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@@ -3,7 +3,7 @@
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//===== By: ==================================================
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//= Fix up by Jukka
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//===== Current Version: =====================================
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-//= 1.3
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+//= 1.4
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//===== Compatible With: =====================================
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//= eAthena SVN (Testet in Trunk 88xx)
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//===== Description: =========================================
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@@ -14,6 +14,7 @@
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//= TODO: Test, Add correct misceffects numbers
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//= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
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//= 1.3 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
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+//= 1.4 Misc. updates. [L0ne_W0lf]
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//============================================================
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@@ -115,14 +116,19 @@ prt_church,179,15,1 script Priest Praupin 110,{
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mes "I know I'm not offering much,";
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mes "but they were quite helpful to me when I was a young Acolyte like yourself.";
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next;
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- if(select("Maces:Clubs")==1){
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- getitem 1604, 1;
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- } else {
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- getitem 1510, 1;
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+ switch(select("Wand:Flail")) {
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+ case 1:
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+ delitem 7181,1; //Receipt_01
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+ set tu_acolyte01,23;
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+ getitem 1604,1; //Wand
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+ break;
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+ case 2:
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+ delitem 7181,1; //Receipt_01
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+ set tu_acolyte01,23;
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+ getitem 1510,1; //Flail
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+ break;
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}
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- delitem 7181, 1;
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- set tu_acolyte01, 23;
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- close;
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+ close;
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} else {
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mes "You are such a good person,";
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mes "a true child of the light. I hope that many others will benefit from the purity of your heart and mind.";
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@@ -287,7 +293,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{
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set tu_acolyte01, 3;
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if(getskilllv("AL_HEAL") == 0){
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getexp 0,100;
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- //misceffect EF_CONE;
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+ specialeffect2 EF_CONE;
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}
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close;
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break;
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@@ -306,7 +312,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{
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mes "[Asthe]";
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mes "Your strength is undeveloped,";
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mes "so fight weaker monsters for now.";
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- mes " I will lend you a Mace from the church, so use it well and ^3131FFreturn it^000000 when you're done, alright?";
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+ mes "I will lend you a Mace from the church, so use it well and ^3131FFreturn it^000000 when you're done, alright?";
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next;
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mes "[Asthe]";
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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.";
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@@ -323,9 +329,9 @@ prt_monk,230,106,3 script Asthe#tu 79,{
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mes "Well then,";
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mes "I hope you";
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mes "have a safe trip.";
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- set tu_acolyte01, 4;
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- getitem 1504, 1;
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- getitem 602, 1;
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+ set tu_acolyte01,4;
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+ getitem 1504,1; //Mace
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+ getitem 602,1; //Wing_Of_Butterfly
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savepoint "prt_monk",30,250;
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close;
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} else {
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@@ -353,16 +359,38 @@ prt_monk,230,106,3 script Asthe#tu 79,{
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mes "I see that you've";
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mes "completed the assignment";
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mes "already. Good work!";
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+ next;
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+ mes "[Asthe]";
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+ mes "Now, I would like to have the Mace back, if you don't mind.";
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+ mes "By any chance, do you carry ^FF0000any other Mace with an elemental Property^000000?";
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+ mes "If so, please store the mace somewhere first.";
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+ mes "I am afraid that my sight is too bad to distinguish the difference...Hoho.";
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+ next;
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+ mes "[Asthe]";
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+ mes "Would you like me to take the mace away from your inventory now?";
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+ next;
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+ switch(select("Sure.:Let me check again.")) {
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+ case 1:
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+ break;
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+ case 2:
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+ mes "[Asthe]";
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+ mes "Okay, no problem.";
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+ mes "Please make sure that you do not carry any ^FF0000Mace with an elemental Property^000000.";
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+ close;
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+ }
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+ mes "[Asthe]";
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+ mes "Thank you so much.";
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+ mes "You have returned the Mace.";
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emotion e_heh;
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set tu_acolyte01, 5;
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- delitem 1504, 1;
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+ delitem 1504, 1; //Mace
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if(Class == Job_Acolyte_High){
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getexp 2000,1000;
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- //misceffect EF_CONE;
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+ specialeffect2 EF_CONE;
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close;
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} else {
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getexp 1000,500;
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- //misceffect EF_CONE;
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+ specialeffect2 EF_CONE;
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close;
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}
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} else {
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@@ -420,8 +448,8 @@ prt_monk,230,106,3 script Asthe#tu 79,{
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mes "[Asthe]";
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mes "However, I'm a little busy with";
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mes "my work right now, so would you deliver this to Priest Gardron in the next building for me?";
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- set tu_acolyte01, 7;
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- getitem 7148, 1;
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+ set tu_acolyte01,7;
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+ getitem 7148,1; //Mother_Letter
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close;
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break;
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case 7:
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@@ -433,7 +461,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{
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close;
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break;
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case 9:
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- mes "You went to Payon on behalf of the convent for Priest Gardron? That must have been tough...";
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+ mes "You went to Prontera on behalf of the convent for Priest Gardron? That must have been tough...";
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next;
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mes "[Asthe]";
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mes "Blessing!";
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@@ -510,11 +538,11 @@ prt_monk,230,106,3 script Asthe#tu 79,{
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next;
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mes "[Asthe]";
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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.";
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- //misceffect EF_SIGNUM;
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+ specialeffect EF_SIGNUM;
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next;
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mes "[Asthe]";
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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.";
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- //misceffect EF_ANGELUS;
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+ specialeffect EF_ANGELUS;
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next;
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mes "[Asthe]";
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mes "That's about it";
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@@ -533,7 +561,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{
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mes "part of the Heal skill tree.";
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next;
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mes "[Asthe]";
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- 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.";
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+ 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.";
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next;
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mes "[Asthe]";
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mes "Increase AGI";
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@@ -567,7 +595,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{
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mes "statuses like ^3131FFSilence^000000, ^3131FFCurse^000000,";
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mes "and ^3131FFStone Curse^000000. When used on Undead monsters, Cure will";
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mes "actually curse them.";
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- //misceffect EF_CURE;
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+ specialeffect EF_CURE;
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next;
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mes "[Asthe]";
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mes "For now, don't forget that the Increase AGI, Decrease AGI and";
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@@ -590,7 +618,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{
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mes "[Asthe]";
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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";
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mes "damage hidden enemies.";
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- //misceffect EF_RUWACH;
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+ specialeffect EF_RUWACH;
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next;
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mes "[Asthe]";
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mes "After you have learned Ruwach,";
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@@ -622,7 +650,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{
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mes "[Asthe]";
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mes "Pneuma shields characters";
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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.";
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- //misceffect EF_PNEUMA;
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+ specialeffect2 EF_PNEUMA;
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next;
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mes "[Asthe]";
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mes "There are some Undead monsters";
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@@ -677,10 +705,10 @@ prt_monk,230,106,3 script Asthe#tu 79,{
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mes "Why don't you put some of your things in Kafra Storage first?";
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} else {
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set tu_acolyte01, 18;
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- getitem 7183, 1;
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- getitem 7181, 1;
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- getitem 1081, 2;
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- getitem 7148, 1;
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+ getitem 7183,1; //Sister_Letter
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+ getitem 7181,1; //Receipt_01
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+ getitem 1081,2; //Merchant_Box_1
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+ getitem 7148,1; //Mother_Letter
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}
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close;
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break;
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@@ -743,7 +771,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{
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mes "[Asthe]";
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mes "Place the water into a cup like so and focus all of your holy energy like this... And then...";
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next;
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- //misceffect EF_AQUA;
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+ specialeffect EF_AQUA;
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mes "[Asthe]";
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mes "Aqua";
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mes "Benedicta!";
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@@ -765,7 +793,7 @@ prt_monk,230,106,3 script Asthe#tu 79,{
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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~";
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set tu_acolyte01, 25;
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getexp 5000,3000;
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- //misceffect EF_CONE;
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+ specialeffect2 EF_CONE;
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close;
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}
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mes "If you get into an";
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@@ -801,8 +829,8 @@ monk_in,18,38,6 script Priest Gardron#tu 110,{
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mes "her, especially since";
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mes "she is getting old now, but I'm relieved to hear that her health";
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mes "is good. We are truly blessed...";
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- delitem 7148, 1;
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- set tu_acolyte01, 8;
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+ delitem 7148,1; //Mother_Letter
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+ set tu_acolyte01,8;
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close;
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} else {
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mes "Hmm...?";
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@@ -829,7 +857,7 @@ monk_in,18,38,6 script Priest Gardron#tu 110,{
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mes "on behalf of the convent,";
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mes "not to mention the fact that";
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mes "you've protected the citizens";
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- mes "of Payon from danger.";
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+ mes "of Prontera from danger.";
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next;
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mes "[Priest Gardron]";
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mes "May you always";
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@@ -840,15 +868,16 @@ monk_in,18,38,6 script Priest Gardron#tu 110,{
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set tu_acolyte01, 9;
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percentheal 100,100;
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getexp 2000,2000;
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- //misceffect EF_CONE;
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- getitem 505,1; //Blue_Potion
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+ specialeffect2 EF_CONE;
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+ //getitem 505,1; //Blue_Potion
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close;
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} else {
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- mes "A little while ago, the Payon Elder sent me a message. Apparently,";
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- mes "the residents of Payon are being attacked by Zombies.";
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+ mes "A little while ago, a Prontere Sister sent me a message. Apparently,";
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+ mes "the residents of Prontera are being plagued by Hornets.";
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+
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next;
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mes "[Priest Gardron]";
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- 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...";
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+ 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...";
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next;
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mes "[Priest Gardron]";
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mes "....!";
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@@ -858,25 +887,24 @@ monk_in,18,38,6 script Priest Gardron#tu 110,{
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mes ""+strcharinfo(0)+",";
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mes "may I ask";
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mes "you to take care";
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- mes "of this task? Exterminate the Skeletons and Zombies in the";
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- mes "First Floor of Payon Dungeon.";
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+ mes "of this task? Exterminate the Hornets west of Prontera.";
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next;
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mes "[Priest Gardron]";
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mes "Since you're still in basic training, I will give you some";
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mes "help if you return with";
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- mes "^3131FF5 Decayed Nails^000000.";
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+ mes "^3131FF5 Bee Stings^000000.";
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next;
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mes "[Priest Gardron]";
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mes "Now then...";
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- mes "Will you go to Payon?";
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+ mes "Will you go to Prontera?";
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next;
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- if(select("Let's go to Payon!:Um, let me get ready first.")==1){
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+ if(select("Let's go to Prontera!:Um, let me get ready first.")==1){
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mes "[Priest Gardron]";
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mes "Good, good.";
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mes "I shall send you";
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- mes "there to fight the monsters in Payon Dungeon so that you can return with 5 Decayed Nails. May God bless you...";
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+ mes "there to fight the monsters west of Prontera so that you can return with 5 Bee Stings. May God bless you...";
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close2;
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- warp "payon",161,58;
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+ warp "prontera",116,72;
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end;
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}
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close;
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@@ -898,12 +926,12 @@ prt_monk,235,245,5 script Dog#tu 81,{
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mes "Woof woof!^000000";
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next;
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if(tu_acolyte01 == 10){
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- set @dog_food, 0;
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+ set .@dog_food, 0;
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while((1)){
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switch(select("Give a treat.:Pet the dog.:End actions.")){
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case 1:
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- set @dog_food, @dog_food + 1;
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- if(@dog_food > 4){
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+ set .@dog_food, .@dog_food + 1;
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+ if(.@dog_food > 4){
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mes "[Dog]";
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mes "^CDB79EGrrrrrr...!^000000";
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emotion e_an;
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@@ -940,13 +968,14 @@ prt_monk,235,245,5 script Dog#tu 81,{
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//=================================================Boy====================================================
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prt_monk,243,238,5 script Boy#boy_voi 139,5,5,{
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-OnTouch:
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+OnTouch_:
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if(tu_acolyte01 != 10)end;
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- mes "[???]";
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+ mes "[??]";
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mes "^333333*Sniff*^000000";
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mes "Sister...";
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close;
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}
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+
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//=================================================Ill Girl====================================================
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prt_monk,226,257,6 script Ill Girl#tu 93,{
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mes "[Angelic]";
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@@ -981,7 +1010,7 @@ prt_monk,226,257,6 script Ill Girl#tu 93,{
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mes "^333333*Cough cough*";
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mes "H-hurts...";
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next;
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- menu "Are you alright?",-;
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+ select("Are you alright?");
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mes "[Angelic]";
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mes "My sister...";
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@@ -1011,7 +1040,7 @@ prt_monk,226,257,6 script Ill Girl#tu 93,{
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mes "["+strcharinfo(0)+"]";
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mes "Are you alright?";
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next;
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- //misceffect EF_CURSEATTACK ;
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+ specialeffect EF_CURSEATTACK ;
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soundeffectall "_curse.wav",0;
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emotion e_omg;
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mes "["+strcharinfo(0)+"]";
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@@ -1045,7 +1074,7 @@ prt_monk,226,257,6 script Ill Girl#tu 93,{
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mes "["+strcharinfo(0)+"]";
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mes "H...";
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mes "Heal !!";
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- //misceffect EF_HEAL ;
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+ specialeffect EF_HEAL ;
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next;
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mes "^3355FFNothing happened.";
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mes "It doesn't look like";
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@@ -1053,45 +1082,58 @@ prt_monk,226,257,6 script Ill Girl#tu 93,{
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close;
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break;
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case 2:
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- if(getskilllv("AL_BLESSING") == 0) goto L_NONE;
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- mes "["+strcharinfo(0)+"]";
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- mes "B...";
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- mes "Blessing!";
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- next;
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- if(rand(100) < getskilllv("AL_BLESSING")*10){
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- //misceffect EF_BLESSING;
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+ if(getskilllv("AL_BLESSING") > 0){
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mes "["+strcharinfo(0)+"]";
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- mes "I...";
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- mes "I did it!!";
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- next;
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- mes "^3355FFWhat a great";
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- mes "chance for you to";
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- mes "practice your abilities!";
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- mes "It seemed that this good deed has improved your skills.";
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- set tu_acolyte01, 13;
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- getexp 0,1000;
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|
|
- //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;
|
|
|
+}
|
|
|
+*/
|