//===== eAthena Script ======================================= //= Rogue Job Quest //===== By: ================================================== //= kobra_k88 //===== Current Version: ===================================== //= 1.3 //===== Compatible With: ===================================== //= eAthena 1.0 + //===== Description: ========================================= //= Rogue job quest based off of official iRO Rogue quest. //= There are some differences from official quest due to scripting issues. //= Missing some message text. //===== Additional Comments: ================================= //= 1.1 fixed 3 wrong questions, added missing lines [Lupus] //= 1.3 Baby Class Support + 40/50 JobLevel Item fix [Lupus] //============================================================ //=======================================================================================================// // Markie: Test 1 and Jobchange // //***********************************************************************************************************************************************************// in_rogue.gat,363,123,3 script Markie 747,{ mes "[Markie]"; if(BaseJob == Job_Thief) goto L_Thief; if(BaseJob == Job_Rogue) goto L_Rogue; L_JobOther: mes "I don't know how you found this place, but I think you better leave.........."; close; L_Rogue: mes "Nice to see you again sweetie. You must be having so much fun as Rogue huh? Teh he he...."; close; L_Thief: if(JobLevel >= 40) goto L_Start; mes "Oh hi there. If you want to become a Rogue I'm afraid you'll have to come back after you've trained a little more."; mes "Only Thieves with a ^5533FFJob level of at least 40^000000 can become Rogues."; close; L_Start: if(ROGUE_Q == 1) goto L_ReTest; if(ROGUE_Q == 2) goto L_Test2; if(ROGUE_Q == 3) goto L_Test3; if(ROGUE_Q == 4) goto L_Test4; if(ROGUE_Q == 5) goto L_Change; mes "Hmm? What brings you down here? Oh I see now... You want to become a rogue don't you sweetie?"; next; mes "[Markie]"; mes "Well it's nice to meet you. My name is Markie, what's yours?"; next; mes "[Markie]"; mes strcharinfo(0) + "..... Te he, you've got a nice name there honey. By the way, how come you decided to become a Rogue?"; next; mes "[Markie]"; mes "Well since you were honest with me and gave me your real name I guess it doesn't really matter."; mes "But for future reference, a Rogue never reveals his/her true identity to anybody."; next; mes "[Markie]"; mes "It's a Rogue's number 1 rule shuga, so from now on you'd better be careful about that."; mes "By the way, here's an application form..... please fill out all the necessary information....."; next; mes "(you fill out the form and hand it back)"; set JBLVL, 40; // used to determine what item to get at the end if(JobLevel == 50) set JBLVL, 50; // used to determine what item to get at the end next; mes "[Markie]"; mes "Okay honey.... looks good, I'll accept your application."; mes "Now that that's been taken care of, how about I conduct a short interview with you?"; next; mes "[Markie]"; mes "Oh, you don't have to be nervous about it sweetie.... I'm just want to find out how much you know about Rogues."; mes "I do this with all of the Rogue candidates. Shall we begin?"; next; menu "Ok.",L_Test1, "Hold on... I need some time.",-; mes "[Markie]"; mes "Okay honey, just take your time. When you're ready come back."; close; //================================================================= L_Test1: //======= mes "[Markie]"; mes "I am going to ask you a few questions. Listen carefully and choose what you think is the best answer okay?"; next; callfunc "RogQ_check"; if(@score< 90) goto sL_Failed; if(@score<100) goto sL_Passed; sL_Perfect: mes "A perfect score! I knew you had what it takes to be a Rogue....."; mes "But don't get ahead of yourself honey cause there is still plenty more....."; next; mes "[Markie]"; set ROGUE_Q, 2; goto L_Test2; sL_Passed: mes "Good, good. You did a good job shuga. But there is still more so don't get excited just yet....."; next; mes "[Markie]"; set ROGUE_Q, 2; goto L_Test2; return; sL_Failed: mes "*sigh*..... this is not the type of score I was expecting......"; mes "What can I say excecpt, with a score like this you're definitely not cut out to be a Rogue.........."; emotion 4; next; mes "[Markie]"; mes "Why don't you go do some more training shuga..... you need it..... *mumbles ( what a waste of my time...)*"; close; L_ReTest: mes "You again? Are you sure you're ready this time?...... Okay honey, just relax...."; next; goto L_Test1; L_Test2: mes "Your second test will be given by ^5533FFMr. Smith^000000."; mes "I have to warn you though, Mr. Smith can be difficult and hard to please. So be careful how you act around him."; close; L_Test3: mes "I know those guys are hard to find. Just be patient and keep on searching. Make sure you have the correct password as well.."; close; L_Test4: mes "What are you doing here? I hope your not trying to skip the last test?........."; emotion 1; next; mes "[Markie]"; mes "Your almost finished so just keep trying. I know you can do it."; close; //======================================================================= L_Change: //=========== mes "Oh, you're back and your in one piece! It looks like you've passed all of the tests sweetie."; mes "You have proven that you are ready to become a Rogue!"; emotion 5; next; if(SkillPoint != 0) goto L_SkillP; mes "[Markie]"; mes "Tada! Congratulations on becoming a Rogue. You showed a lot of effort and deserve a reward for it......"; setlook 7,0; callfunc "Job_Change",Job_Rogue; emotion 46; next; mes "[Markie]"; mes "Now that you are a Rogue you are free to go where ever you want to and do what ever you want."; if(JBLVL != 50) getitem 1219,1; // 2 slott gladius if(JBLVL == 50) getitem 1220,1; // 3 slott gladius callfunc "F_ClearJobVar"; next; mes "[Markie]"; mes "Just keep in mind that freedom requires responsibility. Treat people the way you expect to be treated."; next; mes "[Markie]"; mes "Have fun shuga! See ya around!"; close; //======================================================================= L_SkillP: //=========== mes "[Markie]"; mes "Oh but one thing honey... you have leftover skill points!"; mes "Finish them first and come back, 'kay?"; close; } //=======================================================================================================// // Mr. Smith: Tests 2 and 3 // //***********************************************************************************************************************************************************// in_rogue.gat,376,23,3 script Mr. Smith 57,{ mes "[Mr. Smith]"; if(BaseJob == Job_Thief) goto L_Thief; if(BaseJob == Job_Rogue) goto L_Rogue; L_OtherJob: mes "Go away! I'm busy....."; close; L_Rogue: mes "Looking good there my Rogue friend"; close; L_Thief: if(ROGUE_Q == 2) goto L_Test2; if(ROGUE_Q == 3) goto L_Test3; if(ROGUE_Q > 3) goto L_Done; mes "Ok ok.... one... two.... three.... Where do you do you business... is it.... Morroc... Geffen.... Comodo??......."; next; mes "[Mr. Smith]"; mes "Uhh..... this is giving me a headache......."; next; mes "[Mr. Smith]"; mes "Huh? Who are you? If you want to become a rogue go talk to ^5533FFMarkie^000000...."; next; mes "[Mr. Smith]"; mes "...... CRAP! I forgot what I was counting!!"; emotion 16; close; //---------------------------------------------------------------------------------------------------- L_Test2: //-------------- if(ROGUE_Q2 > 0) goto L_Check2; mes "So you're here to take the second test.... good......."; next; mes "[Mr. Smith]"; mes "Before we get started, let me tell you about the test application fee."; mes "Our guild is involved in alot of business *cough* 'transactions' *cough* and therefore we are in constant needs of funds."; next; mes "[Mr. Smith]"; mes "This is why we require a fee of ^5533FF10,000 zeny^000000 to be paid when taking the Rogue tests."; mes "The fee will be collected when you have completed this second test so don't have to worry if you don't have it now."; next; mes "[Mr. Smith]"; mes "Now for your test..... You will be required to collect the following items:"; next; mes "[Mr. Smith]"; set ROGUE_Q2, rand(1,3); if(ROGUE_Q2 == 1) callsub sF2_R1; if(ROGUE_Q2 == 2) callsub sF2_R2; if(ROGUE_Q2 == 3) callsub sF2_R3; next; mes "[Mr. Smith]"; mes "Once you have ALL of these items and 10,000 zeny, come back and see me okay? Good."; close; sF2_R1: mes "^5533FF6 Blue Herbs,"; mes "10 Skel Bones,"; mes "10 Decayed Nails,"; mes "10 Horrendous Mouths^000000."; return; sF2_R2: mes "^5533FF10 Green Herbs,"; mes "10 Garlets,"; mes "10 Snake Scales"; mes "10 Crab Shells.^000000"; return; sF2_R3: mes "^5533FF10 Yellow Herbs,"; mes "10 Bear's Footskin,"; mes "10 Shells"; mes "10 Grasshopper's Legs^000000."; return; L_Check2: set @count, 0; if(ROGUE_Q2 == 2) goto L_2; if(ROGUE_Q2 == 3) goto L_3; L_1: set @R, 1; if(countitem(510)<6 || countitem(932)<10 || countitem(957)<10 || countitem(958)<10 || Zeny < 10000) goto L_NotEnuf; delitem 510,6; delitem 932,10; delitem 957,10; delitem 958,10; goto L_Done2; L_2: set @R, 2; if(countitem(511)<10 || countitem(910)<10 || countitem(926)<10 || countitem(964)<10 || Zeny < 10000) goto L_NotEnuf; delitem 511,10; delitem 910,10; delitem 926,10; delitem 964,10; goto L_Done2; L_3: set @R, 3; if(countitem(508)<10 || countitem(948)<10 || countitem(935)<10 || countitem(940)<10 || Zeny < 10000) goto L_NotEnuf; delitem 508,10; delitem 948,10; delitem 935,10; delitem 940,10; L_Done2: mes "Let's see here.... application fee.... check..... items....... check...... Alright, everything looks in order. You've passed the second test."; next; mes "[Mr. Smith]"; mes "When you are ready to take the next test let me know."; set Zeny, Zeny - 10000; set ROGUE_Q, 3; set ROGUE_Q2, 0; close; L_NotEnuf: mes ".... What the f@&#!?!? You don't have all of the items? Then why did you come back?? Don't tell me you forgot what to get....."; emotion 1; next; mes "[Mr. Smith]"; mes "Write this down! You need ^5533FF10,000^000000 zeny and:"; if(ROGUE_Q2 == 1) callsub sF2_R1; if(ROGUE_Q2 == 2) callsub sF2_R2; if(ROGUE_Q2 == 3) callsub sF2_R3; next; mes "[Mr. Smith]"; mes "Got it? DON'T come back until you have everything........."; emotion 32; close; //---------------------------------------------------------------------------------------------- L_Test3: //--------------- if(ROGUE_Q2 > 0) goto L_Check3; mes "Let me see..... Who should I have you go find........ hmm........."; emotion 20; next; mes "[Mr. Smith]"; mes "Ah I know! Alright, in the previous test I had you go find some items. For this test you will need to find a specific person."; emotion 5; next; mes "[Mr. Smith]"; set ROGUE_Q2, rand(1,3); if(ROGUE_Q2 == 1) callsub sF3_R1; if(ROGUE_Q2 == 2) callsub sF3_R2; if(ROGUE_Q2 == 3) callsub sF3_R3; next; mes "[Mr. Smith]"; mes "Good luck to you. Try to finish this test as soon as possible. Getting things done quickly is one of a Rogue's traits."; close; sF3_R1: mes "You will have to go and find ^5533FFAragham Junior^000000."; next; mes "[Mr. Smith]"; mes "He lives in a little house somewhere ^5533FFSouthWest^000000 of the Fortress of Sandarman."; mes "That area is located ^5533FFone map East^000000 from here and is on the ^000000SouthWestern land mass^000000."; next; mes "[Mr. Smith]"; mes "He's a really nice guy who works real hard and is very good at collecting unpaid debts."; mes "Unfortunately people were trying to kill him because of something his father had done in the past."; next; mes "[Mr. Smith]"; mes "When he joined the Rogue guild, he decided he was going to keep low which is why he's in his current hiding place."; mes "No one is supposed to know where he is except for those of us at the Rogue Guild."; next; mes "[Mr. Smith]"; mes "That's why you will need this password in order to talk to him."; mes "The password is: '^5533FFAragham never hoarded upgrade items.^000000'"; return; sF3_R2: mes "You will have to go and find ^5533FFHollgrehen Junior^000000."; next; mes "[Mr. Smith]"; mes "He lives in a little house somewhere ^5533FFSouthEast^000000 of the Fortress of Sandarman."; mes "That area is located ^5533FFone map East^000000 from here and is on the ^5533FFEastern land mass^000000."; next; mes "[Mr. Smith]"; mes "He's a really nice guy who works real hard and is very good at collecting unpaid debts."; mes "Unfortunately people were trying to kill him because of something his father had done in the past."; next; mes "[Mr. Smith]"; mes "When he joined the Rogue guild, he decided he was going to keep low which is why he's in his current hiding place."; mes "No one is supposed to know where he is except for those of us at the Rogue Guild."; next; mes "[Mr. Smith]"; mes "That's why you will need this password in order to talk to him."; mes "The password is: '^5533FFMy Father never hoarded upgrade items.^000000'"; return; sF3_R3: mes "You will have to go and find ^5533FFAntonio Junior.^000000."; next; mes "[Mr. Smith]"; mes "He lives in a little hut somewhere on the ^5533FFEastern end of Kokomo Beach^000000."; mes "That area is located ^5533FF1 map North, and 1 map West^000000 from here."; next; mes "[Mr. Smith]"; mes "He's a really nice guy who works real hard and is very good at collecting unpaid debts."; mes "Unfortunately people were trying to kill him because of something his father had done in the past."; next; mes "[Mr. Smith]"; mes "When he joined the Rogue guild, he decided he was going to keep low which is why he's in his current hiding place."; mes "No one is supposed to know where he is except for those of us at the Rogue Guild."; next; mes "[Mr. Smith]"; mes "That's why you will need this password in order to talk to him."; mes "The password is: '^5533FFAntonio doesn't like breaking refining material.^000000'"; return; L_Check3: mes "What!?! Did you just say you forgot where to go?........"; emotion 1; next; mes "[Mr. Smith]"; mes "GRRRR!!! That's why you need to WRITE down important things! Geez......"; emotion 6; next; mes "[Mr. Smith]"; if(ROGUE_Q2 == 1) callsub sF3_R1; if(ROGUE_Q2 == 2) callsub sF3_R2; if(ROGUE_Q2 == 3) callsub sF3_R3; close; //------------------------------------------------------------------------------------------------- L_Done: //---------------- mes "I have no more busisness with you........."; close; } //=========================================================== // Guildsman that need to be found //=========================================================== //------------------------------------------------------------------------------ in_rogue.gat,272,136,3 script Hermanthorn Jr. 85,{ mes "[Hermanthorn Jr.]"; mes "Huh? Wha.... who are you?! You're not from the Rogue guild!! Get out of here!"; emotion 1; next; mes "[Hermanthorn Jr.]"; mes "You're..... I see! You're one of them!!! You've come here to kill me haven't you??!! No... NO!! I'm not ready to die yet!"; emotion 0; next; mes "[Hermanthorn Jr.]"; mes "Aaaaaaaaaaaaaahhhh!! Go away! Get lost! Otherwise I am gonna KILL YOU!!!"; emotion 16; close; } // -------------------------------------------------------------------------- cmd_fild09.gat,106,195,0 script Aragham Junior 45,1,1,{ callfunc "F_RogueTest3", 1, "Aragham", "never", "hoarded", "upgrade items.", 244, 24; } // ----------------------------------------------------------------------------- cmd_fild09.gat,335,143,0 script Hollgrehen Junior 45,1,1,{ callfunc "F_RogueTest3", 2, "My father", "never", "hoarded", "upgrade items.", 168, 34; } // ------------------------------------------------------------------------------ cmd_fild04.gat,304,179,0 script Antonio Junior 45,1,1,{ callfunc "F_RogueTest3", 3, "Antonio", "doesn't like", "breaking", "refining materials.", 165, 104; } // Function for Guildsman =================================== function script F_RogueTest3 { mes "[???]"; mes "Who's there?!!!"; mes "Who dares to trespass on my territory?"; if(BaseJob!=Job_Thief || ROGUE_Q<3 || ROGUE_Q2==0) close; L_Start: deletearray @choice$[1], 4; next; menu "My father",M_1a, "Aragham",M_1b, "Antonio",M_1c, "Legolas",M_1d; M_1a: set @choice$[1], "My father"; goto M_Menu2; M_1b: set @choice$[1], "Aragham"; goto M_Menu2; M_1c: set @choice$[1], "Antonio"; goto M_Menu2; M_1d: set @choice$[1], "Legolas"; M_Menu2: callsub sF_Password; menu "did not",M_2a, "doesn't like",M_2b, "never",M_2c, "ever",M_2d; M_2a: set @choice$[2], "did not"; goto M_Menu3; M_2b: set @choice$[2], "doesn't like"; goto M_Menu3; M_2c: set @choice$[2], "never"; goto M_Menu3; M_2d: set @choice$[2], "ever"; M_Menu3: callsub sF_Password; menu "hoard",M_3a, "hoarded",M_3b, "hide",M_3c, "took",M_3d, "breaking",M_3e; M_3a: set @choice$[3], "hoard"; goto M_Menu4; M_3b: set @choice$[3], "hoarded"; goto M_Menu4; M_3c: set @choice$[3], "hide"; goto M_Menu4; M_3d: set @choice$[3], "took"; goto M_Menu4; M_3e: set @choice$[3], "breaking"; M_Menu4: callsub sF_Password; menu "upgrade items.",M_4a, "forging items.",M_4b, "refining materials.",M_4c, "upgrade equipment.",M_4d; M_4a: set @choice$[4], "upgrade items."; goto L_Check; M_4b: set @choice$[4], "forging items."; goto L_Check; M_4c: set @choice$[4], "refining materials."; goto L_Check; M_4d: set @choice$[4], "upgrade equipment."; L_Check: callsub sF_Password; if(ROGUE_Q2 != getarg(0)) goto L_Wrong; if((@choice$[1] != getarg(1)) || (@choice$[2] != getarg(2)) || (@choice$[3] != getarg(3)) || (@choice$[4] != getarg(4))) goto L_Wrong; mes "~ creeek ~"; mes "You hear the door begining to open........"; next; deletearray @choice$[1], 4; warp "in_rogue.gat", getarg(5), getarg(6); end; L_Wrong: mes "[???]"; mes "Get lost!!"; close; sF_Password: mes "[^5533FF" + strcharinfo(0) + "^000000]"; mes @choice$[1]; mes @choice$[2]; mes @choice$[3]; mes @choice$[4]; next; return; } //=======================================================================================================// // Test 4: Last Test // //***********************************************************************************************************************************************************// // Other path // warp "in_rogue.gat", 11, 388; // 390,389 end warp // 9,9 -> 9,21 //=============================================== // Guildsman //=============================================== //--------------------------------------------------------------------------- in_rogue.gat,244,39,4 script Aragham Junior 99,{ callfunc "F_RogueTest4", "Aragham Junior", 245, 27; } //--------------------------------------------------------------------------- in_rogue.gat,152,27,6 script Hollgrehen Junior 85,{ callfunc "F_RogueTest4", "Hollgrehen Junior", 160, 32; } //--------------------------------------------------------------------------- in_rogue.gat,183,105,4 script Antonio Junior 88,{ callfunc "F_RogueTest4", "Antonio Junior", 175, 107; } // Function for Guildsman ============================= function script F_RogueTest4 { if(ROGUE_Q == 4) goto L_Restart; mes "[" + getarg(0) + "]"; mes "Hello there... You must be from the Rogue guild. My name is " + getarg(0) + "...... I am the Rogue of the Desert.............."; next; mes "[" + getarg(0) + "]"; mes "Aww who am I kidding...... Let's cut the crap. So are you ready to become a rogue?"; emotion 4; next; mes "[" + getarg(0) + "]"; mes "You see, the Rogue motto is...... ^5533FF'Avoid the strong! Be malicious to the weak!'^000000"; mes "This simple rule applys to fighting monsters as well."; next; mes "[" + getarg(0) + "]"; mes "The very last thing you will have to do before you can become a Rogue, is to walk through an underground passage to the Rogue Guild."; next; mes "[" + getarg(0) + "]"; mes "Sounds easy huh? Well it's not! But don't worry...."; mes "If you stay true to the Rogue motto and use a lot of hide, and do a lot of running, you should be just fine."; M_Menu: next; mes "[" + getarg(0) + "]"; mes "Ok, are you ready to go?"; next; menu "As ready as I'll ever be.",-, "Actually I'm kinda scared...",M_End; mes "[" + getarg(0) + "]"; mes "Good luck then."; next; set ROGUE_Q, 4; killmonsterall "in_rogue.gat"; savepoint "in_rogue.gat", getarg(1), getarg(2); warp "in_rogue.gat", 15, 105; end; M_End: mes "[" + getarg(0) + "]"; mes "....................."; next; mes "[" + getarg(0) + "]"; mes "Well take your time then...... I guess......."; close; L_Restart: mes "[" + getarg(0) + "]"; mes "....... Looks like you got creamed......."; emotion 4; next; mes "[" + getarg(0) + "]"; mes "If you're up for it, I'll send you back in. Failure has a way of teaching success.... yada yada yada...."; percentheal 100,100; goto M_Menu; } //================================================ // Monster Spawns //================================================ in_rogue.gat,15,185,0 script rogue_mob1 139,8,0,{ monster "in_rogue.gat",14,188,"Zombie",1015,1; monster "in_rogue.gat",15,188,"Zombie",1015,1; monster "in_rogue.gat",16,188,"Zombie",1015,1; monster "in_rogue.gat",14,189,"Zombie",1015,1; monster "in_rogue.gat",15,189,"Zombie",1015,1; monster "in_rogue.gat",16,189,"Zombie",1015,1; end; } in_rogue.gat,15,245,0 script rogue_mob2 139,8,0,{ monster "in_rogue.gat",14,247,"Mummy",1041,1; monster "in_rogue.gat",15,247,"Mummy",1041,1; monster "in_rogue.gat",16,247,"Mummy",1041,1; monster "in_rogue.gat",14,248,"Mummy",1041,1; monster "in_rogue.gat",15,248,"Mummy",1041,1; monster "in_rogue.gat",16,248,"Mummy",1041,1; end; } in_rogue.gat,15,328,0 script rogue_mob3 139,8,0,{ monster "in_rogue.gat",14,331,"Zombie",1015,1; monster "in_rogue.gat",15,331,"Zombie",1015,1; monster "in_rogue.gat",16,331,"Zombie",1015,1; monster "in_rogue.gat",14,332,"Zombie",1015,1; monster "in_rogue.gat",15,332,"Zombie",1015,1; monster "in_rogue.gat",16,332,"Zombie",1015,1; end; } in_rogue.gat,35,342,0 script rogue_mob4 139,0,8,{ monster "in_rogue.gat",38,340,"Mummy",1041,1; monster "in_rogue.gat",37,342,"Abyss Knight",1219,1; monster "in_rogue.gat",39,342,"Ghoul",1036,1; monster "in_rogue.gat",38,344,"Mummy",1041,1; end; } in_rogue.gat,57,306,0 script rogue_mob5 139,4,0,{ monster "in_rogue.gat",59,301,"Khalitzburg",1132,1; end; } in_rogue.gat,96,333,0 script rogue_mob6 139,0,4,{ monster "in_rogue.gat",92,325,"Khalitzburg",1132,1; end; } in_rogue.gat,139,313,0 script rogue_mob7 139,4,0,{ monster "in_rogue.gat",139,309,"Abyss Knight",1219,1; end; } in_rogue.gat,135,246,0 script rogue_mob8 139,0,4,{ monster "in_rogue.gat",139,245,"Zombie",1015,2; monster "in_rogue.gat",139,246,"Zombie",1015,2; monster "in_rogue.gat",139,247,"Zombie",1015,2; end; } in_rogue.gat,62,302,0 script rogue_mob9 139,0,4,{ monster "in_rogue.gat",57,305,"Khalitzburg",1132,1; end; } in_rogue.gat,199,218,0 script rogue_mob10 139,0,8,{ monster "in_rogue.gat",157,218,"Zombie",1015,10; monster "in_rogue.gat",157,218,"Abyss Knight",1219,1; monster "in_rogue.gat",157,218,"Ghoul",1036,1; monster "in_rogue.gat",157,218,"Archer Skeleton",1016,1; end; } in_rogue.gat,86,187,0 script rogue_mob11 139,0,8,{ monster "in_rogue.gat",88,186,"Mummy",1041,1; monster "in_rogue.gat",88,187,"Mummy",1041,1; monster "in_rogue.gat",88,188,"Mummy",1041,1; end; } in_rogue.gat,225,187,0 script rogue_mob12 139,0,8,{ monster "in_rogue.gat",232,191,"Abyss Knight",1219,1; monster "in_rogue.gat",233,190,"Abyss Knight",1219,1; monster "in_rogue.gat",234,189,"Abyss Knight",1219,1; end; } in_rogue.gat,252,320,0 script rogue_mob13 139,0,8,{ monster "in_rogue.gat",252,319,"Mummy",1041,1; monster "in_rogue.gat",252,321,"Mummy",1041,1; monster "in_rogue.gat",252,319,"Ghoul",1036,1; monster "in_rogue.gat",252,321,"Ghoul",1036,1; monster "in_rogue.gat",257,320,"Archer Skeleton",1016,1; monster "in_rogue.gat",248,320,"Archer Skeleton",1016,1; end; } //================================================ // End Warp //================================================ in_rogue.gat,370,320,0 script rogue04 45,1,1,{ set ROGUE_Q, 5; killmonsterall "in_rogue.gat"; warp "in_rogue.gat",378,113; end; } //================================================ // Timer: Keeps monsters from overspawning //================================================ - script RogueTest3 -1,{ end; OnMinute10: OnMinute20: OnMinute30: OnMinute40: OnMinute50: OnMinute60: killmonsterall "in_rogue.gat"; end; }