From dc809dd5da73b2a1ec88eca1a4c0c555f7fc5ce6 Mon Sep 17 00:00:00 2001 From: The Kandiman Date: Wed, 7 Sep 2011 00:44:50 -0400 Subject: Tab conversion and formatting. Maps 011-1 to 013-3 done. --- world/map/npc/011-1/alchemist.txt | 1616 ++++++++++++----------- world/map/npc/011-1/auldsbel.txt | 2225 ++++++++++++++++---------------- world/map/npc/011-1/oscar.txt | 2 +- world/map/npc/011-1/shops.txt | 2 +- world/map/npc/011-3/hermit.txt | 97 +- world/map/npc/011-4/bl_barrier.txt | 19 +- world/map/npc/011-6/bryant.txt | 78 +- world/map/npc/012-1/amrak.txt | 16 +- world/map/npc/012-1/injured-mouboo.txt | 361 +++--- world/map/npc/012-1/shops.txt | 2 +- world/map/npc/012-3/mana-seed.txt | 443 +++---- world/map/npc/012-3/warningsigns.txt | 7 +- world/map/npc/013-1/sagatha.txt | 691 +++++----- world/map/npc/013-2/apprentice.txt | 141 +- world/map/npc/013-2/notes.txt | 158 +-- world/map/npc/013-2/wizard.txt | 217 ++-- world/map/npc/013-3/barrier.txt | 23 +- world/map/npc/013-3/mask_chest.txt | 290 +++-- world/map/npc/013-3/misc.txt | 6 +- world/map/npc/013-3/sword_chest.txt | 55 +- 20 files changed, 3222 insertions(+), 3227 deletions(-) diff --git a/world/map/npc/011-1/alchemist.txt b/world/map/npc/011-1/alchemist.txt index e38f76ba..b1cf78f2 100644 --- a/world/map/npc/011-1/alchemist.txt +++ b/world/map/npc/011-1/alchemist.txt @@ -1,938 +1,1022 @@ // This NPC makes potions and dyes -011-1.gat,117,77,0 script Rauk 103,{ - - // Setzer quest/monster oil quest participation - set @SETZER_INITIAL, 0; - set @SETZER_KNOWS_OIL, 1; - set @SETZER_KNOWS_STINGER, 2; - - set @Q_MASK, NIBBLE_3_MASK; - set @Q_SHIFT, NIBBLE_3_SHIFT; - - set @wants_sulphur, (QUEST_MAGIC & (NIBBLE_6_MASK | NIBBLE_7_MASK)); - set @wants_ironpowder, (((QUEST_MAGIC & (NIBBLE_6_MASK | NIBBLE_7_MASK)) >> NIBBLE_6_SHIFT) >= 7); - set @Q_status, (QUEST_Forestbow_state & @Q_MASK) >> @Q_SHIFT; - // End of Setzer quest/monster oil quest participation - - set @QUEST_CAN_GET_DYE_HERE, 2; - set @QUEST_HAS_SOLVED_DYE_PUZZLE, 3; - set @QUEST_GUESS_BASE, 4; - - set @CHOICE_IRON, 0; - set @CHOICE_CONCENTRATION, 1; - set @CHOICE_DYEING_INTRO, 2; - set @CHOICE_DYE, 3; - set @CHOICE_MONSTER_OIL, 4; - set @CHOICE_MANA_POTION, 5; - set @CHOICE_SULPHUR_POWDER, 6; - set @CHOICE_IRON_POWDER, 7; - set @CHOICE_ABORT, 8; - - setarray @menuitems$, "", "", "", "", "", "", "", ""; - set @c, 0; - - set @menuitems$[@c], "Iron potion."; - set @menuID[@c], @CHOICE_IRON; - set @c, @c + 1; - - set @menuitems$[@c], "Concentration potion."; - set @menuID[@c], @CHOICE_CONCENTRATION; - set @c, @c + 1; - - if (!(MAGIC_FLAGS & MFLAG_KNOWS_MANAPOTION)) - goto L_post_mana_potion_c; - set @menuitems$[@c], "Mana potion."; - set @menuID[@c], @CHOICE_MANA_POTION; - set @c, @c + 1; -L_post_mana_potion_c: - - if (QUEST_clothdyer_knowsdye >= @QUEST_CAN_GET_DYE_HERE) - goto L_skip_introducing; - - mes "[Rauk the Alchemist]"; - mes "\"I'm learning the ancient science of the alchemy."; - mes "I already know how to create a couple of potions!!\""; - mes "\"Do you want me to create one for you?\""; - next; - - if (QUEST_clothdyer_knowsdye == 1) - goto L_pre_dyeing; +011-1.gat,117,77,0|script|Rauk|103,{ + + // Setzer quest/monster oil quest participation + set @SETZER_INITIAL, 0; + set @SETZER_KNOWS_OIL, 1; + set @SETZER_KNOWS_STINGER, 2; + + set @Q_MASK, NIBBLE_3_MASK; + set @Q_SHIFT, NIBBLE_3_SHIFT; + + set @wants_sulphur, (QUEST_MAGIC & (NIBBLE_6_MASK | NIBBLE_7_MASK)); + set @wants_ironpowder, (((QUEST_MAGIC & (NIBBLE_6_MASK | NIBBLE_7_MASK)) >> NIBBLE_6_SHIFT) >= 7); + set @Q_status, (QUEST_Forestbow_state & @Q_MASK) >> @Q_SHIFT; + // End of Setzer quest/monster oil quest participation + + set @QUEST_CAN_GET_DYE_HERE, 2; + set @QUEST_HAS_SOLVED_DYE_PUZZLE, 3; + set @QUEST_GUESS_BASE, 4; + + set @CHOICE_IRON, 0; + set @CHOICE_CONCENTRATION, 1; + set @CHOICE_DYEING_INTRO, 2; + set @CHOICE_DYE, 3; + set @CHOICE_MONSTER_OIL, 4; + set @CHOICE_MANA_POTION, 5; + set @CHOICE_SULPHUR_POWDER, 6; + set @CHOICE_IRON_POWDER, 7; + set @CHOICE_ABORT, 8; + + setarray @menuitems$, "", "", "", "", "", "", "", ""; + set @c, 0; + + set @menuitems$[@c], "Iron potion."; + set @menuID[@c], @CHOICE_IRON; + set @c, @c + 1; + + set @menuitems$[@c], "Concentration potion."; + set @menuID[@c], @CHOICE_CONCENTRATION; + set @c, @c + 1; + + if (!(MAGIC_FLAGS & MFLAG_KNOWS_MANAPOTION)) + goto L_post_mana_potion_c; + set @menuitems$[@c], "Mana potion."; + set @menuID[@c], @CHOICE_MANA_POTION; + set @c, @c + 1; - goto L_certain_condition; +L_post_mana_potion_c: + if (QUEST_clothdyer_knowsdye >= @QUEST_CAN_GET_DYE_HERE) + goto L_skip_introducing; + + mes "[Rauk the Alchemist]"; + mes "\"I'm learning the ancient science of the alchemy."; + mes "I already know how to create a couple of potions!!\""; + mes "\"Do you want me to create one for you?\""; + next; + if (QUEST_clothdyer_knowsdye == 1) + goto L_pre_dyeing; + goto L_certain_condition; L_skip_introducing: - mes "[Rauk the Alchemist]"; - mes "\"Hello, welcome back! Are you interested in dyes again, or in one of my potions?\""; - next; - - set @menuitems$[@c], "Dye, please."; - set @menuID[@c], @CHOICE_DYE; - set @c, @c + 1; + mes "[Rauk the Alchemist]"; + mes "\"Hello, welcome back! Are you interested in dyes again, or in one of my potions?\""; + next; + set @menuitems$[@c], "Dye, please."; + set @menuID[@c], @CHOICE_DYE; + set @c, @c + 1; + goto L_certain_condition; - goto L_certain_condition; L_pre_dyeing: + set @menuitems$[@c], "Actually, can you make dye?"; + set @menuID[@c], @CHOICE_DYEING_INTRO; + set @c, @c + 1; - set @menuitems$[@c], "Actually, can you make dye?"; - set @menuID[@c], @CHOICE_DYEING_INTRO; - set @c, @c + 1; L_certain_condition: + if (!@wants_sulphur) + goto L_post_sulphur_option; + set @menuitems$[@c], "Can you make sulphur powder?"; + set @menuID[@c], @CHOICE_SULPHUR_POWDER; + set @c, @c + 1; - if (!@wants_sulphur) - goto L_post_sulphur_option; - set @menuitems$[@c], "Can you make sulphur powder?"; - set @menuID[@c], @CHOICE_SULPHUR_POWDER; - set @c, @c + 1; L_post_sulphur_option: + if (!@wants_ironpowder) + goto L_post_ironpowder_option; + set @menuitems$[@c], "Can you make iron powder?"; + set @menuID[@c], @CHOICE_IRON_POWDER; + set @c, @c + 1; - if (!@wants_ironpowder) - goto L_post_ironpowder_option; - set @menuitems$[@c], "Can you make iron powder?"; - set @menuID[@c], @CHOICE_IRON_POWDER; - set @c, @c + 1; L_post_ironpowder_option: - - if (@Q_status == @SETZER_INITIAL) - goto L_post_monster_oil; - set @menuitems$[@c], "Can you make monster oil?"; - set @menuID[@c], @CHOICE_MONSTER_OIL; - set @c, @c + 1; + if (@Q_status == @SETZER_INITIAL) + goto L_post_monster_oil; + set @menuitems$[@c], "Can you make monster oil?"; + set @menuID[@c], @CHOICE_MONSTER_OIL; + set @c, @c + 1; L_post_monster_oil: - set @menuitems$[@c], "No thanks."; - set @menuID[@c], @CHOICE_ABORT; - set @c, @c + 1; + set @menuitems$[@c], "No thanks."; + set @menuID[@c], @CHOICE_ABORT; + set @c, @c + 1; L_main_menu: - menu - @menuitems$[0], -, - @menuitems$[1], -, - @menuitems$[2], -, - @menuitems$[3], -, - @menuitems$[4], -, - @menuitems$[5], -, - @menuitems$[6], -, - @menuitems$[7], -; - - set @menu, @menu - 1; - - if (@menu >= @c) goto L_abort; - if (@menuID[@menu] == @CHOICE_IRON) goto L_iron; - if (@menuID[@menu] == @CHOICE_CONCENTRATION) goto L_concentration; - if (@menuID[@menu] == @CHOICE_DYEING_INTRO) goto L_dyeing_intro; - if (@menuID[@menu] == @CHOICE_DYE) goto L_pick_colour; - if (@menuID[@menu] == @CHOICE_MONSTER_OIL) goto L_monster_oil; - if (@menuID[@menu] == @CHOICE_MANA_POTION) goto L_mana_potion; - if (@menuID[@menu] == @CHOICE_SULPHUR_POWDER) goto L_sulphur; - if (@menuID[@menu] == @CHOICE_IRON_POWDER) goto L_iron_powder; - if (@menuID[@menu] == @CHOICE_ABORT) goto L_abort; + menu + @menuitems$[0], -, + @menuitems$[1], -, + @menuitems$[2], -, + @menuitems$[3], -, + @menuitems$[4], -, + @menuitems$[5], -, + @menuitems$[6], -, + @menuitems$[7], -; + + set @menu, @menu - 1; + + if (@menu >= @c) + goto L_abort; + if (@menuID[@menu] == @CHOICE_IRON) + goto L_iron; + if (@menuID[@menu] == @CHOICE_CONCENTRATION) + goto L_concentration; + if (@menuID[@menu] == @CHOICE_DYEING_INTRO) + goto L_dyeing_intro; + if (@menuID[@menu] == @CHOICE_DYE) + goto L_pick_colour; + if (@menuID[@menu] == @CHOICE_MONSTER_OIL) + goto L_monster_oil; + if (@menuID[@menu] == @CHOICE_MANA_POTION) + goto L_mana_potion; + if (@menuID[@menu] == @CHOICE_SULPHUR_POWDER) + goto L_sulphur; + if (@menuID[@menu] == @CHOICE_IRON_POWDER) + goto L_iron_powder; + if (@menuID[@menu] == @CHOICE_ABORT) goto L_abort; + goto L_abort; L_iron_powder: - mes "[Rauk the Alchemist]"; - mes "\"Iron powder? Hmm, I can extract some iron powder out of a chunk of iron ore, but that will require me to dissolve it. If you give me a chunk of iron ore and 100 GP for the acid, I can do it.\""; - next; - menu - "Never mind.", L_abort, - "Here you are!", -; - - if (countitem("IronOre") < 1) - goto L_iron_powder_noore; - if (zeny < 100) - goto L_iron_powder_nozeny; - getinventorylist; - if (@inventorylist_count == 100 - && countitem("IronOre") > 1 - && countitem("IronPowder") < 1) - goto L_iron_powder_full; - delitem "IronOre", 1; - set zeny, zeny - 100; - getitem "IronPowder", 4; - mes "[Rauk the Alchemist]"; - mes "Rauk places your chunk of ore in a strange glass container, then pours a steaming yellow liquid over it. Before your eyes, the ore dissolves."; - next; - - mes "[Rauk the Alchemist]"; - mes "Rauk pours another liquid over the resultant mixture, then pours the result through a piece of cloth placed in a funnel, followed by a cup of water. He removes the residual metal powder from the cloth and hands it to you."; - mes "\"This is about as fine as I can make it without mechanical help.\""; - close; + mes "[Rauk the Alchemist]"; + mes "\"Iron powder? Hmm, I can extract some iron powder out of a chunk of iron ore, but that will require me to dissolve it. If you give me a chunk of iron ore and 100 GP for the acid, I can do it.\""; + next; + menu + "Never mind.", L_abort, + "Here you are!", -; + if (countitem("IronOre") < 1) + goto L_iron_powder_noore; + if (zeny < 100) + goto L_iron_powder_nozeny; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("IronOre") > 1 + && countitem("IronPowder") < 1) + goto L_iron_powder_full; + delitem "IronOre", 1; + set zeny, zeny - 100; + getitem "IronPowder", 4; + mes "[Rauk the Alchemist]"; + mes "Rauk places your chunk of ore in a strange glass container, then pours a steaming yellow liquid over it. Before your eyes, the ore dissolves."; + next; + mes "[Rauk the Alchemist]"; + mes "Rauk pours another liquid over the resultant mixture, then pours the result through a piece of cloth placed in a funnel, followed by a cup of water. He removes the residual metal powder from the cloth and hands it to you."; + mes "\"This is about as fine as I can make it without mechanical help.\""; + close; L_iron_powder_noore: - mes "[Rauk the Alchemist]"; - mes "\"I do need a chunk of iron ore. Please return when you have one.\""; - close; + mes "[Rauk the Alchemist]"; + mes "\"I do need a chunk of iron ore. Please return when you have one.\""; + close; L_iron_powder_nozeny: - mes "[Rauk the Alchemist]"; - mes "\"I'm sorry, but I must ask that you pay 100 GP-- the acid I use is not cheap.\""; - close; + mes "[Rauk the Alchemist]"; + mes "\"I'm sorry, but I must ask that you pay 100 GP-- the acid I use is not cheap.\""; + close; L_iron_powder_full: - mes "[Rauk the Alchemist]"; - mes "\"I don't think that you have room to carry this. Please come back later.\""; - close; + mes "[Rauk the Alchemist]"; + mes "\"I don't think that you have room to carry this. Please come back later.\""; + close; L_sulphur: - mes "[Rauk the Alchemist]"; - mes "\"Oh, that is easy. Bring me three piles of volcanic ash and three mauve leaves, and I will extract twelve piles of sulphur ash for you.\""; - next; - menu - "I will be back.", L_abort, - "No, I won't!", L_abort, - "Here you are!", -; - - if (countitem("PileOfAsh") < 3) goto L_sulphur_noash; - if (countitem("MauveHerb") < 3) goto L_sulphur_nomauve; - getinventorylist; - if (@inventorylist_count == 100 - && countitem("SulphurPowder") == 0 - && countitem("PileOfAsh") > 3 - && countitem("MauveHerb") > 3) - goto L_sulphur_nospace; - - delitem "PileOfAsh", 3; - delitem "MauveHerb", 3; - getitem "SulphurPowder", 12; - mes "[Rauk the Alchemist]"; - mes "You watch Rauk burn the mauve leaves in the midst of the ashes. He then dissolves the result and pours it through a filter, finally heating up the residual liquid."; - next; - mes "[Rauk the Alchemist]"; - mes "The water having evaporated, only some yellow powder is left over. Rauk carefully pours it into your hand."; - mes "\"This should be precisely twelve half-ounces of sulphur powder.\""; - close; + mes "[Rauk the Alchemist]"; + mes "\"Oh, that is easy. Bring me three piles of volcanic ash and three mauve leaves, and I will extract twelve piles of sulphur ash for you.\""; + next; + menu + "I will be back.", L_abort, + "No, I won't!", L_abort, + "Here you are!", -; + + if (countitem("PileOfAsh") < 3) + goto L_sulphur_noash; + if (countitem("MauveHerb") < 3) + goto L_sulphur_nomauve; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("SulphurPowder") == 0 + && countitem("PileOfAsh") > 3 + && countitem("MauveHerb") > 3) + goto L_sulphur_nospace; + + delitem "PileOfAsh", 3; + delitem "MauveHerb", 3; + getitem "SulphurPowder", 12; + mes "[Rauk the Alchemist]"; + mes "You watch Rauk burn the mauve leaves in the midst of the ashes. He then dissolves the result and pours it through a filter, finally heating up the residual liquid."; + next; + mes "[Rauk the Alchemist]"; + mes "The water having evaporated, only some yellow powder is left over. Rauk carefully pours it into your hand."; + mes "\"This should be precisely twelve half-ounces of sulphur powder.\""; + close; L_sulphur_noash: - mes "[Rauk the Alchemist]"; - mes "\"You don't seem to have all three piles of volcanic ash.\""; - close; + mes "[Rauk the Alchemist]"; + mes "\"You don't seem to have all three piles of volcanic ash.\""; + close; L_sulphur_nomauve: - mes "[Rauk the Alchemist]"; - mes "\"You don't seem to have the three mauve leaves I asked for.\""; - close; + mes "[Rauk the Alchemist]"; + mes "\"You don't seem to have the three mauve leaves I asked for.\""; + close; L_sulphur_nospace: - mes "[Rauk the Alchemist]"; - mes "\"Oh dear. You don't seem to be able to carry the sulphur powder.\""; - close; + mes "[Rauk the Alchemist]"; + mes "\"Oh dear. You don't seem to be able to carry the sulphur powder.\""; + close; L_mana_potion: - mes "[Rauk the Alchemist]"; - mes "\"Humh... I do believe that I have a recipe somewhere. One moment...\""; - mes "Rauk pulls a small book out of his sleeve and leafs through it."; - mes "\"Aha, here we are. Hmm, I'm not convinced that this is the best possible recipe...\""; - next; - mes "[Rauk the Alchemist]"; - mes "\"I shall need one pearl, one bottle of water, thirty mauve leaves, twenty gamboge leaves, and five piles of volcanic ash.\""; - next; - - menu "Here you are!", L_get_mana_potion, - "Never mind.", L_main_menu; - - goto L_main_menu; + mes "[Rauk the Alchemist]"; + mes "\"Humh... I do believe that I have a recipe somewhere. One moment...\""; + mes "Rauk pulls a small book out of his sleeve and leafs through it."; + mes "\"Aha, here we are. Hmm, I'm not convinced that this is the best possible recipe...\""; + next; + mes "[Rauk the Alchemist]"; + mes "\"I shall need one pearl, one bottle of water, thirty mauve leaves, twenty gamboge leaves, and five piles of volcanic ash.\""; + next; + menu + "Here you are!", L_get_mana_potion, + "Never mind.", L_main_menu; + goto L_main_menu; L_get_mana_potion: - if(countitem("MauveHerb") < 30) goto L_mana_potion_lacking; - if(countitem("GambogeHerb") < 20) goto L_mana_potion_lacking; - if(countitem("PileOfAsh") < 5) goto L_mana_potion_lacking; - if(countitem("Pearl") < 1) goto L_mana_potion_lacking; - if(countitem("BottleOfWater") < 1) goto L_mana_potion_lacking; - getinventorylist; - if ((@inventorylist_count == 100) - && (countitem("MauveHerb") > 30) - && (countitem("PileOfAsh") > 5) - && (countitem("Pearl") > 1) - && (countitem("BottleOfWater") > 1) - && (countitem("ManaPotion") < 1)) - goto L_mana_potion_toomuch; - - delitem "MauveHerb", 30; - delitem "GambogeHerb", 20; - delitem "PileOfAsh", 5; - delitem "Pearl", 1; - delitem "BottleOfWater", 1; - getitem "ManaPotion", 1; - - mes "[Rauk the Alchemist]"; - mes "Rauk grinds the leaves, then crushes the pearl. Taking out a small charcoal oven, he heats up your water bottle and dissolves first the pearl powder, then the ashes."; - mes "The brew begins to bubble violently."; - next; - - mes "[Rauk the Alchemist]"; - mes "Taking the bottle with a pair of tongs, he pours the liquid through a fine sieve, discarding the liquid."; - mes "He then mixes the residual paste with the leaves, stirs in a little water from the pond and fills the result into a separate bottle."; - next; - - mes "[Rauk the Alchemist]"; - mes "\"Here you are. I hope that this is what you wanted.\""; - next; - - goto L_main_menu; + if(countitem("MauveHerb") < 30) + goto L_mana_potion_lacking; + if(countitem("GambogeHerb") < 20) + goto L_mana_potion_lacking; + if(countitem("PileOfAsh") < 5) + goto L_mana_potion_lacking; + if(countitem("Pearl") < 1) + goto L_mana_potion_lacking; + if(countitem("BottleOfWater") < 1) + goto L_mana_potion_lacking; + getinventorylist; + if ((@inventorylist_count == 100) + && (countitem("MauveHerb") > 30) + && (countitem("PileOfAsh") > 5) + && (countitem("Pearl") > 1) + && (countitem("BottleOfWater") > 1) + && (countitem("ManaPotion") < 1)) + goto L_mana_potion_toomuch; + delitem "MauveHerb", 30; + delitem "GambogeHerb", 20; + delitem "PileOfAsh", 5; + delitem "Pearl", 1; + delitem "BottleOfWater", 1; + getitem "ManaPotion", 1; + mes "[Rauk the Alchemist]"; + mes "Rauk grinds the leaves, then crushes the pearl. Taking out a small charcoal oven, he heats up your water bottle and dissolves first the pearl powder, then the ashes."; + mes "The brew begins to bubble violently."; + next; + mes "[Rauk the Alchemist]"; + mes "Taking the bottle with a pair of tongs, he pours the liquid through a fine sieve, discarding the liquid."; + mes "He then mixes the residual paste with the leaves, stirs in a little water from the pond and fills the result into a separate bottle."; + next; + mes "[Rauk the Alchemist]"; + mes "\"Here you are. I hope that this is what you wanted.\""; + next; + goto L_main_menu; L_mana_potion_toomuch: - mes "[Rauk the Alchemist]"; - mes "\"You look quite burdened already. Why don't you drop off a few things first, and come back later?\""; - next; - goto L_main_menu; + mes "[Rauk the Alchemist]"; + mes "\"You look quite burdened already. Why don't you drop off a few things first, and come back later?\""; + next; + goto L_main_menu; L_mana_potion_lacking: - mes "[Rauk the Alchemist]"; - mes "\"Sorry, but I need one Pearl, one Bottle of Water, 30 Mauve Leaves, 20 Gamboge Leaves, and five Piles of Ash.\""; - next; - goto L_main_menu; + mes "[Rauk the Alchemist]"; + mes "\"Sorry, but I need one Pearl, one Bottle of Water, 30 Mauve Leaves, 20 Gamboge Leaves, and five Piles of Ash.\""; + next; + goto L_main_menu; L_iron: - set @COST_PER_IRON_POTION, 2; + set @COST_PER_IRON_POTION, 2; - mes "\" To make them, I'm going to need " + @COST_PER_IRON_POTION + " Small Mushrooms per Iron Potion. How many Iron Potions would you like?\""; - input @count; + mes "\" To make them, I'm going to need " + @COST_PER_IRON_POTION + " Small Mushrooms per Iron Potion. How many Iron Potions would you like?\""; + input @count; - if (@count == 0) close; - set @empty, countitem("SmallMushroom"); + if (@count == 0) + close; + set @empty, countitem("SmallMushroom"); - if (@empty < @count * @COST_PER_IRON_POTION) goto L_no_iron; - getinventorylist; - if (@inventorylist_count == 100 && countitem("SmallMushroom") == 0 && @empty > @count) goto L_TooMany; + if (@empty < @count * @COST_PER_IRON_POTION) + goto L_no_iron; + getinventorylist; + if (@inventorylist_count == 100 && countitem("SmallMushroom") == 0 && @empty > @count) + goto L_TooMany; - delitem "SmallMushroom", @COST_PER_IRON_POTION * @count; - getitem "IronPotion", @count; - close; + delitem "SmallMushroom", @COST_PER_IRON_POTION * @count; + getitem "IronPotion", @count; + close; L_concentration: - set @COST_PER_CONCENTRATION_POTION, 2; + set @COST_PER_CONCENTRATION_POTION, 2; - mes "\" To make them, I'm going to need " + @COST_PER_CONCENTRATION_POTION + " Pink Petals per Concentration Potion. How many Concentration Potions would you like?\""; - input @count; + mes "\" To make them, I'm going to need " + @COST_PER_CONCENTRATION_POTION + " Pink Petals per Concentration Potion. How many Concentration Potions would you like?\""; + input @count; - if (@count == 0) close; - set @empty, countitem("PinkPetal"); + if (@count == 0) + close; + set @empty, countitem("PinkPetal"); - if (@empty < @count * @COST_PER_CONCENTRATION_POTION) goto L_no_concentration; - getinventorylist; - if (@inventorylist_count == 100 && countitem("PinkPetal") == 0 && @empty > @count) goto L_TooMany; + if (@empty < @count * @COST_PER_CONCENTRATION_POTION) + goto L_no_concentration; + getinventorylist; + if (@inventorylist_count == 100 && countitem("PinkPetal") == 0 && @empty > @count) + goto L_TooMany; - delitem "PinkPetal", @COST_PER_CONCENTRATION_POTION * @count; - getitem "ConcentrationPotion", @count; - close; + delitem "PinkPetal", @COST_PER_CONCENTRATION_POTION * @count; + getitem "ConcentrationPotion", @count; + close; L_no_iron: - mes "\"You have to bring me 2 Small Mushrooms for each Iron Potion.\""; - close; - + mes "\"You have to bring me 2 Small Mushrooms for each Iron Potion.\""; + close; + L_no_concentration: - mes "\"You have to bring me 2 Pink Petals for each Concentration Potion.\""; - close; + mes "\"You have to bring me 2 Pink Petals for each Concentration Potion.\""; + close; L_dyeing_intro: - mes "[Rauk the Alchemist]"; - mes "Rauk pauses for a moment."; - mes "\"Hmm, I'm not very good at that... I can only make simple dyes, the ones that you can use for cotton and wool.\""; - next; - mes "[Rauk the Alchemist]"; - mes "\"For the truly powerful ones that you can use to dye a person or an entire lake with, I would need a powerful catalyst, like an Obsidian Spork or a Wumpus Egg...\""; - mes "Rauk seems to be lost in his thoughts."; - next; - menu "I only want to dye clothes, though...", -, - "What's a 'Wumpus egg'?", L_wumpus_egg_intro, - "What's an 'Obsidian Spork'?", L_obsidian_spork_intro, - "Er, never mind...", L_abort; - mes "[Rauk the Alchemist]"; - mes "\"Oh, just for clothes? Well, that is easy. I can make red, yellow, light blue, orange, pink, green, dark blue, black and purple dye, if you can get me the ingredients for it.\""; - next; - set QUEST_clothdyer_knowsdye, 2; - goto L_pick_colour; + mes "[Rauk the Alchemist]"; + mes "Rauk pauses for a moment."; + mes "\"Hmm, I'm not very good at that... I can only make simple dyes, the ones that you can use for cotton and wool.\""; + next; + mes "[Rauk the Alchemist]"; + mes "\"For the truly powerful ones that you can use to dye a person or an entire lake with, I would need a powerful catalyst, like an Obsidian Spork or a Wumpus Egg...\""; + mes "Rauk seems to be lost in his thoughts."; + next; + menu + "I only want to dye clothes, though...", -, + "What's a 'Wumpus egg'?", L_wumpus_egg_intro, + "What's an 'Obsidian Spork'?", L_obsidian_spork_intro, + "Er, never mind...", L_abort; + mes "[Rauk the Alchemist]"; + mes "\"Oh, just for clothes? Well, that is easy. I can make red, yellow, light blue, orange, pink, green, dark blue, black and purple dye, if you can get me the ingredients for it.\""; + next; + set QUEST_clothdyer_knowsdye, 2; + goto L_pick_colour; L_wumpus_egg_intro: - mes "[Rauk the Alchemist]"; - mes "Rauk's eyes brighten up."; - mes "\"Ah, a wumpus egg is one of the most powerful catalysts out there, useful for transmutation and transchromation! Unfortunately the Common Wumpus is almost completely extinct these days, so they are hard to find."; - mes "Should you find one, please let me know-- I will pay well for one!\""; - close; + mes "[Rauk the Alchemist]"; + mes "Rauk's eyes brighten up."; + mes "\"Ah, a wumpus egg is one of the most powerful catalysts out there, useful for transmutation and transchromation! Unfortunately the Common Wumpus is almost completely extinct these days, so they are hard to find."; + mes "Should you find one, please let me know-- I will pay well for one!\""; + close; L_obsidian_spork_intro: - mes "[Rauk the Alchemist]"; - mes "Rauk scratches his head."; - mes "\"Hm, obsidian is a dark, glass-like material that you can normally find near volcanos. Shaping it isn't too hard, but shaping it without it losing its magical properties is almost impossible.\""; - next; - mes "[Rauk the Alchemist]"; - mes "\"Obsidian sporks are therefore hard to make, but they are said to be very useful in certain kinds of alchemy."; - mes "Should you find one, please let me know!\""; - close; + mes "[Rauk the Alchemist]"; + mes "Rauk scratches his head."; + mes "\"Hm, obsidian is a dark, glass-like material that you can normally find near volcanos. Shaping it isn't too hard, but shaping it without it losing its magical properties is almost impossible.\""; + next; + mes "[Rauk the Alchemist]"; + mes "\"Obsidian sporks are therefore hard to make, but they are said to be very useful in certain kinds of alchemy."; + mes "Should you find one, please let me know!\""; + close; L_pick_colour: - menu "What are the ingredients you need?", L_description, - "Red", L_red, - "Yellow", L_yellow, - "Light blue", L_light_blue, - "Green", L_green, - "Orange", L_orange, - "Pink", L_pink, - "Dark blue", L_dark_blue, - "Black", L_black, - "Purple", L_purple, - "Dark Green", L_dark_green, - "Nothing, really.", L_abort; - close; + menu + "What are the ingredients you need?", L_description, + "Red", L_red, + "Yellow", L_yellow, + "Light blue", L_light_blue, + "Green", L_green, + "Orange", L_orange, + "Pink", L_pink, + "Dark blue", L_dark_blue, + "Black", L_black, + "Purple", L_purple, + "Dark Green", L_dark_green, + "Nothing, really.", L_abort; + close; L_description: - mes "[Rauk the Alchemist]"; - mes "\"The kinds of dyes I know are made from herbs-- alizarin for red, gamboge for yellow, cobalt for blue, and mauve as binding agent for dark colors.\""; - next; - mes "[Rauk the Alchemist]"; - mes "\"Some of the colors need more ingredients, including some that you can't find here, so I have to charge money for them."; - mes "Oh, and for a proper dark blue and purple I also need a pearl; without pearl dust they would not shimmer properly.\""; - next; + mes "[Rauk the Alchemist]"; + mes "\"The kinds of dyes I know are made from herbs-- alizarin for red, gamboge for yellow, cobalt for blue, and mauve as binding agent for dark colors.\""; + next; + mes "[Rauk the Alchemist]"; + mes "\"Some of the colors need more ingredients, including some that you can't find here, so I have to charge money for them."; + mes "Oh, and for a proper dark blue and purple I also need a pearl; without pearl dust they would not shimmer properly.\""; + next; L_description_quick: - menu "What do you need for red dye?", L_d_red, - "What do you need for yellow dye?", L_d_yellow, - "What do you need for light blue dye?", L_d_light_blue, - "What do you need for green dye?", L_d_green, - "What do you need for orange dye?", L_d_orange, - "What do you need for pink dye?", L_d_pink, - "What do you need for dark blue dye?", L_d_dark_blue, - "What do you need for black dye?", L_d_black, - "What do you need for purple dye?", L_d_purple, - "What do you need for dark green dye?", L_d_dark_green, - "Actually...", -; - - menu "Can you make some dye for me, please?", L_pick_colour, - "Where can I get the herbs?", L_d_herbs, - "Where can I find pink petals?", L_d_pink_petals, - "Where can I find iron ore?", L_d_ore, - "Where can I find a pearl?", L_d_pearl, - "Where can I find maggot slime?", L_d_maggot_slime, - "I see. Thank you, and a good day to you!", L_abort; - close; + menu + "What do you need for red dye?", L_d_red, + "What do you need for yellow dye?", L_d_yellow, + "What do you need for light blue dye?", L_d_light_blue, + "What do you need for green dye?", L_d_green, + "What do you need for orange dye?", L_d_orange, + "What do you need for pink dye?", L_d_pink, + "What do you need for dark blue dye?", L_d_dark_blue, + "What do you need for black dye?", L_d_black, + "What do you need for purple dye?", L_d_purple, + "What do you need for dark green dye?", L_d_dark_green, + "Actually...", -; + menu + "Can you make some dye for me, please?", L_pick_colour, + "Where can I get the herbs?", L_d_herbs, + "Where can I find pink petals?", L_d_pink_petals, + "Where can I find iron ore?", L_d_ore, + "Where can I find a pearl?", L_d_pearl, + "Where can I find maggot slime?", L_d_maggot_slime, + "I see. Thank you, and a good day to you!", L_abort; + close; L_d_herbs: - mes "[Rauk the Alchemist]"; - mes "\"Alizarin, mauve, cobalt and gamboge bushes grow in this general area. I haven't seen them nearby, but take a look around; I am sure you will find some.\""; - next; - goto L_description_quick; + mes "[Rauk the Alchemist]"; + mes "\"Alizarin, mauve, cobalt and gamboge bushes grow in this general area. I haven't seen them nearby, but take a look around; I am sure you will find some.\""; + next; + goto L_description_quick; L_d_pink_petals: - mes "[Rauk the Alchemist]"; - mes "\"Just take some from the pink flowers around here. But be careful, they seem to be a bit fond of them.\""; - next; - goto L_description_quick; + mes "[Rauk the Alchemist]"; + mes "\"Just take some from the pink flowers around here. But be careful, they seem to be a bit fond of them.\""; + next; + goto L_description_quick; L_d_ore: - mes "[Rauk the Alchemist]"; - mes "\"Iron ore you should be able to find in some mine, I think. That's where people usually get it from, I have been told.\""; - next; - goto L_description_quick; + mes "[Rauk the Alchemist]"; + mes "\"Iron ore you should be able to find in some mine, I think. That's where people usually get it from, I have been told.\""; + next; + goto L_description_quick; L_d_pearl: - mes "[Rauk the Alchemist]"; - mes "\"A pearl... hm, that might be tricky. You normally find them in clams, but I haven't seen many of those here in the woodlands.\""; - next; - goto L_description_quick; + mes "[Rauk the Alchemist]"; + mes "\"A pearl... hm, that might be tricky. You normally find them in clams, but I haven't seen many of those here in the woodlands.\""; + next; + goto L_description_quick; L_d_maggot_slime: - mes "[Rauk the Alchemist]"; - mes "\"As the name might have given away already, maggot slime is most easily obtained from maggots. Still, there are some other creatures-- such as bats-- that secrete a similar kind of slime that for alchemistic purposes is equivalent.\""; - next; - goto L_description_quick; + mes "[Rauk the Alchemist]"; + mes "\"As the name might have given away already, maggot slime is most easily obtained from maggots. Still, there are some other creatures-- such as bats-- that secrete a similar kind of slime that for alchemistic purposes is equivalent.\""; + next; + goto L_description_quick; L_intermediate: - menu "Can you make some dye for me?", L_pick_colour, - "Can you describe the ingredients?", L_description_quick, - "Never mind.", L_abort; - close; + menu + "Can you make some dye for me?", L_pick_colour, + "Can you describe the ingredients?", L_description_quick, + "Never mind.", L_abort; + close; L_ok: - mes "[Rauk the Alchemist]"; - mes "\"Here is your dye. Remember to use all of it at once or the color may bleach out.\""; - next; - goto L_pick_colour; + mes "[Rauk the Alchemist]"; + mes "\"Here is your dye. Remember to use all of it at once or the color may bleach out.\""; + next; + goto L_pick_colour; L_red: - if (countitem("AlizarinHerb") < 10) goto L_red_fail; - getinventorylist; - if (@inventorylist_count == 100 && countitem("AlizarinHerb") > 10) goto L_TooMany; - delitem "AlizarinHerb", 10; - getitem "RedDye", 1; - goto L_ok; + if (countitem("AlizarinHerb") < 10) + goto L_red_fail; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("AlizarinHerb") > 10) + goto L_TooMany; + delitem "AlizarinHerb", 10; + getitem "RedDye", 1; + goto L_ok; L_red_fail: - mes "[Rauk the Alchemist]"; - mes "\"Hmm, sorry, but I do need ten alizarin leaves to make red dye.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"Hmm, sorry, but I do need ten alizarin leaves to make red dye.\""; + next; + goto L_intermediate; L_d_red: - mes "[Rauk the Alchemist]"; - mes "\"Red dye is fairly simple to make. Bring me ten leaves of alizarin, and I can brew it for you right away.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"Red dye is fairly simple to make. Bring me ten leaves of alizarin, and I can brew it for you right away.\""; + next; + goto L_intermediate; L_yellow: - if (countitem("GambogeHerb") < 10) goto L_yellow_fail; - getinventorylist; - if (@inventorylist_count == 100 && countitem("GambogeHerb") > 10) goto L_TooMany; - delitem "GambogeHerb", 10; - getitem "YellowDye", 1; - goto L_ok; + if (countitem("GambogeHerb") < 10) + goto L_yellow_fail; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("GambogeHerb") > 10) + goto L_TooMany; + delitem "GambogeHerb", 10; + getitem "YellowDye", 1; + goto L_ok; L_yellow_fail: - mes "[Rauk the Alchemist]"; - mes "\"Without enough gamboge leaves-- I would need at least ten--, I can't make yellow dye for you.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"Without enough gamboge leaves-- I would need at least ten--, I can't make yellow dye for you.\""; + next; + goto L_intermediate; L_d_yellow: - mes "[Rauk the Alchemist]"; - mes "\"Yellow dye is no more than gamboge extract. If you get me ten gamboge leaves, I can make it easily.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"Yellow dye is no more than gamboge extract. If you get me ten gamboge leaves, I can make it easily.\""; + next; + goto L_intermediate; L_light_blue: - if (countitem("CobaltHerb") < 10) goto L_light_blue_fail; - getinventorylist; - if (@inventorylist_count == 100 && countitem("CobaltHerb") > 10) goto L_TooMany; - delitem "CobaltHerb", 10; - getitem "LightBlueDye", 1; - goto L_ok; + if (countitem("CobaltHerb") < 10) + goto L_light_blue_fail; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("CobaltHerb") > 10) + goto L_TooMany; + delitem "CobaltHerb", 10; + getitem "LightBlueDye", 1; + goto L_ok; L_light_blue_fail: - mes "[Rauk the Alchemist]"; - mes "\"Sorry, but I won't give it to you for less than ten cobalt leaves.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"Sorry, but I won't give it to you for less than ten cobalt leaves.\""; + next; + goto L_intermediate; L_d_light_blue: - mes "[Rauk the Alchemist]"; - mes "\"Light blue dye is what you get if you let cobalt leaves sit in alcohol over night. I have some here and will trade it for ten fresh cobalt leaves.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"Light blue dye is what you get if you let cobalt leaves sit in alcohol over night. I have some here and will trade it for ten fresh cobalt leaves.\""; + next; + goto L_intermediate; L_green: - if (countitem("CobaltHerb") < 20) goto L_green_fail; - if (countitem("GambogeHerb") < 20) goto L_green_fail; - getinventorylist; - if (@inventorylist_count == 100 && countitem("CobaltHerb") > 20 && countitem("GambogeHerb") > 20) goto L_TooMany; - if (zeny < 1000) goto L_green_fail; - delitem "CobaltHerb", 20; - delitem "GambogeHerb", 20; - set zeny, zeny - 1000; - getitem "GreenDye", 1; - goto L_ok; + if (countitem("CobaltHerb") < 20) + goto L_green_fail; + if (countitem("GambogeHerb") < 20) + goto L_green_fail; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("CobaltHerb") > 20 + && countitem("GambogeHerb") > 20) + goto L_TooMany; + if (zeny < 1000) + goto L_green_fail; + delitem "CobaltHerb", 20; + delitem "GambogeHerb", 20; + set zeny, zeny - 1000; + getitem "GreenDye", 1; + goto L_ok; L_green_fail: - mes "[Rauk the Alchemist]"; - mes "\"No... I need enough gamboge and cobalt to make your dye.\""; - mes "\"Twenty gamboge leaves, twenty cobalt leaves, and 1000 GP should be sufficient.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"No... I need enough gamboge and cobalt to make your dye.\""; + mes "\"Twenty gamboge leaves, twenty cobalt leaves, and 1000 GP should be sufficient.\""; + next; + goto L_intermediate; L_d_green: - mes "[Rauk the Alchemist]"; - mes "\"Green dye is a little tricky to make, since you have to boil gamboge leaves at just the right temperature while stirring in a cobalt ester."; - mes "Making the cobalt ester is not easy, and every time I try I end up melting a crystal flask beyond repair...\""; - next; - mes "[Rauk the Alchemist]"; - mes "\"Thus, I will need twenty gamboge leaves, twenty cobalt leaves, and 1000 GP for materials."; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"Green dye is a little tricky to make, since you have to boil gamboge leaves at just the right temperature while stirring in a cobalt ester."; + mes "Making the cobalt ester is not easy, and every time I try I end up melting a crystal flask beyond repair...\""; + next; + mes "[Rauk the Alchemist]"; + mes "\"Thus, I will need twenty gamboge leaves, twenty cobalt leaves, and 1000 GP for materials."; + next; + goto L_intermediate; L_d_no_green: - mes "[Rauk the Alchemist]"; - mes "\"Come back when you are a little more experienced. I might be able to tell you how to make green dye then.\""; - close; + mes "[Rauk the Alchemist]"; + mes "\"Come back when you are a little more experienced. I might be able to tell you how to make green dye then.\""; + close; L_orange: - if (countitem("AlizarinHerb") < 10) goto L_orange_fail; - if (countitem("GambogeHerb") < 10) goto L_orange_fail; - if (countitem("IronOre") < 2) goto L_orange_fail; - getinventorylist; - if (@inventorylist_count == 100 && countitem("AlizarinHerb") > 10 && countitem("GambogeHerb") > 10 && countitem("IronOre") > 2) goto L_TooMany; - if (zeny < 1000) goto L_orange_fail; - delitem "AlizarinHerb", 10; - delitem "GambogeHerb", 10; - delitem "IronOre", 2; - set zeny, zeny - 1000; - getitem "OrangeDye", 1; - goto L_ok; + if (countitem("AlizarinHerb") < 10) + goto L_orange_fail; + if (countitem("GambogeHerb") < 10) + goto L_orange_fail; + if (countitem("IronOre") < 2) goto L_orange_fail; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("AlizarinHerb") > 10 + && countitem("GambogeHerb") > 10 + && countitem("IronOre") > 2) + goto L_TooMany; + if (zeny < 1000) + goto L_orange_fail; + delitem "AlizarinHerb", 10; + delitem "GambogeHerb", 10; + delitem "IronOre", 2; + set zeny, zeny - 1000; + getitem "OrangeDye", 1; + goto L_ok; L_orange_fail: - mes "[Rauk the Alchemist]"; - mes "\"I'm sorry, but I need 1000 GP, two chunks of iron ore, and ten each of gamboge and alizarin leaves.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"I'm sorry, but I need 1000 GP, two chunks of iron ore, and ten each of gamboge and alizarin leaves.\""; + next; + goto L_intermediate; L_d_orange: - mes "[Rauk the Alchemist]"; - mes "\"Orange dye is fun to make, but it requires some burnt iron, and also consummate sulphur powder, which you cannot get here easily."; - mes "\"Still, for 1000 GP, two pieces of iron ore, ten alizarin leaves and ten gamboge leaves, I can make you a vial of orange dye.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"Orange dye is fun to make, but it requires some burnt iron, and also consummate sulphur powder, which you cannot get here easily."; + mes "\"Still, for 1000 GP, two pieces of iron ore, ten alizarin leaves and ten gamboge leaves, I can make you a vial of orange dye.\""; + next; + goto L_intermediate; L_pink: - if (countitem("AlizarinHerb") < 10) goto L_pink_fail; - if (countitem("PinkPetal") < 6) goto L_pink_fail; - if (zeny < 1000) goto L_pink_fail; - getinventorylist; - if (@inventorylist_count == 100 && countitem("AlizarinHerb") > 10 && countitem("PinkPetal") > 6) goto L_TooMany; - delitem "AlizarinHerb", 10; - delitem "PinkPetal", 6; - set zeny, zeny - 1000; - getitem "PinkDye", 1; - goto L_ok; + if (countitem("AlizarinHerb") < 10) + goto L_pink_fail; + if (countitem("PinkPetal") < 6) + goto L_pink_fail; + if (zeny < 1000) + goto L_pink_fail; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("AlizarinHerb") > 10 + && countitem("PinkPetal") > 6) + goto L_TooMany; + delitem "AlizarinHerb", 10; + delitem "PinkPetal", 6; + set zeny, zeny - 1000; + getitem "PinkDye", 1; + goto L_ok; L_pink_fail: - mes "[Rauk the Alchemist]"; - mes "\"No, you don't have all I need, and that would be ten alizarin leaves, six pink flower petals, and 1000 GP.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"No, you don't have all I need, and that would be ten alizarin leaves, six pink flower petals, and 1000 GP.\""; + next; + goto L_intermediate; L_d_pink: - mes "[Rauk the Alchemist]"; - mes "\"Pink dye... that's a funny one: you can't get proper pink out of the usual herbs. You do need ten leaves of alizarin, but you also need six pink flower petals."; - mes "To properly extract the pink from the petals, you have to boil it in concentrated utenum; I will have to charge 1000 GP for that.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"Pink dye... that's a funny one: you can't get proper pink out of the usual herbs. You do need ten leaves of alizarin, but you also need six pink flower petals."; + mes "To properly extract the pink from the petals, you have to boil it in concentrated utenum; I will have to charge 1000 GP for that.\""; + next; + goto L_intermediate; L_dark_blue: - if (countitem("CobaltHerb") < 100) goto L_dark_blue_fail; - if (countitem("MauveHerb") < 50) goto L_dark_blue_fail; - if (countitem("Pearl") < 1) goto L_dark_blue_fail; - if (zeny < 10000) goto L_dark_blue_fail; - getinventorylist; - if (@inventorylist_count == 100 && countitem("CobaltHerb") > 100 && countitem("MauveHerb") > 50 && countitem("Pearl") > 1) goto L_TooMany; - delitem "CobaltHerb", 100; - delitem "MauveHerb", 50; - delitem "Pearl", 1; - set zeny, zeny - 10000; - getitem "DarkBlueDye", 1; - goto L_ok; + if (countitem("CobaltHerb") < 100) + goto L_dark_blue_fail; + if (countitem("MauveHerb") < 50) + goto L_dark_blue_fail; + if (countitem("Pearl") < 1) + goto L_dark_blue_fail; + if (zeny < 10000) + goto L_dark_blue_fail; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("CobaltHerb") > 100 + && countitem("MauveHerb") > 50 + && countitem("Pearl") > 1) + goto L_TooMany; + delitem "CobaltHerb", 100; + delitem "MauveHerb", 50; + delitem "Pearl", 1; + set zeny, zeny - 10000; + getitem "DarkBlueDye", 1; + goto L_ok; L_dark_blue_fail: - mes "[Rauk the Alchemist]"; - mes "\"I will need all of the ingredients to make dark blue dye for you.\""; - mes "\"I need 100 cobalt leaves, 50 mauve leaves, one pearl, and 10,000 GP.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"I will need all of the ingredients to make dark blue dye for you.\""; + mes "\"I need 100 cobalt leaves, 50 mauve leaves, one pearl, and 10,000 GP.\""; + next; + goto L_intermediate; L_d_dark_blue: - mes "[Rauk the Alchemist]"; - mes "\"Dark blue dye is one of the trickiest ones. You need concentrated extract from 100 leaves of cobalt and 50 mauve leaves for proper binding."; - mes "For the right shimmer, a pearl is indispensible, and the most expensive part is a rare kind of ayanamian sapphire dust that I have to charge 10,000 GP for.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"Dark blue dye is one of the trickiest ones. You need concentrated extract from 100 leaves of cobalt and 50 mauve leaves for proper binding."; + mes "For the right shimmer, a pearl is indispensible, and the most expensive part is a rare kind of ayanamian sapphire dust that I have to charge 10,000 GP for.\""; + next; + goto L_intermediate; L_purple: - if (countitem("CobaltHerb") < 100) goto L_purple_fail; - if (countitem("AlizarinHerb") < 100) goto L_purple_fail; - if (countitem("MauveHerb") < 20) goto L_purple_fail; - if (countitem("Pearl") < 1) goto L_purple_fail; - getinventorylist; - if (@inventorylist_count == 100 && countitem("CobaltHerb") > 100 && countitem("AlizarinHerb") > 100 && countitem("MauveHerb") > 20 && countitem("Pearl") > 1) goto L_TooMany; - if (zeny < 40000) goto L_purple_fail; - delitem "CobaltHerb", 100; - delitem "AlizarinHerb", 100; - delitem "MauveHerb", 20; - delitem "Pearl", 1; - set zeny, zeny - 40000; - getitem "PurpleDye", 1; - goto L_ok; + if (countitem("CobaltHerb") < 100) + goto L_purple_fail; + if (countitem("AlizarinHerb") < 100) + goto L_purple_fail; + if (countitem("MauveHerb") < 20) + goto L_purple_fail; + if (countitem("Pearl") < 1) + goto L_purple_fail; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("CobaltHerb") > 100 + && countitem("AlizarinHerb") > 100 + && countitem("MauveHerb") > 20 + && countitem("Pearl") > 1) + goto L_TooMany; + if (zeny < 40000) + goto L_purple_fail; + delitem "CobaltHerb", 100; + delitem "AlizarinHerb", 100; + delitem "MauveHerb", 20; + delitem "Pearl", 1; + set zeny, zeny - 40000; + getitem "PurpleDye", 1; + goto L_ok; L_purple_fail: - mes "[Rauk the Alchemist]"; - mes "\"No... I don't think that you have enough ingredients for this. Let me check my notes.\""; - mes "\"What I need are 100 cobalt leaves, 100 alizarin leaves, 20 mauve leaves, one pearl, and 40,000 GP.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"No... I don't think that you have enough ingredients for this. Let me check my notes.\""; + mes "\"What I need are 100 cobalt leaves, 100 alizarin leaves, 20 mauve leaves, one pearl, and 40,000 GP.\""; + next; + goto L_intermediate; L_d_purple: - mes "[Rauk the Alchemist]"; - mes "\"Hm, Purple dye... proper Tritan Purple is hard to make. Fortunately, the correct recipe has survived... but some ingredients are quite costly."; - mes "I can't even tell you why, unfortunately, since this is a bit of an alchemistic secret, and I really don't want to argue this out with people who can turn my nose into a rhubarb.\""; - next; - mes "[Rauk the Alchemist]"; - mes "\"Still, I can make it for you, out of 100 cobalt leaves, 100 alizarin leaves, 20 mauve leaves, one pearl, and 40,000 GP. Some other ingredients are covered by the GP.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"Hm, Purple dye... proper Tritan Purple is hard to make. Fortunately, the correct recipe has survived... but some ingredients are quite costly."; + mes "I can't even tell you why, unfortunately, since this is a bit of an alchemistic secret, and I really don't want to argue this out with people who can turn my nose into a rhubarb.\""; + next; + mes "[Rauk the Alchemist]"; + mes "\"Still, I can make it for you, out of 100 cobalt leaves, 100 alizarin leaves, 20 mauve leaves, one pearl, and 40,000 GP. Some other ingredients are covered by the GP.\""; + next; + goto L_intermediate; L_black: - if (countitem("CobaltHerb") < 40) goto L_black_fail; - if (countitem("AlizarinHerb") < 40) goto L_black_fail; - if (countitem("GambogeHerb") < 40) goto L_black_fail; - if (countitem("MauveHerb") < 40) goto L_black_fail; - getinventorylist; - if (@inventorylist_count == 100 && countitem("CobaltHerb") > 40 && countitem("AlizarinHerb") > 40 && countitem("GambogeHerb") > 40 && countitem("MauveHerb") > 40) goto L_TooMany; - if (zeny < 20000) goto L_black_fail; - delitem "CobaltHerb", 40; - delitem "AlizarinHerb", 40; - delitem "GambogeHerb", 40; - delitem "MauveHerb", 40; - set zeny, zeny - 20000; - getitem "BlackDye", 1; - goto L_ok; + if (countitem("CobaltHerb") < 40) + goto L_black_fail; + if (countitem("AlizarinHerb") < 40) + goto L_black_fail; + if (countitem("GambogeHerb") < 40) + goto L_black_fail; + if (countitem("MauveHerb") < 40) + goto L_black_fail; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("CobaltHerb") > 40 + && countitem("AlizarinHerb") > 40 + && countitem("GambogeHerb") > 40 + && countitem("MauveHerb") > 40) + goto L_TooMany; + if (zeny < 20000) + goto L_black_fail; + delitem "CobaltHerb", 40; + delitem "AlizarinHerb", 40; + delitem "GambogeHerb", 40; + delitem "MauveHerb", 40; + set zeny, zeny - 20000; + getitem "BlackDye", 1; + goto L_ok; L_black_fail: - mes "[Rauk the Alchemist]"; - mes "\"I am sorry, but you don't have all the items I need to make black dye. I need fourty leaves of alizarin, cobalt, gamboge and mauve each, and 20,000 GP.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"I am sorry, but you don't have all the items I need to make black dye. I need fourty leaves of alizarin, cobalt, gamboge and mauve each, and 20,000 GP.\""; + next; + goto L_intermediate; L_d_black: - mes "[Rauk the Alchemist]"; - mes "\"Black? Ah! such a wonderful choice of color. It's my favorite! Well, if you too want something black, I would be delighted to make you some black dye."; - mes "Just bring me 40 leaves each of cobalt, alizarin, gamboge and mauve.\""; - next; - mes "[Rauk the Alchemist]"; - mes "\"Oh, and 20,000 GP for the charcoal and diamond dust mixture you need to keep the mauve smell out.\""; - next; - goto L_intermediate; - + mes "[Rauk the Alchemist]"; + mes "\"Black? Ah! such a wonderful choice of color. It's my favorite! Well, if you too want something black, I would be delighted to make you some black dye."; + mes "Just bring me 40 leaves each of cobalt, alizarin, gamboge and mauve.\""; + next; + mes "[Rauk the Alchemist]"; + mes "\"Oh, and 20,000 GP for the charcoal and diamond dust mixture you need to keep the mauve smell out.\""; + next; + goto L_intermediate; + L_dark_green: - if (baselevel < 30) goto L_d_no_green; - if (QUEST_clothdyer_knowsdye != @QUEST_HAS_SOLVED_DYE_PUZZLE) - goto L_d_dark_green; - if (countitem("CobaltHerb") < 10) goto L_dark_green_fail; - if (countitem("GambogeHerb") < 10) goto L_dark_green_fail; - if (countitem("MauveHerb") < 10) goto L_dark_green_fail; - if (countitem("MaggotSlime") < 1) goto L_dark_green_fail; - if (zeny < 1000) goto L_dark_green_fail; - getinventorylist; - if (@inventorylist_count == 100 && countitem("CobaltHerb") > 10 && countitem("GambogeHerb") > 10 && countitem("MauveHerb") > 10 && countitem("MaggotSlime") > 1) goto L_TooMany; - delitem "CobaltHerb", 10; - delitem "MauveHerb", 10; - delitem "GambogeHerb", 10; - delitem "MaggotSlime", 1; - set zeny, zeny - 1000; - getitem "DarkGreenDye", 1; - goto L_ok; + if (baselevel < 30) + goto L_d_no_green; + if (QUEST_clothdyer_knowsdye != @QUEST_HAS_SOLVED_DYE_PUZZLE) + goto L_d_dark_green; + if (countitem("CobaltHerb") < 10) + goto L_dark_green_fail; + if (countitem("GambogeHerb") < 10) + goto L_dark_green_fail; + if (countitem("MauveHerb") < 10) + goto L_dark_green_fail; + if (countitem("MaggotSlime") < 1) + goto L_dark_green_fail; + if (zeny < 1000) + goto L_dark_green_fail; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("CobaltHerb") > 10 + && countitem("GambogeHerb") > 10 + && countitem("MauveHerb") > 10 + && countitem("MaggotSlime") > 1) + goto L_TooMany; + delitem "CobaltHerb", 10; + delitem "MauveHerb", 10; + delitem "GambogeHerb", 10; + delitem "MaggotSlime", 1; + set zeny, zeny - 1000; + getitem "DarkGreenDye", 1; + goto L_ok; L_dark_green_fail: - mes "[Rauk the Alchemist]"; - mes "Rauk frowns as he examines the items you hand him."; - mes "\"No, this will not do. I need ten gamboge leaves, ten cobalt leaves, ten mauve leaves, slime from one maggot, and 1000 GP.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "Rauk frowns as he examines the items you hand him."; + mes "\"No, this will not do. I need ten gamboge leaves, ten cobalt leaves, ten mauve leaves, slime from one maggot, and 1000 GP.\""; + next; + goto L_intermediate; L_d_dark_green: - mes "[Rauk the Alchemist]"; - if (QUEST_clothdyer_knowsdye != @QUEST_HAS_SOLVED_DYE_PUZZLE) - goto L_d_dark_green_quest; - mes "\"Since we have figured out how much maggot slime we need for you, all you have to bring me are 1000 GP, one maggot slime, and ten leaves each of mauve, cobalt, and gamboge.\""; - next; - goto L_intermediate; - + mes "[Rauk the Alchemist]"; + if (QUEST_clothdyer_knowsdye != @QUEST_HAS_SOLVED_DYE_PUZZLE) + goto L_d_dark_green_quest; + mes "\"Since we have figured out how much maggot slime we need for you, all you have to bring me are 1000 GP, one maggot slime, and ten leaves each of mauve, cobalt, and gamboge.\""; + next; + goto L_intermediate; + L_d_dark_green_quest: - mes "\"Ah, dark green... dark green dye is actually simple to make, except for one tiny little problem: dark green clothes fade very quickly when they touch human skin. By far the best way to fixate the color is argentum powder, mixed with dark green dye essence extracted from maggot slime.\""; - next; - mes "[Rauk the Alchemist]"; - mes "\"But just how much maggot slime goes into the fixative and how much into the rest of the mixture varies completely for every individual. We will have to figure out just how many thousandth ounces it is for you before I can make dark green dye for you.\""; - next; - if (QUEST_clothdyer_knowsdye == @QUEST_CAN_GET_DYE_HERE) - set QUEST_clothdyer_knowsdye, (rand(1000) + @QUEST_GUESS_BASE); + mes "\"Ah, dark green... dark green dye is actually simple to make, except for one tiny little problem: dark green clothes fade very quickly when they touch human skin. By far the best way to fixate the color is argentum powder, mixed with dark green dye essence extracted from maggot slime.\""; + next; + mes "[Rauk the Alchemist]"; + mes "\"But just how much maggot slime goes into the fixative and how much into the rest of the mixture varies completely for every individual. We will have to figure out just how many thousandth ounces it is for you before I can make dark green dye for you.\""; + next; + if (QUEST_clothdyer_knowsdye == @QUEST_CAN_GET_DYE_HERE) + set QUEST_clothdyer_knowsdye, (rand(1000) + @QUEST_GUESS_BASE); L_d_dark_green_q_main: - menu "Uh... no thanks.", L_intermediate, - "So nobody else can wear clothes I dye?", L_dark_green_q_wear, - "OK, what should I do?", L_dark_green_q_explain, - "Let's figure it out!", L_dark_green_q_guess_0; - close; + menu + "Uh... no thanks.", L_intermediate, + "So nobody else can wear clothes I dye?", L_dark_green_q_wear, + "OK, what should I do?", L_dark_green_q_explain, + "Let's figure it out!", L_dark_green_q_guess_0; + close; L_dark_green_q_wear: - mes "[Rauk the Alchemist]"; - mes "\"The color stabilises after a week or so."; - mes "Others can wear the clothes you have dyed-- just make sure that you wear those clothes for a week before passing them on.\""; - next; - goto L_d_dark_green_q_main; + mes "[Rauk the Alchemist]"; + mes "\"The color stabilises after a week or so."; + mes "Others can wear the clothes you have dyed-- just make sure that you wear those clothes for a week before passing them on.\""; + next; + goto L_d_dark_green_q_main; L_dark_green_q_explain2: - mes "[Rauk the Alchemist]"; - mes "Rauk blinks."; - mes "\"Very well. It works like this: you give me a maggot slime and tell me how many thousandth parts go into one part of the dye potion.\""; - next; - mes "[Rauk the Alchemist]"; - mes "\"Then we try whether that was the right ratio. I will tell you if you guessed right, but if you were wrong, I will tell you whether you guessed too high or too low.\""; - next; - mes "[Rauk the Alchemist]"; - mes "\"With enough slimes and enough tries we should be able to figure out just how much you need.\""; - next; - menu "Er... can you explain that again?", L_dark_green_q_explain2, - "Let's do it!", L_dark_green_q_guess_0, - "I don't have time for this.", L_intermediate; - close; + mes "[Rauk the Alchemist]"; + mes "Rauk blinks."; + mes "\"Very well. It works like this: you give me a maggot slime and tell me how many thousandth parts go into one part of the dye potion.\""; + next; + mes "[Rauk the Alchemist]"; + mes "\"Then we try whether that was the right ratio. I will tell you if you guessed right, but if you were wrong, I will tell you whether you guessed too high or too low.\""; + next; + mes "[Rauk the Alchemist]"; + mes "\"With enough slimes and enough tries we should be able to figure out just how much you need.\""; + next; + menu + "Er... can you explain that again?", L_dark_green_q_explain2, + "Let's do it!", L_dark_green_q_guess_0, + "I don't have time for this.", L_intermediate; + close; L_dark_green_q_explain: - mes "[Rauk the Alchemist]"; - mes "\"We have to measure the balance between your light and your dark bile-- two of your humors-- and use that as the maggot slime concentration.\""; - mes "\"This will probably take several tries; for each try we need maggot slime from one maggot.\""; - next; - mes "[Rauk the Alchemist]"; - mes "\"Each time you tell me how many thousandth parts of one ounce of the concentrate you want to use in the fixative. I will stir the mixture appropriately and put the rest of the slime into the base mixture. We then put the two together, and you dip your finger in.\""; - next; - mes "[Rauk the Alchemist]"; - mes "\"If the mixture is too dark, then that means that we put too much maggot slime into the fixative. If it discolours, we put in too little. But if it retains its color, we are done.\""; - next; - mes "[Rauk the Alchemist]"; - mes "Rauk smiles."; - mes "\"But don't worry, I will happily do all this for free-- I rather enjoy these little games.\""; - next; - - menu "Er... can you explain that again?", L_dark_green_q_explain, - "Errr... what?", L_dark_green_q_explain2, - "Let's do it!", -, - "I don't have time for this.", L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"We have to measure the balance between your light and your dark bile-- two of your humors-- and use that as the maggot slime concentration.\""; + mes "\"This will probably take several tries; for each try we need maggot slime from one maggot.\""; + next; + mes "[Rauk the Alchemist]"; + mes "\"Each time you tell me how many thousandth parts of one ounce of the concentrate you want to use in the fixative. I will stir the mixture appropriately and put the rest of the slime into the base mixture. We then put the two together, and you dip your finger in.\""; + next; + mes "[Rauk the Alchemist]"; + mes "\"If the mixture is too dark, then that means that we put too much maggot slime into the fixative. If it discolours, we put in too little. But if it retains its color, we are done.\""; + next; + mes "[Rauk the Alchemist]"; + mes "Rauk smiles."; + mes "\"But don't worry, I will happily do all this for free-- I rather enjoy these little games.\""; + next; + menu + "Er... can you explain that again?", L_dark_green_q_explain, + "Errr... what?", L_dark_green_q_explain2, + "Let's do it!", -, + "I don't have time for this.", L_intermediate; L_dark_green_q_guess_0: - if (countitem("MaggotSlime") < 1) - goto L_dark_green_q_noslime; - delitem "MaggotSlime", 1; - - mes "[Rauk the Alchemist]"; - mes "Rauk fills your maggot slime into a small bottle and picks a glass bottle from within his robe."; - mes "\"Now we need to figure out just how many thousandths you need. First, tell me how many tenths of an ounce you want to put in.\""; - next; - - menu "none", -, - "1 tenth", -, - "2 tenths", -, - "3 tenths", -, - "4 tenths", -, - "5 tenths", -, - "6 tenths", -, - "7 tenths", -, - "8 tenths", -, - "9 tenths", -; - - set @menu, @menu - 1; - set @guess_accumulator, @menu * 100; - - mes "[Rauk the Alchemist]"; - if (@menu) - mes "Rauk pours a good-sized portion of maggot slime from the small bottle into the glass bottle."; - mes "\"We now have " + @guess_accumulator + " thousandths of an ounce. How many hundredths of an ounce should I add?\""; - next; - - menu "none", -, - "1 hundredth", -, - "2 hundredths", -, - "3 hundredths", -, - "4 hundredths", -, - "5 hundredths", -, - "6 hundredths", -, - "7 hundredths", -, - "8 hundredths", -, - "9 hundredths", -; - - set @menu, @menu - 1; - set @guess_accumulator, @guess_accumulator + (@menu * 10); - - mes "[Rauk the Alchemist]"; - if (@menu) - mes "Rauk pours a portion of maggot slime from the small bottle into the glass bottle."; - mes "\"These are now " + @guess_accumulator + " thousandths of an ounce. How many thousands more?\""; - next; - - menu "none", -, - "1 thousandth", -, - "2 thousandths", -, - "3 thousandths", -, - "4 thousandths", -, - "5 thousandths", -, - "6 thousandths", -, - "7 thousandths", -, - "8 thousandths", -, - "9 thousandths", -; - - set @menu, @menu - 1; - set @guess_accumulator, @guess_accumulator + @menu; - - mes "[Rauk the Alchemist]"; - if (@menu) - mes "Rauk pours a tiny amount of maggot slime from the small bottle into the glass bottle."; - mes "Rauk mixes some more ingredients into the bottles, stirs them, heats one of them and mixes the results together."; - next; - - mes "[Rauk the Alchemist]"; - mes "\"Please put your finger in.\""; - mes "Hesitantly. you stick your finger into the resulting brew. The mixture feels warm and smooth to the touch."; - next; - mes "[Rauk the Alchemist]"; - mes "You pull your finger out again."; - - if (@guess_accumulator + @QUEST_GUESS_BASE > QUEST_clothdyer_knowsdye) - goto L_dark_green_q_toomuch; - - if (@guess_accumulator + @QUEST_GUESS_BASE < QUEST_clothdyer_knowsdye) - goto L_dark_green_q_toolittle; - - // otherwise correct guess - - mes "Nothing seems to be happening with the mixture. Rauk's eyes lighten up."; - mes "\"This is it! You need precisely " + @guess_accumulator + " thousandts. Let me write this down...\""; - next; - mes "[Rauk the Alchemist]"; - mes "Rauk is beaming."; - mes "\"I can now make dark green dye for you. All I need will be slime from one maggot, ten gamboge leaves, ten cobalt leaves, ten mauve leaves, and 1000 GP for other ingredients.\""; - mes "[You gain 20,000 experience points]"; - getexp 20000, 0; - set QUEST_clothdyer_knowsdye, @QUEST_HAS_SOLVED_DYE_PUZZLE; - next; - goto L_intermediate; + if (countitem("MaggotSlime") < 1) + goto L_dark_green_q_noslime; + delitem "MaggotSlime", 1; + + mes "[Rauk the Alchemist]"; + mes "Rauk fills your maggot slime into a small bottle and picks a glass bottle from within his robe."; + mes "\"Now we need to figure out just how many thousandths you need. First, tell me how many tenths of an ounce you want to put in.\""; + next; + menu + "none", -, + "1 tenth", -, + "2 tenths", -, + "3 tenths", -, + "4 tenths", -, + "5 tenths", -, + "6 tenths", -, + "7 tenths", -, + "8 tenths", -, + "9 tenths", -; + + set @menu, @menu - 1; + set @guess_accumulator, @menu * 100; + + mes "[Rauk the Alchemist]"; + if (@menu) + mes "Rauk pours a good-sized portion of maggot slime from the small bottle into the glass bottle."; + mes "\"We now have " + @guess_accumulator + " thousandths of an ounce. How many hundredths of an ounce should I add?\""; + next; + menu + "none", -, + "1 hundredth", -, + "2 hundredths", -, + "3 hundredths", -, + "4 hundredths", -, + "5 hundredths", -, + "6 hundredths", -, + "7 hundredths", -, + "8 hundredths", -, + "9 hundredths", -; + + set @menu, @menu - 1; + set @guess_accumulator, @guess_accumulator + (@menu * 10); + + mes "[Rauk the Alchemist]"; + if (@menu) + mes "Rauk pours a portion of maggot slime from the small bottle into the glass bottle."; + mes "\"These are now " + @guess_accumulator + " thousandths of an ounce. How many thousands more?\""; + next; + menu + "none", -, + "1 thousandth", -, + "2 thousandths", -, + "3 thousandths", -, + "4 thousandths", -, + "5 thousandths", -, + "6 thousandths", -, + "7 thousandths", -, + "8 thousandths", -, + "9 thousandths", -; + + set @menu, @menu - 1; + set @guess_accumulator, @guess_accumulator + @menu; + + mes "[Rauk the Alchemist]"; + if (@menu) + mes "Rauk pours a tiny amount of maggot slime from the small bottle into the glass bottle."; + mes "Rauk mixes some more ingredients into the bottles, stirs them, heats one of them and mixes the results together."; + next; + + mes "[Rauk the Alchemist]"; + mes "\"Please put your finger in.\""; + mes "Hesitantly. you stick your finger into the resulting brew. The mixture feels warm and smooth to the touch."; + next; + mes "[Rauk the Alchemist]"; + mes "You pull your finger out again."; + + if (@guess_accumulator + @QUEST_GUESS_BASE > QUEST_clothdyer_knowsdye) + goto L_dark_green_q_toomuch; + + if (@guess_accumulator + @QUEST_GUESS_BASE < QUEST_clothdyer_knowsdye) + goto L_dark_green_q_toolittle; + + // otherwise correct guess + + mes "Nothing seems to be happening with the mixture. Rauk's eyes lighten up."; + mes "\"This is it! You need precisely " + @guess_accumulator + " thousandts. Let me write this down...\""; + next; + mes "[Rauk the Alchemist]"; + mes "Rauk is beaming."; + mes "\"I can now make dark green dye for you. All I need will be slime from one maggot, ten gamboge leaves, ten cobalt leaves, ten mauve leaves, and 1000 GP for other ingredients.\""; + mes "[You gain 20,000 experience points]"; + getexp 20000, 0; + set QUEST_clothdyer_knowsdye, @QUEST_HAS_SOLVED_DYE_PUZZLE; + next; + goto L_intermediate; L_dark_green_q_toomuch: - mes "After only a second, the mixture begins to blacken. Rauk frowns."; - mes "\"That was too much... you need fewer than " + @guess_accumulator + " thousandths, I think."; - goto L_dark_green_q_again; + mes "After only a second, the mixture begins to blacken. Rauk frowns."; + mes "\"That was too much... you need fewer than " + @guess_accumulator + " thousandths, I think."; + goto L_dark_green_q_again; L_dark_green_q_toolittle: - mes "Almost instantaneously, the mixture loses its colour and turns transparent. Rauk sighs."; - mes "\"That was too little. Next time, try more than " + @guess_accumulator + " thousandths."; - goto L_dark_green_q_again; + mes "Almost instantaneously, the mixture loses its colour and turns transparent. Rauk sighs."; + mes "\"That was too little. Next time, try more than " + @guess_accumulator + " thousandths."; + goto L_dark_green_q_again; L_dark_green_q_again: - mes "\"Should we try again?\""; - next; - menu "Yes!", L_dark_green_q_guess_0, - "No, I've had enough.", -; - close; + mes "\"Should we try again?\""; + next; + menu + "Yes!", L_dark_green_q_guess_0, + "No, I've had enough.", -; + close; L_dark_green_q_noslime: - mes "[Rauk the Alchemist]"; - mes "\"Oh, you don't have any maggot slime? That's unfortunate; I am out of it myself. Still it should be easy enough to find, just bring me one and we can continue testing.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"Oh, you don't have any maggot slime? That's unfortunate; I am out of it myself. Still it should be easy enough to find, just bring me one and we can continue testing.\""; + next; + goto L_intermediate; L_monster_oil: - mes "[Rauk the Alchemist]"; - mes "Rauk locks his eyes with you and continues in more serious tone."; - mes "\"I know how to create it, but you won't get it from me. It's far too dangerous; even the best alchemist may need multiple attempts and will risk blowing up! I can give you a recipe though, if you still are wanton.\""; - next; - menu - "Yes, tell me!", -, - "No, that sounds too dangerous.", L_abort; - mes "[Rauk the Alchemist]"; - mes "You will need a pearl, a pair of snake skins, two piles of volcanic ash, three black scorpion stingers-- and a golden scorpion stinger. In addition you must have plenty of herbs to stabilise the concoction; mauve, alizarin, cobalt and gamboge will do just fine."; - next; - mes "[Rauk the Alchemist]"; - mes "\"Take the pearl, skins, black stingers, ash, and cook briefly in a cauldron. Next add the mauve/alizarin/cobalt/gamboge as needed to stabilise into a black brew. Lastly, add the golden scorpion stinger and let boil briefly. And it's done.\""; - next; - mes "[Rauk the Alchemist]"; - mes "\"Good luck not blowing up!\""; - - set @Q_status, @Q_status | @SETZER_KNOWS_STINGER; - callsub L_Update_Var; - close; + mes "[Rauk the Alchemist]"; + mes "Rauk locks his eyes with you and continues in more serious tone."; + mes "\"I know how to create it, but you won't get it from me. It's far too dangerous; even the best alchemist may need multiple attempts and will risk blowing up! I can give you a recipe though, if you still are wanton.\""; + next; + menu + "Yes, tell me!", -, + "No, that sounds too dangerous.", L_abort; + mes "[Rauk the Alchemist]"; + mes "You will need a pearl, a pair of snake skins, two piles of volcanic ash, three black scorpion stingers-- and a golden scorpion stinger. In addition you must have plenty of herbs to stabilise the concoction; mauve, alizarin, cobalt and gamboge will do just fine."; + next; + mes "[Rauk the Alchemist]"; + mes "\"Take the pearl, skins, black stingers, ash, and cook briefly in a cauldron. Next add the mauve/alizarin/cobalt/gamboge as needed to stabilise into a black brew. Lastly, add the golden scorpion stinger and let boil briefly. And it's done.\""; + next; + mes "[Rauk the Alchemist]"; + mes "\"Good luck not blowing up!\""; + set @Q_status, @Q_status | @SETZER_KNOWS_STINGER; + callsub L_Update_Var; + close; L_abort: - close; + close; L_Update_Var: - set QUEST_Forestbow_state, - (QUEST_Forestbow_state & ~(@Q_MASK) - | (@Q_status << @Q_SHIFT)); - return; + set QUEST_Forestbow_state, + (QUEST_Forestbow_state & ~(@Q_MASK) + | (@Q_status << @Q_SHIFT)); + return; L_TooMany: - mes "[Rauk the Alchemist]"; - mes "You don't have room for this."; - close; -} + mes "[Rauk the Alchemist]"; + mes "You don't have room for this."; + close; +} \ No newline at end of file diff --git a/world/map/npc/011-1/auldsbel.txt b/world/map/npc/011-1/auldsbel.txt index 8982f699..d7666ea9 100644 --- a/world/map/npc/011-1/auldsbel.txt +++ b/world/map/npc/011-1/auldsbel.txt @@ -1,165 +1,165 @@ // Auldsbel the Wizard // Transmutation Magic expert -011-1.gat,50,68,0 script Auldsbel#_M 168,{ - - set @mexp, MAGIC_EXPERIENCE & 65535; - - // Set up SkillUp function - set @SUP_id, SKILL_MAGIC_TRANSMUTE; - set @SUP_name$, "Transmutation Magic"; - - set @Q_STATUS_INITIAL, 0; - set @Q_STATUS_POSTINTRO, 1; - set @Q_STATUS_INITIATION, 2; // quest for being able to cast `create mouboo figurine' - set @Q_STATUS_STUDENT, 3; // accepted as student - set @Q_STATUS_STUDENT0, 4; // accepted as student - set @Q_STATUS_STUDENT1, 5; - set @Q_STATUS_STUDENT2, 6; - set @Q_STATUS_STUDENT3, 7; - set @Q_STATUS_STUDENT4, 8; - set @Q_STATUS_STUDENT5, 9; - set @Q_STATUS_STUDENT6, 10; - - - set @wants_sulphur, (QUEST_MAGIC & (NIBBLE_6_MASK | NIBBLE_7_MASK)) // war quest - || (((QUEST_MAGIC2 & NIBBLE_1_MASK) >> NIBBLE_1_SHIFT) >= 4); // Elanore's heal-Kadiya quest - set @wants_ironpowder, (((QUEST_MAGIC & (NIBBLE_6_MASK | NIBBLE_7_MASK)) >> NIBBLE_6_SHIFT) >= 7); - - set @Q_MASK, NIBBLE_0_MASK | NIBBLE_1_MASK; - set @Q_SHIFT, NIBBLE_0_SHIFT; - - set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT; - - set @Q_main_status, @Q_status & 31; - set @Q_component_quest, @Q_status >> 5; - - set @has_magic, getskilllv(SKILL_MAGIC); - - set @address$, "chap"; - if (Sex == 0) - set @address$, "girl"; - - if (@Q_main_status >= @Q_STATUS_POSTINTRO) - goto L_short_intro; - - mes "[Robed Man]"; - mes "You notice a middle-aged man in expensive-looking robes."; - mes "\"Ah, splendid, you finally came!\""; - mes "He motions you to come closer."; - next; - - mes "[Robed Man]"; - mes "The man is visibly excited."; - mes "\"Here, I found a silk cocoon. Now if you can just give me the obsidian salt, we can see whether it works!\""; - next; - - menu "Whether what works?", L_intro_explain, - "What are you talking about?", L_intro_explain, - "I don't have any obsidian salt.", L_intro_nopowder, - "Do I know you?", L_intro_identity, - "Goodbye.", -; - close; - - set @name_complaint, 0; +011-1.gat,50,68,0|script|Auldsbel#_M|168,{ + + set @mexp, MAGIC_EXPERIENCE & 65535; + + // Set up SkillUp function + set @SUP_id, SKILL_MAGIC_TRANSMUTE; + set @SUP_name$, "Transmutation Magic"; + + set @Q_STATUS_INITIAL, 0; + set @Q_STATUS_POSTINTRO, 1; + set @Q_STATUS_INITIATION, 2; // quest for being able to cast `create mouboo figurine' + set @Q_STATUS_STUDENT, 3; // accepted as student + set @Q_STATUS_STUDENT0, 4; // accepted as student + set @Q_STATUS_STUDENT1, 5; + set @Q_STATUS_STUDENT2, 6; + set @Q_STATUS_STUDENT3, 7; + set @Q_STATUS_STUDENT4, 8; + set @Q_STATUS_STUDENT5, 9; + set @Q_STATUS_STUDENT6, 10; + + + set @wants_sulphur, (QUEST_MAGIC & (NIBBLE_6_MASK | NIBBLE_7_MASK)) // war quest + || (((QUEST_MAGIC2 & NIBBLE_1_MASK) >> NIBBLE_1_SHIFT) >= 4); // Elanore's heal-Kadiya quest + set @wants_ironpowder, (((QUEST_MAGIC & (NIBBLE_6_MASK | NIBBLE_7_MASK)) >> NIBBLE_6_SHIFT) >= 7); + + set @Q_MASK, NIBBLE_0_MASK | NIBBLE_1_MASK; + set @Q_SHIFT, NIBBLE_0_SHIFT; + + set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT; + + set @Q_main_status, @Q_status & 31; + set @Q_component_quest, @Q_status >> 5; + + set @has_magic, getskilllv(SKILL_MAGIC); + + set @address$, "chap"; + if (Sex == 0) + set @address$, "girl"; + + if (@Q_main_status >= @Q_STATUS_POSTINTRO) + goto L_short_intro; + + mes "[Robed Man]"; + mes "You notice a middle-aged man in expensive-looking robes."; + mes "\"Ah, splendid, you finally came!\""; + mes "He motions you to come closer."; + next; + mes "[Robed Man]"; + mes "The man is visibly excited."; + mes "\"Here, I found a silk cocoon. Now if you can just give me the obsidian salt, we can see whether it works!\""; + next; + menu + "Whether what works?", L_intro_explain, + "What are you talking about?", L_intro_explain, + "I don't have any obsidian salt.", L_intro_nopowder, + "Do I know you?", L_intro_identity, + "Goodbye.", -; + close; + + set @name_complaint, 0; L_intro_explain: - mes "[Robed Man]"; - mes "He frowns."; - mes "\"The transmutation experiment, of course! You can't have forgotten already...?\""; - next; - goto L_intro_identity; + mes "[Robed Man]"; + mes "He frowns."; + mes "\"The transmutation experiment, of course! You can't have forgotten already...?\""; + next; + goto L_intro_identity; L_intro_nopowder: - mes "[Robed Man]"; - mes "\"What!? You traveled all this way without any obsidian...\""; - next; - goto L_intro_identity; + mes "[Robed Man]"; + mes "\"What!? You traveled all this way without any obsidian...\""; + next; + goto L_intro_identity; L_intro_identity: - mes "[Robed Man]"; - mes "He eyes you more carefully."; - if (Sex == 0) - mes "\"How odd. I could have sworn that you were a man the last time we met. Not that I mind...\""; - - mes "\"Wait. You're not Padric.\""; - next; - - set @xmsg$, "Right... my name is " + strcharinfo(0) + "."; - if (strcharinfo(0) == "Padric") - set @xmsg$, "Actually, I am, but I don't know you...?"; - - menu @xmsg$, L_intro_wrongperson, - "You're not very good with faces, are you?", L_intro_nogood, - "Who are you?", L_intro_who_are_you, - "Goodbye.", -; - close; + mes "[Robed Man]"; + mes "He eyes you more carefully."; + if (Sex == 0) + mes "\"How odd. I could have sworn that you were a man the last time we met. Not that I mind...\""; + mes "\"Wait. You're not Padric.\""; + next; + set @xmsg$, "Right... my name is " + strcharinfo(0) + "."; + if (strcharinfo(0) == "Padric") + set @xmsg$, "Actually, I am, but I don't know you...?"; + menu + @xmsg$, L_intro_wrongperson, + "You're not very good with faces, are you?", L_intro_nogood, + "Who are you?", L_intro_who_are_you, + "Goodbye.", -; + close; L_intro_wrongperson: - mes "[Robed Man]"; - mes "He laughs."; - mes "\"Ah, I knew it... you're not the first one today, either. I should apologize, I am horrible with faces. Well, if you don't mind, please hurry along, I should go back to my experiments.\""; - next; + mes "[Robed Man]"; + mes "He laughs."; + mes "\"Ah, I knew it... you're not the first one today, either. I should apologize, I am horrible with faces. Well, if you don't mind, please hurry along, I should go back to my experiments.\""; + next; L_intro_primary_menu: - menu "Who are you?", L_intro_who_are_you, - "Goodbye.", -; - close; + menu + "Who are you?", L_intro_who_are_you, + "Goodbye.", -; + close; L_intro_nogood: - mes "[Robed Man]"; - mes "He laughs."; - mes "\"Yes, you could say that. Well, I shall get back to my experiments, then; I think I shall manage something that requires no obsidian salt instead.\""; - next; - - menu "Who are you?", L_intro_who_are_you, - "What is obsidian salt, anyway?", L_intro_obsidian_salt, - "Goodbye.", -; - close; + mes "[Robed Man]"; + mes "He laughs."; + mes "\"Yes, you could say that. Well, I shall get back to my experiments, then; I think I shall manage something that requires no obsidian salt instead.\""; + next; + menu + "Who are you?", L_intro_who_are_you, + "What is obsidian salt, anyway?", L_intro_obsidian_salt, + "Goodbye.", -; + close; L_intro_obsidian_salt: - mes "[Robed Man]"; - mes "\"Oh, obsidian salt is a catalyst... or rather a theoretical catalyst. We know that it has to have an application somewhere, and I do have the strong suspicion that it may be linked to natural transmogrification...\""; - next; - goto L_intro_primary_menu; + mes "[Robed Man]"; + mes "\"Oh, obsidian salt is a catalyst... or rather a theoretical catalyst. We know that it has to have an application somewhere, and I do have the strong suspicion that it may be linked to natural transmogrification...\""; + next; + goto L_intro_primary_menu; L_intro_who_are_you: - mes "[Robed Man]"; - mes "\"Oh, oh my... of course you wouldn't know me, being from the countryside and all.\""; - mes "He laughs."; - mes "\"Well, my young friend, I am none other than Auldsbel the Graying, of the Council of Transmuters!\""; - next; + mes "[Robed Man]"; + mes "\"Oh, oh my... of course you wouldn't know me, being from the countryside and all.\""; + mes "He laughs."; + mes "\"Well, my young friend, I am none other than Auldsbel the Graying, of the Council of Transmuters!\""; + next; - set @Q_main_status, @Q_STATUS_POSTINTRO; - callsub S_update_var; - set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_AULDSBEL; + set @Q_main_status, @Q_STATUS_POSTINTRO; + callsub S_update_var; + set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_AULDSBEL; - mes "[Auldsbel the Wizard]"; - mes "\"That means that I'm a wizard, in case you were wondering.\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"That means that I'm a wizard, in case you were wondering.\""; + next; + goto L_main_menu; L_short_intro: - mes "[Auldsbel the Wizard]"; - mes "\"Welcome back, Padric!\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"Welcome back, Padric!\""; + next; + goto L_main_menu; L_main_menu: - if (@has_magic) - goto L_main_menu_magic; - - menu "How does this 'magic' work?", L_about_magic, - "I want to become a wizard!", L_learn_magic, - "Where are you from?", L_about_auldsbel, - "Do you need help with your experiments?", L_quest, - "What do you know about...", L_question, - "Goodbye.", -; - close; + if (@has_magic) + goto L_main_menu_magic; + + menu + "How does this 'magic' work?", L_about_magic, + "I want to become a wizard!", L_learn_magic, + "Where are you from?", L_about_auldsbel, + "Do you need help with your experiments?", L_quest, + "What do you know about...", L_question, + "Goodbye.", -; + close; L_main_menu_magic: - if (@wants_sulphur && @wants_ironpowder) - menu "How does magic work?", L_about_magic, + if (@wants_sulphur && @wants_ironpowder) + menu + "How does magic work?", L_about_magic, "Can you teach me a spell?", L_learn_spell, "Where are you from?", L_about_auldsbel, "Do you need help with your experiments?", L_quest, @@ -167,1179 +167,1108 @@ L_main_menu_magic: "Can you make sulphur powder?", L_sulphur, "Can you make iron powder?", L_ironpowder, "Goodbye.", -; - if (@wants_sulphur && !@wants_ironpowder) - menu "How does magic work?", L_about_magic, - "Can you teach me a spell?", L_learn_spell, - "Where are you from?", L_about_auldsbel, - "Do you need help with your experiments?", L_quest, - "What do you know about...", L_question, - "Can you make sulphur powder?", L_sulphur, - "Goodbye.", -; - if (!@wants_sulphur) - menu "How does magic work?", L_about_magic, - "Can you teach me a spell?", L_learn_spell, - "Where are you from?", L_about_auldsbel, - "Do you need help with your experiments?", L_quest, - "What do you know about...", L_question, - "Goodbye.", -; - close; + if (@wants_sulphur && !@wants_ironpowder) + menu + "How does magic work?", L_about_magic, + "Can you teach me a spell?", L_learn_spell, + "Where are you from?", L_about_auldsbel, + "Do you need help with your experiments?", L_quest, + "What do you know about...", L_question, + "Can you make sulphur powder?", L_sulphur, + "Goodbye.", -; + if (!@wants_sulphur) + menu + "How does magic work?", L_about_magic, + "Can you teach me a spell?", L_learn_spell, + "Where are you from?", L_about_auldsbel, + "Do you need help with your experiments?", L_quest, + "What do you know about...", L_question, + "Goodbye.", -; + close; L_ironpowder: - mes "[Auldsbel the Wizard]"; - mes "\"No, I do not know the spell for this. I expect that it shouldn't be too hard an invocation, but I'm too busy to work it out.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"I know that they used to make iron ore around here, though, many years ago. Perhaps the secret is still hidden somewhere?\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"No, I do not know the spell for this. I expect that it shouldn't be too hard an invocation, but I'm too busy to work it out.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"I know that they used to make iron ore around here, though, many years ago. Perhaps the secret is still hidden somewhere?\""; + next; + goto L_main_menu; L_sulphur: - mes "[Auldsbel the Wizard]"; - set @cost, 400 - (@Q_component_quest * 30); - mes "\"Sulphur powder? Ah, so we have picked up a little offensive magic, haven't we? Good thinking, good thinking. And yes, of course I can transmute volcanic ashes into sulphur powder at a ratio of 1:5, for " + @cost + " GP.\""; - next; - if (@Q_main_status >= @Q_STATUS_STUDENT) - menu - "No, thank you.", -, - "I will see what I can find.", -, - "Can you teach me how to make it myself?", L_sulphur_teach_spell, - "Here you are.", L_sulphur_buy; - if (@Q_main_status < @Q_STATUS_STUDENT) - menu - "No, thank you.", -, - "I will see what I can find.", -, - "Here you are.", L_sulphur_buy; - close; + mes "[Auldsbel the Wizard]"; + set @cost, 400 - (@Q_component_quest * 30); + mes "\"Sulphur powder? Ah, so we have picked up a little offensive magic, haven't we? Good thinking, good thinking. And yes, of course I can transmute volcanic ashes into sulphur powder at a ratio of 1:5, for " + @cost + " GP.\""; + next; + if (@Q_main_status >= @Q_STATUS_STUDENT) + menu + "No, thank you.", -, + "I will see what I can find.", -, + "Can you teach me how to make it myself?", L_sulphur_teach_spell, + "Here you are.", L_sulphur_buy; + if (@Q_main_status < @Q_STATUS_STUDENT) + menu + "No, thank you.", -, + "I will see what I can find.", -, + "Here you are.", L_sulphur_buy; + close; L_sulphur_buy: - if (zeny < @cost) - goto L_sulphur_nozeny; - if (countitem("PileOfAsh") < 1) - goto L_sulphur_noash; - getinventorylist; - if (@inventorylist_count == 100 - && countitem("SulphurPowder") > 1 - && countitem("PileOfAsh") == 0) - goto L_sulphur_noroom; - - set zeny, zeny - @cost; - delitem "PileOfAsh", 1; - getitem "SulphurPowder", 5; - mes "[Auldsbel the Wizard]"; - mes "\"I shall transmute it later. Here, have five half-ounces from my own stock.\""; - next; - goto L_main_menu; + if (zeny < @cost) + goto L_sulphur_nozeny; + if (countitem("PileOfAsh") < 1) + goto L_sulphur_noash; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("SulphurPowder") > 1 + && countitem("PileOfAsh") == 0) + goto L_sulphur_noroom; + + set zeny, zeny - @cost; + delitem "PileOfAsh", 1; + getitem "SulphurPowder", 5; + mes "[Auldsbel the Wizard]"; + mes "\"I shall transmute it later. Here, have five half-ounces from my own stock.\""; + next; + goto L_main_menu; L_sulphur_nozeny: - mes "[Auldsbel the Wizard]"; - mes "\"No GP, no service.\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"No GP, no service.\""; + next; + goto L_main_menu; L_sulphur_noash: - mes "[Auldsbel the Wizard]"; - mes "\"Without volcanic ash, I can't give you any sulphur powder. Try hunting some fire goblins, or somesuch.\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"Without volcanic ash, I can't give you any sulphur powder. Try hunting some fire goblins, or somesuch.\""; + next; + goto L_main_menu; L_sulphur_noroom: - mes "[Auldsbel the Wizard]"; - mes "\"Hmm, you really managed to squeeze something into every little place you had that we could have stored the powder in... you might want to return once you have resolved this matter.\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"Hmm, you really managed to squeeze something into every little place you had that we could have stored the powder in... you might want to return once you have resolved this matter.\""; + next; + goto L_main_menu; L_sulphur_teach_spell: - if (@Q_component_quest <= 4) - goto L_sulphur_teach_spell_no; - mes "[Auldsbel the Wizard]"; - mes "\"Very well, then. You have been quite helpful with my experiments, after all. As you may have noticed, the spell takes a pile of volcanic ashes. Close your hands around it, then whisper the invocation.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"That invocation is '" + getspellinvocation("make-sulphur") + "'.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"You may find that you can transmute the powder more effectively after a while; that is perfectly natural.\""; - next; - goto L_main_menu; + if (@Q_component_quest <= 4) + goto L_sulphur_teach_spell_no; + mes "[Auldsbel the Wizard]"; + mes "\"Very well, then. You have been quite helpful with my experiments, after all. As you may have noticed, the spell takes a pile of volcanic ashes. Close your hands around it, then whisper the invocation.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"That invocation is '" + getspellinvocation("make-sulphur") + "'.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"You may find that you can transmute the powder more effectively after a while; that is perfectly natural.\""; + next; + goto L_main_menu; L_sulphur_teach_spell_no: - mes "[Auldsbel the Wizard]"; - mes "\"Hmm... how about this: you help me with a few of my experiments, and I tell you?\""; - next; - menu - "Very well, I will help you.", L_quest, - "No.", -; - - mes "[Auldsbel the Wizard]"; - mes "\"Then I fear that I shall not reveal the spell to you either.\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"Hmm... how about this: you help me with a few of my experiments, and I tell you?\""; + next; + menu + "Very well, I will help you.", L_quest, + "No.", -; + mes "[Auldsbel the Wizard]"; + mes "\"Then I fear that I shall not reveal the spell to you either.\""; + next; + goto L_main_menu; L_about_magic: - mes "[Auldsbel the Wizard]"; - mes "\"Magic is a universal force that comes from within; only few individuals have the power to channel and manipulate it. Most magic users resort to spells-- prefabricated invocations-- to access and control their magical power.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"Most spells are claimed by one of the five schools of magic. To properly use them, a magic user need not only have sufficient prowess in magic overall, but also in the specifics of that particular school.\""; - next; + mes "[Auldsbel the Wizard]"; + mes "\"Magic is a universal force that comes from within; only few individuals have the power to channel and manipulate it. Most magic users resort to spells-- prefabricated invocations-- to access and control their magical power.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Most spells are claimed by one of the five schools of magic. To properly use them, a magic user need not only have sufficient prowess in magic overall, but also in the specifics of that particular school.\""; + next; L_about_magic_minimenu: - menu - "What are the five schools?", L_about_magic_schools, - "How can I advance in magic?", L_about_magic_advance, - "How do spells work?", L_about_magic_spells, - "Where can I learn spells?", L_about_magic_learn, - "Never mind.", -; - goto L_main_menu; + menu + "What are the five schools?", L_about_magic_schools, + "How can I advance in magic?", L_about_magic_advance, + "How do spells work?", L_about_magic_spells, + "Where can I learn spells?", L_about_magic_learn, + "Never mind.", -; + goto L_main_menu; L_about_magic_schools: - mes "[Auldsbel the Wizard]"; - mes "\"With few exceptions, all spells belong to one of the five schools of magic: Transmutation, War, Astral, Life, and Nature.\""; - next; + mes "[Auldsbel the Wizard]"; + mes "\"With few exceptions, all spells belong to one of the five schools of magic: Transmutation, War, Astral, Life, and Nature.\""; + next; L_about_schools_minimenu: - menu - "What's Transmutation magic?", L_about_transmutation, - "What's War magic?", L_about_war, - "What's Astral magic?", L_about_astral, - "What's Life magic?", L_about_life, - "What's Nature magic?", L_about_nature, - "Are there other spells?", L_about_other_spells, - "Thank you.", -; - goto L_about_magic_minimenu; + menu + "What's Transmutation magic?", L_about_transmutation, + "What's War magic?", L_about_war, + "What's Astral magic?", L_about_astral, + "What's Life magic?", L_about_life, + "What's Nature magic?", L_about_nature, + "Are there other spells?", L_about_other_spells, + "Thank you.", -; + goto L_about_magic_minimenu; L_about_transmutation: - mes "[Auldsbel the Wizard]"; - mes "\"Transmutation magic deals with forming matter into a new shape. Some advanced transmutation magic can also expose special properties of the material in question.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "He smiles."; - mes "\"Transmutation magic is the engine of human civilization. By allowing us to shape buildings, tools, and other items according to the power of our imagination, it gives us mastery over nature.\""; - next; - goto L_about_schools_minimenu; + mes "[Auldsbel the Wizard]"; + mes "\"Transmutation magic deals with forming matter into a new shape. Some advanced transmutation magic can also expose special properties of the material in question.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "He smiles."; + mes "\"Transmutation magic is the engine of human civilization. By allowing us to shape buildings, tools, and other items according to the power of our imagination, it gives us mastery over nature.\""; + next; + goto L_about_schools_minimenu; L_about_astral: - mes "[Auldsbel the Wizard]"; - mes "\"Astral magic comprises a family of spells that connect the caster to the Astral World. This connection can be used to pull the caster 'through'-- effectively teleporting them-- or to 'pull others through'-- summoning creatures.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"There are also some more direct uses of powers of the Astral World; mainly spells that affect other spells.\""; - next; - goto L_about_schools_minimenu; + mes "[Auldsbel the Wizard]"; + mes "\"Astral magic comprises a family of spells that connect the caster to the Astral World. This connection can be used to pull the caster 'through'-- effectively teleporting them-- or to 'pull others through'-- summoning creatures.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"There are also some more direct uses of powers of the Astral World; mainly spells that affect other spells.\""; + next; + goto L_about_schools_minimenu; L_about_war: - mes "[Auldsbel the Wizard]"; - mes "\"War magic deals with the inevitable necessity of struggle against other creatures, and sometimes even against other humans. War magic exclusively focuses on dealing damage and destruction.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"If you use War magic, you better have a Transmuter around for the aftermath, to clear up your collateral damage.\""; - next; - goto L_about_schools_minimenu; + mes "[Auldsbel the Wizard]"; + mes "\"War magic deals with the inevitable necessity of struggle against other creatures, and sometimes even against other humans. War magic exclusively focuses on dealing damage and destruction.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"If you use War magic, you better have a Transmuter around for the aftermath, to clear up your collateral damage.\""; + next; + goto L_about_schools_minimenu; L_about_life: - mes "[Auldsbel the Wizard]"; - mes "\"Life magic deals with healing. Not much of a surprise there.\""; - next; - goto L_about_schools_minimenu; + mes "[Auldsbel the Wizard]"; + mes "\"Life magic deals with healing. Not much of a surprise there.\""; + next; + goto L_about_schools_minimenu; L_about_nature: - mes "[Auldsbel the Wizard]"; - mes "\"Nature magic is a rather subtle (and, in my eyes, rather weak) kind of magic that deals with manipulating nature as it is. Think of it as Transmutation magic without being able to actually shape things the way you want.\""; - next; - goto L_about_schools_minimenu; + mes "[Auldsbel the Wizard]"; + mes "\"Nature magic is a rather subtle (and, in my eyes, rather weak) kind of magic that deals with manipulating nature as it is. Think of it as Transmutation magic without being able to actually shape things the way you want.\""; + next; + goto L_about_schools_minimenu; L_about_other_spells: - mes "[Auldsbel the Wizard]"; - mes "\"A few spells are not claimed by any particular school of magic. In practice, this means that anyone can cast them if they just have sufficient magical power. The most prominent example is the 'detect magic' spell, '" + getspellinvocation("detect-magic") + "'.\""; - next; - goto L_about_schools_minimenu; - - + mes "[Auldsbel the Wizard]"; + mes "\"A few spells are not claimed by any particular school of magic. In practice, this means that anyone can cast them if they just have sufficient magical power. The most prominent example is the 'detect magic' spell, '" + getspellinvocation("detect-magic") + "'.\""; + next; + goto L_about_schools_minimenu; L_about_magic_advance: - mes "[Auldsbel the Wizard]"; - mes "\"Advancing in your magical powers must come from two sources: from within and from a person who can guide you in whichever school of magic you wish to advance.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"For advancing in your general magic power, you must practice magical spells. Make sure to vary them; you will learn little if you cast the same spell over and over. Also, spells that consume no components seem not to be very instructive in practice.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"Once you have gathered enough spellcasting experience, you should be able to advance to the next level of magic. If you received your magic from a sponsor, you may have to seek out the sponsor again to advance.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"Similarly, to advance in a particular school of magic, you should seek out someone sufficiently competent in that school. Each school has a different rite for advancing its students, so make sure to talk to the right person.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"I myself am a Transmutation Wizard. Of course I know some spells from the other schools, but my focus is on Transmutation. Theoretically speaking, I can advance you in this school.\""; - next; - goto L_about_magic_minimenu; + mes "[Auldsbel the Wizard]"; + mes "\"Advancing in your magical powers must come from two sources: from within and from a person who can guide you in whichever school of magic you wish to advance.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"For advancing in your general magic power, you must practice magical spells. Make sure to vary them; you will learn little if you cast the same spell over and over. Also, spells that consume no components seem not to be very instructive in practice.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Once you have gathered enough spellcasting experience, you should be able to advance to the next level of magic. If you received your magic from a sponsor, you may have to seek out the sponsor again to advance.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Similarly, to advance in a particular school of magic, you should seek out someone sufficiently competent in that school. Each school has a different rite for advancing its students, so make sure to talk to the right person.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"I myself am a Transmutation Wizard. Of course I know some spells from the other schools, but my focus is on Transmutation. Theoretically speaking, I can advance you in this school.\""; + next; + goto L_about_magic_minimenu; L_about_magic_learn: - mes "[Auldsbel the Wizard]"; - mes "\"Finding and learning new spells is of course important in a magic user's quest towards becoming a full-fledged wizard.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"Some wizards will be willing to share their knowledge, usually for a price. But they are not the only sources of magical spells: many magical books contain spells, and you can occasionally find them written down in the most unusual of places.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"Some are even hiding as part of folklore or gossip. Of course, for those it can sometimes be hard to determine just what their prerequisites are...\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"If you decide to hunt for spells, make sure to keep a journal with you. Some spell invocations may only cross your path once in your lifetime; you must not allow them to get away!\""; - next; - goto L_about_magic_minimenu; + mes "[Auldsbel the Wizard]"; + mes "\"Finding and learning new spells is of course important in a magic user's quest towards becoming a full-fledged wizard.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Some wizards will be willing to share their knowledge, usually for a price. But they are not the only sources of magical spells: many magical books contain spells, and you can occasionally find them written down in the most unusual of places.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Some are even hiding as part of folklore or gossip. Of course, for those it can sometimes be hard to determine just what their prerequisites are...\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"If you decide to hunt for spells, make sure to keep a journal with you. Some spell invocations may only cross your path once in your lifetime; you must not allow them to get away!\""; + next; + goto L_about_magic_minimenu; L_about_magic_spells: - mes "[Auldsbel the Wizard]"; - mes "\"Magical spells are shortcuts, true magic bound to a word. No-one today remembers how they were created at the beginning of time, though many have tried to find it out, and failed...\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"These magical words are the spells' invocations. Spoken by someone who can't use magic, or by someone who doesn't satisfy the prerequisites, the word stands just for itself.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"But when spoken by a competent magic user, the word may unleash its effect-- consuming any components it may require, draining the caster's mana, changing the world around it.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"Some spells require catalysts on top of components, others vary in power depending on whom they are cast on or under what conditions. However, all spells are affected by the caster's astral power.\""; - next; + mes "[Auldsbel the Wizard]"; + mes "\"Magical spells are shortcuts, true magic bound to a word. No-one today remembers how they were created at the beginning of time, though many have tried to find it out, and failed...\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"These magical words are the spells' invocations. Spoken by someone who can't use magic, or by someone who doesn't satisfy the prerequisites, the word stands just for itself.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"But when spoken by a competent magic user, the word may unleash its effect-- consuming any components it may require, draining the caster's mana, changing the world around it.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Some spells require catalysts on top of components, others vary in power depending on whom they are cast on or under what conditions. However, all spells are affected by the caster's astral power.\""; + next; L_about_spells_minimenu: - menu - "What is this 'astral power'?", L_about_astral_power, - "What is a catalyst?", L_about_catalysts, - "What is a component?", L_about_components, - "What other prerequisites are there?", L_about_other_prerequisites, - "Where can I learn spells?", L_about_magic_learn, - "How often can I cast spells?", L_about_speed, - "Never mind.", L_about_magic_minimenu; - close; + menu + "What is this 'astral power'?", L_about_astral_power, + "What is a catalyst?", L_about_catalysts, + "What is a component?", L_about_components, + "What other prerequisites are there?", L_about_other_prerequisites, + "Where can I learn spells?", L_about_magic_learn, + "How often can I cast spells?", L_about_speed, + "Never mind.", L_about_magic_minimenu; + close; L_about_astral_power: - mes "[Auldsbel the Wizard]"; - mes "\"A person's astral power is determined by several factors: overall experience, intelligence, and any and all equipment the person may be wearing at a given time.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"Greater astral power means more powerful spells. Since equipment can greatly decrease astral power, most magic users tend to be careful about what they wear-- it takes a while to recover astral power even after armour is unequipped.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"The worst offenders are metal items, particularly shields and body armour. Helmets and gloves get in the way, too. Still, a few special or enchanted items may even increase magical power.\""; - next; - goto L_about_spells_minimenu; + mes "[Auldsbel the Wizard]"; + mes "\"A person's astral power is determined by several factors: overall experience, intelligence, and any and all equipment the person may be wearing at a given time.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Greater astral power means more powerful spells. Since equipment can greatly decrease astral power, most magic users tend to be careful about what they wear-- it takes a while to recover astral power even after armour is unequipped.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"The worst offenders are metal items, particularly shields and body armour. Helmets and gloves get in the way, too. Still, a few special or enchanted items may even increase magical power.\""; + next; + goto L_about_spells_minimenu; L_about_catalysts: - mes "[Auldsbel the Wizard]"; - mes "\"A catalyst is a material prerequisite to a spell that is not consumed as part of the spell. For example, the Transmuter's Tablet is required to properly perform many of the more powerful transmutation spells, but it is never consumed.\""; - next; - goto L_about_spells_minimenu; + mes "[Auldsbel the Wizard]"; + mes "\"A catalyst is a material prerequisite to a spell that is not consumed as part of the spell. For example, the Transmuter's Tablet is required to properly perform many of the more powerful transmutation spells, but it is never consumed.\""; + next; + goto L_about_spells_minimenu; L_about_components: - mes "[Auldsbel the Wizard]"; - mes "\"A material component is an item that is consumed as part of the spells magic. For example, when transmuting wood into arrows, you must consume a raw log to shape the arrows out of it.\""; - next; - goto L_about_spells_minimenu; + mes "[Auldsbel the Wizard]"; + mes "\"A material component is an item that is consumed as part of the spells magic. For example, when transmuting wood into arrows, you must consume a raw log to shape the arrows out of it.\""; + next; + goto L_about_spells_minimenu; L_about_other_prerequisites: - mes "[Auldsbel the Wizard]"; - mes "\"Some spells have additional requirements-- they can only be cast underground, or when you are standing very close to the person you are casting them on, or only when you are wearing a particular enchanted item. Spells are quirky, so read their descriptions carefully-- if you do find a description.\""; - next; - goto L_about_spells_minimenu; + mes "[Auldsbel the Wizard]"; + mes "\"Some spells have additional requirements-- they can only be cast underground, or when you are standing very close to the person you are casting them on, or only when you are wearing a particular enchanted item. Spells are quirky, so read their descriptions carefully-- if you do find a description.\""; + next; + goto L_about_spells_minimenu; L_about_speed: - mes "[Auldsbel the Wizard]"; - mes "\"Most spells are effective immediately, unless they require some complex astral connectoin-- summoning or teleporting can take a while to take effect, for example. Still, after casting a spell you usually need a moment to recover before casting the next.\""; - next; - goto L_about_spells_minimenu; - + mes "[Auldsbel the Wizard]"; + mes "\"Most spells are effective immediately, unless they require some complex astral connectoin-- summoning or teleporting can take a while to take effect, for example. Still, after casting a spell you usually need a moment to recover before casting the next.\""; + next; + goto L_about_spells_minimenu; L_about_auldsbel: - mes "[Auldsbel the Wizard]"; - mes "\"Well, there is no harm in giving you the general picture, I suppose.\""; - mes "He sighs, as if he had been forced to repeat something one time too many."; - mes "\"I am from the Council of Transmuters, the head organ of organized Transmutation magic in the known world.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"The council oversees recruitment, education, accreditation, and, if necessary, disciplining of Transmuters."; - mes "It ensures that Transmuter conduct is according to its statutes and acts as representative and point of contact towards other entities.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"Of all the schools of magic, the School of Transmutation is the most organised by far, and held in high esteem by rulers all across the world. Of course this is not only due to the outstanding and rigid structure of the school, but also because of the exceptional services that its members provide.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"The Council, presently overseen by Lord Transmogrifier Pontorias the Plaid (May His Shape Reflect His Soul Forever), consists of fourty-nine members and is situated in the citadel of Dorngard, in the northern mountains near the Crimson Cascade.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"The Council is sovereign over three hundred acres of land and nearby farming communities and has been ever since Yorick the Younger shaped Dorngard out of a mountain by sheer power of will, to build a home for the school his father had founded.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"The Council has held peaceful relations with nearby realms for almost two centruries now and is widely regarded as a reliable partner in shaping civilization to allow it to evolve towards its next stage.\""; - next; - - menu - "All right, but what about you?.", L_about_auldsbel_2, - "Never mind.", -; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"Well, there is no harm in giving you the general picture, I suppose.\""; + mes "He sighs, as if he had been forced to repeat something one time too many."; + mes "\"I am from the Council of Transmuters, the head organ of organized Transmutation magic in the known world.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"The council oversees recruitment, education, accreditation, and, if necessary, disciplining of Transmuters."; + mes "It ensures that Transmuter conduct is according to its statutes and acts as representative and point of contact towards other entities.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Of all the schools of magic, the School of Transmutation is the most organised by far, and held in high esteem by rulers all across the world. Of course this is not only due to the outstanding and rigid structure of the school, but also because of the exceptional services that its members provide.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"The Council, presently overseen by Lord Transmogrifier Pontorias the Plaid (May His Shape Reflect His Soul Forever), consists of fourty-nine members and is situated in the citadel of Dorngard, in the northern mountains near the Crimson Cascade.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"The Council is sovereign over three hundred acres of land and nearby farming communities and has been ever since Yorick the Younger shaped Dorngard out of a mountain by sheer power of will, to build a home for the school his father had founded.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"The Council has held peaceful relations with nearby realms for almost two centruries now and is widely regarded as a reliable partner in shaping civilization to allow it to evolve towards its next stage.\""; + next; + menu + "All right, but what about you?.", L_about_auldsbel_2, + "Never mind.", -; + goto L_main_menu; L_about_auldsbel_2: - mes "[Auldsbel the Wizard]"; - mes "\"Oh, myself? I am just vacationing in the area. Very relaxed and peaceful place, the Hurnscald area. And plenty of splendid specimens for experimentation.\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"Oh, myself? I am just vacationing in the area. Very relaxed and peaceful place, the Hurnscald area. And plenty of splendid specimens for experimentation.\""; + next; + goto L_main_menu; L_learn_magic: - mes "[Auldsbel the Wizard]"; - mes "Auldsbel laughs heartily."; - mes "\"Hah, if only it were so easy! No, my young friend, I fear that 'learning magic' here is not an option. Either you are born with it, or without.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"Sure, there are a few entities that may grant you magic-- Ether Spirits or Mana Seeds or Great Dragons-- but those are the stuff of legends, so I suggest that you don't waste your life trying to find one of them.\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "Auldsbel laughs heartily."; + mes "\"Hah, if only it were so easy! No, my young friend, I fear that 'learning magic' here is not an option. Either you are born with it, or without.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Sure, there are a few entities that may grant you magic-- Ether Spirits or Mana Seeds or Great Dragons-- but those are the stuff of legends, so I suggest that you don't waste your life trying to find one of them.\""; + next; + goto L_main_menu; L_question: - callfunc "MagicTalkOptionsSetup"; - set @ignore, @QQ_AULDSBEL; - callfunc "MagicTalkMenu"; - - if (@c == 0) goto L_main_menu; - if (@c == @QQ_ELANORE) goto L_Q_elanore; - if (@c == @QQ_MANASEED) goto L_Q_manaseed; - if (@c == @QQ_MANAPOTION) goto L_make_mana_potion; - if (@c == @QQ_WYARA) goto L_Q_wyara; - if (@c == @QQ_SAGATHA) goto L_Q_sagatha; - if (@c == @QQ_IMP) goto L_Q_imp; - if (@c == @QQ_OLDWIZ) goto L_Q_old_wizard; - if (@c == @QQ_ASTRALSOUL)goto L_Q_astralsoul; + callfunc "MagicTalkOptionsSetup"; + set @ignore, @QQ_AULDSBEL; + callfunc "MagicTalkMenu"; - mes "[Auldsbel the Wizard]"; - mes "\"Let us talk about something else.\""; - next; + if (@c == 0) goto L_main_menu; + if (@c == @QQ_ELANORE) + goto L_Q_elanore; + if (@c == @QQ_MANASEED) + goto L_Q_manaseed; + if (@c == @QQ_MANAPOTION) + goto L_make_mana_potion; + if (@c == @QQ_WYARA) + goto L_Q_wyara; + if (@c == @QQ_SAGATHA) + goto L_Q_sagatha; + if (@c == @QQ_IMP) + goto L_Q_imp; + if (@c == @QQ_OLDWIZ) + goto L_Q_old_wizard; + if (@c == @QQ_ASTRALSOUL) + goto L_Q_astralsoul; + + mes "[Auldsbel the Wizard]"; + mes "\"Let us talk about something else.\""; + next; + goto L_main_menu; L_Q_astralsoul: - if (!(getskilllv(SKILL_ASTRAL_SOUL))) - goto L_Q_astralsoul_L; - next; - mes "[Auldsbel the Wizard]"; - mes "\"Oh that is a really useful focus. It will help you doing magic of all kinds.\""; - next; - mes "\"...uhm...\""; - next; - mes "\"Didn't I teach you the ability to focus on magic, did I?\""; - goto L_main_menu; + if (!(getskilllv(SKILL_ASTRAL_SOUL))) + goto L_Q_astralsoul_L; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Oh that is a really useful focus. It will help you doing magic of all kinds.\""; + next; + mes "\"...uhm...\""; + next; + mes "\"Didn't I teach you the ability to focus on magic, did I?\""; + goto L_main_menu; L_Q_astralsoul_L: - mes "[Auldsbel the Wizard]"; - mes "\"Oh that is a really useful focus. It will help you doing magic of all kinds.\""; - next; - mes "\"I can try to teach you this ability.\""; - next; - mes "\"But I will need some very expensive magical substances to focus your brain onto magic.\""; - next; - mes "\"It is about... erm, 11300 GP. Do you have so much money?\""; - menu "Here you are", L_Q_astralsoul_L1, - "I will get it.", -; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"Oh that is a really useful focus. It will help you doing magic of all kinds.\""; + next; + mes "\"I can try to teach you this ability.\""; + next; + mes "\"But I will need some very expensive magical substances to focus your brain onto magic.\""; + next; + mes "\"It is about... erm, 11300 GP. Do you have so much money?\""; + menu + "Here you are", L_Q_astralsoul_L1, + "I will get it.", -; + goto L_main_menu; L_Q_astralsoul_L1: - if (zeny < 11300) - goto L_Q_astralsoul_nz; - set zeny, zeny - 11300; - mes "[Auldsbel the Wizard]"; - mes "\"Okay, listen:\""; - next; - mes "\"Some parts of your brain is still unused. These parts will now get the ability to get focused to magic.\""; - next; - mes "\"To do so, think of a magic spell!\""; - next; - mes "Auldsbel mumbles some invocations"; - next; - set @SUP_lvl, 1; - set @SUP_id, SKILL_ASTRAL_SOUL; - set @SUP_name$, "Astral Soul"; - set @SUP_xp, 2500; - callfunc "SkillUp"; - next; - mes "[Auldsbel the Wizard]"; - mes "\"Now go and try to find someone who can actually activate that focus.\""; - next; - mes "\"You have the powers to focus on magic, but you need to get magic focused now.\""; - goto L_main_menu; + if (zeny < 11300) + goto L_Q_astralsoul_nz; + set zeny, zeny - 11300; + mes "[Auldsbel the Wizard]"; + mes "\"Okay, listen:\""; + next; + mes "\"Some parts of your brain is still unused. These parts will now get the ability to get focused to magic.\""; + next; + mes "\"To do so, think of a magic spell!\""; + next; + mes "Auldsbel mumbles some invocations"; + next; + set @SUP_lvl, 1; + set @SUP_id, SKILL_ASTRAL_SOUL; + set @SUP_name$, "Astral Soul"; + set @SUP_xp, 2500; + callfunc "SkillUp"; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Now go and try to find someone who can actually activate that focus.\""; + next; + mes "\"You have the powers to focus on magic, but you need to get magic focused now.\""; + goto L_main_menu; L_Q_astralsoul_nz: - mes "[Auldsbel the Wizard]"; - mes "\"When learning powerful stuff, you should try not to make so many jokes.\""; - next; - mes "\"Come back when you have the money.\""; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"When learning powerful stuff, you should try not to make so many jokes.\""; + next; + mes "\"Come back when you have the money.\""; + goto L_main_menu; L_Q_old_wizard: - mes "[Auldsbel the Wizard]"; - mes "\"I'm still not sure what exactly to make of him. At first appearance, he seems like a senile old man, but there can be no doubt that he has-- or at least had, at some point-- a very deep understanding of magic.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"I have not had the opportunity to talk to him too much, though.\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"I'm still not sure what exactly to make of him. At first appearance, he seems like a senile old man, but there can be no doubt that he has-- or at least had, at some point-- a very deep understanding of magic.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"I have not had the opportunity to talk to him too much, though.\""; + next; + goto L_main_menu; L_Q_imp: - mes "[Auldsbel the Wizard]"; - mes "\"There are many different kinds of spirits in the world. Some are good-natured, others evil; some are weak, others very powerful. I don't know the particular one you have encountered, though I urge caution.\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"There are many different kinds of spirits in the world. Some are good-natured, others evil; some are weak, others very powerful. I don't know the particular one you have encountered, though I urge caution.\""; + next; + goto L_main_menu; L_Q_elanore: - mes "[Auldsbel the Wizard]"; - mes "\"Ah, Elanore. A kind little woman. Also a very proficient healer, from what I have been told, though we have interacted little. If you are interested in Life magic, you might want to talk to her.\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"Ah, Elanore. A kind little woman. Also a very proficient healer, from what I have been told, though we have interacted little. If you are interested in Life magic, you might want to talk to her.\""; + next; + goto L_main_menu; L_Q_wyara: - mes "[Auldsbel the Wizard]"; - mes "\"The village witch? Not exactly the brightest person, but she has managed to figure out how to brew potions. I doubt that she can do any real magic, though.\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"The village witch? Not exactly the brightest person, but she has managed to figure out how to brew potions. I doubt that she can do any real magic, though.\""; + next; + goto L_main_menu; L_Q_sagatha: - mes "[Auldsbel the Wizard]"; - mes "Auldsbel frowns."; - mes "\"That witch, hmm? She's a well-known trouble-maker, and quite a clever one at that; she once prevented us from cutting down a forest near Dorngaard that the villages wanted to use for farming, using some ingenious magic.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"That woman has spent too much time alone in the forests... I have the strong suspicion that she is more loyal towards her animals than towards us humans! I recommend that you stay away from her, if you value your well-being.\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "Auldsbel frowns."; + mes "\"That witch, hmm? She's a well-known trouble-maker, and quite a clever one at that; she once prevented us from cutting down a forest near Dorngaard that the villages wanted to use for farming, using some ingenious magic.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"That woman has spent too much time alone in the forests... I have the strong suspicion that she is more loyal towards her animals than towards us humans! I recommend that you stay away from her, if you value your well-being.\""; + next; + goto L_main_menu; L_Q_manaseed_rumour: - mes "\"A mana seed? Around here? Nah, they've been pulling your leg. Those things are extremely rare, after all.\""; - next; - goto L_main_menu; + mes "\"A mana seed? Around here? Nah, they've been pulling your leg. Those things are extremely rare, after all.\""; + next; + goto L_main_menu; L_Q_manaseed: - mes "[Auldsbel the Wizard]"; - if (@has_magic) - goto L_Q_manaseed_withmagic; - if (!(MAGIC_FLAGS & MFLAG_KNOWS_MANASEED)) // rumour only? - goto L_Q_manaseed_rumour; - if (MAGIC_FLAGS & MFLAG_DRANK_POTION) - goto L_Q_manaseed_prepared; - if (MAGIC_FLAGS & MFLAG_TOUCHED_MANASEED) - goto L_Q_manaseed_touched; - mes "\"You have found an actual Mana Seed? That's impossible! Well, very unlikely... Then again, some others have told me similar rumours. I find it hard to believe that...\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"Well, if it's true, then try touching it. That should do you no harm, but if you are very, very lucky, it just might grant you some minuscule amount of magical power.\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + if (@has_magic) + goto L_Q_manaseed_withmagic; + if (!(MAGIC_FLAGS & MFLAG_KNOWS_MANASEED)) // rumour only? + goto L_Q_manaseed_rumour; + if (MAGIC_FLAGS & MFLAG_DRANK_POTION) + goto L_Q_manaseed_prepared; + if (MAGIC_FLAGS & MFLAG_TOUCHED_MANASEED) + goto L_Q_manaseed_touched; + mes "\"You have found an actual Mana Seed? That's impossible! Well, very unlikely... Then again, some others have told me similar rumours. I find it hard to believe that...\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Well, if it's true, then try touching it. That should do you no harm, but if you are very, very lucky, it just might grant you some minuscule amount of magical power.\""; + next; + goto L_main_menu; L_Q_manaseed_touched: - if (MAGIC_FLAGS & MFLAG_DRANK_POTION) - goto L_Q_manaseed_prepared; - mes "\"So you touched the Mana Seed, and its power flowed right through you? You are lucky-- it is willing to share-- but you are also unlucky, in that you lack the discipline and control needed to contain this power.\""; - next; - - if (MAGIC_FLAGS & MFLAG_KNOWS_MANAPOTION) - goto L_Q_manaseed_touched_short; - - mes "[Auldsbel the Wizard]"; - mes "\"Legend has it that you can substitute for such control by imbibing a Mana Potion. I am not sure whether that legend is true, but for you it might be worth trying it out.\""; - next; + if (MAGIC_FLAGS & MFLAG_DRANK_POTION) + goto L_Q_manaseed_prepared; + mes "\"So you touched the Mana Seed, and its power flowed right through you? You are lucky-- it is willing to share-- but you are also unlucky, in that you lack the discipline and control needed to contain this power.\""; + next; + if (MAGIC_FLAGS & MFLAG_KNOWS_MANAPOTION) + goto L_Q_manaseed_touched_short; + mes "[Auldsbel the Wizard]"; + mes "\"Legend has it that you can substitute for such control by imbibing a Mana Potion. I am not sure whether that legend is true, but for you it might be worth trying it out.\""; + next; + set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_MANAPOTION; - set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_MANAPOTION; L_Q_manaseed_touched_short: - menu - "Where can I get a Mana Potion?", L_where_mana_potion, - "Can you make a Mana Potion?", L_make_mana_potion, - "Thank you.", -; - goto L_main_menu; + menu + "Where can I get a Mana Potion?", L_where_mana_potion, + "Can you make a Mana Potion?", L_make_mana_potion, + "Thank you.", -; + goto L_main_menu; L_where_mana_potion: - mes "[Auldsbel the Wizard]"; - mes "\"Well, quite a few alchemists should be able to brew one for you. Or maybe the village witch, even, though I personally would recommend seeing an alchemist.\""; - next; - goto L_Q_manaseed_touched_short; + mes "[Auldsbel the Wizard]"; + mes "\"Well, quite a few alchemists should be able to brew one for you. Or maybe the village witch, even, though I personally would recommend seeing an alchemist.\""; + next; + goto L_Q_manaseed_touched_short; L_make_mana_potion: - mes "[Auldsbel the Wizard]"; - mes "\"Well, I can transmute some components into a Mana Potion for you. Let's see... I will need one pearl, 10,000 GP, about twenty Mauve leaves, and some Gamboge ones... ten should do, I think. Oh, and a bottle of water, of course.\""; - next; - menu - "Here you are.", -, - "I will look for those items.", L_main_menu, - "I'm not interested.", L_Q_manaseed_touched_short; - - if (zeny < 10000) - goto L_make_mana_potion_missing; - if (countitem("GambogeHerb") < 10) - goto L_make_mana_potion_missing; - if (countitem("MauveHerb") < 20) - goto L_make_mana_potion_missing; - if (countitem("Pearl") < 1) - goto L_make_mana_potion_missing; - if (countitem("BottleOfWater") < 1) - goto L_make_mana_potion_missing; - getinventorylist; - if (@inventorylist_count == 100 + mes "[Auldsbel the Wizard]"; + mes "\"Well, I can transmute some components into a Mana Potion for you. Let's see... I will need one pearl, 10,000 GP, about twenty Mauve leaves, and some Gamboge ones... ten should do, I think. Oh, and a bottle of water, of course.\""; + next; + menu + "Here you are.", -, + "I will look for those items.", L_main_menu, + "I'm not interested.", L_Q_manaseed_touched_short; + if (zeny < 10000) + goto L_make_mana_potion_missing; + if (countitem("GambogeHerb") < 10) + goto L_make_mana_potion_missing; + if (countitem("MauveHerb") < 20) + goto L_make_mana_potion_missing; + if (countitem("Pearl") < 1) + goto L_make_mana_potion_missing; + if (countitem("BottleOfWater") < 1) + goto L_make_mana_potion_missing; + getinventorylist; + if (@inventorylist_count == 100 && countitem("GambogeHerb") > 10 && countitem("MauveHerb") > 20 && countitem("Pearl") > 1 && countitem("BottleOfWater") > 1 && countitem("ManaPotion") < 1) - goto L_mana_potion_toomuch; - - set zeny, zeny - 10000; - delitem "GambogeHerb", 10; - delitem "MauveHerb", 20; - delitem "Pearl", 1; - delitem "BottleOfWater", 1; - getitem "ManaPotion", 1; - - mes "[Auldsbel the Wizard]"; - mes "Auldsbel pockets your GP and the pearl, then stuffs the leaves into the bottle. Holding the bottle between his hands, he focuses briefly. The water and leaves flash bright red, then the leaves dissolve."; - next; - - mes "[Auldsbel the Wizard]"; - mes "The wizard pours the resultant mixture into a different bottle. \"It will lose its power quickly if left in a glass bottle\", he explains."; - mes "He hands you the final result, which feels surprisingly heavy."; - next; - - menu - "Thank you!", L_main_menu, - "What about the pearl and GP?", -; - - mes "[Auldsbel the Wizard]"; - mes "Auldsbel raises his eyebrows in surprise."; - mes "\"Those were payment. You don't expect me to work for free, now do you?\""; - next; - - goto L_main_menu; + goto L_mana_potion_toomuch; + set zeny, zeny - 10000; + delitem "GambogeHerb", 10; + delitem "MauveHerb", 20; + delitem "Pearl", 1; + delitem "BottleOfWater", 1; + getitem "ManaPotion", 1; + + mes "[Auldsbel the Wizard]"; + mes "Auldsbel pockets your GP and the pearl, then stuffs the leaves into the bottle. Holding the bottle between his hands, he focuses briefly. The water and leaves flash bright red, then the leaves dissolve."; + next; + mes "[Auldsbel the Wizard]"; + mes "The wizard pours the resultant mixture into a different bottle. \"It will lose its power quickly if left in a glass bottle\", he explains."; + mes "He hands you the final result, which feels surprisingly heavy."; + next; + menu + "Thank you!", L_main_menu, + "What about the pearl and GP?", -; + mes "[Auldsbel the Wizard]"; + mes "Auldsbel raises his eyebrows in surprise."; + mes "\"Those were payment. You don't expect me to work for free, now do you?\""; + next; + goto L_main_menu; L_mana_potion_toomuch: - mes "[Auldsbel the Wizard]"; - mes "\"Burdened as you are, I doubt you could carry it. Get rid of some of your old things first, will you?\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"Burdened as you are, I doubt you could carry it. Get rid of some of your old things first, will you?\""; + next; + goto L_main_menu; L_make_mana_potion_missing: - mes "[Auldsbel the Wizard]"; - mes "\"No, I need one pearl, 10,000 GP, 20 Mauve leaves, 10 Gamboge leaves, and one bottle of water.\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"No, I need one pearl, 10,000 GP, 20 Mauve leaves, 10 Gamboge leaves, and one bottle of water.\""; + next; + goto L_main_menu; L_Q_manaseed_prepared: - mes "\"So you found a Mana Seed and prepared yourself by drinking a mana potion? I recommend that you visit the seed again and see if that actually works...\""; - next; - goto L_main_menu; + mes "\"So you found a Mana Seed and prepared yourself by drinking a mana potion? I recommend that you visit the seed again and see if that actually works...\""; + next; + goto L_main_menu; L_Q_manaseed_withmagic: - if (MAGIC_FLAGS & MFLAG_MANASEED_MAXEDOUT) - goto L_Q_manaseed_maxedout; - mes "\"I still find it hard to believe that you have found an actual Mana Seed here, in the middle of nowhere... Well, I suggest that you keep visiting it. As your control over magic grows, it may grant you additional power.\""; - next; - goto L_main_menu; + if (MAGIC_FLAGS & MFLAG_MANASEED_MAXEDOUT) + goto L_Q_manaseed_maxedout; + mes "\"I still find it hard to believe that you have found an actual Mana Seed here, in the middle of nowhere... Well, I suggest that you keep visiting it. As your control over magic grows, it may grant you additional power.\""; + next; + goto L_main_menu; L_Q_manaseed_maxedout: - mes "\"So the mana seed isn't giving you any more power? You might want to try again later; normally those seeds grow in power, over time.\""; - next; - goto L_main_menu; + mes "\"So the mana seed isn't giving you any more power? You might want to try again later; normally those seeds grow in power, over time.\""; + next; + goto L_main_menu; L_quest: - if (@Q_component_quest == 0) - goto L_component_quest_0; - if (@Q_component_quest == 1) - goto L_component_quest_1; - if (@Q_component_quest == 2) - goto L_component_quest_2; - if (@Q_component_quest == 3) - goto L_component_quest_3; - if (@Q_component_quest == 4) - goto L_component_quest_4; - if (@Q_component_quest == 5) - goto L_component_quest_5; - mes "[Auldsbel the Wizard]"; - mes "\"You have been very helpful, but at this point I have everything I need. Except perhaps for a Wumpus Egg, though I have no idea where you could find one... If you ever come across one, I will give you a special reward for it, though.\""; - next; - goto L_main_menu; + if (@Q_component_quest == 0) + goto L_component_quest_0; + if (@Q_component_quest == 1) + goto L_component_quest_1; + if (@Q_component_quest == 2) + goto L_component_quest_2; + if (@Q_component_quest == 3) + goto L_component_quest_3; + if (@Q_component_quest == 4) + goto L_component_quest_4; + if (@Q_component_quest == 5) + goto L_component_quest_5; + mes "[Auldsbel the Wizard]"; + mes "\"You have been very helpful, but at this point I have everything I need. Except perhaps for a Wumpus Egg, though I have no idea where you could find one... If you ever come across one, I will give you a special reward for it, though.\""; + next; + goto L_main_menu; L_component_quest_0: - mes "[Auldsbel the Wizard]"; - mes "Auldsbel is visibly delighted."; - mes "\"Ah, indeed, indeed! I can often use help with my experiments, and you just happen to be arriving at a particularly opportune time. See, I found this...\""; - mes "He pulls something from his pocket and shows it to you."; - next; - mes "[Auldsbel the Wizard]"; - mes "\"It's a silk cocoon. This area has been virtually infested with silkworms, from what I have seen. This is splendid! I will try to... do something very special with this one. But for that I will need twenty Mauve leaves.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"There are plenty of Mauve plants around, so I'm sure that you won't have a hard time finding the leaves.\""; - next; - menu - "I have them here.", -, - "Sure, I will look for them.", L_main_menu; - - if (countitem ("MauveHerb") < 20) - goto L_component_quest_missing; - - delitem "MauveHerb", 20; - set zeny, zeny + 2500; - mes "[Auldsbel the Wizard]"; - mes "\"Well done, my young friend! Here are 2,500 GP to compensate you for your efforts.\""; - mes "[You gain 250 experience points]"; - getexp 250, 0; - set @Q_component_quest, 1; - callsub S_update_var; - next; - - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "Auldsbel is visibly delighted."; + mes "\"Ah, indeed, indeed! I can often use help with my experiments, and you just happen to be arriving at a particularly opportune time. See, I found this...\""; + mes "He pulls something from his pocket and shows it to you."; + next; + mes "[Auldsbel the Wizard]"; + mes "\"It's a silk cocoon. This area has been virtually infested with silkworms, from what I have seen. This is splendid! I will try to... do something very special with this one. But for that I will need twenty Mauve leaves.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"There are plenty of Mauve plants around, so I'm sure that you won't have a hard time finding the leaves.\""; + next; + menu + "I have them here.", -, + "Sure, I will look for them.", L_main_menu; + if (countitem ("MauveHerb") < 20) + goto L_component_quest_missing; + delitem "MauveHerb", 20; + set zeny, zeny + 2500; + mes "[Auldsbel the Wizard]"; + mes "\"Well done, my young friend! Here are 2,500 GP to compensate you for your efforts.\""; + mes "[You gain 250 experience points]"; + getexp 250, 0; + set @Q_component_quest, 1; + callsub S_update_var; + next; + goto L_main_menu; L_component_quest_1: - mes "[Auldsbel the Wizard]"; - mes "\"Good, good... I am trying to come up with a way to best use the Mauve leaves you brought me, but it seems that I will need further components. I am not sure about the exact composition yet, but I will need a few potions.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"Please be a good " + @address$ + " and get me an iron potion, a concentration potion, and three small and three medium healing potions.\""; - next; - menu - "Here you are.", -, - "I'm not your 'good " + @address$ + "'!", L_main_menu, - "I'll see what I can do.", L_main_menu; - - if (countitem ("SmallHealingPotion") < 3) - goto L_component_quest_missing; - if (countitem ("MediumHealingPotion") < 3) - goto L_component_quest_missing; - if (countitem ("IronPotion") < 1) - goto L_component_quest_missing; - if (countitem ("ConcentrationPotion") < 1) - goto L_component_quest_missing; - - delitem "SmallHealingPotion", 3; - delitem "MediumHealingPotion", 3; - delitem "IronPotion", 1; - delitem "ConcentrationPotion", 1; - set zeny, zeny + 2500; - mes "[Auldsbel the Wizard]"; - mes "\"Ah, excellent, excellent! These are precisely what I needed. Here are another 2,500 GP to compensate you for your efforts.\""; - mes "[You gain 500 experience points]"; - getexp 500, 0; - set @Q_component_quest, 2; - callsub S_update_var; - next; - - goto L_main_menu; - + mes "[Auldsbel the Wizard]"; + mes "\"Good, good... I am trying to come up with a way to best use the Mauve leaves you brought me, but it seems that I will need further components. I am not sure about the exact composition yet, but I will need a few potions.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Please be a good " + @address$ + " and get me an iron potion, a concentration potion, and three small and three medium healing potions.\""; + next; + menu + "Here you are.", -, + "I'm not your 'good " + @address$ + "'!", L_main_menu, + "I'll see what I can do.", L_main_menu; + if (countitem ("SmallHealingPotion") < 3) + goto L_component_quest_missing; + if (countitem ("MediumHealingPotion") < 3) + goto L_component_quest_missing; + if (countitem ("IronPotion") < 1) + goto L_component_quest_missing; + if (countitem ("ConcentrationPotion") < 1) + goto L_component_quest_missing; + delitem "SmallHealingPotion", 3; + delitem "MediumHealingPotion", 3; + delitem "IronPotion", 1; + delitem "ConcentrationPotion", 1; + set zeny, zeny + 2500; + mes "[Auldsbel the Wizard]"; + mes "\"Ah, excellent, excellent! These are precisely what I needed. Here are another 2,500 GP to compensate you for your efforts.\""; + mes "[You gain 500 experience points]"; + getexp 500, 0; + set @Q_component_quest, 2; + callsub S_update_var; + next; + goto L_main_menu; L_component_quest_2: - mes "[Auldsbel the Wizard]"; - mes "\"Ah! Excellent! Yes, yes, indeed I need help. I have managed to transmute the components you brought me into a liquid that I believe to be a demetamorphosis stock, but it seems that the details still need some fine-tuning, and I am out of silk cocoons...\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"I would like to run the next batch of experiments on a larger scale, though. Would you be so kind as to fetch me some one hundred silk cocoons, please?\""; - next; - - menu - "One hundred cocoons, here you are.", -, - "That's a lot; I'll see what I can do.", L_main_menu; - - if (countitem ("SilkCocoon") < 100) - goto L_component_quest_missing; - - delitem "SilkCocoon", 100; - set zeny, zeny + 5000; - mes "[Auldsbel the Wizard]"; - mes "\"Splendid, splendid! Here are 5,000 GP for you.\""; - mes "Auldsbel attempts to cram the cocoons into his pockets, with little success. Finally he gives up and takes them into his hut."; - mes "[You gain 2,000 experience points]"; - getexp 2000, 0; - set @Q_component_quest, 3; - callsub S_update_var; - next; - - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"Ah! Excellent! Yes, yes, indeed I need help. I have managed to transmute the components you brought me into a liquid that I believe to be a demetamorphosis stock, but it seems that the details still need some fine-tuning, and I am out of silk cocoons...\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"I would like to run the next batch of experiments on a larger scale, though. Would you be so kind as to fetch me some one hundred silk cocoons, please?\""; + next; + menu + "One hundred cocoons, here you are.", -, + "That's a lot; I'll see what I can do.", L_main_menu; + if (countitem ("SilkCocoon") < 100) + goto L_component_quest_missing; + delitem "SilkCocoon", 100; + set zeny, zeny + 5000; + mes "[Auldsbel the Wizard]"; + mes "\"Splendid, splendid! Here are 5,000 GP for you.\""; + mes "Auldsbel attempts to cram the cocoons into his pockets, with little success. Finally he gives up and takes them into his hut."; + mes "[You gain 2,000 experience points]"; + getexp 2000, 0; + set @Q_component_quest, 3; + callsub S_update_var; + next; + goto L_main_menu; L_component_quest_3: - mes "[Auldsbel the Wizard]"; - mes "\"Yes... I'm actually not certain that my demetamorphosis stock will not drain the life out of these little creatures. Perhaps an alchemical revitalization tincture would be called for. Fortunately this one is easy, I can make it myself.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"I'm still not sure how to integrate it into the spell... but leave that to me. Can you get me twenty-five red scorpion stingers and twenty-five lumps of maggot slime? Those should be just what I need.\""; - next; - menu - "Here are your stingers and slimes.", -, - "I will get back to you once I have them.", L_main_menu; - - if (countitem ("RedScorpionStinger") < 25) - goto L_component_quest_missing; - if (countitem ("MaggotSlime") < 25) - goto L_component_quest_missing; - - delitem "RedScorpionStinger", 25; - delitem "MaggotSlime", 25; - set zeny, zeny + 5000; - mes "[Auldsbel the Wizard]"; - mes "\"Good " + @address$ + "! Another 5,000 GP for you.\""; - mes "\"I believe that I have figured out one possible way to integrate the tincture into the spell... I will let you know how that goes.\""; - mes "[You gain 10,000 experience points]"; - getexp 10000, 0; - set @Q_component_quest, 4; - callsub S_update_var; - next; - - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"Yes... I'm actually not certain that my demetamorphosis stock will not drain the life out of these little creatures. Perhaps an alchemical revitalization tincture would be called for. Fortunately this one is easy, I can make it myself.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"I'm still not sure how to integrate it into the spell... but leave that to me. Can you get me twenty-five red scorpion stingers and twenty-five lumps of maggot slime? Those should be just what I need.\""; + next; + menu + "Here are your stingers and slimes.", -, + "I will get back to you once I have them.", L_main_menu; + if (countitem ("RedScorpionStinger") < 25) + goto L_component_quest_missing; + if (countitem ("MaggotSlime") < 25) + goto L_component_quest_missing; + delitem "RedScorpionStinger", 25; + delitem "MaggotSlime", 25; + set zeny, zeny + 5000; + mes "[Auldsbel the Wizard]"; + mes "\"Good " + @address$ + "! Another 5,000 GP for you.\""; + mes "\"I believe that I have figured out one possible way to integrate the tincture into the spell... I will let you know how that goes.\""; + mes "[You gain 10,000 experience points]"; + getexp 10000, 0; + set @Q_component_quest, 4; + callsub S_update_var; + next; + goto L_main_menu; L_component_quest_4: - mes "[Auldsbel the Wizard]"; - mes "\"Hmm, yes... See, the thing is that transmuting living beings is not normally something that transmutation magic can do. It seems that the beings' life force must be overcome to transmute them, but that in turn kills them.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"But I was wondering whether creatures that already can auto-transmute-- or metamorphose, as some people call it-- might not allow themselves to be subjected to magical transmutation more easily... Still, all of my demetamorphosis attempts so far have failed.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"I am thinking of injecting the life force of another creature, perhaps using some astral channelling. Snakes sound most promising, as they have a similar physical shape but a strong life force.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"Could you get me twenty regular, cave, and mountain snake tongues, please? So a total of sixty tongues. This is where most of their life force is concentrated, incidentally.\""; - next; - menu - "Here are your tongues.", -, - "I will hunt some snakes for you.", L_main_menu; - - if (countitem ("SnakeTongue") < 20) - goto L_component_quest_missing; - if (countitem ("CaveSnakeTongue") < 20) - goto L_component_quest_missing; - if (countitem ("MountainSnakeTongue") < 20) - goto L_component_quest_missing; - - delitem "SnakeTongue", 20; - delitem "CaveSnakeTongue", 20; - delitem "MountainSnakeTongue", 20; - set zeny, zeny + 8000; - mes "[Auldsbel the Wizard]"; - mes "\"8,000 GP should cover your efforts, I think.\""; - mes "\"Now let's see if this works...\""; - mes "[You gain 40,000 experience points]"; - getexp 40000, 0; - set @Q_component_quest, 5; - callsub S_update_var; - next; - - mes "[Auldsbel the Wizard]"; - mes "Auldsbel focuses on the bundle of snake tongues, which begin to assume a bright red colour, then start to glow. Yellow sparks drop to the ground, as Auldsbel rolls the tongues into a ball."; - next; - mes "[Auldsbel the Wizard]"; - mes "He tosses in a cocoon, then squeezes everything together. A bright red flash blinds you momentarily."; - next; - mes "[Auldsbel the Wizard]"; - mes "As Auldsbel opens his hands, there is nothing there."; - next; - mes "[Auldsbel the Wizard]"; - mes "He frowns. \"Their life force was still not strong enough. Hmm.\""; - next; - - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"Hmm, yes... See, the thing is that transmuting living beings is not normally something that transmutation magic can do. It seems that the beings' life force must be overcome to transmute them, but that in turn kills them.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"But I was wondering whether creatures that already can auto-transmute-- or metamorphose, as some people call it-- might not allow themselves to be subjected to magical transmutation more easily... Still, all of my demetamorphosis attempts so far have failed.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"I am thinking of injecting the life force of another creature, perhaps using some astral channelling. Snakes sound most promising, as they have a similar physical shape but a strong life force.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Could you get me twenty regular, cave, and mountain snake tongues, please? So a total of sixty tongues. This is where most of their life force is concentrated, incidentally.\""; + next; + menu + "Here are your tongues.", -, + "I will hunt some snakes for you.", L_main_menu; + if (countitem ("SnakeTongue") < 20) + goto L_component_quest_missing; + if (countitem ("CaveSnakeTongue") < 20) + goto L_component_quest_missing; + if (countitem ("MountainSnakeTongue") < 20) + goto L_component_quest_missing; + delitem "SnakeTongue", 20; + delitem "CaveSnakeTongue", 20; + delitem "MountainSnakeTongue", 20; + set zeny, zeny + 8000; + mes "[Auldsbel the Wizard]"; + mes "\"8,000 GP should cover your efforts, I think.\""; + mes "\"Now let's see if this works...\""; + mes "[You gain 40,000 experience points]"; + getexp 40000, 0; + set @Q_component_quest, 5; + callsub S_update_var; + next; + mes "[Auldsbel the Wizard]"; + mes "Auldsbel focuses on the bundle of snake tongues, which begin to assume a bright red colour, then start to glow. Yellow sparks drop to the ground, as Auldsbel rolls the tongues into a ball."; + next; + mes "[Auldsbel the Wizard]"; + mes "He tosses in a cocoon, then squeezes everything together. A bright red flash blinds you momentarily."; + next; + mes "[Auldsbel the Wizard]"; + mes "As Auldsbel opens his hands, there is nothing there."; + next; + mes "[Auldsbel the Wizard]"; + mes "He frowns. \"Their life force was still not strong enough. Hmm.\""; + next; + goto L_main_menu; L_component_quest_5: - mes "[Auldsbel the Wizard]"; - mes "\"I do have another assignment for you, but this one will be tricky. I will need fifty grass snake tongues. I believe that this may be just enough life force to return the silkworm back to its original shape.\""; - next; - menu - "Here they are.", -, - "That's quite a challenge.", L_main_menu; - - if (countitem ("GrassSnakeTongue") < 50) - goto L_component_quest_missing; - - delitem "GrassSnakeTongue", 50; - set zeny, zeny + 10000; - mes "[Auldsbel the Wizard]"; - mes "\"Excellent! Here are 10,000 GP for you, and now let's see how this goes.\""; - mes "[You gain 100,000 experience points]"; - getexp 100000, 0; - set @Q_component_quest, 6; - callsub S_update_var; - next; - - mes "[Auldsbel the Wizard]"; - mes "Auldsbel rolls the snake tongues into a ball again, whilst chanting some words that you fail to discern. As the ball begins to glow, he tosses in a silkworm cocoon."; - mes "He then presses his hands together; you are blinded by a blue flash."; - next; - - mes "[Auldsbel the Wizard]"; - mes "The wizard steps back in horror."; - mes "\"Oh my... I should have known. I have stepped into Astral spell territory here. This is bad...\""; - mes "He mumbles a brief spell invocation."; - mes "\"I suggest that you run.\""; - next; - - misceffect sfx_magic_transmute; - monster "this", 50, 68, "Grass Snake", 1034, 4; - close; + mes "[Auldsbel the Wizard]"; + mes "\"I do have another assignment for you, but this one will be tricky. I will need fifty grass snake tongues. I believe that this may be just enough life force to return the silkworm back to its original shape.\""; + next; + menu + "Here they are.", -, + "That's quite a challenge.", L_main_menu; + if (countitem ("GrassSnakeTongue") < 50) + goto L_component_quest_missing; + delitem "GrassSnakeTongue", 50; + set zeny, zeny + 10000; + mes "[Auldsbel the Wizard]"; + mes "\"Excellent! Here are 10,000 GP for you, and now let's see how this goes.\""; + mes "[You gain 100,000 experience points]"; + getexp 100000, 0; + set @Q_component_quest, 6; + callsub S_update_var; + next; + mes "[Auldsbel the Wizard]"; + mes "Auldsbel rolls the snake tongues into a ball again, whilst chanting some words that you fail to discern. As the ball begins to glow, he tosses in a silkworm cocoon."; + mes "He then presses his hands together; you are blinded by a blue flash."; + next; + mes "[Auldsbel the Wizard]"; + mes "The wizard steps back in horror."; + mes "\"Oh my... I should have known. I have stepped into Astral spell territory here. This is bad...\""; + mes "He mumbles a brief spell invocation."; + mes "\"I suggest that you run.\""; + next; + misceffect sfx_magic_transmute; + monster "this", 50, 68, "Grass Snake", 1034, 4; + close; L_component_quest_missing: - mes "[Auldsbel the Wizard]"; - mes "\"No, you are missing some items. Come back later when you have everything!\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"No, you are missing some items. Come back later when you have everything!\""; + next; + goto L_main_menu; L_learn_spell: - if (@Q_main_status == @Q_STATUS_INITIATION) goto LL_initiation; - if (@Q_main_status == @Q_STATUS_STUDENT) goto LL_student_start; - if (@Q_main_status == @Q_STATUS_STUDENT0) goto LL_student_0; - if (@Q_main_status == @Q_STATUS_STUDENT1) goto LL_student_1; - if (@Q_main_status == @Q_STATUS_STUDENT2) goto LL_student_2; - if (@Q_main_status == @Q_STATUS_STUDENT3) goto LL_student_3; - if (@Q_main_status == @Q_STATUS_STUDENT4) goto LL_student_4; - if (@Q_main_status == @Q_STATUS_STUDENT5) goto LL_student_5; - if (@Q_main_status == @Q_STATUS_STUDENT6) goto LL_student_6; - - mes "[Auldsbel the Wizard]"; - mes "\"Wellll.... you do seem to have some magical abilities. But do you possess the talent and diligence needed for a true wizard?\""; - mes "He raises an eyebrow at you, then grins."; - mes "\"Only one way to find out! Let me teach you a first spell.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"This spell is a simple transmutation invocation. All it takes is a clean wooden log. Hold it in your hand, focus your powers, and say the magic invocation.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"You can turn the log into a wooden figurine by imagining the creature whose shape you want in your head and saying `" + getspellinvocation("transmute-wood-to-figurine") + ",' followed by the last syllable of the name of the creature you want to shape it into.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"So `" + getspellinvocation("transmute-wood-to-figurine") + " lurk' for a Skrytlurk figurine, for example. If you know what a Skrytlurk is, I mean, otherwise you will have a hard time imagining it. You may want to try some others instead, though.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"Oh... and it has to be the old Tritan name. Most creatures nowadays have very different names, but some old Tritan names have survived. Just try some, until you find one that fits.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"Oh, actually, make sure to write that down. You should keep track of all spells and spell fragments, really. I always keep a notebook handy, in fact.\""; - next; - set @Q_main_status, @Q_STATUS_INITIATION; - callsub S_update_var; - goto L_main_menu; + if (@Q_main_status == @Q_STATUS_INITIATION) + goto LL_initiation; + if (@Q_main_status == @Q_STATUS_STUDENT) + goto LL_student_start; + if (@Q_main_status == @Q_STATUS_STUDENT0) + goto LL_student_0; + if (@Q_main_status == @Q_STATUS_STUDENT1) + goto LL_student_1; + if (@Q_main_status == @Q_STATUS_STUDENT2) + goto LL_student_2; + if (@Q_main_status == @Q_STATUS_STUDENT3) + goto LL_student_3; + if (@Q_main_status == @Q_STATUS_STUDENT4) + goto LL_student_4; + if (@Q_main_status == @Q_STATUS_STUDENT5) + goto LL_student_5; + if (@Q_main_status == @Q_STATUS_STUDENT6) + goto LL_student_6; + + mes "[Auldsbel the Wizard]"; + mes "\"Wellll.... you do seem to have some magical abilities. But do you possess the talent and diligence needed for a true wizard?\""; + mes "He raises an eyebrow at you, then grins."; + mes "\"Only one way to find out! Let me teach you a first spell.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"This spell is a simple transmutation invocation. All it takes is a clean wooden log. Hold it in your hand, focus your powers, and say the magic invocation.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"You can turn the log into a wooden figurine by imagining the creature whose shape you want in your head and saying `" + getspellinvocation("transmute-wood-to-figurine") + ",' followed by the last syllable of the name of the creature you want to shape it into.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"So `" + getspellinvocation("transmute-wood-to-figurine") + " lurk' for a Skrytlurk figurine, for example. If you know what a Skrytlurk is, I mean, otherwise you will have a hard time imagining it. You may want to try some others instead, though.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Oh... and it has to be the old Tritan name. Most creatures nowadays have very different names, but some old Tritan names have survived. Just try some, until you find one that fits.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Oh, actually, make sure to write that down. You should keep track of all spells and spell fragments, really. I always keep a notebook handy, in fact.\""; + next; + set @Q_main_status, @Q_STATUS_INITIATION; + callsub S_update_var; + goto L_main_menu; LL_repeat_spell: - mes "[Auldsbel the Wizard]"; - mes "\"The invocation is `" + getspellinvocation("transmute-wood-to-figurine") + ",' followed by the last syllable of the name of the creature you want to shape the log into. So `" + getspellinvocation("transmute-wood-to-figurine") + " lurk' for a Skrytlurk figurine.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"But keep two things in mind: First, you must KNOW what the creature looks like-- so a Skrytlurk probably won't work-- and second, you must use the old Tritan name of it. `Fluffy' and `Scorpion' are modern names, so those won't work, you should try some others.\""; - next; - - mes "[Auldsbel the Wizard]"; - mes "\"And make sure to keep notes of your spells! In the future, I will only tell you once.\""; - next; - - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"The invocation is `" + getspellinvocation("transmute-wood-to-figurine") + ",' followed by the last syllable of the name of the creature you want to shape the log into. So `" + getspellinvocation("transmute-wood-to-figurine") + " lurk' for a Skrytlurk figurine.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"But keep two things in mind: First, you must KNOW what the creature looks like-- so a Skrytlurk probably won't work-- and second, you must use the old Tritan name of it. `Fluffy' and `Scorpion' are modern names, so those won't work, you should try some others.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"And make sure to keep notes of your spells! In the future, I will only tell you once.\""; + next; + goto L_main_menu; LL_initiation: - mes "[Auldsbel the Wizard]"; - mes "\"So, have you managed to transmute something?\""; - next; - - if (countitem("MoubooFigurine")) - menu - "Not yet.", -, - "How about this mouboo figurine?", LL_initiation_check; - - if (!(countitem("MoubooFigurine"))) - menu - "Not yet.", -, - "What was the spell again?", LL_repeat_spell; - - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"So, have you managed to transmute something?\""; + next; + if (countitem("MoubooFigurine")) + menu + "Not yet.", -, + "How about this mouboo figurine?", LL_initiation_check; + if (!(countitem("MoubooFigurine"))) + menu + "Not yet.", -, + "What was the spell again?", LL_repeat_spell; + goto L_main_menu; LL_initiation_fail: - mes "[Auldsbel the Wizard]"; - mes "\"No, no, no. This is no good-- too many imperfections.\""; - mes "He throws it away."; - mes "\"Keep practicing-- and make sure to vary the spells you cast a little; that will make it easier to learn.\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"No, no, no. This is no good-- too many imperfections.\""; + mes "He throws it away."; + mes "\"Keep practicing-- and make sure to vary the spells you cast a little; that will make it easier to learn.\""; + next; + goto L_main_menu; LL_initiation_check: - if (!(countitem("MoubooFigurine"))) - goto L_main_menu; - delitem "MoubooFigurine", 1; - - mes "[Auldsbel the Wizard]"; - mes "Auldsbel inspects your figurine."; - next; - - if (@mexp < 40) - goto LL_initiation_fail; - - mes "[Auldsbel the Wizard]"; - mes "Auldsbel nods."; - mes "\"This looks good.\""; - next; - - mes "[Auldsbel the Wizard]"; - mes "He pockets the figurine."; - mes "\"Very well, then. I shall accept you as my student.\""; - next; - - mes "[Auldsbel the Wizard]"; - mes "Auldsbel presses his index and middle finger against your forehead."; - mes "\"Accept my blessing!\""; - next; - - mes "[Auldsbel the Wizard]"; - mes "You feel new powers flowing into your body!"; - - set @Q_main_status, @Q_STATUS_STUDENT; - callsub S_update_var; - - set @SUP_xp, 5000; - set @SUP_lvl, 2; - callfunc "SkillUp"; - next; + if (!(countitem("MoubooFigurine"))) goto L_main_menu; + delitem "MoubooFigurine", 1; + mes "[Auldsbel the Wizard]"; + mes "Auldsbel inspects your figurine."; + next; + if (@mexp < 40) + goto LL_initiation_fail; + mes "[Auldsbel the Wizard]"; + mes "Auldsbel nods."; + mes "\"This looks good.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "He pockets the figurine."; + mes "\"Very well, then. I shall accept you as my student.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "Auldsbel presses his index and middle finger against your forehead."; + mes "\"Accept my blessing!\""; + next; + mes "[Auldsbel the Wizard]"; + mes "You feel new powers flowing into your body!"; + set @Q_main_status, @Q_STATUS_STUDENT; + callsub S_update_var; + set @SUP_xp, 5000; + set @SUP_lvl, 2; + callfunc "SkillUp"; + next; + goto L_main_menu; LL_student_start: - if (@mexp < 200) goto LL_notready; - mes "[Auldsbel the Wizard]"; - mes "\"Next, I shall teach you a higher-level transmutation spell.\""; - if (getskilllv(SKILL_MAGIC) < 2) - mes "\"Beware, for you will not be able to use it yet; you will first have to gain a greater understanding of magic overall.\""; - next; - - mes "[Auldsbel the Wizard]"; - mes "\"Bring me ten bug legs, and I will reveal its invocation to you.\""; - next; - - menu - "Here you are.", -, - "I'll be back with them.", L_main_menu; - - if (countitem("BugLeg") < 10) - goto L_component_quest_missing; - - delitem "BugLeg", 10; - getexp 1000, 0; - set @Q_main_status, @Q_STATUS_STUDENT0; - callsub S_update_var; - - mes "[Auldsbel the Wizard]"; - mes "He picks up the bug legs."; - mes "\"Good. These will come in handy later...\""; - mes "He grins."; - mes "[1000 experience points]"; - next; - - mes "[Auldsbel the Wizard]"; - mes "\"Now, listen carefully: to make a short tank top out of three pieces of cloth, you must use the invocation '" + getspellinvocation("make-short-tanktop") + "'.\""; - next; - - mes "[Auldsbel the Wizard]"; - mes "\"But be careful; transmutations can go wrong, and that can injure you. When you have some more overall spellcasting practice, come back to me.\""; - next; - goto L_main_menu; + if (@mexp < 200) goto LL_notready; + mes "[Auldsbel the Wizard]"; + mes "\"Next, I shall teach you a higher-level transmutation spell.\""; + if (getskilllv(SKILL_MAGIC) < 2) + mes "\"Beware, for you will not be able to use it yet; you will first have to gain a greater understanding of magic overall.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Bring me ten bug legs, and I will reveal its invocation to you.\""; + next; + menu + "Here you are.", -, + "I'll be back with them.", L_main_menu; + if (countitem("BugLeg") < 10) + goto L_component_quest_missing; + delitem "BugLeg", 10; + getexp 1000, 0; + set @Q_main_status, @Q_STATUS_STUDENT0; + callsub S_update_var; + mes "[Auldsbel the Wizard]"; + mes "He picks up the bug legs."; + mes "\"Good. These will come in handy later...\""; + mes "He grins."; + mes "[1000 experience points]"; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Now, listen carefully: to make a short tank top out of three pieces of cloth, you must use the invocation '" + getspellinvocation("make-short-tanktop") + "'.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"But be careful; transmutations can go wrong, and that can injure you. When you have some more overall spellcasting practice, come back to me.\""; + next; + goto L_main_menu; LL_notready: - mes "[Auldsbel the Wizard]"; - mes "\"You still need more practice with spellcasting; I won't give you another spell until you are ready.\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"You still need more practice with spellcasting; I won't give you another spell until you are ready.\""; + next; + goto L_main_menu; LL_student_0: - if (@mexp < 350) goto LL_notready; - - mes "[Auldsbel the Wizard]"; - mes "\"The next transmutation spell is a little harder than the last one I taught you, but you should be able to manage.\""; - next; - - mes "[Auldsbel the Wizard]"; - mes "\"Bring me twenty mauve leaves, and I will reveal its invocation.\""; - next; - - menu - "Here you are.", -, - "I'll be back with them.", L_main_menu; - - if (countitem("MauveHerb") < 20) - goto L_component_quest_missing; - - delitem "MauveHerb", 20; - getexp 1000, 0; - set @Q_main_status, @Q_STATUS_STUDENT1; - callsub S_update_var; - - mes "[Auldsbel the Wizard]"; - mes "He pockets your mauve leaves."; - mes "\"Those should go very well with the salmon.\""; - mes "[1000 experience points]"; - next; - - mes "[Auldsbel the Wizard]"; - mes "\"The next spell I have will make a normal tank top out of four pieces of cloth. The invocation is '" + getspellinvocation("make-tanktop") + "', make sure to write this down.\""; - next; - - goto L_main_menu; + if (@mexp < 350) + goto LL_notready; + mes "[Auldsbel the Wizard]"; + mes "\"The next transmutation spell is a little harder than the last one I taught you, but you should be able to manage.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Bring me twenty mauve leaves, and I will reveal its invocation.\""; + next; + menu + "Here you are.", -, + "I'll be back with them.", L_main_menu; + if (countitem("MauveHerb") < 20) + goto L_component_quest_missing; + delitem "MauveHerb", 20; + getexp 1000, 0; + set @Q_main_status, @Q_STATUS_STUDENT1; + callsub S_update_var; + mes "[Auldsbel the Wizard]"; + mes "He pockets your mauve leaves."; + mes "\"Those should go very well with the salmon.\""; + mes "[1000 experience points]"; + next; + mes "[Auldsbel the Wizard]"; + mes "\"The next spell I have will make a normal tank top out of four pieces of cloth. The invocation is '" + getspellinvocation("make-tanktop") + "', make sure to write this down.\""; + next; + goto L_main_menu; LL_student_1: - if (@mexp < 425) goto LL_notready; - - mes "[Auldsbel the Wizard]"; - mes "\"Up next is the transmutation spell for regular shirts.\""; - next; - - mes "[Auldsbel the Wizard]"; - mes "\"For this, I would like ten scorpion stingers.\""; - next; - - menu - "Here you are.", -, - "I'll be back with them.", L_main_menu; - - if (countitem("ScorpionStinger") < 10) - goto L_component_quest_missing; - - delitem "ScorpionStinger", 10; - getexp 1000, 0; - set @Q_main_status, @Q_STATUS_STUDENT2; - callsub S_update_var; - - mes "[Auldsbel the Wizard]"; - mes "He carefully takes the stingers."; - mes "\"You are being quite helpful. If my experiments go well, I will make sure to acknowledge you in a footnote somewhere.\""; - mes "[1000 experience points]"; - next; - - mes "[Auldsbel the Wizard]"; - mes "\"To make a shirt, use the invocation '" + getspellinvocation("make-shirt") + "'. This will require five pieces of cloth.\""; - next; - - goto L_main_menu; + if (@mexp < 425) + goto LL_notready; + mes "[Auldsbel the Wizard]"; + mes "\"Up next is the transmutation spell for regular shirts.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"For this, I would like ten scorpion stingers.\""; + next; + menu + "Here you are.", -, + "I'll be back with them.", L_main_menu; + if (countitem("ScorpionStinger") < 10) + goto L_component_quest_missing; + delitem "ScorpionStinger", 10; + getexp 1000, 0; + set @Q_main_status, @Q_STATUS_STUDENT2; + callsub S_update_var; + mes "[Auldsbel the Wizard]"; + mes "He carefully takes the stingers."; + mes "\"You are being quite helpful. If my experiments go well, I will make sure to acknowledge you in a footnote somewhere.\""; + mes "[1000 experience points]"; + next; + mes "[Auldsbel the Wizard]"; + mes "\"To make a shirt, use the invocation '" + getspellinvocation("make-shirt") + "'. This will require five pieces of cloth.\""; + next; + goto L_main_menu; LL_student_2: - if (@mexp < 500) goto LL_notready; - - mes "[Auldsbel the Wizard]"; - mes "\"You may find the next spell particularly useful.\""; - next; - - mes "[Auldsbel the Wizard]"; - mes "\"Bring me twenty wooden logs, and I will teach you.\""; - next; - - menu - "Here you are.", -, - "I'll be back with them.", L_main_menu; - - if (countitem("RawLog") < 20) - goto L_component_quest_missing; - - delitem "RawLog", 20; - getexp 1000, 0; - set @Q_main_status, @Q_STATUS_STUDENT3; - callsub S_update_var; - - mes "[Auldsbel the Wizard]"; - mes "Auldsbel places the logs next to his hut."; - mes "\"I'm hoping to animate them into the shape of one of those odd log heads.\""; - mes "[1000 experience points]"; - next; - - mes "[Auldsbel the Wizard]"; - mes "\"This spell makes arrows out of a single wooden log. Its invocation is '" + getspellinvocation("make-arrows") + "'.\""; - next; - - goto L_main_menu; + if (@mexp < 500) + goto LL_notready; + mes "[Auldsbel the Wizard]"; + mes "\"You may find the next spell particularly useful.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Bring me twenty wooden logs, and I will teach you.\""; + next; + menu + "Here you are.", -, + "I'll be back with them.", L_main_menu; + if (countitem("RawLog") < 20) + goto L_component_quest_missing; + delitem "RawLog", 20; + getexp 1000, 0; + set @Q_main_status, @Q_STATUS_STUDENT3; + callsub S_update_var; + mes "[Auldsbel the Wizard]"; + mes "Auldsbel places the logs next to his hut."; + mes "\"I'm hoping to animate them into the shape of one of those odd log heads.\""; + mes "[1000 experience points]"; + next; + mes "[Auldsbel the Wizard]"; + mes "\"This spell makes arrows out of a single wooden log. Its invocation is '" + getspellinvocation("make-arrows") + "'.\""; + next; + goto L_main_menu; LL_student_3: - if (getskilllv(SKILL_MAGIC) < 3) - goto LL_magic_skill_insufficient; - mes "[Auldsbel the Wizard]"; - mes "\"I believe that you may be ready for the next level of transmutation magic! Let me teach you one last spell that you can handle before your promotion, and if you can cast this one, I will advance you.\""; - next; + if (getskilllv(SKILL_MAGIC) < 3) + goto LL_magic_skill_insufficient; + mes "[Auldsbel the Wizard]"; + mes "\"I believe that you may be ready for the next level of transmutation magic! Let me teach you one last spell that you can handle before your promotion, and if you can cast this one, I will advance you.\""; + next; LL_student_3_repeat: - mes "[Auldsbel the Wizard]"; - mes "\"This one has the invocation `" + getspellinvocation("make-concentration-potion") + "'. Put two cobalt leaves and two pink flower petals into a bottle of water, hold it up, and speak that phrase.\""; - next; - - mes "[Auldsbel the Wizard]"; - mes "\"It is a tricky spell, but if it works out, you will transform the bottle into a concentration potion.\""; - next; - - mes "[Auldsbel the Wizard]"; - mes "\"Hmm. That reminds me-- there was a similar spell, but I forgot what it was... anyway, try using this, and bring me the potion when you are done.\""; - next; - - set @Q_main_status, @Q_STATUS_STUDENT4; - callsub S_update_var; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"This one has the invocation `" + getspellinvocation("make-concentration-potion") + "'. Put two cobalt leaves and two pink flower petals into a bottle of water, hold it up, and speak that phrase.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"It is a tricky spell, but if it works out, you will transform the bottle into a concentration potion.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Hmm. That reminds me-- there was a similar spell, but I forgot what it was... anyway, try using this, and bring me the potion when you are done.\""; + next; + set @Q_main_status, @Q_STATUS_STUDENT4; + callsub S_update_var; + goto L_main_menu; LL_student_4: - mes "[Auldsbel the Wizard]"; - mes "\"Did you manage to transmute a concentration potion?\""; - next; - - menu - "What was the invocation again?", LL_student_3_repeat, - "No, still working on it...", L_main_menu, - "Yes.", -; - - if (countitem("ConcentrationPotion") < 1) - goto LL_student_4_no_potion; - - if (!(MAGIC_FLAGS & MFLAG_MADE_CONC_POTION)) - goto LL_student_4_wrong_potion; - - mes "[Auldsbel the Wizard]"; - mes "Auldsbel examines your potion and nods."; - mes "\"Good work! You are ready for a promotion!\""; - next; - - mes "[Auldsbel the Wizard]"; - mes "Auldsbel presses his index and middle finger against your forehead."; - mes "\"Accept my blessing!\""; - next; - - set @Q_main_status, @Q_STATUS_STUDENT5; - callsub S_update_var; - - mes "[Auldsbel the Wizard]"; - mes "You feel new powers flowing into your body!"; - - set @SUP_xp, 30000; - set @SUP_lvl, 3; - callfunc "SkillUp"; - next; - - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"Did you manage to transmute a concentration potion?\""; + next; + menu + "What was the invocation again?", LL_student_3_repeat, + "No, still working on it...", L_main_menu, + "Yes.", -; + if (countitem("ConcentrationPotion") < 1) + goto LL_student_4_no_potion; + if (!(MAGIC_FLAGS & MFLAG_MADE_CONC_POTION)) + goto LL_student_4_wrong_potion; + mes "[Auldsbel the Wizard]"; + mes "Auldsbel examines your potion and nods."; + mes "\"Good work! You are ready for a promotion!\""; + next; + mes "[Auldsbel the Wizard]"; + mes "Auldsbel presses his index and middle finger against your forehead."; + mes "\"Accept my blessing!\""; + next; + set @Q_main_status, @Q_STATUS_STUDENT5; + callsub S_update_var; + mes "[Auldsbel the Wizard]"; + mes "You feel new powers flowing into your body!"; + set @SUP_xp, 30000; + set @SUP_lvl, 3; + callfunc "SkillUp"; + next; + goto L_main_menu; LL_student_4_wrong_potion: - mes "[Auldsbel the Wizard]"; - mes "Auldsbell examines your potion, then shakes his head."; - mes "\"This doesn't look quite right, though I can't quite point at what the problem is. You will have to continue trying.\""; - next; - - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "Auldsbell examines your potion, then shakes his head."; + mes "\"This doesn't look quite right, though I can't quite point at what the problem is. You will have to continue trying.\""; + next; + goto L_main_menu; LL_student_4_no_potion: - mes "[Auldsbel the Wizard]"; - mes "\"You seem to be rather lacking the concentration potion you need to justify your claim, my dear fellow.\""; - next; - - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"You seem to be rather lacking the concentration potion you need to justify your claim, my dear fellow.\""; + next; + goto L_main_menu; LL_student_5: - mes "[Auldsbel the Wizard]"; - mes "\"Hmm. Come back some other time, please; I still haven't figured out what to teach you next.\""; - close; + mes "[Auldsbel the Wizard]"; + mes "\"Hmm. Come back some other time, please; I still haven't figured out what to teach you next.\""; + close; LL_magic_skill_insufficient: - mes "[Auldsbel the Wizard]"; - mes "\"No, not at this time. You will have to advance in your overall magic skill before I can teach you more.\""; - next; - - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"No, not at this time. You will have to advance in your overall magic skill before I can teach you more.\""; + next; + goto L_main_menu; S_update_var: - set @Q_status, @Q_main_status | (@Q_component_quest << 5); - set QUEST_MAGIC, - (QUEST_MAGIC & ~(@Q_MASK) - | (@Q_status << @Q_SHIFT)); - return; -} + set @Q_status, @Q_main_status | (@Q_component_quest << 5); + set QUEST_MAGIC, + (QUEST_MAGIC & ~(@Q_MASK) + | (@Q_status << @Q_SHIFT)); + return; +} \ No newline at end of file diff --git a/world/map/npc/011-1/oscar.txt b/world/map/npc/011-1/oscar.txt index 1954f29f..7e1e104c 100644 --- a/world/map/npc/011-1/oscar.txt +++ b/world/map/npc/011-1/oscar.txt @@ -1 +1 @@ -011-1.gat,87,34,0 shop Oscar 142,GreenApple :-1,RedApple :-1,Orange :-1 +011-1.gat,87,34,0|shop|Oscar|142,GreenApple :-1,RedApple :-1,Orange :-1 diff --git a/world/map/npc/011-1/shops.txt b/world/map/npc/011-1/shops.txt index 8fdf3cbe..1e85e0e9 100644 --- a/world/map/npc/011-1/shops.txt +++ b/world/map/npc/011-1/shops.txt @@ -6,4 +6,4 @@ // Exotic Trader // Toy Sabre - 10mil, Cap - 20mil, High Priest Crown - 30mil, Monster Skull Helmet - 30mil -011-1.gat,109,38,0 shop Exotic Trader 179,ToySabre :10000000,Cap :20000000,HighPriestCrown :30000000,MonsterSkullHelmet :30000000 +011-1.gat,109,38,0|shop|Exotic Trader|179,ToySabre :10000000,Cap :20000000,HighPriestCrown :30000000,MonsterSkullHelmet :30000000 diff --git a/world/map/npc/011-3/hermit.txt b/world/map/npc/011-3/hermit.txt index f9533e56..698ae0c5 100644 --- a/world/map/npc/011-3/hermit.txt +++ b/world/map/npc/011-3/hermit.txt @@ -1,62 +1,55 @@ // -011-3.gat,30,23,0 script Arkim 116,{ - mes "[Arkim the Hermit]"; - mes "\"Do you want to go back outside?\""; - menu - "Yes, please!", L_Sure, - "Not yet.", -, - "Actually... Why do you live here?", L_Interested; - close; +011-3.gat,30,23,0|script|Arkim|116,{ + mes "[Arkim the Hermit]"; + mes "\"Do you want to go back outside?\""; + menu + "Yes, please!", L_Sure, + "Not yet.", -, + "Actually... Why do you live here?", L_Interested; + close; L_Sure: - warp "011-1.gat", 60, 95; - close; + warp "011-1.gat", 60, 95; + close; L_Interested: - mes "[Arkim the Hermit]"; - mes "\"Oh my, never really thought about it!\""; - next; - mes "[Arkim the Hermit]"; - mes "\"I guess mostly I enjoy experimenting with the bats here.\""; - - menu - "I see...", -, - "What type of experimenting?", L_Experiment; - close; + mes "[Arkim the Hermit]"; + mes "\"Oh my, never really thought about it!\""; + next; + mes "[Arkim the Hermit]"; + mes "\"I guess mostly I enjoy experimenting with the bats here.\""; + menu + "I see...", -, + "What type of experimenting?", L_Experiment; + close; L_Experiment: - mes "[Arkim the Hermit]"; - mes "\"Never really thought about it either...\""; - - next; - - mes "You watch as the hermit's old, lazy eyes open wide, and the old man comes alive with energy."; - - next; - - mes "[Arkim the Hermit]"; - mes "\"I GUESS I REALLY LIKE CUTTING THEM UP TO SEE HOW THEY WORK!! HAHAHA!\""; - - menu - "YOU'RE CRAZY!", -, - "Right... me too! Can I help?", L_Quest; - close; + mes "[Arkim the Hermit]"; + mes "\"Never really thought about it either...\""; + next; + mes "You watch as the hermit's old, lazy eyes open wide, and the old man comes alive with energy."; + next; + mes "[Arkim the Hermit]"; + mes "\"I GUESS I REALLY LIKE CUTTING THEM UP TO SEE HOW THEY WORK!! HAHAHA!\""; + menu + "YOU'RE CRAZY!", -, + "Right... me too! Can I help?", L_Quest; + close; L_Quest: - set @dq_level, 20; - set @dq_cost, 4; - set @dq_count, 3; - set @dq_name$, "BatWing"; - set @dq_friendly_name$, "bat wings"; - set @dq_money, 600; - set @dq_exp, 100; - - callfunc "DailyQuest"; - - next; - - mes "[Arkim the Hermit]"; - mes "\"And remember: never lend your toothbrush to a slime!\""; - close; -} + set @dq_level, 20; + set @dq_cost, 4; + set @dq_count, 3; + set @dq_name$, "BatWing"; + set @dq_friendly_name$, "bat wings"; + set @dq_money, 600; + set @dq_exp, 100; + + callfunc "DailyQuest"; + + next; + mes "[Arkim the Hermit]"; + mes "\"And remember: never lend your toothbrush to a slime!\""; + close; +} \ No newline at end of file diff --git a/world/map/npc/011-4/bl_barrier.txt b/world/map/npc/011-4/bl_barrier.txt index 07b44999..efe81d60 100644 --- a/world/map/npc/011-4/bl_barrier.txt +++ b/world/map/npc/011-4/bl_barrier.txt @@ -1,16 +1,13 @@ //bandit lord barrier -011-4.gat,111,121,0 script #BL_Barrier 127,0,0,{ - - if (TMW_Quest >= 44) goto L_Bandit_Lord_Barrier_Open; - - message strcharinfo(0), "This entrance appears to be locked."; - end; +011-4.gat,111,121,0|script|#BL_Barrier|127,0,0,{ + if (TMW_Quest >= 44) goto L_Bandit_Lord_Barrier_Open; + message strcharinfo(0), "This entrance appears to be locked."; + end; L_Bandit_Lord_Barrier_Open: - message strcharinfo(0), "You insert the silver arrow key and unlock the entrance."; - warp "011-6.gat",251,275; - end; - -} + message strcharinfo(0), "You insert the silver arrow key and unlock the entrance."; + warp "011-6.gat",251,275; + end; +} \ No newline at end of file diff --git a/world/map/npc/011-6/bryant.txt b/world/map/npc/011-6/bryant.txt index 486a6ae0..9cd2e20a 100644 --- a/world/map/npc/011-6/bryant.txt +++ b/world/map/npc/011-6/bryant.txt @@ -1,56 +1,56 @@ //NPC to set the state for killing the bandit lord. -011-6.gat,27,200,0 script Bryant 126,{ +011-6.gat,27,200,0|script|Bryant|126,{ - if (TMW_Quest >= 45) goto L_Bryant_Quiet; - if (TMW_Quest == 44) goto L_Bryant_Waits; - if (TMW_Quest == 43) goto L_Bryant_Summon; + if (TMW_Quest >= 45) goto L_Bryant_Quiet; + if (TMW_Quest == 44) goto L_Bryant_Waits; + if (TMW_Quest == 43) goto L_Bryant_Summon; - mes "[Bryant]"; - mes "\"I'm looking everywhere for the bandit leader. I can't seem to find him.\""; - close; + mes "[Bryant]"; + mes "\"I'm looking everywhere for the bandit leader. I can't seem to find him.\""; + close; L_Bryant_Summon: - mes "[Bryant]"; - mes "\"I ran into that bandit lord and he got me good. I'm going to stay here for a while and heal. He dropped this key. Take it. You might be able to handle him better than I could.\""; - next; - mes "Bryant gives you a key, shaped to look like a small silver arrow."; - next; - mes "\"I believe I saw him run into a cave south and east of here. There is a red carpet in front of the cave entrance. Be careful and good luck.\""; - set TMW_Quest, 44; - monster "011-6.gat",260,250,"BanditLord",1065,1, "Bryant::onBanditLordDead"; - close; + mes "[Bryant]"; + mes "\"I ran into that bandit lord and he got me good. I'm going to stay here for a while and heal. He dropped this key. Take it. You might be able to handle him better than I could.\""; + next; + mes "Bryant gives you a key, shaped to look like a small silver arrow."; + next; + mes "\"I believe I saw him run into a cave south and east of here. There is a red carpet in front of the cave entrance. Be careful and good luck.\""; + set TMW_Quest, 44; + monster "011-6.gat",260,250,"BanditLord",1065,1, "Bryant::onBanditLordDead"; + close; onBanditLordDead: - if (TMW_Quest<45) - set TMW_Quest, 45; - message strcharinfo(0), "You killed the bandit lord."; - end; + if (TMW_Quest<45) + set TMW_Quest, 45; + message strcharinfo(0), "You killed the bandit lord."; + end; L_Bryant_Waits: - mes "[Bryant]"; - mes "\"I think the bandit lord is still around. I fear this could be dangerous for the people of Hurnscald. When you went to the cave with the red carpet in front of it, did you find him and kill him?\""; - menu - "No.", L_Bryant_No, - "Yes.", L_Bryant_Yes; - close; + mes "[Bryant]"; + mes "\"I think the bandit lord is still around. I fear this could be dangerous for the people of Hurnscald. When you went to the cave with the red carpet in front of it, did you find him and kill him?\""; + menu + "No.", L_Bryant_No, + "Yes.", L_Bryant_Yes; + close; L_Bryant_No: - mes "[Bryant]"; - mes "\"Well, maybe he ran off. I'm pretty sure he should be there now.\""; - killmonster "011-6.gat", "Bryant::onBanditLordDead"; - monster "011-6.gat",260,250,"BanditLord",1065,1, "Bryant::onBanditLordDead"; - close; + mes "[Bryant]"; + mes "\"Well, maybe he ran off. I'm pretty sure he should be there now.\""; + killmonster "011-6.gat", "Bryant::onBanditLordDead"; + monster "011-6.gat",260,250,"BanditLord",1065,1, "Bryant::onBanditLordDead"; + close; L_Bryant_Yes: - mes "[Bryant]"; - mes "\"I don't think you killed him. Please try to find and kill him. He should be in the cave south and east of here with the red carpet in front of it.\""; - killmonster "011-6.gat", "Bryant::onBanditLordDead"; - monster "011-6.gat",260,250,"BanditLord",1065,1, "Bryant::onBanditLordDead"; - close; + mes "[Bryant]"; + mes "\"I don't think you killed him. Please try to find and kill him. He should be in the cave south and east of here with the red carpet in front of it.\""; + killmonster "011-6.gat", "Bryant::onBanditLordDead"; + monster "011-6.gat",260,250,"BanditLord",1065,1, "Bryant::onBanditLordDead"; + close; L_Bryant_Quiet: - mes "[Bryant]"; - mes "\"Glad that bandit leader got what was coming to him.\""; - close; + mes "[Bryant]"; + mes "\"Glad that bandit leader got what was coming to him.\""; + close; } diff --git a/world/map/npc/012-1/amrak.txt b/world/map/npc/012-1/amrak.txt index 5a2a547a..2a527eb0 100644 --- a/world/map/npc/012-1/amrak.txt +++ b/world/map/npc/012-1/amrak.txt @@ -1,10 +1,10 @@ // -012-1.gat,137,104,0 script Amrak 103, { - mes "[Amrak]"; - mes "\"I'm studying this waterfall. The water seems to flow from it like magic.\""; - next; - mes "[Amrak]"; - mes "\"Unfortunately, I've had trouble getting up there. The monsters in these caves scare me.\""; - close; -} +012-1.gat,137,104,0|script|Amrak|103,{ + mes "[Amrak]"; + mes "\"I'm studying this waterfall. The water seems to flow from it like magic.\""; + next; + mes "[Amrak]"; + mes "\"Unfortunately, I've had trouble getting up there. The monsters in these caves scare me.\""; + close; +} \ No newline at end of file diff --git a/world/map/npc/012-1/injured-mouboo.txt b/world/map/npc/012-1/injured-mouboo.txt index 1aa780f5..57117d17 100644 --- a/world/map/npc/012-1/injured-mouboo.txt +++ b/world/map/npc/012-1/injured-mouboo.txt @@ -1,231 +1,218 @@ // The following auxiliary function is used both by appropriate magic and within the regular script: -function script QuestMoubooHeal { - set @Q_MASK, NIBBLE_2_MASK; - set @Q_SHIFT, NIBBLE_2_SHIFT; - - set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT; - set @Q_status_upper, @Q_status & 12; - set @Q_status, @Q_status & 3; - - set @STATE_INITIAL, 0; - set @STATE_HEALED_MOUBOO, 3; - - if (@Q_status != @STATE_INITIAL) - goto L_nothing; - - set @Q_status, @STATE_HEALED_MOUBOO; - callsub S_update_var; - mes "[Injured Mouboo]"; - mes "A soft white glow surrounds the mouboo's leg, which slowly shifts back into place."; - mes "As the glow subsides, the mouboo gets up, carefully, and takes a few steps. It seems to be fully healed!"; - mes "[5000 experience points]"; - getexp 5000, 0; - next; - - mes "[Injured Mouboo]"; - mes "Visibly happy, the mouboo lies down on the ground and snuggles with a black piece of cloth it had been lying on."; - mes "The healing process must have been exhausting, for it is asleep in an instant."; - next; - set @value, 15; - callfunc "QuestSagathaHappy"; - close; +function|script|QuestMoubooHeal|{ + set @Q_MASK, NIBBLE_2_MASK; + set @Q_SHIFT, NIBBLE_2_SHIFT; + + set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT; + set @Q_status_upper, @Q_status & 12; + set @Q_status, @Q_status & 3; + + set @STATE_INITIAL, 0; + set @STATE_HEALED_MOUBOO, 3; + + if (@Q_status != @STATE_INITIAL) + goto L_nothing; + + set @Q_status, @STATE_HEALED_MOUBOO; + callsub S_update_var; + mes "[Injured Mouboo]"; + mes "A soft white glow surrounds the mouboo's leg, which slowly shifts back into place."; + mes "As the glow subsides, the mouboo gets up, carefully, and takes a few steps. It seems to be fully healed!"; + mes "[5000 experience points]"; + getexp 5000, 0; + next; + mes "[Injured Mouboo]"; + mes "Visibly happy, the mouboo lies down on the ground and snuggles with a black piece of cloth it had been lying on."; + mes "The healing process must have been exhausting, for it is asleep in an instant."; + next; + set @value, 15; + callfunc "QuestSagathaHappy"; + close; L_nothing: - mes "Your spell has no effect."; - close; + mes "Your spell has no effect."; + close; S_update_var: - set @Q_wr_status, @Q_status | @Q_status_upper; - set QUEST_MAGIC, - (QUEST_MAGIC & ~(@Q_MASK) - | (@Q_wr_status << @Q_SHIFT)); - return; + set @Q_wr_status, @Q_status | @Q_status_upper; + set QUEST_MAGIC, + (QUEST_MAGIC & ~(@Q_MASK) + | (@Q_wr_status << @Q_SHIFT)); + return; } +012-1.gat,57,153,0|script|Mouboo|171,{ + set @Q_MASK, NIBBLE_2_MASK; + set @Q_SHIFT, NIBBLE_2_SHIFT; + set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT; + set @Q_status_upper, @Q_status & 12; + set @Q_status, @Q_status & 3; -012-1.gat,57,153,0 script Mouboo 171,{ - set @Q_MASK, NIBBLE_2_MASK; - set @Q_SHIFT, NIBBLE_2_SHIFT; + set @STATE_INITIAL, 0; + set @STATE_KILLED_MOUBOO, 1; + set @STATE_TOOK_KILL_REWARD, 2; + set @STATE_HEALED_MOUBOO, 3; - set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT; - set @Q_status_upper, @Q_status & 12; - set @Q_status, @Q_status & 3; + if (@Q_status == @STATE_KILLED_MOUBOO) + goto L_dead; + if (@Q_status == @STATE_TOOK_KILL_REWARD) + goto L_took_reward; + if (@Q_status == @STATE_HEALED_MOUBOO) + goto L_healed; - set @STATE_INITIAL, 0; - set @STATE_KILLED_MOUBOO, 1; - set @STATE_TOOK_KILL_REWARD, 2; - set @STATE_HEALED_MOUBOO, 3; - - if (@Q_status == @STATE_KILLED_MOUBOO) - goto L_dead; - if (@Q_status == @STATE_TOOK_KILL_REWARD) - goto L_took_reward; - if (@Q_status == @STATE_HEALED_MOUBOO) - goto L_healed; - - mes "[Injured Mouboo]"; - mes "You notice a mouboo lying on the ground, groaning, as if in pain."; - next; + mes "[Injured Mouboo]"; + mes "You notice a mouboo lying on the ground, groaning, as if in pain."; + next; L_menu: - menu - "Examine the mouboo", L_examine, - "Give the mouboo something", L_give, - "Kill the mouboo", L_kill, - "Leave", -; - close; + menu + "Examine the mouboo", L_examine, + "Give the mouboo something", L_give, + "Kill the mouboo", L_kill, + "Leave", -; + close; L_examine: - mes "[Injured Mouboo]"; - mes "Looking closer, you notice that the mouboo's left hind leg is bent at a very unnatural angle-- that seems to be the cause for its pain."; - next; - mes "[Injured Mouboo]"; - mes "You also notice that the mouboo is lying on top of what appears to be a black turtleneck sweater."; - mes "Do you want to pick up the sweater?"; - next; - menu - "Yes.", L_pickup_alive, - "No.", L_menu; - goto L_menu; + mes "[Injured Mouboo]"; + mes "Looking closer, you notice that the mouboo's left hind leg is bent at a very unnatural angle-- that seems to be the cause for its pain."; + next; + mes "[Injured Mouboo]"; + mes "You also notice that the mouboo is lying on top of what appears to be a black turtleneck sweater."; + mes "Do you want to pick up the sweater?"; + next; + menu + "Yes.", L_pickup_alive, + "No.", L_menu; + goto L_menu; L_pickup_alive: - mes "[Injured Mouboo]"; - mes "The Mouboo groans and pushes your hand away. It seems to be rather fond of the sweater."; - next; - goto L_menu; + mes "[Injured Mouboo]"; + mes "The Mouboo groans and pushes your hand away. It seems to be rather fond of the sweater."; + next; + goto L_menu; L_give: - set @items_nr, 12; - setarray @items$, "CactusDrink", "CactusPotion", "ChocolateBar", "Milk", "OrangeCupcake", "RedApple", "Beer", "BottleOfWater", "TinyHealingPotion", "SmallHealingPotion", "MediumHealingPotion", "LargeHealingPotion"; - setarray @itemeat, 0, 0, 1, 0, 1, 1, 0, 1, 0, 0, 0, 0; + set @items_nr, 12; + setarray @items$, "CactusDrink", "CactusPotion", "ChocolateBar", "Milk", "OrangeCupcake", "RedApple", "Beer", "BottleOfWater", "TinyHealingPotion", "SmallHealingPotion", "MediumHealingPotion", "LargeHealingPotion"; + setarray @itemeat, 0, 0, 1, 0, 1, 1, 0, 1, 0, 0, 0, 0; - setarray @menuItems$, "", "", "", "", "", "", "", "", "", "", "", "", ""; - set @choices_nr, 0; - setarray @menuNames$, "", "", "", "", "", "", "", "", "", "", "", "", ""; - setarray @choice_eat, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0; + setarray @menuItems$, "", "", "", "", "", "", "", "", "", "", "", "", ""; + set @choices_nr, 0; + setarray @menuNames$, "", "", "", "", "", "", "", "", "", "", "", "", ""; + setarray @choice_eat, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0; + + set @n, 0; + set @ct, 0; - set @n, 0; - set @ct, 0; L_nloop: - set @k$, @items$[@n]; - if (countitem(@k$) == 0) - goto L_nloop_skip; + set @k$, @items$[@n]; + if (countitem(@k$) == 0) + goto L_nloop_skip; - set @name$, getitemname(@k$); - set @menuItems$[@ct], @name$; - set @menuNames$[@ct], @k$; - set @choice_eat[@ct], @itemeat[@n]; - set @ct, @ct + 1; + set @name$, getitemname(@k$); + set @menuItems$[@ct], @name$; + set @menuNames$[@ct], @k$; + set @choice_eat[@ct], @itemeat[@n]; + set @ct, @ct + 1; L_nloop_skip: - - set @n, @n+1; - if (@n < @items_nr) - goto L_nloop; - - set @menuItems$[@ct], "Nevermind"; - - menu @menuItems$[0], -, - @menuItems$[1], -, - @menuItems$[2], -, - @menuItems$[3], -, - @menuItems$[4], -, - @menuItems$[5], -, - @menuItems$[6], -, - @menuItems$[7], -, - @menuItems$[8], -, - @menuItems$[9], -, - @menuItems$[10], -, - @menuItems$[11], -, - @menuItems$[12], -; - - set @menu, @menu - 1; - - if (@menu == @ct) goto L_menu; - - set @choice$, @menuNames$[@menu]; - set @verb$, "drinks"; - if (@choice_eat[@menu]) - set @verb$, "eats"; - - if (@choice$ != "" && countitem(@choice$)) - goto L_consume; - - goto L_menu; + set @n, @n+1; + if (@n < @items_nr) + goto L_nloop; + + set @menuItems$[@ct], "Nevermind"; + + menu + @menuItems$[0], -, + @menuItems$[1], -, + @menuItems$[2], -, + @menuItems$[3], -, + @menuItems$[4], -, + @menuItems$[5], -, + @menuItems$[6], -, + @menuItems$[7], -, + @menuItems$[8], -, + @menuItems$[9], -, + @menuItems$[10], -, + @menuItems$[11], -, + @menuItems$[12], -; + + set @menu, @menu - 1; + if (@menu == @ct) + goto L_menu; + set @choice$, @menuNames$[@menu]; + set @verb$, "drinks"; + if (@choice_eat[@menu]) + set @verb$, "eats"; + if (@choice$ != "" && countitem(@choice$)) + goto L_consume; + goto L_menu; L_consume: - mes "[Injured Mouboo]"; - mes "The mouboo " + @verb$ + " your " + getitemname(@choice$) + "."; - delitem @choice$, 1; - next; - - if (@choice$ == "LargeHealingPotion") - goto L_do_heal; - - - mes "[Injured Mouboo]"; - mes "Unfortunately, it seems to have had no effect."; - next; - goto L_menu; + mes "[Injured Mouboo]"; + mes "The mouboo " + @verb$ + " your " + getitemname(@choice$) + "."; + delitem @choice$, 1; + next; + if (@choice$ == "LargeHealingPotion") + goto L_do_heal; + mes "[Injured Mouboo]"; + mes "Unfortunately, it seems to have had no effect."; + next; + goto L_menu; L_do_heal: - callfunc "QuestMoubooHeal"; + callfunc "QuestMoubooHeal"; L_kill: - mes "[Injured Mouboo]"; - if (BaseLevel > 44) - goto L_kill_success; - mes "The mouboo deflects your attack and counterattacks!"; - mes "It misses you only barely."; - mes "Injured though it may be, this mouboo is still more than a match for you!"; - next; - goto L_menu; + mes "[Injured Mouboo]"; + if (BaseLevel > 44) + goto L_kill_success; + mes "The mouboo deflects your attack and counterattacks!"; + mes "It misses you only barely."; + mes "Injured though it may be, this mouboo is still more than a match for you!"; + next; + goto L_menu; L_kill_success: - mes "After some wrestling, the mouboo succumbs to your attacks."; - mes "[100 experience points]"; - getexp 100, 0; - - set @Q_status, @STATE_KILLED_MOUBOO; - callsub S_update_var; - - next; + mes "After some wrestling, the mouboo succumbs to your attacks."; + mes "[100 experience points]"; + getexp 100, 0; + set @Q_status, @STATE_KILLED_MOUBOO; + callsub S_update_var; + next; L_dead: - mes "[Dead Mouboo]"; - mes "The dead mouboo is lying on top of a black T-neck sweater."; - - getinventorylist; - if (@inventorylist_count == 100) - goto L_nopickup; - - getitem "BlackTurtleneckSweater", 1; - mes "You pull out the sweater and stuff it into your backpack."; - - set @Q_status, @STATE_TOOK_KILL_REWARD; - callsub S_update_var; - close; + mes "[Dead Mouboo]"; + mes "The dead mouboo is lying on top of a black T-neck sweater."; + getinventorylist; + if (@inventorylist_count == 100) + goto L_nopickup; + getitem "BlackTurtleneckSweater", 1; + mes "You pull out the sweater and stuff it into your backpack."; + set @Q_status, @STATE_TOOK_KILL_REWARD; + callsub S_update_var; + close; L_took_reward: - mes "[Dead Mouboo]"; - mes "You see a dead mouboo."; - close; + mes "[Dead Mouboo]"; + mes "You see a dead mouboo."; + close; L_nopickup: - mes "Unfortunately, you can't carry any more."; - close; + mes "Unfortunately, you can't carry any more."; + close; L_healed: - mes "[Mouboo]"; - mes "The mouboo is sleeping soundly, smiling in its dreams."; - close; + mes "[Mouboo]"; + mes "The mouboo is sleeping soundly, smiling in its dreams."; + close; S_update_var: - set @Q_wr_status, @Q_status | @Q_status_upper; - set QUEST_MAGIC, - (QUEST_MAGIC & ~(@Q_MASK) - | (@Q_wr_status << @Q_SHIFT)); - return; -} + set @Q_wr_status, @Q_status | @Q_status_upper; + set QUEST_MAGIC, + (QUEST_MAGIC & ~(@Q_MASK) + | (@Q_wr_status << @Q_SHIFT)); + return; +} \ No newline at end of file diff --git a/world/map/npc/012-1/shops.txt b/world/map/npc/012-1/shops.txt index f90d9361..2c48b9b6 100644 --- a/world/map/npc/012-1/shops.txt +++ b/world/map/npc/012-1/shops.txt @@ -1,3 +1,3 @@ // -012-1.gat,36,99,0 shop Blossom 163,RedRose :-1,PinkRose :-1,YellowRose :-1,WhiteRose :-1,OrangeRose :-1,DarkRedRose :-1,RedTulip :-1,PinkTulip :-1,YellowTulip :-1,WhiteTulip :-1,OrangeTulip :-1 +012-1.gat,36,99,0|shop|Blossom|163,RedRose :-1,PinkRose :-1,YellowRose :-1,WhiteRose :-1,OrangeRose :-1,DarkRedRose :-1,RedTulip :-1,PinkTulip :-1,YellowTulip :-1,WhiteTulip :-1,OrangeTulip :-1 diff --git a/world/map/npc/012-3/mana-seed.txt b/world/map/npc/012-3/mana-seed.txt index 6877ee2c..199e2a34 100644 --- a/world/map/npc/012-3/mana-seed.txt +++ b/world/map/npc/012-3/mana-seed.txt @@ -1,266 +1,241 @@ -012-3.gat,62,130,0 script Mana Seed#MAGIC 166,{ - - setarray @magic_exp_needed, - 0, // level 0 - 0, - 100, - 1200, - 8000, - 40000; // level 5 - - setarray @exp_bonus, - 0, - 1000, // level 1 - 10000, - 100000, - 400000, - 2000000; // level 5 - - setarray @min_level, - 0, - 10, - 30, - 50, - 65, - 80; // level 5 - - set @visions_nr, 12; - setarray @visions$, - "You see a dark underground temple; you are kneeling, praying for the safety of the planet. You smile as a friend joins you in the dark-- but suddenly a shadow falls over you from above, and a stabbing pain...", - "It is midnight; you are in an underground cavern deep inside the desert ruins. Slowly, as if half-asleep, you wander up the spiral pathway, towards the ancient vase at its center. As you reach out to touch it...", - "The old castle smells of mildew and swamp gas. It has not been used in centuries, but you were here before, when the world was young. You turn to face your companions-- but something is wrong with all three; an ancient force has possessed them...", - "As you put the horn to your lips, you feel winds flowing, gathering, condensing in your chest. Soon, you can no longer contain it; the storm unleashes through your mouth, into a deafening fanfare. The black dome around you begins to crack...", - "You are alone inside your head, confined by the laughing man's circlet. Powerless, you witness how your hands shoot out flame after flame, incinerating innocents for that man's experiments...", - "The village may be in ruins, but it must have been where you grew up. The engravings on the walls-- images of powerful beasts-- look strangely familiar, and you can make out writing, words about you, wishes and prayers for you... You are at home...", - "Deep underneath the city, the rocky cavern maze turns into an opulent palace. This must be where the beast of the many eyes resides. Nervously you grip the wand; will the power to repel it be sufficient to defeat it and its magic?", - "At the bottom of the abyss, infinity opens before you. You have proven yourself worthy, and the ancient finally reveals its wisdom...", - "You may only be children, but you recognize that it is this man only who can save the world. As the walls rush towards you to crush your small group, you exchange a glance with your twin sister-- there is no doubt what you must do...", - "The sacred place is surrounded by nothingness; were it not for your magic, you would have no hope of returning. The old and young man stands nearby; he has been waiting for you, for centuries. He has all the time in the world, after all...", - "Nothing remains behind. The underground castle is empty now, its chambers plundered, its throne destroyed. Shivering, you climb down the stairs, towards the wailing of the underworld that is waiting beneath...", - "You feel soft, fluffy fur brushing against your skin and are filled with happiness. Somehow, the word `" + getspellinvocation("happy-curse") + "' comes to mind..."; - - set @max_magic, 2; - - set @has_magic, getskilllv(SKILL_MAGIC); - set @drank_potion, MAGIC_FLAGS & MFLAG_DRANK_POTION; - set @knows_seed, MAGIC_FLAGS & MFLAG_KNOWS_MANASEED; - - // Set up SkillUp function - set @SUP_id, SKILL_MAGIC; - set @SUP_name$, "Magic"; - - if (@has_magic) - goto L_magic_start; - - if (@knows_seed) - goto L_quick_nomagic; - - // first time here - - set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_MANASEED; - - mes "[Mana Seed]"; - mes "You see a glowing orb, swimming in the water like a sea rose."; - mes "An unearthly glow is emanating from within, lighting up the water and filling the cave with an eerie light."; - next; - - mes "[Mana Seed]"; - if (@drank_potion) - mes "Slowly, the tingling sensation you felt before begins to spread through your body again."; - mes "What would you like to do?"; - next; - goto L_nomagic_mainmenu; +012-3.gat,62,130,0|script|Mana Seed#MAGIC|166,{ + + setarray @magic_exp_needed, + 0, // level 0 + 0, + 100, + 1200, + 8000, + 40000; // level 5 + + setarray @exp_bonus, + 0, + 1000, // level 1 + 10000, + 100000, + 400000, + 2000000; // level 5 + + setarray @min_level, + 0, + 10, + 30, + 50, + 65, + 80; // level 5 + + set @visions_nr, 12; + setarray @visions$, + "You see a dark underground temple; you are kneeling, praying for the safety of the planet. You smile as a friend joins you in the dark-- but suddenly a shadow falls over you from above, and a stabbing pain...", + "It is midnight; you are in an underground cavern deep inside the desert ruins. Slowly, as if half-asleep, you wander up the spiral pathway, towards the ancient vase at its center. As you reach out to touch it...", + "The old castle smells of mildew and swamp gas. It has not been used in centuries, but you were here before, when the world was young. You turn to face your companions-- but something is wrong with all three; an ancient force has possessed them...", + "As you put the horn to your lips, you feel winds flowing, gathering, condensing in your chest. Soon, you can no longer contain it; the storm unleashes through your mouth, into a deafening fanfare. The black dome around you begins to crack...", + "You are alone inside your head, confined by the laughing man's circlet. Powerless, you witness how your hands shoot out flame after flame, incinerating innocents for that man's experiments...", + "The village may be in ruins, but it must have been where you grew up. The engravings on the walls-- images of powerful beasts-- look strangely familiar, and you can make out writing, words about you, wishes and prayers for you... You are at home...", + "Deep underneath the city, the rocky cavern maze turns into an opulent palace. This must be where the beast of the many eyes resides. Nervously you grip the wand; will the power to repel it be sufficient to defeat it and its magic?", + "At the bottom of the abyss, infinity opens before you. You have proven yourself worthy, and the ancient finally reveals its wisdom...", + "You may only be children, but you recognize that it is this man only who can save the world. As the walls rush towards you to crush your small group, you exchange a glance with your twin sister-- there is no doubt what you must do...", + "The sacred place is surrounded by nothingness; were it not for your magic, you would have no hope of returning. The old and young man stands nearby; he has been waiting for you, for centuries. He has all the time in the world, after all...", + "Nothing remains behind. The underground castle is empty now, its chambers plundered, its throne destroyed. Shivering, you climb down the stairs, towards the wailing of the underworld that is waiting beneath...", + "You feel soft, fluffy fur brushing against your skin and are filled with happiness. Somehow, the word `" + getspellinvocation("happy-curse") + "' comes to mind..."; + + set @max_magic, 2; + + set @has_magic, getskilllv(SKILL_MAGIC); + set @drank_potion, MAGIC_FLAGS & MFLAG_DRANK_POTION; + set @knows_seed, MAGIC_FLAGS & MFLAG_KNOWS_MANASEED; + + // Set up SkillUp function + set @SUP_id, SKILL_MAGIC; + set @SUP_name$, "Magic"; + + if (@has_magic) + goto L_magic_start; + if (@knows_seed) + goto L_quick_nomagic; + + // first time here + + set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_MANASEED; + + mes "[Mana Seed]"; + mes "You see a glowing orb, swimming in the water like a sea rose."; + mes "An unearthly glow is emanating from within, lighting up the water and filling the cave with an eerie light."; + next; + mes "[Mana Seed]"; + if (@drank_potion) + mes "Slowly, the tingling sensation you felt before begins to spread through your body again."; + mes "What would you like to do?"; + next; + goto L_nomagic_mainmenu; L_quick_nomagic: - mes "[Mana Seed]"; - mes "Again you stand before the orb."; - if (@drank_potion) - mes "Slowly, the tingling sensation you felt before begins to spread through your body again."; - mes "What would you like to do?"; - next; - - goto L_nomagic_mainmenu; + mes "[Mana Seed]"; + mes "Again you stand before the orb."; + if (@drank_potion) + mes "Slowly, the tingling sensation you felt before begins to spread through your body again."; + mes "What would you like to do?"; + next; + goto L_nomagic_mainmenu; // Non-Magic main menu ------------------------------------------------------------ L_nomagic_mainmenu: - menu "Examine it more closely", L_nomagic_examine, - "Take it with you", L_nomagic_touch, - "Touch it", L_nomagic_touch, - "Throw a rock at it", L_nomagic_throwrock, - "Destroy it", L_nomagic_destroy, - "Leave it alone", L_end; - close; + menu + "Examine it more closely", L_nomagic_examine, + "Take it with you", L_nomagic_touch, + "Touch it", L_nomagic_touch, + "Throw a rock at it", L_nomagic_throwrock, + "Destroy it", L_nomagic_destroy, + "Leave it alone", L_end; + close; L_nomagic_examine: - mes "[Mana Seed]"; - mes "The orb seems to be perfectly round and emitting a steady glow. It appears to be floating in the water."; - next; - goto L_nomagic_mainmenu; + mes "[Mana Seed]"; + mes "The orb seems to be perfectly round and emitting a steady glow. It appears to be floating in the water."; + next; + goto L_nomagic_mainmenu; L_nomagic_throwrock: - mes "[Mana Seed]"; - mes "Your rock makes hardly a sound as it strikes the orb and glances off into the water, leaving neither scratch nor impression."; - mes "The orb budges slightly, but then floats back into its old position, as if it were tethered into place."; - next; - goto L_nomagic_mainmenu; + mes "[Mana Seed]"; + mes "Your rock makes hardly a sound as it strikes the orb and glances off into the water, leaving neither scratch nor impression."; + mes "The orb budges slightly, but then floats back into its old position, as if it were tethered into place."; + next; + goto L_nomagic_mainmenu; L_nomagic_touch: - mes "[Mana Seed]"; - if (@drank_potion) - goto L_magic_level_1; - mes "As you touch the orb, you feel a terrible force within, separated from you by only the thinnest of membranes-- like a tempest, all packed up in one tiny waterskin."; - next; - mes "[Mana Seed]"; - mes "For one instant you feel that force rushing past your hands, through your body, as if you had unleashed this tempest upon yourself. Unable to contain the power, you stumble backwards, away from the orb."; - set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_TOUCHED_MANASEED; - next; - goto L_nomagic_mainmenu; + mes "[Mana Seed]"; + if (@drank_potion) + goto L_magic_level_1; + mes "As you touch the orb, you feel a terrible force within, separated from you by only the thinnest of membranes-- like a tempest, all packed up in one tiny waterskin."; + next; + mes "[Mana Seed]"; + mes "For one instant you feel that force rushing past your hands, through your body, as if you had unleashed this tempest upon yourself. Unable to contain the power, you stumble backwards, away from the orb."; + set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_TOUCHED_MANASEED; + next; + goto L_nomagic_mainmenu; L_magic_level_1: - if (getskilllv(SKILL_MAGIC)) - goto L_end; // shouldn't be happening - - mes "Again you feel the tempest rushing through the Mana Seed's membrane, into your body. You only manage to hold on to it for an instant and find yourself forced to pull your hands away again quickly."; - next; - - mes "[Mana Seed]"; - mes "But this time something is different-- that tingling sensation is back, and stronger than before. It is spreading through your body, head to toes, and you feel yourself brimming with energy."; - next; - - mes "[Mana Seed]"; - mes "It is a light-headed feeling, and you find yourself forced to sit down for a few seconds to recover."; - mes "Something is different. A new power has grown within you and is waiting to be understood."; - set @SUP_xp, 1000; - set @SUP_lvl, 1; - callfunc "SkillUp"; - next; - - goto L_end; + if (getskilllv(SKILL_MAGIC)) + goto L_end; // shouldn't be happening + mes "Again you feel the tempest rushing through the Mana Seed's membrane, into your body. You only manage to hold on to it for an instant and find yourself forced to pull your hands away again quickly."; + next; + mes "[Mana Seed]"; + mes "But this time something is different-- that tingling sensation is back, and stronger than before. It is spreading through your body, head to toes, and you feel yourself brimming with energy."; + next; + mes "[Mana Seed]"; + mes "It is a light-headed feeling, and you find yourself forced to sit down for a few seconds to recover."; + mes "Something is different. A new power has grown within you and is waiting to be understood."; + set @SUP_xp, 1000; + set @SUP_lvl, 1; + callfunc "SkillUp"; + next; + goto L_end; L_nomagic_destroy: - mes "[Mana Seed]"; - mes "Try as you might, the orb seems impervious to all forms of attack you can fathom. You are forced to abandon your efforts."; - next; - goto L_nomagic_mainmenu; + mes "[Mana Seed]"; + mes "Try as you might, the orb seems impervious to all forms of attack you can fathom. You are forced to abandon your efforts."; + next; + goto L_nomagic_mainmenu; // Magic main menu ------------------------------------------------------------ L_magic_start: - mes "[Mana Seed]"; - mes "The Mana Seed is still in the same place as during your last visit, spreading its light throughout the cavern."; - mes "What would you like to do?"; - next; + mes "[Mana Seed]"; + mes "The Mana Seed is still in the same place as during your last visit, spreading its light throughout the cavern."; + mes "What would you like to do?"; + next; L_magic_mainmenu: - menu "Touch it", L_magic_touch, - "Destroy it", L_magic_destroy, - "Leave it alone", L_end; - close; + menu + "Touch it", L_magic_touch, + "Destroy it", L_magic_destroy, + "Leave it alone", L_end; + close; L_magic_touch: - mes "[Mana Seed]"; - mes "You touch the Mana Seed again."; - - if (getskilllv(SKILL_MAGIC) >= @max_magic) - goto L_magic_maxed_out; - - set @exp_needed, @magic_exp_needed[getskilllv(SKILL_MAGIC) + 1]; - set @magic_exp, MAGIC_EXPERIENCE & 65535; - if (@magic_exp >= @exp_needed) - goto L_magic_levelup; - - set @prev_exp_needed, @magic_exp_needed[getskilllv(SKILL_MAGIC)]; - set @exp_diff, @exp_needed - @prev_exp_needed; - set @index, ((@magic_exp - @prev_exp_needed) * 5) / @exp_diff; - setarray @messages$, - "The orb's energy effortlessly rushes through you, ignoring your feeble attempts at containing it. You will need considerably more practice with your magical skills before you can hope to contain it.", - "You only barely manage to hang on to some strands of the orb's energy, but not enough to contain it. You still need noticeably more practice with your magical skills.", - "The orb's powers are still no match for you; you will need more practice to contain more of its powers.", - "You feel close to being able to contain the orb's powers. Still, some more practice is needed.", - "The orb's energy only barely evades your attempts at containing it. Soon you will be able to extract more power from it."; - - mes @messages$[@index]; - next; - goto L_magic_mainmenu; + mes "[Mana Seed]"; + mes "You touch the Mana Seed again."; + if (getskilllv(SKILL_MAGIC) >= @max_magic) + goto L_magic_maxed_out; + set @exp_needed, @magic_exp_needed[getskilllv(SKILL_MAGIC) + 1]; + set @magic_exp, MAGIC_EXPERIENCE & 65535; + if (@magic_exp >= @exp_needed) + goto L_magic_levelup; + set @prev_exp_needed, @magic_exp_needed[getskilllv(SKILL_MAGIC)]; + set @exp_diff, @exp_needed - @prev_exp_needed; + set @index, ((@magic_exp - @prev_exp_needed) * 5) / @exp_diff; + setarray @messages$, + "The orb's energy effortlessly rushes through you, ignoring your feeble attempts at containing it. You will need considerably more practice with your magical skills before you can hope to contain it.", + "You only barely manage to hang on to some strands of the orb's energy, but not enough to contain it. You still need noticeably more practice with your magical skills.", + "The orb's powers are still no match for you; you will need more practice to contain more of its powers.", + "You feel close to being able to contain the orb's powers. Still, some more practice is needed.", + "The orb's energy only barely evades your attempts at containing it. Soon you will be able to extract more power from it."; + mes @messages$[@index]; + next; + goto L_magic_mainmenu; L_magic_levelup: - set @baselevel_needed, @min_level[getskilllv(SKILL_MAGIC) + 1]; - if (BaseLevel < @baselevel_needed) - goto L_insufficient_baselevel; - mes "Its energy permeates you, surrounds you. You are suddenly uncertain if it is you who is containing the orb's powers or if it is the orb who is seeking out yours."; - next; - - mes "[Mana Seed]"; - mes "The Seed's tempest is calming beneath your hands, and its energies resonate with yours."; - next; - - mes "[Mana Seed]"; - mes "A feeling of harmony is spreading through your body, and the tingling sensation is back, within and without."; - next; - - mes "[Mana Seed]"; - mes "As the tingling increases, you feel light-headed, weightless."; - mes "Everything fades..."; - next; - - mes "Both the tingling and the sense of harmony have vanished, making room for darkness. You can't feel the Mana Seed anymore..."; - next; - - mes "... you can't feel anything."; - next; - - mes "You are floating..."; - next; - - mes "The darkness is no longer complete. You begin to make out stars in the distance, circling each other, dancing a cosmic dance."; - next; - - mes "Images rush past you, shadows of thoughts and dreams. Some touch you, filling you with powerful emotions-- despair, ecstasy; sometimes loss, sometimes hope; hate, love."; - next; - - mes "Someone else's thoughts pass through your mind..."; - next; - - set @nr, rand(@visions_nr); - mes @visions$[@nr]; - next; - - mes "The image fades."; - next; - - mes "[Mana Seed]"; - mes "You awaken, lying on the ground."; - next; - - mes "[Mana Seed]"; - mes "Something has changed... you feel more confident in your magical abilities."; - - set @SUP_xp, @exp_bonus[1 + getskilllv(SKILL_MAGIC)]; - set @SUP_lvl, 1 + getskilllv(SKILL_MAGIC); - callfunc "SkillUp"; - itemheal 0, 10000; - next; - - goto L_end; + set @baselevel_needed, @min_level[getskilllv(SKILL_MAGIC) + 1]; + if (BaseLevel < @baselevel_needed) + goto L_insufficient_baselevel; + mes "Its energy permeates you, surrounds you. You are suddenly uncertain if it is you who is containing the orb's powers or if it is the orb who is seeking out yours."; + next; + mes "[Mana Seed]"; + mes "The Seed's tempest is calming beneath your hands, and its energies resonate with yours."; + next; + mes "[Mana Seed]"; + mes "A feeling of harmony is spreading through your body, and the tingling sensation is back, within and without."; + next; + mes "[Mana Seed]"; + mes "As the tingling increases, you feel light-headed, weightless."; + mes "Everything fades..."; + next; + mes "Both the tingling and the sense of harmony have vanished, making room for darkness. You can't feel the Mana Seed anymore..."; + next; + mes "... you can't feel anything."; + next; + mes "You are floating..."; + next; + mes "The darkness is no longer complete. You begin to make out stars in the distance, circling each other, dancing a cosmic dance."; + next; + mes "Images rush past you, shadows of thoughts and dreams. Some touch you, filling you with powerful emotions-- despair, ecstasy; sometimes loss, sometimes hope; hate, love."; + next; + mes "Someone else's thoughts pass through your mind..."; + next; + set @nr, rand(@visions_nr); + mes @visions$[@nr]; + next; + mes "The image fades."; + next; + mes "[Mana Seed]"; + mes "You awaken, lying on the ground."; + next; + mes "[Mana Seed]"; + mes "Something has changed... you feel more confident in your magical abilities."; + set @SUP_xp, @exp_bonus[1 + getskilllv(SKILL_MAGIC)]; + set @SUP_lvl, 1 + getskilllv(SKILL_MAGIC); + callfunc "SkillUp"; + itemheal 0, 10000; + next; + goto L_end; L_magic_maxed_out: - mes "Strangely, you feel nothing, as if its membrane had closed towards you."; - set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_MANASEED_MAXEDOUT; - next; - - goto L_magic_mainmenu; + mes "Strangely, you feel nothing, as if its membrane had closed towards you."; + set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_MANASEED_MAXEDOUT; + next; + goto L_magic_mainmenu; L_insufficient_baselevel: - mes "Its energies rush through you. You fight to keep them under control, to contain them in your body. Alas, your body is too frail-- you have to let go."; - mes "Frustrated, you give up. You have the skill needed to control this power, but you will have to grow up some more before your body can handle it."; - next; - goto L_magic_mainmenu; + mes "Its energies rush through you. You fight to keep them under control, to contain them in your body. Alas, your body is too frail-- you have to let go."; + mes "Frustrated, you give up. You have the skill needed to control this power, but you will have to grow up some more before your body can handle it."; + next; + goto L_magic_mainmenu; L_magic_destroy: - mes "[Mana Seed]"; - mes "Try as you might, you cannot find a way, magical or physical, to destroy the seed. Frustrated, you give up."; - next; - goto L_magic_mainmenu; + mes "[Mana Seed]"; + mes "Try as you might, you cannot find a way, magical or physical, to destroy the seed. Frustrated, you give up."; + next; + goto L_magic_mainmenu; L_end: - close; -} + close; +} \ No newline at end of file diff --git a/world/map/npc/012-3/warningsigns.txt b/world/map/npc/012-3/warningsigns.txt index 2bd31346..081f8c67 100644 --- a/world/map/npc/012-3/warningsigns.txt +++ b/world/map/npc/012-3/warningsigns.txt @@ -1,7 +1,6 @@ //warning signs at pvp entrance! - -012-3.gat,445,61,0 script sign 187, { +012-3.gat,445,61,0|script|sign|187,{ mes "You are about to enter a dangerous area!"; next; mes "This area has a great distance to town. So the protection spell of the town is not active in that cave!"; @@ -9,10 +8,10 @@ close; } -012-3.gat,451,61,0 script sign 186, { +012-3.gat,451,61,0|script|sign|186,{ mes "You are about to enter a dangerous area!"; next; mes "This area has a great distance to town. So the protection spell of the town is not active in that cave!"; mes "That is why other players are able to attack you."; close; -} +} \ No newline at end of file diff --git a/world/map/npc/013-1/sagatha.txt b/world/map/npc/013-1/sagatha.txt index 84df4fe6..e157139d 100644 --- a/world/map/npc/013-1/sagatha.txt +++ b/world/map/npc/013-1/sagatha.txt @@ -1,448 +1,447 @@ // Sagatha the witch, expert for nature and astral magic //---------------------------------------- -function script QuestSagathaHappy { - set @unhappiness, (QUEST_MAGIC & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT; - if (@unhappiness < @value) - goto L_zero; +function|script|QuestSagathaHappy|{ + set @unhappiness, (QUEST_MAGIC & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT; + if (@unhappiness < @value) + goto L_zero; - set @unhappiness, @unhappiness - @value; - goto L_write; + set @unhappiness, @unhappiness - @value; + goto L_write; L_zero: - set @unhappiness, 0; + set @unhappiness, 0; L_write: - set QUEST_MAGIC, (QUEST_MAGIC & ~NIBBLE_3_MASK) | (@unhappiness << NIBBLE_3_SHIFT); - return; + set QUEST_MAGIC, (QUEST_MAGIC & ~NIBBLE_3_MASK) | (@unhappiness << NIBBLE_3_SHIFT); + return; } //---------------------------------------- -function script QuestSagathaAnnoy { - set @unhappiness, (QUEST_MAGIC & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT; - if ((@unhappiness + @value) > 15) - goto L_max; +function|script|QuestSagathaAnnoy|{ + set @unhappiness, (QUEST_MAGIC & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT; + if ((@unhappiness + @value) > 15) + goto L_max; - set @unhappiness, @unhappiness + @value; - goto L_write; + set @unhappiness, @unhappiness + @value; + goto L_write; L_max: - set @unhappiness, 15; + set @unhappiness, 15; L_write: - set QUEST_MAGIC, (QUEST_MAGIC & ~NIBBLE_3_MASK) | (@unhappiness << NIBBLE_3_SHIFT); - return; + set QUEST_MAGIC, (QUEST_MAGIC & ~NIBBLE_3_MASK) | (@unhappiness << NIBBLE_3_SHIFT); + return; } //---------------------------------------- -function script SagathaStatus { - if (getequipid(equip_head) != 1216 && getequipid(equip_head) != 752) +function|script|SagathaStatus|{ + if (getequipid(equip_head) != 1216 && getequipid(equip_head) != 752) goto L_next; - set @value, 15; - callfunc "QuestSagathaAnnoy"; + set @value, 15; + callfunc "QuestSagathaAnnoy"; L_next: - set @mexp, MAGIC_EXPERIENCE & 65535; - set @has_magic, getskilllv(SKILL_MAGIC); - set @evil, 0; - set @good, 0; - set @unhappy, (QUEST_MAGIC & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT; - set @mouboo, ((QUEST_MAGIC & NIBBLE_2_MASK) >> NIBBLE_2_SHIFT) & 3; - - if (@mouboo == 3) - set @good, @good + 1; - if (@mouboo == 2) - set @evil, 1; - if (@mouboo == 1) - set @evil, 1; - - if (MAGIC_FLAGS & MFLAG_DID_CUTTREE) - set @evil, 1; - - set @druid, (((QUEST_MAGIC & NIBBLE_2_MASK) >> NIBBLE_2_SHIFT) & 12) >> 2; - if (@druid == 3) - set @good, @good + 1; - return; + set @mexp, MAGIC_EXPERIENCE & 65535; + set @has_magic, getskilllv(SKILL_MAGIC); + set @evil, 0; + set @good, 0; + set @unhappy, (QUEST_MAGIC & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT; + set @mouboo, ((QUEST_MAGIC & NIBBLE_2_MASK) >> NIBBLE_2_SHIFT) & 3; + + if (@mouboo == 3) + set @good, @good + 1; + if (@mouboo == 2) + set @evil, 1; + if (@mouboo == 1) + set @evil, 1; + + if (MAGIC_FLAGS & MFLAG_DID_CUTTREE) + set @evil, 1; + + set @druid, (((QUEST_MAGIC & NIBBLE_2_MASK) >> NIBBLE_2_SHIFT) & 12) >> 2; + if (@druid == 3) + set @good, @good + 1; + return; } //---------------------------------------- -013-1.gat,131,24,0 script Sagatha#_M 167,{ - callfunc "SagathaStatus"; +013-1.gat,131,24,0|script|Sagatha#_M|167,{ + callfunc "SagathaStatus"; - set @Q_MASK, NIBBLE_4_MASK | NIBBLE_5_MASK; - set @Q_SHIFT, NIBBLE_4_SHIFT; + set @Q_MASK, NIBBLE_4_MASK | NIBBLE_5_MASK; + set @Q_SHIFT, NIBBLE_4_SHIFT; - set @STATUS_INITIAL, 0; - set @STATUS_STUDENT, 1; // N14 - set @STATUS_STUDENT_N10, 2; - set @STATUS_STUDENT_A10, 3; - set @STATUS_STUDENT_A11, 4; - set @STATUS_STUDENT_A12, 5; - set @STATUS_STUDENT_N11, 6; - set @STATUS_STUDENT_LEVEL_3, 7; + set @STATUS_INITIAL, 0; + set @STATUS_STUDENT, 1; // N14 + set @STATUS_STUDENT_N10, 2; + set @STATUS_STUDENT_A10, 3; + set @STATUS_STUDENT_A11, 4; + set @STATUS_STUDENT_A12, 5; + set @STATUS_STUDENT_N11, 6; + set @STATUS_STUDENT_LEVEL_3, 7; - set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT; - - if (MAGIC_FLAGS & MFLAG_KNOWS_SAGATHA) - mes "[Sagatha the Witch]"; - if (!(MAGIC_FLAGS & MFLAG_KNOWS_SAGATHA)) - mes "[Witch]"; - - // if fluffyhat - if (getequipid(equip_head) == 752) - goto L_hat_attack; - - if (@evil) - goto L_evil; - - if (@unhappy > 10) - goto L_unhappy; - - if (MAGIC_FLAGS & MFLAG_KNOWS_SAGATHA) - goto L_wb; - - mes "Before you stands a beautiful woman, dressed in dark purple robes and wearing a witch's hat."; - - if (Sex) - mes "She looks at you suspiciously."; - if (!Sex) - mes "She looks at you impassively."; - next; - - menu - "Who are you?", -, - "What's your name?", L_intro_name, - "Hello! My name is " + strcharinfo(0) + ".", L_intro_givename, - "Goodbye.", L_close; + set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT; + if (MAGIC_FLAGS & MFLAG_KNOWS_SAGATHA) + mes "[Sagatha the Witch]"; + if (!(MAGIC_FLAGS & MFLAG_KNOWS_SAGATHA)) mes "[Witch]"; - mes "\"I am what you humans call a witch. I am a human who has chosen all living creatures as what you call family.\""; - next; - - menu - "No, I mean... what's your name?", L_intro_name, - "Hello! My name is " + strcharinfo(0) + ".", L_intro_givename, - "Uh.... goodbye.", L_close; - - close; + // if fluffyhat + if (getequipid(equip_head) == 752) + goto L_hat_attack; + if (@evil) + goto L_evil; + if (@unhappy > 10) + goto L_unhappy; + if (MAGIC_FLAGS & MFLAG_KNOWS_SAGATHA) + goto L_wb; + + mes "Before you stands a beautiful woman, dressed in dark purple robes and wearing a witch's hat."; + + if (Sex) + mes "She looks at you suspiciously."; + if (!Sex) + mes "She looks at you impassively."; + next; + menu + "Who are you?", -, + "What's your name?", L_intro_name, + "Hello! My name is " + strcharinfo(0) + ".", L_intro_givename, + "Goodbye.", L_close; + mes "[Witch]"; + mes "\"I am what you humans call a witch. I am a human who has chosen all living creatures as what you call family.\""; + next; + menu + "No, I mean... what's your name?", L_intro_name, + "Hello! My name is " + strcharinfo(0) + ".", L_intro_givename, + "Uh.... goodbye.", L_close; + close; L_hat_attack: - mes "The witch seems to be trembling with disgust as she stares at your headgear."; - mes "\"Do you think that is funny?\" she snarls."; - next; - if (MAGIC_FLAGS & MFLAG_KNOWS_SAGATHA) - mes "[Sagatha the Witch]"; - if (!(MAGIC_FLAGS & MFLAG_KNOWS_SAGATHA)) - mes "[Witch]"; - - mes "\"You have no idea what that poor creature felt!\""; - mes "She snaps her fingers."; - mes "\"Let me show you...\""; - misceffect sfx_magic_war, strcharinfo(0); - misceffect sfx_magic_war; - heal -300, 0; - close; + mes "The witch seems to be trembling with disgust as she stares at your headgear."; + mes "\"Do you think that is funny?\" she snarls."; + next; + if (MAGIC_FLAGS & MFLAG_KNOWS_SAGATHA) + mes "[Sagatha the Witch]"; + if (!(MAGIC_FLAGS & MFLAG_KNOWS_SAGATHA)) + mes "[Witch]"; + mes "\"You have no idea what that poor creature felt!\""; + mes "She snaps her fingers."; + mes "\"Let me show you...\""; + misceffect sfx_magic_war, strcharinfo(0); + misceffect sfx_magic_war; + heal -300, 0; + close; L_intro_name: - mes "[Sagatha the Witch]"; - mes "\"They call me Sagatha.\""; - set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_SAGATHA; - next; - goto L_main; + mes "[Sagatha the Witch]"; + mes "\"They call me Sagatha.\""; + set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_SAGATHA; + next; + goto L_main; L_intro_givename: - mes "[Witch]"; - mes "\"Ah.\""; - next; - - menu - "What's yours?", L_intro_name, - "Uhm... bye.", -; - close; + mes "[Witch]"; + mes "\"Ah.\""; + next; + menu + "What's yours?", L_intro_name, + "Uhm... bye.", -; + close; L_evil: - mes "The witch's eyes flare up in anger as she notices you, and she turns away from you."; - mes "Whatever the reason, she doesn't seem to like you."; - close; + mes "The witch's eyes flare up in anger as she notices you, and she turns away from you."; + mes "Whatever the reason, she doesn't seem to like you."; + close; L_unhappy: - mes "The witch glares at you in anger."; - mes "\"I wonder if you can still sleep after killing those innocent forest creatures!"; - mes "I am sure that they will come back to haunt you in your dreams!\""; - close; + mes "The witch glares at you in anger."; + mes "\"I wonder if you can still sleep after killing those innocent forest creatures!"; + mes "I am sure that they will come back to haunt you in your dreams!\""; + close; L_wb: - if (@good > 1) - mes "Sagatha nods as she notices you."; - if (@good == 1) - mes "Sagatha raises an eyebrow as you address her."; - if (@good == 0) - mes "Sagatha glances at you, suspicion evident in her eyes."; - next; + if (@good > 1) + mes "Sagatha nods as she notices you."; + if (@good == 1) + mes "Sagatha raises an eyebrow as you address her."; + if (@good == 0) + mes "Sagatha glances at you, suspicion evident in her eyes."; + next; L_main: - if (@Q_status) - menu - "Can you explain magic to me?", L_explain_magic, - "Can you teach me more magic?", L_teach, - "What do you know about...", L_Question, - "Goodbye.", L_close; - if (!@Q_status) - menu - "Can you explain magic to me?", L_explain_magic, - "Can you teach me magic?", L_teach_initial, - "What do you know about...", L_Question, - "Goodbye.", L_close; - close; + if (@Q_status) + menu + "Can you explain magic to me?", L_explain_magic, + "Can you teach me more magic?", L_teach, + "What do you know about...", L_Question, + "Goodbye.", L_close; + if (!@Q_status) + menu + "Can you explain magic to me?", L_explain_magic, + "Can you teach me magic?", L_teach_initial, + "What do you know about...", L_Question, + "Goodbye.", L_close; + close; L_teach_initial: - if (@good < 2) - goto L_teach_initial_nogood; - if (getskilllv(SKILL_MAGIC_NATURE) < 2) - goto L_teach_initial_nonature; - - mes "[Sagatha the Witch]"; - mes "She nods."; - mes "\"For now, yes. But you will have to prove that you really care about more than yourself.\""; - next; - - mes "[Sagatha the Witch]"; - mes "She snaps her fingers, and without warning you begin to acutely sense the magical energies around you, for a brief instant!"; - - set @Q_status, @STATUS_STUDENT; - callsub S_update_var; - set @SUP_xp, 5000; - set @SUP_lvl, 2; - callsub S_up_astral; - next; - - mes "[Sagatha the Witch]"; - mes "\"In the future, I will teach you nature and astral magic. For the other schools there are better teachers around.\""; - if (getskilllv(SKILL_MAGIC) < 2) - mes "\"Your skill in magic won't be great enough to use some of the spells yet, so keep practicing and visiting the mana seed until it is.\""; - next; - - goto L_main; - + if (@good < 2) + goto L_teach_initial_nogood; + if (getskilllv(SKILL_MAGIC_NATURE) < 2) + goto L_teach_initial_nonature; + mes "[Sagatha the Witch]"; + mes "She nods."; + mes "\"For now, yes. But you will have to prove that you really care about more than yourself.\""; + next; + mes "[Sagatha the Witch]"; + mes "She snaps her fingers, and without warning you begin to acutely sense the magical energies around you, for a brief instant!"; + set @Q_status, @STATUS_STUDENT; + callsub S_update_var; + set @SUP_xp, 5000; + set @SUP_lvl, 2; + callsub S_up_astral; + next; + mes "[Sagatha the Witch]"; + mes "\"In the future, I will teach you nature and astral magic. For the other schools there are better teachers around.\""; + if (getskilllv(SKILL_MAGIC) < 2) + mes "\"Your skill in magic won't be great enough to use some of the spells yet, so keep practicing and visiting the mana seed until it is.\""; + next; + goto L_main; L_teach_initial_nogood: - mes "[Sagatha the Witch]"; - mes "\"I don't take strangers as students.\""; - next; - goto L_main; + mes "[Sagatha the Witch]"; + mes "\"I don't take strangers as students.\""; + next; + goto L_main; L_teach_initial_nonature: - mes "[Sagatha the Witch]"; - mes "\"I might, but you don't even understand the basics of nature magic.\""; - next; - goto L_main; + mes "[Sagatha the Witch]"; + mes "\"I might, but you don't even understand the basics of nature magic.\""; + next; + goto L_main; L_explain_magic: - mes "[Sagatha the Witch]"; - mes "\"No.\""; - next; - goto L_main; + mes "[Sagatha the Witch]"; + mes "\"No.\""; + next; + goto L_main; L_teach: - if (@Q_status == @STATUS_STUDENT) - goto L_teach_N14; - if (@Q_status == @STATUS_STUDENT_N10) - goto L_teach_N10; - if (@Q_status == @STATUS_STUDENT_A10) - goto L_teach_A10; - if (@Q_status == @STATUS_STUDENT_A11) - goto L_teach_A11; - if (@Q_status == @STATUS_STUDENT_A12) - goto L_teach_A12; - if (@Q_status == @STATUS_STUDENT_N11) - goto L_teach_N11; - - mes "[Sagatha the Witch]"; - mes "\"Not yet. You have to ask the mana seed to give you more power.\""; - next; - goto L_main; + if (@Q_status == @STATUS_STUDENT) + goto L_teach_N14; + if (@Q_status == @STATUS_STUDENT_N10) + goto L_teach_N10; + if (@Q_status == @STATUS_STUDENT_A10) + goto L_teach_A10; + if (@Q_status == @STATUS_STUDENT_A11) + goto L_teach_A11; + if (@Q_status == @STATUS_STUDENT_A12) + goto L_teach_A12; + if (@Q_status == @STATUS_STUDENT_N11) + goto L_teach_N11; + + mes "[Sagatha the Witch]"; + mes "\"Not yet. You have to ask the mana seed to give you more power.\""; + next; + goto L_main; L_practice: - mes "[1000 experience points]"; - set @Q_status, @Q_status + 1; - callsub S_update_var; - getexp 1000,0; - next; - mes "[Sagatha the Witch]"; - mes "\"Now go and practice.\""; - next; - goto L_main; + mes "[1000 experience points]"; + set @Q_status, @Q_status + 1; + callsub S_update_var; + getexp 1000,0; + next; + mes "[Sagatha the Witch]"; + mes "\"Now go and practice.\""; + next; + goto L_main; L_teach_N14: - if (@mexp < 125) goto L_teach_noexp; - mes "[Sagatha the Witch]"; - mes "\"Some forest creatures sometimes overgrow their fur or hide. That makes them uncomfortable.\""; - next; - mes "[Sagatha the Witch]"; - mes "\"You can help them with shearing magic. Press your hands together and say '" + getspellinvocation("shear") + "'. Then touch them with your hands, and brush off any excess.\""; - next; - mes "[Sagatha the Witch]"; - mes "\"The spell is strong, so you only need to do this once. Be careful not to cut them. Some things they shed are useful. Often they will leave them to you as a thank-you.\""; - goto L_practice; + if (@mexp < 125) + goto L_teach_noexp; + mes "[Sagatha the Witch]"; + mes "\"Some forest creatures sometimes overgrow their fur or hide. That makes them uncomfortable.\""; + next; + mes "[Sagatha the Witch]"; + mes "\"You can help them with shearing magic. Press your hands together and say '" + getspellinvocation("shear") + "'. Then touch them with your hands, and brush off any excess.\""; + next; + mes "[Sagatha the Witch]"; + mes "\"The spell is strong, so you only need to do this once. Be careful not to cut them. Some things they shed are useful. Often they will leave them to you as a thank-you.\""; + goto L_practice; L_teach_N10: - if (@mexp < 150) goto L_teach_noexp; - mes "[Sagatha the Witch]"; - mes "\"Next, a nature spell. Take a cocoon shell. Hold it in your hand. Feel its lightness.\""; - next; - mes "[Sagatha the Witch]"; - mes "\"Now whisper '" + getspellinvocation("flying-backpack") + "', and if your backpack was pressing on you you should no longer feel it now.\""; - goto L_practice; + if (@mexp < 150) + goto L_teach_noexp; + mes "[Sagatha the Witch]"; + mes "\"Next, a nature spell. Take a cocoon shell. Hold it in your hand. Feel its lightness.\""; + next; + mes "[Sagatha the Witch]"; + mes "\"Now whisper '" + getspellinvocation("flying-backpack") + "', and if your backpack was pressing on you you should no longer feel it now.\""; + goto L_practice; L_teach_A10: - if (@mexp < 180) goto L_teach_noexp; - mes "[Sagatha the Witch]"; - mes "\"To protect against others' magic, take a small mushroom from a shady place. Mushrooms draw things out of the earth. Rub your mushroom into pieces between your hands.\""; - next; - mes "[Sagatha the Witch]"; - mes "\"Then say '" + getspellinvocation("barrier") + "' and let the mushroom's power take over.\""; - goto L_practice; + if (@mexp < 180) + goto L_teach_noexp; + mes "[Sagatha the Witch]"; + mes "\"To protect against others' magic, take a small mushroom from a shady place. Mushrooms draw things out of the earth. Rub your mushroom into pieces between your hands.\""; + next; + mes "[Sagatha the Witch]"; + mes "\"Then say '" + getspellinvocation("barrier") + "' and let the mushroom's power take over.\""; + goto L_practice; L_teach_A11: - if (@mexp < 200) goto L_teach_noexp; - mes "[Sagatha the Witch]"; - mes "\"If you must fight, call allies. You can call spiky mushrooms out of the ground with a mushroom spike and a root. Hold up the spike and call out to them: '" + getspellinvocation("summon-spiky-mushrooms") + "'. Then press the root to the ground.\""; - next; - mes "[Sagatha the Witch]"; - mes "\"Spiky mushrooms often grow too many spikes, so you can shear the spikes off of some.\""; - next; - goto L_practice; + if (@mexp < 200) + goto L_teach_noexp; + mes "[Sagatha the Witch]"; + mes "\"If you must fight, call allies. You can call spiky mushrooms out of the ground with a mushroom spike and a root. Hold up the spike and call out to them: '" + getspellinvocation("summon-spiky-mushrooms") + "'. Then press the root to the ground.\""; + next; + mes "[Sagatha the Witch]"; + mes "\"Spiky mushrooms often grow too many spikes, so you can shear the spikes off of some.\""; + next; + goto L_practice; L_teach_A12: - if (@mexp < 220) goto L_teach_noexp; - mes "[Sagatha the Witch]"; - mes "\"You can call fluffies, too. But for them you must call out '" + getspellinvocation("summon-fluffies") + "' instead, with white fluffy fur instead of a spike. And don't forget the root.\""; - goto L_practice; + if (@mexp < 220) + goto L_teach_noexp; + mes "[Sagatha the Witch]"; + mes "\"You can call fluffies, too. But for them you must call out '" + getspellinvocation("summon-fluffies") + "' instead, with white fluffy fur instead of a spike. And don't forget the root.\""; + goto L_practice; L_teach_N11: - if (@mexp < 250) goto L_teach_noexp; - mes "[Sagatha the Witch]"; - mes "\"You can harden your skin with a hard spike. Hold it in your hands and speak '" + getspellinvocation("protect") + "', then draw its hardness into your skin.\""; - next; - mes "[Sagatha the Witch]"; - mes "\"Or call it into someone else's skin, by saying that someone's name right after the '" + getspellinvocation("protect") + "'.\""; - goto L_practice; + if (@mexp < 250) + goto L_teach_noexp; + mes "[Sagatha the Witch]"; + mes "\"You can harden your skin with a hard spike. Hold it in your hands and speak '" + getspellinvocation("protect") + "', then draw its hardness into your skin.\""; + next; + mes "[Sagatha the Witch]"; + mes "\"Or call it into someone else's skin, by saying that someone's name right after the '" + getspellinvocation("protect") + "'.\""; + goto L_practice; L_teach_noexp: - mes "[Sagatha the Witch]"; - mes "\"You must practice more first.\""; - next; - goto L_main; + mes "[Sagatha the Witch]"; + mes "\"You must practice more first.\""; + next; + goto L_main; L_Question: - callfunc "MagicTalkOptionsSetup"; - set @ignore, @QQ_SAGATHA; - callfunc "MagicTalkMenu"; - - if (@c == 0) goto L_main; - if (@c == @QQ_ELANORE) goto L_Q_elanore; - if (@c == @QQ_MANASEED) goto L_Q_manaseed; - if (@c == @QQ_MANAPOTION) goto L_Q_manapotion; - if (@c == @QQ_WYARA) goto L_Q_wyara; - if (@c == @QQ_AULDSBEL) goto L_Q_auldsbel; - if (@c == @QQ_IMP) goto L_Q_imp; - if (@c == @QQ_OLDWIZ) goto L_Q_old_wizard; - if (@c == @QQ_ASTRALSOUL)goto L_Q_astralsoul; + callfunc "MagicTalkOptionsSetup"; + set @ignore, @QQ_SAGATHA; + callfunc "MagicTalkMenu"; - mes "[Sagatha the Witch]"; - mes "\"That doesn't concern you.\""; - next; + if (@c == 0) goto L_main; + if (@c == @QQ_ELANORE) + goto L_Q_elanore; + if (@c == @QQ_MANASEED) + goto L_Q_manaseed; + if (@c == @QQ_MANAPOTION) + goto L_Q_manapotion; + if (@c == @QQ_WYARA) + goto L_Q_wyara; + if (@c == @QQ_AULDSBEL) + goto L_Q_auldsbel; + if (@c == @QQ_IMP) + goto L_Q_imp; + if (@c == @QQ_OLDWIZ) + goto L_Q_old_wizard; + if (@c == @QQ_ASTRALSOUL) + goto L_Q_astralsoul; + + mes "[Sagatha the Witch]"; + mes "\"That doesn't concern you.\""; + next; + goto L_main; L_Q_astralsoul: - mes "[Sagatha the Witch]"; - mes "\"Yes, there is a way to improve your magic.\""; - next; - mes "\"Did you ever hear about focusing?\""; - next; - mes "\"It is a mental ability, which improves you at a certain focused skill.\""; - next; - mes "\"Yes, I am focused on nature magic, but I cannot teach focusing. That is another realm of magic. Just a few people can really focus your brain to a specific art of magic.\""; - next; - mes "\"Maybe you should ask some other people experienced in magic.\""; - next; - goto L_main; + mes "[Sagatha the Witch]"; + mes "\"Yes, there is a way to improve your magic.\""; + next; + mes "\"Did you ever hear about focusing?\""; + next; + mes "\"It is a mental ability, which improves you at a certain focused skill.\""; + next; + mes "\"Yes, I am focused on nature magic, but I cannot teach focusing. That is another realm of magic. Just a few people can really focus your brain to a specific art of magic.\""; + next; + mes "\"Maybe you should ask some other people experienced in magic.\""; + next; + goto L_main; L_Q_old_wizard: - mes "[Sagatha the Witch]"; - mes "\"A kind and wise wizard.\""; - next; - goto L_main; + mes "[Sagatha the Witch]"; + mes "\"A kind and wise wizard.\""; + next; + goto L_main; L_Q_imp: - mes "[Sagatha the Witch]"; - mes "\"He is an evil and cruel one. He lies and cheats and will try to take advantage of you. Stay away from him.\""; - next; - goto L_main; + mes "[Sagatha the Witch]"; + mes "\"He is an evil and cruel one. He lies and cheats and will try to take advantage of you. Stay away from him.\""; + next; + goto L_main; L_Q_elanore: - mes "[Sagatha the Witch]"; - mes "\"Elanore is the Tulimshar town healer.\""; - next; - goto L_main; + mes "[Sagatha the Witch]"; + mes "\"Elanore is the Tulimshar town healer.\""; + next; + goto L_main; L_Q_manaseed: - mes "[Sagatha the Witch]"; - if (!@has_magic && (MAGIC_FLAGS & MFLAG_TOUCHED_MANASEED)) - goto L_Q_manaseed_unabsorbed; - if (@has_magic) - goto L_Q_manaseed_m; - mes "\"There is a mana seed around here, but I don't see how this concerns you.\""; - next; - goto L_main; + mes "[Sagatha the Witch]"; + if (!@has_magic && (MAGIC_FLAGS & MFLAG_TOUCHED_MANASEED)) + goto L_Q_manaseed_unabsorbed; + if (@has_magic) + goto L_Q_manaseed_m; + mes "\"There is a mana seed around here, but I don't see how this concerns you.\""; + next; + goto L_main; L_Q_manaseed_unabsorbed: - mes "\"If the mana seed didn't pass its magic to you, you clearly aren't attuned to magic.\""; - next; - goto L_main; + mes "\"If the mana seed didn't pass its magic to you, you clearly aren't attuned to magic.\""; + next; + goto L_main; L_Q_manaseed_m: - mes "\"You were lucky that the mana seed gave you its magic. I hope that you will use this power for something good now.\""; - next; - goto L_main; + mes "\"You were lucky that the mana seed gave you its magic. I hope that you will use this power for something good now.\""; + next; + goto L_main; L_Q_manapotion: - mes "[Sagatha the Witch]"; - mes "\"I won't make one without a cauldron, that would be wasteful. And I'm not going to start carrying a cauldron around.\""; - next; - goto L_main; + mes "[Sagatha the Witch]"; + mes "\"I won't make one without a cauldron, that would be wasteful. And I'm not going to start carrying a cauldron around.\""; + next; + goto L_main; L_Q_wyara: - mes "[Sagatha the Witch]"; - mes "\"Wyara decided to live with humans, in Hurnscald. She tries to make the world a better place in her own way. Please be kind to her, she is a very good person.\""; - next; - goto L_main; + mes "[Sagatha the Witch]"; + mes "\"Wyara decided to live with humans, in Hurnscald. She tries to make the world a better place in her own way. Please be kind to her, she is a very good person.\""; + next; + goto L_main; L_Q_auldsbel: - mes "[Sagatha the Witch]"; - mes "She frowns."; - mes "\"He's a transmutation wizard, member of the northern council. Reasonably competent wizard, too.\""; - next; - goto L_main; + mes "[Sagatha the Witch]"; + mes "She frowns."; + mes "\"He's a transmutation wizard, member of the northern council. Reasonably competent wizard, too.\""; + next; + goto L_main; L_close: - close; + close; S_up_astral: - set @SUP_id, SKILL_MAGIC_ASTRAL; - set @SUP_name$, "Astral Magic"; - callfunc "SkillUp"; - return; + set @SUP_id, SKILL_MAGIC_ASTRAL; + set @SUP_name$, "Astral Magic"; + callfunc "SkillUp"; + return; S_up_nature: - set @SUP_id, SKILL_MAGIC_NATURE; - set @SUP_name$, "Nature Magic"; - callfunc "SkillUp"; - return; + set @SUP_id, SKILL_MAGIC_NATURE; + set @SUP_name$, "Nature Magic"; + callfunc "SkillUp"; + return; S_update_var: - set QUEST_MAGIC, - (QUEST_MAGIC & ~(@Q_MASK) - | (@Q_status << @Q_SHIFT)); - return; -} + set QUEST_MAGIC, + (QUEST_MAGIC & ~(@Q_MASK) + | (@Q_status << @Q_SHIFT)); + return; +} \ No newline at end of file diff --git a/world/map/npc/013-2/apprentice.txt b/world/map/npc/013-2/apprentice.txt index 830b5171..0b4bfb47 100644 --- a/world/map/npc/013-2/apprentice.txt +++ b/world/map/npc/013-2/apprentice.txt @@ -1,93 +1,98 @@ -013-2.gat,25,37,0 script Fabius 115,{ - mes "[Fabius]"; - mes "\"Hey! Wanna have a drink or something? High quality, low cost. A poor fella like me needs a bit of extra cash, ye know.\""; - next; - menu - "Yes please!", L_Yes, - "No thanks.", L_No, - "No way, I thought it was for free!", L_Not_Free; +013-2.gat,25,37,0|script|Fabius|115,{ + mes "[Fabius]"; + mes "\"Hey! Wanna have a drink or something? High quality, low cost. A poor fella like me needs a bit of extra cash, ye know.\""; + next; + menu + "Yes please!", L_Yes, + "No thanks.", L_No, + "No way, I thought it was for free!", L_Not_Free; L_Yes: - mes "[Fabius]"; - mes "\"So what would ya like, then?\""; - next; - menu - "A beer", L_Beer, - "A milk", L_Milk, - "Nevermind", -; + mes "[Fabius]"; + mes "\"So what would ya like, then?\""; + next; + menu + "A beer", L_Beer, + "A milk", L_Milk, + "Nevermind", -; L_No: - mes "[Fabius]"; - mes "\"Suit yourself.\""; - next; - goto L_Finish; + mes "[Fabius]"; + mes "\"Suit yourself.\""; + next; + goto L_Finish; L_Not_Free: - mes "[Fabius]"; - mes "\"Oh, you stupid git! ... But hey, let me tell ya something...\""; - next; - mes "[Fabius]"; - mes "\"There's notes flying around in the room up there. Did ya try reading some?\""; - close; + mes "[Fabius]"; + mes "\"Oh, you stupid git! ... But hey, let me tell ya something...\""; + next; + mes "[Fabius]"; + mes "\"There's notes flying around in the room up there. Did ya try reading some?\""; + close; L_Beer: - mes "[Fabius]"; - mes "\"That'll be 175 GP.\""; - next; - menu - "Here you are", L_Beer_yes, - "No thanks", L_Beer_no; + mes "[Fabius]"; + mes "\"That'll be 175 GP.\""; + next; + menu + "Here you are", L_Beer_yes, + "No thanks", L_Beer_no; L_Beer_yes: - if (zeny < 175) goto L_Low_money; - getinventorylist; - if (@inventorylist_count == 100 && countitem("Beer") == 0) goto L_TooMany; - - getitem "Beer", 1; - set zeny, zeny - 175; - goto L_Finish; + if (zeny < 175) + goto L_Low_money; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("Beer") == 0) + goto L_TooMany; + getitem "Beer", 1; + set zeny, zeny - 175; + goto L_Finish; L_Beer_no: - mes "[Fabius]"; - mes "\"No beer, no civilization!\""; - next; - goto L_Finish; + mes "[Fabius]"; + mes "\"No beer, no civilization!\""; + next; + goto L_Finish; L_Milk: - mes "[Fabius]"; - mes "\"That'll be 300 GP.\""; - next; - menu - "Here you are", L_Milk_yes, - "No thanks", L_Milk_no; + mes "[Fabius]"; + mes "\"That'll be 300 GP.\""; + next; + menu + "Here you are", L_Milk_yes, + "No thanks", L_Milk_no; L_Milk_yes: - if (zeny < 300) goto L_Low_money; - getinventorylist; - if (@inventorylist_count == 100 && countitem("Milk") == 0) goto L_TooMany; - getitem "Milk", 1; - set zeny, zeny - 300; - goto L_Finish; + if (zeny < 300) + goto L_Low_money; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("Milk") == 0) + goto L_TooMany; + getitem "Milk", 1; + set zeny, zeny - 300; + goto L_Finish; L_Milk_no: - mes "[Fabius]"; - mes "\"Oh alright. Milk is a deadly poison anyway...\""; - next; - goto L_Finish; + mes "[Fabius]"; + mes "\"Oh alright. Milk is a deadly poison anyway...\""; + next; + goto L_Finish; L_Low_money: - mes "[Fabius]"; - mes "\"Aw, you don't have enough gold on you!\""; - next; - goto L_Finish; + mes "[Fabius]"; + mes "\"Aw, you don't have enough gold on you!\""; + next; + goto L_Finish; L_Finish: - mes "[Fabius]"; - mes "\"By the way, have you seen those flying notes and the mirror in the room next door? They're WAY COOL! Try reading some of the notes!\""; - close; + mes "[Fabius]"; + mes "\"By the way, have you seen those flying notes and the mirror in the room next door? They're WAY COOL! Try reading some of the notes!\""; + close; L_TooMany: - mes "[Fabius]"; - mes "\"You don't have room for it.\""; - close; + mes "[Fabius]"; + mes "\"You don't have room for it.\""; + close; } diff --git a/world/map/npc/013-2/notes.txt b/world/map/npc/013-2/notes.txt index de1ccf61..92417ac4 100644 --- a/world/map/npc/013-2/notes.txt +++ b/world/map/npc/013-2/notes.txt @@ -1,113 +1,113 @@ // -013-2.gat,23,32,0 script Motto 127,{ - mes "Mid pleasures and palaces though we may roam,"; - mes "Be it ever so humble, there's no place like home."; - close; +013-2.gat,23,32,0|script|Motto|127,{ + mes "Mid pleasures and palaces though we may roam,"; + mes "Be it ever so humble, there's no place like home."; + close; } -013-2.gat,30,32,0 script Note 127,{ - mes "Please do not open."; - close; +013-2.gat,30,32,0|script|Note|127,{ + mes "Please do not open."; + close; } -013-2.gat,38,20,0 script Saying 127,{ - mes "The early bird catcheth the worm."; - close; +013-2.gat,38,20,0|script|Saying|127,{ + mes "The early bird catcheth the worm."; + close; } -013-2.gat,27,21,0 script Mirror 127,{ - mes "You say: \"Mirror mirror on the wall, who has the nicest haircut of them all?\""; - next; - mes "\"Oh fair adventurer, your hair indeed looks nice. But wouldn't it look much better, after I have rolled my dice?\""; - next; - mes "Your looks suddenly change..."; - next; - set @style, rand(20); - set @color, rand(12); - setlook LOOK_HAIR_STYLE, @style + 1; - setlook LOOK_HAIR_COLOR, @color + 1; - close; +013-2.gat,27,21,0|script|Mirror|127,{ + mes "You say: \"Mirror mirror on the wall, who has the nicest haircut of them all?\""; + next; + mes "\"Oh fair adventurer, your hair indeed looks nice. But wouldn't it look much better, after I have rolled my dice?\""; + next; + mes "Your looks suddenly change..."; + next; + set @style, rand(20); + set @color, rand(12); + setlook LOOK_HAIR_STYLE, @style + 1; + setlook LOOK_HAIR_COLOR, @color + 1; + close; } // Warp to north-eastern woods -013-2.gat,25,23,0 script Spell 127,{ - mes "You read: \"I see trees of green, red roses too. I see them bloom for me and you. And I think to myself: \'What a wonderful world\'\""; - next; - mes "You think: \"Huh?\""; - next; - mes "The spell fulfills its inevitable purpose..."; - next; - warp "013-1.gat",128,28; - close; +013-2.gat,25,23,0|script|Spell|127,{ + mes "You read: \"I see trees of green, red roses too. I see them bloom for me and you. And I think to myself: \'What a wonderful world\'\""; + next; + mes "You think: \"Huh?\""; + next; + mes "The spell fulfills its inevitable purpose..."; + next; + warp "013-1.gat",128,28; + close; } // Warp to Indian in south-eastern desert -013-2.gat,27,24,0 script Spell 127,{ - mes "You read: \"A red-coloured fellow smoking his pipe - down in the desert - that's what I like!\""; - next; - mes "You feel the floor disappear below your feet..."; - next; - warp "006-1.gat",33,93; - if (QUEST_MIRIAM_start != 0) goto L_cheat; - close; +013-2.gat,27,24,0|script|Spell|127,{ + mes "You read: \"A red-coloured fellow smoking his pipe - down in the desert - that's what I like!\""; + next; + mes "You feel the floor disappear below your feet..."; + next; + warp "006-1.gat",33,93; + if (QUEST_MIRIAM_start != 0) goto L_cheat; + close; // If you try to use the notes to warp to pachua the quest will fail. L_cheat: - set QUEST_MIRIAM_cheat, 1; - set QUEST_MIRIAM_run, gettimetick(2) - QUEST_MIRIAM_start; - set QUEST_MIRIAM_start, 0; - message strcharinfo(0), "You were supposed to actually run to this place. You are not sure if this is going to work for Miriam..."; - close; + set QUEST_MIRIAM_cheat, 1; + set QUEST_MIRIAM_run, gettimetick(2) - QUEST_MIRIAM_start; + set QUEST_MIRIAM_start, 0; + message strcharinfo(0), "You were supposed to actually run to this place. You are not sure if this is going to work for Miriam..."; + close; } // Warp to snake pit -013-2.gat,25,27,0 script Spell 127,{ - mes "You read: \"Slithering and scales make a poisonous bite - Where you go fills me with fright!\""; - next; - mes "You feel yourself getting lighter..."; - next; - warp "005-3.gat",86,33; - close; +013-2.gat,25,27,0|script|Spell|127,{ + mes "You read: \"Slithering and scales make a poisonous bite - Where you go fills me with fright!\""; + next; + mes "You feel yourself getting lighter..."; + next; + warp "005-3.gat",86,33; + close; } // Warp to Dimond -013-2.gat,27,27,0 script Spell 127,{ - mes "You read: \"People and cosiness, lively and fun - that's where I've gone!\""; - next; - mes "The world around you slowly dissolves..."; - next; - warp "010-2.gat",34,42; - close; +013-2.gat,27,27,0|script|Spell|127,{ + mes "You read: \"People and cosiness, lively and fun - that's where I've gone!\""; + next; + mes "The world around you slowly dissolves..."; + next; + warp "010-2.gat",34,42; + close; } // Warp to mines level 2 -013-2.gat,26,28,0 script Spell 127,{ - mes "You read: \"Darkness and legs, eight of them each - I'd rather not go there, but now it's too late...\""; - next; - mes "For a moment everything turns black..."; - next; - warp "013-3.gat",127,70; - close; +013-2.gat,26,28,0|script|Spell|127,{ + mes "You read: \"Darkness and legs, eight of them each - I'd rather not go there, but now it's too late...\""; + next; + mes "For a moment everything turns black..."; + next; + warp "013-3.gat",127,70; + close; } // Death -013-2.gat,21,29,0 script Spell 127,{ - mes "You read: \"Heart stops pumping, breath begone - life is stopping, death has come!\""; - next; - mes "You're losing control of your body... everything turns black... while slipping to the floor, you hear a faraway scream... suddenly, you see THE LIGHT!"; - next; - heal -Hp, 0; - close; +013-2.gat,21,29,0|script|Spell|127,{ + mes "You read: \"Heart stops pumping, breath begone - life is stopping, death has come!\""; + next; + mes "You're losing control of your body... everything turns black... while slipping to the floor, you hear a faraway scream... suddenly, you see THE LIGHT!"; + next; + heal -Hp, 0; + close; } // Naked -013-2.gat,28,29,0 script Spell 127,{ - mes "You read: \"Cotton, steel, leather and wool - have I ever seen a greater fool?\""; - next; - mes "You suddenly feel naked; you ARE naked!"; - next; - nude; - close; +013-2.gat,28,29,0|script|Spell|127,{ + mes "You read: \"Cotton, steel, leather and wool - have I ever seen a greater fool?\""; + next; + mes "You suddenly feel naked; you ARE naked!"; + next; + nude; + close; } diff --git a/world/map/npc/013-2/wizard.txt b/world/map/npc/013-2/wizard.txt index 927ddfc4..31b783dc 100644 --- a/world/map/npc/013-2/wizard.txt +++ b/world/map/npc/013-2/wizard.txt @@ -1,130 +1,123 @@ -013-2.gat,66,39,0 script Old Wizard#_W 116,{ - set @has_magic, getskilllv(SKILL_MAGIC); - set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_OLD_WIZARD; - - mes "[Old Wizard]"; - mes "\"Welcome, dear wanderer! Come into my humble home. Take a rest, eat and drink.\""; - next; - - menu - "Thanks, that's very kind of you!",thanks, - "Can you teach me magic?", L_teach_rude, - "Oh, shut up!",shutup; - close; +013-2.gat,66,39,0|script|Old Wizard#_W|116,{ + set @has_magic, getskilllv(SKILL_MAGIC); + set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_OLD_WIZARD; + + mes "[Old Wizard]"; + mes "\"Welcome, dear wanderer! Come into my humble home. Take a rest, eat and drink.\""; + next; + menu + "Thanks, that's very kind of you!",thanks, + "Can you teach me magic?", L_teach_rude, + "Oh, shut up!",shutup; + close; L_teach_rude: - mes "[Old Wizard]"; - mes "\"I certainly could, but I already have an apprentice.\""; - close; + mes "[Old Wizard]"; + mes "\"I certainly could, but I already have an apprentice.\""; + close; shutup: - mes "[Old Wizard]"; - mes "\"That attitude isn't going to get you very far, my dear.\""; - close; + mes "[Old Wizard]"; + mes "\"That attitude isn't going to get you very far, my dear.\""; + close; + thanks: - mes "[Old Wizard]"; - mes "\"Behind this door, my apprentice will serve you.\""; - next; - if (@has_magic) - menu - "Alright.",ok, - "I am studying magic, can you help?", L_new_student, - "Your apprentice? ... No thanks.",nothx; - if (!@has_magic) - menu - "Alright.",ok, - "Your apprentice? ... No thanks.",nothx; + mes "[Old Wizard]"; + mes "\"Behind this door, my apprentice will serve you.\""; + next; + if (@has_magic) + menu + "Alright.",ok, + "I am studying magic, can you help?", L_new_student, + "Your apprentice? ... No thanks.",nothx; + if (!@has_magic) + menu + "Alright.",ok, + "Your apprentice? ... No thanks.",nothx; + nothx: - mes "[Old Wizard]"; - mes "\"Goodbye, then!\""; - close; + mes "[Old Wizard]"; + mes "\"Goodbye, then!\""; + close; L_new_student: - mes "[Old Wizard]"; - mes "\"Studying is always an excellent use of one's mind! I fear that I can't offer too much assistance to you, however. But if you are interested, I could perhaps teach you a simple spell?\""; - next; + mes "[Old Wizard]"; + mes "\"Studying is always an excellent use of one's mind! I fear that I can't offer too much assistance to you, however. But if you are interested, I could perhaps teach you a simple spell?\""; + next; - // check if the player has the knowledge of any skill - if (!(getskilllv(SKILL_POOL))) - menu - "That would be very kind of you!", L_teachspell, - "No, but thank you!", nothx; - - if (getskilllv(SKILL_POOL)) - menu - "That would be very kind of you!", L_teachspell, - "Actually I am looking for someone teaching me some more magic skills.", L_astralsoul, - "No, but thank you!", nothx; + // check if the player has the knowledge of any skill + if (!(getskilllv(SKILL_POOL))) + menu + "That would be very kind of you!", L_teachspell, + "No, but thank you!", nothx; + if (getskilllv(SKILL_POOL)) + menu + "That would be very kind of you!", L_teachspell, + "Actually I am looking for someone teaching me some more magic skills.", L_astralsoul, + "No, but thank you!", nothx; L_teachspell: - mes "[Old Wizard]"; - mes "\"This one may not seem too powerful, but it can be quite handy; it's the 'hide' spell. It will shield you from some forms of detection magic.\""; - next; - - mes "[Old Wizard]"; - mes "\"Put a piece of cotton cloth on your head, and speak out '" + getspellinvocation("hide") + "', loudly and clearly. The protection lasts quite long, but you may have to renew it on occasion.\""; - next; - - mes "[Old Wizard]"; - mes "\"You can also cast it on others, of course. Just speak their name after you prononuce the invocation.\""; - next; - - mes "[Old Wizard]"; - mes "\"You may find it useful for getting a little peace and quiet at times, but it can also get in the way of friends trying to find you, so use it with care.\""; - next; - - if (getskilllv(SKILL_MAGIC_ASTRAL) >= 2) - close; - - mes "[Old Wizard]"; - mes "\"I'm not sure if you are experienced enough to cast it yet, though. You may need to first learn astral magic.\""; + mes "[Old Wizard]"; + mes "\"This one may not seem too powerful, but it can be quite handy; it's the 'hide' spell. It will shield you from some forms of detection magic.\""; + next; + mes "[Old Wizard]"; + mes "\"Put a piece of cotton cloth on your head, and speak out '" + getspellinvocation("hide") + "', loudly and clearly. The protection lasts quite long, but you may have to renew it on occasion.\""; + next; + mes "[Old Wizard]"; + mes "\"You can also cast it on others, of course. Just speak their name after you prononuce the invocation.\""; + next; + mes "[Old Wizard]"; + mes "\"You may find it useful for getting a little peace and quiet at times, but it can also get in the way of friends trying to find you, so use it with care.\""; + next; + if (getskilllv(SKILL_MAGIC_ASTRAL) >= 2) close; + mes "[Old Wizard]"; + mes "\"I'm not sure if you are experienced enough to cast it yet, though. You may need to first learn astral magic.\""; + close; L_astralsoul: - mes "[Old Wizard]"; - mes "\"Oh yes, there are lots of ways to improve your magic. Skills -some people say mental focus for that- are another way to improve your magic. Of course learning more and more spells is also a need for good mages.\""; - next; - mes "\"I can teach you the ability to focus on magical stuff.\""; - next; - mes "\"To do so, I am in need of a pearl and about 100 acorns.\""; - - menu "Here we go.", -, - "Ok be right back. I'll get them", nothx; - - if (countitem("Pearl") < 1 || countitem("Acorn") < 100) goto L_NotEnough; - delitem "Pearl", 1; - delitem "Acorn", 100; - - mes "[Old Wizard]"; - mes "\"Okay, listen:\""; - next; - mes "\"Some parts of your brain is still unused. These parts will now get the ability to get focused to magic.\""; - next; - mes "\"To do so, think of a magic spell!\""; - next; - mes "The old wizard mumbles some invocations"; - next; - set @SUP_lvl, 1; - set @SUP_id, SKILL_ASTRAL_SOUL; - set @SUP_name$, "Astral Soul"; - set @SUP_xp, 2500; - callfunc "SkillUp"; - mes "\"Now go and try to find someone who can actually activate that focus.\""; - next; - mes "\"You have the powers to focus on magic, but you need to get magic focused now.\""; - close; + mes "[Old Wizard]"; + mes "\"Oh yes, there are lots of ways to improve your magic. Skills -some people say mental focus for that- are another way to improve your magic. Of course learning more and more spells is also a need for good mages.\""; + next; + mes "\"I can teach you the ability to focus on magical stuff.\""; + next; + mes "\"To do so, I am in need of a pearl and about 100 acorns.\""; + menu + "Here we go.", -, + "Ok be right back. I'll get them", nothx; + if (countitem("Pearl") < 1 || countitem("Acorn") < 100) goto L_NotEnough; + delitem "Pearl", 1; + delitem "Acorn", 100; + mes "[Old Wizard]"; + mes "\"Okay, listen:\""; + next; + mes "\"Some parts of your brain is still unused. These parts will now get the ability to get focused to magic.\""; + next; + mes "\"To do so, think of a magic spell!\""; + next; + mes "The old wizard mumbles some invocations"; + next; + set @SUP_lvl, 1; + set @SUP_id, SKILL_ASTRAL_SOUL; + set @SUP_name$, "Astral Soul"; + set @SUP_xp, 2500; + callfunc "SkillUp"; + mes "\"Now go and try to find someone who can actually activate that focus.\""; + next; + mes "\"You have the powers to focus on magic, but you need to get magic focused now.\""; + close; L_NotEnough: - mes "[Old Wizard]"; - mes "\"Please learn to count.\""; - next; - mes "\"When you are done with that, come back again.\""; - close; + mes "[Old Wizard]"; + mes "\"Please learn to count.\""; + next; + mes "\"When you are done with that, come back again.\""; + close; + ok: - mes "[Old Wizard]"; - mes "\"Beware the flying notes though, some of them are really dangerous. I haven't been able to persuade them to get back into their book. And avoid the mirror, it's been acting strange lately.\""; - next; - mes "\"Oh, and please don't take my apprentice too seriously. He still has a lot to learn.\""; - close; + mes "[Old Wizard]"; + mes "\"Beware the flying notes though, some of them are really dangerous. I haven't been able to persuade them to get back into their book. And avoid the mirror, it's been acting strange lately.\""; + next; + mes "\"Oh, and please don't take my apprentice too seriously. He still has a lot to learn.\""; + close; } - diff --git a/world/map/npc/013-3/barrier.txt b/world/map/npc/013-3/barrier.txt index 0ec3f86a..2d3cb5fe 100644 --- a/world/map/npc/013-3/barrier.txt +++ b/world/map/npc/013-3/barrier.txt @@ -1,19 +1,18 @@ // -//013-3.gat,71,21,0 script #DemonMineBarrier1#_M 0,1,1,{ -013-3.gat,71,21,0 script #DemonMineBarrier1#_M 127,1,1,{ - if (QUEST_demon_mines >= 2) close; +//013-3.gat,71,21,0|script|#DemonMineBarrier1#_M|0,1,1,{ +013-3.gat,71,21,0|script|#DemonMineBarrier1#_M|127,1,1,{ + if (QUEST_demon_mines >= 2) close; + if (QUEST_demon_mines == 1 && countitem(1198) >= 1) goto L_Has_Jack_O_Soul; - if (QUEST_demon_mines == 1 && countitem(1198) >= 1) goto L_Has_Jack_O_Soul; + mes "A barrier around the opening pushes you back as you approach."; - mes "A barrier around the opening pushes you back as you approach."; - - warp "013-3.gat", 71, 25; - close; + warp "013-3.gat", 71, 25; + close; L_Has_Jack_O_Soul: - mes "The barrier around the opening allows you passage."; - set QUEST_demon_mines, 2; - delitem "JackOSoul", 1; - close; + mes "The barrier around the opening allows you passage."; + set QUEST_demon_mines, 2; + delitem "JackOSoul", 1; + close; } diff --git a/world/map/npc/013-3/mask_chest.txt b/world/map/npc/013-3/mask_chest.txt index fb72f54c..59aa0819 100644 --- a/world/map/npc/013-3/mask_chest.txt +++ b/world/map/npc/013-3/mask_chest.txt @@ -1,176 +1,208 @@ // -013-3.gat,28,27,0 script Chest#DemonMask 111,{ - if (QUEST_demon_mines < 2) goto L_This_shouldn_t_happen; - if (QUEST_demon_mines == 3) goto L_Finished; - - if (countitem("MaggotSlime") == 0) goto L_No_maggot_slime; - if (countitem("SmallMushroom") == 0) goto L_No_mushroom; - if (countitem("PinkPetal") == 0) goto L_No_pink_petal; - - if (countitem("Pearl") == 0) goto L_No_pearl; - if (countitem("HardSpike") == 0) goto L_No_hard_spike; - if (countitem("RawLog") == 0) goto L_No_raw_log; - - if (countitem("PinkAntenna") == 0) goto L_No_pink_antenna; - if (countitem("SnakeTongue") == 0 || countitem("MountainSnakeTongue") == 0 || countitem("GrassSnakeTongue") == 0 || countitem("CaveSnakeTongue") == 0) goto L_No_tongues; - if (countitem("TreasureKey") == 0) goto L_No_treasure_key; - - if (countitem("PileOfAsh") == 0) goto L_No_ash; - if (countitem("MauveHerb") == 0 || countitem("CobaltHerb") == 0 || countitem("GambogeHerb") == 0 || countitem("AlizarinHerb") == 0) goto L_No_herbs; - if (countitem("BugLeg") == 0) goto L_No_bug_leg; - - if (countitem("CaveSnakeLamp") == 0) goto L_No_lamp; - if (countitem("IronOre") == 0) goto L_No_iron_ore; - if (countitem("ScorpionStinger") == 0 || countitem("RedScorpionStinger") == 0 || countitem("BlackScorpionStinger") == 0) goto L_No_stingers; - - if (countitem("SilkCocoon") == 0) goto L_No_silk; - if (countitem("WhiteFur") == 0) goto L_No_fur; - if (countitem("DarkCrystal") == 0) goto L_No_dark_crystal; - - if (countitem("BottleOfWater") == 0) goto L_No_water; - - getinventorylist; - if (@inventorylist_count == 100 && countitem("MaggotSlime") > 1 && countitem("BugLeg") > 1 && countitem("SilkCocoon") > 1 - && countitem("SmallMushroom") > 1 && countitem("PinkPetal") > 1 && countitem("Pearl") > 1 - && countitem("HardSpike") > 1 && countitem("RawLog") > 1 && countitem("PinkAntenna") > 1 - && countitem("DarkCrystal") > 1 && countitem("IronOre") > 1 && countitem("ScorpionStinger") > 1 - && countitem("RedScorpionStinger") > 1 && countitem("BlackScorpionStinger") > 1 && countitem("SnakeTongue") > 1 - && countitem("MountainSnakeTongue") > 1 && countitem("GrassSnakeTongue") > 1 && countitem("CaveSnakeTongue") > 1 - && countitem("MauveHerb") > 1 && countitem("CobaltHerb") > 1 && countitem("GambogeHerb") > 1 - && countitem("AlizarinHerb") > 1 && countitem("TreasureKey") > 1 && countitem("CaveSnakeLamp") > 1 - && countitem("PileOfAsh") > 1 && countitem("WhiteFur") > 1 && countitem("BottleOfWater") > 1) goto L_TooMany; - - delitem "MaggotSlime", 1; - delitem "BugLeg", 1; - delitem "SilkCocoon", 1; - - delitem "SmallMushroom", 1; - delitem "PinkPetal", 1; - delitem "Pearl", 1; - - delitem "HardSpike", 1; - delitem "RawLog", 1; - delitem "PinkAntenna", 1; - - delitem "DarkCrystal", 1; - delitem "IronOre", 1; - delitem "ScorpionStinger", 1; - - delitem "RedScorpionStinger", 1; - delitem "BlackScorpionStinger", 1; - delitem "SnakeTongue", 1; - - delitem "MountainSnakeTongue", 1; - delitem "GrassSnakeTongue", 1; - delitem "CaveSnakeTongue", 1; - - delitem "MauveHerb", 1; - delitem "CobaltHerb", 1; - delitem "GambogeHerb", 1; - - delitem "AlizarinHerb", 1; - delitem "TreasureKey", 1; - delitem "CaveSnakeLamp", 1; - - delitem "WhiteFur", 1; - delitem "PileOfAsh", 1; - delitem "BottleOfWater", 1; - - mes "You managed to perform the ritual and open the chest."; - getitem "DemonMask", 1; - mes "You found a demon mask inside."; - set QUEST_demon_mines, 3; - close; +013-3.gat,28,27,0|script|Chest#DemonMask|111,{ + if (QUEST_demon_mines < 2) goto L_This_shouldn_t_happen; + if (QUEST_demon_mines == 3) goto L_Finished; + + if (countitem("MaggotSlime") == 0) + goto L_No_maggot_slime; + if (countitem("SmallMushroom") == 0) + goto L_No_mushroom; + if (countitem("PinkPetal") == 0) + goto L_No_pink_petal; + if (countitem("Pearl") == 0) + goto L_No_pearl; + if (countitem("HardSpike") == 0) + goto L_No_hard_spike; + if (countitem("RawLog") == 0) + goto L_No_raw_log; + if (countitem("PinkAntenna") == 0) + goto L_No_pink_antenna; + if (countitem("SnakeTongue") == 0 + || countitem("MountainSnakeTongue") == 0 + || countitem("GrassSnakeTongue") == 0 + || countitem("CaveSnakeTongue") == 0) + goto L_No_tongues; + if (countitem("TreasureKey") == 0) + goto L_No_treasure_key; + if (countitem("PileOfAsh") == 0) + goto L_No_ash; + if (countitem("MauveHerb") == 0 + || countitem("CobaltHerb") == 0 + || countitem("GambogeHerb") == 0 + || countitem("AlizarinHerb") == 0) + goto L_No_herbs; + if (countitem("BugLeg") == 0) + goto L_No_bug_leg; + if (countitem("CaveSnakeLamp") == 0) + goto L_No_lamp; + if (countitem("IronOre") == 0) + goto L_No_iron_ore; + if (countitem("ScorpionStinger") == 0 + || countitem("RedScorpionStinger") == 0 + || countitem("BlackScorpionStinger") == 0) + goto L_No_stingers; + if (countitem("SilkCocoon") == 0) + goto L_No_silk; + if (countitem("WhiteFur") == 0) + goto L_No_fur; + if (countitem("DarkCrystal") == 0) + goto L_No_dark_crystal; + if (countitem("BottleOfWater") == 0) + goto L_No_water; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("MaggotSlime") > 1 + && countitem("BugLeg") > 1 + && countitem("SilkCocoon") > 1 + && countitem("SmallMushroom") > 1 + && countitem("PinkPetal") > 1 + && countitem("Pearl") > 1 + && countitem("HardSpike") > 1 + && countitem("RawLog") > 1 + && countitem("PinkAntenna") > 1 + && countitem("DarkCrystal") > 1 + && countitem("IronOre") > 1 + && countitem("ScorpionStinger") > 1 + && countitem("RedScorpionStinger") > 1 + && countitem("BlackScorpionStinger") > 1 + && countitem("SnakeTongue") > 1 + && countitem("MountainSnakeTongue") > 1 + && countitem("GrassSnakeTongue") > 1 + && countitem("CaveSnakeTongue") > 1 + && countitem("MauveHerb") > 1 + && countitem("CobaltHerb") > 1 + && countitem("GambogeHerb") > 1 + && countitem("AlizarinHerb") > 1 + && countitem("TreasureKey") > 1 + && countitem("CaveSnakeLamp") > 1 + && countitem("PileOfAsh") > 1 + && countitem("WhiteFur") > 1 + && countitem("BottleOfWater") > 1) + goto L_TooMany; + + delitem "MaggotSlime", 1; + delitem "BugLeg", 1; + delitem "SilkCocoon", 1; + delitem "SmallMushroom", 1; + delitem "PinkPetal", 1; + delitem "Pearl", 1; + delitem "HardSpike", 1; + delitem "RawLog", 1; + delitem "PinkAntenna", 1; + delitem "DarkCrystal", 1; + delitem "IronOre", 1; + delitem "ScorpionStinger", 1; + delitem "RedScorpionStinger", 1; + delitem "BlackScorpionStinger", 1; + delitem "SnakeTongue", 1; + delitem "MountainSnakeTongue", 1; + delitem "GrassSnakeTongue", 1; + delitem "CaveSnakeTongue", 1; + delitem "MauveHerb", 1; + delitem "CobaltHerb", 1; + delitem "GambogeHerb", 1; + delitem "AlizarinHerb", 1; + delitem "TreasureKey", 1; + delitem "CaveSnakeLamp", 1; + delitem "WhiteFur", 1; + delitem "PileOfAsh", 1; + delitem "BottleOfWater", 1; + + mes "You managed to perform the ritual and open the chest."; + getitem "DemonMask", 1; + mes "You found a demon mask inside."; + set QUEST_demon_mines, 3; + close; L_No_maggot_slime: - mes "You do not have any maggot slime."; - close; + mes "You do not have any maggot slime."; + close; L_No_mushroom: - mes "You do not have a mushroom, neither big, nor small."; - close; + mes "You do not have a mushroom, neither big, nor small."; + close; L_No_pink_petal: - mes "You can't seem to find that pink petal you had."; - close; + mes "You can't seem to find that pink petal you had."; + close; L_No_pearl: - mes "You do not have a pearl, let alone one from the sea."; - close; + mes "You do not have a pearl, let alone one from the sea."; + close; L_No_hard_spike: - mes "You weren't able to find a hard spike in the stuff you brought."; - close; + mes "You weren't able to find a hard spike in the stuff you brought."; + close; L_No_raw_log: - mes "You don't have any wood."; - close; + mes "You don't have any wood."; + close; L_No_pink_antenna: - mes "You aren't carrying any antenna."; - close; + mes "You aren't carrying any antenna."; + close; L_No_tongues: - mes "You don't have four different snake tongues."; - close; + mes "You don't have four different snake tongues."; + close; L_No_treasure_key: - mes "No treasure chest key, no opening ritual."; - close; + mes "No treasure chest key, no opening ritual."; + close; L_No_ash: - mes "You still need a pile of ash."; - close; + mes "You still need a pile of ash."; + close; L_No_herbs: - mes "Four different herbs are needed to get this thing open."; - close; + mes "Four different herbs are needed to get this thing open."; + close; L_No_bug_leg: - mes "You do not have part of a bug on you. That is rather odd considering what you went through to get here."; - close; + mes "You do not have part of a bug on you. That is rather odd considering what you went through to get here."; + close; L_No_lamp: - mes "You do not have a lamp. Yet, somehow, you were able to get this far into this dark cave."; - close; + mes "You do not have a lamp. Yet, somehow, you were able to get this far into this dark cave."; + close; L_No_iron_ore: - mes "\"Rock and metal, as one.\" You don't seem to have anything that fits the bill."; - close; + mes "\"Rock and metal, as one.\" You don't seem to have anything that fits the bill."; + close; L_No_stingers: - mes "Three scorpion deaths are still missing."; - close; + mes "Three scorpion deaths are still missing."; + close; L_No_silk: - mes "You could not find the womb for a butterfly among your stuff."; - close; + mes "You could not find the womb for a butterfly among your stuff."; + close; L_No_fur: - mes "You wonder how you can carry the \"gentle caress of a creature without blemish.\" But you need it to get this thing open."; - close; + mes "You wonder how you can carry the \"gentle caress of a creature without blemish.\" But you need it to get this thing open."; + close; L_No_dark_crystal: - mes "A piece of darkness is missing."; - close; + mes "A piece of darkness is missing."; + close; L_No_water: - mes "Just one bottle of water and you can start the ritual."; - close; + mes "Just one bottle of water and you can start the ritual."; + close; L_This_shouldn_t_happen: - warp "013-3.gat", 71, 25; - // You need to go through the barrier to get to the chest, so this shouldn't happen. So just warp them like the barrier does. - close; + warp "013-3.gat", 71, 25; + // You need to go through the barrier to get to the chest, so this shouldn't happen. So just warp them like the barrier does. + close; L_Finished: - mes "[Chest]"; - mes "You already opened this chest."; - close; + mes "[Chest]"; + mes "You already opened this chest."; + close; L_TooMany: - mes "[Chest]"; - mes "You don't have room for what ever is inside. Maybe you should try again later."; - close; + mes "[Chest]"; + mes "You don't have room for what ever is inside. Maybe you should try again later."; + close; } diff --git a/world/map/npc/013-3/misc.txt b/world/map/npc/013-3/misc.txt index 8f7da034..116adef5 100644 --- a/world/map/npc/013-3/misc.txt +++ b/world/map/npc/013-3/misc.txt @@ -1,6 +1,6 @@ // -013-3.gat,127,68,0 script Chest 111,{ - mes "You can't see any way to open this chest."; - close; +013-3.gat,127,68,0|script|Chest|111,{ + mes "You can't see any way to open this chest."; + close; } diff --git a/world/map/npc/013-3/sword_chest.txt b/world/map/npc/013-3/sword_chest.txt index 5d2c97b7..bb89e3f3 100644 --- a/world/map/npc/013-3/sword_chest.txt +++ b/world/map/npc/013-3/sword_chest.txt @@ -1,38 +1,41 @@ // -013-3.gat,177,22,0 script Chest 111,{ - if( ChestQuest & 2) goto L_Finished; +013-3.gat,177,22,0|script|Chest|111,{ + if( ChestQuest & 2) goto L_Finished; - mes "[Chest]"; - mes "Would you try to open it?"; - next; - menu - "Yes", L_Yes, - "No", -; - close; + mes "[Chest]"; + mes "Would you try to open it?"; + next; + menu + "Yes", L_Yes, + "No", -; + close; L_Yes: - if(countitem("TreasureKey") < 10) goto L_Not_Enough; - getinventorylist; - if (@inventorylist_count == 100 && countitem("TreasureKey") > 10) goto L_TooMany; - delitem "TreasureKey", 10; - getitem "ShortSword", 1; - mes "[Chest]"; - mes "You opened it and found a short sword!"; - set ChestQuest, ChestQuest | 2; - close; + if(countitem("TreasureKey") < 10) + goto L_Not_Enough; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("TreasureKey") > 10) + goto L_TooMany; + delitem "TreasureKey", 10; + getitem "ShortSword", 1; + mes "[Chest]"; + mes "You opened it and found a short sword!"; + set ChestQuest, ChestQuest | 2; + close; L_Not_Enough: - mes "It seems that this is not the right key..."; - close; + mes "It seems that this is not the right key..."; + close; L_Finished: - mes "[Chest]"; - mes "You already opened this chest."; - close; + mes "[Chest]"; + mes "You already opened this chest."; + close; L_TooMany: - mes "[Chest]"; - mes "You don't have room for what ever is inside. Maybe you should try again later."; - close; + mes "[Chest]"; + mes "You don't have room for what ever is inside. Maybe you should try again later."; + close; } -- cgit v1.2.3-70-g09d2