From 666d2337f36f761b19e410dad0dc7a6ad1953d1f Mon Sep 17 00:00:00 2001 From: coffee Date: Sat, 3 Sep 2011 10:45:16 -0300 Subject: Small fix in tanisha scrip and change the way the timer is used in caretaker's script, so it won't run forever. --- world/map/npc/027-2/caretaker.txt | 185 +++++++++++++++++++------------------- 1 file changed, 92 insertions(+), 93 deletions(-) (limited to 'world/map/npc/027-2') diff --git a/world/map/npc/027-2/caretaker.txt b/world/map/npc/027-2/caretaker.txt index bf4d35fc..2cc64ec1 100644 --- a/world/map/npc/027-2/caretaker.txt +++ b/world/map/npc/027-2/caretaker.txt @@ -2,130 +2,129 @@ // TODO: add dialog/code for giving more letters // Airlia supports receiving an infinate number of letters -027-2.gat,24,25,0 script Caretaker 159,{ - if (QUEST_Graveyard_Caretaker == 1) goto L_Return_Dialog; - if (QUEST_Graveyard_Caretaker == 2) goto L_Has_Letter; - if (QUEST_Graveyard_Caretaker == 3) goto L_Delivered_Letter; - if (QUEST_Graveyard_Caretaker == 4) goto L_Give_New_Letter; - if (QUEST_Graveyard_Caretaker == 5) goto L_Has_Letter; - - mes "[Caretaker]"; - mes "\"...Another adventurer comes to slay the already dead.\""; - next; - menu - "And what are you?", L_Who, - "Thats right, so move and let me kill that demon behind you.", -; - close; +027-2.gat,24,25,0|script|Caretaker|159,{ + if (QUEST_Graveyard_Caretaker == 1) goto L_Return_Dialog; + if (QUEST_Graveyard_Caretaker == 2) goto L_Has_Letter; + if (QUEST_Graveyard_Caretaker == 3) goto L_Delivered_Letter; + if (QUEST_Graveyard_Caretaker == 4) goto L_Give_New_Letter; + if (QUEST_Graveyard_Caretaker == 5) goto L_Has_Letter; + + mes "[Caretaker]"; + mes "\"...Another adventurer comes to slay the already dead.\""; + next; + menu + "And what are you?", L_Who, + "Thats right, so move and let me kill that demon behind you.", -; + close; L_Who: - mes "[Caretaker]"; - mes "\"I was once the caretaker to these cemetery grounds, but look at what they have become."; - mes "I now care only for my wife. I watch over her... make sure that nobody ever does her harm.\""; - next; + mes "[Caretaker]"; + mes "\"I was once the caretaker to these cemetery grounds, but look at what they have become."; + mes "I now care only for my wife. I watch over her... make sure that nobody ever does her harm.\""; + next; - menu - "You guard her corpse day and night?", -; + menu + "You guard her corpse day and night?", -; - mes "[Caretaker]"; - mes "\"I am bound to this place by the very same spell that was cast to keep the undead from leaving. Until the day that this cemetery is cured of its curse, I remain within these gates.\""; - set QUEST_Graveyard_Caretaker, 1; - close; + mes "[Caretaker]"; + mes "\"I am bound to this place by the very same spell that was cast to keep the undead from leaving. Until the day that this cemetery is cured of its curse, I remain within these gates.\""; + set QUEST_Graveyard_Caretaker, 1; + close; L_Return_Dialog: - mes "[Caretaker]"; - mes "\"I am somewhat fortunate that adventurers like yourself frequent this place... despite your intentions."; - mes "Perhaps you can do me a favor?\""; - next; + mes "[Caretaker]"; + mes "\"I am somewhat fortunate that adventurers like yourself frequent this place... despite your intentions."; + mes "Perhaps you can do me a favor?\""; + next; - menu - "What is the favor?", L_Favor, - "I'm sure I can, for a price.", L_Favor, - "Sorry, I am busy.", -; - close; + menu + "What is the favor?", L_Favor, + "I'm sure I can, for a price.", L_Favor, + "Sorry, I am busy.", -; + close; L_Favor: - mes "[Caretaker]"; - mes "\"I have not seen my daughter since I was cursed to stay in this cemetery 25 years ago."; - mes "We communicate now through letters. Would you please take this to her?"; - mes "I am sure she will compensate you for your trouble.\""; - next; - - menu - "I will take it to her.", L_Receive, - "I will help you. Where can I find your daughter?", L_Receive, - "Sorry, but I am too busy.", -; - close; + mes "[Caretaker]"; + mes "\"I have not seen my daughter since I was cursed to stay in this cemetery 25 years ago."; + mes "We communicate now through letters. Would you please take this to her?"; + mes "I am sure she will compensate you for your trouble.\""; + next; + + menu + "I will take it to her.", L_Receive, + "I will help you. Where can I find your daughter?", L_Receive, + "Sorry, but I am too busy.", -; + close; L_Receive: - set QUEST_Graveyard_Caretaker, 2; - mes "You receive the letter and put it in a special place so it doesn't get lost among your inventory."; - if (@menu == 2) goto L_Location; - close; + set QUEST_Graveyard_Caretaker, 2; + mes "You receive the letter and put it in a special place so it doesn't get lost among your inventory."; + if (@menu == 2) goto L_Location; + close; L_Location: - next; + next; L_Location_Real: - mes "[Caretaker]"; - mes "\"Her name is Airlia. She works at the city hall in Hurnscald. Thank you for your help.\""; - close; + mes "[Caretaker]"; + mes "\"Her name is Airlia. She works at the city hall in Hurnscald. Thank you for your help.\""; + close; L_Has_Letter: - mes "[Caretaker]"; - mes "\"Have you found my daughter?\""; - next; + mes "[Caretaker]"; + mes "\"Have you found my daughter?\""; + next; - menu - "Not Yet.", -, - "I'll get there when I get there.", -, - "Where did you say I could find her?", L_Location_Real; - close; + menu + "Not Yet.", -, + "I'll get there when I get there.", -, + "Where did you say I could find her?", L_Location_Real; + close; L_Delivered_Letter: - mes "[Caretaker]"; - mes "\"Have you found my daughter?\""; - next; + mes "[Caretaker]"; + mes "\"Have you found my daughter?\""; + next; - menu - "Yes.", -; + menu + "Yes.", -; - mes "[Caretaker]"; - mes "\"Thank you for delivering my letter.\""; - set QUEST_Graveyard_Caretaker, 4; - close; + mes "[Caretaker]"; + mes "\"Thank you for delivering my letter.\""; + set QUEST_Graveyard_Caretaker, 4; + close; L_Give_New_Letter: - mes "[Caretaker]"; - mes "\"I have another letter, if you want to deliver it.\""; - next; + mes "[Caretaker]"; + mes "\"I have another letter, if you want to deliver it.\""; + next; - menu - "Sure.", L_Give_New_Letter_Real, - "I'm too busy right now.", -; + menu + "Sure.", L_Give_New_Letter_Real, + "I'm too busy right now.", -; - close; + close; L_Give_New_Letter_Real: - set QUEST_Graveyard_Caretaker, 5; - mes "You receive the letter and put it in a special place so it doesn't get lost among your inventory."; - next; + set QUEST_Graveyard_Caretaker, 5; + mes "You receive the letter and put it in a special place so it doesn't get lost among your inventory."; + next; - mes "[Caretaker]"; - mes "\"Thank you.\""; - close; + mes "[Caretaker]"; + mes "\"Thank you.\""; + close; OnTimer3000: - monster "027-2.gat", 29, 21, "Caretaker's Wife", 1044, 1, "Caretaker::OnWifeDeath"; - end; + monster "027-2.gat", 29, 21, "Caretaker's Wife", 1044, 1, "Caretaker::OnWifeDeath"; + stopnpctimer; + setnpctimer 0; + end; OnWifeDeath: - mapannounce "027-2.gat", "NO! YOU KILLED MY WIFE!", 0; - gmcommand "@l I killed the caretaker's wife!"; - gmcommand "@ban +5mn " + strcharinfo(0); - setnpctimer 0; - end; - -OnInit: - initnpctimer; - end; + mapannounce "027-2.gat", "NO! YOU KILLED MY WIFE!", 0; + gmcommand "@l I killed the caretaker's wife!"; + gmcommand "@ban +5mn " + strcharinfo(0); + initnpctimer; + end; + } -- cgit v1.2.3-70-g09d2 From f40581c8718e979306a98dafca01bc517b7e51bd Mon Sep 17 00:00:00 2001 From: coffee Date: Sat, 3 Sep 2011 11:21:01 -0300 Subject: Small fix in hasan and spawn the caretaker's wife in oninit label. --- world/map/npc/027-2/caretaker.txt | 4 ++++ world/map/npc/042-1/hasan.txt | 2 +- 2 files changed, 5 insertions(+), 1 deletion(-) (limited to 'world/map/npc/027-2') diff --git a/world/map/npc/027-2/caretaker.txt b/world/map/npc/027-2/caretaker.txt index 2cc64ec1..3a53fb99 100644 --- a/world/map/npc/027-2/caretaker.txt +++ b/world/map/npc/027-2/caretaker.txt @@ -120,6 +120,10 @@ OnTimer3000: setnpctimer 0; end; +onInit: + monster "027-2.gat", 29, 21, "Caretaker's Wife", 1044, 1, "Caretaker::OnWifeDeath"; + end; + OnWifeDeath: mapannounce "027-2.gat", "NO! YOU KILLED MY WIFE!", 0; gmcommand "@l I killed the caretaker's wife!"; diff --git a/world/map/npc/042-1/hasan.txt b/world/map/npc/042-1/hasan.txt index 5e9dfdc5..dd549c13 100644 --- a/world/map/npc/042-1/hasan.txt +++ b/world/map/npc/042-1/hasan.txt @@ -203,7 +203,7 @@ onScorpionDeath: if (strcharinfo(0) != $@ScorpionFighter$) goto L_SummonAgain; set $@scorp, 0; if (hasan != 3) - close; + end; set hasan, 4; message strcharinfo(0), "You saved Hasan."; set $@ScorpionTimer, 0; -- cgit v1.2.3-70-g09d2 From 6e5fc3701b8299af02236ab77b143fce7008d772 Mon Sep 17 00:00:00 2001 From: Jessica Tölke Date: Mon, 5 Sep 2011 00:27:04 +0200 Subject: Client-data: maps names changed and some minor fixes. Converter ran. Submodule pointer updated. --- client-data | 2 +- world/map/data/024-2.wlk | Bin 40004 -> 40004 bytes world/map/npc/001-1/_import.txt | 2 +- world/map/npc/001-1/_mobs.txt | 2 +- world/map/npc/001-1/_warps.txt | 2 +- world/map/npc/001-2/_import.txt | 2 +- world/map/npc/001-2/_mobs.txt | 2 +- world/map/npc/001-2/_warps.txt | 2 +- world/map/npc/001-3/_import.txt | 2 +- world/map/npc/001-3/_mobs.txt | 2 +- world/map/npc/001-3/_warps.txt | 2 +- world/map/npc/002-1/_import.txt | 2 +- world/map/npc/002-1/_mobs.txt | 2 +- world/map/npc/002-1/_warps.txt | 2 +- world/map/npc/002-3/_import.txt | 2 +- world/map/npc/002-3/_mobs.txt | 2 +- world/map/npc/002-3/_warps.txt | 2 +- world/map/npc/002-4/_import.txt | 2 +- world/map/npc/002-4/_mobs.txt | 2 +- world/map/npc/002-4/_warps.txt | 2 +- world/map/npc/003-2/_import.txt | 2 +- world/map/npc/003-2/_mobs.txt | 2 +- world/map/npc/003-2/_warps.txt | 2 +- world/map/npc/004-2/_import.txt | 2 +- world/map/npc/004-2/_mobs.txt | 2 +- world/map/npc/004-2/_warps.txt | 2 +- world/map/npc/005-1/_import.txt | 2 +- world/map/npc/005-1/_mobs.txt | 2 +- world/map/npc/005-1/_warps.txt | 2 +- world/map/npc/005-3/_import.txt | 2 +- world/map/npc/005-3/_mobs.txt | 2 +- world/map/npc/005-3/_warps.txt | 2 +- world/map/npc/006-1/_import.txt | 2 +- world/map/npc/006-1/_mobs.txt | 2 +- world/map/npc/006-1/_warps.txt | 2 +- world/map/npc/006-3/_import.txt | 2 +- world/map/npc/006-3/_mobs.txt | 2 +- world/map/npc/006-3/_warps.txt | 2 +- world/map/npc/008-1/_import.txt | 2 +- world/map/npc/008-1/_mobs.txt | 2 +- world/map/npc/008-1/_warps.txt | 2 +- world/map/npc/009-2/_import.txt | 2 +- world/map/npc/009-2/_mobs.txt | 2 +- world/map/npc/009-2/_warps.txt | 2 +- world/map/npc/009-3/_import.txt | 2 +- world/map/npc/009-3/_mobs.txt | 2 +- world/map/npc/009-3/_warps.txt | 2 +- world/map/npc/009-4/_import.txt | 2 +- world/map/npc/009-4/_mobs.txt | 2 +- world/map/npc/009-4/_warps.txt | 2 +- world/map/npc/011-3/_import.txt | 2 +- world/map/npc/011-3/_mobs.txt | 2 +- world/map/npc/011-3/_warps.txt | 2 +- world/map/npc/011-4/_import.txt | 2 +- world/map/npc/011-4/_mobs.txt | 2 +- world/map/npc/011-4/_warps.txt | 2 +- world/map/npc/011-5/_import.txt | 2 +- world/map/npc/011-5/_mobs.txt | 2 +- world/map/npc/011-5/_warps.txt | 2 +- world/map/npc/011-6/_import.txt | 2 +- world/map/npc/011-6/_mobs.txt | 2 +- world/map/npc/011-6/_warps.txt | 2 +- world/map/npc/012-3/_import.txt | 2 +- world/map/npc/012-3/_mobs.txt | 2 +- world/map/npc/012-3/_warps.txt | 2 +- world/map/npc/012-4/_import.txt | 2 +- world/map/npc/012-4/_mobs.txt | 2 +- world/map/npc/012-4/_warps.txt | 2 +- world/map/npc/013-1/_import.txt | 2 +- world/map/npc/013-1/_mobs.txt | 2 +- world/map/npc/013-1/_warps.txt | 2 +- world/map/npc/013-2/_import.txt | 2 +- world/map/npc/013-2/_mobs.txt | 2 +- world/map/npc/013-2/_warps.txt | 2 +- world/map/npc/013-3/_import.txt | 2 +- world/map/npc/013-3/_mobs.txt | 2 +- world/map/npc/013-3/_warps.txt | 2 +- world/map/npc/014-3/_import.txt | 2 +- world/map/npc/014-3/_mobs.txt | 2 +- world/map/npc/014-3/_warps.txt | 2 +- world/map/npc/015-3/_import.txt | 2 +- world/map/npc/015-3/_mobs.txt | 2 +- world/map/npc/015-3/_warps.txt | 2 +- world/map/npc/017-1/_import.txt | 2 +- world/map/npc/017-1/_mobs.txt | 2 +- world/map/npc/017-1/_warps.txt | 2 +- world/map/npc/018-1/_import.txt | 2 +- world/map/npc/018-1/_mobs.txt | 2 +- world/map/npc/018-1/_warps.txt | 2 +- world/map/npc/018-2/_import.txt | 2 +- world/map/npc/018-2/_mobs.txt | 2 +- world/map/npc/018-2/_warps.txt | 2 +- world/map/npc/018-3/_import.txt | 2 +- world/map/npc/018-3/_mobs.txt | 2 +- world/map/npc/018-3/_warps.txt | 2 +- world/map/npc/019-1/_import.txt | 2 +- world/map/npc/019-1/_mobs.txt | 2 +- world/map/npc/019-1/_warps.txt | 2 +- world/map/npc/021-1/_import.txt | 2 +- world/map/npc/021-1/_mobs.txt | 2 +- world/map/npc/021-1/_warps.txt | 2 +- world/map/npc/022-1/_import.txt | 2 +- world/map/npc/022-1/_mobs.txt | 2 +- world/map/npc/022-1/_warps.txt | 2 +- world/map/npc/027-2/_import.txt | 2 +- world/map/npc/027-2/_mobs.txt | 2 +- world/map/npc/027-2/_warps.txt | 2 +- world/map/npc/028-1/_import.txt | 2 +- world/map/npc/028-1/_mobs.txt | 2 +- world/map/npc/028-1/_warps.txt | 2 +- world/map/npc/028-3/_import.txt | 2 +- world/map/npc/028-3/_mobs.txt | 2 +- world/map/npc/028-3/_warps.txt | 2 +- world/map/npc/029-1/_import.txt | 2 +- world/map/npc/029-1/_mobs.txt | 2 +- world/map/npc/029-1/_warps.txt | 2 +- world/map/npc/029-3/_import.txt | 2 +- world/map/npc/029-3/_mobs.txt | 2 +- world/map/npc/029-3/_warps.txt | 2 +- world/map/npc/030-1/_import.txt | 2 +- world/map/npc/030-1/_mobs.txt | 2 +- world/map/npc/030-1/_warps.txt | 2 +- world/map/npc/031-1/_import.txt | 2 +- world/map/npc/031-1/_mobs.txt | 2 +- world/map/npc/031-1/_warps.txt | 2 +- world/map/npc/031-3/_import.txt | 2 +- world/map/npc/031-3/_mobs.txt | 2 +- world/map/npc/031-3/_warps.txt | 2 +- world/map/npc/031-4/_import.txt | 2 +- world/map/npc/031-4/_mobs.txt | 2 +- world/map/npc/031-4/_warps.txt | 2 +- world/map/npc/032-3/_import.txt | 2 +- world/map/npc/032-3/_mobs.txt | 2 +- world/map/npc/032-3/_warps.txt | 2 +- world/map/npc/033-1/_import.txt | 2 +- world/map/npc/033-1/_mobs.txt | 2 +- world/map/npc/033-1/_warps.txt | 2 +- world/map/npc/034-1/_import.txt | 2 +- world/map/npc/034-1/_mobs.txt | 2 +- world/map/npc/034-1/_warps.txt | 2 +- world/map/npc/041-1/_import.txt | 2 +- world/map/npc/041-1/_mobs.txt | 2 +- world/map/npc/041-1/_warps.txt | 2 +- world/map/npc/042-1/_import.txt | 2 +- world/map/npc/042-1/_mobs.txt | 2 +- world/map/npc/042-1/_warps.txt | 2 +- world/map/npc/042-2/_import.txt | 2 +- world/map/npc/042-2/_mobs.txt | 2 +- world/map/npc/042-2/_warps.txt | 2 +- world/map/npc/botcheck/_import.txt | 2 +- world/map/npc/botcheck/_mobs.txt | 2 +- world/map/npc/botcheck/_warps.txt | 2 +- 152 files changed, 151 insertions(+), 151 deletions(-) (limited to 'world/map/npc/027-2') diff --git a/client-data b/client-data index 9990abb9..eca7fc29 160000 --- a/client-data +++ b/client-data @@ -1 +1 @@ -Subproject commit 9990abb9170cd06df902e5b0bd08dd709d95d9d6 +Subproject commit eca7fc2967068562f6a2ec77b3c8d5a9df331923 diff --git a/world/map/data/024-2.wlk b/world/map/data/024-2.wlk index 74704a5f..1f63519e 100644 Binary files a/world/map/data/024-2.wlk and b/world/map/data/024-2.wlk differ diff --git a/world/map/npc/001-1/_import.txt b/world/map/npc/001-1/_import.txt index dba873bb..d9ac43d6 100644 --- a/world/map/npc/001-1/_import.txt +++ b/world/map/npc/001-1/_import.txt @@ -1,4 +1,4 @@ -// Map 001-1: Tulimshar +// Map 001-1: South Tulimshar // This file is generated automatically. All manually changes will be removed when running the Converter. map: 001-1.gat npc: npc/001-1/_mobs.txt diff --git a/world/map/npc/001-1/_mobs.txt b/world/map/npc/001-1/_mobs.txt index b606442f..4c97718b 100644 --- a/world/map/npc/001-1/_mobs.txt +++ b/world/map/npc/001-1/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Tulimshar mobs +// South Tulimshar mobs 001-1.gat,45,86,2,1|monster|Scorpion|1003,1,30000,30000,Mob001-1::On1003 001-1.gat,43,85,2,1|monster|Scorpion|1003,1,60000,30000,Mob001-1::On1003 diff --git a/world/map/npc/001-1/_warps.txt b/world/map/npc/001-1/_warps.txt index 2241657c..7fafbef1 100644 --- a/world/map/npc/001-1/_warps.txt +++ b/world/map/npc/001-1/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Tulimshar warps +// South Tulimshar warps 001-1.gat,44,88|warp|ToSandstorm|3,-1,002-1.gat,58,17 001-1.gat,44,20|warp|toCentralTulimshar|3,-1,021-1.gat,55,145 diff --git a/world/map/npc/001-2/_import.txt b/world/map/npc/001-2/_import.txt index 7b1c49ea..d20321fe 100644 --- a/world/map/npc/001-2/_import.txt +++ b/world/map/npc/001-2/_import.txt @@ -1,4 +1,4 @@ -// Map 001-2: Tulimshar +// Map 001-2: Tulimshar Indoor // This file is generated automatically. All manually changes will be removed when running the Converter. map: 001-2.gat npc: npc/001-2/_mobs.txt diff --git a/world/map/npc/001-2/_mobs.txt b/world/map/npc/001-2/_mobs.txt index 73006cc6..8bfb5d6e 100644 --- a/world/map/npc/001-2/_mobs.txt +++ b/world/map/npc/001-2/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Tulimshar mobs +// Tulimshar Indoor mobs diff --git a/world/map/npc/001-2/_warps.txt b/world/map/npc/001-2/_warps.txt index 10a5c8d6..b6c48bc7 100644 --- a/world/map/npc/001-2/_warps.txt +++ b/world/map/npc/001-2/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Tulimshar warps +// Tulimshar Indoor warps 001-2.gat,25,35|warp|ToOutside|-1,-1,001-1.gat,32,72 001-2.gat,44,25|warp|To2ndFloor|-1,0,001-2.gat,65,25 diff --git a/world/map/npc/001-3/_import.txt b/world/map/npc/001-3/_import.txt index 2af9b83e..f28f0dbb 100644 --- a/world/map/npc/001-3/_import.txt +++ b/world/map/npc/001-3/_import.txt @@ -1,4 +1,4 @@ -// Map 001-3: Tulimshar arena +// Map 001-3: Tulimshar Arena // This file is generated automatically. All manually changes will be removed when running the Converter. map: 001-3.gat npc: npc/001-3/_mobs.txt diff --git a/world/map/npc/001-3/_mobs.txt b/world/map/npc/001-3/_mobs.txt index 9a15211c..47156be7 100644 --- a/world/map/npc/001-3/_mobs.txt +++ b/world/map/npc/001-3/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Tulimshar arena mobs +// Tulimshar Arena mobs 001-3.gat,0,0,0,0|monster|Maggot|1002,10,0,0,Mob001-3::On1002 diff --git a/world/map/npc/001-3/_warps.txt b/world/map/npc/001-3/_warps.txt index becf90ca..b8a03519 100644 --- a/world/map/npc/001-3/_warps.txt +++ b/world/map/npc/001-3/_warps.txt @@ -1,4 +1,4 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Tulimshar arena warps +// Tulimshar Arena warps 001-3.gat,72,28|warp|ToInn|-1,-1,001-2.gat,23,24 diff --git a/world/map/npc/002-1/_import.txt b/world/map/npc/002-1/_import.txt index dfda9d8f..f1ebfb77 100644 --- a/world/map/npc/002-1/_import.txt +++ b/world/map/npc/002-1/_import.txt @@ -1,4 +1,4 @@ -// Map 002-1: Sandstorm +// Map 002-1: Sandstorm Desert // This file is generated automatically. All manually changes will be removed when running the Converter. map: 002-1.gat npc: npc/002-1/_mobs.txt diff --git a/world/map/npc/002-1/_mobs.txt b/world/map/npc/002-1/_mobs.txt index 7669781b..8cd52134 100644 --- a/world/map/npc/002-1/_mobs.txt +++ b/world/map/npc/002-1/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Sandstorm mobs +// Sandstorm Desert mobs 002-1.gat,0,0,0,0|monster|Maggot|1002,20,1000,500,Mob002-1::On1002 002-1.gat,96,98,19,13|monster|Maggot|1002,10,100000,30000,Mob002-1::On1002 diff --git a/world/map/npc/002-1/_warps.txt b/world/map/npc/002-1/_warps.txt index e7ffdb55..c665836d 100644 --- a/world/map/npc/002-1/_warps.txt +++ b/world/map/npc/002-1/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Sandstorm warps +// Sandstorm Desert warps 002-1.gat,58,12|warp|ToTulimshar|3,-1,001-1.gat,44,80 002-1.gat,108,79|warp|ToEasternDesert|-1,1,005-1.gat,23,40 diff --git a/world/map/npc/002-3/_import.txt b/world/map/npc/002-3/_import.txt index c6568edf..2f37b959 100644 --- a/world/map/npc/002-3/_import.txt +++ b/world/map/npc/002-3/_import.txt @@ -1,4 +1,4 @@ -// Map 002-3: Desert mines +// Map 002-3: Desert Mines // This file is generated automatically. All manually changes will be removed when running the Converter. map: 002-3.gat npc: npc/002-3/_mobs.txt diff --git a/world/map/npc/002-3/_mobs.txt b/world/map/npc/002-3/_mobs.txt index 55a27959..276e0462 100644 --- a/world/map/npc/002-3/_mobs.txt +++ b/world/map/npc/002-3/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Desert mines mobs +// Desert Mines mobs 002-3.gat,39,37,14,10|monster|Cave Maggot|1056,5,100000,30000,Mob002-3::On1056 002-3.gat,91,41,17,20|monster|Ice Goblin|1058,3,100000,30000,Mob002-3::On1058 diff --git a/world/map/npc/002-3/_warps.txt b/world/map/npc/002-3/_warps.txt index 4c42c73f..913bbd9d 100644 --- a/world/map/npc/002-3/_warps.txt +++ b/world/map/npc/002-3/_warps.txt @@ -1,4 +1,4 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Desert mines warps +// Desert Mines warps 002-3.gat,37,29|warp|Exit|-1,-1,002-1.gat,25,95 diff --git a/world/map/npc/002-4/_import.txt b/world/map/npc/002-4/_import.txt index 46fac3a9..4758cedf 100644 --- a/world/map/npc/002-4/_import.txt +++ b/world/map/npc/002-4/_import.txt @@ -1,4 +1,4 @@ -// Map 002-4: Desert mines +// Map 002-4: Deep Desert Mines // This file is generated automatically. All manually changes will be removed when running the Converter. map: 002-4.gat npc: npc/002-4/_mobs.txt diff --git a/world/map/npc/002-4/_mobs.txt b/world/map/npc/002-4/_mobs.txt index 50c19490..294050a4 100644 --- a/world/map/npc/002-4/_mobs.txt +++ b/world/map/npc/002-4/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Desert mines mobs +// Deep Desert Mines mobs 002-4.gat,36,89,11,6|monster|Ice Goblin|1058,3,100000,30000,Mob002-4::On1058 002-4.gat,33,76,2,11|monster|Cave Maggot|1056,3,100000,30000,Mob002-4::On1056 diff --git a/world/map/npc/002-4/_warps.txt b/world/map/npc/002-4/_warps.txt index e0d5f9bd..2ac66361 100644 --- a/world/map/npc/002-4/_warps.txt +++ b/world/map/npc/002-4/_warps.txt @@ -1,4 +1,4 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Desert mines warps +// Deep Desert Mines warps 002-4.gat,34,99|warp|toLevel1|-1,-1,002-3.gat,68,99 diff --git a/world/map/npc/003-2/_import.txt b/world/map/npc/003-2/_import.txt index 1e6e34cc..19c55bfc 100644 --- a/world/map/npc/003-2/_import.txt +++ b/world/map/npc/003-2/_import.txt @@ -1,4 +1,4 @@ -// Map 003-2: Beach House +// Map 003-2: Southwest Beach Houses // This file is generated automatically. All manually changes will be removed when running the Converter. map: 003-2.gat npc: npc/003-2/_mobs.txt diff --git a/world/map/npc/003-2/_mobs.txt b/world/map/npc/003-2/_mobs.txt index af203ef4..d78f4308 100644 --- a/world/map/npc/003-2/_mobs.txt +++ b/world/map/npc/003-2/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Beach House mobs +// Southwest Beach Houses mobs diff --git a/world/map/npc/003-2/_warps.txt b/world/map/npc/003-2/_warps.txt index b1527ca6..75eaaa54 100644 --- a/world/map/npc/003-2/_warps.txt +++ b/world/map/npc/003-2/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Beach House warps +// Southwest Beach Houses warps 003-2.gat,22,29|warp|toOutside|-1,-1,003-1.gat,48,37 003-2.gat,56,29|warp|toOutside|-1,-1,003-1.gat,59,30 diff --git a/world/map/npc/004-2/_import.txt b/world/map/npc/004-2/_import.txt index 3efc4d70..861fb5f0 100644 --- a/world/map/npc/004-2/_import.txt +++ b/world/map/npc/004-2/_import.txt @@ -1,4 +1,4 @@ -// Map 004-2: Beach House +// Map 004-2: West Beach Houses // This file is generated automatically. All manually changes will be removed when running the Converter. map: 004-2.gat npc: npc/004-2/_mobs.txt diff --git a/world/map/npc/004-2/_mobs.txt b/world/map/npc/004-2/_mobs.txt index 72d30f0c..5bc05f2a 100644 --- a/world/map/npc/004-2/_mobs.txt +++ b/world/map/npc/004-2/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Beach House mobs +// West Beach Houses mobs diff --git a/world/map/npc/004-2/_warps.txt b/world/map/npc/004-2/_warps.txt index 6a36eda2..ef1ad736 100644 --- a/world/map/npc/004-2/_warps.txt +++ b/world/map/npc/004-2/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Beach House warps +// West Beach Houses warps 004-2.gat,39,20|warp|ToRoom|0,-1,004-2.gat,75,29 004-2.gat,75,30|warp|ToRoom|0,-1,004-2.gat,38,21 diff --git a/world/map/npc/005-1/_import.txt b/world/map/npc/005-1/_import.txt index 968adcd7..74d23708 100644 --- a/world/map/npc/005-1/_import.txt +++ b/world/map/npc/005-1/_import.txt @@ -1,4 +1,4 @@ -// Map 005-1: Snake desert +// Map 005-1: Snake Desert // This file is generated automatically. All manually changes will be removed when running the Converter. map: 005-1.gat npc: npc/005-1/_mobs.txt diff --git a/world/map/npc/005-1/_mobs.txt b/world/map/npc/005-1/_mobs.txt index df41320a..0244b5a5 100644 --- a/world/map/npc/005-1/_mobs.txt +++ b/world/map/npc/005-1/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Snake desert mobs +// Snake Desert mobs 005-1.gat,0,0,0,0|monster|Maggot|1002,1,100000,30000,Mob005-1::On1002 005-1.gat,0,0,0,0|monster|Snake|1010,1,100000,30000,Mob005-1::On1010 diff --git a/world/map/npc/005-1/_warps.txt b/world/map/npc/005-1/_warps.txt index b653c06d..63e91557 100644 --- a/world/map/npc/005-1/_warps.txt +++ b/world/map/npc/005-1/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Snake desert warps +// Snake Desert warps 005-1.gat,19,41|warp|ToSandstorm|-1,2,002-1.gat,106,78 005-1.gat,89,23|warp|ToSnakeCave|-1,-1,005-3.gat,52,34 diff --git a/world/map/npc/005-3/_import.txt b/world/map/npc/005-3/_import.txt index df5cc31b..d3f95576 100644 --- a/world/map/npc/005-3/_import.txt +++ b/world/map/npc/005-3/_import.txt @@ -1,4 +1,4 @@ -// Map 005-3: Snake pit +// Map 005-3: Snake Pit // This file is generated automatically. All manually changes will be removed when running the Converter. map: 005-3.gat npc: npc/005-3/_mobs.txt diff --git a/world/map/npc/005-3/_mobs.txt b/world/map/npc/005-3/_mobs.txt index cb22dbbc..29e96579 100644 --- a/world/map/npc/005-3/_mobs.txt +++ b/world/map/npc/005-3/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Snake pit mobs +// Snake Pit mobs 005-3.gat,0,0,0,0|monster|Snake|1010,175,0,0,Mob005-3::On1010 diff --git a/world/map/npc/005-3/_warps.txt b/world/map/npc/005-3/_warps.txt index e3aeee5d..3d211a49 100644 --- a/world/map/npc/005-3/_warps.txt +++ b/world/map/npc/005-3/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Snake pit warps +// Snake Pit warps 005-3.gat,52,33|warp|CaveExit|-1,-1,005-1.gat,89,24 005-3.gat,33,82|warp|CaveExit|-1,-1,005-1.gat,71,75 diff --git a/world/map/npc/006-1/_import.txt b/world/map/npc/006-1/_import.txt index ec566450..d9e43067 100644 --- a/world/map/npc/006-1/_import.txt +++ b/world/map/npc/006-1/_import.txt @@ -1,4 +1,4 @@ -// Map 006-1: Desert mountains +// Map 006-1: Desert Mountains // This file is generated automatically. All manually changes will be removed when running the Converter. map: 006-1.gat npc: npc/006-1/_mobs.txt diff --git a/world/map/npc/006-1/_mobs.txt b/world/map/npc/006-1/_mobs.txt index dad1367a..d251f37b 100644 --- a/world/map/npc/006-1/_mobs.txt +++ b/world/map/npc/006-1/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Desert mountains mobs +// Desert Mountains mobs 006-1.gat,25,34,12,31|monster|Snake|1010,3,100000,30000,Mob006-1::On1010 006-1.gat,36,29,9,16|monster|Snake|1010,1,100000,30000,Mob006-1::On1010 diff --git a/world/map/npc/006-1/_warps.txt b/world/map/npc/006-1/_warps.txt index 4dfc32cc..73761e0f 100644 --- a/world/map/npc/006-1/_warps.txt +++ b/world/map/npc/006-1/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Desert mountains warps +// Desert Mountains warps 006-1.gat,28,21|warp|ToDesert|-1,-1,005-1.gat,175,96 006-1.gat,27,22|warp|ToDesert|-1,-1,005-1.gat,174,97 diff --git a/world/map/npc/006-3/_import.txt b/world/map/npc/006-3/_import.txt index 85228166..9dfb7081 100644 --- a/world/map/npc/006-3/_import.txt +++ b/world/map/npc/006-3/_import.txt @@ -1,4 +1,4 @@ -// Map 006-3: Desert mountain caves +// Map 006-3: Desert Mountain Caves // This file is generated automatically. All manually changes will be removed when running the Converter. map: 006-3.gat npc: npc/006-3/_mobs.txt diff --git a/world/map/npc/006-3/_mobs.txt b/world/map/npc/006-3/_mobs.txt index b3271b1d..921503d1 100644 --- a/world/map/npc/006-3/_mobs.txt +++ b/world/map/npc/006-3/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Desert mountain caves mobs +// Desert Mountain Caves mobs 006-3.gat,108,25,36,8|monster|Mountain Snake|1026,3,15000,90000,Mob006-3::On1026 006-3.gat,99,50,14,13|monster|Mountain Snake|1026,1,15000,90000,Mob006-3::On1026 diff --git a/world/map/npc/006-3/_warps.txt b/world/map/npc/006-3/_warps.txt index cc03d8cf..a3eb2358 100644 --- a/world/map/npc/006-3/_warps.txt +++ b/world/map/npc/006-3/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Desert mountain caves warps +// Desert Mountain Caves warps 006-3.gat,40,26|warp|ToOutside|-1,-1,006-1.gat,40,27 006-3.gat,55,27|warp|ToOutside|-1,-1,006-1.gat,55,28 diff --git a/world/map/npc/008-1/_import.txt b/world/map/npc/008-1/_import.txt index f517bb23..419b018b 100644 --- a/world/map/npc/008-1/_import.txt +++ b/world/map/npc/008-1/_import.txt @@ -1,4 +1,4 @@ -// Map 008-1: Hurnscald outskirts +// Map 008-1: Hurnscald Outskirts // This file is generated automatically. All manually changes will be removed when running the Converter. map: 008-1.gat npc: npc/008-1/_mobs.txt diff --git a/world/map/npc/008-1/_mobs.txt b/world/map/npc/008-1/_mobs.txt index b45b27cf..c81d7214 100644 --- a/world/map/npc/008-1/_mobs.txt +++ b/world/map/npc/008-1/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Hurnscald outskirts mobs +// Hurnscald Outskirts mobs 008-1.gat,0,0,0,0|monster|PinkFlower|1014,10,20,0,Mob008-1::On1014 008-1.gat,0,0,0,0|monster|Pinkie|1018,18,20,0,Mob008-1::On1018 diff --git a/world/map/npc/008-1/_warps.txt b/world/map/npc/008-1/_warps.txt index 3210f6be..131c5818 100644 --- a/world/map/npc/008-1/_warps.txt +++ b/world/map/npc/008-1/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Hurnscald outskirts warps +// Hurnscald Outskirts warps 008-1.gat,54,61|warp|HurnscaldWestGate|-1,1,009-1.gat,25,36 008-1.gat,79,80|warp|HurnscaldSouthGate|2,-1,009-1.gat,48,54 diff --git a/world/map/npc/009-2/_import.txt b/world/map/npc/009-2/_import.txt index 5289780c..f3e16386 100644 --- a/world/map/npc/009-2/_import.txt +++ b/world/map/npc/009-2/_import.txt @@ -1,4 +1,4 @@ -// Map 009-2: Hurnscald +// Map 009-2: Hurnscald Indoor // This file is generated automatically. All manually changes will be removed when running the Converter. map: 009-2.gat npc: npc/009-2/_mobs.txt diff --git a/world/map/npc/009-2/_mobs.txt b/world/map/npc/009-2/_mobs.txt index fd021fa2..198257c3 100644 --- a/world/map/npc/009-2/_mobs.txt +++ b/world/map/npc/009-2/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Hurnscald mobs +// Hurnscald Indoor mobs diff --git a/world/map/npc/009-2/_warps.txt b/world/map/npc/009-2/_warps.txt index 21361ee5..1911c736 100644 --- a/world/map/npc/009-2/_warps.txt +++ b/world/map/npc/009-2/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Hurnscald warps +// Hurnscald Indoor warps 009-2.gat,75,23|warp|To1stFloor|0,-1,009-2.gat,73,46 009-2.gat,95,30|warp|ToOutdoor|-1,-1,009-1.gat,59,34 diff --git a/world/map/npc/009-3/_import.txt b/world/map/npc/009-3/_import.txt index 23954c93..9c42d124 100644 --- a/world/map/npc/009-3/_import.txt +++ b/world/map/npc/009-3/_import.txt @@ -1,4 +1,4 @@ -// Map 009-3: Cave beneath Hurnscald +// Map 009-3: Hurnscald Caves // This file is generated automatically. All manually changes will be removed when running the Converter. map: 009-3.gat npc: npc/009-3/_mobs.txt diff --git a/world/map/npc/009-3/_mobs.txt b/world/map/npc/009-3/_mobs.txt index 582a462f..b6018bec 100644 --- a/world/map/npc/009-3/_mobs.txt +++ b/world/map/npc/009-3/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Cave beneath Hurnscald mobs +// Hurnscald Caves mobs 009-3.gat,0,0,0,0|monster|YellowSlime|1007,20,0,0,Mob009-3::On1007 009-3.gat,0,0,0,0|monster|BlackScorpion|1009,25,0,0,Mob009-3::On1009 diff --git a/world/map/npc/009-3/_warps.txt b/world/map/npc/009-3/_warps.txt index d3c2cda6..cddeb3ee 100644 --- a/world/map/npc/009-3/_warps.txt +++ b/world/map/npc/009-3/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Cave beneath Hurnscald warps +// Hurnscald Caves warps 009-3.gat,173,20|warp|CaveExitToInn|-1,-1,009-2.gat,147,88 009-3.gat,20,56|warp|ToLakeCave|-1,-1,011-4.gat,129,88 diff --git a/world/map/npc/009-4/_import.txt b/world/map/npc/009-4/_import.txt index 0ecc07a2..36baf60b 100644 --- a/world/map/npc/009-4/_import.txt +++ b/world/map/npc/009-4/_import.txt @@ -1,4 +1,4 @@ -// Map 009-4: unnamed map 009-4 +// Map 009-4: Orum Caves // This file is generated automatically. All manually changes will be removed when running the Converter. map: 009-4.gat npc: npc/009-4/_mobs.txt diff --git a/world/map/npc/009-4/_mobs.txt b/world/map/npc/009-4/_mobs.txt index 1119323d..a1e19016 100644 --- a/world/map/npc/009-4/_mobs.txt +++ b/world/map/npc/009-4/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// unnamed map 009-4 mobs +// Orum Caves mobs 009-4.gat,117,97,24,15|monster|Silkworm|1035,3,20000,14000,Mob009-4::On1035 009-4.gat,115,98,24,15|monster|Cave Snake|1021,5,20000,14000,Mob009-4::On1021 diff --git a/world/map/npc/009-4/_warps.txt b/world/map/npc/009-4/_warps.txt index 80ef78cc..2fb0c28f 100644 --- a/world/map/npc/009-4/_warps.txt +++ b/world/map/npc/009-4/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// unnamed map 009-4 warps +// Orum Caves warps 009-4.gat,37,112|warp|to 009-3|-1,-1,009-3.gat,162,114 009-4.gat,72,136|warp|to Cavern|-1,-1,009-4.gat,36,27 diff --git a/world/map/npc/011-3/_import.txt b/world/map/npc/011-3/_import.txt index f58ba275..ba9fdeff 100644 --- a/world/map/npc/011-3/_import.txt +++ b/world/map/npc/011-3/_import.txt @@ -1,4 +1,4 @@ -// Map 011-3: Hermit's cave +// Map 011-3: Hermit's Cave // This file is generated automatically. All manually changes will be removed when running the Converter. map: 011-3.gat npc: npc/011-3/_mobs.txt diff --git a/world/map/npc/011-3/_mobs.txt b/world/map/npc/011-3/_mobs.txt index 120a7da9..ef4ef58c 100644 --- a/world/map/npc/011-3/_mobs.txt +++ b/world/map/npc/011-3/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Hermit's cave mobs +// Hermit's Cave mobs 011-3.gat,0,0,0,0|monster|Bat|1017,10,0,0,Mob011-3::On1017 011-3.gat,0,0,0,0|monster|Silkworm|1035,3,60000,30000,Mob011-3::On1035 diff --git a/world/map/npc/011-3/_warps.txt b/world/map/npc/011-3/_warps.txt index 0bc3aed1..7107a3a2 100644 --- a/world/map/npc/011-3/_warps.txt +++ b/world/map/npc/011-3/_warps.txt @@ -1,4 +1,4 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Hermit's cave warps +// Hermit's Cave warps 011-3.gat,31,14|warp|ToLakeCave|-1,-1,011-4.gat,72,9 diff --git a/world/map/npc/011-4/_import.txt b/world/map/npc/011-4/_import.txt index b40334b4..c3a0019a 100644 --- a/world/map/npc/011-4/_import.txt +++ b/world/map/npc/011-4/_import.txt @@ -1,4 +1,4 @@ -// Map 011-4: Lake cave +// Map 011-4: Lake Cave // This file is generated automatically. All manually changes will be removed when running the Converter. map: 011-4.gat npc: npc/011-4/_mobs.txt diff --git a/world/map/npc/011-4/_mobs.txt b/world/map/npc/011-4/_mobs.txt index b3dd8813..b9f7cab1 100644 --- a/world/map/npc/011-4/_mobs.txt +++ b/world/map/npc/011-4/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Lake cave mobs +// Lake Cave mobs 011-4.gat,52,30,39,39|monster|SpkiyMushroom|1019,1,100000,30000,Mob011-4::On1019 011-4.gat,93,114,39,39|monster|Lamp Snake|1021,1,100000,30000,Mob011-4::On1021 diff --git a/world/map/npc/011-4/_warps.txt b/world/map/npc/011-4/_warps.txt index f23c7368..7771aa47 100644 --- a/world/map/npc/011-4/_warps.txt +++ b/world/map/npc/011-4/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Lake cave warps +// Lake Cave warps 011-4.gat,73,8|warp|ToHermitsCave|0,-1,011-3.gat,31,15 011-4.gat,129,86|warp|ToCaveBeneathHurnscald|-1,-1,009-3.gat,21,55 diff --git a/world/map/npc/011-5/_import.txt b/world/map/npc/011-5/_import.txt index 24b88f80..a0502fbe 100644 --- a/world/map/npc/011-5/_import.txt +++ b/world/map/npc/011-5/_import.txt @@ -1,4 +1,4 @@ -// Map 011-5: unnamed map 011-5 +// Map 011-5: Random // This file is generated automatically. All manually changes will be removed when running the Converter. map: 011-5.gat npc: npc/011-5/_mobs.txt diff --git a/world/map/npc/011-5/_mobs.txt b/world/map/npc/011-5/_mobs.txt index 6db28809..e8d2d6a7 100644 --- a/world/map/npc/011-5/_mobs.txt +++ b/world/map/npc/011-5/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// unnamed map 011-5 mobs +// Random mobs diff --git a/world/map/npc/011-5/_warps.txt b/world/map/npc/011-5/_warps.txt index 5d7dd609..a173cf10 100644 --- a/world/map/npc/011-5/_warps.txt +++ b/world/map/npc/011-5/_warps.txt @@ -1,3 +1,3 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// unnamed map 011-5 warps +// Random warps diff --git a/world/map/npc/011-6/_import.txt b/world/map/npc/011-6/_import.txt index fbb68dc9..47530340 100644 --- a/world/map/npc/011-6/_import.txt +++ b/world/map/npc/011-6/_import.txt @@ -1,4 +1,4 @@ -// Map 011-6: unnamed map 011-6 +// Map 011-6: Bandit Caves // This file is generated automatically. All manually changes will be removed when running the Converter. map: 011-6.gat npc: npc/011-6/_mobs.txt diff --git a/world/map/npc/011-6/_mobs.txt b/world/map/npc/011-6/_mobs.txt index 9c110ff9..e943879b 100644 --- a/world/map/npc/011-6/_mobs.txt +++ b/world/map/npc/011-6/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// unnamed map 011-6 mobs +// Bandit Caves mobs 011-6.gat,152,72,283,127|monster|Silk Worm|1035,9,30000,100000,Mob011-6::On1035 011-6.gat,263,38,30,34|monster|Bandit|1064,1,30000,30000,Mob011-6::On1064 diff --git a/world/map/npc/011-6/_warps.txt b/world/map/npc/011-6/_warps.txt index 35ecabe7..c7946eaa 100644 --- a/world/map/npc/011-6/_warps.txt +++ b/world/map/npc/011-6/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// unnamed map 011-6 warps +// Bandit Caves warps 011-6.gat,51,75|warp|toMiddleCave1|-1,-1,011-6.gat,260,125 011-6.gat,61,71|warp|toMiddleCave2|-1,-1,011-6.gat,270,122 diff --git a/world/map/npc/012-3/_import.txt b/world/map/npc/012-3/_import.txt index 78b3bcca..b860552e 100644 --- a/world/map/npc/012-3/_import.txt +++ b/world/map/npc/012-3/_import.txt @@ -1,4 +1,4 @@ -// Map 012-3: Cave +// Map 012-3: Moggun Caves // This file is generated automatically. All manually changes will be removed when running the Converter. map: 012-3.gat npc: npc/012-3/_mobs.txt diff --git a/world/map/npc/012-3/_mobs.txt b/world/map/npc/012-3/_mobs.txt index 924e8ebb..fb3958e6 100644 --- a/world/map/npc/012-3/_mobs.txt +++ b/world/map/npc/012-3/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Cave mobs +// Moggun Caves mobs 012-3.gat,447,65,17,7|monster|Moggun|1061,5,100000,30000,Mob012-3::On1061 012-3.gat,441,45,17,7|monster|Moggun|1061,5,100000,30000,Mob012-3::On1061 diff --git a/world/map/npc/012-3/_warps.txt b/world/map/npc/012-3/_warps.txt index 27ece076..3945ddc3 100644 --- a/world/map/npc/012-3/_warps.txt +++ b/world/map/npc/012-3/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Cave warps +// Moggun Caves warps 012-3.gat,37,82|warp|CaveExit|0,-1,012-1.gat,98,100 012-3.gat,80,74|warp|CaveExit|0,-1,012-1.gat,109,93 diff --git a/world/map/npc/012-4/_import.txt b/world/map/npc/012-4/_import.txt index 7136ece3..8b3bcac3 100644 --- a/world/map/npc/012-4/_import.txt +++ b/world/map/npc/012-4/_import.txt @@ -1,4 +1,4 @@ -// Map 012-4: Cave +// Map 012-4: Terranite Cave // This file is generated automatically. All manually changes will be removed when running the Converter. map: 012-4.gat npc: npc/012-4/_mobs.txt diff --git a/world/map/npc/012-4/_mobs.txt b/world/map/npc/012-4/_mobs.txt index 8d6625a0..b83a704c 100644 --- a/world/map/npc/012-4/_mobs.txt +++ b/world/map/npc/012-4/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Cave mobs +// Terranite Cave mobs 012-4.gat,215,44,11,3|monster|Moggun|1061,3,100000,30000,Mob012-4::On1061 012-4.gat,221,29,11,3|monster|Moggun|1061,3,100000,30000,Mob012-4::On1061 diff --git a/world/map/npc/012-4/_warps.txt b/world/map/npc/012-4/_warps.txt index 0257a0bf..a9349809 100644 --- a/world/map/npc/012-4/_warps.txt +++ b/world/map/npc/012-4/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Cave warps +// Terranite Cave warps 012-4.gat,194,58|warp|CaveEntrance|0,-1,012-3.gat,448,62 012-4.gat,363,26|warp|CaveEntrance|-1,-1,012-4.gat,474,186 diff --git a/world/map/npc/013-1/_import.txt b/world/map/npc/013-1/_import.txt index 62a26f85..167433a3 100644 --- a/world/map/npc/013-1/_import.txt +++ b/world/map/npc/013-1/_import.txt @@ -1,4 +1,4 @@ -// Map 013-1: Woodland hills +// Map 013-1: Woodland Hills // This file is generated automatically. All manually changes will be removed when running the Converter. map: 013-1.gat npc: npc/013-1/_mobs.txt diff --git a/world/map/npc/013-1/_mobs.txt b/world/map/npc/013-1/_mobs.txt index 5c89c9ae..0e0234d9 100644 --- a/world/map/npc/013-1/_mobs.txt +++ b/world/map/npc/013-1/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Woodland hills mobs +// Woodland Hills mobs 013-1.gat,0,0,0,0|monster|PinkFlower|1014,13,0,100,Mob013-1::On1014 013-1.gat,0,0,0,0|monster|SpikyMushroom|1019,12,0,100,Mob013-1::On1019 diff --git a/world/map/npc/013-1/_warps.txt b/world/map/npc/013-1/_warps.txt index 3253d589..92e196aa 100644 --- a/world/map/npc/013-1/_warps.txt +++ b/world/map/npc/013-1/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Woodland hills warps +// Woodland Hills warps 013-1.gat,125,103|warp|toCave|-1,-1,013-3.gat,34,64 013-1.gat,20,76|warp|ToWoodlandHills|-1,2,012-1.gat,148,60 diff --git a/world/map/npc/013-2/_import.txt b/world/map/npc/013-2/_import.txt index 1ed37515..3e3d0325 100644 --- a/world/map/npc/013-2/_import.txt +++ b/world/map/npc/013-2/_import.txt @@ -1,4 +1,4 @@ -// Map 013-2: Magic house +// Map 013-2: Magic House // This file is generated automatically. All manually changes will be removed when running the Converter. map: 013-2.gat npc: npc/013-2/_mobs.txt diff --git a/world/map/npc/013-2/_mobs.txt b/world/map/npc/013-2/_mobs.txt index 0124aaf0..75642581 100644 --- a/world/map/npc/013-2/_mobs.txt +++ b/world/map/npc/013-2/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Magic house mobs +// Magic House mobs diff --git a/world/map/npc/013-2/_warps.txt b/world/map/npc/013-2/_warps.txt index 4f13ffd1..400d8301 100644 --- a/world/map/npc/013-2/_warps.txt +++ b/world/map/npc/013-2/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Magic house warps +// Magic House warps 013-2.gat,63,43|warp|toOutside|-1,-1,013-1.gat,42,91 013-2.gat,67,36|warp|toRoom|-1,-1,013-2.gat,21,41 diff --git a/world/map/npc/013-3/_import.txt b/world/map/npc/013-3/_import.txt index 8be025b3..d55983bf 100644 --- a/world/map/npc/013-3/_import.txt +++ b/world/map/npc/013-3/_import.txt @@ -1,4 +1,4 @@ -// Map 013-3: Cave +// Map 013-3: Woodland Hills Caves // This file is generated automatically. All manually changes will be removed when running the Converter. map: 013-3.gat npc: npc/013-3/_mobs.txt diff --git a/world/map/npc/013-3/_mobs.txt b/world/map/npc/013-3/_mobs.txt index 6a1da2bf..8d15cfef 100644 --- a/world/map/npc/013-3/_mobs.txt +++ b/world/map/npc/013-3/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Cave mobs +// Woodland Hills Caves mobs 013-3.gat,28,89,16,52|monster|Cave Snake|1021,10,120000,60000,Mob013-3::On1021 013-3.gat,61,22,2,2|monster|Fire Skull|1023,1,120000,60000,Mob013-3::On1023 diff --git a/world/map/npc/013-3/_warps.txt b/world/map/npc/013-3/_warps.txt index 871ab8dc..51dee2f4 100644 --- a/world/map/npc/013-3/_warps.txt +++ b/world/map/npc/013-3/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Cave warps +// Woodland Hills Caves warps 013-3.gat,28,20|warp|hiddenExit|-1,-1,013-1.gat,0,0 013-3.gat,34,63|warp|toOutside|-1,-1,013-1.gat,125,102 diff --git a/world/map/npc/014-3/_import.txt b/world/map/npc/014-3/_import.txt index 581e3648..6da1af98 100644 --- a/world/map/npc/014-3/_import.txt +++ b/world/map/npc/014-3/_import.txt @@ -1,4 +1,4 @@ -// Map 014-3: Cave +// Map 014-3: Woodland Caves // This file is generated automatically. All manually changes will be removed when running the Converter. map: 014-3.gat npc: npc/014-3/_mobs.txt diff --git a/world/map/npc/014-3/_mobs.txt b/world/map/npc/014-3/_mobs.txt index e805bd02..db5c65b2 100644 --- a/world/map/npc/014-3/_mobs.txt +++ b/world/map/npc/014-3/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Cave mobs +// Woodland Caves mobs 014-3.gat,0,0,0,0|monster|Bat|1017,50,0,0,Mob014-3::On1017 diff --git a/world/map/npc/014-3/_warps.txt b/world/map/npc/014-3/_warps.txt index 3b9e92fb..ac0d5474 100644 --- a/world/map/npc/014-3/_warps.txt +++ b/world/map/npc/014-3/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Cave warps +// Woodland Caves warps 014-3.gat,35,32|warp|ToOutside|-1,-1,014-1.gat,76,39 014-3.gat,57,173|warp|ToOutside|0,-1,014-1.gat,93,59 diff --git a/world/map/npc/015-3/_import.txt b/world/map/npc/015-3/_import.txt index 9a9632ba..2a17ad03 100644 --- a/world/map/npc/015-3/_import.txt +++ b/world/map/npc/015-3/_import.txt @@ -1,4 +1,4 @@ -// Map 015-3: Cave +// Map 015-3: Cat's Cave // This file is generated automatically. All manually changes will be removed when running the Converter. map: 015-3.gat npc: npc/015-3/_mobs.txt diff --git a/world/map/npc/015-3/_mobs.txt b/world/map/npc/015-3/_mobs.txt index bafde803..98be5fc1 100644 --- a/world/map/npc/015-3/_mobs.txt +++ b/world/map/npc/015-3/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Cave mobs +// Cat's Cave mobs 015-3.gat,21,25,3,4|monster|Bats|1017,2,100000,30000,Mob015-3::On1017 015-3.gat,29,31,2,2|monster|Maggots|1002,2,100000,30000,Mob015-3::On1002 diff --git a/world/map/npc/015-3/_warps.txt b/world/map/npc/015-3/_warps.txt index 3c213c92..2c7ae69f 100644 --- a/world/map/npc/015-3/_warps.txt +++ b/world/map/npc/015-3/_warps.txt @@ -1,4 +1,4 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Cave warps +// Cat's Cave warps 015-3.gat,31,43|warp|to 015-1|-1,-1,015-1.gat,59,32 diff --git a/world/map/npc/017-1/_import.txt b/world/map/npc/017-1/_import.txt index 41eb315e..9c382e96 100644 --- a/world/map/npc/017-1/_import.txt +++ b/world/map/npc/017-1/_import.txt @@ -1,4 +1,4 @@ -// Map 017-1: Woodland hills +// Map 017-1: Woodland Hills // This file is generated automatically. All manually changes will be removed when running the Converter. map: 017-1.gat npc: npc/017-1/_mobs.txt diff --git a/world/map/npc/017-1/_mobs.txt b/world/map/npc/017-1/_mobs.txt index e514acc4..0aa69127 100644 --- a/world/map/npc/017-1/_mobs.txt +++ b/world/map/npc/017-1/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Woodland hills mobs +// Woodland Hills mobs 017-1.gat,0,0,0,0|monster|Clover|1037,2,0,1000,Mob017-1::On1037 017-1.gat,29,29,19,12|monster|GambogeHerb|2033,1,0,25000,Mob017-1::On2033 diff --git a/world/map/npc/017-1/_warps.txt b/world/map/npc/017-1/_warps.txt index 7edcfbb4..168293e1 100644 --- a/world/map/npc/017-1/_warps.txt +++ b/world/map/npc/017-1/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Woodland hills warps +// Woodland Hills warps 017-1.gat,46,105|warp|toWoodland|2,-1,013-1.gat,45,22 017-1.gat,43,32|warp|toTheatre|-1,-1,017-2.gat,26,28 diff --git a/world/map/npc/018-1/_import.txt b/world/map/npc/018-1/_import.txt index b3ab9841..21971544 100644 --- a/world/map/npc/018-1/_import.txt +++ b/world/map/npc/018-1/_import.txt @@ -1,4 +1,4 @@ -// Map 018-1: Woodland mining camp +// Map 018-1: Woodland Mining Camp // This file is generated automatically. All manually changes will be removed when running the Converter. map: 018-1.gat npc: npc/018-1/_mobs.txt diff --git a/world/map/npc/018-1/_mobs.txt b/world/map/npc/018-1/_mobs.txt index 9f3cda84..b036bb7a 100644 --- a/world/map/npc/018-1/_mobs.txt +++ b/world/map/npc/018-1/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Woodland mining camp mobs +// Woodland Mining Camp mobs 018-1.gat,136,79,9,41|monster|Sea Slime|1033,10,100000,30000,Mob018-1::On1033 018-1.gat,108,87,53,25|monster|Log Head|1025,10,100000,30000,Mob018-1::On1025 diff --git a/world/map/npc/018-1/_warps.txt b/world/map/npc/018-1/_warps.txt index a98bf483..dec3a6a7 100644 --- a/world/map/npc/018-1/_warps.txt +++ b/world/map/npc/018-1/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Woodland mining camp warps +// Woodland Mining Camp warps 018-1.gat,79,59|warp|toMine|0,-1,018-3.gat,99,132 018-1.gat,112,61|warp|toCave|-1,-1,018-3.gat,44,36 diff --git a/world/map/npc/018-2/_import.txt b/world/map/npc/018-2/_import.txt index 8ce96730..724dedf3 100644 --- a/world/map/npc/018-2/_import.txt +++ b/world/map/npc/018-2/_import.txt @@ -1,4 +1,4 @@ -// Map 018-2: Woodland mining camp +// Map 018-2: Woodland Mining Camp Indoor // This file is generated automatically. All manually changes will be removed when running the Converter. map: 018-2.gat npc: npc/018-2/_mobs.txt diff --git a/world/map/npc/018-2/_mobs.txt b/world/map/npc/018-2/_mobs.txt index 36d458e8..253058d8 100644 --- a/world/map/npc/018-2/_mobs.txt +++ b/world/map/npc/018-2/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Woodland mining camp mobs +// Woodland Mining Camp Indoor mobs 018-2.gat,114,21,4,3|monster|Yellow Slime|1007,1,100000,30000,Mob018-2::On1007 diff --git a/world/map/npc/018-2/_warps.txt b/world/map/npc/018-2/_warps.txt index 167aa045..473d3146 100644 --- a/world/map/npc/018-2/_warps.txt +++ b/world/map/npc/018-2/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Woodland mining camp warps +// Woodland Mining Camp Indoor warps 018-2.gat,50,29|warp|toOutside|-1,-1,018-1.gat,65,74 018-2.gat,41,20|warp|toOutside|-1,-1,018-1.gat,65,69 diff --git a/world/map/npc/018-3/_import.txt b/world/map/npc/018-3/_import.txt index 53391a07..6957b9be 100644 --- a/world/map/npc/018-3/_import.txt +++ b/world/map/npc/018-3/_import.txt @@ -1,4 +1,4 @@ -// Map 018-3: Cave +// Map 018-3: Northern Mines // This file is generated automatically. All manually changes will be removed when running the Converter. map: 018-3.gat npc: npc/018-3/_mobs.txt diff --git a/world/map/npc/018-3/_mobs.txt b/world/map/npc/018-3/_mobs.txt index a939082e..349144f4 100644 --- a/world/map/npc/018-3/_mobs.txt +++ b/world/map/npc/018-3/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Cave mobs +// Northern Mines mobs 018-3.gat,48,28,56,17|monster|Bat|1017,10,100000,30000,Mob018-3::On1017 018-3.gat,35,144,31,48|monster|Evil Mushroom|1013,10,120000,30000,Mob018-3::On1013 diff --git a/world/map/npc/018-3/_warps.txt b/world/map/npc/018-3/_warps.txt index eabe34c0..4db72c80 100644 --- a/world/map/npc/018-3/_warps.txt +++ b/world/map/npc/018-3/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Cave warps +// Northern Mines warps 018-3.gat,100,133|warp|toOutside|0,-1,018-1.gat,78,60 018-3.gat,44,37|warp|toOutside|-1,-1,018-1.gat,112,62 diff --git a/world/map/npc/019-1/_import.txt b/world/map/npc/019-1/_import.txt index 4b4ebcf1..c86b158e 100644 --- a/world/map/npc/019-1/_import.txt +++ b/world/map/npc/019-1/_import.txt @@ -1,4 +1,4 @@ -// Map 019-1: Snow field +// Map 019-1: Snow Field // This file is generated automatically. All manually changes will be removed when running the Converter. map: 019-1.gat npc: npc/019-1/_mobs.txt diff --git a/world/map/npc/019-1/_mobs.txt b/world/map/npc/019-1/_mobs.txt index c9b69705..1f34bb11 100644 --- a/world/map/npc/019-1/_mobs.txt +++ b/world/map/npc/019-1/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Snow field mobs +// Snow Field mobs 019-1.gat,0,0,0,0|monster|Fluffy|1020,100,100000,30000,Mob019-1::On1020 019-1.gat,0,0,0,0|monster|SantaSlime|1015,10,0,0,Mob019-1::On1015 diff --git a/world/map/npc/019-1/_warps.txt b/world/map/npc/019-1/_warps.txt index 28b87223..721925cb 100644 --- a/world/map/npc/019-1/_warps.txt +++ b/world/map/npc/019-1/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Snow field warps +// Snow Field warps 019-1.gat,70,21|warp|ToVillage|2,-1,020-1.gat,70,126 019-1.gat,61,102|warp|toRomanticPlace|2,-1,030-1.gat,60,29 diff --git a/world/map/npc/021-1/_import.txt b/world/map/npc/021-1/_import.txt index 9d7059d0..b9b886bc 100644 --- a/world/map/npc/021-1/_import.txt +++ b/world/map/npc/021-1/_import.txt @@ -1,4 +1,4 @@ -// Map 021-1: Tulimshar +// Map 021-1: North Tulimshar // This file is generated automatically. All manually changes will be removed when running the Converter. map: 021-1.gat npc: npc/021-1/_mobs.txt diff --git a/world/map/npc/021-1/_mobs.txt b/world/map/npc/021-1/_mobs.txt index 68822ace..f205507a 100644 --- a/world/map/npc/021-1/_mobs.txt +++ b/world/map/npc/021-1/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Tulimshar mobs +// North Tulimshar mobs 021-1.gat,126,86,3,2|monster|Maggot|1002,2,100000,30000,Mob021-1::On1002 021-1.gat,90,65,3,2|monster|Maggot|1002,2,100000,30000,Mob021-1::On1002 diff --git a/world/map/npc/021-1/_warps.txt b/world/map/npc/021-1/_warps.txt index 7fd34f4d..e2baf549 100644 --- a/world/map/npc/021-1/_warps.txt +++ b/world/map/npc/021-1/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Tulimshar warps +// North Tulimshar warps 021-1.gat,55,146|warp|toBazaar|3,-1,001-1.gat,44,20 021-1.gat,136,146|warp|toSouthTulimshar|0,-1,001-1.gat,124,21 diff --git a/world/map/npc/022-1/_import.txt b/world/map/npc/022-1/_import.txt index 7fd59b12..11b375cf 100644 --- a/world/map/npc/022-1/_import.txt +++ b/world/map/npc/022-1/_import.txt @@ -1,4 +1,4 @@ -// Map 022-1: Tulimshar +// Map 022-1: Tulimshar Port // This file is generated automatically. All manually changes will be removed when running the Converter. map: 022-1.gat npc: npc/022-1/_mobs.txt diff --git a/world/map/npc/022-1/_mobs.txt b/world/map/npc/022-1/_mobs.txt index 650feecc..92b81a81 100644 --- a/world/map/npc/022-1/_mobs.txt +++ b/world/map/npc/022-1/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Tulimshar mobs +// Tulimshar Port mobs diff --git a/world/map/npc/022-1/_warps.txt b/world/map/npc/022-1/_warps.txt index 3b840d83..ef720469 100644 --- a/world/map/npc/022-1/_warps.txt +++ b/world/map/npc/022-1/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Tulimshar warps +// Tulimshar Port warps 022-1.gat,72,108|warp|ToCentralTulimshar|3,-1,021-1.gat,73,21 022-1.gat,113,108|warp|ToCentralTulimshar|3,-1,021-1.gat,113,21 diff --git a/world/map/npc/027-2/_import.txt b/world/map/npc/027-2/_import.txt index 56dcdd1b..b21edf9e 100644 --- a/world/map/npc/027-2/_import.txt +++ b/world/map/npc/027-2/_import.txt @@ -1,4 +1,4 @@ -// Map 027-2: Caretaker's House +// Map 027-2: Graveyard Indoor // This file is generated automatically. All manually changes will be removed when running the Converter. map: 027-2.gat npc: npc/027-2/_mobs.txt diff --git a/world/map/npc/027-2/_mobs.txt b/world/map/npc/027-2/_mobs.txt index b1ab84e5..b0c56143 100644 --- a/world/map/npc/027-2/_mobs.txt +++ b/world/map/npc/027-2/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Caretaker's House mobs +// Graveyard Indoor mobs 027-2.gat,81,41,11,9|monster|DrunkenSkeleton|1077,1,100000,30000,Mob027-2::On1077 027-2.gat,91,38,11,9|monster|TipsySkeleton|1078,1,100000,30000,Mob027-2::On1078 diff --git a/world/map/npc/027-2/_warps.txt b/world/map/npc/027-2/_warps.txt index b7ae48a9..e9b9cdbc 100644 --- a/world/map/npc/027-2/_warps.txt +++ b/world/map/npc/027-2/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Caretaker's House warps +// Graveyard Indoor warps 027-2.gat,26,33|warp|toGraveyard|-1,-1,027-1.gat,88,85 027-2.gat,128,35|warp|To2ndFloor|0,-1,027-2.gat,75,93 diff --git a/world/map/npc/028-1/_import.txt b/world/map/npc/028-1/_import.txt index d71d931d..db87b93f 100644 --- a/world/map/npc/028-1/_import.txt +++ b/world/map/npc/028-1/_import.txt @@ -1,4 +1,4 @@ -// Map 028-1: unnamed map 028-1 +// Map 028-1: Easter Island // This file is generated automatically. All manually changes will be removed when running the Converter. map: 028-1.gat npc: npc/028-1/Portal.txt diff --git a/world/map/npc/028-1/_mobs.txt b/world/map/npc/028-1/_mobs.txt index c2980d7f..b8ccf404 100644 --- a/world/map/npc/028-1/_mobs.txt +++ b/world/map/npc/028-1/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// unnamed map 028-1 mobs +// Easter Island mobs 028-1.gat,115,72,27,25|monster|SpikyMushrooms|1019,18,20000,600,Mob028-1::On1019 028-1.gat,83,69,25,19|monster|Bat|1017,18,100000,1200,Mob028-1::On1017 diff --git a/world/map/npc/028-1/_warps.txt b/world/map/npc/028-1/_warps.txt index fcf137a3..c32b6886 100644 --- a/world/map/npc/028-1/_warps.txt +++ b/world/map/npc/028-1/_warps.txt @@ -1,4 +1,4 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// unnamed map 028-1 warps +// Easter Island warps 028-1.gat,114,122|warp|To028-3|-1,-1,028-3.gat,33,78 diff --git a/world/map/npc/028-3/_import.txt b/world/map/npc/028-3/_import.txt index 6578d494..38108e9f 100644 --- a/world/map/npc/028-3/_import.txt +++ b/world/map/npc/028-3/_import.txt @@ -1,4 +1,4 @@ -// Map 028-3: unnamed map 028-3 +// Map 028-3: Easter Island Cave // This file is generated automatically. All manually changes will be removed when running the Converter. map: 028-3.gat npc: npc/028-3/_mobs.txt diff --git a/world/map/npc/028-3/_mobs.txt b/world/map/npc/028-3/_mobs.txt index 7202e848..3f025144 100644 --- a/world/map/npc/028-3/_mobs.txt +++ b/world/map/npc/028-3/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// unnamed map 028-3 mobs +// Easter Island Cave mobs 028-3.gat,51,49,22,15|monster|Silkworm|1035,10,0,3000,Mob028-3::On1035 028-3.gat,43,35,1,1|monster|EvilMushroom|1013,3,40000,5000,Mob028-3::On1013 diff --git a/world/map/npc/028-3/_warps.txt b/world/map/npc/028-3/_warps.txt index a63bbc0d..3f5a7eb4 100644 --- a/world/map/npc/028-3/_warps.txt +++ b/world/map/npc/028-3/_warps.txt @@ -1,4 +1,4 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// unnamed map 028-3 warps +// Easter Island Cave warps 028-3.gat,33,78|warp|To028-1|-1,-1,028-1.gat,114,122 diff --git a/world/map/npc/029-1/_import.txt b/world/map/npc/029-1/_import.txt index 5c1410b0..d424f357 100644 --- a/world/map/npc/029-1/_import.txt +++ b/world/map/npc/029-1/_import.txt @@ -1,4 +1,4 @@ -// Map 029-1: Candor +// Map 029-1: Candor Island // This file is generated automatically. All manually changes will be removed when running the Converter. map: 029-1.gat npc: npc/029-1/_mobs.txt diff --git a/world/map/npc/029-1/_mobs.txt b/world/map/npc/029-1/_mobs.txt index 1279b773..bfc5023a 100644 --- a/world/map/npc/029-1/_mobs.txt +++ b/world/map/npc/029-1/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Candor mobs +// Candor Island mobs 029-1.gat,68,64,11,13|monster|Evil Mushrooms|1013,4,20000,60000,Mob029-1::On1013 029-1.gat,31,32,12,13|monster|Squirrel|1038,3,30000,60000,Mob029-1::On1038 diff --git a/world/map/npc/029-1/_warps.txt b/world/map/npc/029-1/_warps.txt index ffe9c2d6..d7ee1fd0 100644 --- a/world/map/npc/029-1/_warps.txt +++ b/world/map/npc/029-1/_warps.txt @@ -1,3 +1,3 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Candor warps +// Candor Island warps diff --git a/world/map/npc/029-3/_import.txt b/world/map/npc/029-3/_import.txt index e8ca1dac..ab9b8d2a 100644 --- a/world/map/npc/029-3/_import.txt +++ b/world/map/npc/029-3/_import.txt @@ -1,4 +1,4 @@ -// Map 029-3: Fight Cave +// Map 029-3: Candor Cave // This file is generated automatically. All manually changes will be removed when running the Converter. map: 029-3.gat npc: npc/029-3/_mobs.txt diff --git a/world/map/npc/029-3/_mobs.txt b/world/map/npc/029-3/_mobs.txt index f5d73530..f830bb2d 100644 --- a/world/map/npc/029-3/_mobs.txt +++ b/world/map/npc/029-3/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Fight Cave mobs +// Candor Cave mobs diff --git a/world/map/npc/029-3/_warps.txt b/world/map/npc/029-3/_warps.txt index 42f13dee..5ecf4dde 100644 --- a/world/map/npc/029-3/_warps.txt +++ b/world/map/npc/029-3/_warps.txt @@ -1,3 +1,3 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Fight Cave warps +// Candor Cave warps diff --git a/world/map/npc/030-1/_import.txt b/world/map/npc/030-1/_import.txt index d8cabe5d..8f8daae4 100644 --- a/world/map/npc/030-1/_import.txt +++ b/world/map/npc/030-1/_import.txt @@ -1,4 +1,4 @@ -// Map 030-1: Snow field +// Map 030-1: Snow Field // This file is generated automatically. All manually changes will be removed when running the Converter. map: 030-1.gat npc: npc/030-1/_mobs.txt diff --git a/world/map/npc/030-1/_mobs.txt b/world/map/npc/030-1/_mobs.txt index daaf7dea..750bf7e5 100644 --- a/world/map/npc/030-1/_mobs.txt +++ b/world/map/npc/030-1/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Snow field mobs +// Snow Field mobs 030-1.gat,0,0,0,0|monster|Santa Slime|1015,5,100000,30000,Mob030-1::On1015 030-1.gat,0,0,0,0|monster|Squirrel|1038,10,100000,30000,Mob030-1::On1038 diff --git a/world/map/npc/030-1/_warps.txt b/world/map/npc/030-1/_warps.txt index e67e8921..55c7df36 100644 --- a/world/map/npc/030-1/_warps.txt +++ b/world/map/npc/030-1/_warps.txt @@ -1,4 +1,4 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Snow field warps +// Snow Field warps 030-1.gat,61,28|warp|toSnowfield|0,-1,019-1.gat,61,100 diff --git a/world/map/npc/031-1/_import.txt b/world/map/npc/031-1/_import.txt index f525795e..c8de7af8 100644 --- a/world/map/npc/031-1/_import.txt +++ b/world/map/npc/031-1/_import.txt @@ -1,4 +1,4 @@ -// Map 031-1: NivalisPort +// Map 031-1: Nivalis Port // This file is generated automatically. All manually changes will be removed when running the Converter. map: 031-1.gat npc: npc/031-1/_mobs.txt diff --git a/world/map/npc/031-1/_mobs.txt b/world/map/npc/031-1/_mobs.txt index a28d1e69..7a603257 100644 --- a/world/map/npc/031-1/_mobs.txt +++ b/world/map/npc/031-1/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// NivalisPort mobs +// Nivalis Port mobs 031-1.gat,75,72,86,110|monster|Santa Slime|1015,5,100000,30000,Mob031-1::On1015 031-1.gat,89,74,86,110|monster|Squirrel|1038,10,100000,30000,Mob031-1::On1038 diff --git a/world/map/npc/031-1/_warps.txt b/world/map/npc/031-1/_warps.txt index 144b4498..809267a9 100644 --- a/world/map/npc/031-1/_warps.txt +++ b/world/map/npc/031-1/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// NivalisPort warps +// Nivalis Port warps 031-1.gat,37,55|warp|toNivalis|-1,-1,020-1.gat,106,55 031-1.gat,76,24|warp|toLabyrinth|-1,-1,031-3.gat,212,298 diff --git a/world/map/npc/031-3/_import.txt b/world/map/npc/031-3/_import.txt index 2cb30906..d2d83387 100644 --- a/world/map/npc/031-3/_import.txt +++ b/world/map/npc/031-3/_import.txt @@ -1,4 +1,4 @@ -// Map 031-3: Cave +// Map 031-3: Ice Caves // This file is generated automatically. All manually changes will be removed when running the Converter. map: 031-3.gat npc: npc/031-3/_mobs.txt diff --git a/world/map/npc/031-3/_mobs.txt b/world/map/npc/031-3/_mobs.txt index b2aa1d0d..4ab99cfd 100644 --- a/world/map/npc/031-3/_mobs.txt +++ b/world/map/npc/031-3/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Cave mobs +// Ice Caves mobs 031-3.gat,39,276,42,16|monster|Santa Slime|1015,5,100000,30000,Mob031-3::On1015 031-3.gat,230,279,25,26|monster|IceGoblin|1058,5,100000,30000,Mob031-3::On1058 diff --git a/world/map/npc/031-3/_warps.txt b/world/map/npc/031-3/_warps.txt index bcc4e966..2aea5e67 100644 --- a/world/map/npc/031-3/_warps.txt +++ b/world/map/npc/031-3/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Cave warps +// Ice Caves warps 031-3.gat,212,300|warp|toOutside|-1,-1,031-1.gat,76,26 031-3.gat,205,264|warp|toCave|-1,-1,031-3.gat,149,261 diff --git a/world/map/npc/031-4/_import.txt b/world/map/npc/031-4/_import.txt index 87eec449..417c4680 100644 --- a/world/map/npc/031-4/_import.txt +++ b/world/map/npc/031-4/_import.txt @@ -1,4 +1,4 @@ -// Map 031-4: Cave +// Map 031-4: Cindy Cave // This file is generated automatically. All manually changes will be removed when running the Converter. map: 031-4.gat npc: npc/031-4/_mobs.txt diff --git a/world/map/npc/031-4/_mobs.txt b/world/map/npc/031-4/_mobs.txt index c1f30a3d..5bbd2f39 100644 --- a/world/map/npc/031-4/_mobs.txt +++ b/world/map/npc/031-4/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Cave mobs +// Cindy Cave mobs diff --git a/world/map/npc/031-4/_warps.txt b/world/map/npc/031-4/_warps.txt index d1984dbc..1b6dd614 100644 --- a/world/map/npc/031-4/_warps.txt +++ b/world/map/npc/031-4/_warps.txt @@ -1,3 +1,3 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Cave warps +// Cindy Cave warps diff --git a/world/map/npc/032-3/_import.txt b/world/map/npc/032-3/_import.txt index 67304eae..73ed3c4f 100644 --- a/world/map/npc/032-3/_import.txt +++ b/world/map/npc/032-3/_import.txt @@ -1,4 +1,4 @@ -// Map 032-3: Cave +// Map 032-3: Outback Cave // This file is generated automatically. All manually changes will be removed when running the Converter. map: 032-3.gat npc: npc/032-3/_mobs.txt diff --git a/world/map/npc/032-3/_mobs.txt b/world/map/npc/032-3/_mobs.txt index 34c4ebc4..49b68b84 100644 --- a/world/map/npc/032-3/_mobs.txt +++ b/world/map/npc/032-3/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Cave mobs +// Outback Cave mobs 032-3.gat,90,44,9,10|monster|Sceleton|1043,3,30000,100000,Mob032-3::On1043 032-3.gat,44,23,29,22|monster|MountainSnake|1026,7,30000,100000,Mob032-3::On1026 diff --git a/world/map/npc/032-3/_warps.txt b/world/map/npc/032-3/_warps.txt index a2ecae33..1f452a3e 100644 --- a/world/map/npc/032-3/_warps.txt +++ b/world/map/npc/032-3/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Cave warps +// Outback Cave warps 032-3.gat,128,33|warp|ToDesert|-1,-1,006-1.gat,30,124 032-3.gat,56,61|warp|toDesert|-1,-1,032-1.gat,64,53 diff --git a/world/map/npc/033-1/_import.txt b/world/map/npc/033-1/_import.txt index eb257c24..bb31437a 100644 --- a/world/map/npc/033-1/_import.txt +++ b/world/map/npc/033-1/_import.txt @@ -1,4 +1,4 @@ -// Map 033-1: Snow field +// Map 033-1: Snow Field // This file is generated automatically. All manually changes will be removed when running the Converter. map: 033-1.gat npc: npc/033-1/_mobs.txt diff --git a/world/map/npc/033-1/_mobs.txt b/world/map/npc/033-1/_mobs.txt index daab38d9..96a51f99 100644 --- a/world/map/npc/033-1/_mobs.txt +++ b/world/map/npc/033-1/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Snow field mobs +// Snow Field mobs diff --git a/world/map/npc/033-1/_warps.txt b/world/map/npc/033-1/_warps.txt index 137b1780..538a5dcb 100644 --- a/world/map/npc/033-1/_warps.txt +++ b/world/map/npc/033-1/_warps.txt @@ -1,4 +1,4 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Snow field warps +// Snow Field warps 033-1.gat,22,20|warp|ToSnowField|-1,0,034-1.gat,159,19 diff --git a/world/map/npc/034-1/_import.txt b/world/map/npc/034-1/_import.txt index e88cbd7a..79870598 100644 --- a/world/map/npc/034-1/_import.txt +++ b/world/map/npc/034-1/_import.txt @@ -1,4 +1,4 @@ -// Map 034-1: Snow field +// Map 034-1: Snow Forest // This file is generated automatically. All manually changes will be removed when running the Converter. map: 034-1.gat npc: npc/034-1/_mobs.txt diff --git a/world/map/npc/034-1/_mobs.txt b/world/map/npc/034-1/_mobs.txt index 847c66d6..12f6d0df 100644 --- a/world/map/npc/034-1/_mobs.txt +++ b/world/map/npc/034-1/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Snow field mobs +// Snow Forest mobs diff --git a/world/map/npc/034-1/_warps.txt b/world/map/npc/034-1/_warps.txt index 87897901..a87ebc1f 100644 --- a/world/map/npc/034-1/_warps.txt +++ b/world/map/npc/034-1/_warps.txt @@ -1,4 +1,4 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Snow field warps +// Snow Forest warps 034-1.gat,160,20|warp|ToSnowField|-1,0,033-1.gat,23,19 diff --git a/world/map/npc/041-1/_import.txt b/world/map/npc/041-1/_import.txt index f3ec6736..b7c08da2 100644 --- a/world/map/npc/041-1/_import.txt +++ b/world/map/npc/041-1/_import.txt @@ -1,4 +1,4 @@ -// Map 041-1: unnamed map 041-1 +// Map 041-1: Beach // This file is generated automatically. All manually changes will be removed when running the Converter. map: 041-1.gat npc: npc/041-1/_mobs.txt diff --git a/world/map/npc/041-1/_mobs.txt b/world/map/npc/041-1/_mobs.txt index f8ae9cfd..ee5dc689 100644 --- a/world/map/npc/041-1/_mobs.txt +++ b/world/map/npc/041-1/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// unnamed map 041-1 mobs +// Beach mobs 041-1.gat,56,55,18,9|monster|Scorpion|1003,3,100000,30000,Mob041-1::On1003 041-1.gat,76,67,18,9|monster|Scorpion|1003,3,100000,30000,Mob041-1::On1003 diff --git a/world/map/npc/041-1/_warps.txt b/world/map/npc/041-1/_warps.txt index 7166e2f0..9bfa0da7 100644 --- a/world/map/npc/041-1/_warps.txt +++ b/world/map/npc/041-1/_warps.txt @@ -1,4 +1,4 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// unnamed map 041-1 warps +// Beach warps 041-1.gat,76,95|warp|to004-1|1,-1,004-1.gat,68,20 diff --git a/world/map/npc/042-1/_import.txt b/world/map/npc/042-1/_import.txt index f7900726..d86cc00b 100644 --- a/world/map/npc/042-1/_import.txt +++ b/world/map/npc/042-1/_import.txt @@ -1,4 +1,4 @@ -// Map 042-1: unnamed map 042-1 +// Map 042-1: Tulimshar Suburbs // This file is generated automatically. All manually changes will be removed when running the Converter. map: 042-1.gat npc: npc/042-1/_mobs.txt diff --git a/world/map/npc/042-1/_mobs.txt b/world/map/npc/042-1/_mobs.txt index ef8b4e39..07021b21 100644 --- a/world/map/npc/042-1/_mobs.txt +++ b/world/map/npc/042-1/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// unnamed map 042-1 mobs +// Tulimshar Suburbs mobs diff --git a/world/map/npc/042-1/_warps.txt b/world/map/npc/042-1/_warps.txt index 3925afee..39ae762e 100644 --- a/world/map/npc/042-1/_warps.txt +++ b/world/map/npc/042-1/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// unnamed map 042-1 warps +// Tulimshar Suburbs warps 042-1.gat,87,76|warp|toStorehouse|-1,-1,042-2.gat,44,91 042-1.gat,77,76|warp|toStorehouse|-1,-1,042-2.gat,22,91 diff --git a/world/map/npc/042-2/_import.txt b/world/map/npc/042-2/_import.txt index 09ce6d23..45f7ea62 100644 --- a/world/map/npc/042-2/_import.txt +++ b/world/map/npc/042-2/_import.txt @@ -1,4 +1,4 @@ -// Map 042-2: unnamed map 042-2 +// Map 042-2: Tulimshar Suburbs Indoor // This file is generated automatically. All manually changes will be removed when running the Converter. map: 042-2.gat npc: npc/042-2/_mobs.txt diff --git a/world/map/npc/042-2/_mobs.txt b/world/map/npc/042-2/_mobs.txt index c1088241..4bebc4ec 100644 --- a/world/map/npc/042-2/_mobs.txt +++ b/world/map/npc/042-2/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// unnamed map 042-2 mobs +// Tulimshar Suburbs Indoor mobs diff --git a/world/map/npc/042-2/_warps.txt b/world/map/npc/042-2/_warps.txt index 8788103e..35475800 100644 --- a/world/map/npc/042-2/_warps.txt +++ b/world/map/npc/042-2/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// unnamed map 042-2 warps +// Tulimshar Suburbs Indoor warps 042-2.gat,29,62|warp|toOutside|-1,-1,042-1.gat,62,64 042-2.gat,22,93|warp|toOutside|-1,-1,042-1.gat,77,78 diff --git a/world/map/npc/botcheck/_import.txt b/world/map/npc/botcheck/_import.txt index 6d5394ab..26445239 100644 --- a/world/map/npc/botcheck/_import.txt +++ b/world/map/npc/botcheck/_import.txt @@ -1,4 +1,4 @@ -// Map botcheck: unnamed map botcheck +// Map botcheck: Botcheck Area // This file is generated automatically. All manually changes will be removed when running the Converter. map: botcheck.gat npc: npc/botcheck/_mobs.txt diff --git a/world/map/npc/botcheck/_mobs.txt b/world/map/npc/botcheck/_mobs.txt index 730058b8..c227a333 100644 --- a/world/map/npc/botcheck/_mobs.txt +++ b/world/map/npc/botcheck/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// unnamed map botcheck mobs +// Botcheck Area mobs diff --git a/world/map/npc/botcheck/_warps.txt b/world/map/npc/botcheck/_warps.txt index 5add07b3..da1e9b33 100644 --- a/world/map/npc/botcheck/_warps.txt +++ b/world/map/npc/botcheck/_warps.txt @@ -1,3 +1,3 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// unnamed map botcheck warps +// Botcheck Area warps -- cgit v1.2.3-70-g09d2 From 5a2fc507f0629399141c015d0437a1c6ae291492 Mon Sep 17 00:00:00 2001 From: Frost Date: Tue, 6 Sep 2011 12:08:04 -0700 Subject: Removed tabs from scripts in 027-2 --- world/map/npc/027-2/alacrius.txt | 2 +- world/map/npc/027-2/alacrius2.txt | 2 +- world/map/npc/027-2/barman.txt | 16 +- world/map/npc/027-2/cerhan.txt | 54 +- world/map/npc/027-2/crying_child.txt | 286 +++++----- world/map/npc/027-2/diary.txt | 68 +-- world/map/npc/027-2/door.txt | 28 +- world/map/npc/027-2/evil_guard.txt | 46 +- world/map/npc/027-2/golbenez.txt | 992 +++++++++++++++++------------------ world/map/npc/027-2/gy_inn_shops.txt | 54 +- world/map/npc/027-2/headless_man.txt | 316 +++++------ world/map/npc/027-2/husband.txt | 528 +++++++++---------- world/map/npc/027-2/innkeeper.txt | 650 +++++++++++------------ world/map/npc/027-2/lover.txt | 480 ++++++++--------- world/map/npc/027-2/testnpcs.txt | 8 +- world/map/npc/027-2/werewolf.txt | 256 ++++----- 16 files changed, 1893 insertions(+), 1893 deletions(-) (limited to 'world/map/npc/027-2') diff --git a/world/map/npc/027-2/alacrius.txt b/world/map/npc/027-2/alacrius.txt index 1e15769c..3271986e 100644 --- a/world/map/npc/027-2/alacrius.txt +++ b/world/map/npc/027-2/alacrius.txt @@ -2,7 +2,7 @@ //(incomplete, use alacrius2.txt instead) //To enable: sed 's_^// __' -i npc/027-2/alacrius.txt -//027-2.gat,107,29,0 script Alacrius 313,{ +//027-2.gat,107,29,0|script|Alacrius|313,{ // // if started, go to started // // if fail go to failed // // if complete go to complete diff --git a/world/map/npc/027-2/alacrius2.txt b/world/map/npc/027-2/alacrius2.txt index 4e2be3fd..6e708157 100644 --- a/world/map/npc/027-2/alacrius2.txt +++ b/world/map/npc/027-2/alacrius2.txt @@ -1,7 +1,7 @@ //Starts the reaper quest //To enable: sed 's_^// __' -i npc/027-2/alacrius2.txt -// 027-2.gat,107,29,0 script Alacrius 313,{ +// 027-2.gat,107,29,0|script|Alacrius|313,{ // if ($@FIGHT_ALACRIUS_STATUS != 0) goto L_Enjoy; diff --git a/world/map/npc/027-2/barman.txt b/world/map/npc/027-2/barman.txt index 616b761a..ee65d710 100644 --- a/world/map/npc/027-2/barman.txt +++ b/world/map/npc/027-2/barman.txt @@ -1,9 +1,9 @@ -027-2.gat,103,22,0 script Bennet 310,{ - mes "[Bennet]"; - mes "\"Hi there stranger! My name is Bennet, the bartender here.\""; - next; - mes "[Bennet]"; - mes "\"If you are planning to stick around for a while, please check back with me later. I might have some work for you.\""; - mes "\"In the meanwhile, enjoy your stay!\""; - close; +027-2.gat,103,22,0|script|Bennet|310,{ + mes "[Bennet]"; + mes "\"Hi there stranger! My name is Bennet, the bartender here.\""; + next; + mes "[Bennet]"; + mes "\"If you are planning to stick around for a while, please check back with me later. I might have some work for you.\""; + mes "\"In the meanwhile, enjoy your stay!\""; + close; } diff --git a/world/map/npc/027-2/cerhan.txt b/world/map/npc/027-2/cerhan.txt index 33ee7895..51a14dd7 100644 --- a/world/map/npc/027-2/cerhan.txt +++ b/world/map/npc/027-2/cerhan.txt @@ -1,32 +1,32 @@ -027-2.gat,70,77,0 script Cerhan 311,{ - mes "[Cerhan]"; - mes "\"Ah, hello! It is good to see another normal human at this strange place!\""; - next; - menu - "That's true. What are you doing here?",L_Story, - "Yes, this place is really strange. I'm going to have another look around.",-; - close; +027-2.gat,70,77,0|script|Cerhan|311,{ + mes "[Cerhan]"; + mes "\"Ah, hello! It is good to see another normal human at this strange place!\""; + next; + menu + "That's true. What are you doing here?",L_Story, + "Yes, this place is really strange. I'm going to have another look around.",-; + close; L_Story: - mes "[Cerhan]"; - mes "\"I came from Thermin, a town in Kazei area.\""; - next; - mes "\"I'm an experienced weapon master and thinking about establishing a smithy here. But I'll need some more equipment.\""; - next; - if (countitem("MylarinDust") > 0) - menu - "Do you know something about 'Mylarin Dust'?", L_Mylarin, - "Good luck with that.",-; - mes "[Cerhan]"; - mes "\"If you are interested in weapons and armor, you may want to come back later.\""; - close; + mes "[Cerhan]"; + mes "\"I came from Thermin, a town in Kazei area.\""; + next; + mes "\"I'm an experienced weapon master and thinking about establishing a smithy here. But I'll need some more equipment.\""; + next; + if (countitem("MylarinDust") > 0) + menu + "Do you know something about 'Mylarin Dust'?", L_Mylarin, + "Good luck with that.",-; + mes "[Cerhan]"; + mes "\"If you are interested in weapons and armor, you may want to come back later.\""; + close; L_Mylarin: - mes "[Cerhan]"; - mes "\"Mylarin dust?! Where did you get that? That's amazing!\""; - next; - mes "\"I can craft you an amazing strong armor with that - uhm, well, I first need to set up my smithy here.\""; - next; - mes "\"Please come back, when I'm ready with that. Mylarin dust... amazing.\""; - close; + mes "[Cerhan]"; + mes "\"Mylarin dust?! Where did you get that? That's amazing!\""; + next; + mes "\"I can craft you an amazing strong armor with that - uhm, well, I first need to set up my smithy here.\""; + next; + mes "\"Please come back, when I'm ready with that. Mylarin dust... amazing.\""; + close; } diff --git a/world/map/npc/027-2/crying_child.txt b/world/map/npc/027-2/crying_child.txt index d7cbeac3..ebafc9c6 100644 --- a/world/map/npc/027-2/crying_child.txt +++ b/world/map/npc/027-2/crying_child.txt @@ -1,7 +1,7 @@ // author: alastrim // love triangle quest, involved npcs: Reid's Ghost, Hamond, Savaric, Aldred, Golbenez -027-2.gat,50,92,0 script Aldred 314,{ +027-2.gat,50,92,0|script|Aldred|314,{ // Crying Child subquest // Variable states: @@ -13,174 +13,174 @@ // 6 = The mother/wife told you what he thinks of the ring // 7 = The kid decided that the ring has no value to their parents, so you can have it. - set @Graveyard_Inn_MASK, NIBBLE_2_MASK; - set @Graveyard_Inn_SHIFT, NIBBLE_2_SHIFT; + set @Graveyard_Inn_MASK, NIBBLE_2_MASK; + set @Graveyard_Inn_SHIFT, NIBBLE_2_SHIFT; - set @state, ((QUEST_Graveyard_Inn & @Graveyard_Inn_MASK) >> @Graveyard_Inn_SHIFT); + set @state, ((QUEST_Graveyard_Inn & @Graveyard_Inn_MASK) >> @Graveyard_Inn_SHIFT); - if (Sex == 0) set @madamsir$, "Madam"; - if (Sex == 1) set @madamsir$, "Sir"; - if (@state == 7) goto L_return5; - if (@state == 6) goto L_return4; - if (@state == 4 || @state == 5) goto L_return3; - if (@state == 3) goto L_return2; - if (@state == 2) goto L_return1; - if (@state == 1) goto L_return; - if (BaseLevel >= 80) goto L_intro; + if (Sex == 0) set @madamsir$, "Madam"; + if (Sex == 1) set @madamsir$, "Sir"; + if (@state == 7) goto L_return5; + if (@state == 6) goto L_return4; + if (@state == 4 || @state == 5) goto L_return3; + if (@state == 3) goto L_return2; + if (@state == 2) goto L_return1; + if (@state == 1) goto L_return; + if (BaseLevel >= 80) goto L_intro; L_cry: - mes "[Crying Child]"; - mes "\"Waaahhhhh! *sniffle*\""; - close; + mes "[Crying Child]"; + mes "\"Waaahhhhh! *sniffle*\""; + close; L_intro: - mes "[Crying Child]"; - mes "\"Waaah!\""; - next; - mes "\"*Sniffle*\""; - next; - mes "You bend your knees near the child, trying to gain his confidence and ask why he is crying. But looking closely, you are surprised to see that his skin color is an awful cadaveric grey..."; - menu - "Calm down kid, what happened?",-, - "Leave the kid alone.",L_close; - mes "[Crying Child]"; - mes "\"Oh, what? Who are you "+@madamsir$+", what are you doing here?\""; - next; - menu - "My name is "+strcharinfo(0)+". I heard you cry and decided to ask if you need help.",-; - mes "The child looks at you from head to toe and says: \"" +@madamsir$+ ", aren't you scared of me?\""; - next; - menu - "No... Why would I be scared of you?",-; - mes "[Crying Child]"; - mes "\"I am, you know... dead. And Mom and dad, and a lot of people in this inn... But most of them don't like to talk about it.\""; - menu - "You are a brave and smart kid... I have nothing to be afraid of.",-; - mes "[Crying Child]"; - mes "\"It is nice to talk to you. I don't have any friends and Mom is always sad and Dad is always angry with something I don't know... and... Did you see the man in the room next to me? The one with horns? Ohh, I don't like him! \""; - next; - mes "[Crying Child]"; - mes "\"My parents told me not to talk to strangers... But you look nice... I guess I can trust you... I'm Aldred and we live here, my parents and me. This is our inn.\""; - next; - mes "[Aldred]"; - mes "\"You asked why I was crying. My problem is... I don't know what to do... My dad will be so angry with me... He used to be very nice, but now... if you do something wrong... he... Waaaaa!\""; - next; - menu - "Here, here, don't cry... What did you do?",-; - mes "[Aldred]"; - mes "\"Err.. I was looking at my parents stuff and I found this funny thing! It looked like a normal ring, but with a round empty space... I thought it would be fun to take it with me and maybe look for a stone or a gem to fill the empty space. But I... *sniffle*... I lost it...\""; - next; - mes "\"I don't know what happened. I was in this room and... I heard some very loud noises, people screaming, cracking sounds... and a smell, a terrible smell, like something rotten. And then I can't remember anything else!\""; - next; - mes "\"I think it was something very bad, because, after all that, I woke up the way I am now and I couldn't find the ring in my pocket. Oh, and my parents are acting like they are not themselves. I don't know what happened, maybe it was my fault... I shouldn't have played with that ring... *sniffle*... \""; - next; - menu - "Don't worry, I will look around. Maybe I can find it for you...",-, - "Hey, you messed up, now you deal with this.",L_close; - - mes "[Aldred]"; - mes "\"Thank you " +strcharinfo(0)+"! Find it for me, pleeeease! Ohh, and don't tell my parents I lost their ring, okay?\""; - set @state, 1; - callsub S_Update_Mask; - close; + mes "[Crying Child]"; + mes "\"Waaah!\""; + next; + mes "\"*Sniffle*\""; + next; + mes "You bend your knees near the child, trying to gain his confidence and ask why he is crying. But looking closely, you are surprised to see that his skin color is an awful cadaveric grey..."; + menu + "Calm down kid, what happened?",-, + "Leave the kid alone.",L_close; + mes "[Crying Child]"; + mes "\"Oh, what? Who are you "+@madamsir$+", what are you doing here?\""; + next; + menu + "My name is "+strcharinfo(0)+". I heard you cry and decided to ask if you need help.",-; + mes "The child looks at you from head to toe and says: \"" +@madamsir$+ ", aren't you scared of me?\""; + next; + menu + "No... Why would I be scared of you?",-; + mes "[Crying Child]"; + mes "\"I am, you know... dead. And Mom and dad, and a lot of people in this inn... But most of them don't like to talk about it.\""; + menu + "You are a brave and smart kid... I have nothing to be afraid of.",-; + mes "[Crying Child]"; + mes "\"It is nice to talk to you. I don't have any friends and Mom is always sad and Dad is always angry with something I don't know... and... Did you see the man in the room next to me? The one with horns? Ohh, I don't like him! \""; + next; + mes "[Crying Child]"; + mes "\"My parents told me not to talk to strangers... But you look nice... I guess I can trust you... I'm Aldred and we live here, my parents and me. This is our inn.\""; + next; + mes "[Aldred]"; + mes "\"You asked why I was crying. My problem is... I don't know what to do... My dad will be so angry with me... He used to be very nice, but now... if you do something wrong... he... Waaaaa!\""; + next; + menu + "Here, here, don't cry... What did you do?",-; + mes "[Aldred]"; + mes "\"Err.. I was looking at my parents stuff and I found this funny thing! It looked like a normal ring, but with a round empty space... I thought it would be fun to take it with me and maybe look for a stone or a gem to fill the empty space. But I... *sniffle*... I lost it...\""; + next; + mes "\"I don't know what happened. I was in this room and... I heard some very loud noises, people screaming, cracking sounds... and a smell, a terrible smell, like something rotten. And then I can't remember anything else!\""; + next; + mes "\"I think it was something very bad, because, after all that, I woke up the way I am now and I couldn't find the ring in my pocket. Oh, and my parents are acting like they are not themselves. I don't know what happened, maybe it was my fault... I shouldn't have played with that ring... *sniffle*... \""; + next; + menu + "Don't worry, I will look around. Maybe I can find it for you...",-, + "Hey, you messed up, now you deal with this.",L_close; + + mes "[Aldred]"; + mes "\"Thank you " +strcharinfo(0)+"! Find it for me, pleeeease! Ohh, and don't tell my parents I lost their ring, okay?\""; + set @state, 1; + callsub S_Update_Mask; + close; L_return: - mes "[Aldred]"; - mes "\"Please, help me " +@madamsir$+ ". If you find that ring I think things can be a little better between me and my parents.\""; - close; + mes "[Aldred]"; + mes "\"Please, help me " +@madamsir$+ ". If you find that ring I think things can be a little better between me and my parents.\""; + close; L_return1: - menu - "Hi Aldred. I found the ring!",-; - mes "[Aldred]"; - mes "\"Great! You are the best! Where did you find it?\""; - next; - menu - "It was easy, it was with one of the monsters outside.",-; - mes "[Aldred]"; - mes "\"Ohh.. a monster? He must be a fine monster since he returned it so easily to you!\""; - next; - menu - "Err... kind of...",-; - mes "[Aldred]"; - mes "\"Now I will put this thing back in its proper place... Thank you!\""; - set @state, 3; - callsub S_Update_Mask; - close; + menu + "Hi Aldred. I found the ring!",-; + mes "[Aldred]"; + mes "\"Great! You are the best! Where did you find it?\""; + next; + menu + "It was easy, it was with one of the monsters outside.",-; + mes "[Aldred]"; + mes "\"Ohh.. a monster? He must be a fine monster since he returned it so easily to you!\""; + next; + menu + "Err... kind of...",-; + mes "[Aldred]"; + mes "\"Now I will put this thing back in its proper place... Thank you!\""; + set @state, 3; + callsub S_Update_Mask; + close; L_return2: - mes "[Aldred]"; - mes "\"Hi "+strcharinfo(0)+ "! I was thinking... you were sooo nice helping me find the ring... I think I should give you a gift, but I'm just a dead kid, I have nothing to give you!\""; - next; - menu - "Don't worry, you don't need to give me anything...",-; - mes "[Aldred]"; - mes "\"Are you serious? That is why you are so great! But hey, I have an idea. What if you talk to my parents about this thing? If it is not important or valuable, I don't think it would be a problem to let you keep it. And I really want to know if they are acting all weird because I lost it. Would you do this for me?\""; - next; - menu - "Sounds interesting... But who are your parents?",-, - "Bad idea, it will only bring more problems...",L_close; - set @state, 4; - callsub S_Update_Mask; - mes "[Aldred]"; - mes "\"Ok, great... But please, don't tell them about it. I don't want my parents to know I was playing with their stuff. My father is always carrying a lantern... I guess he is still afraid of the dark. My mother is the innkeeper. She is very beautiful and she is wearing a red dress.\""; - next; - mes "\"Don't forget to come back with the ring after you talk to my parents.\""; - message strcharinfo(0), "Aldred hands you the ring and you keep it in a small pocket of your backpack"; - close; + mes "[Aldred]"; + mes "\"Hi "+strcharinfo(0)+ "! I was thinking... you were sooo nice helping me find the ring... I think I should give you a gift, but I'm just a dead kid, I have nothing to give you!\""; + next; + menu + "Don't worry, you don't need to give me anything...",-; + mes "[Aldred]"; + mes "\"Are you serious? That is why you are so great! But hey, I have an idea. What if you talk to my parents about this thing? If it is not important or valuable, I don't think it would be a problem to let you keep it. And I really want to know if they are acting all weird because I lost it. Would you do this for me?\""; + next; + menu + "Sounds interesting... But who are your parents?",-, + "Bad idea, it will only bring more problems...",L_close; + set @state, 4; + callsub S_Update_Mask; + mes "[Aldred]"; + mes "\"Ok, great... But please, don't tell them about it. I don't want my parents to know I was playing with their stuff. My father is always carrying a lantern... I guess he is still afraid of the dark. My mother is the innkeeper. She is very beautiful and she is wearing a red dress.\""; + next; + mes "\"Don't forget to come back with the ring after you talk to my parents.\""; + message strcharinfo(0), "Aldred hands you the ring and you keep it in a small pocket of your backpack"; + close; L_return3: - mes "[Aldred]"; - mes "\"I hope this ring doesn't mean a lot to my parents. This way you can keep it as a gift and I won't feel guilty about taking it.\""; - close; + mes "[Aldred]"; + mes "\"I hope this ring doesn't mean a lot to my parents. This way you can keep it as a gift and I won't feel guilty about taking it.\""; + close; L_return4: - menu - "Hi, I talked to your parents.",-; - mes "[Aldred]"; - mes "\"Really? What did my father say about it?\""; - menu - "He said it is just a cheap ring. And it does not belong to him.",-; - mes "[Aldred]"; - mes "\"And what did my mother say?\""; - menu - "She said it was a gift to her, but she doesn't want it anymore.",-; - mes "[Aldred]"; - mes "\"Really? A gift? And why she doesn't want it?\""; - next; - menu - "She said it makes her sad.",-; - mes "\"Ohh... really? I don't like when my mother gets sad... If this ring is making her feel bad, I should keep it away from her. \""; - next; - mes "\"Well, I guess you can keep it, but don't show it to my mother again, she is already very sad. But now I am really curious, who else would give a gift to my mother? There are so many strange things happening lately...\""; - getinventorylist; - if (@inventorylist_count == 100) goto L_full; - getitem "RingSimple", 1; - set @state, 7; - callsub S_Update_Mask; - mes "\"I will tell my parents how great and helpful you are. Maybe they can even let you stay here at the inn for free!\""; - close; + menu + "Hi, I talked to your parents.",-; + mes "[Aldred]"; + mes "\"Really? What did my father say about it?\""; + menu + "He said it is just a cheap ring. And it does not belong to him.",-; + mes "[Aldred]"; + mes "\"And what did my mother say?\""; + menu + "She said it was a gift to her, but she doesn't want it anymore.",-; + mes "[Aldred]"; + mes "\"Really? A gift? And why she doesn't want it?\""; + next; + menu + "She said it makes her sad.",-; + mes "\"Ohh... really? I don't like when my mother gets sad... If this ring is making her feel bad, I should keep it away from her. \""; + next; + mes "\"Well, I guess you can keep it, but don't show it to my mother again, she is already very sad. But now I am really curious, who else would give a gift to my mother? There are so many strange things happening lately...\""; + getinventorylist; + if (@inventorylist_count == 100) goto L_full; + getitem "RingSimple", 1; + set @state, 7; + callsub S_Update_Mask; + mes "\"I will tell my parents how great and helpful you are. Maybe they can even let you stay here at the inn for free!\""; + close; L_return5: - mes "[Aldred]"; - mes "\"Thank you for all your help.\""; - close; + mes "[Aldred]"; + mes "\"Thank you for all your help.\""; + close; L_full: - mes "[Aldred]"; - mes "\"I dont think you can carry this ring... Your backpack is full! Throw something away and come back to get it.\""; - close; + mes "[Aldred]"; + mes "\"I dont think you can carry this ring... Your backpack is full! Throw something away and come back to get it.\""; + close; L_close: - close; + close; S_Update_Mask: - set QUEST_Graveyard_Inn, - (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) - | (@state << @Graveyard_Inn_SHIFT); - return; + set QUEST_Graveyard_Inn, + (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) + | (@state << @Graveyard_Inn_SHIFT); + return; } diff --git a/world/map/npc/027-2/diary.txt b/world/map/npc/027-2/diary.txt index 15eaa85e..2446daac 100644 --- a/world/map/npc/027-2/diary.txt +++ b/world/map/npc/027-2/diary.txt @@ -1,43 +1,43 @@ -027-2.gat,26,97,0 script #Diary 127, { - set @Graveyard_Inn_MASK, NIBBLE_0_MASK; - set @Graveyard_Inn_SHIFT, NIBBLE_0_SHIFT; +027-2.gat,26,97,0|script|#Diary|127, { + set @Graveyard_Inn_MASK, NIBBLE_0_MASK; + set @Graveyard_Inn_SHIFT, NIBBLE_0_SHIFT; - set @reid, ((QUEST_Graveyard_Inn & @Graveyard_Inn_MASK) >> @Graveyard_Inn_SHIFT); + set @reid, ((QUEST_Graveyard_Inn & @Graveyard_Inn_MASK) >> @Graveyard_Inn_SHIFT); - if (@reid >= 6) goto L_Diary; - end; + if (@reid >= 6) goto L_Diary; + end; L_Diary: - mes "You pull out Reid's diary from behind a huge poem book. In the back of the book, you find some entries which seem to be about Savaric."; - next; - mes "'Savaric keeps confusing me - one time he is so flirty and slinky, another time he is cold and unfriendly. What is it with this man?'"; - next; - mes "'I need to stay away from him! It's not right, what I am feeling. It seems Hamond doesn't suspect anything of my feelings - but I know, it's just a matter of time. I need to come to my senses again!'"; - next; - mes "'Oh, this chaos between Savaric and me is getting serious. I was in his room today and he put his arms around me - I wanted to push him away, but I couldn't move. It was such a sweet feeling. I was torn between my brain saying 'No!' and my body wanting to feel his touch. Then Aldred showed up and Savaric let me go.'"; - next; - mes "The next part is blurred - it seems Reid was crying while writing."; - mes "'Savaric was talking again about leaving, because he can't find the mana seed. The thought that I would never see him again made me feel like I was falling into a big black hole! I need to decide what to do. But Hamond - I owe him so much. And what about Aldred?'"; - next; - mes "'We kissed each other - oh, I'm feeling so bad. I'm a disloyal slut. But I want it to happen again.'"; - next; - mes "'I told Savaric we have to stop with it - he was very understanding. But then he started to hold me again and I couldn't resist. I completely don't know what to do! His touch at my waist, even though over my clothes, made me feel hotter than Hamonds touch ever did.'"; - next; - mes "'I don't know if Hamond suspects us - he was holding me tight all through the night, whispering declarations of love in my ears. Oh, I'm feeling so bad.'"; - next; - mes "'Hamond won't be here tomorrow night - he needs to visit our wine supplier to negotiate the prices. Savaric knows this. I'm feeling so excited - I should go with Hamond, but I told him I need to take care of the inn while he's away. Savaric.. '"; - next; - mes "This is the last entry."; - if (@reid != 6) goto L_Close; + mes "You pull out Reid's diary from behind a huge poem book. In the back of the book, you find some entries which seem to be about Savaric."; + next; + mes "'Savaric keeps confusing me - one time he is so flirty and slinky, another time he is cold and unfriendly. What is it with this man?'"; + next; + mes "'I need to stay away from him! It's not right, what I am feeling. It seems Hamond doesn't suspect anything of my feelings - but I know, it's just a matter of time. I need to come to my senses again!'"; + next; + mes "'Oh, this chaos between Savaric and me is getting serious. I was in his room today and he put his arms around me - I wanted to push him away, but I couldn't move. It was such a sweet feeling. I was torn between my brain saying 'No!' and my body wanting to feel his touch. Then Aldred showed up and Savaric let me go.'"; + next; + mes "The next part is blurred - it seems Reid was crying while writing."; + mes "'Savaric was talking again about leaving, because he can't find the mana seed. The thought that I would never see him again made me feel like I was falling into a big black hole! I need to decide what to do. But Hamond - I owe him so much. And what about Aldred?'"; + next; + mes "'We kissed each other - oh, I'm feeling so bad. I'm a disloyal slut. But I want it to happen again.'"; + next; + mes "'I told Savaric we have to stop with it - he was very understanding. But then he started to hold me again and I couldn't resist. I completely don't know what to do! His touch at my waist, even though over my clothes, made me feel hotter than Hamonds touch ever did.'"; + next; + mes "'I don't know if Hamond suspects us - he was holding me tight all through the night, whispering declarations of love in my ears. Oh, I'm feeling so bad.'"; + next; + mes "'Hamond won't be here tomorrow night - he needs to visit our wine supplier to negotiate the prices. Savaric knows this. I'm feeling so excited - I should go with Hamond, but I told him I need to take care of the inn while he's away. Savaric.. '"; + next; + mes "This is the last entry."; + if (@reid != 6) goto L_Close; - set @reid, 7; - callsub S_Update_Mask; + set @reid, 7; + callsub S_Update_Mask; L_Close: - close; + close; S_Update_Mask: - set QUEST_Graveyard_Inn, - (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) - | (@reid << @Graveyard_Inn_SHIFT); - return; + set QUEST_Graveyard_Inn, + (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) + | (@reid << @Graveyard_Inn_SHIFT); + return; } diff --git a/world/map/npc/027-2/door.txt b/world/map/npc/027-2/door.txt index 630e0ee2..7626cdd9 100644 --- a/world/map/npc/027-2/door.txt +++ b/world/map/npc/027-2/door.txt @@ -1,19 +1,19 @@ -027-2.gat,25,100,0 script #DoorIn 127,1,1,{ - set @Graveyard_Inn_MASK, NIBBLE_0_MASK; - set @Graveyard_Inn_SHIFT, NIBBLE_0_SHIFT; +027-2.gat,25,100,0|script|#DoorIn|127,1,1,{ + set @Graveyard_Inn_MASK, NIBBLE_0_MASK; + set @Graveyard_Inn_SHIFT, NIBBLE_0_SHIFT; + + set @reid, ((QUEST_Graveyard_Inn & @Graveyard_Inn_MASK) >> @Graveyard_Inn_SHIFT); + + if (@reid >= 6) goto L_Warp; + message strcharinfo(0), "The door is locked."; + end; - set @reid, ((QUEST_Graveyard_Inn & @Graveyard_Inn_MASK) >> @Graveyard_Inn_SHIFT); - - if (@reid >= 6) goto L_Warp; - message strcharinfo(0), "The door is locked."; - end; - L_Warp: - warp "027-2.gat", 27, 99; - end; + warp "027-2.gat", 27, 99; + end; } -027-2.gat,26,99,0 script #DoorOut 127,1,1,{ - warp "027-2.gat", 23, 98; - end; +027-2.gat,26,99,0|script|#DoorOut|127,1,1,{ + warp "027-2.gat", 23, 98; + end; } diff --git a/world/map/npc/027-2/evil_guard.txt b/world/map/npc/027-2/evil_guard.txt index 0ee91cfa..4ba3265d 100644 --- a/world/map/npc/027-2/evil_guard.txt +++ b/world/map/npc/027-2/evil_guard.txt @@ -1,26 +1,26 @@ -027-2.gat,100,43,0 script Blackwin 316,{ - mes "..."; - next; - mes "The guard glares at you, silently daring you to try something."; - next; - mes "[Evil Guard]"; - mes "\"I give you warning young human. My master will suffer no fools here.\""; - next; - mes "[Evil Guard]"; - mes "\"He created this as a place of leisure, and we are here to ensure that it stays that way.\""; - close; +027-2.gat,100,43,0|script|Blackwin|316,{ + mes "..."; + next; + mes "The guard glares at you, silently daring you to try something."; + next; + mes "[Evil Guard]"; + mes "\"I give you warning young human. My master will suffer no fools here.\""; + next; + mes "[Evil Guard]"; + mes "\"He created this as a place of leisure, and we are here to ensure that it stays that way.\""; + close; } -027-2.gat,112,37,0 script Forwin 316,{ - mes "[Evil Guard]"; - mes "\"" + strcharinfo(0) + "...\""; - next; - mes "[Evil Guard]"; - mes "\"I am your father...\""; - next; - mes "There is an awkward pause, and the guard bursts out laughing."; - mes ""; - mes "[Evil Guard]"; - mes "\"Just kidding! Can you imagine Golbanez' reaction if we had such puny offspring?\""; - close; +027-2.gat,112,37,0|script|Forwin|316,{ + mes "[Evil Guard]"; + mes "\"" + strcharinfo(0) + "...\""; + next; + mes "[Evil Guard]"; + mes "\"I am your father...\""; + next; + mes "There is an awkward pause, and the guard bursts out laughing."; + mes ""; + mes "[Evil Guard]"; + mes "\"Just kidding! Can you imagine Golbanez' reaction if we had such puny offspring?\""; + close; } diff --git a/world/map/npc/027-2/golbenez.txt b/world/map/npc/027-2/golbenez.txt index 651ccac1..7969fcb5 100644 --- a/world/map/npc/027-2/golbenez.txt +++ b/world/map/npc/027-2/golbenez.txt @@ -9,566 +9,566 @@ // state 6: wants jackOsouls, random chance of 1/50 to success // state 7: done -027-2.gat,39,91,0 script Golbenez 307,{ +027-2.gat,39,91,0|script|Golbenez|307,{ - set @Graveyard_Inn_MASK, NIBBLE_4_MASK; - set @Graveyard_Inn_SHIFT, NIBBLE_4_SHIFT; + set @Graveyard_Inn_MASK, NIBBLE_4_MASK; + set @Graveyard_Inn_SHIFT, NIBBLE_4_SHIFT; - set @state, ((QUEST_Graveyard_Inn & @Graveyard_Inn_MASK) >> @Graveyard_Inn_SHIFT); + set @state, ((QUEST_Graveyard_Inn & @Graveyard_Inn_MASK) >> @Graveyard_Inn_SHIFT); - set @Graveyard_Inn_Woman_MASK, NIBBLE_0_MASK; - set @Graveyard_Inn_Woman_SHIFT, NIBBLE_0_SHIFT; + set @Graveyard_Inn_Woman_MASK, NIBBLE_0_MASK; + set @Graveyard_Inn_Woman_SHIFT, NIBBLE_0_SHIFT; - set @woman, ((QUEST_Graveyard_Inn & @Graveyard_Inn_Woman_MASK) >> @Graveyard_Inn_Woman_SHIFT); + set @woman, ((QUEST_Graveyard_Inn & @Graveyard_Inn_Woman_MASK) >> @Graveyard_Inn_Woman_SHIFT); - set @Graveyard_Inn_Lover_MASK, NIBBLE_1_MASK; - set @Graveyard_Inn_Lover_SHIFT, NIBBLE_1_SHIFT; + set @Graveyard_Inn_Lover_MASK, NIBBLE_1_MASK; + set @Graveyard_Inn_Lover_SHIFT, NIBBLE_1_SHIFT; - set @lover, ((QUEST_Graveyard_Inn & @Graveyard_Inn_Lover_MASK) >> @Graveyard_Inn_Lover_SHIFT); + set @lover, ((QUEST_Graveyard_Inn & @Graveyard_Inn_Lover_MASK) >> @Graveyard_Inn_Lover_SHIFT); - set @Graveyard_Inn_Husband_MASK, NIBBLE_3_MASK; - set @Graveyard_Inn_Husband_SHIFT, NIBBLE_3_SHIFT; + set @Graveyard_Inn_Husband_MASK, NIBBLE_3_MASK; + set @Graveyard_Inn_Husband_SHIFT, NIBBLE_3_SHIFT; - set @husband, ((QUEST_Graveyard_Inn & @Graveyard_Inn_Husband_MASK) >> @Graveyard_Inn_Husband_SHIFT); + set @husband, ((QUEST_Graveyard_Inn & @Graveyard_Inn_Husband_MASK) >> @Graveyard_Inn_Husband_SHIFT); - set @ROTTENRAGS_AMOUNT, 50; - set @ROTTENRAGS_EXP, 100000; - set @UNDEADEAR_AMOUNT, 25; - set @UNDEADEAR_EXP, 150000; - set @UNDEADEYE_AMOUNT, 20; - set @UNDEADEYE_EXP, 150000; + set @ROTTENRAGS_AMOUNT, 50; + set @ROTTENRAGS_EXP, 100000; + set @UNDEADEAR_AMOUNT, 25; + set @UNDEADEAR_EXP, 150000; + set @UNDEADEYE_AMOUNT, 20; + set @UNDEADEYE_EXP, 150000; - if (@state >= 7) goto L_Done; - if (@state == 6) goto L_Soul; - if (@state == 5) goto L_All; - if (@state == 4) goto L_Savaric; - if (@state == 3) goto L_Hamond; - if (@state == 2) goto L_Reid; - if (@state == 1) goto L_Back; + if (@state >= 7) goto L_Done; + if (@state == 6) goto L_Soul; + if (@state == 5) goto L_All; + if (@state == 4) goto L_Savaric; + if (@state == 3) goto L_Hamond; + if (@state == 2) goto L_Reid; + if (@state == 1) goto L_Back; - mes "[Golbenez]"; - mes "\"How do you like my place of leisure, mortal?\""; - menu - "What is this place? Why is it full of dead people?",-, - "You look different here. Nice horns.",L_Horns, - "I'm enjoying myself, thanks for asking.",L_Close; + mes "[Golbenez]"; + mes "\"How do you like my place of leisure, mortal?\""; + menu + "What is this place? Why is it full of dead people?",-, + "You look different here. Nice horns.",L_Horns, + "I'm enjoying myself, thanks for asking.",L_Close; - mes "[Golbenez]"; - mes "\"Mortal, this is way over your head. Don't worry about that and enjoy your time.\""; + mes "[Golbenez]"; + mes "\"Mortal, this is way over your head. Don't worry about that and enjoy your time.\""; - if (@lover < 2) - goto L_Close; - menu - "I want to know. Try me.",-; + if (@lover < 2) + goto L_Close; + menu + "I want to know. Try me.",-; - mes "Golbenez takes a piercing look at you."; - mes "[Golbenez]"; - mes "\"Fine.\""; - next; - mes "\"This place was a normal inn many, many of your years ago. I found it by chance and it became one of my most favorite playgrounds ever.\""; - next; - mes "Golbenez laughs in a way which really gives you the creeps."; - next; - mes "[Golbenez]"; - mes "\"Unfortunately - it got destroyed. So I took the memories of the dead and recreated this place.\""; - menu - "What do you mean by 'playground?'",-, - "Recreated? What do you mean by that?",-; + mes "Golbenez takes a piercing look at you."; + mes "[Golbenez]"; + mes "\"Fine.\""; + next; + mes "\"This place was a normal inn many, many of your years ago. I found it by chance and it became one of my most favorite playgrounds ever.\""; + next; + mes "Golbenez laughs in a way which really gives you the creeps."; + next; + mes "[Golbenez]"; + mes "\"Unfortunately - it got destroyed. So I took the memories of the dead and recreated this place.\""; + menu + "What do you mean by 'playground?'",-, + "Recreated? What do you mean by that?",-; - mes "[Golbenez]"; - mes "\"As I said, you don't understand. You start to bore me. Leave.\""; + mes "[Golbenez]"; + mes "\"As I said, you don't understand. You start to bore me. Leave.\""; - set @state, 1; - callsub S_Update_Mask; + set @state, 1; + callsub S_Update_Mask; - close; + close; L_Back: - if (@lover >= 3) - goto L_Memory; - mes "Golbenez decides to ignore your presence."; - close; + if (@lover >= 3) + goto L_Memory; + mes "Golbenez decides to ignore your presence."; + close; L_Memory: - mes "[Golbenez]"; - mes "\"Mortal, you're back. Are you going to bore me with other stupid questions?\""; - menu - "I want to know what happened in the inn before it was destroyed.",-, - "Nevermind.",L_Close; - if ((@woman >= 7) && (@lover >= 3) && (@husband >= 4)) - goto L_Detective; - mes "[Golbenez]"; - mes "\"I was watching you playing detective. It is amusing. Play it a little longer and I may show you some of the memories from that time.\""; - close; + mes "[Golbenez]"; + mes "\"Mortal, you're back. Are you going to bore me with other stupid questions?\""; + menu + "I want to know what happened in the inn before it was destroyed.",-, + "Nevermind.",L_Close; + if ((@woman >= 7) && (@lover >= 3) && (@husband >= 4)) + goto L_Detective; + mes "[Golbenez]"; + mes "\"I was watching you playing detective. It is amusing. Play it a little longer and I may show you some of the memories from that time.\""; + close; L_Detective: - mes "[Golbenez]"; - mes "\"Watching you digging into this dirty little love story of those foolish humans has certainly been amusing so far.\""; - next; - mes "\"I can show you all their memories. Would you like that?\""; - next; - mes "\"The only thing you'd have to do is promise me your soul.\""; - menu - "No!",-, - "That's too expensive. Make another offer.",-, - "My soul?!",-; - mes "Golbenez giggles, which looks strange on such an intimidating being as he is."; - mes "[Golbenez]"; - mes "\"You should have seen your face. Really, mortals can be so funny.\""; - next; - mes "\"Ok, I'll show you the birdbrained womans memories if you bring me " + @ROTTENRAGS_AMOUNT + " Rotten Rags. And an Orange Cake.\""; - set @state, 2; - callsub S_Update_Mask; - close; + mes "[Golbenez]"; + mes "\"Watching you digging into this dirty little love story of those foolish humans has certainly been amusing so far.\""; + next; + mes "\"I can show you all their memories. Would you like that?\""; + next; + mes "\"The only thing you'd have to do is promise me your soul.\""; + menu + "No!",-, + "That's too expensive. Make another offer.",-, + "My soul?!",-; + mes "Golbenez giggles, which looks strange on such an intimidating being as he is."; + mes "[Golbenez]"; + mes "\"You should have seen your face. Really, mortals can be so funny.\""; + next; + mes "\"Ok, I'll show you the birdbrained womans memories if you bring me " + @ROTTENRAGS_AMOUNT + " Rotten Rags. And an Orange Cake.\""; + set @state, 2; + callsub S_Update_Mask; + close; L_Reid: - mes "[Golbenez]"; - mes "\"So, do you have the " + @ROTTENRAGS_AMOUNT + " Rotten Rags I want?\""; - if (countitem("RottenRags") < @ROTTENRAGS_AMOUNT) - menu - "What do you need them for?",L_Why_Stuff, - "I'm working on that.",L_Close; - menu - "Here you go.",-, - "I'm working on that.",L_Close; - if (countitem("OrangeCake") < 1) - goto L_No_Cake; - if (countitem("RottenRags") < @ROTTENRAGS_AMOUNT) - goto L_Betray; - delitem "RottenRags", @ROTTENRAGS_AMOUNT; - delitem "OrangeCake", 1; - getexp @ROTTENRAGS_EXP, 0; - - mes "[Golbenez]"; - mes "\"Very nice. I will show you the womans memories of that night. Come closer.\""; - next; - mes "\"You're hesitating but then take a step towards Golbenez. He grabs your head with his claw-like fingers.\""; - next; - callsub S_Reidsmem; - set @state, 3; - callsub S_Update_Mask; - menu - "Can I see it again?",-, - "Wow, that was interesting.",-, - "Why do you collect such personal memories?",-; - mes "Golbenez takes an amused look at you."; - next; - mes "[Golbenez]"; - mes "\"I'll explain the deal to you. Once you have paid for a memory, you can come and see it again as often as you like. And I collect whatever memory I want to. Mortals can be very amusing.\""; - next; - mes "\"I have more memories you might want to see. Bring me "+ @UNDEADEAR_AMOUNT + " Undead Ears. And a Chocolate Cake.\""; - close; + mes "[Golbenez]"; + mes "\"So, do you have the " + @ROTTENRAGS_AMOUNT + " Rotten Rags I want?\""; + if (countitem("RottenRags") < @ROTTENRAGS_AMOUNT) + menu + "What do you need them for?",L_Why_Stuff, + "I'm working on that.",L_Close; + menu + "Here you go.",-, + "I'm working on that.",L_Close; + if (countitem("OrangeCake") < 1) + goto L_No_Cake; + if (countitem("RottenRags") < @ROTTENRAGS_AMOUNT) + goto L_Betray; + delitem "RottenRags", @ROTTENRAGS_AMOUNT; + delitem "OrangeCake", 1; + getexp @ROTTENRAGS_EXP, 0; + + mes "[Golbenez]"; + mes "\"Very nice. I will show you the womans memories of that night. Come closer.\""; + next; + mes "\"You're hesitating but then take a step towards Golbenez. He grabs your head with his claw-like fingers.\""; + next; + callsub S_Reidsmem; + set @state, 3; + callsub S_Update_Mask; + menu + "Can I see it again?",-, + "Wow, that was interesting.",-, + "Why do you collect such personal memories?",-; + mes "Golbenez takes an amused look at you."; + next; + mes "[Golbenez]"; + mes "\"I'll explain the deal to you. Once you have paid for a memory, you can come and see it again as often as you like. And I collect whatever memory I want to. Mortals can be very amusing.\""; + next; + mes "\"I have more memories you might want to see. Bring me "+ @UNDEADEAR_AMOUNT + " Undead Ears. And a Chocolate Cake.\""; + close; L_Hamond: - mes "[Golbenez]"; - mes "\"Ah, mortal. Do you have the " + @UNDEADEAR_AMOUNT + " Undead Ears I want?\""; - if (countitem("UndeadEar") < @UNDEADEAR_AMOUNT) - menu - "I want to see Reids memory again.",L_R_Again, - "What will you do with them?",L_Why_Stuff, - "Not yet.",L_Close; - menu - "I want to see Reids memory again.",L_R_Again, - "I have what you want.",-, - "I'm working on that.",L_Close; - if (countitem("ChocolateCake") < 1) - goto L_No_Cake; - if (countitem("UndeadEar") < @UNDEADEAR_AMOUNT) - goto L_Betray; - delitem "UndeadEar", @UNDEADEAR_AMOUNT; - delitem "ChocolateCake", 1; - getexp @UNDEADEAR_EXP, 0; - mes "[Golbenez]"; - mes "\"Good. I'll show you the memories of the dumb husband now. Come to me.\""; - next; - mes "You step closer to Golbenez and he holds your head again."; - callsub S_Hamondsmem; - set @state, 4; - callsub S_Update_Mask; - mes "[Golbenez]"; - mes "It's really interesting how illogical humans behave."; - next; - mes "\"And how predictable they are. I can see in your eyes that you want to know how this drama went on.\""; - next; - mes "\"Bring me " + @UNDEADEYE_AMOUNT + " Undead Eyes and an Apple Cake.\""; - close; + mes "[Golbenez]"; + mes "\"Ah, mortal. Do you have the " + @UNDEADEAR_AMOUNT + " Undead Ears I want?\""; + if (countitem("UndeadEar") < @UNDEADEAR_AMOUNT) + menu + "I want to see Reids memory again.",L_R_Again, + "What will you do with them?",L_Why_Stuff, + "Not yet.",L_Close; + menu + "I want to see Reids memory again.",L_R_Again, + "I have what you want.",-, + "I'm working on that.",L_Close; + if (countitem("ChocolateCake") < 1) + goto L_No_Cake; + if (countitem("UndeadEar") < @UNDEADEAR_AMOUNT) + goto L_Betray; + delitem "UndeadEar", @UNDEADEAR_AMOUNT; + delitem "ChocolateCake", 1; + getexp @UNDEADEAR_EXP, 0; + mes "[Golbenez]"; + mes "\"Good. I'll show you the memories of the dumb husband now. Come to me.\""; + next; + mes "You step closer to Golbenez and he holds your head again."; + callsub S_Hamondsmem; + set @state, 4; + callsub S_Update_Mask; + mes "[Golbenez]"; + mes "It's really interesting how illogical humans behave."; + next; + mes "\"And how predictable they are. I can see in your eyes that you want to know how this drama went on.\""; + next; + mes "\"Bring me " + @UNDEADEYE_AMOUNT + " Undead Eyes and an Apple Cake.\""; + close; L_Savaric: - mes "[Golbenez]"; - mes "\"I hope you are bringing me the " + @UNDEADEYE_AMOUNT + " Undead Eyes I want.\""; - if (countitem("UndeadEye") < @UNDEADEYE_AMOUNT) - menu - "I want to see Reids memory again.",L_R_Again, - "I want to see Hamonds memory again.",L_H_Again, - "I really wonder what you do with the stuff I bring you.",L_Why_Stuff, - "They're hard to get. I'm still working on that.",L_Close; - menu - "I want to see Reids memory again.",L_R_Again, - "I want to see Hamonds memory again.",L_H_Again, - "I got what you want.",-, - "I'm working on that.",L_Close; - if (countitem("AppleCake") < 1) - goto L_No_Cake; - if (countitem("UndeadEye") < @UNDEADEYE_AMOUNT) - goto L_Betray; - delitem "UndeadEye", @UNDEADEYE_AMOUNT; - delitem "AppleCake", 1; - getexp @UNDEADEYE_EXP, 0; - mes "[Golbenez]"; - mes "\"Very Good. Now I'll show you the pitiful mages memory.\""; - next; - mes "He holds your head and everything grows black again."; - callsub S_Savaricsmem; - set @state, 5; - callsub S_Update_Mask; - mes "[Golbenez]"; - mes "\"Humans can be so amusing!\""; - menu - "YOU CRUEL MONSTER!",-, - "I agree. What a bunch of idiots.",-; - mes "Golbenez smiles"; - mes "[Golbenez]"; - mes "\"Oh, thank you.\""; - close; + mes "[Golbenez]"; + mes "\"I hope you are bringing me the " + @UNDEADEYE_AMOUNT + " Undead Eyes I want.\""; + if (countitem("UndeadEye") < @UNDEADEYE_AMOUNT) + menu + "I want to see Reids memory again.",L_R_Again, + "I want to see Hamonds memory again.",L_H_Again, + "I really wonder what you do with the stuff I bring you.",L_Why_Stuff, + "They're hard to get. I'm still working on that.",L_Close; + menu + "I want to see Reids memory again.",L_R_Again, + "I want to see Hamonds memory again.",L_H_Again, + "I got what you want.",-, + "I'm working on that.",L_Close; + if (countitem("AppleCake") < 1) + goto L_No_Cake; + if (countitem("UndeadEye") < @UNDEADEYE_AMOUNT) + goto L_Betray; + delitem "UndeadEye", @UNDEADEYE_AMOUNT; + delitem "AppleCake", 1; + getexp @UNDEADEYE_EXP, 0; + mes "[Golbenez]"; + mes "\"Very Good. Now I'll show you the pitiful mages memory.\""; + next; + mes "He holds your head and everything grows black again."; + callsub S_Savaricsmem; + set @state, 5; + callsub S_Update_Mask; + mes "[Golbenez]"; + mes "\"Humans can be so amusing!\""; + menu + "YOU CRUEL MONSTER!",-, + "I agree. What a bunch of idiots.",-; + mes "Golbenez smiles"; + mes "[Golbenez]"; + mes "\"Oh, thank you.\""; + close; L_All: - if (@lover == 6) goto L_Negotiate; - mes "[Golbenez]"; - mes "\"Did you come back to see the memories again?\""; - menu - "I want to see Reids memory again.",L_R_Again, - "I want to see Hamonds memory again.",L_H_Again, - "I want to see Savarics memory again.",L_S_Again, - "Nevermind.",L_Close; - close; + if (@lover == 6) goto L_Negotiate; + mes "[Golbenez]"; + mes "\"Did you come back to see the memories again?\""; + menu + "I want to see Reids memory again.",L_R_Again, + "I want to see Hamonds memory again.",L_H_Again, + "I want to see Savarics memory again.",L_S_Again, + "Nevermind.",L_Close; + close; L_Negotiate: - mes "Golbenez eyes are glowing greedily"; - mes "[Golbenez]"; - mes "\"Did you come back to see the memories again? Or are you going to offer me another deal?\""; - menu - "I want Savarics soul back.",-, - "I want to see Reids memory again.",L_R_Again, - "I want to see Hamonds memory again.",L_H_Again, - "I want to see Savarics memory again.",L_S_Again, - "Nevermind.",L_Close; - - mes "[Golbenez]"; - mes "\"Savarics soul, yes. It is a pretty nice soul, you know. From a mage... no, even better... from a loving mage. It is valuable.\""; - next; - mes "\"Why do you think it would be easy to get it back? Do you have anything of equal worth to offer?\""; - next; - menu - "What about another cake?",L_Cake, - "I'm not sure. What do you want?",-, - "No.",L_Close; - - mes "[Golbenez]"; - mes "\"Bring me a soul of at least equal power to the mage. I don't care where you get it.\""; - set @state, 6; - callsub S_Update_Mask; - close; + mes "Golbenez eyes are glowing greedily"; + mes "[Golbenez]"; + mes "\"Did you come back to see the memories again? Or are you going to offer me another deal?\""; + menu + "I want Savarics soul back.",-, + "I want to see Reids memory again.",L_R_Again, + "I want to see Hamonds memory again.",L_H_Again, + "I want to see Savarics memory again.",L_S_Again, + "Nevermind.",L_Close; + + mes "[Golbenez]"; + mes "\"Savarics soul, yes. It is a pretty nice soul, you know. From a mage... no, even better... from a loving mage. It is valuable.\""; + next; + mes "\"Why do you think it would be easy to get it back? Do you have anything of equal worth to offer?\""; + next; + menu + "What about another cake?",L_Cake, + "I'm not sure. What do you want?",-, + "No.",L_Close; + + mes "[Golbenez]"; + mes "\"Bring me a soul of at least equal power to the mage. I don't care where you get it.\""; + set @state, 6; + callsub S_Update_Mask; + close; L_Soul: - mes "[Golbenez]"; - mes "\"So, did you get a soul for me?\""; + mes "[Golbenez]"; + mes "\"So, did you get a soul for me?\""; L_Soul_Try: - if (countitem("JackOSoul") < 1) - menu - "I'll go and get one.",L_Close; - menu - "What about this Jack O Soul?",-, - "I'll go and try to find a soul.",L_Close; - - if (countitem("JackOSoul") < 1) goto L_Betray; - delitem "JackOSoul", 1; - set @soul, rand(50); - if (@soul == 0) goto L_Soul_Success; - mes "[Golbenez]"; - mes "\"No, this one isn't as powerful as the mage. Bring me another one of them.\""; - goto L_Soul_Try; + if (countitem("JackOSoul") < 1) + menu + "I'll go and get one.",L_Close; + menu + "What about this Jack O Soul?",-, + "I'll go and try to find a soul.",L_Close; + + if (countitem("JackOSoul") < 1) goto L_Betray; + delitem "JackOSoul", 1; + set @soul, rand(50); + if (@soul == 0) goto L_Soul_Success; + mes "[Golbenez]"; + mes "\"No, this one isn't as powerful as the mage. Bring me another one of them.\""; + goto L_Soul_Try; L_Soul_Success: - mes "Golbenez suddenly gets excited."; - mes "[Golbenez]"; - mes "\"Yes! This one is full of energy.\""; - next; - mes "\"So be it, mortal. I'll release Savarics soul in exchange for this one.\""; - set @state, 7; - callsub S_Update_Mask; - close; + mes "Golbenez suddenly gets excited."; + mes "[Golbenez]"; + mes "\"Yes! This one is full of energy.\""; + next; + mes "\"So be it, mortal. I'll release Savarics soul in exchange for this one.\""; + set @state, 7; + callsub S_Update_Mask; + close; L_Done: - mes "[Golbenez]"; - mes "\"I hope you enjoyed your little detective game. I certainly did.\""; - close; + mes "[Golbenez]"; + mes "\"I hope you enjoyed your little detective game. I certainly did.\""; + close; L_Cake: - mes "Golbenez laughs."; - mes "[Golbenez]"; - mes "\"That's why I like you - also you're a human, you have a nice sense of humor.\""; - close; + mes "Golbenez laughs."; + mes "[Golbenez]"; + mes "\"That's why I like you - also you're a human, you have a nice sense of humor.\""; + close; L_S_Again: - callsub S_Savaricsmem; - mes "[Golbenez]"; - mes "\"What a fool he was, even for a human.\""; - close; + callsub S_Savaricsmem; + mes "[Golbenez]"; + mes "\"What a fool he was, even for a human.\""; + close; L_R_Again: - callsub S_Reidsmem; - mes "\"This memory seems to be exciting to you. Interesting.\""; - close; + callsub S_Reidsmem; + mes "\"This memory seems to be exciting to you. Interesting.\""; + close; L_H_Again: - callsub S_Hamondsmem; - mes "[Golbenez]"; - mes "\"Humans can be so stupid, can't they?\""; - close; + callsub S_Hamondsmem; + mes "[Golbenez]"; + mes "\"Humans can be so stupid, can't they?\""; + close; L_Horns: - mes "Golbenez bursts out with laughter."; - next; - mes "[Golbenez]"; - mes "\"Mortals! They never stop surprising me.\""; - close; + mes "Golbenez bursts out with laughter."; + next; + mes "[Golbenez]"; + mes "\"Mortals! They never stop surprising me.\""; + close; L_Why_Stuff: - mes "[Golbenez]"; - mes "\"That is not your concern.\""; - close; + mes "[Golbenez]"; + mes "\"That is not your concern.\""; + close; L_Betray: - mes "[Golbenez]"; - mes "\"I'm warning you, mortal. Don't try to betray me!\""; - close; + mes "[Golbenez]"; + mes "\"I'm warning you, mortal. Don't try to betray me!\""; + close; L_No_Cake: - mes "[Golbenez]"; - mes "\"Fool! You forgot my cake!\""; - close; + mes "[Golbenez]"; + mes "\"Fool! You forgot my cake!\""; + close; L_Close: - close; + close; S_Reidsmem: - mes "[Golbenez]"; - mes "\"I'll send her memories into your brain now. Don't collapse or do something similarly foolish.\""; - next; - mes "Everything turns black. Then, slowly, you see something. You're standing outside and watching an alive-looking Hamond ride away on a carriage drawn by a mouboo.\""; - next; - mes "\"You turn back and enter a nice looking building. It seems to be the inn."; - next; - mes "Obviously you are watching Reids memories out of her eyes. You're getting excited. Or is it Reid who feels excited? You're not sure."; - next; - mes "You-Reid walks up the stairs and stops in front of the door you recognize as Savarics room. You get a twisted feeling, something between desire, guilt and despair."; - next; - mes "It seems you're not only seeing Reids memories but also feeling them!"; - next; - mes "Reid turns away from Savarics door and walks to her rooms quickly. She is shivering. You feel her heart pounding."; - next; - mes "She enters the room and pulls the red dress you already recognize from her ghost out of a chest and changes her clothes. Her heart is pounding even faster."; - next; - mes "She sits down on the bed holding her head in her hands."; - next; - mes "[Reid]"; - mes "\"This is wrong...\""; - next; - mes "Then she stands up and returns to Savarics door. She is hesitating again. Suddenly the door opens, Savaric standing there, smiling."; - next; - mes "[Savaric]"; - mes "\"I was hoping you would come.\""; - next; - mes "He reaches out his hands and you feel Reid getting dizzy."; - next; - mes "You enter his room together. There is only one candle on the table, so the light is dimmed."; - next; - mes "[Reid]"; - mes "\"I- we- Savaric- this is not right- we shouldn't do this.\""; - next; - mes "[Savaric]"; - mes "\"But you came. Sh, don't worry. Let me hold you.\""; - next; - mes "Savaric puts his arms around Reid and lead her to the bed. You feel a flush of sexual arousal."; - next; - mes "He starts to caress Reids face with his lips while his hands slip her dress from her shoulders."; - next; - mes "Reids feelings are like a firestorm and it's hard for you to concentrate on what is happening."; - next; - mes "Savaric touches her body and - you suddenly stand in front of Golbenez again, wobbling around and then fall to the ground."; - next; - mes "[Golbenez]"; - mes "\"I told you not to collapse!\""; - next; - mes "\"It seems Reids feelings were too strong for you to withstand.\""; - next; - mes "Golbenez grins."; - next; - mes "[Golbenez]"; - mes "\"But I guess you can imagine what followed.\""; - next; - return; + mes "[Golbenez]"; + mes "\"I'll send her memories into your brain now. Don't collapse or do something similarly foolish.\""; + next; + mes "Everything turns black. Then, slowly, you see something. You're standing outside and watching an alive-looking Hamond ride away on a carriage drawn by a mouboo.\""; + next; + mes "\"You turn back and enter a nice looking building. It seems to be the inn."; + next; + mes "Obviously you are watching Reids memories out of her eyes. You're getting excited. Or is it Reid who feels excited? You're not sure."; + next; + mes "You-Reid walks up the stairs and stops in front of the door you recognize as Savarics room. You get a twisted feeling, something between desire, guilt and despair."; + next; + mes "It seems you're not only seeing Reids memories but also feeling them!"; + next; + mes "Reid turns away from Savarics door and walks to her rooms quickly. She is shivering. You feel her heart pounding."; + next; + mes "She enters the room and pulls the red dress you already recognize from her ghost out of a chest and changes her clothes. Her heart is pounding even faster."; + next; + mes "She sits down on the bed holding her head in her hands."; + next; + mes "[Reid]"; + mes "\"This is wrong...\""; + next; + mes "Then she stands up and returns to Savarics door. She is hesitating again. Suddenly the door opens, Savaric standing there, smiling."; + next; + mes "[Savaric]"; + mes "\"I was hoping you would come.\""; + next; + mes "He reaches out his hands and you feel Reid getting dizzy."; + next; + mes "You enter his room together. There is only one candle on the table, so the light is dimmed."; + next; + mes "[Reid]"; + mes "\"I- we- Savaric- this is not right- we shouldn't do this.\""; + next; + mes "[Savaric]"; + mes "\"But you came. Sh, don't worry. Let me hold you.\""; + next; + mes "Savaric puts his arms around Reid and lead her to the bed. You feel a flush of sexual arousal."; + next; + mes "He starts to caress Reids face with his lips while his hands slip her dress from her shoulders."; + next; + mes "Reids feelings are like a firestorm and it's hard for you to concentrate on what is happening."; + next; + mes "Savaric touches her body and - you suddenly stand in front of Golbenez again, wobbling around and then fall to the ground."; + next; + mes "[Golbenez]"; + mes "\"I told you not to collapse!\""; + next; + mes "\"It seems Reids feelings were too strong for you to withstand.\""; + next; + mes "Golbenez grins."; + next; + mes "[Golbenez]"; + mes "\"But I guess you can imagine what followed.\""; + next; + return; S_Hamondsmem: - mes "The darkness vanishes and you see the back of a mouboo pulling the carriage you're sitting on. Or better to say, Hamond is sitting on."; - next; - mes "You feel very very nervous and worried."; - next; - mes "[Hamond]"; - mes "\"I shouldn't leave her alone with that debaucher. But she loves me. She won't give in to such a dandy. I believe in her. I trust her.\""; - next; - mes "The carriage reaches a river, but it seems the bridge is damaged. A group of people is standing at the riverside. There is one little boat, taking the people across one by one."; - next; - mes "You feel a great surge of relief growing in Hamonds chest."; - next; - mes "He shakes the reins and gets his carriage turned around. Obviously this is a great excuse for him to return to Reid at once."; - next; - mes "When he returns to the inn, sunset is already near. He tells the stableboy to take care of the mouboo and carriage, then rushes up the stairs heading to his and Reids rooms. You can feel his heart pounding."; - next; - mes "He rips the door open and the room is empty. A cold feeling grows in his chest. He turns around and sees Reid standing in front of him, wearing her best dress. The red one which makes her look so beautiful - you feel a sharp sting in Hamonds heart."; - next; - mes "The dress is crumpled and seems to be put on in haste. Her hair is in total chaos on her head."; - next; - mes "[Reid]"; - mes "\"Hamond! What are you doing here? Why are you already back?\""; - next; - mes "You feel a burning rage growing in Hamond."; - mes "[Hamond]"; - mes "\"You're not happy to see me, are you? Would you prefer me to run this inn for you but not bother you about your cockish behavior?!\""; - next; - mes "The shocked and painful but guilty look on Reids face fills Hamond with a strange mixture of pain and gratification."; - next; - mes "He grabs her arm, pulls her into the room and slams the door shut behind them. You see a fearful look on Reids face."; - next; - mes "[Reid]"; - mes "\"Hamond! Please, calm down!\""; - next; - mes "The feeling of broken trust and disappoinment seems to drive you..Hamond..crazy."; - next; - mes "Hamond slaps her across the face."; - next; - mes "[Hamond]"; - mes "\"You are MY WIFE! I'll teach you what this means!\""; - next; - mes "As Hamond grabs Reid roughly and holds her tight, you can smell her sweat and fear, but under that is the smell of another man! Hamonds vision goes red."; - next; - mes "[Hamond]"; - mes "\"You dirty slut! I did everything for you!\""; - next; - mes "Reid is struggling wildly to get out of Hamonds hold. She is surprisingly strong and both are falling against the table."; - next; - mes "The next thing you see is a teapot smashing into Hamonds face. He stumbles back."; - next; - mes "You see Reid running to the door, where she pauses and has a look back. Then she runs out of the room."; - next; - mes "Her face was drowned with tears, her lips bloody and her eye was already turning black."; - next; - mes "You feel shock and regret."; - mes "[Hamond]"; - mes "\"What did I do? Reid... How could I ever hurt you?\""; - next; - mes "Your sight turns black and with your next blink you're standing in front of Golbenez again."; - next; - return; + mes "The darkness vanishes and you see the back of a mouboo pulling the carriage you're sitting on. Or better to say, Hamond is sitting on."; + next; + mes "You feel very very nervous and worried."; + next; + mes "[Hamond]"; + mes "\"I shouldn't leave her alone with that debaucher. But she loves me. She won't give in to such a dandy. I believe in her. I trust her.\""; + next; + mes "The carriage reaches a river, but it seems the bridge is damaged. A group of people is standing at the riverside. There is one little boat, taking the people across one by one."; + next; + mes "You feel a great surge of relief growing in Hamonds chest."; + next; + mes "He shakes the reins and gets his carriage turned around. Obviously this is a great excuse for him to return to Reid at once."; + next; + mes "When he returns to the inn, sunset is already near. He tells the stableboy to take care of the mouboo and carriage, then rushes up the stairs heading to his and Reids rooms. You can feel his heart pounding."; + next; + mes "He rips the door open and the room is empty. A cold feeling grows in his chest. He turns around and sees Reid standing in front of him, wearing her best dress. The red one which makes her look so beautiful - you feel a sharp sting in Hamonds heart."; + next; + mes "The dress is crumpled and seems to be put on in haste. Her hair is in total chaos on her head."; + next; + mes "[Reid]"; + mes "\"Hamond! What are you doing here? Why are you already back?\""; + next; + mes "You feel a burning rage growing in Hamond."; + mes "[Hamond]"; + mes "\"You're not happy to see me, are you? Would you prefer me to run this inn for you but not bother you about your cockish behavior?!\""; + next; + mes "The shocked and painful but guilty look on Reids face fills Hamond with a strange mixture of pain and gratification."; + next; + mes "He grabs her arm, pulls her into the room and slams the door shut behind them. You see a fearful look on Reids face."; + next; + mes "[Reid]"; + mes "\"Hamond! Please, calm down!\""; + next; + mes "The feeling of broken trust and disappoinment seems to drive you..Hamond..crazy."; + next; + mes "Hamond slaps her across the face."; + next; + mes "[Hamond]"; + mes "\"You are MY WIFE! I'll teach you what this means!\""; + next; + mes "As Hamond grabs Reid roughly and holds her tight, you can smell her sweat and fear, but under that is the smell of another man! Hamonds vision goes red."; + next; + mes "[Hamond]"; + mes "\"You dirty slut! I did everything for you!\""; + next; + mes "Reid is struggling wildly to get out of Hamonds hold. She is surprisingly strong and both are falling against the table."; + next; + mes "The next thing you see is a teapot smashing into Hamonds face. He stumbles back."; + next; + mes "You see Reid running to the door, where she pauses and has a look back. Then she runs out of the room."; + next; + mes "Her face was drowned with tears, her lips bloody and her eye was already turning black."; + next; + mes "You feel shock and regret."; + mes "[Hamond]"; + mes "\"What did I do? Reid... How could I ever hurt you?\""; + next; + mes "Your sight turns black and with your next blink you're standing in front of Golbenez again."; + next; + return; S_Savaricsmem: - mes "As you gain your eyesight again, you find yourself bustling back and forth in Savarics room."; - next; - mes "The mixture of feelings you sense is very confusing. Worry, guilt, craving and below all that a deep feeling of luck and satisfaction."; - next; - mes "Then you hear steps outside the room. Savaric turns to the door quickly, then Reid breaks into the room."; - next; - mes "She looks totally tattered, her dress is ripped, her lips are bleeding, she has a black eye and she is sobbing uncontrollably. It takes Savaric less than a second to reach her and put his arms around her carefully."; - next; - mes "You feel a deep, cold anger."; - next; - mes "[Savaric]"; - mes "\"Reid, my love, what did he do to you? Please come and lay down.\""; - next; - mes "Savaric leads Reid to his bed and covers her gently. Then he holds and rocks her until she falls asleep. You notice Savaric is only wearing his underpants."; - next; - mes "After Reids breathing has calmed down and her oppressed face looks peaceful again, he stands up and his cold burning anger comes back."; - next; - mes "[Savaric]"; - mes "\"I won't let him get away with that!\""; - next; - mes "Savaric pulls some things out of a chest and puts them on the table. He lights some candles and begins to mix together some powders and fluids. You can feel his concentration, but below that also a great anger which restrains you from clear thought."; - next; - mes "Savaric seems to be ready with his magic ingredients and takes what he mixed together. You feel rising power inside of you. The moment you think you can't stand it anymore, the tension disappears and a purple light fills the room for a moment."; - next; - mes "Golbenez is standing in front of you"; - next; - mes "[Golbenez]"; - mes "\"Mortal! It was very rude of you to force me to this place with that spell - are you aware of the power you are playing around with?!\""; - next; - mes "Fear is rising inside of you, but also excitement and a feeling of power."; - next; - mes "[Savaric]"; - mes "\"I called you to get rid of the person who did this to this adorable woman.\""; - mes "He points at Reid"; - next; - mes "[Savaric]"; - mes "\"Tell me your charge.\""; - next; - mes "Golbenez' behavior changes immediately and he suddenly seems much friendlier."; - next; - mes "[Golbenez]"; - mes "\"Ah, you're offering me a deal. That's something else. Let me see. I can free her from all pain and anything or anyone causing her trouble.\""; - next; - mes "You feel Savarics heart pounding."; - mes "[Savaric]"; - mes "\"Yes. That's what I want. I want her to be safe from any harm.\""; - next; - mes "Golbenez' face turns into a smile."; - mes "[Golbenez]"; - mes "\"This requires some effort. It will have a remarkable price. I want your soul in exchange.\""; - next; - mes "The feeling of power disappears and is replaced with uncertainty."; - mes "[Savaric]"; - mes "\"My - soul? Can't it be something else?\""; - next; - mes "[Golbenez]"; - mes "\"Think about what you get! This woman will never feel any pain again!\""; - next; - mes "Savarics hesitation vanishes."; - mes "[Golbenez]"; - mes "\"So be it. Take my soul and prevent Reid from feeling pain ever again.\""; - next; - mes "Golbenez' smile changes to an ugly grin of malice. He reaches out to Savaric and seems to pull something out of him. Suddenly, you feel very weak and empty."; - next; - mes "In the next moment, you're laying on the ground and see Golbenez raising his arms. You sense an unbelievable magic force - what is he doing?"; - next; - mes "Undead are entering the room and one of them steps to the bed and breaks Reid neck with a quick movement. A dark and black feeling of despair is rising inside of you."; - next; - mes "[Savaric]"; - mes "\"NO!! What are you doing?\""; - next; - mes "[Golbenez]"; - mes "\"She will never feel pain anymore. Just like everyone else in this inn - besides you, foolish mortal.\""; - next; - mes "Golbenez leaves the room and you feel Savaric giving in to his pain. He is laying on the floor and trying to understand what he did."; - next; - mes "After a few moments of only feeling his suffering, Savaric finally manages to stand up again. He can't stand to see Reids dead body anymore and stumbles out of the room."; - next; - mes "But what you can see in the rest of the inn isn't able to ease the suffering you're feeling. The undead have slaughtered every person in the inn, leaving only Savaric alive."; - next; - mes "Savaric seems stunned by shock. He slowly returns to his room and kneels in front of the bed, taking Reids hand."; - next; - mes "[Savaric]"; - mes "\"Reid - I'm so sorry. My haughtiness was greater than my skills.\""; - next; - mes "The numb feeling gives way to a new feeling of determination."; - next; - mes "Savaric pulls a rope out of the chest beside the bed."; - mes "[Savaric]"; - mes "\"Now there's only one thing left for me to do.\""; - next; - mes "Your vision turns black again and you're standing in front of Golbenez."; - return; + mes "As you gain your eyesight again, you find yourself bustling back and forth in Savarics room."; + next; + mes "The mixture of feelings you sense is very confusing. Worry, guilt, craving and below all that a deep feeling of luck and satisfaction."; + next; + mes "Then you hear steps outside the room. Savaric turns to the door quickly, then Reid breaks into the room."; + next; + mes "She looks totally tattered, her dress is ripped, her lips are bleeding, she has a black eye and she is sobbing uncontrollably. It takes Savaric less than a second to reach her and put his arms around her carefully."; + next; + mes "You feel a deep, cold anger."; + next; + mes "[Savaric]"; + mes "\"Reid, my love, what did he do to you? Please come and lay down.\""; + next; + mes "Savaric leads Reid to his bed and covers her gently. Then he holds and rocks her until she falls asleep. You notice Savaric is only wearing his underpants."; + next; + mes "After Reids breathing has calmed down and her oppressed face looks peaceful again, he stands up and his cold burning anger comes back."; + next; + mes "[Savaric]"; + mes "\"I won't let him get away with that!\""; + next; + mes "Savaric pulls some things out of a chest and puts them on the table. He lights some candles and begins to mix together some powders and fluids. You can feel his concentration, but below that also a great anger which restrains you from clear thought."; + next; + mes "Savaric seems to be ready with his magic ingredients and takes what he mixed together. You feel rising power inside of you. The moment you think you can't stand it anymore, the tension disappears and a purple light fills the room for a moment."; + next; + mes "Golbenez is standing in front of you"; + next; + mes "[Golbenez]"; + mes "\"Mortal! It was very rude of you to force me to this place with that spell - are you aware of the power you are playing around with?!\""; + next; + mes "Fear is rising inside of you, but also excitement and a feeling of power."; + next; + mes "[Savaric]"; + mes "\"I called you to get rid of the person who did this to this adorable woman.\""; + mes "He points at Reid"; + next; + mes "[Savaric]"; + mes "\"Tell me your charge.\""; + next; + mes "Golbenez' behavior changes immediately and he suddenly seems much friendlier."; + next; + mes "[Golbenez]"; + mes "\"Ah, you're offering me a deal. That's something else. Let me see. I can free her from all pain and anything or anyone causing her trouble.\""; + next; + mes "You feel Savarics heart pounding."; + mes "[Savaric]"; + mes "\"Yes. That's what I want. I want her to be safe from any harm.\""; + next; + mes "Golbenez' face turns into a smile."; + mes "[Golbenez]"; + mes "\"This requires some effort. It will have a remarkable price. I want your soul in exchange.\""; + next; + mes "The feeling of power disappears and is replaced with uncertainty."; + mes "[Savaric]"; + mes "\"My - soul? Can't it be something else?\""; + next; + mes "[Golbenez]"; + mes "\"Think about what you get! This woman will never feel any pain again!\""; + next; + mes "Savarics hesitation vanishes."; + mes "[Golbenez]"; + mes "\"So be it. Take my soul and prevent Reid from feeling pain ever again.\""; + next; + mes "Golbenez' smile changes to an ugly grin of malice. He reaches out to Savaric and seems to pull something out of him. Suddenly, you feel very weak and empty."; + next; + mes "In the next moment, you're laying on the ground and see Golbenez raising his arms. You sense an unbelievable magic force - what is he doing?"; + next; + mes "Undead are entering the room and one of them steps to the bed and breaks Reid neck with a quick movement. A dark and black feeling of despair is rising inside of you."; + next; + mes "[Savaric]"; + mes "\"NO!! What are you doing?\""; + next; + mes "[Golbenez]"; + mes "\"She will never feel pain anymore. Just like everyone else in this inn - besides you, foolish mortal.\""; + next; + mes "Golbenez leaves the room and you feel Savaric giving in to his pain. He is laying on the floor and trying to understand what he did."; + next; + mes "After a few moments of only feeling his suffering, Savaric finally manages to stand up again. He can't stand to see Reids dead body anymore and stumbles out of the room."; + next; + mes "But what you can see in the rest of the inn isn't able to ease the suffering you're feeling. The undead have slaughtered every person in the inn, leaving only Savaric alive."; + next; + mes "Savaric seems stunned by shock. He slowly returns to his room and kneels in front of the bed, taking Reids hand."; + next; + mes "[Savaric]"; + mes "\"Reid - I'm so sorry. My haughtiness was greater than my skills.\""; + next; + mes "The numb feeling gives way to a new feeling of determination."; + next; + mes "Savaric pulls a rope out of the chest beside the bed."; + mes "[Savaric]"; + mes "\"Now there's only one thing left for me to do.\""; + next; + mes "Your vision turns black again and you're standing in front of Golbenez."; + return; S_Update_Mask: - set QUEST_Graveyard_Inn, - (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) - | (@state << @Graveyard_Inn_SHIFT); - return; + set QUEST_Graveyard_Inn, + (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) + | (@state << @Graveyard_Inn_SHIFT); + return; } diff --git a/world/map/npc/027-2/gy_inn_shops.txt b/world/map/npc/027-2/gy_inn_shops.txt index 7a48a60e..982b001b 100644 --- a/world/map/npc/027-2/gy_inn_shops.txt +++ b/world/map/npc/027-2/gy_inn_shops.txt @@ -7,38 +7,38 @@ // banker: function -027-2.gat,75,22,0 shop Chef 300,ZombieNachos :-1,LadyFingers :-1,JellAhh :-1,Snapple :-1 -027-2.gat,90,36,0 shop Estrilda 301,BeetleJuice :-1,GutBuster :-1,BloodWine :-1 -027-2.gat,93,22,0 shop Umfrey 302,BoneArrows :-1,ShockSweet :-1 -027-2.gat,56,99,0 shop Leofwin 304,CactusDrink :-1,CactusPotion :-1,BugLeg :-1,SmallMushroom :-1,IronPotion :-1,ConcentrationPotion :-1,HardSpike :-1,DarkCrystal :-1,Root :-1,WispPowder :-1,SpectrePowder :-1,PoltergeistPowder :-1 - -027-2.gat,106,22,0 script Edwin 309,{ - set @npcname$, "Edwin"; - - mes "[" + @npcname$ + "]"; - mes "\"This place is always busy.\""; - next; - mes "\"Be careful about bumping into the patrons, they might not take it kindly if you spill their drink.\""; - close; +027-2.gat,75,22,0|shop|Chef|300,ZombieNachos :-1,LadyFingers :-1,JellAhh :-1,Snapple :-1 +027-2.gat,90,36,0|shop|Estrilda|301,BeetleJuice :-1,GutBuster :-1,BloodWine :-1 +027-2.gat,93,22,0|shop|Umfrey|302,BoneArrows :-1,ShockSweet :-1 +027-2.gat,56,99,0|shop|Leofwin|304,CactusDrink :-1,CactusPotion :-1,BugLeg :-1,SmallMushroom :-1,IronPotion :-1,ConcentrationPotion :-1,HardSpike :-1,DarkCrystal :-1,Root :-1,WispPowder :-1,SpectrePowder :-1,PoltergeistPowder :-1 + +027-2.gat,106,22,0|script|Edwin|309,{ + set @npcname$, "Edwin"; + + mes "[" + @npcname$ + "]"; + mes "\"This place is always busy.\""; + next; + mes "\"Be careful about bumping into the patrons, they might not take it kindly if you spill their drink.\""; + close; } // Inn -027-2.gat,107,39,0 script Barbara Grey 320,{ - set @npcname$, "Barbara Grey"; - set @cost, 1000; - - mes "[" + @npcname$ + "]"; - mes "\"Don't be shy darling."; - mes "\"Come on in and have a nice long ... long slumber ..."; - next; - callfunc "Inn"; +027-2.gat,107,39,0|script|Barbara Grey|320,{ + set @npcname$, "Barbara Grey"; + set @cost, 1000; + + mes "[" + @npcname$ + "]"; + mes "\"Don't be shy darling."; + mes "\"Come on in and have a nice long ... long slumber ..."; + next; + callfunc "Inn"; } // Bank and Storage -027-2.gat,88,22,0 script J.P. Morbid 321,{ - callfunc "ClearVariables"; - set @npcname$, "J.P. Morbid"; - callfunc "Banker"; - close; +027-2.gat,88,22,0|script|J.P. Morbid|321,{ + callfunc "ClearVariables"; + set @npcname$, "J.P. Morbid"; + callfunc "Banker"; + close; } diff --git a/world/map/npc/027-2/headless_man.txt b/world/map/npc/027-2/headless_man.txt index 5e7454ca..94188f5b 100644 --- a/world/map/npc/027-2/headless_man.txt +++ b/world/map/npc/027-2/headless_man.txt @@ -5,203 +5,203 @@ // state 2: items delivered, return for reward and followup story // state 3: quest completed -027-2.gat,22,76,0 script Thurstan 318,{ - - if (Sex == 0) set @madamsir$, "Madam"; - if (Sex == 1) set @madamsir$, "Sir"; - - set @Graveyard_Inn_MASK, NIBBLE_6_MASK; - set @Graveyard_Inn_SHIFT, NIBBLE_6_SHIFT; - - set @state, ((QUEST_Graveyard_Inn & @Graveyard_Inn_MASK) >> @Graveyard_Inn_SHIFT); - - set @Wisp_Powder, 50; - set @Polt_Powder, 50; - set @Spec_Powder, 50; - set @Iron_Pot, 50; - set @Conc_Pot, 30; - set @Red_Dye, 50; - set @Yellow_Dye, 50; - set @LB_Dye, 50; - - set @Glue_Exp, 50000; - - if (@state >= 3) goto L_Final; - if (@state == 2) goto L_Quest_finished; - if (@state == 1) goto L_Quest_progress; - - mes "You see a man, propped up against the foot of the bed."; - mes "In his hand, he is holding what you assume to be his own head."; - next; - mes "You jump back a bit, startled, as the head starts talking to you!"; - mes "It's a little strange watching him talk, but it's better than looking at what's left of his neck."; - next; - if (baselevel < 85) goto L_greet; - mes "[Headless Man]"; - mes "\"Hello " + @madamsir$ + ". My name is Thurstan. Could I ask your assistance with something? I seem to be in a spot of difficulty.\""; - menu - "I'll listen, just keep that thing from dripping on me.", L_Quest_ask, - "Ack, a bloody talking head! Gross, no way!", L_Quest_close; +027-2.gat,22,76,0|script|Thurstan|318,{ + + if (Sex == 0) set @madamsir$, "Madam"; + if (Sex == 1) set @madamsir$, "Sir"; + + set @Graveyard_Inn_MASK, NIBBLE_6_MASK; + set @Graveyard_Inn_SHIFT, NIBBLE_6_SHIFT; + + set @state, ((QUEST_Graveyard_Inn & @Graveyard_Inn_MASK) >> @Graveyard_Inn_SHIFT); + + set @Wisp_Powder, 50; + set @Polt_Powder, 50; + set @Spec_Powder, 50; + set @Iron_Pot, 50; + set @Conc_Pot, 30; + set @Red_Dye, 50; + set @Yellow_Dye, 50; + set @LB_Dye, 50; + + set @Glue_Exp, 50000; + + if (@state >= 3) goto L_Final; + if (@state == 2) goto L_Quest_finished; + if (@state == 1) goto L_Quest_progress; + + mes "You see a man, propped up against the foot of the bed."; + mes "In his hand, he is holding what you assume to be his own head."; + next; + mes "You jump back a bit, startled, as the head starts talking to you!"; + mes "It's a little strange watching him talk, but it's better than looking at what's left of his neck."; + next; + if (baselevel < 85) goto L_greet; + mes "[Headless Man]"; + mes "\"Hello " + @madamsir$ + ". My name is Thurstan. Could I ask your assistance with something? I seem to be in a spot of difficulty.\""; + menu + "I'll listen, just keep that thing from dripping on me.", L_Quest_ask, + "Ack, a bloody talking head! Gross, no way!", L_Quest_close; L_greet: - mes "[Headless Man]"; - mes "\"Greetings " + @madamsir$ + "! Do you have any duck tape?\""; - close; + mes "[Headless Man]"; + mes "\"Greetings " + @madamsir$ + "! Do you have any duck tape?\""; + close; L_Quest_ask: - mes "[Thurstan]"; - mes "\"A little while ago there was a patron visiting the inn...I can't remember his name now. He noticed this predicament I am in and offered to help me. He told me that he was an alchemist and that he had a recipe for an adhesive that would keep my head where it's supposed to be. Unfortunately, he wasn't able to stay long enough to gather all the ingredients for the spell, so he gave me the recipe instead. However, it's rather hard to gather things when I have to carry it around all day.\""; - next; - mes "[Thurstan]"; - mes "\"I have a list of items and how many of each are needed. Would you mind gathering them for me?\""; - menu - "Lay it on me, Mr. Noggin!", L_Quest_start, - "Sorry, I'm kinda busy with, you know, living.", L_Quest_no; + mes "[Thurstan]"; + mes "\"A little while ago there was a patron visiting the inn...I can't remember his name now. He noticed this predicament I am in and offered to help me. He told me that he was an alchemist and that he had a recipe for an adhesive that would keep my head where it's supposed to be. Unfortunately, he wasn't able to stay long enough to gather all the ingredients for the spell, so he gave me the recipe instead. However, it's rather hard to gather things when I have to carry it around all day.\""; + next; + mes "[Thurstan]"; + mes "\"I have a list of items and how many of each are needed. Would you mind gathering them for me?\""; + menu + "Lay it on me, Mr. Noggin!", L_Quest_start, + "Sorry, I'm kinda busy with, you know, living.", L_Quest_no; L_Quest_close: - close; + close; L_Quest_start: - mes "[Thurstan]"; - mes "\"Great! I will need the following things.\""; - mes "\"" + @Wisp_Powder + " Wisp Powder,\""; - mes "\"" + @Polt_Powder + " Poltergeist Powder,\""; - mes "\"" + @Spec_Powder + " Spectre Powder,\""; - mes "\"" + @Iron_Pot + " Iron Potion,\""; - mes "\"" + @Conc_Pot + " Concentration Potion,\""; - mes "\"" + @Red_Dye + " vials of Red Dye,\""; - mes "\"" + @Yellow_Dye + " vials of Yellow Dye,\""; - mes "\"and...\""; - mes "\"" + @LB_Dye + " vials of Light Blue Dye,\""; - next; - mes "[Thurstan]"; - mes "\"My friend also said that I should use a metal bowl instead of a wooden one. I don't have one and I think a cauldron from the kitchen would be too big. Perhaps we could use an Infantry Helmet to serve that task.\""; - next; - mes "[Thurstan]"; - mes "\"I know it probably doesn't seem like that much to you, but it is a really big deal for me. I will try to find something to compensate you for your efforts.\""; - set @state, 1; - callsub S_Update_Mask; - close; + mes "[Thurstan]"; + mes "\"Great! I will need the following things.\""; + mes "\"" + @Wisp_Powder + " Wisp Powder,\""; + mes "\"" + @Polt_Powder + " Poltergeist Powder,\""; + mes "\"" + @Spec_Powder + " Spectre Powder,\""; + mes "\"" + @Iron_Pot + " Iron Potion,\""; + mes "\"" + @Conc_Pot + " Concentration Potion,\""; + mes "\"" + @Red_Dye + " vials of Red Dye,\""; + mes "\"" + @Yellow_Dye + " vials of Yellow Dye,\""; + mes "\"and...\""; + mes "\"" + @LB_Dye + " vials of Light Blue Dye,\""; + next; + mes "[Thurstan]"; + mes "\"My friend also said that I should use a metal bowl instead of a wooden one. I don't have one and I think a cauldron from the kitchen would be too big. Perhaps we could use an Infantry Helmet to serve that task.\""; + next; + mes "[Thurstan]"; + mes "\"I know it probably doesn't seem like that much to you, but it is a really big deal for me. I will try to find something to compensate you for your efforts.\""; + set @state, 1; + callsub S_Update_Mask; + close; L_Quest_no: - mes "[Thurstan]"; - mes "\"Very well. Just don't come looking to me when your own head falls off!\""; - close; + mes "[Thurstan]"; + mes "\"Very well. Just don't come looking to me when your own head falls off!\""; + close; L_Quest_progress: - mes "[Thurstan]"; - mes "Have you managed to find those items yet?\""; - menu - "Yes, here you go!", L_Quest_check, - "What was I supposed to get again?", L_Quest_items, - "No, I'm still working on it.", L_Quest_close; + mes "[Thurstan]"; + mes "Have you managed to find those items yet?\""; + menu + "Yes, here you go!", L_Quest_check, + "What was I supposed to get again?", L_Quest_items, + "No, I'm still working on it.", L_Quest_close; L_Quest_check: - if (countitem("WispPowder") < @Wisp_Powder || - countitem("PoltergeistPowder") < @Polt_Powder || - countitem("SpectrePowder") < @Spec_Powder || - countitem("IronPotion") < @Iron_Pot || - countitem("ConcentrationPotion") < @Conc_Pot || - countitem("RedDye") < @Red_Dye || - countitem("YellowDye") < @Yellow_Dye || - countitem("LightBlueDye") < @LB_Dye || - countitem("InfantryHelmet") < 1) goto L_Quest_notenough; - - delitem "WispPowder", @Wisp_Powder; - delitem "PoltergeistPowder", @Polt_Powder; - delitem "SpectrePowder", @Spec_Powder; - delitem "IronPotion", @Iron_Pot; - delitem "ConcentrationPotion", @Conc_Pot; - delitem "RedDye", @Red_Dye; - delitem "YellowDye", @Yellow_Dye; - delitem "LightBlueDye", @LB_Dye; - delitem "InfantryHelmet", 1; - getexp @Glue_Exp, 0; - mes "[Thurstan]"; - mes "\"Excellent, excellent!\""; - mes ""; - mes "Thurstan takes your ingredients and seperates them into little piles according to some complex formula he is reading, seemingly from the tops of his shoes."; - next; - mes "[Thurstan]"; - mes "\"Now if I could prevail upon you to mix the ingredients according to the instructions I have here, I would be greatly indebted.\""; - next; - mes "You mix the powders together in the Infantry bowl, adding potions and dyes as instructed. Gradually, the concoction starts to get tacky and takes on a hue similar to Thurstan's skin."; - mes "You can see him starting to get excited beside you..."; - next; - mes "[Thurstan]"; - mes "\"Oh this is perfect! I'll be back in action in no time!\""; - next; - mes "Thurstan covers the base of his neck with a thick coat of the glue using his free hand. He then lifts his head in both hands, places it on the layer of adhesive, and makes some minor adjustments to the position. He mutters an incantation that you can't make out and the wound across his neck seems to fade away."; - misceffect sfx_magic_transmute; - next; - mes "Thurstan is practically jumping for joy now."; - mes ""; - mes "[Thurstan]"; - mes "\"Thank you so much! That is such a weight on my shoulders! Now that I have some mobility back, let me see what I can do to repay you. Would you mind coming back in a few minutes?\""; - set @state, 2; - callsub S_Update_Mask; - close; + if (countitem("WispPowder") < @Wisp_Powder || + countitem("PoltergeistPowder") < @Polt_Powder || + countitem("SpectrePowder") < @Spec_Powder || + countitem("IronPotion") < @Iron_Pot || + countitem("ConcentrationPotion") < @Conc_Pot || + countitem("RedDye") < @Red_Dye || + countitem("YellowDye") < @Yellow_Dye || + countitem("LightBlueDye") < @LB_Dye || + countitem("InfantryHelmet") < 1) goto L_Quest_notenough; + + delitem "WispPowder", @Wisp_Powder; + delitem "PoltergeistPowder", @Polt_Powder; + delitem "SpectrePowder", @Spec_Powder; + delitem "IronPotion", @Iron_Pot; + delitem "ConcentrationPotion", @Conc_Pot; + delitem "RedDye", @Red_Dye; + delitem "YellowDye", @Yellow_Dye; + delitem "LightBlueDye", @LB_Dye; + delitem "InfantryHelmet", 1; + getexp @Glue_Exp, 0; + mes "[Thurstan]"; + mes "\"Excellent, excellent!\""; + mes ""; + mes "Thurstan takes your ingredients and seperates them into little piles according to some complex formula he is reading, seemingly from the tops of his shoes."; + next; + mes "[Thurstan]"; + mes "\"Now if I could prevail upon you to mix the ingredients according to the instructions I have here, I would be greatly indebted.\""; + next; + mes "You mix the powders together in the Infantry bowl, adding potions and dyes as instructed. Gradually, the concoction starts to get tacky and takes on a hue similar to Thurstan's skin."; + mes "You can see him starting to get excited beside you..."; + next; + mes "[Thurstan]"; + mes "\"Oh this is perfect! I'll be back in action in no time!\""; + next; + mes "Thurstan covers the base of his neck with a thick coat of the glue using his free hand. He then lifts his head in both hands, places it on the layer of adhesive, and makes some minor adjustments to the position. He mutters an incantation that you can't make out and the wound across his neck seems to fade away."; + misceffect sfx_magic_transmute; + next; + mes "Thurstan is practically jumping for joy now."; + mes ""; + mes "[Thurstan]"; + mes "\"Thank you so much! That is such a weight on my shoulders! Now that I have some mobility back, let me see what I can do to repay you. Would you mind coming back in a few minutes?\""; + set @state, 2; + callsub S_Update_Mask; + close; L_Quest_notenough: - mes "Thurstan quickly looks through the items you've brought."; - mes "[Thurstan]"; - mes "\"It seems you are missing a few things. Please come back once you have everything on the list.\""; - close; + mes "Thurstan quickly looks through the items you've brought."; + mes "[Thurstan]"; + mes "\"It seems you are missing a few things. Please come back once you have everything on the list.\""; + close; L_Quest_items: - mes "[Thurstan]"; - mes "\"" + @Wisp_Powder + " Wisp Powder,\""; - mes "\"" + @Polt_Powder + " Poltergeist Powder,\""; - mes "\"" + @Spec_Powder + " Spectre Powder,\""; - mes "\"" + @Iron_Pot + " Iron Potion,\""; - mes "\"" + @Conc_Pot + " Concentration Potion,\""; - mes "\"" + @Red_Dye + " vials of Red Dye,\""; - mes "\"" + @Yellow_Dye + " vials of Yellow Dye,\""; - mes "\"" + @LB_Dye + " vials of Light Blue Dye,\""; - mes "\"We'll also need 1 Infantry Helmet to use as a bowl for mixing everything together.\""; - close; + mes "[Thurstan]"; + mes "\"" + @Wisp_Powder + " Wisp Powder,\""; + mes "\"" + @Polt_Powder + " Poltergeist Powder,\""; + mes "\"" + @Spec_Powder + " Spectre Powder,\""; + mes "\"" + @Iron_Pot + " Iron Potion,\""; + mes "\"" + @Conc_Pot + " Concentration Potion,\""; + mes "\"" + @Red_Dye + " vials of Red Dye,\""; + mes "\"" + @Yellow_Dye + " vials of Yellow Dye,\""; + mes "\"" + @LB_Dye + " vials of Light Blue Dye,\""; + mes "\"We'll also need 1 Infantry Helmet to use as a bowl for mixing everything together.\""; + close; L_Quest_finished: - mes "[Thurstan]"; - mes "\"Thank you for all your help.\""; - next; - mes "[Thurstan]"; - mes "\"It worked well and the bond seemed to be holding for a while. Then I started feeling a strange tingling in my neck. I suppose that was the adhesive starting to dissolve. I was leaned over my trunk digging around for something appropriate to give you..Aaaand once again my head left it's proper place.\""; - next; - getinventorylist; - if (@inventorylist_count == 100) goto L_Full_Inv; - mes "[Thurstan]"; - mes "\"Please take this for your efforts. I got it in payment of some work I did protecting the pinkie population from a terrible scourge some time ago.\""; - getitem "pinkiehelmet", 1; - set @state, 3; - callsub S_Update_Mask; - close; + mes "[Thurstan]"; + mes "\"Thank you for all your help.\""; + next; + mes "[Thurstan]"; + mes "\"It worked well and the bond seemed to be holding for a while. Then I started feeling a strange tingling in my neck. I suppose that was the adhesive starting to dissolve. I was leaned over my trunk digging around for something appropriate to give you..Aaaand once again my head left it's proper place.\""; + next; + getinventorylist; + if (@inventorylist_count == 100) goto L_Full_Inv; + mes "[Thurstan]"; + mes "\"Please take this for your efforts. I got it in payment of some work I did protecting the pinkie population from a terrible scourge some time ago.\""; + getitem "pinkiehelmet", 1; + set @state, 3; + callsub S_Update_Mask; + close; L_Full_Inv: - mes "[Thurstan]"; - mes "\"I'd like to give you something for your efforts, but you're carrying too much stuff.\""; - close; + mes "[Thurstan]"; + mes "\"I'd like to give you something for your efforts, but you're carrying too much stuff.\""; + close; L_Final: - mes "[Thurstan]"; - mes "\"I guess I will need to find another way to re-attach my cranium. If you come across any good alchemists who might be able to help, please let me know.\""; - close; + mes "[Thurstan]"; + mes "\"I guess I will need to find another way to re-attach my cranium. If you come across any good alchemists who might be able to help, please let me know.\""; + close; S_Update_Mask: set QUEST_Graveyard_Inn, - (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) + (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) | (@state << @Graveyard_Inn_SHIFT); return; diff --git a/world/map/npc/027-2/husband.txt b/world/map/npc/027-2/husband.txt index fef2bafd..0d89709d 100644 --- a/world/map/npc/027-2/husband.txt +++ b/world/map/npc/027-2/husband.txt @@ -9,319 +9,319 @@ // state 6: is set in reid, gives as reward a special bowler hat // state 7: done -027-2.gat,22,84,0 script Hamond 319,{ - - set @Graveyard_Inn_MASK, NIBBLE_3_MASK; - set @Graveyard_Inn_SHIFT, NIBBLE_3_SHIFT; - - set @state, ((QUEST_Graveyard_Inn & @Graveyard_Inn_MASK) >> @Graveyard_Inn_SHIFT); - - set @Graveyard_Inn_Woman_MASK, NIBBLE_0_MASK; - set @Graveyard_Inn_Woman_SHIFT, NIBBLE_0_SHIFT; - - set @woman, ((QUEST_Graveyard_Inn & @Graveyard_Inn_Woman_MASK) >> @Graveyard_Inn_Woman_SHIFT); - - set @Graveyard_Inn_Kid_MASK, NIBBLE_2_MASK; - set @Graveyard_Inn_Kid_SHIFT, NIBBLE_2_SHIFT; - - set @kidstate, ((QUEST_Graveyard_Inn & @Graveyard_Inn_Kid_MASK) >> @Graveyard_Inn_Kid_SHIFT); - - set @ICE_CUBE_AMOUNT, 100; - set @ICE_CUBE_EXP, 75000; - set @BONE_AMOUNT, 100; - set @SKULL_AMOUNT, 75; - set @BONE_EXP, 100000; - set @RUBY_AMOUNT, 50; // caution, this value needs to be the same as in the innkeepers script! - - if (@state >= 7) goto L_Thanks; - if (@state == 6) goto L_Apologize; - if (@state == 5) goto L_Waiting; - if (@state == 4) goto L_News; - if (@state == 3) goto L_Brought_Bones; - if (@state == 2) goto L_Check_Bones; - if (@state == 1) goto L_Ice_Cube; - - mes "[Pale Man]"; - mes "\"Hello, I hope you're enjoying your time in Reid's Inn. My name is Hamond, and I'm running this inn together with my beautiful wife Reid. If there is anything I can do for you, please let me know.\""; - if (baselevel < 85) goto L_Close; - next; - menu - "I'd like to know why all the people in here are dead.",-, - "Are you feeling well? You look very pale... In fact, deathly pale.",-, - "Thank you, but I'm fine.", L_Close; - - mes "Hamond seems very confused. Then he notices the grey color of his hands and begins to shake his head in panic."; - mes "[Hamond]"; - mes "\"WHAT IS THIS?\""; - next; - mes "Because of the fast movement of his head, it hinges back in his neck along a cut in his throat.. a deep cut you didn't notice before."; - next; - mes "You're trying hard not to run away screaming. Instead, you grab his hair and pull his head back into place."; - next; - mes "Hamond blinks a few times, with a puzzled look on his face."; - mes "[Hamond]"; - mes "\"That was uncomfortable! I guess you are right. I am dead. Weird.\""; - next; - mes "\"How can I be dead if I am walking around and talking? This is very strange. \""; - next; - mes "\"But nevertheless, I will continue to run this inn and do my best to make all our patrons happy and satisfied - be they alive or dead.\""; - next; - menu - "Can I help with that?", -; - mes "[Hamond]"; - mes "\"Help me? Normally I would never ask you for this, but actually, I do need something to cool the drinks. Maybe you can find something.\""; - - set @state, 1; - callsub S_Update_Mask; - - close; +027-2.gat,22,84,0|script|Hamond|319,{ + + set @Graveyard_Inn_MASK, NIBBLE_3_MASK; + set @Graveyard_Inn_SHIFT, NIBBLE_3_SHIFT; + + set @state, ((QUEST_Graveyard_Inn & @Graveyard_Inn_MASK) >> @Graveyard_Inn_SHIFT); + + set @Graveyard_Inn_Woman_MASK, NIBBLE_0_MASK; + set @Graveyard_Inn_Woman_SHIFT, NIBBLE_0_SHIFT; + + set @woman, ((QUEST_Graveyard_Inn & @Graveyard_Inn_Woman_MASK) >> @Graveyard_Inn_Woman_SHIFT); + + set @Graveyard_Inn_Kid_MASK, NIBBLE_2_MASK; + set @Graveyard_Inn_Kid_SHIFT, NIBBLE_2_SHIFT; + + set @kidstate, ((QUEST_Graveyard_Inn & @Graveyard_Inn_Kid_MASK) >> @Graveyard_Inn_Kid_SHIFT); + + set @ICE_CUBE_AMOUNT, 100; + set @ICE_CUBE_EXP, 75000; + set @BONE_AMOUNT, 100; + set @SKULL_AMOUNT, 75; + set @BONE_EXP, 100000; + set @RUBY_AMOUNT, 50; // caution, this value needs to be the same as in the innkeepers script! + + if (@state >= 7) goto L_Thanks; + if (@state == 6) goto L_Apologize; + if (@state == 5) goto L_Waiting; + if (@state == 4) goto L_News; + if (@state == 3) goto L_Brought_Bones; + if (@state == 2) goto L_Check_Bones; + if (@state == 1) goto L_Ice_Cube; + + mes "[Pale Man]"; + mes "\"Hello, I hope you're enjoying your time in Reid's Inn. My name is Hamond, and I'm running this inn together with my beautiful wife Reid. If there is anything I can do for you, please let me know.\""; + if (baselevel < 85) goto L_Close; + next; + menu + "I'd like to know why all the people in here are dead.",-, + "Are you feeling well? You look very pale... In fact, deathly pale.",-, + "Thank you, but I'm fine.", L_Close; + + mes "Hamond seems very confused. Then he notices the grey color of his hands and begins to shake his head in panic."; + mes "[Hamond]"; + mes "\"WHAT IS THIS?\""; + next; + mes "Because of the fast movement of his head, it hinges back in his neck along a cut in his throat.. a deep cut you didn't notice before."; + next; + mes "You're trying hard not to run away screaming. Instead, you grab his hair and pull his head back into place."; + next; + mes "Hamond blinks a few times, with a puzzled look on his face."; + mes "[Hamond]"; + mes "\"That was uncomfortable! I guess you are right. I am dead. Weird.\""; + next; + mes "\"How can I be dead if I am walking around and talking? This is very strange. \""; + next; + mes "\"But nevertheless, I will continue to run this inn and do my best to make all our patrons happy and satisfied - be they alive or dead.\""; + next; + menu + "Can I help with that?", -; + mes "[Hamond]"; + mes "\"Help me? Normally I would never ask you for this, but actually, I do need something to cool the drinks. Maybe you can find something.\""; + + set @state, 1; + callsub S_Update_Mask; + + close; L_Ice_Cube: - mes "[Hamond]"; - mes "\"Hello my friend! Good to see you again. Did you find something to cool the drinks?\""; - next; + mes "[Hamond]"; + mes "\"Hello my friend! Good to see you again. Did you find something to cool the drinks?\""; + next; - if ((@kidstate == 4) && countitem("IceCube") > 0) - menu - "Maybe this never melting Ice Cube?", L_Check_Ice, - "I found this in the main hall. Do you know to whom it belongs?", L_Ring, - "I'm still searching.", L_Close; + if ((@kidstate == 4) && countitem("IceCube") > 0) + menu + "Maybe this never melting Ice Cube?", L_Check_Ice, + "I found this in the main hall. Do you know to whom it belongs?", L_Ring, + "I'm still searching.", L_Close; - if (@kidstate == 4) - menu - "I found this in the main hall. Do you know to whom it belongs?", L_Ring, - "I'm still searching.", L_Close; + if (@kidstate == 4) + menu + "I found this in the main hall. Do you know to whom it belongs?", L_Ring, + "I'm still searching.", L_Close; - if (countitem("IceCube") > 0) - menu - "Maybe this never melting Ice Cube?", L_Check_Ice, - "I'm still searching.", L_Close; + if (countitem("IceCube") > 0) + menu + "Maybe this never melting Ice Cube?", L_Check_Ice, + "I'm still searching.", L_Close; - mes "\"You didn't? Too bad.\""; - close; + mes "\"You didn't? Too bad.\""; + close; L_Check_Ice: - if (countitem("IceCube") < @ICE_CUBE_AMOUNT) - goto L_Not_Enough_Cubes; - delitem "IceCube", @ICE_CUBE_AMOUNT; - - getexp @ICE_CUBE_EXP, 0; - - set @state, 2; - callsub S_Update_Mask; - - mes "[Hamond]"; - mes "\"Yes, wonderful! That's exactly what I need.\""; - next; - mes "\"I put all my effort in making this inn a well running place for my beloved Reid.\""; - next; - mes "\"You know, she had a very hard childhood.\""; - next; - mes "\"Her parents were the former owners of the inn. But they had some problems and the inn wasn't running well.\""; - next; - mes "\"Also they died very early and Reid was so lonely and sad. She is such a wonderful woman, I'd do anything for her.\""; - next; - mes "He mumbles the next sentence as if to himself."; - next; - mes "\"And I won't let a wannabe mage take her away from me...\""; - next; - menu - "What do you mean?",-; - mes "[Hamond]"; - mes "\"Nevermind, nevermind. I'd like to ask you for another favor, if I might.\""; - next; - mes "\"A patron asked for - uhm, bones. He said he needed to replace some of his bones, which were damaged in a scuffle with mortals.\""; - next; - mes "\"I know, this is a bit strange - I'm still getting used to being dead. But a patron's wish is a patron's wish!\""; - next; - mes "\"Can you bring me a huge amount of bones and skulls? This way I can fulfill that peculiar wish and make another patron very happy!\""; - close; + if (countitem("IceCube") < @ICE_CUBE_AMOUNT) + goto L_Not_Enough_Cubes; + delitem "IceCube", @ICE_CUBE_AMOUNT; + + getexp @ICE_CUBE_EXP, 0; + + set @state, 2; + callsub S_Update_Mask; + + mes "[Hamond]"; + mes "\"Yes, wonderful! That's exactly what I need.\""; + next; + mes "\"I put all my effort in making this inn a well running place for my beloved Reid.\""; + next; + mes "\"You know, she had a very hard childhood.\""; + next; + mes "\"Her parents were the former owners of the inn. But they had some problems and the inn wasn't running well.\""; + next; + mes "\"Also they died very early and Reid was so lonely and sad. She is such a wonderful woman, I'd do anything for her.\""; + next; + mes "He mumbles the next sentence as if to himself."; + next; + mes "\"And I won't let a wannabe mage take her away from me...\""; + next; + menu + "What do you mean?",-; + mes "[Hamond]"; + mes "\"Nevermind, nevermind. I'd like to ask you for another favor, if I might.\""; + next; + mes "\"A patron asked for - uhm, bones. He said he needed to replace some of his bones, which were damaged in a scuffle with mortals.\""; + next; + mes "\"I know, this is a bit strange - I'm still getting used to being dead. But a patron's wish is a patron's wish!\""; + next; + mes "\"Can you bring me a huge amount of bones and skulls? This way I can fulfill that peculiar wish and make another patron very happy!\""; + close; L_Check_Bones: - mes "[Hamond]"; - mes "\"Welcome back! Let me see what you have.\""; - if ((countitem("Bone") < @BONE_AMOUNT) || (countitem("Skull") < @SKULL_AMOUNT)) - goto L_Not_Enough_B; - delitem "Bone", @BONE_AMOUNT; - delitem "Skull", @SKULL_AMOUNT; + mes "[Hamond]"; + mes "\"Welcome back! Let me see what you have.\""; + if ((countitem("Bone") < @BONE_AMOUNT) || (countitem("Skull") < @SKULL_AMOUNT)) + goto L_Not_Enough_B; + delitem "Bone", @BONE_AMOUNT; + delitem "Skull", @SKULL_AMOUNT; - getexp @BONE_EXP, 0; + getexp @BONE_EXP, 0; - set @state, 3; - callsub S_Update_Mask; + set @state, 3; + callsub S_Update_Mask; L_Brought_Bones: - mes "[Hamond]"; - mes "\"Thanks for your help! Now I'll be able to satisfy another strange request from one of our patrons.\""; - next; - - if ((@kidstate == 4) && (@woman > 5)) - menu - "Would you tell me about this mage named Savaric?", L_Savaric, - "I found this in the main hall. Do you know to whom it belongs?", L_Ring, - "You're welcome.", L_Close; - - if (@kidstate == 4) - menu - "I found this in the main hall. Do you know to whom it belongs?", L_Ring, - "You're welcome.", L_Close; - - if (@woman > 5) - menu - "Would you tell me about this mage named Savaric?", L_Savaric, - "You're welcome.",-; - mes "[Hamond]"; - mes "\"Please make yourself at home.\""; - - close; + mes "[Hamond]"; + mes "\"Thanks for your help! Now I'll be able to satisfy another strange request from one of our patrons.\""; + next; + + if ((@kidstate == 4) && (@woman > 5)) + menu + "Would you tell me about this mage named Savaric?", L_Savaric, + "I found this in the main hall. Do you know to whom it belongs?", L_Ring, + "You're welcome.", L_Close; + + if (@kidstate == 4) + menu + "I found this in the main hall. Do you know to whom it belongs?", L_Ring, + "You're welcome.", L_Close; + + if (@woman > 5) + menu + "Would you tell me about this mage named Savaric?", L_Savaric, + "You're welcome.",-; + mes "[Hamond]"; + mes "\"Please make yourself at home.\""; + + close; L_Savaric: - mes "Hamond's face turns into an ugly grimace."; - mes "[Hamond]"; - mes "\"That cheeky egomaniac - \""; - next; + mes "Hamond's face turns into an ugly grimace."; + mes "[Hamond]"; + mes "\"That cheeky egomaniac - \""; + next; - if ((Sex == 0) && (@kidstate < 7)) goto L_Woman; - if ((Sex == 1) && (@kidstate < 7)) goto L_Man; - mes "\"Well, I have been thinking about you. You seem to be a very helpful and wise person. Even my son told me good things about you, making a long speech about how great you are and your ability to comprehend and deal with delicate matters. I wonder how he reached that conclusion... But anyway, I'll tell you about Savaric.\""; - next; + if ((Sex == 0) && (@kidstate < 7)) goto L_Woman; + if ((Sex == 1) && (@kidstate < 7)) goto L_Man; + mes "\"Well, I have been thinking about you. You seem to be a very helpful and wise person. Even my son told me good things about you, making a long speech about how great you are and your ability to comprehend and deal with delicate matters. I wonder how he reached that conclusion... But anyway, I'll tell you about Savaric.\""; + next; L_Jealousy: - mes "[Hamond]"; - mes "\"Savaric calls himself the first apprentice of a great wizard and seems to hold his head very high because of that. Pah, that snooty-nosed little upstart.\""; - next; - mes "\"Don't get me wrong, usually I'm a very open minded man, everyone can live their life as ever they like. But I never saw a wizard do anything good. They're in their books and ancient riddles and speaking with demons and whatever else they might come up with.\""; - next; - mes "\"But do they care for normal people? I've never seen that. And not only that! This Savaric guy seems to think it is fun to play games with my wife.\""; - next; - mes "Hamond seems to nearly burst with anger."; - next; - mes "\"I guess, they think I don't see what they are doing! But they are flirting all the time, my poor Reid seems unable to have a straight thought anymore.\""; - next; - mes "\"I already thought about throwing him out of the inn - but he is a patron! I can't be rude to a patron.\""; - next; - mes "\"Ah, this is annoying.\""; - set @state, 4; - callsub S_Update_Mask; - close; + mes "[Hamond]"; + mes "\"Savaric calls himself the first apprentice of a great wizard and seems to hold his head very high because of that. Pah, that snooty-nosed little upstart.\""; + next; + mes "\"Don't get me wrong, usually I'm a very open minded man, everyone can live their life as ever they like. But I never saw a wizard do anything good. They're in their books and ancient riddles and speaking with demons and whatever else they might come up with.\""; + next; + mes "\"But do they care for normal people? I've never seen that. And not only that! This Savaric guy seems to think it is fun to play games with my wife.\""; + next; + mes "Hamond seems to nearly burst with anger."; + next; + mes "\"I guess, they think I don't see what they are doing! But they are flirting all the time, my poor Reid seems unable to have a straight thought anymore.\""; + next; + mes "\"I already thought about throwing him out of the inn - but he is a patron! I can't be rude to a patron.\""; + next; + mes "\"Ah, this is annoying.\""; + set @state, 4; + callsub S_Update_Mask; + close; L_Man: - mes "[Hamond]"; - mes "\"You're a man - I think you would understand what is happening to me.\""; - mes "\"But, to be honest, I think I'd only be able to talk about such a complicated matter if I am sure I am sharing my feelings with a good, wise and understanding person. No offense, it is just that I barely know you...\""; - close; + mes "[Hamond]"; + mes "\"You're a man - I think you would understand what is happening to me.\""; + mes "\"But, to be honest, I think I'd only be able to talk about such a complicated matter if I am sure I am sharing my feelings with a good, wise and understanding person. No offense, it is just that I barely know you...\""; + close; L_Woman: - mes "[Hamond]"; - mes "\"Hrm - I don't think you'll understand. It is a problem between men.\""; - next; - mes "\"And, to be honest, I'd only be able to talk about such a complicated matter if I am sure I am sharing my feelings with a good, wise and understanding person. No offense, it is just that I barely know you...\""; - close; + mes "[Hamond]"; + mes "\"Hrm - I don't think you'll understand. It is a problem between men.\""; + next; + mes "\"And, to be honest, I'd only be able to talk about such a complicated matter if I am sure I am sharing my feelings with a good, wise and understanding person. No offense, it is just that I barely know you...\""; + close; L_Ring: - mes "[Hamond]"; - mes "\"Well.. this is just a cheap ring. It is very popular with the young kids, especially the magic students.\""; - next; - mes "\"They say the ring increases 'magic attack' if you add a sapphire gem to it... But, in fact, I think these kids are delusional. Magic, pah.\""; - next; - mes "\"Anyway, I remember you could easily find one of these in a lot of small shops in town. I am pretty sure that whoever lost it won't bother coming all the way back to get it.\""; - set @kidstate, 5; - callsub S_Update_Mask_Kid; - close; + mes "[Hamond]"; + mes "\"Well.. this is just a cheap ring. It is very popular with the young kids, especially the magic students.\""; + next; + mes "\"They say the ring increases 'magic attack' if you add a sapphire gem to it... But, in fact, I think these kids are delusional. Magic, pah.\""; + next; + mes "\"Anyway, I remember you could easily find one of these in a lot of small shops in town. I am pretty sure that whoever lost it won't bother coming all the way back to get it.\""; + set @kidstate, 5; + callsub S_Update_Mask_Kid; + close; L_News: - mes "[Hamond]"; - mes "\"Ah, dear friend. How are you?\""; - if (@golbanez < 5) - menu - "I'm enjoying myself.",L_Close; - menu - "I'm enjoying myself.",L_Close, - "I found out what happened to you and this place.",-; - - mes "[Hamond]"; - mes "\"You did? Amazing! Please tell me.\""; - next; - mes "You explain to him how you came here, the results of your research and what Golbanez showed to you."; - next; - mes "[Hamond]"; - mes "\"WHAT? This is just crazy! But - you've shown me that you're trustworthy. This must be the truth.\""; - next; - mes "\"But still, it is hard to believe - I can't imagine I would ever hurt Reid and that she - that she would cheat on me.\""; - next; - mes "\"How did this come about? What did I do wrong? I should have shown her my love more. I should have protected her from the allurements of that sneaky mage. And I - I should have never ever hurt her.\""; - next; - mes "Hamond seems about to break down."; - menu - "Maybe it was just fate.",-, - "You got very upset, don't blame yourself",-, - "You're right. You were very violent. How could you do that if you love her?",-; - - mes "[Hamond]"; - mes "\"I- I need to apologize.\""; - next; - mes "\"" + strcharinfo(0) + "! Can you help me once more? Please get " + @RUBY_AMOUNT + " Rubies and bring them to her as a symbol of my love and my remorse.\""; - set @state, 5; - callsub S_Update_Mask; - close; + mes "[Hamond]"; + mes "\"Ah, dear friend. How are you?\""; + if (@golbanez < 5) + menu + "I'm enjoying myself.",L_Close; + menu + "I'm enjoying myself.",L_Close, + "I found out what happened to you and this place.",-; + + mes "[Hamond]"; + mes "\"You did? Amazing! Please tell me.\""; + next; + mes "You explain to him how you came here, the results of your research and what Golbanez showed to you."; + next; + mes "[Hamond]"; + mes "\"WHAT? This is just crazy! But - you've shown me that you're trustworthy. This must be the truth.\""; + next; + mes "\"But still, it is hard to believe - I can't imagine I would ever hurt Reid and that she - that she would cheat on me.\""; + next; + mes "\"How did this come about? What did I do wrong? I should have shown her my love more. I should have protected her from the allurements of that sneaky mage. And I - I should have never ever hurt her.\""; + next; + mes "Hamond seems about to break down."; + menu + "Maybe it was just fate.",-, + "You got very upset, don't blame yourself",-, + "You're right. You were very violent. How could you do that if you love her?",-; + + mes "[Hamond]"; + mes "\"I- I need to apologize.\""; + next; + mes "\"" + strcharinfo(0) + "! Can you help me once more? Please get " + @RUBY_AMOUNT + " Rubies and bring them to her as a symbol of my love and my remorse.\""; + set @state, 5; + callsub S_Update_Mask; + close; L_Waiting: - mes "[Hamond]"; - mes "\"Did you bring Reid the " + @RUBY_AMOUNT + " Rubies?\""; - close; + mes "[Hamond]"; + mes "\"Did you bring Reid the " + @RUBY_AMOUNT + " Rubies?\""; + close; L_Apologize: - mes "[Hamond]"; - mes "\"I thank you! Reid came to me to talk about what happened.\""; - next; - mes "\"We talked about all the stuff that happened. It's hard for me, but I accepted her feelings for that mage. I mean - we are dead! And we have to stay in this place together for the rest of eternity! This is just perverted.\""; - next; - mes "\"But whatever, we need to get along with each other someway and I won't be the one who makes this difficult.\""; - next; - mes "\"And frankly, it gives me a bitter satisfaction that they long for each other but can't touch each other.\""; - next; - mes "\"However, you are a great friend and did a lot for me. I want you to have this.\""; - getinventorylist; - if (@inventorylist_count == 100) goto L_Full_Inv; - getitem "BowlerHatBrown", 1; - set @state, 7; - callsub S_Update_Mask; - close; + mes "[Hamond]"; + mes "\"I thank you! Reid came to me to talk about what happened.\""; + next; + mes "\"We talked about all the stuff that happened. It's hard for me, but I accepted her feelings for that mage. I mean - we are dead! And we have to stay in this place together for the rest of eternity! This is just perverted.\""; + next; + mes "\"But whatever, we need to get along with each other someway and I won't be the one who makes this difficult.\""; + next; + mes "\"And frankly, it gives me a bitter satisfaction that they long for each other but can't touch each other.\""; + next; + mes "\"However, you are a great friend and did a lot for me. I want you to have this.\""; + getinventorylist; + if (@inventorylist_count == 100) goto L_Full_Inv; + getitem "BowlerHatBrown", 1; + set @state, 7; + callsub S_Update_Mask; + close; L_Thanks: - mes "[Hamond]"; - mes "\"Good to see you, my friend! The inn is running well and I'm getting used to being dead.\""; - close; + mes "[Hamond]"; + mes "\"Good to see you, my friend! The inn is running well and I'm getting used to being dead.\""; + close; L_Not_Enough_B: - if (countitem("Bone") < @BONE_AMOUNT) - mes "\"I need more Bones than you have with you right now.\""; - if (countitem("Skull") < @SKULL_AMOUNT) - mes "\"Maybe you should come back with more Skulls than you have now. I don't think it is enough.\""; - close; + if (countitem("Bone") < @BONE_AMOUNT) + mes "\"I need more Bones than you have with you right now.\""; + if (countitem("Skull") < @SKULL_AMOUNT) + mes "\"Maybe you should come back with more Skulls than you have now. I don't think it is enough.\""; + close; L_Not_Enough_Cubes: - mes "[Hamond]"; - mes "\"Yes, they look good! But I think I need more of them. Maybe " + @ICE_CUBE_AMOUNT + "?\""; - close; + mes "[Hamond]"; + mes "\"Yes, they look good! But I think I need more of them. Maybe " + @ICE_CUBE_AMOUNT + "?\""; + close; L_Full_Inv: - mes "[Hamond]"; - mes "\"You have a really full backpack, haven't you? Come back when you have some room in there.\""; - close; + mes "[Hamond]"; + mes "\"You have a really full backpack, haven't you? Come back when you have some room in there.\""; + close; L_Close: - close; + close; S_Update_Mask_Kid: set QUEST_Graveyard_Inn, - (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Kid_MASK)) + (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Kid_MASK)) | (@kidstate << @Graveyard_Inn_Kid_SHIFT); return; S_Update_Mask: set QUEST_Graveyard_Inn, - (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) + (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) | (@state << @Graveyard_Inn_SHIFT); return; } diff --git a/world/map/npc/027-2/innkeeper.txt b/world/map/npc/027-2/innkeeper.txt index a8cd3778..d3f7589a 100644 --- a/world/map/npc/027-2/innkeeper.txt +++ b/world/map/npc/027-2/innkeeper.txt @@ -13,426 +13,426 @@ // state 10: she spoke with hamond and savaric, gives reward mylarin dust (needed for a crafting quest in thermin) // state 11: done, can ask about mylarin dust again -027-2.gat,104,39,0 script Reid's Ghost 315,{ +027-2.gat,104,39,0|script|Reid's Ghost|315,{ - set @Graveyard_Inn_MASK, NIBBLE_0_MASK; - set @Graveyard_Inn_SHIFT, NIBBLE_0_SHIFT; + set @Graveyard_Inn_MASK, NIBBLE_0_MASK; + set @Graveyard_Inn_SHIFT, NIBBLE_0_SHIFT; - set @state, ((QUEST_Graveyard_Inn & @Graveyard_Inn_MASK) >> @Graveyard_Inn_SHIFT); + set @state, ((QUEST_Graveyard_Inn & @Graveyard_Inn_MASK) >> @Graveyard_Inn_SHIFT); - set @Graveyard_Inn_Lover_MASK, NIBBLE_1_MASK; - set @Graveyard_Inn_Lover_SHIFT, NIBBLE_1_SHIFT; + set @Graveyard_Inn_Lover_MASK, NIBBLE_1_MASK; + set @Graveyard_Inn_Lover_SHIFT, NIBBLE_1_SHIFT; - set @lover, ((QUEST_Graveyard_Inn & @Graveyard_Inn_Lover_MASK) >> @Graveyard_Inn_Lover_SHIFT); + set @lover, ((QUEST_Graveyard_Inn & @Graveyard_Inn_Lover_MASK) >> @Graveyard_Inn_Lover_SHIFT); - set @Graveyard_Inn_Kid_MASK, NIBBLE_2_MASK; - set @Graveyard_Inn_Kid_SHIFT, NIBBLE_2_SHIFT; + set @Graveyard_Inn_Kid_MASK, NIBBLE_2_MASK; + set @Graveyard_Inn_Kid_SHIFT, NIBBLE_2_SHIFT; - set @kidstate, ((QUEST_Graveyard_Inn & @Graveyard_Inn_Kid_MASK) >> @Graveyard_Inn_Kid_SHIFT); + set @kidstate, ((QUEST_Graveyard_Inn & @Graveyard_Inn_Kid_MASK) >> @Graveyard_Inn_Kid_SHIFT); - set @Graveyard_Inn_Husband_MASK, NIBBLE_3_MASK; - set @Graveyard_Inn_Husband_SHIFT, NIBBLE_3_SHIFT; + set @Graveyard_Inn_Husband_MASK, NIBBLE_3_MASK; + set @Graveyard_Inn_Husband_SHIFT, NIBBLE_3_SHIFT; - set @husband, ((QUEST_Graveyard_Inn & @Graveyard_Inn_Husband_MASK) >> @Graveyard_Inn_Husband_SHIFT); + set @husband, ((QUEST_Graveyard_Inn & @Graveyard_Inn_Husband_MASK) >> @Graveyard_Inn_Husband_SHIFT); - set @Graveyard_Inn_Golbanez_MASK, NIBBLE_4_MASK; - set @Graveyard_Inn_Golbanez_SHIFT, NIBBLE_4_SHIFT; + set @Graveyard_Inn_Golbanez_MASK, NIBBLE_4_MASK; + set @Graveyard_Inn_Golbanez_SHIFT, NIBBLE_4_SHIFT; - set @golbanez, ((QUEST_Graveyard_Inn & @Graveyard_Inn_Golbanez_MASK) >> @Graveyard_Inn_Golbanez_SHIFT); + set @golbanez, ((QUEST_Graveyard_Inn & @Graveyard_Inn_Golbanez_MASK) >> @Graveyard_Inn_Golbanez_SHIFT); - set @YETI_TEAR_AMOUNT, 30; - set @YETI_TEAR_EXP, 100000; - set @DIAMOND_AMOUNT, 20; // caution, this value needs to be the same as in the lovers script! - set @RUBY_AMOUNT, 50; // caution, this value needs to be the same as in the husbands script! + set @YETI_TEAR_AMOUNT, 30; + set @YETI_TEAR_EXP, 100000; + set @DIAMOND_AMOUNT, 20; // caution, this value needs to be the same as in the lovers script! + set @RUBY_AMOUNT, 50; // caution, this value needs to be the same as in the husbands script! - if (@state >= 11) goto L_Happy; - if (@state == 10) goto L_Thanks; - if ((@state == 8) || (@state == 9)) goto L_Sorry; - if (@state == 7) goto L_Savaric; - if (@state == 6) goto L_Read_Diary; - if (@state == 5) goto L_Check_Kid; - if (@state == 4) goto L_Ask_Life; - if (@state == 3) goto L_Bring_Tears; - if (@state == 2) goto L_Offer_Help2; - if (@state == 1) goto L_After_Welcome; + if (@state >= 11) goto L_Happy; + if (@state == 10) goto L_Thanks; + if ((@state == 8) || (@state == 9)) goto L_Sorry; + if (@state == 7) goto L_Savaric; + if (@state == 6) goto L_Read_Diary; + if (@state == 5) goto L_Check_Kid; + if (@state == 4) goto L_Ask_Life; + if (@state == 3) goto L_Bring_Tears; + if (@state == 2) goto L_Offer_Help2; + if (@state == 1) goto L_After_Welcome; - mes "You see a dead woman lying on the floor and something that appears to be her ghost floating above her dead body."; - next; - mes "[Ghost]"; - mes "\"He- I - What - Oh -\""; - mes "The womans ghost seems to be confused."; - next; - mes "[Ghost]"; - mes "Oh, I'm sorry. Welcome to Reid's Inn. My name is Reid, I am the innkeeper of this wonderful place of leisure. Please enjoy your visit here!"; - next; + mes "You see a dead woman lying on the floor and something that appears to be her ghost floating above her dead body."; + next; + mes "[Ghost]"; + mes "\"He- I - What - Oh -\""; + mes "The womans ghost seems to be confused."; + next; + mes "[Ghost]"; + mes "Oh, I'm sorry. Welcome to Reid's Inn. My name is Reid, I am the innkeeper of this wonderful place of leisure. Please enjoy your visit here!"; + next; - set @state, 1; - callsub S_Update_Mask; + set @state, 1; + callsub S_Update_Mask; - goto L_Ask_Dead; + goto L_Ask_Dead; L_After_Welcome: - mes "[Reid's Ghost]"; - mes "\"Please enjoy yourself!\""; - if (baselevel < 85) goto L_Close; + mes "[Reid's Ghost]"; + mes "\"Please enjoy yourself!\""; + if (baselevel < 85) goto L_Close; L_Ask_Dead: - if (baselevel < 85) goto L_Close; - - menu - "What happened to you?", - , - "Thank you, I'll surely enjoy my visit.", L_Close; - - mes "[Reid's Ghost]"; - mes "\"What happened to me? What do you mean?\""; - menu - "Ahm, you don't look very well - actually, you look dead.",-, - "You don't seem to be in the best condition.",-, - "You are dead!",-; - - mes "Reid looks down at her body and turns even more pale, if this is possible."; - next; - mes "[Reid's Ghost]"; - mes "\"OH?\""; - next; - - menu - "I'm sorry. I didn't know you weren't aware of that.",-, - "Yes - do you understand my question now?",-, - "Shall I help you to find out what happened to you?", L_Offer_Help1; - - mes "[Reid's Ghost]"; - mes "\"I'm dead? But why? And why am I still here?\""; - next; - mes "She stares into space and doesn't seem to notice you anymore."; - set @state, 2; - callsub S_Update_Mask; - close; + if (baselevel < 85) goto L_Close; + + menu + "What happened to you?", - , + "Thank you, I'll surely enjoy my visit.", L_Close; + + mes "[Reid's Ghost]"; + mes "\"What happened to me? What do you mean?\""; + menu + "Ahm, you don't look very well - actually, you look dead.",-, + "You don't seem to be in the best condition.",-, + "You are dead!",-; + + mes "Reid looks down at her body and turns even more pale, if this is possible."; + next; + mes "[Reid's Ghost]"; + mes "\"OH?\""; + next; + + menu + "I'm sorry. I didn't know you weren't aware of that.",-, + "Yes - do you understand my question now?",-, + "Shall I help you to find out what happened to you?", L_Offer_Help1; + + mes "[Reid's Ghost]"; + mes "\"I'm dead? But why? And why am I still here?\""; + next; + mes "She stares into space and doesn't seem to notice you anymore."; + set @state, 2; + callsub S_Update_Mask; + close; L_Offer_Help2: - mes "Reid's Ghost is still staring into space."; + mes "Reid's Ghost is still staring into space."; - if (@kidstate == 5) - menu - "Shall I help you to find out what happened to you?", L_Offer_Help1, - "Hi. I found this in the main hall. Do you know to whom it belongs?", L_Ring, - "I don't want to bother you.", L_Close; + if (@kidstate == 5) + menu + "Shall I help you to find out what happened to you?", L_Offer_Help1, + "Hi. I found this in the main hall. Do you know to whom it belongs?", L_Ring, + "I don't want to bother you.", L_Close; L_Skip1: - menu - "Shall I help you to find out what happened to you?", -, - "I don't want to bother you.", L_Close; + menu + "Shall I help you to find out what happened to you?", -, + "I don't want to bother you.", L_Close; L_Offer_Help1: - mes "\"I.. I don't know you. Why should you help me?\""; - next; - mes "\"Bring me proof that you are serious. My life seems to have ended in a terrible and sad way, I can see it very clearly. If you want to help me, please bring me something that represents this immeasurable sadness I am feeling!\""; + mes "\"I.. I don't know you. Why should you help me?\""; + next; + mes "\"Bring me proof that you are serious. My life seems to have ended in a terrible and sad way, I can see it very clearly. If you want to help me, please bring me something that represents this immeasurable sadness I am feeling!\""; - set @state, 3; - callsub S_Update_Mask; - close; + set @state, 3; + callsub S_Update_Mask; + close; L_Bring_Tears: - mes "[Reid's Ghost]"; - mes "\"Did you find something that can represent my sadness?\""; - next; + mes "[Reid's Ghost]"; + mes "\"Did you find something that can represent my sadness?\""; + next; - if ((@kidstate == 5) && countitem("FrozenYetiTear") > 0) - menu - "I found this frozen tear to represent your sadness.", L_Check_Tears, - "Hi. I found this in the main hall. Do you know to whom it belongs?", L_Ring, - "I'm still searching.", L_Close; + if ((@kidstate == 5) && countitem("FrozenYetiTear") > 0) + menu + "I found this frozen tear to represent your sadness.", L_Check_Tears, + "Hi. I found this in the main hall. Do you know to whom it belongs?", L_Ring, + "I'm still searching.", L_Close; - if (@kidstate == 5) - menu - "Hi. I found this in the main hall. Do you know to whom it belongs?", L_Ring, - "I'm still searching.", L_Close; + if (@kidstate == 5) + menu + "Hi. I found this in the main hall. Do you know to whom it belongs?", L_Ring, + "I'm still searching.", L_Close; - if (countitem("FrozenYetiTear") > 0) - menu - "I found this frozen tear to represent your sadness.", L_Check_Tears, - "I'm still searching.", L_Close; + if (countitem("FrozenYetiTear") > 0) + menu + "I found this frozen tear to represent your sadness.", L_Check_Tears, + "I'm still searching.", L_Close; - mes "\"You didn't? It seems you're not serious with your offer to help me.\""; - close; + mes "\"You didn't? It seems you're not serious with your offer to help me.\""; + close; L_Check_Tears: - if (countitem("FrozenYetiTear") < @YETI_TEAR_AMOUNT) - goto L_Not_Enough_Tears; - delitem "FrozenYetiTear", @YETI_TEAR_AMOUNT; + if (countitem("FrozenYetiTear") < @YETI_TEAR_AMOUNT) + goto L_Not_Enough_Tears; + delitem "FrozenYetiTear", @YETI_TEAR_AMOUNT; - getexp @YETI_TEAR_EXP, 0; + getexp @YETI_TEAR_EXP, 0; - set @state, 4; - callsub S_Update_Mask; + set @state, 4; + callsub S_Update_Mask; - mes "[Reid's Ghost]"; - mes "\"These tears.. how they shimmer in the candle light. Yes, it seems you are serious about your offer. I think maybe you have the sensibility to help me find out the real meaning behind this terrible feeling.\""; - next; + mes "[Reid's Ghost]"; + mes "\"These tears.. how they shimmer in the candle light. Yes, it seems you are serious about your offer. I think maybe you have the sensibility to help me find out the real meaning behind this terrible feeling.\""; + next; L_Ask_Life: - mes "[Reid's Ghost]"; - mes "\"But how do you plan to help me?\""; - next; - - if (@kidstate == 5) - menu - "Please tell me about your life. Maybe this will give us a clue about what happened.",L_Skip2, - "Hi. I found this in the main hall. Do you know to whom it belongs?", L_Ring, - "I need to think about that.", L_Close; + mes "[Reid's Ghost]"; + mes "\"But how do you plan to help me?\""; + next; + + if (@kidstate == 5) + menu + "Please tell me about your life. Maybe this will give us a clue about what happened.",L_Skip2, + "Hi. I found this in the main hall. Do you know to whom it belongs?", L_Ring, + "I need to think about that.", L_Close; L_Skip2: - menu - "Please tell me about your life. Maybe this will give us a clue about what happened.",-, - "I need to think about that.", L_Close; - - mes "[Reid's Ghost]"; - mes "\"About my life? Well, ok.\""; - next; - mes "\"I'm the owner of this inn. I inherited it from my parents, who ran it while I was a child.\""; - next; - mes "\"My father - he was a very joyful man. But one day, when I was just ten years old, he had an accident while carrying a barrel of beer.\""; - next; - mes "\"The barrel smashed his legs and he wasn't able to walk anymore. He got very despondent about that and started to drink.\""; - next; - mes "\"My mother and I didn't know how to cheer him up, and he wouldn't listen to us. My mother tried her best to keep the inn running and I tried my best to help her, even though I was still a child.\""; - next; - mes "\"But a few years later, my mother lost her will to go on and the inn slowly went down the drain. Everything was dirty and we had less and less patrons.\""; - next; - mes "\"I don't blame my mother. She loved my father so much, she couldn't stand to see what was happening to him. When he died because of his drinking, she totally lost her will to live and just lay in bed and followed him.\""; - next; - mes "Reid seems to be tortured by her memories."; - next; - mes "\"That was a very hard time.\""; - - menu - "Yes, yes, but what about your life shortly before you died?",-, - "I can imagine. I'm very sorry for you",-; - - mes "She doesn't seem to pay much attention to what you say."; - next; - mes "\"But Hamond, my friend since I was a child, helped me in those bad times. We built up the inn again and we - we married.\""; - next; - mes "\"He was so kind and my only light in those dark times. And our little son Aldred gave me back my joy in life.\""; - next; - mes "\"Everything was peaceful and I thought I had found my place. But one day -\""; - next; - - set @state, 5; - callsub S_Update_Mask; + menu + "Please tell me about your life. Maybe this will give us a clue about what happened.",-, + "I need to think about that.", L_Close; + + mes "[Reid's Ghost]"; + mes "\"About my life? Well, ok.\""; + next; + mes "\"I'm the owner of this inn. I inherited it from my parents, who ran it while I was a child.\""; + next; + mes "\"My father - he was a very joyful man. But one day, when I was just ten years old, he had an accident while carrying a barrel of beer.\""; + next; + mes "\"The barrel smashed his legs and he wasn't able to walk anymore. He got very despondent about that and started to drink.\""; + next; + mes "\"My mother and I didn't know how to cheer him up, and he wouldn't listen to us. My mother tried her best to keep the inn running and I tried my best to help her, even though I was still a child.\""; + next; + mes "\"But a few years later, my mother lost her will to go on and the inn slowly went down the drain. Everything was dirty and we had less and less patrons.\""; + next; + mes "\"I don't blame my mother. She loved my father so much, she couldn't stand to see what was happening to him. When he died because of his drinking, she totally lost her will to live and just lay in bed and followed him.\""; + next; + mes "Reid seems to be tortured by her memories."; + next; + mes "\"That was a very hard time.\""; + + menu + "Yes, yes, but what about your life shortly before you died?",-, + "I can imagine. I'm very sorry for you",-; + + mes "She doesn't seem to pay much attention to what you say."; + next; + mes "\"But Hamond, my friend since I was a child, helped me in those bad times. We built up the inn again and we - we married.\""; + next; + mes "\"He was so kind and my only light in those dark times. And our little son Aldred gave me back my joy in life.\""; + next; + mes "\"Everything was peaceful and I thought I had found my place. But one day -\""; + next; + + set @state, 5; + callsub S_Update_Mask; L_Check_Kid: - if (@kidstate == 5) - menu - "Hi. I found this in the main hall. Do you know to whom it belongs?", L_Ring; + if (@kidstate == 5) + menu + "Hi. I found this in the main hall. Do you know to whom it belongs?", L_Ring; - if ((Sex == 1) && (@kidstate < 7)) goto L_Man; - if ((Sex == 0) && (@kidstate < 7)) goto L_Woman; + if ((Sex == 1) && (@kidstate < 7)) goto L_Man; + if ((Sex == 0) && (@kidstate < 7)) goto L_Woman; - mes "\"What I'm going to tell you is very personal, but your acts have shown me that you're a person I can trust. You kindly asked me about that ring you have found... and also, even my son, who is always so reserved with strangers, came to me and spent a long time telling me a lot of nice things about you. So I will tell you about my sad love.\""; - next; + mes "\"What I'm going to tell you is very personal, but your acts have shown me that you're a person I can trust. You kindly asked me about that ring you have found... and also, even my son, who is always so reserved with strangers, came to me and spent a long time telling me a lot of nice things about you. So I will tell you about my sad love.\""; + next; L_Lovestory: - mes "[Reid's Ghost]"; - mes "\"It began as a completely normal day. We were taking care of our overnight guests and preparing the inn for the evening rush.\""; - next; - mes "\"But that day, a very special patron checked in. His name was Savaric, and he was a student of magic. He came from far away to check some rumors about a legendary mana seed.\""; - next; - mes "Reid's Ghost has a completely enchanted look on her face."; - next; - mes "\"He really made me feel alive - when he was near, I was feeling like I never felt before. I started to search for reasons to be near him - I told myself that I liked him just because he was interesting, coming from so far away and being a mage.\""; - next; - mes "\"But I was lying to myself.\""; - next; - mes "\"I - oh, it is really hard to talk about this. Maybe - yes, I could let you read my diary. I'll give you the key to our rooms.\""; - next; - mes "She pulls a key out of her pocket as transparent as herself. As you try to grab it, your fingers just go through it."; - next; - mes "[Reid's Ghost]"; - mes "\"I keep forgetting! Please take the key out of my pocket.\""; - mes "She is pointing at her dead body with a sad look on her face. You take the key."; - next; - mes "[Reid's Ghost]"; - mes "\"This is the key to our personal room, it is located at the very end of the corridor upstairs. You will find my diary in the bookshelf, hidden behind a book with poems. Hamond doesn't like poems.\""; - next; - mes "\"Please go and read it.\""; - - set @state, 6; - callsub S_Update_Mask; - close; + mes "[Reid's Ghost]"; + mes "\"It began as a completely normal day. We were taking care of our overnight guests and preparing the inn for the evening rush.\""; + next; + mes "\"But that day, a very special patron checked in. His name was Savaric, and he was a student of magic. He came from far away to check some rumors about a legendary mana seed.\""; + next; + mes "Reid's Ghost has a completely enchanted look on her face."; + next; + mes "\"He really made me feel alive - when he was near, I was feeling like I never felt before. I started to search for reasons to be near him - I told myself that I liked him just because he was interesting, coming from so far away and being a mage.\""; + next; + mes "\"But I was lying to myself.\""; + next; + mes "\"I - oh, it is really hard to talk about this. Maybe - yes, I could let you read my diary. I'll give you the key to our rooms.\""; + next; + mes "She pulls a key out of her pocket as transparent as herself. As you try to grab it, your fingers just go through it."; + next; + mes "[Reid's Ghost]"; + mes "\"I keep forgetting! Please take the key out of my pocket.\""; + mes "She is pointing at her dead body with a sad look on her face. You take the key."; + next; + mes "[Reid's Ghost]"; + mes "\"This is the key to our personal room, it is located at the very end of the corridor upstairs. You will find my diary in the bookshelf, hidden behind a book with poems. Hamond doesn't like poems.\""; + next; + mes "\"Please go and read it.\""; + + set @state, 6; + callsub S_Update_Mask; + close; L_Read_Diary: - mes "[Reid's Ghost]"; - mes "\"Please go into my room and read the diary. You will find my diary in the bookshelf, hidden behind a book with poems.\""; - close; + mes "[Reid's Ghost]"; + mes "\"Please go into my room and read the diary. You will find my diary in the bookshelf, hidden behind a book with poems.\""; + close; L_Savaric: - mes "[Reid's Ghost]"; - mes "\"Now you know about my recent past and... and my twisted feelings.\""; - next; - menu - "Yes, I feel very sorry for you.",-, - "Savaric seems to be a really hot guy, making you so compliant.",L_Tease; - - mes "[Reid's Ghost]"; - mes "\"Oh, thank you.\""; - if (@golbanez < 5) - menu - "But I still didn't find out what happened. I'll return when I have news.",L_Close; - menu - "But I still didn't find out what happened. I'll return when I have news.",L_Close, - "I found out what happened to you and this place. I'll tell you.",-; - - mes "You explain to her about Golbanez, Savaric and the memories you have seen."; - next; - mes "[Reid's Ghost]"; - mes "\"Oh, I always knew we weren't doing the right thing! But how could we have known it would end like this?\""; - next; - mes "\"I would never have expected Hamond to beat me - and Savaric... I trusted him with my life... And he carelessly wasted it. Mine and everyone else in the inn.\""; - next; - mes "\"I'm feeling hurt. And confused. Both Hamond and Savaric turned out not to be the persons I believed them to be.\""; - set @state, 8; - callsub S_Update_Mask; - close; + mes "[Reid's Ghost]"; + mes "\"Now you know about my recent past and... and my twisted feelings.\""; + next; + menu + "Yes, I feel very sorry for you.",-, + "Savaric seems to be a really hot guy, making you so compliant.",L_Tease; + + mes "[Reid's Ghost]"; + mes "\"Oh, thank you.\""; + if (@golbanez < 5) + menu + "But I still didn't find out what happened. I'll return when I have news.",L_Close; + menu + "But I still didn't find out what happened. I'll return when I have news.",L_Close, + "I found out what happened to you and this place. I'll tell you.",-; + + mes "You explain to her about Golbanez, Savaric and the memories you have seen."; + next; + mes "[Reid's Ghost]"; + mes "\"Oh, I always knew we weren't doing the right thing! But how could we have known it would end like this?\""; + next; + mes "\"I would never have expected Hamond to beat me - and Savaric... I trusted him with my life... And he carelessly wasted it. Mine and everyone else in the inn.\""; + next; + mes "\"I'm feeling hurt. And confused. Both Hamond and Savaric turned out not to be the persons I believed them to be.\""; + set @state, 8; + callsub S_Update_Mask; + close; L_Sorry: - mes "[Reid's Ghost]"; - mes "\"Welcome back.\""; - if ((@lover == 4) && (countitem("GemRawWhite") >= @DIAMOND_AMOUNT) && (countitem("GemRawRed") >= @RUBY_AMOUNT) && (@husband == 5)) - menu - "Savaric asked me to give you something.",L_Diamond, - "Hamond sent me to bring you this.",L_Ruby, - "Nevermind.",-; - if (@lover == 4 && (countitem("GemRawWhite") >= @DIAMOND_AMOUNT)) - menu - "Savaric asked me to give you something.",L_Diamond, - "Nevermind.",-; - if (@husband == 5 && (countitem("GemRawRed") >= @RUBY_AMOUNT)) - menu - "Hamond sent me to bring you this.",L_Ruby, - "Nevermind.",-; - close; + mes "[Reid's Ghost]"; + mes "\"Welcome back.\""; + if ((@lover == 4) && (countitem("GemRawWhite") >= @DIAMOND_AMOUNT) && (countitem("GemRawRed") >= @RUBY_AMOUNT) && (@husband == 5)) + menu + "Savaric asked me to give you something.",L_Diamond, + "Hamond sent me to bring you this.",L_Ruby, + "Nevermind.",-; + if (@lover == 4 && (countitem("GemRawWhite") >= @DIAMOND_AMOUNT)) + menu + "Savaric asked me to give you something.",L_Diamond, + "Nevermind.",-; + if (@husband == 5 && (countitem("GemRawRed") >= @RUBY_AMOUNT)) + menu + "Hamond sent me to bring you this.",L_Ruby, + "Nevermind.",-; + close; L_Diamond: - if (countitem("GemRawWhite") < @DIAMOND_AMOUNT) goto L_Kidding; - delitem "GemRawWhite", @DIAMOND_AMOUNT; - mes "You explain how Savaric feels and what the diamonds mean."; - next; - mes "[Reid's Ghost]"; - mes "\"Oh Savaric. I just can't be angry at him. Thanks for your help. I'll go to talk with him.\""; - set @lover, 5; - callsub S_Update_Mask_Lover; - set @state, @state + 1; - callsub S_Update_Mask; - close; + if (countitem("GemRawWhite") < @DIAMOND_AMOUNT) goto L_Kidding; + delitem "GemRawWhite", @DIAMOND_AMOUNT; + mes "You explain how Savaric feels and what the diamonds mean."; + next; + mes "[Reid's Ghost]"; + mes "\"Oh Savaric. I just can't be angry at him. Thanks for your help. I'll go to talk with him.\""; + set @lover, 5; + callsub S_Update_Mask_Lover; + set @state, @state + 1; + callsub S_Update_Mask; + close; L_Ruby: - if (countitem("GemRawRed") < @RUBY_AMOUNT) goto L_Kidding; - delitem "GemRawRed", @RUBY_AMOUNT; - mes "You tell her about Hamonds feelings."; - next; - mes "[Reid's Ghost]"; - mes "\"I need to talk to him. Thanks for bringing me this.\""; - set @husband, 6; - callsub S_Update_Mask_Husband; - set @state, @state + 1; - callsub S_Update_Mask; - close; + if (countitem("GemRawRed") < @RUBY_AMOUNT) goto L_Kidding; + delitem "GemRawRed", @RUBY_AMOUNT; + mes "You tell her about Hamonds feelings."; + next; + mes "[Reid's Ghost]"; + mes "\"I need to talk to him. Thanks for bringing me this.\""; + set @husband, 6; + callsub S_Update_Mask_Husband; + set @state, @state + 1; + callsub S_Update_Mask; + close; L_Kidding: - mes "[Reid's Ghost]"; - mes "\"Are you kidding? You don't have the items you are talking about. This is not funny.\""; + mes "[Reid's Ghost]"; + mes "\"Are you kidding? You don't have the items you are talking about. This is not funny.\""; L_Tease: - mes "[Reid's Ghost]"; - mes "\"Don't be mean! I never felt like that before.\""; - close; + mes "[Reid's Ghost]"; + mes "\"Don't be mean! I never felt like that before.\""; + close; L_Thanks: - mes "[Reid's Ghost]"; - mes "\"I'm so glad, now I know what happened and spoke to both Savaric and Hamond. Thank you so much. Please take this.\""; - getinventorylist; - if (@inventorylist_count == 100) goto L_Full_Inv; - getitem "MylarinDust", 1; - set @state, 11; - callsub S_Update_Mask; - next; + mes "[Reid's Ghost]"; + mes "\"I'm so glad, now I know what happened and spoke to both Savaric and Hamond. Thank you so much. Please take this.\""; + getinventorylist; + if (@inventorylist_count == 100) goto L_Full_Inv; + getitem "MylarinDust", 1; + set @state, 11; + callsub S_Update_Mask; + next; L_Mylarin: - mes "[Reid's Ghost]"; - mes "\"This is called mylarin dust. My mother gave it to me when my father had his accident. She said it is very valuable.\""; - next; - mes "\"I'm not sure what it is used for, but I remember her saying something about some special crafting tradition which uses it to make really strong armor.\""; - next; - mes "\"Maybe you should try to find someone who can use it.\""; - close; + mes "[Reid's Ghost]"; + mes "\"This is called mylarin dust. My mother gave it to me when my father had his accident. She said it is very valuable.\""; + next; + mes "\"I'm not sure what it is used for, but I remember her saying something about some special crafting tradition which uses it to make really strong armor.\""; + next; + mes "\"Maybe you should try to find someone who can use it.\""; + close; L_Happy: - mes "[Reid's Ghost]"; - mes "\"Thank you for all you've done.\""; - menu - "Can you tell me again about the powder you gave me?",L_Mylarin, - "I'm glad I could help.",-; - close; + mes "[Reid's Ghost]"; + mes "\"Thank you for all you've done.\""; + menu + "Can you tell me again about the powder you gave me?",L_Mylarin, + "I'm glad I could help.",-; + close; L_Not_Enough_Tears: - mes "[Reid's Ghost]"; - set @tears, countitem("FrozenYetiTear"); - if (@tears == 1) - mes "\"This is beautiful! But one of them isn't enough to represent my sadness.\""; - if (@tears > 1) - mes "\"This is beautiful! But " + @tears + " of them aren't enough to represent my sadness.\""; - close; + mes "[Reid's Ghost]"; + set @tears, countitem("FrozenYetiTear"); + if (@tears == 1) + mes "\"This is beautiful! But one of them isn't enough to represent my sadness.\""; + if (@tears > 1) + mes "\"This is beautiful! But " + @tears + " of them aren't enough to represent my sadness.\""; + close; L_Man: - mes "[Reid's Ghost]"; - mes "\"What I have to tell is very personal. You're a man - I'm not sure if I want to tell you. I know you helped me already and showed me you are a sensitive man, but I barely know you. I am sorry, but I have to think a little bit more. Maybe later, when I know you better, I can tell you more about it. \""; - close; + mes "[Reid's Ghost]"; + mes "\"What I have to tell is very personal. You're a man - I'm not sure if I want to tell you. I know you helped me already and showed me you are a sensitive man, but I barely know you. I am sorry, but I have to think a little bit more. Maybe later, when I know you better, I can tell you more about it. \""; + close; L_Woman: - mes "[Reid's Ghost]"; - mes "\"What I have to tell you is something very personal. You are a woman like me - I'm sure you would understand.\""; - next; - mes "\"But I'm not sure if I want to tell you. I know you helped me already and showed me you are a sensitive woman, but I barely know you. I am sorry, but I have to think a little bit more. Maybe later, when I know you better, I can tell you more about it. \""; - close; + mes "[Reid's Ghost]"; + mes "\"What I have to tell you is something very personal. You are a woman like me - I'm sure you would understand.\""; + next; + mes "\"But I'm not sure if I want to tell you. I know you helped me already and showed me you are a sensitive woman, but I barely know you. I am sorry, but I have to think a little bit more. Maybe later, when I know you better, I can tell you more about it. \""; + close; L_Ring: - mes "[Reid's Ghost]"; - mes "\"Oh, this - I - it's mine. It was a present from a very precious person.\""; - next; - mes "She reaches out to take the ring, but it just go through her fingers. She looks sad."; - next; - mes "\"Ah, I forgot again. It pains me not being able to wear it. Please, take it with you, I don't want it anymore. It hurts too much.\""; - set @kidstate, 6; - callsub S_Update_Mask_Kid; - close; + mes "[Reid's Ghost]"; + mes "\"Oh, this - I - it's mine. It was a present from a very precious person.\""; + next; + mes "She reaches out to take the ring, but it just go through her fingers. She looks sad."; + next; + mes "\"Ah, I forgot again. It pains me not being able to wear it. Please, take it with you, I don't want it anymore. It hurts too much.\""; + set @kidstate, 6; + callsub S_Update_Mask_Kid; + close; L_Full_Inv: - mes "[Reid's Ghost]"; - mes "\"Dear, you're carrying so much stuff, you can't take my present. Come back later to take it.\""; - close; + mes "[Reid's Ghost]"; + mes "\"Dear, you're carrying so much stuff, you can't take my present. Come back later to take it.\""; + close; L_Close: - close; + close; S_Update_Mask_Kid: set QUEST_Graveyard_Inn, - (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Kid_MASK)) + (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Kid_MASK)) | (@kidstate << @Graveyard_Inn_Kid_SHIFT); return; S_Update_Mask_Husband: set QUEST_Graveyard_Inn, - (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Husband_MASK)) + (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Husband_MASK)) | (@husband << @Graveyard_Inn_Husband_SHIFT); return; S_Update_Mask_Lover: set QUEST_Graveyard_Inn, - (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Lover_MASK)) + (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Lover_MASK)) | (@lover << @Graveyard_Inn_Lover_SHIFT); return; S_Update_Mask: set QUEST_Graveyard_Inn, - (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) + (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) | (@state << @Graveyard_Inn_SHIFT); return; } diff --git a/world/map/npc/027-2/lover.txt b/world/map/npc/027-2/lover.txt index 70fe1dc8..eab823a4 100644 --- a/world/map/npc/027-2/lover.txt +++ b/world/map/npc/027-2/lover.txt @@ -9,277 +9,277 @@ // state 6: waiting for youl, if @golbanez >= 7 got it, giving sorcerer robe // state 7: done -027-2.gat,43,73,0 script Savaric 317,{ - - set @Graveyard_Inn_MASK, NIBBLE_1_MASK; - set @Graveyard_Inn_SHIFT, NIBBLE_1_SHIFT; - - set @state, ((QUEST_Graveyard_Inn & @Graveyard_Inn_MASK) >> @Graveyard_Inn_SHIFT); - - set @Graveyard_Inn_Woman_MASK, NIBBLE_0_MASK; - set @Graveyard_Inn_Woman_SHIFT, NIBBLE_0_SHIFT; - - set @woman, ((QUEST_Graveyard_Inn & @Graveyard_Inn_Woman_MASK) >> @Graveyard_Inn_Woman_SHIFT); - - set @Graveyard_Inn_Golbenez_MASK, NIBBLE_4_MASK; - set @Graveyard_Inn_Golbenez_SHIFT, NIBBLE_4_SHIFT; - - set @golbanez, ((QUEST_Graveyard_Inn & @Graveyard_Inn_Golbenez_MASK) >> @Graveyard_Inn_Golbenez_SHIFT); - - set @CRYSTAL_AMOUNT, 500; - set @CRYSTAL_EXP, 200000; - set @CRYSTAL_EXTRA_EXP, 100; - set @CRYSTAL_MAX, 2000; - set @DIAMOND_AMOUNT, 20; // caution, this value needs to be the same as in the innkeepers script! - - if (@state >= 7) goto L_Have_Soul; - if (@state == 6) goto L_Want_Soul; - if (@state == 5) goto L_Apologize; - if (@state == 4) goto L_Waiting; - if (@state == 3) goto L_Golb; - if (@state == 2) goto L_News; - if (@state == 1) goto L_Crystals; - - mes "You see a dead man hanging. This place is creepy!"; - next; - if (baselevel < 85) goto L_Close; - mes "Suddenly the man opens his eyes and looks at you."; - next; - mes "[Hanged Man]"; - mes "\"Oh, hello. Nice to see you - I seem to be dead, but I don't know why and why I'm still consciousness. This is very interesting.\""; - menu - "INTERESTING? Are you crazy?",-; - mes "[Hanged Man]"; - mes "\"Well, as you mention it, it is quite annoying and uncomfortable. Would you mind helping me down to the floor?\""; - next; - mes "You take a step towards him, but some invisible force holds you back."; - next; - mes "[Hanged Man]"; - mes "\"Oh, someone is holding you back with magic! I sense a really dark and mighty power. What has happened!?\""; - next; - mes "\"Can I ask you for a favor? Can you bring me lots of Dark Crystals? You might need to ask a dark mage for it. I want to try to break the barrier.\""; - next; - mes "\"I'll need... well, at least " + @CRYSTAL_AMOUNT + ". But if you have more, I can use extras!\""; - set @state, 1; - callsub S_Update_Mask; - close; +027-2.gat,43,73,0|script|Savaric|317,{ + + set @Graveyard_Inn_MASK, NIBBLE_1_MASK; + set @Graveyard_Inn_SHIFT, NIBBLE_1_SHIFT; + + set @state, ((QUEST_Graveyard_Inn & @Graveyard_Inn_MASK) >> @Graveyard_Inn_SHIFT); + + set @Graveyard_Inn_Woman_MASK, NIBBLE_0_MASK; + set @Graveyard_Inn_Woman_SHIFT, NIBBLE_0_SHIFT; + + set @woman, ((QUEST_Graveyard_Inn & @Graveyard_Inn_Woman_MASK) >> @Graveyard_Inn_Woman_SHIFT); + + set @Graveyard_Inn_Golbenez_MASK, NIBBLE_4_MASK; + set @Graveyard_Inn_Golbenez_SHIFT, NIBBLE_4_SHIFT; + + set @golbanez, ((QUEST_Graveyard_Inn & @Graveyard_Inn_Golbenez_MASK) >> @Graveyard_Inn_Golbenez_SHIFT); + + set @CRYSTAL_AMOUNT, 500; + set @CRYSTAL_EXP, 200000; + set @CRYSTAL_EXTRA_EXP, 100; + set @CRYSTAL_MAX, 2000; + set @DIAMOND_AMOUNT, 20; // caution, this value needs to be the same as in the innkeepers script! + + if (@state >= 7) goto L_Have_Soul; + if (@state == 6) goto L_Want_Soul; + if (@state == 5) goto L_Apologize; + if (@state == 4) goto L_Waiting; + if (@state == 3) goto L_Golb; + if (@state == 2) goto L_News; + if (@state == 1) goto L_Crystals; + + mes "You see a dead man hanging. This place is creepy!"; + next; + if (baselevel < 85) goto L_Close; + mes "Suddenly the man opens his eyes and looks at you."; + next; + mes "[Hanged Man]"; + mes "\"Oh, hello. Nice to see you - I seem to be dead, but I don't know why and why I'm still consciousness. This is very interesting.\""; + menu + "INTERESTING? Are you crazy?",-; + mes "[Hanged Man]"; + mes "\"Well, as you mention it, it is quite annoying and uncomfortable. Would you mind helping me down to the floor?\""; + next; + mes "You take a step towards him, but some invisible force holds you back."; + next; + mes "[Hanged Man]"; + mes "\"Oh, someone is holding you back with magic! I sense a really dark and mighty power. What has happened!?\""; + next; + mes "\"Can I ask you for a favor? Can you bring me lots of Dark Crystals? You might need to ask a dark mage for it. I want to try to break the barrier.\""; + next; + mes "\"I'll need... well, at least " + @CRYSTAL_AMOUNT + ". But if you have more, I can use extras!\""; + set @state, 1; + callsub S_Update_Mask; + close; L_Crystals: - mes "[Hanged Man]"; - mes "\"Ah, you're back! Did you get the Dark Crystals?\""; - - if (countitem("DarkCrystal") == 0) - menu - "Not yet.", L_Close; - - if (countitem("DarkCrystal") < @CRYSTAL_AMOUNT) - goto L_Not_Enough_Crystals; - - delitem "DarkCrystal", @CRYSTAL_AMOUNT; - getexp @CRYSTAL_EXP, 0; - next; - mes "\"Oh, I can feel them! Please lay them down on the floor.\""; - next; - mes "You lay "+ @CRYSTAL_AMOUNT + " dark crystals down on the floor and step back, nervously expecting the coming."; - next; - if (countitem("DarkCrystal") == 0) goto L_Skip; - mes "[Hanged Man]"; - mes "\"You have more of them, haven't you? It will work better if you give them to me too.\""; - menu - "Ok, here you go.",-, - "I prefer to keep them.",L_Skip; - set @crystal, countitem("DarkCrystal"); - if (@crystal > @CRYSTAL_MAX) - set @crystal, @CRYSTAL_MAX; - delitem "DarkCrystal", @crystal; - getexp @crystal*@CRYSTAL_EXTRA_EXP, 0; + mes "[Hanged Man]"; + mes "\"Ah, you're back! Did you get the Dark Crystals?\""; + + if (countitem("DarkCrystal") == 0) + menu + "Not yet.", L_Close; + + if (countitem("DarkCrystal") < @CRYSTAL_AMOUNT) + goto L_Not_Enough_Crystals; + + delitem "DarkCrystal", @CRYSTAL_AMOUNT; + getexp @CRYSTAL_EXP, 0; + next; + mes "\"Oh, I can feel them! Please lay them down on the floor.\""; + next; + mes "You lay "+ @CRYSTAL_AMOUNT + " dark crystals down on the floor and step back, nervously expecting the coming."; + next; + if (countitem("DarkCrystal") == 0) goto L_Skip; + mes "[Hanged Man]"; + mes "\"You have more of them, haven't you? It will work better if you give them to me too.\""; + menu + "Ok, here you go.",-, + "I prefer to keep them.",L_Skip; + set @crystal, countitem("DarkCrystal"); + if (@crystal > @CRYSTAL_MAX) + set @crystal, @CRYSTAL_MAX; + delitem "DarkCrystal", @crystal; + getexp @crystal*@CRYSTAL_EXTRA_EXP, 0; L_Skip: - mes "[Hanged Man]"; - mes "\"Well, let's start now.\""; - next; - mes "The hanged man seems very concentrated now, which looks absurd with him hanging there."; - next; - mes "The dark crystals start to glow and buzz. You take another step back."; - next; - mes "The buzzing gets louder and louder, so you can't hear a word the hanged man is saying now."; - next; - set hp, 5; - mes "The crystals explode and hit you!"; - next; - mes "You fall down on the floor and blink frantically to regain your eyesight."; - next; - mes "[Hanged Man]"; - mes "\"Hello? You're ok? I'm sorry, something went wrong. It seems, not only is there a magical barrier, but also my manaflow is blocked. I don't know if this is because I'm dead or part of the barrier spell.\""; - next; - mes "\"I never was dead before, so I can't be sure. But I was able to access my magic - it just got out of control at the critical moment.\""; - next; - mes "\"This is fascinating!\""; - menu - "Ok, you are crazy!",-, - "Yes, it is very fascinating to be blown up!",-, - "I NEARLY DIED! AND YOU THINK THIS IS FASCINATING?!",-; - mes "[Hanged Man]"; - mes "\"I sometimes forget the fact that not everybody is fascinated by the riddles of magic. Please forgive me.\""; - next; - mes "\"And I even didn't introduce myself! I am very sorry for my rude behavior!\""; - next; - mes "\"My name is Savaric, first apprentice of the Great Demon Summoner Ymbert.\""; - next; - mes "\"If you can forgive me my behaviour, may I ask you for another favor? Can you please search for someone or something in this inn that could be the source of this dark magic?\""; - set @state, 2; - callsub S_Update_Mask; - close; + mes "[Hanged Man]"; + mes "\"Well, let's start now.\""; + next; + mes "The hanged man seems very concentrated now, which looks absurd with him hanging there."; + next; + mes "The dark crystals start to glow and buzz. You take another step back."; + next; + mes "The buzzing gets louder and louder, so you can't hear a word the hanged man is saying now."; + next; + set hp, 5; + mes "The crystals explode and hit you!"; + next; + mes "You fall down on the floor and blink frantically to regain your eyesight."; + next; + mes "[Hanged Man]"; + mes "\"Hello? You're ok? I'm sorry, something went wrong. It seems, not only is there a magical barrier, but also my manaflow is blocked. I don't know if this is because I'm dead or part of the barrier spell.\""; + next; + mes "\"I never was dead before, so I can't be sure. But I was able to access my magic - it just got out of control at the critical moment.\""; + next; + mes "\"This is fascinating!\""; + menu + "Ok, you are crazy!",-, + "Yes, it is very fascinating to be blown up!",-, + "I NEARLY DIED! AND YOU THINK THIS IS FASCINATING?!",-; + mes "[Hanged Man]"; + mes "\"I sometimes forget the fact that not everybody is fascinated by the riddles of magic. Please forgive me.\""; + next; + mes "\"And I even didn't introduce myself! I am very sorry for my rude behavior!\""; + next; + mes "\"My name is Savaric, first apprentice of the Great Demon Summoner Ymbert.\""; + next; + mes "\"If you can forgive me my behaviour, may I ask you for another favor? Can you please search for someone or something in this inn that could be the source of this dark magic?\""; + set @state, 2; + callsub S_Update_Mask; + close; L_News: - mes "[Savaric]"; - mes "\"Welcome back. Did you find a possible source for the dark magic?\""; - if ((@woman < 6) && (@golbanez == 0)) - menu - "Not yet, I'm still searching.",L_Close; - - if ((@woman < 6) && (@golbanez > 0)) - menu - "Yes, let me tell you.",L_Golbenez, - "I don't think so.",L_Close; - - if ((@woman >= 6) && (@golbanez == 0)) - menu - "Can you tell me about your relationship to Reid?",L_Reid, - "Not yet, I'm still searching.",L_Close; - - if ((@woman >= 6) && (@golbanez >= 0)) - menu - "Can you tell me about your relationship to Reid?",L_Reid, - "Yes, let me tell you.",L_Golbenez, - "I don't think so.",L_Close; + mes "[Savaric]"; + mes "\"Welcome back. Did you find a possible source for the dark magic?\""; + if ((@woman < 6) && (@golbanez == 0)) + menu + "Not yet, I'm still searching.",L_Close; + + if ((@woman < 6) && (@golbanez > 0)) + menu + "Yes, let me tell you.",L_Golbenez, + "I don't think so.",L_Close; + + if ((@woman >= 6) && (@golbanez == 0)) + menu + "Can you tell me about your relationship to Reid?",L_Reid, + "Not yet, I'm still searching.",L_Close; + + if ((@woman >= 6) && (@golbanez >= 0)) + menu + "Can you tell me about your relationship to Reid?",L_Reid, + "Yes, let me tell you.",L_Golbenez, + "I don't think so.",L_Close; L_Golbenez: - mes "You explain how you came to the inn and what Golbenez said to you."; - next; - mes "[Savaric]"; - mes "\"This... this is very disturbing news. Playground he said? Mh.. \""; - next; - mes "\"Savaric seems to be completely absorbed in his thoughts.\""; - menu - "Hello? Are you still there?",-, - "Excuse me, I don't want to interrupt you, but can you explain to me what's going on? I'm confused",-, - "Hey! I'm talking with you!",-; - mes "Savaric winces."; - next; - mes "\"Oh, right - I was just thinking. It makes me feel uncomfortable to hear about Golbenez being involved in this.\""; - next; - mes "\"I told you I'm the apprentice of a demon summoner, remember? Well, this includes learning about the astral beings in this world.\""; - next; - mes "\"And Golbenez - he is a very powerful being, a Demi-God, with a very questionable sense of humor. He was worshipped by a group of cultists some hundred years ago - uhm, some hundred years ago from my lifetime, I mean.\""; - next; - mes "\"But most of his adherents died when he thought it would be funny to test their loyality by sending them on a journey over the sea to a paradise island he promised them - of course, there was no such island.\""; - next; - mes "\"Maybe now you understand what I mean about a questionable sense of humor.\""; - next; - mes "\"But on the other hand, he can grant great power to those who are capable of dealing with him and who offer him enough for his service. Trying to do that would be a risky undertaking in any case.\""; - next; - mes "\"He told you this inn was one of his favorite playgrounds - so it seems he was playing one of his evil games with the people in this inn. And now, he resurrected our memories to this parody of life!\""; - next; - mes "\"" + strcharinfo(0) + "! I need your help again! Please return to Golbenez and try to get out of him what was happening here. But be careful when negotiating.. he will demand a service in return.\""; - set @state, 3; - callsub S_Update_Mask; - close; + mes "You explain how you came to the inn and what Golbenez said to you."; + next; + mes "[Savaric]"; + mes "\"This... this is very disturbing news. Playground he said? Mh.. \""; + next; + mes "\"Savaric seems to be completely absorbed in his thoughts.\""; + menu + "Hello? Are you still there?",-, + "Excuse me, I don't want to interrupt you, but can you explain to me what's going on? I'm confused",-, + "Hey! I'm talking with you!",-; + mes "Savaric winces."; + next; + mes "\"Oh, right - I was just thinking. It makes me feel uncomfortable to hear about Golbenez being involved in this.\""; + next; + mes "\"I told you I'm the apprentice of a demon summoner, remember? Well, this includes learning about the astral beings in this world.\""; + next; + mes "\"And Golbenez - he is a very powerful being, a Demi-God, with a very questionable sense of humor. He was worshipped by a group of cultists some hundred years ago - uhm, some hundred years ago from my lifetime, I mean.\""; + next; + mes "\"But most of his adherents died when he thought it would be funny to test their loyality by sending them on a journey over the sea to a paradise island he promised them - of course, there was no such island.\""; + next; + mes "\"Maybe now you understand what I mean about a questionable sense of humor.\""; + next; + mes "\"But on the other hand, he can grant great power to those who are capable of dealing with him and who offer him enough for his service. Trying to do that would be a risky undertaking in any case.\""; + next; + mes "\"He told you this inn was one of his favorite playgrounds - so it seems he was playing one of his evil games with the people in this inn. And now, he resurrected our memories to this parody of life!\""; + next; + mes "\"" + strcharinfo(0) + "! I need your help again! Please return to Golbenez and try to get out of him what was happening here. But be careful when negotiating.. he will demand a service in return.\""; + set @state, 3; + callsub S_Update_Mask; + close; L_Golb: - mes "[Savaric]"; - mes "\"Good to see you back my friend. What did you find out?\""; - if (@golbanez < 5) - menu - "I'm still working on doing all the stuff Golbanez wants me to do.",L_Close; - menu - "Now I know what happened. I'll tell you.",-, - "I'm sorry to tell you, but this was all your fault.",-; - - mes "You tell Savaric about what Golbenez showed to you."; - next; - mes "[Savaric]"; - mes "\"I.. I can't believe.. My master told me, I need to be careful because of my temper - but I never thought it would lead me to make such a terrible mistake. Oh, Reid - and all the people in the inn! What have I done?!\""; - next; - mes "He seems pained by his guilt."; - next; - mes "[Savaric]"; - mes "\"" + strcharinfo(0) + ", please, can you go to Reid and tell her about what I've done? And then ask her if she will ever be able to forgive me?\""; - next; - mes "\"But wait. It is not enough just to ask for forgiveness. Please, can you bring her " + @DIAMOND_AMOUNT + " Diamonds? They symbolize my pure feelings for her.\""; - set @state, 4; - callsub S_Update_Mask; - close; + mes "[Savaric]"; + mes "\"Good to see you back my friend. What did you find out?\""; + if (@golbanez < 5) + menu + "I'm still working on doing all the stuff Golbanez wants me to do.",L_Close; + menu + "Now I know what happened. I'll tell you.",-, + "I'm sorry to tell you, but this was all your fault.",-; + + mes "You tell Savaric about what Golbenez showed to you."; + next; + mes "[Savaric]"; + mes "\"I.. I can't believe.. My master told me, I need to be careful because of my temper - but I never thought it would lead me to make such a terrible mistake. Oh, Reid - and all the people in the inn! What have I done?!\""; + next; + mes "He seems pained by his guilt."; + next; + mes "[Savaric]"; + mes "\"" + strcharinfo(0) + ", please, can you go to Reid and tell her about what I've done? And then ask her if she will ever be able to forgive me?\""; + next; + mes "\"But wait. It is not enough just to ask for forgiveness. Please, can you bring her " + @DIAMOND_AMOUNT + " Diamonds? They symbolize my pure feelings for her.\""; + set @state, 4; + callsub S_Update_Mask; + close; L_Waiting: - mes "[Savaric]"; - mes "\"Have you already brought the Diamonds to Reid?\""; - close; + mes "[Savaric]"; + mes "\"Have you already brought the Diamonds to Reid?\""; + close; L_Apologize: - mes "[Savaric]"; - mes "\"Oh thank you! I thank you so much! Reid came here to talk to me.\""; - next; - mes "\"She forgave me! I'm so happy!\""; - next; - mes "\"You did so much for me, can I ask you for one last favor?\""; - next; - mes "\"Golbenez took my soul and I want it back. You were very clever with how you negotiated with him so far. Could you get my soul back for me?\""; - set @state, 6; - callsub S_Update_Mask; - close; + mes "[Savaric]"; + mes "\"Oh thank you! I thank you so much! Reid came here to talk to me.\""; + next; + mes "\"She forgave me! I'm so happy!\""; + next; + mes "\"You did so much for me, can I ask you for one last favor?\""; + next; + mes "\"Golbenez took my soul and I want it back. You were very clever with how you negotiated with him so far. Could you get my soul back for me?\""; + set @state, 6; + callsub S_Update_Mask; + close; L_Want_Soul: - if (@golbanez >= 7) goto L_Soul; - mes "[Savaric]"; - mes "\"Welcome back! Are you still working on getting my soul back?\""; - menu - "I'm doing my best.",-, - "Yes, but it isn't easy.",-; + if (@golbanez >= 7) goto L_Soul; + mes "[Savaric]"; + mes "\"Welcome back! Are you still working on getting my soul back?\""; + menu + "I'm doing my best.",-, + "Yes, but it isn't easy.",-; - mes "[Savaric]"; - mes "\"Thank you so much! I'm counting on you!\""; - close; + mes "[Savaric]"; + mes "\"Thank you so much! I'm counting on you!\""; + close; L_Soul: - mes "[Savaric]"; - mes "\"My soul came back! Oh thank you!\""; - next; - mes "\"Please take this as a symbol of my gratitude.\""; - getinventorylist; - if (@inventorylist_count == 100) goto L_Full_Inv; - getitem "SorcererRobeRed", 1; - set @state, 7; - callsub S_Update_Mask; - mes "\"This is what mages and their apprentices wore when I lived. It is white because I wasn't a master yet.\""; - next; - mes "\"But I guess the old traditions have changed since then.\""; - close; + mes "[Savaric]"; + mes "\"My soul came back! Oh thank you!\""; + next; + mes "\"Please take this as a symbol of my gratitude.\""; + getinventorylist; + if (@inventorylist_count == 100) goto L_Full_Inv; + getitem "SorcererRobeRed", 1; + set @state, 7; + callsub S_Update_Mask; + mes "\"This is what mages and their apprentices wore when I lived. It is white because I wasn't a master yet.\""; + next; + mes "\"But I guess the old traditions have changed since then.\""; + close; L_Have_Soul: - mes "[Savaric]"; - mes "\"I'll be in your debt forever. Thank you so much.\""; - close; + mes "[Savaric]"; + mes "\"I'll be in your debt forever. Thank you so much.\""; + close; L_Reid: - mes "[Savaric]"; - mes "\"Relationship? Well, she is the innkeeper of this inn and I'm a patron. There is nothing more to say about this.\""; - close; + mes "[Savaric]"; + mes "\"Relationship? Well, she is the innkeeper of this inn and I'm a patron. There is nothing more to say about this.\""; + close; L_Not_Enough_Crystals: - mes "It seems you managed to get some, but not enough. Can you bring me more?"; - close; + mes "It seems you managed to get some, but not enough. Can you bring me more?"; + close; L_Full_Inv: - mes "[Savaric]"; - mes "\"Oh, you can't carry anything more. Come back when you can take it.\""; - close; + mes "[Savaric]"; + mes "\"Oh, you can't carry anything more. Come back when you can take it.\""; + close; L_Close: - close; + close; S_Update_Mask: set QUEST_Graveyard_Inn, - (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) + (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) | (@state << @Graveyard_Inn_SHIFT); return; } diff --git a/world/map/npc/027-2/testnpcs.txt b/world/map/npc/027-2/testnpcs.txt index f2fe952a..79c61b4a 100644 --- a/world/map/npc/027-2/testnpcs.txt +++ b/world/map/npc/027-2/testnpcs.txt @@ -1,6 +1,6 @@ //several NPCs in the Reid's Inn -027-2.gat,80,34,0 script Lovers 303,{ +027-2.gat,80,34,0|script|Lovers|303,{ mes "You see a man and a woman holding each other very tight."; next; mes "They are kissing and whispering things to each other you can't hear."; @@ -11,7 +11,7 @@ close; } -027-2.gat,75,29,0 script Archibald 306,{ +027-2.gat,75,29,0|script|Archibald|306,{ //the broken grammar is intentional mes "[Archibald]"; mes "\"Me need to prepare the food. Me helping the chef cook.\""; @@ -20,7 +20,7 @@ close; } -027-2.gat,77,40,0 script Darnel 308,{ +027-2.gat,77,40,0|script|Darnel|308,{ set @drunker, rand(4); if (@drunker == 0) goto L_0; if (@drunker == 1) goto L_1; @@ -45,7 +45,7 @@ L_3: close; } -027-2.gat,110,23,0 script Nigel 312,{ +027-2.gat,110,23,0|script|Nigel|312,{ mes "[Nigel]"; mes "\"Ohh... My head is killing me! I have to stop " + "drinking too much or I will lose my job... But " diff --git a/world/map/npc/027-2/werewolf.txt b/world/map/npc/027-2/werewolf.txt index 87d93173..41870095 100644 --- a/world/map/npc/027-2/werewolf.txt +++ b/world/map/npc/027-2/werewolf.txt @@ -1,158 +1,158 @@ -027-2.gat,118,23,0 script Wolfgang 305,{ - set @Graveyard_Inn_MASK, NIBBLE_5_MASK; - set @Graveyard_Inn_SHIFT, NIBBLE_5_SHIFT; - - set @state, ((QUEST_Graveyard_Inn & @Graveyard_Inn_MASK) >> @Graveyard_Inn_SHIFT); - - set @ANIMALBONES_AMOUNT, 30; - set @ANIMALBONES_EXP, 40000; - set @money, 1000; - - if (@state > 1) goto L_Happy; - if (@state == 1) goto L_Bones; - - mes "[Wolfgang]"; - mes "\"What a nice place here, isn't it?\""; - next; - mes "\"Just the stuff they call 'food' in here is awful, bah.\""; - if (baselevel < 80) goto L_Close; - next; - mes "\"I like bones from big animals, the best would be with some raw flesh on it. But just the bones are fine too.\""; - next; - mes "\"Can you bring me " + @ANIMALBONES_AMOUNT + " of them?\""; - set @state, 1; - callsub S_Update_Mask; - close; +027-2.gat,118,23,0|script|Wolfgang|305,{ + set @Graveyard_Inn_MASK, NIBBLE_5_MASK; + set @Graveyard_Inn_SHIFT, NIBBLE_5_SHIFT; + + set @state, ((QUEST_Graveyard_Inn & @Graveyard_Inn_MASK) >> @Graveyard_Inn_SHIFT); + + set @ANIMALBONES_AMOUNT, 30; + set @ANIMALBONES_EXP, 40000; + set @money, 1000; + + if (@state > 1) goto L_Happy; + if (@state == 1) goto L_Bones; + + mes "[Wolfgang]"; + mes "\"What a nice place here, isn't it?\""; + next; + mes "\"Just the stuff they call 'food' in here is awful, bah.\""; + if (baselevel < 80) goto L_Close; + next; + mes "\"I like bones from big animals, the best would be with some raw flesh on it. But just the bones are fine too.\""; + next; + mes "\"Can you bring me " + @ANIMALBONES_AMOUNT + " of them?\""; + set @state, 1; + callsub S_Update_Mask; + close; L_Bones: - mes "[Wolfgang]"; - mes "\"Do you have " + @ANIMALBONES_AMOUNT + " bones of an animal for me?\""; - next; - if ((countitem("Bone") > 0) && (countitem("AnimalBones") >= @ANIMALBONES_AMOUNT)) - menu - "Yes, here they are.",L_Bring, - "What about this normal bone?",L_Human, - "Not yet.",L_Close; - if (countitem("Bone") > 0) - menu - "What about this normal bone?",L_Human, - "Not yet.",L_Close; - if (countitem("AnimalBones") >= @ANIMALBONES_AMOUNT) - menu - "Yes, here they are.",L_Bring, - "Not yet.",L_Close; - menu - "Not yet.",-; - close; + mes "[Wolfgang]"; + mes "\"Do you have " + @ANIMALBONES_AMOUNT + " bones of an animal for me?\""; + next; + if ((countitem("Bone") > 0) && (countitem("AnimalBones") >= @ANIMALBONES_AMOUNT)) + menu + "Yes, here they are.",L_Bring, + "What about this normal bone?",L_Human, + "Not yet.",L_Close; + if (countitem("Bone") > 0) + menu + "What about this normal bone?",L_Human, + "Not yet.",L_Close; + if (countitem("AnimalBones") >= @ANIMALBONES_AMOUNT) + menu + "Yes, here they are.",L_Bring, + "Not yet.",L_Close; + menu + "Not yet.",-; + close; L_Bring: - if (countitem("AnimalBones") < @ANIMALBONES_AMOUNT) - goto L_Not_Enough; - delitem "AnimalBones", @ANIMALBONES_AMOUNT; - getexp @ANIMALBONES_EXP, 0; - mes "[Wolfgang]"; - mes "\"Ah! Wonderful! Thank you.\""; - set @state, 2; - callsub S_Update_Mask; - close; + if (countitem("AnimalBones") < @ANIMALBONES_AMOUNT) + goto L_Not_Enough; + delitem "AnimalBones", @ANIMALBONES_AMOUNT; + getexp @ANIMALBONES_EXP, 0; + mes "[Wolfgang]"; + mes "\"Ah! Wonderful! Thank you.\""; + set @state, 2; + callsub S_Update_Mask; + close; L_Human: - mes "[Wolfgang]"; - mes "\"What?! That's a humans bone! I don't eat humans. That brings only trouble.\""; - next; - mes "\"Besides, from that I heard, they taste bad.\""; - close; + mes "[Wolfgang]"; + mes "\"What?! That's a humans bone! I don't eat humans. That brings only trouble.\""; + next; + mes "\"Besides, from that I heard, they taste bad.\""; + close; L_Not_Enough: - mes "[Wolfgang]"; - mes "\"Are you trying to kid me? I can count.\""; - close; + mes "[Wolfgang]"; + mes "\"Are you trying to kid me? I can count.\""; + close; L_Happy: - mes "You see the werewolf happily crunching the bones you brought him."; - mes "[Wolfgang]"; - mes "\"Delicious. Thanks again.\""; - next; - mes "\"By the way... would you be interested in a little round of blackjack?\""; - mes "He pulls a deck of cards out of his pocket."; - next; - mes "[Wolfgang]"; - mes "\"You will need " + @money + " GP.\""; - menu - "Sure, why not?",L_Game, - "No, thanks.",-; - close; + mes "You see the werewolf happily crunching the bones you brought him."; + mes "[Wolfgang]"; + mes "\"Delicious. Thanks again.\""; + next; + mes "\"By the way... would you be interested in a little round of blackjack?\""; + mes "He pulls a deck of cards out of his pocket."; + next; + mes "[Wolfgang]"; + mes "\"You will need " + @money + " GP.\""; + menu + "Sure, why not?",L_Game, + "No, thanks.",-; + close; //The game mechanics is copied from casino.txt L_Game: - if(zeny < @money) goto L_No_Money; - mes "[Wolfgang]"; - mes "\"Very nice. Let's start.\""; - mes "He shuffles the cards."; - next; - set zeny, zeny - @money; - set @croupier, rand(0, 4); - set @croupier, @croupier + 17; - set @player, rand(4, 21); - mes "\"You got " + @player + " with your cards."; - if(@player == 21) goto L_End; - mes "Do you want another card?\""; - next; - - menu - "Yes.", L_Another, - "No.", L_End; + if(zeny < @money) goto L_No_Money; + mes "[Wolfgang]"; + mes "\"Very nice. Let's start.\""; + mes "He shuffles the cards."; + next; + set zeny, zeny - @money; + set @croupier, rand(0, 4); + set @croupier, @croupier + 17; + set @player, rand(4, 21); + mes "\"You got " + @player + " with your cards."; + if(@player == 21) goto L_End; + mes "Do you want another card?\""; + next; + + menu + "Yes.", L_Another, + "No.", L_End; L_Another: - set @tempace, rand(2, 11); - if (@tempace == 11) goto L_Ace; - set @player, @player + @tempace; - if (@player > 21) goto L_Lost; - if (@player == 21) goto L_End; - mes "\"You got " + @player + " with your cards."; - mes "Do you want another card?\""; - next; - - menu - "Yes", L_Another, - "No", L_End; + set @tempace, rand(2, 11); + if (@tempace == 11) goto L_Ace; + set @player, @player + @tempace; + if (@player > 21) goto L_Lost; + if (@player == 21) goto L_End; + mes "\"You got " + @player + " with your cards."; + mes "Do you want another card?\""; + next; + + menu + "Yes", L_Another, + "No", L_End; L_End: - if (@player <= @croupier) goto L_Lost; - mes "\"You won! Hrm, here is your money.\""; - set zeny, zeny + (3 * @money); - close; + if (@player <= @croupier) goto L_Lost; + mes "\"You won! Hrm, here is your money.\""; + set zeny, zeny + (3 * @money); + close; L_No_Money: - mes "\"You need at least " + @money + " GP.\""; - close; + mes "\"You need at least " + @money + " GP.\""; + close; L_Lost: - mes "[Wolfgang]"; - mes "\"Fine! I won!"; - mes "You got " + @player + " with your cards."; - mes "I had " + @croupier + ".\""; - close; + mes "[Wolfgang]"; + mes "\"Fine! I won!"; + mes "You got " + @player + " with your cards."; + mes "I had " + @croupier + ".\""; + close; L_Ace: - set @player, @player + 11; - if (@player > 21) set @player, @player - 10; - if (@player > 21) goto L_Lost; - if (@player == 21) goto L_End; - mes "You got " + @player + " with your cards."; - mes "Do you want another card?"; - next; - - menu - "Yes", L_Another, - "No", L_End; - close; + set @player, @player + 11; + if (@player > 21) set @player, @player - 10; + if (@player > 21) goto L_Lost; + if (@player == 21) goto L_End; + mes "You got " + @player + " with your cards."; + mes "Do you want another card?"; + next; + + menu + "Yes", L_Another, + "No", L_End; + close; L_Close: - close; + close; S_Update_Mask: set QUEST_Graveyard_Inn, - (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) + (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) | (@state << @Graveyard_Inn_SHIFT); return; } -- cgit v1.2.3-70-g09d2