summaryrefslogtreecommitdiff
path: root/npc/new_19-1-woodland-village
diff options
context:
space:
mode:
authorBjørn Lindeijer <bjorn@lindeijer.nl>2008-11-12 09:24:59 +0100
committerBjørn Lindeijer <bjorn@lindeijer.nl>2008-11-12 09:24:59 +0100
commit92edc7656445e89c7ce1d229970f03ff55708e5b (patch)
treeb4e713a304b211b3772e038dbff2b3024dac118c /npc/new_19-1-woodland-village
parent6670219b5862db29302161c9b84da732df14fd05 (diff)
downloadserverdata-92edc7656445e89c7ce1d229970f03ff55708e5b.tar.gz
serverdata-92edc7656445e89c7ce1d229970f03ff55708e5b.tar.bz2
serverdata-92edc7656445e89c7ce1d229970f03ff55708e5b.tar.xz
serverdata-92edc7656445e89c7ce1d229970f03ff55708e5b.zip
Converted some files from DOS to UNIX newlines
Diffstat (limited to 'npc/new_19-1-woodland-village')
-rw-r--r--npc/new_19-1-woodland-village/jack.txt504
-rw-r--r--npc/new_19-1-woodland-village/milly.txt50
-rw-r--r--npc/new_19-1-woodland-village/old_man.txt68
-rw-r--r--npc/new_19-1-woodland-village/old_woman.txt112
-rw-r--r--npc/new_19-1-woodland-village/sabine.txt52
-rw-r--r--npc/new_19-1-woodland-village/soul-menhir.txt16
6 files changed, 401 insertions, 401 deletions
diff --git a/npc/new_19-1-woodland-village/jack.txt b/npc/new_19-1-woodland-village/jack.txt
index 05524dfb..721c4cce 100644
--- a/npc/new_19-1-woodland-village/jack.txt
+++ b/npc/new_19-1-woodland-village/jack.txt
@@ -1,252 +1,252 @@
-//#################################################################################
-//# #
-//# This script file contains the npc scripts for two quests: #
-//# #
-//# Quest1: Obtaining a Forest bow #
-//# Needed: About 20 Raw logs, 5000gp, some chatting and running #
-//# Reward: Forest bow #
-//# #
-//# Quest2: Obtaining a Wooden shield #
-//# Needed: 40 Raw logs, 5000gp #
-//# Reward: Wooden shield and 2500exp #
-//# #
-//# Variables used: @QUEST_Forestbow_state, nibbles 0 and 1 #
-//#################################################################################
-
-// Lumberjack
-new_19-1.gat,40,45,0 script Jack 141, {
- set @RAWLOG, 569;
- set @RAWLOGS_AMOUNT, 40;
- set @WOODENSHIELD, 602;
- set @SHIELD_COST, 5000;
- set @QUEST_SHIELD_EXP, 2500;
-
- set @Q_Forestbow_MASK, NIBBLE_0_MASK;
- set @Q_Forestbow_SHIFT, NIBBLE_0_SHIFT;
-
- set @Q_Woodenshield_MASK, NIBBLE_1_MASK;
- set @Q_Woodenshield_SHIFT, NIBBLE_1_SHIFT;
-
- set @Q_Forestbow, ((QUEST_Forestbow_state & @Q_Forestbow_MASK) >> @Q_Forestbow_SHIFT);
- set @Q_Woodenshield, ((QUEST_Forestbow_state & @Q_Woodenshield_MASK) >> @Q_Woodenshield_SHIFT);
-
- if (@Q_Woodenshield >= 3) goto L_Shield_state_3;
- if (@Q_Woodenshield == 2) goto L_Shield_state_2;
- if (@Q_Woodenshield == 1) goto L_Shield_state_1;
- if (@Q_Forestbow > 1) goto L_Bow_state_2;
-
- mes "[Jack Lumber]";
- mes "\"Hello there, my name is Jack Lumber, the enemy of all trees. If you need some firewood just let me know.\"";
- next;
- if (Inspector == 1) callsub S_NohMask_Ask;
- if (@Q_Forestbow < 1) close;
-
- menu
- "I heard you aren't delivering any more living wood. Why that?", -;
-
- mes "[Jack Lumber]";
- mes "\"Why not?! I value my life, that's why!.\"";
-
- next;
- menu
- "What do you mean?", -;
-
- mes "[Jack Lumber]";
- mes "\"A week ago I was going to chop down one of those twigleaf trees in the forest to the southwest. These twigleafs are the trees that give me the living wood you speak of. I was just chopping away with my axe and what happened? One of its branches hit me! I thought it fell down or the wind blew it. It hurt! I shook it off and struck it again with my axe and another branch hit me! I got angry and started to chop off all the branches near the ground so this couldn't happen anymore. But I still can't believe what happened next.\"";
-
- next;
- menu
- "What happened? ", -;
-
- mes "[Jack Lumber]";
- mes "\"You'll think I am insane when I tell you.\"";
-
- next;
- menu
- "I won't. I promise.", -;
-
- mes "[Jack Lumber]";
- mes "\"OK. After I chopped off a few branches the whole tree started to move. Its roots tore out of the earth, all the branches started to wave around and a face appeared on the trunk. The whole tree CAME TO LIFE! It was mad!\"";
- next;
- menu
- "Did you run away?", -,
- "Did you fight it?", -;
-
- mes "[Jack Lumber]";
- mes "\"I fought, of course! I took my axe and attacked the beast! It hit me here *points at a bruise at his shoulder*, here *lifts his trouser leg to show another bruise* and here *lifts his shirt and reveals some even worse bruises*. But i didn't give up. I chopped away at it, branch after branch, and in the end I chopped off its roots and it fell to the ground motionless.\"";
-
- next;
- menu
- "So you beat the monster? Then why are you so scared?", -;
-
- mes "[Jack Lumber]";
- mes "\"Well, I was exhausted and had to rest. A few minutes passed and suddenly I was surrounded by a dozen or more of these living trees!\"";
-
- next;
- menu
- "Did you fight them, too? ", -;
-
- mes "[Jack Lumber]";
- mes "\"Are you crazy? I barely destroyed one of those beasts. I was in no shape to fight again. I ran away as fast as i could. Lucky for me the monsters aren't that fast on their tiny root legs. Ha!\"";
-
- next;
- menu
- "So you aren't chopping down trees anymore?", -;
-
- mes "[Jack Lumber]";
- mes "\"I still do. It's my job. But I no longer chop those twigleafs, I'll tell you that. I know the bowyer master wants some wood from them, but I don't care. I won't risk my life for a few gold pieces. If you want to, just go to the southwest. But i won't go there ever again.\"";
-
- next;
- menu
- "Southwest you say? OK, thank you.", -;
-
- set @Q_Forestbow, 2;
- callsub S_Update_Mask;
-
- close;
-
-L_Bow_state_2:
- // Bow state 4: The player has found a perfect piece of wood.
- if (@Q_Forestbow > 3) goto L_Bow_state_4;
-
- mes "\"Good luck hunting those tree monsters - you will need it.\"";
- if (Inspector == 1) goto L_NohMask_Ask;
- close;
-
-L_Bow_state_4:
- mes "[Jack Lumber]";
- mes "\"You've finally found that perfect piece of living wood Alan needs to make a Forest bow, haven't you?\"";
-
- next;
- menu
- "I couldn't afford the bow, though...", L_Shield_state_0,
- "No, I'm still looking.", L_Bow_state_4_reaffirm,
- "Yes, I've got the Forest bow now.", -,
- "I'm a melee warrior, I don't need bows.", L_Shield_state_0;
-
- // Check if the player tells the truth (continue on in any case)
- if (@Q_Forestbow > 4) goto L_Shield_state_0;
-
- mes "[Jack Lumber]";
- mes "\"Hrmph. I'm someone who respects those speaking the truth.\"";
-
- next;
- goto L_Shield_state_0;
-
-L_Bow_state_4_reaffirm:
- mes "[Jack Lumber]";
- mes "\"You should go talk to Alan again.\"";
- close;
-
-L_Shield_state_0:
- set @Q_Woodenshield, 1;
- callsub S_Update_Mask;
-
- if (Sex == 0) set @child_of_jack$, "daughter";
- if (Sex == 1) set @child_of_jack$, "son";
-
- mes "[Jack Lumber]";
- mes "\"You no doubt remember how I struggled with those beasts, fighting for my life. Scared me, those seven-branched little stumps did! Never since that day have I strayed near them. And here comes you, cutting them down one by one. I'm proud of you, to dare those trunks a fight. You're strong as if you were my own " + @child_of_jack$ + "!\"";
- next;
- goto L_Shield_state_1;
-
-L_Shield_state_1:
- mes "[Jack Lumber]";
- mes "\"I have an idea. What would you say about a new shield?\"";
- next;
-
- if (Inspector == 1)
- menu
- "No thanks.", L_End,
- "Yes, please!", -,
- "Actually, I'd like to know if you've seen any strange happenings in town.", L_NohMask_Answer;
- if (Inspector != 1)
- menu
- "No thanks.", L_End,
- "Yes, please!", -;
-
- mes "[Jack Lumber]";
- mes "\"All I need is " + @RAWLOGS_AMOUNT + " raw logs. This needn't be highest-quality wood; pretty much any log you can find should work. Oh, and I'll also need " + @SHIELD_COST + " GP for other materials.\"";
- next;
-
- set @Q_Woodenshield, 2;
- callsub S_Update_Mask;
- close;
-
-L_End:
- close;
-
-L_Shield_state_2:
- mes "[Jack Lumber]";
- mes "\"Let's see if you have enough of everything.\"";
- next;
-
- if (countitem(@RAWLOG) < @RAWLOGS_AMOUNT) goto L_Not_enough_logs;
- if (zeny < @SHIELD_COST) goto L_Not_enough_money;
-
- delitem @RAWLOG, @RAWLOGS_AMOUNT;
- set zeny, zeny - @SHIELD_COST;
- getexp @QUEST_SHIELD_EXP, 0;
- getitem @WOODENSHIELD, 1;
-
- set @Q_Woodenshield, 3;
- callsub S_Update_Mask;
- mes "[Jack Lumber]";
- mes "\"Have a seat.\"";
- mes "Jack saws the logs into pieces, then shaves them until they are smooth to the touch.";
- mes "Applying some strong-smelling liquid, he tans them in darker hues.";
- next;
-
- mes "[Jack Lumber]";
- mes "Grabbing one of two leftover pieces, he begins to carve it into a round shape, then repeats this with the second piece-- shield handles, from what you can tell.";
- next;
-
- mes "[Jack Lumber]";
- mes "Meanwhile, the sun has dried the other pieces. Jack places them next to each other, adds a frame, and nails everything together.";
- mes "The resulting shield looks usable already, but Jack applies another liquid to it and leaves it to dry for a few moments.";
- next;
-
- mes "[Jack Lumber]";
- mes "Finally, he hands the shield to you.";
- mes "\"Enjoy your new shield!\"";
- mes "[" + @QUEST_SHIELD_EXP + " experience points]";
- next;
- goto L_End;
-
-L_Not_enough_logs:
- mes "[Jack Lumber]";
- mes "\"You don't have enough wood for me to craft this shield; I need a total of " + @RAWLOGS_AMOUNT + " raw logs.\"";
- close;
-
-L_Not_enough_money:
- mes "[Jack Lumber]";
- mes "\"You don't have enough gold, I'm afraid. I need " + @SHIELD_COST + " GP to finish your shield.\"";
- close;
-
-L_Shield_state_3:
- mes "[Jack Lumber]";
- mes "\"I hope that my shield will serve you well!\"";
- if (Inspector == 1)
- menu
- "Me too.", -,
- "Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer;
- close;
-
-L_NohMask_Ask:
- menu
- "I'll keep that in mind.", -,
- "Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer;
- return;
-
-L_NohMask_Answer:
- mes "[Jack Lumber]";
- mes "\"Sorry, no.\"";
- close;
-
-S_Update_Mask:
- set QUEST_Forestbow_state,
- (QUEST_Forestbow_state & ~(@Q_Forestbow_MASK | @Q_Woodenshield_MASK))
- | (@Q_Forestbow << @Q_Forestbow_SHIFT)
- | (@Q_Woodenshield << @Q_Woodenshield_SHIFT);
- return;
-}
+//#################################################################################
+//# #
+//# This script file contains the npc scripts for two quests: #
+//# #
+//# Quest1: Obtaining a Forest bow #
+//# Needed: About 20 Raw logs, 5000gp, some chatting and running #
+//# Reward: Forest bow #
+//# #
+//# Quest2: Obtaining a Wooden shield #
+//# Needed: 40 Raw logs, 5000gp #
+//# Reward: Wooden shield and 2500exp #
+//# #
+//# Variables used: @QUEST_Forestbow_state, nibbles 0 and 1 #
+//#################################################################################
+
+// Lumberjack
+new_19-1.gat,40,45,0 script Jack 141, {
+ set @RAWLOG, 569;
+ set @RAWLOGS_AMOUNT, 40;
+ set @WOODENSHIELD, 602;
+ set @SHIELD_COST, 5000;
+ set @QUEST_SHIELD_EXP, 2500;
+
+ set @Q_Forestbow_MASK, NIBBLE_0_MASK;
+ set @Q_Forestbow_SHIFT, NIBBLE_0_SHIFT;
+
+ set @Q_Woodenshield_MASK, NIBBLE_1_MASK;
+ set @Q_Woodenshield_SHIFT, NIBBLE_1_SHIFT;
+
+ set @Q_Forestbow, ((QUEST_Forestbow_state & @Q_Forestbow_MASK) >> @Q_Forestbow_SHIFT);
+ set @Q_Woodenshield, ((QUEST_Forestbow_state & @Q_Woodenshield_MASK) >> @Q_Woodenshield_SHIFT);
+
+ if (@Q_Woodenshield >= 3) goto L_Shield_state_3;
+ if (@Q_Woodenshield == 2) goto L_Shield_state_2;
+ if (@Q_Woodenshield == 1) goto L_Shield_state_1;
+ if (@Q_Forestbow > 1) goto L_Bow_state_2;
+
+ mes "[Jack Lumber]";
+ mes "\"Hello there, my name is Jack Lumber, the enemy of all trees. If you need some firewood just let me know.\"";
+ next;
+ if (Inspector == 1) callsub S_NohMask_Ask;
+ if (@Q_Forestbow < 1) close;
+
+ menu
+ "I heard you aren't delivering any more living wood. Why that?", -;
+
+ mes "[Jack Lumber]";
+ mes "\"Why not?! I value my life, that's why!.\"";
+
+ next;
+ menu
+ "What do you mean?", -;
+
+ mes "[Jack Lumber]";
+ mes "\"A week ago I was going to chop down one of those twigleaf trees in the forest to the southwest. These twigleafs are the trees that give me the living wood you speak of. I was just chopping away with my axe and what happened? One of its branches hit me! I thought it fell down or the wind blew it. It hurt! I shook it off and struck it again with my axe and another branch hit me! I got angry and started to chop off all the branches near the ground so this couldn't happen anymore. But I still can't believe what happened next.\"";
+
+ next;
+ menu
+ "What happened? ", -;
+
+ mes "[Jack Lumber]";
+ mes "\"You'll think I am insane when I tell you.\"";
+
+ next;
+ menu
+ "I won't. I promise.", -;
+
+ mes "[Jack Lumber]";
+ mes "\"OK. After I chopped off a few branches the whole tree started to move. Its roots tore out of the earth, all the branches started to wave around and a face appeared on the trunk. The whole tree CAME TO LIFE! It was mad!\"";
+ next;
+ menu
+ "Did you run away?", -,
+ "Did you fight it?", -;
+
+ mes "[Jack Lumber]";
+ mes "\"I fought, of course! I took my axe and attacked the beast! It hit me here *points at a bruise at his shoulder*, here *lifts his trouser leg to show another bruise* and here *lifts his shirt and reveals some even worse bruises*. But i didn't give up. I chopped away at it, branch after branch, and in the end I chopped off its roots and it fell to the ground motionless.\"";
+
+ next;
+ menu
+ "So you beat the monster? Then why are you so scared?", -;
+
+ mes "[Jack Lumber]";
+ mes "\"Well, I was exhausted and had to rest. A few minutes passed and suddenly I was surrounded by a dozen or more of these living trees!\"";
+
+ next;
+ menu
+ "Did you fight them, too? ", -;
+
+ mes "[Jack Lumber]";
+ mes "\"Are you crazy? I barely destroyed one of those beasts. I was in no shape to fight again. I ran away as fast as i could. Lucky for me the monsters aren't that fast on their tiny root legs. Ha!\"";
+
+ next;
+ menu
+ "So you aren't chopping down trees anymore?", -;
+
+ mes "[Jack Lumber]";
+ mes "\"I still do. It's my job. But I no longer chop those twigleafs, I'll tell you that. I know the bowyer master wants some wood from them, but I don't care. I won't risk my life for a few gold pieces. If you want to, just go to the southwest. But i won't go there ever again.\"";
+
+ next;
+ menu
+ "Southwest you say? OK, thank you.", -;
+
+ set @Q_Forestbow, 2;
+ callsub S_Update_Mask;
+
+ close;
+
+L_Bow_state_2:
+ // Bow state 4: The player has found a perfect piece of wood.
+ if (@Q_Forestbow > 3) goto L_Bow_state_4;
+
+ mes "\"Good luck hunting those tree monsters - you will need it.\"";
+ if (Inspector == 1) goto L_NohMask_Ask;
+ close;
+
+L_Bow_state_4:
+ mes "[Jack Lumber]";
+ mes "\"You've finally found that perfect piece of living wood Alan needs to make a Forest bow, haven't you?\"";
+
+ next;
+ menu
+ "I couldn't afford the bow, though...", L_Shield_state_0,
+ "No, I'm still looking.", L_Bow_state_4_reaffirm,
+ "Yes, I've got the Forest bow now.", -,
+ "I'm a melee warrior, I don't need bows.", L_Shield_state_0;
+
+ // Check if the player tells the truth (continue on in any case)
+ if (@Q_Forestbow > 4) goto L_Shield_state_0;
+
+ mes "[Jack Lumber]";
+ mes "\"Hrmph. I'm someone who respects those speaking the truth.\"";
+
+ next;
+ goto L_Shield_state_0;
+
+L_Bow_state_4_reaffirm:
+ mes "[Jack Lumber]";
+ mes "\"You should go talk to Alan again.\"";
+ close;
+
+L_Shield_state_0:
+ set @Q_Woodenshield, 1;
+ callsub S_Update_Mask;
+
+ if (Sex == 0) set @child_of_jack$, "daughter";
+ if (Sex == 1) set @child_of_jack$, "son";
+
+ mes "[Jack Lumber]";
+ mes "\"You no doubt remember how I struggled with those beasts, fighting for my life. Scared me, those seven-branched little stumps did! Never since that day have I strayed near them. And here comes you, cutting them down one by one. I'm proud of you, to dare those trunks a fight. You're strong as if you were my own " + @child_of_jack$ + "!\"";
+ next;
+ goto L_Shield_state_1;
+
+L_Shield_state_1:
+ mes "[Jack Lumber]";
+ mes "\"I have an idea. What would you say about a new shield?\"";
+ next;
+
+ if (Inspector == 1)
+ menu
+ "No thanks.", L_End,
+ "Yes, please!", -,
+ "Actually, I'd like to know if you've seen any strange happenings in town.", L_NohMask_Answer;
+ if (Inspector != 1)
+ menu
+ "No thanks.", L_End,
+ "Yes, please!", -;
+
+ mes "[Jack Lumber]";
+ mes "\"All I need is " + @RAWLOGS_AMOUNT + " raw logs. This needn't be highest-quality wood; pretty much any log you can find should work. Oh, and I'll also need " + @SHIELD_COST + " GP for other materials.\"";
+ next;
+
+ set @Q_Woodenshield, 2;
+ callsub S_Update_Mask;
+ close;
+
+L_End:
+ close;
+
+L_Shield_state_2:
+ mes "[Jack Lumber]";
+ mes "\"Let's see if you have enough of everything.\"";
+ next;
+
+ if (countitem(@RAWLOG) < @RAWLOGS_AMOUNT) goto L_Not_enough_logs;
+ if (zeny < @SHIELD_COST) goto L_Not_enough_money;
+
+ delitem @RAWLOG, @RAWLOGS_AMOUNT;
+ set zeny, zeny - @SHIELD_COST;
+ getexp @QUEST_SHIELD_EXP, 0;
+ getitem @WOODENSHIELD, 1;
+
+ set @Q_Woodenshield, 3;
+ callsub S_Update_Mask;
+ mes "[Jack Lumber]";
+ mes "\"Have a seat.\"";
+ mes "Jack saws the logs into pieces, then shaves them until they are smooth to the touch.";
+ mes "Applying some strong-smelling liquid, he tans them in darker hues.";
+ next;
+
+ mes "[Jack Lumber]";
+ mes "Grabbing one of two leftover pieces, he begins to carve it into a round shape, then repeats this with the second piece-- shield handles, from what you can tell.";
+ next;
+
+ mes "[Jack Lumber]";
+ mes "Meanwhile, the sun has dried the other pieces. Jack places them next to each other, adds a frame, and nails everything together.";
+ mes "The resulting shield looks usable already, but Jack applies another liquid to it and leaves it to dry for a few moments.";
+ next;
+
+ mes "[Jack Lumber]";
+ mes "Finally, he hands the shield to you.";
+ mes "\"Enjoy your new shield!\"";
+ mes "[" + @QUEST_SHIELD_EXP + " experience points]";
+ next;
+ goto L_End;
+
+L_Not_enough_logs:
+ mes "[Jack Lumber]";
+ mes "\"You don't have enough wood for me to craft this shield; I need a total of " + @RAWLOGS_AMOUNT + " raw logs.\"";
+ close;
+
+L_Not_enough_money:
+ mes "[Jack Lumber]";
+ mes "\"You don't have enough gold, I'm afraid. I need " + @SHIELD_COST + " GP to finish your shield.\"";
+ close;
+
+L_Shield_state_3:
+ mes "[Jack Lumber]";
+ mes "\"I hope that my shield will serve you well!\"";
+ if (Inspector == 1)
+ menu
+ "Me too.", -,
+ "Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer;
+ close;
+
+L_NohMask_Ask:
+ menu
+ "I'll keep that in mind.", -,
+ "Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer;
+ return;
+
+L_NohMask_Answer:
+ mes "[Jack Lumber]";
+ mes "\"Sorry, no.\"";
+ close;
+
+S_Update_Mask:
+ set QUEST_Forestbow_state,
+ (QUEST_Forestbow_state & ~(@Q_Forestbow_MASK | @Q_Woodenshield_MASK))
+ | (@Q_Forestbow << @Q_Forestbow_SHIFT)
+ | (@Q_Woodenshield << @Q_Woodenshield_SHIFT);
+ return;
+}
diff --git a/npc/new_19-1-woodland-village/milly.txt b/npc/new_19-1-woodland-village/milly.txt
index 35f5fda6..b8bf7460 100644
--- a/npc/new_19-1-woodland-village/milly.txt
+++ b/npc/new_19-1-woodland-village/milly.txt
@@ -1,25 +1,25 @@
-new_19-1.gat,81,41,0 script Milly 114, {
- mes "[Milly]";
- mes "\"Hello.\"";
- next;
- if (Inspector == 1) goto L_NohMask;
- close;
-
-L_NohMask:
- menu
- "Have you seen anything strange lately?", L_NohMask_Strange,
- "Do you know anything about the recent robberies?", L_NohMask_Robbery,
- "Yes, it is.", -;
- close;
-
-L_NohMask_Strange:
- mes "[Milly]";
- mes "\"I haven't seen anything strange.\"";
- close;
-
-L_NohMask_Robbery:
- mes "[Milly]";
- mes "\"No, sorry.\"";
- close;
-}
-
+new_19-1.gat,81,41,0 script Milly 114, {
+ mes "[Milly]";
+ mes "\"Hello.\"";
+ next;
+ if (Inspector == 1) goto L_NohMask;
+ close;
+
+L_NohMask:
+ menu
+ "Have you seen anything strange lately?", L_NohMask_Strange,
+ "Do you know anything about the recent robberies?", L_NohMask_Robbery,
+ "Yes, it is.", -;
+ close;
+
+L_NohMask_Strange:
+ mes "[Milly]";
+ mes "\"I haven't seen anything strange.\"";
+ close;
+
+L_NohMask_Robbery:
+ mes "[Milly]";
+ mes "\"No, sorry.\"";
+ close;
+}
+
diff --git a/npc/new_19-1-woodland-village/old_man.txt b/npc/new_19-1-woodland-village/old_man.txt
index 0d6d1562..55812260 100644
--- a/npc/new_19-1-woodland-village/old_man.txt
+++ b/npc/new_19-1-woodland-village/old_man.txt
@@ -1,34 +1,34 @@
-// Old man
-
-new_19-1.gat,85,51,0 script Old Man 159,{
- mes "[Old Man]";
- mes "\"Don't let those monsters get to you.\"";
- next;
- if (Inspector == 1) goto L_NohMask_Ask;
- if (Inspector == 6) goto L_NohMask_Accuse;
- close;
-
-L_NohMask_Ask:
- menu
- "Have you seen anything strange lately?", L_NohMask_Ask_Nothing,
- "Do you know anything about the recent robberies?", L_NohMask_Ask_Nothing,
- "I won't, thank you.", -;
- close;
-
-L_NohMask_Ask_Nothing:
- mes "[Old Man]";
- mes "\"I'm sorry, but I didn't see anything. You should ask my old woman.\"";
- close;
-
-L_NohMask_Accuse:
- menu
- "The leader of the troupe said you hung around them a lot while they were in town.", L_NohMask_Accuse_Respond,
- "I won't, thank you.", -;
- close;
-
-L_NohMask_Accuse_Respond:
- mes "[Old Man]";
- mes "\"Yes, I hung around the theater a lot. I was an actor when I was younger. But I wasn't there that night. Me and the wife were at home all night.\"";
- set Inspector, 7;
- close;
-}
+// Old man
+
+new_19-1.gat,85,51,0 script Old Man 159,{
+ mes "[Old Man]";
+ mes "\"Don't let those monsters get to you.\"";
+ next;
+ if (Inspector == 1) goto L_NohMask_Ask;
+ if (Inspector == 6) goto L_NohMask_Accuse;
+ close;
+
+L_NohMask_Ask:
+ menu
+ "Have you seen anything strange lately?", L_NohMask_Ask_Nothing,
+ "Do you know anything about the recent robberies?", L_NohMask_Ask_Nothing,
+ "I won't, thank you.", -;
+ close;
+
+L_NohMask_Ask_Nothing:
+ mes "[Old Man]";
+ mes "\"I'm sorry, but I didn't see anything. You should ask my old woman.\"";
+ close;
+
+L_NohMask_Accuse:
+ menu
+ "The leader of the troupe said you hung around them a lot while they were in town.", L_NohMask_Accuse_Respond,
+ "I won't, thank you.", -;
+ close;
+
+L_NohMask_Accuse_Respond:
+ mes "[Old Man]";
+ mes "\"Yes, I hung around the theater a lot. I was an actor when I was younger. But I wasn't there that night. Me and the wife were at home all night.\"";
+ set Inspector, 7;
+ close;
+}
diff --git a/npc/new_19-1-woodland-village/old_woman.txt b/npc/new_19-1-woodland-village/old_woman.txt
index b4879340..c94fe63f 100644
--- a/npc/new_19-1-woodland-village/old_woman.txt
+++ b/npc/new_19-1-woodland-village/old_woman.txt
@@ -1,56 +1,56 @@
-// Old woman
-
-new_19-1.gat,29,43,0 script Old Woman 154,{
- mes "[Old Woman]";
- mes "\"Hello deary.\"";
- next;
- if ((Inspector >= 1 && Inspector <= 7) || Inspector == 9) goto L_NohMask;
- close;
-
-L_NohMask:
- if (Inspector == 7) goto L_NohMask_Alibi;
- callfunc "ProcessEquip";
- if (@torsoC == cDarkBlue && @legsC == cDarkBlue) goto L_NohMask_Fake;
- if (Inspector >= 3 && Inspector <= 6) close;
-
- menu
- "Have you seen anything strange lately?", L_NohMask_FirstAsk,
- "Do you know anything about the recent robberies?", L_NohMask_FirstAsk,
- "Hello", -;
- close;
-
-L_NohMask_FirstAsk:
- mes "[Old Woman]";
- mes "\"Yes, but I'm only talking to the inspector himself!\"";
- if (Inspector == 1) set Inspector, 2;
- close;
-
-L_NohMask_Alibi:
- menu
- "Was your husband with you at home all night the last night that the troupe was in town?", -;
-
- mes "[Old Woman]";
- mes "\"Yes, we were both at home all night.\"";
- set Inspector, 8;
- close;
-
-L_NohMask_Fake:
- if (Inspector == 9) goto L_NohMask_Fake_Satchel;
- if (Inspector >= 3 && Inspector <= 6) got L_NohMask_Filler;
-
- mes "[Old Woman]";
- mes "\"I saw someone sneaking around town wearing a theater mask. It looked like one of the masks used by the troupe that was in town recently.\"";
- set Inspector, 3;
- close;
-
-L_NohMask_Filler:
- mes "[Old Woman]";
- mes "\"I hope you castch that naughty person!\"";
- close;
-
-L_NohMask_Fake_Satchel:
- mes "[Old Woman]";
- mes "\"I've remembered something else. The night the troupe left, I saw someone with a theater mask take a large satchel out of town. He was heading north.\"";
- set Inspector, 10;
- close;
-}
+// Old woman
+
+new_19-1.gat,29,43,0 script Old Woman 154,{
+ mes "[Old Woman]";
+ mes "\"Hello deary.\"";
+ next;
+ if ((Inspector >= 1 && Inspector <= 7) || Inspector == 9) goto L_NohMask;
+ close;
+
+L_NohMask:
+ if (Inspector == 7) goto L_NohMask_Alibi;
+ callfunc "ProcessEquip";
+ if (@torsoC == cDarkBlue && @legsC == cDarkBlue) goto L_NohMask_Fake;
+ if (Inspector >= 3 && Inspector <= 6) close;
+
+ menu
+ "Have you seen anything strange lately?", L_NohMask_FirstAsk,
+ "Do you know anything about the recent robberies?", L_NohMask_FirstAsk,
+ "Hello", -;
+ close;
+
+L_NohMask_FirstAsk:
+ mes "[Old Woman]";
+ mes "\"Yes, but I'm only talking to the inspector himself!\"";
+ if (Inspector == 1) set Inspector, 2;
+ close;
+
+L_NohMask_Alibi:
+ menu
+ "Was your husband with you at home all night the last night that the troupe was in town?", -;
+
+ mes "[Old Woman]";
+ mes "\"Yes, we were both at home all night.\"";
+ set Inspector, 8;
+ close;
+
+L_NohMask_Fake:
+ if (Inspector == 9) goto L_NohMask_Fake_Satchel;
+ if (Inspector >= 3 && Inspector <= 6) got L_NohMask_Filler;
+
+ mes "[Old Woman]";
+ mes "\"I saw someone sneaking around town wearing a theater mask. It looked like one of the masks used by the troupe that was in town recently.\"";
+ set Inspector, 3;
+ close;
+
+L_NohMask_Filler:
+ mes "[Old Woman]";
+ mes "\"I hope you castch that naughty person!\"";
+ close;
+
+L_NohMask_Fake_Satchel:
+ mes "[Old Woman]";
+ mes "\"I've remembered something else. The night the troupe left, I saw someone with a theater mask take a large satchel out of town. He was heading north.\"";
+ set Inspector, 10;
+ close;
+}
diff --git a/npc/new_19-1-woodland-village/sabine.txt b/npc/new_19-1-woodland-village/sabine.txt
index f30bded2..e45ae7a8 100644
--- a/npc/new_19-1-woodland-village/sabine.txt
+++ b/npc/new_19-1-woodland-village/sabine.txt
@@ -1,26 +1,26 @@
-// Girl sitting on bench
-
-new_19-1.gat,89,27,0 script Sabine 106,{
- mes "[Sabine]";
- mes "\"Isn't this place pretty? I love hanging out here!\"";
- next;
- if (Inspector == 1) goto L_NohMask;
- close;
-
-L_NohMask:
- menu
- "Have you seen anything strange lately?", L_NohMask_Strange,
- "Do you know anything about the recent robberies?", L_NohMask_Robbery,
- "Yes, it is.", -;
- close;
-
-L_NohMask_Strange:
- mes "[Sabine]";
- mes "\"I haven't seen anything strange.\"";
- close;
-
-L_NohMask_Robbery:
- mes "[Sabine]";
- mes "\"No, sorry.\"";
- close;
-}
+// Girl sitting on bench
+
+new_19-1.gat,89,27,0 script Sabine 106,{
+ mes "[Sabine]";
+ mes "\"Isn't this place pretty? I love hanging out here!\"";
+ next;
+ if (Inspector == 1) goto L_NohMask;
+ close;
+
+L_NohMask:
+ menu
+ "Have you seen anything strange lately?", L_NohMask_Strange,
+ "Do you know anything about the recent robberies?", L_NohMask_Robbery,
+ "Yes, it is.", -;
+ close;
+
+L_NohMask_Strange:
+ mes "[Sabine]";
+ mes "\"I haven't seen anything strange.\"";
+ close;
+
+L_NohMask_Robbery:
+ mes "[Sabine]";
+ mes "\"No, sorry.\"";
+ close;
+}
diff --git a/npc/new_19-1-woodland-village/soul-menhir.txt b/npc/new_19-1-woodland-village/soul-menhir.txt
index 1943cae4..152f05be 100644
--- a/npc/new_19-1-woodland-village/soul-menhir.txt
+++ b/npc/new_19-1-woodland-village/soul-menhir.txt
@@ -1,8 +1,8 @@
-new_19-1.gat,53,40,0 script Soul Menhir 144, {
- set @map$, "new_19-1.gat";
- set @x, 53;
- set @y, 41;
- callfunc "SoulMenhir";
-}
-
-
+new_19-1.gat,53,40,0 script Soul Menhir 144, {
+ set @map$, "new_19-1.gat";
+ set @x, 53;
+ set @y, 41;
+ callfunc "SoulMenhir";
+}
+
+