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author | Stefan Beller <stefanbeller@googlemail.com> | 2010-12-05 12:42:08 +0100 |
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committer | Stefan Beller <stefanbeller@googlemail.com> | 2010-12-05 15:31:54 +0100 |
commit | c8486b73d0a033293ab68b438e02301949f77376 (patch) | |
tree | 84f6ede81bbd7eabffa7316be161b3df7915609a | |
parent | 02c469ce755fd3f6f1f808bead687b60c2c4429c (diff) | |
download | serverdata-c8486b73d0a033293ab68b438e02301949f77376.tar.gz serverdata-c8486b73d0a033293ab68b438e02301949f77376.tar.bz2 serverdata-c8486b73d0a033293ab68b438e02301949f77376.tar.xz serverdata-c8486b73d0a033293ab68b438e02301949f77376.zip |
new npc in nivalis
removed mapflags
tested baktar
KrickKrackKrock
Criker
Miler and the well
shop does not sell forest bow but a desertbow
-rwxr-xr-x[-rw-r--r--] | npc/020-1_Nivalis/KrickKrackKrock.txt | 72 | ||||
-rw-r--r-- | npc/020-1_Nivalis/_import.txt | 2 | ||||
-rw-r--r-- | npc/020-1_Nivalis/mapflags.txt | 9 | ||||
-rwxr-xr-x | npc/020-1_Nivalis/rockscissor.txt | 89 | ||||
-rwxr-xr-x | npc/020-1_Nivalis/well.txt | 117 | ||||
-rw-r--r-- | npc/020-2_Nivalis/_import.txt | 1 | ||||
-rwxr-xr-x[-rw-r--r--] | npc/020-2_Nivalis/baktar.txt | 53 | ||||
-rw-r--r-- | npc/020-2_Nivalis/shops.txt | 8 |
8 files changed, 260 insertions, 91 deletions
diff --git a/npc/020-1_Nivalis/KrickKrackKrock.txt b/npc/020-1_Nivalis/KrickKrackKrock.txt index 79cb63fc..e2f4746c 100644..100755 --- a/npc/020-1_Nivalis/KrickKrackKrock.txt +++ b/npc/020-1_Nivalis/KrickKrackKrock.txt @@ -1,23 +1,6 @@ -//################################### -//playing game # -// -Kric Krack Krock # -// -if you said the same as NPC # -// -he give you a redward depending # -//-of you're betting # -//################################### -// var of this game # -// =======================# -// NPCNAME | name of the NPC # -// ITEM_RAND | item you can get # -//ITEM_HEALTH| Potion you can get # -// kRICK |array with the tree # -// BET | the betting of PC # -// =======================# -//################################### - - - -009-1.gat,82,82,0 script Criker 127, { +// author: Lien +// reviewed by Pjotr Orial and Jenalya +020-1.gat,82,82,0 script Criker 183, { L_Main: //Var @@ -32,14 +15,14 @@ L_Main: //ends of var mes @NPC_NAME$; - mes "\" hello " + strcharinfo(0) + ", you want play Krick-Krack-Krock\""; - menu "let's start !", L_Start, - "What's this ?", L_info, - "Well not for the moment", -; + mes "\"Hello " + strcharinfo(0) + ", do you want to play Krick-Krack-Krock?\""; + menu "Let's start!", L_Start, + "What's this?", L_info, + "Well, not for the moment.", -; close; L_Start: mes @NPC_NAME$; - mes "\"Well, how many you want to bet with me ?\""; + mes "\"Well, how many do you want to bet?\""; input @BET; if(@BET < 50 ) goto L_poor; if(@BET > 2000) goto L_Too_rich; @@ -49,33 +32,33 @@ L_Start: set @NPC_KRICK, rand(2); - mes "(Choose Krick, Krack or Krock)"; + mes "\"Choose Krick, Krack or Krock.\""; menu @KRICK$[0], -, @KRICK$[1], -, @KRICK$[2], -; -//menu = min 1 & not 0 so I change it + //menu = min 1 & not 0 so I change it set @menu, @menu - 1; mes @NPC_NAME$; mes "\" "+ @KRICK$[@NPC_KRICK] +" !\""; if( @menu == @NPC_KRICK ) goto L_Work; mes @NPC_NAME$; - mes "\"well, to bad We were not lucky !\""; + mes "\"Too bad! You were not lucky!\""; close; L_Work: mes @NPC_NAME$; - mes "\"wow that has Work ... what present you want ?\""; + mes "\"Wow amazing... What kind of present do you want?\""; menu - "Money !", L_Money, - "Item !", L_Item, - "Health !", L_Health_item; + "Money!", L_Money, + "An item!", L_Item, + "Some healing potions would be cool!", L_Health_item; close; L_Money: mes @NPC_NAME$; - mes "\"Here is your money\""; + mes "\"Here is your money.\""; set zeny, zeny + (@BET*2); close; L_Item: @@ -89,7 +72,7 @@ if( @BET > 1200) getitem @ITEM_RAND[4 + rand(1)], 1; if( @BET > 1500) getitem @ITEM_RAND[5 + rand(1)], 1; if( @BET == 2000) getitem @ITEM_RAND[6 + rand(1)], 1; mes @NPC_NAME$; - mes "\"here it is !\""; + mes "\"Here it is !\""; close; L_Health_item: @@ -102,36 +85,25 @@ if( @BET > 1000) getitem @ITEM_HEALTH[3], 2 + rand(1); if( @BET > 1500) getitem @ITEM_HEALTH[3], 3 + rand(2); if( @BET == 2000) getitem @ITEM_HEALTH[3], 5 + rand(10); mes @NPC_NAME$; - mes "\"here it is !\""; + mes "\"Here it is !\""; close; L_poor: mes @NPC_NAME$; - mes "\"Erm... if you want to play you HAVE to bet, and you can't bet "+ @BET +" gold piece you need to bet something more of 50gp .\""; + mes "\"Erm... if you want to play you HAVE to bet, and you can't bet "+ @BET +" gold pieces. You need at least 50gp.\""; close; L_Too_rich: mes @NPC_NAME$; - mes "\"Mh... you have bet too for me. How I'll get a present who is "+ @BET +" ?\""; + mes "\"Mh... I have to bet too. How I'll get a present which is "+ @BET +"? No, that's too much.\""; close; L_No_Money: mes @NPC_NAME$; - mes "\"well you don't have "+ @BET +" money\""; + mes "\"Oh? You don't have "+ @BET +" gold pieces.\""; close; L_info: mes @NPC_NAME$; - mes "\"Well, if you want to do Krick Krack Krock with me you need to bet some money if you say the same thing like me (Krack, Krick or Krock) you can win the double of your money you have bet or an item depend of what you bet too. \""; + mes "\"Well, if you want to play Krick Krack Krock with me, you need to bet some money. We will both say a word (Krack, Krick or Krock). If we say the same, you can win the double of your money or an item worth of what you bet. \""; goto L_Main; - - -//Do by : -//========================================= -// __ _ _____ _ _ == -// | | |_| | ____| | \ | | == -// | | _ | |___ | \ | | == -// | |__ | | | |___ | |\ \_| | == -// |____| |_| |_____| |_| \____| == -// == -//========================================= } diff --git a/npc/020-1_Nivalis/_import.txt b/npc/020-1_Nivalis/_import.txt index 8da91301..d76777a4 100644 --- a/npc/020-1_Nivalis/_import.txt +++ b/npc/020-1_Nivalis/_import.txt @@ -1,6 +1,8 @@ map: 020-1.gat npc: npc/020-1_Nivalis/KrickKrackKrock.txt +npc: npc/020-1_Nivalis/rockscissor.txt npc: npc/020-1_Nivalis/_mobs.txt npc: npc/020-1_Nivalis/_warps.txt npc: npc/020-1_Nivalis/mapflags.txt npc: npc/020-1_Nivalis/soul-menhir.txt +npc: npc/020-1_Nivalis/well.txt diff --git a/npc/020-1_Nivalis/mapflags.txt b/npc/020-1_Nivalis/mapflags.txt index b96ea2f6..203cf649 100644 --- a/npc/020-1_Nivalis/mapflags.txt +++ b/npc/020-1_Nivalis/mapflags.txt @@ -1,7 +1,2 @@ -// - -019-1.gat mapflag nosave 009-1,54,39; -020-1.gat mapflag nosave 009-1,54,39; -020-2.gat mapflag nosave 009-1,54,39; -020-3.gat mapflag nosave 009-1,54,39; -020-4.gat mapflag nosave 009-1,54,39; +020-1.gat mapflag no_player_drops +020-1.gat mapflag town diff --git a/npc/020-1_Nivalis/rockscissor.txt b/npc/020-1_Nivalis/rockscissor.txt new file mode 100755 index 00000000..db813518 --- /dev/null +++ b/npc/020-1_Nivalis/rockscissor.txt @@ -0,0 +1,89 @@ +// author: Lien +// reviewed by Pjotr Orial and Jenalya +//##################################### +//== NPC [Player] # +// anyone want to do a funny bet # +// ------------------------ # +// Rock-Paper-Scissors can be playing # +// I hope that'll make fun # +// ------------------------ # +//##################################### + +020-1.gat,74,78,0 script Gobmel 183, { + //var + set @NPC_name$, "[Gobmel]"; + set @NPC_point, 0; + set @PC_point, 0; + set @gamblerun, 0; + setarray @CHOOSE_PC$, "Scissors", "Paper", "Rock"; + setarray @CHOSE_ID, 0, 1, 2; + //0 : scissors; 1: Paper; 2: Rock; + // 0 cut 1 and 1 cover 3 and break 0 ... + //var ends + + mes @NPC_name$; + mes "\"Hello " + strcharinfo(0) + "! Do you want to do a little party of Rock-Paper-Scissors and bet some gold?\""; + menu + "Yes, I want.", L_RPS, + "Well, maybe later.", -; + close; + +L_RPS: + + mes @NPC_name$; + mes "\"How much money do you want to bet?\""; + input @MONEY_BET; + if(zeny < @MONEY_BET) goto L_poor; + set zeny, zeny - @MONEY_BET; + +L_Start: + if(@gamblerun == 3) goto L_finish; + //what chose the NPC ? + + set @CHOOSE_NPCID, rand(2); + + mes @NPC_name$; + mes "[ " + @gamblerun + "/3 ]"; + mes "\"1... 2... 3...\""; + mes"[chose what sign you do]"; + menu + @CHOOSE_PC$[0], -, + @CHOOSE_PC$[1], -, + @CHOOSE_PC$[2], -; + + set @CHOSEN, @menu -1; + mes @CHOOSE_PC$[@CHOOSE_NPCID]; + mes strcharinfo(0)+" " + strcharinfo(0)+ ":" +@CHOOSE_PC$[@CHOSEN]; + if(@CHOSEN == @CHOOSE_NPCID) goto L_Start; + if(@CHOSEN == 0 && @CHOOSE_NPCID == 2) goto L_Lost; + if(@CHOSEN == 1 && @CHOOSE_NPCID == 0) goto L_Lost; + if(@CHOSEN == 2 && @CHOOSE_NPCID == 1) goto L_Lost; +L_Win: + set @PC_point, @PC_point + 1; + set @gamblerun, @gamblerun + 1; + mes "Oh no! I have lost."; + goto L_Start; + +L_poor: + mes @NPC_name$; + mes "\"Go away from me...\""; + close; + +L_Lost: + set @NPC_point, @NPC_point + 1; + set @gamblerun, @gamblerun + 1; + mes "I have won!"; + goto L_Start; + +L_finish: + if(@PC_point > @NPC_point ) goto L_Won; + mes @NPC_name$; + mes "\"Nice ! I have won, give your gp!\""; + close; +L_Won: + mes @NPC_name$; + mes "\"Here is my money\""; + set zeny, zeny + @MONEY_BET*2; + close; +} + diff --git a/npc/020-1_Nivalis/well.txt b/npc/020-1_Nivalis/well.txt new file mode 100755 index 00000000..4c200be8 --- /dev/null +++ b/npc/020-1_Nivalis/well.txt @@ -0,0 +1,117 @@ +//############################################ +//# NPC Well & Miler +//# Authors: Lien, PjotrOrial +//# Review: +//# +//# There is someone in the well. This can be found out by throwing some stuff +//# in there. +//# +//# When the npc in the well is detected they can be rescued by asking Miler +//# for help. +//# +//# The experience reward given by Miler is 111 * Baselevel +//# +//# used variables: QUEST_Nivalis_state Nibble4 +//############################################ + +020-1.gat,99,83,0 script #Well 127, { + + set @Q_MASK, NIBBLE_4_MASK; + set @Q_SHIFT, NIBBLE_4_SHIFT; + set @Q_status, ((QUEST_Nivalis_state) & @Q_MASK) >> @Q_SHIFT; + +if(@Q_status == 2) goto L_Finished; + set @item_ID, 0; + setarray @quote_item$, "Yuck! Who has thrown that on me?","Ouch! Who hurts me?","White powder!? What's going on up there?","Ahw! It's raining ","","",""; + + mes "..."; + menu "Throw something in the well.", L_trew, + "Leave it alone.", -; + close; + +L_trew: + mes "What do you want to throw?"; + menu "Maggot slime", -, + "A raw log", -, + "Pile of ash", -, + "Bottle of water", -, + "Leave it alone", L_Close; + + set @menu, @menu - 1; + + // little IF to do @quote$ & @Item_ID + set @quote$, @quote_item$[@menu]; + if(@menu == 0) set @item_ID, 505; + if(@menu == 1) set @item_ID, 569; + if(@menu == 2) set @item_ID, 701; + if(@menu == 3) set @item_ID, 541; + + if(countitem(@item_ID) < 1) goto L_NO_ITEM; + if(@menu == 3) getitem 540, 1; + delitem @item_ID, 1; + + mes "[Mysterious voice inside the well]"; + mes "\" "+ @quote$ +"\""; + next; + menu "Who are you?", -, + "How did you get there?", -, + "Do you need help?", -; + + set @menu, @menu - 1; + if(@menu == 0) set @quote$, "I'll talk about who I am after leaving the well."; + if(@menu == 1) set @quote$, "Well, someone has pushed me in the well, I don't know who did that."; + if(@menu == 2) set @quote$, ""; + mes "[Mysterious voice inside the well]"; + mes "\" "+ @quote$ +". So if you can call help for me... please do so!\""; + set @Q_status, 1; + callsub S_Update_Var; + close; + +L_NO_ITEM: + mes "You don't have such an item... Come back when you have it."; + close; + +L_Finished: + mes "This is a well."; + close; + +L_Close: + close; + +S_Update_Var: + set QUEST_Nivalis_state, + (QUEST_Nivalis_state & ~(@Q_MASK) + | (@Q_status << @Q_SHIFT)); + return; +} + +020-2.gat,100,28,0 script Miler 100, { + set @Q_MASK, NIBBLE_4_MASK; + set @Q_SHIFT, NIBBLE_4_SHIFT; + set @Q_status, ((QUEST_Nivalis_state) & @Q_MASK) >> @Q_SHIFT; + + mes "[Miler]"; + mes "\"Hello!\""; + if(@Q_status == 2) close; + if(@Q_status == 1) + menu "Hello.", -, + "Hello, Can you help me?", L_HELP; + close; +L_HELP: + mes "[Miler]"; + mes "\"What's the problem?\""; + menu "Someone has fallen in the well.", -; + mes "[Miler]"; + mes "\"Ho! I'll help him!\""; + getexp (BaseLevel * 111), 0; + set @Q_status, 2; + callsub S_Update_Var; + close; + +S_Update_Var: + set QUEST_Nivalis_state, + (QUEST_Nivalis_state & ~(@Q_MASK) + | (@Q_status << @Q_SHIFT)); + return; +} + diff --git a/npc/020-2_Nivalis/_import.txt b/npc/020-2_Nivalis/_import.txt index 05c69004..04feb1ae 100644 --- a/npc/020-2_Nivalis/_import.txt +++ b/npc/020-2_Nivalis/_import.txt @@ -4,4 +4,3 @@ npc: npc/020-2_Nivalis/_warps.txt npc: npc/020-2_Nivalis/baktar.txt npc: npc/020-2_Nivalis/mapflags.txt npc: npc/020-2_Nivalis/shops.txt -npc: npc/020-2_Nivalis/taro.txt diff --git a/npc/020-2_Nivalis/baktar.txt b/npc/020-2_Nivalis/baktar.txt index 799fd535..b037d7bb 100644..100755 --- a/npc/020-2_Nivalis/baktar.txt +++ b/npc/020-2_Nivalis/baktar.txt @@ -1,7 +1,7 @@ //#========================= //#== NPC Baktar //# Authors: Lien, PjotrOrial -//# Review: BigCrunch, Mistakes +//# Review: BigCrunch, Mistakes, Jenalya //# This NPC has two stages: //# //# In the first stage you need to bring 7 different items, but only one of each kind. @@ -29,7 +29,7 @@ //# =2 talking, you get the mission to hunt down Scroticular //# =3 you get information where Scroticular can be found. //# NIBBLE3 a bitmasking nibble for stage 2 again -//# bit 0 knows the name of the opponent +//# bit 0 knows the name/location of the opponent //# bit 1 killed the ugly opponent //#========================= 020-2.gat,70,61,0 script Baktar 183,{ @@ -48,6 +48,7 @@ set @Q_status2_bits, ((QUEST_Nivalis_state) & @Q_MASK2_BITS) >> @Q_SHIFT2_BITS; // if all bits are set, you brought him everything! Now we continue in Phase 2 of this npc. + mes @Q_status; if(@Q_status == @Q_MASK) goto L_2_init; set @BIT_KNOWHIM, 0; @@ -77,17 +78,17 @@ set @XP_SNAKESKIN, 350; set @BIT_BUGLEG,7; - set @MONEY_BUGLEG, 20000; - set @XP_BUGLEG, 10000; + set @MONEY_BUGLEG, 20; + set @XP_BUGLEG, 130; if(sex) - set @type$, "Man"; + set @type$, "man"; if(!sex) - set @type$, "Woman"; + set @type$, "woman"; if(@Q_status & (1<<@BIT_KNOWHIM)) goto L_KnowAlready; mes @npcname$; - mes "\"Hello, " + @type$ + ", did you come from Tulimshar? Because you have a nice tan. \""; + mes "\"Hello, " + @type$ + ", did you come from Tulimshar? Because you have a nice tan. \""; menu "Yes, I'm from Tulimshar", L_exotic, "Well, I just like sunbathing", -, @@ -111,7 +112,7 @@ L_exotic: L_startitem: setarray @exotic_item$, "", "", "", "", "", "", ""; set @c, 0; - set @Q_status, @Q_status & (1<<@BIT_KNOWHIM); + set @Q_status, @Q_status | (1<<@BIT_KNOWHIM); callsub S_Update_Var; if (countitem("DesertHat") < 1 || @Q_status & (1<<@BIT_DESERTHAT) ) goto L_DesertShirt; set @exotic_item$[@c], "a Desert Hat ?"; @@ -137,8 +138,8 @@ L_tongue: set @c, @c + 1; L_egg: - if (countitem("MoutainSnakeEgg") < 1 || @Q_status & (1<<@BIT_MS_EGG)) goto L_Skin; - set @exotic_item$[@c], "a Moutain Snake Egg?"; + if (countitem("MountainSnakeEgg") < 1 || @Q_status & (1<<@BIT_MS_EGG)) goto L_Skin; + set @exotic_item$[@c], "a Mountain Snake Egg?"; set @menuid[@c], 4; set @c, @c + 1; @@ -155,7 +156,7 @@ L_bugleg: set @c, @c + 1; L_NeverMind: - set @exotic_item$[@c], "Never Mind"; + set @exotic_item$[@c], "Nevermind"; set @menuid[@c], 6; //menu for the item menu @@ -178,7 +179,7 @@ L_NeverMind: if (@menuid[@menu] == 6) goto L_BugLegItem; //if Never mind mes @npcname$; - mes "\"ok, GoodBye then\""; + mes "\"Ok, goodbye then.\""; close; L_DesertHat_Item: if(@Q_status & (1<<@BIT_DESERTHAT)) goto L_havealready; @@ -186,7 +187,7 @@ L_DesertHat_Item: delitem "DesertHat", 1; set zeny, zeny + @MONEY_DESERTHAT; getexp @XP_DESERTHAT,0; - set @Q_status, @Q_status & (1<<@BIT_DESERTHAT); + set @Q_status, @Q_status | (1<<@BIT_DESERTHAT); callsub S_Update_Var; close; L_DesertShirt_Item: @@ -195,25 +196,25 @@ L_DesertShirt_Item: delitem "DesertShirt", 1; set zeny, zeny + @MONEY_DESERTSHIRT; getexp @XP_DESERTSHIRT,0; - set @Q_status, @Q_status & (1<<@BIT_DESERSHIRT); + set @Q_status, @Q_status | (1<<@BIT_DESERTSHIRT); callsub S_Update_Var; -close; + close; L_SerfHat_Item: if(@Q_status & (1<<@BIT_SERFHAT)) goto L_havealready; if (countitem("SerfHat") < 1) goto L_Noitem; delitem "SerfHat", 1; set zeny, zeny + @MONEY_SERFHAT; getexp @XP_SERFHAT,0; - set @Q_status, @Q_status & (1<<@BIT_SERFHAT); + set @Q_status, @Q_status | (1<<@BIT_SERFHAT); callsub S_Update_Var; -close; + close; L_tongue_Item: if(@Q_status & (1<<@BIT_MS_TONGUE)) goto L_havealready; if (countitem("MountainSnakeTongue") < 1) goto L_Noitem; delitem "MountainSnakeTongue", 1; set zeny, zeny + @MONEY_MS_TONGUE; getexp @XP_MS_TONGUE,0; - set @Q_status, @Q_status & (1<<@BIT_MS_TONGUE); + set @Q_status, @Q_status | (1<<@BIT_MS_TONGUE); callsub S_Update_Var; close; L_egg_Item: @@ -222,7 +223,7 @@ L_egg_Item: delitem "MountainSnakeEgg", 1; set zeny, zeny + @MONEY_MS_EGG; getexp @XP_MS_EGG,0; - set @Q_status, @Q_status & (1<<@BIT_MS_EGG); + set @Q_status, @Q_status | (1<<@BIT_MS_EGG); callsub S_Update_Var; close; L_skin_Item: @@ -231,7 +232,7 @@ L_skin_Item: delitem "SnakeSkin", 1; set zeny, zeny + @MONEY_SNAKESKIN; getexp @XP_SNAKESKIN,0; - set @Q_status, @Q_status & (1<<@BIT_SNAKESKIN); + set @Q_status, @Q_status | (1<<@BIT_SNAKESKIN); callsub S_Update_Var; close; L_BugLegItem: @@ -240,7 +241,7 @@ L_BugLegItem: delitem "BugLeg", 1; set zeny, zeny + @MONEY_BUGLEG; getexp @XP_BUGLEG,0; - set @Q_status, @Q_status & (1<<@BIT_BUGLEG); + set @Q_status, @Q_status | (1<<@BIT_BUGLEG); callsub S_Update_Var; close; @@ -258,12 +259,6 @@ S_Update_Var: set QUEST_Nivalis_state, (QUEST_Nivalis_state & ~(@Q_MASK) | (@Q_status << @Q_SHIFT)); - set QUEST_Nivalis_state, - (QUEST_Nivalis_state & ~(@Q_MASK2) - | (@Q_status2 << @Q_SHIFT2)); - set QUEST_Nivalis_state, - (QUEST_Nivalis_state & ~(@Q_MASK2_BITS) - | (@Q_status2_bits << @Q_SHIFT2_BITS)); return; @@ -289,7 +284,7 @@ L_2_init: mes @npcname$; mes "\"Thanks a lot for bringing me all this nice stuff!\""; next; - mes "\"That helps me a lot. You see over there is already another set I collected: There are some pieces of the Hurnscald town. That sign there has ben stolen from the inn.\""; + mes "\"That helps me a lot. You see over there is already another set I collected: There are some pieces of the Hurnscald town. That sign there has been stolen from the inn.\""; next; mes "\"But do not tell anyone, please! I really like collecting things. And that sign is one of the first things I organized.\""; next; @@ -377,7 +372,7 @@ L_2_name: mes "\"What is your name again?\""; menu "I am sorry for the joke... Please forgive me", -, - "They call me Mistakes; I am a professional killer as well. You heard about that business in the terranite cave?", -; + "They call me Mistakes. I am a professional killer as well. You heard about that business in the terranite cave?", -; mes @npcname$; mes "\"Alright, I see. Ok maybe I really need to calm down. Please let me alone... I will try to calm down, ok?\""; close; diff --git a/npc/020-2_Nivalis/shops.txt b/npc/020-2_Nivalis/shops.txt index 8492aeb2..1d863a00 100644 --- a/npc/020-2_Nivalis/shops.txt +++ b/npc/020-2_Nivalis/shops.txt @@ -3,7 +3,7 @@ // Clothes shop 020-2.gat,27,26,0 shop Taylor 137,523:2000,524:1600,543:800,544:5000,546:10000,586:1000,741:-1 // Weapons shop -020-2.gat,25,65,0 shop Bracco 135,1201:50,521:1000,522:100,529:5 +020-2.gat,25,65,0 shop Bracco 135,1201:50,521:1000,522:100,529:5,530:-1 // Potions shop 020-2.gat,75,26,0 shop Mede 103,501:50,502:70,567:500,568:500 @@ -13,9 +13,9 @@ set @cost, 100; mes "[" + @npcName$ + "]"; - mes "\"Welcome strangers."; - mes "What? You've already seen an INN like mine?"; - mes "That's impossible!\""; + mes "\"Welcome stranger!\""; + mes "\"What? You've already seen an INN like mine?\""; + mes "\"That's impossible!\""; next; callfunc "Inn"; close; |