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authorFrost <networktoy@cox.net>2011-09-06 12:08:04 -0700
committerJessica Tölke <jtoelke@mail.upb.de>2011-09-06 22:42:09 +0200
commit5a2fc507f0629399141c015d0437a1c6ae291492 (patch)
tree5deaf4fbec142e6eb4e53229172464eb3eaaf68f /world/map/npc/027-2/werewolf.txt
parentc86e465b6e874a17a5cb1162eee653ed3aeef2fe (diff)
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Removed tabs from scripts in 027-2
Diffstat (limited to 'world/map/npc/027-2/werewolf.txt')
-rw-r--r--world/map/npc/027-2/werewolf.txt256
1 files changed, 128 insertions, 128 deletions
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;
}