//===== Hercules Script ======================================
//= Platinum Skills
//===== By: ==================================================
//= Keichii, DarkChild
//===== Current Version: =====================================
//= 2.8
//===== Description: =========================================
//= Single NPC that assigns quests skills for all classes
//===== Additional Comments: =================================
//= 2.0 Added advanced classes by ShadowLady.
//= 2.1 Added baby clases by Midas
//= 2.2 Simplified Job Checks [Silentdragon]
//= 2.3 Thehell? Cleaned up script removed the nastiness. Also added rebirth skills. [Spre]
//= 2.4 Added Advanced skills. [Spre]
//= 2.5 Added dialog for if the user is none of the listed jobs. [Kisuka]
//= 2.6 Fixed 2nd advanced classes not being able to get their advanced skills. [Ancyker]
//= 2.7 Rewrote to give all correct skills to all proper classes. [Paradox924X]
//= 2.8 Clustered conditionals replaced with switch to include all Upper types. [Euphy]
//============================================================
office,121,38,4	script	Platinum Skills	4_M_CRU_HEAD,{
	if(questprogress(31001) == 1 && countitem(30101) > 0 ) {
		mes .npc$;
		mes "Howdy! I'm Platinum Glenda, and I can help you with unlocking your hidden potential!. You might already have guessed that all job classes have special skills that are unique to their teachings.";
		mes "But, I bet you didn't know that hidden inside every job class are secret skills as well!.";
		next;
		mes .npc$;
		mes "That's where I come in!";
		mes "Depending on your job class, I can teach you more about your hidden talents!. Lots of jobs have hidden skills that are just waiting to come to life.";
		mes "And when you're ready to learn them, Platinu, I'm here to your rescue.";
		next;
		mes .npc$;
		mes "No matter your job class, I can show you the way! Even if you change job later on in your adventures, it's not a problem for me.";
		next;
		mes .npc$;
		mes "Keep in mind that while I'm really swift at teaching you thse new skills, it might be useful to do the ^003366official skill quest^000000 instead!.";
		mes "Doing these official quest may even reward you with ^003366"+getitemname(Coupon)+"^000000! My collegue, the Rental Master will explain those later on, thought!";
		next;
		mes .npc$;
		mes "Come on back any time and I'll be glad to teach you more.";
		nov_train1++;
		switch (BaseLevel){
			case 1: getexp 9,0; break;
			case 2: getexp 16,0; break;
			case 3: getexp 25,0; break;
			case 4: getexp 36,0; break;
			case 5: getexp 77,0; break;
			case 6: getexp 112,0; break;
			case 7: getexp 153,0; break;
			case 8: getexp 200,0; break;
			case 9: getexp 253,0; break;
			case 10: getexp 320,0; break;
			case 11: getexp 385,0; break;
			case 12: getexp 490,0; break;
			case 13: getexp 585,0; break;
			case 14: getexp 700,0; break;
			case 15: getexp 830,0; break;
			case 16: getexp 970,0; break;
			case 17: getexp 1120,0; break;
			case 18: getexp 1260,0; break;
			case 19: getexp 1420,0; break;
		}
		delitem 30101,countitem(30101);
		if(nov_train1 == 6){
			next;
			mes .npc$;
			mes "Go back and talk to ^ff0000Percy^000000 now, I bet she will be happy that you learned so many NPC at this room already.";
			completequest(31001);
			setquest(31002);
			cutin "",255;
			close;
		}
		close;				
	}	
	mes .npc$;
	mes "I can give you the special skills available to your job.";
	mes "Would you like these skills now?";
	next;
	if (select("Yes Please", "No") == 2) {
		mes .npc$;
		mes "Have a nice day... >.>";
		close;
	}
	skill 142,1,0;
	switch(BaseClass) {
		case 0: if (Class !=23) skill 143,1,0; break;
		case 1: skill 144,1,0; skill 145,1,0; skill 146,1,0; break;
		case 2: skill 157,1,0; break;
		case 3: skill 147,1,0; skill 148,1,0; break;
		case 4: skill 156,1,0; break;
		case 5: skill 153,1,0; skill 154,1,0; skill 155,1,0; break;
		case 6: skill 149,1,0; skill 150,1,0; skill 151,1,0; skill 152,1,0; break;
		default: break;
	}

	switch(BaseJob) {
		case 7: skill 1001,1,0; break;
		case 8: skill 1014,1,0; break;
		case 9: skill 1006,1,0; break;
		case 10: skill 1012,1,0; skill 1013,1,0; break;
		case 11: skill 1009,1,0; break;
		case 12: skill 1003,1,0; skill 1004,1,0; break;
		case 14: skill 1002,1,0; break;
		case 15: skill 1015,1,0; skill 1016,1,0; break;
		case 16: skill 1007,1,0; skill 1008,1,0; skill 1017,1,0; skill 1018,1,0; skill 1019,1,0; break;
		case 17: skill 1005,1,0; break;
		case 18: skill 238,1,0; break;
		case 19: skill 1010,1,0; break;
		case 20: skill 1011,1,0; break;
		default: break;
	}

	mes .npc$;
	mes "There you go!";
	close;

OnInit:
	questinfo(QTYPE_JOB, 1);
	setquestinfo(QINFO_JOB, Job_Novice);
	setquestinfo(QINFO_QUEST, 31001, 1);
	setquestinfo(QINFO_ITEM, 30101, 1,1);
	.npc$ = "[ ^ff0000Platinum Skills^000000 ]";	
}
