eden_quests.txt 166 KB

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  1. //===== rAthena Script =======================================
  2. //= Eden Group Quest - Quests NPCs
  3. //===== By: ==================================================
  4. //= L0ne_W0lf
  5. //===== Current Version: =====================================
  6. //= 1.5
  7. //===== Compatible With: =====================================
  8. //= rAthena SVN
  9. //===== Description: =========================================
  10. //= Eden Group Headquarter NPCs.
  11. //===== Additional Comments: =================================
  12. //= 1.0 First Version.
  13. //= 1.1 Removed unencoded comments (Korean -> Gibberish)
  14. //= Readded the GM helper NPC, commented out.
  15. //= 1.2 Some little optimization here and there. [Masao]
  16. //= 1.3 Added Instructor Ur and the new Quests which come
  17. //= alongside him. Special thanks to Chilly for the base. [Masao]
  18. //= 1.4 Partial cleaning and bug fixing. [Euphy]
  19. //= 1.4a Added 'npcskill' command. [Euphy]
  20. //= 1.4b Added 'disable_items' command. [Euphy]
  21. //= 1.5 Added GM management function. [Euphy]
  22. //============================================================
  23. moc_para01,25,35,4 script Instructor Boya#para01 469,{
  24. if (countitem(6219) > 0) {
  25. if (para_suv01 == 0) {
  26. mes "[Boya]";
  27. mes "What's up?";
  28. mes "If you have any normal missions use the bulletin board.";
  29. next;
  30. switch (select("What is your responsiblily?:Don't you have equipment?:Ignore.")) {
  31. case 1:
  32. mes "[Boya]";
  33. mes "I give training missions to members.";
  34. mes "That's why they participate in it.";
  35. mes "If they don't want to get in trouble, it's essential.";
  36. next;
  37. mes "[Boya]";
  38. mes "Through battle training they can improve their real experience.";
  39. mes "The members that prove themselves will even get a reward.";
  40. next;
  41. mes "[Boya]";
  42. mes "We gave them special equipmant that we have made.";
  43. mes "These gifts are for people who are really doing their best.";
  44. next;
  45. mes "[Boya]";
  46. mes "If you are curious, you can join.";
  47. mes "The training battle course is not very difficult.";
  48. mes "There's nothing to worry about.";
  49. next;
  50. mes "[Boya]";
  51. mes "If you want to join, don't hesitate.";
  52. next;
  53. switch (select("Participate in the training.:Ignore.")) {
  54. case 1:
  55. mes "[Boya]";
  56. mes "Really? You already seem ready.";
  57. mes "We have a total of 3 steps for the training.";
  58. mes "Let me see...";
  59. next;
  60. if (BaseLevel < 12) {
  61. mes "[Boya]";
  62. mes "Umm. You should raise your level more!";
  63. mes "You need to be at least level 12!";
  64. mes "I'm sorry but those are the rules.";
  65. close;
  66. }
  67. if ((BaseLevel > 11) && (BaseLevel < 20)) {
  68. mes "[Boya]";
  69. mes "Really? You already seem ready.";
  70. mes "We have a total of 3 steps for the training.";
  71. mes "Let me see...";
  72. next;
  73. mes "[Boya]";
  74. mes "The first step is course A.";
  75. mes "Course A is called 'Conquer the Desert!'.";
  76. mes "It's the most proper mission for your level.";
  77. next;
  78. mes "[Boya]";
  79. mes "^4d4dffThere is a desert town called Morroc.";
  80. mes "From there go south and then east. There is small oasis in the center of that field.^000000";
  81. next;
  82. mes "[Boya]";
  83. mes "If you go there, you will find a dog around the oasis.";
  84. mes "He is really mysterious and he can speak so don't be suprised.";
  85. next;
  86. mes "[Boya]";
  87. mes "Tell the dog ^4d4dffBoya is really great.^000000";
  88. mes "If you have any questions ask that dog.";
  89. next;
  90. mes "[Boya]";
  91. mes "Why are you staring at me?";
  92. mes "I had to come up with a password right?";
  93. mes "What's wrong with that password?";
  94. next;
  95. mes "[Boya]";
  96. mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you.";
  97. mes "Ok, may Freya bless you~!";
  98. set para_suv01,1;
  99. setquest 7128;
  100. close;
  101. }
  102. if ((BaseLevel > 19) && (BaseLevel < 26)) {
  103. mes "[Boya]";
  104. mes "I'll send you to the first step of course B.";
  105. mes "Course B is called 'Conquer the Culvert!'.";
  106. mes "It's the most proper mission for your level.";
  107. next;
  108. mes "[Boya]";
  109. mes "You need to register to explore the culvert in Prontera at the Knight Guild.";
  110. mes "After registering there go to the western gate of Prontera. The manager of the culvert is near the entrance.";
  111. next;
  112. mes "[Boya]";
  113. mes "Once you enter the culvert you can find a dispatched cat. Don't be surprised if he talks to you.";
  114. next;
  115. mes "[Boya]";
  116. mes "Tell the cat ^4d4dffBoya's help is like a giant and beautiful tuna^000000.";
  117. mes "He is really mysterious and he can speak so don't be suprised.";
  118. mes "He will give you a battle target when you tell him that.";
  119. mes "If you have any questions ask the cat.";
  120. next;
  121. mes "[Boya]";
  122. mes "Why are you staring at me like that?";
  123. mes "It's just a password that I made up.";
  124. next;
  125. mes "[Boya]";
  126. mes "Anyway...";
  127. mes "That place is nor far from here so, it is a reasonable place for a beginner like you.";
  128. mes "Ok, may Freya bless you~!";
  129. set para_suv01,6;
  130. setquest 7133;
  131. close;
  132. }
  133. if ((BaseLevel > 25) && (BaseLevel < 33)) {
  134. mes "[Boya]";
  135. mes "Cool.";
  136. mes "Let me choose a proper place for you.";
  137. next;
  138. mes "[Boya]";
  139. mes "I'll send you to the second step of course A.";
  140. mes "This course is called 'Conquer the Ghost Cave!'.";
  141. mes "It's the most proper mission for your level.";
  142. next;
  143. mes "[Boya]";
  144. mes "There is a small archer village north of Payon.";
  145. mes "There is a cave on the western hill of the archer village.";
  146. next;
  147. mes "[Boya]";
  148. mes "We have dispatched someone in front of the cave.";
  149. mes "His name is... um...";
  150. mes "...";
  151. next;
  152. mes "[Boya]";
  153. mes "Anyway he is one of us so he will know me.";
  154. mes "He will give you a mission.";
  155. mes "If you have questions ask him.";
  156. next;
  157. mes "[Boya]";
  158. mes "Why are you staring at me?";
  159. mes "We haven't met for a long time that's why I can't remember his name!";
  160. next;
  161. mes "[Boya]";
  162. mes "Anyway...";
  163. mes "That place is not far from here so, come back quickly.";
  164. mes "Ok, may Freya bless you~!";
  165. set para_suv01,13;
  166. setquest 7138;
  167. close;
  168. }
  169. if ((BaseLevel > 32) && (BaseLevel < 40)) {
  170. mes "[Boya]";
  171. mes "I'll send you to the 2nd step of course B.";
  172. mes "This course is called 'Conquer Anthell!'.";
  173. mes "It's the most proper mission for your level.";
  174. next;
  175. mes "[Boya]";
  176. mes "Travel just southwest of Morroc City.";
  177. mes "There you will find a hole in the ground to a cave called Anthell.";
  178. next;
  179. mes "[Boya]";
  180. mes "There are lots of ants in there. kk?";
  181. mes "It is also covered in sand so be careful in there ok.";
  182. next;
  183. mes "[Boya]";
  184. mes "That's why it's called ant hell.";
  185. mes "One of our members will be waiting there.";
  186. mes "His name is... K? M? Hmm? Anyway I can't remember.";
  187. next;
  188. mes "[Boya]";
  189. mes "He is one of us so he will know me.";
  190. mes "He will give you a mission.";
  191. mes "If you have any questions ask him.";
  192. next;
  193. mes "[Boya]";
  194. mes "Why are you staring at me?";
  195. mes "We haven't met for a long time that's why I can't remember his name!";
  196. next;
  197. mes "[Boya]";
  198. mes "Anyway...";
  199. mes "That place is not far from here so, come back quickly.";
  200. mes "Ok, blessing you~!!";
  201. set para_suv01,17;
  202. setquest 7142;
  203. close;
  204. }
  205. if ((BaseLevel > 39) && (BaseLevel < 50)) {
  206. mes "[Boya]";
  207. mes "You are on the third step of course A.";
  208. mes "This course is called 'Conquer Orc village!'.";
  209. mes "Let me see...";
  210. next;
  211. mes "[Boya]";
  212. mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
  213. mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
  214. next;
  215. mes "[Boya]";
  216. mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
  217. mes "It's up to you.";
  218. next;
  219. mes "[Boya]";
  220. mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
  221. next;
  222. mes "[Boya]";
  223. mes "She will explain what needs to be done there.";
  224. mes "If you have any questions ask her.";
  225. next;
  226. mes "[Boya]";
  227. mes "Ok, may Freya bless you!";
  228. set para_suv01,24;
  229. setquest 7147;
  230. close;
  231. }
  232. if ((BaseLevel > 49) && (BaseLevel < 60)) {
  233. mes "[Boya]";
  234. mes "You are on the third step of course B.";
  235. mes "This course is called 'Conquer Orc dungeon!'.";
  236. mes "It's the most proper mission for your level.";
  237. next;
  238. mes "[Boya]";
  239. mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
  240. mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
  241. next;
  242. mes "[Boya]";
  243. mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
  244. mes "It's up to you.";
  245. next;
  246. mes "[Boya]";
  247. mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
  248. next;
  249. mes "[Boya]";
  250. mes "She will explain what needs to be done there.";
  251. mes "If you have any questions ask her.";
  252. next;
  253. mes "[Boya]";
  254. mes "Ok, may Freya bless you!";
  255. set para_suv01,29;
  256. setquest 7152;
  257. close;
  258. }
  259. if (BaseLevel > 59) {
  260. mes "[Boya]";
  261. mes "You are on the last step.";
  262. mes "This course is called 'Conquer the Ocean City!'.";
  263. mes "I don't know if it is the proper course or not, but anyway it's the last course of our training.";
  264. next;
  265. mes "[Boya]";
  266. mes "First take a ship to to Byalan Island from Izlude!";
  267. mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
  268. next;
  269. mes "[Boya]";
  270. mes "Although it's underwater, you can breath so don't worry.";
  271. mes "There is a dispatched trainee around the entrance of the Ocean City.";
  272. next;
  273. mes "[Boya]";
  274. mes "Tell him that I sent you and follow his directions.";
  275. mes "Ok, may Freya bless you!";
  276. set para_suv01,33;
  277. setquest 7156;
  278. close;
  279. }
  280. case 2:
  281. mes "[Boya]";
  282. mes "It's all your decision.";
  283. mes "It's not my business but you should probably reconsider.";
  284. close;
  285. }
  286. case 2:
  287. mes "[Boya]";
  288. mes "Huh?";
  289. mes "You are so honest!";
  290. mes "Gosh. You wanted to know something about equipment?";
  291. next;
  292. mes "[Boya]";
  293. mes "I have a uniform set which is free for our group members.";
  294. mes "But, I can't give it for free.";
  295. next;
  296. mes "[Boya]";
  297. mes "We give it to great participants who do their best in the training.";
  298. next;
  299. mes "-Boya eyes you from top to bottom.";
  300. mes "Hmm... he seems to think something is wrong.-";
  301. next;
  302. mes "[Boya]";
  303. mes "Due to emotion.";
  304. next;
  305. select("What?!");
  306. mes "[Boya]";
  307. mes "So, will you join the training or not?";
  308. mes "I look a little bit funny, actually I am really busy I was called shining Rune Knight.";
  309. mes "Make a decision, hurry.";
  310. next;
  311. switch (select("Participate in the training.:Refuse!!")) {
  312. case 1:
  313. mes "[Boya]";
  314. mes "Really? You already seem ready.";
  315. mes "We have a total of 3 steps for the training.";
  316. mes "Let me see...";
  317. next;
  318. if (BaseLevel < 12) {
  319. mes "[Boya]";
  320. mes "Umm. You should raise your level more!";
  321. mes "You need to be at least level 12!";
  322. mes "I'm sorry but those are the rules.";
  323. close;
  324. }
  325. if ((BaseLevel > 11) && (BaseLevel < 20)) {
  326. mes "[Boya]";
  327. mes "Really? You already seem ready.";
  328. mes "We have a total of 3 steps for the training.";
  329. mes "Let me see...";
  330. next;
  331. mes "[Boya]";
  332. mes "The first step is course A.";
  333. mes "Course A is called 'Conquer the Desert!'.";
  334. mes "It's the most proper mission for your level.";
  335. next;
  336. mes "[Boya]";
  337. mes "^4d4dffThere is a desert town called Morroc.";
  338. mes "From there go south and then east. There is small oasis in the center of that field.^000000";
  339. next;
  340. mes "[Boya]";
  341. mes "If you go there, you will find a dog around the oasis.";
  342. mes "He is really mysterious and he can speak so don't be suprised.";
  343. next;
  344. mes "[Boya]";
  345. mes "Tell the dog ^4d4dffBoya is really great.^000000";
  346. mes "If you have any questions ask that dog.";
  347. next;
  348. mes "[Boya]";
  349. mes "Why are you staring at me?";
  350. mes "I had to come up with a password right?";
  351. mes "What's wrong with that password?";
  352. next;
  353. mes "[Boya]";
  354. mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you.";
  355. mes "Ok, may Freya bless you~!";
  356. set para_suv01,1;
  357. setquest 7128;
  358. close;
  359. }
  360. if ((BaseLevel > 19) && (BaseLevel < 26)) {
  361. mes "[Boya]";
  362. mes "I'll send you to the first step of course B.";
  363. mes "Course B is called 'Conquer the Culvert!'.";
  364. mes "It's the most proper mission for your level.";
  365. next;
  366. mes "[Boya]";
  367. mes "You need to register to explore the culvert in Prontera at the Knight Guild.";
  368. mes "After registering there go to the western gate of Prontera. The manager of the culvert is near the entrance.";
  369. next;
  370. mes "[Boya]";
  371. mes "Once you enter the culvert you can find a dispatched cat. Don't be surprised if he talks to you.";
  372. next;
  373. mes "[Boya]";
  374. mes "Tell the cat ^4d4dffBoya's help is like a giant and beautiful tuna^000000.";
  375. mes "He is really mysterious and he can speak so don't be suprised.";
  376. mes "He will give you a battle target when you tell him that.";
  377. mes "If you have any questions ask the cat.";
  378. next;
  379. mes "[Boya]";
  380. mes "Why are you staring at me like that?";
  381. mes "It's just a password that I made up.";
  382. next;
  383. mes "[Boya]";
  384. mes "Anyway...";
  385. mes "That place is nor far from here so, it is a reasonable place for a beginner like you.";
  386. mes "Ok, may Freya bless you~!";
  387. set para_suv01,6;
  388. setquest 7133;
  389. close;
  390. }
  391. if ((BaseLevel > 25) && (BaseLevel < 33)) {
  392. mes "[Boya]";
  393. mes "Cool.";
  394. mes "Let me choose a proper place for you.";
  395. next;
  396. mes "[Boya]";
  397. mes "I'll send you to the second step of course A.";
  398. mes "This course is called 'Conquer the Ghost Cave!'.";
  399. mes "It's the most proper mission for your level.";
  400. next;
  401. mes "[Boya]";
  402. mes "There is a small archer village north of Payon.";
  403. mes "There is a cave on the western hill of the archer village.";
  404. next;
  405. mes "[Boya]";
  406. mes "We have dispatched someone in front of the cave.";
  407. mes "His name is... um...";
  408. mes "...";
  409. next;
  410. mes "[Boya]";
  411. mes "Anyway he is one of us so he will know me.";
  412. mes "He will give you a mission.";
  413. mes "If you have questions ask him.";
  414. next;
  415. mes "[Boya]";
  416. mes "Why are you staring at me?";
  417. mes "We haven't met for a long time that's why I can't remember his name!";
  418. next;
  419. mes "[Boya]";
  420. mes "Anyway...";
  421. mes "That place is not far from here so, come back quickly.";
  422. mes "Ok, may Freya bless you~!";
  423. set para_suv01,13;
  424. setquest 7138;
  425. close;
  426. }
  427. if ((BaseLevel > 32) && (BaseLevel < 40)) {
  428. mes "[Boya]";
  429. mes "I'll send you to the 2nd step of course B.";
  430. mes "This course is called 'Conquer Anthell!'.";
  431. mes "It's the most proper mission for your level.";
  432. next;
  433. mes "[Boya]";
  434. mes "Travel just southwest of Morroc City.";
  435. mes "There you will find a hole in the ground to a cave called Anthell.";
  436. next;
  437. mes "[Boya]";
  438. mes "There are lots of ants in there. kk?";
  439. mes "It is also covered in sand so be careful in there ok.";
  440. next;
  441. mes "[Boya]";
  442. mes "That's why it's called ant hell.";
  443. mes "One of our members will be waiting there.";
  444. mes "His name is... K? M? Hmm? Anyway I can't remember.";
  445. next;
  446. mes "[Boya]";
  447. mes "He is one of us so he will know me.";
  448. mes "He will give you a mission.";
  449. mes "If you have any questions ask him.";
  450. next;
  451. mes "[Boya]";
  452. mes "Why are you staring at me?";
  453. mes "We haven't met for a long time that's why I can't remember his name!";
  454. next;
  455. mes "[Boya]";
  456. mes "Anyway...";
  457. mes "That place is not far from here so, come back quickly.";
  458. mes "Ok, blessing you~!!";
  459. set para_suv01,17;
  460. setquest 7142;
  461. close;
  462. }
  463. if ((BaseLevel > 39) && (BaseLevel < 50)) {
  464. mes "[Boya]";
  465. mes "You are on the third step of course A.";
  466. mes "This course is called 'Conquer Orc village!'.";
  467. mes "Let me see...";
  468. next;
  469. mes "[Boya]";
  470. mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
  471. mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
  472. next;
  473. mes "[Boya]";
  474. mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
  475. mes "It's up to you.";
  476. next;
  477. mes "[Boya]";
  478. mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
  479. next;
  480. mes "[Boya]";
  481. mes "She will explain what needs to be done there.";
  482. mes "If you have any questions ask her.";
  483. next;
  484. mes "[Boya]";
  485. mes "Ok, may Freya bless you!";
  486. set para_suv01,24;
  487. setquest 7147;
  488. close;
  489. }
  490. if ((BaseLevel > 49) && (BaseLevel < 60)) {
  491. mes "[Boya]";
  492. mes "You are on the third step of course B.";
  493. mes "This course is called 'Conquer Orc dungeon!'.";
  494. mes "It's the most proper mission for your level.";
  495. next;
  496. mes "[Boya]";
  497. mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
  498. mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
  499. next;
  500. mes "[Boya]";
  501. mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
  502. mes "It's up to you.";
  503. next;
  504. mes "[Boya]";
  505. mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
  506. next;
  507. mes "[Boya]";
  508. mes "She will explain what needs to be done there.";
  509. mes "If you have any questions ask her.";
  510. next;
  511. mes "[Boya]";
  512. mes "Ok, may Freya bless you!";
  513. set para_suv01,29;
  514. setquest 7152;
  515. close;
  516. }
  517. if (BaseLevel > 59) {
  518. mes "[Boya]";
  519. mes "You are on the last step.";
  520. mes "This course is called 'Conquer the Ocean City!'.";
  521. mes "I don't know if it is the proper course or not, but anyway it's the last course of our training.";
  522. next;
  523. mes "[Boya]";
  524. mes "First take a ship to to Byalan Island from Izlude!";
  525. mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
  526. next;
  527. mes "[Boya]";
  528. mes "Although it's underwater, you can breath so don't worry.";
  529. mes "There is a dispatched trainee around the entrance of the Ocean City.";
  530. next;
  531. mes "[Boya]";
  532. mes "Tell him that I sent you and follow his directions.";
  533. mes "Ok, may Freya bless you!";
  534. set para_suv01,33;
  535. setquest 7156;
  536. close;
  537. }
  538. case 2:
  539. mes "[Boya]";
  540. mes "You are so rude!";
  541. specialeffect2 EF_HIT1;
  542. percentheal -50,0;
  543. next;
  544. mes "-Beats quickly and this shining Rune Knight turns invisible.";
  545. mes "It hurts too much-";
  546. close;
  547. }
  548. case 3:
  549. mes "[Boya]";
  550. mes "Don't bother me.";
  551. close;
  552. }
  553. }
  554. if ((para_suv01 > 0) && (para_suv01 < 5)) {
  555. mes "[Boya]";
  556. mes "Hey, I already talked all about the training areas.";
  557. mes "I will explain again please concentrate.";
  558. next;
  559. mes "[Boya]";
  560. mes "An oasis souteast of Morroc.";
  561. mes "There is a big dog in the center.";
  562. mes "The detailed story is written in the log, see?";
  563. close;
  564. }
  565. if (para_suv01 == 5) {
  566. mes "[Boya]";
  567. mes "Oh you've come back.";
  568. mes "Good job.";
  569. mes "Now you are adapting.";
  570. next;
  571. mes "[Boya]";
  572. mes "Completed step 1.";
  573. mes "Congratulations.";
  574. mes "We will give you a uniform and some equipment.";
  575. next;
  576. mes "[Boya]";
  577. mes "Can you see a large blue gate next to the board?";
  578. mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there.";
  579. next;
  580. mes "[Boya]";
  581. mes "Inform the manager that I sent you. He will give you some stuff.";
  582. mes "Go go go!";
  583. set para_suv01,11;
  584. completequest 7132;
  585. close;
  586. }
  587. if ((para_suv01 > 5) && (para_suv01 < 10)) {
  588. mes "[Boya]";
  589. mes "The training name was 'Conquer the Culvert!.";
  590. mes "Did you explore the culvert fully?";
  591. next;
  592. mes "[Boya]";
  593. mes "Come back when you've completed all the courses from the local trainer.";
  594. close;
  595. }
  596. if (para_suv01 == 10) {
  597. mes "[Boya]";
  598. mes "Oh you're back.";
  599. mes "Good job.";
  600. mes "Now you are adapting.";
  601. next;
  602. mes "[Boya]";
  603. mes "Completed step 1.";
  604. mes "Congratulations.";
  605. mes "My team will give you a uniform and some equipment.";
  606. next;
  607. mes "[Boya]";
  608. mes "Can you see a large blue gate next to the board?";
  609. mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there.";
  610. next;
  611. mes "[Boya]";
  612. mes "Inform the manager that I sent you. He will give you some stuff.";
  613. mes "Go go go!";
  614. set para_suv01,11;
  615. completequest 7137;
  616. close;
  617. }
  618. if (para_suv01 == 11) {
  619. mes "[Boya]";
  620. mes "What are you doing?";
  621. mes "Get the equipment from the storage manager.";
  622. mes "Our uniform is pretty awesome haha.";
  623. close;
  624. }
  625. if (para_suv01 == 12) {
  626. mes "[Boya]";
  627. mes "Um, did you like the supplies?";
  628. mes "I like the red hat.";
  629. mes "The red ribbon is really cute.";
  630. next;
  631. if (BaseLevel > 25) {
  632. mes "[Boya]";
  633. mes "And you seem to.";
  634. mes "Able to take upper class, now.";
  635. mes "What about it, do you want?";
  636. next;
  637. switch (select("No, way.:Absolutely, I will.")) {
  638. case 1:
  639. mes "[Boya]";
  640. mes "Really?";
  641. mes "Actually I don't care but the uniform will be changed as upper class.";
  642. close;
  643. case 2:
  644. mes "[Boya]";
  645. mes "Cool.";
  646. mes "Let me choose a proper place for you.";
  647. next;
  648. if ((BaseLevel > 25) && (BaseLevel < 33)) {
  649. mes "[Boya]";
  650. mes "Cool.";
  651. mes "Let me choose a proper place for you.";
  652. next;
  653. mes "[Boya]";
  654. mes "I'll send you to the second step of course A.";
  655. mes "This course is called 'Conquer the Ghost Cave!'.";
  656. mes "It's the most proper mission for your level.";
  657. next;
  658. mes "[Boya]";
  659. mes "There is a small archer village north of Payon.";
  660. mes "There is a cave on the western hill of the archer village.";
  661. next;
  662. mes "[Boya]";
  663. mes "We have dispatched someone in front of the cave.";
  664. mes "His name is... um...";
  665. mes "...";
  666. next;
  667. mes "[Boya]";
  668. mes "Anyway he is one of us so he will know me.";
  669. mes "He will give you a mission.";
  670. mes "If you have questions ask him.";
  671. next;
  672. mes "[Boya]";
  673. mes "Why are you staring at me?";
  674. mes "We haven't met for a long time that's why I can't remember his name!";
  675. next;
  676. mes "[Boya]";
  677. mes "Anyway...";
  678. mes "That place is not far from here so, come back quickly.";
  679. mes "Ok, may Freya bless you~!";
  680. set para_suv01,13;
  681. setquest 7138;
  682. close;
  683. }
  684. if ((BaseLevel > 32) && (BaseLevel < 40)) {
  685. mes "[Boya]";
  686. mes "I'll send you to the 2nd step of course B.";
  687. mes "This course is called 'Conquer Anthell!'.";
  688. mes "It's the most proper mission for your level.";
  689. next;
  690. mes "[Boya]";
  691. mes "Travel just southwest of Morroc City.";
  692. mes "There you will find a hole in the ground to a cave called Anthell.";
  693. next;
  694. mes "[Boya]";
  695. mes "There are lots of ants in there. kk?";
  696. mes "It is also covered in sand so be careful in there ok.";
  697. next;
  698. mes "[Boya]";
  699. mes "That's why it's called ant hell.";
  700. mes "One of our members will be waiting there.";
  701. mes "His name is... K? M? Hmm? Anyway I can't remember.";
  702. next;
  703. mes "[Boya]";
  704. mes "He is one of us so he will know me.";
  705. mes "He will give you a mission.";
  706. mes "If you have any questions ask him.";
  707. next;
  708. mes "[Boya]";
  709. mes "Why are you staring at me?";
  710. mes "We haven't met for a long time that's why I can't remember his name!";
  711. next;
  712. mes "[Boya]";
  713. mes "Anyway...";
  714. mes "That place is not far from here so, come back quickly.";
  715. mes "Ok, blessing you~!!";
  716. set para_suv01,17;
  717. setquest 7142;
  718. close;
  719. }
  720. if ((BaseLevel > 39) && (BaseLevel < 50)) {
  721. mes "[Boya]";
  722. mes "You are on the third step of course A.";
  723. mes "This course is called 'Conquer Orc village!'.";
  724. mes "Let me see...";
  725. next;
  726. mes "[Boya]";
  727. mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
  728. mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
  729. next;
  730. mes "[Boya]";
  731. mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
  732. mes "It's up to you.";
  733. next;
  734. mes "[Boya]";
  735. mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
  736. next;
  737. mes "[Boya]";
  738. mes "She will explain what needs to be done there.";
  739. mes "If you have any questions ask her.";
  740. next;
  741. mes "[Boya]";
  742. mes "Ok, may Freya bless you!";
  743. set para_suv01,24;
  744. setquest 7147;
  745. close;
  746. }
  747. if ((BaseLevel > 49) && (BaseLevel < 60)) {
  748. mes "[Boya]";
  749. mes "You are on the third step of course B.";
  750. mes "This course is called 'Conquer Orc dungeon!'.";
  751. mes "It's the most proper mission for your level.";
  752. next;
  753. mes "[Boya]";
  754. mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
  755. mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
  756. next;
  757. mes "[Boya]";
  758. mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
  759. mes "It's up to you.";
  760. next;
  761. mes "[Boya]";
  762. mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
  763. next;
  764. mes "[Boya]";
  765. mes "She will explain what needs to be done there.";
  766. mes "If you have any questions ask her.";
  767. next;
  768. mes "[Boya]";
  769. mes "Ok, may Freya bless you!";
  770. set para_suv01,29;
  771. setquest 7152;
  772. close;
  773. }
  774. if (BaseLevel > 59) {
  775. mes "[Boya]";
  776. mes "You are on the last step.";
  777. mes "This course is called 'Conquer the Ocean City!'.";
  778. mes "I don't know if it is the proper course or not, but anyway it's the last course of our training.";
  779. next;
  780. mes "[Boya]";
  781. mes "First take a ship to to Byalan Island from Izlude!";
  782. mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
  783. next;
  784. mes "[Boya]";
  785. mes "Although it's underwater, you can breath so don't worry.";
  786. mes "There is a dispatched trainee around the entrance of the Ocean City.";
  787. next;
  788. mes "[Boya]";
  789. mes "Tell him that I sent you and follow his directions.";
  790. mes "Ok, may Freya bless you!";
  791. set para_suv01,33;
  792. setquest 7156;
  793. close;
  794. }
  795. }
  796. }
  797. mes "[Boya]";
  798. mes "The battle training is organized into steps.";
  799. mes "When you able to join next step come back again after leveling more.";
  800. next;
  801. mes "[Boya]";
  802. mes "The next training step is available for those over Level 26.";
  803. mes "When you reach that level, come by again. get it?";
  804. close;
  805. }
  806. if ((para_suv01 > 12) && (para_suv01 < 16)) {
  807. mes "[Boya]";
  808. mes "The training area is at the north cave of Payon.";
  809. mes "A staff member is already dispatched there.";
  810. mes "Find him and follow his directions.";
  811. close;
  812. }
  813. if (para_suv01 == 16) {
  814. mes "[Boya]";
  815. mes "You finished the second step of training.";
  816. mes "Now do you understand how this world is organized?";
  817. next;
  818. mes "[Boya]";
  819. mes "I will certify that you completed the training.";
  820. mes "The person in charge of equipment storage will supply you with what you need.";
  821. next;
  822. mes "[Boya]";
  823. mes "Choose an equipment that fits your particular set of skills.";
  824. set para_suv01,22;
  825. completequest 7141;
  826. close;
  827. }
  828. if ((para_suv01 > 16) && (para_suv01 < 21)) {
  829. mes "[Boya]";
  830. mes "The training area is southwest of Morroc.";
  831. mes "Enter the Saint Darmain Fortress to reach it directly.";
  832. next;
  833. mes "[Boya]";
  834. mes "There's someone there named... Uh... he is waiting for you to follow his direction.";
  835. close;
  836. }
  837. if (para_suv01 == 21) {
  838. mes "[Boya]";
  839. mes "You finished the second step of training.";
  840. mes "Now do you understand how this world is organized?";
  841. next;
  842. mes "[Boya]";
  843. mes "I will certify that you completed the training.";
  844. mes "The person in charge of equipment storage will supply you with what you need.";
  845. next;
  846. mes "[Boya]";
  847. mes "The person in charge of equipment storage will supply you with what you need.";
  848. set para_suv01,22;
  849. completequest 7146;
  850. close;
  851. }
  852. if (para_suv01 == 22) {
  853. mes "[Boya]";
  854. mes "We serve trainees with equipment and armor after passing the second step of training.";
  855. mes "Go to the storage and meet the person in charge there.";
  856. next;
  857. mes "[Boya]";
  858. mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
  859. close;
  860. }
  861. if (para_suv01 == 23) {
  862. mes "[Boya]";
  863. mes "Hey long time no see.";
  864. mes "So what's up?";
  865. next;
  866. switch (select("I want to join training.:Nothing.")) {
  867. case 1:
  868. mes "[Boya]";
  869. mes "Hmm... really?";
  870. mes "Let me see... which step is good for you...";
  871. next;
  872. if ((BaseLevel > 39) && (BaseLevel < 50)) {
  873. mes "[Boya]";
  874. mes "You are on the third step of course A.";
  875. mes "This course is called 'Conquer Orc village!'.";
  876. mes "Let me see...";
  877. next;
  878. mes "[Boya]";
  879. mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
  880. mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
  881. next;
  882. mes "[Boya]";
  883. mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
  884. mes "It's up to you.";
  885. next;
  886. mes "[Boya]";
  887. mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
  888. next;
  889. mes "[Boya]";
  890. mes "She will explain what needs to be done there.";
  891. mes "If you have any questions ask her.";
  892. next;
  893. mes "[Boya]";
  894. mes "Ok, may Freya bless you!";
  895. set para_suv01,24;
  896. setquest 7147;
  897. close;
  898. }
  899. if ((BaseLevel > 49) && (BaseLevel < 60)) {
  900. mes "[Boya]";
  901. mes "You are on the third step of course B.";
  902. mes "This course is called 'Conquer Orc dungeon!'.";
  903. mes "It's the most proper mission for your level.";
  904. next;
  905. mes "[Boya]";
  906. mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
  907. mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
  908. next;
  909. mes "[Boya]";
  910. mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
  911. mes "It's up to you.";
  912. next;
  913. mes "[Boya]";
  914. mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
  915. next;
  916. mes "[Boya]";
  917. mes "She will explain what needs to be done there.";
  918. mes "If you have any questions ask her.";
  919. next;
  920. mes "[Boya]";
  921. mes "Ok, may Freya bless you!";
  922. set para_suv01,29;
  923. setquest 7152;
  924. close;
  925. }
  926. if (BaseLevel > 59) {
  927. mes "[Boya]";
  928. mes "You are on the last step.";
  929. mes "This course is called 'Conquer the Ocean City!'.";
  930. mes "I don't know if it is the proper course or not, but anyway it's the last course of our training.";
  931. next;
  932. mes "[Boya]";
  933. mes "First take a ship to to Byalan Island from Izlude!";
  934. mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
  935. next;
  936. mes "[Boya]";
  937. mes "Although it's underwater, you can breath so don't worry.";
  938. mes "There is a dispatched trainee around the entrance of the Ocean City.";
  939. next;
  940. mes "[Boya]";
  941. mes "Tell him that I sent you and follow his directions.";
  942. mes "Ok, may Freya bless you!";
  943. set para_suv01,33;
  944. setquest 7156;
  945. close;
  946. }
  947. mes "[Boya]";
  948. mes "Sooo sorry but to join this training You need to be at least level 40.";
  949. mes "Concentrate to become higher level then come back.";
  950. close;
  951. case 2:
  952. mes "[Boya]";
  953. mes "Did you come to see me?";
  954. mes "Just that? Without anything?";
  955. mes "At could have least brought some chocolate...";
  956. next;
  957. mes "[Boya]";
  958. mes "Banana roll or stripe straw... anything.";
  959. mes "Oh, I don't eat snacks with cinnamon...";
  960. close;
  961. }
  962. }
  963. if ((para_suv01 > 23) && (para_suv01 < 28)) {
  964. mes "[Boya]";
  965. mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services.";
  966. next;
  967. mes "[Boya]";
  968. mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
  969. close;
  970. }
  971. if (para_suv01 == 28) {
  972. mes "[Boya]";
  973. mes "Cool! You passed the third step of training.";
  974. mes "I will certify that you completed the training.";
  975. mes "The person in charge of equipment storage will supply you with some equipment.";
  976. next;
  977. mes "[Boya]";
  978. mes "We serve trainees with equipment and armor after passing the second step of training.";
  979. mes "Go to the storage and meet the person in charge there.";
  980. next;
  981. mes "[Boya]";
  982. mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
  983. set para_suv01,37;
  984. completequest 7151;
  985. close;
  986. }
  987. if ((para_suv01 > 28) && (para_suv01 < 32)) {
  988. mes "[Boya]";
  989. mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services there.";
  990. next;
  991. mes "[Boya]";
  992. mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
  993. close;
  994. }
  995. if (para_suv01 == 32) {
  996. mes "[Boya]";
  997. mes "Cool! You passed the third step of training.";
  998. mes "I will certify that you completed the training.";
  999. mes "The person in charge of equipment storage will supply you with some equipment.";
  1000. next;
  1001. mes "[Boya]";
  1002. mes "We serve trainees with equipment and armor after passing the second step of training.";
  1003. mes "Go to the storage and meet the person in charge there.";
  1004. next;
  1005. mes "[Boya]";
  1006. mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
  1007. set para_suv01,37;
  1008. completequest 7155;
  1009. close;
  1010. }
  1011. if ((para_suv01 > 32) && (para_suv01 < 36)) {
  1012. mes "[Boya]";
  1013. mes "First take a ship toward to Bayalan from Izlude!";
  1014. mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
  1015. next;
  1016. mes "[Boya]";
  1017. mes "There is a dispatched trainee around the entrance of the Ocean City.";
  1018. close;
  1019. }
  1020. if (para_suv01 == 36) {
  1021. mes "[Boya]";
  1022. mes "Cool! You passed the third step of training.";
  1023. mes "I will certify that you completed the training.";
  1024. mes "The person in charge of equipment storage will supply you with some equipment.";
  1025. next;
  1026. mes "[Boya]";
  1027. mes "We serve trainees with equipment and armor after passing the second step of training.";
  1028. mes "Go to the storage and meet the person in charge there.";
  1029. next;
  1030. mes "[Boya]";
  1031. mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
  1032. set para_suv01,37;
  1033. completequest 7159;
  1034. close;
  1035. }
  1036. if (para_suv01 == 37) {
  1037. mes "[Boya]";
  1038. mes "If you finish all of the steps go and get your supplies.";
  1039. mes "We offer equipment to those who complete the training.";
  1040. next;
  1041. mes "[Boya]";
  1042. mes "We might serve you other things.";
  1043. mes "If you have any questions, ask the person in charge of the arsenal.";
  1044. next;
  1045. mes "[Boya]";
  1046. mes "The arsenal is past the blue gate and at the end of the right side of the passage.";
  1047. close;
  1048. }
  1049. if (para_suv01 >= 38) {
  1050. mes "[Boya]";
  1051. mes "My boss created all the courses for the training.";
  1052. mes "After he manufactured the uniform and supplies he changed his mind and said that he can't give them for free.";
  1053. next;
  1054. mes "[Boya]";
  1055. mes "People who show their effort for my team and the world can get some supplies.";
  1056. mes "That's why these courses were made.";
  1057. next;
  1058. mes "[Boya]";
  1059. mes "Basically we are supposed to offer these supplies for beginners";
  1060. mes "but if experts want to participate this training, we accept them.";
  1061. next;
  1062. mes "[Boya]";
  1063. mes "Although the uniform and equipment might be useless.";
  1064. mes "participating in this training means they want to become a member of our group.";
  1065. next;
  1066. mes "[Boya]";
  1067. mes "Yes that's all.";
  1068. mes "That's why when we decided a hat design it was really difficult.";
  1069. next;
  1070. mes "[Boya]";
  1071. mes "Remember this when you use the equipment.";
  1072. mes "But if you decide to sell or trade them off, it is none of our concern.";
  1073. close;
  1074. }
  1075. mes "[Boya]";
  1076. mes "What do you want?";
  1077. mes "I doubt that you need more training.";
  1078. next;
  1079. mes "[Boya]";
  1080. mes "There is nothing more I can teach a battle master such as yourself.";
  1081. close;
  1082. }
  1083. mes "[Boya]";
  1084. mes "You are not in my group are you?";
  1085. mes "I don't have anything to say to outsiders.";
  1086. mes "If you want something register with my group.";
  1087. next;
  1088. mes "[Boya]";
  1089. mes "To register with the Eden Group ask Laime Evenor next to me.";
  1090. close;
  1091. }
  1092. moc_fild11,180,253,5 script Talking Dog#para03 972,{
  1093. if (para_suv01 == 1) {
  1094. mes "[Talking Dog]";
  1095. mes "kkkkuuuuahhh.";
  1096. mes "rrrrrruuuuhh.";
  1097. mes "bowwow..";
  1098. next;
  1099. mes "[Talking Dog]";
  1100. mes "What's up?";
  1101. mes "You are!";
  1102. mes "A member of the Eden Group.";
  1103. mes "Have you come to give me a meal? I don't like drinks.";
  1104. next;
  1105. switch (select("Boya is really perfect.:Boya is really great.:Boya is really soft.")) {
  1106. case 1:
  1107. mes "[Talking Dog]";
  1108. mes "Uhh...";
  1109. mes "What are you saying.";
  1110. close;
  1111. case 2:
  1112. mes "[Talking Dog]";
  1113. mes "Ahh... um...";
  1114. mes "Gosh, did you come here to participate in the training?";
  1115. mes "If Boya sent you then you know that it's battle training.";
  1116. mes "Bow wow...";
  1117. next;
  1118. mes "[Talking Dog]";
  1119. mes "If so, should I start securing this oasis more clearly?";
  1120. mes "Can you see a Condor flying?";
  1121. next;
  1122. mes "[Talking Dog]";
  1123. mes "Can you scare them away for me?";
  1124. mes "So people can use this oasis safer and more comfortably.";
  1125. next;
  1126. mes "[Talking Dog]";
  1127. mes "We should hunt at least 10 Condors, ok?";
  1128. mes "I will sleep for a while.";
  1129. mes "Krrrr woo bow...";
  1130. set para_suv01,2;
  1131. changequest 7128,7129;
  1132. close;
  1133. case 3:
  1134. mes "[Talking Dog]";
  1135. mes "Are you ok?";
  1136. mes "Haven't you seen a talking dog before?";
  1137. mes "What are you talking about?";
  1138. close;
  1139. }
  1140. }
  1141. if (para_suv01 == 2) {
  1142. if (checkquest(7129,HUNTING) == 2) {
  1143. mes "[Talking Dog]";
  1144. mes "Woooohh...";
  1145. mes "Great!";
  1146. mes "I can feel my youth from you.";
  1147. next;
  1148. mes "[Talking Dog]";
  1149. mes "Nevermind.";
  1150. mes "Let's find the next target kk!";
  1151. mes "Ok. Let's drive the Desert Wolves out of here.";
  1152. next;
  1153. mes "[Talking Dog]";
  1154. mes "If they grow up they will become dangerous.";
  1155. mes "......";
  1156. next;
  1157. mes "[Talking Dog]";
  1158. mes "Why, why are you looking at me like that?";
  1159. mes "They are wolves and I am a nice dog.";
  1160. mes "But I haven't always been a dog my entire life.";
  1161. next;
  1162. mes "[Talking Dog]";
  1163. mes "I will show you that don't have to pity me at all.";
  1164. next;
  1165. mes "[Talking Dog]";
  1166. mes "They pee wherever and have no shame.";
  1167. mes "Just waving their tails when they grow up and biting people without any care!";
  1168. next;
  1169. mes "[Talking Dog]";
  1170. mes "You must hunt at least 10!";
  1171. mes "Exactly 10!";
  1172. mes "Go go go!";
  1173. set para_suv01,3;
  1174. changequest 7129,7130;
  1175. close;
  1176. }
  1177. mes "[Talking Dog]";
  1178. mes "First lets follow the bald and noisy bird.";
  1179. mes "Yes Condors.";
  1180. mes "Kill 10 Condors. It seems to easy, right?";
  1181. mes "Oh, if you are tired I will help you.";
  1182. next;
  1183. mes "-When the dog barked, your HP and SP recovered.-";
  1184. npcskill "AL_HEAL",11,99,60;
  1185. percentheal 100,100;
  1186. close;
  1187. }
  1188. if (para_suv01 == 3) {
  1189. if (checkquest(7130,HUNTING) == 2) {
  1190. mes "[Talking Dog]";
  1191. mes "You are so perfect.";
  1192. next;
  1193. mes "[Talking Dog]";
  1194. mes "Or not. Hehe, anyway thanks for your help.";
  1195. mes "The oasis has almost been secured now.";
  1196. mes "Ok, it's the last step!";
  1197. next;
  1198. mes "[Talking Dog]";
  1199. mes "There's an annoying monster that hides in the sand and poisons people out of nowhere.";
  1200. next;
  1201. mes "[Talking Dog]";
  1202. mes "All beautiful things have some poison inside but these actually kill.";
  1203. mes "Kill Scorpions which are called the poison of the desert!";
  1204. next;
  1205. mes "[Talking Dog]";
  1206. mes "It's the last step so let's make it simple";
  1207. mes "Just hunt 5!";
  1208. mes "Bow wow!";
  1209. set para_suv01,4;
  1210. changequest 7130,7131;
  1211. close;
  1212. }
  1213. mes "[Talking Dog]";
  1214. mes "I don't want you to show any pity.";
  1215. mes "I am dog with a golden heart.";
  1216. next;
  1217. mes "[Talking Dog]";
  1218. mes "After hunting the 10 Desert Wolves come back again.";
  1219. mes "Oh, if you are tired I will help you.";
  1220. next;
  1221. mes "-When the dog barked, your HP and SP recovered.-";
  1222. npcskill "AL_HEAL",11,99,60;
  1223. percentheal 100,100;
  1224. close;
  1225. }
  1226. if (para_suv01 == 4) {
  1227. if (checkquest(7131,HUNTING) == 2) {
  1228. mes "[Talking Dog]";
  1229. mes "Um. Excellent.";
  1230. mes "You are awesome!";
  1231. next;
  1232. mes "[Talking Dog]";
  1233. mes "Thanks to your effort the oasis is secure.";
  1234. mes "Don't look around!";
  1235. mes "If I say it's secure!";
  1236. mes "Uhuhuhuh aaaang!";
  1237. next;
  1238. mes "[Talking Dog]";
  1239. mes "Here here here.";
  1240. mes "If I dig more and more, I can find Scorpions but";
  1241. mes "this oasis will be safer for sure.";
  1242. next;
  1243. mes "[Talking Dog]";
  1244. mes "You can be proud and confident by yourself and do your best.";
  1245. mes "You've helped a lot to make my rest comfortable.";
  1246. next;
  1247. mes "[Talking Dog]";
  1248. mes "You've helped to conquer the desert,";
  1249. mes "and passed the beginner training steps so I will stamp my feet.";
  1250. mes "krrrrreuung. hup.";
  1251. next;
  1252. mes "[Talking Dog]";
  1253. mes "Go back to the Eden Group headquarters and show it to the flashy Rune Knight.";
  1254. mes "Let me say again that you are great!";
  1255. mes "Hooooohooo~";
  1256. set para_suv01,5;
  1257. changequest 7131,7132;
  1258. close;
  1259. }
  1260. mes "[Talking Dog]";
  1261. mes "Let's hunt only 5 Scorpions.";
  1262. mes "So we can make peace in this oasis.";
  1263. next;
  1264. mes "[Talking Dog]";
  1265. mes "When I take a nap they won't chew my tail any more.";
  1266. mes "Due to his mistake my feet won't be hurt at all.";
  1267. next;
  1268. mes "[Talking Dog]";
  1269. mes "You can fight.";
  1270. mes "I can rest more comfortably.";
  1271. mes "Other people are going to be safer too.";
  1272. next;
  1273. mes "[Talking Dog]";
  1274. mes "Everyone will think fondly of the Eden Group.";
  1275. mes "Oh, if you are tired I will help you.";
  1276. next;
  1277. mes "-When the dog barked, your HP and SP recovered.-";
  1278. npcskill "AL_HEAL",11,99,60;
  1279. percentheal 100,100;
  1280. close;
  1281. }
  1282. if (para_suv01 == 5) {
  1283. mes "[Talking Dog]";
  1284. mes "kkkkkaaaaauuuunnng.";
  1285. mes "oopssss kup.";
  1286. next;
  1287. mes "[Talking Dog]";
  1288. mes "Why are you still here?";
  1289. mes "You are done here.";
  1290. mes "Hooooo bow wow.";
  1291. close;
  1292. }
  1293. if (para_suv01 > 5) {
  1294. mes "[Talking Dog]";
  1295. mes "Hey man~ What's going on?";
  1296. mes "What about the Rune Knight?";
  1297. mes "Krrrrr...";
  1298. mes "Hyuk huk...";
  1299. next;
  1300. mes "[Talking Dog]";
  1301. mes "The Eden Group is cool.";
  1302. mes "They're a really good group.";
  1303. mes "They accepted a wandering talking dog.";
  1304. mes "Take care and good luck.";
  1305. close;
  1306. }
  1307. mes "Hey look.";
  1308. mes "I'm a talking dog.";
  1309. mes "Not a wolf.";
  1310. mes "I wasn't a dog originally...";
  1311. next;
  1312. if (countitem(6219) > 0) {
  1313. mes "[Talking Dog]";
  1314. mes "Anyway are you a Eden Group member?";
  1315. mes "Oh good to see you.";
  1316. mes "I am also a member of Eden Group.";
  1317. mes "Take care and good luck.";
  1318. close;
  1319. }
  1320. mes "[Talking Dog]";
  1321. mes "Why are you looking at me like that?";
  1322. mes "......";
  1323. close;
  1324. }
  1325. prt_sewb1,131,262,3 script Timid Cat#para04 422,{
  1326. if (para_suv01 < 6) {
  1327. mes "[Timid Cat]";
  1328. mes "Meow...";
  1329. mes "Who are you meow?";
  1330. mes "Why are you here meow?";
  1331. close;
  1332. }
  1333. if (para_suv01 == 6) {
  1334. mes "[Timid Cat]";
  1335. mes "Come on meow...";
  1336. mes "I may be standing here and talking to you like this meow but I am a still a cat meow...";
  1337. next;
  1338. mes "[Timid Cat]";
  1339. mes "Dear human you are";
  1340. mes "a member of my group?";
  1341. mes "Re... really...!";
  1342. mes "Dear Boya's help is like a giant and...";
  1343. next;
  1344. switch (select("Beautiful Saury:Fresh Mackerel:Beautiful Tuna")) {
  1345. case 1:
  1346. mes "[Timid Cat]";
  1347. mes "Big and beautiful Saury...";
  1348. mes "I am shy.";
  1349. close;
  1350. case 2:
  1351. mes "[Timid Cat]";
  1352. mes "I want to eat mackerel.";
  1353. mes "Where are the big and fresh mackerel meow?";
  1354. close;
  1355. case 3:
  1356. mes "[Timid Cat]";
  1357. mes "Do you know the big and beautiful tuna?";
  1358. mes "Dear Boya sent you here for sure.";
  1359. mes "How do I explain this...?";
  1360. next;
  1361. mes "[Timid Cat]";
  1362. mes "Did something pass under my feet just now meow?";
  1363. mes "Do you want to kill a cat.";
  1364. mes "The environment here is terrible.";
  1365. next;
  1366. mes "[Timid Cat]";
  1367. mes "Anyway I'm doing what I was assigned to do.";
  1368. mes "So hi, hello and welcome.";
  1369. next;
  1370. mes "[Timid Cat]";
  1371. mes "Did you come here to have a battle?";
  1372. mes "Hunt those Thief Bugs, hurry up!";
  1373. mes "Hunt at least 10!";
  1374. mes "Meooow!";
  1375. next;
  1376. mes "[Timid Cat]";
  1377. mes "I really don't like those nasty crawlers...";
  1378. mes "Meow~!";
  1379. next;
  1380. mes "^4d4dffThe cat was suprised by";
  1381. mes "a thief bug and froze in";
  1382. mes "place. Hunt those";
  1383. mes "Thief Bugs around here.^000000";
  1384. set para_suv01,7;
  1385. changequest 7133,7134;
  1386. close;
  1387. }
  1388. }
  1389. if (para_suv01 == 7) {
  1390. if (checkquest(7134,HUNTING) == 2) {
  1391. mes "[Timid Cat]";
  1392. mes "Now do you understand the dirty and humid underground sewers?";
  1393. mes "Eeeh look what's next meow.";
  1394. next;
  1395. mes "[Timid Cat]";
  1396. mes "It's a symbol of dirt next to those Thief Bugs.";
  1397. mes "Hunt some Tarou to make the sewers cleaner.";
  1398. next;
  1399. mes "[Timid Cat]";
  1400. mes "For our members joining this mission.";
  1401. mes "Hunt 10 Tarou.";
  1402. mes "Easy, ain't it?";
  1403. next;
  1404. mes "[Timid Cat]";
  1405. mes "Why didn't I ask you at once? kkk..??";
  1406. mes "Umm........";
  1407. mes "Because it's just a training mission.";
  1408. next;
  1409. mes "[Timid Cat]";
  1410. mes "Training missions are hard and anoying.";
  1411. mes "So go hurry and hunt 10 Tarou.";
  1412. set para_suv01,8;
  1413. changequest 7134,7135;
  1414. close;
  1415. }
  1416. mes "[Timid Cat]";
  1417. mes "Clean the sewers. Now the first step is hunting Thief Bugs.";
  1418. mes "Isn't that simple, meow?";
  1419. next;
  1420. mes "[Timid Cat]";
  1421. mes "Take care to check your map so you don't get lost.";
  1422. mes "It's a service meeow.";
  1423. npcskill "AL_HEAL",11,99,60;
  1424. percentheal 100,100;
  1425. close;
  1426. }
  1427. if (para_suv01 == 8) {
  1428. if (checkquest(7135,HUNTING) == 2) {
  1429. mes "[Timid Cat]";
  1430. mes "Great job~!";
  1431. mes "How'd you get rid of those dirty bugs and Tarou. You are brave.";
  1432. next;
  1433. mes "[Timid Cat]";
  1434. mes "Now have courage because I'm sending you to a stronger opponent.";
  1435. mes "But first in order to test your courage, hunt Familiars.";
  1436. next;
  1437. mes "[Timid Cat]";
  1438. mes "Familiars will bite you so be careful.";
  1439. mes "They are mean.";
  1440. mes "They scare me so just hunt 5 and that should be enough.";
  1441. next;
  1442. mes "[Timid Cat]";
  1443. mes "That will show me that you are brave.";
  1444. mes "Meow~!";
  1445. next;
  1446. mes "[Timid Cat]";
  1447. mes "I don't have anything...";
  1448. mes "......";
  1449. mes "What do you want meow? Familiars are waiting to fight with you, hurry up, move~!";
  1450. set para_suv01,9;
  1451. changequest 7135,7136;
  1452. close;
  1453. }
  1454. mes "[Timid Cat]";
  1455. mes "If you can't kill the Tarou you might get all kinds of dirty diseases.";
  1456. mes "So be proud of yourself and do your best to kill them.";
  1457. next;
  1458. mes "[Timid Cat]";
  1459. mes "I will help you a little.";
  1460. mes "Here, I have recovered your strengh meow..";
  1461. npcskill "AL_HEAL",11,99,60;
  1462. percentheal 100,100;
  1463. close;
  1464. }
  1465. if (para_suv01 == 9) {
  1466. if (checkquest(7136,HUNTING) == 2) {
  1467. mes "[Timid Cat]";
  1468. mes "You are great meow~";
  1469. mes "You killed them so quickly!";
  1470. mes "Meow...";
  1471. next;
  1472. mes "[Timid Cat]";
  1473. mes "Now you are not scared of bugs and tarou at all.";
  1474. mes "Thanks for participating in the Conquer the Culvert training mission.";
  1475. next;
  1476. mes "[Timid Cat]";
  1477. mes "Now go back to the headquarters and ask Instructor Boya to make sure he has the beautiful tuna...";
  1478. mes "I will be waiting here.";
  1479. next;
  1480. mes "[Timid Cat]";
  1481. mes "Do you know how to get to the Eden Group Headquarters?";
  1482. mes "Prontera is the closest city from here.";
  1483. mes "Go to Prontera and find an Eden Group Teleporter.";
  1484. set para_suv01,10;
  1485. changequest 7136,7137;
  1486. close;
  1487. }
  1488. mes "[Timid Cat]";
  1489. mes "Familiars are really scary.";
  1490. mes "They're always flying.";
  1491. next;
  1492. mes "[Timid Cat]";
  1493. mes "It's the last course so cheer up.";
  1494. mes "I will help you a little.";
  1495. mes "Here, I have recovered your strengh meow..";
  1496. npcskill "AL_HEAL",11,99,60;
  1497. percentheal 100,100;
  1498. close;
  1499. }
  1500. if (para_suv01 >= 10) {
  1501. mes "[Timid Cat]";
  1502. mes "You've completed 'Conquer the Culvert'.";
  1503. mes "Go back to the Eden Group headquarters to report to Boya.";
  1504. next;
  1505. mes "[Timid Cat]";
  1506. mes "Boya might eat my tuna while he is waiting for you.";
  1507. close;
  1508. }
  1509. mes "[Timid Cat]";
  1510. mes "How are you meeow?";
  1511. mes "Did you volunteer to conquer the Culvert?";
  1512. mes "You are a member of the Edgen Group for sure.";
  1513. mes "You are helping to make the world a better place.";
  1514. close;
  1515. }
  1516. pay_arche,41,136,3 script Eden Member Karl#para05 904,{
  1517. if (para_suv01 < 13) {
  1518. if (countitem(6219) > 0) {
  1519. mes "[Karl]";
  1520. mes "Hey, how are you?";
  1521. mes "Good to see you~";
  1522. mes "Are you going inside?";
  1523. close;
  1524. }
  1525. mes "[Karl]";
  1526. mes "Umm...?";
  1527. mes "You are not the one I am waiting for.";
  1528. close;
  1529. }
  1530. if (para_suv01 == 13) {
  1531. mes "[Karl]";
  1532. mes "Hello?";
  1533. mes "Since I got a report, I was waiting for you.";
  1534. mes "You came here to join the training mission, right?";
  1535. next;
  1536. mes "[Karl]";
  1537. mes "Have you ever entered this cave before?";
  1538. mes "I don't know if you already heard some stories in this village.";
  1539. next;
  1540. mes "[Karl]";
  1541. mes "There are many of dead souls that change their appearance as if they are real people and make threatening remarks.";
  1542. mes "It's too bad, isn't it?";
  1543. next;
  1544. mes "[Karl]";
  1545. mes "That's why we chose this place as step 2 of the battle training mission.";
  1546. mes "This step is called 'Conquer Ghost Cave~'.";
  1547. mes "Help people to enjoy their nights comfortably.";
  1548. next;
  1549. mes "[Karl]";
  1550. mes "There are many dangerous things there. Hmm...";
  1551. mes "To you the 1st floor is enough.";
  1552. next;
  1553. mes "[Karl]";
  1554. mes "Lets conquer the dangerous ghost cave...";
  1555. mes "Kill the bone Skeletons in there.";
  1556. next;
  1557. mes "[Karl]";
  1558. mes "The bones are from Skeletons.";
  1559. mes "Actually Skeletons or just normal bones are all the same but...";
  1560. next;
  1561. mes "[Karl]";
  1562. mes "Skeletons are one of the basic undead classes.";
  1563. mes "Undead never ever. Hunt 15 undead Skeletons.";
  1564. next;
  1565. mes "[Karl]";
  1566. mes "If you feel like you're in danger don't hesitate to just leave.";
  1567. mes "You're not worried about getting hurt are you?";
  1568. set para_suv01,14;
  1569. changequest 7138,7139;
  1570. close;
  1571. }
  1572. if (para_suv01 == 14) {
  1573. if (checkquest(7139,HUNTING) == 2) {
  1574. mes "[Karl]";
  1575. mes "Did you get how the undead work?";
  1576. mes "As you know undead never die so, blessing of live person it's same as curse to them.";
  1577. next;
  1578. mes "[Karl]";
  1579. mes "So... skills which can save people like Heal and Resurrection.";
  1580. mes "Those things are really strong attacks to undead class.";
  1581. next;
  1582. mes "[Karl]";
  1583. mes "Anyway... that's it..";
  1584. mes "Next... I guess you already see while you were killing Skeletons.";
  1585. mes "Some green things are picking up all of the stuff dropped by the dead monsters.";
  1586. next;
  1587. mes "[Karl]";
  1588. mes "Do you know Porings? Maybe they are related to them.";
  1589. mes "They look really bad, maybe they have been eating poison or something.";
  1590. next;
  1591. mes "[Karl]";
  1592. mes "Ok if you're ready go and kill those Poporings.";
  1593. mes "You should hunt 10 of them.";
  1594. next;
  1595. set para_suv01,15;
  1596. changequest 7139,7140;
  1597. close;
  1598. }
  1599. mes "[Karl]";
  1600. mes "Skeletons are basic undead.";
  1601. mes "Use the Heal or Resurrection skill.";
  1602. mes "If you can.";
  1603. next;
  1604. mes "[Karl]";
  1605. mes "Just in case I will recover all your energy.";
  1606. mes "It's the last step so be careful.";
  1607. npcskill "AL_HEAL",11,99,60;
  1608. percentheal 100,100;
  1609. close;
  1610. }
  1611. if (para_suv01 == 15) {
  1612. if (checkquest(7140,HUNTING) == 2) {
  1613. mes "[Karl]";
  1614. mes "Did you get back what the Poporing stole?";
  1615. mes "This cave is really deep and there are lots of precious things that they could have picked up.";
  1616. next;
  1617. mes "[Karl]";
  1618. mes "You did really great job. Excellent.";
  1619. mes "The 1st floor is safer now. Thanks for helping.";
  1620. next;
  1621. mes "[Karl]";
  1622. mes "You've completed all of the training missions so go back to the headquarters and get approval from the flashy Rune Knight.";
  1623. next;
  1624. mes "[Karl]";
  1625. mes "You might get a new uniform.";
  1626. mes "Haha. I will keep tabs on your progression.";
  1627. set para_suv01,16;
  1628. changequest 7140,7141;
  1629. close;
  1630. }
  1631. mes "[Karl]";
  1632. mes "Poporings are stronger than you expect.";
  1633. mes "If you treat them the same as a normal Poring it will get you in trouble.";
  1634. next;
  1635. mes "[Karl]";
  1636. mes "Just in case I will recover all your energy.";
  1637. mes "It's the last step so be careful.";
  1638. npcskill "AL_HEAL",11,99,60;
  1639. percentheal 100,100;
  1640. close;
  1641. }
  1642. if (para_suv01 >= 16) {
  1643. mes "[Karl]";
  1644. mes "I already informed Boya at the Eden Group headquarters.";
  1645. mes "If you go there he will give you a big welcome.";
  1646. next;
  1647. mes "[Karl]";
  1648. mes "You will get a new uniform, aren't you excited?";
  1649. mes "Hahaha..";
  1650. close;
  1651. }
  1652. mes "[Karl]";
  1653. mes "Killing undead?";
  1654. mes "Do your best to make the world safer.";
  1655. mes "It's one of the goals of the Eden Group.";
  1656. close;
  1657. }
  1658. anthell01,29,264,5 script Eden Member Cloud#para06 899,{
  1659. if (para_suv01 < 17) {
  1660. if (countitem(6219) > 0) {
  1661. mes "[Cloud]";
  1662. mes "Oops.";
  1663. mes "You are a member of my group.";
  1664. mes "Why did you come here, are you looking for danger?";
  1665. next;
  1666. mes "[Cloud]";
  1667. mes "One of the strongest boss monsters is in here.";
  1668. mes "Be careful when exploring here.";
  1669. close;
  1670. }
  1671. mes "[Cloud ]";
  1672. mes "What are you looking at?";
  1673. mes "We are not related to each other, are we...";
  1674. close;
  1675. }
  1676. if (para_suv01 == 17) {
  1677. mes "[Cloud]";
  1678. mes "Hello?";
  1679. mes "Why did you come here, looking for danger?";
  1680. next;
  1681. switch (select("Conquer Ant Hell:Just wanted to meet you:Where am I?")) {
  1682. case 1:
  1683. mes "[Cloud]";
  1684. mes "Uh. Conquer Ant Hell? Did you say that?";
  1685. mes "You are a trainee.";
  1686. mes "You have come to the right place.";
  1687. next;
  1688. mes "[Cloud]";
  1689. mes "At first I will explain about Ant Hell.";
  1690. mes "Ants dug a cave in the sand and it is linked to the surface. That's Ant Hell.";
  1691. next;
  1692. mes "[Cloud]";
  1693. mes "Sand flowed into the hole gradually.";
  1694. mes "If anyone steps on the hole they will fall into the cave through the hole in the sand..";
  1695. next;
  1696. mes "[Cloud]";
  1697. mes "It's hard to survive from there.";
  1698. mes "To us it seems like a normal happening so it isn't a matter of survival like to normal people.";
  1699. next;
  1700. mes "[Cloud]";
  1701. mes "Many kinds of ants have come to live here.";
  1702. mes "There is a boss monster named Maya so you should be more cautious.";
  1703. next;
  1704. mes "[Cloud]";
  1705. mes "Ok let's try to hunt the weakest ant first.";
  1706. mes "Pierre is the name of the weakest ant.";
  1707. mes "They are just down here.";
  1708. next;
  1709. mes "[Cloud]";
  1710. mes "In the case of ants, they assist eachother when attacked.";
  1711. mes "Be careful and kill 15 Pierre ants.";
  1712. set para_suv01,18;
  1713. changequest 7142,7143;
  1714. close;
  1715. case 2:
  1716. mes "[Cloud]";
  1717. mes "......";
  1718. mes "Haha... are you joking?";
  1719. mes "You are exhausted from the extremely hot weather in the desert.";
  1720. next;
  1721. mes "[Cloud]";
  1722. mes "I am a busy man.";
  1723. mes "One of the trainees was planning to visit me but that person still hasn't showed yet. I am getting nervous.";
  1724. close;
  1725. case 3:
  1726. mes "[Cloud]";
  1727. mes "Where you are?";
  1728. mes "You are in Anth Hell southwest of Morroc.";
  1729. mes "Morroc is the closest city, northeast of here.";
  1730. close;
  1731. }
  1732. }
  1733. if (para_suv01 == 18) {
  1734. if (checkquest(7143,HUNTING) == 2) {
  1735. mes "[Cloud]";
  1736. mes "Hey, what was it?";
  1737. mes "Maybe you saw an Andre when you were hunting Pierre.";
  1738. next;
  1739. mes "[Cloud]";
  1740. mes "Well, now let's hunt Andre aswel.";
  1741. mes "Ahah the way you're looking at me, ''why didn't I ask you to do this all at once'' right?";
  1742. next;
  1743. mes "[Cloud]";
  1744. mes "Ain't it more fun this way?";
  1745. mes "Hey, now your next target is 15 Andre!";
  1746. mes "You are strong so it will be fine!";
  1747. next;
  1748. mes "[Cloud]";
  1749. mes "If you can't find Andre go deeper into the cave.";
  1750. mes "Ah, and be careful of Maya.";
  1751. set para_suv01,19;
  1752. changequest 7143,7144;
  1753. close;
  1754. }
  1755. mes "[Cloud]";
  1756. mes "What do you think of Ant Hell?";
  1757. mes "Can you stay longer?";
  1758. mes "Ok, I will recover your strengh so, keep going.";
  1759. npcskill "AL_HEAL",11,99,60;
  1760. percentheal 100,100;
  1761. close;
  1762. }
  1763. if (para_suv01 == 19) {
  1764. if (checkquest(7144,HUNTING) == 2) {
  1765. mes "[Cloud]";
  1766. mes "Great. You seem to have killed all of the Andre.";
  1767. mes "How do you think about fighting ants?";
  1768. mes "Was it good?";
  1769. next;
  1770. mes "[Cloud]";
  1771. mes "Hey, cheer up.";
  1772. mes "To conquer Ant Hell you have one step left.";
  1773. mes "You might have guessed your next target already.";
  1774. next;
  1775. mes "[Cloud]";
  1776. mes "Vitata!";
  1777. mes "How can I say... He seems like honey.";
  1778. mes "Pierre is a worker. Andre is a guardian and so... Vitata is like a mother.";
  1779. next;
  1780. mes "[Cloud]";
  1781. mes "They are really kind to kids and women but don't show any pity to ants.";
  1782. mes "Hunt the Vitata who takes care of the ant eggs.";
  1783. next;
  1784. mes "[Cloud]";
  1785. mes "If somebody falls into Ant Hell it might be a bit safer than before.";
  1786. mes "Now it's the last step so cheer up and let's kill 10 Vitata.";
  1787. next;
  1788. mes "[Cloud]";
  1789. mes "If you feel you're in too much danger. Just come back.";
  1790. mes "I will heal you.";
  1791. set para_suv01,20;
  1792. changequest 7144,7145;
  1793. close;
  1794. }
  1795. mes "[Cloud]";
  1796. mes "See, to cheer you up I will heal you until you finish the training.";
  1797. mes "Chin up and cheer up.";
  1798. npcskill "AL_HEAL",11,99,60;
  1799. percentheal 100,100;
  1800. close;
  1801. }
  1802. if (para_suv01 == 20) {
  1803. if (checkquest(7145,HUNTING) == 2) {
  1804. mes "[Cloud]";
  1805. mes "Oh... it might have been an anoying fight.";
  1806. mes "You finished so fast.";
  1807. next;
  1808. mes "[Cloud]";
  1809. mes "Good job. Go back to the headquarters and report.";
  1810. mes "You've completed the training quickly.";
  1811. next;
  1812. mes "[Cloud]";
  1813. mes "You will get good news.";
  1814. mes "You did a really good job even under the hot weather.";
  1815. set para_suv01,21;
  1816. changequest 7145,7146;
  1817. close;
  1818. }
  1819. mes "[Cloud]";
  1820. mes "See, to cheer up I will heal you until you finish the training.";
  1821. mes "Chin up and cheer up.";
  1822. next;
  1823. mes "[Cloud]";
  1824. mes "Just Vitata, isn't that an easy opponent?";
  1825. mes "If you see Maya just run away.";
  1826. npcskill "AL_HEAL",11,99,60;
  1827. percentheal 100,100;
  1828. close;
  1829. }
  1830. if (para_suv01 >= 21) {
  1831. mes "[Cloud]";
  1832. mes "It's enough to say that you've conquered Ant Hell.";
  1833. mes "Aren't you getting used to it here?";
  1834. next;
  1835. mes "[Cloud]";
  1836. mes "Go back to the headquarters and report that you completed the mission, hurry up";
  1837. mes "you will receive good news.";
  1838. mes "You will receive the Eden Group uniform aswel.";
  1839. close;
  1840. }
  1841. mes "[Cloud]";
  1842. mes "I am really proud of the Eden Group.";
  1843. mes "Does the uniform look good on me?";
  1844. mes "Haha...";
  1845. close;
  1846. }
  1847. in_orcs01,38,175,3 script Eden Member Hooksha 803,{
  1848. if (para_suv01 < 24) {
  1849. if (countitem(6219) > 0) {
  1850. mes "[Hooksha]";
  1851. mes "Unbelievable why did you come here?";
  1852. mes "Um... You are not on the third step of the training?";
  1853. mes "Yeeee~ I'm excited~";
  1854. next;
  1855. mes "[Hooksha]";
  1856. mes "I am a little bored waiting for trainees. Where are they?";
  1857. close;
  1858. }
  1859. mes "[Hooksha]";
  1860. mes "Hello.";
  1861. mes "Why did you come here?";
  1862. mes "Umm... Aaaaa...";
  1863. next;
  1864. mes "[Hooksha]";
  1865. mes "Why don't you join my group?";
  1866. mes "If you have interest in joining us,";
  1867. mes "you won't regret your decision.";
  1868. close;
  1869. }
  1870. if (para_suv01 == 24) {
  1871. mes "[Hooksha]";
  1872. mes "Hello.";
  1873. mes "Are you a trainee?";
  1874. mes "Yeah I can tell.";
  1875. mes "So shall we begin?";
  1876. next;
  1877. mes "[Hooksha]";
  1878. mes "Actually I don't like this training mission much but anyway let me explain it to you.";
  1879. next;
  1880. mes "[Hooksha]";
  1881. mes "As you know this is Orc Village.";
  1882. mes "Orcs don't like humans.";
  1883. mes "They don't try to communicate with us. When they see humans they immediately attack us.";
  1884. next;
  1885. mes "[Hooksha]";
  1886. mes "Sadly humans don't want to communicate with them either.";
  1887. mes "So we decided to take a strong approach towards them.";
  1888. mes "Actually we'd like to get rid of them all.";
  1889. next;
  1890. mes "[Hooksha]";
  1891. mes "We're trying to conquer Orc Village.";
  1892. mes "It's the proper place to finish the beginners training mission for an adventurer like you.";
  1893. next;
  1894. mes "[Hooksha]";
  1895. mes "That's why we've chosen this place for this mission.";
  1896. mes "Ok, we don't have a lot of time so let's begin.";
  1897. mes "First let's eliminate the weakest one.";
  1898. next;
  1899. mes "[Hooksha]";
  1900. mes "It's better to kill them before they grow up.";
  1901. mes "Hunt 10 Orc Babies.";
  1902. mes "Don't pity them because when they grow up they become aggressive Orc Warriors.";
  1903. next;
  1904. mes "[Hooksha]";
  1905. mes "Good or bad this is how it is going to be.";
  1906. mes "Even if they are babies don't hesitate.";
  1907. set para_suv01,25;
  1908. changequest 7147,7148;
  1909. close;
  1910. }
  1911. if (para_suv01 == 25) {
  1912. if (checkquest(7148,HUNTING) == 2) {
  1913. mes "[Hooksha]";
  1914. mes "Great. Awesome.";
  1915. mes "It's not very pleasant so let's move on.";
  1916. next;
  1917. mes "[Hooksha]";
  1918. mes "On the next step we will fight with Orc Warriors.";
  1919. mes "When Orc Babies grow up they become strong Orc Warriors.";
  1920. next;
  1921. mes "[Hooksha]";
  1922. mes "They all are powerful warriors.";
  1923. mes "When you were fighting Orc Babies, you probably have been attacked by them.";
  1924. next;
  1925. mes "[Hooksha]";
  1926. mes "Now it's time to hunt 10 Orc Warriors.";
  1927. mes "If you are in trouble just come back here to safety.";
  1928. mes "Do you understand?";
  1929. set para_suv01,26;
  1930. changequest 7148,7149;
  1931. close;
  1932. }
  1933. mes "[Hooksha]";
  1934. mes "There are Orc Warriors, Orc Ladies and Orc Babies in Orc Village.";
  1935. mes "They are really aggressive.";
  1936. next;
  1937. mes "[Hooksha]";
  1938. mes "You look tired I will recover your health.";
  1939. mes "If you are in trouble just come back here to safety.";
  1940. npcskill "AL_HEAL",11,99,60;
  1941. percentheal 100,100;
  1942. close;
  1943. }
  1944. if (para_suv01 == 26) {
  1945. if (checkquest(7149,HUNTING) == 2) {
  1946. mes "[Hooksha]";
  1947. mes "Now you can move on to the next step.";
  1948. next;
  1949. mes "[Hooksha]";
  1950. mes "Exactly... now it's time to hunt Orc Ladies.";
  1951. mes "If you want to conquer Orc Village completely, you should kill them before they have more Orc Babies.";
  1952. next;
  1953. mes "[Hooksha]";
  1954. mes "But you don't need to kill all of them.";
  1955. mes "Go and hunt 10 Orc Ladies.";
  1956. next;
  1957. mes "[Hooksha]";
  1958. mes "You can already feel the strong power from outside...";
  1959. mes "Don't hesitate to attack them.";
  1960. set para_suv01,27;
  1961. changequest 7149,7150;
  1962. close;
  1963. }
  1964. mes "[Hooksha]";
  1965. mes "You should be exhausted by now.";
  1966. mes "But you still have more targets, understand.";
  1967. next;
  1968. mes "[Hooksha]";
  1969. mes "You look tired, I will recover your health.";
  1970. mes "If you are in trouble just come back here to safety.";
  1971. npcskill "AL_HEAL",11,99,60;
  1972. percentheal 100,100;
  1973. close;
  1974. }
  1975. if (para_suv01 == 27) {
  1976. if (checkquest(7150,HUNTING) == 2) {
  1977. mes "[Hooksha]";
  1978. mes "Great job.";
  1979. mes "Now you should understand how the orc tribe works here in Orc Village.";
  1980. mes "You've followed the training mission well under hot and humid circumstances.";
  1981. mes "You have now completed the 'Conquer Orc Village!' training mission. Congratulations.";
  1982. next;
  1983. mes "[Hooksha]";
  1984. mes "Go back and report to the Eden Group headquarters.";
  1985. mes "I'm sure they will have good news for you.";
  1986. set para_suv01,28;
  1987. changequest 7150,7151;
  1988. close;
  1989. }
  1990. mes "[Hooksha]";
  1991. mes "Orc Lady is the last target.";
  1992. mes "Cheer up~!";
  1993. next;
  1994. mes "[Hooksha]";
  1995. mes "You look tired, I will recover your health.";
  1996. mes "If you are in trouble just come back here to safety.";
  1997. npcskill "AL_HEAL",11,99,60;
  1998. percentheal 100,100;
  1999. close;
  2000. }
  2001. if (para_suv01 == 28) {
  2002. mes "[Hooksha]";
  2003. mes "You have completed the training mission.";
  2004. mes "Go back to the Eden Group headquarters and report there.";
  2005. close;
  2006. }
  2007. if (para_suv01 == 29) {
  2008. mes "[Hooksha]";
  2009. mes "Have you come here to join in the training?";
  2010. mes "You look like an expert.";
  2011. next;
  2012. mes "[Hooksha]";
  2013. mes "This isn't a good place to talk so let's hurry.";
  2014. mes "This place is linked with the dungeon of Orc Village.";
  2015. next;
  2016. mes "[Hooksha]";
  2017. mes "Can you see that way.";
  2018. mes "There is a cave under the ground, normal orcs don't come here.";
  2019. next;
  2020. mes "[Hooksha]";
  2021. mes "The safest place is in here.";
  2022. mes "There are many undead monsters down there.";
  2023. next;
  2024. mes "[Hooksha]";
  2025. mes "The undead monsters are dangerous and threatening.";
  2026. mes "Don't hesitate when fighting them.";
  2027. next;
  2028. mes "[Hooksha]";
  2029. mes "Now hunt those undead monsters down there.";
  2030. next;
  2031. mes "[Hooksha]";
  2032. mes "Try to hunt 20 Orc zombies in the dungeon.";
  2033. mes "They are really well organized.";
  2034. next;
  2035. mes "[Hooksha]";
  2036. mes "They will attack you anywhere without hesitating.";
  2037. mes "May Freya bless you.";
  2038. set para_suv01,30;
  2039. changequest 7152,7153;
  2040. close;
  2041. }
  2042. if (para_suv01 == 30) {
  2043. if (checkquest(7153,HUNTING) == 2) {
  2044. mes "[Hooksha]";
  2045. mes "It's different from what you saw in Payon, right?";
  2046. mes "Although you managed to kill the Orc Zombies, you can't be sure you are much stronger..";
  2047. next;
  2048. mes "[Hooksha]";
  2049. mes "So don't go deeper into that cave or you will die for sure.";
  2050. next;
  2051. mes "[Hooksha]";
  2052. mes "The next target is the Orc Skeleton who was walking next to the Orc Zombies.";
  2053. mes "Hunt 20 Orc Skeletons.";
  2054. next;
  2055. mes "[Hooksha]";
  2056. mes "It's the last step of the training mission in the Orc Dungeon.";
  2057. mes "It's all up to you.";
  2058. next;
  2059. mes "[Hooksha]";
  2060. mes "Ok, cheer up and see you again.";
  2061. mes "Hunt 20 Orc Skeletons.";
  2062. set para_suv01,31;
  2063. changequest 7153,7154;
  2064. close;
  2065. }
  2066. mes "[Hooksha]";
  2067. mes "Can you stay longer?";
  2068. mes "You look tired, I will recover your health.";
  2069. mes "If you are in trouble just come back here to safety.";
  2070. npcskill "AL_HEAL",11,99,60;
  2071. percentheal 100,100;
  2072. close;
  2073. }
  2074. if (para_suv01 == 31) {
  2075. if (checkquest(7154,HUNTING) == 2) {
  2076. mes "[Hooksha]";
  2077. mes "Your training mission has been completed.";
  2078. mes "Go back to the Eden Group headquarters and report.";
  2079. mes "I would like to say more in detail but I'm getting so tired.";
  2080. next;
  2081. mes "[Hooksha]";
  2082. mes "Recently trainees have come here more and more so, I can't sleep at all.";
  2083. mes "I mean not due to you.";
  2084. mes "Anyway I will inform the group so go there and report.";
  2085. next;
  2086. set para_suv01,32;
  2087. changequest 7154,7155;
  2088. close;
  2089. }
  2090. mes "[Hooksha]";
  2091. mes "Can you stay longer?";
  2092. mes "You look tired I will recover your health.";
  2093. mes "If you are in trouble just come back here to safety.";
  2094. npcskill "AL_HEAL",11,99,60;
  2095. percentheal 100,100;
  2096. close;
  2097. }
  2098. if (para_suv01 == 32) {
  2099. mes "[Hooksha]";
  2100. mes "Don't you have to report back to the Eden Group headquarters?";
  2101. mes "I am so tired leave me alone.";
  2102. close;
  2103. }
  2104. if (para_suv01 > 32) {
  2105. mes "[Hooksha]";
  2106. mes "Uh? What Orc? Explore the dungeon?";
  2107. mes "You are having such a hard time.";
  2108. next;
  2109. mes "[Hooksha]";
  2110. mes "This place is really good to take a rest because Orcs don't come here.";
  2111. mes "Ho hum...";
  2112. close;
  2113. }
  2114. }
  2115. iz_dun04,43,46,3 script Eden Member Callandiva 745,{
  2116. if (para_suv01 < 33) {
  2117. if (countitem(6219) > 0) {
  2118. mes "[Callandiva]";
  2119. mes "How did you get so deep in this ocean city?";
  2120. mes "Ah, that symbol is of our group.";
  2121. mes "You're a trainee for sure.";
  2122. next;
  2123. mes "[Callandiva]";
  2124. mes "What? You aren't?";
  2125. mes "I... see... I see...";
  2126. mes "Ok... keep going.";
  2127. close;
  2128. }
  2129. mes "[Callandiva]";
  2130. mes "Mysteriously although we're under the sea you can still breathe here.";
  2131. mes "Do you know why?";
  2132. next;
  2133. mes "[Callandiva]";
  2134. mes "Let's see due to the moisture my skin is so soft.";
  2135. mes "My fingers and toes are not attached to each other amazing.";
  2136. next;
  2137. mes "[Callandiva]";
  2138. mes "I was really shocked and scared when the Eden Group dispatched me here.";
  2139. mes "Now I love this environment so much.";
  2140. mes "It's really calm...";
  2141. close;
  2142. }
  2143. if (para_suv01 == 33) {
  2144. mes "[Callandiva]";
  2145. mes "How did you get so deep in this ocean city?";
  2146. mes "Ah, that symbol is of our group.";
  2147. mes "You're a trainee for sure.";
  2148. next;
  2149. mes "[Callandiva]";
  2150. mes "Good to see you!";
  2151. mes "Alright, look down.";
  2152. mes "Ancient buildings are sleeping under the water. They were actually built under the sea.";
  2153. next;
  2154. mes "[Callandiva]";
  2155. mes "As you know we don't have any trouble living here.";
  2156. mes "But if you see over there... yes right there.";
  2157. next;
  2158. mes "[Callandiva]";
  2159. mes "Can you see a humanoid fish with a very threatening spear?";
  2160. mes "He is called a Merman and is a really professional warrior.";
  2161. next;
  2162. mes "[Callandiva]";
  2163. mes "Okay, go and hunt 15 Merman.";
  2164. mes "That will be your 1st training mission here.";
  2165. set para_suv01,34;
  2166. changequest 7156,7157;
  2167. close;
  2168. }
  2169. if (para_suv01 == 34) {
  2170. if (checkquest(7157,HUNTING) == 2) {
  2171. mes "[Callandiva]";
  2172. mes "Oh, you came back~!";
  2173. mes "What did you think of those threatening Mermans?";
  2174. mes "Actually, I thought that you would chicken out~";
  2175. next;
  2176. mes "[Callandiva]";
  2177. mes "Good your next opponent will be...~";
  2178. mes "Yes, this one...";
  2179. mes "The monster that is holding a trident.";
  2180. next;
  2181. mes "[Callandiva]";
  2182. mes "His main abilities are magical.";
  2183. mes "The monster is called Strouf!";
  2184. mes "Now, it's time to fight with a real magician!";
  2185. next;
  2186. mes "[Callandiva]";
  2187. mes "Try avoiding the Mermans and hunt 10 Strouf, kill them.";
  2188. set para_suv01,35;
  2189. changequest 7157,7158;
  2190. close;
  2191. }
  2192. mes "[Callandiva]";
  2193. mes "Oh are you tired?";
  2194. mes "Mermans are not easy opponents.";
  2195. mes "I will help you recover so cheer up.";
  2196. npcskill "AL_HEAL",11,99,60;
  2197. percentheal 100,100;
  2198. close;
  2199. }
  2200. if (para_suv01 == 35) {
  2201. if (checkquest(7158,HUNTING) == 2) {
  2202. mes "[Callandiva]";
  2203. mes "Did you kill all the Strouf already?";
  2204. mes "I wasn't counting that you'd make it.";
  2205. mes "I have eyes on the top of my head haha.";
  2206. next;
  2207. mes "[Callandiva]";
  2208. mes "Of course I'm just kidding.";
  2209. mes "Don't look at me like that~ it was a joke~!";
  2210. mes "Now you're feeling more at ease about this.";
  2211. next;
  2212. mes "[Callandiva]";
  2213. mes "Go back to the headquarters and report it.~";
  2214. mes "You will receive the last uniform from the Eden Group headquarters.";
  2215. next;
  2216. mes "[Callandiva]";
  2217. mes "This training mission is made for beginners.";
  2218. mes "So it might be useless to you or not.";
  2219. next;
  2220. mes "[Callandiva]";
  2221. mes "Anyway you did great job!";
  2222. set para_suv01,36;
  2223. changequest 7158,7159;
  2224. close;
  2225. }
  2226. mes "[Callandiva]";
  2227. mes "Oh are you tired?";
  2228. mes "Strouf are not easy opponents.";
  2229. mes "I can help you recover so cheer up.";
  2230. npcskill "AL_HEAL",11,99,60;
  2231. percentheal 100,100;
  2232. close;
  2233. }
  2234. if (para_suv01 >= 36) {
  2235. mes "[Callandiva]";
  2236. mes "I won't give help to you anymore.";
  2237. mes "Go back to our headquarters and report about this training mission.";
  2238. close;
  2239. }
  2240. mes "[Callandiva]";
  2241. mes "Mysteriously although we're under the sea you can still breathe here.";
  2242. mes "Do you know why?";
  2243. next;
  2244. mes "[Callandiva]";
  2245. mes "Let's see due to the moisture my skin is so soft.";
  2246. mes "My fingers and toes are not attached to each other amazing.";
  2247. next;
  2248. mes "[Callandiva]";
  2249. mes "I was really shocked and scared when the Eden Group dispatched me here.";
  2250. mes "Now I love this environment so much.";
  2251. mes "It's really calm...";
  2252. close;
  2253. }
  2254. moc_para01,112,96,5 script Administrator Michael 967,{
  2255. mes "[Michael]";
  2256. mes "Why did you come here?";
  2257. next;
  2258. switch (select("To get supplies:Where is here?:Upgrade equipment")) {
  2259. case 1:
  2260. if (para_suv01 == 11) {
  2261. mes "[Michael]";
  2262. mes "If you've completed step 1";
  2263. mes "we can supply you with a Eden Group Hat, Uniform, Manteau and Boots.";
  2264. mes "^4d4dffCheck your inventory first.^000000";
  2265. next;
  2266. switch (select("Let me check my inventory:I have enough room.")) {
  2267. case 1:
  2268. mes "[Michael]";
  2269. mes "Make sure you have enough room for the supplies.";
  2270. close;
  2271. case 2:
  2272. mes "[Michael]";
  2273. mes "Two of the supplies, the ^4d4dffHat and Manteau^000000,";
  2274. mes "will only be given out once.";
  2275. mes "So treat them with caution and care.";
  2276. next;
  2277. mes "[Michael]";
  2278. mes "As for the Boots and the Uniforms, you will receive better quality ones based on your course grades.";
  2279. next;
  2280. mes "[Michael]";
  2281. mes "One Eden Group Hat.";
  2282. mes "One Eden Group Uniform I.";
  2283. mes "One pair of Eden Group Boots I.";
  2284. mes "One Eden Group Manteau.";
  2285. mes "A total of 4 supplies, that's all.";
  2286. set para_suv01,12;
  2287. set para_suv02,1;
  2288. getitem 5583,1; //Para_Team_Hat1
  2289. getitem 2560,1; //Para_Team_Manteau1
  2290. getitem 2456,1; //Para_Team_Boots1
  2291. getitem 15009,1; //Para_Team_Uniform1
  2292. next;
  2293. mes "[Michael]";
  2294. mes "Is that correct?";
  2295. mes "It is manufactured for beginners so they don't have the best effect but they're still cheaper than equipment in the shops.";
  2296. next;
  2297. mes "[Michael]";
  2298. mes "We made them especially for the Eden Group.";
  2299. close;
  2300. }
  2301. }
  2302. if (para_suv01 == 22) {
  2303. mes "[Michael]";
  2304. mes "If you've completed step 2, we offer extra weapons including the basic equipment.";
  2305. next;
  2306. mes "[Michael]";
  2307. mes "We have chosen the proper weapon for each class.";
  2308. mes "But we can't support some classes that can't join us.";
  2309. next;
  2310. mes "[Michael]";
  2311. mes "We can't manufacture all of the weapons in the world, don't you agree?";
  2312. next;
  2313. mes "[Michael]";
  2314. mes "We will supply 1 Weapon, Shoes and Uniform so a total of three things.";
  2315. mes "Also we supply extra things to consider some members who can't use some of the supplies.";
  2316. next;
  2317. mes "[Michael]";
  2318. mes "^4d4dffPlease check your inventory to get those items.^000000";
  2319. next;
  2320. switch (select("I will make more space.:I have got enough space.")) {
  2321. case 1:
  2322. mes "[Michael]";
  2323. mes "Make enough space.";
  2324. close;
  2325. case 2:
  2326. if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) {
  2327. mes "[Michael]";
  2328. mes "What kind of weapon do you want?";
  2329. mes "We have one and Two-handed swords.";
  2330. mes "Here are the options.";
  2331. next;
  2332. mes "[Michael]";
  2333. mes "Eden Slayer I: Two-handed sword. attack 162.";
  2334. mes "Eden Saber I: One-handed sword. attack 147.";
  2335. mes "Both are Lv. 2 and the required level is 26.";
  2336. next;
  2337. mes "[Michael]";
  2338. mes "They also can't be traded with other players or be refined.";
  2339. next;
  2340. switch (select("Eden Slayer I:Eden Sabre I")) {
  2341. case 1:
  2342. mes "[Michael]";
  2343. mes "You've chosen the Eden Slayer I.";
  2344. mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
  2345. next;
  2346. if (para_suv02 == 0) {
  2347. mes "[Michael]";
  2348. mes "You don't have a record of receiving any supplies";
  2349. mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
  2350. set para_suv01,23;
  2351. set para_suv02,2;
  2352. getitem 1192,1; //P_Slayer1
  2353. getitem 18514,1; //Para_Team_Hat2
  2354. getitem 2571,1; //Para_Team_Manteau2
  2355. getitem 2457,1; //Para_Team_Boots2
  2356. getitem 15010,1; //Para_Team_Uniform2
  2357. next;
  2358. mes "[Michael]";
  2359. mes "Check your supplies again and look after it.";
  2360. close;
  2361. }
  2362. mes "[Michael]";
  2363. mes "A Two-handed sword, Uniform and Boots all 3 supplies.";
  2364. mes "Please check it again.";
  2365. set para_suv01,23;
  2366. set para_suv02,2;
  2367. getitem 1192,1; //P_Slayer1
  2368. getitem 2457,1; //Para_Team_Boots2
  2369. getitem 15010,1; //Para_Team_Uniform2
  2370. next;
  2371. mes "[Michael]";
  2372. mes "I hope they're useful to you.";
  2373. close;
  2374. case 2:
  2375. mes "[Michael]";
  2376. mes "You've chosen the Eden Sabre I.";
  2377. mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
  2378. next;
  2379. if (para_suv02 == 0) {
  2380. mes "[Michael]";
  2381. mes "You don't have a record of receiving any supplies";
  2382. mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
  2383. set para_suv01, 23;
  2384. set para_suv02, 2;
  2385. getitem 13423,1; //P_Sabre1
  2386. getitem 2457,1; //Para_Team_Boots2
  2387. getitem 15010,1; //Para_Team_Uniform2
  2388. getitem 5583,1; //Para_Team_Hat
  2389. getitem 2560,1; //Para_Team_Manteau
  2390. next;
  2391. mes "[Michael]";
  2392. mes "Check your supplies again and look after it.";
  2393. close;
  2394. }
  2395. mes "[Michael]";
  2396. mes "A One-handed sword, Uniform and Boots all 3 supplies.";
  2397. mes "Please check it again.";
  2398. set para_suv01,23;
  2399. set para_suv02,2;
  2400. getitem 13423,1; //P_Sabre1
  2401. getitem 2457,1; //Para_Team_Boots2
  2402. getitem 15010,1; //Para_Team_Uniform2
  2403. next;
  2404. mes "[Michael]";
  2405. mes "I hope they're useful to you.";
  2406. mes "This is what we strive for.";
  2407. close;
  2408. }
  2409. }
  2410. if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue || Class == Job_Ninja || Class == Job_Novice || Class == Job_Novice_High) {
  2411. mes "[Michael]";
  2412. mes "We only have 1 weapon for you.";
  2413. next;
  2414. mes "[Michael]";
  2415. mes "Eden Dagger I: Dagger. MATK+60, attack 124.";
  2416. mes "It is Lv. 2 and the required level is 26.";
  2417. next;
  2418. mes "[Michael]";
  2419. mes "It also can't be traded with other players or be refined.";
  2420. next;
  2421. mes "[Michael]";
  2422. mes "You'll receive the Eden Dagger I.";
  2423. next;
  2424. mes "[Michael]";
  2425. mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
  2426. next;
  2427. if (para_suv02 == 0) {
  2428. mes "[Michael]";
  2429. mes "You don't have a record of receiving any supplies";
  2430. mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
  2431. set para_suv01,23;
  2432. set para_suv02,2;
  2433. getitem 13050,1; //P_Dagger1
  2434. getitem 2457,1; //Para_Team_Boots2
  2435. getitem 15010,1; //Para_Team_Uniform2
  2436. getitem 5583,1; //Para_Team_Hat
  2437. getitem 2560,1; //Para_Team_Manteau
  2438. next;
  2439. mes "[Michael]";
  2440. mes "Check your supplies again and look after it.";
  2441. close;
  2442. }
  2443. mes "[Michael]";
  2444. mes "A Dagger, Uniform and Boots all 3 supplies.";
  2445. mes "Please check it again.";
  2446. set para_suv01,23;
  2447. set para_suv02,2;
  2448. getitem 13050,1; //P_Dagger1
  2449. getitem 2457,1; //Para_Team_Boots2
  2450. getitem 15010,1; //Para_Team_Uniform2
  2451. next;
  2452. mes "[Michael]";
  2453. mes "I hope they're useful to you.";
  2454. mes "This is what we strive for.";
  2455. close;
  2456. }
  2457. if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) {
  2458. mes "[Michael]";
  2459. mes "What kind of weapon do you want?";
  2460. mes "We have a mace and a One-handed sword.";
  2461. mes "Here are the options.";
  2462. next;
  2463. mes "[Michael]";
  2464. mes "Eden Saber I: One-handed sword. attack 147.";
  2465. mes "Eden Mace I: Mace. attack 142.";
  2466. mes "Both are level 2 and the required level is 26.";
  2467. next;
  2468. mes "[Michael]";
  2469. mes "They also can't be traded with other players or be refined.";
  2470. next;
  2471. switch (select("Eden Sabre I:Eden Mace I")) {
  2472. case 1:
  2473. mes "[Michael]";
  2474. mes "You've chosen the Eden Sabre I.";
  2475. mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
  2476. next;
  2477. if (para_suv02 == 0) {
  2478. mes "[Michael]";
  2479. mes "You don't have a record of receiving any supplies";
  2480. mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
  2481. set para_suv01,23;
  2482. set para_suv02,2;
  2483. getitem 13423,1; //P_Sabre1
  2484. getitem 2457,1; //Para_Team_Boots2
  2485. getitem 15010,1; //Para_Team_Uniform2
  2486. getitem 5583,1; //Para_Team_Hat
  2487. getitem 2560,1; //Para_Team_Manteau
  2488. next;
  2489. mes "[Michael]";
  2490. mes "Check your supplies again and look after it.";
  2491. close;
  2492. }
  2493. mes "[Michael]";
  2494. mes "A One-handed Sword, Uniform and Boots all 3 supplies.";
  2495. mes "Please check it again.";
  2496. set para_suv01,23;
  2497. set para_suv02,2;
  2498. getitem 13423,1; //P_Sabre1
  2499. getitem 2457,1; //Para_Team_Boots2
  2500. getitem 15010,1; //Para_Team_Uniform2
  2501. next;
  2502. mes "[Michael]";
  2503. mes "I hope they're useful to you.";
  2504. mes "This is what we strive for.";
  2505. close;
  2506. case 2:
  2507. mes "[Michael]";
  2508. mes "You've chosen the Eden Mace I.";
  2509. mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
  2510. next;
  2511. if (para_suv02 == 0) {
  2512. mes "[Michael]";
  2513. mes "You don't have a record of receiving any supplies";
  2514. mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
  2515. set para_suv01,23;
  2516. set para_suv02,2;
  2517. getitem 16004,1; //P_Mace1
  2518. getitem 2457,1; //Para_Team_Boots2
  2519. getitem 15010,1; //Para_Team_Uniform2
  2520. getitem 5583,1; //Para_Team_Hat
  2521. getitem 2560,1; //Para_Team_Manteau
  2522. next;
  2523. mes "[Michael]";
  2524. mes "Check your supplies again and look after it.";
  2525. close;
  2526. }
  2527. mes "[Michael]";
  2528. mes "A Mace, Uniform and Boots all 3 supplies.";
  2529. mes "Please check it again.";
  2530. set para_suv01,23;
  2531. set para_suv02,2;
  2532. getitem 16004,1; //P_Mace1
  2533. getitem 2457,1; //Para_Team_Boots2
  2534. getitem 15010,1; //Para_Team_Uniform2
  2535. next;
  2536. mes "[Michael]";
  2537. mes "I hope they're useful to you.";
  2538. close;
  2539. }
  2540. }
  2541. if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) {
  2542. mes "[Michael]";
  2543. mes "We only have 1 weapon for you.";
  2544. next;
  2545. mes "[Michael]";
  2546. mes "Eden Bow I: Bow. attack 82.";
  2547. mes "It is Lv. 2 and the required level is 26.";
  2548. next;
  2549. mes "[Michael]";
  2550. mes "It also can't be traded with other players or be refined.";
  2551. next;
  2552. mes "[Michael]";
  2553. mes "You'll receive the Eden Bow I.";
  2554. next;
  2555. mes "[Michael]";
  2556. mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
  2557. next;
  2558. if (para_suv02 == 0) {
  2559. mes "[Michael]";
  2560. mes "You don't have a record of receiving any supplies";
  2561. mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
  2562. set para_suv01, 23;
  2563. set para_suv02, 2;
  2564. getitem 1747,1; //P_Bow1
  2565. getitem 2457,1; //Para_Team_Boots2
  2566. getitem 15010,1; //Para_Team_Uniform2
  2567. getitem 5583,1; //Para_Team_Hat
  2568. getitem 2560,1; //Para_Team_Manteau
  2569. next;
  2570. mes "[Michael]";
  2571. mes "Check your supplies again and look after it.";
  2572. close;
  2573. }
  2574. mes "[Michael]";
  2575. mes "A Bow, Uniform and Boots all 3 supplies.";
  2576. mes "Please check it again.";
  2577. set para_suv01,23;
  2578. set para_suv02,2;
  2579. getitem 1747,1; //P_Bow1
  2580. getitem 2457,1; //Para_Team_Boots2
  2581. getitem 15010,1; //Para_Team_Uniform2
  2582. next;
  2583. mes "[Michael]";
  2584. mes "I hope they're useful to you.";
  2585. close;
  2586. }
  2587. if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) {
  2588. mes "[Michael]";
  2589. mes "What kind of weapon do you want?";
  2590. mes "We have a mace and a staff.";
  2591. mes "Here are the options.";
  2592. next;
  2593. mes "[Michael]";
  2594. mes "Eden Mace I: Mace. attack 142.";
  2595. mes "Eden Staff I: Staff. INT+2, MATK+125, attack 60.";
  2596. mes "Both are Lv. 2 and the required level is 26.";
  2597. next;
  2598. mes "[Michael]";
  2599. mes "They also can't be traded with other players or be refined.";
  2600. next;
  2601. switch (select("Eden Staff I:Eden Mace I")) {
  2602. case 1:
  2603. mes "[Michael]";
  2604. mes "You've chosen the Eden Staff I.";
  2605. mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
  2606. next;
  2607. if (para_suv02 == 0) {
  2608. mes "[Michael]";
  2609. mes "You don't have a record of receiving any supplies";
  2610. mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
  2611. set para_suv01,23;
  2612. set para_suv02,2;
  2613. getitem 1650,1; //P_Staff1
  2614. getitem 2457,1; //Para_Team_Boots2
  2615. getitem 15010,1; //Para_Team_Uniform2
  2616. getitem 5583,1; //Para_Team_Hat
  2617. getitem 2560,1; //Para_Team_Manteau
  2618. next;
  2619. mes "[Michael]";
  2620. mes "Check your supplies again and look after it.";
  2621. close;
  2622. }
  2623. mes "[Michael]";
  2624. mes "A Staff, Uniform and Boots all 3 supplies.";
  2625. mes "Please check it again.";
  2626. set para_suv01,23;
  2627. set para_suv02,2;
  2628. getitem 1650,1; //P_Staff1
  2629. getitem 2457,1; //Para_Team_Boots2
  2630. getitem 15010,1; //Para_Team_Uniform2
  2631. next;
  2632. mes "[Michael]";
  2633. mes "I hope they're useful to you.";
  2634. close;
  2635. case 2:
  2636. mes "[Michael]";
  2637. mes "You've chosen the Eden Mace I.";
  2638. mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
  2639. next;
  2640. if (para_suv02 == 0) {
  2641. mes "[Michael]";
  2642. mes "You don't have a record of receiving any supplies";
  2643. mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
  2644. set para_suv01,23;
  2645. set para_suv02,2;
  2646. getitem 16004,1; //P_Mace1
  2647. getitem 2457,1; //Para_Team_Boots2
  2648. getitem 15010,1; //Para_Team_Uniform2
  2649. getitem 5583,1; //Para_Team_Hat
  2650. getitem 2560,1; //Para_Team_Manteau
  2651. next;
  2652. mes "[Michael]";
  2653. mes "Check your supplies again and look after it.";
  2654. close;
  2655. }
  2656. mes "[Michael]";
  2657. mes "A Mace, Uniform and Boots all 3 supplies.";
  2658. mes "Please check it again.";
  2659. set para_suv01,23;
  2660. set para_suv02,2;
  2661. getitem 16004,1; //P_Mace1
  2662. getitem 2457,1; //Para_Team_Boots2
  2663. getitem 15010,1; //Para_Team_Uniform2
  2664. next;
  2665. mes "[Michael]";
  2666. mes "I hope they're useful to you.";
  2667. close;
  2668. }
  2669. }
  2670. if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) {
  2671. mes "[Michael]";
  2672. mes "We only have 1 weapon for you.";
  2673. next;
  2674. mes "[Michael]";
  2675. mes "Eden Staff I: Staff. INT+2, MATK+125, attack 60.";
  2676. mes "It is Lv. 2 and the required level is 26.";
  2677. next;
  2678. mes "[Michael]";
  2679. mes "It also can't be traded with other players or be refined.";
  2680. next;
  2681. mes "[Michael]";
  2682. mes "You'll receive the Eden Staff I.";
  2683. next;
  2684. mes "[Michael]";
  2685. mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
  2686. next;
  2687. if (para_suv02 == 0) {
  2688. mes "[Michael]";
  2689. mes "You don't have a record of receiving any supplies";
  2690. mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
  2691. set para_suv01, 23;
  2692. set para_suv02, 2;
  2693. getitem 1650,1; //P_Staff1
  2694. getitem 2457,1; //Para_Team_Boots2
  2695. getitem 15010,1; //Para_Team_Uniform2
  2696. getitem 5583,1; //Para_Team_Hat
  2697. getitem 2560,1; //Para_Team_Manteau
  2698. next;
  2699. mes "[Michael]";
  2700. mes "Check your supplies again and look after it.";
  2701. close;
  2702. }
  2703. mes "[Michael]";
  2704. mes "A Staff, Uniform and Boots all 3 supplies.";
  2705. mes "Please check it again.";
  2706. set para_suv01,23;
  2707. set para_suv02,2;
  2708. getitem 1650,1; //P_Staff1
  2709. getitem 2457,1; //Para_Team_Boots2
  2710. getitem 15010,1; //Para_Team_Uniform2
  2711. next;
  2712. mes "[Michael]";
  2713. mes "I hope they're useful to you.";
  2714. close;
  2715. }
  2716. if (Class == Job_Gunslinger) {
  2717. mes "[Michael]";
  2718. mes "We only have 1 weapon for you.";
  2719. next;
  2720. mes "[Michael]";
  2721. mes "Eden Revolver I: Revolver. HIT-5, attack 44.";
  2722. mes "It is Lv. 2 and the required level is 26.";
  2723. next;
  2724. mes "[Michael]";
  2725. mes "It also can't be traded with other players or be refined.";
  2726. next;
  2727. mes "[Michael]";
  2728. mes "You'll receive the Eden Revolver I.";
  2729. next;
  2730. mes "[Michael]";
  2731. mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
  2732. next;
  2733. if (para_suv02 == 0) {
  2734. mes "[Michael]";
  2735. mes "You don't have a record of receiving any supplies";
  2736. mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
  2737. set para_suv01, 23;
  2738. set para_suv02, 2;
  2739. getitem 13112,1; //P_Revolver1
  2740. getitem 2457,1; //Para_Team_Boots2
  2741. getitem 15010,1; //Para_Team_Uniform2
  2742. getitem 5583,1; //Para_Team_Hat
  2743. getitem 2560,1; //Para_Team_Manteau
  2744. next;
  2745. mes "[Michael]";
  2746. mes "Check your supplies again and look after it.";
  2747. close;
  2748. }
  2749. mes "[Michael]";
  2750. mes "A Revolver, Uniform and Boots all 3 supplies.";
  2751. mes "Please check it again.";
  2752. set para_suv01,23;
  2753. set para_suv02,2;
  2754. getitem 13112,1; //P_Revolver1
  2755. getitem 2457,1; //Para_Team_Boots2
  2756. getitem 15010,1; //Para_Team_Uniform2
  2757. next;
  2758. mes "[Michael]";
  2759. mes "I hope they're useful to you.";
  2760. close;
  2761. }
  2762. mes "[Michael]";
  2763. mes "Let me see... you will receive..";
  2764. mes "the Eden Group Boots II and Uniform II.";
  2765. next;
  2766. if (para_suv02 == 0) {
  2767. mes "[Michael]";
  2768. mes "I don't know what weapon will suit you so, you'll get a Dagger.";
  2769. mes "You don't have a record of receiving any supplies";
  2770. mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
  2771. set para_suv01,23;
  2772. set para_suv02,2;
  2773. getitem 13050,1; //P_Dagger1
  2774. getitem 2457,1; //Para_Team_Boots2
  2775. getitem 15010,1; //Para_Team_Uniform2
  2776. getitem 5583,1; //Para_Team_Hat
  2777. getitem 2560,1; //Para_Team_Manteau
  2778. next;
  2779. mes "[Michael]";
  2780. mes "Check your supplies again and look after it.";
  2781. close;
  2782. }
  2783. mes "[Michael]";
  2784. mes "A Weapon, Uniform and Boots all 3 supplies.";
  2785. mes "I don't know what weapon will suit you so, you'll get a Dagger.";
  2786. mes "Please check it again.";
  2787. set para_suv01,23;
  2788. set para_suv02,2;
  2789. getitem 13050,1; //P_Dagger1
  2790. getitem 2457,1; //Para_Team_Boots2
  2791. getitem 15010,1; //Para_Team_Uniform2
  2792. next;
  2793. mes "[Michael]";
  2794. mes "I hope they're useful to you.";
  2795. close;
  2796. }
  2797. }
  2798. if (para_suv01 == 37) {
  2799. mes "[Michael]";
  2800. mes "You've completed the last training course.";
  2801. mes "It's time for you to receive a new weapon.";
  2802. next;
  2803. mes "[Michael]";
  2804. mes "We have more upgraded weapons, uniforms and boots.";
  2805. mes "Ah, in case of the weapon that was made only for 1st jobs.";
  2806. mes "So, I can't offer them to higher jobs.";
  2807. next;
  2808. mes "[Michael]";
  2809. mes "^4d4dffPlease check you inventory to get those supplies.^000000";
  2810. next;
  2811. switch (select("I'll come back.:I have enough room.")) {
  2812. case 1:
  2813. mes "[Michael]";
  2814. mes "Make sure you have enough room.";
  2815. close;
  2816. case 2:
  2817. if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) {
  2818. mes "[Michael]";
  2819. mes "What kind of weapon do you want?";
  2820. mes "We have one and Two-handed swords.";
  2821. mes "Here are the options.";
  2822. next;
  2823. mes "[Michael]";
  2824. mes "Eden Saber II: One-handed sword. attack 170.";
  2825. mes "Eden Slayer II: Two-handed sword. attack 185.";
  2826. mes "Both of them are Lv. 2 weapons and the required level is 40.";
  2827. next;
  2828. mes "[Michael]";
  2829. mes "They also can't be traded with other players or be refined.";
  2830. next;
  2831. switch (select("Eden Saber II:Eden Slayer II")) {
  2832. case 1:
  2833. mes "[Michael]";
  2834. mes "You've chosen the Eden Sabre II.";
  2835. mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
  2836. next;
  2837. if (para_suv02 == 0) {
  2838. mes "[Michael]";
  2839. mes "You don't have a record of receiving any supplies";
  2840. mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
  2841. set para_suv01, 38;
  2842. set para_suv02, 3;
  2843. getitem 13424,1; //P_Sabre2
  2844. getitem 2458,1; //Para_Team_Boots3
  2845. getitem 15011,1; //Para_Team_Uniform3
  2846. getitem 5583,1; //Para_Team_Hat
  2847. getitem 2560,1; //Para_Team_Manteau
  2848. next;
  2849. mes "[Michael]";
  2850. mes "Check your supplies again and look after it.";
  2851. close;
  2852. }
  2853. mes "[Michael]";
  2854. mes "A One-handed sword, Uniform, and Boots all 3 supplies.";
  2855. mes "Please check it again.";
  2856. set para_suv01,38;
  2857. set para_suv02,3;
  2858. getitem 13424,1; //P_Sabre2
  2859. getitem 2458,1; //Para_Team_Boots3
  2860. getitem 15011,1; //Para_Team_Uniform3
  2861. next;
  2862. mes "[Michael]";
  2863. mes "I hope they're useful to you.";
  2864. close;
  2865. case 2:
  2866. mes "[Michael]";
  2867. mes "You've chosen the Eden Slayer II.";
  2868. mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
  2869. next;
  2870. if (para_suv02 == 0) {
  2871. mes "[Michael]";
  2872. mes "You don't have a record of receiving any supplies";
  2873. mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
  2874. set para_suv01,38;
  2875. set para_suv02,3;
  2876. getitem 1193,1; //P_Slayer2
  2877. getitem 2458,1; //Para_Team_Boots3
  2878. getitem 15011,1; //Para_Team_Uniform3
  2879. getitem 5583,1; //Para_Team_Hat
  2880. getitem 2560,1; //Para_Team_Manteau
  2881. next;
  2882. mes "[Michael]";
  2883. mes "Check your supplies again and look after it.";
  2884. close;
  2885. }
  2886. mes "[Michael]";
  2887. mes "A Two-handed sword, Uniform, and Boots all 3 supplies.";
  2888. mes "Please check it again.";
  2889. set para_suv01,38;
  2890. set para_suv02,3;
  2891. getitem 1193,1; //P_Slayer2
  2892. getitem 2458,1; //Para_Team_Boots3
  2893. getitem 15011,1; //Para_Team_Uniform3
  2894. next;
  2895. mes "[Michael]";
  2896. mes "I hope they're useful to you.";
  2897. close;
  2898. }
  2899. }
  2900. if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue) {
  2901. mes "[Michael]";
  2902. mes "We only have 1 weapon for you.";
  2903. next;
  2904. mes "[Michael]";
  2905. mes "Eden Dagger II: Dagger. MATK+70, attack 158.";
  2906. mes "It is Lv. 2 and the required level is 40.";
  2907. next;
  2908. mes "[Michael]";
  2909. mes "It also can't be traded with other players or be refined.";
  2910. next;
  2911. mes "[Michael]";
  2912. mes "You'll receive the Eden Dagger II.";
  2913. next;
  2914. mes "[Michael]";
  2915. mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
  2916. next;
  2917. if (para_suv02 == 0) {
  2918. mes "[Michael]";
  2919. mes "You don't have a record of receiving any supplies";
  2920. mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
  2921. set para_suv02, 3;
  2922. getitem 13051,1; //P_Dagger2
  2923. getitem 2458,1; //Para_Team_Boots3
  2924. getitem 15011,1; //Para_Team_Uniform3
  2925. getitem 5583,1; //Para_Team_Hat
  2926. getitem 2560,1; //Para_Team_Manteau
  2927. next;
  2928. mes "[Michael]";
  2929. mes "Check your supplies again and look after it.";
  2930. close;
  2931. }
  2932. mes "[Michael]";
  2933. mes "A Dagger, Uniform, and Boots all 3 supplies.";
  2934. mes "Please check it again.";
  2935. set para_suv01,38;
  2936. set para_suv02,3;
  2937. getitem 13051,1; //P_Dagger2
  2938. getitem 2458,1; //Para_Team_Boots3
  2939. getitem 15011,1; //Para_Team_Uniform3
  2940. next;
  2941. mes "[Michael]";
  2942. mes "I hope they're useful to you.";
  2943. close;
  2944. }
  2945. if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) {
  2946. mes "[Michael]";
  2947. mes "What kind of weapon do you want?";
  2948. mes "We have a mace and a staff.";
  2949. mes "Here are the options.";
  2950. next;
  2951. mes "[Michael]";
  2952. mes "Eden Mace II: Mace. attack 163.";
  2953. mes "Eden Staff II: Staff. INT+3, MATK+150, attack 60.";
  2954. mes "Both of them are Lv. 2 weapons and the required level is 40.";
  2955. next;
  2956. mes "[Michael]";
  2957. mes "They also can't be traded with other players or be refined.";
  2958. next;
  2959. switch (select("Eden Staff II:Eden Mace II")) {
  2960. case 1:
  2961. mes "[Michael]";
  2962. mes "You've chosen the Eden Staff II.";
  2963. mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
  2964. next;
  2965. if (para_suv02 == 0) {
  2966. mes "[Michael]";
  2967. mes "You don't have a record of receiving any supplies";
  2968. mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
  2969. set para_suv01,38;
  2970. set para_suv02,3;
  2971. getitem 1651,1; //P_Staff2
  2972. getitem 2458,1; //Para_Team_Boots3
  2973. getitem 15011,1; //Para_Team_Uniform3
  2974. getitem 5583,1; //Para_Team_Hat
  2975. getitem 2560,1; //Para_Team_Manteau
  2976. next;
  2977. mes "[Michael]";
  2978. mes "Check your supplies again and look after it.";
  2979. close;
  2980. }
  2981. mes "[Michael]";
  2982. mes "A Staff, Uniform, and Boots all 3 supplies.";
  2983. mes "Please check it again.";
  2984. set para_suv01,38;
  2985. set para_suv02,3;
  2986. getitem 1651,1; //P_Staff2
  2987. getitem 2458,1; //Para_Team_Boots3
  2988. getitem 15011,1; //Para_Team_Uniform3
  2989. next;
  2990. mes "[Michael]";
  2991. mes "I hope they're useful to you.";
  2992. close;
  2993. case 2:
  2994. mes "[Michael]";
  2995. mes "You've chosen the Eden Mace II.";
  2996. mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
  2997. next;
  2998. if (para_suv02 == 0) {
  2999. mes "[Michael]";
  3000. mes "You don't have a record of receiving any supplies";
  3001. mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
  3002. set para_suv01,38;
  3003. set para_suv02,3;
  3004. getitem 16005,1; //P_Mace2
  3005. getitem 2458,1; //Para_Team_Boots3
  3006. getitem 15011,1; //Para_Team_Uniform3
  3007. getitem 5583,1; //Para_Team_Hat
  3008. getitem 2560,1; //Para_Team_Manteau
  3009. next;
  3010. mes "[Michael]";
  3011. mes "Check your supplies again and look after it.";
  3012. close;
  3013. }
  3014. mes "[Michael]";
  3015. mes "A Mace, Uniform, and Boots all 3 supplies.";
  3016. mes "Please check it again.";
  3017. set para_suv01,38;
  3018. set para_suv02,3;
  3019. getitem 16005,1; //P_Mace2
  3020. getitem 2458,1; //Para_Team_Boots3
  3021. getitem 15011,1; //Para_Team_Uniform3
  3022. next;
  3023. mes "[Michael]";
  3024. mes "I hope they're useful to you.";
  3025. close;
  3026. }
  3027. }
  3028. if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) {
  3029. mes "[Michael]";
  3030. mes "We only have 1 weapon for you.";
  3031. next;
  3032. mes "[Michael]";
  3033. mes "Eden Bow II: Bow. attack 82.";
  3034. mes "It is Lv. 2 and the required level is 40.";
  3035. next;
  3036. mes "[Michael]";
  3037. mes "It also can't be traded with other players or be refined.";
  3038. next;
  3039. mes "[Michael]";
  3040. mes "You'll receive the Eden Bow II.";
  3041. next;
  3042. mes "[Michael]";
  3043. mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
  3044. next;
  3045. if (para_suv02 == 0) {
  3046. mes "[Michael]";
  3047. mes "You don't have a record of receiving any supplies";
  3048. mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
  3049. set para_suv01,38;
  3050. set para_suv02,3;
  3051. getitem 1748,1; //P_Bow2
  3052. getitem 2458,1; //Para_Team_Boots3
  3053. getitem 15011,1; //Para_Team_Uniform3
  3054. getitem 5583,1; //Para_Team_Hat
  3055. getitem 2560,1; //Para_Team_Manteau
  3056. next;
  3057. mes "[Michael]";
  3058. mes "Check your supplies again and look after it.";
  3059. close;
  3060. }
  3061. mes "[Michael]";
  3062. mes "A Bow, Uniform, and Boots all 3 supplies.";
  3063. mes "Please check it again.";
  3064. set para_suv01,38;
  3065. set para_suv02,3;
  3066. getitem 1748,1; //P_Bow2
  3067. getitem 2458,1; //Para_Team_Boots3
  3068. getitem 15011,1; //Para_Team_Uniform3
  3069. next;
  3070. mes "[Michael]";
  3071. mes "I hope they're useful to you.";
  3072. close;
  3073. }
  3074. if (Class == Job_Novice || Class == Job_Novice_High || Class == Job_SuperNovice || Class == Job_Soul_Linker || Class == Job_Ninja) {
  3075. mes "[Michael]";
  3076. mes "We only have 1 weapon for you.";
  3077. next;
  3078. mes "[Michael]";
  3079. mes "Eden Dagger II: Dagger. MATK+70, attack 158.";
  3080. mes "It is Lv. 2 and the required level is 40.";
  3081. next;
  3082. mes "[Michael]";
  3083. mes "It also can't be traded with other players or be refined.";
  3084. next;
  3085. mes "[Michael]";
  3086. mes "You'll receive the Eden Dagger II.";
  3087. next;
  3088. mes "[Michael]";
  3089. mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
  3090. next;
  3091. if (para_suv02 == 0) {
  3092. mes "[Michael]";
  3093. mes "You don't have a record of receiving any supplies";
  3094. mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
  3095. set para_suv01,38;
  3096. set para_suv02,3;
  3097. getitem 13051,1; //P_Dagger2
  3098. getitem 2458,1; //Para_Team_Boots3
  3099. getitem 15011,1; //Para_Team_Uniform3
  3100. getitem 5583,1; //Para_Team_Hat
  3101. getitem 2560,1; //Para_Team_Manteau
  3102. next;
  3103. mes "[Michael]";
  3104. mes "Check your supplies again and look after it.";
  3105. close;
  3106. }
  3107. mes "[Michael]";
  3108. mes "A Dagger, Uniform, and Boots all 3 supplies.";
  3109. mes "Please check it again.";
  3110. set para_suv01, 38;
  3111. set para_suv02, 3;
  3112. getitem 13051,1; //P_Dagger2
  3113. getitem 2458,1; //Para_Team_Boots3
  3114. getitem 15011,1; //Para_Team_Uniform3
  3115. next;
  3116. mes "[Michael]";
  3117. mes "I hope they're useful to you.";
  3118. close;
  3119. }
  3120. if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) {
  3121. mes "[Michael]";
  3122. mes "We only have 1 weapon for you.";
  3123. next;
  3124. mes "[Michael]";
  3125. mes "Eden Staff II: Staff. INT+3, MATK+155, attack 60.";
  3126. mes "It is Lv. 2 and the required level is 40.";
  3127. next;
  3128. mes "[Michael]";
  3129. mes "It also can't be traded with other players or be refined.";
  3130. next;
  3131. mes "[Michael]";
  3132. mes "You'll receive the Eden Staff II.";
  3133. next;
  3134. mes "[Michael]";
  3135. mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
  3136. next;
  3137. if (para_suv02 == 0) {
  3138. mes "[Michael]";
  3139. mes "You don't have a record of receiving any supplies";
  3140. mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
  3141. set para_suv01,38;
  3142. set para_suv02,3;
  3143. getitem 1651,1; //P_Staff2
  3144. getitem 2458,1; //Para_Team_Boots3
  3145. getitem 15011,1; //Para_Team_Uniform3
  3146. getitem 5583,1; //Para_Team_Hat
  3147. getitem 2560,1; //Para_Team_Manteau
  3148. next;
  3149. mes "[Michael]";
  3150. mes "Check your supplies again and look after it.";
  3151. close;
  3152. }
  3153. mes "[Michael]";
  3154. mes "A Staff, Uniform, and Boots all 3 supplies.";
  3155. mes "Please check it again.";
  3156. set para_suv01,38;
  3157. set para_suv02,3;
  3158. getitem 1651,1; //P_Staff2
  3159. getitem 2458,1; //Para_Team_Boots3
  3160. getitem 15011,1; //Para_Team_Uniform3
  3161. next;
  3162. mes "[Michael]";
  3163. mes "I hope they're useful to you.";
  3164. close;
  3165. }
  3166. if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) {
  3167. mes "[Michael]";
  3168. mes "What kind of weapon do you want?";
  3169. mes "We have a mace and a one-handed sword.";
  3170. mes "Here are the options.";
  3171. next;
  3172. mes "[Michael]";
  3173. mes "Eden Saber II: One-handed sword. attack 170.";
  3174. mes "Eden Mace II: Mace. attack 163.";
  3175. mes "Both of them are Lv. 2 weapons and the required level is 40.";
  3176. next;
  3177. mes "[Michael]";
  3178. mes "They also can't be traded with other players or be refined.";
  3179. next;
  3180. switch (select("Eden Saber II:Eden Mace II")) {
  3181. case 1:
  3182. mes "[Michael]";
  3183. mes "You've chosen the Eden Sabre II.";
  3184. mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
  3185. next;
  3186. if (para_suv02 == 0) {
  3187. mes "[Michael]";
  3188. mes "You don't have a record of receiving any supplies";
  3189. mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
  3190. set para_suv01,38;
  3191. set para_suv02,3;
  3192. getitem 13424,1; //P_Sabre2
  3193. getitem 2458,1; //Para_Team_Boots3
  3194. getitem 15011,1; //Para_Team_Uniform3
  3195. getitem 5583,1; //Para_Team_Hat
  3196. getitem 2560,1; //Para_Team_Manteau
  3197. next;
  3198. mes "[Michael]";
  3199. mes "Check your supplies again and look after it.";
  3200. close;
  3201. }
  3202. mes "[Michael]";
  3203. mes "A One-handed sword, Uniform and Boots all 3 supplies.";
  3204. mes "Please check it again.";
  3205. set para_suv01,38;
  3206. set para_suv02,3;
  3207. getitem 13424,1; //P_Sabre2
  3208. getitem 2458,1; //Para_Team_Boots3
  3209. getitem 15011,1; //Para_Team_Uniform3
  3210. next;
  3211. mes "[Michael]";
  3212. mes "I hope they're useful to you.";
  3213. close;
  3214. case 2:
  3215. mes "[Michael]";
  3216. mes "You've chosen the Eden Mace II.";
  3217. mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
  3218. next;
  3219. if (para_suv02 == 0) {
  3220. mes "[Michael]";
  3221. mes "You don't have a record of receiving any supplies";
  3222. mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
  3223. set para_suv01, 38;
  3224. set para_suv02, 3;
  3225. getitem 16005,1; //P_Mace2
  3226. getitem 2458,1; //Para_Team_Boots3
  3227. getitem 15011,1; //Para_Team_Uniform3
  3228. getitem 5583,1; //Para_Team_Hat
  3229. getitem 2560,1; //Para_Team_Manteau
  3230. next;
  3231. mes "[Michael]";
  3232. mes "Check your supplies again and look after it.";
  3233. close;
  3234. }
  3235. mes "[Michael]";
  3236. mes "A Mace, Uniform and Boots all 3 supplies.";
  3237. mes "Please check it again.";
  3238. set para_suv01,38;
  3239. set para_suv02,3;
  3240. getitem 16005,1; //P_Mace2
  3241. getitem 2458,1; //Para_Team_Boots3
  3242. getitem 15011,1; //Para_Team_Uniform3
  3243. next;
  3244. mes "[Michael]";
  3245. mes "I hope they're useful to you.";
  3246. close;
  3247. }
  3248. }
  3249. if (Class == Job_Gunslinger) {
  3250. mes "[Michael]";
  3251. mes "We only have 1 weapon for you.";
  3252. next;
  3253. mes "[Michael]";
  3254. mes "Eden Revolver II: Revolver. HIT-5, attack 60.";
  3255. mes "It is Lv. 2 and the required level is 40.";
  3256. next;
  3257. mes "[Michael]";
  3258. mes "It also can't be traded with other players or be refined.";
  3259. next;
  3260. mes "[Michael]";
  3261. mes "You'll receive the Eden Revolver II.";
  3262. next;
  3263. mes "[Michael]";
  3264. mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
  3265. next;
  3266. if (para_suv02 == 0) {
  3267. mes "[Michael]";
  3268. mes "You don't have a record of receiving any supplies";
  3269. mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
  3270. set para_suv01,38;
  3271. set para_suv02,3;
  3272. getitem 13113,1; //P_Revolver2
  3273. getitem 2458,1; //Para_Team_Boots3
  3274. getitem 15011,1; //Para_Team_Uniform3
  3275. getitem 5583,1; //Para_Team_Hat
  3276. getitem 2560,1; //Para_Team_Manteau
  3277. next;
  3278. mes "[Michael]";
  3279. mes "Check your supplies again and look after it.";
  3280. close;
  3281. }
  3282. mes "[Michael]";
  3283. mes "A Revolver, Uniform and Boots all 3 supplies.";
  3284. mes "Please check it again.";
  3285. set para_suv01,38;
  3286. set para_suv02,3;
  3287. getitem 13113,1; //P_Revolver2
  3288. getitem 2458,1; //Para_Team_Boots3
  3289. getitem 15011,1; //Para_Team_Uniform3
  3290. next;
  3291. mes "[Michael]";
  3292. mes "I hope they're useful to you.";
  3293. close;
  3294. }
  3295. mes "[Michael]";
  3296. mes "Let me see... you will receive..";
  3297. mes "the Eden Group Boots III and Uniform III.";
  3298. next;
  3299. if (para_suv02 == 0) {
  3300. mes "[Michael]";
  3301. mes "You don't have a record of receiving any supplies";
  3302. mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
  3303. set para_suv01,38;
  3304. set para_suv02,3;
  3305. getitem 2458,1; //Para_Team_Boots3
  3306. getitem 15011,1; //Para_Team_Uniform3
  3307. getitem 5583,1; //Para_Team_Hat
  3308. getitem 2560,1; //Para_Team_Manteau
  3309. next;
  3310. mes "[Michael]";
  3311. mes "Check your supplies again and look after it.";
  3312. close;
  3313. }
  3314. mes "[Michael]";
  3315. mes "A Uniform and Boots all 2 supplies.";
  3316. mes "Please check it again.";
  3317. set para_suv01,38;
  3318. set para_suv02,3;
  3319. getitem 2458,1; //Para_Team_Boots3
  3320. getitem 15011,1; //Para_Team_Uniform3
  3321. next;
  3322. mes "[Michael]";
  3323. mes "I hope they're useful to you.";
  3324. close;
  3325. }
  3326. mes "[Michael]";
  3327. mes "Wait...I will check the record...";
  3328. mes "...";
  3329. mes "...hummmm.";
  3330. next;
  3331. mes "[Michael]";
  3332. mes "Sorry, but I can't find any record that you can obtain supplies.";
  3333. mes "Are you sure?";
  3334. close;
  3335. }
  3336. case 2:
  3337. mes "[Michael]";
  3338. mes "We store weapons, armor and other goods which were created by the Eden Group here.";
  3339. mes "We also have a lot of special stuff.";
  3340. next;
  3341. mes "[Michael]";
  3342. mes "To prepare for emergencies, we hav enough equipment and supplies for an entire army.";
  3343. mes "Frankly... we don't have a use for it now but in case soemthing happens like in Morroc.";
  3344. next;
  3345. mes "[Michael]";
  3346. mes "Just take a look around and don't touch anything.";
  3347. next;
  3348. mes "[Michael]";
  3349. mes "If I make a mistake, Reke will punish me.";
  3350. close;
  3351. case 3:
  3352. mes "[Michael]";
  3353. mes "You mean upgrading equipment, right?";
  3354. mes "We can only upgrade the Eden Group Hat.";
  3355. next;
  3356. if (para_suv02 == 3) {
  3357. if (countitem(5583) > 0) {
  3358. disable_items;
  3359. mes "[Michael]";
  3360. mes "What status bonus do you want to upgrade?";
  3361. next;
  3362. switch (select("Upgrade STR:Upgrade AGI:Upgrade VIT:Upgrade INT:Upgrade DEX:Upgrade LUK:Nevermind.")) {
  3363. case 1:
  3364. mes "[Michael]";
  3365. mes "I see.";
  3366. mes "I will ^4d4dffUpgrade STR^000000.";
  3367. mes "Are you sure?";
  3368. next;
  3369. switch (select("Yes I am.:No wait.")) {
  3370. case 1:
  3371. mes "[Michael]";
  3372. mes "I will start to upgrade.";
  3373. next;
  3374. mes "[Michael]";
  3375. mes "Here you are.";
  3376. set para_suv02,4;
  3377. delitem 5583,1;
  3378. getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4701;
  3379. close;
  3380. case 2:
  3381. mes "[Michael]";
  3382. mes "Don't you want to upgrade?";
  3383. close;
  3384. }
  3385. case 2:
  3386. mes "[Michael]";
  3387. mes "I see.";
  3388. mes "I will ^4d4dffUpgrade AGI^000000.";
  3389. mes "Are you sure?";
  3390. next;
  3391. switch (select("Yes I am.:No wait.")) {
  3392. case 1:
  3393. mes "[Michael]";
  3394. mes "I will start to upgrade.";
  3395. next;
  3396. mes "[Michael]";
  3397. mes "Here you are.";
  3398. set para_suv02,4;
  3399. delitem 5583,1;
  3400. getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4731;
  3401. close;
  3402. case 2:
  3403. mes "[Michael]";
  3404. mes "Don't you want to upgrade?";
  3405. close;
  3406. }
  3407. case 3:
  3408. mes "[Michael]";
  3409. mes "I see.";
  3410. mes "I will ^4d4dffUpgrade VIT^000000.";
  3411. mes "Are you sure?";
  3412. next;
  3413. switch (select("Yes I am.:No wait.")) {
  3414. case 1:
  3415. mes "[Michael]";
  3416. mes "I will start to upgrade.";
  3417. next;
  3418. mes "[Michael]";
  3419. mes "Here you are.";
  3420. set para_suv02,4;
  3421. delitem 5583,1;
  3422. getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4741;
  3423. close;
  3424. case 2:
  3425. mes "[Michael]";
  3426. mes "Don't you want to upgrade?";
  3427. close;
  3428. }
  3429. case 4:
  3430. mes "[Michael]";
  3431. mes "I see.";
  3432. mes "I will ^4d4dffUpgrade INT^000000.";
  3433. mes "Are you sure?";
  3434. next;
  3435. switch (select("Yes I am.:No wait.")) {
  3436. case 1:
  3437. mes "[Michael]";
  3438. mes "I will start to upgrade.";
  3439. next;
  3440. mes "[Michael]";
  3441. mes "Here you are.";
  3442. set para_suv02,4;
  3443. delitem 5583,1;
  3444. getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4711;
  3445. close;
  3446. case 2:
  3447. mes "[Michael]";
  3448. mes "Don't you want to upgrade?";
  3449. close;
  3450. }
  3451. case 5:
  3452. mes "[Michael]";
  3453. mes "I see.";
  3454. mes "I will ^4d4dffUpgrade DEX^000000.";
  3455. mes "Are you sure?";
  3456. next;
  3457. switch (select("Yes I am.:No wait.")) {
  3458. case 1:
  3459. mes "[Michael]";
  3460. mes "I will start to upgrade.";
  3461. next;
  3462. mes "[Michael]";
  3463. mes "Here you are.";
  3464. set para_suv02, 4;
  3465. delitem 5583,1;
  3466. getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4721;
  3467. close;
  3468. case 2:
  3469. mes "[Michael]";
  3470. mes "Don't you want to upgrade?";
  3471. close;
  3472. }
  3473. case 6:
  3474. mes "[Michael]";
  3475. mes "I see.";
  3476. mes "I will ^4d4dffUpgrade LUK^000000.";
  3477. mes "Are you sure?";
  3478. next;
  3479. switch (select("Yes I am.:No wait.")) {
  3480. case 1:
  3481. mes "[Michael]";
  3482. mes "I will start to upgrade.";
  3483. next;
  3484. mes "[Michael]";
  3485. mes "Here you are.";
  3486. set para_suv02, 4;
  3487. delitem 5583,1;
  3488. getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4751;
  3489. close;
  3490. case 2:
  3491. mes "[Michael]";
  3492. mes "Don't you want to upgrade?";
  3493. close;
  3494. }
  3495. case 7:
  3496. mes "[Michael]";
  3497. mes "Why? It'll be beter than it is.";
  3498. mes "Anyway, we can only offer you one Hat.";
  3499. next;
  3500. mes "[Michael]";
  3501. mes "What you do with it is up to you.";
  3502. close;
  3503. }
  3504. }
  3505. mes "[Michael]";
  3506. mes "First come with a Hat that you want me to upgrade.";
  3507. mes "Make sure that it's in your inventory, got it?";
  3508. close;
  3509. }
  3510. if (para_suv02 == 4) {
  3511. mes "[Michael]";
  3512. mes "Umm, didn't you upgrade this already?";
  3513. mes "According to the records";
  3514. mes ""+strcharinfo(0)+": Has already upgraded their Hat.";
  3515. next;
  3516. mes "[Michael]";
  3517. mes "We can only offer 1 upgrade.";
  3518. mes "Sorry but I can't do it twice.";
  3519. close;
  3520. }
  3521. mes "[Michael]";
  3522. mes "You haven't received all the supplies up to step 3.";
  3523. mes "Upgrading your Hat is a special service.";
  3524. next;
  3525. mes "[Michael]";
  3526. mes "Sorry but I can't help you.";
  3527. close;
  3528. }
  3529. }
  3530. moc_para01,179,44,3 script Chef 820,{
  3531. mes "[Chef]";
  3532. mes "What's up?";
  3533. mes "Do you want a Meal? Or do you have other business?";
  3534. next;
  3535. switch (select("Order a meal.:Talk.")) {
  3536. case 1:
  3537. mes "[Chef]";
  3538. mes "Choose one of the three course meals A, B or C.";
  3539. mes "Do you want a explanation?";
  3540. next;
  3541. switch (select("I want a explanation.:Order course meal A:Order course meal B:Order course meal C:End Conversation.")) {
  3542. case 1:
  3543. mes "[Chef]";
  3544. mes "Uh? what do you want to know?";
  3545. next;
  3546. switch (select("About course meal A.:About course meal B.:About course meal C.:End Conversation.")) {
  3547. case 1:
  3548. mes "[Chef]";
  3549. mes "Course meal A is for nomal people.";
  3550. mes "It has three kinds of dishes and the main is....";
  3551. mes " ";
  3552. mes "-Chef is trying to point to a dish in the picture. There is a black roll.-";
  3553. next;
  3554. mes "[Chef]";
  3555. mes "It's made of sea grass so, it's dry like paper.";
  3556. mes "It's a roll with steamed rice, vegetables and meat inside.";
  3557. mes "It seems simple but it is really good and healthy.";
  3558. next;
  3559. mes "[Chef]";
  3560. mes "The ingredients mix well with the spicy sauce.";
  3561. mes "It is also mixed with chopped meat like sausages.";
  3562. next;
  3563. mes "[Chef]";
  3564. mes "It's simple and cheap so it is really popular with everyone.";
  3565. mes "Just 3,000 Zeny.";
  3566. mes "You will feel satisfied after eating it.";
  3567. close;
  3568. case 2:
  3569. mes "[Chef]";
  3570. mes "Um course meal B is.";
  3571. mes "I make a sauce with aromatic vegetables and meat in a soup.";
  3572. next;
  3573. mes "[Chef]";
  3574. mes "The meat is boiled so it is fork tender in the soup.";
  3575. mes "When the soup is almost done I add noodles for the finishing touch.";
  3576. next;
  3577. mes "[Chef]";
  3578. mes "It's a good dish to share with your friends.";
  3579. mes "It's 4,000 Zeny.";
  3580. mes "It's a very fun dish to enjoy.";
  3581. close;
  3582. case 3:
  3583. mes "[Chef]";
  3584. mes "Now for course meal C...";
  3585. mes "It's a masterpiece of meat... Legend of the meat class!";
  3586. next;
  3587. mes "[Chef]";
  3588. mes "Beef, bacon,";
  3589. mes "strip loin,";
  3590. mes "rib eye roll";
  3591. mes "...";
  3592. next;
  3593. mes "[Chef]";
  3594. mes "Do you need more information?";
  3595. mes "Don't worry.";
  3596. mes "I use the besk oak to smoke it.";
  3597. mes "Ah, it's 5,000 Zeny. Cheap isn't it? I only use the best meat so don't worry.";
  3598. close;
  3599. case 4:
  3600. mes "[Chef]";
  3601. mes "I don't have enough time to chat with you...";
  3602. close;
  3603. }
  3604. case 2:
  3605. mes "[Chef]";
  3606. mes "Course meal A?";
  3607. mes "Ah, Kim-dduck-soon.";
  3608. mes "It's the representative meal for normal citizens.";
  3609. next;
  3610. if (countitem(6219) > 0) {
  3611. if (Zeny > 2699) {
  3612. mes "[Chef]";
  3613. mes "Hey, here you are.";
  3614. mes "Enjoy your meal.";
  3615. next;
  3616. mes "- After eating the meal, You feel a little bit full.";
  3617. mes "You've recovered some HP and SP. -";
  3618. set Zeny, Zeny - 2700;
  3619. percentheal 50,0;
  3620. percentheal 0,50;
  3621. close;
  3622. }
  3623. mes "[Chef]";
  3624. mes "This meal costs 3,000 zeny but I will serve it for 2,700.";
  3625. mes "Since you are a eden member you get a 10% discount so, it's 2,700 zeny.";
  3626. close;
  3627. }
  3628. if (Zeny > 2999) {
  3629. mes "[Chef]";
  3630. mes "Hey, here you are.";
  3631. mes "Enjoy your meal.";
  3632. next;
  3633. mes "- After eating the meal, You feel a little bit full.";
  3634. mes "You've recovered some HP and SP. -";
  3635. set Zeny, Zeny - 3000;
  3636. percentheal 50,0;
  3637. percentheal 0,50;
  3638. close;
  3639. }
  3640. mes "[Chef]";
  3641. mes "This meal costs 3,000 zeny.";
  3642. mes "How many times do I have to tell you?";
  3643. close;
  3644. case 3:
  3645. mes "[Chef]";
  3646. mes "Course meal B?";
  3647. mes "This food with meat and vegetables in hot soup has it's origins from nomadic life under the cold and dry nature.";
  3648. next;
  3649. if (countitem(6219) > 0) {
  3650. if (Zeny > 3599) {
  3651. mes "[Chef]";
  3652. mes "Hey, here you are.";
  3653. mes "Enjoy your meal.";
  3654. next;
  3655. mes "- After eating the meal, You feel a little bit full.";
  3656. mes "You've recovered some HP and SP. -";
  3657. set Zeny, Zeny - 3600;
  3658. percentheal 75,0;
  3659. percentheal 0,75;
  3660. close;
  3661. }
  3662. mes "[Chef]";
  3663. mes "This meal costs 4,000 zeny but I will serve it for 3,600.";
  3664. mes "Since you are a eden member you get a 10% discount so, it's 3,600 zeny.";
  3665. close;
  3666. }
  3667. if (Zeny > 3999) {
  3668. mes "[Chef]";
  3669. mes "Hey, here you are.";
  3670. mes "Enjoy your meal.";
  3671. next;
  3672. mes "- After eating the meal, You feel a little bit full.";
  3673. mes "You've recovered some HP and SP. -";
  3674. set Zeny, Zeny - 4000;
  3675. percentheal 75,0;
  3676. percentheal 0,75;
  3677. close;
  3678. }
  3679. mes "[Chef]";
  3680. mes "This meal costs 4,000 zeny.";
  3681. mes "How many times do I have to tell you?";
  3682. close;
  3683. case 4:
  3684. if (countitem(6219) > 0) {
  3685. if (Zeny > 4499) {
  3686. mes "[Chef]";
  3687. mes "Hey, here you are.";
  3688. mes "Enjoy your meal.";
  3689. next;
  3690. mes "- The Rib Eye Roll is grilled on the oak.";
  3691. mes "- After eating the meal, You feel a little bit full.";
  3692. mes "You've recovered your HP and SP. -";
  3693. set Zeny, Zeny - 4500;
  3694. percentheal 100,0;
  3695. percentheal 0,100;
  3696. close;
  3697. }
  3698. mes "[Chef]";
  3699. mes "This meal costs 5,000 zeny but I will serve it for 4,500.";
  3700. mes "Since you are a eden member you get a 10% discount so, it's 4,500 zeny.";
  3701. close;
  3702. }
  3703. if (Zeny > 4999) {
  3704. mes "[Chef]";
  3705. mes "Hey, here you are.";
  3706. mes "Enjoy your meal.";
  3707. next;
  3708. mes "Hey, here you are.";
  3709. mes "- The Rib Eye Roll is grilled on the oak.";
  3710. mes "- After eating the meal, You feel a little bit full.";
  3711. mes "You've recovered your HP and SP. -";
  3712. set Zeny, Zeny - 5000;
  3713. percentheal 100,0;
  3714. percentheal 0,100;
  3715. close;
  3716. }
  3717. mes "[Chef]";
  3718. mes "This meal costs 5,000 zeny.";
  3719. mes "How many times do I have to tell you?";
  3720. close;
  3721. case 5:
  3722. mes "[Chef]";
  3723. mes "It's up to you.";
  3724. close;
  3725. }
  3726. case 2:
  3727. if (countitem(6219) > 0) {
  3728. mes "[Chef]";
  3729. mes "Most jobs should be managed by yourself. So it might be difficult, right?";
  3730. mes "Actually it's harmful so they have requested continuously.";
  3731. next;
  3732. mes "[Chef]";
  3733. mes "Can't we all work together by helping each other out?";
  3734. mes "Anyway, you...";
  3735. next;
  3736. if (para_suv01 == 0) {
  3737. if (BaseLevel < 41) {
  3738. mes "[Chef]";
  3739. mes "How are you?";
  3740. mes "Ah... now you don't look like a beginner.";
  3741. mes "Do you want to know some good information?";
  3742. next;
  3743. mes "[Chef]";
  3744. mes "The Eden Group... sometimes receives jobs.";
  3745. mes "But they also manufacture armor and weapons by themselves.";
  3746. next;
  3747. mes "[Chef]";
  3748. mes "If you want, you can get a uniform from the Eden Group.";
  3749. next;
  3750. mes "[Chef]";
  3751. mes "To get it you need to complete their missions.";
  3752. mes "If you have any interest, meet Instructor Boya at the desk.";
  3753. close;
  3754. }
  3755. mes "[Chef]";
  3756. mes "You look like an expert...";
  3757. mes "umm emm.. ";
  3758. mes "umm emm.. ummm..";
  3759. next;
  3760. mes "[Chef]";
  3761. mes "Yes! I found a thing that you are missing!";
  3762. mes "You didn't get eden group uniform?";
  3763. next;
  3764. mes "[Chef]";
  3765. mes "Hmm, it's not neccessary but if you remain with the eden group, it would be a good symbol.";
  3766. next;
  3767. mes "[Chef]";
  3768. mes "You can't get it easily but..";
  3769. mes "If you have an interest, ask Instructor Boya at the desk.";
  3770. close;
  3771. }
  3772. mes "[Chef]";
  3773. mes "Sure, the uniform goes well with you.";
  3774. mes "Oh, sure.";
  3775. mes "The leader makes the designs these days.";
  3776. next;
  3777. mes "[Chef]";
  3778. mes "Ahah..especially the hat.";
  3779. mes "To.. me.. the hat... um.";
  3780. mes "It goes well with Laime but with Luke... I don't know..";
  3781. next;
  3782. switch (select("What about the hat?:Luke?")) {
  3783. case 1:
  3784. mes "[Chef]";
  3785. mes "Nothing. It's so cute.";
  3786. mes "I am concerned about the ribbon.";
  3787. mes "But, it is essential that I wear this hat..";
  3788. next;
  3789. mes "[Chef]";
  3790. mes "Hahahah I don't care.";
  3791. mes "I don't care at all!";
  3792. mes "Hahaha.. aaaahahahaha... ";
  3793. close;
  3794. case 2:
  3795. mes "[Chef]";
  3796. mes "He is a knife expert.";
  3797. mes "One of our guard leaders.";
  3798. mes "Who is also in charge of the security in this office.";
  3799. next;
  3800. mes "[Chef]";
  3801. mes "Almost everyone just hired wonders about him.";
  3802. mes "But Laime and Luke are totally different.";
  3803. next;
  3804. mes "[Chef]";
  3805. mes "The leaders have worked together for a long time.";
  3806. mes "But the leader wants to hide his past...";
  3807. next;
  3808. mes "[Chef]";
  3809. mes "What I guess is... he might be a son of a rich family.";
  3810. mes "Rumor is that Luke was the family guard.";
  3811. mes "Laime was a servant? Wasn't she?";
  3812. mes "What do you think about my story?";
  3813. next;
  3814. select(".....");
  3815. mes "[Chef]";
  3816. mes "............";
  3817. mes "Ahah..hey~ even if I talked useless things don't look at me like that";
  3818. mes "but it's really true that three people established this Eden Group.";
  3819. close;
  3820. }
  3821. }
  3822. mes "[Chef]";
  3823. mes "Uh? Missions. Did you find the right place?";
  3824. mes "Also let me se... you are not one of our members. How can I give you work?";
  3825. next;
  3826. mes "[Chef]";
  3827. mes "Just eat in the restaurant.";
  3828. mes "We serve meals to everyone.";
  3829. mes "I am pretty sure they taste great!";
  3830. close;
  3831. }
  3832. }
  3833. moc_para01,23,35,4 script Instructor Ur 468,{
  3834. mes "[Instructor Ur]";
  3835. if (countitem(6219) > 0) {
  3836. if (BaseLevel < 60) {
  3837. mes "Umm. You should raise your level more!";
  3838. mes "You need to be at least level 60!";
  3839. mes "I'm sorry but those are the rules.";
  3840. close;
  3841. }
  3842. if ((BaseLevel >= 60) && (BaseLevel < 70) && (para_suv01 < 39)) {
  3843. callsub L_GiveQuest;
  3844. mes "Great! I want you to go find ^0000FFRomeo in Comodo^000000.";
  3845. next;
  3846. set para_suv01,39;
  3847. setquest 7214;
  3848. mes "[Instructor Ur]";
  3849. mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000.";
  3850. close;
  3851. }
  3852. if ((para_suv01 == 39) && (romeo < 4)) {
  3853. mes "What are you waiting for? Go find ^0000FFRomeo in Comodo^000000.";
  3854. next;
  3855. mes "[Instructor Ur]";
  3856. mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000.";
  3857. close;
  3858. }
  3859. if ((para_suv01 == 40) && (romeo == 4)) callsub L_CompleteQuest,7218,41,5;
  3860. if (para_suv01 == 41) callsub L_Toren;
  3861. if ((para_suv01 == 42) && (BaseLevel < 70)) callsub L_Level,70;
  3862. if ((BaseLevel >= 70) && (BaseLevel < 80) && (para_suv01 < 39 || para_suv01 == 42)) {
  3863. callsub L_GiveQuest;
  3864. mes "Great! I want you to go find ^0000FFJohan in Glast Heim^000000.";
  3865. next;
  3866. set para_suv01,43;
  3867. setquest 7219;
  3868. mes "[Instructor Ur]";
  3869. mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000.";
  3870. close;
  3871. }
  3872. if ((para_suv01 == 43) && (johan < 3)) {
  3873. mes "What are you waiting for? Go find ^0000FFJohan in Glast Heim^000000.";
  3874. next;
  3875. mes "[Instructor Ur]";
  3876. mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000.";
  3877. close;
  3878. }
  3879. if ((para_suv01 == 43) && (johan == 3)) callsub L_CompleteQuest,7222,44,7;
  3880. if (para_suv01 == 44) callsub L_Toren;
  3881. if ((para_suv01 == 45) && (BaseLevel < 80)) callsub L_Level,80;
  3882. if ((BaseLevel >= 80) && (BaseLevel < 90) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45)) {
  3883. callsub L_GiveQuest;
  3884. mes "Great! I want you to go find ^0000FFKiren in Einbroch^000000.";
  3885. next;
  3886. set para_suv01,46;
  3887. setquest 7223;
  3888. mes "[Instructor Ur]";
  3889. mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town.";
  3890. close;
  3891. }
  3892. if ((para_suv01 == 46) && (kiren < 3)) {
  3893. mes "What are you waiting for? Go find ^0000FFKiren in Einbroch^000000.";
  3894. next;
  3895. mes "[Instructor Ur]";
  3896. mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town.";
  3897. close;
  3898. }
  3899. if ((para_suv01 == 46) && (kiren == 3)) callsub L_CompleteQuest,7228,47,9;
  3900. if (para_suv01 == 47) callsub L_Toren;
  3901. if ((para_suv01 == 48) && (BaseLevel < 90)) callsub L_Level,90;
  3902. if ((BaseLevel >= 90) && (BaseLevel < 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48)) {
  3903. callsub L_GiveQuest;
  3904. mes "Great! I want you to go find ^0000FFNaomi in Ice Dungeon^000000.";
  3905. next;
  3906. set para_suv01,49;
  3907. setquest 7229;
  3908. mes "[Instructor Ur]";
  3909. mes "You should see her near the ^0000FFEntrance^000000 when you enter the dungeon.";
  3910. close;
  3911. }
  3912. if ((para_suv01 == 49) && (naomi < 3)) {
  3913. mes "What are you waiting for? Go find ^0000FFNaomi in Ice Dungeon^000000.";
  3914. next;
  3915. mes "[Instructor Ur]";
  3916. mes "You should see her near the ^0000FFEntrance^000000 when you enter the dungeon.";
  3917. close;
  3918. }
  3919. if ((para_suv01 == 49) && (naomi == 3)) callsub L_CompleteQuest,7232,50,11;
  3920. if (para_suv01 == 50) callsub L_Toren;
  3921. if ((para_suv01 == 51) && (BaseLevel < 100)) callsub L_Level,100;
  3922. if ((BaseLevel >= 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48 || para_suv01 == 51)) {
  3923. callsub L_GiveQuest;
  3924. mes "Great! I want you to go find ^0000FFMargaret in the Expedition Camp^000000.";
  3925. next;
  3926. set para_suv01,52;
  3927. setquest 7233;
  3928. mes "[Instructor Ur]";
  3929. mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp.";
  3930. close;
  3931. }
  3932. if ((para_suv01 == 52) && (margaret < 7)) {
  3933. mes "What are you waiting for? Go find ^0000FFMargaret in the Expedition Camp^000000.";
  3934. next;
  3935. mes "[Instructor Ur]";
  3936. mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp.";
  3937. close;
  3938. }
  3939. if ((para_suv01 == 52) && (margaret == 7)) callsub L_CompleteQuest,7237,53,13;
  3940. if (para_suv01 == 53) callsub L_Toren;
  3941. if (para_suv01 > 53) {
  3942. mes "[Instructor Ur]";
  3943. mes "I'm out of rewards to give to you. But don't worry, there are much better gears out there for you to obtain.";
  3944. close;
  3945. }
  3946. }
  3947. mes "You are not in my group are you?";
  3948. mes "I don't have anything to say to outsiders.";
  3949. mes "If you want something register with my group.";
  3950. next;
  3951. mes "[Instructor Ur]";
  3952. mes "To register with the Eden Group ask Laime Evenor next to me.";
  3953. close;
  3954. L_GiveQuest:
  3955. mes "You are just in time! I have a new quest for you, would you like to start it now?";
  3956. next;
  3957. if(select("Yes!:No, thanks.") == 2) {
  3958. mes "[Instructor Ur]";
  3959. mes "Thats too bad. I had some nice rewards I could have given to you for helping me.";
  3960. close;
  3961. }
  3962. mes "[Instructor Ur]";
  3963. return;
  3964. L_CompleteQuest:
  3965. mes "Done already? Great work!";
  3966. next;
  3967. set para_suv01, getarg(1);
  3968. completequest getarg(0);
  3969. if (para_suv02 < getarg(2)) set para_suv02, getarg(2);
  3970. mes "[Instructor Ur]";
  3971. L_Toren:
  3972. mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!";
  3973. close;
  3974. L_Level:
  3975. mes "I'm sorry, I have no new quests available for you at this time. Come back when you are at least ^FF0000Base Level "+getarg(0)+"^000000.";
  3976. close;
  3977. }
  3978. comodo,173,354,6 script Romeo#01 55,{
  3979. if ((para_suv01 == 39) && (romeo < 1)) {
  3980. mes "[Romeo]";
  3981. mes "Ah, there you are.";
  3982. next;
  3983. mes "[Romeo]";
  3984. mes "Before we begin, I want to test you.";
  3985. next;
  3986. set romeo,1;
  3987. changequest 7214,7215;
  3988. mes "[Romeo]";
  3989. mes "Enter the cave and kill ^0000FF3 Stalactic Golems^000000, then return to me.";
  3990. close;
  3991. }
  3992. if (romeo == 1) {
  3993. if (checkquest(7215,HUNTING) == 2) {
  3994. mes "[Romeo]";
  3995. mes "You did it? Thats all the proof I needed.";
  3996. next;
  3997. mes "[Romeo]";
  3998. mes "You should then have no trouble killing ^0000FF10 more Stalactic Golems^000000, right?";
  3999. next;
  4000. getexp 10000,10000;
  4001. set romeo,2;
  4002. changequest 7215,7216;
  4003. mes "[Romeo]";
  4004. mes "^0000FFMeet me at the north-east exit of the cave^000000 when you are done, I will be waiting for you outside.";
  4005. close;
  4006. }
  4007. mes "[Romeo]";
  4008. mes "Don't give up, I'm only asking you to kill ^0000FF3 Stalactic Golems^000000.";
  4009. close;
  4010. }
  4011. if (romeo == 2) {
  4012. mes "[Romeo]";
  4013. mes "You should then have no trouble killing ^0000FF10 more Stalactic Golems^000000, right?";
  4014. next;
  4015. mes "[Romeo]";
  4016. mes "After you have killed all ^0000FF10 Stalactic Golems^000000, ^0000FFmeet me at the north-east exit of the cave^000000. I will be waiting for you outside.";
  4017. close;
  4018. }
  4019. mes "[Romeo]";
  4020. mes "The person I'm waiting for is late...";
  4021. close;
  4022. }
  4023. um_fild01,34,280,6 script Romeo#02 55,{
  4024. if (romeo == 2) {
  4025. if (checkquest(7216,HUNTING) == 2) {
  4026. mes "[Romeo]";
  4027. mes "Wow, you have arrived sooner than I expected.";
  4028. next;
  4029. mes "[Romeo]";
  4030. mes "There is only one more thing I need you to do for me.";
  4031. next;
  4032. getexp 10000,10000;
  4033. set romeo,3;
  4034. changequest 7216,7217;
  4035. mes "[Romeo]";
  4036. mes "Bring me ^0000FF5 Shoulder Pads and 7 Sharp Leafs^000000.";
  4037. close;
  4038. }
  4039. mes "[Romeo]";
  4040. mes "You are early, but you didn't kill ^0000FF10 Stalactic Golems^000000 like I asked you to do.";
  4041. close;
  4042. }
  4043. if (romeo == 3) {
  4044. if ((countitem(7196) >= 5) && (countitem(7100) >= 7)) {
  4045. mes "[Romeo]";
  4046. mes "Your work here is done my friend.";
  4047. next;
  4048. delitem 7196,5; // Shoulder Pad
  4049. delitem 7100,7; // Sharp Leaf
  4050. getexp 10000,10000;
  4051. set romeo,4;
  4052. set para_suv01,40;
  4053. changequest 7217,7218;
  4054. mes "[Romeo]";
  4055. mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
  4056. close;
  4057. }
  4058. mes "[Romeo]";
  4059. mes "Bring me ^0000FF5 Shoulder Pads and 7 Sharp Leafs^000000.";
  4060. close;
  4061. }
  4062. if (romeo == 4) {
  4063. mes "[Romeo]";
  4064. mes "Thank you again for all your help.";
  4065. next;
  4066. mes "[Romeo]";
  4067. mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
  4068. close;
  4069. }
  4070. mes "[Romeo]";
  4071. mes "What is taking so long...";
  4072. close;
  4073. }
  4074. glast_01,195,131,6 script Johan 95,{
  4075. if ((para_suv01 == 43) && (johan < 1)) {
  4076. mes "[Johan]";
  4077. mes "...";
  4078. next;
  4079. mes "[Johan]";
  4080. mes "I don't need to explain anything to you.";
  4081. next;
  4082. set johan,1;
  4083. changequest 7219,7220;
  4084. mes "[Johan]";
  4085. mes "Go kill ^0000FF20 Wraiths^000000.";
  4086. close;
  4087. }
  4088. if (johan == 1) {
  4089. if (checkquest(7220,HUNTING) == 2) {
  4090. mes "[Johan]";
  4091. mes "Good.";
  4092. next;
  4093. mes "[Johan]";
  4094. mes "Next I want you to kill ^0000FF10 Evil Druids^000000.";
  4095. next;
  4096. getexp 20000,20000;
  4097. set johan,2;
  4098. changequest 7220,7221;
  4099. mes "[Johan]";
  4100. mes "This time kill them quickly, I don't like to wait.";
  4101. close;
  4102. }
  4103. mes "[Johan]";
  4104. mes "... ^0000FF20 Wraiths^000000 shouldn't take this long.";
  4105. close;
  4106. }
  4107. if (johan == 2) {
  4108. if (checkquest(7221,HUNTING) == 2) {
  4109. mes "[Johan]";
  4110. mes "Hmmmm, better.";
  4111. next;
  4112. mes "[Johan]";
  4113. mes "Ok, I'm done with you.";
  4114. next;
  4115. getexp 20000,20000;
  4116. set johan,3;
  4117. changequest 7221,7222;
  4118. mes "[Johan]";
  4119. mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
  4120. close;
  4121. }
  4122. mes "[Johan]";
  4123. mes "Hurry up, it is only ^0000FF10 Evil Druids^000000.";
  4124. close;
  4125. }
  4126. if (johan == 3) {
  4127. mes "[Johan]";
  4128. mes "Why are you still here?";
  4129. next;
  4130. mes "[Johan]";
  4131. mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
  4132. close;
  4133. }
  4134. mes "[Johan]";
  4135. mes "Go away... I'm busy.";
  4136. close;
  4137. }
  4138. ein_fild08,172,359,4 script Kiren 989,{
  4139. if ((para_suv01 == 46) && (kiren < 1)) {
  4140. mes "[Kiren]";
  4141. mes "Hey there.";
  4142. next;
  4143. mes "[Kiren]";
  4144. mes "You must be a member of the Paradise Group, come help me for a second.";
  4145. next;
  4146. set kiren,1;
  4147. changequest 7223,7224;
  4148. mes "[kiren]";
  4149. mes "Can you kill ^0000FF30 Porcellios^000000 for me and then return to me?";
  4150. close;
  4151. }
  4152. if (kiren == 1) {
  4153. if (checkquest(7224,HUNTING) == 2) {
  4154. mes "[Kiren]";
  4155. mes "Wow, most people spend twice as long as you did to kill those Porcellios!";
  4156. next;
  4157. mes "[Kiren]";
  4158. mes "I think you need a challenge.";
  4159. next;
  4160. getexp 30000,30000;
  4161. set kiren,2;
  4162. changequest 7224,7226;
  4163. setquest 7227;
  4164. mes "[Kiren]";
  4165. mes "How about this: Kill ^0000FF30 Venomous and 5 Teddy Bears^000000.";
  4166. close;
  4167. }
  4168. mes "[Kiren]";
  4169. mes "Come back to me when you have killed the ^0000FF30 Porcellios^000000.";
  4170. close;
  4171. }
  4172. if (kiren == 2) {
  4173. if ((checkquest(7226,HUNTING) == 2) && (checkquest(7227,HUNTING) == 2)) {
  4174. mes "[Kiren]";
  4175. mes "Incredible, you set a new record!";
  4176. next;
  4177. mes "[Kiren]";
  4178. mes "I have never seen anyone kill them all so fast, you are good at this.";
  4179. next;
  4180. getexp 30000,30000;
  4181. set kiren,3;
  4182. changequest 7226,7228;
  4183. completequest 7227;
  4184. mes "[Kiren]";
  4185. mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
  4186. close;
  4187. }
  4188. mes "[Kiren]";
  4189. mes "Remember, you need to kill ^0000FF30 Venomous and 5 Teddy Bears^000000.";
  4190. close;
  4191. }
  4192. if (kiren == 3) {
  4193. mes "[Kiren]";
  4194. mes "Don't worry, nobody else has beaten your record yet.";
  4195. next;
  4196. mes "[Kiren]";
  4197. mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
  4198. close;
  4199. }
  4200. mes "[Kiren]";
  4201. mes "Be careful, there are some fast monsters around here.";
  4202. close;
  4203. }
  4204. ice_dun01,154,13,6 script Naomi 726,{
  4205. if ((para_suv01 == 49) && (naomi < 1)) {
  4206. mes "[Naomi]";
  4207. mes "It is so cold in here.";
  4208. next;
  4209. mes "[Naomi]";
  4210. mes "I blame those annoying Siromas.";
  4211. next;
  4212. set naomi,1;
  4213. changequest 7229,7230;
  4214. mes "[Naomi]";
  4215. mes "Can you kill ^0000FF30 Siromas^000000 for me, please?";
  4216. close;
  4217. }
  4218. if (naomi == 1) {
  4219. if (checkquest(7230,HUNTING) == 2) {
  4220. mes "[Naomi]";
  4221. mes "Thank you, but there are still so many Siromas here!";
  4222. next;
  4223. mes "[Naomi]";
  4224. mes "I need to make a special drink to stay warm, please help me make it.";
  4225. next;
  4226. getexp 40000,40000;
  4227. set naomi,2;
  4228. changequest 7230,7231;
  4229. mes "[Naomi]";
  4230. mes "Can you kill another ^0000FF30 Siromas^000000 and bring me ^0000FF30 Ice Cubics, 1 Milk and 1 Sweet Sauce^000000?";
  4231. close;
  4232. }
  4233. mes "[Naomi]";
  4234. mes "Please kill ^0000FF30 Siromas^000000, I just hate them.";
  4235. close;
  4236. }
  4237. if (naomi == 2) {
  4238. if ((checkquest(7231,HUNTING) == 2) && (countitem(7066) >= 30) && (countitem(519) >= 1) && (countitem(7453) >= 1)) {
  4239. mes "[Naomi]";
  4240. mes "Yay, you did it!";
  4241. next;
  4242. mes "[Naomi]";
  4243. mes "I will be fine now, don't worry about me.";
  4244. next;
  4245. delitem 7066,30; // Ice Cubic
  4246. delitem 519,1; // Milk
  4247. delitem 7453,1; // Sweet Sauce
  4248. getexp 40000,40000;
  4249. set naomi,3;
  4250. changequest 7231,7232;
  4251. mes "[Naomi]";
  4252. mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
  4253. close;
  4254. }
  4255. mes "[Naomi]";
  4256. mes "Can you kill another ^0000FF30 Siromas^000000 and bring me ^0000FF30 Ice Cubics, 1 Milk and 1 Sweet Sauce^000000?";
  4257. close;
  4258. }
  4259. if (naomi == 3) {
  4260. mes "[Naomi]";
  4261. mes "I will be fine now, don't worry about me.";
  4262. next;
  4263. mes "[Naomi]";
  4264. mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
  4265. close;
  4266. }
  4267. mes "[Naomi]";
  4268. mes "So... cold...";
  4269. close;
  4270. }
  4271. mid_camp,212,229,4 script Margaret 893,{
  4272. if ((para_suv01 == 52) && (margaret < 1)) {
  4273. mes "[Margaret]";
  4274. mes "Oh, hello there.";
  4275. next;
  4276. mes "[Margaret]";
  4277. mes "I have two friends here in the New World which need your help.";
  4278. next;
  4279. set margaret,1;
  4280. changequest 7233,7234;
  4281. mes "[Margaret]";
  4282. mes "Please start by helping the ^0000FFParadise Dispatch in Manuk Field^000000.";
  4283. close;
  4284. }
  4285. if (margaret == 1 || margaret == 2) {
  4286. mes "[Margaret]";
  4287. mes "Please start by helping the ^0000FFParadise Dispatch in Manuk Field^000000.";
  4288. close;
  4289. }
  4290. if (margaret == 3) {
  4291. mes "[Margaret]";
  4292. mes "Ah good, you were able to help him.";
  4293. next;
  4294. set margaret,4;
  4295. mes "[Margaret]";
  4296. mes "Next can you help the ^0000FFParadise Dispatch in Splendide Field^000000, please?";
  4297. close;
  4298. }
  4299. if (margaret == 4 || margaret == 5) {
  4300. mes "[Margaret]";
  4301. mes "Next can you help the ^0000FFParadise Dispatch in Splendide Field^000000, please?";
  4302. close;
  4303. }
  4304. if (margaret == 6) {
  4305. mes "[Margaret]";
  4306. mes "Haha, so he still wants a zoom out hack...";
  4307. next;
  4308. mes "[Margaret]";
  4309. mes "Thanks for helping them, I knew you could do it.";
  4310. next;
  4311. set margaret,7;
  4312. changequest 7234,7237;
  4313. mes "[Margaret]";
  4314. mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
  4315. close;
  4316. }
  4317. mes "[Margaret]";
  4318. mes "The New World... What a beautiful place!";
  4319. close;
  4320. }
  4321. man_fild01,43,234,2 script Paradise Dispatch#01 939,{
  4322. if (margaret == 1) {
  4323. mes "[Paradise Dispatch]";
  4324. mes "Hey you, can you help me here?";
  4325. next;
  4326. mes "[Paradise Dispatch]";
  4327. mes "The plant monsters in this area have a long ranged attack.";
  4328. next;
  4329. set margaret,2;
  4330. changequest 7234,7235;
  4331. mes "[Paradise Dispatch]";
  4332. mes "Can you please kill ^0000FF1 Nepenthes^000000 so I can go back to the camp?";
  4333. close;
  4334. }
  4335. if (margaret == 2) {
  4336. if (checkquest(7235,HUNTING) == 2) {
  4337. mes "[Paradise Dispatch]";
  4338. mes "Thanks!";
  4339. next;
  4340. mes "[Paradise Dispatch]";
  4341. mes "Ok, I'm out of here.";
  4342. next;
  4343. getexp 50000,50000;
  4344. set margaret,3;
  4345. changequest 7235,7234;
  4346. mes "[Paradise Dispatch]";
  4347. mes "Head back to ^0000FFMargaret^000000 and tell her thanks for me too!";
  4348. close;
  4349. }
  4350. mes "[Paradise Dispatch]";
  4351. mes "Can you kill ^0000FF1 Nepenthes^000000 so I can go back to the camp?";
  4352. close;
  4353. }
  4354. if (margaret == 3) {
  4355. mes "[Paradise Dispatch]";
  4356. mes "...";
  4357. next;
  4358. mes "[Paradise Dispatch]";
  4359. mes "Don't rush me, just head back to ^0000FFMargaret^000000.";
  4360. close;
  4361. }
  4362. mes "[Paradise Dispatch]";
  4363. mes "Those Nepenthes are so scary!";
  4364. close;
  4365. }
  4366. spl_fild02,377,149,4 script Paradise Dispatch#02 946,{
  4367. if (margaret == 4) {
  4368. mes "[Paradise Dispatch]";
  4369. mes "So Margaret sent you to help me?";
  4370. next;
  4371. mes "[Paradise Dispatch]";
  4372. mes "Ok, lets get started!";
  4373. next;
  4374. set margaret,5;
  4375. changequest 7234,7236;
  4376. mes "[Paradise Dispatch]";
  4377. mes "Kill ^0000FF5 Pinguicula^000000 and then return to me.";
  4378. close;
  4379. }
  4380. if (margaret == 5) {
  4381. if (checkquest(7236,HUNTING) == 2) {
  4382. mes "[Paradise Dispatch]";
  4383. mes "You make it look so easy, but I couldn't even kill 1...";
  4384. next;
  4385. mes "[Paradise Dispatch]";
  4386. mes "Now is my chance to run to Splendide!";
  4387. next;
  4388. getexp 50000,50000;
  4389. set margaret,6;
  4390. changequest 7236,7234;
  4391. mes "[Paradise Dispatch]";
  4392. mes "Head back to ^0000FFMargaret^000000, I will be ok now.";
  4393. close;
  4394. }
  4395. mes "[Paradise Dispatch]";
  4396. mes "Kill ^0000FF5 Pinguicula^000000 and return to me.";
  4397. close;
  4398. }
  4399. if (margaret == 6) {
  4400. mes "[Paradise Dispatch]";
  4401. mes "Now, if only I had a hack for zooming out more...";
  4402. next;
  4403. mes "[Paradise Dispatch]";
  4404. mes "Head back to ^0000FFMargaret^000000, I will be ok now.";
  4405. close;
  4406. }
  4407. mes "[Paradise Dispatch]";
  4408. mes "I need a hack to zoom out more so I can see if it is safe...";
  4409. close;
  4410. }
  4411. moc_para01,111,83,3 script Toren 813,{
  4412. if (checkweight(1101,5) == 0) {
  4413. mes "^3355FFWait a second!";
  4414. mes "Right now, you're carrying";
  4415. mes "to many things with you.";
  4416. mes "Please come back after";
  4417. mes "using the Kafra Service";
  4418. mes "to store some of your items.^000000";
  4419. close;
  4420. }
  4421. mes "[Toren]";
  4422. mes "Hello adventurer, what can I do for you?";
  4423. next;
  4424. switch(select("Where is my reward?:I want an enchantment!")) {
  4425. case 1:
  4426. if (para_suv02 == 5 || para_suv02 == 7 || para_suv02 == 9 || para_suv02 == 11 || para_suv02 == 13) {
  4427. mes "[Toren]";
  4428. mes "You must be ^0000FF" + strcharinfo(0) + "^000000, right? Instructor Ur told me about you.";
  4429. next;
  4430. mes "[Toren]";
  4431. mes "Here is a set of our advanced gears for you to use, wear them proudly as a member of the ^33CC33Paradise Group^000000 and don't think about selling them to anyone else.";
  4432. next;
  4433. mes "[Toren]";
  4434. if (BaseClass == Job_Swordman) {
  4435. mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?";
  4436. callsub L_Select,
  4437. 1197,"Slayer","Two-handed Sword, 200 Atk", //P.Slayer III
  4438. 13434,"Saber","One-handed Sword, 185 Atk", //P.Saber III
  4439. 1434,"Spear","One-handed, 165 Atk"; //P.Spear I
  4440. }
  4441. else if (BaseClass == Job_Merchant) {
  4442. mes "Merchant Class gets a choice of weapons, would you like to have an axe, dagger or a sword?";
  4443. callsub L_Select,
  4444. 1391,"Axe","Two-handed, 195 Atk", //P.Two-Handed Axe I
  4445. 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
  4446. 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
  4447. }
  4448. else if (BaseJob == Job_Assassin) {
  4449. mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?";
  4450. callsub L_Select,
  4451. 1289,"Katar","Two-handed, 155 Atk", //P.Katar I
  4452. 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
  4453. 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
  4454. }
  4455. else if (BaseJob == Job_Rogue) {
  4456. mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?";
  4457. callsub L_Select,
  4458. 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
  4459. 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
  4460. 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
  4461. }
  4462. else if (BaseJob == Job_Thief) {
  4463. mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?";
  4464. callsub L_Select,
  4465. 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
  4466. 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
  4467. }
  4468. else if (BaseJob == Job_Bard) {
  4469. mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?";
  4470. callsub L_Select,
  4471. 1931,"Guitar","One-handed, 125 Atk", //P.Guitar I
  4472. 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
  4473. 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
  4474. }
  4475. else if (BaseJob == Job_Dancer) {
  4476. mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?";
  4477. callsub L_Select,
  4478. 1986,"Whip","One-handed, 125 Atk", //P.Tail I
  4479. 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
  4480. 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
  4481. }
  4482. else if (BaseClass == Job_Archer) {
  4483. mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?";
  4484. callsub L_Select,
  4485. 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
  4486. 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
  4487. }
  4488. else if (BaseJob == Job_Priest) {
  4489. mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?";
  4490. callsub L_Select,
  4491. 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
  4492. 16014,"Mace","One-handed, 172 Atk", //P.Mace III
  4493. 1583,"Book","One-handed, 135 Atk, 110 Matk"; //P.Book I
  4494. }
  4495. else if (BaseJob == Job_Monk) {
  4496. mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?";
  4497. callsub L_Select,
  4498. 1831,"Knuckle","One-handed, 120 Atk", //P.Knuckle I
  4499. 16014,"Mace","One-handed, 172 Atk", //P.Mace III
  4500. 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int"; //P.Staff III
  4501. }
  4502. else if (BaseJob == Job_Acolyte) {
  4503. mes "Acolyte Class gets a choice of weapons, would you like to have a staff or a mace?";
  4504. callsub L_Select,
  4505. 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
  4506. 16014,"Mace","One-handed, 172 Atk"; //P.Mace III
  4507. }
  4508. else if (BaseJob == Job_Sage) {
  4509. mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?";
  4510. callsub L_Select,
  4511. 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
  4512. 1583,"Book","One-handed, 135 Atk, 110 Matk", //P.Book I
  4513. 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
  4514. }
  4515. else if (BaseClass == Job_Mage || Class == Job_Soul_Linker) {
  4516. mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?";
  4517. callsub L_Select,
  4518. 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
  4519. 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
  4520. }
  4521. else if (Class == Job_Ninja) {
  4522. mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?";
  4523. callsub L_Select,
  4524. 13310,"Huuma Suriken","Two-handed, 170 Atk, 50 Matk", //P.Huuma Suriken I
  4525. 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
  4526. }
  4527. else if (Class == Job_Star_Gladiator) getitem 1583,1; //P.Book I
  4528. else if (Class == Job_Gunslinger) getitem 13114,1; //P.Revolver III
  4529. else if (BaseClass == Job_Novice) getitem 13066,1; //P.Dagger III
  4530. getitem 18514,1; //Paradise Hat II
  4531. getitem 2571,1; //Paradise Mantle II
  4532. getitem 2473,1; //Paradise Boots IV
  4533. getitem 15031,1; //Paradise Uniform IV
  4534. set para_suv02,14;
  4535. if (para_suv01 > 40)
  4536. set para_suv01, para_suv01+1;
  4537. if (Class == Job_Taekwon) {
  4538. mes "I'm sorry, but Teakwon Class can't wear any of our weapons...";
  4539. next;
  4540. }
  4541. mes "See you later, and good luck on your adventures!";
  4542. close;
  4543. }
  4544. if (para_suv02 == 14) {
  4545. setarray .@Check[0],18514,2571,2473,15031;
  4546. setarray .@Item$[0],"Hat","Mantle","Boots","Uniform";
  4547. for(set .@i,0; .@i<4; set .@i,.@i+1)
  4548. if (countitem(.@Check[.@i]) < 1) {
  4549. mes "[Toren]";
  4550. mes "Where is the Paradise "+.@Item$[.@i]+" I gave you?";
  4551. next;
  4552. mes "[Toren]";
  4553. mes "...Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
  4554. next;
  4555. if(select("Ok.:No, thanks.") == 2) {
  4556. mes "[Toren]";
  4557. mes "Come back if you change your mind.";
  4558. close;
  4559. }
  4560. if (Zeny < 250000) {
  4561. mes "[Toren]";
  4562. mes "You dont have enough zeny.";
  4563. close;
  4564. }
  4565. set Zeny, Zeny - 250000;
  4566. getitem .@Check[.@i],1;
  4567. mes "[Toren]";
  4568. mes "These advanced gears are not easy to make, please take better care of this one.";
  4569. close;
  4570. }
  4571. mes "[Toren]";
  4572. mes "I already gave you the most advanced gears we have to offer.";
  4573. close;
  4574. }
  4575. mes "[Toren]";
  4576. mes "You need to complete quests given to you by ^0000FFInstructor Ur^000000 if you want a reward.";
  4577. close;
  4578. case 2:
  4579. if (para_suv02 < 14) {
  4580. mes "[Toren]";
  4581. mes "First you need the ^0000FFAdvanced Paradise Gears^000000.";
  4582. close;
  4583. }
  4584. if (paragearenchant < 1) {
  4585. mes "[Toren]";
  4586. mes "Alright, but I'll need a few items for the enchantment process.";
  4587. next;
  4588. if (BaseLevel >= 90) {
  4589. set paragearenchant,1;
  4590. setquest 7239;
  4591. mes "[Toren]";
  4592. mes "Just bring me ^0000FF20 Used Iron Plates^000000.";
  4593. close;
  4594. }
  4595. set paragearenchant,2;
  4596. setquest 7238;
  4597. mes "[Toren]";
  4598. mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000.";
  4599. close;
  4600. }
  4601. if (paragearenchant == 1) {
  4602. if (countitem(7319) >= 20) {
  4603. mes "[Toren]";
  4604. mes "Thanks, that's what I needed!";
  4605. next;
  4606. delitem 7319,20; // Used Iron Plate
  4607. set paragearenchant,3;
  4608. changequest 7239,7240;
  4609. mes "[Toren]";
  4610. mes "Give me a second to prepare before I enchant your gears.";
  4611. close;
  4612. }
  4613. mes "[Toren]";
  4614. mes "Just bring me ^0000FF20 Used Iron Plates^000000.";
  4615. close;
  4616. }
  4617. if (paragearenchant == 2) {
  4618. if ((countitem(1002) >= 20) && (countitem(998) >= 10)) {
  4619. mes "[Toren]";
  4620. mes "Thanks, that's what I needed!";
  4621. next;
  4622. delitem 1002,20; // Iron Ore
  4623. delitem 998,10; // Iron
  4624. set paragearenchant,3;
  4625. changequest 7238,7240;
  4626. mes "[Toren]";
  4627. mes "Give me a second to prepare before I enchant your gears.";
  4628. close;
  4629. }
  4630. mes "[Toren]";
  4631. mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000.";
  4632. close;
  4633. }
  4634. if (paragearenchant == 3) {
  4635. mes "[Toren]";
  4636. mes "Before we begin I would like to mention that this enchantment proccess ^FF0000can not fail^000000.";
  4637. next;
  4638. mes "[Toren]";
  4639. mes "I am able to add 2 enchantments at once, and if something is already enchanted I will ^FF0000re-do the current enchantments^000000 for you.";
  4640. next;
  4641. mes "[Toren]";
  4642. mes "Now pick which gear you would like me to enchant.";
  4643. next;
  4644. setarray .@Item[0],2571,2473,15031;
  4645. set .@i, select("Paradise Mantle II.:Paradise Boots IV.:Paradise Uniform IV.")-1;
  4646. if (countitem(.@Item[.@i]) < 1) {
  4647. mes "[Toren]";
  4648. mes "Bring one and I'll enchant it.";
  4649. close;
  4650. }
  4651. set .@paragearcount, .@Item[.@i];
  4652. mes "[Toren]";
  4653. mes "Here we go!";
  4654. close2;
  4655. specialeffect2 EF_MAPPILLAR;
  4656. progressbar "ffff00",4;
  4657. set .@enc_paragear,rand(1,42);
  4658. if (.@enc_paragear == 1) set .@addpart,4763;
  4659. else if (.@enc_paragear == 2) set .@addpart,4765;
  4660. else if (.@enc_paragear == 3) set .@addpart,4790;
  4661. else if (.@enc_paragear == 4) set .@addpart,4794;
  4662. else if (.@enc_paragear < 7) set .@addpart,4762;
  4663. else if (.@enc_paragear < 9) set .@addpart,4764;
  4664. else if (.@enc_paragear < 11) set .@addpart,4789;
  4665. else if (.@enc_paragear < 13) set .@addpart,4793;
  4666. else if (.@enc_paragear < 15) set .@addpart,4701;
  4667. else if (.@enc_paragear < 17) set .@addpart,4711;
  4668. else if (.@enc_paragear < 19) set .@addpart,4721;
  4669. else if (.@enc_paragear < 21) set .@addpart,4731;
  4670. else if (.@enc_paragear < 23) set .@addpart,4741;
  4671. else if (.@enc_paragear < 25) set .@addpart,4751;
  4672. else if (.@enc_paragear < 28) set .@addpart,4788;
  4673. else if (.@enc_paragear < 31) set .@addpart,4792;
  4674. else if (.@enc_paragear < 35) set .@addpart,4787;
  4675. else if (.@enc_paragear < 39) set .@addpart,4791;
  4676. else if (.@enc_paragear < 43) set .@addpart,4786;
  4677. set .@addpart2,4701+(10*rand(6));
  4678. delitem .@paragearcount,1;
  4679. getitem2 .@paragearcount, 1, 1, 0, 0, 0, 0, .@addpart2, .@addpart;
  4680. set paragearenchant,4;
  4681. changequest 7240,7241;
  4682. mes "[Toren]";
  4683. mes "It is finished! Come back tomorrow if you want to enchant more.";
  4684. close;
  4685. }
  4686. if ((paragearenchant == 4) && (checkquest(7241,PLAYTIME) != 2)) {
  4687. mes "[Toren]";
  4688. mes "Please come back tomorrow if you want to enchant more.";
  4689. close;
  4690. }
  4691. if ((paragearenchant == 4) && (checkquest(7241,PLAYTIME) == 2)) {
  4692. set paragearenchant,0;
  4693. erasequest 7241;
  4694. mes "[Toren]";
  4695. mes "Another day, another piece of equipment to enchant!";
  4696. close;
  4697. }
  4698. }
  4699. end;
  4700. L_Select:
  4701. next;
  4702. mes "[Toren]";
  4703. set .@menu$,"";
  4704. for(set .@i,0; .@i<getargcount(); set .@i,.@i+3) {
  4705. set .@menu$, .@menu$+getarg(.@i+1)+".:";
  4706. mes getarg(.@i+1)+": "+getarg(.@i+2)+".";
  4707. mes " ";
  4708. }
  4709. next;
  4710. set .@i, select(.@menu$)-1;
  4711. getitem getarg(.@i*3),1;
  4712. mes "[Toren]";
  4713. return;
  4714. }
  4715. moc_para01,112,79,3 script Weapons Expert 851,{
  4716. if (checkweight(1101,5) == 0) {
  4717. mes "^3355FFWait a second!";
  4718. mes "Right now, you are carrying";
  4719. mes "to many things with you.";
  4720. mes "Please come back after";
  4721. mes "using the Kafra Service";
  4722. mes "to store some of your items.^000000";
  4723. close;
  4724. }
  4725. mes "[Weapons Expert]";
  4726. mes "Hello adventurer, what can I do for you today?";
  4727. next;
  4728. switch(select("Where is my reward?","I want an enchantment!")) {
  4729. case 1:
  4730. if ((para_suv02 == 14) && (countitem(1197) < 1) && (countitem(1289) < 1) && (countitem(1391) < 1) && (countitem(1434) < 1) && (countitem(1583) < 1) && (countitem(1658) < 1) && (countitem(1831) < 1) && (countitem(1931) < 1) && (countitem(1986) < 1) && (countitem(13066) < 1) && (countitem(13114) < 1) && (countitem(13310) < 1) && (countitem(13434) < 1) && (countitem(16014) < 1) && (countitem(18106) < 1)) {
  4731. mes "[Weapons Expert]";
  4732. mes "Where is the Paradise Weapon I gave you?";
  4733. next;
  4734. mes "[Weapons Expert]";
  4735. mes "...Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
  4736. next;
  4737. switch(select("Ok.","No, thanks.")) {
  4738. case 1:
  4739. mes "[Weapons Expert]";
  4740. if (Zeny < 250000) {
  4741. mes "You dont have enough zeny.";
  4742. close;
  4743. }
  4744. if (Class == Job_Taekwon) {
  4745. mes "Wait... Your Class doesn't have a weapon.";
  4746. close;
  4747. }
  4748. set Zeny, Zeny - 250000;
  4749. if (BaseClass == Job_Swordman) {
  4750. mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?";
  4751. callsub L_Select,
  4752. 1197,"Slayer","Two-handed Sword, 200 Atk", //P.Slayer III
  4753. 13434,"Saber","One-handed Sword, 185 Atk", //P.Saber III
  4754. 1434,"Spear","One-handed, 165 Atk"; //P.Spear I
  4755. }
  4756. else if (BaseClass == Job_Merchant) {
  4757. mes "Merchant Class gets a choice of weapons, would you like to have an axe, dagger or a sword?";
  4758. callsub L_Select,
  4759. 1391,"Axe","Two-handed, 195 Atk", //P.Two-Handed Axe I
  4760. 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
  4761. 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
  4762. }
  4763. else if (BaseJob == Job_Assassin) {
  4764. mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?";
  4765. callsub L_Select,
  4766. 1289,"Katar","Two-handed, 155 Atk", //P.Katar I
  4767. 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
  4768. 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
  4769. }
  4770. else if (BaseJob == Job_Rogue) {
  4771. mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?";
  4772. callsub L_Select,
  4773. 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
  4774. 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
  4775. 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
  4776. }
  4777. else if (BaseJob == Job_Thief) {
  4778. mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?";
  4779. callsub L_Select,
  4780. 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
  4781. 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
  4782. }
  4783. else if (BaseJob == Job_Bard) {
  4784. mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?";
  4785. callsub L_Select,
  4786. 1931,"Guitar","One-handed, 125 Atk", //P.Guitar I
  4787. 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
  4788. 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
  4789. }
  4790. else if (BaseJob == Job_Dancer) {
  4791. mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?";
  4792. callsub L_Select,
  4793. 1986,"Whip","One-handed, 125 Atk", //P.Tail I
  4794. 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
  4795. 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
  4796. }
  4797. else if (BaseClass == Job_Archer) {
  4798. mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?";
  4799. callsub L_Select,
  4800. 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
  4801. 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
  4802. }
  4803. else if (BaseJob == Job_Priest) {
  4804. mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?";
  4805. callsub L_Select,
  4806. 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
  4807. 16014,"Mace","One-handed, 172 Atk", //P.Mace III
  4808. 1583,"Book","One-handed, 135 Atk, 110 Matk"; //P.Book I
  4809. }
  4810. else if (BaseJob == Job_Monk) {
  4811. mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?";
  4812. callsub L_Select,
  4813. 1831,"Knuckle","One-handed, 120 Atk", //P.Knuckle I
  4814. 16014,"Mace","One-handed, 172 Atk", //P.Mace III
  4815. 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int"; //P.Staff III
  4816. }
  4817. else if (BaseJob == Job_Acolyte) {
  4818. mes "Acolyte Class gets a choice of weapons, would you like to have a staff or a mace?";
  4819. callsub L_Select,
  4820. 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
  4821. 16014,"Mace","One-handed, 172 Atk"; //P.Mace III
  4822. }
  4823. else if (BaseJob == Job_Sage) {
  4824. mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?";
  4825. callsub L_Select,
  4826. 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
  4827. 1583,"Book","One-handed, 135 Atk, 110 Matk", //P.Book I
  4828. 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
  4829. }
  4830. else if (BaseClass == Job_Mage || Class == Job_Soul_Linker) {
  4831. mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?";
  4832. callsub L_Select,
  4833. 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
  4834. 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
  4835. }
  4836. else if (Class == Job_Ninja) {
  4837. mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?";
  4838. callsub L_Select,
  4839. 13310,"Huuma Suriken","Two-handed, 170 Atk, 50 Matk", //P.Huuma Suriken I
  4840. 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
  4841. }
  4842. else if (Class == Job_Star_Gladiator) getitem 1583,1; //P.Book I
  4843. else if (Class == Job_Gunslinger) getitem 13114,1; //P.Revolver III
  4844. else if (BaseClass == Job_Novice) getitem 13066,1; //P.Dagger III
  4845. mes "These weapons aren't easy to make, please take better care of this one.";
  4846. close;
  4847. case 2:
  4848. mes "[Weapons Expert]";
  4849. mes "Come back if you change your mind.";
  4850. close;
  4851. }
  4852. }
  4853. mes "[Weapons Expert]";
  4854. mes "My reward for you is enchantments on your ^0000FFParadise Weapon^000000.";
  4855. next;
  4856. mes "[Weapons Expert]";
  4857. mes "The number of enchantments I can give you depends on which level of ^0000FFAdvanced Paradise Quests^000000 you have completed.";
  4858. close;
  4859. case 2:
  4860. if (para_suv02 < 14) {
  4861. mes "[Weapons Expert]";
  4862. mes "First you need the ^0000FFAdvanced Paradise Gears^000000.";
  4863. close;
  4864. }
  4865. if ((countitem(1197) < 1) && (countitem(1289) < 1) && (countitem(1391) < 1) && (countitem(1434) < 1) && (countitem(1583) < 1) && (countitem(1658) < 1) && (countitem(1831) < 1) && (countitem(1931) < 1) && (countitem(1986) < 1) && (countitem(13066) < 1) && (countitem(13114) < 1) && (countitem(13310) < 1) && (countitem(13434) < 1) && (countitem(16014) < 1) && (countitem(18106) < 1)) {
  4866. mes "[Weapons Expert]";
  4867. mes "Did you sell your new Paradise Weapon? No enchantments for you.";
  4868. close;
  4869. }
  4870. if (para_suv01 < 44) {
  4871. mes "[Weapons Expert]";
  4872. mes "You haven't completed enough quests for an enchantment yet.";
  4873. next;
  4874. mes "[Weapons Expert]";
  4875. mes "Make sure to pick a weapon from Toren too.";
  4876. close;
  4877. }
  4878. if (para_suv01 == 44) {
  4879. mes "[Weapons Expert]";
  4880. mes "It seems you have earned your first weapon enchantment.";
  4881. next;
  4882. mes "[Weapons Expert]";
  4883. mes "There are only 2 to choose from, which one would you like?";
  4884. next;
  4885. if(select("Atk + 3%:Matk + 3%") == 1) set paraweaponenchant,4767;
  4886. else set paraweaponenchant,4806;
  4887. callsub L_GetWeapon;
  4888. mes "[Weapons Expert]";
  4889. mes "OK, gimmy a sec.";
  4890. close2;
  4891. specialeffect2 EF_MAPPILLAR;
  4892. progressbar "ffff00",4;
  4893. delitem paraweaponcount,1;
  4894. getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, 0, paraweaponenchant;
  4895. set para_suv01,45;
  4896. mes "[Weapons Expert]";
  4897. mes "All done.";
  4898. close;
  4899. }
  4900. if (para_suv01 == 47) {
  4901. mes "[Weapons Expert]";
  4902. mes "It seems you have earned your second weapon enchantment.";
  4903. next;
  4904. if (paraweaponenchant < 1) {
  4905. mes "[Weapons Expert]";
  4906. mes "Before I do the second enchantment, you need to pick the first one.";
  4907. next;
  4908. mes "[Weapons Expert]";
  4909. mes "There are only 2 to choose from, which one would you like?";
  4910. next;
  4911. if(select("Atk + 3%:Matk + 3%") == 1) set paraweaponenchant,4767;
  4912. else set paraweaponenchant,4806;
  4913. callsub L_GetWeapon;
  4914. mes "[Weapons Expert]";
  4915. mes "Gotcha, now for the second enchantment.";
  4916. next;
  4917. }
  4918. mes "[Weapons Expert]";
  4919. mes "This one is a little different, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with.";
  4920. next;
  4921. mes "[Weapons Expert]";
  4922. mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?";
  4923. next;
  4924. switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) {
  4925. case 1:
  4926. if (paraweaponenchant == 4767) set paraweaponenchant2,4060;
  4927. if (paraweaponenchant == 4806) set paraweaponenchant2,4472;
  4928. break;
  4929. case 2:
  4930. if (paraweaponenchant == 4767) set paraweaponenchant2,4068;
  4931. if (paraweaponenchant == 4806) set paraweaponenchant2,4470;
  4932. break;
  4933. case 3:
  4934. if (paraweaponenchant == 4767) set paraweaponenchant2,4063;
  4935. if (paraweaponenchant == 4806) set paraweaponenchant2,4476;
  4936. break;
  4937. case 4:
  4938. if (paraweaponenchant == 4767) set paraweaponenchant2,4080;
  4939. if (paraweaponenchant == 4806) set paraweaponenchant2,4469;
  4940. break;
  4941. case 5:
  4942. if (paraweaponenchant == 4767) set paraweaponenchant2,4118;
  4943. if (paraweaponenchant == 4806) set paraweaponenchant2,4471;
  4944. break;
  4945. case 6:
  4946. set paraweaponenchant2,4805;
  4947. break;
  4948. }
  4949. mes "[Weapons Expert]";
  4950. mes "OK, gimmy a sec.";
  4951. close2;
  4952. specialeffect2 EF_MAPPILLAR;
  4953. progressbar "ffff00",4;
  4954. delitem paraweaponcount,1;
  4955. getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, paraweaponenchant2, paraweaponenchant;
  4956. set para_suv01,48;
  4957. mes "[Weapons Expert]";
  4958. mes "All done.";
  4959. close;
  4960. }
  4961. if (para_suv01 == 50 || para_suv01 == 53) {
  4962. mes "[Weapons Expert]";
  4963. mes "It seems you have earned your third weapon enchantment.";
  4964. next;
  4965. if (paraweaponenchant < 1) {
  4966. mes "[Weapons Expert]";
  4967. mes "Before I do the other enchantments, you need to pick the first one.";
  4968. next;
  4969. mes "[Weapons Expert]";
  4970. mes "There are only 2 to choose from, which one would you like?";
  4971. next;
  4972. if(select("Atk + 3%:Matk + 3%") == 1) set paraweaponenchant,4767;
  4973. else set paraweaponenchant,4806;
  4974. callsub L_GetWeapon;
  4975. mes "[Weapons Expert]";
  4976. mes "Gotcha, on to the next one.";
  4977. next;
  4978. }
  4979. if (paraweaponenchant2 < 1) {
  4980. mes "[Weapons Expert]";
  4981. mes "Before I do the third enchantment, you need to pick the second one.";
  4982. next;
  4983. mes "[Weapons Expert]";
  4984. mes "This one is a little different, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with.";
  4985. next;
  4986. mes "[Weapons Expert]";
  4987. mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?";
  4988. next;
  4989. switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) {
  4990. case 1:
  4991. if (paraweaponenchant == 4767) set paraweaponenchant2,4060;
  4992. if (paraweaponenchant == 4806) set paraweaponenchant2,4472;
  4993. break;
  4994. case 2:
  4995. if (paraweaponenchant == 4767) set paraweaponenchant2,4068;
  4996. if (paraweaponenchant == 4806) set paraweaponenchant2,4470;
  4997. break;
  4998. case 3:
  4999. if (paraweaponenchant == 4767) set paraweaponenchant2,4063;
  5000. if (paraweaponenchant == 4806) set paraweaponenchant2,4476;
  5001. break;
  5002. case 4:
  5003. if (paraweaponenchant == 4767) set paraweaponenchant2,4080;
  5004. if (paraweaponenchant == 4806) set paraweaponenchant2,4469;
  5005. break;
  5006. case 5:
  5007. if (paraweaponenchant == 4767) set paraweaponenchant2,4118;
  5008. if (paraweaponenchant == 4806) set paraweaponenchant2,4471;
  5009. break;
  5010. case 6:
  5011. set paraweaponenchant2,4805;
  5012. break;
  5013. }
  5014. mes "[Weapons Expert]";
  5015. mes "Gotcha, now for the third one.";
  5016. next;
  5017. }
  5018. mes "[Weapons Expert]";
  5019. mes "The third enchantment is the same as the second one, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with.";
  5020. next;
  5021. mes "[Weapons Expert]";
  5022. mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?";
  5023. next;
  5024. switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) {
  5025. case 1:
  5026. if (paraweaponenchant == 4767) set paraweaponenchant3,4060;
  5027. if (paraweaponenchant == 4806) set paraweaponenchant3,4472;
  5028. break;
  5029. case 2:
  5030. if (paraweaponenchant == 4767) set paraweaponenchant3,4068;
  5031. if (paraweaponenchant == 4806) set paraweaponenchant3,4470;
  5032. break;
  5033. case 3:
  5034. if (paraweaponenchant == 4767) set paraweaponenchant3,4063;
  5035. if (paraweaponenchant == 4806) set paraweaponenchant3,4476;
  5036. break;
  5037. case 4:
  5038. if (paraweaponenchant == 4767) set paraweaponenchant3,4080;
  5039. if (paraweaponenchant == 4806) set paraweaponenchant3,4469;
  5040. break;
  5041. case 5:
  5042. if (paraweaponenchant == 4767) set paraweaponenchant3,4118;
  5043. if (paraweaponenchant == 4806) set paraweaponenchant3,4471;
  5044. break;
  5045. case 6:
  5046. set paraweaponenchant3,4805;
  5047. break;
  5048. }
  5049. mes "[Weapons Expert]";
  5050. mes "OK, gimmy a sec.";
  5051. close2;
  5052. specialeffect2 EF_MAPPILLAR;
  5053. progressbar "ffff00",4;
  5054. delitem paraweaponcount,1;
  5055. getitem2 paraweaponcount, 1, 1, 0, 0, 0, paraweaponenchant3, paraweaponenchant2, paraweaponenchant;
  5056. set para_suv01,54;
  5057. mes "[Weapons Expert]";
  5058. mes "All done.";
  5059. close;
  5060. }
  5061. if (para_suv01 > 53) {
  5062. mes "[Weapons Expert]";
  5063. mes "That is the maximum number of enchanments I can do, enjoy them.";
  5064. close;
  5065. }
  5066. mes "[Weapons Expert]";
  5067. mes "I've already enchanted your weapon, you need to complete more quests for the next enchantment.";
  5068. close;
  5069. }
  5070. end;
  5071. L_Select:
  5072. next;
  5073. mes "[Weapons Expert]";
  5074. set .@menu$,"";
  5075. for(set .@i,0; .@i<getargcount(); set .@i,.@i+3) {
  5076. set .@menu$, .@menu$+getarg(.@i+1)+".:";
  5077. mes getarg(.@i+1)+": "+getarg(.@i+2)+".";
  5078. mes " ";
  5079. }
  5080. next;
  5081. set .@i, select(.@menu$)-1;
  5082. getitem getarg(.@i*3),1;
  5083. mes "[Weapons Expert]";
  5084. return;
  5085. L_GetWeapon:
  5086. if (countitem(1197)) set paraweaponcount,1197;
  5087. else if (countitem(1289)) set paraweaponcount,1289;
  5088. else if (countitem(1391)) set paraweaponcount,1391;
  5089. else if (countitem(1434)) set paraweaponcount,1434;
  5090. else if (countitem(1583)) set paraweaponcount,1583;
  5091. else if (countitem(1658)) set paraweaponcount,1658;
  5092. else if (countitem(1831)) set paraweaponcount,1831;
  5093. else if (countitem(1931)) set paraweaponcount,1931;
  5094. else if (countitem(1986)) set paraweaponcount,1986;
  5095. else if (countitem(13066)) set paraweaponcount,13066;
  5096. else if (countitem(13114)) set paraweaponcount,13114;
  5097. else if (countitem(13310)) set paraweaponcount,13310;
  5098. else if (countitem(13434)) set paraweaponcount,13434;
  5099. else if (countitem(16014)) set paraweaponcount,16014;
  5100. else if (countitem(18106)) set paraweaponcount,18106;
  5101. return;
  5102. }
  5103. sec_in02,25,33,4 script Assistant#para_suvquest 422,{
  5104. callfunc "F_GM_NPC";
  5105. mes "Password";
  5106. next;
  5107. if (callfunc("F_GM_NPC",1854,0) == 1) {
  5108. mes "Please select the variable you want to modify.";
  5109. next;
  5110. set .@var, select("para_suv01:para_suv02");
  5111. mes "Enter the modified value";
  5112. next;
  5113. input .@input,0,9999;
  5114. mes "Value of para_suv0"+.@var+" has been changed to "+.@input+".";
  5115. setd "para_suv0"+.@var,.@input;
  5116. close;
  5117. } else {
  5118. mes "......meow wee.";
  5119. close;
  5120. }
  5121. }