var status = -1; function start(mode, type, selection) { status++; if (mode == 0 && type == 0) { status -= 2; } else if (mode != 1) { //if (mode == 0) qm.sendNext("#b(You need to think about this for a second...)#k"); qm.dispose(); return; } if (status == 0) { qm.sendNext("Why do I look like this, you ask? I don't want to talk about it, but I suppose I can't hide from you since you're my master."); } else if (status == 1) { qm.sendNextPrev("While you were trapped inside ice for hundreds of years, I, too, was frozen. It was a long time to be away from you. That's when the seed of darkness was planted in my heart."); } else if (status == 2) { qm.sendNextPrev("But since you awoke, I thought the darkness had gone away. I thought things would return to the way they were. But I was mistaken..."); } else if (status == 3) { qm.sendAcceptDecline("Please, Aran. Please stop me from becoming enraged. Only you can control me. It's getting out of my hands now. Please do whatever it takes to #rstop me from going berserk#k!"); } else if (status == 4) { var em = qm.getEventManager("MahaBattle"); if (!em.startInstance(qm.getPlayer())) { qm.sendOk("There is currently someone in this map, come back later."); } else { qm.startQuest(); } qm.dispose(); } } function end(mode, type, selection) { status++; if (mode == 0 && type == 0) { status -= 2; } else if (mode != 1) { //if (mode == 0) qm.sendNext("#b(You need to think about this for a second...)#k"); qm.dispose(); return; } if (status == 0) { qm.sendNext("Thank you, Aran. If it weren't for you, I would have become enraged and who knows what could have happened. Thank you, NOT! It's only your duty as my master..."); } else if (status == 1) { qm.sendYesNo("Anyway, I just noticed how high of a level you've reached. If you were able to control me in my state of rage, I think you're ready to handle more abilities."); } else if (status == 2) { if (!qm.isQuestCompleted(21401)) { if (!qm.canHold(1142132)) { qm.sendOk("Wow, your #bequip#k inventory is full. I need you to make at least 1 empty slot to complete this quest."); qm.dispose(); return; } if (!qm.canHold(2280003, 1)) { qm.sendOk("Hey, your #buse#k inventory is full. I need you to make at least 1 empty slot to complete this quest."); qm.dispose(); return; } qm.gainItem(1142132, true); qm.gainItem(2280003, 1); qm.changeJobById(2112); qm.completeQuest(); } qm.sendNext("Your skills have been restored. Those skills have been dormant for so long that you'll have to re-train yourself, but you'll be as good as new once you complete your training."); } else if (status == 3) { qm.dispose(); } } function spawnMob(x, y, id, map) { if (map.getMonsterById(id) != null) { return; } const LifeFactory = Java.type('server.life.LifeFactory'); const Point = Java.type('java.awt.Point'); var mob = LifeFactory.getMonster(id); map.spawnMonsterOnGroundBelow(mob, new Point(x, y)); }