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-rw-r--r--npc/020-2/_import.txt9
-rw-r--r--npc/020-2/_mobs.txt8
-rw-r--r--npc/020-2/_warps.txt8
-rw-r--r--npc/020-2/baktar.txt388
-rw-r--r--npc/020-2/furquest.txt338
-rw-r--r--npc/020-2/mapflags.txt2
-rw-r--r--npc/020-2/shops.txt22
7 files changed, 0 insertions, 775 deletions
diff --git a/npc/020-2/_import.txt b/npc/020-2/_import.txt
deleted file mode 100644
index 77e81574..00000000
--- a/npc/020-2/_import.txt
+++ /dev/null
@@ -1,9 +0,0 @@
-// Map 020-2: Nivalis
-// This file is generated automatically. All manually changes will be removed when running the Converter.
-map: 020-2.gat
-npc: npc/020-2/_mobs.txt
-npc: npc/020-2/_warps.txt
-npc: npc/020-2/baktar.txt
-npc: npc/020-2/furquest.txt
-npc: npc/020-2/mapflags.txt
-npc: npc/020-2/shops.txt
diff --git a/npc/020-2/_mobs.txt b/npc/020-2/_mobs.txt
deleted file mode 100644
index 04e864c0..00000000
--- a/npc/020-2/_mobs.txt
+++ /dev/null
@@ -1,8 +0,0 @@
-// This file is generated automatically. All manually changes will be removed when running the Converter.
-// Nivalis mobs
-
-
-
-020-2.gat,0,0,0 script Mob020-2 -1,{
- end;
-}
diff --git a/npc/020-2/_warps.txt b/npc/020-2/_warps.txt
deleted file mode 100644
index fab55b38..00000000
--- a/npc/020-2/_warps.txt
+++ /dev/null
@@ -1,8 +0,0 @@
-// This file is generated automatically. All manually changes will be removed when running the Converter.
-// Nivalis warps
-
-020-2.gat,25,35 warp ToOutside -1,-1,020-1.gat,47,50
-020-2.gat,64,25 warp ToOutside -1,-1,020-1.gat,55,90
-020-2.gat,111,32 warp ToOutside -1,-1,020-1.gat,64,83
-020-2.gat,32,73 warp ToOutside -1,-1,020-1.gat,84,48
-020-2.gat,72,70 warp ToOutside -1,-1,020-1.gat,66,54
diff --git a/npc/020-2/baktar.txt b/npc/020-2/baktar.txt
deleted file mode 100644
index 1bcbf152..00000000
--- a/npc/020-2/baktar.txt
+++ /dev/null
@@ -1,388 +0,0 @@
-//#=========================
-//#== NPC Baktar
-//# Authors: Lien, PjotrOrial
-//# Review: BigCrunch, Mistakes, Jenalya
-//# This NPC has two stages:
-//#
-//# In the first stage you need to bring 7 different items, but only one of each kind.
-//#
-//# In the second stage he tells you what hard life he is living. He will be very aggressive telling you some stuff.
-//# He will send you to kill Scroticular. That npc will be located in the labyrinth caves.
-//# (its a mob actually, to be spawned only, if the players knows his name and his location)
-//#
-//# variables used:
-//# @QUEST_Nivalis_state: NIBBLE0, NIBBLE1, NIBBLE2, NIBBLE3:
-//# BYTE0 ( == NIBBLE0 | NIBBLE1) stores in each bit information if that item was already brought.
-//# bits:
-//# bit 0 if you have met the npc already
-//# bit 1 Desert Hat
-//# bit 2 Desert Shirt
-//# bit 3 Serf Hat
-//# bit 4 tongue_Item
-//# bit 5 eggs_Item
-//# bit 6 skin_Item
-//# bit 7 bugleg
-//# NIBBLE2 store the progress after the item collecting stage:
-//# =0 he will thank you for bringing all stuff.
-//# =1 talking about his youth
-//# =2 talking, you get the mission to hunt down Scroticular
-//# =3 you get information where Scroticular can be found.
-//# NIBBLE3 a bitmasking nibble for stage 2 again
-//# bit 0 knows the name/location of the opponent
-//# bit 1 killed the ugly opponent
-//#=========================
-020-2.gat,70,61,0 script Baktar 191,{
- set @npcname$, "[Baktar]";
-
- set @Q_MASK, BYTE_0_MASK;
- set @Q_SHIFT, BYTE_0_SHIFT;
- set @Q_status, ((QUEST_Nivalis_state) & @Q_MASK) >> @Q_SHIFT;
-
- set @Q_MASK2, NIBBLE_2_MASK;
- set @Q_SHIFT2, NIBBLE_2_SHIFT;
- set @Q_status2, ((QUEST_Nivalis_state) & @Q_MASK2) >> @Q_SHIFT2;
-
- set @Q_MASK2_BITS, NIBBLE_3_MASK;
- set @Q_SHIFT2_BITS, NIBBLE_3_SHIFT;
- set @Q_status2_bits, ((QUEST_Nivalis_state) & @Q_MASK2_BITS) >> @Q_SHIFT2_BITS;
-
- // if all bits are set, you brought him everything! Now we continue in Phase 2 of this npc.
- // this is not ready yet, so do not enable that stage
- // if(@Q_status == @Q_MASK) goto L_2_init;
-
- set @BIT_KNOWHIM, 0;
-
- set @BIT_DESERTHAT,1;
- set @MONEY_DESERTHAT, 1500;
- set @XP_DESERTHAT, 500;
-
- set @BIT_DESERTSHIRT,2;
- set @MONEY_DESERTSHIRT, 1500;
- set @XP_DESERTSHIRT, 600;
-
- set @BIT_SERFHAT,3;
- set @MONEY_SERFHAT, 800;
- set @XP_SERFHAT, 350;
-
- set @BIT_MS_TONGUE,4;
- set @MONEY_MS_TONGUE, 800;
- set @XP_MS_TONGUE, 350;
-
- set @BIT_MS_EGG,5;
- set @MONEY_MS_EGG, 800;
- set @XP_MS_EGG, 350;
-
- set @BIT_SNAKESKIN,6;
- set @MONEY_SNAKESKIN, 800;
- set @XP_SNAKESKIN, 350;
-
- set @BIT_BUGLEG,7;
- set @MONEY_BUGLEG, 20;
- set @XP_BUGLEG, 130;
-
- if(sex)
- set @type$, "man";
- if(!sex)
- set @type$, "woman";
-
- if(@Q_status & (1<<@BIT_KNOWHIM)) goto L_KnowAlready;
- mes @npcname$;
- mes "\"Hello, " + @type$ + ", did you come from Tulimshar? Because you have a nice tan. \"";
- menu
- "Yes, I'm from Tulimshar", L_exotic,
- "Well, I just like sunbathing", -,
- "Good bye", -;
- close;
-
-L_KnowAlready:
- mes @npcname$;
- mes "\"I love Tulimshar's stuff. I'm collecting souvenirs from Tulimshar to help remind me of all the great times I had there. If you give me an interesting item from the area, I'll give you a nice reward. So, you have a new item?\"";
- goto L_startitem;
-close;
-
-L_exotic:
- mes @npcname$;
- mes "\"I said that because I love Tulimshar's stuff...I'm collecting souvenirs from Tulimshar to help remind me of all the great times I had there. If you give me an interesting item maybe I can give you a nice reward. But I don't need a lot, I just need one of each item.\"";
- menu "I have some items on me maybe you'll like them ", L_startitem,
- "Don't touch my stuff!", -,
- "I'll get them. Bye.", -;
- close;
-
-L_startitem:
- setarray @exotic_item$, "", "", "", "", "", "", "";
- set @c, 0;
- set @Q_status, @Q_status | (1<<@BIT_KNOWHIM);
- callsub S_Update_Var;
- if (countitem("DesertHat") < 1 || @Q_status & (1<<@BIT_DESERTHAT) ) goto L_DesertShirt;
- set @exotic_item$[@c], "a Desert Hat ?";
- set @menuid[@c], 0;
- set @c, @c + 1;
-
-L_DesertShirt:
- if (countitem("DesertShirt") < 1 || @Q_status & (1<<@BIT_DESERTSHIRT) ) goto L_SerfHat;
- set @exotic_item$[@c], "a Desert Shirt ?";
- set @menuid[@c], 1;
- set @c, @c + 1;
-
-L_SerfHat:
- if (countitem("SerfHat") < 1 || @Q_status & (1<<@BIT_SERFHAT) ) goto L_tongue;
- set @exotic_item$[@c], "a Serf Hat ?";
- set @menuid[@c], 2;
- set @c, @c + 1;
-
-L_tongue:
- if (countitem("MountainSnakeTongue") < 1 || @Q_status & (1<<@BIT_MS_TONGUE)) goto L_egg;
- set @exotic_item$[@c], "a Mountain Snake Tongue ?";
- set @menuid[@c], 3;
- set @c, @c + 1;
-
-L_egg:
- if (countitem("MountainSnakeEgg") < 1 || @Q_status & (1<<@BIT_MS_EGG)) goto L_Skin;
- set @exotic_item$[@c], "a Mountain Snake Egg?";
- set @menuid[@c], 4;
- set @c, @c + 1;
-
-L_Skin:
- if (countitem("SnakeSkin") < 1 || @Q_status & (1<<@BIT_SNAKESKIN)) goto L_bugleg;
- set @exotic_item$[@c], "a Snake Skin?";
- set @menuid[@c], 5;
- set @c, @c + 1;
-
-L_bugleg:
- if (countitem("BugLeg") < 1 || @Q_status & (1<<@BIT_BUGLEG)) goto L_NeverMind;
- set @exotic_item$[@c], "a Bug Leg?";
- set @menuid[@c], 6;
- set @c, @c + 1;
-
-L_NeverMind:
- set @exotic_item$[@c], "Nevermind";
- set @menuid[@c], 6;
-//menu for the item
- menu
- @exotic_item$[0], -,
- @exotic_item$[1], -,
- @exotic_item$[2], -,
- @exotic_item$[3], -,
- @exotic_item$[4], -,
- @exotic_item$[5], -,
- @exotic_item$[6], -;
-
- set @menu, @menu -1;
-
- if (@menuid[@menu] == 0) goto L_DesertHat_Item;
- if (@menuid[@menu] == 1) goto L_DesertShirt_Item;
- if (@menuid[@menu] == 2) goto L_SerfHat_Item;
- if (@menuid[@menu] == 3) goto L_tongue_Item;
- if (@menuid[@menu] == 4) goto L_egg_Item;
- if (@menuid[@menu] == 5) goto L_skin_Item;
- if (@menuid[@menu] == 6) goto L_BugLegItem;
-//if Never mind
- mes @npcname$;
- mes "\"Ok, goodbye then.\"";
- close;
-L_DesertHat_Item:
- if(@Q_status & (1<<@BIT_DESERTHAT)) goto L_havealready;
- if (countitem("DesertHat") < 1) goto L_Noitem;
- delitem "DesertHat", 1;
- set zeny, zeny + @MONEY_DESERTHAT;
- getexp @XP_DESERTHAT,0;
- set @Q_status, @Q_status | (1<<@BIT_DESERTHAT);
- callsub S_Update_Var;
- close;
-L_DesertShirt_Item:
- if(@Q_status & (1<<@BIT_DESERTSHIRT)) goto L_havealready;
- if (countitem("DesertShirt") < 1) goto L_Noitem;
- delitem "DesertShirt", 1;
- set zeny, zeny + @MONEY_DESERTSHIRT;
- getexp @XP_DESERTSHIRT,0;
- set @Q_status, @Q_status | (1<<@BIT_DESERTSHIRT);
- callsub S_Update_Var;
- close;
-L_SerfHat_Item:
- if(@Q_status & (1<<@BIT_SERFHAT)) goto L_havealready;
- if (countitem("SerfHat") < 1) goto L_Noitem;
- delitem "SerfHat", 1;
- set zeny, zeny + @MONEY_SERFHAT;
- getexp @XP_SERFHAT,0;
- set @Q_status, @Q_status | (1<<@BIT_SERFHAT);
- callsub S_Update_Var;
- close;
-L_tongue_Item:
- if(@Q_status & (1<<@BIT_MS_TONGUE)) goto L_havealready;
- if (countitem("MountainSnakeTongue") < 1) goto L_Noitem;
- delitem "MountainSnakeTongue", 1;
- set zeny, zeny + @MONEY_MS_TONGUE;
- getexp @XP_MS_TONGUE,0;
- set @Q_status, @Q_status | (1<<@BIT_MS_TONGUE);
- callsub S_Update_Var;
-close;
-L_egg_Item:
- if(@Q_status & (1<<@BIT_MS_EGG)) goto L_havealready;
- if (countitem("MountainSnakeEgg") < 1) goto L_Noitem;
- delitem "MountainSnakeEgg", 1;
- set zeny, zeny + @MONEY_MS_EGG;
- getexp @XP_MS_EGG,0;
- set @Q_status, @Q_status | (1<<@BIT_MS_EGG);
- callsub S_Update_Var;
-close;
-L_skin_Item:
- if(@Q_status & (1<<@BIT_SNAKESKIN)) goto L_havealready;
- if (countitem("SnakeSkin") < 1) goto L_Noitem;
- delitem "SnakeSkin", 1;
- set zeny, zeny + @MONEY_SNAKESKIN;
- getexp @XP_SNAKESKIN,0;
- set @Q_status, @Q_status | (1<<@BIT_SNAKESKIN);
- callsub S_Update_Var;
-close;
-L_BugLegItem:
- if(@Q_status & (1<<@BIT_BUGLEG)) goto L_havealready;
- if (countitem("BugLeg") < 1) goto L_Noitem;
- delitem "BugLeg", 1;
- set zeny, zeny + @MONEY_BUGLEG;
- getexp @XP_BUGLEG,0;
- set @Q_status, @Q_status | (1<<@BIT_BUGLEG);
- callsub S_Update_Var;
-close;
-
-L_Noitem:
- mes @npcname$;
- mes "\"Well, if you happen to get items from Tulimshar, see me first before you sell anything.\"";
- close;
-
-L_havealready:
- mes @npcname$;
- mes "\"I already collected what you can offer me.\"";
- close;
-
-S_Update_Var:
- set QUEST_Nivalis_state,
- (QUEST_Nivalis_state & ~(@Q_MASK)
- | (@Q_status << @Q_SHIFT));
- return;
-
-
-
-//# The following stage is completely cutoff the first.
-//# So there is no linking between the upper and lower part, except for one goto at the very beginning
-//
-
-L_2_init:
-
-//# NIBBLE3 a bitmasking nibble for stage 2 again
-//# bit 0 knows the name of the opponent
-//# bit 1 killed the ugly opponent
- set @BIT_KNOWS_NAME, 0;
- set @BIT_KILLED_HIM, 1;
-
- if (@Q_status2 == 1) goto L_2_talk1;
- if (@Q_status2 == 2) goto L_2_talk2;
- if (@Q_status2 == 3) goto L_2_talk3;
- if (@Q_status2 == 4) goto L_2_talk4;
- // fall through @Q_status2==0:
- // need to thank for bringing all stuff.
- mes @npcname$;
- mes "\"Thanks a lot for bringing me all this nice stuff!\"";
- next;
- mes "\"That helps me a lot. You see over there is already another set I collected: There are some pieces of the Hurnscald town. That sign there has been stolen from the inn.\"";
- next;
- mes "\"But do not tell anyone, please! I really like collecting things. And that sign is one of the first things I organized.\"";
- next;
- mes "\"So thank you for bringing me that stuff for my desert collection\"";
- next;
- mes "\"Do you have an idea how to arrange that to make it cool looking for my admirers?\"";
- next;
- set @Q_status2, 1;
- callsub S_Update_Var2;
- close;
-
-L_2_talk1:
- mes @npcname$;
- mes "\"In my childhood I was called a packrat, because I collected old cans.\"";
- next;
- mes "\"But everybody does collect things right?\"";
- next;
- mes "\"So after I had collected way over 1000 cans, I started collecting snail-shells. Nice? Do you like that?\"";
- next;
- mes "\"Not many people like me. And I don't know why. It is nice to talk about such nice things. What did you collect in your childhood?\"";
- next;
- mes "He picks in his nose";
- next;
- mes @npcname$;
- mes "\"Ok erm, talk to you later.\"";
- next;
- mes "\"Ok.\"";
- set @Q_status2, 2;
- callsub S_Update_Var2;
- close;
-
-L_2_talk2:
- mes @npcname$;
- mes "\"Could you do me a favor? This ugly guy, who always attacked me....\"";
- next;
- mes "\"*sob*\"";
- next;
- mes "\"I was always bullied by him. You know in early childhood we were very nice friends. We played some roleplaying. He was the captain, and I was the soldier.";
- next;
- mes "\"Or another day he was the chieftain and I was the redskin.\"";
- next;
- mes "\"But to tell you the truth, HE was ALWAYS the one who directed me.\"";
- next;
- mes "\"I DO NOT LIKE THAT!\"";
- next;
- mes "\"I WANT TO BE THE LEADER!\"";
- next;
- mes "\"STOP HIM DOING NASTY THINGS\"";
- next;
- mes "\"I WANT YOU TO KILL THAT BASTARD!!\"";
- set @Q_status2, 3;
- callsub S_Update_Var2;
- close;
-
-L_2_talk3:
- menu "Ok, I am a professional in doing such things", L_2_professional,
- "Hey do you really mean it? ", L_2_professional,
- "You calmed down again?", -,
- "Oh a packrat! By the way, is that trash over there yours?", L_2_name,
- "Nevermind", -;
- mes @npcname$;
- mes "\"Get out of my way, prank!\"";
- close;
-
-L_2_professional:
- mes @npcname$;
- mes "\"What are you talking about?\"";
- goto L_2_talk3;
-
-L_2_name:
- mes @npcname$;
- mes "\"ONE DAY I WILL GET A HUGE REVENGE!\"";
- next;
- mes "\"AND I MEAN IT!\"";
- next;
- mes "\"You see I am a dangerous killer. Last week I killed five slimes and a pinkie!\"";
- next;
- mes "He takes out a piece of paper... mumbling";
- mes "\"Ok Scroticular first, and then ...\"";
- set @Q_status2, 4;
- set @Q_status2_bits, @Q_status2_bits | (1<<@BIT_KNOWS_NAME);
- callsub S_Update_Var2;
-
- mes @npcname$;
- mes "\"What is your name again?\"";
-
- menu "I am sorry for the joke... Please forgive me", -,
- "They call me Mistakes. I am a professional killer as well. You heard about that business in the terranite cave?", -;
- mes @npcname$;
- mes "\"Alright, I see. Ok maybe I really need to calm down. Please leave me alone... I will try to calm down, ok?\"";
- close;
-
-S_Update_Var2:
- set QUEST_Nivalis_state,
- (QUEST_Nivalis_state & ~(@Q_MASK2)
- | (@Q_status2 << @Q_SHIFT2));
- set QUEST_Nivalis_state,
- (QUEST_Nivalis_state & ~(@Q_MASK2_BITS)
- | (@Q_status2_bits << @Q_SHIFT2_BITS));
- return;
-}
-
diff --git a/npc/020-2/furquest.txt b/npc/020-2/furquest.txt
deleted file mode 100644
index 98d46660..00000000
--- a/npc/020-2/furquest.txt
+++ /dev/null
@@ -1,338 +0,0 @@
-//#################################################################################
-// Script by Shaili and QOAL
-//#################################################################################
-
-// Tulimshar Crafting Workshop - Agostine, The Legendary Tailor
-020-2.gat,27,26,0 script Agostine 137,{
- if (QUEST_WG_state == 1) goto L_State_0_3;
- if (QUEST_WG_state == 2) goto L_State_1;
- if (QUEST_WG_state == 3) goto L_State_2;
- if (QUEST_WG_state == 4) goto L_State_4;
- if (QUEST_WG_state == 5) goto L_State_4_success;
- if (QUEST_WG_state == 6) goto L_State_6;
- if (QUEST_WG_state == 7) goto L_State_11;
- if (QUEST_WG_state == 8) goto L_State_12;
- if (QUEST_WG_state >= 9) goto L_State_13;
-
- mes "\"This goes up, this goes left...\"";
- next;
- mes "\"Mmmm...?\"";
- next;
- mes "[Agostine, The Legendary Tailor]";
- mes "\"Oh, a customer! Let me introduce myself! My name is Agostine!";
- mes "Some people say that I am the best tailor in the world,";
- mes "but I think I am the best one in the universe!";
- mes "So, What can I do for you, my friend?\"";
- next;
- menu
- "I want something new for my wardrobe!", L_State_0_1,
- "Oh, nothing, thanks!", -;
- close;
-
-// Quest #0 - Beginning - Needed: Iron Potion
-
-L_State_0_1:
- mes "[Agostine, The Legendary Tailor]";
- mes "\"Well.. you know... working so hard makes me so tired!";
- mes "Can you bring me something tasty to drink, my friend?\"";
- next;
- menu
- "Sure, what kind of drink you like?", L_State_0_2,
- "I'm not your waiter!", -;
- close;
-
-L_State_0_2:
- mes "[Agostine, The Legendary Tailor]";
- mes "\"Here we do not have a bar. Let me taste different beverages.";
- mes "I want something new to drink.\"";
- next;
- menu
- "I'll bring you different drinks to try!", L_State_Accept,
- "Maybe a bar will open soon, wait for it.", -;
- close;
-
-L_State_Accept:
- mes "[Agostine, The Legendary Tailor]";
- mes "\"Thanks so much.\"";
- set QUEST_WG_state, 1;
- close;
-
-L_State_0_3:
- mes "[Agostine, The Legendary Tailor]";
- mes "\"Well, what have you brought me?\"";
- next;
- menu
- "A Cactus Drink.", L_State_0_4,
- "A Cactus Potion.", L_State_0_5,
- "Some milk.", L_State_0_6,
- "A pint of beer.", L_State_0_7,
- "An Iron potion.", L_State_0_9,
- "A Concentration Potion.", L_State_0_8,
- "Nothing, at the moment.", -;
- close;
-
-L_State_0_4:
- mes "[Agostine, The Legendary Tailor]";
- mes "\"So, a Cactus Drink?\"";
- if (countitem("CactusDrink") < 1) goto L_State_neg;
- delitem "CactusDrink", 1;
- goto L_State_bad;
- close;
-
-L_State_0_5:
- mes "[Agostine, The Legendary Tailor]";
- mes "\"So, a Cactus Potion?\"";
- if (countitem("CactusPotion") < 1) goto L_State_neg;
- delitem "CactusPotion", 1;
- goto L_State_bad;
- close;
-
-L_State_0_6:
- mes "[Agostine, The Legendary Tailor]";
- mes "\"So, some milk for me?\"";
- if (countitem("Milk") < 1) goto L_State_neg;
- delitem "Milk", 1;
- goto L_State_bad;
- close;
-
-L_State_0_7:
- mes "[Agostine, The Legendary Tailor]";
- mes "\"So, a beer?\"";
- if (countitem("Beer") < 1) goto L_State_neg;
- delitem "Beer", 1;
- goto L_State_bad;
- close;
-
-L_State_0_8:
- mes "[Agostine, The Legendary Tailor]";
- mes "\"So, a Concentration Potion?\"";
- if (countitem("ConcentrationPotion") < 1) goto L_State_neg;
- delitem "ConcentrationPotion", 1;
- goto L_State_bad;
- close;
-
-L_State_0_9:
- mes "[Agostine, The Legendary Tailor]";
- mes "\"So, an Iron Potion?\"";
- if (countitem("IronPotion") < 1) goto L_State_neg;
- delitem "IronPotion", 1;
- next;
- mes "Agostine looks pleased as he drinks the potion.";
- next;
- mes "[Agostine, The Legendary Tailor]";
- mes "\"Oh! This is damn good! I feel a new man, my friend!\"";
- next;
- set zeny, zeny + 500;
- mes "[Agostine, The Legendary Tailor]";
- mes "\"This is a little reward for your help. Take 500 GP, my friend!\"";
- set QUEST_WG_state, 2;
- close;
-
-L_State_neg:
- next;
- mes "\"Seems that you lied. You don't have the drink you told me.\"";
- close;
-
-L_State_bad:
- next;
- mes "\"Well, I don't like it so much. Bring me something else.\"";
- close;
-
-// First Quest: edited version of Forest Bow Quest - Needed: about 30 White Furs and 15.000 GP
-
-L_State_1:
- mes "[Agostine, The Legendary Tailor]";
- mes "\"Mmmm... Let me see... This year light colours are fashionable!";
- mes "Would you like a pair of snow-white Winter Gloves?\"";
- next;
- menu
- "No, thanks. I love dark clothes...", -,
- "You really can do this for me?", L_State_2;
- close;
-
-L_State_2:
- mes "[Agostine, The Legendary Tailor]";
- mes "\"Well, Winter Gloves are so fashionable for their lovable fur!";
- mes "Only the best furs can be used for these gloves!";
- mes "But, as you see, I am a tailor, not a hunter! So, why don't you bring me the best fluffy's fur you can find?\"";
- set QUEST_WG_state, 3;
- next;
- menu
- "You are crazy! I won't kill any animal for this!", -,
- "Sure, I will be back soon!", L_State_3;
- close;
-
-L_State_3:
- mes "[Agostine, The Legendary Tailor]";
- mes "\"Remember, I want the best of fur!\"";
- set QUEST_WG_state, 4;
- close;
-
-L_State_4:
- mes "[Agostine, The Legendary Tailor]";
- mes "\"Oh, my friend! Have you brought me some good furs?\"";
- if (countitem("WhiteFur") < 1) close;
- next;
- menu
- "Here, take a look!", L_State_4_try,
- "Yes, but I need it for something else.", -;
- close;
-
-L_State_4_try:
- mes "[Agostine, The Legendary Tailor]";
- mes "\"Let me see, my friend! It needs to be perfect for my gloves!\"";
- mes "Agostine examines the patch of fur.";
- next;
- if (countitem("WhiteFur") < 1) goto L_No_Fur;
- delitem "WhiteFur", 1;
- set @Temp1,rand(30);
- if (@Temp1 == 0) goto L_State_4_success;
- mes "Agostine throws away the white fur.";
- next;
- mes "[Agostine, The Legendary Tailor]";
- mes "\"It was awfully cut! You should pay more attention when you kill fluffies!\"";
- if (countitem("WhiteFur") < 1) close;
- next;
- menu
- "Here I have another one!", L_State_4_try,
- "Sorry, I will be careful...", -;
- close;
-
-L_State_4_success:
- mes "Agostine breaks into a smile";
- next;
- mes "[Agostine, The Legendary Tailor]";
- mes "\"It's perfect! Perfect! Good job, my friend! I will prepare your gloves right now!\"";
- next;
- set QUEST_WG_state, 5;
- goto L_State_5;
-
-L_State_5:
- mes "[Agostine, The Legendary Tailor]";
- mes "\"Ehm, my friend, my work is not free. I need 15,000 GP for the work.\"";
- next;
- menu
- "You are not a tailor, you are a thief!!", -,
- "I think it's a reasonable price...", L_State_5_pay;
- close;
-
-L_State_5_pay:
- if (zeny < 15000) goto L_State_5_nocash;
- getinventorylist;
- if (@inventorylist_count == 100) goto L_TooMany;
- set zeny, zeny - 15000;
- getitem "WinterGloves", 1;
- set QUEST_WG_state, 6;
- mes "[Agostine, The Legendary Tailor]";
- mes "\"Here they are. You will have the most fashionable hands in the world!\"";
- close;
-
-L_State_5_nocash:
- mes "[Agostine, The Legendary Tailor]";
- mes "\"Seems like you are out of cash. Come back when you have the money.\"";
- close;
-
-L_State_6:
- mes "[Agostine, The Legendary Tailor]";
- mes "\"Oh, I remember you! Your gloves are sooo fashionable, my friend!";
- mes "Well, I have a good news for you. In this issue of 'TMW Fashion'";
- mes "I saw a pretty accessory, a pair of Furry Boots, my friend.";
- mes "I can make your own pair, if you want!\"";
- next;
- menu
- "It's a great idea!", L_State_10,
- "I'm glamourous enough, thanks", -;
- close;
-
-// Start of Second Quest: Furry Boots - Needed: About 30 White Furs, 1 pair of Boots and 15.000 GP
-L_State_10:
- mes "[Agostine, The Legendary Tailor]";
- mes "\"Perfect! For satisfying your request I need another perfect White Fur";
- mes "and a pair of Boots, like those you can find in the mines.";
- mes "They will make you lovely, my friend!\"";
- set QUEST_WG_state, 7;
- close;
-
-L_State_11:
- mes "[Agostine, The Legendary Tailor]";
- mes "\"So, my friend, have you brought me the right Fur?\"";
- if (countitem("WhiteFur") < 1) close;
- next;
- menu
- "Sure, I'm a fluffy hunter!", L_State_11_try,
- "Not yet, sorry.", -;
- close;
-
-L_State_11_try:
- mes "[Agostine, The Legendary Tailor]";
- mes "\"I'd rather see the patch of fur, first.\"";
- next;
- mes "Agostine examines the patch of fur.";
- next;
- if (countitem("WhiteFur") < 1) goto L_No_Fur;
- delitem "WhiteFur", 1;
- set @Temp2,rand(30);
- if (@Temp2 == 0) goto L_State_11_success;
- mes "Agostine rips the white fur.";
- next;
- mes "[Agostine, The Legendary Tailor]";
- mes "\"That fur was terrible. I won't work with it!\"";
- if (countitem("WhiteFur") < 1) close;
- next;
- menu
- "Well, maybe this is better!", L_State_11_try,
- "I will hunt other fluffies...", -;
- close;
-
-L_State_11_success:
- mes "Agostine breaks into a smile";
- next;
- mes "[Agostine, The Legendary Tailor]";
- mes "\"This one is good enough, my friend. Good job.\"";
- set QUEST_WG_state, 8;
- goto L_State_12;
-
-L_State_12:
- mes "[Agostine, The Legendary Tailor]";
- mes "\"I need also a pair of Boots for the work.";
- mes "And my payment, obviously. 15,000 GP is right.\"";
- next;
- menu
- "Sure, here it all is.", L_State_12_pay,
- "I missed something, I will be back soon!", -;
- close;
-
-L_State_12_pay:
- if (zeny < 15000) goto L_State_12_missing;
- if (countitem("Boots") < 1) goto L_State_12_missing;
- // No inventory check needed, as boots are removed, opening a slot
- set zeny, zeny - 15000;
- delitem "Boots", 1;
- getitem "FurBoots", 1;
- set QUEST_WG_state, 9;
- mes "[Agostine, The Legendary Tailor]";
- mes "\"Enjoy your new boots, my friend!\"";
- close;
-
-L_State_12_missing:
- mes "[Agostine, The Legendary Tailor]";
- mes "\"Seems you have forgotten something. Check your inventory";
- mes "and your pockets!\"";
- close;
-
-L_State_13:
- mes "[Agostine, The Legendary Tailor]";
- mes "\"You are so glamourous, my dear friend!";
- mes "I have done a very good job on your clothes!\"";
- close;
-
-L_TooMany:
- mes "[Agostine, The Legendary Tailor]";
- mes "\"You don't have anywhere to put them. Come back when you do.\"";
- close;
-
-L_No_Fur:
- mes "[Agostine, The Legendary Tailor]";
- mes "\"You don't have any white fur! Stop talking nonsense.\"";
- close;
-}
diff --git a/npc/020-2/mapflags.txt b/npc/020-2/mapflags.txt
deleted file mode 100644
index aaa1b90f..00000000
--- a/npc/020-2/mapflags.txt
+++ /dev/null
@@ -1,2 +0,0 @@
-020-2.gat mapflag no_player_drops
-020-2.gat mapflag town
diff --git a/npc/020-2/shops.txt b/npc/020-2/shops.txt
deleted file mode 100644
index cc796b55..00000000
--- a/npc/020-2/shops.txt
+++ /dev/null
@@ -1,22 +0,0 @@
-// Snow town shops
-
-// Clothes shop
-020-2.gat,75,28,0 shop Taylor 137,523:2000,524:1600,543:800,544:5000,546:10000,586:1000,741:-1
-// Weapons shop
-020-2.gat,25,65,0 shop Bracco 135,1201:50,521:1000,522:100,529:3,530:-1
-// Potions shop
-020-2.gat,75,24,0 shop Mede 103,501:50,502:70,567:500,568:500
-
-// INN
-020-2.gat,111,23,0 script Kane 120,{
- set @npcname$, "Kane the Inn Keeper";
- set @cost, 100;
-
- mes "[" + @npcname$ + "]";
- mes "\"Welcome stranger!\"";
- mes "\"What? You've already seen an INN like mine?\"";
- mes "\"That's impossible!\"";
- next;
- callfunc "Inn";
- close;
-}