SCENE 100, "vestibulary", SCENE, "Gatekeeper"
#include AHS.txt
SET newbCastle.classesCheck, 0
SET class.interface, 1
SET xyws, mo
GIVE I800
GIVE I801
GIVE I802
GIVE I803
GIVE I804
GIVE I805
GIVE I806
GIVE I807
SET gdfgd, nst
IF C10 @supernewbtrip
IF -C2 @travel
COMPARE #<num.TrophyBagWidth>, 0
IF> @skptrophybag
SET num.TrophyBagWidth, 5
SET num.TrophyBagHeight, 4
@skptrophybag
SET rat, ers
ACTOR 1, Gatekeeper, human31, 1, 30, 98
SET WARNING, "You shouldn't try to change these values if you do not feel like being banned" 
SET GP.name, "Tomans"
@continuenormalclass
1: Hello.
1: I am the gatekeeper of the castle.
1: I can help you choose a class and reach Gaia.
1: But you should really go to the other courses first, if you haven't.
1: What do you want?
SET musicthingy, 56
WAIT 1
@menu1
SOUND sword1.wav
MENU "To sign for the course about classes.=@classes", "To skip it and pick a class.=@class", "I'll be back later, thanks.=@later"
GOTO @menu1

@pickaclassinterface
SET class.interface, 1
SOUND sword1.wav
MOVE 24, 200, 200, 1
ACTOR 10, , misc2, 0, 35, 40
ACTOR 11, , misc2, 1, 45, 40
ACTOR 12, , misc2, 2, 55, 40
ACTOR 13, , misc2, 3, 65, 40
ACTOR 14, , misc2, 4, 35, 62
ACTOR 15, , misc2, 15, 45, 62, 23
ACTOR 16, , misc2, 5, 55, 62
ACTOR 17, , misc2, 6, 65, 62
ACTOR 18, , misc2, 7, 35, 84
ACTOR 19, , misc2, 8, 45, 84
ACTOR 20, , misc2, 9, 55, 84
ACTOR 21, , misc2, 14, 65, 84, 23
ACTOR 22, , next, 0, 40, 96
ACTOR 23, , cancel2, 0, 60, 96
@end
END

@pickaclassinterface2
SET class.interface, 2
SOUND sword1.wav
MOVE 22, 200, 200, 1
ACTOR 10, , misc2, 10, 35, 40
ACTOR 11, , misc2, 11, 45, 40
ACTOR 12, , misc2, 17, 55, 40
ACTOR 13, , misc2, 16, 65, 40, 23
ACTOR 14, , misc2, 13, 35, 62, 23
ACTOR 15, , misc2, 12, 45, 62
MOVE 16, 200, 200, 1
MOVE 17, 200, 200, 1
MOVE 18, 200, 200, 1
MOVE 19, 200, 200, 1
MOVE 20, 200, 200, 1
MOVE 21, 200, 200, 1
;ACTOR 16, , misc2, , 55, 62
;ACTOR 17, , misc2, , 65, 62
;ACTOR 18, , misc2, , 35, 84
;ACTOR 19, , misc2, , 45, 84
;ACTOR 20, , misc2, , 55, 84
;ACTOR 21, , misc2, , 65, 84
ACTOR 23, , cancel2, 0, 60, 96
ACTOR 24, , previous, 0, 40, 96
END

@eventActorClick23
SOUND sword1.wav
@moveout
MOVE 10, 200, 200, 1
MOVE 11, 200, 200, 1
MOVE 12, 200, 200, 1
MOVE 13, 200, 200, 1
MOVE 14, 200, 200, 1
MOVE 15, 200, 200, 1
MOVE 16, 200, 200, 1
MOVE 17, 200, 200, 1
MOVE 18, 200, 200, 1
MOVE 19, 200, 200, 1
MOVE 20, 200, 200, 1
MOVE 21, 200, 200, 1
MOVE 22, 200, 200, 1
MOVE 23, 200, 200, 1
MOVE 24, 200, 200, 1
RETURN
END

@eventActorClick22
GOTO @pickaclassinterface2

@eventActorClick24
GOTO @pickaclassinterface

@supernewbtrip
GOTO LINK 55, 2

@eventActorClick10
CALL 100@moveout
COMPARE #<class.interface>, 2
IF= @eventActorClickbis10
COMPARE #<newbCastle.classesCheck>, 1
IF= @eventActorClickter10
GOTO @alche2

@eventActorClickter10
GOTO @alche

@eventActorClickbis10
COMPARE #<newbCastle.classesCheck>, 1
IF= @eventActorClickter10b
GOTO @necro2

@eventActorClickter10b
GOTO @necro

@eventActorClick11
CALL 100@moveout
COMPARE #<class.interface>, 2
IF= @eventActorClickbis11
COMPARE #<newbCastle.classesCheck>, 1
IF= @eventActorClickter11
GOTO @archer2

@eventActorClickter11
GOTO @archer

@eventActorClickbis11
COMPARE #<newbCastle.classesCheck>, 1
IF= @eventActorClickter11b
GOTO @paladin2

@eventActorClickter11b
GOTO @paladin

@eventActorClick12
CALL 100@moveout
COMPARE #<class.interface>, 2
IF= @eventActorClickbis12
COMPARE #<newbCastle.classesCheck>, 1
IF= @eventActorClickter12
GOTO @assa2

@eventActorClickter12
GOTO @assa

@eventActorClickbis12
COMPARE #<newbCastle.classesCheck>, 1
IF= @eventActorClickter12b
GOTO @priest2

@eventActorClickter12b
GOTO @priest

@eventActorClick13
CALL 100@moveout
COMPARE #<class.interface>, 2
IF= @eventActorClickbis13
COMPARE #<newbCastle.classesCheck>, 1
IF= @eventActorClickter13
GOTO @hardc2

@eventActorClickter13
GOTO @hardc

@eventActorClickbis13
COMPARE #<newbCastle.classesCheck>, 1
IF= @eventActorClickter13b
END
;GOTO @rodeur2

@eventActorClickter13b
GOTO @rodeur

@eventActorClick14
CALL 100@moveout
COMPARE #<class.interface>, 2
IF= @eventActorClickbis14
COMPARE #<newbCastle.classesCheck>, 1
IF= @eventActorClickter14
GOTO @deathd2

@eventActorClickter14
GOTO @deathd

@eventActorClickbis14
COMPARE #<newbCastle.classesCheck>, 1
IF= @eventActorClickter14b
END
;GOTO @werewolf2

@eventActorClickter14b
; GOTO @werewolf
END

@eventActorClick15
CALL 100@moveout
COMPARE #<class.interface>, 2
IF= @eventActorClickbis15
COMPARE #<newbCastle.classesCheck>, 1
IF= @eventActorClickter15
END
; Not implanted yet
; GOTO @elem2

@eventActorClickter15
GOTO @elem

@eventActorClickbis15
COMPARE #<newbCastle.classesCheck>, 1
IF= @eventActorClickter15b
GOTO @wizard2

@eventActorClickter15b
GOTO @wizard

@eventActorClick16
CALL 100@moveout
COMPARE #<class.interface>, 2
IF= @eventActorClickbis16
COMPARE #<newbCastle.classesCheck>, 1
IF= @eventActorClickter16
GOTO @healer2

@eventActorClickter16
GOTO @healer

@eventActorClickbis16
; No class here.
COMPARE #<newbCastle.classesCheck>, 1
IF= @eventActorClickter16b
END 

@eventActorClick17
CALL 100@moveout
COMPARE #<class.interface>, 2
IF= @eventActorClickbis17
COMPARE #<newbCastle.classesCheck>, 1
IF= @eventActorClickter17
GOTO @illu2

@eventActorClickter17
GOTO @illu

@eventActorClickbis17
; No class here.
COMPARE #<newbCastle.classesCheck>, 1
IF= @eventActorClickter17b
END 

@eventActorClick18
CALL 100@moveout
COMPARE #<class.interface>, 2
IF= @eventActorClickbis18
COMPARE #<newbCastle.classesCheck>, 1
IF= @eventActorClickter18
GOTO @jester2

@eventActorClickter18
GOTO @jester

@eventActorClickbis18
; No class here.
COMPARE #<newbCastle.classesCheck>, 1
IF= @eventActorClickter18b
END 

@eventActorClick19
CALL 100@moveout
COMPARE #<class.interface>, 2
IF= @eventActorClickbis19
COMPARE #<newbCastle.classesCheck>, 1
IF= @eventActorClickter19
GOTO @knight2

@eventActorClickter19
GOTO @knight

@eventActorClickbis19
; No class here.
COMPARE #<newbCastle.classesCheck>, 1
IF= @eventActorClickter19b
END 

@eventActorClick20
CALL 100@moveout
COMPARE #<class.interface>, 2
IF= @eventActorClickbis20
COMPARE #<newbCastle.classesCheck>, 1
IF= @eventActorClickter20
GOTO @mercen2

@eventActorClickter20
GOTO @mercen

@eventActorClickbis20
; No class here.
COMPARE #<newbCastle.classesCheck>, 1
IF= @eventActorClickter20b
END 

@eventActorClick21
CALL 100@moveout
COMPARE #<class.interface>, 2
IF= @eventActorClickbis21
COMPARE #<newbCastle.classesCheck>, 1
IF= @eventActorClickter21
END
;GOTO @monksanci2

@eventActorClickter21
GOTO @monksanci

@eventActorClickbis21
; No class here.
COMPARE #<newbCastle.classesCheck>, 1
IF= @eventActorClickter21
END 

@later
SOUND sword1.wav
H: I will be back later, thanks.
H: I first need to sign for the other courses.
1: Wise choice.
1: See you later!
COMPARE #<felty.bronzekey>, 1
IF= @endthisscene
COMPARE #<felty.educated>, 5
IF= @setkeylocation
@endthisscene
END

@setkeylocation
WAIT 3
COMPARE #<num.hostX>, 5
IF< @checkycoord
GOTO @setkeylocation
@checkycoord
COMPARE 90, #<num.hostY>, 
IF< @givekey
GOTO @setkeylocation
@givekey
N: You found a bronze key.
SET felty.bronzekey, 1
GIVE T3456
END

@class
SOUND sword1.wav
1: Are you sure?
WAIT 1
@menu2
SOUND sword1.wav
MENU "Yes I am.=@pick2", "No I want to have a lesson about classes.=@classes"
GOTO @menu2

@classes
SOUND sword1.wav
SET c1jdgjdfs, 0
1: Do you want to focus on a specific class?
WAIT 1
@menu3
SOUND sword1.wav
MENU "Yes I do.=@speclass", "No I want a complete overview.=@overview"
GOTO @menu3

@overview
SOUND sword1.wav
1: Fine.
SET c1jdgjdfs, 1
GOTO @paladin

@again
1: Do you want informations about another class?
MOVE 9, 200, 200, 1
WAIT 1
@menu6
SOUND sword1.wav
MENU "No thanks, I want to pick a class.=@pick2","Yes please.=@speclass"
GOTO @menu6

@speclass
SOUND sword1.wav
1: So select a class!
WAIT 1
;@menu4
SOUND sword1.wav
SET newbCastle.classesCheck, 1
GOTO @pickaclassinterface
;MENU "Alchemist=@alche", "Archer=@archer", "Assassin=@assa", "Barbarian=@hardc", "Death Dancer=@deathd", "Elementalist=@elem", "Healer=@healer", "Illusionist=@illu", "Jester=@jester", "Knight=@knight", "Mercenary=@mercen", "Monk of the Ancient Order=@monksanci",  "Necromancer=@necro", "Paladin=@paladin", "Priest=@priest", "Rodeur=@rodeur", "Wizard=@wizard", "Cancel=@end"
;GOTO @menu4

@travel
GOTO LINK 0, 0

@werewolf
N: No description available
GOTO @again

@illu
1: Illusionists:
SOUND sword1.wav
ACTOR 9, , misc2, 6, 90, 30
N: Magic Ratio : 90%% - Hand Ratio : 10%%
1: Illusionists are so powerful with illusion magic that they can make the illusions real. 
1: They can charm /all, confuse /all, stun, and summon illusion monsters.
COMPARE #<c1jdgjdfs>, 1
IF= @nomoreclas
GOTO @again

@wizard
1: Wizards
SOUND sword1.wav
ACTOR 9, , misc2, 12, 90, 30
N: Magic Ratio : 100%% - Hand Ratio : 5%%
1: Basic mages, they have access to most of the elements. 
1: They have no speciality as the other mages. 
1: They probably have the best summoning spells - the most chaotic ones too...
COMPARE #<c1jdgjdfs>, 1
IF= @illu
GOTO @again

@archer
1: Archers:
SOUND sword1.wav
ACTOR 9, , misc2, 1, 90, 30
N: Magic Ratio : 55%% - Hand Ratio : 80%%
1: Wild people, born in the woods, they are able to tame beasts. 
1: They get an eagle during their training and can have up to 2 pets in battle.
COMPARE #<c1jdgjdfs>, 1
IF= @wizard
GOTO @again

@deathd
1: Death dancers:
SOUND sword1.wav
ACTOR 9, , misc2, 4, 90, 30
N: Magic Ratio : 50%% - Hand Ratio : 90%%
1: Death Dancers spend their time in the forest of Mangeas, in the elven kingdom to study the art of war. 
1: They fight with two swords and are the masters of the battle magic. 
1: They also can summon the spirits of their ancestors to help and buff them or debuff their opponents.
COMPARE #<c1jdgjdfs>, 1
IF= @archer
GOTO @again

@healer
1: Healers:
SOUND sword1.wav
ACTOR 9, , misc2, 5, 90, 30
N: Magic Ratio : 60%% - Hand Ratio : 50%%
1: Healers are mainly a supportive class, but quests could be hardly completed without them. 
1: They can heal and cure almost anything. 
1: They hold the ancient secrets of the elven kingdom. 
COMPARE #<c1jdgjdfs>, 1
IF= @deathd
GOTO @again

@rodeur
1: Rodeurs:
SOUND sword1.wav
ACTOR 9, , misc2, 16, 90, 30
N: Magic Ratio : 20%% - Hand Ratio : 80%%
1: Descendants of the companions of the last king of Athelias, they wait and watch the regent and his minions. 
1: They live on the road, travelling from place to place, and no-one really know what they seek.
COMPARE #<c1jdgjdfs>, 1
IF= @healer
GOTO @again

@assa
1: Assassins:
SOUND sword1.wav
ACTOR 9, , misc2, 2, 90, 30
N: Magic Ratio : 25%% - Hand Ratio : 90%%
1: Assassins use 2 daggers and are the masters of the art of poisoning. 
1: They can use throwing weapons as well and deal much more damages with poison than the other classes on tough monsters.
COMPARE #<c1jdgjdfs>, 1
IF= @rodeur
GOTO @again

@mercen
1: Mercenaries:
SOUND sword1.wav
ACTOR 9, , misc2, 9, 90, 30
N: Magic Ratio : 10%% - Hand Ratio : 90%%
1: Good warriors, they don't know s*** about good and evil. 
1: They just fight, and get money off that. 
1: They have the sinister Black Horse Tavern as headquarters ; don't pick this class if you can't play at night : the tavern only opens from dusk to dawn. 
1: They can have up to 3M #<GP.name> - gold that is.
COMPARE #<c1jdgjdfs>, 1
IF= @assa
GOTO @again

@elem
1: Elementalists:
SOUND sword1.wav
ACTOR 9, , misc2, 15, 90, 30
N: Magic Ratio : 90%% - Hand Ratio : 10%%
1: These mages pick one of the elements (air, water, fire, earth) as a speciality.
1: They can summon elementals to help them in battles. 
COMPARE #<c1jdgjdfs>, 1
IF= @mercen
GOTO @again

@knight
1: Knights:
SOUND sword1.wav
ACTOR 9, , misc2, 8, 90, 30
N: Magic Ratio : 10%% - Hand Ratio : 90%%
1: Basic fighters, they will one day be allowed to choose an order and a king to serve.
1: The strongest can organize tournaments.
COMPARE #<c1jdgjdfs>, 1
IF= @elem
GOTO @again

@jester
1: Jesters:
SOUND sword1.wav
ACTOR 9, , misc2, 7, 90, 30
N: Magic Ratio : 45%% - Hand Ratio : 45%%
1: Here is a class you shouldn't pick if you are a novice.
1: They do not use any weapon. 
1: They have puppets instead. 
1: But their skills in the illusionary magic are so developped they can make them real, and make them fight for them.
COMPARE #<c1jdgjdfs>, 1
IF= @knight
GOTO @again

@priest
1: Priests:
SOUND sword1.wav
ACTOR 9, , misc2, 17, 90, 30
N: Magic Ratio : 60%% - Hand Ratio : 60%%
1: Masters of healing, decent fighters, they are respected in all the kingdom for their knowledge and their wisdom.
1: They will soon be allowed to choose a deity they will serve, and get new special powers.
COMPARE #<c1jdgjdfs>, 1
IF= @jester
GOTO @again

@necro
1: Necromancers:
SOUND sword1.wav
ACTOR 9, , misc2, 10, 90, 30
N: Magic Ratio : 90%% - Hand Ratio : 10%%
1: Necromancers have access to a bunch of nasty spells, and are feared for that : they can mum /all, resurrect, summon an undead...
1: They also have specific spells, allowing to take on their life or mana to regenerate the stats of the other players in the team.
COMPARE #<c1jdgjdfs>, 1
IF= @priest
GOTO @again

@monksanci
1: Monks of the ancient order:
SOUND sword1.wav
ACTOR 9, , misc2, 14, 90, 30
N: Magic Ratio : 60%% - Hand Ratio : 15%%
1: These gnomes are the holders of Athelias knowledge. 
1: They keep the memory of the past ages, even before the invasion of the Chaos.
1: They don't use any weapon but have access to ALL the spells, but some class-specific spells. 
1: They master every element at level 9.
COMPARE #<c1jdgjdfs>, 1
IF= @necro
GOTO @again

@hardc
1: Barbarians:
SOUND sword1.wav
ACTOR 9, , misc2, 3, 90, 30
N: Magic Ratio : 25%% - Hand Ratio : 90%%
1: Born in the dwarven kingdom, trained in the barbaric city of Irkatshk, they have no fear and fight till death.
COMPARE #<c1jdgjdfs>, 1
IF= @monksanci
GOTO @again

@alche
1: Alchemists:
SOUND sword1.wav
ACTOR 9, , misc2, 0, 90, 30
N: Magic Ratio : 60%% - Hand Ratio : 50%%
1: Alchemists are mages specilazied in earth magic. 
1: They can make potions more powerful than those that can be bought in shops and create golems to help them.
COMPARE #<c1jdgjdfs>, 1
IF= @hardc
GOTO @again

@paladin
1: Paladins:
SOUND sword1.wav
ACTOR 9, , misc2, 11, 90, 30
N: Magic Ratio : 20%% - Hand Ratio : 80%%
1: Heroes of the island, they have a secret training in their castle and proudly hold their sword to face the Chaos and the evil creatures of Athelias. 
1: They use 2-handed swords and no shield.
COMPARE #<c1jdgjdfs>, 1
IF= @alche
GOTO @again

@nomoreclas
1: That was the last class.
MOVE 9, 200, 200, 1
1: It is now time for you to pick one of those classes.
COMPARE #<felty.learnclasses>, 1
IF= @endclassescourse
SET felty.learnclasses, 1
ADD felty.educated, 1
@endclassescourse
GOTO @pick

@pick2
SOUND sword1.wav
@pick
1: Which class do you want to pick?
WAIT 1.5
GOTO @pickaclassinterface
;@menu5
;SOUND sword1.wav
;MENU "Alchemist=@alche2", "Archer=@archer2", "Assassin=@assa2", "Barbarian=@hardc2", "Death Dancer=@deathd2", "Healer=@healer2", "Illusionist=@illu2", "Jester=@jester2", "Knight=@knight2", "Mercenary=@mercen2",  "Necromancer=@necro2", "Paladin=@paladin2",  "Priest=@priest2", "Wizard=@wizard2", "Cancel=@end"
;, "Werewolf=@werewolf2", "Monk of the Ancient Order=@monksanci2", "Elementalist=@elem2", "Rodeur=@rodeur2"
;GOTO @menu5

@werewolf2
SOUND sword1.wav
CALL 110011@start -h-
HOST_GIVE T4000
EJECT T4000
TAKE T4000
1: Here you go!
WAIT 3
SET num.hostClass, 8
#include version2.txt
HOST_GIVE T3985
HOST_GIVE T3989
GOTO LINK 112, 2

@illu2
SOUND sword1.wav
CALL 110011@start -h-g-e-
HOST_GIVE T4000
EJECT T4000
TAKE T4000
1: Here you go!
1: Remember to go and visit the elder once in Athelias.
WAIT 3
HOST_GIVE T2899
SET num.hostClass, 80
#include version2.txt
HOST_GIVE T92
SET hfghfghsssssdgdgdeathfsfaaaaa, 100000
GOTO LINK 7,18

@wizard2
SOUND sword1.wav
CALL 110011@start -h-g-e-
HOST_GIVE T4000
EJECT T4000
TAKE T4000
1: Here you go!
1: Remember to go and visit the elder once in Athelias.
WAIT 3
#include version2.txt
SET num.hostClass, 70
HOST_GIVE T2899
HOST_GIVE T91
SET hfghfghsssssdgdgdeathfsfaaaaa, 100000
GOTO LINK 7,18

@archer2
SOUND sword1.wav
CALL 110011@start -h-e-
HOST_GIVE T4000
EJECT T4000
TAKE T4000
1: Here you go!
1: Remember to go and visit the elder once in Athelias.
WAIT 3
#include version2.txt
SET num.hostClass, 61
HOST_GIVE T113
HOST_GIVE T2899
SET hfghfghsssssdgdgdeathfsfaaaaa, 100016
GOTO LINK 13,2

@eventActorClick1
CALL 110010@gharl
END

@deathd2
SOUND sword1.wav
CALL 110011@start -e-, "Death Dancer", n
HOST_GIVE T4000
EJECT T4000
TAKE T4000
1: Here you go!
1: Remember to go and visit the elder once in Athelias.
WAIT 3
#include version2.txt
SET num.hostClass, 60
HOST_GIVE T112
HOST_GIVE T2899
SET hfghfghsssssdgdgdeathfsfaaaaa, 100016
GOTO LINK 13,2

@healer2
SOUND sword1.wav
CALL 110011@start -e-, healer, ""
HOST_GIVE T4000
EJECT T4000
TAKE T4000
1: Here you go!
1: Remember to go and visit the elder once in Athelias.
WAIT 3
#include version2.txt
SET num.hostClass, 56
HOST_GIVE T111
HOST_GIVE T2899
SET hfghfghsssssdgdgdeathfsfaaaaa, 100016
GOTO LINK 13,2

@rodeur2
SOUND sword1.wav
CALL 110011@start -h-, rodeur, ""
HOST_GIVE T4000
EJECT T4000
TAKE T4000
1: Here you go!
1: Remember to go and visit the elder once in Athelias.
WAIT 3
#include version2.txt
SET num.hostClass, 55
HOST_GIVE T110
HOST_GIVE T2899
SET hfghfghsssssdgdgdeathfsfaaaaa, 100000
GOTO LINK 7,18

@assa2
SOUND sword1.wav
CALL 110011@start -h-g-
HOST_GIVE T4000
EJECT T4000
TAKE T4000
1: Here you go!
WAIT 3
#include version2.txt
SET num.hostClass, 50
HOST_GIVE T109
HOST_GIVE T2899
SET hfghfghsssssdgdgdeathfsfaaaaa, 100000
GOTO LINK 7, 24, 1

@mercen2
SOUND sword1.wav
CALL 110011@start -h-g-e-d-
HOST_GIVE T4000
EJECT T4000
TAKE T4000
1: Here you go!
1: Remember to go and visit the elder once in Athelias.
WAIT 3
#include version2.txt
SET num.hostClass, 45
HOST_GIVE T108
HOST_GIVE T2899
SET hfghfghsssssdgdgdeathfsfaaaaa, 100000
GOTO LINK 7,18

@elem2
SOUND sword1.wav
CALL 110011@start -h-g-e-
HOST_GIVE T4000
EJECT T4000
TAKE T4000
1: Here you go!
1: Remember to go and visit the elder once in Athelias.
WAIT 3
#include version2.txt
SET num.hostClass, 43
HOST_GIVE T107
HOST_GIVE T2899
SET hfghfghsssssdgdgdeathfsfaaaaa, 100000
GOTO LINK 7,18

@knight2
SOUND sword1.wav
CALL 110011@start -h-g-e-d-
HOST_GIVE T4000
EJECT T4000
TAKE T4000
1: Here you go!
1: Remember to go and visit the elder once in Athelias.
WAIT 3
#include version2.txt
SET num.hostClass, 22
HOST_GIVE T2899
HOST_GIVE T106
SET hfghfghsssssdgdgdeathfsfaaaaa, 100000
GOTO LINK 7,18

@jester2
SOUND sword1.wav
CALL 110011@start -g-, jester, ""
HOST_GIVE T4000
EJECT T4000
TAKE T4000
1: Here you go!
1: Remember to go and visit the elder once in Athelias.
WAIT 3
#include version2.txt
SET num.hostClass, 20
HOST_GIVE T2899
HOST_GIVE T105
SET hfghfghsssssdgdgdeathfsfaaaaa, 100008
GOTO LINK 12,6

@priest2
SOUND sword1.wav
CALL 110011@start -h-g-e-d-
HOST_GIVE T4000
EJECT T4000
TAKE T4000
1: Here you go!
1: Remember to go and visit the elder once in Athelias.
WAIT 3
#include version2.txt
SET num.hostClass, 18
HOST_GIVE T2899
HOST_GIVE T104
SET hfghfghsssssdgdgdeathfsfaaaaa, 100000
GOTO LINK 7,18

@necro2
SOUND sword1.wav
CALL 110011@start -h-g-e-
HOST_GIVE T4000
EJECT T4000
TAKE T4000
1: Here you go!
1: Remember to go and visit the elder once in Athelias.
WAIT 3
#include version2.txt
SET num.hostClass, 16
HOST_GIVE T2899
HOST_GIVE T97
SET hfghfghsssssdgdgdeathfsfaaaaa, 100000
GOTO LINK 7,18

@monksanci2
SOUND sword1.wav
CALL 110011@start -g-, gnome, ""
HOST_GIVE T4000
EJECT T4000
TAKE T4000
1: Here you go!
1: Remember to go and visit the elder once in Athelias.
WAIT 3
#include version2.txt
SET num.hostClass, 15
HOST_GIVE T2899
HOST_GIVE T103
SET hfghfghsssssdgdgdeathfsfaaaaa, 100008
GOTO LINK 12,6

@hardc2
SOUND sword1.wav
CALL 110011@start -h-d-
HOST_GIVE T4000
EJECT T4000
TAKE T4000
1: Here you go!
1: Remember to go and visit the elder once in Athelias.
WAIT 3
#include version2.txt
SET num.hostClass, 11
HOST_GIVE T2899
HOST_GIVE T102
SET hfghfghsssssdgdgdeathfsfaaaaa, 100009
GOTO LINK 10, 10

@alche2
SOUND sword1.wav
CALL 110011@start -h-d-
HOST_GIVE T4000
EJECT T4000
TAKE T4000
1: Here you go!
1: Remember to go and visit the elder once in Athelias.
WAIT 3
#include version2.txt
SET num.hostClass, 7
HOST_GIVE T101
HOST_GIVE T2899
SET hfghfghsssssdgdgdeathfsfaaaaa, 100009
GOTO LINK 10, 10

@paladin2
SOUND sword1.wav
CALL 110011@start -h-e-
HOST_GIVE T4000
EJECT T4000
TAKE T4000
1: Here you go!
1: Remember to go and visit the elder once in Athelias.
WAIT 3
#include version2.txt
SET num.hostClass, 5
HOST_GIVE T100
HOST_GIVE T2899
SET hfghfghsssssdgdgdeathfsfaaaaa, 100000
GOTO LINK 7, 18
;
;-----------------------------------------------------------------
;
SCENE 101, "vestibulary", SCENE, "Fight course"
#include AHS.txt
ACTOR 1, Teacher, human28, 1, 30, 98
IF C10 @supernewb
1: Welcome, young soul.
1: I can teach you all you need to know about fights and equipment in Athelias.
1: Please, have a seat.
1: Each class in Athelias uses an unique weapon.
1: There are several combinations of equipment.
1: Knights would use a sword and a shield for example, while paladin would only use a two-handed sword.
1: And it's also true for the body gear : mages use robes, paladins tunics, and knights armors.
1: But my fellow teacher will explain you the differences between the classes of Athelias better than I could.
1: Another particularity of Athelias is that most of the weapons or armors cannot be bought in shops.
1: You can have up to 20 different weapons till level 100, every 5 levels, but you can only buy 5 of them : level 1, 20, 40, 60, and 80.
1: Although, you can upgrade these weapons and make them stronger if you go to a blacksmith.
1: Of course, the service will not be free, and you will also have to bring them the metal they need to upgrade the weapon.
1: But beware if you try to upgrade a weapon too often : there is a small chance that the blacksmith breaks it.
1: Note that you can upgrade a weapon only three times.
1: You'll have to buy another one after.
1: Some kinds of equipment cannot be upgraded : 
1: some weapons such as staves and puppets ; some kinds of body gear : tunics, robes, magical paintings.
1: All of them can be bought in shops or are offered as a reward.
1: You cannot buy rings and amulets neither.
1: You can only find them.
1: Some high level equipment you'll get will be a part of a set.
1: You will get a special skill if you have the whole set equipped.
1: You will find informations about these legendary armors in the libraries of the cities.
1: You will notice it in a short while, most of the monsters do not drop gold.
1: You have to gather the items you get after the battle and sell them at a shop in a city to make money.
1: You can also try to get the equipment you need in fighting humanoid monsters that use the weapon or armor you need.
1: For example, if you need a level 20 sword, you can try to get one in fighting knights from level 20 to 39.

1: Or you can just buy it... it's up to you.
1: That's all that I can teach you at the moment.
1: Good luck, adventurer.
COMPARE #<felty.learnfight>, 1
IF= @setfightcoursetimer
SET felty.learnfight, 1
ADD felty.educated, 1
@setfightcoursetimer
TIMER 1, 60
END

@supernewb
1: A super-novice!
1: Come here, I have something that may interest you.
OFFER 2986, 2987, 2988, 2989, 2990, 2991, 2992
1: But don't repeat it: the gatekeeper will kill me if he discovers I sell that to novices!
END

@eventTimer1
SET gharl, 1
END
;
;----------------------------------------------------------------------
;
SCENE 102, "vestibulary", SCENE, "Magic course"
#include AHS.txt
ACTOR 1, Teacher, human84, 1, 30, 98
1: Hello, young soul.
1: Welcome to the skills and magic course.
1: The classes of Athelias do not have access to all the spells.
1: Their level in every element is limited.
1: And every class get at least one special spell, that no-one else can use.
1: There are class-specific skills as well, but you can also get more skills with quest items or if you wear a full armor set.
1: If you have at least one available skill, a small icon will appear, like this :
WAIT 0.5
ACTOR 15, "", "MAD", 1, 95, 15
1: You can activate the skill in right-clicking on it.
1: You can try!
END

@eventActorClick1
COMPARE #<gharl>, 1
IF= @gharl
END

@gharl
SET gharl, 2
END

@eventActorClick15
MOVE 15, -20, -20, 1
FIGHT -12
1: This is just an example of the skills you get.
1: This one allows you to summon a %M12.
1: Some skills can only be used in camps, some in fights too.
1: Some can be used several times, other can't.
1: If you activate a single-use skill, the icon will simply disappear and you won't be able to use it again in the same scene.
1: You will find a description of most of the skills in the libraries of the cities.
1: Oh, and by the way, you may have noticed that all the classes of Athelias can train the skill of any element up to level 3, but can't use the spells.
1: You will understand why later - you just need to know that if your class normally can't use the spells of an element, don't waste your PPs in training it: you won't have access to the spells, even with the level required.
1: I guess I have nothing left to teach you.
1: You should now go to the pokegatchi course, if you didn't go before.
COMPARE #<felty.learnmagic>, 1
IF= @endmagiccourse
SET felty.learnmagic, 1
ADD felty.educated, 1
@endmagiccourse
END
;
;-------------------------------------------------------------------
;
SCENE 103, "vestibulary", SCENE, "Pokegatchi course"
#include AHS.txt
SET supernovpettraining, 0
ACTOR 1, Teacher, human29, 1, 30, 98
IF C10 @supernovice
1: Welcome to the pokegatchi course, my young friend.
1: Only two classes have a taming spell in Athelias : archers and monks.
1: And as you cannot buy pets (actually healers and death dancers can, but that's exceptions), there are only two ways to get one:
1: Getting it as a reward for a quest, or incubating an egg.
1: Eggs are trophies randomly dropped after a fight that you can incubate to get a pet.
1: As of version 1.25, the following monsters may drop an egg: Thesarian Shell, Thesarian Crab, Fongy, Sage Worm, Toad, Poison Spore, Ticky, Aralian Harpy, Black Ant, Young Ent, Erzog Bear, Gorgona, Minotaur, and Kamikaze Bumblebee. 
1: To incubate it, you'll first need to acquire an incubator from a merchant, like this one.
ACTOR 2, , 2, 0, 38, 95
1: You should head to the tamer of Mangeas or Irkatshk if you're looking for one.
1: Once you have an egg and an incubator, camp, and click on the "Incubator" icon.
ACTOR 3, , buttons, 8, 95, 15
1: Select, "Incubate an egg"; a list of the monsters corresponding to the eggs you have will appear.
1: Right-click on the one you want to incubate, and you're done.
1: But you can also "disincubate" a pet that you don't use but want to keep with an incubator.
1: You can do that from your camp as well.
1: Click on the icon, select the appropriate option, pick a pet, set it free, click again on the icon, and you'll get an egg.
1: Unfortunately, its statistics will be reset if you incubate it again, and it will have the stats it had the first time you got it.
1: Right-click me if you need explanations about the GS pet commands.
END

@supernovice
SET supernovpettraining, 1
IF J112 @superend
IF T3969 @superback
1: Psst, over here!
1: You're a super-novice, right?
1: I need the help of someone who can get out of here.
1: The stupid gatekeeper doesn't want to let me out.
1: There are too many novices needing my help, he says.
H: So what can I do for you?
1: Strange creatures can sometimes be found in this castle.
1: Some kind of imps I had never seen before.
1: I think I could tame them but I need a few items to make it work.
1: Will you help me find them?
MISSION 112
END

@superend
OFFER 748
1: Welcome back, %1.
1: How's your pet?
END

@superback
1: Welcome back, %1.
1: Remember?
1: I still need a few items to tame the imps of the castle.
MISSION 112
END

@eventActorClick1
COMPARE #<supernovpettraining>, 1
IF= @end
MOVE 2, 120, 90, 1
MOVE 3, 120, 90, 1
1: Golden Souls can *talk* to their pets, and give them orders.
1: First, you will need to christen your pet.
1: If you say the name of one of your pet, it will come, like this:
1: Bob!
ACTOR 4, "Teacher's pet Demon", 146, 1, 0, 100
POSE 1, 4
MOVE 4, 60, 100
WAIT 2
1: If you tell him to run, it will obey as well.
1: Remember to always start the sentence by the name of your pet if you want to give him an order.
1: Bob, run!
SOUND petPoke.wav
MOVE 4, -20, 100
1: You can also ask it to use a specific spell: "Rex, use Bane of the Living" for example.
1: To make it use hands only, just say: "Rex, bite".
1: Another cool thing you can do is to tell it which monster to attack: "Rex, bite #2" (notice the numbers following the monsters you fight: that's what they are used for).
1: Of course, you can also say: "Rex, use Tempest on #2".
1: You can also tell it to attack the strongest monster, or the weakest: "Rex, bite the strongest/weakest", or to cast a spell on self: "Rex, use heal on self".
1: If you want it to cast a spell on you, just say "Rex, use sanctuary on 'me".
1: Finally, if you want your pet to stay in scene but don't want it to attack, just say "Rex, heel".
1: Have fun with the GS commands!
COMPARE #<felty.learnpoke>, 1
IF= @endpokecourse
SET felty.learnpoke, 1
ADD felty.educated, 1
@endpokecourse
END
;
;-------------------------------------------------------------------
;
SCENE 104, "vestibulary", SCENE, "PK course"
#include AHS.txt
ACTOR 1, Teacher, human25, 1, 30, 98
IF C10 @supernovice
1: Welcome, young soul.
1: I am the PK master of the castle.
1: The rules here are different than Evergreen's ones.
1: You may or may not know this but there are other traditions.
1: The rules in Athelias are basically the same ones than Aerianell's.
1: aka : no pet, no items, no nasty spells, and NO DOUBLES!
1: Pussy rules, you could say.
1: Maybe. But what about all-connection PK-rules, hmm?
1: These rules make the PKs way more strategic.
1: And this is what we're expecying in a world where guild wars and other negative energies are not welcome AT ALL.
1: On the other hand, there are several PK arenas in Athelias.
1: They all have different rules.
1: I let you go to each and discover them.
1: The best PKers are able to fight and win in any arena, although, remember that the different rules may radically change the result of the fight.
1: If you are not sure of your PK skills, you can still go to the training ground and fight in the arena where the ladder system is not implanted.
1: Your rating will not decrease if you lose and die in a fight there.
1: Have fun!
COMPARE #<felty.learnpk>, 1
IF= @endpkcourse
SET felty.learnpk, 1
ADD felty.educated, 1
@endpkcourse
END

@supernovice
1: Oh, a super novice!
1: I'm not supposed to sell that but I have a bunch of PK proofs here.
1: Maybe you would like to buy some?
1: That's 10.000 Tomans each.
ACTOR 2, , gnome12, 0, 80, 50
1: Right-click on the icon if you want to buy some.
END

@eventActorClick2
SOUND sword1.wav
IF -G10000 @poorsn
HOST_TAKE G10000
HOST_GIVE Z4000
END

@poorsn
N: Not enough money!
END
;
;-------------------------------------------------------------------
;
SCENE 105, "vestibulary", SCENE, "Hiddden Gate"
#include AHS.txt
N: You hear a click as you turn the key and the gate swings open.
GOTO LINK 1, 6
END
;
;-------------------------------------------------------------------
;
SCENE 106, "vestibulary", SCENE, "Hiddden Gate"
#include AHS.txt
N: You hear a click as you turn the key and the gate swings open.
GOTO LINK 1, 5
END
;
;-------------------------------------------------------------------
;
SCENE 107, "vestibulary", SCENE, "Hidden Castle Exit"
#include AHS.txt
IF C10 @pass
ACTOR 1, "Gatekeeper of the Hidden Gate", human31, 1, 30, 98
1: Welcome to this hidden exit from the castle, Novice %1.
1: This exit is a secret that only a select few know about.
1: In fact, not even the Gatekeeper of the other gate himself knows about it!
1: After all, having a bunch of Novices running around just wouldn't do, now would it?
1: However, before you may leave...
GIVE T2899
CALL 110011@start -h-g-e-d-
STRCMP #<athelias.race>, human
IF= @humanstartprina
STRCMP #<athelias.race>, elf
IF= @elfstartmangeas
STRCMP #<athelias.race>, gnome
IF= @gnomestartterendroz
STRCMP #<athelias.race>, dwarf
IF= @dwarfstartarguazil
END
@humanstartprina
GOTO LINK 7,18
@elfstartmangeas
GOTO LINK 13,2
@gnomestartterendroz
GOTO LINK 12,6
@dwarfstartarguazil
GOTO LINK 10,10
END

@pass
GOTO LINK 55, 2

