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authorThe Kandiman <kandiman@kandiman.(none)>2011-09-11 20:33:46 -0400
committerThe Kandiman <kandiman@kandiman.(none)>2011-09-11 20:33:46 -0400
commitea8bb7b0cd86321ad0f85cc7a145671c527c10f9 (patch)
tree58128461e815f6aef84d7989e6fc5e0463b00235 /world/map/npc/027-2
parent1cb0e75cbd356485ebe35bb3f5af10e1454e57a5 (diff)
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Tab conversion and script formatting project.
Final commit, maps 024-1 through 042-2 complete.
Diffstat (limited to 'world/map/npc/027-2')
-rw-r--r--world/map/npc/027-2/alacrius2.txt12
-rw-r--r--world/map/npc/027-2/caretaker.txt14
-rw-r--r--world/map/npc/027-2/crying_child.txt7
-rw-r--r--world/map/npc/027-2/diary.txt3
-rw-r--r--world/map/npc/027-2/golbenez.txt21
-rw-r--r--world/map/npc/027-2/headless_man.txt45
-rw-r--r--world/map/npc/027-2/husband.txt66
-rw-r--r--world/map/npc/027-2/innkeeper.txt94
-rw-r--r--world/map/npc/027-2/lover.txt55
-rw-r--r--world/map/npc/027-2/werewolf.txt55
10 files changed, 185 insertions, 187 deletions
diff --git a/world/map/npc/027-2/alacrius2.txt b/world/map/npc/027-2/alacrius2.txt
index 6e708157..b6ed70ff 100644
--- a/world/map/npc/027-2/alacrius2.txt
+++ b/world/map/npc/027-2/alacrius2.txt
@@ -14,20 +14,18 @@
// mes "[Alacrius]";
// mes "\"The reaper kidnapped my beloved wife, and took her to the underworld. I had to find a way to stop him, and as time went by, I became what you can see now... But if you dare to cheat death, time and space you'll have to pay a high price... \"";
// next;
-
// mes "[Alacrius]";
// mes "\"Being away from time and space doesn't allow me to try to save my beloved wife... I need your help. Do you think you have what it takes to handle the most powerful monsters over the world of Mana? \"";
// next;
-
// menu
// "Let's go!",L_PLAY_OK,
// "No, thank you.",-;
// close;
-
// L_PLAY_OK:
-// if ($@FIGHT_ALACRIUS_STATUS != 0) goto L_AlreadyStarted;
+// if ($@FIGHT_ALACRIUS_STATUS != 0)
+// goto L_AlreadyStarted;
// set $@FIGHT_ALACRIUS_STATUS, 1;
// set $@MO_REAPER, 0;
// startnpctimer;
@@ -85,10 +83,12 @@
// L_AllDead:
-// if(@PRIZE == 0) goto L_NOHERO;
+// if(@PRIZE == 0)
+// goto L_NOHERO;
// getinventorylist;
-// if (@inventorylist_count == 100) goto L_TooMany;
+// if (@inventorylist_count == 100)
+// goto L_TooMany;
// getitem "CasinoCoins", 1;
// mes "[Alacrius]";
diff --git a/world/map/npc/027-2/caretaker.txt b/world/map/npc/027-2/caretaker.txt
index 3a53fb99..d86a14f9 100644
--- a/world/map/npc/027-2/caretaker.txt
+++ b/world/map/npc/027-2/caretaker.txt
@@ -22,10 +22,8 @@ L_Who:
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?", -;
-
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;
@@ -36,7 +34,6 @@ L_Return_Dialog:
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,
@@ -49,7 +46,6 @@ L_Favor:
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,
@@ -59,7 +55,8 @@ L_Favor:
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;
+ if (@menu == 2)
+ goto L_Location;
close;
L_Location:
@@ -74,7 +71,6 @@ L_Has_Letter:
mes "[Caretaker]";
mes "\"Have you found my daughter?\"";
next;
-
menu
"Not Yet.", -,
"I'll get there when I get there.", -,
@@ -85,10 +81,8 @@ L_Delivered_Letter:
mes "[Caretaker]";
mes "\"Have you found my daughter?\"";
next;
-
menu
"Yes.", -;
-
mes "[Caretaker]";
mes "\"Thank you for delivering my letter.\"";
set QUEST_Graveyard_Caretaker, 4;
@@ -98,18 +92,15 @@ L_Give_New_Letter:
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.", -;
-
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;
-
mes "[Caretaker]";
mes "\"Thank you.\"";
close;
@@ -130,5 +121,4 @@ OnWifeDeath:
gmcommand "@ban +5mn " + strcharinfo(0);
initnpctimer;
end;
-
}
diff --git a/world/map/npc/027-2/crying_child.txt b/world/map/npc/027-2/crying_child.txt
index ebafc9c6..54f70604 100644
--- a/world/map/npc/027-2/crying_child.txt
+++ b/world/map/npc/027-2/crying_child.txt
@@ -77,7 +77,6 @@ L_intro:
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;
@@ -109,7 +108,6 @@ L_return1:
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!\"";
@@ -156,7 +154,8 @@ L_return4:
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;
+ if (@inventorylist_count == 100)
+ goto L_full;
getitem "RingSimple", 1;
set @state, 7;
callsub S_Update_Mask;
@@ -173,7 +172,6 @@ L_full:
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;
@@ -182,5 +180,4 @@ S_Update_Mask:
(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 2446daac..904da80f 100644
--- a/world/map/npc/027-2/diary.txt
+++ b/world/map/npc/027-2/diary.txt
@@ -28,7 +28,8 @@ L_Diary:
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;
+ if (@reid != 6)
+ goto L_Close;
set @reid, 7;
callsub S_Update_Mask;
diff --git a/world/map/npc/027-2/golbenez.txt b/world/map/npc/027-2/golbenez.txt
index 7969fcb5..6c2b56d4 100644
--- a/world/map/npc/027-2/golbenez.txt
+++ b/world/map/npc/027-2/golbenez.txt
@@ -52,7 +52,6 @@
"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.\"";
@@ -60,7 +59,6 @@
goto L_Close;
menu
"I want to know. Try me.",-;
-
mes "Golbenez takes a piercing look at you.";
mes "[Golbenez]";
mes "\"Fine.\"";
@@ -74,7 +72,6 @@
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.\"";
@@ -95,8 +92,10 @@ L_Memory:
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;
+ 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;
@@ -232,7 +231,8 @@ L_Savaric:
close;
L_All:
- if (@lover == 6) goto L_Negotiate;
+ if (@lover == 6)
+ goto L_Negotiate;
mes "[Golbenez]";
mes "\"Did you come back to see the memories again?\"";
menu
@@ -252,7 +252,6 @@ L_Negotiate:
"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;
@@ -262,7 +261,6 @@ L_Negotiate:
"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;
@@ -272,6 +270,7 @@ L_Negotiate:
L_Soul:
mes "[Golbenez]";
mes "\"So, did you get a soul for me?\"";
+
L_Soul_Try:
if (countitem("JackOSoul") < 1)
menu
@@ -280,10 +279,12 @@ L_Soul_Try:
"What about this Jack O Soul?",-,
"I'll go and try to find a soul.",L_Close;
- if (countitem("JackOSoul") < 1) goto L_Betray;
+ if (countitem("JackOSoul") < 1)
+ goto L_Betray;
delitem "JackOSoul", 1;
set @soul, rand(50);
- if (@soul == 0) goto L_Soul_Success;
+ 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;
diff --git a/world/map/npc/027-2/headless_man.txt b/world/map/npc/027-2/headless_man.txt
index 94188f5b..4f630d0d 100644
--- a/world/map/npc/027-2/headless_man.txt
+++ b/world/map/npc/027-2/headless_man.txt
@@ -36,7 +36,8 @@
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;
+ 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
@@ -44,13 +45,11 @@
"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;
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;
@@ -61,11 +60,9 @@ L_Quest_ask:
"Sorry, I'm kinda busy with, you know, living.", L_Quest_no;
L_Quest_close:
-
close;
L_Quest_start:
-
mes "[Thurstan]";
mes "\"Great! I will need the following things.\"";
mes "\"" + @Wisp_Powder + " Wisp Powder,\"";
@@ -88,13 +85,11 @@ L_Quest_start:
close;
L_Quest_no:
-
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
@@ -103,16 +98,16 @@ L_Quest_progress:
"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;
+ 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;
@@ -150,14 +145,12 @@ L_Quest_check:
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;
L_Quest_items:
-
mes "[Thurstan]";
mes "\"" + @Wisp_Powder + " Wisp Powder,\"";
mes "\"" + @Polt_Powder + " Poltergeist Powder,\"";
@@ -171,7 +164,6 @@ L_Quest_items:
close;
L_Quest_finished:
-
mes "[Thurstan]";
mes "\"Thank you for all your help.\"";
next;
@@ -179,7 +171,8 @@ L_Quest_finished:
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;
+ 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;
@@ -193,16 +186,14 @@ L_Full_Inv:
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;
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/husband.txt b/world/map/npc/027-2/husband.txt
index 0d89709d..333470d1 100644
--- a/world/map/npc/027-2/husband.txt
+++ b/world/map/npc/027-2/husband.txt
@@ -43,13 +43,13 @@
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;
+ 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?\"";
@@ -81,22 +81,20 @@ L_Ice_Cube:
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 (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;
@@ -140,8 +138,9 @@ L_Check_Ice:
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;
+ if ((countitem("Bone") < @BONE_AMOUNT)
+ || (countitem("Skull") < @SKULL_AMOUNT))
+ goto L_Not_Enough_B;
delitem "Bone", @BONE_AMOUNT;
delitem "Skull", @SKULL_AMOUNT;
@@ -155,24 +154,22 @@ L_Brought_Bones:
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)
+ && (@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:
@@ -181,8 +178,12 @@ L_Savaric:
mes "\"That cheeky egomaniac - \"";
next;
- if ((Sex == 0) && (@kidstate < 7)) goto L_Woman;
- if ((Sex == 1) && (@kidstate < 7)) goto L_Man;
+ 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;
@@ -238,7 +239,6 @@ L_News:
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;
@@ -256,7 +256,6 @@ L_News:
"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;
@@ -282,7 +281,8 @@ L_Apologize:
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;
+ if (@inventorylist_count == 100)
+ goto L_Full_Inv;
getitem "BowlerHatBrown", 1;
set @state, 7;
callsub S_Update_Mask;
@@ -314,14 +314,14 @@ L_Close:
close;
S_Update_Mask_Kid:
- set QUEST_Graveyard_Inn,
- (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Kid_MASK))
- | (@kidstate << @Graveyard_Inn_Kid_SHIFT);
- return;
+ set QUEST_Graveyard_Inn,
+ (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))
- | (@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/innkeeper.txt b/world/map/npc/027-2/innkeeper.txt
index d3f7589a..b1732ee0 100644
--- a/world/map/npc/027-2/innkeeper.txt
+++ b/world/map/npc/027-2/innkeeper.txt
@@ -74,33 +74,31 @@
L_After_Welcome:
mes "[Reid's Ghost]";
mes "\"Please enjoy yourself!\"";
- if (baselevel < 85) goto L_Close;
+ if (baselevel < 85)
+ goto L_Close;
L_Ask_Dead:
- if (baselevel < 85) goto L_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;
@@ -117,6 +115,7 @@ L_Offer_Help2:
"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?", -,
@@ -136,22 +135,20 @@ L_Bring_Tears:
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 (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;
@@ -168,6 +165,7 @@ L_Check_Tears:
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?\"";
@@ -178,11 +176,11 @@ L_Ask_Life:
"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;
@@ -201,11 +199,9 @@ L_Skip2:
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.\"";
@@ -219,13 +215,16 @@ L_Skip2:
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 ((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;
@@ -296,11 +295,14 @@ L_Savaric:
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)
+ && (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,
@@ -312,7 +314,8 @@ L_Sorry:
close;
L_Diamond:
- if (countitem("GemRawWhite") < @DIAMOND_AMOUNT) goto L_Kidding;
+ if (countitem("GemRawWhite") < @DIAMOND_AMOUNT)
+ goto L_Kidding;
delitem "GemRawWhite", @DIAMOND_AMOUNT;
mes "You explain how Savaric feels and what the diamonds mean.";
next;
@@ -325,7 +328,8 @@ L_Diamond:
close;
L_Ruby:
- if (countitem("GemRawRed") < @RUBY_AMOUNT) goto L_Kidding;
+ if (countitem("GemRawRed") < @RUBY_AMOUNT)
+ goto L_Kidding;
delitem "GemRawRed", @RUBY_AMOUNT;
mes "You tell her about Hamonds feelings.";
next;
@@ -350,11 +354,13 @@ 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;
+ 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.\"";
@@ -413,26 +419,26 @@ L_Close:
close;
S_Update_Mask_Kid:
- set QUEST_Graveyard_Inn,
- (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Kid_MASK))
- | (@kidstate << @Graveyard_Inn_Kid_SHIFT);
- return;
+ set QUEST_Graveyard_Inn,
+ (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))
- | (@husband << @Graveyard_Inn_Husband_SHIFT);
- return;
+ set QUEST_Graveyard_Inn,
+ (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))
- | (@lover << @Graveyard_Inn_Lover_SHIFT);
- return;
+ set QUEST_Graveyard_Inn,
+ (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))
- | (@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/lover.txt b/world/map/npc/027-2/lover.txt
index eab823a4..61703327 100644
--- a/world/map/npc/027-2/lover.txt
+++ b/world/map/npc/027-2/lover.txt
@@ -93,6 +93,7 @@ L_Crystals:
set @crystal, @CRYSTAL_MAX;
delitem "DarkCrystal", @crystal;
getexp @crystal*@CRYSTAL_EXTRA_EXP, 0;
+
L_Skip:
mes "[Hanged Man]";
mes "\"Well, let's start now.\"";
@@ -133,25 +134,26 @@ L_Skip:
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;
+ 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.";
@@ -229,13 +231,13 @@ L_Apologize:
close;
L_Want_Soul:
- if (@golbanez >= 7) goto L_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.",-;
-
mes "[Savaric]";
mes "\"Thank you so much! I'm counting on you!\"";
close;
@@ -246,7 +248,8 @@ L_Soul:
next;
mes "\"Please take this as a symbol of my gratitude.\"";
getinventorylist;
- if (@inventorylist_count == 100) goto L_Full_Inv;
+ if (@inventorylist_count == 100)
+ goto L_Full_Inv;
getitem "SorcererRobeRed", 1;
set @state, 7;
callsub S_Update_Mask;
@@ -278,8 +281,8 @@ L_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/werewolf.txt b/world/map/npc/027-2/werewolf.txt
index 41870095..59272169 100644
--- a/world/map/npc/027-2/werewolf.txt
+++ b/world/map/npc/027-2/werewolf.txt
@@ -15,7 +15,8 @@
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;
+ 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;
@@ -28,11 +29,12 @@ 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)
+ && (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,
@@ -85,7 +87,8 @@ L_Happy:
//The game mechanics is copied from casino.txt
L_Game:
- if(zeny < @money) goto L_No_Money;
+ if (zeny < @money)
+ goto L_No_Money;
mes "[Wolfgang]";
mes "\"Very nice. Let's start.\"";
mes "He shuffles the cards.";
@@ -95,29 +98,33 @@ L_Game:
set @croupier, @croupier + 17;
set @player, rand(4, 21);
mes "\"You got " + @player + " with your cards.";
- if(@player == 21) goto L_End;
+ 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;
+ if (@tempace == 11)
+ goto L_Ace;
set @player, @player + @tempace;
- if (@player > 21) goto L_Lost;
- if (@player == 21) goto L_End;
+ 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;
+ if (@player <= @croupier)
+ goto L_Lost;
mes "\"You won! Hrm, here is your money.\"";
set zeny, zeny + (3 * @money);
close;
@@ -135,13 +142,15 @@ L_Lost:
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;
+ 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;
@@ -151,8 +160,8 @@ L_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;
+} \ No newline at end of file