summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorJesusaves <cpntb1@ymail.com>2018-07-02 12:41:13 -0300
committergumi <git@gumi.ca>2018-07-05 14:16:00 -0400
commite5b03ddac013749e1ae7c7805e1533d1a3df531a (patch)
tree3b7796198bdd90018eb3690cc8cf516dc515e0b5
parentc88088ba36a6577ce81f6ed6cf1d0ceea73cd91b (diff)
downloadserverdata-e5b03ddac013749e1ae7c7805e1533d1a3df531a.tar.gz
serverdata-e5b03ddac013749e1ae7c7805e1533d1a3df531a.tar.bz2
serverdata-e5b03ddac013749e1ae7c7805e1533d1a3df531a.tar.xz
serverdata-e5b03ddac013749e1ae7c7805e1533d1a3df531a.zip
mesc() is a function to optimize mes(col(l())), saving parenthesis.
mesc() is a short for mes(col()). It should make coding colored code easier. The default color value is "9", same from narrator, but this default value is not used anymore. I assume mes* functions are legacy for this project, so fell free to reject the patch.
-rw-r--r--npc/000-0/sailors.txt16
-rw-r--r--npc/000-1/couwan.txt4
-rw-r--r--npc/000-1/panels.txt8
-rw-r--r--npc/000-1/silvio.txt2
-rw-r--r--npc/000-2-0/billybons.txt4
-rw-r--r--npc/000-2-0/doors.txt2
-rw-r--r--npc/000-2-1/alige.txt6
-rw-r--r--npc/000-2-1/arpan.txt14
-rw-r--r--npc/000-2-1/dan.txt4
-rw-r--r--npc/000-2-1/knife.txt8
-rw-r--r--npc/000-2-2/doors.txt10
-rw-r--r--npc/000-2-3/box.txt6
-rw-r--r--npc/001-1/cookiemaster.txt6
-rw-r--r--npc/001-1/flyingpiou.txt4
-rw-r--r--npc/001-2-2/moon.txt4
-rw-r--r--npc/001-2-22/alige.txt6
-rw-r--r--npc/001-2-22/knife.txt8
-rw-r--r--npc/001-2-23/doors.txt10
-rw-r--r--npc/functions/main.txt5
-rw-r--r--npc/items/croconut.txt12
20 files changed, 72 insertions, 67 deletions
diff --git a/npc/000-0/sailors.txt b/npc/000-0/sailors.txt
index 160b4327..1adcb678 100644
--- a/npc/000-0/sailors.txt
+++ b/npc/000-0/sailors.txt
@@ -15,17 +15,17 @@ OnTouch:
if (.@lang >= 0 && .@lang <= 9) Lang = .@lang;
mesn "Narrator";
- mes col(l("You are on a raft, adrift in the sea."), 9);
+ mesc(l("You are on a raft, adrift in the sea."), 9);
next;
- mes col(l("With hunger, thirst, and sleep as your only companions, you have the disturbing realization that you can't remember anything of your former life or identity."), 9);
+ mesc(l("With hunger, thirst, and sleep as your only companions, you have the disturbing realization that you can't remember anything of your former life or identity."), 9);
next;
- mes col(l("All of a sudden, you hear voices from above."), 9);
+ mesc(l("All of a sudden, you hear voices from above."), 9);
next;
- mes col(l("Your body aches, even your hair hurts, and the bright daylight is painful."), 9);
+ mesc(l("Your body aches, even your hair hurts, and the bright daylight is painful."), 9);
next;
- mes col(l("But still, you open your eyes and see a large ship before you!"), 9);
+ mesc(l("But still, you open your eyes and see a large ship before you!"), 9);
next;
- mes col(l("Aboard stand sailors trying to communicate with you."), 9);
+ mesc(l("Aboard stand sailors trying to communicate with you."), 9);
next;
setcamnpc "Sailors", -64, -32;
@@ -64,9 +64,9 @@ OnTouch:
restorecam;
mesn "Narrator";
- mes col(l("The sailors take you aboard their ship."), 9);
+ mesc(l("The sailors take you aboard their ship."), 9);
next;
- mes col(l("Click on the NPCs (Non-Player Characters) around you to continue the introduction."), 9);
+ mesc(l("Click on the NPCs (Non-Player Characters) around you to continue the introduction."), 9);
next;
warp "000-0-0", 26, 28;
diff --git a/npc/000-1/couwan.txt b/npc/000-1/couwan.txt
index 0d231706..092b7aaa 100644
--- a/npc/000-1/couwan.txt
+++ b/npc/000-1/couwan.txt
@@ -78,10 +78,10 @@
inventoryplace FishBox, 1;
mesn "Narrator";
- mes col(l("Couwan hands you a box full of fish."), 9);
+ mesc(l("Couwan hands you a box full of fish."), 9);
getitem FishBox, 1;
next;
- mes col(l("The sailor turns his back to you."), 9);
+ mesc(l("The sailor turns his back to you."), 9);
setq ShipQuests_Couwan, 1;
break;
diff --git a/npc/000-1/panels.txt b/npc/000-1/panels.txt
index 71097fa3..93f25beb 100644
--- a/npc/000-1/panels.txt
+++ b/npc/000-1/panels.txt
@@ -7,9 +7,9 @@
000-1,65,93,0 script #panel1 NPC_NO_SPRITE,{
mesn "Narrator";
- mes col(l("Your heart quickens as your gaze focuses upon a small wooden panel, partly obscured under a layer of wind-blown sand."), 9);
+ mesc(l("Your heart quickens as your gaze focuses upon a small wooden panel, partly obscured under a layer of wind-blown sand."), 9);
next;
- mes col(l("You wipe off enough of the sand to manage to read the message written on this crude piece of wood."), 9);
+ mesc(l("You wipe off enough of the sand to manage to read the message written on this crude piece of wood."), 9);
next;
mesq l("It's a dangerous place out here. Beware of the mischievous creatures living here!");
next;
@@ -27,9 +27,9 @@ OnInit:
000-1,89,51,0 script #panel2 NPC_NO_SPRITE,{
mesn "Narrator";
- mes col(l("This panel looks in rather good shape, as though some people take care of it regularly. Maybe it has important information."), 9);
+ mesc(l("This panel looks in rather good shape, as though some people take care of it regularly. Maybe it has important information."), 9);
next;
- mes col(l("You can read some lines that are nicely carved into the soft wooden planks."), 9);
+ mesc(l("You can read some lines that are nicely carved into the soft wooden planks."), 9);
next;
mesq l("The further you go, the more experience you will get, so here's a small description of all the stats you can upgrade with time. But note that these will probably change in the future and have more complex effects.");
next;
diff --git a/npc/000-1/silvio.txt b/npc/000-1/silvio.txt
index fd3c8c8b..7c19bc5a 100644
--- a/npc/000-1/silvio.txt
+++ b/npc/000-1/silvio.txt
@@ -131,7 +131,7 @@ L_Artis:
L_ForeverAlone:
mes "";
mesn "Narrator";
- mes col(l("Silvio starts to speak to his bottle, you leave, letting him have a private conversation."), 9);
+ mesc(l("Silvio starts to speak to his bottle, you leave, letting him have a private conversation."), 9);
close;
diff --git a/npc/000-2-0/billybons.txt b/npc/000-2-0/billybons.txt
index 23e056a8..1ca803dc 100644
--- a/npc/000-2-0/billybons.txt
+++ b/npc/000-2-0/billybons.txt
@@ -13,7 +13,7 @@
next;
mesn "Narrator";
- mes col(l("The sailor chugs his beer."), 9);
+ mesc(l("The sailor chugs his beer."), 9);
next;
select
@@ -85,7 +85,7 @@ L_Quit:
next;
mesn "Narrator";
- mes col(l("The sailor turns his back to you."), 9);
+ mesc(l("The sailor turns his back to you."), 9);
close;
diff --git a/npc/000-2-0/doors.txt b/npc/000-2-0/doors.txt
index dd65645c..a60b0c80 100644
--- a/npc/000-2-0/doors.txt
+++ b/npc/000-2-0/doors.txt
@@ -40,7 +40,7 @@ OnTouch:
next;
mesn "Narrator";
- mes col(l("Captain Nard is in the room to your right."), 9);
+ mesc(l("Captain Nard is in the room to your right."), 9);
next;
restorecam;
diff --git a/npc/000-2-1/alige.txt b/npc/000-2-1/alige.txt
index 5e39156e..27f9b6d5 100644
--- a/npc/000-2-1/alige.txt
+++ b/npc/000-2-1/alige.txt
@@ -71,7 +71,7 @@ OnFirstEncounter:
mes "";
mesn "Narrator";
- mes col(l("The stowaway doesn't answer."), 9);
+ mesc(l("The stowaway doesn't answer."), 9);
close;
@@ -299,9 +299,9 @@ L_FindFood:
next;
restorecam;
mesn "Narrator";
- mes col(l("You can attack a monster by clicking on it, or from your keyboard you can press the 'A' key to select the monster followed by 'Ctrl' to attack it."), 9);
+ mesc(l("You can attack a monster by clicking on it, or from your keyboard you can press the 'A' key to select the monster followed by 'Ctrl' to attack it."), 9);
next;
- mes col(l("Once the monster is dead, click on the dropped items to add them to your inventory. You can also use the 'Z' key to claim the drops."), 9);
+ mesc(l("Once the monster is dead, click on the dropped items to add them to your inventory. You can also use the 'Z' key to claim the drops."), 9);
close;
diff --git a/npc/000-2-1/arpan.txt b/npc/000-2-1/arpan.txt
index 35d1edfa..4af849c4 100644
--- a/npc/000-2-1/arpan.txt
+++ b/npc/000-2-1/arpan.txt
@@ -111,11 +111,11 @@ OnClothNotTaken:
OnEquip:
mesn "Narrator";
- mes col(l("To open your inventory, use the F3 key or use your mouse to select it in the above menu in your client."), 9);
+ mesc(l("To open your inventory, use the F3 key or use your mouse to select it in the above menu in your client."), 9);
next;
- mes col(l("When your inventory is open, you can equip an item by selecting it and clicking 'Equip'. You can do the same to remove an item by clicking on 'Unequip'."), 9);
+ mesc(l("When your inventory is open, you can equip an item by selecting it and clicking 'Equip'. You can do the same to remove an item by clicking on 'Unequip'."), 9);
next;
- mes col(l("Items have different effects. Some will heal you, some can be used as weapons or armor, and some can be sold for gold."), 9);
+ mesc(l("Items have different effects. Some will heal you, some can be used as weapons or armor, and some can be sold for gold."), 9);
close;
@@ -177,7 +177,7 @@ L_Julia:
next;
mesn "Narrator";
- mes col(l("Julia is on the upper level of the ship, use the arrow keys to walk to the stairs or click on the stairs at the top right of your screen."), 9);
+ mesc(l("Julia is on the upper level of the ship, use the arrow keys to walk to the stairs or click on the stairs at the top right of your screen."), 9);
next;
goto L_Menu;
@@ -225,11 +225,11 @@ L_WhatCloth:
next;
mesn "Narrator";
- mes col(l("To open your inventory, use the F3 key or use your mouse to select it in the above menu in your client."), 9);
+ mesc(l("To open your inventory, use the F3 key or use your mouse to select it in the above menu in your client."), 9);
next;
- mes col(l("When your inventory is open, you can equip an item by selecting it and clicking 'Equip'. You can do the same to unequip an item by clicking on 'Unequip'."), 9);
+ mesc(l("When your inventory is open, you can equip an item by selecting it and clicking 'Equip'. You can do the same to unequip an item by clicking on 'Unequip'."), 9);
next;
- mes col(l("Items have different effects. Some will heal you, some can be used as weapons or armor, and some can be sold for gold."), 9);
+ mesc(l("Items have different effects. Some will heal you, some can be used as weapons or armor, and some can be sold for gold."), 9);
next;
L_BeforeMenu:
diff --git a/npc/000-2-1/dan.txt b/npc/000-2-1/dan.txt
index 77e26cd2..a60c88f1 100644
--- a/npc/000-2-1/dan.txt
+++ b/npc/000-2-1/dan.txt
@@ -77,13 +77,13 @@ L_Quest:
L_Quit:
mes "";
mesn "Narrator";
- mes col(l("Dan keeps silent since your last question."), 9);
+ mesc(l("Dan keeps silent since your last question."), 9);
close;
L_Quit2:
mesn "Narrator";
- mes col(l("Dan ends the conversation and resumes to write his letter."), 9);
+ mesc(l("Dan ends the conversation and resumes to write his letter."), 9);
close;
diff --git a/npc/000-2-1/knife.txt b/npc/000-2-1/knife.txt
index 906476a3..b3e44eef 100644
--- a/npc/000-2-1/knife.txt
+++ b/npc/000-2-1/knife.txt
@@ -15,7 +15,7 @@
if (.@q) close;
mesn "Narrator";
- mes col(l("There are some knives on the table. Would you like to take one?"), 9);
+ mesc(l("There are some knives on the table. Would you like to take one?"), 9);
next;
menu
@@ -33,11 +33,11 @@ L_Give:
getitem Knife, 1;
mesn "Narrator";
- mes col(l("To open your inventory, use the F3 key or use your mouse to select it in the above menu in your client."), 9);
+ mesc(l("To open your inventory, use the F3 key or use your mouse to select it in the above menu in your client."), 9);
next;
- mes col(l("When your inventory is open, you can equip an item by selecting it and clicking 'Equip'. You can do the same to unequip an item by clicking on 'Unequip'."), 9);
+ mesc(l("When your inventory is open, you can equip an item by selecting it and clicking 'Equip'. You can do the same to unequip an item by clicking on 'Unequip'."), 9);
next;
- mes col(l("Items have different effects. Some will heal you, some can be used as weapons or armor, and some can be sold for gold."), 9);
+ mesc(l("Items have different effects. Some will heal you, some can be used as weapons or armor, and some can be sold for gold."), 9);
close;
diff --git a/npc/000-2-2/doors.txt b/npc/000-2-2/doors.txt
index 8492b010..414545ef 100644
--- a/npc/000-2-2/doors.txt
+++ b/npc/000-2-2/doors.txt
@@ -18,7 +18,7 @@ L_Warn:
if (.@q == 5) goto L_Warp;
mesn "Narrator";
- mes col(l("There are still some rattos left! Do you want to abort the quest?"), 9);
+ mesc(l("There are still some rattos left! Do you want to abort the quest?"), 9);
next;
menu
@@ -39,9 +39,9 @@ L_Warp:
OnTouch:
mesn "Narrator";
- mes col(l("It seems that you need a key to open this door."), 9);
+ mesc(l("It seems that you need a key to open this door."), 9);
next;
- mes col(l("What do you want to do?"), 9);
+ mesc(l("What do you want to do?"), 9);
next;
menu
@@ -56,14 +56,14 @@ L_Break:
mes "";
mesn "Narrator";
- mes col(l("You hear a loud scream. It must be the creaking of the wooden door..."), 9);
+ mesc(l("You hear a loud scream. It must be the creaking of the wooden door..."), 9);
close;
L_Warp:
mes "";
mesn "Narrator";
- mes col(l("Wait, it seems someone is blocking the door from the other side!"), 9);
+ mesc(l("Wait, it seems someone is blocking the door from the other side!"), 9);
close;
}
diff --git a/npc/000-2-3/box.txt b/npc/000-2-3/box.txt
index 15ac23ce..30ea0a72 100644
--- a/npc/000-2-3/box.txt
+++ b/npc/000-2-3/box.txt
@@ -22,9 +22,9 @@
.@q = getq(ShipQuests_Nard);
mesn "Narrator";
- mes col(l("Some Bandanas and Sailor Hats are inside this box."), 9);
+ mesc(l("Some Bandanas and Sailor Hats are inside this box."), 9);
next;
- mes col(l("What do you wish to do?"), 9);
+ mesc(l("What do you wish to do?"), 9);
next;
menu
@@ -45,7 +45,7 @@
L_NoQuest:
mes "";
mesn "Narrator";
- mes col(l("Nard looks surprised and stops you."), 9);
+ mesc(l("Nard looks surprised and stops you."), 9);
next;
setcamnpc "Nard";
diff --git a/npc/001-1/cookiemaster.txt b/npc/001-1/cookiemaster.txt
index f04a4797..b62014fa 100644
--- a/npc/001-1/cookiemaster.txt
+++ b/npc/001-1/cookiemaster.txt
@@ -133,13 +133,13 @@ L_Friends:
next;
mesn "Narrator";
- mes col(l("This Cookie Master rewards people who contribute and develop this world."), 9);
+ mesc(l("This Cookie Master rewards people who contribute and develop this world."), 9);
next;
mes col(lg("If you want to be rewarded, help us in making this world a better place."), 9);
next;
- mes col(l("When you see something that looks more like a bug than a feature, report it on http://bugs.evolonline.org or try to contact a game contributor."), 9);
+ mesc(l("When you see something that looks more like a bug than a feature, report it on http://bugs.evolonline.org or try to contact a game contributor."), 9);
next;
- mes col(l("Any contribution to the game (translations, graphics creation/edition, concepts, coding/scripting, etc...) is rewarded!"), 9);
+ mesc(l("Any contribution to the game (translations, graphics creation/edition, concepts, coding/scripting, etc...) is rewarded!"), 9);
mes "";
mesn;
diff --git a/npc/001-1/flyingpiou.txt b/npc/001-1/flyingpiou.txt
index f6132f6b..bb8440b3 100644
--- a/npc/001-1/flyingpiou.txt
+++ b/npc/001-1/flyingpiou.txt
@@ -50,7 +50,7 @@ function script ArtisFlyingPiouLogic {
if (.@q != 1)
{
mesn "Narrator";
- mes col(l("You scare the piou, but let it go."), 9);
+ mesc(l("You scare the piou, but let it go."), 9);
close;
}
@@ -75,7 +75,7 @@ function script ArtisFlyingPiouLogic {
npcwalkto .@x, .@y;
.@trader$ = "Salem#001-1";
mesn "Narrator";
- mes col(l("You caught the piou, but it's trying to escape from you. You'd better hurry back to Salem."), 9);
+ mesc(l("You caught the piou, but it's trying to escape from you. You'd better hurry back to Salem."), 9);
set getvariableofnpc(.LastPiouHunter$, .@trader$), strcharinfo(0);
set getvariableofnpc(.PiouEscapedMessage$, .@trader$), l("Oh no, the piou escaped!");
set getvariableofnpc(.LastPiouHunterID, .@trader$), .@charid;
diff --git a/npc/001-2-2/moon.txt b/npc/001-2-2/moon.txt
index ea76d3b7..1bc682c1 100644
--- a/npc/001-2-2/moon.txt
+++ b/npc/001-2-2/moon.txt
@@ -86,7 +86,7 @@
if (.@q < 2)
{
mesn "Narrator";
- mes col(l("You see a young elven girl, with a strong sense of pain in her face."), 9);
+ mesc(l("You see a young elven girl, with a strong sense of pain in her face."), 9);
next;
}
else
@@ -132,7 +132,7 @@ L_Story:
case 2:
mes "";
mesn "Narrator";
- mes col(l("The girl looks desperate."),9);
+ mesc(l("The girl looks desperate."),9);
}
goto L_Close;
diff --git a/npc/001-2-22/alige.txt b/npc/001-2-22/alige.txt
index c188198e..12ec0d9a 100644
--- a/npc/001-2-22/alige.txt
+++ b/npc/001-2-22/alige.txt
@@ -71,7 +71,7 @@ OnFirstEncounter:
mes "";
mesn "Narrator";
- mes col(l("The stowaway doesn't answer."), 9);
+ mesc(l("The stowaway doesn't answer."), 9);
close;
@@ -303,9 +303,9 @@ L_FindFood:
next;
restorecam;
mesn "Narrator";
- mes col(l("You can attack a monster by clicking on it, or from your keyboard you can press the 'A' key to select the monster followed by 'Ctrl' to attack it."), 9);
+ mesc(l("You can attack a monster by clicking on it, or from your keyboard you can press the 'A' key to select the monster followed by 'Ctrl' to attack it."), 9);
next;
- mes col(l("Once the monster is dead, click on the dropped items to add them to your inventory. You can also use the 'Z' key to claim the drops."), 9);
+ mesc(l("Once the monster is dead, click on the dropped items to add them to your inventory. You can also use the 'Z' key to claim the drops."), 9);
close;
diff --git a/npc/001-2-22/knife.txt b/npc/001-2-22/knife.txt
index be3bde60..25d03b88 100644
--- a/npc/001-2-22/knife.txt
+++ b/npc/001-2-22/knife.txt
@@ -15,7 +15,7 @@
if (.@q) close;
mesn "Narrator";
- mes col(l("There are some knives on the table. Would you like to take one?"), 9);
+ mesc(l("There are some knives on the table. Would you like to take one?"), 9);
next;
menu
@@ -33,11 +33,11 @@ L_Give:
getitem Knife, 1;
mesn "Narrator";
- mes col(l("To open your inventory, use the F3 key or use your mouse to select it in the above menu in your client."), 9);
+ mesc(l("To open your inventory, use the F3 key or use your mouse to select it in the above menu in your client."), 9);
next;
- mes col(l("When your inventory is open, you can equip an item by selecting it and clicking 'Equip'. You can do the same to unequip an item by clicking on 'Unequip'."), 9);
+ mesc(l("When your inventory is open, you can equip an item by selecting it and clicking 'Equip'. You can do the same to unequip an item by clicking on 'Unequip'."), 9);
next;
- mes col(l("Items have different effects. Some will heal you, some can be used as weapons or armor, and some can be sold for gold."), 9);
+ mesc(l("Items have different effects. Some will heal you, some can be used as weapons or armor, and some can be sold for gold."), 9);
close;
diff --git a/npc/001-2-23/doors.txt b/npc/001-2-23/doors.txt
index f4495ef7..cba40446 100644
--- a/npc/001-2-23/doors.txt
+++ b/npc/001-2-23/doors.txt
@@ -18,7 +18,7 @@ L_Warn:
if (.@q == 5) goto L_Warp;
mesn "Narrator";
- mes col(l("There are still some rattos left! Do you want to abort the quest?"), 9);
+ mesc(l("There are still some rattos left! Do you want to abort the quest?"), 9);
next;
menu
@@ -39,9 +39,9 @@ L_Warp:
OnTouch:
mesn "Narrator";
- mes col(l("It seems that you need a key to open this door."), 9);
+ mesc(l("It seems that you need a key to open this door."), 9);
next;
- mes col(l("What do you want to do?"), 9);
+ mesc(l("What do you want to do?"), 9);
next;
menu
@@ -56,14 +56,14 @@ L_Break:
mes "";
mesn "Narrator";
- mes col(l("You hear a loud scream. It must be the creaking of the wooden door..."), 9);
+ mesc(l("You hear a loud scream. It must be the creaking of the wooden door..."), 9);
close;
L_Warp:
mes "";
mesn "Narrator";
- mes col(l("Wait, it seems someone is blocking the door from the other side!"), 9);
+ mesc(l("Wait, it seems someone is blocking the door from the other side!"), 9);
close;
}
diff --git a/npc/functions/main.txt b/npc/functions/main.txt
index 243ae383..97c34702 100644
--- a/npc/functions/main.txt
+++ b/npc/functions/main.txt
@@ -1,6 +1,7 @@
// Evol functions.
// Authors:
// 4144
+// Jesusalva
// Travolta
// Description:
// Build in functions.
@@ -42,6 +43,10 @@ function script col {
return "##" + .@color + getarg(0) + "##0";
}
+function script mesc {
+ return mes(col(getarg(0, ""), getarg(1, 9)));
+}
+
function script adddefaultskills {
if (getskilllv(NV_BASIC) < 6)
{
diff --git a/npc/items/croconut.txt b/npc/items/croconut.txt
index eb8b6d65..8e54971d 100644
--- a/npc/items/croconut.txt
+++ b/npc/items/croconut.txt
@@ -14,7 +14,7 @@
OnUse:
mesn "Narrator";
- mes col(l("Do you want to cut this @@?", getitemlink(Croconut)), 9);
+ mesc(l("Do you want to cut this @@?", getitemlink(Croconut)), 9);
next;
menu
@@ -27,7 +27,7 @@ OnUse:
L_Weapon:
mes "";
mesn "Narrator";
- mes col(l("Which of your weapons do you want to use in order to cut this @@?", getitemlink(Croconut)), 9);
+ mesc(l("Which of your weapons do you want to use in order to cut this @@?", getitemlink(Croconut)), 9);
next;
menu
@@ -48,24 +48,24 @@ L_TooWeak:
if ( (.@q == 3) || (.@q == 4) || (.@q == 5) ) goto L_Weak;
L_TooWeakLost:
- mes col(l("You hit too hard with your fist, you destroyed your @@.", getitemlink(Croconut)), 9);
+ mesc(l("You hit too hard with your fist, you destroyed your @@.", getitemlink(Croconut)), 9);
close;
L_TooWeakFail:
- mes col(l("Your hands are too weak, you did not succeed in opening this @@.", getitemlink(Croconut)), 9);
+ mesc(l("Your hands are too weak, you did not succeed in opening this @@.", getitemlink(Croconut)), 9);
getitem Croconut, 1;
close;
L_Weak:
- mes col(l("You opened the @@ in two parts, but you crushed one of them.", getitemlink(Croconut)), 9);
+ mesc(l("You opened the @@ in two parts, but you crushed one of them.", getitemlink(Croconut)), 9);
getitem HalfCroconut, 1;
close;
L_Good:
- mes col(l("You perfectly cut your @@ into two edible parts.", getitemlink(Croconut)), 9);
+ mesc(l("You perfectly cut your @@ into two edible parts.", getitemlink(Croconut)), 9);
getitem HalfCroconut, 2;
close;