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-rw-r--r--world/map/npc/020-2/baktar.txt550
-rw-r--r--world/map/npc/020-2/furquest.txt526
-rw-r--r--world/map/npc/020-2/shops.txt44
3 files changed, 560 insertions, 560 deletions
diff --git a/world/map/npc/020-2/baktar.txt b/world/map/npc/020-2/baktar.txt
index 1bcbf152..9c441417 100644
--- a/world/map/npc/020-2/baktar.txt
+++ b/world/map/npc/020-2/baktar.txt
@@ -31,234 +31,234 @@
//# 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$, "[Baktar]";
+020-2.gat,70,61,0|script|Baktar|191,{
+ set @npcname$, "[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_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, 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;
+ 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;
+ // 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_KNOWHIM, 0;
- set @BIT_DESERTHAT,1;
- set @MONEY_DESERTHAT, 1500;
- set @XP_DESERTHAT, 500;
+ 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_DESERTSHIRT,2;
+ set @MONEY_DESERTSHIRT, 1500;
+ set @XP_DESERTSHIRT, 600;
- set @BIT_SERFHAT,3;
- set @MONEY_SERFHAT, 800;
- set @XP_SERFHAT, 350;
+ 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_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_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_SNAKESKIN,6;
+ set @MONEY_SNAKESKIN, 800;
+ set @XP_SNAKESKIN, 350;
- set @BIT_BUGLEG,7;
- set @MONEY_BUGLEG, 20;
- set @XP_BUGLEG, 130;
+ set @BIT_BUGLEG,7;
+ set @MONEY_BUGLEG, 20;
+ set @XP_BUGLEG, 130;
- if(sex)
- set @type$, "man";
- if(!sex)
- set @type$, "woman";
+ 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;
+ 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$;
- mes "\"I love Tulimshar's stuff. I'm collecting souvenirs from Tulimshar to help remind me of all the great times I had there. If you give me an interesting item from the area, I'll give you a nice reward. So, you have a new item?\"";
- goto L_startitem;
+ mes @npcname$;
+ 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$;
- mes "\"I said that because I love Tulimshar's stuff...I'm collecting souvenirs from Tulimshar to help remind me of all the great times I had there. If you give me an interesting item maybe I can give you a nice reward. But I don't need a lot, I just need one of each item.\"";
- menu "I have some items on me maybe you'll like them ", L_startitem,
- "Don't touch my stuff!", -,
- "I'll get them. Bye.", -;
- close;
+ mes @npcname$;
+ 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;
+ 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$[@c], "a Desert Shirt ?";
- set @menuid[@c], 1;
- set @c, @c + 1;
+ if (countitem("DesertShirt") < 1 || @Q_status & (1<<@BIT_DESERTSHIRT) ) goto L_SerfHat;
+ set @exotic_item$[@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$[@c], "a Serf Hat ?";
- set @menuid[@c], 2;
- set @c, @c + 1;
+ if (countitem("SerfHat") < 1 || @Q_status & (1<<@BIT_SERFHAT) ) goto L_tongue;
+ set @exotic_item$[@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$[@c], "a Mountain Snake Tongue ?";
- set @menuid[@c], 3;
- set @c, @c + 1;
+ if (countitem("MountainSnakeTongue") < 1 || @Q_status & (1<<@BIT_MS_TONGUE)) goto L_egg;
+ set @exotic_item$[@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$[@c], "a Mountain Snake Egg?";
- set @menuid[@c], 4;
- set @c, @c + 1;
+ if (countitem("MountainSnakeEgg") < 1 || @Q_status & (1<<@BIT_MS_EGG)) goto L_Skin;
+ set @exotic_item$[@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$[@c], "a Snake Skin?";
- set @menuid[@c], 5;
- set @c, @c + 1;
+ if (countitem("SnakeSkin") < 1 || @Q_status & (1<<@BIT_SNAKESKIN)) goto L_bugleg;
+ set @exotic_item$[@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$[@c], "a Bug Leg?";
- set @menuid[@c], 6;
- set @c, @c + 1;
+ if (countitem("BugLeg") < 1 || @Q_status & (1<<@BIT_BUGLEG)) goto L_NeverMind;
+ set @exotic_item$[@c], "a Bug Leg?";
+ set @menuid[@c], 6;
+ set @c, @c + 1;
L_NeverMind:
- set @exotic_item$[@c], "Nevermind";
- set @menuid[@c], 6;
+ set @exotic_item$[@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$[6], -;
-
- set @menu, @menu -1;
-
- if (@menuid[@menu] == 0) goto L_DesertHat_Item;
- if (@menuid[@menu] == 1) goto L_DesertShirt_Item;
- if (@menuid[@menu] == 2) goto L_SerfHat_Item;
- if (@menuid[@menu] == 3) goto L_tongue_Item;
- if (@menuid[@menu] == 4) goto L_egg_Item;
- if (@menuid[@menu] == 5) goto L_skin_Item;
- if (@menuid[@menu] == 6) goto L_BugLegItem;
+ menu
+ @exotic_item$[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$;
- mes "\"Ok, goodbye then.\"";
- close;
+ mes @npcname$;
+ 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;
+ 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;
+ 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;
+ 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;
+ 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;
+ 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;
+ 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;
+ 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$;
- mes "\"Well, if you happen to get items from Tulimshar, see me first before you sell anything.\"";
- close;
+ mes @npcname$;
+ mes "\"Well, if you happen to get items from Tulimshar, see me first before you sell anything.\"";
+close;
L_havealready:
- mes @npcname$;
- mes "\"I already collected what you can offer me.\"";
- close;
+ mes @npcname$;
+ 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;
+ set QUEST_Nivalis_state,
+ (QUEST_Nivalis_state & ~(@Q_MASK)
+ | (@Q_status << @Q_SHIFT));
+ return;
@@ -271,118 +271,118 @@ 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$;
- mes "\"Thanks a lot for bringing me all this nice stuff!\"";
- next;
- mes "\"That helps me a lot. You see over there is already another set I collected: There are some pieces of the Hurnscald town. That sign there has been stolen from the inn.\"";
- next;
- mes "\"But do not tell anyone, please! I really like collecting things. And that sign is one of the first things I organized.\"";
- next;
- mes "\"So thank you for bringing me that stuff for my desert collection\"";
- next;
- mes "\"Do you have an idea how to arrange that to make it cool looking for my admirers?\"";
- next;
- set @Q_status2, 1;
- callsub S_Update_Var2;
- close;
+ set @BIT_KNOWS_NAME, 0;
+ set @BIT_KILLED_HIM, 1;
+
+ if (@Q_status2 == 1) goto L_2_talk1;
+ if (@Q_status2 == 2) goto L_2_talk2;
+ if (@Q_status2 == 3) goto L_2_talk3;
+ if (@Q_status2 == 4) goto L_2_talk4;
+ // fall through @Q_status2==0:
+ // need to thank for bringing all stuff.
+ mes @npcname$;
+ 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;
+ mes @npcname$;
+ mes "\"In my childhood I was called a packrat, because I collected old cans.\"";
+ next;
+ mes "\"But everybody does collect things right?\"";
+ next;
+ mes "\"So after I had collected way over 1000 cans, I started collecting snail-shells. Nice? Do you like that?\"";
+ next;
+ mes "\"Not many people like me. And I don't know why. It is nice to talk about such nice things. What did you collect in your childhood?\"";
+ next;
+ mes "He picks his nose";
+ next;
+ mes @npcname$;
+ mes "\"Ok erm, talk to you later.\"";
+ next;
+ mes "\"Ok.\"";
+ set @Q_status2, 2;
+ callsub S_Update_Var2;
+close;
L_2_talk2:
- mes @npcname$;
- mes "\"Could you do me a favor? This ugly guy, who always attacked me....\"";
- next;
- mes "\"*sob*\"";
- next;
- mes "\"I was always bullied by him. You know in early childhood we were very nice friends. We played some roleplaying. He was the captain, and I was the soldier.";
- next;
- mes "\"Or another day he was the chieftain and I was the redskin.\"";
- next;
- mes "\"But to tell you the truth, HE was ALWAYS the one who directed me.\"";
- next;
- mes "\"I DO NOT LIKE THAT!\"";
- next;
- mes "\"I WANT TO BE THE LEADER!\"";
- next;
- mes "\"STOP HIM DOING NASTY THINGS\"";
- next;
- mes "\"I WANT YOU TO KILL THAT BASTARD!!\"";
- set @Q_status2, 3;
- callsub S_Update_Var2;
- close;
+ mes @npcname$;
+ 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$;
- mes "\"Get out of my way, prank!\"";
- close;
+ menu "Ok, I am a professional in doing such things", L_2_professional,
+ "Hey do you really mean it? ", L_2_professional,
+ "You calmed down again?", -,
+ "Oh a packrat! By the way, is that trash over there yours?", L_2_name,
+ "Nevermind", -;
+ mes @npcname$;
+ mes "\"Get out of my way, prank!\"";
+close;
L_2_professional:
- mes @npcname$;
- mes "\"What are you talking about?\"";
- goto L_2_talk3;
+ mes @npcname$;
+ 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$;
- mes "\"Alright, I see. Ok maybe I really need to calm down. Please leave me alone... I will try to calm down, ok?\"";
- close;
+ mes @npcname$;
+ 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;
+ 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/world/map/npc/020-2/furquest.txt b/world/map/npc/020-2/furquest.txt
index 98d46660..ef5403e6 100644
--- a/world/map/npc/020-2/furquest.txt
+++ b/world/map/npc/020-2/furquest.txt
@@ -3,336 +3,336 @@
//#################################################################################
// 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;
+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;
+ 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;
+ 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;
+ 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;
+ 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;
+ 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;
+ 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;
+ 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;
+ 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;
+ 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;
+ 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;
+ 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;
+ 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;
+ 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;
+ 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;
+ 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;
+ 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;
+ 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;
+ 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;
+ 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;
+ 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;
+ 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;
+ 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;
+ 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;
+ 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;
+ 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;
+ 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;
+ 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;
+ 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;
+ 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;
+ 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;
+ 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;
+ mes "[Agostine, The Legendary Tailor]";
+ mes "\"You don't have any white fur! Stop talking nonsense.\"";
+ close;
}
diff --git a/world/map/npc/020-2/shops.txt b/world/map/npc/020-2/shops.txt
index edeaa73c..11676156 100644
--- a/world/map/npc/020-2/shops.txt
+++ b/world/map/npc/020-2/shops.txt
@@ -1,32 +1,32 @@
// Snow town shops
// About the Area NPC
-020-2.gat,75,28,0 script Taylor 137,{
- mes "[" + @npcname$ + "]";
- mes "\"While it can be dangerous up here in Kaizei, I take comfort that Nivalis is not surrounded by the Yeti like Thermin is. What a weird town.\"";
- next;
- mes "\"Around Christmas time, this place gets crazy, but most of the time Nivalis serves as a hub for adventurers and tourists that come to Kaizei.\"";
- next;
- mes "\"There caves around here can prove to be dangerous, be careful around here and bring friends if you should go into them..otherwise, it might spell your end.\"";
- next;
- mes "\"Well, pleasant journeys and I hope I haven't been too much of a bother. Good chatting with you.\"";
- close;
+020-2.gat,75,28,0|script|Taylor|137,{
+ mes "[" + @npcname$ + "]";
+ mes "\"While it can be dangerous up here in Kaizei, I take comfort that Nivalis is not surrounded by the Yeti like Thermin is. What a weird town.\"";
+ next;
+ mes "\"Around Christmas time, this place gets crazy, but most of the time Nivalis serves as a hub for adventurers and tourists that come to Kaizei.\"";
+ next;
+ mes "\"There caves around here can prove to be dangerous, be careful around here and bring friends if you should go into them..otherwise, it might spell your end.\"";
+ next;
+ mes "\"Well, pleasant journeys and I hope I haven't been too much of a bother. Good chatting with you.\"";
+ close;
}
// Weapons shop
-020-2.gat,25,65,0 shop Bracco 135,IronArrow :-1, Shortbow :-1, Dagger :-1, LeatherShield :-1
+020-2.gat,25,65,0|shop|Bracco|135,IronArrow :-1, Shortbow :-1, Dagger :-1, LeatherShield :-1
// Potions shop
-020-2.gat,75,24,0 shop Mede 103,CactusDrink :-1,CactusPotion :-1,Iron Potion :-1,ConcentrationPotion :-1
+020-2.gat,75,24,0|shop|Mede|103,CactusDrink :-1,CactusPotion :-1,Iron Potion :-1,ConcentrationPotion :-1
// INN
-020-2.gat,111,23,0 script Kane 120,{
- set @npcname$, "Kane the Inn Keeper";
- set @cost, 100;
+020-2.gat,111,23,0|script|Kane|120,{
+ set @npcname$, "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;
+ mes "[" + @npcname$ + "]";
+ mes "\"Welcome stranger!\"";
+ mes "\"What? You've already seen an INN like mine?\"";
+ mes "\"That's impossible!\"";
+ next;
+ callfunc "Inn";
+ close;
}