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-rw-r--r--world/map/npc/020-2/baktar.txt50
-rw-r--r--world/map/npc/020-2/furquest.txt86
2 files changed, 70 insertions, 66 deletions
diff --git a/world/map/npc/020-2/baktar.txt b/world/map/npc/020-2/baktar.txt
index 2ac3cec6..822da870 100644
--- a/world/map/npc/020-2/baktar.txt
+++ b/world/map/npc/020-2/baktar.txt
@@ -91,23 +91,21 @@
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;
+ "Well, I just like sunbathing", L_Close,
+ "Good bye", L_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;
+ menu
+ "I have some items on me maybe you'll like them ", L_startitem,
+ "Don't touch my stuff!", L_Close,
+ "I'll get them. Bye.", L_Close;
L_startitem:
setarray @exotic_item$, "", "", "", "", "", "", "";
@@ -118,56 +116,64 @@ L_startitem:
set @exotic_item$[@c], "a Desert Hat ?";
set @menuid[@c], 0;
set @c, @c + 1;
+ goto L_DesertShirt;
L_DesertShirt:
if (countitem("DesertShirt") < 1 || @Q_status & (1<<@BIT_DESERTSHIRT) ) goto L_SerfHat;
set @exotic_item$[@c], "a Desert Shirt ?";
set @menuid[@c], 1;
set @c, @c + 1;
+ goto L_SerfHat;
L_SerfHat:
if (countitem("SerfHat") < 1 || @Q_status & (1<<@BIT_SERFHAT) ) goto L_tongue;
set @exotic_item$[@c], "a Serf Hat ?";
set @menuid[@c], 2;
set @c, @c + 1;
+ goto L_tongue;
L_tongue:
if (countitem("MountainSnakeTongue") < 1 || @Q_status & (1<<@BIT_MS_TONGUE)) goto L_egg;
set @exotic_item$[@c], "a Mountain Snake Tongue ?";
set @menuid[@c], 3;
set @c, @c + 1;
+ goto L_egg;
L_egg:
if (countitem("MountainSnakeEgg") < 1 || @Q_status & (1<<@BIT_MS_EGG)) goto L_Skin;
set @exotic_item$[@c], "a Mountain Snake Egg?";
set @menuid[@c], 4;
set @c, @c + 1;
+ goto L_Skin;
L_Skin:
if (countitem("SnakeSkin") < 1 || @Q_status & (1<<@BIT_SNAKESKIN)) goto L_bugleg;
set @exotic_item$[@c], "a Snake Skin?";
set @menuid[@c], 5;
set @c, @c + 1;
+ goto L_bugleg;
L_bugleg:
if (countitem("BugLeg") < 1 || @Q_status & (1<<@BIT_BUGLEG)) goto L_NeverMind;
set @exotic_item$[@c], "a Bug Leg?";
set @menuid[@c], 6;
set @c, @c + 1;
+ goto L_NeverMind;
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], -;
-
+ @exotic_item$[0], L_MenuItems,
+ @exotic_item$[1], L_MenuItems,
+ @exotic_item$[2], L_MenuItems,
+ @exotic_item$[3], L_MenuItems,
+ @exotic_item$[4], L_MenuItems,
+ @exotic_item$[5], L_MenuItems,
+ @exotic_item$[6], L_MenuItems;
+
+L_MenuItems:
set @menu, @menu -1;
if (@menuid[@menu] == 0) goto L_DesertHat_Item;
@@ -342,9 +348,11 @@ L_2_talk2:
L_2_talk3:
menu "Ok, I am a professional in doing such things", L_2_professional,
"Hey do you really mean it? ", L_2_professional,
- "You calmed down again?", -,
+ "You calmed down again?", L_Close,
"Oh a packrat! By the way, is that trash over there yours?", L_2_name,
- "Nevermind", -;
+ "Nevermind", L_Close;
+
+L_Close:
mes @npcname$;
mes "\"Get out of my way, prank!\"";
close;
@@ -371,8 +379,10 @@ L_2_name:
mes @npcname$;
mes "\"What is your name again?\"";
- menu "I am sorry for the joke... Please forgive me", -,
- "They call me Mistakes. I am a professional killer as well. You heard about that business in the terranite cave?", -;
+ menu "I am sorry for the joke... Please forgive me", L_Next,
+ "They call me Mistakes. I am a professional killer as well. You heard about that business in the terranite cave?", L_Next;
+
+L_Next:
mes @npcname$;
mes "\"Alright, I see. Ok maybe I really need to calm down. Please leave me alone... I will try to calm down, ok?\"";
close;
diff --git a/world/map/npc/020-2/furquest.txt b/world/map/npc/020-2/furquest.txt
index 0f0b2957..17cb3283 100644
--- a/world/map/npc/020-2/furquest.txt
+++ b/world/map/npc/020-2/furquest.txt
@@ -41,8 +41,7 @@
next;
menu
"I want something new for my wardrobe!", L_State_0_1,
- "Oh, nothing, thanks!", -;
- close;
+ "Oh, nothing, thanks!", L_Close;
// Quest #0 - Beginning - Needed: Iron Potion
@@ -53,8 +52,7 @@ L_State_0_1:
next;
menu
"Sure, what kind of drink you like?", L_State_0_2,
- "I'm not your waiter!", -;
- close;
+ "I'm not your waiter!", L_Close;
L_State_0_2:
mes "[Agostine, The Legendary Tailor]";
@@ -63,8 +61,7 @@ L_State_0_2:
next;
menu
"I'll bring you different drinks to try!", L_State_Accept,
- "Maybe a bar will open soon, wait for it.", -;
- close;
+ "Maybe a bar will open soon, wait for it.", L_Close;
L_State_Accept:
mes "[Agostine, The Legendary Tailor]";
@@ -83,8 +80,7 @@ L_State_0_3:
"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;
+ "Nothing, at the moment.", L_Close;
L_State_0_4:
mes "[Agostine, The Legendary Tailor]";
@@ -92,7 +88,6 @@ L_State_0_4:
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]";
@@ -100,7 +95,6 @@ L_State_0_5:
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]";
@@ -108,7 +102,6 @@ L_State_0_6:
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]";
@@ -116,7 +109,6 @@ L_State_0_7:
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]";
@@ -124,7 +116,6 @@ L_State_0_8:
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]";
@@ -161,9 +152,8 @@ L_State_1:
mes "Would you like a pair of snow-white Winter Gloves?\"";
next;
menu
- "No, thanks. I love dark clothes...", -,
+ "No, thanks. I love dark clothes...", L_Close,
"You really can do this for me?", L_State_2;
- close;
L_State_2:
mes "[Agostine, The Legendary Tailor]";
@@ -173,9 +163,8 @@ L_State_2:
set QUEST_WG_state, 3;
next;
menu
- "You are crazy! I won't kill any animal for this!", -,
+ "You are crazy! I won't kill any animal for this!", L_Close,
"Sure, I will be back soon!", L_State_3;
- close;
L_State_3:
mes "[Agostine, The Legendary Tailor]";
@@ -190,8 +179,7 @@ L_State_4:
next;
menu
"Here, take a look!", L_State_4_try,
- "Yes, but I need it for something else.", -;
- close;
+ "Yes, but I need it for something else.", L_Close;
L_State_4_try:
mes "[Agostine, The Legendary Tailor]";
@@ -211,8 +199,7 @@ L_State_4_try:
next;
menu
"Here I have another one!", L_State_4_try,
- "Sorry, I will be careful...", -;
- close;
+ "Sorry, I will be careful...", L_Close;
L_State_4_success:
mes "Agostine breaks into a smile";
@@ -228,9 +215,8 @@ L_State_5:
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!!", -,
+ "You are not a tailor, you are a thief!!", L_Close,
"I think it's a reasonable price...", L_State_5_pay;
- close;
L_State_5_pay:
if (Zeny < 15000) goto L_State_5_nocash;
@@ -257,8 +243,7 @@ L_State_6:
next;
menu
"It's a great idea!", L_State_10,
- "I'm glamourous enough, thanks", -;
- close;
+ "I'm glamourous enough, thanks", L_Close;
// Start of Second Quest: Furry Boots - Needed: About 30 White Furs, 1 pair of Boots and 15.000 GP
L_State_10:
@@ -276,8 +261,7 @@ L_State_11:
next;
menu
"Sure, I'm a fluffy hunter!", L_State_11_try,
- "Not yet, sorry.", -;
- close;
+ "Not yet, sorry.", L_Close;
L_State_11_try:
mes "[Agostine, The Legendary Tailor]";
@@ -298,8 +282,7 @@ L_State_11_try:
next;
menu
"Well, maybe this is better!", L_State_11_try,
- "I will hunt other fluffies...", -;
- close;
+ "I will hunt other fluffies...", L_Close;
L_State_11_success:
mes "Agostine breaks into a smile";
@@ -316,8 +299,7 @@ L_State_12:
next;
menu
"Sure, here it all is.", L_State_12_pay,
- "I missed something, I will be back soon!", -;
- close;
+ "I missed something, I will be back soon!", L_Close;
L_State_12_pay:
if (Zeny < 15000) goto L_State_12_missing;
@@ -362,8 +344,9 @@ L_State_14:
next;
menu
- "But?", -;
+ "But?", L_Next;
+L_Next:
mes "[Agostine, The Legendary Tailor]";
mes "\"There is a new fashion I've been dying to try out!";
mes "But I don't have all the knowledge in the world about seaming this wonderful fashion.\"";
@@ -371,7 +354,9 @@ L_State_14:
menu
"Ah, that's too bad...", L_Close,
- "I know another tailor who might know!", -;
+ "I know another tailor who might know!", L_Next1;
+
+L_Next1:
mes "[Agostine, The Legendary Tailor]";
mes "\"What tailor may that be?";
mes "I haven't been out of Nivalis for quite some time since I have been busy with clothes for the people of the town.";
@@ -379,8 +364,9 @@ L_State_14:
next;
menu
- "Well... There is a tailor in Dimond's Cove who makes pretty good clothing. Her name is Lora Tay.", -;
+ "Well... There is a tailor in Dimond's Cove who makes pretty good clothing. Her name is Lora Tay.", L_Next2;
+L_Next2:
mes "[Agostine, The Legendary Tailor]";
mes "\"I had almost forgotten about Lora Tay.";
mes "She has tried to put me out of business a few times long ago.";
@@ -389,8 +375,7 @@ L_State_14:
menu
"Sure thing! Be back soon.", L_State_14_Accept,
- "It will never happen. I won't waste my time.", -;
- close;
+ "It will never happen. I won't waste my time.", L_Close;
L_State_14_Accept:
set QUEST_WG_state, 12;
@@ -406,9 +391,10 @@ L_State_15:
mes "\"Hi there fashionable friend, have you talked to Lora Tay about my request?\"";
next;
menu
- "Yes, but she would like to know more information about it and I'm kind of curious myself.", -,
+ "Yes, but she would like to know more information about it and I'm kind of curious myself.", L_Next3,
"I haven't yet, sorry.", L_Close;
+L_Next3:
mes "[Agostine, The Legendary Tailor]";
mes "\"Well I had a dream of a woman in a beautiful dress I would like to recreate from my dream...";
mes "But the thing is I have never sewn a dress this fabulous in my life!";
@@ -416,9 +402,10 @@ L_State_15:
next;
menu
- "You must be thinking of fashion a lot if it's in your dreams! I shall bring this information to Lora Tay.", -,
+ "You must be thinking of fashion a lot if it's in your dreams! I shall bring this information to Lora Tay.", L_Next4,
"You're obsessed, I cant help you.", L_Close;
+L_Next4:
mes "[Agostine, The Legendary Tailor]";
mes "\"Please take these materials with you to show Lora Tay the kind of vision I have!";
mes "These are the finest materials in my whole house and have been saving them for something special such as this.\"";
@@ -447,9 +434,10 @@ L_State_16:
next;
menu
- "Yes, she is also working on threading to sew the materials together.", -,
+ "Yes, she is also working on threading to sew the materials together.", L_Next5,
"Why would I do that for?", L_Close;
+L_Next5:
mes "[Agostine, The Legendary Tailor]";
mes "\"Wow she did not only accept but she is willing to sew these materials for me?";
mes "This is amazing... I was quite worried I would ruin these fine cloths sewing them myself.\"";
@@ -459,17 +447,19 @@ L_State_16:
mes "\"Is there anything I can do in the meanwhile?\"";
next;
menu
- "Actually she wanted the design drawings to know what it should look like.", -;
+ "Actually she wanted the design drawings to know what it should look like.", L_Next6;
+L_Next6:
mes "[Agostine, The Legendary Tailor]";
mes "\"Of course! How could I forget, I drew the designs right after the dream I had.";
mes "Please take these to Lora Tay and ask her to try and make it as close as she can.\"";
next;
menu
- "Sure thing be back soon!", -,
+ "Sure thing be back soon!", L_Next7,
"... I'll take a nap first.", L_Close;
+L_Next7:
set QUEST_WG_state, 17;
message strcharinfo(0), "Agostine gives you a folio containing his designs, that you put in a hidden compartment in your backpack.";
@@ -492,8 +482,9 @@ L_State_17:
next;
menu
- "Lora Tay mentioned the bottom has to be edged with cotton cloths but she cannot do the design you wanted.", -;
+ "Lora Tay mentioned the bottom has to be edged with cotton cloths but she cannot do the design you wanted.", L_Next8;
+L_Next8:
mes "[Agostine, The Legendary Tailor]";
mes "\"That's fine. I will finish it with the cloth but it seems I don't have anymore around...\"";
next;
@@ -506,10 +497,11 @@ L_State_17_AskItems:
next;
menu
- "Sure thing, I will go get them!", -,
+ "Sure thing, I will go get them!", L_Next9,
"Here you are!", L_State_17_GiveItems;
- set QUEST_WG_state, 21;
+L_Next9:
+ set QUEST_WG_state, 21;
close;
L_State_17_NotEnoughItems:
@@ -546,8 +538,9 @@ L_State_17_GiveItems:
next;
menu
- "What is it?", -;
+ "What is it?", L_Next10;
+L_Next10:
mes "[Agostine, The Legendary Tailor]";
mes "\"How about I let you buy the dress off me?";
mes "This will allow you to have a fine dress and allow me to show the world what I'm capable of.";
@@ -566,9 +559,10 @@ L_State_17_ProposeBuyDress:
L_State_17_BuyDress:
menu
- "Wow that sounds great I'll take it!", -,
+ "Wow that sounds great I'll take it!", L_Next11,
"I'll think about it...", L_Close;
+L_Next11:
if (Zeny < @FINEDRESS_GP)
goto L_State_17_NoMoney;
getinventorylist;