From a023cf16f0ec841620c975862cb5a96de99c577f Mon Sep 17 00:00:00 2001 From: The Kandiman Date: Mon, 5 Sep 2011 00:59:06 -0400 Subject: Tab conversion project. Maps 007-1 to 010-2 complete. --- world/map/npc/007-1/voltain.txt | 407 ++++--- world/map/npc/008-1/andra.txt | 2 +- world/map/npc/008-1/dock.txt | 6 +- world/map/npc/008-1/george.txt | 32 +- world/map/npc/008-1/hinnak.txt | 389 ++++--- world/map/npc/009-1/jack.txt | 398 ++++--- world/map/npc/009-1/milly.txt | 35 +- world/map/npc/009-1/old_man.txt | 46 +- world/map/npc/009-1/old_woman.txt | 90 +- world/map/npc/009-1/sabine.txt | 34 +- world/map/npc/009-1/soul-menhir.txt | 18 +- world/map/npc/009-1/water_pump.txt | 6 +- world/map/npc/009-2/airlia.txt | 428 ++++---- world/map/npc/009-2/alan.txt | 354 +++--- world/map/npc/009-2/doctor.txt | 123 +-- world/map/npc/009-2/drunks.txt | 18 +- world/map/npc/009-2/inspector.txt | 178 ++- world/map/npc/009-2/kfahr.txt | 2052 ++++++++++++++++------------------- world/map/npc/009-2/lena.txt | 162 +-- world/map/npc/009-2/misc.txt | 94 +- world/map/npc/009-2/nicholas.txt | 619 +++++------ world/map/npc/009-2/nurse.txt | 208 ++-- world/map/npc/009-2/olana.txt | 351 +++--- world/map/npc/009-2/peter.txt | 135 +-- world/map/npc/009-2/richard.txt | 10 +- world/map/npc/009-2/selim.txt | 299 ++--- world/map/npc/009-2/shops.txt | 16 +- world/map/npc/009-2/waitress.txt | 121 +-- world/map/npc/009-2/wyara.txt | 948 ++++++++-------- world/map/npc/009-3/sword.txt | 298 +++-- world/map/npc/009-4/barriers.txt | 359 +++--- world/map/npc/009-4/orum.txt | 1068 +++++++++--------- world/map/npc/009-4/orum_warps.txt | 42 +- world/map/npc/009-4/torches.txt | 564 +++++----- world/map/npc/009-4/waric.txt | 166 +-- world/map/npc/010-2/chef.txt | 329 +++--- world/map/npc/010-2/dimonds.txt | 1009 ++++++++--------- world/map/npc/010-2/doug.txt | 163 +-- world/map/npc/010-2/loratay.txt | 1156 ++++++++++---------- world/map/npc/010-2/workers.txt | 16 +- 40 files changed, 6218 insertions(+), 6531 deletions(-) (limited to 'world') diff --git a/world/map/npc/007-1/voltain.txt b/world/map/npc/007-1/voltain.txt index ff13d70b..380326b2 100644 --- a/world/map/npc/007-1/voltain.txt +++ b/world/map/npc/007-1/voltain.txt @@ -25,81 +25,79 @@ // # $state = 12: bring gamboge herbs // # $state = 13 bring chocolate cake -007-1.gat,37,21,0 script Voltain 103, { - -set @BOTTLE_NEEDED, 3; -set @BOTTLE_REWARD_XP, 100; -set @BOTTLE_REWARD_GOLD, 450; - -set @BLACK_SC_ST_NEEDED, 5; -set @BLACK_SC_ST_REWARD_XP, 500; -set @BLACK_SC_ST_REWARD_GOLD, 250; - -set @BUGLEG_NEEDED, 10; -set @BUGLEG_REWARD_XP, 200; -set @BUGLEG_REWARD_GOLD, 150; - -set @HERBS_NEEDED, 7; -set @HERBS_REWARD_XP, 200; -set @HERBS_REWARD_GOLD, 250; - -set @RAWLOG_NEEDED, 5; -set @RAWLOG_REWARD_XP, 330; -set @RAWLOG_REWARD_GOLD, 300; - -set @REDAPPLE_NEEDED, 7; -set @REDAPPLE_REWARD_XP, 330; -set @REDAPPLE_REWARD_GOLD, 300; - -set @STEAK_NEEDED, 2; -set @STEAK_REWARD_XP, 330; -set @STEAK_REWARD_GOLD, 280; - -set @ARROW_NEEDED, 25; -set @ARROW_REWARD_XP, 330; -set @ARROW_REWARD_GOLD, 100; - -set @SNAKETONGUE_NEEDED, 3; -set @SNAKETONGUE_REWARD_XP, 330; -set @SNAKETONGUE_REWARD_GOLD, 100; - -set @CHOCOLATECAKE_NEEDED, 3; -set @CHOCOLATECAKE_REWARD_XP, 330; -set @CHOCOLATECAKE_REWARD_GOLD, 180; - -if ($state == 1) goto state1; -if ($state == 2) goto state2; -if ($state == 3) goto state3; -if ($state == 4) goto state4; -if ($state == 5) goto state5; -if ($state == 6) goto state6; -if ($state == 7) goto state7; -if ($state == 8) goto state8; -if ($state == 9) goto state9; -if ($state == 10) goto state10; -if ($state == 11) goto state11; -if ($state == 12) goto state12; -if ($state == 13) goto state13; -// default: trap through to state0! +007-1.gat,37,21,0|script|Voltain|103,{ + + set @BOTTLE_NEEDED, 3; + set @BOTTLE_REWARD_XP, 100; + set @BOTTLE_REWARD_GOLD, 450; + + set @BLACK_SC_ST_NEEDED, 5; + set @BLACK_SC_ST_REWARD_XP, 500; + set @BLACK_SC_ST_REWARD_GOLD, 250; + + set @BUGLEG_NEEDED, 10; + set @BUGLEG_REWARD_XP, 200; + set @BUGLEG_REWARD_GOLD, 150; + + set @HERBS_NEEDED, 7; + set @HERBS_REWARD_XP, 200; + set @HERBS_REWARD_GOLD, 250; + + set @RAWLOG_NEEDED, 5; + set @RAWLOG_REWARD_XP, 330; + set @RAWLOG_REWARD_GOLD, 300; + + set @REDAPPLE_NEEDED, 7; + set @REDAPPLE_REWARD_XP, 330; + set @REDAPPLE_REWARD_GOLD, 300; + + set @STEAK_NEEDED, 2; + set @STEAK_REWARD_XP, 330; + set @STEAK_REWARD_GOLD, 280; + + set @ARROW_NEEDED, 25; + set @ARROW_REWARD_XP, 330; + set @ARROW_REWARD_GOLD, 100; + + set @SNAKETONGUE_NEEDED, 3; + set @SNAKETONGUE_REWARD_XP, 330; + set @SNAKETONGUE_REWARD_GOLD, 100; + + set @CHOCOLATECAKE_NEEDED, 3; + set @CHOCOLATECAKE_REWARD_XP, 330; + set @CHOCOLATECAKE_REWARD_GOLD, 180; + + if ($state == 1) goto state1; + if ($state == 2) goto state2; + if ($state == 3) goto state3; + if ($state == 4) goto state4; + if ($state == 5) goto state5; + if ($state == 6) goto state6; + if ($state == 7) goto state7; + if ($state == 8) goto state8; + if ($state == 9) goto state9; + if ($state == 10) goto state10; + if ($state == 11) goto state11; + if ($state == 12) goto state12; + if ($state == 13) goto state13; +// default: trap through to state0! state0: -mes "[Voltain]"; -mes "\"What are you doing bothering me? Can't you see I'm busy! Oh, I'm sorry, I thought you were my assistant. Never mind that... would you care to help me?\""; -next; - -menu - "Sure I do!", -, - "No, you creep me out.", L_NOHELP; - -mes "[Voltain]"; -mes "\"I'm working on a very special potion. I need some empty bottles to keep the ingredients in. Care to go find me " + @BOTTLE_NEEDED + " empty bottles?!\""; -next; - -menu - "I've got the bottles.", -, - "I don't feel like helping you get garbage...", L_CLOSE; - -if (countitem("EmptyBottle") < @BOTTLE_NEEDED) goto L_NOT_ENOUGH; + mes "[Voltain]"; + mes "\"What are you doing bothering me? Can't you see I'm busy! Oh, I'm sorry, I thought you were my assistant. Never mind that... would you care to help me?\""; + next; + menu + "Sure I do!", -, + "No, you creep me out.", L_NOHELP; + mes "[Voltain]"; + mes "\"I'm working on a very special potion. I need some empty bottles to keep the ingredients in. Care to go find me " + @BOTTLE_NEEDED + " empty bottles?!\""; + next; + menu + "I've got the bottles.", -, + "I don't feel like helping you get garbage...", L_CLOSE; + + if (countitem("EmptyBottle") < @BOTTLE_NEEDED) + goto L_NOT_ENOUGH; delitem "EmptyBottle", @BOTTLE_NEEDED; set zeny, zeny + @BOTTLE_REWARD_GOLD; getexp @BOTTLE_REWARD_XP, 0; @@ -115,9 +113,9 @@ next; menu "I've got the stingers!", -, "I'll go search for them.", L_CLOSE; - -mes "[Voltain]"; - if (countitem("BlackScorpionStinger") < @BLACK_SC_ST_NEEDED) goto L_NOT_ENOUGH; + mes "[Voltain]"; + if (countitem("BlackScorpionStinger") < @BLACK_SC_ST_NEEDED) + goto L_NOT_ENOUGH; delitem "BlackScorpionStinger", @BLACK_SC_ST_NEEDED; set zeny, zeny + @BLACK_SC_ST_REWARD_GOLD; getexp @BLACK_SC_ST_REWARD_XP, 0; @@ -127,16 +125,15 @@ mes "[Voltain]"; state2: -mes "[Voltain]"; -mes "\"Care to to help me with my potion? I need " + @BUGLEG_NEEDED + " bug legs so that I can thicken the potion.\""; -next; - -menu - "I've got the bug legs.", -, - "I'd rather not carry around dead bugs for you.", L_NOHELP ; - -mes "[Voltain]"; - if (countitem("BugLeg") < @BUGLEG_NEEDED) goto L_NOT_ENOUGH; + mes "[Voltain]"; + mes "\"Care to to help me with my potion? I need " + @BUGLEG_NEEDED + " bug legs so that I can thicken the potion.\""; + next; + menu + "I've got the bug legs.", -, + "I'd rather not carry around dead bugs for you.", L_NOHELP ; + mes "[Voltain]"; + if (countitem("BugLeg") < @BUGLEG_NEEDED) + goto L_NOT_ENOUGH; delitem "BugLeg", @BUGLEG_NEEDED; set zeny, zeny + @BUGLEG_REWARD_GOLD; getexp @BUGLEG_REWARD_XP, 0; @@ -145,16 +142,15 @@ mes "[Voltain]"; close; state3: -mes "[Voltain]"; -mes "\"I find myself in need of a black scorpion stinger... Damn mouboo are hard to kill...forget you heard that.\""; -next; - -menu - "Here's the stinger.", -, - "I DID HEAR THAT! I will not help you KILL mouboo!", L_CLOSE; - -mes "[Voltain]"; - if (countitem("BlackScorpionStinger") < 1) goto L_NOT_ENOUGH; + mes "[Voltain]"; + mes "\"I find myself in need of a black scorpion stinger... Damn mouboo are hard to kill...forget you heard that.\""; + next; + menu + "Here's the stinger.", -, + "I DID HEAR THAT! I will not help you KILL mouboo!", L_CLOSE; + mes "[Voltain]"; + if (countitem("BlackScorpionStinger") < 1) + goto L_NOT_ENOUGH; delitem "BlackScorpionStinger", 1; getexp @BLACK_SC_ST_REWARD_XP, 0; set $state, 4; @@ -162,35 +158,32 @@ mes "[Voltain]"; close; state4: -mes "[Voltain]"; -mes "\"I need to thicken a veno.. Oh, a potion actually. I want to try mauve herbs for that, so can you bring me " + @HERBS_NEEDED + ", please?\""; -next; - -menu - "Here are the herbs.", -, - "So you want to do a venom? I will not help you!", L_CLOSE; - -mes "[Voltain]"; - if (countitem("MauveHerb") < @HERBS_NEEDED) goto L_NOT_ENOUGH; + mes "[Voltain]"; + mes "\"I need to thicken a veno.. Oh, a potion actually. I want to try mauve herbs for that, so can you bring me " + @HERBS_NEEDED + ", please?\""; + next; + menu + "Here are the herbs.", -, + "So you want to do a venom? I will not help you!", L_CLOSE; + mes "[Voltain]"; + if (countitem("MauveHerb") < @HERBS_NEEDED) + goto L_NOT_ENOUGH; delitem "MauveHerb", @HERBS_NEEDED; getexp @HERBS_REWARD_XP, 0; set zeny, zeny + @HERBS_REWARD_GOLD; set $state, 5; mes "\"Great! Now I can thicken the potion! I will try directly.\""; close; - state5: -mes "[Voltain]"; -mes "\"Hello I am looking for " + @RAWLOG_NEEDED + " raw logs, maybe you could help me getting some? I want to try to build a mouboo trap.. Uhm actually no! I want to build a device to destroy these traps. So can you help me?\""; -next; - -menu - "Here are the raw logs.", -, - "So you want build traps for mouboos? NO WAY!", L_CLOSE; - -mes "[Voltain]"; - if (countitem("RawLog") < @RAWLOG_NEEDED) goto L_NOT_ENOUGH; + mes "[Voltain]"; + mes "\"Hello I am looking for " + @RAWLOG_NEEDED + " raw logs, maybe you could help me getting some? I want to try to build a mouboo trap.. Uhm actually no! I want to build a device to destroy these traps. So can you help me?\""; + next; + menu + "Here are the raw logs.", -, + "So you want build traps for mouboos? NO WAY!", L_CLOSE; + mes "[Voltain]"; + if (countitem("RawLog") < @RAWLOG_NEEDED) + goto L_NOT_ENOUGH; delitem "RawLog", @RAWLOG_NEEDED; getexp @RAWLOG_REWARD_XP, 0; set zeny, zeny + @RAWLOG_REWARD_GOLD; @@ -199,70 +192,66 @@ mes "[Voltain]"; close; state6: -mes "[Voltain]"; -mes "\"Hello I am looking for " + @REDAPPLE_NEEDED + " red apples, maybe I can inject some venoms.. DOH not this again! Of course I meant a strength potion. Did you hear about the new potions from Caul? He is a pretty good alchimist. He can do strength potions, can't he?\""; -next; - -menu - "Here are the red apples.", -, - "I am not sure...", L_CLOSE; - -mes "[Voltain]"; - if (countitem("RedApple") < @REDAPPLE_NEEDED) goto L_NOT_ENOUGH; + mes "[Voltain]"; + mes "\"Hello I am looking for " + @REDAPPLE_NEEDED + " red apples, maybe I can inject some venoms.. DOH not this again! Of course I meant a strength potion. Did you hear about the new potions from Caul? He is a pretty good alchimist. He can do strength potions, can't he?\""; + next; + menu + "Here are the red apples.", -, + "I am not sure...", L_CLOSE; + mes "[Voltain]"; + if (countitem("RedApple") < @REDAPPLE_NEEDED) + goto L_NOT_ENOUGH; delitem "RedApple", @REDAPPLE_NEEDED; getexp @REDAPPLE_REWARD_XP, 0; set zeny, zeny + @REDAPPLE_REWARD_GOLD; set $state,7; mes "\"Very well, this will be useful.\""; close; - -state7: -mes "[Voltain]"; -mes "\"I need to thicken a veno.. Oh, a potion actually. Cobalt herbs might be good for that, so can you bring me " + @HERBS_NEEDED + ", please?\""; -next; -menu - "Here are the herbs.", -, - "So you want to do a venom? I will not help you!", L_CLOSE; - -mes "[Voltain]"; - if (countitem("CobaltHerb") < @HERBS_NEEDED) goto L_NOT_ENOUGH; +state7: + mes "[Voltain]"; + mes "\"I need to thicken a veno.. Oh, a potion actually. Cobalt herbs might be good for that, so can you bring me " + @HERBS_NEEDED + ", please?\""; + next; + menu + "Here are the herbs.", -, + "So you want to do a venom? I will not help you!", L_CLOSE; + mes "[Voltain]"; + if (countitem("CobaltHerb") < @HERBS_NEEDED) + goto L_NOT_ENOUGH; delitem "CobaltHerb", @HERBS_NEEDED; getexp @HERBS_REWARD_XP, 0; set zeny, zeny + @HERBS_REWARD_GOLD; set $state, 8; mes "\"Great! Now I can go on with the ven- the experiments for the welfare of humanity, i mean.\""; close; - -state8: -mes "[Voltain]"; -mes "\"I am in need of snake tongues. They can help me getting very strong venom extracts. So I would like you to bring me " + @SNAKETONGUE_NEEDED + " snake tongues.\""; -next; -menu - "Sure, here you go!", -, - "Maybe you will find someone else, I got stuff to do on my own!", L_CLOSE; - -mes "[Voltain]"; - if (countitem("SnakeTongue") < @SNAKETONGUE_NEEDED) goto L_NOT_ENOUGH; +state8: + mes "[Voltain]"; + mes "\"I am in need of snake tongues. They can help me getting very strong venom extracts. So I would like you to bring me " + @SNAKETONGUE_NEEDED + " snake tongues.\""; + next; + menu + "Sure, here you go!", -, + "Maybe you will find someone else, I got stuff to do on my own!", L_CLOSE; + mes "[Voltain]"; + if (countitem("SnakeTongue") < @SNAKETONGUE_NEEDED) + goto L_NOT_ENOUGH; delitem "SnakeTongue", @SNAKETONGUE_NEEDED; getexp @SNAKETONGUE_REWARD_XP, 0; set zeny, zeny + @SNAKETONGUE_REWARD_GOLD; set $state, 9; mes "\"Excellent, now I can extract the venom to- uhm, nevermind. Thanks for your help.\""; close; - -state9: -mes "[Voltain]"; -mes "\"I need to thicken a veno.. Oh, a potion actually. I want to try alizarin herbs for that, so can you bring me " + @HERBS_NEEDED + ", please?\""; -next; - -menu - "Here are the herbs.", -, - "So you want to do a venom? I will not help you!", L_CLOSE; -mes "[Voltain]"; - if (countitem("AlizarinHerb") < @HERBS_NEEDED) goto L_NOT_ENOUGH; +state9: + mes "[Voltain]"; + mes "\"I need to thicken a veno.. Oh, a potion actually. I want to try alizarin herbs for that, so can you bring me " + @HERBS_NEEDED + ", please?\""; + next; + menu + "Here are the herbs.", -, + "So you want to do a venom? I will not help you!", L_CLOSE; + mes "[Voltain]"; + if (countitem("AlizarinHerb") < @HERBS_NEEDED) + goto L_NOT_ENOUGH; delitem "AlizarinHerb", @HERBS_NEEDED; getexp @HERBS_REWARD_XP, 0; set zeny, zeny + @HERBS_REWARD_GOLD; @@ -271,18 +260,17 @@ mes "[Voltain]"; close; state10: -mes "[Voltain]"; -mes "\"Oh I am hungry. Maybe I can eat some steaks. Could you bring me a steak, please?\""; -next; -mes "\"Oh, I just wonder if i can inject some ven... Forget about that! Bring me " + @STEAK_NEEDED + "steaks!\""; -next; - -menu - "Here you go.", -, - "Help yourself! In the Hurnscald Inn you can get some meals for sure!", L_CLOSE; - -mes "[Voltain]"; - if (countitem("Steak") < @STEAK_NEEDED) goto L_NOT_ENOUGH; + mes "[Voltain]"; + mes "\"Oh I am hungry. Maybe I can eat some steaks. Could you bring me a steak, please?\""; + next; + mes "\"Oh, I just wonder if i can inject some ven... Forget about that! Bring me " + @STEAK_NEEDED + "steaks!\""; + next; + menu + "Here you go.", -, + "Help yourself! In the Hurnscald Inn you can get some meals for sure!", L_CLOSE; + mes "[Voltain]"; + if (countitem("Steak") < @STEAK_NEEDED) + goto L_NOT_ENOUGH; delitem "Steak", @STEAK_NEEDED; getexp @STEAK_REWARD_XP, 0; set zeny, zeny + @STEAK_REWARD_GOLD; @@ -291,17 +279,16 @@ mes "[Voltain]"; close; state11: -mes "[Voltain]"; -mes "\"Could I have some arrows please? I have lost my hunting equipment when I was in the caves. Some dark creatures were chasing me!\""; -next; -mes "\"Acually I wonder if I can use these arrows for building a mouboo trap.... Oh wait! I need some" + @ARROW_NEEDED + " arrows for my self defence right? So do not talk about it!\""; - -menu - "Here you go.", -, - "Sorry I don't have arrows here!", L_CLOSE; - -mes "[Voltain]"; - if (countitem("Arrow") < @ARROW_NEEDED) goto L_NOT_ENOUGH; + mes "[Voltain]"; + mes "\"Could I have some arrows please? I have lost my hunting equipment when I was in the caves. Some dark creatures were chasing me!\""; + next; + mes "\"Acually I wonder if I can use these arrows for building a mouboo trap.... Oh wait! I need some" + @ARROW_NEEDED + " arrows for my self defence right? So do not talk about it!\""; + menu + "Here you go.", -, + "Sorry I don't have arrows here!", L_CLOSE; + mes "[Voltain]"; + if (countitem("Arrow") < @ARROW_NEEDED) + goto L_NOT_ENOUGH; delitem "Arrow", @ARROW_NEEDED; getexp @ARROW_REWARD_XP, 0; set zeny, zeny + @ARROW_REWARD_GOLD; @@ -310,16 +297,15 @@ mes "[Voltain]"; close; state12: -mes "[Voltain]"; -mes "\"I need to thicken a veno.. Oh, a potion actually. I want to try gamboge herbs for that, so can you bring me " + @HERBS_NEEDED + ", please?\""; -next; - -menu - "Here are the herbs.", -, - "So you want to do a venom? I will not help you!", L_CLOSE; - -mes "[Voltain]"; - if (countitem("GambogeHerb") < @HERBS_NEEDED) goto L_NOT_ENOUGH; + mes "[Voltain]"; + mes "\"I need to thicken a veno.. Oh, a potion actually. I want to try gamboge herbs for that, so can you bring me " + @HERBS_NEEDED + ", please?\""; + next; + menu + "Here are the herbs.", -, + "So you want to do a venom? I will not help you!", L_CLOSE; + mes "[Voltain]"; + if (countitem("GambogeHerb") < @HERBS_NEEDED) + goto L_NOT_ENOUGH; delitem "GambogeHerb", @HERBS_NEEDED; getexp @HERBS_REWARD_XP, 0; set zeny, zeny + @HERBS_REWARD_GOLD; @@ -328,16 +314,15 @@ mes "[Voltain]"; close; state13: -mes "[Voltain]"; -mes "\"Doing so many ev- good things makes me hungry. I feel in the mood for a Chocolate Cake. Can you bring me " + @CHOCOLATECAKE_NEEDED + " , please? \""; -next; - -menu - "Here it is.", -, - "I don't feel in the mood to bring you a cake.", L_CLOSE; - -mes "[Voltain]"; - if (countitem("ChocolateCake") < @CHOCOLATECAKE_NEEDED) goto L_NOT_ENOUGH; + mes "[Voltain]"; + mes "\"Doing so many ev- good things makes me hungry. I feel in the mood for a Chocolate Cake. Can you bring me " + @CHOCOLATECAKE_NEEDED + " , please? \""; + next; + menu + "Here it is.", -, + "I don't feel in the mood to bring you a cake.", L_CLOSE; + mes "[Voltain]"; + if (countitem("ChocolateCake") < @CHOCOLATECAKE_NEEDED) + goto L_NOT_ENOUGH; delitem "ChocolateCake", @CHOCOLATECAKE_NEEDED; getexp @CHOCOLATECAKE_REWARD_XP, 0; set zeny, zeny + @CHOCOLATECAKE_REWARD_GOLD; @@ -347,17 +332,15 @@ mes "[Voltain]"; close; L_NOHELP: -mes "\"If you don't want to help me, then away with you. Bothering me won't help me get my work done.\""; -mes "Voltain then mumbles something under his breath that you cannot quite make out"; -mes "\"... These damn kids. \""; -close; + mes "\"If you don't want to help me, then away with you. Bothering me won't help me get my work done.\""; + mes "Voltain then mumbles something under his breath that you cannot quite make out"; + mes "\"... These damn kids. \""; + close; L_CLOSE: -close; + close; L_NOT_ENOUGH: -mes "\"Can't you count!? I need more. \""; -close; + mes "\"Can't you count!? I need more. \""; + close; } - - diff --git a/world/map/npc/008-1/andra.txt b/world/map/npc/008-1/andra.txt index de5f0b9d..50ec653b 100644 --- a/world/map/npc/008-1/andra.txt +++ b/world/map/npc/008-1/andra.txt @@ -1,6 +1,6 @@ // Andra asks for your help to keep the soil fertile. The best way to do it is planting, so she asks for water and seeds. When she plants the seeds, some plants are spawned. -008-1.gat,36,26,0 script Andra 201,{ +008-1.gat,36,26,0|script|Andra|201,{ set @water_amount, 1; set @seeds_amount, 4; diff --git a/world/map/npc/008-1/dock.txt b/world/map/npc/008-1/dock.txt index 46aa5a92..af8c6ff8 100644 --- a/world/map/npc/008-1/dock.txt +++ b/world/map/npc/008-1/dock.txt @@ -1,6 +1,6 @@ // The ferry dock -008-1.gat,140,64,0 script #hurnscalddock 127,2,1,{ - set @loc, DOCK_hurnscald; - callfunc "Ferry"; +008-1.gat,140,64,0|script|#hurnscalddock|127,2,1,{ + set @loc, DOCK_hurnscald; + callfunc "Ferry"; } diff --git a/world/map/npc/008-1/george.txt b/world/map/npc/008-1/george.txt index 429fdbca..e4a37718 100644 --- a/world/map/npc/008-1/george.txt +++ b/world/map/npc/008-1/george.txt @@ -1,25 +1,25 @@ // -008-1.gat,136,36,0 script George 138,{ - if (getequipid(equip_head) == 617) goto L_Pirate; - if (getequipid(equip_head) == 622) goto L_Bandana; - if (getequipid(equip_head) == 621) goto L_EyePatch; - mes "[George the Pirate]"; - mes "\"Arrrrh! 'Tis some kind of treasure map!\""; - close; +008-1.gat,136,36,0|script|George|138,{ + if (getequipid(equip_head) == 617) goto L_Pirate; + if (getequipid(equip_head) == 622) goto L_Bandana; + if (getequipid(equip_head) == 621) goto L_EyePatch; + mes "[George the Pirate]"; + mes "\"Arrrrh! 'Tis some kind of treasure map!\""; + close; L_Pirate: - mes "[George the Pirate]"; - mes "\"Arrrrh! Ye be wearing a pirate's hat!\""; - close; + mes "[George the Pirate]"; + mes "\"Arrrrh! Ye be wearing a pirate's hat!\""; + close; L_Bandana: - mes "[George the Pirate]"; - mes "\"Arrrrh! Ye remind me of my old first mate!\""; - close; + mes "[George the Pirate]"; + mes "\"Arrrrh! Ye remind me of my old first mate!\""; + close; L_EyePatch: - mes "[George the Pirate]"; - mes "\"Arrrrh! Looks like ye lost an eye there!\""; - close; + mes "[George the Pirate]"; + mes "\"Arrrrh! Looks like ye lost an eye there!\""; + close; } diff --git a/world/map/npc/008-1/hinnak.txt b/world/map/npc/008-1/hinnak.txt index 4d17310c..9e2c8cde 100644 --- a/world/map/npc/008-1/hinnak.txt +++ b/world/map/npc/008-1/hinnak.txt @@ -10,254 +10,235 @@ //Farmer -008-1.gat,101,30,0 script Hinnak 142, { - if (Inspector == 10) goto L_NohMask; +008-1.gat,101,30,0|script|Hinnak|142,{ + if (Inspector == 10) goto L_NohMask; L_No_NohMask: - if (QUEST_Scythe_state == 1) goto L_Exchange; - if (QUEST_Scythe_state == 2) goto L_ThanksAgain; - if (getequipid(equip_head) == 751) goto L_Intro_Hat; - - mes "[Farmer Hinnak]"; - mes "\"Argh! I hate them! I @#$% hate them! I @#$% hate these @#$% pinkies!\""; - next; - - menu - "You need some anger control therapy.", -, - "Why do you hate them?", L_Reason; - close; + if (QUEST_Scythe_state == 1) goto L_Exchange; + if (QUEST_Scythe_state == 2) goto L_ThanksAgain; + if (getequipid(equip_head) == 751) goto L_Intro_Hat; + + mes "[Farmer Hinnak]"; + mes "\"Argh! I hate them! I @#$% hate them! I @#$% hate these @#$% pinkies!\""; + next; + menu + "You need some anger control therapy.", -, + "Why do you hate them?", L_Reason; + close; L_Intro_Hat: - mes "The farmer lunges at you with a farming implement."; - next; - heal -50, 0; - - menu - "I'm out of here.", -, - "Whoa, what are you doing?", L_Intro_Hat_Explain; - close; + mes "The farmer lunges at you with a farming implement."; + next; + heal -50, 0; + menu + "I'm out of here.", -, + "Whoa, what are you doing?", L_Intro_Hat_Explain; + close; L_Intro_Hat_Explain: - mes "[Farmer Hinnak]"; - mes "\"Sorry, you look like a pinkie. They've been destroying my fields, and I guess I got a bit worked up.\""; - next; - goto L_Help; + mes "[Farmer Hinnak]"; + mes "\"Sorry, you look like a pinkie. They've been destroying my fields, and I guess I got a bit worked up.\""; + next; + goto L_Help; L_Reason: - mes "[Farmer Hinnak]"; - mes "\"These @#$% beasts are jumping around in my fields destroying all my harvest."; - mes "But they are too fast. I can't catch them.\""; - next; - - menu - "Want me to help you?", L_Help, - "Well, life ain't fair.", -; - close; + mes "[Farmer Hinnak]"; + mes "\"These @#$% beasts are jumping around in my fields destroying all my harvest."; + mes "But they are too fast. I can't catch them.\""; + next; + menu + "Want me to help you?", L_Help, + "Well, life ain't fair.", -; + close; L_Help: - mes "[Farmer Hinnak]"; - mes "\"Yes, you look quite fast. Maybe you can catch some of them. That will pay them a lesson."; - mes "Slay some of them and bring me 10 of their antennae.\""; - set QUEST_Scythe_state, 1; - next; - - menu - "Sure, I'm on my way", -, - "How much is this worth to you?", L_Reward; - close; + mes "[Farmer Hinnak]"; + mes "\"Yes, you look quite fast. Maybe you can catch some of them. That will pay them a lesson."; + mes "Slay some of them and bring me 10 of their antennae.\""; + set QUEST_Scythe_state, 1; + next; + menu + "Sure, I'm on my way", -, + "How much is this worth to you?", L_Reward; + close; L_Reward: - mes "[Farmer Hinnak]"; - mes "\"Well, I can't offer you much. But I got an old scythe laying around. Maybe you can use it as a weapon.\""; - close; + mes "[Farmer Hinnak]"; + mes "\"Well, I can't offer you much. But I got an old scythe laying around. Maybe you can use it as a weapon.\""; + close; L_Exchange: - if (getequipid(equip_head) != 751) goto L_Exchange_Start; - mes "The farmer glares at your hat."; - next; + if (getequipid(equip_head) != 751) + goto L_Exchange_Start; + mes "The farmer glares at your hat."; + next; L_Exchange_Start: - mes "[Farmer Hinnak]"; - mes "\"Have you got the 10 antennae?\""; - next; - - menu - "Not yet, but I am working on it.", -, - "Sure, here they are!", L_Exchange_Exchange; - close; + mes "[Farmer Hinnak]"; + mes "\"Have you got the 10 antennae?\""; + next; + menu + "Not yet, but I am working on it.", -, + "Sure, here they are!", L_Exchange_Exchange; + close; L_Exchange_Exchange: - if (countitem("PinkAntenna") < 10) goto L_Exchange_Notenough; - getinventorylist; - if (@inventorylist_count == 100 && countitem("PinkAntenna") > 10) goto L_Exchange_TooMany; - delitem "PinkAntenna", 10; - getitem "Scythe", 1; - set QUEST_Scythe_state, 2; - mes "[Farmer Hinnak]"; - mes "\"Thank you very much. I've got something for you. My old scythe. Maybe you can use it as a weapon. It is a bit cumbersome but its strikes are deadly.\""; - close; + if (countitem("PinkAntenna") < 10) + goto L_Exchange_Notenough; + getinventorylist; + if (@inventorylist_count == 100 && countitem("PinkAntenna") > 10) + goto L_Exchange_TooMany; + delitem "PinkAntenna", 10; + getitem "Scythe", 1; + set QUEST_Scythe_state, 2; + mes "[Farmer Hinnak]"; + mes "\"Thank you very much. I've got something for you. My old scythe. Maybe you can use it as a weapon. It is a bit cumbersome but its strikes are deadly.\""; + close; L_Exchange_Notenough: - mes "[Farmer Hinnak]"; - mes "\"It doesn't look like you do.\""; - close; + mes "[Farmer Hinnak]"; + mes "\"It doesn't look like you do.\""; + close; L_Exchange_TooMany: - mes "[Farmer Hinnak]"; - mes "\"Looks like you don't have room for this. Come back later to receive your reward. Hold on to the antennea until then.\""; - close; + mes "[Farmer Hinnak]"; + mes "\"Looks like you don't have room for this. Come back later to receive your reward. Hold on to the antennea until then.\""; + close; L_ThanksAgain: - if (getequipid(equip_head) == 751) goto L_ThanksHat; - mes "[Farmer Hinnak]"; - mes "\"Good to see you again, and thanks again for helping me with the pinkies!\""; - next; - goto L_ThanksMenu; + if (getequipid(equip_head) == 751) + goto L_ThanksHat; + mes "[Farmer Hinnak]"; + mes "\"Good to see you again, and thanks again for helping me with the pinkies!\""; + next; + goto L_ThanksMenu; L_ThanksHat: - mes "[Farmer Hinnak]"; - mes "\"That better be a trophy on your head.\""; - menu - "It is.", -; - - mes "[Farmer Hinnak]"; - mes "\"Good then. Thanks for your help with the pinkies.\""; + mes "[Farmer Hinnak]"; + mes "\"That better be a trophy on your head.\""; + menu + "It is.", -; + mes "[Farmer Hinnak]"; + mes "\"Good then. Thanks for your help with the pinkies.\""; L_ThanksMenu: - menu - "Sure, any time!", -, - "Anything else you want me to do?", -, - "You're welcome. Bye!", L_Bye; - - mes "[Farmer Hinnak]"; - mes "\"Actually, it's been a long day. If it's no trouble, could you get me a beer?\""; - next; - - menu - "Here you are.", L_GiveBeer, - "Sure, I'll go get one. Bye!", L_Bye, - "You shouldn't drink while working!", -; - - mes "[Farmer Hinnak]"; - mes "\"Well, I'm done for the day, and I'm quite old enough to decide when I can have a beer, thank you!\""; - next; - - menu - "Sorry... here you are.", L_GiveBeer, - "I don't have any.", L_NoBeer; + menu + "Sure, any time!", -, + "Anything else you want me to do?", -, + "You're welcome. Bye!", L_Bye; + mes "[Farmer Hinnak]"; + mes "\"Actually, it's been a long day. If it's no trouble, could you get me a beer?\""; + next; + menu + "Here you are.", L_GiveBeer, + "Sure, I'll go get one. Bye!", L_Bye, + "You shouldn't drink while working!", -; + mes "[Farmer Hinnak]"; + mes "\"Well, I'm done for the day, and I'm quite old enough to decide when I can have a beer, thank you!\""; + next; + menu + "Sorry... here you are.", L_GiveBeer, + "I don't have any.", L_NoBeer; L_GiveBeer: - if (countitem("Beer") < 1) goto L_NoBeer; - delitem "Beer", 1; - mes "[Farmer Hinnak]"; - mes "Hinnak takes a sip."; - mes "\"Aaah! Nothing like a well-deserved beer after a long day of tending the crops!\""; - mes "\"Thanks, that was very kind of you!\""; - next; - - mes "[Farmer Hinnak]"; - mes "He takes another sip."; - mes "\"Thanks! You know, I had the strangest thing happen to me. I had this patch of ground that was really clumpy; lots of clay, you see.\""; - next; - - mes "[Farmer Hinnak]"; - mes "\"Right over there.\""; - mes "He points to a stretch of soft, raked ground."; - mes "\"Looks much better now, doesn't it? But how I got there is kind-a scary...\""; - next; - - mes "[Farmer Hinnak]"; - mes "\"I'd been trying to break it up for a while, but that kind of work is a pain. So my wife said that I should go and see the witch, just in case she knows something.\""; - next; - - mes "[Farmer Hinnak]"; - mes "\"And sure enough I ask the witch, and she has a look at it. 'Nothing I can do', she says, 'but I can ask a friend'.\""; - next; - - mes "[Farmer Hinnak]"; - mes "\"So the next day another witch shows up. Gorgeous woman, but when she looked at me, the scares went scuttling down my spine....\""; - mes "\"First thing she asked was if I'm a farmer. Said her friend had told her that I needed help.\""; - next; - - mes "[Farmer Hinnak]"; - mes "\"I show her what the problem is, and she tells me to go inside and wait.\""; - next; - - mes "[Farmer Hinnak]"; - mes "\"Hinnak drains his beer in one long sip, then hesitates."; - next; - - mes "[Farmer Hinnak]"; - mes "\"So I go inside. I'm barely in when it starts raining outside, pouring cats and mouboos!\""; - next; - - mes "[Farmer Hinnak]"; - mes "\"Not so weird, perhaps, except that it was been bright and sunny just a second before! So I rush out, my wife telling me to leave the witch alone, and I see her standing there in the middle of the rain...\""; - next; - - mes "[Farmer Hinnak]"; - mes "\"None of the raindrops touched her, as if they was afraid!\""; - next; - - mes "[Farmer Hinnak]"; - mes "\"Then she yells out some gobbledygook word, and out of the ground there comes a swarm of maggots, crawling and digging and climbing over each other's backs...\""; - next; - - mes "[Farmer Hinnak]"; - mes "\"And then she turns to me! Seeing her stare, for a moment there I think that she'll turn me into a pinkie, for sure...\""; - next; - - mes "[Farmer Hinnak]"; - mes "\"But all she says is, 'if you'd stayed inside, you wouldn't be wet now'.\""; - next; - - menu - "Hahaha!", L_Sagatha_hahaha, - "Whoah, scary...", L_Sagatha_scary, - "What was that gobbledygook word?", L_Sagatha_word, - "I better go now.", -; - goto L_Bye; + if (countitem("Beer") < 1) + goto L_NoBeer; + delitem "Beer", 1; + mes "[Farmer Hinnak]"; + mes "Hinnak takes a sip."; + mes "\"Aaah! Nothing like a well-deserved beer after a long day of tending the crops!\""; + mes "\"Thanks, that was very kind of you!\""; + next; + mes "[Farmer Hinnak]"; + mes "He takes another sip."; + mes "\"Thanks! You know, I had the strangest thing happen to me. I had this patch of ground that was really clumpy; lots of clay, you see.\""; + next; + mes "[Farmer Hinnak]"; + mes "\"Right over there.\""; + mes "He points to a stretch of soft, raked ground."; + mes "\"Looks much better now, doesn't it? But how I got there is kind-a scary...\""; + next; + mes "[Farmer Hinnak]"; + mes "\"I'd been trying to break it up for a while, but that kind of work is a pain. So my wife said that I should go and see the witch, just in case she knows something.\""; + next; + mes "[Farmer Hinnak]"; + mes "\"And sure enough I ask the witch, and she has a look at it. 'Nothing I can do', she says, 'but I can ask a friend'.\""; + next; + mes "[Farmer Hinnak]"; + mes "\"So the next day another witch shows up. Gorgeous woman, but when she looked at me, the scares went scuttling down my spine....\""; + mes "\"First thing she asked was if I'm a farmer. Said her friend had told her that I needed help.\""; + next; + mes "[Farmer Hinnak]"; + mes "\"I show her what the problem is, and she tells me to go inside and wait.\""; + next; + mes "[Farmer Hinnak]"; + mes "\"Hinnak drains his beer in one long sip, then hesitates."; + next; + mes "[Farmer Hinnak]"; + mes "\"So I go inside. I'm barely in when it starts raining outside, pouring cats and mouboos!\""; + next; + mes "[Farmer Hinnak]"; + mes "\"Not so weird, perhaps, except that it was been bright and sunny just a second before! So I rush out, my wife telling me to leave the witch alone, and I see her standing there in the middle of the rain...\""; + next; + mes "[Farmer Hinnak]"; + mes "\"None of the raindrops touched her, as if they was afraid!\""; + next; + mes "[Farmer Hinnak]"; + mes "\"Then she yells out some gobbledygook word, and out of the ground there comes a swarm of maggots, crawling and digging and climbing over each other's backs...\""; + next; + mes "[Farmer Hinnak]"; + mes "\"And then she turns to me! Seeing her stare, for a moment there I think that she'll turn me into a pinkie, for sure...\""; + next; + mes "[Farmer Hinnak]"; + mes "\"But all she says is, 'if you'd stayed inside, you wouldn't be wet now'.\""; + next; + menu + "Hahaha!", L_Sagatha_hahaha, + "Whoah, scary...", L_Sagatha_scary, + "What was that gobbledygook word?", L_Sagatha_word, + "I better go now.", -; + goto L_Bye; L_Sagatha_hahaha: - mes "[Farmer Hinnak]"; - mes "\"Yeah, funny now... But you should've seen that stare! Ah, well, never mind.\""; - close; + mes "[Farmer Hinnak]"; + mes "\"Yeah, funny now... But you should've seen that stare! Ah, well, never mind.\""; + close; L_Sagatha_scary: - mes "[Farmer Hinnak]"; - mes "\"Yeah, you could say that...\""; - mes "He stares into his empty beer jug, as if wishing it weren't empty yet."; - close; + mes "[Farmer Hinnak]"; + mes "\"Yeah, you could say that...\""; + mes "He stares into his empty beer jug, as if wishing it weren't empty yet."; + close; L_Sagatha_word: - mes "[Farmer Hinnak]"; - mes "\"Oh, I can't be sure... but something like '" + getspellinvocation("summon-maggots") + "', I think.\""; - close; + mes "[Farmer Hinnak]"; + mes "\"Oh, I can't be sure... but something like '" + getspellinvocation("summon-maggots") + "', I think.\""; + close; L_NoBeer: - mes "[Farmer Hinnak]"; - mes "\"Ah... no beer? Oh well.\""; - close; + mes "[Farmer Hinnak]"; + mes "\"Ah... no beer? Oh well.\""; + close; L_Bye: - mes "[Farmer Hinnak]"; - mes "\"Bye!\""; - close; + mes "[Farmer Hinnak]"; + mes "\"Bye!\""; + close; L_NohMask: - menu - "Did you see anyone in a mask come by here at night?", L_NohMask_Mask, - "Did you see anyone with a large satchel come by here at night?", L_NohMask_Satchel, - "Hello", L_No_NohMask; - close; + menu + "Did you see anyone in a mask come by here at night?", L_NohMask_Mask, + "Did you see anyone with a large satchel come by here at night?", L_NohMask_Satchel, + "Hello", L_No_NohMask; + close; L_NohMask_Mask: - mes "[Farmer Hinnak]"; - mes "\"No. It tends to be too dark to see a mask.\""; - close; + mes "[Farmer Hinnak]"; + mes "\"No. It tends to be too dark to see a mask.\""; + close; L_NohMask_Satchel: - mes "[Farmer Hinnak]"; - mes "\"Yes, I saw someone with a large sack on their back go to the mining camp.\""; - close; + mes "[Farmer Hinnak]"; + mes "\"Yes, I saw someone with a large sack on their back go to the mining camp.\""; + close; } diff --git a/world/map/npc/009-1/jack.txt b/world/map/npc/009-1/jack.txt index a0ee0b43..c8a4e586 100644 --- a/world/map/npc/009-1/jack.txt +++ b/world/map/npc/009-1/jack.txt @@ -10,251 +10,223 @@ //# Needed: 40 Raw logs, 5000gp # //# Reward: Wooden shield and 2500exp # //# # -//# Variables used: @QUEST_Forestbow_state, nibbles 0 and 1 # +//# Variables used: @QUEST_Forestbow_state, nibbles 0 and 1 # //################################################################################# // Lumberjack -009-1.gat,40,45,0 script Jack 141, { - set @RAWLOGS_AMOUNT, 40; - set @SHIELD_COST, 5000; - set @QUEST_SHIELD_EXP, 2500; - - set @Q_Forestbow_MASK, NIBBLE_0_MASK; - set @Q_Forestbow_SHIFT, NIBBLE_0_SHIFT; - - set @Q_Woodenshield_MASK, NIBBLE_1_MASK; - set @Q_Woodenshield_SHIFT, NIBBLE_1_SHIFT; - - set @Q_Forestbow, ((QUEST_Forestbow_state & @Q_Forestbow_MASK) >> @Q_Forestbow_SHIFT); - set @Q_Woodenshield, ((QUEST_Forestbow_state & @Q_Woodenshield_MASK) >> @Q_Woodenshield_SHIFT); - - if (@Q_Woodenshield >= 3) goto L_Shield_state_3; - if (@Q_Woodenshield == 2) goto L_Shield_state_2; - if (@Q_Woodenshield == 1) goto L_Shield_state_1; - if (@Q_Forestbow > 1) goto L_Bow_state_2; - - mes "[Jack Lumber]"; - mes "\"Hello there, my name is Jack Lumber, the enemy of all trees. If you need some firewood just let me know.\""; - if (Inspector == 1) callsub S_NohMask_Ask; - next; - if (@Q_Forestbow < 1) close; - - menu - "I heard you aren't delivering any more living wood. Why not?", -; - - mes "[Jack Lumber]"; - mes "\"Why not?! I value my life, that's why!.\""; - - next; - menu - "What do you mean?", -; - - mes "[Jack Lumber]"; - mes "\"A week ago I was going to chop down one of those twigleaf trees in the forest to the southwest. These twigleafs are the trees that give me the living wood you speak of. I was just chopping away with my axe and what happened? One of its branches hit me! I thought it fell down or the wind blew it. It hurt! I shook it off and struck it again with my axe and another branch hit me! I got angry and started to chop off all the branches near the ground so this couldn't happen anymore. But I still can't believe what happened next.\""; - - next; - menu - "What happened? ", -; - - mes "[Jack Lumber]"; - mes "\"You'll think I am insane when I tell you.\""; - - next; - menu - "I won't. I promise.", -; - - mes "[Jack Lumber]"; - mes "\"OK. After I chopped off a few branches the whole tree started to move. Its roots tore out of the earth, all the branches started to wave around and a face appeared on the trunk. The whole tree CAME TO LIFE! It was mad!\""; - next; - menu - "Did you run away?", -, - "Did you fight it?", -; - - mes "[Jack Lumber]"; - mes "\"I fought, of course! I took my axe and attacked the beast! It hit me here *points at a bruise at his shoulder*, here *lifts his trouser leg to show another bruise* and here *lifts his shirt and reveals some even worse bruises*. But i didn't give up. I chopped away at it, branch after branch, and in the end I chopped off its roots and it fell to the ground motionless.\""; - - next; - menu - "So you beat the monster? Then why are you so scared?", -; - - mes "[Jack Lumber]"; - mes "\"Well, I was exhausted and had to rest. A few minutes passed and suddenly I was surrounded by a dozen or more of these living trees!\""; - - next; - menu - "Did you fight them, too? ", -; - - mes "[Jack Lumber]"; - mes "\"Are you crazy? I barely destroyed one of those beasts. I was in no shape to fight again. I ran away as fast as I could. Lucky for me the monsters aren't that fast on their tiny root legs. Ha!\""; - - next; - menu - "So you aren't chopping down trees anymore?", -; - - mes "[Jack Lumber]"; - mes "\"I still do. It's my job. But I no longer chop those twigleafs, I'll tell you that. I know the bowyer master wants some wood from them, but I don't care. I won't risk my life for a few gold pieces. If you want to, just go to the southwest. But I won't go there ever again.\""; - - next; - menu - "Southwest you say? OK, thank you.", -; - - set @Q_Forestbow, 2; - callsub S_Update_Mask; - - close; +009-1.gat,40,45,0|script|Jack|141,{ + set @RAWLOGS_AMOUNT, 40; + set @SHIELD_COST, 5000; + set @QUEST_SHIELD_EXP, 2500; + + set @Q_Forestbow_MASK, NIBBLE_0_MASK; + set @Q_Forestbow_SHIFT, NIBBLE_0_SHIFT; + + set @Q_Woodenshield_MASK, NIBBLE_1_MASK; + set @Q_Woodenshield_SHIFT, NIBBLE_1_SHIFT; + + set @Q_Forestbow, ((QUEST_Forestbow_state & @Q_Forestbow_MASK) >> @Q_Forestbow_SHIFT); + set @Q_Woodenshield, ((QUEST_Forestbow_state & @Q_Woodenshield_MASK) >> @Q_Woodenshield_SHIFT); + + if (@Q_Woodenshield >= 3) goto L_Shield_state_3; + if (@Q_Woodenshield == 2) goto L_Shield_state_2; + if (@Q_Woodenshield == 1) goto L_Shield_state_1; + if (@Q_Forestbow > 1) goto L_Bow_state_2; + + mes "[Jack Lumber]"; + mes "\"Hello there, my name is Jack Lumber, the enemy of all trees. If you need some firewood just let me know.\""; + if (Inspector == 1) callsub S_NohMask_Ask; + next; + if (@Q_Forestbow < 1) close; + menu + "I heard you aren't delivering any more living wood. Why not?", -; + mes "[Jack Lumber]"; + mes "\"Why not?! I value my life, that's why!.\""; + next; + menu + "What do you mean?", -; + mes "[Jack Lumber]"; + mes "\"A week ago I was going to chop down one of those twigleaf trees in the forest to the southwest. These twigleafs are the trees that give me the living wood you speak of. I was just chopping away with my axe and what happened? One of its branches hit me! I thought it fell down or the wind blew it. It hurt! I shook it off and struck it again with my axe and another branch hit me! I got angry and started to chop off all the branches near the ground so this couldn't happen anymore. But I still can't believe what happened next.\""; + next; + menu + "What happened? ", -; + mes "[Jack Lumber]"; + mes "\"You'll think I am insane when I tell you.\""; + next; + menu + "I won't. I promise.", -; + mes "[Jack Lumber]"; + mes "\"OK. After I chopped off a few branches the whole tree started to move. Its roots tore out of the earth, all the branches started to wave around and a face appeared on the trunk. The whole tree CAME TO LIFE! It was mad!\""; + next; + menu + "Did you run away?", -, + "Did you fight it?", -; + mes "[Jack Lumber]"; + mes "\"I fought, of course! I took my axe and attacked the beast! It hit me here *points at a bruise at his shoulder*, here *lifts his trouser leg to show another bruise* and here *lifts his shirt and reveals some even worse bruises*. But i didn't give up. I chopped away at it, branch after branch, and in the end I chopped off its roots and it fell to the ground motionless.\""; + next; + menu + "So you beat the monster? Then why are you so scared?", -; + mes "[Jack Lumber]"; + mes "\"Well, I was exhausted and had to rest. A few minutes passed and suddenly I was surrounded by a dozen or more of these living trees!\""; + next; + menu + "Did you fight them, too? ", -; + mes "[Jack Lumber]"; + mes "\"Are you crazy? I barely destroyed one of those beasts. I was in no shape to fight again. I ran away as fast as I could. Lucky for me the monsters aren't that fast on their tiny root legs. Ha!\""; + next; + menu + "So you aren't chopping down trees anymore?", -; + mes "[Jack Lumber]"; + mes "\"I still do. It's my job. But I no longer chop those twigleafs, I'll tell you that. I know the bowyer master wants some wood from them, but I don't care. I won't risk my life for a few gold pieces. If you want to, just go to the southwest. But I won't go there ever again.\""; + next; + menu + "Southwest you say? OK, thank you.", -; + set @Q_Forestbow, 2; + callsub S_Update_Mask; + close; L_Bow_state_2: - // Bow state 4: The player has found a perfect piece of wood. - if (@Q_Forestbow > 3) goto L_Bow_state_4; + // Bow state 4: The player has found a perfect piece of wood. + if (@Q_Forestbow > 3) goto L_Bow_state_4; - mes "\"Good luck hunting those tree monsters - you will need it.\""; - if (Inspector == 1) callsub S_NohMask_Ask; - close; + mes "\"Good luck hunting those tree monsters - you will need it.\""; + if (Inspector == 1) callsub S_NohMask_Ask; + close; L_Bow_state_4: - mes "[Jack Lumber]"; - mes "\"You've finally found that perfect piece of living wood Alan needs to make a Forest bow, haven't you?\""; - - next; - menu - "I couldn't afford the bow, though...", L_Shield_state_0, - "No, I'm still looking.", L_Bow_state_4_reaffirm, - "Yes, I've got the Forest bow now.", -, - "I'm a melee warrior, I don't need bows.", L_Shield_state_0; - - // Check if the player tells the truth (continue on in any case) - if (@Q_Forestbow > 4) goto L_Shield_state_0; - - mes "[Jack Lumber]"; - mes "\"Hrmph. I'm someone who respects those speaking the truth.\""; - - next; - goto L_Shield_state_0; + mes "[Jack Lumber]"; + mes "\"You've finally found that perfect piece of living wood Alan needs to make a Forest bow, haven't you?\""; + next; + menu + "I couldn't afford the bow, though...", L_Shield_state_0, + "No, I'm still looking.", L_Bow_state_4_reaffirm, + "Yes, I've got the Forest bow now.", -, + "I'm a melee warrior, I don't need bows.", L_Shield_state_0; + + // Check if the player tells the truth (continue on in any case) + if (@Q_Forestbow > 4) goto L_Shield_state_0; + + mes "[Jack Lumber]"; + mes "\"Hrmph. I'm someone who respects those speaking the truth.\""; + next; + goto L_Shield_state_0; L_Bow_state_4_reaffirm: - mes "[Jack Lumber]"; - mes "\"You should go talk to Alan again.\""; - close; + mes "[Jack Lumber]"; + mes "\"You should go talk to Alan again.\""; + close; L_Shield_state_0: - set @Q_Woodenshield, 1; - callsub S_Update_Mask; + set @Q_Woodenshield, 1; + callsub S_Update_Mask; - if (Sex == 0) set @child_of_jack$, "daughter"; - if (Sex == 1) set @child_of_jack$, "son"; + if (Sex == 0) + set @child_of_jack$, "daughter"; + if (Sex == 1) + set @child_of_jack$, "son"; - mes "[Jack Lumber]"; - mes "\"You no doubt remember how I struggled with those beasts, fighting for my life. Scared me, those seven-branched little stumps did! Never since that day have I strayed near them. And here comes you, cutting them down one by one. I'm proud of you, to dare those trunks a fight. You're strong as if you were my own " + @child_of_jack$ + "!\""; - next; - goto L_Shield_state_1; + mes "[Jack Lumber]"; + mes "\"You no doubt remember how I struggled with those beasts, fighting for my life. Scared me, those seven-branched little stumps did! Never since that day have I strayed near them. And here comes you, cutting them down one by one. I'm proud of you, to dare those trunks a fight. You're strong as if you were my own " + @child_of_jack$ + "!\""; + next; + goto L_Shield_state_1; L_Shield_state_1: - mes "[Jack Lumber]"; - mes "\"I have an idea. What would you say about a new shield?\""; - next; - - if (Inspector == 1) - menu - "No thanks.", L_End, - "Yes, please!", -, - "Actually, I'd like to know if you've seen any strange happenings in town.", L_NohMask_Answer; - if (Inspector != 1) - menu - "No thanks.", L_End, - "Yes, please!", -; - - mes "[Jack Lumber]"; - mes "\"All I need is " + @RAWLOGS_AMOUNT + " raw logs. This needn't be highest-quality wood; pretty much any log you can find should work. Oh, and I'll also need " + @SHIELD_COST + " GP for other materials.\""; - next; - - set @Q_Woodenshield, 2; - callsub S_Update_Mask; - close; + mes "[Jack Lumber]"; + mes "\"I have an idea. What would you say about a new shield?\""; + next; + if (Inspector == 1) + menu + "No thanks.", L_End, + "Yes, please!", -, + "Actually, I'd like to know if you've seen any strange happenings in town.", L_NohMask_Answer; + if (Inspector != 1) + menu + "No thanks.", L_End, + "Yes, please!", -; + mes "[Jack Lumber]"; + mes "\"All I need is " + @RAWLOGS_AMOUNT + " raw logs. This needn't be highest-quality wood; pretty much any log you can find should work. Oh, and I'll also need " + @SHIELD_COST + " GP for other materials.\""; + next; + set @Q_Woodenshield, 2; + callsub S_Update_Mask; + close; L_End: - close; + close; L_Shield_state_2: - mes "[Jack Lumber]"; - mes "\"Let's see if you have enough of everything.\""; - next; - - if (countitem("RawLog") < @RAWLOGS_AMOUNT) goto L_Not_enough_logs; - if (zeny < @SHIELD_COST) goto L_Not_enough_money; - getinventorylist; - if (@inventorylist_count == 100) goto L_TooMany; - - delitem "RawLog", @RAWLOGS_AMOUNT; - set zeny, zeny - @SHIELD_COST; - getexp @QUEST_SHIELD_EXP, 0; - getitem "WoodenShield", 1; - - set @Q_Woodenshield, 3; - callsub S_Update_Mask; - mes "[Jack Lumber]"; - mes "\"Have a seat.\""; - mes "Jack saws the logs into pieces, then shaves them until they are smooth to the touch."; - mes "Applying some strong-smelling liquid, he tans them in darker hues."; - next; - - mes "[Jack Lumber]"; - mes "Grabbing one of two leftover pieces, he begins to carve it into a round shape, then repeats this with the second piece-- shield handles, from what you can tell."; - next; - - mes "[Jack Lumber]"; - mes "Meanwhile, the sun has dried the other pieces. Jack places them next to each other, adds a frame, and nails everything together."; - mes "The resulting shield looks usable already, but Jack applies another liquid to it and leaves it to dry for a few moments."; - next; - - mes "[Jack Lumber]"; - mes "Finally, he hands the shield to you."; - mes "\"Enjoy your new shield!\""; - mes "[" + @QUEST_SHIELD_EXP + " experience points]"; - next; - goto L_End; + mes "[Jack Lumber]"; + mes "\"Let's see if you have enough of everything.\""; + next; + if (countitem("RawLog") < @RAWLOGS_AMOUNT) + goto L_Not_enough_logs; + if (zeny < @SHIELD_COST) + goto L_Not_enough_money; + getinventorylist; + if (@inventorylist_count == 100) + goto L_TooMany; + delitem "RawLog", @RAWLOGS_AMOUNT; + set zeny, zeny - @SHIELD_COST; + getexp @QUEST_SHIELD_EXP, 0; + getitem "WoodenShield", 1; + set @Q_Woodenshield, 3; + callsub S_Update_Mask; + mes "[Jack Lumber]"; + mes "\"Have a seat.\""; + mes "Jack saws the logs into pieces, then shaves them until they are smooth to the touch."; + mes "Applying some strong-smelling liquid, he tans them in darker hues."; + next; + mes "[Jack Lumber]"; + mes "Grabbing one of two leftover pieces, he begins to carve it into a round shape, then repeats this with the second piece-- shield handles, from what you can tell."; + next; + mes "[Jack Lumber]"; + mes "Meanwhile, the sun has dried the other pieces. Jack places them next to each other, adds a frame, and nails everything together."; + mes "The resulting shield looks usable already, but Jack applies another liquid to it and leaves it to dry for a few moments."; + next; + mes "[Jack Lumber]"; + mes "Finally, he hands the shield to you."; + mes "\"Enjoy your new shield!\""; + mes "[" + @QUEST_SHIELD_EXP + " experience points]"; + next; + goto L_End; L_Not_enough_logs: - mes "[Jack Lumber]"; - mes "\"You don't have enough wood for me to craft this shield; I need a total of " + @RAWLOGS_AMOUNT + " raw logs.\""; - close; + mes "[Jack Lumber]"; + mes "\"You don't have enough wood for me to craft this shield; I need a total of " + @RAWLOGS_AMOUNT + " raw logs.\""; + close; L_Not_enough_money: - mes "[Jack Lumber]"; - mes "\"You don't have enough gold, I'm afraid. I need " + @SHIELD_COST + " GP to finish your shield.\""; - close; + mes "[Jack Lumber]"; + mes "\"You don't have enough gold, I'm afraid. I need " + @SHIELD_COST + " GP to finish your shield.\""; + close; L_TooMany: - mes "[Jack Lumber]"; - mes "\"You don't have enough room for the shield. Come back when you do.\""; - close; + mes "[Jack Lumber]"; + mes "\"You don't have enough room for the shield. Come back when you do.\""; + close; L_Shield_state_3: - mes "[Jack Lumber]"; - mes "\"I hope that my shield will serve you well!\""; - next; - - if (Inspector == 1) - menu - "Me too.", -, - "Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer; - close; + mes "[Jack Lumber]"; + mes "\"I hope that my shield will serve you well!\""; + next; + if (Inspector == 1) + menu + "Me too.", -, + "Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer; + close; S_NohMask_Ask: - next; - menu - "I'll keep that in mind.", -, - "Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer; - return; + next; + menu + "I'll keep that in mind.", -, + "Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer; + return; L_NohMask_Answer: - mes "[Jack Lumber]"; - mes "\"Sorry, no.\""; - close; + mes "[Jack Lumber]"; + mes "\"Sorry, no.\""; + close; S_Update_Mask: - set QUEST_Forestbow_state, - (QUEST_Forestbow_state & ~(@Q_Forestbow_MASK | @Q_Woodenshield_MASK)) - | (@Q_Forestbow << @Q_Forestbow_SHIFT) - | (@Q_Woodenshield << @Q_Woodenshield_SHIFT); - return; + set QUEST_Forestbow_state, (QUEST_Forestbow_state & ~(@Q_Forestbow_MASK | @Q_Woodenshield_MASK)) | (@Q_Forestbow << @Q_Forestbow_SHIFT) | (@Q_Woodenshield << @Q_Woodenshield_SHIFT); + return; } diff --git a/world/map/npc/009-1/milly.txt b/world/map/npc/009-1/milly.txt index 2935d314..1f75eed2 100644 --- a/world/map/npc/009-1/milly.txt +++ b/world/map/npc/009-1/milly.txt @@ -1,25 +1,24 @@ -009-1.gat,81,41,0 script Milly 114, { - mes "[Milly]"; - mes "\"Hello.\""; - next; - if (Inspector == 1) goto L_NohMask; - close; +009-1.gat,81,41,0|script|Milly|114,{ + mes "[Milly]"; + mes "\"Hello.\""; + next; + if (Inspector == 1) goto L_NohMask; + close; L_NohMask: - menu - "Have you seen anything strange lately?", L_NohMask_Strange, - "Do you know anything about the recent robberies?", L_NohMask_Robbery, - "Hello", -; - close; + menu + "Have you seen anything strange lately?", L_NohMask_Strange, + "Do you know anything about the recent robberies?", L_NohMask_Robbery, + "Hello", -; + close; L_NohMask_Strange: - mes "[Milly]"; - mes "\"I haven't seen anything strange.\""; - close; + mes "[Milly]"; + mes "\"I haven't seen anything strange.\""; + close; L_NohMask_Robbery: - mes "[Milly]"; - mes "\"No, sorry.\""; - close; + mes "[Milly]"; + mes "\"No, sorry.\""; + close; } - diff --git a/world/map/npc/009-1/old_man.txt b/world/map/npc/009-1/old_man.txt index 84079138..97679b35 100644 --- a/world/map/npc/009-1/old_man.txt +++ b/world/map/npc/009-1/old_man.txt @@ -1,34 +1,34 @@ // Old man -009-1.gat,85,51,0 script Old Man 159,{ - mes "[Old Man]"; - mes "\"Don't let those monsters get to you.\""; - next; - if (Inspector == 1) goto L_NohMask_Ask; - if (Inspector == 6) goto L_NohMask_Accuse; - close; +009-1.gat,85,51,0|script|Old Man|159,{ + mes "[Old Man]"; + mes "\"Don't let those monsters get to you.\""; + next; + if (Inspector == 1) goto L_NohMask_Ask; + if (Inspector == 6) goto L_NohMask_Accuse; + close; L_NohMask_Ask: - menu - "Have you seen anything strange lately?", L_NohMask_Ask_Nothing, - "Do you know anything about the recent robberies?", L_NohMask_Ask_Nothing, - "I won't, thank you.", -; - close; + menu + "Have you seen anything strange lately?", L_NohMask_Ask_Nothing, + "Do you know anything about the recent robberies?", L_NohMask_Ask_Nothing, + "I won't, thank you.", -; + close; L_NohMask_Ask_Nothing: - mes "[Old Man]"; - mes "\"I'm sorry, but I didn't see anything. You should ask my old woman.\""; - close; + mes "[Old Man]"; + mes "\"I'm sorry, but I didn't see anything. You should ask my old woman.\""; + close; L_NohMask_Accuse: - menu - "The leader of the troupe said you hung around them a lot while they were in town.", L_NohMask_Accuse_Respond, - "I won't, thank you.", -; - close; + menu + "The leader of the troupe said you hung around them a lot while they were in town.", L_NohMask_Accuse_Respond, + "I won't, thank you.", -; + close; L_NohMask_Accuse_Respond: - mes "[Old Man]"; - mes "\"Yes, I hung around the theater a lot. I was an actor when I was younger. But I wasn't there that night. Me and the wife were at home all night.\""; - set Inspector, 7; - close; + mes "[Old Man]"; + mes "\"Yes, I hung around the theater a lot. I was an actor when I was younger. But I wasn't there that night. Me and the wife were at home all night.\""; + set Inspector, 7; + close; } diff --git a/world/map/npc/009-1/old_woman.txt b/world/map/npc/009-1/old_woman.txt index c48b3557..abca82c4 100644 --- a/world/map/npc/009-1/old_woman.txt +++ b/world/map/npc/009-1/old_woman.txt @@ -1,68 +1,67 @@ // Old woman -009-1.gat,29,43,0 script Old Woman 154,{ - if (BaseLevel < 40) goto L_Lower; +009-1.gat,29,43,0|script|Old Woman|154,{ + if (BaseLevel < 40) goto L_Lower; - mes "[Old Woman]"; - mes "\"Hello deary.\""; - next; + mes "[Old Woman]"; + mes "\"Hello deary.\""; + next; L_Continue: - if ((Inspector >= 1 && Inspector <= 7) || Inspector == 9) goto L_NohMask; - close; + if ((Inspector >= 1 && Inspector <= 7) || Inspector == 9) goto L_NohMask; + close; L_Lower: - mes "[Old Woman]"; - mes "\"Watch out for these flowers. They don't like to be messed with.\""; - next; - goto L_Continue; + mes "[Old Woman]"; + mes "\"Watch out for these flowers. They don't like to be messed with.\""; + next; + goto L_Continue; L_NohMask: - if (Inspector == 7) goto L_NohMask_Alibi; - callfunc "ProcessEquip"; - if (@torsoC == cDarkBlue && @legsC == cDarkBlue) goto L_NohMask_Fake; - if (Inspector >= 3 && Inspector <= 6) close; - - menu - "Have you seen anything strange lately?", L_NohMask_FirstAsk, - "Do you know anything about the recent robberies?", L_NohMask_FirstAsk, - "Hello", -; - close; + if (Inspector == 7) goto L_NohMask_Alibi; + callfunc "ProcessEquip"; + if (@torsoC == cDarkBlue && @legsC == cDarkBlue) + goto L_NohMask_Fake; + if (Inspector >= 3 && Inspector <= 6) close; + menu + "Have you seen anything strange lately?", L_NohMask_FirstAsk, + "Do you know anything about the recent robberies?", L_NohMask_FirstAsk, + "Hello", -; + close; L_NohMask_FirstAsk: - mes "[Old Woman]"; - mes "\"Yes, but I'm only talking to the inspector himself!\""; - if (Inspector == 1) set Inspector, 2; - close; + mes "[Old Woman]"; + mes "\"Yes, but I'm only talking to the inspector himself!\""; + if (Inspector == 1) set Inspector, 2; + close; L_NohMask_Alibi: - menu - "Was your husband with you at home all night the last night that the troupe was in town?", -; - - mes "[Old Woman]"; - mes "\"Yes, we were both at home all night.\""; - set Inspector, 8; - close; + menu + "Was your husband with you at home all night the last night that the troupe was in town?", -; + mes "[Old Woman]"; + mes "\"Yes, we were both at home all night.\""; + set Inspector, 8; + close; L_NohMask_Fake: - if (Inspector == 9) goto L_NohMask_Fake_Satchel; - if (Inspector >= 3 && Inspector <= 6) goto L_NohMask_Filler; + if (Inspector == 9) goto L_NohMask_Fake_Satchel; + if (Inspector >= 3 && Inspector <= 6) goto L_NohMask_Filler; - mes "[Old Woman]"; - mes "\"I saw someone sneaking around town wearing a theater mask. It looked like one of the masks used by the troupe that was in town recently.\""; - set Inspector, 3; - close; + mes "[Old Woman]"; + mes "\"I saw someone sneaking around town wearing a theater mask. It looked like one of the masks used by the troupe that was in town recently.\""; + set Inspector, 3; + close; L_NohMask_Filler: - mes "[Old Woman]"; - mes "\"I hope you catch that naughty person!\""; - close; + mes "[Old Woman]"; + mes "\"I hope you catch that naughty person!\""; + close; L_NohMask_Fake_Satchel: - mes "[Old Woman]"; - mes "\"I've remembered something else. The night the troupe left, I saw someone with a theater mask take a large satchel out of town. He was heading north.\""; - set Inspector, 10; - close; + mes "[Old Woman]"; + mes "\"I've remembered something else. The night the troupe left, I saw someone with a theater mask take a large satchel out of town. He was heading north.\""; + set Inspector, 10; + close; OnPCDieEvent: if (countitem(E10_TOKEN_ID) < 1) end; @@ -74,5 +73,4 @@ OnPCDieEvent: message strcharinfo(0), "But you do not move... the force is too distant, too weak, a shadow of the power that it might have once been."; set Easter_2010_QuestState, (Easter_2010_QuestState & ~(E10_STATE_ROSE_MASK << E10_STATE_ROSE_SHIFT)) | (E10_STATE_ROSE_ROSE_USED << E10_STATE_ROSE_SHIFT); end; - } diff --git a/world/map/npc/009-1/sabine.txt b/world/map/npc/009-1/sabine.txt index b8a45859..9fa5e20f 100644 --- a/world/map/npc/009-1/sabine.txt +++ b/world/map/npc/009-1/sabine.txt @@ -1,26 +1,26 @@ // Girl sitting on bench -009-1.gat,88,27,0 script Sabine 106,{ - mes "[Sabine]"; - mes "\"Isn't this place pretty? I love hanging out here!\""; - next; - if (Inspector == 1) goto L_NohMask; - close; +009-1.gat,88,27,0|script|Sabine|106,{ + mes "[Sabine]"; + mes "\"Isn't this place pretty? I love hanging out here!\""; + next; + if (Inspector == 1) goto L_NohMask; + close; L_NohMask: - menu - "Have you seen anything strange lately?", L_NohMask_Strange, - "Do you know anything about the recent robberies?", L_NohMask_Robbery, - "Yes, it is.", -; - close; + menu + "Have you seen anything strange lately?", L_NohMask_Strange, + "Do you know anything about the recent robberies?", L_NohMask_Robbery, + "Yes, it is.", -; + close; L_NohMask_Strange: - mes "[Sabine]"; - mes "\"I haven't seen anything strange.\""; - close; + mes "[Sabine]"; + mes "\"I haven't seen anything strange.\""; + close; L_NohMask_Robbery: - mes "[Sabine]"; - mes "\"No, sorry.\""; - close; + mes "[Sabine]"; + mes "\"No, sorry.\""; + close; } diff --git a/world/map/npc/009-1/soul-menhir.txt b/world/map/npc/009-1/soul-menhir.txt index 5daadd23..b2c57522 100644 --- a/world/map/npc/009-1/soul-menhir.txt +++ b/world/map/npc/009-1/soul-menhir.txt @@ -1,12 +1,12 @@ // -009-1.gat,53,40,0 script Soul Menhir 144, { - callfunc "ClearVariables"; - set @map$, "009-1.gat"; - setarray @Xs, 52, 53, 54, 52, 54, 52, 54; - setarray @Ys, 39, 39, 39, 40, 40, 41, 41; - set @x, 0; - set @y, 0; - callfunc "SoulMenhir"; - close; +009-1.gat,53,40,0|script|Soul Menhir|144,{ + callfunc "ClearVariables"; + set @map$, "009-1.gat"; + setarray @Xs, 52, 53, 54, 52, 54, 52, 54; + setarray @Ys, 39, 39, 39, 40, 40, 41, 41; + set @x, 0; + set @y, 0; + callfunc "SoulMenhir"; + close; } diff --git a/world/map/npc/009-1/water_pump.txt b/world/map/npc/009-1/water_pump.txt index 42c36d64..3ce09159 100644 --- a/world/map/npc/009-1/water_pump.txt +++ b/world/map/npc/009-1/water_pump.txt @@ -1,5 +1,5 @@ -// Water pump. YOu can fill empty b ottles here +// Water pump. You can fill empty bottles here -009-1.gat,76,33,0 script Water Pump 203,{ - callfunc "WaterBottle"; +009-1.gat,76,33,0|script|Water Pump|203,{ + callfunc "WaterBottle"; } diff --git a/world/map/npc/009-2/airlia.txt b/world/map/npc/009-2/airlia.txt index 5ccaea3f..ca0b4f74 100644 --- a/world/map/npc/009-2/airlia.txt +++ b/world/map/npc/009-2/airlia.txt @@ -6,263 +6,245 @@ // * Airlia quest = 2 unlocks other options, perhaps with future Warrior Guild prospects (this is long term) -009-2.gat,123,71,0 script Airlia 108,{ - // Subquest 1a: Caretaker's daughter (initial, once) - set @LETTER_REWARD_GOLD_INITIAL, 1000; - set @LETTER_REWARD_EXP_INITIAL, 2000; +009-2.gat,123,71,0|script|Airlia|108,{ + // Subquest 1a: Caretaker's daughter (initial, once) + set @LETTER_REWARD_GOLD_INITIAL, 1000; + set @LETTER_REWARD_EXP_INITIAL, 2000; - set @Q_STATUS_RECIEVED_FIRST_LETTER, 2; - set @Q_STATUS_DELIVERED_FIRST_LETTER, 3; + set @Q_STATUS_RECIEVED_FIRST_LETTER, 2; + set @Q_STATUS_DELIVERED_FIRST_LETTER, 3; - // Subquest 1b: Continued delivery of letters (unlimited) - set @LETTER_REWARD_GOLD, 42; - set @LETTER_REWARD_EXP, 500; + // Subquest 1b: Continued delivery of letters (unlimited) + set @LETTER_REWARD_GOLD, 42; + set @LETTER_REWARD_EXP, 500; - set @Q_STATUS_HAS_NO_NEW_LETTER, 4; - set @Q_STATUS_HAS_NEW_LETTER, 5; + set @Q_STATUS_HAS_NO_NEW_LETTER, 4; + set @Q_STATUS_HAS_NEW_LETTER, 5; - // Subquest 2a: Fetch those undead drops (initial, once) - // TODO: Set sane values below - set @FETCH_AMOUNT_INITIAL, 50; - set @FETCH_LABEL_INITIAL$, "Bone"; - set @FETCH_REWARD_GOLD_INITIAL, 5000; - set @FETCH_REWARD_EXP_INITIAL, 50000; + // Subquest 2a: Fetch those undead drops (initial, once) + // TODO: Set sane values below + set @FETCH_AMOUNT_INITIAL, 50; + set @FETCH_LABEL_INITIAL$, "Bone"; + set @FETCH_REWARD_GOLD_INITIAL, 5000; + set @FETCH_REWARD_EXP_INITIAL, 50000; - set @Q_STATUS_HELP_AIRLIA, 1; - set @Q_STATUS_INITIAL_FETCH_REWARDED, 2; + set @Q_STATUS_HELP_AIRLIA, 1; + set @Q_STATUS_INITIAL_FETCH_REWARDED, 2; - // Subquest 2b: Fetch those undead drops (unlimited) - // TODO: Set sane values below - set @FETCH_AMOUNT, 10; - set @FETCH_LABEL$, "DiseasedHeart"; - set @FETCH_REWARD_GOLD, 6000; - set @FETCH_REWARD_EXP, 40000; + // Subquest 2b: Fetch those undead drops (unlimited) + // TODO: Set sane values below + set @FETCH_AMOUNT, 10; + set @FETCH_LABEL$, "DiseasedHeart"; + set @FETCH_REWARD_GOLD, 6000; + set @FETCH_REWARD_EXP, 40000; - if (QUEST_Airlia == @Q_STATUS_INITIAL_FETCH_REWARDED) goto L_Rewarded; - if (QUEST_Airlia == @Q_STATUS_HELP_AIRLIA) goto L_Fetch; - if (QUEST_Graveyard_Caretaker > @Q_STATUS_RECIEVED_FIRST_LETTER) goto L_Airlia_intro; + if (QUEST_Airlia == @Q_STATUS_INITIAL_FETCH_REWARDED) goto L_Rewarded; + if (QUEST_Airlia == @Q_STATUS_HELP_AIRLIA) goto L_Fetch; + if (QUEST_Graveyard_Caretaker > @Q_STATUS_RECIEVED_FIRST_LETTER) goto L_Airlia_intro; L_Caretaker: - mes "[Airlia]"; - mes "\"Greetings. Do you need a housing permit, or to license your mount?\""; - next; - - if (QUEST_Graveyard_Caretaker < @Q_STATUS_RECIEVED_FIRST_LETTER) - menu - "Sorry, no.", -, - "My what?", L_Caretaker_mount; - - if (QUEST_Graveyard_Caretaker == @Q_STATUS_RECIEVED_FIRST_LETTER) - menu - "Sorry, no.", -, - "I have a letter from your father.", L_Caretaker_first_reward, - "My what?", L_Caretaker_mount; - - mes "[Airlia]"; - mes "\"Nobody ever does...\""; - close; + mes "[Airlia]"; + mes "\"Greetings. Do you need a housing permit, or to license your mount?\""; + next; + if (QUEST_Graveyard_Caretaker < @Q_STATUS_RECIEVED_FIRST_LETTER) + menu + "Sorry, no.", -, + "My what?", L_Caretaker_mount; + if (QUEST_Graveyard_Caretaker == @Q_STATUS_RECIEVED_FIRST_LETTER) + menu + "Sorry, no.", -, + "I have a letter from your father.", L_Caretaker_first_reward, + "My what?", L_Caretaker_mount; + mes "[Airlia]"; + mes "\"Nobody ever does...\""; + close; L_Caretaker_mount: - // The mention of mounts will certainly gather some interest from players, - // this section may be extended. - close; + // The mention of mounts will certainly gather some interest from players, + // this section may be extended. + close; L_Caretaker_first_reward: - mes "[Airlia]"; - mes "\"Oh! Thank you very, very much! Please take this for your trouble.\""; - if (@LETTER_REWARD_GOLD_INITIAL > 0) - mes "[" + @LETTER_REWARD_GOLD_INITIAL + " GP]"; - if (@LETTER_REWARD_EXP_INITIAL > 0) - mes "[" + @LETTER_REWARD_EXP_INITIAL + " experience points]"; - - set zeny, zeny + @LETTER_REWARD_GOLD_INITIAL; - getexp @LETTER_REWARD_EXP_INITIAL, 0; - set QUEST_Graveyard_Caretaker, @Q_STATUS_DELIVERED_FIRST_LETTER; - close; + mes "[Airlia]"; + mes "\"Oh! Thank you very, very much! Please take this for your trouble.\""; + if (@LETTER_REWARD_GOLD_INITIAL > 0) + mes "[" + @LETTER_REWARD_GOLD_INITIAL + " GP]"; + if (@LETTER_REWARD_EXP_INITIAL > 0) + mes "[" + @LETTER_REWARD_EXP_INITIAL + " experience points]"; + set zeny, zeny + @LETTER_REWARD_GOLD_INITIAL; + getexp @LETTER_REWARD_EXP_INITIAL, 0; + set QUEST_Graveyard_Caretaker, @Q_STATUS_DELIVERED_FIRST_LETTER; + close; L_Caretaker_later_rewards: - mes "[Airlia]"; - mes "\"Oh! Thank you very, very much! Please take this for your trouble.\""; - if (@LETTER_REWARD_GOLD > 0) - mes "[" + @LETTER_REWARD_GOLD + " GP]"; - if (@LETTER_REWARD_EXP > 0) - mes "[" + @LETTER_REWARD_EXP + " experience points]"; - - set zeny, zeny + @LETTER_REWARD_GOLD; - getexp @LETTER_REWARD_EXP, 0; - set QUEST_Graveyard_Caretaker, @Q_STATUS_HAS_NO_NEW_LETTER; - close; + mes "[Airlia]"; + mes "\"Oh! Thank you very, very much! Please take this for your trouble.\""; + if (@LETTER_REWARD_GOLD > 0) + mes "[" + @LETTER_REWARD_GOLD + " GP]"; + if (@LETTER_REWARD_EXP > 0) + mes "[" + @LETTER_REWARD_EXP + " experience points]"; + set zeny, zeny + @LETTER_REWARD_GOLD; + getexp @LETTER_REWARD_EXP, 0; + set QUEST_Graveyard_Caretaker, @Q_STATUS_HAS_NO_NEW_LETTER; + close; L_Airlia_intro: - mes "[Airlia]"; - mes "\"My poor father, doomed to that awful cemetery.\""; - next; - - // CASE REMOVED: - // This step is pointless and just forces the player to make a selection that doesn't effect anything. - // ALSO it misses the case where QUEST_Graveyard_Caretaker == 3, in this case it proceeds to the message without wasting player clicks - // Removing this check will make execution the same for QUEST_Graveyard_Caretaker == 3 and QUEST_Graveyard_Caretaker == 4 - // If for some reason this is desireable, uncomment it and make sure to catch the extra case mentioned - // - //if (QUEST_Graveyard_Caretaker == @Q_STATUS_HAS_NO_NEW_LETTER) - // menu - // "...", -; - - if (QUEST_Graveyard_Caretaker == @Q_STATUS_HAS_NEW_LETTER) - menu - "...", -, - "Oh, I have a letter from him.", L_Caretaker_later_rewards; - - mes "[Airlia]"; - mes "\"You know, there are many who believe that each time the undead rise after being killed, they lose mana."; - mes "Eventually, there will not be enough mana for them to rise again and they can be at rest. Do you believe this is true?\""; - next; - - menu - "I believe so, yes.", L_Airlia_intro_mana_loss, - "Maybe...", L_Airlia_intro_mana_loss, - "No, that is not proven.", -; - - mes "[Airlia]"; - mes "\"Oh...\""; - close; + mes "[Airlia]"; + mes "\"My poor father, doomed to that awful cemetery.\""; + next; + + // CASE REMOVED: + // This step is pointless and just forces the player to make a selection that doesn't effect anything. + // ALSO it misses the case where QUEST_Graveyard_Caretaker == 3, in this case it proceeds to the message without wasting player clicks + // Removing this check will make execution the same for QUEST_Graveyard_Caretaker == 3 and QUEST_Graveyard_Caretaker == 4 + // If for some reason this is desireable, uncomment it and make sure to catch the extra case mentioned + // + //if (QUEST_Graveyard_Caretaker == @Q_STATUS_HAS_NO_NEW_LETTER) + // menu + // "...", -; + + if (QUEST_Graveyard_Caretaker == @Q_STATUS_HAS_NEW_LETTER) + menu + "...", -, + "Oh, I have a letter from him.", L_Caretaker_later_rewards; + mes "[Airlia]"; + mes "\"You know, there are many who believe that each time the undead rise after being killed, they lose mana."; + mes "Eventually, there will not be enough mana for them to rise again and they can be at rest. Do you believe this is true?\""; + next; + menu + "I believe so, yes.", L_Airlia_intro_mana_loss, + "Maybe...", L_Airlia_intro_mana_loss, + "No, that is not proven.", -; + mes "[Airlia]"; + mes "\"Oh...\""; + close; L_Airlia_intro_mana_loss: - mes "[Airlia]"; - mes "\"When I am not working, I recruit help for the esteemed Fighters of the Undead, or FoU."; - mes "They are an official group effort of the Warriors' Guild and Magicians, you know, a very prestigious group.\""; - next; - - menu - "...", L_Airlia_intro_fou, - "I have heard of them.", L_Airlia_intro_fou, - "Keep up the good work. I have to go now, bye.", -; - close; + mes "[Airlia]"; + mes "\"When I am not working, I recruit help for the esteemed Fighters of the Undead, or FoU."; + mes "They are an official group effort of the Warriors' Guild and Magicians, you know, a very prestigious group.\""; + next; + menu + "...", L_Airlia_intro_fou, + "I have heard of them.", L_Airlia_intro_fou, + "Keep up the good work. I have to go now, bye.", -; + close; L_Airlia_intro_fou: - mes "[Airlia]"; - mes "\"If we drain those evil creatures of their mana, I can get my father back. He is getting very old. Will you help us?\""; - next; - - menu - "Of course I will.", L_Airlia_intro_fight, - "Sure, I guess.", L_Airlia_intro_fight, - "Thanks, but no thanks. I have other business to attend to.", -; - close; + mes "[Airlia]"; + mes "\"If we drain those evil creatures of their mana, I can get my father back. He is getting very old. Will you help us?\""; + next; + menu + "Of course I will.", L_Airlia_intro_fight, + "Sure, I guess.", L_Airlia_intro_fight, + "Thanks, but no thanks. I have other business to attend to.", -; + close; L_Airlia_intro_fight: - mes "[Airlia]"; - mes "\"Great, just kill any of the undead creatures you can and bring me proof of your work, and I will put in a word for you with the guild.\""; - next; - - menu - "I'm on it.", -, - "What sort of proof?", L_Airlia_intro_proof; - - set QUEST_Airlia, @Q_STATUS_HELP_AIRLIA; - close; + mes "[Airlia]"; + mes "\"Great, just kill any of the undead creatures you can and bring me proof of your work, and I will put in a word for you with the guild.\""; + next; + menu + "I'm on it.", -, + "What sort of proof?", L_Airlia_intro_proof; + set QUEST_Airlia, @Q_STATUS_HELP_AIRLIA; + close; L_Airlia_intro_proof: - mes "[Airlia]"; - mes "\"Let's say " + @FETCH_AMOUNT_INITIAL + " " + getitemname(@FETCH_LABEL_INITIAL$) + "s. You don't know how much this means to me, thank you.\""; - set QUEST_Airlia, @Q_STATUS_HELP_AIRLIA; - close; + mes "[Airlia]"; + mes "\"Let's say " + @FETCH_AMOUNT_INITIAL + " " + getitemname(@FETCH_LABEL_INITIAL$) + "s. You don't know how much this means to me, thank you.\""; + set QUEST_Airlia, @Q_STATUS_HELP_AIRLIA; + close; L_Fetch: - mes "[Airlia]"; - mes "\"Thank you for helping my father.\""; - next; - - // Make sure to check if the player has a letter to deliver. - // If the check is not made then there is a bug, where the player - // has a letter but has not completed the initial fetch - // and is prevented from turing in the letter until the fetch is completed. - // - if (QUEST_Graveyard_Caretaker < @Q_STATUS_HAS_NEW_LETTER) - menu - "You are welcome.", -, - "I have collected the " + @FETCH_AMOUNT_INITIAL + " " + getitemname(@FETCH_LABEL_INITIAL$) + "s.", L_Fetch_initial_reward; - - if (QUEST_Graveyard_Caretaker == @Q_STATUS_HAS_NEW_LETTER) - menu - "You are welcome.", -, - "I have another letter from your father.", L_Caretaker_later_rewards, - "I have collected the " + @FETCH_AMOUNT_INITIAL + " " + getitemname(@FETCH_LABEL_INITIAL$) + "s.", L_Fetch_initial_reward; - - // The following checks are REDUNDANT - // The only way to get to this lable is after a check for QUEST_Airlia == @Q_STATUS_HELP_AIRLIA - // Incase you weren't paying attention: @Q_STATUS_HELP_AIRLIA = 1 < @Q_STATUS_INITIAL_FETCH_REWARDED - // Note: proper handling of the first case is done above. - // The second case never gets executed anyway and not handled. - // - //if (QUEST_Airlia < @Q_STATUS_INITIAL_FETCH_REWARDED) - // menu - // "You are welcome.", -, - // "I have collected the " + @FETCH_AMOUNT_INITIAL + " " + getitemname(@FETCH_LABEL_INITIAL$) + "s.", L_Fetch_initial_reward; - // - //if (QUEST_Airlia == @Q_STATUS_INITIAL_FETCH_REWARDED) - // menu - // "You are welcome.", -, - // "I have collected the " + @FETCH_AMOUNT + " " + getitemname(@FETCH_LABEL$) + "s.", L_Fetch_later_rewards; - - close; + mes "[Airlia]"; + mes "\"Thank you for helping my father.\""; + next; + + // Make sure to check if the player has a letter to deliver. + // If the check is not made then there is a bug, where the player + // has a letter but has not completed the initial fetch + // and is prevented from turing in the letter until the fetch is completed. + + if (QUEST_Graveyard_Caretaker < @Q_STATUS_HAS_NEW_LETTER) + menu + "You are welcome.", -, + "I have collected the " + @FETCH_AMOUNT_INITIAL + " " + getitemname(@FETCH_LABEL_INITIAL$) + "s.", L_Fetch_initial_reward; + if (QUEST_Graveyard_Caretaker == @Q_STATUS_HAS_NEW_LETTER) + menu + "You are welcome.", -, + "I have another letter from your father.", L_Caretaker_later_rewards, + "I have collected the " + @FETCH_AMOUNT_INITIAL + " " + getitemname(@FETCH_LABEL_INITIAL$) + "s.", L_Fetch_initial_reward; + + // The following checks are REDUNDANT + // The only way to get to this lable is after a check for QUEST_Airlia == @Q_STATUS_HELP_AIRLIA + // Incase you weren't paying attention: @Q_STATUS_HELP_AIRLIA = 1 < @Q_STATUS_INITIAL_FETCH_REWARDED + // Note: proper handling of the first case is done above. + // The second case never gets executed anyway and not handled. + // + //if (QUEST_Airlia < @Q_STATUS_INITIAL_FETCH_REWARDED) + // menu + // "You are welcome.", -, + // "I have collected the " + @FETCH_AMOUNT_INITIAL + " " + getitemname(@FETCH_LABEL_INITIAL$) + "s.", L_Fetch_initial_reward; + // + //if (QUEST_Airlia == @Q_STATUS_INITIAL_FETCH_REWARDED) + // menu + // "You are welcome.", -, + // "I have collected the " + @FETCH_AMOUNT + " " + getitemname(@FETCH_LABEL$) + "s.", L_Fetch_later_rewards; + + close; L_Fetch_initial_reward: - if (countitem(@FETCH_LABEL_INITIAL$) < @FETCH_AMOUNT_INITIAL) goto L_Fetch_not_enough; - - mes "[Airlia]"; - mes "\"Excellent work. You are definitely a great warrior. I will tell the guild of your deeds.\""; - if (@FETCH_REWARD_GOLD_INITIAL > 0) - mes "[" + @FETCH_REWARD_GOLD_INITIAL + " GP]"; - if (@FETCH_REWARD_EXP_INITIAL > 0) - mes "[" + @FETCH_REWARD_EXP_INITIAL + " experience points]"; - delitem @FETCH_LABEL_INITIAL$, @FETCH_AMOUNT_INITIAL; - set zeny, zeny + @FETCH_REWARD_GOLD_INITIAL; - getexp @FETCH_REWARD_EXP_INITIAL, 0; - set QUEST_Airlia, @Q_STATUS_INITIAL_FETCH_REWARDED; - next; - - mes "[Airlia]"; - // TODO: Write the dialogue when I'm not tired... - mes "\"Oh, before you leave. We all must do what we can to stop this tragedy."; - mes "If you are willing to keep draining the undead of mana, I will give you what gold I can afford as a token of my gratitude.\""; - close; + if (countitem(@FETCH_LABEL_INITIAL$) < @FETCH_AMOUNT_INITIAL) goto L_Fetch_not_enough; + mes "[Airlia]"; + mes "\"Excellent work. You are definitely a great warrior. I will tell the guild of your deeds.\""; + if (@FETCH_REWARD_GOLD_INITIAL > 0) + mes "[" + @FETCH_REWARD_GOLD_INITIAL + " GP]"; + if (@FETCH_REWARD_EXP_INITIAL > 0) + mes "[" + @FETCH_REWARD_EXP_INITIAL + " experience points]"; + delitem @FETCH_LABEL_INITIAL$, @FETCH_AMOUNT_INITIAL; + set zeny, zeny + @FETCH_REWARD_GOLD_INITIAL; + getexp @FETCH_REWARD_EXP_INITIAL, 0; + set QUEST_Airlia, @Q_STATUS_INITIAL_FETCH_REWARDED; + next; + mes "[Airlia]"; + // TODO: Write the dialogue when I'm not tired... + mes "\"Oh, before you leave. We all must do what we can to stop this tragedy."; + mes "If you are willing to keep draining the undead of mana, I will give you what gold I can afford as a token of my gratitude.\""; + close; L_Fetch_later_rewards: - if (countitem(@FETCH_LABEL$) < @FETCH_AMOUNT) goto L_Fetch_not_enough; - - mes "[Airlia]"; - mes "\"Excellent work. You are definitely a great warrior.\""; - if (@FETCH_REWARD_GOLD > 0) - mes "[" + @FETCH_REWARD_GOLD + " GP]"; - if (@FETCH_REWARD_EXP > 0) - mes "[" + @FETCH_REWARD_EXP + " experience points]"; - delitem @FETCH_LABEL$, @FETCH_AMOUNT; - set zeny, zeny + @FETCH_REWARD_GOLD; - getexp @FETCH_REWARD_EXP, 0; - close; + if (countitem(@FETCH_LABEL$) < @FETCH_AMOUNT) + goto L_Fetch_not_enough; + mes "[Airlia]"; + mes "\"Excellent work. You are definitely a great warrior.\""; + if (@FETCH_REWARD_GOLD > 0) + mes "[" + @FETCH_REWARD_GOLD + " GP]"; + if (@FETCH_REWARD_EXP > 0) + mes "[" + @FETCH_REWARD_EXP + " experience points]"; + delitem @FETCH_LABEL$, @FETCH_AMOUNT; + set zeny, zeny + @FETCH_REWARD_GOLD; + getexp @FETCH_REWARD_EXP, 0; + close; L_Fetch_not_enough: - mes "[Airlia]"; - mes "\"I'm sorry, I didn't realize you couldn't count. Perhaps when I have some free time, I can help you learn if you'd like.\""; - close; + mes "[Airlia]"; + mes "\"I'm sorry, I didn't realize you couldn't count. Perhaps when I have some free time, I can help you learn if you'd like.\""; + close; L_Rewarded: - mes "[Airlia]"; - mes "\"Thank you for your help.\""; - next; - - if (QUEST_Graveyard_Caretaker < @Q_STATUS_HAS_NEW_LETTER) - menu - "You are welcome.", -, - "I have collected the " + @FETCH_AMOUNT + " " + getitemname(@FETCH_LABEL$) + "s.", L_Fetch_later_rewards; - - if (QUEST_Graveyard_Caretaker == @Q_STATUS_HAS_NEW_LETTER) - menu - "You are welcome.", -, - "I have another letter from your father.", L_Caretaker_later_rewards, - "I have collected the " + @FETCH_AMOUNT + " " + getitemname(@FETCH_LABEL$) + "s.", L_Fetch_later_rewards; - - close; + mes "[Airlia]"; + mes "\"Thank you for your help.\""; + next; + if (QUEST_Graveyard_Caretaker < @Q_STATUS_HAS_NEW_LETTER) + menu + "You are welcome.", -, + "I have collected the " + @FETCH_AMOUNT + " " + getitemname(@FETCH_LABEL$) + "s.", L_Fetch_later_rewards; + if (QUEST_Graveyard_Caretaker == @Q_STATUS_HAS_NEW_LETTER) + menu + "You are welcome.", -, + "I have another letter from your father.", L_Caretaker_later_rewards, + "I have collected the " + @FETCH_AMOUNT + " " + getitemname(@FETCH_LABEL$) + "s.", L_Fetch_later_rewards; + close; } diff --git a/world/map/npc/009-2/alan.txt b/world/map/npc/009-2/alan.txt index f19990d9..1eeb51f0 100644 --- a/world/map/npc/009-2/alan.txt +++ b/world/map/npc/009-2/alan.txt @@ -8,217 +8,213 @@ //################################################################################# // Archer Shop Master -009-2.gat,99,23,0 script Alan 125, { - set @Q_MASK, NIBBLE_0_MASK; - set @Q_SHIFT, NIBBLE_0_SHIFT; - - set @Q_status, ((QUEST_Forestbow_state) & @Q_MASK) >> @Q_SHIFT; - - if (@Q_status == 1) goto L_State_1; - if (@Q_status == 2) goto L_State_2; - if (@Q_status == 3) goto L_State_3; - if (@Q_status == 4) goto L_State_4; - if (@Q_status == 5) goto L_State_5; - - mes "[Alan]"; - mes "\"When you want to buy something then please speak to my apprentice. I am only doing special requests.\""; - next; - if (Inspector == 1) - menu - "OK, thanks.", -, - "Can you make me a really good bow?", L_State_0_1, - "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer; - if (Inspector != 1) - menu - "OK, thanks.", -, - "Can you make me a really good bow?", L_State_0_1; - close; +009-2.gat,99,23,0|script|Alan|125,{ + set @Q_MASK, NIBBLE_0_MASK; + set @Q_SHIFT, NIBBLE_0_SHIFT; + + set @Q_status, ((QUEST_Forestbow_state) & @Q_MASK) >> @Q_SHIFT; + + if (@Q_status == 1) goto L_State_1; + if (@Q_status == 2) goto L_State_2; + if (@Q_status == 3) goto L_State_3; + if (@Q_status == 4) goto L_State_4; + if (@Q_status == 5) goto L_State_5; + + mes "[Alan]"; + mes "\"When you want to buy something then please speak to my apprentice. I am only doing special requests.\""; + next; + if (Inspector == 1) + menu + "OK, thanks.", -, + "Can you make me a really good bow?", L_State_0_1, + "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer; + if (Inspector != 1) + menu + "OK, thanks.", -, + "Can you make me a really good bow?", L_State_0_1; + close; L_State_0_1: - mes "[Alan]"; - mes "\"You mean like one of my legendary forest bows?\""; - next; - menu - "Yes, that would be nice.", -; - mes "[Alan]"; - mes "\"Sorry, I am not making these anymore.\""; - next; - menu - "Oh, too bad.", -, - "What? Why not?", L_State_0_2; - close; + mes "[Alan]"; + mes "\"You mean like one of my legendary forest bows?\""; + next; + menu + "Yes, that would be nice.", -; + mes "[Alan]"; + mes "\"Sorry, I am not making these anymore.\""; + next; + menu + "Oh, too bad.", -, + "What? Why not?", L_State_0_2; + close; L_State_0_2: - mes "[Alan]"; - mes "\"The problem is that I am short of material. My forestbows are not made of regular wood, you know."; - mes "They are made of special living wood. And only the best logs of living wood are good enough for them."; - mes "I used to get these logs from Jack, the lumberjack. But the last time I asked him for a new delivery he said that he would never again get any for me.\""; - - set @Q_status, 1; - callsub S_Update_Var; - - next; - menu - "Too bad.", -, - "Did you ask him why?", L_State_0_3; - close; + mes "[Alan]"; + mes "\"The problem is that I am short of material. My forestbows are not made of regular wood, you know."; + mes "They are made of special living wood. And only the best logs of living wood are good enough for them."; + mes "I used to get these logs from Jack, the lumberjack. But the last time I asked him for a new delivery he said that he would never again get any for me.\""; + set @Q_status, 1; + callsub S_Update_Var; + next; + menu + "Too bad.", -, + "Did you ask him why?", L_State_0_3; + close; L_State_0_3: - mes "[Alan]"; - mes "\"Sure I did. But he just told me to leave him alone. Maybe you could ask him what's wrong?\""; - next; - menu - "OK, I'll ask him.", -, - "I am sure he got his reasons.", -; - close; + mes "[Alan]"; + mes "\"Sure I did. But he just told me to leave him alone. Maybe you could ask him what's wrong?\""; + next; + menu + "OK, I'll ask him.", -, + "I am sure he got his reasons.", -; + close; L_State_1: - mes "[Alan]"; - mes "\"Did you already ask Jack why he won't deliver me any more living wood?\""; - next; - if (Inspector == 1) - menu - "No, I haven't had the time yet.", -, - "No, I didn't find him yet.", L_State_1_1, - "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer; - if (Inspector != 1) - menu - "No, I haven't had the time yet.", -, - "No, I didn't find him yet.", L_State_1_1; - close; + mes "[Alan]"; + mes "\"Did you already ask Jack why he won't deliver me any more living wood?\""; + next; + if (Inspector == 1) + menu + "No, I haven't had the time yet.", -, + "No, I didn't find him yet.", L_State_1_1, + "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer; + if (Inspector != 1) + menu + "No, I haven't had the time yet.", -, + "No, I didn't find him yet.", L_State_1_1; + close; L_State_1_1: - mes "[Alan]"; - mes "\"When you leave my shop just go southwest over the village plaza. You can't miss it.\""; - close; + mes "[Alan]"; + mes "\"When you leave my shop just go southwest over the village plaza. You can't miss it.\""; + close; L_State_2: - mes "[Alan]"; - mes "\"Did you already ask Jack why he won't deliver me any more living wood?\""; - next; - if (Inspector == 1) - menu - "Yes, I did. He said that the trees turned into dangerous monsters.", -, - "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer; - if (Inspector != 1) - menu - "Yes, I did. He said that the trees turned into dangerous monsters.", -; - mes "[Alan]"; - mes "\"Oh, that's really bad news. Maybe you can do his job?"; - mes "When you kill some of these tree monsters and bring me their wood I can take a look at them."; - mes "Maybe you will find a piece of wood that is strong enough to become one of my forest bows.\""; - - set @Q_status, 3; - callsub S_Update_Var; - - close; + mes "[Alan]"; + mes "\"Did you already ask Jack why he won't deliver me any more living wood?\""; + next; + if (Inspector == 1) + menu + "Yes, I did. He said that the trees turned into dangerous monsters.", -, + "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer; + if (Inspector != 1) + menu + "Yes, I did. He said that the trees turned into dangerous monsters.", -; + mes "[Alan]"; + mes "\"Oh, that's really bad news. Maybe you can do his job?"; + mes "When you kill some of these tree monsters and bring me their wood I can take a look at them."; + mes "Maybe you will find a piece of wood that is strong enough to become one of my forest bows.\""; + set @Q_status, 3; + callsub S_Update_Var; + close; L_State_3: - mes "[Alan]"; - mes "\"How is the hunt going? Did you bring me any wood?\""; - if (countitem(569) < 1) close; - next; - if (Inspector == 1) - menu - "Here, take a look!", L_State_3_try, - "Yes, but I need it for something else.", -, - "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer; - if (Inspector != 1) - menu - "Here, take a look!", L_State_3_try, - "Yes, but I need it for something else.", -; - close; + mes "[Alan]"; + mes "\"How is the hunt going? Did you bring me any wood?\""; + if (countitem(569) < 1) close; + next; + if (Inspector == 1) + menu + "Here, take a look!", L_State_3_try, + "Yes, but I need it for something else.", -, + "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer; + if (Inspector != 1) + menu + "Here, take a look!", L_State_3_try, + "Yes, but I need it for something else.", -; + close; L_State_3_try: - if (countitem(569) < 1) goto L_No_Log; - delitem "RawLog", 1; - mes "[Alan]"; - mes "\"Hmmm... looks ok, but is it strong enough?\""; - mes "Alan bends the log over his knee."; - next; - set @Temp1, rand(20); - if (@Temp1 == 0) goto L_State_3_success; - mes "The log breaks with a loud crack."; - next; - mes "[Alan]"; - mes "\"Sorry, this log was too weak for one of my forest bows. Now it is junk. Give me another.\""; - if (countitem(569) < 1) close; - next; - menu - "Sure, here you go.", L_State_3_try, - "Hey! Stop breaking my stuff!", -; - close; + if (countitem(569) < 1) + goto L_No_Log; + delitem "RawLog", 1; + mes "[Alan]"; + mes "\"Hmmm... looks ok, but is it strong enough?\""; + mes "Alan bends the log over his knee."; + next; + set @Temp1, rand(20); + if (@Temp1 == 0) goto L_State_3_success; + mes "The log breaks with a loud crack."; + next; + mes "[Alan]"; + mes "\"Sorry, this log was too weak for one of my forest bows. Now it is junk. Give me another.\""; + if (countitem(569) < 1) close; + next; + menu + "Sure, here you go.", L_State_3_try, + "Hey! Stop breaking my stuff!", -; + close; L_State_3_success: - mes "Alan tries as hard as he can but the log won't bend."; - next; - mes "[Alan]"; - mes "\"Aaah! Yes! That is a really fine piece of wood you brought me. It will make an excellent bow!\""; - next; - set @Q_status, 4; - callsub S_Update_Var; + mes "Alan tries as hard as he can but the log won't bend."; + next; + mes "[Alan]"; + mes "\"Aaah! Yes! That is a really fine piece of wood you brought me. It will make an excellent bow!\""; + next; + set @Q_status, 4; + callsub S_Update_Var; L_State_4: - mes "[Alan]"; - mes "\"I can make you a really nice forest bow out of this. I just need 10,000 GP for material and work time.\""; - next; - if (Inspector == 1) - menu - "10,000??? What a ripoff!", -, - "Sure, here you go!", L_State_4_pay, - "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer; - if (Inspector != 1) - menu - "10,000??? What a ripoff!", -, - "Sure, here you go!", L_State_4_pay; - close; + mes "[Alan]"; + mes "\"I can make you a really nice forest bow out of this. I just need 10,000 GP for material and work time.\""; + next; + if (Inspector == 1) + menu + "10,000??? What a ripoff!", -, + "Sure, here you go!", L_State_4_pay, + "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer; + if (Inspector != 1) + menu + "10,000??? What a ripoff!", -, + "Sure, here you go!", L_State_4_pay; + close; L_State_4_pay: - if (zeny < 10000) goto L_State_4_nocash; - getinventorylist; - if (@inventorylist_count == 100) goto L_State_4_TooMany; - set zeny, zeny - 10000; - getitem "ForestBow", 1; - set @Q_status, 5; - callsub S_Update_Var; - mes "[Alan]"; - mes "\"Here you go - have fun with it.\""; - close; + if (zeny < 10000) + goto L_State_4_nocash; + getinventorylist; + if (@inventorylist_count == 100) + goto L_State_4_TooMany; + set zeny, zeny - 10000; + getitem "ForestBow", 1; + set @Q_status, 5; + callsub S_Update_Var; + mes "[Alan]"; + mes "\"Here you go - have fun with it.\""; + close; L_State_4_nocash: - mes "[Alan]"; - mes "\"Seems like you are out of cash.\""; - close; + mes "[Alan]"; + mes "\"Seems like you are out of cash.\""; + close; L_State_4_TooMany: - mes "[Alan]"; - mes "\"Seems like you don't have room for this bow. Come back later.\""; - close; + mes "[Alan]"; + mes "\"Seems like you don't have room for this bow. Come back later.\""; + close; L_State_5: - mes "[Alan]"; - mes "\"I hope you are satisfied with your forest bow. It is one of my best works.\""; - next; - - if (Inspector == 1) - menu - "I am!", -, - "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer; - close; + mes "[Alan]"; + mes "\"I hope you are satisfied with your forest bow. It is one of my best works.\""; + next; + if (Inspector == 1) + menu + "I am!", -, + "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer; + close; L_NohMask_Answer: - mes "[Alan]"; - mes "\"No.\""; - close; + mes "[Alan]"; + mes "\"No.\""; + close; L_No_Log: - mes "[Alan]"; - mes "\"Where should I look at? You don't have a raw log.\""; - close; + mes "[Alan]"; + mes "\"Where should I look at? You don't have a raw log.\""; + close; S_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; } diff --git a/world/map/npc/009-2/doctor.txt b/world/map/npc/009-2/doctor.txt index 2fbfcbd1..7b6931e0 100644 --- a/world/map/npc/009-2/doctor.txt +++ b/world/map/npc/009-2/doctor.txt @@ -1,81 +1,78 @@ // Doctor -009-2.gat,148,25,0 script Doctor 107,{ - if (getequipid(equip_head) == 616) goto L_Axe; - if (getequipid(equip_head) == 621) goto L_Eyepatch; +009-2.gat,148,25,0|script|Doctor|107,{ + if (getequipid(equip_head) == 616) goto L_Axe; + if (getequipid(equip_head) == 621) goto L_Eyepatch; - mes "[Doctor]"; - mes "\"Hello, can I help you?\""; - next; + mes "[Doctor]"; + mes "\"Hello, can I help you?\""; + next; - if (Inspector == 1) - menu - "I think I am sick!", L_Cure, - "No, I feel fine.", -, - "Have you seen anything strange in town? Anything that might have to do with the robberies?", L_NohMask; - if (Inspector != 1) - menu - "I think I am sick!", L_Cure, - "No, I feel fine.", -; + if (Inspector == 1) + menu + "I think I am sick!", L_Cure, + "No, I feel fine.", -, + "Have you seen anything strange in town? Anything that might have to do with the robberies?", L_NohMask; + if (Inspector != 1) + menu + "I think I am sick!", L_Cure, + "No, I feel fine.", -; - mes "[Doctor]"; - mes "\"Then please stop wasting my precious time.\""; - close; + mes "[Doctor]"; + mes "\"Then please stop wasting my precious time.\""; + close; L_Cure: - mes "[Doctor]"; - if (sc_check(sc_poison)) - goto L_CurePoison; - mes "The doctor examines you briefly."; - mes "\"Nonsense! You look fine and dandy to me. All you need is a bit more exercise and fresh fruit in your diet!\""; - close; + mes "[Doctor]"; + if (sc_check(sc_poison)) goto L_CurePoison; + mes "The doctor examines you briefly."; + mes "\"Nonsense! You look fine and dandy to me. All you need is a bit more exercise and fresh fruit in your diet!\""; + close; L_CurePoison: - mes "\"Well, well, well! Look at all those green bubbles coming out of your head; that looks like poisoning to me! Did you eat something rotten?\""; - next; - mes "[Doctor]"; - mes "The doctor pulls out a syringe and fills it with a white liquid from a jar on his desk."; - mes "\"Now hold still, this won't hurt a bit...\""; - next; - mes "[Doctor]"; - sc_end(sc_poison); - sc_end(sc_slowpoison); - mes "*Ouch!*"; - mes "\"Next time, be more careful! Make sure to cook any meats before you eat them, and don't eat fish once it starts to smell.\""; - close; + mes "\"Well, well, well! Look at all those green bubbles coming out of your head; that looks like poisoning to me! Did you eat something rotten?\""; + next; + mes "[Doctor]"; + mes "The doctor pulls out a syringe and fills it with a white liquid from a jar on his desk."; + mes "\"Now hold still, this won't hurt a bit...\""; + next; + mes "[Doctor]"; + sc_end(sc_poison); + sc_end(sc_slowpoison); + mes "*Ouch!*"; + mes "\"Next time, be more careful! Make sure to cook any meats before you eat them, and don't eat fish once it starts to smell.\""; + close; L_Axe: - mes "[Doctor]"; - mes "\"Oh my, what happened to you?\""; - next; - mes "[Doctor]"; - mes "\"Wait. Thats just a fake. Shame on you!\""; - close; + mes "[Doctor]"; + mes "\"Oh my, what happened to you?\""; + next; + mes "[Doctor]"; + mes "\"Wait. Thats just a fake. Shame on you!\""; + close; L_Eyepatch: - mes "[Doctor]"; - mes "\"Would you like a glass eye to replace that eye patch you have? We just got a whole load of them in today. I'll even let you keep the patch as a souvenir.\""; - next; - menu - "Yes, please.", L_Eyepatch_GlassEye, - "No thank you", -; - - mes "[Doctor]"; - mes "\"If you change your mind, please come back and see me.\""; - close; + mes "[Doctor]"; + mes "\"Would you like a glass eye to replace that eye patch you have? We just got a whole load of them in today. I'll even let you keep the patch as a souvenir.\""; + next; + menu + "Yes, please.", L_Eyepatch_GlassEye, + "No thank you", -; + mes "[Doctor]"; + mes "\"If you change your mind, please come back and see me.\""; + close; L_Eyepatch_GlassEye: - mes "[Doctor]"; - mes "\"Now, where did I put that box of eyes...\""; - mes "He goes off to look for them and comes back empty handed."; - next; - - mes "[Doctor]"; - mes "\"I can't seem to find where I put that box. You should come back later, I may have found them by then.\""; - close; + mes "[Doctor]"; + mes "\"Now, where did I put that box of eyes...\""; + mes "He goes off to look for them and comes back empty handed."; + next; + mes "[Doctor]"; + mes "\"I can't seem to find where I put that box. You should come back later, I may have found them by then.\""; + close; L_NohMask: - mes "[Doctor]"; - mes "\"No, I haven't seen anything.\""; - close; + mes "[Doctor]"; + mes "\"No, I haven't seen anything.\""; + close; } diff --git a/world/map/npc/009-2/drunks.txt b/world/map/npc/009-2/drunks.txt index 61246b4e..a20a0c91 100644 --- a/world/map/npc/009-2/drunks.txt +++ b/world/map/npc/009-2/drunks.txt @@ -1,16 +1,16 @@ //Left drinking contest guy -009-2.gat,65,55,0 script Drinker 121, { - mes "[Binge Drinker]"; - mes "\"Ha! I'll drink muuuch mo.. more than you! Im not ooone biiit dr...dr..unk!\""; - close; +009-2.gat,65,55,0|script|Drinker|121,{ + mes "[Binge Drinker]"; + mes "\"Ha! I'll drink muuuch mo.. more than you! Im not ooone biiit dr...dr..unk!\""; + close; } //Right drinking contest guy -009-2.gat,68,55,0 script Drinker 121, { - mes "[Binge Drinker]"; - mes "\"I can still drink more! Better give up you... you... teelotaler! MORE BEER MELINDA!\""; - //I know it's called "teetotaler". That error is on purpose. - close; +009-2.gat,68,55,0|script|Drinker|121,{ + mes "[Binge Drinker]"; + mes "\"I can still drink more! Better give up you... you... teelotaler! MORE BEER MELINDA!\""; + //I know it's called "teetotaler". That error is on purpose. + close; } diff --git a/world/map/npc/009-2/inspector.txt b/world/map/npc/009-2/inspector.txt index f25d026a..e1461584 100644 --- a/world/map/npc/009-2/inspector.txt +++ b/world/map/npc/009-2/inspector.txt @@ -1,127 +1,125 @@ // -009-2.gat,24,99,0 script Inspector#Hurnscald 150,{ - if (Inspector == 0 && BaseLevel >= 30) goto L_NohMask_Start; - if (Inspector == 1) goto L_NohMask_AskVillage; - if (Inspector == 2) goto L_NohMask_OldWoman; - if (Inspector == 3) goto L_NohMask_TheaterMask; - if (Inspector == 4) goto L_NohMask_TravelingTroupe; - if (Inspector == 5) goto L_NohMask_OldMan; - if (Inspector == 6) goto L_NohMask_OldMan_2; - if (Inspector == 7) goto L_NohMask_Alibi; - if (Inspector == 8) goto L_NohMask_Alibi_2; - if (Inspector == 9) goto L_NohMask_Alibi_3; - if (Inspector == 10) goto L_NohMask_Satchel; - if (Inspector == 11) goto L_NohMask_Basement; - if (Inspector == 12) goto L_NohMask_Note; - if (Inspector == 13) goto L_NohMask_TravelingTroupe_2; - if (Inspector == 14) goto L_NohMask_Over; - if (Inspector == 15) goto L_NohMask_End; - mes "[Inspector]"; - mes "\"I'm sorry, but I'm busy looking into this string of robberies.\""; - close; +009-2.gat,24,99,0|script|Inspector#Hurnscald|150,{ + if (Inspector == 0 && BaseLevel >= 30) goto L_NohMask_Start; + if (Inspector == 1) goto L_NohMask_AskVillage; + if (Inspector == 2) goto L_NohMask_OldWoman; + if (Inspector == 3) goto L_NohMask_TheaterMask; + if (Inspector == 4) goto L_NohMask_TravelingTroupe; + if (Inspector == 5) goto L_NohMask_OldMan; + if (Inspector == 6) goto L_NohMask_OldMan_2; + if (Inspector == 7) goto L_NohMask_Alibi; + if (Inspector == 8) goto L_NohMask_Alibi_2; + if (Inspector == 9) goto L_NohMask_Alibi_3; + if (Inspector == 10) goto L_NohMask_Satchel; + if (Inspector == 11) goto L_NohMask_Basement; + if (Inspector == 12) goto L_NohMask_Note; + if (Inspector == 13) goto L_NohMask_TravelingTroupe_2; + if (Inspector == 14) goto L_NohMask_Over; + if (Inspector == 15) goto L_NohMask_End; + mes "[Inspector]"; + mes "\"I'm sorry, but I'm busy looking into this string of robberies.\""; + close; L_NohMask_Start: - mes "\"Hmm...what to do.\""; - mes "He looks up and into your face."; - next; - - mes "[Inspector]"; - mes "\"You look capable, will you help me solve these robberies?\""; - next; - - menu - "Yes", L_NohMask_Accept, - "No", -; - close; + mes "\"Hmm...what to do.\""; + mes "He looks up and into your face."; + next; + mes "[Inspector]"; + mes "\"You look capable, will you help me solve these robberies?\""; + next; + menu + "Yes", L_NohMask_Accept, + "No", -; + close; L_NohMask_Accept: - set Inspector, 1; - mes "[Inspector]"; - mes "\"Ok then. I'd like you to ask the villagers about the recent string of robberies.\""; - close; + set Inspector, 1; + mes "[Inspector]"; + mes "\"Ok then. I'd like you to ask the villagers about the recent string of robberies.\""; + close; L_NohMask_AskVillage: - mes "[Inspector]"; - mes "\"Please continue talking to the villagers.\""; - close; + mes "[Inspector]"; + mes "\"Please continue talking to the villagers.\""; + close; L_NohMask_OldWoman: - mes "[Inspector]"; - mes "\"Hm...I don't know if I trust her eyesight or memory. See if someone else knows anything.\""; - close; + mes "[Inspector]"; + mes "\"Hm...I don't know if I trust her eyesight or memory. See if someone else knows anything.\""; + close; L_NohMask_TheaterMask: - set Inspector, 4; - mes "[Inspector]"; - mes "\"Someone in a theater mask, eh? There was a traveling theater troupe in town recently, but they've moved on to Tulimshar. Please go talk to their leader about this.\""; - close; + set Inspector, 4; + mes "[Inspector]"; + mes "\"Someone in a theater mask, eh? There was a traveling theater troupe in town recently, but they've moved on to Tulimshar. Please go talk to their leader about this.\""; + close; L_NohMask_TravelingTroupe: - mes "[Inspector]"; - mes "\"Please go talk to the leader of the traveling troupe about the theater mask.\""; - close; + mes "[Inspector]"; + mes "\"Please go talk to the leader of the traveling troupe about the theater mask.\""; + close; L_NohMask_OldMan: - set Inspector, 6; - mes "[Inspector]"; - mes "\"Hm...an old man? Could you interrogate him for me?\""; - close; + set Inspector, 6; + mes "[Inspector]"; + mes "\"Hm...an old man? Could you interrogate him for me?\""; + close; L_NohMask_OldMan_2: - mes "[Inspector]"; - mes "\"Have you talked with the old man yet?\""; - close; + mes "[Inspector]"; + mes "\"Have you talked with the old man yet?\""; + close; L_NohMask_Alibi: - mes "[Inspector]"; - mes "\"Can you verify that with his wife?\""; - close; + mes "[Inspector]"; + mes "\"Can you verify that with his wife?\""; + close; L_NohMask_Alibi_2: - set Inspector, 9; - mes "[Inspector]"; - mes "\"Hm...then it couldn't be him. I'm not sure where to go from here, maybe you can find something else. Try talking to everyone again.\""; - close; + set Inspector, 9; + mes "[Inspector]"; + mes "\"Hm...then it couldn't be him. I'm not sure where to go from here, maybe you can find something else. Try talking to everyone again.\""; + close; L_NohMask_Alibi_3: - mes "[Inspector]"; - mes "\"Made any progress yet?\""; - close; + mes "[Inspector]"; + mes "\"Made any progress yet?\""; + close; L_NohMask_Satchel: - mes "[Inspector]"; - mes "\"Then go north and investigate!\""; - close; + mes "[Inspector]"; + mes "\"Then go north and investigate!\""; + close; L_NohMask_Basement: - mes "[Inspector]"; - mes "\"Did you look over the basement?\""; - close; + mes "[Inspector]"; + mes "\"Did you look over the basement?\""; + close; L_NohMask_Note: - set Inspector, 13; - mes "[Inspector]"; - mes "\"What a strange note. I'll keep track of this, while you return the mask to the troupe.\""; - mes ""; - mes "\"By the way, stay sharp! I may call upon you again.\""; - close; + set Inspector, 13; + mes "[Inspector]"; + mes "\"What a strange note. I'll keep track of this, while you return the mask to the troupe.\""; + mes ""; + mes "\"By the way, stay sharp! I may call upon you again.\""; + close; L_NohMask_TravelingTroupe_2: - mes "[Inspector]"; - mes "\"Please return the mask to the traveling troupe.\""; - close; + mes "[Inspector]"; + mes "\"Please return the mask to the traveling troupe.\""; + close; L_NohMask_Over: - set Inspector, 15; - mes "[Inspector]"; - mes "\"My men have found all of the stolen items. They were all in the mining camp. We still don't know who did it.\""; - mes "[2500 experience points]"; - getexp 2500, 0; - close; + set Inspector, 15; + mes "[Inspector]"; + mes "\"My men have found all of the stolen items. They were all in the mining camp. We still don't know who did it.\""; + mes "[2500 experience points]"; + getexp 2500, 0; + close; L_NohMask_End: - mes "[Inspector]"; - mes "\"Remember to stay sharp. I might need your help on another case.\""; - close; + mes "[Inspector]"; + mes "\"Remember to stay sharp. I might need your help on another case.\""; + close; } diff --git a/world/map/npc/009-2/kfahr.txt b/world/map/npc/009-2/kfahr.txt index b45a1f80..b5d3abcf 100644 --- a/world/map/npc/009-2/kfahr.txt +++ b/world/map/npc/009-2/kfahr.txt @@ -9,1241 +9,1073 @@ //# (win arm-wrestling + bring 10 snake skins + level 60) -> golden stinger //# //# Variables used: @QUEST_Forestbow_state, nibble 2 (knife quest) -//# @QUEST_Forestbow_state, nibble 3 (monster oil subquest) +//# @QUEST_Forestbow_state, nibble 3 (monster oil subquest) //# //################################################################################# -009-2.gat,67,57,0 script Kfahr 125,{ - - set @QS_NEWBIE, 0; - set @QS_MET_KFAHR, 1; - set @QS_KNOWS_KFAHR, 2; - set @QS_KNIFE_QUEST, 3; - set @QS_KNIFE_QUEST_DONE, 4; - set @QS_LOST_WRESTLING, 5; - set @QS_STINGER_QUEST, 6; - set @QS_STINGER_QUEST_DONE, 7; - - set @BLACK_STINGERS_NR, 10; - set @MUSHROOMS_NR, 10; - set @SNAKE_SKINS_NR, 10; - - set @KNIFE_QUEST_XP, 50000; - set @STINGER_QUEST_XP, 80000; - - set @Q_MASK, NIBBLE_2_MASK; - set @Q_SHIFT, NIBBLE_2_SHIFT; - - set @Q_status, (QUEST_Forestbow_state & @Q_MASK) >> @Q_SHIFT; - - set @Q_needs_stinger, ((QUEST_Forestbow_state & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT) > 1; - - if (@Q_status == @QS_KNIFE_QUEST) - goto L_knife_quest_check; - - if (@Q_status == @QS_STINGER_QUEST) - goto L_stinger_quest_check; - - if (@Q_status > @QS_NEWBIE) - goto L_meet_again; - - mes "[Warrior]"; - mes "You stand before a battle-scarred, darkly tanned warrior, brimming with muscles."; - mes "Just looking at him you smell danger, adventure, excitement..."; - next; - - mes "[Warrior]"; - mes "On second thought, he really could use a bath."; - mes ""; - mes "The warrior turns towards you, grinning broadly."; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Why, hello there! Come to visit Kfahr the Warrior to hear of my exploits, have you?\""; - mes "He laughs heartily and gives you a slap on the back."; - mes "\"Can't blame you, can't blame you at all! Here, take a seat!\""; - next; - - set @has_beer, 0; - set @beer_count, 0; - set @last_story, 0; - - set @Q_status, @QS_MET_KFAHR; - callsub L_Update_Var; - - goto L_main_menu; +009-2.gat,67,57,0|script|Kfahr|125,{ + + set @QS_NEWBIE, 0; + set @QS_MET_KFAHR, 1; + set @QS_KNOWS_KFAHR, 2; + set @QS_KNIFE_QUEST, 3; + set @QS_KNIFE_QUEST_DONE, 4; + set @QS_LOST_WRESTLING, 5; + set @QS_STINGER_QUEST, 6; + set @QS_STINGER_QUEST_DONE, 7; + + set @BLACK_STINGERS_NR, 10; + set @MUSHROOMS_NR, 10; + set @SNAKE_SKINS_NR, 10; + + set @KNIFE_QUEST_XP, 50000; + set @STINGER_QUEST_XP, 80000; + + set @Q_MASK, NIBBLE_2_MASK; + set @Q_SHIFT, NIBBLE_2_SHIFT; + + set @Q_status, (QUEST_Forestbow_state & @Q_MASK) >> @Q_SHIFT; + + set @Q_needs_stinger, ((QUEST_Forestbow_state & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT) > 1; + + if (@Q_status == @QS_KNIFE_QUEST) goto L_knife_quest_check; + + if (@Q_status == @QS_STINGER_QUEST) goto L_stinger_quest_check; + + if (@Q_status > @QS_NEWBIE) goto L_meet_again; + + mes "[Warrior]"; + mes "You stand before a battle-scarred, darkly tanned warrior, brimming with muscles."; + mes "Just looking at him you smell danger, adventure, excitement..."; + next; + mes "[Warrior]"; + mes "On second thought, he really could use a bath."; + mes ""; + mes "The warrior turns towards you, grinning broadly."; + next; + mes "[Kfahr the Warrior]"; + mes "\"Why, hello there! Come to visit Kfahr the Warrior to hear of my exploits, have you?\""; + mes "He laughs heartily and gives you a slap on the back."; + mes "\"Can't blame you, can't blame you at all! Here, take a seat!\""; + next; + set @has_beer, 0; + set @beer_count, 0; + set @last_story, 0; + set @Q_status, @QS_MET_KFAHR; + callsub L_Update_Var; + goto L_main_menu; L_meet_again: - mes "[Kfahr the Warrior]"; - mes "Kfahr nods and grins as you greet him."; - mes "\"Came back for more stories? Have a seat!\""; - next; - goto L_main_menu; + mes "[Kfahr the Warrior]"; + mes "Kfahr nods and grins as you greet him."; + mes "\"Came back for more stories? Have a seat!\""; + next; + goto L_main_menu; L_main_menu: - if (@Q_status >= @QS_KNOWS_KFAHR) - goto L_real_main_menu; - menu "Who are you?", -, - "Goodbye.", L_end; - - mes "[Kfahr the Warrior]"; - mes "Kfahr laughs again."; - mes "\"Surely you jest! You must have heard of Kfahr, Slayer of Toby Rick the Desert Worm, Raider of the Lost Temple, Hero of Tulimshar?\""; - next; - - menu "Uhm...", -, - "Well...", -, - "To be quite honest...", -, - "Excuse me, someone is, er, whispering me...", L_end; - - mes "[Kfahr the Warrior]"; - mes "\"Ah, I knew it! So you have come to hear some tales about the dangers of the desert? You've come to the right man!\""; - next; - - set @Q_status, @QS_KNOWS_KFAHR; - callsub L_Update_Var; - goto L_real_main_menu; + if (@Q_status >= @QS_KNOWS_KFAHR) + goto L_real_main_menu; + menu + "Who are you?", -, + "Goodbye.", L_end; + mes "[Kfahr the Warrior]"; + mes "Kfahr laughs again."; + mes "\"Surely you jest! You must have heard of Kfahr, Slayer of Toby Rick the Desert Worm, Raider of the Lost Temple, Hero of Tulimshar?\""; + next; + menu + "Uhm...", -, + "Well...", -, + "To be quite honest...", -, + "Excuse me, someone is, er, whispering me...", L_end; + mes "[Kfahr the Warrior]"; + mes "\"Ah, I knew it! So you have come to hear some tales about the dangers of the desert? You've come to the right man!\""; + next; + set @Q_status, @QS_KNOWS_KFAHR; + callsub L_Update_Var; + goto L_real_main_menu; L_tale_sub: - if (@current_story == @last_story) - goto L_same_story_abort; - if (@has_beer == 0) - goto L_out_of_beer_abort; - set @last_story, @current_story; - set @has_beer, 0; - set @story_abort, 0; - return; + if (@current_story == @last_story) + goto L_same_story_abort; + if (@has_beer == 0) + goto L_out_of_beer_abort; + set @last_story, @current_story; + set @has_beer, 0; + set @story_abort, 0; + return; L_same_story_abort: - mes "[Kfahr the Warrior]"; - mes "Kfahr frowns."; - mes "\"I only just told you that story. Trust me, the others are worth hearing, too!\""; - next; - set @story_abort, 1; - return; + mes "[Kfahr the Warrior]"; + mes "Kfahr frowns."; + mes "\"I only just told you that story. Trust me, the others are worth hearing, too!\""; + next; + set @story_abort, 1; + return; L_out_of_beer_abort: - mes "[Kfahr the Warrior]"; - if (@beer_count > 4) - mes "\"I think I've talked 'nuff for now... but thanks for lis'ning!\""; - if (@beer_count <= 4) - mes "\"Now that's one of my favorite tales, but my throat is just a little too dry to talk about something like that... could you help me out a little here?\""; - next; - set @story_abort, 1; - return; + mes "[Kfahr the Warrior]"; + if (@beer_count > 4) + mes "\"I think I've talked 'nuff for now... but thanks for lis'ning!\""; + if (@beer_count <= 4) + mes "\"Now that's one of my favorite tales, but my throat is just a little too dry to talk about something like that... could you help me out a little here?\""; + next; + set @story_abort, 1; + return; L_real_main_menu: - if (@Q_needs_stinger) - goto L_long_main_menu; - - menu "What's a Desert Worm?", L_tale_desert_worm, - "Desert Temple?", L_tale_desert_temple, - "Hero of Tulimshar?", L_tale_hero_tulimshar, - "Tell me about the desert!", L_tale_desert, - "I want to become as powerful as you!", L_gain_power, - "Here, have a beer!", L_give_beer, - "Goodbye!", L_end; - - close; + if (@Q_needs_stinger) + goto L_long_main_menu; + + menu + "What's a Desert Worm?", L_tale_desert_worm, + "Desert Temple?", L_tale_desert_temple, + "Hero of Tulimshar?", L_tale_hero_tulimshar, + "Tell me about the desert!", L_tale_desert, + "I want to become as powerful as you!", L_gain_power, + "Here, have a beer!", L_give_beer, + "Goodbye!", L_end; + close; L_long_main_menu: - - menu "What's a Desert Worm?", L_tale_desert_worm, - "Desert Temple?", L_tale_desert_temple, - "Hero of Tulimshar?", L_tale_hero_tulimshar, - "Tell me about the desert!", L_tale_desert, - "I want to become as powerful as you!", L_gain_power, - "Have you fought any Golden Scorpions?", L_golden_scorpion, - "Here, have a beer!", L_give_beer, - "Goodbye!", L_end; - - close; + menu + "What's a Desert Worm?", L_tale_desert_worm, + "Desert Temple?", L_tale_desert_temple, + "Hero of Tulimshar?", L_tale_hero_tulimshar, + "Tell me about the desert!", L_tale_desert, + "I want to become as powerful as you!", L_gain_power, + "Have you fought any Golden Scorpions?", L_golden_scorpion, + "Here, have a beer!", L_give_beer, + "Goodbye!", L_end; + close; L_tale_desert_worm: - set @current_story, 1; - callsub L_tale_sub; - if (@story_abort) goto L_main_menu; - - mes "[Kfahr the Warrior]"; - mes "Kfahr smiles and leans back."; - mes "\"A desert worm is probably the largest creature you will ever see, larger even than most dragons. It spans a good twenty chains (or six box tosses if you're used to the Imperial system) in length, has a thick, rubbery skin, and teeth as long as my legs.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Most are a darkish gray, except for the young ones; those are more purplish, I've been told. Well, anyway, you hardly ever see one of them in their entirety, you only see the head, if they decide to come out and fight-- they tend to burrow under the ground.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"They are terrifying beasts, but lack any intelligent thought whatsoever. They just eat whatever gets in their way. There's nothing out there that can kill one, I think, and they can grow hundreds of years old.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Fortunately, they're kind of rare these days, and mostly roam in the empty deserts far, far south of Tulimshar. They don't like the area too close to the mountains, I think; probably too rocky underground.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "Kfahr takes a sip from his beer."; - mes "\"Anyway. Desert worms are dangerous, as I said, but there was one particularly terrifying one, called Toby Rick. You must've heard of it-- the greatest and most dangerous worm, scourge of the trade routes. It could smell humans from miles away.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Most desert worms don't smell or see or feel much, you see. They just notice when something's walking nearby, then jump up and swallow it. But Toby Rick was different. He was a terrifying beast, three times as long as a regular worm.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"So to feed itself, it had learned to smell. That's right, the beast had grown nostrils and learned how to use 'em!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"One day I was hired to protect a caravan going north to Tulimshar, with a friend of mine, old Arvek. He only came along for the fun, of course; it's not as if I really need much help defending a caravan... or at least normally it isn't.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Arvek's fun to have about. His manners are as bad as his breath, but he knows how to make a laugh out of everything. One thing you musnt't ever do with him, though, and that is to try his `homebrew'-- some kind of ale he makes out of maggot slime...\""; - next; - - mes "[Kfahr the Warrior]"; - mes "Kfahr takes another sip of beer, momentarily irritated as if surprised by the taste."; - mes "\"Anyway, This time was different. We were barely three days out in the desert, when we spotted him-- `the Black Worm!', the Caravan Master cried, `Over there; it will kill us all!'\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"I had barely enough time to draw out my sword, and the beast was upon us! The caravan people were fleeing for their lives, so it was up to me and Arvek to stop it.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"That was madness, of course; no-one takes on a desert worm, if they have a choice. But we didn't; you see, with most desert worms you can just stand still and it won't notice you and pass by. But not with this one!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "Kfahr leans forward."; - mes "\"So this humongous beast came roaring towards us, a big back hole where the mouth is, spikey fins sticking out to the side, all ready to swallow us all! My sword felt like a toothpick against that monster!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "He pauses, then leans back a little to take another long sip from his beer."; - mes "\"So it seemed that our last hour was at hand, that we'd be swallowed and never heard from again!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Aha, but Kfahr doesn't die quite so easily. What happened was this: Me and Arvek charged towards that thing, slashing and stabbing, but our blows would just glance off. The beast roared and just slid by us, slapping us to the side with its fins like maggots, knocking us to the ground.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"It bolted up into the air, and tore down on the caravan, swallowing each and everyone in there in a single big gulp!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Then it turned around towards us. Those fins had hit us pretty badly; I had lost my shield and Arvek his backpack. Better for him, I suppose, but I had been rather fond of that shield-- not that it would have helped me much here...\""; - next; - - mes "[Kfahr the Warrior]"; - mes "Kfahr leans foward again, nearly knocking over his beer."; - mes "\"So the beast charges at the two of us again and we dodge-- Arvek left, me right. The beast is smarter than the average desert worm, though, and had expected that-- so it bends to the side and swallows poor Arvek, hair and hide and all.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "Kfahr's eyes sparkle with excitement."; - mes "\"It turns around, trying to get me too. I dodge it-- left, then the same again, I dodge it right. But it can't go on like that, the beast isn't tiring, but I am...\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"So for one instant I think that this might be it, that I might die out here! A worthy death, I suppose, against the king of desert worms! And just as I think that, I bump against something\""; - next; - - mes "[Kfahr the Warrior]"; - mes "Kfahr slaps on the table."; - mes "\"Arvek's backpack! Doesn't sound terribly exciting, of course-- what am I going to do, toss it at the beast and hope that it chokes on it?\""; - next; - - mes "[Kfahr the Warrior]"; - mes "He grins."; - mes "\"But I remember something better. That beast had grown nostrils, right? So it can smell and taste! So I tear open his backpack and pull out that big snakeskin of that disgusting maggot ale of his. It's still filled to the brim.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"I quickly put on my gloves again, because I don't want to touch that stuff with my bare skin. The beast is almost upon me, but I have only that one chance-- so I squeeze the skin while sticking my thumb into the opening, until I can see the black of its nostrils...\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"...and when I think it's almost too late already, I shoot out that revolting brew at the beast's smelling holes, and I hit! Two at once, and up and sideways it rolls, away from me, and roaring and bellowing in pain!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"It roared for a good five minutes, then convulsed... and first it spat out old Arvek, who was a bit irritated at all that because, as he told me, he had `almost pierced the pancreas', whatever that means...\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Next it spat out the caravan, and then some other caravan it had plucked off from elswehere. Somehow, everyone from there was still alive, too.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Then it slid away from us, away to the north, but we could see it getting slower and slower.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Two days later we caught up with it, but it was already dead then and had started to smell. We looked around and inside of it, found treasures and remnants of some less fortunate caravans and split them up appropriately.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"(I never told Arvek that it was his brew that killed it; he'd never have forgiven me.)\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"One of the nomads that had been travelling with the other caravan then told me that you could make special kinds of knives and swords and armor out of desert worm bones.\""; - next; - - menu "Hang on... bones in a... worm?", L_worm_bones, - "That's neat! Do you have any that I could see?", L_worm_see_bones, - "And then?", L_worm_final, - "Zzzzzzzz.......", L_end; + set @current_story, 1; + callsub L_tale_sub; + if (@story_abort) goto L_main_menu; + + mes "[Kfahr the Warrior]"; + mes "Kfahr smiles and leans back."; + mes "\"A desert worm is probably the largest creature you will ever see, larger even than most dragons. It spans a good twenty chains (or six box tosses if you're used to the Imperial system) in length, has a thick, rubbery skin, and teeth as long as my legs.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Most are a darkish gray, except for the young ones; those are more purplish, I've been told. Well, anyway, you hardly ever see one of them in their entirety, you only see the head, if they decide to come out and fight-- they tend to burrow under the ground.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"They are terrifying beasts, but lack any intelligent thought whatsoever. They just eat whatever gets in their way. There's nothing out there that can kill one, I think, and they can grow hundreds of years old.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Fortunately, they're kind of rare these days, and mostly roam in the empty deserts far, far south of Tulimshar. They don't like the area too close to the mountains, I think; probably too rocky underground.\""; + next; + mes "[Kfahr the Warrior]"; + mes "Kfahr takes a sip from his beer."; + mes "\"Anyway. Desert worms are dangerous, as I said, but there was one particularly terrifying one, called Toby Rick. You must've heard of it-- the greatest and most dangerous worm, scourge of the trade routes. It could smell humans from miles away.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Most desert worms don't smell or see or feel much, you see. They just notice when something's walking nearby, then jump up and swallow it. But Toby Rick was different. He was a terrifying beast, three times as long as a regular worm.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"So to feed itself, it had learned to smell. That's right, the beast had grown nostrils and learned how to use 'em!\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"One day I was hired to protect a caravan going north to Tulimshar, with a friend of mine, old Arvek. He only came along for the fun, of course; it's not as if I really need much help defending a caravan... or at least normally it isn't.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Arvek's fun to have about. His manners are as bad as his breath, but he knows how to make a laugh out of everything. One thing you musnt't ever do with him, though, and that is to try his `homebrew'-- some kind of ale he makes out of maggot slime...\""; + next; + mes "[Kfahr the Warrior]"; + mes "Kfahr takes another sip of beer, momentarily irritated as if surprised by the taste."; + mes "\"Anyway, This time was different. We were barely three days out in the desert, when we spotted him-- `the Black Worm!', the Caravan Master cried, `Over there; it will kill us all!'\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"I had barely enough time to draw out my sword, and the beast was upon us! The caravan people were fleeing for their lives, so it was up to me and Arvek to stop it.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"That was madness, of course; no-one takes on a desert worm, if they have a choice. But we didn't; you see, with most desert worms you can just stand still and it won't notice you and pass by. But not with this one!\""; + next; + mes "[Kfahr the Warrior]"; + mes "Kfahr leans forward."; + mes "\"So this humongous beast came roaring towards us, a big back hole where the mouth is, spikey fins sticking out to the side, all ready to swallow us all! My sword felt like a toothpick against that monster!\""; + next; + mes "[Kfahr the Warrior]"; + mes "He pauses, then leans back a little to take another long sip from his beer."; + mes "\"So it seemed that our last hour was at hand, that we'd be swallowed and never heard from again!\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Aha, but Kfahr doesn't die quite so easily. What happened was this: Me and Arvek charged towards that thing, slashing and stabbing, but our blows would just glance off. The beast roared and just slid by us, slapping us to the side with its fins like maggots, knocking us to the ground.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"It bolted up into the air, and tore down on the caravan, swallowing each and everyone in there in a single big gulp!\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Then it turned around towards us. Those fins had hit us pretty badly; I had lost my shield and Arvek his backpack. Better for him, I suppose, but I had been rather fond of that shield-- not that it would have helped me much here...\""; + next; + mes "[Kfahr the Warrior]"; + mes "Kfahr leans foward again, nearly knocking over his beer."; + mes "\"So the beast charges at the two of us again and we dodge-- Arvek left, me right. The beast is smarter than the average desert worm, though, and had expected that-- so it bends to the side and swallows poor Arvek, hair and hide and all.\""; + next; + mes "[Kfahr the Warrior]"; + mes "Kfahr's eyes sparkle with excitement."; + mes "\"It turns around, trying to get me too. I dodge it-- left, then the same again, I dodge it right. But it can't go on like that, the beast isn't tiring, but I am...\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"So for one instant I think that this might be it, that I might die out here! A worthy death, I suppose, against the king of desert worms! And just as I think that, I bump against something\""; + next; + mes "[Kfahr the Warrior]"; + mes "Kfahr slaps on the table."; + mes "\"Arvek's backpack! Doesn't sound terribly exciting, of course-- what am I going to do, toss it at the beast and hope that it chokes on it?\""; + next; + mes "[Kfahr the Warrior]"; + mes "He grins."; + mes "\"But I remember something better. That beast had grown nostrils, right? So it can smell and taste! So I tear open his backpack and pull out that big snakeskin of that disgusting maggot ale of his. It's still filled to the brim.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"I quickly put on my gloves again, because I don't want to touch that stuff with my bare skin. The beast is almost upon me, but I have only that one chance-- so I squeeze the skin while sticking my thumb into the opening, until I can see the black of its nostrils...\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"...and when I think it's almost too late already, I shoot out that revolting brew at the beast's smelling holes, and I hit! Two at once, and up and sideways it rolls, away from me, and roaring and bellowing in pain!\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"It roared for a good five minutes, then convulsed... and first it spat out old Arvek, who was a bit irritated at all that because, as he told me, he had `almost pierced the pancreas', whatever that means...\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Next it spat out the caravan, and then some other caravan it had plucked off from elswehere. Somehow, everyone from there was still alive, too.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Then it slid away from us, away to the north, but we could see it getting slower and slower.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Two days later we caught up with it, but it was already dead then and had started to smell. We looked around and inside of it, found treasures and remnants of some less fortunate caravans and split them up appropriately.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"(I never told Arvek that it was his brew that killed it; he'd never have forgiven me.)\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"One of the nomads that had been travelling with the other caravan then told me that you could make special kinds of knives and swords and armor out of desert worm bones.\""; + next; + menu + "Hang on... bones in a... worm?", L_worm_bones, + "That's neat! Do you have any that I could see?", L_worm_see_bones, + "And then?", L_worm_final, + "Zzzzzzzz.......", L_end; L_worm_final: - mes "[Kfahr the Warrior]"; - mes "\"Nothing much else happened on that trip. When we arrived in Tulimshar, people at first didn't believe the story, of course, until we showed them the treasures and the bones. Ah, those were wonderful days...\""; - mes "He sighs and leans back, a nostalgic look on his face."; - next; - - goto L_main_menu; + mes "[Kfahr the Warrior]"; + mes "\"Nothing much else happened on that trip. When we arrived in Tulimshar, people at first didn't believe the story, of course, until we showed them the treasures and the bones. Ah, those were wonderful days...\""; + mes "He sighs and leans back, a nostalgic look on his face."; + next; + goto L_main_menu; L_worm_bones: - mes "[Kfahr the Warrior]"; - mes "\"Weren't you listening? A desert worm is not a regular worm; a worm couldn't survive in the desert.\""; - next; - - menu "Do you have any bones that I could see?", L_worm_see_bones, - "Never mind that, what happened then?", L_worm_final, - "Zzzzzzzz.......", L_end; + mes "[Kfahr the Warrior]"; + mes "\"Weren't you listening? A desert worm is not a regular worm; a worm couldn't survive in the desert.\""; + next; + menu + "Do you have any bones that I could see?", L_worm_see_bones, + "Never mind that, what happened then?", L_worm_final, + "Zzzzzzzz.......", L_end; L_worm_see_bones: - if (@Q_status == @QS_KNIFE_QUEST) - goto L_boneknife_quest_ip; - - if (@Q_status > @QS_KNIFE_QUEST) - goto L_worm_continue2; - - if (baselevel >= 40) - goto L_boneknife_quest; - - mes "[Kfahr the Warrior]"; - mes "\"Of course!\""; - mes "He pulls out a strangely curved knife with a yellow-whiteish blade that is almost transparent at the edge."; - next; - - mes "[Kfahr the Warrior]"; - mes "\"When hardened properly, this bone knife can last a lifetime! One of the best knives you will find, too.\""; - mes "He puts the knife back into his pocket."; - next; - - goto L_main_menu; - + if (@Q_status == @QS_KNIFE_QUEST) + goto L_boneknife_quest_ip; + if (@Q_status > @QS_KNIFE_QUEST) + goto L_worm_continue2; + if (baselevel >= 40) + goto L_boneknife_quest; + + mes "[Kfahr the Warrior]"; + mes "\"Of course!\""; + mes "He pulls out a strangely curved knife with a yellow-whiteish blade that is almost transparent at the edge."; + next; + mes "[Kfahr the Warrior]"; + mes "\"When hardened properly, this bone knife can last a lifetime! One of the best knives you will find, too.\""; + mes "He puts the knife back into his pocket."; + next; + goto L_main_menu; L_worm_continue2: - mes "[Kfahr the Warrior]"; - mes "Kfahr laughs."; - mes "\"Just have a look at the knife I gave you if you don't believe me!\""; - next; - - goto L_main_menu; + mes "[Kfahr the Warrior]"; + mes "Kfahr laughs."; + mes "\"Just have a look at the knife I gave you if you don't believe me!\""; + next; + goto L_main_menu; L_tale_desert_temple: - set @current_story, 2; - callsub L_tale_sub; - if (@story_abort) goto L_main_menu; - - mes "[Kfahr the Warrior]"; - mes "\"Ah, that...\""; - mes "Kfahr leans back and takes a sip from his beer."; - next; - - mes "[Kfahr the Warrior]"; - mes "\"That was many years ago, when George and I were just kids. George later became a pirate, you see; he always loved hunting for treasure. But back in those days it was all on level ground.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"George had found a treasure map somewhere... and when I say `found', I mean that in a fairly liberal sense; he always loved those maps, almost as much as the excitement of hunting for treasure.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Anyway, that map pointed to a spot in the desert a good day's walk south of Tulimshar. So we grabbed our satchels and coats and packed food and water, and headed there in the evening.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"We walked all night. As you know, it's best not to travel during the day if you can avoid it, and we were young and energetic in those days, so that was easily avoided.\""; - mes "He sighs and takes another sip."; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Anyway, when the sun rose in the morning, we still hadn't found the place. So we climbed up on the nearest dune and looked all around to find it.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"But there was nothing, nothing at all. We looked and looked-- and suddenly George screamed: While we weren't paying attention to nearby things, scorpions had crept up on us!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"The scorpions had smelled the food we had brought and cut open our satchels, tearing our waterskins and making a mess of our food-- and now that they were done with that, they were coming for us!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"We didn't have any suitable weapons, and not much of a choice either, so we made a break for it. We ran into the desert, fast as our legs would carry us, and the scorpions after us.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"We very nearly didn't make it. There was nothing around but sand, and we had no water, no food-- at least we'd had our breakfast already-- and the sun kept burning, and burning, and trying to cook us alive.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"We had long lost the scorpions, but we were dry like parchment, and exhausted from all the sun and running. So we sat down in the shades of a dune and contemplated our options.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Without water we couldn't last during the day. So our only hope was to find shelter somewhere-- except that the only thing around was sand, and the mid-day sun would rob that of all shelter.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"So we resigned to continuing to search for something, anything-- it was either that, or die of thirst for sure. The only problem was that we were already so thirsty and it was so bright that we couldn't see nor walk straight anymore.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"So we had barely made it to the top of the next dune when George slipped and rolled down the other side. I wanted to catch him, but I was too dizzy myself, and so I rolled after him.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"We seemed to roll down for hours, and I kept feeling dizzier and dizzier; I didn't have the strength to stop. When we arrived at the bottom, I just wanted to lie down and let the sun dry me up.\""; - mes "Kfahr takes a deep sip of beer. \"Aaah.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"I was being foolish, of course. You should never give up, no matter how hopeless the situation may seem. Anyway, I finally did decide to get up on my knees and look around again...\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"...and what I saw right before me, believe it or not, was a giant face of a man, carved into rock-- there, in the middle of the desert, half-sunk, a shattered visage!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"I pulled George up-- I didn't have the strength to speak, but walking seemed to work-- and we slowly made our way over to it. We weren't thinking much, just trying to find some shade, so we climbed into that thing's ear.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Inside it felt moist, as if it was a real ear-- not that I've climbed inside a real ear, mind you! But that feeling of cool and dampness and water was like a magical healing potion; we suddenly felt strength in our legs again.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"When we looked aorund, we noticed that there was a passage leading further underground, and long-spent torches on the wall. Fortunately I still had my tinderbox, so I wrapped my shirt around a torch and lighted it.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"We climbed down, and soon we heard the dripping of water-- we had found an underground water-hole! More than that, we had found a gigantic underground cave, and, at the end of it, a huge portal.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"We first drenched ourselves in water-- somehow managing not to douse the torch-- and drank until we were ready to burst. When we had rested, we went to the portal to have a closer look.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"The portal was made out of bronze, or some similar metal, with images of snakes engraved all over. Curious as we were, we pulled the door open-- it wasn't locked or barred in any way-- and had a look inside.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"The passages in there were cool and dark, with a ceiling high enough to swallow the light of my torch. There were snakes, quite a few of them, but we were both quick-footed and managed to avoid them.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"There were chambers and inscriptions and more torches, but not a living being besides us and the snakes. Hmm. Though I could have sworn that some of the statues there were following us with their eyes...\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"All went well, until George stepped into a trap. A piece of ground just caved in, and if I hadn't grabbed his hand at the last second, he would have ended up on some rusty and probably poisoned spikes on the bottom...\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"But I moved too fast, and slipped, and let go of the torch to catch myself with the other hand-- and the torch ended up in the bottom of the pit! Well, better the torch than George, I suppose...\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Still, we no longer had any light. Being careless, I had gotten my tinderbox wet while we were at the water-hole, so we couldn't make another torch either.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"We had the choice between staying by our torch and watching it die, and then follow suit at the hands, or, well, fangs of the snakes, or wandering off in the dark, to be eaten by snakes someplace else.\""; - mes "Kfahr empties his beer, looking a bit disappointed."; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Anyway, we took the latter option. We wandered through the dark, somehow barely avoiding the snakes and the traps, running into walls and hitting our heads on archways, until, suddenly, we saw something shining up ahead.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"That thing was on some kind of pedestal, and it looked like a golden tablet of sorts. We clambered towards it-- the only source of light in here, the only thing that could save us-- and hesitated.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Should we just take it? This was clearly some kind of temple, so it might be something sacred. George and I argued about it for a while, until I decided to end the discussion-- so I simply grabbed it: we needed light.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"At that point, a terrible grinding noise started all around us, as the pedestal began to sink into the ground. We had triggered some ancient trap!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Holes on the walls were opening up, and snakes began to gush out-- only now did we realise that we were in a huge, opulent chamber, with gold and gems and images all around! But now it was too late for any looting; we had to run for our lives!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"So we ran from that slithering mass, faster than we ever had! We had no idea where we were going of course, but at least we had light again...\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Somehow we got lucky, somehow we escaped. It was evening again when we climbed out of that ear into the desert again, with only our lives and that golden tablet. We only barely made it back to Tulimshar in the morning.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"But we did have the tablet as a proof of what happened.\""; - mes "He grins."; - mes "\"That was my first real adventure, I think. Ah, those were exciting days.\""; - next; - - menu "Wow.", -, - "What happened to the tablet?", L_tale_tablet, - "Did you go there again?", L_tale_temple_again, - "Zzzzzzz.....", L_end; - - goto L_main_menu; + set @current_story, 2; + callsub L_tale_sub; + if (@story_abort) goto L_main_menu; + + mes "[Kfahr the Warrior]"; + mes "\"Ah, that...\""; + mes "Kfahr leans back and takes a sip from his beer."; + next; + mes "[Kfahr the Warrior]"; + mes "\"That was many years ago, when George and I were just kids. George later became a pirate, you see; he always loved hunting for treasure. But back in those days it was all on level ground.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"George had found a treasure map somewhere... and when I say `found', I mean that in a fairly liberal sense; he always loved those maps, almost as much as the excitement of hunting for treasure.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Anyway, that map pointed to a spot in the desert a good day's walk south of Tulimshar. So we grabbed our satchels and coats and packed food and water, and headed there in the evening.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"We walked all night. As you know, it's best not to travel during the day if you can avoid it, and we were young and energetic in those days, so that was easily avoided.\""; + mes "He sighs and takes another sip."; + next; + mes "[Kfahr the Warrior]"; + mes "\"Anyway, when the sun rose in the morning, we still hadn't found the place. So we climbed up on the nearest dune and looked all around to find it.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"But there was nothing, nothing at all. We looked and looked-- and suddenly George screamed: While we weren't paying attention to nearby things, scorpions had crept up on us!\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"The scorpions had smelled the food we had brought and cut open our satchels, tearing our waterskins and making a mess of our food-- and now that they were done with that, they were coming for us!\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"We didn't have any suitable weapons, and not much of a choice either, so we made a break for it. We ran into the desert, fast as our legs would carry us, and the scorpions after us.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"We very nearly didn't make it. There was nothing around but sand, and we had no water, no food-- at least we'd had our breakfast already-- and the sun kept burning, and burning, and trying to cook us alive.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"We had long lost the scorpions, but we were dry like parchment, and exhausted from all the sun and running. So we sat down in the shades of a dune and contemplated our options.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Without water we couldn't last during the day. So our only hope was to find shelter somewhere-- except that the only thing around was sand, and the mid-day sun would rob that of all shelter.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"So we resigned to continuing to search for something, anything-- it was either that, or die of thirst for sure. The only problem was that we were already so thirsty and it was so bright that we couldn't see nor walk straight anymore.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"So we had barely made it to the top of the next dune when George slipped and rolled down the other side. I wanted to catch him, but I was too dizzy myself, and so I rolled after him.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"We seemed to roll down for hours, and I kept feeling dizzier and dizzier; I didn't have the strength to stop. When we arrived at the bottom, I just wanted to lie down and let the sun dry me up.\""; + mes "Kfahr takes a deep sip of beer. \"Aaah.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"I was being foolish, of course. You should never give up, no matter how hopeless the situation may seem. Anyway, I finally did decide to get up on my knees and look around again...\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"...and what I saw right before me, believe it or not, was a giant face of a man, carved into rock-- there, in the middle of the desert, half-sunk, a shattered visage!\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"I pulled George up-- I didn't have the strength to speak, but walking seemed to work-- and we slowly made our way over to it. We weren't thinking much, just trying to find some shade, so we climbed into that thing's ear.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Inside it felt moist, as if it was a real ear-- not that I've climbed inside a real ear, mind you! But that feeling of cool and dampness and water was like a magical healing potion; we suddenly felt strength in our legs again.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"When we looked aorund, we noticed that there was a passage leading further underground, and long-spent torches on the wall. Fortunately I still had my tinderbox, so I wrapped my shirt around a torch and lighted it.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"We climbed down, and soon we heard the dripping of water-- we had found an underground water-hole! More than that, we had found a gigantic underground cave, and, at the end of it, a huge portal.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"We first drenched ourselves in water-- somehow managing not to douse the torch-- and drank until we were ready to burst. When we had rested, we went to the portal to have a closer look.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"The portal was made out of bronze, or some similar metal, with images of snakes engraved all over. Curious as we were, we pulled the door open-- it wasn't locked or barred in any way-- and had a look inside.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"The passages in there were cool and dark, with a ceiling high enough to swallow the light of my torch. There were snakes, quite a few of them, but we were both quick-footed and managed to avoid them.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"There were chambers and inscriptions and more torches, but not a living being besides us and the snakes. Hmm. Though I could have sworn that some of the statues there were following us with their eyes...\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"All went well, until George stepped into a trap. A piece of ground just caved in, and if I hadn't grabbed his hand at the last second, he would have ended up on some rusty and probably poisoned spikes on the bottom...\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"But I moved too fast, and slipped, and let go of the torch to catch myself with the other hand-- and the torch ended up in the bottom of the pit! Well, better the torch than George, I suppose...\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Still, we no longer had any light. Being careless, I had gotten my tinderbox wet while we were at the water-hole, so we couldn't make another torch either.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"We had the choice between staying by our torch and watching it die, and then follow suit at the hands, or, well, fangs of the snakes, or wandering off in the dark, to be eaten by snakes someplace else.\""; + mes "Kfahr empties his beer, looking a bit disappointed."; + next; + mes "[Kfahr the Warrior]"; + mes "\"Anyway, we took the latter option. We wandered through the dark, somehow barely avoiding the snakes and the traps, running into walls and hitting our heads on archways, until, suddenly, we saw something shining up ahead.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"That thing was on some kind of pedestal, and it looked like a golden tablet of sorts. We clambered towards it-- the only source of light in here, the only thing that could save us-- and hesitated.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Should we just take it? This was clearly some kind of temple, so it might be something sacred. George and I argued about it for a while, until I decided to end the discussion-- so I simply grabbed it: we needed light.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"At that point, a terrible grinding noise started all around us, as the pedestal began to sink into the ground. We had triggered some ancient trap!\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Holes on the walls were opening up, and snakes began to gush out-- only now did we realise that we were in a huge, opulent chamber, with gold and gems and images all around! But now it was too late for any looting; we had to run for our lives!\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"So we ran from that slithering mass, faster than we ever had! We had no idea where we were going of course, but at least we had light again...\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Somehow we got lucky, somehow we escaped. It was evening again when we climbed out of that ear into the desert again, with only our lives and that golden tablet. We only barely made it back to Tulimshar in the morning.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"But we did have the tablet as a proof of what happened.\""; + mes "He grins."; + mes "\"That was my first real adventure, I think. Ah, those were exciting days.\""; + next; + menu + "Wow.", -, + "What happened to the tablet?", L_tale_tablet, + "Did you go there again?", L_tale_temple_again, + "Zzzzzzz.....", L_end; + goto L_main_menu; L_tale_tablet: - - mes "[Kfahr the Warrior]"; - mes "\"Well, we couldn't read it. We later sold it for a good price, to a young travelling archeologist; Doctor Nohlidge or something like that. She said that the engravings described sacrifical practices of an ancient snake cult...\""; - mes "He shrugs."; - next; - goto L_main_menu; + mes "[Kfahr the Warrior]"; + mes "\"Well, we couldn't read it. We later sold it for a good price, to a young travelling archeologist; Doctor Nohlidge or something like that. She said that the engravings described sacrifical practices of an ancient snake cult...\""; + mes "He shrugs."; + next; + goto L_main_menu; L_tale_temple_again: - - mes "[Kfahr the Warrior]"; - mes "Kfahr laughs."; - mes "\"Of course we tried to go there again. After seeing all that treasure, George wouldn't give up on it. We tried many times-- as did others, from what I've heard-- but we never found it again.\""; - next; - goto L_main_menu; + mes "[Kfahr the Warrior]"; + mes "Kfahr laughs."; + mes "\"Of course we tried to go there again. After seeing all that treasure, George wouldn't give up on it. We tried many times-- as did others, from what I've heard-- but we never found it again.\""; + next; + goto L_main_menu; L_tale_hero_tulimshar: - set @current_story, 3; - callsub L_tale_sub; - if (@story_abort) goto L_main_menu; - - mes "[Kfahr the Warrior]"; - mes "\"Yes, Hero of Tulimshar. That was many years"; - mes "ago, but I did save the city of Tulimshar from a deadly drought.\""; - mes "He grins broadly."; - mes "\"And quite a feat that was, let me tell you!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Back in those days, there wasn't much trade with Hurnscald, and Tulimshar was dependent on its own water supply-- critically dependent, even.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Now, one day the water people drew from the wells started smelling. The smell was nauseating, and people who drank from it became violently sick.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"So the entire town was without water, except for the water reserves in the cistern. Someone had to act quickly-- and of course that someone was me.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"With nothing more than a torch, some light armor and a sword, I climbed down one of the wells. It was a long climb; the wells go down fairly deep.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"I noticed that there were some holes in the walls of the wells, with hollow spaces on the sides... Hmm, that reminds me that I still have to check whether the rumors of a labyrinth underneath Tulimshar are true.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Anyway, it took me a long time to get down, and every minute the stench was getting worse-- something really bad was down there. I had to stop and tie a wet piece of cloth over my mouth so that I wouldn't inhale all of that nasty stuff.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"My torch was in an even poorer shape-- whatever was making that smell had killed the flame, so I soon had to rely on the light from above to see anything.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Finally I arrived at the water level. All Tulimshar wells dip into the same underground lake, which is on the side of a huge underground cavern. And in the midst of that cavern lay-- hardly visible through the greenish mist coming from it-- a Stinkewyrm!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Stinkewyrms are smaller cousins of dragons, but just as dangerous. They have a green, sticky skin, and, well, they stink. A lot. This one was particularly bad-- it had filled up the entire cave with stinkiness!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"I climbed down and swam to the shore. The stench was terrible; I had to hold my breath to get closer to the monster. There it was, lying on the ground, snoring, poisoning all our water! So I tried to wake it up to scare it away.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"I kicked it. I yelled at it. (Bad mistake, I got some of that stinky stuff in my lungs.) I poked at it with my sword. I even tried to poke it in the eyes, but I couldn't get that close to its mouth-- that was where most of the smell was coming from.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"After a few attempts I couldn't take it anymore, so I had myself be pulled up again. It took me a while to recover and to tell the tale. We talked about what could be done, but no-one had an idea.\""; - mes "Kfahr takes a deep sip from his beer."; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Finally, I came up with something. Stinkewyrms love that terrible stench of theirs, so what should be their natural enemy? Why, soap, of course!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"We couldn't just dump all the soap into the underground lake, of course; the water would be undrinkable again. So we collected some of the soap, and I climbed down again with it.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Having arrived at the bottom, I cut off the biggest of the water buckets and filled it with water-- and that was a really big one, I could hardly carry it when it was full. Then I dissolved most the soap, and poured that onto the Stinkewyrm's head.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "Kfahr laughs."; - mes "\"Ah, that caught its attention! You should have seen that dragon roar, as it jumped to its feet and tried to find out who had soaped it! I rushed back to the water and made another bucket of soap water.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"But it had noticed me! And as soon as it had realized where I was, it came after me. Then it stopped, towering right before me, its stench nearly killing me, and grinned that broad, crooked-teeth dragon smile of its kind.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Then it took a deep breath-- and I realised that that was probably 'it' for me; Stinkewyrms can breathe fire like real dragons, and I didn't have the time to run back to the water.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"But when it breathed out, only a tiny little flame came out-- and a lot of terrible smell that nearly knocked me off my feet.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"For you see, it had generated so much of the deadly smell around itself that even its own fire breath couldn't survive!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"So it stared at me, mouth wide agape-- the perfect opening!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"I stormed at it and before it could even blink, it had a huge load of bubbly soap water down its throat.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"You should have heard the coughing and shaking! I swear, I thought the roof would collapse as it was jumping and choking...\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Bubbles were coming out of its mouth, its nostrils, even its ears! The poor wyrm must have never felt so clean in its life!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"I was out of soap, but the beast didn't know that-- so I quickly grabbed another bucket and charged it again.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"And it worked! Seeing me like this again, it ran, squealing, back into the underground caves from where it must have come.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "Kfahr roars with laughter and slaps his hands on the table."; - mes "\"So we defeated it with hygiene! Ah, that was wonderful. After a day, the stench had worn off enough that we could drink the water again, and a week later it was almost completely gone. And of course I was the hero of the day.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "Kfahr downs the rest of his beer."; - mes "\"And from that day on they called me the `Hero of Tulimshar'.\""; - next; - - goto L_main_menu; + set @current_story, 3; + callsub L_tale_sub; + if (@story_abort) goto L_main_menu; + + mes "[Kfahr the Warrior]"; + mes "\"Yes, Hero of Tulimshar. That was many years"; + mes "ago, but I did save the city of Tulimshar from a deadly drought.\""; + mes "He grins broadly."; + mes "\"And quite a feat that was, let me tell you!\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Back in those days, there wasn't much trade with Hurnscald, and Tulimshar was dependent on its own water supply-- critically dependent, even.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Now, one day the water people drew from the wells started smelling. The smell was nauseating, and people who drank from it became violently sick.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"So the entire town was without water, except for the water reserves in the cistern. Someone had to act quickly-- and of course that someone was me.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"With nothing more than a torch, some light armor and a sword, I climbed down one of the wells. It was a long climb; the wells go down fairly deep.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"I noticed that there were some holes in the walls of the wells, with hollow spaces on the sides... Hmm, that reminds me that I still have to check whether the rumors of a labyrinth underneath Tulimshar are true.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Anyway, it took me a long time to get down, and every minute the stench was getting worse-- something really bad was down there. I had to stop and tie a wet piece of cloth over my mouth so that I wouldn't inhale all of that nasty stuff.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"My torch was in an even poorer shape-- whatever was making that smell had killed the flame, so I soon had to rely on the light from above to see anything.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Finally I arrived at the water level. All Tulimshar wells dip into the same underground lake, which is on the side of a huge underground cavern. And in the midst of that cavern lay-- hardly visible through the greenish mist coming from it-- a Stinkewyrm!\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Stinkewyrms are smaller cousins of dragons, but just as dangerous. They have a green, sticky skin, and, well, they stink. A lot. This one was particularly bad-- it had filled up the entire cave with stinkiness!\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"I climbed down and swam to the shore. The stench was terrible; I had to hold my breath to get closer to the monster. There it was, lying on the ground, snoring, poisoning all our water! So I tried to wake it up to scare it away.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"I kicked it. I yelled at it. (Bad mistake, I got some of that stinky stuff in my lungs.) I poked at it with my sword. I even tried to poke it in the eyes, but I couldn't get that close to its mouth-- that was where most of the smell was coming from.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"After a few attempts I couldn't take it anymore, so I had myself be pulled up again. It took me a while to recover and to tell the tale. We talked about what could be done, but no-one had an idea.\""; + mes "Kfahr takes a deep sip from his beer."; + next; + mes "[Kfahr the Warrior]"; + mes "\"Finally, I came up with something. Stinkewyrms love that terrible stench of theirs, so what should be their natural enemy? Why, soap, of course!\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"We couldn't just dump all the soap into the underground lake, of course; the water would be undrinkable again. So we collected some of the soap, and I climbed down again with it.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Having arrived at the bottom, I cut off the biggest of the water buckets and filled it with water-- and that was a really big one, I could hardly carry it when it was full. Then I dissolved most the soap, and poured that onto the Stinkewyrm's head.\""; + next; + mes "[Kfahr the Warrior]"; + mes "Kfahr laughs."; + mes "\"Ah, that caught its attention! You should have seen that dragon roar, as it jumped to its feet and tried to find out who had soaped it! I rushed back to the water and made another bucket of soap water.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"But it had noticed me! And as soon as it had realized where I was, it came after me. Then it stopped, towering right before me, its stench nearly killing me, and grinned that broad, crooked-teeth dragon smile of its kind.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Then it took a deep breath-- and I realised that that was probably 'it' for me; Stinkewyrms can breathe fire like real dragons, and I didn't have the time to run back to the water.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"But when it breathed out, only a tiny little flame came out-- and a lot of terrible smell that nearly knocked me off my feet.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"For you see, it had generated so much of the deadly smell around itself that even its own fire breath couldn't survive!\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"So it stared at me, mouth wide agape-- the perfect opening!\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"I stormed at it and before it could even blink, it had a huge load of bubbly soap water down its throat.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"You should have heard the coughing and shaking! I swear, I thought the roof would collapse as it was jumping and choking...\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Bubbles were coming out of its mouth, its nostrils, even its ears! The poor wyrm must have never felt so clean in its life!\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"I was out of soap, but the beast didn't know that-- so I quickly grabbed another bucket and charged it again.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"And it worked! Seeing me like this again, it ran, squealing, back into the underground caves from where it must have come.\""; + next; + mes "[Kfahr the Warrior]"; + mes "Kfahr roars with laughter and slaps his hands on the table."; + mes "\"So we defeated it with hygiene! Ah, that was wonderful. After a day, the stench had worn off enough that we could drink the water again, and a week later it was almost completely gone. And of course I was the hero of the day.\""; + next; + mes "[Kfahr the Warrior]"; + mes "Kfahr downs the rest of his beer."; + mes "\"And from that day on they called me the `Hero of Tulimshar'.\""; + next; + goto L_main_menu; L_tale_desert: - set @current_story, 4; - callsub L_tale_sub; - if (@story_abort) goto L_main_menu; - - mes "[Kfahr the Warrior]"; - mes "Kfahr leans back, trying to find the right words to describe the desert."; - mes "\"The desert... a cold and lonely place at night, and a hot and lonely place during the day.\""; - mes "For someone who apparently spent most of his life in the desert, his insights sometimes seem less than profound."; - next; - - mes "[Kfahr the Warrior]"; - mes "\"The desert is a living hell during some times of the year. Filled with black scorpions and snakes, except for the shadier areas, and mountain snakes if you go further east.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"South of Tulimshar is a fairly protected region; the nomads keep the snakes out of there and you'll find only relatively harmless monsters. But go west from there, to the beach, and it's scorpions and snakes...\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"...and east of there you find the old Hatmaker cave, now filled to the brim with snakes! Rumors have it that this was once an oasis, in centuries long gone by, but as far as I'm concerned that pit is just a dump that you best avoid.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Go further to the east and you'll find ol' Pachua up on the mountain. He seems to have some kind of power over the mountain snakes there; they never attack him. I think he's a bit creepy, personally...\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"...but if he offers you some of his tobacco, then by all means give it a try! That stuff is amazing.\""; - mes "He laughs, then begins to cough."; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Not terribly healthy, though, I s'pose...\""; - next; - - goto L_main_menu; + set @current_story, 4; + callsub L_tale_sub; + if (@story_abort) goto L_main_menu; + + mes "[Kfahr the Warrior]"; + mes "Kfahr leans back, trying to find the right words to describe the desert."; + mes "\"The desert... a cold and lonely place at night, and a hot and lonely place during the day.\""; + mes "For someone who apparently spent most of his life in the desert, his insights sometimes seem less than profound."; + next; + mes "[Kfahr the Warrior]"; + mes "\"The desert is a living hell during some times of the year. Filled with black scorpions and snakes, except for the shadier areas, and mountain snakes if you go further east.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"South of Tulimshar is a fairly protected region; the nomads keep the snakes out of there and you'll find only relatively harmless monsters. But go west from there, to the beach, and it's scorpions and snakes...\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"...and east of there you find the old Hatmaker cave, now filled to the brim with snakes! Rumors have it that this was once an oasis, in centuries long gone by, but as far as I'm concerned that pit is just a dump that you best avoid.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Go further to the east and you'll find ol' Pachua up on the mountain. He seems to have some kind of power over the mountain snakes there; they never attack him. I think he's a bit creepy, personally...\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"...but if he offers you some of his tobacco, then by all means give it a try! That stuff is amazing.\""; + mes "He laughs, then begins to cough."; + next; + mes "[Kfahr the Warrior]"; + mes "\"Not terribly healthy, though, I s'pose...\""; + next; + goto L_main_menu; L_gain_power: - if ((@beer_count - @has_beer) < 1) - goto L_listen_to_a_story_first; - - if (@Q_status < @QS_KNIFE_QUEST) - goto L_boneknife_quest; - - mes "[Kfahr the Warrior]"; - mes "\"Yeees, yes... doesn't everyone?\""; - mes "He laughs briefly."; - mes "\"Don't worry-- you can't become as powerful as I, of course, but if you keep practicing, you can get pretty damn close! Just make sure to pick your opponents carefully, and know when to run to live another day!\""; - next; - - goto L_main_menu; + if ((@beer_count - @has_beer) < 1) + goto L_listen_to_a_story_first; + if (@Q_status < @QS_KNIFE_QUEST) + goto L_boneknife_quest; + + mes "[Kfahr the Warrior]"; + mes "\"Yeees, yes... doesn't everyone?\""; + mes "He laughs briefly."; + mes "\"Don't worry-- you can't become as powerful as I, of course, but if you keep practicing, you can get pretty damn close! Just make sure to pick your opponents carefully, and know when to run to live another day!\""; + next; + goto L_main_menu; L_listen_to_a_story_first: - mes "[Kfahr the Warrior]"; - mes "\"That's the spirit! Perhaps you better listen to one of my tales, then!\""; - next; - goto L_main_menu; + mes "[Kfahr the Warrior]"; + mes "\"That's the spirit! Perhaps you better listen to one of my tales, then!\""; + next; + goto L_main_menu; L_boneknife_quest: - if (@Q_status == @QS_KNIFE_QUEST) - goto L_boneknife_quest_ip; - - if (@Q_status > @QS_KNIFE_QUEST) - goto L_boneknife_quest_completed; - - if (baselevel < 40) - goto L_boneknife_quest_tooweak; - - mes "[Kfahr the Warrior]"; - mes "Kfahr stares at you for a moment, then nods."; - mes "\"You seem reasonably skilled. I think I may have something that I no longer need, but I don't want to give it to just anyone...\""; - mes "He hesitates, obviously trying to make up his mind about something, then continues."; - - set @Q_status, @QS_KNIFE_QUEST; - callsub L_Update_Var; - next; + if (@Q_status == @QS_KNIFE_QUEST) + goto L_boneknife_quest_ip; + if (@Q_status > @QS_KNIFE_QUEST) + goto L_boneknife_quest_completed; + if (baselevel < 40) + goto L_boneknife_quest_tooweak; + + mes "[Kfahr the Warrior]"; + mes "Kfahr stares at you for a moment, then nods."; + mes "\"You seem reasonably skilled. I think I may have something that I no longer need, but I don't want to give it to just anyone...\""; + mes "He hesitates, obviously trying to make up his mind about something, then continues."; + set @Q_status, @QS_KNIFE_QUEST; + callsub L_Update_Var; + next; L_boneknife_quest_ip: - mes "[Kfahr the Warrior]"; - mes "\"Bring me " + @BLACK_STINGERS_NR + " black scorpion stingers and " + @MUSHROOMS_NR + " small mushrooms to prove that you are a competent warrior, and I'll see if I have something for you.\""; - mes "He grins."; - next; - - mes "[Kfahr the Warrior]"; - mes "\"But while you are here... perhaps you would like to listen to another story?\""; - next; - - goto L_main_menu; + mes "[Kfahr the Warrior]"; + mes "\"Bring me " + @BLACK_STINGERS_NR + " black scorpion stingers and " + @MUSHROOMS_NR + " small mushrooms to prove that you are a competent warrior, and I'll see if I have something for you.\""; + mes "He grins."; + next; + mes "[Kfahr the Warrior]"; + mes "\"But while you are here... perhaps you would like to listen to another story?\""; + next; + goto L_main_menu; L_boneknife_quest_completed: - mes "[Kfahr the Warrior]"; - mes "\"I really don't have anything else I'd want to give away to make you stronger. Look around a bit yourself! You won't become a hero if you keep begging for help!\""; - next; - goto L_main_menu; + mes "[Kfahr the Warrior]"; + mes "\"I really don't have anything else I'd want to give away to make you stronger. Look around a bit yourself! You won't become a hero if you keep begging for help!\""; + next; + goto L_main_menu; L_boneknife_quest_tooweak: - mes "[Kfahr the Warrior]"; - mes "\"You know, little one, if you keep practicing a little and come back once you're a bit stronger, I might have something for you...\""; - mes "He winks."; - next; - goto L_main_menu; - + mes "[Kfahr the Warrior]"; + mes "\"You know, little one, if you keep practicing a little and come back once you're a bit stronger, I might have something for you...\""; + mes "He winks."; + next; + goto L_main_menu; L_knife_quest_check: - mes "[Kfahr the Warrior]"; - mes "Kfahr eyes you with unconcealed amusement."; - mes "\"Welcome back! Did you bring me the things I asked for?\""; - next; - - menu "Yes, here they are!", L_knife_quest_completecheck, - "Er, what were those things again?", L_boneknife_quest_ip, - "No, sorry, I didn't have the time.", L_main_menu, - "I forgot! Let me get them right now.", L_end; - close; + mes "[Kfahr the Warrior]"; + mes "Kfahr eyes you with unconcealed amusement."; + mes "\"Welcome back! Did you bring me the things I asked for?\""; + next; + menu + "Yes, here they are!", L_knife_quest_completecheck, + "Er, what were those things again?", L_boneknife_quest_ip, + "No, sorry, I didn't have the time.", L_main_menu, + "I forgot! Let me get them right now.", L_end; + close; L_knife_quest_completecheck: - if (countitem("BlackScorpionStinger") < @BLACK_STINGERS_NR) - goto L_knife_quest_missing_stingers; - - if (countitem("SmallMushroom") < @MUSHROOMS_NR) - goto L_knife_quest_missing_mushrooms; - - - mes "[Kfahr the Warrior]"; - mes "Kfahr is delighted."; - mes "\"Well done, well done! Now that's what I call Warrior spirit!\""; - mes "He laughs, then suddenly stops, turning to you with suspicion in his eyes."; - mes "\"You DID get those yourself, didn't you? Not buy them or somesuch...?\""; - next; - - mes "[Kfahr the Warrior]"; - mes "Before you can answer, he laughs and slaps you on the back again."; - mes "\"Ah, what am I thinking! Too many years in the desert make you a little suspicious of everyone and everything! Naah, I believe you.\""; - mes "He pulls a strangely curved knife out of a side pocket and holds it up to the light. The blade is partly transparent, and looks quite sharp."; - next; - - mes "[Kfahr the Warrior]"; - mes "\"It's a bone knife, carved out of the umplex bone of a desert worm... you can probably guess which one.\""; - mes "He grins broadly again, weighing the weapon."; - mes "\"It's a little heavy, but one of the best knives you can get. Certainly beats a short sword any time of day.\""; - mes "I had the nomads make me a few of them, and I hardly use them nowadays, so I think I can part with this one."; - next; - - if (countitem("BlackScorpionStinger") < @BLACK_STINGERS_NR) - goto L_knife_quest_missing_stingers_2; - - if (countitem("SmallMushroom") < @MUSHROOMS_NR) - goto L_knife_quest_missing_mushrooms_2; - getinventorylist; - if (@inventorylist_count == 100) goto L_Knife_TooMany; - - mes "[Kfahr the Warrior]"; - mes "He hands you the knife."; - mes "\"Oh, and I think I'll keep those in return; I know someone who will trade them for antidote potions.\""; - mes "He pockets the stingers and mushrooms."; - mes "[" + @KNIFE_QUEST_XP + " experience points]"; - - set @Q_status, @QS_KNIFE_QUEST_DONE; - callsub L_Update_Var; - - delitem "BlackScorpionStinger", @BLACK_STINGERS_NR; - delitem "SmallMushroom", @MUSHROOMS_NR; - getexp @KNIFE_QUEST_XP, 0; - getitem "BoneKnife", 1; - next; - - goto L_main_menu; + if (countitem("BlackScorpionStinger") < @BLACK_STINGERS_NR) + goto L_knife_quest_missing_stingers; + if (countitem("SmallMushroom") < @MUSHROOMS_NR) + goto L_knife_quest_missing_mushrooms; + + mes "[Kfahr the Warrior]"; + mes "Kfahr is delighted."; + mes "\"Well done, well done! Now that's what I call Warrior spirit!\""; + mes "He laughs, then suddenly stops, turning to you with suspicion in his eyes."; + mes "\"You DID get those yourself, didn't you? Not buy them or somesuch...?\""; + next; + mes "[Kfahr the Warrior]"; + mes "Before you can answer, he laughs and slaps you on the back again."; + mes "\"Ah, what am I thinking! Too many years in the desert make you a little suspicious of everyone and everything! Naah, I believe you.\""; + mes "He pulls a strangely curved knife out of a side pocket and holds it up to the light. The blade is partly transparent, and looks quite sharp."; + next; + mes "[Kfahr the Warrior]"; + mes "\"It's a bone knife, carved out of the umplex bone of a desert worm... you can probably guess which one.\""; + mes "He grins broadly again, weighing the weapon."; + mes "\"It's a little heavy, but one of the best knives you can get. Certainly beats a short sword any time of day.\""; + mes "I had the nomads make me a few of them, and I hardly use them nowadays, so I think I can part with this one."; + next; + if (countitem("BlackScorpionStinger") < @BLACK_STINGERS_NR) + goto L_knife_quest_missing_stingers_2; + if (countitem("SmallMushroom") < @MUSHROOMS_NR) + goto L_knife_quest_missing_mushrooms_2; + getinventorylist; + if (@inventorylist_count == 100) goto L_Knife_TooMany; + mes "[Kfahr the Warrior]"; + mes "He hands you the knife."; + mes "\"Oh, and I think I'll keep those in return; I know someone who will trade them for antidote potions.\""; + mes "He pockets the stingers and mushrooms."; + mes "[" + @KNIFE_QUEST_XP + " experience points]"; + set @Q_status, @QS_KNIFE_QUEST_DONE; + callsub L_Update_Var; + delitem "BlackScorpionStinger", @BLACK_STINGERS_NR; + delitem "SmallMushroom", @MUSHROOMS_NR; + getexp @KNIFE_QUEST_XP, 0; + getitem "BoneKnife", 1; + next; + goto L_main_menu; L_Knife_TooMany: - mes "[Kfahr the Warrior]"; - mes "\"You don't have room for this. Come back when you do.\""; - close; + mes "[Kfahr the Warrior]"; + mes "\"You don't have room for this. Come back when you do.\""; + close; L_knife_quest_missing_stingers: - mes "[Kfahr the Warrior]"; - mes "\"No, no... I said " + @BLACK_STINGERS_NR + " black scorpion stingers."; - if (countitem("BlackScorpionStinger")) - mes "You will need " + (@BLACK_STINGERS_NR - (countitem ("BlackScorpionStinger"))) + " more of those.\""; - if (countitem("BlackScorpionStinger") == 0) - mes "You didn't bring even a single one!\""; - close; + mes "[Kfahr the Warrior]"; + mes "\"No, no... I said " + @BLACK_STINGERS_NR + " black scorpion stingers."; + if (countitem("BlackScorpionStinger")) + mes "You will need " + (@BLACK_STINGERS_NR - (countitem ("BlackScorpionStinger"))) + " more of those.\""; + if (countitem("BlackScorpionStinger") == 0) + mes "You didn't bring even a single one!\""; + close; L_knife_quest_missing_stingers_2: - mes "[Kfahr the Warrior]"; - mes "\"You just had " + @BLACK_STINGERS_NR + " black scorpion stingers. What happened to them?"; - if (countitem("BlackScorpionStinger")) - mes "You will need " + (@BLACK_STINGERS_NR - (countitem ("BlackScorpionStinger"))) + " more of those.\""; - if (countitem("BlackScorpionStinger") == 0) - mes "You didn't bring even a single one!\""; - close; + mes "[Kfahr the Warrior]"; + mes "\"You just had " + @BLACK_STINGERS_NR + " black scorpion stingers. What happened to them?"; + if (countitem("BlackScorpionStinger")) + mes "You will need " + (@BLACK_STINGERS_NR - (countitem ("BlackScorpionStinger"))) + " more of those.\""; + if (countitem("BlackScorpionStinger") == 0) + mes "You didn't bring even a single one!\""; + close; L_knife_quest_missing_mushrooms: - mes "[Kfahr the Warrior]"; - mes "\"No, no... I said " + @MUSHROOMS_NR + " small mushrooms."; - if (countitem("SmallMushroom")) - mes "You will need " + (@MUSHROOMS_NR - (countitem ("SmallMushroom"))) + " more of those.\""; - if (countitem("SmallMushroom") == 0) - mes "You didn't bring me even a single little mushroom!\""; - close; + mes "[Kfahr the Warrior]"; + mes "\"No, no... I said " + @MUSHROOMS_NR + " small mushrooms."; + if (countitem("SmallMushroom")) + mes "You will need " + (@MUSHROOMS_NR - (countitem ("SmallMushroom"))) + " more of those.\""; + if (countitem("SmallMushroom") == 0) + mes "You didn't bring me even a single little mushroom!\""; + close; L_knife_quest_missing_mushrooms_2: - mes "[Kfahr the Warrior]"; - mes "\"You just had " + @MUSHROOMS_NR + " small mushrooms. What happened to them?"; - if (countitem("SmallMushroom")) - mes "You will need " + (@MUSHROOMS_NR - (countitem ("SmallMushroom"))) + " more of those.\""; - if (countitem("SmallMushroom") == 0) - mes "You didn't bring me even a single little mushroom!\""; - close; + mes "[Kfahr the Warrior]"; + mes "\"You just had " + @MUSHROOMS_NR + " small mushrooms. What happened to them?"; + if (countitem("SmallMushroom")) + mes "You will need " + (@MUSHROOMS_NR - (countitem ("SmallMushroom"))) + " more of those.\""; + if (countitem("SmallMushroom") == 0) + mes "You didn't bring me even a single little mushroom!\""; + close; L_stinger_quest_check: - mes "[Kfahr the Warrior]"; - mes "Kfahr grins at you."; - mes "\"Welcome, welcome! Did you bring me my snake skins?\""; - next; - - menu "Yes, here they are!", L_snakeskins_completecheck, - "No, sorry, I didn't have the time.", L_main_menu, - "I forgot! Let me get them right now.", L_end; - close; - + mes "[Kfahr the Warrior]"; + mes "Kfahr grins at you."; + mes "\"Welcome, welcome! Did you bring me my snake skins?\""; + next; + menu + "Yes, here they are!", L_snakeskins_completecheck, + "No, sorry, I didn't have the time.", L_main_menu, + "I forgot! Let me get them right now.", L_end; + close; L_snakeskins_completecheck: - if (countitem("SnakeSkin") < @SNAKE_SKINS_NR) - goto L_snakeskins_missing; - getinventorylist; - if (@inventorylist_count == 100) goto L_SnakeSkins_TooMany; - - delitem "SnakeSkin", @SNAKE_SKINS_NR; - getitem "GoldenScorpionStinger", 1; - - set @Q_status, @QS_STINGER_QUEST_DONE; - callsub L_Update_Var; - - getexp @STINGER_QUEST_XP, 0; - - mes "[Kfahr the Warrior]"; - mes "Kfahr takes the skins and pulls a golden scorpion stinger out of his pocket."; - mes "\"Well, you've earned it. But be careful-- the poison in there is still lethal, after all those years.\""; - mes "He hands you the scorpion stinger."; - mes "[" + @STINGER_QUEST_XP + " experience points]"; - next; - goto L_main_menu; + if (countitem("SnakeSkin") < @SNAKE_SKINS_NR) + goto L_snakeskins_missing; + getinventorylist; + if (@inventorylist_count == 100) + goto L_SnakeSkins_TooMany; + delitem "SnakeSkin", @SNAKE_SKINS_NR; + getitem "GoldenScorpionStinger", 1; + set @Q_status, @QS_STINGER_QUEST_DONE; + callsub L_Update_Var; + getexp @STINGER_QUEST_XP, 0; + mes "[Kfahr the Warrior]"; + mes "Kfahr takes the skins and pulls a golden scorpion stinger out of his pocket."; + mes "\"Well, you've earned it. But be careful-- the poison in there is still lethal, after all those years.\""; + mes "He hands you the scorpion stinger."; + mes "[" + @STINGER_QUEST_XP + " experience points]"; + next; + goto L_main_menu; L_snakeskins_missing: - mes "[Kfahr the Warrior]"; - mes "\"No, no... I said " + @SNAKE_SKINS_NR + " snake skins."; - if (countitem("SnakeSkin")) - mes "You will need " + (@SNAKE_SKINS_NR - (countitem ("SnakeSkin"))) + " more of those.\""; - if (countitem("SnakeSkin") == 0) - mes "You didn't bring even a single skin!\""; - close; + mes "[Kfahr the Warrior]"; + mes "\"No, no... I said " + @SNAKE_SKINS_NR + " snake skins."; + if (countitem("SnakeSkin")) + mes "You will need " + (@SNAKE_SKINS_NR - (countitem ("SnakeSkin"))) + " more of those.\""; + if (countitem("SnakeSkin") == 0) + mes "You didn't bring even a single skin!\""; + close; L_SnakeSkins_TooMany: - mes "[Kfahr the Warrior]"; - mes "\"You don't have room for this. Come back when you do.\""; - close; + mes "[Kfahr the Warrior]"; + mes "\"You don't have room for this. Come back when you do.\""; + close; L_give_beer: - if (countitem("Beer") < 1) - goto L_player_out_of_beer; - - if (@has_beer) - goto L_enough_beer_for_now; - - if @beer_count > 4 - goto L_too_much_beer; - - setarray @beermessages$, - "Ah yes... a warrior's drink!", - "Generous, generous! I like that!", - "Hahah! That's just what I needed!", - "I love this town! Hurnscaldian hospitality! Mrahahahah!", - "A'ight, one more can't hurt, eh?"; - - set @mesg$, @beermessages$[@beer_count]; - - delitem "Beer", 1; - - set @has_beer, 1; - set @beer_count, @beer_count + 1; - - mes "[Kfahr the Warrior]"; - mes "Kfahr is visibly delighted."; - mes "\"" + @mesg$ + "\""; - mes "He takes a deep sip."; - mes "\"Aaah, magnificent!\""; - - if (@beer_count > 4) - mes "Kfahr seems quite relaxed now."; - - next; - - goto L_main_menu; + if (countitem("Beer") < 1) + goto L_player_out_of_beer; + if (@has_beer) + goto L_enough_beer_for_now; + if (@beer_count > 4) + goto L_too_much_beer; + + setarray @beermessages$, + "Ah yes... a warrior's drink!", + "Generous, generous! I like that!", + "Hahah! That's just what I needed!", + "I love this town! Hurnscaldian hospitality! Mrahahahah!", + "A'ight, one more can't hurt, eh?"; + + set @mesg$, @beermessages$[@beer_count]; + + delitem "Beer", 1; + set @has_beer, 1; + set @beer_count, @beer_count + 1; + + mes "[Kfahr the Warrior]"; + mes "Kfahr is visibly delighted."; + mes "\"" + @mesg$ + "\""; + mes "He takes a deep sip."; + mes "\"Aaah, magnificent!\""; + + if (@beer_count > 4) + mes "Kfahr seems quite relaxed now."; + next; + goto L_main_menu; L_enough_beer_for_now: - mes "[Kfahr the Warrior]"; - mes "\"Generous, generous! But I still have plenty in here!\""; - mes "He laughs and takes a sip from the beer you gave him earlier."; - next; - goto L_main_menu; + mes "[Kfahr the Warrior]"; + mes "\"Generous, generous! But I still have plenty in here!\""; + mes "He laughs and takes a sip from the beer you gave him earlier."; + next; + goto L_main_menu; L_too_much_beer: - mes "[Kfahr the Warrior]"; - mes "Kfahr leans back and sighs heavily."; - mes "\"Very, very generous... bu' I think I'm fine for now.\""; - mes "He suppresses a burp."; - next; - goto L_main_menu; + mes "[Kfahr the Warrior]"; + mes "Kfahr leans back and sighs heavily."; + mes "\"Very, very generous... bu' I think I'm fine for now.\""; + mes "He suppresses a burp."; + next; + goto L_main_menu; L_player_out_of_beer: - mes "[Kfahr the Warrior]"; - mes "Kfahr stares at you, then begins to laugh."; - mes "\"Mrahahahahaha! Here's the beer! Right, right! Naah, I get it! Save your gold for whatever you need it for! But if you have some spare and want to share a beer, you know where to find me!\""; - next; - goto L_main_menu; + mes "[Kfahr the Warrior]"; + mes "Kfahr stares at you, then begins to laugh."; + mes "\"Mrahahahahaha! Here's the beer! Right, right! Naah, I get it! Save your gold for whatever you need it for! But if you have some spare and want to share a beer, you know where to find me!\""; + next; + goto L_main_menu; L_golden_scorpion: - if (@Q_status > @QS_STINGER_QUEST) - goto L_golden_scorpion_over_ask; - - if (@Q_status == @QS_STINGER_QUEST) - goto L_golden_scorpion_ask_again; - - if (@Q_status == @QS_LOST_WRESTLING) - goto L_golden_scorpion_wrestle_again; - - mes "[Kfahr the Warrior]"; - mes "He grins."; - mes "\"Fought any? I single-handedly raided a nest of those beasts! Ah, but golden scorpions are almost unheard of in these parts. Why do you ask?\""; - next; - - menu "Never mind, I was just curious.", L_main_menu, - "I need a golden scorpion stinger.", -; - - mes "[Kfahr the Warrior]"; - mes "\"A golden scorpion stinger? Those are rare and valuable, I hope that you know that!\""; - - if (baselevel < 60) - goto L_too_lowlevel_for_stinger; - - if (@Q_status < @QS_KNIFE_QUEST) - goto L_golden_requires_knife_quest; - - if (@Q_status < @QS_KNIFE_QUEST_DONE) - goto L_golden_requires_knife_quest_done; - - mes "\"Still, you are a warrior of repute. I'll consider giving it to you...\""; - next; - - mes "[Kfahr the Warrior]"; - mes "A mischievous sparkle lightens up in his eyes."; - mes "\"...if you arm-wrestle me for it!\""; - next; + if (@Q_status > @QS_STINGER_QUEST) + goto L_golden_scorpion_over_ask; + if (@Q_status == @QS_STINGER_QUEST) + goto L_golden_scorpion_ask_again; + if (@Q_status == @QS_LOST_WRESTLING) + goto L_golden_scorpion_wrestle_again; + + mes "[Kfahr the Warrior]"; + mes "He grins."; + mes "\"Fought any? I single-handedly raided a nest of those beasts! Ah, but golden scorpions are almost unheard of in these parts. Why do you ask?\""; + next; + menu + "Never mind, I was just curious.", L_main_menu, + "I need a golden scorpion stinger.", -; + mes "[Kfahr the Warrior]"; + mes "\"A golden scorpion stinger? Those are rare and valuable, I hope that you know that!\""; + if (baselevel < 60) + goto L_too_lowlevel_for_stinger; + if (@Q_status < @QS_KNIFE_QUEST) + goto L_golden_requires_knife_quest; + if (@Q_status < @QS_KNIFE_QUEST_DONE) + goto L_golden_requires_knife_quest_done; + + mes "\"Still, you are a warrior of repute. I'll consider giving it to you...\""; + next; + mes "[Kfahr the Warrior]"; + mes "A mischievous sparkle lightens up in his eyes."; + mes "\"...if you arm-wrestle me for it!\""; + next; L_golden_scorpion_wrestle_intro: - - menu "Never!", L_main_menu, - "Wait... what?", L_wrestle_explain, - "Bring it on!", L_golden_scorpion_wrestle; - close; + menu + "Never!", L_main_menu, + "Wait... what?", L_wrestle_explain, + "Bring it on!", L_golden_scorpion_wrestle; + close; L_golden_requires_knife_quest_done: - mes "He hesitates."; - mes "\"But no, this is too valuable. Perhaps if you finish that other quest I gave you...?\"."; - next; - goto L_main_menu; + mes "He hesitates."; + mes "\"But no, this is too valuable. Perhaps if you finish that other quest I gave you...?\"."; + next; + goto L_main_menu; L_golden_requires_knife_quest: - mes "He hesitates."; - mes "\"But no, this is too valuable. I think I should have you prove your worthiness with another quest first...\""; - next; - goto L_boneknife_quest; + mes "He hesitates."; + mes "\"But no, this is too valuable. I think I should have you prove your worthiness with another quest first...\""; + next; + goto L_boneknife_quest; L_wrestle_explain: - mes "[Kfahr the Warrior]"; - mes "\"Arm wrestling! Arm against arm! And whoever is stronger wins! If you manage to defeat me, I'll give you a little quest for the stinger. How about it?\""; - next; - goto L_golden_scorpion_wrestle_intro; + mes "[Kfahr the Warrior]"; + mes "\"Arm wrestling! Arm against arm! And whoever is stronger wins! If you manage to defeat me, I'll give you a little quest for the stinger. How about it?\""; + next; + goto L_golden_scorpion_wrestle_intro; L_too_lowlevel_for_stinger: - mes "\"Well, I have one, but I can't just give it to anyone. Maybe if you train a little and become a worthy warrior I will consider giving it away...\""; - next; - goto L_main_menu; + mes "\"Well, I have one, but I can't just give it to anyone. Maybe if you train a little and become a worthy warrior I will consider giving it away...\""; + next; + goto L_main_menu; L_golden_scorpion_over_ask: - mes "[Kfahr the Warrior]"; - mes "\"Is this about the stingers again? I already gave you a golden stinger, I'm not going to part with any more.\""; - next; - goto L_main_menu; + mes "[Kfahr the Warrior]"; + mes "\"Is this about the stingers again? I already gave you a golden stinger, I'm not going to part with any more.\""; + next; + goto L_main_menu; L_golden_scorpion_ask_again: - mes "[Kfahr the Warrior]"; - mes "\"This is about the stinger again, right? Well, just bring me " + @SNAKE_SKINS_NR + " snake skins, and you can have one.\""; - next; - goto L_main_menu; + mes "[Kfahr the Warrior]"; + mes "\"This is about the stinger again, right? Well, just bring me " + @SNAKE_SKINS_NR + " snake skins, and you can have one.\""; + next; + goto L_main_menu; L_golden_scorpion_wrestle_again: - mes "[Kfahr the Warrior]"; - mes "\"This is about the stinger again, eh? So you want to give it another try?\""; - mes "He grins broadly."; - next; - goto L_golden_scorpion_wrestle; + mes "[Kfahr the Warrior]"; + mes "\"This is about the stinger again, eh? So you want to give it another try?\""; + mes "He grins broadly."; + next; + goto L_golden_scorpion_wrestle; L_golden_scorpion_wrestle: - mes "[Kfahr the Warrior]"; - mes "You sit down. Both of you place your arms on the table, on opposing sides, and grab each other's hands."; - next; + mes "[Kfahr the Warrior]"; + mes "You sit down. Both of you place your arms on the table, on opposing sides, and grab each other's hands."; + next; - set @KFAHR_STR, 70 + @beer_count * 6; - set @KFAHR_AGI, 60 - @beer_count * 5; - set @kfahr_stamina, 120; + set @KFAHR_STR, 70 + @beer_count * 6; + set @KFAHR_AGI, 60 - @beer_count * 5; + set @kfahr_stamina, 120; - set @PC_STR, readparam(bStr); - set @PC_AGI, readparam(bAgi); - set @PC_MAX_STAMINA, readparam(bVit) + 20; - set @pc_stamina, @PC_MAX_STAMINA; + set @PC_STR, readparam(bStr); + set @PC_AGI, readparam(bAgi); + set @PC_MAX_STAMINA, readparam(bVit) + 20; + set @pc_stamina, @PC_MAX_STAMINA; - setarray @positions$, - "Kfahr's hand is almost on the table.", - "Kfahr's hand is pushed back.", - "Kfahr and your hands are centered.", - "Your hand is pushed back.", - "Your hand is almost on the table."; + setarray @positions$, + "Kfahr's hand is almost on the table.", + "Kfahr's hand is pushed back.", + "Kfahr and your hands are centered.", + "Your hand is pushed back.", + "Your hand is almost on the table."; - set @position, 2; - set @first_round, 1; + set @position, 2; + set @first_round, 1; L_wrestle_loop: - mes "[Arm-wrestling with Kfahr]"; - - mes @positions$[@position]; - - if ((@PC_STAMINA * 2 <= @PC_MAX_STAMINA) && (@PC_STAMINA * 4 > @PC_MAX_STAMINA)) - mes "You feel a little exhausted."; - if (@PC_STAMINA * 4 <= @PC_MAX_STAMINA) - mes "You feel very exhausted."; - next; - - menu "Push!", L_wrestle_push, - "Hold!", L_wrestle_hold, - "Slam!", L_wrestle_slam, - "Consider your options", L_wrestle_info; - close; + mes "[Arm-wrestling with Kfahr]"; + mes @positions$[@position]; + if ((@PC_STAMINA * 2 <= @PC_MAX_STAMINA) && (@PC_STAMINA * 4 > @PC_MAX_STAMINA)) + mes "You feel a little exhausted."; + if (@PC_STAMINA * 4 <= @PC_MAX_STAMINA) + mes "You feel very exhausted."; + next; + menu + "Push!", L_wrestle_push, + "Hold!", L_wrestle_hold, + "Slam!", L_wrestle_slam, + "Consider your options", L_wrestle_info; + close; L_wrestle_info: - mes "[Arm-wrestling with Kfahr]"; - mes "Kfahr is a strong arm-wrestling opponent. Winning against him won't be easy."; - mes "Each round you have to choose an action; what you choose determines both your chances of moving each other's arms and how much weaker you get."; - next; - mes "[Arm-wrestling with Kfahr]"; - mes "If you PUSH, you may be able to push him back, but if you fail, you will lose more stamina than if you had succeeded."; - next; - mes "[Arm-wrestling with Kfahr]"; - mes "If you HOLD, you lose little stamina and may be able to hold him and drain his stength, but you cannot win just by holding."; - next; - mes "[Arm-wrestling with Kfahr]"; - mes "If you SLAM, you try to move against him quickly-- if you are successful, you may push him back quite a bit, but losing this will drain you badly."; - next; - goto L_wrestle_loop; - + mes "[Arm-wrestling with Kfahr]"; + mes "Kfahr is a strong arm-wrestling opponent. Winning against him won't be easy."; + mes "Each round you have to choose an action; what you choose determines both your chances of moving each other's arms and how much weaker you get."; + next; + mes "[Arm-wrestling with Kfahr]"; + mes "If you PUSH, you may be able to push him back, but if you fail, you will lose more stamina than if you had succeeded."; + next; + mes "[Arm-wrestling with Kfahr]"; + mes "If you HOLD, you lose little stamina and may be able to hold him and drain his stength, but you cannot win just by holding."; + next; + mes "[Arm-wrestling with Kfahr]"; + mes "If you SLAM, you try to move against him quickly-- if you are successful, you may push him back quite a bit, but losing this will drain you badly."; + next; + goto L_wrestle_loop; L_wrestle_push: - set @kfahr_def, @KFAHR_STR; - set @attack, @PC_STR; - set @cost_factor, 2; - callsub L_wrestle_attack; - if (@result < -1) - set @result, -1; // can't push back further than one - goto L_wrestle_next; + set @kfahr_def, @KFAHR_STR; + set @attack, @PC_STR; + set @cost_factor, 2; + callsub L_wrestle_attack; + if (@result < -1) set @result, -1; // can't push back further than one + goto L_wrestle_next; L_wrestle_hold: - set @kfahr_def, @KFAHR_STR; - set @attack, @PC_STR; - set @cost_factor, 1; - callsub L_wrestle_attack; - if (@result < 0) - set @result, 0; // hold only - goto L_wrestle_next; + set @kfahr_def, @KFAHR_STR; + set @attack, @PC_STR; + set @cost_factor, 1; + callsub L_wrestle_attack; + if (@result < 0) set @result, 0; // hold only + goto L_wrestle_next; L_wrestle_slam: - if (@beer_count == 5 && @first_round) goto L_quick_slam; - set @kfahr_def, @KFAHR_AGI; - set @attack, @PC_AGI; - set @cost_factor, 4; - callsub L_wrestle_attack; - goto L_wrestle_next; - + if (@beer_count == 5 && @first_round) + goto L_quick_slam; + set @kfahr_def, @KFAHR_AGI; + set @attack, @PC_AGI; + set @cost_factor, 4; + callsub L_wrestle_attack; + goto L_wrestle_next; L_wrestle_attack: - set @kfahr_stamina_bonus, @kfahr_stamina; - set @pc_stamina_bonus, @kfahr_stamina; - - if (@kfahr_stamina_bonus > 40) - set @kfahr_stamina_bonus, 40; - - if (@pc_stamina_bonus > 40) - set @pc_stamina_bonus, 40; - - set @score, @kfahr_def + @kfahr_stamina_bonus - @attack - @pc_stamina_bonus + rand(20) - rand(20); - - set @result, @score / 10; - - if (@result > 1) - set @result, 1; - - if (@result > 0) set @kfahr_stamina, @kfahr_stamina - 12; - if (@result == 0) set @kfahr_stamina, @kfahr_stamina - 16; - if (@result < 0) set @kfahr_stamina, @kfahr_stamina - 8; - - if (@result < 0) set @pc_stamina, @pc_stamina - (6 * @cost_factor); - if (@result == 0) set @pc_stamina, @pc_stamina - (8 * @cost_factor); - if (@result > 0) set @pc_stamina, @pc_stamina - (4 * @cost_factor); - - if (@kfahr_stamina < 0) - set @kfahr_stamina, 0; - - if (@kfahr_stamina < 0) - set @pc_stamina, 0; - - return; + set @kfahr_stamina_bonus, @kfahr_stamina; + set @pc_stamina_bonus, @kfahr_stamina; + + if (@kfahr_stamina_bonus > 40) + set @kfahr_stamina_bonus, 40; + if (@pc_stamina_bonus > 40) + set @pc_stamina_bonus, 40; + + set @score, @kfahr_def + @kfahr_stamina_bonus - @attack - @pc_stamina_bonus + rand(20) - rand(20); + set @result, @score / 10; + + if (@result > 1) + set @result, 1; + if (@result > 0) + set @kfahr_stamina, @kfahr_stamina - 12; + if (@result == 0) + set @kfahr_stamina, @kfahr_stamina - 16; + if (@result < 0) + set @kfahr_stamina, @kfahr_stamina - 8; + if (@result < 0) + set @pc_stamina, @pc_stamina - (6 * @cost_factor); + if (@result == 0) + set @pc_stamina, @pc_stamina - (8 * @cost_factor); + if (@result > 0) + set @pc_stamina, @pc_stamina - (4 * @cost_factor); + if (@kfahr_stamina < 0) + set @kfahr_stamina, 0; + if (@kfahr_stamina < 0) + set @pc_stamina, 0; + return; L_wrestle_next: - set @first_round, 0; - - mes "[Arm-wrestling with Kfahr]"; - if (@result < 0) mes "You manage to push him back!"; - if (@result == 0) mes "You hold your position!"; - if (@result > 0) mes "Kfahr pushes you back!"; - next; - - set @position, @position + @result; - if (@position < 0) goto L_wrestle_win; - if (@position > 4) goto L_wrestle_lose; - - goto L_wrestle_loop; + set @first_round, 0; + + mes "[Arm-wrestling with Kfahr]"; + if (@result < 0) + mes "You manage to push him back!"; + if (@result == 0) + mes "You hold your position!"; + if (@result > 0) + mes "Kfahr pushes you back!"; + next; + set @position, @position + @result; + if (@position < 0) + goto L_wrestle_win; + if (@position > 4) + goto L_wrestle_lose; + goto L_wrestle_loop; L_wrestle_lose: - mes "[Arm-wrestling with Kfahr]"; - mes "Kfahr slams your hand on the table."; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Don't worry! It was a good attempt-- but beating Kfahr is not quite so easy!\""; - mes "He laughs and slaps you on the shoulder."; - mes "\"But come back any time you want to try again!\""; - next; - - set @Q_status, @QS_LOST_WRESTLING; - callsub L_Update_Var; - - goto L_main_menu; + mes "[Arm-wrestling with Kfahr]"; + mes "Kfahr slams your hand on the table."; + next; + mes "[Kfahr the Warrior]"; + mes "\"Don't worry! It was a good attempt-- but beating Kfahr is not quite so easy!\""; + mes "He laughs and slaps you on the shoulder."; + mes "\"But come back any time you want to try again!\""; + next; + set @Q_status, @QS_LOST_WRESTLING; + callsub L_Update_Var; + goto L_main_menu; L_quick_slam: - mes "[Arm-wrestling with Kfahr]"; - mes "Your hands have barely touched as you push against him with all your might. His reactions slowed by the beer, Kfahr doesn't stand a chance."; - next; - goto L_wrestle_win; + mes "[Arm-wrestling with Kfahr]"; + mes "Your hands have barely touched as you push against him with all your might. His reactions slowed by the beer, Kfahr doesn't stand a chance."; + next; + goto L_wrestle_win; L_wrestle_win: - mes "[Arm-wrestling with Kfahr]"; - mes "You slam Kfahr's hand on the table."; - next; - - mes "[Kfahr the Warrior]"; - mes "Kfahr stares first at the hand, then at you, incredulously."; - mes "Then he begins to roar with laughter, slapping you on the shoulder."; - mes "\"Excellent, excellent! Caught me in a weak moment there, did ya!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "After calming down, Kfahr outlines your quest."; - mes "\"As I promised, I will give you the stinger if you do something for me. Get me " + @SNAKE_SKINS_NR + " snake skins, and I'll let you have it.\""; - next; - - set @Q_status, @QS_STINGER_QUEST; - callsub L_Update_Var; - - goto L_main_menu; + mes "[Arm-wrestling with Kfahr]"; + mes "You slam Kfahr's hand on the table."; + next; + mes "[Kfahr the Warrior]"; + mes "Kfahr stares first at the hand, then at you, incredulously."; + mes "Then he begins to roar with laughter, slapping you on the shoulder."; + mes "\"Excellent, excellent! Caught me in a weak moment there, did ya!\""; + next; + mes "[Kfahr the Warrior]"; + mes "After calming down, Kfahr outlines your quest."; + mes "\"As I promised, I will give you the stinger if you do something for me. Get me " + @SNAKE_SKINS_NR + " snake skins, and I'll let you have it.\""; + next; + set @Q_status, @QS_STINGER_QUEST; + callsub L_Update_Var; + goto L_main_menu; L_end: - 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; } diff --git a/world/map/npc/009-2/lena.txt b/world/map/npc/009-2/lena.txt index 23f0e165..ee4cb7f5 100644 --- a/world/map/npc/009-2/lena.txt +++ b/world/map/npc/009-2/lena.txt @@ -1,107 +1,109 @@ // Quest for Fairy Hat and Forest Armor -009-2.gat,146,43,0 script Lena 182,{ - - if (TMW_Quest >= 46) goto L_Lena_Done; - if (TMW_Quest == 45) goto L_Lena_Success; - if (TMW_Quest == 44) goto L_Lena_Bandit_Leader_Fail; - if (TMW_Quest == 43) goto L_Lena_Bandit_Leader_Fail; - if (TMW_Quest == 42) goto L_Lena_Bandit_Leader; - if (TMW_Quest == 41) goto L_Lena_Fairy_Hat; - if (TMW_Quest == 40) && (baselevel >= 30) goto L_Lena_Start; - - mes "[Lena]"; - mes "\"I got ambushed by a group of bandits and one of them stabbed me pretty good. Hopefully I heal up soon so I can fight this menace.\""; - next; - mes "\"Ah, I wish my dear friend Nickos could be here. He's one of the guards in Tulimshar and he'd know how to deal with those outlaws!\""; - close; +009-2.gat,146,43,0|script|Lena|182,{ + + if (TMW_Quest >= 46) goto L_Lena_Done; + if (TMW_Quest == 45) goto L_Lena_Success; + if (TMW_Quest == 44) goto L_Lena_Bandit_Leader_Fail; + if (TMW_Quest == 43) goto L_Lena_Bandit_Leader_Fail; + if (TMW_Quest == 42) goto L_Lena_Bandit_Leader; + if (TMW_Quest == 41) goto L_Lena_Fairy_Hat; + if (TMW_Quest == 40) && (baselevel >= 30) goto L_Lena_Start; + + mes "[Lena]"; + mes "\"I got ambushed by a group of bandits and one of them stabbed me pretty good. Hopefully I heal up soon so I can fight this menace.\""; + next; + mes "\"Ah, I wish my dear friend Nickos could be here. He's one of the guards in Tulimshar and he'd know how to deal with those outlaws!\""; + close; L_Lena_Start: - mes "[Lena]"; - mes "\"While wandering through the forest, I was ambushed by bandits. Though I got them all, one of them stabbed me pretty good. I'm still healing from that encounter. I'm worried that the bandit threat may spread.\""; - menu - "Don't worry, I can take out some of these scumbags.", L_Lena_Approves, - "I think I left my courage in another pair of pants. See you later!", L_Lena_No_Fan; - close; + mes "[Lena]"; + mes "\"While wandering through the forest, I was ambushed by bandits. Though I got them all, one of them stabbed me pretty good. I'm still healing from that encounter. I'm worried that the bandit threat may spread.\""; + menu + "Don't worry, I can take out some of these scumbags.", L_Lena_Approves, + "I think I left my courage in another pair of pants. See you later!", L_Lena_No_Fan; + close; L_Lena_Approves: - set TMW_Quest, 41; - mes "[Lena]"; - mes "\"You look like you can handle yourself in a fight. If you can take on this scourge I'll reward you with a hat like mine. In order to prove your mettle, bring me 10 Bandit Hoods so I know they've met their match.\""; - areamonster "008-1.gat",25,60,40,65,"Bandit",1064,3, "::"; - areamonster "011-1.gat",35,40,65,60,"Bandit",1064,3, "::"; - close; + set TMW_Quest, 41; + mes "[Lena]"; + mes "\"You look like you can handle yourself in a fight. If you can take on this scourge I'll reward you with a hat like mine. In order to prove your mettle, bring me 10 Bandit Hoods so I know they've met their match.\""; + areamonster "008-1.gat",25,60,40,65,"Bandit",1064,3, "::"; + areamonster "011-1.gat",35,40,65,60,"Bandit",1064,3, "::"; + close; L_Lena_No_Fan: - mes "[Lena]"; - mes "\"What will Hurnscald do if these bandits overrun the town? I hope you reconsider.\""; - close; + mes "[Lena]"; + mes "\"What will Hurnscald do if these bandits overrun the town? I hope you reconsider.\""; + close; L_Lena_Fairy_Hat: - if (countitem("BanditHood") < 10) goto L_Lena_NotEnough; - getinventorylist; - if (@inventorylist_count - (countitem("BanditHood")== 10) > 99) goto L_TooMany; - set TMW_Quest, 42; - delitem "BanditHood", 10; - getitem "FairyHat", 1; - mes "[Lena]"; - mes "\"Ah, you've brought me the Bandit Hoods. As promised, here is a hat like mine.\""; - next; - mes "\"Unfortunately, I feel this bandit threat may have grown. Perhaps they are being lead? I noticed many of them seem to hang around a cave just west of Hurnscald. If you could defeat their leader I know they will become less of a threat to Hurnscald. I'll reward you with armor like mine if you do. Sound like something you could do?\""; - menu - "Consider it done!", L_Lena_Bandit_Leader_Yes, - "Woah there, that sounds a bit harder than what I can succeed at.", L_Lena_NoWay; - close; + if (countitem("BanditHood") < 10) + goto L_Lena_NotEnough; + getinventorylist; + if (@inventorylist_count - (countitem("BanditHood")== 10) > 99) + goto L_TooMany; + set TMW_Quest, 42; + delitem "BanditHood", 10; + getitem "FairyHat", 1; + mes "[Lena]"; + mes "\"Ah, you've brought me the Bandit Hoods. As promised, here is a hat like mine.\""; + next; + mes "\"Unfortunately, I feel this bandit threat may have grown. Perhaps they are being lead? I noticed many of them seem to hang around a cave just west of Hurnscald. If you could defeat their leader I know they will become less of a threat to Hurnscald. I'll reward you with armor like mine if you do. Sound like something you could do?\""; + menu + "Consider it done!", L_Lena_Bandit_Leader_Yes, + "Woah there, that sounds a bit harder than what I can succeed at.", L_Lena_NoWay; + close; L_Lena_NotEnough: - mes "[Lena]"; - mes "\"You don't have enough Bandit Hoods to prove you are taking care of this threat. Please come back with 10 Bandit Hoods to show you are taking care of these bandits.\""; - close; + mes "[Lena]"; + mes "\"You don't have enough Bandit Hoods to prove you are taking care of this threat. Please come back with 10 Bandit Hoods to show you are taking care of these bandits.\""; + close; L_Lena_Bandit_Leader: - mes "[Lena]"; - mes "\"I feel this bandit threat may have grown. Perhaps they are being lead? I noticed many of them seem to hang around a cave just west of Hurnscald. If you could defeat their leader I know they will become less of a threat to Hurnscald. I'll reward you with armor like mine if you do. Sound like something you could do?\""; - menu - "Consider it done!", L_Lena_Bandit_Leader_Yes, - "Woah there, that sounds a bit harder than what I can succeed at.", L_Lena_NoWay; - close; + mes "[Lena]"; + mes "\"I feel this bandit threat may have grown. Perhaps they are being lead? I noticed many of them seem to hang around a cave just west of Hurnscald. If you could defeat their leader I know they will become less of a threat to Hurnscald. I'll reward you with armor like mine if you do. Sound like something you could do?\""; + menu + "Consider it done!", L_Lena_Bandit_Leader_Yes, + "Woah there, that sounds a bit harder than what I can succeed at.", L_Lena_NoWay; + close; L_Lena_Bandit_Leader_Yes: - set TMW_Quest, 43; - areamonster "008-1.gat",25,60,40,65,"Bandit",1064,3, "::"; - areamonster "011-1.gat",35,40,65,60,"Bandit",1064,3, "::"; - mes "[Lena]"; - mes "\"You have a brave heart. Though I know you can succeed on your own, I recommend finding others to help you defeat the bandit leader. I believe he could pose a significant threat to solitary individuals seeking to challenge him. Good luck!\""; - close; + set TMW_Quest, 43; + areamonster "008-1.gat",25,60,40,65,"Bandit",1064,3, "::"; + areamonster "011-1.gat",35,40,65,60,"Bandit",1064,3, "::"; + mes "[Lena]"; + mes "\"You have a brave heart. Though I know you can succeed on your own, I recommend finding others to help you defeat the bandit leader. I believe he could pose a significant threat to solitary individuals seeking to challenge him. Good luck!\""; + close; L_Lena_NoWay: - mes "[Lena]"; - mes "\"That is too bad. Feel free to return at any time. This bandit threat needs to be pushed back.\""; - close; + mes "[Lena]"; + mes "\"That is too bad. Feel free to return at any time. This bandit threat needs to be pushed back.\""; + close; L_Lena_Bandit_Leader_Fail: - set TMW_Quest, 43; - mes "[Lena]"; - mes "\"You haven't killed the bandit leader yet. This is a big problem. Please be careful.\""; - close; + set TMW_Quest, 43; + mes "[Lena]"; + mes "\"You haven't killed the bandit leader yet. This is a big problem. Please be careful.\""; + close; L_Lena_Success: - getinventorylist; - if (@inventorylist_count == 100) goto L_TooMany; - set TMW_Quest, 46; - getitem "ForestArmor", 1; - mes "[Lena]"; - mes "\"Excellent! You killed the bandit leader. Here is the armor as I promised you. Safe journeys!\""; - close; + getinventorylist; + if (@inventorylist_count == 100) + goto L_TooMany; + set TMW_Quest, 46; + getitem "ForestArmor", 1; + mes "[Lena]"; + mes "\"Excellent! You killed the bandit leader. Here is the armor as I promised you. Safe journeys!\""; + close; L_Lena_Done: - mes "[Lena]"; - mes "\"Thank you for all your help. With your efforts, we can only hope this scourge doesn't see a resurgence.\""; - close; + mes "[Lena]"; + mes "\"Thank you for all your help. With your efforts, we can only hope this scourge doesn't see a resurgence.\""; + close; L_TooMany: - mes "[Lena]"; - mes "\"You have too many items in your inventory. Please get rid of something so I can reward you.\""; - close; - + mes "[Lena]"; + mes "\"You have too many items in your inventory. Please get rid of something so I can reward you.\""; + close; } diff --git a/world/map/npc/009-2/misc.txt b/world/map/npc/009-2/misc.txt index b969af7d..9a0a3e16 100644 --- a/world/map/npc/009-2/misc.txt +++ b/world/map/npc/009-2/misc.txt @@ -1,61 +1,53 @@ //Note in bar -009-2.gat,54,49,0 script Note 127, { - mes "[Note]"; - mes "\"We refuse service to anyone who:\""; - mes "\"-Has a bubblehead\""; - mes "\"-Is not properly shaded\""; - mes "\"-Can't walk without stopping after every step\""; - close; - // In case you don't get the joke - it's a parody on Illutia. +009-2.gat,54,49,0|script|Note|127,{ + mes "[Note]"; + mes "\"We refuse service to anyone who:\""; + mes "\"-Has a bubblehead\""; + mes "\"-Is not properly shaded\""; + mes "\"-Can't walk without stopping after every step\""; + close; + // In case you don't get the joke - it's a parody on Illutia. } //Bookshelf -009-2.gat,109,44,0 script #Book 127, { - if (getskilllv(SKILL_MAGIC)) - goto L_magic; - mes "[Bookshelf]"; - mes "This bookshelf seems to have a selection of diaries and manuscripts, though you can't make out anything that strikes you as being particularly interesting."; - close; +009-2.gat,109,44,0|script|#Book|127,{ + if (getskilllv(SKILL_MAGIC)) + goto L_magic; + mes "[Bookshelf]"; + mes "This bookshelf seems to have a selection of diaries and manuscripts, though you can't make out anything that strikes you as being particularly interesting."; + close; L_magic: - mes "[Bookshelf]"; - mes "Browsing through the books, you come across a manuscript entitled 'Notes of Potaffe, On Transmutation'."; - next; - - if (getskilllv(SKILL_MAGIC_TRANSMUTE) < 2) - goto L_magic_boring; - - mes "[Bookshelf]"; - mes "Leafing through the manuscript, you find that you can read little of the tiny handwriting, and understand only a fraction of what is said."; - next; - - mes "[Bookshelf]"; - mes "After a while, you stumble across a section that appears to be in more careful handwriting. The author notes that he (or she?) is describing a completely new transmutation there."; - next; - - mes "[Bookshelf]"; - mes "Excitedly, you turn the page-- only to find that it is stuck to the next, and won't get unstuck!"; - next; - - mes "[Bookshelf]"; - mes "The page after that is more scribbly again, with many crossed-out words and sections, and side remarks such as 'It almost worked' or 'Worked fine yesterday.'"; - next; - - mes "[Bookshelf]"; - mes "The last word on that page is '" + getspellinvocation("make-iron-powder") + "', underlined twice, with a comment saying 'finally got it right'."; - next; - - mes "[Bookshelf]"; - mes "Unfortunately, you can't make out from the text what the transmutation is for or whether it requires any material components..."; - next; - - mes "[Bookshelf]"; - mes "You can't make out anything else of value, so you place the manuscript back in the bookshelf."; - close; + mes "[Bookshelf]"; + mes "Browsing through the books, you come across a manuscript entitled 'Notes of Potaffe, On Transmutation'."; + next; + if (getskilllv(SKILL_MAGIC_TRANSMUTE) < 2) + goto L_magic_boring; + mes "[Bookshelf]"; + mes "Leafing through the manuscript, you find that you can read little of the tiny handwriting, and understand only a fraction of what is said."; + next; + mes "[Bookshelf]"; + mes "After a while, you stumble across a section that appears to be in more careful handwriting. The author notes that he (or she?) is describing a completely new transmutation there."; + next; + mes "[Bookshelf]"; + mes "Excitedly, you turn the page-- only to find that it is stuck to the next, and won't get unstuck!"; + next; + mes "[Bookshelf]"; + mes "The page after that is more scribbly again, with many crossed-out words and sections, and side remarks such as 'It almost worked' or 'Worked fine yesterday.'"; + next; + mes "[Bookshelf]"; + mes "The last word on that page is '" + getspellinvocation("make-iron-powder") + "', underlined twice, with a comment saying 'finally got it right'."; + next; + mes "[Bookshelf]"; + mes "Unfortunately, you can't make out from the text what the transmutation is for or whether it requires any material components..."; + next; + mes "[Bookshelf]"; + mes "You can't make out anything else of value, so you place the manuscript back in the bookshelf."; + close; L_magic_boring: - mes "[Bookshelf]"; - mes "Leafing through the manuscript, you find that you understand too little of what is said there to make any sense of it."; - close; + mes "[Bookshelf]"; + mes "Leafing through the manuscript, you find that you understand too little of what is said there to make any sense of it."; + close; } diff --git a/world/map/npc/009-2/nicholas.txt b/world/map/npc/009-2/nicholas.txt index 9ce99879..043705dd 100644 --- a/world/map/npc/009-2/nicholas.txt +++ b/world/map/npc/009-2/nicholas.txt @@ -11,390 +11,401 @@ //# //################################################################################# -009-2.gat,185,55,0 script Nicholas 135,{ +009-2.gat,185,55,0|script|Nicholas|135,{ - set @SETZER_XP, 100000; - set @SHIELD_XP, 20000; + set @SETZER_XP, 100000; + set @SHIELD_XP, 20000; - set @SHIELD_INITIAL, 0; - set @SHIELD_KNOWS_PATCH, 1; // knows that a leather patch is needed - set @SHIELD_COMPLETED, 2; // shield completed once + set @SHIELD_INITIAL, 0; + set @SHIELD_KNOWS_PATCH, 1; // knows that a leather patch is needed + set @SHIELD_COMPLETED, 2; // shield completed once - set @SETZER_INITIAL, 0; - set @SETZER_KNOWS_OIL, 1; - set @SETZER_KNOWS_STINGER, 2; - set @SETZER_FLAG_MADE_OIL, 4; - set @SETZER_FLAG_MADE_SETZER, 8; + set @SETZER_INITIAL, 0; + set @SETZER_KNOWS_OIL, 1; + set @SETZER_KNOWS_STINGER, 2; + set @SETZER_FLAG_MADE_OIL, 4; + set @SETZER_FLAG_MADE_SETZER, 8; - set @Q_SETZER_MASK, NIBBLE_3_MASK; - set @Q_SETZER_SHIFT, NIBBLE_3_SHIFT; + set @Q_SETZER_MASK, NIBBLE_3_MASK; + set @Q_SETZER_SHIFT, NIBBLE_3_SHIFT; - set @Q_SHIELD_MASK, NIBBLE_4_MASK; - set @Q_SHIELD_SHIFT, NIBBLE_4_SHIFT; + set @Q_SHIELD_MASK, NIBBLE_4_MASK; + set @Q_SHIELD_SHIFT, NIBBLE_4_SHIFT; - set @Q_SETZER_status, (QUEST_Forestbow_state & @Q_SETZER_MASK) >> @Q_SETZER_SHIFT; - set @Q_SHIELD_status, (QUEST_Forestbow_state & @Q_SHIELD_MASK) >> @Q_SHIELD_SHIFT; + set @Q_SETZER_status, (QUEST_Forestbow_state & @Q_SETZER_MASK) >> @Q_SETZER_SHIFT; + set @Q_SHIELD_status, (QUEST_Forestbow_state & @Q_SHIELD_MASK) >> @Q_SHIELD_SHIFT; - mes "[Nicholas]"; - mes "\"Hello, there! I'm an expert blacksmith. If you get me some Coal and Iron Ingots, I could make you a very valuable shield or helmet.\""; - next; - menu - "I have Iron Ingots!", L_Check, - "Where can I get Coal and Iron Ingots?", L_Info, - "I'm okay, thanks.", L_Pass; + mes "[Nicholas]"; + mes "\"Hello, there! I'm an expert blacksmith. If you get me some Coal and Iron Ingots, I could make you a very valuable shield or helmet.\""; + next; + menu + "I have Iron Ingots!", L_Check, + "Where can I get Coal and Iron Ingots?", L_Info, + "I'm okay, thanks.", L_Pass; L_Check: - mes "[Nicholas]"; - mes "\"Let me take a look at how much you have...\""; - next; - if ( (countitem("IngotIron")<3) || (countitem("Coal") < 6) ) goto L_NoItem; - if ( (countitem("IngotIron")<6) || (countitem("Coal") < 12) ) goto L_StageA; - if ( (countitem("IngotIron")<9) || (countitem("Coal") < 18) ) goto L_StageB; - goto L_StageC; + mes "[Nicholas]"; + mes "\"Let me take a look at how much you have...\""; + next; + if ( (countitem("IngotIron")<3) || (countitem("Coal") < 6) ) + goto L_NoItem; + if ( (countitem("IngotIron")<6) || (countitem("Coal") < 12) ) + goto L_StageA; + if ( (countitem("IngotIron")<9) || (countitem("Coal") < 18) ) + goto L_StageB; + goto L_StageC; L_Info: - mes "[Nicholas]"; - mes "\"You can find Coal and Iron Ore in mines. Once you have Coal and Iron Ore, find a smith that will smelt the Iron Ore and cast them into Iron Ingots.\""; - next; - mes "[Nicholas]"; - mes "\"Come back here with some Coal and Iron Ingots, and I'll make something nice for you.\""; - close; + mes "[Nicholas]"; + mes "\"You can find Coal and Iron Ore in mines. Once you have Coal and Iron Ore, find a smith that will smelt the Iron Ore and cast them into Iron Ingots.\""; + next; + mes "[Nicholas]"; + mes "\"Come back here with some Coal and Iron Ingots, and I'll make something nice for you.\""; + close; L_Pass: - mes "[Nicholas]"; - mes "\"Oh, okay. Come back any time.\""; - close; + mes "[Nicholas]"; + mes "\"Oh, okay. Come back any time.\""; + close; L_StageA: - mes "[Nicholas]"; - mes "\"That's just enough for me to make you a winged Knight's Helmet, but it'll cost you 10,000GP, 6 Coal and 3 Iron Ingots.\""; - next; - goto L_main_menu; + mes "[Nicholas]"; + mes "\"That's just enough for me to make you a winged Knight's Helmet, but it'll cost you 10,000GP, 6 Coal and 3 Iron Ingots.\""; + next; + goto L_main_menu; L_StageB: - mes "[Nicholas]"; - mes "\"Ahh, with that much Coal and Iron Ingots I can make you one of two helmets, for only 10,000GP, or I can make you a shield, for 20,000GP.\""; - mes ""; - mes "\"What would you like?\""; - next; - goto L_main_menu; + mes "[Nicholas]"; + mes "\"Ahh, with that much Coal and Iron Ingots I can make you one of two helmets, for only 10,000GP, or I can make you a shield, for 20,000GP.\""; + mes ""; + mes "\"What would you like?\""; + next; + goto L_main_menu; L_StageC: - mes "[Nicholas]"; - mes "\"Excellent, that's enough to make three different types of helmet. My fee is 10,000GP. I can also make a shield, but that will cost you 20,000 GP.\""; - mes ""; - mes "\"Which will it be?\""; - next; - goto L_main_menu; + mes "[Nicholas]"; + mes "\"Excellent, that's enough to make three different types of helmet. My fee is 10,000GP. I can also make a shield, but that will cost you 20,000 GP.\""; + mes ""; + mes "\"Which will it be?\""; + next; + goto L_main_menu; L_main_menu: - set @CHOICE_KNIGHT, 1; - set @CHOICE_CRUSADE, 2; - set @CHOICE_WARLORD, 3; - set @CHOICE_SHIELD, 4; - set @CHOICE_SETZER, 5; - set @CHOICE_CANCEL, 6; + set @CHOICE_KNIGHT, 1; + set @CHOICE_CRUSADE, 2; + set @CHOICE_WARLORD, 3; + set @CHOICE_SHIELD, 4; + set @CHOICE_SETZER, 5; + set @CHOICE_CANCEL, 6; - setarray @choice$, "", "", "", "", "", ""; - set @choices_nr, 0; - setarray @choice_idx, 0, 0, 0, 0, 0, 0; + setarray @choice$, "", "", "", "", "", ""; + set @choices_nr, 0; + setarray @choice_idx, 0, 0, 0, 0, 0, 0; - if (countitem("ShortSword") < 1) goto L_main_menu_post_setzer; - set @choice$[@choices_nr], "Can you make my Short Sword better?"; - set @choice_idx[@choices_nr], @CHOICE_SETZER; - set @choices_nr, 1 + @choices_nr; + if (countitem("ShortSword") < 1) + goto L_main_menu_post_setzer; + set @choice$[@choices_nr], "Can you make my Short Sword better?"; + set @choice_idx[@choices_nr], @CHOICE_SETZER; + set @choices_nr, 1 + @choices_nr; L_main_menu_post_setzer: - if ( (countitem("IngotIron")<3) || (countitem("Coal") <6) ) goto L_no_more_helmets; - set @choice$[@choices_nr], "Knight's Helmet (3 Iron Ingots & 6 Coal)."; - set @choice_idx[@choices_nr], @CHOICE_KNIGHT; - set @choices_nr, 1 + @choices_nr; + if ( (countitem("IngotIron")<3) || (countitem("Coal") <6) ) + goto L_no_more_helmets; + set @choice$[@choices_nr], "Knight's Helmet (3 Iron Ingots & 6 Coal)."; + set @choice_idx[@choices_nr], @CHOICE_KNIGHT; + set @choices_nr, 1 + @choices_nr; - if ( (countitem("IngotIron")<6) || (countitem("Coal") < 12) ) goto L_no_more_helmets; + if ( (countitem("IngotIron")<6) || (countitem("Coal") < 12) ) + goto L_no_more_helmets; + set @choice$[@choices_nr], "Crusade Helmet (6 Iron Ingots & 12 Coal)."; + set @choice_idx[@choices_nr], @CHOICE_CRUSADE; + set @choices_nr, 1 + @choices_nr; - set @choice$[@choices_nr], "Crusade Helmet (6 Iron Ingots & 12 Coal)."; - set @choice_idx[@choices_nr], @CHOICE_CRUSADE; - set @choices_nr, 1 + @choices_nr; + set @choice$[@choices_nr], "Steel Shield (6 Iron Ingots & 12 Coal)."; + set @choice_idx[@choices_nr], @CHOICE_SHIELD; + set @choices_nr, 1 + @choices_nr; - set @choice$[@choices_nr], "Steel Shield (6 Iron Ingots & 12 Coal)."; - set @choice_idx[@choices_nr], @CHOICE_SHIELD; - set @choices_nr, 1 + @choices_nr; + if ( (countitem("IngotIron")<9) || (countitem("Coal") < 18) ) + goto L_no_more_helmets; + set @choice$[@choices_nr], "Warlord Helmet (9 Iron Ingots & 18 Coal)."; + set @choice_idx[@choices_nr], @CHOICE_WARLORD; + set @choices_nr, 1 + @choices_nr; - if ( (countitem("IngotIron")<9) || (countitem("Coal") < 18) ) goto L_no_more_helmets; - - set @choice$[@choices_nr], "Warlord Helmet (9 Iron Ingots & 18 Coal)."; - set @choice_idx[@choices_nr], @CHOICE_WARLORD; - set @choices_nr, 1 + @choices_nr; L_no_more_helmets: - set @choice$[@choices_nr], "No thanks."; - set @choice_idx[@choices_nr], @CHOICE_CANCEL; - set @choices_nr, 1 + @choices_nr; - - menu @choice$[0], -, - @choice$[1], -, - @choice$[2], -, - @choice$[3], -, - @choice$[4], -, - @choice$[5], -; - - set @menu, @menu - 1; - - if (@menu >= @choices_nr) - close; - - set @choice, @choice_idx[@menu]; - - if (@choice == @CHOICE_KNIGHT) goto L_YesKnight; - if (@choice == @CHOICE_CRUSADE) goto L_YesCrusade; - if (@choice == @CHOICE_WARLORD) goto L_YesWarlord; - if (@choice == @CHOICE_SHIELD) goto L_YesShield; - if (@choice == @CHOICE_SETZER) goto L_SetzerQuest; - if (@choice == @CHOICE_CANCEL) goto L_end; - - close; - + set @choice$[@choices_nr], "No thanks."; + set @choice_idx[@choices_nr], @CHOICE_CANCEL; + set @choices_nr, 1 + @choices_nr; + menu + @choice$[0], -, + @choice$[1], -, + @choice$[2], -, + @choice$[3], -, + @choice$[4], -, + @choice$[5], -; + + set @menu, @menu - 1; + if (@menu >= @choices_nr) + close; + + set @choice, @choice_idx[@menu]; + if (@choice == @CHOICE_KNIGHT) + goto L_YesKnight; + if (@choice == @CHOICE_CRUSADE) + goto L_YesCrusade; + if (@choice == @CHOICE_WARLORD) + goto L_YesWarlord; + if (@choice == @CHOICE_SHIELD) + goto L_YesShield; + if (@choice == @CHOICE_SETZER) + goto L_SetzerQuest; + if (@choice == @CHOICE_CANCEL) + goto L_end; + close; L_NoItem: - mes "[Nicholas]"; - mes "\"It appears you don't have enough Coal and Iron Ingots for me to work with. Please do come back when you have more, though.\""; - close; + mes "[Nicholas]"; + mes "\"It appears you don't have enough Coal and Iron Ingots for me to work with. Please do come back when you have more, though.\""; + close; L_ComeBack: - mes "[Nicholas]"; - mes "\"Come back any time.\""; - close; + mes "[Nicholas]"; + mes "\"Come back any time.\""; + close; L_NoMoney: - mes "[Nicholas]"; - mes "\"Oh dear, it seems you don't have enough money.\""; - close; + mes "[Nicholas]"; + mes "\"Oh dear, it seems you don't have enough money.\""; + close; L_YesKnight: - if (zeny < 10000) goto L_NoMoney; - if ( (countitem("IngotIron")<3) || (countitem("Coal") < 6) ) goto L_NoItem; - getinventorylist; - if (@inventorylist_count == 100) goto L_TooMany; - set zeny, zeny - 10000; - delitem "IngotIron", 3; - delitem "Coal", 6; - getitem "KnightsHelmet", 1; - goto L_Done; + if (zeny < 10000) + goto L_NoMoney; + if ( (countitem("IngotIron")<3) || (countitem("Coal") < 6) ) + goto L_NoItem; + getinventorylist; + if (@inventorylist_count == 100) + goto L_TooMany; + set zeny, zeny - 10000; + delitem "IngotIron", 3; + delitem "Coal", 6; + getitem "KnightsHelmet", 1; + goto L_Done; L_YesCrusade: - if (zeny < 10000) goto L_NoMoney; - if ( (countitem("IngotIron")<6) || (countitem("Coal") < 12) ) goto L_NoItem; - getinventorylist; - if (@inventorylist_count == 100) goto L_TooMany; - set zeny, zeny-10000; - delitem "IngotIron", 6; - delitem "Coal", 12; - getitem "CrusadeHelmet", 1; - goto L_Done; + if (zeny < 10000) goto L_NoMoney; + if ( (countitem("IngotIron")<6) || (countitem("Coal") < 12) ) + goto L_NoItem; + getinventorylist; + if (@inventorylist_count == 100) + goto L_TooMany; + set zeny, zeny-10000; + delitem "IngotIron", 6; + delitem "Coal", 12; + getitem "CrusadeHelmet", 1; + goto L_Done; L_YesWarlord: - if (zeny < 10000) goto L_NoMoney; - if ( (countitem("IngotIron")<9) || (countitem("Coal") < 18) ) goto L_NoItem; - getinventorylist; - if (@inventorylist_count == 100) goto L_TooMany; - set zeny, zeny-10000; - delitem "IngotIron", 9; - delitem "Coal", 18; - getitem "WarlordHelmet", 1; - goto L_Done; + if (zeny < 10000) goto L_NoMoney; + if ( (countitem("IngotIron")<9) || (countitem("Coal") < 18) ) + goto L_NoItem; + getinventorylist; + if (@inventorylist_count == 100) + goto L_TooMany; + set zeny, zeny-10000; + delitem "IngotIron", 9; + delitem "Coal", 18; + getitem "WarlordHelmet", 1; + goto L_Done; L_YesShield: - mes "[Nicholas]"; - mes "Nicholas examines your Iron Ingots."; - mes "\"No, this iron is too brittle; for something as large as a shield I need to mix in softer iron. Can I see if you have anything suitable?\""; - next; - - menu "Sure, have a look!", -, - "No.", L_Pass; - - if (countitem("InfantryHelmet") == 1) goto L_MoreInfantry; - if (countitem("InfantryHelmet") == 0) goto L_NoInfantry; - - mes "[Nicholas]"; - mes "Nicholas pulls out two of your Infantry Helmets."; - mes "\"I can use those... yes, that should work. Now all I need is a Leather Patch for the handle, and 20,000 GP.\""; - - if (@Q_SHIELD_status < @SHIELD_KNOWS_PATCH) - set @Q_SHIELD_status, @SHIELD_KNOWS_PATCH; - callsub L_Update_Var; - - next; - - menu "Here you are!", -, - "Where can I get a Leather Patch?", L_WhereLeather, - "No way.", L_Pass; - - if (zeny < 20000) goto L_ShieldNoZeny; - if (countitem("InfantryHelmet") < 2) goto L_ShieldNoInfantry; - if (countitem("IngotIron") < 6) goto L_ShieldNoIngot; - if (countitem("Coal") < 12) goto L_ShieldNoCoal; - if (countitem("LeatherPatch") < 1) goto L_ShieldNoLeatherPatch; - // No inventory check needed, as infantry helms are removed, opening two slots - - mes "[Nicholas]"; - mes "\"Yes, it looks as if you have all that is needed!\""; - mes "You watch Nicholas melt the ingots and helmets and form a shield out of the resulting iron. He then cuts your Leather Patch apart and adds it to the handles."; - mes "\"Here is your shield!\""; - - delitem "InfantryHelmet", 1; - delitem "InfantryHelmet", 1; - delitem "LeatherPatch", 1; - delitem "IngotIron", 6; - delitem "Coal", 12; - set zeny, zeny - 20000; - - if (@Q_SHIELD_status < @SHIELD_COMPLETED) - getexp @SHIELD_XP, 0; - if (@Q_SHIELD_status < @SHIELD_COMPLETED) - mes "[" + @SHIELD_XP + " experience points]"; - - set @Q_SHIELD_status, @SHIELD_COMPLETED; // get XP only once - callsub L_Update_Var; - - getitem "SteelShield", 1; - close; + mes "[Nicholas]"; + mes "Nicholas examines your Iron Ingots."; + mes "\"No, this iron is too brittle; for something as large as a shield I need to mix in softer iron. Can I see if you have anything suitable?\""; + next; + menu + "Sure, have a look!", -, + "No.", L_Pass; + if (countitem("InfantryHelmet") == 1) + goto L_MoreInfantry; + if (countitem("InfantryHelmet") == 0) + goto L_NoInfantry; + + mes "[Nicholas]"; + mes "Nicholas pulls out two of your Infantry Helmets."; + mes "\"I can use those... yes, that should work. Now all I need is a Leather Patch for the handle, and 20,000 GP.\""; + if (@Q_SHIELD_status < @SHIELD_KNOWS_PATCH) + set @Q_SHIELD_status, @SHIELD_KNOWS_PATCH; + callsub L_Update_Var; + next; + menu + "Here you are!", -, + "Where can I get a Leather Patch?", L_WhereLeather, + "No way.", L_Pass; + if (zeny < 20000) + goto L_ShieldNoZeny; + if (countitem("InfantryHelmet") < 2) + goto L_ShieldNoInfantry; + if (countitem("IngotIron") < 6) + goto L_ShieldNoIngot; + if (countitem("Coal") < 12) + goto L_ShieldNoCoal; + if (countitem("LeatherPatch") < 1) + goto L_ShieldNoLeatherPatch; + // No inventory check needed, as infantry helms are removed, opening two slots + + mes "[Nicholas]"; + mes "\"Yes, it looks as if you have all that is needed!\""; + mes "You watch Nicholas melt the ingots and helmets and form a shield out of the resulting iron. He then cuts your Leather Patch apart and adds it to the handles."; + mes "\"Here is your shield!\""; + delitem "InfantryHelmet", 1; + delitem "InfantryHelmet", 1; + delitem "LeatherPatch", 1; + delitem "IngotIron", 6; + delitem "Coal", 12; + set zeny, zeny - 20000; + + if (@Q_SHIELD_status < @SHIELD_COMPLETED) + getexp @SHIELD_XP, 0; + if (@Q_SHIELD_status < @SHIELD_COMPLETED) + mes "[" + @SHIELD_XP + " experience points]"; + set @Q_SHIELD_status, @SHIELD_COMPLETED; // get XP only once + callsub L_Update_Var; + getitem "SteelShield", 1; + close; L_ShieldNoZeny: - mes "[Nicholas]"; - mes "\"I am sorry, but I must ask that you pay 20,000 GP; this is quality work.\""; - close; + mes "[Nicholas]"; + mes "\"I am sorry, but I must ask that you pay 20,000 GP; this is quality work.\""; + close; L_ShieldNoInfantry: - mes "[Nicholas]"; - mes "\"Now this is strange... I could have sworn that you had two Infantry Helmets right here. Well, come back if you have some more!\""; - close; + mes "[Nicholas]"; + mes "\"Now this is strange... I could have sworn that you had two Infantry Helmets right here. Well, come back if you have some more!\""; + close; L_ShieldNoIngot: - mes "[Nicholas]"; - mes "\"How odd... didn't I put your Iron Ingots on the table right here? Well, I will need them back to make the shield.\""; - close; + mes "[Nicholas]"; + mes "\"How odd... didn't I put your Iron Ingots on the table right here? Well, I will need them back to make the shield.\""; + close; L_ShieldNoCoal: - mes "[Nicholas]"; - mes "\"How odd... didn't I put your Coal on the table right here? Well, I will need it back to make the shield.\""; - close; + mes "[Nicholas]"; + mes "\"How odd... didn't I put your Coal on the table right here? Well, I will need it back to make the shield.\""; + close; L_ShieldNoLeatherPatch: - mes "[Nicholas]"; - mes "\"You don't have a suitable Leather Patch. I'm sorry, but a shield without one would chafe terribly.\""; - close; + mes "[Nicholas]"; + mes "\"You don't have a suitable Leather Patch. I'm sorry, but a shield without one would chafe terribly.\""; + close; L_MoreInfantry: - mes "[Nicholas]"; - mes "Nicholas takes your Infantry Helmet and examines it."; - mes "\"Yes, this is perfect! If you can bring me another one of those, I can make your shield.\""; - close; - + mes "[Nicholas]"; + mes "Nicholas takes your Infantry Helmet and examines it."; + mes "\"Yes, this is perfect! If you can bring me another one of those, I can make your shield.\""; + close; + L_NoInfantry: - mes "[Nicholas]"; - mes "Nicholas shakes his head."; - mes "\"No, none of these items are suitable. Try looking for somewhat large metal items.\""; - close; + mes "[Nicholas]"; + mes "Nicholas shakes his head."; + mes "\"No, none of these items are suitable. Try looking for somewhat large metal items.\""; + close; L_WhereLeather: - mes "[Nicholas]"; - mes "\"Hmm. You should look for someone who can work with some kind of leather. Rumor has it that there is someone in the eastern desert who can, but I haven't been there.\""; - close; + mes "[Nicholas]"; + mes "\"Hmm. You should look for someone who can work with some kind of leather. Rumor has it that there is someone in the eastern desert who can, but I haven't been there.\""; + close; L_SetzerQuest: - mes "[Nicholas]"; - if (@Q_SETZER_status & @SETZER_FLAG_MADE_SETZER) - mes "\"Another one? Sure, why not.\""; - mes "Nicholas examines your Short Sword, then nods."; - mes "\"This is good quality. I can make something special out of it, with three ingot bars of iron, six lumps of coal and 50,000 GP -- but I will also need a potion of monster oil.\""; - if (@Q_SETZER_status < @SETZER_KNOWS_OIL) - set @Q_SETZER_status, @SETZER_KNOWS_OIL; - callsub L_Update_Var; - next; - - menu "Here you are.", -, - "Monster oil? What's that?", L_ExplainMonsterOil, - "HOW much? Nevermind then!", L_Pass; - - if (zeny < 50000) goto L_SetzerNoZeny; - if ( (countitem("IngotIron") < 3) || (countitem("Coal") < 6) ) goto L_SetzerNoIngot; - if (countitem("MonsterOilPotion") < 1) goto L_SetzerNoMonsterOil; - if (countitem("ShortSword") < 1) goto L_SetzerNoSword; - // No inventory check needed, as the short sword is removed, opening a slot - - mes "[Nicholas]"; - mes "Nicholas takes the items, heats up your sword and pounds it with a heavy hammer. As you watch, it turns thinner and flatter. Finally he pours the monster oil over it, heats the metal up again and douses it in water."; - - set zeny, zeny - 50000; - delitem "IngotIron", 3; - delitem "Coal", 6; - delitem "MonsterOilPotion", 1; - delitem "ShortSword", 1; - - getitem "Setzer", 1; - if (!(@Q_SETZER_status & @SETZER_FLAG_MADE_SETZER)) - mes "[" + @SETZER_XP + " experience points]"; - if (!(@Q_SETZER_status & @SETZER_FLAG_MADE_SETZER)) - getexp @SETZER_XP, 1; - set @Q_SETZER_status, @Q_SETZER_status | @SETZER_FLAG_MADE_SETZER; - callsub L_Update_Var; - next; - - mes "[Nicholas]"; - mes "Nicholas hands you the completed sword. It feels strangely light in your hands."; - mes "\"I made it lighter and faster, it should also cut a little better now. This kind of sword is called a Setzer, after a famous gambler who invented it as a weapon in between a knife and a sword.\""; - next; - - mes "[Nicholas]"; - mes "\"I'm quite happy with this one. Be careful around the edge, though, it is quite sharp!\""; - close; + mes "[Nicholas]"; + if (@Q_SETZER_status & @SETZER_FLAG_MADE_SETZER) + mes "\"Another one? Sure, why not.\""; + mes "Nicholas examines your Short Sword, then nods."; + mes "\"This is good quality. I can make something special out of it, with three ingot bars of iron, six lumps of coal and 50,000 GP -- but I will also need a potion of monster oil.\""; + if (@Q_SETZER_status < @SETZER_KNOWS_OIL) + set @Q_SETZER_status, @SETZER_KNOWS_OIL; + callsub L_Update_Var; + next; + menu + "Here you are.", -, + "Monster oil? What's that?", L_ExplainMonsterOil, + "HOW much? Nevermind then!", L_Pass; + if (zeny < 50000) + goto L_SetzerNoZeny; + if ( (countitem("IngotIron") < 3) || (countitem("Coal") < 6) ) + goto L_SetzerNoIngot; + if (countitem("MonsterOilPotion") < 1) + goto L_SetzerNoMonsterOil; + if (countitem("ShortSword") < 1) + goto L_SetzerNoSword; + // No inventory check needed, as the short sword is removed, opening a slot + + mes "[Nicholas]"; + mes "Nicholas takes the items, heats up your sword and pounds it with a heavy hammer. As you watch, it turns thinner and flatter. Finally he pours the monster oil over it, heats the metal up again and douses it in water."; + set zeny, zeny - 50000; + delitem "IngotIron", 3; + delitem "Coal", 6; + delitem "MonsterOilPotion", 1; + delitem "ShortSword", 1; + getitem "Setzer", 1; + if (!(@Q_SETZER_status & @SETZER_FLAG_MADE_SETZER)) + mes "[" + @SETZER_XP + " experience points]"; + if (!(@Q_SETZER_status & @SETZER_FLAG_MADE_SETZER)) + getexp @SETZER_XP, 1; + set @Q_SETZER_status, @Q_SETZER_status | @SETZER_FLAG_MADE_SETZER; + callsub L_Update_Var; + next; + mes "[Nicholas]"; + mes "Nicholas hands you the completed sword. It feels strangely light in your hands."; + mes "\"I made it lighter and faster, it should also cut a little better now. This kind of sword is called a Setzer, after a famous gambler who invented it as a weapon in between a knife and a sword.\""; + next; + mes "[Nicholas]"; + mes "\"I'm quite happy with this one. Be careful around the edge, though, it is quite sharp!\""; + close; L_ExplainMonsterOil: - mes "[Nicholas]"; - mes "\"Monster oil is a special oil that can be used to harden thin sheets of metal, if used properly. Unfortunately, it is very hard to get. Perhaps one of our local alchemists can help you with it?\""; - close; + mes "[Nicholas]"; + mes "\"Monster oil is a special oil that can be used to harden thin sheets of metal, if used properly. Unfortunately, it is very hard to get. Perhaps one of our local alchemists can help you with it?\""; + close; L_SetzerNoZeny: - mes "[Nicholas]"; - mes "\"I am sorry, but I must ask that you pay 50,000 GP; the kind of weapon I am thinking of is not easy to make.\""; - close; + mes "[Nicholas]"; + mes "\"I am sorry, but I must ask that you pay 50,000 GP; the kind of weapon I am thinking of is not easy to make.\""; + close; L_SetzerNoIngot: - mes "[Nicholas]"; - mes "\"Without 3 ingots of iron, and six lumps of coal, I can't improve your sword.\""; - close; + mes "[Nicholas]"; + mes "\"Without 3 ingots of iron, and six lumps of coal, I can't improve your sword.\""; + close; L_SetzerNoMonsterOil: - mes "[Nicholas]"; - mes "\"I know that monster oil is hard to come by, but I can't do much without it. Ask an alchemist if you need help making it.\""; - close; + mes "[Nicholas]"; + mes "\"I know that monster oil is hard to come by, but I can't do much without it. Ask an alchemist if you need help making it.\""; + close; L_SetzerNoSword: - mes "[Nicholas]"; - mes "\"I will need your old Short Sword as a basis. Please bring it to me first.\""; - close; + mes "[Nicholas]"; + mes "\"I will need your old Short Sword as a basis. Please bring it to me first.\""; + close; L_end: - close; + close; L_Done: - mes "[Nicholas]"; - mes "\"Here you go!\""; - mes ""; - mes "\"Come back any time.\""; - close; + mes "[Nicholas]"; + mes "\"Here you go!\""; + mes ""; + mes "\"Come back any time.\""; + close; L_Update_Var: - set QUEST_Forestbow_state, - (QUEST_Forestbow_state & ~(@Q_SHIELD_MASK | @Q_SETZER_MASK) - | (@Q_SHIELD_status << @Q_SHIELD_SHIFT) - | (@Q_SETZER_status << @Q_SETZER_SHIFT)); - return; + set QUEST_Forestbow_state, (QUEST_Forestbow_state & ~(@Q_SHIELD_MASK | @Q_SETZER_MASK) | (@Q_SHIELD_status << @Q_SHIELD_SHIFT) | (@Q_SETZER_status << @Q_SETZER_SHIFT)); + return; L_TooMany: - mes "[Nicholas]"; - mes "\"You don't have room for it. Come back later when you do.\""; - close; + mes "[Nicholas]"; + mes "\"You don't have room for it. Come back later when you do.\""; + close; } diff --git a/world/map/npc/009-2/nurse.txt b/world/map/npc/009-2/nurse.txt index 292bf5b2..5ee20905 100644 --- a/world/map/npc/009-2/nurse.txt +++ b/world/map/npc/009-2/nurse.txt @@ -22,7 +22,7 @@ //###################################################################################### -009-2.gat,147,65,0 script Nurse 119, { +009-2.gat,147,65,0|script|Nurse|119,{ set @SNAKET_AMOUNT, 5; set @BSCORPIONST_AMOUNT, 10; // This quest can be done very often: so give less xp @@ -107,17 +107,16 @@ state0: menu "I will do what I can. What do you need?", L_firstquest, "I'm really sorry, but I don't think I can help you.", -; - mes "\"That is disagreeable to hear. Maybe I can find another person to take this task.\""; next; goto L_Usual; L_firstquest: set @Q_poison, 1; - callsub S_Update_Var; - + callsub S_Update_Var; mes "\"That's great! First, I need some parts of the poisonous creatures.\""; next; + L_ExplainAgain1: mes "\"Please bring me five tongues of snakes and ten stingers of black scorpions.\""; close; @@ -131,20 +130,19 @@ state1: "Sorry, I forgot. What shall I bring you?", L_ExplainAgain1, "I have what you asked for.", -, "I'm still working on that.", quit; - - if (countitem("SnakeTongue") < @SNAKET_AMOUNT || countitem("BlackScorpionStinger") < @BSCORPIONST_AMOUNT) goto L_NotEnough; + if (countitem("SnakeTongue") < @SNAKET_AMOUNT || countitem("BlackScorpionStinger") < @BSCORPIONST_AMOUNT) + goto L_NotEnough; delitem "SnakeTongue", @SNAKET_AMOUNT; delitem "BlackScorpionStinger", @BSCORPIONST_AMOUNT; getexp @QUEST1_EXP, 0; - set @Q_poison, 2; - callsub S_Update_Var; - + callsub S_Update_Var; mes "[Nurse]"; mes "\"Very good. Now I have to extract the poison from this, it will take some time.\""; next; mes "\"But there are some other things we will need in any case. It would be courteous if you could get them meanwhile.\""; next; + L_ExplainAgain2: mes "\"Please bring me ten acorns, five red apples, five green apples and also five oranges. And we need some small healing potions. They will be useful to hold off the baneful effects. Three of them will be enough, I guess.\""; close; @@ -159,17 +157,20 @@ state2: "I have a bad memory. Can you tell me again what we need?", L_ExplainAgain2, "I managed to get everything we need.", -, "I will go and get it.", quit; - - if (countitem("Acorn") < @ACORNS_AMOUNT || countitem("GreenApple") < @GREENAPPLE_AMOUNT || countitem("RedApple") < @REDAPPLE_AMOUNT || countitem("Orange") < @ORANGE_AMOUNT || countitem("SmallHealingPotion") < @HEALING_AMOUNT) goto L_NotEnough; + if (countitem("Acorn") < @ACORNS_AMOUNT + || countitem("GreenApple") < @GREENAPPLE_AMOUNT + || countitem("RedApple") < @REDAPPLE_AMOUNT + || countitem("Orange") < @ORANGE_AMOUNT + || countitem("SmallHealingPotion") < @HEALING_AMOUNT) + goto L_NotEnough; delitem "Acorn", @ACORNS_AMOUNT; delitem "GreenApple", @GREENAPPLE_AMOUNT; delitem "RedApple", @REDAPPLE_AMOUNT; delitem "Orange", @ORANGE_AMOUNT; delitem "SmallHealingPotion", @HEALING_AMOUNT; getexp @QUEST2_EXP, 0; - set @Q_poison, 3; - callsub S_Update_Var; + callsub S_Update_Var; L_Chemistry: callsub L_Shuffle_Need; @@ -220,9 +221,10 @@ L_Exp_Game: menu "Please explain it again.", L_Exp_Game, "Alright.", -; + L_Game: set @Q_poison, @Q_poison + 1; - callsub S_Update_Var; + callsub S_Update_Var; // healing, venom, stabilizer callsub L_Load_Need; //descriptions @@ -244,17 +246,26 @@ L_Game: mes "\"As far as I can tell you will need " + @desc$[@stIndex] + " of the stabilizer.\""; next; - if(@hlNeed/@vnNeed > 1 ) mes "\"I see that the healing potions are needed at least " + @hlNeed/@vnNeed + " times as much as the venom.\""; - if(@vnNeed/@hlNeed > 1 ) mes "\"I see that the venom extracts are needed at least " + @vnNeed/@hlNeed + " times as much as the healing potions.\""; - if ( (@hlNeed/@vnNeed > 1 ) || (@vnNeed/@hlNeed > 1 )) next; + if(@hlNeed/@vnNeed > 1 ) + mes "\"I see that the healing potions are needed at least " + @hlNeed/@vnNeed + " times as much as the venom.\""; + if(@vnNeed/@hlNeed > 1 ) + mes "\"I see that the venom extracts are needed at least " + @vnNeed/@hlNeed + " times as much as the healing potions.\""; + if ( (@hlNeed/@vnNeed > 1 ) || (@vnNeed/@hlNeed > 1 )) + next; - if(@stNeed/@vnNeed > 1 ) mes "\"I see that the stabilizer is needed at least " + @stNeed/@vnNeed + " times as much as the venom extracts.\""; - if(@vnNeed/@stNeed > 1 ) mes "\"I see that the venom extracts are needed at least " + @vnNeed/@stNeed + " times as much as the stabilizer.\""; - if ((@vnNeed/@stNeed > 1 ) || (@stNeed/@vnNeed > 1 )) next; + if(@stNeed/@vnNeed > 1 ) + mes "\"I see that the stabilizer is needed at least " + @stNeed/@vnNeed + " times as much as the venom extracts.\""; + if(@vnNeed/@stNeed > 1 ) + mes "\"I see that the venom extracts are needed at least " + @vnNeed/@stNeed + " times as much as the stabilizer.\""; + if ((@vnNeed/@stNeed > 1 ) || (@stNeed/@vnNeed > 1 )) + next; - if(@stNeed/@hlNeed > 1 ) mes "\"I see that the stabilizer is needed at least " + @stNeed/@hlNeed + " times as much as the healing potions.\""; - if(@hlNeed/@stNeed > 1 ) mes "\"I see that the healing potions are needed at least " + @hlNeed/@stNeed + " times as much as the stabilizer.\""; - if ((@hlNeed/@stNeed > 1 ) || (@stNeed/@hlNeed > 1 )) next; + if(@stNeed/@hlNeed > 1 ) + mes "\"I see that the stabilizer is needed at least " + @stNeed/@hlNeed + " times as much as the healing potions.\""; + if(@hlNeed/@stNeed > 1 ) + mes "\"I see that the healing potions are needed at least " + @hlNeed/@stNeed + " times as much as the stabilizer.\""; + if ((@hlNeed/@stNeed > 1 ) || (@stNeed/@hlNeed > 1 )) + next; L_choosePut: set @max, @count+@offset-1; @@ -264,18 +275,24 @@ L_choosePut: mes "\"How many drops of the healing potion should we use?\""; input @hlPut; - if (@hlPut < @offset) goto L_Game_tooless; - if (@hlPut > @max) goto L_Game_toomuch; + if (@hlPut < @offset) + goto L_Game_tooless; + if (@hlPut > @max) + goto L_Game_toomuch; mes "\"How many drops of the venom extract potion should we use? \""; input @vnPut; - if (@vnPut < @offset) goto L_Game_tooless; - if (@vnPut > @max) goto L_Game_toomuch; + if (@vnPut < @offset) + goto L_Game_tooless; + if (@vnPut > @max) + goto L_Game_toomuch; mes "\"How many drops of the stabilizer potion should we use? \""; input @stPut; - if (@stPut < @offset) goto L_Game_tooless; - if (@stPut > @max) goto L_Game_toomuch; + if (@stPut < @offset) + goto L_Game_tooless; + if (@stPut > @max) + goto L_Game_toomuch; mes "The nurse puts the potions together according to your instructions. Then she takes a spoon and stirs it."; next; @@ -296,10 +313,14 @@ L_choosePut: mes "You lift the glass to your lips and drink it all at once."; next; - if ( (@hlPut > @hlNeed) && (@vnPut > @vnNeed) ) goto m_hl_m_vn; - if ( (@hlPut > @hlNeed) && (@vnPut <= @vnNeed) ) goto m_hl_l_vn; - if ( (@hlPut <= @hlNeed) && (@vnPut > @vnNeed) ) goto l_hl_m_vn; - if ( (@hlPut < @hlNeed) && (@vnPut < @vnNeed) ) goto l_hl_l_vn; + if ( (@hlPut > @hlNeed) && (@vnPut > @vnNeed) ) + goto m_hl_m_vn; + if ( (@hlPut > @hlNeed) && (@vnPut <= @vnNeed) ) + goto m_hl_l_vn; + if ( (@hlPut <= @hlNeed) && (@vnPut > @vnNeed) ) + goto l_hl_m_vn; + if ( (@hlPut < @hlNeed) && (@vnPut < @vnNeed) ) + goto l_hl_l_vn; mes "You feel quite normal."; mes "[Nurse]"; @@ -337,7 +358,6 @@ m_hl_l_vn: next; mes "\"Very well, you are sober again.\""; next; - goto check_st; l_hl_m_vn: @@ -363,9 +383,12 @@ l_hl_l_vn: goto check_st; check_st: - if ( (@stPut < @stNeed) ) goto l_st; - if ( (@stPut > @stNeed) ) goto m_st; - if (@hl_vn_ok == 1) goto allcorrect; + if ( (@stPut < @stNeed) ) + goto l_st; + if ( (@stPut > @stNeed) ) + goto m_st; + if (@hl_vn_ok == 1) + goto allcorrect; mes "[Nurse]"; mes "\"The amount of the stabilizer seems alright, but we have to think again about the other ingredients.\""; @@ -377,11 +400,13 @@ l_st: mes "\"It looks like we used not enough of the stabilizer. The antidote will lose its effect after some time.\""; next; goto notallcorrect; + m_st: mes "[Nurse]"; mes "\"It looks like we used too much of the stabilizer. The antidote will turn into venom again after some time.\""; next; goto notallcorrect; + allcorrect: mes "You feel totally normal again."; next; @@ -395,67 +420,64 @@ allcorrect: getexp @ANTIDOTE_EXP, 0; setskill SKILL_RESIST_POISON, 1; set @Q_poison, 7; - callsub S_Update_Var; + callsub S_Update_Var; close; notallcorrect: mes "[Nurse]"; mes "\"It didn't work. You are a really brave person. Now you should rest and recover. I hope you won't give up now. Please come back later, so we can try it again.\""; next; + close; - close; state4: - mes "The nurse has a worried look in her face."; - mes "[Nurse]"; - mes "\"Hello. I hope you recovered well.\""; - next; - mes "\"There is enough of the distillates left to have another try.\""; - next; - mes "\"Oh no, with all that trouble I forgot to label your distillate.\""; - next; - mes "She holds up two ampullas."; - next; - mes "\"I hope this one is yours. I'm sorry.\""; - next; - mes "\"If you feel ok, we could try it again.\""; - next; - - menu + mes "The nurse has a worried look in her face."; + mes "[Nurse]"; + mes "\"Hello. I hope you recovered well.\""; + next; + mes "\"There is enough of the distillates left to have another try.\""; + next; + mes "\"Oh no, with all that trouble I forgot to label your distillate.\""; + next; + mes "She holds up two ampullas."; + next; + mes "\"I hope this one is yours. I'm sorry.\""; + next; + mes "\"If you feel ok, we could try it again.\""; + next; + menu "I still feel a bit dizzy, so I don't want to do it now.", L_Usual, "I'm ok. We can try, but please explain again.", L_Exp_Game, "Let's start right now.", L_Game; state5: - mes "The nurse looks at you pitifully."; - mes "[Nurse]"; - mes "\"Hello. I'm really sorry for causing you so much pain.\""; - next; - mes "\"But if we succeed we will be heroes! I will be able to help a lot of people.\""; - next; - mes "\"Next time you might remind me to label the distillates correctly. I am sorry that it is screwed up again.\""; - next; - mes "\"There is enough stuff left for one last try.\""; - next; - mes "\"If we don't get it this time, you will have to get new ingredients.\""; - next; - mes "\"Do you want to try again?\""; - next; - - menu + mes "The nurse looks at you pitifully."; + mes "[Nurse]"; + mes "\"Hello. I'm really sorry for causing you so much pain.\""; + next; + mes "\"But if we succeed we will be heroes! I will be able to help a lot of people.\""; + next; + mes "\"Next time you might remind me to label the distillates correctly. I am sorry that it is screwed up again.\""; + next; + mes "\"There is enough stuff left for one last try.\""; + next; + mes "\"If we don't get it this time, you will have to get new ingredients.\""; + next; + mes "\"Do you want to try again?\""; + next; + menu "I still feel a bit dizzy, so I don't want to do it now.", L_Usual, "I'm ok. We can try, but please explain again.", L_Exp_Game, "Let's start right now.", L_Game; state6: - mes "The nurse looks at you pitifully."; - mes "[Nurse]"; - mes "\"There is not enough stuff left for another try.\""; - next; - mes "\"We should try again, right?\""; - set @Q_poison, 1; - callsub S_Update_Var; - - goto L_ExplainAgain1; + mes "The nurse looks at you pitifully."; + mes "[Nurse]"; + mes "\"There is not enough stuff left for another try.\""; + next; + mes "\"We should try again, right?\""; + set @Q_poison, 1; + callsub S_Update_Var; + goto L_ExplainAgain1; state7: // geschafft mes "[Nurse]"; @@ -468,8 +490,10 @@ state7: // geschafft L_NotEnough: mes "[Nurse]"; mes "\"This must be a misunderstanding. You don't have all the things I asked you for.\""; - if (@Q_poison == 1) goto L_ExplainAgain1; - if (@Q_poison == 2) goto L_ExplainAgain2; + if (@Q_poison == 1) + goto L_ExplainAgain1; + if (@Q_poison == 2) + goto L_ExplainAgain2; // the following close *should* never be reached, but who knows, whoever will mess this script up! close; @@ -477,10 +501,8 @@ quit: close; S_Update_Var: - set QUEST_Forestbow_state, - (QUEST_Forestbow_state & ~(@Q_poison_MASK) - | (@Q_poison << @Q_poison_SHIFT)); - return; + set QUEST_Forestbow_state, (QUEST_Forestbow_state & ~(@Q_poison_MASK) | (@Q_poison << @Q_poison_SHIFT)); + return; L_Game_init_vars: set @count, 24; @@ -508,14 +530,12 @@ L_Load_Need: return; L_Game_tooless: - mes "[Nurse]"; - mes "\"That is nothing! You need to put in there at least a small amount."; - goto L_choosePut; + mes "[Nurse]"; + mes "\"That is nothing! You need to put in there at least a small amount."; + goto L_choosePut; L_Game_toomuch: - mes "[Nurse]"; - mes "\"This would be way too much for my scale. I don't want to break it.\""; - goto L_choosePut; + mes "[Nurse]"; + mes "\"This would be way too much for my scale. I don't want to break it.\""; + goto L_choosePut; } - - diff --git a/world/map/npc/009-2/olana.txt b/world/map/npc/009-2/olana.txt index 84643483..3f5024f9 100644 --- a/world/map/npc/009-2/olana.txt +++ b/world/map/npc/009-2/olana.txt @@ -1,219 +1,226 @@ // Authors: alastrim, Ali-g, Dark Mage -009-2.gat,63,79,0 script Olana 190,{ - - set @MinLevel, 60; - - set @Cherry_Amount, 10; - set @Cherry_EXP, 1000; - set @Cherry_Money, 1000; - - set @RedRose_Amount, 15; - set @RedTulip_Amount, 15; - set @Flower_Money, 1500; - - set @Finish_EXP, 5000; - set @Finish_Money, 5000; - - if (FLAGS & FLAG_ROSSI_COMPLETED) goto L_FinalEnd; - if (Rossy_Quest == 17 || Rossy_Quest == 18) goto L_End; - - if (Rossy_Quest >= 14 && Rossy_Quest <= 16) goto L_Julia; - if (Rossy_Quest == 13) goto L_Best; - if (Rossy_Quest == 12) goto L_Give; - if (Rossy_Quest == 11) goto L_Allergic; - if (Rossy_Quest == 10) goto L_BringRose; - if (Rossy_Quest == 9) goto L_RC; - if (Rossy_Quest == 8) goto L_Rose; - if (Rossy_Quest >= 6 && Rossy_Quest < 8) goto L_BL; - if (Rossy_Quest == 5) goto L_Bring; - if (Rossy_Quest == 4) goto L_See; - if (Rossy_Quest == 3) goto L_Worried; - if (Rossy_Quest == 1 || Rossy_Quest == 2) goto L_Daughter; - - mes "[Olana]"; - mes "\"Hello. We don't usually get guests back here.\""; - next; - mes "\"My name is Olana and my father owns this inn. I live in Tulimshar, but came to Hurnscald on vacation with my two young daughters, Rossy and Julia.\""; - if (baselevel < @MinLevel) close; - next; - mes "\"I let my two lovely girls play in the woods nearby but they haven't come back yet!\""; - next; - mes "Olana suddenly looks very pale and starts to shiver."; - next; - mes "\"I'm starting to get a bad feeling about this. If you go to the forest near the swamps, could you see if you can find my daughters? I need to know if they are safe!\""; - menu - "Sure, I can do that.", -, - "I am sorry, I don't usually go to that area.", L_No; - set Rossy_Quest, 1; - close; +009-2.gat,63,79,0|script|Olana|190,{ + + set @MinLevel, 60; + + set @Cherry_Amount, 10; + set @Cherry_EXP, 1000; + set @Cherry_Money, 1000; + + set @RedRose_Amount, 15; + set @RedTulip_Amount, 15; + set @Flower_Money, 1500; + + set @Finish_EXP, 5000; + set @Finish_Money, 5000; + + if (FLAGS & FLAG_ROSSI_COMPLETED) goto L_FinalEnd; + if (Rossy_Quest == 17 || Rossy_Quest == 18) goto L_End; + + if (Rossy_Quest >= 14 && Rossy_Quest <= 16) goto L_Julia; + if (Rossy_Quest == 13) goto L_Best; + if (Rossy_Quest == 12) goto L_Give; + if (Rossy_Quest == 11) goto L_Allergic; + if (Rossy_Quest == 10) goto L_BringRose; + if (Rossy_Quest == 9) goto L_RC; + if (Rossy_Quest == 8) goto L_Rose; + if (Rossy_Quest >= 6 && Rossy_Quest < 8) goto L_BL; + if (Rossy_Quest == 5) goto L_Bring; + if (Rossy_Quest == 4) goto L_See; + if (Rossy_Quest == 3) goto L_Worried; + if (Rossy_Quest == 1 || Rossy_Quest == 2) goto L_Daughter; + + mes "[Olana]"; + mes "\"Hello. We don't usually get guests back here.\""; + next; + mes "\"My name is Olana and my father owns this inn. I live in Tulimshar, but came to Hurnscald on vacation with my two young daughters, Rossy and Julia.\""; + if (baselevel < @MinLevel) close; + next; + mes "\"I let my two lovely girls play in the woods nearby but they haven't come back yet!\""; + next; + mes "Olana suddenly looks very pale and starts to shiver."; + next; + mes "\"I'm starting to get a bad feeling about this. If you go to the forest near the swamps, could you see if you can find my daughters? I need to know if they are safe!\""; + menu + "Sure, I can do that.", -, + "I am sorry, I don't usually go to that area.", L_No; + set Rossy_Quest, 1; + close; L_Daughter: - mes "Olana looks really worried - she seems about to burst into tears."; - mes "[Olana]"; - mes "\"I would be relieved if you could look for my daughters."; - mes "They must be playing in the forest near the swamps.\""; - if (Rossy_Quest == 1) close; - next; - menu - "Wait, I saw Rossy, she is fine.", L_Help, - "Hey, don't worry, I'm sure they'll be back soon.", L_No; + mes "Olana looks really worried - she seems about to burst into tears."; + mes "[Olana]"; + mes "\"I would be relieved if you could look for my daughters."; + mes "They must be playing in the forest near the swamps.\""; + if (Rossy_Quest == 1) + close; + next; + menu + "Wait, I saw Rossy, she is fine.", L_Help, + "Hey, don't worry, I'm sure they'll be back soon.", L_No; L_No: - close; + close; L_Help: - mes "[Olana]"; - mes "\"Oh you did? That's good. I'm relieved. But what about Julia?\""; - next; - menu - "I haven't found Julia yet, sorry.", -; - mes "\"Ok. They must be playing hide and seek. Thanks again... I can't express how grateful I am.\""; - set Rossy_Quest, 3; - close; + mes "[Olana]"; + mes "\"Oh you did? That's good. I'm relieved. But what about Julia?\""; + next; + menu + "I haven't found Julia yet, sorry.", -; + mes "\"Ok. They must be playing hide and seek. Thanks again... I can't express how grateful I am.\""; + set Rossy_Quest, 3; + close; L_Worried: - mes "Olana smiles at you, trying to show some happiness, but her facial expression only conveys tension and preoccupation."; - next; - mes "You suddenly remember that Rossy asked for your help to collect some fruits. Maybe she could also have some ideas on how to cheer her mother up."; - close; + mes "Olana smiles at you, trying to show some happiness, but her facial expression only conveys tension and preoccupation."; + next; + mes "You suddenly remember that Rossy asked for your help to collect some fruits. Maybe she could also have some ideas on how to cheer her mother up."; + close; L_See: - if (gotcherry == 1) goto L_Task; - if (countitem("cherry") < @Cherry_Amount) goto L_Worried; - delitem "cherry", @Cherry_Amount; - menu - "Hi, Rossy asked me to give you this. She says it is a gift from both her and Julia.", -; - mes "[Olana]"; - mes "\"Ohhh... How sweet... Sometimes Rossy impresses me with her kindness. Here... You are spending so much time helping us, and we give nothing back. Take this as a small reward.\""; - getexp @Cherry_EXP, 0; - set zeny, zeny + @Cherry_Money; - set gotcherry, 1; - goto L_Task; + if (gotcherry == 1) + goto L_Task; + if (countitem("cherry") < @Cherry_Amount) + goto L_Worried; + delitem "cherry", @Cherry_Amount; + menu + "Hi, Rossy asked me to give you this. She says it is a gift from both her and Julia.", -; + mes "[Olana]"; + mes "\"Ohhh... How sweet... Sometimes Rossy impresses me with her kindness. Here... You are spending so much time helping us, and we give nothing back. Take this as a small reward.\""; + getexp @Cherry_EXP, 0; + set zeny, zeny + @Cherry_Money; + set gotcherry, 1; + goto L_Task; L_Task: - mes "[Olana]"; - mes "\"I know I barely know you, but can I ask you for a small favor?\""; - menu - "Sure, tell me about it.", L_Cont, - "No, sorry, I'm busy.", L_No; + mes "[Olana]"; + mes "\"I know I barely know you, but can I ask you for a small favor?\""; + menu + "Sure, tell me about it.", L_Cont, + "No, sorry, I'm busy.", L_No; L_Cont: - mes "[Olana]"; - mes "\"Would you mind giving this letter to my little Rossy? Today is the last day for her final exam, and I know my daughter. If I don't remind her, she will surely forget about it and flunk the exam. I would deliver the letter myself, but I can't walk, my aching knees...\""; - menu - "Of course I can. Hand me the letter, I'll give it to Rossy as soon as I see her.", L_Let, - "No, sorry, I'm not interested in that sort of task. Hand it to her yourself.", L_No; + mes "[Olana]"; + mes "\"Would you mind giving this letter to my little Rossy? Today is the last day for her final exam, and I know my daughter. If I don't remind her, she will surely forget about it and flunk the exam. I would deliver the letter myself, but I can't walk, my aching knees...\""; + menu + "Of course I can. Hand me the letter, I'll give it to Rossy as soon as I see her.", L_Let, + "No, sorry, I'm not interested in that sort of task. Hand it to her yourself.", L_No; L_Let: - mes "[Olana]"; - set Rossy_Quest, 5; - set gotcherry, 0; - mes "\"Thank you again. Please, bring it to her as fast as you can.\""; - close; + mes "[Olana]"; + set Rossy_Quest, 5; + set gotcherry, 0; + mes "\"Thank you again. Please, bring it to her as fast as you can.\""; + close; L_Bring: - mes "[Olana]"; - mes "\"Please, bring this letter to my daughter as fast as you can.\""; - close; + mes "[Olana]"; + mes "\"Please, bring this letter to my daughter as fast as you can.\""; + close; L_BL: - mes "[Olana]"; - mes "\"Good, now she won't forget her final exam.\""; - close; + mes "[Olana]"; + mes "\"Good, now she won't forget her final exam.\""; + close; L_Rose: - menu - "Hi, Rossy did great in the exam. David told me her potion was flawless.", -; - mes "[Olana]"; - mes "\"Wow! Really? That is great! I would like to congratulate my little Rossy. Would you mind helping me a little more?\""; - menu - "Just tell me what to do.", -, - "No, I'm busy, maybe later.", L_No; - mes "[Olana]"; - mes "\"Can you bring me " + @RedRose_Amount + " Red Roses? I would like to give them to Rossy. I am sure she will love them!\""; - menu - "Ok, I will be back with the roses.", L_RG, - "I'm allergic to roses, can't even touch them. Sorry.", L_No; + menu + "Hi, Rossy did great in the exam. David told me her potion was flawless.", -; + mes "[Olana]"; + mes "\"Wow! Really? That is great! I would like to congratulate my little Rossy. Would you mind helping me a little more?\""; + menu + "Just tell me what to do.", -, + "No, I'm busy, maybe later.", L_No; + mes "[Olana]"; + mes "\"Can you bring me " + @RedRose_Amount + " Red Roses? I would like to give them to Rossy. I am sure she will love them!\""; + menu + "Ok, I will be back with the roses.", L_RG, + "I'm allergic to roses, can't even touch them. Sorry.", L_No; L_RG: - if (Rossy_Quest == 8) set Rossy_Quest, 9; - mes "[Olana]"; - mes "\"Please, bring me " + @RedRose_Amount + " Red Roses as soon as you can.\""; - close; + if (Rossy_Quest == 8) + set Rossy_Quest, 9; + mes "[Olana]"; + mes "\"Please, bring me " + @RedRose_Amount + " Red Roses as soon as you can.\""; + close; L_RC: - if(countitem("redrose") < @RedRose_Amount) goto L_RG; - mes "[Olana]"; - set Rossy_Quest, 10; - mes "\"Great job! Please hand them to my brilliant daughter, Rossy.\""; - close; + if(countitem("redrose") < @RedRose_Amount) + goto L_RG; + mes "[Olana]"; + set Rossy_Quest, 10; + mes "\"Great job! Please hand them to my brilliant daughter, Rossy.\""; + close; L_BringRose: - mes "[Olana]"; - mes "\"Now please hand them to my brilliant daughter, Rossy.\""; - close; + mes "[Olana]"; + mes "\"Now please hand them to my brilliant daughter, Rossy.\""; + close; L_Allergic: - mes "[Olana]"; - mes "\"Did she like my present?\""; - menu - "Sure she did...", L_No, - "Well, you should have known that your daughter is allergic to roses.", -; - set Rossy_Quest, 12; - mes "[Olana]"; - mes "\"Oh, how stupid I am! Here, take some of my money and buy Red Tulips instead, the same amount. Keep the flowers.\""; - set zeny, zeny + @Flower_Money; - next; - mes "\"Please, tell Rossy I am really sorry. My mind was on Julia when I asked you to bring the red roses, they are her favorite.\""; - menu - "I will give her the tulips when I see her.", -; - mes "[Olana]"; - mes "\"Thank you. And don't forget to tell her that I'm really sorry.\""; - close; + mes "[Olana]"; + mes "\"Did she like my present?\""; + menu + "Sure she did...", L_No, + "Well, you should have known that your daughter is allergic to roses.", -; + set Rossy_Quest, 12; + mes "[Olana]"; + mes "\"Oh, how stupid I am! Here, take some of my money and buy Red Tulips instead, the same amount. Keep the flowers.\""; + set zeny, zeny + @Flower_Money; + next; + mes "\"Please, tell Rossy I am really sorry. My mind was on Julia when I asked you to bring the red roses, they are her favorite.\""; + menu + "I will give her the tulips when I see her.", -; + mes "[Olana]"; + mes "\"Thank you. And don't forget to tell her that I'm really sorry.\""; + close; L_Give: - mes "[Olana]"; - mes "\""+ strcharinfo(0) +", please, get " + @RedTulip_Amount + " Red Tulips and hand them to Rossy. Don't forget to tell her that I'm really sorry.\""; - close; + mes "[Olana]"; + mes "\""+ strcharinfo(0) +", please, get " + @RedTulip_Amount + " Red Tulips and hand them to Rossy. Don't forget to tell her that I'm really sorry.\""; + close; L_Best: - mes "[Olana]"; - mes "\"Thank you for your help "+ strcharinfo(0) +"!\""; - close; + mes "[Olana]"; + mes "\"Thank you for your help "+ strcharinfo(0) +"!\""; + close; L_Julia: - mes "[Olana]"; - mes "\"Oh no, I can't take this anymore. Something must have happened... Where is Julia? I want to know where she is! Please, find her "+ strcharinfo(0) +"!\""; - close; + mes "[Olana]"; + mes "\"Oh no, I can't take this anymore. Something must have happened... Where is Julia? I want to know where she is! Please, find her "+ strcharinfo(0) +"!\""; + close; L_End: - mes "[Olana]"; - mes "\"Where is Julia? I want to know where she is! Please, find her "+ strcharinfo(0) +"!\""; - menu - "She'll be back soon, trust me. I saved her from an evil spirit.", L_Found, - "I haven't seen her yet, sorry.", L_No; + mes "[Olana]"; + mes "\"Where is Julia? I want to know where she is! Please, find her "+ strcharinfo(0) +"!\""; + menu + "She'll be back soon, trust me. I saved her from an evil spirit.", L_Found, + "I haven't seen her yet, sorry.", L_No; L_Found: - mes "[Olana]"; - if (Rossy_Quest == 17) set Rossy_Quest, 18; - if (Rossy_Quest == 18) set Rossy_Quest, 19; - mes "\"Thank you "+ strcharinfo(0) +", thank you! Here is a reward for you.\""; - getexp @Finish_EXP, 0; - set zeny, zeny + @Finish_Money; - if (Rossy_Quest == 19) goto L_Clear; - close; + mes "[Olana]"; + if (Rossy_Quest == 17) + set Rossy_Quest, 18; + if (Rossy_Quest == 18) + set Rossy_Quest, 19; + mes "\"Thank you "+ strcharinfo(0) +", thank you! Here is a reward for you.\""; + getexp @Finish_EXP, 0; + set zeny, zeny + @Finish_Money; + if (Rossy_Quest == 19) + goto L_Clear; + close; L_Clear: - set Rossy_Quest, 0; - set cavefights, 0; - set FLAGS, FLAGS | FLAG_ROSSI_COMPLETED; - close; + set Rossy_Quest, 0; + set cavefights, 0; + set FLAGS, FLAGS | FLAG_ROSSI_COMPLETED; + close; L_FinalEnd: - mes "[Olana]"; - mes "\"Thanks again for your help."; - mes "I hope the girls will come home soon enough for dinner.\""; - close; - + mes "[Olana]"; + mes "\"Thanks again for your help."; + mes "I hope the girls will come home soon enough for dinner.\""; + close; } diff --git a/world/map/npc/009-2/peter.txt b/world/map/npc/009-2/peter.txt index 11d9931d..97fa219c 100644 --- a/world/map/npc/009-2/peter.txt +++ b/world/map/npc/009-2/peter.txt @@ -1,80 +1,91 @@ // Nicholas' Apprentice and Armorsmith -009-2.gat,183,57,0 script Peter 157,{ +009-2.gat,183,57,0|script|Peter|157,{ - mes "[Peter]"; - mes "\"Hello, I am Peter, apprentice to Nicholas.\""; - next; - mes "\"I can make you some sturdy armor: you must give me Iron Ingots to craft with and some gold pieces for my efforts.\""; - next; - mes "[Peter]"; - mes "\"What would you like me to make?\""; - menu - "Chain Mail (10 coal, 5 ingots and 20000 GP).", L_Peter_Chain_Mail, - "Light Plate (20 coal, 10 ingots and 50000 GP).", L_Peter_Light_Plate, - "Warlord Plate (30 coal, 15 ingots and 100000 GP).", L_Peter_Warlord_Plate, - "Nevermind.", -; - close; + mes "[Peter]"; + mes "\"Hello, I am Peter, apprentice to Nicholas.\""; + next; + mes "\"I can make you some sturdy armor: you must give me Iron Ingots to craft with and some gold pieces for my efforts.\""; + next; + mes "[Peter]"; + mes "\"What would you like me to make?\""; + menu + "Chain Mail (10 coal, 5 ingots and 20000 GP).", L_Peter_Chain_Mail, + "Light Plate (20 coal, 10 ingots and 50000 GP).", L_Peter_Light_Plate, + "Warlord Plate (30 coal, 15 ingots and 100000 GP).", L_Peter_Warlord_Plate, + "Nevermind.", -; + close; L_Peter_Chain_Mail: - if (zeny < 20000) goto L_Peter_NotEnough_Zeny; - if (countitem("IngotIron") < 5) goto L_Peter_NotEnough_Ingot; - if (countitem("Coal") < 10) goto L_Peter_NotEnough_Coal; - getinventorylist; - if (@inventorylist_count == 100) goto L_Peter_TooMany; - set zeny, zeny - 20000; - delitem "IngotIron", 5; - getitem "ChainmailShirt", 1; - mes "[Peter]"; - mes "\"Here you go!\""; - close; + if (zeny < 20000) + goto L_Peter_NotEnough_Zeny; + if (countitem("IngotIron") < 5) + goto L_Peter_NotEnough_Ingot; + if (countitem("Coal") < 10) + goto L_Peter_NotEnough_Coal; + getinventorylist; + if (@inventorylist_count == 100) + goto L_Peter_TooMany; + set zeny, zeny - 20000; + delitem "IngotIron", 5; + getitem "ChainmailShirt", 1; + mes "[Peter]"; + mes "\"Here you go!\""; + close; L_Peter_Light_Plate: - if (zeny < 50000) goto L_Peter_NotEnough_Zeny; - if (countitem("IngotIron") < 10) goto L_Peter_NotEnough_Ingot; - if (countitem("Coal") < 20) goto L_Peter_NotEnough_Coal; - getinventorylist; - if (@inventorylist_count == 100) goto L_Peter_TooMany; - set zeny, zeny - 50000; - delitem "IngotIron", 10; - delitem "Coal", 20; - getitem "LightPlatemail", 1; - mes "[Peter]"; - mes "\"Here you go!\""; - close; + if (zeny < 50000) + goto L_Peter_NotEnough_Zeny; + if (countitem("IngotIron") < 10) + goto L_Peter_NotEnough_Ingot; + if (countitem("Coal") < 20) + goto L_Peter_NotEnough_Coal; + getinventorylist; + if (@inventorylist_count == 100) + goto L_Peter_TooMany; + set zeny, zeny - 50000; + delitem "IngotIron", 10; + delitem "Coal", 20; + getitem "LightPlatemail", 1; + mes "[Peter]"; + mes "\"Here you go!\""; + close; L_Peter_Warlord_Plate: - if (zeny < 100000) goto L_Peter_NotEnough_Zeny; - if (countitem("IngotIron") < 15) goto L_Peter_NotEnough_Ingot; - if (countitem("Coal") < 30) goto L_Peter_NotEnough_Coal; - getinventorylist; - if (@inventorylist_count == 100) goto L_Peter_TooMany; - set zeny, zeny - 100000; - delitem "IngotIron", 15; - delitem "Coal", 30; - getitem "WarlordPlate", 1; - mes "[Peter]"; - mes "\"Here you go!\""; - close; + if (zeny < 100000) + goto L_Peter_NotEnough_Zeny; + if (countitem("IngotIron") < 15) + goto L_Peter_NotEnough_Ingot; + if (countitem("Coal") < 30) + goto L_Peter_NotEnough_Coal; + getinventorylist; + if (@inventorylist_count == 100) + goto L_Peter_TooMany; + set zeny, zeny - 100000; + delitem "IngotIron", 15; + delitem "Coal", 30; + getitem "WarlordPlate", 1; + mes "[Peter]"; + mes "\"Here you go!\""; + close; L_Peter_NotEnough_Zeny: - mes "[Peter]"; - mes "\"You don't have enough gold.\""; - close; + mes "[Peter]"; + mes "\"You don't have enough gold.\""; + close; L_Peter_NotEnough_Ingot: - mes "[Peter]"; - mes "\"You don't have enough ingots.\""; - close; + mes "[Peter]"; + mes "\"You don't have enough ingots.\""; + close; L_Peter_NotEnough_Coal: - mes "[Peter]"; - mes "\"You don't have enough Coal.\""; - close; + mes "[Peter]"; + mes "\"You don't have enough Coal.\""; + close; L_Peter_TooMany: - mes "[Peter]"; - mes "\"You have too much stuff. Please get rid of something if you want some armor.\""; - close; - + mes "[Peter]"; + mes "\"You have too much stuff. Please get rid of something if you want some armor.\""; + close; } diff --git a/world/map/npc/009-2/richard.txt b/world/map/npc/009-2/richard.txt index 023f1244..b19b215f 100644 --- a/world/map/npc/009-2/richard.txt +++ b/world/map/npc/009-2/richard.txt @@ -1,8 +1,8 @@ // -009-2.gat,20,99,0 script Richard 161,{ - callfunc "ClearVariables"; - set @npcname$, "Richard"; - callfunc "Banker"; - close; +009-2.gat,20,99,0|script|Richard|161,{ + callfunc "ClearVariables"; + set @npcname$, "Richard"; + callfunc "Banker"; + close; } diff --git a/world/map/npc/009-2/selim.txt b/world/map/npc/009-2/selim.txt index dc7d29df..aad7ff24 100644 --- a/world/map/npc/009-2/selim.txt +++ b/world/map/npc/009-2/selim.txt @@ -5,206 +5,209 @@ //# # //################################################################################# -009-2.gat,32,104,0 script Selim 142,{ - setarray @all_colours$, "red", "green", "dark blue", "yellow", "light blue", "pink", "black", "orange", "purple", "dark green"; - setarray @all_colours_cap$, "Red", "Green", "Dark Blue", "Yellow", "Light Blue", "Pink", "Black", "Orange", "Purple", "Dark Green"; +009-2.gat,32,104,0|script|Selim|142,{ + setarray @all_colours$, "red", "green", "dark blue", "yellow", "light blue", "pink", "black", "orange", "purple", "dark green"; + setarray @all_colours_cap$, "Red", "Green", "Dark Blue", "Yellow", "Light Blue", "Pink", "Black", "Orange", "Purple", "Dark Green"; - mes "[Selim]"; - mes "\"What can I dye for you today?\""; - set QUEST_clothdyer_state, 3; - next; + mes "[Selim]"; + mes "\"What can I dye for you today?\""; + set QUEST_clothdyer_state, 3; + next; L_clothes_choice: - set @pronoun$, "it"; - set @is_verb$, "is"; - menu - "Cotton shirt", L_cottonshirt, - "V-Neck sweater", L_vneck, - "Turtleneck sweater", L_tneck, - "Cotton shorts", L_shorts, - "Cotton skirt", L_skirt, - "Miniskirt", L_miniskirt, - "Tank top ", L_tanktop, - "Short tank top", L_tanktop_short, - "Silk robe", L_robe, - "Cotton headband", L_headband, - "Desert hat", L_desert_hat, - "Cotton boots", L_cottonboots, - "Cotton gloves", L_cottongloves, - "Rabbit ears", L_rabbitears, - "Wizard hat", L_wizardhat, - "Bowler hat", L_bowlerhat, - "Red lined sorcerer robe", L_redlinedsorcererrobe, - "Bowler hat (brown)", L_bowlerhatbrown, - "I'm fine for now, thanks.", -; - close; + set @pronoun$, "it"; + set @is_verb$, "is"; + menu + "Cotton shirt", L_cottonshirt, + "V-Neck sweater", L_vneck, + "Turtleneck sweater", L_tneck, + "Cotton shorts", L_shorts, + "Cotton skirt", L_skirt, + "Miniskirt", L_miniskirt, + "Tank top ", L_tanktop, + "Short tank top", L_tanktop_short, + "Silk robe", L_robe, + "Cotton headband", L_headband, + "Desert hat", L_desert_hat, + "Cotton boots", L_cottonboots, + "Cotton gloves", L_cottongloves, + "Rabbit ears", L_rabbitears, + "Wizard hat", L_wizardhat, + "Bowler hat", L_bowlerhat, + "Red lined sorcerer robe", L_redlinedsorcererrobe, + "Bowler hat (brown)", L_bowlerhatbrown, + "I'm fine for now, thanks.", -; + close; L_cottonshirt: - set @del, 1202; - set @new, 2050; - set @name$, "cotton shirt"; - goto L_picked_item; + set @del, 1202; + set @new, 2050; + set @name$, "cotton shirt"; + goto L_picked_item; L_vneck: - set @del, 624; - set @new, 2060; - set @name$, "V-neck sweater"; - goto L_picked_item; + set @del, 624; + set @new, 2060; + set @name$, "V-neck sweater"; + goto L_picked_item; L_tneck: - set @del, 564; - set @new, 2070; - set @name$, "turtleneck sweater"; - goto L_picked_item; + set @del, 564; + set @new, 2070; + set @name$, "turtleneck sweater"; + goto L_picked_item; L_shorts: - set @del, 586; - set @new, 2110; - set @name$, "cotton shorts"; - set @pronoun$, "them"; - set @is_verb$, "are"; - goto L_picked_item; + set @del, 586; + set @new, 2110; + set @name$, "cotton shorts"; + set @pronoun$, "them"; + set @is_verb$, "are"; + goto L_picked_item; L_skirt: - set @del, 632; - set @new, 2100; - set @name$, "cotton skirt"; - goto L_picked_item; + set @del, 632; + set @new, 2100; + set @name$, "cotton skirt"; + goto L_picked_item; L_miniskirt: - set @del, 771; - set @new, 2170; - set @name$, "miniskirt"; - goto L_picked_item; + set @del, 771; + set @new, 2170; + set @name$, "miniskirt"; + goto L_picked_item; L_tanktop: - set @del, 688; - set @new, 2090; - set @name$, "tanktop"; - goto L_picked_item; + set @del, 688; + set @new, 2090; + set @name$, "tanktop"; + goto L_picked_item; L_tanktop_short: - set @del, 689; - set @new, 2120; - set @name$, "short tanktop"; - goto L_picked_item; + set @del, 689; + set @new, 2120; + set @name$, "short tanktop"; + goto L_picked_item; L_robe: - set @del, 720; - set @new, 2080; - set @name$, "silk robe"; - goto L_picked_item; + set @del, 720; + set @new, 2080; + set @name$, "silk robe"; + goto L_picked_item; L_headband: - set @del, 724; - set @new, 2140; - set @name$, "cotton headband"; - goto L_picked_item; + set @del, 724; + set @new, 2140; + set @name$, "cotton headband"; + goto L_picked_item; L_desert_hat: - set @del, 723; - set @new, 2130; - set @name$, "desert hat"; - goto L_picked_item; + set @del, 723; + set @new, 2130; + set @name$, "desert hat"; + goto L_picked_item; L_cottonboots: - set @del, 735; - set @new, 2150; - set @name$, "cotton boots"; - goto L_picked_item; + set @del, 735; + set @new, 2150; + set @name$, "cotton boots"; + goto L_picked_item; L_cottongloves: - set @del, 741; - set @new, 2160; - set @name$, "cotton gloves"; - goto L_picked_item; + set @del, 741; + set @new, 2160; + set @name$, "cotton gloves"; + goto L_picked_item; L_rabbitears: - set @del, 1255; - set @new, 2190; - set @name$, "rabbit ears"; - set @pronoun$, "them"; - set @is_verb$, "are"; - goto L_picked_item; + set @del, 1255; + set @new, 2190; + set @name$, "rabbit ears"; + set @pronoun$, "them"; + set @is_verb$, "are"; + goto L_picked_item; L_wizardhat: - set @del, 4028; - set @new, 2200; - set @name$, "wizard hat"; - goto L_picked_item; + set @del, 4028; + set @new, 2200; + set @name$, "wizard hat"; + goto L_picked_item; L_bowlerhat: - set @del, 4030; - set @new, 2210; - set @name$, "bowler hat"; - goto L_picked_item; + set @del, 4030; + set @new, 2210; + set @name$, "bowler hat"; + goto L_picked_item; L_redlinedsorcererrobe: - set @del, 798; - set @new, 2220; - set @name$, "red lined sorcerer robe"; - goto L_picked_item; + set @del, 798; + set @new, 2220; + set @name$, "red lined sorcerer robe"; + goto L_picked_item; L_bowlerhatbrown: - set @del, 800; - set @new, 2230; - set @name$, "bowler hat (brown)"; - goto L_picked_item; + set @del, 800; + set @new, 2230; + set @name$, "bowler hat (brown)"; + goto L_picked_item; L_picked_item: - if (countitem(@del) == 0) goto L_havenone; + if (countitem(@del) == 0) goto L_havenone; + L_colour: - mes "[Selim]"; - mes "\"Excellent. Now, what color do you want?\""; - next; - menu - @all_colours_cap$[0], -, - @all_colours_cap$[1], -, - @all_colours_cap$[2], -, - @all_colours_cap$[3], -, - @all_colours_cap$[4], -, - @all_colours_cap$[5], -, - @all_colours_cap$[6], -, - @all_colours_cap$[7], -, - @all_colours_cap$[8], -, - @all_colours_cap$[9], -; + mes "[Selim]"; + mes "\"Excellent. Now, what color do you want?\""; + next; + menu + @all_colours_cap$[0], -, + @all_colours_cap$[1], -, + @all_colours_cap$[2], -, + @all_colours_cap$[3], -, + @all_colours_cap$[4], -, + @all_colours_cap$[5], -, + @all_colours_cap$[6], -, + @all_colours_cap$[7], -, + @all_colours_cap$[8], -, + @all_colours_cap$[9], -; set @colour, @menu - 1; set @vial, 690 + @colour; if (countitem(@vial) == 0) goto L_no_dye; goto L_finish; L_no_dye: - mes "[Selim]"; - mes "\"I would love to dye your " + @name$ + " for you, but you will have to bring me some " + @all_colours$[@colour] + " dye first.\""; - next; - menu - "Sorry, I meant a different color.", L_colour, - "I wanted to dye a different item anyway.", L_clothes_choice, - "What do you mean, `bring you dye'?", L_explain_dye, - "Where would I get dye?", L_explain_dye, - "Never mind.", -; - close; + mes "[Selim]"; + mes "\"I would love to dye your " + @name$ + " for you, but you will have to bring me some " + @all_colours$[@colour] + " dye first.\""; + next; + menu + "Sorry, I meant a different color.", L_colour, + "I wanted to dye a different item anyway.", L_clothes_choice, + "What do you mean, `bring you dye'?", L_explain_dye, + "Where would I get dye?", L_explain_dye, + "Never mind.", -; + close; L_explain_dye: - if (QUEST_clothdyer_knowsdye < 1) set QUEST_clothdyer_knowsdye, 1; - mes "[Selim]"; - mes "\"Well, dye is very expensive, and since I don't charge adventurers anything, I can't give you any for free."; - mes "But most alchemists can make dye; perhaps you can find one around here.\""; - close; + if (QUEST_clothdyer_knowsdye < 1) + set QUEST_clothdyer_knowsdye, 1; + mes "[Selim]"; + mes "\"Well, dye is very expensive, and since I don't charge adventurers anything, I can't give you any for free."; + mes "But most alchemists can make dye; perhaps you can find one around here.\""; + close; L_finish: - if (countitem(@del) == 0) goto L_havenone; - delitem @vial, 1; - delitem @del, 1; - getitem @new + @colour, 1; - mes "[Selim]"; - mes "\"Here " + @is_verb$ + " your " + @all_colours$[@colour] + " " + @name$ + "! Please let " + @pronoun$ + " dry for a minute before you put " + @pronoun$ + " on.\""; - close; + if (countitem(@del) == 0) + goto L_havenone; + delitem @vial, 1; + delitem @del, 1; + getitem @new + @colour, 1; + mes "[Selim]"; + mes "\"Here " + @is_verb$ + " your " + @all_colours$[@colour] + " " + @name$ + "! Please let " + @pronoun$ + " dry for a minute before you put " + @pronoun$ + " on.\""; + close; L_havenone: - mes "[Selim]"; - mes "\"You don't have any uncolored " + @name$ + "? That's unfortunate."; - mes "Would you like to dye something else?\""; - next; - goto L_clothes_choice; + mes "[Selim]"; + mes "\"You don't have any uncolored " + @name$ + "? That's unfortunate."; + mes "Would you like to dye something else?\""; + next; + goto L_clothes_choice; } diff --git a/world/map/npc/009-2/shops.txt b/world/map/npc/009-2/shops.txt index 3283c30b..6071906e 100644 --- a/world/map/npc/009-2/shops.txt +++ b/world/map/npc/009-2/shops.txt @@ -6,24 +6,24 @@ // Bartender // sells beer, cake and steak -009-2.gat,65,49,0 shop Barkeeper 112,539:-1,513:-1,676:-1 +009-2.gat,65,49,0|shop|Barkeeper|112,539:-1,513:-1,676:-1 // Receptionist // Offers the player to rest at the inn for 100gp -009-2.gat,50,48,0 script Receptionist 108,{ - set @npcname$, "Receptionist"; - set @cost, 100; - callfunc "Inn"; +009-2.gat,50,48,0|script|Receptionist|108,{ + set @npcname$, "Receptionist"; + set @cost, 100; + callfunc "Inn"; } // Archer Shop // sells bow, short bow, arrows and iron arrows -009-2.gat,97,24,0 shop Apprentice 120,Arrow :-1,IronArrow :-1,Bow :1000,ShortBow :3000 +009-2.gat,97,24,0|shop|Apprentice|120,Arrow :-1,IronArrow :-1,Bow :1000,ShortBow :3000 // Potion Shop // sells cactus drink, cactus potion, iron potion, concentration potion, and slow poison potion -009-2.gat,123,22,0 shop Potions#_M 127,CactusDrink :-1,CactusPotion :-1,IronPotion :-1,ConcentrationPotion :-1,SlowPoisonPotion :-1 +009-2.gat,123,22,0|shop|Potions#_M|127,CactusDrink :-1,CactusPotion :-1,IronPotion :-1,ConcentrationPotion :-1,SlowPoisonPotion :-1 // General Store // Sells various things, many not sold elsewhere -009-2.gat,32,99,0 shop General Store 112,Milk :-1,BottleOfWater :-1,CottonShirt :-1,CottonShorts :-1,Boots :-1,SerfHat :-1,CottonHeadband :-1,CottonGloves :-1 +009-2.gat,32,99,0|shop|General Store|112,Milk :-1,BottleOfWater :-1,CottonShirt :-1,CottonShorts :-1,Boots :-1,SerfHat :-1,CottonHeadband :-1,CottonGloves :-1 diff --git a/world/map/npc/009-2/waitress.txt b/world/map/npc/009-2/waitress.txt index 265cd234..550cd6c4 100644 --- a/world/map/npc/009-2/waitress.txt +++ b/world/map/npc/009-2/waitress.txt @@ -1,83 +1,72 @@ // Waitress -009-2.gat,60,52,0 script Melinda 140,{ +009-2.gat,60,52,0|script|Melinda|140,{ - mes "[Melinda]"; - mes "\"Hi, sweetie! Want a fresh beer for 170 GP?\""; - next; + mes "[Melinda]"; + mes "\"Hi, sweetie! Want a fresh beer for 170 GP?\""; + next; - menu - "\"Sure! [don't tip]\"", L_NoTip, - "Sure! [tip 5 GP]", L_5Tip, - "Sure! [tip 10 GP]", L_10Tip, - "Nah, maybe later.", L_No; - close; + menu + "\"Sure! [don't tip]\"", L_NoTip, + "Sure! [tip 5 GP]", L_5Tip, + "Sure! [tip 10 GP]", L_10Tip, + "Nah, maybe later.", L_No; + close; L_NoTip: - if (zeny < 170) - goto L_NoMoney; - - getinventorylist; - if (@inventorylist_count == 100 && countitem("Beer") == 0) - goto L_TooMany; - - set zeny, zeny - 170; - getitem "Beer", 1; - - mes "[Melinda]"; - mes "Pff... nickel nurser!"; - close; + if (zeny < 170) + goto L_NoMoney; + getinventorylist; + if (@inventorylist_count == 100 && countitem("Beer") == 0) + goto L_TooMany; + set zeny, zeny - 170; + getitem "Beer", 1; + mes "[Melinda]"; + mes "Pff... nickel nurser!"; + close; L_5Tip: - if (zeny < 175) - goto L_NoMoney; - - getinventorylist; - if (@inventorylist_count == 100 && countitem("Beer") == 0) - goto L_TooMany; - - set zeny, zeny - 175; - getitem "Beer", 1; - - mes "[Melinda]"; - mes "\"Here you go, sweetheart!\""; - close; + if (zeny < 175) + goto L_NoMoney; + getinventorylist; + if (@inventorylist_count == 100 && countitem("Beer") == 0) + goto L_TooMany; + set zeny, zeny - 175; + getitem "Beer", 1; + mes "[Melinda]"; + mes "\"Here you go, sweetheart!\""; + close; L_10Tip: - if (zeny < 180) - goto L_NoMoney; - - getinventorylist; - if (@inventorylist_count == 100 && countitem("Beer") == 0) - goto L_TooMany; - - set zeny, zeny - 180; - getitem "Beer", 1; - - mes "[Melinda]"; - mes "\"Thank you, sweetie! Want to hear a secret?\""; - next; - - menu - "What is it, darling?", -, - "Nah, I don't feel like chatting.", L_No; - - mes "[Melinda]"; - mes "\"The master bowyer in this village used to construct exceptional bows. When you want one you should go and ask him.\""; - close; + if (zeny < 180) + goto L_NoMoney; + getinventorylist; + if (@inventorylist_count == 100 && countitem("Beer") == 0) + goto L_TooMany; + set zeny, zeny - 180; + getitem "Beer", 1; + mes "[Melinda]"; + mes "\"Thank you, sweetie! Want to hear a secret?\""; + next; + menu + "What is it, darling?", -, + "Nah, I don't feel like chatting.", L_No; + mes "[Melinda]"; + mes "\"The master bowyer in this village used to construct exceptional bows. When you want one you should go and ask him.\""; + close; L_No: - mes "[Melinda]"; - mes "\"Just call me when you've changed your mind.\""; - close; + mes "[Melinda]"; + mes "\"Just call me when you've changed your mind.\""; + close; L_NoMoney: - mes "[Melinda]"; - mes "\"You look broke. Don't think that you can dine and dash here!\""; - close; + mes "[Melinda]"; + mes "\"You look broke. Don't think that you can dine and dash here!\""; + close; L_TooMany: - mes "[Melinda]"; - mes "\"You don't have room for a beer!\""; - close; + mes "[Melinda]"; + mes "\"You don't have room for a beer!\""; + close; } diff --git a/world/map/npc/009-2/wyara.txt b/world/map/npc/009-2/wyara.txt index 145f09a5..fdd7546c 100644 --- a/world/map/npc/009-2/wyara.txt +++ b/world/map/npc/009-2/wyara.txt @@ -1,595 +1,533 @@ // ---------------------------------------- // Wyara the Hurnscald witch // ---------------------------------------- -009-2.gat,121,26,0 script Wyara#_M 103,{ - set @Q_MASK, NIBBLE_2_MASK; - set @Q_SHIFT, NIBBLE_2_SHIFT; - set @Q_status, (QUEST_MAGIC2 & @Q_MASK) >> @Q_SHIFT; - - // Set up SkillUp function - set @SUP_id, SKILL_MAGIC_NATURE; - set @SUP_name$, "Nature Magic"; - - set @STATUS_INITIAL, 0; - set @STATUS_PURIFY_EXPLAINED, 1; - set @STATUS_PURIFY_ONCE, 2; - set @STATUS_PURIFY_TWICE, 3; - set @STATUS_PURIFY_OVER, 4; - set @STATUS_MAX, @STATUS_PURIFY_OVER; - - // This operation works around an earlier possible corruption of this state - if (@Q_status > @STATUS_MAX) - set @Q_status, @STATUS_INITIAL; - if ((@Q_status == @STATUS_PURIFY_OVER) && (getskilllv(SKILL_MAGIC_NATURE) < 2)) - set @Q_status, @STATUS_INITIAL; - callsub S_update_var; - - set @has_magic, getskilllv(SKILL_MAGIC); - - if (@Q_status == @STATUS_PURIFY_ONCE) - goto L_Magic_purify_once; - if (@Q_status == @STATUS_PURIFY_TWICE) - goto L_Magic_purify_done; - - mes "[Wyara the witch]"; - if (!Sex) - mes "\"Greetings, fair traveller! What can I do for you?\""; - if (Sex) - mes "\"Hello! What brings you here?\""; - next; - - set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_WYARA; +009-2.gat,121,26,0|script|Wyara#_M|103,{ + set @Q_MASK, NIBBLE_2_MASK; + set @Q_SHIFT, NIBBLE_2_SHIFT; + set @Q_status, (QUEST_MAGIC2 & @Q_MASK) >> @Q_SHIFT; + + // Set up SkillUp function + set @SUP_id, SKILL_MAGIC_NATURE; + set @SUP_name$, "Nature Magic"; + + set @STATUS_INITIAL, 0; + set @STATUS_PURIFY_EXPLAINED, 1; + set @STATUS_PURIFY_ONCE, 2; + set @STATUS_PURIFY_TWICE, 3; + set @STATUS_PURIFY_OVER, 4; + set @STATUS_MAX, @STATUS_PURIFY_OVER; + + // This operation works around an earlier possible corruption of this state + if (@Q_status > @STATUS_MAX) + set @Q_status, @STATUS_INITIAL; + if ((@Q_status == @STATUS_PURIFY_OVER) && (getskilllv(SKILL_MAGIC_NATURE) < 2)) set @Q_status, @STATUS_INITIAL; + callsub S_update_var; + + set @has_magic, getskilllv(SKILL_MAGIC); + + if (@Q_status == @STATUS_PURIFY_ONCE) goto L_Magic_purify_once; + if (@Q_status == @STATUS_PURIFY_TWICE) goto L_Magic_purify_done; + + mes "[Wyara the witch]"; + if (!Sex) + mes "\"Greetings, fair traveller! What can I do for you?\""; + if (Sex) + mes "\"Hello! What brings you here?\""; + next; + set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_WYARA; + L_Main: - if (!@has_magic && (MAGIC_FLAGS & MFLAG_TOUCHED_MANASEED)) - menu "What do you know about...", L_Question, - "Can you help me use the mana seed?", L_Q_manaseed_unabsorbed, - "Can you help me learn magic?", L_Magic, - "I would like to buy potions.", L_Shop, - "Bye!", -; - if (!(!@has_magic && (MAGIC_FLAGS & MFLAG_TOUCHED_MANASEED))) - menu "What do you know about...", L_Question, - "Can you help me learn magic?", L_Magic, - "I would like to buy potions.", L_Shop, - "Bye!", -; - close; + if (!@has_magic && (MAGIC_FLAGS & MFLAG_TOUCHED_MANASEED)) + menu + "What do you know about...", L_Question, + "Can you help me use the mana seed?", L_Q_manaseed_unabsorbed, + "Can you help me learn magic?", L_Magic, + "I would like to buy potions.", L_Shop, + "Bye!", -; + if (!(!@has_magic && (MAGIC_FLAGS & MFLAG_TOUCHED_MANASEED))) + menu + "What do you know about...", L_Question, + "Can you help me learn magic?", L_Magic, + "I would like to buy potions.", L_Shop, + "Bye!", -; + close; L_Shop: - mes "[Wyara the Witch]"; - mes "\"Please have a look at the shelf behind me.\""; - close; + mes "[Wyara the Witch]"; + mes "\"Please have a look at the shelf behind me.\""; + close; L_Question: - callfunc "MagicTalkOptionsSetup"; - set @ignore, @QQ_WYARA; - 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_SAGATHA) goto L_Q_sagatha; - 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 "[Wyara the Witch]"; - mes "\"I fear that I can't help you with that.\""; - next; - goto L_Main; + callfunc "MagicTalkOptionsSetup"; + set @ignore, @QQ_WYARA; + 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_SAGATHA) goto L_Q_sagatha; + 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 "[Wyara the Witch]"; + mes "\"I fear that I can't help you with that.\""; + next; + goto L_Main; L_Q_astralsoul: - mes "[Wyara the Witch]"; - mes "\"The astral soul skill? Yes, I have heard about that. It can be taught by old and wise mages usually.\""; - next; - mes "\"You need lots of practise until you can handle the ability, and even more practise until you have the powers to teach it to someone else.\""; - next; - goto L_Main; - + mes "[Wyara the Witch]"; + mes "\"The astral soul skill? Yes, I have heard about that. It can be taught by old and wise mages usually.\""; + next; + mes "\"You need lots of practise until you can handle the ability, and even more practise until you have the powers to teach it to someone else.\""; + next; + goto L_Main; L_Q_old_wizard: - mes "[Wyara the Witch]"; - mes "\"I don't know his name, but I do know that he has been living in the mountains since I first came here. He is a master of many schools of magic, I believe.\""; - next; - mes "[Wyara the Witch]"; - mes "She smiles."; - mes "\"He is also a nice and friendly person to talk to, and quite knowledgeable about the teas of this area.\""; - next; - goto L_Main; - + mes "[Wyara the Witch]"; + mes "\"I don't know his name, but I do know that he has been living in the mountains since I first came here. He is a master of many schools of magic, I believe.\""; + next; + mes "[Wyara the Witch]"; + mes "She smiles."; + mes "\"He is also a nice and friendly person to talk to, and quite knowledgeable about the teas of this area.\""; + next; + goto L_Main; L_Q_elanore: - mes "[Wyara the Witch]"; - mes "\"Elanore is the Tulimshar healer. She is a very kind person and an outstanding healer.\""; - next; - goto L_Main; + mes "[Wyara the Witch]"; + mes "\"Elanore is the Tulimshar healer. She is a very kind person and an outstanding healer.\""; + next; + goto L_Main; L_Q_manaseed: - if (!@has_magic && (MAGIC_FLAGS & MFLAG_TOUCHED_MANASEED)) - goto L_Q_manaseed_unabsorbed; - mes "[Wyara the Witch]"; - mes "\"A mana seed? I'm afraid that I can't help you with that.\""; - next; - goto L_Main; + if (!@has_magic && (MAGIC_FLAGS & MFLAG_TOUCHED_MANASEED)) + goto L_Q_manaseed_unabsorbed; + mes "[Wyara the Witch]"; + mes "\"A mana seed? I'm afraid that I can't help you with that.\""; + next; + goto L_Main; L_Q_manaseed_unabsorbed: - mes "[Wyara the Witch]"; - mes "\"So you touched the mana seed but weren't able to absorb its powers? That means that you're lacking a natural magical ability. Still, there are ways around that.\""; - next; - mes "[Wyara the Witch]"; - mes "\"If you drink a mana potion, you should be able to retain this magical power and slowly build up a magical skill.\""; - set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_MANAPOTION; - next; - goto L_Main; + mes "[Wyara the Witch]"; + mes "\"So you touched the mana seed but weren't able to absorb its powers? That means that you're lacking a natural magical ability. Still, there are ways around that.\""; + next; + mes "[Wyara the Witch]"; + mes "\"If you drink a mana potion, you should be able to retain this magical power and slowly build up a magical skill.\""; + set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_MANAPOTION; + next; + goto L_Main; L_Q_manapotion: - mes "[Wyara the Witch]"; - mes "\"I have a simple recipe for making mana potions, but I don't have one ready right now. Can you bring me 40 mauve leaves and a bottle of water? I can make one from those quite easily.\""; - next; - menu "Sure!", L_make_manapotion, - "No.", L_Main; - goto L_Main; + mes "[Wyara the Witch]"; + mes "\"I have a simple recipe for making mana potions, but I don't have one ready right now. Can you bring me 40 mauve leaves and a bottle of water? I can make one from those quite easily.\""; + next; + menu + "Sure!", L_make_manapotion, + "No.", L_Main; + goto L_Main; L_manapotion_toomany: - mes "[Wyara the Witch]"; - mes "\"Hmm... looking at you, I don't think that you would be able to carry it.\""; - next; - goto L_Main; + mes "[Wyara the Witch]"; + mes "\"Hmm... looking at you, I don't think that you would be able to carry it.\""; + next; + goto L_Main; L_make_manapotion: - if(countitem("MauveHerb") < 40) goto L_make_manapotion_lack; - if(countitem("BottleOfWater") < 1) goto L_make_manapotion_lack; - getinventorylist; - if ((@inventorylist_count == 100) - && (countitem("MauveHerb") > 40) - && (countitem("BottleOfWater") > 100) - && (countitem("ManaPotion") < 1)) - goto L_manapotion_toomany; - - delitem "MauveHerb", 40; - delitem "BottleOfWater", 1; - getitem "ManaPotion", 1; - - mes "[Wyara the Witch]"; - mes "Wyara takes your mauve leaves, grinds them, and pours some of the resultant paste into her cauldron. She then takes your bottle and sticks it into her brew, head-first."; - next; - - mes "[Wyara the Witch]"; - mes "The water in the bottle takes on a strange golden hue, but doesn't flow out."; - mes "After a while, she retrieves the bottle, fills some of the liquid into a smaller, clay bottle, mixes in the rest of the paste, plugs the bottle and shakes it."; - next; - - mes "[Wyara the Witch]"; - mes "\"I shall keep the rest of your water and the bottle as a payment, if you don't mind. But here is the potion; let it rest for a minute before you use it for maximum effect.\""; - next; - - goto L_Main; + if(countitem("MauveHerb") < 40) + goto L_make_manapotion_lack; + if(countitem("BottleOfWater") < 1) + goto L_make_manapotion_lack; + getinventorylist; + if ((@inventorylist_count == 100) + && (countitem("MauveHerb") > 40) + && (countitem("BottleOfWater") > 100) + && (countitem("ManaPotion") < 1)) + goto L_manapotion_toomany; + + delitem "MauveHerb", 40; + delitem "BottleOfWater", 1; + getitem "ManaPotion", 1; + + mes "[Wyara the Witch]"; + mes "Wyara takes your mauve leaves, grinds them, and pours some of the resultant paste into her cauldron. She then takes your bottle and sticks it into her brew, head-first."; + next; + mes "[Wyara the Witch]"; + mes "The water in the bottle takes on a strange golden hue, but doesn't flow out."; + mes "After a while, she retrieves the bottle, fills some of the liquid into a smaller, clay bottle, mixes in the rest of the paste, plugs the bottle and shakes it."; + next; + mes "[Wyara the Witch]"; + mes "\"I shall keep the rest of your water and the bottle as a payment, if you don't mind. But here is the potion; let it rest for a minute before you use it for maximum effect.\""; + next; + goto L_Main; L_make_manapotion_lack: - mes "[Wyara the Witch]"; - mes "\"No, we need forty mauve leaves and a bottle of water.\""; - next; - - goto L_Main; + mes "[Wyara the Witch]"; + mes "\"No, we need forty mauve leaves and a bottle of water.\""; + next; + goto L_Main; L_Q_imp: - mes "[Wyara the Witch]"; - mes "\"Sagatha told me that she imprisoned an evil earth spirit in a dried-up well. She wants it to stay there until it has mended its ways, or forever, if it doesn't.\""; - next; - goto L_Main; + mes "[Wyara the Witch]"; + mes "\"Sagatha told me that she imprisoned an evil earth spirit in a dried-up well. She wants it to stay there until it has mended its ways, or forever, if it doesn't.\""; + next; + goto L_Main; L_Q_sagatha: - mes "[Wyara the Witch]"; - mes "Wyara smiles."; - mes "\"You have met Sagatha? She's a wonderful person, isn't she? Well, she does hold back a little towards humans, but deep down she feels for them, too.\""; - next; - - mes "[Wyara the Witch]"; - mes "\"She does hold all plants and animals very dear, though. Well, the peaceful ones more than the aggressive ones, I suppose, and scorpions not very much at all.\""; - next; - - goto L_Main; + mes "[Wyara the Witch]"; + mes "Wyara smiles."; + mes "\"You have met Sagatha? She's a wonderful person, isn't she? Well, she does hold back a little towards humans, but deep down she feels for them, too.\""; + next; + mes "[Wyara the Witch]"; + mes "\"She does hold all plants and animals very dear, though. Well, the peaceful ones more than the aggressive ones, I suppose, and scorpions not very much at all.\""; + next; + goto L_Main; L_Q_auldsbel: - mes "[Wyara the Witch]"; - mes "\"Auldsbel... the guild wizard? I don't know him very well; as far as I know, he is only visiting.\""; - next; - - goto L_Main; + mes "[Wyara the Witch]"; + mes "\"Auldsbel... the guild wizard? I don't know him very well; as far as I know, he is only visiting.\""; + next; + goto L_Main; L_Magic_no: - mes "[Wyara the Witch]"; - mes "\"I am sorry, but you don't seem to be able to control any magic. That means that I really can't help you with that.\""; - next; - goto L_Main; + mes "[Wyara the Witch]"; + mes "\"I am sorry, but you don't seem to be able to control any magic. That means that I really can't help you with that.\""; + next; + goto L_Main; L_Magic: - if (!@has_magic) - goto L_Magic_no; - mes "[Wyara the Witch]"; - mes "\"Perhaps I can help you a little, but I am not a master of any school of magic.\""; - next; + if (!@has_magic) + goto L_Magic_no; + mes "[Wyara the Witch]"; + mes "\"Perhaps I can help you a little, but I am not a master of any school of magic.\""; + next; L_Magic_main: - menu - "Can you explain magic to me?", L_Magic_explain, - "Can you teach me a spell?", L_Magic_spell, - "Can you train me?", L_Magic_train, - "Never mind.", -; - - goto L_Main; + menu + "Can you explain magic to me?", L_Magic_explain, + "Can you teach me a spell?", L_Magic_spell, + "Can you train me?", L_Magic_train, + "Never mind.", -; + goto L_Main; L_Magic_explain: - mes "[Wyara the Witch]"; - mes "\"Magic is just a name for the force that lives in all plants and animals and emanates from there into all things, living or dead.\""; - next; - - mes "[Wyara the Witch]"; - mes "\"Some things it finds easier to pass through-- natural things, living things-- but dead things, such as rock or metal, can slow it down.\""; - next; - - mes "[Wyara the Witch]"; - mes "\"There are different kinds of magic, too; nature, astral, and so on, but if this interests you, you should talk to a scholar.\""; - next; - - goto L_Magic_main; + mes "[Wyara the Witch]"; + mes "\"Magic is just a name for the force that lives in all plants and animals and emanates from there into all things, living or dead.\""; + next; + mes "[Wyara the Witch]"; + mes "\"Some things it finds easier to pass through-- natural things, living things-- but dead things, such as rock or metal, can slow it down.\""; + next; + mes "[Wyara the Witch]"; + mes "\"There are different kinds of magic, too; nature, astral, and so on, but if this interests you, you should talk to a scholar.\""; + next; + goto L_Magic_main; L_Magic_spell: - if (getskilllv(SKILL_MAGIC_NATURE) > 1) - goto L_Magic_spell3; - if (getskilllv(SKILL_MAGIC) > 1) - goto L_Magic_spell2; - mes "[Wyara the Witch]"; - mes "\"No... I don't think that you are ready yet. But please ask me again when you have some more control over your magical powers.\""; - next; - - goto L_Magic_main; + if (getskilllv(SKILL_MAGIC_NATURE) > 1) + goto L_Magic_spell3; + if (getskilllv(SKILL_MAGIC) > 1) + goto L_Magic_spell2; + mes "[Wyara the Witch]"; + mes "\"No... I don't think that you are ready yet. But please ask me again when you have some more control over your magical powers.\""; + next; + goto L_Magic_main; L_Magic_spell3: - mes "[Wyara the Witch]"; - mes "\"Now that you know the basics of nature magic, here is one of my favourites: '" + getspellinvocation("rain") + "' will summon rain, whereever you are standing. It will consume a bottle of water, though.\""; - if (getskilllv(SKILL_MAGIC) < 2) - mes "\"You are not powerful enough to use it yet, though; you will first have to absorb more magic from the mana seed.\""; - next; + mes "[Wyara the Witch]"; + mes "\"Now that you know the basics of nature magic, here is one of my favourites: '" + getspellinvocation("rain") + "' will summon rain, whereever you are standing. It will consume a bottle of water, though.\""; + if (getskilllv(SKILL_MAGIC) < 2) + mes "\"You are not powerful enough to use it yet, though; you will first have to absorb more magic from the mana seed.\""; + next; L_Magic_spell2: - mes "[Wyara the Witch]"; - mes "\"Here is another useful one: '" + getspellinvocation("detect-players") + "'. It will tell you the names of everyone nearby, but beware that there are ways to protect against it.\""; - if (getskilllv(SKILL_MAGIC) < 2) - mes "\"Hmm. You aren't powerful enough for this one either yet, I think.\""; - next; - - if (!(getpartnerid2(0))) - goto L_Magic_main; - - mes "[Wyara the Witch]"; - mes "\"Married partners can find each other even more easily. Use the '" + getspellinvocation("sense-spouse") + "' spell instead.\""; - next; + mes "[Wyara the Witch]"; + mes "\"Here is another useful one: '" + getspellinvocation("detect-players") + "'. It will tell you the names of everyone nearby, but beware that there are ways to protect against it.\""; + if (getskilllv(SKILL_MAGIC) < 2) + mes "\"Hmm. You aren't powerful enough for this one either yet, I think.\""; + next; + if (!(getpartnerid2(0))) goto L_Magic_main; + mes "[Wyara the Witch]"; + mes "\"Married partners can find each other even more easily. Use the '" + getspellinvocation("sense-spouse") + "' spell instead.\""; + next; + goto L_Magic_main; L_Magic_train: - if (getskilllv(SKILL_MAGIC_NATURE) > 1) - goto L_Magic_train_no; - mes "[Wyara the Witch]"; - - if (@Q_status >= @STATUS_PURIFY_EXPLAINED) - goto L_Magic_train_wb; - - mes "\"Train you? No... you should talk to Sagatha.\""; - mes "She hesitates."; - next; - - callfunc "SagathaStatus"; - - if (@evil) - goto L_Magic_train_evil; - - mes "[Wyara the Witch]"; - mes "\"It would be difficult to ask her to accept you unless you understand some of the basics already.\""; - next; - - goto L_Magic_train_dispatch; + if (getskilllv(SKILL_MAGIC_NATURE) > 1) + goto L_Magic_train_no; + mes "[Wyara the Witch]"; + if (@Q_status >= @STATUS_PURIFY_EXPLAINED) + goto L_Magic_train_wb; + mes "\"Train you? No... you should talk to Sagatha.\""; + mes "She hesitates."; + next; + callfunc "SagathaStatus"; + if (@evil) goto L_Magic_train_evil; + mes "[Wyara the Witch]"; + mes "\"It would be difficult to ask her to accept you unless you understand some of the basics already.\""; + next; + goto L_Magic_train_dispatch; L_Magic_train_evil: - mes "Wyara looks at you sadly."; - mes "\"I have heard that you have done something unforgiveable. No witch in this land will teach you now.\""; - next; - goto L_Magic_main; + mes "Wyara looks at you sadly."; + mes "\"I have heard that you have done something unforgiveable. No witch in this land will teach you now.\""; + next; + goto L_Magic_main; L_Magic_train_wb: - callfunc "SagathaStatus"; - - if (@evil) - goto L_Magic_train_evil; - - mes "\"Ah, yes, your training...\""; - next; - + callfunc "SagathaStatus"; + if (@evil) + goto L_Magic_train_evil; + mes "\"Ah, yes, your training...\""; + next; L_Magic_train_dispatch: - if (@Q_status == @STATUS_PURIFY_TWICE) - goto L_Magic_purify_done; - if (@Q_status == @STATUS_PURIFY_ONCE) - goto L_Magic_purify_once; - if (@Q_status == @STATUS_PURIFY_EXPLAINED) - goto L_Magic_purify_explained; - - mes "[Wyara the Witch]"; - mes "\"Well, let me help you get started, then! But first, to make sure that you are serious, I have a small task for you.\""; - next; - - mes "[Wyara the Witch]"; - mes "\"There is a pond west of Hurnscald, a very small one, almost square in shape, with a rock on its southern ledge leading to its center. This pond is close to dying.\""; - next; - - mes "[Wyara the Witch]"; - mes "\"I want to save it; for that, someone will have to pour a purification potion into it.\""; - next; - - set @Q_status, @STATUS_PURIFY_EXPLAINED; - callsub S_update_var; + if (@Q_status == @STATUS_PURIFY_TWICE) + goto L_Magic_purify_done; + if (@Q_status == @STATUS_PURIFY_ONCE) + goto L_Magic_purify_once; + if (@Q_status == @STATUS_PURIFY_EXPLAINED) + goto L_Magic_purify_explained; + + mes "[Wyara the Witch]"; + mes "\"Well, let me help you get started, then! But first, to make sure that you are serious, I have a small task for you.\""; + next; + mes "[Wyara the Witch]"; + mes "\"There is a pond west of Hurnscald, a very small one, almost square in shape, with a rock on its southern ledge leading to its center. This pond is close to dying.\""; + next; + mes "[Wyara the Witch]"; + mes "\"I want to save it; for that, someone will have to pour a purification potion into it.\""; + next; + set @Q_status, @STATUS_PURIFY_EXPLAINED; + callsub S_update_var; + L_Magic_purify_explained: - if (countitem("PurificationPotion")) - goto L_Magic_purify_doit; - - mes "[Wyara the Witch]"; - mes "\"To make the purification potion, I will need twenty maggot slimes and twenty leaves of mauve.\""; - next; - - menu - "I shall get them later.", L_Magic_main, - "Booring.", L_Magic_main, - "Here they are.", -; - - getinventorylist; - if ((@inventorylist_count == 100) && (countitem("MauveHerb") > 20) && (countitem("MaggotSlime") > 20)) - goto L_Magic_purify_nospace; - - if (countitem("MauveHerb") < 20) - goto L_Magic_purify_lacking; - if (countitem("MaggotSlime") < 20) - goto L_Magic_purify_lacking; - - delitem "MauveHerb", 20; - delitem "MaggotSlime", 20; - getitem "PurificationPotion", 1; - mes "[Wyara the Witch]"; - mes "Wyara grinds the leaves and mixes them with the slime, boils them, then speaks a brief incantation over them and hands you the result."; - next; + if (countitem("PurificationPotion")) + goto L_Magic_purify_doit; + + mes "[Wyara the Witch]"; + mes "\"To make the purification potion, I will need twenty maggot slimes and twenty leaves of mauve.\""; + next; + menu + "I shall get them later.", L_Magic_main, + "Booring.", L_Magic_main, + "Here they are.", -; + getinventorylist; + if ((@inventorylist_count == 100) && (countitem("MauveHerb") > 20) && (countitem("MaggotSlime") > 20)) + goto L_Magic_purify_nospace; + if (countitem("MauveHerb") < 20) + goto L_Magic_purify_lacking; + if (countitem("MaggotSlime") < 20) + goto L_Magic_purify_lacking; + delitem "MauveHerb", 20; + delitem "MaggotSlime", 20; + getitem "PurificationPotion", 1; + mes "[Wyara the Witch]"; + mes "Wyara grinds the leaves and mixes them with the slime, boils them, then speaks a brief incantation over them and hands you the result."; + next; L_Magic_purify_doit: - mes "[Wyara the Witch]"; - mes "\"Take your purification potion to the pond, right next to its center, and pour the potion in.\""; - close; + mes "[Wyara the Witch]"; + mes "\"Take your purification potion to the pond, right next to its center, and pour the potion in.\""; + close; L_Magic_purify_nospace: - mes "[Wyara the Witch]"; - mes "\"You don't have enough space to carry the potion. Please come back later.\""; - next; - goto L_Magic_main; + mes "[Wyara the Witch]"; + mes "\"You don't have enough space to carry the potion. Please come back later.\""; + next; + goto L_Magic_main; L_Magic_purify_lacking: - mes "[Wyara the Witch]"; - mes "\"You'll need twenty mauve leaves and twenty maggot slimes for the potion.\""; - next; - goto L_Magic_main; + mes "[Wyara the Witch]"; + mes "\"You'll need twenty mauve leaves and twenty maggot slimes for the potion.\""; + next; + goto L_Magic_main; L_Magic_purify_once: - mes "[Wyara the Witch]"; - mes "Wyara nods."; - mes "\"You have purified the pond a little, but not enough, I think. We'll need another potion.\""; - next; + mes "[Wyara the Witch]"; + mes "Wyara nods."; + mes "\"You have purified the pond a little, but not enough, I think. We'll need another potion.\""; + next; + if (countitem("PurificationPotion")) + goto L_Magic_purify_doit2; + mes "[Wyara the Witch]"; + mes "\"I'll need twenty more maggot slimes and leaves of mauve.\""; + next; + menu + "I'll do that later.", L_Main, + "No way.", L_Main, + "Here you are.", -; + getinventorylist; + if ((@inventorylist_count == 100) && (countitem("MauveHerb") > 20) && (countitem("MaggotSlime") > 20)) + goto L_Magic_purify_nospace; + if (countitem("MauveHerb") < 20) + goto L_Magic_purify_lacking; + if (countitem("MaggotSlime") < 20) + goto L_Magic_purify_lacking; + delitem "MauveHerb", 20; + delitem "MaggotSlime", 20; + getitem "PurificationPotion", 1; + mes "[Wyara the Witch]"; + mes "Wyara brews another purification potion."; + next; - if (countitem("PurificationPotion")) - goto L_Magic_purify_doit2; - - mes "[Wyara the Witch]"; - mes "\"I'll need twenty more maggot slimes and leaves of mauve.\""; - next; - - menu - "I'll do that later.", L_Main, - "No way.", L_Main, - "Here you are.", -; - getinventorylist; - if ((@inventorylist_count == 100) && (countitem("MauveHerb") > 20) && (countitem("MaggotSlime") > 20)) - goto L_Magic_purify_nospace; - - if (countitem("MauveHerb") < 20) - goto L_Magic_purify_lacking; - if (countitem("MaggotSlime") < 20) - goto L_Magic_purify_lacking; - - delitem "MauveHerb", 20; - delitem "MaggotSlime", 20; - getitem "PurificationPotion", 1; - mes "[Wyara the Witch]"; - mes "Wyara brews another purification potion."; - next; L_Magic_purify_doit2: - mes "[Wyara the Witch]"; - mes "\"Please apply this one quickly, again.\""; - close; + mes "[Wyara the Witch]"; + mes "\"Please apply this one quickly, again.\""; + close; L_Magic_purify_done: - mes "[Wyara the Witch]"; - mes "Wyara smiles at you."; - mes "\"A friend told me... you have saved the pond for now. Perhaps it will need some more attention later, but I'll ask others for this.\""; - next; - - mes "[Wyara the Witch]"; - mes "\"Please sit down and touch the ground.\""; - next; - - menu - "Very well.", -, - "No way!", L_Magic_purify_abort; - - mes "[Wyara the Witch]"; - mes "You sit down and touch the ground, and so does Wyara."; - next; - - mes "[Wyara the Witch]"; - mes "You sense the earth, through the floor boards, and begin to feel one with it, as if you were a plant or rock."; - next; - - mes "[Wyara the Witch]"; - mes "The gentle breeze coming in through the window begins to take on a very different quality, as if it were the gentle caress of a mother soothing her child."; - next; - - mes "[Wyara the Witch]"; - mes "You can sense the water within the ground, and from it you sense your sisters and brothers, plants, animals, people..."; - next; - - mes "[Wyara the Witch]"; - mes "Slowly, the sensation recedes, but you feel changed."; - - set @SUP_xp, 5000; - set @SUP_lvl, 2; - callfunc "SkillUp"; - - set @Q_status, @STATUS_PURIFY_OVER; - callsub S_update_var; - close; + mes "[Wyara the Witch]"; + mes "Wyara smiles at you."; + mes "\"A friend told me... you have saved the pond for now. Perhaps it will need some more attention later, but I'll ask others for this.\""; + next; + mes "[Wyara the Witch]"; + mes "\"Please sit down and touch the ground.\""; + next; + menu + "Very well.", -, + "No way!", L_Magic_purify_abort; + mes "[Wyara the Witch]"; + mes "You sit down and touch the ground, and so does Wyara."; + next; + mes "[Wyara the Witch]"; + mes "You sense the earth, through the floor boards, and begin to feel one with it, as if you were a plant or rock."; + next; + mes "[Wyara the Witch]"; + mes "The gentle breeze coming in through the window begins to take on a very different quality, as if it were the gentle caress of a mother soothing her child."; + next; + mes "[Wyara the Witch]"; + mes "You can sense the water within the ground, and from it you sense your sisters and brothers, plants, animals, people..."; + next; + mes "[Wyara the Witch]"; + mes "Slowly, the sensation recedes, but you feel changed."; + set @SUP_xp, 5000; + set @SUP_lvl, 2; + callfunc "SkillUp"; + set @Q_status, @STATUS_PURIFY_OVER; + callsub S_update_var; + close; L_Magic_purify_abort: - mes "[Wyara the Witch]"; - mes "\"I can't help you if you don't subject yourself to the ritual.\""; - close; + mes "[Wyara the Witch]"; + mes "\"I can't help you if you don't subject yourself to the ritual.\""; + close; L_Magic_train_no: - mes "[Wyara the Witch]"; - mes "\"I can't teach you anything at this time. Perhaps Sagatha can help you, but I'm not sure if she will accept you as a student.\""; - next; + mes "[Wyara the Witch]"; + mes "\"I can't teach you anything at this time. Perhaps Sagatha can help you, but I'm not sure if she will accept you as a student.\""; + next; L_Magic_train_sagatha: - menu - "OK.", L_Magic_main, - "How can I convince her to accept me?", -; - - callfunc "SagathaStatus"; - mes "[Wyara the Witch]"; - if (@evil) - goto L_Magic_train_sagatha_fail; - - if (getskilllv(SKILL_MAGIC) < 2) - goto L_Magic_train_sagatha_lvl1; - - if (@good > 1) - mes "\"Come to think of it, I have heard good things about you. Perhaps she will be willing to accept you as a student now?\""; - if (@good == 1) - mes "\"I have heard some good things about you, but I'm not sure if it will be enough to sway her-- she is hesitant to accept students.\""; - if (@good == 0) - mes "\"Sagatha cares greatly about all living creatures, but particularly about the creatures of the forest. If you are kind to them, she will be more likely to be kind to you.\""; - next; - - if (@druid == 3) - goto L_Magic_main; - - mes "[Wyara the Witch]"; - mes "She smiles."; - mes "\"Actually, I think I know of a good thing you could do. There is a very special tree in the desert south-east of Tulimshar, a tree that has been there for a very long time.\""; - next; - - mes "[Wyara the Witch]"; - mes "\"The tree is slowly dying-- and has been for a long time-- but it is there because of a wonderful thing that happened long ago. Tend to it, and I am sure that she will learn about this.\""; - next; - set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_DRUIDTREE; - - menu - "What is that tree?", L_Magic_train_tree_backgd, - "How should I tend to it?", -, - "Nah.", L_Magic_main; - - mes "[Wyara the Witch]"; - mes "\"The tree has been there alone and unattended for a long time; what he needs most is water and affection. Give him both.\""; - next; - mes "[Wyara the Witch]"; - mes "She hesitates for a moment."; - mes "\"But stay away from the well in the area. There is no water in there anymore, and it's also dangerous.\""; - next; - goto L_Magic_main; + menu + "OK.", L_Magic_main, + "How can I convince her to accept me?", -; + + callfunc "SagathaStatus"; + mes "[Wyara the Witch]"; + if (@evil) + goto L_Magic_train_sagatha_fail; + if (getskilllv(SKILL_MAGIC) < 2) + goto L_Magic_train_sagatha_lvl1; + if (@good > 1) + mes "\"Come to think of it, I have heard good things about you. Perhaps she will be willing to accept you as a student now?\""; + if (@good == 1) + mes "\"I have heard some good things about you, but I'm not sure if it will be enough to sway her-- she is hesitant to accept students.\""; + if (@good == 0) + mes "\"Sagatha cares greatly about all living creatures, but particularly about the creatures of the forest. If you are kind to them, she will be more likely to be kind to you.\""; + next; + if (@druid == 3) + goto L_Magic_main; + mes "[Wyara the Witch]"; + mes "She smiles."; + mes "\"Actually, I think I know of a good thing you could do. There is a very special tree in the desert south-east of Tulimshar, a tree that has been there for a very long time.\""; + next; + mes "[Wyara the Witch]"; + mes "\"The tree is slowly dying-- and has been for a long time-- but it is there because of a wonderful thing that happened long ago. Tend to it, and I am sure that she will learn about this.\""; + next; + set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_DRUIDTREE; + menu + "What is that tree?", L_Magic_train_tree_backgd, + "How should I tend to it?", -, + "Nah.", L_Magic_main; + mes "[Wyara the Witch]"; + mes "\"The tree has been there alone and unattended for a long time; what he needs most is water and affection. Give him both.\""; + next; + mes "[Wyara the Witch]"; + mes "She hesitates for a moment."; + mes "\"But stay away from the well in the area. There is no water in there anymore, and it's also dangerous.\""; + next; + goto L_Magic_main; L_Magic_train_tree_backgd: - mes "[Wyara the Witch]"; - mes "\"Many generations ago, there was a lush, green oasis in the desert south-east of Tulimshar. Plants of all kinds grew there, and many animals, including mouboos, made this place their home.\""; - next; - - mes "[Wyara the Witch]"; - mes "\"Then there came war, and some people pleaded to the demon Grenxen. He founded Tulimshar, and to provide it with water he changed the underground waterflow. The oasis began to dry out quickly.\""; - next; - - mes "[Wyara the Witch]"; - mes "\"But the oasis, like many such places back in the old days, had a druid watching over it. The druid refused to accept what Grenxen had done, but he was powerless to revert or change it.\""; - next; - - mes "[Wyara the Witch]"; - mes "\"All he could do was to delay the inevitable, to give the animals and nomads some time to adapt.\""; - next; - - mes "[Wyara the Witch]"; - mes "\"But to do so, he had to reach the water streams deep underground. Thus, he turned himself into a tree, a deep-rooted fyrad, so that his roots could reach underground.\""; - next; - - mes "[Wyara the Witch]"; - mes "\"He had to exert himself tremendously; he had to grow deep, quickly; I believe that no druid or witch has summoned such magic before or since. But he succeeded, and for a while he saved the oasis.\""; - next; - - mes "[Wyara the Witch]"; - mes "\"Many generations he remained the only one ever to have successfully defied Grenxen, but this came at a price: he had to remain a tree, and he never turned back.\""; - next; - - mes "[Wyara the Witch]"; - mes "\"I believe that he has not forgotten his old magic, because even though a tree remembers many things for a very long time, trees are not keen to change things, not even themselves.\""; - next; - - mes "[Wyara the Witch]"; - mes "\"Now he stands alone in the desert, dried-up and forgotten, with no-one remembering him.\""; - next; - - mes "[Wyara the Witch]"; - mes "\"Please give him water, for he is always in need of it, and thank him for his sacrifice. It is all we can do for him now.\""; - next; + mes "[Wyara the Witch]"; + mes "\"Many generations ago, there was a lush, green oasis in the desert south-east of Tulimshar. Plants of all kinds grew there, and many animals, including mouboos, made this place their home.\""; + next; + mes "[Wyara the Witch]"; + mes "\"Then there came war, and some people pleaded to the demon Grenxen. He founded Tulimshar, and to provide it with water he changed the underground waterflow. The oasis began to dry out quickly.\""; + next; + mes "[Wyara the Witch]"; + mes "\"But the oasis, like many such places back in the old days, had a druid watching over it. The druid refused to accept what Grenxen had done, but he was powerless to revert or change it.\""; + next; + mes "[Wyara the Witch]"; + mes "\"All he could do was to delay the inevitable, to give the animals and nomads some time to adapt.\""; + next; + mes "[Wyara the Witch]"; + mes "\"But to do so, he had to reach the water streams deep underground. Thus, he turned himself into a tree, a deep-rooted fyrad, so that his roots could reach underground.\""; + next; + mes "[Wyara the Witch]"; + mes "\"He had to exert himself tremendously; he had to grow deep, quickly; I believe that no druid or witch has summoned such magic before or since. But he succeeded, and for a while he saved the oasis.\""; + next; + mes "[Wyara the Witch]"; + mes "\"Many generations he remained the only one ever to have successfully defied Grenxen, but this came at a price: he had to remain a tree, and he never turned back.\""; + next; + mes "[Wyara the Witch]"; + mes "\"I believe that he has not forgotten his old magic, because even though a tree remembers many things for a very long time, trees are not keen to change things, not even themselves.\""; + next; + mes "[Wyara the Witch]"; + mes "\"Now he stands alone in the desert, dried-up and forgotten, with no-one remembering him.\""; + next; + mes "[Wyara the Witch]"; + mes "\"Please give him water, for he is always in need of it, and thank him for his sacrifice. It is all we can do for him now.\""; + next; L_Magic_tree_menu: - menu - "How should I give him water?", L_Magic_tree_water, - "How should I thank him?", L_Magic_tree_remind, - "I will.", -, - "No.", -; - goto L_Magic_main; + menu + "How should I give him water?", L_Magic_tree_water, + "How should I thank him?", L_Magic_tree_remind, + "I will.", -, + "No.", -; + goto L_Magic_main; L_Magic_tree_water: - mes "[Wyara the Witch]"; - mes "\"A bottle of water would probably not be enough. No, you would have to water the ground all around... that's too many bottles. You will have to get water from elsewhere.\""; - next; - goto L_Magic_tree_menu; + mes "[Wyara the Witch]"; + mes "\"A bottle of water would probably not be enough. No, you would have to water the ground all around... that's too many bottles. You will have to get water from elsewhere.\""; + next; + goto L_Magic_tree_menu; L_Magic_tree_remind: - mes "[Wyara the Witch]"; - mes "\"Give him a sign of affection. Something that works with a tree, but also something that humans might do to each other, to remind him of his days as a human.\""; - next; - - mes "[Wyara the Witch]"; - mes "\"Yes... that would be important. Show your affection in the same way that you might towards a human.\""; - next; - goto L_Magic_tree_menu; + mes "[Wyara the Witch]"; + mes "\"Give him a sign of affection. Something that works with a tree, but also something that humans might do to each other, to remind him of his days as a human.\""; + next; + mes "[Wyara the Witch]"; + mes "\"Yes... that would be important. Show your affection in the same way that you might towards a human.\""; + next; + goto L_Magic_tree_menu; L_Magic_train_sagatha_fail: - mes "She shakes her head."; - mes "\"No... from what I have heard, you have done something unforgivable. I very much doubt that you can be her student now, and I won't teach you any further either.\""; - next; - goto L_Magic_main; + mes "She shakes her head."; + mes "\"No... from what I have heard, you have done something unforgivable. I very much doubt that you can be her student now, and I won't teach you any further either.\""; + next; + goto L_Magic_main; L_Magic_train_sagatha_lvl1: - mes "\"Well, you're still a bit of a beginner, so I don't think she will accept you yet. Maybe you can absorb some more power from the mana seed? If you can grow your magical powers a little, I might be able to help you.\""; - next; - goto L_Magic_main; + mes "\"Well, you're still a bit of a beginner, so I don't think she will accept you yet. Maybe you can absorb some more power from the mana seed? If you can grow your magical powers a little, I might be able to help you.\""; + next; + goto L_Magic_main; S_update_var: - set QUEST_MAGIC2, - (QUEST_MAGIC2 & ~(@Q_MASK) - | (@Q_status << @Q_SHIFT)); - return; + set QUEST_MAGIC2, (QUEST_MAGIC2 & ~(@Q_MASK) | (@Q_status << @Q_SHIFT)); + return; } diff --git a/world/map/npc/009-3/sword.txt b/world/map/npc/009-3/sword.txt index fbb47433..169dd7f7 100644 --- a/world/map/npc/009-3/sword.txt +++ b/world/map/npc/009-3/sword.txt @@ -1,185 +1,167 @@ -009-3.gat,26,100,0 script #MysticSword#_M 127,{ - if (getskilllv(SKILL_MAGIC)) - goto L_message; - close; +009-3.gat,26,100,0|script|#MysticSword#_M|127,{ + if (getskilllv(SKILL_MAGIC)) + goto L_message; + close; L_message: - set @Q_MASK, NIBBLE_6_MASK; - set @Q_SHIFT, NIBBLE_6_SHIFT; - set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT; - - // Set up SkillUp function - set @SUP_id, SKILL_MAGIC_WAR; - set @SUP_name$, "War Magic"; - - set @STATUS_INITIAL, 0; - set @STATUS_LEARNED_FLAREDART, 1; - set @STATUS_LEARNED_MAGICBLADE, 2; - set @STATUS_LEVEL2, 3; - set @STATUS_W11, 4; - set @STATUS_W12, 5; - set @STATUS_W11_12, 6; - set @STATUS_L2_ALLSPELLS, 7; - - if (@Q_status == @STATUS_INITIAL) goto L_Initial; - if (@Q_status == @STATUS_LEARNED_FLAREDART) goto L_PostFlareDart; - if (@Q_status == @STATUS_LEARNED_MAGICBLADE) goto L_PostFlareDart_teach2; - if (@Q_status == @STATUS_LEVEL2) goto L_L2_W11; - if (@Q_status == @STATUS_W12) goto L_L2_W11; - if (@Q_status == @STATUS_W11) goto L_L2_almost_done; - if (@Q_status == @STATUS_W11_12) goto L_L2_almost_done; - - mes "[Magic Sword]"; - mes "\"Come back when thou art stronger.\""; - close; + set @Q_MASK, NIBBLE_6_MASK; + set @Q_SHIFT, NIBBLE_6_SHIFT; + set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT; + + // Set up SkillUp function + set @SUP_id, SKILL_MAGIC_WAR; + set @SUP_name$, "War Magic"; + + set @STATUS_INITIAL, 0; + set @STATUS_LEARNED_FLAREDART, 1; + set @STATUS_LEARNED_MAGICBLADE, 2; + set @STATUS_LEVEL2, 3; + set @STATUS_W11, 4; + set @STATUS_W12, 5; + set @STATUS_W11_12, 6; + set @STATUS_L2_ALLSPELLS, 7; + + if (@Q_status == @STATUS_INITIAL) goto L_Initial; + if (@Q_status == @STATUS_LEARNED_FLAREDART) goto L_PostFlareDart; + if (@Q_status == @STATUS_LEARNED_MAGICBLADE) goto L_PostFlareDart_teach2; + if (@Q_status == @STATUS_LEVEL2) goto L_L2_W11; + if (@Q_status == @STATUS_W12) goto L_L2_W11; + if (@Q_status == @STATUS_W11) goto L_L2_almost_done; + if (@Q_status == @STATUS_W11_12) goto L_L2_almost_done; + + mes "[Magic Sword]"; + mes "\"Come back when thou art stronger.\""; + close; L_Initial: - mes "[Magic Sword]"; - mes "As you look at the sword, you suddenly hear a voice in your head!"; - mes "\"Welcome to my prison, mortal!\""; - next; - - mes "[Magic Sword]"; - mes "Well, either you are going mad, or that sword in the stone is talking to you."; - next; - - mes "[Magic Sword]"; - mes "Or, well, both."; - next; - - mes "[Magic Sword]"; - mes "The deep basso voice continues."; - mes "\"I know not what brought thee hither, but I kindly ask that thou leavest me alone in my sorrow.\""; - next; - - menu - "Leave", L_Close, - "Sorry.", -, - "Who or what are you?", -, - "What sorrow?", -, - "Can I help?", -, - "Can you teach me magic?", -; - - mes "[Magic Sword]"; - mes "There is no answer."; - close; + mes "[Magic Sword]"; + mes "As you look at the sword, you suddenly hear a voice in your head!"; + mes "\"Welcome to my prison, mortal!\""; + next; + mes "[Magic Sword]"; + mes "Well, either you are going mad, or that sword in the stone is talking to you."; + next; + mes "[Magic Sword]"; + mes "Or, well, both."; + next; + mes "[Magic Sword]"; + mes "The deep basso voice continues."; + mes "\"I know not what brought thee hither, but I kindly ask that thou leavest me alone in my sorrow.\""; + next; + menu + "Leave", L_Close, + "Sorry.", -, + "Who or what are you?", -, + "What sorrow?", -, + "Can I help?", -, + "Can you teach me magic?", -; + mes "[Magic Sword]"; + mes "There is no answer."; + close; L_PostFlareDart: - mes "[Magic Sword]"; - mes "As you look at the sword, you hear a deep voice resounding in your head."; - mes "\"Welcome, mortal!\""; - next; - - menu - "Hi! How are you?", L_PostFlareDart_hi, - "Can you teach me magic?", L_PostFlareDart_teach, - "Your sister sent me.", L_PostFlareDart_sister, - "Bye!", -; - close; + mes "[Magic Sword]"; + mes "As you look at the sword, you hear a deep voice resounding in your head."; + mes "\"Welcome, mortal!\""; + next; + menu + "Hi! How are you?", L_PostFlareDart_hi, + "Can you teach me magic?", L_PostFlareDart_teach, + "Your sister sent me.", L_PostFlareDart_sister, + "Bye!", -; + close; L_PostFlareDart_hi: - mes "[Magic Sword]"; - mes "\"Mortal... I have seen pain and death beyond thine reckoning! Mock me not with thine idle questions!\""; - close; + mes "[Magic Sword]"; + mes "\"Mortal... I have seen pain and death beyond thine reckoning! Mock me not with thine idle questions!\""; + close; L_PostFlareDart_sister: - mes "[Magic Sword]"; - mes "\"My sister...? Alas! I remember now; abandoned she was, just as I; buried in stone, never to be wielded again.\""; - mes "\"Wherefore did she send thee?\""; - next; - - menu "She asked me to ask you to teach me a spell.", -; + mes "[Magic Sword]"; + mes "\"My sister...? Alas! I remember now; abandoned she was, just as I; buried in stone, never to be wielded again.\""; + mes "\"Wherefore did she send thee?\""; + next; + menu + "She asked me to ask you to teach me a spell.", -; L_PostFlareDart_teach: - mes "[Magic Sword]"; - mes "\"Beware, mortal... the only spells I can teach thee are those of the school of war. Dark and dreary spells, that lot! Pain and misery is all they bring...\""; - next; - - mes "[Magic Sword]"; - mes "The sword's voice is growing apprehensive."; - mes "\"Once a spell has been learned, it cannot be taken back, no more than a death can be undone. So be careful, mortal... dost thou truly wish to know the secrets of thus destructive power?\""; - next; - - menu - "Yes.", -, - "No.", L_Close; - - mes "[Magic Sword]"; - mes "\"So thou art bound to the path of War, as am I, as is my sister...\""; - next; - - mes "[Magic Sword]"; - mes "\"So be it, fellow warrior. Hear the incantation for the blade spell: '" + getspellinvocation("magic-blade") + "'\""; - mes "\"Hold a knife, sharp or regular, when thou speakest it.\""; - set @Q_status, @STATUS_LEARNED_MAGICBLADE; - callsub S_update_var; - next; - - mes "[Magic Sword]"; - mes "\"But beware... the path of war that thou hast embarked upon is one from which few return. May luck be on thy side...\""; - close; + mes "[Magic Sword]"; + mes "\"Beware, mortal... the only spells I can teach thee are those of the school of war. Dark and dreary spells, that lot! Pain and misery is all they bring...\""; + next; + mes "[Magic Sword]"; + mes "The sword's voice is growing apprehensive."; + mes "\"Once a spell has been learned, it cannot be taken back, no more than a death can be undone. So be careful, mortal... dost thou truly wish to know the secrets of thus destructive power?\""; + next; + menu + "Yes.", -, + "No.", L_Close; + mes "[Magic Sword]"; + mes "\"So thou art bound to the path of War, as am I, as is my sister...\""; + next; + mes "[Magic Sword]"; + mes "\"So be it, fellow warrior. Hear the incantation for the blade spell: '" + getspellinvocation("magic-blade") + "'\""; + mes "\"Hold a knife, sharp or regular, when thou speakest it.\""; + set @Q_status, @STATUS_LEARNED_MAGICBLADE; + callsub S_update_var; + next; + mes "[Magic Sword]"; + mes "\"But beware... the path of war that thou hast embarked upon is one from which few return. May luck be on thy side...\""; + close; L_PostFlareDart_teach2: - mes "[Magic Sword]"; - mes "\"Seek out my sister, and leave me alone in my sorrows.\""; - next; + mes "[Magic Sword]"; + mes "\"Seek out my sister, and leave me alone in my sorrows.\""; + next; L_Close: - close; + close; L_L2_W11: - mes "[Magic Sword]"; - mes "\"Thou hast returned. That must mean that thy wish to learn the magic of war is still alive?\""; - next; - menu - "No, I just wanted to say `hi'.", L_sayhi, - "Yes, teach me more!", -; - - mes "[Magic Sword]"; - mes "\"If that is thou wishest, I shall not stop thee. But do not expect to find merriment down this road.\""; - mes "\"I must ask that thou sacrificest five thousand monster points for this, however.\""; - menu - "No, I don't want that.", L_farewell, - "Very well.", -; - - if (Mobpt < 5000) goto L_lacking_mobpoints; - - mes "[Magic Sword]"; - mes "\"So be it, then.\""; - mes "[1000 experience points]"; - set Mobpt, Mobpt - 5000; - getexp 1000, 0; - set @Q_status, @Q_status + 1; - callsub S_update_var; - next; - - mes "[Magic Sword]"; - mes "\"The spell I shall teach thee is the hail of arrows spell. It will make arrows fall down from the heavens unto thy enemies.\""; - next; - - mes "[Magic Sword]"; - mes "\"Take twenty arrows, sprinkle sulphur powder over them, and then speak '" + getspellinvocation("arrow-hail") + "'. Throw them high up in the air, and watch the hail unfold before thy feet.\""; - close; - + mes "[Magic Sword]"; + mes "\"Thou hast returned. That must mean that thy wish to learn the magic of war is still alive?\""; + next; + menu + "No, I just wanted to say `hi'.", L_sayhi, + "Yes, teach me more!", -; + mes "[Magic Sword]"; + mes "\"If that is thou wishest, I shall not stop thee. But do not expect to find merriment down this road.\""; + mes "\"I must ask that thou sacrificest five thousand monster points for this, however.\""; + menu + "No, I don't want that.", L_farewell, + "Very well.", -; + if (Mobpt < 5000) + goto L_lacking_mobpoints; + mes "[Magic Sword]"; + mes "\"So be it, then.\""; + mes "[1000 experience points]"; + set Mobpt, Mobpt - 5000; + getexp 1000, 0; + set @Q_status, @Q_status + 1; + callsub S_update_var; + next; + mes "[Magic Sword]"; + mes "\"The spell I shall teach thee is the hail of arrows spell. It will make arrows fall down from the heavens unto thy enemies.\""; + next; + mes "[Magic Sword]"; + mes "\"Take twenty arrows, sprinkle sulphur powder over them, and then speak '" + getspellinvocation("arrow-hail") + "'. Throw them high up in the air, and watch the hail unfold before thy feet.\""; + close; L_L2_almost_done: - mes "[Magic Sword]"; - mes "\"Return to my sister now. I expect that she shall teach thee one more spell.\""; - close; + mes "[Magic Sword]"; + mes "\"Return to my sister now. I expect that she shall teach thee one more spell.\""; + close; L_lacking_mobpoints: - mes "[Magic Sword]"; - mes "\"Thou lackest the monster points needed to prove thy worthiness. I shall not reveal more to thee until thou hast slain more monsters.\""; - close; + mes "[Magic Sword]"; + mes "\"Thou lackest the monster points needed to prove thy worthiness. I shall not reveal more to thee until thou hast slain more monsters.\""; + close; L_sayhi: - mes "[Magic Sword]"; - mes "\"Please leave me in peace.\""; - close; + mes "[Magic Sword]"; + mes "\"Please leave me in peace.\""; + close; 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; } diff --git a/world/map/npc/009-4/barriers.txt b/world/map/npc/009-4/barriers.txt index 349ec44e..ae18bcb4 100644 --- a/world/map/npc/009-4/barriers.txt +++ b/world/map/npc/009-4/barriers.txt @@ -1,229 +1,246 @@ //# see detailed description at orum.txt -function script GetBarrierColor { - if (@Barrier < 0 || @Barrier > 2) goto L_Error; +function|script|GetBarrierColor|{ + if (@Barrier < 0 || @Barrier > 2) goto L_Error; - set @Mask, 15; - set @Shift, 4 * @Barrier; - set @BarrierColor, (OrumQuestBarrier >> @Shift) & @Mask; - return; + set @Mask, 15; + set @Shift, 4 * @Barrier; + set @BarrierColor, (OrumQuestBarrier >> @Shift) & @Mask; + return; L_Error: - mes "Barrier number is out of range."; - close; + mes "Barrier number is out of range."; + close; } -function script SetBarrierColor { - if (@Barrier < 0 || @Barrier > 2) goto L_Error; - if (@Color < 0 || @Color > 12) goto L_Error2; +function|script|SetBarrierColor|{ + if (@Barrier < 0 || @Barrier > 2) + goto L_Error; + if (@Color < 0 || @Color > 12) + goto L_Error2; - set @Mask, (15 << (4 * @Barrier)); - set OrumQuestBarrier, (OrumQuestBarrier & (~(@Mask))) | @Color << (4 * @Barrier); - return; + set @Mask, (15 << (4 * @Barrier)); + set OrumQuestBarrier, (OrumQuestBarrier & (~(@Mask))) | @Color << (4 * @Barrier); + return; L_Error: - mes "Barrier number is out of range."; - close; + mes "Barrier number is out of range."; + close; L_Error2: - mes "Barrier color is out of range."; - close; + mes "Barrier color is out of range."; + close; } // Starting Barrier / Quest Entrance -009-4.gat,37,120,0 script #OrumCaveStartBarrier 0,1,0,{ +009-4.gat,37,120,0|script|#OrumCaveStartBarrier|0,1,0,{ - if (OrumQuest >= 3) close; - if (OrumQuest == 2) goto L_Started; + if (OrumQuest >= 3) close; + if (OrumQuest == 2) goto L_Started; - warp "009-4.gat", 37, 118; - mes "As you try to pass, two torches begin to flare and push you back. They seem to form some kind of barrier.."; - close; + warp "009-4.gat", 37, 118; + mes "As you try to pass, two torches begin to flare and push you back. They seem to form some kind of barrier.."; + close; L_Started: - message strcharinfo(0), "The torches dim as you approach, granting you passage."; - set OrumQuest, 3; - close; + message strcharinfo(0), "The torches dim as you approach, granting you passage."; + set OrumQuest, 3; + close; } // First Barrier -009-4.gat,57,29,0 script #OrumCaveFirstBarrier 0,1,0,{ +009-4.gat,57,29,0|script|#OrumCaveFirstBarrier|0,1,0,{ - if (OrumQuest >= 5) close; + if (OrumQuest >= 5) close; - message strcharinfo(0), "Nothing seems to happen as you enter this room.. The barrier must need both of its torches to function properly.."; - set OrumQuest, 5; - close; + message strcharinfo(0), "Nothing seems to happen as you enter this room.. The barrier must need both of its torches to function properly.."; + set OrumQuest, 5; + close; } // Second Barrier -009-4.gat,61,54,0 script #OrumCaveSecondBarrier 0,1,0,{ +009-4.gat,61,54,0|script|#OrumCaveSecondBarrier|0,1,0,{ - if (OrumQuest == 3) set OrumQuest, 4; + if (OrumQuest == 3) set OrumQuest, 4; - set @Barrier, 0; - callfunc("GetBarrierColor"); - set @Torch, 0; - callfunc("GetTorchColor"); - if (OrumQuest > 7 && @TorchColor == @BarrierColor) goto L_Allow_Second_Passage; + set @Barrier, 0; + callfunc("GetBarrierColor"); + set @Torch, 0; + callfunc("GetTorchColor"); + if (OrumQuest > 7 && @TorchColor == @BarrierColor) + goto L_Allow_Second_Passage; - warp "009-4.gat", 61, 56; - mes "As you try to pass, the torches begin to flare and push you back. Perhaps there's a way to get past it.."; - mes ""; - setarray @colors$,"transparent","red","dark orange","orange","light orange","yellow","light green","green","dark green","blue","dark purple","purple","light purple"; - mes "Looking closely between the two torches you can see the barrier has a " + @colors$[@BarrierColor] + " tint to it.."; - close; + warp "009-4.gat", 61, 56; + mes "As you try to pass, the torches begin to flare and push you back. Perhaps there's a way to get past it.."; + mes ""; + setarray @colors$,"transparent","red","dark orange","orange","light orange","yellow","light green","green","dark green","blue","dark purple","purple","light purple"; + mes "Looking closely between the two torches you can see the barrier has a " + @colors$[@BarrierColor] + " tint to it.."; + close; L_Allow_Second_Passage: - if (OrumQuest < 9) goto L_Advance_Quest; - close; + if (OrumQuest < 9) goto L_Advance_Quest; + close; L_Advance_Quest: - message strcharinfo(0), "The torches dim as you enter like the first. You must be on the right trail.."; - set OrumQuest, 9; - close; + message strcharinfo(0), "The torches dim as you enter like the first. You must be on the right trail.."; + set OrumQuest, 9; + close; } // Third Barrier -009-4.gat,24,66,0 script #OrumCaveThirdBarrier 0,1,0,{ +009-4.gat,24,66,0|script|#OrumCaveThirdBarrier|0,1,0,{ - if (OrumQuest == 3) set OrumQuest, 4; + if (OrumQuest == 3) set OrumQuest, 4; - set @Barrier, 1; - callfunc("GetBarrierColor"); + set @Barrier, 1; + callfunc("GetBarrierColor"); - set @Torch, 0; - callfunc("GetTorchColor"); - set @Torch1Color, @TorchColor; + set @Torch, 0; + callfunc("GetTorchColor"); + set @Torch1Color, @TorchColor; - set @Torch, 1; - callfunc("GetTorchColor"); - set @Torch2Color, @TorchColor; + set @Torch, 1; + callfunc("GetTorchColor"); + set @Torch2Color, @TorchColor; - set @firstColor, @BarrierColor - 2; - set @secondColor, @BarrierColor + 2; - if (@firstColor < 1) set @firstColor, 12; - if (@secondColor > 12) set @secondColor, 1; + set @firstColor, @BarrierColor - 2; + set @secondColor, @BarrierColor + 2; + if (@firstColor < 1) + set @firstColor, 12; + if (@secondColor > 12) + set @secondColor, 1; - if (OrumQuest > 8 && @Torch1Color == @firstColor && @Torch2Color == @secondColor) - goto L_Allow_Third_Passage; - if (OrumQuest > 8 && @Torch2Color == @firstColor && @Torch1Color == @secondColor) - goto L_Allow_Third_Passage; + if (OrumQuest > 8 && @Torch1Color == @firstColor && @Torch2Color == @secondColor) + goto L_Allow_Third_Passage; + if (OrumQuest > 8 && @Torch2Color == @firstColor && @Torch1Color == @secondColor) + goto L_Allow_Third_Passage; - warp "009-4.gat", 24, 64; - mes "As you try to pass, the torches begin to flare and push you back. Perhaps there is a way to get past it.."; - mes ""; - setarray @colors$,"transparent","red","dark orange","orange","light orange","yellow","light green","green","dark green","blue","dark purple","purple","light purple"; - mes "Looking closely between the two torches you can see the barrier has a " + @colors$[@BarrierColor] + " tint to it.."; - close; + warp "009-4.gat", 24, 64; + mes "As you try to pass, the torches begin to flare and push you back. Perhaps there is a way to get past it.."; + mes ""; + setarray @colors$,"transparent","red","dark orange","orange","light orange","yellow","light green","green","dark green","blue","dark purple","purple","light purple"; + mes "Looking closely between the two torches you can see the barrier has a " + @colors$[@BarrierColor] + " tint to it.."; + close; L_Allow_Third_Passage: -if (OrumQuest < 10) goto L_Advance_Quest; - close; + if (OrumQuest < 10) goto L_Advance_Quest; + close; L_Advance_Quest: - set OrumQuest, 10; - close; + set OrumQuest, 10; + close; } // Ending Barrier -009-4.gat,48,38,0 script #OrumCaveEndBarrier 0,1,0,{ - - if (OrumQuest >= 11) close; - if (OrumQuest == 3) set OrumQuest, 4; - - set @Barrier, 2; - callfunc("GetBarrierColor"); - - if (OrumQuest < 10) goto L_Deny_Final_Passage; - - set @Torch, 0; - callfunc("GetTorchColor"); - set @Torch1Color, @TorchColor; - - set @Torch, 1; - callfunc("GetTorchColor"); - set @Torch2Color, @TorchColor; - - set @Torch, 2; - callfunc("GetTorchColor"); - set @Torch3Color, @TorchColor; - - // Extract the secondary color - set @secondary, @BarrierColor - 1; - if (@secondary != 3 && @secondary != 7 && @secondary != 11) - set @secondary, @BarrierColor + 1; - - // Make sure it's in bounds - if (@secondary > 12) set @secondary, @secondary - 12; - if (@secondary < 1) set @secondary, @secondary + 12; - - // Extract first 2 required colors - set @firstColor, @secondary - 2; - set @secondColor, @secondary + 2; - if (@firstColor > 12) set @firstColor, @firstColor - 12; - if (@firstColor < 1) set @firstColor, @firstColor + 12; - if (@secondColor > 12) set @secondColor, @secondColor - 12; - if (@secondColor < 1) set @secondColor, @secondColor + 12; - - set @thirdColor, 12; - set @offsetOne, @BarrierColor + 1; - set @offsetTwo, @BarrierColor - 1; - - // Make sure they in bounds - if (@offsetOne > 12) set @offsetOne, @offsetOne - 12; - if (@offsetOne < 1) set @offsetOne, @offsetOne + 12; - if (@offsetTwo > 12) set @offsetTwo, @offsetTwo - 12; - if (@offsetTwo < 1) set @offsetTwo, @offsetTwo + 12; - - // Extract third needed color - if (@secondary == @offsetOne) - set @thirdColor, @firstColor; - if (@secondary == @offsetTwo) - set @thirdColor, @secondColor; - - set @firstDone, 0; - set @secondDone, 0; - set @thirdDone, 0; - - if (@firstDone == 0 && @secondDone != 1 && @thirdDone != 1 && @Torch1Color == @firstColor) - set @firstDone, 1; - if (@firstDone != 1 && @secondDone == 0 && @thirdDone != 1 && @Torch1Color == @secondColor) - set @secondDone, 1; - if (@firstDone != 1 && @secondDone != 1 && @thirdDone == 0 && @Torch1Color == @thirdColor) - set @thirdDone, 1; - - if (@firstDone == 0 && @secondDone != 2 && @thirdDone != 2 && @Torch2Color == @firstColor) - set @firstDone, 2; - if (@firstDone != 2 && @secondDone == 0 && @thirdDone != 2 && @Torch2Color == @secondColor) - set @secondDone, 2; - if (@firstDone != 2 && @secondDone != 2 && @thirdDone == 0 && @Torch2Color == @thirdColor) - set @thirdDone, 2; - - if (@firstDone == 0 && @secondDone != 3 && @thirdDone != 3 && @Torch3Color == @firstColor) - set @firstDone, 3; - if (@firstDone != 3 && @secondDone == 0 && @thirdDone != 3 && @Torch3Color == @secondColor) - set @secondDone, 3; - if (@firstDone != 3 && @secondDone != 3 && @thirdDone == 0 && @Torch3Color == @thirdColor) - set @thirdDone, 3; - - if (@firstDone != 0 && @secondDone != 0 && @thirdDone != 0) goto L_Allow_Final_Passage; - goto L_Deny_Final_Passage; +009-4.gat,48,38,0|script|#OrumCaveEndBarrier|0,1,0,{ + + if (OrumQuest >= 11) close; + if (OrumQuest == 3) set OrumQuest, 4; + + set @Barrier, 2; + callfunc("GetBarrierColor"); + + if (OrumQuest < 10) + goto L_Deny_Final_Passage; + + set @Torch, 0; + callfunc("GetTorchColor"); + set @Torch1Color, @TorchColor; + + set @Torch, 1; + callfunc("GetTorchColor"); + set @Torch2Color, @TorchColor; + + set @Torch, 2; + callfunc("GetTorchColor"); + set @Torch3Color, @TorchColor; + + // Extract the secondary color + set @secondary, @BarrierColor - 1; + if (@secondary != 3 && @secondary != 7 && @secondary != 11) + set @secondary, @BarrierColor + 1; + + // Make sure it's in bounds + if (@secondary > 12) + set @secondary, @secondary - 12; + if (@secondary < 1) + set @secondary, @secondary + 12; + + // Extract first 2 required colors + set @firstColor, @secondary - 2; + set @secondColor, @secondary + 2; + if (@firstColor > 12) + set @firstColor, @firstColor - 12; + if (@firstColor < 1) + set @firstColor, @firstColor + 12; + if (@secondColor > 12) + set @secondColor, @secondColor - 12; + if (@secondColor < 1) + set @secondColor, @secondColor + 12; + + set @thirdColor, 12; + set @offsetOne, @BarrierColor + 1; + set @offsetTwo, @BarrierColor - 1; + + // Make sure they in bounds + if (@offsetOne > 12) + set @offsetOne, @offsetOne - 12; + if (@offsetOne < 1) + set @offsetOne, @offsetOne + 12; + if (@offsetTwo > 12) + set @offsetTwo, @offsetTwo - 12; + if (@offsetTwo < 1) + set @offsetTwo, @offsetTwo + 12; + + // Extract third needed color + if (@secondary == @offsetOne) + set @thirdColor, @firstColor; + if (@secondary == @offsetTwo) + set @thirdColor, @secondColor; + + set @firstDone, 0; + set @secondDone, 0; + set @thirdDone, 0; + + if (@firstDone == 0 && @secondDone != 1 && @thirdDone != 1 && @Torch1Color == @firstColor) + set @firstDone, 1; + if (@firstDone != 1 && @secondDone == 0 && @thirdDone != 1 && @Torch1Color == @secondColor) + set @secondDone, 1; + if (@firstDone != 1 && @secondDone != 1 && @thirdDone == 0 && @Torch1Color == @thirdColor) + set @thirdDone, 1; + + if (@firstDone == 0 && @secondDone != 2 && @thirdDone != 2 && @Torch2Color == @firstColor) + set @firstDone, 2; + if (@firstDone != 2 && @secondDone == 0 && @thirdDone != 2 && @Torch2Color == @secondColor) + set @secondDone, 2; + if (@firstDone != 2 && @secondDone != 2 && @thirdDone == 0 && @Torch2Color == @thirdColor) + set @thirdDone, 2; + + if (@firstDone == 0 && @secondDone != 3 && @thirdDone != 3 && @Torch3Color == @firstColor) + set @firstDone, 3; + if (@firstDone != 3 && @secondDone == 0 && @thirdDone != 3 && @Torch3Color == @secondColor) + set @secondDone, 3; + if (@firstDone != 3 && @secondDone != 3 && @thirdDone == 0 && @Torch3Color == @thirdColor) + set @thirdDone, 3; + + if (@firstDone != 0 && @secondDone != 0 && @thirdDone != 0) + goto L_Allow_Final_Passage; + goto L_Deny_Final_Passage; L_Deny_Final_Passage: - warp "009-4.gat", 48, 36; - mes "As you try to pass, the torches begin to flare and push you back. Perhaps there is a way to get past it.."; - mes ""; - setarray @colors$,"transparent","red","dark orange","orange","light orange","yellow","light green","green","dark green","blue","dark purple","purple","light purple"; - mes "Looking closely between the two torches you can see the barrier has a " + @colors$[@BarrierColor] + " tint to it.."; - close; + warp "009-4.gat", 48, 36; + mes "As you try to pass, the torches begin to flare and push you back. Perhaps there is a way to get past it.."; + mes ""; + setarray @colors$,"transparent","red","dark orange","orange","light orange","yellow","light green","green","dark green","blue","dark purple","purple","light purple"; + mes "Looking closely between the two torches you can see the barrier has a " + @colors$[@BarrierColor] + " tint to it.."; + close; L_Allow_Final_Passage: - if (OrumQuest < 11) goto L_Advance_Quest; - close; + if (OrumQuest < 11) goto L_Advance_Quest; + close; L_Advance_Quest: - message strcharinfo(0), "The torches dim as you enter. At last you finally have access!"; - set OrumQuest, 11; - close; + message strcharinfo(0), "The torches dim as you enter. At last you finally have access!"; + set OrumQuest, 11; + close; } diff --git a/world/map/npc/009-4/orum.txt b/world/map/npc/009-4/orum.txt index fae4dad7..2cec52ca 100644 --- a/world/map/npc/009-4/orum.txt +++ b/world/map/npc/009-4/orum.txt @@ -10,646 +10,578 @@ //# Just visit the cave again, find what is really in there. # //# # //# # -//# Used variables: # +//# Used variables: # //# # -//# OrumQuest stores the progress of the quest # -//# OrumQuestTorch In nibble (0,1,2) the color of the torches is stored # -//# In nibble (3,4,5) the intensity of the torches is stored # -//# OrumQuestBarrier nibble (0,1,2) stores the color of the barriers # +//# OrumQuest stores the progress of the quest # +//# OrumQuestTorch In nibble (0,1,2) the color of the torches is stored # +//# In nibble (3,4,5) the intensity of the torches is stored # +//# OrumQuestBarrier nibble (0,1,2) stores the color of the barriers # //################################################################################# -009-4.gat,37,115,0 script Orum 158,{ - // needed to pass the very first barrier - set @B0_WISPPOWDER, 4; - set @B0_POLTERGEISTPOWDER, 2; - set @B0_SPECTREPOWDER, 1; - set @B0_HARDSPIKES, 1; - - // needed stuff to get colorful powders - set @BT_IRONPOWDER, 10; - set @BT_PILESOFASH, 10; - set @BT_HERBS, 15; - - // how many colorful powders each do you get as reward? - set @BT_REWARDCOUNT, 10; - - // no exp for breaking the barrier ? - set @EXP_BREAK_BARRIERS, 0; - - if (OrumQuest > 0) goto L_Started; - - mes "[Orum]"; - mes "\"It's not wise to venture around this place! Well hmm.. I guess since you're here, maybe you can lend a little help?\""; - next; - - menu - "What exactly is 'this place'?", L_Explain, - "Umm.. what kind of help?", L_Explain, - "You're right, I'll be on my way.", -; - - mes "[Orum]"; - mes "\"Very smart thinking!\""; - close; +009-4.gat,37,115,0|script|Orum|158,{ + // needed to pass the very first barrier + set @B0_WISPPOWDER, 4; + set @B0_POLTERGEISTPOWDER, 2; + set @B0_SPECTREPOWDER, 1; + set @B0_HARDSPIKES, 1; + + // needed stuff to get colorful powders + set @BT_IRONPOWDER, 10; + set @BT_PILESOFASH, 10; + set @BT_HERBS, 15; + + // how many colorful powders each do you get as reward? + set @BT_REWARDCOUNT, 10; + + // no exp for breaking the barrier ? + set @EXP_BREAK_BARRIERS, 0; + + if (OrumQuest > 0) goto L_Started; + + mes "[Orum]"; + mes "\"It's not wise to venture around this place! Well hmm.. I guess since you're here, maybe you can lend a little help?\""; + next; + menu + "What exactly is 'this place'?", L_Explain, + "Umm.. what kind of help?", L_Explain, + "You're right, I'll be on my way.", -; + mes "[Orum]"; + mes "\"Very smart thinking!\""; + close; L_Explain: - mes "[Orum]"; - mes "\"Recently a woman claiming to be a witch came to my village seeking help from my mentor Waric, who is a very powerful wizard, but he refused and she left. But..\""; - next; - - mes "[Orum]"; - mes "\"The next day he went missing! I'm no wizard yet, but from what I overheard.. I think that witch is attempting some very foul magic and has kidnapped him for some reason!\""; - next; - - mes "[Orum]"; - mes "\"I traveled in the direction she left until I came accross this cave, but it appears to be protected by some type of magical barrier and I haven't been able to get further than this room.\""; - next; - - menu - "So where would I come in?", L_Explain_Barriers, - "I'd like to help but I have to go..", -; - - mes "[Orum]"; - mes "\"Thats too bad.. well, if you ever have some free time, I probably won't figure this out any time soon.\""; - close; + mes "[Orum]"; + mes "\"Recently a woman claiming to be a witch came to my village seeking help from my mentor Waric, who is a very powerful wizard, but he refused and she left. But..\""; + next; + mes "[Orum]"; + mes "\"The next day he went missing! I'm no wizard yet, but from what I overheard.. I think that witch is attempting some very foul magic and has kidnapped him for some reason!\""; + next; + mes "[Orum]"; + mes "\"I traveled in the direction she left until I came accross this cave, but it appears to be protected by some type of magical barrier and I haven't been able to get further than this room.\""; + next; + menu + "So where would I come in?", L_Explain_Barriers, + "I'd like to help but I have to go..", -; + mes "[Orum]"; + mes "\"Thats too bad.. well, if you ever have some free time, I probably won't figure this out any time soon.\""; + close; L_Explain_Barriers: - mes "[Orum]"; - mes "\"I've examined this room and it appears that the barrier is made up of two torches on each side. The flame on them has a strange glow.. They must be imbued with magical properties.\""; - next; - - mes "[Orum]"; - mes "\"I've never come across anything like this barrier before.. It must be drawing it's power from the torches. I tried putting them out with conventional means but I had no luck..\""; - next; - - menu - "Have any other ideas on how we get past it?", L_Explain_Note, - "I think its meant to keep us out.. bye.", -; - - mes "[Orum]"; - mes "\"You may be right.. but she kidnapped Waric. I know it! So I must do something! If you ever change your mind I could sure use the help.\""; - close; + mes "[Orum]"; + mes "\"I've examined this room and it appears that the barrier is made up of two torches on each side. The flame on them has a strange glow.. They must be imbued with magical properties.\""; + next; + mes "[Orum]"; + mes "\"I've never come across anything like this barrier before.. It must be drawing it's power from the torches. I tried putting them out with conventional means but I had no luck..\""; + next; + menu + "Have any other ideas on how we get past it?", L_Explain_Note, + "I think its meant to keep us out.. bye.", -; + mes "[Orum]"; + mes "\"You may be right.. but she kidnapped Waric. I know it! So I must do something! If you ever change your mind I could sure use the help.\""; + close; L_Explain_Note: - mes "[Orum]"; - mes "\"Actually! After Woric went missing I looked around at his house a bit and came across a note the witch must have dropped. I skimmed over it and didn't pay much attention but I think it mentioned something about this barrier!\""; - next; - - mes "He pulls it out of his pocket and begins examining it.."; - next; - - mes "[Orum]"; - mes "\"Ah! Here it is! If I'm reading this right we may have found a way past it after all. I guess she would need a way to come and go unaffected while everyone else is kept from entering.\""; - next; - - menu - "What does it say??", L_Explain_Aura, - "Looks like you can do this without me.", -; - - mes "[Orum]"; - mes "\"Eh... well I guess I can't force you to stay..\""; - close; + mes "[Orum]"; + mes "\"Actually! After Woric went missing I looked around at his house a bit and came across a note the witch must have dropped. I skimmed over it and didn't pay much attention but I think it mentioned something about this barrier!\""; + next; + mes "He pulls it out of his pocket and begins examining it.."; + next; + mes "[Orum]"; + mes "\"Ah! Here it is! If I'm reading this right we may have found a way past it after all. I guess she would need a way to come and go unaffected while everyone else is kept from entering.\""; + next; + menu + "What does it say??", L_Explain_Aura, + "Looks like you can do this without me.", -; + mes "[Orum]"; + mes "\"Eh... well I guess I can't force you to stay..\""; + close; L_Explain_Aura: - mes "[Orum]"; - mes "\"Appears to be some kind of spell to place a magical aura around someone... Hmm, with these materials listed on here I'm going to guess this aura makes the wearer partly incorporeal..\""; - next; - - mes "[Orum]"; - mes "\"It looks like the barrier requires substances from 3 different incorporeal creatures.. I've heard of Wisps, Poltergeists, and Spectres before but I've never seen such a thing.\""; - next; - - mes "[Orum]"; - mes "\"Luckily I happen to be skilled in this field of magic! I'm pretty sure if I can get my hands on the materials listed on here I'll be able to cast this aura on us, and hopefully then we can get past this barrier!\""; - next; - - menu - "Let me guess.. that is my job?", L_Offer_Quest, - "I think someone is calling me.. Bye", -; - close; + mes "[Orum]"; + mes "\"Appears to be some kind of spell to place a magical aura around someone... Hmm, with these materials listed on here I'm going to guess this aura makes the wearer partly incorporeal..\""; + next; + mes "[Orum]"; + mes "\"It looks like the barrier requires substances from 3 different incorporeal creatures.. I've heard of Wisps, Poltergeists, and Spectres before but I've never seen such a thing.\""; + next; + mes "[Orum]"; + mes "\"Luckily I happen to be skilled in this field of magic! I'm pretty sure if I can get my hands on the materials listed on here I'll be able to cast this aura on us, and hopefully then we can get past this barrier!\""; + next; + menu + "Let me guess.. that is my job?", L_Offer_Quest, + "I think someone is calling me.. Bye", -; + close; L_Offer_Quest: - mes "[Orum]"; - mes "\"Well you would probably do better than me since I don't know this area very well.. It's not too much stuff so I'm sure you won't have any trouble at all.\""; - next; - - menu - "Alright alright, just give me a list.", L_Start_Quest, - "I'm not your servant! Bye.", -; - - mes "[Orum]"; - mes "\"Everyone answers to someone.. that's just how the world is. If you ever change your mind I'll probably be here forever gathering these materials on my own..\""; - close; + mes "[Orum]"; + mes "\"Well you would probably do better than me since I don't know this area very well.. It's not too much stuff so I'm sure you won't have any trouble at all.\""; + next; + menu + "Alright alright, just give me a list.", L_Start_Quest, + "I'm not your servant! Bye.", -; + mes "[Orum]"; + mes "\"Everyone answers to someone.. that's just how the world is. If you ever change your mind I'll probably be here forever gathering these materials on my own..\""; + close; L_Start_Quest: - mes "He pulls a crumpled piece of paper from his pocket, smooths it out and writes a list on it before handing it to you.."; - next; - - mes "" + @B0_WISPPOWDER + " Wisp Powders,"; - mes "" + @B0_POLTERGEISTPOWDER + " Poltergeist Powders,"; - mes "" + @B0_SPECTREPOWDER + " Spectre Powders,"; - mes "" + @B0_HARDSPIKES + " Hard Spikes"; - next; - - menu - "Alright, I'll go get these.", L_Start_Gathering, - "You can forget it! I quit!", -; - - mes "[Orum]"; - mes "\"I know you'll be back... they always come back!\""; - close; + mes "He pulls a crumpled piece of paper from his pocket, smooths it out and writes a list on it before handing it to you.."; + next; + mes "" + @B0_WISPPOWDER + " Wisp Powders,"; + mes "" + @B0_POLTERGEISTPOWDER + " Poltergeist Powders,"; + mes "" + @B0_SPECTREPOWDER + " Spectre Powders,"; + mes "" + @B0_HARDSPIKES + " Hard Spikes"; + next; + menu + "Alright, I'll go get these.", L_Start_Gathering, + "You can forget it! I quit!", -; + mes "[Orum]"; + mes "\"I know you'll be back... they always come back!\""; + close; L_Start_Gathering: - mes "[Orum]"; - mes "\"That's the spirit! But try not to take too long.\""; - set OrumQuest, 1; - close; + mes "[Orum]"; + mes "\"That's the spirit! But try not to take too long.\""; + set OrumQuest, 1; + close; L_Started: - if (OrumQuest == 1) goto L_Gathering; - if (OrumQuest == 2) goto L_Use_First_Barrier; - if (OrumQuest == 3) goto L_Explore; - if (OrumQuest == 4) goto L_Found_Barriers; - if (OrumQuest == 5) goto L_Found_Barriers; - if (OrumQuest == 6) goto L_Found_Torches; - if (OrumQuest == 7) goto L_Still_Gathering; - if (OrumQuest == 8) goto L_Finish_Up; - if (OrumQuest >= 9) goto L_Finished_Up; - close; + if (OrumQuest == 1) goto L_Gathering; + if (OrumQuest == 2) goto L_Use_First_Barrier; + if (OrumQuest == 3) goto L_Explore; + if (OrumQuest == 4) goto L_Found_Barriers; + if (OrumQuest == 5) goto L_Found_Barriers; + if (OrumQuest == 6) goto L_Found_Torches; + if (OrumQuest == 7) goto L_Still_Gathering; + if (OrumQuest == 8) goto L_Finish_Up; + if (OrumQuest >= 9) goto L_Finished_Up; + close; L_Gathering: - mes "[Orum]"; - mes "\"Got all the things I asked for yet?\""; - next; - - menu - "Yep I have every last one of them!", L_Check_Materials, - "Can I get another list?", L_List_Materials, - "I still need a few things..", -; - - mes "Orum shakes his head in frustration.."; - next; - - mes "[Orum]"; - mes "\"You'd better get that stuff soon!\""; - close; + mes "[Orum]"; + mes "\"Got all the things I asked for yet?\""; + next; + menu + "Yep I have every last one of them!", L_Check_Materials, + "Can I get another list?", L_List_Materials, + "I still need a few things..", -; + mes "Orum shakes his head in frustration.."; + next; + mes "[Orum]"; + mes "\"You'd better get that stuff soon!\""; + close; L_List_Materials: - mes "He scavenges around in his pocket for another piece of paper then writes a new list.."; - next; - - mes @B0_WISPPOWDER + " Wisp Powders,"; - mes @B0_POLTERGEISTPOWDER + " Poltergeist Powders,"; - mes @B0_SPECTREPOWDER + " Spectre Powders,"; - mes @B0_HARDSPIKES + " Hard Spikes"; - next; - - mes "[Orum]"; - mes "\"And try not to lose this one.. I'm running out of stuff to write on!\""; - close; + mes "He scavenges around in his pocket for another piece of paper then writes a new list.."; + next; + mes @B0_WISPPOWDER + " Wisp Powders,"; + mes @B0_POLTERGEISTPOWDER + " Poltergeist Powders,"; + mes @B0_SPECTREPOWDER + " Spectre Powders,"; + mes @B0_HARDSPIKES + " Hard Spikes"; + next; + mes "[Orum]"; + mes "\"And try not to lose this one.. I'm running out of stuff to write on!\""; + close; L_Check_Materials: - if (countitem("WispPowder") < @B0_WISPPOWDER || - countitem("PoltergeistPowder") < @B0_POLTERGEISTPOWDER || - countitem("SpectrePowder") < @B0_SPECTREPOWDER || - countitem("HardSpike") < @B0_HARDSPIKES) goto L_Missing_Materials; - - // check directly before deleting the objects. - delitem "WispPowder", @B0_WISPPOWDER; - delitem "PoltergeistPowder", @B0_POLTERGEISTPOWDER; - delitem "SpectrePowder", @B0_SPECTREPOWDER; - delitem "HardSpike", @B0_HARDSPIKES; - - mes "Orum carefully looks over all of the items then grins.."; - next; - - mes "[Orum]"; - mes "\"Well done! And you did not even take as long as I thought you would!\""; - next; - - mes "Orum takes the hard spikes in his hand and begins chanting some words.."; - next; - - mes "You watch as they begin to mold together, glowing brightly. He sprinkles in the powder you gathered and presses his hands together."; - - misceffect sfx_magic_transmute; - next; - - mes "Suddenly a feeling of dizzyness hits you and you begin to feel weightless.. It passes after a moment.."; - misceffect sfx_magic_nature; - misceffect 11, strcharinfo(0); - next; - - mes "[Orum]"; - mes "\"Well we are both still in one piece so that is a good sign! Now we'll have to see if I did it right.. mind going first?\""; - goto L_Setup_Lair; - close; + if (countitem("WispPowder") < @B0_WISPPOWDER || + countitem("PoltergeistPowder") < @B0_POLTERGEISTPOWDER || + countitem("SpectrePowder") < @B0_SPECTREPOWDER || + countitem("HardSpike") < @B0_HARDSPIKES) + goto L_Missing_Materials; + + // check directly before deleting the objects. + delitem "WispPowder", @B0_WISPPOWDER; + delitem "PoltergeistPowder", @B0_POLTERGEISTPOWDER; + delitem "SpectrePowder", @B0_SPECTREPOWDER; + delitem "HardSpike", @B0_HARDSPIKES; + + mes "Orum carefully looks over all of the items then grins.."; + next; + mes "[Orum]"; + mes "\"Well done! And you did not even take as long as I thought you would!\""; + next; + mes "Orum takes the hard spikes in his hand and begins chanting some words.."; + next; + mes "You watch as they begin to mold together, glowing brightly. He sprinkles in the powder you gathered and presses his hands together."; + misceffect sfx_magic_transmute; + next; + mes "Suddenly a feeling of dizzyness hits you and you begin to feel weightless.. It passes after a moment.."; + misceffect sfx_magic_nature; + misceffect 11, strcharinfo(0); + next; + mes "[Orum]"; + mes "\"Well we are both still in one piece so that is a good sign! Now we'll have to see if I did it right.. mind going first?\""; + goto L_Setup_Lair; + close; L_Missing_Materials: - mes "Orum carefully looks over all of the items then squints his eyes at you.."; - next; - - mes "[Orum]"; - mes "\"I'm not going to attempt this spell until I have ALL the items on this note.. Go gather the missing materials!\""; - close; + mes "Orum carefully looks over all of the items then squints his eyes at you.."; + next; + mes "[Orum]"; + mes "\"I'm not going to attempt this spell until I have ALL the items on this note.. Go gather the missing materials!\""; + close; L_Setup_Lair: - set OrumQuest, 2; - - // Second Barrier - set @temp, rand(1,6); - set @Color, 1; - if (@temp == 1 || @temp == 4) set @Color, 1; - if (@temp == 2 || @temp == 5) set @Color, 5; - if (@temp == 3 || @temp == 6) set @Color, 9; - set @Barrier, 0; - callfunc("SetBarrierColor"); - - set @Torch, 0; - set @Color, rand(1, 12); - set @Intensity, 0; - callfunc("SetTorchColor"); - callfunc("SetTorchIntensity"); - - // Third Barrier - set @temp, rand(1,6); - set @Color, 3; - if (@temp == 1 || @temp == 4) set @Color, 3; - if (@temp == 2 || @temp == 5) set @Color, 7; - if (@temp == 3 || @temp == 6) set @Color, 11; - set @Barrier, 1; - callfunc("SetBarrierColor"); - - set @Torch, 1; - set @Color, rand(1, 12); - callfunc("SetTorchColor"); - callfunc("SetTorchIntensity"); - - // End Barrier - set @temp, rand(1,12); - set @Color, 2; - if (@temp == 1 || @temp == 7) set @Color, 2; - if (@temp == 2 || @temp == 8) set @Color, 4; - if (@temp == 3 || @temp == 9) set @Color, 6; - if (@temp == 4 || @temp == 10) set @Color, 8; - if (@temp == 5 || @temp == 11) set @Color, 10; - if (@temp == 6 || @temp == 12) set @Color, 12; - set @Barrier, 2; - callfunc("SetBarrierColor"); - - set @Torch, 2; - set @Color, rand(1, 12); - callfunc("SetTorchColor"); - callfunc("SetTorchIntensity"); - close; + set OrumQuest, 2; + + // Second Barrier + set @temp, rand(1,6); + set @Color, 1; + if (@temp == 1 || @temp == 4) + set @Color, 1; + if (@temp == 2 || @temp == 5) + set @Color, 5; + if (@temp == 3 || @temp == 6) + set @Color, 9; + set @Barrier, 0; + callfunc("SetBarrierColor"); + + set @Torch, 0; + set @Color, rand(1, 12); + set @Intensity, 0; + callfunc("SetTorchColor"); + callfunc("SetTorchIntensity"); + + // Third Barrier + set @temp, rand(1,6); + set @Color, 3; + if (@temp == 1 || @temp == 4) + set @Color, 3; + if (@temp == 2 || @temp == 5) + set @Color, 7; + if (@temp == 3 || @temp == 6) + set @Color, 11; + set @Barrier, 1; + callfunc("SetBarrierColor"); + + set @Torch, 1; + set @Color, rand(1, 12); + callfunc("SetTorchColor"); + callfunc("SetTorchIntensity"); + + // End Barrier + set @temp, rand(1,12); + set @Color, 2; + if (@temp == 1 || @temp == 7) + set @Color, 2; + if (@temp == 2 || @temp == 8) + set @Color, 4; + if (@temp == 3 || @temp == 9) + set @Color, 6; + if (@temp == 4 || @temp == 10) + set @Color, 8; + if (@temp == 5 || @temp == 11) + set @Color, 10; + if (@temp == 6 || @temp == 12) + set @Color, 12; + set @Barrier, 2; + callfunc("SetBarrierColor"); + + set @Torch, 2; + set @Color, rand(1, 12); + callfunc("SetTorchColor"); + callfunc("SetTorchIntensity"); + close; L_Use_First_Barrier: - mes "[Orum]"; - mes "\"Casting that aura took a lot out of me.. Why don't you go explore the cave a bit while I rest?\""; - close; + mes "[Orum]"; + mes "\"Casting that aura took a lot out of me.. Why don't you go explore the cave a bit while I rest?\""; + close; L_Explore: - mes "Orum looks up as you approach.."; - next; - - mes "[Orum]"; - mes "\"Find anything interesting in this place?\""; - next; - - menu - "Yep.. a whole mess of torches!", L_Explain_Objective, - "I'm not sure what to look for..", L_Explain_Objective, - "Going to explore more, bye.", -; - - mes "[Orum]"; - mes "\"Be sure to let me know if you find anything. I've almost gained my energy back.\""; - close; + mes "Orum looks up as you approach.."; + next; + mes "[Orum]"; + mes "\"Find anything interesting in this place?\""; + next; + menu + "Yep.. a whole mess of torches!", L_Explain_Objective, + "I'm not sure what to look for..", L_Explain_Objective, + "Going to explore more, bye.", -; + mes "[Orum]"; + mes "\"Be sure to let me know if you find anything. I've almost gained my energy back.\""; + close; L_Explain_Objective: - mes "[Orum]"; - mes "\"I'm positive this is where that witch took Waric, so this cave must lead to somewhere. Try looking around for another exit. I've almost gained my energy back and then I can help.\""; - close; + mes "[Orum]"; + mes "\"I'm positive this is where that witch took Waric, so this cave must lead to somewhere. Try looking around for another exit. I've almost gained my energy back and then I can help.\""; + close; L_Found_Barriers: - mes "Orum looks up as you approach.."; - next; - - mes "[Orum]"; - mes "\"Find anything interesting in this place?\""; - next; - - menu - "Yep.. a whole mess of torches!", L_Explain_Objective, - "I'm not sure what to look for..", L_Explain_Objective, - "I found more barriers.. but..", L_Explain_Barriers_More, - "Going to explore more, bye.", -; - - mes "[Orum]"; - mes "\"Be sure to let me know if you find anything. I'm still gaining my energy back.\""; - close; + mes "Orum looks up as you approach.."; + next; + mes "[Orum]"; + mes "\"Find anything interesting in this place?\""; + next; + menu + "Yep.. a whole mess of torches!", L_Explain_Objective, + "I'm not sure what to look for..", L_Explain_Objective, + "I found more barriers.. but..", L_Explain_Barriers_More, + "Going to explore more, bye.", -; + mes "[Orum]"; + mes "\"Be sure to let me know if you find anything. I'm still gaining my energy back.\""; + close; L_Explain_Barriers_More: - mes "[Orum]"; - mes "\"Hm let me guess.. the aura is ineffective on the rest of the barriers here?\""; - next; - - menu - "How did you know..?", L_Explain_Note_More, - "I'm not sure, I'll go try again.", -; - - mes "[Orum]"; - mes "\"Always a good idea to double check things!\""; - close; + mes "[Orum]"; + mes "\"Hm let me guess.. the aura is ineffective on the rest of the barriers here?\""; + next; + menu + "How did you know..?", L_Explain_Note_More, + "I'm not sure, I'll go try again.", -; + mes "[Orum]"; + mes "\"Always a good idea to double check things!\""; + close; L_Explain_Note_More: - mes "[Orum]"; - mes "\"Well while I was resting I spent more time looking over the note that witch dropped.. And I think the aura is only to get past the entrance..\""; - next; - - mes "[Orum]"; - mes "\"It mentions some sort of security system to keep people from entering the actual lair but it doesn't explain in great detail. Try exploring more; maybe we will find some answers.\""; - next; - - mes "Orum continues examining the note.."; - close; + mes "[Orum]"; + mes "\"Well while I was resting I spent more time looking over the note that witch dropped.. And I think the aura is only to get past the entrance..\""; + next; + mes "[Orum]"; + mes "\"It mentions some sort of security system to keep people from entering the actual lair but it doesn't explain in great detail. Try exploring more; maybe we will find some answers.\""; + next; + mes "Orum continues examining the note.."; + close; L_Found_Torches: - mes "Orum looks up as you approach.."; - next; - - mes "[Orum]"; - mes "\"Find something interesting?\""; - next; - - menu - "Yep.. a whole mess of torches!", L_Explain_Objective, - "I'm not sure what to look for..", L_Explain_Objective, - "I found more barriers.. but..", L_Explain_Barriers_More, - "I found a strange torch by itself.", L_Explain_Torches, - "Going to explore more, bye.", -; - - mes "[Orum]"; - mes "\"Be sure to let me know if you find anything new.\""; - close; + mes "Orum looks up as you approach.."; + next; + mes "[Orum]"; + mes "\"Find something interesting?\""; + next; + menu + "Yep.. a whole mess of torches!", L_Explain_Objective, + "I'm not sure what to look for..", L_Explain_Objective, + "I found more barriers.. but..", L_Explain_Barriers_More, + "I found a strange torch by itself.", L_Explain_Torches, + "Going to explore more, bye.", -; + mes "[Orum]"; + mes "\"Be sure to let me know if you find anything new.\""; + close; L_Explain_Torches: - mes "Orum has you direct him to the torch and he walks off to examine it before returning shortly after.."; - next; - - mes "[Orum]"; - mes "\"Ah yes! I was hoping we would find something like this!\""; - next; - - mes "[Orum]"; - mes "\"While examining the note I found another set of spells to create some type of powder and with them was a few notes on using it with some type of torch..\""; - next; - - mes "[Orum]"; - mes "\"I'll bet this torch has something to do with the rest of these barriers which are probably the security system this note mentions.\""; - next; - - mes "[Orum]"; - mes "\"We will probably need to transmute this powder before we can get any further past these barriers.. Would you mind gathering a few more materials?\""; - next; - - menu - "It better be the last time.", L_Gather_More, - "I'm done doing stuff for you!", -; - - mes "[Orum]"; - mes "\"I'm surprised you give up after we've gotten so far.. Shame.\""; - close; + mes "Orum has you direct him to the torch and he walks off to examine it before returning shortly after.."; + next; + mes "[Orum]"; + mes "\"Ah yes! I was hoping we would find something like this!\""; + next; + mes "[Orum]"; + mes "\"While examining the note I found another set of spells to create some type of powder and with them was a few notes on using it with some type of torch..\""; + next; + mes "[Orum]"; + mes "\"I'll bet this torch has something to do with the rest of these barriers which are probably the security system this note mentions.\""; + next; + mes "[Orum]"; + mes "\"We will probably need to transmute this powder before we can get any further past these barriers.. Would you mind gathering a few more materials?\""; + next; + menu + "It better be the last time.", L_Gather_More, + "I'm done doing stuff for you!", -; + mes "[Orum]"; + mes "\"I'm surprised you give up after we've gotten so far.. Shame.\""; + close; L_Gather_More: - mes "Orum begins writing down another list of materials.."; - next; - - mes @BT_IRONPOWDER + " Piles of Iron Powder,"; - mes @BT_PILESOFASH + " Piles of Sand or Ash,"; - mes @BT_HERBS + " Gamboge Herbs,"; - mes @BT_HERBS + " Alizarin Herbs,"; - mes @BT_HERBS + " Cobalt Herbs"; - next; - - menu - "Yikes! I'll try..", L_Gathering_More, - "No way! Too much stuff!", -; - - mes "[Orum]"; - mes "\"The note says to get these and I'm not going to attempt this spell until I have what the note says.\""; - close; + mes "Orum begins writing down another list of materials.."; + next; + mes @BT_IRONPOWDER + " Piles of Iron Powder,"; + mes @BT_PILESOFASH + " Piles of Sand or Ash,"; + mes @BT_HERBS + " Gamboge Herbs,"; + mes @BT_HERBS + " Alizarin Herbs,"; + mes @BT_HERBS + " Cobalt Herbs"; + next; + menu + "Yikes! I'll try..", L_Gathering_More, + "No way! Too much stuff!", -; + mes "[Orum]"; + mes "\"The note says to get these and I'm not going to attempt this spell until I have what the note says.\""; + close; L_Gathering_More: - set OrumQuest, 7; - mes "[Orum]"; - mes "\"Wonderful! Try to make it quick, we must save Waric!\""; - close; + set OrumQuest, 7; + mes "[Orum]"; + mes "\"Wonderful! Try to make it quick, we must save Waric!\""; + close; L_Still_Gathering: - mes "[Orum]"; - mes "\"Have you finished gathering those things yet?\""; - next; - - menu - "I believe I have!", L_Finished_Gathering_More, - "I lost my list.. again..", L_List_Materials_More, - "I've almost got them all..", -; - - mes "[Orum]"; - mes "\"Don't make me remind you again! Warics life is on the line here! Hurry up!\""; - close; + mes "[Orum]"; + mes "\"Have you finished gathering those things yet?\""; + next; + menu + "I believe I have!", L_Finished_Gathering_More, + "I lost my list.. again..", L_List_Materials_More, + "I've almost got them all..", -; + mes "[Orum]"; + mes "\"Don't make me remind you again! Warics life is on the line here! Hurry up!\""; + close; L_List_Materials_More: - mes "He scavenges around in his pocket for another piece of paper then writes a new list.."; - next; - - mes @BT_IRONPOWDER + " Piles of Iron Powder,"; - mes @BT_PILESOFASH + " Piles of Sand or Ash,"; - mes @BT_HERBS + " Gamboge Herbs,"; - mes @BT_HERBS + " Alizarin Herbs,"; - mes @BT_HERBS + " Cobalt Herbs"; - next; - - mes "[Orum]"; - mes "\"And try not to lose this one.. I don't have much more to write on!\""; - close; + mes "He scavenges around in his pocket for another piece of paper then writes a new list.."; + next; + mes @BT_IRONPOWDER + " Piles of Iron Powder,"; + mes @BT_PILESOFASH + " Piles of Sand or Ash,"; + mes @BT_HERBS + " Gamboge Herbs,"; + mes @BT_HERBS + " Alizarin Herbs,"; + mes @BT_HERBS + " Cobalt Herbs"; + next; + mes "[Orum]"; + mes "\"And try not to lose this one.. I don't have much more to write on!\""; + close; L_Finished_Gathering_More: - if (countitem("IronPowder") < @BT_IRONPOWDER || - countitem("PileOfAsh") < @BT_PILESOFASH || - countitem("GambogeHerb") < @BT_HERBS || - countitem("AlizarinHerb") < @BT_HERBS || - countitem("CobaltHerb") < @BT_HERBS) goto L_Missing_Materials_More; - - delitem "IronPowder", @BT_IRONPOWDER; - delitem "PileOfAsh", @BT_PILESOFASH; - delitem "GambogeHerb", @BT_HERBS; - delitem "AlizarinHerb", @BT_HERBS; - delitem "CobaltHerb", @BT_HERBS; - - mes "[Orum]"; - mes "\"Excellent work! And once again you did not take as long as I was expecting. I guess I will get started..\""; - next; - - mes "You watch as Orum takes the iron powder and ash and begins chanting some words.. The two start to glow and mold together turning into a light, metallic looking powder.."; - next; - misceffect sfx_magic_transmute; - - mes "He then splits the powder into three piles and performs separate spells on each using the herbs. After he finishes you see 3 piles of colored metallic powder that appear to be red, yellow, and blue.."; - next; - misceffect sfx_magic_transmute; - - mes "[Orum]"; - mes "\"Well if I did it right.. These three powders are hopefully the key to getting past these barriers!\""; - next; - - mes "[Orum]"; - mes "\"I'm weary, I must take some time to rest. Why don't you go ahead and experiment with these powders on that torch and let me know if you figure what they have to do with it.\""; - - getitem "RedPowder", @BT_REWARDCOUNT; - getitem "YellowPowder", @BT_REWARDCOUNT; - getitem "BluePowder", @BT_REWARDCOUNT; - set OrumQuest, 8; - close; + if (countitem("IronPowder") < @BT_IRONPOWDER || + countitem("PileOfAsh") < @BT_PILESOFASH || + countitem("GambogeHerb") < @BT_HERBS || + countitem("AlizarinHerb") < @BT_HERBS || + countitem("CobaltHerb") < @BT_HERBS) + goto L_Missing_Materials_More; + + delitem "IronPowder", @BT_IRONPOWDER; + delitem "PileOfAsh", @BT_PILESOFASH; + delitem "GambogeHerb", @BT_HERBS; + delitem "AlizarinHerb", @BT_HERBS; + delitem "CobaltHerb", @BT_HERBS; + + mes "[Orum]"; + mes "\"Excellent work! And once again you did not take as long as I was expecting. I guess I will get started..\""; + next; + mes "You watch as Orum takes the iron powder and ash and begins chanting some words.. The two start to glow and mold together turning into a light, metallic looking powder.."; + next; + misceffect sfx_magic_transmute; + mes "He then splits the powder into three piles and performs separate spells on each using the herbs. After he finishes you see 3 piles of colored metallic powder that appear to be red, yellow, and blue.."; + next; + misceffect sfx_magic_transmute; + mes "[Orum]"; + mes "\"Well if I did it right.. These three powders are hopefully the key to getting past these barriers!\""; + next; + mes "[Orum]"; + mes "\"I'm weary, I must take some time to rest. Why don't you go ahead and experiment with these powders on that torch and let me know if you figure what they have to do with it.\""; + + getitem "RedPowder", @BT_REWARDCOUNT; + getitem "YellowPowder", @BT_REWARDCOUNT; + getitem "BluePowder", @BT_REWARDCOUNT; + set OrumQuest, 8; + close; L_Missing_Materials_More: - mes "Orum carefully looks over all of the items then squints his eyes at you.."; - next; - - mes "[Orum]"; - mes "\"You really enjoy playing games with Warics life, don't you! Come back when you have ALL of the items I told you.\""; - close; + mes "Orum carefully looks over all of the items then squints his eyes at you.."; + next; + mes "[Orum]"; + mes "\"You really enjoy playing games with Warics life, don't you! Come back when you have ALL of the items I told you.\""; + close; L_Finish_Up: - mes "Orum seems to be sitting around doing nothing as you approach."; - next; - - mes "[Orum]"; - mes "\"Did you find a way past any of the barriers yet?\""; - next; - - menu - "No, I'm still not sure how..", L_Explain_Torches_More, - "I need more of that powder.", L_More_Powder, - "I'm still trying..", -; - - mes "[Orum]"; - mes "\"Excellent! Let me know when you've made any progress.\""; - close; + mes "Orum seems to be sitting around doing nothing as you approach."; + next; + mes "[Orum]"; + mes "\"Did you find a way past any of the barriers yet?\""; + next; + menu + "No, I'm still not sure how..", L_Explain_Torches_More, + "I need more of that powder.", L_More_Powder, + "I'm still trying..", -; + mes "[Orum]"; + mes "\"Excellent! Let me know when you've made any progress.\""; + close; L_Explain_Torches_More: - mes "[Orum]"; - mes "\"Most of the barriers here have a certain color radiating from them and so do the torches. The torches seem to react with this powder so maybe we have to make these torches turn a certain color in order to lower the barriers.\""; - next; - - mes "[Orum]"; - mes "\"It seems that the powders are only in these 3 colors, so you may have to experiment a bit to get the colors right.\""; - next; - - mes "[Orum]"; - mes "\"Also while looking around I saw that behind one of the barriers was a cave. Maybe Waric is in there.. we should try to get that barrier dropped.\""; - close; + mes "[Orum]"; + mes "\"Most of the barriers here have a certain color radiating from them and so do the torches. The torches seem to react with this powder so maybe we have to make these torches turn a certain color in order to lower the barriers.\""; + next; + mes "[Orum]"; + mes "\"It seems that the powders are only in these 3 colors, so you may have to experiment a bit to get the colors right.\""; + next; + mes "[Orum]"; + mes "\"Also while looking around I saw that behind one of the barriers was a cave. Maybe Waric is in there.. we should try to get that barrier dropped.\""; + close; L_More_Powder: - mes "[Orum]"; - mes "\"You really used up that powder fast.. Luckily I can make more as long as you can bring me those materials again.\""; - next; - - menu - "I have them right here!", L_More_Powder_Make, - "Hmmm.. what are they again?", L_List_Materials_More, - "I'll go get those for you..", -; - - mes "[Orum]"; - mes "\"You better not waste any time gathering those materials!\""; - close; + mes "[Orum]"; + mes "\"You really used up that powder fast.. Luckily I can make more as long as you can bring me those materials again.\""; + next; + menu + "I have them right here!", L_More_Powder_Make, + "Hmmm.. what are they again?", L_List_Materials_More, + "I'll go get those for you..", -; + mes "[Orum]"; + mes "\"You better not waste any time gathering those materials!\""; + close; L_More_Powder_Make: - if (countitem("IronPowder") < @BT_IRONPOWDER || - countitem("PileOfAsh") < @BT_PILESOFASH || - countitem("GambogeHerb") < @BT_HERBS || - countitem("AlizarinHerb") < @BT_HERBS || - countitem("CobaltHerb") < @BT_HERBS) goto L_Missing_Materials_More; - - delitem "IronPowder", @BT_IRONPOWDER; - delitem "PileOfAsh", @BT_PILESOFASH; - delitem "GambogeHerb", @BT_HERBS; - delitem "AlizarinHerb", @BT_HERBS; - delitem "CobaltHerb", @BT_HERBS; - - mes "[Orum]"; - mes "\"Hmm all of the items appear to be here.. Give me a moment to make that powder for you.\""; - next; - - mes "Orum begins chanting the same words as he did when he made the powder before.. He seems to be quicker at it this time.."; - misceffect sfx_magic_transmute; - next; - - mes "[Orum]"; - mes "\"Here you are. And try to conserve this time! The more powder I have to make, the more time and resources we use up that we could be using to save Waric!\""; - - getitem "RedPowder", @BT_REWARDCOUNT; - getitem "YellowPowder", @BT_REWARDCOUNT; - getitem "BluePowder", @BT_REWARDCOUNT; - close; + if (countitem("IronPowder") < @BT_IRONPOWDER || + countitem("PileOfAsh") < @BT_PILESOFASH || + countitem("GambogeHerb") < @BT_HERBS || + countitem("AlizarinHerb") < @BT_HERBS || + countitem("CobaltHerb") < @BT_HERBS) + goto L_Missing_Materials_More; + + delitem "IronPowder", @BT_IRONPOWDER; + delitem "PileOfAsh", @BT_PILESOFASH; + delitem "GambogeHerb", @BT_HERBS; + delitem "AlizarinHerb", @BT_HERBS; + delitem "CobaltHerb", @BT_HERBS; + + mes "[Orum]"; + mes "\"Hmm all of the items appear to be here.. Give me a moment to make that powder for you.\""; + next; + mes "Orum begins chanting the same words as he did when he made the powder before.. He seems to be quicker at it this time.."; + misceffect sfx_magic_transmute; + next; + mes "[Orum]"; + mes "\"Here you are. And try to conserve this time! The more powder I have to make, the more time and resources we use up that we could be using to save Waric!\""; + + getitem "RedPowder", @BT_REWARDCOUNT; + getitem "YellowPowder", @BT_REWARDCOUNT; + getitem "BluePowder", @BT_REWARDCOUNT; + close; L_Finished_Up: - mes "As you approch you think you see Orum rolling his eyes.. maybe you're imagining it.."; - next; - - mes "[Orum]"; - mes "\"I hope you finally dropped that barrier we need to get past!\""; - next; - - menu - "Actually.. I have!", L_Enter_Cavern, - "I need more of that powder.", L_More_Powder, - "Cut me some slack! I'm working on it!", -; - - mes "[Orum]"; - mes "\"Just hurry it up! Warics life is on the line here!\""; - close; + mes "As you approch you think you see Orum rolling his eyes.. maybe you're imagining it.."; + next; + mes "[Orum]"; + mes "\"I hope you finally dropped that barrier we need to get past!\""; + next; + menu + "Actually.. I have!", L_Enter_Cavern, + "I need more of that powder.", L_More_Powder, + "Cut me some slack! I'm working on it!", -; + mes "[Orum]"; + mes "\"Just hurry it up! Warics life is on the line here!\""; + close; L_Enter_Cavern: - if (OrumQuest >= 10) goto L_Ready_Cavern; + if (OrumQuest >= 10) goto L_Ready_Cavern; - mes "Orum heads to the barrier then gives you a look as if he does not believe you before walking forward.."; - next; - - mes "He is suddenly thrown against the wall behind him! Angered, he gets up, brushes himself off, and heads back to the entrance without speaking."; - close; + mes "Orum heads to the barrier then gives you a look as if he does not believe you before walking forward.."; + next; + mes "He is suddenly thrown against the wall behind him! Angered, he gets up, brushes himself off, and heads back to the entrance without speaking."; + close; L_Ready_Cavern: - // you should not get that twice ;) - if (OrumQuest == 12) goto L_Got_Reward; - - mes "Orum heads to the barrier then gives you a look as if he does not believe you before walking forward.."; - next; - - mes "He makes it through without any problems and grins."; - next; - - mes "[Orum]"; - mes "\"Very good work you have done! Please take this for your efforts. It has helped me in a bind.\""; - next; - - getexp @EXP_BREAK_BARRIERS, 0; - getitem "CandleHelmet", 1; - mes "You receive the Candle Helmet"; - next; - - mes "\"You've done enough here to help. I will go the rest of the way alone so that your life is not endangered.. You must promise me not to go any further!\""; - next; - - menu - "Sure, I promise!", -, - "I thought this would never be over!", -; - - mes "[Orum]"; - mes "\"Well I guess this is farewell!\""; - set OrumQuest, 12; - close; + // you should not get that twice ;) + if (OrumQuest == 12) goto L_Got_Reward; + + mes "Orum heads to the barrier then gives you a look as if he does not believe you before walking forward.."; + next; + mes "He makes it through without any problems and grins."; + next; + mes "[Orum]"; + mes "\"Very good work you have done! Please take this for your efforts. It has helped me in a bind.\""; + next; + getexp @EXP_BREAK_BARRIERS, 0; + getitem "CandleHelmet", 1; + mes "You receive the Candle Helmet"; + next; + mes "\"You've done enough here to help. I will go the rest of the way alone so that your life is not endangered.. You must promise me not to go any further!\""; + next; + menu + "Sure, I promise!", -, + "I thought this would never be over!", -; + mes "[Orum]"; + mes "\"Well I guess this is farewell!\""; + set OrumQuest, 12; + close; L_Got_Reward: - mes "\"You've done enough here to help. I will go the rest of the way alone so that your life is not endangered..\""; - close; + mes "\"You've done enough here to help. I will go the rest of the way alone so that your life is not endangered..\""; + close; } diff --git a/world/map/npc/009-4/orum_warps.txt b/world/map/npc/009-4/orum_warps.txt index ebeaa857..a55ead5f 100644 --- a/world/map/npc/009-4/orum_warps.txt +++ b/world/map/npc/009-4/orum_warps.txt @@ -1,33 +1,33 @@ -009-3.gat,162,113,0 script #OrumQuestEnter 0,0,0,{ - if (OrumQuest >= 12) goto L_Second_Entrance; - warp "009-4.gat", 37, 113; - close; +009-3.gat,162,113,0|script|#OrumQuestEnter|0,0,0,{ + if (OrumQuest >= 12) goto L_Second_Entrance; + warp "009-4.gat", 37, 113; + close; L_Second_Entrance: - warp "009-4.gat", 72, 126; - close; + warp "009-4.gat", 72, 126; + close; } -009-4.gat,36,26,0 script #LairExit 0,0,0,{ - if (OrumQuest >= 12) goto L_Second_Entrance; - warp "009-4.gat", 37, 122; - close; +009-4.gat,36,26,0|script|#LairExit|0,0,0,{ + if (OrumQuest >= 12) goto L_Second_Entrance; + warp "009-4.gat", 37, 122; + close; L_Second_Entrance: - warp "009-4.gat", 72, 135; - close; + warp "009-4.gat", 72, 135; + close; } -009-4.gat,51,47,0 script #CavernEnter 0,0,0,{ - if (OrumQuest >= 14) goto L_Second_Cavern; - if (OrumQuest < 12) goto L_See_Orum; - warp "009-4.gat", 103, 23; - close; +009-4.gat,51,47,0|script|#CavernEnter|0,0,0,{ + if (OrumQuest >= 14) goto L_Second_Cavern; + if (OrumQuest < 12) goto L_See_Orum; + warp "009-4.gat", 103, 23; + close; L_Second_Cavern: - warp "009-4.gat", 103, 77; - close; + warp "009-4.gat", 103, 77; + close; L_See_Orum: - mes "Right as you are entering you hear Orum call out for you.. Perhaps you should see what he wants first.."; - close; + mes "Right as you are entering you hear Orum call out for you.. Perhaps you should see what he wants first.."; + close; } diff --git a/world/map/npc/009-4/torches.txt b/world/map/npc/009-4/torches.txt index f4d2cede..a1f1bbf9 100644 --- a/world/map/npc/009-4/torches.txt +++ b/world/map/npc/009-4/torches.txt @@ -1,365 +1,403 @@ //# see detailed description at orum.txt -function script GetTorchColor { - if (@Torch < 0 || @Torch > 2) goto L_Error; +function|script|GetTorchColor|{ + if (@Torch < 0 || @Torch > 2) goto L_Error; - set @Mask, 15; - set @Shift, 4 * @Torch; - set @TorchColor, (OrumQuestTorch >> @Shift) & @Mask; - return; + set @Mask, 15; + set @Shift, 4 * @Torch; + set @TorchColor, (OrumQuestTorch >> @Shift) & @Mask; + return; L_Error: - mes "Torch number is out of range."; - close; + mes "Torch number is out of range."; + close; } -function script SetTorchColor { - if (@Torch < 0 || @Torch > 2) goto L_Error; - if (@Color < 1 || @Color > 12) goto L_Error2; +function|script|SetTorchColor|{ + if (@Torch < 0 || @Torch > 2) goto L_Error; + if (@Color < 1 || @Color > 12) goto L_Error2; - set @Mask, (15 << (4 * @Torch)); - set OrumQuestTorch, (OrumQuestTorch & (~(@Mask))) | @Color << (4 * @Torch); - return; + set @Mask, (15 << (4 * @Torch)); + set OrumQuestTorch, (OrumQuestTorch & (~(@Mask))) | @Color << (4 * @Torch); + return; L_Error: - mes "Torch number is out of range."; - close; + mes "Torch number is out of range."; + close; L_Error2: - mes "Torch color is out of range."; - close; + mes "Torch color is out of range."; + close; } -function script GetTorchIntensity { - if (@Torch < 0 || @Torch > 2) goto L_Error; +function|script|GetTorchIntensity|{ + if (@Torch < 0 || @Torch > 2) goto L_Error; - set @Mask, 15; - set @Shift, 4 * (@Torch + 3); - set @TorchIntensity, (OrumQuestTorch >> @Shift) & @Mask; - return; + set @Mask, 15; + set @Shift, 4 * (@Torch + 3); + set @TorchIntensity, (OrumQuestTorch >> @Shift) & @Mask; + return; L_Error: - mes "Torch number is out of range."; - close; + mes "Torch number is out of range."; + close; } -function script SetTorchIntensity { - if (@Torch < 0 || @Torch > 2) goto L_Error; - if (@Intensity < 0 || @Intensity > 2) goto L_Error2; +function|script|SetTorchIntensity|{ + if (@Torch < 0 || @Torch > 2) goto L_Error; + if (@Intensity < 0 || @Intensity > 2) goto L_Error2; - set @Mask, (15 << (4 * (@Torch + 3))); - set OrumQuestTorch, (OrumQuestTorch & (~(@Mask))) | @Intensity << (4 * (@Torch + 3)); - return; + set @Mask, (15 << (4 * (@Torch + 3))); + set OrumQuestTorch, (OrumQuestTorch & (~(@Mask))) | @Intensity << (4 * (@Torch + 3)); + return; L_Error: - mes "Torch number is out of range."; - close; + mes "Torch number is out of range."; + close; L_Error2: - mes "Torch intensity is out of range."; - close; + mes "Torch intensity is out of range."; + close; } -function script DoneWithTorches { - if (OrumQuest < 11 && OrumQuest >= 8) - return; +function|script|DoneWithTorches|{ + if (OrumQuest < 11 && OrumQuest >= 8) + return; - if (OrumQuest < 7) goto L_Different; + if (OrumQuest < 7) goto L_Different; - if (OrumQuest >= 11) - mes "The flame on the torch looks ordinary.. Lowering the final barrier seems to have drained them of their magic."; + if (OrumQuest >= 11) + mes "The flame on the torch looks ordinary.. Lowering the final barrier seems to have drained them of their magic."; - if (OrumQuest < 8) - mes "Without that powder the note mentions there isn't much you can do with this torch.."; - - close; + if (OrumQuest < 8) + mes "Without that powder the note mentions there isn't much you can do with this torch.."; + close; L_Different: - mes "The flame on this torch looks different than the rest.. You better tell Orum about it before doing anything."; - set OrumQuest, 6; - close; + mes "The flame on this torch looks different than the rest.. You better tell Orum about it before doing anything."; + set OrumQuest, 6; + close; } // To make sure in range of torches -function script InRangeTorch1 { - if (isin("009-4.gat",67,20,69,25)) - return; - - mes "You're too far away to do anything with that torch."; - close; +function|script|InRangeTorch1|{ + if (isin("009-4.gat",67,20,69,25)) + return; + mes "You're too far away to do anything with that torch."; + close; } -function script InRangeTorch2 { - if (isin("009-4.gat",65,41,69,46)) - return; - - mes "You're too far away to do anything with that torch."; - close; +function|script|InRangeTorch2|{ + if (isin("009-4.gat",65,41,69,46)) + return; + mes "You're too far away to do anything with that torch."; + close; } -function script InRangeTorch3 { - if (isin("009-4.gat",33,84,37,88)) - return; - - mes "You're too far away to do anything with that torch."; - close; +function|script|InRangeTorch3|{ + if (isin("009-4.gat",33,84,37,88)) + return; + mes "You're too far away to do anything with that torch."; + close; } // First Torch -009-4.gat,68,21,0 script Torch 127,{ - callfunc "InRangeTorch1"; - callfunc "DoneWithTorches"; +009-4.gat,68,21,0|script|Torch|127,{ + callfunc "InRangeTorch1"; + callfunc "DoneWithTorches"; - set @Torch, 0; - callfunc("GetTorchColor"); - callfunc("GetTorchIntensity"); + set @Torch, 0; + callfunc("GetTorchColor"); + callfunc("GetTorchIntensity"); - set @lastColor, @TorchColor; - setarray @colors$,"transparent","red","dark orange","orange","light orange","yellow","light green","green","dark green","blue","dark purple","purple","light purple"; - setarray @intensities$,"calm","bright","blinding"; - mes "Looking closely you notice that this torch is not like the others.. This one has a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + " tint to it."; - goto L_Color_Loop; + set @lastColor, @TorchColor; + setarray @colors$,"transparent","red","dark orange","orange","light orange","yellow","light green","green","dark green","blue","dark purple","purple","light purple"; + setarray @intensities$,"calm","bright","blinding"; + mes "Looking closely you notice that this torch is not like the others.. This one has a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + " tint to it."; + goto L_Color_Loop; L_Color_Loop: - callfunc("GetTorchColor"); - menu - "Add Red Powder", L_Use_Red, - "Add Yellow Powder", L_Use_Yellow, - "Add Blue Powder", L_Use_Blue, - "Leave it alone.", -; - - mes "The flame flickers as if it's laughing at you.."; - close; + callfunc("GetTorchColor"); + menu + "Add Red Powder", L_Use_Red, + "Add Yellow Powder", L_Use_Yellow, + "Add Blue Powder", L_Use_Blue, + "Leave it alone.", -; + mes "The flame flickers as if it's laughing at you.."; + close; L_Use_Red: - if (countitem("RedPowder") < 1) goto L_No_Powder; - if (@TorchColor > 6 && @TorchColor < 12) set @Color, @TorchColor + 1; - if (@TorchColor < 6 && @TorchColor > 1) set @Color, @TorchColor - 1; - if (@TorchColor == 12) set @Color, 1; - if (@TorchColor == 0) set @Color, 1; - callfunc("SetTorchColor"); - delitem "RedPowder", 1; - goto L_Show_Color; + if (countitem("RedPowder") < 1) + goto L_No_Powder; + if (@TorchColor > 6 && @TorchColor < 12) + set @Color, @TorchColor + 1; + if (@TorchColor < 6 && @TorchColor > 1) + set @Color, @TorchColor - 1; + if (@TorchColor == 12) + set @Color, 1; + if (@TorchColor == 0) + set @Color, 1; + callfunc("SetTorchColor"); + delitem "RedPowder", 1; + goto L_Show_Color; L_Use_Yellow: - if (countitem("YellowPowder") < 1) goto L_No_Powder; - if (@TorchColor < 10 && @TorchColor > 5) set @Color, @TorchColor - 1; - if (@TorchColor >= 1 && @TorchColor < 5) set @Color, @TorchColor + 1; - if (@TorchColor == 0) set @Color, 5; - callfunc("SetTorchColor"); - delitem "YellowPowder", 1; - goto L_Show_Color; + if (countitem("YellowPowder") < 1) + goto L_No_Powder; + if (@TorchColor < 10 && @TorchColor > 5) + set @Color, @TorchColor - 1; + if (@TorchColor >= 1 && @TorchColor < 5) + set @Color, @TorchColor + 1; + if (@TorchColor == 0) + set @Color, 5; + callfunc("SetTorchColor"); + delitem "YellowPowder", 1; + goto L_Show_Color; L_Use_Blue: - if (countitem("BluePowder") < 1) goto L_No_Powder; - if (@TorchColor > 4 && @TorchColor < 9) set @Color, @TorchColor + 1; - if (@TorchColor <= 12 && @TorchColor > 9) set @Color, @TorchColor - 1; - if (@TorchColor == 1) set @Color, 12; - if (@TorchColor == 0) set @Color, 9; - callfunc("SetTorchColor"); - delitem "BluePowder", 1; - goto L_Show_Color; + if (countitem("BluePowder") < 1) + goto L_No_Powder; + if (@TorchColor > 4 && @TorchColor < 9) + set @Color, @TorchColor + 1; + if (@TorchColor <= 12 && @TorchColor > 9) + set @Color, @TorchColor - 1; + if (@TorchColor == 1) + set @Color, 12; + if (@TorchColor == 0) + set @Color, 9; + callfunc("SetTorchColor"); + delitem "BluePowder", 1; + goto L_Show_Color; L_No_Powder: - mes "You notice you're all out of that color of powder.. Perhaps Orum can make you some more."; - close; + mes "You notice you're all out of that color of powder.. Perhaps Orum can make you some more."; + close; L_Show_Color: - callfunc("GetTorchColor"); - callfunc("GetTorchIntensity"); - if (@TorchColor == @lastColor) goto L_Wrong_Color; - misceffect 5; - set @lastColor, @TorchColor; - mes "As your pour the powder into the flame you can see its tint transform to a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + ".."; - goto L_Color_Loop; + callfunc("GetTorchColor"); + callfunc("GetTorchIntensity"); + if (@TorchColor == @lastColor) + goto L_Wrong_Color; + misceffect 5; + set @lastColor, @TorchColor; + mes "As your pour the powder into the flame you can see its tint transform to a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + ".."; + goto L_Color_Loop; L_Wrong_Color: - set @Intensity, @TorchIntensity + 1; - if (@Intensity > 2) goto L_Failed; - callfunc("SetTorchIntensity"); - callfunc("GetTorchIntensity"); - misceffect 5; - mes "As you pour the powder into the flame it flares violently for a moment and then turns into a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + ".."; - goto L_Color_Loop; + set @Intensity, @TorchIntensity + 1; + if (@Intensity > 2) + goto L_Failed; + callfunc("SetTorchIntensity"); + callfunc("GetTorchIntensity"); + misceffect 5; + mes "As you pour the powder into the flame it flares violently for a moment and then turns into a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + ".."; + goto L_Color_Loop; L_Failed: - mes "As you pour the powder into the flame it flares violently before bursting into your face!"; - misceffect 5; - misceffect 16; - set @Intensity, 0; - callfunc("SetTorchIntensity"); - heal -Hp, 0; - close; + mes "As you pour the powder into the flame it flares violently before bursting into your face!"; + misceffect 5; + misceffect 16; + set @Intensity, 0; + callfunc("SetTorchIntensity"); + heal -Hp, 0; + close; } // Second Torch -009-4.gat,67,42,0 script Torch 127,{ - callfunc "InRangeTorch2"; - callfunc "DoneWithTorches"; +009-4.gat,67,42,0|script|Torch|127,{ + callfunc "InRangeTorch2"; + callfunc "DoneWithTorches"; - set @Torch, 1; - callfunc("GetTorchColor"); - callfunc("GetTorchIntensity"); + set @Torch, 1; + callfunc("GetTorchColor"); + callfunc("GetTorchIntensity"); - set @lastColor, @TorchColor; - setarray @colors$,"transparent","red","dark orange","orange","light orange","yellow","light green","green","dark green","blue","dark purple","purple","light purple"; - mes "Looking closely you notice that this torch is not like the others.. This one has a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + " tint to it."; - goto L_Color_Loop; + set @lastColor, @TorchColor; + setarray @colors$,"transparent","red","dark orange","orange","light orange","yellow","light green","green","dark green","blue","dark purple","purple","light purple"; + mes "Looking closely you notice that this torch is not like the others.. This one has a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + " tint to it."; + goto L_Color_Loop; L_Color_Loop: - callfunc("GetTorchColor"); - menu - "Add Red Powder", L_Use_Red, - "Add Yellow Powder", L_Use_Yellow, - "Add Blue Powder", L_Use_Blue, - "Leave it alone.", -; - - mes "The flame flickers as if it's laughing at you.."; - close; + callfunc("GetTorchColor"); + menu + "Add Red Powder", L_Use_Red, + "Add Yellow Powder", L_Use_Yellow, + "Add Blue Powder", L_Use_Blue, + "Leave it alone.", -; + mes "The flame flickers as if it's laughing at you.."; + close; L_Use_Red: - if (countitem("RedPowder") < 1) goto L_No_Powder; - if (@TorchColor > 6 && @TorchColor < 12) set @Color, @TorchColor + 1; - if (@TorchColor < 6 && @TorchColor > 1) set @Color, @TorchColor - 1; - if (@TorchColor == 12) set @Color, 1; - if (@TorchColor == 0) set @Color, 1; - callfunc("SetTorchColor"); - delitem "RedPowder", 1; - goto L_Show_Color; + if (countitem("RedPowder") < 1) + goto L_No_Powder; + if (@TorchColor > 6 && @TorchColor < 12) + set @Color, @TorchColor + 1; + if (@TorchColor < 6 && @TorchColor > 1) + set @Color, @TorchColor - 1; + if (@TorchColor == 12) + set @Color, 1; + if (@TorchColor == 0) + set @Color, 1; + callfunc("SetTorchColor"); + delitem "RedPowder", 1; + goto L_Show_Color; L_Use_Yellow: - if (countitem("YellowPowder") < 1) goto L_No_Powder; - if (@TorchColor < 10 && @TorchColor > 5) set @Color, @TorchColor - 1; - if (@TorchColor >= 1 && @TorchColor < 5) set @Color, @TorchColor + 1; - if (@TorchColor == 0) set @Color, 5; - callfunc("SetTorchColor"); - delitem "YellowPowder", 1; - goto L_Show_Color; + if (countitem("YellowPowder") < 1) + goto L_No_Powder; + if (@TorchColor < 10 && @TorchColor > 5) + set @Color, @TorchColor - 1; + if (@TorchColor >= 1 && @TorchColor < 5) + set @Color, @TorchColor + 1; + if (@TorchColor == 0) + set @Color, 5; + callfunc("SetTorchColor"); + delitem "YellowPowder", 1; + goto L_Show_Color; L_Use_Blue: - if (countitem("BluePowder") < 1) goto L_No_Powder; - if (@TorchColor > 4 && @TorchColor < 9) set @Color, @TorchColor + 1; - if (@TorchColor <= 12 && @TorchColor > 9) set @Color, @TorchColor - 1; - if (@TorchColor == 1) set @Color, 12; - if (@TorchColor == 0) set @Color, 9; - callfunc("SetTorchColor"); - delitem "BluePowder", 1; - goto L_Show_Color; + if (countitem("BluePowder") < 1) + goto L_No_Powder; + if (@TorchColor > 4 && @TorchColor < 9) + set @Color, @TorchColor + 1; + if (@TorchColor <= 12 && @TorchColor > 9) + set @Color, @TorchColor - 1; + if (@TorchColor == 1) + set @Color, 12; + if (@TorchColor == 0) + set @Color, 9; + callfunc("SetTorchColor"); + delitem "BluePowder", 1; + goto L_Show_Color; L_No_Powder: - mes "You notice you're all out of that color powder.. Perhaps Orum can make you some more."; - close; + mes "You notice you're all out of that color powder.. Perhaps Orum can make you some more."; + close; L_Show_Color: - callfunc("GetTorchColor"); - callfunc("GetTorchIntensity"); - if (@TorchColor == @lastColor) goto L_Wrong_Color; - misceffect 5; - set @lastColor, @TorchColor; - mes "As your pour the powder into the flame you can see its tint transform to a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + ".."; - goto L_Color_Loop; + callfunc("GetTorchColor"); + callfunc("GetTorchIntensity"); + if (@TorchColor == @lastColor) + goto L_Wrong_Color; + misceffect 5; + set @lastColor, @TorchColor; + mes "As your pour the powder into the flame you can see its tint transform to a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + ".."; + goto L_Color_Loop; L_Wrong_Color: - set @Intensity, @TorchIntensity + 1; - if (@Intensity > 2) goto L_Failed; - callfunc("SetTorchIntensity"); - callfunc("GetTorchIntensity"); - misceffect 5; - mes "As you pour the powder into the flame it flares violently for a moment and then turns into a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + ".."; - goto L_Color_Loop; + set @Intensity, @TorchIntensity + 1; + if (@Intensity > 2) + goto L_Failed; + callfunc("SetTorchIntensity"); + callfunc("GetTorchIntensity"); + misceffect 5; + mes "As you pour the powder into the flame it flares violently for a moment and then turns into a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + ".."; + goto L_Color_Loop; L_Failed: - mes "As you pour the powder into the flame it flares violently before bursting into your face!"; - misceffect 5; - misceffect 16; - set @Intensity, 0; - callfunc("SetTorchIntensity"); - heal -Hp, 0; - close; + mes "As you pour the powder into the flame it flares violently before bursting into your face!"; + misceffect 5; + misceffect 16; + set @Intensity, 0; + callfunc("SetTorchIntensity"); + heal -Hp, 0; + close; } // Third Torch -009-4.gat,33,86,0 script Torch 127,{ - callfunc "InRangeTorch3"; - callfunc "DoneWithTorches"; +009-4.gat,33,86,0|script|Torch|127,{ + callfunc "InRangeTorch3"; + callfunc "DoneWithTorches"; - set @Torch, 2; - callfunc("GetTorchColor"); - callfunc("GetTorchIntensity"); + set @Torch, 2; + callfunc("GetTorchColor"); + callfunc("GetTorchIntensity"); - set @lastColor, @TorchColor; - setarray @colors$,"transparent","red","dark orange","orange","light orange","yellow","light green","green","dark green","blue","dark purple","purple","light purple"; - setarray @intensities$,"calm","bright","blinding"; - mes "Looking closely you notice that this torch is not like the others.. This one has a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + " tint to it."; - goto L_Color_Loop; + set @lastColor, @TorchColor; + setarray @colors$,"transparent","red","dark orange","orange","light orange","yellow","light green","green","dark green","blue","dark purple","purple","light purple"; + setarray @intensities$,"calm","bright","blinding"; + mes "Looking closely you notice that this torch is not like the others.. This one has a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + " tint to it."; + goto L_Color_Loop; L_Too_Far: - mes "You're too far away to do anything with that torch."; - close; + mes "You're too far away to do anything with that torch."; + close; L_Color_Loop: - callfunc("GetTorchColor"); - menu - "Add Red Powder", L_Use_Red, - "Add Yellow Powder", L_Use_Yellow, - "Add Blue Powder", L_Use_Blue, - "Leave it alone.", -; - - mes "The flame flickers as if it's laughing at you.."; - close; + callfunc("GetTorchColor"); + menu + "Add Red Powder", L_Use_Red, + "Add Yellow Powder", L_Use_Yellow, + "Add Blue Powder", L_Use_Blue, + "Leave it alone.", -; + mes "The flame flickers as if it's laughing at you.."; + close; L_Use_Red: - if (countitem("RedPowder") < 1) goto L_No_Powder; - if (@TorchColor > 6 && @TorchColor < 12) set @Color, @TorchColor + 1; - if (@TorchColor < 6 && @TorchColor > 1) set @Color, @TorchColor - 1; - if (@TorchColor == 12) set @Color, 1; - callfunc("SetTorchColor"); - delitem "RedPowder", 1; - goto L_Show_Color; + if (countitem("RedPowder") < 1) + goto L_No_Powder; + if (@TorchColor > 6 && @TorchColor < 12) + set @Color, @TorchColor + 1; + if (@TorchColor < 6 && @TorchColor > 1) + set @Color, @TorchColor - 1; + if (@TorchColor == 12) + set @Color, 1; + callfunc("SetTorchColor"); + delitem "RedPowder", 1; + goto L_Show_Color; L_Use_Yellow: - if (countitem("YellowPowder") < 1) goto L_No_Powder; - if (@TorchColor < 10 && @TorchColor > 5) set @Color, @TorchColor - 1; - if (@TorchColor >= 1 && @TorchColor < 5) set @Color, @TorchColor + 1; - callfunc("SetTorchColor"); - delitem "YellowPowder", 1; - goto L_Show_Color; + if (countitem("YellowPowder") < 1) + goto L_No_Powder; + if (@TorchColor < 10 && @TorchColor > 5) + set @Color, @TorchColor - 1; + if (@TorchColor >= 1 && @TorchColor < 5) + set @Color, @TorchColor + 1; + callfunc("SetTorchColor"); + delitem "YellowPowder", 1; + goto L_Show_Color; L_Use_Blue: - if (countitem("BluePowder") < 1) goto L_No_Powder; - if (@TorchColor > 4 && @TorchColor < 9) set @Color, @TorchColor + 1; - if (@TorchColor <= 12 && @TorchColor > 9) set @Color, @TorchColor - 1; - if (@TorchColor == 1) set @Color, 12; - callfunc("SetTorchColor"); - delitem "BluePowder", 1; - goto L_Show_Color; + if (countitem("BluePowder") < 1) + goto L_No_Powder; + if (@TorchColor > 4 && @TorchColor < 9) + set @Color, @TorchColor + 1; + if (@TorchColor <= 12 && @TorchColor > 9) + set @Color, @TorchColor - 1; + if (@TorchColor == 1) + set @Color, 12; + callfunc("SetTorchColor"); + delitem "BluePowder", 1; + goto L_Show_Color; L_No_Powder: - mes "You notice you're all out of that color powder.. Perhaps Orum can make you some more."; - close; + mes "You notice you're all out of that color powder.. Perhaps Orum can make you some more."; + close; L_Show_Color: - callfunc("GetTorchColor"); - callfunc("GetTorchIntensity"); - if (@TorchColor == @lastColor) goto L_Wrong_Color; - misceffect 5; - set @lastColor, @TorchColor; - mes "As your pour the powder into the flame you can see its tint transform to a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + ".."; - goto L_Color_Loop; + callfunc("GetTorchColor"); + callfunc("GetTorchIntensity"); + if (@TorchColor == @lastColor) + goto L_Wrong_Color; + misceffect 5; + set @lastColor, @TorchColor; + mes "As your pour the powder into the flame you can see its tint transform to a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + ".."; + goto L_Color_Loop; L_Wrong_Color: - set @Intensity, @TorchIntensity + 1; - if (@Intensity > 2) goto L_Failed; - callfunc("SetTorchIntensity"); - callfunc("GetTorchIntensity"); - misceffect 5; - mes "As you pour the powder into the flame it flares violently for a moment and then turns into a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + ".."; - goto L_Color_Loop; + set @Intensity, @TorchIntensity + 1; + if (@Intensity > 2) + goto L_Failed; + callfunc("SetTorchIntensity"); + callfunc("GetTorchIntensity"); + misceffect 5; + mes "As you pour the powder into the flame it flares violently for a moment and then turns into a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + ".."; + goto L_Color_Loop; L_Failed: - mes "As you pour the powder into the flame it flares violently before bursting into your face!"; - misceffect 5; - misceffect 16; - set @Intensity, 0; - callfunc("SetTorchIntensity"); - heal -Hp, 0; - close; + mes "As you pour the powder into the flame it flares violently before bursting into your face!"; + misceffect 5; + misceffect 16; + set @Intensity, 0; + callfunc("SetTorchIntensity"); + heal -Hp, 0; + close; } diff --git a/world/map/npc/009-4/waric.txt b/world/map/npc/009-4/waric.txt index 9eb8e0b2..cf1920d9 100644 --- a/world/map/npc/009-4/waric.txt +++ b/world/map/npc/009-4/waric.txt @@ -1,95 +1,95 @@ //# see detailed description at orum.txt -009-4.gat,99,33,0 script #WizardTrap 0,2,1,{ - set @gender$, "They're"; - if (Sex == 0) set @gender$, "She's"; - if (Sex == 1) set @gender$, "He's"; +009-4.gat,99,33,0|script|#WizardTrap|0,2,1,{ + set @gender$, "They're"; + if (Sex == 0) + set @gender$, "She's"; + if (Sex == 1) + set @gender$, "He's"; - mes "As you explore further into the cave you see a figure looking at you who appears angry.. but as you begin to speak, he quickly chants some words and you start to lose conciousness!"; - next; - warp "009-4.gat", 117, 40; - mes "When you awake you find yourself unable to move.. You seem to be held in place by something.. As your eyes regain focus you see Orum talking with the figure you saw earlier.. Orum looks over at you and mumbles"; - mes ""; - mes "[Orum]"; - mes "\"Be quiet Waric.. " + @gender$ + " awake..\""; - close; + mes "As you explore further into the cave you see a figure looking at you who appears angry.. but as you begin to speak, he quickly chants some words and you start to lose conciousness!"; + next; + warp "009-4.gat", 117, 40; + mes "When you awake you find yourself unable to move.. You seem to be held in place by something.. As your eyes regain focus you see Orum talking with the figure you saw earlier.. Orum looks over at you and mumbles"; + mes ""; + mes "[Orum]"; + mes "\"Be quiet Waric.. " + @gender$ + " awake..\""; + close; } -009-4.gat,120,43,0 script Orum 158,{ - mes "[Orum]"; - mes "\"I told you to forget about this place but you did not heed my advice!\""; - next; - mes "[Orum]"; - mes "\"Your fate is up to Waric now.. don't expect me to do anything else for you.\""; - close; +009-4.gat,120,43,0|script|Orum|158,{ + mes "[Orum]"; + mes "\"I told you to forget about this place but you did not heed my advice!\""; + next; + mes "[Orum]"; + mes "\"Your fate is up to Waric now.. don't expect me to do anything else for you.\""; + close; } -009-4.gat,118,42,0 script Waric 153,{ - set @EXP_LEARNED_ALOT, 10000; - if (OrumQuest >= 13) goto L_Behave; - mes "Waric looks toward you rubbing his chin.."; - next; - mes "[Waric]"; - mes "\"So... Orum tells me your the one that helped him break me out of this dreadful place, so I guess I must thank you for that.\""; - next; - menu - "My pleasure! Mind letting me out of here?", L_Explain, - "This doesn't look like a thank you!", L_Explain, - "Let me out of here at once!", -; - - mes "Waric turns toward Orum.."; - next; - mes "[Waric]"; - mes "\"We've got a feisty one here Orum!\""; - next; - mes "They begin discussing plans of some sort.."; - set OrumQuest, 13; - close; +009-4.gat,118,42,0|script|Waric|153,{ + set @EXP_LEARNED_ALOT, 10000; + if (OrumQuest >= 13) goto L_Behave; + mes "Waric looks toward you rubbing his chin.."; + next; + mes "[Waric]"; + mes "\"So... Orum tells me your the one that helped him break me out of this dreadful place, so I guess I must thank you for that.\""; + next; + menu + "My pleasure! Mind letting me out of here?", L_Explain, + "This doesn't look like a thank you!", L_Explain, + "Let me out of here at once!", -; + mes "Waric turns toward Orum.."; + next; + mes "[Waric]"; + mes "\"We've got a feisty one here Orum!\""; + next; + mes "They begin discussing plans of some sort.."; + set OrumQuest, 13; + close; L_Behave: - mes "Waric looks toward you shaking his finger.."; - next; - mes "[Waric]"; - mes "\"So... are you ready to behave yourself now?\""; - next; - menu - "Yes mister..", L_Explain, - "No I'm not ready yet!", -; - - mes "[Waric]"; - mes "\"Having fun I take it?\""; - next; - mes "They continue discussing their plans.."; - close; + mes "Waric looks toward you shaking his finger.."; + next; + mes "[Waric]"; + mes "\"So... are you ready to behave yourself now?\""; + next; + menu + "Yes mister..", L_Explain, + "No I'm not ready yet!", -; + mes "[Waric]"; + mes "\"Having fun I take it?\""; + next; + mes "They continue discussing their plans.."; + close; L_Explain: - mes "[Waric]"; - mes "\"I'm not sure what Orum told you but I was not kidnapped and brought here.. I was in fact imprisoned here very long ago by a witch for practicing spells on the insignificant forest life.\""; - next; - mes "[Waric]"; - mes "\"She cared about the forest and all of that stuff you see. Now this cave is not bad.. I actually enjoyed it the first nights, but after a few years...\""; - next; - mes "Waric gets a bitter look and his face and pauses for a moment.."; - next; - mes "[Waric]"; - mes "\"So now you can see my motive to get out of here. The only air and water I get is what's given to me through that cave over there. And as for food.. theres only so many recipes for cave snakes and silk worms...\""; - next; - mes "Waric shivers in disgust.."; - next; - mes "[Woric]"; - mes "\"I'm sorry I had to constrain you like this but now that I'm free, I'm not about to let anyone stand in my way!\""; - next; - mes "[Waric]"; - mes "\"Now if you'll excuse us, Orum and I have some things to attend to.. And don't bother coming back to stop us because we'll be long gone.\""; - next; - mes "Waric raises his hands and begins chanting some words.. You watch as streams of energy begin swirling around you.."; - next; - mes "Once more you start to lose conciousness as your surroundings begin to fade.."; - next; - set OrumQuest, 14; - misceffect 10; - warp "008-1.gat", 65, 90; - mes "You awake on your back with a squrrel sitting on top of you arranging it's acorns.. It quickly gathers them up and runs off as it sees you looking at it them.."; - getexp @EXP_LEARNED_ALOT, 0; - close; + mes "[Waric]"; + mes "\"I'm not sure what Orum told you but I was not kidnapped and brought here.. I was in fact imprisoned here very long ago by a witch for practicing spells on the insignificant forest life.\""; + next; + mes "[Waric]"; + mes "\"She cared about the forest and all of that stuff you see. Now this cave is not bad.. I actually enjoyed it the first nights, but after a few years...\""; + next; + mes "Waric gets a bitter look and his face and pauses for a moment.."; + next; + mes "[Waric]"; + mes "\"So now you can see my motive to get out of here. The only air and water I get is what's given to me through that cave over there. And as for food.. theres only so many recipes for cave snakes and silk worms...\""; + next; + mes "Waric shivers in disgust.."; + next; + mes "[Woric]"; + mes "\"I'm sorry I had to constrain you like this but now that I'm free, I'm not about to let anyone stand in my way!\""; + next; + mes "[Waric]"; + mes "\"Now if you'll excuse us, Orum and I have some things to attend to.. And don't bother coming back to stop us because we'll be long gone.\""; + next; + mes "Waric raises his hands and begins chanting some words.. You watch as streams of energy begin swirling around you.."; + next; + mes "Once more you start to lose conciousness as your surroundings begin to fade.."; + next; + set OrumQuest, 14; + misceffect 10; + warp "008-1.gat", 65, 90; + mes "You awake on your back with a squrrel sitting on top of you arranging it's acorns.. It quickly gathers them up and runs off as it sees you looking at it them.."; + getexp @EXP_LEARNED_ALOT, 0; + close; } diff --git a/world/map/npc/010-2/chef.txt b/world/map/npc/010-2/chef.txt index d687bf91..9bc7e468 100644 --- a/world/map/npc/010-2/chef.txt +++ b/world/map/npc/010-2/chef.txt @@ -1,201 +1,198 @@ -010-2.gat,33,25,0 script Chef 148,{ +010-2.gat,33,25,0|script|Chef|148,{ // lines belong to easter 2011: -// set @month, 4; -// set @start_day, 15; -// set @end_day, 30; +// set @month, 4; +// set @start_day, 15; +// set @end_day, 30; -// if (gettime(6) == @month && gettime(5) >= @start_day && gettime(5) <= @end_day && QUEST_Easter11 == 7) goto L_JellyBean; -// if (gettime(6) == @month && gettime(5) >= @start_day && gettime(5) <= @end_day && QUEST_Easter11 == 8) goto L_MakeJellyBean; -// if (gettime(6) == @month && gettime(5) >= @start_day && gettime(5) <= @end_day && QUEST_Easter11 == 9) goto L_SeeBunny; +// if (gettime(6) == @month && gettime(5) >= @start_day && gettime(5) <= @end_day && QUEST_Easter11 == 7) goto L_JellyBean; +// if (gettime(6) == @month && gettime(5) >= @start_day && gettime(5) <= @end_day && QUEST_Easter11 == 8) goto L_MakeJellyBean; +// if (gettime(6) == @month && gettime(5) >= @start_day && gettime(5) <= @end_day && QUEST_Easter11 == 9) goto L_SeeBunny; L_Begin: - mes "[Chef]"; - mes ""; - mes "\"I'm too busy right now to talk.\""; + mes "[Chef]"; + mes ""; + mes "\"I'm too busy right now to talk.\""; - callfunc "KadiyaSubquestConsts"; - if ((@Q_kadiya_status == @Q_STATUS_WANTS_CHOCOCAKE) && (countitem ("MopoxCurePotion") > 0)) - goto L_lace_chococake; - - if ((@Q_kadiya_status == @Q_STATUS_WANTS_ORANGECUPCAKE) && (countitem ("MopoxCurePotion") > 0)) - goto L_lace_cupcake; - close; + callfunc "KadiyaSubquestConsts"; + if ((@Q_kadiya_status == @Q_STATUS_WANTS_CHOCOCAKE) && (countitem ("MopoxCurePotion") > 0)) + goto L_lace_chococake; + if ((@Q_kadiya_status == @Q_STATUS_WANTS_ORANGECUPCAKE) && (countitem ("MopoxCurePotion") > 0)) + goto L_lace_cupcake; + close; L_lace_chococake: - next; - menu - "Sorry.", L_end, - "I need your help with a sick young girl!", -; - - mes "[Chef]"; - mes ""; - mes "You explain Kadiya's situation to him."; - mes "\"Hmrmf. I can't help you; I'm a chef, not a baker!\""; - close; + next; + menu + "Sorry.", L_end, + "I need your help with a sick young girl!", -; + mes "[Chef]"; + mes ""; + mes "You explain Kadiya's situation to him."; + mes "\"Hmrmf. I can't help you; I'm a chef, not a baker!\""; + close; L_lace_cupcake: - next; - menu - "Sorry.", L_end, - "I need your help with a sick young girl!", -; - - mes "[Chef]"; - mes ""; - mes "You explain Kadiya's situation to him."; - mes "\"Hmrmf. I was about to make another batch of orange cupcakes. Do you have that potion with you?\""; - next; - - menu - "No, sorry.", L_bringit, - "Yes, here you are.", -; - - if (countitem ("MopoxCurePotion") < 1) - goto L_bringit; - - mes "[Chef]"; - mes ""; - mes "He shudders as he smells the bottle."; - mes "\"That is disgusting! How do you expect me to mask this?\""; - mes "He ponders his own question for a moment."; - next; - - mes "[Chef]"; - mes ""; - mes "\"Ah yes. We need to bind the smell in gingerbread. Bring me three pieces of gingerbread, one orange, and 500 GP for the other ingredients, and I will make you your cupcake.\""; - next; - - menu - "I'll go and get it.", L_end, - "Here you are!", -, - "Not now.", L_end; - - if (countitem ("GingerBreadMan") < 3) goto L_no_gingerbread; - if (countitem ("Orange") < 1) goto L_no_orange; - if (countitem ("MopoxCurePotion") < 1) goto L_no_potion; - if (zeny < 500) goto L_no_zeny; - - set zeny, zeny - 500; - delitem "GingerBreadMan", 3; - delitem "Orange", 1; - delitem "MopoxCurePotion", 1; - - getitem "LacedOrangeCupcake", 1; - - mes "[Chef]"; - mes ""; - mes "\"Good, good. This should work.\""; - mes "He crumbles the gingerbread, mixes it with the potion and some spices, and finally adds some cupcake batter and the orange pieces."; - next; - - mes "[Chef]"; - mes ""; - mes "\"Take a seat.\""; - mes "He fills the mixture into a cupcake form and puts it into the oven. You watch the cupcake grow for a while."; - mes "Finally, he removes the form and carefully extracts the cupcake."; - next; - - mes "[Chef]"; - mes ""; - mes "\"Here you are. It's a bit bigger than a regular cupcake and will taste a bit like ginger, I think, but otherwise it should be fine.\""; - close; + next; + menu + "Sorry.", L_end, + "I need your help with a sick young girl!", -; + mes "[Chef]"; + mes ""; + mes "You explain Kadiya's situation to him."; + mes "\"Hmrmf. I was about to make another batch of orange cupcakes. Do you have that potion with you?\""; + next; + menu + "No, sorry.", L_bringit, + "Yes, here you are.", -; + if (countitem ("MopoxCurePotion") < 1) + goto L_bringit; + mes "[Chef]"; + mes ""; + mes "He shudders as he smells the bottle."; + mes "\"That is disgusting! How do you expect me to mask this?\""; + mes "He ponders his own question for a moment."; + next; + mes "[Chef]"; + mes ""; + mes "\"Ah yes. We need to bind the smell in gingerbread. Bring me three pieces of gingerbread, one orange, and 500 GP for the other ingredients, and I will make you your cupcake.\""; + next; + menu + "I'll go and get it.", L_end, + "Here you are!", -, + "Not now.", L_end; + + if (countitem ("GingerBreadMan") < 3) + goto L_no_gingerbread; + if (countitem ("Orange") < 1) + goto L_no_orange; + if (countitem ("MopoxCurePotion") < 1) + goto L_no_potion; + if (zeny < 500) + goto L_no_zeny; + + set zeny, zeny - 500; + delitem "GingerBreadMan", 3; + delitem "Orange", 1; + delitem "MopoxCurePotion", 1; + + getitem "LacedOrangeCupcake", 1; + + mes "[Chef]"; + mes ""; + mes "\"Good, good. This should work.\""; + mes "He crumbles the gingerbread, mixes it with the potion and some spices, and finally adds some cupcake batter and the orange pieces."; + next; + mes "[Chef]"; + mes ""; + mes "\"Take a seat.\""; + mes "He fills the mixture into a cupcake form and puts it into the oven. You watch the cupcake grow for a while."; + mes "Finally, he removes the form and carefully extracts the cupcake."; + next; + mes "[Chef]"; + mes ""; + mes "\"Here you are. It's a bit bigger than a regular cupcake and will taste a bit like ginger, I think, but otherwise it should be fine.\""; + close; L_no_gingerbread: - mes "[Chef]"; - mes ""; - mes "\"I will need three pieces of gingerbread.\""; - close; + mes "[Chef]"; + mes ""; + mes "\"I will need three pieces of gingerbread.\""; + close; L_no_orange: - mes "[Chef]"; - mes ""; - mes "\"Please bring me an orange for these cupcakes.\""; - close; + mes "[Chef]"; + mes ""; + mes "\"Please bring me an orange for these cupcakes.\""; + close; L_no_zeny: - mes "[Chef]"; - mes ""; - mes "\"No. I need extra ingredients worth 500 GP, and I expect you to pay for those.\""; - close; + mes "[Chef]"; + mes ""; + mes "\"No. I need extra ingredients worth 500 GP, and I expect you to pay for those.\""; + close; L_no_potion: - mes "[Chef]"; - mes ""; - mes "\"Where did your Mopox potion go?\""; - close; + mes "[Chef]"; + mes ""; + mes "\"Where did your Mopox potion go?\""; + close; L_bringit: - mes "[Chef]"; - mes ""; - mes "\"Bring it here when you do.\""; - next; + mes "[Chef]"; + mes ""; + mes "\"Bring it here when you do.\""; + next; L_End: - close; + close; L_JellyBean: - mes "[Chef]"; - mes ""; - mes "\"I can't talk right now... I'm too busy.\""; - next; - mes "\"Oh, wait. I see you are the adventurer who was speaking with the Easter Bunny. He has a really bad memory, you know? Every year he forgets who he needs to ask to get Jelly Beans, and every year an adventurer comes to my kitchen asking if I can help the Easter Bunny get some.\""; - next; - mes "\"Even though I am really busy this time of year, I will help you make some Jelly Beans to put in the basket if you wish. Just to keep the tradition alive...\""; - menu - "I would really appreciate that!", -, - "Nah, I decided not to do that stupid quest.", L_End; - set QUEST_Easter11, 8; + mes "[Chef]"; + mes ""; + mes "\"I can't talk right now... I'm too busy.\""; + next; + mes "\"Oh, wait. I see you are the adventurer who was speaking with the Easter Bunny. He has a really bad memory, you know? Every year he forgets who he needs to ask to get Jelly Beans, and every year an adventurer comes to my kitchen asking if I can help the Easter Bunny get some.\""; + next; + mes "\"Even though I am really busy this time of year, I will help you make some Jelly Beans to put in the basket if you wish. Just to keep the tradition alive...\""; + menu + "I would really appreciate that!", -, + "Nah, I decided not to do that stupid quest.", L_End; + set QUEST_Easter11, 8; L_MakeJellyBean: - mes "[Chef]"; - mes ""; - mes "\"I will need you to bring me some candies.\""; - mes "\"I think 15 should be enough.\""; - mes "\"Sea slimes seem to have those, so try them.\""; - mes "\"And because it's the holidays, I'll add in the other ingredient for free.\""; - menu - "I have some candies!", -, - "Ok, I will be back soon.", L_End, - "I changed my mind, forget about it.", L_End; - - if(countitem("Candy") < 15) goto L_EasterNotEnough; - if(countitem("Candy") >= 15) goto L_EasterEnough; - close; + mes "[Chef]"; + mes ""; + mes "\"I will need you to bring me some candies.\""; + mes "\"I think 15 should be enough.\""; + mes "\"Sea slimes seem to have those, so try them.\""; + mes "\"And because it's the holidays, I'll add in the other ingredient for free.\""; + menu + "I have some candies!", -, + "Ok, I will be back soon.", L_End, + "I changed my mind, forget about it.", L_End; + + if(countitem("Candy") < 15) + goto L_EasterNotEnough; + if(countitem("Candy") >= 15) + goto L_EasterEnough; + close; L_EasterNotEnough: - mes "[Chef]"; - mes ""; - mes "\"You do not have enough candies for me to work with yet.\""; - mes "\"Please go get more.\""; - close; + mes "[Chef]"; + mes ""; + mes "\"You do not have enough candies for me to work with yet.\""; + mes "\"Please go get more.\""; + close; L_EasterEnough: - getinventorylist; - if (@inventorylist_count == 100 && countitem("Candy") > 15) goto L_EasterTooMany; - if(countitem("Candy") < 15) goto L_EasterNotEnough; - delitem "Candy", 15; - getitem "JellyBeans", 1; - set QUEST_Easter11, 9; - mes "[Chef]"; - mes ""; - mes "\"You have gathered enough candies for me to make the Jelly Beans.\""; - mes "He puts the candies into a pot and starts melting them."; - mes "He adds in some gooey stuff, then lets the solution cool for a moment before forming the Jelly Beans."; - mes "\"Here are your Jelly Beans.\""; - close; + getinventorylist; + if (@inventorylist_count == 100 && countitem("Candy") > 15) + goto L_EasterTooMany; + if(countitem("Candy") < 15) + goto L_EasterNotEnough; + delitem "Candy", 15; + getitem "JellyBeans", 1; + set QUEST_Easter11, 9; + mes "[Chef]"; + mes ""; + mes "\"You have gathered enough candies for me to make the Jelly Beans.\""; + mes "He puts the candies into a pot and starts melting them."; + mes "He adds in some gooey stuff, then lets the solution cool for a moment before forming the Jelly Beans."; + mes "\"Here are your Jelly Beans.\""; + close; L_TooMany: - mes "[Chef]"; - mes ""; - mes "\"You don't have enough room for the Jelly Beans. Come back later.\""; - close; + mes "[Chef]"; + mes ""; + mes "\"You don't have enough room for the Jelly Beans. Come back later.\""; + close; L_SeeBunny: - mes "[Chef]"; - mes ""; - mes "\"Oh yeah, you need to return to the Easter Bunny now.\""; - next; - goto L_Begin; - close; - + mes "[Chef]"; + mes ""; + mes "\"Oh yeah, you need to return to the Easter Bunny now.\""; + next; + goto L_Begin; + close; } diff --git a/world/map/npc/010-2/dimonds.txt b/world/map/npc/010-2/dimonds.txt index b1f73815..b2179ce5 100644 --- a/world/map/npc/010-2/dimonds.txt +++ b/world/map/npc/010-2/dimonds.txt @@ -1,548 +1,563 @@ // -010-2.gat,34,38,0 script Dimond 165,{ - mes "[Dimond]"; - mes "\"Welcome to Dimond's Cove!\""; - mes ""; - mes "\"Talk to the waitress to get some Food.\""; - mes ""; - mes "\"We also have shops on the 2nd Floor,"; - mes "and an inn on the 3rd Floor.\""; - close; +010-2.gat,34,38,0|script|Dimond|165,{ + mes "[Dimond]"; + mes "\"Welcome to Dimond's Cove!\""; + mes ""; + mes "\"Talk to the waitress to get some Food.\""; + mes ""; + mes "\"We also have shops on the 2nd Floor,"; + mes "and an inn on the 3rd Floor.\""; + close; } -010-2.gat,40,35,0 script Phil 157,{ - mes "[Phil]"; - mes "\"We're having problems with our equipment!\""; - next; - mes "[Phil]"; - mes "\"I don't know if we can play any songs!\""; - close; +010-2.gat,40,35,0|script|Phil|157,{ + mes "[Phil]"; + mes "\"We're having problems with our equipment!\""; + next; + mes "[Phil]"; + mes "\"I don't know if we can play any songs!\""; + close; } -010-2.gat,40,37,0 script Jerry 160,{ - mes "[Jerry]"; - mes "\"I don't know what's wrong.\""; - next; - mes "[Jerry]"; - mes "\"We should be able to play you music in the future!\""; - close; +010-2.gat,40,37,0|script|Jerry|160,{ + mes "[Jerry]"; + mes "\"I don't know what's wrong.\""; + next; + mes "[Jerry]"; + mes "\"We should be able to play you music in the future!\""; + close; } -010-2.gat,42,36,0 script Robert 162,{ - mes "[Robert]"; - mes "\"I hope we can figure something out!\""; - next; - mes "[Robert]"; - mes "\"We are kinda useless if we can't play music.\""; - close; +010-2.gat,42,36,0|script|Robert|162,{ + mes "[Robert]"; + mes "\"I hope we can figure something out!\""; + next; + mes "[Robert]"; + mes "\"We are kinda useless if we can't play music.\""; + close; } -010-2.gat,35,35,0 script Shannon 193,{ - set @month, 1; - set @start_day, 24; - set @end_day, 26; - if (gettime(6) != @month) goto no_event; - if (gettime(5) < @start_day) goto no_event; - if (gettime(5) > @end_day) goto no_event; - if (gettimetick(2)-TUT_var < 2*7*86400 ) //player must be created at least 2 weeks ago - goto no_event; - if (FLAGS & FLAG_HAS_BOWLER_BURNSDAY ) goto event_done; - getinventorylist; - if (@inventorylist_count == 100) goto L_Full_Inv; - - mes "[Shannon]"; - mes "\"Welcome to Dimond's Cove. We are celebrating Robert Burns with supper and poems. You provide the supper and I'll provide a poem by Robert Burns. He was otherwise known as 'The Bard' and wrote many poems. The music of language is what I love most. The language of poetry. While his accent is thick, his poems tell stories that stir the soul. I'll read a poem by him and you can tell me what you think.\""; - next; - mes "\"Before I start, it is traditional to eat, drink and be merry, so help from you will be great and keep me reading.\""; - next; - mes "\"O thou! whatever title suit thee,--\""; - mes "\"Auld Hornie, Satan, Nick, or Clootie!\""; - mes "\"Wha in yon cavern, grim an' sootie,\""; - mes "\"Clos'd under hatches,\""; - mes "\"Spairges about the brunstane cootie\""; - mes "\"To scaud poor wretches!\""; - callsub food_menu; - mes "\"Hear me, Auld Hangie, for a wee,\""; - mes "\"An' let poor damned bodies be;\""; - mes "\"I'm sure sma' pleasure it can gie,\""; - mes "\"E'en to a deil,\""; - mes "\"To skelp an' scaud poor dogs like me,\""; - mes "\"An' hear us squeel!\""; - callsub food_menu; - mes "\"Great is thy pow'r, an' great thy fame;\""; - mes "\"Far ken'd an' noted is thy name;\""; - mes "\"An' tho' yon lowin heugh's thy hame,\""; - mes "\"Thou travels far;\""; - mes "\"An' faith! thou's neither lag nor lame,\""; - mes "\"Nor blate nor scaur.\""; - callsub food_menu; - mes "\"Whyles, ranging like a roarin lion,\""; - mes "\"For prey a' holes an' corners tryin;\""; - mes "\"Whyles, on the strong-wing'd tempest flyin,\""; - mes "\"Tirlin' the kirks;\""; - mes "\"Whyles, in the human bosom pryin,\""; - mes "\"Unseen thou lurks.\""; - callsub food_menu; - mes "\"I've heard my rev'rend graunie say,\""; - mes "\"In lanely glens ye like to stray;\""; - mes "\"Or whare auld ruin'd castles gray\""; - mes "\"Nod to the moon,\""; - mes "\"Ye fright the nightly wand'rer's way\""; - mes "\"Wi' eldritch croon.\""; - callsub food_menu; - mes "\"When twilight did my graunie summon\""; - mes "\"To say her pray'rs, douce honest woman!\""; - mes "\"Aft yont the dike she's heard you bummin,\""; - mes "\"Wi' eerie drone;\""; - mes "\"Or, rustlin thro' the boortrees comin,\""; - mes "\"Wi' heavy groan.\""; - callsub food_menu; - mes "\"Ae dreary, windy, winter night,\""; - mes "\"The stars shot down wi' sklentin light,\""; - mes "\"Wi' you mysel I gat a fright,\""; - mes "\"Ayont the lough;\""; - mes "\"Ye like a rash-buss stood in sight,\""; - mes "\"Wi' waving sugh.\""; - callsub food_menu; - mes "\"The cudgel in my nieve did shake,\""; - mes "\"Each bristl'd hair stood like a stake,\""; - mes "\"When wi' an eldritch, stoor 'Quaick, quaick,'\""; - mes "\"Amang the springs,\""; - mes "\"Awa ye squatter'd like a drake,\""; - mes "\"On whistling wings.\""; - callsub food_menu; - mes "\"Let warlocks grim an' wither'd hags\""; - mes "\"Tell how wi' you on ragweed nags\""; - mes "\"They skim the muirs an' dizzy crags\""; - mes "\"Wi' wicked speed;\""; - mes "\"And in kirk-yards renew their leagues,\""; - mes "\"Owre howket dead.\""; - callsub food_menu; - mes "\"Thence, countra wives wi' toil an' pain\""; - mes "\"May plunge an' plunge the kirn in vain;\""; - mes "\"For oh! the yellow treasure's taen\""; - mes "\"By witchin skill;\""; - mes "\"An' dawtet, twal-pint hawkie's gaen\""; - mes "\"As yell's the bill.\""; - callsub food_menu; - mes "\"Thence, mystic knots mak great abuse,\""; - mes "\"On young guidmen, fond, keen, an' croose;\""; - mes "\"When the best wark-lume i' the house,\""; - mes "\"By cantraip wit,\""; - mes "\"Is instant made no worth a louse,\""; - mes "\"Just at the bit.\""; - callsub food_menu; - mes "\"When thowes dissolve the snawy hoord,\""; - mes "\"An' float the jinglin icy-boord,\""; - mes "\"Then water-kelpies haunt the foord\""; - mes "\"By your direction,\""; - mes "\"An' nighted trav'lers are allur'd\""; - mes "\"To their destruction.\""; - callsub food_menu; - mes "\"And aft your moss-traversing spunkies\""; - mes "\"Decoy the wight that late an drunk is:\""; - mes "\"The bleezin, curst, mischievous monkeys\""; - mes "\"Delude his eyes,\""; - mes "\"Till in some miry slough he sunk is,\""; - mes "\"Ne'er mair to rise.\""; - callsub food_menu; - mes "\"When Masons' mystic word an grip\""; - mes "\"In storms an' tempests raise you up,\""; - mes "\"Some cock or cat your rage maun stop,\""; - mes "\"Or, strange to tell!\""; - mes "\"The youngest brither ye wad whip\""; - mes "\"Aff straught to hell!\""; - callsub food_menu; - mes "\"Lang syne, in Eden'd bonie yard,\""; - mes "\"When youthfu' lovers first were pair'd,\""; - mes "\"An all the soul of love they shar'd,\""; - mes "\"The raptur'd hour,\""; - mes "\"Sweet on the fragrant flow'ry swaird,\""; - mes "\"In shady bow'r;\""; - callsub food_menu; - mes "\"Then you, ye auld snick-drawin dog!\""; - mes "\"Ye cam to Paradise incog,\""; - mes "\"And play'd on man a cursed brogue,\""; - mes "\"(Black be your fa'!)\""; - mes "\"An gied the infant warld a shog,\""; - mes "\"Maist ruin'd a'.\""; - callsub food_menu; - mes "\"D'ye mind that day, when in a bizz,\""; - mes "\"Wi' reeket duds an reestet gizz,\""; - mes "\"Ye did present your smoutie phiz\""; - mes "\"Mang better folk,\""; - mes "\"An' sklented on the man of Uz\""; - mes "\"Your spitefu' joke?\""; - callsub food_menu; - mes "\"An' how ye gat him i' your thrall,\""; - mes "\"An' brak him out o' house and hal',\""; - mes "\"While scabs and blotches did him gall,\""; - mes "\"Wi' bitter claw,\""; - mes "\"An' lows'd his ill-tongued, wicked scaul,\""; - mes "\"Was warst ava?\""; - callsub food_menu; - mes "\"But a' your doings to rehearse,\""; - mes "\"Your wily snares an' fechtin fierce,\""; - mes "\"Sin' that day Michael did you pierce,\""; - mes "\"Down to this time,\""; - mes "\"Wad ding a Lallan tongue, or Erse,\""; - mes "\"In prose or rhyme.\""; - callsub food_menu; - mes "\"An' now, Auld Cloots, I ken ye're thinkin,\""; - mes "\"A certain Bardie's rantin, drinkin,\""; - mes "\"Some luckless hour will send him linkin,\""; - mes "\"To your black pit;\""; - mes "\"But faith! he'll turn a corner jinkin,\""; - mes "\"An' cheat you yet.\""; - callsub food_menu; - mes "\"But fare you weel, Auld Nickie-ben!\""; - mes "\"O wad ye tak a thought an' men'!\""; - mes "\"Ye aiblins might--I dinna ken--\""; - mes "\"Still hae a stake:\""; - mes "\"I'm wae to think upo' yon den,\""; - mes "\"Ev'n for your sake!\""; - next; - mes "\"Well, that was the poem. What do you think of it?\""; - menu - "It was a bit long and kind of hard to understand, but thanks for reading.", -; - - mes "[Shannon]"; - mes "\"Well, thanks for coming to the supper. Also, thanks for helping me make it through the poem. Here, take this hat. When you wear it, wear it with the class you showed me today. Happy Burns' Supper!\""; - getinventorylist; - if (@inventorylist_count == 100) goto L_Full_Inv; - getitem "bowlerhat", 1; - set FLAGS, FLAGS | FLAG_HAS_BOWLER_BURNSDAY; - close; +010-2.gat,35,35,0|script|Shannon|193,{ + set @month, 1; + set @start_day, 24; + set @end_day, 26; + if (gettime(6) != @month) goto no_event; + if (gettime(5) < @start_day) goto no_event; + if (gettime(5) > @end_day) goto no_event; + if (gettimetick(2)-TUT_var < 2*7*86400 ) //player must be created at least 2 weeks ago + goto no_event; + if (FLAGS & FLAG_HAS_BOWLER_BURNSDAY ) goto event_done; + getinventorylist; + if (@inventorylist_count == 100) goto L_Full_Inv; + + mes "[Shannon]"; + mes "\"Welcome to Dimond's Cove. We are celebrating Robert Burns with supper and poems. You provide the supper and I'll provide a poem by Robert Burns. He was otherwise known as 'The Bard' and wrote many poems. The music of language is what I love most. The language of poetry. While his accent is thick, his poems tell stories that stir the soul. I'll read a poem by him and you can tell me what you think.\""; + next; + mes "\"Before I start, it is traditional to eat, drink and be merry, so help from you will be great and keep me reading.\""; + next; + mes "\"O thou! whatever title suit thee,--\""; + mes "\"Auld Hornie, Satan, Nick, or Clootie!\""; + mes "\"Wha in yon cavern, grim an' sootie,\""; + mes "\"Clos'd under hatches,\""; + mes "\"Spairges about the brunstane cootie\""; + mes "\"To scaud poor wretches!\""; + callsub food_menu; + mes "\"Hear me, Auld Hangie, for a wee,\""; + mes "\"An' let poor damned bodies be;\""; + mes "\"I'm sure sma' pleasure it can gie,\""; + mes "\"E'en to a deil,\""; + mes "\"To skelp an' scaud poor dogs like me,\""; + mes "\"An' hear us squeel!\""; + callsub food_menu; + mes "\"Great is thy pow'r, an' great thy fame;\""; + mes "\"Far ken'd an' noted is thy name;\""; + mes "\"An' tho' yon lowin heugh's thy hame,\""; + mes "\"Thou travels far;\""; + mes "\"An' faith! thou's neither lag nor lame,\""; + mes "\"Nor blate nor scaur.\""; + callsub food_menu; + mes "\"Whyles, ranging like a roarin lion,\""; + mes "\"For prey a' holes an' corners tryin;\""; + mes "\"Whyles, on the strong-wing'd tempest flyin,\""; + mes "\"Tirlin' the kirks;\""; + mes "\"Whyles, in the human bosom pryin,\""; + mes "\"Unseen thou lurks.\""; + callsub food_menu; + mes "\"I've heard my rev'rend graunie say,\""; + mes "\"In lanely glens ye like to stray;\""; + mes "\"Or whare auld ruin'd castles gray\""; + mes "\"Nod to the moon,\""; + mes "\"Ye fright the nightly wand'rer's way\""; + mes "\"Wi' eldritch croon.\""; + callsub food_menu; + mes "\"When twilight did my graunie summon\""; + mes "\"To say her pray'rs, douce honest woman!\""; + mes "\"Aft yont the dike she's heard you bummin,\""; + mes "\"Wi' eerie drone;\""; + mes "\"Or, rustlin thro' the boortrees comin,\""; + mes "\"Wi' heavy groan.\""; + callsub food_menu; + mes "\"Ae dreary, windy, winter night,\""; + mes "\"The stars shot down wi' sklentin light,\""; + mes "\"Wi' you mysel I gat a fright,\""; + mes "\"Ayont the lough;\""; + mes "\"Ye like a rash-buss stood in sight,\""; + mes "\"Wi' waving sugh.\""; + callsub food_menu; + mes "\"The cudgel in my nieve did shake,\""; + mes "\"Each bristl'd hair stood like a stake,\""; + mes "\"When wi' an eldritch, stoor 'Quaick, quaick,'\""; + mes "\"Amang the springs,\""; + mes "\"Awa ye squatter'd like a drake,\""; + mes "\"On whistling wings.\""; + callsub food_menu; + mes "\"Let warlocks grim an' wither'd hags\""; + mes "\"Tell how wi' you on ragweed nags\""; + mes "\"They skim the muirs an' dizzy crags\""; + mes "\"Wi' wicked speed;\""; + mes "\"And in kirk-yards renew their leagues,\""; + mes "\"Owre howket dead.\""; + callsub food_menu; + mes "\"Thence, countra wives wi' toil an' pain\""; + mes "\"May plunge an' plunge the kirn in vain;\""; + mes "\"For oh! the yellow treasure's taen\""; + mes "\"By witchin skill;\""; + mes "\"An' dawtet, twal-pint hawkie's gaen\""; + mes "\"As yell's the bill.\""; + callsub food_menu; + mes "\"Thence, mystic knots mak great abuse,\""; + mes "\"On young guidmen, fond, keen, an' croose;\""; + mes "\"When the best wark-lume i' the house,\""; + mes "\"By cantraip wit,\""; + mes "\"Is instant made no worth a louse,\""; + mes "\"Just at the bit.\""; + callsub food_menu; + mes "\"When thowes dissolve the snawy hoord,\""; + mes "\"An' float the jinglin icy-boord,\""; + mes "\"Then water-kelpies haunt the foord\""; + mes "\"By your direction,\""; + mes "\"An' nighted trav'lers are allur'd\""; + mes "\"To their destruction.\""; + callsub food_menu; + mes "\"And aft your moss-traversing spunkies\""; + mes "\"Decoy the wight that late an drunk is:\""; + mes "\"The bleezin, curst, mischievous monkeys\""; + mes "\"Delude his eyes,\""; + mes "\"Till in some miry slough he sunk is,\""; + mes "\"Ne'er mair to rise.\""; + callsub food_menu; + mes "\"When Masons' mystic word an grip\""; + mes "\"In storms an' tempests raise you up,\""; + mes "\"Some cock or cat your rage maun stop,\""; + mes "\"Or, strange to tell!\""; + mes "\"The youngest brither ye wad whip\""; + mes "\"Aff straught to hell!\""; + callsub food_menu; + mes "\"Lang syne, in Eden'd bonie yard,\""; + mes "\"When youthfu' lovers first were pair'd,\""; + mes "\"An all the soul of love they shar'd,\""; + mes "\"The raptur'd hour,\""; + mes "\"Sweet on the fragrant flow'ry swaird,\""; + mes "\"In shady bow'r;\""; + callsub food_menu; + mes "\"Then you, ye auld snick-drawin dog!\""; + mes "\"Ye cam to Paradise incog,\""; + mes "\"And play'd on man a cursed brogue,\""; + mes "\"(Black be your fa'!)\""; + mes "\"An gied the infant warld a shog,\""; + mes "\"Maist ruin'd a'.\""; + callsub food_menu; + mes "\"D'ye mind that day, when in a bizz,\""; + mes "\"Wi' reeket duds an reestet gizz,\""; + mes "\"Ye did present your smoutie phiz\""; + mes "\"Mang better folk,\""; + mes "\"An' sklented on the man of Uz\""; + mes "\"Your spitefu' joke?\""; + callsub food_menu; + mes "\"An' how ye gat him i' your thrall,\""; + mes "\"An' brak him out o' house and hal',\""; + mes "\"While scabs and blotches did him gall,\""; + mes "\"Wi' bitter claw,\""; + mes "\"An' lows'd his ill-tongued, wicked scaul,\""; + mes "\"Was warst ava?\""; + callsub food_menu; + mes "\"But a' your doings to rehearse,\""; + mes "\"Your wily snares an' fechtin fierce,\""; + mes "\"Sin' that day Michael did you pierce,\""; + mes "\"Down to this time,\""; + mes "\"Wad ding a Lallan tongue, or Erse,\""; + mes "\"In prose or rhyme.\""; + callsub food_menu; + mes "\"An' now, Auld Cloots, I ken ye're thinkin,\""; + mes "\"A certain Bardie's rantin, drinkin,\""; + mes "\"Some luckless hour will send him linkin,\""; + mes "\"To your black pit;\""; + mes "\"But faith! he'll turn a corner jinkin,\""; + mes "\"An' cheat you yet.\""; + callsub food_menu; + mes "\"But fare you weel, Auld Nickie-ben!\""; + mes "\"O wad ye tak a thought an' men'!\""; + mes "\"Ye aiblins might--I dinna ken--\""; + mes "\"Still hae a stake:\""; + mes "\"I'm wae to think upo' yon den,\""; + mes "\"Ev'n for your sake!\""; + next; + mes "\"Well, that was the poem. What do you think of it?\""; + menu + "It was a bit long and kind of hard to understand, but thanks for reading.", -; + mes "[Shannon]"; + mes "\"Well, thanks for coming to the supper. Also, thanks for helping me make it through the poem. Here, take this hat. When you wear it, wear it with the class you showed me today. Happy Burns' Supper!\""; + getinventorylist; + if (@inventorylist_count == 100) + goto L_Full_Inv; + getitem "bowlerhat", 1; + set FLAGS, FLAGS | FLAG_HAS_BOWLER_BURNSDAY; + close; no_event: - mes "[Shannon]"; - mes "\"I'm a traveling poet and admirer of Robert Burns.\""; - close; + mes "[Shannon]"; + mes "\"I'm a traveling poet and admirer of Robert Burns.\""; + close; event_done: - mes "[Shannon]"; - mes "\"Ah, my dear friend. Good to see you again in this remarkable time of the year.\""; - next; - mes "\"Welcome to Dimond's Cove. We are celebrating Robert Burns with supper and poems. You provide the supper and I'll provide a poem by Robert Burns. He was otherwise known as 'The Bard' and wrote many poems. The music of language is I love most. The language of poetry. While his accent is thick, his poems tell stories that stir the soul. I'll read a poem by him and you can tell me what you think.\""; - next; - mes "\"O thou! whatever title suit thee,--\""; - mes "\"Auld Hornie, Satan, Nick, or Clootie!\""; - mes "\"Wha in yon cavern, grim an' sootie,\""; - mes "\"Clos'd under hatches,\""; - mes "\"Spairges about the brunstane cootie\""; - mes "\"To scaud poor wretches!\""; - next; - mes "\"Hear me, Auld Hangie, for a wee,\""; - mes "\"An' let poor damned bodies be;\""; - mes "\"I'm sure sma' pleasure it can gie,\""; - mes "\"E'en to a deil,\""; - mes "\"To skelp an' scaud poor dogs like me,\""; - mes "\"An' hear us squeel!\""; - next; - mes "\"Great is thy pow'r, an' great thy fame;\""; - mes "\"Far ken'd an' noted is thy name;\""; - mes "\"An' tho' yon lowin heugh's thy hame,\""; - mes "\"Thou travels far;\""; - mes "\"An' faith! thou's neither lag nor lame,\""; - mes "\"Nor blate nor scaur.\""; - next; - mes "\"Whyles, ranging like a roarin lion,\""; - mes "\"For prey a' holes an' corners tryin;\""; - mes "\"Whyles, on the strong-wing'd tempest flyin,\""; - mes "\"Tirlin' the kirks;\""; - mes "\"Whyles, in the human bosom pryin,\""; - mes "\"Unseen thou lurks.\""; - next; - mes "\"I've heard my rev'rend graunie say,\""; - mes "\"In lanely glens ye like to stray;\""; - mes "\"Or whare auld ruin'd castles gray\""; - mes "\"Nod to the moon,\""; - mes "\"Ye fright the nightly wand'rer's way\""; - mes "\"Wi' eldritch croon.\""; - next; - mes "\"When twilight did my graunie summon\""; - mes "\"To say her pray'rs, douce honest woman!\""; - mes "\"Aft yont the dike she's heard you bummin,\""; - mes "\"Wi' eerie drone;\""; - mes "\"Or, rustlin thro' the boortrees comin,\""; - mes "\"Wi' heavy groan.\""; - next; - mes "\"Ae dreary, windy, winter night,\""; - mes "\"The stars shot down wi' sklentin light,\""; - mes "\"Wi' you mysel I gat a fright,\""; - mes "\"Ayont the lough;\""; - mes "\"Ye like a rash-buss stood in sight,\""; - mes "\"Wi' waving sugh.\""; - next; - mes "\"The cudgel in my nieve did shake,\""; - mes "\"Each bristl'd hair stood like a stake,\""; - mes "\"When wi' an eldritch, stoor 'Quaick, quaick,'\""; - mes "\"Amang the springs,\""; - mes "\"Awa ye squatter'd like a drake,\""; - mes "\"On whistling wings.\""; - next; - mes "\"Let warlocks grim an' wither'd hags\""; - mes "\"Tell how wi' you on ragweed nags\""; - mes "\"They skim the muirs an' dizzy crags\""; - mes "\"Wi' wicked speed;\""; - mes "\"And in kirk-yards renew their leagues,\""; - mes "\"Owre howket dead.\""; - next; - mes "\"Thence, countra wives wi' toil an' pain\""; - mes "\"May plunge an' plunge the kirn in vain;\""; - mes "\"For oh! the yellow treasure's taen\""; - mes "\"By witchin skill;\""; - mes "\"An' dawtet, twal-pint hawkie's gaen\""; - mes "\"As yell's the bill.\""; - next; - mes "\"Thence, mystic knots mak great abuse,\""; - mes "\"On young guidmen, fond, keen, an' croose;\""; - mes "\"When the best wark-lume i' the house,\""; - mes "\"By cantraip wit,\""; - mes "\"Is instant made no worth a louse,\""; - mes "\"Just at the bit.\""; - next; - mes "\"When thowes dissolve the snawy hoord,\""; - mes "\"An' float the jinglin icy-boord,\""; - mes "\"Then water-kelpies haunt the foord\""; - mes "\"By your direction,\""; - mes "\"An' nighted trav'lers are allur'd\""; - mes "\"To their destruction.\""; - next; - mes "\"And aft your moss-traversing spunkies\""; - mes "\"Decoy the wight that late an drunk is:\""; - mes "\"The bleezin, curst, mischievous monkeys\""; - mes "\"Delude his eyes,\""; - mes "\"Till in some miry slough he sunk is,\""; - mes "\"Ne'er mair to rise.\""; - next; - mes "\"When Masons' mystic word an grip\""; - mes "\"In storms an' tempests raise you up,\""; - mes "\"Some cock or cat your rage maun stop,\""; - mes "\"Or, strange to tell!\""; - mes "\"The youngest brither ye wad whip\""; - mes "\"Aff straught to hell!\""; - next; - mes "\"Lang syne, in Eden'd bonie yard,\""; - mes "\"When youthfu' lovers first were pair'd,\""; - mes "\"An all the soul of love they shar'd,\""; - mes "\"The raptur'd hour,\""; - mes "\"Sweet on the fragrant flow'ry swaird,\""; - mes "\"In shady bow'r;\""; - next; - mes "\"Then you, ye auld snick-drawin dog!\""; - mes "\"Ye cam to Paradise incog,\""; - mes "\"And play'd on man a cursed brogue,\""; - mes "\"(Black be your fa'!)\""; - mes "\"An gied the infant warld a shog,\""; - mes "\"Maist ruin'd a'.\""; - next; - mes "\"D'ye mind that day, when in a bizz,\""; - mes "\"Wi' reeket duds an reestet gizz,\""; - mes "\"Ye did present your smoutie phiz\""; - mes "\"Mang better folk,\""; - mes "\"An' sklented on the man of Uz\""; - mes "\"Your spitefu' joke?\""; - next; - mes "\"An' how ye gat him i' your thrall,\""; - mes "\"An' brak him out o' house and hal',\""; - mes "\"While scabs and blotches did him gall,\""; - mes "\"Wi' bitter claw,\""; - mes "\"An' lows'd his ill-tongued, wicked scaul,\""; - mes "\"Was warst ava?\""; - next; - mes "\"But a' your doings to rehearse,\""; - mes "\"Your wily snares an' fechtin fierce,\""; - mes "\"Sin' that day Michael did you pierce,\""; - mes "\"Down to this time,\""; - mes "\"Wad ding a Lallan tongue, or Erse,\""; - mes "\"In prose or rhyme.\""; - next; - mes "\"An' now, Auld Cloots, I ken ye're thinkin,\""; - mes "\"A certain Bardie's rantin, drinkin,\""; - mes "\"Some luckless hour will send him linkin,\""; - mes "\"To your black pit;\""; - mes "\"But faith! he'll turn a corner jinkin,\""; - mes "\"An' cheat you yet.\""; - next; - mes "\"But fare you weel, Auld Nickie-ben!\""; - mes "\"O wad ye tak a thought an' men'!\""; - mes "\"Ye aiblins might--I dinna ken--\""; - mes "\"Still hae a stake:\""; - mes "\"I'm wae to think upo' yon den,\""; - mes "\"Ev'n for your sake!\""; - next; - mes "\"Well, that was the poem. What do you think of it?\""; - menu - "It was a bit long and kind of hard to understand, but thanks for reading.", -; - close; + mes "[Shannon]"; + mes "\"Ah, my dear friend. Good to see you again in this remarkable time of the year.\""; + next; + mes "\"Welcome to Dimond's Cove. We are celebrating Robert Burns with supper and poems. You provide the supper and I'll provide a poem by Robert Burns. He was otherwise known as 'The Bard' and wrote many poems. The music of language is I love most. The language of poetry. While his accent is thick, his poems tell stories that stir the soul. I'll read a poem by him and you can tell me what you think.\""; + next; + mes "\"O thou! whatever title suit thee,--\""; + mes "\"Auld Hornie, Satan, Nick, or Clootie!\""; + mes "\"Wha in yon cavern, grim an' sootie,\""; + mes "\"Clos'd under hatches,\""; + mes "\"Spairges about the brunstane cootie\""; + mes "\"To scaud poor wretches!\""; + next; + mes "\"Hear me, Auld Hangie, for a wee,\""; + mes "\"An' let poor damned bodies be;\""; + mes "\"I'm sure sma' pleasure it can gie,\""; + mes "\"E'en to a deil,\""; + mes "\"To skelp an' scaud poor dogs like me,\""; + mes "\"An' hear us squeel!\""; + next; + mes "\"Great is thy pow'r, an' great thy fame;\""; + mes "\"Far ken'd an' noted is thy name;\""; + mes "\"An' tho' yon lowin heugh's thy hame,\""; + mes "\"Thou travels far;\""; + mes "\"An' faith! thou's neither lag nor lame,\""; + mes "\"Nor blate nor scaur.\""; + next; + mes "\"Whyles, ranging like a roarin lion,\""; + mes "\"For prey a' holes an' corners tryin;\""; + mes "\"Whyles, on the strong-wing'd tempest flyin,\""; + mes "\"Tirlin' the kirks;\""; + mes "\"Whyles, in the human bosom pryin,\""; + mes "\"Unseen thou lurks.\""; + next; + mes "\"I've heard my rev'rend graunie say,\""; + mes "\"In lanely glens ye like to stray;\""; + mes "\"Or whare auld ruin'd castles gray\""; + mes "\"Nod to the moon,\""; + mes "\"Ye fright the nightly wand'rer's way\""; + mes "\"Wi' eldritch croon.\""; + next; + mes "\"When twilight did my graunie summon\""; + mes "\"To say her pray'rs, douce honest woman!\""; + mes "\"Aft yont the dike she's heard you bummin,\""; + mes "\"Wi' eerie drone;\""; + mes "\"Or, rustlin thro' the boortrees comin,\""; + mes "\"Wi' heavy groan.\""; + next; + mes "\"Ae dreary, windy, winter night,\""; + mes "\"The stars shot down wi' sklentin light,\""; + mes "\"Wi' you mysel I gat a fright,\""; + mes "\"Ayont the lough;\""; + mes "\"Ye like a rash-buss stood in sight,\""; + mes "\"Wi' waving sugh.\""; + next; + mes "\"The cudgel in my nieve did shake,\""; + mes "\"Each bristl'd hair stood like a stake,\""; + mes "\"When wi' an eldritch, stoor 'Quaick, quaick,'\""; + mes "\"Amang the springs,\""; + mes "\"Awa ye squatter'd like a drake,\""; + mes "\"On whistling wings.\""; + next; + mes "\"Let warlocks grim an' wither'd hags\""; + mes "\"Tell how wi' you on ragweed nags\""; + mes "\"They skim the muirs an' dizzy crags\""; + mes "\"Wi' wicked speed;\""; + mes "\"And in kirk-yards renew their leagues,\""; + mes "\"Owre howket dead.\""; + next; + mes "\"Thence, countra wives wi' toil an' pain\""; + mes "\"May plunge an' plunge the kirn in vain;\""; + mes "\"For oh! the yellow treasure's taen\""; + mes "\"By witchin skill;\""; + mes "\"An' dawtet, twal-pint hawkie's gaen\""; + mes "\"As yell's the bill.\""; + next; + mes "\"Thence, mystic knots mak great abuse,\""; + mes "\"On young guidmen, fond, keen, an' croose;\""; + mes "\"When the best wark-lume i' the house,\""; + mes "\"By cantraip wit,\""; + mes "\"Is instant made no worth a louse,\""; + mes "\"Just at the bit.\""; + next; + mes "\"When thowes dissolve the snawy hoord,\""; + mes "\"An' float the jinglin icy-boord,\""; + mes "\"Then water-kelpies haunt the foord\""; + mes "\"By your direction,\""; + mes "\"An' nighted trav'lers are allur'd\""; + mes "\"To their destruction.\""; + next; + mes "\"And aft your moss-traversing spunkies\""; + mes "\"Decoy the wight that late an drunk is:\""; + mes "\"The bleezin, curst, mischievous monkeys\""; + mes "\"Delude his eyes,\""; + mes "\"Till in some miry slough he sunk is,\""; + mes "\"Ne'er mair to rise.\""; + next; + mes "\"When Masons' mystic word an grip\""; + mes "\"In storms an' tempests raise you up,\""; + mes "\"Some cock or cat your rage maun stop,\""; + mes "\"Or, strange to tell!\""; + mes "\"The youngest brither ye wad whip\""; + mes "\"Aff straught to hell!\""; + next; + mes "\"Lang syne, in Eden'd bonie yard,\""; + mes "\"When youthfu' lovers first were pair'd,\""; + mes "\"An all the soul of love they shar'd,\""; + mes "\"The raptur'd hour,\""; + mes "\"Sweet on the fragrant flow'ry swaird,\""; + mes "\"In shady bow'r;\""; + next; + mes "\"Then you, ye auld snick-drawin dog!\""; + mes "\"Ye cam to Paradise incog,\""; + mes "\"And play'd on man a cursed brogue,\""; + mes "\"(Black be your fa'!)\""; + mes "\"An gied the infant warld a shog,\""; + mes "\"Maist ruin'd a'.\""; + next; + mes "\"D'ye mind that day, when in a bizz,\""; + mes "\"Wi' reeket duds an reestet gizz,\""; + mes "\"Ye did present your smoutie phiz\""; + mes "\"Mang better folk,\""; + mes "\"An' sklented on the man of Uz\""; + mes "\"Your spitefu' joke?\""; + next; + mes "\"An' how ye gat him i' your thrall,\""; + mes "\"An' brak him out o' house and hal',\""; + mes "\"While scabs and blotches did him gall,\""; + mes "\"Wi' bitter claw,\""; + mes "\"An' lows'd his ill-tongued, wicked scaul,\""; + mes "\"Was warst ava?\""; + next; + mes "\"But a' your doings to rehearse,\""; + mes "\"Your wily snares an' fechtin fierce,\""; + mes "\"Sin' that day Michael did you pierce,\""; + mes "\"Down to this time,\""; + mes "\"Wad ding a Lallan tongue, or Erse,\""; + mes "\"In prose or rhyme.\""; + next; + mes "\"An' now, Auld Cloots, I ken ye're thinkin,\""; + mes "\"A certain Bardie's rantin, drinkin,\""; + mes "\"Some luckless hour will send him linkin,\""; + mes "\"To your black pit;\""; + mes "\"But faith! he'll turn a corner jinkin,\""; + mes "\"An' cheat you yet.\""; + next; + mes "\"But fare you weel, Auld Nickie-ben!\""; + mes "\"O wad ye tak a thought an' men'!\""; + mes "\"Ye aiblins might--I dinna ken--\""; + mes "\"Still hae a stake:\""; + mes "\"I'm wae to think upo' yon den,\""; + mes "\"Ev'n for your sake!\""; + next; + mes "\"Well, that was the poem. What do you think of it?\""; + menu + "It was a bit long and kind of hard to understand, but thanks for reading.", -; + close; L_Full_Inv: - mes "[Shannon]"; - mes "\"Your possessions seems to be a burden to you.\""; - next; - mes "\"Maybe you should turn away from the mundane world and get rid of this burden to change your view to the beauty of poetry.\""; - close; + mes "[Shannon]"; + mes "\"Your possessions seems to be a burden to you.\""; + next; + mes "\"Maybe you should turn away from the mundane world and get rid of this burden to change your view to the beauty of poetry.\""; + close; food_menu: - setarray @choice_idx, 0,0,0,0,0,0; - setarray @choice$, "","","","","",""; - - set @C_steak, 676; - set @C_chickenleg, 562; - set @C_redapple, 535; - set @C_greenapple, 719; - set @C_beer, 539; - - // counter of available answers - set @choices_nr, 0; - - if (countitem("Steak") == 0) goto L_nosteaks; - set @choice_idx[@choices_nr], @C_steak; - set @choice$[@choices_nr], "Offer him a steak."; - set @choices_nr, @choices_nr + 1; + setarray @choice_idx, 0,0,0,0,0,0; + setarray @choice$, "","","","","",""; + + set @C_steak, 676; + set @C_chickenleg, 562; + set @C_redapple, 535; + set @C_greenapple, 719; + set @C_beer, 539; + + // counter of available answers + set @choices_nr, 0; + + if (countitem("Steak") == 0) + goto L_nosteaks; + set @choice_idx[@choices_nr], @C_steak; + set @choice$[@choices_nr], "Offer him a steak."; + set @choices_nr, @choices_nr + 1; + L_nosteaks: - if (countitem("ChickenLeg") == 0) goto L_nochickenleg; - set @choice_idx[@choices_nr], @C_chickenleg; - set @choice$[@choices_nr], "Offer him a chicken leg."; - set @choices_nr, @choices_nr + 1; + if (countitem("ChickenLeg") == 0) + goto L_nochickenleg; + set @choice_idx[@choices_nr], @C_chickenleg; + set @choice$[@choices_nr], "Offer him a chicken leg."; + set @choices_nr, @choices_nr + 1; + L_nochickenleg: - if (countitem("RedApple") == 0) goto L_noredapple; - set @choice_idx[@choices_nr], @C_redapple; - set @choice$[@choices_nr], "Offer him a red apple."; - set @choices_nr, @choices_nr + 1; + if (countitem("RedApple") == 0) + goto L_noredapple; + set @choice_idx[@choices_nr], @C_redapple; + set @choice$[@choices_nr], "Offer him a red apple."; + set @choices_nr, @choices_nr + 1; + L_noredapple: - if (countitem("GreenApple") == 0) goto L_nogreenapple; - set @choice_idx[@choices_nr], @C_greenapple; - set @choice$[@choices_nr], "Offer him a green apple."; - set @choices_nr, @choices_nr + 1; + if (countitem("GreenApple") == 0) + goto L_nogreenapple; + set @choice_idx[@choices_nr], @C_greenapple; + set @choice$[@choices_nr], "Offer him a green apple."; + set @choices_nr, @choices_nr + 1; + L_nogreenapple: - if (countitem("Beer") == 0) goto L_nobeer; - set @choice_idx[@choices_nr], @C_beer; - set @choice$[@choices_nr], "Offer him a beer."; - set @choices_nr, @choices_nr + 1; + if (countitem("Beer") == 0) + goto L_nobeer; + set @choice_idx[@choices_nr], @C_beer; + set @choice$[@choices_nr], "Offer him a beer."; + set @choices_nr, @choices_nr + 1; + L_nobeer: - set @choice_idx[@choices_nr], @C_nevermind; - set @choice$[@choices_nr], "Leave"; - - menu - @choice$[0],-, - @choice$[1],-, - @choice$[2],-, - @choice$[3],-, - @choice$[4],-, - @choice$[5],-, - @choice$[6],-, - @choice$[7],-, - @choice$[8],-, - @choice$[9],-, - @choice$[10],-; - - set @choose, @menu - 1; - if (@choice_idx[@choose] == 0) - goto leave; - if ((countitem("Steak") != 0) && (@choice_idx[@choose] == @C_steak)) goto rem_item; - if ((countitem("ChickenLeg") != 0) && (@choice_idx[@choose] == @C_chickenleg)) goto rem_item; - if ((countitem("RedApple") != 0) && (@choice_idx[@choose] == @C_redapple)) goto rem_item; - if ((countitem("GreenApple") != 0) && (@choice_idx[@choose] == @C_greenapple)) goto rem_item; - if ((countitem("Beer") != 0) && (@choice_idx[@choose] == @C_beer)) goto rem_item; - - // fallthrough only when player remove the items while in menu, trying to cheat - // the quest will need to be started again - mes "\"What you are offering, you do not have. Do not try to betray me. Come back when you have better morals.\""; - close; + set @choice_idx[@choices_nr], @C_nevermind; + set @choice$[@choices_nr], "Leave"; + + menu + @choice$[0],-, + @choice$[1],-, + @choice$[2],-, + @choice$[3],-, + @choice$[4],-, + @choice$[5],-, + @choice$[6],-, + @choice$[7],-, + @choice$[8],-, + @choice$[9],-, + @choice$[10],-; + + set @choose, @menu - 1; + if (@choice_idx[@choose] == 0) + goto leave; + if ((countitem("Steak") != 0) && (@choice_idx[@choose] == @C_steak)) + goto rem_item; + if ((countitem("ChickenLeg") != 0) && (@choice_idx[@choose] == @C_chickenleg)) + goto rem_item; + if ((countitem("RedApple") != 0) && (@choice_idx[@choose] == @C_redapple)) + goto rem_item; + if ((countitem("GreenApple") != 0) && (@choice_idx[@choose] == @C_greenapple)) + goto rem_item; + if ((countitem("Beer") != 0) && (@choice_idx[@choose] == @C_beer)) + goto rem_item; + + // fallthrough only when player remove the items while in menu, trying to cheat + // the quest will need to be started again + mes "\"What you are offering, you do not have. Do not try to betray me. Come back when you have better morals.\""; + close; rem_item: - delitem @choice_idx[@choose], 1; - return; + delitem @choice_idx[@choose], 1; + return; leave: - close; + close; } -010-2.gat,27,30,0 script Bar Rules 127,{ - mes "Dimonds Cove Bar Rules"; - next; - mes "No excessive drinking!"; - mes "If your sprite starts to stagger we will ask you to leave."; - next; - mes "No offensive chat."; - mes "This is a nice establishment."; - mes "Crude and offensive behavior will be reported to TMW GM's."; - next; - mes "Please be respectful of others."; - mes "Not everyone has the same experience and should all be treated"; - mes "with equal respect."; - next; - mes "Thank You,"; - mes "Dimonds Cove Management"; - close; +010-2.gat,27,30,0|script|Bar Rules|127,{ + mes "Dimonds Cove Bar Rules"; + next; + mes "No excessive drinking!"; + mes "If your sprite starts to stagger we will ask you to leave."; + next; + mes "No offensive chat."; + mes "This is a nice establishment."; + mes "Crude and offensive behavior will be reported to TMW GM's."; + next; + mes "Please be respectful of others."; + mes "Not everyone has the same experience and should all be treated"; + mes "with equal respect."; + next; + mes "Thank You,"; + mes "Dimonds Cove Management"; + close; } -010-2.gat,71,38,0 script Store Policy 127,{ - mes "All sales are final."; - mes "Returns are subject to a 50% re-stocking fee."; - close; +010-2.gat,71,38,0|script|Store Policy|127,{ + mes "All sales are final."; + mes "Returns are subject to a 50% re-stocking fee."; + close; } -010-2.gat,77,38,0 script Store Policy 127,{ - mes "All sales are final."; - mes "Returns are subject to a 50% re-stocking fee."; - close; +010-2.gat,77,38,0|script|Store Policy|127,{ + mes "All sales are final."; + mes "Returns are subject to a 50% re-stocking fee."; + close; } -010-2.gat,36,30,0 script Directions 127,{ - mes "This way to the Dimonds Cove Inn."; - mes "Five star accommodation for the weary traveler!"; - close; +010-2.gat,36,30,0|script|Directions|127,{ + mes "This way to the Dimonds Cove Inn."; + mes "Five star accommodation for the weary traveler!"; + close; } -010-2.gat,80,32,0 script Dimonds Cove 1 127,{ - mes "The Story of Dimonds Cove"; - next; - mes "One day Dimond D. Stone dreamed of her own restaurant."; - mes "Dimond sold her food alone in this spot for some time,"; - mes "longing for the day she would have a building."; - mes "She met an adventurer named Merlin outside of the"; - mes "desert mines one day."; - next; - mes "They became friends and Dimond told Merlin about her idea."; - mes "Merlin was a accomplished carpenter and wanted to make a new"; - mes "place in the world. He told Dimond that he would make her"; - mes "restaurant for her. He gathered the tools and after much"; - mes "hard work, Dimonds Cove was built."; - next; - mes "(See Dimonds Cove 2)"; - close; +010-2.gat,80,32,0|script|Dimonds Cove 1|127,{ + mes "The Story of Dimonds Cove"; + next; + mes "One day Dimond D. Stone dreamed of her own restaurant."; + mes "Dimond sold her food alone in this spot for some time,"; + mes "longing for the day she would have a building."; + mes "She met an adventurer named Merlin outside of the"; + mes "desert mines one day."; + next; + mes "They became friends and Dimond told Merlin about her idea."; + mes "Merlin was a accomplished carpenter and wanted to make a new"; + mes "place in the world. He told Dimond that he would make her"; + mes "restaurant for her. He gathered the tools and after much"; + mes "hard work, Dimonds Cove was built."; + next; + mes "(See Dimonds Cove 2)"; + close; } -010-2.gat,85,32,0 script Dimonds Cove 2 127,{ - mes "List of Events at Dimonds Cove"; - mes "January 2008 - Construction of Dimonds Cove."; - close; +010-2.gat,85,32,0|script|Dimonds Cove 2|127,{ + mes "List of Events at Dimonds Cove"; + mes "January 2008 - Construction of Dimonds Cove."; + close; } -010-2.gat,71,30,0 script Inn 127,{ - mes "Welcome to the Dimonds Cove Inn"; - mes "Rooms are 200 gp a night."; - mes "Plese check in with Basil."; - close; +010-2.gat,71,30,0|script|Inn|127,{ + mes "Welcome to the Dimonds Cove Inn"; + mes "Rooms are 200 gp a night."; + mes "Plese check in with Basil."; + close; } -010-2.gat,24,27,0 shop Bartender 112,Beer :-1,IronPotion :-1,ConcentrationPotion :-1 +010-2.gat,24,27,0|shop|Bartender|112,Beer :-1,IronPotion :-1,ConcentrationPotion :-1 -010-2.gat,32,34,0 shop Waitress 139,CherryCake :-1,RoastedMaggot :-1,OrangeCupcake :-1,ChickenLeg :-1,Steak :-1 +010-2.gat,32,34,0|shop|Waitress|139,CherryCake :-1,RoastedMaggot :-1,OrangeCupcake :-1,ChickenLeg :-1,Steak :-1 -010-2.gat,85,41,0 shop Blacksmith 146,ForestBow :-1,IronArrow :-1,LeatherShield :-1 +010-2.gat,85,41,0|shop|Blacksmith|146,ForestBow :-1,IronArrow :-1,LeatherShield :-1 -010-2.gat,65,41,0 shop General Store 137,CottonShorts :-1,FancyHat :-1,SilkHeadband :-1,CottonSkirt :-1,Boots :-1,CottonBoots :-1 +010-2.gat,65,41,0|shop|General Store|137,CottonShorts :-1,FancyHat :-1,SilkHeadband :-1,CottonSkirt :-1,Boots :-1,CottonBoots :-1 -010-2.gat,75,68,0 script Basil 107,{ - set @npcname$, "Basil the Inn Keeper"; - set @cost, 200; - callfunc "Inn"; +010-2.gat,75,68,0|script|Basil|107,{ + set @npcname$, "Basil the Inn Keeper"; + set @cost, 200; + callfunc "Inn"; } diff --git a/world/map/npc/010-2/doug.txt b/world/map/npc/010-2/doug.txt index d072073d..5bcd8fef 100644 --- a/world/map/npc/010-2/doug.txt +++ b/world/map/npc/010-2/doug.txt @@ -1,110 +1,115 @@ // -010-2.gat,68,87,0 script Doug 113,{ - if(CaveSnakeLamp == 1) goto L_State2; - if(CaveSnakeLamp == 2) goto L_Done; - set @TEMP, rand(4); - if(@TEMP == 0) goto L_0; - if(@TEMP == 1) goto L_1; - if(@TEMP == 2) goto L_2; - if(@TEMP == 3) goto L_3; +010-2.gat,68,87,0|script|Doug|113,{ + if(CaveSnakeLamp == 1) goto L_State2; + if(CaveSnakeLamp == 2) goto L_Done; + set @TEMP, rand(4); + if(@TEMP == 0) goto L_0; + if(@TEMP == 1) goto L_1; + if(@TEMP == 2) goto L_2; + if(@TEMP == 3) goto L_3; L_0: - mes "[Doug]"; - mes "\"I need 20 more Cave Snake Lamps to make my light!\""; - next; - goto L_Question; + mes "[Doug]"; + mes "\"I need 20 more Cave Snake Lamps to make my light!\""; + next; + goto L_Question; L_1: - mes "[Doug]"; - mes "\"This lamp should light up this whole place! I just need 20 Cave Snake Lamps.\""; - next; - goto L_Question; + mes "[Doug]"; + mes "\"This lamp should light up this whole place! I just need 20 Cave Snake Lamps.\""; + next; + goto L_Question; L_2: - mes "[Doug]"; - mes "\"This is gonna be bright! A must have for anyone! All I need is a few parts...\""; - next; - goto L_Question; + mes "[Doug]"; + mes "\"This is gonna be bright! A must have for anyone! All I need is a few parts...\""; + next; + goto L_Question; L_3: - mes "[Doug]"; - mes "\"Can you get me 20 Cave Snake Lamps? I need them to get this light finished.\""; - next; - goto L_Question; + mes "[Doug]"; + mes "\"Can you get me 20 Cave Snake Lamps? I need them to get this light finished.\""; + next; + goto L_Question; L_Question: - mes "[Doug]"; - mes "\"Will you help me find 20 Cave Snake Lamps?\""; - next; - menu - "Yes", L_Sure, - "No", -; - close; + mes "[Doug]"; + mes "\"Will you help me find 20 Cave Snake Lamps?\""; + next; + menu + "Yes", L_Sure, + "No", -; + close; L_Sure: - set CaveSnakeLamp, 1; - set @TEMP, rand(4); - if(@TEMP == 0) goto J_0; - if(@TEMP == 1) goto J_1; - if(@TEMP == 2) goto J_2; - if(@TEMP == 3) goto J_3; + set CaveSnakeLamp, 1; + set @TEMP, rand(4); + if (@TEMP == 0) + goto J_0; + if (@TEMP == 1) + goto J_1; + if (@TEMP == 2) + goto J_2; + if (@TEMP == 3) + goto J_3; J_0: - mes "[Doug]"; - mes "\"Thank you!\""; - next; - goto L_Go; + mes "[Doug]"; + mes "\"Thank you!\""; + next; + goto L_Go; J_1: - mes "[Doug]"; - mes "\"I don't know how to thank you enough!\""; - next; - goto L_Go; + mes "[Doug]"; + mes "\"I don't know how to thank you enough!\""; + next; + goto L_Go; J_2: - mes "[Doug]"; - mes "\"I will pay you when you get them!\""; - next; - goto L_Go; + mes "[Doug]"; + mes "\"I will pay you when you get them!\""; + next; + goto L_Go; J_3: - mes "[Doug]"; - mes "\"I'm sure I will give a small reward. :D\""; - next; - goto L_Go; + mes "[Doug]"; + mes "\"I'm sure I will give a small reward. :D\""; + next; + goto L_Go; L_Go: - mes "[Doug]"; - mes "\"Now please go get me 20 Cave Snake Lamps.\""; - close; + mes "[Doug]"; + mes "\"Now please go get me 20 Cave Snake Lamps.\""; + close; L_State2: - if(countitem("CaveSnakeLamp") >= 20) goto L_Have; - mes "[Doug]"; - mes "\"Please help me collect 20 Cave Snake Lamps!\""; - close; + if(countitem("CaveSnakeLamp") >= 20) + goto L_Have; + mes "[Doug]"; + mes "\"Please help me collect 20 Cave Snake Lamps!\""; + close; L_Have: - mes "[Doug]"; - mes "\"Cool! Now I can make this light!\""; - next; - - if(countitem("CaveSnakeLamp") < 20) goto L_State2; - delitem "CaveSnakeLamp", 20; - set zeny, zeny + 5000; - getexp 5000, 0; - set CaveSnakeLamp, 2; - - mes "[Doug]"; - mes "\"Here's what I got to give you!\""; - mes ""; - mes "[5000 experience points]"; - mes "[5000 gold]"; - close; + mes "[Doug]"; + mes "\"Cool! Now I can make this light!\""; + next; + if(countitem("CaveSnakeLamp") < 20) + goto L_State2; + delitem "CaveSnakeLamp", 20; + set zeny, zeny + 5000; + getexp 5000, 0; + set CaveSnakeLamp, 2; + + mes "[Doug]"; + mes "\"Here's what I got to give you!\""; + mes ""; + mes "[5000 experience points]"; + mes "[5000 gold]"; + close; L_Done: - mes "[Doug]"; - mes "\"Thanks for your help! Those snakes sure have bright lamps!\""; - close; + mes "[Doug]"; + mes "\"Thanks for your help! Those snakes sure have bright lamps!\""; + close; } diff --git a/world/map/npc/010-2/loratay.txt b/world/map/npc/010-2/loratay.txt index 2472ba86..04f49bab 100644 --- a/world/map/npc/010-2/loratay.txt +++ b/world/map/npc/010-2/loratay.txt @@ -1,592 +1,575 @@ -010-2.gat,85,85,0 script Lora Tay 151,{ +010-2.gat,85,85,0|script|Lora Tay|151,{ - set @ROBE_COCOONS_NR, 150; // must be multiple of ten - set @ROBE_ZENY, 10000; + set @ROBE_COCOONS_NR, 150; // must be multiple of ten + set @ROBE_ZENY, 10000; - if (QUEST_WG_state == 10) - goto L_agostine_menu; - if (QUEST_WG_state >= 11) - goto L_regular_intro; + if (QUEST_WG_state == 10) goto L_agostine_menu; + if (QUEST_WG_state >= 11) goto L_regular_intro; - set @t, rand(3); - if (@t == 0) goto L_intro_0; - if (@t == 1) goto L_intro_1; + set @t, rand(3); + if (@t == 0) goto L_intro_0; + if (@t == 1) goto L_intro_1; - mes "You see a middle-aged woman furiously sewing away at what appears to be a very expensive dress. Her fingers are moving so nimbly that you find it near-impossible to follow the needle."; + mes "You see a middle-aged woman furiously sewing away at what appears to be a very expensive dress. Her fingers are moving so nimbly that you find it near-impossible to follow the needle."; + goto L_intro_over; - goto L_intro_over; L_intro_0: - mes "You notice a middle-aged woman carefully drawing lines on a large sheet of cotton."; + mes "You notice a middle-aged woman carefully drawing lines on a large sheet of cotton."; + goto L_intro_over; - goto L_intro_over; L_intro_1: - mes "You see a middle-aged woman cautiously but surprisingly swiftly cutting out shapes from a huge cotton sheet. The scissors glide along the cloth as if it were butter, never leaving the premarked lines."; + mes "You see a middle-aged woman cautiously but surprisingly swiftly cutting out shapes from a huge cotton sheet. The scissors glide along the cloth as if it were butter, never leaving the premarked lines."; L_intro_over: - next; - - mes "She suddenly stops and looks up."; - next; - - mes "\"Now who are you, and what are you doing here?\""; - mes "She squints, pushes her thick spectacles up the bridge of her nose and eyes you suspiciously."; - next; - - set @agostine_msg0$, ""; - set @agostine_msg1$, ""; - - if (QUEST_WG_state >= 1) - set @agostine_msg0$, "Do you know Agostine?"; - if ((QUEST_WG_state >= 9) && (countitem(655))) - set @agostine_msg1$, "Can you make fur boots, like Agostine?"; - - menu "Hello! My name is " + strcharinfo(0) + ".", L_hello_0, - "Hello; are you a tailor?", L_hello_1, - "Can you make something for me?", L_hello_2, - @agostine_msg0$, L_agostine_0, - @agostine_msg1$, L_agostine_1; + next; + mes "She suddenly stops and looks up."; + next; + mes "\"Now who are you, and what are you doing here?\""; + mes "She squints, pushes her thick spectacles up the bridge of her nose and eyes you suspiciously."; + next; + + set @agostine_msg0$, ""; + set @agostine_msg1$, ""; + + if (QUEST_WG_state >= 1) + set @agostine_msg0$, "Do you know Agostine?"; + if ((QUEST_WG_state >= 9) && (countitem(655))) + set @agostine_msg1$, "Can you make fur boots, like Agostine?"; + + menu + "Hello! My name is " + strcharinfo(0) + ".", L_hello_0, + "Hello; are you a tailor?", L_hello_1, + "Can you make something for me?", L_hello_2, + @agostine_msg0$, L_agostine_0, + @agostine_msg1$, L_agostine_1; L_hello_0: - mes "She raises an eyebrow."; - mes "\"That,\", she notes dryly, \"is hardly my fault. And now I would greatly appreciate it if you were to get out of here and leave me to my work!\""; - close; + mes "She raises an eyebrow."; + mes "\"That,\", she notes dryly, \"is hardly my fault. And now I would greatly appreciate it if you were to get out of here and leave me to my work!\""; + close; L_hello_1: - mes "She frowns."; - mes "\"No, I am an accupuncturist, I just happen to practice on cloth! Get out of here with your silly questions!\""; - close; + mes "She frowns."; + mes "\"No, I am an accupuncturist, I just happen to practice on cloth! Get out of here with your silly questions!\""; + close; L_hello_2: - mes "She glares at you indignantly."; - mes "\"Do you even know whom you are talking to? I am Lora Tay, greatest of the seven seamstresses of the South!\""; - next; - mes "[Lora Tay the Seamstress]"; - mes "\"I do not work for petty peasants or arrogant adventurers. Get out of my sight!\""; - mes "She waves you away and returns to her work."; - close; - + mes "She glares at you indignantly."; + mes "\"Do you even know whom you are talking to? I am Lora Tay, greatest of the seven seamstresses of the South!\""; + next; + mes "[Lora Tay the Seamstress]"; + mes "\"I do not work for petty peasants or arrogant adventurers. Get out of my sight!\""; + mes "She waves you away and returns to her work."; + close; L_agostine_0: - if (QUEST_WG_state < 1) close; - mes "She shoots an incensed glare at you."; - mes "\"Ah, Agostine! The 'legendary tailor'! Now who has not heard of him, been inspired by him! Such charisma! Such popularity! Such unprecedented lack of talent!\""; - mes "You notice that she prononuces the 't's as if she were trying to slap someone."; - next; - mes "\"Please spare me your tales of this fool. He couldn't mend a sock without getting himself trapped inside!\""; - mes "She frowns and turns back to her work, clearly not interested in discussing the matter further."; + if (QUEST_WG_state < 1) close; + mes "She shoots an incensed glare at you."; + mes "\"Ah, Agostine! The 'legendary tailor'! Now who has not heard of him, been inspired by him! Such charisma! Such popularity! Such unprecedented lack of talent!\""; + mes "You notice that she prononuces the 't's as if she were trying to slap someone."; + next; + mes "\"Please spare me your tales of this fool. He couldn't mend a sock without getting himself trapped inside!\""; + mes "She frowns and turns back to her work, clearly not interested in discussing the matter further."; + close; L_agostine_1: - if ((QUEST_WG_state < 9) || (countitem (655) == 0)) close; - mes "[Lora Tay the Seamstress]"; - mes "She glares at your boots, her lips forming barely more than a thin line. Deep furrows form above her brows."; - mes "\"I can't believe it! He copied Illana's design but used fluffy fur in place of ice wolf fur-- Fluffy fur! Of all things! Who would wear such an atrocity of fashion! Everyone knows that you need ice-white, not pale-white, to go with such leather!\""; - next; - mes "[Lora Tay the Seamstress]"; - mes "She looks at them more closely."; - mes "\"This insolent upstart! Even worse, he copied my very own double-backward cross-stitch pattern... I can't believe it!\""; - next; - mes "[Lora Tay the Seamstress]"; - mes "Angry red spots begin to form on her cheeks."; - mes "\"Get those... things out of my sight before I forget myself!\""; - - if (QUEST_WG_state == 9) - set QUEST_WG_state, 10; - + if ((QUEST_WG_state < 9) || (countitem (655) == 0)) close; + mes "[Lora Tay the Seamstress]"; + mes "She glares at your boots, her lips forming barely more than a thin line. Deep furrows form above her brows."; + mes "\"I can't believe it! He copied Illana's design but used fluffy fur in place of ice wolf fur-- Fluffy fur! Of all things! Who would wear such an atrocity of fashion! Everyone knows that you need ice-white, not pale-white, to go with such leather!\""; + next; + mes "[Lora Tay the Seamstress]"; + mes "She looks at them more closely."; + mes "\"This insolent upstart! Even worse, he copied my very own double-backward cross-stitch pattern... I can't believe it!\""; + next; + mes "[Lora Tay the Seamstress]"; + mes "Angry red spots begin to form on her cheeks."; + mes "\"Get those... things out of my sight before I forget myself!\""; + if (QUEST_WG_state == 9) + set QUEST_WG_state, 10; + close; L_agostine_menu: - mes "[Lora Tay the Seamstress]"; - mes "The seamstress looks up at you from her work."; - mes "\"I do hope that you have not had any more dealings with this... this lumberjack of a tailor?\""; - next; - - if (countitem(563) > 0) - menu "You mean Agostine?", L_agostine_3, - "Actually, he also made me gloves...", L_agostine_2, - "Why don't you like him?", L_agostine_4, - "No, none, really.", L_agostine_5; - - menu "You mean Agostine?", L_agostine_3, - "Why don't you like him?", L_agostine_4, - "No, none, really.", L_agostine_5; + mes "[Lora Tay the Seamstress]"; + mes "The seamstress looks up at you from her work."; + mes "\"I do hope that you have not had any more dealings with this... this lumberjack of a tailor?\""; + next; + if (countitem(563) > 0) + menu + "You mean Agostine?", L_agostine_3, + "Actually, he also made me gloves...", L_agostine_2, + "Why don't you like him?", L_agostine_4, + "No, none, really.", L_agostine_5; + menu + "You mean Agostine?", L_agostine_3, + "Why don't you like him?", L_agostine_4, + "No, none, really.", L_agostine_5; L_agostine_2: - if ((QUEST_WG_state < 9) || (countitem(563) == 0)) close; - mes "[Lora Tay the Seamstress]"; - mes "Lora inspects your gloves, shock apparent on her face."; - mes "\"Winter gloves? And he managed the join stitches without adding a single crease... no, that can't be the Agostine we were talking about...\""; - mes "Without asking, she takes your gloves and inspects them further."; - next; - - mes "[Lora Tay the Seamstress]"; - mes "\"Triple inverted crossbar... he stole another of my stitching patterns! Except... no, that couldn't hold... what kind of yarn...\""; - mes "Torn between excitement, worry, and latent disgust, she frantically turns the gloves from side to side, looking for obvious flaws, her face reddening."; - next; - - mes "[Lora Tay the Seamstress]"; - mes "\"No, it's perfect... Inconceivable! How could that little upstart... I don't believe it!\""; - mes "Breathing heavily with something that might be anger or confusion, she turns them inside out."; - next; - - mes "[Lora Tay the Seamstress]"; - mes "She slides her fingers over the now-exposed inside whilst the color of her face approaches that of an over-ripe tomato."; - mes "\"Almost perfectly smooth...\", she whispers."; - next; - - mes "[Lora Tay the Seamstress]"; - mes "She jumps up in a fit of sudden rage."; - mes "\"That's impossible! Where did he learn to sew like that! How did he cut the shapes so perfectly! When did he..."; - mes "Suddenly, she breaks into a cough."; - next; - - mes "[Lora Tay the Seamstress]"; - mes "\"*cough* ... can't possibly... *cough*...\""; - mes "Lora sinks back on her chair, trying to control her cough."; - next; - - if (countitem(541)) - menu "(sneak out of the room)", L_end, - "Are you alright?", -, - "Here, have a bottle of water...", L_give_water, - "Can I help you?", -; - - if (countitem(541) == 0) - menu "(sneak out of the room)", L_end, - "Are you alright?", -, - "Can I help you?", -; - - mes "[Lora Tay the Seamstress]"; - mes "She holds out your gloves for you to pick up, then waves you out of the room. Fortunately, her cough seems to be slowly subsiding."; + if ((QUEST_WG_state < 9) || (countitem(563) == 0)) close; + mes "[Lora Tay the Seamstress]"; + mes "Lora inspects your gloves, shock apparent on her face."; + mes "\"Winter gloves? And he managed the join stitches without adding a single crease... no, that can't be the Agostine we were talking about...\""; + mes "Without asking, she takes your gloves and inspects them further."; + next; + mes "[Lora Tay the Seamstress]"; + mes "\"Triple inverted crossbar... he stole another of my stitching patterns! Except... no, that couldn't hold... what kind of yarn...\""; + mes "Torn between excitement, worry, and latent disgust, she frantically turns the gloves from side to side, looking for obvious flaws, her face reddening."; + next; + mes "[Lora Tay the Seamstress]"; + mes "\"No, it's perfect... Inconceivable! How could that little upstart... I don't believe it!\""; + mes "Breathing heavily with something that might be anger or confusion, she turns them inside out."; + next; + mes "[Lora Tay the Seamstress]"; + mes "She slides her fingers over the now-exposed inside whilst the color of her face approaches that of an over-ripe tomato."; + mes "\"Almost perfectly smooth...\", she whispers."; + next; + mes "[Lora Tay the Seamstress]"; + mes "She jumps up in a fit of sudden rage."; + mes "\"That's impossible! Where did he learn to sew like that! How did he cut the shapes so perfectly! When did he..."; + mes "Suddenly, she breaks into a cough."; + next; + mes "[Lora Tay the Seamstress]"; + mes "\"*cough* ... can't possibly... *cough*...\""; + mes "Lora sinks back on her chair, trying to control her cough."; + next; + if (countitem(541)) + menu + "(sneak out of the room)", L_end, + "Are you alright?", -, + "Here, have a bottle of water...", L_give_water, + "Can I help you?", -; + if (countitem(541) == 0) + menu + "(sneak out of the room)", L_end, + "Are you alright?", -, + "Can I help you?", -; + mes "[Lora Tay the Seamstress]"; + mes "She holds out your gloves for you to pick up, then waves you out of the room. Fortunately, her cough seems to be slowly subsiding."; + close; L_agostine_3: - mes "[Lora Tay the Seamstress]"; - mes "She frowns at you."; - mes "\"What other self-absorbed tailor-pretends with the sewing skill of a mouboo are there around? Stop wasting my time.\""; - close; + mes "[Lora Tay the Seamstress]"; + mes "She frowns at you."; + mes "\"What other self-absorbed tailor-pretends with the sewing skill of a mouboo are there around? Stop wasting my time.\""; + close; L_agostine_4: - mes "[Lora Tay the Seamstress]"; - mes "\"Is it not obvious? We are talking about someone so self-absorbed that he chose to ignore the advice of myself, greatest of the seven southern seamstresses! I cannot stand such arrogance.\""; - close; + mes "[Lora Tay the Seamstress]"; + mes "\"Is it not obvious? We are talking about someone so self-absorbed that he chose to ignore the advice of myself, greatest of the seven southern seamstresses! I cannot stand such arrogance.\""; + close; L_agostine_5: - mes "[Lora Tay the Seamstress]"; - mes "\"Good for you. That arrogant good-for-nothing couldn't tell a piece of cotton from chain mail if he wiped his nose with it!\""; - close; + mes "[Lora Tay the Seamstress]"; + mes "\"Good for you. That arrogant good-for-nothing couldn't tell a piece of cotton from chain mail if he wiped his nose with it!\""; + close; L_no_water: - mes "Checking more closely, you realize that you are out of water."; - mes "You apologise to Lora, though it fortunately seems that her cough is subsiding."; - mes "She waves you out of the room."; - close; + mes "Checking more closely, you realize that you are out of water."; + mes "You apologise to Lora, though it fortunately seems that her cough is subsiding."; + mes "She waves you out of the room."; + close; L_regular_intro: - mes "[Lora Tay the Seamstress]"; - mes "\"Ah, you again. Is there anything in particular you need?\""; - next; - goto L_main_menu; + mes "[Lora Tay the Seamstress]"; + mes "\"Ah, you again. Is there anything in particular you need?\""; + next; + goto L_main_menu; L_give_water: - if (countitem(541) == 0) goto L_no_water; - delitem 541, 1; - set QUEST_WG_state, 11; - - set @xpval, 50000; - - getexp @xpval, 0; - mes "[Lora Tay the Seamstress]"; - - mes "Lora grabs your water bottle and take a deep sip. Slowly, her head regains a more natural color. As she puts the bottle down, her cough seems to have subsided."; - mes "\"Thank you, dear; that was just the right thing at the right time.\""; - mes "[You gain " + @xpval + " experience points]"; - next; - - mes "[Lora Tay the Seamstress]"; - mes "She hands you the winter gloves again."; - mes "\"Now what happened I don't know, but this wasn't made by the Agostine I remember. But I shan't be made a fool out of by one such as him.\""; - next; - - mes "[Lora Tay the Seamstress]"; - mes "\"If HE can sew petty every-day items for ordinary peasants, then so can I. Very well, is there anything in particular that you need made? I shall show you how a proper seamstress operates!\""; - next; + if (countitem(541) == 0) + goto L_no_water; + delitem 541, 1; + set QUEST_WG_state, 11; + + set @xpval, 50000; + + getexp @xpval, 0; + mes "[Lora Tay the Seamstress]"; + mes "Lora grabs your water bottle and take a deep sip. Slowly, her head regains a more natural color. As she puts the bottle down, her cough seems to have subsided."; + mes "\"Thank you, dear; that was just the right thing at the right time.\""; + mes "[You gain " + @xpval + " experience points]"; + next; + mes "[Lora Tay the Seamstress]"; + mes "She hands you the winter gloves again."; + mes "\"Now what happened I don't know, but this wasn't made by the Agostine I remember. But I shan't be made a fool out of by one such as him.\""; + next; + mes "[Lora Tay the Seamstress]"; + mes "\"If HE can sew petty every-day items for ordinary peasants, then so can I. Very well, is there anything in particular that you need made? I shall show you how a proper seamstress operates!\""; + next; L_main_menu: - menu "Can you trim something for me?", L_trim, - "Can you lengthen something for me?", L_lengthen, - "Can you make me a shirt?", L_shirt, - "Can you make me a tank top?", L_tanktop, - "Can you make me a cape?", L_cape, - "Can you make fur boots for me?", -, - "Can you make winter gloves me?", -, - "Can you sew a robe for me?", L_robe, - "Can you make a desert hat for me?", L_desert_hat, - "Goodbye for now!", L_end; - - mes "[Lora Tay the Seamstress]"; - mes "\"From what? Fluffy fur? I won't work with such lowly materials.\""; - next; - goto L_main_menu; + menu + "Can you trim something for me?", L_trim, + "Can you lengthen something for me?", L_lengthen, + "Can you make me a shirt?", L_shirt, + "Can you make me a tank top?", L_tanktop, + "Can you make me a cape?", L_cape, + "Can you make fur boots for me?", -, + "Can you make winter gloves me?", -, + "Can you sew a robe for me?", L_robe, + "Can you make a desert hat for me?", L_desert_hat, + "Goodbye for now!", L_end; + mes "[Lora Tay the Seamstress]"; + mes "\"From what? Fluffy fur? I won't work with such lowly materials.\""; + next; + goto L_main_menu; L_desert_hat: - mes "[Lora Tay the Seamstress]"; - mes "The seamstress sighs."; - mes "\"One of these days it would be nice to have an actual challenge... yes, of course I can make a desert hat. A Cotton Headband, three pieces of cotton cloth. Hmm. And let's add 300 GP to that.\""; - next; - - set @default_choice$, "Never mind."; - setarray @items, 724, 2140, 2141, 2142, 2143, 2144, 2145, 2146, 2147, 2148, 2149; - setarray @item_names$, "Here is a white headband", "Here is a red headband", "Here is a green headband", "Here is a dark blue headband", "Here is a yellow headband", "Here is a light blue headband", "Here is a pink headband", "Here is a black headband", "Here is a orange headband", "Here is a puple headband", "Here is a dark green headband"; - set @items_nr, 11; - - callsub SUB_pick_one_of_many_items; - if (@item == 0) goto L_main_menu; - - if (@item == 724) - set @genitem, 723; - if (@item != 724) - set @genitem, @item - 10; - - if (countitem(@item) < 1) - goto L_desert_hat_noheadband; - if (countitem("CottonCloth") < 3) - goto L_desert_hat_nocotton; - if (zeny < 300) - goto L_desert_hat_nogp; - - delitem @item, 1; - delitem "CottonCloth", 3; - set zeny, zeny - 300; - getitem @genitem, 1; - mes "[Lora Tay the Seamstress]"; - mes "\"Now then, this should only take a minute.\""; - mes "The seamstress folds your cotton cloth in a complicated fashion, wraps the resulting bundle into and out of the headband, and finally sews together several loose ends."; - next; - mes "[Lora Tay the Seamstress]"; - mes "The result resembles a huge knot."; - mes "Lora picks two ends and pulls, hard-- to your amazement, the knot unfolds, yielding a desert hat."; - mes "\"Here you are.\""; - next; - goto L_main_menu; + mes "[Lora Tay the Seamstress]"; + mes "The seamstress sighs."; + mes "\"One of these days it would be nice to have an actual challenge... yes, of course I can make a desert hat. A Cotton Headband, three pieces of cotton cloth. Hmm. And let's add 300 GP to that.\""; + next; + set @default_choice$, "Never mind."; + setarray @items, 724, 2140, 2141, 2142, 2143, 2144, 2145, 2146, 2147, 2148, 2149; + setarray @item_names$, "Here is a white headband", "Here is a red headband", "Here is a green headband", "Here is a dark blue headband", "Here is a yellow headband", "Here is a light blue headband", "Here is a pink headband", "Here is a black headband", "Here is a orange headband", "Here is a puple headband", "Here is a dark green headband"; + set @items_nr, 11; + + callsub SUB_pick_one_of_many_items; + if (@item == 0) + goto L_main_menu; + if (@item == 724) + set @genitem, 723; + if (@item != 724) + set @genitem, @item - 10; + if (countitem(@item) < 1) + goto L_desert_hat_noheadband; + if (countitem("CottonCloth") < 3) + goto L_desert_hat_nocotton; + if (zeny < 300) + goto L_desert_hat_nogp; + delitem @item, 1; + delitem "CottonCloth", 3; + set zeny, zeny - 300; + getitem @genitem, 1; + mes "[Lora Tay the Seamstress]"; + mes "\"Now then, this should only take a minute.\""; + mes "The seamstress folds your cotton cloth in a complicated fashion, wraps the resulting bundle into and out of the headband, and finally sews together several loose ends."; + next; + mes "[Lora Tay the Seamstress]"; + mes "The result resembles a huge knot."; + mes "Lora picks two ends and pulls, hard-- to your amazement, the knot unfolds, yielding a desert hat."; + mes "\"Here you are.\""; + next; + goto L_main_menu; L_desert_hat_nocotton: - mes "[Lora Tay the Seamstress]"; - mes "\"You're asking me to make a desert hat without enough cloth? Here, have your headband back-- see, that's how much I can do without cloth! And since I'm generous today, you can even keep your GP...\""; - next; - goto L_main_menu; + mes "[Lora Tay the Seamstress]"; + mes "\"You're asking me to make a desert hat without enough cloth? Here, have your headband back-- see, that's how much I can do without cloth! And since I'm generous today, you can even keep your GP...\""; + next; + goto L_main_menu; L_desert_hat_nogp: - mes "[Lora Tay the Seamstress]"; - mes "\"No, no, no. 300 GP. That's not that much, I've been told. I can't just work for free, now can I?\""; - next; - goto L_main_menu; + mes "[Lora Tay the Seamstress]"; + mes "\"No, no, no. 300 GP. That's not that much, I've been told. I can't just work for free, now can I?\""; + next; + goto L_main_menu; L_desert_hat_noheadband: - mes "[Lora Tay the Seamstress]"; - mes "\"Now that is odd. Where did your headband vanish to? Well, I'm not going to make you something as silly as a headband, so get one from elsewhere.\""; - next; - goto L_main_menu; + mes "[Lora Tay the Seamstress]"; + mes "\"Now that is odd. Where did your headband vanish to? Well, I'm not going to make you something as silly as a headband, so get one from elsewhere.\""; + next; + goto L_main_menu; L_trim: - mes "[Lora Tay the Seamstress]"; - mes "\"Trimming... you mean that you can't do that yourself? Well, alright... I suppose I should charge 100 GP and do it.\""; - mes "\"Alright. What is it that you want trimmed?\""; - next; - - set @default_choice$, "Never mind."; - setarray @items, 1202, 2050, 2051, 2052, 2053, 2054, 2055, 2056, 2057, 2058, 2059, - 688, 2090, 2091, 2092, 2093, 2094, 2095, 2096, 2097, 2098, 2099, - 632, 2100, 2101, 2102, 2103, 2104, 2105, 2106, 2107, 2108, 2109; - setarray @item_names$, "cotton shirt", "red cotton shirt", "green cotton shirt", "dark blue cotton shirt", "yellow cotton shirt", "light blue cotton shirt", "pink cotton shirt", "black cotton shirt", "orange cotton shirt", "puple cotton shirt", "dark green cotton shirt", - "tank top", "red tank top", "green tank top", "dark blue tank top", "yellow tank top", "light blue tank top", "pink tank top", "black tank top", "orange tank top", "purple tank top", "dark green tank top", - "cotton skirt", "red cotton skirt", "green cotton skirt", "dark blue cotton skirt", "yellow cotton skirt", "light blue cotton skirt", "pink cotton skirt", "black cotton skirt", "orange cotton skirt", "purple cotton skirt", "dark green cotton skirt"; - set @items_nr, 33; - callsub SUB_pick_one_of_many_items; - if (@item == 0) goto L_main_menu; - - set @delitem, @item; - set @genitem, 0; - if (@item == 1202) set @genitem, 688; - if (@item == 688) set @genitem, 689; - if (@item == 632) set @genitem, 771; - if (@item >= 2090 && @item <= 2099) set @genitem, @item + 30; - if (@item >= 2050 && @item <= 2059) set @genitem, @item + 40; - if (@item >= 2100 && @item <= 2109) set @genitem, @item + 70; - if (@genitem == 0) goto L_trim_impossible; - if (zeny < 100) goto L_trim_nozeny; - - if (countitem(@delitem) < 1) - goto L_main_menu; - - delitem @delitem, 1; - getitem @genitem, 1; - set zeny, zeny - 100; - mes "[Lora Tay the Seamstress]"; - mes ""; - mes "\"There you are, dear.\""; - next; + mes "[Lora Tay the Seamstress]"; + mes "\"Trimming... you mean that you can't do that yourself? Well, alright... I suppose I should charge 100 GP and do it.\""; + mes "\"Alright. What is it that you want trimmed?\""; + next; + + set @default_choice$, "Never mind."; + setarray @items, 1202, 2050, 2051, 2052, 2053, 2054, 2055, 2056, 2057, 2058, 2059, 688, 2090, 2091, 2092, 2093, 2094, 2095, 2096, 2097, 2098, 2099, 632, 2100, 2101, 2102, 2103, 2104, 2105, 2106, 2107, 2108, 2109; + setarray @item_names$, "cotton shirt", "red cotton shirt", "green cotton shirt", "dark blue cotton shirt", "yellow cotton shirt", "light blue cotton shirt", "pink cotton shirt", "black cotton shirt", "orange cotton shirt", "puple cotton shirt", "dark green cotton shirt", "tank top", "red tank top", "green tank top", "dark blue tank top", "yellow tank top", "light blue tank top", "pink tank top", "black tank top", "orange tank top", "purple tank top", "dark green tank top", "cotton skirt", "red cotton skirt", "green cotton skirt", "dark blue cotton skirt", "yellow cotton skirt", "light blue cotton skirt", "pink cotton skirt", "black cotton skirt", "orange cotton skirt", "purple cotton skirt", "dark green cotton skirt"; + set @items_nr, 33; + callsub SUB_pick_one_of_many_items; + if (@item == 0) + goto L_main_menu; + set @delitem, @item; + set @genitem, 0; + if (@item == 1202) + set @genitem, 688; + if (@item == 688) + set @genitem, 689; + if (@item == 632) + set @genitem, 771; + if (@item >= 2090 && @item <= 2099) + set @genitem, @item + 30; + if (@item >= 2050 && @item <= 2059) + set @genitem, @item + 40; + if (@item >= 2100 && @item <= 2109) + set @genitem, @item + 70; + if (@genitem == 0) + goto L_trim_impossible; + if (zeny < 100) + goto L_trim_nozeny; + if (countitem(@delitem) < 1) goto L_main_menu; -L_trim_impossible: - mes "[Lora Tay the Seamstress]"; // INTERNAL ERROR - mes "\"I don't really want to shorten this any more.\""; - next; + delitem @delitem, 1; + getitem @genitem, 1; + set zeny, zeny - 100; + mes "[Lora Tay the Seamstress]"; + mes ""; + mes "\"There you are, dear.\""; + next; + goto L_main_menu; - goto L_main_menu; +L_trim_impossible: + mes "[Lora Tay the Seamstress]"; // INTERNAL ERROR + mes "\"I don't really want to shorten this any more.\""; + next; + goto L_main_menu; L_trim_nozeny: - mes "[Lora Tay the Seamstress]"; - mes "\"Not enough GP? Well, just do it yourself-- trimming really is trivial.\""; - next; + mes "[Lora Tay the Seamstress]"; + mes "\"Not enough GP? Well, just do it yourself-- trimming really is trivial.\""; + next; + goto L_main_menu; +L_lengthen: + mes "[Lora Tay the Seamstress]"; + mes "\"Naturally, I will need a piece of Cotton Cloth to sew onto it; I must also charge you some... hmm... does 500 GP sound reasonable? Yes, I think I shall charge that.\""; + mes "\"Now, let me see. What is it that you want lengthened?\""; + next; + + set @default_choice$, "Never mind."; + setarray @items, 688, 2090, 2091, 2092, 2093, 2094, 2095, 2096, 2097, 2098, 2099, 689, 2120, 2121, 2122, 2123, 2124, 2125, 2126, 2127, 2128, 2129, 771, 2170, 2171, 2172, 2173, 2174, 2175, 2176, 2177, 2178, 2179; + setarray @item_names$, "tank top", "red tank top", "green tank top", "dark blue tank top", "yellow tank top", "light blue tank top", "pink tank top", "black tank top", "orange tank top", "purple tank top", "dark green tank top", "short tank top", "red short tank top", "green short tank top", "dark blue short tank top", "yellow short tank top", "light blue short tank top", "pink short tank top", "black short tank top", "orange short tank top", "purple short tank top", "dark green short tank top", "miniskirt", "red miniskirt", "green miniskirt", "dark blue miniskirt", "yellow miniskirt", "light blue miniskirt", "pink miniskirt", "black miniskirt", "orange miniskirt", "purple miniskirt", "dark green miniskirt"; + + set @items_nr, 33; + callsub SUB_pick_one_of_many_items; + if (@item == 0) goto L_main_menu; -L_lengthen: - mes "[Lora Tay the Seamstress]"; - mes "\"Naturally, I will need a piece of Cotton Cloth to sew onto it; I must also charge you some... hmm... does 500 GP sound reasonable? Yes, I think I shall charge that.\""; - mes "\"Now, let me see. What is it that you want lengthened?\""; - next; - - set @default_choice$, "Never mind."; - setarray @items, 688, 2090, 2091, 2092, 2093, 2094, 2095, 2096, 2097, 2098, 2099, - 689, 2120, 2121, 2122, 2123, 2124, 2125, 2126, 2127, 2128, 2129, - 771, 2170, 2171, 2172, 2173, 2174, 2175, 2176, 2177, 2178, 2179; - setarray @item_names$, "tank top", "red tank top", "green tank top", "dark blue tank top", "yellow tank top", "light blue tank top", "pink tank top", "black tank top", "orange tank top", "purple tank top", "dark green tank top", - "short tank top", "red short tank top", "green short tank top", "dark blue short tank top", "yellow short tank top", "light blue short tank top", "pink short tank top", "black short tank top", "orange short tank top", "purple short tank top", "dark green short tank top", - "miniskirt", "red miniskirt", "green miniskirt", "dark blue miniskirt", "yellow miniskirt", "light blue miniskirt", "pink miniskirt", "black miniskirt", "orange miniskirt", "purple miniskirt", "dark green miniskirt"; - - set @items_nr, 33; - callsub SUB_pick_one_of_many_items; - if (@item == 0) goto L_main_menu; - - set @delitem, @item; - set @genitem, 0; - if (@item == 688) set @genitem, 1202; - if (@item == 689) set @genitem, 688; - if (@item == 771) set @genitem, 632; - if (@item >= 2120 && @item <= 2129) set @genitem, @item - 30; - if (@item >= 2090 && @item <= 2099) set @genitem, @item - 40; - if (@item >= 2170 && @item <= 2179) set @genitem, @item - 70; - if (@genitem == 0) goto L_lengthen_impossible; - if (zeny < 500) goto L_lengthen_nozeny; - if (countitem ("CottonCloth") < 1) goto L_lengthen_nocotton; - - if (countitem(@delitem) < 1) - goto L_main_menu; - - delitem @delitem, 1; - delitem "CottonCloth", 1; - getitem @genitem, 1; - set zeny, zeny - 500; - mes "[Lora Tay the Seamstress]"; - mes "The seamstress cuts your piece of cotton cloth into stripes and sews them on. Using some odd liquid, she flattens the seams and borders."; - if (@delitem > 2000) // dyed - mes "She then applies another liquid-- smelling strangely of fermented apples-- to the result, wraps it up, and wrings it tightly. As she unwraps it, you observe to your amazement that the dye has spread to the newly attached area."; - mes "\"There you are, dear.\""; - next; + set @delitem, @item; + set @genitem, 0; + if (@item == 688) + set @genitem, 1202; + if (@item == 689) + set @genitem, 688; + if (@item == 771) + set @genitem, 632; + if (@item >= 2120 && @item <= 2129) + set @genitem, @item - 30; + if (@item >= 2090 && @item <= 2099) + set @genitem, @item - 40; + if (@item >= 2170 && @item <= 2179) + set @genitem, @item - 70; + if (@genitem == 0) + goto L_lengthen_impossible; + if (zeny < 500) + goto L_lengthen_nozeny; + if (countitem ("CottonCloth") < 1) + goto L_lengthen_nocotton; + if (countitem(@delitem) < 1) goto L_main_menu; -L_lengthen_nocotton: - mes "[Lora Tay the Seamstress]"; - mes "\"Who do you think I am? The cotton fairy? Get yourself some cloth before you ask me to sew it on.\""; - next; + delitem @delitem, 1; + delitem "CottonCloth", 1; + getitem @genitem, 1; + set zeny, zeny - 500; + mes "[Lora Tay the Seamstress]"; + mes "The seamstress cuts your piece of cotton cloth into stripes and sews them on. Using some odd liquid, she flattens the seams and borders."; + if (@delitem > 2000) // dyed + mes "She then applies another liquid-- smelling strangely of fermented apples-- to the result, wraps it up, and wrings it tightly. As she unwraps it, you observe to your amazement that the dye has spread to the newly attached area."; + mes "\"There you are, dear.\""; + next; + goto L_main_menu; - goto L_main_menu; +L_lengthen_nocotton: + mes "[Lora Tay the Seamstress]"; + mes "\"Who do you think I am? The cotton fairy? Get yourself some cloth before you ask me to sew it on.\""; + next; + goto L_main_menu; L_lengthen_nozeny: - mes "[Lora Tay the Seamstress]"; - mes "\"No gold, no sewing.\""; - next; - - goto L_main_menu; + mes "[Lora Tay the Seamstress]"; + mes "\"No gold, no sewing.\""; + next; + goto L_main_menu; L_lengthen_impossible: - mes "[Lora Tay the Seamstress]"; // INTERNAL ERROR - mes "\"I really can't lengthen that any more.\""; - next; - - goto L_main_menu; + mes "[Lora Tay the Seamstress]"; // INTERNAL ERROR + mes "\"I really can't lengthen that any more.\""; + next; + goto L_main_menu; L_shirt: - mes "[Lora Tay the Seamstress]"; - mes "\"Oh, how silly. You can by those everywhere. Please don't bore me with such trifles, dear.\""; - next; - - goto L_main_menu; + mes "[Lora Tay the Seamstress]"; + mes "\"Oh, how silly. You can by those everywhere. Please don't bore me with such trifles, dear.\""; + next; + goto L_main_menu; L_tanktop: - mes "[Lora Tay the Seamstress]"; - mes "\"A tank top? Well, hardly a challenge, but I suppose I could do that. Please get me some cloth-- plain cotton will do-- and, let's see, how does 100,000 GP for my efforts sound?\""; - mes "\"Wait, I keep forgetting, you are just an adventurer... let's make that 1000 GP, then.\""; - next; + mes "[Lora Tay the Seamstress]"; + mes "\"A tank top? Well, hardly a challenge, but I suppose I could do that. Please get me some cloth-- plain cotton will do-- and, let's see, how does 100,000 GP for my efforts sound?\""; + mes "\"Wait, I keep forgetting, you are just an adventurer... let's make that 1000 GP, then.\""; + next; L_tanktop_menu: - menu "I think I would like something else.", L_main_menu, - "A tank top, please (6 Cotton Cloth)", L_tanktop_long, - "A short tank top, please (5 Cotton Cloth)", L_tanktop_short, - "Goodbye for now.", L_end; + menu + "I think I would like something else.", L_main_menu, + "A tank top, please (6 Cotton Cloth)", L_tanktop_long, + "A short tank top, please (5 Cotton Cloth)", L_tanktop_short, + "Goodbye for now.", L_end; L_tanktop_short: - if (countitem ("CottonCloth") < 5) goto L_tanktop_insufficient_cloth; - if (zeny < 1000) goto L_tanktop_insufficient_zeny; - getinventorylist; - if (@inventorylist_count == 100 && countitem("CottonCloth") > 5) goto L_TooMany; - set zeny, zeny - 1000; - delitem "CottonCloth", 5; - getitem "ShortTankTop", 1; - mes "[Lora Tay the Seamstress]"; - mes "You watch as Lora sews the pieces of cloth together, then flattens the seams and ends with some odd liquid."; - mes "Amazingly, the result looks like a single piece of cloth."; - mes "After little more than a few elegant cuts and folds, your tank top is ready."; - mes "\"Oh dear, it seems that I am done already. Do you need anything else?\""; - next; - goto L_tanktop_menu; + if (countitem ("CottonCloth") < 5) + goto L_tanktop_insufficient_cloth; + if (zeny < 1000) + goto L_tanktop_insufficient_zeny; + getinventorylist; + if (@inventorylist_count == 100 && countitem("CottonCloth") > 5) + goto L_TooMany; + set zeny, zeny - 1000; + delitem "CottonCloth", 5; + getitem "ShortTankTop", 1; + mes "[Lora Tay the Seamstress]"; + mes "You watch as Lora sews the pieces of cloth together, then flattens the seams and ends with some odd liquid."; + mes "Amazingly, the result looks like a single piece of cloth."; + mes "After little more than a few elegant cuts and folds, your tank top is ready."; + mes "\"Oh dear, it seems that I am done already. Do you need anything else?\""; + next; + goto L_tanktop_menu; L_tanktop_long: - if (countitem ("CottonCloth") < 6) goto L_tanktop_insufficient_cloth; - if (zeny < 1000) goto L_tanktop_insufficient_zeny; - getinventorylist; - if (@inventorylist_count == 100 && countitem("CottonCloth") > 6) goto L_TooMany; - set zeny, zeny - 1000; - delitem "CottonCloth", 6; - getitem "TankTop", 1; - mes "[Lora Tay the Seamstress]"; - mes "After combining your pieces of cloth into one-- miraculously making the seams and stitches vanish-- the seamstress cuts out all that doesn't belong into a tank top, then folds and stabilises the edges with additional seam lines."; - mes "\"There you are. Don't worry, I have trimmed it to match your size perfectly.\""; - next; - goto L_tanktop_menu; + if (countitem ("CottonCloth") < 6) + goto L_tanktop_insufficient_cloth; + if (zeny < 1000) + goto L_tanktop_insufficient_zeny; + getinventorylist; + if (@inventorylist_count == 100 && countitem("CottonCloth") > 6) + goto L_TooMany; + set zeny, zeny - 1000; + delitem "CottonCloth", 6; + getitem "TankTop", 1; + mes "[Lora Tay the Seamstress]"; + mes "After combining your pieces of cloth into one-- miraculously making the seams and stitches vanish-- the seamstress cuts out all that doesn't belong into a tank top, then folds and stabilises the edges with additional seam lines."; + mes "\"There you are. Don't worry, I have trimmed it to match your size perfectly.\""; + next; + goto L_tanktop_menu; L_tanktop_insufficient_cloth: - mes "[Lora Tay the Seamstress]"; - mes "\"No, no, no, count again-- how much Cotton Cloth did I say I needed? That's not enough.\""; - next; - goto L_tanktop_menu; + mes "[Lora Tay the Seamstress]"; + mes "\"No, no, no, count again-- how much Cotton Cloth did I say I needed? That's not enough.\""; + next; + goto L_tanktop_menu; L_tanktop_insufficient_zeny: - mes "[Lora Tay the Seamstress]"; - mes "As you note that you don't have enough GP on you, Lora rolls her eyes."; - mes "\"I don't work for free, you know. I already gave you a discounted peasant price.\""; - next; - goto L_main_menu; + mes "[Lora Tay the Seamstress]"; + mes "As you note that you don't have enough GP on you, Lora rolls her eyes."; + mes "\"I don't work for free, you know. I already gave you a discounted peasant price.\""; + next; + goto L_main_menu; L_cape: - mes "[Lora Tay the Seamstress]"; - mes "She shakes her head."; - mes "\"No capes. You're an adventurer, right? Do you want to get caught by a closing portcullis? Or strangled when your cape gets tangled in a tree? Or brought down by a mushroom stomping on your cape while you're trying to run away? No capes.\""; - next; - - goto L_main_menu; + mes "[Lora Tay the Seamstress]"; + mes "She shakes her head."; + mes "\"No capes. You're an adventurer, right? Do you want to get caught by a closing portcullis? Or strangled when your cape gets tangled in a tree? Or brought down by a mushroom stomping on your cape while you're trying to run away? No capes.\""; + next; + goto L_main_menu; L_robe: - mes "[Lora Tay the Seamstress]"; - mes "\"A robe? Well, as long as you're not asking me to make it out of cotton...\""; - next; - - if (countitem("SilkCocoon") == 0) - goto L_robe_nosilk; + mes "[Lora Tay the Seamstress]"; + mes "\"A robe? Well, as long as you're not asking me to make it out of cotton...\""; + next; + if (countitem("SilkCocoon") == 0) + goto L_robe_nosilk; L_robe_menu: - menu "Here, I have some silk cocoons!", -, - "Here, I have some silk sheets!", L_robe_nosilk, - "Where can I find silk?", L_where_silk, - "How much silk do you need?", L_how_much_silk, - "Oh, never mind.", L_main_menu; - - mes "[Lora Tay the Seamstress]"; - mes "The seamstress stares at you as if you had gone out of your mind."; - mes "\"And what precisely do you expect me to do with Silk Cocoons? String them together in some baubly chain? Somehow remove the thread and spin and weave it so that some random person can have their robe?\""; - next; - - menu "Will you trade cocoons for sheets?", -, - "Never mind.", L_main_menu; - - mes "[Lora Tay the Seamstress]"; - mes "Lora frowns."; - mes "\"It's not all that easy to get properly processed silk around here. Easier for me than for you, I admit...\""; - next; - - mes "[Lora Tay the Seamstress]"; - mes "She sighs."; - mes "\"All right, very well then. I have enough spare silk sheets right now, but you pay the silk processing for your cocoons.\""; - next; - - mes "[Lora Tay the Seamstress]"; - mes "\"Let's see... " + @ROBE_COCOONS_NR + " silk cocoons and " + @ROBE_ZENY + " GP should just about cover that.\""; - next; - - menu "I'm not interested.", L_main_menu, - "Very well then, here you are.", -; - - if (countitem("SilkCocoon") < @ROBE_COCOONS_NR) - goto L_robe_missing_cocoons; - - if (zeny < @ROBE_ZENY) - goto L_robe_missing_zeny; - - getinventorylist; - if (@inventorylist_count == 100 && countitem("SilkCocoon") > @ROBE_COCOONS_NR) goto L_TooMany; - - set zeny, zeny - @ROBE_ZENY; - delitem "SilkCocoon", @ROBE_COCOONS_NR; - getitem "SilkRobe", 1; - mes "[Lora Tay the Seamstress]"; - mes "The seamstress puts your cocoons and GP away, takes your measurements and pulls out several silk sheets. She asks you to stretch out your arms, then pins the silk sheets in place all over your body."; - next; - - mes "[Lora Tay the Seamstress]"; - mes "She proceeds to make a number of mysterious marks on the sheets with a charcoal pen. Meanwhile, your arms are getting tired, but you're afraid to lower them-- she used a lot of pins to put everything into place, and you lost track of where they went..."; - next; - - mes "[Lora Tay the Seamstress]"; - mes "\"Splendid.\""; - mes "After removing the sheets (and pins!), she picks up a pair of scissors and plows through the cloth at her usual amazing pace, only stopping briefly to sew together parts here and there."; - next; - - mes "[Lora Tay the Seamstress]"; - mes "She then treats the seams with some odorless liquid, making them vanish completely. Finally she hands you the finished robe."; - mes "\"Here you are now, this will fit. And don't you dare tell anyone that I did this! I'm not about to start a silk cocoon collection!\""; - next; - - goto L_main_menu; + menu + "Here, I have some silk cocoons!", -, + "Here, I have some silk sheets!", L_robe_nosilk, + "Where can I find silk?", L_where_silk, + "How much silk do you need?", L_how_much_silk, + "Oh, never mind.", L_main_menu; + mes "[Lora Tay the Seamstress]"; + mes "The seamstress stares at you as if you had gone out of your mind."; + mes "\"And what precisely do you expect me to do with Silk Cocoons? String them together in some baubly chain? Somehow remove the thread and spin and weave it so that some random person can have their robe?\""; + next; + menu + "Will you trade cocoons for sheets?", -, + "Never mind.", L_main_menu; + mes "[Lora Tay the Seamstress]"; + mes "Lora frowns."; + mes "\"It's not all that easy to get properly processed silk around here. Easier for me than for you, I admit...\""; + next; + mes "[Lora Tay the Seamstress]"; + mes "She sighs."; + mes "\"All right, very well then. I have enough spare silk sheets right now, but you pay the silk processing for your cocoons.\""; + next; + mes "[Lora Tay the Seamstress]"; + mes "\"Let's see... " + @ROBE_COCOONS_NR + " silk cocoons and " + @ROBE_ZENY + " GP should just about cover that.\""; + next; + menu + "I'm not interested.", L_main_menu, + "Very well then, here you are.", -; + if (countitem("SilkCocoon") < @ROBE_COCOONS_NR) + goto L_robe_missing_cocoons; + if (zeny < @ROBE_ZENY) + goto L_robe_missing_zeny; + getinventorylist; + if (@inventorylist_count == 100 && countitem("SilkCocoon") > @ROBE_COCOONS_NR) + goto L_TooMany; + set zeny, zeny - @ROBE_ZENY; + delitem "SilkCocoon", @ROBE_COCOONS_NR; + getitem "SilkRobe", 1; + mes "[Lora Tay the Seamstress]"; + mes "The seamstress puts your cocoons and GP away, takes your measurements and pulls out several silk sheets. She asks you to stretch out your arms, then pins the silk sheets in place all over your body."; + next; + mes "[Lora Tay the Seamstress]"; + mes "She proceeds to make a number of mysterious marks on the sheets with a charcoal pen. Meanwhile, your arms are getting tired, but you're afraid to lower them-- she used a lot of pins to put everything into place, and you lost track of where they went..."; + next; + mes "[Lora Tay the Seamstress]"; + mes "\"Splendid.\""; + mes "After removing the sheets (and pins!), she picks up a pair of scissors and plows through the cloth at her usual amazing pace, only stopping briefly to sew together parts here and there."; + next; + mes "[Lora Tay the Seamstress]"; + mes "She then treats the seams with some odorless liquid, making them vanish completely. Finally she hands you the finished robe."; + mes "\"Here you are now, this will fit. And don't you dare tell anyone that I did this! I'm not about to start a silk cocoon collection!\""; + next; + goto L_main_menu; L_robe_missing_cocoons: - mes "[Lora Tay the Seamstress]"; - mes "\"" + @ROBE_COCOONS_NR + " cocoons is what I said, not " + countitem("SilkCocoon") + "."; - mes @ROBE_COCOONS_NR + " is " + (@ROBE_COCOONS_NR / 10) + " as many times as you have fingers, in case that helps.\""; - next; - goto L_main_menu; + mes "[Lora Tay the Seamstress]"; + mes "\"" + @ROBE_COCOONS_NR + " cocoons is what I said, not " + countitem("SilkCocoon") + "."; + mes @ROBE_COCOONS_NR + " is " + (@ROBE_COCOONS_NR / 10) + " as many times as you have fingers, in case that helps.\""; + next; + goto L_main_menu; L_robe_missing_zeny: - mes "[Lora Tay the Seamstress]"; - mes "\"No, no no. The way this works is that you give me the GP first and I give you the robe afterwards. You're " + (@ROBE_ZENY - zeny) + " GP short, so come back when you can afford the robe!\""; - next; - goto L_main_menu; + mes "[Lora Tay the Seamstress]"; + mes "\"No, no no. The way this works is that you give me the GP first and I give you the robe afterwards. You're " + (@ROBE_ZENY - zeny) + " GP short, so come back when you can afford the robe!\""; + next; + goto L_main_menu; L_where_silk: - mes "[Lora Tay the Seamstress]"; - mes "\"Oh, Hetchel on the Tulimshar Marketplace can weave them for you.\""; - next; - mes "[Lora Tay the Seamstress]"; - mes "She hesitates."; - mes "\"I didn't see her there the last time I visited, though. She may be visiting family. Tough luck.\""; - next; - goto L_robe_menu; + mes "[Lora Tay the Seamstress]"; + mes "\"Oh, Hetchel on the Tulimshar Marketplace can weave them for you.\""; + next; + mes "[Lora Tay the Seamstress]"; + mes "She hesitates."; + mes "\"I didn't see her there the last time I visited, though. She may be visiting family. Tough luck.\""; + next; + goto L_robe_menu; L_how_much_silk: - mes "[Lora Tay the Seamstress]"; - mes "\"Six sheets should do fine, if they're the usual double-elbow squares.\""; - next; - goto L_robe_menu; + mes "[Lora Tay the Seamstress]"; + mes "\"Six sheets should do fine, if they're the usual double-elbow squares.\""; + next; + goto L_robe_menu; L_robe_nosilk: - mes "[Lora Tay the Seamstress]"; - mes "\"What is that? You don't have any silk? Well, you're out of luck, I would say. I shan't make one out of those cotton rags; you might as well be wearing an apple sack.\""; - next; - goto L_main_menu; + mes "[Lora Tay the Seamstress]"; + mes "\"What is that? You don't have any silk? Well, you're out of luck, I would say. I shan't make one out of those cotton rags; you might as well be wearing an apple sack.\""; + next; + goto L_main_menu; L_end: - close; + close; @@ -596,109 +579,116 @@ L_end: // @default_choice$ (default option) // Return: @item (The selected item, or 0 if the default/something invalid was chosen) SUB_pick_one_of_many_items: - set @c, 0; - set @i, 0; + set @c, 0; + set @i, 0; - setarray @choice_n$, "", "", "", "", "", "", "", "", + setarray @choice_n$, "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", ""; L_SUB_pick_choice_loop: - if (@i >= @items_nr) goto L_SUB_choice_init_done; - set @current, @items[@i]; - set @current_name$, @item_names$[@i]; - set @i, @i + 1; - - if (countitem(@current) == 0) goto L_SUB_pick_choice_loop; - set @choice_v[@c], @current; - set @choice_n$[@c], @current_name$; - set @c, @c + 1; + if (@i >= @items_nr) + goto L_SUB_choice_init_done; + set @current, @items[@i]; + set @current_name$, @item_names$[@i]; + set @i, @i + 1; + + if (countitem(@current) == 0) goto L_SUB_pick_choice_loop; + set @choice_v[@c], @current; + set @choice_n$[@c], @current_name$; + set @c, @c + 1; + goto L_SUB_pick_choice_loop; L_SUB_choice_init_done: - set @choice_v[@c], 0; - set @choice_n$[@c], @default_choice$; - set @c, @c + 1; - - if (@c < 10) - menu @choice_n$[0], -, - @choice_n$[1], -, - @choice_n$[2], -, - @choice_n$[3], -, - @choice_n$[4], -, - @choice_n$[5], -, - @choice_n$[6], -, - @choice_n$[7], -, - @choice_n$[8], -, - @choice_n$[9], -; - if (@c < 10) goto L_SUB_choice_join; - - if (@c < 20) - menu @choice_n$[0], -, - @choice_n$[1], -, - @choice_n$[2], -, - @choice_n$[3], -, - @choice_n$[4], -, - @choice_n$[5], -, - @choice_n$[6], -, - @choice_n$[7], -, - @choice_n$[8], -, - @choice_n$[9], -, - @choice_n$[10], -, - @choice_n$[11], -, - @choice_n$[12], -, - @choice_n$[13], -, - @choice_n$[14], -, - @choice_n$[15], -, - @choice_n$[16], -, - @choice_n$[17], -, - @choice_n$[18], -, - @choice_n$[19], -; - if (@c < 20) goto L_SUB_choice_join; - - menu @choice_n$[0], -, - @choice_n$[1], -, - @choice_n$[2], -, - @choice_n$[3], -, - @choice_n$[4], -, - @choice_n$[5], -, - @choice_n$[6], -, - @choice_n$[7], -, - @choice_n$[8], -, - @choice_n$[9], -, - @choice_n$[10], -, - @choice_n$[11], -, - @choice_n$[12], -, - @choice_n$[13], -, - @choice_n$[14], -, - @choice_n$[15], -, - @choice_n$[16], -, - @choice_n$[17], -, - @choice_n$[18], -, - @choice_n$[19], -, - @choice_n$[20], -, - @choice_n$[21], -, - @choice_n$[22], -, - @choice_n$[23], -, - @choice_n$[24], -, - @choice_n$[25], -, - @choice_n$[26], -, - @choice_n$[27], -, - @choice_n$[28], -, - @choice_n$[29], -, - @choice_n$[30], -, - @choice_n$[31], -; + set @choice_v[@c], 0; + set @choice_n$[@c], @default_choice$; + set @c, @c + 1; + + if (@c < 10) + menu + @choice_n$[0], -, + @choice_n$[1], -, + @choice_n$[2], -, + @choice_n$[3], -, + @choice_n$[4], -, + @choice_n$[5], -, + @choice_n$[6], -, + @choice_n$[7], -, + @choice_n$[8], -, + @choice_n$[9], -; + if (@c < 10) + goto L_SUB_choice_join; + + if (@c < 20) + menu + @choice_n$[0], -, + @choice_n$[1], -, + @choice_n$[2], -, + @choice_n$[3], -, + @choice_n$[4], -, + @choice_n$[5], -, + @choice_n$[6], -, + @choice_n$[7], -, + @choice_n$[8], -, + @choice_n$[9], -, + @choice_n$[10], -, + @choice_n$[11], -, + @choice_n$[12], -, + @choice_n$[13], -, + @choice_n$[14], -, + @choice_n$[15], -, + @choice_n$[16], -, + @choice_n$[17], -, + @choice_n$[18], -, + @choice_n$[19], -; + if (@c < 20) + goto L_SUB_choice_join; + + menu + @choice_n$[0], -, + @choice_n$[1], -, + @choice_n$[2], -, + @choice_n$[3], -, + @choice_n$[4], -, + @choice_n$[5], -, + @choice_n$[6], -, + @choice_n$[7], -, + @choice_n$[8], -, + @choice_n$[9], -, + @choice_n$[10], -, + @choice_n$[11], -, + @choice_n$[12], -, + @choice_n$[13], -, + @choice_n$[14], -, + @choice_n$[15], -, + @choice_n$[16], -, + @choice_n$[17], -, + @choice_n$[18], -, + @choice_n$[19], -, + @choice_n$[20], -, + @choice_n$[21], -, + @choice_n$[22], -, + @choice_n$[23], -, + @choice_n$[24], -, + @choice_n$[25], -, + @choice_n$[26], -, + @choice_n$[27], -, + @choice_n$[28], -, + @choice_n$[29], -, + @choice_n$[30], -, + @choice_n$[31], -; L_SUB_choice_join: - set @menu, @menu - 1; - set @item, @choice_v[@menu]; - if (@menu >= @c) set @item, 0; - - return; + set @menu, @menu - 1; + set @item, @choice_v[@menu]; + if (@menu >= @c) + set @item, 0; + return; L_TooMany: - mes "[Lora Tay the Seamstress]"; - mes "\"You don't have anywhere to put this. Come back when you have more room.\""; - close; + mes "[Lora Tay the Seamstress]"; + mes "\"You don't have anywhere to put this. Come back when you have more room.\""; + close; } diff --git a/world/map/npc/010-2/workers.txt b/world/map/npc/010-2/workers.txt index 0d80f700..703204d1 100644 --- a/world/map/npc/010-2/workers.txt +++ b/world/map/npc/010-2/workers.txt @@ -1,13 +1,13 @@ // -010-2.gat,23,70,0 script Josh 155,{ - mes "[Josh]"; - mes "\"We're working on getting the cellar pass open.\""; - close; +010-2.gat,23,70,0|script|Josh|155,{ + mes "[Josh]"; + mes "\"We're working on getting the cellar pass open.\""; + close; } -010-2.gat,39,75,0 script Zack 155,{ - mes "[Zack]"; - mes "\"My brother and I are fixing the cellar pass.\""; - close; +010-2.gat,39,75,0|script|Zack|155,{ + mes "[Zack]"; + mes "\"My brother and I are fixing the cellar pass.\""; + close; } -- cgit v1.2.3-70-g09d2