mes "will counteract it. Oh, and keep in mind that Red Gemstones can";
+			mes "be used in poison attacks.";
+			next;
+			mes "[Yierhan]";
+			mes "Hey, if you do";
+			mes "decide to check it";
+			mes "out, be real careful";
+			mes "other there, okay?";
 			set tu_thief01, 8;
 			getexp 200,100;
-			//misceffect EF_HIT5;
+			specialeffect2 EF_HIT5;
 			close;
 		} else if(tu_thief01 == 8){
-			mes "So, how are you lately?";
-			mes "Fighting against an unknown enemy always";
-			mes "have a big danger within.";
-			mes "It seems outsiders have been wielding their power,";
-			mes "so be careful.";
+			mes "Heya pal.";
+			mes "You doin' alright?";
 			next;
 			mes "[Yierhan]";
-			mes "When you are on adventure, you should be careful";
-			mes "for everything. Not only monsters are your enemies but";
-			mes "people, even your comrades.";
+			mes "Fighting against something";
+			mes "you know nothing about is always risky. Since I've heard there are outsiders around flaunting their power, you better be careful.";
+			next;
+			mes "[Yierhan]";
+			mes "It's a good policy to just be really careful on your adventures. Look out for monsters and look";
+			mes "out for people! Got it?";
 			close;
 		} else if(tu_thief01 < 26){
-			mes "I heard that an assassin who";
-			mes "was on a misson has never come back.";
-			mes "Although the assassin guild was reported his mission was complete,";
-			mes "he has not come back to them yet.";
-			mes "He was a very competent man...as I remember.";
+			mes "I heard there was";
+			mes "this one Assassin";
+			mes "that went on a mission";
+			mes "and never returned.";
+			next;
+			mes "[Yierhan]";
+			mes "What's so weird about it was that the Assassin Guild reported that the mission was completed!";
+			mes "I remember hearing that guy";
+			mes "was really good...";
 			next;
 			mes "[Yierhan]";
-			mes "Anyways, take care of yourself well.";
+			mes "Crazy, isn't it?";
+			mes "Anyway, take";
+			mes "care of yourself.";
 			close;
 		} else if(tu_thief01 == 26){
-			mes "So, did you complete your mission?";
-			mes "I know it is a pretty difficult one though.";
+			mes "'Ey, did you";
+			mes "complete your mission?";
+			mes "I know, I know, the thing you've gotta do is pretty rough.";
 			next;
-			switch(select("I am still investigating.:Not yet.:Yes, I did.")){
+			switch(select("I'm still investigating.:Not yet.:Yes, I did.")) {
 			case 1:
 				mes "[Yierhan]";
-				mes "Ah...";
-				mes "I see. Well, I understand that it is difficult.";
-				mes "Keep up the good work.";
+				mes "Ah, gotcha. Well, that's understandable. I mean, these things take time, you know?";
 				close;
 				break;
 			case 2:
 				mes "[Yierhan]";
-				mes "Ah...";
-				mes "I see. Well, I understand that it is difficult.";
-				mes "Keep up the good work.";
+				mes "Yeah...?";
+				mes "That's alright.";
+				mes "I guess these kinds of things require patience. And thinking.";
+				mes "You know, things I'm horrible at.";
 				close;
 				break;
 			case 3:
 				mes "[Yierhan]";
-				mes "Oh, you did!";
-				mes "Okay, I am ready to listen.";
-				mes "I was anticipating to see this time come.";
+				mes "Alright...!";
+				mes "So what's up?";
+				mes "Hit me up with";
+				mes "what you know~";
 				next;
-				mes "- You reported him with the result of investigation -";
-				mes "- and a scrap of cloth which you obtained during the mission. -";
+				mes "^3355FFYou explain the results of your investigation to Yierhan and tell him about the scrap of cloth you found on your mission.^000000";
 				next;
 				mes "[Yierhan]";
-				mes "Hmm...I see.";
-				mes "Let me see the cloth.";
-				next;
-				mes "- You gave him the scrap of cloth. -";
+				mes "Scrap of cloth?";
+				mes "Huh, alright. Say,";
+				mes "lemme have a looksee.";
 				next;
 				mes "[Yierhan]";
-				mes "Umm...isn't this...?";
-				mes "I see, I see...";
-				mes "You did a great job.";
-				mes "You brought me really important information.";
+				mes "Whoa!";
+				mes "You did great.";
+				mes "This is some pretty";
+				mes "important information!";
 				next;
 				mes "[Yierhan]";
-				mes "As you see, the pattern on this cloth";
-				mes "is one of the Assassin's peculiar codes.";
-				mes "Especially this pattern looks like";
-				mes "ones used by high assassins.";
+				mes "You see, the pattern on this cloth is sort of like one of the codes Assassins use. And this particular pattern looks like something from one of those higher Assassins.";
 				next;
 				mes "[Yierhan]";
-				mes "Well, with this, I can figure out";
-				mes "what happened on that night.";
-				mes "Thank you.";
+				mes "I might be able to figure out what happened that night with the new information this cloth might lead me to. Thanks a lot!";
 				next;
 				mes "[Yierhan]";
-				mes "let's ask other higher guild members to take care";
-				mes "of the result of investigation.";
-				mes "You did your job perfect and now I want";
-				mes "you to focus on your skill trainings.";
+				mes "From here on,";
+				mes "the higher ups in the";
+				mes "guild will take over this investigation. You did your job perfectly, so it's time for you to hone your skills.";
 				next;
 				mes "[Yierhan]";
-				mes "Please take this.";
-				mes "This is a reward for your great job.";
+				mes "Hey, this stuff is yours. Think of it as a reward for helping us out. Take care of yourself now~";
 				set tu_thief01, 27;
-				getitem 2307, 1;
+				getitem 2307,1; //Mantle
 				set Zeny, Zeny + 5000;
 				getexp 8000,3000;
-				next;
-				mes "[Yierhan]";
-				mes "Take care now.";
 				close;
 				break;
 			}
 		} else {
-			mes "Always cherish your dream.";
-			mes "Life without a dream cannot become a perfect one.";
+			mes "[Yierhan]";
+			mes "Hey...";
+			mes "You got dreams,";
+			mes "don't you? I know,";
+			mes "it's a bit of a deep";
+			mes "subject I pulled outta";
+			mes "nowhere, but...";
+			next;
+			mes "[Yierhan]";
+			mes "I just like telling people to follow their dreams. So do it. Life without anything to look forward to is pretty boring, doncha think?";
 			close2;
 		}
 	} else if(Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_High_Wizard || Class == Job_Sage || Class == Job_Professor){
 		if(tu_magician01 < 7){
-			mes "I am a thief trainer.";
-			mes "And I can tell you are not a thief.";
-			mes "You should become a thief if you wanted to";
-			mes "be taught by me...hahaha.";
+			mes "[Yierhan]";
+			mes "Heya.";
+			mes "I'm the Thief trainer around here. Sure, it looks like we don't got much in common, but...";
+			next;
+			mes "[Yierhan]";
+			mes "I actually got a few magic using friends here and there. That mystic stuff is waaay over my head, but";
+			mes "I got a lotta respect for it.";
 			close;
 		} else if(tu_magician01 == 7){
 			mes "Hm...?";
-			mes "That's weird, usually only Thieves hang around this joint. What's someone like you doing here? Unless...";
+			mes "That's weird, usually only";
+			mes "Thieves hang around this joint. What's someone like you doing";
+			mes "here? Unless...";
 			next;
-			switch(select("I'm here on behalf of 'Mana.'")){
+			switch(select("I'm here on behalf of 'Mana.'")) {
 			case 1:
 				mes "[Yierhan]";
-				mes "Ah, I've been expecting you. Good good, I asked Mana for help with something.";
+				mes "Right, you must be the help that Mana sent! You came just at the right time. You see, we found something weird in South Morroc.";
 				next;
 				mes "[Yierhan]";
-				mes "You came at just the right time. You see, there have been something strange has been found in South Morroc.";
+				mes "Basically, we found traces of poison that were used in a fight. We were going to investigate it, but we've been swamped with all this other work.";
 				next;
 				mes "[Yierhan]";
-				mes "Basically, we found traces of poison there were used in a fight. We were going to investigate it, but we've been distracted by other pressing matters.";
+				mes "That's why we've been asking";
+				mes "for help from the Mage Guild. Fortunately, I'm pals with Mana, so...";
 				next;
 				mes "[Yierhan]";
-				mes "That's why we've been asking support from the Mage Guild. Fortunately, I'm well acquainted with Mana, so...";
-				next;
-				mes "[Yierhan]";
-				mes "Anyway, please head to South Morroc since it seems to be the best place to begin your investigation. You'll see what we've found right outside the South Morroc gate.";
+				mes "Anyway, head over to";
+				mes "South Morroc since it seems to be a good place to start investigating. You'll see what we found right outside the South Morroc gate.";
 				set tu_magician01, 8;
 				break;
 			}
 		} else if(tu_magician01 < 26){
-			mes "There's stories of some highly skilled Assassin that has never returned from a mission...";
+			mes "I heard there was";
+			mes "this one Assassin";
+			mes "that went on a mission";
+			mes "and never returned.";
 			next;
 			mes "[Yierhan]";
-			mes "What's strange about it is that the Assassin Guild has reported that the mission was actually completed.";
+			mes "What's so weird about it was that the Assassin Guild reported that the mission was completed!";
+			mes "I remember hearing that guy";
+			mes "was really good...";
 			next;
 			mes "[Yierhan]";
-			mes "Be careful, my friend. It seems your mission might be related to that mysterious Assassin...";
+			mes "Be careful, pal.";
+			mes "It seems your";
+			mes "investigation";
+			mes "might be related to";
+			mes "that mysterious Assassin...";
 			close;
 		} else if(tu_magician01 == 26){
-			mes "Hmm.....";
-			mes "So how is it going lately?";
-			mes "I have had so many other works recently";
-			mes "to focus on the investigation.";
+			mes "So how's the";
+			mes "investigation";
+			mes "coming along?";
+			mes "I've been so busy,";
+			mes "I couldn't focus";
+			mes "on it at all...";
 			next;
-			switch(select("I am still investigating.:Not yet.:I finished to investigate.")){
+			switch(select("I'm still investigating.:I'm not done yet...:Oh, I finished~")) {
 			case 1:
 				mes "[Yierhan]";
-				mes "Ah...";
-				mes "I see. Well, I understand that it is difficult.";
-				mes "Keep up the good work.";
-				close2;
+				mes "Ah, gotcha. Well, that's understandable. I mean, these things take time, you know?";
+				close;
 				break;
 			case 2:
 				mes "[Yierhan]";
-				mes "Ah...";
-				mes "I see. Well, I understand that it is difficult.";
-				mes "Keep up the good work.";
-				close2;
+				mes "Yeah...?";
+				mes "That's alright.";
+				mes "I guess these kinds of things require patience. And thinking.";
+				mes "You know, things I'm horrible at.";
+				close;
 				break;
 			case 3:
 				mes "[Yierhan]";
-				mes "Oh, you did!";
-				mes "Okay, I am ready to listen.";
-				mes "I was anticipating to see this time come.";
+				mes "Alright...!";
+				mes "So what's up?";
+				mes "Hit me up with";
+				mes "what you know~";
 				next;
-				mes "- You reported him with the result of investigation -";
-				mes "- and a scrap of cloth which you obtained during the mission. -";
+				mes "^3355FFYou explain the results of your investigation to Yierhan and tell him about the scrap of cloth you found on your mission.^000000";
 				next;
 				mes "[Yierhan]";
-				mes "Hmm...I see.";
-				mes "Let me see the cloth.";
+				mes "Scrap of cloth?";
+				mes "Huh, alright. Say,";
+				mes "lemme have a looksee.";
 				next;
-				mes "- You gave him the scrap of cloth. -";
+				mes "[Yierhan]";
+				mes "Whoa!";
+				mes "You did great.";
+				mes "This is some pretty";
+				mes "important information!";
 				next;
 				mes "[Yierhan]";
-				mes "Umm...isn't this...?";
-				mes "I see, I see...";
-				mes "You did a great job.";
-				mes "You brought me really important information.";
+				mes "You see, the pattern on this cloth is sort of like one of the codes Assassins use. And this particular pattern looks like something from one of those higher Assassins.";
 				next;
 				mes "[Yierhan]";
-				mes "As you see, the pattern on this cloth";
-				mes "is one of the Assassin's peculiar codes.";
-				mes "Especially this pattern looks like";
-				mes "ones used by high assassins.";
+				mes "I might be able to figure out what happened that night with the new information this cloth might lead me to. Thanks a lot!";
 				next;
 				mes "[Yierhan]";
-				mes "Well, with this, I can figure out";
-				mes "what happened on that night.";
-				mes "Thank you.";
+				mes "From here on,";
+				mes "the higher ups in the";
+				mes "guild will take over this investigation. You did your job perfectly, so it's time for you to hone your skills.";
 				next;
 				mes "[Yierhan]";
-				mes "Ah, please take my token of gratitute.";
-				mes "I will send a message to 'Mana' regarding your help.";
-				mes "Take care now.";
+				mes "Hey, this stuff is yours. Think of it as a reward for helping us out. Right, and I'll let Mana know you did a great job. Take care of yourself now~";
 				set tu_magician01, 27;
 				set Zeny, Zeny + 5000;
 				getexp 5000,2000;
@@ -695,14 +728,22 @@ moc_ruins,66,164,4	script	Thief Trainer#T	84,{
 				break;
 			}
 		} else {
-			mes "As I assumed, it was not done by only a group.";
-			mes "There are at least two or three groups involved with this.";
-			mes "Hmm...I am concerned that something bad might happen soon.";
+			mes "Just as I thought,";
+			mes "more than one group";
+			mes "was involved in all this.";
+			mes "Huh. Something real bad";
+			mes "might happen soon...";
 			close;
 		}
 	}
-	mes "The most romantic ";
-	mes "thing in the desert is";
-	mes "of course the sand storm. Hahaha.";
+	mes "Some people think";
+	mes "the desert is just a";
+	mes "dangerous, uncomfortable";
+	mes "place where no one wants";
+	mes "to be. But there's all";
+	mes "sorts of great stuff here.";
+	next;
+	mes "[Yierhan]";
+	mes "We got the blazing heat that encourages skimpy outfits, we got... Cacti. We got more sand than the beach. Um... Sandstorms?";
 	close;
 }

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