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author | Jessica Tölke <jtoelke@mail.upb.de> | 2011-09-08 20:36:29 +0200 |
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committer | Jessica Tölke <jtoelke@mail.upb.de> | 2011-09-08 20:36:29 +0200 |
commit | 5ea6c568c86d9c0f76983705258951e2db9974fa (patch) | |
tree | 94a402b645140a7bb9fbfa467a73cfb30d880a56 /world/map/npc | |
parent | 2629fa14c6f7e6a5a7a71f5c784424cf80189f17 (diff) | |
parent | cba4de9a5f7b9de412b9f458c80904cee9764a85 (diff) | |
download | serverdata-5ea6c568c86d9c0f76983705258951e2db9974fa.tar.gz serverdata-5ea6c568c86d9c0f76983705258951e2db9974fa.tar.bz2 serverdata-5ea6c568c86d9c0f76983705258951e2db9974fa.tar.xz serverdata-5ea6c568c86d9c0f76983705258951e2db9974fa.zip |
Merge remote-tracking branch 'testing/master'v2011.09.08
Diffstat (limited to 'world/map/npc')
340 files changed, 17164 insertions, 16447 deletions
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/001-1/banker.txt b/world/map/npc/001-1/banker.txt index 6dfc5bc3..c5807d0e 100644 --- a/world/map/npc/001-1/banker.txt +++ b/world/map/npc/001-1/banker.txt @@ -4,5 +4,6 @@ callfunc "ClearVariables"; set @npcname$, "Tybalt"; callfunc "Banker"; + set @npcname$, ""; close; } diff --git a/world/map/npc/001-1/barber.txt b/world/map/npc/001-1/barber.txt index 4a0b9d57..103e303a 100644 --- a/world/map/npc/001-1/barber.txt +++ b/world/map/npc/001-1/barber.txt @@ -8,4 +8,8 @@ mes "[Nicolas the Barber]"; mes "\"Come again!\""; close; + +// OnInit doesn't work for functions, they need our help +OnInit: + callfunc "OnInitBarber"; } diff --git a/world/map/npc/001-1/bard.txt b/world/map/npc/001-1/bard.txt index c4a340ba..879ba934 100644 --- a/world/map/npc/001-1/bard.txt +++ b/world/map/npc/001-1/bard.txt @@ -19,7 +19,7 @@ L_Main: "Have you heard any news?", L_News, "What do you know about...", L_Question, "Farewell!", -; - close; + goto L_Close; L_News: // mes "[" + @name$ + "]"; @@ -125,5 +125,11 @@ L_Song: mes "[" + @name$ + "]"; set @id, rand(3); mes @songs$[@id]; + goto L_Close; + +L_Close: + set @name$, ""; + set @id, 0; + cleararray @songs$[0], "", 2; close; } diff --git a/world/map/npc/001-1/bernard.txt b/world/map/npc/001-1/bernard.txt index 96c45f81..23b39f5c 100644 --- a/world/map/npc/001-1/bernard.txt +++ b/world/map/npc/001-1/bernard.txt @@ -25,7 +25,7 @@ L_Opening1: L_Ask: menu "Yes.", L_Yes, - "No.", L_No; + "No.", L_Close; L_Yes: set @TEMP, rand(2); @@ -48,7 +48,7 @@ L_Set: set TMW_Quest,1; mes "[Bernard]"; mes "\"Please bring it to me!\""; - close; + goto L_Close; L_Progress: if (countitem("RoastedMaggot") < 1) goto L_NotEnough; @@ -61,7 +61,7 @@ L_Progress: getexp 100, 0; getitem "CherryCake", 5; set TMW_Quest, 2; - close; + goto L_Close; L_Progress2: if (countitem("MaggotSlime") < 3) goto L_NotEnough1; @@ -74,17 +74,17 @@ L_Progress2: getexp 100, 0; getitem "Beer", 3; set TMW_Quest, 4; - close; + goto L_Close; L_NotEnough: mes "[Bernard]"; mes "\"Oh, please hurry and bring me a Roasted Maggot. I'm yearning for maggot soup!\""; - close; + goto L_Close; L_NotEnough1: mes "[Bernard]"; mes "\"Please do hurry and bring me 3 Maggot Slimes, so I can finish my soup!\""; - close; + goto L_Close; L_Done1: mes "[Bernard]"; @@ -94,21 +94,22 @@ L_Done1: mes "\"I need 3 Maggot Slimes for that.\""; mes "\"Bring them to me, and I'll give you something nice.\""; set TMW_Quest,3; - close; + goto L_Close; L_Done2: mes "[Bernard]"; mes "\"I didn't mention it before, but I also put beer in my soup. I hope you like beer as much as I do, because, you see...\""; next; mes "\"Beer is life!\""; - close; + goto L_Close; -L_No: +L_Close: + set @TEMP, 0; close; L_TooMany: next; mes "[Bernard]"; mes "\"You don't have room for my reward. I'll wait until you do.\""; - close; + goto L_Close; } diff --git a/world/map/npc/001-1/bleacher.txt b/world/map/npc/001-1/bleacher.txt index 4b4ebdb2..b3122816 100644 --- a/world/map/npc/001-1/bleacher.txt +++ b/world/map/npc/001-1/bleacher.txt @@ -12,7 +12,7 @@ menu "I'd like to bleach something", -, - "No thanks", L_close; + "No thanks", L_Close; L_bleach_menu: mes "[Candide]"; @@ -39,7 +39,7 @@ L_bleach_menu: "Red lined sorcerer robe", L_red_lined_sorcerer_robe, "Bowler hat (brown)", L_bowler_hat_brown, "Nevermind", -; - goto L_close; + goto L_Close; L_cottonshirt: set @normal, 1202; @@ -168,7 +168,7 @@ L_again: menu "Yes", L_bleach_menu, - "No", L_close; + "No", L_Close; L_no_item: mes "[Candide]"; @@ -181,18 +181,19 @@ L_no_ash: mes "[Candide]"; mes "\"You don't have enough ash for me to bleach anything."; mes "I need three piles.\""; - next; - - goto L_close; + goto L_Close; L_no_money: mes "[Candide]"; mes "\"You don't have enough gold for me to bleach anything."; mes "I need 5,000 GP for supplies.\""; - next; + goto L_Close; -L_close: +L_Close: mes "[Candide]"; mes "\"Come again.\""; + set @normal, 0; + set @dyeBase, 0; + set @del, 0; close; } diff --git a/world/map/npc/001-1/children.txt b/world/map/npc/001-1/children.txt index 31dcc87b..91aa2e1f 100644 --- a/world/map/npc/001-1/children.txt +++ b/world/map/npc/001-1/children.txt @@ -15,41 +15,45 @@ L_1: mes "[Aisha]"; mes "\"Maggots are soo slimey!\""; - close; + goto L_Close; L_2: mes "[Aisha]"; mes "\"Want to play ball with me?\""; - close; + goto L_Close; L_3: mes "[Aisha]"; mes "\"There are so many monsters; I hate scorpions!\""; - close; + goto L_Close; L_4: mes "[Aisha]"; mes "\"When I grow up, I want to be strong enough to kill a scorpion!\""; - close; + goto L_Close; L_5: mes "[Aisha]"; mes "\"Mommy told me that you can sell the things that monsters drop.\""; - close; + goto L_Close; L_6: mes "[Aisha]"; mes "\"Have you tried to eat a roasted maggot? They are sooo yummy! And you feel much healthier afterwards, too!\""; - close; + goto L_Close; L_7: mes "[Aisha]"; mes "\"I want to be a Doctor when I grow up!\""; - close; + goto L_Close; L_8: mes "[Aisha]"; mes "\"That volcano was sooo scary! The earth was shaking and everything was breaking down... but now they have rebuilt everything.\""; + goto L_Close; + +L_Close: + set @TEMP, 0; close; } @@ -69,35 +73,35 @@ L_8: L_1: mes "\"If I learned anything from school, Grenxen founded Tulimshar.\""; - close; + goto L_Close; L_2: mes "\"When I was picking rocks from the field, I saw a red scorpion.\""; - close; + goto L_Close; L_3: mes "\"Its polite to state your name before talking to anyone.\""; - close; + goto L_Close; L_4: mes "\"I have a Scorpion Doll!\""; - close; + goto L_Close; L_5: mes "\"I always take some spare Cactus Juice with me on the field. They are heavy, though.\""; - close; + goto L_Close; L_6: mes "\"When you are feeling bad, eating something can usually help you heal faster.\""; - close; + goto L_Close; L_7: mes "\"Grenxen is the Demon that founded Tulimshar.\""; - close; + goto L_Close; L_8: mes "\"That volcano eruption was scary; much of Tulimshar was destroyed. But the mayor had everything rebuilt quickly.\""; - close; + goto L_Close; L_9: mes "\"I know a very bad word. But I must not say it, because monsters will come and get me if I do!\""; @@ -105,7 +109,7 @@ L_9: menu "A bad word?", L_tell, "Oh, you better keep it for yourself then.", -; - close; + goto L_Close; L_tell: mes "[Nina]"; @@ -115,12 +119,12 @@ L_tell: "If I promise to never tell anyone, can you tell me the word?", L_keepword, "I understand, you do not need to tell me...", L_giveword, "Goodbye!", -; - close; + goto L_Close; L_keepword: mes "[Nina]"; mes "\"No.\""; - close; + goto L_Close; L_giveword: mes "[Nina]"; @@ -131,5 +135,9 @@ L_giveword: mes "[Nina]"; mes "Terrified, she looks around once more."; mes "\"But you mustn't tell anyone!\""; + goto L_Close; + +L_Close: + set @TEMP, 0; close; } diff --git a/world/map/npc/001-1/elanore.txt b/world/map/npc/001-1/elanore.txt index 2607bf29..0c35568f 100644 --- a/world/map/npc/001-1/elanore.txt +++ b/world/map/npc/001-1/elanore.txt @@ -93,28 +93,28 @@ Heal_1: mes "[Elanore the Healer]"; mes "\"Here you go!\""; heal 10000,10000; - close; + goto L_Close; Heal_2: mes "[Elanore the Healer]"; mes "\"Painless, wasn't it?"; heal 10000,10000; - close; + goto L_Close; Heal_3: mes "[Elanore the Healer]"; mes "\"You should be more careful.\""; heal 10000,10000; - close; + goto L_Close; Heal_4: mes "[Elanore the Healer]"; mes "\"Much better, right?!\""; heal 10000,10000; - close; + goto L_Close; L_NoHeal: if (MAGIC_FLAGS) @@ -125,7 +125,7 @@ L_NoHealMessage: mes "\"I'm sorry but unless you are young and in need, I can't help you, and your level is already higher than ten."; mes "With so many people still injured from the earthquake, I really have no time to help."; mes "You can get some rest in the inn near here.\""; - close; + goto L_Close; L_Chat: mes "[Elanore the Healer]"; @@ -151,7 +151,7 @@ L_Main: "Can you heal me?", L_NoHealMessage, "What do you know about...", L_Question, "Goodbye!", L_bye; - close; + goto L_Close; OnPCKillEvent: if (attachrid(@killerrid) == 0) @@ -166,7 +166,7 @@ L_OnPcKillWipe: L_OnPcKillFinish: set MAGIC_EXPERIENCE, (MAGIC_EXPERIENCE & ~(255 << 24)) | (@Q_heal_exp << 24); - close; + goto L_Close; L_Lifestones: mes "[Elanore the Healer]"; @@ -177,7 +177,7 @@ L_Lifestones: "No way!", -, "Here you are!", L_Lifestones_Trade, "Can I make them myself?", L_Lifestones_MakeSelf; - close; + goto L_Close; L_Lifestones_Trade: if (countitem("MauveHerb") < 10) goto L_Lifestones_Trade_Missing; @@ -207,18 +207,18 @@ L_Lifestones_Trade: mes "\"Five for you and five for me.\""; mes "She smiles."; mes "[200 experience points]"; - close; + goto L_Close; L_Lifestones_NoRoom: mes "[Elanore the Healer]"; mes "\"Oh... it seems that you have no room for the lifestones. But please do come back later when you have made a little space.\""; - close; + goto L_Close; L_Lifestones_Trade_Missing: mes "[Elanore the Healer]"; mes "Elanore counts the leaves you show her."; mes "\"No, I am sorry. Please bring me ten leaves each of gamboge, alizarin, mauve, and cobalt.\""; - close; + goto L_Close; L_Lifestones_MakeSelf: mes "[Elanore the Healer]"; @@ -229,11 +229,11 @@ L_Lifestones_MakeSelf_yes: next; mes "[Elanore the Healer]"; mes "\"You will have to make sure that your powers are pure, though, either by wearing a white robe or some other special magical item that does this for you.\""; - close; + goto L_Close; L_Lifestones_MakeSelf_no: mes "\"No, you are not powerful enough yet. Please come back and ask me again when you have learned to control more powerful magic, though!\""; - close; + goto L_Close; L_Teach: if (@Q_status == @STATUS_INITIAL) goto L_Teach_Initial; @@ -246,7 +246,7 @@ L_Teach: mes "[Elanore the Healer]"; mes "\"You have made good progress, but you lack the magical power to advance further. Also, I would like to observe you some more to be certain that you will make a good healer.\""; - close; + goto L_Close; L_Teach_Initial: mes "[Elanore the Healer]"; @@ -282,12 +282,12 @@ L_Teach_Initial: mes "[Elanore the Healer]"; mes "Elanore hands you the crystal."; mes "\"Here you are. I hope that it will allow you to do good!\""; - close; + goto L_Close; L_Teach_Initial_Noroom: mes "[Elanore the Healer]"; mes "\"Oh... you managed to put things into every little nook and pocket, haven't you? Well, come back later, I will give it to you then.\""; - close; + goto L_Close; L_Teach_CheckAdvanceTo2: mes "[Elanore the Healer]"; @@ -318,7 +318,7 @@ L_Teach_AdvanceTo2_skip: set @SUP_xp, 5000; set @SUP_lvl, 2; callfunc "SkillUp"; - close; + goto L_Close; L_Teach_CheckAdvanceTo2_fail: mes "\"I think I would like to observe you for a little longer to see if you would make a good healer.\""; @@ -328,7 +328,7 @@ L_Teach_CheckAdvanceTo2_fail: mes "\"You are making progress, but you still need more practice.\""; if (@Q_heal_exp >= 15) mes "\"You have made good progress, but please do continue in your efforts.\""; - close; + goto L_Close; L_Teach_CheckAdvanceToLOH: if (getskilllv(SKILL_MAGIC) < 2) goto L_Teach_LOH_advance_abort0; @@ -346,17 +346,17 @@ L_Teach_CheckAdvanceToLOH: getexp 1000, 0; set @Q_status, @STATUS_LEARNED_LAY_ON_HANDS; callsub S_update_var; - close; + goto L_Close; L_Teach_LOH_advance_abort0: mes "[Elanore the Healer]"; mes "\"You don't have enough magical power to learn the next healing spell yet.\""; - close; + goto L_Close; L_Teach_LOH_advance_abort1: mes "[Elanore the Healer]"; mes "\"I'm sorry, but I am not yet convinced that you are a good enough healer. Please continue in your endeavours.\""; - close; + goto L_Close; L_Teach_Explain3: if (getskilllv(SKILL_MAGIC) < 3) goto L_Teach_Explain3_abort; @@ -426,7 +426,7 @@ L_3_where: L_Teach_Explain3_abort: mes "[Elanore the Healer]"; mes "\"I'm sorry, but you lack the magical power to advance.\""; - close; + goto L_Close; L_Teach_Explain3_fail: mes "[Elanore the Healer]"; @@ -436,7 +436,7 @@ L_Teach_Explain3_fail: mes "\"You still need more practice in the art of healing.\""; if ((@Q_heal_exp >= 40)) mes "\"You are doing well, but you need some more practice as a healer first.\""; - close; + goto L_Close; L_Teach_CheckAdvanceTo3: callfunc "KadiyaSubquestConsts"; @@ -582,7 +582,6 @@ L_Q_auldsbel: next; goto L_Main; - L_CurePoison: mes "[Elanore the Healer]"; mes "\"Oh dear! That looks like poison; hang on...\""; @@ -594,11 +593,31 @@ L_CurePoison: next; mes "[Elanore the Healer]"; mes "\"There you are, right as rain! Now you take care, all right?\""; - close; + goto L_Close; L_bye: mes "[Elanore the Healer]"; mes "\"Goodbye!\""; + goto L_Close; + +L_Close: + set @Q_MASK, 0; + set @Q_SHIFT, 0; + set @has_magic, 0; + set @Q_STATUS_MAX, 0; + set @Q_heal_exp, 0; + set @Q_status, 0; + set @SUP_id, 0; + set @SUP_name$, ""; + set @ignore, 0; + set @STATUS_LEARNED_LIGHT_HEAL, 0; + set @STATUS_MASTERED_LIGHT_HEAL, 0; + set @STATUS_LEARNED_LAY_ON_HANDS, 0; + set @STATUS_WAITING_FOR_KADIYA, 0; + set @STATUS_READY_TO_LEARN_CURE_POISON, 0; + set @STATUS_LEARNED_CURE_POISON, 0; + set @TEMP,0; + set @xp, 0; close; S_update_var: diff --git a/world/map/npc/001-1/entertainer.txt b/world/map/npc/001-1/entertainer.txt index d99b2d94..5fe8cbc3 100644 --- a/world/map/npc/001-1/entertainer.txt +++ b/world/map/npc/001-1/entertainer.txt @@ -9,7 +9,7 @@ menu "What are those emotions above your head?", L_Learn, "Nothing I guess", -; - close; + goto L_Close; L_Learn: mes "[Entertainer]"; @@ -18,7 +18,7 @@ L_Learn: menu "Ok sure", L_Learn2, "Why would I need to that", -; - close; + goto L_Close; L_Learn2: setskill @EMOTE_SKILL, 1; @@ -26,19 +26,21 @@ L_Learn2: mes "\"All you have to do is press alt and a number"; mes "The number determines what emotion will be showned"; mes "Some clients will also show an emote shortcut-bar with the F12 button\""; - close; + goto L_Close; L_Has: mes "[Entertainer]"; mes "\"The entertainment life is a hard life...\" *sigh*"; - close; + goto L_Close; +L_Close: + set @EMOTE_SKILL, 0; + close; OnTimer3000: - emotion rand(0,11); + emotion rand(EMOTE_DISGUST, EMOTE_PERTURBED); setnpctimer 0; OnInit: initnpctimer; - } diff --git a/world/map/npc/001-1/gossip.txt b/world/map/npc/001-1/gossip.txt index 920e4a84..a5b43329 100644 --- a/world/map/npc/001-1/gossip.txt +++ b/world/map/npc/001-1/gossip.txt @@ -71,10 +71,14 @@ L_Desert: next; mes "[Gladys, Town Gossip]"; mes "\"If you're still looking for adventure, I would suggest talking to some of the guards. I hear there is a monster threat outside the city walls!\""; - close; + goto L_Close; L_Ferry: mes "[Gladys, Town Gossip]"; mes "I heard that there is a handsome sailor in the north of town who will take people to exotic new places! I'm saving my pennies!\""; close; + +L_Close: + set @person$, ""; + close; } diff --git a/world/map/npc/001-1/guards.txt b/world/map/npc/001-1/guards.txt index 67bc5f6d..184956da 100644 --- a/world/map/npc/001-1/guards.txt +++ b/world/map/npc/001-1/guards.txt @@ -21,42 +21,42 @@ L_Tip: L_1: mes "[Ekinu the Town Guard]"; mes "\"Try to carry spare food when on fields or in dungeons, they will come in handy. I always take beer, but don't tell the Sergeant...\""; - close; + goto L_Close; L_2: mes "[Ekinu the Town Guard]"; mes "\"Always carry a map of where you are, ask the Guides in most towns to get one.\""; - close; + goto L_Close; L_3: mes "[Ekinu the Town Guard]"; mes "\"When in a dungeon, monsters are more aggressive than if they were outside.\""; - close; + goto L_Close; L_4: mes "[Ekinu the Town Guard]"; mes "\"When gambling for money in casinos, make sure you have enough emergency money.\""; - close; + goto L_Close; L_5: mes "[Ekinu the Town Guard]"; mes "\"Never underestimate the enemy.\""; - close; + goto L_Close; L_6: mes "[Ekinu the Town Guard]"; mes "\"When fighting more than one enemy, try to focus on one at a time.\""; - close; + goto L_Close; L_0: mes "[Ekinu the Town Guard]"; mes "\"Let me think of something... Oh! Do NOT attack Red scorpions unless you can kill it for sure!\""; - close; + goto L_Close; L_Info: mes "[Ekinu the Town Guard]"; mes "\"Everyone wants information... you won't get it, at least not here. I'm not even sure what you mean, to be honest.\""; - close; + goto L_Close; L_disaster: mes "[Ekinu the Town Guard]"; @@ -67,6 +67,10 @@ L_disaster: next; mes "[Ekinu the Town Guard]"; mes "\"Well, the mayor rebuilt everything quickly, but I have no idea where he got the GP from...\""; + goto L_Close; + +L_Close: + set @TEMP, 0; close; } diff --git a/world/map/npc/001-1/luca.txt b/world/map/npc/001-1/luca.txt index 362c6347..73f838c1 100644 --- a/world/map/npc/001-1/luca.txt +++ b/world/map/npc/001-1/luca.txt @@ -25,17 +25,17 @@ L_Exp: next; mes "[Luca the Hunter]"; mes "\"Oh man! My pockets have been ripped clean off!\""; - close; + goto L_Close; L_Nev: mes "[Luca the Hunter]"; mes "\"Hmpf!\""; - close; + goto L_Close; L_teach_soon: mes "[Luca the Hunter]"; mes "\"You've grown quite a bit stronger since I first saw you, strolling around town like that! You know, if you train a little more, maybe we can help each other out a little?\""; - close; + goto L_Close; L_teach: if (getskilllv(SKILL_POOL)) goto L_teachmore; @@ -132,7 +132,7 @@ L_teach0_follow: L_wronganswer: mes "[Luca the Hunter]"; mes "\"No, that was wrong. I suppose you're not as experienced as I thought you'd be.\""; - close; + goto L_Close; S_explain: mes "[Luca the Hunter]"; @@ -270,15 +270,15 @@ L_teachmore2_noovv: @choice$[4],-; set @menu, @menu - 1; - if (@choices[@menu] == 0) close; + if (@choices[@menu] == 0) goto L_Close; if (@choices[@menu] == @C_focus) goto L_focus; if (@choices[@menu] == @C_unfocus) goto L_unfocus; if (@choices[@menu] == @C_teachbrawling) goto L_teach_brawling; if (@choices[@menu] == @C_teachnothing) goto L_teach_nothing; if (@choices[@menu] == @C_explainagain) goto L_teachmore_explain; if (@choices[@menu] == @C_focusoverview) goto L_focus_overview; - if (@choices[@menu] == @C_nvm) close; - close; + if (@choices[@menu] == @C_nvm) goto L_Close; + goto L_Close; L_teachmore_explain: callsub S_explain; @@ -323,7 +323,7 @@ L_unfocus: menu "Ok, I will get a Grimace of Dementia potion", -, "Alright, be right back!", -; - close; + goto L_Close; L_nopotion: mes "[Luca the Hunter]"; @@ -360,7 +360,7 @@ L_unfocus_menu: delitem "DementiaPotion", 1; unpoolskill @skilllist_id[@menu]; - close; + goto L_Close; L_focus_overview: getactivatedpoolskilllist; @@ -408,7 +408,7 @@ L_teach_brawling: set @SUP_name$, "Brawling"; set @SUP_xp, @EXP_BRAWLING; callfunc "SkillUp"; - close; + goto L_Close; L_teach_nothing: mes "[Luca the Hunter]"; @@ -417,4 +417,24 @@ L_teach_nothing: mes "\"You see, I am an adventurer. Everybody has his tricks. But you really should visit someone who is a teacher, not an adventurer, now.\""; next; goto L_teachmore2; + +L_Close: + set @SUP_id, 0; + set @SUP_lvl, 0; + set @SUP_name$, ""; + set @SUP_xp, 0; + set @EXP_BRAWLING, 0; + set @answer$, ""; + set @message$, ""; + cleararray @choices[0], 0, 4; + cleararray @choice$[0], "", 4; + set @choice_nr, 0; + set @C_focus, 0; + set @C_unfocus, 0; + set @C_teachbrawling, 0; + set @C_teachnothing, 0; + set @C_explainagain, 0; + set @C_nvm, 0; + set @C_focusoverview, 0; + close; } diff --git a/world/map/npc/001-1/npcs.txt b/world/map/npc/001-1/npcs.txt index c55e8362..b58ae7d8 100644 --- a/world/map/npc/001-1/npcs.txt +++ b/world/map/npc/001-1/npcs.txt @@ -9,6 +9,7 @@ mes "\"He rewards those that know what they are doing. When Elanore stops healing you, check in with Ian.\""; next; mes "\"Oh, just one more thing, Gladys may gossip a lot, but when I'm confused, she tends to know something that might help me out.\""; + set @npcname$, ""; close; } @@ -19,5 +20,6 @@ mes "\"I used to visit the beach, but then the green slimes went crazy. I heard they ate a bunch of pirates that robbed some of Tulimshar's gold ships.\""; next; mes "\"Good riddance!\""; + set @npcname$, ""; close; } diff --git a/world/map/npc/001-1/rewards_master.txt b/world/map/npc/001-1/rewards_master.txt index 290deccc..0cec114c 100644 --- a/world/map/npc/001-1/rewards_master.txt +++ b/world/map/npc/001-1/rewards_master.txt @@ -30,7 +30,7 @@ @Menu$[11], -; // this is for the last entry "No thanks": - if (@menu > @i) close; + if (@menu > @i) goto L_Close; // this is for the "Give all" entry: if (@menu == 11) goto L_Give_all; @@ -46,17 +46,17 @@ L_Item_Loop: L_Item_Done: if (@rec < @req) mes "It looks like your Monster Points were over estimated."; - close; + goto L_Close; L_Register: mes "[Ishi the Rewards Master]"; mes "\"Hey, it seems like you didn't register as a quest participant yet! You can sign up with Aidan.\""; - close; + goto L_Close; L_NotEnough: mes "[Ishi the Rewards Master]"; mes "\"You don't have enough Monster Points for a reward. You'll need to kill some more monsters first.\""; - close; + goto L_Close; @@ -80,10 +80,16 @@ L_Give_all_next: mes "\"You have brought lots of items now. You have still " + Mobpt + " monster points. Shall we continue?\""; menu "Yes", L_Give_all, - "No", L_Give_all_done; - close; + "No", L_Close; -L_Give_all_done: +L_Close: + set @gotocounter, 0; + set @itemgiveerror, 0; + set @pts, 0; + set @dif, 0; + set @i, 0; + cleararray @Menu$[0], "", 10; + cleararray @Items$[0], "", 10; close; ////////////////////////////////////////////////// diff --git a/world/map/npc/001-1/sandra.txt b/world/map/npc/001-1/sandra.txt index e6dec303..238370dc 100644 --- a/world/map/npc/001-1/sandra.txt +++ b/world/map/npc/001-1/sandra.txt @@ -7,7 +7,7 @@ mes "[Sandra]"; mes "\"Hunting monsters for potion ingredients can sometimes be a difficult task. Maybe you could help me at some point.\""; - close; + goto L_Close; L_Start: set @TEMP, rand(4); @@ -43,7 +43,7 @@ L_Opening3: L_Ask: menu "Yes.", L_Yes, - "No.", L_No; + "No.", L_Close; L_Yes: set @TEMP, rand(3); @@ -73,7 +73,7 @@ L_Set: set TMW_Quest,11; mes "[Sandra]"; mes "\"Please get them for me!\""; - close; + goto L_Close; L_Progress: if (countitem("ScorpionStinger") < 5) goto L_NotEnough; @@ -85,24 +85,25 @@ L_Progress: getitem "Bow", 1; getitem "Arrow", 100; set TMW_Quest, 12; - close; + goto L_Close; L_NotEnough: mes "[Sandra]"; mes "\"Please hurry and bring me 5 Scorpion Stingers.\""; - close; + goto L_Close; L_Done: mes "[Sandra]"; mes "\"Thank you for all your help!\""; - close; + goto L_Close; -L_No: +L_Close: + set @TEMP, 0; close; L_TooMany: next; mes "[Sandra]"; mes "\"You don't have room for my reward. I'll wait until you do.\""; - close; + goto L_Close; } diff --git a/world/map/npc/001-1/sarah.txt b/world/map/npc/001-1/sarah.txt index 3bd2a447..8a84df47 100644 --- a/world/map/npc/001-1/sarah.txt +++ b/world/map/npc/001-1/sarah.txt @@ -8,7 +8,7 @@ // If this is shown, something is wrong with the above case handling. mes "Sarah looks confused."; - close; + goto L_Close; L_Convince_Sarah_First: mes "[Sarah]"; @@ -17,7 +17,7 @@ L_Convince_Sarah_First: mes "\"The girl suddenly looks at you suspiciously.\""; next; mes "\"My mommy says not to talk to strangers!\""; - close; + goto L_Close; L_Start: set @TEMP, rand(2); @@ -40,7 +40,7 @@ L_Ask: mes "\"Can you bring me a piece of Cherry Cake? Pretty please?\""; menu "Yes.", L_Req0, - "No.", L_No; + "No.", L_Close; L_Req0: mes "[Sarah]"; @@ -52,7 +52,7 @@ L_Set: set TMW_Quest,7; mes "[Sarah]"; mes "\"Please bring it to me!\""; - close; + goto L_Close; L_Progress: if (countitem("CherryCake") < 1) goto L_NotEnough; @@ -60,31 +60,32 @@ L_Progress: mes "\"Whee!\""; next; mes "You brought me Cherry Cake! Here is your new hat, as promised.\""; - emotion 9; + emotion EMOTE_TONGUE; getinventorylist; if ((@inventorylist_count - (countitem("CherryCake") == 1)) > 99) goto L_TooMany; delitem "CherryCake", 1; getitem "serfhat", 1; set TMW_Quest, 8; - close; + goto L_Close; L_NotEnough: mes "[Sarah]"; mes "\"Oh, I'm starving! Please bring me Cherry Cake!\""; - close; + goto L_Close; L_Done: mes "[Sarah]"; mes "\"It was so tasty, I can't eat anything more... Thank you!\""; - emotion 9; - close; + emotion EMOTE_TONGUE; + goto L_Close; -L_No: +L_Close: + set @TEMP, 0; close; L_TooMany: next; mes "[Sarah]"; mes "\"You don't have room for my reward. I'll wait until you do.\""; - close; + goto L_Close; } diff --git a/world/map/npc/001-1/soul-menhir.txt b/world/map/npc/001-1/soul-menhir.txt index c9802620..a3f3da9d 100644 --- a/world/map/npc/001-1/soul-menhir.txt +++ b/world/map/npc/001-1/soul-menhir.txt @@ -8,5 +8,10 @@ set @x, 0; set @y, 0; callfunc "SoulMenhir"; + set @map$, ""; + cleararray @Xs[0], 0, 6; + cleararray @Ys[0], 0, 6; + set @x, 0; + set @y, 0; close; } diff --git a/world/map/npc/001-1/trader.txt b/world/map/npc/001-1/trader.txt index 031feb8f..a90ca8a5 100644 --- a/world/map/npc/001-1/trader.txt +++ b/world/map/npc/001-1/trader.txt @@ -17,7 +17,7 @@ menu "Oh. I'll go then.", -, "You don't have anything?", L_More; - close; + goto L_Close; L_More: mes "[Trader]"; @@ -26,7 +26,7 @@ L_More: menu "Yes?", L_Except, "Ok then.", -; - close; + goto L_Close; L_Except: mes "[Trader]"; @@ -35,7 +35,7 @@ L_Except: menu "Sure.", L_Teach, "No thank you.", -; - close; + goto L_Close; L_Teach: if (zeny < 5) goto L_NotEnoughMoney; @@ -55,7 +55,7 @@ L_Teach: L_Later: mes "[Trader]"; mes "\"Please feel free to check back later. I'm expecting a large shipment of goods to trade.\""; - close; + goto L_Close; L_Trade: mes "[Trader]"; @@ -68,7 +68,7 @@ L_Trademenu: "How about Sulphur Powder?", L_Sulphur, "I need Medium Healing Potions.", L_Healpots, "I think I have everything I need, thanks.", -; - close; + goto L_Close; L_Iron: mes "[Trader]"; @@ -76,7 +76,7 @@ L_Iron: menu "Sure.", L_Ipowder, "What a ripoff! No way!", -; - close; + goto L_Close; L_Sulphur: mes "[Trader]"; @@ -84,7 +84,7 @@ L_Sulphur: menu "Here you go.", L_Spowder, "Are you nuts?! Forget it!", -; - close; + goto L_Close; L_Healpots: mes "[Trader]"; @@ -92,7 +92,7 @@ L_Healpots: menu "Alright.", L_Pots, "Whoa, that's way too much.", -; - close; + goto L_Close; L_Ipowder: if (countitem("IronOre") < 1) goto L_Missing; @@ -107,7 +107,7 @@ L_Ipowder: menu "Yes.", L_Trademenu, "No.", L_No; - close; + goto L_Close; L_Spowder: if (countitem("PileOfAsh") < 1) goto L_Missing; @@ -122,7 +122,7 @@ L_Spowder: menu "Yes.", L_Trademenu, "No.", L_No; - close; + goto L_Close; L_Pots: if (countitem("SmallHealingPotion") < 3) goto L_Missing; @@ -137,25 +137,32 @@ L_Pots: menu "Yes.", L_Trademenu, "No.", L_No; - close; + goto L_Close; L_Full: mes "[Trader]"; mes "\"You must have been making a lot of trades...your bag is completely full! Come back after you've made some room.\""; - close; + goto L_Close; L_Missing: mes "[Trader]"; mes "\"It looks like you're missing some items. Please come back when you have enough to trade.\""; - close; + goto L_Close; L_NotEnoughMoney: mes "[Trader]"; mes "\"You don't have enough money.\""; - close; + goto L_Close; L_No: mes "[Trader]"; mes "\"Have a great day!\""; + goto L_Close; + +L_Close: + set @TRADE_SKILL, 0; + set @Ironprice, 0; + set @Sulphurprice, 0; + set @Potionprice, 0; close; } diff --git a/world/map/npc/001-1/vincent.txt b/world/map/npc/001-1/vincent.txt index 8097d23f..a6512d80 100644 --- a/world/map/npc/001-1/vincent.txt +++ b/world/map/npc/001-1/vincent.txt @@ -8,14 +8,14 @@ // If this happens, something is wrong with the above code. mes "Vincent looks confused."; - close; + goto L_Close; L_Convince_Vincent_First: mes "[Vincent]"; mes "\"I'm making an action figure. I'm almost done with it.\""; mes ""; mes "Vincent seems distracted with his near-completed figurine for now."; - close; + goto L_Close; L_Start: set @TEMP, rand(4); @@ -55,7 +55,7 @@ L_Ask: menu "Yes", L_Sure, "No", -; - close; + goto L_Close; L_Sure: set TMW_Quest, 9; @@ -92,13 +92,13 @@ L_Req4: L_Wait: mes "[Vincent]"; mes "\"Now please go get me 10 Bug Legs.\""; - close; + goto L_Close; L_Progress: if(countitem("BugLeg") >= 10) goto L_Have; mes "[Vincent]"; mes "\"Please help me collect 10 Bug Legs!\""; - close; + goto L_Close; L_Have: mes "[Vincent]"; @@ -113,10 +113,14 @@ L_Have: mes "\"Here you go, a little of my appreciation!\""; mes ""; mes "[1000 gold]"; - close; + goto L_Close; L_Done: mes "[Vincent]"; mes "\"Thanks for your help!\""; + goto L_Close; + +L_Close: + set @TEMP, 0; close; } 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/001-2/casino.txt b/world/map/npc/001-2/casino.txt index b4cb7bb0..1ee4770a 100644 --- a/world/map/npc/001-2/casino.txt +++ b/world/map/npc/001-2/casino.txt @@ -1,181 +1,189 @@ // -001-2.gat,134,23,0 script Valdo 117,{ - mes "[Valdo the Worker]"; - mes "\"Please let me work, I'm really in a hurry!\""; - close; +001-2.gat,134,23,0|script|Valdo|117,{ + mes "[Valdo the Worker]"; + mes "\"Please let me work, I'm really in a hurry!\""; + close; } -001-2.gat,37,65,0 script Slot1 127,{ - callfunc "SlotMachine"; - close; +001-2.gat,37,65,0|script|Slot1|127,{ + callfunc "SlotMachine"; + close; } -001-2.gat,39,65,0 script Slot2 127,{ - callfunc "SlotMachine"; - close; +001-2.gat,39,65,0|script|Slot2|127,{ + callfunc "SlotMachine"; + close; } -001-2.gat,41,65,0 script Slot3 127,{ - callfunc "SlotMachine"; - close; +001-2.gat,41,65,0|script|Slot3|127,{ + callfunc "SlotMachine"; + close; } -001-2.gat,32,67,0 script MoneyChanger 124,{ - mes "[" + @npcname$ + "]"; - mes "\"I used to exchange Casino Coins for cash, but the Wizard's Council shut me down. Now the casino only runs off Casino Coins currently in circulation.\""; - next; - mes "\"I heard that many a gambler wandered onto the Beach to the South West and through to the Snake Desert to the South East. If you want to find coins already in circulation, you might find some on the monsters there.\""; - close; +001-2.gat,32,67,0|script|MoneyChanger|124,{ + mes "[Money Changer]"; + mes "\"I used to exchange Casino Coins for cash, but the Wizard's Council shut me down. Now the casino only runs off Casino Coins currently in circulation.\""; + next; + mes "\"I heard that many a gambler wandered onto the Beach to the South West and through to the Snake Desert to the South East. If you want to find coins already in circulation, you might find some on the monsters there.\""; + close; } -001-2.gat,28,63,0 script BlackJack 107,{ - mes "[Croupier]"; - mes "\"Would you like to play Black Jack?"; - mes "You will need 15 casino coins.\""; - next; - - menu - "Yes", L_Begin, - "No", -; - mes "\"As you wish.\""; - close; +001-2.gat,28,63,0|script|BlackJack|107,{ + mes "[Croupier]"; + mes "\"Would you like to play Black Jack?"; + mes "You will need 15 casino coins.\""; + next; + menu + "Yes", L_Begin, + "No", -; + mes "\"As you wish.\""; + goto L_Close; L_Begin: - if(countitem("CasinoCoins") < 15) goto L_NoCoin; - delitem "CasinoCoins", 15; - 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(countitem("CasinoCoins") < 15) goto L_NoCoin; + delitem "CasinoCoins", 15; + 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 "\"Congratulations, you won!"; - mes "I had " + @croupier + "."; - mes "You get 45 casino coins.\""; - getitem "CasinoCoins", 45; - close; + if (@player <= @croupier) goto L_Lost; + mes "\"Congratulations, you won!"; + mes "I had " + @croupier + "."; + mes "You get 45 casino coins.\""; + getitem "CasinoCoins", 45; + goto L_Close; L_NoCoin: - mes "\"You need at least 15 coins.\""; - close; + mes "\"You need at least 15 coins.\""; + goto L_Close; L_Lost: - mes "\"I'm sorry but you lost."; - mes "You got " + @player + " with your cards."; - mes "I had " + @croupier + ".\""; - close; + mes "\"I'm sorry but you lost."; + mes "You got " + @player + " with your cards."; + mes "I had " + @croupier + ".\""; + goto L_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; + +L_Close: + set @croupier, 0; + set @player, 0; + set @tempace, 0; + close; } -001-2.gat,22,69,0 script Roulette 107,{ - mes "\"Good evening monsieur..."; - mes "How much would you like to bet?\""; - next; - - menu - "1 coin", L_b1, - "5 coins", L_b5, - "10 coins", L_b10, - "50 coins", L_b50, - "100 coins", L_b100, - "Maybe I'll play later", -; - mes "Come again."; - close; +001-2.gat,22,69,0|script|Roulette|107,{ + mes "\"Good evening monsieur..."; + mes "How much would you like to bet?\""; + next; + menu + "1 coin", L_b1, + "5 coins", L_b5, + "10 coins", L_b10, + "50 coins", L_b50, + "100 coins", L_b100, + "Maybe I'll play later", -; + mes "Come again."; + goto L_Close; L_b1: - set @bet, 1; - goto L_Check; + set @bet, 1; + goto L_Check; L_b5: - set @bet, 5; - goto L_Check; + set @bet, 5; + goto L_Check; L_b10: - set @bet, 10; - goto L_Check; + set @bet, 10; + goto L_Check; L_b50: - set @bet, 50; - goto L_Check; + set @bet, 50; + goto L_Check; L_b100: - set @bet, 100; - goto L_Check; - + set @bet, 100; + goto L_Check; + L_Check: - if(countitem("CasinoCoins") < @bet) goto L_NoCoin; - delitem "CasinoCoins", @bet; - menu - "Choose a color", -, - "Choose a number", L_Number; - menu - "Black", -, - "Red", -; + if(countitem("CasinoCoins") < @bet) goto L_NoCoin; + delitem "CasinoCoins", @bet; + menu + "Choose a color", -, + "Choose a number", L_Number; + menu + "Black", -, + "Red", -; set @color,rand(2); - if(@color == 1) goto L_Lost; - mes "You won!"; - getitem "CasinoCoins", @bet * 2; - close; + if(@color == 1) goto L_Lost; + mes "You won!"; + getitem "CasinoCoins", @bet * 2; + goto L_Close; L_Number: - menu - "0", -, "00", -, "1", -, "2", -, "3", -, "4", -, "5", -, "6", -, "7", -, "8", -, - "9", -, "10", -, "11", -, "12", -, "13", -, "14", -, "15", -, "16", -, "17", -, "18", -, - "19", -, "20", -, "21", -, "22", -, "23", -, "24", -, "25", -, "26", -, "27", -, "28", -, - "29", -, "30", -, "31", -, "32", -, "33", -, "34", -, "35", -, "36", -; - - if (@menu == 1) set @number, 0; - if (@menu == 2) set @number, 37; - if (@menu >= 3) set @number, @menu - 2; - - set @roulette, rand(38); - if (@roulette == 37) mes "The ball stopped on 00"; - if (@roulette < 37) mes "The ball stopped on " + @roulette; - if (@number != @roulette) goto L_Lost; - mes "\"You won!\""; - getitem "CasinoCoins", @bet * 10; - close; + menu + "0", -, "00", -, "1", -, "2", -, "3", -, "4", -, "5", -, "6", -, "7", -, "8", -, + "9", -, "10", -, "11", -, "12", -, "13", -, "14", -, "15", -, "16", -, "17", -, "18", -, + "19", -, "20", -, "21", -, "22", -, "23", -, "24", -, "25", -, "26", -, "27", -, "28", -, + "29", -, "30", -, "31", -, "32", -, "33", -, "34", -, "35", -, "36", -; + + if (@menu == 1) set @number, 0; + if (@menu == 2) set @number, 37; + if (@menu >= 3) set @number, @menu - 2; + + set @roulette, rand(38); + if (@roulette == 37) mes "The ball stopped on 00"; + if (@roulette < 37) mes "The ball stopped on " + @roulette; + if (@number != @roulette) goto L_Lost; + mes "\"You won!\""; + getitem "CasinoCoins", @bet * 10; + goto L_Close; L_NoCoin: - mes "\"You don't have enough coins.\""; - close; + mes "\"You don't have enough coins.\""; + goto L_Close; L_Lost: - mes "\"I'm sorry, you lost.\""; - close; + mes "\"I'm sorry, you lost.\""; + goto L_Close; + +L_Close: + set @number, 0; + set @roulette, 0; + set @color, 0; + set @bet, 50; + close; } diff --git a/world/map/npc/001-2/dedication.txt b/world/map/npc/001-2/dedication.txt index d65f47d1..1a668da7 100644 --- a/world/map/npc/001-2/dedication.txt +++ b/world/map/npc/001-2/dedication.txt @@ -1,9 +1,9 @@ // Dedication to Irene Christina -001-2.gat,76,68,0 script #IreneDedication 127,{ - mes "~ Irene Christina ~"; - mes "The song in this house is dedicated to Irene."; - next; - mes "She had seen only twenty hours of this world when she died in her father's arms."; - close; -}; +001-2.gat,76,68,0|script|#IreneDedication|127,{ + mes "~ Irene Christina ~"; + mes "The song in this house is dedicated to Irene."; + next; + mes "She had seen only twenty hours of this world when she died in her father's arms."; + close; +} diff --git a/world/map/npc/001-2/omar.txt b/world/map/npc/001-2/omar.txt index 4f75574e..5e786d83 100644 --- a/world/map/npc/001-2/omar.txt +++ b/world/map/npc/001-2/omar.txt @@ -1,348 +1,324 @@ // -function script KadiyaSubquestConsts { - set @Q_kadiya_status, (QUEST_MAGIC2 & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT; - - set @Q_STATUS_NONE, 0; - set @Q_STATUS_KNOWS_MOPOX, 1; - set @Q_STATUS_MADE_MOPOX, 2; - set @Q_STATUS_DIDNT_DRINK, 3; - set @Q_STATUS_WANTS_CHOCOCAKE, 4; - set @Q_STATUS_WANTS_ORANGECUPCAKE, 5; - set @Q_STATUS_COMPLETED, 6; - set @Q_STATUS_COMPLETED_ELANORE, 7; - set @Q_STATUS_COMPLETED_NOELANORE, 8; - set @Q_STATUS_COMPLETED_POST_ELANORE, 9; - - if (((QUEST_MAGIC2 & NIBBLE_1_MASK) >> NIBBLE_1_SHIFT) < 4) - set @Q_kadiya_status, @Q_STATUS_NONE; - - if (((QUEST_MAGIC2 & NIBBLE_1_MASK) >> NIBBLE_1_SHIFT) > 4) - set @Q_kadiya_status, @Q_STATUS_COMPLETED_POST_ELANORE; - - return; -} +function|script|KadiyaSubquestConsts|{ + set @Q_kadiya_status, (QUEST_MAGIC2 & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT; + + set @Q_STATUS_NONE, 0; + set @Q_STATUS_KNOWS_MOPOX, 1; + set @Q_STATUS_MADE_MOPOX, 2; + set @Q_STATUS_DIDNT_DRINK, 3; + set @Q_STATUS_WANTS_CHOCOCAKE, 4; + set @Q_STATUS_WANTS_ORANGECUPCAKE, 5; + set @Q_STATUS_COMPLETED, 6; + set @Q_STATUS_COMPLETED_ELANORE, 7; + set @Q_STATUS_COMPLETED_NOELANORE, 8; + set @Q_STATUS_COMPLETED_POST_ELANORE, 9; + if (((QUEST_MAGIC2 & NIBBLE_1_MASK) >> NIBBLE_1_SHIFT) < 4) set @Q_kadiya_status, @Q_STATUS_NONE; -001-2.gat,70,60,0 script Omar 162,{ - callfunc "ElanoreFix"; - callfunc "KadiyaSubquestConsts"; + if (((QUEST_MAGIC2 & NIBBLE_1_MASK) >> NIBBLE_1_SHIFT) > 4) set @Q_kadiya_status, @Q_STATUS_COMPLETED_POST_ELANORE; - set @Q_status, @Q_kadiya_status; + return; +} - if (@Q_status >= @Q_STATUS_COMPLETED) - goto L_cured; +001-2.gat,70,60,0|script|Omar|162,{ + callfunc "ElanoreFix"; + callfunc "KadiyaSubquestConsts"; - if (@Q_status == @Q_STATUS_DIDNT_DRINK) - goto L_didnt_drink; + set @Q_status, @Q_kadiya_status; - if (@Q_status > @Q_STATUS_DIDNT_DRINK) - goto L_make_food; + if (@Q_status >= @Q_STATUS_COMPLETED) goto L_cured; - mes "[Omar]"; - mes "\"Welcome to my humble abode.\""; - next; + if (@Q_status == @Q_STATUS_DIDNT_DRINK) goto L_didnt_drink; - menu - "Well met! May I ask who you are?", L_omar, - "What's wrong with your daughter?", L_kadiya_sick, - "Thank you!", -; - close; + if (@Q_status > @Q_STATUS_DIDNT_DRINK) goto L_make_food; + + mes "[Omar]"; + mes "\"Welcome to my humble abode.\""; + next; + menu + "Well met! May I ask who you are?", L_omar, + "What's wrong with your daughter?", L_kadiya_sick, + "Thank you!", -; + goto L_Close; L_omar: - mes "[Omar]"; - mes "\"My name is Omar; I am a trader of oils and spices.\""; - close; + mes "[Omar]"; + mes "\"My name is Omar; I am a trader of oils and spices.\""; + goto L_Close; L_kadiya_sick: - mes "[Omar]"; - mes "\"Kadiya has caught Ponderpox, I fear.\""; - mes "He sighs."; - mes "\"She's has been feverish for many days now. I wish there were something I could do.\""; - next; - - menu - "Have you asked Elanore the healer?", L_sick_elanore, - "How about the Hurnscald hospital?", L_sick_hospital, - "Can I help?", L_sick_self, - "I'm sorry to hear that.", -; - - mes "[Omar]"; - mes "\"Well, she is a strong girl. I am sure that she will get over it eventually.\""; - mes "He smiles, but you see doubt in his eyes."; - close; + mes "[Omar]"; + mes "\"Kadiya has caught Ponderpox, I fear.\""; + mes "He sighs."; + mes "\"She's has been feverish for many days now. I wish there were something I could do.\""; + next; + menu + "Have you asked Elanore the healer?", L_sick_elanore, + "How about the Hurnscald hospital?", L_sick_hospital, + "Can I help?", L_sick_self, + "I'm sorry to hear that.", -; + + mes "[Omar]"; + mes "\"Well, she is a strong girl. I am sure that she will get over it eventually.\""; + mes "He smiles, but you see doubt in his eyes."; + goto L_Close; L_sick_elanore: - mes "[Omar]"; - mes "\"Elanore?\""; - mes "He frowns."; - mes "\"She knows nothing. I see no point in talking to her.\""; - close; + mes "[Omar]"; + mes "\"Elanore?\""; + mes "He frowns."; + mes "\"She knows nothing. I see no point in talking to her.\""; + goto L_Close; L_sick_hospital: - mes "[Omar]"; - mes "\"Hurnscald is too far away. I don't think that it would be good for her to go on such a long trip.\""; - close; + mes "[Omar]"; + mes "\"Hurnscald is too far away. I don't think that it would be good for her to go on such a long trip.\""; + goto L_Close; L_sick_self: - mes "[Omar]"; - mes "\"You are very kind, but I don't think there is anything you can do.\""; - close; + mes "[Omar]"; + mes "\"You are very kind, but I don't think there is anything you can do.\""; + goto L_Close; L_didnt_drink: - mes "[Omar]"; - mes "\"So she has Mopox, not Ponderpox, you say? Hmm. That is much harder to cure, I think.\""; - mes "\"I am grateful for the effort you put into brewing a potion for her. But it does smell vile...\""; - next; - - mes "[Omar]"; - mes "\"I promised my dear wife that I would never make Kadiya eat or drink anything she doesn't like. So I won't force her to drink this.\""; - next; - - mes "[Omar]"; - set @Q_status, (@Q_STATUS_WANTS_CHOCOCAKE + rand(2)); - callsub S_update_var; - - if (@Q_status == @Q_STATUS_WANTS_ORANGECUPCAKE) - mes "\"If only we could make it smell and taste like orange cupcakes... she really loves those cupcakes.\""; - if (@Q_status == @Q_STATUS_WANTS_CHOCOCAKE) - mes "\"If only this were a chocolate cake and not a potion... she really loves chocolate cakes.\""; - close; + mes "[Omar]"; + mes "\"So she has Mopox, not Ponderpox, you say? Hmm. That is much harder to cure, I think.\""; + mes "\"I am grateful for the effort you put into brewing a potion for her. But it does smell vile...\""; + next; + mes "[Omar]"; + mes "\"I promised my dear wife that I would never make Kadiya eat or drink anything she doesn't like. So I won't force her to drink this.\""; + next; + mes "[Omar]"; + set @Q_status, (@Q_STATUS_WANTS_CHOCOCAKE + rand(2)); + callsub S_update_var; + if (@Q_status == @Q_STATUS_WANTS_ORANGECUPCAKE) + mes "\"If only we could make it smell and taste like orange cupcakes... she really loves those cupcakes.\""; + if (@Q_status == @Q_STATUS_WANTS_CHOCOCAKE) + mes "\"If only this were a chocolate cake and not a potion... she really loves chocolate cakes.\""; + goto L_Close; L_make_food: - mes "[Omar]"; - mes "\"I should stay here to watch over her. I wish I could think of a way to convince her to drink the potion...\""; - if (@Q_status == @Q_STATUS_WANTS_ORANGECUPCAKE) - mes "\"Alas, it is not an orange cupcake.\""; - if (@Q_status == @Q_STATUS_WANTS_CHOCOCAKE) - mes "\"If only it were to smell and taste like her favourite chocolate cake...\""; - close; + mes "[Omar]"; + mes "\"I should stay here to watch over her. I wish I could think of a way to convince her to drink the potion...\""; + if (@Q_status == @Q_STATUS_WANTS_ORANGECUPCAKE) + mes "\"Alas, it is not an orange cupcake.\""; + if (@Q_status == @Q_STATUS_WANTS_CHOCOCAKE) + mes "\"If only it were to smell and taste like her favourite chocolate cake...\""; + goto L_Close; L_cured: - if (@Q_status == @Q_STATUS_COMPLETED) - goto L_cured_choice; - mes "[Omar]"; - mes "\"She is sleeping now, but she seems to be much better. I am sure that she will be up and running around again soon.\""; - close; + if (@Q_status == @Q_STATUS_COMPLETED) goto L_cured_choice; + mes "[Omar]"; + mes "\"She is sleeping now, but she seems to be much better. I am sure that she will be up and running around again soon.\""; + goto L_Close; L_cured_choice: - mes "[Omar]"; - mes "\"I am very grateful for your help. I really was sure that it was Ponderpox, not Mopox, that she had.\""; - next; - - menu - "Oh, it was nothing.", L_cured_nothing, - "I didn't do it alone; Elanore helped.", L_cured_elanore, - "That will be 5000 GP.", -; - - mes "[Omar]"; - mes "\"Ah, certainly.\""; - mes "He hands you a small bag of money."; - next; - - set @Q_status, @Q_STATUS_COMPLETED_NOELANORE; - callsub S_update_var; - - set zeny, zeny + 5000; - close; + mes "[Omar]"; + mes "\"I am very grateful for your help. I really was sure that it was Ponderpox, not Mopox, that she had.\""; + next; + menu + "Oh, it was nothing.", L_cured_nothing, + "I didn't do it alone; Elanore helped.", L_cured_elanore, + "That will be 5000 GP.", -; + mes "[Omar]"; + mes "\"Ah, certainly.\""; + mes "He hands you a small bag of money."; + next; + set @Q_status, @Q_STATUS_COMPLETED_NOELANORE; + callsub S_update_var; + set zeny, zeny + 5000; + goto L_Close; L_cured_nothing: - mes "[Omar]"; - mes "\"No, this wasn't nothing. She is everything to me. Here, you deserve a reward.\""; - mes "He hands you a bag of money containing 10,000 GP and two pearls."; - mes "\"And feel free to drop by again whenever you would like!\""; - - set @Q_status, @Q_STATUS_COMPLETED_NOELANORE; - callsub S_update_var; - - getitem "Pearl", 2; - set zeny, zeny + 10000; - close; + mes "[Omar]"; + mes "\"No, this wasn't nothing. She is everything to me. Here, you deserve a reward.\""; + mes "He hands you a bag of money containing 10,000 GP and two pearls."; + mes "\"And feel free to drop by again whenever you would like!\""; + set @Q_status, @Q_STATUS_COMPLETED_NOELANORE; + callsub S_update_var; + getitem "Pearl", 2; + set zeny, zeny + 10000; + goto L_Close; L_cured_elanore: - mes "[Omar]"; - mes "Omar frowns."; - mes "\"That witch? You worked with her without telling me?\""; - mes "He looks over to his daughter, concern suddenly in his eyes."; - mes "\"She is looking better, though...\""; - next; - - mes "[Omar]"; - mes "Omar shakes his head."; - mes "\"I will have to think about this. Please leave me alone.\""; - next; - - set @Q_status, @Q_STATUS_COMPLETED_ELANORE; - callsub S_update_var; - - close; + mes "[Omar]"; + mes "Omar frowns."; + mes "\"That witch? You worked with her without telling me?\""; + mes "He looks over to his daughter, concern suddenly in his eyes."; + mes "\"She is looking better, though...\""; + next; + mes "[Omar]"; + mes "Omar shakes his head."; + mes "\"I will have to think about this. Please leave me alone.\""; + next; + set @Q_status, @Q_STATUS_COMPLETED_ELANORE; + callsub S_update_var; + goto L_Close; S_update_var: - set QUEST_MAGIC2, - (QUEST_MAGIC2 & ~(NIBBLE_3_MASK) - | (@Q_status << NIBBLE_3_SHIFT)); - return; + set QUEST_MAGIC2, (QUEST_MAGIC2 & ~(NIBBLE_3_MASK) | (@Q_status << NIBBLE_3_SHIFT)); + return; } - -001-2.gat,76,59,0 script _______Kadiya 174,{ - callfunc "ElanoreFix"; - set @Q_MASK, NIBBLE_3_MASK; - set @Q_SHIFT, NIBBLE_3_SHIFT; - - callfunc "KadiyaSubquestConsts"; - set @Q_status, @Q_kadiya_status; - - if (@Q_status >= @Q_STATUS_COMPLETED) - goto L_cured; - - mes "You see a young girl lying in bed. At first she doesn't seem to notice you approaching."; - mes "Finally, she turns her head towards you. Judging from the sweat on her forehead and look in her eyes, she is suffering from some kind of fever."; - next; - - mes "[Kadiya]"; - mes "\"Hello,\" she says in a tiny voice."; - next; - - set @M_NAME, 1; - set @M_CANDY, 2; - set @M_POTION, 3; - set @M_CHOCOCAKE, 4; - set @M_CUPCAKE, 5; - - setarray @choice$, "Hello! What's your name?", "Would you like some candy?", "", "", "", "", "", ""; - setarray @choice_idx, @M_NAME, @M_CANDY, 0, 0, 0, 0, 0, 0; - set @choices_nr, 2; - - if (countitem("MopoxCurePotion") == 0) - goto L_M_no_cure; - - set @choice_idx[@choices_nr], @M_POTION; - set @choice$[@choices_nr], "This potion will cure your illness!"; - set @choices_nr, @choices_nr + 1; +001-2.gat,76,59,0|script|Kadiya|174,{ + callfunc "ElanoreFix"; + set @Q_MASK, NIBBLE_3_MASK; + set @Q_SHIFT, NIBBLE_3_SHIFT; + callfunc "KadiyaSubquestConsts"; + set @Q_status, @Q_kadiya_status; + if (@Q_status >= @Q_STATUS_COMPLETED) goto L_cured; + + mes "You see a young girl lying in bed. At first she doesn't seem to notice you approaching."; + mes "Finally, she turns her head towards you. Judging from the sweat on her forehead and look in her eyes, she is suffering from some kind of fever."; + next; + mes "[Kadiya]"; + mes "\"Hello,\" she says in a tiny voice."; + next; + set @M_NAME, 1; + set @M_CANDY, 2; + set @M_POTION, 3; + set @M_CHOCOCAKE, 4; + set @M_CUPCAKE, 5; + + setarray @choice$, "Hello! What's your name?", "Would you like some candy?", "", "", "", "", "", ""; + setarray @choice_idx, @M_NAME, @M_CANDY, 0, 0, 0, 0, 0, 0; + set @choices_nr, 2; + + if (countitem("MopoxCurePotion") == 0) goto L_M_no_cure; + + set @choice_idx[@choices_nr], @M_POTION; + set @choice$[@choices_nr], "This potion will cure your illness!"; + set @choices_nr, @choices_nr + 1; L_M_no_cure: - - if ((countitem("LacedChocolateCake") == 0) || (@Q_status != @Q_STATUS_WANTS_CHOCOCAKE)) - goto L_M_no_chococake; - - set @choice_idx[@choices_nr], @M_CHOCOCAKE; - set @choice$[@choices_nr], "Would you like special chocolate cake?"; - set @choices_nr, @choices_nr + 1; + if ((countitem("LacedChocolateCake") == 0) || (@Q_status != @Q_STATUS_WANTS_CHOCOCAKE)) + goto L_M_no_chococake; + set @choice_idx[@choices_nr], @M_CHOCOCAKE; + set @choice$[@choices_nr], "Would you like special chocolate cake?"; + set @choices_nr, @choices_nr + 1; L_M_no_chococake: - - if ((countitem("LacedOrangeCupcake") == 0) || (@Q_status != @Q_STATUS_WANTS_ORANGECUPCAKE)) - goto L_M_no_cupcake; - - set @choice_idx[@choices_nr], @M_CUPCAKE; - set @choice$[@choices_nr], "Would you like special orange cupcake?"; - set @choices_nr, @choices_nr + 1; + if ((countitem("LacedOrangeCupcake") == 0) || (@Q_status != @Q_STATUS_WANTS_ORANGECUPCAKE)) + goto L_M_no_cupcake; + set @choice_idx[@choices_nr], @M_CUPCAKE; + set @choice$[@choices_nr], "Would you like special orange cupcake?"; + set @choices_nr, @choices_nr + 1; L_M_no_cupcake: - - set @choice_idx[@choices_nr], 0; - set @choice$[@choices_nr], "Goodbye."; - set @choices_nr, @choices_nr + 1; - - menu - @choice$[0], -, - @choice$[1], -, - @choice$[2], -, - @choice$[3], -, - @choice$[4], -, - @choice$[5], -; - - set @choice, @choice_idx[@menu - 1]; - - if (@choice == @M_NAME) goto L_name; - if (@choice == @M_CANDY) goto L_no_candy; - if (@choice == @M_POTION) goto L_potion; - if (@choice == @M_CHOCOCAKE) goto L_chococake; - if (@choice == @M_CUPCAKE) goto L_cupcake; - - close; + set @choice_idx[@choices_nr], 0; + set @choice$[@choices_nr], "Goodbye."; + set @choices_nr, @choices_nr + 1; + + menu + @choice$[0], -, + @choice$[1], -, + @choice$[2], -, + @choice$[3], -, + @choice$[4], -, + @choice$[5], -; + + set @choice, @choice_idx[@menu - 1]; + + if (@choice == @M_NAME) goto L_name; + if (@choice == @M_CANDY) goto L_no_candy; + if (@choice == @M_POTION) goto L_potion; + if (@choice == @M_CHOCOCAKE) goto L_chococake; + if (@choice == @M_CUPCAKE) goto L_cupcake; + goto L_Close; L_name: - mes "[Kadiya]"; - mes "She smiles a faint smile."; - mes "\"My name is Kadiya.\""; - - close; + mes "[Kadiya]"; + mes "She smiles a faint smile."; + mes "\"My name is Kadiya.\""; + goto L_Close; L_no_candy: - mes "[Kadiya]"; - mes "She hesitates for a moment."; - mes "\"No, thank you. I don't think I should.\""; - - close; + mes "[Kadiya]"; + mes "She hesitates for a moment."; + mes "\"No, thank you. I don't think I should.\""; + goto L_Close; L_potion: - mes "[Kadiya]"; - if (@Q_status < @Q_STATUS_DIDNT_DRINK) - set @Q_status, @Q_STATUS_DIDNT_DRINK; - callsub S_update_var; - - mes "Kadiya grimaces and pushes the bottle away."; - mes "\"That smells terrible!\""; - next; - - mes "[Kadiya]"; - mes "She pulls the sheets over her head."; - mes "\"I won't drink that!\""; - next; - - close; + mes "[Kadiya]"; + if (@Q_status < @Q_STATUS_DIDNT_DRINK) set @Q_status, @Q_STATUS_DIDNT_DRINK; + callsub S_update_var; + + mes "Kadiya grimaces and pushes the bottle away."; + mes "\"That smells terrible!\""; + next; + mes "[Kadiya]"; + mes "She pulls the sheets over her head."; + mes "\"I won't drink that!\""; + goto L_Close; L_chococake: - delitem "LacedChocolateCake", 1; - goto L_do_cure; + delitem "LacedChocolateCake", 1; + goto L_do_cure; L_cupcake: - delitem "LacedOrangeCupcake", 1; - goto L_do_cure; + delitem "LacedOrangeCupcake", 1; + goto L_do_cure; L_do_cure: - if (@Q_status < @Q_STATUS_COMPLETED) - set @Q_status, @Q_STATUS_COMPLETED; - callsub S_update_var; - mes "[Kadiya]"; - mes "Kadiya's eyes widen."; - mes "\"Oh! Daddy, is it okay if I eat this?\""; - mes "Omar nods and smiles. \"You should eat a bit to regain your strength, sweetheart.\""; - next; - - mes "[Kadiya]"; - mes "Kadiya devours your gift in just a handful of bites."; - next; - - mes "[Kadiya]"; - mes "She smiles. \"Thank you! I feel better already!\"."; - next; - - mes "[Kadiya]"; - mes "She looks much healthier, too. Omar walks over and touches her forehead."; - mes "\"Now that is funny-- your fever has gone down quite a bit!\""; - mes "He smiles at you. \"Thank you for your help!\""; - next; - - mes "[Kadiya]"; - mes "\"You should get some sleep now, sweetheart. I'm sure that you will be better soon.\""; - close; + if (@Q_status < @Q_STATUS_COMPLETED) set @Q_status, @Q_STATUS_COMPLETED; + callsub S_update_var; + + mes "[Kadiya]"; + mes "Kadiya's eyes widen."; + mes "\"Oh! Daddy, is it okay if I eat this?\""; + mes "Omar nods and smiles. \"You should eat a bit to regain your strength, sweetheart.\""; + next; + mes "[Kadiya]"; + mes "Kadiya devours your gift in just a handful of bites."; + next; + mes "[Kadiya]"; + mes "She smiles. \"Thank you! I feel better already!\"."; + next; + mes "[Kadiya]"; + mes "She looks much healthier, too. Omar walks over and touches her forehead."; + mes "\"Now that is funny-- your fever has gone down quite a bit!\""; + mes "He smiles at you. \"Thank you for your help!\""; + next; + mes "[Kadiya]"; + mes "\"You should get some sleep now, sweetheart. I'm sure that you will be better soon.\""; + goto L_Close; L_goodbye: - mes "[Kadiya]"; - mes "Goodbye!"; - - close; + mes "[Kadiya]"; + mes "Goodbye!"; + goto L_Close; L_cured: - mes "[Kadiya]"; - mes "Kadiya seems to be sleeping calmly. She looks much less sweaty than earlier; unless you are very much mistaken, her fever has disappeared."; - close; + mes "[Kadiya]"; + mes "Kadiya seems to be sleeping calmly. She looks much less sweaty than earlier; unless you are very much mistaken, her fever has disappeared."; + goto L_Close; + +L_Close: + set @Q_STATUS_KNOWS_MOPOX, 1; + set @Q_STATUS_MADE_MOPOX, 2; + set @Q_STATUS_DIDNT_DRINK, 3; + set @Q_STATUS_WANTS_CHOCOCAKE, 4; + set @Q_STATUS_WANTS_ORANGECUPCAKE, 5; + set @Q_STATUS_COMPLETED, 6; + set @Q_STATUS_COMPLETED_ELANORE, 7; + set @Q_STATUS_COMPLETED_NOELANORE, 8; + set @Q_STATUS_COMPLETED_POST_ELANORE, 9; + set @Q_kadiya_status, 0; + set @Q_status, 0; + set @Q_MASK, 0; + set @Q_SHIFT, 0; + set @M_NAME, 1; + set @M_CANDY, 2; + set @M_POTION, 3; + set @M_CHOCOCAKE, 4; + set @M_CUPCAKE, 5; + set @choice, 0; + set @choices_nr, 0; + cleararray @choice_idx[0], 0, 7; + cleararray @choice$[0], "", 7; + close; S_update_var: - set QUEST_MAGIC2, - (QUEST_MAGIC2 & ~(@Q_MASK) - | (@Q_status << @Q_SHIFT)); - return; + set QUEST_MAGIC2, (QUEST_MAGIC2 & ~(@Q_MASK) | (@Q_status << @Q_SHIFT)); + return; } diff --git a/world/map/npc/001-2/phaet.txt b/world/map/npc/001-2/phaet.txt index e495d93d..1e37bdcb 100644 --- a/world/map/npc/001-2/phaet.txt +++ b/world/map/npc/001-2/phaet.txt @@ -1,30 +1,28 @@ // -001-2.gat,24,23,0 script Phaet 125,{ - mes "[Phaet the Royal Guard]"; - mes "\"Hey, you seem tough enough! Would you like to prove your skills? I'll let you in the arena if you give me 50 gp. You can fight against other players there.\""; - next; +001-2.gat,24,23,0|script|Phaet|125,{ + mes "[Phaet the Royal Guard]"; + mes "\"Hey, you seem tough enough! Would you like to prove your skills? I'll let you in the arena if you give me 50 gp. You can fight against other players there.\""; + next; + menu + "Yes", L_Sure, + "No", -; - menu - "Yes", L_Sure, - "No", -; - - mes "[Phaet the Royal Guard]"; - mes "\"Ha ha, coward.\""; - close; + mes "[Phaet the Royal Guard]"; + mes "\"Ha ha, coward.\""; + close; L_Sure: - if (zeny < 50) goto L_NoMoney; - set zeny, zeny - 50; - - mes "[Phaet the Royal Guard]"; - mes "\"Get ready!\""; - next; + if (zeny < 50) goto L_NoMoney; + set zeny, zeny - 50; - warp "001-3.gat", 0, 0; - close; + mes "[Phaet the Royal Guard]"; + mes "\"Get ready!\""; + next; + warp "001-3.gat", 0, 0; + close; L_NoMoney: - mes "\"Wait a second, you don't have enough money.\""; - close; + mes "\"Wait a second, you don't have enough money.\""; + close; } diff --git a/world/map/npc/001-2/shops.txt b/world/map/npc/001-2/shops.txt index e33ae53c..75753a4f 100644 --- a/world/map/npc/001-2/shops.txt +++ b/world/map/npc/001-2/shops.txt @@ -1,10 +1,12 @@ // -001-2.gat,26,26,0 shop InnKeeper 112,Beer :-1,Cake :-1,CherryCake :-1 +001-2.gat,26,26,0|shop|InnKeeper|112,Beer :-1,Cake :-1,CherryCake :-1 -001-2.gat,103,26,0 script Rebecca 118,{ - set @npcname$, "Rebecca the Inn Keeper"; - set @cost, 100; - callfunc "Inn"; - close; +001-2.gat,103,26,0|script|Rebecca|118,{ + set @npcname$, "Rebecca the Inn Keeper"; + set @cost, 100; + callfunc "Inn"; + set @npcname$, ""; + set @cost, 0; + close; } diff --git a/world/map/npc/001-2/troupe_leader.txt b/world/map/npc/001-2/troupe_leader.txt index e7b0486e..f34408d3 100644 --- a/world/map/npc/001-2/troupe_leader.txt +++ b/world/map/npc/001-2/troupe_leader.txt @@ -1,51 +1,51 @@ // -001-2.gat,34,25,0 script Troupe Leader 165,{ - if (Inspector == 4) goto L_NohMask_Troupe; - if (Inspector == 13) goto L_NohMask_Found; +001-2.gat,34,25,0|script|Troupe Leader|165,{ + if (Inspector == 4) goto L_NohMask_Troupe; + if (Inspector == 13) goto L_NohMask_Found; - mes "[Troupe Leader]"; - mes "\"Hello. I'm the leader of a traveling theater troupe. We'll be staying here in Tulimshar for a while.\""; - close; + mes "[Troupe Leader]"; + mes "\"Hello. I'm the leader of a traveling theater troupe. We'll be staying here in Tulimshar for a while.\""; + close; L_NohMask_Troupe: - mes "[Troupe Leader]"; - mes "\"Yes, a mask was stolen from us the last night we were in Hurnscald.\""; - next; - menu - "Any ideas on who might have taken it?", L_NohMask_Idea, - "Are you sure one of your troupe members didn't hide it and commit those robberies?", L_NohMask_Accuse, - "Hmm...", -; - close; + mes "[Troupe Leader]"; + mes "\"Yes, a mask was stolen from us the last night we were in Hurnscald.\""; + next; + menu + "Any ideas on who might have taken it?", L_NohMask_Idea, + "Are you sure one of your troupe members didn't hide it and commit those robberies?", L_NohMask_Accuse, + "Hmm...", -; + close; L_NohMask_Idea: - set Inspector, 5; - mes "[Troupe Leader]"; - mes "\"Hm...I did see an old man hang out near the theater after our last show.\""; - close; + set Inspector, 5; + mes "[Troupe Leader]"; + mes "\"Hm...I did see an old man hang out near the theater after our last show.\""; + close; L_NohMask_Accuse: - mes "[Troupe Leader]"; - mes "\"I am absolutely positive. None of my troupe have left the city since we got here. Good day!\""; - close; + mes "[Troupe Leader]"; + mes "\"I am absolutely positive. None of my troupe have left the city since we got here. Good day!\""; + close; L_NohMask_Found: - mes "[Troupe Leader]"; - mes "\"Thank you for finding the mask. You did such a good job, you should keep it.\""; - getinventorylist; - if (@inventorylist_count == 100) goto L_NohMask_TooMany; - mes "[1500 experience points]"; - getexp 1500, 0; - set Inspector, 14; - getitem "NohMask", 1; - next; - mes "[Troupe Leader]"; - mes "\"We don't need it anymore. We're doing different shows here.\""; - close; + mes "[Troupe Leader]"; + mes "\"Thank you for finding the mask. You did such a good job, you should keep it.\""; + getinventorylist; + if (@inventorylist_count == 100) goto L_NohMask_TooMany; + mes "[1500 experience points]"; + getexp 1500, 0; + set Inspector, 14; + getitem "NohMask", 1; + next; + mes "[Troupe Leader]"; + mes "\"We don't need it anymore. We're doing different shows here.\""; + close; L_NohMask_TooMany: - next; - mes "[Troupe Leader]"; - mes "\"Except, you don't seem to have any room for it. I'll hold onto it for you until you do have room.\""; - close; + next; + mes "[Troupe Leader]"; + mes "\"Except, you don't seem to have any room for it. I'll hold onto it for you until you do have room.\""; + close; } diff --git a/world/map/npc/001-3/_import.txt b/world/map/npc/001-3/_import.txt index a6b8b692..f28f0dbb 100644 --- a/world/map/npc/001-3/_import.txt +++ b/world/map/npc/001-3/_import.txt @@ -1,8 +1,7 @@ -// 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 npc: npc/001-3/_warps.txt npc: npc/001-3/guards.txt -npc: npc/001-3/monsters.txt npc: npc/001-3/pvpflag.txt diff --git a/world/map/npc/001-3/_mobs.txt b/world/map/npc/001-3/_mobs.txt index c49195bb..47156be7 100644 --- a/world/map/npc/001-3/_mobs.txt +++ b/world/map/npc/001-3/_mobs.txt @@ -1,8 +1,14 @@ // 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 001-3.gat,0,0,0|script|Mob001-3|-1,{ +On1002: + set @mobID, 1002; + callfunc "MobPoints"; + end; + end; } 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/001-3/guards.txt b/world/map/npc/001-3/guards.txt index 5b42ca4f..7ff899d0 100644 --- a/world/map/npc/001-3/guards.txt +++ b/world/map/npc/001-3/guards.txt @@ -1,28 +1,26 @@ // -001-3.gat,77,37,0 script Phaet 125,{ - mes "[Phaet the Royal Guard]"; - mes "\"Do you want to go back?\""; - next; - - menu - "Yes", L_Sure, - "No", -; - mes "Have fun."; - close; +001-3.gat,77,37,0|script|Phaet|125,{ + mes "[Phaet the Royal Guard]"; + mes "\"Do you want to go back?\""; + next; + menu + "Yes", L_Sure, + "No", -; + mes "Have fun."; + close; L_Sure: - mes "[Phaet the Royal Guard]"; - mes "\"Ok.\""; - next; - - warp "001-2.gat", 25, 23; - close; + mes "[Phaet the Royal Guard]"; + mes "\"Ok.\""; + next; + warp "001-2.gat", 25, 23; + close; } -001-3.gat,69,37,0 script Aradin 126,{ - mes "[Aradin the Royal Guard]"; - mes "\"Don't touch me..."; - mes "You wouldn't enjoy the consequences.\""; - close; +001-3.gat,69,37,0|script|Aradin|126,{ + mes "[Aradin the Royal Guard]"; + mes "\"Don't touch me..."; + mes "You wouldn't enjoy the consequences.\""; + close; } diff --git a/world/map/npc/001-3/monsters.txt b/world/map/npc/001-3/monsters.txt deleted file mode 100644 index 04e6b11d..00000000 --- a/world/map/npc/001-3/monsters.txt +++ /dev/null @@ -1,14 +0,0 @@ -// Map: 001-3 -// This is the Tulimshar Arena -- below Tulimshar. -// - -001-3.gat,0,0,0,0 monster Maggot 1002,10,0,0,Mob6::OnMaggot - -001-3.gat,0,0,0 script Mob6 -1,{ -OnMaggot: - set @mobID, 1002; - callfunc "MobPoints"; - break; - - end; -}
\ No newline at end of file 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/002-1/lieutenant_dausen.txt b/world/map/npc/002-1/lieutenant_dausen.txt index 0573482b..605a4d58 100644 --- a/world/map/npc/002-1/lieutenant_dausen.txt +++ b/world/map/npc/002-1/lieutenant_dausen.txt @@ -1,119 +1,118 @@ // Lieutenant in charge of monitoring the monster threat surrounding the city. -002-1.gat,54,27,0 script Lieutenant Dausen 122,{ - - if (TMW_Quest == 33) goto L_LD_Key; - if (TMW_Quest == 19) goto L_LD_Miners; - if (TMW_Quest == 18) goto L_LD_Orders; - if (TMW_Quest == 17) goto L_LD_Nickos_Waits; - if (TMW_Quest == 16) goto L_LD_Nickos; - if (TMW_Quest == 15) goto L_LD_Waits; - if (TMW_Quest == 14) goto L_LD_Woe_Is_Me; - if (TMW_Quest == 13) goto L_LD_Drinks; - if (TMW_Quest == 12) goto L_LD_Start; - if (TMW_Quest < 12) goto L_LD_Get_Rep_First; - - mes "[Lieutenant Dausen]"; - mes "\"Hello. I am Lieutenant Dausen. I monitor the monster threat around the city to ensure the safety of its citizens.\""; - close; +002-1.gat,54,27,0|script|Lieutenant Dausen|122,{ + + if (TMW_Quest == 33) goto L_LD_Key; + if (TMW_Quest == 19) goto L_LD_Miners; + if (TMW_Quest == 18) goto L_LD_Orders; + if (TMW_Quest == 17) goto L_LD_Nickos_Waits; + if (TMW_Quest == 16) goto L_LD_Nickos; + if (TMW_Quest == 15) goto L_LD_Waits; + if (TMW_Quest == 14) goto L_LD_Woe_Is_Me; + if (TMW_Quest == 13) goto L_LD_Drinks; + if (TMW_Quest == 12) goto L_LD_Start; + if (TMW_Quest < 12) goto L_LD_Get_Rep_First; + + mes "[Lieutenant Dausen]"; + mes "\"Hello. I am Lieutenant Dausen. I monitor the monster threat around the city to ensure the safety of its citizens.\""; + close; L_LD_Get_Rep_First: - mes "[Lieutenant Dausen]"; - mes "\"Hello. I am Lieutenant Dausen. I monitor the monster threat around the city to ensure the safety of its citizens.\""; - next; - mes "[Lieutenant Dausen]"; - mes "\"I may have a job for you, stranger, but first I would like to learn more about you. Go walk among the citizens of Tulimshar, see if any of them could use some help. Once you have established a good reputation, word will get to me.\""; - close; + mes "[Lieutenant Dausen]"; + mes "\"Hello. I am Lieutenant Dausen. I monitor the monster threat around the city to ensure the safety of its citizens.\""; + next; + mes "[Lieutenant Dausen]"; + mes "\"I may have a job for you, stranger, but first I would like to learn more about you. Go walk among the citizens of Tulimshar, see if any of them could use some help. Once you have established a good reputation, word will get to me.\""; + close; L_LD_Start: - set TMW_Quest, 13; - mes "[Lieutenant Dausen]"; - mes "\"Out here in the desert, it sure does get hot! My men and I get thirsty rather quickly. Cactus Drinks are our favourite; if you can get some for us, we'd surely appreciate your effort. About 10 would do.\""; - close; + set TMW_Quest, 13; + mes "[Lieutenant Dausen]"; + mes "\"Out here in the desert, it sure does get hot! My men and I get thirsty rather quickly. Cactus Drinks are our favourite; if you can get some for us, we'd surely appreciate your effort. About 10 would do.\""; + close; L_LD_Drinks: - if (countitem ("CactusDrink") < 10) goto L_LD_NotEnough_Drink; - getinventorylist; - if (@inventorylist_count - (countitem("CactusDrink") == 10) > 99) goto L_LD_TooMany; - set TMW_Quest, 14; - delitem "CactusDrink", 10; - getitem "Boots", 1; - mes "[Lieutenant Dausen]"; - mes "\"Great! This will help us make it through the hot day. As a gift for your troubles, take these boots to keep your feet from burning on the sand. Have a good day...\""; - next; - mes "Lieutenant Dausen mumbles to himself and rubs his head."; - next; - mes "\"I have another problem, though. I mixed up the orders to my men, Nickos and Stewen. Someone needs to let them know they're going to have to hold their post for a while longer instead of taking a break. However, I can't leave my post! Oh, what to do, what to do...\""; - menu - "I can help you out, since you helped me too.", L_LD_Help, - "Thanks for the boots, gotta run now.", L_LD_NoHelp; - close; + if (countitem ("CactusDrink") < 10) goto L_LD_NotEnough_Drink; + getinventorylist; + if (@inventorylist_count - (countitem("CactusDrink") == 10) > 99) goto L_LD_TooMany; + set TMW_Quest, 14; + delitem "CactusDrink", 10; + getitem "Boots", 1; + mes "[Lieutenant Dausen]"; + mes "\"Great! This will help us make it through the hot day. As a gift for your troubles, take these boots to keep your feet from burning on the sand. Have a good day...\""; + next; + mes "Lieutenant Dausen mumbles to himself and rubs his head."; + next; + mes "\"I have another problem, though. I mixed up the orders to my men, Nickos and Stewen. Someone needs to let them know they're going to have to hold their post for a while longer instead of taking a break. However, I can't leave my post! Oh, what to do, what to do...\""; + menu + "I can help you out, since you helped me too.", L_LD_Help, + "Thanks for the boots, gotta run now.", L_LD_NoHelp; + close; L_LD_NotEnough_Drink: - mes "[Lieutenant Dausen]"; - mes "\"Hi again. My men and I sure are thirsty for our favorite drink, the Cactus Drink. If we had about 10, it would help us out a great deal in this sandstorm.\""; - close; + mes "[Lieutenant Dausen]"; + mes "\"Hi again. My men and I sure are thirsty for our favorite drink, the Cactus Drink. If we had about 10, it would help us out a great deal in this sandstorm.\""; + close; L_LD_TooMany: - mes "[Lieutenant Dausen]"; - mes "\"Oh, it seems you have too many items for me to give you a reward. Come back after you drop or sell some items.\""; - close; + mes "[Lieutenant Dausen]"; + mes "\"Oh, it seems you have too many items for me to give you a reward. Come back after you drop or sell some items.\""; + close; L_LD_Woe_Is_Me: - mes "[Lieutenant Dausen]"; - mes "\"I have a problem. I mixed up the orders to my men! Someone needs to let them know they're going to have to hold their post for a while longer instead of taking a break. However, I can't leave my post. Oh, what to do, what to do...\""; - menu - "I can help you out, since you helped me out too.", L_LD_Help, - "Bye-bye.", L_LD_NoHelp; - close; + mes "[Lieutenant Dausen]"; + mes "\"I have a problem. I mixed up the orders to my men! Someone needs to let them know they're going to have to hold their post for a while longer instead of taking a break. However, I can't leave my post. Oh, what to do, what to do...\""; + menu + "I can help you out, since you helped me out too.", L_LD_Help, + "Bye-bye.", L_LD_NoHelp; + close; L_LD_Help: - set TMW_Quest, 15; - mes "[Lieutenant Dausen]"; - mes "\"Oh! Would you? You are ever most helpful! Could you let Stewen know first? I'm the most worried about the monsters from the eastern desert and he should know first to hold his post. Come back to me after you see him. Hope to hear from you soon!\""; - close; + set TMW_Quest, 15; + mes "[Lieutenant Dausen]"; + mes "\"Oh! Would you? You are ever most helpful! Could you let Stewen know first? I'm the most worried about the monsters from the eastern desert and he should know first to hold his post. Come back to me after you see him. Hope to hear from you soon!\""; + close; L_LD_NoHelp: - mes "[Lieutenant Dausen]"; - mes "\"See you later then.\""; - close; + mes "[Lieutenant Dausen]"; + mes "\"See you later then.\""; + close; L_LD_Waits: - mes "[Lieutenant Dausen]"; - mes "\"I do hope Stewen holds his post. If you could tell them to do so, it would help me out a great deal.\""; - close; + mes "[Lieutenant Dausen]"; + mes "\"I do hope Stewen holds his post. If you could tell them to do so, it would help me out a great deal.\""; + close; L_LD_Nickos: - set TMW_Quest, 17; - mes "[Lieutenant Dausen]"; - mes "\"Thanks for letting Stewen know. Can you now tell Nickos to hold his post too? He guards the mine to the south, monitoring the monster threat and protecting the miners when he can.\""; - close; + set TMW_Quest, 17; + mes "[Lieutenant Dausen]"; + mes "\"Thanks for letting Stewen know. Can you now tell Nickos to hold his post too? He guards the mine to the south, monitoring the monster threat and protecting the miners when he can.\""; + close; L_LD_Nickos_Waits: - mes "[Lieutenant Dausen]"; - mes "\"Could you let Nickos know to hold his post? It would be very helpful. He is guarding the mine south of here.\""; - close; + mes "[Lieutenant Dausen]"; + mes "\"Could you let Nickos know to hold his post? It would be very helpful. He is guarding the mine south of here.\""; + close; L_LD_Orders: - set TMW_Quest, 19; - set zeny, zeny + 500; - mes "[Lieutenant Dausen]"; - mes "\"Thank you for clearing up the orders to my men! Here's some gold for your efforts.\""; - next; - mes "\"If you think you can handle the monsters lurking out here, I'm sure Nickos and the miners could use some help. Talk to you later.\""; - close; + set TMW_Quest, 19; + set zeny, zeny + 500; + mes "[Lieutenant Dausen]"; + mes "\"Thank you for clearing up the orders to my men! Here's some gold for your efforts.\""; + next; + mes "\"If you think you can handle the monsters lurking out here, I'm sure Nickos and the miners could use some help. Talk to you later.\""; + close; L_LD_Miners: - mes "[Lieutenant Dausen]"; - mes "\"I monitor the monster threat around the city to ensure the safety of its citizens.\""; - next; - mes "\"If you think you can handle the monsters lurking out here, I'm sure Nickos and the miners could use some help. Talk to you later.\""; - close; + mes "[Lieutenant Dausen]"; + mes "\"I monitor the monster threat around the city to ensure the safety of its citizens.\""; + next; + mes "\"If you think you can handle the monsters lurking out here, I'm sure Nickos and the miners could use some help. Talk to you later.\""; + close; L_LD_Key: - set TMW_Quest, 34; - mes "[Lieutenant Dausen]"; - mes "\"Oh, Naem lost his key? Here, take this spare. It should help you get into the underground palace.\""; - close; - + set TMW_Quest, 34; + mes "[Lieutenant Dausen]"; + mes "\"Oh, Naem lost his key? Here, take this spare. It should help you get into the underground palace.\""; + close; } diff --git a/world/map/npc/002-1/merchant.txt b/world/map/npc/002-1/merchant.txt index ae7de533..b1b2c3fd 100644 --- a/world/map/npc/002-1/merchant.txt +++ b/world/map/npc/002-1/merchant.txt @@ -1,3 +1,3 @@ // -002-1.gat,19,99,0 shop Ishyah 109,MinersHat :-1,MinerGloves :-1,ShortBow :-1,Arrow :-1,LeatherShield :-1 +002-1.gat,19,99,0|shop|Ishyah|109,MinersHat :-1,MinerGloves :-1,ShortBow :-1,Arrow :-1,LeatherShield :-1 diff --git a/world/map/npc/002-1/nickos.txt b/world/map/npc/002-1/nickos.txt index bf5de510..1e469ef8 100644 --- a/world/map/npc/002-1/nickos.txt +++ b/world/map/npc/002-1/nickos.txt @@ -1,114 +1,113 @@ // Sandstorm mine guard -002-1.gat,28,94,0 script Nickos 123,{ - - if (TMW_Quest == 32) goto L_Nickos_UGQ; - if (TMW_Quest == 31) goto L_Nickos_AS_Done; - if (TMW_Quest == 30) goto L_Nickos_AS_Start; - if (TMW_Quest >= 23) && (TMW_Quest < 30) goto L_Nickos_Guards; - if (TMW_Quest == 22) goto L_Nickos_Check_Happy; - if (TMW_Quest > 19) && (TMW_Quest < 22) goto L_Nickos_Waits; - if (TMW_Quest == 19) goto L_Nickos_Mine; - if (TMW_Quest == 18) goto L_Nickos_Orders_Received; - if (TMW_Quest == 17) goto L_Nickos_Orders; - if (TMW_Quest < 17) goto L_Nickos_See_Dausen_First; - - mes "[Nickos]"; - mes "\"I'm watching this mine to make sure the monsters don't harm the miners.\""; - close; +002-1.gat,28,94,0|script|Nickos|123,{ + + if (TMW_Quest == 32) goto L_Nickos_UGQ; + if (TMW_Quest == 31) goto L_Nickos_AS_Done; + if (TMW_Quest == 30) goto L_Nickos_AS_Start; + if (TMW_Quest >= 23) && (TMW_Quest < 30) goto L_Nickos_Guards; + if (TMW_Quest == 22) goto L_Nickos_Check_Happy; + if (TMW_Quest > 19) && (TMW_Quest < 22) goto L_Nickos_Waits; + if (TMW_Quest == 19) goto L_Nickos_Mine; + if (TMW_Quest == 18) goto L_Nickos_Orders_Received; + if (TMW_Quest == 17) goto L_Nickos_Orders; + if (TMW_Quest < 17) goto L_Nickos_See_Dausen_First; + + mes "[Nickos]"; + mes "\"I'm watching this mine to make sure the monsters don't harm the miners.\""; + close; L_Nickos_See_Dausen_First: - mes "[Nickos]"; - mes "\"I'm watching this mine to make sure the monsters don't harm the miners.\""; - next; - mes "[Nickos]"; - mes "\"The mines are closed from tourists due to the monster threat. If you want to get in you will need to prove yourself first. Talk to Lieutenant Dausen, my superior, if you want to make a formal complaint.\""; - close; + mes "[Nickos]"; + mes "\"I'm watching this mine to make sure the monsters don't harm the miners.\""; + next; + mes "[Nickos]"; + mes "\"The mines are closed from tourists due to the monster threat. If you want to get in you will need to prove yourself first. Talk to Lieutenant Dausen, my superior, if you want to make a formal complaint.\""; + close; L_Nickos_Orders: - set TMW_Quest, 18; - mes "[Nickos]"; - mes "\"I have to hold my post longer? Argh! I was looking forward to my break. Oh well, thanks for letting me know.\""; - close; + set TMW_Quest, 18; + mes "[Nickos]"; + mes "\"I have to hold my post longer? Argh! I was looking forward to my break. Oh well, thanks for letting me know.\""; + close; L_Nickos_Orders_Received: - mes "[Nickos]"; - mes "\"Thanks for letting me know Lieutenant Dausen wants me to stick it out for a while longer. Even though I would've liked my break, I'm sure these miners could use my watchful eye.\""; - close; + mes "[Nickos]"; + mes "\"Thanks for letting me know Lieutenant Dausen wants me to stick it out for a while longer. Even though I would've liked my break, I'm sure these miners could use my watchful eye.\""; + close; L_Nickos_Mine: - mes "[Nickos]"; - mes "\"I haven't heard from the miners in a while, but I've got to keep to my post unless there is due reason to investigate. Normally the miners take care of themselves without any problem.\""; - next; - mes "[Nickos]"; - mes "\"Could you check on them for me, though?\""; - menu - "Yes.", L_Nickos_Mine_Open, - "No.", L_Nickos_Disappoint; - close; + mes "[Nickos]"; + mes "\"I haven't heard from the miners in a while, but I've got to keep to my post unless there is due reason to investigate. Normally the miners take care of themselves without any problem.\""; + next; + mes "[Nickos]"; + mes "\"Could you check on them for me, though?\""; + menu + "Yes.", L_Nickos_Mine_Open, + "No.", L_Nickos_Disappoint; + close; L_Nickos_Disappoint: - mes "Nickos looks disappointed."; - close; + mes "Nickos looks disappointed."; + close; L_Nickos_Mine_Open: - set TMW_Quest, 20; - mes "[Nickos]"; - mes "\"Excellent! You now have my permission to enter the mine. Your assistance helps ease my worries.\""; - close; + set TMW_Quest, 20; + mes "[Nickos]"; + mes "\"Excellent! You now have my permission to enter the mine. Your assistance helps ease my worries.\""; + close; L_Nickos_Waits: - mes "[Nickos]"; - mes "\"Please be sure to get word from Nathan and Naem to make sure everthing is okay down there. Your assistance helps ease my worries.\""; - close; + mes "[Nickos]"; + mes "\"Please be sure to get word from Nathan and Naem to make sure everthing is okay down there. Your assistance helps ease my worries.\""; + close; L_Nickos_Check_Happy: - set TMW_Quest, 23; - set zeny, zeny + 500; - mes "[Nickos]"; - mes "\"Oh, everything is okay? That's great! I think they are pretty busy and could use some help. Feel free to give them a hand. Here's some gold for your troubles.\""; - close; + set TMW_Quest, 23; + set zeny, zeny + 500; + mes "[Nickos]"; + mes "\"Oh, everything is okay? That's great! I think they are pretty busy and could use some help. Feel free to give them a hand. Here's some gold for your troubles.\""; + close; L_Nickos_Guards: - mes "[Nickos]"; - mes "\"I'm watching this mine to make sure the monsters don't harm the miners.\""; - next; - mes "\"Talk to Nathan the miner, I'm sure the miners could use some help down there.\""; - close; + mes "[Nickos]"; + mes "\"I'm watching this mine to make sure the monsters don't harm the miners.\""; + next; + mes "\"Talk to Nathan the miner, I'm sure the miners could use some help down there.\""; + close; L_Nickos_AS_Start: - set TMW_Quest, 31; - mes "[Nickos]"; - mes "\"Oh, the angry scorpions are becoming a problem? We could thin down their numbers a bit. I can make it worth your time, but of course, I'll need something to show your work. Bring me 10 Angry Scorpion Stingers to demonstrate your effectiveness, and you will be rewarded for your efforts.\""; - close; + set TMW_Quest, 31; + mes "[Nickos]"; + mes "\"Oh, the angry scorpions are becoming a problem? We could thin down their numbers a bit. I can make it worth your time, but of course, I'll need something to show your work. Bring me 10 Angry Scorpion Stingers to demonstrate your effectiveness, and you will be rewarded for your efforts.\""; + close; L_Nickos_AS_Done: - if (countitem ("AngryScorpionStinger") < 10) goto L_Nickos_AS_NotDone; - getinventorylist; - if (@inventorylist_count - (countitem("AngryScorpionStinger") == 10) > 99) goto L_Nickos_TooMany; - set TMW_Quest, 32; - delitem "AngryScorpionStinger", 10; - getitem "LeatherShield", 1; - mes "[Nickos]"; - mes "\"Ah, you are a fine combatant! Take this Leather Shield, it might be useful for your future battles.\""; - next; - mes "\"You might be ready to take on the underground palace. If you are interested, go talk to Naem about unlocking the barrier, he's got the key and the code to open it.\""; - close; + if (countitem ("AngryScorpionStinger") < 10) goto L_Nickos_AS_NotDone; + getinventorylist; + if (@inventorylist_count - (countitem("AngryScorpionStinger") == 10) > 99) goto L_Nickos_TooMany; + set TMW_Quest, 32; + delitem "AngryScorpionStinger", 10; + getitem "LeatherShield", 1; + mes "[Nickos]"; + mes "\"Ah, you are a fine combatant! Take this Leather Shield, it might be useful for your future battles.\""; + next; + mes "\"You might be ready to take on the underground palace. If you are interested, go talk to Naem about unlocking the barrier, he's got the key and the code to open it.\""; + close; L_Nickos_AS_NotDone: - mes "[Nickos]"; - mes "\"Bring me 10 Angry Scorpion Stingers and I'll know their numbers are down. You will be rewarded for your efforts.\""; - close; + mes "[Nickos]"; + mes "\"Bring me 10 Angry Scorpion Stingers and I'll know their numbers are down. You will be rewarded for your efforts.\""; + close; L_Nickos_TooMany: - mes "[Nickos]"; - mes "\"Oh, it seems you have too many items. Please get rid some some and I'll give you a reward.\""; - close; + mes "[Nickos]"; + mes "\"Oh, it seems you have too many items. Please get rid some some and I'll give you a reward.\""; + close; L_Nickos_UGQ: - mes "[Nickos]"; - mes "\"You might be ready to take on the underground palace. If you are interested, talk to the miners about unlocking the barrier, they've got the key to open it.\""; - close; - + mes "[Nickos]"; + mes "\"You might be ready to take on the underground palace. If you are interested, talk to the miners about unlocking the barrier, they've got the key to open it.\""; + close; } diff --git a/world/map/npc/002-1/nomads.txt b/world/map/npc/002-1/nomads.txt index 0b7e7426..805b8fef 100644 --- a/world/map/npc/002-1/nomads.txt +++ b/world/map/npc/002-1/nomads.txt @@ -1,16 +1,14 @@ // -002-1.gat,15,67,0 script Samuel 132,{ - mes "[Samuel the Nomad]"; - mes "\"This is really a nice place.\""; - - mes "Don't you think so?\""; - close; +002-1.gat,15,67,0|script|Samuel|132,{ + mes "[Samuel the Nomad]"; + mes "\"This is really a nice place.\""; + mes "Don't you think so?\""; + close; } -002-1.gat,18,68,0 script Elijah 128,{ - mes "[Elijah the Nomad]"; - mes "\"If I only had a tent...\""; - - close; +002-1.gat,18,68,0|script|Elijah|128,{ + mes "[Elijah the Nomad]"; + mes "\"If I only had a tent...\""; + close; } diff --git a/world/map/npc/002-1/rogue.txt b/world/map/npc/002-1/rogue.txt index e5afe354..400dec83 100644 --- a/world/map/npc/002-1/rogue.txt +++ b/world/map/npc/002-1/rogue.txt @@ -1,50 +1,53 @@ // -002-1.gat,22,21,0 script Malivox 103,{ +002-1.gat,22,21,0|script|Malivox|103,{ -// if (ResetA_charstate == 1) goto L_Multiple; +// if (ResetA_charstate == 1) goto L_Multiple; -// set @cost, 10000000 / ($ResetA_uses + 1); +// set @cost, 10000000 / ($ResetA_uses + 1); - set @cost, baselevel * 100; + set @cost, baselevel * 100; - mes "[Rogue Mage]"; - mes "\"I have come across a spell that will"; - mes "reset your status points."; - mes "Normally this spell is expensive, but"; - mes "due to an unusual constellation of the"; - mes "stars I can cast it very cheaply!"; - mes "For you it will cost only "+@cost+" gp.\""; - next; + mes "[Rogue Mage]"; + mes "\"I have come across a spell that will"; + mes "reset your status points."; + mes "Normally this spell is expensive, but"; + mes "due to an unusual constellation of the"; + mes "stars I can cast it very cheaply!"; + mes "For you it will cost only "+@cost+" gp.\""; + next; + menu + "Reset my stats",-, + "Forget about it",L_Pass; - menu "Reset my stats",-,"Forget about it",L_Pass; + if (zeny<@cost) goto L_NoMoney; - if (zeny<@cost) goto L_NoMoney; - -// set $ResetA_uses, $ResetA_uses + 1; -// set ResetA_charstate, 1; +// set $ResetA_uses, $ResetA_uses + 1; +// set ResetA_charstate, 1; L_Reset: + set zeny, zeny-@cost; + resetstatus; - set zeny, zeny-@cost; - - resetstatus; - - mes "[Rogue Mage]"; - mes "\"There you are."; - mes ""; - mes "Good as new!\""; - close; + mes "[Rogue Mage]"; + mes "\"There you are."; + mes ""; + mes "Good as new!\""; + goto L_Close; L_Pass: - mes "[Rogue Mage]"; - mes "\"Very well then, see you.\""; - close; + mes "[Rogue Mage]"; + mes "\"Very well then, see you.\""; + goto L_Close; L_NoMoney: - mes "[Rogue Mage]"; - mes "\"Oh dear, the price cannot be bargained."; - mes ""; - mes "Perhaps you can borrow from a friend?\""; - close; + mes "[Rogue Mage]"; + mes "\"Oh dear, the price cannot be bargained."; + mes ""; + mes "Perhaps you can borrow from a friend?\""; + goto L_Close; + +L_Close: + set @cost, 0; + close; } diff --git a/world/map/npc/002-1/sandstorm_mine_barrier.txt b/world/map/npc/002-1/sandstorm_mine_barrier.txt index 62abceac..82841bf7 100644 --- a/world/map/npc/002-1/sandstorm_mine_barrier.txt +++ b/world/map/npc/002-1/sandstorm_mine_barrier.txt @@ -1,14 +1,12 @@ //Sandstorm mine barrier -002-1.gat,20,94,0 script #Sandstorm_Mine_Barrier 127,0,0,{ +002-1.gat,20,94,0|script|#Sandstorm_Mine_Barrier|127,0,0,{ - if (TMW_Quest >= 20) goto L_Sandstorm_Barrier_Open; + if (TMW_Quest >= 20) goto L_Sandstorm_Barrier_Open; + message strcharinfo(0), "Some force seems to block your entrance."; + end; - message strcharinfo(0), "Some force seems to block your entrance."; - end; - L_Sandstorm_Barrier_Open: - warp "002-3.gat",37,31; - end; - + warp "002-3.gat",37,31; + end; } diff --git a/world/map/npc/002-1/stewen.txt b/world/map/npc/002-1/stewen.txt index 6c099b3a..b0c98ebe 100644 --- a/world/map/npc/002-1/stewen.txt +++ b/world/map/npc/002-1/stewen.txt @@ -1,23 +1,22 @@ // East sandstorm guard -002-1.gat,106,76,0 script Stewen 123,{ +002-1.gat,106,76,0|script|Stewen|123,{ - if (TMW_Quest == 16) goto L_TMW_Quest_Received; - if (TMW_Quest == 15) goto L_TMW_Quest; + if (TMW_Quest == 16) goto L_TMW_Quest_Received; + if (TMW_Quest == 15) goto L_TMW_Quest; - mes "[Stewen]"; - mes "\"I'm keeping a watchful eye on the monsters to the east so they don't threaten Tulimshar's citizens. They are pretty strong.\""; - close; + mes "[Stewen]"; + mes "\"I'm keeping a watchful eye on the monsters to the east so they don't threaten Tulimshar's citizens. They are pretty strong.\""; + close; L_TMW_Quest: - set TMW_Quest, 16; - mes "[Stewen]"; - mes "\"I don't get a break?! Lieutenant Dausen needs to ask the Wizard's Council for more help out here. Either that or give me a raise! Oh well. Thanks for letting me know.\""; - close; + set TMW_Quest, 16; + mes "[Stewen]"; + mes "\"I don't get a break?! Lieutenant Dausen needs to ask the Wizard's Council for more help out here. Either that or give me a raise! Oh well. Thanks for letting me know.\""; + close; L_TMW_Quest_Received: - mes "[Stewen]"; - mes "\"Thanks again for letting me know Lieutenant Dausen isn't letting me take a break. Once I get out of here, I'll let him know I want a raise!\""; - close; - + mes "[Stewen]"; + mes "\"Thanks again for letting me know Lieutenant Dausen isn't letting me take a break. Once I get out of here, I'll let him know I want a raise!\""; + close; } 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/002-3/mine_triggerone.txt b/world/map/npc/002-3/mine_triggerone.txt index d182609b..b757c453 100644 --- a/world/map/npc/002-3/mine_triggerone.txt +++ b/world/map/npc/002-3/mine_triggerone.txt @@ -1,52 +1,51 @@ //Sandstorm mine trigger 1 Trigger 002-3 35,43 (127) -002-3.gat,30,47,0 script Button 127,0,0,{ +002-3.gat,30,47,0|script|Button|127,0,0,{ - if (TMW_Quest == 36) goto L_Trigger_Wrong_1; - if (TMW_Quest == 35) goto L_Trigger_Wrong_1; - if (TMW_Quest == 34) goto L_Trigger_1; + if (TMW_Quest == 36) goto L_Trigger_Wrong_1; + if (TMW_Quest == 35) goto L_Trigger_Wrong_1; + if (TMW_Quest == 34) goto L_Trigger_1; - mes "There is a large button on the ground. A key hole appears on the button."; - close; + mes "There is a large button on the ground. A key hole appears on the button."; + close; L_Trigger_Wrong_1: - mes "There is a large button on the ground. A key hole appears on the button."; - menu - "Put the key in, turn right.", L_Right_Wrong_1, - "Put the key in, turn left.", L_Left_Wrong_1, - "Do nothing.", L_Nothing_1; - close; + mes "There is a large button on the ground. A key hole appears on the button."; + menu + "Put the key in, turn right.", L_Right_Wrong_1, + "Put the key in, turn left.", L_Left_Wrong_1, + "Do nothing.", L_Nothing_1; + close; L_Right_Wrong_1: - set TMW_Quest, 34; - mes "You turn the key right."; - close; + set TMW_Quest, 34; + mes "You turn the key right."; + close; L_Left_Wrong_1: - set TMW_Quest, 34; - mes "You turn the key left."; - close; + set TMW_Quest, 34; + mes "You turn the key left."; + close; L_Trigger_1: - mes "There is a large button on the ground. A key hole appears on the button."; - menu - "Put the key in, turn right.", L_Right_1, - "Put the key in, turn left.", L_Left_1, - "Do nothing.", L_Nothing_1; - close; + mes "There is a large button on the ground. A key hole appears on the button."; + menu + "Put the key in, turn right.", L_Right_1, + "Put the key in, turn left.", L_Left_1, + "Do nothing.", L_Nothing_1; + close; L_Right_1: - set TMW_Quest, 35; - mes "You turn the key right. A clicking sound echoes throughout the mine."; - close; + set TMW_Quest, 35; + mes "You turn the key right. A clicking sound echoes throughout the mine."; + close; L_Left_1: - set TMW_Quest, 34; - mes "You turn the key left."; - close; + set TMW_Quest, 34; + mes "You turn the key left."; + close; L_Nothing_1: - mes "You leave the button alone."; - close; - + mes "You leave the button alone."; + close; } diff --git a/world/map/npc/002-3/mine_triggerthree.txt b/world/map/npc/002-3/mine_triggerthree.txt index 828eb594..c1b7b3c6 100644 --- a/world/map/npc/002-3/mine_triggerthree.txt +++ b/world/map/npc/002-3/mine_triggerthree.txt @@ -1,51 +1,51 @@ //Sandstorm mine trigger 3 Trigger 002-3 98,42 (127) -002-3.gat,91,99,0 script Button 127,0,0,{ +002-3.gat,91,99,0|script|Button|127,0,0,{ - if (TMW_Quest == 36) goto L_Trigger_Wrong_3; - if (TMW_Quest == 35) goto L_Trigger_3; - if (TMW_Quest == 34) goto L_Trigger_Wrong_3; + if (TMW_Quest == 36) goto L_Trigger_Wrong_3; + if (TMW_Quest == 35) goto L_Trigger_3; + if (TMW_Quest == 34) goto L_Trigger_Wrong_3; - mes "There is a large button on the ground. A key hole appears on the button."; - close; + mes "There is a large button on the ground. A key hole appears on the button."; + close; L_Trigger_Wrong_3: - mes "There is a large button on the ground. A key hole appears on the button."; - menu - "Put the key in, turn right.", L_Right_Wrong_3, - "Put the key in, turn left.", L_Left_Wrong_3, - "Do nothing.", L_Nothing_3; - close; + mes "There is a large button on the ground. A key hole appears on the button."; + menu + "Put the key in, turn right.", L_Right_Wrong_3, + "Put the key in, turn left.", L_Left_Wrong_3, + "Do nothing.", L_Nothing_3; + close; L_Right_Wrong_3: - set TMW_Quest, 34; - mes "You turn the key right."; - close; + set TMW_Quest, 34; + mes "You turn the key right."; + close; L_Left_Wrong_3: - set TMW_Quest, 34; - mes "You turn the key left."; - close; + set TMW_Quest, 34; + mes "You turn the key left."; + close; L_Trigger_3: - mes "There is a large button on the ground. A key hole appears on the button."; - menu - "Put the key in, turn right.", L_Right_3, - "Put the key in, turn left.", L_Left_3, - "Do nothing.", L_Nothing_3; - close; + mes "There is a large button on the ground. A key hole appears on the button."; + menu + "Put the key in, turn right.", L_Right_3, + "Put the key in, turn left.", L_Left_3, + "Do nothing.", L_Nothing_3; + close; L_Right_3: - set TMW_Quest, 34; - mes "You turn the key right."; - close; + set TMW_Quest, 34; + mes "You turn the key right."; + close; L_Left_3: - set TMW_Quest, 36; - mes "You turn the key left. A clicking sound echoes throughout the mine."; - close; + set TMW_Quest, 36; + mes "You turn the key left. A clicking sound echoes throughout the mine."; + close; L_Nothing_3: - mes "You leave the button alone."; - close; + mes "You leave the button alone."; + close; } diff --git a/world/map/npc/002-3/mine_triggertwo.txt b/world/map/npc/002-3/mine_triggertwo.txt index 5d005620..478351b1 100644 --- a/world/map/npc/002-3/mine_triggertwo.txt +++ b/world/map/npc/002-3/mine_triggertwo.txt @@ -1,53 +1,52 @@ //Sandstorm mine trigger -002-3.gat,100,37,0 script Button 127,0,0,{ +002-3.gat,100,37,0|script|Button|127,0,0,{ - if (TMW_Quest == 36) goto L_Trigger_2; - if (TMW_Quest == 35) goto L_Trigger_Wrong_2; - if (TMW_Quest == 34) goto L_Trigger_Wrong_2; + if (TMW_Quest == 36) goto L_Trigger_2; + if (TMW_Quest == 35) goto L_Trigger_Wrong_2; + if (TMW_Quest == 34) goto L_Trigger_Wrong_2; - mes "There is a large button on the ground. A key hole appears on the button."; - close; + mes "There is a large button on the ground. A key hole appears on the button."; + close; L_Trigger_Wrong_2: - mes "There is a large button on the ground. A key hole appears on the button."; - menu - "Put the key in, turn right.", L_Right_Wrong_2, - "Put the key in, turn left.", L_Left_Wrong_2, - "Do nothing.", L_Nothing_2; - close; + mes "There is a large button on the ground. A key hole appears on the button."; + menu + "Put the key in, turn right.", L_Right_Wrong_2, + "Put the key in, turn left.", L_Left_Wrong_2, + "Do nothing.", L_Nothing_2; + close; L_Right_Wrong_2: - set TMW_Quest, 34; - mes "You turn the key right."; - close; + set TMW_Quest, 34; + mes "You turn the key right."; + close; L_Left_Wrong_2: - set TMW_Quest, 34; - mes "You turn the key left."; - close; + set TMW_Quest, 34; + mes "You turn the key left."; + close; L_Trigger_2: - mes "There is a large button on the ground. A key hole appears on the button."; - menu - "Put the key in, turn right.", L_Right_2, - "Put the key in, turn left.", L_Left_2, - "Do nothing.", L_Nothing_2; - close; + mes "There is a large button on the ground. A key hole appears on the button."; + menu + "Put the key in, turn right.", L_Right_2, + "Put the key in, turn left.", L_Left_2, + "Do nothing.", L_Nothing_2; + close; L_Right_2: - set TMW_Quest, 34; - mes "You turn the key right."; - close; + set TMW_Quest, 34; + mes "You turn the key right."; + close; L_Left_2: - set TMW_Quest, 37; - set FLAGS, FLAGS | FLAG_OPENED_UNDERGROUND; - mes "You turn the key left. A clicking sound echoes throughout the mine, followed by a loud thump."; - close; + set TMW_Quest, 37; + set FLAGS, FLAGS | FLAG_OPENED_UNDERGROUND; + mes "You turn the key left. A clicking sound echoes throughout the mine, followed by a loud thump."; + close; L_Nothing_2: - mes "You leave the button alone."; - close; - + mes "You leave the button alone."; + close; } diff --git a/world/map/npc/002-3/naem.txt b/world/map/npc/002-3/naem.txt index 5f0f9bd6..d5ddbd2b 100644 --- a/world/map/npc/002-3/naem.txt +++ b/world/map/npc/002-3/naem.txt @@ -1,132 +1,131 @@ // -002-3.gat,85,97,6 script Naem 109,{ - - if (FLAGS & FLAG_GOT_NAEM_GLOVES) goto L_Naem_Complete; - if (FLAGS & FLAG_OPENED_UNDERGROUND) goto L_Naem_Gloves; - if (TMW_Quest == 34) goto L_Naem_Code; - if (TMW_Quest == 33) goto L_Naem_Lt; - if (TMW_Quest == 32) goto L_Naem_Memory; - if (TMW_Quest > 29) && (TMW_Quest < 31)goto L_Naem_Great; - if (TMW_Quest == 29) goto L_Naem_Waits_3; - if (TMW_Quest == 28) goto L_Naem_Help_3; - if (TMW_Quest == 27) goto L_Naem_Waits_2; - if (TMW_Quest == 26) goto L_Naem_Help_2; - if (TMW_Quest == 25) goto L_Naem_Waits_1; - if (TMW_Quest == 24) goto L_Naem_Help_1; - if (TMW_Quest == 22) goto L_Naem_Cool; - if (TMW_Quest == 21) goto L_Naem_Okay; - - mes "[Naem]"; - mes "\"I'm just mining away here. Lots of work to do.\""; - close; +002-3.gat,85,97,6|script|Naem|109,{ + + if (FLAGS & FLAG_GOT_NAEM_GLOVES) goto L_Naem_Complete; + if (FLAGS & FLAG_OPENED_UNDERGROUND) goto L_Naem_Gloves; + if (TMW_Quest == 34) goto L_Naem_Code; + if (TMW_Quest == 33) goto L_Naem_Lt; + if (TMW_Quest == 32) goto L_Naem_Memory; + if (TMW_Quest > 29) && (TMW_Quest < 31)goto L_Naem_Great; + if (TMW_Quest == 29) goto L_Naem_Waits_3; + if (TMW_Quest == 28) goto L_Naem_Help_3; + if (TMW_Quest == 27) goto L_Naem_Waits_2; + if (TMW_Quest == 26) goto L_Naem_Help_2; + if (TMW_Quest == 25) goto L_Naem_Waits_1; + if (TMW_Quest == 24) goto L_Naem_Help_1; + if (TMW_Quest == 22) goto L_Naem_Cool; + if (TMW_Quest == 21) goto L_Naem_Okay; + + mes "[Naem]"; + mes "\"I'm just mining away here. Lots of work to do.\""; + close; L_Naem_Okay: - set TMW_Quest, 22; - mes "[Naem]"; - mes "\"Oh, hello there. Nickos wanted you to check on me? Yeah, you can tell him I'm okay.\""; - close; + set TMW_Quest, 22; + mes "[Naem]"; + mes "\"Oh, hello there. Nickos wanted you to check on me? Yeah, you can tell him I'm okay.\""; + close; L_Naem_Cool: - mes "[Naem]"; - mes "\"Yeah, I'm cool. Just mining away here.\""; - close; + mes "[Naem]"; + mes "\"Yeah, I'm cool. Just mining away here.\""; + close; L_Naem_Help_1: - set TMW_Quest, 25; - mes "[Naem]"; - mes "\"Oh, you are here to help move my bags? Cool, I've got a few ready to go. Go ahead and take this one!\""; - next; - mes "Naem hands you a bag of ore."; - next; - mes "[Naem]"; - mes "\"After you deliver that one to Nathan, come on back, I've got a couple more ready to go.\""; - close; + set TMW_Quest, 25; + mes "[Naem]"; + mes "\"Oh, you are here to help move my bags? Cool, I've got a few ready to go. Go ahead and take this one!\""; + next; + mes "Naem hands you a bag of ore."; + next; + mes "[Naem]"; + mes "\"After you deliver that one to Nathan, come on back, I've got a couple more ready to go.\""; + close; L_Naem_Waits_1: - mes "[Naem]"; - mes "\"After you deliver that bag of ore to Nathan, come on back, I've got a couple more ready to go.\""; - close; + mes "[Naem]"; + mes "\"After you deliver that bag of ore to Nathan, come on back, I've got a couple more ready to go.\""; + close; L_Naem_Help_2: - set TMW_Quest, 27; - mes "Naem gives you a bag of ore."; - next; - mes "[Naem]"; - mes "\"Just one more after this one and we'll be all caught up!\""; - close; + set TMW_Quest, 27; + mes "Naem gives you a bag of ore."; + next; + mes "[Naem]"; + mes "\"Just one more after this one and we'll be all caught up!\""; + close; L_Naem_Waits_2: - mes "[Naem]"; - mes "\"Just one more bag of ore after the one you got and we'll be all caught up!\""; - close; + mes "[Naem]"; + mes "\"Just one more bag of ore after the one you got and we'll be all caught up!\""; + close; L_Naem_Help_3: - set TMW_Quest, 29; - mes "[Naem]"; - mes "Hands a bag of ore to you."; - next; - mes "\"Last one!\""; - close; + set TMW_Quest, 29; + mes "[Naem]"; + mes "Hands a bag of ore to you."; + next; + mes "\"Last one!\""; + close; L_Naem_Waits_3: - mes "[Naem]"; - mes "\"You got my last sack already. Just give it to Nathan and we'll have caught up.\""; - close; + mes "[Naem]"; + mes "\"You got my last sack already. Just give it to Nathan and we'll have caught up.\""; + close; L_Naem_Great: - mes "[Naem]"; - mes "\"Hi ho! It's off to work I go! I work every day for meager pay, a miner's life for me...\""; - close; + mes "[Naem]"; + mes "\"Hi ho! It's off to work I go! I work every day for meager pay, a miner's life for me...\""; + close; L_Naem_Memory: - mes "You see Naem grimacing in pain as you approach."; - next; - mes "[Naem]"; - mes "\"Oh, my head! Some rocks fell on me and bonked me pretty good. I'm still a little sore.\""; - menu - "Don't you have a key so I can go to the underground palace?", L_Naem_Palace_No, - "You should be more careful.", L_Naem_Duh; - close; + mes "You see Naem grimacing in pain as you approach."; + next; + mes "[Naem]"; + mes "\"Oh, my head! Some rocks fell on me and bonked me pretty good. I'm still a little sore.\""; + menu + "Don't you have a key so I can go to the underground palace?", L_Naem_Palace_No, + "You should be more careful.", L_Naem_Duh; + close; L_Naem_Duh: - mes "[Naem]"; - mes "\"I guess I should...\""; - close; + mes "[Naem]"; + mes "\"I guess I should...\""; + close; L_Naem_Palace_No: - set TMW_Quest, 33; - mes "[Naem]"; - mes "\"Oh no! I lost the key! Don't worry though, talk to Lieutenant Dausen about getting the spare key.\""; - close; + set TMW_Quest, 33; + mes "[Naem]"; + mes "\"Oh no! I lost the key! Don't worry though, talk to Lieutenant Dausen about getting the spare key.\""; + close; L_Naem_Lt: - mes "[Naem]"; - mes "\"I hurt my head pretty bad. I also lost my key. If you want to get into the underground palace, you'll have to talk to Lieutenant Dausen about getting the spare.\""; - close; + mes "[Naem]"; + mes "\"I hurt my head pretty bad. I also lost my key. If you want to get into the underground palace, you'll have to talk to Lieutenant Dausen about getting the spare.\""; + close; L_Naem_Code: - mes "[Naem]"; - mes "\"Oh, you got the key. That is good! But my head still hurts... All I remember about the code is you have to put the key into the key hole buttons around the mine in a certain order and turn them in a certain order and it will unlock the underground palace. Sorry, that's all I have for you. Good luck!\""; - close; + mes "[Naem]"; + mes "\"Oh, you got the key. That is good! But my head still hurts... All I remember about the code is you have to put the key into the key hole buttons around the mine in a certain order and turn them in a certain order and it will unlock the underground palace. Sorry, that's all I have for you. Good luck!\""; + close; L_Naem_Gloves: - getinventorylist; - if (@inventorylist_count == 100) goto L_Nathan_TooMany; - set FLAGS, FLAGS | FLAG_GOT_NAEM_GLOVES; - getitem "MinerGloves", 1; - mes "[Naem]"; - mes "\"Hey, good job on getting that together! Take these gloves, they might prove useful in the underground palace.\""; - close; + getinventorylist; + if (@inventorylist_count == 100) goto L_Nathan_TooMany; + set FLAGS, FLAGS | FLAG_GOT_NAEM_GLOVES; + getitem "MinerGloves", 1; + mes "[Naem]"; + mes "\"Hey, good job on getting that together! Take these gloves, they might prove useful in the underground palace.\""; + close; L_Naem_TooMany: - mes "[Naem]"; - mes "\"You have too many items for me to give you a reward.\""; - close; + mes "[Naem]"; + mes "\"You have too many items for me to give you a reward.\""; + close; L_Naem_Complete: - mes "[Naem]"; - mes "\"Yo-ho-ho, a miner's life for me!\""; - close; - + mes "[Naem]"; + mes "\"Yo-ho-ho, a miner's life for me!\""; + close; } diff --git a/world/map/npc/002-3/nathan.txt b/world/map/npc/002-3/nathan.txt index 6eb56875..7a6b5fd5 100644 --- a/world/map/npc/002-3/nathan.txt +++ b/world/map/npc/002-3/nathan.txt @@ -1,104 +1,102 @@ // -002-3.gat,35,35,6 script Nathan 109,{ - - if (TMW_Quest >= 32) goto L_Nathan_Complete; - if (TMW_Quest == 31) goto L_Nathan_UGQ_Naem; - if (TMW_Quest == 30) goto L_Nathan_Help_Cool; - if (TMW_Quest == 29) goto L_Nathan_Help_Done; - if (TMW_Quest == 28) goto L_Nathan_Waits_3; - if (TMW_Quest == 27) goto L_Nathan_Help_3; - if (TMW_Quest == 26) goto L_Nathan_Waits_2; - if (TMW_Quest == 25) goto L_Nathan_Help_2; - if (TMW_Quest == 24) goto L_Nathan_Waits_1; - if (TMW_Quest == 23) goto L_Nathan_Help_1; - if (TMW_Quest == 21) goto L_Nathan_Cool; - if (TMW_Quest == 20) goto L_Nathan_Okay; - - - mes "[Nathan the Miner]"; - mes "\"It's very dangerous in here. We had a big earthquake here just recently, too... so be careful!\""; - close; +002-3.gat,35,35,6|script|Nathan|109,{ + + if (TMW_Quest >= 32) goto L_Nathan_Complete; + if (TMW_Quest == 31) goto L_Nathan_UGQ_Naem; + if (TMW_Quest == 30) goto L_Nathan_Help_Cool; + if (TMW_Quest == 29) goto L_Nathan_Help_Done; + if (TMW_Quest == 28) goto L_Nathan_Waits_3; + if (TMW_Quest == 27) goto L_Nathan_Help_3; + if (TMW_Quest == 26) goto L_Nathan_Waits_2; + if (TMW_Quest == 25) goto L_Nathan_Help_2; + if (TMW_Quest == 24) goto L_Nathan_Waits_1; + if (TMW_Quest == 23) goto L_Nathan_Help_1; + if (TMW_Quest == 21) goto L_Nathan_Cool; + if (TMW_Quest == 20) goto L_Nathan_Okay; + + mes "[Nathan the Miner]"; + mes "\"It's very dangerous in here. We had a big earthquake here just recently, too... so be careful!\""; + close; L_Nathan_Okay: - set TMW_Quest, 21; - mes "[Nathan]"; - mes "\"Hey there! Just mining away down here. You say Nickos was worried about us? Nothing down here we can't handle, but you should try to be safe down here yourself. The monsters can be rather aggressive. Come to think of it, you might want to check on Naem to make sure he's okay. You can find him in the southeast parts of the mine.\""; - close; + set TMW_Quest, 21; + mes "[Nathan]"; + mes "\"Hey there! Just mining away down here. You say Nickos was worried about us? Nothing down here we can't handle, but you should try to be safe down here yourself. The monsters can be rather aggressive. Come to think of it, you might want to check on Naem to make sure he's okay. You can find him in the southeast parts of the mine.\""; + close; L_Nathan_Cool: - mes "[Nathan]"; - mes "\"Hey, be careful down here, the monsters can be rather aggressive! You might want to check on Naem too. He's at the southeast parts of the mine.\""; - close; + mes "[Nathan]"; + mes "\"Hey, be careful down here, the monsters can be rather aggressive! You might want to check on Naem too. He's at the southeast parts of the mine.\""; + close; L_Nathan_Help_1: - set TMW_Quest, 24; - mes "[Nathan]"; - mes "\"Oh, hey again! Nickos told you we need some help down here too? Yeah, Naem could use a spare pair of hands moving his bags of ore to me. He's got a lot of work built up. Just go talk to him and he'll give you the bags. You might have to make a few trips, but I'll make it worth your troubles.\""; - close; + set TMW_Quest, 24; + mes "[Nathan]"; + mes "\"Oh, hey again! Nickos told you we need some help down here too? Yeah, Naem could use a spare pair of hands moving his bags of ore to me. He's got a lot of work built up. Just go talk to him and he'll give you the bags. You might have to make a few trips, but I'll make it worth your troubles.\""; + close; L_Nathan_Waits_1: - mes "[Nathan]"; - mes "\"Naem could use some help moving his bags of ore to me. He's got a lot of work built up. Just go talk to him and he'll give you the bags. You might have to make a few trips, but I'll make it worth your troubles.\""; - close; + mes "[Nathan]"; + mes "\"Naem could use some help moving his bags of ore to me. He's got a lot of work built up. Just go talk to him and he'll give you the bags. You might have to make a few trips, but I'll make it worth your troubles.\""; + close; L_Nathan_Help_2: - set TMW_Quest, 26; - mes "You give the bag of ore to Nathan"; - next; - mes "[Nathan]"; - mes "\"Ah, thank you. Just a couple more and we'll have caught up!\""; - close; + set TMW_Quest, 26; + mes "You give the bag of ore to Nathan"; + next; + mes "[Nathan]"; + mes "\"Ah, thank you. Just a couple more and we'll have caught up!\""; + close; L_Nathan_Waits_2: - mes "[Nathan]"; - mes "\"Just a couple more and we'll be all caught up!\""; - close; + mes "[Nathan]"; + mes "\"Just a couple more and we'll be all caught up!\""; + close; L_Nathan_Help_3: - set TMW_Quest, 28; - mes "You hand the bag of ore to Nathan."; - next; - mes "[Nathan]"; - mes "\"Just one more bag and you'll be done!\""; - close; + set TMW_Quest, 28; + mes "You hand the bag of ore to Nathan."; + next; + mes "[Nathan]"; + mes "\"Just one more bag and you'll be done!\""; + close; L_Nathan_Waits_3: - mes "[Nathan]"; - mes "\"Just get one more bag of ore from Naem and bring it to me and you'll be done.\""; - close; + mes "[Nathan]"; + mes "\"Just get one more bag of ore from Naem and bring it to me and you'll be done.\""; + close; L_Nathan_Help_Done: - getinventorylist; - if (@inventorylist_count == 100) goto L_Nathan_TooMany; - set TMW_Quest, 30; - getitem "MinersHat", 1; - mes "[Nathan]"; - mes "You hand the bag of ore to Nathan."; - next; - mes "\"Ah, that should be it! Thank you for your help. Here, take this Miner's Hat. You're a real miner now!\""; - next; - mes "\"Oh, and I noticed a problem with these angry scorpions down here, they seem to make things much more difficult. Maybe you could tell Nickos about it on your way out?\""; - close; + getinventorylist; + if (@inventorylist_count == 100) goto L_Nathan_TooMany; + set TMW_Quest, 30; + getitem "MinersHat", 1; + mes "[Nathan]"; + mes "You hand the bag of ore to Nathan."; + next; + mes "\"Ah, that should be it! Thank you for your help. Here, take this Miner's Hat. You're a real miner now!\""; + next; + mes "\"Oh, and I noticed a problem with these angry scorpions down here, they seem to make things much more difficult. Maybe you could tell Nickos about it on your way out?\""; + close; L_Nathan_TooMany: - mes "[Nathan]"; - mes "\"You have too many items for me to give you a reward.\""; - close; + mes "[Nathan]"; + mes "\"You have too many items for me to give you a reward.\""; + close; L_Nathan_Help_Cool: - mes "[Nathan]"; - mes "\"Be safe down here, it's dangerous for the unexperienced. Mining is a dangerous job, but somebody's got to do it!\""; - close; + mes "[Nathan]"; + mes "\"Be safe down here, it's dangerous for the unexperienced. Mining is a dangerous job, but somebody's got to do it!\""; + close; L_Nathan_UGQ_Naem: - mes "[Nathan]"; - mes "\"Thanks for thinning down the angry scorpion population. It sure has made mining a little easier down here! Oh, you say Nickos has given you permission to check out the underground palace? Talk to Naem, he's got the key and the code.\""; - close; + mes "[Nathan]"; + mes "\"Thanks for thinning down the angry scorpion population. It sure has made mining a little easier down here! Oh, you say Nickos has given you permission to check out the underground palace? Talk to Naem, he's got the key and the code.\""; + close; L_Nathan_Complete: - mes "[Nathan]"; - mes "\"Mining is a dangerous job, but somebody's got to do it!\""; - close; - + mes "[Nathan]"; + mes "\"Mining is a dangerous job, but somebody's got to do it!\""; + close; } diff --git a/world/map/npc/002-3/underground_palace_barrier.txt b/world/map/npc/002-3/underground_palace_barrier.txt index 34eeaf57..4e6e369f 100644 --- a/world/map/npc/002-3/underground_palace_barrier.txt +++ b/world/map/npc/002-3/underground_palace_barrier.txt @@ -1,14 +1,12 @@ //underground palace barrier -002-3.gat,68,98,0 script #UGP_Barrier 127,0,0,{ - - if (TMW_Quest >= 37) goto L_Underground_Palace_Barrier_Open; - message strcharinfo(0), "Some force seems to block your entrance."; - end; +002-3.gat,68,98,0|script|#UGP_Barrier|127,0,0,{ + if (TMW_Quest >= 37) goto L_Underground_Palace_Barrier_Open; + message strcharinfo(0), "Some force seems to block your entrance."; + end; L_Underground_Palace_Barrier_Open: - warp "002-4.gat",34,98; - end; - + warp "002-4.gat",34,98; + end; } 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/002-4/chest.txt b/world/map/npc/002-4/chest.txt index 542ce345..f61ee889 100644 --- a/world/map/npc/002-4/chest.txt +++ b/world/map/npc/002-4/chest.txt @@ -1,36 +1,36 @@ // -002-4.gat,93,37,0 script Treasure 111,{ +002-4.gat,93,37,0|script|Treasure|111,{ - if (TMW_Quest >= 38) goto L_Finished; + if (TMW_Quest >= 38) goto L_Finished; - mes "There is a chest here."; - mes "Do you want to try to open it?"; - next; - menu - "Yes.", L_Yes, - "No.", -; - close; + mes "There is a chest here."; + mes "Do you want to try to open it?"; + next; + menu + "Yes.", L_Yes, + "No.", -; + close; L_Yes: - if(countitem("TreasureKey") < 3) goto L_Not_Enough; - getinventorylist; - if (@inventorylist_count == 100 && countitem("TreasureKey") > 3) goto L_TooMany; - mes "You opened the chest and found a short bow!"; - delitem "TreasureKey", 3; - getitem "ShortBow", 1; - set TMW_Quest, 38; - close; + if(countitem("TreasureKey") < 3) goto L_Not_Enough; + getinventorylist; + if (@inventorylist_count == 100 && countitem("TreasureKey") > 3) goto L_TooMany; + mes "You opened the chest and found a short bow!"; + delitem "TreasureKey", 3; + getitem "ShortBow", 1; + set TMW_Quest, 38; + close; L_Not_Enough: - mes "It seems that you do not have the right key for this chest yet..."; - close; + mes "It seems that you do not have the right key for this chest yet..."; + close; L_Finished: - mes "You have already opened this chest."; - close; + mes "You have already opened this chest."; + close; L_TooMany: - mes "You do not have enough room to loot this chest. Maybe you should try again later."; - close; + mes "You do not have enough room to loot this chest. Maybe you should try again later."; + close; } diff --git a/world/map/npc/002-4/miners.txt b/world/map/npc/002-4/miners.txt index 6e71461d..74bedfe6 100644 --- a/world/map/npc/002-4/miners.txt +++ b/world/map/npc/002-4/miners.txt @@ -1,60 +1,59 @@ // -002-4.gat,32,94,6 script Sema 109,{ +002-4.gat,32,94,6|script|Sema|109,{ - if (TMW_Quest >= 40) goto L_Sema_Done; - if (TMW_Quest == 39) goto L_Sema_Happy; - if (TMW_Quest == 38) goto L_Sema_GCM; + if (TMW_Quest >= 40) goto L_Sema_Done; + if (TMW_Quest == 39) goto L_Sema_Happy; + if (TMW_Quest == 38) goto L_Sema_GCM; - mes "[Sema the Miner]"; - mes "\"This place is odd. There is a chest somewhere in this palace, but I don't know where. I think the archants have eaten all the spare keys for the chest, too.\""; - close; + mes "[Sema the Miner]"; + mes "\"This place is odd. There is a chest somewhere in this palace, but I don't know where. I think the archants have eaten all the spare keys for the chest, too.\""; + close; L_Sema_GCM: - mes "[Sema the Miner]"; - mes "\"I saw a giant cave maggot eat one of the other miners and it might eat me! Can you kill it?\""; - menu - "Yes.", L_Sema_Yes, - "No.", L_Sema_No; - close; + mes "[Sema the Miner]"; + mes "\"I saw a giant cave maggot eat one of the other miners and it might eat me! Can you kill it?\""; + menu + "Yes.", L_Sema_Yes, + "No.", L_Sema_No; + close; L_Sema_No: - mes "[Sema the Miner]"; - mes "\"Ahh! I am very scared now!\""; - close; + mes "[Sema the Miner]"; + mes "\"Ahh! I am very scared now!\""; + close; L_Sema_Yes: - set TMW_Quest, 39; - monster "002-4.gat", 70, 90, "", 1059, 1; - mes "[Sema the Miner]"; - mes "\"Good luck. To prove you killed it, please bring the Iten it swallowed when it ate the miner. Be careful, there could be more than one.\""; - close; + set TMW_Quest, 39; + monster "002-4.gat", 70, 90, "", 1059, 1; + mes "[Sema the Miner]"; + mes "\"Good luck. To prove you killed it, please bring the Iten it swallowed when it ate the miner. Be careful, there could be more than one.\""; + close; L_Sema_Happy: - if (countitem ("Iten") < 1) goto L_Sema_Not_Happy; - getinventorylist; - if (@inventorylist_count - (countitem ("Iten") == 1) > 99) goto L_Sema_TooMany; - delitem "Iten", 1; - getitem "DesertShirt", 1; - set TMW_Quest, 40; - mes "[Sema the Miner]"; - mes "\"You killed it! What a relief! Please accept this Desert Shirt as reward.\""; - close; + if (countitem ("Iten") < 1) goto L_Sema_Not_Happy; + getinventorylist; + if (@inventorylist_count - (countitem ("Iten") == 1) > 99) goto L_Sema_TooMany; + delitem "Iten", 1; + getitem "DesertShirt", 1; + set TMW_Quest, 40; + mes "[Sema the Miner]"; + mes "\"You killed it! What a relief! Please accept this Desert Shirt as reward.\""; + close; L_Sema_TooMany: - mes "[Sema the Miner]"; - mes "\"You have too many items for me to give you a reward. Please drop or sell something so I can give it to you.\""; - close; + mes "[Sema the Miner]"; + mes "\"You have too many items for me to give you a reward. Please drop or sell something so I can give it to you.\""; + close; L_Sema_Not_Happy: - set TMW_Quest, 38; - itemheal -Hp, 0; - mes "A stone falls on your head."; - close; + set TMW_Quest, 38; + itemheal -Hp, 0; + mes "A stone falls on your head."; + close; L_Sema_Done: - mes "[Sema the Miner]"; - mes "\"Thank you for all your help.\""; - close; - + mes "[Sema the Miner]"; + mes "\"Thank you for all your help.\""; + close; } diff --git a/world/map/npc/003-1/stranger.txt b/world/map/npc/003-1/stranger.txt index 37ecc4ab..31667b8c 100644 --- a/world/map/npc/003-1/stranger.txt +++ b/world/map/npc/003-1/stranger.txt @@ -1,520 +1,536 @@ -003-1.gat,35,25,0 script Stranger 192, { - - set @month, 5; - set @start_day, 18; - set @end_day, 25; - set @IRONINGOT, 5; - set @PINKANTENNA, 21; - set @EXP, 20000; - - if (FLAGS & FLAG_TOWEL_COMPLETED) goto L_Event_Done; - if (gettime(6) != @month) goto L_No_Event; - if (gettime(5) < @start_day) goto L_No_Event; - if (gettime(5) > @end_day) goto L_No_Event; - if ((gettimetick(2)-TUT_var < 6*7*86400) || (baselevel < 42 )) //player must be created at least 6 weeks ago and at least level 42 - goto L_No_Event; - if (FLAGS & FLAG_TOWEL_HELPED) goto L_Towel; - - mes "[Stranger]"; - mes "\"Hello, hello! It's great to see you. Maybe you can help me with a little problem I have.\""; - next; - mes "\"I need some materials to repair my spacesh- ahm, it's not important why I need it.\""; - next; - mes "\"Anyway, I'd be really happy if you can give me " + @IRONINGOT + " Iron Ingots and " + @PINKANTENNA + " Pink Antennas.\""; - next; - mes "\"Do you have that for me?\""; - menu - "Yeah, sure.",L_Items, - "No.",L_Close; - close; +003-1.gat,35,25,0|script|Stranger|192, { + + set @month, 5; + set @start_day, 18; + set @end_day, 25; + set @IRONINGOT, 5; + set @PINKANTENNA, 21; + set @EXP, 20000; + + if (FLAGS & FLAG_TOWEL_COMPLETED) goto L_Event_Done; + if (gettime(6) != @month) goto L_No_Event; + if (gettime(5) < @start_day) goto L_No_Event; + if (gettime(5) > @end_day) goto L_No_Event; + if ((gettimetick(2)-TUT_var < 6*7*86400) || (baselevel < 42 )) //player must be created at least 6 weeks ago and at least level 42 + goto L_No_Event; + if (FLAGS & FLAG_TOWEL_HELPED) goto L_Towel; + + mes "[Stranger]"; + mes "\"Hello, hello! It's great to see you. Maybe you can help me with a little problem I have.\""; + next; + mes "\"I need some materials to repair my spacesh- ahm, it's not important why I need it.\""; + next; + mes "\"Anyway, I'd be really happy if you can give me " + @IRONINGOT + " Iron Ingots and " + @PINKANTENNA + " Pink Antennas.\""; + next; + mes "\"Do you have that for me?\""; + menu + "Yeah, sure.",L_Items, + "No.",L_Close; + goto L_Close; L_Items: - if (countitem("IngotIron") < @IRONINGOT) goto L_No_Item; - if (countitem("PinkAntenna") < @PINKANTENNA) goto L_No_Item; - delitem "IngotIron", @IRONINGOT; - delitem "PinkAntenna", @PINKANTENNA; - getexp @EXP, 0; - set FLAGS, FLAGS | FLAG_TOWEL_HELPED; - - mes "[Stranger]"; - mes "\"Great! Thank you!\""; - next; - mes "\"I have a lot of work to do now. But before you leave...\""; - next; + if (countitem("IngotIron") < @IRONINGOT) goto L_No_Item; + if (countitem("PinkAntenna") < @PINKANTENNA) goto L_No_Item; + delitem "IngotIron", @IRONINGOT; + delitem "PinkAntenna", @PINKANTENNA; + getexp @EXP, 0; + set FLAGS, FLAGS | FLAG_TOWEL_HELPED; + + mes "[Stranger]"; + mes "\"Great! Thank you!\""; + next; + mes "\"I have a lot of work to do now. But before you leave...\""; + next; L_Towel: - getinventorylist; - if (@inventorylist_count == 100) goto L_Full_Inv; - mes "[Stranger]"; - mes "\"On May 25th it is a very special day - Towel Day.\""; - next; - mes "\"To celebrate this I'll ask you some questions about my favourite book, The Hitchhiker's Guide to the Galaxy. If you can answer them, I'll give you something very useful.\""; - next; - mes ""; - mes "[Server]"; - mes "The answers might need to have whitespaces."; - mes "If you're using a client which confirms your answer when pressing space, change this setting before continuing."; - mes ""; - next; - mes "[Stranger]"; - mes "\"The first one is easy.\""; - next; - - setarray @easy_questions$, - "What two words are written in big friendly letters on the back cover?", - "What's the name of the paranoid robot?", - "What is the answer to life, the universe and everything?", - "What is the first name of the author of the hitchhikers guide?", - "What is the last name of the author of the hitchhikers guide?", - "Who is the male human protagonist?", - "Who is the female human protagonist?", - "According to the Guide, space is ____?", - "What is the name of the spaceship which was stolen by the president of the universe?", - "How many heads does Zaphod Beeblebrox have?"; - - setarray @easy_answers_amount,2,2,2,2,2,4,4,2,4,2; - - set @random, rand(10); - mes "\"" + @easy_questions$[@random] + "\""; - input @answer$; - - if (@easy_answers_amount[@random] < 4) - goto L_Easy_Skip4; - set @quizparam$, "towelanswer0" + @random + "d"; - callfunc "StrangerQuiz"; - if (("###" + @answer$ == @quizanswer$)) - goto L_Right_Answer_Easy; + getinventorylist; + if (@inventorylist_count == 100) goto L_Full_Inv; + mes "[Stranger]"; + mes "\"On May 25th it is a very special day - Towel Day.\""; + next; + mes "\"To celebrate this I'll ask you some questions about my favourite book, The Hitchhiker's Guide to the Galaxy. If you can answer them, I'll give you something very useful.\""; + next; + mes ""; + mes "[Server]"; + mes "The answers might need to have whitespaces."; + mes "If you're using a client which confirms your answer when pressing space, change this setting before continuing."; + mes ""; + next; + mes "[Stranger]"; + mes "\"The first one is easy.\""; + next; + + setarray @easy_questions$, + "What two words are written in big friendly letters on the back cover?", + "What's the name of the paranoid robot?", + "What is the answer to life, the universe and everything?", + "What is the first name of the author of the hitchhikers guide?", + "What is the last name of the author of the hitchhikers guide?", + "Who is the male human protagonist?", + "Who is the female human protagonist?", + "According to the Guide, space is ____?", + "What is the name of the spaceship which was stolen by the president of the universe?", + "How many heads does Zaphod Beeblebrox have?"; + + setarray @easy_answers_amount,2,2,2,2,2,4,4,2,4,2; + + set @random, rand(10); + mes "\"" + @easy_questions$[@random] + "\""; + input @answer$; + + if (@easy_answers_amount[@random] < 4) + goto L_Easy_Skip4; + set @quizparam$, "towelanswer0" + @random + "d"; + callfunc "StrangerQuiz"; + if (("###" + @answer$ == @quizanswer$)) + goto L_Right_Answer_Easy; + L_Easy_Skip4: - if (@easy_answers_amount[@random] < 3) - goto L_Easy_Skip3; - set @quizparam$, "towelanswer0" + @random + "c"; - callfunc "StrangerQuiz"; - if (("###" + @answer$ == @quizanswer$)) - goto L_Right_Answer_Easy; + if (@easy_answers_amount[@random] < 3) + goto L_Easy_Skip3; + set @quizparam$, "towelanswer0" + @random + "c"; + callfunc "StrangerQuiz"; + if (("###" + @answer$ == @quizanswer$)) + goto L_Right_Answer_Easy; + L_Easy_Skip3: - set @quizparam$, "towelanswer0" + @random + "b"; - callfunc "StrangerQuiz"; - if (("###" + @answer$ == @quizanswer$)) - goto L_Right_Answer_Easy; + set @quizparam$, "towelanswer0" + @random + "b"; + callfunc "StrangerQuiz"; + if (("###" + @answer$ == @quizanswer$)) + goto L_Right_Answer_Easy; - set @quizparam$, "towelanswer0" + @random + "a"; - callfunc "StrangerQuiz"; - if (("###" + @answer$ == @quizanswer$)) - goto L_Right_Answer_Easy; + set @quizparam$, "towelanswer0" + @random + "a"; + callfunc "StrangerQuiz"; + if (("###" + @answer$ == @quizanswer$)) + goto L_Right_Answer_Easy; - goto L_Wrong_Answer; + goto L_Wrong_Answer; L_Right_Answer_Easy: - mes "[Stranger]"; - mes "\"You're absolutely right. The next one will be more tricky.\""; - next; - - setarray @medium_questions$, - "What is the name of the rock group claiming to be the loudest band in the universe?", - "What star is near Ford's home planet?", - "Which country does the human protagonist come from?", - "What is the name of the computer on The Heart of Gold?", - "What color is a Babel Fish?", - "What did the bowl of petunias think?", - "What body orifice should a babel fish be inserted in to work properly?", - "What is the name of the super computer?", - "What were the second most intelligent creatures on Earth?", - "What race creates the worst poetry in universe?", - "What is the name of the Vogon home planet?", - "What is the name of the Restaurant at the End of the Universe?"; - - setarray @medium_answers_amount,2,2,2,2,2,3,2,2,4,4,2,2; - - set @random, rand(12); - mes "\"" + @medium_questions$[@random] + "\""; - input @answer$; - - if (@medium_answers_amount[@random] < 4) - goto L_Medium_Skip4; - - set @quizparam$, "towelanswer1" + @random + "d"; - callfunc "StrangerQuiz"; - if (("###" + @answer$ == @quizanswer$)) - goto L_Right_Answer_Medium; + mes "[Stranger]"; + mes "\"You're absolutely right. The next one will be more tricky.\""; + next; + + setarray @medium_questions$, + "What is the name of the rock group claiming to be the loudest band in the universe?", + "What star is near Ford's home planet?", + "Which country does the human protagonist come from?", + "What is the name of the computer on The Heart of Gold?", + "What color is a Babel Fish?", + "What did the bowl of petunias think?", + "What body orifice should a babel fish be inserted in to work properly?", + "What is the name of the super computer?", + "What were the second most intelligent creatures on Earth?", + "What race creates the worst poetry in universe?", + "What is the name of the Vogon home planet?", + "What is the name of the Restaurant at the End of the Universe?"; + + setarray @medium_answers_amount,2,2,2,2,2,3,2,2,4,4,2,2; + + set @random, rand(12); + mes "\"" + @medium_questions$[@random] + "\""; + input @answer$; + + if (@medium_answers_amount[@random] < 4) + goto L_Medium_Skip4; + + set @quizparam$, "towelanswer1" + @random + "d"; + callfunc "StrangerQuiz"; + if (("###" + @answer$ == @quizanswer$)) + goto L_Right_Answer_Medium; + L_Medium_Skip4: - if (@medium_answers_amount[@random] < 3) - goto L_Medium_Skip3; - set @quizparam$, "towelanswer1" + @random + "c"; - callfunc "StrangerQuiz"; - if (("###" + @answer$ == @quizanswer$)) - goto L_Right_Answer_Medium; + if (@medium_answers_amount[@random] < 3) + goto L_Medium_Skip3; + set @quizparam$, "towelanswer1" + @random + "c"; + callfunc "StrangerQuiz"; + if (("###" + @answer$ == @quizanswer$)) + goto L_Right_Answer_Medium; + L_Medium_Skip3: - set @quizparam$, "towelanswer1" + @random + "b"; - callfunc "StrangerQuiz"; - if (("###" + @answer$ == @quizanswer$)) - goto L_Right_Answer_Medium; + set @quizparam$, "towelanswer1" + @random + "b"; + callfunc "StrangerQuiz"; + if (("###" + @answer$ == @quizanswer$)) + goto L_Right_Answer_Medium; - set @quizparam$, "towelanswer1" + @random + "a"; - callfunc "StrangerQuiz"; - if (("###" + @answer$ == @quizanswer$)) - goto L_Right_Answer_Medium; + set @quizparam$, "towelanswer1" + @random + "a"; + callfunc "StrangerQuiz"; + if (("###" + @answer$ == @quizanswer$)) + goto L_Right_Answer_Medium; - goto L_Wrong_Answer; + goto L_Wrong_Answer; L_Right_Answer_Medium: - mes "[Stranger]"; - mes "\"Not bad, not bad. Let's see if you can answer an even more difficult one.\""; - next; - - setarray @hard_questions$, - "Drinking what drink is like having your brain smashed out by a slice of lemon wrapped round a large gold brick?", - "How many beers should you drink before hitchhiking?", - "What initials are carved into Zaphod Beeblebrox's brain?", - "What is Ford Prefect's nickname?", - "Who is responsible for the fjords of Norway?", - "What game is played on earth as a relict of memories to an ancient war?", - "What is the name of the triple-breasted whore from Eroticon VI?", - "Who will insult every living being in the universe, because he is immortal and getting bored?", - "What is the name of the piteous creature that is continually reincarnated and subsequently killed, each time unknowingly, by Arthur Dent?"; - - setarray @hard_answers_amount,4,2,2,2,2,2,2,4,2; - - set @random, rand(9); - mes "\"" + @hard_questions$[@random] + "\""; - input @answer$; - - if (@hard_answers_amount[@random] < 4) - goto L_Hard_Skip4; - set @quizparam$, "towelanswer2" + @random + "d"; - callfunc "StrangerQuiz"; - if (("###" + @answer$ == @quizanswer$)) - goto L_Right_Answer_Hard; + mes "[Stranger]"; + mes "\"Not bad, not bad. Let's see if you can answer an even more difficult one.\""; + next; + + setarray @hard_questions$, + "Drinking what drink is like having your brain smashed out by a slice of lemon wrapped round a large gold brick?", + "How many beers should you drink before hitchhiking?", + "What initials are carved into Zaphod Beeblebrox's brain?", + "What is Ford Prefect's nickname?", + "Who is responsible for the fjords of Norway?", + "What game is played on earth as a relict of memories to an ancient war?", + "What is the name of the triple-breasted whore from Eroticon VI?", + "Who will insult every living being in the universe, because he is immortal and getting bored?", + "What is the name of the piteous creature that is continually reincarnated and subsequently killed, each time unknowingly, by Arthur Dent?"; + + setarray @hard_answers_amount,4,2,2,2,2,2,2,4,2; + + set @random, rand(9); + mes "\"" + @hard_questions$[@random] + "\""; + input @answer$; + + if (@hard_answers_amount[@random] < 4) + goto L_Hard_Skip4; + set @quizparam$, "towelanswer2" + @random + "d"; + callfunc "StrangerQuiz"; + if (("###" + @answer$ == @quizanswer$)) + goto L_Right_Answer_Hard; + L_Hard_Skip4: - if (@hard_answers_amount[@random] < 3) - goto L_Hard_Skip3; - set @quizparam$, "towelanswer2" + @random + "c"; - callfunc "StrangerQuiz"; - if (("###" + @answer$ == @quizanswer$)) - goto L_Right_Answer_Hard; + if (@hard_answers_amount[@random] < 3) + goto L_Hard_Skip3; + set @quizparam$, "towelanswer2" + @random + "c"; + callfunc "StrangerQuiz"; + if (("###" + @answer$ == @quizanswer$)) + goto L_Right_Answer_Hard; + L_Hard_Skip3: - set @quizparam$, "towelanswer2" + @random + "b"; - callfunc "StrangerQuiz"; - if (("###" + @answer$ == @quizanswer$)) - goto L_Right_Answer_Hard; + set @quizparam$, "towelanswer2" + @random + "b"; + callfunc "StrangerQuiz"; + if (("###" + @answer$ == @quizanswer$)) + goto L_Right_Answer_Hard; - set @quizparam$, "towelanswer2" + @random + "a"; - callfunc "StrangerQuiz"; - if (("###" + @answer$ == @quizanswer$)) - goto L_Right_Answer_Hard; + set @quizparam$, "towelanswer2" + @random + "a"; + callfunc "StrangerQuiz"; + if (("###" + @answer$ == @quizanswer$)) + goto L_Right_Answer_Hard; - goto L_Wrong_Answer; + goto L_Wrong_Answer; L_Right_Answer_Hard: - mes "[Stranger]"; - mes "\"Unbelievable! You're really a wise person.\""; - next; - mes "\"One last question, but this shouldn't be a problem for you.\""; - next; - mes "\"What is the most important item for every hitchhiker to have?\""; - input @answer$; - if (@answer$ != "Towel" && @answer != "towel") - goto L_Wrong_Answer; - - mes "[Stranger]"; - mes "\"There you are! A towel is really the most important item for a hitchhiker to have.\""; - next; - mes "\"Please take this.\""; // no full inventory check, this is done before the game - getitem "GreyWarpTowel", 1; - set FLAGS, FLAGS | FLAG_TOWEL_COMPLETED; - next; + mes "[Stranger]"; + mes "\"Unbelievable! You're really a wise person.\""; + next; + mes "\"One last question, but this shouldn't be a problem for you.\""; + next; + mes "\"What is the most important item for every hitchhiker to have?\""; + input @answer$; + if (@answer$ != "Towel" && @answer != "towel") + goto L_Wrong_Answer; + + mes "[Stranger]"; + mes "\"There you are! A towel is really the most important item for a hitchhiker to have.\""; + next; + mes "\"Please take this.\""; // no full inventory check, this is done before the game + getitem "GreyWarpTowel", 1; + set FLAGS, FLAGS | FLAG_TOWEL_COMPLETED; + next; + L_Explain: - mes "[Stranger]"; - mes "\"This towel is even more useful than usual towels are. If you change its color, it uses a special techno-, ahm, let's say, it can help you to get to other places.\""; - next; - mes "\"Bring me some powder made from gemstones and a bottle of water, and I can prepare it for you.\""; - next; - mes "\"Depending on the color it will bring you to different places. It might wear out after a while and it'll loose its color, but I can prepare it for you again.\""; - next; - mes "\"Since I'm not familar with this plane-, ahm, with this area, I can't tell which places you will end up in.\""; - close; + mes "[Stranger]"; + mes "\"This towel is even more useful than usual towels are. If you change its color, it uses a special techno-, ahm, let's say, it can help you to get to other places.\""; + next; + mes "\"Bring me some powder made from gemstones and a bottle of water, and I can prepare it for you.\""; + next; + mes "\"Depending on the color it will bring you to different places. It might wear out after a while and it'll loose its color, but I can prepare it for you again.\""; + next; + mes "\"Since I'm not familar with this plane-, ahm, with this area, I can't tell which places you will end up in.\""; + goto L_Close; L_No_Event: - mes "[Stranger]"; - mes "\"Hello. Isn't this a beautiful place?\""; - next; - mes "\"And it really comes in handy that I have my towel with me. A towel is about the most massively useful thing an inte- ahm, a person can have.\""; - next; - mes "\"You can read more about that in my favourite book, 'The Hitchhiker's Guide to the Galaxy'.\""; - if (countitem("GreyWarpTowel") > 0) - menu - "Thanks for the advice.",-, - "I have my towel with me too.",L_Dye; - close; + mes "[Stranger]"; + mes "\"Hello. Isn't this a beautiful place?\""; + next; + mes "\"And it really comes in handy that I have my towel with me. A towel is about the most massively useful thing an inte- ahm, a person can have.\""; + next; + mes "\"You can read more about that in my favourite book, 'The Hitchhiker's Guide to the Galaxy'.\""; + if (countitem("GreyWarpTowel") > 0) + menu + "Thanks for the advice.",-, + "I have my towel with me too.",L_Dye; + goto L_Close; L_Dye: - mes "[Stranger]"; - mes "\"Wonderful! Let me have a look.\""; - mes "He's taking a very interested look at your towel."; - next; - mes "[Stranger]"; - mes "\"I'm impressed. This is not an usual towel.\""; - next; - menu - "Oh? Can you explain about it?",L_Explain, - "I know. Could you dye it for me?",L_Dye_Towel, - "It's great, isn't it? I have to go now.",-; - close; + mes "[Stranger]"; + mes "\"Wonderful! Let me have a look.\""; + mes "He's taking a very interested look at your towel."; + next; + mes "[Stranger]"; + mes "\"I'm impressed. This is not an usual towel.\""; + next; + menu + "Oh? Can you explain about it?",L_Explain, + "I know. Could you dye it for me?",L_Dye_Towel, + "It's great, isn't it? I have to go now.",-; + goto L_Close; L_No_Item: - mes "[Stranger]"; - mes "\"Hu? It seems you haven't.\""; - close; + mes "[Stranger]"; + mes "\"Hu? It seems you haven't.\""; + goto L_Close; L_Wrong_Answer: - mes "[Stranger]"; - mes "\"Nah, that's wrong. Come back if you want to try again.\""; - close; + mes "[Stranger]"; + mes "\"Nah, that's wrong. Come back if you want to try again.\""; + goto L_Close; L_Event_Done: - mes "[Stranger]"; - mes "\"Ah, welcome back. Thanks again for your help.\""; - next; - mes "\"Shall I dye your towel?\""; - menu - "That would be great!",-, - "No, thanks.", L_Close; + mes "[Stranger]"; + mes "\"Ah, welcome back. Thanks again for your help.\""; + next; + mes "\"Shall I dye your towel?\""; + menu + "That would be great!",-, + "No, thanks.", L_Close; + L_Dye_Towel: - mes "[Stranger]"; - mes "\"Alright, which color do you want?\""; + mes "[Stranger]"; + mes "\"Alright, which color do you want?\""; // the other colors should be added when more places are released - menu - "Red",L_Red, - "Yellow",L_Yellow, - "White",L_White, -// "Blue",L_Blue, -// "Green",L_Green, -// "Purple",L_Purple, - "Orange",L_Orange, - "Pink",L_Pink, -// "Lime",L_Lime, -// "Teal",L_Teal, - "I changed my mind.", L_Close; - close; + menu + "Red",L_Red, + "Yellow",L_Yellow, + "White",L_White, +// "Blue",L_Blue, +// "Green",L_Green, +// "Purple",L_Purple, + "Orange",L_Orange, + "Pink",L_Pink, +// "Lime",L_Lime, +// "Teal",L_Teal, + "I changed my mind.", L_Close; + goto L_Close; L_Red: - mes "[Stranger]"; - mes "\"Ok, I'll need two bags of Ruby Powder and a bottle of water for that.\""; - next; - if (countitem("GreyWarpTowel") < 1) goto L_No_Towel; - getinventorylist; - if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv; - if (countitem("BottleOfWater") < 1) goto L_No_Water; - if (countitem("GemPowderRed") < 2) goto L_No_Powder; - delitem "GemPowderRed", 2; - delitem "GreyWarpTowel", 1; - delitem "BottleOfWater", 1; - getitem "RedWarpTowel", 1; - mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again."; - next; - mes "[Stranger]"; - mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\""; - close; + mes "[Stranger]"; + mes "\"Ok, I'll need two bags of Ruby Powder and a bottle of water for that.\""; + next; + if (countitem("GreyWarpTowel") < 1) goto L_No_Towel; + getinventorylist; + if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv; + if (countitem("BottleOfWater") < 1) goto L_No_Water; + if (countitem("GemPowderRed") < 2) goto L_No_Powder; + delitem "GemPowderRed", 2; + delitem "GreyWarpTowel", 1; + delitem "BottleOfWater", 1; + getitem "RedWarpTowel", 1; + mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again."; + next; + mes "[Stranger]"; + mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\""; + goto L_Close; L_Yellow: - mes "[Stranger]"; - mes "\"Ok, I'll need two bags of Topaz Powder and a bottle of water for that.\""; - next; - if (countitem("GreyWarpTowel") < 1) goto L_No_Towel; - getinventorylist; - if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv; - if (countitem("BottleOfWater") < 1) goto L_No_Water; - if (countitem("GemPowderYellow") < 2) goto L_No_Powder; - delitem "GemPowderYellow", 2; - delitem "GreyWarpTowel", 1; - delitem "BottleOfWater", 1; - getitem "YellowWarpTowel", 1; - mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again."; - next; - mes "[Stranger]"; - mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\""; - close; + mes "[Stranger]"; + mes "\"Ok, I'll need two bags of Topaz Powder and a bottle of water for that.\""; + next; + if (countitem("GreyWarpTowel") < 1) goto L_No_Towel; + getinventorylist; + if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv; + if (countitem("BottleOfWater") < 1) goto L_No_Water; + if (countitem("GemPowderYellow") < 2) goto L_No_Powder; + delitem "GemPowderYellow", 2; + delitem "GreyWarpTowel", 1; + delitem "BottleOfWater", 1; + getitem "YellowWarpTowel", 1; + mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again."; + next; + mes "[Stranger]"; + mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\""; + goto L_Close; L_White: - mes "[Stranger]"; - mes "\"Ok, I'll need two bags of Diamond Powder and a bottle of water for that.\""; - next; - if (countitem("GreyWarpTowel") < 1) goto L_No_Towel; - getinventorylist; - if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv; - if (countitem("BottleOfWater") < 1) goto L_No_Water; - if (countitem("GemPowderWhite") < 2) goto L_No_Powder; - delitem "GemPowderWhite", 2; - delitem "GreyWarpTowel", 1; - delitem "BottleOfWater", 1; - getitem "WhiteWarpTowel", 1; - mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again."; - next; - mes "[Stranger]"; - mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\""; - close; + mes "[Stranger]"; + mes "\"Ok, I'll need two bags of Diamond Powder and a bottle of water for that.\""; + next; + if (countitem("GreyWarpTowel") < 1) goto L_No_Towel; + getinventorylist; + if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv; + if (countitem("BottleOfWater") < 1) goto L_No_Water; + if (countitem("GemPowderWhite") < 2) goto L_No_Powder; + delitem "GemPowderWhite", 2; + delitem "GreyWarpTowel", 1; + delitem "BottleOfWater", 1; + getitem "WhiteWarpTowel", 1; + mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again."; + next; + mes "[Stranger]"; + mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\""; + goto L_Close; L_Blue: - mes "[Stranger]"; - mes "\"Ok, I'll need two bags of Sapphire Powder and a bottle of water for that.\""; - next; - if (countitem("GreyWarpTowel") < 1) goto L_No_Towel; - getinventorylist; - if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv; - if (countitem("BottleOfWater") < 1) goto L_No_Water; - if (countitem("GemPowderBlue") < 2) goto L_No_Powder; - delitem "GemPowderBlue", 2; - delitem "GreyWarpTowel", 1; - delitem "BottleOfWater", 1; - getitem "BlueWarpTowel", 1; - mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again."; - next; - mes "[Stranger]"; - mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\""; - close; + mes "[Stranger]"; + mes "\"Ok, I'll need two bags of Sapphire Powder and a bottle of water for that.\""; + next; + if (countitem("GreyWarpTowel") < 1) goto L_No_Towel; + getinventorylist; + if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv; + if (countitem("BottleOfWater") < 1) goto L_No_Water; + if (countitem("GemPowderBlue") < 2) goto L_No_Powder; + delitem "GemPowderBlue", 2; + delitem "GreyWarpTowel", 1; + delitem "BottleOfWater", 1; + getitem "BlueWarpTowel", 1; + mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again."; + next; + mes "[Stranger]"; + mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\""; + goto L_Close; L_Green: - mes "[Stranger]"; - mes "\"Ok, I'll need two bags of Emerald Powder and a bottle of water for that.\""; - next; - if (countitem("GreyWarpTowel") < 1) goto L_No_Towel; - getinventorylist; - if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv; - if (countitem("BottleOfWater") < 1) goto L_No_Water; - if (countitem("GemPowderGreen") < 2) goto L_No_Powder; - delitem "GemPowderGreen", 2; - delitem "GreyWarpTowel", 1; - delitem "BottleOfWater", 1; - getitem "GreenWarpTowel", 1; - mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again."; - next; - mes "[Stranger]"; - mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\""; - close; + mes "[Stranger]"; + mes "\"Ok, I'll need two bags of Emerald Powder and a bottle of water for that.\""; + next; + if (countitem("GreyWarpTowel") < 1) goto L_No_Towel; + getinventorylist; + if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv; + if (countitem("BottleOfWater") < 1) goto L_No_Water; + if (countitem("GemPowderGreen") < 2) goto L_No_Powder; + delitem "GemPowderGreen", 2; + delitem "GreyWarpTowel", 1; + delitem "BottleOfWater", 1; + getitem "GreenWarpTowel", 1; + mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again."; + next; + mes "[Stranger]"; + mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\""; + goto L_Close; L_Purple: - mes "[Stranger]"; - mes "\"Ok, I'll need two bags of Amethyst Powder and a bottle of water for that.\""; - next; - if (countitem("GreyWarpTowel") < 1) goto L_No_Towel; - getinventorylist; - if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv; - if (countitem("BottleOfWater") < 1) goto L_No_Water; - if (countitem("GemPowderPurple") < 2) goto L_No_Powder; - delitem "GemPowderPurple", 2; - delitem "GreyWarpTowel", 1; - delitem "BottleOfWater", 1; - getitem "PurpleWarpTowel", 1; - mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again."; - next; - mes "[Stranger]"; - mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\""; - close; + mes "[Stranger]"; + mes "\"Ok, I'll need two bags of Amethyst Powder and a bottle of water for that.\""; + next; + if (countitem("GreyWarpTowel") < 1) goto L_No_Towel; + getinventorylist; + if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv; + if (countitem("BottleOfWater") < 1) goto L_No_Water; + if (countitem("GemPowderPurple") < 2) goto L_No_Powder; + delitem "GemPowderPurple", 2; + delitem "GreyWarpTowel", 1; + delitem "BottleOfWater", 1; + getitem "PurpleWarpTowel", 1; + mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again."; + next; + mes "[Stranger]"; + mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\""; + goto L_Close; L_Orange: - mes "[Stranger]"; - mes "\"Ok, I'll need one bag of Ruby Powder, one bag of Topaz Powder and a bottle of water for that.\""; - next; - if (countitem("GreyWarpTowel") < 1) goto L_No_Towel; - getinventorylist; - if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv; - if (countitem("BottleOfWater") < 1) goto L_No_Water; - if (countitem("GemPowderRed") < 1) goto L_No_Powder; - if (countitem("GemPowderYellow") < 1) goto L_No_Powder; - delitem "GemPowderRed", 1; - delitem "GemPowderYellow", 1; - delitem "GreyWarpTowel", 1; - delitem "BottleOfWater", 1; - getitem "OrangeWarpTowel", 1; - mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again."; - next; - mes "[Stranger]"; - mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\""; - close; + mes "[Stranger]"; + mes "\"Ok, I'll need one bag of Ruby Powder, one bag of Topaz Powder and a bottle of water for that.\""; + next; + if (countitem("GreyWarpTowel") < 1) goto L_No_Towel; + getinventorylist; + if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv; + if (countitem("BottleOfWater") < 1) goto L_No_Water; + if (countitem("GemPowderRed") < 1) goto L_No_Powder; + if (countitem("GemPowderYellow") < 1) goto L_No_Powder; + delitem "GemPowderRed", 1; + delitem "GemPowderYellow", 1; + delitem "GreyWarpTowel", 1; + delitem "BottleOfWater", 1; + getitem "OrangeWarpTowel", 1; + mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again."; + next; + mes "[Stranger]"; + mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\""; + goto L_Close; L_Pink: - mes "[Stranger]"; - mes "\"Ok, I'll need one bag of Ruby Powder, one bag of Diamond Powder and a bottle of water for that.\""; - next; - if (countitem("GreyWarpTowel") < 1) goto L_No_Towel; - getinventorylist; - if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv; - if (countitem("BottleOfWater") < 1) goto L_No_Water; - if (countitem("GemPowderRed") < 1) goto L_No_Powder; - if (countitem("GemPowderWhite") < 1) goto L_No_Powder; - delitem "GemPowderRed", 1; - delitem "GemPowderWhite", 1; - delitem "GreyWarpTowel", 1; - delitem "BottleOfWater", 1; - getitem "PinkWarpTowel", 1; - mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again."; - next; - mes "[Stranger]"; - mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\""; - close; + mes "[Stranger]"; + mes "\"Ok, I'll need one bag of Ruby Powder, one bag of Diamond Powder and a bottle of water for that.\""; + next; + if (countitem("GreyWarpTowel") < 1) goto L_No_Towel; + getinventorylist; + if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv; + if (countitem("BottleOfWater") < 1) goto L_No_Water; + if (countitem("GemPowderRed") < 1) goto L_No_Powder; + if (countitem("GemPowderWhite") < 1) goto L_No_Powder; + delitem "GemPowderRed", 1; + delitem "GemPowderWhite", 1; + delitem "GreyWarpTowel", 1; + delitem "BottleOfWater", 1; + getitem "PinkWarpTowel", 1; + mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again."; + next; + mes "[Stranger]"; + mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\""; + goto L_Close; L_Lime: - mes "[Stranger]"; - mes "\"Ok, I'll need one bag of Emerald Powder, one bag of Topaz Powder and a bottle of water for that.\""; - next; - if (countitem("GreyWarpTowel") < 1) goto L_No_Towel; - getinventorylist; - if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv; - if (countitem("BottleOfWater") < 1) goto L_No_Water; - if (countitem("GemPowderGreen") < 1) goto L_No_Powder; - if (countitem("GemPowderYellow") < 1) goto L_No_Powder; - delitem "GemPowderGreen", 1; - delitem "GemPowderYellow", 1; - delitem "GreyWarpTowel", 1; - delitem "BottleOfWater", 1; - getitem "LimeWarpTowel", 1; - mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again."; - next; - mes "[Stranger]"; - mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\""; - close; + mes "[Stranger]"; + mes "\"Ok, I'll need one bag of Emerald Powder, one bag of Topaz Powder and a bottle of water for that.\""; + next; + if (countitem("GreyWarpTowel") < 1) goto L_No_Towel; + getinventorylist; + if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv; + if (countitem("BottleOfWater") < 1) goto L_No_Water; + if (countitem("GemPowderGreen") < 1) goto L_No_Powder; + if (countitem("GemPowderYellow") < 1) goto L_No_Powder; + delitem "GemPowderGreen", 1; + delitem "GemPowderYellow", 1; + delitem "GreyWarpTowel", 1; + delitem "BottleOfWater", 1; + getitem "LimeWarpTowel", 1; + mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again."; + next; + mes "[Stranger]"; + mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\""; + goto L_Close; L_Teal: - mes "[Stranger]"; - mes "\"Ok, I'll need one bag of Emerald Powder, one bag of Sapphire Powder and a bottle of water for that.\""; - next; - if (countitem("GreyWarpTowel") < 1) goto L_No_Towel; - getinventorylist; - if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv; - if (countitem("BottleOfWater") < 1) goto L_No_Water; - if (countitem("GemPowderGreen") < 1) goto L_No_Powder; - if (countitem("GemPowderBlue") < 1) goto L_No_Powder; - delitem "GemPowderGreen", 1; - delitem "GemPowderBlue", 1; - delitem "GreyWarpTowel", 1; - delitem "BottleOfWater", 1; - getitem "TealWarpTowel", 1; - mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again."; - next; - mes "[Stranger]"; - mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\""; - close; + mes "[Stranger]"; + mes "\"Ok, I'll need one bag of Emerald Powder, one bag of Sapphire Powder and a bottle of water for that.\""; + next; + if (countitem("GreyWarpTowel") < 1) goto L_No_Towel; + getinventorylist; + if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv; + if (countitem("BottleOfWater") < 1) goto L_No_Water; + if (countitem("GemPowderGreen") < 1) goto L_No_Powder; + if (countitem("GemPowderBlue") < 1) goto L_No_Powder; + delitem "GemPowderGreen", 1; + delitem "GemPowderBlue", 1; + delitem "GreyWarpTowel", 1; + delitem "BottleOfWater", 1; + getitem "TealWarpTowel", 1; + mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again."; + next; + mes "[Stranger]"; + mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\""; + goto L_Close; L_No_Water: - mes "[Stranger]"; - mes "\"You don't have water.\""; - close; + mes "[Stranger]"; + mes "\"You don't have water.\""; + goto L_Close; L_No_Powder: - mes "[Stranger]"; - mes "\"You need to bring me enough gem powder in that color. Maybe someone used to mining can help you with that.\""; - close; + mes "[Stranger]"; + mes "\"You need to bring me enough gem powder in that color. Maybe someone used to mining can help you with that.\""; + goto L_Close; L_No_Towel: - mes "[Stranger]"; - mes "\"Where's your towel? It is really useful, you should always keep it with you.\""; - close; + mes "[Stranger]"; + mes "\"Where's your towel? It is really useful, you should always keep it with you.\""; + goto L_Close; L_Full_Inv: - mes "[Stranger]"; - mes "\"You carry a lot of stuff with you, don't you? Maybe you should get rid of something.\""; - close; + mes "[Stranger]"; + mes "\"You carry a lot of stuff with you, don't you? Maybe you should get rid of something.\""; + goto L_Close; L_Close: - close; + set @month, 0; + set @start_day, 0; + set @end_day, 0; + set @IRONINGOT, 0; + set @PINKANTENNA, 0; + set @EXP, 0; + set @random, 0; + set @quizparam$, ""; + close; } 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/005-1/npcs.txt b/world/map/npc/005-1/npcs.txt index d8f08cc1..2c40697f 100644 --- a/world/map/npc/005-1/npcs.txt +++ b/world/map/npc/005-1/npcs.txt @@ -1,15 +1,15 @@ // -005-1.gat,69,76,0 shop George 115,ShortBow :-1,Arrow :1,IronArrow :-1,Beer :-1,ChickenLeg :-2 +005-1.gat,69,76,0|shop|George|115,ShortBow :-1,Arrow :1,IronArrow :-1,Beer :-1,ChickenLeg :-2 -005-1.gat,66,75,0 script Kieron 132,{ +005-1.gat,66,75,0|script|Kieron|132,{ mes "[Kieron]"; mes "\"Be careful if you're going in that cave,"; mes "it's packed full of monsters.\""; close; } -005-1.gat,91,23,0 script William 131,{ +005-1.gat,91,23,0|script|William|131,{ mes "[William]"; mes "\"Going in the cave?"; mes "You better watch your step, last time I checked it was full of monsters!\""; diff --git a/world/map/npc/005-1/spirit.txt b/world/map/npc/005-1/spirit.txt index d6723c8e..c39a74d3 100644 --- a/world/map/npc/005-1/spirit.txt +++ b/world/map/npc/005-1/spirit.txt @@ -1,305 +1,284 @@ -function script EarthImpTouch { - if (getskilllv(SKILL_MAGIC)) - goto L_message; +function|script|EarthImpTouch|{ + if (getskilllv(SKILL_MAGIC)) goto L_message; - mes "[Well]"; - mes "You hear noises from within the well."; - close; + mes "[Well]"; + mes "You hear noises from within the well."; + close; L_message: - set @Q_MASK, NIBBLE_0_MASK; - set @Q_SHIFT, NIBBLE_0_SHIFT; - set @Q_status, (QUEST_MAGIC2 & @Q_MASK) >> @Q_SHIFT; + set @Q_MASK, NIBBLE_0_MASK; + set @Q_SHIFT, NIBBLE_0_SHIFT; + set @Q_status, (QUEST_MAGIC2 & @Q_MASK) >> @Q_SHIFT; + + // Set up SkillUp function + set @SUP_id, SKILL_MAGIC_NATURE; + set @SUP_name$, "Nature Magic"; + set @Q_STATUS_INITIAL, 0; + set @Q_STATUS_ONQUEST, 1; + set @Q_STATUS_STUDENT0, 2; + set @Q_STATUS_STUDENT1, 3; + set @Q_STATUS_STUDENT2, 4; + set @Q_STATUS_STUDENT3, 5; + + set @s$, "girl"; + if (Sex) set @s$, "boy"; + + if (MAGIC_FLAGS & MFLAG_KNOWS_IMP) goto L_wb; + + mes "[Well]"; + mes "Something is inside that well, and now that you have turned your attention towards it, it seems to be talking to you!"; + next; + + mes "[Well]"; + mes "\"Hey! You there! Yes, I'm talking to you!\""; + mes "That strange voice seems to be coming from inside your head!"; + next; + menu + "Who, me?", -, + "Leave me alone!", L_Close, + "Aaah! I'm hearing voices!", L_silly_close; + mes "[Well]"; + mes "\"I'm in here, in the well, talking to you! If I'm not very mistaken, you are a powerful wizard-to-be, except that nobody has showed you how to properly do magic yet!\""; + next; + menu + "Who are you?", -, + "Aaaah! The voices are after me!", L_silly_close, + "Whatever it is, I'm not interested.", L_Close; + mes "[Earth Spirit]"; + mes "\"I'm an earth spirit; my name isn't important... all that matters is that I like you, and that I will help you become a powerful wizard if you help me. Just a fair deal, no more than that...\""; + next; + + set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_IMP; + + goto L_main; - // Set up SkillUp function - set @SUP_id, SKILL_MAGIC_NATURE; - set @SUP_name$, "Nature Magic"; - - set @Q_STATUS_INITIAL, 0; - set @Q_STATUS_ONQUEST, 1; - set @Q_STATUS_STUDENT0, 2; - set @Q_STATUS_STUDENT1, 3; - set @Q_STATUS_STUDENT2, 4; - set @Q_STATUS_STUDENT3, 5; - - set @s$, "girl"; - if (Sex) - set @s$, "boy"; - - if (MAGIC_FLAGS & MFLAG_KNOWS_IMP) - goto L_wb; - - mes "[Well]"; - mes "Something is inside that well, and now that you have turned your attention towards it, it seems to be talking to you!"; - next; - - mes "[Well]"; - mes "\"Hey! You there! Yes, I'm talking to you!\""; - mes "That strange voice seems to be coming from inside your head!"; - next; - - menu - "Who, me?", -, - "Leave me alone!", L_close, - "Aaah! I'm hearing voices!", L_silly_close; - - mes "[Well]"; - mes "\"I'm in here, in the well, talking to you! If I'm not very mistaken, you are a powerful wizard-to-be, except that nobody has showed you how to properly do magic yet!\""; - next; - - menu - "Who are you?", -, - "Aaaah! The voices are after me!", L_silly_close, - "Whatever it is, I'm not interested.", L_close; - - mes "[Earth Spirit]"; - mes "\"I'm an earth spirit; my name isn't important... all that matters is that I like you, and that I will help you become a powerful wizard if you help me. Just a fair deal, no more than that...\""; - next; - - set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_IMP; - - goto L_main; L_wb: - mes "[Earth Spirit]"; - mes "\"It's excellent to see you again!\""; - next; + mes "[Earth Spirit]"; + mes "\"It's excellent to see you again!\""; + next; L_main: - menu - "How did you get trapped?", L_Q_trapped, - "Can you teach me magic and spells?", L_Q_magic, - "What do you know about...", L_Q, - "Goodbye!", -; - close; - + menu + "How did you get trapped?", L_Q_trapped, + "Can you teach me magic and spells?", L_Q_magic, + "What do you know about...", L_Q, + "Goodbye!", -; + goto L_Close; + L_Q_trapped: - mes "[Earth Spirit]"; - mes "\"Oh, a wicked witch grew jealous of my power and locked me up in this well.\""; - next; - goto L_main; + mes "[Earth Spirit]"; + mes "\"Oh, a wicked witch grew jealous of my power and locked me up in this well.\""; + next; + goto L_main; L_Q: - mes "[Earth Spirit]"; - mes "\"Stop bothering me with your questions, will you? I'm trying to make you a powerful wizard, after all!\""; - next; - goto L_main; + mes "[Earth Spirit]"; + mes "\"Stop bothering me with your questions, will you? I'm trying to make you a powerful wizard, after all!\""; + next; + goto L_main; L_Q_magic: - if (@Q_status == @Q_STATUS_ONQUEST) - goto L_Q_magic_1; - if (@Q_status == @Q_STATUS_STUDENT0) - goto L_Q_magic_2; - if (@Q_status == @Q_STATUS_STUDENT1) - goto L_Q_magic_3; - if (@Q_status == @Q_STATUS_STUDENT2) - goto L_Q_magic_4; - - mes "[Earth Spirit]"; - mes "\"Good, good... that's the right attitude! Yes, I can teach you magic, but first you must prove that you are worthy to be my student!\""; - next; - - mes "[Earth Spirit]"; - mes "\"North-west of here sits and old, dead tree. Well, not completely dead, not yet, but almost. It's nothing special. Well, maybe a little, but not really. I want you to cut off one of its branches.\""; - next; - - menu - "No way.", L_silly_close, - "Sure.", L_Q_tree_ok, - "Why that particular tree?", -; - - mes "[Earth Spirit]"; - mes "\"Oh, you and your questions! Well, that tree was a druid once, so the branches contain a bit of its lifeforce. And that's useful.\""; - next; - - menu - "Yuck.", L_silly_close, - "Sure, whatever.", L_Q_tree_ok, - "Isn't that like cutting off someone's arm?", -; - - mes "[Earth Spirit]"; - mes "\"Oooh... now come on! Don't be so sentimental. He turned himself into a tree, he can hardly expect everyone to leave him alone.\""; - next; - - mes "[Earth Spirit]"; - mes "\"Who knows if he can even feel anything anymore? I'm sure he can't, being wooden and all. Besides, it's only a measly tree. Not like I'm asking you to cut him down!.\""; - next; - - menu - "No way.", L_silly_close, - "Alright, that makes sense.", L_Q_tree_ok; + if (@Q_status == @Q_STATUS_ONQUEST) goto L_Q_magic_1; + if (@Q_status == @Q_STATUS_STUDENT0) goto L_Q_magic_2; + if (@Q_status == @Q_STATUS_STUDENT1) goto L_Q_magic_3; + if (@Q_status == @Q_STATUS_STUDENT2) goto L_Q_magic_4; + + mes "[Earth Spirit]"; + mes "\"Good, good... that's the right attitude! Yes, I can teach you magic, but first you must prove that you are worthy to be my student!\""; + next; + mes "[Earth Spirit]"; + mes "\"North-west of here sits and old, dead tree. Well, not completely dead, not yet, but almost. It's nothing special. Well, maybe a little, but not really. I want you to cut off one of its branches.\""; + next; + menu + "No way.", L_silly_close, + "Sure.", L_Q_tree_ok, + "Why that particular tree?", -; + mes "[Earth Spirit]"; + mes "\"Oh, you and your questions! Well, that tree was a druid once, so the branches contain a bit of its lifeforce. And that's useful.\""; + next; + menu + "Yuck.", L_silly_close, + "Sure, whatever.", L_Q_tree_ok, + "Isn't that like cutting off someone's arm?", -; + mes "[Earth Spirit]"; + mes "\"Oooh... now come on! Don't be so sentimental. He turned himself into a tree, he can hardly expect everyone to leave him alone.\""; + next; + mes "[Earth Spirit]"; + mes "\"Who knows if he can even feel anything anymore? I'm sure he can't, being wooden and all. Besides, it's only a measly tree. Not like I'm asking you to cut him down!.\""; + next; + menu + "No way.", L_silly_close, + "Alright, that makes sense.", L_Q_tree_ok; L_Q_tree_ok: - mes "[Earth Spirit]"; - mes "\"Good, good, good! Yes, that will be very good! So, come back when you have the branch. Oh, and bring 100,000 GP, too, as an enrollment fee.\""; - set @Q_status, @Q_STATUS_ONQUEST; - callsub S_update_var; - set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_CUTTREE; - next; - goto L_main; + mes "[Earth Spirit]"; + mes "\"Good, good, good! Yes, that will be very good! So, come back when you have the branch. Oh, and bring 100,000 GP, too, as an enrollment fee.\""; + set @Q_status, @Q_STATUS_ONQUEST; + callsub S_update_var; + set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_CUTTREE; + next; + goto L_main; L_Q_magic_1: - mes "[Earth Spirit]"; - mes "\"Yes, yes, if you bring me the branch and the money, then I will!\""; - next; - menu - "Here are the branch and the money.", -, - "How much money did you want again?", L_Q_tree_howmuch, - "How can I cut it?", L_Q_tree_how, - "Where was the tree again?", L_Q_tree_where, - "What is that tree?", L_Q_tree_what; - - if (countitem("DruidTreeBranch") < 1) - goto L_Q_tree_none; - if (!(MAGIC_FLAGS & MFLAG_DID_CUTTREE)) - goto L_Q_tree_dry; - if (zeny < 100000) - goto L_Q_tree_nomoney; - - set zeny, zeny - 100000; - delitem "DruidTreeBranch", 1; - - mes "[Earth Spirit]"; - mes "Following the earth sprite's instructions, you throw branch and GP into the well."; - next; - - mes "[Earth Spirit]"; - mes "\"Well done, very well done! Consider yourself my student now.\""; - - set @SUP_xp, 5000; - set @SUP_lvl, 2; - callfunc "SkillUp"; - next; - - set @Q_status, @Q_STATUS_STUDENT0; - callsub S_update_var; - goto L_main; + mes "[Earth Spirit]"; + mes "\"Yes, yes, if you bring me the branch and the money, then I will!\""; + next; + menu + "Here are the branch and the money.", -, + "How much money did you want again?", L_Q_tree_howmuch, + "How can I cut it?", L_Q_tree_how, + "Where was the tree again?", L_Q_tree_where, + "What is that tree?", L_Q_tree_what; + + if (countitem("DruidTreeBranch") < 1) goto L_Q_tree_none; + if (!(MAGIC_FLAGS & MFLAG_DID_CUTTREE)) goto L_Q_tree_dry; + if (zeny < 100000) goto L_Q_tree_nomoney; + + set zeny, zeny - 100000; + delitem "DruidTreeBranch", 1; + mes "[Earth Spirit]"; + mes "Following the earth sprite's instructions, you throw branch and GP into the well."; + next; + mes "[Earth Spirit]"; + mes "\"Well done, very well done! Consider yourself my student now.\""; + set @SUP_xp, 5000; + set @SUP_lvl, 2; + callfunc "SkillUp"; + next; + set @Q_status, @Q_STATUS_STUDENT0; + callsub S_update_var; + goto L_main; L_Q_magic_finish: - mes "[1000 experience points]"; - set @Q_status, @Q_status + 1; - callsub S_update_var; - getexp 1000,0; - next; - goto L_main; + mes "[1000 experience points]"; + set @Q_status, @Q_status + 1; + callsub S_update_var; + getexp 1000,0; + next; + goto L_main; L_Q_magic_2: - mes "[Earth Spirit]"; - mes "\"Yes, of course! For just 20,000 GP I will teach you your first spell!\""; - next; - - menu - "Here you are.", -, - "No.", L_main; - - if (zeny < 20000) - goto L_no20k; - - set zeny, zeny - 20000; - - mes "[Earth Spirit]"; - mes "\"Kekeke... excellent! Yes, here goes your first spell, the flying backpack! If you are overloaded, it will take the load off your shoulders.\""; - next; - - mes "[Earth Spirit]"; - mes "\"Take a cocoon, living or dead, and suffuse it in magic. Whisper '" + getspellinvocation("flying-backpack") + "', and feel it float!\""; - goto L_Q_magic_finish; + mes "[Earth Spirit]"; + mes "\"Yes, of course! For just 20,000 GP I will teach you your first spell!\""; + next; + menu + "Here you are.", -, + "No.", L_main; + + if (zeny < 20000) goto L_no20k; + + set zeny, zeny - 20000; + mes "[Earth Spirit]"; + mes "\"Kekeke... excellent! Yes, here goes your first spell, the flying backpack! If you are overloaded, it will take the load off your shoulders.\""; + next; + mes "[Earth Spirit]"; + mes "\"Take a cocoon, living or dead, and suffuse it in magic. Whisper '" + getspellinvocation("flying-backpack") + "', and feel it float!\""; + goto L_Q_magic_finish; L_Q_magic_3: - mes "[Earth Spirit]"; - mes "\"But yes, yes! Only 20,000 GP, once again, and I will teach you a far more useful spell!\""; - next; - - menu - "Here you are.", -, - "No.", L_main; - - if (zeny < 20000) - goto L_no20k; - - set zeny, zeny - 20000; - - mes "[Earth Spirit]"; - mes "\"Yeees, good! This one is a protection spell, making your skin harder. You need a hard spike for it, though. Hold that spike in your hands, and focus on it.\""; - next; - - mes "[Earth Spirit]"; - mes "\"Next, say '" + getspellinvocation("protect") + "', and feel your skin grow rigid! Very useful against stings and stabs and pokes and pricks and that sort of stuff.\""; - goto L_Q_magic_finish; + mes "[Earth Spirit]"; + mes "\"But yes, yes! Only 20,000 GP, once again, and I will teach you a far more useful spell!\""; + next; + menu + "Here you are.", -, + "No.", L_main; + + if (zeny < 20000) goto L_no20k; + set zeny, zeny - 20000; + mes "[Earth Spirit]"; + mes "\"Yeees, good! This one is a protection spell, making your skin harder. You need a hard spike for it, though. Hold that spike in your hands, and focus on it.\""; + next; + mes "[Earth Spirit]"; + mes "\"Next, say '" + getspellinvocation("protect") + "', and feel your skin grow rigid! Very useful against stings and stabs and pokes and pricks and that sort of stuff.\""; + goto L_Q_magic_finish; L_Q_magic_4: - mes "[Earth Spirit]"; - mes "\"Naah, you're too weak now! Come back later when you have grown!\""; - next; - goto L_main; + mes "[Earth Spirit]"; + mes "\"Naah, you're too weak now! Come back later when you have grown!\""; + next; + goto L_main; L_no20k: - mes "[Earth Spirit]"; - mes "\"You can't pay me 20,000 if you don't have that much!\""; - next; - goto L_main; + mes "[Earth Spirit]"; + mes "\"You can't pay me 20,000 if you don't have that much!\""; + next; + goto L_main; L_Q_tree_none: - mes "[Earth Spirit]"; - mes "\"Where is your branch?\""; - next; - goto L_main; + mes "[Earth Spirit]"; + mes "\"Where is your branch?\""; + next; + goto L_main; L_Q_tree_dry: - mes "[Earth Spirit]"; - mes "\"That won't do. This branch is completely dead; you'll have to get another.\""; - next; - goto L_main; + mes "[Earth Spirit]"; + mes "\"That won't do. This branch is completely dead; you'll have to get another.\""; + next; + goto L_main; L_Q_tree_nomoney: - mes "[Earth Spirit]"; - mes "\"No, you don't have enough money! Come back when you have 100,000.\""; - next; - goto L_main; + mes "[Earth Spirit]"; + mes "\"No, you don't have enough money! Come back when you have 100,000.\""; + next; + goto L_main; L_Q_tree_howmuch: - mes "[Earth Spirit]"; - mes "\"It's only 100,000 GP to become my student.\""; - next; - goto L_main; + mes "[Earth Spirit]"; + mes "\"It's only 100,000 GP to become my student.\""; + next; + goto L_main; L_Q_tree_how: - mes "[Earth Spirit]"; - mes "\"Oh... right, the tree might be protected. Only a bone knife will cut that. No idea where you can find one, but I'm sure you will manage!\""; - next; - goto L_main; + mes "[Earth Spirit]"; + mes "\"Oh... right, the tree might be protected. Only a bone knife will cut that. No idea where you can find one, but I'm sure you will manage!\""; + next; + goto L_main; L_Q_tree_where: - mes "[Earth Spirit]"; - mes "\"North-west of here.\""; - next; - goto L_main; + mes "[Earth Spirit]"; + mes "\"North-west of here.\""; + next; + goto L_main; L_Q_tree_what: - mes "[Earth Spirit]"; - mes "\"Just some silly druid who turned himself into a tree; nothing important.\""; - next; - goto L_main; + mes "[Earth Spirit]"; + mes "\"Just some silly druid who turned himself into a tree; nothing important.\""; + next; + goto L_main; L_silly_close: - if (MAGIC_FLAGS & MFLAG_KNOWS_IMP) - mes "[Earth Spirit]"; - if (!(MAGIC_FLAGS & MFLAG_KNOWS_IMP)) - mes "[Well]"; + if (MAGIC_FLAGS & MFLAG_KNOWS_IMP) + mes "[Earth Spirit]"; + if (!(MAGIC_FLAGS & MFLAG_KNOWS_IMP)) + mes "[Well]"; mes "\"Silly " + @s$ + ".\""; -L_close: - close; + +L_Close: + set @Q_MASK, 0; + set @Q_SHIFT, 0; + set @Q_status, 0; + set @SUP_id, 0; + set @SUP_name$, ""; + set @SUP_xp, 0; + set @SUP_lvl, 0; + set @Q_STATUS_INITIAL, 0; + set @Q_STATUS_ONQUEST, 0; + set @Q_STATUS_STUDENT0, 0; + set @Q_STATUS_STUDENT1, 0; + set @Q_STATUS_STUDENT2, 0; + set @Q_STATUS_STUDENT3, 0; + set @s$, ""; + close; S_update_var: - set QUEST_MAGIC2, - (QUEST_MAGIC2 & ~(@Q_MASK) - | (@Q_status << @Q_SHIFT)); - return; + set QUEST_MAGIC2, (QUEST_MAGIC2 & ~(@Q_MASK) | (@Q_status << @Q_SHIFT)); + return; } -005-1.gat,118,70,0 script #EarthImp0#_M 127,{ - callfunc "EarthImpTouch"; +005-1.gat,118,70,0|script|#EarthImp0#_M|127,{ + callfunc "EarthImpTouch"; } -005-1.gat,119,70,0 script #EarthImp1#_M 127,{ - callfunc "EarthImpTouch"; +005-1.gat,119,70,0|script|#EarthImp1#_M|127,{ + callfunc "EarthImpTouch"; } diff --git a/world/map/npc/005-1/tree.txt b/world/map/npc/005-1/tree.txt index 54b7ed1c..859843c6 100644 --- a/world/map/npc/005-1/tree.txt +++ b/world/map/npc/005-1/tree.txt @@ -1,162 +1,165 @@ -function script QuestTreeTrigger { - set @Q_MASK, NIBBLE_2_MASK; - set @Q_SHIFT, NIBBLE_2_SHIFT; +function|script|QuestTreeTrigger|{ + set @Q_MASK, NIBBLE_2_MASK; + set @Q_SHIFT, NIBBLE_2_SHIFT; - set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT; - set @Q_status_lower, @Q_status & 3; - set @Q_status, (@Q_status & 12) >> 2; + set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT; + set @Q_status_lower, @Q_status & 3; + set @Q_status, (@Q_status & 12) >> 2; - if (@Q_status & @flag) - close; // already did that + if (@Q_status & @flag) goto L_Close; // already did that - if (@flag == 2) - goto L_hug; + if (@flag == 2) goto L_hug; L_cont: - set @Q_status, @Q_status | @flag; - callsub S_update_var; + set @Q_status, @Q_status | @flag; + callsub S_update_var; - if (@Q_status != 3) - close; + if (@Q_status != 3) goto L_Close; - if (MAGIC_FLAGS & MFLAG_DID_CUTTREE) - close; + if (MAGIC_FLAGS & MFLAG_DID_CUTTREE) goto L_Close; - mes "Maybe it is just a trick of the light, but you can't help but think that the tree looks different... healthier, almost younger."; - mes "[20000 experience points]"; - getexp 20000, 0; - set @value, 15; - callfunc "QuestSagathaHappy"; - close; + mes "Maybe it is just a trick of the light, but you can't help but think that the tree looks different... healthier, almost younger."; + mes "[20000 experience points]"; + getexp 20000, 0; + set @value, 15; + callfunc "QuestSagathaHappy"; + goto L_Close; L_hug: - mes "You hug the tree."; - next; - goto L_cont; + mes "You hug the tree."; + next; + goto L_cont; + +L_Close: + set @Q_MASK, 0; + set @Q_SHIFT, 0; + set @Q_status, 0; + set @Q_status_lower, 0; + set @Q_wr_status, 0; + set @value, 0; + close; S_update_var: - set @Q_wr_status, (@Q_status << 2) | @Q_status_lower; - set QUEST_MAGIC, - (QUEST_MAGIC & ~(@Q_MASK) - | (@Q_wr_status << @Q_SHIFT)); - return; + set @Q_wr_status, (@Q_status << 2) | @Q_status_lower; + set QUEST_MAGIC, (QUEST_MAGIC & ~(@Q_MASK) | (@Q_wr_status << @Q_SHIFT)); + return; } -function script QuestTreeTouch { - set @Q_MASK, NIBBLE_2_MASK; - set @Q_SHIFT, NIBBLE_2_SHIFT; +function|script|QuestTreeTouch|{ + set @Q_MASK, NIBBLE_2_MASK; + set @Q_SHIFT, NIBBLE_2_SHIFT; - set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT; - set @Q_status, (@Q_status & 12) >> 2; + set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT; + set @Q_status, (@Q_status & 12) >> 2; - if (@Q_status == 3) - goto L_happy; + if (@Q_status == 3) goto L_happy; - if ((MAGIC_FLAGS & (MFLAG_KNOWS_DRUIDTREE | MFLAG_KNOWS_CUTTREE)) == MFLAG_KNOWS_CUTTREE) - goto L_cut; + if ((MAGIC_FLAGS & (MFLAG_KNOWS_DRUIDTREE | MFLAG_KNOWS_CUTTREE)) == MFLAG_KNOWS_CUTTREE) goto L_cut; - if ((MAGIC_FLAGS & (MFLAG_KNOWS_DRUIDTREE | MFLAG_KNOWS_CUTTREE)) == MFLAG_KNOWS_DRUIDTREE) - goto L_water; + if ((MAGIC_FLAGS & (MFLAG_KNOWS_DRUIDTREE | MFLAG_KNOWS_CUTTREE)) == MFLAG_KNOWS_DRUIDTREE) goto L_water; - if ((MAGIC_FLAGS & (MFLAG_KNOWS_DRUIDTREE | MFLAG_KNOWS_CUTTREE)) > 0) //i.e., both are set - goto L_both; + if ((MAGIC_FLAGS & (MFLAG_KNOWS_DRUIDTREE | MFLAG_KNOWS_CUTTREE)) > 0) //i.e., both are set + goto L_both; - mes "[Dying Tree]"; - mes "You see a strange tree."; - close; + mes "[Dying Tree]"; + mes "You see a strange tree."; + goto L_Close; L_cut: - mes "[Dying Tree]"; - mes "This must be the tree that the earth spirit was referring to."; - next; - menu - "Cut off a branch", L_do_cut, - "Leave it alone", -; - close; + mes "[Dying Tree]"; + mes "This must be the tree that the earth spirit was referring to."; + next; + menu + "Cut off a branch", L_do_cut, + "Leave it alone", -; + goto L_Close; L_water: - mes "[Dying Tree]"; - mes "This must be the druid tree."; - next; - menu - "Water the tree", L_givewater, - "Kiss tree", L_kiss, - "Leave it alone", -; - close; + mes "[Dying Tree]"; + mes "This must be the druid tree."; + next; + menu + "Water the tree", L_givewater, + "Kiss tree", L_kiss, + "Leave it alone", -; + goto L_Close; L_both: - mes "[Dying Tree]"; - mes "This must be the druid tree that Wyara and the earth spirit were talking about."; - next; - menu - "Water the tree", L_givewater, - "Kiss tree", L_kiss, - "Cut off a branch", L_do_cut, - "Leave it alone", -; - close; + mes "[Dying Tree]"; + mes "This must be the druid tree that Wyara and the earth spirit were talking about."; + next; + menu + "Water the tree", L_givewater, + "Kiss tree", L_kiss, + "Cut off a branch", L_do_cut, + "Leave it alone", -; + goto L_Close; L_givewater: - if (countitem("BottleOfWater") < 1) - goto L_no_water; - delitem "BottleOfWater", 1; - getitem "EmptyBottle", 1; + if (countitem("BottleOfWater") < 1) goto L_no_water; + delitem "BottleOfWater", 1; + getitem "EmptyBottle", 1; - mes "[Dying Tree]"; - mes "You pour a bottle of water into the sand. The water dissipates quickly, without any effect."; - close; + mes "[Dying Tree]"; + mes "You pour a bottle of water into the sand. The water dissipates quickly, without any effect."; + goto L_Close; L_no_water: - mes "[Dying Tree]"; - mes "You don't have any water."; - close; + mes "[Dying Tree]"; + mes "You don't have any water."; + goto L_Close; L_kiss: - mes "[Dying Tree]"; - mes "You pluck out a splinter from your lip."; - mes "Somehow, you don't think that this helped."; - close; + mes "[Dying Tree]"; + mes "You pluck out a splinter from your lip."; + mes "Somehow, you don't think that this helped."; + goto L_Close; L_do_cut: - if (countitem(570) < 1) - goto L_no_boneknife; + if (countitem(570) < 1) goto L_no_boneknife; - if (MAGIC_FLAGS & MFLAG_DID_CUTTREE) - goto L_really_cut; + if (MAGIC_FLAGS & MFLAG_DID_CUTTREE) goto L_really_cut; - mes "[Dying Tree]"; - mes "You find a suitable branch and put your bone knife in position."; - mes "Holding the branch, you have an uneasy feeling-- as if something inside the tree were trying to resist you..."; - mes "Do you want to continue cutting?"; - next; - - menu - "Nah... better not.", -, - "Yes, let's cut!", L_really_cut; - close; + mes "[Dying Tree]"; + mes "You find a suitable branch and put your bone knife in position."; + mes "Holding the branch, you have an uneasy feeling-- as if something inside the tree were trying to resist you..."; + mes "Do you want to continue cutting?"; + next; + menu + "Nah... better not.", -, + "Yes, let's cut!", L_really_cut; + goto L_Close; L_really_cut: - set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_DID_CUTTREE; - getitem "DruidTreeBranch", 1; - mes "[Dying Tree]"; - mes "You cut off a branch from the tree."; - mes "For an instant, you have an uneasy feeling, as if the branch were writhing in your hand..."; - close; + set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_DID_CUTTREE; + getitem "DruidTreeBranch", 1; + mes "[Dying Tree]"; + mes "You cut off a branch from the tree."; + mes "For an instant, you have an uneasy feeling, as if the branch were writhing in your hand..."; + goto L_Close; L_no_boneknife: - mes "[Dying Tree]"; - mes "Try as you might, you can't seem to find a way to cut off a branch. Perhaps you need a different tool for cutting?"; - close; + mes "[Dying Tree]"; + mes "Try as you might, you can't seem to find a way to cut off a branch. Perhaps you need a different tool for cutting?"; + goto L_Close; L_happy: - mes "[Druid Tree]"; - mes "The tree looks younger and healthier now."; - close; + mes "[Druid Tree]"; + mes "The tree looks younger and healthier now."; + goto L_Close; + +L_Close: + set @Q_MASK, 0; + set @Q_SHIFT, 0; + set @Q_status, 0; + close; + } -005-1.gat,79,41,0 script #DruidTree0#_M 127,{ - callfunc "QuestTreeTouch"; +005-1.gat,79,41,0|script|#DruidTree0#_M|127,{ + callfunc "QuestTreeTouch"; } -005-1.gat,80,41,0 script #DruidTree1#_M 127,{ - callfunc "QuestTreeTouch"; +005-1.gat,80,41,0|script|#DruidTree1#_M|127,{ + callfunc "QuestTreeTouch"; } diff --git a/world/map/npc/005-3/_import.txt b/world/map/npc/005-3/_import.txt index 23982113..d3f95576 100644 --- a/world/map/npc/005-3/_import.txt +++ b/world/map/npc/005-3/_import.txt @@ -1,6 +1,5 @@ -// 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 npc: npc/005-3/_warps.txt -npc: npc/005-3/monsters.txt diff --git a/world/map/npc/005-3/_mobs.txt b/world/map/npc/005-3/_mobs.txt index bc9ee2dc..29e96579 100644 --- a/world/map/npc/005-3/_mobs.txt +++ b/world/map/npc/005-3/_mobs.txt @@ -1,8 +1,14 @@ // 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 005-3.gat,0,0,0|script|Mob005-3|-1,{ +On1010: + set @mobID, 1010; + callfunc "MobPoints"; + end; + end; } 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/005-3/monsters.txt b/world/map/npc/005-3/monsters.txt deleted file mode 100644 index 439b6300..00000000 --- a/world/map/npc/005-3/monsters.txt +++ /dev/null @@ -1,14 +0,0 @@ -// Map: 05-3 -// This is the Snake Pit, a cave in the Snake Desert. -// - -005-3.gat,0,0,0,0 monster Snake 1010,175,0,0,Mob22::OnSnake - -005-3.gat,0,0,0 script Mob22 -1,{ -OnSnake: - set @mobID, 1010; - callfunc "MobPoints"; - break; - - end; -} diff --git a/world/map/npc/005-4/bossfight.txt b/world/map/npc/005-4/bossfight.txt index 506cdeae..34585360 100644 --- a/world/map/npc/005-4/bossfight.txt +++ b/world/map/npc/005-4/bossfight.txt @@ -125,14 +125,14 @@ L_Start_Level_3: // Being ticks onChaos: - if (isdead(0)) end; + if (isdead()) end; L_Set_Color: message strcharinfo(0), "You feel funny. You think your color has changed."; set @ELE_CAVE_COLOR, rand(1, 2); end; onTick: - if (isdead(0)) end; + if (isdead()) end; // Count this player as alive set $@ELE_CAVE_PLAYER_COUNT, $@ELE_CAVE_PLAYER_COUNT + 1; 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/006-1/mika.txt b/world/map/npc/006-1/mika.txt index fc2e6f44..b4e2d69c 100644 --- a/world/map/npc/006-1/mika.txt +++ b/world/map/npc/006-1/mika.txt @@ -1,4 +1,4 @@ -006-1.gat,39,27,0 script Mika 114,{ +006-1.gat,39,27,0|script|Mika|114,{ mes "[Mika]"; mes "\"My father told me about a man living in this desert who makes clothes out of snake skin.\""; next; diff --git a/world/map/npc/006-1/pachua.txt b/world/map/npc/006-1/pachua.txt index c1bfb83f..824bc9b5 100644 --- a/world/map/npc/006-1/pachua.txt +++ b/world/map/npc/006-1/pachua.txt @@ -1,311 +1,315 @@ -006-1.gat,23,100,0 script Pachua 143,{ +006-1.gat,23,100,0|script|Pachua|143,{ - set @LEATHER_PATCH_PRICE, 300; - set @wants_leather_patch, QUEST_Forestbow_state & NIBBLE_4_MASK; + set @LEATHER_PATCH_PRICE, 300; + set @wants_leather_patch, QUEST_Forestbow_state & NIBBLE_4_MASK; // lines belong to easter 2011: -// set @month, 4; -// set @start_day, 15; -// set @end_day, 30; +// set @month, 4; +// set @start_day, 15; +// set @end_day, 30; - if (QUEST_MIRIAM_cheat != 0) goto L_warp_cheat; - if (QUEST_MIRIAM_start != 0) goto L_smoke; + if (QUEST_MIRIAM_cheat != 0) goto L_warp_cheat; + if (QUEST_MIRIAM_start != 0) goto L_smoke; // lines belong to easter 2011: -// if (gettime(6) == @month && gettime(5) >= @start_day && gettime(5) <= @end_day && QUEST_Easter11 == 1) goto L_Basket; -// if (gettime(6) == @month && gettime(5) >= @start_day && gettime(5) <= @end_day && QUEST_Easter11 == 2) goto L_MakeBasket; -// if (gettime(6) == @month && gettime(5) >= @start_day && gettime(5) <= @end_day && QUEST_Easter11 == 3) goto L_SeeBunny; +// if (gettime(6) == @month && gettime(5) >= @start_day && gettime(5) <= @end_day && QUEST_Easter11 == 1) goto L_Basket; +// if (gettime(6) == @month && gettime(5) >= @start_day && gettime(5) <= @end_day && QUEST_Easter11 == 2) goto L_MakeBasket; +// if (gettime(6) == @month && gettime(5) >= @start_day && gettime(5) <= @end_day && QUEST_Easter11 == 3) goto L_SeeBunny; L_Begin: - mes "[Chief Pachua]"; - mes ""; - mes "\"How!\""; - next; + mes "[Chief Pachua]"; + mes ""; + mes "\"How!\""; + next; - if (getequipid(equip_head) == 643 || getequipid(equip_head) == 644) goto L_WearingCowboy; - if (getequipid(equip_legs) == 642) goto L_WearingChaps; + if (getequipid(equip_head) == 643 || getequipid(equip_head) == 644) goto L_WearingCowboy; + if (getequipid(equip_legs) == 642) goto L_WearingChaps; - mes "[Chief Pachua]"; - mes ""; - mes "\"For generations my tribe has been crafting special clothes out of different items.\""; - next; + mes "[Chief Pachua]"; + mes ""; + mes "\"For generations my tribe has been crafting special clothes out of different items.\""; + next; L_Check_Shops: - if((countitem("JeansShorts") > 0 && countitem("SnakeSkin") > 9) && (countitem("FancyHat") > 0 && countitem("SnakeSkin") > 1)) goto L_Super_store; - if(countitem("JeansShorts") > 0 && countitem("SnakeSkin") > 9) goto L_Chaps_store; - if(countitem("FancyHat") > 0 && countitem("SnakeSkin") > 1) goto L_Cowboy_store; - - mes "[Chief Pachua]"; - mes ""; - mes "\"Maybe if you bring me the right materials I can make something for you.\""; - next; - - if (@wants_leather_patch) - menu "Wait, can you make a leather patch for me?", L_leather_patch, - "OK, bye.", -; - - close; - -L_CheckStuff: - mes "[Chief Pachua]"; - mes ""; - mes "\"Let me see what you have there.\""; - next; - return; + if((countitem("JeansShorts") > 0 && countitem("SnakeSkin") > 9) && (countitem("FancyHat") > 0 && countitem("SnakeSkin") > 1)) goto L_Super_store; + if(countitem("JeansShorts") > 0 && countitem("SnakeSkin") > 9) goto L_Chaps_store; + if(countitem("FancyHat") > 0 && countitem("SnakeSkin") > 1) goto L_Cowboy_store; + + mes "[Chief Pachua]"; + mes ""; + mes "\"Maybe if you bring me the right materials I can make something for you.\""; + next; + if (@wants_leather_patch) + menu + "Wait, can you make a leather patch for me?", L_leather_patch, + "OK, bye.", -; + goto L_Close; + +S_CheckStuff: + mes "[Chief Pachua]"; + mes ""; + mes "\"Let me see what you have there.\""; + next; + return; L_Super_store: - callsub L_CheckStuff; - mes "[Chief Pachua]"; - mes ""; - mes "\"Ahh you have lots of good items to work with.\""; - mes ""; - mes "\"With them I can make you either"; - mes "a Cowboy hat or Snake Skin Chaps\""; - next; - if (@wants_leather_patch) - menu - "Cowboy hat, please.", L_BuyCowboy, - "Snake Skin Chaps sound good.", L_BuyChaps, - "Can you make a leather patch?", L_leather_patch, - "Not now, maybe later.", L_NoDeal; - if (!@wants_leather_patch) - menu - "Cowboy hat, please.", L_BuyCowboy, - "Snake Skin Chaps sound good.", L_BuyChaps, - "Not now, maybe later.", L_NoDeal; + callsub S_CheckStuff; + mes "[Chief Pachua]"; + mes ""; + mes "\"Ahh you have lots of good items to work with.\""; + mes ""; + mes "\"With them I can make you either"; + mes "a Cowboy hat or Snake Skin Chaps\""; + next; + if (@wants_leather_patch) + menu + "Cowboy hat, please.", L_BuyCowboy, + "Snake Skin Chaps sound good.", L_BuyChaps, + "Can you make a leather patch?", L_leather_patch, + "Not now, maybe later.", L_NoDeal; + if (!@wants_leather_patch) + menu + "Cowboy hat, please.", L_BuyCowboy, + "Snake Skin Chaps sound good.", L_BuyChaps, + "Not now, maybe later.", L_NoDeal; L_Cowboy_store: - callsub L_CheckStuff; - mes "[Chief Pachua]"; - mes ""; - mes "\"To make you a Cowboy hat I will need:"; - mes "1 Fancy hat"; - mes "2 Snake skins"; - mes "5.000 GP\""; - mes ""; - mes "\"Do we have a deal?\""; - next; - if (@wants_leather_patch) - menu - "Yes, that's fine.", L_BuyCowboy, - "Can you make a leather patch?", L_leather_patch, - "On second thought, maybe later.", L_NoDeal; - if (!@wants_leather_patch) - menu - "Yes, that's fine.", L_BuyCowboy, - "On second thought, maybe later.", L_NoDeal; + callsub S_CheckStuff; + mes "[Chief Pachua]"; + mes ""; + mes "\"To make you a Cowboy hat I will need:"; + mes "1 Fancy hat"; + mes "2 Snake skins"; + mes "5.000 GP\""; + mes ""; + mes "\"Do we have a deal?\""; + next; + if (@wants_leather_patch) + menu + "Yes, that's fine.", L_BuyCowboy, + "Can you make a leather patch?", L_leather_patch, + "On second thought, maybe later.", L_NoDeal; + if (!@wants_leather_patch) + menu + "Yes, that's fine.", L_BuyCowboy, + "On second thought, maybe later.", L_NoDeal; L_Chaps_store: - callsub L_CheckStuff; - mes "[Chief Pachua]"; - mes ""; - mes "\"To make you a pair of Snake Skin Chaps I will need:"; - mes "1 Jeans Shorts"; - mes "10 Snake skins"; - mes "10.000 GP\""; - mes ""; - mes "\"Do we have a deal?\""; - next; - if (!@wants_leather_patch) - menu - "Yes, that's fine.", L_BuyChaps, - "On second thought, maybe later.", L_NoDeal; - if (@wants_leather_patch) - menu - "Yes, that's fine.", L_BuyChaps, - "Can you make a leather patch?", L_leather_patch, - "On second thought, maybe later.", L_NoDeal; + callsub S_CheckStuff; + mes "[Chief Pachua]"; + mes ""; + mes "\"To make you a pair of Snake Skin Chaps I will need:"; + mes "1 Jeans Shorts"; + mes "10 Snake skins"; + mes "10.000 GP\""; + mes ""; + mes "\"Do we have a deal?\""; + next; + if (!@wants_leather_patch) + menu + "Yes, that's fine.", L_BuyChaps, + "On second thought, maybe later.", L_NoDeal; + if (@wants_leather_patch) + menu + "Yes, that's fine.", L_BuyChaps, + "Can you make a leather patch?", L_leather_patch, + "On second thought, maybe later.", L_NoDeal; L_BuyChaps: - if (zeny < 10000) goto L_NoMoney; - if (countitem("JeansShorts") < 1) goto L_NoJeans; - if (countitem("SnakeSkin") < 10) goto L_NoSkin; - set zeny, zeny - 10000; - delitem "SnakeSkin", 10; - delitem "JeansShorts", 1; - getitem "JeansChaps", 1; - goto L_DealDone; + if (zeny < 10000) goto L_NoMoney; + if (countitem("JeansShorts") < 1) goto L_NoJeans; + if (countitem("SnakeSkin") < 10) goto L_NoSkin; + set zeny, zeny - 10000; + delitem "SnakeSkin", 10; + delitem "JeansShorts", 1; + getitem "JeansChaps", 1; + goto L_DealDone; L_BuyCowboy: - if (zeny < 5000) goto L_NoMoney; - if (countitem("FancyHat") < 1) goto L_NoFancy; - if (countitem("SnakeSkin") < 2) goto L_NoSkin; - set zeny, zeny - 5000; - delitem "SnakeSkin", 2; - delitem "FancyHat", 1; - set @temp,rand(2); - if(@temp == 0) goto L_Cowboy_white; - goto L_Cowboy_black; + if (zeny < 5000) goto L_NoMoney; + if (countitem("FancyHat") < 1) goto L_NoFancy; + if (countitem("SnakeSkin") < 2) goto L_NoSkin; + set zeny, zeny - 5000; + delitem "SnakeSkin", 2; + delitem "FancyHat", 1; + set @temp,rand(2); + if(@temp == 0) goto L_Cowboy_white; + goto L_Cowboy_black; L_Cowboy_white: - getitem "WhiteCowboyHat", 1; - goto L_DealDone; + getitem "WhiteCowboyHat", 1; + goto L_DealDone; L_Cowboy_black: - getitem "BlackCowboyHat", 1; - goto L_DealDone; + getitem "BlackCowboyHat", 1; + goto L_DealDone; L_leather_patch: - mes "[Chief Pachua]"; - mes ""; - mes "\"If you just want a piece of leather, then yes, I can make that. Bring me a snake skin and " + @LEATHER_PATCH_PRICE + " GP.\""; - next; - - menu "Here you are.", -, - "OK, I'll be back later.", L_End, - "That's too expensive!.", L_NoDeal; - - if (countitem("SnakeSkin") < 1) goto L_NoSkins; - if (zeny < @LEATHER_PATCH_PRICE) goto L_NoMoney; - getinventorylist; - if (@inventorylist_count == 100 && countitem("SnakeSkin") > 1) goto L_TooMany; - - set zeny, zeny - @LEATHER_PATCH_PRICE; - delitem "SnakeSkin", 1; - getitem "LeatherPatch", 1; - goto L_DealDone; + mes "[Chief Pachua]"; + mes ""; + mes "\"If you just want a piece of leather, then yes, I can make that. Bring me a snake skin and " + @LEATHER_PATCH_PRICE + " GP.\""; + next; + menu + "Here you are.", -, + "OK, I'll be back later.", L_Close, + "That's too expensive!.", L_NoDeal; + + if (countitem("SnakeSkin") < 1) goto L_NoSkins; + if (zeny < @LEATHER_PATCH_PRICE) goto L_NoMoney; + getinventorylist; + if (@inventorylist_count == 100 && countitem("SnakeSkin") > 1) goto L_TooMany; + + set zeny, zeny - @LEATHER_PATCH_PRICE; + delitem "SnakeSkin", 1; + getitem "LeatherPatch", 1; + goto L_DealDone; L_DealDone: - mes "[Chief Pachua]"; - mes ""; - mes "\"Here you are!\""; - mes ""; - mes "\"Come back any time.\""; - close; + mes "[Chief Pachua]"; + mes ""; + mes "\"Here you are!\""; + mes ""; + mes "\"Come back any time.\""; + goto L_Close; L_NoDeal: - mes "[Chief Pachua]"; - mes ""; - mes "\"Alright, but you won't get a better deal anywhere else!\""; - close; + mes "[Chief Pachua]"; + mes ""; + mes "\"Alright, but you won't get a better deal anywhere else!\""; + goto L_Close; L_NoMoney: - mes "[Chief Pachua]"; - mes ""; - mes "\"Oh dear, it seems you don't have enough money.\""; - close; + mes "[Chief Pachua]"; + mes ""; + mes "\"Oh dear, it seems you don't have enough money.\""; + goto L_Close; L_NoJeans: - mes "[Chief Pachua]"; - mes ""; - mes "\"Oh dear, it seems you don't have enough jeans shorts.\""; - close; + mes "[Chief Pachua]"; + mes ""; + mes "\"Oh dear, it seems you don't have enough jeans shorts.\""; + goto L_Close; L_NoFancy: - mes "[Chief Pachua]"; - mes ""; - mes "\"Oh dear, it seems you don't have enough fancy hats.\""; - close; + mes "[Chief Pachua]"; + mes ""; + mes "\"Oh dear, it seems you don't have enough fancy hats.\""; + goto L_Close; L_NoSkins: - mes "[Chief Pachua]"; - mes ""; - mes "\"Oh dear, it seems you don't have enough snake skins.\""; - close; + mes "[Chief Pachua]"; + mes ""; + mes "\"Oh dear, it seems you don't have enough snake skins.\""; + goto L_Close; L_WearingCowboy: - mes "[Chief Pachua]"; - mes ""; - mes "\"Ah, I see that you are wearing a hat made with the ancient methods of my tribe.\""; - next; - goto L_Check_Shops; + mes "[Chief Pachua]"; + mes ""; + mes "\"Ah, I see that you are wearing a hat made with the ancient methods of my tribe.\""; + next; + goto L_Check_Shops; L_WearingChaps: - mes "[Chief Pachua]"; - mes ""; - mes "\"Ah, I see that you are wearing pants made by my tribe.\""; - next; - goto L_Check_Shops; - -L_End: - close; + mes "[Chief Pachua]"; + mes ""; + mes "\"Ah, I see that you are wearing pants made by my tribe.\""; + next; + goto L_Check_Shops; + +L_Close: + set @LEATHER_PATCH_PRICE, 0; + set @wants_leather_patch, 0; + set @month, 0; + set @start_day, 0; + set @end_day, 0; + set @temp, 0; + close; L_TooMany: - mes "[Chief Pachua]"; - mes ""; - mes "\"You don't have room for a leather patch. Come back later.\""; - close; + mes "[Chief Pachua]"; + mes ""; + mes "\"You don't have room for a leather patch. Come back later.\""; + goto L_Close; L_smoke: - message strcharinfo(0), "Pachua quickly inhales from his pipe and releases a ring of smoke towards the sky!"; - set QUEST_MIRIAM_run, gettimetick(2) - QUEST_MIRIAM_start; - set QUEST_MIRIAM_start, 0; - end; + message strcharinfo(0), "Pachua quickly inhales from his pipe and releases a ring of smoke towards the sky!"; + set QUEST_MIRIAM_run, gettimetick(2) - QUEST_MIRIAM_start; + set QUEST_MIRIAM_start, 0; + end; L_warp_cheat: - if (@warp_cheat == 1) goto L_Begin; - message strcharinfo(0), "Pachua releases a ring of smoke towards the sky! But, by the look on his face, you can tell he is suspicious about your methods..."; - set @warp_cheat, 1; - end; + if (@warp_cheat == 1) goto L_Begin; + message strcharinfo(0), "Pachua releases a ring of smoke towards the sky! But, by the look on his face, you can tell he is suspicious about your methods..."; + set @warp_cheat, 1; + end; L_Basket: - mes "[Chief Pachua]"; - mes ""; - mes "\"For generations my tribe has been crafting special clothes out of different items.\""; - mes "\"Maybe if you bring me the right materials I can make something for you.\""; - next; - menu - "Do you work only with clothes? Because I was looking for a basket.", -; - mes "\"A basket? In our tribe, we craft baskets of all kinds using only reeds. This basket, you need it to carry your items?\""; - menu - "No. It is for the Easter Bunny. I offered to get him one.", -; - mes "\"I appreciate your attitude. Maybe I can help you with that.\""; - menu - "I would be really grateful if you could do that!", -, - "Nah, I decided not to do that stupid quest.", L_End, - "I would prefer to talk to you about other stuff.", L_Begin; //should go to pachuas's regular chat - set QUEST_Easter11, 2; + mes "[Chief Pachua]"; + mes ""; + mes "\"For generations my tribe has been crafting special clothes out of different items.\""; + mes "\"Maybe if you bring me the right materials I can make something for you.\""; + next; + menu + "Do you work only with clothes? Because I was looking for a basket.", -; + mes "\"A basket? In our tribe, we craft baskets of all kinds using only reeds. This basket, you need it to carry your items?\""; + menu + "No. It is for the Easter Bunny. I offered to get him one.", -; + mes "\"I appreciate your attitude. Maybe I can help you with that.\""; + menu + "I would be really grateful if you could do that!", -, + "Nah, I decided not to do that stupid quest.", L_Close, + "I would prefer to talk to you about other stuff.", L_Begin; //should go to pachuas's regular chat + set QUEST_Easter11, 2; L_MakeBasket: - mes "[Chief Pachua]"; - mes ""; - mes "\"I will need you to gather reeds for me.\""; - mes "\"5 bundles should do it.\""; - mes "\"You should be able to get those from mouboos as they graze.\""; - menu - "I have the Reeds!", -, - "Ok, I will be back soon", L_End, - "I changed my mind, forget about it", L_End, - "Can I talk to you about another stuff?", L_Begin; //should go to pachuas's regular chat - - if(countitem("ReedBundle") < 5) goto L_EasterNotEnough; - if(countitem("ReedBundle") >= 5) goto L_EasterEnough; - close; + mes "[Chief Pachua]"; + mes ""; + mes "\"I will need you to gather reeds for me.\""; + mes "\"5 bundles should do it.\""; + mes "\"You should be able to get those from mouboos as they graze.\""; + menu + "I have the Reeds!", -, + "Ok, I will be back soon", L_Close, + "I changed my mind, forget about it", L_Close, + "Can I talk to you about another stuff?", L_Begin; //should go to pachuas's regular chat + + if(countitem("ReedBundle") < 5) goto L_EasterNotEnough; + if(countitem("ReedBundle") >= 5) goto L_EasterEnough; + goto L_Close; L_EasterNotEnough: - mes "[Chief Pachua]"; - mes ""; - mes "\"You do not have enough Reed Bundles for me to work with.\""; - mes "\"Go gather more.\""; - close; + mes "[Chief Pachua]"; + mes ""; + mes "\"You do not have enough Reed Bundles for me to work with.\""; + mes "\"Go gather more.\""; + goto L_Close; L_EasterEnough: - getinventorylist; - if (@inventorylist_count == 100 && countitem("ReedBundle") > 5) goto L_EasterTooMany; - if(countitem("ReedBundle") < 5) goto L_EasterNotEnough; - delitem "ReedBundle", 5; - getitem "EasterBasket", 1; - set QUEST_Easter11, 3; - mes "[Chief Pachua]"; - mes ""; - mes "\"You have gathered enough reeds for me to make the basket.\""; - mes "He skillfully soaks the reeds you brought him,"; - mes "then swiftly weaves them into a basket shape."; - mes "Next, he places the damp basket in the sun to dry for a minute before handing it over to you."; - mes "\"Here is your Easter Basket.\""; - close; + getinventorylist; + if (@inventorylist_count == 100 && countitem("ReedBundle") > 5) goto L_EasterTooMany; + if(countitem("ReedBundle") < 5) goto L_EasterNotEnough; + delitem "ReedBundle", 5; + getitem "EasterBasket", 1; + set QUEST_Easter11, 3; + mes "[Chief Pachua]"; + mes ""; + mes "\"You have gathered enough reeds for me to make the basket.\""; + mes "He skillfully soaks the reeds you brought him,"; + mes "then swiftly weaves them into a basket shape."; + mes "Next, he places the damp basket in the sun to dry for a minute before handing it over to you."; + mes "\"Here is your Easter Basket.\""; + goto L_Close; L_EasterTooMany: - mes "[Chief Pachua]"; - mes ""; - mes "\"You don't have room for the Easter Basket. Come back later.\""; - close; + mes "[Chief Pachua]"; + mes ""; + mes "\"You don't have room for the Easter Basket. Come back later.\""; + goto L_Close; L_SeeBunny: - mes "[Chief Pachua]"; - mes ""; - mes "\"You need to return to the Easter Bunny now.\""; - next; - goto L_Begin; - + mes "[Chief Pachua]"; + mes ""; + mes "\"You need to return to the Easter Bunny now.\""; + next; + goto L_Begin; } 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/007-1/voltain.txt b/world/map/npc/007-1/voltain.txt index ff13d70b..ba2418ff 100644 --- a/world/map/npc/007-1/voltain.txt +++ b/world/map/npc/007-1/voltain.txt @@ -25,81 +25,79 @@ // # $state = 12: bring gamboge herbs // # $state = 13 bring chocolate cake -007-1.gat,37,21,0 script Voltain 103, { - -set @BOTTLE_NEEDED, 3; -set @BOTTLE_REWARD_XP, 100; -set @BOTTLE_REWARD_GOLD, 450; - -set @BLACK_SC_ST_NEEDED, 5; -set @BLACK_SC_ST_REWARD_XP, 500; -set @BLACK_SC_ST_REWARD_GOLD, 250; - -set @BUGLEG_NEEDED, 10; -set @BUGLEG_REWARD_XP, 200; -set @BUGLEG_REWARD_GOLD, 150; - -set @HERBS_NEEDED, 7; -set @HERBS_REWARD_XP, 200; -set @HERBS_REWARD_GOLD, 250; - -set @RAWLOG_NEEDED, 5; -set @RAWLOG_REWARD_XP, 330; -set @RAWLOG_REWARD_GOLD, 300; - -set @REDAPPLE_NEEDED, 7; -set @REDAPPLE_REWARD_XP, 330; -set @REDAPPLE_REWARD_GOLD, 300; - -set @STEAK_NEEDED, 2; -set @STEAK_REWARD_XP, 330; -set @STEAK_REWARD_GOLD, 280; - -set @ARROW_NEEDED, 25; -set @ARROW_REWARD_XP, 330; -set @ARROW_REWARD_GOLD, 100; - -set @SNAKETONGUE_NEEDED, 3; -set @SNAKETONGUE_REWARD_XP, 330; -set @SNAKETONGUE_REWARD_GOLD, 100; - -set @CHOCOLATECAKE_NEEDED, 3; -set @CHOCOLATECAKE_REWARD_XP, 330; -set @CHOCOLATECAKE_REWARD_GOLD, 180; - -if ($state == 1) goto state1; -if ($state == 2) goto state2; -if ($state == 3) goto state3; -if ($state == 4) goto state4; -if ($state == 5) goto state5; -if ($state == 6) goto state6; -if ($state == 7) goto state7; -if ($state == 8) goto state8; -if ($state == 9) goto state9; -if ($state == 10) goto state10; -if ($state == 11) goto state11; -if ($state == 12) goto state12; -if ($state == 13) goto state13; -// default: trap through to state0! +007-1.gat,37,21,0|script|Voltain|103,{ + + set @BOTTLE_NEEDED, 3; + set @BOTTLE_REWARD_XP, 100; + set @BOTTLE_REWARD_GOLD, 450; + + set @BLACK_SC_ST_NEEDED, 5; + set @BLACK_SC_ST_REWARD_XP, 500; + set @BLACK_SC_ST_REWARD_GOLD, 250; + + set @BUGLEG_NEEDED, 10; + set @BUGLEG_REWARD_XP, 200; + set @BUGLEG_REWARD_GOLD, 150; + + set @HERBS_NEEDED, 7; + set @HERBS_REWARD_XP, 200; + set @HERBS_REWARD_GOLD, 250; + + set @RAWLOG_NEEDED, 5; + set @RAWLOG_REWARD_XP, 330; + set @RAWLOG_REWARD_GOLD, 300; + + set @REDAPPLE_NEEDED, 7; + set @REDAPPLE_REWARD_XP, 330; + set @REDAPPLE_REWARD_GOLD, 300; + + set @STEAK_NEEDED, 2; + set @STEAK_REWARD_XP, 330; + set @STEAK_REWARD_GOLD, 280; + + set @ARROW_NEEDED, 25; + set @ARROW_REWARD_XP, 330; + set @ARROW_REWARD_GOLD, 100; + + set @SNAKETONGUE_NEEDED, 3; + set @SNAKETONGUE_REWARD_XP, 330; + set @SNAKETONGUE_REWARD_GOLD, 100; + + set @CHOCOLATECAKE_NEEDED, 3; + set @CHOCOLATECAKE_REWARD_XP, 330; + set @CHOCOLATECAKE_REWARD_GOLD, 180; + + if ($state == 1) goto state1; + if ($state == 2) goto state2; + if ($state == 3) goto state3; + if ($state == 4) goto state4; + if ($state == 5) goto state5; + if ($state == 6) goto state6; + if ($state == 7) goto state7; + if ($state == 8) goto state8; + if ($state == 9) goto state9; + if ($state == 10) goto state10; + if ($state == 11) goto state11; + if ($state == 12) goto state12; + if ($state == 13) goto state13; +// default: trap through to state0! state0: -mes "[Voltain]"; -mes "\"What are you doing bothering me? Can't you see I'm busy! Oh, I'm sorry, I thought you were my assistant. Never mind that... would you care to help me?\""; -next; - -menu - "Sure I do!", -, - "No, you creep me out.", L_NOHELP; - -mes "[Voltain]"; -mes "\"I'm working on a very special potion. I need some empty bottles to keep the ingredients in. Care to go find me " + @BOTTLE_NEEDED + " empty bottles?!\""; -next; - -menu - "I've got the bottles.", -, - "I don't feel like helping you get garbage...", L_CLOSE; - -if (countitem("EmptyBottle") < @BOTTLE_NEEDED) goto L_NOT_ENOUGH; + mes "[Voltain]"; + mes "\"What are you doing bothering me? Can't you see I'm busy! Oh, I'm sorry, I thought you were my assistant. Never mind that... would you care to help me?\""; + next; + menu + "Sure I do!", -, + "No, you creep me out.", L_NOHELP; + mes "[Voltain]"; + mes "\"I'm working on a very special potion. I need some empty bottles to keep the ingredients in. Care to go find me " + @BOTTLE_NEEDED + " empty bottles?!\""; + next; + menu + "I've got the bottles.", -, + "I don't feel like helping you get garbage...", L_CLOSE; + + if (countitem("EmptyBottle") < @BOTTLE_NEEDED) + goto L_NOT_ENOUGH; delitem "EmptyBottle", @BOTTLE_NEEDED; set zeny, zeny + @BOTTLE_REWARD_GOLD; getexp @BOTTLE_REWARD_XP, 0; @@ -115,9 +113,9 @@ next; menu "I've got the stingers!", -, "I'll go search for them.", L_CLOSE; - -mes "[Voltain]"; - if (countitem("BlackScorpionStinger") < @BLACK_SC_ST_NEEDED) goto L_NOT_ENOUGH; + mes "[Voltain]"; + if (countitem("BlackScorpionStinger") < @BLACK_SC_ST_NEEDED) + goto L_NOT_ENOUGH; delitem "BlackScorpionStinger", @BLACK_SC_ST_NEEDED; set zeny, zeny + @BLACK_SC_ST_REWARD_GOLD; getexp @BLACK_SC_ST_REWARD_XP, 0; @@ -127,16 +125,15 @@ mes "[Voltain]"; state2: -mes "[Voltain]"; -mes "\"Care to to help me with my potion? I need " + @BUGLEG_NEEDED + " bug legs so that I can thicken the potion.\""; -next; - -menu - "I've got the bug legs.", -, - "I'd rather not carry around dead bugs for you.", L_NOHELP ; - -mes "[Voltain]"; - if (countitem("BugLeg") < @BUGLEG_NEEDED) goto L_NOT_ENOUGH; + mes "[Voltain]"; + mes "\"Care to to help me with my potion? I need " + @BUGLEG_NEEDED + " bug legs so that I can thicken the potion.\""; + next; + menu + "I've got the bug legs.", -, + "I'd rather not carry around dead bugs for you.", L_NOHELP ; + mes "[Voltain]"; + if (countitem("BugLeg") < @BUGLEG_NEEDED) + goto L_NOT_ENOUGH; delitem "BugLeg", @BUGLEG_NEEDED; set zeny, zeny + @BUGLEG_REWARD_GOLD; getexp @BUGLEG_REWARD_XP, 0; @@ -145,16 +142,15 @@ mes "[Voltain]"; close; state3: -mes "[Voltain]"; -mes "\"I find myself in need of a black scorpion stinger... Damn mouboo are hard to kill...forget you heard that.\""; -next; - -menu - "Here's the stinger.", -, - "I DID HEAR THAT! I will not help you KILL mouboo!", L_CLOSE; - -mes "[Voltain]"; - if (countitem("BlackScorpionStinger") < 1) goto L_NOT_ENOUGH; + mes "[Voltain]"; + mes "\"I find myself in need of a black scorpion stinger... Damn mouboo are hard to kill...forget you heard that.\""; + next; + menu + "Here's the stinger.", -, + "I DID HEAR THAT! I will not help you KILL mouboo!", L_CLOSE; + mes "[Voltain]"; + if (countitem("BlackScorpionStinger") < 1) + goto L_NOT_ENOUGH; delitem "BlackScorpionStinger", 1; getexp @BLACK_SC_ST_REWARD_XP, 0; set $state, 4; @@ -162,35 +158,32 @@ mes "[Voltain]"; close; state4: -mes "[Voltain]"; -mes "\"I need to thicken a veno.. Oh, a potion actually. I want to try mauve herbs for that, so can you bring me " + @HERBS_NEEDED + ", please?\""; -next; - -menu - "Here are the herbs.", -, - "So you want to do a venom? I will not help you!", L_CLOSE; - -mes "[Voltain]"; - if (countitem("MauveHerb") < @HERBS_NEEDED) goto L_NOT_ENOUGH; + mes "[Voltain]"; + mes "\"I need to thicken a veno.. Oh, a potion actually. I want to try mauve herbs for that, so can you bring me " + @HERBS_NEEDED + ", please?\""; + next; + menu + "Here are the herbs.", -, + "So you want to do a venom? I will not help you!", L_CLOSE; + mes "[Voltain]"; + if (countitem("MauveHerb") < @HERBS_NEEDED) + goto L_NOT_ENOUGH; delitem "MauveHerb", @HERBS_NEEDED; getexp @HERBS_REWARD_XP, 0; set zeny, zeny + @HERBS_REWARD_GOLD; set $state, 5; mes "\"Great! Now I can thicken the potion! I will try directly.\""; close; - state5: -mes "[Voltain]"; -mes "\"Hello I am looking for " + @RAWLOG_NEEDED + " raw logs, maybe you could help me getting some? I want to try to build a mouboo trap.. Uhm actually no! I want to build a device to destroy these traps. So can you help me?\""; -next; - -menu - "Here are the raw logs.", -, - "So you want build traps for mouboos? NO WAY!", L_CLOSE; - -mes "[Voltain]"; - if (countitem("RawLog") < @RAWLOG_NEEDED) goto L_NOT_ENOUGH; + mes "[Voltain]"; + mes "\"Hello I am looking for " + @RAWLOG_NEEDED + " raw logs, maybe you could help me getting some? I want to try to build a mouboo trap.. Uhm actually no! I want to build a device to destroy these traps. So can you help me?\""; + next; + menu + "Here are the raw logs.", -, + "So you want build traps for mouboos? NO WAY!", L_CLOSE; + mes "[Voltain]"; + if (countitem("RawLog") < @RAWLOG_NEEDED) + goto L_NOT_ENOUGH; delitem "RawLog", @RAWLOG_NEEDED; getexp @RAWLOG_REWARD_XP, 0; set zeny, zeny + @RAWLOG_REWARD_GOLD; @@ -199,70 +192,66 @@ mes "[Voltain]"; close; state6: -mes "[Voltain]"; -mes "\"Hello I am looking for " + @REDAPPLE_NEEDED + " red apples, maybe I can inject some venoms.. DOH not this again! Of course I meant a strength potion. Did you hear about the new potions from Caul? He is a pretty good alchimist. He can do strength potions, can't he?\""; -next; - -menu - "Here are the red apples.", -, - "I am not sure...", L_CLOSE; - -mes "[Voltain]"; - if (countitem("RedApple") < @REDAPPLE_NEEDED) goto L_NOT_ENOUGH; + mes "[Voltain]"; + mes "\"Hello I am looking for " + @REDAPPLE_NEEDED + " red apples, maybe I can inject some venoms.. DOH not this again! Of course I meant a strength potion. Did you hear about the new potions from Caul? He is a pretty good alchimist. He can do strength potions, can't he?\""; + next; + menu + "Here are the red apples.", -, + "I am not sure...", L_CLOSE; + mes "[Voltain]"; + if (countitem("RedApple") < @REDAPPLE_NEEDED) + goto L_NOT_ENOUGH; delitem "RedApple", @REDAPPLE_NEEDED; getexp @REDAPPLE_REWARD_XP, 0; set zeny, zeny + @REDAPPLE_REWARD_GOLD; set $state,7; mes "\"Very well, this will be useful.\""; close; - -state7: -mes "[Voltain]"; -mes "\"I need to thicken a veno.. Oh, a potion actually. Cobalt herbs might be good for that, so can you bring me " + @HERBS_NEEDED + ", please?\""; -next; -menu - "Here are the herbs.", -, - "So you want to do a venom? I will not help you!", L_CLOSE; - -mes "[Voltain]"; - if (countitem("CobaltHerb") < @HERBS_NEEDED) goto L_NOT_ENOUGH; +state7: + mes "[Voltain]"; + mes "\"I need to thicken a veno.. Oh, a potion actually. Cobalt herbs might be good for that, so can you bring me " + @HERBS_NEEDED + ", please?\""; + next; + menu + "Here are the herbs.", -, + "So you want to do a venom? I will not help you!", L_CLOSE; + mes "[Voltain]"; + if (countitem("CobaltHerb") < @HERBS_NEEDED) + goto L_NOT_ENOUGH; delitem "CobaltHerb", @HERBS_NEEDED; getexp @HERBS_REWARD_XP, 0; set zeny, zeny + @HERBS_REWARD_GOLD; set $state, 8; mes "\"Great! Now I can go on with the ven- the experiments for the welfare of humanity, i mean.\""; close; - -state8: -mes "[Voltain]"; -mes "\"I am in need of snake tongues. They can help me getting very strong venom extracts. So I would like you to bring me " + @SNAKETONGUE_NEEDED + " snake tongues.\""; -next; -menu - "Sure, here you go!", -, - "Maybe you will find someone else, I got stuff to do on my own!", L_CLOSE; - -mes "[Voltain]"; - if (countitem("SnakeTongue") < @SNAKETONGUE_NEEDED) goto L_NOT_ENOUGH; +state8: + mes "[Voltain]"; + mes "\"I am in need of snake tongues. They can help me getting very strong venom extracts. So I would like you to bring me " + @SNAKETONGUE_NEEDED + " snake tongues.\""; + next; + menu + "Sure, here you go!", -, + "Maybe you will find someone else, I got stuff to do on my own!", L_CLOSE; + mes "[Voltain]"; + if (countitem("SnakeTongue") < @SNAKETONGUE_NEEDED) + goto L_NOT_ENOUGH; delitem "SnakeTongue", @SNAKETONGUE_NEEDED; getexp @SNAKETONGUE_REWARD_XP, 0; set zeny, zeny + @SNAKETONGUE_REWARD_GOLD; set $state, 9; mes "\"Excellent, now I can extract the venom to- uhm, nevermind. Thanks for your help.\""; close; - -state9: -mes "[Voltain]"; -mes "\"I need to thicken a veno.. Oh, a potion actually. I want to try alizarin herbs for that, so can you bring me " + @HERBS_NEEDED + ", please?\""; -next; - -menu - "Here are the herbs.", -, - "So you want to do a venom? I will not help you!", L_CLOSE; -mes "[Voltain]"; - if (countitem("AlizarinHerb") < @HERBS_NEEDED) goto L_NOT_ENOUGH; +state9: + mes "[Voltain]"; + mes "\"I need to thicken a veno.. Oh, a potion actually. I want to try alizarin herbs for that, so can you bring me " + @HERBS_NEEDED + ", please?\""; + next; + menu + "Here are the herbs.", -, + "So you want to do a venom? I will not help you!", L_CLOSE; + mes "[Voltain]"; + if (countitem("AlizarinHerb") < @HERBS_NEEDED) + goto L_NOT_ENOUGH; delitem "AlizarinHerb", @HERBS_NEEDED; getexp @HERBS_REWARD_XP, 0; set zeny, zeny + @HERBS_REWARD_GOLD; @@ -271,18 +260,17 @@ mes "[Voltain]"; close; state10: -mes "[Voltain]"; -mes "\"Oh I am hungry. Maybe I can eat some steaks. Could you bring me a steak, please?\""; -next; -mes "\"Oh, I just wonder if i can inject some ven... Forget about that! Bring me " + @STEAK_NEEDED + "steaks!\""; -next; - -menu - "Here you go.", -, - "Help yourself! In the Hurnscald Inn you can get some meals for sure!", L_CLOSE; - -mes "[Voltain]"; - if (countitem("Steak") < @STEAK_NEEDED) goto L_NOT_ENOUGH; + mes "[Voltain]"; + mes "\"Oh I am hungry. Maybe I can eat some steaks. Could you bring me a steak, please?\""; + next; + mes "\"Oh, I just wonder if i can inject some ven... Forget about that! Bring me " + @STEAK_NEEDED + "steaks!\""; + next; + menu + "Here you go.", -, + "Help yourself! In the Hurnscald Inn you can get some meals for sure!", L_CLOSE; + mes "[Voltain]"; + if (countitem("Steak") < @STEAK_NEEDED) + goto L_NOT_ENOUGH; delitem "Steak", @STEAK_NEEDED; getexp @STEAK_REWARD_XP, 0; set zeny, zeny + @STEAK_REWARD_GOLD; @@ -291,17 +279,16 @@ mes "[Voltain]"; close; state11: -mes "[Voltain]"; -mes "\"Could I have some arrows please? I have lost my hunting equipment when I was in the caves. Some dark creatures were chasing me!\""; -next; -mes "\"Acually I wonder if I can use these arrows for building a mouboo trap.... Oh wait! I need some" + @ARROW_NEEDED + " arrows for my self defence right? So do not talk about it!\""; - -menu - "Here you go.", -, - "Sorry I don't have arrows here!", L_CLOSE; - -mes "[Voltain]"; - if (countitem("Arrow") < @ARROW_NEEDED) goto L_NOT_ENOUGH; + mes "[Voltain]"; + mes "\"Could I have some arrows please? I have lost my hunting equipment when I was in the caves. Some dark creatures were chasing me!\""; + next; + mes "\"Acually I wonder if I can use these arrows for building a mouboo trap.... Oh wait! I need some" + @ARROW_NEEDED + " arrows for my self defence right? So do not talk about it!\""; + menu + "Here you go.", -, + "Sorry I don't have arrows here!", L_CLOSE; + mes "[Voltain]"; + if (countitem("Arrow") < @ARROW_NEEDED) + goto L_NOT_ENOUGH; delitem "Arrow", @ARROW_NEEDED; getexp @ARROW_REWARD_XP, 0; set zeny, zeny + @ARROW_REWARD_GOLD; @@ -310,16 +297,15 @@ mes "[Voltain]"; close; state12: -mes "[Voltain]"; -mes "\"I need to thicken a veno.. Oh, a potion actually. I want to try gamboge herbs for that, so can you bring me " + @HERBS_NEEDED + ", please?\""; -next; - -menu - "Here are the herbs.", -, - "So you want to do a venom? I will not help you!", L_CLOSE; - -mes "[Voltain]"; - if (countitem("GambogeHerb") < @HERBS_NEEDED) goto L_NOT_ENOUGH; + mes "[Voltain]"; + mes "\"I need to thicken a veno.. Oh, a potion actually. I want to try gamboge herbs for that, so can you bring me " + @HERBS_NEEDED + ", please?\""; + next; + menu + "Here are the herbs.", -, + "So you want to do a venom? I will not help you!", L_CLOSE; + mes "[Voltain]"; + if (countitem("GambogeHerb") < @HERBS_NEEDED) + goto L_NOT_ENOUGH; delitem "GambogeHerb", @HERBS_NEEDED; getexp @HERBS_REWARD_XP, 0; set zeny, zeny + @HERBS_REWARD_GOLD; @@ -328,36 +314,33 @@ mes "[Voltain]"; close; state13: -mes "[Voltain]"; -mes "\"Doing so many ev- good things makes me hungry. I feel in the mood for a Chocolate Cake. Can you bring me " + @CHOCOLATECAKE_NEEDED + " , please? \""; -next; - -menu - "Here it is.", -, - "I don't feel in the mood to bring you a cake.", L_CLOSE; - -mes "[Voltain]"; - if (countitem("ChocolateCake") < @CHOCOLATECAKE_NEEDED) goto L_NOT_ENOUGH; + mes "[Voltain]"; + mes "\"Doing so many ev- good things makes me hungry. I feel in the mood for a Chocolate Cake. Can you bring me " + @CHOCOLATECAKE_NEEDED + " , please? \""; + next; + menu + "Here it is.", -, + "I don't feel in the mood to bring you a cake.", L_CLOSE; + mes "[Voltain]"; + if (countitem("ChocolateCake") < @CHOCOLATECAKE_NEEDED) + goto L_NOT_ENOUGH; delitem "ChocolateCake", @CHOCOLATECAKE_NEEDED; getexp @CHOCOLATECAKE_REWARD_XP, 0; set zeny, zeny + @CHOCOLATECAKE_REWARD_GOLD; set $state, 0; mes "\"I love chocolate cakes. I wonder, if I can use my ven- \""; - emotion 5; + emotion EMOTE_EVIL; close; L_NOHELP: -mes "\"If you don't want to help me, then away with you. Bothering me won't help me get my work done.\""; -mes "Voltain then mumbles something under his breath that you cannot quite make out"; -mes "\"... These damn kids. \""; -close; + mes "\"If you don't want to help me, then away with you. Bothering me won't help me get my work done.\""; + mes "Voltain then mumbles something under his breath that you cannot quite make out"; + mes "\"... These damn kids. \""; + close; L_CLOSE: -close; + close; L_NOT_ENOUGH: -mes "\"Can't you count!? I need more. \""; -close; + mes "\"Can't you count!? I need more. \""; + close; } - - diff --git a/world/map/npc/008-1/_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 7b71a640..131c5818 100644 --- a/world/map/npc/008-1/_warps.txt +++ b/world/map/npc/008-1/_warps.txt @@ -1,11 +1,11 @@ // 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,26,36 +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 -008-1.gat,127,61|warp|HurnscaldEastGate|-1,0,009-1.gat,96,35 -008-1.gat,79,49|warp|HurnscaldNorthGate|2,-1,009-1.gat,48,24 -008-1.gat,24,62|warp|ToWoodland|-1,2,011-1.gat,122,61 +008-1.gat,127,61|warp|HurnscaldEastGate|-1,0,009-1.gat,96,36 +008-1.gat,79,49|warp|HurnscaldNorthGate|2,-1,009-1.gat,48,25 +008-1.gat,24,62|warp|ToWoodland|-1,2,011-1.gat,123,61 008-1.gat,79,17|warp|ToWoodlandMines|2,-1,018-1.gat,79,97 008-1.gat,79,102|warp|ToWoodland|2,-1,007-1.gat,68,23 008-1.gat,132,101|warp|ToWoodland|1,-1,007-1.gat,122,23 diff --git a/world/map/npc/008-1/andra.txt b/world/map/npc/008-1/andra.txt index eae8641a..0ad3ab2a 100644 --- a/world/map/npc/008-1/andra.txt +++ b/world/map/npc/008-1/andra.txt @@ -1,8 +1,6 @@ // Andra asks for your help to keep the soil fertile. The best way to do it is planting, so she asks for water and seeds. When she plants the seeds, some plants are spawned. -008-1.gat,36,26,0 script Andra 201,{ - mes "This script is disabled because of possible bugs"; - close; +008-1.gat,36,26,0|script|Andra|201,{ set @water_amount, 1; set @seeds_amount, 4; @@ -45,8 +43,8 @@ mes "[Andra]"; mes "\"Great! Thank you for you help. If you have more items and want to help again, feel free to talk to me. We just have to be careful to not oversoak the soil with water.. but you don't need to worry, I will know when it is the right time to stop planting."; next; - delitem "BottleOfWater", @water_amount; - delitem "GrassSeed", @seeds_amount; + delitem "BottleOfWater", @water_amount; + delitem "GrassSeed", @seeds_amount; set FLAGS, FLAGS | FLAG_ANDRA_HELPED; mes "Andra pours some water in a lot of different places and then throws some seeds to the sky. The wind carries some of them really far from her."; close2; @@ -104,7 +102,7 @@ L_Return: "No, I just wanted to say hello.", L_Bye; if ($@spawned_plants >= $@MAX_GLOBAL_PLANTS) goto L_Gather; if (countitem("BottleOfWater") < @water_amount || countitem("GrassSeed") < @seeds_amount) goto L_NotEnough; - delitem "BottleOfWater", @water_amount; + delitem "BottleOfWater", @water_amount; delitem "GrassSeed", @seeds_amount; mes "Andra pours some water in a lot of different places and then throws the seeds to the sky. The wind carries some of them really far from her."; close2; @@ -153,9 +151,6 @@ L_TooYoung: close; OnInit: - end; set $@PLANTS_PER_SEED, 3; set $@MAX_GLOBAL_PLANTS, 100; // You can plant only if the amount of plants currently in the map is < than this value. - initnpctimer; - stopnpctimer; } diff --git a/world/map/npc/008-1/dock.txt b/world/map/npc/008-1/dock.txt index 46aa5a92..af8c6ff8 100644 --- a/world/map/npc/008-1/dock.txt +++ b/world/map/npc/008-1/dock.txt @@ -1,6 +1,6 @@ // The ferry dock -008-1.gat,140,64,0 script #hurnscalddock 127,2,1,{ - set @loc, DOCK_hurnscald; - callfunc "Ferry"; +008-1.gat,140,64,0|script|#hurnscalddock|127,2,1,{ + set @loc, DOCK_hurnscald; + callfunc "Ferry"; } diff --git a/world/map/npc/008-1/george.txt b/world/map/npc/008-1/george.txt index 429fdbca..e4a37718 100644 --- a/world/map/npc/008-1/george.txt +++ b/world/map/npc/008-1/george.txt @@ -1,25 +1,25 @@ // -008-1.gat,136,36,0 script George 138,{ - if (getequipid(equip_head) == 617) goto L_Pirate; - if (getequipid(equip_head) == 622) goto L_Bandana; - if (getequipid(equip_head) == 621) goto L_EyePatch; - mes "[George the Pirate]"; - mes "\"Arrrrh! 'Tis some kind of treasure map!\""; - close; +008-1.gat,136,36,0|script|George|138,{ + if (getequipid(equip_head) == 617) goto L_Pirate; + if (getequipid(equip_head) == 622) goto L_Bandana; + if (getequipid(equip_head) == 621) goto L_EyePatch; + mes "[George the Pirate]"; + mes "\"Arrrrh! 'Tis some kind of treasure map!\""; + close; L_Pirate: - mes "[George the Pirate]"; - mes "\"Arrrrh! Ye be wearing a pirate's hat!\""; - close; + mes "[George the Pirate]"; + mes "\"Arrrrh! Ye be wearing a pirate's hat!\""; + close; L_Bandana: - mes "[George the Pirate]"; - mes "\"Arrrrh! Ye remind me of my old first mate!\""; - close; + mes "[George the Pirate]"; + mes "\"Arrrrh! Ye remind me of my old first mate!\""; + close; L_EyePatch: - mes "[George the Pirate]"; - mes "\"Arrrrh! Looks like ye lost an eye there!\""; - close; + mes "[George the Pirate]"; + mes "\"Arrrrh! Looks like ye lost an eye there!\""; + close; } diff --git a/world/map/npc/008-1/hinnak.txt b/world/map/npc/008-1/hinnak.txt index 4d17310c..9e2c8cde 100644 --- a/world/map/npc/008-1/hinnak.txt +++ b/world/map/npc/008-1/hinnak.txt @@ -10,254 +10,235 @@ //Farmer -008-1.gat,101,30,0 script Hinnak 142, { - if (Inspector == 10) goto L_NohMask; +008-1.gat,101,30,0|script|Hinnak|142,{ + if (Inspector == 10) goto L_NohMask; L_No_NohMask: - if (QUEST_Scythe_state == 1) goto L_Exchange; - if (QUEST_Scythe_state == 2) goto L_ThanksAgain; - if (getequipid(equip_head) == 751) goto L_Intro_Hat; - - mes "[Farmer Hinnak]"; - mes "\"Argh! I hate them! I @#$% hate them! I @#$% hate these @#$% pinkies!\""; - next; - - menu - "You need some anger control therapy.", -, - "Why do you hate them?", L_Reason; - close; + if (QUEST_Scythe_state == 1) goto L_Exchange; + if (QUEST_Scythe_state == 2) goto L_ThanksAgain; + if (getequipid(equip_head) == 751) goto L_Intro_Hat; + + mes "[Farmer Hinnak]"; + mes "\"Argh! I hate them! I @#$% hate them! I @#$% hate these @#$% pinkies!\""; + next; + menu + "You need some anger control therapy.", -, + "Why do you hate them?", L_Reason; + close; L_Intro_Hat: - mes "The farmer lunges at you with a farming implement."; - next; - heal -50, 0; - - menu - "I'm out of here.", -, - "Whoa, what are you doing?", L_Intro_Hat_Explain; - close; + mes "The farmer lunges at you with a farming implement."; + next; + heal -50, 0; + menu + "I'm out of here.", -, + "Whoa, what are you doing?", L_Intro_Hat_Explain; + close; L_Intro_Hat_Explain: - mes "[Farmer Hinnak]"; - mes "\"Sorry, you look like a pinkie. They've been destroying my fields, and I guess I got a bit worked up.\""; - next; - goto L_Help; + mes "[Farmer Hinnak]"; + mes "\"Sorry, you look like a pinkie. They've been destroying my fields, and I guess I got a bit worked up.\""; + next; + goto L_Help; L_Reason: - mes "[Farmer Hinnak]"; - mes "\"These @#$% beasts are jumping around in my fields destroying all my harvest."; - mes "But they are too fast. I can't catch them.\""; - next; - - menu - "Want me to help you?", L_Help, - "Well, life ain't fair.", -; - close; + mes "[Farmer Hinnak]"; + mes "\"These @#$% beasts are jumping around in my fields destroying all my harvest."; + mes "But they are too fast. I can't catch them.\""; + next; + menu + "Want me to help you?", L_Help, + "Well, life ain't fair.", -; + close; L_Help: - mes "[Farmer Hinnak]"; - mes "\"Yes, you look quite fast. Maybe you can catch some of them. That will pay them a lesson."; - mes "Slay some of them and bring me 10 of their antennae.\""; - set QUEST_Scythe_state, 1; - next; - - menu - "Sure, I'm on my way", -, - "How much is this worth to you?", L_Reward; - close; + mes "[Farmer Hinnak]"; + mes "\"Yes, you look quite fast. Maybe you can catch some of them. That will pay them a lesson."; + mes "Slay some of them and bring me 10 of their antennae.\""; + set QUEST_Scythe_state, 1; + next; + menu + "Sure, I'm on my way", -, + "How much is this worth to you?", L_Reward; + close; L_Reward: - mes "[Farmer Hinnak]"; - mes "\"Well, I can't offer you much. But I got an old scythe laying around. Maybe you can use it as a weapon.\""; - close; + mes "[Farmer Hinnak]"; + mes "\"Well, I can't offer you much. But I got an old scythe laying around. Maybe you can use it as a weapon.\""; + close; L_Exchange: - if (getequipid(equip_head) != 751) goto L_Exchange_Start; - mes "The farmer glares at your hat."; - next; + if (getequipid(equip_head) != 751) + goto L_Exchange_Start; + mes "The farmer glares at your hat."; + next; L_Exchange_Start: - mes "[Farmer Hinnak]"; - mes "\"Have you got the 10 antennae?\""; - next; - - menu - "Not yet, but I am working on it.", -, - "Sure, here they are!", L_Exchange_Exchange; - close; + mes "[Farmer Hinnak]"; + mes "\"Have you got the 10 antennae?\""; + next; + menu + "Not yet, but I am working on it.", -, + "Sure, here they are!", L_Exchange_Exchange; + close; L_Exchange_Exchange: - if (countitem("PinkAntenna") < 10) goto L_Exchange_Notenough; - getinventorylist; - if (@inventorylist_count == 100 && countitem("PinkAntenna") > 10) goto L_Exchange_TooMany; - delitem "PinkAntenna", 10; - getitem "Scythe", 1; - set QUEST_Scythe_state, 2; - mes "[Farmer Hinnak]"; - mes "\"Thank you very much. I've got something for you. My old scythe. Maybe you can use it as a weapon. It is a bit cumbersome but its strikes are deadly.\""; - close; + if (countitem("PinkAntenna") < 10) + goto L_Exchange_Notenough; + getinventorylist; + if (@inventorylist_count == 100 && countitem("PinkAntenna") > 10) + goto L_Exchange_TooMany; + delitem "PinkAntenna", 10; + getitem "Scythe", 1; + set QUEST_Scythe_state, 2; + mes "[Farmer Hinnak]"; + mes "\"Thank you very much. I've got something for you. My old scythe. Maybe you can use it as a weapon. It is a bit cumbersome but its strikes are deadly.\""; + close; L_Exchange_Notenough: - mes "[Farmer Hinnak]"; - mes "\"It doesn't look like you do.\""; - close; + mes "[Farmer Hinnak]"; + mes "\"It doesn't look like you do.\""; + close; L_Exchange_TooMany: - mes "[Farmer Hinnak]"; - mes "\"Looks like you don't have room for this. Come back later to receive your reward. Hold on to the antennea until then.\""; - close; + mes "[Farmer Hinnak]"; + mes "\"Looks like you don't have room for this. Come back later to receive your reward. Hold on to the antennea until then.\""; + close; L_ThanksAgain: - if (getequipid(equip_head) == 751) goto L_ThanksHat; - mes "[Farmer Hinnak]"; - mes "\"Good to see you again, and thanks again for helping me with the pinkies!\""; - next; - goto L_ThanksMenu; + if (getequipid(equip_head) == 751) + goto L_ThanksHat; + mes "[Farmer Hinnak]"; + mes "\"Good to see you again, and thanks again for helping me with the pinkies!\""; + next; + goto L_ThanksMenu; L_ThanksHat: - mes "[Farmer Hinnak]"; - mes "\"That better be a trophy on your head.\""; - menu - "It is.", -; - - mes "[Farmer Hinnak]"; - mes "\"Good then. Thanks for your help with the pinkies.\""; + mes "[Farmer Hinnak]"; + mes "\"That better be a trophy on your head.\""; + menu + "It is.", -; + mes "[Farmer Hinnak]"; + mes "\"Good then. Thanks for your help with the pinkies.\""; L_ThanksMenu: - menu - "Sure, any time!", -, - "Anything else you want me to do?", -, - "You're welcome. Bye!", L_Bye; - - mes "[Farmer Hinnak]"; - mes "\"Actually, it's been a long day. If it's no trouble, could you get me a beer?\""; - next; - - menu - "Here you are.", L_GiveBeer, - "Sure, I'll go get one. Bye!", L_Bye, - "You shouldn't drink while working!", -; - - mes "[Farmer Hinnak]"; - mes "\"Well, I'm done for the day, and I'm quite old enough to decide when I can have a beer, thank you!\""; - next; - - menu - "Sorry... here you are.", L_GiveBeer, - "I don't have any.", L_NoBeer; + menu + "Sure, any time!", -, + "Anything else you want me to do?", -, + "You're welcome. Bye!", L_Bye; + mes "[Farmer Hinnak]"; + mes "\"Actually, it's been a long day. If it's no trouble, could you get me a beer?\""; + next; + menu + "Here you are.", L_GiveBeer, + "Sure, I'll go get one. Bye!", L_Bye, + "You shouldn't drink while working!", -; + mes "[Farmer Hinnak]"; + mes "\"Well, I'm done for the day, and I'm quite old enough to decide when I can have a beer, thank you!\""; + next; + menu + "Sorry... here you are.", L_GiveBeer, + "I don't have any.", L_NoBeer; L_GiveBeer: - if (countitem("Beer") < 1) goto L_NoBeer; - delitem "Beer", 1; - mes "[Farmer Hinnak]"; - mes "Hinnak takes a sip."; - mes "\"Aaah! Nothing like a well-deserved beer after a long day of tending the crops!\""; - mes "\"Thanks, that was very kind of you!\""; - next; - - mes "[Farmer Hinnak]"; - mes "He takes another sip."; - mes "\"Thanks! You know, I had the strangest thing happen to me. I had this patch of ground that was really clumpy; lots of clay, you see.\""; - next; - - mes "[Farmer Hinnak]"; - mes "\"Right over there.\""; - mes "He points to a stretch of soft, raked ground."; - mes "\"Looks much better now, doesn't it? But how I got there is kind-a scary...\""; - next; - - mes "[Farmer Hinnak]"; - mes "\"I'd been trying to break it up for a while, but that kind of work is a pain. So my wife said that I should go and see the witch, just in case she knows something.\""; - next; - - mes "[Farmer Hinnak]"; - mes "\"And sure enough I ask the witch, and she has a look at it. 'Nothing I can do', she says, 'but I can ask a friend'.\""; - next; - - mes "[Farmer Hinnak]"; - mes "\"So the next day another witch shows up. Gorgeous woman, but when she looked at me, the scares went scuttling down my spine....\""; - mes "\"First thing she asked was if I'm a farmer. Said her friend had told her that I needed help.\""; - next; - - mes "[Farmer Hinnak]"; - mes "\"I show her what the problem is, and she tells me to go inside and wait.\""; - next; - - mes "[Farmer Hinnak]"; - mes "\"Hinnak drains his beer in one long sip, then hesitates."; - next; - - mes "[Farmer Hinnak]"; - mes "\"So I go inside. I'm barely in when it starts raining outside, pouring cats and mouboos!\""; - next; - - mes "[Farmer Hinnak]"; - mes "\"Not so weird, perhaps, except that it was been bright and sunny just a second before! So I rush out, my wife telling me to leave the witch alone, and I see her standing there in the middle of the rain...\""; - next; - - mes "[Farmer Hinnak]"; - mes "\"None of the raindrops touched her, as if they was afraid!\""; - next; - - mes "[Farmer Hinnak]"; - mes "\"Then she yells out some gobbledygook word, and out of the ground there comes a swarm of maggots, crawling and digging and climbing over each other's backs...\""; - next; - - mes "[Farmer Hinnak]"; - mes "\"And then she turns to me! Seeing her stare, for a moment there I think that she'll turn me into a pinkie, for sure...\""; - next; - - mes "[Farmer Hinnak]"; - mes "\"But all she says is, 'if you'd stayed inside, you wouldn't be wet now'.\""; - next; - - menu - "Hahaha!", L_Sagatha_hahaha, - "Whoah, scary...", L_Sagatha_scary, - "What was that gobbledygook word?", L_Sagatha_word, - "I better go now.", -; - goto L_Bye; + if (countitem("Beer") < 1) + goto L_NoBeer; + delitem "Beer", 1; + mes "[Farmer Hinnak]"; + mes "Hinnak takes a sip."; + mes "\"Aaah! Nothing like a well-deserved beer after a long day of tending the crops!\""; + mes "\"Thanks, that was very kind of you!\""; + next; + mes "[Farmer Hinnak]"; + mes "He takes another sip."; + mes "\"Thanks! You know, I had the strangest thing happen to me. I had this patch of ground that was really clumpy; lots of clay, you see.\""; + next; + mes "[Farmer Hinnak]"; + mes "\"Right over there.\""; + mes "He points to a stretch of soft, raked ground."; + mes "\"Looks much better now, doesn't it? But how I got there is kind-a scary...\""; + next; + mes "[Farmer Hinnak]"; + mes "\"I'd been trying to break it up for a while, but that kind of work is a pain. So my wife said that I should go and see the witch, just in case she knows something.\""; + next; + mes "[Farmer Hinnak]"; + mes "\"And sure enough I ask the witch, and she has a look at it. 'Nothing I can do', she says, 'but I can ask a friend'.\""; + next; + mes "[Farmer Hinnak]"; + mes "\"So the next day another witch shows up. Gorgeous woman, but when she looked at me, the scares went scuttling down my spine....\""; + mes "\"First thing she asked was if I'm a farmer. Said her friend had told her that I needed help.\""; + next; + mes "[Farmer Hinnak]"; + mes "\"I show her what the problem is, and she tells me to go inside and wait.\""; + next; + mes "[Farmer Hinnak]"; + mes "\"Hinnak drains his beer in one long sip, then hesitates."; + next; + mes "[Farmer Hinnak]"; + mes "\"So I go inside. I'm barely in when it starts raining outside, pouring cats and mouboos!\""; + next; + mes "[Farmer Hinnak]"; + mes "\"Not so weird, perhaps, except that it was been bright and sunny just a second before! So I rush out, my wife telling me to leave the witch alone, and I see her standing there in the middle of the rain...\""; + next; + mes "[Farmer Hinnak]"; + mes "\"None of the raindrops touched her, as if they was afraid!\""; + next; + mes "[Farmer Hinnak]"; + mes "\"Then she yells out some gobbledygook word, and out of the ground there comes a swarm of maggots, crawling and digging and climbing over each other's backs...\""; + next; + mes "[Farmer Hinnak]"; + mes "\"And then she turns to me! Seeing her stare, for a moment there I think that she'll turn me into a pinkie, for sure...\""; + next; + mes "[Farmer Hinnak]"; + mes "\"But all she says is, 'if you'd stayed inside, you wouldn't be wet now'.\""; + next; + menu + "Hahaha!", L_Sagatha_hahaha, + "Whoah, scary...", L_Sagatha_scary, + "What was that gobbledygook word?", L_Sagatha_word, + "I better go now.", -; + goto L_Bye; L_Sagatha_hahaha: - mes "[Farmer Hinnak]"; - mes "\"Yeah, funny now... But you should've seen that stare! Ah, well, never mind.\""; - close; + mes "[Farmer Hinnak]"; + mes "\"Yeah, funny now... But you should've seen that stare! Ah, well, never mind.\""; + close; L_Sagatha_scary: - mes "[Farmer Hinnak]"; - mes "\"Yeah, you could say that...\""; - mes "He stares into his empty beer jug, as if wishing it weren't empty yet."; - close; + mes "[Farmer Hinnak]"; + mes "\"Yeah, you could say that...\""; + mes "He stares into his empty beer jug, as if wishing it weren't empty yet."; + close; L_Sagatha_word: - mes "[Farmer Hinnak]"; - mes "\"Oh, I can't be sure... but something like '" + getspellinvocation("summon-maggots") + "', I think.\""; - close; + mes "[Farmer Hinnak]"; + mes "\"Oh, I can't be sure... but something like '" + getspellinvocation("summon-maggots") + "', I think.\""; + close; L_NoBeer: - mes "[Farmer Hinnak]"; - mes "\"Ah... no beer? Oh well.\""; - close; + mes "[Farmer Hinnak]"; + mes "\"Ah... no beer? Oh well.\""; + close; L_Bye: - mes "[Farmer Hinnak]"; - mes "\"Bye!\""; - close; + mes "[Farmer Hinnak]"; + mes "\"Bye!\""; + close; L_NohMask: - menu - "Did you see anyone in a mask come by here at night?", L_NohMask_Mask, - "Did you see anyone with a large satchel come by here at night?", L_NohMask_Satchel, - "Hello", L_No_NohMask; - close; + menu + "Did you see anyone in a mask come by here at night?", L_NohMask_Mask, + "Did you see anyone with a large satchel come by here at night?", L_NohMask_Satchel, + "Hello", L_No_NohMask; + close; L_NohMask_Mask: - mes "[Farmer Hinnak]"; - mes "\"No. It tends to be too dark to see a mask.\""; - close; + mes "[Farmer Hinnak]"; + mes "\"No. It tends to be too dark to see a mask.\""; + close; L_NohMask_Satchel: - mes "[Farmer Hinnak]"; - mes "\"Yes, I saw someone with a large sack on their back go to the mining camp.\""; - close; + mes "[Farmer Hinnak]"; + mes "\"Yes, I saw someone with a large sack on their back go to the mining camp.\""; + close; } diff --git a/world/map/npc/009-1/_warps.txt b/world/map/npc/009-1/_warps.txt index 13e86d8f..611ccb17 100644 --- a/world/map/npc/009-1/_warps.txt +++ b/world/map/npc/009-1/_warps.txt @@ -1,8 +1,8 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. // Hurnscald warps -009-1.gat,49,55|warp|HurnscaldSouthGate|2,-1,008-1.gat,78,82 -009-1.gat,97,36|warp|HurnscaldEastGate|-1,0,008-1.gat,129,60 +009-1.gat,49,55|warp|HurnscaldSouthGate|2,-1,008-1.gat,78,81 +009-1.gat,97,36|warp|HurnscaldEastGate|-1,0,008-1.gat,128,61 009-1.gat,35,30|warp|ToInn|-1,-1,009-2.gat,50,55 009-1.gat,58,46|warp|ToGeneralStore|-1,-1,009-2.gat,27,105 009-1.gat,59,33|warp|ToArcherShop|-1,-1,009-2.gat,95,29 diff --git a/world/map/npc/009-1/jack.txt b/world/map/npc/009-1/jack.txt index a0ee0b43..c8a4e586 100644 --- a/world/map/npc/009-1/jack.txt +++ b/world/map/npc/009-1/jack.txt @@ -10,251 +10,223 @@ //# Needed: 40 Raw logs, 5000gp # //# Reward: Wooden shield and 2500exp # //# # -//# Variables used: @QUEST_Forestbow_state, nibbles 0 and 1 # +//# Variables used: @QUEST_Forestbow_state, nibbles 0 and 1 # //################################################################################# // Lumberjack -009-1.gat,40,45,0 script Jack 141, { - set @RAWLOGS_AMOUNT, 40; - set @SHIELD_COST, 5000; - set @QUEST_SHIELD_EXP, 2500; - - set @Q_Forestbow_MASK, NIBBLE_0_MASK; - set @Q_Forestbow_SHIFT, NIBBLE_0_SHIFT; - - set @Q_Woodenshield_MASK, NIBBLE_1_MASK; - set @Q_Woodenshield_SHIFT, NIBBLE_1_SHIFT; - - set @Q_Forestbow, ((QUEST_Forestbow_state & @Q_Forestbow_MASK) >> @Q_Forestbow_SHIFT); - set @Q_Woodenshield, ((QUEST_Forestbow_state & @Q_Woodenshield_MASK) >> @Q_Woodenshield_SHIFT); - - if (@Q_Woodenshield >= 3) goto L_Shield_state_3; - if (@Q_Woodenshield == 2) goto L_Shield_state_2; - if (@Q_Woodenshield == 1) goto L_Shield_state_1; - if (@Q_Forestbow > 1) goto L_Bow_state_2; - - mes "[Jack Lumber]"; - mes "\"Hello there, my name is Jack Lumber, the enemy of all trees. If you need some firewood just let me know.\""; - if (Inspector == 1) callsub S_NohMask_Ask; - next; - if (@Q_Forestbow < 1) close; - - menu - "I heard you aren't delivering any more living wood. Why not?", -; - - mes "[Jack Lumber]"; - mes "\"Why not?! I value my life, that's why!.\""; - - next; - menu - "What do you mean?", -; - - mes "[Jack Lumber]"; - mes "\"A week ago I was going to chop down one of those twigleaf trees in the forest to the southwest. These twigleafs are the trees that give me the living wood you speak of. I was just chopping away with my axe and what happened? One of its branches hit me! I thought it fell down or the wind blew it. It hurt! I shook it off and struck it again with my axe and another branch hit me! I got angry and started to chop off all the branches near the ground so this couldn't happen anymore. But I still can't believe what happened next.\""; - - next; - menu - "What happened? ", -; - - mes "[Jack Lumber]"; - mes "\"You'll think I am insane when I tell you.\""; - - next; - menu - "I won't. I promise.", -; - - mes "[Jack Lumber]"; - mes "\"OK. After I chopped off a few branches the whole tree started to move. Its roots tore out of the earth, all the branches started to wave around and a face appeared on the trunk. The whole tree CAME TO LIFE! It was mad!\""; - next; - menu - "Did you run away?", -, - "Did you fight it?", -; - - mes "[Jack Lumber]"; - mes "\"I fought, of course! I took my axe and attacked the beast! It hit me here *points at a bruise at his shoulder*, here *lifts his trouser leg to show another bruise* and here *lifts his shirt and reveals some even worse bruises*. But i didn't give up. I chopped away at it, branch after branch, and in the end I chopped off its roots and it fell to the ground motionless.\""; - - next; - menu - "So you beat the monster? Then why are you so scared?", -; - - mes "[Jack Lumber]"; - mes "\"Well, I was exhausted and had to rest. A few minutes passed and suddenly I was surrounded by a dozen or more of these living trees!\""; - - next; - menu - "Did you fight them, too? ", -; - - mes "[Jack Lumber]"; - mes "\"Are you crazy? I barely destroyed one of those beasts. I was in no shape to fight again. I ran away as fast as I could. Lucky for me the monsters aren't that fast on their tiny root legs. Ha!\""; - - next; - menu - "So you aren't chopping down trees anymore?", -; - - mes "[Jack Lumber]"; - mes "\"I still do. It's my job. But I no longer chop those twigleafs, I'll tell you that. I know the bowyer master wants some wood from them, but I don't care. I won't risk my life for a few gold pieces. If you want to, just go to the southwest. But I won't go there ever again.\""; - - next; - menu - "Southwest you say? OK, thank you.", -; - - set @Q_Forestbow, 2; - callsub S_Update_Mask; - - close; +009-1.gat,40,45,0|script|Jack|141,{ + set @RAWLOGS_AMOUNT, 40; + set @SHIELD_COST, 5000; + set @QUEST_SHIELD_EXP, 2500; + + set @Q_Forestbow_MASK, NIBBLE_0_MASK; + set @Q_Forestbow_SHIFT, NIBBLE_0_SHIFT; + + set @Q_Woodenshield_MASK, NIBBLE_1_MASK; + set @Q_Woodenshield_SHIFT, NIBBLE_1_SHIFT; + + set @Q_Forestbow, ((QUEST_Forestbow_state & @Q_Forestbow_MASK) >> @Q_Forestbow_SHIFT); + set @Q_Woodenshield, ((QUEST_Forestbow_state & @Q_Woodenshield_MASK) >> @Q_Woodenshield_SHIFT); + + if (@Q_Woodenshield >= 3) goto L_Shield_state_3; + if (@Q_Woodenshield == 2) goto L_Shield_state_2; + if (@Q_Woodenshield == 1) goto L_Shield_state_1; + if (@Q_Forestbow > 1) goto L_Bow_state_2; + + mes "[Jack Lumber]"; + mes "\"Hello there, my name is Jack Lumber, the enemy of all trees. If you need some firewood just let me know.\""; + if (Inspector == 1) callsub S_NohMask_Ask; + next; + if (@Q_Forestbow < 1) close; + menu + "I heard you aren't delivering any more living wood. Why not?", -; + mes "[Jack Lumber]"; + mes "\"Why not?! I value my life, that's why!.\""; + next; + menu + "What do you mean?", -; + mes "[Jack Lumber]"; + mes "\"A week ago I was going to chop down one of those twigleaf trees in the forest to the southwest. These twigleafs are the trees that give me the living wood you speak of. I was just chopping away with my axe and what happened? One of its branches hit me! I thought it fell down or the wind blew it. It hurt! I shook it off and struck it again with my axe and another branch hit me! I got angry and started to chop off all the branches near the ground so this couldn't happen anymore. But I still can't believe what happened next.\""; + next; + menu + "What happened? ", -; + mes "[Jack Lumber]"; + mes "\"You'll think I am insane when I tell you.\""; + next; + menu + "I won't. I promise.", -; + mes "[Jack Lumber]"; + mes "\"OK. After I chopped off a few branches the whole tree started to move. Its roots tore out of the earth, all the branches started to wave around and a face appeared on the trunk. The whole tree CAME TO LIFE! It was mad!\""; + next; + menu + "Did you run away?", -, + "Did you fight it?", -; + mes "[Jack Lumber]"; + mes "\"I fought, of course! I took my axe and attacked the beast! It hit me here *points at a bruise at his shoulder*, here *lifts his trouser leg to show another bruise* and here *lifts his shirt and reveals some even worse bruises*. But i didn't give up. I chopped away at it, branch after branch, and in the end I chopped off its roots and it fell to the ground motionless.\""; + next; + menu + "So you beat the monster? Then why are you so scared?", -; + mes "[Jack Lumber]"; + mes "\"Well, I was exhausted and had to rest. A few minutes passed and suddenly I was surrounded by a dozen or more of these living trees!\""; + next; + menu + "Did you fight them, too? ", -; + mes "[Jack Lumber]"; + mes "\"Are you crazy? I barely destroyed one of those beasts. I was in no shape to fight again. I ran away as fast as I could. Lucky for me the monsters aren't that fast on their tiny root legs. Ha!\""; + next; + menu + "So you aren't chopping down trees anymore?", -; + mes "[Jack Lumber]"; + mes "\"I still do. It's my job. But I no longer chop those twigleafs, I'll tell you that. I know the bowyer master wants some wood from them, but I don't care. I won't risk my life for a few gold pieces. If you want to, just go to the southwest. But I won't go there ever again.\""; + next; + menu + "Southwest you say? OK, thank you.", -; + set @Q_Forestbow, 2; + callsub S_Update_Mask; + close; L_Bow_state_2: - // Bow state 4: The player has found a perfect piece of wood. - if (@Q_Forestbow > 3) goto L_Bow_state_4; + // Bow state 4: The player has found a perfect piece of wood. + if (@Q_Forestbow > 3) goto L_Bow_state_4; - mes "\"Good luck hunting those tree monsters - you will need it.\""; - if (Inspector == 1) callsub S_NohMask_Ask; - close; + mes "\"Good luck hunting those tree monsters - you will need it.\""; + if (Inspector == 1) callsub S_NohMask_Ask; + close; L_Bow_state_4: - mes "[Jack Lumber]"; - mes "\"You've finally found that perfect piece of living wood Alan needs to make a Forest bow, haven't you?\""; - - next; - menu - "I couldn't afford the bow, though...", L_Shield_state_0, - "No, I'm still looking.", L_Bow_state_4_reaffirm, - "Yes, I've got the Forest bow now.", -, - "I'm a melee warrior, I don't need bows.", L_Shield_state_0; - - // Check if the player tells the truth (continue on in any case) - if (@Q_Forestbow > 4) goto L_Shield_state_0; - - mes "[Jack Lumber]"; - mes "\"Hrmph. I'm someone who respects those speaking the truth.\""; - - next; - goto L_Shield_state_0; + mes "[Jack Lumber]"; + mes "\"You've finally found that perfect piece of living wood Alan needs to make a Forest bow, haven't you?\""; + next; + menu + "I couldn't afford the bow, though...", L_Shield_state_0, + "No, I'm still looking.", L_Bow_state_4_reaffirm, + "Yes, I've got the Forest bow now.", -, + "I'm a melee warrior, I don't need bows.", L_Shield_state_0; + + // Check if the player tells the truth (continue on in any case) + if (@Q_Forestbow > 4) goto L_Shield_state_0; + + mes "[Jack Lumber]"; + mes "\"Hrmph. I'm someone who respects those speaking the truth.\""; + next; + goto L_Shield_state_0; L_Bow_state_4_reaffirm: - mes "[Jack Lumber]"; - mes "\"You should go talk to Alan again.\""; - close; + mes "[Jack Lumber]"; + mes "\"You should go talk to Alan again.\""; + close; L_Shield_state_0: - set @Q_Woodenshield, 1; - callsub S_Update_Mask; + set @Q_Woodenshield, 1; + callsub S_Update_Mask; - if (Sex == 0) set @child_of_jack$, "daughter"; - if (Sex == 1) set @child_of_jack$, "son"; + if (Sex == 0) + set @child_of_jack$, "daughter"; + if (Sex == 1) + set @child_of_jack$, "son"; - mes "[Jack Lumber]"; - mes "\"You no doubt remember how I struggled with those beasts, fighting for my life. Scared me, those seven-branched little stumps did! Never since that day have I strayed near them. And here comes you, cutting them down one by one. I'm proud of you, to dare those trunks a fight. You're strong as if you were my own " + @child_of_jack$ + "!\""; - next; - goto L_Shield_state_1; + mes "[Jack Lumber]"; + mes "\"You no doubt remember how I struggled with those beasts, fighting for my life. Scared me, those seven-branched little stumps did! Never since that day have I strayed near them. And here comes you, cutting them down one by one. I'm proud of you, to dare those trunks a fight. You're strong as if you were my own " + @child_of_jack$ + "!\""; + next; + goto L_Shield_state_1; L_Shield_state_1: - mes "[Jack Lumber]"; - mes "\"I have an idea. What would you say about a new shield?\""; - next; - - if (Inspector == 1) - menu - "No thanks.", L_End, - "Yes, please!", -, - "Actually, I'd like to know if you've seen any strange happenings in town.", L_NohMask_Answer; - if (Inspector != 1) - menu - "No thanks.", L_End, - "Yes, please!", -; - - mes "[Jack Lumber]"; - mes "\"All I need is " + @RAWLOGS_AMOUNT + " raw logs. This needn't be highest-quality wood; pretty much any log you can find should work. Oh, and I'll also need " + @SHIELD_COST + " GP for other materials.\""; - next; - - set @Q_Woodenshield, 2; - callsub S_Update_Mask; - close; + mes "[Jack Lumber]"; + mes "\"I have an idea. What would you say about a new shield?\""; + next; + if (Inspector == 1) + menu + "No thanks.", L_End, + "Yes, please!", -, + "Actually, I'd like to know if you've seen any strange happenings in town.", L_NohMask_Answer; + if (Inspector != 1) + menu + "No thanks.", L_End, + "Yes, please!", -; + mes "[Jack Lumber]"; + mes "\"All I need is " + @RAWLOGS_AMOUNT + " raw logs. This needn't be highest-quality wood; pretty much any log you can find should work. Oh, and I'll also need " + @SHIELD_COST + " GP for other materials.\""; + next; + set @Q_Woodenshield, 2; + callsub S_Update_Mask; + close; L_End: - close; + close; L_Shield_state_2: - mes "[Jack Lumber]"; - mes "\"Let's see if you have enough of everything.\""; - next; - - if (countitem("RawLog") < @RAWLOGS_AMOUNT) goto L_Not_enough_logs; - if (zeny < @SHIELD_COST) goto L_Not_enough_money; - getinventorylist; - if (@inventorylist_count == 100) goto L_TooMany; - - delitem "RawLog", @RAWLOGS_AMOUNT; - set zeny, zeny - @SHIELD_COST; - getexp @QUEST_SHIELD_EXP, 0; - getitem "WoodenShield", 1; - - set @Q_Woodenshield, 3; - callsub S_Update_Mask; - mes "[Jack Lumber]"; - mes "\"Have a seat.\""; - mes "Jack saws the logs into pieces, then shaves them until they are smooth to the touch."; - mes "Applying some strong-smelling liquid, he tans them in darker hues."; - next; - - mes "[Jack Lumber]"; - mes "Grabbing one of two leftover pieces, he begins to carve it into a round shape, then repeats this with the second piece-- shield handles, from what you can tell."; - next; - - mes "[Jack Lumber]"; - mes "Meanwhile, the sun has dried the other pieces. Jack places them next to each other, adds a frame, and nails everything together."; - mes "The resulting shield looks usable already, but Jack applies another liquid to it and leaves it to dry for a few moments."; - next; - - mes "[Jack Lumber]"; - mes "Finally, he hands the shield to you."; - mes "\"Enjoy your new shield!\""; - mes "[" + @QUEST_SHIELD_EXP + " experience points]"; - next; - goto L_End; + mes "[Jack Lumber]"; + mes "\"Let's see if you have enough of everything.\""; + next; + if (countitem("RawLog") < @RAWLOGS_AMOUNT) + goto L_Not_enough_logs; + if (zeny < @SHIELD_COST) + goto L_Not_enough_money; + getinventorylist; + if (@inventorylist_count == 100) + goto L_TooMany; + delitem "RawLog", @RAWLOGS_AMOUNT; + set zeny, zeny - @SHIELD_COST; + getexp @QUEST_SHIELD_EXP, 0; + getitem "WoodenShield", 1; + set @Q_Woodenshield, 3; + callsub S_Update_Mask; + mes "[Jack Lumber]"; + mes "\"Have a seat.\""; + mes "Jack saws the logs into pieces, then shaves them until they are smooth to the touch."; + mes "Applying some strong-smelling liquid, he tans them in darker hues."; + next; + mes "[Jack Lumber]"; + mes "Grabbing one of two leftover pieces, he begins to carve it into a round shape, then repeats this with the second piece-- shield handles, from what you can tell."; + next; + mes "[Jack Lumber]"; + mes "Meanwhile, the sun has dried the other pieces. Jack places them next to each other, adds a frame, and nails everything together."; + mes "The resulting shield looks usable already, but Jack applies another liquid to it and leaves it to dry for a few moments."; + next; + mes "[Jack Lumber]"; + mes "Finally, he hands the shield to you."; + mes "\"Enjoy your new shield!\""; + mes "[" + @QUEST_SHIELD_EXP + " experience points]"; + next; + goto L_End; L_Not_enough_logs: - mes "[Jack Lumber]"; - mes "\"You don't have enough wood for me to craft this shield; I need a total of " + @RAWLOGS_AMOUNT + " raw logs.\""; - close; + mes "[Jack Lumber]"; + mes "\"You don't have enough wood for me to craft this shield; I need a total of " + @RAWLOGS_AMOUNT + " raw logs.\""; + close; L_Not_enough_money: - mes "[Jack Lumber]"; - mes "\"You don't have enough gold, I'm afraid. I need " + @SHIELD_COST + " GP to finish your shield.\""; - close; + mes "[Jack Lumber]"; + mes "\"You don't have enough gold, I'm afraid. I need " + @SHIELD_COST + " GP to finish your shield.\""; + close; L_TooMany: - mes "[Jack Lumber]"; - mes "\"You don't have enough room for the shield. Come back when you do.\""; - close; + mes "[Jack Lumber]"; + mes "\"You don't have enough room for the shield. Come back when you do.\""; + close; L_Shield_state_3: - mes "[Jack Lumber]"; - mes "\"I hope that my shield will serve you well!\""; - next; - - if (Inspector == 1) - menu - "Me too.", -, - "Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer; - close; + mes "[Jack Lumber]"; + mes "\"I hope that my shield will serve you well!\""; + next; + if (Inspector == 1) + menu + "Me too.", -, + "Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer; + close; S_NohMask_Ask: - next; - menu - "I'll keep that in mind.", -, - "Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer; - return; + next; + menu + "I'll keep that in mind.", -, + "Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer; + return; L_NohMask_Answer: - mes "[Jack Lumber]"; - mes "\"Sorry, no.\""; - close; + mes "[Jack Lumber]"; + mes "\"Sorry, no.\""; + close; S_Update_Mask: - set QUEST_Forestbow_state, - (QUEST_Forestbow_state & ~(@Q_Forestbow_MASK | @Q_Woodenshield_MASK)) - | (@Q_Forestbow << @Q_Forestbow_SHIFT) - | (@Q_Woodenshield << @Q_Woodenshield_SHIFT); - return; + set QUEST_Forestbow_state, (QUEST_Forestbow_state & ~(@Q_Forestbow_MASK | @Q_Woodenshield_MASK)) | (@Q_Forestbow << @Q_Forestbow_SHIFT) | (@Q_Woodenshield << @Q_Woodenshield_SHIFT); + return; } diff --git a/world/map/npc/009-1/milly.txt b/world/map/npc/009-1/milly.txt index 2935d314..1f75eed2 100644 --- a/world/map/npc/009-1/milly.txt +++ b/world/map/npc/009-1/milly.txt @@ -1,25 +1,24 @@ -009-1.gat,81,41,0 script Milly 114, { - mes "[Milly]"; - mes "\"Hello.\""; - next; - if (Inspector == 1) goto L_NohMask; - close; +009-1.gat,81,41,0|script|Milly|114,{ + mes "[Milly]"; + mes "\"Hello.\""; + next; + if (Inspector == 1) goto L_NohMask; + close; L_NohMask: - menu - "Have you seen anything strange lately?", L_NohMask_Strange, - "Do you know anything about the recent robberies?", L_NohMask_Robbery, - "Hello", -; - close; + menu + "Have you seen anything strange lately?", L_NohMask_Strange, + "Do you know anything about the recent robberies?", L_NohMask_Robbery, + "Hello", -; + close; L_NohMask_Strange: - mes "[Milly]"; - mes "\"I haven't seen anything strange.\""; - close; + mes "[Milly]"; + mes "\"I haven't seen anything strange.\""; + close; L_NohMask_Robbery: - mes "[Milly]"; - mes "\"No, sorry.\""; - close; + mes "[Milly]"; + mes "\"No, sorry.\""; + close; } - diff --git a/world/map/npc/009-1/old_man.txt b/world/map/npc/009-1/old_man.txt index 84079138..97679b35 100644 --- a/world/map/npc/009-1/old_man.txt +++ b/world/map/npc/009-1/old_man.txt @@ -1,34 +1,34 @@ // Old man -009-1.gat,85,51,0 script Old Man 159,{ - mes "[Old Man]"; - mes "\"Don't let those monsters get to you.\""; - next; - if (Inspector == 1) goto L_NohMask_Ask; - if (Inspector == 6) goto L_NohMask_Accuse; - close; +009-1.gat,85,51,0|script|Old Man|159,{ + mes "[Old Man]"; + mes "\"Don't let those monsters get to you.\""; + next; + if (Inspector == 1) goto L_NohMask_Ask; + if (Inspector == 6) goto L_NohMask_Accuse; + close; L_NohMask_Ask: - menu - "Have you seen anything strange lately?", L_NohMask_Ask_Nothing, - "Do you know anything about the recent robberies?", L_NohMask_Ask_Nothing, - "I won't, thank you.", -; - close; + menu + "Have you seen anything strange lately?", L_NohMask_Ask_Nothing, + "Do you know anything about the recent robberies?", L_NohMask_Ask_Nothing, + "I won't, thank you.", -; + close; L_NohMask_Ask_Nothing: - mes "[Old Man]"; - mes "\"I'm sorry, but I didn't see anything. You should ask my old woman.\""; - close; + mes "[Old Man]"; + mes "\"I'm sorry, but I didn't see anything. You should ask my old woman.\""; + close; L_NohMask_Accuse: - menu - "The leader of the troupe said you hung around them a lot while they were in town.", L_NohMask_Accuse_Respond, - "I won't, thank you.", -; - close; + menu + "The leader of the troupe said you hung around them a lot while they were in town.", L_NohMask_Accuse_Respond, + "I won't, thank you.", -; + close; L_NohMask_Accuse_Respond: - mes "[Old Man]"; - mes "\"Yes, I hung around the theater a lot. I was an actor when I was younger. But I wasn't there that night. Me and the wife were at home all night.\""; - set Inspector, 7; - close; + mes "[Old Man]"; + mes "\"Yes, I hung around the theater a lot. I was an actor when I was younger. But I wasn't there that night. Me and the wife were at home all night.\""; + set Inspector, 7; + close; } diff --git a/world/map/npc/009-1/old_woman.txt b/world/map/npc/009-1/old_woman.txt index c48b3557..abca82c4 100644 --- a/world/map/npc/009-1/old_woman.txt +++ b/world/map/npc/009-1/old_woman.txt @@ -1,68 +1,67 @@ // Old woman -009-1.gat,29,43,0 script Old Woman 154,{ - if (BaseLevel < 40) goto L_Lower; +009-1.gat,29,43,0|script|Old Woman|154,{ + if (BaseLevel < 40) goto L_Lower; - mes "[Old Woman]"; - mes "\"Hello deary.\""; - next; + mes "[Old Woman]"; + mes "\"Hello deary.\""; + next; L_Continue: - if ((Inspector >= 1 && Inspector <= 7) || Inspector == 9) goto L_NohMask; - close; + if ((Inspector >= 1 && Inspector <= 7) || Inspector == 9) goto L_NohMask; + close; L_Lower: - mes "[Old Woman]"; - mes "\"Watch out for these flowers. They don't like to be messed with.\""; - next; - goto L_Continue; + mes "[Old Woman]"; + mes "\"Watch out for these flowers. They don't like to be messed with.\""; + next; + goto L_Continue; L_NohMask: - if (Inspector == 7) goto L_NohMask_Alibi; - callfunc "ProcessEquip"; - if (@torsoC == cDarkBlue && @legsC == cDarkBlue) goto L_NohMask_Fake; - if (Inspector >= 3 && Inspector <= 6) close; - - menu - "Have you seen anything strange lately?", L_NohMask_FirstAsk, - "Do you know anything about the recent robberies?", L_NohMask_FirstAsk, - "Hello", -; - close; + if (Inspector == 7) goto L_NohMask_Alibi; + callfunc "ProcessEquip"; + if (@torsoC == cDarkBlue && @legsC == cDarkBlue) + goto L_NohMask_Fake; + if (Inspector >= 3 && Inspector <= 6) close; + menu + "Have you seen anything strange lately?", L_NohMask_FirstAsk, + "Do you know anything about the recent robberies?", L_NohMask_FirstAsk, + "Hello", -; + close; L_NohMask_FirstAsk: - mes "[Old Woman]"; - mes "\"Yes, but I'm only talking to the inspector himself!\""; - if (Inspector == 1) set Inspector, 2; - close; + mes "[Old Woman]"; + mes "\"Yes, but I'm only talking to the inspector himself!\""; + if (Inspector == 1) set Inspector, 2; + close; L_NohMask_Alibi: - menu - "Was your husband with you at home all night the last night that the troupe was in town?", -; - - mes "[Old Woman]"; - mes "\"Yes, we were both at home all night.\""; - set Inspector, 8; - close; + menu + "Was your husband with you at home all night the last night that the troupe was in town?", -; + mes "[Old Woman]"; + mes "\"Yes, we were both at home all night.\""; + set Inspector, 8; + close; L_NohMask_Fake: - if (Inspector == 9) goto L_NohMask_Fake_Satchel; - if (Inspector >= 3 && Inspector <= 6) goto L_NohMask_Filler; + if (Inspector == 9) goto L_NohMask_Fake_Satchel; + if (Inspector >= 3 && Inspector <= 6) goto L_NohMask_Filler; - mes "[Old Woman]"; - mes "\"I saw someone sneaking around town wearing a theater mask. It looked like one of the masks used by the troupe that was in town recently.\""; - set Inspector, 3; - close; + mes "[Old Woman]"; + mes "\"I saw someone sneaking around town wearing a theater mask. It looked like one of the masks used by the troupe that was in town recently.\""; + set Inspector, 3; + close; L_NohMask_Filler: - mes "[Old Woman]"; - mes "\"I hope you catch that naughty person!\""; - close; + mes "[Old Woman]"; + mes "\"I hope you catch that naughty person!\""; + close; L_NohMask_Fake_Satchel: - mes "[Old Woman]"; - mes "\"I've remembered something else. The night the troupe left, I saw someone with a theater mask take a large satchel out of town. He was heading north.\""; - set Inspector, 10; - close; + mes "[Old Woman]"; + mes "\"I've remembered something else. The night the troupe left, I saw someone with a theater mask take a large satchel out of town. He was heading north.\""; + set Inspector, 10; + close; OnPCDieEvent: if (countitem(E10_TOKEN_ID) < 1) end; @@ -74,5 +73,4 @@ OnPCDieEvent: message strcharinfo(0), "But you do not move... the force is too distant, too weak, a shadow of the power that it might have once been."; set Easter_2010_QuestState, (Easter_2010_QuestState & ~(E10_STATE_ROSE_MASK << E10_STATE_ROSE_SHIFT)) | (E10_STATE_ROSE_ROSE_USED << E10_STATE_ROSE_SHIFT); end; - } diff --git a/world/map/npc/009-1/sabine.txt b/world/map/npc/009-1/sabine.txt index b8a45859..9fa5e20f 100644 --- a/world/map/npc/009-1/sabine.txt +++ b/world/map/npc/009-1/sabine.txt @@ -1,26 +1,26 @@ // Girl sitting on bench -009-1.gat,88,27,0 script Sabine 106,{ - mes "[Sabine]"; - mes "\"Isn't this place pretty? I love hanging out here!\""; - next; - if (Inspector == 1) goto L_NohMask; - close; +009-1.gat,88,27,0|script|Sabine|106,{ + mes "[Sabine]"; + mes "\"Isn't this place pretty? I love hanging out here!\""; + next; + if (Inspector == 1) goto L_NohMask; + close; L_NohMask: - menu - "Have you seen anything strange lately?", L_NohMask_Strange, - "Do you know anything about the recent robberies?", L_NohMask_Robbery, - "Yes, it is.", -; - close; + menu + "Have you seen anything strange lately?", L_NohMask_Strange, + "Do you know anything about the recent robberies?", L_NohMask_Robbery, + "Yes, it is.", -; + close; L_NohMask_Strange: - mes "[Sabine]"; - mes "\"I haven't seen anything strange.\""; - close; + mes "[Sabine]"; + mes "\"I haven't seen anything strange.\""; + close; L_NohMask_Robbery: - mes "[Sabine]"; - mes "\"No, sorry.\""; - close; + mes "[Sabine]"; + mes "\"No, sorry.\""; + close; } diff --git a/world/map/npc/009-1/soul-menhir.txt b/world/map/npc/009-1/soul-menhir.txt index 5daadd23..b2c57522 100644 --- a/world/map/npc/009-1/soul-menhir.txt +++ b/world/map/npc/009-1/soul-menhir.txt @@ -1,12 +1,12 @@ // -009-1.gat,53,40,0 script Soul Menhir 144, { - callfunc "ClearVariables"; - set @map$, "009-1.gat"; - setarray @Xs, 52, 53, 54, 52, 54, 52, 54; - setarray @Ys, 39, 39, 39, 40, 40, 41, 41; - set @x, 0; - set @y, 0; - callfunc "SoulMenhir"; - close; +009-1.gat,53,40,0|script|Soul Menhir|144,{ + callfunc "ClearVariables"; + set @map$, "009-1.gat"; + setarray @Xs, 52, 53, 54, 52, 54, 52, 54; + setarray @Ys, 39, 39, 39, 40, 40, 41, 41; + set @x, 0; + set @y, 0; + callfunc "SoulMenhir"; + close; } diff --git a/world/map/npc/009-1/water_pump.txt b/world/map/npc/009-1/water_pump.txt index 42c36d64..3ce09159 100644 --- a/world/map/npc/009-1/water_pump.txt +++ b/world/map/npc/009-1/water_pump.txt @@ -1,5 +1,5 @@ -// Water pump. YOu can fill empty b ottles here +// Water pump. You can fill empty bottles here -009-1.gat,76,33,0 script Water Pump 203,{ - callfunc "WaterBottle"; +009-1.gat,76,33,0|script|Water Pump|203,{ + callfunc "WaterBottle"; } diff --git a/world/map/npc/009-2/_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/009-2/airlia.txt b/world/map/npc/009-2/airlia.txt index 5ccaea3f..ca0b4f74 100644 --- a/world/map/npc/009-2/airlia.txt +++ b/world/map/npc/009-2/airlia.txt @@ -6,263 +6,245 @@ // * Airlia quest = 2 unlocks other options, perhaps with future Warrior Guild prospects (this is long term) -009-2.gat,123,71,0 script Airlia 108,{ - // Subquest 1a: Caretaker's daughter (initial, once) - set @LETTER_REWARD_GOLD_INITIAL, 1000; - set @LETTER_REWARD_EXP_INITIAL, 2000; +009-2.gat,123,71,0|script|Airlia|108,{ + // Subquest 1a: Caretaker's daughter (initial, once) + set @LETTER_REWARD_GOLD_INITIAL, 1000; + set @LETTER_REWARD_EXP_INITIAL, 2000; - set @Q_STATUS_RECIEVED_FIRST_LETTER, 2; - set @Q_STATUS_DELIVERED_FIRST_LETTER, 3; + set @Q_STATUS_RECIEVED_FIRST_LETTER, 2; + set @Q_STATUS_DELIVERED_FIRST_LETTER, 3; - // Subquest 1b: Continued delivery of letters (unlimited) - set @LETTER_REWARD_GOLD, 42; - set @LETTER_REWARD_EXP, 500; + // Subquest 1b: Continued delivery of letters (unlimited) + set @LETTER_REWARD_GOLD, 42; + set @LETTER_REWARD_EXP, 500; - set @Q_STATUS_HAS_NO_NEW_LETTER, 4; - set @Q_STATUS_HAS_NEW_LETTER, 5; + set @Q_STATUS_HAS_NO_NEW_LETTER, 4; + set @Q_STATUS_HAS_NEW_LETTER, 5; - // Subquest 2a: Fetch those undead drops (initial, once) - // TODO: Set sane values below - set @FETCH_AMOUNT_INITIAL, 50; - set @FETCH_LABEL_INITIAL$, "Bone"; - set @FETCH_REWARD_GOLD_INITIAL, 5000; - set @FETCH_REWARD_EXP_INITIAL, 50000; + // Subquest 2a: Fetch those undead drops (initial, once) + // TODO: Set sane values below + set @FETCH_AMOUNT_INITIAL, 50; + set @FETCH_LABEL_INITIAL$, "Bone"; + set @FETCH_REWARD_GOLD_INITIAL, 5000; + set @FETCH_REWARD_EXP_INITIAL, 50000; - set @Q_STATUS_HELP_AIRLIA, 1; - set @Q_STATUS_INITIAL_FETCH_REWARDED, 2; + set @Q_STATUS_HELP_AIRLIA, 1; + set @Q_STATUS_INITIAL_FETCH_REWARDED, 2; - // Subquest 2b: Fetch those undead drops (unlimited) - // TODO: Set sane values below - set @FETCH_AMOUNT, 10; - set @FETCH_LABEL$, "DiseasedHeart"; - set @FETCH_REWARD_GOLD, 6000; - set @FETCH_REWARD_EXP, 40000; + // Subquest 2b: Fetch those undead drops (unlimited) + // TODO: Set sane values below + set @FETCH_AMOUNT, 10; + set @FETCH_LABEL$, "DiseasedHeart"; + set @FETCH_REWARD_GOLD, 6000; + set @FETCH_REWARD_EXP, 40000; - if (QUEST_Airlia == @Q_STATUS_INITIAL_FETCH_REWARDED) goto L_Rewarded; - if (QUEST_Airlia == @Q_STATUS_HELP_AIRLIA) goto L_Fetch; - if (QUEST_Graveyard_Caretaker > @Q_STATUS_RECIEVED_FIRST_LETTER) goto L_Airlia_intro; + if (QUEST_Airlia == @Q_STATUS_INITIAL_FETCH_REWARDED) goto L_Rewarded; + if (QUEST_Airlia == @Q_STATUS_HELP_AIRLIA) goto L_Fetch; + if (QUEST_Graveyard_Caretaker > @Q_STATUS_RECIEVED_FIRST_LETTER) goto L_Airlia_intro; L_Caretaker: - mes "[Airlia]"; - mes "\"Greetings. Do you need a housing permit, or to license your mount?\""; - next; - - if (QUEST_Graveyard_Caretaker < @Q_STATUS_RECIEVED_FIRST_LETTER) - menu - "Sorry, no.", -, - "My what?", L_Caretaker_mount; - - if (QUEST_Graveyard_Caretaker == @Q_STATUS_RECIEVED_FIRST_LETTER) - menu - "Sorry, no.", -, - "I have a letter from your father.", L_Caretaker_first_reward, - "My what?", L_Caretaker_mount; - - mes "[Airlia]"; - mes "\"Nobody ever does...\""; - close; + mes "[Airlia]"; + mes "\"Greetings. Do you need a housing permit, or to license your mount?\""; + next; + if (QUEST_Graveyard_Caretaker < @Q_STATUS_RECIEVED_FIRST_LETTER) + menu + "Sorry, no.", -, + "My what?", L_Caretaker_mount; + if (QUEST_Graveyard_Caretaker == @Q_STATUS_RECIEVED_FIRST_LETTER) + menu + "Sorry, no.", -, + "I have a letter from your father.", L_Caretaker_first_reward, + "My what?", L_Caretaker_mount; + mes "[Airlia]"; + mes "\"Nobody ever does...\""; + close; L_Caretaker_mount: - // The mention of mounts will certainly gather some interest from players, - // this section may be extended. - close; + // The mention of mounts will certainly gather some interest from players, + // this section may be extended. + close; L_Caretaker_first_reward: - mes "[Airlia]"; - mes "\"Oh! Thank you very, very much! Please take this for your trouble.\""; - if (@LETTER_REWARD_GOLD_INITIAL > 0) - mes "[" + @LETTER_REWARD_GOLD_INITIAL + " GP]"; - if (@LETTER_REWARD_EXP_INITIAL > 0) - mes "[" + @LETTER_REWARD_EXP_INITIAL + " experience points]"; - - set zeny, zeny + @LETTER_REWARD_GOLD_INITIAL; - getexp @LETTER_REWARD_EXP_INITIAL, 0; - set QUEST_Graveyard_Caretaker, @Q_STATUS_DELIVERED_FIRST_LETTER; - close; + mes "[Airlia]"; + mes "\"Oh! Thank you very, very much! Please take this for your trouble.\""; + if (@LETTER_REWARD_GOLD_INITIAL > 0) + mes "[" + @LETTER_REWARD_GOLD_INITIAL + " GP]"; + if (@LETTER_REWARD_EXP_INITIAL > 0) + mes "[" + @LETTER_REWARD_EXP_INITIAL + " experience points]"; + set zeny, zeny + @LETTER_REWARD_GOLD_INITIAL; + getexp @LETTER_REWARD_EXP_INITIAL, 0; + set QUEST_Graveyard_Caretaker, @Q_STATUS_DELIVERED_FIRST_LETTER; + close; L_Caretaker_later_rewards: - mes "[Airlia]"; - mes "\"Oh! Thank you very, very much! Please take this for your trouble.\""; - if (@LETTER_REWARD_GOLD > 0) - mes "[" + @LETTER_REWARD_GOLD + " GP]"; - if (@LETTER_REWARD_EXP > 0) - mes "[" + @LETTER_REWARD_EXP + " experience points]"; - - set zeny, zeny + @LETTER_REWARD_GOLD; - getexp @LETTER_REWARD_EXP, 0; - set QUEST_Graveyard_Caretaker, @Q_STATUS_HAS_NO_NEW_LETTER; - close; + mes "[Airlia]"; + mes "\"Oh! Thank you very, very much! Please take this for your trouble.\""; + if (@LETTER_REWARD_GOLD > 0) + mes "[" + @LETTER_REWARD_GOLD + " GP]"; + if (@LETTER_REWARD_EXP > 0) + mes "[" + @LETTER_REWARD_EXP + " experience points]"; + set zeny, zeny + @LETTER_REWARD_GOLD; + getexp @LETTER_REWARD_EXP, 0; + set QUEST_Graveyard_Caretaker, @Q_STATUS_HAS_NO_NEW_LETTER; + close; L_Airlia_intro: - mes "[Airlia]"; - mes "\"My poor father, doomed to that awful cemetery.\""; - next; - - // CASE REMOVED: - // This step is pointless and just forces the player to make a selection that doesn't effect anything. - // ALSO it misses the case where QUEST_Graveyard_Caretaker == 3, in this case it proceeds to the message without wasting player clicks - // Removing this check will make execution the same for QUEST_Graveyard_Caretaker == 3 and QUEST_Graveyard_Caretaker == 4 - // If for some reason this is desireable, uncomment it and make sure to catch the extra case mentioned - // - //if (QUEST_Graveyard_Caretaker == @Q_STATUS_HAS_NO_NEW_LETTER) - // menu - // "...", -; - - if (QUEST_Graveyard_Caretaker == @Q_STATUS_HAS_NEW_LETTER) - menu - "...", -, - "Oh, I have a letter from him.", L_Caretaker_later_rewards; - - mes "[Airlia]"; - mes "\"You know, there are many who believe that each time the undead rise after being killed, they lose mana."; - mes "Eventually, there will not be enough mana for them to rise again and they can be at rest. Do you believe this is true?\""; - next; - - menu - "I believe so, yes.", L_Airlia_intro_mana_loss, - "Maybe...", L_Airlia_intro_mana_loss, - "No, that is not proven.", -; - - mes "[Airlia]"; - mes "\"Oh...\""; - close; + mes "[Airlia]"; + mes "\"My poor father, doomed to that awful cemetery.\""; + next; + + // CASE REMOVED: + // This step is pointless and just forces the player to make a selection that doesn't effect anything. + // ALSO it misses the case where QUEST_Graveyard_Caretaker == 3, in this case it proceeds to the message without wasting player clicks + // Removing this check will make execution the same for QUEST_Graveyard_Caretaker == 3 and QUEST_Graveyard_Caretaker == 4 + // If for some reason this is desireable, uncomment it and make sure to catch the extra case mentioned + // + //if (QUEST_Graveyard_Caretaker == @Q_STATUS_HAS_NO_NEW_LETTER) + // menu + // "...", -; + + if (QUEST_Graveyard_Caretaker == @Q_STATUS_HAS_NEW_LETTER) + menu + "...", -, + "Oh, I have a letter from him.", L_Caretaker_later_rewards; + mes "[Airlia]"; + mes "\"You know, there are many who believe that each time the undead rise after being killed, they lose mana."; + mes "Eventually, there will not be enough mana for them to rise again and they can be at rest. Do you believe this is true?\""; + next; + menu + "I believe so, yes.", L_Airlia_intro_mana_loss, + "Maybe...", L_Airlia_intro_mana_loss, + "No, that is not proven.", -; + mes "[Airlia]"; + mes "\"Oh...\""; + close; L_Airlia_intro_mana_loss: - mes "[Airlia]"; - mes "\"When I am not working, I recruit help for the esteemed Fighters of the Undead, or FoU."; - mes "They are an official group effort of the Warriors' Guild and Magicians, you know, a very prestigious group.\""; - next; - - menu - "...", L_Airlia_intro_fou, - "I have heard of them.", L_Airlia_intro_fou, - "Keep up the good work. I have to go now, bye.", -; - close; + mes "[Airlia]"; + mes "\"When I am not working, I recruit help for the esteemed Fighters of the Undead, or FoU."; + mes "They are an official group effort of the Warriors' Guild and Magicians, you know, a very prestigious group.\""; + next; + menu + "...", L_Airlia_intro_fou, + "I have heard of them.", L_Airlia_intro_fou, + "Keep up the good work. I have to go now, bye.", -; + close; L_Airlia_intro_fou: - mes "[Airlia]"; - mes "\"If we drain those evil creatures of their mana, I can get my father back. He is getting very old. Will you help us?\""; - next; - - menu - "Of course I will.", L_Airlia_intro_fight, - "Sure, I guess.", L_Airlia_intro_fight, - "Thanks, but no thanks. I have other business to attend to.", -; - close; + mes "[Airlia]"; + mes "\"If we drain those evil creatures of their mana, I can get my father back. He is getting very old. Will you help us?\""; + next; + menu + "Of course I will.", L_Airlia_intro_fight, + "Sure, I guess.", L_Airlia_intro_fight, + "Thanks, but no thanks. I have other business to attend to.", -; + close; L_Airlia_intro_fight: - mes "[Airlia]"; - mes "\"Great, just kill any of the undead creatures you can and bring me proof of your work, and I will put in a word for you with the guild.\""; - next; - - menu - "I'm on it.", -, - "What sort of proof?", L_Airlia_intro_proof; - - set QUEST_Airlia, @Q_STATUS_HELP_AIRLIA; - close; + mes "[Airlia]"; + mes "\"Great, just kill any of the undead creatures you can and bring me proof of your work, and I will put in a word for you with the guild.\""; + next; + menu + "I'm on it.", -, + "What sort of proof?", L_Airlia_intro_proof; + set QUEST_Airlia, @Q_STATUS_HELP_AIRLIA; + close; L_Airlia_intro_proof: - mes "[Airlia]"; - mes "\"Let's say " + @FETCH_AMOUNT_INITIAL + " " + getitemname(@FETCH_LABEL_INITIAL$) + "s. You don't know how much this means to me, thank you.\""; - set QUEST_Airlia, @Q_STATUS_HELP_AIRLIA; - close; + mes "[Airlia]"; + mes "\"Let's say " + @FETCH_AMOUNT_INITIAL + " " + getitemname(@FETCH_LABEL_INITIAL$) + "s. You don't know how much this means to me, thank you.\""; + set QUEST_Airlia, @Q_STATUS_HELP_AIRLIA; + close; L_Fetch: - mes "[Airlia]"; - mes "\"Thank you for helping my father.\""; - next; - - // Make sure to check if the player has a letter to deliver. - // If the check is not made then there is a bug, where the player - // has a letter but has not completed the initial fetch - // and is prevented from turing in the letter until the fetch is completed. - // - if (QUEST_Graveyard_Caretaker < @Q_STATUS_HAS_NEW_LETTER) - menu - "You are welcome.", -, - "I have collected the " + @FETCH_AMOUNT_INITIAL + " " + getitemname(@FETCH_LABEL_INITIAL$) + "s.", L_Fetch_initial_reward; - - if (QUEST_Graveyard_Caretaker == @Q_STATUS_HAS_NEW_LETTER) - menu - "You are welcome.", -, - "I have another letter from your father.", L_Caretaker_later_rewards, - "I have collected the " + @FETCH_AMOUNT_INITIAL + " " + getitemname(@FETCH_LABEL_INITIAL$) + "s.", L_Fetch_initial_reward; - - // The following checks are REDUNDANT - // The only way to get to this lable is after a check for QUEST_Airlia == @Q_STATUS_HELP_AIRLIA - // Incase you weren't paying attention: @Q_STATUS_HELP_AIRLIA = 1 < @Q_STATUS_INITIAL_FETCH_REWARDED - // Note: proper handling of the first case is done above. - // The second case never gets executed anyway and not handled. - // - //if (QUEST_Airlia < @Q_STATUS_INITIAL_FETCH_REWARDED) - // menu - // "You are welcome.", -, - // "I have collected the " + @FETCH_AMOUNT_INITIAL + " " + getitemname(@FETCH_LABEL_INITIAL$) + "s.", L_Fetch_initial_reward; - // - //if (QUEST_Airlia == @Q_STATUS_INITIAL_FETCH_REWARDED) - // menu - // "You are welcome.", -, - // "I have collected the " + @FETCH_AMOUNT + " " + getitemname(@FETCH_LABEL$) + "s.", L_Fetch_later_rewards; - - close; + mes "[Airlia]"; + mes "\"Thank you for helping my father.\""; + next; + + // Make sure to check if the player has a letter to deliver. + // If the check is not made then there is a bug, where the player + // has a letter but has not completed the initial fetch + // and is prevented from turing in the letter until the fetch is completed. + + if (QUEST_Graveyard_Caretaker < @Q_STATUS_HAS_NEW_LETTER) + menu + "You are welcome.", -, + "I have collected the " + @FETCH_AMOUNT_INITIAL + " " + getitemname(@FETCH_LABEL_INITIAL$) + "s.", L_Fetch_initial_reward; + if (QUEST_Graveyard_Caretaker == @Q_STATUS_HAS_NEW_LETTER) + menu + "You are welcome.", -, + "I have another letter from your father.", L_Caretaker_later_rewards, + "I have collected the " + @FETCH_AMOUNT_INITIAL + " " + getitemname(@FETCH_LABEL_INITIAL$) + "s.", L_Fetch_initial_reward; + + // The following checks are REDUNDANT + // The only way to get to this lable is after a check for QUEST_Airlia == @Q_STATUS_HELP_AIRLIA + // Incase you weren't paying attention: @Q_STATUS_HELP_AIRLIA = 1 < @Q_STATUS_INITIAL_FETCH_REWARDED + // Note: proper handling of the first case is done above. + // The second case never gets executed anyway and not handled. + // + //if (QUEST_Airlia < @Q_STATUS_INITIAL_FETCH_REWARDED) + // menu + // "You are welcome.", -, + // "I have collected the " + @FETCH_AMOUNT_INITIAL + " " + getitemname(@FETCH_LABEL_INITIAL$) + "s.", L_Fetch_initial_reward; + // + //if (QUEST_Airlia == @Q_STATUS_INITIAL_FETCH_REWARDED) + // menu + // "You are welcome.", -, + // "I have collected the " + @FETCH_AMOUNT + " " + getitemname(@FETCH_LABEL$) + "s.", L_Fetch_later_rewards; + + close; L_Fetch_initial_reward: - if (countitem(@FETCH_LABEL_INITIAL$) < @FETCH_AMOUNT_INITIAL) goto L_Fetch_not_enough; - - mes "[Airlia]"; - mes "\"Excellent work. You are definitely a great warrior. I will tell the guild of your deeds.\""; - if (@FETCH_REWARD_GOLD_INITIAL > 0) - mes "[" + @FETCH_REWARD_GOLD_INITIAL + " GP]"; - if (@FETCH_REWARD_EXP_INITIAL > 0) - mes "[" + @FETCH_REWARD_EXP_INITIAL + " experience points]"; - delitem @FETCH_LABEL_INITIAL$, @FETCH_AMOUNT_INITIAL; - set zeny, zeny + @FETCH_REWARD_GOLD_INITIAL; - getexp @FETCH_REWARD_EXP_INITIAL, 0; - set QUEST_Airlia, @Q_STATUS_INITIAL_FETCH_REWARDED; - next; - - mes "[Airlia]"; - // TODO: Write the dialogue when I'm not tired... - mes "\"Oh, before you leave. We all must do what we can to stop this tragedy."; - mes "If you are willing to keep draining the undead of mana, I will give you what gold I can afford as a token of my gratitude.\""; - close; + if (countitem(@FETCH_LABEL_INITIAL$) < @FETCH_AMOUNT_INITIAL) goto L_Fetch_not_enough; + mes "[Airlia]"; + mes "\"Excellent work. You are definitely a great warrior. I will tell the guild of your deeds.\""; + if (@FETCH_REWARD_GOLD_INITIAL > 0) + mes "[" + @FETCH_REWARD_GOLD_INITIAL + " GP]"; + if (@FETCH_REWARD_EXP_INITIAL > 0) + mes "[" + @FETCH_REWARD_EXP_INITIAL + " experience points]"; + delitem @FETCH_LABEL_INITIAL$, @FETCH_AMOUNT_INITIAL; + set zeny, zeny + @FETCH_REWARD_GOLD_INITIAL; + getexp @FETCH_REWARD_EXP_INITIAL, 0; + set QUEST_Airlia, @Q_STATUS_INITIAL_FETCH_REWARDED; + next; + mes "[Airlia]"; + // TODO: Write the dialogue when I'm not tired... + mes "\"Oh, before you leave. We all must do what we can to stop this tragedy."; + mes "If you are willing to keep draining the undead of mana, I will give you what gold I can afford as a token of my gratitude.\""; + close; L_Fetch_later_rewards: - if (countitem(@FETCH_LABEL$) < @FETCH_AMOUNT) goto L_Fetch_not_enough; - - mes "[Airlia]"; - mes "\"Excellent work. You are definitely a great warrior.\""; - if (@FETCH_REWARD_GOLD > 0) - mes "[" + @FETCH_REWARD_GOLD + " GP]"; - if (@FETCH_REWARD_EXP > 0) - mes "[" + @FETCH_REWARD_EXP + " experience points]"; - delitem @FETCH_LABEL$, @FETCH_AMOUNT; - set zeny, zeny + @FETCH_REWARD_GOLD; - getexp @FETCH_REWARD_EXP, 0; - close; + if (countitem(@FETCH_LABEL$) < @FETCH_AMOUNT) + goto L_Fetch_not_enough; + mes "[Airlia]"; + mes "\"Excellent work. You are definitely a great warrior.\""; + if (@FETCH_REWARD_GOLD > 0) + mes "[" + @FETCH_REWARD_GOLD + " GP]"; + if (@FETCH_REWARD_EXP > 0) + mes "[" + @FETCH_REWARD_EXP + " experience points]"; + delitem @FETCH_LABEL$, @FETCH_AMOUNT; + set zeny, zeny + @FETCH_REWARD_GOLD; + getexp @FETCH_REWARD_EXP, 0; + close; L_Fetch_not_enough: - mes "[Airlia]"; - mes "\"I'm sorry, I didn't realize you couldn't count. Perhaps when I have some free time, I can help you learn if you'd like.\""; - close; + mes "[Airlia]"; + mes "\"I'm sorry, I didn't realize you couldn't count. Perhaps when I have some free time, I can help you learn if you'd like.\""; + close; L_Rewarded: - mes "[Airlia]"; - mes "\"Thank you for your help.\""; - next; - - if (QUEST_Graveyard_Caretaker < @Q_STATUS_HAS_NEW_LETTER) - menu - "You are welcome.", -, - "I have collected the " + @FETCH_AMOUNT + " " + getitemname(@FETCH_LABEL$) + "s.", L_Fetch_later_rewards; - - if (QUEST_Graveyard_Caretaker == @Q_STATUS_HAS_NEW_LETTER) - menu - "You are welcome.", -, - "I have another letter from your father.", L_Caretaker_later_rewards, - "I have collected the " + @FETCH_AMOUNT + " " + getitemname(@FETCH_LABEL$) + "s.", L_Fetch_later_rewards; - - close; + mes "[Airlia]"; + mes "\"Thank you for your help.\""; + next; + if (QUEST_Graveyard_Caretaker < @Q_STATUS_HAS_NEW_LETTER) + menu + "You are welcome.", -, + "I have collected the " + @FETCH_AMOUNT + " " + getitemname(@FETCH_LABEL$) + "s.", L_Fetch_later_rewards; + if (QUEST_Graveyard_Caretaker == @Q_STATUS_HAS_NEW_LETTER) + menu + "You are welcome.", -, + "I have another letter from your father.", L_Caretaker_later_rewards, + "I have collected the " + @FETCH_AMOUNT + " " + getitemname(@FETCH_LABEL$) + "s.", L_Fetch_later_rewards; + close; } diff --git a/world/map/npc/009-2/alan.txt b/world/map/npc/009-2/alan.txt index f19990d9..1eeb51f0 100644 --- a/world/map/npc/009-2/alan.txt +++ b/world/map/npc/009-2/alan.txt @@ -8,217 +8,213 @@ //################################################################################# // Archer Shop Master -009-2.gat,99,23,0 script Alan 125, { - set @Q_MASK, NIBBLE_0_MASK; - set @Q_SHIFT, NIBBLE_0_SHIFT; - - set @Q_status, ((QUEST_Forestbow_state) & @Q_MASK) >> @Q_SHIFT; - - if (@Q_status == 1) goto L_State_1; - if (@Q_status == 2) goto L_State_2; - if (@Q_status == 3) goto L_State_3; - if (@Q_status == 4) goto L_State_4; - if (@Q_status == 5) goto L_State_5; - - mes "[Alan]"; - mes "\"When you want to buy something then please speak to my apprentice. I am only doing special requests.\""; - next; - if (Inspector == 1) - menu - "OK, thanks.", -, - "Can you make me a really good bow?", L_State_0_1, - "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer; - if (Inspector != 1) - menu - "OK, thanks.", -, - "Can you make me a really good bow?", L_State_0_1; - close; +009-2.gat,99,23,0|script|Alan|125,{ + set @Q_MASK, NIBBLE_0_MASK; + set @Q_SHIFT, NIBBLE_0_SHIFT; + + set @Q_status, ((QUEST_Forestbow_state) & @Q_MASK) >> @Q_SHIFT; + + if (@Q_status == 1) goto L_State_1; + if (@Q_status == 2) goto L_State_2; + if (@Q_status == 3) goto L_State_3; + if (@Q_status == 4) goto L_State_4; + if (@Q_status == 5) goto L_State_5; + + mes "[Alan]"; + mes "\"When you want to buy something then please speak to my apprentice. I am only doing special requests.\""; + next; + if (Inspector == 1) + menu + "OK, thanks.", -, + "Can you make me a really good bow?", L_State_0_1, + "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer; + if (Inspector != 1) + menu + "OK, thanks.", -, + "Can you make me a really good bow?", L_State_0_1; + close; L_State_0_1: - mes "[Alan]"; - mes "\"You mean like one of my legendary forest bows?\""; - next; - menu - "Yes, that would be nice.", -; - mes "[Alan]"; - mes "\"Sorry, I am not making these anymore.\""; - next; - menu - "Oh, too bad.", -, - "What? Why not?", L_State_0_2; - close; + mes "[Alan]"; + mes "\"You mean like one of my legendary forest bows?\""; + next; + menu + "Yes, that would be nice.", -; + mes "[Alan]"; + mes "\"Sorry, I am not making these anymore.\""; + next; + menu + "Oh, too bad.", -, + "What? Why not?", L_State_0_2; + close; L_State_0_2: - mes "[Alan]"; - mes "\"The problem is that I am short of material. My forestbows are not made of regular wood, you know."; - mes "They are made of special living wood. And only the best logs of living wood are good enough for them."; - mes "I used to get these logs from Jack, the lumberjack. But the last time I asked him for a new delivery he said that he would never again get any for me.\""; - - set @Q_status, 1; - callsub S_Update_Var; - - next; - menu - "Too bad.", -, - "Did you ask him why?", L_State_0_3; - close; + mes "[Alan]"; + mes "\"The problem is that I am short of material. My forestbows are not made of regular wood, you know."; + mes "They are made of special living wood. And only the best logs of living wood are good enough for them."; + mes "I used to get these logs from Jack, the lumberjack. But the last time I asked him for a new delivery he said that he would never again get any for me.\""; + set @Q_status, 1; + callsub S_Update_Var; + next; + menu + "Too bad.", -, + "Did you ask him why?", L_State_0_3; + close; L_State_0_3: - mes "[Alan]"; - mes "\"Sure I did. But he just told me to leave him alone. Maybe you could ask him what's wrong?\""; - next; - menu - "OK, I'll ask him.", -, - "I am sure he got his reasons.", -; - close; + mes "[Alan]"; + mes "\"Sure I did. But he just told me to leave him alone. Maybe you could ask him what's wrong?\""; + next; + menu + "OK, I'll ask him.", -, + "I am sure he got his reasons.", -; + close; L_State_1: - mes "[Alan]"; - mes "\"Did you already ask Jack why he won't deliver me any more living wood?\""; - next; - if (Inspector == 1) - menu - "No, I haven't had the time yet.", -, - "No, I didn't find him yet.", L_State_1_1, - "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer; - if (Inspector != 1) - menu - "No, I haven't had the time yet.", -, - "No, I didn't find him yet.", L_State_1_1; - close; + mes "[Alan]"; + mes "\"Did you already ask Jack why he won't deliver me any more living wood?\""; + next; + if (Inspector == 1) + menu + "No, I haven't had the time yet.", -, + "No, I didn't find him yet.", L_State_1_1, + "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer; + if (Inspector != 1) + menu + "No, I haven't had the time yet.", -, + "No, I didn't find him yet.", L_State_1_1; + close; L_State_1_1: - mes "[Alan]"; - mes "\"When you leave my shop just go southwest over the village plaza. You can't miss it.\""; - close; + mes "[Alan]"; + mes "\"When you leave my shop just go southwest over the village plaza. You can't miss it.\""; + close; L_State_2: - mes "[Alan]"; - mes "\"Did you already ask Jack why he won't deliver me any more living wood?\""; - next; - if (Inspector == 1) - menu - "Yes, I did. He said that the trees turned into dangerous monsters.", -, - "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer; - if (Inspector != 1) - menu - "Yes, I did. He said that the trees turned into dangerous monsters.", -; - mes "[Alan]"; - mes "\"Oh, that's really bad news. Maybe you can do his job?"; - mes "When you kill some of these tree monsters and bring me their wood I can take a look at them."; - mes "Maybe you will find a piece of wood that is strong enough to become one of my forest bows.\""; - - set @Q_status, 3; - callsub S_Update_Var; - - close; + mes "[Alan]"; + mes "\"Did you already ask Jack why he won't deliver me any more living wood?\""; + next; + if (Inspector == 1) + menu + "Yes, I did. He said that the trees turned into dangerous monsters.", -, + "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer; + if (Inspector != 1) + menu + "Yes, I did. He said that the trees turned into dangerous monsters.", -; + mes "[Alan]"; + mes "\"Oh, that's really bad news. Maybe you can do his job?"; + mes "When you kill some of these tree monsters and bring me their wood I can take a look at them."; + mes "Maybe you will find a piece of wood that is strong enough to become one of my forest bows.\""; + set @Q_status, 3; + callsub S_Update_Var; + close; L_State_3: - mes "[Alan]"; - mes "\"How is the hunt going? Did you bring me any wood?\""; - if (countitem(569) < 1) close; - next; - if (Inspector == 1) - menu - "Here, take a look!", L_State_3_try, - "Yes, but I need it for something else.", -, - "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer; - if (Inspector != 1) - menu - "Here, take a look!", L_State_3_try, - "Yes, but I need it for something else.", -; - close; + mes "[Alan]"; + mes "\"How is the hunt going? Did you bring me any wood?\""; + if (countitem(569) < 1) close; + next; + if (Inspector == 1) + menu + "Here, take a look!", L_State_3_try, + "Yes, but I need it for something else.", -, + "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer; + if (Inspector != 1) + menu + "Here, take a look!", L_State_3_try, + "Yes, but I need it for something else.", -; + close; L_State_3_try: - if (countitem(569) < 1) goto L_No_Log; - delitem "RawLog", 1; - mes "[Alan]"; - mes "\"Hmmm... looks ok, but is it strong enough?\""; - mes "Alan bends the log over his knee."; - next; - set @Temp1, rand(20); - if (@Temp1 == 0) goto L_State_3_success; - mes "The log breaks with a loud crack."; - next; - mes "[Alan]"; - mes "\"Sorry, this log was too weak for one of my forest bows. Now it is junk. Give me another.\""; - if (countitem(569) < 1) close; - next; - menu - "Sure, here you go.", L_State_3_try, - "Hey! Stop breaking my stuff!", -; - close; + if (countitem(569) < 1) + goto L_No_Log; + delitem "RawLog", 1; + mes "[Alan]"; + mes "\"Hmmm... looks ok, but is it strong enough?\""; + mes "Alan bends the log over his knee."; + next; + set @Temp1, rand(20); + if (@Temp1 == 0) goto L_State_3_success; + mes "The log breaks with a loud crack."; + next; + mes "[Alan]"; + mes "\"Sorry, this log was too weak for one of my forest bows. Now it is junk. Give me another.\""; + if (countitem(569) < 1) close; + next; + menu + "Sure, here you go.", L_State_3_try, + "Hey! Stop breaking my stuff!", -; + close; L_State_3_success: - mes "Alan tries as hard as he can but the log won't bend."; - next; - mes "[Alan]"; - mes "\"Aaah! Yes! That is a really fine piece of wood you brought me. It will make an excellent bow!\""; - next; - set @Q_status, 4; - callsub S_Update_Var; + mes "Alan tries as hard as he can but the log won't bend."; + next; + mes "[Alan]"; + mes "\"Aaah! Yes! That is a really fine piece of wood you brought me. It will make an excellent bow!\""; + next; + set @Q_status, 4; + callsub S_Update_Var; L_State_4: - mes "[Alan]"; - mes "\"I can make you a really nice forest bow out of this. I just need 10,000 GP for material and work time.\""; - next; - if (Inspector == 1) - menu - "10,000??? What a ripoff!", -, - "Sure, here you go!", L_State_4_pay, - "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer; - if (Inspector != 1) - menu - "10,000??? What a ripoff!", -, - "Sure, here you go!", L_State_4_pay; - close; + mes "[Alan]"; + mes "\"I can make you a really nice forest bow out of this. I just need 10,000 GP for material and work time.\""; + next; + if (Inspector == 1) + menu + "10,000??? What a ripoff!", -, + "Sure, here you go!", L_State_4_pay, + "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer; + if (Inspector != 1) + menu + "10,000??? What a ripoff!", -, + "Sure, here you go!", L_State_4_pay; + close; L_State_4_pay: - if (zeny < 10000) goto L_State_4_nocash; - getinventorylist; - if (@inventorylist_count == 100) goto L_State_4_TooMany; - set zeny, zeny - 10000; - getitem "ForestBow", 1; - set @Q_status, 5; - callsub S_Update_Var; - mes "[Alan]"; - mes "\"Here you go - have fun with it.\""; - close; + if (zeny < 10000) + goto L_State_4_nocash; + getinventorylist; + if (@inventorylist_count == 100) + goto L_State_4_TooMany; + set zeny, zeny - 10000; + getitem "ForestBow", 1; + set @Q_status, 5; + callsub S_Update_Var; + mes "[Alan]"; + mes "\"Here you go - have fun with it.\""; + close; L_State_4_nocash: - mes "[Alan]"; - mes "\"Seems like you are out of cash.\""; - close; + mes "[Alan]"; + mes "\"Seems like you are out of cash.\""; + close; L_State_4_TooMany: - mes "[Alan]"; - mes "\"Seems like you don't have room for this bow. Come back later.\""; - close; + mes "[Alan]"; + mes "\"Seems like you don't have room for this bow. Come back later.\""; + close; L_State_5: - mes "[Alan]"; - mes "\"I hope you are satisfied with your forest bow. It is one of my best works.\""; - next; - - if (Inspector == 1) - menu - "I am!", -, - "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer; - close; + mes "[Alan]"; + mes "\"I hope you are satisfied with your forest bow. It is one of my best works.\""; + next; + if (Inspector == 1) + menu + "I am!", -, + "Have you seen anything strange recently that might be connected to the robberies?", L_NohMask_Answer; + close; L_NohMask_Answer: - mes "[Alan]"; - mes "\"No.\""; - close; + mes "[Alan]"; + mes "\"No.\""; + close; L_No_Log: - mes "[Alan]"; - mes "\"Where should I look at? You don't have a raw log.\""; - close; + mes "[Alan]"; + mes "\"Where should I look at? You don't have a raw log.\""; + close; S_Update_Var: - set QUEST_Forestbow_state, - (QUEST_Forestbow_state & ~(@Q_MASK) - | (@Q_status << @Q_SHIFT)); - return; + set QUEST_Forestbow_state, (QUEST_Forestbow_state & ~(@Q_MASK) | (@Q_status << @Q_SHIFT)); + return; } diff --git a/world/map/npc/009-2/doctor.txt b/world/map/npc/009-2/doctor.txt index 2fbfcbd1..7b6931e0 100644 --- a/world/map/npc/009-2/doctor.txt +++ b/world/map/npc/009-2/doctor.txt @@ -1,81 +1,78 @@ // Doctor -009-2.gat,148,25,0 script Doctor 107,{ - if (getequipid(equip_head) == 616) goto L_Axe; - if (getequipid(equip_head) == 621) goto L_Eyepatch; +009-2.gat,148,25,0|script|Doctor|107,{ + if (getequipid(equip_head) == 616) goto L_Axe; + if (getequipid(equip_head) == 621) goto L_Eyepatch; - mes "[Doctor]"; - mes "\"Hello, can I help you?\""; - next; + mes "[Doctor]"; + mes "\"Hello, can I help you?\""; + next; - if (Inspector == 1) - menu - "I think I am sick!", L_Cure, - "No, I feel fine.", -, - "Have you seen anything strange in town? Anything that might have to do with the robberies?", L_NohMask; - if (Inspector != 1) - menu - "I think I am sick!", L_Cure, - "No, I feel fine.", -; + if (Inspector == 1) + menu + "I think I am sick!", L_Cure, + "No, I feel fine.", -, + "Have you seen anything strange in town? Anything that might have to do with the robberies?", L_NohMask; + if (Inspector != 1) + menu + "I think I am sick!", L_Cure, + "No, I feel fine.", -; - mes "[Doctor]"; - mes "\"Then please stop wasting my precious time.\""; - close; + mes "[Doctor]"; + mes "\"Then please stop wasting my precious time.\""; + close; L_Cure: - mes "[Doctor]"; - if (sc_check(sc_poison)) - goto L_CurePoison; - mes "The doctor examines you briefly."; - mes "\"Nonsense! You look fine and dandy to me. All you need is a bit more exercise and fresh fruit in your diet!\""; - close; + mes "[Doctor]"; + if (sc_check(sc_poison)) goto L_CurePoison; + mes "The doctor examines you briefly."; + mes "\"Nonsense! You look fine and dandy to me. All you need is a bit more exercise and fresh fruit in your diet!\""; + close; L_CurePoison: - mes "\"Well, well, well! Look at all those green bubbles coming out of your head; that looks like poisoning to me! Did you eat something rotten?\""; - next; - mes "[Doctor]"; - mes "The doctor pulls out a syringe and fills it with a white liquid from a jar on his desk."; - mes "\"Now hold still, this won't hurt a bit...\""; - next; - mes "[Doctor]"; - sc_end(sc_poison); - sc_end(sc_slowpoison); - mes "*Ouch!*"; - mes "\"Next time, be more careful! Make sure to cook any meats before you eat them, and don't eat fish once it starts to smell.\""; - close; + mes "\"Well, well, well! Look at all those green bubbles coming out of your head; that looks like poisoning to me! Did you eat something rotten?\""; + next; + mes "[Doctor]"; + mes "The doctor pulls out a syringe and fills it with a white liquid from a jar on his desk."; + mes "\"Now hold still, this won't hurt a bit...\""; + next; + mes "[Doctor]"; + sc_end(sc_poison); + sc_end(sc_slowpoison); + mes "*Ouch!*"; + mes "\"Next time, be more careful! Make sure to cook any meats before you eat them, and don't eat fish once it starts to smell.\""; + close; L_Axe: - mes "[Doctor]"; - mes "\"Oh my, what happened to you?\""; - next; - mes "[Doctor]"; - mes "\"Wait. Thats just a fake. Shame on you!\""; - close; + mes "[Doctor]"; + mes "\"Oh my, what happened to you?\""; + next; + mes "[Doctor]"; + mes "\"Wait. Thats just a fake. Shame on you!\""; + close; L_Eyepatch: - mes "[Doctor]"; - mes "\"Would you like a glass eye to replace that eye patch you have? We just got a whole load of them in today. I'll even let you keep the patch as a souvenir.\""; - next; - menu - "Yes, please.", L_Eyepatch_GlassEye, - "No thank you", -; - - mes "[Doctor]"; - mes "\"If you change your mind, please come back and see me.\""; - close; + mes "[Doctor]"; + mes "\"Would you like a glass eye to replace that eye patch you have? We just got a whole load of them in today. I'll even let you keep the patch as a souvenir.\""; + next; + menu + "Yes, please.", L_Eyepatch_GlassEye, + "No thank you", -; + mes "[Doctor]"; + mes "\"If you change your mind, please come back and see me.\""; + close; L_Eyepatch_GlassEye: - mes "[Doctor]"; - mes "\"Now, where did I put that box of eyes...\""; - mes "He goes off to look for them and comes back empty handed."; - next; - - mes "[Doctor]"; - mes "\"I can't seem to find where I put that box. You should come back later, I may have found them by then.\""; - close; + mes "[Doctor]"; + mes "\"Now, where did I put that box of eyes...\""; + mes "He goes off to look for them and comes back empty handed."; + next; + mes "[Doctor]"; + mes "\"I can't seem to find where I put that box. You should come back later, I may have found them by then.\""; + close; L_NohMask: - mes "[Doctor]"; - mes "\"No, I haven't seen anything.\""; - close; + mes "[Doctor]"; + mes "\"No, I haven't seen anything.\""; + close; } diff --git a/world/map/npc/009-2/drunks.txt b/world/map/npc/009-2/drunks.txt index 61246b4e..a20a0c91 100644 --- a/world/map/npc/009-2/drunks.txt +++ b/world/map/npc/009-2/drunks.txt @@ -1,16 +1,16 @@ //Left drinking contest guy -009-2.gat,65,55,0 script Drinker 121, { - mes "[Binge Drinker]"; - mes "\"Ha! I'll drink muuuch mo.. more than you! Im not ooone biiit dr...dr..unk!\""; - close; +009-2.gat,65,55,0|script|Drinker|121,{ + mes "[Binge Drinker]"; + mes "\"Ha! I'll drink muuuch mo.. more than you! Im not ooone biiit dr...dr..unk!\""; + close; } //Right drinking contest guy -009-2.gat,68,55,0 script Drinker 121, { - mes "[Binge Drinker]"; - mes "\"I can still drink more! Better give up you... you... teelotaler! MORE BEER MELINDA!\""; - //I know it's called "teetotaler". That error is on purpose. - close; +009-2.gat,68,55,0|script|Drinker|121,{ + mes "[Binge Drinker]"; + mes "\"I can still drink more! Better give up you... you... teelotaler! MORE BEER MELINDA!\""; + //I know it's called "teetotaler". That error is on purpose. + close; } diff --git a/world/map/npc/009-2/inspector.txt b/world/map/npc/009-2/inspector.txt index f25d026a..e1461584 100644 --- a/world/map/npc/009-2/inspector.txt +++ b/world/map/npc/009-2/inspector.txt @@ -1,127 +1,125 @@ // -009-2.gat,24,99,0 script Inspector#Hurnscald 150,{ - if (Inspector == 0 && BaseLevel >= 30) goto L_NohMask_Start; - if (Inspector == 1) goto L_NohMask_AskVillage; - if (Inspector == 2) goto L_NohMask_OldWoman; - if (Inspector == 3) goto L_NohMask_TheaterMask; - if (Inspector == 4) goto L_NohMask_TravelingTroupe; - if (Inspector == 5) goto L_NohMask_OldMan; - if (Inspector == 6) goto L_NohMask_OldMan_2; - if (Inspector == 7) goto L_NohMask_Alibi; - if (Inspector == 8) goto L_NohMask_Alibi_2; - if (Inspector == 9) goto L_NohMask_Alibi_3; - if (Inspector == 10) goto L_NohMask_Satchel; - if (Inspector == 11) goto L_NohMask_Basement; - if (Inspector == 12) goto L_NohMask_Note; - if (Inspector == 13) goto L_NohMask_TravelingTroupe_2; - if (Inspector == 14) goto L_NohMask_Over; - if (Inspector == 15) goto L_NohMask_End; - mes "[Inspector]"; - mes "\"I'm sorry, but I'm busy looking into this string of robberies.\""; - close; +009-2.gat,24,99,0|script|Inspector#Hurnscald|150,{ + if (Inspector == 0 && BaseLevel >= 30) goto L_NohMask_Start; + if (Inspector == 1) goto L_NohMask_AskVillage; + if (Inspector == 2) goto L_NohMask_OldWoman; + if (Inspector == 3) goto L_NohMask_TheaterMask; + if (Inspector == 4) goto L_NohMask_TravelingTroupe; + if (Inspector == 5) goto L_NohMask_OldMan; + if (Inspector == 6) goto L_NohMask_OldMan_2; + if (Inspector == 7) goto L_NohMask_Alibi; + if (Inspector == 8) goto L_NohMask_Alibi_2; + if (Inspector == 9) goto L_NohMask_Alibi_3; + if (Inspector == 10) goto L_NohMask_Satchel; + if (Inspector == 11) goto L_NohMask_Basement; + if (Inspector == 12) goto L_NohMask_Note; + if (Inspector == 13) goto L_NohMask_TravelingTroupe_2; + if (Inspector == 14) goto L_NohMask_Over; + if (Inspector == 15) goto L_NohMask_End; + mes "[Inspector]"; + mes "\"I'm sorry, but I'm busy looking into this string of robberies.\""; + close; L_NohMask_Start: - mes "\"Hmm...what to do.\""; - mes "He looks up and into your face."; - next; - - mes "[Inspector]"; - mes "\"You look capable, will you help me solve these robberies?\""; - next; - - menu - "Yes", L_NohMask_Accept, - "No", -; - close; + mes "\"Hmm...what to do.\""; + mes "He looks up and into your face."; + next; + mes "[Inspector]"; + mes "\"You look capable, will you help me solve these robberies?\""; + next; + menu + "Yes", L_NohMask_Accept, + "No", -; + close; L_NohMask_Accept: - set Inspector, 1; - mes "[Inspector]"; - mes "\"Ok then. I'd like you to ask the villagers about the recent string of robberies.\""; - close; + set Inspector, 1; + mes "[Inspector]"; + mes "\"Ok then. I'd like you to ask the villagers about the recent string of robberies.\""; + close; L_NohMask_AskVillage: - mes "[Inspector]"; - mes "\"Please continue talking to the villagers.\""; - close; + mes "[Inspector]"; + mes "\"Please continue talking to the villagers.\""; + close; L_NohMask_OldWoman: - mes "[Inspector]"; - mes "\"Hm...I don't know if I trust her eyesight or memory. See if someone else knows anything.\""; - close; + mes "[Inspector]"; + mes "\"Hm...I don't know if I trust her eyesight or memory. See if someone else knows anything.\""; + close; L_NohMask_TheaterMask: - set Inspector, 4; - mes "[Inspector]"; - mes "\"Someone in a theater mask, eh? There was a traveling theater troupe in town recently, but they've moved on to Tulimshar. Please go talk to their leader about this.\""; - close; + set Inspector, 4; + mes "[Inspector]"; + mes "\"Someone in a theater mask, eh? There was a traveling theater troupe in town recently, but they've moved on to Tulimshar. Please go talk to their leader about this.\""; + close; L_NohMask_TravelingTroupe: - mes "[Inspector]"; - mes "\"Please go talk to the leader of the traveling troupe about the theater mask.\""; - close; + mes "[Inspector]"; + mes "\"Please go talk to the leader of the traveling troupe about the theater mask.\""; + close; L_NohMask_OldMan: - set Inspector, 6; - mes "[Inspector]"; - mes "\"Hm...an old man? Could you interrogate him for me?\""; - close; + set Inspector, 6; + mes "[Inspector]"; + mes "\"Hm...an old man? Could you interrogate him for me?\""; + close; L_NohMask_OldMan_2: - mes "[Inspector]"; - mes "\"Have you talked with the old man yet?\""; - close; + mes "[Inspector]"; + mes "\"Have you talked with the old man yet?\""; + close; L_NohMask_Alibi: - mes "[Inspector]"; - mes "\"Can you verify that with his wife?\""; - close; + mes "[Inspector]"; + mes "\"Can you verify that with his wife?\""; + close; L_NohMask_Alibi_2: - set Inspector, 9; - mes "[Inspector]"; - mes "\"Hm...then it couldn't be him. I'm not sure where to go from here, maybe you can find something else. Try talking to everyone again.\""; - close; + set Inspector, 9; + mes "[Inspector]"; + mes "\"Hm...then it couldn't be him. I'm not sure where to go from here, maybe you can find something else. Try talking to everyone again.\""; + close; L_NohMask_Alibi_3: - mes "[Inspector]"; - mes "\"Made any progress yet?\""; - close; + mes "[Inspector]"; + mes "\"Made any progress yet?\""; + close; L_NohMask_Satchel: - mes "[Inspector]"; - mes "\"Then go north and investigate!\""; - close; + mes "[Inspector]"; + mes "\"Then go north and investigate!\""; + close; L_NohMask_Basement: - mes "[Inspector]"; - mes "\"Did you look over the basement?\""; - close; + mes "[Inspector]"; + mes "\"Did you look over the basement?\""; + close; L_NohMask_Note: - set Inspector, 13; - mes "[Inspector]"; - mes "\"What a strange note. I'll keep track of this, while you return the mask to the troupe.\""; - mes ""; - mes "\"By the way, stay sharp! I may call upon you again.\""; - close; + set Inspector, 13; + mes "[Inspector]"; + mes "\"What a strange note. I'll keep track of this, while you return the mask to the troupe.\""; + mes ""; + mes "\"By the way, stay sharp! I may call upon you again.\""; + close; L_NohMask_TravelingTroupe_2: - mes "[Inspector]"; - mes "\"Please return the mask to the traveling troupe.\""; - close; + mes "[Inspector]"; + mes "\"Please return the mask to the traveling troupe.\""; + close; L_NohMask_Over: - set Inspector, 15; - mes "[Inspector]"; - mes "\"My men have found all of the stolen items. They were all in the mining camp. We still don't know who did it.\""; - mes "[2500 experience points]"; - getexp 2500, 0; - close; + set Inspector, 15; + mes "[Inspector]"; + mes "\"My men have found all of the stolen items. They were all in the mining camp. We still don't know who did it.\""; + mes "[2500 experience points]"; + getexp 2500, 0; + close; L_NohMask_End: - mes "[Inspector]"; - mes "\"Remember to stay sharp. I might need your help on another case.\""; - close; + mes "[Inspector]"; + mes "\"Remember to stay sharp. I might need your help on another case.\""; + close; } diff --git a/world/map/npc/009-2/kfahr.txt b/world/map/npc/009-2/kfahr.txt index b45a1f80..b5d3abcf 100644 --- a/world/map/npc/009-2/kfahr.txt +++ b/world/map/npc/009-2/kfahr.txt @@ -9,1241 +9,1073 @@ //# (win arm-wrestling + bring 10 snake skins + level 60) -> golden stinger //# //# Variables used: @QUEST_Forestbow_state, nibble 2 (knife quest) -//# @QUEST_Forestbow_state, nibble 3 (monster oil subquest) +//# @QUEST_Forestbow_state, nibble 3 (monster oil subquest) //# //################################################################################# -009-2.gat,67,57,0 script Kfahr 125,{ - - set @QS_NEWBIE, 0; - set @QS_MET_KFAHR, 1; - set @QS_KNOWS_KFAHR, 2; - set @QS_KNIFE_QUEST, 3; - set @QS_KNIFE_QUEST_DONE, 4; - set @QS_LOST_WRESTLING, 5; - set @QS_STINGER_QUEST, 6; - set @QS_STINGER_QUEST_DONE, 7; - - set @BLACK_STINGERS_NR, 10; - set @MUSHROOMS_NR, 10; - set @SNAKE_SKINS_NR, 10; - - set @KNIFE_QUEST_XP, 50000; - set @STINGER_QUEST_XP, 80000; - - set @Q_MASK, NIBBLE_2_MASK; - set @Q_SHIFT, NIBBLE_2_SHIFT; - - set @Q_status, (QUEST_Forestbow_state & @Q_MASK) >> @Q_SHIFT; - - set @Q_needs_stinger, ((QUEST_Forestbow_state & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT) > 1; - - if (@Q_status == @QS_KNIFE_QUEST) - goto L_knife_quest_check; - - if (@Q_status == @QS_STINGER_QUEST) - goto L_stinger_quest_check; - - if (@Q_status > @QS_NEWBIE) - goto L_meet_again; - - mes "[Warrior]"; - mes "You stand before a battle-scarred, darkly tanned warrior, brimming with muscles."; - mes "Just looking at him you smell danger, adventure, excitement..."; - next; - - mes "[Warrior]"; - mes "On second thought, he really could use a bath."; - mes ""; - mes "The warrior turns towards you, grinning broadly."; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Why, hello there! Come to visit Kfahr the Warrior to hear of my exploits, have you?\""; - mes "He laughs heartily and gives you a slap on the back."; - mes "\"Can't blame you, can't blame you at all! Here, take a seat!\""; - next; - - set @has_beer, 0; - set @beer_count, 0; - set @last_story, 0; - - set @Q_status, @QS_MET_KFAHR; - callsub L_Update_Var; - - goto L_main_menu; +009-2.gat,67,57,0|script|Kfahr|125,{ + + set @QS_NEWBIE, 0; + set @QS_MET_KFAHR, 1; + set @QS_KNOWS_KFAHR, 2; + set @QS_KNIFE_QUEST, 3; + set @QS_KNIFE_QUEST_DONE, 4; + set @QS_LOST_WRESTLING, 5; + set @QS_STINGER_QUEST, 6; + set @QS_STINGER_QUEST_DONE, 7; + + set @BLACK_STINGERS_NR, 10; + set @MUSHROOMS_NR, 10; + set @SNAKE_SKINS_NR, 10; + + set @KNIFE_QUEST_XP, 50000; + set @STINGER_QUEST_XP, 80000; + + set @Q_MASK, NIBBLE_2_MASK; + set @Q_SHIFT, NIBBLE_2_SHIFT; + + set @Q_status, (QUEST_Forestbow_state & @Q_MASK) >> @Q_SHIFT; + + set @Q_needs_stinger, ((QUEST_Forestbow_state & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT) > 1; + + if (@Q_status == @QS_KNIFE_QUEST) goto L_knife_quest_check; + + if (@Q_status == @QS_STINGER_QUEST) goto L_stinger_quest_check; + + if (@Q_status > @QS_NEWBIE) goto L_meet_again; + + mes "[Warrior]"; + mes "You stand before a battle-scarred, darkly tanned warrior, brimming with muscles."; + mes "Just looking at him you smell danger, adventure, excitement..."; + next; + mes "[Warrior]"; + mes "On second thought, he really could use a bath."; + mes ""; + mes "The warrior turns towards you, grinning broadly."; + next; + mes "[Kfahr the Warrior]"; + mes "\"Why, hello there! Come to visit Kfahr the Warrior to hear of my exploits, have you?\""; + mes "He laughs heartily and gives you a slap on the back."; + mes "\"Can't blame you, can't blame you at all! Here, take a seat!\""; + next; + set @has_beer, 0; + set @beer_count, 0; + set @last_story, 0; + set @Q_status, @QS_MET_KFAHR; + callsub L_Update_Var; + goto L_main_menu; L_meet_again: - mes "[Kfahr the Warrior]"; - mes "Kfahr nods and grins as you greet him."; - mes "\"Came back for more stories? Have a seat!\""; - next; - goto L_main_menu; + mes "[Kfahr the Warrior]"; + mes "Kfahr nods and grins as you greet him."; + mes "\"Came back for more stories? Have a seat!\""; + next; + goto L_main_menu; L_main_menu: - if (@Q_status >= @QS_KNOWS_KFAHR) - goto L_real_main_menu; - menu "Who are you?", -, - "Goodbye.", L_end; - - mes "[Kfahr the Warrior]"; - mes "Kfahr laughs again."; - mes "\"Surely you jest! You must have heard of Kfahr, Slayer of Toby Rick the Desert Worm, Raider of the Lost Temple, Hero of Tulimshar?\""; - next; - - menu "Uhm...", -, - "Well...", -, - "To be quite honest...", -, - "Excuse me, someone is, er, whispering me...", L_end; - - mes "[Kfahr the Warrior]"; - mes "\"Ah, I knew it! So you have come to hear some tales about the dangers of the desert? You've come to the right man!\""; - next; - - set @Q_status, @QS_KNOWS_KFAHR; - callsub L_Update_Var; - goto L_real_main_menu; + if (@Q_status >= @QS_KNOWS_KFAHR) + goto L_real_main_menu; + menu + "Who are you?", -, + "Goodbye.", L_end; + mes "[Kfahr the Warrior]"; + mes "Kfahr laughs again."; + mes "\"Surely you jest! You must have heard of Kfahr, Slayer of Toby Rick the Desert Worm, Raider of the Lost Temple, Hero of Tulimshar?\""; + next; + menu + "Uhm...", -, + "Well...", -, + "To be quite honest...", -, + "Excuse me, someone is, er, whispering me...", L_end; + mes "[Kfahr the Warrior]"; + mes "\"Ah, I knew it! So you have come to hear some tales about the dangers of the desert? You've come to the right man!\""; + next; + set @Q_status, @QS_KNOWS_KFAHR; + callsub L_Update_Var; + goto L_real_main_menu; L_tale_sub: - if (@current_story == @last_story) - goto L_same_story_abort; - if (@has_beer == 0) - goto L_out_of_beer_abort; - set @last_story, @current_story; - set @has_beer, 0; - set @story_abort, 0; - return; + if (@current_story == @last_story) + goto L_same_story_abort; + if (@has_beer == 0) + goto L_out_of_beer_abort; + set @last_story, @current_story; + set @has_beer, 0; + set @story_abort, 0; + return; L_same_story_abort: - mes "[Kfahr the Warrior]"; - mes "Kfahr frowns."; - mes "\"I only just told you that story. Trust me, the others are worth hearing, too!\""; - next; - set @story_abort, 1; - return; + mes "[Kfahr the Warrior]"; + mes "Kfahr frowns."; + mes "\"I only just told you that story. Trust me, the others are worth hearing, too!\""; + next; + set @story_abort, 1; + return; L_out_of_beer_abort: - mes "[Kfahr the Warrior]"; - if (@beer_count > 4) - mes "\"I think I've talked 'nuff for now... but thanks for lis'ning!\""; - if (@beer_count <= 4) - mes "\"Now that's one of my favorite tales, but my throat is just a little too dry to talk about something like that... could you help me out a little here?\""; - next; - set @story_abort, 1; - return; + mes "[Kfahr the Warrior]"; + if (@beer_count > 4) + mes "\"I think I've talked 'nuff for now... but thanks for lis'ning!\""; + if (@beer_count <= 4) + mes "\"Now that's one of my favorite tales, but my throat is just a little too dry to talk about something like that... could you help me out a little here?\""; + next; + set @story_abort, 1; + return; L_real_main_menu: - if (@Q_needs_stinger) - goto L_long_main_menu; - - menu "What's a Desert Worm?", L_tale_desert_worm, - "Desert Temple?", L_tale_desert_temple, - "Hero of Tulimshar?", L_tale_hero_tulimshar, - "Tell me about the desert!", L_tale_desert, - "I want to become as powerful as you!", L_gain_power, - "Here, have a beer!", L_give_beer, - "Goodbye!", L_end; - - close; + if (@Q_needs_stinger) + goto L_long_main_menu; + + menu + "What's a Desert Worm?", L_tale_desert_worm, + "Desert Temple?", L_tale_desert_temple, + "Hero of Tulimshar?", L_tale_hero_tulimshar, + "Tell me about the desert!", L_tale_desert, + "I want to become as powerful as you!", L_gain_power, + "Here, have a beer!", L_give_beer, + "Goodbye!", L_end; + close; L_long_main_menu: - - menu "What's a Desert Worm?", L_tale_desert_worm, - "Desert Temple?", L_tale_desert_temple, - "Hero of Tulimshar?", L_tale_hero_tulimshar, - "Tell me about the desert!", L_tale_desert, - "I want to become as powerful as you!", L_gain_power, - "Have you fought any Golden Scorpions?", L_golden_scorpion, - "Here, have a beer!", L_give_beer, - "Goodbye!", L_end; - - close; + menu + "What's a Desert Worm?", L_tale_desert_worm, + "Desert Temple?", L_tale_desert_temple, + "Hero of Tulimshar?", L_tale_hero_tulimshar, + "Tell me about the desert!", L_tale_desert, + "I want to become as powerful as you!", L_gain_power, + "Have you fought any Golden Scorpions?", L_golden_scorpion, + "Here, have a beer!", L_give_beer, + "Goodbye!", L_end; + close; L_tale_desert_worm: - set @current_story, 1; - callsub L_tale_sub; - if (@story_abort) goto L_main_menu; - - mes "[Kfahr the Warrior]"; - mes "Kfahr smiles and leans back."; - mes "\"A desert worm is probably the largest creature you will ever see, larger even than most dragons. It spans a good twenty chains (or six box tosses if you're used to the Imperial system) in length, has a thick, rubbery skin, and teeth as long as my legs.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Most are a darkish gray, except for the young ones; those are more purplish, I've been told. Well, anyway, you hardly ever see one of them in their entirety, you only see the head, if they decide to come out and fight-- they tend to burrow under the ground.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"They are terrifying beasts, but lack any intelligent thought whatsoever. They just eat whatever gets in their way. There's nothing out there that can kill one, I think, and they can grow hundreds of years old.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Fortunately, they're kind of rare these days, and mostly roam in the empty deserts far, far south of Tulimshar. They don't like the area too close to the mountains, I think; probably too rocky underground.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "Kfahr takes a sip from his beer."; - mes "\"Anyway. Desert worms are dangerous, as I said, but there was one particularly terrifying one, called Toby Rick. You must've heard of it-- the greatest and most dangerous worm, scourge of the trade routes. It could smell humans from miles away.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Most desert worms don't smell or see or feel much, you see. They just notice when something's walking nearby, then jump up and swallow it. But Toby Rick was different. He was a terrifying beast, three times as long as a regular worm.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"So to feed itself, it had learned to smell. That's right, the beast had grown nostrils and learned how to use 'em!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"One day I was hired to protect a caravan going north to Tulimshar, with a friend of mine, old Arvek. He only came along for the fun, of course; it's not as if I really need much help defending a caravan... or at least normally it isn't.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Arvek's fun to have about. His manners are as bad as his breath, but he knows how to make a laugh out of everything. One thing you musnt't ever do with him, though, and that is to try his `homebrew'-- some kind of ale he makes out of maggot slime...\""; - next; - - mes "[Kfahr the Warrior]"; - mes "Kfahr takes another sip of beer, momentarily irritated as if surprised by the taste."; - mes "\"Anyway, This time was different. We were barely three days out in the desert, when we spotted him-- `the Black Worm!', the Caravan Master cried, `Over there; it will kill us all!'\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"I had barely enough time to draw out my sword, and the beast was upon us! The caravan people were fleeing for their lives, so it was up to me and Arvek to stop it.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"That was madness, of course; no-one takes on a desert worm, if they have a choice. But we didn't; you see, with most desert worms you can just stand still and it won't notice you and pass by. But not with this one!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "Kfahr leans forward."; - mes "\"So this humongous beast came roaring towards us, a big back hole where the mouth is, spikey fins sticking out to the side, all ready to swallow us all! My sword felt like a toothpick against that monster!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "He pauses, then leans back a little to take another long sip from his beer."; - mes "\"So it seemed that our last hour was at hand, that we'd be swallowed and never heard from again!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Aha, but Kfahr doesn't die quite so easily. What happened was this: Me and Arvek charged towards that thing, slashing and stabbing, but our blows would just glance off. The beast roared and just slid by us, slapping us to the side with its fins like maggots, knocking us to the ground.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"It bolted up into the air, and tore down on the caravan, swallowing each and everyone in there in a single big gulp!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Then it turned around towards us. Those fins had hit us pretty badly; I had lost my shield and Arvek his backpack. Better for him, I suppose, but I had been rather fond of that shield-- not that it would have helped me much here...\""; - next; - - mes "[Kfahr the Warrior]"; - mes "Kfahr leans foward again, nearly knocking over his beer."; - mes "\"So the beast charges at the two of us again and we dodge-- Arvek left, me right. The beast is smarter than the average desert worm, though, and had expected that-- so it bends to the side and swallows poor Arvek, hair and hide and all.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "Kfahr's eyes sparkle with excitement."; - mes "\"It turns around, trying to get me too. I dodge it-- left, then the same again, I dodge it right. But it can't go on like that, the beast isn't tiring, but I am...\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"So for one instant I think that this might be it, that I might die out here! A worthy death, I suppose, against the king of desert worms! And just as I think that, I bump against something\""; - next; - - mes "[Kfahr the Warrior]"; - mes "Kfahr slaps on the table."; - mes "\"Arvek's backpack! Doesn't sound terribly exciting, of course-- what am I going to do, toss it at the beast and hope that it chokes on it?\""; - next; - - mes "[Kfahr the Warrior]"; - mes "He grins."; - mes "\"But I remember something better. That beast had grown nostrils, right? So it can smell and taste! So I tear open his backpack and pull out that big snakeskin of that disgusting maggot ale of his. It's still filled to the brim.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"I quickly put on my gloves again, because I don't want to touch that stuff with my bare skin. The beast is almost upon me, but I have only that one chance-- so I squeeze the skin while sticking my thumb into the opening, until I can see the black of its nostrils...\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"...and when I think it's almost too late already, I shoot out that revolting brew at the beast's smelling holes, and I hit! Two at once, and up and sideways it rolls, away from me, and roaring and bellowing in pain!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"It roared for a good five minutes, then convulsed... and first it spat out old Arvek, who was a bit irritated at all that because, as he told me, he had `almost pierced the pancreas', whatever that means...\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Next it spat out the caravan, and then some other caravan it had plucked off from elswehere. Somehow, everyone from there was still alive, too.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Then it slid away from us, away to the north, but we could see it getting slower and slower.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Two days later we caught up with it, but it was already dead then and had started to smell. We looked around and inside of it, found treasures and remnants of some less fortunate caravans and split them up appropriately.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"(I never told Arvek that it was his brew that killed it; he'd never have forgiven me.)\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"One of the nomads that had been travelling with the other caravan then told me that you could make special kinds of knives and swords and armor out of desert worm bones.\""; - next; - - menu "Hang on... bones in a... worm?", L_worm_bones, - "That's neat! Do you have any that I could see?", L_worm_see_bones, - "And then?", L_worm_final, - "Zzzzzzzz.......", L_end; + set @current_story, 1; + callsub L_tale_sub; + if (@story_abort) goto L_main_menu; + + mes "[Kfahr the Warrior]"; + mes "Kfahr smiles and leans back."; + mes "\"A desert worm is probably the largest creature you will ever see, larger even than most dragons. It spans a good twenty chains (or six box tosses if you're used to the Imperial system) in length, has a thick, rubbery skin, and teeth as long as my legs.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Most are a darkish gray, except for the young ones; those are more purplish, I've been told. Well, anyway, you hardly ever see one of them in their entirety, you only see the head, if they decide to come out and fight-- they tend to burrow under the ground.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"They are terrifying beasts, but lack any intelligent thought whatsoever. They just eat whatever gets in their way. There's nothing out there that can kill one, I think, and they can grow hundreds of years old.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Fortunately, they're kind of rare these days, and mostly roam in the empty deserts far, far south of Tulimshar. They don't like the area too close to the mountains, I think; probably too rocky underground.\""; + next; + mes "[Kfahr the Warrior]"; + mes "Kfahr takes a sip from his beer."; + mes "\"Anyway. Desert worms are dangerous, as I said, but there was one particularly terrifying one, called Toby Rick. You must've heard of it-- the greatest and most dangerous worm, scourge of the trade routes. It could smell humans from miles away.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Most desert worms don't smell or see or feel much, you see. They just notice when something's walking nearby, then jump up and swallow it. But Toby Rick was different. He was a terrifying beast, three times as long as a regular worm.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"So to feed itself, it had learned to smell. That's right, the beast had grown nostrils and learned how to use 'em!\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"One day I was hired to protect a caravan going north to Tulimshar, with a friend of mine, old Arvek. He only came along for the fun, of course; it's not as if I really need much help defending a caravan... or at least normally it isn't.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Arvek's fun to have about. His manners are as bad as his breath, but he knows how to make a laugh out of everything. One thing you musnt't ever do with him, though, and that is to try his `homebrew'-- some kind of ale he makes out of maggot slime...\""; + next; + mes "[Kfahr the Warrior]"; + mes "Kfahr takes another sip of beer, momentarily irritated as if surprised by the taste."; + mes "\"Anyway, This time was different. We were barely three days out in the desert, when we spotted him-- `the Black Worm!', the Caravan Master cried, `Over there; it will kill us all!'\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"I had barely enough time to draw out my sword, and the beast was upon us! The caravan people were fleeing for their lives, so it was up to me and Arvek to stop it.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"That was madness, of course; no-one takes on a desert worm, if they have a choice. But we didn't; you see, with most desert worms you can just stand still and it won't notice you and pass by. But not with this one!\""; + next; + mes "[Kfahr the Warrior]"; + mes "Kfahr leans forward."; + mes "\"So this humongous beast came roaring towards us, a big back hole where the mouth is, spikey fins sticking out to the side, all ready to swallow us all! My sword felt like a toothpick against that monster!\""; + next; + mes "[Kfahr the Warrior]"; + mes "He pauses, then leans back a little to take another long sip from his beer."; + mes "\"So it seemed that our last hour was at hand, that we'd be swallowed and never heard from again!\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Aha, but Kfahr doesn't die quite so easily. What happened was this: Me and Arvek charged towards that thing, slashing and stabbing, but our blows would just glance off. The beast roared and just slid by us, slapping us to the side with its fins like maggots, knocking us to the ground.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"It bolted up into the air, and tore down on the caravan, swallowing each and everyone in there in a single big gulp!\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Then it turned around towards us. Those fins had hit us pretty badly; I had lost my shield and Arvek his backpack. Better for him, I suppose, but I had been rather fond of that shield-- not that it would have helped me much here...\""; + next; + mes "[Kfahr the Warrior]"; + mes "Kfahr leans foward again, nearly knocking over his beer."; + mes "\"So the beast charges at the two of us again and we dodge-- Arvek left, me right. The beast is smarter than the average desert worm, though, and had expected that-- so it bends to the side and swallows poor Arvek, hair and hide and all.\""; + next; + mes "[Kfahr the Warrior]"; + mes "Kfahr's eyes sparkle with excitement."; + mes "\"It turns around, trying to get me too. I dodge it-- left, then the same again, I dodge it right. But it can't go on like that, the beast isn't tiring, but I am...\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"So for one instant I think that this might be it, that I might die out here! A worthy death, I suppose, against the king of desert worms! And just as I think that, I bump against something\""; + next; + mes "[Kfahr the Warrior]"; + mes "Kfahr slaps on the table."; + mes "\"Arvek's backpack! Doesn't sound terribly exciting, of course-- what am I going to do, toss it at the beast and hope that it chokes on it?\""; + next; + mes "[Kfahr the Warrior]"; + mes "He grins."; + mes "\"But I remember something better. That beast had grown nostrils, right? So it can smell and taste! So I tear open his backpack and pull out that big snakeskin of that disgusting maggot ale of his. It's still filled to the brim.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"I quickly put on my gloves again, because I don't want to touch that stuff with my bare skin. The beast is almost upon me, but I have only that one chance-- so I squeeze the skin while sticking my thumb into the opening, until I can see the black of its nostrils...\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"...and when I think it's almost too late already, I shoot out that revolting brew at the beast's smelling holes, and I hit! Two at once, and up and sideways it rolls, away from me, and roaring and bellowing in pain!\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"It roared for a good five minutes, then convulsed... and first it spat out old Arvek, who was a bit irritated at all that because, as he told me, he had `almost pierced the pancreas', whatever that means...\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Next it spat out the caravan, and then some other caravan it had plucked off from elswehere. Somehow, everyone from there was still alive, too.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Then it slid away from us, away to the north, but we could see it getting slower and slower.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Two days later we caught up with it, but it was already dead then and had started to smell. We looked around and inside of it, found treasures and remnants of some less fortunate caravans and split them up appropriately.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"(I never told Arvek that it was his brew that killed it; he'd never have forgiven me.)\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"One of the nomads that had been travelling with the other caravan then told me that you could make special kinds of knives and swords and armor out of desert worm bones.\""; + next; + menu + "Hang on... bones in a... worm?", L_worm_bones, + "That's neat! Do you have any that I could see?", L_worm_see_bones, + "And then?", L_worm_final, + "Zzzzzzzz.......", L_end; L_worm_final: - mes "[Kfahr the Warrior]"; - mes "\"Nothing much else happened on that trip. When we arrived in Tulimshar, people at first didn't believe the story, of course, until we showed them the treasures and the bones. Ah, those were wonderful days...\""; - mes "He sighs and leans back, a nostalgic look on his face."; - next; - - goto L_main_menu; + mes "[Kfahr the Warrior]"; + mes "\"Nothing much else happened on that trip. When we arrived in Tulimshar, people at first didn't believe the story, of course, until we showed them the treasures and the bones. Ah, those were wonderful days...\""; + mes "He sighs and leans back, a nostalgic look on his face."; + next; + goto L_main_menu; L_worm_bones: - mes "[Kfahr the Warrior]"; - mes "\"Weren't you listening? A desert worm is not a regular worm; a worm couldn't survive in the desert.\""; - next; - - menu "Do you have any bones that I could see?", L_worm_see_bones, - "Never mind that, what happened then?", L_worm_final, - "Zzzzzzzz.......", L_end; + mes "[Kfahr the Warrior]"; + mes "\"Weren't you listening? A desert worm is not a regular worm; a worm couldn't survive in the desert.\""; + next; + menu + "Do you have any bones that I could see?", L_worm_see_bones, + "Never mind that, what happened then?", L_worm_final, + "Zzzzzzzz.......", L_end; L_worm_see_bones: - if (@Q_status == @QS_KNIFE_QUEST) - goto L_boneknife_quest_ip; - - if (@Q_status > @QS_KNIFE_QUEST) - goto L_worm_continue2; - - if (baselevel >= 40) - goto L_boneknife_quest; - - mes "[Kfahr the Warrior]"; - mes "\"Of course!\""; - mes "He pulls out a strangely curved knife with a yellow-whiteish blade that is almost transparent at the edge."; - next; - - mes "[Kfahr the Warrior]"; - mes "\"When hardened properly, this bone knife can last a lifetime! One of the best knives you will find, too.\""; - mes "He puts the knife back into his pocket."; - next; - - goto L_main_menu; - + if (@Q_status == @QS_KNIFE_QUEST) + goto L_boneknife_quest_ip; + if (@Q_status > @QS_KNIFE_QUEST) + goto L_worm_continue2; + if (baselevel >= 40) + goto L_boneknife_quest; + + mes "[Kfahr the Warrior]"; + mes "\"Of course!\""; + mes "He pulls out a strangely curved knife with a yellow-whiteish blade that is almost transparent at the edge."; + next; + mes "[Kfahr the Warrior]"; + mes "\"When hardened properly, this bone knife can last a lifetime! One of the best knives you will find, too.\""; + mes "He puts the knife back into his pocket."; + next; + goto L_main_menu; L_worm_continue2: - mes "[Kfahr the Warrior]"; - mes "Kfahr laughs."; - mes "\"Just have a look at the knife I gave you if you don't believe me!\""; - next; - - goto L_main_menu; + mes "[Kfahr the Warrior]"; + mes "Kfahr laughs."; + mes "\"Just have a look at the knife I gave you if you don't believe me!\""; + next; + goto L_main_menu; L_tale_desert_temple: - set @current_story, 2; - callsub L_tale_sub; - if (@story_abort) goto L_main_menu; - - mes "[Kfahr the Warrior]"; - mes "\"Ah, that...\""; - mes "Kfahr leans back and takes a sip from his beer."; - next; - - mes "[Kfahr the Warrior]"; - mes "\"That was many years ago, when George and I were just kids. George later became a pirate, you see; he always loved hunting for treasure. But back in those days it was all on level ground.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"George had found a treasure map somewhere... and when I say `found', I mean that in a fairly liberal sense; he always loved those maps, almost as much as the excitement of hunting for treasure.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Anyway, that map pointed to a spot in the desert a good day's walk south of Tulimshar. So we grabbed our satchels and coats and packed food and water, and headed there in the evening.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"We walked all night. As you know, it's best not to travel during the day if you can avoid it, and we were young and energetic in those days, so that was easily avoided.\""; - mes "He sighs and takes another sip."; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Anyway, when the sun rose in the morning, we still hadn't found the place. So we climbed up on the nearest dune and looked all around to find it.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"But there was nothing, nothing at all. We looked and looked-- and suddenly George screamed: While we weren't paying attention to nearby things, scorpions had crept up on us!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"The scorpions had smelled the food we had brought and cut open our satchels, tearing our waterskins and making a mess of our food-- and now that they were done with that, they were coming for us!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"We didn't have any suitable weapons, and not much of a choice either, so we made a break for it. We ran into the desert, fast as our legs would carry us, and the scorpions after us.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"We very nearly didn't make it. There was nothing around but sand, and we had no water, no food-- at least we'd had our breakfast already-- and the sun kept burning, and burning, and trying to cook us alive.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"We had long lost the scorpions, but we were dry like parchment, and exhausted from all the sun and running. So we sat down in the shades of a dune and contemplated our options.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Without water we couldn't last during the day. So our only hope was to find shelter somewhere-- except that the only thing around was sand, and the mid-day sun would rob that of all shelter.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"So we resigned to continuing to search for something, anything-- it was either that, or die of thirst for sure. The only problem was that we were already so thirsty and it was so bright that we couldn't see nor walk straight anymore.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"So we had barely made it to the top of the next dune when George slipped and rolled down the other side. I wanted to catch him, but I was too dizzy myself, and so I rolled after him.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"We seemed to roll down for hours, and I kept feeling dizzier and dizzier; I didn't have the strength to stop. When we arrived at the bottom, I just wanted to lie down and let the sun dry me up.\""; - mes "Kfahr takes a deep sip of beer. \"Aaah.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"I was being foolish, of course. You should never give up, no matter how hopeless the situation may seem. Anyway, I finally did decide to get up on my knees and look around again...\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"...and what I saw right before me, believe it or not, was a giant face of a man, carved into rock-- there, in the middle of the desert, half-sunk, a shattered visage!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"I pulled George up-- I didn't have the strength to speak, but walking seemed to work-- and we slowly made our way over to it. We weren't thinking much, just trying to find some shade, so we climbed into that thing's ear.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Inside it felt moist, as if it was a real ear-- not that I've climbed inside a real ear, mind you! But that feeling of cool and dampness and water was like a magical healing potion; we suddenly felt strength in our legs again.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"When we looked aorund, we noticed that there was a passage leading further underground, and long-spent torches on the wall. Fortunately I still had my tinderbox, so I wrapped my shirt around a torch and lighted it.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"We climbed down, and soon we heard the dripping of water-- we had found an underground water-hole! More than that, we had found a gigantic underground cave, and, at the end of it, a huge portal.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"We first drenched ourselves in water-- somehow managing not to douse the torch-- and drank until we were ready to burst. When we had rested, we went to the portal to have a closer look.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"The portal was made out of bronze, or some similar metal, with images of snakes engraved all over. Curious as we were, we pulled the door open-- it wasn't locked or barred in any way-- and had a look inside.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"The passages in there were cool and dark, with a ceiling high enough to swallow the light of my torch. There were snakes, quite a few of them, but we were both quick-footed and managed to avoid them.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"There were chambers and inscriptions and more torches, but not a living being besides us and the snakes. Hmm. Though I could have sworn that some of the statues there were following us with their eyes...\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"All went well, until George stepped into a trap. A piece of ground just caved in, and if I hadn't grabbed his hand at the last second, he would have ended up on some rusty and probably poisoned spikes on the bottom...\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"But I moved too fast, and slipped, and let go of the torch to catch myself with the other hand-- and the torch ended up in the bottom of the pit! Well, better the torch than George, I suppose...\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Still, we no longer had any light. Being careless, I had gotten my tinderbox wet while we were at the water-hole, so we couldn't make another torch either.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"We had the choice between staying by our torch and watching it die, and then follow suit at the hands, or, well, fangs of the snakes, or wandering off in the dark, to be eaten by snakes someplace else.\""; - mes "Kfahr empties his beer, looking a bit disappointed."; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Anyway, we took the latter option. We wandered through the dark, somehow barely avoiding the snakes and the traps, running into walls and hitting our heads on archways, until, suddenly, we saw something shining up ahead.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"That thing was on some kind of pedestal, and it looked like a golden tablet of sorts. We clambered towards it-- the only source of light in here, the only thing that could save us-- and hesitated.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Should we just take it? This was clearly some kind of temple, so it might be something sacred. George and I argued about it for a while, until I decided to end the discussion-- so I simply grabbed it: we needed light.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"At that point, a terrible grinding noise started all around us, as the pedestal began to sink into the ground. We had triggered some ancient trap!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Holes on the walls were opening up, and snakes began to gush out-- only now did we realise that we were in a huge, opulent chamber, with gold and gems and images all around! But now it was too late for any looting; we had to run for our lives!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"So we ran from that slithering mass, faster than we ever had! We had no idea where we were going of course, but at least we had light again...\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Somehow we got lucky, somehow we escaped. It was evening again when we climbed out of that ear into the desert again, with only our lives and that golden tablet. We only barely made it back to Tulimshar in the morning.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"But we did have the tablet as a proof of what happened.\""; - mes "He grins."; - mes "\"That was my first real adventure, I think. Ah, those were exciting days.\""; - next; - - menu "Wow.", -, - "What happened to the tablet?", L_tale_tablet, - "Did you go there again?", L_tale_temple_again, - "Zzzzzzz.....", L_end; - - goto L_main_menu; + set @current_story, 2; + callsub L_tale_sub; + if (@story_abort) goto L_main_menu; + + mes "[Kfahr the Warrior]"; + mes "\"Ah, that...\""; + mes "Kfahr leans back and takes a sip from his beer."; + next; + mes "[Kfahr the Warrior]"; + mes "\"That was many years ago, when George and I were just kids. George later became a pirate, you see; he always loved hunting for treasure. But back in those days it was all on level ground.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"George had found a treasure map somewhere... and when I say `found', I mean that in a fairly liberal sense; he always loved those maps, almost as much as the excitement of hunting for treasure.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Anyway, that map pointed to a spot in the desert a good day's walk south of Tulimshar. So we grabbed our satchels and coats and packed food and water, and headed there in the evening.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"We walked all night. As you know, it's best not to travel during the day if you can avoid it, and we were young and energetic in those days, so that was easily avoided.\""; + mes "He sighs and takes another sip."; + next; + mes "[Kfahr the Warrior]"; + mes "\"Anyway, when the sun rose in the morning, we still hadn't found the place. So we climbed up on the nearest dune and looked all around to find it.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"But there was nothing, nothing at all. We looked and looked-- and suddenly George screamed: While we weren't paying attention to nearby things, scorpions had crept up on us!\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"The scorpions had smelled the food we had brought and cut open our satchels, tearing our waterskins and making a mess of our food-- and now that they were done with that, they were coming for us!\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"We didn't have any suitable weapons, and not much of a choice either, so we made a break for it. We ran into the desert, fast as our legs would carry us, and the scorpions after us.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"We very nearly didn't make it. There was nothing around but sand, and we had no water, no food-- at least we'd had our breakfast already-- and the sun kept burning, and burning, and trying to cook us alive.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"We had long lost the scorpions, but we were dry like parchment, and exhausted from all the sun and running. So we sat down in the shades of a dune and contemplated our options.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Without water we couldn't last during the day. So our only hope was to find shelter somewhere-- except that the only thing around was sand, and the mid-day sun would rob that of all shelter.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"So we resigned to continuing to search for something, anything-- it was either that, or die of thirst for sure. The only problem was that we were already so thirsty and it was so bright that we couldn't see nor walk straight anymore.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"So we had barely made it to the top of the next dune when George slipped and rolled down the other side. I wanted to catch him, but I was too dizzy myself, and so I rolled after him.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"We seemed to roll down for hours, and I kept feeling dizzier and dizzier; I didn't have the strength to stop. When we arrived at the bottom, I just wanted to lie down and let the sun dry me up.\""; + mes "Kfahr takes a deep sip of beer. \"Aaah.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"I was being foolish, of course. You should never give up, no matter how hopeless the situation may seem. Anyway, I finally did decide to get up on my knees and look around again...\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"...and what I saw right before me, believe it or not, was a giant face of a man, carved into rock-- there, in the middle of the desert, half-sunk, a shattered visage!\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"I pulled George up-- I didn't have the strength to speak, but walking seemed to work-- and we slowly made our way over to it. We weren't thinking much, just trying to find some shade, so we climbed into that thing's ear.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Inside it felt moist, as if it was a real ear-- not that I've climbed inside a real ear, mind you! But that feeling of cool and dampness and water was like a magical healing potion; we suddenly felt strength in our legs again.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"When we looked aorund, we noticed that there was a passage leading further underground, and long-spent torches on the wall. Fortunately I still had my tinderbox, so I wrapped my shirt around a torch and lighted it.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"We climbed down, and soon we heard the dripping of water-- we had found an underground water-hole! More than that, we had found a gigantic underground cave, and, at the end of it, a huge portal.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"We first drenched ourselves in water-- somehow managing not to douse the torch-- and drank until we were ready to burst. When we had rested, we went to the portal to have a closer look.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"The portal was made out of bronze, or some similar metal, with images of snakes engraved all over. Curious as we were, we pulled the door open-- it wasn't locked or barred in any way-- and had a look inside.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"The passages in there were cool and dark, with a ceiling high enough to swallow the light of my torch. There were snakes, quite a few of them, but we were both quick-footed and managed to avoid them.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"There were chambers and inscriptions and more torches, but not a living being besides us and the snakes. Hmm. Though I could have sworn that some of the statues there were following us with their eyes...\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"All went well, until George stepped into a trap. A piece of ground just caved in, and if I hadn't grabbed his hand at the last second, he would have ended up on some rusty and probably poisoned spikes on the bottom...\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"But I moved too fast, and slipped, and let go of the torch to catch myself with the other hand-- and the torch ended up in the bottom of the pit! Well, better the torch than George, I suppose...\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Still, we no longer had any light. Being careless, I had gotten my tinderbox wet while we were at the water-hole, so we couldn't make another torch either.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"We had the choice between staying by our torch and watching it die, and then follow suit at the hands, or, well, fangs of the snakes, or wandering off in the dark, to be eaten by snakes someplace else.\""; + mes "Kfahr empties his beer, looking a bit disappointed."; + next; + mes "[Kfahr the Warrior]"; + mes "\"Anyway, we took the latter option. We wandered through the dark, somehow barely avoiding the snakes and the traps, running into walls and hitting our heads on archways, until, suddenly, we saw something shining up ahead.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"That thing was on some kind of pedestal, and it looked like a golden tablet of sorts. We clambered towards it-- the only source of light in here, the only thing that could save us-- and hesitated.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Should we just take it? This was clearly some kind of temple, so it might be something sacred. George and I argued about it for a while, until I decided to end the discussion-- so I simply grabbed it: we needed light.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"At that point, a terrible grinding noise started all around us, as the pedestal began to sink into the ground. We had triggered some ancient trap!\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Holes on the walls were opening up, and snakes began to gush out-- only now did we realise that we were in a huge, opulent chamber, with gold and gems and images all around! But now it was too late for any looting; we had to run for our lives!\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"So we ran from that slithering mass, faster than we ever had! We had no idea where we were going of course, but at least we had light again...\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Somehow we got lucky, somehow we escaped. It was evening again when we climbed out of that ear into the desert again, with only our lives and that golden tablet. We only barely made it back to Tulimshar in the morning.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"But we did have the tablet as a proof of what happened.\""; + mes "He grins."; + mes "\"That was my first real adventure, I think. Ah, those were exciting days.\""; + next; + menu + "Wow.", -, + "What happened to the tablet?", L_tale_tablet, + "Did you go there again?", L_tale_temple_again, + "Zzzzzzz.....", L_end; + goto L_main_menu; L_tale_tablet: - - mes "[Kfahr the Warrior]"; - mes "\"Well, we couldn't read it. We later sold it for a good price, to a young travelling archeologist; Doctor Nohlidge or something like that. She said that the engravings described sacrifical practices of an ancient snake cult...\""; - mes "He shrugs."; - next; - goto L_main_menu; + mes "[Kfahr the Warrior]"; + mes "\"Well, we couldn't read it. We later sold it for a good price, to a young travelling archeologist; Doctor Nohlidge or something like that. She said that the engravings described sacrifical practices of an ancient snake cult...\""; + mes "He shrugs."; + next; + goto L_main_menu; L_tale_temple_again: - - mes "[Kfahr the Warrior]"; - mes "Kfahr laughs."; - mes "\"Of course we tried to go there again. After seeing all that treasure, George wouldn't give up on it. We tried many times-- as did others, from what I've heard-- but we never found it again.\""; - next; - goto L_main_menu; + mes "[Kfahr the Warrior]"; + mes "Kfahr laughs."; + mes "\"Of course we tried to go there again. After seeing all that treasure, George wouldn't give up on it. We tried many times-- as did others, from what I've heard-- but we never found it again.\""; + next; + goto L_main_menu; L_tale_hero_tulimshar: - set @current_story, 3; - callsub L_tale_sub; - if (@story_abort) goto L_main_menu; - - mes "[Kfahr the Warrior]"; - mes "\"Yes, Hero of Tulimshar. That was many years"; - mes "ago, but I did save the city of Tulimshar from a deadly drought.\""; - mes "He grins broadly."; - mes "\"And quite a feat that was, let me tell you!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Back in those days, there wasn't much trade with Hurnscald, and Tulimshar was dependent on its own water supply-- critically dependent, even.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Now, one day the water people drew from the wells started smelling. The smell was nauseating, and people who drank from it became violently sick.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"So the entire town was without water, except for the water reserves in the cistern. Someone had to act quickly-- and of course that someone was me.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"With nothing more than a torch, some light armor and a sword, I climbed down one of the wells. It was a long climb; the wells go down fairly deep.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"I noticed that there were some holes in the walls of the wells, with hollow spaces on the sides... Hmm, that reminds me that I still have to check whether the rumors of a labyrinth underneath Tulimshar are true.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Anyway, it took me a long time to get down, and every minute the stench was getting worse-- something really bad was down there. I had to stop and tie a wet piece of cloth over my mouth so that I wouldn't inhale all of that nasty stuff.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"My torch was in an even poorer shape-- whatever was making that smell had killed the flame, so I soon had to rely on the light from above to see anything.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Finally I arrived at the water level. All Tulimshar wells dip into the same underground lake, which is on the side of a huge underground cavern. And in the midst of that cavern lay-- hardly visible through the greenish mist coming from it-- a Stinkewyrm!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Stinkewyrms are smaller cousins of dragons, but just as dangerous. They have a green, sticky skin, and, well, they stink. A lot. This one was particularly bad-- it had filled up the entire cave with stinkiness!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"I climbed down and swam to the shore. The stench was terrible; I had to hold my breath to get closer to the monster. There it was, lying on the ground, snoring, poisoning all our water! So I tried to wake it up to scare it away.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"I kicked it. I yelled at it. (Bad mistake, I got some of that stinky stuff in my lungs.) I poked at it with my sword. I even tried to poke it in the eyes, but I couldn't get that close to its mouth-- that was where most of the smell was coming from.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"After a few attempts I couldn't take it anymore, so I had myself be pulled up again. It took me a while to recover and to tell the tale. We talked about what could be done, but no-one had an idea.\""; - mes "Kfahr takes a deep sip from his beer."; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Finally, I came up with something. Stinkewyrms love that terrible stench of theirs, so what should be their natural enemy? Why, soap, of course!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"We couldn't just dump all the soap into the underground lake, of course; the water would be undrinkable again. So we collected some of the soap, and I climbed down again with it.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Having arrived at the bottom, I cut off the biggest of the water buckets and filled it with water-- and that was a really big one, I could hardly carry it when it was full. Then I dissolved most the soap, and poured that onto the Stinkewyrm's head.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "Kfahr laughs."; - mes "\"Ah, that caught its attention! You should have seen that dragon roar, as it jumped to its feet and tried to find out who had soaped it! I rushed back to the water and made another bucket of soap water.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"But it had noticed me! And as soon as it had realized where I was, it came after me. Then it stopped, towering right before me, its stench nearly killing me, and grinned that broad, crooked-teeth dragon smile of its kind.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Then it took a deep breath-- and I realised that that was probably 'it' for me; Stinkewyrms can breathe fire like real dragons, and I didn't have the time to run back to the water.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"But when it breathed out, only a tiny little flame came out-- and a lot of terrible smell that nearly knocked me off my feet.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"For you see, it had generated so much of the deadly smell around itself that even its own fire breath couldn't survive!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"So it stared at me, mouth wide agape-- the perfect opening!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"I stormed at it and before it could even blink, it had a huge load of bubbly soap water down its throat.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"You should have heard the coughing and shaking! I swear, I thought the roof would collapse as it was jumping and choking...\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Bubbles were coming out of its mouth, its nostrils, even its ears! The poor wyrm must have never felt so clean in its life!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"I was out of soap, but the beast didn't know that-- so I quickly grabbed another bucket and charged it again.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"And it worked! Seeing me like this again, it ran, squealing, back into the underground caves from where it must have come.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "Kfahr roars with laughter and slaps his hands on the table."; - mes "\"So we defeated it with hygiene! Ah, that was wonderful. After a day, the stench had worn off enough that we could drink the water again, and a week later it was almost completely gone. And of course I was the hero of the day.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "Kfahr downs the rest of his beer."; - mes "\"And from that day on they called me the `Hero of Tulimshar'.\""; - next; - - goto L_main_menu; + set @current_story, 3; + callsub L_tale_sub; + if (@story_abort) goto L_main_menu; + + mes "[Kfahr the Warrior]"; + mes "\"Yes, Hero of Tulimshar. That was many years"; + mes "ago, but I did save the city of Tulimshar from a deadly drought.\""; + mes "He grins broadly."; + mes "\"And quite a feat that was, let me tell you!\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Back in those days, there wasn't much trade with Hurnscald, and Tulimshar was dependent on its own water supply-- critically dependent, even.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Now, one day the water people drew from the wells started smelling. The smell was nauseating, and people who drank from it became violently sick.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"So the entire town was without water, except for the water reserves in the cistern. Someone had to act quickly-- and of course that someone was me.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"With nothing more than a torch, some light armor and a sword, I climbed down one of the wells. It was a long climb; the wells go down fairly deep.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"I noticed that there were some holes in the walls of the wells, with hollow spaces on the sides... Hmm, that reminds me that I still have to check whether the rumors of a labyrinth underneath Tulimshar are true.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Anyway, it took me a long time to get down, and every minute the stench was getting worse-- something really bad was down there. I had to stop and tie a wet piece of cloth over my mouth so that I wouldn't inhale all of that nasty stuff.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"My torch was in an even poorer shape-- whatever was making that smell had killed the flame, so I soon had to rely on the light from above to see anything.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Finally I arrived at the water level. All Tulimshar wells dip into the same underground lake, which is on the side of a huge underground cavern. And in the midst of that cavern lay-- hardly visible through the greenish mist coming from it-- a Stinkewyrm!\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Stinkewyrms are smaller cousins of dragons, but just as dangerous. They have a green, sticky skin, and, well, they stink. A lot. This one was particularly bad-- it had filled up the entire cave with stinkiness!\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"I climbed down and swam to the shore. The stench was terrible; I had to hold my breath to get closer to the monster. There it was, lying on the ground, snoring, poisoning all our water! So I tried to wake it up to scare it away.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"I kicked it. I yelled at it. (Bad mistake, I got some of that stinky stuff in my lungs.) I poked at it with my sword. I even tried to poke it in the eyes, but I couldn't get that close to its mouth-- that was where most of the smell was coming from.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"After a few attempts I couldn't take it anymore, so I had myself be pulled up again. It took me a while to recover and to tell the tale. We talked about what could be done, but no-one had an idea.\""; + mes "Kfahr takes a deep sip from his beer."; + next; + mes "[Kfahr the Warrior]"; + mes "\"Finally, I came up with something. Stinkewyrms love that terrible stench of theirs, so what should be their natural enemy? Why, soap, of course!\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"We couldn't just dump all the soap into the underground lake, of course; the water would be undrinkable again. So we collected some of the soap, and I climbed down again with it.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Having arrived at the bottom, I cut off the biggest of the water buckets and filled it with water-- and that was a really big one, I could hardly carry it when it was full. Then I dissolved most the soap, and poured that onto the Stinkewyrm's head.\""; + next; + mes "[Kfahr the Warrior]"; + mes "Kfahr laughs."; + mes "\"Ah, that caught its attention! You should have seen that dragon roar, as it jumped to its feet and tried to find out who had soaped it! I rushed back to the water and made another bucket of soap water.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"But it had noticed me! And as soon as it had realized where I was, it came after me. Then it stopped, towering right before me, its stench nearly killing me, and grinned that broad, crooked-teeth dragon smile of its kind.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Then it took a deep breath-- and I realised that that was probably 'it' for me; Stinkewyrms can breathe fire like real dragons, and I didn't have the time to run back to the water.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"But when it breathed out, only a tiny little flame came out-- and a lot of terrible smell that nearly knocked me off my feet.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"For you see, it had generated so much of the deadly smell around itself that even its own fire breath couldn't survive!\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"So it stared at me, mouth wide agape-- the perfect opening!\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"I stormed at it and before it could even blink, it had a huge load of bubbly soap water down its throat.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"You should have heard the coughing and shaking! I swear, I thought the roof would collapse as it was jumping and choking...\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Bubbles were coming out of its mouth, its nostrils, even its ears! The poor wyrm must have never felt so clean in its life!\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"I was out of soap, but the beast didn't know that-- so I quickly grabbed another bucket and charged it again.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"And it worked! Seeing me like this again, it ran, squealing, back into the underground caves from where it must have come.\""; + next; + mes "[Kfahr the Warrior]"; + mes "Kfahr roars with laughter and slaps his hands on the table."; + mes "\"So we defeated it with hygiene! Ah, that was wonderful. After a day, the stench had worn off enough that we could drink the water again, and a week later it was almost completely gone. And of course I was the hero of the day.\""; + next; + mes "[Kfahr the Warrior]"; + mes "Kfahr downs the rest of his beer."; + mes "\"And from that day on they called me the `Hero of Tulimshar'.\""; + next; + goto L_main_menu; L_tale_desert: - set @current_story, 4; - callsub L_tale_sub; - if (@story_abort) goto L_main_menu; - - mes "[Kfahr the Warrior]"; - mes "Kfahr leans back, trying to find the right words to describe the desert."; - mes "\"The desert... a cold and lonely place at night, and a hot and lonely place during the day.\""; - mes "For someone who apparently spent most of his life in the desert, his insights sometimes seem less than profound."; - next; - - mes "[Kfahr the Warrior]"; - mes "\"The desert is a living hell during some times of the year. Filled with black scorpions and snakes, except for the shadier areas, and mountain snakes if you go further east.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"South of Tulimshar is a fairly protected region; the nomads keep the snakes out of there and you'll find only relatively harmless monsters. But go west from there, to the beach, and it's scorpions and snakes...\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"...and east of there you find the old Hatmaker cave, now filled to the brim with snakes! Rumors have it that this was once an oasis, in centuries long gone by, but as far as I'm concerned that pit is just a dump that you best avoid.\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Go further to the east and you'll find ol' Pachua up on the mountain. He seems to have some kind of power over the mountain snakes there; they never attack him. I think he's a bit creepy, personally...\""; - next; - - mes "[Kfahr the Warrior]"; - mes "\"...but if he offers you some of his tobacco, then by all means give it a try! That stuff is amazing.\""; - mes "He laughs, then begins to cough."; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Not terribly healthy, though, I s'pose...\""; - next; - - goto L_main_menu; + set @current_story, 4; + callsub L_tale_sub; + if (@story_abort) goto L_main_menu; + + mes "[Kfahr the Warrior]"; + mes "Kfahr leans back, trying to find the right words to describe the desert."; + mes "\"The desert... a cold and lonely place at night, and a hot and lonely place during the day.\""; + mes "For someone who apparently spent most of his life in the desert, his insights sometimes seem less than profound."; + next; + mes "[Kfahr the Warrior]"; + mes "\"The desert is a living hell during some times of the year. Filled with black scorpions and snakes, except for the shadier areas, and mountain snakes if you go further east.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"South of Tulimshar is a fairly protected region; the nomads keep the snakes out of there and you'll find only relatively harmless monsters. But go west from there, to the beach, and it's scorpions and snakes...\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"...and east of there you find the old Hatmaker cave, now filled to the brim with snakes! Rumors have it that this was once an oasis, in centuries long gone by, but as far as I'm concerned that pit is just a dump that you best avoid.\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"Go further to the east and you'll find ol' Pachua up on the mountain. He seems to have some kind of power over the mountain snakes there; they never attack him. I think he's a bit creepy, personally...\""; + next; + mes "[Kfahr the Warrior]"; + mes "\"...but if he offers you some of his tobacco, then by all means give it a try! That stuff is amazing.\""; + mes "He laughs, then begins to cough."; + next; + mes "[Kfahr the Warrior]"; + mes "\"Not terribly healthy, though, I s'pose...\""; + next; + goto L_main_menu; L_gain_power: - if ((@beer_count - @has_beer) < 1) - goto L_listen_to_a_story_first; - - if (@Q_status < @QS_KNIFE_QUEST) - goto L_boneknife_quest; - - mes "[Kfahr the Warrior]"; - mes "\"Yeees, yes... doesn't everyone?\""; - mes "He laughs briefly."; - mes "\"Don't worry-- you can't become as powerful as I, of course, but if you keep practicing, you can get pretty damn close! Just make sure to pick your opponents carefully, and know when to run to live another day!\""; - next; - - goto L_main_menu; + if ((@beer_count - @has_beer) < 1) + goto L_listen_to_a_story_first; + if (@Q_status < @QS_KNIFE_QUEST) + goto L_boneknife_quest; + + mes "[Kfahr the Warrior]"; + mes "\"Yeees, yes... doesn't everyone?\""; + mes "He laughs briefly."; + mes "\"Don't worry-- you can't become as powerful as I, of course, but if you keep practicing, you can get pretty damn close! Just make sure to pick your opponents carefully, and know when to run to live another day!\""; + next; + goto L_main_menu; L_listen_to_a_story_first: - mes "[Kfahr the Warrior]"; - mes "\"That's the spirit! Perhaps you better listen to one of my tales, then!\""; - next; - goto L_main_menu; + mes "[Kfahr the Warrior]"; + mes "\"That's the spirit! Perhaps you better listen to one of my tales, then!\""; + next; + goto L_main_menu; L_boneknife_quest: - if (@Q_status == @QS_KNIFE_QUEST) - goto L_boneknife_quest_ip; - - if (@Q_status > @QS_KNIFE_QUEST) - goto L_boneknife_quest_completed; - - if (baselevel < 40) - goto L_boneknife_quest_tooweak; - - mes "[Kfahr the Warrior]"; - mes "Kfahr stares at you for a moment, then nods."; - mes "\"You seem reasonably skilled. I think I may have something that I no longer need, but I don't want to give it to just anyone...\""; - mes "He hesitates, obviously trying to make up his mind about something, then continues."; - - set @Q_status, @QS_KNIFE_QUEST; - callsub L_Update_Var; - next; + if (@Q_status == @QS_KNIFE_QUEST) + goto L_boneknife_quest_ip; + if (@Q_status > @QS_KNIFE_QUEST) + goto L_boneknife_quest_completed; + if (baselevel < 40) + goto L_boneknife_quest_tooweak; + + mes "[Kfahr the Warrior]"; + mes "Kfahr stares at you for a moment, then nods."; + mes "\"You seem reasonably skilled. I think I may have something that I no longer need, but I don't want to give it to just anyone...\""; + mes "He hesitates, obviously trying to make up his mind about something, then continues."; + set @Q_status, @QS_KNIFE_QUEST; + callsub L_Update_Var; + next; L_boneknife_quest_ip: - mes "[Kfahr the Warrior]"; - mes "\"Bring me " + @BLACK_STINGERS_NR + " black scorpion stingers and " + @MUSHROOMS_NR + " small mushrooms to prove that you are a competent warrior, and I'll see if I have something for you.\""; - mes "He grins."; - next; - - mes "[Kfahr the Warrior]"; - mes "\"But while you are here... perhaps you would like to listen to another story?\""; - next; - - goto L_main_menu; + mes "[Kfahr the Warrior]"; + mes "\"Bring me " + @BLACK_STINGERS_NR + " black scorpion stingers and " + @MUSHROOMS_NR + " small mushrooms to prove that you are a competent warrior, and I'll see if I have something for you.\""; + mes "He grins."; + next; + mes "[Kfahr the Warrior]"; + mes "\"But while you are here... perhaps you would like to listen to another story?\""; + next; + goto L_main_menu; L_boneknife_quest_completed: - mes "[Kfahr the Warrior]"; - mes "\"I really don't have anything else I'd want to give away to make you stronger. Look around a bit yourself! You won't become a hero if you keep begging for help!\""; - next; - goto L_main_menu; + mes "[Kfahr the Warrior]"; + mes "\"I really don't have anything else I'd want to give away to make you stronger. Look around a bit yourself! You won't become a hero if you keep begging for help!\""; + next; + goto L_main_menu; L_boneknife_quest_tooweak: - mes "[Kfahr the Warrior]"; - mes "\"You know, little one, if you keep practicing a little and come back once you're a bit stronger, I might have something for you...\""; - mes "He winks."; - next; - goto L_main_menu; - + mes "[Kfahr the Warrior]"; + mes "\"You know, little one, if you keep practicing a little and come back once you're a bit stronger, I might have something for you...\""; + mes "He winks."; + next; + goto L_main_menu; L_knife_quest_check: - mes "[Kfahr the Warrior]"; - mes "Kfahr eyes you with unconcealed amusement."; - mes "\"Welcome back! Did you bring me the things I asked for?\""; - next; - - menu "Yes, here they are!", L_knife_quest_completecheck, - "Er, what were those things again?", L_boneknife_quest_ip, - "No, sorry, I didn't have the time.", L_main_menu, - "I forgot! Let me get them right now.", L_end; - close; + mes "[Kfahr the Warrior]"; + mes "Kfahr eyes you with unconcealed amusement."; + mes "\"Welcome back! Did you bring me the things I asked for?\""; + next; + menu + "Yes, here they are!", L_knife_quest_completecheck, + "Er, what were those things again?", L_boneknife_quest_ip, + "No, sorry, I didn't have the time.", L_main_menu, + "I forgot! Let me get them right now.", L_end; + close; L_knife_quest_completecheck: - if (countitem("BlackScorpionStinger") < @BLACK_STINGERS_NR) - goto L_knife_quest_missing_stingers; - - if (countitem("SmallMushroom") < @MUSHROOMS_NR) - goto L_knife_quest_missing_mushrooms; - - - mes "[Kfahr the Warrior]"; - mes "Kfahr is delighted."; - mes "\"Well done, well done! Now that's what I call Warrior spirit!\""; - mes "He laughs, then suddenly stops, turning to you with suspicion in his eyes."; - mes "\"You DID get those yourself, didn't you? Not buy them or somesuch...?\""; - next; - - mes "[Kfahr the Warrior]"; - mes "Before you can answer, he laughs and slaps you on the back again."; - mes "\"Ah, what am I thinking! Too many years in the desert make you a little suspicious of everyone and everything! Naah, I believe you.\""; - mes "He pulls a strangely curved knife out of a side pocket and holds it up to the light. The blade is partly transparent, and looks quite sharp."; - next; - - mes "[Kfahr the Warrior]"; - mes "\"It's a bone knife, carved out of the umplex bone of a desert worm... you can probably guess which one.\""; - mes "He grins broadly again, weighing the weapon."; - mes "\"It's a little heavy, but one of the best knives you can get. Certainly beats a short sword any time of day.\""; - mes "I had the nomads make me a few of them, and I hardly use them nowadays, so I think I can part with this one."; - next; - - if (countitem("BlackScorpionStinger") < @BLACK_STINGERS_NR) - goto L_knife_quest_missing_stingers_2; - - if (countitem("SmallMushroom") < @MUSHROOMS_NR) - goto L_knife_quest_missing_mushrooms_2; - getinventorylist; - if (@inventorylist_count == 100) goto L_Knife_TooMany; - - mes "[Kfahr the Warrior]"; - mes "He hands you the knife."; - mes "\"Oh, and I think I'll keep those in return; I know someone who will trade them for antidote potions.\""; - mes "He pockets the stingers and mushrooms."; - mes "[" + @KNIFE_QUEST_XP + " experience points]"; - - set @Q_status, @QS_KNIFE_QUEST_DONE; - callsub L_Update_Var; - - delitem "BlackScorpionStinger", @BLACK_STINGERS_NR; - delitem "SmallMushroom", @MUSHROOMS_NR; - getexp @KNIFE_QUEST_XP, 0; - getitem "BoneKnife", 1; - next; - - goto L_main_menu; + if (countitem("BlackScorpionStinger") < @BLACK_STINGERS_NR) + goto L_knife_quest_missing_stingers; + if (countitem("SmallMushroom") < @MUSHROOMS_NR) + goto L_knife_quest_missing_mushrooms; + + mes "[Kfahr the Warrior]"; + mes "Kfahr is delighted."; + mes "\"Well done, well done! Now that's what I call Warrior spirit!\""; + mes "He laughs, then suddenly stops, turning to you with suspicion in his eyes."; + mes "\"You DID get those yourself, didn't you? Not buy them or somesuch...?\""; + next; + mes "[Kfahr the Warrior]"; + mes "Before you can answer, he laughs and slaps you on the back again."; + mes "\"Ah, what am I thinking! Too many years in the desert make you a little suspicious of everyone and everything! Naah, I believe you.\""; + mes "He pulls a strangely curved knife out of a side pocket and holds it up to the light. The blade is partly transparent, and looks quite sharp."; + next; + mes "[Kfahr the Warrior]"; + mes "\"It's a bone knife, carved out of the umplex bone of a desert worm... you can probably guess which one.\""; + mes "He grins broadly again, weighing the weapon."; + mes "\"It's a little heavy, but one of the best knives you can get. Certainly beats a short sword any time of day.\""; + mes "I had the nomads make me a few of them, and I hardly use them nowadays, so I think I can part with this one."; + next; + if (countitem("BlackScorpionStinger") < @BLACK_STINGERS_NR) + goto L_knife_quest_missing_stingers_2; + if (countitem("SmallMushroom") < @MUSHROOMS_NR) + goto L_knife_quest_missing_mushrooms_2; + getinventorylist; + if (@inventorylist_count == 100) goto L_Knife_TooMany; + mes "[Kfahr the Warrior]"; + mes "He hands you the knife."; + mes "\"Oh, and I think I'll keep those in return; I know someone who will trade them for antidote potions.\""; + mes "He pockets the stingers and mushrooms."; + mes "[" + @KNIFE_QUEST_XP + " experience points]"; + set @Q_status, @QS_KNIFE_QUEST_DONE; + callsub L_Update_Var; + delitem "BlackScorpionStinger", @BLACK_STINGERS_NR; + delitem "SmallMushroom", @MUSHROOMS_NR; + getexp @KNIFE_QUEST_XP, 0; + getitem "BoneKnife", 1; + next; + goto L_main_menu; L_Knife_TooMany: - mes "[Kfahr the Warrior]"; - mes "\"You don't have room for this. Come back when you do.\""; - close; + mes "[Kfahr the Warrior]"; + mes "\"You don't have room for this. Come back when you do.\""; + close; L_knife_quest_missing_stingers: - mes "[Kfahr the Warrior]"; - mes "\"No, no... I said " + @BLACK_STINGERS_NR + " black scorpion stingers."; - if (countitem("BlackScorpionStinger")) - mes "You will need " + (@BLACK_STINGERS_NR - (countitem ("BlackScorpionStinger"))) + " more of those.\""; - if (countitem("BlackScorpionStinger") == 0) - mes "You didn't bring even a single one!\""; - close; + mes "[Kfahr the Warrior]"; + mes "\"No, no... I said " + @BLACK_STINGERS_NR + " black scorpion stingers."; + if (countitem("BlackScorpionStinger")) + mes "You will need " + (@BLACK_STINGERS_NR - (countitem ("BlackScorpionStinger"))) + " more of those.\""; + if (countitem("BlackScorpionStinger") == 0) + mes "You didn't bring even a single one!\""; + close; L_knife_quest_missing_stingers_2: - mes "[Kfahr the Warrior]"; - mes "\"You just had " + @BLACK_STINGERS_NR + " black scorpion stingers. What happened to them?"; - if (countitem("BlackScorpionStinger")) - mes "You will need " + (@BLACK_STINGERS_NR - (countitem ("BlackScorpionStinger"))) + " more of those.\""; - if (countitem("BlackScorpionStinger") == 0) - mes "You didn't bring even a single one!\""; - close; + mes "[Kfahr the Warrior]"; + mes "\"You just had " + @BLACK_STINGERS_NR + " black scorpion stingers. What happened to them?"; + if (countitem("BlackScorpionStinger")) + mes "You will need " + (@BLACK_STINGERS_NR - (countitem ("BlackScorpionStinger"))) + " more of those.\""; + if (countitem("BlackScorpionStinger") == 0) + mes "You didn't bring even a single one!\""; + close; L_knife_quest_missing_mushrooms: - mes "[Kfahr the Warrior]"; - mes "\"No, no... I said " + @MUSHROOMS_NR + " small mushrooms."; - if (countitem("SmallMushroom")) - mes "You will need " + (@MUSHROOMS_NR - (countitem ("SmallMushroom"))) + " more of those.\""; - if (countitem("SmallMushroom") == 0) - mes "You didn't bring me even a single little mushroom!\""; - close; + mes "[Kfahr the Warrior]"; + mes "\"No, no... I said " + @MUSHROOMS_NR + " small mushrooms."; + if (countitem("SmallMushroom")) + mes "You will need " + (@MUSHROOMS_NR - (countitem ("SmallMushroom"))) + " more of those.\""; + if (countitem("SmallMushroom") == 0) + mes "You didn't bring me even a single little mushroom!\""; + close; L_knife_quest_missing_mushrooms_2: - mes "[Kfahr the Warrior]"; - mes "\"You just had " + @MUSHROOMS_NR + " small mushrooms. What happened to them?"; - if (countitem("SmallMushroom")) - mes "You will need " + (@MUSHROOMS_NR - (countitem ("SmallMushroom"))) + " more of those.\""; - if (countitem("SmallMushroom") == 0) - mes "You didn't bring me even a single little mushroom!\""; - close; + mes "[Kfahr the Warrior]"; + mes "\"You just had " + @MUSHROOMS_NR + " small mushrooms. What happened to them?"; + if (countitem("SmallMushroom")) + mes "You will need " + (@MUSHROOMS_NR - (countitem ("SmallMushroom"))) + " more of those.\""; + if (countitem("SmallMushroom") == 0) + mes "You didn't bring me even a single little mushroom!\""; + close; L_stinger_quest_check: - mes "[Kfahr the Warrior]"; - mes "Kfahr grins at you."; - mes "\"Welcome, welcome! Did you bring me my snake skins?\""; - next; - - menu "Yes, here they are!", L_snakeskins_completecheck, - "No, sorry, I didn't have the time.", L_main_menu, - "I forgot! Let me get them right now.", L_end; - close; - + mes "[Kfahr the Warrior]"; + mes "Kfahr grins at you."; + mes "\"Welcome, welcome! Did you bring me my snake skins?\""; + next; + menu + "Yes, here they are!", L_snakeskins_completecheck, + "No, sorry, I didn't have the time.", L_main_menu, + "I forgot! Let me get them right now.", L_end; + close; L_snakeskins_completecheck: - if (countitem("SnakeSkin") < @SNAKE_SKINS_NR) - goto L_snakeskins_missing; - getinventorylist; - if (@inventorylist_count == 100) goto L_SnakeSkins_TooMany; - - delitem "SnakeSkin", @SNAKE_SKINS_NR; - getitem "GoldenScorpionStinger", 1; - - set @Q_status, @QS_STINGER_QUEST_DONE; - callsub L_Update_Var; - - getexp @STINGER_QUEST_XP, 0; - - mes "[Kfahr the Warrior]"; - mes "Kfahr takes the skins and pulls a golden scorpion stinger out of his pocket."; - mes "\"Well, you've earned it. But be careful-- the poison in there is still lethal, after all those years.\""; - mes "He hands you the scorpion stinger."; - mes "[" + @STINGER_QUEST_XP + " experience points]"; - next; - goto L_main_menu; + if (countitem("SnakeSkin") < @SNAKE_SKINS_NR) + goto L_snakeskins_missing; + getinventorylist; + if (@inventorylist_count == 100) + goto L_SnakeSkins_TooMany; + delitem "SnakeSkin", @SNAKE_SKINS_NR; + getitem "GoldenScorpionStinger", 1; + set @Q_status, @QS_STINGER_QUEST_DONE; + callsub L_Update_Var; + getexp @STINGER_QUEST_XP, 0; + mes "[Kfahr the Warrior]"; + mes "Kfahr takes the skins and pulls a golden scorpion stinger out of his pocket."; + mes "\"Well, you've earned it. But be careful-- the poison in there is still lethal, after all those years.\""; + mes "He hands you the scorpion stinger."; + mes "[" + @STINGER_QUEST_XP + " experience points]"; + next; + goto L_main_menu; L_snakeskins_missing: - mes "[Kfahr the Warrior]"; - mes "\"No, no... I said " + @SNAKE_SKINS_NR + " snake skins."; - if (countitem("SnakeSkin")) - mes "You will need " + (@SNAKE_SKINS_NR - (countitem ("SnakeSkin"))) + " more of those.\""; - if (countitem("SnakeSkin") == 0) - mes "You didn't bring even a single skin!\""; - close; + mes "[Kfahr the Warrior]"; + mes "\"No, no... I said " + @SNAKE_SKINS_NR + " snake skins."; + if (countitem("SnakeSkin")) + mes "You will need " + (@SNAKE_SKINS_NR - (countitem ("SnakeSkin"))) + " more of those.\""; + if (countitem("SnakeSkin") == 0) + mes "You didn't bring even a single skin!\""; + close; L_SnakeSkins_TooMany: - mes "[Kfahr the Warrior]"; - mes "\"You don't have room for this. Come back when you do.\""; - close; + mes "[Kfahr the Warrior]"; + mes "\"You don't have room for this. Come back when you do.\""; + close; L_give_beer: - if (countitem("Beer") < 1) - goto L_player_out_of_beer; - - if (@has_beer) - goto L_enough_beer_for_now; - - if @beer_count > 4 - goto L_too_much_beer; - - setarray @beermessages$, - "Ah yes... a warrior's drink!", - "Generous, generous! I like that!", - "Hahah! That's just what I needed!", - "I love this town! Hurnscaldian hospitality! Mrahahahah!", - "A'ight, one more can't hurt, eh?"; - - set @mesg$, @beermessages$[@beer_count]; - - delitem "Beer", 1; - - set @has_beer, 1; - set @beer_count, @beer_count + 1; - - mes "[Kfahr the Warrior]"; - mes "Kfahr is visibly delighted."; - mes "\"" + @mesg$ + "\""; - mes "He takes a deep sip."; - mes "\"Aaah, magnificent!\""; - - if (@beer_count > 4) - mes "Kfahr seems quite relaxed now."; - - next; - - goto L_main_menu; + if (countitem("Beer") < 1) + goto L_player_out_of_beer; + if (@has_beer) + goto L_enough_beer_for_now; + if (@beer_count > 4) + goto L_too_much_beer; + + setarray @beermessages$, + "Ah yes... a warrior's drink!", + "Generous, generous! I like that!", + "Hahah! That's just what I needed!", + "I love this town! Hurnscaldian hospitality! Mrahahahah!", + "A'ight, one more can't hurt, eh?"; + + set @mesg$, @beermessages$[@beer_count]; + + delitem "Beer", 1; + set @has_beer, 1; + set @beer_count, @beer_count + 1; + + mes "[Kfahr the Warrior]"; + mes "Kfahr is visibly delighted."; + mes "\"" + @mesg$ + "\""; + mes "He takes a deep sip."; + mes "\"Aaah, magnificent!\""; + + if (@beer_count > 4) + mes "Kfahr seems quite relaxed now."; + next; + goto L_main_menu; L_enough_beer_for_now: - mes "[Kfahr the Warrior]"; - mes "\"Generous, generous! But I still have plenty in here!\""; - mes "He laughs and takes a sip from the beer you gave him earlier."; - next; - goto L_main_menu; + mes "[Kfahr the Warrior]"; + mes "\"Generous, generous! But I still have plenty in here!\""; + mes "He laughs and takes a sip from the beer you gave him earlier."; + next; + goto L_main_menu; L_too_much_beer: - mes "[Kfahr the Warrior]"; - mes "Kfahr leans back and sighs heavily."; - mes "\"Very, very generous... bu' I think I'm fine for now.\""; - mes "He suppresses a burp."; - next; - goto L_main_menu; + mes "[Kfahr the Warrior]"; + mes "Kfahr leans back and sighs heavily."; + mes "\"Very, very generous... bu' I think I'm fine for now.\""; + mes "He suppresses a burp."; + next; + goto L_main_menu; L_player_out_of_beer: - mes "[Kfahr the Warrior]"; - mes "Kfahr stares at you, then begins to laugh."; - mes "\"Mrahahahahaha! Here's the beer! Right, right! Naah, I get it! Save your gold for whatever you need it for! But if you have some spare and want to share a beer, you know where to find me!\""; - next; - goto L_main_menu; + mes "[Kfahr the Warrior]"; + mes "Kfahr stares at you, then begins to laugh."; + mes "\"Mrahahahahaha! Here's the beer! Right, right! Naah, I get it! Save your gold for whatever you need it for! But if you have some spare and want to share a beer, you know where to find me!\""; + next; + goto L_main_menu; L_golden_scorpion: - if (@Q_status > @QS_STINGER_QUEST) - goto L_golden_scorpion_over_ask; - - if (@Q_status == @QS_STINGER_QUEST) - goto L_golden_scorpion_ask_again; - - if (@Q_status == @QS_LOST_WRESTLING) - goto L_golden_scorpion_wrestle_again; - - mes "[Kfahr the Warrior]"; - mes "He grins."; - mes "\"Fought any? I single-handedly raided a nest of those beasts! Ah, but golden scorpions are almost unheard of in these parts. Why do you ask?\""; - next; - - menu "Never mind, I was just curious.", L_main_menu, - "I need a golden scorpion stinger.", -; - - mes "[Kfahr the Warrior]"; - mes "\"A golden scorpion stinger? Those are rare and valuable, I hope that you know that!\""; - - if (baselevel < 60) - goto L_too_lowlevel_for_stinger; - - if (@Q_status < @QS_KNIFE_QUEST) - goto L_golden_requires_knife_quest; - - if (@Q_status < @QS_KNIFE_QUEST_DONE) - goto L_golden_requires_knife_quest_done; - - mes "\"Still, you are a warrior of repute. I'll consider giving it to you...\""; - next; - - mes "[Kfahr the Warrior]"; - mes "A mischievous sparkle lightens up in his eyes."; - mes "\"...if you arm-wrestle me for it!\""; - next; + if (@Q_status > @QS_STINGER_QUEST) + goto L_golden_scorpion_over_ask; + if (@Q_status == @QS_STINGER_QUEST) + goto L_golden_scorpion_ask_again; + if (@Q_status == @QS_LOST_WRESTLING) + goto L_golden_scorpion_wrestle_again; + + mes "[Kfahr the Warrior]"; + mes "He grins."; + mes "\"Fought any? I single-handedly raided a nest of those beasts! Ah, but golden scorpions are almost unheard of in these parts. Why do you ask?\""; + next; + menu + "Never mind, I was just curious.", L_main_menu, + "I need a golden scorpion stinger.", -; + mes "[Kfahr the Warrior]"; + mes "\"A golden scorpion stinger? Those are rare and valuable, I hope that you know that!\""; + if (baselevel < 60) + goto L_too_lowlevel_for_stinger; + if (@Q_status < @QS_KNIFE_QUEST) + goto L_golden_requires_knife_quest; + if (@Q_status < @QS_KNIFE_QUEST_DONE) + goto L_golden_requires_knife_quest_done; + + mes "\"Still, you are a warrior of repute. I'll consider giving it to you...\""; + next; + mes "[Kfahr the Warrior]"; + mes "A mischievous sparkle lightens up in his eyes."; + mes "\"...if you arm-wrestle me for it!\""; + next; L_golden_scorpion_wrestle_intro: - - menu "Never!", L_main_menu, - "Wait... what?", L_wrestle_explain, - "Bring it on!", L_golden_scorpion_wrestle; - close; + menu + "Never!", L_main_menu, + "Wait... what?", L_wrestle_explain, + "Bring it on!", L_golden_scorpion_wrestle; + close; L_golden_requires_knife_quest_done: - mes "He hesitates."; - mes "\"But no, this is too valuable. Perhaps if you finish that other quest I gave you...?\"."; - next; - goto L_main_menu; + mes "He hesitates."; + mes "\"But no, this is too valuable. Perhaps if you finish that other quest I gave you...?\"."; + next; + goto L_main_menu; L_golden_requires_knife_quest: - mes "He hesitates."; - mes "\"But no, this is too valuable. I think I should have you prove your worthiness with another quest first...\""; - next; - goto L_boneknife_quest; + mes "He hesitates."; + mes "\"But no, this is too valuable. I think I should have you prove your worthiness with another quest first...\""; + next; + goto L_boneknife_quest; L_wrestle_explain: - mes "[Kfahr the Warrior]"; - mes "\"Arm wrestling! Arm against arm! And whoever is stronger wins! If you manage to defeat me, I'll give you a little quest for the stinger. How about it?\""; - next; - goto L_golden_scorpion_wrestle_intro; + mes "[Kfahr the Warrior]"; + mes "\"Arm wrestling! Arm against arm! And whoever is stronger wins! If you manage to defeat me, I'll give you a little quest for the stinger. How about it?\""; + next; + goto L_golden_scorpion_wrestle_intro; L_too_lowlevel_for_stinger: - mes "\"Well, I have one, but I can't just give it to anyone. Maybe if you train a little and become a worthy warrior I will consider giving it away...\""; - next; - goto L_main_menu; + mes "\"Well, I have one, but I can't just give it to anyone. Maybe if you train a little and become a worthy warrior I will consider giving it away...\""; + next; + goto L_main_menu; L_golden_scorpion_over_ask: - mes "[Kfahr the Warrior]"; - mes "\"Is this about the stingers again? I already gave you a golden stinger, I'm not going to part with any more.\""; - next; - goto L_main_menu; + mes "[Kfahr the Warrior]"; + mes "\"Is this about the stingers again? I already gave you a golden stinger, I'm not going to part with any more.\""; + next; + goto L_main_menu; L_golden_scorpion_ask_again: - mes "[Kfahr the Warrior]"; - mes "\"This is about the stinger again, right? Well, just bring me " + @SNAKE_SKINS_NR + " snake skins, and you can have one.\""; - next; - goto L_main_menu; + mes "[Kfahr the Warrior]"; + mes "\"This is about the stinger again, right? Well, just bring me " + @SNAKE_SKINS_NR + " snake skins, and you can have one.\""; + next; + goto L_main_menu; L_golden_scorpion_wrestle_again: - mes "[Kfahr the Warrior]"; - mes "\"This is about the stinger again, eh? So you want to give it another try?\""; - mes "He grins broadly."; - next; - goto L_golden_scorpion_wrestle; + mes "[Kfahr the Warrior]"; + mes "\"This is about the stinger again, eh? So you want to give it another try?\""; + mes "He grins broadly."; + next; + goto L_golden_scorpion_wrestle; L_golden_scorpion_wrestle: - mes "[Kfahr the Warrior]"; - mes "You sit down. Both of you place your arms on the table, on opposing sides, and grab each other's hands."; - next; + mes "[Kfahr the Warrior]"; + mes "You sit down. Both of you place your arms on the table, on opposing sides, and grab each other's hands."; + next; - set @KFAHR_STR, 70 + @beer_count * 6; - set @KFAHR_AGI, 60 - @beer_count * 5; - set @kfahr_stamina, 120; + set @KFAHR_STR, 70 + @beer_count * 6; + set @KFAHR_AGI, 60 - @beer_count * 5; + set @kfahr_stamina, 120; - set @PC_STR, readparam(bStr); - set @PC_AGI, readparam(bAgi); - set @PC_MAX_STAMINA, readparam(bVit) + 20; - set @pc_stamina, @PC_MAX_STAMINA; + set @PC_STR, readparam(bStr); + set @PC_AGI, readparam(bAgi); + set @PC_MAX_STAMINA, readparam(bVit) + 20; + set @pc_stamina, @PC_MAX_STAMINA; - setarray @positions$, - "Kfahr's hand is almost on the table.", - "Kfahr's hand is pushed back.", - "Kfahr and your hands are centered.", - "Your hand is pushed back.", - "Your hand is almost on the table."; + setarray @positions$, + "Kfahr's hand is almost on the table.", + "Kfahr's hand is pushed back.", + "Kfahr and your hands are centered.", + "Your hand is pushed back.", + "Your hand is almost on the table."; - set @position, 2; - set @first_round, 1; + set @position, 2; + set @first_round, 1; L_wrestle_loop: - mes "[Arm-wrestling with Kfahr]"; - - mes @positions$[@position]; - - if ((@PC_STAMINA * 2 <= @PC_MAX_STAMINA) && (@PC_STAMINA * 4 > @PC_MAX_STAMINA)) - mes "You feel a little exhausted."; - if (@PC_STAMINA * 4 <= @PC_MAX_STAMINA) - mes "You feel very exhausted."; - next; - - menu "Push!", L_wrestle_push, - "Hold!", L_wrestle_hold, - "Slam!", L_wrestle_slam, - "Consider your options", L_wrestle_info; - close; + mes "[Arm-wrestling with Kfahr]"; + mes @positions$[@position]; + if ((@PC_STAMINA * 2 <= @PC_MAX_STAMINA) && (@PC_STAMINA * 4 > @PC_MAX_STAMINA)) + mes "You feel a little exhausted."; + if (@PC_STAMINA * 4 <= @PC_MAX_STAMINA) + mes "You feel very exhausted."; + next; + menu + "Push!", L_wrestle_push, + "Hold!", L_wrestle_hold, + "Slam!", L_wrestle_slam, + "Consider your options", L_wrestle_info; + close; L_wrestle_info: - mes "[Arm-wrestling with Kfahr]"; - mes "Kfahr is a strong arm-wrestling opponent. Winning against him won't be easy."; - mes "Each round you have to choose an action; what you choose determines both your chances of moving each other's arms and how much weaker you get."; - next; - mes "[Arm-wrestling with Kfahr]"; - mes "If you PUSH, you may be able to push him back, but if you fail, you will lose more stamina than if you had succeeded."; - next; - mes "[Arm-wrestling with Kfahr]"; - mes "If you HOLD, you lose little stamina and may be able to hold him and drain his stength, but you cannot win just by holding."; - next; - mes "[Arm-wrestling with Kfahr]"; - mes "If you SLAM, you try to move against him quickly-- if you are successful, you may push him back quite a bit, but losing this will drain you badly."; - next; - goto L_wrestle_loop; - + mes "[Arm-wrestling with Kfahr]"; + mes "Kfahr is a strong arm-wrestling opponent. Winning against him won't be easy."; + mes "Each round you have to choose an action; what you choose determines both your chances of moving each other's arms and how much weaker you get."; + next; + mes "[Arm-wrestling with Kfahr]"; + mes "If you PUSH, you may be able to push him back, but if you fail, you will lose more stamina than if you had succeeded."; + next; + mes "[Arm-wrestling with Kfahr]"; + mes "If you HOLD, you lose little stamina and may be able to hold him and drain his stength, but you cannot win just by holding."; + next; + mes "[Arm-wrestling with Kfahr]"; + mes "If you SLAM, you try to move against him quickly-- if you are successful, you may push him back quite a bit, but losing this will drain you badly."; + next; + goto L_wrestle_loop; L_wrestle_push: - set @kfahr_def, @KFAHR_STR; - set @attack, @PC_STR; - set @cost_factor, 2; - callsub L_wrestle_attack; - if (@result < -1) - set @result, -1; // can't push back further than one - goto L_wrestle_next; + set @kfahr_def, @KFAHR_STR; + set @attack, @PC_STR; + set @cost_factor, 2; + callsub L_wrestle_attack; + if (@result < -1) set @result, -1; // can't push back further than one + goto L_wrestle_next; L_wrestle_hold: - set @kfahr_def, @KFAHR_STR; - set @attack, @PC_STR; - set @cost_factor, 1; - callsub L_wrestle_attack; - if (@result < 0) - set @result, 0; // hold only - goto L_wrestle_next; + set @kfahr_def, @KFAHR_STR; + set @attack, @PC_STR; + set @cost_factor, 1; + callsub L_wrestle_attack; + if (@result < 0) set @result, 0; // hold only + goto L_wrestle_next; L_wrestle_slam: - if (@beer_count == 5 && @first_round) goto L_quick_slam; - set @kfahr_def, @KFAHR_AGI; - set @attack, @PC_AGI; - set @cost_factor, 4; - callsub L_wrestle_attack; - goto L_wrestle_next; - + if (@beer_count == 5 && @first_round) + goto L_quick_slam; + set @kfahr_def, @KFAHR_AGI; + set @attack, @PC_AGI; + set @cost_factor, 4; + callsub L_wrestle_attack; + goto L_wrestle_next; L_wrestle_attack: - set @kfahr_stamina_bonus, @kfahr_stamina; - set @pc_stamina_bonus, @kfahr_stamina; - - if (@kfahr_stamina_bonus > 40) - set @kfahr_stamina_bonus, 40; - - if (@pc_stamina_bonus > 40) - set @pc_stamina_bonus, 40; - - set @score, @kfahr_def + @kfahr_stamina_bonus - @attack - @pc_stamina_bonus + rand(20) - rand(20); - - set @result, @score / 10; - - if (@result > 1) - set @result, 1; - - if (@result > 0) set @kfahr_stamina, @kfahr_stamina - 12; - if (@result == 0) set @kfahr_stamina, @kfahr_stamina - 16; - if (@result < 0) set @kfahr_stamina, @kfahr_stamina - 8; - - if (@result < 0) set @pc_stamina, @pc_stamina - (6 * @cost_factor); - if (@result == 0) set @pc_stamina, @pc_stamina - (8 * @cost_factor); - if (@result > 0) set @pc_stamina, @pc_stamina - (4 * @cost_factor); - - if (@kfahr_stamina < 0) - set @kfahr_stamina, 0; - - if (@kfahr_stamina < 0) - set @pc_stamina, 0; - - return; + set @kfahr_stamina_bonus, @kfahr_stamina; + set @pc_stamina_bonus, @kfahr_stamina; + + if (@kfahr_stamina_bonus > 40) + set @kfahr_stamina_bonus, 40; + if (@pc_stamina_bonus > 40) + set @pc_stamina_bonus, 40; + + set @score, @kfahr_def + @kfahr_stamina_bonus - @attack - @pc_stamina_bonus + rand(20) - rand(20); + set @result, @score / 10; + + if (@result > 1) + set @result, 1; + if (@result > 0) + set @kfahr_stamina, @kfahr_stamina - 12; + if (@result == 0) + set @kfahr_stamina, @kfahr_stamina - 16; + if (@result < 0) + set @kfahr_stamina, @kfahr_stamina - 8; + if (@result < 0) + set @pc_stamina, @pc_stamina - (6 * @cost_factor); + if (@result == 0) + set @pc_stamina, @pc_stamina - (8 * @cost_factor); + if (@result > 0) + set @pc_stamina, @pc_stamina - (4 * @cost_factor); + if (@kfahr_stamina < 0) + set @kfahr_stamina, 0; + if (@kfahr_stamina < 0) + set @pc_stamina, 0; + return; L_wrestle_next: - set @first_round, 0; - - mes "[Arm-wrestling with Kfahr]"; - if (@result < 0) mes "You manage to push him back!"; - if (@result == 0) mes "You hold your position!"; - if (@result > 0) mes "Kfahr pushes you back!"; - next; - - set @position, @position + @result; - if (@position < 0) goto L_wrestle_win; - if (@position > 4) goto L_wrestle_lose; - - goto L_wrestle_loop; + set @first_round, 0; + + mes "[Arm-wrestling with Kfahr]"; + if (@result < 0) + mes "You manage to push him back!"; + if (@result == 0) + mes "You hold your position!"; + if (@result > 0) + mes "Kfahr pushes you back!"; + next; + set @position, @position + @result; + if (@position < 0) + goto L_wrestle_win; + if (@position > 4) + goto L_wrestle_lose; + goto L_wrestle_loop; L_wrestle_lose: - mes "[Arm-wrestling with Kfahr]"; - mes "Kfahr slams your hand on the table."; - next; - - mes "[Kfahr the Warrior]"; - mes "\"Don't worry! It was a good attempt-- but beating Kfahr is not quite so easy!\""; - mes "He laughs and slaps you on the shoulder."; - mes "\"But come back any time you want to try again!\""; - next; - - set @Q_status, @QS_LOST_WRESTLING; - callsub L_Update_Var; - - goto L_main_menu; + mes "[Arm-wrestling with Kfahr]"; + mes "Kfahr slams your hand on the table."; + next; + mes "[Kfahr the Warrior]"; + mes "\"Don't worry! It was a good attempt-- but beating Kfahr is not quite so easy!\""; + mes "He laughs and slaps you on the shoulder."; + mes "\"But come back any time you want to try again!\""; + next; + set @Q_status, @QS_LOST_WRESTLING; + callsub L_Update_Var; + goto L_main_menu; L_quick_slam: - mes "[Arm-wrestling with Kfahr]"; - mes "Your hands have barely touched as you push against him with all your might. His reactions slowed by the beer, Kfahr doesn't stand a chance."; - next; - goto L_wrestle_win; + mes "[Arm-wrestling with Kfahr]"; + mes "Your hands have barely touched as you push against him with all your might. His reactions slowed by the beer, Kfahr doesn't stand a chance."; + next; + goto L_wrestle_win; L_wrestle_win: - mes "[Arm-wrestling with Kfahr]"; - mes "You slam Kfahr's hand on the table."; - next; - - mes "[Kfahr the Warrior]"; - mes "Kfahr stares first at the hand, then at you, incredulously."; - mes "Then he begins to roar with laughter, slapping you on the shoulder."; - mes "\"Excellent, excellent! Caught me in a weak moment there, did ya!\""; - next; - - mes "[Kfahr the Warrior]"; - mes "After calming down, Kfahr outlines your quest."; - mes "\"As I promised, I will give you the stinger if you do something for me. Get me " + @SNAKE_SKINS_NR + " snake skins, and I'll let you have it.\""; - next; - - set @Q_status, @QS_STINGER_QUEST; - callsub L_Update_Var; - - goto L_main_menu; + mes "[Arm-wrestling with Kfahr]"; + mes "You slam Kfahr's hand on the table."; + next; + mes "[Kfahr the Warrior]"; + mes "Kfahr stares first at the hand, then at you, incredulously."; + mes "Then he begins to roar with laughter, slapping you on the shoulder."; + mes "\"Excellent, excellent! Caught me in a weak moment there, did ya!\""; + next; + mes "[Kfahr the Warrior]"; + mes "After calming down, Kfahr outlines your quest."; + mes "\"As I promised, I will give you the stinger if you do something for me. Get me " + @SNAKE_SKINS_NR + " snake skins, and I'll let you have it.\""; + next; + set @Q_status, @QS_STINGER_QUEST; + callsub L_Update_Var; + goto L_main_menu; L_end: - close; + close; L_Update_Var: - set QUEST_Forestbow_state, - (QUEST_Forestbow_state & ~(@Q_MASK) - | (@Q_status << @Q_SHIFT)); - return; + set QUEST_Forestbow_state, (QUEST_Forestbow_state & ~(@Q_MASK) | (@Q_status << @Q_SHIFT)); + return; } diff --git a/world/map/npc/009-2/lena.txt b/world/map/npc/009-2/lena.txt index 23f0e165..ee4cb7f5 100644 --- a/world/map/npc/009-2/lena.txt +++ b/world/map/npc/009-2/lena.txt @@ -1,107 +1,109 @@ // Quest for Fairy Hat and Forest Armor -009-2.gat,146,43,0 script Lena 182,{ - - if (TMW_Quest >= 46) goto L_Lena_Done; - if (TMW_Quest == 45) goto L_Lena_Success; - if (TMW_Quest == 44) goto L_Lena_Bandit_Leader_Fail; - if (TMW_Quest == 43) goto L_Lena_Bandit_Leader_Fail; - if (TMW_Quest == 42) goto L_Lena_Bandit_Leader; - if (TMW_Quest == 41) goto L_Lena_Fairy_Hat; - if (TMW_Quest == 40) && (baselevel >= 30) goto L_Lena_Start; - - mes "[Lena]"; - mes "\"I got ambushed by a group of bandits and one of them stabbed me pretty good. Hopefully I heal up soon so I can fight this menace.\""; - next; - mes "\"Ah, I wish my dear friend Nickos could be here. He's one of the guards in Tulimshar and he'd know how to deal with those outlaws!\""; - close; +009-2.gat,146,43,0|script|Lena|182,{ + + if (TMW_Quest >= 46) goto L_Lena_Done; + if (TMW_Quest == 45) goto L_Lena_Success; + if (TMW_Quest == 44) goto L_Lena_Bandit_Leader_Fail; + if (TMW_Quest == 43) goto L_Lena_Bandit_Leader_Fail; + if (TMW_Quest == 42) goto L_Lena_Bandit_Leader; + if (TMW_Quest == 41) goto L_Lena_Fairy_Hat; + if (TMW_Quest == 40) && (baselevel >= 30) goto L_Lena_Start; + + mes "[Lena]"; + mes "\"I got ambushed by a group of bandits and one of them stabbed me pretty good. Hopefully I heal up soon so I can fight this menace.\""; + next; + mes "\"Ah, I wish my dear friend Nickos could be here. He's one of the guards in Tulimshar and he'd know how to deal with those outlaws!\""; + close; L_Lena_Start: - mes "[Lena]"; - mes "\"While wandering through the forest, I was ambushed by bandits. Though I got them all, one of them stabbed me pretty good. I'm still healing from that encounter. I'm worried that the bandit threat may spread.\""; - menu - "Don't worry, I can take out some of these scumbags.", L_Lena_Approves, - "I think I left my courage in another pair of pants. See you later!", L_Lena_No_Fan; - close; + mes "[Lena]"; + mes "\"While wandering through the forest, I was ambushed by bandits. Though I got them all, one of them stabbed me pretty good. I'm still healing from that encounter. I'm worried that the bandit threat may spread.\""; + menu + "Don't worry, I can take out some of these scumbags.", L_Lena_Approves, + "I think I left my courage in another pair of pants. See you later!", L_Lena_No_Fan; + close; L_Lena_Approves: - set TMW_Quest, 41; - mes "[Lena]"; - mes "\"You look like you can handle yourself in a fight. If you can take on this scourge I'll reward you with a hat like mine. In order to prove your mettle, bring me 10 Bandit Hoods so I know they've met their match.\""; - areamonster "008-1.gat",25,60,40,65,"Bandit",1064,3, "::"; - areamonster "011-1.gat",35,40,65,60,"Bandit",1064,3, "::"; - close; + set TMW_Quest, 41; + mes "[Lena]"; + mes "\"You look like you can handle yourself in a fight. If you can take on this scourge I'll reward you with a hat like mine. In order to prove your mettle, bring me 10 Bandit Hoods so I know they've met their match.\""; + areamonster "008-1.gat",25,60,40,65,"Bandit",1064,3, "::"; + areamonster "011-1.gat",35,40,65,60,"Bandit",1064,3, "::"; + close; L_Lena_No_Fan: - mes "[Lena]"; - mes "\"What will Hurnscald do if these bandits overrun the town? I hope you reconsider.\""; - close; + mes "[Lena]"; + mes "\"What will Hurnscald do if these bandits overrun the town? I hope you reconsider.\""; + close; L_Lena_Fairy_Hat: - if (countitem("BanditHood") < 10) goto L_Lena_NotEnough; - getinventorylist; - if (@inventorylist_count - (countitem("BanditHood")== 10) > 99) goto L_TooMany; - set TMW_Quest, 42; - delitem "BanditHood", 10; - getitem "FairyHat", 1; - mes "[Lena]"; - mes "\"Ah, you've brought me the Bandit Hoods. As promised, here is a hat like mine.\""; - next; - mes "\"Unfortunately, I feel this bandit threat may have grown. Perhaps they are being lead? I noticed many of them seem to hang around a cave just west of Hurnscald. If you could defeat their leader I know they will become less of a threat to Hurnscald. I'll reward you with armor like mine if you do. Sound like something you could do?\""; - menu - "Consider it done!", L_Lena_Bandit_Leader_Yes, - "Woah there, that sounds a bit harder than what I can succeed at.", L_Lena_NoWay; - close; + if (countitem("BanditHood") < 10) + goto L_Lena_NotEnough; + getinventorylist; + if (@inventorylist_count - (countitem("BanditHood")== 10) > 99) + goto L_TooMany; + set TMW_Quest, 42; + delitem "BanditHood", 10; + getitem "FairyHat", 1; + mes "[Lena]"; + mes "\"Ah, you've brought me the Bandit Hoods. As promised, here is a hat like mine.\""; + next; + mes "\"Unfortunately, I feel this bandit threat may have grown. Perhaps they are being lead? I noticed many of them seem to hang around a cave just west of Hurnscald. If you could defeat their leader I know they will become less of a threat to Hurnscald. I'll reward you with armor like mine if you do. Sound like something you could do?\""; + menu + "Consider it done!", L_Lena_Bandit_Leader_Yes, + "Woah there, that sounds a bit harder than what I can succeed at.", L_Lena_NoWay; + close; L_Lena_NotEnough: - mes "[Lena]"; - mes "\"You don't have enough Bandit Hoods to prove you are taking care of this threat. Please come back with 10 Bandit Hoods to show you are taking care of these bandits.\""; - close; + mes "[Lena]"; + mes "\"You don't have enough Bandit Hoods to prove you are taking care of this threat. Please come back with 10 Bandit Hoods to show you are taking care of these bandits.\""; + close; L_Lena_Bandit_Leader: - mes "[Lena]"; - mes "\"I feel this bandit threat may have grown. Perhaps they are being lead? I noticed many of them seem to hang around a cave just west of Hurnscald. If you could defeat their leader I know they will become less of a threat to Hurnscald. I'll reward you with armor like mine if you do. Sound like something you could do?\""; - menu - "Consider it done!", L_Lena_Bandit_Leader_Yes, - "Woah there, that sounds a bit harder than what I can succeed at.", L_Lena_NoWay; - close; + mes "[Lena]"; + mes "\"I feel this bandit threat may have grown. Perhaps they are being lead? I noticed many of them seem to hang around a cave just west of Hurnscald. If you could defeat their leader I know they will become less of a threat to Hurnscald. I'll reward you with armor like mine if you do. Sound like something you could do?\""; + menu + "Consider it done!", L_Lena_Bandit_Leader_Yes, + "Woah there, that sounds a bit harder than what I can succeed at.", L_Lena_NoWay; + close; L_Lena_Bandit_Leader_Yes: - set TMW_Quest, 43; - areamonster "008-1.gat",25,60,40,65,"Bandit",1064,3, "::"; - areamonster "011-1.gat",35,40,65,60,"Bandit",1064,3, "::"; - mes "[Lena]"; - mes "\"You have a brave heart. Though I know you can succeed on your own, I recommend finding others to help you defeat the bandit leader. I believe he could pose a significant threat to solitary individuals seeking to challenge him. Good luck!\""; - close; + set TMW_Quest, 43; + areamonster "008-1.gat",25,60,40,65,"Bandit",1064,3, "::"; + areamonster "011-1.gat",35,40,65,60,"Bandit",1064,3, "::"; + mes "[Lena]"; + mes "\"You have a brave heart. Though I know you can succeed on your own, I recommend finding others to help you defeat the bandit leader. I believe he could pose a significant threat to solitary individuals seeking to challenge him. Good luck!\""; + close; L_Lena_NoWay: - mes "[Lena]"; - mes "\"That is too bad. Feel free to return at any time. This bandit threat needs to be pushed back.\""; - close; + mes "[Lena]"; + mes "\"That is too bad. Feel free to return at any time. This bandit threat needs to be pushed back.\""; + close; L_Lena_Bandit_Leader_Fail: - set TMW_Quest, 43; - mes "[Lena]"; - mes "\"You haven't killed the bandit leader yet. This is a big problem. Please be careful.\""; - close; + set TMW_Quest, 43; + mes "[Lena]"; + mes "\"You haven't killed the bandit leader yet. This is a big problem. Please be careful.\""; + close; L_Lena_Success: - getinventorylist; - if (@inventorylist_count == 100) goto L_TooMany; - set TMW_Quest, 46; - getitem "ForestArmor", 1; - mes "[Lena]"; - mes "\"Excellent! You killed the bandit leader. Here is the armor as I promised you. Safe journeys!\""; - close; + getinventorylist; + if (@inventorylist_count == 100) + goto L_TooMany; + set TMW_Quest, 46; + getitem "ForestArmor", 1; + mes "[Lena]"; + mes "\"Excellent! You killed the bandit leader. Here is the armor as I promised you. Safe journeys!\""; + close; L_Lena_Done: - mes "[Lena]"; - mes "\"Thank you for all your help. With your efforts, we can only hope this scourge doesn't see a resurgence.\""; - close; + mes "[Lena]"; + mes "\"Thank you for all your help. With your efforts, we can only hope this scourge doesn't see a resurgence.\""; + close; L_TooMany: - mes "[Lena]"; - mes "\"You have too many items in your inventory. Please get rid of something so I can reward you.\""; - close; - + mes "[Lena]"; + mes "\"You have too many items in your inventory. Please get rid of something so I can reward you.\""; + close; } diff --git a/world/map/npc/009-2/misc.txt b/world/map/npc/009-2/misc.txt index b969af7d..9a0a3e16 100644 --- a/world/map/npc/009-2/misc.txt +++ b/world/map/npc/009-2/misc.txt @@ -1,61 +1,53 @@ //Note in bar -009-2.gat,54,49,0 script Note 127, { - mes "[Note]"; - mes "\"We refuse service to anyone who:\""; - mes "\"-Has a bubblehead\""; - mes "\"-Is not properly shaded\""; - mes "\"-Can't walk without stopping after every step\""; - close; - // In case you don't get the joke - it's a parody on Illutia. +009-2.gat,54,49,0|script|Note|127,{ + mes "[Note]"; + mes "\"We refuse service to anyone who:\""; + mes "\"-Has a bubblehead\""; + mes "\"-Is not properly shaded\""; + mes "\"-Can't walk without stopping after every step\""; + close; + // In case you don't get the joke - it's a parody on Illutia. } //Bookshelf -009-2.gat,109,44,0 script #Book 127, { - if (getskilllv(SKILL_MAGIC)) - goto L_magic; - mes "[Bookshelf]"; - mes "This bookshelf seems to have a selection of diaries and manuscripts, though you can't make out anything that strikes you as being particularly interesting."; - close; +009-2.gat,109,44,0|script|#Book|127,{ + if (getskilllv(SKILL_MAGIC)) + goto L_magic; + mes "[Bookshelf]"; + mes "This bookshelf seems to have a selection of diaries and manuscripts, though you can't make out anything that strikes you as being particularly interesting."; + close; L_magic: - mes "[Bookshelf]"; - mes "Browsing through the books, you come across a manuscript entitled 'Notes of Potaffe, On Transmutation'."; - next; - - if (getskilllv(SKILL_MAGIC_TRANSMUTE) < 2) - goto L_magic_boring; - - mes "[Bookshelf]"; - mes "Leafing through the manuscript, you find that you can read little of the tiny handwriting, and understand only a fraction of what is said."; - next; - - mes "[Bookshelf]"; - mes "After a while, you stumble across a section that appears to be in more careful handwriting. The author notes that he (or she?) is describing a completely new transmutation there."; - next; - - mes "[Bookshelf]"; - mes "Excitedly, you turn the page-- only to find that it is stuck to the next, and won't get unstuck!"; - next; - - mes "[Bookshelf]"; - mes "The page after that is more scribbly again, with many crossed-out words and sections, and side remarks such as 'It almost worked' or 'Worked fine yesterday.'"; - next; - - mes "[Bookshelf]"; - mes "The last word on that page is '" + getspellinvocation("make-iron-powder") + "', underlined twice, with a comment saying 'finally got it right'."; - next; - - mes "[Bookshelf]"; - mes "Unfortunately, you can't make out from the text what the transmutation is for or whether it requires any material components..."; - next; - - mes "[Bookshelf]"; - mes "You can't make out anything else of value, so you place the manuscript back in the bookshelf."; - close; + mes "[Bookshelf]"; + mes "Browsing through the books, you come across a manuscript entitled 'Notes of Potaffe, On Transmutation'."; + next; + if (getskilllv(SKILL_MAGIC_TRANSMUTE) < 2) + goto L_magic_boring; + mes "[Bookshelf]"; + mes "Leafing through the manuscript, you find that you can read little of the tiny handwriting, and understand only a fraction of what is said."; + next; + mes "[Bookshelf]"; + mes "After a while, you stumble across a section that appears to be in more careful handwriting. The author notes that he (or she?) is describing a completely new transmutation there."; + next; + mes "[Bookshelf]"; + mes "Excitedly, you turn the page-- only to find that it is stuck to the next, and won't get unstuck!"; + next; + mes "[Bookshelf]"; + mes "The page after that is more scribbly again, with many crossed-out words and sections, and side remarks such as 'It almost worked' or 'Worked fine yesterday.'"; + next; + mes "[Bookshelf]"; + mes "The last word on that page is '" + getspellinvocation("make-iron-powder") + "', underlined twice, with a comment saying 'finally got it right'."; + next; + mes "[Bookshelf]"; + mes "Unfortunately, you can't make out from the text what the transmutation is for or whether it requires any material components..."; + next; + mes "[Bookshelf]"; + mes "You can't make out anything else of value, so you place the manuscript back in the bookshelf."; + close; L_magic_boring: - mes "[Bookshelf]"; - mes "Leafing through the manuscript, you find that you understand too little of what is said there to make any sense of it."; - close; + mes "[Bookshelf]"; + mes "Leafing through the manuscript, you find that you understand too little of what is said there to make any sense of it."; + close; } diff --git a/world/map/npc/009-2/nicholas.txt b/world/map/npc/009-2/nicholas.txt index 9ce99879..043705dd 100644 --- a/world/map/npc/009-2/nicholas.txt +++ b/world/map/npc/009-2/nicholas.txt @@ -11,390 +11,401 @@ //# //################################################################################# -009-2.gat,185,55,0 script Nicholas 135,{ +009-2.gat,185,55,0|script|Nicholas|135,{ - set @SETZER_XP, 100000; - set @SHIELD_XP, 20000; + set @SETZER_XP, 100000; + set @SHIELD_XP, 20000; - set @SHIELD_INITIAL, 0; - set @SHIELD_KNOWS_PATCH, 1; // knows that a leather patch is needed - set @SHIELD_COMPLETED, 2; // shield completed once + set @SHIELD_INITIAL, 0; + set @SHIELD_KNOWS_PATCH, 1; // knows that a leather patch is needed + set @SHIELD_COMPLETED, 2; // shield completed once - set @SETZER_INITIAL, 0; - set @SETZER_KNOWS_OIL, 1; - set @SETZER_KNOWS_STINGER, 2; - set @SETZER_FLAG_MADE_OIL, 4; - set @SETZER_FLAG_MADE_SETZER, 8; + set @SETZER_INITIAL, 0; + set @SETZER_KNOWS_OIL, 1; + set @SETZER_KNOWS_STINGER, 2; + set @SETZER_FLAG_MADE_OIL, 4; + set @SETZER_FLAG_MADE_SETZER, 8; - set @Q_SETZER_MASK, NIBBLE_3_MASK; - set @Q_SETZER_SHIFT, NIBBLE_3_SHIFT; + set @Q_SETZER_MASK, NIBBLE_3_MASK; + set @Q_SETZER_SHIFT, NIBBLE_3_SHIFT; - set @Q_SHIELD_MASK, NIBBLE_4_MASK; - set @Q_SHIELD_SHIFT, NIBBLE_4_SHIFT; + set @Q_SHIELD_MASK, NIBBLE_4_MASK; + set @Q_SHIELD_SHIFT, NIBBLE_4_SHIFT; - set @Q_SETZER_status, (QUEST_Forestbow_state & @Q_SETZER_MASK) >> @Q_SETZER_SHIFT; - set @Q_SHIELD_status, (QUEST_Forestbow_state & @Q_SHIELD_MASK) >> @Q_SHIELD_SHIFT; + set @Q_SETZER_status, (QUEST_Forestbow_state & @Q_SETZER_MASK) >> @Q_SETZER_SHIFT; + set @Q_SHIELD_status, (QUEST_Forestbow_state & @Q_SHIELD_MASK) >> @Q_SHIELD_SHIFT; - mes "[Nicholas]"; - mes "\"Hello, there! I'm an expert blacksmith. If you get me some Coal and Iron Ingots, I could make you a very valuable shield or helmet.\""; - next; - menu - "I have Iron Ingots!", L_Check, - "Where can I get Coal and Iron Ingots?", L_Info, - "I'm okay, thanks.", L_Pass; + mes "[Nicholas]"; + mes "\"Hello, there! I'm an expert blacksmith. If you get me some Coal and Iron Ingots, I could make you a very valuable shield or helmet.\""; + next; + menu + "I have Iron Ingots!", L_Check, + "Where can I get Coal and Iron Ingots?", L_Info, + "I'm okay, thanks.", L_Pass; L_Check: - mes "[Nicholas]"; - mes "\"Let me take a look at how much you have...\""; - next; - if ( (countitem("IngotIron")<3) || (countitem("Coal") < 6) ) goto L_NoItem; - if ( (countitem("IngotIron")<6) || (countitem("Coal") < 12) ) goto L_StageA; - if ( (countitem("IngotIron")<9) || (countitem("Coal") < 18) ) goto L_StageB; - goto L_StageC; + mes "[Nicholas]"; + mes "\"Let me take a look at how much you have...\""; + next; + if ( (countitem("IngotIron")<3) || (countitem("Coal") < 6) ) + goto L_NoItem; + if ( (countitem("IngotIron")<6) || (countitem("Coal") < 12) ) + goto L_StageA; + if ( (countitem("IngotIron")<9) || (countitem("Coal") < 18) ) + goto L_StageB; + goto L_StageC; L_Info: - mes "[Nicholas]"; - mes "\"You can find Coal and Iron Ore in mines. Once you have Coal and Iron Ore, find a smith that will smelt the Iron Ore and cast them into Iron Ingots.\""; - next; - mes "[Nicholas]"; - mes "\"Come back here with some Coal and Iron Ingots, and I'll make something nice for you.\""; - close; + mes "[Nicholas]"; + mes "\"You can find Coal and Iron Ore in mines. Once you have Coal and Iron Ore, find a smith that will smelt the Iron Ore and cast them into Iron Ingots.\""; + next; + mes "[Nicholas]"; + mes "\"Come back here with some Coal and Iron Ingots, and I'll make something nice for you.\""; + close; L_Pass: - mes "[Nicholas]"; - mes "\"Oh, okay. Come back any time.\""; - close; + mes "[Nicholas]"; + mes "\"Oh, okay. Come back any time.\""; + close; L_StageA: - mes "[Nicholas]"; - mes "\"That's just enough for me to make you a winged Knight's Helmet, but it'll cost you 10,000GP, 6 Coal and 3 Iron Ingots.\""; - next; - goto L_main_menu; + mes "[Nicholas]"; + mes "\"That's just enough for me to make you a winged Knight's Helmet, but it'll cost you 10,000GP, 6 Coal and 3 Iron Ingots.\""; + next; + goto L_main_menu; L_StageB: - mes "[Nicholas]"; - mes "\"Ahh, with that much Coal and Iron Ingots I can make you one of two helmets, for only 10,000GP, or I can make you a shield, for 20,000GP.\""; - mes ""; - mes "\"What would you like?\""; - next; - goto L_main_menu; + mes "[Nicholas]"; + mes "\"Ahh, with that much Coal and Iron Ingots I can make you one of two helmets, for only 10,000GP, or I can make you a shield, for 20,000GP.\""; + mes ""; + mes "\"What would you like?\""; + next; + goto L_main_menu; L_StageC: - mes "[Nicholas]"; - mes "\"Excellent, that's enough to make three different types of helmet. My fee is 10,000GP. I can also make a shield, but that will cost you 20,000 GP.\""; - mes ""; - mes "\"Which will it be?\""; - next; - goto L_main_menu; + mes "[Nicholas]"; + mes "\"Excellent, that's enough to make three different types of helmet. My fee is 10,000GP. I can also make a shield, but that will cost you 20,000 GP.\""; + mes ""; + mes "\"Which will it be?\""; + next; + goto L_main_menu; L_main_menu: - set @CHOICE_KNIGHT, 1; - set @CHOICE_CRUSADE, 2; - set @CHOICE_WARLORD, 3; - set @CHOICE_SHIELD, 4; - set @CHOICE_SETZER, 5; - set @CHOICE_CANCEL, 6; + set @CHOICE_KNIGHT, 1; + set @CHOICE_CRUSADE, 2; + set @CHOICE_WARLORD, 3; + set @CHOICE_SHIELD, 4; + set @CHOICE_SETZER, 5; + set @CHOICE_CANCEL, 6; - setarray @choice$, "", "", "", "", "", ""; - set @choices_nr, 0; - setarray @choice_idx, 0, 0, 0, 0, 0, 0; + setarray @choice$, "", "", "", "", "", ""; + set @choices_nr, 0; + setarray @choice_idx, 0, 0, 0, 0, 0, 0; - if (countitem("ShortSword") < 1) goto L_main_menu_post_setzer; - set @choice$[@choices_nr], "Can you make my Short Sword better?"; - set @choice_idx[@choices_nr], @CHOICE_SETZER; - set @choices_nr, 1 + @choices_nr; + if (countitem("ShortSword") < 1) + goto L_main_menu_post_setzer; + set @choice$[@choices_nr], "Can you make my Short Sword better?"; + set @choice_idx[@choices_nr], @CHOICE_SETZER; + set @choices_nr, 1 + @choices_nr; L_main_menu_post_setzer: - if ( (countitem("IngotIron")<3) || (countitem("Coal") <6) ) goto L_no_more_helmets; - set @choice$[@choices_nr], "Knight's Helmet (3 Iron Ingots & 6 Coal)."; - set @choice_idx[@choices_nr], @CHOICE_KNIGHT; - set @choices_nr, 1 + @choices_nr; + if ( (countitem("IngotIron")<3) || (countitem("Coal") <6) ) + goto L_no_more_helmets; + set @choice$[@choices_nr], "Knight's Helmet (3 Iron Ingots & 6 Coal)."; + set @choice_idx[@choices_nr], @CHOICE_KNIGHT; + set @choices_nr, 1 + @choices_nr; - if ( (countitem("IngotIron")<6) || (countitem("Coal") < 12) ) goto L_no_more_helmets; + if ( (countitem("IngotIron")<6) || (countitem("Coal") < 12) ) + goto L_no_more_helmets; + set @choice$[@choices_nr], "Crusade Helmet (6 Iron Ingots & 12 Coal)."; + set @choice_idx[@choices_nr], @CHOICE_CRUSADE; + set @choices_nr, 1 + @choices_nr; - set @choice$[@choices_nr], "Crusade Helmet (6 Iron Ingots & 12 Coal)."; - set @choice_idx[@choices_nr], @CHOICE_CRUSADE; - set @choices_nr, 1 + @choices_nr; + set @choice$[@choices_nr], "Steel Shield (6 Iron Ingots & 12 Coal)."; + set @choice_idx[@choices_nr], @CHOICE_SHIELD; + set @choices_nr, 1 + @choices_nr; - set @choice$[@choices_nr], "Steel Shield (6 Iron Ingots & 12 Coal)."; - set @choice_idx[@choices_nr], @CHOICE_SHIELD; - set @choices_nr, 1 + @choices_nr; + if ( (countitem("IngotIron")<9) || (countitem("Coal") < 18) ) + goto L_no_more_helmets; + set @choice$[@choices_nr], "Warlord Helmet (9 Iron Ingots & 18 Coal)."; + set @choice_idx[@choices_nr], @CHOICE_WARLORD; + set @choices_nr, 1 + @choices_nr; - if ( (countitem("IngotIron")<9) || (countitem("Coal") < 18) ) goto L_no_more_helmets; - - set @choice$[@choices_nr], "Warlord Helmet (9 Iron Ingots & 18 Coal)."; - set @choice_idx[@choices_nr], @CHOICE_WARLORD; - set @choices_nr, 1 + @choices_nr; L_no_more_helmets: - set @choice$[@choices_nr], "No thanks."; - set @choice_idx[@choices_nr], @CHOICE_CANCEL; - set @choices_nr, 1 + @choices_nr; - - menu @choice$[0], -, - @choice$[1], -, - @choice$[2], -, - @choice$[3], -, - @choice$[4], -, - @choice$[5], -; - - set @menu, @menu - 1; - - if (@menu >= @choices_nr) - close; - - set @choice, @choice_idx[@menu]; - - if (@choice == @CHOICE_KNIGHT) goto L_YesKnight; - if (@choice == @CHOICE_CRUSADE) goto L_YesCrusade; - if (@choice == @CHOICE_WARLORD) goto L_YesWarlord; - if (@choice == @CHOICE_SHIELD) goto L_YesShield; - if (@choice == @CHOICE_SETZER) goto L_SetzerQuest; - if (@choice == @CHOICE_CANCEL) goto L_end; - - close; - + set @choice$[@choices_nr], "No thanks."; + set @choice_idx[@choices_nr], @CHOICE_CANCEL; + set @choices_nr, 1 + @choices_nr; + menu + @choice$[0], -, + @choice$[1], -, + @choice$[2], -, + @choice$[3], -, + @choice$[4], -, + @choice$[5], -; + + set @menu, @menu - 1; + if (@menu >= @choices_nr) + close; + + set @choice, @choice_idx[@menu]; + if (@choice == @CHOICE_KNIGHT) + goto L_YesKnight; + if (@choice == @CHOICE_CRUSADE) + goto L_YesCrusade; + if (@choice == @CHOICE_WARLORD) + goto L_YesWarlord; + if (@choice == @CHOICE_SHIELD) + goto L_YesShield; + if (@choice == @CHOICE_SETZER) + goto L_SetzerQuest; + if (@choice == @CHOICE_CANCEL) + goto L_end; + close; L_NoItem: - mes "[Nicholas]"; - mes "\"It appears you don't have enough Coal and Iron Ingots for me to work with. Please do come back when you have more, though.\""; - close; + mes "[Nicholas]"; + mes "\"It appears you don't have enough Coal and Iron Ingots for me to work with. Please do come back when you have more, though.\""; + close; L_ComeBack: - mes "[Nicholas]"; - mes "\"Come back any time.\""; - close; + mes "[Nicholas]"; + mes "\"Come back any time.\""; + close; L_NoMoney: - mes "[Nicholas]"; - mes "\"Oh dear, it seems you don't have enough money.\""; - close; + mes "[Nicholas]"; + mes "\"Oh dear, it seems you don't have enough money.\""; + close; L_YesKnight: - if (zeny < 10000) goto L_NoMoney; - if ( (countitem("IngotIron")<3) || (countitem("Coal") < 6) ) goto L_NoItem; - getinventorylist; - if (@inventorylist_count == 100) goto L_TooMany; - set zeny, zeny - 10000; - delitem "IngotIron", 3; - delitem "Coal", 6; - getitem "KnightsHelmet", 1; - goto L_Done; + if (zeny < 10000) + goto L_NoMoney; + if ( (countitem("IngotIron")<3) || (countitem("Coal") < 6) ) + goto L_NoItem; + getinventorylist; + if (@inventorylist_count == 100) + goto L_TooMany; + set zeny, zeny - 10000; + delitem "IngotIron", 3; + delitem "Coal", 6; + getitem "KnightsHelmet", 1; + goto L_Done; L_YesCrusade: - if (zeny < 10000) goto L_NoMoney; - if ( (countitem("IngotIron")<6) || (countitem("Coal") < 12) ) goto L_NoItem; - getinventorylist; - if (@inventorylist_count == 100) goto L_TooMany; - set zeny, zeny-10000; - delitem "IngotIron", 6; - delitem "Coal", 12; - getitem "CrusadeHelmet", 1; - goto L_Done; + if (zeny < 10000) goto L_NoMoney; + if ( (countitem("IngotIron")<6) || (countitem("Coal") < 12) ) + goto L_NoItem; + getinventorylist; + if (@inventorylist_count == 100) + goto L_TooMany; + set zeny, zeny-10000; + delitem "IngotIron", 6; + delitem "Coal", 12; + getitem "CrusadeHelmet", 1; + goto L_Done; L_YesWarlord: - if (zeny < 10000) goto L_NoMoney; - if ( (countitem("IngotIron")<9) || (countitem("Coal") < 18) ) goto L_NoItem; - getinventorylist; - if (@inventorylist_count == 100) goto L_TooMany; - set zeny, zeny-10000; - delitem "IngotIron", 9; - delitem "Coal", 18; - getitem "WarlordHelmet", 1; - goto L_Done; + if (zeny < 10000) goto L_NoMoney; + if ( (countitem("IngotIron")<9) || (countitem("Coal") < 18) ) + goto L_NoItem; + getinventorylist; + if (@inventorylist_count == 100) + goto L_TooMany; + set zeny, zeny-10000; + delitem "IngotIron", 9; + delitem "Coal", 18; + getitem "WarlordHelmet", 1; + goto L_Done; L_YesShield: - mes "[Nicholas]"; - mes "Nicholas examines your Iron Ingots."; - mes "\"No, this iron is too brittle; for something as large as a shield I need to mix in softer iron. Can I see if you have anything suitable?\""; - next; - - menu "Sure, have a look!", -, - "No.", L_Pass; - - if (countitem("InfantryHelmet") == 1) goto L_MoreInfantry; - if (countitem("InfantryHelmet") == 0) goto L_NoInfantry; - - mes "[Nicholas]"; - mes "Nicholas pulls out two of your Infantry Helmets."; - mes "\"I can use those... yes, that should work. Now all I need is a Leather Patch for the handle, and 20,000 GP.\""; - - if (@Q_SHIELD_status < @SHIELD_KNOWS_PATCH) - set @Q_SHIELD_status, @SHIELD_KNOWS_PATCH; - callsub L_Update_Var; - - next; - - menu "Here you are!", -, - "Where can I get a Leather Patch?", L_WhereLeather, - "No way.", L_Pass; - - if (zeny < 20000) goto L_ShieldNoZeny; - if (countitem("InfantryHelmet") < 2) goto L_ShieldNoInfantry; - if (countitem("IngotIron") < 6) goto L_ShieldNoIngot; - if (countitem("Coal") < 12) goto L_ShieldNoCoal; - if (countitem("LeatherPatch") < 1) goto L_ShieldNoLeatherPatch; - // No inventory check needed, as infantry helms are removed, opening two slots - - mes "[Nicholas]"; - mes "\"Yes, it looks as if you have all that is needed!\""; - mes "You watch Nicholas melt the ingots and helmets and form a shield out of the resulting iron. He then cuts your Leather Patch apart and adds it to the handles."; - mes "\"Here is your shield!\""; - - delitem "InfantryHelmet", 1; - delitem "InfantryHelmet", 1; - delitem "LeatherPatch", 1; - delitem "IngotIron", 6; - delitem "Coal", 12; - set zeny, zeny - 20000; - - if (@Q_SHIELD_status < @SHIELD_COMPLETED) - getexp @SHIELD_XP, 0; - if (@Q_SHIELD_status < @SHIELD_COMPLETED) - mes "[" + @SHIELD_XP + " experience points]"; - - set @Q_SHIELD_status, @SHIELD_COMPLETED; // get XP only once - callsub L_Update_Var; - - getitem "SteelShield", 1; - close; + mes "[Nicholas]"; + mes "Nicholas examines your Iron Ingots."; + mes "\"No, this iron is too brittle; for something as large as a shield I need to mix in softer iron. Can I see if you have anything suitable?\""; + next; + menu + "Sure, have a look!", -, + "No.", L_Pass; + if (countitem("InfantryHelmet") == 1) + goto L_MoreInfantry; + if (countitem("InfantryHelmet") == 0) + goto L_NoInfantry; + + mes "[Nicholas]"; + mes "Nicholas pulls out two of your Infantry Helmets."; + mes "\"I can use those... yes, that should work. Now all I need is a Leather Patch for the handle, and 20,000 GP.\""; + if (@Q_SHIELD_status < @SHIELD_KNOWS_PATCH) + set @Q_SHIELD_status, @SHIELD_KNOWS_PATCH; + callsub L_Update_Var; + next; + menu + "Here you are!", -, + "Where can I get a Leather Patch?", L_WhereLeather, + "No way.", L_Pass; + if (zeny < 20000) + goto L_ShieldNoZeny; + if (countitem("InfantryHelmet") < 2) + goto L_ShieldNoInfantry; + if (countitem("IngotIron") < 6) + goto L_ShieldNoIngot; + if (countitem("Coal") < 12) + goto L_ShieldNoCoal; + if (countitem("LeatherPatch") < 1) + goto L_ShieldNoLeatherPatch; + // No inventory check needed, as infantry helms are removed, opening two slots + + mes "[Nicholas]"; + mes "\"Yes, it looks as if you have all that is needed!\""; + mes "You watch Nicholas melt the ingots and helmets and form a shield out of the resulting iron. He then cuts your Leather Patch apart and adds it to the handles."; + mes "\"Here is your shield!\""; + delitem "InfantryHelmet", 1; + delitem "InfantryHelmet", 1; + delitem "LeatherPatch", 1; + delitem "IngotIron", 6; + delitem "Coal", 12; + set zeny, zeny - 20000; + + if (@Q_SHIELD_status < @SHIELD_COMPLETED) + getexp @SHIELD_XP, 0; + if (@Q_SHIELD_status < @SHIELD_COMPLETED) + mes "[" + @SHIELD_XP + " experience points]"; + set @Q_SHIELD_status, @SHIELD_COMPLETED; // get XP only once + callsub L_Update_Var; + getitem "SteelShield", 1; + close; L_ShieldNoZeny: - mes "[Nicholas]"; - mes "\"I am sorry, but I must ask that you pay 20,000 GP; this is quality work.\""; - close; + mes "[Nicholas]"; + mes "\"I am sorry, but I must ask that you pay 20,000 GP; this is quality work.\""; + close; L_ShieldNoInfantry: - mes "[Nicholas]"; - mes "\"Now this is strange... I could have sworn that you had two Infantry Helmets right here. Well, come back if you have some more!\""; - close; + mes "[Nicholas]"; + mes "\"Now this is strange... I could have sworn that you had two Infantry Helmets right here. Well, come back if you have some more!\""; + close; L_ShieldNoIngot: - mes "[Nicholas]"; - mes "\"How odd... didn't I put your Iron Ingots on the table right here? Well, I will need them back to make the shield.\""; - close; + mes "[Nicholas]"; + mes "\"How odd... didn't I put your Iron Ingots on the table right here? Well, I will need them back to make the shield.\""; + close; L_ShieldNoCoal: - mes "[Nicholas]"; - mes "\"How odd... didn't I put your Coal on the table right here? Well, I will need it back to make the shield.\""; - close; + mes "[Nicholas]"; + mes "\"How odd... didn't I put your Coal on the table right here? Well, I will need it back to make the shield.\""; + close; L_ShieldNoLeatherPatch: - mes "[Nicholas]"; - mes "\"You don't have a suitable Leather Patch. I'm sorry, but a shield without one would chafe terribly.\""; - close; + mes "[Nicholas]"; + mes "\"You don't have a suitable Leather Patch. I'm sorry, but a shield without one would chafe terribly.\""; + close; L_MoreInfantry: - mes "[Nicholas]"; - mes "Nicholas takes your Infantry Helmet and examines it."; - mes "\"Yes, this is perfect! If you can bring me another one of those, I can make your shield.\""; - close; - + mes "[Nicholas]"; + mes "Nicholas takes your Infantry Helmet and examines it."; + mes "\"Yes, this is perfect! If you can bring me another one of those, I can make your shield.\""; + close; + L_NoInfantry: - mes "[Nicholas]"; - mes "Nicholas shakes his head."; - mes "\"No, none of these items are suitable. Try looking for somewhat large metal items.\""; - close; + mes "[Nicholas]"; + mes "Nicholas shakes his head."; + mes "\"No, none of these items are suitable. Try looking for somewhat large metal items.\""; + close; L_WhereLeather: - mes "[Nicholas]"; - mes "\"Hmm. You should look for someone who can work with some kind of leather. Rumor has it that there is someone in the eastern desert who can, but I haven't been there.\""; - close; + mes "[Nicholas]"; + mes "\"Hmm. You should look for someone who can work with some kind of leather. Rumor has it that there is someone in the eastern desert who can, but I haven't been there.\""; + close; L_SetzerQuest: - mes "[Nicholas]"; - if (@Q_SETZER_status & @SETZER_FLAG_MADE_SETZER) - mes "\"Another one? Sure, why not.\""; - mes "Nicholas examines your Short Sword, then nods."; - mes "\"This is good quality. I can make something special out of it, with three ingot bars of iron, six lumps of coal and 50,000 GP -- but I will also need a potion of monster oil.\""; - if (@Q_SETZER_status < @SETZER_KNOWS_OIL) - set @Q_SETZER_status, @SETZER_KNOWS_OIL; - callsub L_Update_Var; - next; - - menu "Here you are.", -, - "Monster oil? What's that?", L_ExplainMonsterOil, - "HOW much? Nevermind then!", L_Pass; - - if (zeny < 50000) goto L_SetzerNoZeny; - if ( (countitem("IngotIron") < 3) || (countitem("Coal") < 6) ) goto L_SetzerNoIngot; - if (countitem("MonsterOilPotion") < 1) goto L_SetzerNoMonsterOil; - if (countitem("ShortSword") < 1) goto L_SetzerNoSword; - // No inventory check needed, as the short sword is removed, opening a slot - - mes "[Nicholas]"; - mes "Nicholas takes the items, heats up your sword and pounds it with a heavy hammer. As you watch, it turns thinner and flatter. Finally he pours the monster oil over it, heats the metal up again and douses it in water."; - - set zeny, zeny - 50000; - delitem "IngotIron", 3; - delitem "Coal", 6; - delitem "MonsterOilPotion", 1; - delitem "ShortSword", 1; - - getitem "Setzer", 1; - if (!(@Q_SETZER_status & @SETZER_FLAG_MADE_SETZER)) - mes "[" + @SETZER_XP + " experience points]"; - if (!(@Q_SETZER_status & @SETZER_FLAG_MADE_SETZER)) - getexp @SETZER_XP, 1; - set @Q_SETZER_status, @Q_SETZER_status | @SETZER_FLAG_MADE_SETZER; - callsub L_Update_Var; - next; - - mes "[Nicholas]"; - mes "Nicholas hands you the completed sword. It feels strangely light in your hands."; - mes "\"I made it lighter and faster, it should also cut a little better now. This kind of sword is called a Setzer, after a famous gambler who invented it as a weapon in between a knife and a sword.\""; - next; - - mes "[Nicholas]"; - mes "\"I'm quite happy with this one. Be careful around the edge, though, it is quite sharp!\""; - close; + mes "[Nicholas]"; + if (@Q_SETZER_status & @SETZER_FLAG_MADE_SETZER) + mes "\"Another one? Sure, why not.\""; + mes "Nicholas examines your Short Sword, then nods."; + mes "\"This is good quality. I can make something special out of it, with three ingot bars of iron, six lumps of coal and 50,000 GP -- but I will also need a potion of monster oil.\""; + if (@Q_SETZER_status < @SETZER_KNOWS_OIL) + set @Q_SETZER_status, @SETZER_KNOWS_OIL; + callsub L_Update_Var; + next; + menu + "Here you are.", -, + "Monster oil? What's that?", L_ExplainMonsterOil, + "HOW much? Nevermind then!", L_Pass; + if (zeny < 50000) + goto L_SetzerNoZeny; + if ( (countitem("IngotIron") < 3) || (countitem("Coal") < 6) ) + goto L_SetzerNoIngot; + if (countitem("MonsterOilPotion") < 1) + goto L_SetzerNoMonsterOil; + if (countitem("ShortSword") < 1) + goto L_SetzerNoSword; + // No inventory check needed, as the short sword is removed, opening a slot + + mes "[Nicholas]"; + mes "Nicholas takes the items, heats up your sword and pounds it with a heavy hammer. As you watch, it turns thinner and flatter. Finally he pours the monster oil over it, heats the metal up again and douses it in water."; + set zeny, zeny - 50000; + delitem "IngotIron", 3; + delitem "Coal", 6; + delitem "MonsterOilPotion", 1; + delitem "ShortSword", 1; + getitem "Setzer", 1; + if (!(@Q_SETZER_status & @SETZER_FLAG_MADE_SETZER)) + mes "[" + @SETZER_XP + " experience points]"; + if (!(@Q_SETZER_status & @SETZER_FLAG_MADE_SETZER)) + getexp @SETZER_XP, 1; + set @Q_SETZER_status, @Q_SETZER_status | @SETZER_FLAG_MADE_SETZER; + callsub L_Update_Var; + next; + mes "[Nicholas]"; + mes "Nicholas hands you the completed sword. It feels strangely light in your hands."; + mes "\"I made it lighter and faster, it should also cut a little better now. This kind of sword is called a Setzer, after a famous gambler who invented it as a weapon in between a knife and a sword.\""; + next; + mes "[Nicholas]"; + mes "\"I'm quite happy with this one. Be careful around the edge, though, it is quite sharp!\""; + close; L_ExplainMonsterOil: - mes "[Nicholas]"; - mes "\"Monster oil is a special oil that can be used to harden thin sheets of metal, if used properly. Unfortunately, it is very hard to get. Perhaps one of our local alchemists can help you with it?\""; - close; + mes "[Nicholas]"; + mes "\"Monster oil is a special oil that can be used to harden thin sheets of metal, if used properly. Unfortunately, it is very hard to get. Perhaps one of our local alchemists can help you with it?\""; + close; L_SetzerNoZeny: - mes "[Nicholas]"; - mes "\"I am sorry, but I must ask that you pay 50,000 GP; the kind of weapon I am thinking of is not easy to make.\""; - close; + mes "[Nicholas]"; + mes "\"I am sorry, but I must ask that you pay 50,000 GP; the kind of weapon I am thinking of is not easy to make.\""; + close; L_SetzerNoIngot: - mes "[Nicholas]"; - mes "\"Without 3 ingots of iron, and six lumps of coal, I can't improve your sword.\""; - close; + mes "[Nicholas]"; + mes "\"Without 3 ingots of iron, and six lumps of coal, I can't improve your sword.\""; + close; L_SetzerNoMonsterOil: - mes "[Nicholas]"; - mes "\"I know that monster oil is hard to come by, but I can't do much without it. Ask an alchemist if you need help making it.\""; - close; + mes "[Nicholas]"; + mes "\"I know that monster oil is hard to come by, but I can't do much without it. Ask an alchemist if you need help making it.\""; + close; L_SetzerNoSword: - mes "[Nicholas]"; - mes "\"I will need your old Short Sword as a basis. Please bring it to me first.\""; - close; + mes "[Nicholas]"; + mes "\"I will need your old Short Sword as a basis. Please bring it to me first.\""; + close; L_end: - close; + close; L_Done: - mes "[Nicholas]"; - mes "\"Here you go!\""; - mes ""; - mes "\"Come back any time.\""; - close; + mes "[Nicholas]"; + mes "\"Here you go!\""; + mes ""; + mes "\"Come back any time.\""; + close; L_Update_Var: - set QUEST_Forestbow_state, - (QUEST_Forestbow_state & ~(@Q_SHIELD_MASK | @Q_SETZER_MASK) - | (@Q_SHIELD_status << @Q_SHIELD_SHIFT) - | (@Q_SETZER_status << @Q_SETZER_SHIFT)); - return; + set QUEST_Forestbow_state, (QUEST_Forestbow_state & ~(@Q_SHIELD_MASK | @Q_SETZER_MASK) | (@Q_SHIELD_status << @Q_SHIELD_SHIFT) | (@Q_SETZER_status << @Q_SETZER_SHIFT)); + return; L_TooMany: - mes "[Nicholas]"; - mes "\"You don't have room for it. Come back later when you do.\""; - close; + mes "[Nicholas]"; + mes "\"You don't have room for it. Come back later when you do.\""; + close; } diff --git a/world/map/npc/009-2/nurse.txt b/world/map/npc/009-2/nurse.txt index 292bf5b2..5ee20905 100644 --- a/world/map/npc/009-2/nurse.txt +++ b/world/map/npc/009-2/nurse.txt @@ -22,7 +22,7 @@ //###################################################################################### -009-2.gat,147,65,0 script Nurse 119, { +009-2.gat,147,65,0|script|Nurse|119,{ set @SNAKET_AMOUNT, 5; set @BSCORPIONST_AMOUNT, 10; // This quest can be done very often: so give less xp @@ -107,17 +107,16 @@ state0: menu "I will do what I can. What do you need?", L_firstquest, "I'm really sorry, but I don't think I can help you.", -; - mes "\"That is disagreeable to hear. Maybe I can find another person to take this task.\""; next; goto L_Usual; L_firstquest: set @Q_poison, 1; - callsub S_Update_Var; - + callsub S_Update_Var; mes "\"That's great! First, I need some parts of the poisonous creatures.\""; next; + L_ExplainAgain1: mes "\"Please bring me five tongues of snakes and ten stingers of black scorpions.\""; close; @@ -131,20 +130,19 @@ state1: "Sorry, I forgot. What shall I bring you?", L_ExplainAgain1, "I have what you asked for.", -, "I'm still working on that.", quit; - - if (countitem("SnakeTongue") < @SNAKET_AMOUNT || countitem("BlackScorpionStinger") < @BSCORPIONST_AMOUNT) goto L_NotEnough; + if (countitem("SnakeTongue") < @SNAKET_AMOUNT || countitem("BlackScorpionStinger") < @BSCORPIONST_AMOUNT) + goto L_NotEnough; delitem "SnakeTongue", @SNAKET_AMOUNT; delitem "BlackScorpionStinger", @BSCORPIONST_AMOUNT; getexp @QUEST1_EXP, 0; - set @Q_poison, 2; - callsub S_Update_Var; - + callsub S_Update_Var; mes "[Nurse]"; mes "\"Very good. Now I have to extract the poison from this, it will take some time.\""; next; mes "\"But there are some other things we will need in any case. It would be courteous if you could get them meanwhile.\""; next; + L_ExplainAgain2: mes "\"Please bring me ten acorns, five red apples, five green apples and also five oranges. And we need some small healing potions. They will be useful to hold off the baneful effects. Three of them will be enough, I guess.\""; close; @@ -159,17 +157,20 @@ state2: "I have a bad memory. Can you tell me again what we need?", L_ExplainAgain2, "I managed to get everything we need.", -, "I will go and get it.", quit; - - if (countitem("Acorn") < @ACORNS_AMOUNT || countitem("GreenApple") < @GREENAPPLE_AMOUNT || countitem("RedApple") < @REDAPPLE_AMOUNT || countitem("Orange") < @ORANGE_AMOUNT || countitem("SmallHealingPotion") < @HEALING_AMOUNT) goto L_NotEnough; + if (countitem("Acorn") < @ACORNS_AMOUNT + || countitem("GreenApple") < @GREENAPPLE_AMOUNT + || countitem("RedApple") < @REDAPPLE_AMOUNT + || countitem("Orange") < @ORANGE_AMOUNT + || countitem("SmallHealingPotion") < @HEALING_AMOUNT) + goto L_NotEnough; delitem "Acorn", @ACORNS_AMOUNT; delitem "GreenApple", @GREENAPPLE_AMOUNT; delitem "RedApple", @REDAPPLE_AMOUNT; delitem "Orange", @ORANGE_AMOUNT; delitem "SmallHealingPotion", @HEALING_AMOUNT; getexp @QUEST2_EXP, 0; - set @Q_poison, 3; - callsub S_Update_Var; + callsub S_Update_Var; L_Chemistry: callsub L_Shuffle_Need; @@ -220,9 +221,10 @@ L_Exp_Game: menu "Please explain it again.", L_Exp_Game, "Alright.", -; + L_Game: set @Q_poison, @Q_poison + 1; - callsub S_Update_Var; + callsub S_Update_Var; // healing, venom, stabilizer callsub L_Load_Need; //descriptions @@ -244,17 +246,26 @@ L_Game: mes "\"As far as I can tell you will need " + @desc$[@stIndex] + " of the stabilizer.\""; next; - if(@hlNeed/@vnNeed > 1 ) mes "\"I see that the healing potions are needed at least " + @hlNeed/@vnNeed + " times as much as the venom.\""; - if(@vnNeed/@hlNeed > 1 ) mes "\"I see that the venom extracts are needed at least " + @vnNeed/@hlNeed + " times as much as the healing potions.\""; - if ( (@hlNeed/@vnNeed > 1 ) || (@vnNeed/@hlNeed > 1 )) next; + if(@hlNeed/@vnNeed > 1 ) + mes "\"I see that the healing potions are needed at least " + @hlNeed/@vnNeed + " times as much as the venom.\""; + if(@vnNeed/@hlNeed > 1 ) + mes "\"I see that the venom extracts are needed at least " + @vnNeed/@hlNeed + " times as much as the healing potions.\""; + if ( (@hlNeed/@vnNeed > 1 ) || (@vnNeed/@hlNeed > 1 )) + next; - if(@stNeed/@vnNeed > 1 ) mes "\"I see that the stabilizer is needed at least " + @stNeed/@vnNeed + " times as much as the venom extracts.\""; - if(@vnNeed/@stNeed > 1 ) mes "\"I see that the venom extracts are needed at least " + @vnNeed/@stNeed + " times as much as the stabilizer.\""; - if ((@vnNeed/@stNeed > 1 ) || (@stNeed/@vnNeed > 1 )) next; + if(@stNeed/@vnNeed > 1 ) + mes "\"I see that the stabilizer is needed at least " + @stNeed/@vnNeed + " times as much as the venom extracts.\""; + if(@vnNeed/@stNeed > 1 ) + mes "\"I see that the venom extracts are needed at least " + @vnNeed/@stNeed + " times as much as the stabilizer.\""; + if ((@vnNeed/@stNeed > 1 ) || (@stNeed/@vnNeed > 1 )) + next; - if(@stNeed/@hlNeed > 1 ) mes "\"I see that the stabilizer is needed at least " + @stNeed/@hlNeed + " times as much as the healing potions.\""; - if(@hlNeed/@stNeed > 1 ) mes "\"I see that the healing potions are needed at least " + @hlNeed/@stNeed + " times as much as the stabilizer.\""; - if ((@hlNeed/@stNeed > 1 ) || (@stNeed/@hlNeed > 1 )) next; + if(@stNeed/@hlNeed > 1 ) + mes "\"I see that the stabilizer is needed at least " + @stNeed/@hlNeed + " times as much as the healing potions.\""; + if(@hlNeed/@stNeed > 1 ) + mes "\"I see that the healing potions are needed at least " + @hlNeed/@stNeed + " times as much as the stabilizer.\""; + if ((@hlNeed/@stNeed > 1 ) || (@stNeed/@hlNeed > 1 )) + next; L_choosePut: set @max, @count+@offset-1; @@ -264,18 +275,24 @@ L_choosePut: mes "\"How many drops of the healing potion should we use?\""; input @hlPut; - if (@hlPut < @offset) goto L_Game_tooless; - if (@hlPut > @max) goto L_Game_toomuch; + if (@hlPut < @offset) + goto L_Game_tooless; + if (@hlPut > @max) + goto L_Game_toomuch; mes "\"How many drops of the venom extract potion should we use? \""; input @vnPut; - if (@vnPut < @offset) goto L_Game_tooless; - if (@vnPut > @max) goto L_Game_toomuch; + if (@vnPut < @offset) + goto L_Game_tooless; + if (@vnPut > @max) + goto L_Game_toomuch; mes "\"How many drops of the stabilizer potion should we use? \""; input @stPut; - if (@stPut < @offset) goto L_Game_tooless; - if (@stPut > @max) goto L_Game_toomuch; + if (@stPut < @offset) + goto L_Game_tooless; + if (@stPut > @max) + goto L_Game_toomuch; mes "The nurse puts the potions together according to your instructions. Then she takes a spoon and stirs it."; next; @@ -296,10 +313,14 @@ L_choosePut: mes "You lift the glass to your lips and drink it all at once."; next; - if ( (@hlPut > @hlNeed) && (@vnPut > @vnNeed) ) goto m_hl_m_vn; - if ( (@hlPut > @hlNeed) && (@vnPut <= @vnNeed) ) goto m_hl_l_vn; - if ( (@hlPut <= @hlNeed) && (@vnPut > @vnNeed) ) goto l_hl_m_vn; - if ( (@hlPut < @hlNeed) && (@vnPut < @vnNeed) ) goto l_hl_l_vn; + if ( (@hlPut > @hlNeed) && (@vnPut > @vnNeed) ) + goto m_hl_m_vn; + if ( (@hlPut > @hlNeed) && (@vnPut <= @vnNeed) ) + goto m_hl_l_vn; + if ( (@hlPut <= @hlNeed) && (@vnPut > @vnNeed) ) + goto l_hl_m_vn; + if ( (@hlPut < @hlNeed) && (@vnPut < @vnNeed) ) + goto l_hl_l_vn; mes "You feel quite normal."; mes "[Nurse]"; @@ -337,7 +358,6 @@ m_hl_l_vn: next; mes "\"Very well, you are sober again.\""; next; - goto check_st; l_hl_m_vn: @@ -363,9 +383,12 @@ l_hl_l_vn: goto check_st; check_st: - if ( (@stPut < @stNeed) ) goto l_st; - if ( (@stPut > @stNeed) ) goto m_st; - if (@hl_vn_ok == 1) goto allcorrect; + if ( (@stPut < @stNeed) ) + goto l_st; + if ( (@stPut > @stNeed) ) + goto m_st; + if (@hl_vn_ok == 1) + goto allcorrect; mes "[Nurse]"; mes "\"The amount of the stabilizer seems alright, but we have to think again about the other ingredients.\""; @@ -377,11 +400,13 @@ l_st: mes "\"It looks like we used not enough of the stabilizer. The antidote will lose its effect after some time.\""; next; goto notallcorrect; + m_st: mes "[Nurse]"; mes "\"It looks like we used too much of the stabilizer. The antidote will turn into venom again after some time.\""; next; goto notallcorrect; + allcorrect: mes "You feel totally normal again."; next; @@ -395,67 +420,64 @@ allcorrect: getexp @ANTIDOTE_EXP, 0; setskill SKILL_RESIST_POISON, 1; set @Q_poison, 7; - callsub S_Update_Var; + callsub S_Update_Var; close; notallcorrect: mes "[Nurse]"; mes "\"It didn't work. You are a really brave person. Now you should rest and recover. I hope you won't give up now. Please come back later, so we can try it again.\""; next; + close; - close; state4: - mes "The nurse has a worried look in her face."; - mes "[Nurse]"; - mes "\"Hello. I hope you recovered well.\""; - next; - mes "\"There is enough of the distillates left to have another try.\""; - next; - mes "\"Oh no, with all that trouble I forgot to label your distillate.\""; - next; - mes "She holds up two ampullas."; - next; - mes "\"I hope this one is yours. I'm sorry.\""; - next; - mes "\"If you feel ok, we could try it again.\""; - next; - - menu + mes "The nurse has a worried look in her face."; + mes "[Nurse]"; + mes "\"Hello. I hope you recovered well.\""; + next; + mes "\"There is enough of the distillates left to have another try.\""; + next; + mes "\"Oh no, with all that trouble I forgot to label your distillate.\""; + next; + mes "She holds up two ampullas."; + next; + mes "\"I hope this one is yours. I'm sorry.\""; + next; + mes "\"If you feel ok, we could try it again.\""; + next; + menu "I still feel a bit dizzy, so I don't want to do it now.", L_Usual, "I'm ok. We can try, but please explain again.", L_Exp_Game, "Let's start right now.", L_Game; state5: - mes "The nurse looks at you pitifully."; - mes "[Nurse]"; - mes "\"Hello. I'm really sorry for causing you so much pain.\""; - next; - mes "\"But if we succeed we will be heroes! I will be able to help a lot of people.\""; - next; - mes "\"Next time you might remind me to label the distillates correctly. I am sorry that it is screwed up again.\""; - next; - mes "\"There is enough stuff left for one last try.\""; - next; - mes "\"If we don't get it this time, you will have to get new ingredients.\""; - next; - mes "\"Do you want to try again?\""; - next; - - menu + mes "The nurse looks at you pitifully."; + mes "[Nurse]"; + mes "\"Hello. I'm really sorry for causing you so much pain.\""; + next; + mes "\"But if we succeed we will be heroes! I will be able to help a lot of people.\""; + next; + mes "\"Next time you might remind me to label the distillates correctly. I am sorry that it is screwed up again.\""; + next; + mes "\"There is enough stuff left for one last try.\""; + next; + mes "\"If we don't get it this time, you will have to get new ingredients.\""; + next; + mes "\"Do you want to try again?\""; + next; + menu "I still feel a bit dizzy, so I don't want to do it now.", L_Usual, "I'm ok. We can try, but please explain again.", L_Exp_Game, "Let's start right now.", L_Game; state6: - mes "The nurse looks at you pitifully."; - mes "[Nurse]"; - mes "\"There is not enough stuff left for another try.\""; - next; - mes "\"We should try again, right?\""; - set @Q_poison, 1; - callsub S_Update_Var; - - goto L_ExplainAgain1; + mes "The nurse looks at you pitifully."; + mes "[Nurse]"; + mes "\"There is not enough stuff left for another try.\""; + next; + mes "\"We should try again, right?\""; + set @Q_poison, 1; + callsub S_Update_Var; + goto L_ExplainAgain1; state7: // geschafft mes "[Nurse]"; @@ -468,8 +490,10 @@ state7: // geschafft L_NotEnough: mes "[Nurse]"; mes "\"This must be a misunderstanding. You don't have all the things I asked you for.\""; - if (@Q_poison == 1) goto L_ExplainAgain1; - if (@Q_poison == 2) goto L_ExplainAgain2; + if (@Q_poison == 1) + goto L_ExplainAgain1; + if (@Q_poison == 2) + goto L_ExplainAgain2; // the following close *should* never be reached, but who knows, whoever will mess this script up! close; @@ -477,10 +501,8 @@ quit: close; S_Update_Var: - set QUEST_Forestbow_state, - (QUEST_Forestbow_state & ~(@Q_poison_MASK) - | (@Q_poison << @Q_poison_SHIFT)); - return; + set QUEST_Forestbow_state, (QUEST_Forestbow_state & ~(@Q_poison_MASK) | (@Q_poison << @Q_poison_SHIFT)); + return; L_Game_init_vars: set @count, 24; @@ -508,14 +530,12 @@ L_Load_Need: return; L_Game_tooless: - mes "[Nurse]"; - mes "\"That is nothing! You need to put in there at least a small amount."; - goto L_choosePut; + mes "[Nurse]"; + mes "\"That is nothing! You need to put in there at least a small amount."; + goto L_choosePut; L_Game_toomuch: - mes "[Nurse]"; - mes "\"This would be way too much for my scale. I don't want to break it.\""; - goto L_choosePut; + mes "[Nurse]"; + mes "\"This would be way too much for my scale. I don't want to break it.\""; + goto L_choosePut; } - - diff --git a/world/map/npc/009-2/olana.txt b/world/map/npc/009-2/olana.txt index 84643483..3f5024f9 100644 --- a/world/map/npc/009-2/olana.txt +++ b/world/map/npc/009-2/olana.txt @@ -1,219 +1,226 @@ // Authors: alastrim, Ali-g, Dark Mage -009-2.gat,63,79,0 script Olana 190,{ - - set @MinLevel, 60; - - set @Cherry_Amount, 10; - set @Cherry_EXP, 1000; - set @Cherry_Money, 1000; - - set @RedRose_Amount, 15; - set @RedTulip_Amount, 15; - set @Flower_Money, 1500; - - set @Finish_EXP, 5000; - set @Finish_Money, 5000; - - if (FLAGS & FLAG_ROSSI_COMPLETED) goto L_FinalEnd; - if (Rossy_Quest == 17 || Rossy_Quest == 18) goto L_End; - - if (Rossy_Quest >= 14 && Rossy_Quest <= 16) goto L_Julia; - if (Rossy_Quest == 13) goto L_Best; - if (Rossy_Quest == 12) goto L_Give; - if (Rossy_Quest == 11) goto L_Allergic; - if (Rossy_Quest == 10) goto L_BringRose; - if (Rossy_Quest == 9) goto L_RC; - if (Rossy_Quest == 8) goto L_Rose; - if (Rossy_Quest >= 6 && Rossy_Quest < 8) goto L_BL; - if (Rossy_Quest == 5) goto L_Bring; - if (Rossy_Quest == 4) goto L_See; - if (Rossy_Quest == 3) goto L_Worried; - if (Rossy_Quest == 1 || Rossy_Quest == 2) goto L_Daughter; - - mes "[Olana]"; - mes "\"Hello. We don't usually get guests back here.\""; - next; - mes "\"My name is Olana and my father owns this inn. I live in Tulimshar, but came to Hurnscald on vacation with my two young daughters, Rossy and Julia.\""; - if (baselevel < @MinLevel) close; - next; - mes "\"I let my two lovely girls play in the woods nearby but they haven't come back yet!\""; - next; - mes "Olana suddenly looks very pale and starts to shiver."; - next; - mes "\"I'm starting to get a bad feeling about this. If you go to the forest near the swamps, could you see if you can find my daughters? I need to know if they are safe!\""; - menu - "Sure, I can do that.", -, - "I am sorry, I don't usually go to that area.", L_No; - set Rossy_Quest, 1; - close; +009-2.gat,63,79,0|script|Olana|190,{ + + set @MinLevel, 60; + + set @Cherry_Amount, 10; + set @Cherry_EXP, 1000; + set @Cherry_Money, 1000; + + set @RedRose_Amount, 15; + set @RedTulip_Amount, 15; + set @Flower_Money, 1500; + + set @Finish_EXP, 5000; + set @Finish_Money, 5000; + + if (FLAGS & FLAG_ROSSI_COMPLETED) goto L_FinalEnd; + if (Rossy_Quest == 17 || Rossy_Quest == 18) goto L_End; + + if (Rossy_Quest >= 14 && Rossy_Quest <= 16) goto L_Julia; + if (Rossy_Quest == 13) goto L_Best; + if (Rossy_Quest == 12) goto L_Give; + if (Rossy_Quest == 11) goto L_Allergic; + if (Rossy_Quest == 10) goto L_BringRose; + if (Rossy_Quest == 9) goto L_RC; + if (Rossy_Quest == 8) goto L_Rose; + if (Rossy_Quest >= 6 && Rossy_Quest < 8) goto L_BL; + if (Rossy_Quest == 5) goto L_Bring; + if (Rossy_Quest == 4) goto L_See; + if (Rossy_Quest == 3) goto L_Worried; + if (Rossy_Quest == 1 || Rossy_Quest == 2) goto L_Daughter; + + mes "[Olana]"; + mes "\"Hello. We don't usually get guests back here.\""; + next; + mes "\"My name is Olana and my father owns this inn. I live in Tulimshar, but came to Hurnscald on vacation with my two young daughters, Rossy and Julia.\""; + if (baselevel < @MinLevel) close; + next; + mes "\"I let my two lovely girls play in the woods nearby but they haven't come back yet!\""; + next; + mes "Olana suddenly looks very pale and starts to shiver."; + next; + mes "\"I'm starting to get a bad feeling about this. If you go to the forest near the swamps, could you see if you can find my daughters? I need to know if they are safe!\""; + menu + "Sure, I can do that.", -, + "I am sorry, I don't usually go to that area.", L_No; + set Rossy_Quest, 1; + close; L_Daughter: - mes "Olana looks really worried - she seems about to burst into tears."; - mes "[Olana]"; - mes "\"I would be relieved if you could look for my daughters."; - mes "They must be playing in the forest near the swamps.\""; - if (Rossy_Quest == 1) close; - next; - menu - "Wait, I saw Rossy, she is fine.", L_Help, - "Hey, don't worry, I'm sure they'll be back soon.", L_No; + mes "Olana looks really worried - she seems about to burst into tears."; + mes "[Olana]"; + mes "\"I would be relieved if you could look for my daughters."; + mes "They must be playing in the forest near the swamps.\""; + if (Rossy_Quest == 1) + close; + next; + menu + "Wait, I saw Rossy, she is fine.", L_Help, + "Hey, don't worry, I'm sure they'll be back soon.", L_No; L_No: - close; + close; L_Help: - mes "[Olana]"; - mes "\"Oh you did? That's good. I'm relieved. But what about Julia?\""; - next; - menu - "I haven't found Julia yet, sorry.", -; - mes "\"Ok. They must be playing hide and seek. Thanks again... I can't express how grateful I am.\""; - set Rossy_Quest, 3; - close; + mes "[Olana]"; + mes "\"Oh you did? That's good. I'm relieved. But what about Julia?\""; + next; + menu + "I haven't found Julia yet, sorry.", -; + mes "\"Ok. They must be playing hide and seek. Thanks again... I can't express how grateful I am.\""; + set Rossy_Quest, 3; + close; L_Worried: - mes "Olana smiles at you, trying to show some happiness, but her facial expression only conveys tension and preoccupation."; - next; - mes "You suddenly remember that Rossy asked for your help to collect some fruits. Maybe she could also have some ideas on how to cheer her mother up."; - close; + mes "Olana smiles at you, trying to show some happiness, but her facial expression only conveys tension and preoccupation."; + next; + mes "You suddenly remember that Rossy asked for your help to collect some fruits. Maybe she could also have some ideas on how to cheer her mother up."; + close; L_See: - if (gotcherry == 1) goto L_Task; - if (countitem("cherry") < @Cherry_Amount) goto L_Worried; - delitem "cherry", @Cherry_Amount; - menu - "Hi, Rossy asked me to give you this. She says it is a gift from both her and Julia.", -; - mes "[Olana]"; - mes "\"Ohhh... How sweet... Sometimes Rossy impresses me with her kindness. Here... You are spending so much time helping us, and we give nothing back. Take this as a small reward.\""; - getexp @Cherry_EXP, 0; - set zeny, zeny + @Cherry_Money; - set gotcherry, 1; - goto L_Task; + if (gotcherry == 1) + goto L_Task; + if (countitem("cherry") < @Cherry_Amount) + goto L_Worried; + delitem "cherry", @Cherry_Amount; + menu + "Hi, Rossy asked me to give you this. She says it is a gift from both her and Julia.", -; + mes "[Olana]"; + mes "\"Ohhh... How sweet... Sometimes Rossy impresses me with her kindness. Here... You are spending so much time helping us, and we give nothing back. Take this as a small reward.\""; + getexp @Cherry_EXP, 0; + set zeny, zeny + @Cherry_Money; + set gotcherry, 1; + goto L_Task; L_Task: - mes "[Olana]"; - mes "\"I know I barely know you, but can I ask you for a small favor?\""; - menu - "Sure, tell me about it.", L_Cont, - "No, sorry, I'm busy.", L_No; + mes "[Olana]"; + mes "\"I know I barely know you, but can I ask you for a small favor?\""; + menu + "Sure, tell me about it.", L_Cont, + "No, sorry, I'm busy.", L_No; L_Cont: - mes "[Olana]"; - mes "\"Would you mind giving this letter to my little Rossy? Today is the last day for her final exam, and I know my daughter. If I don't remind her, she will surely forget about it and flunk the exam. I would deliver the letter myself, but I can't walk, my aching knees...\""; - menu - "Of course I can. Hand me the letter, I'll give it to Rossy as soon as I see her.", L_Let, - "No, sorry, I'm not interested in that sort of task. Hand it to her yourself.", L_No; + mes "[Olana]"; + mes "\"Would you mind giving this letter to my little Rossy? Today is the last day for her final exam, and I know my daughter. If I don't remind her, she will surely forget about it and flunk the exam. I would deliver the letter myself, but I can't walk, my aching knees...\""; + menu + "Of course I can. Hand me the letter, I'll give it to Rossy as soon as I see her.", L_Let, + "No, sorry, I'm not interested in that sort of task. Hand it to her yourself.", L_No; L_Let: - mes "[Olana]"; - set Rossy_Quest, 5; - set gotcherry, 0; - mes "\"Thank you again. Please, bring it to her as fast as you can.\""; - close; + mes "[Olana]"; + set Rossy_Quest, 5; + set gotcherry, 0; + mes "\"Thank you again. Please, bring it to her as fast as you can.\""; + close; L_Bring: - mes "[Olana]"; - mes "\"Please, bring this letter to my daughter as fast as you can.\""; - close; + mes "[Olana]"; + mes "\"Please, bring this letter to my daughter as fast as you can.\""; + close; L_BL: - mes "[Olana]"; - mes "\"Good, now she won't forget her final exam.\""; - close; + mes "[Olana]"; + mes "\"Good, now she won't forget her final exam.\""; + close; L_Rose: - menu - "Hi, Rossy did great in the exam. David told me her potion was flawless.", -; - mes "[Olana]"; - mes "\"Wow! Really? That is great! I would like to congratulate my little Rossy. Would you mind helping me a little more?\""; - menu - "Just tell me what to do.", -, - "No, I'm busy, maybe later.", L_No; - mes "[Olana]"; - mes "\"Can you bring me " + @RedRose_Amount + " Red Roses? I would like to give them to Rossy. I am sure she will love them!\""; - menu - "Ok, I will be back with the roses.", L_RG, - "I'm allergic to roses, can't even touch them. Sorry.", L_No; + menu + "Hi, Rossy did great in the exam. David told me her potion was flawless.", -; + mes "[Olana]"; + mes "\"Wow! Really? That is great! I would like to congratulate my little Rossy. Would you mind helping me a little more?\""; + menu + "Just tell me what to do.", -, + "No, I'm busy, maybe later.", L_No; + mes "[Olana]"; + mes "\"Can you bring me " + @RedRose_Amount + " Red Roses? I would like to give them to Rossy. I am sure she will love them!\""; + menu + "Ok, I will be back with the roses.", L_RG, + "I'm allergic to roses, can't even touch them. Sorry.", L_No; L_RG: - if (Rossy_Quest == 8) set Rossy_Quest, 9; - mes "[Olana]"; - mes "\"Please, bring me " + @RedRose_Amount + " Red Roses as soon as you can.\""; - close; + if (Rossy_Quest == 8) + set Rossy_Quest, 9; + mes "[Olana]"; + mes "\"Please, bring me " + @RedRose_Amount + " Red Roses as soon as you can.\""; + close; L_RC: - if(countitem("redrose") < @RedRose_Amount) goto L_RG; - mes "[Olana]"; - set Rossy_Quest, 10; - mes "\"Great job! Please hand them to my brilliant daughter, Rossy.\""; - close; + if(countitem("redrose") < @RedRose_Amount) + goto L_RG; + mes "[Olana]"; + set Rossy_Quest, 10; + mes "\"Great job! Please hand them to my brilliant daughter, Rossy.\""; + close; L_BringRose: - mes "[Olana]"; - mes "\"Now please hand them to my brilliant daughter, Rossy.\""; - close; + mes "[Olana]"; + mes "\"Now please hand them to my brilliant daughter, Rossy.\""; + close; L_Allergic: - mes "[Olana]"; - mes "\"Did she like my present?\""; - menu - "Sure she did...", L_No, - "Well, you should have known that your daughter is allergic to roses.", -; - set Rossy_Quest, 12; - mes "[Olana]"; - mes "\"Oh, how stupid I am! Here, take some of my money and buy Red Tulips instead, the same amount. Keep the flowers.\""; - set zeny, zeny + @Flower_Money; - next; - mes "\"Please, tell Rossy I am really sorry. My mind was on Julia when I asked you to bring the red roses, they are her favorite.\""; - menu - "I will give her the tulips when I see her.", -; - mes "[Olana]"; - mes "\"Thank you. And don't forget to tell her that I'm really sorry.\""; - close; + mes "[Olana]"; + mes "\"Did she like my present?\""; + menu + "Sure she did...", L_No, + "Well, you should have known that your daughter is allergic to roses.", -; + set Rossy_Quest, 12; + mes "[Olana]"; + mes "\"Oh, how stupid I am! Here, take some of my money and buy Red Tulips instead, the same amount. Keep the flowers.\""; + set zeny, zeny + @Flower_Money; + next; + mes "\"Please, tell Rossy I am really sorry. My mind was on Julia when I asked you to bring the red roses, they are her favorite.\""; + menu + "I will give her the tulips when I see her.", -; + mes "[Olana]"; + mes "\"Thank you. And don't forget to tell her that I'm really sorry.\""; + close; L_Give: - mes "[Olana]"; - mes "\""+ strcharinfo(0) +", please, get " + @RedTulip_Amount + " Red Tulips and hand them to Rossy. Don't forget to tell her that I'm really sorry.\""; - close; + mes "[Olana]"; + mes "\""+ strcharinfo(0) +", please, get " + @RedTulip_Amount + " Red Tulips and hand them to Rossy. Don't forget to tell her that I'm really sorry.\""; + close; L_Best: - mes "[Olana]"; - mes "\"Thank you for your help "+ strcharinfo(0) +"!\""; - close; + mes "[Olana]"; + mes "\"Thank you for your help "+ strcharinfo(0) +"!\""; + close; L_Julia: - mes "[Olana]"; - mes "\"Oh no, I can't take this anymore. Something must have happened... Where is Julia? I want to know where she is! Please, find her "+ strcharinfo(0) +"!\""; - close; + mes "[Olana]"; + mes "\"Oh no, I can't take this anymore. Something must have happened... Where is Julia? I want to know where she is! Please, find her "+ strcharinfo(0) +"!\""; + close; L_End: - mes "[Olana]"; - mes "\"Where is Julia? I want to know where she is! Please, find her "+ strcharinfo(0) +"!\""; - menu - "She'll be back soon, trust me. I saved her from an evil spirit.", L_Found, - "I haven't seen her yet, sorry.", L_No; + mes "[Olana]"; + mes "\"Where is Julia? I want to know where she is! Please, find her "+ strcharinfo(0) +"!\""; + menu + "She'll be back soon, trust me. I saved her from an evil spirit.", L_Found, + "I haven't seen her yet, sorry.", L_No; L_Found: - mes "[Olana]"; - if (Rossy_Quest == 17) set Rossy_Quest, 18; - if (Rossy_Quest == 18) set Rossy_Quest, 19; - mes "\"Thank you "+ strcharinfo(0) +", thank you! Here is a reward for you.\""; - getexp @Finish_EXP, 0; - set zeny, zeny + @Finish_Money; - if (Rossy_Quest == 19) goto L_Clear; - close; + mes "[Olana]"; + if (Rossy_Quest == 17) + set Rossy_Quest, 18; + if (Rossy_Quest == 18) + set Rossy_Quest, 19; + mes "\"Thank you "+ strcharinfo(0) +", thank you! Here is a reward for you.\""; + getexp @Finish_EXP, 0; + set zeny, zeny + @Finish_Money; + if (Rossy_Quest == 19) + goto L_Clear; + close; L_Clear: - set Rossy_Quest, 0; - set cavefights, 0; - set FLAGS, FLAGS | FLAG_ROSSI_COMPLETED; - close; + set Rossy_Quest, 0; + set cavefights, 0; + set FLAGS, FLAGS | FLAG_ROSSI_COMPLETED; + close; L_FinalEnd: - mes "[Olana]"; - mes "\"Thanks again for your help."; - mes "I hope the girls will come home soon enough for dinner.\""; - close; - + mes "[Olana]"; + mes "\"Thanks again for your help."; + mes "I hope the girls will come home soon enough for dinner.\""; + close; } diff --git a/world/map/npc/009-2/peter.txt b/world/map/npc/009-2/peter.txt index 11d9931d..97fa219c 100644 --- a/world/map/npc/009-2/peter.txt +++ b/world/map/npc/009-2/peter.txt @@ -1,80 +1,91 @@ // Nicholas' Apprentice and Armorsmith -009-2.gat,183,57,0 script Peter 157,{ +009-2.gat,183,57,0|script|Peter|157,{ - mes "[Peter]"; - mes "\"Hello, I am Peter, apprentice to Nicholas.\""; - next; - mes "\"I can make you some sturdy armor: you must give me Iron Ingots to craft with and some gold pieces for my efforts.\""; - next; - mes "[Peter]"; - mes "\"What would you like me to make?\""; - menu - "Chain Mail (10 coal, 5 ingots and 20000 GP).", L_Peter_Chain_Mail, - "Light Plate (20 coal, 10 ingots and 50000 GP).", L_Peter_Light_Plate, - "Warlord Plate (30 coal, 15 ingots and 100000 GP).", L_Peter_Warlord_Plate, - "Nevermind.", -; - close; + mes "[Peter]"; + mes "\"Hello, I am Peter, apprentice to Nicholas.\""; + next; + mes "\"I can make you some sturdy armor: you must give me Iron Ingots to craft with and some gold pieces for my efforts.\""; + next; + mes "[Peter]"; + mes "\"What would you like me to make?\""; + menu + "Chain Mail (10 coal, 5 ingots and 20000 GP).", L_Peter_Chain_Mail, + "Light Plate (20 coal, 10 ingots and 50000 GP).", L_Peter_Light_Plate, + "Warlord Plate (30 coal, 15 ingots and 100000 GP).", L_Peter_Warlord_Plate, + "Nevermind.", -; + close; L_Peter_Chain_Mail: - if (zeny < 20000) goto L_Peter_NotEnough_Zeny; - if (countitem("IngotIron") < 5) goto L_Peter_NotEnough_Ingot; - if (countitem("Coal") < 10) goto L_Peter_NotEnough_Coal; - getinventorylist; - if (@inventorylist_count == 100) goto L_Peter_TooMany; - set zeny, zeny - 20000; - delitem "IngotIron", 5; - getitem "ChainmailShirt", 1; - mes "[Peter]"; - mes "\"Here you go!\""; - close; + if (zeny < 20000) + goto L_Peter_NotEnough_Zeny; + if (countitem("IngotIron") < 5) + goto L_Peter_NotEnough_Ingot; + if (countitem("Coal") < 10) + goto L_Peter_NotEnough_Coal; + getinventorylist; + if (@inventorylist_count == 100) + goto L_Peter_TooMany; + set zeny, zeny - 20000; + delitem "IngotIron", 5; + getitem "ChainmailShirt", 1; + mes "[Peter]"; + mes "\"Here you go!\""; + close; L_Peter_Light_Plate: - if (zeny < 50000) goto L_Peter_NotEnough_Zeny; - if (countitem("IngotIron") < 10) goto L_Peter_NotEnough_Ingot; - if (countitem("Coal") < 20) goto L_Peter_NotEnough_Coal; - getinventorylist; - if (@inventorylist_count == 100) goto L_Peter_TooMany; - set zeny, zeny - 50000; - delitem "IngotIron", 10; - delitem "Coal", 20; - getitem "LightPlatemail", 1; - mes "[Peter]"; - mes "\"Here you go!\""; - close; + if (zeny < 50000) + goto L_Peter_NotEnough_Zeny; + if (countitem("IngotIron") < 10) + goto L_Peter_NotEnough_Ingot; + if (countitem("Coal") < 20) + goto L_Peter_NotEnough_Coal; + getinventorylist; + if (@inventorylist_count == 100) + goto L_Peter_TooMany; + set zeny, zeny - 50000; + delitem "IngotIron", 10; + delitem "Coal", 20; + getitem "LightPlatemail", 1; + mes "[Peter]"; + mes "\"Here you go!\""; + close; L_Peter_Warlord_Plate: - if (zeny < 100000) goto L_Peter_NotEnough_Zeny; - if (countitem("IngotIron") < 15) goto L_Peter_NotEnough_Ingot; - if (countitem("Coal") < 30) goto L_Peter_NotEnough_Coal; - getinventorylist; - if (@inventorylist_count == 100) goto L_Peter_TooMany; - set zeny, zeny - 100000; - delitem "IngotIron", 15; - delitem "Coal", 30; - getitem "WarlordPlate", 1; - mes "[Peter]"; - mes "\"Here you go!\""; - close; + if (zeny < 100000) + goto L_Peter_NotEnough_Zeny; + if (countitem("IngotIron") < 15) + goto L_Peter_NotEnough_Ingot; + if (countitem("Coal") < 30) + goto L_Peter_NotEnough_Coal; + getinventorylist; + if (@inventorylist_count == 100) + goto L_Peter_TooMany; + set zeny, zeny - 100000; + delitem "IngotIron", 15; + delitem "Coal", 30; + getitem "WarlordPlate", 1; + mes "[Peter]"; + mes "\"Here you go!\""; + close; L_Peter_NotEnough_Zeny: - mes "[Peter]"; - mes "\"You don't have enough gold.\""; - close; + mes "[Peter]"; + mes "\"You don't have enough gold.\""; + close; L_Peter_NotEnough_Ingot: - mes "[Peter]"; - mes "\"You don't have enough ingots.\""; - close; + mes "[Peter]"; + mes "\"You don't have enough ingots.\""; + close; L_Peter_NotEnough_Coal: - mes "[Peter]"; - mes "\"You don't have enough Coal.\""; - close; + mes "[Peter]"; + mes "\"You don't have enough Coal.\""; + close; L_Peter_TooMany: - mes "[Peter]"; - mes "\"You have too much stuff. Please get rid of something if you want some armor.\""; - close; - + mes "[Peter]"; + mes "\"You have too much stuff. Please get rid of something if you want some armor.\""; + close; } diff --git a/world/map/npc/009-2/richard.txt b/world/map/npc/009-2/richard.txt index 023f1244..b19b215f 100644 --- a/world/map/npc/009-2/richard.txt +++ b/world/map/npc/009-2/richard.txt @@ -1,8 +1,8 @@ // -009-2.gat,20,99,0 script Richard 161,{ - callfunc "ClearVariables"; - set @npcname$, "Richard"; - callfunc "Banker"; - close; +009-2.gat,20,99,0|script|Richard|161,{ + callfunc "ClearVariables"; + set @npcname$, "Richard"; + callfunc "Banker"; + close; } diff --git a/world/map/npc/009-2/selim.txt b/world/map/npc/009-2/selim.txt index dc7d29df..aad7ff24 100644 --- a/world/map/npc/009-2/selim.txt +++ b/world/map/npc/009-2/selim.txt @@ -5,206 +5,209 @@ //# # //################################################################################# -009-2.gat,32,104,0 script Selim 142,{ - setarray @all_colours$, "red", "green", "dark blue", "yellow", "light blue", "pink", "black", "orange", "purple", "dark green"; - setarray @all_colours_cap$, "Red", "Green", "Dark Blue", "Yellow", "Light Blue", "Pink", "Black", "Orange", "Purple", "Dark Green"; +009-2.gat,32,104,0|script|Selim|142,{ + setarray @all_colours$, "red", "green", "dark blue", "yellow", "light blue", "pink", "black", "orange", "purple", "dark green"; + setarray @all_colours_cap$, "Red", "Green", "Dark Blue", "Yellow", "Light Blue", "Pink", "Black", "Orange", "Purple", "Dark Green"; - mes "[Selim]"; - mes "\"What can I dye for you today?\""; - set QUEST_clothdyer_state, 3; - next; + mes "[Selim]"; + mes "\"What can I dye for you today?\""; + set QUEST_clothdyer_state, 3; + next; L_clothes_choice: - set @pronoun$, "it"; - set @is_verb$, "is"; - menu - "Cotton shirt", L_cottonshirt, - "V-Neck sweater", L_vneck, - "Turtleneck sweater", L_tneck, - "Cotton shorts", L_shorts, - "Cotton skirt", L_skirt, - "Miniskirt", L_miniskirt, - "Tank top ", L_tanktop, - "Short tank top", L_tanktop_short, - "Silk robe", L_robe, - "Cotton headband", L_headband, - "Desert hat", L_desert_hat, - "Cotton boots", L_cottonboots, - "Cotton gloves", L_cottongloves, - "Rabbit ears", L_rabbitears, - "Wizard hat", L_wizardhat, - "Bowler hat", L_bowlerhat, - "Red lined sorcerer robe", L_redlinedsorcererrobe, - "Bowler hat (brown)", L_bowlerhatbrown, - "I'm fine for now, thanks.", -; - close; + set @pronoun$, "it"; + set @is_verb$, "is"; + menu + "Cotton shirt", L_cottonshirt, + "V-Neck sweater", L_vneck, + "Turtleneck sweater", L_tneck, + "Cotton shorts", L_shorts, + "Cotton skirt", L_skirt, + "Miniskirt", L_miniskirt, + "Tank top ", L_tanktop, + "Short tank top", L_tanktop_short, + "Silk robe", L_robe, + "Cotton headband", L_headband, + "Desert hat", L_desert_hat, + "Cotton boots", L_cottonboots, + "Cotton gloves", L_cottongloves, + "Rabbit ears", L_rabbitears, + "Wizard hat", L_wizardhat, + "Bowler hat", L_bowlerhat, + "Red lined sorcerer robe", L_redlinedsorcererrobe, + "Bowler hat (brown)", L_bowlerhatbrown, + "I'm fine for now, thanks.", -; + close; L_cottonshirt: - set @del, 1202; - set @new, 2050; - set @name$, "cotton shirt"; - goto L_picked_item; + set @del, 1202; + set @new, 2050; + set @name$, "cotton shirt"; + goto L_picked_item; L_vneck: - set @del, 624; - set @new, 2060; - set @name$, "V-neck sweater"; - goto L_picked_item; + set @del, 624; + set @new, 2060; + set @name$, "V-neck sweater"; + goto L_picked_item; L_tneck: - set @del, 564; - set @new, 2070; - set @name$, "turtleneck sweater"; - goto L_picked_item; + set @del, 564; + set @new, 2070; + set @name$, "turtleneck sweater"; + goto L_picked_item; L_shorts: - set @del, 586; - set @new, 2110; - set @name$, "cotton shorts"; - set @pronoun$, "them"; - set @is_verb$, "are"; - goto L_picked_item; + set @del, 586; + set @new, 2110; + set @name$, "cotton shorts"; + set @pronoun$, "them"; + set @is_verb$, "are"; + goto L_picked_item; L_skirt: - set @del, 632; - set @new, 2100; - set @name$, "cotton skirt"; - goto L_picked_item; + set @del, 632; + set @new, 2100; + set @name$, "cotton skirt"; + goto L_picked_item; L_miniskirt: - set @del, 771; - set @new, 2170; - set @name$, "miniskirt"; - goto L_picked_item; + set @del, 771; + set @new, 2170; + set @name$, "miniskirt"; + goto L_picked_item; L_tanktop: - set @del, 688; - set @new, 2090; - set @name$, "tanktop"; - goto L_picked_item; + set @del, 688; + set @new, 2090; + set @name$, "tanktop"; + goto L_picked_item; L_tanktop_short: - set @del, 689; - set @new, 2120; - set @name$, "short tanktop"; - goto L_picked_item; + set @del, 689; + set @new, 2120; + set @name$, "short tanktop"; + goto L_picked_item; L_robe: - set @del, 720; - set @new, 2080; - set @name$, "silk robe"; - goto L_picked_item; + set @del, 720; + set @new, 2080; + set @name$, "silk robe"; + goto L_picked_item; L_headband: - set @del, 724; - set @new, 2140; - set @name$, "cotton headband"; - goto L_picked_item; + set @del, 724; + set @new, 2140; + set @name$, "cotton headband"; + goto L_picked_item; L_desert_hat: - set @del, 723; - set @new, 2130; - set @name$, "desert hat"; - goto L_picked_item; + set @del, 723; + set @new, 2130; + set @name$, "desert hat"; + goto L_picked_item; L_cottonboots: - set @del, 735; - set @new, 2150; - set @name$, "cotton boots"; - goto L_picked_item; + set @del, 735; + set @new, 2150; + set @name$, "cotton boots"; + goto L_picked_item; L_cottongloves: - set @del, 741; - set @new, 2160; - set @name$, "cotton gloves"; - goto L_picked_item; + set @del, 741; + set @new, 2160; + set @name$, "cotton gloves"; + goto L_picked_item; L_rabbitears: - set @del, 1255; - set @new, 2190; - set @name$, "rabbit ears"; - set @pronoun$, "them"; - set @is_verb$, "are"; - goto L_picked_item; + set @del, 1255; + set @new, 2190; + set @name$, "rabbit ears"; + set @pronoun$, "them"; + set @is_verb$, "are"; + goto L_picked_item; L_wizardhat: - set @del, 4028; - set @new, 2200; - set @name$, "wizard hat"; - goto L_picked_item; + set @del, 4028; + set @new, 2200; + set @name$, "wizard hat"; + goto L_picked_item; L_bowlerhat: - set @del, 4030; - set @new, 2210; - set @name$, "bowler hat"; - goto L_picked_item; + set @del, 4030; + set @new, 2210; + set @name$, "bowler hat"; + goto L_picked_item; L_redlinedsorcererrobe: - set @del, 798; - set @new, 2220; - set @name$, "red lined sorcerer robe"; - goto L_picked_item; + set @del, 798; + set @new, 2220; + set @name$, "red lined sorcerer robe"; + goto L_picked_item; L_bowlerhatbrown: - set @del, 800; - set @new, 2230; - set @name$, "bowler hat (brown)"; - goto L_picked_item; + set @del, 800; + set @new, 2230; + set @name$, "bowler hat (brown)"; + goto L_picked_item; L_picked_item: - if (countitem(@del) == 0) goto L_havenone; + if (countitem(@del) == 0) goto L_havenone; + L_colour: - mes "[Selim]"; - mes "\"Excellent. Now, what color do you want?\""; - next; - menu - @all_colours_cap$[0], -, - @all_colours_cap$[1], -, - @all_colours_cap$[2], -, - @all_colours_cap$[3], -, - @all_colours_cap$[4], -, - @all_colours_cap$[5], -, - @all_colours_cap$[6], -, - @all_colours_cap$[7], -, - @all_colours_cap$[8], -, - @all_colours_cap$[9], -; + mes "[Selim]"; + mes "\"Excellent. Now, what color do you want?\""; + next; + menu + @all_colours_cap$[0], -, + @all_colours_cap$[1], -, + @all_colours_cap$[2], -, + @all_colours_cap$[3], -, + @all_colours_cap$[4], -, + @all_colours_cap$[5], -, + @all_colours_cap$[6], -, + @all_colours_cap$[7], -, + @all_colours_cap$[8], -, + @all_colours_cap$[9], -; set @colour, @menu - 1; set @vial, 690 + @colour; if (countitem(@vial) == 0) goto L_no_dye; goto L_finish; L_no_dye: - mes "[Selim]"; - mes "\"I would love to dye your " + @name$ + " for you, but you will have to bring me some " + @all_colours$[@colour] + " dye first.\""; - next; - menu - "Sorry, I meant a different color.", L_colour, - "I wanted to dye a different item anyway.", L_clothes_choice, - "What do you mean, `bring you dye'?", L_explain_dye, - "Where would I get dye?", L_explain_dye, - "Never mind.", -; - close; + mes "[Selim]"; + mes "\"I would love to dye your " + @name$ + " for you, but you will have to bring me some " + @all_colours$[@colour] + " dye first.\""; + next; + menu + "Sorry, I meant a different color.", L_colour, + "I wanted to dye a different item anyway.", L_clothes_choice, + "What do you mean, `bring you dye'?", L_explain_dye, + "Where would I get dye?", L_explain_dye, + "Never mind.", -; + close; L_explain_dye: - if (QUEST_clothdyer_knowsdye < 1) set QUEST_clothdyer_knowsdye, 1; - mes "[Selim]"; - mes "\"Well, dye is very expensive, and since I don't charge adventurers anything, I can't give you any for free."; - mes "But most alchemists can make dye; perhaps you can find one around here.\""; - close; + if (QUEST_clothdyer_knowsdye < 1) + set QUEST_clothdyer_knowsdye, 1; + mes "[Selim]"; + mes "\"Well, dye is very expensive, and since I don't charge adventurers anything, I can't give you any for free."; + mes "But most alchemists can make dye; perhaps you can find one around here.\""; + close; L_finish: - if (countitem(@del) == 0) goto L_havenone; - delitem @vial, 1; - delitem @del, 1; - getitem @new + @colour, 1; - mes "[Selim]"; - mes "\"Here " + @is_verb$ + " your " + @all_colours$[@colour] + " " + @name$ + "! Please let " + @pronoun$ + " dry for a minute before you put " + @pronoun$ + " on.\""; - close; + if (countitem(@del) == 0) + goto L_havenone; + delitem @vial, 1; + delitem @del, 1; + getitem @new + @colour, 1; + mes "[Selim]"; + mes "\"Here " + @is_verb$ + " your " + @all_colours$[@colour] + " " + @name$ + "! Please let " + @pronoun$ + " dry for a minute before you put " + @pronoun$ + " on.\""; + close; L_havenone: - mes "[Selim]"; - mes "\"You don't have any uncolored " + @name$ + "? That's unfortunate."; - mes "Would you like to dye something else?\""; - next; - goto L_clothes_choice; + mes "[Selim]"; + mes "\"You don't have any uncolored " + @name$ + "? That's unfortunate."; + mes "Would you like to dye something else?\""; + next; + goto L_clothes_choice; } diff --git a/world/map/npc/009-2/shops.txt b/world/map/npc/009-2/shops.txt index 3283c30b..6071906e 100644 --- a/world/map/npc/009-2/shops.txt +++ b/world/map/npc/009-2/shops.txt @@ -6,24 +6,24 @@ // Bartender // sells beer, cake and steak -009-2.gat,65,49,0 shop Barkeeper 112,539:-1,513:-1,676:-1 +009-2.gat,65,49,0|shop|Barkeeper|112,539:-1,513:-1,676:-1 // Receptionist // Offers the player to rest at the inn for 100gp -009-2.gat,50,48,0 script Receptionist 108,{ - set @npcname$, "Receptionist"; - set @cost, 100; - callfunc "Inn"; +009-2.gat,50,48,0|script|Receptionist|108,{ + set @npcname$, "Receptionist"; + set @cost, 100; + callfunc "Inn"; } // Archer Shop // sells bow, short bow, arrows and iron arrows -009-2.gat,97,24,0 shop Apprentice 120,Arrow :-1,IronArrow :-1,Bow :1000,ShortBow :3000 +009-2.gat,97,24,0|shop|Apprentice|120,Arrow :-1,IronArrow :-1,Bow :1000,ShortBow :3000 // Potion Shop // sells cactus drink, cactus potion, iron potion, concentration potion, and slow poison potion -009-2.gat,123,22,0 shop Potions#_M 127,CactusDrink :-1,CactusPotion :-1,IronPotion :-1,ConcentrationPotion :-1,SlowPoisonPotion :-1 +009-2.gat,123,22,0|shop|Potions#_M|127,CactusDrink :-1,CactusPotion :-1,IronPotion :-1,ConcentrationPotion :-1,SlowPoisonPotion :-1 // General Store // Sells various things, many not sold elsewhere -009-2.gat,32,99,0 shop General Store 112,Milk :-1,BottleOfWater :-1,CottonShirt :-1,CottonShorts :-1,Boots :-1,SerfHat :-1,CottonHeadband :-1,CottonGloves :-1 +009-2.gat,32,99,0|shop|General Store|112,Milk :-1,BottleOfWater :-1,CottonShirt :-1,CottonShorts :-1,Boots :-1,SerfHat :-1,CottonHeadband :-1,CottonGloves :-1 diff --git a/world/map/npc/009-2/waitress.txt b/world/map/npc/009-2/waitress.txt index 265cd234..550cd6c4 100644 --- a/world/map/npc/009-2/waitress.txt +++ b/world/map/npc/009-2/waitress.txt @@ -1,83 +1,72 @@ // Waitress -009-2.gat,60,52,0 script Melinda 140,{ +009-2.gat,60,52,0|script|Melinda|140,{ - mes "[Melinda]"; - mes "\"Hi, sweetie! Want a fresh beer for 170 GP?\""; - next; + mes "[Melinda]"; + mes "\"Hi, sweetie! Want a fresh beer for 170 GP?\""; + next; - menu - "\"Sure! [don't tip]\"", L_NoTip, - "Sure! [tip 5 GP]", L_5Tip, - "Sure! [tip 10 GP]", L_10Tip, - "Nah, maybe later.", L_No; - close; + menu + "\"Sure! [don't tip]\"", L_NoTip, + "Sure! [tip 5 GP]", L_5Tip, + "Sure! [tip 10 GP]", L_10Tip, + "Nah, maybe later.", L_No; + close; L_NoTip: - if (zeny < 170) - goto L_NoMoney; - - getinventorylist; - if (@inventorylist_count == 100 && countitem("Beer") == 0) - goto L_TooMany; - - set zeny, zeny - 170; - getitem "Beer", 1; - - mes "[Melinda]"; - mes "Pff... nickel nurser!"; - close; + if (zeny < 170) + goto L_NoMoney; + getinventorylist; + if (@inventorylist_count == 100 && countitem("Beer") == 0) + goto L_TooMany; + set zeny, zeny - 170; + getitem "Beer", 1; + mes "[Melinda]"; + mes "Pff... nickel nurser!"; + close; L_5Tip: - if (zeny < 175) - goto L_NoMoney; - - getinventorylist; - if (@inventorylist_count == 100 && countitem("Beer") == 0) - goto L_TooMany; - - set zeny, zeny - 175; - getitem "Beer", 1; - - mes "[Melinda]"; - mes "\"Here you go, sweetheart!\""; - close; + if (zeny < 175) + goto L_NoMoney; + getinventorylist; + if (@inventorylist_count == 100 && countitem("Beer") == 0) + goto L_TooMany; + set zeny, zeny - 175; + getitem "Beer", 1; + mes "[Melinda]"; + mes "\"Here you go, sweetheart!\""; + close; L_10Tip: - if (zeny < 180) - goto L_NoMoney; - - getinventorylist; - if (@inventorylist_count == 100 && countitem("Beer") == 0) - goto L_TooMany; - - set zeny, zeny - 180; - getitem "Beer", 1; - - mes "[Melinda]"; - mes "\"Thank you, sweetie! Want to hear a secret?\""; - next; - - menu - "What is it, darling?", -, - "Nah, I don't feel like chatting.", L_No; - - mes "[Melinda]"; - mes "\"The master bowyer in this village used to construct exceptional bows. When you want one you should go and ask him.\""; - close; + if (zeny < 180) + goto L_NoMoney; + getinventorylist; + if (@inventorylist_count == 100 && countitem("Beer") == 0) + goto L_TooMany; + set zeny, zeny - 180; + getitem "Beer", 1; + mes "[Melinda]"; + mes "\"Thank you, sweetie! Want to hear a secret?\""; + next; + menu + "What is it, darling?", -, + "Nah, I don't feel like chatting.", L_No; + mes "[Melinda]"; + mes "\"The master bowyer in this village used to construct exceptional bows. When you want one you should go and ask him.\""; + close; L_No: - mes "[Melinda]"; - mes "\"Just call me when you've changed your mind.\""; - close; + mes "[Melinda]"; + mes "\"Just call me when you've changed your mind.\""; + close; L_NoMoney: - mes "[Melinda]"; - mes "\"You look broke. Don't think that you can dine and dash here!\""; - close; + mes "[Melinda]"; + mes "\"You look broke. Don't think that you can dine and dash here!\""; + close; L_TooMany: - mes "[Melinda]"; - mes "\"You don't have room for a beer!\""; - close; + mes "[Melinda]"; + mes "\"You don't have room for a beer!\""; + close; } diff --git a/world/map/npc/009-2/wyara.txt b/world/map/npc/009-2/wyara.txt index 145f09a5..25f88f82 100644 --- a/world/map/npc/009-2/wyara.txt +++ b/world/map/npc/009-2/wyara.txt @@ -1,595 +1,533 @@ // ---------------------------------------- // Wyara the Hurnscald witch // ---------------------------------------- -009-2.gat,121,26,0 script Wyara#_M 103,{ - set @Q_MASK, NIBBLE_2_MASK; - set @Q_SHIFT, NIBBLE_2_SHIFT; - set @Q_status, (QUEST_MAGIC2 & @Q_MASK) >> @Q_SHIFT; - - // Set up SkillUp function - set @SUP_id, SKILL_MAGIC_NATURE; - set @SUP_name$, "Nature Magic"; - - set @STATUS_INITIAL, 0; - set @STATUS_PURIFY_EXPLAINED, 1; - set @STATUS_PURIFY_ONCE, 2; - set @STATUS_PURIFY_TWICE, 3; - set @STATUS_PURIFY_OVER, 4; - set @STATUS_MAX, @STATUS_PURIFY_OVER; - - // This operation works around an earlier possible corruption of this state - if (@Q_status > @STATUS_MAX) - set @Q_status, @STATUS_INITIAL; - if ((@Q_status == @STATUS_PURIFY_OVER) && (getskilllv(SKILL_MAGIC_NATURE) < 2)) - set @Q_status, @STATUS_INITIAL; - callsub S_update_var; - - set @has_magic, getskilllv(SKILL_MAGIC); - - if (@Q_status == @STATUS_PURIFY_ONCE) - goto L_Magic_purify_once; - if (@Q_status == @STATUS_PURIFY_TWICE) - goto L_Magic_purify_done; - - mes "[Wyara the witch]"; - if (!Sex) - mes "\"Greetings, fair traveller! What can I do for you?\""; - if (Sex) - mes "\"Hello! What brings you here?\""; - next; - - set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_WYARA; +009-2.gat,121,26,0|script|Wyara#_M|103,{ + set @Q_MASK, NIBBLE_2_MASK; + set @Q_SHIFT, NIBBLE_2_SHIFT; + set @Q_status, (QUEST_MAGIC2 & @Q_MASK) >> @Q_SHIFT; + + // Set up SkillUp function + set @SUP_id, SKILL_MAGIC_NATURE; + set @SUP_name$, "Nature Magic"; + + set @STATUS_INITIAL, 0; + set @STATUS_PURIFY_EXPLAINED, 1; + set @STATUS_PURIFY_ONCE, 2; + set @STATUS_PURIFY_TWICE, 3; + set @STATUS_PURIFY_OVER, 4; + set @STATUS_MAX, @STATUS_PURIFY_OVER; + + // This operation works around an earlier possible corruption of this state + if (@Q_status > @STATUS_MAX) + set @Q_status, @STATUS_INITIAL; + if ((@Q_status == @STATUS_PURIFY_OVER) && (getskilllv(SKILL_MAGIC_NATURE) < 2)) set @Q_status, @STATUS_INITIAL; + callsub S_update_var; + + set @has_magic, getskilllv(SKILL_MAGIC); + + if (@Q_status == @STATUS_PURIFY_ONCE) goto L_Magic_purify_once; + if (@Q_status == @STATUS_PURIFY_TWICE) goto L_Magic_purify_done; + + mes "[Wyara the witch]"; + if (!Sex) + mes "\"Greetings, fair traveller! What can I do for you?\""; + if (Sex) + mes "\"Hello! What brings you here?\""; + next; + set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_WYARA; + L_Main: - if (!@has_magic && (MAGIC_FLAGS & MFLAG_TOUCHED_MANASEED)) - menu "What do you know about...", L_Question, - "Can you help me use the mana seed?", L_Q_manaseed_unabsorbed, - "Can you help me learn magic?", L_Magic, - "I would like to buy potions.", L_Shop, - "Bye!", -; - if (!(!@has_magic && (MAGIC_FLAGS & MFLAG_TOUCHED_MANASEED))) - menu "What do you know about...", L_Question, - "Can you help me learn magic?", L_Magic, - "I would like to buy potions.", L_Shop, - "Bye!", -; - close; + if (!@has_magic && (MAGIC_FLAGS & MFLAG_TOUCHED_MANASEED)) + menu + "What do you know about...", L_Question, + "Can you help me use the mana seed?", L_Q_manaseed_unabsorbed, + "Can you help me learn magic?", L_Magic, + "I would like to buy potions.", L_Shop, + "Bye!", -; + if (!(!@has_magic && (MAGIC_FLAGS & MFLAG_TOUCHED_MANASEED))) + menu + "What do you know about...", L_Question, + "Can you help me learn magic?", L_Magic, + "I would like to buy potions.", L_Shop, + "Bye!", -; + close; L_Shop: - mes "[Wyara the Witch]"; - mes "\"Please have a look at the shelf behind me.\""; - close; + mes "[Wyara the Witch]"; + mes "\"Please have a look at the shelf behind me.\""; + close; L_Question: - callfunc "MagicTalkOptionsSetup"; - set @ignore, @QQ_WYARA; - callfunc "MagicTalkMenu"; - - if (@c == 0) goto L_Main; - if (@c == @QQ_ELANORE) goto L_Q_elanore; - if (@c == @QQ_MANASEED) goto L_Q_manaseed; - if (@c == @QQ_MANAPOTION) goto L_Q_manapotion; - if (@c == @QQ_SAGATHA) goto L_Q_sagatha; - if (@c == @QQ_AULDSBEL) goto L_Q_auldsbel; - if (@c == @QQ_IMP) goto L_Q_imp; - if (@c == @QQ_OLDWIZ) goto L_Q_old_wizard; - if (@c == @QQ_ASTRALSOUL)goto L_Q_astralsoul; - - mes "[Wyara the Witch]"; - mes "\"I fear that I can't help you with that.\""; - next; - goto L_Main; + callfunc "MagicTalkOptionsSetup"; + set @ignore, @QQ_WYARA; + callfunc "MagicTalkMenu"; + + if (@c == 0) goto L_Main; + if (@c == @QQ_ELANORE) goto L_Q_elanore; + if (@c == @QQ_MANASEED) goto L_Q_manaseed; + if (@c == @QQ_MANAPOTION) goto L_Q_manapotion; + if (@c == @QQ_SAGATHA) goto L_Q_sagatha; + if (@c == @QQ_AULDSBEL) goto L_Q_auldsbel; + if (@c == @QQ_IMP) goto L_Q_imp; + if (@c == @QQ_OLDWIZ) goto L_Q_old_wizard; + if (@c == @QQ_ASTRALSOUL) goto L_Q_astralsoul; + + mes "[Wyara the Witch]"; + mes "\"I fear that I can't help you with that.\""; + next; + goto L_Main; L_Q_astralsoul: - mes "[Wyara the Witch]"; - mes "\"The astral soul skill? Yes, I have heard about that. It can be taught by old and wise mages usually.\""; - next; - mes "\"You need lots of practise until you can handle the ability, and even more practise until you have the powers to teach it to someone else.\""; - next; - goto L_Main; - + mes "[Wyara the Witch]"; + mes "\"The astral soul skill? Yes, I have heard about that. It can be taught by old and wise mages usually.\""; + next; + mes "\"You need lots of practise until you can handle the ability, and even more practise until you have the powers to teach it to someone else.\""; + next; + goto L_Main; L_Q_old_wizard: - mes "[Wyara the Witch]"; - mes "\"I don't know his name, but I do know that he has been living in the mountains since I first came here. He is a master of many schools of magic, I believe.\""; - next; - mes "[Wyara the Witch]"; - mes "She smiles."; - mes "\"He is also a nice and friendly person to talk to, and quite knowledgeable about the teas of this area.\""; - next; - goto L_Main; - + mes "[Wyara the Witch]"; + mes "\"I don't know his name, but I do know that he has been living in the mountains since I first came here. He is a master of many schools of magic, I believe.\""; + next; + mes "[Wyara the Witch]"; + mes "She smiles."; + mes "\"He is also a nice and friendly person to talk to, and quite knowledgeable about the teas of this area.\""; + next; + goto L_Main; L_Q_elanore: - mes "[Wyara the Witch]"; - mes "\"Elanore is the Tulimshar healer. She is a very kind person and an outstanding healer.\""; - next; - goto L_Main; + mes "[Wyara the Witch]"; + mes "\"Elanore is the Tulimshar healer. She is a very kind person and an outstanding healer.\""; + next; + goto L_Main; L_Q_manaseed: - if (!@has_magic && (MAGIC_FLAGS & MFLAG_TOUCHED_MANASEED)) - goto L_Q_manaseed_unabsorbed; - mes "[Wyara the Witch]"; - mes "\"A mana seed? I'm afraid that I can't help you with that.\""; - next; - goto L_Main; + if (!@has_magic && (MAGIC_FLAGS & MFLAG_TOUCHED_MANASEED)) + goto L_Q_manaseed_unabsorbed; + mes "[Wyara the Witch]"; + mes "\"A mana seed? I'm afraid that I can't help you with that.\""; + next; + goto L_Main; L_Q_manaseed_unabsorbed: - mes "[Wyara the Witch]"; - mes "\"So you touched the mana seed but weren't able to absorb its powers? That means that you're lacking a natural magical ability. Still, there are ways around that.\""; - next; - mes "[Wyara the Witch]"; - mes "\"If you drink a mana potion, you should be able to retain this magical power and slowly build up a magical skill.\""; - set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_MANAPOTION; - next; - goto L_Main; + mes "[Wyara the Witch]"; + mes "\"So you touched the mana seed but weren't able to absorb its powers? That means that you're lacking a natural magical ability. Still, there are ways around that.\""; + next; + mes "[Wyara the Witch]"; + mes "\"If you drink a mana potion, you should be able to retain this magical power and slowly build up a magical skill.\""; + set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_MANAPOTION; + next; + goto L_Main; L_Q_manapotion: - mes "[Wyara the Witch]"; - mes "\"I have a simple recipe for making mana potions, but I don't have one ready right now. Can you bring me 40 mauve leaves and a bottle of water? I can make one from those quite easily.\""; - next; - menu "Sure!", L_make_manapotion, - "No.", L_Main; - goto L_Main; + mes "[Wyara the Witch]"; + mes "\"I have a simple recipe for making mana potions, but I don't have one ready right now. Can you bring me 40 mauve leaves and a bottle of water? I can make one from those quite easily.\""; + next; + menu + "Sure!", L_make_manapotion, + "No.", L_Main; + goto L_Main; L_manapotion_toomany: - mes "[Wyara the Witch]"; - mes "\"Hmm... looking at you, I don't think that you would be able to carry it.\""; - next; - goto L_Main; + mes "[Wyara the Witch]"; + mes "\"Hmm... looking at you, I don't think that you would be able to carry it.\""; + next; + goto L_Main; L_make_manapotion: - if(countitem("MauveHerb") < 40) goto L_make_manapotion_lack; - if(countitem("BottleOfWater") < 1) goto L_make_manapotion_lack; - getinventorylist; - if ((@inventorylist_count == 100) - && (countitem("MauveHerb") > 40) - && (countitem("BottleOfWater") > 100) - && (countitem("ManaPotion") < 1)) - goto L_manapotion_toomany; - - delitem "MauveHerb", 40; - delitem "BottleOfWater", 1; - getitem "ManaPotion", 1; - - mes "[Wyara the Witch]"; - mes "Wyara takes your mauve leaves, grinds them, and pours some of the resultant paste into her cauldron. She then takes your bottle and sticks it into her brew, head-first."; - next; - - mes "[Wyara the Witch]"; - mes "The water in the bottle takes on a strange golden hue, but doesn't flow out."; - mes "After a while, she retrieves the bottle, fills some of the liquid into a smaller, clay bottle, mixes in the rest of the paste, plugs the bottle and shakes it."; - next; - - mes "[Wyara the Witch]"; - mes "\"I shall keep the rest of your water and the bottle as a payment, if you don't mind. But here is the potion; let it rest for a minute before you use it for maximum effect.\""; - next; - - goto L_Main; + if(countitem("MauveHerb") < 40) + goto L_make_manapotion_lack; + if(countitem("BottleOfWater") < 1) + goto L_make_manapotion_lack; + getinventorylist; + if ((@inventorylist_count == 100) + && (countitem("MauveHerb") > 40) + && (countitem("BottleOfWater") > 100) + && (countitem("ManaPotion") < 1)) + goto L_manapotion_toomany; + + delitem "MauveHerb", 40; + delitem "BottleOfWater", 1; + getitem "ManaPotion", 1; + + mes "[Wyara the Witch]"; + mes "Wyara takes your mauve leaves, grinds them, and pours some of the resultant paste into her cauldron. She then takes your bottle and sticks it into her brew, head-first."; + next; + mes "[Wyara the Witch]"; + mes "The water in the bottle takes on a strange golden hue, but doesn't flow out."; + mes "After a while, she retrieves the bottle, fills some of the liquid into a smaller, clay bottle, mixes in the rest of the paste, plugs the bottle and shakes it."; + next; + mes "[Wyara the Witch]"; + mes "\"I shall keep the rest of your water and the bottle as a payment, if you don't mind. But here is the potion; let it rest for a minute before you use it for maximum effect.\""; + next; + goto L_Main; L_make_manapotion_lack: - mes "[Wyara the Witch]"; - mes "\"No, we need forty mauve leaves and a bottle of water.\""; - next; - - goto L_Main; + mes "[Wyara the Witch]"; + mes "\"No, we need forty mauve leaves and a bottle of water.\""; + next; + goto L_Main; L_Q_imp: - mes "[Wyara the Witch]"; - mes "\"Sagatha told me that she imprisoned an evil earth spirit in a dried-up well. She wants it to stay there until it has mended its ways, or forever, if it doesn't.\""; - next; - goto L_Main; + mes "[Wyara the Witch]"; + mes "\"Sagatha told me that she imprisoned an evil earth spirit in a dried-up well. She wants it to stay there until it has mended its ways, or forever, if it doesn't.\""; + next; + goto L_Main; L_Q_sagatha: - mes "[Wyara the Witch]"; - mes "Wyara smiles."; - mes "\"You have met Sagatha? She's a wonderful person, isn't she? Well, she does hold back a little towards humans, but deep down she feels for them, too.\""; - next; - - mes "[Wyara the Witch]"; - mes "\"She does hold all plants and animals very dear, though. Well, the peaceful ones more than the aggressive ones, I suppose, and scorpions not very much at all.\""; - next; - - goto L_Main; + mes "[Wyara the Witch]"; + mes "Wyara smiles."; + mes "\"You have met Sagatha? She's a wonderful person, isn't she? Well, she does hold back a little towards humans, but deep down she feels for them, too.\""; + next; + mes "[Wyara the Witch]"; + mes "\"She does hold all plants and animals very dear, though. Well, the peaceful ones more than the aggressive ones, I suppose, and scorpions not very much at all.\""; + next; + goto L_Main; L_Q_auldsbel: - mes "[Wyara the Witch]"; - mes "\"Auldsbel... the guild wizard? I don't know him very well; as far as I know, he is only visiting.\""; - next; - - goto L_Main; + mes "[Wyara the Witch]"; + mes "\"Auldsbel... the guild wizard? I don't know him very well; as far as I know, he is only visiting.\""; + next; + goto L_Main; L_Magic_no: - mes "[Wyara the Witch]"; - mes "\"I am sorry, but you don't seem to be able to control any magic. That means that I really can't help you with that.\""; - next; - goto L_Main; + mes "[Wyara the Witch]"; + mes "\"I am sorry, but you don't seem to be able to control any magic. That means that I really can't help you with that.\""; + next; + goto L_Main; L_Magic: - if (!@has_magic) - goto L_Magic_no; - mes "[Wyara the Witch]"; - mes "\"Perhaps I can help you a little, but I am not a master of any school of magic.\""; - next; + if (!@has_magic) + goto L_Magic_no; + mes "[Wyara the Witch]"; + mes "\"Perhaps I can help you a little, but I am not a master of any school of magic.\""; + next; L_Magic_main: - menu - "Can you explain magic to me?", L_Magic_explain, - "Can you teach me a spell?", L_Magic_spell, - "Can you train me?", L_Magic_train, - "Never mind.", -; - - goto L_Main; + menu + "Can you explain magic to me?", L_Magic_explain, + "Can you teach me a spell?", L_Magic_spell, + "Can you train me?", L_Magic_train, + "Never mind.", -; + goto L_Main; L_Magic_explain: - mes "[Wyara the Witch]"; - mes "\"Magic is just a name for the force that lives in all plants and animals and emanates from there into all things, living or dead.\""; - next; - - mes "[Wyara the Witch]"; - mes "\"Some things it finds easier to pass through-- natural things, living things-- but dead things, such as rock or metal, can slow it down.\""; - next; - - mes "[Wyara the Witch]"; - mes "\"There are different kinds of magic, too; nature, astral, and so on, but if this interests you, you should talk to a scholar.\""; - next; - - goto L_Magic_main; + mes "[Wyara the Witch]"; + mes "\"Magic is just a name for the force that lives in all plants and animals and emanates from there into all things, living or dead.\""; + next; + mes "[Wyara the Witch]"; + mes "\"Some things it finds easier to pass through-- natural things, living things-- but dead things, such as rock or metal, can slow it down.\""; + next; + mes "[Wyara the Witch]"; + mes "\"There are different kinds of magic, too; nature, astral, and so on, but if this interests you, you should talk to a scholar.\""; + next; + goto L_Magic_main; L_Magic_spell: - if (getskilllv(SKILL_MAGIC_NATURE) > 1) - goto L_Magic_spell3; - if (getskilllv(SKILL_MAGIC) > 1) - goto L_Magic_spell2; - mes "[Wyara the Witch]"; - mes "\"No... I don't think that you are ready yet. But please ask me again when you have some more control over your magical powers.\""; - next; - - goto L_Magic_main; + if (getskilllv(SKILL_MAGIC_NATURE) > 1) + goto L_Magic_spell3; + if (getskilllv(SKILL_MAGIC) > 1) + goto L_Magic_spell2; + mes "[Wyara the Witch]"; + mes "\"No... I don't think that you are ready yet. But please ask me again when you have some more control over your magical powers.\""; + next; + goto L_Magic_main; L_Magic_spell3: - mes "[Wyara the Witch]"; - mes "\"Now that you know the basics of nature magic, here is one of my favourites: '" + getspellinvocation("rain") + "' will summon rain, whereever you are standing. It will consume a bottle of water, though.\""; - if (getskilllv(SKILL_MAGIC) < 2) - mes "\"You are not powerful enough to use it yet, though; you will first have to absorb more magic from the mana seed.\""; - next; + mes "[Wyara the Witch]"; + mes "\"Now that you know the basics of nature magic, here is one of my favourites: '" + getspellinvocation("rain") + "' will summon rain, whereever you are standing. It will consume a bottle of water, though.\""; + if (getskilllv(SKILL_MAGIC) < 2) + mes "\"You are not powerful enough to use it yet, though; you will first have to absorb more magic from the mana seed.\""; + next; L_Magic_spell2: - mes "[Wyara the Witch]"; - mes "\"Here is another useful one: '" + getspellinvocation("detect-players") + "'. It will tell you the names of everyone nearby, but beware that there are ways to protect against it.\""; - if (getskilllv(SKILL_MAGIC) < 2) - mes "\"Hmm. You aren't powerful enough for this one either yet, I think.\""; - next; - - if (!(getpartnerid2(0))) - goto L_Magic_main; - - mes "[Wyara the Witch]"; - mes "\"Married partners can find each other even more easily. Use the '" + getspellinvocation("sense-spouse") + "' spell instead.\""; - next; + mes "[Wyara the Witch]"; + mes "\"Here is another useful one: '" + getspellinvocation("detect-players") + "'. It will tell you the names of everyone nearby, but beware that there are ways to protect against it.\""; + if (getskilllv(SKILL_MAGIC) < 2) + mes "\"Hmm. You aren't powerful enough for this one either yet, I think.\""; + next; + if (!(getpartnerid2())) goto L_Magic_main; + mes "[Wyara the Witch]"; + mes "\"Married partners can find each other even more easily. Use the '" + getspellinvocation("sense-spouse") + "' spell instead.\""; + next; + goto L_Magic_main; L_Magic_train: - if (getskilllv(SKILL_MAGIC_NATURE) > 1) - goto L_Magic_train_no; - mes "[Wyara the Witch]"; - - if (@Q_status >= @STATUS_PURIFY_EXPLAINED) - goto L_Magic_train_wb; - - mes "\"Train you? No... you should talk to Sagatha.\""; - mes "She hesitates."; - next; - - callfunc "SagathaStatus"; - - if (@evil) - goto L_Magic_train_evil; - - mes "[Wyara the Witch]"; - mes "\"It would be difficult to ask her to accept you unless you understand some of the basics already.\""; - next; - - goto L_Magic_train_dispatch; + if (getskilllv(SKILL_MAGIC_NATURE) > 1) + goto L_Magic_train_no; + mes "[Wyara the Witch]"; + if (@Q_status >= @STATUS_PURIFY_EXPLAINED) + goto L_Magic_train_wb; + mes "\"Train you? No... you should talk to Sagatha.\""; + mes "She hesitates."; + next; + callfunc "SagathaStatus"; + if (@evil) goto L_Magic_train_evil; + mes "[Wyara the Witch]"; + mes "\"It would be difficult to ask her to accept you unless you understand some of the basics already.\""; + next; + goto L_Magic_train_dispatch; L_Magic_train_evil: - mes "Wyara looks at you sadly."; - mes "\"I have heard that you have done something unforgiveable. No witch in this land will teach you now.\""; - next; - goto L_Magic_main; + mes "Wyara looks at you sadly."; + mes "\"I have heard that you have done something unforgiveable. No witch in this land will teach you now.\""; + next; + goto L_Magic_main; L_Magic_train_wb: - callfunc "SagathaStatus"; - - if (@evil) - goto L_Magic_train_evil; - - mes "\"Ah, yes, your training...\""; - next; - + callfunc "SagathaStatus"; + if (@evil) + goto L_Magic_train_evil; + mes "\"Ah, yes, your training...\""; + next; L_Magic_train_dispatch: - if (@Q_status == @STATUS_PURIFY_TWICE) - goto L_Magic_purify_done; - if (@Q_status == @STATUS_PURIFY_ONCE) - goto L_Magic_purify_once; - if (@Q_status == @STATUS_PURIFY_EXPLAINED) - goto L_Magic_purify_explained; - - mes "[Wyara the Witch]"; - mes "\"Well, let me help you get started, then! But first, to make sure that you are serious, I have a small task for you.\""; - next; - - mes "[Wyara the Witch]"; - mes "\"There is a pond west of Hurnscald, a very small one, almost square in shape, with a rock on its southern ledge leading to its center. This pond is close to dying.\""; - next; - - mes "[Wyara the Witch]"; - mes "\"I want to save it; for that, someone will have to pour a purification potion into it.\""; - next; - - set @Q_status, @STATUS_PURIFY_EXPLAINED; - callsub S_update_var; + if (@Q_status == @STATUS_PURIFY_TWICE) + goto L_Magic_purify_done; + if (@Q_status == @STATUS_PURIFY_ONCE) + goto L_Magic_purify_once; + if (@Q_status == @STATUS_PURIFY_EXPLAINED) + goto L_Magic_purify_explained; + + mes "[Wyara the Witch]"; + mes "\"Well, let me help you get started, then! But first, to make sure that you are serious, I have a small task for you.\""; + next; + mes "[Wyara the Witch]"; + mes "\"There is a pond west of Hurnscald, a very small one, almost square in shape, with a rock on its southern ledge leading to its center. This pond is close to dying.\""; + next; + mes "[Wyara the Witch]"; + mes "\"I want to save it; for that, someone will have to pour a purification potion into it.\""; + next; + set @Q_status, @STATUS_PURIFY_EXPLAINED; + callsub S_update_var; + L_Magic_purify_explained: - if (countitem("PurificationPotion")) - goto L_Magic_purify_doit; - - mes "[Wyara the Witch]"; - mes "\"To make the purification potion, I will need twenty maggot slimes and twenty leaves of mauve.\""; - next; - - menu - "I shall get them later.", L_Magic_main, - "Booring.", L_Magic_main, - "Here they are.", -; - - getinventorylist; - if ((@inventorylist_count == 100) && (countitem("MauveHerb") > 20) && (countitem("MaggotSlime") > 20)) - goto L_Magic_purify_nospace; - - if (countitem("MauveHerb") < 20) - goto L_Magic_purify_lacking; - if (countitem("MaggotSlime") < 20) - goto L_Magic_purify_lacking; - - delitem "MauveHerb", 20; - delitem "MaggotSlime", 20; - getitem "PurificationPotion", 1; - mes "[Wyara the Witch]"; - mes "Wyara grinds the leaves and mixes them with the slime, boils them, then speaks a brief incantation over them and hands you the result."; - next; + if (countitem("PurificationPotion")) + goto L_Magic_purify_doit; + + mes "[Wyara the Witch]"; + mes "\"To make the purification potion, I will need twenty maggot slimes and twenty leaves of mauve.\""; + next; + menu + "I shall get them later.", L_Magic_main, + "Booring.", L_Magic_main, + "Here they are.", -; + getinventorylist; + if ((@inventorylist_count == 100) && (countitem("MauveHerb") > 20) && (countitem("MaggotSlime") > 20)) + goto L_Magic_purify_nospace; + if (countitem("MauveHerb") < 20) + goto L_Magic_purify_lacking; + if (countitem("MaggotSlime") < 20) + goto L_Magic_purify_lacking; + delitem "MauveHerb", 20; + delitem "MaggotSlime", 20; + getitem "PurificationPotion", 1; + mes "[Wyara the Witch]"; + mes "Wyara grinds the leaves and mixes them with the slime, boils them, then speaks a brief incantation over them and hands you the result."; + next; L_Magic_purify_doit: - mes "[Wyara the Witch]"; - mes "\"Take your purification potion to the pond, right next to its center, and pour the potion in.\""; - close; + mes "[Wyara the Witch]"; + mes "\"Take your purification potion to the pond, right next to its center, and pour the potion in.\""; + close; L_Magic_purify_nospace: - mes "[Wyara the Witch]"; - mes "\"You don't have enough space to carry the potion. Please come back later.\""; - next; - goto L_Magic_main; + mes "[Wyara the Witch]"; + mes "\"You don't have enough space to carry the potion. Please come back later.\""; + next; + goto L_Magic_main; L_Magic_purify_lacking: - mes "[Wyara the Witch]"; - mes "\"You'll need twenty mauve leaves and twenty maggot slimes for the potion.\""; - next; - goto L_Magic_main; + mes "[Wyara the Witch]"; + mes "\"You'll need twenty mauve leaves and twenty maggot slimes for the potion.\""; + next; + goto L_Magic_main; L_Magic_purify_once: - mes "[Wyara the Witch]"; - mes "Wyara nods."; - mes "\"You have purified the pond a little, but not enough, I think. We'll need another potion.\""; - next; + mes "[Wyara the Witch]"; + mes "Wyara nods."; + mes "\"You have purified the pond a little, but not enough, I think. We'll need another potion.\""; + next; + if (countitem("PurificationPotion")) + goto L_Magic_purify_doit2; + mes "[Wyara the Witch]"; + mes "\"I'll need twenty more maggot slimes and leaves of mauve.\""; + next; + menu + "I'll do that later.", L_Main, + "No way.", L_Main, + "Here you are.", -; + getinventorylist; + if ((@inventorylist_count == 100) && (countitem("MauveHerb") > 20) && (countitem("MaggotSlime") > 20)) + goto L_Magic_purify_nospace; + if (countitem("MauveHerb") < 20) + goto L_Magic_purify_lacking; + if (countitem("MaggotSlime") < 20) + goto L_Magic_purify_lacking; + delitem "MauveHerb", 20; + delitem "MaggotSlime", 20; + getitem "PurificationPotion", 1; + mes "[Wyara the Witch]"; + mes "Wyara brews another purification potion."; + next; - if (countitem("PurificationPotion")) - goto L_Magic_purify_doit2; - - mes "[Wyara the Witch]"; - mes "\"I'll need twenty more maggot slimes and leaves of mauve.\""; - next; - - menu - "I'll do that later.", L_Main, - "No way.", L_Main, - "Here you are.", -; - getinventorylist; - if ((@inventorylist_count == 100) && (countitem("MauveHerb") > 20) && (countitem("MaggotSlime") > 20)) - goto L_Magic_purify_nospace; - - if (countitem("MauveHerb") < 20) - goto L_Magic_purify_lacking; - if (countitem("MaggotSlime") < 20) - goto L_Magic_purify_lacking; - - delitem "MauveHerb", 20; - delitem "MaggotSlime", 20; - getitem "PurificationPotion", 1; - mes "[Wyara the Witch]"; - mes "Wyara brews another purification potion."; - next; L_Magic_purify_doit2: - mes "[Wyara the Witch]"; - mes "\"Please apply this one quickly, again.\""; - close; + mes "[Wyara the Witch]"; + mes "\"Please apply this one quickly, again.\""; + close; L_Magic_purify_done: - mes "[Wyara the Witch]"; - mes "Wyara smiles at you."; - mes "\"A friend told me... you have saved the pond for now. Perhaps it will need some more attention later, but I'll ask others for this.\""; - next; - - mes "[Wyara the Witch]"; - mes "\"Please sit down and touch the ground.\""; - next; - - menu - "Very well.", -, - "No way!", L_Magic_purify_abort; - - mes "[Wyara the Witch]"; - mes "You sit down and touch the ground, and so does Wyara."; - next; - - mes "[Wyara the Witch]"; - mes "You sense the earth, through the floor boards, and begin to feel one with it, as if you were a plant or rock."; - next; - - mes "[Wyara the Witch]"; - mes "The gentle breeze coming in through the window begins to take on a very different quality, as if it were the gentle caress of a mother soothing her child."; - next; - - mes "[Wyara the Witch]"; - mes "You can sense the water within the ground, and from it you sense your sisters and brothers, plants, animals, people..."; - next; - - mes "[Wyara the Witch]"; - mes "Slowly, the sensation recedes, but you feel changed."; - - set @SUP_xp, 5000; - set @SUP_lvl, 2; - callfunc "SkillUp"; - - set @Q_status, @STATUS_PURIFY_OVER; - callsub S_update_var; - close; + mes "[Wyara the Witch]"; + mes "Wyara smiles at you."; + mes "\"A friend told me... you have saved the pond for now. Perhaps it will need some more attention later, but I'll ask others for this.\""; + next; + mes "[Wyara the Witch]"; + mes "\"Please sit down and touch the ground.\""; + next; + menu + "Very well.", -, + "No way!", L_Magic_purify_abort; + mes "[Wyara the Witch]"; + mes "You sit down and touch the ground, and so does Wyara."; + next; + mes "[Wyara the Witch]"; + mes "You sense the earth, through the floor boards, and begin to feel one with it, as if you were a plant or rock."; + next; + mes "[Wyara the Witch]"; + mes "The gentle breeze coming in through the window begins to take on a very different quality, as if it were the gentle caress of a mother soothing her child."; + next; + mes "[Wyara the Witch]"; + mes "You can sense the water within the ground, and from it you sense your sisters and brothers, plants, animals, people..."; + next; + mes "[Wyara the Witch]"; + mes "Slowly, the sensation recedes, but you feel changed."; + set @SUP_xp, 5000; + set @SUP_lvl, 2; + callfunc "SkillUp"; + set @Q_status, @STATUS_PURIFY_OVER; + callsub S_update_var; + close; L_Magic_purify_abort: - mes "[Wyara the Witch]"; - mes "\"I can't help you if you don't subject yourself to the ritual.\""; - close; + mes "[Wyara the Witch]"; + mes "\"I can't help you if you don't subject yourself to the ritual.\""; + close; L_Magic_train_no: - mes "[Wyara the Witch]"; - mes "\"I can't teach you anything at this time. Perhaps Sagatha can help you, but I'm not sure if she will accept you as a student.\""; - next; + mes "[Wyara the Witch]"; + mes "\"I can't teach you anything at this time. Perhaps Sagatha can help you, but I'm not sure if she will accept you as a student.\""; + next; L_Magic_train_sagatha: - menu - "OK.", L_Magic_main, - "How can I convince her to accept me?", -; - - callfunc "SagathaStatus"; - mes "[Wyara the Witch]"; - if (@evil) - goto L_Magic_train_sagatha_fail; - - if (getskilllv(SKILL_MAGIC) < 2) - goto L_Magic_train_sagatha_lvl1; - - if (@good > 1) - mes "\"Come to think of it, I have heard good things about you. Perhaps she will be willing to accept you as a student now?\""; - if (@good == 1) - mes "\"I have heard some good things about you, but I'm not sure if it will be enough to sway her-- she is hesitant to accept students.\""; - if (@good == 0) - mes "\"Sagatha cares greatly about all living creatures, but particularly about the creatures of the forest. If you are kind to them, she will be more likely to be kind to you.\""; - next; - - if (@druid == 3) - goto L_Magic_main; - - mes "[Wyara the Witch]"; - mes "She smiles."; - mes "\"Actually, I think I know of a good thing you could do. There is a very special tree in the desert south-east of Tulimshar, a tree that has been there for a very long time.\""; - next; - - mes "[Wyara the Witch]"; - mes "\"The tree is slowly dying-- and has been for a long time-- but it is there because of a wonderful thing that happened long ago. Tend to it, and I am sure that she will learn about this.\""; - next; - set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_DRUIDTREE; - - menu - "What is that tree?", L_Magic_train_tree_backgd, - "How should I tend to it?", -, - "Nah.", L_Magic_main; - - mes "[Wyara the Witch]"; - mes "\"The tree has been there alone and unattended for a long time; what he needs most is water and affection. Give him both.\""; - next; - mes "[Wyara the Witch]"; - mes "She hesitates for a moment."; - mes "\"But stay away from the well in the area. There is no water in there anymore, and it's also dangerous.\""; - next; - goto L_Magic_main; + menu + "OK.", L_Magic_main, + "How can I convince her to accept me?", -; + + callfunc "SagathaStatus"; + mes "[Wyara the Witch]"; + if (@evil) + goto L_Magic_train_sagatha_fail; + if (getskilllv(SKILL_MAGIC) < 2) + goto L_Magic_train_sagatha_lvl1; + if (@good > 1) + mes "\"Come to think of it, I have heard good things about you. Perhaps she will be willing to accept you as a student now?\""; + if (@good == 1) + mes "\"I have heard some good things about you, but I'm not sure if it will be enough to sway her-- she is hesitant to accept students.\""; + if (@good == 0) + mes "\"Sagatha cares greatly about all living creatures, but particularly about the creatures of the forest. If you are kind to them, she will be more likely to be kind to you.\""; + next; + if (@druid == 3) + goto L_Magic_main; + mes "[Wyara the Witch]"; + mes "She smiles."; + mes "\"Actually, I think I know of a good thing you could do. There is a very special tree in the desert south-east of Tulimshar, a tree that has been there for a very long time.\""; + next; + mes "[Wyara the Witch]"; + mes "\"The tree is slowly dying-- and has been for a long time-- but it is there because of a wonderful thing that happened long ago. Tend to it, and I am sure that she will learn about this.\""; + next; + set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_DRUIDTREE; + menu + "What is that tree?", L_Magic_train_tree_backgd, + "How should I tend to it?", -, + "Nah.", L_Magic_main; + mes "[Wyara the Witch]"; + mes "\"The tree has been there alone and unattended for a long time; what he needs most is water and affection. Give him both.\""; + next; + mes "[Wyara the Witch]"; + mes "She hesitates for a moment."; + mes "\"But stay away from the well in the area. There is no water in there anymore, and it's also dangerous.\""; + next; + goto L_Magic_main; L_Magic_train_tree_backgd: - mes "[Wyara the Witch]"; - mes "\"Many generations ago, there was a lush, green oasis in the desert south-east of Tulimshar. Plants of all kinds grew there, and many animals, including mouboos, made this place their home.\""; - next; - - mes "[Wyara the Witch]"; - mes "\"Then there came war, and some people pleaded to the demon Grenxen. He founded Tulimshar, and to provide it with water he changed the underground waterflow. The oasis began to dry out quickly.\""; - next; - - mes "[Wyara the Witch]"; - mes "\"But the oasis, like many such places back in the old days, had a druid watching over it. The druid refused to accept what Grenxen had done, but he was powerless to revert or change it.\""; - next; - - mes "[Wyara the Witch]"; - mes "\"All he could do was to delay the inevitable, to give the animals and nomads some time to adapt.\""; - next; - - mes "[Wyara the Witch]"; - mes "\"But to do so, he had to reach the water streams deep underground. Thus, he turned himself into a tree, a deep-rooted fyrad, so that his roots could reach underground.\""; - next; - - mes "[Wyara the Witch]"; - mes "\"He had to exert himself tremendously; he had to grow deep, quickly; I believe that no druid or witch has summoned such magic before or since. But he succeeded, and for a while he saved the oasis.\""; - next; - - mes "[Wyara the Witch]"; - mes "\"Many generations he remained the only one ever to have successfully defied Grenxen, but this came at a price: he had to remain a tree, and he never turned back.\""; - next; - - mes "[Wyara the Witch]"; - mes "\"I believe that he has not forgotten his old magic, because even though a tree remembers many things for a very long time, trees are not keen to change things, not even themselves.\""; - next; - - mes "[Wyara the Witch]"; - mes "\"Now he stands alone in the desert, dried-up and forgotten, with no-one remembering him.\""; - next; - - mes "[Wyara the Witch]"; - mes "\"Please give him water, for he is always in need of it, and thank him for his sacrifice. It is all we can do for him now.\""; - next; + mes "[Wyara the Witch]"; + mes "\"Many generations ago, there was a lush, green oasis in the desert south-east of Tulimshar. Plants of all kinds grew there, and many animals, including mouboos, made this place their home.\""; + next; + mes "[Wyara the Witch]"; + mes "\"Then there came war, and some people pleaded to the demon Grenxen. He founded Tulimshar, and to provide it with water he changed the underground waterflow. The oasis began to dry out quickly.\""; + next; + mes "[Wyara the Witch]"; + mes "\"But the oasis, like many such places back in the old days, had a druid watching over it. The druid refused to accept what Grenxen had done, but he was powerless to revert or change it.\""; + next; + mes "[Wyara the Witch]"; + mes "\"All he could do was to delay the inevitable, to give the animals and nomads some time to adapt.\""; + next; + mes "[Wyara the Witch]"; + mes "\"But to do so, he had to reach the water streams deep underground. Thus, he turned himself into a tree, a deep-rooted fyrad, so that his roots could reach underground.\""; + next; + mes "[Wyara the Witch]"; + mes "\"He had to exert himself tremendously; he had to grow deep, quickly; I believe that no druid or witch has summoned such magic before or since. But he succeeded, and for a while he saved the oasis.\""; + next; + mes "[Wyara the Witch]"; + mes "\"Many generations he remained the only one ever to have successfully defied Grenxen, but this came at a price: he had to remain a tree, and he never turned back.\""; + next; + mes "[Wyara the Witch]"; + mes "\"I believe that he has not forgotten his old magic, because even though a tree remembers many things for a very long time, trees are not keen to change things, not even themselves.\""; + next; + mes "[Wyara the Witch]"; + mes "\"Now he stands alone in the desert, dried-up and forgotten, with no-one remembering him.\""; + next; + mes "[Wyara the Witch]"; + mes "\"Please give him water, for he is always in need of it, and thank him for his sacrifice. It is all we can do for him now.\""; + next; L_Magic_tree_menu: - menu - "How should I give him water?", L_Magic_tree_water, - "How should I thank him?", L_Magic_tree_remind, - "I will.", -, - "No.", -; - goto L_Magic_main; + menu + "How should I give him water?", L_Magic_tree_water, + "How should I thank him?", L_Magic_tree_remind, + "I will.", -, + "No.", -; + goto L_Magic_main; L_Magic_tree_water: - mes "[Wyara the Witch]"; - mes "\"A bottle of water would probably not be enough. No, you would have to water the ground all around... that's too many bottles. You will have to get water from elsewhere.\""; - next; - goto L_Magic_tree_menu; + mes "[Wyara the Witch]"; + mes "\"A bottle of water would probably not be enough. No, you would have to water the ground all around... that's too many bottles. You will have to get water from elsewhere.\""; + next; + goto L_Magic_tree_menu; L_Magic_tree_remind: - mes "[Wyara the Witch]"; - mes "\"Give him a sign of affection. Something that works with a tree, but also something that humans might do to each other, to remind him of his days as a human.\""; - next; - - mes "[Wyara the Witch]"; - mes "\"Yes... that would be important. Show your affection in the same way that you might towards a human.\""; - next; - goto L_Magic_tree_menu; + mes "[Wyara the Witch]"; + mes "\"Give him a sign of affection. Something that works with a tree, but also something that humans might do to each other, to remind him of his days as a human.\""; + next; + mes "[Wyara the Witch]"; + mes "\"Yes... that would be important. Show your affection in the same way that you might towards a human.\""; + next; + goto L_Magic_tree_menu; L_Magic_train_sagatha_fail: - mes "She shakes her head."; - mes "\"No... from what I have heard, you have done something unforgivable. I very much doubt that you can be her student now, and I won't teach you any further either.\""; - next; - goto L_Magic_main; + mes "She shakes her head."; + mes "\"No... from what I have heard, you have done something unforgivable. I very much doubt that you can be her student now, and I won't teach you any further either.\""; + next; + goto L_Magic_main; L_Magic_train_sagatha_lvl1: - mes "\"Well, you're still a bit of a beginner, so I don't think she will accept you yet. Maybe you can absorb some more power from the mana seed? If you can grow your magical powers a little, I might be able to help you.\""; - next; - goto L_Magic_main; + mes "\"Well, you're still a bit of a beginner, so I don't think she will accept you yet. Maybe you can absorb some more power from the mana seed? If you can grow your magical powers a little, I might be able to help you.\""; + next; + goto L_Magic_main; S_update_var: - set QUEST_MAGIC2, - (QUEST_MAGIC2 & ~(@Q_MASK) - | (@Q_status << @Q_SHIFT)); - return; + set QUEST_MAGIC2, (QUEST_MAGIC2 & ~(@Q_MASK) | (@Q_status << @Q_SHIFT)); + return; } diff --git a/world/map/npc/009-3/_import.txt b/world/map/npc/009-3/_import.txt index 12bf619c..9c42d124 100644 --- a/world/map/npc/009-3/_import.txt +++ b/world/map/npc/009-3/_import.txt @@ -1,7 +1,6 @@ -// 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 npc: npc/009-3/_warps.txt -npc: npc/009-3/monsters.txt npc: npc/009-3/sword.txt diff --git a/world/map/npc/009-3/_mobs.txt b/world/map/npc/009-3/_mobs.txt index 94479055..b6018bec 100644 --- a/world/map/npc/009-3/_mobs.txt +++ b/world/map/npc/009-3/_mobs.txt @@ -1,8 +1,26 @@ // 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 +009-3.gat,0,0,0,0|monster|RedSlime|1008,35,0,0,Mob009-3::On1008 009-3.gat,0,0,0|script|Mob009-3|-1,{ +On1007: + set @mobID, 1007; + callfunc "MobPoints"; + end; + +On1008: + set @mobID, 1008; + callfunc "MobPoints"; + end; + +On1009: + set @mobID, 1009; + callfunc "MobPoints"; + end; + end; } 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/009-3/monsters.txt b/world/map/npc/009-3/monsters.txt deleted file mode 100644 index b69bb3a1..00000000 --- a/world/map/npc/009-3/monsters.txt +++ /dev/null @@ -1,26 +0,0 @@ -// Map: 009-3 -// This is the cave beneath Hurnscald. -// - -009-3.gat,0,0,0,0 monster YellowSlime 1007,20,0,0,Mob35::OnYellowSlime -009-3.gat,0,0,0,0 monster RedSlime 1008,35,0,0,Mob35::OnRedSlime -009-3.gat,0,0,0,0 monster BlackScorpion 1009,25,0,0,Mob35::OnBlackScorpion - -009-3.gat,0,0,0 script Mob35 -1,{ -OnYellowSlime: - set @mobID, 1007; - callfunc "MobPoints"; - break; - -OnRedSlime: - set @mobID, 1008; - callfunc "MobPoints"; - break; - -OnBlackScorpion: - set @mobID, 1009; - callfunc "MobPoints"; - break; - - end; -} diff --git a/world/map/npc/009-3/sword.txt b/world/map/npc/009-3/sword.txt index fbb47433..169dd7f7 100644 --- a/world/map/npc/009-3/sword.txt +++ b/world/map/npc/009-3/sword.txt @@ -1,185 +1,167 @@ -009-3.gat,26,100,0 script #MysticSword#_M 127,{ - if (getskilllv(SKILL_MAGIC)) - goto L_message; - close; +009-3.gat,26,100,0|script|#MysticSword#_M|127,{ + if (getskilllv(SKILL_MAGIC)) + goto L_message; + close; L_message: - set @Q_MASK, NIBBLE_6_MASK; - set @Q_SHIFT, NIBBLE_6_SHIFT; - set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT; - - // Set up SkillUp function - set @SUP_id, SKILL_MAGIC_WAR; - set @SUP_name$, "War Magic"; - - set @STATUS_INITIAL, 0; - set @STATUS_LEARNED_FLAREDART, 1; - set @STATUS_LEARNED_MAGICBLADE, 2; - set @STATUS_LEVEL2, 3; - set @STATUS_W11, 4; - set @STATUS_W12, 5; - set @STATUS_W11_12, 6; - set @STATUS_L2_ALLSPELLS, 7; - - if (@Q_status == @STATUS_INITIAL) goto L_Initial; - if (@Q_status == @STATUS_LEARNED_FLAREDART) goto L_PostFlareDart; - if (@Q_status == @STATUS_LEARNED_MAGICBLADE) goto L_PostFlareDart_teach2; - if (@Q_status == @STATUS_LEVEL2) goto L_L2_W11; - if (@Q_status == @STATUS_W12) goto L_L2_W11; - if (@Q_status == @STATUS_W11) goto L_L2_almost_done; - if (@Q_status == @STATUS_W11_12) goto L_L2_almost_done; - - mes "[Magic Sword]"; - mes "\"Come back when thou art stronger.\""; - close; + set @Q_MASK, NIBBLE_6_MASK; + set @Q_SHIFT, NIBBLE_6_SHIFT; + set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT; + + // Set up SkillUp function + set @SUP_id, SKILL_MAGIC_WAR; + set @SUP_name$, "War Magic"; + + set @STATUS_INITIAL, 0; + set @STATUS_LEARNED_FLAREDART, 1; + set @STATUS_LEARNED_MAGICBLADE, 2; + set @STATUS_LEVEL2, 3; + set @STATUS_W11, 4; + set @STATUS_W12, 5; + set @STATUS_W11_12, 6; + set @STATUS_L2_ALLSPELLS, 7; + + if (@Q_status == @STATUS_INITIAL) goto L_Initial; + if (@Q_status == @STATUS_LEARNED_FLAREDART) goto L_PostFlareDart; + if (@Q_status == @STATUS_LEARNED_MAGICBLADE) goto L_PostFlareDart_teach2; + if (@Q_status == @STATUS_LEVEL2) goto L_L2_W11; + if (@Q_status == @STATUS_W12) goto L_L2_W11; + if (@Q_status == @STATUS_W11) goto L_L2_almost_done; + if (@Q_status == @STATUS_W11_12) goto L_L2_almost_done; + + mes "[Magic Sword]"; + mes "\"Come back when thou art stronger.\""; + close; L_Initial: - mes "[Magic Sword]"; - mes "As you look at the sword, you suddenly hear a voice in your head!"; - mes "\"Welcome to my prison, mortal!\""; - next; - - mes "[Magic Sword]"; - mes "Well, either you are going mad, or that sword in the stone is talking to you."; - next; - - mes "[Magic Sword]"; - mes "Or, well, both."; - next; - - mes "[Magic Sword]"; - mes "The deep basso voice continues."; - mes "\"I know not what brought thee hither, but I kindly ask that thou leavest me alone in my sorrow.\""; - next; - - menu - "Leave", L_Close, - "Sorry.", -, - "Who or what are you?", -, - "What sorrow?", -, - "Can I help?", -, - "Can you teach me magic?", -; - - mes "[Magic Sword]"; - mes "There is no answer."; - close; + mes "[Magic Sword]"; + mes "As you look at the sword, you suddenly hear a voice in your head!"; + mes "\"Welcome to my prison, mortal!\""; + next; + mes "[Magic Sword]"; + mes "Well, either you are going mad, or that sword in the stone is talking to you."; + next; + mes "[Magic Sword]"; + mes "Or, well, both."; + next; + mes "[Magic Sword]"; + mes "The deep basso voice continues."; + mes "\"I know not what brought thee hither, but I kindly ask that thou leavest me alone in my sorrow.\""; + next; + menu + "Leave", L_Close, + "Sorry.", -, + "Who or what are you?", -, + "What sorrow?", -, + "Can I help?", -, + "Can you teach me magic?", -; + mes "[Magic Sword]"; + mes "There is no answer."; + close; L_PostFlareDart: - mes "[Magic Sword]"; - mes "As you look at the sword, you hear a deep voice resounding in your head."; - mes "\"Welcome, mortal!\""; - next; - - menu - "Hi! How are you?", L_PostFlareDart_hi, - "Can you teach me magic?", L_PostFlareDart_teach, - "Your sister sent me.", L_PostFlareDart_sister, - "Bye!", -; - close; + mes "[Magic Sword]"; + mes "As you look at the sword, you hear a deep voice resounding in your head."; + mes "\"Welcome, mortal!\""; + next; + menu + "Hi! How are you?", L_PostFlareDart_hi, + "Can you teach me magic?", L_PostFlareDart_teach, + "Your sister sent me.", L_PostFlareDart_sister, + "Bye!", -; + close; L_PostFlareDart_hi: - mes "[Magic Sword]"; - mes "\"Mortal... I have seen pain and death beyond thine reckoning! Mock me not with thine idle questions!\""; - close; + mes "[Magic Sword]"; + mes "\"Mortal... I have seen pain and death beyond thine reckoning! Mock me not with thine idle questions!\""; + close; L_PostFlareDart_sister: - mes "[Magic Sword]"; - mes "\"My sister...? Alas! I remember now; abandoned she was, just as I; buried in stone, never to be wielded again.\""; - mes "\"Wherefore did she send thee?\""; - next; - - menu "She asked me to ask you to teach me a spell.", -; + mes "[Magic Sword]"; + mes "\"My sister...? Alas! I remember now; abandoned she was, just as I; buried in stone, never to be wielded again.\""; + mes "\"Wherefore did she send thee?\""; + next; + menu + "She asked me to ask you to teach me a spell.", -; L_PostFlareDart_teach: - mes "[Magic Sword]"; - mes "\"Beware, mortal... the only spells I can teach thee are those of the school of war. Dark and dreary spells, that lot! Pain and misery is all they bring...\""; - next; - - mes "[Magic Sword]"; - mes "The sword's voice is growing apprehensive."; - mes "\"Once a spell has been learned, it cannot be taken back, no more than a death can be undone. So be careful, mortal... dost thou truly wish to know the secrets of thus destructive power?\""; - next; - - menu - "Yes.", -, - "No.", L_Close; - - mes "[Magic Sword]"; - mes "\"So thou art bound to the path of War, as am I, as is my sister...\""; - next; - - mes "[Magic Sword]"; - mes "\"So be it, fellow warrior. Hear the incantation for the blade spell: '" + getspellinvocation("magic-blade") + "'\""; - mes "\"Hold a knife, sharp or regular, when thou speakest it.\""; - set @Q_status, @STATUS_LEARNED_MAGICBLADE; - callsub S_update_var; - next; - - mes "[Magic Sword]"; - mes "\"But beware... the path of war that thou hast embarked upon is one from which few return. May luck be on thy side...\""; - close; + mes "[Magic Sword]"; + mes "\"Beware, mortal... the only spells I can teach thee are those of the school of war. Dark and dreary spells, that lot! Pain and misery is all they bring...\""; + next; + mes "[Magic Sword]"; + mes "The sword's voice is growing apprehensive."; + mes "\"Once a spell has been learned, it cannot be taken back, no more than a death can be undone. So be careful, mortal... dost thou truly wish to know the secrets of thus destructive power?\""; + next; + menu + "Yes.", -, + "No.", L_Close; + mes "[Magic Sword]"; + mes "\"So thou art bound to the path of War, as am I, as is my sister...\""; + next; + mes "[Magic Sword]"; + mes "\"So be it, fellow warrior. Hear the incantation for the blade spell: '" + getspellinvocation("magic-blade") + "'\""; + mes "\"Hold a knife, sharp or regular, when thou speakest it.\""; + set @Q_status, @STATUS_LEARNED_MAGICBLADE; + callsub S_update_var; + next; + mes "[Magic Sword]"; + mes "\"But beware... the path of war that thou hast embarked upon is one from which few return. May luck be on thy side...\""; + close; L_PostFlareDart_teach2: - mes "[Magic Sword]"; - mes "\"Seek out my sister, and leave me alone in my sorrows.\""; - next; + mes "[Magic Sword]"; + mes "\"Seek out my sister, and leave me alone in my sorrows.\""; + next; L_Close: - close; + close; L_L2_W11: - mes "[Magic Sword]"; - mes "\"Thou hast returned. That must mean that thy wish to learn the magic of war is still alive?\""; - next; - menu - "No, I just wanted to say `hi'.", L_sayhi, - "Yes, teach me more!", -; - - mes "[Magic Sword]"; - mes "\"If that is thou wishest, I shall not stop thee. But do not expect to find merriment down this road.\""; - mes "\"I must ask that thou sacrificest five thousand monster points for this, however.\""; - menu - "No, I don't want that.", L_farewell, - "Very well.", -; - - if (Mobpt < 5000) goto L_lacking_mobpoints; - - mes "[Magic Sword]"; - mes "\"So be it, then.\""; - mes "[1000 experience points]"; - set Mobpt, Mobpt - 5000; - getexp 1000, 0; - set @Q_status, @Q_status + 1; - callsub S_update_var; - next; - - mes "[Magic Sword]"; - mes "\"The spell I shall teach thee is the hail of arrows spell. It will make arrows fall down from the heavens unto thy enemies.\""; - next; - - mes "[Magic Sword]"; - mes "\"Take twenty arrows, sprinkle sulphur powder over them, and then speak '" + getspellinvocation("arrow-hail") + "'. Throw them high up in the air, and watch the hail unfold before thy feet.\""; - close; - + mes "[Magic Sword]"; + mes "\"Thou hast returned. That must mean that thy wish to learn the magic of war is still alive?\""; + next; + menu + "No, I just wanted to say `hi'.", L_sayhi, + "Yes, teach me more!", -; + mes "[Magic Sword]"; + mes "\"If that is thou wishest, I shall not stop thee. But do not expect to find merriment down this road.\""; + mes "\"I must ask that thou sacrificest five thousand monster points for this, however.\""; + menu + "No, I don't want that.", L_farewell, + "Very well.", -; + if (Mobpt < 5000) + goto L_lacking_mobpoints; + mes "[Magic Sword]"; + mes "\"So be it, then.\""; + mes "[1000 experience points]"; + set Mobpt, Mobpt - 5000; + getexp 1000, 0; + set @Q_status, @Q_status + 1; + callsub S_update_var; + next; + mes "[Magic Sword]"; + mes "\"The spell I shall teach thee is the hail of arrows spell. It will make arrows fall down from the heavens unto thy enemies.\""; + next; + mes "[Magic Sword]"; + mes "\"Take twenty arrows, sprinkle sulphur powder over them, and then speak '" + getspellinvocation("arrow-hail") + "'. Throw them high up in the air, and watch the hail unfold before thy feet.\""; + close; L_L2_almost_done: - mes "[Magic Sword]"; - mes "\"Return to my sister now. I expect that she shall teach thee one more spell.\""; - close; + mes "[Magic Sword]"; + mes "\"Return to my sister now. I expect that she shall teach thee one more spell.\""; + close; L_lacking_mobpoints: - mes "[Magic Sword]"; - mes "\"Thou lackest the monster points needed to prove thy worthiness. I shall not reveal more to thee until thou hast slain more monsters.\""; - close; + mes "[Magic Sword]"; + mes "\"Thou lackest the monster points needed to prove thy worthiness. I shall not reveal more to thee until thou hast slain more monsters.\""; + close; L_sayhi: - mes "[Magic Sword]"; - mes "\"Please leave me in peace.\""; - close; + mes "[Magic Sword]"; + mes "\"Please leave me in peace.\""; + close; S_update_var: - set QUEST_MAGIC, - (QUEST_MAGIC & ~(@Q_MASK) - | (@Q_status << @Q_SHIFT)); - return; + set QUEST_MAGIC, (QUEST_MAGIC & ~(@Q_MASK) | (@Q_status << @Q_SHIFT)); + return; } diff --git a/world/map/npc/009-4/_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/009-4/barriers.txt b/world/map/npc/009-4/barriers.txt index 349ec44e..ae18bcb4 100644 --- a/world/map/npc/009-4/barriers.txt +++ b/world/map/npc/009-4/barriers.txt @@ -1,229 +1,246 @@ //# see detailed description at orum.txt -function script GetBarrierColor { - if (@Barrier < 0 || @Barrier > 2) goto L_Error; +function|script|GetBarrierColor|{ + if (@Barrier < 0 || @Barrier > 2) goto L_Error; - set @Mask, 15; - set @Shift, 4 * @Barrier; - set @BarrierColor, (OrumQuestBarrier >> @Shift) & @Mask; - return; + set @Mask, 15; + set @Shift, 4 * @Barrier; + set @BarrierColor, (OrumQuestBarrier >> @Shift) & @Mask; + return; L_Error: - mes "Barrier number is out of range."; - close; + mes "Barrier number is out of range."; + close; } -function script SetBarrierColor { - if (@Barrier < 0 || @Barrier > 2) goto L_Error; - if (@Color < 0 || @Color > 12) goto L_Error2; +function|script|SetBarrierColor|{ + if (@Barrier < 0 || @Barrier > 2) + goto L_Error; + if (@Color < 0 || @Color > 12) + goto L_Error2; - set @Mask, (15 << (4 * @Barrier)); - set OrumQuestBarrier, (OrumQuestBarrier & (~(@Mask))) | @Color << (4 * @Barrier); - return; + set @Mask, (15 << (4 * @Barrier)); + set OrumQuestBarrier, (OrumQuestBarrier & (~(@Mask))) | @Color << (4 * @Barrier); + return; L_Error: - mes "Barrier number is out of range."; - close; + mes "Barrier number is out of range."; + close; L_Error2: - mes "Barrier color is out of range."; - close; + mes "Barrier color is out of range."; + close; } // Starting Barrier / Quest Entrance -009-4.gat,37,120,0 script #OrumCaveStartBarrier 0,1,0,{ +009-4.gat,37,120,0|script|#OrumCaveStartBarrier|0,1,0,{ - if (OrumQuest >= 3) close; - if (OrumQuest == 2) goto L_Started; + if (OrumQuest >= 3) close; + if (OrumQuest == 2) goto L_Started; - warp "009-4.gat", 37, 118; - mes "As you try to pass, two torches begin to flare and push you back. They seem to form some kind of barrier.."; - close; + warp "009-4.gat", 37, 118; + mes "As you try to pass, two torches begin to flare and push you back. They seem to form some kind of barrier.."; + close; L_Started: - message strcharinfo(0), "The torches dim as you approach, granting you passage."; - set OrumQuest, 3; - close; + message strcharinfo(0), "The torches dim as you approach, granting you passage."; + set OrumQuest, 3; + close; } // First Barrier -009-4.gat,57,29,0 script #OrumCaveFirstBarrier 0,1,0,{ +009-4.gat,57,29,0|script|#OrumCaveFirstBarrier|0,1,0,{ - if (OrumQuest >= 5) close; + if (OrumQuest >= 5) close; - message strcharinfo(0), "Nothing seems to happen as you enter this room.. The barrier must need both of its torches to function properly.."; - set OrumQuest, 5; - close; + message strcharinfo(0), "Nothing seems to happen as you enter this room.. The barrier must need both of its torches to function properly.."; + set OrumQuest, 5; + close; } // Second Barrier -009-4.gat,61,54,0 script #OrumCaveSecondBarrier 0,1,0,{ +009-4.gat,61,54,0|script|#OrumCaveSecondBarrier|0,1,0,{ - if (OrumQuest == 3) set OrumQuest, 4; + if (OrumQuest == 3) set OrumQuest, 4; - set @Barrier, 0; - callfunc("GetBarrierColor"); - set @Torch, 0; - callfunc("GetTorchColor"); - if (OrumQuest > 7 && @TorchColor == @BarrierColor) goto L_Allow_Second_Passage; + set @Barrier, 0; + callfunc("GetBarrierColor"); + set @Torch, 0; + callfunc("GetTorchColor"); + if (OrumQuest > 7 && @TorchColor == @BarrierColor) + goto L_Allow_Second_Passage; - warp "009-4.gat", 61, 56; - mes "As you try to pass, the torches begin to flare and push you back. Perhaps there's a way to get past it.."; - mes ""; - setarray @colors$,"transparent","red","dark orange","orange","light orange","yellow","light green","green","dark green","blue","dark purple","purple","light purple"; - mes "Looking closely between the two torches you can see the barrier has a " + @colors$[@BarrierColor] + " tint to it.."; - close; + warp "009-4.gat", 61, 56; + mes "As you try to pass, the torches begin to flare and push you back. Perhaps there's a way to get past it.."; + mes ""; + setarray @colors$,"transparent","red","dark orange","orange","light orange","yellow","light green","green","dark green","blue","dark purple","purple","light purple"; + mes "Looking closely between the two torches you can see the barrier has a " + @colors$[@BarrierColor] + " tint to it.."; + close; L_Allow_Second_Passage: - if (OrumQuest < 9) goto L_Advance_Quest; - close; + if (OrumQuest < 9) goto L_Advance_Quest; + close; L_Advance_Quest: - message strcharinfo(0), "The torches dim as you enter like the first. You must be on the right trail.."; - set OrumQuest, 9; - close; + message strcharinfo(0), "The torches dim as you enter like the first. You must be on the right trail.."; + set OrumQuest, 9; + close; } // Third Barrier -009-4.gat,24,66,0 script #OrumCaveThirdBarrier 0,1,0,{ +009-4.gat,24,66,0|script|#OrumCaveThirdBarrier|0,1,0,{ - if (OrumQuest == 3) set OrumQuest, 4; + if (OrumQuest == 3) set OrumQuest, 4; - set @Barrier, 1; - callfunc("GetBarrierColor"); + set @Barrier, 1; + callfunc("GetBarrierColor"); - set @Torch, 0; - callfunc("GetTorchColor"); - set @Torch1Color, @TorchColor; + set @Torch, 0; + callfunc("GetTorchColor"); + set @Torch1Color, @TorchColor; - set @Torch, 1; - callfunc("GetTorchColor"); - set @Torch2Color, @TorchColor; + set @Torch, 1; + callfunc("GetTorchColor"); + set @Torch2Color, @TorchColor; - set @firstColor, @BarrierColor - 2; - set @secondColor, @BarrierColor + 2; - if (@firstColor < 1) set @firstColor, 12; - if (@secondColor > 12) set @secondColor, 1; + set @firstColor, @BarrierColor - 2; + set @secondColor, @BarrierColor + 2; + if (@firstColor < 1) + set @firstColor, 12; + if (@secondColor > 12) + set @secondColor, 1; - if (OrumQuest > 8 && @Torch1Color == @firstColor && @Torch2Color == @secondColor) - goto L_Allow_Third_Passage; - if (OrumQuest > 8 && @Torch2Color == @firstColor && @Torch1Color == @secondColor) - goto L_Allow_Third_Passage; + if (OrumQuest > 8 && @Torch1Color == @firstColor && @Torch2Color == @secondColor) + goto L_Allow_Third_Passage; + if (OrumQuest > 8 && @Torch2Color == @firstColor && @Torch1Color == @secondColor) + goto L_Allow_Third_Passage; - warp "009-4.gat", 24, 64; - mes "As you try to pass, the torches begin to flare and push you back. Perhaps there is a way to get past it.."; - mes ""; - setarray @colors$,"transparent","red","dark orange","orange","light orange","yellow","light green","green","dark green","blue","dark purple","purple","light purple"; - mes "Looking closely between the two torches you can see the barrier has a " + @colors$[@BarrierColor] + " tint to it.."; - close; + warp "009-4.gat", 24, 64; + mes "As you try to pass, the torches begin to flare and push you back. Perhaps there is a way to get past it.."; + mes ""; + setarray @colors$,"transparent","red","dark orange","orange","light orange","yellow","light green","green","dark green","blue","dark purple","purple","light purple"; + mes "Looking closely between the two torches you can see the barrier has a " + @colors$[@BarrierColor] + " tint to it.."; + close; L_Allow_Third_Passage: -if (OrumQuest < 10) goto L_Advance_Quest; - close; + if (OrumQuest < 10) goto L_Advance_Quest; + close; L_Advance_Quest: - set OrumQuest, 10; - close; + set OrumQuest, 10; + close; } // Ending Barrier -009-4.gat,48,38,0 script #OrumCaveEndBarrier 0,1,0,{ - - if (OrumQuest >= 11) close; - if (OrumQuest == 3) set OrumQuest, 4; - - set @Barrier, 2; - callfunc("GetBarrierColor"); - - if (OrumQuest < 10) goto L_Deny_Final_Passage; - - set @Torch, 0; - callfunc("GetTorchColor"); - set @Torch1Color, @TorchColor; - - set @Torch, 1; - callfunc("GetTorchColor"); - set @Torch2Color, @TorchColor; - - set @Torch, 2; - callfunc("GetTorchColor"); - set @Torch3Color, @TorchColor; - - // Extract the secondary color - set @secondary, @BarrierColor - 1; - if (@secondary != 3 && @secondary != 7 && @secondary != 11) - set @secondary, @BarrierColor + 1; - - // Make sure it's in bounds - if (@secondary > 12) set @secondary, @secondary - 12; - if (@secondary < 1) set @secondary, @secondary + 12; - - // Extract first 2 required colors - set @firstColor, @secondary - 2; - set @secondColor, @secondary + 2; - if (@firstColor > 12) set @firstColor, @firstColor - 12; - if (@firstColor < 1) set @firstColor, @firstColor + 12; - if (@secondColor > 12) set @secondColor, @secondColor - 12; - if (@secondColor < 1) set @secondColor, @secondColor + 12; - - set @thirdColor, 12; - set @offsetOne, @BarrierColor + 1; - set @offsetTwo, @BarrierColor - 1; - - // Make sure they in bounds - if (@offsetOne > 12) set @offsetOne, @offsetOne - 12; - if (@offsetOne < 1) set @offsetOne, @offsetOne + 12; - if (@offsetTwo > 12) set @offsetTwo, @offsetTwo - 12; - if (@offsetTwo < 1) set @offsetTwo, @offsetTwo + 12; - - // Extract third needed color - if (@secondary == @offsetOne) - set @thirdColor, @firstColor; - if (@secondary == @offsetTwo) - set @thirdColor, @secondColor; - - set @firstDone, 0; - set @secondDone, 0; - set @thirdDone, 0; - - if (@firstDone == 0 && @secondDone != 1 && @thirdDone != 1 && @Torch1Color == @firstColor) - set @firstDone, 1; - if (@firstDone != 1 && @secondDone == 0 && @thirdDone != 1 && @Torch1Color == @secondColor) - set @secondDone, 1; - if (@firstDone != 1 && @secondDone != 1 && @thirdDone == 0 && @Torch1Color == @thirdColor) - set @thirdDone, 1; - - if (@firstDone == 0 && @secondDone != 2 && @thirdDone != 2 && @Torch2Color == @firstColor) - set @firstDone, 2; - if (@firstDone != 2 && @secondDone == 0 && @thirdDone != 2 && @Torch2Color == @secondColor) - set @secondDone, 2; - if (@firstDone != 2 && @secondDone != 2 && @thirdDone == 0 && @Torch2Color == @thirdColor) - set @thirdDone, 2; - - if (@firstDone == 0 && @secondDone != 3 && @thirdDone != 3 && @Torch3Color == @firstColor) - set @firstDone, 3; - if (@firstDone != 3 && @secondDone == 0 && @thirdDone != 3 && @Torch3Color == @secondColor) - set @secondDone, 3; - if (@firstDone != 3 && @secondDone != 3 && @thirdDone == 0 && @Torch3Color == @thirdColor) - set @thirdDone, 3; - - if (@firstDone != 0 && @secondDone != 0 && @thirdDone != 0) goto L_Allow_Final_Passage; - goto L_Deny_Final_Passage; +009-4.gat,48,38,0|script|#OrumCaveEndBarrier|0,1,0,{ + + if (OrumQuest >= 11) close; + if (OrumQuest == 3) set OrumQuest, 4; + + set @Barrier, 2; + callfunc("GetBarrierColor"); + + if (OrumQuest < 10) + goto L_Deny_Final_Passage; + + set @Torch, 0; + callfunc("GetTorchColor"); + set @Torch1Color, @TorchColor; + + set @Torch, 1; + callfunc("GetTorchColor"); + set @Torch2Color, @TorchColor; + + set @Torch, 2; + callfunc("GetTorchColor"); + set @Torch3Color, @TorchColor; + + // Extract the secondary color + set @secondary, @BarrierColor - 1; + if (@secondary != 3 && @secondary != 7 && @secondary != 11) + set @secondary, @BarrierColor + 1; + + // Make sure it's in bounds + if (@secondary > 12) + set @secondary, @secondary - 12; + if (@secondary < 1) + set @secondary, @secondary + 12; + + // Extract first 2 required colors + set @firstColor, @secondary - 2; + set @secondColor, @secondary + 2; + if (@firstColor > 12) + set @firstColor, @firstColor - 12; + if (@firstColor < 1) + set @firstColor, @firstColor + 12; + if (@secondColor > 12) + set @secondColor, @secondColor - 12; + if (@secondColor < 1) + set @secondColor, @secondColor + 12; + + set @thirdColor, 12; + set @offsetOne, @BarrierColor + 1; + set @offsetTwo, @BarrierColor - 1; + + // Make sure they in bounds + if (@offsetOne > 12) + set @offsetOne, @offsetOne - 12; + if (@offsetOne < 1) + set @offsetOne, @offsetOne + 12; + if (@offsetTwo > 12) + set @offsetTwo, @offsetTwo - 12; + if (@offsetTwo < 1) + set @offsetTwo, @offsetTwo + 12; + + // Extract third needed color + if (@secondary == @offsetOne) + set @thirdColor, @firstColor; + if (@secondary == @offsetTwo) + set @thirdColor, @secondColor; + + set @firstDone, 0; + set @secondDone, 0; + set @thirdDone, 0; + + if (@firstDone == 0 && @secondDone != 1 && @thirdDone != 1 && @Torch1Color == @firstColor) + set @firstDone, 1; + if (@firstDone != 1 && @secondDone == 0 && @thirdDone != 1 && @Torch1Color == @secondColor) + set @secondDone, 1; + if (@firstDone != 1 && @secondDone != 1 && @thirdDone == 0 && @Torch1Color == @thirdColor) + set @thirdDone, 1; + + if (@firstDone == 0 && @secondDone != 2 && @thirdDone != 2 && @Torch2Color == @firstColor) + set @firstDone, 2; + if (@firstDone != 2 && @secondDone == 0 && @thirdDone != 2 && @Torch2Color == @secondColor) + set @secondDone, 2; + if (@firstDone != 2 && @secondDone != 2 && @thirdDone == 0 && @Torch2Color == @thirdColor) + set @thirdDone, 2; + + if (@firstDone == 0 && @secondDone != 3 && @thirdDone != 3 && @Torch3Color == @firstColor) + set @firstDone, 3; + if (@firstDone != 3 && @secondDone == 0 && @thirdDone != 3 && @Torch3Color == @secondColor) + set @secondDone, 3; + if (@firstDone != 3 && @secondDone != 3 && @thirdDone == 0 && @Torch3Color == @thirdColor) + set @thirdDone, 3; + + if (@firstDone != 0 && @secondDone != 0 && @thirdDone != 0) + goto L_Allow_Final_Passage; + goto L_Deny_Final_Passage; L_Deny_Final_Passage: - warp "009-4.gat", 48, 36; - mes "As you try to pass, the torches begin to flare and push you back. Perhaps there is a way to get past it.."; - mes ""; - setarray @colors$,"transparent","red","dark orange","orange","light orange","yellow","light green","green","dark green","blue","dark purple","purple","light purple"; - mes "Looking closely between the two torches you can see the barrier has a " + @colors$[@BarrierColor] + " tint to it.."; - close; + warp "009-4.gat", 48, 36; + mes "As you try to pass, the torches begin to flare and push you back. Perhaps there is a way to get past it.."; + mes ""; + setarray @colors$,"transparent","red","dark orange","orange","light orange","yellow","light green","green","dark green","blue","dark purple","purple","light purple"; + mes "Looking closely between the two torches you can see the barrier has a " + @colors$[@BarrierColor] + " tint to it.."; + close; L_Allow_Final_Passage: - if (OrumQuest < 11) goto L_Advance_Quest; - close; + if (OrumQuest < 11) goto L_Advance_Quest; + close; L_Advance_Quest: - message strcharinfo(0), "The torches dim as you enter. At last you finally have access!"; - set OrumQuest, 11; - close; + message strcharinfo(0), "The torches dim as you enter. At last you finally have access!"; + set OrumQuest, 11; + close; } diff --git a/world/map/npc/009-4/orum.txt b/world/map/npc/009-4/orum.txt index fae4dad7..2cec52ca 100644 --- a/world/map/npc/009-4/orum.txt +++ b/world/map/npc/009-4/orum.txt @@ -10,646 +10,578 @@ //# Just visit the cave again, find what is really in there. # //# # //# # -//# Used variables: # +//# Used variables: # //# # -//# OrumQuest stores the progress of the quest # -//# OrumQuestTorch In nibble (0,1,2) the color of the torches is stored # -//# In nibble (3,4,5) the intensity of the torches is stored # -//# OrumQuestBarrier nibble (0,1,2) stores the color of the barriers # +//# OrumQuest stores the progress of the quest # +//# OrumQuestTorch In nibble (0,1,2) the color of the torches is stored # +//# In nibble (3,4,5) the intensity of the torches is stored # +//# OrumQuestBarrier nibble (0,1,2) stores the color of the barriers # //################################################################################# -009-4.gat,37,115,0 script Orum 158,{ - // needed to pass the very first barrier - set @B0_WISPPOWDER, 4; - set @B0_POLTERGEISTPOWDER, 2; - set @B0_SPECTREPOWDER, 1; - set @B0_HARDSPIKES, 1; - - // needed stuff to get colorful powders - set @BT_IRONPOWDER, 10; - set @BT_PILESOFASH, 10; - set @BT_HERBS, 15; - - // how many colorful powders each do you get as reward? - set @BT_REWARDCOUNT, 10; - - // no exp for breaking the barrier ? - set @EXP_BREAK_BARRIERS, 0; - - if (OrumQuest > 0) goto L_Started; - - mes "[Orum]"; - mes "\"It's not wise to venture around this place! Well hmm.. I guess since you're here, maybe you can lend a little help?\""; - next; - - menu - "What exactly is 'this place'?", L_Explain, - "Umm.. what kind of help?", L_Explain, - "You're right, I'll be on my way.", -; - - mes "[Orum]"; - mes "\"Very smart thinking!\""; - close; +009-4.gat,37,115,0|script|Orum|158,{ + // needed to pass the very first barrier + set @B0_WISPPOWDER, 4; + set @B0_POLTERGEISTPOWDER, 2; + set @B0_SPECTREPOWDER, 1; + set @B0_HARDSPIKES, 1; + + // needed stuff to get colorful powders + set @BT_IRONPOWDER, 10; + set @BT_PILESOFASH, 10; + set @BT_HERBS, 15; + + // how many colorful powders each do you get as reward? + set @BT_REWARDCOUNT, 10; + + // no exp for breaking the barrier ? + set @EXP_BREAK_BARRIERS, 0; + + if (OrumQuest > 0) goto L_Started; + + mes "[Orum]"; + mes "\"It's not wise to venture around this place! Well hmm.. I guess since you're here, maybe you can lend a little help?\""; + next; + menu + "What exactly is 'this place'?", L_Explain, + "Umm.. what kind of help?", L_Explain, + "You're right, I'll be on my way.", -; + mes "[Orum]"; + mes "\"Very smart thinking!\""; + close; L_Explain: - mes "[Orum]"; - mes "\"Recently a woman claiming to be a witch came to my village seeking help from my mentor Waric, who is a very powerful wizard, but he refused and she left. But..\""; - next; - - mes "[Orum]"; - mes "\"The next day he went missing! I'm no wizard yet, but from what I overheard.. I think that witch is attempting some very foul magic and has kidnapped him for some reason!\""; - next; - - mes "[Orum]"; - mes "\"I traveled in the direction she left until I came accross this cave, but it appears to be protected by some type of magical barrier and I haven't been able to get further than this room.\""; - next; - - menu - "So where would I come in?", L_Explain_Barriers, - "I'd like to help but I have to go..", -; - - mes "[Orum]"; - mes "\"Thats too bad.. well, if you ever have some free time, I probably won't figure this out any time soon.\""; - close; + mes "[Orum]"; + mes "\"Recently a woman claiming to be a witch came to my village seeking help from my mentor Waric, who is a very powerful wizard, but he refused and she left. But..\""; + next; + mes "[Orum]"; + mes "\"The next day he went missing! I'm no wizard yet, but from what I overheard.. I think that witch is attempting some very foul magic and has kidnapped him for some reason!\""; + next; + mes "[Orum]"; + mes "\"I traveled in the direction she left until I came accross this cave, but it appears to be protected by some type of magical barrier and I haven't been able to get further than this room.\""; + next; + menu + "So where would I come in?", L_Explain_Barriers, + "I'd like to help but I have to go..", -; + mes "[Orum]"; + mes "\"Thats too bad.. well, if you ever have some free time, I probably won't figure this out any time soon.\""; + close; L_Explain_Barriers: - mes "[Orum]"; - mes "\"I've examined this room and it appears that the barrier is made up of two torches on each side. The flame on them has a strange glow.. They must be imbued with magical properties.\""; - next; - - mes "[Orum]"; - mes "\"I've never come across anything like this barrier before.. It must be drawing it's power from the torches. I tried putting them out with conventional means but I had no luck..\""; - next; - - menu - "Have any other ideas on how we get past it?", L_Explain_Note, - "I think its meant to keep us out.. bye.", -; - - mes "[Orum]"; - mes "\"You may be right.. but she kidnapped Waric. I know it! So I must do something! If you ever change your mind I could sure use the help.\""; - close; + mes "[Orum]"; + mes "\"I've examined this room and it appears that the barrier is made up of two torches on each side. The flame on them has a strange glow.. They must be imbued with magical properties.\""; + next; + mes "[Orum]"; + mes "\"I've never come across anything like this barrier before.. It must be drawing it's power from the torches. I tried putting them out with conventional means but I had no luck..\""; + next; + menu + "Have any other ideas on how we get past it?", L_Explain_Note, + "I think its meant to keep us out.. bye.", -; + mes "[Orum]"; + mes "\"You may be right.. but she kidnapped Waric. I know it! So I must do something! If you ever change your mind I could sure use the help.\""; + close; L_Explain_Note: - mes "[Orum]"; - mes "\"Actually! After Woric went missing I looked around at his house a bit and came across a note the witch must have dropped. I skimmed over it and didn't pay much attention but I think it mentioned something about this barrier!\""; - next; - - mes "He pulls it out of his pocket and begins examining it.."; - next; - - mes "[Orum]"; - mes "\"Ah! Here it is! If I'm reading this right we may have found a way past it after all. I guess she would need a way to come and go unaffected while everyone else is kept from entering.\""; - next; - - menu - "What does it say??", L_Explain_Aura, - "Looks like you can do this without me.", -; - - mes "[Orum]"; - mes "\"Eh... well I guess I can't force you to stay..\""; - close; + mes "[Orum]"; + mes "\"Actually! After Woric went missing I looked around at his house a bit and came across a note the witch must have dropped. I skimmed over it and didn't pay much attention but I think it mentioned something about this barrier!\""; + next; + mes "He pulls it out of his pocket and begins examining it.."; + next; + mes "[Orum]"; + mes "\"Ah! Here it is! If I'm reading this right we may have found a way past it after all. I guess she would need a way to come and go unaffected while everyone else is kept from entering.\""; + next; + menu + "What does it say??", L_Explain_Aura, + "Looks like you can do this without me.", -; + mes "[Orum]"; + mes "\"Eh... well I guess I can't force you to stay..\""; + close; L_Explain_Aura: - mes "[Orum]"; - mes "\"Appears to be some kind of spell to place a magical aura around someone... Hmm, with these materials listed on here I'm going to guess this aura makes the wearer partly incorporeal..\""; - next; - - mes "[Orum]"; - mes "\"It looks like the barrier requires substances from 3 different incorporeal creatures.. I've heard of Wisps, Poltergeists, and Spectres before but I've never seen such a thing.\""; - next; - - mes "[Orum]"; - mes "\"Luckily I happen to be skilled in this field of magic! I'm pretty sure if I can get my hands on the materials listed on here I'll be able to cast this aura on us, and hopefully then we can get past this barrier!\""; - next; - - menu - "Let me guess.. that is my job?", L_Offer_Quest, - "I think someone is calling me.. Bye", -; - close; + mes "[Orum]"; + mes "\"Appears to be some kind of spell to place a magical aura around someone... Hmm, with these materials listed on here I'm going to guess this aura makes the wearer partly incorporeal..\""; + next; + mes "[Orum]"; + mes "\"It looks like the barrier requires substances from 3 different incorporeal creatures.. I've heard of Wisps, Poltergeists, and Spectres before but I've never seen such a thing.\""; + next; + mes "[Orum]"; + mes "\"Luckily I happen to be skilled in this field of magic! I'm pretty sure if I can get my hands on the materials listed on here I'll be able to cast this aura on us, and hopefully then we can get past this barrier!\""; + next; + menu + "Let me guess.. that is my job?", L_Offer_Quest, + "I think someone is calling me.. Bye", -; + close; L_Offer_Quest: - mes "[Orum]"; - mes "\"Well you would probably do better than me since I don't know this area very well.. It's not too much stuff so I'm sure you won't have any trouble at all.\""; - next; - - menu - "Alright alright, just give me a list.", L_Start_Quest, - "I'm not your servant! Bye.", -; - - mes "[Orum]"; - mes "\"Everyone answers to someone.. that's just how the world is. If you ever change your mind I'll probably be here forever gathering these materials on my own..\""; - close; + mes "[Orum]"; + mes "\"Well you would probably do better than me since I don't know this area very well.. It's not too much stuff so I'm sure you won't have any trouble at all.\""; + next; + menu + "Alright alright, just give me a list.", L_Start_Quest, + "I'm not your servant! Bye.", -; + mes "[Orum]"; + mes "\"Everyone answers to someone.. that's just how the world is. If you ever change your mind I'll probably be here forever gathering these materials on my own..\""; + close; L_Start_Quest: - mes "He pulls a crumpled piece of paper from his pocket, smooths it out and writes a list on it before handing it to you.."; - next; - - mes "" + @B0_WISPPOWDER + " Wisp Powders,"; - mes "" + @B0_POLTERGEISTPOWDER + " Poltergeist Powders,"; - mes "" + @B0_SPECTREPOWDER + " Spectre Powders,"; - mes "" + @B0_HARDSPIKES + " Hard Spikes"; - next; - - menu - "Alright, I'll go get these.", L_Start_Gathering, - "You can forget it! I quit!", -; - - mes "[Orum]"; - mes "\"I know you'll be back... they always come back!\""; - close; + mes "He pulls a crumpled piece of paper from his pocket, smooths it out and writes a list on it before handing it to you.."; + next; + mes "" + @B0_WISPPOWDER + " Wisp Powders,"; + mes "" + @B0_POLTERGEISTPOWDER + " Poltergeist Powders,"; + mes "" + @B0_SPECTREPOWDER + " Spectre Powders,"; + mes "" + @B0_HARDSPIKES + " Hard Spikes"; + next; + menu + "Alright, I'll go get these.", L_Start_Gathering, + "You can forget it! I quit!", -; + mes "[Orum]"; + mes "\"I know you'll be back... they always come back!\""; + close; L_Start_Gathering: - mes "[Orum]"; - mes "\"That's the spirit! But try not to take too long.\""; - set OrumQuest, 1; - close; + mes "[Orum]"; + mes "\"That's the spirit! But try not to take too long.\""; + set OrumQuest, 1; + close; L_Started: - if (OrumQuest == 1) goto L_Gathering; - if (OrumQuest == 2) goto L_Use_First_Barrier; - if (OrumQuest == 3) goto L_Explore; - if (OrumQuest == 4) goto L_Found_Barriers; - if (OrumQuest == 5) goto L_Found_Barriers; - if (OrumQuest == 6) goto L_Found_Torches; - if (OrumQuest == 7) goto L_Still_Gathering; - if (OrumQuest == 8) goto L_Finish_Up; - if (OrumQuest >= 9) goto L_Finished_Up; - close; + if (OrumQuest == 1) goto L_Gathering; + if (OrumQuest == 2) goto L_Use_First_Barrier; + if (OrumQuest == 3) goto L_Explore; + if (OrumQuest == 4) goto L_Found_Barriers; + if (OrumQuest == 5) goto L_Found_Barriers; + if (OrumQuest == 6) goto L_Found_Torches; + if (OrumQuest == 7) goto L_Still_Gathering; + if (OrumQuest == 8) goto L_Finish_Up; + if (OrumQuest >= 9) goto L_Finished_Up; + close; L_Gathering: - mes "[Orum]"; - mes "\"Got all the things I asked for yet?\""; - next; - - menu - "Yep I have every last one of them!", L_Check_Materials, - "Can I get another list?", L_List_Materials, - "I still need a few things..", -; - - mes "Orum shakes his head in frustration.."; - next; - - mes "[Orum]"; - mes "\"You'd better get that stuff soon!\""; - close; + mes "[Orum]"; + mes "\"Got all the things I asked for yet?\""; + next; + menu + "Yep I have every last one of them!", L_Check_Materials, + "Can I get another list?", L_List_Materials, + "I still need a few things..", -; + mes "Orum shakes his head in frustration.."; + next; + mes "[Orum]"; + mes "\"You'd better get that stuff soon!\""; + close; L_List_Materials: - mes "He scavenges around in his pocket for another piece of paper then writes a new list.."; - next; - - mes @B0_WISPPOWDER + " Wisp Powders,"; - mes @B0_POLTERGEISTPOWDER + " Poltergeist Powders,"; - mes @B0_SPECTREPOWDER + " Spectre Powders,"; - mes @B0_HARDSPIKES + " Hard Spikes"; - next; - - mes "[Orum]"; - mes "\"And try not to lose this one.. I'm running out of stuff to write on!\""; - close; + mes "He scavenges around in his pocket for another piece of paper then writes a new list.."; + next; + mes @B0_WISPPOWDER + " Wisp Powders,"; + mes @B0_POLTERGEISTPOWDER + " Poltergeist Powders,"; + mes @B0_SPECTREPOWDER + " Spectre Powders,"; + mes @B0_HARDSPIKES + " Hard Spikes"; + next; + mes "[Orum]"; + mes "\"And try not to lose this one.. I'm running out of stuff to write on!\""; + close; L_Check_Materials: - if (countitem("WispPowder") < @B0_WISPPOWDER || - countitem("PoltergeistPowder") < @B0_POLTERGEISTPOWDER || - countitem("SpectrePowder") < @B0_SPECTREPOWDER || - countitem("HardSpike") < @B0_HARDSPIKES) goto L_Missing_Materials; - - // check directly before deleting the objects. - delitem "WispPowder", @B0_WISPPOWDER; - delitem "PoltergeistPowder", @B0_POLTERGEISTPOWDER; - delitem "SpectrePowder", @B0_SPECTREPOWDER; - delitem "HardSpike", @B0_HARDSPIKES; - - mes "Orum carefully looks over all of the items then grins.."; - next; - - mes "[Orum]"; - mes "\"Well done! And you did not even take as long as I thought you would!\""; - next; - - mes "Orum takes the hard spikes in his hand and begins chanting some words.."; - next; - - mes "You watch as they begin to mold together, glowing brightly. He sprinkles in the powder you gathered and presses his hands together."; - - misceffect sfx_magic_transmute; - next; - - mes "Suddenly a feeling of dizzyness hits you and you begin to feel weightless.. It passes after a moment.."; - misceffect sfx_magic_nature; - misceffect 11, strcharinfo(0); - next; - - mes "[Orum]"; - mes "\"Well we are both still in one piece so that is a good sign! Now we'll have to see if I did it right.. mind going first?\""; - goto L_Setup_Lair; - close; + if (countitem("WispPowder") < @B0_WISPPOWDER || + countitem("PoltergeistPowder") < @B0_POLTERGEISTPOWDER || + countitem("SpectrePowder") < @B0_SPECTREPOWDER || + countitem("HardSpike") < @B0_HARDSPIKES) + goto L_Missing_Materials; + + // check directly before deleting the objects. + delitem "WispPowder", @B0_WISPPOWDER; + delitem "PoltergeistPowder", @B0_POLTERGEISTPOWDER; + delitem "SpectrePowder", @B0_SPECTREPOWDER; + delitem "HardSpike", @B0_HARDSPIKES; + + mes "Orum carefully looks over all of the items then grins.."; + next; + mes "[Orum]"; + mes "\"Well done! And you did not even take as long as I thought you would!\""; + next; + mes "Orum takes the hard spikes in his hand and begins chanting some words.."; + next; + mes "You watch as they begin to mold together, glowing brightly. He sprinkles in the powder you gathered and presses his hands together."; + misceffect sfx_magic_transmute; + next; + mes "Suddenly a feeling of dizzyness hits you and you begin to feel weightless.. It passes after a moment.."; + misceffect sfx_magic_nature; + misceffect 11, strcharinfo(0); + next; + mes "[Orum]"; + mes "\"Well we are both still in one piece so that is a good sign! Now we'll have to see if I did it right.. mind going first?\""; + goto L_Setup_Lair; + close; L_Missing_Materials: - mes "Orum carefully looks over all of the items then squints his eyes at you.."; - next; - - mes "[Orum]"; - mes "\"I'm not going to attempt this spell until I have ALL the items on this note.. Go gather the missing materials!\""; - close; + mes "Orum carefully looks over all of the items then squints his eyes at you.."; + next; + mes "[Orum]"; + mes "\"I'm not going to attempt this spell until I have ALL the items on this note.. Go gather the missing materials!\""; + close; L_Setup_Lair: - set OrumQuest, 2; - - // Second Barrier - set @temp, rand(1,6); - set @Color, 1; - if (@temp == 1 || @temp == 4) set @Color, 1; - if (@temp == 2 || @temp == 5) set @Color, 5; - if (@temp == 3 || @temp == 6) set @Color, 9; - set @Barrier, 0; - callfunc("SetBarrierColor"); - - set @Torch, 0; - set @Color, rand(1, 12); - set @Intensity, 0; - callfunc("SetTorchColor"); - callfunc("SetTorchIntensity"); - - // Third Barrier - set @temp, rand(1,6); - set @Color, 3; - if (@temp == 1 || @temp == 4) set @Color, 3; - if (@temp == 2 || @temp == 5) set @Color, 7; - if (@temp == 3 || @temp == 6) set @Color, 11; - set @Barrier, 1; - callfunc("SetBarrierColor"); - - set @Torch, 1; - set @Color, rand(1, 12); - callfunc("SetTorchColor"); - callfunc("SetTorchIntensity"); - - // End Barrier - set @temp, rand(1,12); - set @Color, 2; - if (@temp == 1 || @temp == 7) set @Color, 2; - if (@temp == 2 || @temp == 8) set @Color, 4; - if (@temp == 3 || @temp == 9) set @Color, 6; - if (@temp == 4 || @temp == 10) set @Color, 8; - if (@temp == 5 || @temp == 11) set @Color, 10; - if (@temp == 6 || @temp == 12) set @Color, 12; - set @Barrier, 2; - callfunc("SetBarrierColor"); - - set @Torch, 2; - set @Color, rand(1, 12); - callfunc("SetTorchColor"); - callfunc("SetTorchIntensity"); - close; + set OrumQuest, 2; + + // Second Barrier + set @temp, rand(1,6); + set @Color, 1; + if (@temp == 1 || @temp == 4) + set @Color, 1; + if (@temp == 2 || @temp == 5) + set @Color, 5; + if (@temp == 3 || @temp == 6) + set @Color, 9; + set @Barrier, 0; + callfunc("SetBarrierColor"); + + set @Torch, 0; + set @Color, rand(1, 12); + set @Intensity, 0; + callfunc("SetTorchColor"); + callfunc("SetTorchIntensity"); + + // Third Barrier + set @temp, rand(1,6); + set @Color, 3; + if (@temp == 1 || @temp == 4) + set @Color, 3; + if (@temp == 2 || @temp == 5) + set @Color, 7; + if (@temp == 3 || @temp == 6) + set @Color, 11; + set @Barrier, 1; + callfunc("SetBarrierColor"); + + set @Torch, 1; + set @Color, rand(1, 12); + callfunc("SetTorchColor"); + callfunc("SetTorchIntensity"); + + // End Barrier + set @temp, rand(1,12); + set @Color, 2; + if (@temp == 1 || @temp == 7) + set @Color, 2; + if (@temp == 2 || @temp == 8) + set @Color, 4; + if (@temp == 3 || @temp == 9) + set @Color, 6; + if (@temp == 4 || @temp == 10) + set @Color, 8; + if (@temp == 5 || @temp == 11) + set @Color, 10; + if (@temp == 6 || @temp == 12) + set @Color, 12; + set @Barrier, 2; + callfunc("SetBarrierColor"); + + set @Torch, 2; + set @Color, rand(1, 12); + callfunc("SetTorchColor"); + callfunc("SetTorchIntensity"); + close; L_Use_First_Barrier: - mes "[Orum]"; - mes "\"Casting that aura took a lot out of me.. Why don't you go explore the cave a bit while I rest?\""; - close; + mes "[Orum]"; + mes "\"Casting that aura took a lot out of me.. Why don't you go explore the cave a bit while I rest?\""; + close; L_Explore: - mes "Orum looks up as you approach.."; - next; - - mes "[Orum]"; - mes "\"Find anything interesting in this place?\""; - next; - - menu - "Yep.. a whole mess of torches!", L_Explain_Objective, - "I'm not sure what to look for..", L_Explain_Objective, - "Going to explore more, bye.", -; - - mes "[Orum]"; - mes "\"Be sure to let me know if you find anything. I've almost gained my energy back.\""; - close; + mes "Orum looks up as you approach.."; + next; + mes "[Orum]"; + mes "\"Find anything interesting in this place?\""; + next; + menu + "Yep.. a whole mess of torches!", L_Explain_Objective, + "I'm not sure what to look for..", L_Explain_Objective, + "Going to explore more, bye.", -; + mes "[Orum]"; + mes "\"Be sure to let me know if you find anything. I've almost gained my energy back.\""; + close; L_Explain_Objective: - mes "[Orum]"; - mes "\"I'm positive this is where that witch took Waric, so this cave must lead to somewhere. Try looking around for another exit. I've almost gained my energy back and then I can help.\""; - close; + mes "[Orum]"; + mes "\"I'm positive this is where that witch took Waric, so this cave must lead to somewhere. Try looking around for another exit. I've almost gained my energy back and then I can help.\""; + close; L_Found_Barriers: - mes "Orum looks up as you approach.."; - next; - - mes "[Orum]"; - mes "\"Find anything interesting in this place?\""; - next; - - menu - "Yep.. a whole mess of torches!", L_Explain_Objective, - "I'm not sure what to look for..", L_Explain_Objective, - "I found more barriers.. but..", L_Explain_Barriers_More, - "Going to explore more, bye.", -; - - mes "[Orum]"; - mes "\"Be sure to let me know if you find anything. I'm still gaining my energy back.\""; - close; + mes "Orum looks up as you approach.."; + next; + mes "[Orum]"; + mes "\"Find anything interesting in this place?\""; + next; + menu + "Yep.. a whole mess of torches!", L_Explain_Objective, + "I'm not sure what to look for..", L_Explain_Objective, + "I found more barriers.. but..", L_Explain_Barriers_More, + "Going to explore more, bye.", -; + mes "[Orum]"; + mes "\"Be sure to let me know if you find anything. I'm still gaining my energy back.\""; + close; L_Explain_Barriers_More: - mes "[Orum]"; - mes "\"Hm let me guess.. the aura is ineffective on the rest of the barriers here?\""; - next; - - menu - "How did you know..?", L_Explain_Note_More, - "I'm not sure, I'll go try again.", -; - - mes "[Orum]"; - mes "\"Always a good idea to double check things!\""; - close; + mes "[Orum]"; + mes "\"Hm let me guess.. the aura is ineffective on the rest of the barriers here?\""; + next; + menu + "How did you know..?", L_Explain_Note_More, + "I'm not sure, I'll go try again.", -; + mes "[Orum]"; + mes "\"Always a good idea to double check things!\""; + close; L_Explain_Note_More: - mes "[Orum]"; - mes "\"Well while I was resting I spent more time looking over the note that witch dropped.. And I think the aura is only to get past the entrance..\""; - next; - - mes "[Orum]"; - mes "\"It mentions some sort of security system to keep people from entering the actual lair but it doesn't explain in great detail. Try exploring more; maybe we will find some answers.\""; - next; - - mes "Orum continues examining the note.."; - close; + mes "[Orum]"; + mes "\"Well while I was resting I spent more time looking over the note that witch dropped.. And I think the aura is only to get past the entrance..\""; + next; + mes "[Orum]"; + mes "\"It mentions some sort of security system to keep people from entering the actual lair but it doesn't explain in great detail. Try exploring more; maybe we will find some answers.\""; + next; + mes "Orum continues examining the note.."; + close; L_Found_Torches: - mes "Orum looks up as you approach.."; - next; - - mes "[Orum]"; - mes "\"Find something interesting?\""; - next; - - menu - "Yep.. a whole mess of torches!", L_Explain_Objective, - "I'm not sure what to look for..", L_Explain_Objective, - "I found more barriers.. but..", L_Explain_Barriers_More, - "I found a strange torch by itself.", L_Explain_Torches, - "Going to explore more, bye.", -; - - mes "[Orum]"; - mes "\"Be sure to let me know if you find anything new.\""; - close; + mes "Orum looks up as you approach.."; + next; + mes "[Orum]"; + mes "\"Find something interesting?\""; + next; + menu + "Yep.. a whole mess of torches!", L_Explain_Objective, + "I'm not sure what to look for..", L_Explain_Objective, + "I found more barriers.. but..", L_Explain_Barriers_More, + "I found a strange torch by itself.", L_Explain_Torches, + "Going to explore more, bye.", -; + mes "[Orum]"; + mes "\"Be sure to let me know if you find anything new.\""; + close; L_Explain_Torches: - mes "Orum has you direct him to the torch and he walks off to examine it before returning shortly after.."; - next; - - mes "[Orum]"; - mes "\"Ah yes! I was hoping we would find something like this!\""; - next; - - mes "[Orum]"; - mes "\"While examining the note I found another set of spells to create some type of powder and with them was a few notes on using it with some type of torch..\""; - next; - - mes "[Orum]"; - mes "\"I'll bet this torch has something to do with the rest of these barriers which are probably the security system this note mentions.\""; - next; - - mes "[Orum]"; - mes "\"We will probably need to transmute this powder before we can get any further past these barriers.. Would you mind gathering a few more materials?\""; - next; - - menu - "It better be the last time.", L_Gather_More, - "I'm done doing stuff for you!", -; - - mes "[Orum]"; - mes "\"I'm surprised you give up after we've gotten so far.. Shame.\""; - close; + mes "Orum has you direct him to the torch and he walks off to examine it before returning shortly after.."; + next; + mes "[Orum]"; + mes "\"Ah yes! I was hoping we would find something like this!\""; + next; + mes "[Orum]"; + mes "\"While examining the note I found another set of spells to create some type of powder and with them was a few notes on using it with some type of torch..\""; + next; + mes "[Orum]"; + mes "\"I'll bet this torch has something to do with the rest of these barriers which are probably the security system this note mentions.\""; + next; + mes "[Orum]"; + mes "\"We will probably need to transmute this powder before we can get any further past these barriers.. Would you mind gathering a few more materials?\""; + next; + menu + "It better be the last time.", L_Gather_More, + "I'm done doing stuff for you!", -; + mes "[Orum]"; + mes "\"I'm surprised you give up after we've gotten so far.. Shame.\""; + close; L_Gather_More: - mes "Orum begins writing down another list of materials.."; - next; - - mes @BT_IRONPOWDER + " Piles of Iron Powder,"; - mes @BT_PILESOFASH + " Piles of Sand or Ash,"; - mes @BT_HERBS + " Gamboge Herbs,"; - mes @BT_HERBS + " Alizarin Herbs,"; - mes @BT_HERBS + " Cobalt Herbs"; - next; - - menu - "Yikes! I'll try..", L_Gathering_More, - "No way! Too much stuff!", -; - - mes "[Orum]"; - mes "\"The note says to get these and I'm not going to attempt this spell until I have what the note says.\""; - close; + mes "Orum begins writing down another list of materials.."; + next; + mes @BT_IRONPOWDER + " Piles of Iron Powder,"; + mes @BT_PILESOFASH + " Piles of Sand or Ash,"; + mes @BT_HERBS + " Gamboge Herbs,"; + mes @BT_HERBS + " Alizarin Herbs,"; + mes @BT_HERBS + " Cobalt Herbs"; + next; + menu + "Yikes! I'll try..", L_Gathering_More, + "No way! Too much stuff!", -; + mes "[Orum]"; + mes "\"The note says to get these and I'm not going to attempt this spell until I have what the note says.\""; + close; L_Gathering_More: - set OrumQuest, 7; - mes "[Orum]"; - mes "\"Wonderful! Try to make it quick, we must save Waric!\""; - close; + set OrumQuest, 7; + mes "[Orum]"; + mes "\"Wonderful! Try to make it quick, we must save Waric!\""; + close; L_Still_Gathering: - mes "[Orum]"; - mes "\"Have you finished gathering those things yet?\""; - next; - - menu - "I believe I have!", L_Finished_Gathering_More, - "I lost my list.. again..", L_List_Materials_More, - "I've almost got them all..", -; - - mes "[Orum]"; - mes "\"Don't make me remind you again! Warics life is on the line here! Hurry up!\""; - close; + mes "[Orum]"; + mes "\"Have you finished gathering those things yet?\""; + next; + menu + "I believe I have!", L_Finished_Gathering_More, + "I lost my list.. again..", L_List_Materials_More, + "I've almost got them all..", -; + mes "[Orum]"; + mes "\"Don't make me remind you again! Warics life is on the line here! Hurry up!\""; + close; L_List_Materials_More: - mes "He scavenges around in his pocket for another piece of paper then writes a new list.."; - next; - - mes @BT_IRONPOWDER + " Piles of Iron Powder,"; - mes @BT_PILESOFASH + " Piles of Sand or Ash,"; - mes @BT_HERBS + " Gamboge Herbs,"; - mes @BT_HERBS + " Alizarin Herbs,"; - mes @BT_HERBS + " Cobalt Herbs"; - next; - - mes "[Orum]"; - mes "\"And try not to lose this one.. I don't have much more to write on!\""; - close; + mes "He scavenges around in his pocket for another piece of paper then writes a new list.."; + next; + mes @BT_IRONPOWDER + " Piles of Iron Powder,"; + mes @BT_PILESOFASH + " Piles of Sand or Ash,"; + mes @BT_HERBS + " Gamboge Herbs,"; + mes @BT_HERBS + " Alizarin Herbs,"; + mes @BT_HERBS + " Cobalt Herbs"; + next; + mes "[Orum]"; + mes "\"And try not to lose this one.. I don't have much more to write on!\""; + close; L_Finished_Gathering_More: - if (countitem("IronPowder") < @BT_IRONPOWDER || - countitem("PileOfAsh") < @BT_PILESOFASH || - countitem("GambogeHerb") < @BT_HERBS || - countitem("AlizarinHerb") < @BT_HERBS || - countitem("CobaltHerb") < @BT_HERBS) goto L_Missing_Materials_More; - - delitem "IronPowder", @BT_IRONPOWDER; - delitem "PileOfAsh", @BT_PILESOFASH; - delitem "GambogeHerb", @BT_HERBS; - delitem "AlizarinHerb", @BT_HERBS; - delitem "CobaltHerb", @BT_HERBS; - - mes "[Orum]"; - mes "\"Excellent work! And once again you did not take as long as I was expecting. I guess I will get started..\""; - next; - - mes "You watch as Orum takes the iron powder and ash and begins chanting some words.. The two start to glow and mold together turning into a light, metallic looking powder.."; - next; - misceffect sfx_magic_transmute; - - mes "He then splits the powder into three piles and performs separate spells on each using the herbs. After he finishes you see 3 piles of colored metallic powder that appear to be red, yellow, and blue.."; - next; - misceffect sfx_magic_transmute; - - mes "[Orum]"; - mes "\"Well if I did it right.. These three powders are hopefully the key to getting past these barriers!\""; - next; - - mes "[Orum]"; - mes "\"I'm weary, I must take some time to rest. Why don't you go ahead and experiment with these powders on that torch and let me know if you figure what they have to do with it.\""; - - getitem "RedPowder", @BT_REWARDCOUNT; - getitem "YellowPowder", @BT_REWARDCOUNT; - getitem "BluePowder", @BT_REWARDCOUNT; - set OrumQuest, 8; - close; + if (countitem("IronPowder") < @BT_IRONPOWDER || + countitem("PileOfAsh") < @BT_PILESOFASH || + countitem("GambogeHerb") < @BT_HERBS || + countitem("AlizarinHerb") < @BT_HERBS || + countitem("CobaltHerb") < @BT_HERBS) + goto L_Missing_Materials_More; + + delitem "IronPowder", @BT_IRONPOWDER; + delitem "PileOfAsh", @BT_PILESOFASH; + delitem "GambogeHerb", @BT_HERBS; + delitem "AlizarinHerb", @BT_HERBS; + delitem "CobaltHerb", @BT_HERBS; + + mes "[Orum]"; + mes "\"Excellent work! And once again you did not take as long as I was expecting. I guess I will get started..\""; + next; + mes "You watch as Orum takes the iron powder and ash and begins chanting some words.. The two start to glow and mold together turning into a light, metallic looking powder.."; + next; + misceffect sfx_magic_transmute; + mes "He then splits the powder into three piles and performs separate spells on each using the herbs. After he finishes you see 3 piles of colored metallic powder that appear to be red, yellow, and blue.."; + next; + misceffect sfx_magic_transmute; + mes "[Orum]"; + mes "\"Well if I did it right.. These three powders are hopefully the key to getting past these barriers!\""; + next; + mes "[Orum]"; + mes "\"I'm weary, I must take some time to rest. Why don't you go ahead and experiment with these powders on that torch and let me know if you figure what they have to do with it.\""; + + getitem "RedPowder", @BT_REWARDCOUNT; + getitem "YellowPowder", @BT_REWARDCOUNT; + getitem "BluePowder", @BT_REWARDCOUNT; + set OrumQuest, 8; + close; L_Missing_Materials_More: - mes "Orum carefully looks over all of the items then squints his eyes at you.."; - next; - - mes "[Orum]"; - mes "\"You really enjoy playing games with Warics life, don't you! Come back when you have ALL of the items I told you.\""; - close; + mes "Orum carefully looks over all of the items then squints his eyes at you.."; + next; + mes "[Orum]"; + mes "\"You really enjoy playing games with Warics life, don't you! Come back when you have ALL of the items I told you.\""; + close; L_Finish_Up: - mes "Orum seems to be sitting around doing nothing as you approach."; - next; - - mes "[Orum]"; - mes "\"Did you find a way past any of the barriers yet?\""; - next; - - menu - "No, I'm still not sure how..", L_Explain_Torches_More, - "I need more of that powder.", L_More_Powder, - "I'm still trying..", -; - - mes "[Orum]"; - mes "\"Excellent! Let me know when you've made any progress.\""; - close; + mes "Orum seems to be sitting around doing nothing as you approach."; + next; + mes "[Orum]"; + mes "\"Did you find a way past any of the barriers yet?\""; + next; + menu + "No, I'm still not sure how..", L_Explain_Torches_More, + "I need more of that powder.", L_More_Powder, + "I'm still trying..", -; + mes "[Orum]"; + mes "\"Excellent! Let me know when you've made any progress.\""; + close; L_Explain_Torches_More: - mes "[Orum]"; - mes "\"Most of the barriers here have a certain color radiating from them and so do the torches. The torches seem to react with this powder so maybe we have to make these torches turn a certain color in order to lower the barriers.\""; - next; - - mes "[Orum]"; - mes "\"It seems that the powders are only in these 3 colors, so you may have to experiment a bit to get the colors right.\""; - next; - - mes "[Orum]"; - mes "\"Also while looking around I saw that behind one of the barriers was a cave. Maybe Waric is in there.. we should try to get that barrier dropped.\""; - close; + mes "[Orum]"; + mes "\"Most of the barriers here have a certain color radiating from them and so do the torches. The torches seem to react with this powder so maybe we have to make these torches turn a certain color in order to lower the barriers.\""; + next; + mes "[Orum]"; + mes "\"It seems that the powders are only in these 3 colors, so you may have to experiment a bit to get the colors right.\""; + next; + mes "[Orum]"; + mes "\"Also while looking around I saw that behind one of the barriers was a cave. Maybe Waric is in there.. we should try to get that barrier dropped.\""; + close; L_More_Powder: - mes "[Orum]"; - mes "\"You really used up that powder fast.. Luckily I can make more as long as you can bring me those materials again.\""; - next; - - menu - "I have them right here!", L_More_Powder_Make, - "Hmmm.. what are they again?", L_List_Materials_More, - "I'll go get those for you..", -; - - mes "[Orum]"; - mes "\"You better not waste any time gathering those materials!\""; - close; + mes "[Orum]"; + mes "\"You really used up that powder fast.. Luckily I can make more as long as you can bring me those materials again.\""; + next; + menu + "I have them right here!", L_More_Powder_Make, + "Hmmm.. what are they again?", L_List_Materials_More, + "I'll go get those for you..", -; + mes "[Orum]"; + mes "\"You better not waste any time gathering those materials!\""; + close; L_More_Powder_Make: - if (countitem("IronPowder") < @BT_IRONPOWDER || - countitem("PileOfAsh") < @BT_PILESOFASH || - countitem("GambogeHerb") < @BT_HERBS || - countitem("AlizarinHerb") < @BT_HERBS || - countitem("CobaltHerb") < @BT_HERBS) goto L_Missing_Materials_More; - - delitem "IronPowder", @BT_IRONPOWDER; - delitem "PileOfAsh", @BT_PILESOFASH; - delitem "GambogeHerb", @BT_HERBS; - delitem "AlizarinHerb", @BT_HERBS; - delitem "CobaltHerb", @BT_HERBS; - - mes "[Orum]"; - mes "\"Hmm all of the items appear to be here.. Give me a moment to make that powder for you.\""; - next; - - mes "Orum begins chanting the same words as he did when he made the powder before.. He seems to be quicker at it this time.."; - misceffect sfx_magic_transmute; - next; - - mes "[Orum]"; - mes "\"Here you are. And try to conserve this time! The more powder I have to make, the more time and resources we use up that we could be using to save Waric!\""; - - getitem "RedPowder", @BT_REWARDCOUNT; - getitem "YellowPowder", @BT_REWARDCOUNT; - getitem "BluePowder", @BT_REWARDCOUNT; - close; + if (countitem("IronPowder") < @BT_IRONPOWDER || + countitem("PileOfAsh") < @BT_PILESOFASH || + countitem("GambogeHerb") < @BT_HERBS || + countitem("AlizarinHerb") < @BT_HERBS || + countitem("CobaltHerb") < @BT_HERBS) + goto L_Missing_Materials_More; + + delitem "IronPowder", @BT_IRONPOWDER; + delitem "PileOfAsh", @BT_PILESOFASH; + delitem "GambogeHerb", @BT_HERBS; + delitem "AlizarinHerb", @BT_HERBS; + delitem "CobaltHerb", @BT_HERBS; + + mes "[Orum]"; + mes "\"Hmm all of the items appear to be here.. Give me a moment to make that powder for you.\""; + next; + mes "Orum begins chanting the same words as he did when he made the powder before.. He seems to be quicker at it this time.."; + misceffect sfx_magic_transmute; + next; + mes "[Orum]"; + mes "\"Here you are. And try to conserve this time! The more powder I have to make, the more time and resources we use up that we could be using to save Waric!\""; + + getitem "RedPowder", @BT_REWARDCOUNT; + getitem "YellowPowder", @BT_REWARDCOUNT; + getitem "BluePowder", @BT_REWARDCOUNT; + close; L_Finished_Up: - mes "As you approch you think you see Orum rolling his eyes.. maybe you're imagining it.."; - next; - - mes "[Orum]"; - mes "\"I hope you finally dropped that barrier we need to get past!\""; - next; - - menu - "Actually.. I have!", L_Enter_Cavern, - "I need more of that powder.", L_More_Powder, - "Cut me some slack! I'm working on it!", -; - - mes "[Orum]"; - mes "\"Just hurry it up! Warics life is on the line here!\""; - close; + mes "As you approch you think you see Orum rolling his eyes.. maybe you're imagining it.."; + next; + mes "[Orum]"; + mes "\"I hope you finally dropped that barrier we need to get past!\""; + next; + menu + "Actually.. I have!", L_Enter_Cavern, + "I need more of that powder.", L_More_Powder, + "Cut me some slack! I'm working on it!", -; + mes "[Orum]"; + mes "\"Just hurry it up! Warics life is on the line here!\""; + close; L_Enter_Cavern: - if (OrumQuest >= 10) goto L_Ready_Cavern; + if (OrumQuest >= 10) goto L_Ready_Cavern; - mes "Orum heads to the barrier then gives you a look as if he does not believe you before walking forward.."; - next; - - mes "He is suddenly thrown against the wall behind him! Angered, he gets up, brushes himself off, and heads back to the entrance without speaking."; - close; + mes "Orum heads to the barrier then gives you a look as if he does not believe you before walking forward.."; + next; + mes "He is suddenly thrown against the wall behind him! Angered, he gets up, brushes himself off, and heads back to the entrance without speaking."; + close; L_Ready_Cavern: - // you should not get that twice ;) - if (OrumQuest == 12) goto L_Got_Reward; - - mes "Orum heads to the barrier then gives you a look as if he does not believe you before walking forward.."; - next; - - mes "He makes it through without any problems and grins."; - next; - - mes "[Orum]"; - mes "\"Very good work you have done! Please take this for your efforts. It has helped me in a bind.\""; - next; - - getexp @EXP_BREAK_BARRIERS, 0; - getitem "CandleHelmet", 1; - mes "You receive the Candle Helmet"; - next; - - mes "\"You've done enough here to help. I will go the rest of the way alone so that your life is not endangered.. You must promise me not to go any further!\""; - next; - - menu - "Sure, I promise!", -, - "I thought this would never be over!", -; - - mes "[Orum]"; - mes "\"Well I guess this is farewell!\""; - set OrumQuest, 12; - close; + // you should not get that twice ;) + if (OrumQuest == 12) goto L_Got_Reward; + + mes "Orum heads to the barrier then gives you a look as if he does not believe you before walking forward.."; + next; + mes "He makes it through without any problems and grins."; + next; + mes "[Orum]"; + mes "\"Very good work you have done! Please take this for your efforts. It has helped me in a bind.\""; + next; + getexp @EXP_BREAK_BARRIERS, 0; + getitem "CandleHelmet", 1; + mes "You receive the Candle Helmet"; + next; + mes "\"You've done enough here to help. I will go the rest of the way alone so that your life is not endangered.. You must promise me not to go any further!\""; + next; + menu + "Sure, I promise!", -, + "I thought this would never be over!", -; + mes "[Orum]"; + mes "\"Well I guess this is farewell!\""; + set OrumQuest, 12; + close; L_Got_Reward: - mes "\"You've done enough here to help. I will go the rest of the way alone so that your life is not endangered..\""; - close; + mes "\"You've done enough here to help. I will go the rest of the way alone so that your life is not endangered..\""; + close; } diff --git a/world/map/npc/009-4/orum_warps.txt b/world/map/npc/009-4/orum_warps.txt index ebeaa857..a55ead5f 100644 --- a/world/map/npc/009-4/orum_warps.txt +++ b/world/map/npc/009-4/orum_warps.txt @@ -1,33 +1,33 @@ -009-3.gat,162,113,0 script #OrumQuestEnter 0,0,0,{ - if (OrumQuest >= 12) goto L_Second_Entrance; - warp "009-4.gat", 37, 113; - close; +009-3.gat,162,113,0|script|#OrumQuestEnter|0,0,0,{ + if (OrumQuest >= 12) goto L_Second_Entrance; + warp "009-4.gat", 37, 113; + close; L_Second_Entrance: - warp "009-4.gat", 72, 126; - close; + warp "009-4.gat", 72, 126; + close; } -009-4.gat,36,26,0 script #LairExit 0,0,0,{ - if (OrumQuest >= 12) goto L_Second_Entrance; - warp "009-4.gat", 37, 122; - close; +009-4.gat,36,26,0|script|#LairExit|0,0,0,{ + if (OrumQuest >= 12) goto L_Second_Entrance; + warp "009-4.gat", 37, 122; + close; L_Second_Entrance: - warp "009-4.gat", 72, 135; - close; + warp "009-4.gat", 72, 135; + close; } -009-4.gat,51,47,0 script #CavernEnter 0,0,0,{ - if (OrumQuest >= 14) goto L_Second_Cavern; - if (OrumQuest < 12) goto L_See_Orum; - warp "009-4.gat", 103, 23; - close; +009-4.gat,51,47,0|script|#CavernEnter|0,0,0,{ + if (OrumQuest >= 14) goto L_Second_Cavern; + if (OrumQuest < 12) goto L_See_Orum; + warp "009-4.gat", 103, 23; + close; L_Second_Cavern: - warp "009-4.gat", 103, 77; - close; + warp "009-4.gat", 103, 77; + close; L_See_Orum: - mes "Right as you are entering you hear Orum call out for you.. Perhaps you should see what he wants first.."; - close; + mes "Right as you are entering you hear Orum call out for you.. Perhaps you should see what he wants first.."; + close; } diff --git a/world/map/npc/009-4/torches.txt b/world/map/npc/009-4/torches.txt index f4d2cede..a1f1bbf9 100644 --- a/world/map/npc/009-4/torches.txt +++ b/world/map/npc/009-4/torches.txt @@ -1,365 +1,403 @@ //# see detailed description at orum.txt -function script GetTorchColor { - if (@Torch < 0 || @Torch > 2) goto L_Error; +function|script|GetTorchColor|{ + if (@Torch < 0 || @Torch > 2) goto L_Error; - set @Mask, 15; - set @Shift, 4 * @Torch; - set @TorchColor, (OrumQuestTorch >> @Shift) & @Mask; - return; + set @Mask, 15; + set @Shift, 4 * @Torch; + set @TorchColor, (OrumQuestTorch >> @Shift) & @Mask; + return; L_Error: - mes "Torch number is out of range."; - close; + mes "Torch number is out of range."; + close; } -function script SetTorchColor { - if (@Torch < 0 || @Torch > 2) goto L_Error; - if (@Color < 1 || @Color > 12) goto L_Error2; +function|script|SetTorchColor|{ + if (@Torch < 0 || @Torch > 2) goto L_Error; + if (@Color < 1 || @Color > 12) goto L_Error2; - set @Mask, (15 << (4 * @Torch)); - set OrumQuestTorch, (OrumQuestTorch & (~(@Mask))) | @Color << (4 * @Torch); - return; + set @Mask, (15 << (4 * @Torch)); + set OrumQuestTorch, (OrumQuestTorch & (~(@Mask))) | @Color << (4 * @Torch); + return; L_Error: - mes "Torch number is out of range."; - close; + mes "Torch number is out of range."; + close; L_Error2: - mes "Torch color is out of range."; - close; + mes "Torch color is out of range."; + close; } -function script GetTorchIntensity { - if (@Torch < 0 || @Torch > 2) goto L_Error; +function|script|GetTorchIntensity|{ + if (@Torch < 0 || @Torch > 2) goto L_Error; - set @Mask, 15; - set @Shift, 4 * (@Torch + 3); - set @TorchIntensity, (OrumQuestTorch >> @Shift) & @Mask; - return; + set @Mask, 15; + set @Shift, 4 * (@Torch + 3); + set @TorchIntensity, (OrumQuestTorch >> @Shift) & @Mask; + return; L_Error: - mes "Torch number is out of range."; - close; + mes "Torch number is out of range."; + close; } -function script SetTorchIntensity { - if (@Torch < 0 || @Torch > 2) goto L_Error; - if (@Intensity < 0 || @Intensity > 2) goto L_Error2; +function|script|SetTorchIntensity|{ + if (@Torch < 0 || @Torch > 2) goto L_Error; + if (@Intensity < 0 || @Intensity > 2) goto L_Error2; - set @Mask, (15 << (4 * (@Torch + 3))); - set OrumQuestTorch, (OrumQuestTorch & (~(@Mask))) | @Intensity << (4 * (@Torch + 3)); - return; + set @Mask, (15 << (4 * (@Torch + 3))); + set OrumQuestTorch, (OrumQuestTorch & (~(@Mask))) | @Intensity << (4 * (@Torch + 3)); + return; L_Error: - mes "Torch number is out of range."; - close; + mes "Torch number is out of range."; + close; L_Error2: - mes "Torch intensity is out of range."; - close; + mes "Torch intensity is out of range."; + close; } -function script DoneWithTorches { - if (OrumQuest < 11 && OrumQuest >= 8) - return; +function|script|DoneWithTorches|{ + if (OrumQuest < 11 && OrumQuest >= 8) + return; - if (OrumQuest < 7) goto L_Different; + if (OrumQuest < 7) goto L_Different; - if (OrumQuest >= 11) - mes "The flame on the torch looks ordinary.. Lowering the final barrier seems to have drained them of their magic."; + if (OrumQuest >= 11) + mes "The flame on the torch looks ordinary.. Lowering the final barrier seems to have drained them of their magic."; - if (OrumQuest < 8) - mes "Without that powder the note mentions there isn't much you can do with this torch.."; - - close; + if (OrumQuest < 8) + mes "Without that powder the note mentions there isn't much you can do with this torch.."; + close; L_Different: - mes "The flame on this torch looks different than the rest.. You better tell Orum about it before doing anything."; - set OrumQuest, 6; - close; + mes "The flame on this torch looks different than the rest.. You better tell Orum about it before doing anything."; + set OrumQuest, 6; + close; } // To make sure in range of torches -function script InRangeTorch1 { - if (isin("009-4.gat",67,20,69,25)) - return; - - mes "You're too far away to do anything with that torch."; - close; +function|script|InRangeTorch1|{ + if (isin("009-4.gat",67,20,69,25)) + return; + mes "You're too far away to do anything with that torch."; + close; } -function script InRangeTorch2 { - if (isin("009-4.gat",65,41,69,46)) - return; - - mes "You're too far away to do anything with that torch."; - close; +function|script|InRangeTorch2|{ + if (isin("009-4.gat",65,41,69,46)) + return; + mes "You're too far away to do anything with that torch."; + close; } -function script InRangeTorch3 { - if (isin("009-4.gat",33,84,37,88)) - return; - - mes "You're too far away to do anything with that torch."; - close; +function|script|InRangeTorch3|{ + if (isin("009-4.gat",33,84,37,88)) + return; + mes "You're too far away to do anything with that torch."; + close; } // First Torch -009-4.gat,68,21,0 script Torch 127,{ - callfunc "InRangeTorch1"; - callfunc "DoneWithTorches"; +009-4.gat,68,21,0|script|Torch|127,{ + callfunc "InRangeTorch1"; + callfunc "DoneWithTorches"; - set @Torch, 0; - callfunc("GetTorchColor"); - callfunc("GetTorchIntensity"); + set @Torch, 0; + callfunc("GetTorchColor"); + callfunc("GetTorchIntensity"); - set @lastColor, @TorchColor; - setarray @colors$,"transparent","red","dark orange","orange","light orange","yellow","light green","green","dark green","blue","dark purple","purple","light purple"; - setarray @intensities$,"calm","bright","blinding"; - mes "Looking closely you notice that this torch is not like the others.. This one has a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + " tint to it."; - goto L_Color_Loop; + set @lastColor, @TorchColor; + setarray @colors$,"transparent","red","dark orange","orange","light orange","yellow","light green","green","dark green","blue","dark purple","purple","light purple"; + setarray @intensities$,"calm","bright","blinding"; + mes "Looking closely you notice that this torch is not like the others.. This one has a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + " tint to it."; + goto L_Color_Loop; L_Color_Loop: - callfunc("GetTorchColor"); - menu - "Add Red Powder", L_Use_Red, - "Add Yellow Powder", L_Use_Yellow, - "Add Blue Powder", L_Use_Blue, - "Leave it alone.", -; - - mes "The flame flickers as if it's laughing at you.."; - close; + callfunc("GetTorchColor"); + menu + "Add Red Powder", L_Use_Red, + "Add Yellow Powder", L_Use_Yellow, + "Add Blue Powder", L_Use_Blue, + "Leave it alone.", -; + mes "The flame flickers as if it's laughing at you.."; + close; L_Use_Red: - if (countitem("RedPowder") < 1) goto L_No_Powder; - if (@TorchColor > 6 && @TorchColor < 12) set @Color, @TorchColor + 1; - if (@TorchColor < 6 && @TorchColor > 1) set @Color, @TorchColor - 1; - if (@TorchColor == 12) set @Color, 1; - if (@TorchColor == 0) set @Color, 1; - callfunc("SetTorchColor"); - delitem "RedPowder", 1; - goto L_Show_Color; + if (countitem("RedPowder") < 1) + goto L_No_Powder; + if (@TorchColor > 6 && @TorchColor < 12) + set @Color, @TorchColor + 1; + if (@TorchColor < 6 && @TorchColor > 1) + set @Color, @TorchColor - 1; + if (@TorchColor == 12) + set @Color, 1; + if (@TorchColor == 0) + set @Color, 1; + callfunc("SetTorchColor"); + delitem "RedPowder", 1; + goto L_Show_Color; L_Use_Yellow: - if (countitem("YellowPowder") < 1) goto L_No_Powder; - if (@TorchColor < 10 && @TorchColor > 5) set @Color, @TorchColor - 1; - if (@TorchColor >= 1 && @TorchColor < 5) set @Color, @TorchColor + 1; - if (@TorchColor == 0) set @Color, 5; - callfunc("SetTorchColor"); - delitem "YellowPowder", 1; - goto L_Show_Color; + if (countitem("YellowPowder") < 1) + goto L_No_Powder; + if (@TorchColor < 10 && @TorchColor > 5) + set @Color, @TorchColor - 1; + if (@TorchColor >= 1 && @TorchColor < 5) + set @Color, @TorchColor + 1; + if (@TorchColor == 0) + set @Color, 5; + callfunc("SetTorchColor"); + delitem "YellowPowder", 1; + goto L_Show_Color; L_Use_Blue: - if (countitem("BluePowder") < 1) goto L_No_Powder; - if (@TorchColor > 4 && @TorchColor < 9) set @Color, @TorchColor + 1; - if (@TorchColor <= 12 && @TorchColor > 9) set @Color, @TorchColor - 1; - if (@TorchColor == 1) set @Color, 12; - if (@TorchColor == 0) set @Color, 9; - callfunc("SetTorchColor"); - delitem "BluePowder", 1; - goto L_Show_Color; + if (countitem("BluePowder") < 1) + goto L_No_Powder; + if (@TorchColor > 4 && @TorchColor < 9) + set @Color, @TorchColor + 1; + if (@TorchColor <= 12 && @TorchColor > 9) + set @Color, @TorchColor - 1; + if (@TorchColor == 1) + set @Color, 12; + if (@TorchColor == 0) + set @Color, 9; + callfunc("SetTorchColor"); + delitem "BluePowder", 1; + goto L_Show_Color; L_No_Powder: - mes "You notice you're all out of that color of powder.. Perhaps Orum can make you some more."; - close; + mes "You notice you're all out of that color of powder.. Perhaps Orum can make you some more."; + close; L_Show_Color: - callfunc("GetTorchColor"); - callfunc("GetTorchIntensity"); - if (@TorchColor == @lastColor) goto L_Wrong_Color; - misceffect 5; - set @lastColor, @TorchColor; - mes "As your pour the powder into the flame you can see its tint transform to a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + ".."; - goto L_Color_Loop; + callfunc("GetTorchColor"); + callfunc("GetTorchIntensity"); + if (@TorchColor == @lastColor) + goto L_Wrong_Color; + misceffect 5; + set @lastColor, @TorchColor; + mes "As your pour the powder into the flame you can see its tint transform to a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + ".."; + goto L_Color_Loop; L_Wrong_Color: - set @Intensity, @TorchIntensity + 1; - if (@Intensity > 2) goto L_Failed; - callfunc("SetTorchIntensity"); - callfunc("GetTorchIntensity"); - misceffect 5; - mes "As you pour the powder into the flame it flares violently for a moment and then turns into a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + ".."; - goto L_Color_Loop; + set @Intensity, @TorchIntensity + 1; + if (@Intensity > 2) + goto L_Failed; + callfunc("SetTorchIntensity"); + callfunc("GetTorchIntensity"); + misceffect 5; + mes "As you pour the powder into the flame it flares violently for a moment and then turns into a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + ".."; + goto L_Color_Loop; L_Failed: - mes "As you pour the powder into the flame it flares violently before bursting into your face!"; - misceffect 5; - misceffect 16; - set @Intensity, 0; - callfunc("SetTorchIntensity"); - heal -Hp, 0; - close; + mes "As you pour the powder into the flame it flares violently before bursting into your face!"; + misceffect 5; + misceffect 16; + set @Intensity, 0; + callfunc("SetTorchIntensity"); + heal -Hp, 0; + close; } // Second Torch -009-4.gat,67,42,0 script Torch 127,{ - callfunc "InRangeTorch2"; - callfunc "DoneWithTorches"; +009-4.gat,67,42,0|script|Torch|127,{ + callfunc "InRangeTorch2"; + callfunc "DoneWithTorches"; - set @Torch, 1; - callfunc("GetTorchColor"); - callfunc("GetTorchIntensity"); + set @Torch, 1; + callfunc("GetTorchColor"); + callfunc("GetTorchIntensity"); - set @lastColor, @TorchColor; - setarray @colors$,"transparent","red","dark orange","orange","light orange","yellow","light green","green","dark green","blue","dark purple","purple","light purple"; - mes "Looking closely you notice that this torch is not like the others.. This one has a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + " tint to it."; - goto L_Color_Loop; + set @lastColor, @TorchColor; + setarray @colors$,"transparent","red","dark orange","orange","light orange","yellow","light green","green","dark green","blue","dark purple","purple","light purple"; + mes "Looking closely you notice that this torch is not like the others.. This one has a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + " tint to it."; + goto L_Color_Loop; L_Color_Loop: - callfunc("GetTorchColor"); - menu - "Add Red Powder", L_Use_Red, - "Add Yellow Powder", L_Use_Yellow, - "Add Blue Powder", L_Use_Blue, - "Leave it alone.", -; - - mes "The flame flickers as if it's laughing at you.."; - close; + callfunc("GetTorchColor"); + menu + "Add Red Powder", L_Use_Red, + "Add Yellow Powder", L_Use_Yellow, + "Add Blue Powder", L_Use_Blue, + "Leave it alone.", -; + mes "The flame flickers as if it's laughing at you.."; + close; L_Use_Red: - if (countitem("RedPowder") < 1) goto L_No_Powder; - if (@TorchColor > 6 && @TorchColor < 12) set @Color, @TorchColor + 1; - if (@TorchColor < 6 && @TorchColor > 1) set @Color, @TorchColor - 1; - if (@TorchColor == 12) set @Color, 1; - if (@TorchColor == 0) set @Color, 1; - callfunc("SetTorchColor"); - delitem "RedPowder", 1; - goto L_Show_Color; + if (countitem("RedPowder") < 1) + goto L_No_Powder; + if (@TorchColor > 6 && @TorchColor < 12) + set @Color, @TorchColor + 1; + if (@TorchColor < 6 && @TorchColor > 1) + set @Color, @TorchColor - 1; + if (@TorchColor == 12) + set @Color, 1; + if (@TorchColor == 0) + set @Color, 1; + callfunc("SetTorchColor"); + delitem "RedPowder", 1; + goto L_Show_Color; L_Use_Yellow: - if (countitem("YellowPowder") < 1) goto L_No_Powder; - if (@TorchColor < 10 && @TorchColor > 5) set @Color, @TorchColor - 1; - if (@TorchColor >= 1 && @TorchColor < 5) set @Color, @TorchColor + 1; - if (@TorchColor == 0) set @Color, 5; - callfunc("SetTorchColor"); - delitem "YellowPowder", 1; - goto L_Show_Color; + if (countitem("YellowPowder") < 1) + goto L_No_Powder; + if (@TorchColor < 10 && @TorchColor > 5) + set @Color, @TorchColor - 1; + if (@TorchColor >= 1 && @TorchColor < 5) + set @Color, @TorchColor + 1; + if (@TorchColor == 0) + set @Color, 5; + callfunc("SetTorchColor"); + delitem "YellowPowder", 1; + goto L_Show_Color; L_Use_Blue: - if (countitem("BluePowder") < 1) goto L_No_Powder; - if (@TorchColor > 4 && @TorchColor < 9) set @Color, @TorchColor + 1; - if (@TorchColor <= 12 && @TorchColor > 9) set @Color, @TorchColor - 1; - if (@TorchColor == 1) set @Color, 12; - if (@TorchColor == 0) set @Color, 9; - callfunc("SetTorchColor"); - delitem "BluePowder", 1; - goto L_Show_Color; + if (countitem("BluePowder") < 1) + goto L_No_Powder; + if (@TorchColor > 4 && @TorchColor < 9) + set @Color, @TorchColor + 1; + if (@TorchColor <= 12 && @TorchColor > 9) + set @Color, @TorchColor - 1; + if (@TorchColor == 1) + set @Color, 12; + if (@TorchColor == 0) + set @Color, 9; + callfunc("SetTorchColor"); + delitem "BluePowder", 1; + goto L_Show_Color; L_No_Powder: - mes "You notice you're all out of that color powder.. Perhaps Orum can make you some more."; - close; + mes "You notice you're all out of that color powder.. Perhaps Orum can make you some more."; + close; L_Show_Color: - callfunc("GetTorchColor"); - callfunc("GetTorchIntensity"); - if (@TorchColor == @lastColor) goto L_Wrong_Color; - misceffect 5; - set @lastColor, @TorchColor; - mes "As your pour the powder into the flame you can see its tint transform to a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + ".."; - goto L_Color_Loop; + callfunc("GetTorchColor"); + callfunc("GetTorchIntensity"); + if (@TorchColor == @lastColor) + goto L_Wrong_Color; + misceffect 5; + set @lastColor, @TorchColor; + mes "As your pour the powder into the flame you can see its tint transform to a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + ".."; + goto L_Color_Loop; L_Wrong_Color: - set @Intensity, @TorchIntensity + 1; - if (@Intensity > 2) goto L_Failed; - callfunc("SetTorchIntensity"); - callfunc("GetTorchIntensity"); - misceffect 5; - mes "As you pour the powder into the flame it flares violently for a moment and then turns into a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + ".."; - goto L_Color_Loop; + set @Intensity, @TorchIntensity + 1; + if (@Intensity > 2) + goto L_Failed; + callfunc("SetTorchIntensity"); + callfunc("GetTorchIntensity"); + misceffect 5; + mes "As you pour the powder into the flame it flares violently for a moment and then turns into a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + ".."; + goto L_Color_Loop; L_Failed: - mes "As you pour the powder into the flame it flares violently before bursting into your face!"; - misceffect 5; - misceffect 16; - set @Intensity, 0; - callfunc("SetTorchIntensity"); - heal -Hp, 0; - close; + mes "As you pour the powder into the flame it flares violently before bursting into your face!"; + misceffect 5; + misceffect 16; + set @Intensity, 0; + callfunc("SetTorchIntensity"); + heal -Hp, 0; + close; } // Third Torch -009-4.gat,33,86,0 script Torch 127,{ - callfunc "InRangeTorch3"; - callfunc "DoneWithTorches"; +009-4.gat,33,86,0|script|Torch|127,{ + callfunc "InRangeTorch3"; + callfunc "DoneWithTorches"; - set @Torch, 2; - callfunc("GetTorchColor"); - callfunc("GetTorchIntensity"); + set @Torch, 2; + callfunc("GetTorchColor"); + callfunc("GetTorchIntensity"); - set @lastColor, @TorchColor; - setarray @colors$,"transparent","red","dark orange","orange","light orange","yellow","light green","green","dark green","blue","dark purple","purple","light purple"; - setarray @intensities$,"calm","bright","blinding"; - mes "Looking closely you notice that this torch is not like the others.. This one has a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + " tint to it."; - goto L_Color_Loop; + set @lastColor, @TorchColor; + setarray @colors$,"transparent","red","dark orange","orange","light orange","yellow","light green","green","dark green","blue","dark purple","purple","light purple"; + setarray @intensities$,"calm","bright","blinding"; + mes "Looking closely you notice that this torch is not like the others.. This one has a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + " tint to it."; + goto L_Color_Loop; L_Too_Far: - mes "You're too far away to do anything with that torch."; - close; + mes "You're too far away to do anything with that torch."; + close; L_Color_Loop: - callfunc("GetTorchColor"); - menu - "Add Red Powder", L_Use_Red, - "Add Yellow Powder", L_Use_Yellow, - "Add Blue Powder", L_Use_Blue, - "Leave it alone.", -; - - mes "The flame flickers as if it's laughing at you.."; - close; + callfunc("GetTorchColor"); + menu + "Add Red Powder", L_Use_Red, + "Add Yellow Powder", L_Use_Yellow, + "Add Blue Powder", L_Use_Blue, + "Leave it alone.", -; + mes "The flame flickers as if it's laughing at you.."; + close; L_Use_Red: - if (countitem("RedPowder") < 1) goto L_No_Powder; - if (@TorchColor > 6 && @TorchColor < 12) set @Color, @TorchColor + 1; - if (@TorchColor < 6 && @TorchColor > 1) set @Color, @TorchColor - 1; - if (@TorchColor == 12) set @Color, 1; - callfunc("SetTorchColor"); - delitem "RedPowder", 1; - goto L_Show_Color; + if (countitem("RedPowder") < 1) + goto L_No_Powder; + if (@TorchColor > 6 && @TorchColor < 12) + set @Color, @TorchColor + 1; + if (@TorchColor < 6 && @TorchColor > 1) + set @Color, @TorchColor - 1; + if (@TorchColor == 12) + set @Color, 1; + callfunc("SetTorchColor"); + delitem "RedPowder", 1; + goto L_Show_Color; L_Use_Yellow: - if (countitem("YellowPowder") < 1) goto L_No_Powder; - if (@TorchColor < 10 && @TorchColor > 5) set @Color, @TorchColor - 1; - if (@TorchColor >= 1 && @TorchColor < 5) set @Color, @TorchColor + 1; - callfunc("SetTorchColor"); - delitem "YellowPowder", 1; - goto L_Show_Color; + if (countitem("YellowPowder") < 1) + goto L_No_Powder; + if (@TorchColor < 10 && @TorchColor > 5) + set @Color, @TorchColor - 1; + if (@TorchColor >= 1 && @TorchColor < 5) + set @Color, @TorchColor + 1; + callfunc("SetTorchColor"); + delitem "YellowPowder", 1; + goto L_Show_Color; L_Use_Blue: - if (countitem("BluePowder") < 1) goto L_No_Powder; - if (@TorchColor > 4 && @TorchColor < 9) set @Color, @TorchColor + 1; - if (@TorchColor <= 12 && @TorchColor > 9) set @Color, @TorchColor - 1; - if (@TorchColor == 1) set @Color, 12; - callfunc("SetTorchColor"); - delitem "BluePowder", 1; - goto L_Show_Color; + if (countitem("BluePowder") < 1) + goto L_No_Powder; + if (@TorchColor > 4 && @TorchColor < 9) + set @Color, @TorchColor + 1; + if (@TorchColor <= 12 && @TorchColor > 9) + set @Color, @TorchColor - 1; + if (@TorchColor == 1) + set @Color, 12; + callfunc("SetTorchColor"); + delitem "BluePowder", 1; + goto L_Show_Color; L_No_Powder: - mes "You notice you're all out of that color powder.. Perhaps Orum can make you some more."; - close; + mes "You notice you're all out of that color powder.. Perhaps Orum can make you some more."; + close; L_Show_Color: - callfunc("GetTorchColor"); - callfunc("GetTorchIntensity"); - if (@TorchColor == @lastColor) goto L_Wrong_Color; - misceffect 5; - set @lastColor, @TorchColor; - mes "As your pour the powder into the flame you can see its tint transform to a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + ".."; - goto L_Color_Loop; + callfunc("GetTorchColor"); + callfunc("GetTorchIntensity"); + if (@TorchColor == @lastColor) + goto L_Wrong_Color; + misceffect 5; + set @lastColor, @TorchColor; + mes "As your pour the powder into the flame you can see its tint transform to a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + ".."; + goto L_Color_Loop; L_Wrong_Color: - set @Intensity, @TorchIntensity + 1; - if (@Intensity > 2) goto L_Failed; - callfunc("SetTorchIntensity"); - callfunc("GetTorchIntensity"); - misceffect 5; - mes "As you pour the powder into the flame it flares violently for a moment and then turns into a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + ".."; - goto L_Color_Loop; + set @Intensity, @TorchIntensity + 1; + if (@Intensity > 2) + goto L_Failed; + callfunc("SetTorchIntensity"); + callfunc("GetTorchIntensity"); + misceffect 5; + mes "As you pour the powder into the flame it flares violently for a moment and then turns into a " + @intensities$[@TorchIntensity] + " " + @colors$[@TorchColor] + ".."; + goto L_Color_Loop; L_Failed: - mes "As you pour the powder into the flame it flares violently before bursting into your face!"; - misceffect 5; - misceffect 16; - set @Intensity, 0; - callfunc("SetTorchIntensity"); - heal -Hp, 0; - close; + mes "As you pour the powder into the flame it flares violently before bursting into your face!"; + misceffect 5; + misceffect 16; + set @Intensity, 0; + callfunc("SetTorchIntensity"); + heal -Hp, 0; + close; } diff --git a/world/map/npc/009-4/waric.txt b/world/map/npc/009-4/waric.txt index 9eb8e0b2..cf1920d9 100644 --- a/world/map/npc/009-4/waric.txt +++ b/world/map/npc/009-4/waric.txt @@ -1,95 +1,95 @@ //# see detailed description at orum.txt -009-4.gat,99,33,0 script #WizardTrap 0,2,1,{ - set @gender$, "They're"; - if (Sex == 0) set @gender$, "She's"; - if (Sex == 1) set @gender$, "He's"; +009-4.gat,99,33,0|script|#WizardTrap|0,2,1,{ + set @gender$, "They're"; + if (Sex == 0) + set @gender$, "She's"; + if (Sex == 1) + set @gender$, "He's"; - mes "As you explore further into the cave you see a figure looking at you who appears angry.. but as you begin to speak, he quickly chants some words and you start to lose conciousness!"; - next; - warp "009-4.gat", 117, 40; - mes "When you awake you find yourself unable to move.. You seem to be held in place by something.. As your eyes regain focus you see Orum talking with the figure you saw earlier.. Orum looks over at you and mumbles"; - mes ""; - mes "[Orum]"; - mes "\"Be quiet Waric.. " + @gender$ + " awake..\""; - close; + mes "As you explore further into the cave you see a figure looking at you who appears angry.. but as you begin to speak, he quickly chants some words and you start to lose conciousness!"; + next; + warp "009-4.gat", 117, 40; + mes "When you awake you find yourself unable to move.. You seem to be held in place by something.. As your eyes regain focus you see Orum talking with the figure you saw earlier.. Orum looks over at you and mumbles"; + mes ""; + mes "[Orum]"; + mes "\"Be quiet Waric.. " + @gender$ + " awake..\""; + close; } -009-4.gat,120,43,0 script Orum 158,{ - mes "[Orum]"; - mes "\"I told you to forget about this place but you did not heed my advice!\""; - next; - mes "[Orum]"; - mes "\"Your fate is up to Waric now.. don't expect me to do anything else for you.\""; - close; +009-4.gat,120,43,0|script|Orum|158,{ + mes "[Orum]"; + mes "\"I told you to forget about this place but you did not heed my advice!\""; + next; + mes "[Orum]"; + mes "\"Your fate is up to Waric now.. don't expect me to do anything else for you.\""; + close; } -009-4.gat,118,42,0 script Waric 153,{ - set @EXP_LEARNED_ALOT, 10000; - if (OrumQuest >= 13) goto L_Behave; - mes "Waric looks toward you rubbing his chin.."; - next; - mes "[Waric]"; - mes "\"So... Orum tells me your the one that helped him break me out of this dreadful place, so I guess I must thank you for that.\""; - next; - menu - "My pleasure! Mind letting me out of here?", L_Explain, - "This doesn't look like a thank you!", L_Explain, - "Let me out of here at once!", -; - - mes "Waric turns toward Orum.."; - next; - mes "[Waric]"; - mes "\"We've got a feisty one here Orum!\""; - next; - mes "They begin discussing plans of some sort.."; - set OrumQuest, 13; - close; +009-4.gat,118,42,0|script|Waric|153,{ + set @EXP_LEARNED_ALOT, 10000; + if (OrumQuest >= 13) goto L_Behave; + mes "Waric looks toward you rubbing his chin.."; + next; + mes "[Waric]"; + mes "\"So... Orum tells me your the one that helped him break me out of this dreadful place, so I guess I must thank you for that.\""; + next; + menu + "My pleasure! Mind letting me out of here?", L_Explain, + "This doesn't look like a thank you!", L_Explain, + "Let me out of here at once!", -; + mes "Waric turns toward Orum.."; + next; + mes "[Waric]"; + mes "\"We've got a feisty one here Orum!\""; + next; + mes "They begin discussing plans of some sort.."; + set OrumQuest, 13; + close; L_Behave: - mes "Waric looks toward you shaking his finger.."; - next; - mes "[Waric]"; - mes "\"So... are you ready to behave yourself now?\""; - next; - menu - "Yes mister..", L_Explain, - "No I'm not ready yet!", -; - - mes "[Waric]"; - mes "\"Having fun I take it?\""; - next; - mes "They continue discussing their plans.."; - close; + mes "Waric looks toward you shaking his finger.."; + next; + mes "[Waric]"; + mes "\"So... are you ready to behave yourself now?\""; + next; + menu + "Yes mister..", L_Explain, + "No I'm not ready yet!", -; + mes "[Waric]"; + mes "\"Having fun I take it?\""; + next; + mes "They continue discussing their plans.."; + close; L_Explain: - mes "[Waric]"; - mes "\"I'm not sure what Orum told you but I was not kidnapped and brought here.. I was in fact imprisoned here very long ago by a witch for practicing spells on the insignificant forest life.\""; - next; - mes "[Waric]"; - mes "\"She cared about the forest and all of that stuff you see. Now this cave is not bad.. I actually enjoyed it the first nights, but after a few years...\""; - next; - mes "Waric gets a bitter look and his face and pauses for a moment.."; - next; - mes "[Waric]"; - mes "\"So now you can see my motive to get out of here. The only air and water I get is what's given to me through that cave over there. And as for food.. theres only so many recipes for cave snakes and silk worms...\""; - next; - mes "Waric shivers in disgust.."; - next; - mes "[Woric]"; - mes "\"I'm sorry I had to constrain you like this but now that I'm free, I'm not about to let anyone stand in my way!\""; - next; - mes "[Waric]"; - mes "\"Now if you'll excuse us, Orum and I have some things to attend to.. And don't bother coming back to stop us because we'll be long gone.\""; - next; - mes "Waric raises his hands and begins chanting some words.. You watch as streams of energy begin swirling around you.."; - next; - mes "Once more you start to lose conciousness as your surroundings begin to fade.."; - next; - set OrumQuest, 14; - misceffect 10; - warp "008-1.gat", 65, 90; - mes "You awake on your back with a squrrel sitting on top of you arranging it's acorns.. It quickly gathers them up and runs off as it sees you looking at it them.."; - getexp @EXP_LEARNED_ALOT, 0; - close; + mes "[Waric]"; + mes "\"I'm not sure what Orum told you but I was not kidnapped and brought here.. I was in fact imprisoned here very long ago by a witch for practicing spells on the insignificant forest life.\""; + next; + mes "[Waric]"; + mes "\"She cared about the forest and all of that stuff you see. Now this cave is not bad.. I actually enjoyed it the first nights, but after a few years...\""; + next; + mes "Waric gets a bitter look and his face and pauses for a moment.."; + next; + mes "[Waric]"; + mes "\"So now you can see my motive to get out of here. The only air and water I get is what's given to me through that cave over there. And as for food.. theres only so many recipes for cave snakes and silk worms...\""; + next; + mes "Waric shivers in disgust.."; + next; + mes "[Woric]"; + mes "\"I'm sorry I had to constrain you like this but now that I'm free, I'm not about to let anyone stand in my way!\""; + next; + mes "[Waric]"; + mes "\"Now if you'll excuse us, Orum and I have some things to attend to.. And don't bother coming back to stop us because we'll be long gone.\""; + next; + mes "Waric raises his hands and begins chanting some words.. You watch as streams of energy begin swirling around you.."; + next; + mes "Once more you start to lose conciousness as your surroundings begin to fade.."; + next; + set OrumQuest, 14; + misceffect 10; + warp "008-1.gat", 65, 90; + mes "You awake on your back with a squrrel sitting on top of you arranging it's acorns.. It quickly gathers them up and runs off as it sees you looking at it them.."; + getexp @EXP_LEARNED_ALOT, 0; + close; } diff --git a/world/map/npc/010-2/chef.txt b/world/map/npc/010-2/chef.txt index d687bf91..9bc7e468 100644 --- a/world/map/npc/010-2/chef.txt +++ b/world/map/npc/010-2/chef.txt @@ -1,201 +1,198 @@ -010-2.gat,33,25,0 script Chef 148,{ +010-2.gat,33,25,0|script|Chef|148,{ // lines belong to easter 2011: -// set @month, 4; -// set @start_day, 15; -// set @end_day, 30; +// set @month, 4; +// set @start_day, 15; +// set @end_day, 30; -// if (gettime(6) == @month && gettime(5) >= @start_day && gettime(5) <= @end_day && QUEST_Easter11 == 7) goto L_JellyBean; -// if (gettime(6) == @month && gettime(5) >= @start_day && gettime(5) <= @end_day && QUEST_Easter11 == 8) goto L_MakeJellyBean; -// if (gettime(6) == @month && gettime(5) >= @start_day && gettime(5) <= @end_day && QUEST_Easter11 == 9) goto L_SeeBunny; +// if (gettime(6) == @month && gettime(5) >= @start_day && gettime(5) <= @end_day && QUEST_Easter11 == 7) goto L_JellyBean; +// if (gettime(6) == @month && gettime(5) >= @start_day && gettime(5) <= @end_day && QUEST_Easter11 == 8) goto L_MakeJellyBean; +// if (gettime(6) == @month && gettime(5) >= @start_day && gettime(5) <= @end_day && QUEST_Easter11 == 9) goto L_SeeBunny; L_Begin: - mes "[Chef]"; - mes ""; - mes "\"I'm too busy right now to talk.\""; + mes "[Chef]"; + mes ""; + mes "\"I'm too busy right now to talk.\""; - callfunc "KadiyaSubquestConsts"; - if ((@Q_kadiya_status == @Q_STATUS_WANTS_CHOCOCAKE) && (countitem ("MopoxCurePotion") > 0)) - goto L_lace_chococake; - - if ((@Q_kadiya_status == @Q_STATUS_WANTS_ORANGECUPCAKE) && (countitem ("MopoxCurePotion") > 0)) - goto L_lace_cupcake; - close; + callfunc "KadiyaSubquestConsts"; + if ((@Q_kadiya_status == @Q_STATUS_WANTS_CHOCOCAKE) && (countitem ("MopoxCurePotion") > 0)) + goto L_lace_chococake; + if ((@Q_kadiya_status == @Q_STATUS_WANTS_ORANGECUPCAKE) && (countitem ("MopoxCurePotion") > 0)) + goto L_lace_cupcake; + close; L_lace_chococake: - next; - menu - "Sorry.", L_end, - "I need your help with a sick young girl!", -; - - mes "[Chef]"; - mes ""; - mes "You explain Kadiya's situation to him."; - mes "\"Hmrmf. I can't help you; I'm a chef, not a baker!\""; - close; + next; + menu + "Sorry.", L_end, + "I need your help with a sick young girl!", -; + mes "[Chef]"; + mes ""; + mes "You explain Kadiya's situation to him."; + mes "\"Hmrmf. I can't help you; I'm a chef, not a baker!\""; + close; L_lace_cupcake: - next; - menu - "Sorry.", L_end, - "I need your help with a sick young girl!", -; - - mes "[Chef]"; - mes ""; - mes "You explain Kadiya's situation to him."; - mes "\"Hmrmf. I was about to make another batch of orange cupcakes. Do you have that potion with you?\""; - next; - - menu - "No, sorry.", L_bringit, - "Yes, here you are.", -; - - if (countitem ("MopoxCurePotion") < 1) - goto L_bringit; - - mes "[Chef]"; - mes ""; - mes "He shudders as he smells the bottle."; - mes "\"That is disgusting! How do you expect me to mask this?\""; - mes "He ponders his own question for a moment."; - next; - - mes "[Chef]"; - mes ""; - mes "\"Ah yes. We need to bind the smell in gingerbread. Bring me three pieces of gingerbread, one orange, and 500 GP for the other ingredients, and I will make you your cupcake.\""; - next; - - menu - "I'll go and get it.", L_end, - "Here you are!", -, - "Not now.", L_end; - - if (countitem ("GingerBreadMan") < 3) goto L_no_gingerbread; - if (countitem ("Orange") < 1) goto L_no_orange; - if (countitem ("MopoxCurePotion") < 1) goto L_no_potion; - if (zeny < 500) goto L_no_zeny; - - set zeny, zeny - 500; - delitem "GingerBreadMan", 3; - delitem "Orange", 1; - delitem "MopoxCurePotion", 1; - - getitem "LacedOrangeCupcake", 1; - - mes "[Chef]"; - mes ""; - mes "\"Good, good. This should work.\""; - mes "He crumbles the gingerbread, mixes it with the potion and some spices, and finally adds some cupcake batter and the orange pieces."; - next; - - mes "[Chef]"; - mes ""; - mes "\"Take a seat.\""; - mes "He fills the mixture into a cupcake form and puts it into the oven. You watch the cupcake grow for a while."; - mes "Finally, he removes the form and carefully extracts the cupcake."; - next; - - mes "[Chef]"; - mes ""; - mes "\"Here you are. It's a bit bigger than a regular cupcake and will taste a bit like ginger, I think, but otherwise it should be fine.\""; - close; + next; + menu + "Sorry.", L_end, + "I need your help with a sick young girl!", -; + mes "[Chef]"; + mes ""; + mes "You explain Kadiya's situation to him."; + mes "\"Hmrmf. I was about to make another batch of orange cupcakes. Do you have that potion with you?\""; + next; + menu + "No, sorry.", L_bringit, + "Yes, here you are.", -; + if (countitem ("MopoxCurePotion") < 1) + goto L_bringit; + mes "[Chef]"; + mes ""; + mes "He shudders as he smells the bottle."; + mes "\"That is disgusting! How do you expect me to mask this?\""; + mes "He ponders his own question for a moment."; + next; + mes "[Chef]"; + mes ""; + mes "\"Ah yes. We need to bind the smell in gingerbread. Bring me three pieces of gingerbread, one orange, and 500 GP for the other ingredients, and I will make you your cupcake.\""; + next; + menu + "I'll go and get it.", L_end, + "Here you are!", -, + "Not now.", L_end; + + if (countitem ("GingerBreadMan") < 3) + goto L_no_gingerbread; + if (countitem ("Orange") < 1) + goto L_no_orange; + if (countitem ("MopoxCurePotion") < 1) + goto L_no_potion; + if (zeny < 500) + goto L_no_zeny; + + set zeny, zeny - 500; + delitem "GingerBreadMan", 3; + delitem "Orange", 1; + delitem "MopoxCurePotion", 1; + + getitem "LacedOrangeCupcake", 1; + + mes "[Chef]"; + mes ""; + mes "\"Good, good. This should work.\""; + mes "He crumbles the gingerbread, mixes it with the potion and some spices, and finally adds some cupcake batter and the orange pieces."; + next; + mes "[Chef]"; + mes ""; + mes "\"Take a seat.\""; + mes "He fills the mixture into a cupcake form and puts it into the oven. You watch the cupcake grow for a while."; + mes "Finally, he removes the form and carefully extracts the cupcake."; + next; + mes "[Chef]"; + mes ""; + mes "\"Here you are. It's a bit bigger than a regular cupcake and will taste a bit like ginger, I think, but otherwise it should be fine.\""; + close; L_no_gingerbread: - mes "[Chef]"; - mes ""; - mes "\"I will need three pieces of gingerbread.\""; - close; + mes "[Chef]"; + mes ""; + mes "\"I will need three pieces of gingerbread.\""; + close; L_no_orange: - mes "[Chef]"; - mes ""; - mes "\"Please bring me an orange for these cupcakes.\""; - close; + mes "[Chef]"; + mes ""; + mes "\"Please bring me an orange for these cupcakes.\""; + close; L_no_zeny: - mes "[Chef]"; - mes ""; - mes "\"No. I need extra ingredients worth 500 GP, and I expect you to pay for those.\""; - close; + mes "[Chef]"; + mes ""; + mes "\"No. I need extra ingredients worth 500 GP, and I expect you to pay for those.\""; + close; L_no_potion: - mes "[Chef]"; - mes ""; - mes "\"Where did your Mopox potion go?\""; - close; + mes "[Chef]"; + mes ""; + mes "\"Where did your Mopox potion go?\""; + close; L_bringit: - mes "[Chef]"; - mes ""; - mes "\"Bring it here when you do.\""; - next; + mes "[Chef]"; + mes ""; + mes "\"Bring it here when you do.\""; + next; L_End: - close; + close; L_JellyBean: - mes "[Chef]"; - mes ""; - mes "\"I can't talk right now... I'm too busy.\""; - next; - mes "\"Oh, wait. I see you are the adventurer who was speaking with the Easter Bunny. He has a really bad memory, you know? Every year he forgets who he needs to ask to get Jelly Beans, and every year an adventurer comes to my kitchen asking if I can help the Easter Bunny get some.\""; - next; - mes "\"Even though I am really busy this time of year, I will help you make some Jelly Beans to put in the basket if you wish. Just to keep the tradition alive...\""; - menu - "I would really appreciate that!", -, - "Nah, I decided not to do that stupid quest.", L_End; - set QUEST_Easter11, 8; + mes "[Chef]"; + mes ""; + mes "\"I can't talk right now... I'm too busy.\""; + next; + mes "\"Oh, wait. I see you are the adventurer who was speaking with the Easter Bunny. He has a really bad memory, you know? Every year he forgets who he needs to ask to get Jelly Beans, and every year an adventurer comes to my kitchen asking if I can help the Easter Bunny get some.\""; + next; + mes "\"Even though I am really busy this time of year, I will help you make some Jelly Beans to put in the basket if you wish. Just to keep the tradition alive...\""; + menu + "I would really appreciate that!", -, + "Nah, I decided not to do that stupid quest.", L_End; + set QUEST_Easter11, 8; L_MakeJellyBean: - mes "[Chef]"; - mes ""; - mes "\"I will need you to bring me some candies.\""; - mes "\"I think 15 should be enough.\""; - mes "\"Sea slimes seem to have those, so try them.\""; - mes "\"And because it's the holidays, I'll add in the other ingredient for free.\""; - menu - "I have some candies!", -, - "Ok, I will be back soon.", L_End, - "I changed my mind, forget about it.", L_End; - - if(countitem("Candy") < 15) goto L_EasterNotEnough; - if(countitem("Candy") >= 15) goto L_EasterEnough; - close; + mes "[Chef]"; + mes ""; + mes "\"I will need you to bring me some candies.\""; + mes "\"I think 15 should be enough.\""; + mes "\"Sea slimes seem to have those, so try them.\""; + mes "\"And because it's the holidays, I'll add in the other ingredient for free.\""; + menu + "I have some candies!", -, + "Ok, I will be back soon.", L_End, + "I changed my mind, forget about it.", L_End; + + if(countitem("Candy") < 15) + goto L_EasterNotEnough; + if(countitem("Candy") >= 15) + goto L_EasterEnough; + close; L_EasterNotEnough: - mes "[Chef]"; - mes ""; - mes "\"You do not have enough candies for me to work with yet.\""; - mes "\"Please go get more.\""; - close; + mes "[Chef]"; + mes ""; + mes "\"You do not have enough candies for me to work with yet.\""; + mes "\"Please go get more.\""; + close; L_EasterEnough: - getinventorylist; - if (@inventorylist_count == 100 && countitem("Candy") > 15) goto L_EasterTooMany; - if(countitem("Candy") < 15) goto L_EasterNotEnough; - delitem "Candy", 15; - getitem "JellyBeans", 1; - set QUEST_Easter11, 9; - mes "[Chef]"; - mes ""; - mes "\"You have gathered enough candies for me to make the Jelly Beans.\""; - mes "He puts the candies into a pot and starts melting them."; - mes "He adds in some gooey stuff, then lets the solution cool for a moment before forming the Jelly Beans."; - mes "\"Here are your Jelly Beans.\""; - close; + getinventorylist; + if (@inventorylist_count == 100 && countitem("Candy") > 15) + goto L_EasterTooMany; + if(countitem("Candy") < 15) + goto L_EasterNotEnough; + delitem "Candy", 15; + getitem "JellyBeans", 1; + set QUEST_Easter11, 9; + mes "[Chef]"; + mes ""; + mes "\"You have gathered enough candies for me to make the Jelly Beans.\""; + mes "He puts the candies into a pot and starts melting them."; + mes "He adds in some gooey stuff, then lets the solution cool for a moment before forming the Jelly Beans."; + mes "\"Here are your Jelly Beans.\""; + close; L_TooMany: - mes "[Chef]"; - mes ""; - mes "\"You don't have enough room for the Jelly Beans. Come back later.\""; - close; + mes "[Chef]"; + mes ""; + mes "\"You don't have enough room for the Jelly Beans. Come back later.\""; + close; L_SeeBunny: - mes "[Chef]"; - mes ""; - mes "\"Oh yeah, you need to return to the Easter Bunny now.\""; - next; - goto L_Begin; - close; - + mes "[Chef]"; + mes ""; + mes "\"Oh yeah, you need to return to the Easter Bunny now.\""; + next; + goto L_Begin; + close; } diff --git a/world/map/npc/010-2/dimonds.txt b/world/map/npc/010-2/dimonds.txt index b1f73815..b2179ce5 100644 --- a/world/map/npc/010-2/dimonds.txt +++ b/world/map/npc/010-2/dimonds.txt @@ -1,548 +1,563 @@ // -010-2.gat,34,38,0 script Dimond 165,{ - mes "[Dimond]"; - mes "\"Welcome to Dimond's Cove!\""; - mes ""; - mes "\"Talk to the waitress to get some Food.\""; - mes ""; - mes "\"We also have shops on the 2nd Floor,"; - mes "and an inn on the 3rd Floor.\""; - close; +010-2.gat,34,38,0|script|Dimond|165,{ + mes "[Dimond]"; + mes "\"Welcome to Dimond's Cove!\""; + mes ""; + mes "\"Talk to the waitress to get some Food.\""; + mes ""; + mes "\"We also have shops on the 2nd Floor,"; + mes "and an inn on the 3rd Floor.\""; + close; } -010-2.gat,40,35,0 script Phil 157,{ - mes "[Phil]"; - mes "\"We're having problems with our equipment!\""; - next; - mes "[Phil]"; - mes "\"I don't know if we can play any songs!\""; - close; +010-2.gat,40,35,0|script|Phil|157,{ + mes "[Phil]"; + mes "\"We're having problems with our equipment!\""; + next; + mes "[Phil]"; + mes "\"I don't know if we can play any songs!\""; + close; } -010-2.gat,40,37,0 script Jerry 160,{ - mes "[Jerry]"; - mes "\"I don't know what's wrong.\""; - next; - mes "[Jerry]"; - mes "\"We should be able to play you music in the future!\""; - close; +010-2.gat,40,37,0|script|Jerry|160,{ + mes "[Jerry]"; + mes "\"I don't know what's wrong.\""; + next; + mes "[Jerry]"; + mes "\"We should be able to play you music in the future!\""; + close; } -010-2.gat,42,36,0 script Robert 162,{ - mes "[Robert]"; - mes "\"I hope we can figure something out!\""; - next; - mes "[Robert]"; - mes "\"We are kinda useless if we can't play music.\""; - close; +010-2.gat,42,36,0|script|Robert|162,{ + mes "[Robert]"; + mes "\"I hope we can figure something out!\""; + next; + mes "[Robert]"; + mes "\"We are kinda useless if we can't play music.\""; + close; } -010-2.gat,35,35,0 script Shannon 193,{ - set @month, 1; - set @start_day, 24; - set @end_day, 26; - if (gettime(6) != @month) goto no_event; - if (gettime(5) < @start_day) goto no_event; - if (gettime(5) > @end_day) goto no_event; - if (gettimetick(2)-TUT_var < 2*7*86400 ) //player must be created at least 2 weeks ago - goto no_event; - if (FLAGS & FLAG_HAS_BOWLER_BURNSDAY ) goto event_done; - getinventorylist; - if (@inventorylist_count == 100) goto L_Full_Inv; - - mes "[Shannon]"; - mes "\"Welcome to Dimond's Cove. We are celebrating Robert Burns with supper and poems. You provide the supper and I'll provide a poem by Robert Burns. He was otherwise known as 'The Bard' and wrote many poems. The music of language is what I love most. The language of poetry. While his accent is thick, his poems tell stories that stir the soul. I'll read a poem by him and you can tell me what you think.\""; - next; - mes "\"Before I start, it is traditional to eat, drink and be merry, so help from you will be great and keep me reading.\""; - next; - mes "\"O thou! whatever title suit thee,--\""; - mes "\"Auld Hornie, Satan, Nick, or Clootie!\""; - mes "\"Wha in yon cavern, grim an' sootie,\""; - mes "\"Clos'd under hatches,\""; - mes "\"Spairges about the brunstane cootie\""; - mes "\"To scaud poor wretches!\""; - callsub food_menu; - mes "\"Hear me, Auld Hangie, for a wee,\""; - mes "\"An' let poor damned bodies be;\""; - mes "\"I'm sure sma' pleasure it can gie,\""; - mes "\"E'en to a deil,\""; - mes "\"To skelp an' scaud poor dogs like me,\""; - mes "\"An' hear us squeel!\""; - callsub food_menu; - mes "\"Great is thy pow'r, an' great thy fame;\""; - mes "\"Far ken'd an' noted is thy name;\""; - mes "\"An' tho' yon lowin heugh's thy hame,\""; - mes "\"Thou travels far;\""; - mes "\"An' faith! thou's neither lag nor lame,\""; - mes "\"Nor blate nor scaur.\""; - callsub food_menu; - mes "\"Whyles, ranging like a roarin lion,\""; - mes "\"For prey a' holes an' corners tryin;\""; - mes "\"Whyles, on the strong-wing'd tempest flyin,\""; - mes "\"Tirlin' the kirks;\""; - mes "\"Whyles, in the human bosom pryin,\""; - mes "\"Unseen thou lurks.\""; - callsub food_menu; - mes "\"I've heard my rev'rend graunie say,\""; - mes "\"In lanely glens ye like to stray;\""; - mes "\"Or whare auld ruin'd castles gray\""; - mes "\"Nod to the moon,\""; - mes "\"Ye fright the nightly wand'rer's way\""; - mes "\"Wi' eldritch croon.\""; - callsub food_menu; - mes "\"When twilight did my graunie summon\""; - mes "\"To say her pray'rs, douce honest woman!\""; - mes "\"Aft yont the dike she's heard you bummin,\""; - mes "\"Wi' eerie drone;\""; - mes "\"Or, rustlin thro' the boortrees comin,\""; - mes "\"Wi' heavy groan.\""; - callsub food_menu; - mes "\"Ae dreary, windy, winter night,\""; - mes "\"The stars shot down wi' sklentin light,\""; - mes "\"Wi' you mysel I gat a fright,\""; - mes "\"Ayont the lough;\""; - mes "\"Ye like a rash-buss stood in sight,\""; - mes "\"Wi' waving sugh.\""; - callsub food_menu; - mes "\"The cudgel in my nieve did shake,\""; - mes "\"Each bristl'd hair stood like a stake,\""; - mes "\"When wi' an eldritch, stoor 'Quaick, quaick,'\""; - mes "\"Amang the springs,\""; - mes "\"Awa ye squatter'd like a drake,\""; - mes "\"On whistling wings.\""; - callsub food_menu; - mes "\"Let warlocks grim an' wither'd hags\""; - mes "\"Tell how wi' you on ragweed nags\""; - mes "\"They skim the muirs an' dizzy crags\""; - mes "\"Wi' wicked speed;\""; - mes "\"And in kirk-yards renew their leagues,\""; - mes "\"Owre howket dead.\""; - callsub food_menu; - mes "\"Thence, countra wives wi' toil an' pain\""; - mes "\"May plunge an' plunge the kirn in vain;\""; - mes "\"For oh! the yellow treasure's taen\""; - mes "\"By witchin skill;\""; - mes "\"An' dawtet, twal-pint hawkie's gaen\""; - mes "\"As yell's the bill.\""; - callsub food_menu; - mes "\"Thence, mystic knots mak great abuse,\""; - mes "\"On young guidmen, fond, keen, an' croose;\""; - mes "\"When the best wark-lume i' the house,\""; - mes "\"By cantraip wit,\""; - mes "\"Is instant made no worth a louse,\""; - mes "\"Just at the bit.\""; - callsub food_menu; - mes "\"When thowes dissolve the snawy hoord,\""; - mes "\"An' float the jinglin icy-boord,\""; - mes "\"Then water-kelpies haunt the foord\""; - mes "\"By your direction,\""; - mes "\"An' nighted trav'lers are allur'd\""; - mes "\"To their destruction.\""; - callsub food_menu; - mes "\"And aft your moss-traversing spunkies\""; - mes "\"Decoy the wight that late an drunk is:\""; - mes "\"The bleezin, curst, mischievous monkeys\""; - mes "\"Delude his eyes,\""; - mes "\"Till in some miry slough he sunk is,\""; - mes "\"Ne'er mair to rise.\""; - callsub food_menu; - mes "\"When Masons' mystic word an grip\""; - mes "\"In storms an' tempests raise you up,\""; - mes "\"Some cock or cat your rage maun stop,\""; - mes "\"Or, strange to tell!\""; - mes "\"The youngest brither ye wad whip\""; - mes "\"Aff straught to hell!\""; - callsub food_menu; - mes "\"Lang syne, in Eden'd bonie yard,\""; - mes "\"When youthfu' lovers first were pair'd,\""; - mes "\"An all the soul of love they shar'd,\""; - mes "\"The raptur'd hour,\""; - mes "\"Sweet on the fragrant flow'ry swaird,\""; - mes "\"In shady bow'r;\""; - callsub food_menu; - mes "\"Then you, ye auld snick-drawin dog!\""; - mes "\"Ye cam to Paradise incog,\""; - mes "\"And play'd on man a cursed brogue,\""; - mes "\"(Black be your fa'!)\""; - mes "\"An gied the infant warld a shog,\""; - mes "\"Maist ruin'd a'.\""; - callsub food_menu; - mes "\"D'ye mind that day, when in a bizz,\""; - mes "\"Wi' reeket duds an reestet gizz,\""; - mes "\"Ye did present your smoutie phiz\""; - mes "\"Mang better folk,\""; - mes "\"An' sklented on the man of Uz\""; - mes "\"Your spitefu' joke?\""; - callsub food_menu; - mes "\"An' how ye gat him i' your thrall,\""; - mes "\"An' brak him out o' house and hal',\""; - mes "\"While scabs and blotches did him gall,\""; - mes "\"Wi' bitter claw,\""; - mes "\"An' lows'd his ill-tongued, wicked scaul,\""; - mes "\"Was warst ava?\""; - callsub food_menu; - mes "\"But a' your doings to rehearse,\""; - mes "\"Your wily snares an' fechtin fierce,\""; - mes "\"Sin' that day Michael did you pierce,\""; - mes "\"Down to this time,\""; - mes "\"Wad ding a Lallan tongue, or Erse,\""; - mes "\"In prose or rhyme.\""; - callsub food_menu; - mes "\"An' now, Auld Cloots, I ken ye're thinkin,\""; - mes "\"A certain Bardie's rantin, drinkin,\""; - mes "\"Some luckless hour will send him linkin,\""; - mes "\"To your black pit;\""; - mes "\"But faith! he'll turn a corner jinkin,\""; - mes "\"An' cheat you yet.\""; - callsub food_menu; - mes "\"But fare you weel, Auld Nickie-ben!\""; - mes "\"O wad ye tak a thought an' men'!\""; - mes "\"Ye aiblins might--I dinna ken--\""; - mes "\"Still hae a stake:\""; - mes "\"I'm wae to think upo' yon den,\""; - mes "\"Ev'n for your sake!\""; - next; - mes "\"Well, that was the poem. What do you think of it?\""; - menu - "It was a bit long and kind of hard to understand, but thanks for reading.", -; - - mes "[Shannon]"; - mes "\"Well, thanks for coming to the supper. Also, thanks for helping me make it through the poem. Here, take this hat. When you wear it, wear it with the class you showed me today. Happy Burns' Supper!\""; - getinventorylist; - if (@inventorylist_count == 100) goto L_Full_Inv; - getitem "bowlerhat", 1; - set FLAGS, FLAGS | FLAG_HAS_BOWLER_BURNSDAY; - close; +010-2.gat,35,35,0|script|Shannon|193,{ + set @month, 1; + set @start_day, 24; + set @end_day, 26; + if (gettime(6) != @month) goto no_event; + if (gettime(5) < @start_day) goto no_event; + if (gettime(5) > @end_day) goto no_event; + if (gettimetick(2)-TUT_var < 2*7*86400 ) //player must be created at least 2 weeks ago + goto no_event; + if (FLAGS & FLAG_HAS_BOWLER_BURNSDAY ) goto event_done; + getinventorylist; + if (@inventorylist_count == 100) goto L_Full_Inv; + + mes "[Shannon]"; + mes "\"Welcome to Dimond's Cove. We are celebrating Robert Burns with supper and poems. You provide the supper and I'll provide a poem by Robert Burns. He was otherwise known as 'The Bard' and wrote many poems. The music of language is what I love most. The language of poetry. While his accent is thick, his poems tell stories that stir the soul. I'll read a poem by him and you can tell me what you think.\""; + next; + mes "\"Before I start, it is traditional to eat, drink and be merry, so help from you will be great and keep me reading.\""; + next; + mes "\"O thou! whatever title suit thee,--\""; + mes "\"Auld Hornie, Satan, Nick, or Clootie!\""; + mes "\"Wha in yon cavern, grim an' sootie,\""; + mes "\"Clos'd under hatches,\""; + mes "\"Spairges about the brunstane cootie\""; + mes "\"To scaud poor wretches!\""; + callsub food_menu; + mes "\"Hear me, Auld Hangie, for a wee,\""; + mes "\"An' let poor damned bodies be;\""; + mes "\"I'm sure sma' pleasure it can gie,\""; + mes "\"E'en to a deil,\""; + mes "\"To skelp an' scaud poor dogs like me,\""; + mes "\"An' hear us squeel!\""; + callsub food_menu; + mes "\"Great is thy pow'r, an' great thy fame;\""; + mes "\"Far ken'd an' noted is thy name;\""; + mes "\"An' tho' yon lowin heugh's thy hame,\""; + mes "\"Thou travels far;\""; + mes "\"An' faith! thou's neither lag nor lame,\""; + mes "\"Nor blate nor scaur.\""; + callsub food_menu; + mes "\"Whyles, ranging like a roarin lion,\""; + mes "\"For prey a' holes an' corners tryin;\""; + mes "\"Whyles, on the strong-wing'd tempest flyin,\""; + mes "\"Tirlin' the kirks;\""; + mes "\"Whyles, in the human bosom pryin,\""; + mes "\"Unseen thou lurks.\""; + callsub food_menu; + mes "\"I've heard my rev'rend graunie say,\""; + mes "\"In lanely glens ye like to stray;\""; + mes "\"Or whare auld ruin'd castles gray\""; + mes "\"Nod to the moon,\""; + mes "\"Ye fright the nightly wand'rer's way\""; + mes "\"Wi' eldritch croon.\""; + callsub food_menu; + mes "\"When twilight did my graunie summon\""; + mes "\"To say her pray'rs, douce honest woman!\""; + mes "\"Aft yont the dike she's heard you bummin,\""; + mes "\"Wi' eerie drone;\""; + mes "\"Or, rustlin thro' the boortrees comin,\""; + mes "\"Wi' heavy groan.\""; + callsub food_menu; + mes "\"Ae dreary, windy, winter night,\""; + mes "\"The stars shot down wi' sklentin light,\""; + mes "\"Wi' you mysel I gat a fright,\""; + mes "\"Ayont the lough;\""; + mes "\"Ye like a rash-buss stood in sight,\""; + mes "\"Wi' waving sugh.\""; + callsub food_menu; + mes "\"The cudgel in my nieve did shake,\""; + mes "\"Each bristl'd hair stood like a stake,\""; + mes "\"When wi' an eldritch, stoor 'Quaick, quaick,'\""; + mes "\"Amang the springs,\""; + mes "\"Awa ye squatter'd like a drake,\""; + mes "\"On whistling wings.\""; + callsub food_menu; + mes "\"Let warlocks grim an' wither'd hags\""; + mes "\"Tell how wi' you on ragweed nags\""; + mes "\"They skim the muirs an' dizzy crags\""; + mes "\"Wi' wicked speed;\""; + mes "\"And in kirk-yards renew their leagues,\""; + mes "\"Owre howket dead.\""; + callsub food_menu; + mes "\"Thence, countra wives wi' toil an' pain\""; + mes "\"May plunge an' plunge the kirn in vain;\""; + mes "\"For oh! the yellow treasure's taen\""; + mes "\"By witchin skill;\""; + mes "\"An' dawtet, twal-pint hawkie's gaen\""; + mes "\"As yell's the bill.\""; + callsub food_menu; + mes "\"Thence, mystic knots mak great abuse,\""; + mes "\"On young guidmen, fond, keen, an' croose;\""; + mes "\"When the best wark-lume i' the house,\""; + mes "\"By cantraip wit,\""; + mes "\"Is instant made no worth a louse,\""; + mes "\"Just at the bit.\""; + callsub food_menu; + mes "\"When thowes dissolve the snawy hoord,\""; + mes "\"An' float the jinglin icy-boord,\""; + mes "\"Then water-kelpies haunt the foord\""; + mes "\"By your direction,\""; + mes "\"An' nighted trav'lers are allur'd\""; + mes "\"To their destruction.\""; + callsub food_menu; + mes "\"And aft your moss-traversing spunkies\""; + mes "\"Decoy the wight that late an drunk is:\""; + mes "\"The bleezin, curst, mischievous monkeys\""; + mes "\"Delude his eyes,\""; + mes "\"Till in some miry slough he sunk is,\""; + mes "\"Ne'er mair to rise.\""; + callsub food_menu; + mes "\"When Masons' mystic word an grip\""; + mes "\"In storms an' tempests raise you up,\""; + mes "\"Some cock or cat your rage maun stop,\""; + mes "\"Or, strange to tell!\""; + mes "\"The youngest brither ye wad whip\""; + mes "\"Aff straught to hell!\""; + callsub food_menu; + mes "\"Lang syne, in Eden'd bonie yard,\""; + mes "\"When youthfu' lovers first were pair'd,\""; + mes "\"An all the soul of love they shar'd,\""; + mes "\"The raptur'd hour,\""; + mes "\"Sweet on the fragrant flow'ry swaird,\""; + mes "\"In shady bow'r;\""; + callsub food_menu; + mes "\"Then you, ye auld snick-drawin dog!\""; + mes "\"Ye cam to Paradise incog,\""; + mes "\"And play'd on man a cursed brogue,\""; + mes "\"(Black be your fa'!)\""; + mes "\"An gied the infant warld a shog,\""; + mes "\"Maist ruin'd a'.\""; + callsub food_menu; + mes "\"D'ye mind that day, when in a bizz,\""; + mes "\"Wi' reeket duds an reestet gizz,\""; + mes "\"Ye did present your smoutie phiz\""; + mes "\"Mang better folk,\""; + mes "\"An' sklented on the man of Uz\""; + mes "\"Your spitefu' joke?\""; + callsub food_menu; + mes "\"An' how ye gat him i' your thrall,\""; + mes "\"An' brak him out o' house and hal',\""; + mes "\"While scabs and blotches did him gall,\""; + mes "\"Wi' bitter claw,\""; + mes "\"An' lows'd his ill-tongued, wicked scaul,\""; + mes "\"Was warst ava?\""; + callsub food_menu; + mes "\"But a' your doings to rehearse,\""; + mes "\"Your wily snares an' fechtin fierce,\""; + mes "\"Sin' that day Michael did you pierce,\""; + mes "\"Down to this time,\""; + mes "\"Wad ding a Lallan tongue, or Erse,\""; + mes "\"In prose or rhyme.\""; + callsub food_menu; + mes "\"An' now, Auld Cloots, I ken ye're thinkin,\""; + mes "\"A certain Bardie's rantin, drinkin,\""; + mes "\"Some luckless hour will send him linkin,\""; + mes "\"To your black pit;\""; + mes "\"But faith! he'll turn a corner jinkin,\""; + mes "\"An' cheat you yet.\""; + callsub food_menu; + mes "\"But fare you weel, Auld Nickie-ben!\""; + mes "\"O wad ye tak a thought an' men'!\""; + mes "\"Ye aiblins might--I dinna ken--\""; + mes "\"Still hae a stake:\""; + mes "\"I'm wae to think upo' yon den,\""; + mes "\"Ev'n for your sake!\""; + next; + mes "\"Well, that was the poem. What do you think of it?\""; + menu + "It was a bit long and kind of hard to understand, but thanks for reading.", -; + mes "[Shannon]"; + mes "\"Well, thanks for coming to the supper. Also, thanks for helping me make it through the poem. Here, take this hat. When you wear it, wear it with the class you showed me today. Happy Burns' Supper!\""; + getinventorylist; + if (@inventorylist_count == 100) + goto L_Full_Inv; + getitem "bowlerhat", 1; + set FLAGS, FLAGS | FLAG_HAS_BOWLER_BURNSDAY; + close; no_event: - mes "[Shannon]"; - mes "\"I'm a traveling poet and admirer of Robert Burns.\""; - close; + mes "[Shannon]"; + mes "\"I'm a traveling poet and admirer of Robert Burns.\""; + close; event_done: - mes "[Shannon]"; - mes "\"Ah, my dear friend. Good to see you again in this remarkable time of the year.\""; - next; - mes "\"Welcome to Dimond's Cove. We are celebrating Robert Burns with supper and poems. You provide the supper and I'll provide a poem by Robert Burns. He was otherwise known as 'The Bard' and wrote many poems. The music of language is I love most. The language of poetry. While his accent is thick, his poems tell stories that stir the soul. I'll read a poem by him and you can tell me what you think.\""; - next; - mes "\"O thou! whatever title suit thee,--\""; - mes "\"Auld Hornie, Satan, Nick, or Clootie!\""; - mes "\"Wha in yon cavern, grim an' sootie,\""; - mes "\"Clos'd under hatches,\""; - mes "\"Spairges about the brunstane cootie\""; - mes "\"To scaud poor wretches!\""; - next; - mes "\"Hear me, Auld Hangie, for a wee,\""; - mes "\"An' let poor damned bodies be;\""; - mes "\"I'm sure sma' pleasure it can gie,\""; - mes "\"E'en to a deil,\""; - mes "\"To skelp an' scaud poor dogs like me,\""; - mes "\"An' hear us squeel!\""; - next; - mes "\"Great is thy pow'r, an' great thy fame;\""; - mes "\"Far ken'd an' noted is thy name;\""; - mes "\"An' tho' yon lowin heugh's thy hame,\""; - mes "\"Thou travels far;\""; - mes "\"An' faith! thou's neither lag nor lame,\""; - mes "\"Nor blate nor scaur.\""; - next; - mes "\"Whyles, ranging like a roarin lion,\""; - mes "\"For prey a' holes an' corners tryin;\""; - mes "\"Whyles, on the strong-wing'd tempest flyin,\""; - mes "\"Tirlin' the kirks;\""; - mes "\"Whyles, in the human bosom pryin,\""; - mes "\"Unseen thou lurks.\""; - next; - mes "\"I've heard my rev'rend graunie say,\""; - mes "\"In lanely glens ye like to stray;\""; - mes "\"Or whare auld ruin'd castles gray\""; - mes "\"Nod to the moon,\""; - mes "\"Ye fright the nightly wand'rer's way\""; - mes "\"Wi' eldritch croon.\""; - next; - mes "\"When twilight did my graunie summon\""; - mes "\"To say her pray'rs, douce honest woman!\""; - mes "\"Aft yont the dike she's heard you bummin,\""; - mes "\"Wi' eerie drone;\""; - mes "\"Or, rustlin thro' the boortrees comin,\""; - mes "\"Wi' heavy groan.\""; - next; - mes "\"Ae dreary, windy, winter night,\""; - mes "\"The stars shot down wi' sklentin light,\""; - mes "\"Wi' you mysel I gat a fright,\""; - mes "\"Ayont the lough;\""; - mes "\"Ye like a rash-buss stood in sight,\""; - mes "\"Wi' waving sugh.\""; - next; - mes "\"The cudgel in my nieve did shake,\""; - mes "\"Each bristl'd hair stood like a stake,\""; - mes "\"When wi' an eldritch, stoor 'Quaick, quaick,'\""; - mes "\"Amang the springs,\""; - mes "\"Awa ye squatter'd like a drake,\""; - mes "\"On whistling wings.\""; - next; - mes "\"Let warlocks grim an' wither'd hags\""; - mes "\"Tell how wi' you on ragweed nags\""; - mes "\"They skim the muirs an' dizzy crags\""; - mes "\"Wi' wicked speed;\""; - mes "\"And in kirk-yards renew their leagues,\""; - mes "\"Owre howket dead.\""; - next; - mes "\"Thence, countra wives wi' toil an' pain\""; - mes "\"May plunge an' plunge the kirn in vain;\""; - mes "\"For oh! the yellow treasure's taen\""; - mes "\"By witchin skill;\""; - mes "\"An' dawtet, twal-pint hawkie's gaen\""; - mes "\"As yell's the bill.\""; - next; - mes "\"Thence, mystic knots mak great abuse,\""; - mes "\"On young guidmen, fond, keen, an' croose;\""; - mes "\"When the best wark-lume i' the house,\""; - mes "\"By cantraip wit,\""; - mes "\"Is instant made no worth a louse,\""; - mes "\"Just at the bit.\""; - next; - mes "\"When thowes dissolve the snawy hoord,\""; - mes "\"An' float the jinglin icy-boord,\""; - mes "\"Then water-kelpies haunt the foord\""; - mes "\"By your direction,\""; - mes "\"An' nighted trav'lers are allur'd\""; - mes "\"To their destruction.\""; - next; - mes "\"And aft your moss-traversing spunkies\""; - mes "\"Decoy the wight that late an drunk is:\""; - mes "\"The bleezin, curst, mischievous monkeys\""; - mes "\"Delude his eyes,\""; - mes "\"Till in some miry slough he sunk is,\""; - mes "\"Ne'er mair to rise.\""; - next; - mes "\"When Masons' mystic word an grip\""; - mes "\"In storms an' tempests raise you up,\""; - mes "\"Some cock or cat your rage maun stop,\""; - mes "\"Or, strange to tell!\""; - mes "\"The youngest brither ye wad whip\""; - mes "\"Aff straught to hell!\""; - next; - mes "\"Lang syne, in Eden'd bonie yard,\""; - mes "\"When youthfu' lovers first were pair'd,\""; - mes "\"An all the soul of love they shar'd,\""; - mes "\"The raptur'd hour,\""; - mes "\"Sweet on the fragrant flow'ry swaird,\""; - mes "\"In shady bow'r;\""; - next; - mes "\"Then you, ye auld snick-drawin dog!\""; - mes "\"Ye cam to Paradise incog,\""; - mes "\"And play'd on man a cursed brogue,\""; - mes "\"(Black be your fa'!)\""; - mes "\"An gied the infant warld a shog,\""; - mes "\"Maist ruin'd a'.\""; - next; - mes "\"D'ye mind that day, when in a bizz,\""; - mes "\"Wi' reeket duds an reestet gizz,\""; - mes "\"Ye did present your smoutie phiz\""; - mes "\"Mang better folk,\""; - mes "\"An' sklented on the man of Uz\""; - mes "\"Your spitefu' joke?\""; - next; - mes "\"An' how ye gat him i' your thrall,\""; - mes "\"An' brak him out o' house and hal',\""; - mes "\"While scabs and blotches did him gall,\""; - mes "\"Wi' bitter claw,\""; - mes "\"An' lows'd his ill-tongued, wicked scaul,\""; - mes "\"Was warst ava?\""; - next; - mes "\"But a' your doings to rehearse,\""; - mes "\"Your wily snares an' fechtin fierce,\""; - mes "\"Sin' that day Michael did you pierce,\""; - mes "\"Down to this time,\""; - mes "\"Wad ding a Lallan tongue, or Erse,\""; - mes "\"In prose or rhyme.\""; - next; - mes "\"An' now, Auld Cloots, I ken ye're thinkin,\""; - mes "\"A certain Bardie's rantin, drinkin,\""; - mes "\"Some luckless hour will send him linkin,\""; - mes "\"To your black pit;\""; - mes "\"But faith! he'll turn a corner jinkin,\""; - mes "\"An' cheat you yet.\""; - next; - mes "\"But fare you weel, Auld Nickie-ben!\""; - mes "\"O wad ye tak a thought an' men'!\""; - mes "\"Ye aiblins might--I dinna ken--\""; - mes "\"Still hae a stake:\""; - mes "\"I'm wae to think upo' yon den,\""; - mes "\"Ev'n for your sake!\""; - next; - mes "\"Well, that was the poem. What do you think of it?\""; - menu - "It was a bit long and kind of hard to understand, but thanks for reading.", -; - close; + mes "[Shannon]"; + mes "\"Ah, my dear friend. Good to see you again in this remarkable time of the year.\""; + next; + mes "\"Welcome to Dimond's Cove. We are celebrating Robert Burns with supper and poems. You provide the supper and I'll provide a poem by Robert Burns. He was otherwise known as 'The Bard' and wrote many poems. The music of language is I love most. The language of poetry. While his accent is thick, his poems tell stories that stir the soul. I'll read a poem by him and you can tell me what you think.\""; + next; + mes "\"O thou! whatever title suit thee,--\""; + mes "\"Auld Hornie, Satan, Nick, or Clootie!\""; + mes "\"Wha in yon cavern, grim an' sootie,\""; + mes "\"Clos'd under hatches,\""; + mes "\"Spairges about the brunstane cootie\""; + mes "\"To scaud poor wretches!\""; + next; + mes "\"Hear me, Auld Hangie, for a wee,\""; + mes "\"An' let poor damned bodies be;\""; + mes "\"I'm sure sma' pleasure it can gie,\""; + mes "\"E'en to a deil,\""; + mes "\"To skelp an' scaud poor dogs like me,\""; + mes "\"An' hear us squeel!\""; + next; + mes "\"Great is thy pow'r, an' great thy fame;\""; + mes "\"Far ken'd an' noted is thy name;\""; + mes "\"An' tho' yon lowin heugh's thy hame,\""; + mes "\"Thou travels far;\""; + mes "\"An' faith! thou's neither lag nor lame,\""; + mes "\"Nor blate nor scaur.\""; + next; + mes "\"Whyles, ranging like a roarin lion,\""; + mes "\"For prey a' holes an' corners tryin;\""; + mes "\"Whyles, on the strong-wing'd tempest flyin,\""; + mes "\"Tirlin' the kirks;\""; + mes "\"Whyles, in the human bosom pryin,\""; + mes "\"Unseen thou lurks.\""; + next; + mes "\"I've heard my rev'rend graunie say,\""; + mes "\"In lanely glens ye like to stray;\""; + mes "\"Or whare auld ruin'd castles gray\""; + mes "\"Nod to the moon,\""; + mes "\"Ye fright the nightly wand'rer's way\""; + mes "\"Wi' eldritch croon.\""; + next; + mes "\"When twilight did my graunie summon\""; + mes "\"To say her pray'rs, douce honest woman!\""; + mes "\"Aft yont the dike she's heard you bummin,\""; + mes "\"Wi' eerie drone;\""; + mes "\"Or, rustlin thro' the boortrees comin,\""; + mes "\"Wi' heavy groan.\""; + next; + mes "\"Ae dreary, windy, winter night,\""; + mes "\"The stars shot down wi' sklentin light,\""; + mes "\"Wi' you mysel I gat a fright,\""; + mes "\"Ayont the lough;\""; + mes "\"Ye like a rash-buss stood in sight,\""; + mes "\"Wi' waving sugh.\""; + next; + mes "\"The cudgel in my nieve did shake,\""; + mes "\"Each bristl'd hair stood like a stake,\""; + mes "\"When wi' an eldritch, stoor 'Quaick, quaick,'\""; + mes "\"Amang the springs,\""; + mes "\"Awa ye squatter'd like a drake,\""; + mes "\"On whistling wings.\""; + next; + mes "\"Let warlocks grim an' wither'd hags\""; + mes "\"Tell how wi' you on ragweed nags\""; + mes "\"They skim the muirs an' dizzy crags\""; + mes "\"Wi' wicked speed;\""; + mes "\"And in kirk-yards renew their leagues,\""; + mes "\"Owre howket dead.\""; + next; + mes "\"Thence, countra wives wi' toil an' pain\""; + mes "\"May plunge an' plunge the kirn in vain;\""; + mes "\"For oh! the yellow treasure's taen\""; + mes "\"By witchin skill;\""; + mes "\"An' dawtet, twal-pint hawkie's gaen\""; + mes "\"As yell's the bill.\""; + next; + mes "\"Thence, mystic knots mak great abuse,\""; + mes "\"On young guidmen, fond, keen, an' croose;\""; + mes "\"When the best wark-lume i' the house,\""; + mes "\"By cantraip wit,\""; + mes "\"Is instant made no worth a louse,\""; + mes "\"Just at the bit.\""; + next; + mes "\"When thowes dissolve the snawy hoord,\""; + mes "\"An' float the jinglin icy-boord,\""; + mes "\"Then water-kelpies haunt the foord\""; + mes "\"By your direction,\""; + mes "\"An' nighted trav'lers are allur'd\""; + mes "\"To their destruction.\""; + next; + mes "\"And aft your moss-traversing spunkies\""; + mes "\"Decoy the wight that late an drunk is:\""; + mes "\"The bleezin, curst, mischievous monkeys\""; + mes "\"Delude his eyes,\""; + mes "\"Till in some miry slough he sunk is,\""; + mes "\"Ne'er mair to rise.\""; + next; + mes "\"When Masons' mystic word an grip\""; + mes "\"In storms an' tempests raise you up,\""; + mes "\"Some cock or cat your rage maun stop,\""; + mes "\"Or, strange to tell!\""; + mes "\"The youngest brither ye wad whip\""; + mes "\"Aff straught to hell!\""; + next; + mes "\"Lang syne, in Eden'd bonie yard,\""; + mes "\"When youthfu' lovers first were pair'd,\""; + mes "\"An all the soul of love they shar'd,\""; + mes "\"The raptur'd hour,\""; + mes "\"Sweet on the fragrant flow'ry swaird,\""; + mes "\"In shady bow'r;\""; + next; + mes "\"Then you, ye auld snick-drawin dog!\""; + mes "\"Ye cam to Paradise incog,\""; + mes "\"And play'd on man a cursed brogue,\""; + mes "\"(Black be your fa'!)\""; + mes "\"An gied the infant warld a shog,\""; + mes "\"Maist ruin'd a'.\""; + next; + mes "\"D'ye mind that day, when in a bizz,\""; + mes "\"Wi' reeket duds an reestet gizz,\""; + mes "\"Ye did present your smoutie phiz\""; + mes "\"Mang better folk,\""; + mes "\"An' sklented on the man of Uz\""; + mes "\"Your spitefu' joke?\""; + next; + mes "\"An' how ye gat him i' your thrall,\""; + mes "\"An' brak him out o' house and hal',\""; + mes "\"While scabs and blotches did him gall,\""; + mes "\"Wi' bitter claw,\""; + mes "\"An' lows'd his ill-tongued, wicked scaul,\""; + mes "\"Was warst ava?\""; + next; + mes "\"But a' your doings to rehearse,\""; + mes "\"Your wily snares an' fechtin fierce,\""; + mes "\"Sin' that day Michael did you pierce,\""; + mes "\"Down to this time,\""; + mes "\"Wad ding a Lallan tongue, or Erse,\""; + mes "\"In prose or rhyme.\""; + next; + mes "\"An' now, Auld Cloots, I ken ye're thinkin,\""; + mes "\"A certain Bardie's rantin, drinkin,\""; + mes "\"Some luckless hour will send him linkin,\""; + mes "\"To your black pit;\""; + mes "\"But faith! he'll turn a corner jinkin,\""; + mes "\"An' cheat you yet.\""; + next; + mes "\"But fare you weel, Auld Nickie-ben!\""; + mes "\"O wad ye tak a thought an' men'!\""; + mes "\"Ye aiblins might--I dinna ken--\""; + mes "\"Still hae a stake:\""; + mes "\"I'm wae to think upo' yon den,\""; + mes "\"Ev'n for your sake!\""; + next; + mes "\"Well, that was the poem. What do you think of it?\""; + menu + "It was a bit long and kind of hard to understand, but thanks for reading.", -; + close; L_Full_Inv: - mes "[Shannon]"; - mes "\"Your possessions seems to be a burden to you.\""; - next; - mes "\"Maybe you should turn away from the mundane world and get rid of this burden to change your view to the beauty of poetry.\""; - close; + mes "[Shannon]"; + mes "\"Your possessions seems to be a burden to you.\""; + next; + mes "\"Maybe you should turn away from the mundane world and get rid of this burden to change your view to the beauty of poetry.\""; + close; food_menu: - setarray @choice_idx, 0,0,0,0,0,0; - setarray @choice$, "","","","","",""; - - set @C_steak, 676; - set @C_chickenleg, 562; - set @C_redapple, 535; - set @C_greenapple, 719; - set @C_beer, 539; - - // counter of available answers - set @choices_nr, 0; - - if (countitem("Steak") == 0) goto L_nosteaks; - set @choice_idx[@choices_nr], @C_steak; - set @choice$[@choices_nr], "Offer him a steak."; - set @choices_nr, @choices_nr + 1; + setarray @choice_idx, 0,0,0,0,0,0; + setarray @choice$, "","","","","",""; + + set @C_steak, 676; + set @C_chickenleg, 562; + set @C_redapple, 535; + set @C_greenapple, 719; + set @C_beer, 539; + + // counter of available answers + set @choices_nr, 0; + + if (countitem("Steak") == 0) + goto L_nosteaks; + set @choice_idx[@choices_nr], @C_steak; + set @choice$[@choices_nr], "Offer him a steak."; + set @choices_nr, @choices_nr + 1; + L_nosteaks: - if (countitem("ChickenLeg") == 0) goto L_nochickenleg; - set @choice_idx[@choices_nr], @C_chickenleg; - set @choice$[@choices_nr], "Offer him a chicken leg."; - set @choices_nr, @choices_nr + 1; + if (countitem("ChickenLeg") == 0) + goto L_nochickenleg; + set @choice_idx[@choices_nr], @C_chickenleg; + set @choice$[@choices_nr], "Offer him a chicken leg."; + set @choices_nr, @choices_nr + 1; + L_nochickenleg: - if (countitem("RedApple") == 0) goto L_noredapple; - set @choice_idx[@choices_nr], @C_redapple; - set @choice$[@choices_nr], "Offer him a red apple."; - set @choices_nr, @choices_nr + 1; + if (countitem("RedApple") == 0) + goto L_noredapple; + set @choice_idx[@choices_nr], @C_redapple; + set @choice$[@choices_nr], "Offer him a red apple."; + set @choices_nr, @choices_nr + 1; + L_noredapple: - if (countitem("GreenApple") == 0) goto L_nogreenapple; - set @choice_idx[@choices_nr], @C_greenapple; - set @choice$[@choices_nr], "Offer him a green apple."; - set @choices_nr, @choices_nr + 1; + if (countitem("GreenApple") == 0) + goto L_nogreenapple; + set @choice_idx[@choices_nr], @C_greenapple; + set @choice$[@choices_nr], "Offer him a green apple."; + set @choices_nr, @choices_nr + 1; + L_nogreenapple: - if (countitem("Beer") == 0) goto L_nobeer; - set @choice_idx[@choices_nr], @C_beer; - set @choice$[@choices_nr], "Offer him a beer."; - set @choices_nr, @choices_nr + 1; + if (countitem("Beer") == 0) + goto L_nobeer; + set @choice_idx[@choices_nr], @C_beer; + set @choice$[@choices_nr], "Offer him a beer."; + set @choices_nr, @choices_nr + 1; + L_nobeer: - set @choice_idx[@choices_nr], @C_nevermind; - set @choice$[@choices_nr], "Leave"; - - menu - @choice$[0],-, - @choice$[1],-, - @choice$[2],-, - @choice$[3],-, - @choice$[4],-, - @choice$[5],-, - @choice$[6],-, - @choice$[7],-, - @choice$[8],-, - @choice$[9],-, - @choice$[10],-; - - set @choose, @menu - 1; - if (@choice_idx[@choose] == 0) - goto leave; - if ((countitem("Steak") != 0) && (@choice_idx[@choose] == @C_steak)) goto rem_item; - if ((countitem("ChickenLeg") != 0) && (@choice_idx[@choose] == @C_chickenleg)) goto rem_item; - if ((countitem("RedApple") != 0) && (@choice_idx[@choose] == @C_redapple)) goto rem_item; - if ((countitem("GreenApple") != 0) && (@choice_idx[@choose] == @C_greenapple)) goto rem_item; - if ((countitem("Beer") != 0) && (@choice_idx[@choose] == @C_beer)) goto rem_item; - - // fallthrough only when player remove the items while in menu, trying to cheat - // the quest will need to be started again - mes "\"What you are offering, you do not have. Do not try to betray me. Come back when you have better morals.\""; - close; + set @choice_idx[@choices_nr], @C_nevermind; + set @choice$[@choices_nr], "Leave"; + + menu + @choice$[0],-, + @choice$[1],-, + @choice$[2],-, + @choice$[3],-, + @choice$[4],-, + @choice$[5],-, + @choice$[6],-, + @choice$[7],-, + @choice$[8],-, + @choice$[9],-, + @choice$[10],-; + + set @choose, @menu - 1; + if (@choice_idx[@choose] == 0) + goto leave; + if ((countitem("Steak") != 0) && (@choice_idx[@choose] == @C_steak)) + goto rem_item; + if ((countitem("ChickenLeg") != 0) && (@choice_idx[@choose] == @C_chickenleg)) + goto rem_item; + if ((countitem("RedApple") != 0) && (@choice_idx[@choose] == @C_redapple)) + goto rem_item; + if ((countitem("GreenApple") != 0) && (@choice_idx[@choose] == @C_greenapple)) + goto rem_item; + if ((countitem("Beer") != 0) && (@choice_idx[@choose] == @C_beer)) + goto rem_item; + + // fallthrough only when player remove the items while in menu, trying to cheat + // the quest will need to be started again + mes "\"What you are offering, you do not have. Do not try to betray me. Come back when you have better morals.\""; + close; rem_item: - delitem @choice_idx[@choose], 1; - return; + delitem @choice_idx[@choose], 1; + return; leave: - close; + close; } -010-2.gat,27,30,0 script Bar Rules 127,{ - mes "Dimonds Cove Bar Rules"; - next; - mes "No excessive drinking!"; - mes "If your sprite starts to stagger we will ask you to leave."; - next; - mes "No offensive chat."; - mes "This is a nice establishment."; - mes "Crude and offensive behavior will be reported to TMW GM's."; - next; - mes "Please be respectful of others."; - mes "Not everyone has the same experience and should all be treated"; - mes "with equal respect."; - next; - mes "Thank You,"; - mes "Dimonds Cove Management"; - close; +010-2.gat,27,30,0|script|Bar Rules|127,{ + mes "Dimonds Cove Bar Rules"; + next; + mes "No excessive drinking!"; + mes "If your sprite starts to stagger we will ask you to leave."; + next; + mes "No offensive chat."; + mes "This is a nice establishment."; + mes "Crude and offensive behavior will be reported to TMW GM's."; + next; + mes "Please be respectful of others."; + mes "Not everyone has the same experience and should all be treated"; + mes "with equal respect."; + next; + mes "Thank You,"; + mes "Dimonds Cove Management"; + close; } -010-2.gat,71,38,0 script Store Policy 127,{ - mes "All sales are final."; - mes "Returns are subject to a 50% re-stocking fee."; - close; +010-2.gat,71,38,0|script|Store Policy|127,{ + mes "All sales are final."; + mes "Returns are subject to a 50% re-stocking fee."; + close; } -010-2.gat,77,38,0 script Store Policy 127,{ - mes "All sales are final."; - mes "Returns are subject to a 50% re-stocking fee."; - close; +010-2.gat,77,38,0|script|Store Policy|127,{ + mes "All sales are final."; + mes "Returns are subject to a 50% re-stocking fee."; + close; } -010-2.gat,36,30,0 script Directions 127,{ - mes "This way to the Dimonds Cove Inn."; - mes "Five star accommodation for the weary traveler!"; - close; +010-2.gat,36,30,0|script|Directions|127,{ + mes "This way to the Dimonds Cove Inn."; + mes "Five star accommodation for the weary traveler!"; + close; } -010-2.gat,80,32,0 script Dimonds Cove 1 127,{ - mes "The Story of Dimonds Cove"; - next; - mes "One day Dimond D. Stone dreamed of her own restaurant."; - mes "Dimond sold her food alone in this spot for some time,"; - mes "longing for the day she would have a building."; - mes "She met an adventurer named Merlin outside of the"; - mes "desert mines one day."; - next; - mes "They became friends and Dimond told Merlin about her idea."; - mes "Merlin was a accomplished carpenter and wanted to make a new"; - mes "place in the world. He told Dimond that he would make her"; - mes "restaurant for her. He gathered the tools and after much"; - mes "hard work, Dimonds Cove was built."; - next; - mes "(See Dimonds Cove 2)"; - close; +010-2.gat,80,32,0|script|Dimonds Cove 1|127,{ + mes "The Story of Dimonds Cove"; + next; + mes "One day Dimond D. Stone dreamed of her own restaurant."; + mes "Dimond sold her food alone in this spot for some time,"; + mes "longing for the day she would have a building."; + mes "She met an adventurer named Merlin outside of the"; + mes "desert mines one day."; + next; + mes "They became friends and Dimond told Merlin about her idea."; + mes "Merlin was a accomplished carpenter and wanted to make a new"; + mes "place in the world. He told Dimond that he would make her"; + mes "restaurant for her. He gathered the tools and after much"; + mes "hard work, Dimonds Cove was built."; + next; + mes "(See Dimonds Cove 2)"; + close; } -010-2.gat,85,32,0 script Dimonds Cove 2 127,{ - mes "List of Events at Dimonds Cove"; - mes "January 2008 - Construction of Dimonds Cove."; - close; +010-2.gat,85,32,0|script|Dimonds Cove 2|127,{ + mes "List of Events at Dimonds Cove"; + mes "January 2008 - Construction of Dimonds Cove."; + close; } -010-2.gat,71,30,0 script Inn 127,{ - mes "Welcome to the Dimonds Cove Inn"; - mes "Rooms are 200 gp a night."; - mes "Plese check in with Basil."; - close; +010-2.gat,71,30,0|script|Inn|127,{ + mes "Welcome to the Dimonds Cove Inn"; + mes "Rooms are 200 gp a night."; + mes "Plese check in with Basil."; + close; } -010-2.gat,24,27,0 shop Bartender 112,Beer :-1,IronPotion :-1,ConcentrationPotion :-1 +010-2.gat,24,27,0|shop|Bartender|112,Beer :-1,IronPotion :-1,ConcentrationPotion :-1 -010-2.gat,32,34,0 shop Waitress 139,CherryCake :-1,RoastedMaggot :-1,OrangeCupcake :-1,ChickenLeg :-1,Steak :-1 +010-2.gat,32,34,0|shop|Waitress|139,CherryCake :-1,RoastedMaggot :-1,OrangeCupcake :-1,ChickenLeg :-1,Steak :-1 -010-2.gat,85,41,0 shop Blacksmith 146,ForestBow :-1,IronArrow :-1,LeatherShield :-1 +010-2.gat,85,41,0|shop|Blacksmith|146,ForestBow :-1,IronArrow :-1,LeatherShield :-1 -010-2.gat,65,41,0 shop General Store 137,CottonShorts :-1,FancyHat :-1,SilkHeadband :-1,CottonSkirt :-1,Boots :-1,CottonBoots :-1 +010-2.gat,65,41,0|shop|General Store|137,CottonShorts :-1,FancyHat :-1,SilkHeadband :-1,CottonSkirt :-1,Boots :-1,CottonBoots :-1 -010-2.gat,75,68,0 script Basil 107,{ - set @npcname$, "Basil the Inn Keeper"; - set @cost, 200; - callfunc "Inn"; +010-2.gat,75,68,0|script|Basil|107,{ + set @npcname$, "Basil the Inn Keeper"; + set @cost, 200; + callfunc "Inn"; } diff --git a/world/map/npc/010-2/doug.txt b/world/map/npc/010-2/doug.txt index d072073d..5bcd8fef 100644 --- a/world/map/npc/010-2/doug.txt +++ b/world/map/npc/010-2/doug.txt @@ -1,110 +1,115 @@ // -010-2.gat,68,87,0 script Doug 113,{ - if(CaveSnakeLamp == 1) goto L_State2; - if(CaveSnakeLamp == 2) goto L_Done; - set @TEMP, rand(4); - if(@TEMP == 0) goto L_0; - if(@TEMP == 1) goto L_1; - if(@TEMP == 2) goto L_2; - if(@TEMP == 3) goto L_3; +010-2.gat,68,87,0|script|Doug|113,{ + if(CaveSnakeLamp == 1) goto L_State2; + if(CaveSnakeLamp == 2) goto L_Done; + set @TEMP, rand(4); + if(@TEMP == 0) goto L_0; + if(@TEMP == 1) goto L_1; + if(@TEMP == 2) goto L_2; + if(@TEMP == 3) goto L_3; L_0: - mes "[Doug]"; - mes "\"I need 20 more Cave Snake Lamps to make my light!\""; - next; - goto L_Question; + mes "[Doug]"; + mes "\"I need 20 more Cave Snake Lamps to make my light!\""; + next; + goto L_Question; L_1: - mes "[Doug]"; - mes "\"This lamp should light up this whole place! I just need 20 Cave Snake Lamps.\""; - next; - goto L_Question; + mes "[Doug]"; + mes "\"This lamp should light up this whole place! I just need 20 Cave Snake Lamps.\""; + next; + goto L_Question; L_2: - mes "[Doug]"; - mes "\"This is gonna be bright! A must have for anyone! All I need is a few parts...\""; - next; - goto L_Question; + mes "[Doug]"; + mes "\"This is gonna be bright! A must have for anyone! All I need is a few parts...\""; + next; + goto L_Question; L_3: - mes "[Doug]"; - mes "\"Can you get me 20 Cave Snake Lamps? I need them to get this light finished.\""; - next; - goto L_Question; + mes "[Doug]"; + mes "\"Can you get me 20 Cave Snake Lamps? I need them to get this light finished.\""; + next; + goto L_Question; L_Question: - mes "[Doug]"; - mes "\"Will you help me find 20 Cave Snake Lamps?\""; - next; - menu - "Yes", L_Sure, - "No", -; - close; + mes "[Doug]"; + mes "\"Will you help me find 20 Cave Snake Lamps?\""; + next; + menu + "Yes", L_Sure, + "No", -; + close; L_Sure: - set CaveSnakeLamp, 1; - set @TEMP, rand(4); - if(@TEMP == 0) goto J_0; - if(@TEMP == 1) goto J_1; - if(@TEMP == 2) goto J_2; - if(@TEMP == 3) goto J_3; + set CaveSnakeLamp, 1; + set @TEMP, rand(4); + if (@TEMP == 0) + goto J_0; + if (@TEMP == 1) + goto J_1; + if (@TEMP == 2) + goto J_2; + if (@TEMP == 3) + goto J_3; J_0: - mes "[Doug]"; - mes "\"Thank you!\""; - next; - goto L_Go; + mes "[Doug]"; + mes "\"Thank you!\""; + next; + goto L_Go; J_1: - mes "[Doug]"; - mes "\"I don't know how to thank you enough!\""; - next; - goto L_Go; + mes "[Doug]"; + mes "\"I don't know how to thank you enough!\""; + next; + goto L_Go; J_2: - mes "[Doug]"; - mes "\"I will pay you when you get them!\""; - next; - goto L_Go; + mes "[Doug]"; + mes "\"I will pay you when you get them!\""; + next; + goto L_Go; J_3: - mes "[Doug]"; - mes "\"I'm sure I will give a small reward. :D\""; - next; - goto L_Go; + mes "[Doug]"; + mes "\"I'm sure I will give a small reward. :D\""; + next; + goto L_Go; L_Go: - mes "[Doug]"; - mes "\"Now please go get me 20 Cave Snake Lamps.\""; - close; + mes "[Doug]"; + mes "\"Now please go get me 20 Cave Snake Lamps.\""; + close; L_State2: - if(countitem("CaveSnakeLamp") >= 20) goto L_Have; - mes "[Doug]"; - mes "\"Please help me collect 20 Cave Snake Lamps!\""; - close; + if(countitem("CaveSnakeLamp") >= 20) + goto L_Have; + mes "[Doug]"; + mes "\"Please help me collect 20 Cave Snake Lamps!\""; + close; L_Have: - mes "[Doug]"; - mes "\"Cool! Now I can make this light!\""; - next; - - if(countitem("CaveSnakeLamp") < 20) goto L_State2; - delitem "CaveSnakeLamp", 20; - set zeny, zeny + 5000; - getexp 5000, 0; - set CaveSnakeLamp, 2; - - mes "[Doug]"; - mes "\"Here's what I got to give you!\""; - mes ""; - mes "[5000 experience points]"; - mes "[5000 gold]"; - close; + mes "[Doug]"; + mes "\"Cool! Now I can make this light!\""; + next; + if(countitem("CaveSnakeLamp") < 20) + goto L_State2; + delitem "CaveSnakeLamp", 20; + set zeny, zeny + 5000; + getexp 5000, 0; + set CaveSnakeLamp, 2; + + mes "[Doug]"; + mes "\"Here's what I got to give you!\""; + mes ""; + mes "[5000 experience points]"; + mes "[5000 gold]"; + close; L_Done: - mes "[Doug]"; - mes "\"Thanks for your help! Those snakes sure have bright lamps!\""; - close; + mes "[Doug]"; + mes "\"Thanks for your help! Those snakes sure have bright lamps!\""; + close; } diff --git a/world/map/npc/010-2/loratay.txt b/world/map/npc/010-2/loratay.txt index 2472ba86..04f49bab 100644 --- a/world/map/npc/010-2/loratay.txt +++ b/world/map/npc/010-2/loratay.txt @@ -1,592 +1,575 @@ -010-2.gat,85,85,0 script Lora Tay 151,{ +010-2.gat,85,85,0|script|Lora Tay|151,{ - set @ROBE_COCOONS_NR, 150; // must be multiple of ten - set @ROBE_ZENY, 10000; + set @ROBE_COCOONS_NR, 150; // must be multiple of ten + set @ROBE_ZENY, 10000; - if (QUEST_WG_state == 10) - goto L_agostine_menu; - if (QUEST_WG_state >= 11) - goto L_regular_intro; + if (QUEST_WG_state == 10) goto L_agostine_menu; + if (QUEST_WG_state >= 11) goto L_regular_intro; - set @t, rand(3); - if (@t == 0) goto L_intro_0; - if (@t == 1) goto L_intro_1; + set @t, rand(3); + if (@t == 0) goto L_intro_0; + if (@t == 1) goto L_intro_1; - mes "You see a middle-aged woman furiously sewing away at what appears to be a very expensive dress. Her fingers are moving so nimbly that you find it near-impossible to follow the needle."; + mes "You see a middle-aged woman furiously sewing away at what appears to be a very expensive dress. Her fingers are moving so nimbly that you find it near-impossible to follow the needle."; + goto L_intro_over; - goto L_intro_over; L_intro_0: - mes "You notice a middle-aged woman carefully drawing lines on a large sheet of cotton."; + mes "You notice a middle-aged woman carefully drawing lines on a large sheet of cotton."; + goto L_intro_over; - goto L_intro_over; L_intro_1: - mes "You see a middle-aged woman cautiously but surprisingly swiftly cutting out shapes from a huge cotton sheet. The scissors glide along the cloth as if it were butter, never leaving the premarked lines."; + mes "You see a middle-aged woman cautiously but surprisingly swiftly cutting out shapes from a huge cotton sheet. The scissors glide along the cloth as if it were butter, never leaving the premarked lines."; L_intro_over: - next; - - mes "She suddenly stops and looks up."; - next; - - mes "\"Now who are you, and what are you doing here?\""; - mes "She squints, pushes her thick spectacles up the bridge of her nose and eyes you suspiciously."; - next; - - set @agostine_msg0$, ""; - set @agostine_msg1$, ""; - - if (QUEST_WG_state >= 1) - set @agostine_msg0$, "Do you know Agostine?"; - if ((QUEST_WG_state >= 9) && (countitem(655))) - set @agostine_msg1$, "Can you make fur boots, like Agostine?"; - - menu "Hello! My name is " + strcharinfo(0) + ".", L_hello_0, - "Hello; are you a tailor?", L_hello_1, - "Can you make something for me?", L_hello_2, - @agostine_msg0$, L_agostine_0, - @agostine_msg1$, L_agostine_1; + next; + mes "She suddenly stops and looks up."; + next; + mes "\"Now who are you, and what are you doing here?\""; + mes "She squints, pushes her thick spectacles up the bridge of her nose and eyes you suspiciously."; + next; + + set @agostine_msg0$, ""; + set @agostine_msg1$, ""; + + if (QUEST_WG_state >= 1) + set @agostine_msg0$, "Do you know Agostine?"; + if ((QUEST_WG_state >= 9) && (countitem(655))) + set @agostine_msg1$, "Can you make fur boots, like Agostine?"; + + menu + "Hello! My name is " + strcharinfo(0) + ".", L_hello_0, + "Hello; are you a tailor?", L_hello_1, + "Can you make something for me?", L_hello_2, + @agostine_msg0$, L_agostine_0, + @agostine_msg1$, L_agostine_1; L_hello_0: - mes "She raises an eyebrow."; - mes "\"That,\", she notes dryly, \"is hardly my fault. And now I would greatly appreciate it if you were to get out of here and leave me to my work!\""; - close; + mes "She raises an eyebrow."; + mes "\"That,\", she notes dryly, \"is hardly my fault. And now I would greatly appreciate it if you were to get out of here and leave me to my work!\""; + close; L_hello_1: - mes "She frowns."; - mes "\"No, I am an accupuncturist, I just happen to practice on cloth! Get out of here with your silly questions!\""; - close; + mes "She frowns."; + mes "\"No, I am an accupuncturist, I just happen to practice on cloth! Get out of here with your silly questions!\""; + close; L_hello_2: - mes "She glares at you indignantly."; - mes "\"Do you even know whom you are talking to? I am Lora Tay, greatest of the seven seamstresses of the South!\""; - next; - mes "[Lora Tay the Seamstress]"; - mes "\"I do not work for petty peasants or arrogant adventurers. Get out of my sight!\""; - mes "She waves you away and returns to her work."; - close; - + mes "She glares at you indignantly."; + mes "\"Do you even know whom you are talking to? I am Lora Tay, greatest of the seven seamstresses of the South!\""; + next; + mes "[Lora Tay the Seamstress]"; + mes "\"I do not work for petty peasants or arrogant adventurers. Get out of my sight!\""; + mes "She waves you away and returns to her work."; + close; L_agostine_0: - if (QUEST_WG_state < 1) close; - mes "She shoots an incensed glare at you."; - mes "\"Ah, Agostine! The 'legendary tailor'! Now who has not heard of him, been inspired by him! Such charisma! Such popularity! Such unprecedented lack of talent!\""; - mes "You notice that she prononuces the 't's as if she were trying to slap someone."; - next; - mes "\"Please spare me your tales of this fool. He couldn't mend a sock without getting himself trapped inside!\""; - mes "She frowns and turns back to her work, clearly not interested in discussing the matter further."; + if (QUEST_WG_state < 1) close; + mes "She shoots an incensed glare at you."; + mes "\"Ah, Agostine! The 'legendary tailor'! Now who has not heard of him, been inspired by him! Such charisma! Such popularity! Such unprecedented lack of talent!\""; + mes "You notice that she prononuces the 't's as if she were trying to slap someone."; + next; + mes "\"Please spare me your tales of this fool. He couldn't mend a sock without getting himself trapped inside!\""; + mes "She frowns and turns back to her work, clearly not interested in discussing the matter further."; + close; L_agostine_1: - if ((QUEST_WG_state < 9) || (countitem (655) == 0)) close; - mes "[Lora Tay the Seamstress]"; - mes "She glares at your boots, her lips forming barely more than a thin line. Deep furrows form above her brows."; - mes "\"I can't believe it! He copied Illana's design but used fluffy fur in place of ice wolf fur-- Fluffy fur! Of all things! Who would wear such an atrocity of fashion! Everyone knows that you need ice-white, not pale-white, to go with such leather!\""; - next; - mes "[Lora Tay the Seamstress]"; - mes "She looks at them more closely."; - mes "\"This insolent upstart! Even worse, he copied my very own double-backward cross-stitch pattern... I can't believe it!\""; - next; - mes "[Lora Tay the Seamstress]"; - mes "Angry red spots begin to form on her cheeks."; - mes "\"Get those... things out of my sight before I forget myself!\""; - - if (QUEST_WG_state == 9) - set QUEST_WG_state, 10; - + if ((QUEST_WG_state < 9) || (countitem (655) == 0)) close; + mes "[Lora Tay the Seamstress]"; + mes "She glares at your boots, her lips forming barely more than a thin line. Deep furrows form above her brows."; + mes "\"I can't believe it! He copied Illana's design but used fluffy fur in place of ice wolf fur-- Fluffy fur! Of all things! Who would wear such an atrocity of fashion! Everyone knows that you need ice-white, not pale-white, to go with such leather!\""; + next; + mes "[Lora Tay the Seamstress]"; + mes "She looks at them more closely."; + mes "\"This insolent upstart! Even worse, he copied my very own double-backward cross-stitch pattern... I can't believe it!\""; + next; + mes "[Lora Tay the Seamstress]"; + mes "Angry red spots begin to form on her cheeks."; + mes "\"Get those... things out of my sight before I forget myself!\""; + if (QUEST_WG_state == 9) + set QUEST_WG_state, 10; + close; L_agostine_menu: - mes "[Lora Tay the Seamstress]"; - mes "The seamstress looks up at you from her work."; - mes "\"I do hope that you have not had any more dealings with this... this lumberjack of a tailor?\""; - next; - - if (countitem(563) > 0) - menu "You mean Agostine?", L_agostine_3, - "Actually, he also made me gloves...", L_agostine_2, - "Why don't you like him?", L_agostine_4, - "No, none, really.", L_agostine_5; - - menu "You mean Agostine?", L_agostine_3, - "Why don't you like him?", L_agostine_4, - "No, none, really.", L_agostine_5; + mes "[Lora Tay the Seamstress]"; + mes "The seamstress looks up at you from her work."; + mes "\"I do hope that you have not had any more dealings with this... this lumberjack of a tailor?\""; + next; + if (countitem(563) > 0) + menu + "You mean Agostine?", L_agostine_3, + "Actually, he also made me gloves...", L_agostine_2, + "Why don't you like him?", L_agostine_4, + "No, none, really.", L_agostine_5; + menu + "You mean Agostine?", L_agostine_3, + "Why don't you like him?", L_agostine_4, + "No, none, really.", L_agostine_5; L_agostine_2: - if ((QUEST_WG_state < 9) || (countitem(563) == 0)) close; - mes "[Lora Tay the Seamstress]"; - mes "Lora inspects your gloves, shock apparent on her face."; - mes "\"Winter gloves? And he managed the join stitches without adding a single crease... no, that can't be the Agostine we were talking about...\""; - mes "Without asking, she takes your gloves and inspects them further."; - next; - - mes "[Lora Tay the Seamstress]"; - mes "\"Triple inverted crossbar... he stole another of my stitching patterns! Except... no, that couldn't hold... what kind of yarn...\""; - mes "Torn between excitement, worry, and latent disgust, she frantically turns the gloves from side to side, looking for obvious flaws, her face reddening."; - next; - - mes "[Lora Tay the Seamstress]"; - mes "\"No, it's perfect... Inconceivable! How could that little upstart... I don't believe it!\""; - mes "Breathing heavily with something that might be anger or confusion, she turns them inside out."; - next; - - mes "[Lora Tay the Seamstress]"; - mes "She slides her fingers over the now-exposed inside whilst the color of her face approaches that of an over-ripe tomato."; - mes "\"Almost perfectly smooth...\", she whispers."; - next; - - mes "[Lora Tay the Seamstress]"; - mes "She jumps up in a fit of sudden rage."; - mes "\"That's impossible! Where did he learn to sew like that! How did he cut the shapes so perfectly! When did he..."; - mes "Suddenly, she breaks into a cough."; - next; - - mes "[Lora Tay the Seamstress]"; - mes "\"*cough* ... can't possibly... *cough*...\""; - mes "Lora sinks back on her chair, trying to control her cough."; - next; - - if (countitem(541)) - menu "(sneak out of the room)", L_end, - "Are you alright?", -, - "Here, have a bottle of water...", L_give_water, - "Can I help you?", -; - - if (countitem(541) == 0) - menu "(sneak out of the room)", L_end, - "Are you alright?", -, - "Can I help you?", -; - - mes "[Lora Tay the Seamstress]"; - mes "She holds out your gloves for you to pick up, then waves you out of the room. Fortunately, her cough seems to be slowly subsiding."; + if ((QUEST_WG_state < 9) || (countitem(563) == 0)) close; + mes "[Lora Tay the Seamstress]"; + mes "Lora inspects your gloves, shock apparent on her face."; + mes "\"Winter gloves? And he managed the join stitches without adding a single crease... no, that can't be the Agostine we were talking about...\""; + mes "Without asking, she takes your gloves and inspects them further."; + next; + mes "[Lora Tay the Seamstress]"; + mes "\"Triple inverted crossbar... he stole another of my stitching patterns! Except... no, that couldn't hold... what kind of yarn...\""; + mes "Torn between excitement, worry, and latent disgust, she frantically turns the gloves from side to side, looking for obvious flaws, her face reddening."; + next; + mes "[Lora Tay the Seamstress]"; + mes "\"No, it's perfect... Inconceivable! How could that little upstart... I don't believe it!\""; + mes "Breathing heavily with something that might be anger or confusion, she turns them inside out."; + next; + mes "[Lora Tay the Seamstress]"; + mes "She slides her fingers over the now-exposed inside whilst the color of her face approaches that of an over-ripe tomato."; + mes "\"Almost perfectly smooth...\", she whispers."; + next; + mes "[Lora Tay the Seamstress]"; + mes "She jumps up in a fit of sudden rage."; + mes "\"That's impossible! Where did he learn to sew like that! How did he cut the shapes so perfectly! When did he..."; + mes "Suddenly, she breaks into a cough."; + next; + mes "[Lora Tay the Seamstress]"; + mes "\"*cough* ... can't possibly... *cough*...\""; + mes "Lora sinks back on her chair, trying to control her cough."; + next; + if (countitem(541)) + menu + "(sneak out of the room)", L_end, + "Are you alright?", -, + "Here, have a bottle of water...", L_give_water, + "Can I help you?", -; + if (countitem(541) == 0) + menu + "(sneak out of the room)", L_end, + "Are you alright?", -, + "Can I help you?", -; + mes "[Lora Tay the Seamstress]"; + mes "She holds out your gloves for you to pick up, then waves you out of the room. Fortunately, her cough seems to be slowly subsiding."; + close; L_agostine_3: - mes "[Lora Tay the Seamstress]"; - mes "She frowns at you."; - mes "\"What other self-absorbed tailor-pretends with the sewing skill of a mouboo are there around? Stop wasting my time.\""; - close; + mes "[Lora Tay the Seamstress]"; + mes "She frowns at you."; + mes "\"What other self-absorbed tailor-pretends with the sewing skill of a mouboo are there around? Stop wasting my time.\""; + close; L_agostine_4: - mes "[Lora Tay the Seamstress]"; - mes "\"Is it not obvious? We are talking about someone so self-absorbed that he chose to ignore the advice of myself, greatest of the seven southern seamstresses! I cannot stand such arrogance.\""; - close; + mes "[Lora Tay the Seamstress]"; + mes "\"Is it not obvious? We are talking about someone so self-absorbed that he chose to ignore the advice of myself, greatest of the seven southern seamstresses! I cannot stand such arrogance.\""; + close; L_agostine_5: - mes "[Lora Tay the Seamstress]"; - mes "\"Good for you. That arrogant good-for-nothing couldn't tell a piece of cotton from chain mail if he wiped his nose with it!\""; - close; + mes "[Lora Tay the Seamstress]"; + mes "\"Good for you. That arrogant good-for-nothing couldn't tell a piece of cotton from chain mail if he wiped his nose with it!\""; + close; L_no_water: - mes "Checking more closely, you realize that you are out of water."; - mes "You apologise to Lora, though it fortunately seems that her cough is subsiding."; - mes "She waves you out of the room."; - close; + mes "Checking more closely, you realize that you are out of water."; + mes "You apologise to Lora, though it fortunately seems that her cough is subsiding."; + mes "She waves you out of the room."; + close; L_regular_intro: - mes "[Lora Tay the Seamstress]"; - mes "\"Ah, you again. Is there anything in particular you need?\""; - next; - goto L_main_menu; + mes "[Lora Tay the Seamstress]"; + mes "\"Ah, you again. Is there anything in particular you need?\""; + next; + goto L_main_menu; L_give_water: - if (countitem(541) == 0) goto L_no_water; - delitem 541, 1; - set QUEST_WG_state, 11; - - set @xpval, 50000; - - getexp @xpval, 0; - mes "[Lora Tay the Seamstress]"; - - mes "Lora grabs your water bottle and take a deep sip. Slowly, her head regains a more natural color. As she puts the bottle down, her cough seems to have subsided."; - mes "\"Thank you, dear; that was just the right thing at the right time.\""; - mes "[You gain " + @xpval + " experience points]"; - next; - - mes "[Lora Tay the Seamstress]"; - mes "She hands you the winter gloves again."; - mes "\"Now what happened I don't know, but this wasn't made by the Agostine I remember. But I shan't be made a fool out of by one such as him.\""; - next; - - mes "[Lora Tay the Seamstress]"; - mes "\"If HE can sew petty every-day items for ordinary peasants, then so can I. Very well, is there anything in particular that you need made? I shall show you how a proper seamstress operates!\""; - next; + if (countitem(541) == 0) + goto L_no_water; + delitem 541, 1; + set QUEST_WG_state, 11; + + set @xpval, 50000; + + getexp @xpval, 0; + mes "[Lora Tay the Seamstress]"; + mes "Lora grabs your water bottle and take a deep sip. Slowly, her head regains a more natural color. As she puts the bottle down, her cough seems to have subsided."; + mes "\"Thank you, dear; that was just the right thing at the right time.\""; + mes "[You gain " + @xpval + " experience points]"; + next; + mes "[Lora Tay the Seamstress]"; + mes "She hands you the winter gloves again."; + mes "\"Now what happened I don't know, but this wasn't made by the Agostine I remember. But I shan't be made a fool out of by one such as him.\""; + next; + mes "[Lora Tay the Seamstress]"; + mes "\"If HE can sew petty every-day items for ordinary peasants, then so can I. Very well, is there anything in particular that you need made? I shall show you how a proper seamstress operates!\""; + next; L_main_menu: - menu "Can you trim something for me?", L_trim, - "Can you lengthen something for me?", L_lengthen, - "Can you make me a shirt?", L_shirt, - "Can you make me a tank top?", L_tanktop, - "Can you make me a cape?", L_cape, - "Can you make fur boots for me?", -, - "Can you make winter gloves me?", -, - "Can you sew a robe for me?", L_robe, - "Can you make a desert hat for me?", L_desert_hat, - "Goodbye for now!", L_end; - - mes "[Lora Tay the Seamstress]"; - mes "\"From what? Fluffy fur? I won't work with such lowly materials.\""; - next; - goto L_main_menu; + menu + "Can you trim something for me?", L_trim, + "Can you lengthen something for me?", L_lengthen, + "Can you make me a shirt?", L_shirt, + "Can you make me a tank top?", L_tanktop, + "Can you make me a cape?", L_cape, + "Can you make fur boots for me?", -, + "Can you make winter gloves me?", -, + "Can you sew a robe for me?", L_robe, + "Can you make a desert hat for me?", L_desert_hat, + "Goodbye for now!", L_end; + mes "[Lora Tay the Seamstress]"; + mes "\"From what? Fluffy fur? I won't work with such lowly materials.\""; + next; + goto L_main_menu; L_desert_hat: - mes "[Lora Tay the Seamstress]"; - mes "The seamstress sighs."; - mes "\"One of these days it would be nice to have an actual challenge... yes, of course I can make a desert hat. A Cotton Headband, three pieces of cotton cloth. Hmm. And let's add 300 GP to that.\""; - next; - - set @default_choice$, "Never mind."; - setarray @items, 724, 2140, 2141, 2142, 2143, 2144, 2145, 2146, 2147, 2148, 2149; - setarray @item_names$, "Here is a white headband", "Here is a red headband", "Here is a green headband", "Here is a dark blue headband", "Here is a yellow headband", "Here is a light blue headband", "Here is a pink headband", "Here is a black headband", "Here is a orange headband", "Here is a puple headband", "Here is a dark green headband"; - set @items_nr, 11; - - callsub SUB_pick_one_of_many_items; - if (@item == 0) goto L_main_menu; - - if (@item == 724) - set @genitem, 723; - if (@item != 724) - set @genitem, @item - 10; - - if (countitem(@item) < 1) - goto L_desert_hat_noheadband; - if (countitem("CottonCloth") < 3) - goto L_desert_hat_nocotton; - if (zeny < 300) - goto L_desert_hat_nogp; - - delitem @item, 1; - delitem "CottonCloth", 3; - set zeny, zeny - 300; - getitem @genitem, 1; - mes "[Lora Tay the Seamstress]"; - mes "\"Now then, this should only take a minute.\""; - mes "The seamstress folds your cotton cloth in a complicated fashion, wraps the resulting bundle into and out of the headband, and finally sews together several loose ends."; - next; - mes "[Lora Tay the Seamstress]"; - mes "The result resembles a huge knot."; - mes "Lora picks two ends and pulls, hard-- to your amazement, the knot unfolds, yielding a desert hat."; - mes "\"Here you are.\""; - next; - goto L_main_menu; + mes "[Lora Tay the Seamstress]"; + mes "The seamstress sighs."; + mes "\"One of these days it would be nice to have an actual challenge... yes, of course I can make a desert hat. A Cotton Headband, three pieces of cotton cloth. Hmm. And let's add 300 GP to that.\""; + next; + set @default_choice$, "Never mind."; + setarray @items, 724, 2140, 2141, 2142, 2143, 2144, 2145, 2146, 2147, 2148, 2149; + setarray @item_names$, "Here is a white headband", "Here is a red headband", "Here is a green headband", "Here is a dark blue headband", "Here is a yellow headband", "Here is a light blue headband", "Here is a pink headband", "Here is a black headband", "Here is a orange headband", "Here is a puple headband", "Here is a dark green headband"; + set @items_nr, 11; + + callsub SUB_pick_one_of_many_items; + if (@item == 0) + goto L_main_menu; + if (@item == 724) + set @genitem, 723; + if (@item != 724) + set @genitem, @item - 10; + if (countitem(@item) < 1) + goto L_desert_hat_noheadband; + if (countitem("CottonCloth") < 3) + goto L_desert_hat_nocotton; + if (zeny < 300) + goto L_desert_hat_nogp; + delitem @item, 1; + delitem "CottonCloth", 3; + set zeny, zeny - 300; + getitem @genitem, 1; + mes "[Lora Tay the Seamstress]"; + mes "\"Now then, this should only take a minute.\""; + mes "The seamstress folds your cotton cloth in a complicated fashion, wraps the resulting bundle into and out of the headband, and finally sews together several loose ends."; + next; + mes "[Lora Tay the Seamstress]"; + mes "The result resembles a huge knot."; + mes "Lora picks two ends and pulls, hard-- to your amazement, the knot unfolds, yielding a desert hat."; + mes "\"Here you are.\""; + next; + goto L_main_menu; L_desert_hat_nocotton: - mes "[Lora Tay the Seamstress]"; - mes "\"You're asking me to make a desert hat without enough cloth? Here, have your headband back-- see, that's how much I can do without cloth! And since I'm generous today, you can even keep your GP...\""; - next; - goto L_main_menu; + mes "[Lora Tay the Seamstress]"; + mes "\"You're asking me to make a desert hat without enough cloth? Here, have your headband back-- see, that's how much I can do without cloth! And since I'm generous today, you can even keep your GP...\""; + next; + goto L_main_menu; L_desert_hat_nogp: - mes "[Lora Tay the Seamstress]"; - mes "\"No, no, no. 300 GP. That's not that much, I've been told. I can't just work for free, now can I?\""; - next; - goto L_main_menu; + mes "[Lora Tay the Seamstress]"; + mes "\"No, no, no. 300 GP. That's not that much, I've been told. I can't just work for free, now can I?\""; + next; + goto L_main_menu; L_desert_hat_noheadband: - mes "[Lora Tay the Seamstress]"; - mes "\"Now that is odd. Where did your headband vanish to? Well, I'm not going to make you something as silly as a headband, so get one from elsewhere.\""; - next; - goto L_main_menu; + mes "[Lora Tay the Seamstress]"; + mes "\"Now that is odd. Where did your headband vanish to? Well, I'm not going to make you something as silly as a headband, so get one from elsewhere.\""; + next; + goto L_main_menu; L_trim: - mes "[Lora Tay the Seamstress]"; - mes "\"Trimming... you mean that you can't do that yourself? Well, alright... I suppose I should charge 100 GP and do it.\""; - mes "\"Alright. What is it that you want trimmed?\""; - next; - - set @default_choice$, "Never mind."; - setarray @items, 1202, 2050, 2051, 2052, 2053, 2054, 2055, 2056, 2057, 2058, 2059, - 688, 2090, 2091, 2092, 2093, 2094, 2095, 2096, 2097, 2098, 2099, - 632, 2100, 2101, 2102, 2103, 2104, 2105, 2106, 2107, 2108, 2109; - setarray @item_names$, "cotton shirt", "red cotton shirt", "green cotton shirt", "dark blue cotton shirt", "yellow cotton shirt", "light blue cotton shirt", "pink cotton shirt", "black cotton shirt", "orange cotton shirt", "puple cotton shirt", "dark green cotton shirt", - "tank top", "red tank top", "green tank top", "dark blue tank top", "yellow tank top", "light blue tank top", "pink tank top", "black tank top", "orange tank top", "purple tank top", "dark green tank top", - "cotton skirt", "red cotton skirt", "green cotton skirt", "dark blue cotton skirt", "yellow cotton skirt", "light blue cotton skirt", "pink cotton skirt", "black cotton skirt", "orange cotton skirt", "purple cotton skirt", "dark green cotton skirt"; - set @items_nr, 33; - callsub SUB_pick_one_of_many_items; - if (@item == 0) goto L_main_menu; - - set @delitem, @item; - set @genitem, 0; - if (@item == 1202) set @genitem, 688; - if (@item == 688) set @genitem, 689; - if (@item == 632) set @genitem, 771; - if (@item >= 2090 && @item <= 2099) set @genitem, @item + 30; - if (@item >= 2050 && @item <= 2059) set @genitem, @item + 40; - if (@item >= 2100 && @item <= 2109) set @genitem, @item + 70; - if (@genitem == 0) goto L_trim_impossible; - if (zeny < 100) goto L_trim_nozeny; - - if (countitem(@delitem) < 1) - goto L_main_menu; - - delitem @delitem, 1; - getitem @genitem, 1; - set zeny, zeny - 100; - mes "[Lora Tay the Seamstress]"; - mes ""; - mes "\"There you are, dear.\""; - next; + mes "[Lora Tay the Seamstress]"; + mes "\"Trimming... you mean that you can't do that yourself? Well, alright... I suppose I should charge 100 GP and do it.\""; + mes "\"Alright. What is it that you want trimmed?\""; + next; + + set @default_choice$, "Never mind."; + setarray @items, 1202, 2050, 2051, 2052, 2053, 2054, 2055, 2056, 2057, 2058, 2059, 688, 2090, 2091, 2092, 2093, 2094, 2095, 2096, 2097, 2098, 2099, 632, 2100, 2101, 2102, 2103, 2104, 2105, 2106, 2107, 2108, 2109; + setarray @item_names$, "cotton shirt", "red cotton shirt", "green cotton shirt", "dark blue cotton shirt", "yellow cotton shirt", "light blue cotton shirt", "pink cotton shirt", "black cotton shirt", "orange cotton shirt", "puple cotton shirt", "dark green cotton shirt", "tank top", "red tank top", "green tank top", "dark blue tank top", "yellow tank top", "light blue tank top", "pink tank top", "black tank top", "orange tank top", "purple tank top", "dark green tank top", "cotton skirt", "red cotton skirt", "green cotton skirt", "dark blue cotton skirt", "yellow cotton skirt", "light blue cotton skirt", "pink cotton skirt", "black cotton skirt", "orange cotton skirt", "purple cotton skirt", "dark green cotton skirt"; + set @items_nr, 33; + callsub SUB_pick_one_of_many_items; + if (@item == 0) + goto L_main_menu; + set @delitem, @item; + set @genitem, 0; + if (@item == 1202) + set @genitem, 688; + if (@item == 688) + set @genitem, 689; + if (@item == 632) + set @genitem, 771; + if (@item >= 2090 && @item <= 2099) + set @genitem, @item + 30; + if (@item >= 2050 && @item <= 2059) + set @genitem, @item + 40; + if (@item >= 2100 && @item <= 2109) + set @genitem, @item + 70; + if (@genitem == 0) + goto L_trim_impossible; + if (zeny < 100) + goto L_trim_nozeny; + if (countitem(@delitem) < 1) goto L_main_menu; -L_trim_impossible: - mes "[Lora Tay the Seamstress]"; // INTERNAL ERROR - mes "\"I don't really want to shorten this any more.\""; - next; + delitem @delitem, 1; + getitem @genitem, 1; + set zeny, zeny - 100; + mes "[Lora Tay the Seamstress]"; + mes ""; + mes "\"There you are, dear.\""; + next; + goto L_main_menu; - goto L_main_menu; +L_trim_impossible: + mes "[Lora Tay the Seamstress]"; // INTERNAL ERROR + mes "\"I don't really want to shorten this any more.\""; + next; + goto L_main_menu; L_trim_nozeny: - mes "[Lora Tay the Seamstress]"; - mes "\"Not enough GP? Well, just do it yourself-- trimming really is trivial.\""; - next; + mes "[Lora Tay the Seamstress]"; + mes "\"Not enough GP? Well, just do it yourself-- trimming really is trivial.\""; + next; + goto L_main_menu; +L_lengthen: + mes "[Lora Tay the Seamstress]"; + mes "\"Naturally, I will need a piece of Cotton Cloth to sew onto it; I must also charge you some... hmm... does 500 GP sound reasonable? Yes, I think I shall charge that.\""; + mes "\"Now, let me see. What is it that you want lengthened?\""; + next; + + set @default_choice$, "Never mind."; + setarray @items, 688, 2090, 2091, 2092, 2093, 2094, 2095, 2096, 2097, 2098, 2099, 689, 2120, 2121, 2122, 2123, 2124, 2125, 2126, 2127, 2128, 2129, 771, 2170, 2171, 2172, 2173, 2174, 2175, 2176, 2177, 2178, 2179; + setarray @item_names$, "tank top", "red tank top", "green tank top", "dark blue tank top", "yellow tank top", "light blue tank top", "pink tank top", "black tank top", "orange tank top", "purple tank top", "dark green tank top", "short tank top", "red short tank top", "green short tank top", "dark blue short tank top", "yellow short tank top", "light blue short tank top", "pink short tank top", "black short tank top", "orange short tank top", "purple short tank top", "dark green short tank top", "miniskirt", "red miniskirt", "green miniskirt", "dark blue miniskirt", "yellow miniskirt", "light blue miniskirt", "pink miniskirt", "black miniskirt", "orange miniskirt", "purple miniskirt", "dark green miniskirt"; + + set @items_nr, 33; + callsub SUB_pick_one_of_many_items; + if (@item == 0) goto L_main_menu; -L_lengthen: - mes "[Lora Tay the Seamstress]"; - mes "\"Naturally, I will need a piece of Cotton Cloth to sew onto it; I must also charge you some... hmm... does 500 GP sound reasonable? Yes, I think I shall charge that.\""; - mes "\"Now, let me see. What is it that you want lengthened?\""; - next; - - set @default_choice$, "Never mind."; - setarray @items, 688, 2090, 2091, 2092, 2093, 2094, 2095, 2096, 2097, 2098, 2099, - 689, 2120, 2121, 2122, 2123, 2124, 2125, 2126, 2127, 2128, 2129, - 771, 2170, 2171, 2172, 2173, 2174, 2175, 2176, 2177, 2178, 2179; - setarray @item_names$, "tank top", "red tank top", "green tank top", "dark blue tank top", "yellow tank top", "light blue tank top", "pink tank top", "black tank top", "orange tank top", "purple tank top", "dark green tank top", - "short tank top", "red short tank top", "green short tank top", "dark blue short tank top", "yellow short tank top", "light blue short tank top", "pink short tank top", "black short tank top", "orange short tank top", "purple short tank top", "dark green short tank top", - "miniskirt", "red miniskirt", "green miniskirt", "dark blue miniskirt", "yellow miniskirt", "light blue miniskirt", "pink miniskirt", "black miniskirt", "orange miniskirt", "purple miniskirt", "dark green miniskirt"; - - set @items_nr, 33; - callsub SUB_pick_one_of_many_items; - if (@item == 0) goto L_main_menu; - - set @delitem, @item; - set @genitem, 0; - if (@item == 688) set @genitem, 1202; - if (@item == 689) set @genitem, 688; - if (@item == 771) set @genitem, 632; - if (@item >= 2120 && @item <= 2129) set @genitem, @item - 30; - if (@item >= 2090 && @item <= 2099) set @genitem, @item - 40; - if (@item >= 2170 && @item <= 2179) set @genitem, @item - 70; - if (@genitem == 0) goto L_lengthen_impossible; - if (zeny < 500) goto L_lengthen_nozeny; - if (countitem ("CottonCloth") < 1) goto L_lengthen_nocotton; - - if (countitem(@delitem) < 1) - goto L_main_menu; - - delitem @delitem, 1; - delitem "CottonCloth", 1; - getitem @genitem, 1; - set zeny, zeny - 500; - mes "[Lora Tay the Seamstress]"; - mes "The seamstress cuts your piece of cotton cloth into stripes and sews them on. Using some odd liquid, she flattens the seams and borders."; - if (@delitem > 2000) // dyed - mes "She then applies another liquid-- smelling strangely of fermented apples-- to the result, wraps it up, and wrings it tightly. As she unwraps it, you observe to your amazement that the dye has spread to the newly attached area."; - mes "\"There you are, dear.\""; - next; + set @delitem, @item; + set @genitem, 0; + if (@item == 688) + set @genitem, 1202; + if (@item == 689) + set @genitem, 688; + if (@item == 771) + set @genitem, 632; + if (@item >= 2120 && @item <= 2129) + set @genitem, @item - 30; + if (@item >= 2090 && @item <= 2099) + set @genitem, @item - 40; + if (@item >= 2170 && @item <= 2179) + set @genitem, @item - 70; + if (@genitem == 0) + goto L_lengthen_impossible; + if (zeny < 500) + goto L_lengthen_nozeny; + if (countitem ("CottonCloth") < 1) + goto L_lengthen_nocotton; + if (countitem(@delitem) < 1) goto L_main_menu; -L_lengthen_nocotton: - mes "[Lora Tay the Seamstress]"; - mes "\"Who do you think I am? The cotton fairy? Get yourself some cloth before you ask me to sew it on.\""; - next; + delitem @delitem, 1; + delitem "CottonCloth", 1; + getitem @genitem, 1; + set zeny, zeny - 500; + mes "[Lora Tay the Seamstress]"; + mes "The seamstress cuts your piece of cotton cloth into stripes and sews them on. Using some odd liquid, she flattens the seams and borders."; + if (@delitem > 2000) // dyed + mes "She then applies another liquid-- smelling strangely of fermented apples-- to the result, wraps it up, and wrings it tightly. As she unwraps it, you observe to your amazement that the dye has spread to the newly attached area."; + mes "\"There you are, dear.\""; + next; + goto L_main_menu; - goto L_main_menu; +L_lengthen_nocotton: + mes "[Lora Tay the Seamstress]"; + mes "\"Who do you think I am? The cotton fairy? Get yourself some cloth before you ask me to sew it on.\""; + next; + goto L_main_menu; L_lengthen_nozeny: - mes "[Lora Tay the Seamstress]"; - mes "\"No gold, no sewing.\""; - next; - - goto L_main_menu; + mes "[Lora Tay the Seamstress]"; + mes "\"No gold, no sewing.\""; + next; + goto L_main_menu; L_lengthen_impossible: - mes "[Lora Tay the Seamstress]"; // INTERNAL ERROR - mes "\"I really can't lengthen that any more.\""; - next; - - goto L_main_menu; + mes "[Lora Tay the Seamstress]"; // INTERNAL ERROR + mes "\"I really can't lengthen that any more.\""; + next; + goto L_main_menu; L_shirt: - mes "[Lora Tay the Seamstress]"; - mes "\"Oh, how silly. You can by those everywhere. Please don't bore me with such trifles, dear.\""; - next; - - goto L_main_menu; + mes "[Lora Tay the Seamstress]"; + mes "\"Oh, how silly. You can by those everywhere. Please don't bore me with such trifles, dear.\""; + next; + goto L_main_menu; L_tanktop: - mes "[Lora Tay the Seamstress]"; - mes "\"A tank top? Well, hardly a challenge, but I suppose I could do that. Please get me some cloth-- plain cotton will do-- and, let's see, how does 100,000 GP for my efforts sound?\""; - mes "\"Wait, I keep forgetting, you are just an adventurer... let's make that 1000 GP, then.\""; - next; + mes "[Lora Tay the Seamstress]"; + mes "\"A tank top? Well, hardly a challenge, but I suppose I could do that. Please get me some cloth-- plain cotton will do-- and, let's see, how does 100,000 GP for my efforts sound?\""; + mes "\"Wait, I keep forgetting, you are just an adventurer... let's make that 1000 GP, then.\""; + next; L_tanktop_menu: - menu "I think I would like something else.", L_main_menu, - "A tank top, please (6 Cotton Cloth)", L_tanktop_long, - "A short tank top, please (5 Cotton Cloth)", L_tanktop_short, - "Goodbye for now.", L_end; + menu + "I think I would like something else.", L_main_menu, + "A tank top, please (6 Cotton Cloth)", L_tanktop_long, + "A short tank top, please (5 Cotton Cloth)", L_tanktop_short, + "Goodbye for now.", L_end; L_tanktop_short: - if (countitem ("CottonCloth") < 5) goto L_tanktop_insufficient_cloth; - if (zeny < 1000) goto L_tanktop_insufficient_zeny; - getinventorylist; - if (@inventorylist_count == 100 && countitem("CottonCloth") > 5) goto L_TooMany; - set zeny, zeny - 1000; - delitem "CottonCloth", 5; - getitem "ShortTankTop", 1; - mes "[Lora Tay the Seamstress]"; - mes "You watch as Lora sews the pieces of cloth together, then flattens the seams and ends with some odd liquid."; - mes "Amazingly, the result looks like a single piece of cloth."; - mes "After little more than a few elegant cuts and folds, your tank top is ready."; - mes "\"Oh dear, it seems that I am done already. Do you need anything else?\""; - next; - goto L_tanktop_menu; + if (countitem ("CottonCloth") < 5) + goto L_tanktop_insufficient_cloth; + if (zeny < 1000) + goto L_tanktop_insufficient_zeny; + getinventorylist; + if (@inventorylist_count == 100 && countitem("CottonCloth") > 5) + goto L_TooMany; + set zeny, zeny - 1000; + delitem "CottonCloth", 5; + getitem "ShortTankTop", 1; + mes "[Lora Tay the Seamstress]"; + mes "You watch as Lora sews the pieces of cloth together, then flattens the seams and ends with some odd liquid."; + mes "Amazingly, the result looks like a single piece of cloth."; + mes "After little more than a few elegant cuts and folds, your tank top is ready."; + mes "\"Oh dear, it seems that I am done already. Do you need anything else?\""; + next; + goto L_tanktop_menu; L_tanktop_long: - if (countitem ("CottonCloth") < 6) goto L_tanktop_insufficient_cloth; - if (zeny < 1000) goto L_tanktop_insufficient_zeny; - getinventorylist; - if (@inventorylist_count == 100 && countitem("CottonCloth") > 6) goto L_TooMany; - set zeny, zeny - 1000; - delitem "CottonCloth", 6; - getitem "TankTop", 1; - mes "[Lora Tay the Seamstress]"; - mes "After combining your pieces of cloth into one-- miraculously making the seams and stitches vanish-- the seamstress cuts out all that doesn't belong into a tank top, then folds and stabilises the edges with additional seam lines."; - mes "\"There you are. Don't worry, I have trimmed it to match your size perfectly.\""; - next; - goto L_tanktop_menu; + if (countitem ("CottonCloth") < 6) + goto L_tanktop_insufficient_cloth; + if (zeny < 1000) + goto L_tanktop_insufficient_zeny; + getinventorylist; + if (@inventorylist_count == 100 && countitem("CottonCloth") > 6) + goto L_TooMany; + set zeny, zeny - 1000; + delitem "CottonCloth", 6; + getitem "TankTop", 1; + mes "[Lora Tay the Seamstress]"; + mes "After combining your pieces of cloth into one-- miraculously making the seams and stitches vanish-- the seamstress cuts out all that doesn't belong into a tank top, then folds and stabilises the edges with additional seam lines."; + mes "\"There you are. Don't worry, I have trimmed it to match your size perfectly.\""; + next; + goto L_tanktop_menu; L_tanktop_insufficient_cloth: - mes "[Lora Tay the Seamstress]"; - mes "\"No, no, no, count again-- how much Cotton Cloth did I say I needed? That's not enough.\""; - next; - goto L_tanktop_menu; + mes "[Lora Tay the Seamstress]"; + mes "\"No, no, no, count again-- how much Cotton Cloth did I say I needed? That's not enough.\""; + next; + goto L_tanktop_menu; L_tanktop_insufficient_zeny: - mes "[Lora Tay the Seamstress]"; - mes "As you note that you don't have enough GP on you, Lora rolls her eyes."; - mes "\"I don't work for free, you know. I already gave you a discounted peasant price.\""; - next; - goto L_main_menu; + mes "[Lora Tay the Seamstress]"; + mes "As you note that you don't have enough GP on you, Lora rolls her eyes."; + mes "\"I don't work for free, you know. I already gave you a discounted peasant price.\""; + next; + goto L_main_menu; L_cape: - mes "[Lora Tay the Seamstress]"; - mes "She shakes her head."; - mes "\"No capes. You're an adventurer, right? Do you want to get caught by a closing portcullis? Or strangled when your cape gets tangled in a tree? Or brought down by a mushroom stomping on your cape while you're trying to run away? No capes.\""; - next; - - goto L_main_menu; + mes "[Lora Tay the Seamstress]"; + mes "She shakes her head."; + mes "\"No capes. You're an adventurer, right? Do you want to get caught by a closing portcullis? Or strangled when your cape gets tangled in a tree? Or brought down by a mushroom stomping on your cape while you're trying to run away? No capes.\""; + next; + goto L_main_menu; L_robe: - mes "[Lora Tay the Seamstress]"; - mes "\"A robe? Well, as long as you're not asking me to make it out of cotton...\""; - next; - - if (countitem("SilkCocoon") == 0) - goto L_robe_nosilk; + mes "[Lora Tay the Seamstress]"; + mes "\"A robe? Well, as long as you're not asking me to make it out of cotton...\""; + next; + if (countitem("SilkCocoon") == 0) + goto L_robe_nosilk; L_robe_menu: - menu "Here, I have some silk cocoons!", -, - "Here, I have some silk sheets!", L_robe_nosilk, - "Where can I find silk?", L_where_silk, - "How much silk do you need?", L_how_much_silk, - "Oh, never mind.", L_main_menu; - - mes "[Lora Tay the Seamstress]"; - mes "The seamstress stares at you as if you had gone out of your mind."; - mes "\"And what precisely do you expect me to do with Silk Cocoons? String them together in some baubly chain? Somehow remove the thread and spin and weave it so that some random person can have their robe?\""; - next; - - menu "Will you trade cocoons for sheets?", -, - "Never mind.", L_main_menu; - - mes "[Lora Tay the Seamstress]"; - mes "Lora frowns."; - mes "\"It's not all that easy to get properly processed silk around here. Easier for me than for you, I admit...\""; - next; - - mes "[Lora Tay the Seamstress]"; - mes "She sighs."; - mes "\"All right, very well then. I have enough spare silk sheets right now, but you pay the silk processing for your cocoons.\""; - next; - - mes "[Lora Tay the Seamstress]"; - mes "\"Let's see... " + @ROBE_COCOONS_NR + " silk cocoons and " + @ROBE_ZENY + " GP should just about cover that.\""; - next; - - menu "I'm not interested.", L_main_menu, - "Very well then, here you are.", -; - - if (countitem("SilkCocoon") < @ROBE_COCOONS_NR) - goto L_robe_missing_cocoons; - - if (zeny < @ROBE_ZENY) - goto L_robe_missing_zeny; - - getinventorylist; - if (@inventorylist_count == 100 && countitem("SilkCocoon") > @ROBE_COCOONS_NR) goto L_TooMany; - - set zeny, zeny - @ROBE_ZENY; - delitem "SilkCocoon", @ROBE_COCOONS_NR; - getitem "SilkRobe", 1; - mes "[Lora Tay the Seamstress]"; - mes "The seamstress puts your cocoons and GP away, takes your measurements and pulls out several silk sheets. She asks you to stretch out your arms, then pins the silk sheets in place all over your body."; - next; - - mes "[Lora Tay the Seamstress]"; - mes "She proceeds to make a number of mysterious marks on the sheets with a charcoal pen. Meanwhile, your arms are getting tired, but you're afraid to lower them-- she used a lot of pins to put everything into place, and you lost track of where they went..."; - next; - - mes "[Lora Tay the Seamstress]"; - mes "\"Splendid.\""; - mes "After removing the sheets (and pins!), she picks up a pair of scissors and plows through the cloth at her usual amazing pace, only stopping briefly to sew together parts here and there."; - next; - - mes "[Lora Tay the Seamstress]"; - mes "She then treats the seams with some odorless liquid, making them vanish completely. Finally she hands you the finished robe."; - mes "\"Here you are now, this will fit. And don't you dare tell anyone that I did this! I'm not about to start a silk cocoon collection!\""; - next; - - goto L_main_menu; + menu + "Here, I have some silk cocoons!", -, + "Here, I have some silk sheets!", L_robe_nosilk, + "Where can I find silk?", L_where_silk, + "How much silk do you need?", L_how_much_silk, + "Oh, never mind.", L_main_menu; + mes "[Lora Tay the Seamstress]"; + mes "The seamstress stares at you as if you had gone out of your mind."; + mes "\"And what precisely do you expect me to do with Silk Cocoons? String them together in some baubly chain? Somehow remove the thread and spin and weave it so that some random person can have their robe?\""; + next; + menu + "Will you trade cocoons for sheets?", -, + "Never mind.", L_main_menu; + mes "[Lora Tay the Seamstress]"; + mes "Lora frowns."; + mes "\"It's not all that easy to get properly processed silk around here. Easier for me than for you, I admit...\""; + next; + mes "[Lora Tay the Seamstress]"; + mes "She sighs."; + mes "\"All right, very well then. I have enough spare silk sheets right now, but you pay the silk processing for your cocoons.\""; + next; + mes "[Lora Tay the Seamstress]"; + mes "\"Let's see... " + @ROBE_COCOONS_NR + " silk cocoons and " + @ROBE_ZENY + " GP should just about cover that.\""; + next; + menu + "I'm not interested.", L_main_menu, + "Very well then, here you are.", -; + if (countitem("SilkCocoon") < @ROBE_COCOONS_NR) + goto L_robe_missing_cocoons; + if (zeny < @ROBE_ZENY) + goto L_robe_missing_zeny; + getinventorylist; + if (@inventorylist_count == 100 && countitem("SilkCocoon") > @ROBE_COCOONS_NR) + goto L_TooMany; + set zeny, zeny - @ROBE_ZENY; + delitem "SilkCocoon", @ROBE_COCOONS_NR; + getitem "SilkRobe", 1; + mes "[Lora Tay the Seamstress]"; + mes "The seamstress puts your cocoons and GP away, takes your measurements and pulls out several silk sheets. She asks you to stretch out your arms, then pins the silk sheets in place all over your body."; + next; + mes "[Lora Tay the Seamstress]"; + mes "She proceeds to make a number of mysterious marks on the sheets with a charcoal pen. Meanwhile, your arms are getting tired, but you're afraid to lower them-- she used a lot of pins to put everything into place, and you lost track of where they went..."; + next; + mes "[Lora Tay the Seamstress]"; + mes "\"Splendid.\""; + mes "After removing the sheets (and pins!), she picks up a pair of scissors and plows through the cloth at her usual amazing pace, only stopping briefly to sew together parts here and there."; + next; + mes "[Lora Tay the Seamstress]"; + mes "She then treats the seams with some odorless liquid, making them vanish completely. Finally she hands you the finished robe."; + mes "\"Here you are now, this will fit. And don't you dare tell anyone that I did this! I'm not about to start a silk cocoon collection!\""; + next; + goto L_main_menu; L_robe_missing_cocoons: - mes "[Lora Tay the Seamstress]"; - mes "\"" + @ROBE_COCOONS_NR + " cocoons is what I said, not " + countitem("SilkCocoon") + "."; - mes @ROBE_COCOONS_NR + " is " + (@ROBE_COCOONS_NR / 10) + " as many times as you have fingers, in case that helps.\""; - next; - goto L_main_menu; + mes "[Lora Tay the Seamstress]"; + mes "\"" + @ROBE_COCOONS_NR + " cocoons is what I said, not " + countitem("SilkCocoon") + "."; + mes @ROBE_COCOONS_NR + " is " + (@ROBE_COCOONS_NR / 10) + " as many times as you have fingers, in case that helps.\""; + next; + goto L_main_menu; L_robe_missing_zeny: - mes "[Lora Tay the Seamstress]"; - mes "\"No, no no. The way this works is that you give me the GP first and I give you the robe afterwards. You're " + (@ROBE_ZENY - zeny) + " GP short, so come back when you can afford the robe!\""; - next; - goto L_main_menu; + mes "[Lora Tay the Seamstress]"; + mes "\"No, no no. The way this works is that you give me the GP first and I give you the robe afterwards. You're " + (@ROBE_ZENY - zeny) + " GP short, so come back when you can afford the robe!\""; + next; + goto L_main_menu; L_where_silk: - mes "[Lora Tay the Seamstress]"; - mes "\"Oh, Hetchel on the Tulimshar Marketplace can weave them for you.\""; - next; - mes "[Lora Tay the Seamstress]"; - mes "She hesitates."; - mes "\"I didn't see her there the last time I visited, though. She may be visiting family. Tough luck.\""; - next; - goto L_robe_menu; + mes "[Lora Tay the Seamstress]"; + mes "\"Oh, Hetchel on the Tulimshar Marketplace can weave them for you.\""; + next; + mes "[Lora Tay the Seamstress]"; + mes "She hesitates."; + mes "\"I didn't see her there the last time I visited, though. She may be visiting family. Tough luck.\""; + next; + goto L_robe_menu; L_how_much_silk: - mes "[Lora Tay the Seamstress]"; - mes "\"Six sheets should do fine, if they're the usual double-elbow squares.\""; - next; - goto L_robe_menu; + mes "[Lora Tay the Seamstress]"; + mes "\"Six sheets should do fine, if they're the usual double-elbow squares.\""; + next; + goto L_robe_menu; L_robe_nosilk: - mes "[Lora Tay the Seamstress]"; - mes "\"What is that? You don't have any silk? Well, you're out of luck, I would say. I shan't make one out of those cotton rags; you might as well be wearing an apple sack.\""; - next; - goto L_main_menu; + mes "[Lora Tay the Seamstress]"; + mes "\"What is that? You don't have any silk? Well, you're out of luck, I would say. I shan't make one out of those cotton rags; you might as well be wearing an apple sack.\""; + next; + goto L_main_menu; L_end: - close; + close; @@ -596,109 +579,116 @@ L_end: // @default_choice$ (default option) // Return: @item (The selected item, or 0 if the default/something invalid was chosen) SUB_pick_one_of_many_items: - set @c, 0; - set @i, 0; + set @c, 0; + set @i, 0; - setarray @choice_n$, "", "", "", "", "", "", "", "", + setarray @choice_n$, "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", ""; L_SUB_pick_choice_loop: - if (@i >= @items_nr) goto L_SUB_choice_init_done; - set @current, @items[@i]; - set @current_name$, @item_names$[@i]; - set @i, @i + 1; - - if (countitem(@current) == 0) goto L_SUB_pick_choice_loop; - set @choice_v[@c], @current; - set @choice_n$[@c], @current_name$; - set @c, @c + 1; + if (@i >= @items_nr) + goto L_SUB_choice_init_done; + set @current, @items[@i]; + set @current_name$, @item_names$[@i]; + set @i, @i + 1; + + if (countitem(@current) == 0) goto L_SUB_pick_choice_loop; + set @choice_v[@c], @current; + set @choice_n$[@c], @current_name$; + set @c, @c + 1; + goto L_SUB_pick_choice_loop; L_SUB_choice_init_done: - set @choice_v[@c], 0; - set @choice_n$[@c], @default_choice$; - set @c, @c + 1; - - if (@c < 10) - menu @choice_n$[0], -, - @choice_n$[1], -, - @choice_n$[2], -, - @choice_n$[3], -, - @choice_n$[4], -, - @choice_n$[5], -, - @choice_n$[6], -, - @choice_n$[7], -, - @choice_n$[8], -, - @choice_n$[9], -; - if (@c < 10) goto L_SUB_choice_join; - - if (@c < 20) - menu @choice_n$[0], -, - @choice_n$[1], -, - @choice_n$[2], -, - @choice_n$[3], -, - @choice_n$[4], -, - @choice_n$[5], -, - @choice_n$[6], -, - @choice_n$[7], -, - @choice_n$[8], -, - @choice_n$[9], -, - @choice_n$[10], -, - @choice_n$[11], -, - @choice_n$[12], -, - @choice_n$[13], -, - @choice_n$[14], -, - @choice_n$[15], -, - @choice_n$[16], -, - @choice_n$[17], -, - @choice_n$[18], -, - @choice_n$[19], -; - if (@c < 20) goto L_SUB_choice_join; - - menu @choice_n$[0], -, - @choice_n$[1], -, - @choice_n$[2], -, - @choice_n$[3], -, - @choice_n$[4], -, - @choice_n$[5], -, - @choice_n$[6], -, - @choice_n$[7], -, - @choice_n$[8], -, - @choice_n$[9], -, - @choice_n$[10], -, - @choice_n$[11], -, - @choice_n$[12], -, - @choice_n$[13], -, - @choice_n$[14], -, - @choice_n$[15], -, - @choice_n$[16], -, - @choice_n$[17], -, - @choice_n$[18], -, - @choice_n$[19], -, - @choice_n$[20], -, - @choice_n$[21], -, - @choice_n$[22], -, - @choice_n$[23], -, - @choice_n$[24], -, - @choice_n$[25], -, - @choice_n$[26], -, - @choice_n$[27], -, - @choice_n$[28], -, - @choice_n$[29], -, - @choice_n$[30], -, - @choice_n$[31], -; + set @choice_v[@c], 0; + set @choice_n$[@c], @default_choice$; + set @c, @c + 1; + + if (@c < 10) + menu + @choice_n$[0], -, + @choice_n$[1], -, + @choice_n$[2], -, + @choice_n$[3], -, + @choice_n$[4], -, + @choice_n$[5], -, + @choice_n$[6], -, + @choice_n$[7], -, + @choice_n$[8], -, + @choice_n$[9], -; + if (@c < 10) + goto L_SUB_choice_join; + + if (@c < 20) + menu + @choice_n$[0], -, + @choice_n$[1], -, + @choice_n$[2], -, + @choice_n$[3], -, + @choice_n$[4], -, + @choice_n$[5], -, + @choice_n$[6], -, + @choice_n$[7], -, + @choice_n$[8], -, + @choice_n$[9], -, + @choice_n$[10], -, + @choice_n$[11], -, + @choice_n$[12], -, + @choice_n$[13], -, + @choice_n$[14], -, + @choice_n$[15], -, + @choice_n$[16], -, + @choice_n$[17], -, + @choice_n$[18], -, + @choice_n$[19], -; + if (@c < 20) + goto L_SUB_choice_join; + + menu + @choice_n$[0], -, + @choice_n$[1], -, + @choice_n$[2], -, + @choice_n$[3], -, + @choice_n$[4], -, + @choice_n$[5], -, + @choice_n$[6], -, + @choice_n$[7], -, + @choice_n$[8], -, + @choice_n$[9], -, + @choice_n$[10], -, + @choice_n$[11], -, + @choice_n$[12], -, + @choice_n$[13], -, + @choice_n$[14], -, + @choice_n$[15], -, + @choice_n$[16], -, + @choice_n$[17], -, + @choice_n$[18], -, + @choice_n$[19], -, + @choice_n$[20], -, + @choice_n$[21], -, + @choice_n$[22], -, + @choice_n$[23], -, + @choice_n$[24], -, + @choice_n$[25], -, + @choice_n$[26], -, + @choice_n$[27], -, + @choice_n$[28], -, + @choice_n$[29], -, + @choice_n$[30], -, + @choice_n$[31], -; L_SUB_choice_join: - set @menu, @menu - 1; - set @item, @choice_v[@menu]; - if (@menu >= @c) set @item, 0; - - return; + set @menu, @menu - 1; + set @item, @choice_v[@menu]; + if (@menu >= @c) + set @item, 0; + return; L_TooMany: - mes "[Lora Tay the Seamstress]"; - mes "\"You don't have anywhere to put this. Come back when you have more room.\""; - close; + mes "[Lora Tay the Seamstress]"; + mes "\"You don't have anywhere to put this. Come back when you have more room.\""; + close; } diff --git a/world/map/npc/010-2/workers.txt b/world/map/npc/010-2/workers.txt index 0d80f700..703204d1 100644 --- a/world/map/npc/010-2/workers.txt +++ b/world/map/npc/010-2/workers.txt @@ -1,13 +1,13 @@ // -010-2.gat,23,70,0 script Josh 155,{ - mes "[Josh]"; - mes "\"We're working on getting the cellar pass open.\""; - close; +010-2.gat,23,70,0|script|Josh|155,{ + mes "[Josh]"; + mes "\"We're working on getting the cellar pass open.\""; + close; } -010-2.gat,39,75,0 script Zack 155,{ - mes "[Zack]"; - mes "\"My brother and I are fixing the cellar pass.\""; - close; +010-2.gat,39,75,0|script|Zack|155,{ + mes "[Zack]"; + mes "\"My brother and I are fixing the cellar pass.\""; + close; } diff --git a/world/map/npc/011-1/_warps.txt b/world/map/npc/011-1/_warps.txt index 960f8950..bc67cb3f 100644 --- a/world/map/npc/011-1/_warps.txt +++ b/world/map/npc/011-1/_warps.txt @@ -4,6 +4,6 @@ 011-1.gat,58,92|warp|ToCave|-1,-1,011-3.gat,15,15 011-1.gat,30,61|warp|ToWoodland|-1,1,014-1.gat,106,91 011-1.gat,49,104|warp|ToWoodland|0,-1,010-1.gat,48,24 -011-1.gat,125,62|warp|ToWoodland|-1,2,008-1.gat,27,61 +011-1.gat,124,62|warp|ToWoodland|-1,2,008-1.gat,25,61 011-1.gat,73,11|warp|ToWoodlandHills|0,-1,012-1.gat,131,162 011-1.gat,38,36|warp|affenpeter|-1,-1,011-6.gat,49,99 diff --git a/world/map/npc/011-1/alchemist.txt b/world/map/npc/011-1/alchemist.txt index e38f76ba..b1cf78f2 100644 --- a/world/map/npc/011-1/alchemist.txt +++ b/world/map/npc/011-1/alchemist.txt @@ -1,938 +1,1022 @@ // This NPC makes potions and dyes -011-1.gat,117,77,0 script Rauk 103,{ - - // Setzer quest/monster oil quest participation - set @SETZER_INITIAL, 0; - set @SETZER_KNOWS_OIL, 1; - set @SETZER_KNOWS_STINGER, 2; - - set @Q_MASK, NIBBLE_3_MASK; - set @Q_SHIFT, NIBBLE_3_SHIFT; - - set @wants_sulphur, (QUEST_MAGIC & (NIBBLE_6_MASK | NIBBLE_7_MASK)); - set @wants_ironpowder, (((QUEST_MAGIC & (NIBBLE_6_MASK | NIBBLE_7_MASK)) >> NIBBLE_6_SHIFT) >= 7); - set @Q_status, (QUEST_Forestbow_state & @Q_MASK) >> @Q_SHIFT; - // End of Setzer quest/monster oil quest participation - - set @QUEST_CAN_GET_DYE_HERE, 2; - set @QUEST_HAS_SOLVED_DYE_PUZZLE, 3; - set @QUEST_GUESS_BASE, 4; - - set @CHOICE_IRON, 0; - set @CHOICE_CONCENTRATION, 1; - set @CHOICE_DYEING_INTRO, 2; - set @CHOICE_DYE, 3; - set @CHOICE_MONSTER_OIL, 4; - set @CHOICE_MANA_POTION, 5; - set @CHOICE_SULPHUR_POWDER, 6; - set @CHOICE_IRON_POWDER, 7; - set @CHOICE_ABORT, 8; - - setarray @menuitems$, "", "", "", "", "", "", "", ""; - set @c, 0; - - set @menuitems$[@c], "Iron potion."; - set @menuID[@c], @CHOICE_IRON; - set @c, @c + 1; - - set @menuitems$[@c], "Concentration potion."; - set @menuID[@c], @CHOICE_CONCENTRATION; - set @c, @c + 1; - - if (!(MAGIC_FLAGS & MFLAG_KNOWS_MANAPOTION)) - goto L_post_mana_potion_c; - set @menuitems$[@c], "Mana potion."; - set @menuID[@c], @CHOICE_MANA_POTION; - set @c, @c + 1; -L_post_mana_potion_c: - - if (QUEST_clothdyer_knowsdye >= @QUEST_CAN_GET_DYE_HERE) - goto L_skip_introducing; - - mes "[Rauk the Alchemist]"; - mes "\"I'm learning the ancient science of the alchemy."; - mes "I already know how to create a couple of potions!!\""; - mes "\"Do you want me to create one for you?\""; - next; - - if (QUEST_clothdyer_knowsdye == 1) - goto L_pre_dyeing; +011-1.gat,117,77,0|script|Rauk|103,{ + + // Setzer quest/monster oil quest participation + set @SETZER_INITIAL, 0; + set @SETZER_KNOWS_OIL, 1; + set @SETZER_KNOWS_STINGER, 2; + + set @Q_MASK, NIBBLE_3_MASK; + set @Q_SHIFT, NIBBLE_3_SHIFT; + + set @wants_sulphur, (QUEST_MAGIC & (NIBBLE_6_MASK | NIBBLE_7_MASK)); + set @wants_ironpowder, (((QUEST_MAGIC & (NIBBLE_6_MASK | NIBBLE_7_MASK)) >> NIBBLE_6_SHIFT) >= 7); + set @Q_status, (QUEST_Forestbow_state & @Q_MASK) >> @Q_SHIFT; + // End of Setzer quest/monster oil quest participation + + set @QUEST_CAN_GET_DYE_HERE, 2; + set @QUEST_HAS_SOLVED_DYE_PUZZLE, 3; + set @QUEST_GUESS_BASE, 4; + + set @CHOICE_IRON, 0; + set @CHOICE_CONCENTRATION, 1; + set @CHOICE_DYEING_INTRO, 2; + set @CHOICE_DYE, 3; + set @CHOICE_MONSTER_OIL, 4; + set @CHOICE_MANA_POTION, 5; + set @CHOICE_SULPHUR_POWDER, 6; + set @CHOICE_IRON_POWDER, 7; + set @CHOICE_ABORT, 8; + + setarray @menuitems$, "", "", "", "", "", "", "", ""; + set @c, 0; + + set @menuitems$[@c], "Iron potion."; + set @menuID[@c], @CHOICE_IRON; + set @c, @c + 1; + + set @menuitems$[@c], "Concentration potion."; + set @menuID[@c], @CHOICE_CONCENTRATION; + set @c, @c + 1; + + if (!(MAGIC_FLAGS & MFLAG_KNOWS_MANAPOTION)) + goto L_post_mana_potion_c; + set @menuitems$[@c], "Mana potion."; + set @menuID[@c], @CHOICE_MANA_POTION; + set @c, @c + 1; - goto L_certain_condition; +L_post_mana_potion_c: + if (QUEST_clothdyer_knowsdye >= @QUEST_CAN_GET_DYE_HERE) + goto L_skip_introducing; + + mes "[Rauk the Alchemist]"; + mes "\"I'm learning the ancient science of the alchemy."; + mes "I already know how to create a couple of potions!!\""; + mes "\"Do you want me to create one for you?\""; + next; + if (QUEST_clothdyer_knowsdye == 1) + goto L_pre_dyeing; + goto L_certain_condition; L_skip_introducing: - mes "[Rauk the Alchemist]"; - mes "\"Hello, welcome back! Are you interested in dyes again, or in one of my potions?\""; - next; - - set @menuitems$[@c], "Dye, please."; - set @menuID[@c], @CHOICE_DYE; - set @c, @c + 1; + mes "[Rauk the Alchemist]"; + mes "\"Hello, welcome back! Are you interested in dyes again, or in one of my potions?\""; + next; + set @menuitems$[@c], "Dye, please."; + set @menuID[@c], @CHOICE_DYE; + set @c, @c + 1; + goto L_certain_condition; - goto L_certain_condition; L_pre_dyeing: + set @menuitems$[@c], "Actually, can you make dye?"; + set @menuID[@c], @CHOICE_DYEING_INTRO; + set @c, @c + 1; - set @menuitems$[@c], "Actually, can you make dye?"; - set @menuID[@c], @CHOICE_DYEING_INTRO; - set @c, @c + 1; L_certain_condition: + if (!@wants_sulphur) + goto L_post_sulphur_option; + set @menuitems$[@c], "Can you make sulphur powder?"; + set @menuID[@c], @CHOICE_SULPHUR_POWDER; + set @c, @c + 1; - if (!@wants_sulphur) - goto L_post_sulphur_option; - set @menuitems$[@c], "Can you make sulphur powder?"; - set @menuID[@c], @CHOICE_SULPHUR_POWDER; - set @c, @c + 1; L_post_sulphur_option: + if (!@wants_ironpowder) + goto L_post_ironpowder_option; + set @menuitems$[@c], "Can you make iron powder?"; + set @menuID[@c], @CHOICE_IRON_POWDER; + set @c, @c + 1; - if (!@wants_ironpowder) - goto L_post_ironpowder_option; - set @menuitems$[@c], "Can you make iron powder?"; - set @menuID[@c], @CHOICE_IRON_POWDER; - set @c, @c + 1; L_post_ironpowder_option: - - if (@Q_status == @SETZER_INITIAL) - goto L_post_monster_oil; - set @menuitems$[@c], "Can you make monster oil?"; - set @menuID[@c], @CHOICE_MONSTER_OIL; - set @c, @c + 1; + if (@Q_status == @SETZER_INITIAL) + goto L_post_monster_oil; + set @menuitems$[@c], "Can you make monster oil?"; + set @menuID[@c], @CHOICE_MONSTER_OIL; + set @c, @c + 1; L_post_monster_oil: - set @menuitems$[@c], "No thanks."; - set @menuID[@c], @CHOICE_ABORT; - set @c, @c + 1; + set @menuitems$[@c], "No thanks."; + set @menuID[@c], @CHOICE_ABORT; + set @c, @c + 1; L_main_menu: - menu - @menuitems$[0], -, - @menuitems$[1], -, - @menuitems$[2], -, - @menuitems$[3], -, - @menuitems$[4], -, - @menuitems$[5], -, - @menuitems$[6], -, - @menuitems$[7], -; - - set @menu, @menu - 1; - - if (@menu >= @c) goto L_abort; - if (@menuID[@menu] == @CHOICE_IRON) goto L_iron; - if (@menuID[@menu] == @CHOICE_CONCENTRATION) goto L_concentration; - if (@menuID[@menu] == @CHOICE_DYEING_INTRO) goto L_dyeing_intro; - if (@menuID[@menu] == @CHOICE_DYE) goto L_pick_colour; - if (@menuID[@menu] == @CHOICE_MONSTER_OIL) goto L_monster_oil; - if (@menuID[@menu] == @CHOICE_MANA_POTION) goto L_mana_potion; - if (@menuID[@menu] == @CHOICE_SULPHUR_POWDER) goto L_sulphur; - if (@menuID[@menu] == @CHOICE_IRON_POWDER) goto L_iron_powder; - if (@menuID[@menu] == @CHOICE_ABORT) goto L_abort; + menu + @menuitems$[0], -, + @menuitems$[1], -, + @menuitems$[2], -, + @menuitems$[3], -, + @menuitems$[4], -, + @menuitems$[5], -, + @menuitems$[6], -, + @menuitems$[7], -; + + set @menu, @menu - 1; + + if (@menu >= @c) + goto L_abort; + if (@menuID[@menu] == @CHOICE_IRON) + goto L_iron; + if (@menuID[@menu] == @CHOICE_CONCENTRATION) + goto L_concentration; + if (@menuID[@menu] == @CHOICE_DYEING_INTRO) + goto L_dyeing_intro; + if (@menuID[@menu] == @CHOICE_DYE) + goto L_pick_colour; + if (@menuID[@menu] == @CHOICE_MONSTER_OIL) + goto L_monster_oil; + if (@menuID[@menu] == @CHOICE_MANA_POTION) + goto L_mana_potion; + if (@menuID[@menu] == @CHOICE_SULPHUR_POWDER) + goto L_sulphur; + if (@menuID[@menu] == @CHOICE_IRON_POWDER) + goto L_iron_powder; + if (@menuID[@menu] == @CHOICE_ABORT) goto L_abort; + goto L_abort; L_iron_powder: - mes "[Rauk the Alchemist]"; - mes "\"Iron powder? Hmm, I can extract some iron powder out of a chunk of iron ore, but that will require me to dissolve it. If you give me a chunk of iron ore and 100 GP for the acid, I can do it.\""; - next; - menu - "Never mind.", L_abort, - "Here you are!", -; - - if (countitem("IronOre") < 1) - goto L_iron_powder_noore; - if (zeny < 100) - goto L_iron_powder_nozeny; - getinventorylist; - if (@inventorylist_count == 100 - && countitem("IronOre") > 1 - && countitem("IronPowder") < 1) - goto L_iron_powder_full; - delitem "IronOre", 1; - set zeny, zeny - 100; - getitem "IronPowder", 4; - mes "[Rauk the Alchemist]"; - mes "Rauk places your chunk of ore in a strange glass container, then pours a steaming yellow liquid over it. Before your eyes, the ore dissolves."; - next; - - mes "[Rauk the Alchemist]"; - mes "Rauk pours another liquid over the resultant mixture, then pours the result through a piece of cloth placed in a funnel, followed by a cup of water. He removes the residual metal powder from the cloth and hands it to you."; - mes "\"This is about as fine as I can make it without mechanical help.\""; - close; + mes "[Rauk the Alchemist]"; + mes "\"Iron powder? Hmm, I can extract some iron powder out of a chunk of iron ore, but that will require me to dissolve it. If you give me a chunk of iron ore and 100 GP for the acid, I can do it.\""; + next; + menu + "Never mind.", L_abort, + "Here you are!", -; + if (countitem("IronOre") < 1) + goto L_iron_powder_noore; + if (zeny < 100) + goto L_iron_powder_nozeny; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("IronOre") > 1 + && countitem("IronPowder") < 1) + goto L_iron_powder_full; + delitem "IronOre", 1; + set zeny, zeny - 100; + getitem "IronPowder", 4; + mes "[Rauk the Alchemist]"; + mes "Rauk places your chunk of ore in a strange glass container, then pours a steaming yellow liquid over it. Before your eyes, the ore dissolves."; + next; + mes "[Rauk the Alchemist]"; + mes "Rauk pours another liquid over the resultant mixture, then pours the result through a piece of cloth placed in a funnel, followed by a cup of water. He removes the residual metal powder from the cloth and hands it to you."; + mes "\"This is about as fine as I can make it without mechanical help.\""; + close; L_iron_powder_noore: - mes "[Rauk the Alchemist]"; - mes "\"I do need a chunk of iron ore. Please return when you have one.\""; - close; + mes "[Rauk the Alchemist]"; + mes "\"I do need a chunk of iron ore. Please return when you have one.\""; + close; L_iron_powder_nozeny: - mes "[Rauk the Alchemist]"; - mes "\"I'm sorry, but I must ask that you pay 100 GP-- the acid I use is not cheap.\""; - close; + mes "[Rauk the Alchemist]"; + mes "\"I'm sorry, but I must ask that you pay 100 GP-- the acid I use is not cheap.\""; + close; L_iron_powder_full: - mes "[Rauk the Alchemist]"; - mes "\"I don't think that you have room to carry this. Please come back later.\""; - close; + mes "[Rauk the Alchemist]"; + mes "\"I don't think that you have room to carry this. Please come back later.\""; + close; L_sulphur: - mes "[Rauk the Alchemist]"; - mes "\"Oh, that is easy. Bring me three piles of volcanic ash and three mauve leaves, and I will extract twelve piles of sulphur ash for you.\""; - next; - menu - "I will be back.", L_abort, - "No, I won't!", L_abort, - "Here you are!", -; - - if (countitem("PileOfAsh") < 3) goto L_sulphur_noash; - if (countitem("MauveHerb") < 3) goto L_sulphur_nomauve; - getinventorylist; - if (@inventorylist_count == 100 - && countitem("SulphurPowder") == 0 - && countitem("PileOfAsh") > 3 - && countitem("MauveHerb") > 3) - goto L_sulphur_nospace; - - delitem "PileOfAsh", 3; - delitem "MauveHerb", 3; - getitem "SulphurPowder", 12; - mes "[Rauk the Alchemist]"; - mes "You watch Rauk burn the mauve leaves in the midst of the ashes. He then dissolves the result and pours it through a filter, finally heating up the residual liquid."; - next; - mes "[Rauk the Alchemist]"; - mes "The water having evaporated, only some yellow powder is left over. Rauk carefully pours it into your hand."; - mes "\"This should be precisely twelve half-ounces of sulphur powder.\""; - close; + mes "[Rauk the Alchemist]"; + mes "\"Oh, that is easy. Bring me three piles of volcanic ash and three mauve leaves, and I will extract twelve piles of sulphur ash for you.\""; + next; + menu + "I will be back.", L_abort, + "No, I won't!", L_abort, + "Here you are!", -; + + if (countitem("PileOfAsh") < 3) + goto L_sulphur_noash; + if (countitem("MauveHerb") < 3) + goto L_sulphur_nomauve; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("SulphurPowder") == 0 + && countitem("PileOfAsh") > 3 + && countitem("MauveHerb") > 3) + goto L_sulphur_nospace; + + delitem "PileOfAsh", 3; + delitem "MauveHerb", 3; + getitem "SulphurPowder", 12; + mes "[Rauk the Alchemist]"; + mes "You watch Rauk burn the mauve leaves in the midst of the ashes. He then dissolves the result and pours it through a filter, finally heating up the residual liquid."; + next; + mes "[Rauk the Alchemist]"; + mes "The water having evaporated, only some yellow powder is left over. Rauk carefully pours it into your hand."; + mes "\"This should be precisely twelve half-ounces of sulphur powder.\""; + close; L_sulphur_noash: - mes "[Rauk the Alchemist]"; - mes "\"You don't seem to have all three piles of volcanic ash.\""; - close; + mes "[Rauk the Alchemist]"; + mes "\"You don't seem to have all three piles of volcanic ash.\""; + close; L_sulphur_nomauve: - mes "[Rauk the Alchemist]"; - mes "\"You don't seem to have the three mauve leaves I asked for.\""; - close; + mes "[Rauk the Alchemist]"; + mes "\"You don't seem to have the three mauve leaves I asked for.\""; + close; L_sulphur_nospace: - mes "[Rauk the Alchemist]"; - mes "\"Oh dear. You don't seem to be able to carry the sulphur powder.\""; - close; + mes "[Rauk the Alchemist]"; + mes "\"Oh dear. You don't seem to be able to carry the sulphur powder.\""; + close; L_mana_potion: - mes "[Rauk the Alchemist]"; - mes "\"Humh... I do believe that I have a recipe somewhere. One moment...\""; - mes "Rauk pulls a small book out of his sleeve and leafs through it."; - mes "\"Aha, here we are. Hmm, I'm not convinced that this is the best possible recipe...\""; - next; - mes "[Rauk the Alchemist]"; - mes "\"I shall need one pearl, one bottle of water, thirty mauve leaves, twenty gamboge leaves, and five piles of volcanic ash.\""; - next; - - menu "Here you are!", L_get_mana_potion, - "Never mind.", L_main_menu; - - goto L_main_menu; + mes "[Rauk the Alchemist]"; + mes "\"Humh... I do believe that I have a recipe somewhere. One moment...\""; + mes "Rauk pulls a small book out of his sleeve and leafs through it."; + mes "\"Aha, here we are. Hmm, I'm not convinced that this is the best possible recipe...\""; + next; + mes "[Rauk the Alchemist]"; + mes "\"I shall need one pearl, one bottle of water, thirty mauve leaves, twenty gamboge leaves, and five piles of volcanic ash.\""; + next; + menu + "Here you are!", L_get_mana_potion, + "Never mind.", L_main_menu; + goto L_main_menu; L_get_mana_potion: - if(countitem("MauveHerb") < 30) goto L_mana_potion_lacking; - if(countitem("GambogeHerb") < 20) goto L_mana_potion_lacking; - if(countitem("PileOfAsh") < 5) goto L_mana_potion_lacking; - if(countitem("Pearl") < 1) goto L_mana_potion_lacking; - if(countitem("BottleOfWater") < 1) goto L_mana_potion_lacking; - getinventorylist; - if ((@inventorylist_count == 100) - && (countitem("MauveHerb") > 30) - && (countitem("PileOfAsh") > 5) - && (countitem("Pearl") > 1) - && (countitem("BottleOfWater") > 1) - && (countitem("ManaPotion") < 1)) - goto L_mana_potion_toomuch; - - delitem "MauveHerb", 30; - delitem "GambogeHerb", 20; - delitem "PileOfAsh", 5; - delitem "Pearl", 1; - delitem "BottleOfWater", 1; - getitem "ManaPotion", 1; - - mes "[Rauk the Alchemist]"; - mes "Rauk grinds the leaves, then crushes the pearl. Taking out a small charcoal oven, he heats up your water bottle and dissolves first the pearl powder, then the ashes."; - mes "The brew begins to bubble violently."; - next; - - mes "[Rauk the Alchemist]"; - mes "Taking the bottle with a pair of tongs, he pours the liquid through a fine sieve, discarding the liquid."; - mes "He then mixes the residual paste with the leaves, stirs in a little water from the pond and fills the result into a separate bottle."; - next; - - mes "[Rauk the Alchemist]"; - mes "\"Here you are. I hope that this is what you wanted.\""; - next; - - goto L_main_menu; + if(countitem("MauveHerb") < 30) + goto L_mana_potion_lacking; + if(countitem("GambogeHerb") < 20) + goto L_mana_potion_lacking; + if(countitem("PileOfAsh") < 5) + goto L_mana_potion_lacking; + if(countitem("Pearl") < 1) + goto L_mana_potion_lacking; + if(countitem("BottleOfWater") < 1) + goto L_mana_potion_lacking; + getinventorylist; + if ((@inventorylist_count == 100) + && (countitem("MauveHerb") > 30) + && (countitem("PileOfAsh") > 5) + && (countitem("Pearl") > 1) + && (countitem("BottleOfWater") > 1) + && (countitem("ManaPotion") < 1)) + goto L_mana_potion_toomuch; + delitem "MauveHerb", 30; + delitem "GambogeHerb", 20; + delitem "PileOfAsh", 5; + delitem "Pearl", 1; + delitem "BottleOfWater", 1; + getitem "ManaPotion", 1; + mes "[Rauk the Alchemist]"; + mes "Rauk grinds the leaves, then crushes the pearl. Taking out a small charcoal oven, he heats up your water bottle and dissolves first the pearl powder, then the ashes."; + mes "The brew begins to bubble violently."; + next; + mes "[Rauk the Alchemist]"; + mes "Taking the bottle with a pair of tongs, he pours the liquid through a fine sieve, discarding the liquid."; + mes "He then mixes the residual paste with the leaves, stirs in a little water from the pond and fills the result into a separate bottle."; + next; + mes "[Rauk the Alchemist]"; + mes "\"Here you are. I hope that this is what you wanted.\""; + next; + goto L_main_menu; L_mana_potion_toomuch: - mes "[Rauk the Alchemist]"; - mes "\"You look quite burdened already. Why don't you drop off a few things first, and come back later?\""; - next; - goto L_main_menu; + mes "[Rauk the Alchemist]"; + mes "\"You look quite burdened already. Why don't you drop off a few things first, and come back later?\""; + next; + goto L_main_menu; L_mana_potion_lacking: - mes "[Rauk the Alchemist]"; - mes "\"Sorry, but I need one Pearl, one Bottle of Water, 30 Mauve Leaves, 20 Gamboge Leaves, and five Piles of Ash.\""; - next; - goto L_main_menu; + mes "[Rauk the Alchemist]"; + mes "\"Sorry, but I need one Pearl, one Bottle of Water, 30 Mauve Leaves, 20 Gamboge Leaves, and five Piles of Ash.\""; + next; + goto L_main_menu; L_iron: - set @COST_PER_IRON_POTION, 2; + set @COST_PER_IRON_POTION, 2; - mes "\" To make them, I'm going to need " + @COST_PER_IRON_POTION + " Small Mushrooms per Iron Potion. How many Iron Potions would you like?\""; - input @count; + mes "\" To make them, I'm going to need " + @COST_PER_IRON_POTION + " Small Mushrooms per Iron Potion. How many Iron Potions would you like?\""; + input @count; - if (@count == 0) close; - set @empty, countitem("SmallMushroom"); + if (@count == 0) + close; + set @empty, countitem("SmallMushroom"); - if (@empty < @count * @COST_PER_IRON_POTION) goto L_no_iron; - getinventorylist; - if (@inventorylist_count == 100 && countitem("SmallMushroom") == 0 && @empty > @count) goto L_TooMany; + if (@empty < @count * @COST_PER_IRON_POTION) + goto L_no_iron; + getinventorylist; + if (@inventorylist_count == 100 && countitem("SmallMushroom") == 0 && @empty > @count) + goto L_TooMany; - delitem "SmallMushroom", @COST_PER_IRON_POTION * @count; - getitem "IronPotion", @count; - close; + delitem "SmallMushroom", @COST_PER_IRON_POTION * @count; + getitem "IronPotion", @count; + close; L_concentration: - set @COST_PER_CONCENTRATION_POTION, 2; + set @COST_PER_CONCENTRATION_POTION, 2; - mes "\" To make them, I'm going to need " + @COST_PER_CONCENTRATION_POTION + " Pink Petals per Concentration Potion. How many Concentration Potions would you like?\""; - input @count; + mes "\" To make them, I'm going to need " + @COST_PER_CONCENTRATION_POTION + " Pink Petals per Concentration Potion. How many Concentration Potions would you like?\""; + input @count; - if (@count == 0) close; - set @empty, countitem("PinkPetal"); + if (@count == 0) + close; + set @empty, countitem("PinkPetal"); - if (@empty < @count * @COST_PER_CONCENTRATION_POTION) goto L_no_concentration; - getinventorylist; - if (@inventorylist_count == 100 && countitem("PinkPetal") == 0 && @empty > @count) goto L_TooMany; + if (@empty < @count * @COST_PER_CONCENTRATION_POTION) + goto L_no_concentration; + getinventorylist; + if (@inventorylist_count == 100 && countitem("PinkPetal") == 0 && @empty > @count) + goto L_TooMany; - delitem "PinkPetal", @COST_PER_CONCENTRATION_POTION * @count; - getitem "ConcentrationPotion", @count; - close; + delitem "PinkPetal", @COST_PER_CONCENTRATION_POTION * @count; + getitem "ConcentrationPotion", @count; + close; L_no_iron: - mes "\"You have to bring me 2 Small Mushrooms for each Iron Potion.\""; - close; - + mes "\"You have to bring me 2 Small Mushrooms for each Iron Potion.\""; + close; + L_no_concentration: - mes "\"You have to bring me 2 Pink Petals for each Concentration Potion.\""; - close; + mes "\"You have to bring me 2 Pink Petals for each Concentration Potion.\""; + close; L_dyeing_intro: - mes "[Rauk the Alchemist]"; - mes "Rauk pauses for a moment."; - mes "\"Hmm, I'm not very good at that... I can only make simple dyes, the ones that you can use for cotton and wool.\""; - next; - mes "[Rauk the Alchemist]"; - mes "\"For the truly powerful ones that you can use to dye a person or an entire lake with, I would need a powerful catalyst, like an Obsidian Spork or a Wumpus Egg...\""; - mes "Rauk seems to be lost in his thoughts."; - next; - menu "I only want to dye clothes, though...", -, - "What's a 'Wumpus egg'?", L_wumpus_egg_intro, - "What's an 'Obsidian Spork'?", L_obsidian_spork_intro, - "Er, never mind...", L_abort; - mes "[Rauk the Alchemist]"; - mes "\"Oh, just for clothes? Well, that is easy. I can make red, yellow, light blue, orange, pink, green, dark blue, black and purple dye, if you can get me the ingredients for it.\""; - next; - set QUEST_clothdyer_knowsdye, 2; - goto L_pick_colour; + mes "[Rauk the Alchemist]"; + mes "Rauk pauses for a moment."; + mes "\"Hmm, I'm not very good at that... I can only make simple dyes, the ones that you can use for cotton and wool.\""; + next; + mes "[Rauk the Alchemist]"; + mes "\"For the truly powerful ones that you can use to dye a person or an entire lake with, I would need a powerful catalyst, like an Obsidian Spork or a Wumpus Egg...\""; + mes "Rauk seems to be lost in his thoughts."; + next; + menu + "I only want to dye clothes, though...", -, + "What's a 'Wumpus egg'?", L_wumpus_egg_intro, + "What's an 'Obsidian Spork'?", L_obsidian_spork_intro, + "Er, never mind...", L_abort; + mes "[Rauk the Alchemist]"; + mes "\"Oh, just for clothes? Well, that is easy. I can make red, yellow, light blue, orange, pink, green, dark blue, black and purple dye, if you can get me the ingredients for it.\""; + next; + set QUEST_clothdyer_knowsdye, 2; + goto L_pick_colour; L_wumpus_egg_intro: - mes "[Rauk the Alchemist]"; - mes "Rauk's eyes brighten up."; - mes "\"Ah, a wumpus egg is one of the most powerful catalysts out there, useful for transmutation and transchromation! Unfortunately the Common Wumpus is almost completely extinct these days, so they are hard to find."; - mes "Should you find one, please let me know-- I will pay well for one!\""; - close; + mes "[Rauk the Alchemist]"; + mes "Rauk's eyes brighten up."; + mes "\"Ah, a wumpus egg is one of the most powerful catalysts out there, useful for transmutation and transchromation! Unfortunately the Common Wumpus is almost completely extinct these days, so they are hard to find."; + mes "Should you find one, please let me know-- I will pay well for one!\""; + close; L_obsidian_spork_intro: - mes "[Rauk the Alchemist]"; - mes "Rauk scratches his head."; - mes "\"Hm, obsidian is a dark, glass-like material that you can normally find near volcanos. Shaping it isn't too hard, but shaping it without it losing its magical properties is almost impossible.\""; - next; - mes "[Rauk the Alchemist]"; - mes "\"Obsidian sporks are therefore hard to make, but they are said to be very useful in certain kinds of alchemy."; - mes "Should you find one, please let me know!\""; - close; + mes "[Rauk the Alchemist]"; + mes "Rauk scratches his head."; + mes "\"Hm, obsidian is a dark, glass-like material that you can normally find near volcanos. Shaping it isn't too hard, but shaping it without it losing its magical properties is almost impossible.\""; + next; + mes "[Rauk the Alchemist]"; + mes "\"Obsidian sporks are therefore hard to make, but they are said to be very useful in certain kinds of alchemy."; + mes "Should you find one, please let me know!\""; + close; L_pick_colour: - menu "What are the ingredients you need?", L_description, - "Red", L_red, - "Yellow", L_yellow, - "Light blue", L_light_blue, - "Green", L_green, - "Orange", L_orange, - "Pink", L_pink, - "Dark blue", L_dark_blue, - "Black", L_black, - "Purple", L_purple, - "Dark Green", L_dark_green, - "Nothing, really.", L_abort; - close; + menu + "What are the ingredients you need?", L_description, + "Red", L_red, + "Yellow", L_yellow, + "Light blue", L_light_blue, + "Green", L_green, + "Orange", L_orange, + "Pink", L_pink, + "Dark blue", L_dark_blue, + "Black", L_black, + "Purple", L_purple, + "Dark Green", L_dark_green, + "Nothing, really.", L_abort; + close; L_description: - mes "[Rauk the Alchemist]"; - mes "\"The kinds of dyes I know are made from herbs-- alizarin for red, gamboge for yellow, cobalt for blue, and mauve as binding agent for dark colors.\""; - next; - mes "[Rauk the Alchemist]"; - mes "\"Some of the colors need more ingredients, including some that you can't find here, so I have to charge money for them."; - mes "Oh, and for a proper dark blue and purple I also need a pearl; without pearl dust they would not shimmer properly.\""; - next; + mes "[Rauk the Alchemist]"; + mes "\"The kinds of dyes I know are made from herbs-- alizarin for red, gamboge for yellow, cobalt for blue, and mauve as binding agent for dark colors.\""; + next; + mes "[Rauk the Alchemist]"; + mes "\"Some of the colors need more ingredients, including some that you can't find here, so I have to charge money for them."; + mes "Oh, and for a proper dark blue and purple I also need a pearl; without pearl dust they would not shimmer properly.\""; + next; L_description_quick: - menu "What do you need for red dye?", L_d_red, - "What do you need for yellow dye?", L_d_yellow, - "What do you need for light blue dye?", L_d_light_blue, - "What do you need for green dye?", L_d_green, - "What do you need for orange dye?", L_d_orange, - "What do you need for pink dye?", L_d_pink, - "What do you need for dark blue dye?", L_d_dark_blue, - "What do you need for black dye?", L_d_black, - "What do you need for purple dye?", L_d_purple, - "What do you need for dark green dye?", L_d_dark_green, - "Actually...", -; - - menu "Can you make some dye for me, please?", L_pick_colour, - "Where can I get the herbs?", L_d_herbs, - "Where can I find pink petals?", L_d_pink_petals, - "Where can I find iron ore?", L_d_ore, - "Where can I find a pearl?", L_d_pearl, - "Where can I find maggot slime?", L_d_maggot_slime, - "I see. Thank you, and a good day to you!", L_abort; - close; + menu + "What do you need for red dye?", L_d_red, + "What do you need for yellow dye?", L_d_yellow, + "What do you need for light blue dye?", L_d_light_blue, + "What do you need for green dye?", L_d_green, + "What do you need for orange dye?", L_d_orange, + "What do you need for pink dye?", L_d_pink, + "What do you need for dark blue dye?", L_d_dark_blue, + "What do you need for black dye?", L_d_black, + "What do you need for purple dye?", L_d_purple, + "What do you need for dark green dye?", L_d_dark_green, + "Actually...", -; + menu + "Can you make some dye for me, please?", L_pick_colour, + "Where can I get the herbs?", L_d_herbs, + "Where can I find pink petals?", L_d_pink_petals, + "Where can I find iron ore?", L_d_ore, + "Where can I find a pearl?", L_d_pearl, + "Where can I find maggot slime?", L_d_maggot_slime, + "I see. Thank you, and a good day to you!", L_abort; + close; L_d_herbs: - mes "[Rauk the Alchemist]"; - mes "\"Alizarin, mauve, cobalt and gamboge bushes grow in this general area. I haven't seen them nearby, but take a look around; I am sure you will find some.\""; - next; - goto L_description_quick; + mes "[Rauk the Alchemist]"; + mes "\"Alizarin, mauve, cobalt and gamboge bushes grow in this general area. I haven't seen them nearby, but take a look around; I am sure you will find some.\""; + next; + goto L_description_quick; L_d_pink_petals: - mes "[Rauk the Alchemist]"; - mes "\"Just take some from the pink flowers around here. But be careful, they seem to be a bit fond of them.\""; - next; - goto L_description_quick; + mes "[Rauk the Alchemist]"; + mes "\"Just take some from the pink flowers around here. But be careful, they seem to be a bit fond of them.\""; + next; + goto L_description_quick; L_d_ore: - mes "[Rauk the Alchemist]"; - mes "\"Iron ore you should be able to find in some mine, I think. That's where people usually get it from, I have been told.\""; - next; - goto L_description_quick; + mes "[Rauk the Alchemist]"; + mes "\"Iron ore you should be able to find in some mine, I think. That's where people usually get it from, I have been told.\""; + next; + goto L_description_quick; L_d_pearl: - mes "[Rauk the Alchemist]"; - mes "\"A pearl... hm, that might be tricky. You normally find them in clams, but I haven't seen many of those here in the woodlands.\""; - next; - goto L_description_quick; + mes "[Rauk the Alchemist]"; + mes "\"A pearl... hm, that might be tricky. You normally find them in clams, but I haven't seen many of those here in the woodlands.\""; + next; + goto L_description_quick; L_d_maggot_slime: - mes "[Rauk the Alchemist]"; - mes "\"As the name might have given away already, maggot slime is most easily obtained from maggots. Still, there are some other creatures-- such as bats-- that secrete a similar kind of slime that for alchemistic purposes is equivalent.\""; - next; - goto L_description_quick; + mes "[Rauk the Alchemist]"; + mes "\"As the name might have given away already, maggot slime is most easily obtained from maggots. Still, there are some other creatures-- such as bats-- that secrete a similar kind of slime that for alchemistic purposes is equivalent.\""; + next; + goto L_description_quick; L_intermediate: - menu "Can you make some dye for me?", L_pick_colour, - "Can you describe the ingredients?", L_description_quick, - "Never mind.", L_abort; - close; + menu + "Can you make some dye for me?", L_pick_colour, + "Can you describe the ingredients?", L_description_quick, + "Never mind.", L_abort; + close; L_ok: - mes "[Rauk the Alchemist]"; - mes "\"Here is your dye. Remember to use all of it at once or the color may bleach out.\""; - next; - goto L_pick_colour; + mes "[Rauk the Alchemist]"; + mes "\"Here is your dye. Remember to use all of it at once or the color may bleach out.\""; + next; + goto L_pick_colour; L_red: - if (countitem("AlizarinHerb") < 10) goto L_red_fail; - getinventorylist; - if (@inventorylist_count == 100 && countitem("AlizarinHerb") > 10) goto L_TooMany; - delitem "AlizarinHerb", 10; - getitem "RedDye", 1; - goto L_ok; + if (countitem("AlizarinHerb") < 10) + goto L_red_fail; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("AlizarinHerb") > 10) + goto L_TooMany; + delitem "AlizarinHerb", 10; + getitem "RedDye", 1; + goto L_ok; L_red_fail: - mes "[Rauk the Alchemist]"; - mes "\"Hmm, sorry, but I do need ten alizarin leaves to make red dye.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"Hmm, sorry, but I do need ten alizarin leaves to make red dye.\""; + next; + goto L_intermediate; L_d_red: - mes "[Rauk the Alchemist]"; - mes "\"Red dye is fairly simple to make. Bring me ten leaves of alizarin, and I can brew it for you right away.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"Red dye is fairly simple to make. Bring me ten leaves of alizarin, and I can brew it for you right away.\""; + next; + goto L_intermediate; L_yellow: - if (countitem("GambogeHerb") < 10) goto L_yellow_fail; - getinventorylist; - if (@inventorylist_count == 100 && countitem("GambogeHerb") > 10) goto L_TooMany; - delitem "GambogeHerb", 10; - getitem "YellowDye", 1; - goto L_ok; + if (countitem("GambogeHerb") < 10) + goto L_yellow_fail; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("GambogeHerb") > 10) + goto L_TooMany; + delitem "GambogeHerb", 10; + getitem "YellowDye", 1; + goto L_ok; L_yellow_fail: - mes "[Rauk the Alchemist]"; - mes "\"Without enough gamboge leaves-- I would need at least ten--, I can't make yellow dye for you.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"Without enough gamboge leaves-- I would need at least ten--, I can't make yellow dye for you.\""; + next; + goto L_intermediate; L_d_yellow: - mes "[Rauk the Alchemist]"; - mes "\"Yellow dye is no more than gamboge extract. If you get me ten gamboge leaves, I can make it easily.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"Yellow dye is no more than gamboge extract. If you get me ten gamboge leaves, I can make it easily.\""; + next; + goto L_intermediate; L_light_blue: - if (countitem("CobaltHerb") < 10) goto L_light_blue_fail; - getinventorylist; - if (@inventorylist_count == 100 && countitem("CobaltHerb") > 10) goto L_TooMany; - delitem "CobaltHerb", 10; - getitem "LightBlueDye", 1; - goto L_ok; + if (countitem("CobaltHerb") < 10) + goto L_light_blue_fail; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("CobaltHerb") > 10) + goto L_TooMany; + delitem "CobaltHerb", 10; + getitem "LightBlueDye", 1; + goto L_ok; L_light_blue_fail: - mes "[Rauk the Alchemist]"; - mes "\"Sorry, but I won't give it to you for less than ten cobalt leaves.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"Sorry, but I won't give it to you for less than ten cobalt leaves.\""; + next; + goto L_intermediate; L_d_light_blue: - mes "[Rauk the Alchemist]"; - mes "\"Light blue dye is what you get if you let cobalt leaves sit in alcohol over night. I have some here and will trade it for ten fresh cobalt leaves.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"Light blue dye is what you get if you let cobalt leaves sit in alcohol over night. I have some here and will trade it for ten fresh cobalt leaves.\""; + next; + goto L_intermediate; L_green: - if (countitem("CobaltHerb") < 20) goto L_green_fail; - if (countitem("GambogeHerb") < 20) goto L_green_fail; - getinventorylist; - if (@inventorylist_count == 100 && countitem("CobaltHerb") > 20 && countitem("GambogeHerb") > 20) goto L_TooMany; - if (zeny < 1000) goto L_green_fail; - delitem "CobaltHerb", 20; - delitem "GambogeHerb", 20; - set zeny, zeny - 1000; - getitem "GreenDye", 1; - goto L_ok; + if (countitem("CobaltHerb") < 20) + goto L_green_fail; + if (countitem("GambogeHerb") < 20) + goto L_green_fail; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("CobaltHerb") > 20 + && countitem("GambogeHerb") > 20) + goto L_TooMany; + if (zeny < 1000) + goto L_green_fail; + delitem "CobaltHerb", 20; + delitem "GambogeHerb", 20; + set zeny, zeny - 1000; + getitem "GreenDye", 1; + goto L_ok; L_green_fail: - mes "[Rauk the Alchemist]"; - mes "\"No... I need enough gamboge and cobalt to make your dye.\""; - mes "\"Twenty gamboge leaves, twenty cobalt leaves, and 1000 GP should be sufficient.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"No... I need enough gamboge and cobalt to make your dye.\""; + mes "\"Twenty gamboge leaves, twenty cobalt leaves, and 1000 GP should be sufficient.\""; + next; + goto L_intermediate; L_d_green: - mes "[Rauk the Alchemist]"; - mes "\"Green dye is a little tricky to make, since you have to boil gamboge leaves at just the right temperature while stirring in a cobalt ester."; - mes "Making the cobalt ester is not easy, and every time I try I end up melting a crystal flask beyond repair...\""; - next; - mes "[Rauk the Alchemist]"; - mes "\"Thus, I will need twenty gamboge leaves, twenty cobalt leaves, and 1000 GP for materials."; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"Green dye is a little tricky to make, since you have to boil gamboge leaves at just the right temperature while stirring in a cobalt ester."; + mes "Making the cobalt ester is not easy, and every time I try I end up melting a crystal flask beyond repair...\""; + next; + mes "[Rauk the Alchemist]"; + mes "\"Thus, I will need twenty gamboge leaves, twenty cobalt leaves, and 1000 GP for materials."; + next; + goto L_intermediate; L_d_no_green: - mes "[Rauk the Alchemist]"; - mes "\"Come back when you are a little more experienced. I might be able to tell you how to make green dye then.\""; - close; + mes "[Rauk the Alchemist]"; + mes "\"Come back when you are a little more experienced. I might be able to tell you how to make green dye then.\""; + close; L_orange: - if (countitem("AlizarinHerb") < 10) goto L_orange_fail; - if (countitem("GambogeHerb") < 10) goto L_orange_fail; - if (countitem("IronOre") < 2) goto L_orange_fail; - getinventorylist; - if (@inventorylist_count == 100 && countitem("AlizarinHerb") > 10 && countitem("GambogeHerb") > 10 && countitem("IronOre") > 2) goto L_TooMany; - if (zeny < 1000) goto L_orange_fail; - delitem "AlizarinHerb", 10; - delitem "GambogeHerb", 10; - delitem "IronOre", 2; - set zeny, zeny - 1000; - getitem "OrangeDye", 1; - goto L_ok; + if (countitem("AlizarinHerb") < 10) + goto L_orange_fail; + if (countitem("GambogeHerb") < 10) + goto L_orange_fail; + if (countitem("IronOre") < 2) goto L_orange_fail; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("AlizarinHerb") > 10 + && countitem("GambogeHerb") > 10 + && countitem("IronOre") > 2) + goto L_TooMany; + if (zeny < 1000) + goto L_orange_fail; + delitem "AlizarinHerb", 10; + delitem "GambogeHerb", 10; + delitem "IronOre", 2; + set zeny, zeny - 1000; + getitem "OrangeDye", 1; + goto L_ok; L_orange_fail: - mes "[Rauk the Alchemist]"; - mes "\"I'm sorry, but I need 1000 GP, two chunks of iron ore, and ten each of gamboge and alizarin leaves.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"I'm sorry, but I need 1000 GP, two chunks of iron ore, and ten each of gamboge and alizarin leaves.\""; + next; + goto L_intermediate; L_d_orange: - mes "[Rauk the Alchemist]"; - mes "\"Orange dye is fun to make, but it requires some burnt iron, and also consummate sulphur powder, which you cannot get here easily."; - mes "\"Still, for 1000 GP, two pieces of iron ore, ten alizarin leaves and ten gamboge leaves, I can make you a vial of orange dye.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"Orange dye is fun to make, but it requires some burnt iron, and also consummate sulphur powder, which you cannot get here easily."; + mes "\"Still, for 1000 GP, two pieces of iron ore, ten alizarin leaves and ten gamboge leaves, I can make you a vial of orange dye.\""; + next; + goto L_intermediate; L_pink: - if (countitem("AlizarinHerb") < 10) goto L_pink_fail; - if (countitem("PinkPetal") < 6) goto L_pink_fail; - if (zeny < 1000) goto L_pink_fail; - getinventorylist; - if (@inventorylist_count == 100 && countitem("AlizarinHerb") > 10 && countitem("PinkPetal") > 6) goto L_TooMany; - delitem "AlizarinHerb", 10; - delitem "PinkPetal", 6; - set zeny, zeny - 1000; - getitem "PinkDye", 1; - goto L_ok; + if (countitem("AlizarinHerb") < 10) + goto L_pink_fail; + if (countitem("PinkPetal") < 6) + goto L_pink_fail; + if (zeny < 1000) + goto L_pink_fail; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("AlizarinHerb") > 10 + && countitem("PinkPetal") > 6) + goto L_TooMany; + delitem "AlizarinHerb", 10; + delitem "PinkPetal", 6; + set zeny, zeny - 1000; + getitem "PinkDye", 1; + goto L_ok; L_pink_fail: - mes "[Rauk the Alchemist]"; - mes "\"No, you don't have all I need, and that would be ten alizarin leaves, six pink flower petals, and 1000 GP.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"No, you don't have all I need, and that would be ten alizarin leaves, six pink flower petals, and 1000 GP.\""; + next; + goto L_intermediate; L_d_pink: - mes "[Rauk the Alchemist]"; - mes "\"Pink dye... that's a funny one: you can't get proper pink out of the usual herbs. You do need ten leaves of alizarin, but you also need six pink flower petals."; - mes "To properly extract the pink from the petals, you have to boil it in concentrated utenum; I will have to charge 1000 GP for that.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"Pink dye... that's a funny one: you can't get proper pink out of the usual herbs. You do need ten leaves of alizarin, but you also need six pink flower petals."; + mes "To properly extract the pink from the petals, you have to boil it in concentrated utenum; I will have to charge 1000 GP for that.\""; + next; + goto L_intermediate; L_dark_blue: - if (countitem("CobaltHerb") < 100) goto L_dark_blue_fail; - if (countitem("MauveHerb") < 50) goto L_dark_blue_fail; - if (countitem("Pearl") < 1) goto L_dark_blue_fail; - if (zeny < 10000) goto L_dark_blue_fail; - getinventorylist; - if (@inventorylist_count == 100 && countitem("CobaltHerb") > 100 && countitem("MauveHerb") > 50 && countitem("Pearl") > 1) goto L_TooMany; - delitem "CobaltHerb", 100; - delitem "MauveHerb", 50; - delitem "Pearl", 1; - set zeny, zeny - 10000; - getitem "DarkBlueDye", 1; - goto L_ok; + if (countitem("CobaltHerb") < 100) + goto L_dark_blue_fail; + if (countitem("MauveHerb") < 50) + goto L_dark_blue_fail; + if (countitem("Pearl") < 1) + goto L_dark_blue_fail; + if (zeny < 10000) + goto L_dark_blue_fail; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("CobaltHerb") > 100 + && countitem("MauveHerb") > 50 + && countitem("Pearl") > 1) + goto L_TooMany; + delitem "CobaltHerb", 100; + delitem "MauveHerb", 50; + delitem "Pearl", 1; + set zeny, zeny - 10000; + getitem "DarkBlueDye", 1; + goto L_ok; L_dark_blue_fail: - mes "[Rauk the Alchemist]"; - mes "\"I will need all of the ingredients to make dark blue dye for you.\""; - mes "\"I need 100 cobalt leaves, 50 mauve leaves, one pearl, and 10,000 GP.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"I will need all of the ingredients to make dark blue dye for you.\""; + mes "\"I need 100 cobalt leaves, 50 mauve leaves, one pearl, and 10,000 GP.\""; + next; + goto L_intermediate; L_d_dark_blue: - mes "[Rauk the Alchemist]"; - mes "\"Dark blue dye is one of the trickiest ones. You need concentrated extract from 100 leaves of cobalt and 50 mauve leaves for proper binding."; - mes "For the right shimmer, a pearl is indispensible, and the most expensive part is a rare kind of ayanamian sapphire dust that I have to charge 10,000 GP for.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"Dark blue dye is one of the trickiest ones. You need concentrated extract from 100 leaves of cobalt and 50 mauve leaves for proper binding."; + mes "For the right shimmer, a pearl is indispensible, and the most expensive part is a rare kind of ayanamian sapphire dust that I have to charge 10,000 GP for.\""; + next; + goto L_intermediate; L_purple: - if (countitem("CobaltHerb") < 100) goto L_purple_fail; - if (countitem("AlizarinHerb") < 100) goto L_purple_fail; - if (countitem("MauveHerb") < 20) goto L_purple_fail; - if (countitem("Pearl") < 1) goto L_purple_fail; - getinventorylist; - if (@inventorylist_count == 100 && countitem("CobaltHerb") > 100 && countitem("AlizarinHerb") > 100 && countitem("MauveHerb") > 20 && countitem("Pearl") > 1) goto L_TooMany; - if (zeny < 40000) goto L_purple_fail; - delitem "CobaltHerb", 100; - delitem "AlizarinHerb", 100; - delitem "MauveHerb", 20; - delitem "Pearl", 1; - set zeny, zeny - 40000; - getitem "PurpleDye", 1; - goto L_ok; + if (countitem("CobaltHerb") < 100) + goto L_purple_fail; + if (countitem("AlizarinHerb") < 100) + goto L_purple_fail; + if (countitem("MauveHerb") < 20) + goto L_purple_fail; + if (countitem("Pearl") < 1) + goto L_purple_fail; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("CobaltHerb") > 100 + && countitem("AlizarinHerb") > 100 + && countitem("MauveHerb") > 20 + && countitem("Pearl") > 1) + goto L_TooMany; + if (zeny < 40000) + goto L_purple_fail; + delitem "CobaltHerb", 100; + delitem "AlizarinHerb", 100; + delitem "MauveHerb", 20; + delitem "Pearl", 1; + set zeny, zeny - 40000; + getitem "PurpleDye", 1; + goto L_ok; L_purple_fail: - mes "[Rauk the Alchemist]"; - mes "\"No... I don't think that you have enough ingredients for this. Let me check my notes.\""; - mes "\"What I need are 100 cobalt leaves, 100 alizarin leaves, 20 mauve leaves, one pearl, and 40,000 GP.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"No... I don't think that you have enough ingredients for this. Let me check my notes.\""; + mes "\"What I need are 100 cobalt leaves, 100 alizarin leaves, 20 mauve leaves, one pearl, and 40,000 GP.\""; + next; + goto L_intermediate; L_d_purple: - mes "[Rauk the Alchemist]"; - mes "\"Hm, Purple dye... proper Tritan Purple is hard to make. Fortunately, the correct recipe has survived... but some ingredients are quite costly."; - mes "I can't even tell you why, unfortunately, since this is a bit of an alchemistic secret, and I really don't want to argue this out with people who can turn my nose into a rhubarb.\""; - next; - mes "[Rauk the Alchemist]"; - mes "\"Still, I can make it for you, out of 100 cobalt leaves, 100 alizarin leaves, 20 mauve leaves, one pearl, and 40,000 GP. Some other ingredients are covered by the GP.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"Hm, Purple dye... proper Tritan Purple is hard to make. Fortunately, the correct recipe has survived... but some ingredients are quite costly."; + mes "I can't even tell you why, unfortunately, since this is a bit of an alchemistic secret, and I really don't want to argue this out with people who can turn my nose into a rhubarb.\""; + next; + mes "[Rauk the Alchemist]"; + mes "\"Still, I can make it for you, out of 100 cobalt leaves, 100 alizarin leaves, 20 mauve leaves, one pearl, and 40,000 GP. Some other ingredients are covered by the GP.\""; + next; + goto L_intermediate; L_black: - if (countitem("CobaltHerb") < 40) goto L_black_fail; - if (countitem("AlizarinHerb") < 40) goto L_black_fail; - if (countitem("GambogeHerb") < 40) goto L_black_fail; - if (countitem("MauveHerb") < 40) goto L_black_fail; - getinventorylist; - if (@inventorylist_count == 100 && countitem("CobaltHerb") > 40 && countitem("AlizarinHerb") > 40 && countitem("GambogeHerb") > 40 && countitem("MauveHerb") > 40) goto L_TooMany; - if (zeny < 20000) goto L_black_fail; - delitem "CobaltHerb", 40; - delitem "AlizarinHerb", 40; - delitem "GambogeHerb", 40; - delitem "MauveHerb", 40; - set zeny, zeny - 20000; - getitem "BlackDye", 1; - goto L_ok; + if (countitem("CobaltHerb") < 40) + goto L_black_fail; + if (countitem("AlizarinHerb") < 40) + goto L_black_fail; + if (countitem("GambogeHerb") < 40) + goto L_black_fail; + if (countitem("MauveHerb") < 40) + goto L_black_fail; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("CobaltHerb") > 40 + && countitem("AlizarinHerb") > 40 + && countitem("GambogeHerb") > 40 + && countitem("MauveHerb") > 40) + goto L_TooMany; + if (zeny < 20000) + goto L_black_fail; + delitem "CobaltHerb", 40; + delitem "AlizarinHerb", 40; + delitem "GambogeHerb", 40; + delitem "MauveHerb", 40; + set zeny, zeny - 20000; + getitem "BlackDye", 1; + goto L_ok; L_black_fail: - mes "[Rauk the Alchemist]"; - mes "\"I am sorry, but you don't have all the items I need to make black dye. I need fourty leaves of alizarin, cobalt, gamboge and mauve each, and 20,000 GP.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"I am sorry, but you don't have all the items I need to make black dye. I need fourty leaves of alizarin, cobalt, gamboge and mauve each, and 20,000 GP.\""; + next; + goto L_intermediate; L_d_black: - mes "[Rauk the Alchemist]"; - mes "\"Black? Ah! such a wonderful choice of color. It's my favorite! Well, if you too want something black, I would be delighted to make you some black dye."; - mes "Just bring me 40 leaves each of cobalt, alizarin, gamboge and mauve.\""; - next; - mes "[Rauk the Alchemist]"; - mes "\"Oh, and 20,000 GP for the charcoal and diamond dust mixture you need to keep the mauve smell out.\""; - next; - goto L_intermediate; - + mes "[Rauk the Alchemist]"; + mes "\"Black? Ah! such a wonderful choice of color. It's my favorite! Well, if you too want something black, I would be delighted to make you some black dye."; + mes "Just bring me 40 leaves each of cobalt, alizarin, gamboge and mauve.\""; + next; + mes "[Rauk the Alchemist]"; + mes "\"Oh, and 20,000 GP for the charcoal and diamond dust mixture you need to keep the mauve smell out.\""; + next; + goto L_intermediate; + L_dark_green: - if (baselevel < 30) goto L_d_no_green; - if (QUEST_clothdyer_knowsdye != @QUEST_HAS_SOLVED_DYE_PUZZLE) - goto L_d_dark_green; - if (countitem("CobaltHerb") < 10) goto L_dark_green_fail; - if (countitem("GambogeHerb") < 10) goto L_dark_green_fail; - if (countitem("MauveHerb") < 10) goto L_dark_green_fail; - if (countitem("MaggotSlime") < 1) goto L_dark_green_fail; - if (zeny < 1000) goto L_dark_green_fail; - getinventorylist; - if (@inventorylist_count == 100 && countitem("CobaltHerb") > 10 && countitem("GambogeHerb") > 10 && countitem("MauveHerb") > 10 && countitem("MaggotSlime") > 1) goto L_TooMany; - delitem "CobaltHerb", 10; - delitem "MauveHerb", 10; - delitem "GambogeHerb", 10; - delitem "MaggotSlime", 1; - set zeny, zeny - 1000; - getitem "DarkGreenDye", 1; - goto L_ok; + if (baselevel < 30) + goto L_d_no_green; + if (QUEST_clothdyer_knowsdye != @QUEST_HAS_SOLVED_DYE_PUZZLE) + goto L_d_dark_green; + if (countitem("CobaltHerb") < 10) + goto L_dark_green_fail; + if (countitem("GambogeHerb") < 10) + goto L_dark_green_fail; + if (countitem("MauveHerb") < 10) + goto L_dark_green_fail; + if (countitem("MaggotSlime") < 1) + goto L_dark_green_fail; + if (zeny < 1000) + goto L_dark_green_fail; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("CobaltHerb") > 10 + && countitem("GambogeHerb") > 10 + && countitem("MauveHerb") > 10 + && countitem("MaggotSlime") > 1) + goto L_TooMany; + delitem "CobaltHerb", 10; + delitem "MauveHerb", 10; + delitem "GambogeHerb", 10; + delitem "MaggotSlime", 1; + set zeny, zeny - 1000; + getitem "DarkGreenDye", 1; + goto L_ok; L_dark_green_fail: - mes "[Rauk the Alchemist]"; - mes "Rauk frowns as he examines the items you hand him."; - mes "\"No, this will not do. I need ten gamboge leaves, ten cobalt leaves, ten mauve leaves, slime from one maggot, and 1000 GP.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "Rauk frowns as he examines the items you hand him."; + mes "\"No, this will not do. I need ten gamboge leaves, ten cobalt leaves, ten mauve leaves, slime from one maggot, and 1000 GP.\""; + next; + goto L_intermediate; L_d_dark_green: - mes "[Rauk the Alchemist]"; - if (QUEST_clothdyer_knowsdye != @QUEST_HAS_SOLVED_DYE_PUZZLE) - goto L_d_dark_green_quest; - mes "\"Since we have figured out how much maggot slime we need for you, all you have to bring me are 1000 GP, one maggot slime, and ten leaves each of mauve, cobalt, and gamboge.\""; - next; - goto L_intermediate; - + mes "[Rauk the Alchemist]"; + if (QUEST_clothdyer_knowsdye != @QUEST_HAS_SOLVED_DYE_PUZZLE) + goto L_d_dark_green_quest; + mes "\"Since we have figured out how much maggot slime we need for you, all you have to bring me are 1000 GP, one maggot slime, and ten leaves each of mauve, cobalt, and gamboge.\""; + next; + goto L_intermediate; + L_d_dark_green_quest: - mes "\"Ah, dark green... dark green dye is actually simple to make, except for one tiny little problem: dark green clothes fade very quickly when they touch human skin. By far the best way to fixate the color is argentum powder, mixed with dark green dye essence extracted from maggot slime.\""; - next; - mes "[Rauk the Alchemist]"; - mes "\"But just how much maggot slime goes into the fixative and how much into the rest of the mixture varies completely for every individual. We will have to figure out just how many thousandth ounces it is for you before I can make dark green dye for you.\""; - next; - if (QUEST_clothdyer_knowsdye == @QUEST_CAN_GET_DYE_HERE) - set QUEST_clothdyer_knowsdye, (rand(1000) + @QUEST_GUESS_BASE); + mes "\"Ah, dark green... dark green dye is actually simple to make, except for one tiny little problem: dark green clothes fade very quickly when they touch human skin. By far the best way to fixate the color is argentum powder, mixed with dark green dye essence extracted from maggot slime.\""; + next; + mes "[Rauk the Alchemist]"; + mes "\"But just how much maggot slime goes into the fixative and how much into the rest of the mixture varies completely for every individual. We will have to figure out just how many thousandth ounces it is for you before I can make dark green dye for you.\""; + next; + if (QUEST_clothdyer_knowsdye == @QUEST_CAN_GET_DYE_HERE) + set QUEST_clothdyer_knowsdye, (rand(1000) + @QUEST_GUESS_BASE); L_d_dark_green_q_main: - menu "Uh... no thanks.", L_intermediate, - "So nobody else can wear clothes I dye?", L_dark_green_q_wear, - "OK, what should I do?", L_dark_green_q_explain, - "Let's figure it out!", L_dark_green_q_guess_0; - close; + menu + "Uh... no thanks.", L_intermediate, + "So nobody else can wear clothes I dye?", L_dark_green_q_wear, + "OK, what should I do?", L_dark_green_q_explain, + "Let's figure it out!", L_dark_green_q_guess_0; + close; L_dark_green_q_wear: - mes "[Rauk the Alchemist]"; - mes "\"The color stabilises after a week or so."; - mes "Others can wear the clothes you have dyed-- just make sure that you wear those clothes for a week before passing them on.\""; - next; - goto L_d_dark_green_q_main; + mes "[Rauk the Alchemist]"; + mes "\"The color stabilises after a week or so."; + mes "Others can wear the clothes you have dyed-- just make sure that you wear those clothes for a week before passing them on.\""; + next; + goto L_d_dark_green_q_main; L_dark_green_q_explain2: - mes "[Rauk the Alchemist]"; - mes "Rauk blinks."; - mes "\"Very well. It works like this: you give me a maggot slime and tell me how many thousandth parts go into one part of the dye potion.\""; - next; - mes "[Rauk the Alchemist]"; - mes "\"Then we try whether that was the right ratio. I will tell you if you guessed right, but if you were wrong, I will tell you whether you guessed too high or too low.\""; - next; - mes "[Rauk the Alchemist]"; - mes "\"With enough slimes and enough tries we should be able to figure out just how much you need.\""; - next; - menu "Er... can you explain that again?", L_dark_green_q_explain2, - "Let's do it!", L_dark_green_q_guess_0, - "I don't have time for this.", L_intermediate; - close; + mes "[Rauk the Alchemist]"; + mes "Rauk blinks."; + mes "\"Very well. It works like this: you give me a maggot slime and tell me how many thousandth parts go into one part of the dye potion.\""; + next; + mes "[Rauk the Alchemist]"; + mes "\"Then we try whether that was the right ratio. I will tell you if you guessed right, but if you were wrong, I will tell you whether you guessed too high or too low.\""; + next; + mes "[Rauk the Alchemist]"; + mes "\"With enough slimes and enough tries we should be able to figure out just how much you need.\""; + next; + menu + "Er... can you explain that again?", L_dark_green_q_explain2, + "Let's do it!", L_dark_green_q_guess_0, + "I don't have time for this.", L_intermediate; + close; L_dark_green_q_explain: - mes "[Rauk the Alchemist]"; - mes "\"We have to measure the balance between your light and your dark bile-- two of your humors-- and use that as the maggot slime concentration.\""; - mes "\"This will probably take several tries; for each try we need maggot slime from one maggot.\""; - next; - mes "[Rauk the Alchemist]"; - mes "\"Each time you tell me how many thousandth parts of one ounce of the concentrate you want to use in the fixative. I will stir the mixture appropriately and put the rest of the slime into the base mixture. We then put the two together, and you dip your finger in.\""; - next; - mes "[Rauk the Alchemist]"; - mes "\"If the mixture is too dark, then that means that we put too much maggot slime into the fixative. If it discolours, we put in too little. But if it retains its color, we are done.\""; - next; - mes "[Rauk the Alchemist]"; - mes "Rauk smiles."; - mes "\"But don't worry, I will happily do all this for free-- I rather enjoy these little games.\""; - next; - - menu "Er... can you explain that again?", L_dark_green_q_explain, - "Errr... what?", L_dark_green_q_explain2, - "Let's do it!", -, - "I don't have time for this.", L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"We have to measure the balance between your light and your dark bile-- two of your humors-- and use that as the maggot slime concentration.\""; + mes "\"This will probably take several tries; for each try we need maggot slime from one maggot.\""; + next; + mes "[Rauk the Alchemist]"; + mes "\"Each time you tell me how many thousandth parts of one ounce of the concentrate you want to use in the fixative. I will stir the mixture appropriately and put the rest of the slime into the base mixture. We then put the two together, and you dip your finger in.\""; + next; + mes "[Rauk the Alchemist]"; + mes "\"If the mixture is too dark, then that means that we put too much maggot slime into the fixative. If it discolours, we put in too little. But if it retains its color, we are done.\""; + next; + mes "[Rauk the Alchemist]"; + mes "Rauk smiles."; + mes "\"But don't worry, I will happily do all this for free-- I rather enjoy these little games.\""; + next; + menu + "Er... can you explain that again?", L_dark_green_q_explain, + "Errr... what?", L_dark_green_q_explain2, + "Let's do it!", -, + "I don't have time for this.", L_intermediate; L_dark_green_q_guess_0: - if (countitem("MaggotSlime") < 1) - goto L_dark_green_q_noslime; - delitem "MaggotSlime", 1; - - mes "[Rauk the Alchemist]"; - mes "Rauk fills your maggot slime into a small bottle and picks a glass bottle from within his robe."; - mes "\"Now we need to figure out just how many thousandths you need. First, tell me how many tenths of an ounce you want to put in.\""; - next; - - menu "none", -, - "1 tenth", -, - "2 tenths", -, - "3 tenths", -, - "4 tenths", -, - "5 tenths", -, - "6 tenths", -, - "7 tenths", -, - "8 tenths", -, - "9 tenths", -; - - set @menu, @menu - 1; - set @guess_accumulator, @menu * 100; - - mes "[Rauk the Alchemist]"; - if (@menu) - mes "Rauk pours a good-sized portion of maggot slime from the small bottle into the glass bottle."; - mes "\"We now have " + @guess_accumulator + " thousandths of an ounce. How many hundredths of an ounce should I add?\""; - next; - - menu "none", -, - "1 hundredth", -, - "2 hundredths", -, - "3 hundredths", -, - "4 hundredths", -, - "5 hundredths", -, - "6 hundredths", -, - "7 hundredths", -, - "8 hundredths", -, - "9 hundredths", -; - - set @menu, @menu - 1; - set @guess_accumulator, @guess_accumulator + (@menu * 10); - - mes "[Rauk the Alchemist]"; - if (@menu) - mes "Rauk pours a portion of maggot slime from the small bottle into the glass bottle."; - mes "\"These are now " + @guess_accumulator + " thousandths of an ounce. How many thousands more?\""; - next; - - menu "none", -, - "1 thousandth", -, - "2 thousandths", -, - "3 thousandths", -, - "4 thousandths", -, - "5 thousandths", -, - "6 thousandths", -, - "7 thousandths", -, - "8 thousandths", -, - "9 thousandths", -; - - set @menu, @menu - 1; - set @guess_accumulator, @guess_accumulator + @menu; - - mes "[Rauk the Alchemist]"; - if (@menu) - mes "Rauk pours a tiny amount of maggot slime from the small bottle into the glass bottle."; - mes "Rauk mixes some more ingredients into the bottles, stirs them, heats one of them and mixes the results together."; - next; - - mes "[Rauk the Alchemist]"; - mes "\"Please put your finger in.\""; - mes "Hesitantly. you stick your finger into the resulting brew. The mixture feels warm and smooth to the touch."; - next; - mes "[Rauk the Alchemist]"; - mes "You pull your finger out again."; - - if (@guess_accumulator + @QUEST_GUESS_BASE > QUEST_clothdyer_knowsdye) - goto L_dark_green_q_toomuch; - - if (@guess_accumulator + @QUEST_GUESS_BASE < QUEST_clothdyer_knowsdye) - goto L_dark_green_q_toolittle; - - // otherwise correct guess - - mes "Nothing seems to be happening with the mixture. Rauk's eyes lighten up."; - mes "\"This is it! You need precisely " + @guess_accumulator + " thousandts. Let me write this down...\""; - next; - mes "[Rauk the Alchemist]"; - mes "Rauk is beaming."; - mes "\"I can now make dark green dye for you. All I need will be slime from one maggot, ten gamboge leaves, ten cobalt leaves, ten mauve leaves, and 1000 GP for other ingredients.\""; - mes "[You gain 20,000 experience points]"; - getexp 20000, 0; - set QUEST_clothdyer_knowsdye, @QUEST_HAS_SOLVED_DYE_PUZZLE; - next; - goto L_intermediate; + if (countitem("MaggotSlime") < 1) + goto L_dark_green_q_noslime; + delitem "MaggotSlime", 1; + + mes "[Rauk the Alchemist]"; + mes "Rauk fills your maggot slime into a small bottle and picks a glass bottle from within his robe."; + mes "\"Now we need to figure out just how many thousandths you need. First, tell me how many tenths of an ounce you want to put in.\""; + next; + menu + "none", -, + "1 tenth", -, + "2 tenths", -, + "3 tenths", -, + "4 tenths", -, + "5 tenths", -, + "6 tenths", -, + "7 tenths", -, + "8 tenths", -, + "9 tenths", -; + + set @menu, @menu - 1; + set @guess_accumulator, @menu * 100; + + mes "[Rauk the Alchemist]"; + if (@menu) + mes "Rauk pours a good-sized portion of maggot slime from the small bottle into the glass bottle."; + mes "\"We now have " + @guess_accumulator + " thousandths of an ounce. How many hundredths of an ounce should I add?\""; + next; + menu + "none", -, + "1 hundredth", -, + "2 hundredths", -, + "3 hundredths", -, + "4 hundredths", -, + "5 hundredths", -, + "6 hundredths", -, + "7 hundredths", -, + "8 hundredths", -, + "9 hundredths", -; + + set @menu, @menu - 1; + set @guess_accumulator, @guess_accumulator + (@menu * 10); + + mes "[Rauk the Alchemist]"; + if (@menu) + mes "Rauk pours a portion of maggot slime from the small bottle into the glass bottle."; + mes "\"These are now " + @guess_accumulator + " thousandths of an ounce. How many thousands more?\""; + next; + menu + "none", -, + "1 thousandth", -, + "2 thousandths", -, + "3 thousandths", -, + "4 thousandths", -, + "5 thousandths", -, + "6 thousandths", -, + "7 thousandths", -, + "8 thousandths", -, + "9 thousandths", -; + + set @menu, @menu - 1; + set @guess_accumulator, @guess_accumulator + @menu; + + mes "[Rauk the Alchemist]"; + if (@menu) + mes "Rauk pours a tiny amount of maggot slime from the small bottle into the glass bottle."; + mes "Rauk mixes some more ingredients into the bottles, stirs them, heats one of them and mixes the results together."; + next; + + mes "[Rauk the Alchemist]"; + mes "\"Please put your finger in.\""; + mes "Hesitantly. you stick your finger into the resulting brew. The mixture feels warm and smooth to the touch."; + next; + mes "[Rauk the Alchemist]"; + mes "You pull your finger out again."; + + if (@guess_accumulator + @QUEST_GUESS_BASE > QUEST_clothdyer_knowsdye) + goto L_dark_green_q_toomuch; + + if (@guess_accumulator + @QUEST_GUESS_BASE < QUEST_clothdyer_knowsdye) + goto L_dark_green_q_toolittle; + + // otherwise correct guess + + mes "Nothing seems to be happening with the mixture. Rauk's eyes lighten up."; + mes "\"This is it! You need precisely " + @guess_accumulator + " thousandts. Let me write this down...\""; + next; + mes "[Rauk the Alchemist]"; + mes "Rauk is beaming."; + mes "\"I can now make dark green dye for you. All I need will be slime from one maggot, ten gamboge leaves, ten cobalt leaves, ten mauve leaves, and 1000 GP for other ingredients.\""; + mes "[You gain 20,000 experience points]"; + getexp 20000, 0; + set QUEST_clothdyer_knowsdye, @QUEST_HAS_SOLVED_DYE_PUZZLE; + next; + goto L_intermediate; L_dark_green_q_toomuch: - mes "After only a second, the mixture begins to blacken. Rauk frowns."; - mes "\"That was too much... you need fewer than " + @guess_accumulator + " thousandths, I think."; - goto L_dark_green_q_again; + mes "After only a second, the mixture begins to blacken. Rauk frowns."; + mes "\"That was too much... you need fewer than " + @guess_accumulator + " thousandths, I think."; + goto L_dark_green_q_again; L_dark_green_q_toolittle: - mes "Almost instantaneously, the mixture loses its colour and turns transparent. Rauk sighs."; - mes "\"That was too little. Next time, try more than " + @guess_accumulator + " thousandths."; - goto L_dark_green_q_again; + mes "Almost instantaneously, the mixture loses its colour and turns transparent. Rauk sighs."; + mes "\"That was too little. Next time, try more than " + @guess_accumulator + " thousandths."; + goto L_dark_green_q_again; L_dark_green_q_again: - mes "\"Should we try again?\""; - next; - menu "Yes!", L_dark_green_q_guess_0, - "No, I've had enough.", -; - close; + mes "\"Should we try again?\""; + next; + menu + "Yes!", L_dark_green_q_guess_0, + "No, I've had enough.", -; + close; L_dark_green_q_noslime: - mes "[Rauk the Alchemist]"; - mes "\"Oh, you don't have any maggot slime? That's unfortunate; I am out of it myself. Still it should be easy enough to find, just bring me one and we can continue testing.\""; - next; - goto L_intermediate; + mes "[Rauk the Alchemist]"; + mes "\"Oh, you don't have any maggot slime? That's unfortunate; I am out of it myself. Still it should be easy enough to find, just bring me one and we can continue testing.\""; + next; + goto L_intermediate; L_monster_oil: - mes "[Rauk the Alchemist]"; - mes "Rauk locks his eyes with you and continues in more serious tone."; - mes "\"I know how to create it, but you won't get it from me. It's far too dangerous; even the best alchemist may need multiple attempts and will risk blowing up! I can give you a recipe though, if you still are wanton.\""; - next; - menu - "Yes, tell me!", -, - "No, that sounds too dangerous.", L_abort; - mes "[Rauk the Alchemist]"; - mes "You will need a pearl, a pair of snake skins, two piles of volcanic ash, three black scorpion stingers-- and a golden scorpion stinger. In addition you must have plenty of herbs to stabilise the concoction; mauve, alizarin, cobalt and gamboge will do just fine."; - next; - mes "[Rauk the Alchemist]"; - mes "\"Take the pearl, skins, black stingers, ash, and cook briefly in a cauldron. Next add the mauve/alizarin/cobalt/gamboge as needed to stabilise into a black brew. Lastly, add the golden scorpion stinger and let boil briefly. And it's done.\""; - next; - mes "[Rauk the Alchemist]"; - mes "\"Good luck not blowing up!\""; - - set @Q_status, @Q_status | @SETZER_KNOWS_STINGER; - callsub L_Update_Var; - close; + mes "[Rauk the Alchemist]"; + mes "Rauk locks his eyes with you and continues in more serious tone."; + mes "\"I know how to create it, but you won't get it from me. It's far too dangerous; even the best alchemist may need multiple attempts and will risk blowing up! I can give you a recipe though, if you still are wanton.\""; + next; + menu + "Yes, tell me!", -, + "No, that sounds too dangerous.", L_abort; + mes "[Rauk the Alchemist]"; + mes "You will need a pearl, a pair of snake skins, two piles of volcanic ash, three black scorpion stingers-- and a golden scorpion stinger. In addition you must have plenty of herbs to stabilise the concoction; mauve, alizarin, cobalt and gamboge will do just fine."; + next; + mes "[Rauk the Alchemist]"; + mes "\"Take the pearl, skins, black stingers, ash, and cook briefly in a cauldron. Next add the mauve/alizarin/cobalt/gamboge as needed to stabilise into a black brew. Lastly, add the golden scorpion stinger and let boil briefly. And it's done.\""; + next; + mes "[Rauk the Alchemist]"; + mes "\"Good luck not blowing up!\""; + set @Q_status, @Q_status | @SETZER_KNOWS_STINGER; + callsub L_Update_Var; + close; L_abort: - close; + close; L_Update_Var: - set QUEST_Forestbow_state, - (QUEST_Forestbow_state & ~(@Q_MASK) - | (@Q_status << @Q_SHIFT)); - return; + set QUEST_Forestbow_state, + (QUEST_Forestbow_state & ~(@Q_MASK) + | (@Q_status << @Q_SHIFT)); + return; L_TooMany: - mes "[Rauk the Alchemist]"; - mes "You don't have room for this."; - close; -} + mes "[Rauk the Alchemist]"; + mes "You don't have room for this."; + close; +}
\ No newline at end of file diff --git a/world/map/npc/011-1/auldsbel.txt b/world/map/npc/011-1/auldsbel.txt index 8982f699..d7666ea9 100644 --- a/world/map/npc/011-1/auldsbel.txt +++ b/world/map/npc/011-1/auldsbel.txt @@ -1,165 +1,165 @@ // Auldsbel the Wizard // Transmutation Magic expert -011-1.gat,50,68,0 script Auldsbel#_M 168,{ - - set @mexp, MAGIC_EXPERIENCE & 65535; - - // Set up SkillUp function - set @SUP_id, SKILL_MAGIC_TRANSMUTE; - set @SUP_name$, "Transmutation Magic"; - - set @Q_STATUS_INITIAL, 0; - set @Q_STATUS_POSTINTRO, 1; - set @Q_STATUS_INITIATION, 2; // quest for being able to cast `create mouboo figurine' - set @Q_STATUS_STUDENT, 3; // accepted as student - set @Q_STATUS_STUDENT0, 4; // accepted as student - set @Q_STATUS_STUDENT1, 5; - set @Q_STATUS_STUDENT2, 6; - set @Q_STATUS_STUDENT3, 7; - set @Q_STATUS_STUDENT4, 8; - set @Q_STATUS_STUDENT5, 9; - set @Q_STATUS_STUDENT6, 10; - - - set @wants_sulphur, (QUEST_MAGIC & (NIBBLE_6_MASK | NIBBLE_7_MASK)) // war quest - || (((QUEST_MAGIC2 & NIBBLE_1_MASK) >> NIBBLE_1_SHIFT) >= 4); // Elanore's heal-Kadiya quest - set @wants_ironpowder, (((QUEST_MAGIC & (NIBBLE_6_MASK | NIBBLE_7_MASK)) >> NIBBLE_6_SHIFT) >= 7); - - set @Q_MASK, NIBBLE_0_MASK | NIBBLE_1_MASK; - set @Q_SHIFT, NIBBLE_0_SHIFT; - - set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT; - - set @Q_main_status, @Q_status & 31; - set @Q_component_quest, @Q_status >> 5; - - set @has_magic, getskilllv(SKILL_MAGIC); - - set @address$, "chap"; - if (Sex == 0) - set @address$, "girl"; - - if (@Q_main_status >= @Q_STATUS_POSTINTRO) - goto L_short_intro; - - mes "[Robed Man]"; - mes "You notice a middle-aged man in expensive-looking robes."; - mes "\"Ah, splendid, you finally came!\""; - mes "He motions you to come closer."; - next; - - mes "[Robed Man]"; - mes "The man is visibly excited."; - mes "\"Here, I found a silk cocoon. Now if you can just give me the obsidian salt, we can see whether it works!\""; - next; - - menu "Whether what works?", L_intro_explain, - "What are you talking about?", L_intro_explain, - "I don't have any obsidian salt.", L_intro_nopowder, - "Do I know you?", L_intro_identity, - "Goodbye.", -; - close; - - set @name_complaint, 0; +011-1.gat,50,68,0|script|Auldsbel#_M|168,{ + + set @mexp, MAGIC_EXPERIENCE & 65535; + + // Set up SkillUp function + set @SUP_id, SKILL_MAGIC_TRANSMUTE; + set @SUP_name$, "Transmutation Magic"; + + set @Q_STATUS_INITIAL, 0; + set @Q_STATUS_POSTINTRO, 1; + set @Q_STATUS_INITIATION, 2; // quest for being able to cast `create mouboo figurine' + set @Q_STATUS_STUDENT, 3; // accepted as student + set @Q_STATUS_STUDENT0, 4; // accepted as student + set @Q_STATUS_STUDENT1, 5; + set @Q_STATUS_STUDENT2, 6; + set @Q_STATUS_STUDENT3, 7; + set @Q_STATUS_STUDENT4, 8; + set @Q_STATUS_STUDENT5, 9; + set @Q_STATUS_STUDENT6, 10; + + + set @wants_sulphur, (QUEST_MAGIC & (NIBBLE_6_MASK | NIBBLE_7_MASK)) // war quest + || (((QUEST_MAGIC2 & NIBBLE_1_MASK) >> NIBBLE_1_SHIFT) >= 4); // Elanore's heal-Kadiya quest + set @wants_ironpowder, (((QUEST_MAGIC & (NIBBLE_6_MASK | NIBBLE_7_MASK)) >> NIBBLE_6_SHIFT) >= 7); + + set @Q_MASK, NIBBLE_0_MASK | NIBBLE_1_MASK; + set @Q_SHIFT, NIBBLE_0_SHIFT; + + set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT; + + set @Q_main_status, @Q_status & 31; + set @Q_component_quest, @Q_status >> 5; + + set @has_magic, getskilllv(SKILL_MAGIC); + + set @address$, "chap"; + if (Sex == 0) + set @address$, "girl"; + + if (@Q_main_status >= @Q_STATUS_POSTINTRO) + goto L_short_intro; + + mes "[Robed Man]"; + mes "You notice a middle-aged man in expensive-looking robes."; + mes "\"Ah, splendid, you finally came!\""; + mes "He motions you to come closer."; + next; + mes "[Robed Man]"; + mes "The man is visibly excited."; + mes "\"Here, I found a silk cocoon. Now if you can just give me the obsidian salt, we can see whether it works!\""; + next; + menu + "Whether what works?", L_intro_explain, + "What are you talking about?", L_intro_explain, + "I don't have any obsidian salt.", L_intro_nopowder, + "Do I know you?", L_intro_identity, + "Goodbye.", -; + close; + + set @name_complaint, 0; L_intro_explain: - mes "[Robed Man]"; - mes "He frowns."; - mes "\"The transmutation experiment, of course! You can't have forgotten already...?\""; - next; - goto L_intro_identity; + mes "[Robed Man]"; + mes "He frowns."; + mes "\"The transmutation experiment, of course! You can't have forgotten already...?\""; + next; + goto L_intro_identity; L_intro_nopowder: - mes "[Robed Man]"; - mes "\"What!? You traveled all this way without any obsidian...\""; - next; - goto L_intro_identity; + mes "[Robed Man]"; + mes "\"What!? You traveled all this way without any obsidian...\""; + next; + goto L_intro_identity; L_intro_identity: - mes "[Robed Man]"; - mes "He eyes you more carefully."; - if (Sex == 0) - mes "\"How odd. I could have sworn that you were a man the last time we met. Not that I mind...\""; - - mes "\"Wait. You're not Padric.\""; - next; - - set @xmsg$, "Right... my name is " + strcharinfo(0) + "."; - if (strcharinfo(0) == "Padric") - set @xmsg$, "Actually, I am, but I don't know you...?"; - - menu @xmsg$, L_intro_wrongperson, - "You're not very good with faces, are you?", L_intro_nogood, - "Who are you?", L_intro_who_are_you, - "Goodbye.", -; - close; + mes "[Robed Man]"; + mes "He eyes you more carefully."; + if (Sex == 0) + mes "\"How odd. I could have sworn that you were a man the last time we met. Not that I mind...\""; + mes "\"Wait. You're not Padric.\""; + next; + set @xmsg$, "Right... my name is " + strcharinfo(0) + "."; + if (strcharinfo(0) == "Padric") + set @xmsg$, "Actually, I am, but I don't know you...?"; + menu + @xmsg$, L_intro_wrongperson, + "You're not very good with faces, are you?", L_intro_nogood, + "Who are you?", L_intro_who_are_you, + "Goodbye.", -; + close; L_intro_wrongperson: - mes "[Robed Man]"; - mes "He laughs."; - mes "\"Ah, I knew it... you're not the first one today, either. I should apologize, I am horrible with faces. Well, if you don't mind, please hurry along, I should go back to my experiments.\""; - next; + mes "[Robed Man]"; + mes "He laughs."; + mes "\"Ah, I knew it... you're not the first one today, either. I should apologize, I am horrible with faces. Well, if you don't mind, please hurry along, I should go back to my experiments.\""; + next; L_intro_primary_menu: - menu "Who are you?", L_intro_who_are_you, - "Goodbye.", -; - close; + menu + "Who are you?", L_intro_who_are_you, + "Goodbye.", -; + close; L_intro_nogood: - mes "[Robed Man]"; - mes "He laughs."; - mes "\"Yes, you could say that. Well, I shall get back to my experiments, then; I think I shall manage something that requires no obsidian salt instead.\""; - next; - - menu "Who are you?", L_intro_who_are_you, - "What is obsidian salt, anyway?", L_intro_obsidian_salt, - "Goodbye.", -; - close; + mes "[Robed Man]"; + mes "He laughs."; + mes "\"Yes, you could say that. Well, I shall get back to my experiments, then; I think I shall manage something that requires no obsidian salt instead.\""; + next; + menu + "Who are you?", L_intro_who_are_you, + "What is obsidian salt, anyway?", L_intro_obsidian_salt, + "Goodbye.", -; + close; L_intro_obsidian_salt: - mes "[Robed Man]"; - mes "\"Oh, obsidian salt is a catalyst... or rather a theoretical catalyst. We know that it has to have an application somewhere, and I do have the strong suspicion that it may be linked to natural transmogrification...\""; - next; - goto L_intro_primary_menu; + mes "[Robed Man]"; + mes "\"Oh, obsidian salt is a catalyst... or rather a theoretical catalyst. We know that it has to have an application somewhere, and I do have the strong suspicion that it may be linked to natural transmogrification...\""; + next; + goto L_intro_primary_menu; L_intro_who_are_you: - mes "[Robed Man]"; - mes "\"Oh, oh my... of course you wouldn't know me, being from the countryside and all.\""; - mes "He laughs."; - mes "\"Well, my young friend, I am none other than Auldsbel the Graying, of the Council of Transmuters!\""; - next; + mes "[Robed Man]"; + mes "\"Oh, oh my... of course you wouldn't know me, being from the countryside and all.\""; + mes "He laughs."; + mes "\"Well, my young friend, I am none other than Auldsbel the Graying, of the Council of Transmuters!\""; + next; - set @Q_main_status, @Q_STATUS_POSTINTRO; - callsub S_update_var; - set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_AULDSBEL; + set @Q_main_status, @Q_STATUS_POSTINTRO; + callsub S_update_var; + set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_AULDSBEL; - mes "[Auldsbel the Wizard]"; - mes "\"That means that I'm a wizard, in case you were wondering.\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"That means that I'm a wizard, in case you were wondering.\""; + next; + goto L_main_menu; L_short_intro: - mes "[Auldsbel the Wizard]"; - mes "\"Welcome back, Padric!\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"Welcome back, Padric!\""; + next; + goto L_main_menu; L_main_menu: - if (@has_magic) - goto L_main_menu_magic; - - menu "How does this 'magic' work?", L_about_magic, - "I want to become a wizard!", L_learn_magic, - "Where are you from?", L_about_auldsbel, - "Do you need help with your experiments?", L_quest, - "What do you know about...", L_question, - "Goodbye.", -; - close; + if (@has_magic) + goto L_main_menu_magic; + + menu + "How does this 'magic' work?", L_about_magic, + "I want to become a wizard!", L_learn_magic, + "Where are you from?", L_about_auldsbel, + "Do you need help with your experiments?", L_quest, + "What do you know about...", L_question, + "Goodbye.", -; + close; L_main_menu_magic: - if (@wants_sulphur && @wants_ironpowder) - menu "How does magic work?", L_about_magic, + if (@wants_sulphur && @wants_ironpowder) + menu + "How does magic work?", L_about_magic, "Can you teach me a spell?", L_learn_spell, "Where are you from?", L_about_auldsbel, "Do you need help with your experiments?", L_quest, @@ -167,1179 +167,1108 @@ L_main_menu_magic: "Can you make sulphur powder?", L_sulphur, "Can you make iron powder?", L_ironpowder, "Goodbye.", -; - if (@wants_sulphur && !@wants_ironpowder) - menu "How does magic work?", L_about_magic, - "Can you teach me a spell?", L_learn_spell, - "Where are you from?", L_about_auldsbel, - "Do you need help with your experiments?", L_quest, - "What do you know about...", L_question, - "Can you make sulphur powder?", L_sulphur, - "Goodbye.", -; - if (!@wants_sulphur) - menu "How does magic work?", L_about_magic, - "Can you teach me a spell?", L_learn_spell, - "Where are you from?", L_about_auldsbel, - "Do you need help with your experiments?", L_quest, - "What do you know about...", L_question, - "Goodbye.", -; - close; + if (@wants_sulphur && !@wants_ironpowder) + menu + "How does magic work?", L_about_magic, + "Can you teach me a spell?", L_learn_spell, + "Where are you from?", L_about_auldsbel, + "Do you need help with your experiments?", L_quest, + "What do you know about...", L_question, + "Can you make sulphur powder?", L_sulphur, + "Goodbye.", -; + if (!@wants_sulphur) + menu + "How does magic work?", L_about_magic, + "Can you teach me a spell?", L_learn_spell, + "Where are you from?", L_about_auldsbel, + "Do you need help with your experiments?", L_quest, + "What do you know about...", L_question, + "Goodbye.", -; + close; L_ironpowder: - mes "[Auldsbel the Wizard]"; - mes "\"No, I do not know the spell for this. I expect that it shouldn't be too hard an invocation, but I'm too busy to work it out.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"I know that they used to make iron ore around here, though, many years ago. Perhaps the secret is still hidden somewhere?\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"No, I do not know the spell for this. I expect that it shouldn't be too hard an invocation, but I'm too busy to work it out.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"I know that they used to make iron ore around here, though, many years ago. Perhaps the secret is still hidden somewhere?\""; + next; + goto L_main_menu; L_sulphur: - mes "[Auldsbel the Wizard]"; - set @cost, 400 - (@Q_component_quest * 30); - mes "\"Sulphur powder? Ah, so we have picked up a little offensive magic, haven't we? Good thinking, good thinking. And yes, of course I can transmute volcanic ashes into sulphur powder at a ratio of 1:5, for " + @cost + " GP.\""; - next; - if (@Q_main_status >= @Q_STATUS_STUDENT) - menu - "No, thank you.", -, - "I will see what I can find.", -, - "Can you teach me how to make it myself?", L_sulphur_teach_spell, - "Here you are.", L_sulphur_buy; - if (@Q_main_status < @Q_STATUS_STUDENT) - menu - "No, thank you.", -, - "I will see what I can find.", -, - "Here you are.", L_sulphur_buy; - close; + mes "[Auldsbel the Wizard]"; + set @cost, 400 - (@Q_component_quest * 30); + mes "\"Sulphur powder? Ah, so we have picked up a little offensive magic, haven't we? Good thinking, good thinking. And yes, of course I can transmute volcanic ashes into sulphur powder at a ratio of 1:5, for " + @cost + " GP.\""; + next; + if (@Q_main_status >= @Q_STATUS_STUDENT) + menu + "No, thank you.", -, + "I will see what I can find.", -, + "Can you teach me how to make it myself?", L_sulphur_teach_spell, + "Here you are.", L_sulphur_buy; + if (@Q_main_status < @Q_STATUS_STUDENT) + menu + "No, thank you.", -, + "I will see what I can find.", -, + "Here you are.", L_sulphur_buy; + close; L_sulphur_buy: - if (zeny < @cost) - goto L_sulphur_nozeny; - if (countitem("PileOfAsh") < 1) - goto L_sulphur_noash; - getinventorylist; - if (@inventorylist_count == 100 - && countitem("SulphurPowder") > 1 - && countitem("PileOfAsh") == 0) - goto L_sulphur_noroom; - - set zeny, zeny - @cost; - delitem "PileOfAsh", 1; - getitem "SulphurPowder", 5; - mes "[Auldsbel the Wizard]"; - mes "\"I shall transmute it later. Here, have five half-ounces from my own stock.\""; - next; - goto L_main_menu; + if (zeny < @cost) + goto L_sulphur_nozeny; + if (countitem("PileOfAsh") < 1) + goto L_sulphur_noash; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("SulphurPowder") > 1 + && countitem("PileOfAsh") == 0) + goto L_sulphur_noroom; + + set zeny, zeny - @cost; + delitem "PileOfAsh", 1; + getitem "SulphurPowder", 5; + mes "[Auldsbel the Wizard]"; + mes "\"I shall transmute it later. Here, have five half-ounces from my own stock.\""; + next; + goto L_main_menu; L_sulphur_nozeny: - mes "[Auldsbel the Wizard]"; - mes "\"No GP, no service.\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"No GP, no service.\""; + next; + goto L_main_menu; L_sulphur_noash: - mes "[Auldsbel the Wizard]"; - mes "\"Without volcanic ash, I can't give you any sulphur powder. Try hunting some fire goblins, or somesuch.\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"Without volcanic ash, I can't give you any sulphur powder. Try hunting some fire goblins, or somesuch.\""; + next; + goto L_main_menu; L_sulphur_noroom: - mes "[Auldsbel the Wizard]"; - mes "\"Hmm, you really managed to squeeze something into every little place you had that we could have stored the powder in... you might want to return once you have resolved this matter.\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"Hmm, you really managed to squeeze something into every little place you had that we could have stored the powder in... you might want to return once you have resolved this matter.\""; + next; + goto L_main_menu; L_sulphur_teach_spell: - if (@Q_component_quest <= 4) - goto L_sulphur_teach_spell_no; - mes "[Auldsbel the Wizard]"; - mes "\"Very well, then. You have been quite helpful with my experiments, after all. As you may have noticed, the spell takes a pile of volcanic ashes. Close your hands around it, then whisper the invocation.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"That invocation is '" + getspellinvocation("make-sulphur") + "'.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"You may find that you can transmute the powder more effectively after a while; that is perfectly natural.\""; - next; - goto L_main_menu; + if (@Q_component_quest <= 4) + goto L_sulphur_teach_spell_no; + mes "[Auldsbel the Wizard]"; + mes "\"Very well, then. You have been quite helpful with my experiments, after all. As you may have noticed, the spell takes a pile of volcanic ashes. Close your hands around it, then whisper the invocation.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"That invocation is '" + getspellinvocation("make-sulphur") + "'.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"You may find that you can transmute the powder more effectively after a while; that is perfectly natural.\""; + next; + goto L_main_menu; L_sulphur_teach_spell_no: - mes "[Auldsbel the Wizard]"; - mes "\"Hmm... how about this: you help me with a few of my experiments, and I tell you?\""; - next; - menu - "Very well, I will help you.", L_quest, - "No.", -; - - mes "[Auldsbel the Wizard]"; - mes "\"Then I fear that I shall not reveal the spell to you either.\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"Hmm... how about this: you help me with a few of my experiments, and I tell you?\""; + next; + menu + "Very well, I will help you.", L_quest, + "No.", -; + mes "[Auldsbel the Wizard]"; + mes "\"Then I fear that I shall not reveal the spell to you either.\""; + next; + goto L_main_menu; L_about_magic: - mes "[Auldsbel the Wizard]"; - mes "\"Magic is a universal force that comes from within; only few individuals have the power to channel and manipulate it. Most magic users resort to spells-- prefabricated invocations-- to access and control their magical power.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"Most spells are claimed by one of the five schools of magic. To properly use them, a magic user need not only have sufficient prowess in magic overall, but also in the specifics of that particular school.\""; - next; + mes "[Auldsbel the Wizard]"; + mes "\"Magic is a universal force that comes from within; only few individuals have the power to channel and manipulate it. Most magic users resort to spells-- prefabricated invocations-- to access and control their magical power.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Most spells are claimed by one of the five schools of magic. To properly use them, a magic user need not only have sufficient prowess in magic overall, but also in the specifics of that particular school.\""; + next; L_about_magic_minimenu: - menu - "What are the five schools?", L_about_magic_schools, - "How can I advance in magic?", L_about_magic_advance, - "How do spells work?", L_about_magic_spells, - "Where can I learn spells?", L_about_magic_learn, - "Never mind.", -; - goto L_main_menu; + menu + "What are the five schools?", L_about_magic_schools, + "How can I advance in magic?", L_about_magic_advance, + "How do spells work?", L_about_magic_spells, + "Where can I learn spells?", L_about_magic_learn, + "Never mind.", -; + goto L_main_menu; L_about_magic_schools: - mes "[Auldsbel the Wizard]"; - mes "\"With few exceptions, all spells belong to one of the five schools of magic: Transmutation, War, Astral, Life, and Nature.\""; - next; + mes "[Auldsbel the Wizard]"; + mes "\"With few exceptions, all spells belong to one of the five schools of magic: Transmutation, War, Astral, Life, and Nature.\""; + next; L_about_schools_minimenu: - menu - "What's Transmutation magic?", L_about_transmutation, - "What's War magic?", L_about_war, - "What's Astral magic?", L_about_astral, - "What's Life magic?", L_about_life, - "What's Nature magic?", L_about_nature, - "Are there other spells?", L_about_other_spells, - "Thank you.", -; - goto L_about_magic_minimenu; + menu + "What's Transmutation magic?", L_about_transmutation, + "What's War magic?", L_about_war, + "What's Astral magic?", L_about_astral, + "What's Life magic?", L_about_life, + "What's Nature magic?", L_about_nature, + "Are there other spells?", L_about_other_spells, + "Thank you.", -; + goto L_about_magic_minimenu; L_about_transmutation: - mes "[Auldsbel the Wizard]"; - mes "\"Transmutation magic deals with forming matter into a new shape. Some advanced transmutation magic can also expose special properties of the material in question.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "He smiles."; - mes "\"Transmutation magic is the engine of human civilization. By allowing us to shape buildings, tools, and other items according to the power of our imagination, it gives us mastery over nature.\""; - next; - goto L_about_schools_minimenu; + mes "[Auldsbel the Wizard]"; + mes "\"Transmutation magic deals with forming matter into a new shape. Some advanced transmutation magic can also expose special properties of the material in question.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "He smiles."; + mes "\"Transmutation magic is the engine of human civilization. By allowing us to shape buildings, tools, and other items according to the power of our imagination, it gives us mastery over nature.\""; + next; + goto L_about_schools_minimenu; L_about_astral: - mes "[Auldsbel the Wizard]"; - mes "\"Astral magic comprises a family of spells that connect the caster to the Astral World. This connection can be used to pull the caster 'through'-- effectively teleporting them-- or to 'pull others through'-- summoning creatures.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"There are also some more direct uses of powers of the Astral World; mainly spells that affect other spells.\""; - next; - goto L_about_schools_minimenu; + mes "[Auldsbel the Wizard]"; + mes "\"Astral magic comprises a family of spells that connect the caster to the Astral World. This connection can be used to pull the caster 'through'-- effectively teleporting them-- or to 'pull others through'-- summoning creatures.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"There are also some more direct uses of powers of the Astral World; mainly spells that affect other spells.\""; + next; + goto L_about_schools_minimenu; L_about_war: - mes "[Auldsbel the Wizard]"; - mes "\"War magic deals with the inevitable necessity of struggle against other creatures, and sometimes even against other humans. War magic exclusively focuses on dealing damage and destruction.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"If you use War magic, you better have a Transmuter around for the aftermath, to clear up your collateral damage.\""; - next; - goto L_about_schools_minimenu; + mes "[Auldsbel the Wizard]"; + mes "\"War magic deals with the inevitable necessity of struggle against other creatures, and sometimes even against other humans. War magic exclusively focuses on dealing damage and destruction.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"If you use War magic, you better have a Transmuter around for the aftermath, to clear up your collateral damage.\""; + next; + goto L_about_schools_minimenu; L_about_life: - mes "[Auldsbel the Wizard]"; - mes "\"Life magic deals with healing. Not much of a surprise there.\""; - next; - goto L_about_schools_minimenu; + mes "[Auldsbel the Wizard]"; + mes "\"Life magic deals with healing. Not much of a surprise there.\""; + next; + goto L_about_schools_minimenu; L_about_nature: - mes "[Auldsbel the Wizard]"; - mes "\"Nature magic is a rather subtle (and, in my eyes, rather weak) kind of magic that deals with manipulating nature as it is. Think of it as Transmutation magic without being able to actually shape things the way you want.\""; - next; - goto L_about_schools_minimenu; + mes "[Auldsbel the Wizard]"; + mes "\"Nature magic is a rather subtle (and, in my eyes, rather weak) kind of magic that deals with manipulating nature as it is. Think of it as Transmutation magic without being able to actually shape things the way you want.\""; + next; + goto L_about_schools_minimenu; L_about_other_spells: - mes "[Auldsbel the Wizard]"; - mes "\"A few spells are not claimed by any particular school of magic. In practice, this means that anyone can cast them if they just have sufficient magical power. The most prominent example is the 'detect magic' spell, '" + getspellinvocation("detect-magic") + "'.\""; - next; - goto L_about_schools_minimenu; - - + mes "[Auldsbel the Wizard]"; + mes "\"A few spells are not claimed by any particular school of magic. In practice, this means that anyone can cast them if they just have sufficient magical power. The most prominent example is the 'detect magic' spell, '" + getspellinvocation("detect-magic") + "'.\""; + next; + goto L_about_schools_minimenu; L_about_magic_advance: - mes "[Auldsbel the Wizard]"; - mes "\"Advancing in your magical powers must come from two sources: from within and from a person who can guide you in whichever school of magic you wish to advance.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"For advancing in your general magic power, you must practice magical spells. Make sure to vary them; you will learn little if you cast the same spell over and over. Also, spells that consume no components seem not to be very instructive in practice.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"Once you have gathered enough spellcasting experience, you should be able to advance to the next level of magic. If you received your magic from a sponsor, you may have to seek out the sponsor again to advance.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"Similarly, to advance in a particular school of magic, you should seek out someone sufficiently competent in that school. Each school has a different rite for advancing its students, so make sure to talk to the right person.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"I myself am a Transmutation Wizard. Of course I know some spells from the other schools, but my focus is on Transmutation. Theoretically speaking, I can advance you in this school.\""; - next; - goto L_about_magic_minimenu; + mes "[Auldsbel the Wizard]"; + mes "\"Advancing in your magical powers must come from two sources: from within and from a person who can guide you in whichever school of magic you wish to advance.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"For advancing in your general magic power, you must practice magical spells. Make sure to vary them; you will learn little if you cast the same spell over and over. Also, spells that consume no components seem not to be very instructive in practice.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Once you have gathered enough spellcasting experience, you should be able to advance to the next level of magic. If you received your magic from a sponsor, you may have to seek out the sponsor again to advance.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Similarly, to advance in a particular school of magic, you should seek out someone sufficiently competent in that school. Each school has a different rite for advancing its students, so make sure to talk to the right person.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"I myself am a Transmutation Wizard. Of course I know some spells from the other schools, but my focus is on Transmutation. Theoretically speaking, I can advance you in this school.\""; + next; + goto L_about_magic_minimenu; L_about_magic_learn: - mes "[Auldsbel the Wizard]"; - mes "\"Finding and learning new spells is of course important in a magic user's quest towards becoming a full-fledged wizard.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"Some wizards will be willing to share their knowledge, usually for a price. But they are not the only sources of magical spells: many magical books contain spells, and you can occasionally find them written down in the most unusual of places.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"Some are even hiding as part of folklore or gossip. Of course, for those it can sometimes be hard to determine just what their prerequisites are...\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"If you decide to hunt for spells, make sure to keep a journal with you. Some spell invocations may only cross your path once in your lifetime; you must not allow them to get away!\""; - next; - goto L_about_magic_minimenu; + mes "[Auldsbel the Wizard]"; + mes "\"Finding and learning new spells is of course important in a magic user's quest towards becoming a full-fledged wizard.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Some wizards will be willing to share their knowledge, usually for a price. But they are not the only sources of magical spells: many magical books contain spells, and you can occasionally find them written down in the most unusual of places.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Some are even hiding as part of folklore or gossip. Of course, for those it can sometimes be hard to determine just what their prerequisites are...\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"If you decide to hunt for spells, make sure to keep a journal with you. Some spell invocations may only cross your path once in your lifetime; you must not allow them to get away!\""; + next; + goto L_about_magic_minimenu; L_about_magic_spells: - mes "[Auldsbel the Wizard]"; - mes "\"Magical spells are shortcuts, true magic bound to a word. No-one today remembers how they were created at the beginning of time, though many have tried to find it out, and failed...\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"These magical words are the spells' invocations. Spoken by someone who can't use magic, or by someone who doesn't satisfy the prerequisites, the word stands just for itself.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"But when spoken by a competent magic user, the word may unleash its effect-- consuming any components it may require, draining the caster's mana, changing the world around it.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"Some spells require catalysts on top of components, others vary in power depending on whom they are cast on or under what conditions. However, all spells are affected by the caster's astral power.\""; - next; + mes "[Auldsbel the Wizard]"; + mes "\"Magical spells are shortcuts, true magic bound to a word. No-one today remembers how they were created at the beginning of time, though many have tried to find it out, and failed...\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"These magical words are the spells' invocations. Spoken by someone who can't use magic, or by someone who doesn't satisfy the prerequisites, the word stands just for itself.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"But when spoken by a competent magic user, the word may unleash its effect-- consuming any components it may require, draining the caster's mana, changing the world around it.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Some spells require catalysts on top of components, others vary in power depending on whom they are cast on or under what conditions. However, all spells are affected by the caster's astral power.\""; + next; L_about_spells_minimenu: - menu - "What is this 'astral power'?", L_about_astral_power, - "What is a catalyst?", L_about_catalysts, - "What is a component?", L_about_components, - "What other prerequisites are there?", L_about_other_prerequisites, - "Where can I learn spells?", L_about_magic_learn, - "How often can I cast spells?", L_about_speed, - "Never mind.", L_about_magic_minimenu; - close; + menu + "What is this 'astral power'?", L_about_astral_power, + "What is a catalyst?", L_about_catalysts, + "What is a component?", L_about_components, + "What other prerequisites are there?", L_about_other_prerequisites, + "Where can I learn spells?", L_about_magic_learn, + "How often can I cast spells?", L_about_speed, + "Never mind.", L_about_magic_minimenu; + close; L_about_astral_power: - mes "[Auldsbel the Wizard]"; - mes "\"A person's astral power is determined by several factors: overall experience, intelligence, and any and all equipment the person may be wearing at a given time.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"Greater astral power means more powerful spells. Since equipment can greatly decrease astral power, most magic users tend to be careful about what they wear-- it takes a while to recover astral power even after armour is unequipped.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"The worst offenders are metal items, particularly shields and body armour. Helmets and gloves get in the way, too. Still, a few special or enchanted items may even increase magical power.\""; - next; - goto L_about_spells_minimenu; + mes "[Auldsbel the Wizard]"; + mes "\"A person's astral power is determined by several factors: overall experience, intelligence, and any and all equipment the person may be wearing at a given time.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Greater astral power means more powerful spells. Since equipment can greatly decrease astral power, most magic users tend to be careful about what they wear-- it takes a while to recover astral power even after armour is unequipped.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"The worst offenders are metal items, particularly shields and body armour. Helmets and gloves get in the way, too. Still, a few special or enchanted items may even increase magical power.\""; + next; + goto L_about_spells_minimenu; L_about_catalysts: - mes "[Auldsbel the Wizard]"; - mes "\"A catalyst is a material prerequisite to a spell that is not consumed as part of the spell. For example, the Transmuter's Tablet is required to properly perform many of the more powerful transmutation spells, but it is never consumed.\""; - next; - goto L_about_spells_minimenu; + mes "[Auldsbel the Wizard]"; + mes "\"A catalyst is a material prerequisite to a spell that is not consumed as part of the spell. For example, the Transmuter's Tablet is required to properly perform many of the more powerful transmutation spells, but it is never consumed.\""; + next; + goto L_about_spells_minimenu; L_about_components: - mes "[Auldsbel the Wizard]"; - mes "\"A material component is an item that is consumed as part of the spells magic. For example, when transmuting wood into arrows, you must consume a raw log to shape the arrows out of it.\""; - next; - goto L_about_spells_minimenu; + mes "[Auldsbel the Wizard]"; + mes "\"A material component is an item that is consumed as part of the spells magic. For example, when transmuting wood into arrows, you must consume a raw log to shape the arrows out of it.\""; + next; + goto L_about_spells_minimenu; L_about_other_prerequisites: - mes "[Auldsbel the Wizard]"; - mes "\"Some spells have additional requirements-- they can only be cast underground, or when you are standing very close to the person you are casting them on, or only when you are wearing a particular enchanted item. Spells are quirky, so read their descriptions carefully-- if you do find a description.\""; - next; - goto L_about_spells_minimenu; + mes "[Auldsbel the Wizard]"; + mes "\"Some spells have additional requirements-- they can only be cast underground, or when you are standing very close to the person you are casting them on, or only when you are wearing a particular enchanted item. Spells are quirky, so read their descriptions carefully-- if you do find a description.\""; + next; + goto L_about_spells_minimenu; L_about_speed: - mes "[Auldsbel the Wizard]"; - mes "\"Most spells are effective immediately, unless they require some complex astral connectoin-- summoning or teleporting can take a while to take effect, for example. Still, after casting a spell you usually need a moment to recover before casting the next.\""; - next; - goto L_about_spells_minimenu; - + mes "[Auldsbel the Wizard]"; + mes "\"Most spells are effective immediately, unless they require some complex astral connectoin-- summoning or teleporting can take a while to take effect, for example. Still, after casting a spell you usually need a moment to recover before casting the next.\""; + next; + goto L_about_spells_minimenu; L_about_auldsbel: - mes "[Auldsbel the Wizard]"; - mes "\"Well, there is no harm in giving you the general picture, I suppose.\""; - mes "He sighs, as if he had been forced to repeat something one time too many."; - mes "\"I am from the Council of Transmuters, the head organ of organized Transmutation magic in the known world.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"The council oversees recruitment, education, accreditation, and, if necessary, disciplining of Transmuters."; - mes "It ensures that Transmuter conduct is according to its statutes and acts as representative and point of contact towards other entities.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"Of all the schools of magic, the School of Transmutation is the most organised by far, and held in high esteem by rulers all across the world. Of course this is not only due to the outstanding and rigid structure of the school, but also because of the exceptional services that its members provide.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"The Council, presently overseen by Lord Transmogrifier Pontorias the Plaid (May His Shape Reflect His Soul Forever), consists of fourty-nine members and is situated in the citadel of Dorngard, in the northern mountains near the Crimson Cascade.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"The Council is sovereign over three hundred acres of land and nearby farming communities and has been ever since Yorick the Younger shaped Dorngard out of a mountain by sheer power of will, to build a home for the school his father had founded.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"The Council has held peaceful relations with nearby realms for almost two centruries now and is widely regarded as a reliable partner in shaping civilization to allow it to evolve towards its next stage.\""; - next; - - menu - "All right, but what about you?.", L_about_auldsbel_2, - "Never mind.", -; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"Well, there is no harm in giving you the general picture, I suppose.\""; + mes "He sighs, as if he had been forced to repeat something one time too many."; + mes "\"I am from the Council of Transmuters, the head organ of organized Transmutation magic in the known world.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"The council oversees recruitment, education, accreditation, and, if necessary, disciplining of Transmuters."; + mes "It ensures that Transmuter conduct is according to its statutes and acts as representative and point of contact towards other entities.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Of all the schools of magic, the School of Transmutation is the most organised by far, and held in high esteem by rulers all across the world. Of course this is not only due to the outstanding and rigid structure of the school, but also because of the exceptional services that its members provide.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"The Council, presently overseen by Lord Transmogrifier Pontorias the Plaid (May His Shape Reflect His Soul Forever), consists of fourty-nine members and is situated in the citadel of Dorngard, in the northern mountains near the Crimson Cascade.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"The Council is sovereign over three hundred acres of land and nearby farming communities and has been ever since Yorick the Younger shaped Dorngard out of a mountain by sheer power of will, to build a home for the school his father had founded.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"The Council has held peaceful relations with nearby realms for almost two centruries now and is widely regarded as a reliable partner in shaping civilization to allow it to evolve towards its next stage.\""; + next; + menu + "All right, but what about you?.", L_about_auldsbel_2, + "Never mind.", -; + goto L_main_menu; L_about_auldsbel_2: - mes "[Auldsbel the Wizard]"; - mes "\"Oh, myself? I am just vacationing in the area. Very relaxed and peaceful place, the Hurnscald area. And plenty of splendid specimens for experimentation.\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"Oh, myself? I am just vacationing in the area. Very relaxed and peaceful place, the Hurnscald area. And plenty of splendid specimens for experimentation.\""; + next; + goto L_main_menu; L_learn_magic: - mes "[Auldsbel the Wizard]"; - mes "Auldsbel laughs heartily."; - mes "\"Hah, if only it were so easy! No, my young friend, I fear that 'learning magic' here is not an option. Either you are born with it, or without.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"Sure, there are a few entities that may grant you magic-- Ether Spirits or Mana Seeds or Great Dragons-- but those are the stuff of legends, so I suggest that you don't waste your life trying to find one of them.\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "Auldsbel laughs heartily."; + mes "\"Hah, if only it were so easy! No, my young friend, I fear that 'learning magic' here is not an option. Either you are born with it, or without.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Sure, there are a few entities that may grant you magic-- Ether Spirits or Mana Seeds or Great Dragons-- but those are the stuff of legends, so I suggest that you don't waste your life trying to find one of them.\""; + next; + goto L_main_menu; L_question: - callfunc "MagicTalkOptionsSetup"; - set @ignore, @QQ_AULDSBEL; - callfunc "MagicTalkMenu"; - - if (@c == 0) goto L_main_menu; - if (@c == @QQ_ELANORE) goto L_Q_elanore; - if (@c == @QQ_MANASEED) goto L_Q_manaseed; - if (@c == @QQ_MANAPOTION) goto L_make_mana_potion; - if (@c == @QQ_WYARA) goto L_Q_wyara; - if (@c == @QQ_SAGATHA) goto L_Q_sagatha; - if (@c == @QQ_IMP) goto L_Q_imp; - if (@c == @QQ_OLDWIZ) goto L_Q_old_wizard; - if (@c == @QQ_ASTRALSOUL)goto L_Q_astralsoul; + callfunc "MagicTalkOptionsSetup"; + set @ignore, @QQ_AULDSBEL; + callfunc "MagicTalkMenu"; - mes "[Auldsbel the Wizard]"; - mes "\"Let us talk about something else.\""; - next; + if (@c == 0) goto L_main_menu; + if (@c == @QQ_ELANORE) + goto L_Q_elanore; + if (@c == @QQ_MANASEED) + goto L_Q_manaseed; + if (@c == @QQ_MANAPOTION) + goto L_make_mana_potion; + if (@c == @QQ_WYARA) + goto L_Q_wyara; + if (@c == @QQ_SAGATHA) + goto L_Q_sagatha; + if (@c == @QQ_IMP) + goto L_Q_imp; + if (@c == @QQ_OLDWIZ) + goto L_Q_old_wizard; + if (@c == @QQ_ASTRALSOUL) + goto L_Q_astralsoul; + + mes "[Auldsbel the Wizard]"; + mes "\"Let us talk about something else.\""; + next; + goto L_main_menu; L_Q_astralsoul: - if (!(getskilllv(SKILL_ASTRAL_SOUL))) - goto L_Q_astralsoul_L; - next; - mes "[Auldsbel the Wizard]"; - mes "\"Oh that is a really useful focus. It will help you doing magic of all kinds.\""; - next; - mes "\"...uhm...\""; - next; - mes "\"Didn't I teach you the ability to focus on magic, did I?\""; - goto L_main_menu; + if (!(getskilllv(SKILL_ASTRAL_SOUL))) + goto L_Q_astralsoul_L; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Oh that is a really useful focus. It will help you doing magic of all kinds.\""; + next; + mes "\"...uhm...\""; + next; + mes "\"Didn't I teach you the ability to focus on magic, did I?\""; + goto L_main_menu; L_Q_astralsoul_L: - mes "[Auldsbel the Wizard]"; - mes "\"Oh that is a really useful focus. It will help you doing magic of all kinds.\""; - next; - mes "\"I can try to teach you this ability.\""; - next; - mes "\"But I will need some very expensive magical substances to focus your brain onto magic.\""; - next; - mes "\"It is about... erm, 11300 GP. Do you have so much money?\""; - menu "Here you are", L_Q_astralsoul_L1, - "I will get it.", -; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"Oh that is a really useful focus. It will help you doing magic of all kinds.\""; + next; + mes "\"I can try to teach you this ability.\""; + next; + mes "\"But I will need some very expensive magical substances to focus your brain onto magic.\""; + next; + mes "\"It is about... erm, 11300 GP. Do you have so much money?\""; + menu + "Here you are", L_Q_astralsoul_L1, + "I will get it.", -; + goto L_main_menu; L_Q_astralsoul_L1: - if (zeny < 11300) - goto L_Q_astralsoul_nz; - set zeny, zeny - 11300; - mes "[Auldsbel the Wizard]"; - mes "\"Okay, listen:\""; - next; - mes "\"Some parts of your brain is still unused. These parts will now get the ability to get focused to magic.\""; - next; - mes "\"To do so, think of a magic spell!\""; - next; - mes "Auldsbel mumbles some invocations"; - next; - set @SUP_lvl, 1; - set @SUP_id, SKILL_ASTRAL_SOUL; - set @SUP_name$, "Astral Soul"; - set @SUP_xp, 2500; - callfunc "SkillUp"; - next; - mes "[Auldsbel the Wizard]"; - mes "\"Now go and try to find someone who can actually activate that focus.\""; - next; - mes "\"You have the powers to focus on magic, but you need to get magic focused now.\""; - goto L_main_menu; + if (zeny < 11300) + goto L_Q_astralsoul_nz; + set zeny, zeny - 11300; + mes "[Auldsbel the Wizard]"; + mes "\"Okay, listen:\""; + next; + mes "\"Some parts of your brain is still unused. These parts will now get the ability to get focused to magic.\""; + next; + mes "\"To do so, think of a magic spell!\""; + next; + mes "Auldsbel mumbles some invocations"; + next; + set @SUP_lvl, 1; + set @SUP_id, SKILL_ASTRAL_SOUL; + set @SUP_name$, "Astral Soul"; + set @SUP_xp, 2500; + callfunc "SkillUp"; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Now go and try to find someone who can actually activate that focus.\""; + next; + mes "\"You have the powers to focus on magic, but you need to get magic focused now.\""; + goto L_main_menu; L_Q_astralsoul_nz: - mes "[Auldsbel the Wizard]"; - mes "\"When learning powerful stuff, you should try not to make so many jokes.\""; - next; - mes "\"Come back when you have the money.\""; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"When learning powerful stuff, you should try not to make so many jokes.\""; + next; + mes "\"Come back when you have the money.\""; + goto L_main_menu; L_Q_old_wizard: - mes "[Auldsbel the Wizard]"; - mes "\"I'm still not sure what exactly to make of him. At first appearance, he seems like a senile old man, but there can be no doubt that he has-- or at least had, at some point-- a very deep understanding of magic.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"I have not had the opportunity to talk to him too much, though.\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"I'm still not sure what exactly to make of him. At first appearance, he seems like a senile old man, but there can be no doubt that he has-- or at least had, at some point-- a very deep understanding of magic.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"I have not had the opportunity to talk to him too much, though.\""; + next; + goto L_main_menu; L_Q_imp: - mes "[Auldsbel the Wizard]"; - mes "\"There are many different kinds of spirits in the world. Some are good-natured, others evil; some are weak, others very powerful. I don't know the particular one you have encountered, though I urge caution.\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"There are many different kinds of spirits in the world. Some are good-natured, others evil; some are weak, others very powerful. I don't know the particular one you have encountered, though I urge caution.\""; + next; + goto L_main_menu; L_Q_elanore: - mes "[Auldsbel the Wizard]"; - mes "\"Ah, Elanore. A kind little woman. Also a very proficient healer, from what I have been told, though we have interacted little. If you are interested in Life magic, you might want to talk to her.\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"Ah, Elanore. A kind little woman. Also a very proficient healer, from what I have been told, though we have interacted little. If you are interested in Life magic, you might want to talk to her.\""; + next; + goto L_main_menu; L_Q_wyara: - mes "[Auldsbel the Wizard]"; - mes "\"The village witch? Not exactly the brightest person, but she has managed to figure out how to brew potions. I doubt that she can do any real magic, though.\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"The village witch? Not exactly the brightest person, but she has managed to figure out how to brew potions. I doubt that she can do any real magic, though.\""; + next; + goto L_main_menu; L_Q_sagatha: - mes "[Auldsbel the Wizard]"; - mes "Auldsbel frowns."; - mes "\"That witch, hmm? She's a well-known trouble-maker, and quite a clever one at that; she once prevented us from cutting down a forest near Dorngaard that the villages wanted to use for farming, using some ingenious magic.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"That woman has spent too much time alone in the forests... I have the strong suspicion that she is more loyal towards her animals than towards us humans! I recommend that you stay away from her, if you value your well-being.\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "Auldsbel frowns."; + mes "\"That witch, hmm? She's a well-known trouble-maker, and quite a clever one at that; she once prevented us from cutting down a forest near Dorngaard that the villages wanted to use for farming, using some ingenious magic.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"That woman has spent too much time alone in the forests... I have the strong suspicion that she is more loyal towards her animals than towards us humans! I recommend that you stay away from her, if you value your well-being.\""; + next; + goto L_main_menu; L_Q_manaseed_rumour: - mes "\"A mana seed? Around here? Nah, they've been pulling your leg. Those things are extremely rare, after all.\""; - next; - goto L_main_menu; + mes "\"A mana seed? Around here? Nah, they've been pulling your leg. Those things are extremely rare, after all.\""; + next; + goto L_main_menu; L_Q_manaseed: - mes "[Auldsbel the Wizard]"; - if (@has_magic) - goto L_Q_manaseed_withmagic; - if (!(MAGIC_FLAGS & MFLAG_KNOWS_MANASEED)) // rumour only? - goto L_Q_manaseed_rumour; - if (MAGIC_FLAGS & MFLAG_DRANK_POTION) - goto L_Q_manaseed_prepared; - if (MAGIC_FLAGS & MFLAG_TOUCHED_MANASEED) - goto L_Q_manaseed_touched; - mes "\"You have found an actual Mana Seed? That's impossible! Well, very unlikely... Then again, some others have told me similar rumours. I find it hard to believe that...\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"Well, if it's true, then try touching it. That should do you no harm, but if you are very, very lucky, it just might grant you some minuscule amount of magical power.\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + if (@has_magic) + goto L_Q_manaseed_withmagic; + if (!(MAGIC_FLAGS & MFLAG_KNOWS_MANASEED)) // rumour only? + goto L_Q_manaseed_rumour; + if (MAGIC_FLAGS & MFLAG_DRANK_POTION) + goto L_Q_manaseed_prepared; + if (MAGIC_FLAGS & MFLAG_TOUCHED_MANASEED) + goto L_Q_manaseed_touched; + mes "\"You have found an actual Mana Seed? That's impossible! Well, very unlikely... Then again, some others have told me similar rumours. I find it hard to believe that...\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Well, if it's true, then try touching it. That should do you no harm, but if you are very, very lucky, it just might grant you some minuscule amount of magical power.\""; + next; + goto L_main_menu; L_Q_manaseed_touched: - if (MAGIC_FLAGS & MFLAG_DRANK_POTION) - goto L_Q_manaseed_prepared; - mes "\"So you touched the Mana Seed, and its power flowed right through you? You are lucky-- it is willing to share-- but you are also unlucky, in that you lack the discipline and control needed to contain this power.\""; - next; - - if (MAGIC_FLAGS & MFLAG_KNOWS_MANAPOTION) - goto L_Q_manaseed_touched_short; - - mes "[Auldsbel the Wizard]"; - mes "\"Legend has it that you can substitute for such control by imbibing a Mana Potion. I am not sure whether that legend is true, but for you it might be worth trying it out.\""; - next; + if (MAGIC_FLAGS & MFLAG_DRANK_POTION) + goto L_Q_manaseed_prepared; + mes "\"So you touched the Mana Seed, and its power flowed right through you? You are lucky-- it is willing to share-- but you are also unlucky, in that you lack the discipline and control needed to contain this power.\""; + next; + if (MAGIC_FLAGS & MFLAG_KNOWS_MANAPOTION) + goto L_Q_manaseed_touched_short; + mes "[Auldsbel the Wizard]"; + mes "\"Legend has it that you can substitute for such control by imbibing a Mana Potion. I am not sure whether that legend is true, but for you it might be worth trying it out.\""; + next; + set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_MANAPOTION; - set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_MANAPOTION; L_Q_manaseed_touched_short: - menu - "Where can I get a Mana Potion?", L_where_mana_potion, - "Can you make a Mana Potion?", L_make_mana_potion, - "Thank you.", -; - goto L_main_menu; + menu + "Where can I get a Mana Potion?", L_where_mana_potion, + "Can you make a Mana Potion?", L_make_mana_potion, + "Thank you.", -; + goto L_main_menu; L_where_mana_potion: - mes "[Auldsbel the Wizard]"; - mes "\"Well, quite a few alchemists should be able to brew one for you. Or maybe the village witch, even, though I personally would recommend seeing an alchemist.\""; - next; - goto L_Q_manaseed_touched_short; + mes "[Auldsbel the Wizard]"; + mes "\"Well, quite a few alchemists should be able to brew one for you. Or maybe the village witch, even, though I personally would recommend seeing an alchemist.\""; + next; + goto L_Q_manaseed_touched_short; L_make_mana_potion: - mes "[Auldsbel the Wizard]"; - mes "\"Well, I can transmute some components into a Mana Potion for you. Let's see... I will need one pearl, 10,000 GP, about twenty Mauve leaves, and some Gamboge ones... ten should do, I think. Oh, and a bottle of water, of course.\""; - next; - menu - "Here you are.", -, - "I will look for those items.", L_main_menu, - "I'm not interested.", L_Q_manaseed_touched_short; - - if (zeny < 10000) - goto L_make_mana_potion_missing; - if (countitem("GambogeHerb") < 10) - goto L_make_mana_potion_missing; - if (countitem("MauveHerb") < 20) - goto L_make_mana_potion_missing; - if (countitem("Pearl") < 1) - goto L_make_mana_potion_missing; - if (countitem("BottleOfWater") < 1) - goto L_make_mana_potion_missing; - getinventorylist; - if (@inventorylist_count == 100 + mes "[Auldsbel the Wizard]"; + mes "\"Well, I can transmute some components into a Mana Potion for you. Let's see... I will need one pearl, 10,000 GP, about twenty Mauve leaves, and some Gamboge ones... ten should do, I think. Oh, and a bottle of water, of course.\""; + next; + menu + "Here you are.", -, + "I will look for those items.", L_main_menu, + "I'm not interested.", L_Q_manaseed_touched_short; + if (zeny < 10000) + goto L_make_mana_potion_missing; + if (countitem("GambogeHerb") < 10) + goto L_make_mana_potion_missing; + if (countitem("MauveHerb") < 20) + goto L_make_mana_potion_missing; + if (countitem("Pearl") < 1) + goto L_make_mana_potion_missing; + if (countitem("BottleOfWater") < 1) + goto L_make_mana_potion_missing; + getinventorylist; + if (@inventorylist_count == 100 && countitem("GambogeHerb") > 10 && countitem("MauveHerb") > 20 && countitem("Pearl") > 1 && countitem("BottleOfWater") > 1 && countitem("ManaPotion") < 1) - goto L_mana_potion_toomuch; - - set zeny, zeny - 10000; - delitem "GambogeHerb", 10; - delitem "MauveHerb", 20; - delitem "Pearl", 1; - delitem "BottleOfWater", 1; - getitem "ManaPotion", 1; - - mes "[Auldsbel the Wizard]"; - mes "Auldsbel pockets your GP and the pearl, then stuffs the leaves into the bottle. Holding the bottle between his hands, he focuses briefly. The water and leaves flash bright red, then the leaves dissolve."; - next; - - mes "[Auldsbel the Wizard]"; - mes "The wizard pours the resultant mixture into a different bottle. \"It will lose its power quickly if left in a glass bottle\", he explains."; - mes "He hands you the final result, which feels surprisingly heavy."; - next; - - menu - "Thank you!", L_main_menu, - "What about the pearl and GP?", -; - - mes "[Auldsbel the Wizard]"; - mes "Auldsbel raises his eyebrows in surprise."; - mes "\"Those were payment. You don't expect me to work for free, now do you?\""; - next; - - goto L_main_menu; + goto L_mana_potion_toomuch; + set zeny, zeny - 10000; + delitem "GambogeHerb", 10; + delitem "MauveHerb", 20; + delitem "Pearl", 1; + delitem "BottleOfWater", 1; + getitem "ManaPotion", 1; + + mes "[Auldsbel the Wizard]"; + mes "Auldsbel pockets your GP and the pearl, then stuffs the leaves into the bottle. Holding the bottle between his hands, he focuses briefly. The water and leaves flash bright red, then the leaves dissolve."; + next; + mes "[Auldsbel the Wizard]"; + mes "The wizard pours the resultant mixture into a different bottle. \"It will lose its power quickly if left in a glass bottle\", he explains."; + mes "He hands you the final result, which feels surprisingly heavy."; + next; + menu + "Thank you!", L_main_menu, + "What about the pearl and GP?", -; + mes "[Auldsbel the Wizard]"; + mes "Auldsbel raises his eyebrows in surprise."; + mes "\"Those were payment. You don't expect me to work for free, now do you?\""; + next; + goto L_main_menu; L_mana_potion_toomuch: - mes "[Auldsbel the Wizard]"; - mes "\"Burdened as you are, I doubt you could carry it. Get rid of some of your old things first, will you?\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"Burdened as you are, I doubt you could carry it. Get rid of some of your old things first, will you?\""; + next; + goto L_main_menu; L_make_mana_potion_missing: - mes "[Auldsbel the Wizard]"; - mes "\"No, I need one pearl, 10,000 GP, 20 Mauve leaves, 10 Gamboge leaves, and one bottle of water.\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"No, I need one pearl, 10,000 GP, 20 Mauve leaves, 10 Gamboge leaves, and one bottle of water.\""; + next; + goto L_main_menu; L_Q_manaseed_prepared: - mes "\"So you found a Mana Seed and prepared yourself by drinking a mana potion? I recommend that you visit the seed again and see if that actually works...\""; - next; - goto L_main_menu; + mes "\"So you found a Mana Seed and prepared yourself by drinking a mana potion? I recommend that you visit the seed again and see if that actually works...\""; + next; + goto L_main_menu; L_Q_manaseed_withmagic: - if (MAGIC_FLAGS & MFLAG_MANASEED_MAXEDOUT) - goto L_Q_manaseed_maxedout; - mes "\"I still find it hard to believe that you have found an actual Mana Seed here, in the middle of nowhere... Well, I suggest that you keep visiting it. As your control over magic grows, it may grant you additional power.\""; - next; - goto L_main_menu; + if (MAGIC_FLAGS & MFLAG_MANASEED_MAXEDOUT) + goto L_Q_manaseed_maxedout; + mes "\"I still find it hard to believe that you have found an actual Mana Seed here, in the middle of nowhere... Well, I suggest that you keep visiting it. As your control over magic grows, it may grant you additional power.\""; + next; + goto L_main_menu; L_Q_manaseed_maxedout: - mes "\"So the mana seed isn't giving you any more power? You might want to try again later; normally those seeds grow in power, over time.\""; - next; - goto L_main_menu; + mes "\"So the mana seed isn't giving you any more power? You might want to try again later; normally those seeds grow in power, over time.\""; + next; + goto L_main_menu; L_quest: - if (@Q_component_quest == 0) - goto L_component_quest_0; - if (@Q_component_quest == 1) - goto L_component_quest_1; - if (@Q_component_quest == 2) - goto L_component_quest_2; - if (@Q_component_quest == 3) - goto L_component_quest_3; - if (@Q_component_quest == 4) - goto L_component_quest_4; - if (@Q_component_quest == 5) - goto L_component_quest_5; - mes "[Auldsbel the Wizard]"; - mes "\"You have been very helpful, but at this point I have everything I need. Except perhaps for a Wumpus Egg, though I have no idea where you could find one... If you ever come across one, I will give you a special reward for it, though.\""; - next; - goto L_main_menu; + if (@Q_component_quest == 0) + goto L_component_quest_0; + if (@Q_component_quest == 1) + goto L_component_quest_1; + if (@Q_component_quest == 2) + goto L_component_quest_2; + if (@Q_component_quest == 3) + goto L_component_quest_3; + if (@Q_component_quest == 4) + goto L_component_quest_4; + if (@Q_component_quest == 5) + goto L_component_quest_5; + mes "[Auldsbel the Wizard]"; + mes "\"You have been very helpful, but at this point I have everything I need. Except perhaps for a Wumpus Egg, though I have no idea where you could find one... If you ever come across one, I will give you a special reward for it, though.\""; + next; + goto L_main_menu; L_component_quest_0: - mes "[Auldsbel the Wizard]"; - mes "Auldsbel is visibly delighted."; - mes "\"Ah, indeed, indeed! I can often use help with my experiments, and you just happen to be arriving at a particularly opportune time. See, I found this...\""; - mes "He pulls something from his pocket and shows it to you."; - next; - mes "[Auldsbel the Wizard]"; - mes "\"It's a silk cocoon. This area has been virtually infested with silkworms, from what I have seen. This is splendid! I will try to... do something very special with this one. But for that I will need twenty Mauve leaves.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"There are plenty of Mauve plants around, so I'm sure that you won't have a hard time finding the leaves.\""; - next; - menu - "I have them here.", -, - "Sure, I will look for them.", L_main_menu; - - if (countitem ("MauveHerb") < 20) - goto L_component_quest_missing; - - delitem "MauveHerb", 20; - set zeny, zeny + 2500; - mes "[Auldsbel the Wizard]"; - mes "\"Well done, my young friend! Here are 2,500 GP to compensate you for your efforts.\""; - mes "[You gain 250 experience points]"; - getexp 250, 0; - set @Q_component_quest, 1; - callsub S_update_var; - next; - - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "Auldsbel is visibly delighted."; + mes "\"Ah, indeed, indeed! I can often use help with my experiments, and you just happen to be arriving at a particularly opportune time. See, I found this...\""; + mes "He pulls something from his pocket and shows it to you."; + next; + mes "[Auldsbel the Wizard]"; + mes "\"It's a silk cocoon. This area has been virtually infested with silkworms, from what I have seen. This is splendid! I will try to... do something very special with this one. But for that I will need twenty Mauve leaves.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"There are plenty of Mauve plants around, so I'm sure that you won't have a hard time finding the leaves.\""; + next; + menu + "I have them here.", -, + "Sure, I will look for them.", L_main_menu; + if (countitem ("MauveHerb") < 20) + goto L_component_quest_missing; + delitem "MauveHerb", 20; + set zeny, zeny + 2500; + mes "[Auldsbel the Wizard]"; + mes "\"Well done, my young friend! Here are 2,500 GP to compensate you for your efforts.\""; + mes "[You gain 250 experience points]"; + getexp 250, 0; + set @Q_component_quest, 1; + callsub S_update_var; + next; + goto L_main_menu; L_component_quest_1: - mes "[Auldsbel the Wizard]"; - mes "\"Good, good... I am trying to come up with a way to best use the Mauve leaves you brought me, but it seems that I will need further components. I am not sure about the exact composition yet, but I will need a few potions.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"Please be a good " + @address$ + " and get me an iron potion, a concentration potion, and three small and three medium healing potions.\""; - next; - menu - "Here you are.", -, - "I'm not your 'good " + @address$ + "'!", L_main_menu, - "I'll see what I can do.", L_main_menu; - - if (countitem ("SmallHealingPotion") < 3) - goto L_component_quest_missing; - if (countitem ("MediumHealingPotion") < 3) - goto L_component_quest_missing; - if (countitem ("IronPotion") < 1) - goto L_component_quest_missing; - if (countitem ("ConcentrationPotion") < 1) - goto L_component_quest_missing; - - delitem "SmallHealingPotion", 3; - delitem "MediumHealingPotion", 3; - delitem "IronPotion", 1; - delitem "ConcentrationPotion", 1; - set zeny, zeny + 2500; - mes "[Auldsbel the Wizard]"; - mes "\"Ah, excellent, excellent! These are precisely what I needed. Here are another 2,500 GP to compensate you for your efforts.\""; - mes "[You gain 500 experience points]"; - getexp 500, 0; - set @Q_component_quest, 2; - callsub S_update_var; - next; - - goto L_main_menu; - + mes "[Auldsbel the Wizard]"; + mes "\"Good, good... I am trying to come up with a way to best use the Mauve leaves you brought me, but it seems that I will need further components. I am not sure about the exact composition yet, but I will need a few potions.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Please be a good " + @address$ + " and get me an iron potion, a concentration potion, and three small and three medium healing potions.\""; + next; + menu + "Here you are.", -, + "I'm not your 'good " + @address$ + "'!", L_main_menu, + "I'll see what I can do.", L_main_menu; + if (countitem ("SmallHealingPotion") < 3) + goto L_component_quest_missing; + if (countitem ("MediumHealingPotion") < 3) + goto L_component_quest_missing; + if (countitem ("IronPotion") < 1) + goto L_component_quest_missing; + if (countitem ("ConcentrationPotion") < 1) + goto L_component_quest_missing; + delitem "SmallHealingPotion", 3; + delitem "MediumHealingPotion", 3; + delitem "IronPotion", 1; + delitem "ConcentrationPotion", 1; + set zeny, zeny + 2500; + mes "[Auldsbel the Wizard]"; + mes "\"Ah, excellent, excellent! These are precisely what I needed. Here are another 2,500 GP to compensate you for your efforts.\""; + mes "[You gain 500 experience points]"; + getexp 500, 0; + set @Q_component_quest, 2; + callsub S_update_var; + next; + goto L_main_menu; L_component_quest_2: - mes "[Auldsbel the Wizard]"; - mes "\"Ah! Excellent! Yes, yes, indeed I need help. I have managed to transmute the components you brought me into a liquid that I believe to be a demetamorphosis stock, but it seems that the details still need some fine-tuning, and I am out of silk cocoons...\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"I would like to run the next batch of experiments on a larger scale, though. Would you be so kind as to fetch me some one hundred silk cocoons, please?\""; - next; - - menu - "One hundred cocoons, here you are.", -, - "That's a lot; I'll see what I can do.", L_main_menu; - - if (countitem ("SilkCocoon") < 100) - goto L_component_quest_missing; - - delitem "SilkCocoon", 100; - set zeny, zeny + 5000; - mes "[Auldsbel the Wizard]"; - mes "\"Splendid, splendid! Here are 5,000 GP for you.\""; - mes "Auldsbel attempts to cram the cocoons into his pockets, with little success. Finally he gives up and takes them into his hut."; - mes "[You gain 2,000 experience points]"; - getexp 2000, 0; - set @Q_component_quest, 3; - callsub S_update_var; - next; - - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"Ah! Excellent! Yes, yes, indeed I need help. I have managed to transmute the components you brought me into a liquid that I believe to be a demetamorphosis stock, but it seems that the details still need some fine-tuning, and I am out of silk cocoons...\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"I would like to run the next batch of experiments on a larger scale, though. Would you be so kind as to fetch me some one hundred silk cocoons, please?\""; + next; + menu + "One hundred cocoons, here you are.", -, + "That's a lot; I'll see what I can do.", L_main_menu; + if (countitem ("SilkCocoon") < 100) + goto L_component_quest_missing; + delitem "SilkCocoon", 100; + set zeny, zeny + 5000; + mes "[Auldsbel the Wizard]"; + mes "\"Splendid, splendid! Here are 5,000 GP for you.\""; + mes "Auldsbel attempts to cram the cocoons into his pockets, with little success. Finally he gives up and takes them into his hut."; + mes "[You gain 2,000 experience points]"; + getexp 2000, 0; + set @Q_component_quest, 3; + callsub S_update_var; + next; + goto L_main_menu; L_component_quest_3: - mes "[Auldsbel the Wizard]"; - mes "\"Yes... I'm actually not certain that my demetamorphosis stock will not drain the life out of these little creatures. Perhaps an alchemical revitalization tincture would be called for. Fortunately this one is easy, I can make it myself.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"I'm still not sure how to integrate it into the spell... but leave that to me. Can you get me twenty-five red scorpion stingers and twenty-five lumps of maggot slime? Those should be just what I need.\""; - next; - menu - "Here are your stingers and slimes.", -, - "I will get back to you once I have them.", L_main_menu; - - if (countitem ("RedScorpionStinger") < 25) - goto L_component_quest_missing; - if (countitem ("MaggotSlime") < 25) - goto L_component_quest_missing; - - delitem "RedScorpionStinger", 25; - delitem "MaggotSlime", 25; - set zeny, zeny + 5000; - mes "[Auldsbel the Wizard]"; - mes "\"Good " + @address$ + "! Another 5,000 GP for you.\""; - mes "\"I believe that I have figured out one possible way to integrate the tincture into the spell... I will let you know how that goes.\""; - mes "[You gain 10,000 experience points]"; - getexp 10000, 0; - set @Q_component_quest, 4; - callsub S_update_var; - next; - - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"Yes... I'm actually not certain that my demetamorphosis stock will not drain the life out of these little creatures. Perhaps an alchemical revitalization tincture would be called for. Fortunately this one is easy, I can make it myself.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"I'm still not sure how to integrate it into the spell... but leave that to me. Can you get me twenty-five red scorpion stingers and twenty-five lumps of maggot slime? Those should be just what I need.\""; + next; + menu + "Here are your stingers and slimes.", -, + "I will get back to you once I have them.", L_main_menu; + if (countitem ("RedScorpionStinger") < 25) + goto L_component_quest_missing; + if (countitem ("MaggotSlime") < 25) + goto L_component_quest_missing; + delitem "RedScorpionStinger", 25; + delitem "MaggotSlime", 25; + set zeny, zeny + 5000; + mes "[Auldsbel the Wizard]"; + mes "\"Good " + @address$ + "! Another 5,000 GP for you.\""; + mes "\"I believe that I have figured out one possible way to integrate the tincture into the spell... I will let you know how that goes.\""; + mes "[You gain 10,000 experience points]"; + getexp 10000, 0; + set @Q_component_quest, 4; + callsub S_update_var; + next; + goto L_main_menu; L_component_quest_4: - mes "[Auldsbel the Wizard]"; - mes "\"Hmm, yes... See, the thing is that transmuting living beings is not normally something that transmutation magic can do. It seems that the beings' life force must be overcome to transmute them, but that in turn kills them.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"But I was wondering whether creatures that already can auto-transmute-- or metamorphose, as some people call it-- might not allow themselves to be subjected to magical transmutation more easily... Still, all of my demetamorphosis attempts so far have failed.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"I am thinking of injecting the life force of another creature, perhaps using some astral channelling. Snakes sound most promising, as they have a similar physical shape but a strong life force.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"Could you get me twenty regular, cave, and mountain snake tongues, please? So a total of sixty tongues. This is where most of their life force is concentrated, incidentally.\""; - next; - menu - "Here are your tongues.", -, - "I will hunt some snakes for you.", L_main_menu; - - if (countitem ("SnakeTongue") < 20) - goto L_component_quest_missing; - if (countitem ("CaveSnakeTongue") < 20) - goto L_component_quest_missing; - if (countitem ("MountainSnakeTongue") < 20) - goto L_component_quest_missing; - - delitem "SnakeTongue", 20; - delitem "CaveSnakeTongue", 20; - delitem "MountainSnakeTongue", 20; - set zeny, zeny + 8000; - mes "[Auldsbel the Wizard]"; - mes "\"8,000 GP should cover your efforts, I think.\""; - mes "\"Now let's see if this works...\""; - mes "[You gain 40,000 experience points]"; - getexp 40000, 0; - set @Q_component_quest, 5; - callsub S_update_var; - next; - - mes "[Auldsbel the Wizard]"; - mes "Auldsbel focuses on the bundle of snake tongues, which begin to assume a bright red colour, then start to glow. Yellow sparks drop to the ground, as Auldsbel rolls the tongues into a ball."; - next; - mes "[Auldsbel the Wizard]"; - mes "He tosses in a cocoon, then squeezes everything together. A bright red flash blinds you momentarily."; - next; - mes "[Auldsbel the Wizard]"; - mes "As Auldsbel opens his hands, there is nothing there."; - next; - mes "[Auldsbel the Wizard]"; - mes "He frowns. \"Their life force was still not strong enough. Hmm.\""; - next; - - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"Hmm, yes... See, the thing is that transmuting living beings is not normally something that transmutation magic can do. It seems that the beings' life force must be overcome to transmute them, but that in turn kills them.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"But I was wondering whether creatures that already can auto-transmute-- or metamorphose, as some people call it-- might not allow themselves to be subjected to magical transmutation more easily... Still, all of my demetamorphosis attempts so far have failed.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"I am thinking of injecting the life force of another creature, perhaps using some astral channelling. Snakes sound most promising, as they have a similar physical shape but a strong life force.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Could you get me twenty regular, cave, and mountain snake tongues, please? So a total of sixty tongues. This is where most of their life force is concentrated, incidentally.\""; + next; + menu + "Here are your tongues.", -, + "I will hunt some snakes for you.", L_main_menu; + if (countitem ("SnakeTongue") < 20) + goto L_component_quest_missing; + if (countitem ("CaveSnakeTongue") < 20) + goto L_component_quest_missing; + if (countitem ("MountainSnakeTongue") < 20) + goto L_component_quest_missing; + delitem "SnakeTongue", 20; + delitem "CaveSnakeTongue", 20; + delitem "MountainSnakeTongue", 20; + set zeny, zeny + 8000; + mes "[Auldsbel the Wizard]"; + mes "\"8,000 GP should cover your efforts, I think.\""; + mes "\"Now let's see if this works...\""; + mes "[You gain 40,000 experience points]"; + getexp 40000, 0; + set @Q_component_quest, 5; + callsub S_update_var; + next; + mes "[Auldsbel the Wizard]"; + mes "Auldsbel focuses on the bundle of snake tongues, which begin to assume a bright red colour, then start to glow. Yellow sparks drop to the ground, as Auldsbel rolls the tongues into a ball."; + next; + mes "[Auldsbel the Wizard]"; + mes "He tosses in a cocoon, then squeezes everything together. A bright red flash blinds you momentarily."; + next; + mes "[Auldsbel the Wizard]"; + mes "As Auldsbel opens his hands, there is nothing there."; + next; + mes "[Auldsbel the Wizard]"; + mes "He frowns. \"Their life force was still not strong enough. Hmm.\""; + next; + goto L_main_menu; L_component_quest_5: - mes "[Auldsbel the Wizard]"; - mes "\"I do have another assignment for you, but this one will be tricky. I will need fifty grass snake tongues. I believe that this may be just enough life force to return the silkworm back to its original shape.\""; - next; - menu - "Here they are.", -, - "That's quite a challenge.", L_main_menu; - - if (countitem ("GrassSnakeTongue") < 50) - goto L_component_quest_missing; - - delitem "GrassSnakeTongue", 50; - set zeny, zeny + 10000; - mes "[Auldsbel the Wizard]"; - mes "\"Excellent! Here are 10,000 GP for you, and now let's see how this goes.\""; - mes "[You gain 100,000 experience points]"; - getexp 100000, 0; - set @Q_component_quest, 6; - callsub S_update_var; - next; - - mes "[Auldsbel the Wizard]"; - mes "Auldsbel rolls the snake tongues into a ball again, whilst chanting some words that you fail to discern. As the ball begins to glow, he tosses in a silkworm cocoon."; - mes "He then presses his hands together; you are blinded by a blue flash."; - next; - - mes "[Auldsbel the Wizard]"; - mes "The wizard steps back in horror."; - mes "\"Oh my... I should have known. I have stepped into Astral spell territory here. This is bad...\""; - mes "He mumbles a brief spell invocation."; - mes "\"I suggest that you run.\""; - next; - - misceffect sfx_magic_transmute; - monster "this", 50, 68, "Grass Snake", 1034, 4; - close; + mes "[Auldsbel the Wizard]"; + mes "\"I do have another assignment for you, but this one will be tricky. I will need fifty grass snake tongues. I believe that this may be just enough life force to return the silkworm back to its original shape.\""; + next; + menu + "Here they are.", -, + "That's quite a challenge.", L_main_menu; + if (countitem ("GrassSnakeTongue") < 50) + goto L_component_quest_missing; + delitem "GrassSnakeTongue", 50; + set zeny, zeny + 10000; + mes "[Auldsbel the Wizard]"; + mes "\"Excellent! Here are 10,000 GP for you, and now let's see how this goes.\""; + mes "[You gain 100,000 experience points]"; + getexp 100000, 0; + set @Q_component_quest, 6; + callsub S_update_var; + next; + mes "[Auldsbel the Wizard]"; + mes "Auldsbel rolls the snake tongues into a ball again, whilst chanting some words that you fail to discern. As the ball begins to glow, he tosses in a silkworm cocoon."; + mes "He then presses his hands together; you are blinded by a blue flash."; + next; + mes "[Auldsbel the Wizard]"; + mes "The wizard steps back in horror."; + mes "\"Oh my... I should have known. I have stepped into Astral spell territory here. This is bad...\""; + mes "He mumbles a brief spell invocation."; + mes "\"I suggest that you run.\""; + next; + misceffect sfx_magic_transmute; + monster "this", 50, 68, "Grass Snake", 1034, 4; + close; L_component_quest_missing: - mes "[Auldsbel the Wizard]"; - mes "\"No, you are missing some items. Come back later when you have everything!\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"No, you are missing some items. Come back later when you have everything!\""; + next; + goto L_main_menu; L_learn_spell: - if (@Q_main_status == @Q_STATUS_INITIATION) goto LL_initiation; - if (@Q_main_status == @Q_STATUS_STUDENT) goto LL_student_start; - if (@Q_main_status == @Q_STATUS_STUDENT0) goto LL_student_0; - if (@Q_main_status == @Q_STATUS_STUDENT1) goto LL_student_1; - if (@Q_main_status == @Q_STATUS_STUDENT2) goto LL_student_2; - if (@Q_main_status == @Q_STATUS_STUDENT3) goto LL_student_3; - if (@Q_main_status == @Q_STATUS_STUDENT4) goto LL_student_4; - if (@Q_main_status == @Q_STATUS_STUDENT5) goto LL_student_5; - if (@Q_main_status == @Q_STATUS_STUDENT6) goto LL_student_6; - - mes "[Auldsbel the Wizard]"; - mes "\"Wellll.... you do seem to have some magical abilities. But do you possess the talent and diligence needed for a true wizard?\""; - mes "He raises an eyebrow at you, then grins."; - mes "\"Only one way to find out! Let me teach you a first spell.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"This spell is a simple transmutation invocation. All it takes is a clean wooden log. Hold it in your hand, focus your powers, and say the magic invocation.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"You can turn the log into a wooden figurine by imagining the creature whose shape you want in your head and saying `" + getspellinvocation("transmute-wood-to-figurine") + ",' followed by the last syllable of the name of the creature you want to shape it into.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"So `" + getspellinvocation("transmute-wood-to-figurine") + " lurk' for a Skrytlurk figurine, for example. If you know what a Skrytlurk is, I mean, otherwise you will have a hard time imagining it. You may want to try some others instead, though.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"Oh... and it has to be the old Tritan name. Most creatures nowadays have very different names, but some old Tritan names have survived. Just try some, until you find one that fits.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"Oh, actually, make sure to write that down. You should keep track of all spells and spell fragments, really. I always keep a notebook handy, in fact.\""; - next; - set @Q_main_status, @Q_STATUS_INITIATION; - callsub S_update_var; - goto L_main_menu; + if (@Q_main_status == @Q_STATUS_INITIATION) + goto LL_initiation; + if (@Q_main_status == @Q_STATUS_STUDENT) + goto LL_student_start; + if (@Q_main_status == @Q_STATUS_STUDENT0) + goto LL_student_0; + if (@Q_main_status == @Q_STATUS_STUDENT1) + goto LL_student_1; + if (@Q_main_status == @Q_STATUS_STUDENT2) + goto LL_student_2; + if (@Q_main_status == @Q_STATUS_STUDENT3) + goto LL_student_3; + if (@Q_main_status == @Q_STATUS_STUDENT4) + goto LL_student_4; + if (@Q_main_status == @Q_STATUS_STUDENT5) + goto LL_student_5; + if (@Q_main_status == @Q_STATUS_STUDENT6) + goto LL_student_6; + + mes "[Auldsbel the Wizard]"; + mes "\"Wellll.... you do seem to have some magical abilities. But do you possess the talent and diligence needed for a true wizard?\""; + mes "He raises an eyebrow at you, then grins."; + mes "\"Only one way to find out! Let me teach you a first spell.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"This spell is a simple transmutation invocation. All it takes is a clean wooden log. Hold it in your hand, focus your powers, and say the magic invocation.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"You can turn the log into a wooden figurine by imagining the creature whose shape you want in your head and saying `" + getspellinvocation("transmute-wood-to-figurine") + ",' followed by the last syllable of the name of the creature you want to shape it into.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"So `" + getspellinvocation("transmute-wood-to-figurine") + " lurk' for a Skrytlurk figurine, for example. If you know what a Skrytlurk is, I mean, otherwise you will have a hard time imagining it. You may want to try some others instead, though.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Oh... and it has to be the old Tritan name. Most creatures nowadays have very different names, but some old Tritan names have survived. Just try some, until you find one that fits.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Oh, actually, make sure to write that down. You should keep track of all spells and spell fragments, really. I always keep a notebook handy, in fact.\""; + next; + set @Q_main_status, @Q_STATUS_INITIATION; + callsub S_update_var; + goto L_main_menu; LL_repeat_spell: - mes "[Auldsbel the Wizard]"; - mes "\"The invocation is `" + getspellinvocation("transmute-wood-to-figurine") + ",' followed by the last syllable of the name of the creature you want to shape the log into. So `" + getspellinvocation("transmute-wood-to-figurine") + " lurk' for a Skrytlurk figurine.\""; - next; - mes "[Auldsbel the Wizard]"; - mes "\"But keep two things in mind: First, you must KNOW what the creature looks like-- so a Skrytlurk probably won't work-- and second, you must use the old Tritan name of it. `Fluffy' and `Scorpion' are modern names, so those won't work, you should try some others.\""; - next; - - mes "[Auldsbel the Wizard]"; - mes "\"And make sure to keep notes of your spells! In the future, I will only tell you once.\""; - next; - - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"The invocation is `" + getspellinvocation("transmute-wood-to-figurine") + ",' followed by the last syllable of the name of the creature you want to shape the log into. So `" + getspellinvocation("transmute-wood-to-figurine") + " lurk' for a Skrytlurk figurine.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"But keep two things in mind: First, you must KNOW what the creature looks like-- so a Skrytlurk probably won't work-- and second, you must use the old Tritan name of it. `Fluffy' and `Scorpion' are modern names, so those won't work, you should try some others.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"And make sure to keep notes of your spells! In the future, I will only tell you once.\""; + next; + goto L_main_menu; LL_initiation: - mes "[Auldsbel the Wizard]"; - mes "\"So, have you managed to transmute something?\""; - next; - - if (countitem("MoubooFigurine")) - menu - "Not yet.", -, - "How about this mouboo figurine?", LL_initiation_check; - - if (!(countitem("MoubooFigurine"))) - menu - "Not yet.", -, - "What was the spell again?", LL_repeat_spell; - - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"So, have you managed to transmute something?\""; + next; + if (countitem("MoubooFigurine")) + menu + "Not yet.", -, + "How about this mouboo figurine?", LL_initiation_check; + if (!(countitem("MoubooFigurine"))) + menu + "Not yet.", -, + "What was the spell again?", LL_repeat_spell; + goto L_main_menu; LL_initiation_fail: - mes "[Auldsbel the Wizard]"; - mes "\"No, no, no. This is no good-- too many imperfections.\""; - mes "He throws it away."; - mes "\"Keep practicing-- and make sure to vary the spells you cast a little; that will make it easier to learn.\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"No, no, no. This is no good-- too many imperfections.\""; + mes "He throws it away."; + mes "\"Keep practicing-- and make sure to vary the spells you cast a little; that will make it easier to learn.\""; + next; + goto L_main_menu; LL_initiation_check: - if (!(countitem("MoubooFigurine"))) - goto L_main_menu; - delitem "MoubooFigurine", 1; - - mes "[Auldsbel the Wizard]"; - mes "Auldsbel inspects your figurine."; - next; - - if (@mexp < 40) - goto LL_initiation_fail; - - mes "[Auldsbel the Wizard]"; - mes "Auldsbel nods."; - mes "\"This looks good.\""; - next; - - mes "[Auldsbel the Wizard]"; - mes "He pockets the figurine."; - mes "\"Very well, then. I shall accept you as my student.\""; - next; - - mes "[Auldsbel the Wizard]"; - mes "Auldsbel presses his index and middle finger against your forehead."; - mes "\"Accept my blessing!\""; - next; - - mes "[Auldsbel the Wizard]"; - mes "You feel new powers flowing into your body!"; - - set @Q_main_status, @Q_STATUS_STUDENT; - callsub S_update_var; - - set @SUP_xp, 5000; - set @SUP_lvl, 2; - callfunc "SkillUp"; - next; + if (!(countitem("MoubooFigurine"))) goto L_main_menu; + delitem "MoubooFigurine", 1; + mes "[Auldsbel the Wizard]"; + mes "Auldsbel inspects your figurine."; + next; + if (@mexp < 40) + goto LL_initiation_fail; + mes "[Auldsbel the Wizard]"; + mes "Auldsbel nods."; + mes "\"This looks good.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "He pockets the figurine."; + mes "\"Very well, then. I shall accept you as my student.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "Auldsbel presses his index and middle finger against your forehead."; + mes "\"Accept my blessing!\""; + next; + mes "[Auldsbel the Wizard]"; + mes "You feel new powers flowing into your body!"; + set @Q_main_status, @Q_STATUS_STUDENT; + callsub S_update_var; + set @SUP_xp, 5000; + set @SUP_lvl, 2; + callfunc "SkillUp"; + next; + goto L_main_menu; LL_student_start: - if (@mexp < 200) goto LL_notready; - mes "[Auldsbel the Wizard]"; - mes "\"Next, I shall teach you a higher-level transmutation spell.\""; - if (getskilllv(SKILL_MAGIC) < 2) - mes "\"Beware, for you will not be able to use it yet; you will first have to gain a greater understanding of magic overall.\""; - next; - - mes "[Auldsbel the Wizard]"; - mes "\"Bring me ten bug legs, and I will reveal its invocation to you.\""; - next; - - menu - "Here you are.", -, - "I'll be back with them.", L_main_menu; - - if (countitem("BugLeg") < 10) - goto L_component_quest_missing; - - delitem "BugLeg", 10; - getexp 1000, 0; - set @Q_main_status, @Q_STATUS_STUDENT0; - callsub S_update_var; - - mes "[Auldsbel the Wizard]"; - mes "He picks up the bug legs."; - mes "\"Good. These will come in handy later...\""; - mes "He grins."; - mes "[1000 experience points]"; - next; - - mes "[Auldsbel the Wizard]"; - mes "\"Now, listen carefully: to make a short tank top out of three pieces of cloth, you must use the invocation '" + getspellinvocation("make-short-tanktop") + "'.\""; - next; - - mes "[Auldsbel the Wizard]"; - mes "\"But be careful; transmutations can go wrong, and that can injure you. When you have some more overall spellcasting practice, come back to me.\""; - next; - goto L_main_menu; + if (@mexp < 200) goto LL_notready; + mes "[Auldsbel the Wizard]"; + mes "\"Next, I shall teach you a higher-level transmutation spell.\""; + if (getskilllv(SKILL_MAGIC) < 2) + mes "\"Beware, for you will not be able to use it yet; you will first have to gain a greater understanding of magic overall.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Bring me ten bug legs, and I will reveal its invocation to you.\""; + next; + menu + "Here you are.", -, + "I'll be back with them.", L_main_menu; + if (countitem("BugLeg") < 10) + goto L_component_quest_missing; + delitem "BugLeg", 10; + getexp 1000, 0; + set @Q_main_status, @Q_STATUS_STUDENT0; + callsub S_update_var; + mes "[Auldsbel the Wizard]"; + mes "He picks up the bug legs."; + mes "\"Good. These will come in handy later...\""; + mes "He grins."; + mes "[1000 experience points]"; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Now, listen carefully: to make a short tank top out of three pieces of cloth, you must use the invocation '" + getspellinvocation("make-short-tanktop") + "'.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"But be careful; transmutations can go wrong, and that can injure you. When you have some more overall spellcasting practice, come back to me.\""; + next; + goto L_main_menu; LL_notready: - mes "[Auldsbel the Wizard]"; - mes "\"You still need more practice with spellcasting; I won't give you another spell until you are ready.\""; - next; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"You still need more practice with spellcasting; I won't give you another spell until you are ready.\""; + next; + goto L_main_menu; LL_student_0: - if (@mexp < 350) goto LL_notready; - - mes "[Auldsbel the Wizard]"; - mes "\"The next transmutation spell is a little harder than the last one I taught you, but you should be able to manage.\""; - next; - - mes "[Auldsbel the Wizard]"; - mes "\"Bring me twenty mauve leaves, and I will reveal its invocation.\""; - next; - - menu - "Here you are.", -, - "I'll be back with them.", L_main_menu; - - if (countitem("MauveHerb") < 20) - goto L_component_quest_missing; - - delitem "MauveHerb", 20; - getexp 1000, 0; - set @Q_main_status, @Q_STATUS_STUDENT1; - callsub S_update_var; - - mes "[Auldsbel the Wizard]"; - mes "He pockets your mauve leaves."; - mes "\"Those should go very well with the salmon.\""; - mes "[1000 experience points]"; - next; - - mes "[Auldsbel the Wizard]"; - mes "\"The next spell I have will make a normal tank top out of four pieces of cloth. The invocation is '" + getspellinvocation("make-tanktop") + "', make sure to write this down.\""; - next; - - goto L_main_menu; + if (@mexp < 350) + goto LL_notready; + mes "[Auldsbel the Wizard]"; + mes "\"The next transmutation spell is a little harder than the last one I taught you, but you should be able to manage.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Bring me twenty mauve leaves, and I will reveal its invocation.\""; + next; + menu + "Here you are.", -, + "I'll be back with them.", L_main_menu; + if (countitem("MauveHerb") < 20) + goto L_component_quest_missing; + delitem "MauveHerb", 20; + getexp 1000, 0; + set @Q_main_status, @Q_STATUS_STUDENT1; + callsub S_update_var; + mes "[Auldsbel the Wizard]"; + mes "He pockets your mauve leaves."; + mes "\"Those should go very well with the salmon.\""; + mes "[1000 experience points]"; + next; + mes "[Auldsbel the Wizard]"; + mes "\"The next spell I have will make a normal tank top out of four pieces of cloth. The invocation is '" + getspellinvocation("make-tanktop") + "', make sure to write this down.\""; + next; + goto L_main_menu; LL_student_1: - if (@mexp < 425) goto LL_notready; - - mes "[Auldsbel the Wizard]"; - mes "\"Up next is the transmutation spell for regular shirts.\""; - next; - - mes "[Auldsbel the Wizard]"; - mes "\"For this, I would like ten scorpion stingers.\""; - next; - - menu - "Here you are.", -, - "I'll be back with them.", L_main_menu; - - if (countitem("ScorpionStinger") < 10) - goto L_component_quest_missing; - - delitem "ScorpionStinger", 10; - getexp 1000, 0; - set @Q_main_status, @Q_STATUS_STUDENT2; - callsub S_update_var; - - mes "[Auldsbel the Wizard]"; - mes "He carefully takes the stingers."; - mes "\"You are being quite helpful. If my experiments go well, I will make sure to acknowledge you in a footnote somewhere.\""; - mes "[1000 experience points]"; - next; - - mes "[Auldsbel the Wizard]"; - mes "\"To make a shirt, use the invocation '" + getspellinvocation("make-shirt") + "'. This will require five pieces of cloth.\""; - next; - - goto L_main_menu; + if (@mexp < 425) + goto LL_notready; + mes "[Auldsbel the Wizard]"; + mes "\"Up next is the transmutation spell for regular shirts.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"For this, I would like ten scorpion stingers.\""; + next; + menu + "Here you are.", -, + "I'll be back with them.", L_main_menu; + if (countitem("ScorpionStinger") < 10) + goto L_component_quest_missing; + delitem "ScorpionStinger", 10; + getexp 1000, 0; + set @Q_main_status, @Q_STATUS_STUDENT2; + callsub S_update_var; + mes "[Auldsbel the Wizard]"; + mes "He carefully takes the stingers."; + mes "\"You are being quite helpful. If my experiments go well, I will make sure to acknowledge you in a footnote somewhere.\""; + mes "[1000 experience points]"; + next; + mes "[Auldsbel the Wizard]"; + mes "\"To make a shirt, use the invocation '" + getspellinvocation("make-shirt") + "'. This will require five pieces of cloth.\""; + next; + goto L_main_menu; LL_student_2: - if (@mexp < 500) goto LL_notready; - - mes "[Auldsbel the Wizard]"; - mes "\"You may find the next spell particularly useful.\""; - next; - - mes "[Auldsbel the Wizard]"; - mes "\"Bring me twenty wooden logs, and I will teach you.\""; - next; - - menu - "Here you are.", -, - "I'll be back with them.", L_main_menu; - - if (countitem("RawLog") < 20) - goto L_component_quest_missing; - - delitem "RawLog", 20; - getexp 1000, 0; - set @Q_main_status, @Q_STATUS_STUDENT3; - callsub S_update_var; - - mes "[Auldsbel the Wizard]"; - mes "Auldsbel places the logs next to his hut."; - mes "\"I'm hoping to animate them into the shape of one of those odd log heads.\""; - mes "[1000 experience points]"; - next; - - mes "[Auldsbel the Wizard]"; - mes "\"This spell makes arrows out of a single wooden log. Its invocation is '" + getspellinvocation("make-arrows") + "'.\""; - next; - - goto L_main_menu; + if (@mexp < 500) + goto LL_notready; + mes "[Auldsbel the Wizard]"; + mes "\"You may find the next spell particularly useful.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Bring me twenty wooden logs, and I will teach you.\""; + next; + menu + "Here you are.", -, + "I'll be back with them.", L_main_menu; + if (countitem("RawLog") < 20) + goto L_component_quest_missing; + delitem "RawLog", 20; + getexp 1000, 0; + set @Q_main_status, @Q_STATUS_STUDENT3; + callsub S_update_var; + mes "[Auldsbel the Wizard]"; + mes "Auldsbel places the logs next to his hut."; + mes "\"I'm hoping to animate them into the shape of one of those odd log heads.\""; + mes "[1000 experience points]"; + next; + mes "[Auldsbel the Wizard]"; + mes "\"This spell makes arrows out of a single wooden log. Its invocation is '" + getspellinvocation("make-arrows") + "'.\""; + next; + goto L_main_menu; LL_student_3: - if (getskilllv(SKILL_MAGIC) < 3) - goto LL_magic_skill_insufficient; - mes "[Auldsbel the Wizard]"; - mes "\"I believe that you may be ready for the next level of transmutation magic! Let me teach you one last spell that you can handle before your promotion, and if you can cast this one, I will advance you.\""; - next; + if (getskilllv(SKILL_MAGIC) < 3) + goto LL_magic_skill_insufficient; + mes "[Auldsbel the Wizard]"; + mes "\"I believe that you may be ready for the next level of transmutation magic! Let me teach you one last spell that you can handle before your promotion, and if you can cast this one, I will advance you.\""; + next; LL_student_3_repeat: - mes "[Auldsbel the Wizard]"; - mes "\"This one has the invocation `" + getspellinvocation("make-concentration-potion") + "'. Put two cobalt leaves and two pink flower petals into a bottle of water, hold it up, and speak that phrase.\""; - next; - - mes "[Auldsbel the Wizard]"; - mes "\"It is a tricky spell, but if it works out, you will transform the bottle into a concentration potion.\""; - next; - - mes "[Auldsbel the Wizard]"; - mes "\"Hmm. That reminds me-- there was a similar spell, but I forgot what it was... anyway, try using this, and bring me the potion when you are done.\""; - next; - - set @Q_main_status, @Q_STATUS_STUDENT4; - callsub S_update_var; - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"This one has the invocation `" + getspellinvocation("make-concentration-potion") + "'. Put two cobalt leaves and two pink flower petals into a bottle of water, hold it up, and speak that phrase.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"It is a tricky spell, but if it works out, you will transform the bottle into a concentration potion.\""; + next; + mes "[Auldsbel the Wizard]"; + mes "\"Hmm. That reminds me-- there was a similar spell, but I forgot what it was... anyway, try using this, and bring me the potion when you are done.\""; + next; + set @Q_main_status, @Q_STATUS_STUDENT4; + callsub S_update_var; + goto L_main_menu; LL_student_4: - mes "[Auldsbel the Wizard]"; - mes "\"Did you manage to transmute a concentration potion?\""; - next; - - menu - "What was the invocation again?", LL_student_3_repeat, - "No, still working on it...", L_main_menu, - "Yes.", -; - - if (countitem("ConcentrationPotion") < 1) - goto LL_student_4_no_potion; - - if (!(MAGIC_FLAGS & MFLAG_MADE_CONC_POTION)) - goto LL_student_4_wrong_potion; - - mes "[Auldsbel the Wizard]"; - mes "Auldsbel examines your potion and nods."; - mes "\"Good work! You are ready for a promotion!\""; - next; - - mes "[Auldsbel the Wizard]"; - mes "Auldsbel presses his index and middle finger against your forehead."; - mes "\"Accept my blessing!\""; - next; - - set @Q_main_status, @Q_STATUS_STUDENT5; - callsub S_update_var; - - mes "[Auldsbel the Wizard]"; - mes "You feel new powers flowing into your body!"; - - set @SUP_xp, 30000; - set @SUP_lvl, 3; - callfunc "SkillUp"; - next; - - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"Did you manage to transmute a concentration potion?\""; + next; + menu + "What was the invocation again?", LL_student_3_repeat, + "No, still working on it...", L_main_menu, + "Yes.", -; + if (countitem("ConcentrationPotion") < 1) + goto LL_student_4_no_potion; + if (!(MAGIC_FLAGS & MFLAG_MADE_CONC_POTION)) + goto LL_student_4_wrong_potion; + mes "[Auldsbel the Wizard]"; + mes "Auldsbel examines your potion and nods."; + mes "\"Good work! You are ready for a promotion!\""; + next; + mes "[Auldsbel the Wizard]"; + mes "Auldsbel presses his index and middle finger against your forehead."; + mes "\"Accept my blessing!\""; + next; + set @Q_main_status, @Q_STATUS_STUDENT5; + callsub S_update_var; + mes "[Auldsbel the Wizard]"; + mes "You feel new powers flowing into your body!"; + set @SUP_xp, 30000; + set @SUP_lvl, 3; + callfunc "SkillUp"; + next; + goto L_main_menu; LL_student_4_wrong_potion: - mes "[Auldsbel the Wizard]"; - mes "Auldsbell examines your potion, then shakes his head."; - mes "\"This doesn't look quite right, though I can't quite point at what the problem is. You will have to continue trying.\""; - next; - - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "Auldsbell examines your potion, then shakes his head."; + mes "\"This doesn't look quite right, though I can't quite point at what the problem is. You will have to continue trying.\""; + next; + goto L_main_menu; LL_student_4_no_potion: - mes "[Auldsbel the Wizard]"; - mes "\"You seem to be rather lacking the concentration potion you need to justify your claim, my dear fellow.\""; - next; - - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"You seem to be rather lacking the concentration potion you need to justify your claim, my dear fellow.\""; + next; + goto L_main_menu; LL_student_5: - mes "[Auldsbel the Wizard]"; - mes "\"Hmm. Come back some other time, please; I still haven't figured out what to teach you next.\""; - close; + mes "[Auldsbel the Wizard]"; + mes "\"Hmm. Come back some other time, please; I still haven't figured out what to teach you next.\""; + close; LL_magic_skill_insufficient: - mes "[Auldsbel the Wizard]"; - mes "\"No, not at this time. You will have to advance in your overall magic skill before I can teach you more.\""; - next; - - goto L_main_menu; + mes "[Auldsbel the Wizard]"; + mes "\"No, not at this time. You will have to advance in your overall magic skill before I can teach you more.\""; + next; + goto L_main_menu; S_update_var: - set @Q_status, @Q_main_status | (@Q_component_quest << 5); - set QUEST_MAGIC, - (QUEST_MAGIC & ~(@Q_MASK) - | (@Q_status << @Q_SHIFT)); - return; -} + set @Q_status, @Q_main_status | (@Q_component_quest << 5); + set QUEST_MAGIC, + (QUEST_MAGIC & ~(@Q_MASK) + | (@Q_status << @Q_SHIFT)); + return; +}
\ No newline at end of file diff --git a/world/map/npc/011-1/oscar.txt b/world/map/npc/011-1/oscar.txt index 1954f29f..7e1e104c 100644 --- a/world/map/npc/011-1/oscar.txt +++ b/world/map/npc/011-1/oscar.txt @@ -1 +1 @@ -011-1.gat,87,34,0 shop Oscar 142,GreenApple :-1,RedApple :-1,Orange :-1 +011-1.gat,87,34,0|shop|Oscar|142,GreenApple :-1,RedApple :-1,Orange :-1 diff --git a/world/map/npc/011-1/shops.txt b/world/map/npc/011-1/shops.txt index 8fdf3cbe..1e85e0e9 100644 --- a/world/map/npc/011-1/shops.txt +++ b/world/map/npc/011-1/shops.txt @@ -6,4 +6,4 @@ // Exotic Trader // Toy Sabre - 10mil, Cap - 20mil, High Priest Crown - 30mil, Monster Skull Helmet - 30mil -011-1.gat,109,38,0 shop Exotic Trader 179,ToySabre :10000000,Cap :20000000,HighPriestCrown :30000000,MonsterSkullHelmet :30000000 +011-1.gat,109,38,0|shop|Exotic Trader|179,ToySabre :10000000,Cap :20000000,HighPriestCrown :30000000,MonsterSkullHelmet :30000000 diff --git a/world/map/npc/011-3/_import.txt b/world/map/npc/011-3/_import.txt index 799e5dd0..ba9fdeff 100644 --- a/world/map/npc/011-3/_import.txt +++ b/world/map/npc/011-3/_import.txt @@ -1,7 +1,6 @@ -// 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 npc: npc/011-3/_warps.txt npc: npc/011-3/hermit.txt -npc: npc/011-3/monsters.txt diff --git a/world/map/npc/011-3/_mobs.txt b/world/map/npc/011-3/_mobs.txt index d17c348d..ef4ef58c 100644 --- a/world/map/npc/011-3/_mobs.txt +++ b/world/map/npc/011-3/_mobs.txt @@ -1,8 +1,20 @@ // 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 011-3.gat,0,0,0|script|Mob011-3|-1,{ +On1017: + set @mobID, 1017; + callfunc "MobPoints"; + end; + +On1035: + set @mobID, 1035; + callfunc "MobPoints"; + end; + end; } diff --git a/world/map/npc/011-3/_warps.txt b/world/map/npc/011-3/_warps.txt index 69cc183d..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,72,11 +011-3.gat,31,14|warp|ToLakeCave|-1,-1,011-4.gat,72,9 diff --git a/world/map/npc/011-3/hermit.txt b/world/map/npc/011-3/hermit.txt index f9533e56..698ae0c5 100644 --- a/world/map/npc/011-3/hermit.txt +++ b/world/map/npc/011-3/hermit.txt @@ -1,62 +1,55 @@ // -011-3.gat,30,23,0 script Arkim 116,{ - mes "[Arkim the Hermit]"; - mes "\"Do you want to go back outside?\""; - menu - "Yes, please!", L_Sure, - "Not yet.", -, - "Actually... Why do you live here?", L_Interested; - close; +011-3.gat,30,23,0|script|Arkim|116,{ + mes "[Arkim the Hermit]"; + mes "\"Do you want to go back outside?\""; + menu + "Yes, please!", L_Sure, + "Not yet.", -, + "Actually... Why do you live here?", L_Interested; + close; L_Sure: - warp "011-1.gat", 60, 95; - close; + warp "011-1.gat", 60, 95; + close; L_Interested: - mes "[Arkim the Hermit]"; - mes "\"Oh my, never really thought about it!\""; - next; - mes "[Arkim the Hermit]"; - mes "\"I guess mostly I enjoy experimenting with the bats here.\""; - - menu - "I see...", -, - "What type of experimenting?", L_Experiment; - close; + mes "[Arkim the Hermit]"; + mes "\"Oh my, never really thought about it!\""; + next; + mes "[Arkim the Hermit]"; + mes "\"I guess mostly I enjoy experimenting with the bats here.\""; + menu + "I see...", -, + "What type of experimenting?", L_Experiment; + close; L_Experiment: - mes "[Arkim the Hermit]"; - mes "\"Never really thought about it either...\""; - - next; - - mes "You watch as the hermit's old, lazy eyes open wide, and the old man comes alive with energy."; - - next; - - mes "[Arkim the Hermit]"; - mes "\"I GUESS I REALLY LIKE CUTTING THEM UP TO SEE HOW THEY WORK!! HAHAHA!\""; - - menu - "YOU'RE CRAZY!", -, - "Right... me too! Can I help?", L_Quest; - close; + mes "[Arkim the Hermit]"; + mes "\"Never really thought about it either...\""; + next; + mes "You watch as the hermit's old, lazy eyes open wide, and the old man comes alive with energy."; + next; + mes "[Arkim the Hermit]"; + mes "\"I GUESS I REALLY LIKE CUTTING THEM UP TO SEE HOW THEY WORK!! HAHAHA!\""; + menu + "YOU'RE CRAZY!", -, + "Right... me too! Can I help?", L_Quest; + close; L_Quest: - set @dq_level, 20; - set @dq_cost, 4; - set @dq_count, 3; - set @dq_name$, "BatWing"; - set @dq_friendly_name$, "bat wings"; - set @dq_money, 600; - set @dq_exp, 100; - - callfunc "DailyQuest"; - - next; - - mes "[Arkim the Hermit]"; - mes "\"And remember: never lend your toothbrush to a slime!\""; - close; -} + set @dq_level, 20; + set @dq_cost, 4; + set @dq_count, 3; + set @dq_name$, "BatWing"; + set @dq_friendly_name$, "bat wings"; + set @dq_money, 600; + set @dq_exp, 100; + + callfunc "DailyQuest"; + + next; + mes "[Arkim the Hermit]"; + mes "\"And remember: never lend your toothbrush to a slime!\""; + close; +}
\ No newline at end of file diff --git a/world/map/npc/011-3/monsters.txt b/world/map/npc/011-3/monsters.txt deleted file mode 100644 index 37da9f40..00000000 --- a/world/map/npc/011-3/monsters.txt +++ /dev/null @@ -1,21 +0,0 @@ -// Map: 011-3 -// This is the Hermit's Cave -- level 1. -// - -011-3.gat,0,0,0,0 monster Bat 1017,10,0,0,Mob4::OnBat - -011-3.gat,0,0,0,0 monster SilkWorm 1035,3,60000,30000,Mob4::OnSilkWorm - -011-3.gat,0,0,0 script Mob4 -1,{ -OnBat: - set @mobID, 1017; - callfunc "MobPoints"; - break; - -OnSilkWorm: - set @mobID, 1035; - callfunc "MobPoints"; - break; - - end; -} diff --git a/world/map/npc/011-4/_import.txt b/world/map/npc/011-4/_import.txt index f2e5264f..c3a0019a 100644 --- a/world/map/npc/011-4/_import.txt +++ b/world/map/npc/011-4/_import.txt @@ -1,7 +1,6 @@ -// 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 npc: npc/011-4/_warps.txt npc: npc/011-4/bl_barrier.txt -npc: npc/011-4/monsters.txt diff --git a/world/map/npc/011-4/_mobs.txt b/world/map/npc/011-4/_mobs.txt index c4faef23..b9f7cab1 100644 --- a/world/map/npc/011-4/_mobs.txt +++ b/world/map/npc/011-4/_mobs.txt @@ -1,8 +1,10 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Lake cave mobs +// Lake Cave mobs -011-4.gat,51,29,39,39|monster|Shroom|1019,1,100000,30000,Mob011-4::On1019 +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 +011-4.gat,0,0,0,0|monster|CaveSnake|1021,40,0,0,Mob011-4::On1021 +011-4.gat,0,0,0,0|monster|SpikyMushroom|1019,15,0,0,Mob011-4::On1019 011-4.gat,0,0,0|script|Mob011-4|-1,{ diff --git a/world/map/npc/011-4/_warps.txt b/world/map/npc/011-4/_warps.txt index 6ebe9c8b..7771aa47 100644 --- a/world/map/npc/011-4/_warps.txt +++ b/world/map/npc/011-4/_warps.txt @@ -1,7 +1,7 @@ // 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,31,24 +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,21,55 011-4.gat,39,35|warp|warp|-1,-1,011-6.gat,47,183 011-4.gat,16,57|warp|warp|-1,-1,011-6.gat,24,204 diff --git a/world/map/npc/011-4/bl_barrier.txt b/world/map/npc/011-4/bl_barrier.txt index 07b44999..efe81d60 100644 --- a/world/map/npc/011-4/bl_barrier.txt +++ b/world/map/npc/011-4/bl_barrier.txt @@ -1,16 +1,13 @@ //bandit lord barrier -011-4.gat,111,121,0 script #BL_Barrier 127,0,0,{ - - if (TMW_Quest >= 44) goto L_Bandit_Lord_Barrier_Open; - - message strcharinfo(0), "This entrance appears to be locked."; - end; +011-4.gat,111,121,0|script|#BL_Barrier|127,0,0,{ + if (TMW_Quest >= 44) goto L_Bandit_Lord_Barrier_Open; + message strcharinfo(0), "This entrance appears to be locked."; + end; L_Bandit_Lord_Barrier_Open: - message strcharinfo(0), "You insert the silver arrow key and unlock the entrance."; - warp "011-6.gat",251,275; - end; - -} + message strcharinfo(0), "You insert the silver arrow key and unlock the entrance."; + warp "011-6.gat",251,275; + end; +}
\ No newline at end of file diff --git a/world/map/npc/011-4/monsters.txt b/world/map/npc/011-4/monsters.txt deleted file mode 100644 index d3b78249..00000000 --- a/world/map/npc/011-4/monsters.txt +++ /dev/null @@ -1,20 +0,0 @@ -// Map: 011-4 -// This is the Lake Cave, second level of the Hermit's Cave. -// - -011-4.gat,0,0,0,0 monster CaveSnake 1021,40,0,0,Mob17::OnCaveSnake -011-4.gat,0,0,0,0 monster SpikyMushroom 1019,15,0,0,Mob17::OnSpikyMushroom - -011-4.gat,0,0,0 script Mob17 -1,{ -OnCaveSnake: - set @mobID, 1021; - callfunc "MobPoints"; - break; - -OnSpikyMushroom: - set @mobID, 1019; - callfunc "MobPoints"; - break; - - end; -} 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/011-6/bryant.txt b/world/map/npc/011-6/bryant.txt index 486a6ae0..9cd2e20a 100644 --- a/world/map/npc/011-6/bryant.txt +++ b/world/map/npc/011-6/bryant.txt @@ -1,56 +1,56 @@ //NPC to set the state for killing the bandit lord. -011-6.gat,27,200,0 script Bryant 126,{ +011-6.gat,27,200,0|script|Bryant|126,{ - if (TMW_Quest >= 45) goto L_Bryant_Quiet; - if (TMW_Quest == 44) goto L_Bryant_Waits; - if (TMW_Quest == 43) goto L_Bryant_Summon; + if (TMW_Quest >= 45) goto L_Bryant_Quiet; + if (TMW_Quest == 44) goto L_Bryant_Waits; + if (TMW_Quest == 43) goto L_Bryant_Summon; - mes "[Bryant]"; - mes "\"I'm looking everywhere for the bandit leader. I can't seem to find him.\""; - close; + mes "[Bryant]"; + mes "\"I'm looking everywhere for the bandit leader. I can't seem to find him.\""; + close; L_Bryant_Summon: - mes "[Bryant]"; - mes "\"I ran into that bandit lord and he got me good. I'm going to stay here for a while and heal. He dropped this key. Take it. You might be able to handle him better than I could.\""; - next; - mes "Bryant gives you a key, shaped to look like a small silver arrow."; - next; - mes "\"I believe I saw him run into a cave south and east of here. There is a red carpet in front of the cave entrance. Be careful and good luck.\""; - set TMW_Quest, 44; - monster "011-6.gat",260,250,"BanditLord",1065,1, "Bryant::onBanditLordDead"; - close; + mes "[Bryant]"; + mes "\"I ran into that bandit lord and he got me good. I'm going to stay here for a while and heal. He dropped this key. Take it. You might be able to handle him better than I could.\""; + next; + mes "Bryant gives you a key, shaped to look like a small silver arrow."; + next; + mes "\"I believe I saw him run into a cave south and east of here. There is a red carpet in front of the cave entrance. Be careful and good luck.\""; + set TMW_Quest, 44; + monster "011-6.gat",260,250,"BanditLord",1065,1, "Bryant::onBanditLordDead"; + close; onBanditLordDead: - if (TMW_Quest<45) - set TMW_Quest, 45; - message strcharinfo(0), "You killed the bandit lord."; - end; + if (TMW_Quest<45) + set TMW_Quest, 45; + message strcharinfo(0), "You killed the bandit lord."; + end; L_Bryant_Waits: - mes "[Bryant]"; - mes "\"I think the bandit lord is still around. I fear this could be dangerous for the people of Hurnscald. When you went to the cave with the red carpet in front of it, did you find him and kill him?\""; - menu - "No.", L_Bryant_No, - "Yes.", L_Bryant_Yes; - close; + mes "[Bryant]"; + mes "\"I think the bandit lord is still around. I fear this could be dangerous for the people of Hurnscald. When you went to the cave with the red carpet in front of it, did you find him and kill him?\""; + menu + "No.", L_Bryant_No, + "Yes.", L_Bryant_Yes; + close; L_Bryant_No: - mes "[Bryant]"; - mes "\"Well, maybe he ran off. I'm pretty sure he should be there now.\""; - killmonster "011-6.gat", "Bryant::onBanditLordDead"; - monster "011-6.gat",260,250,"BanditLord",1065,1, "Bryant::onBanditLordDead"; - close; + mes "[Bryant]"; + mes "\"Well, maybe he ran off. I'm pretty sure he should be there now.\""; + killmonster "011-6.gat", "Bryant::onBanditLordDead"; + monster "011-6.gat",260,250,"BanditLord",1065,1, "Bryant::onBanditLordDead"; + close; L_Bryant_Yes: - mes "[Bryant]"; - mes "\"I don't think you killed him. Please try to find and kill him. He should be in the cave south and east of here with the red carpet in front of it.\""; - killmonster "011-6.gat", "Bryant::onBanditLordDead"; - monster "011-6.gat",260,250,"BanditLord",1065,1, "Bryant::onBanditLordDead"; - close; + mes "[Bryant]"; + mes "\"I don't think you killed him. Please try to find and kill him. He should be in the cave south and east of here with the red carpet in front of it.\""; + killmonster "011-6.gat", "Bryant::onBanditLordDead"; + monster "011-6.gat",260,250,"BanditLord",1065,1, "Bryant::onBanditLordDead"; + close; L_Bryant_Quiet: - mes "[Bryant]"; - mes "\"Glad that bandit leader got what was coming to him.\""; - close; + mes "[Bryant]"; + mes "\"Glad that bandit leader got what was coming to him.\""; + close; } diff --git a/world/map/npc/012-1/amrak.txt b/world/map/npc/012-1/amrak.txt index 5a2a547a..2a527eb0 100644 --- a/world/map/npc/012-1/amrak.txt +++ b/world/map/npc/012-1/amrak.txt @@ -1,10 +1,10 @@ // -012-1.gat,137,104,0 script Amrak 103, { - mes "[Amrak]"; - mes "\"I'm studying this waterfall. The water seems to flow from it like magic.\""; - next; - mes "[Amrak]"; - mes "\"Unfortunately, I've had trouble getting up there. The monsters in these caves scare me.\""; - close; -} +012-1.gat,137,104,0|script|Amrak|103,{ + mes "[Amrak]"; + mes "\"I'm studying this waterfall. The water seems to flow from it like magic.\""; + next; + mes "[Amrak]"; + mes "\"Unfortunately, I've had trouble getting up there. The monsters in these caves scare me.\""; + close; +}
\ No newline at end of file diff --git a/world/map/npc/012-1/injured-mouboo.txt b/world/map/npc/012-1/injured-mouboo.txt index 1aa780f5..57117d17 100644 --- a/world/map/npc/012-1/injured-mouboo.txt +++ b/world/map/npc/012-1/injured-mouboo.txt @@ -1,231 +1,218 @@ // The following auxiliary function is used both by appropriate magic and within the regular script: -function script QuestMoubooHeal { - set @Q_MASK, NIBBLE_2_MASK; - set @Q_SHIFT, NIBBLE_2_SHIFT; - - set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT; - set @Q_status_upper, @Q_status & 12; - set @Q_status, @Q_status & 3; - - set @STATE_INITIAL, 0; - set @STATE_HEALED_MOUBOO, 3; - - if (@Q_status != @STATE_INITIAL) - goto L_nothing; - - set @Q_status, @STATE_HEALED_MOUBOO; - callsub S_update_var; - mes "[Injured Mouboo]"; - mes "A soft white glow surrounds the mouboo's leg, which slowly shifts back into place."; - mes "As the glow subsides, the mouboo gets up, carefully, and takes a few steps. It seems to be fully healed!"; - mes "[5000 experience points]"; - getexp 5000, 0; - next; - - mes "[Injured Mouboo]"; - mes "Visibly happy, the mouboo lies down on the ground and snuggles with a black piece of cloth it had been lying on."; - mes "The healing process must have been exhausting, for it is asleep in an instant."; - next; - set @value, 15; - callfunc "QuestSagathaHappy"; - close; +function|script|QuestMoubooHeal|{ + set @Q_MASK, NIBBLE_2_MASK; + set @Q_SHIFT, NIBBLE_2_SHIFT; + + set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT; + set @Q_status_upper, @Q_status & 12; + set @Q_status, @Q_status & 3; + + set @STATE_INITIAL, 0; + set @STATE_HEALED_MOUBOO, 3; + + if (@Q_status != @STATE_INITIAL) + goto L_nothing; + + set @Q_status, @STATE_HEALED_MOUBOO; + callsub S_update_var; + mes "[Injured Mouboo]"; + mes "A soft white glow surrounds the mouboo's leg, which slowly shifts back into place."; + mes "As the glow subsides, the mouboo gets up, carefully, and takes a few steps. It seems to be fully healed!"; + mes "[5000 experience points]"; + getexp 5000, 0; + next; + mes "[Injured Mouboo]"; + mes "Visibly happy, the mouboo lies down on the ground and snuggles with a black piece of cloth it had been lying on."; + mes "The healing process must have been exhausting, for it is asleep in an instant."; + next; + set @value, 15; + callfunc "QuestSagathaHappy"; + close; L_nothing: - mes "Your spell has no effect."; - close; + mes "Your spell has no effect."; + close; S_update_var: - set @Q_wr_status, @Q_status | @Q_status_upper; - set QUEST_MAGIC, - (QUEST_MAGIC & ~(@Q_MASK) - | (@Q_wr_status << @Q_SHIFT)); - return; + set @Q_wr_status, @Q_status | @Q_status_upper; + set QUEST_MAGIC, + (QUEST_MAGIC & ~(@Q_MASK) + | (@Q_wr_status << @Q_SHIFT)); + return; } +012-1.gat,57,153,0|script|Mouboo|171,{ + set @Q_MASK, NIBBLE_2_MASK; + set @Q_SHIFT, NIBBLE_2_SHIFT; + set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT; + set @Q_status_upper, @Q_status & 12; + set @Q_status, @Q_status & 3; -012-1.gat,57,153,0 script Mouboo 171,{ - set @Q_MASK, NIBBLE_2_MASK; - set @Q_SHIFT, NIBBLE_2_SHIFT; + set @STATE_INITIAL, 0; + set @STATE_KILLED_MOUBOO, 1; + set @STATE_TOOK_KILL_REWARD, 2; + set @STATE_HEALED_MOUBOO, 3; - set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT; - set @Q_status_upper, @Q_status & 12; - set @Q_status, @Q_status & 3; + if (@Q_status == @STATE_KILLED_MOUBOO) + goto L_dead; + if (@Q_status == @STATE_TOOK_KILL_REWARD) + goto L_took_reward; + if (@Q_status == @STATE_HEALED_MOUBOO) + goto L_healed; - set @STATE_INITIAL, 0; - set @STATE_KILLED_MOUBOO, 1; - set @STATE_TOOK_KILL_REWARD, 2; - set @STATE_HEALED_MOUBOO, 3; - - if (@Q_status == @STATE_KILLED_MOUBOO) - goto L_dead; - if (@Q_status == @STATE_TOOK_KILL_REWARD) - goto L_took_reward; - if (@Q_status == @STATE_HEALED_MOUBOO) - goto L_healed; - - mes "[Injured Mouboo]"; - mes "You notice a mouboo lying on the ground, groaning, as if in pain."; - next; + mes "[Injured Mouboo]"; + mes "You notice a mouboo lying on the ground, groaning, as if in pain."; + next; L_menu: - menu - "Examine the mouboo", L_examine, - "Give the mouboo something", L_give, - "Kill the mouboo", L_kill, - "Leave", -; - close; + menu + "Examine the mouboo", L_examine, + "Give the mouboo something", L_give, + "Kill the mouboo", L_kill, + "Leave", -; + close; L_examine: - mes "[Injured Mouboo]"; - mes "Looking closer, you notice that the mouboo's left hind leg is bent at a very unnatural angle-- that seems to be the cause for its pain."; - next; - mes "[Injured Mouboo]"; - mes "You also notice that the mouboo is lying on top of what appears to be a black turtleneck sweater."; - mes "Do you want to pick up the sweater?"; - next; - menu - "Yes.", L_pickup_alive, - "No.", L_menu; - goto L_menu; + mes "[Injured Mouboo]"; + mes "Looking closer, you notice that the mouboo's left hind leg is bent at a very unnatural angle-- that seems to be the cause for its pain."; + next; + mes "[Injured Mouboo]"; + mes "You also notice that the mouboo is lying on top of what appears to be a black turtleneck sweater."; + mes "Do you want to pick up the sweater?"; + next; + menu + "Yes.", L_pickup_alive, + "No.", L_menu; + goto L_menu; L_pickup_alive: - mes "[Injured Mouboo]"; - mes "The Mouboo groans and pushes your hand away. It seems to be rather fond of the sweater."; - next; - goto L_menu; + mes "[Injured Mouboo]"; + mes "The Mouboo groans and pushes your hand away. It seems to be rather fond of the sweater."; + next; + goto L_menu; L_give: - set @items_nr, 12; - setarray @items$, "CactusDrink", "CactusPotion", "ChocolateBar", "Milk", "OrangeCupcake", "RedApple", "Beer", "BottleOfWater", "TinyHealingPotion", "SmallHealingPotion", "MediumHealingPotion", "LargeHealingPotion"; - setarray @itemeat, 0, 0, 1, 0, 1, 1, 0, 1, 0, 0, 0, 0; + set @items_nr, 12; + setarray @items$, "CactusDrink", "CactusPotion", "ChocolateBar", "Milk", "OrangeCupcake", "RedApple", "Beer", "BottleOfWater", "TinyHealingPotion", "SmallHealingPotion", "MediumHealingPotion", "LargeHealingPotion"; + setarray @itemeat, 0, 0, 1, 0, 1, 1, 0, 1, 0, 0, 0, 0; - setarray @menuItems$, "", "", "", "", "", "", "", "", "", "", "", "", ""; - set @choices_nr, 0; - setarray @menuNames$, "", "", "", "", "", "", "", "", "", "", "", "", ""; - setarray @choice_eat, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0; + setarray @menuItems$, "", "", "", "", "", "", "", "", "", "", "", "", ""; + set @choices_nr, 0; + setarray @menuNames$, "", "", "", "", "", "", "", "", "", "", "", "", ""; + setarray @choice_eat, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0; + + set @n, 0; + set @ct, 0; - set @n, 0; - set @ct, 0; L_nloop: - set @k$, @items$[@n]; - if (countitem(@k$) == 0) - goto L_nloop_skip; + set @k$, @items$[@n]; + if (countitem(@k$) == 0) + goto L_nloop_skip; - set @name$, getitemname(@k$); - set @menuItems$[@ct], @name$; - set @menuNames$[@ct], @k$; - set @choice_eat[@ct], @itemeat[@n]; - set @ct, @ct + 1; + set @name$, getitemname(@k$); + set @menuItems$[@ct], @name$; + set @menuNames$[@ct], @k$; + set @choice_eat[@ct], @itemeat[@n]; + set @ct, @ct + 1; L_nloop_skip: - - set @n, @n+1; - if (@n < @items_nr) - goto L_nloop; - - set @menuItems$[@ct], "Nevermind"; - - menu @menuItems$[0], -, - @menuItems$[1], -, - @menuItems$[2], -, - @menuItems$[3], -, - @menuItems$[4], -, - @menuItems$[5], -, - @menuItems$[6], -, - @menuItems$[7], -, - @menuItems$[8], -, - @menuItems$[9], -, - @menuItems$[10], -, - @menuItems$[11], -, - @menuItems$[12], -; - - set @menu, @menu - 1; - - if (@menu == @ct) goto L_menu; - - set @choice$, @menuNames$[@menu]; - set @verb$, "drinks"; - if (@choice_eat[@menu]) - set @verb$, "eats"; - - if (@choice$ != "" && countitem(@choice$)) - goto L_consume; - - goto L_menu; + set @n, @n+1; + if (@n < @items_nr) + goto L_nloop; + + set @menuItems$[@ct], "Nevermind"; + + menu + @menuItems$[0], -, + @menuItems$[1], -, + @menuItems$[2], -, + @menuItems$[3], -, + @menuItems$[4], -, + @menuItems$[5], -, + @menuItems$[6], -, + @menuItems$[7], -, + @menuItems$[8], -, + @menuItems$[9], -, + @menuItems$[10], -, + @menuItems$[11], -, + @menuItems$[12], -; + + set @menu, @menu - 1; + if (@menu == @ct) + goto L_menu; + set @choice$, @menuNames$[@menu]; + set @verb$, "drinks"; + if (@choice_eat[@menu]) + set @verb$, "eats"; + if (@choice$ != "" && countitem(@choice$)) + goto L_consume; + goto L_menu; L_consume: - mes "[Injured Mouboo]"; - mes "The mouboo " + @verb$ + " your " + getitemname(@choice$) + "."; - delitem @choice$, 1; - next; - - if (@choice$ == "LargeHealingPotion") - goto L_do_heal; - - - mes "[Injured Mouboo]"; - mes "Unfortunately, it seems to have had no effect."; - next; - goto L_menu; + mes "[Injured Mouboo]"; + mes "The mouboo " + @verb$ + " your " + getitemname(@choice$) + "."; + delitem @choice$, 1; + next; + if (@choice$ == "LargeHealingPotion") + goto L_do_heal; + mes "[Injured Mouboo]"; + mes "Unfortunately, it seems to have had no effect."; + next; + goto L_menu; L_do_heal: - callfunc "QuestMoubooHeal"; + callfunc "QuestMoubooHeal"; L_kill: - mes "[Injured Mouboo]"; - if (BaseLevel > 44) - goto L_kill_success; - mes "The mouboo deflects your attack and counterattacks!"; - mes "It misses you only barely."; - mes "Injured though it may be, this mouboo is still more than a match for you!"; - next; - goto L_menu; + mes "[Injured Mouboo]"; + if (BaseLevel > 44) + goto L_kill_success; + mes "The mouboo deflects your attack and counterattacks!"; + mes "It misses you only barely."; + mes "Injured though it may be, this mouboo is still more than a match for you!"; + next; + goto L_menu; L_kill_success: - mes "After some wrestling, the mouboo succumbs to your attacks."; - mes "[100 experience points]"; - getexp 100, 0; - - set @Q_status, @STATE_KILLED_MOUBOO; - callsub S_update_var; - - next; + mes "After some wrestling, the mouboo succumbs to your attacks."; + mes "[100 experience points]"; + getexp 100, 0; + set @Q_status, @STATE_KILLED_MOUBOO; + callsub S_update_var; + next; L_dead: - mes "[Dead Mouboo]"; - mes "The dead mouboo is lying on top of a black T-neck sweater."; - - getinventorylist; - if (@inventorylist_count == 100) - goto L_nopickup; - - getitem "BlackTurtleneckSweater", 1; - mes "You pull out the sweater and stuff it into your backpack."; - - set @Q_status, @STATE_TOOK_KILL_REWARD; - callsub S_update_var; - close; + mes "[Dead Mouboo]"; + mes "The dead mouboo is lying on top of a black T-neck sweater."; + getinventorylist; + if (@inventorylist_count == 100) + goto L_nopickup; + getitem "BlackTurtleneckSweater", 1; + mes "You pull out the sweater and stuff it into your backpack."; + set @Q_status, @STATE_TOOK_KILL_REWARD; + callsub S_update_var; + close; L_took_reward: - mes "[Dead Mouboo]"; - mes "You see a dead mouboo."; - close; + mes "[Dead Mouboo]"; + mes "You see a dead mouboo."; + close; L_nopickup: - mes "Unfortunately, you can't carry any more."; - close; + mes "Unfortunately, you can't carry any more."; + close; L_healed: - mes "[Mouboo]"; - mes "The mouboo is sleeping soundly, smiling in its dreams."; - close; + mes "[Mouboo]"; + mes "The mouboo is sleeping soundly, smiling in its dreams."; + close; S_update_var: - set @Q_wr_status, @Q_status | @Q_status_upper; - set QUEST_MAGIC, - (QUEST_MAGIC & ~(@Q_MASK) - | (@Q_wr_status << @Q_SHIFT)); - return; -} + set @Q_wr_status, @Q_status | @Q_status_upper; + set QUEST_MAGIC, + (QUEST_MAGIC & ~(@Q_MASK) + | (@Q_wr_status << @Q_SHIFT)); + return; +}
\ No newline at end of file diff --git a/world/map/npc/012-1/shops.txt b/world/map/npc/012-1/shops.txt index f90d9361..2c48b9b6 100644 --- a/world/map/npc/012-1/shops.txt +++ b/world/map/npc/012-1/shops.txt @@ -1,3 +1,3 @@ // -012-1.gat,36,99,0 shop Blossom 163,RedRose :-1,PinkRose :-1,YellowRose :-1,WhiteRose :-1,OrangeRose :-1,DarkRedRose :-1,RedTulip :-1,PinkTulip :-1,YellowTulip :-1,WhiteTulip :-1,OrangeTulip :-1 +012-1.gat,36,99,0|shop|Blossom|163,RedRose :-1,PinkRose :-1,YellowRose :-1,WhiteRose :-1,OrangeRose :-1,DarkRedRose :-1,RedTulip :-1,PinkTulip :-1,YellowTulip :-1,WhiteTulip :-1,OrangeTulip :-1 diff --git a/world/map/npc/012-3/_import.txt b/world/map/npc/012-3/_import.txt index 6e5ac13a..b860552e 100644 --- a/world/map/npc/012-3/_import.txt +++ b/world/map/npc/012-3/_import.txt @@ -1,8 +1,7 @@ -// 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 npc: npc/012-3/_warps.txt npc: npc/012-3/mana-seed.txt -npc: npc/012-3/monsters.txt npc: npc/012-3/warningsigns.txt diff --git a/world/map/npc/012-3/_mobs.txt b/world/map/npc/012-3/_mobs.txt index 0a204e84..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 @@ -15,9 +15,21 @@ 012-3.gat,268,138,16,18|monster|Moggun|1061,10,100000,30000,Mob012-3::On1061 012-3.gat,188,51,16,18|monster|Moggun|1061,10,100000,30000,Mob012-3::On1061 012-3.gat,164,105,16,18|monster|Moggun|1061,10,100000,30000,Mob012-3::On1061 +012-3.gat,0,0,0,0|monster|Bat|1017,100,0,0,Mob012-3::On1017 +012-3.gat,0,0,0,0|monster|CaveSnake|1021,75,0,0,Mob012-3::On1021 012-3.gat,0,0,0|script|Mob012-3|-1,{ +On1017: + set @mobID, 1017; + callfunc "MobPoints"; + end; + +On1021: + set @mobID, 1021; + callfunc "MobPoints"; + end; + On1061: set @mobID, 1061; callfunc "MobPoints"; 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/012-3/mana-seed.txt b/world/map/npc/012-3/mana-seed.txt index 6877ee2c..199e2a34 100644 --- a/world/map/npc/012-3/mana-seed.txt +++ b/world/map/npc/012-3/mana-seed.txt @@ -1,266 +1,241 @@ -012-3.gat,62,130,0 script Mana Seed#MAGIC 166,{ - - setarray @magic_exp_needed, - 0, // level 0 - 0, - 100, - 1200, - 8000, - 40000; // level 5 - - setarray @exp_bonus, - 0, - 1000, // level 1 - 10000, - 100000, - 400000, - 2000000; // level 5 - - setarray @min_level, - 0, - 10, - 30, - 50, - 65, - 80; // level 5 - - set @visions_nr, 12; - setarray @visions$, - "You see a dark underground temple; you are kneeling, praying for the safety of the planet. You smile as a friend joins you in the dark-- but suddenly a shadow falls over you from above, and a stabbing pain...", - "It is midnight; you are in an underground cavern deep inside the desert ruins. Slowly, as if half-asleep, you wander up the spiral pathway, towards the ancient vase at its center. As you reach out to touch it...", - "The old castle smells of mildew and swamp gas. It has not been used in centuries, but you were here before, when the world was young. You turn to face your companions-- but something is wrong with all three; an ancient force has possessed them...", - "As you put the horn to your lips, you feel winds flowing, gathering, condensing in your chest. Soon, you can no longer contain it; the storm unleashes through your mouth, into a deafening fanfare. The black dome around you begins to crack...", - "You are alone inside your head, confined by the laughing man's circlet. Powerless, you witness how your hands shoot out flame after flame, incinerating innocents for that man's experiments...", - "The village may be in ruins, but it must have been where you grew up. The engravings on the walls-- images of powerful beasts-- look strangely familiar, and you can make out writing, words about you, wishes and prayers for you... You are at home...", - "Deep underneath the city, the rocky cavern maze turns into an opulent palace. This must be where the beast of the many eyes resides. Nervously you grip the wand; will the power to repel it be sufficient to defeat it and its magic?", - "At the bottom of the abyss, infinity opens before you. You have proven yourself worthy, and the ancient finally reveals its wisdom...", - "You may only be children, but you recognize that it is this man only who can save the world. As the walls rush towards you to crush your small group, you exchange a glance with your twin sister-- there is no doubt what you must do...", - "The sacred place is surrounded by nothingness; were it not for your magic, you would have no hope of returning. The old and young man stands nearby; he has been waiting for you, for centuries. He has all the time in the world, after all...", - "Nothing remains behind. The underground castle is empty now, its chambers plundered, its throne destroyed. Shivering, you climb down the stairs, towards the wailing of the underworld that is waiting beneath...", - "You feel soft, fluffy fur brushing against your skin and are filled with happiness. Somehow, the word `" + getspellinvocation("happy-curse") + "' comes to mind..."; - - set @max_magic, 2; - - set @has_magic, getskilllv(SKILL_MAGIC); - set @drank_potion, MAGIC_FLAGS & MFLAG_DRANK_POTION; - set @knows_seed, MAGIC_FLAGS & MFLAG_KNOWS_MANASEED; - - // Set up SkillUp function - set @SUP_id, SKILL_MAGIC; - set @SUP_name$, "Magic"; - - if (@has_magic) - goto L_magic_start; - - if (@knows_seed) - goto L_quick_nomagic; - - // first time here - - set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_MANASEED; - - mes "[Mana Seed]"; - mes "You see a glowing orb, swimming in the water like a sea rose."; - mes "An unearthly glow is emanating from within, lighting up the water and filling the cave with an eerie light."; - next; - - mes "[Mana Seed]"; - if (@drank_potion) - mes "Slowly, the tingling sensation you felt before begins to spread through your body again."; - mes "What would you like to do?"; - next; - goto L_nomagic_mainmenu; +012-3.gat,62,130,0|script|Mana Seed#MAGIC|166,{ + + setarray @magic_exp_needed, + 0, // level 0 + 0, + 100, + 1200, + 8000, + 40000; // level 5 + + setarray @exp_bonus, + 0, + 1000, // level 1 + 10000, + 100000, + 400000, + 2000000; // level 5 + + setarray @min_level, + 0, + 10, + 30, + 50, + 65, + 80; // level 5 + + set @visions_nr, 12; + setarray @visions$, + "You see a dark underground temple; you are kneeling, praying for the safety of the planet. You smile as a friend joins you in the dark-- but suddenly a shadow falls over you from above, and a stabbing pain...", + "It is midnight; you are in an underground cavern deep inside the desert ruins. Slowly, as if half-asleep, you wander up the spiral pathway, towards the ancient vase at its center. As you reach out to touch it...", + "The old castle smells of mildew and swamp gas. It has not been used in centuries, but you were here before, when the world was young. You turn to face your companions-- but something is wrong with all three; an ancient force has possessed them...", + "As you put the horn to your lips, you feel winds flowing, gathering, condensing in your chest. Soon, you can no longer contain it; the storm unleashes through your mouth, into a deafening fanfare. The black dome around you begins to crack...", + "You are alone inside your head, confined by the laughing man's circlet. Powerless, you witness how your hands shoot out flame after flame, incinerating innocents for that man's experiments...", + "The village may be in ruins, but it must have been where you grew up. The engravings on the walls-- images of powerful beasts-- look strangely familiar, and you can make out writing, words about you, wishes and prayers for you... You are at home...", + "Deep underneath the city, the rocky cavern maze turns into an opulent palace. This must be where the beast of the many eyes resides. Nervously you grip the wand; will the power to repel it be sufficient to defeat it and its magic?", + "At the bottom of the abyss, infinity opens before you. You have proven yourself worthy, and the ancient finally reveals its wisdom...", + "You may only be children, but you recognize that it is this man only who can save the world. As the walls rush towards you to crush your small group, you exchange a glance with your twin sister-- there is no doubt what you must do...", + "The sacred place is surrounded by nothingness; were it not for your magic, you would have no hope of returning. The old and young man stands nearby; he has been waiting for you, for centuries. He has all the time in the world, after all...", + "Nothing remains behind. The underground castle is empty now, its chambers plundered, its throne destroyed. Shivering, you climb down the stairs, towards the wailing of the underworld that is waiting beneath...", + "You feel soft, fluffy fur brushing against your skin and are filled with happiness. Somehow, the word `" + getspellinvocation("happy-curse") + "' comes to mind..."; + + set @max_magic, 2; + + set @has_magic, getskilllv(SKILL_MAGIC); + set @drank_potion, MAGIC_FLAGS & MFLAG_DRANK_POTION; + set @knows_seed, MAGIC_FLAGS & MFLAG_KNOWS_MANASEED; + + // Set up SkillUp function + set @SUP_id, SKILL_MAGIC; + set @SUP_name$, "Magic"; + + if (@has_magic) + goto L_magic_start; + if (@knows_seed) + goto L_quick_nomagic; + + // first time here + + set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_MANASEED; + + mes "[Mana Seed]"; + mes "You see a glowing orb, swimming in the water like a sea rose."; + mes "An unearthly glow is emanating from within, lighting up the water and filling the cave with an eerie light."; + next; + mes "[Mana Seed]"; + if (@drank_potion) + mes "Slowly, the tingling sensation you felt before begins to spread through your body again."; + mes "What would you like to do?"; + next; + goto L_nomagic_mainmenu; L_quick_nomagic: - mes "[Mana Seed]"; - mes "Again you stand before the orb."; - if (@drank_potion) - mes "Slowly, the tingling sensation you felt before begins to spread through your body again."; - mes "What would you like to do?"; - next; - - goto L_nomagic_mainmenu; + mes "[Mana Seed]"; + mes "Again you stand before the orb."; + if (@drank_potion) + mes "Slowly, the tingling sensation you felt before begins to spread through your body again."; + mes "What would you like to do?"; + next; + goto L_nomagic_mainmenu; // Non-Magic main menu ------------------------------------------------------------ L_nomagic_mainmenu: - menu "Examine it more closely", L_nomagic_examine, - "Take it with you", L_nomagic_touch, - "Touch it", L_nomagic_touch, - "Throw a rock at it", L_nomagic_throwrock, - "Destroy it", L_nomagic_destroy, - "Leave it alone", L_end; - close; + menu + "Examine it more closely", L_nomagic_examine, + "Take it with you", L_nomagic_touch, + "Touch it", L_nomagic_touch, + "Throw a rock at it", L_nomagic_throwrock, + "Destroy it", L_nomagic_destroy, + "Leave it alone", L_end; + close; L_nomagic_examine: - mes "[Mana Seed]"; - mes "The orb seems to be perfectly round and emitting a steady glow. It appears to be floating in the water."; - next; - goto L_nomagic_mainmenu; + mes "[Mana Seed]"; + mes "The orb seems to be perfectly round and emitting a steady glow. It appears to be floating in the water."; + next; + goto L_nomagic_mainmenu; L_nomagic_throwrock: - mes "[Mana Seed]"; - mes "Your rock makes hardly a sound as it strikes the orb and glances off into the water, leaving neither scratch nor impression."; - mes "The orb budges slightly, but then floats back into its old position, as if it were tethered into place."; - next; - goto L_nomagic_mainmenu; + mes "[Mana Seed]"; + mes "Your rock makes hardly a sound as it strikes the orb and glances off into the water, leaving neither scratch nor impression."; + mes "The orb budges slightly, but then floats back into its old position, as if it were tethered into place."; + next; + goto L_nomagic_mainmenu; L_nomagic_touch: - mes "[Mana Seed]"; - if (@drank_potion) - goto L_magic_level_1; - mes "As you touch the orb, you feel a terrible force within, separated from you by only the thinnest of membranes-- like a tempest, all packed up in one tiny waterskin."; - next; - mes "[Mana Seed]"; - mes "For one instant you feel that force rushing past your hands, through your body, as if you had unleashed this tempest upon yourself. Unable to contain the power, you stumble backwards, away from the orb."; - set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_TOUCHED_MANASEED; - next; - goto L_nomagic_mainmenu; + mes "[Mana Seed]"; + if (@drank_potion) + goto L_magic_level_1; + mes "As you touch the orb, you feel a terrible force within, separated from you by only the thinnest of membranes-- like a tempest, all packed up in one tiny waterskin."; + next; + mes "[Mana Seed]"; + mes "For one instant you feel that force rushing past your hands, through your body, as if you had unleashed this tempest upon yourself. Unable to contain the power, you stumble backwards, away from the orb."; + set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_TOUCHED_MANASEED; + next; + goto L_nomagic_mainmenu; L_magic_level_1: - if (getskilllv(SKILL_MAGIC)) - goto L_end; // shouldn't be happening - - mes "Again you feel the tempest rushing through the Mana Seed's membrane, into your body. You only manage to hold on to it for an instant and find yourself forced to pull your hands away again quickly."; - next; - - mes "[Mana Seed]"; - mes "But this time something is different-- that tingling sensation is back, and stronger than before. It is spreading through your body, head to toes, and you feel yourself brimming with energy."; - next; - - mes "[Mana Seed]"; - mes "It is a light-headed feeling, and you find yourself forced to sit down for a few seconds to recover."; - mes "Something is different. A new power has grown within you and is waiting to be understood."; - set @SUP_xp, 1000; - set @SUP_lvl, 1; - callfunc "SkillUp"; - next; - - goto L_end; + if (getskilllv(SKILL_MAGIC)) + goto L_end; // shouldn't be happening + mes "Again you feel the tempest rushing through the Mana Seed's membrane, into your body. You only manage to hold on to it for an instant and find yourself forced to pull your hands away again quickly."; + next; + mes "[Mana Seed]"; + mes "But this time something is different-- that tingling sensation is back, and stronger than before. It is spreading through your body, head to toes, and you feel yourself brimming with energy."; + next; + mes "[Mana Seed]"; + mes "It is a light-headed feeling, and you find yourself forced to sit down for a few seconds to recover."; + mes "Something is different. A new power has grown within you and is waiting to be understood."; + set @SUP_xp, 1000; + set @SUP_lvl, 1; + callfunc "SkillUp"; + next; + goto L_end; L_nomagic_destroy: - mes "[Mana Seed]"; - mes "Try as you might, the orb seems impervious to all forms of attack you can fathom. You are forced to abandon your efforts."; - next; - goto L_nomagic_mainmenu; + mes "[Mana Seed]"; + mes "Try as you might, the orb seems impervious to all forms of attack you can fathom. You are forced to abandon your efforts."; + next; + goto L_nomagic_mainmenu; // Magic main menu ------------------------------------------------------------ L_magic_start: - mes "[Mana Seed]"; - mes "The Mana Seed is still in the same place as during your last visit, spreading its light throughout the cavern."; - mes "What would you like to do?"; - next; + mes "[Mana Seed]"; + mes "The Mana Seed is still in the same place as during your last visit, spreading its light throughout the cavern."; + mes "What would you like to do?"; + next; L_magic_mainmenu: - menu "Touch it", L_magic_touch, - "Destroy it", L_magic_destroy, - "Leave it alone", L_end; - close; + menu + "Touch it", L_magic_touch, + "Destroy it", L_magic_destroy, + "Leave it alone", L_end; + close; L_magic_touch: - mes "[Mana Seed]"; - mes "You touch the Mana Seed again."; - - if (getskilllv(SKILL_MAGIC) >= @max_magic) - goto L_magic_maxed_out; - - set @exp_needed, @magic_exp_needed[getskilllv(SKILL_MAGIC) + 1]; - set @magic_exp, MAGIC_EXPERIENCE & 65535; - if (@magic_exp >= @exp_needed) - goto L_magic_levelup; - - set @prev_exp_needed, @magic_exp_needed[getskilllv(SKILL_MAGIC)]; - set @exp_diff, @exp_needed - @prev_exp_needed; - set @index, ((@magic_exp - @prev_exp_needed) * 5) / @exp_diff; - setarray @messages$, - "The orb's energy effortlessly rushes through you, ignoring your feeble attempts at containing it. You will need considerably more practice with your magical skills before you can hope to contain it.", - "You only barely manage to hang on to some strands of the orb's energy, but not enough to contain it. You still need noticeably more practice with your magical skills.", - "The orb's powers are still no match for you; you will need more practice to contain more of its powers.", - "You feel close to being able to contain the orb's powers. Still, some more practice is needed.", - "The orb's energy only barely evades your attempts at containing it. Soon you will be able to extract more power from it."; - - mes @messages$[@index]; - next; - goto L_magic_mainmenu; + mes "[Mana Seed]"; + mes "You touch the Mana Seed again."; + if (getskilllv(SKILL_MAGIC) >= @max_magic) + goto L_magic_maxed_out; + set @exp_needed, @magic_exp_needed[getskilllv(SKILL_MAGIC) + 1]; + set @magic_exp, MAGIC_EXPERIENCE & 65535; + if (@magic_exp >= @exp_needed) + goto L_magic_levelup; + set @prev_exp_needed, @magic_exp_needed[getskilllv(SKILL_MAGIC)]; + set @exp_diff, @exp_needed - @prev_exp_needed; + set @index, ((@magic_exp - @prev_exp_needed) * 5) / @exp_diff; + setarray @messages$, + "The orb's energy effortlessly rushes through you, ignoring your feeble attempts at containing it. You will need considerably more practice with your magical skills before you can hope to contain it.", + "You only barely manage to hang on to some strands of the orb's energy, but not enough to contain it. You still need noticeably more practice with your magical skills.", + "The orb's powers are still no match for you; you will need more practice to contain more of its powers.", + "You feel close to being able to contain the orb's powers. Still, some more practice is needed.", + "The orb's energy only barely evades your attempts at containing it. Soon you will be able to extract more power from it."; + mes @messages$[@index]; + next; + goto L_magic_mainmenu; L_magic_levelup: - set @baselevel_needed, @min_level[getskilllv(SKILL_MAGIC) + 1]; - if (BaseLevel < @baselevel_needed) - goto L_insufficient_baselevel; - mes "Its energy permeates you, surrounds you. You are suddenly uncertain if it is you who is containing the orb's powers or if it is the orb who is seeking out yours."; - next; - - mes "[Mana Seed]"; - mes "The Seed's tempest is calming beneath your hands, and its energies resonate with yours."; - next; - - mes "[Mana Seed]"; - mes "A feeling of harmony is spreading through your body, and the tingling sensation is back, within and without."; - next; - - mes "[Mana Seed]"; - mes "As the tingling increases, you feel light-headed, weightless."; - mes "Everything fades..."; - next; - - mes "Both the tingling and the sense of harmony have vanished, making room for darkness. You can't feel the Mana Seed anymore..."; - next; - - mes "... you can't feel anything."; - next; - - mes "You are floating..."; - next; - - mes "The darkness is no longer complete. You begin to make out stars in the distance, circling each other, dancing a cosmic dance."; - next; - - mes "Images rush past you, shadows of thoughts and dreams. Some touch you, filling you with powerful emotions-- despair, ecstasy; sometimes loss, sometimes hope; hate, love."; - next; - - mes "Someone else's thoughts pass through your mind..."; - next; - - set @nr, rand(@visions_nr); - mes @visions$[@nr]; - next; - - mes "The image fades."; - next; - - mes "[Mana Seed]"; - mes "You awaken, lying on the ground."; - next; - - mes "[Mana Seed]"; - mes "Something has changed... you feel more confident in your magical abilities."; - - set @SUP_xp, @exp_bonus[1 + getskilllv(SKILL_MAGIC)]; - set @SUP_lvl, 1 + getskilllv(SKILL_MAGIC); - callfunc "SkillUp"; - itemheal 0, 10000; - next; - - goto L_end; + set @baselevel_needed, @min_level[getskilllv(SKILL_MAGIC) + 1]; + if (BaseLevel < @baselevel_needed) + goto L_insufficient_baselevel; + mes "Its energy permeates you, surrounds you. You are suddenly uncertain if it is you who is containing the orb's powers or if it is the orb who is seeking out yours."; + next; + mes "[Mana Seed]"; + mes "The Seed's tempest is calming beneath your hands, and its energies resonate with yours."; + next; + mes "[Mana Seed]"; + mes "A feeling of harmony is spreading through your body, and the tingling sensation is back, within and without."; + next; + mes "[Mana Seed]"; + mes "As the tingling increases, you feel light-headed, weightless."; + mes "Everything fades..."; + next; + mes "Both the tingling and the sense of harmony have vanished, making room for darkness. You can't feel the Mana Seed anymore..."; + next; + mes "... you can't feel anything."; + next; + mes "You are floating..."; + next; + mes "The darkness is no longer complete. You begin to make out stars in the distance, circling each other, dancing a cosmic dance."; + next; + mes "Images rush past you, shadows of thoughts and dreams. Some touch you, filling you with powerful emotions-- despair, ecstasy; sometimes loss, sometimes hope; hate, love."; + next; + mes "Someone else's thoughts pass through your mind..."; + next; + set @nr, rand(@visions_nr); + mes @visions$[@nr]; + next; + mes "The image fades."; + next; + mes "[Mana Seed]"; + mes "You awaken, lying on the ground."; + next; + mes "[Mana Seed]"; + mes "Something has changed... you feel more confident in your magical abilities."; + set @SUP_xp, @exp_bonus[1 + getskilllv(SKILL_MAGIC)]; + set @SUP_lvl, 1 + getskilllv(SKILL_MAGIC); + callfunc "SkillUp"; + itemheal 0, 10000; + next; + goto L_end; L_magic_maxed_out: - mes "Strangely, you feel nothing, as if its membrane had closed towards you."; - set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_MANASEED_MAXEDOUT; - next; - - goto L_magic_mainmenu; + mes "Strangely, you feel nothing, as if its membrane had closed towards you."; + set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_MANASEED_MAXEDOUT; + next; + goto L_magic_mainmenu; L_insufficient_baselevel: - mes "Its energies rush through you. You fight to keep them under control, to contain them in your body. Alas, your body is too frail-- you have to let go."; - mes "Frustrated, you give up. You have the skill needed to control this power, but you will have to grow up some more before your body can handle it."; - next; - goto L_magic_mainmenu; + mes "Its energies rush through you. You fight to keep them under control, to contain them in your body. Alas, your body is too frail-- you have to let go."; + mes "Frustrated, you give up. You have the skill needed to control this power, but you will have to grow up some more before your body can handle it."; + next; + goto L_magic_mainmenu; L_magic_destroy: - mes "[Mana Seed]"; - mes "Try as you might, you cannot find a way, magical or physical, to destroy the seed. Frustrated, you give up."; - next; - goto L_magic_mainmenu; + mes "[Mana Seed]"; + mes "Try as you might, you cannot find a way, magical or physical, to destroy the seed. Frustrated, you give up."; + next; + goto L_magic_mainmenu; L_end: - close; -} + close; +}
\ No newline at end of file diff --git a/world/map/npc/012-3/monsters.txt b/world/map/npc/012-3/monsters.txt deleted file mode 100644 index e6f4cf79..00000000 --- a/world/map/npc/012-3/monsters.txt +++ /dev/null @@ -1,20 +0,0 @@ -// Map: 012-3 -// This is the Caves beneath the North Woodland. -// - -012-3.gat,0,0,0,0 monster Bat 1017,100,0,0,Mob27::OnBat -012-3.gat,0,0,0,0 monster CaveSnake 1021,75,0,0,Mob27::OnCaveSnake - -012-3.gat,0,0,0 script Mob27 -1,{ -OnBat: - set @mobID, 1017; - callfunc "MobPoints"; - break; - -OnCaveSnake: - set @mobID, 1021; - callfunc "MobPoints"; - break; - - end; -} diff --git a/world/map/npc/012-3/warningsigns.txt b/world/map/npc/012-3/warningsigns.txt index 2bd31346..081f8c67 100644 --- a/world/map/npc/012-3/warningsigns.txt +++ b/world/map/npc/012-3/warningsigns.txt @@ -1,7 +1,6 @@ //warning signs at pvp entrance! - -012-3.gat,445,61,0 script sign 187, { +012-3.gat,445,61,0|script|sign|187,{ mes "You are about to enter a dangerous area!"; next; mes "This area has a great distance to town. So the protection spell of the town is not active in that cave!"; @@ -9,10 +8,10 @@ close; } -012-3.gat,451,61,0 script sign 186, { +012-3.gat,451,61,0|script|sign|186,{ mes "You are about to enter a dangerous area!"; next; mes "This area has a great distance to town. So the protection spell of the town is not active in that cave!"; mes "That is why other players are able to attack you."; close; -} +}
\ No newline at end of file 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/013-1/sagatha.txt b/world/map/npc/013-1/sagatha.txt index 84df4fe6..e157139d 100644 --- a/world/map/npc/013-1/sagatha.txt +++ b/world/map/npc/013-1/sagatha.txt @@ -1,448 +1,447 @@ // Sagatha the witch, expert for nature and astral magic //---------------------------------------- -function script QuestSagathaHappy { - set @unhappiness, (QUEST_MAGIC & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT; - if (@unhappiness < @value) - goto L_zero; +function|script|QuestSagathaHappy|{ + set @unhappiness, (QUEST_MAGIC & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT; + if (@unhappiness < @value) + goto L_zero; - set @unhappiness, @unhappiness - @value; - goto L_write; + set @unhappiness, @unhappiness - @value; + goto L_write; L_zero: - set @unhappiness, 0; + set @unhappiness, 0; L_write: - set QUEST_MAGIC, (QUEST_MAGIC & ~NIBBLE_3_MASK) | (@unhappiness << NIBBLE_3_SHIFT); - return; + set QUEST_MAGIC, (QUEST_MAGIC & ~NIBBLE_3_MASK) | (@unhappiness << NIBBLE_3_SHIFT); + return; } //---------------------------------------- -function script QuestSagathaAnnoy { - set @unhappiness, (QUEST_MAGIC & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT; - if ((@unhappiness + @value) > 15) - goto L_max; +function|script|QuestSagathaAnnoy|{ + set @unhappiness, (QUEST_MAGIC & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT; + if ((@unhappiness + @value) > 15) + goto L_max; - set @unhappiness, @unhappiness + @value; - goto L_write; + set @unhappiness, @unhappiness + @value; + goto L_write; L_max: - set @unhappiness, 15; + set @unhappiness, 15; L_write: - set QUEST_MAGIC, (QUEST_MAGIC & ~NIBBLE_3_MASK) | (@unhappiness << NIBBLE_3_SHIFT); - return; + set QUEST_MAGIC, (QUEST_MAGIC & ~NIBBLE_3_MASK) | (@unhappiness << NIBBLE_3_SHIFT); + return; } //---------------------------------------- -function script SagathaStatus { - if (getequipid(equip_head) != 1216 && getequipid(equip_head) != 752) +function|script|SagathaStatus|{ + if (getequipid(equip_head) != 1216 && getequipid(equip_head) != 752) goto L_next; - set @value, 15; - callfunc "QuestSagathaAnnoy"; + set @value, 15; + callfunc "QuestSagathaAnnoy"; L_next: - set @mexp, MAGIC_EXPERIENCE & 65535; - set @has_magic, getskilllv(SKILL_MAGIC); - set @evil, 0; - set @good, 0; - set @unhappy, (QUEST_MAGIC & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT; - set @mouboo, ((QUEST_MAGIC & NIBBLE_2_MASK) >> NIBBLE_2_SHIFT) & 3; - - if (@mouboo == 3) - set @good, @good + 1; - if (@mouboo == 2) - set @evil, 1; - if (@mouboo == 1) - set @evil, 1; - - if (MAGIC_FLAGS & MFLAG_DID_CUTTREE) - set @evil, 1; - - set @druid, (((QUEST_MAGIC & NIBBLE_2_MASK) >> NIBBLE_2_SHIFT) & 12) >> 2; - if (@druid == 3) - set @good, @good + 1; - return; + set @mexp, MAGIC_EXPERIENCE & 65535; + set @has_magic, getskilllv(SKILL_MAGIC); + set @evil, 0; + set @good, 0; + set @unhappy, (QUEST_MAGIC & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT; + set @mouboo, ((QUEST_MAGIC & NIBBLE_2_MASK) >> NIBBLE_2_SHIFT) & 3; + + if (@mouboo == 3) + set @good, @good + 1; + if (@mouboo == 2) + set @evil, 1; + if (@mouboo == 1) + set @evil, 1; + + if (MAGIC_FLAGS & MFLAG_DID_CUTTREE) + set @evil, 1; + + set @druid, (((QUEST_MAGIC & NIBBLE_2_MASK) >> NIBBLE_2_SHIFT) & 12) >> 2; + if (@druid == 3) + set @good, @good + 1; + return; } //---------------------------------------- -013-1.gat,131,24,0 script Sagatha#_M 167,{ - callfunc "SagathaStatus"; +013-1.gat,131,24,0|script|Sagatha#_M|167,{ + callfunc "SagathaStatus"; - set @Q_MASK, NIBBLE_4_MASK | NIBBLE_5_MASK; - set @Q_SHIFT, NIBBLE_4_SHIFT; + set @Q_MASK, NIBBLE_4_MASK | NIBBLE_5_MASK; + set @Q_SHIFT, NIBBLE_4_SHIFT; - set @STATUS_INITIAL, 0; - set @STATUS_STUDENT, 1; // N14 - set @STATUS_STUDENT_N10, 2; - set @STATUS_STUDENT_A10, 3; - set @STATUS_STUDENT_A11, 4; - set @STATUS_STUDENT_A12, 5; - set @STATUS_STUDENT_N11, 6; - set @STATUS_STUDENT_LEVEL_3, 7; + set @STATUS_INITIAL, 0; + set @STATUS_STUDENT, 1; // N14 + set @STATUS_STUDENT_N10, 2; + set @STATUS_STUDENT_A10, 3; + set @STATUS_STUDENT_A11, 4; + set @STATUS_STUDENT_A12, 5; + set @STATUS_STUDENT_N11, 6; + set @STATUS_STUDENT_LEVEL_3, 7; - set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT; - - if (MAGIC_FLAGS & MFLAG_KNOWS_SAGATHA) - mes "[Sagatha the Witch]"; - if (!(MAGIC_FLAGS & MFLAG_KNOWS_SAGATHA)) - mes "[Witch]"; - - // if fluffyhat - if (getequipid(equip_head) == 752) - goto L_hat_attack; - - if (@evil) - goto L_evil; - - if (@unhappy > 10) - goto L_unhappy; - - if (MAGIC_FLAGS & MFLAG_KNOWS_SAGATHA) - goto L_wb; - - mes "Before you stands a beautiful woman, dressed in dark purple robes and wearing a witch's hat."; - - if (Sex) - mes "She looks at you suspiciously."; - if (!Sex) - mes "She looks at you impassively."; - next; - - menu - "Who are you?", -, - "What's your name?", L_intro_name, - "Hello! My name is " + strcharinfo(0) + ".", L_intro_givename, - "Goodbye.", L_close; + set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT; + if (MAGIC_FLAGS & MFLAG_KNOWS_SAGATHA) + mes "[Sagatha the Witch]"; + if (!(MAGIC_FLAGS & MFLAG_KNOWS_SAGATHA)) mes "[Witch]"; - mes "\"I am what you humans call a witch. I am a human who has chosen all living creatures as what you call family.\""; - next; - - menu - "No, I mean... what's your name?", L_intro_name, - "Hello! My name is " + strcharinfo(0) + ".", L_intro_givename, - "Uh.... goodbye.", L_close; - - close; + // if fluffyhat + if (getequipid(equip_head) == 752) + goto L_hat_attack; + if (@evil) + goto L_evil; + if (@unhappy > 10) + goto L_unhappy; + if (MAGIC_FLAGS & MFLAG_KNOWS_SAGATHA) + goto L_wb; + + mes "Before you stands a beautiful woman, dressed in dark purple robes and wearing a witch's hat."; + + if (Sex) + mes "She looks at you suspiciously."; + if (!Sex) + mes "She looks at you impassively."; + next; + menu + "Who are you?", -, + "What's your name?", L_intro_name, + "Hello! My name is " + strcharinfo(0) + ".", L_intro_givename, + "Goodbye.", L_close; + mes "[Witch]"; + mes "\"I am what you humans call a witch. I am a human who has chosen all living creatures as what you call family.\""; + next; + menu + "No, I mean... what's your name?", L_intro_name, + "Hello! My name is " + strcharinfo(0) + ".", L_intro_givename, + "Uh.... goodbye.", L_close; + close; L_hat_attack: - mes "The witch seems to be trembling with disgust as she stares at your headgear."; - mes "\"Do you think that is funny?\" she snarls."; - next; - if (MAGIC_FLAGS & MFLAG_KNOWS_SAGATHA) - mes "[Sagatha the Witch]"; - if (!(MAGIC_FLAGS & MFLAG_KNOWS_SAGATHA)) - mes "[Witch]"; - - mes "\"You have no idea what that poor creature felt!\""; - mes "She snaps her fingers."; - mes "\"Let me show you...\""; - misceffect sfx_magic_war, strcharinfo(0); - misceffect sfx_magic_war; - heal -300, 0; - close; + mes "The witch seems to be trembling with disgust as she stares at your headgear."; + mes "\"Do you think that is funny?\" she snarls."; + next; + if (MAGIC_FLAGS & MFLAG_KNOWS_SAGATHA) + mes "[Sagatha the Witch]"; + if (!(MAGIC_FLAGS & MFLAG_KNOWS_SAGATHA)) + mes "[Witch]"; + mes "\"You have no idea what that poor creature felt!\""; + mes "She snaps her fingers."; + mes "\"Let me show you...\""; + misceffect sfx_magic_war, strcharinfo(0); + misceffect sfx_magic_war; + heal -300, 0; + close; L_intro_name: - mes "[Sagatha the Witch]"; - mes "\"They call me Sagatha.\""; - set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_SAGATHA; - next; - goto L_main; + mes "[Sagatha the Witch]"; + mes "\"They call me Sagatha.\""; + set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_SAGATHA; + next; + goto L_main; L_intro_givename: - mes "[Witch]"; - mes "\"Ah.\""; - next; - - menu - "What's yours?", L_intro_name, - "Uhm... bye.", -; - close; + mes "[Witch]"; + mes "\"Ah.\""; + next; + menu + "What's yours?", L_intro_name, + "Uhm... bye.", -; + close; L_evil: - mes "The witch's eyes flare up in anger as she notices you, and she turns away from you."; - mes "Whatever the reason, she doesn't seem to like you."; - close; + mes "The witch's eyes flare up in anger as she notices you, and she turns away from you."; + mes "Whatever the reason, she doesn't seem to like you."; + close; L_unhappy: - mes "The witch glares at you in anger."; - mes "\"I wonder if you can still sleep after killing those innocent forest creatures!"; - mes "I am sure that they will come back to haunt you in your dreams!\""; - close; + mes "The witch glares at you in anger."; + mes "\"I wonder if you can still sleep after killing those innocent forest creatures!"; + mes "I am sure that they will come back to haunt you in your dreams!\""; + close; L_wb: - if (@good > 1) - mes "Sagatha nods as she notices you."; - if (@good == 1) - mes "Sagatha raises an eyebrow as you address her."; - if (@good == 0) - mes "Sagatha glances at you, suspicion evident in her eyes."; - next; + if (@good > 1) + mes "Sagatha nods as she notices you."; + if (@good == 1) + mes "Sagatha raises an eyebrow as you address her."; + if (@good == 0) + mes "Sagatha glances at you, suspicion evident in her eyes."; + next; L_main: - if (@Q_status) - menu - "Can you explain magic to me?", L_explain_magic, - "Can you teach me more magic?", L_teach, - "What do you know about...", L_Question, - "Goodbye.", L_close; - if (!@Q_status) - menu - "Can you explain magic to me?", L_explain_magic, - "Can you teach me magic?", L_teach_initial, - "What do you know about...", L_Question, - "Goodbye.", L_close; - close; + if (@Q_status) + menu + "Can you explain magic to me?", L_explain_magic, + "Can you teach me more magic?", L_teach, + "What do you know about...", L_Question, + "Goodbye.", L_close; + if (!@Q_status) + menu + "Can you explain magic to me?", L_explain_magic, + "Can you teach me magic?", L_teach_initial, + "What do you know about...", L_Question, + "Goodbye.", L_close; + close; L_teach_initial: - if (@good < 2) - goto L_teach_initial_nogood; - if (getskilllv(SKILL_MAGIC_NATURE) < 2) - goto L_teach_initial_nonature; - - mes "[Sagatha the Witch]"; - mes "She nods."; - mes "\"For now, yes. But you will have to prove that you really care about more than yourself.\""; - next; - - mes "[Sagatha the Witch]"; - mes "She snaps her fingers, and without warning you begin to acutely sense the magical energies around you, for a brief instant!"; - - set @Q_status, @STATUS_STUDENT; - callsub S_update_var; - set @SUP_xp, 5000; - set @SUP_lvl, 2; - callsub S_up_astral; - next; - - mes "[Sagatha the Witch]"; - mes "\"In the future, I will teach you nature and astral magic. For the other schools there are better teachers around.\""; - if (getskilllv(SKILL_MAGIC) < 2) - mes "\"Your skill in magic won't be great enough to use some of the spells yet, so keep practicing and visiting the mana seed until it is.\""; - next; - - goto L_main; - + if (@good < 2) + goto L_teach_initial_nogood; + if (getskilllv(SKILL_MAGIC_NATURE) < 2) + goto L_teach_initial_nonature; + mes "[Sagatha the Witch]"; + mes "She nods."; + mes "\"For now, yes. But you will have to prove that you really care about more than yourself.\""; + next; + mes "[Sagatha the Witch]"; + mes "She snaps her fingers, and without warning you begin to acutely sense the magical energies around you, for a brief instant!"; + set @Q_status, @STATUS_STUDENT; + callsub S_update_var; + set @SUP_xp, 5000; + set @SUP_lvl, 2; + callsub S_up_astral; + next; + mes "[Sagatha the Witch]"; + mes "\"In the future, I will teach you nature and astral magic. For the other schools there are better teachers around.\""; + if (getskilllv(SKILL_MAGIC) < 2) + mes "\"Your skill in magic won't be great enough to use some of the spells yet, so keep practicing and visiting the mana seed until it is.\""; + next; + goto L_main; L_teach_initial_nogood: - mes "[Sagatha the Witch]"; - mes "\"I don't take strangers as students.\""; - next; - goto L_main; + mes "[Sagatha the Witch]"; + mes "\"I don't take strangers as students.\""; + next; + goto L_main; L_teach_initial_nonature: - mes "[Sagatha the Witch]"; - mes "\"I might, but you don't even understand the basics of nature magic.\""; - next; - goto L_main; + mes "[Sagatha the Witch]"; + mes "\"I might, but you don't even understand the basics of nature magic.\""; + next; + goto L_main; L_explain_magic: - mes "[Sagatha the Witch]"; - mes "\"No.\""; - next; - goto L_main; + mes "[Sagatha the Witch]"; + mes "\"No.\""; + next; + goto L_main; L_teach: - if (@Q_status == @STATUS_STUDENT) - goto L_teach_N14; - if (@Q_status == @STATUS_STUDENT_N10) - goto L_teach_N10; - if (@Q_status == @STATUS_STUDENT_A10) - goto L_teach_A10; - if (@Q_status == @STATUS_STUDENT_A11) - goto L_teach_A11; - if (@Q_status == @STATUS_STUDENT_A12) - goto L_teach_A12; - if (@Q_status == @STATUS_STUDENT_N11) - goto L_teach_N11; - - mes "[Sagatha the Witch]"; - mes "\"Not yet. You have to ask the mana seed to give you more power.\""; - next; - goto L_main; + if (@Q_status == @STATUS_STUDENT) + goto L_teach_N14; + if (@Q_status == @STATUS_STUDENT_N10) + goto L_teach_N10; + if (@Q_status == @STATUS_STUDENT_A10) + goto L_teach_A10; + if (@Q_status == @STATUS_STUDENT_A11) + goto L_teach_A11; + if (@Q_status == @STATUS_STUDENT_A12) + goto L_teach_A12; + if (@Q_status == @STATUS_STUDENT_N11) + goto L_teach_N11; + + mes "[Sagatha the Witch]"; + mes "\"Not yet. You have to ask the mana seed to give you more power.\""; + next; + goto L_main; L_practice: - mes "[1000 experience points]"; - set @Q_status, @Q_status + 1; - callsub S_update_var; - getexp 1000,0; - next; - mes "[Sagatha the Witch]"; - mes "\"Now go and practice.\""; - next; - goto L_main; + mes "[1000 experience points]"; + set @Q_status, @Q_status + 1; + callsub S_update_var; + getexp 1000,0; + next; + mes "[Sagatha the Witch]"; + mes "\"Now go and practice.\""; + next; + goto L_main; L_teach_N14: - if (@mexp < 125) goto L_teach_noexp; - mes "[Sagatha the Witch]"; - mes "\"Some forest creatures sometimes overgrow their fur or hide. That makes them uncomfortable.\""; - next; - mes "[Sagatha the Witch]"; - mes "\"You can help them with shearing magic. Press your hands together and say '" + getspellinvocation("shear") + "'. Then touch them with your hands, and brush off any excess.\""; - next; - mes "[Sagatha the Witch]"; - mes "\"The spell is strong, so you only need to do this once. Be careful not to cut them. Some things they shed are useful. Often they will leave them to you as a thank-you.\""; - goto L_practice; + if (@mexp < 125) + goto L_teach_noexp; + mes "[Sagatha the Witch]"; + mes "\"Some forest creatures sometimes overgrow their fur or hide. That makes them uncomfortable.\""; + next; + mes "[Sagatha the Witch]"; + mes "\"You can help them with shearing magic. Press your hands together and say '" + getspellinvocation("shear") + "'. Then touch them with your hands, and brush off any excess.\""; + next; + mes "[Sagatha the Witch]"; + mes "\"The spell is strong, so you only need to do this once. Be careful not to cut them. Some things they shed are useful. Often they will leave them to you as a thank-you.\""; + goto L_practice; L_teach_N10: - if (@mexp < 150) goto L_teach_noexp; - mes "[Sagatha the Witch]"; - mes "\"Next, a nature spell. Take a cocoon shell. Hold it in your hand. Feel its lightness.\""; - next; - mes "[Sagatha the Witch]"; - mes "\"Now whisper '" + getspellinvocation("flying-backpack") + "', and if your backpack was pressing on you you should no longer feel it now.\""; - goto L_practice; + if (@mexp < 150) + goto L_teach_noexp; + mes "[Sagatha the Witch]"; + mes "\"Next, a nature spell. Take a cocoon shell. Hold it in your hand. Feel its lightness.\""; + next; + mes "[Sagatha the Witch]"; + mes "\"Now whisper '" + getspellinvocation("flying-backpack") + "', and if your backpack was pressing on you you should no longer feel it now.\""; + goto L_practice; L_teach_A10: - if (@mexp < 180) goto L_teach_noexp; - mes "[Sagatha the Witch]"; - mes "\"To protect against others' magic, take a small mushroom from a shady place. Mushrooms draw things out of the earth. Rub your mushroom into pieces between your hands.\""; - next; - mes "[Sagatha the Witch]"; - mes "\"Then say '" + getspellinvocation("barrier") + "' and let the mushroom's power take over.\""; - goto L_practice; + if (@mexp < 180) + goto L_teach_noexp; + mes "[Sagatha the Witch]"; + mes "\"To protect against others' magic, take a small mushroom from a shady place. Mushrooms draw things out of the earth. Rub your mushroom into pieces between your hands.\""; + next; + mes "[Sagatha the Witch]"; + mes "\"Then say '" + getspellinvocation("barrier") + "' and let the mushroom's power take over.\""; + goto L_practice; L_teach_A11: - if (@mexp < 200) goto L_teach_noexp; - mes "[Sagatha the Witch]"; - mes "\"If you must fight, call allies. You can call spiky mushrooms out of the ground with a mushroom spike and a root. Hold up the spike and call out to them: '" + getspellinvocation("summon-spiky-mushrooms") + "'. Then press the root to the ground.\""; - next; - mes "[Sagatha the Witch]"; - mes "\"Spiky mushrooms often grow too many spikes, so you can shear the spikes off of some.\""; - next; - goto L_practice; + if (@mexp < 200) + goto L_teach_noexp; + mes "[Sagatha the Witch]"; + mes "\"If you must fight, call allies. You can call spiky mushrooms out of the ground with a mushroom spike and a root. Hold up the spike and call out to them: '" + getspellinvocation("summon-spiky-mushrooms") + "'. Then press the root to the ground.\""; + next; + mes "[Sagatha the Witch]"; + mes "\"Spiky mushrooms often grow too many spikes, so you can shear the spikes off of some.\""; + next; + goto L_practice; L_teach_A12: - if (@mexp < 220) goto L_teach_noexp; - mes "[Sagatha the Witch]"; - mes "\"You can call fluffies, too. But for them you must call out '" + getspellinvocation("summon-fluffies") + "' instead, with white fluffy fur instead of a spike. And don't forget the root.\""; - goto L_practice; + if (@mexp < 220) + goto L_teach_noexp; + mes "[Sagatha the Witch]"; + mes "\"You can call fluffies, too. But for them you must call out '" + getspellinvocation("summon-fluffies") + "' instead, with white fluffy fur instead of a spike. And don't forget the root.\""; + goto L_practice; L_teach_N11: - if (@mexp < 250) goto L_teach_noexp; - mes "[Sagatha the Witch]"; - mes "\"You can harden your skin with a hard spike. Hold it in your hands and speak '" + getspellinvocation("protect") + "', then draw its hardness into your skin.\""; - next; - mes "[Sagatha the Witch]"; - mes "\"Or call it into someone else's skin, by saying that someone's name right after the '" + getspellinvocation("protect") + "'.\""; - goto L_practice; + if (@mexp < 250) + goto L_teach_noexp; + mes "[Sagatha the Witch]"; + mes "\"You can harden your skin with a hard spike. Hold it in your hands and speak '" + getspellinvocation("protect") + "', then draw its hardness into your skin.\""; + next; + mes "[Sagatha the Witch]"; + mes "\"Or call it into someone else's skin, by saying that someone's name right after the '" + getspellinvocation("protect") + "'.\""; + goto L_practice; L_teach_noexp: - mes "[Sagatha the Witch]"; - mes "\"You must practice more first.\""; - next; - goto L_main; + mes "[Sagatha the Witch]"; + mes "\"You must practice more first.\""; + next; + goto L_main; L_Question: - callfunc "MagicTalkOptionsSetup"; - set @ignore, @QQ_SAGATHA; - callfunc "MagicTalkMenu"; - - if (@c == 0) goto L_main; - if (@c == @QQ_ELANORE) goto L_Q_elanore; - if (@c == @QQ_MANASEED) goto L_Q_manaseed; - if (@c == @QQ_MANAPOTION) goto L_Q_manapotion; - if (@c == @QQ_WYARA) goto L_Q_wyara; - if (@c == @QQ_AULDSBEL) goto L_Q_auldsbel; - if (@c == @QQ_IMP) goto L_Q_imp; - if (@c == @QQ_OLDWIZ) goto L_Q_old_wizard; - if (@c == @QQ_ASTRALSOUL)goto L_Q_astralsoul; + callfunc "MagicTalkOptionsSetup"; + set @ignore, @QQ_SAGATHA; + callfunc "MagicTalkMenu"; - mes "[Sagatha the Witch]"; - mes "\"That doesn't concern you.\""; - next; + if (@c == 0) goto L_main; + if (@c == @QQ_ELANORE) + goto L_Q_elanore; + if (@c == @QQ_MANASEED) + goto L_Q_manaseed; + if (@c == @QQ_MANAPOTION) + goto L_Q_manapotion; + if (@c == @QQ_WYARA) + goto L_Q_wyara; + if (@c == @QQ_AULDSBEL) + goto L_Q_auldsbel; + if (@c == @QQ_IMP) + goto L_Q_imp; + if (@c == @QQ_OLDWIZ) + goto L_Q_old_wizard; + if (@c == @QQ_ASTRALSOUL) + goto L_Q_astralsoul; + + mes "[Sagatha the Witch]"; + mes "\"That doesn't concern you.\""; + next; + goto L_main; L_Q_astralsoul: - mes "[Sagatha the Witch]"; - mes "\"Yes, there is a way to improve your magic.\""; - next; - mes "\"Did you ever hear about focusing?\""; - next; - mes "\"It is a mental ability, which improves you at a certain focused skill.\""; - next; - mes "\"Yes, I am focused on nature magic, but I cannot teach focusing. That is another realm of magic. Just a few people can really focus your brain to a specific art of magic.\""; - next; - mes "\"Maybe you should ask some other people experienced in magic.\""; - next; - goto L_main; + mes "[Sagatha the Witch]"; + mes "\"Yes, there is a way to improve your magic.\""; + next; + mes "\"Did you ever hear about focusing?\""; + next; + mes "\"It is a mental ability, which improves you at a certain focused skill.\""; + next; + mes "\"Yes, I am focused on nature magic, but I cannot teach focusing. That is another realm of magic. Just a few people can really focus your brain to a specific art of magic.\""; + next; + mes "\"Maybe you should ask some other people experienced in magic.\""; + next; + goto L_main; L_Q_old_wizard: - mes "[Sagatha the Witch]"; - mes "\"A kind and wise wizard.\""; - next; - goto L_main; + mes "[Sagatha the Witch]"; + mes "\"A kind and wise wizard.\""; + next; + goto L_main; L_Q_imp: - mes "[Sagatha the Witch]"; - mes "\"He is an evil and cruel one. He lies and cheats and will try to take advantage of you. Stay away from him.\""; - next; - goto L_main; + mes "[Sagatha the Witch]"; + mes "\"He is an evil and cruel one. He lies and cheats and will try to take advantage of you. Stay away from him.\""; + next; + goto L_main; L_Q_elanore: - mes "[Sagatha the Witch]"; - mes "\"Elanore is the Tulimshar town healer.\""; - next; - goto L_main; + mes "[Sagatha the Witch]"; + mes "\"Elanore is the Tulimshar town healer.\""; + next; + goto L_main; L_Q_manaseed: - mes "[Sagatha the Witch]"; - if (!@has_magic && (MAGIC_FLAGS & MFLAG_TOUCHED_MANASEED)) - goto L_Q_manaseed_unabsorbed; - if (@has_magic) - goto L_Q_manaseed_m; - mes "\"There is a mana seed around here, but I don't see how this concerns you.\""; - next; - goto L_main; + mes "[Sagatha the Witch]"; + if (!@has_magic && (MAGIC_FLAGS & MFLAG_TOUCHED_MANASEED)) + goto L_Q_manaseed_unabsorbed; + if (@has_magic) + goto L_Q_manaseed_m; + mes "\"There is a mana seed around here, but I don't see how this concerns you.\""; + next; + goto L_main; L_Q_manaseed_unabsorbed: - mes "\"If the mana seed didn't pass its magic to you, you clearly aren't attuned to magic.\""; - next; - goto L_main; + mes "\"If the mana seed didn't pass its magic to you, you clearly aren't attuned to magic.\""; + next; + goto L_main; L_Q_manaseed_m: - mes "\"You were lucky that the mana seed gave you its magic. I hope that you will use this power for something good now.\""; - next; - goto L_main; + mes "\"You were lucky that the mana seed gave you its magic. I hope that you will use this power for something good now.\""; + next; + goto L_main; L_Q_manapotion: - mes "[Sagatha the Witch]"; - mes "\"I won't make one without a cauldron, that would be wasteful. And I'm not going to start carrying a cauldron around.\""; - next; - goto L_main; + mes "[Sagatha the Witch]"; + mes "\"I won't make one without a cauldron, that would be wasteful. And I'm not going to start carrying a cauldron around.\""; + next; + goto L_main; L_Q_wyara: - mes "[Sagatha the Witch]"; - mes "\"Wyara decided to live with humans, in Hurnscald. She tries to make the world a better place in her own way. Please be kind to her, she is a very good person.\""; - next; - goto L_main; + mes "[Sagatha the Witch]"; + mes "\"Wyara decided to live with humans, in Hurnscald. She tries to make the world a better place in her own way. Please be kind to her, she is a very good person.\""; + next; + goto L_main; L_Q_auldsbel: - mes "[Sagatha the Witch]"; - mes "She frowns."; - mes "\"He's a transmutation wizard, member of the northern council. Reasonably competent wizard, too.\""; - next; - goto L_main; + mes "[Sagatha the Witch]"; + mes "She frowns."; + mes "\"He's a transmutation wizard, member of the northern council. Reasonably competent wizard, too.\""; + next; + goto L_main; L_close: - close; + close; S_up_astral: - set @SUP_id, SKILL_MAGIC_ASTRAL; - set @SUP_name$, "Astral Magic"; - callfunc "SkillUp"; - return; + set @SUP_id, SKILL_MAGIC_ASTRAL; + set @SUP_name$, "Astral Magic"; + callfunc "SkillUp"; + return; S_up_nature: - set @SUP_id, SKILL_MAGIC_NATURE; - set @SUP_name$, "Nature Magic"; - callfunc "SkillUp"; - return; + set @SUP_id, SKILL_MAGIC_NATURE; + set @SUP_name$, "Nature Magic"; + callfunc "SkillUp"; + return; S_update_var: - set QUEST_MAGIC, - (QUEST_MAGIC & ~(@Q_MASK) - | (@Q_status << @Q_SHIFT)); - return; -} + set QUEST_MAGIC, + (QUEST_MAGIC & ~(@Q_MASK) + | (@Q_status << @Q_SHIFT)); + return; +}
\ No newline at end of file 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/013-2/apprentice.txt b/world/map/npc/013-2/apprentice.txt index 830b5171..0b4bfb47 100644 --- a/world/map/npc/013-2/apprentice.txt +++ b/world/map/npc/013-2/apprentice.txt @@ -1,93 +1,98 @@ -013-2.gat,25,37,0 script Fabius 115,{ - mes "[Fabius]"; - mes "\"Hey! Wanna have a drink or something? High quality, low cost. A poor fella like me needs a bit of extra cash, ye know.\""; - next; - menu - "Yes please!", L_Yes, - "No thanks.", L_No, - "No way, I thought it was for free!", L_Not_Free; +013-2.gat,25,37,0|script|Fabius|115,{ + mes "[Fabius]"; + mes "\"Hey! Wanna have a drink or something? High quality, low cost. A poor fella like me needs a bit of extra cash, ye know.\""; + next; + menu + "Yes please!", L_Yes, + "No thanks.", L_No, + "No way, I thought it was for free!", L_Not_Free; L_Yes: - mes "[Fabius]"; - mes "\"So what would ya like, then?\""; - next; - menu - "A beer", L_Beer, - "A milk", L_Milk, - "Nevermind", -; + mes "[Fabius]"; + mes "\"So what would ya like, then?\""; + next; + menu + "A beer", L_Beer, + "A milk", L_Milk, + "Nevermind", -; L_No: - mes "[Fabius]"; - mes "\"Suit yourself.\""; - next; - goto L_Finish; + mes "[Fabius]"; + mes "\"Suit yourself.\""; + next; + goto L_Finish; L_Not_Free: - mes "[Fabius]"; - mes "\"Oh, you stupid git! ... But hey, let me tell ya something...\""; - next; - mes "[Fabius]"; - mes "\"There's notes flying around in the room up there. Did ya try reading some?\""; - close; + mes "[Fabius]"; + mes "\"Oh, you stupid git! ... But hey, let me tell ya something...\""; + next; + mes "[Fabius]"; + mes "\"There's notes flying around in the room up there. Did ya try reading some?\""; + close; L_Beer: - mes "[Fabius]"; - mes "\"That'll be 175 GP.\""; - next; - menu - "Here you are", L_Beer_yes, - "No thanks", L_Beer_no; + mes "[Fabius]"; + mes "\"That'll be 175 GP.\""; + next; + menu + "Here you are", L_Beer_yes, + "No thanks", L_Beer_no; L_Beer_yes: - if (zeny < 175) goto L_Low_money; - getinventorylist; - if (@inventorylist_count == 100 && countitem("Beer") == 0) goto L_TooMany; - - getitem "Beer", 1; - set zeny, zeny - 175; - goto L_Finish; + if (zeny < 175) + goto L_Low_money; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("Beer") == 0) + goto L_TooMany; + getitem "Beer", 1; + set zeny, zeny - 175; + goto L_Finish; L_Beer_no: - mes "[Fabius]"; - mes "\"No beer, no civilization!\""; - next; - goto L_Finish; + mes "[Fabius]"; + mes "\"No beer, no civilization!\""; + next; + goto L_Finish; L_Milk: - mes "[Fabius]"; - mes "\"That'll be 300 GP.\""; - next; - menu - "Here you are", L_Milk_yes, - "No thanks", L_Milk_no; + mes "[Fabius]"; + mes "\"That'll be 300 GP.\""; + next; + menu + "Here you are", L_Milk_yes, + "No thanks", L_Milk_no; L_Milk_yes: - if (zeny < 300) goto L_Low_money; - getinventorylist; - if (@inventorylist_count == 100 && countitem("Milk") == 0) goto L_TooMany; - getitem "Milk", 1; - set zeny, zeny - 300; - goto L_Finish; + if (zeny < 300) + goto L_Low_money; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("Milk") == 0) + goto L_TooMany; + getitem "Milk", 1; + set zeny, zeny - 300; + goto L_Finish; L_Milk_no: - mes "[Fabius]"; - mes "\"Oh alright. Milk is a deadly poison anyway...\""; - next; - goto L_Finish; + mes "[Fabius]"; + mes "\"Oh alright. Milk is a deadly poison anyway...\""; + next; + goto L_Finish; L_Low_money: - mes "[Fabius]"; - mes "\"Aw, you don't have enough gold on you!\""; - next; - goto L_Finish; + mes "[Fabius]"; + mes "\"Aw, you don't have enough gold on you!\""; + next; + goto L_Finish; L_Finish: - mes "[Fabius]"; - mes "\"By the way, have you seen those flying notes and the mirror in the room next door? They're WAY COOL! Try reading some of the notes!\""; - close; + mes "[Fabius]"; + mes "\"By the way, have you seen those flying notes and the mirror in the room next door? They're WAY COOL! Try reading some of the notes!\""; + close; L_TooMany: - mes "[Fabius]"; - mes "\"You don't have room for it.\""; - close; + mes "[Fabius]"; + mes "\"You don't have room for it.\""; + close; } diff --git a/world/map/npc/013-2/notes.txt b/world/map/npc/013-2/notes.txt index de1ccf61..92417ac4 100644 --- a/world/map/npc/013-2/notes.txt +++ b/world/map/npc/013-2/notes.txt @@ -1,113 +1,113 @@ // -013-2.gat,23,32,0 script Motto 127,{ - mes "Mid pleasures and palaces though we may roam,"; - mes "Be it ever so humble, there's no place like home."; - close; +013-2.gat,23,32,0|script|Motto|127,{ + mes "Mid pleasures and palaces though we may roam,"; + mes "Be it ever so humble, there's no place like home."; + close; } -013-2.gat,30,32,0 script Note 127,{ - mes "Please do not open."; - close; +013-2.gat,30,32,0|script|Note|127,{ + mes "Please do not open."; + close; } -013-2.gat,38,20,0 script Saying 127,{ - mes "The early bird catcheth the worm."; - close; +013-2.gat,38,20,0|script|Saying|127,{ + mes "The early bird catcheth the worm."; + close; } -013-2.gat,27,21,0 script Mirror 127,{ - mes "You say: \"Mirror mirror on the wall, who has the nicest haircut of them all?\""; - next; - mes "\"Oh fair adventurer, your hair indeed looks nice. But wouldn't it look much better, after I have rolled my dice?\""; - next; - mes "Your looks suddenly change..."; - next; - set @style, rand(20); - set @color, rand(12); - setlook LOOK_HAIR_STYLE, @style + 1; - setlook LOOK_HAIR_COLOR, @color + 1; - close; +013-2.gat,27,21,0|script|Mirror|127,{ + mes "You say: \"Mirror mirror on the wall, who has the nicest haircut of them all?\""; + next; + mes "\"Oh fair adventurer, your hair indeed looks nice. But wouldn't it look much better, after I have rolled my dice?\""; + next; + mes "Your looks suddenly change..."; + next; + set @style, rand(20); + set @color, rand(12); + setlook LOOK_HAIR_STYLE, @style + 1; + setlook LOOK_HAIR_COLOR, @color + 1; + close; } // Warp to north-eastern woods -013-2.gat,25,23,0 script Spell 127,{ - mes "You read: \"I see trees of green, red roses too. I see them bloom for me and you. And I think to myself: \'What a wonderful world\'\""; - next; - mes "You think: \"Huh?\""; - next; - mes "The spell fulfills its inevitable purpose..."; - next; - warp "013-1.gat",128,28; - close; +013-2.gat,25,23,0|script|Spell|127,{ + mes "You read: \"I see trees of green, red roses too. I see them bloom for me and you. And I think to myself: \'What a wonderful world\'\""; + next; + mes "You think: \"Huh?\""; + next; + mes "The spell fulfills its inevitable purpose..."; + next; + warp "013-1.gat",128,28; + close; } // Warp to Indian in south-eastern desert -013-2.gat,27,24,0 script Spell 127,{ - mes "You read: \"A red-coloured fellow smoking his pipe - down in the desert - that's what I like!\""; - next; - mes "You feel the floor disappear below your feet..."; - next; - warp "006-1.gat",33,93; - if (QUEST_MIRIAM_start != 0) goto L_cheat; - close; +013-2.gat,27,24,0|script|Spell|127,{ + mes "You read: \"A red-coloured fellow smoking his pipe - down in the desert - that's what I like!\""; + next; + mes "You feel the floor disappear below your feet..."; + next; + warp "006-1.gat",33,93; + if (QUEST_MIRIAM_start != 0) goto L_cheat; + close; // If you try to use the notes to warp to pachua the quest will fail. L_cheat: - set QUEST_MIRIAM_cheat, 1; - set QUEST_MIRIAM_run, gettimetick(2) - QUEST_MIRIAM_start; - set QUEST_MIRIAM_start, 0; - message strcharinfo(0), "You were supposed to actually run to this place. You are not sure if this is going to work for Miriam..."; - close; + set QUEST_MIRIAM_cheat, 1; + set QUEST_MIRIAM_run, gettimetick(2) - QUEST_MIRIAM_start; + set QUEST_MIRIAM_start, 0; + message strcharinfo(0), "You were supposed to actually run to this place. You are not sure if this is going to work for Miriam..."; + close; } // Warp to snake pit -013-2.gat,25,27,0 script Spell 127,{ - mes "You read: \"Slithering and scales make a poisonous bite - Where you go fills me with fright!\""; - next; - mes "You feel yourself getting lighter..."; - next; - warp "005-3.gat",86,33; - close; +013-2.gat,25,27,0|script|Spell|127,{ + mes "You read: \"Slithering and scales make a poisonous bite - Where you go fills me with fright!\""; + next; + mes "You feel yourself getting lighter..."; + next; + warp "005-3.gat",86,33; + close; } // Warp to Dimond -013-2.gat,27,27,0 script Spell 127,{ - mes "You read: \"People and cosiness, lively and fun - that's where I've gone!\""; - next; - mes "The world around you slowly dissolves..."; - next; - warp "010-2.gat",34,42; - close; +013-2.gat,27,27,0|script|Spell|127,{ + mes "You read: \"People and cosiness, lively and fun - that's where I've gone!\""; + next; + mes "The world around you slowly dissolves..."; + next; + warp "010-2.gat",34,42; + close; } // Warp to mines level 2 -013-2.gat,26,28,0 script Spell 127,{ - mes "You read: \"Darkness and legs, eight of them each - I'd rather not go there, but now it's too late...\""; - next; - mes "For a moment everything turns black..."; - next; - warp "013-3.gat",127,70; - close; +013-2.gat,26,28,0|script|Spell|127,{ + mes "You read: \"Darkness and legs, eight of them each - I'd rather not go there, but now it's too late...\""; + next; + mes "For a moment everything turns black..."; + next; + warp "013-3.gat",127,70; + close; } // Death -013-2.gat,21,29,0 script Spell 127,{ - mes "You read: \"Heart stops pumping, breath begone - life is stopping, death has come!\""; - next; - mes "You're losing control of your body... everything turns black... while slipping to the floor, you hear a faraway scream... suddenly, you see THE LIGHT!"; - next; - heal -Hp, 0; - close; +013-2.gat,21,29,0|script|Spell|127,{ + mes "You read: \"Heart stops pumping, breath begone - life is stopping, death has come!\""; + next; + mes "You're losing control of your body... everything turns black... while slipping to the floor, you hear a faraway scream... suddenly, you see THE LIGHT!"; + next; + heal -Hp, 0; + close; } // Naked -013-2.gat,28,29,0 script Spell 127,{ - mes "You read: \"Cotton, steel, leather and wool - have I ever seen a greater fool?\""; - next; - mes "You suddenly feel naked; you ARE naked!"; - next; - nude; - close; +013-2.gat,28,29,0|script|Spell|127,{ + mes "You read: \"Cotton, steel, leather and wool - have I ever seen a greater fool?\""; + next; + mes "You suddenly feel naked; you ARE naked!"; + next; + nude; + close; } diff --git a/world/map/npc/013-2/wizard.txt b/world/map/npc/013-2/wizard.txt index 927ddfc4..31b783dc 100644 --- a/world/map/npc/013-2/wizard.txt +++ b/world/map/npc/013-2/wizard.txt @@ -1,130 +1,123 @@ -013-2.gat,66,39,0 script Old Wizard#_W 116,{ - set @has_magic, getskilllv(SKILL_MAGIC); - set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_OLD_WIZARD; - - mes "[Old Wizard]"; - mes "\"Welcome, dear wanderer! Come into my humble home. Take a rest, eat and drink.\""; - next; - - menu - "Thanks, that's very kind of you!",thanks, - "Can you teach me magic?", L_teach_rude, - "Oh, shut up!",shutup; - close; +013-2.gat,66,39,0|script|Old Wizard#_W|116,{ + set @has_magic, getskilllv(SKILL_MAGIC); + set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_OLD_WIZARD; + + mes "[Old Wizard]"; + mes "\"Welcome, dear wanderer! Come into my humble home. Take a rest, eat and drink.\""; + next; + menu + "Thanks, that's very kind of you!",thanks, + "Can you teach me magic?", L_teach_rude, + "Oh, shut up!",shutup; + close; L_teach_rude: - mes "[Old Wizard]"; - mes "\"I certainly could, but I already have an apprentice.\""; - close; + mes "[Old Wizard]"; + mes "\"I certainly could, but I already have an apprentice.\""; + close; shutup: - mes "[Old Wizard]"; - mes "\"That attitude isn't going to get you very far, my dear.\""; - close; + mes "[Old Wizard]"; + mes "\"That attitude isn't going to get you very far, my dear.\""; + close; + thanks: - mes "[Old Wizard]"; - mes "\"Behind this door, my apprentice will serve you.\""; - next; - if (@has_magic) - menu - "Alright.",ok, - "I am studying magic, can you help?", L_new_student, - "Your apprentice? ... No thanks.",nothx; - if (!@has_magic) - menu - "Alright.",ok, - "Your apprentice? ... No thanks.",nothx; + mes "[Old Wizard]"; + mes "\"Behind this door, my apprentice will serve you.\""; + next; + if (@has_magic) + menu + "Alright.",ok, + "I am studying magic, can you help?", L_new_student, + "Your apprentice? ... No thanks.",nothx; + if (!@has_magic) + menu + "Alright.",ok, + "Your apprentice? ... No thanks.",nothx; + nothx: - mes "[Old Wizard]"; - mes "\"Goodbye, then!\""; - close; + mes "[Old Wizard]"; + mes "\"Goodbye, then!\""; + close; L_new_student: - mes "[Old Wizard]"; - mes "\"Studying is always an excellent use of one's mind! I fear that I can't offer too much assistance to you, however. But if you are interested, I could perhaps teach you a simple spell?\""; - next; + mes "[Old Wizard]"; + mes "\"Studying is always an excellent use of one's mind! I fear that I can't offer too much assistance to you, however. But if you are interested, I could perhaps teach you a simple spell?\""; + next; - // check if the player has the knowledge of any skill - if (!(getskilllv(SKILL_POOL))) - menu - "That would be very kind of you!", L_teachspell, - "No, but thank you!", nothx; - - if (getskilllv(SKILL_POOL)) - menu - "That would be very kind of you!", L_teachspell, - "Actually I am looking for someone teaching me some more magic skills.", L_astralsoul, - "No, but thank you!", nothx; + // check if the player has the knowledge of any skill + if (!(getskilllv(SKILL_POOL))) + menu + "That would be very kind of you!", L_teachspell, + "No, but thank you!", nothx; + if (getskilllv(SKILL_POOL)) + menu + "That would be very kind of you!", L_teachspell, + "Actually I am looking for someone teaching me some more magic skills.", L_astralsoul, + "No, but thank you!", nothx; L_teachspell: - mes "[Old Wizard]"; - mes "\"This one may not seem too powerful, but it can be quite handy; it's the 'hide' spell. It will shield you from some forms of detection magic.\""; - next; - - mes "[Old Wizard]"; - mes "\"Put a piece of cotton cloth on your head, and speak out '" + getspellinvocation("hide") + "', loudly and clearly. The protection lasts quite long, but you may have to renew it on occasion.\""; - next; - - mes "[Old Wizard]"; - mes "\"You can also cast it on others, of course. Just speak their name after you prononuce the invocation.\""; - next; - - mes "[Old Wizard]"; - mes "\"You may find it useful for getting a little peace and quiet at times, but it can also get in the way of friends trying to find you, so use it with care.\""; - next; - - if (getskilllv(SKILL_MAGIC_ASTRAL) >= 2) - close; - - mes "[Old Wizard]"; - mes "\"I'm not sure if you are experienced enough to cast it yet, though. You may need to first learn astral magic.\""; + mes "[Old Wizard]"; + mes "\"This one may not seem too powerful, but it can be quite handy; it's the 'hide' spell. It will shield you from some forms of detection magic.\""; + next; + mes "[Old Wizard]"; + mes "\"Put a piece of cotton cloth on your head, and speak out '" + getspellinvocation("hide") + "', loudly and clearly. The protection lasts quite long, but you may have to renew it on occasion.\""; + next; + mes "[Old Wizard]"; + mes "\"You can also cast it on others, of course. Just speak their name after you prononuce the invocation.\""; + next; + mes "[Old Wizard]"; + mes "\"You may find it useful for getting a little peace and quiet at times, but it can also get in the way of friends trying to find you, so use it with care.\""; + next; + if (getskilllv(SKILL_MAGIC_ASTRAL) >= 2) close; + mes "[Old Wizard]"; + mes "\"I'm not sure if you are experienced enough to cast it yet, though. You may need to first learn astral magic.\""; + close; L_astralsoul: - mes "[Old Wizard]"; - mes "\"Oh yes, there are lots of ways to improve your magic. Skills -some people say mental focus for that- are another way to improve your magic. Of course learning more and more spells is also a need for good mages.\""; - next; - mes "\"I can teach you the ability to focus on magical stuff.\""; - next; - mes "\"To do so, I am in need of a pearl and about 100 acorns.\""; - - menu "Here we go.", -, - "Ok be right back. I'll get them", nothx; - - if (countitem("Pearl") < 1 || countitem("Acorn") < 100) goto L_NotEnough; - delitem "Pearl", 1; - delitem "Acorn", 100; - - mes "[Old Wizard]"; - mes "\"Okay, listen:\""; - next; - mes "\"Some parts of your brain is still unused. These parts will now get the ability to get focused to magic.\""; - next; - mes "\"To do so, think of a magic spell!\""; - next; - mes "The old wizard mumbles some invocations"; - next; - set @SUP_lvl, 1; - set @SUP_id, SKILL_ASTRAL_SOUL; - set @SUP_name$, "Astral Soul"; - set @SUP_xp, 2500; - callfunc "SkillUp"; - mes "\"Now go and try to find someone who can actually activate that focus.\""; - next; - mes "\"You have the powers to focus on magic, but you need to get magic focused now.\""; - close; + mes "[Old Wizard]"; + mes "\"Oh yes, there are lots of ways to improve your magic. Skills -some people say mental focus for that- are another way to improve your magic. Of course learning more and more spells is also a need for good mages.\""; + next; + mes "\"I can teach you the ability to focus on magical stuff.\""; + next; + mes "\"To do so, I am in need of a pearl and about 100 acorns.\""; + menu + "Here we go.", -, + "Ok be right back. I'll get them", nothx; + if (countitem("Pearl") < 1 || countitem("Acorn") < 100) goto L_NotEnough; + delitem "Pearl", 1; + delitem "Acorn", 100; + mes "[Old Wizard]"; + mes "\"Okay, listen:\""; + next; + mes "\"Some parts of your brain is still unused. These parts will now get the ability to get focused to magic.\""; + next; + mes "\"To do so, think of a magic spell!\""; + next; + mes "The old wizard mumbles some invocations"; + next; + set @SUP_lvl, 1; + set @SUP_id, SKILL_ASTRAL_SOUL; + set @SUP_name$, "Astral Soul"; + set @SUP_xp, 2500; + callfunc "SkillUp"; + mes "\"Now go and try to find someone who can actually activate that focus.\""; + next; + mes "\"You have the powers to focus on magic, but you need to get magic focused now.\""; + close; L_NotEnough: - mes "[Old Wizard]"; - mes "\"Please learn to count.\""; - next; - mes "\"When you are done with that, come back again.\""; - close; + mes "[Old Wizard]"; + mes "\"Please learn to count.\""; + next; + mes "\"When you are done with that, come back again.\""; + close; + ok: - mes "[Old Wizard]"; - mes "\"Beware the flying notes though, some of them are really dangerous. I haven't been able to persuade them to get back into their book. And avoid the mirror, it's been acting strange lately.\""; - next; - mes "\"Oh, and please don't take my apprentice too seriously. He still has a lot to learn.\""; - close; + mes "[Old Wizard]"; + mes "\"Beware the flying notes though, some of them are really dangerous. I haven't been able to persuade them to get back into their book. And avoid the mirror, it's been acting strange lately.\""; + next; + mes "\"Oh, and please don't take my apprentice too seriously. He still has a lot to learn.\""; + close; } - 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/013-3/barrier.txt b/world/map/npc/013-3/barrier.txt index 0ec3f86a..2d3cb5fe 100644 --- a/world/map/npc/013-3/barrier.txt +++ b/world/map/npc/013-3/barrier.txt @@ -1,19 +1,18 @@ // -//013-3.gat,71,21,0 script #DemonMineBarrier1#_M 0,1,1,{ -013-3.gat,71,21,0 script #DemonMineBarrier1#_M 127,1,1,{ - if (QUEST_demon_mines >= 2) close; +//013-3.gat,71,21,0|script|#DemonMineBarrier1#_M|0,1,1,{ +013-3.gat,71,21,0|script|#DemonMineBarrier1#_M|127,1,1,{ + if (QUEST_demon_mines >= 2) close; + if (QUEST_demon_mines == 1 && countitem(1198) >= 1) goto L_Has_Jack_O_Soul; - if (QUEST_demon_mines == 1 && countitem(1198) >= 1) goto L_Has_Jack_O_Soul; + mes "A barrier around the opening pushes you back as you approach."; - mes "A barrier around the opening pushes you back as you approach."; - - warp "013-3.gat", 71, 25; - close; + warp "013-3.gat", 71, 25; + close; L_Has_Jack_O_Soul: - mes "The barrier around the opening allows you passage."; - set QUEST_demon_mines, 2; - delitem "JackOSoul", 1; - close; + mes "The barrier around the opening allows you passage."; + set QUEST_demon_mines, 2; + delitem "JackOSoul", 1; + close; } diff --git a/world/map/npc/013-3/mask_chest.txt b/world/map/npc/013-3/mask_chest.txt index fb72f54c..59aa0819 100644 --- a/world/map/npc/013-3/mask_chest.txt +++ b/world/map/npc/013-3/mask_chest.txt @@ -1,176 +1,208 @@ // -013-3.gat,28,27,0 script Chest#DemonMask 111,{ - if (QUEST_demon_mines < 2) goto L_This_shouldn_t_happen; - if (QUEST_demon_mines == 3) goto L_Finished; - - if (countitem("MaggotSlime") == 0) goto L_No_maggot_slime; - if (countitem("SmallMushroom") == 0) goto L_No_mushroom; - if (countitem("PinkPetal") == 0) goto L_No_pink_petal; - - if (countitem("Pearl") == 0) goto L_No_pearl; - if (countitem("HardSpike") == 0) goto L_No_hard_spike; - if (countitem("RawLog") == 0) goto L_No_raw_log; - - if (countitem("PinkAntenna") == 0) goto L_No_pink_antenna; - if (countitem("SnakeTongue") == 0 || countitem("MountainSnakeTongue") == 0 || countitem("GrassSnakeTongue") == 0 || countitem("CaveSnakeTongue") == 0) goto L_No_tongues; - if (countitem("TreasureKey") == 0) goto L_No_treasure_key; - - if (countitem("PileOfAsh") == 0) goto L_No_ash; - if (countitem("MauveHerb") == 0 || countitem("CobaltHerb") == 0 || countitem("GambogeHerb") == 0 || countitem("AlizarinHerb") == 0) goto L_No_herbs; - if (countitem("BugLeg") == 0) goto L_No_bug_leg; - - if (countitem("CaveSnakeLamp") == 0) goto L_No_lamp; - if (countitem("IronOre") == 0) goto L_No_iron_ore; - if (countitem("ScorpionStinger") == 0 || countitem("RedScorpionStinger") == 0 || countitem("BlackScorpionStinger") == 0) goto L_No_stingers; - - if (countitem("SilkCocoon") == 0) goto L_No_silk; - if (countitem("WhiteFur") == 0) goto L_No_fur; - if (countitem("DarkCrystal") == 0) goto L_No_dark_crystal; - - if (countitem("BottleOfWater") == 0) goto L_No_water; - - getinventorylist; - if (@inventorylist_count == 100 && countitem("MaggotSlime") > 1 && countitem("BugLeg") > 1 && countitem("SilkCocoon") > 1 - && countitem("SmallMushroom") > 1 && countitem("PinkPetal") > 1 && countitem("Pearl") > 1 - && countitem("HardSpike") > 1 && countitem("RawLog") > 1 && countitem("PinkAntenna") > 1 - && countitem("DarkCrystal") > 1 && countitem("IronOre") > 1 && countitem("ScorpionStinger") > 1 - && countitem("RedScorpionStinger") > 1 && countitem("BlackScorpionStinger") > 1 && countitem("SnakeTongue") > 1 - && countitem("MountainSnakeTongue") > 1 && countitem("GrassSnakeTongue") > 1 && countitem("CaveSnakeTongue") > 1 - && countitem("MauveHerb") > 1 && countitem("CobaltHerb") > 1 && countitem("GambogeHerb") > 1 - && countitem("AlizarinHerb") > 1 && countitem("TreasureKey") > 1 && countitem("CaveSnakeLamp") > 1 - && countitem("PileOfAsh") > 1 && countitem("WhiteFur") > 1 && countitem("BottleOfWater") > 1) goto L_TooMany; - - delitem "MaggotSlime", 1; - delitem "BugLeg", 1; - delitem "SilkCocoon", 1; - - delitem "SmallMushroom", 1; - delitem "PinkPetal", 1; - delitem "Pearl", 1; - - delitem "HardSpike", 1; - delitem "RawLog", 1; - delitem "PinkAntenna", 1; - - delitem "DarkCrystal", 1; - delitem "IronOre", 1; - delitem "ScorpionStinger", 1; - - delitem "RedScorpionStinger", 1; - delitem "BlackScorpionStinger", 1; - delitem "SnakeTongue", 1; - - delitem "MountainSnakeTongue", 1; - delitem "GrassSnakeTongue", 1; - delitem "CaveSnakeTongue", 1; - - delitem "MauveHerb", 1; - delitem "CobaltHerb", 1; - delitem "GambogeHerb", 1; - - delitem "AlizarinHerb", 1; - delitem "TreasureKey", 1; - delitem "CaveSnakeLamp", 1; - - delitem "WhiteFur", 1; - delitem "PileOfAsh", 1; - delitem "BottleOfWater", 1; - - mes "You managed to perform the ritual and open the chest."; - getitem "DemonMask", 1; - mes "You found a demon mask inside."; - set QUEST_demon_mines, 3; - close; +013-3.gat,28,27,0|script|Chest#DemonMask|111,{ + if (QUEST_demon_mines < 2) goto L_This_shouldn_t_happen; + if (QUEST_demon_mines == 3) goto L_Finished; + + if (countitem("MaggotSlime") == 0) + goto L_No_maggot_slime; + if (countitem("SmallMushroom") == 0) + goto L_No_mushroom; + if (countitem("PinkPetal") == 0) + goto L_No_pink_petal; + if (countitem("Pearl") == 0) + goto L_No_pearl; + if (countitem("HardSpike") == 0) + goto L_No_hard_spike; + if (countitem("RawLog") == 0) + goto L_No_raw_log; + if (countitem("PinkAntenna") == 0) + goto L_No_pink_antenna; + if (countitem("SnakeTongue") == 0 + || countitem("MountainSnakeTongue") == 0 + || countitem("GrassSnakeTongue") == 0 + || countitem("CaveSnakeTongue") == 0) + goto L_No_tongues; + if (countitem("TreasureKey") == 0) + goto L_No_treasure_key; + if (countitem("PileOfAsh") == 0) + goto L_No_ash; + if (countitem("MauveHerb") == 0 + || countitem("CobaltHerb") == 0 + || countitem("GambogeHerb") == 0 + || countitem("AlizarinHerb") == 0) + goto L_No_herbs; + if (countitem("BugLeg") == 0) + goto L_No_bug_leg; + if (countitem("CaveSnakeLamp") == 0) + goto L_No_lamp; + if (countitem("IronOre") == 0) + goto L_No_iron_ore; + if (countitem("ScorpionStinger") == 0 + || countitem("RedScorpionStinger") == 0 + || countitem("BlackScorpionStinger") == 0) + goto L_No_stingers; + if (countitem("SilkCocoon") == 0) + goto L_No_silk; + if (countitem("WhiteFur") == 0) + goto L_No_fur; + if (countitem("DarkCrystal") == 0) + goto L_No_dark_crystal; + if (countitem("BottleOfWater") == 0) + goto L_No_water; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("MaggotSlime") > 1 + && countitem("BugLeg") > 1 + && countitem("SilkCocoon") > 1 + && countitem("SmallMushroom") > 1 + && countitem("PinkPetal") > 1 + && countitem("Pearl") > 1 + && countitem("HardSpike") > 1 + && countitem("RawLog") > 1 + && countitem("PinkAntenna") > 1 + && countitem("DarkCrystal") > 1 + && countitem("IronOre") > 1 + && countitem("ScorpionStinger") > 1 + && countitem("RedScorpionStinger") > 1 + && countitem("BlackScorpionStinger") > 1 + && countitem("SnakeTongue") > 1 + && countitem("MountainSnakeTongue") > 1 + && countitem("GrassSnakeTongue") > 1 + && countitem("CaveSnakeTongue") > 1 + && countitem("MauveHerb") > 1 + && countitem("CobaltHerb") > 1 + && countitem("GambogeHerb") > 1 + && countitem("AlizarinHerb") > 1 + && countitem("TreasureKey") > 1 + && countitem("CaveSnakeLamp") > 1 + && countitem("PileOfAsh") > 1 + && countitem("WhiteFur") > 1 + && countitem("BottleOfWater") > 1) + goto L_TooMany; + + delitem "MaggotSlime", 1; + delitem "BugLeg", 1; + delitem "SilkCocoon", 1; + delitem "SmallMushroom", 1; + delitem "PinkPetal", 1; + delitem "Pearl", 1; + delitem "HardSpike", 1; + delitem "RawLog", 1; + delitem "PinkAntenna", 1; + delitem "DarkCrystal", 1; + delitem "IronOre", 1; + delitem "ScorpionStinger", 1; + delitem "RedScorpionStinger", 1; + delitem "BlackScorpionStinger", 1; + delitem "SnakeTongue", 1; + delitem "MountainSnakeTongue", 1; + delitem "GrassSnakeTongue", 1; + delitem "CaveSnakeTongue", 1; + delitem "MauveHerb", 1; + delitem "CobaltHerb", 1; + delitem "GambogeHerb", 1; + delitem "AlizarinHerb", 1; + delitem "TreasureKey", 1; + delitem "CaveSnakeLamp", 1; + delitem "WhiteFur", 1; + delitem "PileOfAsh", 1; + delitem "BottleOfWater", 1; + + mes "You managed to perform the ritual and open the chest."; + getitem "DemonMask", 1; + mes "You found a demon mask inside."; + set QUEST_demon_mines, 3; + close; L_No_maggot_slime: - mes "You do not have any maggot slime."; - close; + mes "You do not have any maggot slime."; + close; L_No_mushroom: - mes "You do not have a mushroom, neither big, nor small."; - close; + mes "You do not have a mushroom, neither big, nor small."; + close; L_No_pink_petal: - mes "You can't seem to find that pink petal you had."; - close; + mes "You can't seem to find that pink petal you had."; + close; L_No_pearl: - mes "You do not have a pearl, let alone one from the sea."; - close; + mes "You do not have a pearl, let alone one from the sea."; + close; L_No_hard_spike: - mes "You weren't able to find a hard spike in the stuff you brought."; - close; + mes "You weren't able to find a hard spike in the stuff you brought."; + close; L_No_raw_log: - mes "You don't have any wood."; - close; + mes "You don't have any wood."; + close; L_No_pink_antenna: - mes "You aren't carrying any antenna."; - close; + mes "You aren't carrying any antenna."; + close; L_No_tongues: - mes "You don't have four different snake tongues."; - close; + mes "You don't have four different snake tongues."; + close; L_No_treasure_key: - mes "No treasure chest key, no opening ritual."; - close; + mes "No treasure chest key, no opening ritual."; + close; L_No_ash: - mes "You still need a pile of ash."; - close; + mes "You still need a pile of ash."; + close; L_No_herbs: - mes "Four different herbs are needed to get this thing open."; - close; + mes "Four different herbs are needed to get this thing open."; + close; L_No_bug_leg: - mes "You do not have part of a bug on you. That is rather odd considering what you went through to get here."; - close; + mes "You do not have part of a bug on you. That is rather odd considering what you went through to get here."; + close; L_No_lamp: - mes "You do not have a lamp. Yet, somehow, you were able to get this far into this dark cave."; - close; + mes "You do not have a lamp. Yet, somehow, you were able to get this far into this dark cave."; + close; L_No_iron_ore: - mes "\"Rock and metal, as one.\" You don't seem to have anything that fits the bill."; - close; + mes "\"Rock and metal, as one.\" You don't seem to have anything that fits the bill."; + close; L_No_stingers: - mes "Three scorpion deaths are still missing."; - close; + mes "Three scorpion deaths are still missing."; + close; L_No_silk: - mes "You could not find the womb for a butterfly among your stuff."; - close; + mes "You could not find the womb for a butterfly among your stuff."; + close; L_No_fur: - mes "You wonder how you can carry the \"gentle caress of a creature without blemish.\" But you need it to get this thing open."; - close; + mes "You wonder how you can carry the \"gentle caress of a creature without blemish.\" But you need it to get this thing open."; + close; L_No_dark_crystal: - mes "A piece of darkness is missing."; - close; + mes "A piece of darkness is missing."; + close; L_No_water: - mes "Just one bottle of water and you can start the ritual."; - close; + mes "Just one bottle of water and you can start the ritual."; + close; L_This_shouldn_t_happen: - warp "013-3.gat", 71, 25; - // You need to go through the barrier to get to the chest, so this shouldn't happen. So just warp them like the barrier does. - close; + warp "013-3.gat", 71, 25; + // You need to go through the barrier to get to the chest, so this shouldn't happen. So just warp them like the barrier does. + close; L_Finished: - mes "[Chest]"; - mes "You already opened this chest."; - close; + mes "[Chest]"; + mes "You already opened this chest."; + close; L_TooMany: - mes "[Chest]"; - mes "You don't have room for what ever is inside. Maybe you should try again later."; - close; + mes "[Chest]"; + mes "You don't have room for what ever is inside. Maybe you should try again later."; + close; } diff --git a/world/map/npc/013-3/misc.txt b/world/map/npc/013-3/misc.txt index 8f7da034..116adef5 100644 --- a/world/map/npc/013-3/misc.txt +++ b/world/map/npc/013-3/misc.txt @@ -1,6 +1,6 @@ // -013-3.gat,127,68,0 script Chest 111,{ - mes "You can't see any way to open this chest."; - close; +013-3.gat,127,68,0|script|Chest|111,{ + mes "You can't see any way to open this chest."; + close; } diff --git a/world/map/npc/013-3/sword_chest.txt b/world/map/npc/013-3/sword_chest.txt index 5d2c97b7..bb89e3f3 100644 --- a/world/map/npc/013-3/sword_chest.txt +++ b/world/map/npc/013-3/sword_chest.txt @@ -1,38 +1,41 @@ // -013-3.gat,177,22,0 script Chest 111,{ - if( ChestQuest & 2) goto L_Finished; +013-3.gat,177,22,0|script|Chest|111,{ + if( ChestQuest & 2) goto L_Finished; - mes "[Chest]"; - mes "Would you try to open it?"; - next; - menu - "Yes", L_Yes, - "No", -; - close; + mes "[Chest]"; + mes "Would you try to open it?"; + next; + menu + "Yes", L_Yes, + "No", -; + close; L_Yes: - if(countitem("TreasureKey") < 10) goto L_Not_Enough; - getinventorylist; - if (@inventorylist_count == 100 && countitem("TreasureKey") > 10) goto L_TooMany; - delitem "TreasureKey", 10; - getitem "ShortSword", 1; - mes "[Chest]"; - mes "You opened it and found a short sword!"; - set ChestQuest, ChestQuest | 2; - close; + if(countitem("TreasureKey") < 10) + goto L_Not_Enough; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("TreasureKey") > 10) + goto L_TooMany; + delitem "TreasureKey", 10; + getitem "ShortSword", 1; + mes "[Chest]"; + mes "You opened it and found a short sword!"; + set ChestQuest, ChestQuest | 2; + close; L_Not_Enough: - mes "It seems that this is not the right key..."; - close; + mes "It seems that this is not the right key..."; + close; L_Finished: - mes "[Chest]"; - mes "You already opened this chest."; - close; + mes "[Chest]"; + mes "You already opened this chest."; + close; L_TooMany: - mes "[Chest]"; - mes "You don't have room for what ever is inside. Maybe you should try again later."; - close; + mes "[Chest]"; + mes "You don't have room for what ever is inside. Maybe you should try again later."; + close; } diff --git a/world/map/npc/014-1/wedding-officiator.txt b/world/map/npc/014-1/wedding-officiator.txt index f6bf7c9d..61810504 100644 --- a/world/map/npc/014-1/wedding-officiator.txt +++ b/world/map/npc/014-1/wedding-officiator.txt @@ -7,7 +7,7 @@ next; L_main: - if (getpartnerid2(0)) + if (getpartnerid2()) goto L_main_married; menu "What exactly do you do?", L_explain_self, @@ -228,7 +228,7 @@ L_do_divorce: goto L_divorce_nomoney; - if divorce(0) goto L_DidDivorce; + if (divorce()) goto L_DidDivorce; mes "[Wedding Officiator]"; mes "The officiator searches through her records for your partner."; diff --git a/world/map/npc/014-3/_import.txt b/world/map/npc/014-3/_import.txt index d2d03e67..6da1af98 100644 --- a/world/map/npc/014-3/_import.txt +++ b/world/map/npc/014-3/_import.txt @@ -1,6 +1,5 @@ -// 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 npc: npc/014-3/_warps.txt -npc: npc/014-3/monsters.txt diff --git a/world/map/npc/014-3/_mobs.txt b/world/map/npc/014-3/_mobs.txt index bc868d9d..db5c65b2 100644 --- a/world/map/npc/014-3/_mobs.txt +++ b/world/map/npc/014-3/_mobs.txt @@ -1,8 +1,14 @@ // 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 014-3.gat,0,0,0|script|Mob014-3|-1,{ +On1017: + set @mobID, 1017; + callfunc "MobPoints"; + end; + end; } 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/014-3/monsters.txt b/world/map/npc/014-3/monsters.txt deleted file mode 100644 index 2237ea42..00000000 --- a/world/map/npc/014-3/monsters.txt +++ /dev/null @@ -1,14 +0,0 @@ -// Map: 014-3 -// This is the caves beneath West Woodland. -// - -014-3.gat,0,0,0,0 monster Bat 1017,50,0,0,Mob30::OnBat - -014-3.gat,0,0,0 script Mob30 -1,{ -OnBat: - set @mobID, 1017; - callfunc "MobPoints"; - break; - - end; -} diff --git a/world/map/npc/015-1/_import.txt b/world/map/npc/015-1/_import.txt index 94963d0b..7e038c51 100644 --- a/world/map/npc/015-1/_import.txt +++ b/world/map/npc/015-1/_import.txt @@ -5,5 +5,4 @@ npc: npc/015-1/_mobs.txt npc: npc/015-1/_warps.txt npc: npc/015-1/alice.txt npc: npc/015-1/barrier.txt -npc: npc/015-1/monsters.txt npc: npc/015-1/sword.txt diff --git a/world/map/npc/015-1/_mobs.txt b/world/map/npc/015-1/_mobs.txt index a398b22b..44544f23 100644 --- a/world/map/npc/015-1/_mobs.txt +++ b/world/map/npc/015-1/_mobs.txt @@ -3,14 +3,62 @@ 015-1.gat,0,0,0,0|monster|Clover|1037,2,100000,1000,Mob015-1::On1037 015-1.gat,0,0,0,0|monster|Butterfly|1055,10,30,20,Mob015-1::On1055 +015-1.gat,0,0,0,0|monster|Squirrel|1038,30,20,10,Mob015-1::On1038 +015-1.gat,0,0,0,0|monster|LogHead|1025,40,0,0,Mob015-1::On1025 +015-1.gat,0,0,0,0|monster|SpikyMushroom|1019,20,0,0,Mob015-1::On1019 +015-1.gat,0,0,0,0|monster|PinkFlower|1014,20,0,0,Mob015-1::On1014 +015-1.gat,0,0,0,0|monster|Gamboge|1031,5,0,0,Mob015-1::On1031 +015-1.gat,0,0,0,0|monster|Alizarin|1032,5,0,0,Mob015-1::On1032 +015-1.gat,0,0,0,0|monster|Silkworm|1035,7,15000,7000,Mob015-1::On1035 +015-1.gat,0,0,0,0|monster|Mauve|1029,4,270000,180000,Mob015-1::On1029 015-1.gat,0,0,0|script|Mob015-1|-1,{ +On1014: + set @mobID, 1014; + callfunc "MobPoints"; + end; + +On1019: + set @mobID, 1019; + callfunc "MobPoints"; + end; + +On1025: + set @mobID, 1025; + callfunc "MobPoints"; + end; + +On1029: + set @mobID, 1029; + callfunc "MobPoints"; + end; + +On1031: + set @mobID, 1031; + callfunc "MobPoints"; + end; + +On1032: + set @mobID, 1032; + callfunc "MobPoints"; + end; + +On1035: + set @mobID, 1035; + callfunc "MobPoints"; + end; + On1037: set @mobID, 1037; callfunc "MobPoints"; end; +On1038: + set @mobID, 1038; + callfunc "MobPoints"; + end; + On1055: set @mobID, 1055; callfunc "MobPoints"; diff --git a/world/map/npc/015-1/monsters.txt b/world/map/npc/015-1/monsters.txt deleted file mode 100644 index b6ff0fd9..00000000 --- a/world/map/npc/015-1/monsters.txt +++ /dev/null @@ -1,59 +0,0 @@ -// Map: 015-1 -// This is South-West Woodland. -// - -015-1.gat,0,0,0,0 monster LogHead 1025,40,0,0,Mob31::OnLogHead -015-1.gat,0,0,0,0 monster SpikyMushroom 1019,20,0,0,Mob31::OnSpikyMushroom -015-1.gat,0,0,0,0 monster PinkFlower 1014,20,0,0,Mob31::OnPinkFlower - -015-1.gat,0,0,0,0 monster Gamboge 1031,5,0,0,Mob31::OnGamboge -015-1.gat,0,0,0,0 monster Alizarin 1032,5,0,0,Mob31::OnAlizarin -015-1.gat,0,0,0,0 monster Mauve 1029,4,270000,180000,Mob31::OnMauve - -015-1.gat,0,0,0,0 monster SilkWorm 1035,7,15000,7000,Mob31::onSilkWorm - -015-1.gat,0,0,0,0 monster Squirrel 1038,30,20,10,Mob31::OnSquirrel - -015-1.gat,0,0,0 script Mob31 -1,{ -OnLogHead: - set @mobID, 1025; - callfunc "MobPoints"; - break; - -OnSpikyMushroom: - set @mobID, 1019; - callfunc "MobPoints"; - break; - -OnPinkFlower: - set @mobID, 1014; - callfunc "MobPoints"; - break; - -OnMauve: - set @mobID, 1029; - callfunc "MobPoints"; - break; - -OnGamboge: - set @mobID, 1031; - callfunc "MobPoints"; - break; - -OnAlizarin: - set @mobID, 1032; - callfunc "MobPoints"; - break; - -OnSilkWorm: - set @mobID, 1035; - callfunc "MobPoints"; - break; - -OnSquirrel: - set @mobID, 1038; - callfunc "MobPoints"; - break; - - end; -} 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/016-1/_import.txt b/world/map/npc/016-1/_import.txt index 3ba02b95..333dc950 100644 --- a/world/map/npc/016-1/_import.txt +++ b/world/map/npc/016-1/_import.txt @@ -4,4 +4,3 @@ map: 016-1.gat npc: npc/016-1/_mobs.txt npc: npc/016-1/_warps.txt npc: npc/016-1/gwendolyn.txt -npc: npc/016-1/monsters.txt diff --git a/world/map/npc/016-1/_mobs.txt b/world/map/npc/016-1/_mobs.txt index fdd033fc..e9e8dcde 100644 --- a/world/map/npc/016-1/_mobs.txt +++ b/world/map/npc/016-1/_mobs.txt @@ -3,14 +3,52 @@ 016-1.gat,0,0,0,0|monster|Clover|1037,2,100000,30000,Mob016-1::On1037 016-1.gat,0,0,0,0|monster|Butterfly|1055,10,30,20,Mob016-1::On1055 +016-1.gat,0,0,0,0|monster|Squirrel|1038,30,20,10,Mob016-1::On1038 +016-1.gat,0,0,0,0|monster|Mouboo|1028,5,0,0,Mob016-1::On1028 +016-1.gat,0,0,0,0|monster|Scorpion|1003,15,0,0,Mob016-1::On1003 +016-1.gat,0,0,0,0|monster|Mauve|1029,3,0,0,Mob016-1::On1029 +016-1.gat,0,0,0,0|monster|Mauve|1029,4,270000,180000,Mob016-1::On1029 +016-1.gat,0,0,0,0|monster|Cobalt|1030,3,0,0,Mob016-1::On1030 +016-1.gat,0,0,0,0|monster|Butterfly|1029,4,270000,180000,Mob016-1::On1029 +016-1.gat,0,0,0,0|monster|Silkworn|1035,7,150000,7000,Mob016-1::On1035 016-1.gat,0,0,0|script|Mob016-1|-1,{ +On1003: + set @mobID, 1003; + callfunc "MobPoints"; + end; + +On1028: + set @mobID, 1028; + callfunc "MobPoints"; + end; + +On1029: + set @mobID, 1029; + callfunc "MobPoints"; + end; + +On1030: + set @mobID, 1030; + callfunc "MobPoints"; + end; + +On1035: + set @mobID, 1035; + callfunc "MobPoints"; + end; + On1037: set @mobID, 1037; callfunc "MobPoints"; end; +On1038: + set @mobID, 1038; + callfunc "MobPoints"; + end; + On1055: set @mobID, 1055; callfunc "MobPoints"; diff --git a/world/map/npc/016-1/monsters.txt b/world/map/npc/016-1/monsters.txt deleted file mode 100644 index d9d0de4f..00000000 --- a/world/map/npc/016-1/monsters.txt +++ /dev/null @@ -1,48 +0,0 @@ -// Map: 016-1 -// This is Southernmost Woodlands. -// - -016-1.gat,0,0,0,0 monster Mouboo 1028,5,0,0,Mob32::OnMouboo -016-1.gat,0,0,0,0 monster Scorpion 1003,15,0,0,Mob32::OnScorpion - -016-1.gat,0,0,0,0 monster Mauve 1029,3,0,0,Mob32::OnMauve -016-1.gat,0,0,0,0 monster Cobalt 1030,3,0,0,Mob32::OnCobalt -016-1.gat,0,0,0,0 monster Mauve 1029,4,270000,180000,Mob32::OnMauve - -016-1.gat,0,0,0,0 monster SilkWorm 1035,7,15000,7000,Mob32::onSilkWorm - -016-1.gat,0,0,0,0 monster Squirrel 1038,30,20,10,Mob32::OnSquirrel - -016-1.gat,0,0,0 script Mob32 -1,{ -OnMouboo: - set @mobID, 1028; - callfunc "MobPoints"; - break; - -OnScorpion: - set @mobID, 1003; - callfunc "MobPoints"; - break; - -OnMauve: - set @mobID, 1029; - callfunc "MobPoints"; - break; - -OnCobalt: - set @mobID, 1030; - callfunc "MobPoints"; - break; - -OnSilkWorm: - set @mobID, 1035; - callfunc "MobPoints"; - break; - -OnSquirrel: - set @mobID, 1038; - callfunc "MobPoints"; - break; - - end; -} 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 287a2cb2..c86b158e 100644 --- a/world/map/npc/019-1/_import.txt +++ b/world/map/npc/019-1/_import.txt @@ -1,8 +1,7 @@ -// 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 npc: npc/019-1/_warps.txt -npc: npc/019-1/monsters.txt npc: npc/019-1/santa_helper.txt npc: npc/019-1/snowman.txt diff --git a/world/map/npc/019-1/_mobs.txt b/world/map/npc/019-1/_mobs.txt index a2273ce7..1f34bb11 100644 --- a/world/map/npc/019-1/_mobs.txt +++ b/world/map/npc/019-1/_mobs.txt @@ -1,10 +1,22 @@ // 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 +019-1.gat,0,0,0,0|monster|RudolphSlime|1016,25,0,0,Mob019-1::On1016 019-1.gat,0,0,0|script|Mob019-1|-1,{ +On1015: + set @mobID, 1015; + callfunc "MobPoints"; + end; + +On1016: + set @mobID, 1016; + callfunc "MobPoints"; + end; + On1020: set @mobID, 1020; callfunc "MobPoints"; 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/019-1/monsters.txt b/world/map/npc/019-1/monsters.txt deleted file mode 100644 index d41d63b3..00000000 --- a/world/map/npc/019-1/monsters.txt +++ /dev/null @@ -1,20 +0,0 @@ -// Map: 019-1 -// This is the Snow Fields. -// - -019-1.gat,0,0,0,0 monster SantaSlime 1015,10,0,0,Mob10::OnSantaSlime -019-1.gat,0,0,0,0 monster RudolphSlime 1016,25,0,0,Mob10::OnRudolphSlime - -019-1.gat,0,0,0 script Mob10 -1,{ -OnSantaSlime: - set @mobID, 1015; - callfunc "MobPoints"; - break; - -OnRudolphSlime: - set @mobID, 1016; - callfunc "MobPoints"; - break; - - end; -} diff --git a/world/map/npc/020-3/_import.txt b/world/map/npc/020-3/_import.txt index fe2ee10c..d82428bf 100644 --- a/world/map/npc/020-3/_import.txt +++ b/world/map/npc/020-3/_import.txt @@ -3,4 +3,3 @@ map: 020-3.gat npc: npc/020-3/_mobs.txt npc: npc/020-3/_warps.txt -npc: npc/020-3/monsters.txt diff --git a/world/map/npc/020-3/_mobs.txt b/world/map/npc/020-3/_mobs.txt index e886fbde..d28b5c88 100644 --- a/world/map/npc/020-3/_mobs.txt +++ b/world/map/npc/020-3/_mobs.txt @@ -3,6 +3,8 @@ 020-3.gat,40,36,29,4|monster|Bat|1017,1,100000,30000,Mob020-3::On1017 020-3.gat,40,49,34,7|monster|Violet|1018,1,100000,30000,Mob020-3::On1018 +020-3.gat,0,0,0,0|monster|Bat|1017,20,0,0,Mob020-3::On1017 +020-3.gat,0,0,0,0|monster|Pinkie|1018,10,0,0,Mob020-3::On1018 020-3.gat,0,0,0|script|Mob020-3|-1,{ diff --git a/world/map/npc/020-3/monsters.txt b/world/map/npc/020-3/monsters.txt deleted file mode 100644 index 062c6a9f..00000000 --- a/world/map/npc/020-3/monsters.txt +++ /dev/null @@ -1,18 +0,0 @@ -// Ice Cave level 1 - -020-3.gat,0,0,0,0 monster Bat 1017,20,0,0,Mob12::OnBat -020-3.gat,0,0,0,0 monster Pinkie 1018,10,0,0,Mob12::OnPinkie - -020-3.gat,0,0,0 script Mob12 -1,{ -OnBat: - set @mobID, 1017; - callfunc "MobPoints"; - break; - -OnPinkie: - set @mobID, 1018; - callfunc "MobPoints"; - break; - - end; -} 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/021-2/bakery.txt b/world/map/npc/021-2/bakery.txt index 8a6dbdb2..1fa60134 100644 --- a/world/map/npc/021-2/bakery.txt +++ b/world/map/npc/021-2/bakery.txt @@ -27,7 +27,7 @@ L_Begin: mes "\"Would you mind bringing me 6 acorns please? I need them to make flour for the chocolate cakes. I will be so delicious!\""; next; mes "\"Um, I mean, the cakes will be delicious...\""; - emotion 8; + emotion EMOTE_BLUSH; next; set @dq_level, 15; diff --git a/world/map/npc/021-2/government_building.txt b/world/map/npc/021-2/government_building.txt index f4f9d0de..52a20fbe 100644 --- a/world/map/npc/021-2/government_building.txt +++ b/world/map/npc/021-2/government_building.txt @@ -7,7 +7,7 @@ next; L_main: - if (getpartnerid2(0)) + if (getpartnerid2()) goto L_main_married; menu @@ -97,7 +97,7 @@ L_do_divorce: if (zeny < @divorce_cost) goto L_not_enough_money; - if divorce(0) goto L_divorce_done; + if (divorce()) goto L_divorce_done; mes "[Estard]"; mes "\"I'm having trouble finding the record. \""; 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/024-2/barrier.txt b/world/map/npc/024-2/barrier.txt index ede39644..e5de5bb9 100644 --- a/world/map/npc/024-2/barrier.txt +++ b/world/map/npc/024-2/barrier.txt @@ -1,10 +1,10 @@ // A barrier in the magic school to keep less experienced players out of the canyon -024-2.gat,31,24,0 script #MagicSchoolBarrier1#M 0,1,1,{ - if (BaseLevel < 40) goto L_PushBack; - close; +024-2.gat,31,24,0|script|#MagicSchoolBarrier1#M|0,1,1,{ + if (BaseLevel < 40) goto L_PushBack; + close; L_PushBack: - warp "024-2.gat", 34, 24; - close; + warp "024-2.gat", 34, 24; + close; } diff --git a/world/map/npc/024-2/tyer.txt b/world/map/npc/024-2/tyer.txt index f6b78331..bbd829cd 100644 --- a/world/map/npc/024-2/tyer.txt +++ b/world/map/npc/024-2/tyer.txt @@ -1,7 +1,7 @@ // A man in the magic school -024-2.gat,36,21,0 script Tyer 157,{ - mes "[Tyer]"; - mes "\"Hello.\""; - close; +024-2.gat,36,21,0|script|Tyer|157,{ + mes "[Tyer]"; + mes "\"Hello.\""; + close; } diff --git a/world/map/npc/024-2/tyer_trigger.txt b/world/map/npc/024-2/tyer_trigger.txt index ee588365..603eb7d8 100644 --- a/world/map/npc/024-2/tyer_trigger.txt +++ b/world/map/npc/024-2/tyer_trigger.txt @@ -1,23 +1,23 @@ // A man in the magic school -024-2.gat,33,24,0 script #Tyer_Trigger 0,1,1,{ - if (BaseLevel >= 40) end; +024-2.gat,33,24,0|script|#Tyer_Trigger|0,1,1,{ + if (BaseLevel >= 40) end; - mes "[Tyer]"; - mes "\"You're still too young to go in there.\""; - next; + mes "[Tyer]"; + mes "\"You're still too young to go in there.\""; + next; - menu - "What do you mean I'm too young to go in there?", L_Explain, - "Ah, right.", -; - close; + menu + "What do you mean I'm too young to go in there?", L_Explain, + "Ah, right.", -; + close; L_Explain: - mes "[Tyer]"; - mes "\"The canyon is a dangerous place, so only more experienced people are allowed there.\""; - next; + mes "[Tyer]"; + mes "\"The canyon is a dangerous place, so only more experienced people are allowed there.\""; + next; - mes "[Tyer]"; - mes "\"That barrier was made to keep those that are too young out.\""; - close; + mes "[Tyer]"; + mes "\"That barrier was made to keep those that are too young out.\""; + close; } diff --git a/world/map/npc/024-3/_import.txt b/world/map/npc/024-3/_import.txt new file mode 100644 index 00000000..306ec8ee --- /dev/null +++ b/world/map/npc/024-3/_import.txt @@ -0,0 +1,5 @@ +// Map 024-3: Entry Ancient Amulets +// This file is generated automatically. All manually changes will be removed when running the Converter. +map: 024-3.gat +npc: npc/024-3/_mobs.txt +npc: npc/024-3/_warps.txt diff --git a/world/map/npc/024-3/_mobs.txt b/world/map/npc/024-3/_mobs.txt new file mode 100644 index 00000000..5dc5d7fd --- /dev/null +++ b/world/map/npc/024-3/_mobs.txt @@ -0,0 +1,8 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Entry Ancient Amulets mobs + + + +024-3.gat,0,0,0|script|Mob024-3|-1,{ + end; +} diff --git a/world/map/npc/024-3/_warps.txt b/world/map/npc/024-3/_warps.txt new file mode 100644 index 00000000..eb326a51 --- /dev/null +++ b/world/map/npc/024-3/_warps.txt @@ -0,0 +1,3 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Entry Ancient Amulets warps + diff --git a/world/map/npc/024-4/_import.txt b/world/map/npc/024-4/_import.txt new file mode 100644 index 00000000..e76b609b --- /dev/null +++ b/world/map/npc/024-4/_import.txt @@ -0,0 +1,5 @@ +// Map 024-4: Giant Maze +// This file is generated automatically. All manually changes will be removed when running the Converter. +map: 024-4.gat +npc: npc/024-4/_mobs.txt +npc: npc/024-4/_warps.txt diff --git a/world/map/npc/024-4/_mobs.txt b/world/map/npc/024-4/_mobs.txt new file mode 100644 index 00000000..c0ad131d --- /dev/null +++ b/world/map/npc/024-4/_mobs.txt @@ -0,0 +1,8 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Giant Maze mobs + + + +024-4.gat,0,0,0|script|Mob024-4|-1,{ + end; +} diff --git a/world/map/npc/024-4/_warps.txt b/world/map/npc/024-4/_warps.txt new file mode 100644 index 00000000..cd46789f --- /dev/null +++ b/world/map/npc/024-4/_warps.txt @@ -0,0 +1,3 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Giant Maze warps + diff --git a/world/map/npc/025-1/barrier.txt b/world/map/npc/025-1/barrier.txt index a1f726c6..3b9fbb97 100644 --- a/world/map/npc/025-1/barrier.txt +++ b/world/map/npc/025-1/barrier.txt @@ -1,19 +1,17 @@ // Authors: alastrim, Ali-g, Dark Mage -025-1.gat,42,79,0 script #JuliaBarrier 45,1,1,{ - mes "This quest is disabled due to bugs"; - close; +025-1.gat,42,79,0|script|#JuliaBarrier|45,1,1,{ - if (Rossy_Quest > 14 || FLAGS & FLAG_ROSSI_COMPLETED) goto L_Warp; - if (Rossy_Quest <= 13) goto L_Block; - if (Rossy_Quest == 14) message strcharinfo(0), "You hear distant screams of fear."; + if (Rossy_Quest > 14 || FLAGS & FLAG_ROSSI_COMPLETED) goto L_Warp; + if (Rossy_Quest <= 13) goto L_Block; + if (Rossy_Quest == 14) message strcharinfo(0), "You hear distant screams of fear."; L_Warp: - warp "025-3.gat", 112, 97; - end; + warp "025-3.gat", 112, 97; +end; L_Block: - message strcharinfo(0), "You are too frightened by what you can hear coming out of the cave that you can't enter."; - end; + message strcharinfo(0), "You are too frightened by what you can hear coming out of the cave that you can't enter."; +end; } diff --git a/world/map/npc/025-1/reset.txt b/world/map/npc/025-1/reset.txt index e8d7f33c..ccfdab26 100644 --- a/world/map/npc/025-1/reset.txt +++ b/world/map/npc/025-1/reset.txt @@ -1,6 +1,6 @@ //To enable: sed 's_^// __' -i npc/025-1/reset.txt -// 025-1.gat,47,84,0 script reset 145,{ +// 025-1.gat,47,84,0|script|reset|145,{ // mes "Do you want to reset Rossy Quest?"; // menu diff --git a/world/map/npc/025-1/rossy.txt b/world/map/npc/025-1/rossy.txt index 86cc1bff..eb506bca 100644 --- a/world/map/npc/025-1/rossy.txt +++ b/world/map/npc/025-1/rossy.txt @@ -1,255 +1,255 @@ // Authors: alastrim, Ali-g, Dark Mage -025-1.gat,80,88,0 script Rossy 114,{ - - set @Cherry_Amount, 10; - set @Cherry_EXP, 2000; - - set @CactusDrink_Amount, 24; - set @MaggotSlime_Amount, 32; - set @GambodgeHerb_Amount, 50; - set @AlizarinHerb_Amount, 43; - set @BugLeg_Amount, 30; - set @Potion_EXP, 3000; - - set @RedRose_Amount, 15; - set @RedTulip_Amount, 15; - set @Flower_EXP, 2500; - - set @Finish_EXP, 5000; - set @Finish_Money, 5000; - - if (FLAGS & FLAG_ROSSI_COMPLETED) goto L_FinalEnd; - if (Rossy_Quest == 17 || Rossy_Quest == 18) goto L_End; - - if (Rossy_Quest >= 14 && Rossy_Quest <= 16) goto L_Julia; - if (Rossy_Quest >= 13) goto L_Best; - if (Rossy_Quest >= 11) goto L_Allergic; - if (Rossy_Quest >= 8 && Rossy_Quest < 11) goto L_Donet; - if (Rossy_Quest == 7) goto L_BT; - if (Rossy_Quest == 6) goto L_Check2; - if (Rossy_Quest == 5) goto L_Let; - if (Rossy_Quest == 4 || Rossy_Quest == 5) goto L_Cherry_Done; - if (Rossy_Quest == 3) goto L_Check; - if (Rossy_Quest == 2) goto L_Mother; - - mes "A young girl looks at you in tears."; - if (Rossy_Quest < 1) close; - next; - menu - "Hey, hey... Why are you crying? Are you hurt?", -, - "Sorry kid, I don't have time to play with children.", L_No; - mes "[Young Girl]"; - mes "\"No. I'm crying because I lost all my fruits. My sister and I were collecting some near Dimond's Cove, but then I stumbled on a giant snail and it attacked us!"; - next; - mes "But we were lucky, because the snail is really slow and we ran away from it. Julia ran to the left and I ran to the right. The snail got pretty confused, because we are identical twins. The problem is that I dropped the basket full of fruits on the ground and that evil snail ate them all! And now I can't find Julia to help me collect more fruits.\""; - next; - menu - "Did you say Julia? I talked to you mother. She is very worried about you.", -; - mes "[Rossy]"; - mes "\"Really? But she let us play in the woods. There is no reason to be worried. Unless...\""; - next; - mes "Rossy suddenly gets a strange look on her face, mumbling something about Julia."; - next; - mes "[Rossy]"; - mes "\"Could you do me a favor? Please, tell my mother we are alright. There is.. uh... there is no reason to worry about us.\""; - next; - menu - "Ok, if you say so.", -, - "Sorry, I have no time for this.", L_No; - mes "[Rossy]"; - mes "\"Thank you very much!\""; - set Rossy_Quest, 2; - close; +025-1.gat,80,88,0|script|Rossy|114,{ + + set @Cherry_Amount, 10; + set @Cherry_EXP, 2000; + + set @CactusDrink_Amount, 24; + set @MaggotSlime_Amount, 32; + set @GambodgeHerb_Amount, 50; + set @AlizarinHerb_Amount, 43; + set @BugLeg_Amount, 30; + set @Potion_EXP, 3000; + + set @RedRose_Amount, 15; + set @RedTulip_Amount, 15; + set @Flower_EXP, 2500; + + set @Finish_EXP, 5000; + set @Finish_Money, 5000; + + if (FLAGS & FLAG_ROSSI_COMPLETED) goto L_FinalEnd; + if (Rossy_Quest == 17 || Rossy_Quest == 18) goto L_End; + + if (Rossy_Quest >= 14 && Rossy_Quest <= 16) goto L_Julia; + if (Rossy_Quest >= 13) goto L_Best; + if (Rossy_Quest >= 11) goto L_Allergic; + if (Rossy_Quest >= 8 && Rossy_Quest < 11) goto L_Donet; + if (Rossy_Quest == 7) goto L_BT; + if (Rossy_Quest == 6) goto L_Check2; + if (Rossy_Quest == 5) goto L_Let; + if (Rossy_Quest == 4 || Rossy_Quest == 5) goto L_Cherry_Done; + if (Rossy_Quest == 3) goto L_Check; + if (Rossy_Quest == 2) goto L_Mother; + + mes "A young girl looks at you in tears."; + if (Rossy_Quest < 1) close; + next; + menu + "Hey, hey... Why are you crying? Are you hurt?", -, + "Sorry kid, I don't have time to play with children.", L_No; + mes "[Young Girl]"; + mes "\"No. I'm crying because I lost all my fruits. My sister and I were collecting some near Dimond's Cove, but then I stumbled on a giant snail and it attacked us!"; + next; + mes "But we were lucky, because the snail is really slow and we ran away from it. Julia ran to the left and I ran to the right. The snail got pretty confused, because we are identical twins. The problem is that I dropped the basket full of fruits on the ground and that evil snail ate them all! And now I can't find Julia to help me collect more fruits.\""; + next; + menu + "Did you say Julia? I talked to you mother. She is very worried about you.", -; + mes "[Rossy]"; + mes "\"Really? But she let us play in the woods. There is no reason to be worried. Unless...\""; + next; + mes "Rossy suddenly gets a strange look on her face, mumbling something about Julia."; + next; + mes "[Rossy]"; + mes "\"Could you do me a favor? Please, tell my mother we are alright. There is.. uh... there is no reason to worry about us.\""; + next; + menu + "Ok, if you say so.", -, + "Sorry, I have no time for this.", L_No; + mes "[Rossy]"; + mes "\"Thank you very much!\""; + set Rossy_Quest, 2; +close; L_No: - close; +close; L_Mother: - mes "[Rossy]"; - mes "\"Please, tell my mother we are fine. If you feel like helping, come back after you talk to my mother. Maybe you could help us find some fruits.\""; - close; + mes "[Rossy]"; + mes "\"Please, tell my mother we are fine. If you feel like helping, come back after you talk to my mother. Maybe you could help us find some fruits.\""; +close; L_Get_Cherry: - mes "[Young Girl]"; - mes "\"No, you don't have " + @Cherry_Amount + " cherries. I know how to count. I hope you get them soon.\""; - close; + mes "[Young Girl]"; + mes "\"No, you don't have " + @Cherry_Amount + " cherries. I know how to count. I hope you get them soon.\""; +close; L_Check: - mes "[Rossy]"; - mes "\"Hey, that is nice of you to come back. I was thinking about giving a basket full of cherries to my mother, to make her happy, you know. But we'd need at least " + @Cherry_Amount + " cherries, and it would take ages for me to get so many by myself!\""; - next; - menu - "That is no problem for me. Just wait and I will come back with the cherries.", L_No, - "Hey, I have some cherries in my backpack!", -, - "You should get them yourself.", L_No; - if(countitem("Cherry") < @Cherry_Amount) goto L_Get_Cherry; - mes "[Rossy]"; - set Rossy_Quest, 4; - getexp @Cherry_EXP, 0; - mes "\"I can't believe it, you got them all! Please give them to my mother. Tell her it is a gift from me and Julia and there is no reason to worry about us.\""; - next; - mes "Rossy mumbles to herself."; - mes "[Rossy]"; - mes "\"I hope...\""; - next; - mes "[Rossy]"; - mes "\"Oh, after you give the cherries to my mother, please come back here. If you have some free time, of course.\""; - close; + mes "[Rossy]"; + mes "\"Hey, that is nice of you to come back. I was thinking about giving a basket full of cherries to my mother, to make her happy, you know. But we'd need at least " + @Cherry_Amount + " cherries, and it would take ages for me to get so many by myself!\""; + next; + menu + "That is no problem for me. Just wait and I will come back with the cherries.", L_No, + "Hey, I have some cherries in my backpack!", -, + "You should get them yourself.", L_No; + if(countitem("Cherry") < @Cherry_Amount) goto L_Get_Cherry; + mes "[Rossy]"; + set Rossy_Quest, 4; + getexp @Cherry_EXP, 0; + mes "\"I can't believe it, you got them all! Please give them to my mother. Tell her it is a gift from me and Julia and there is no reason to worry about us.\""; + next; + mes "Rossy mumbles to herself."; + mes "[Rossy]"; + mes "\"I hope...\""; + next; + mes "[Rossy]"; + mes "\"Oh, after you give the cherries to my mother, please come back here. If you have some free time, of course.\""; +close; L_Cherry_Done: - mes "[Rossy]"; - mes "\"Please, try to distract my mother. I don't want her to be worried about us. While you do this, I will try to find Julia.\""; - close; + mes "[Rossy]"; + mes "\"Please, try to distract my mother. I don't want her to be worried about us. While you do this, I will try to find Julia.\""; +close; L_Let: - mes "[Rossy]"; - mes "\"Hello "+ strcharinfo(0) +", nice to see you again. Hey, what are you hiding behind your back? Is that a... letter?\""; - next; - menu - "Your mother asked me to hand you this letter. She told me it was from your teacher.", L_Let2, - "Not at all. I need to go now, see you next time.", L_No; + mes "[Rossy]"; + mes "\"Hello "+ strcharinfo(0) +", nice to see you again. Hey, what are you hiding behind your back? Is that a... letter?\""; + next; + menu + "Your mother asked me to hand you this letter. She told me it was from your teacher.", L_Let2, + "Not at all. I need to go now, see you next time.", L_No; L_Let2: - mes "The little girl grabs the piece of paper and reads it quickly. Her face turns pale."; - menu - "What does it say?", -; - mes "[Rossy]"; - mes "\"Oh no, I completely forgot! My magic school exam! I need to make a potion and give it to my teacher today! But I haven't found Julia yet and I don't even have any of the ingredients required. Could you get them for me, please?\""; - next; - set Rossy_Quest, 6; - mes "\"I need " + @CactusDrink_Amount + " Cactus Drinks, " + @MaggotSlime_Amount + " Maggot Slimes, " + @GambodgeHerb_Amount + " Gamboge Herbs, " + @AlizarinHerb_Amount + " Alizarin Herbs and " + @BugLeg_Amount + " Bug Legs.\""; - next; - mes "\"Please come back to see me when you have the ingredients. I know the recipe by heart.\""; - close; + mes "The little girl grabs the piece of paper and reads it quickly. Her face turns pale."; + menu + "What does it say?", -; + mes "[Rossy]"; + mes "\"Oh no, I completely forgot! My magic school exam! I need to make a potion and give it to my teacher today! But I haven't found Julia yet and I don't even have any of the ingredients required. Could you get them for me, please?\""; + next; + set Rossy_Quest, 6; + mes "\"I need " + @CactusDrink_Amount + " Cactus Drinks, " + @MaggotSlime_Amount + " Maggot Slimes, " + @GambodgeHerb_Amount + " Gamboge Herbs, " + @AlizarinHerb_Amount + " Alizarin Herbs and " + @BugLeg_Amount + " Bug Legs.\""; + next; + mes "\"Please come back to see me when you have the ingredients. I know the recipe by heart.\""; +close; L_NE: - mes "[Rossy]"; - mes "\"Please bring me " + @CactusDrink_Amount + " Cactus Drinks, " + @MaggotSlime_Amount + " Maggot Slimes, " + @GambodgeHerb_Amount + " Gamboge Herbs, " + @AlizarinHerb_Amount + " Alizarin Herbs and " + @BugLeg_Amount + " Bug Legs.\""; - next; - mes "\"Please hurry!\""; - close; + mes "[Rossy]"; + mes "\"Please bring me " + @CactusDrink_Amount + " Cactus Drinks, " + @MaggotSlime_Amount + " Maggot Slimes, " + @GambodgeHerb_Amount + " Gamboge Herbs, " + @AlizarinHerb_Amount + " Alizarin Herbs and " + @BugLeg_Amount + " Bug Legs.\""; + next; + mes "\"Please hurry!\""; +close; L_Check2: - if(countitem("CactusDrink") < @CactusDrink_Amount) goto L_NE; - if(countitem("MaggotSlime") < @MaggotSlime_Amount) goto L_NE; - if(countitem("GambogeHerb") < @GambodgeHerb_Amount) goto L_NE; - if(countitem("AlizarinHerb") < @AlizarinHerb_Amount) goto L_NE; - if(countitem("BugLeg") < @BugLeg_Amount) goto L_NE; - delitem "CactusDrink", @CactusDrink_Amount; - delitem "MaggotSlime", @MaggotSlime_Amount; - delitem "GambogeHerb", @GambodgeHerb_Amount; - delitem "AlizarinHerb", @AlizarinHerb_Amount; - delitem "BugLeg", @BugLeg_Amount; - mes "Rossy takes all the ingredients and places them on the ground. She starts to mix some herbs with the cactus drinks and appears to cast some spells. She seems to know what she is doing."; - next; - mes "[Rossy]"; - mes "\"Oh, thank you "+ strcharinfo(0) +"! It is done. If you don't mind, please give this potion to my teacher.\""; - set Rossy_Quest, 7; - getexp @Potion_EXP, 0; - message strcharinfo(0), "Rossy hands you the potion, holding the bottle very carefully."; - next; - mes "\"My teacher's name is David. He is a very young magician and lives near the magic school in the north of Tulimshar.\""; - next; - mes "\"Please, give it to him as soon as you can!\""; - close; + if(countitem("CactusDrink") < @CactusDrink_Amount) goto L_NE; + if(countitem("MaggotSlime") < @MaggotSlime_Amount) goto L_NE; + if(countitem("GambogeHerb") < @GambodgeHerb_Amount) goto L_NE; + if(countitem("AlizarinHerb") < @AlizarinHerb_Amount) goto L_NE; + if(countitem("BugLeg") < @BugLeg_Amount) goto L_NE; + delitem "CactusDrink", @CactusDrink_Amount; + delitem "MaggotSlime", @MaggotSlime_Amount; + delitem "GambogeHerb", @GambodgeHerb_Amount; + delitem "AlizarinHerb", @AlizarinHerb_Amount; + delitem "BugLeg", @BugLeg_Amount; + mes "Rossy takes all the ingredients and places them on the ground. She starts to mix some herbs with the cactus drinks and appears to cast some spells. She seems to know what she is doing."; + next; + mes "[Rossy]"; + mes "\"Oh, thank you "+ strcharinfo(0) +"! It is done. If you don't mind, please give this potion to my teacher.\""; + set Rossy_Quest, 7; + getexp @Potion_EXP, 0; + message strcharinfo(0), "Rossy hands you the potion, holding the bottle very carefully."; + next; + mes "\"My teacher's name is David. He is a very young magician and lives near the magic school in the north of Tulimshar.\""; + next; + mes "\"Please, give it to him as soon as you can!\""; +close; L_BT: - mes "[Rossy]"; - mes "\"Great. Now if you could just give it to my teacher. His name is David. He is a very young magician and lives near the magic school in the north of Tulimshar.\""; - next; - mes "\"You should take the ferry, that'll be faster than swimming!\""; - close; + mes "[Rossy]"; + mes "\"Great. Now if you could just give it to my teacher. His name is David. He is a very young magician and lives near the magic school in the north of Tulimshar.\""; + next; + mes "\"You should take the ferry, that'll be faster than swimming!\""; +close; L_Donet: - if (Rossy_Quest == 10 && countitem("redrose") >= @RedRose_Amount) goto L_RG; - menu - "David took your potion and he tested it in front of me. It worked perfectly!", -; - mes "[Rossy]"; - mes "\"Yay! Phew... That was close, I almost forgot about my exam. Please, tell my mother about it. I am sure she will be proud of me.\""; - close; + if (Rossy_Quest == 10 && countitem("redrose") >= @RedRose_Amount) goto L_RG; + menu + "David took your potion and he tested it in front of me. It worked perfectly!", -; + mes "[Rossy]"; + mes "\"Yay! Phew... That was close, I almost forgot about my exam. Please, tell my mother about it. I am sure she will be proud of me.\""; +close; L_RG: - if (countitem("redrose") < @RedRose_Amount) goto L_No; - delitem "redrose", @RedRose_Amount; - menu - "Your mother was so happy that she asked me to bring you these flowers.", -; - mes "[Rossy]"; - mes "\"How nice!\""; - next; - mes "Rossy takes the flowers from your hands and suddenly throws them on the ground. She begins sneezing."; - set Rossy_Quest, 11; - menu - "I presume you don't like roses, right?", -; - mes "[Rossy]"; - mes "\"I am allergic to roses, my mother should already know that!\""; - close; + if (countitem("redrose") < @RedRose_Amount) goto L_No; + delitem "redrose", @RedRose_Amount; + menu + "Your mother was so happy that she asked me to bring you these flowers.", -; + mes "[Rossy]"; + mes "\"How nice!\""; + next; + mes "Rossy takes the flowers from your hands and suddenly throws them on the ground. She begins sneezing."; + set Rossy_Quest, 11; + menu + "I presume you don't like roses, right?", -; + mes "[Rossy]"; + mes "\"I am allergic to roses, my mother should already know that!\""; +close; L_Allergic: - mes "Rossy sneezes a lot."; - if (Rossy_Quest == 12 && countitem("redtulip") >= @RedTulip_Amount) goto L_Sorry; - close; + mes "Rossy sneezes a lot."; + if (Rossy_Quest == 12 && countitem("redtulip") >= @RedTulip_Amount) goto L_Sorry; +close; L_Sorry: - menu - "Your mother is sorry about the roses. Here are some beautiful red tulips instead.", L_See; + menu + "Your mother is sorry about the roses. Here are some beautiful red tulips instead.", L_See; L_See: - mes "[Rossy]"; - if (countitem("redtulip") < @RedTulip_Amount) goto L_No; - delitem "redtulip", @RedTulip_Amount; - set Rossy_Quest, 13; - mes "\"That's better! Go and tell my mother that she is the nicest mother in the world.\""; - next; - mes "\"Now I should really find my sister. Come back later.\""; - getexp @Flower_EXP, 0; - close; + mes "[Rossy]"; + if (countitem("redtulip") < @RedTulip_Amount) goto L_No; + delitem "redtulip", @RedTulip_Amount; + set Rossy_Quest, 13; + mes "\"That's better! Go and tell my mother that she is the nicest mother in the world.\""; + next; + mes "\"Now I should really find my sister. Come back later.\""; + getexp @Flower_EXP, 0; +close; L_Best: - mes "[Rossy]"; - mes "\"Thank you "+ strcharinfo(0) +", you helped me so much!\""; - next; - menu - "Did you find your sister? I am starting to get worried too.", -; - mes "\"I think I have an idea where she might be. Come back in a few minutes, I will tell you if she is ok.\""; - set Rossy_Quest, 14; - close; + mes "[Rossy]"; + mes "\"Thank you "+ strcharinfo(0) +", you helped me so much!\""; + next; + menu + "Did you find your sister? I am starting to get worried too.", -; + mes "\"I think I have an idea where she might be. Come back in a few minutes, I will tell you if she is ok.\""; + set Rossy_Quest, 14; +close; L_Julia: - mes "[Rossy]"; - mes "\"I saw Julia! She was running away from something and entered a cave not far from here. I heard her scream. Please can you enter the cave and save her? I'm so scared!\""; - close; + mes "[Rossy]"; + mes "\"I saw Julia! She was running away from something and entered a cave not far from here. I heard her scream. Please can you enter the cave and save her? I'm so scared!\""; +close; L_End: - mes "[Rossy]"; - mes "\"Oh no, Julia... Why would you go to that scary place? Have you seen her yet?\""; - menu - "She'll be back soon, trust me. I saved her.", L_Found, - "I didn't see her yet, sorry.", L_No; + mes "[Rossy]"; + mes "\"Oh no, Julia... Why would you go to that scary place? Have you seen her yet?\""; + menu + "She'll be back soon, trust me. I saved her.", L_Found, + "I didn't see her yet, sorry.", L_No; L_Found: - mes "[Rossy]"; - if (Rossy_Quest == 17) set Rossy_Quest, 18; - if (Rossy_Quest == 18) set Rossy_Quest, 19; - mes "\"Oh "+ strcharinfo(0) +", thank you very much! Take this, you deserve it!\""; - next; - mes "Rossy hands you a huge bag full of coins."; - getexp @Finish_EXP, 0; - set zeny, zeny + @Finish_Money; - if (Rossy_Quest == 19) goto L_Clear; - close; + mes "[Rossy]"; + if (Rossy_Quest == 17) set Rossy_Quest, 18; + if (Rossy_Quest == 18) set Rossy_Quest, 19; + mes "\"Oh "+ strcharinfo(0) +", thank you very much! Take this, you deserve it!\""; + next; + mes "Rossy hands you a huge bag full of coins."; + getexp @Finish_EXP, 0; + set zeny, zeny + @Finish_Money; + if (Rossy_Quest == 19) goto L_Clear; +close; L_Clear: - set Rossy_Quest, 0; - set cavefights, 0; - set FLAGS, FLAGS | FLAG_ROSSI_COMPLETED; - close; + set Rossy_Quest, 0; + set cavefights, 0; + set FLAGS, FLAGS | FLAG_ROSSI_COMPLETED; +close; L_FinalEnd: - mes "[Rossy]"; - mes "\"Julia and I are playing hide and seek right now. It is fun in the forest!\""; - mes "The young girl laughs quietly."; - close; + mes "[Rossy]"; + mes "\"Julia and I are playing hide and seek right now. It is fun in the forest!\""; + mes "The young girl laughs quietly."; +close; } diff --git a/world/map/npc/025-3/barriers.txt b/world/map/npc/025-3/barriers.txt index 8377c5f3..0d5236d2 100644 --- a/world/map/npc/025-3/barriers.txt +++ b/world/map/npc/025-3/barriers.txt @@ -2,21 +2,29 @@ // -----------------------------------Warp to Cave 1 --------------------------------------- -025-3.gat,78,127,0 script #WarpBattleCave1 45,1,1,{ - - if (Rossy_Quest >= 16 || FLAGS & FLAG_ROSSI_COMPLETED) goto L_AlreadyHelped; - if (getareausers("025-4.gat", 26, 63, 60, 97) >= 1 || $@battlecave1 > 0) goto L_SomeoneInside; - if (cavefights & BATTLE_CAVE1) goto L_AlreadyDone; - if (Rossy_Quest < 15) goto L_Block; +025-3.gat,78,127,0|script|#WarpBattleCave1|45,1,1,{ + if (Rossy_Quest >= 16 || FLAGS & FLAG_ROSSI_COMPLETED) + goto L_AlreadyHelped; + if (getareausers("025-4.gat", 26, 63, 60, 97) >= 1 || $@battlecave1 > 0) + goto L_SomeoneInside; + if (cavefights & BATTLE_CAVE1) + goto L_AlreadyDone; + if (Rossy_Quest < 15) + goto L_Block; L_StartFight: set $@battlecave1, 1; warp "025-4.gat", 41, 95; set $@cave1fighter$, strcharinfo(0); set $@cave1fighterdeaths, PC_DIE_COUNTER; - startnpctimer; set $@cave1start, gettimetick(2); message strcharinfo(0), "As you enter, you feel an evil force filling up the cave."; + // Cave 1 Configuration. + setarray $@cave1_monsters_IDS[1], 1087, 1084; + setarray $@cave1_monsters_QTY[1], 3, 3; + set $@cave1_waves, 1; + set $@cave1_time, 180; + startnpctimer; end; L_SomeoneInside: @@ -36,24 +44,31 @@ L_Block: end; OnTimer5000: - if ($@battlecave1 == 0) goto L_AlreadyClean; - if (isloggedin(getcharid(3,$@cave1fighter$))==0) goto L_CleaningNorid; - attachrid(getcharid(3,$@cave1fighter$)); - if (getareausers("025-4.gat", 26, 63, 60, 97) < 1) goto L_Ranaway; - if (PC_DIE_COUNTER > $@cave1fighterdeaths) goto L_CleaningDead; - if (cavefights & BATTLE_CAVE1) goto L_Win; - if (gettimetick(2) - $@cave1start >= $@CAVE1_TIME) goto L_Cleaning; + if ($@battlecave1 == 0) + goto L_AlreadyClean; + if (attachrid(getcharid(3,$@cave1fighter$))==0) + goto OnNoRid; + if (getareausers("025-4.gat", 26, 63, 60, 97) < 1) + goto OnNoRid; + if (PC_DIE_COUNTER > $@cave1fighterdeaths) + goto L_CleaningDead; + if (cavefights & BATTLE_CAVE1) + goto L_Win; + if (gettimetick(2) - $@cave1start >= $@cave1_time) + goto L_Cleaning; setnpctimer 0; end; L_Win: - attachrid(getcharid(3,$@cave1fighter$)); message strcharinfo(0), "It is getting harder to breathe inside this cave... You feel like you are almost passing out."; - if ((gettimetick(2) - $@cave1start) < 60) set $@cave1start, $@cave1start + 60; - if (Hp - (MaxHp*5)/100 <= 0) goto L_BadAir; + if ((gettimetick(2) - $@cave1start) < 60) + set $@cave1start, $@cave1start + 60; + if (Hp - (MaxHp*5)/100 <= 0) + goto L_BadAir; percentheal -5, 0; set $@cave1_timer, $@cave1_timer + 5; - if ($@cave1_timer >= 60) goto L_BadAir; + if ($@cave1_timer >= 60) + goto L_BadAir; setnpctimer 0; end; @@ -65,15 +80,15 @@ S_Cleaning: set $@cave1fighter$, ""; set $@cave1fighterdeaths$, 0; set $@battlecave1, 0; + cleararray $@cave1_monsters_IDS[0], 0, 2; + cleararray $@cave1_monsters_QTY[0], 0, 2; + set $@cave1_waves, 0; + set $@cave1_time, 0; killmonster "025-4.gat", "#StartCaveFight1::OnMonsterDeath"; stopnpctimer; setnpctimer 0; return; -L_Ranaway: - callsub S_Cleaning; - end; - L_BadAir: warp "025-3.gat", 78, 129; message strcharinfo(0), "You can't stand the foul air inside the cave and run away!"; @@ -81,25 +96,23 @@ L_BadAir: end; L_Cleaning: - attachrid(getcharid(3,$@cave1fighter$)); warp "025-3.gat", 78, 129; message strcharinfo(0), "You took too much time to eliminate this source of energy... If you stay one more second in this cave you won't be able to breathe...."; callsub S_Cleaning; end; L_CleaningDead: - attachrid(getcharid(3,$@cave1fighter$)); warp "025-3.gat", 78, 129; message strcharinfo(0), "You were not strong enough to eliminate this power source."; callsub S_Cleaning; end; -L_CleaningNorid: +OnNoRid: callsub S_Cleaning; end; OnGetout: - attachrid(getcharid(3,$@cave1fighter$)); + if (attachrid(getcharid(3,$@cave1fighter$)) == 0) goto OnNoRid; warp "025-3.gat", 78, 129; callsub S_Cleaning; end; @@ -113,21 +126,29 @@ L_AlreadyClean: // ---------------------------- Warp to Cave 2 ---------------------------- -025-3.gat,53,107,0 script #WarpBattleCave2 45,1,1,{ - - if (Rossy_Quest >= 16 || FLAGS & FLAG_ROSSI_COMPLETED) goto L_AlreadyHelped; - if (getareausers("025-4.gat", 97, 62, 126, 96) >= 1 || $@battlecave2 > 0) goto L_SomeoneInside; - if (cavefights & BATTLE_CAVE2) goto L_AlreadyDone; - if (Rossy_Quest < 15) goto L_Block; +025-3.gat,53,107,0|script|#WarpBattleCave2|45,1,1,{ + if (Rossy_Quest >= 16 || FLAGS & FLAG_ROSSI_COMPLETED) + goto L_AlreadyHelped; + if (getareausers("025-4.gat", 97, 62, 126, 96) >= 1 || $@battlecave2 > 0) + goto L_SomeoneInside; + if (cavefights & BATTLE_CAVE2) + goto L_AlreadyDone; + if (Rossy_Quest < 15) + goto L_Block; L_StartFight: set $@battlecave2, 1; warp "025-4.gat", 110, 94; set $@cave2fighter$, strcharinfo(0); set $@cave2fighterdeaths, PC_DIE_COUNTER; - startnpctimer; set $@cave2start, gettimetick(2); message strcharinfo(0), "As you enter, you feel an evil force filling up the cave."; + // Cave 2 Configuration. + setarray $@cave2_monsters_IDS[1], 1083, 1084; + setarray $@cave2_monsters_QTY[1], 3, 4; + set $@cave2_waves, 1; + set $@cave2_time, 210; + startnpctimer; end; L_SomeoneInside: @@ -147,24 +168,31 @@ L_Block: end; OnTimer5000: - if ($@battlecave2 == 0) goto L_AlreadyClean; - if (isloggedin(getcharid(3,$@cave2fighter$))==0) goto L_CleaningNorid; - attachrid(getcharid(3,$@cave2fighter$)); - if (getareausers("025-4.gat", 97, 62, 126, 96) < 1) goto L_Ranaway; - if (PC_DIE_COUNTER > $@cave2fighterdeaths) goto L_CleaningDead; - if (cavefights & BATTLE_CAVE2) goto L_Win; - if (gettimetick(2) - $@cave2start >= $@CAVE2_TIME) goto L_Cleaning; + if ($@battlecave2 == 0) + goto L_AlreadyClean; + if (attachrid(getcharid(3,$@cave2fighter$))==0) + goto OnNoRid; + if (getareausers("025-4.gat", 97, 62, 126, 96) < 1) + goto OnNoRid; + if (PC_DIE_COUNTER > $@cave2fighterdeaths) + goto L_CleaningDead; + if (cavefights & BATTLE_CAVE2) + goto L_Win; + if (gettimetick(2) - $@cave2start >= $@cave2_time) + goto L_Cleaning; setnpctimer 0; end; L_Win: - attachrid(getcharid(3,$@cave2fighter$)); message strcharinfo(0), "It is getting harder to breathe inside this cave... You feel like you are almost passing out."; - if ((gettimetick(2) - $@cave2start) < 60) set $@cave2start, $@cave2start + 60; - if (Hp - (MaxHp*5)/100 <= 0) goto L_BadAir; + if ((gettimetick(2) - $@cave2start) < 60) + set $@cave2start, $@cave2start + 60; + if (Hp - (MaxHp*5)/100 <= 0) + goto L_BadAir; percentheal -5, 0; set $@cave2_timer, $@cave2_timer + 5; - if ($@cave2_timer >= 60) goto L_BadAir; + if ($@cave2_timer >= 60) + goto L_BadAir; setnpctimer 0; end; @@ -176,15 +204,15 @@ S_Cleaning: set $@cave2fighter$, ""; set $@cave2fighterdeaths$, 0; set $@battlecave2, 0; + cleararray $@cave2_monsters_IDS[0], 0, 2; + cleararray $@cave2_monsters_QTY[0], 0, 2; + set $@cave2_waves, 0; + set $@cave2_time, 0; killmonster "025-4.gat", "#StartCaveFight2::OnMonsterDeath"; stopnpctimer; setnpctimer 0; return; -L_Ranaway: - callsub S_Cleaning; - end; - L_BadAir: warp "025-3.gat", 53, 109; message strcharinfo(0), "You can't stand the foul air inside the cave and run away!"; @@ -192,25 +220,23 @@ L_BadAir: end; L_Cleaning: - attachrid(getcharid(3,$@cave2fighter$)); warp "025-3.gat", 53, 109; message strcharinfo(0), "You took too much time to eliminate this source of energy... If you stay one more second in this cave you won't be able to breathe...."; callsub S_Cleaning; end; L_CleaningDead: - attachrid(getcharid(3,$@cave2fighter$)); warp "025-3.gat", 53, 109; message strcharinfo(0), "You were not strong enough to eliminate this power source."; callsub S_Cleaning; end; -L_CleaningNorid: +OnNoRid: callsub S_Cleaning; end; OnGetout: - attachrid(getcharid(3,$@cave2fighter$)); + if (attachrid(getcharid(3,$@cave2fighter$)) == 0) goto OnNoRid; warp "025-3.gat", 53, 109; callsub S_Cleaning; end; @@ -223,21 +249,29 @@ L_AlreadyClean: // --------------------------------- Warp to Cave 3 ---------------------------------------- -025-3.gat,71,83,0 script #WarpBattleCave3 45,1,1,{ - - if (Rossy_Quest >= 16 || FLAGS & FLAG_ROSSI_COMPLETED) goto L_AlreadyHelped; - if (getareausers("025-4.gat", 150, 84, 177, 117) >= 1 || $@battlecave3 > 0) goto L_SomeoneInside; - if (cavefights & BATTLE_CAVE3) goto L_AlreadyDone; - if (Rossy_Quest < 15) goto L_Block; +025-3.gat,71,83,0|script|#WarpBattleCave3|45,1,1,{ + if (Rossy_Quest >= 16 || FLAGS & FLAG_ROSSI_COMPLETED) + goto L_AlreadyHelped; + if (getareausers("025-4.gat", 150, 84, 177, 117) >= 1 || $@battlecave3 > 0) + goto L_SomeoneInside; + if (cavefights & BATTLE_CAVE3) + goto L_AlreadyDone; + if (Rossy_Quest < 15) + goto L_Block; L_StartFight: set $@battlecave3, 1; warp "025-4.gat", 168, 115; set $@cave3fighter$, strcharinfo(0); set $@cave3fighterdeaths, PC_DIE_COUNTER; - startnpctimer; set $@cave3start, gettimetick(2); message strcharinfo(0), "As you enter, you feel an evil force filling up the cave."; + // Cave 3 Configuration. + setarray $@cave3_monsters_IDS[1], 1088, 1083; + setarray $@cave3_monsters_QTY[1], 4, 4; + set $@cave3_waves, 1; + set $@cave3_time, 240; + startnpctimer; end; L_SomeoneInside: @@ -257,24 +291,31 @@ L_Block: end; OnTimer5000: - if ($@battlecave3 == 0) goto L_AlreadyClean; - if (isloggedin(getcharid(3,$@cave3fighter$))==0) goto L_CleaningNorid; - attachrid(getcharid(3,$@cave3fighter$)); - if (getareausers("025-4.gat", 150, 84, 177, 117) < 1) goto L_Ranaway; - if (cavefights & BATTLE_CAVE3) goto L_Win; - if (PC_DIE_COUNTER > $@cave3fighterdeaths) goto L_CleaningDead; - if (gettimetick(2) - $@cave3start >= $@CAVE3_TIME) goto L_Cleaning; + if ($@battlecave3 == 0) + goto L_AlreadyClean; + if (attachrid(getcharid(3,$@cave3fighter$))==0) + goto OnNoRid; + if (getareausers("025-4.gat", 150, 84, 177, 117) < 1) + goto OnNoRid; + if (cavefights & BATTLE_CAVE3) + goto L_Win; + if (PC_DIE_COUNTER > $@cave3fighterdeaths) + goto L_CleaningDead; + if (gettimetick(2) - $@cave3start >= $@cave3_time) + goto L_Cleaning; setnpctimer 0; end; L_Win: - attachrid(getcharid(3,$@cave3fighter$)); message strcharinfo(0), "It is getting harder to breathe inside this cave... You feel like you are almost passing out."; - if ((gettimetick(2) - $@cave3start) < 60) set $@cave3start, $@cave3start + 60; - if (Hp - (MaxHp*5)/100 <= 0) goto L_BadAir; + if ((gettimetick(2) - $@cave3start) < 60) + set $@cave3start, $@cave3start + 60; + if (Hp - (MaxHp*5)/100 <= 0) + goto L_BadAir; percentheal -5, 0; set $@cave3_timer, $@cave3_timer + 5; - if ($@cave3_timer >= 60) goto L_BadAir; + if ($@cave3_timer >= 60) + goto L_BadAir; setnpctimer 0; end; @@ -286,15 +327,15 @@ S_Cleaning: set $@cave3fighter$, ""; set $@cave3fighterdeaths$, 0; set $@battlecave3, 0; + cleararray $@cave3_monsters_IDS[0], 0, 2; + cleararray $@cave3_monsters_QTY[0], 0, 2; + set $@cave3_waves, 0; + set $@cave3_time, 0; killmonster "025-4.gat", "#StartCaveFight3::OnMonsterDeath"; stopnpctimer; setnpctimer 0; return; -L_Ranaway: - callsub S_Cleaning; - end; - L_BadAir: warp "025-3.gat", 71, 85; message strcharinfo(0), "You can't stand the foul air inside the cave and run away!"; @@ -302,25 +343,23 @@ L_BadAir: end; L_Cleaning: - attachrid(getcharid(3,$@cave3fighter$)); warp "025-3.gat", 71, 85; message strcharinfo(0), "You took too much time to eliminate this source of energy... If you stay one more second in this cave you won't be able to breathe...."; callsub S_Cleaning; end; L_CleaningDead: - attachrid(getcharid(3,$@cave3fighter$)); warp "025-3.gat", 71, 85; message strcharinfo(0), "You were not strong enough to eliminate this power source."; callsub S_Cleaning; end; -L_CleaningNorid: +OnNoRid: callsub S_Cleaning; end; OnGetout: - attachrid(getcharid(3,$@cave3fighter$)); + if (attachrid(getcharid(3,$@cave3fighter$)) == 0) goto OnNoRid; warp "025-3.gat", 71, 85; callsub S_Cleaning; end; @@ -333,21 +372,29 @@ L_AlreadyClean: // --------------------------- Warp to Cave 4 -------------------------------------- -025-3.gat,80,83,0 script #WarpBattleCave4 45,1,1,{ - - if (Rossy_Quest >= 16 || FLAGS & FLAG_ROSSI_COMPLETED) goto L_AlreadyHelped; - if (getareausers("025-4.gat", 28, 124, 57, 156) >= 1 || $@battlecave4 > 0) goto L_SomeoneInside; - if (cavefights & BATTLE_CAVE4) goto L_AlreadyDone; - if (Rossy_Quest < 15) goto L_Block; +025-3.gat,80,83,0|script|#WarpBattleCave4|45,1,1,{ + if (Rossy_Quest >= 16 || FLAGS & FLAG_ROSSI_COMPLETED) + goto L_AlreadyHelped; + if (getareausers("025-4.gat", 28, 124, 57, 156) >= 1 || $@battlecave4 > 0) + goto L_SomeoneInside; + if (cavefights & BATTLE_CAVE4) + goto L_AlreadyDone; + if (Rossy_Quest < 15) + goto L_Block; L_StartFight: set $@battlecave4, 1; warp "025-4.gat", 32, 154; set $@cave4fighter$, strcharinfo(0); set $@cave4fighterdeaths, PC_DIE_COUNTER; - startnpctimer; set $@cave4start, gettimetick(2); message strcharinfo(0), "As you enter, you feel an evil force filling up the cave."; + // Cave 4 Configuration. + setarray $@cave4_monsters_IDS[1], 1087, 1083, 1084; + setarray $@cave4_monsters_QTY[1], 2, 2, 4; + set $@cave4_waves, 2; + set $@cave4_time, 360; + startnpctimer; end; L_SomeoneInside: @@ -367,24 +414,31 @@ L_Block: end; OnTimer5000: - if ($@battlecave4 == 0) goto L_AlreadyClean; - if (isloggedin(getcharid(3,$@cave4fighter$))==0) goto L_CleaningNorid; - attachrid(getcharid(3,$@cave4fighter$)); - if (getareausers("025-4.gat", 28, 124, 57, 156) < 1) goto L_Ranaway; - if (PC_DIE_COUNTER > $@cave4fighterdeaths) goto L_CleaningDead; - if (cavefights & BATTLE_CAVE4) goto L_Win; - if (gettimetick(2) - $@cave4start >= $@CAVE4_TIME) goto L_Cleaning; + if ($@battlecave4 == 0) + goto L_AlreadyClean; + if (attachrid(getcharid(3,$@cave4fighter$))==0) + goto OnNoRid; + if (getareausers("025-4.gat", 28, 124, 57, 156) < 1) + goto OnNoRid; + if (PC_DIE_COUNTER > $@cave4fighterdeaths) + goto L_CleaningDead; + if (cavefights & BATTLE_CAVE4) + goto L_Win; + if (gettimetick(2) - $@cave4start >= $@cave4_time) + goto L_Cleaning; setnpctimer 0; end; L_Win: - attachrid(getcharid(3,$@cave4fighter$)); message strcharinfo(0), "It is getting harder to breathe inside this cave... You feel like you are almost passing out."; - if ((gettimetick(2) - $@cave4start) < 60) set $@cave4start, $@cave4start + 60; - if (Hp - (MaxHp*5)/100 <= 0) goto L_BadAir; + if ((gettimetick(2) - $@cave4start) < 60) + set $@cave4start, $@cave4start + 60; + if (Hp - (MaxHp*5)/100 <= 0) + goto L_BadAir; percentheal -5, 0; set $@cave4_timer, $@cave4_timer + 5; - if ($@cave4_timer >= 60) goto L_BadAir; + if ($@cave4_timer >= 60) + goto L_BadAir; setnpctimer 0; end; @@ -396,15 +450,15 @@ S_Cleaning: set $@cave4fighter$, ""; set $@cave4fighterdeaths$, 0; set $@battlecave4, 0; + cleararray $@cave4_monsters_IDS[0], 0, 3; + cleararray $@cave4_monsters_QTY[0], 0, 3; + set $@cave4_waves, 0; + set $@cave4_time, 0; killmonster "025-4.gat", "#StartCaveFight4::OnMonsterDeath"; stopnpctimer; setnpctimer 0; return; -L_Ranaway: - callsub S_Cleaning; - end; - L_BadAir: warp "025-3.gat", 80, 85; message strcharinfo(0), "You can't stand the foul air inside the cave and run away!"; @@ -412,25 +466,23 @@ L_BadAir: end; L_Cleaning: - attachrid(getcharid(3,$@cave4fighter$)); warp "025-3.gat", 80, 85; message strcharinfo(0), "You took too much time to eliminate this source of energy... If you stay one more second in this cave you won't be able to breathe...."; callsub S_Cleaning; end; L_CleaningDead: - attachrid(getcharid(3,$@cave4fighter$)); warp "025-3.gat", 80, 85; message strcharinfo(0), "You were not strong enough to eliminate this power source."; callsub S_Cleaning; end; -L_CleaningNorid: +OnNoRid: callsub S_Cleaning; end; OnGetout: - attachrid(getcharid(3,$@cave4fighter$)); + if (attachrid(getcharid(3,$@cave4fighter$)) == 0) goto OnNoRid; warp "025-3.gat", 80, 85; callsub S_Cleaning; end; @@ -443,21 +495,29 @@ L_AlreadyClean: // --------------------------- Warp to Cave 5 ---------------------------------------- -025-3.gat,71,30,0 script #WarpBattleCave5 45,1,1,{ - - if (Rossy_Quest >= 16 || FLAGS & FLAG_ROSSI_COMPLETED) goto L_AlreadyHelped; - if (getareausers("025-4.gat", 91, 131, 124, 160) >= 1 || $@battlecave5 > 0) goto L_SomeoneInside; - if (cavefights & BATTLE_CAVE5) goto L_AlreadyDone; - if (Rossy_Quest < 15) goto L_Block; +025-3.gat,71,30,0|script|#WarpBattleCave5|45,1,1,{ + if (Rossy_Quest >= 16 || FLAGS & FLAG_ROSSI_COMPLETED) + goto L_AlreadyHelped; + if (getareausers("025-4.gat", 91, 131, 124, 160) >= 1 || $@battlecave5 > 0) + goto L_SomeoneInside; + if (cavefights & BATTLE_CAVE5) + goto L_AlreadyDone; + if (Rossy_Quest < 15) + goto L_Block; L_StartFight: set $@battlecave5, 1; warp "025-4.gat", 100, 158; set $@cave5fighter$, strcharinfo(0); set $@cave5fighterdeaths, PC_DIE_COUNTER; - startnpctimer; set $@cave5start, gettimetick(2); message strcharinfo(0), "As you enter, you feel an evil force filling up the cave."; + // Cave 5 Configuration. + setarray $@cave5_monsters_IDS[1], 1088, 1083, 1084; + setarray $@cave5_monsters_QTY[1], 3, 3, 3; + set $@cave5_waves, 2; + set $@cave5_time, 390; + startnpctimer; end; L_SomeoneInside: @@ -477,24 +537,31 @@ L_Block: end; OnTimer5000: - if ($@battlecave5 == 0) goto L_AlreadyClean; - if (isloggedin(getcharid(3,$@cave5fighter$))==0) goto L_CleaningNorid; - attachrid(getcharid(3,$@cave5fighter$)); - if (getareausers("025-4.gat", 91, 131, 124, 160) < 1) goto L_Ranaway; - if (PC_DIE_COUNTER > $@cave5fighterdeaths) goto L_CleaningDead; - if (cavefights & BATTLE_CAVE5) goto L_Win; - if (gettimetick(2) - $@cave5start >= $@CAVE5_TIME) goto L_Cleaning; + if ($@battlecave5 == 0) + goto L_AlreadyClean; + if (attachrid(getcharid(3,$@cave5fighter$))==0) + goto OnNoRid; + if (getareausers("025-4.gat", 91, 131, 124, 160) < 1) + goto OnNoRid; + if (PC_DIE_COUNTER > $@cave5fighterdeaths) + goto L_CleaningDead; + if (cavefights & BATTLE_CAVE5) + goto L_Win; + if (gettimetick(2) - $@cave5start >= $@cave5_time) + goto L_Cleaning; setnpctimer 0; end; L_Win: - attachrid(getcharid(3,$@cave5fighter$)); message strcharinfo(0), "It is getting harder to breathe inside this cave... You feel like you are almost passing out."; - if ((gettimetick(2) - $@cave5start) < 60) set $@cave5start, $@cave5start + 60; - if (Hp - (MaxHp*5)/100 <= 0) goto L_BadAir; + if ((gettimetick(2) - $@cave5start) < 60) + set $@cave5start, $@cave5start + 60; + if (Hp - (MaxHp*5)/100 <= 0) + goto L_BadAir; percentheal -5, 0; set $@cave5_timer, $@cave5_timer + 5; - if ($@cave5_timer >= 60) goto L_BadAir; + if ($@cave5_timer >= 60) + goto L_BadAir; setnpctimer 0; end; @@ -506,15 +573,15 @@ S_Cleaning: set $@cave5fighter$, ""; set $@cave5fighterdeaths$, 0; set $@battlecave5, 0; + cleararray $@cave5_monsters_IDS[0], 0, 3; + cleararray $@cave5_monsters_QTY[0], 0, 3; + set $@cave5_waves, 0; + set $@cave5_time, 0; killmonster "025-4.gat", "#StartCaveFight5::OnMonsterDeath"; stopnpctimer; setnpctimer 0; return; -L_Ranaway: - callsub S_Cleaning; - end; - L_BadAir: warp "025-3.gat", 71, 32; message strcharinfo(0), "You can't stand the foul air inside the cave and run away!"; @@ -522,25 +589,23 @@ L_BadAir: end; L_Cleaning: - attachrid(getcharid(3,$@cave5fighter$)); warp "025-3.gat", 71, 32; message strcharinfo(0), "You took too much time to eliminate this source of energy... If you stay one more second in this cave you won't be able to breathe...."; callsub S_Cleaning; end; L_CleaningDead: - attachrid(getcharid(3,$@cave5fighter$)); warp "025-3.gat", 71, 32; message strcharinfo(0), "You were not strong enough to eliminate this power source."; callsub S_Cleaning; end; -L_CleaningNorid: +OnNoRid: callsub S_Cleaning; end; OnGetout: - attachrid(getcharid(3,$@cave5fighter$)); + if (attachrid(getcharid(3,$@cave5fighter$)) == 0) goto OnNoRid; warp "025-3.gat", 71, 32; callsub S_Cleaning; end; @@ -553,21 +618,29 @@ L_AlreadyClean: // -------------------------------- Warp to Cave 6 ----------------------------------------- -025-3.gat,128,35,0 script #WarpBattleCave6 45,1,1,{ - - if (Rossy_Quest >= 16 || FLAGS & FLAG_ROSSI_COMPLETED) goto L_AlreadyHelped; - if (getareausers("025-4.gat", 153, 143, 178, 174) >= 1 || $@battlecave6 > 0) goto L_SomeoneInside; - if (cavefights & BATTLE_CAVE6) goto L_AlreadyDone; - if (Rossy_Quest < 15) goto L_Block; +025-3.gat,128,35,0|script|#WarpBattleCave6|45,1,1,{ + if (Rossy_Quest >= 16 || FLAGS & FLAG_ROSSI_COMPLETED) + goto L_AlreadyHelped; + if (getareausers("025-4.gat", 153, 143, 178, 174) >= 1 || $@battlecave6 > 0) + goto L_SomeoneInside; + if (cavefights & BATTLE_CAVE6) + goto L_AlreadyDone; + if (Rossy_Quest < 15) + goto L_Block; L_StartFight: set $@battlecave6, 1; warp "025-4.gat", 159, 172; set $@cave6fighter$, strcharinfo(0); set $@cave6fighterdeaths, PC_DIE_COUNTER; - startnpctimer; set $@cave6start, gettimetick(2); message strcharinfo(0), "As you enter, you feel an evil force filling up the cave."; + // Cave 6 Configuration. + setarray $@cave6_monsters_IDS[1], 1087, 1088, 1083; + setarray $@cave6_monsters_QTY[1], 3, 4, 4; + set $@cave6_waves, 2; + set $@cave6_time, 450; + startnpctimer; end; L_SomeoneInside: @@ -587,24 +660,31 @@ L_Block: end; OnTimer5000: - if ($@battlecave6 == 0) goto L_AlreadyClean; - if (isloggedin(getcharid(3,$@cave6fighter$))==0) goto L_CleaningNorid; - attachrid(getcharid(3,$@cave6fighter$)); - if (getareausers("025-4.gat", 153, 143, 178, 174) < 1) goto L_Ranaway; - if (PC_DIE_COUNTER > $@cave6fighterdeaths) goto L_CleaningDead; - if (cavefights & BATTLE_CAVE6) goto L_Win; - if (gettimetick(2) - $@cave6start >= $@CAVE6_TIME) goto L_Cleaning; + if ($@battlecave6 == 0) + goto L_AlreadyClean; + if (attachrid(getcharid(3,$@cave6fighter$))==0) + goto OnNoRid; + if (getareausers("025-4.gat", 153, 143, 178, 174) < 1) + goto OnNoRid; + if (PC_DIE_COUNTER > $@cave6fighterdeaths) + goto L_CleaningDead; + if (cavefights & BATTLE_CAVE6) + goto L_Win; + if (gettimetick(2) - $@cave6start >= $@cave6_time) + goto L_Cleaning; setnpctimer 0; end; L_Win: - attachrid(getcharid(3,$@cave6fighter$)); message strcharinfo(0), "It is getting harder to breathe inside this cave... You feel like you are almost passing out."; - if ((gettimetick(2) - $@cave6start) < 60) set $@cave6start, $@cave6start + 60; - if (Hp - (MaxHp*5)/100 <= 0) goto L_BadAir; + if ((gettimetick(2) - $@cave6start) < 60) + set $@cave6start, $@cave6start + 60; + if (Hp - (MaxHp*5)/100 <= 0) + goto L_BadAir; percentheal -5, 0; set $@cave6_timer, $@cave6_timer + 5; - if ($@cave6_timer >= 60) goto L_BadAir; + if ($@cave6_timer >= 60) + goto L_BadAir; setnpctimer 0; end; @@ -616,15 +696,15 @@ S_Cleaning: set $@cave6fighter$, ""; set $@cave6fighterdeaths$, 0; set $@battlecave6, 0; + cleararray $@cave6_monsters_IDS[0], 0, 3; + cleararray $@cave6_monsters_QTY[0], 0, 3; + set $@cave6_waves, 0; + set $@cave6_time, 0; killmonster "025-4.gat", "#StartCaveFight6::OnMonsterDeath"; stopnpctimer; setnpctimer 0; return; -L_Ranaway: - callsub S_Cleaning; - end; - L_BadAir: warp "025-3.gat", 128, 37; message strcharinfo(0), "You can't stand the foul air inside the cave and run away!"; @@ -632,25 +712,23 @@ L_BadAir: end; L_Cleaning: - attachrid(getcharid(3,$@cave6fighter$)); warp "025-3.gat", 128, 37; message strcharinfo(0), "You took too much time to eliminate this source of energy... If you stay one more second in this cave you won't be able to breathe...."; callsub S_Cleaning; end; L_CleaningDead: - attachrid(getcharid(3,$@cave6fighter$)); warp "025-3.gat", 128, 37; message strcharinfo(0), "You were not strong enough to eliminate this power source."; callsub S_Cleaning; end; -L_CleaningNorid: +OnNoRid: callsub S_Cleaning; end; OnGetout: - attachrid(getcharid(3,$@cave6fighter$)); + if (attachrid(getcharid(3,$@cave6fighter$)) == 0) goto OnNoRid; warp "025-3.gat", 128, 37; callsub S_Cleaning; end; @@ -663,21 +741,29 @@ L_AlreadyClean: // ---------------------------- Warp to Cave 7 ------------------------------------------ -025-3.gat,70,57,0 script #WarpBattleCave7 45,1,1,{ - - if (Rossy_Quest >= 16 || FLAGS & FLAG_ROSSI_COMPLETED) goto L_AlreadyHelped; - if (getareausers("025-4.gat", 27, 185, 61, 219) >= 1 || $@battlecave7 > 0) goto L_SomeoneInside; - if (cavefights & BATTLE_CAVE7) goto L_AlreadyDone; - if (Rossy_Quest < 15) goto L_Block; +025-3.gat,70,57,0|script|#WarpBattleCave7|45,1,1,{ + if (Rossy_Quest >= 16 || FLAGS & FLAG_ROSSI_COMPLETED) + goto L_AlreadyHelped; + if (getareausers("025-4.gat", 27, 185, 61, 219) >= 1 || $@battlecave7 > 0) + goto L_SomeoneInside; + if (cavefights & BATTLE_CAVE7) + goto L_AlreadyDone; + if (Rossy_Quest < 15) + goto L_Block; L_StartFight: set $@battlecave7, 1; warp "025-4.gat", 42, 217; set $@cave7fighter$, strcharinfo(0); set $@cave7fighterdeaths, PC_DIE_COUNTER; - startnpctimer; set $@cave7start, gettimetick(2); message strcharinfo(0), "As you enter, you feel an evil force filling up the cave."; + // Cave 7 Configuration. + setarray $@cave7_monsters_IDS[1], 1087, 1088, 1083, 1084; + setarray $@cave7_monsters_QTY[1], 2, 2, 2, 2; + set $@cave7_waves, 3; + set $@cave7_time, 540; + startnpctimer; end; L_SomeoneInside: @@ -697,24 +783,31 @@ L_Block: end; OnTimer5000: - if ($@battlecave7 == 0) goto L_AlreadyClean; - if (isloggedin(getcharid(3,$@cave7fighter$))==0) goto L_CleaningNorid; - attachrid(getcharid(3,$@cave7fighter$)); - if (getareausers("025-4.gat", 27, 185, 61, 219) < 1) goto L_Ranaway; - if (PC_DIE_COUNTER > $@cave7fighterdeaths) goto L_CleaningDead; - if (cavefights & BATTLE_CAVE7) goto L_Win; - if (gettimetick(2) - $@cave7start >= $@CAVE7_TIME) goto L_Cleaning; + if ($@battlecave7 == 0) + goto L_AlreadyClean; + if (attachrid(getcharid(3,$@cave7fighter$))==0) + goto OnNoRid; + if (getareausers("025-4.gat", 27, 185, 61, 219) < 1) + goto OnNoRid; + if (PC_DIE_COUNTER > $@cave7fighterdeaths) + goto L_CleaningDead; + if (cavefights & BATTLE_CAVE7) + goto L_Win; + if (gettimetick(2) - $@cave7start >= $@cave7_time) + goto L_Cleaning; setnpctimer 0; end; L_Win: - attachrid(getcharid(3,$@cave7fighter$)); message strcharinfo(0), "It is getting harder to breathe inside this cave... You feel like you are almost passing out."; - if ((gettimetick(2) - $@cave7start) < 60) set $@cave7start, $@cave7start + 60; - if (Hp - (MaxHp*5)/100 <= 0) goto L_BadAir; + if ((gettimetick(2) - $@cave7start) < 60) + set $@cave7start, $@cave7start + 60; + if (Hp - (MaxHp*5)/100 <= 0) + goto L_BadAir; percentheal -5, 0; set $@cave7_timer, $@cave7_timer + 5; - if ($@cave7_timer >= 60) goto L_BadAir; + if ($@cave7_timer >= 60) + goto L_BadAir; setnpctimer 0; end; @@ -726,15 +819,15 @@ S_Cleaning: set $@cave7fighter$, ""; set $@cave7fighterdeaths$, 0; set $@battlecave7, 0; + cleararray $@cave7_monsters_IDS[0], 0, 4; + cleararray $@cave7_monsters_QTY[0], 0, 4; + set $@cave7_waves, 0; + set $@cave7_time, 0; killmonster "025-4.gat", "#StartCaveFight7::OnMonsterDeath"; stopnpctimer; setnpctimer 0; return; -L_Ranaway: - callsub S_Cleaning; - end; - L_BadAir: warp "025-3.gat", 70, 59; message strcharinfo(0), "You can't stand the foul air inside the cave and run away!"; @@ -742,25 +835,23 @@ L_BadAir: end; L_Cleaning: - attachrid(getcharid(3,$@cave7fighter$)); warp "025-3.gat", 70, 59; message strcharinfo(0), "You took too much time to eliminate this source of energy... If you stay one more second in this cave you won't be able to breathe...."; callsub S_Cleaning; end; L_CleaningDead: - attachrid(getcharid(3,$@cave7fighter$)); warp "025-3.gat", 70, 59; message strcharinfo(0), "You were not strong enough to eliminate this power source."; callsub S_Cleaning; end; -L_CleaningNorid: +OnNoRid: callsub S_Cleaning; end; OnGetout: - attachrid(getcharid(3,$@cave7fighter$)); + if (attachrid(getcharid(3,$@cave7fighter$)) == 0) goto OnNoRid; warp "025-3.gat", 70, 59; callsub S_Cleaning; end; @@ -773,21 +864,29 @@ L_AlreadyClean: // -----------------------------------------------Warp to Cave 8------------------------------------------------------------- -025-3.gat,138,92,0 script #WarpBattleCave8 45,1,1,{ - - if (Rossy_Quest >= 16 || FLAGS & FLAG_ROSSI_COMPLETED) goto L_AlreadyHelped; - if (getareausers("025-4.gat", 90, 193, 119, 216) >= 1 || $@battlecave8 > 0) goto L_SomeoneInside; - if (cavefights & BATTLE_CAVE8) goto L_AlreadyDone; - if (Rossy_Quest < 15) goto L_Block; +025-3.gat,138,92,0|script|#WarpBattleCave8|45,1,1,{ + if (Rossy_Quest >= 16 || FLAGS & FLAG_ROSSI_COMPLETED) + goto L_AlreadyHelped; + if (getareausers("025-4.gat", 90, 193, 119, 216) >= 1 || $@battlecave8 > 0) + goto L_SomeoneInside; + if (cavefights & BATTLE_CAVE8) + goto L_AlreadyDone; + if (Rossy_Quest < 15) + goto L_Block; L_StartFight: set $@battlecave8, 1; warp "025-4.gat", 105, 214; set $@cave8fighter$, strcharinfo(0); set $@cave8fighterdeaths, PC_DIE_COUNTER; - startnpctimer; set $@cave8start, gettimetick(2); message strcharinfo(0), "As you enter, you feel an evil force filling up the cave."; + // Cave 8 Configuration. + setarray $@cave8_monsters_IDS[1], 1087, 1088, 1083, 1084; + setarray $@cave8_monsters_QTY[1], 2, 2, 3, 3; + set $@cave8_waves, 3; + set $@cave8_time, 570; + startnpctimer; end; L_SomeoneInside: @@ -807,24 +906,31 @@ L_Block: end; OnTimer5000: - if ($@battlecave8 == 0) goto L_AlreadyClean; - if (isloggedin(getcharid(3,$@cave8fighter$))==0) goto L_CleaningNorid; - attachrid(getcharid(3,$@cave8fighter$)); - if (getareausers("025-4.gat", 90, 193, 119, 216) < 1) goto L_Ranaway; - if (PC_DIE_COUNTER > $@cave8fighterdeaths) goto L_CleaningDead; - if (cavefights & BATTLE_CAVE8) goto L_Win; - if (gettimetick(2) - $@cave8start >= $@CAVE8_TIME) goto L_Cleaning; + if ($@battlecave8 == 0) + goto L_AlreadyClean; + if (attachrid(getcharid(3,$@cave8fighter$))==0) + goto OnNoRid; + if (getareausers("025-4.gat", 90, 193, 119, 216) < 1) + goto OnNoRid; + if (PC_DIE_COUNTER > $@cave8fighterdeaths) + goto L_CleaningDead; + if (cavefights & BATTLE_CAVE8) + goto L_Win; + if (gettimetick(2) - $@cave8start >= $@cave8_time) + goto L_Cleaning; setnpctimer 0; end; L_Win: - attachrid(getcharid(3,$@cave8fighter$)); message strcharinfo(0), "It is getting harder to breathe inside this cave... You feel like you are almost passing out."; - if ((gettimetick(2) - $@cave8start) < 60) set $@cave8start, $@cave8start + 60; - if (Hp - (MaxHp*5)/100 <= 0) goto L_BadAir; + if ((gettimetick(2) - $@cave8start) < 60) + set $@cave8start, $@cave8start + 60; + if (Hp - (MaxHp*5)/100 <= 0) + goto L_BadAir; percentheal -5, 0; set $@cave8_timer, $@cave8_timer + 5; - if ($@cave8_timer >= 60) goto L_BadAir; + if ($@cave8_timer >= 60) + goto L_BadAir; setnpctimer 0; end; @@ -836,15 +942,15 @@ S_Cleaning: set $@cave8fighter$, ""; set $@cave8fighterdeaths$, 0; set $@battlecave8, 0; + cleararray $@cave8_monsters_IDS[0], 0, 4; + cleararray $@cave8_monsters_QTY[0], 0, 4; + set $@cave8_waves, 0; + set $@cave8_time, 0; killmonster "025-4.gat", "#StartCaveFight8::OnMonsterDeath"; stopnpctimer; setnpctimer 0; return; -L_Ranaway: - callsub S_Cleaning; - end; - L_BadAir: warp "025-3.gat", 138, 94; message strcharinfo(0), "You can't stand the foul air inside the cave and run away!"; @@ -852,25 +958,23 @@ L_BadAir: end; L_Cleaning: - attachrid(getcharid(3,$@cave8fighter$)); warp "025-3.gat", 138, 94; message strcharinfo(0), "You took too much time to eliminate this source of energy... If you stay one more second in this cave you won't be able to breathe...."; callsub S_Cleaning; end; L_CleaningDead: - attachrid(getcharid(3,$@cave8fighter$)); warp "025-3.gat", 138, 94; message strcharinfo(0), "You were not strong enough to eliminate this power source."; callsub S_Cleaning; end; -L_CleaningNorid: +OnNoRid: callsub S_Cleaning; end; OnGetout: - attachrid(getcharid(3,$@cave8fighter$)); + if (attachrid(getcharid(3,$@cave8fighter$)) == 0) goto OnNoRid; warp "025-3.gat", 138, 94; callsub S_Cleaning; end; @@ -883,21 +987,30 @@ L_AlreadyClean: // ------------------------------ Warp to Cave 9 ---------------------------------------- -025-3.gat,138,160,0 script #WarpBattleCave9 45,1,1,{ +025-3.gat,138,160,0|script|#WarpBattleCave9|45,1,1,{ - if (Rossy_Quest >= 16 || FLAGS & FLAG_ROSSI_COMPLETED) goto L_AlreadyHelped; - if (getareausers("025-4.gat", 144, 192, 173, 226) >= 1 || $@battlecave9 > 0) goto L_SomeoneInside; - if (cavefights & BATTLE_CAVE9) goto L_AlreadyDone; - if (Rossy_Quest < 15) goto L_Block; + if (Rossy_Quest >= 16 || FLAGS & FLAG_ROSSI_COMPLETED) + goto L_AlreadyHelped; + if (getareausers("025-4.gat", 144, 192, 173, 226) >= 1 || $@battlecave9 > 0) + goto L_SomeoneInside; + if (cavefights & BATTLE_CAVE9) + goto L_AlreadyDone; + if (Rossy_Quest < 15) + goto L_Block; L_StartFight: set $@battlecave9, 1; warp "025-4.gat", 157, 222; set $@cave9fighter$, strcharinfo(0); set $@cave9fighterdeaths, PC_DIE_COUNTER; - startnpctimer; set $@cave9start, gettimetick(2); message strcharinfo(0), "As you enter, you feel an evil force filling up the cave."; + // Cave 9 Configuration. + setarray $@cave9_monsters_IDS[1], 1087, 1088, 1083, 1084; + setarray $@cave9_monsters_QTY[1], 3, 3, 3, 3; + set $@cave9_waves, 3; + set $@cave9_time, 630; + startnpctimer; end; L_SomeoneInside: @@ -917,24 +1030,31 @@ L_Block: end; OnTimer5000: - if ($@battlecave9 == 0) goto L_AlreadyClean; - if (isloggedin(getcharid(3,$@cave9fighter$))==0) goto L_CleaningNorid; - attachrid(getcharid(3,$@cave9fighter$)); - if (getareausers("025-4.gat", 144, 192, 173, 226) < 1) goto L_Ranaway; - if (PC_DIE_COUNTER > $@cave9fighterdeaths) goto L_CleaningDead; - if (cavefights & BATTLE_CAVE9) goto L_Win; - if (gettimetick(2) - $@cave9start >= $@CAVE9_TIME) goto L_Cleaning; + if ($@battlecave9 == 0) + goto L_AlreadyClean; + if (attachrid(getcharid(3,$@cave9fighter$))==0) + goto OnNoRid; + if (getareausers("025-4.gat", 144, 192, 173, 226) < 1) + goto OnNoRid; + if (PC_DIE_COUNTER > $@cave9fighterdeaths) + goto L_CleaningDead; + if (cavefights & BATTLE_CAVE9) + goto L_Win; + if (gettimetick(2) - $@cave9start >= $@cave9_time) + goto L_Cleaning; setnpctimer 0; end; L_Win: - attachrid(getcharid(3,$@cave9fighter$)); message strcharinfo(0), "It is getting harder to breathe inside this cave... You feel like you are almost passing out."; - if ((gettimetick(2) - $@cave9start) < 60) set $@cave9start, $@cave9start + 60; - if (Hp - (MaxHp*5)/100 <= 0) goto L_BadAir; + if ((gettimetick(2) - $@cave9start) < 60) + set $@cave9start, $@cave9start + 60; + if (Hp - (MaxHp*5)/100 <= 0) + goto L_BadAir; percentheal -5, 0; set $@cave9_timer, $@cave9_timer + 5; - if ($@cave9_timer >= 60) goto L_BadAir; + if ($@cave9_timer >= 60) + goto L_BadAir; setnpctimer 0; end; @@ -946,15 +1066,15 @@ S_Cleaning: set $@cave9fighter$, ""; set $@cave9fighterdeaths$, 0; set $@battlecave9, 0; + cleararray $@cave9_monsters_IDS[0], 0, 4; + cleararray $@cave9_monsters_QTY[0], 0, 4; + set $@cave9_waves, 0; + set $@cave9_time, 0; killmonster "025-4.gat", "#StartCaveFight9::OnMonsterDeath"; stopnpctimer; setnpctimer 0; return; -L_Ranaway: - callsub S_Cleaning; - end; - L_BadAir: warp "025-3.gat", 138, 158; message strcharinfo(0), "You can't stand the foul air inside the cave and run away!"; @@ -962,25 +1082,23 @@ L_BadAir: end; L_Cleaning: - attachrid(getcharid(3,$@cave9fighter$)); warp "025-3.gat", 138, 158; message strcharinfo(0), "You took too much time to eliminate this source of energy... If you stay one more second in this cave you won't be able to breathe...."; callsub S_Cleaning; end; L_CleaningDead: - attachrid(getcharid(3,$@cave9fighter$)); warp "025-3.gat", 138, 158; message strcharinfo(0), "You were not strong enough to eliminate this power source."; callsub S_Cleaning; end; -L_CleaningNorid: +OnNoRid: callsub S_Cleaning; end; OnGetout: - attachrid(getcharid(3,$@cave9fighter$)); + if (attachrid(getcharid(3,$@cave9fighter$)) == 0) goto OnNoRid; warp "025-3.gat", 138, 158; callsub S_Cleaning; end; @@ -993,22 +1111,36 @@ L_AlreadyClean: // ----------------------------- Warp to Boss Cave ------------------------------- -025-3.gat,77,170,0 script #WarpBossCave 45,1,1,{ - if (Rossy_Quest > 16 || FLAGS & FLAG_ROSSI_COMPLETED) end; - if (Rossy_Quest == 16) goto L_AlreadyHelped; +025-3.gat,77,170,0|script|#WarpBossCave|45,1,1,{ + if (Rossy_Quest > 16 || FLAGS & FLAG_ROSSI_COMPLETED) + end; + if (Rossy_Quest == 16) + goto L_AlreadyHelped; set @barrier_force, -9; - if (cavefights & BATTLE_CAVE1) set @barrier_force, @barrier_force + 1; - if (cavefights & BATTLE_CAVE2) set @barrier_force, @barrier_force + 1; - if (cavefights & BATTLE_CAVE3) set @barrier_force, @barrier_force + 1; - if (cavefights & BATTLE_CAVE4) set @barrier_force, @barrier_force + 1; - if (cavefights & BATTLE_CAVE5) set @barrier_force, @barrier_force + 1; - if (cavefights & BATTLE_CAVE6) set @barrier_force, @barrier_force + 1; - if (cavefights & BATTLE_CAVE7) set @barrier_force, @barrier_force + 1; - if (cavefights & BATTLE_CAVE8) set @barrier_force, @barrier_force + 1; - if (cavefights & BATTLE_CAVE9) set @barrier_force, @barrier_force + 1; - if (@barrier_force != 0) goto L_Hurt; - if (getareausers("025-4.gat", 142, 24, 172, 48) >= 1 || $@battlecave10 > 0) goto L_SomeoneInside; - if (@barrier_force == 0) goto L_StartFight; + if (cavefights & BATTLE_CAVE1) + set @barrier_force, @barrier_force + 1; + if (cavefights & BATTLE_CAVE2) + set @barrier_force, @barrier_force + 1; + if (cavefights & BATTLE_CAVE3) + set @barrier_force, @barrier_force + 1; + if (cavefights & BATTLE_CAVE4) + set @barrier_force, @barrier_force + 1; + if (cavefights & BATTLE_CAVE5) + set @barrier_force, @barrier_force + 1; + if (cavefights & BATTLE_CAVE6) + set @barrier_force, @barrier_force + 1; + if (cavefights & BATTLE_CAVE7) + set @barrier_force, @barrier_force + 1; + if (cavefights & BATTLE_CAVE8) + set @barrier_force, @barrier_force + 1; + if (cavefights & BATTLE_CAVE9) + set @barrier_force, @barrier_force + 1; + if (@barrier_force != 0) + goto L_Hurt; + if (getareausers("025-4.gat", 142, 24, 172, 48) >= 1 || $@battlecave10 > 0) + goto L_SomeoneInside; + if (@barrier_force == 0) + goto L_StartFight; end; L_Hurt: @@ -1023,8 +1155,14 @@ L_StartFight: warp "025-4.gat", 157, 44; set $@cave10fighter$, strcharinfo(0); set $@cave10fighterdeaths, PC_DIE_COUNTER; - startnpctimer; set $@cave10start, gettimetick(2); + // Cave 10 Configuration. + setarray $@cave10_monsters_IDS[1], 1087, 1088, 1083, 1084; + setarray $@cave10_monsters_QTY[1], 3, 3, 3, 3; + set $@cave10_boss_ID, 1086; + set $@cave10_waves, 4; + set $@cave10_time, 1080; + startnpctimer; end; L_SomeoneInside: @@ -1037,24 +1175,31 @@ L_AlreadyHelped: end; OnTimer5000: - if ($@battlecave10 == 0) goto L_AlreadyClean; - if (isloggedin(getcharid(3,$@cave10fighter$))==0) goto L_CleaningNorid; - attachrid(getcharid(3,$@cave10fighter$)); - if (getareausers("025-4.gat", 142, 24, 172, 48) < 1) goto L_Ranaway; - if (PC_DIE_COUNTER > $@cave10fighterdeaths) goto L_CleaningDead; - if (Rossy_Quest == 16) goto L_Win; - if (gettimetick(2) - $@cave10start >= $@CAVE10_TIME) goto L_Cleaning; + if ($@battlecave10 == 0) + goto L_AlreadyClean; + if (attachrid(getcharid(3,$@cave10fighter$))==0) + goto OnNoRid; + if (getareausers("025-4.gat", 142, 24, 172, 48) < 1) + goto OnNoRid; + if (PC_DIE_COUNTER > $@cave10fighterdeaths) + goto L_CleaningDead; + if (Rossy_Quest == 16) + goto L_Win; + if (gettimetick(2) - $@cave10start >= $@cave10_time) + goto L_Cleaning; setnpctimer 0; end; L_Win: - attachrid(getcharid(3,$@cave10fighter$)); message strcharinfo(0), "It is getting harder to breathe inside this cave... You feel like you are almost passing out."; - if ((gettimetick(2) - $@cave10start) < 60) set $@cave10start, $@cave10start + 60; - if (Hp - (MaxHp*5)/100 <= 0) goto L_BadAir; + if ((gettimetick(2) - $@cave10start) < 60) + set $@cave10start, $@cave10start + 60; + if (Hp - (MaxHp*5)/100 <= 0) + goto L_BadAir; percentheal -5, 0; set $@cave10_timer, $@cave10_timer + 5; - if ($@cave10_timer >= 60) goto L_BadAir; + if ($@cave10_timer >= 60) + goto L_BadAir; setnpctimer 0; end; @@ -1066,16 +1211,17 @@ S_Cleaning: set $@cave10fighter$, ""; set $@cave10fighterdeaths$, 0; set $@battlecave10, 0; + cleararray $@cave10_monsters_IDS[0], 0, 4; + cleararray $@cave10_monsters_QTY[0], 0, 4; + set $@cave10_boss_ID, 0; + set $@cave10_waves, 0; + set $@cave10_time, 0; killmonster "025-4.gat", "#StartBossCaveFight::OnMonsterDeath"; killmonster "025-4.gat", "#StartBossCaveFight::OnBossDeath"; stopnpctimer; setnpctimer 0; return; -L_Ranaway: - callsub S_Cleaning; - end; - L_BadAir: warp "025-4.gat", 93, 33; message strcharinfo(0), "You can't stand the foul air inside the cave and run as fast as you can to save Julia!"; @@ -1083,32 +1229,32 @@ L_BadAir: end; L_Cleaning: - attachrid(getcharid(3,$@cave10fighter$)); warp "025-3.gat", 77, 168; message strcharinfo(0), "You took too much time to eliminate this source of energy... If you stay one more second in this cave you won't be able to breathe...."; callsub S_Cleaning; end; L_CleaningDead: - attachrid(getcharid(3,$@cave10fighter$)); warp "025-3.gat", 77, 168; - if ($@wave_cave10 < 5) message strcharinfo(0), "You were not strong enough to eliminate this power source."; - if ($@wave_cave10 == 5) message strcharinfo(0), "This horrible monster is probably too powerful for you right now."; + if ($@wave_cave10 < 5) + message strcharinfo(0), "You were not strong enough to eliminate this power source."; + if ($@wave_cave10 == 5) + message strcharinfo(0), "This horrible monster is probably too powerful for you right now."; callsub S_Cleaning; end; -L_CleaningNorid: +OnNoRid: callsub S_Cleaning; end; OnGetout: - attachrid(getcharid(3,$@cave10fighter$)); + if (attachrid(getcharid(3,$@cave10fighter$)) == 0) goto OnNoRid; warp "025-3.gat", 77, 168; callsub S_Cleaning; end; OnWin: - attachrid(getcharid(3,$@cave10fighter$)); + if (attachrid(getcharid(3,$@cave10fighter$)) == 0) goto OnNoRid; warp "025-4.gat", 93, 33; callsub S_Cleaning; end; diff --git a/world/map/npc/025-4/battlecaves.txt b/world/map/npc/025-4/battlecaves.txt index 411e2026..86924518 100644 --- a/world/map/npc/025-4/battlecaves.txt +++ b/world/map/npc/025-4/battlecaves.txt @@ -2,11 +2,15 @@ // --------------------------------- Cave 1 ----------------------------------- -025-4.gat,41,85,0 script #StartCaveFight1 324,{ - if ($@battlecave1 == 2 && $@cave1fighter$ == strcharinfo(0)) end; - if ($@battlecave1 == 2 && $@cave1fighter$ != strcharinfo(0)) goto L_Cheat; - if (Rossy_Quest < 15) goto L_Cheat; - if ($@battlecave1 == 1) goto L_Start; +025-4.gat,41,85,0|script|#StartCaveFight1|324,{ + if ($@battlecave1 == 2 && $@cave1fighter$ == strcharinfo(0)) + end; + if ($@battlecave1 == 2 && $@cave1fighter$ != strcharinfo(0)) + goto L_Cheat; + if (Rossy_Quest < 15) + goto L_Cheat; + if ($@battlecave1 == 1) + goto L_Start; L_Cheat: message strcharinfo(0), "You shouldn't be here, you cheater."; @@ -17,7 +21,8 @@ L_Start: menu "Place a root at the center of the energy source.", -, "I am not prepared yet!", L_Close; - if ((countitem("Root")<1)) goto L_no_root; + if ((countitem("Root")<1)) + goto L_no_root; close2; delitem "Root", 1; message strcharinfo(0), "As you place the root on the energy source, earth monsters seem to emerge from the ground."; @@ -25,27 +30,35 @@ L_Start: L_Summon: set $@cave1_loop, $@cave1_loop + 1; - areamonster "025-4.gat",26,63,60,97,"",$@CAVE1_MONSTERS_IDS[$@cave1_loop],$@CAVE1_MONSTERS_QTY[$@cave1_loop],"#StartCaveFight1::OnMonsterDeath"; - if ($@cave1_loop <= getarraysize($@CAVE1_MONSTERS_IDS)) goto L_Summon; + areamonster "025-4.gat",26,63,60,97,"",$@cave1_monsters_IDS[$@cave1_loop],$@cave1_monsters_QTY[$@cave1_loop],"#StartCaveFight1::OnMonsterDeath"; + if ($@cave1_loop <= getarraysize($@cave1_monsters_IDS)) + goto L_Summon; set $@cave1_loop, 0; end; +L_Abort: + donpcevent "#WarpBattleCave1::OnNoRid"; + end; + L_Done: set $@wave_cave1, $@wave_cave1 + 1; set $@cave1_kills, 0; - attachrid(getcharid(3,$@cave1fighter$)); + if (attachrid(getcharid(3,$@cave1fighter$)) == 0) goto L_Abort; // Here you can define the messages to be shown for the players on the beginning of each wave. // Remember to adjust the number of conditionals according to the number of waves. - if ($@wave_cave1 == 1) message strcharinfo(0), "As soon as you kill the last monster, your vision blacks out and you feel a strange sensation... Maybe it is not healthy to stay in this cave."; + if ($@wave_cave1 == 1) + message strcharinfo(0), "As soon as you kill the last monster, your vision blacks out and you feel a strange sensation... Maybe it is not healthy to stay in this cave."; - if ($@wave_cave1 < $@CAVE1_WAVES) goto L_Summon; + if ($@wave_cave1 < $@cave1_waves) + goto L_Summon; set cavefights, (cavefights | BATTLE_CAVE1); end; OnMonsterDeath: set $@cave1_kills, $@cave1_kills + 1; - if ($@cave1_kills >= $@CAVE1_MONSTERS_QTY[1] + $@CAVE1_MONSTERS_QTY[2] + $@CAVE1_MONSTERS_QTY[3] + $@CAVE1_MONSTERS_QTY[4]) goto L_Done; + if ($@cave1_kills >= $@cave1_monsters_QTY[1] + $@cave1_monsters_QTY[2] + $@cave1_monsters_QTY[3] + $@cave1_monsters_QTY[4]) + goto L_Done; end; L_Close: @@ -55,84 +68,13 @@ L_no_root: mes "I don't have any roots in my inventory!"; close; -onInit: -// Cave 1 Configuration. - - setarray $@CAVE1_MONSTERS_IDS[1], 1087, 1084; - setarray $@CAVE1_MONSTERS_QTY[1], 3, 3; - set $@CAVE1_WAVES, 1; - set $@CAVE1_TIME, 180; - -// Cave 2 Configuration. - - setarray $@CAVE2_MONSTERS_IDS[1], 1083, 1084; - setarray $@CAVE2_MONSTERS_QTY[1], 3, 4; - set $@CAVE2_WAVES, 1; - set $@CAVE2_TIME, 210; - -// Cave 3 Configuration. - - setarray $@CAVE3_MONSTERS_IDS[1], 1088, 1083; - setarray $@CAVE3_MONSTERS_QTY[1], 4, 4; - set $@CAVE3_WAVES, 1; - set $@CAVE3_TIME, 240; - -// Cave 4 Configuration. - - setarray $@CAVE4_MONSTERS_IDS[1], 1087, 1083, 1084; - setarray $@CAVE4_MONSTERS_QTY[1], 2, 2, 4; - set $@CAVE4_WAVES, 2; - set $@CAVE4_TIME, 360; - -// Cave 5 Configuration. - - setarray $@CAVE5_MONSTERS_IDS[1], 1088, 1083, 1084; - setarray $@CAVE5_MONSTERS_QTY[1], 3, 3, 3; - set $@CAVE5_WAVES, 2; - set $@CAVE5_TIME, 390; - -// Cave 6 Configuration. - - setarray $@CAVE6_MONSTERS_IDS[1], 1087, 1088, 1083; - setarray $@CAVE6_MONSTERS_QTY[1], 3, 4, 4; - set $@CAVE6_WAVES, 2; - set $@CAVE6_TIME, 450; - -// Cave 7 Configuration. - - setarray $@CAVE7_MONSTERS_IDS[1], 1087, 1088, 1083, 1084; - setarray $@CAVE7_MONSTERS_QTY[1], 2, 2, 2, 2; - set $@CAVE7_WAVES, 3; - set $@CAVE7_TIME, 540; - -// Cave 8 Configuration. - - setarray $@CAVE8_MONSTERS_IDS[1], 1087, 1088, 1083, 1084; - setarray $@CAVE8_MONSTERS_QTY[1], 2, 2, 3, 3; - set $@CAVE8_WAVES, 3; - set $@CAVE8_TIME, 570; - -// Cave 9 Configuration. - - setarray $@CAVE9_MONSTERS_IDS[1], 1087, 1088, 1083, 1084; - setarray $@CAVE9_MONSTERS_QTY[1], 3, 3, 3, 3; - set $@CAVE9_WAVES, 3; - set $@CAVE9_TIME, 630; - -// Cave 10 Configuration. - - setarray $@CAVE10_MONSTERS_IDS[1], 1087, 1088, 1083, 1084; - setarray $@CAVE10_MONSTERS_QTY[1], 3, 3, 3, 3; - set $@BOSS, 1086; - set $@CAVE10_WAVES, 4; - set $@CAVE10_TIME, 1080; - } // --------------------- Cave 1 Checker ---------------------------- -025-4.gat,41,97,0 script #CheckCaveFight1 45,1,1,{ - if (cavefights & BATTLE_CAVE1 || $@battlecave1 == 1) goto L_Done; +025-4.gat,41,97,0|script|#CheckCaveFight1|45,1,1,{ + if (cavefights & BATTLE_CAVE1 || $@battlecave1 == 1) + goto L_Done; message strcharinfo(0), "You can't get out! Seems like a barrier was created when the energy transmuted itself into monsters."; end; @@ -144,11 +86,15 @@ L_Done: // --------------------------------- Cave 2 --------------------------------------- -025-4.gat,115,77,0 script #StartCaveFight2 324,{ - if ($@battlecave2 == 2 && $@cave2fighter$ == strcharinfo(0)) end; - if ($@battlecave2 == 2 && $@cave2fighter$ != strcharinfo(0)) goto L_Cheat; - if (Rossy_Quest < 15) goto L_Cheat; - if ($@battlecave2 == 1) goto L_Start; +025-4.gat,115,77,0|script|#StartCaveFight2|324,{ + if ($@battlecave2 == 2 && $@cave2fighter$ == strcharinfo(0)) + end; + if ($@battlecave2 == 2 && $@cave2fighter$ != strcharinfo(0)) + goto L_Cheat; + if (Rossy_Quest < 15) + goto L_Cheat; + if ($@battlecave2 == 1) + goto L_Start; L_Cheat: message strcharinfo(0), "You shouldn't be here, you cheater."; @@ -159,7 +105,8 @@ L_Start: menu "Place a root at the center of the energy source.", -, "I am not prepared yet!", L_Close; - if ((countitem("Root")<1)) goto L_no_root; + if ((countitem("Root")<1)) + goto L_no_root; close2; delitem "Root", 1; message strcharinfo(0), "As you place the root on the energy source, earth monsters seem to emerge from the ground."; @@ -167,28 +114,36 @@ L_Start: L_Summon: set $@cave2_loop, $@cave2_loop + 1; - areamonster "025-4.gat",97, 62, 126, 96,"",$@CAVE2_MONSTERS_IDS[$@cave2_loop],$@CAVE2_MONSTERS_QTY[$@cave2_loop],"#StartCaveFight2::OnMonsterDeath"; - if ($@cave2_loop <= getarraysize($@CAVE2_MONSTERS_IDS)) goto L_Summon; + areamonster "025-4.gat",97, 62, 126, 96,"",$@cave2_monsters_IDS[$@cave2_loop],$@cave2_monsters_QTY[$@cave2_loop],"#StartCaveFight2::OnMonsterDeath"; + if ($@cave2_loop <= getarraysize($@cave2_monsters_IDS)) + goto L_Summon; set $@cave2_loop, 0; end; +L_Abort: + donpcevent "#WarpBattleCave2::OnNoRid"; + end; + L_Done: set $@wave_cave2, $@wave_cave2 + 1; set $@cave2_kills, 0; - attachrid(getcharid(3,$@cave2fighter$)); + if (attachrid(getcharid(3,$@cave2fighter$)) == 0) goto L_Abort; // Here you can define the messages to be shown for the players on the beginning of each wave. // Remember to adjust the number of conditionals according to the number of waves. - if ($@wave_cave2 == 1) message strcharinfo(0), "As soon as you kill the last monster, your vision blacks out and you feel a strange sensation... Maybe it is not healthy to stay in this cave."; + if ($@wave_cave2 == 1) + message strcharinfo(0), "As soon as you kill the last monster, your vision blacks out and you feel a strange sensation... Maybe it is not healthy to stay in this cave."; - if ($@wave_cave2 < $@CAVE2_WAVES) goto L_Summon; + if ($@wave_cave2 < $@cave2_waves) + goto L_Summon; set cavefights, (cavefights | BATTLE_CAVE2); end; OnMonsterDeath: set $@cave2_kills, $@cave2_kills + 1; - if ($@cave2_kills >= $@CAVE2_MONSTERS_QTY[1] + $@CAVE2_MONSTERS_QTY[2] + $@CAVE2_MONSTERS_QTY[3] + $@CAVE2_MONSTERS_QTY[4]) goto L_Done; + if ($@cave2_kills >= $@cave2_monsters_QTY[1] + $@cave2_monsters_QTY[2] + $@cave2_monsters_QTY[3] + $@cave2_monsters_QTY[4]) + goto L_Done; end; L_Close: @@ -201,8 +156,9 @@ L_no_root: // --------------------- Cave 2 Checker ---------------------------- -025-4.gat,110,96,0 script #CheckCaveFight2 45,1,1,{ - if (cavefights & BATTLE_CAVE2 || $@battlecave2 == 1) goto L_Done; +025-4.gat,110,96,0|script|#CheckCaveFight2|45,1,1,{ + if (cavefights & BATTLE_CAVE2 || $@battlecave2 == 1) + goto L_Done; message strcharinfo(0), "You can't get out! Seems like a barrier was created when the energy transmuted itself into monsters."; end; @@ -212,11 +168,15 @@ L_Done: } // ------------------------------------ Cave 3 -------------------------------------- -025-4.gat,164,103,0 script #StartCaveFight3 324,{ - if ($@battlecave3 == 2 && $@cave3fighter$ == strcharinfo(0)) end; - if ($@battlecave3 == 2 && $@cave3fighter$ != strcharinfo(0)) goto L_Cheat; - if (Rossy_Quest < 15) goto L_Cheat; - if ($@battlecave3 == 1) goto L_Start; +025-4.gat,164,103,0|script|#StartCaveFight3|324,{ + if ($@battlecave3 == 2 && $@cave3fighter$ == strcharinfo(0)) + end; + if ($@battlecave3 == 2 && $@cave3fighter$ != strcharinfo(0)) + goto L_Cheat; + if (Rossy_Quest < 15) + goto L_Cheat; + if ($@battlecave3 == 1) + goto L_Start; L_Cheat: message strcharinfo(0), "You shouldn't be here, you cheater."; @@ -227,7 +187,8 @@ L_Start: menu "Place a root at the center of the energy source.", -, "I am not prepared yet!", L_Close; - if ((countitem("Root")<1)) goto L_no_root; + if ((countitem("Root")<1)) + goto L_no_root; close2; delitem "Root", 1; message strcharinfo(0), "As you place the root on the energy source, earth monsters seem to emerge from the ground."; @@ -235,28 +196,36 @@ L_Start: L_Summon: set $@cave3_loop, $@cave3_loop + 1; - areamonster "025-4.gat",150, 84, 177, 117,"",$@CAVE3_MONSTERS_IDS[$@cave3_loop],$@CAVE3_MONSTERS_QTY[$@cave3_loop],"#StartCaveFight3::OnMonsterDeath"; - if ($@cave3_loop <= getarraysize($@CAVE3_MONSTERS_IDS)) goto L_Summon; + areamonster "025-4.gat",150, 84, 177, 117,"",$@cave3_monsters_IDS[$@cave3_loop],$@cave3_monsters_QTY[$@cave3_loop],"#StartCaveFight3::OnMonsterDeath"; + if ($@cave3_loop <= getarraysize($@cave3_monsters_IDS)) + goto L_Summon; set $@cave3_loop, 0; end; +L_Abort: + donpcevent "#WarpBattleCave3::OnNoRid"; + end; + L_Done: set $@wave_cave3, $@wave_cave3 + 1; set $@cave3_kills, 0; - attachrid(getcharid(3,$@cave3fighter$)); + if (attachrid(getcharid(3,$@cave3fighter$)) == 0) goto L_Abort; // Here you can define the messages to be shown for the players on the beginning of each wave. // Remember to adjust the number of conditionals according to the number of waves. - if ($@wave_cave3 == 1) message strcharinfo(0), "As soon as you kill the last monster, your vision blacks out and you feel a strange sensation... Maybe it is not healthy to stay in this cave."; + if ($@wave_cave3 == 1) + message strcharinfo(0), "As soon as you kill the last monster, your vision blacks out and you feel a strange sensation... Maybe it is not healthy to stay in this cave."; - if ($@wave_cave3 < $@CAVE3_WAVES) goto L_Summon; + if ($@wave_cave3 < $@cave3_waves) + goto L_Summon; set cavefights, (cavefights | BATTLE_CAVE3); end; OnMonsterDeath: set $@cave3_kills, $@cave3_kills + 1; - if ($@cave3_kills >= $@CAVE3_MONSTERS_QTY[1] + $@CAVE3_MONSTERS_QTY[2] + $@CAVE3_MONSTERS_QTY[3] + $@CAVE3_MONSTERS_QTY[4]) goto L_Done; + if ($@cave3_kills >= $@cave3_monsters_QTY[1] + $@cave3_monsters_QTY[2] + $@cave3_monsters_QTY[3] + $@cave3_monsters_QTY[4]) + goto L_Done; end; L_Close: @@ -270,8 +239,9 @@ L_no_root: // --------------------- Cave 3 Checker ---------------------------- -025-4.gat,168,117,0 script #CheckCaveFight3 45,1,1,{ - if (cavefights & BATTLE_CAVE3 || $@battlecave3 == 1) goto L_Done; +025-4.gat,168,117,0|script|#CheckCaveFight3|45,1,1,{ + if (cavefights & BATTLE_CAVE3 || $@battlecave3 == 1) + goto L_Done; message strcharinfo(0), "You can't get out! Seems like a barrier was created when the energy transmuted itself into monsters."; end; @@ -281,11 +251,15 @@ L_Done: } // --------------------------- Cave 4 -------------------------------- -025-4.gat,39,143,0 script #StartCaveFight4 324,{ - if ($@battlecave4 == 2 && $@cave4fighter$ == strcharinfo(0)) end; - if ($@battlecave4 == 2 && $@cave4fighter$ != strcharinfo(0)) goto L_Cheat; - if (Rossy_Quest < 15) goto L_Cheat; - if ($@battlecave4 == 1) goto L_Start; +025-4.gat,39,143,0|script|#StartCaveFight4|324,{ + if ($@battlecave4 == 2 && $@cave4fighter$ == strcharinfo(0)) + end; + if ($@battlecave4 == 2 && $@cave4fighter$ != strcharinfo(0)) + goto L_Cheat; + if (Rossy_Quest < 15) + goto L_Cheat; + if ($@battlecave4 == 1) + goto L_Start; L_Cheat: message strcharinfo(0), "You shouldn't be here, you cheater."; @@ -296,7 +270,8 @@ L_Start: menu "Place a root at the center of the energy source.", -, "I am not prepared yet!", L_Close; - if ((countitem("Root")<1)) goto L_no_root; + if ((countitem("Root")<1)) + goto L_no_root; close2; delitem "Root", 1; message strcharinfo(0), "As you place the root on the energy source, earth monsters seem to emerge from the ground."; @@ -304,29 +279,38 @@ L_Start: L_Summon: set $@cave4_loop, $@cave4_loop + 1; - areamonster "025-4.gat",28, 124, 57, 156,"",$@CAVE4_MONSTERS_IDS[$@cave4_loop],$@CAVE4_MONSTERS_QTY[$@cave4_loop],"#StartCaveFight4::OnMonsterDeath"; - if ($@cave4_loop <= getarraysize($@CAVE4_MONSTERS_IDS)) goto L_Summon; + areamonster "025-4.gat",28, 124, 57, 156,"",$@cave4_monsters_IDS[$@cave4_loop],$@cave4_monsters_QTY[$@cave4_loop],"#StartCaveFight4::OnMonsterDeath"; + if ($@cave4_loop <= getarraysize($@cave4_monsters_IDS)) + goto L_Summon; set $@cave4_loop, 0; end; +L_Abort: + donpcevent "#WarpBattleCave4::OnNoRid"; + end; + L_Done: set $@wave_cave4, $@wave_cave4 + 1; set $@cave4_kills, 0; - attachrid(getcharid(3,$@cave4fighter$)); + if (attachrid(getcharid(3,$@cave4fighter$)) == 0) goto L_Abort; // Here you can define the messages to be shown for the players on the beginning of each wave. // Remember to adjust the number of conditionals according to the number of waves. - if ($@wave_cave4 == 1) message strcharinfo(0), "Oh no, more monsters?!"; - if ($@wave_cave4 == 2) message strcharinfo(0), "As soon as you kill the last monster, your vision blacks out and you feel a strange sensation... Maybe it is not healthy to stay in this cave."; + if ($@wave_cave4 == 1) + message strcharinfo(0), "Oh no, more monsters?!"; + if ($@wave_cave4 == 2) + message strcharinfo(0), "As soon as you kill the last monster, your vision blacks out and you feel a strange sensation... Maybe it is not healthy to stay in this cave."; - if ($@wave_cave4 < $@CAVE4_WAVES) goto L_Summon; + if ($@wave_cave4 < $@cave4_waves) + goto L_Summon; set cavefights, (cavefights | BATTLE_CAVE4); end; OnMonsterDeath: set $@cave4_kills, $@cave4_kills + 1; - if ($@cave4_kills >= $@CAVE4_MONSTERS_QTY[1] + $@CAVE4_MONSTERS_QTY[2] + $@CAVE4_MONSTERS_QTY[3] + $@CAVE4_MONSTERS_QTY[4]) goto L_Done; + if ($@cave4_kills >= $@cave4_monsters_QTY[1] + $@cave4_monsters_QTY[2] + $@cave4_monsters_QTY[3] + $@cave4_monsters_QTY[4]) + goto L_Done; end; L_Close: @@ -340,8 +324,9 @@ L_no_root: // --------------------- Cave 4 Checker ---------------------------- -025-4.gat,32,156,0 script #CheckCaveFight4 45,1,1,{ - if (cavefights & BATTLE_CAVE4 || $@battlecave4 == 1) goto L_Done; +025-4.gat,32,156,0|script|#CheckCaveFight4|45,1,1,{ + if (cavefights & BATTLE_CAVE4 || $@battlecave4 == 1) + goto L_Done; message strcharinfo(0), "You can't get out! Seems like a barrier was created when the energy transmuted itself into monsters."; end; @@ -352,11 +337,15 @@ L_Done: // ---------------------------- Cave 5 ------------------------------ -025-4.gat,109,143,0 script #StartCaveFight5 324,{ - if ($@battlecave5 == 2 && $@cave5fighter$ == strcharinfo(0)) end; - if ($@battlecave5 == 2 && $@cave5fighter$ != strcharinfo(0)) goto L_Cheat; - if (Rossy_Quest < 15) goto L_Cheat; - if ($@battlecave5 == 1) goto L_Start; +025-4.gat,109,143,0|script|#StartCaveFight5|324,{ + if ($@battlecave5 == 2 && $@cave5fighter$ == strcharinfo(0)) + end; + if ($@battlecave5 == 2 && $@cave5fighter$ != strcharinfo(0)) + goto L_Cheat; + if (Rossy_Quest < 15) + goto L_Cheat; + if ($@battlecave5 == 1) + goto L_Start; L_Cheat: message strcharinfo(0), "You shouldn't be here, you cheater."; @@ -367,7 +356,8 @@ L_Start: menu "Place a root at the center of the energy source.", -, "I am not prepared yet!", L_Close; - if ((countitem("Root")<1)) goto L_no_root; + if ((countitem("Root")<1)) + goto L_no_root; close2; delitem "Root", 1; message strcharinfo(0), "As you place the root on the energy source, earth monsters seem to emerge from the ground."; @@ -375,29 +365,38 @@ L_Start: L_Summon: set $@cave5_loop, $@cave5_loop + 1; - areamonster "025-4.gat",91, 131, 124, 160,"",$@CAVE5_MONSTERS_IDS[$@cave5_loop],$@CAVE5_MONSTERS_QTY[$@cave5_loop],"#StartCaveFight5::OnMonsterDeath"; - if ($@cave5_loop <= getarraysize($@CAVE5_MONSTERS_IDS)) goto L_Summon; + areamonster "025-4.gat",91, 131, 124, 160,"",$@cave5_monsters_IDS[$@cave5_loop],$@cave5_monsters_QTY[$@cave5_loop],"#StartCaveFight5::OnMonsterDeath"; + if ($@cave5_loop <= getarraysize($@cave5_monsters_IDS)) + goto L_Summon; set $@cave5_loop, 0; end; +L_Abort: + donpcevent "#WarpBattleCave5::OnNoRid"; + end; + L_Done: set $@wave_cave5, $@wave_cave5 + 1; set $@cave5_kills, 0; - attachrid(getcharid(3,$@cave5fighter$)); + if (attachrid(getcharid(3,$@cave5fighter$)) == 0) goto L_Abort; // Here you can define the messages to be shown for the players on the beginning of each wave. // Remember to adjust the number of conditionals according to the number of waves. - if ($@wave_cave5 == 1) message strcharinfo(0), "Oh no, more monsters?!"; - if ($@wave_cave5 == 2) message strcharinfo(0), "As soon as you kill the last monster, your vision blacks out and you feel a strange sensation... Maybe it is not healthy to stay in this cave."; + if ($@wave_cave5 == 1) + message strcharinfo(0), "Oh no, more monsters?!"; + if ($@wave_cave5 == 2) + message strcharinfo(0), "As soon as you kill the last monster, your vision blacks out and you feel a strange sensation... Maybe it is not healthy to stay in this cave."; - if ($@wave_cave5 < $@CAVE5_WAVES) goto L_Summon; + if ($@wave_cave5 < $@cave5_waves) + goto L_Summon; set cavefights, (cavefights | BATTLE_CAVE5); end; OnMonsterDeath: set $@cave5_kills, $@cave5_kills + 1; - if ($@cave5_kills >= $@CAVE5_MONSTERS_QTY[1] + $@CAVE5_MONSTERS_QTY[2] + $@CAVE5_MONSTERS_QTY[3] + $@CAVE5_MONSTERS_QTY[4]) goto L_Done; + if ($@cave5_kills >= $@cave5_monsters_QTY[1] + $@cave5_monsters_QTY[2] + $@cave5_monsters_QTY[3] + $@cave5_monsters_QTY[4]) + goto L_Done; end; L_Close: @@ -411,8 +410,9 @@ L_no_root: // --------------------- Cave 5 Checker ---------------------------- -025-4.gat,100,160,0 script #CheckCaveFight5 45,1,1,{ - if (cavefights & BATTLE_CAVE5 || $@battlecave5 == 1) goto L_Done; +025-4.gat,100,160,0|script|#CheckCaveFight5|45,1,1,{ + if (cavefights & BATTLE_CAVE5 || $@battlecave5 == 1) + goto L_Done; message strcharinfo(0), "You can't get out! Seems like a barrier was created when the energy transmuted itself into monsters."; end; @@ -423,11 +423,15 @@ L_Done: // -------------------------------- Cave 6 ----------------------------------------- -025-4.gat,162,162,0 script #StartCaveFight6 324,{ - if ($@battlecave6 == 2 && $@cave6fighter$ == strcharinfo(0)) end; - if ($@battlecave6 == 2 && $@cave6fighter$ != strcharinfo(0)) goto L_Cheat; - if (Rossy_Quest < 15) goto L_Cheat; - if ($@battlecave6 == 1) goto L_Start; +025-4.gat,162,162,0|script|#StartCaveFight6|324,{ + if ($@battlecave6 == 2 && $@cave6fighter$ == strcharinfo(0)) + end; + if ($@battlecave6 == 2 && $@cave6fighter$ != strcharinfo(0)) + goto L_Cheat; + if (Rossy_Quest < 15) + goto L_Cheat; + if ($@battlecave6 == 1) + goto L_Start; L_Cheat: message strcharinfo(0), "You shouldn't be here, you cheater."; @@ -438,7 +442,8 @@ L_Start: menu "Place a root at the center of the energy source.", -, "I am not prepared yet!", L_Close; - if ((countitem("Root")<1)) goto L_no_root; + if ((countitem("Root")<1)) + goto L_no_root; close2; delitem "Root", 1; message strcharinfo(0), "As you place the root on the energy source, earth monsters seem to emerge from the ground."; @@ -446,29 +451,38 @@ L_Start: L_Summon: set $@cave6_loop, $@cave6_loop + 1; - areamonster "025-4.gat",153, 143, 178, 174,"",$@CAVE6_MONSTERS_IDS[$@cave6_loop],$@CAVE6_MONSTERS_QTY[$@cave6_loop],"#StartCaveFight6::OnMonsterDeath"; - if ($@cave6_loop <= getarraysize($@CAVE6_MONSTERS_IDS)) goto L_Summon; + areamonster "025-4.gat",153, 143, 178, 174,"",$@cave6_monsters_IDS[$@cave6_loop],$@cave6_monsters_QTY[$@cave6_loop],"#StartCaveFight6::OnMonsterDeath"; + if ($@cave6_loop <= getarraysize($@cave6_monsters_IDS)) + goto L_Summon; set $@cave6_loop, 0; end; +L_Abort: + donpcevent "#WarpBattleCave6::OnNoRid"; + end; + L_Done: set $@wave_cave6, $@wave_cave6 + 1; set $@cave6_kills, 0; - attachrid(getcharid(3,$@cave6fighter$)); + if (attachrid(getcharid(3,$@cave6fighter$)) == 0) goto L_Abort; // Here you can define the messages to be shown for the players on the beginning of each wave. // Remember to adjust the number of conditionals according to the number of waves. - if ($@wave_cave6 == 1) message strcharinfo(0), "Oh no, more monsters?!"; - if ($@wave_cave6 == 2) message strcharinfo(0), "As soon as you kill the last monster, your vision blacks out and you feel a strange sensation... Maybe it is not healthy to stay in this cave."; + if ($@wave_cave6 == 1) + message strcharinfo(0), "Oh no, more monsters?!"; + if ($@wave_cave6 == 2) + message strcharinfo(0), "As soon as you kill the last monster, your vision blacks out and you feel a strange sensation... Maybe it is not healthy to stay in this cave."; - if ($@wave_cave6 < $@CAVE6_WAVES) goto L_Summon; + if ($@wave_cave6 < $@cave6_waves) + goto L_Summon; set cavefights, (cavefights | BATTLE_CAVE6); end; OnMonsterDeath: set $@cave6_kills, $@cave6_kills + 1; - if ($@cave6_kills >= $@CAVE6_MONSTERS_QTY[1] + $@CAVE6_MONSTERS_QTY[2] + $@CAVE6_MONSTERS_QTY[3] + $@CAVE6_MONSTERS_QTY[4]) goto L_Done; + if ($@cave6_kills >= $@cave6_monsters_QTY[1] + $@cave6_monsters_QTY[2] + $@cave6_monsters_QTY[3] + $@cave6_monsters_QTY[4]) + goto L_Done; end; L_Close: @@ -482,8 +496,9 @@ L_no_root: // --------------------- Cave 6 Checker ---------------------------- -025-4.gat,159,174,0 script #CheckCaveFight6 45,1,1,{ - if (cavefights & BATTLE_CAVE6 || $@battlecave6 == 1) goto L_Done; +025-4.gat,159,174,0|script|#CheckCaveFight6|45,1,1,{ + if (cavefights & BATTLE_CAVE6 || $@battlecave6 == 1) + goto L_Done; message strcharinfo(0), "You can't get out! Seems like a barrier was created when the energy transmuted itself into monsters."; end; @@ -494,11 +509,15 @@ L_Done: // -------------------------------- Cave 7 ----------------------------------- -025-4.gat,44,202,0 script #StartCaveFight7 324,{ - if ($@battlecave7 == 2 && $@cave7fighter$ == strcharinfo(0)) end; - if ($@battlecave7 == 2 && $@cave7fighter$ != strcharinfo(0)) goto L_Cheat; - if (Rossy_Quest < 15) goto L_Cheat; - if ($@battlecave7 == 1) goto L_Start; +025-4.gat,44,202,0|script|#StartCaveFight7|324,{ + if ($@battlecave7 == 2 && $@cave7fighter$ == strcharinfo(0)) + end; + if ($@battlecave7 == 2 && $@cave7fighter$ != strcharinfo(0)) + goto L_Cheat; + if (Rossy_Quest < 15) + goto L_Cheat; + if ($@battlecave7 == 1) + goto L_Start; L_Cheat: message strcharinfo(0), "You shouldn't be here, you cheater."; @@ -509,7 +528,8 @@ L_Start: menu "Place a root at the center of the energy source.", -, "I am not prepared yet!", L_Close; - if ((countitem("Root")<1)) goto L_no_root; + if ((countitem("Root")<1)) + goto L_no_root; close2; delitem "Root", 1; message strcharinfo(0), "As you place the root on the energy source, earth monsters seem to emerge from the ground."; @@ -517,30 +537,40 @@ L_Start: L_Summon: set $@cave7_loop, $@cave7_loop + 1; - areamonster "025-4.gat",27, 185, 61, 219,"",$@CAVE7_MONSTERS_IDS[$@cave7_loop],$@CAVE7_MONSTERS_QTY[$@cave7_loop],"#StartCaveFight7::OnMonsterDeath"; - if ($@cave7_loop <= getarraysize($@CAVE7_MONSTERS_IDS)) goto L_Summon; + areamonster "025-4.gat",27, 185, 61, 219,"",$@cave7_monsters_IDS[$@cave7_loop],$@cave7_monsters_QTY[$@cave7_loop],"#StartCaveFight7::OnMonsterDeath"; + if ($@cave7_loop <= getarraysize($@cave7_monsters_IDS)) + goto L_Summon; set $@cave7_loop, 0; end; +L_Abort: + donpcevent "#WarpBattleCave7::OnNoRid"; + end; + L_Done: set $@wave_cave7, $@wave_cave7 + 1; set $@cave7_kills, 0; - attachrid(getcharid(3,$@cave7fighter$)); + if (attachrid(getcharid(3,$@cave7fighter$)) == 0) goto L_Abort; // Here you can define the messages to be shown for the players on the beginning of each wave. // Remember to adjust the number of conditionals according to the number of waves. - if ($@wave_cave7 == 1) message strcharinfo(0), "Oh no, more monsters?!"; - if ($@wave_cave7 == 2) message strcharinfo(0), "I can't give up now!"; - if ($@wave_cave7 == 3) message strcharinfo(0), "As soon as you kill the last monster, your vision blacks out and you feel a strange sensation... Maybe it is not healthy to stay in this cave."; + if ($@wave_cave7 == 1) + message strcharinfo(0), "Oh no, more monsters?!"; + if ($@wave_cave7 == 2) + message strcharinfo(0), "I can't give up now!"; + if ($@wave_cave7 == 3) + message strcharinfo(0), "As soon as you kill the last monster, your vision blacks out and you feel a strange sensation... Maybe it is not healthy to stay in this cave."; - if ($@wave_cave7 < $@CAVE7_WAVES) goto L_Summon; + if ($@wave_cave7 < $@cave7_waves) + goto L_Summon; set cavefights, (cavefights | BATTLE_CAVE7); end; OnMonsterDeath: set $@cave7_kills, $@cave7_kills + 1; - if ($@cave7_kills >= $@CAVE7_MONSTERS_QTY[1] + $@CAVE7_MONSTERS_QTY[2] + $@CAVE7_MONSTERS_QTY[3] + $@CAVE7_MONSTERS_QTY[4]) goto L_Done; + if ($@cave7_kills >= $@cave7_monsters_QTY[1] + $@cave7_monsters_QTY[2] + $@cave7_monsters_QTY[3] + $@cave7_monsters_QTY[4]) + goto L_Done; end; L_Close: @@ -554,8 +584,9 @@ L_no_root: // --------------------- Cave 7 Checker ---------------------------- -025-4.gat,42,219,0 script #CheckCaveFight7 45,1,1,{ - if (cavefights & BATTLE_CAVE7 || $@battlecave7 == 1) goto L_Done; +025-4.gat,42,219,0|script|#CheckCaveFight7|45,1,1,{ + if (cavefights & BATTLE_CAVE7 || $@battlecave7 == 1) + goto L_Done; message strcharinfo(0), "You can't get out! Seems like a barrier was created when the energy transmuted itself into monsters."; end; @@ -566,11 +597,15 @@ L_Done: // --------------------------- Cave 8 ------------------------------- -025-4.gat,105,210,0 script #StartCaveFight8 324,{ - if ($@battlecave8 == 2 && $@cave8fighter$ == strcharinfo(0)) end; - if ($@battlecave8 == 2 && $@cave8fighter$ != strcharinfo(0)) goto L_Cheat; - if (Rossy_Quest < 15) goto L_Cheat; - if ($@battlecave8 == 1) goto L_Start; +025-4.gat,105,210,0|script|#StartCaveFight8|324,{ + if ($@battlecave8 == 2 && $@cave8fighter$ == strcharinfo(0)) + end; + if ($@battlecave8 == 2 && $@cave8fighter$ != strcharinfo(0)) + goto L_Cheat; + if (Rossy_Quest < 15) + goto L_Cheat; + if ($@battlecave8 == 1) + goto L_Start; L_Cheat: message strcharinfo(0), "You shouldn't be here, you cheater."; @@ -581,7 +616,8 @@ L_Start: menu "Place a root at the center of the energy source.", -, "I am not prepared yet!", L_Close; - if ((countitem("Root")<1)) goto L_no_root; + if ((countitem("Root")<1)) + goto L_no_root; close2; delitem "Root", 1; message strcharinfo(0), "As you place the root on the energy source, earth monsters seem to emerge from the ground."; @@ -589,30 +625,40 @@ L_Start: L_Summon: set $@cave8_loop, $@cave8_loop + 1; - areamonster "025-4.gat",90, 193, 119, 216,"",$@CAVE8_MONSTERS_IDS[$@cave8_loop],$@CAVE8_MONSTERS_QTY[$@cave8_loop],"#StartCaveFight8::OnMonsterDeath"; - if ($@cave8_loop <= getarraysize($@CAVE8_MONSTERS_IDS)) goto L_Summon; + areamonster "025-4.gat",90, 193, 119, 216,"",$@cave8_monsters_IDS[$@cave8_loop],$@cave8_monsters_QTY[$@cave8_loop],"#StartCaveFight8::OnMonsterDeath"; + if ($@cave8_loop <= getarraysize($@cave8_monsters_IDS)) + goto L_Summon; set $@cave8_loop, 0; end; +L_Abort: + donpcevent "#WarpBattleCave8::OnNoRid"; + end; + L_Done: set $@wave_cave8, $@wave_cave8 + 1; set $@cave8_kills, 0; - attachrid(getcharid(3,$@cave8fighter$)); + if (attachrid(getcharid(3,$@cave8fighter$)) == 0) goto L_Abort; // Here you can define the messages to be shown for the players on the beginning of each wave. // Remember to adjust the number of conditionals according to the number of waves. - if ($@wave_cave8 == 1) message strcharinfo(0), "Oh no, more monsters?!"; - if ($@wave_cave8 == 2) message strcharinfo(0), "I can't give up now!"; - if ($@wave_cave8 == 3) message strcharinfo(0), "As soon as you kill the last monster, your vision blacks out and you feel a strange sensation... Maybe it is not healthy to stay in this cave."; + if ($@wave_cave8 == 1) + message strcharinfo(0), "Oh no, more monsters?!"; + if ($@wave_cave8 == 2) + message strcharinfo(0), "I can't give up now!"; + if ($@wave_cave8 == 3) + message strcharinfo(0), "As soon as you kill the last monster, your vision blacks out and you feel a strange sensation... Maybe it is not healthy to stay in this cave."; - if ($@wave_cave8 < $@CAVE8_WAVES) goto L_Summon; + if ($@wave_cave8 < $@cave8_waves) + goto L_Summon; set cavefights, (cavefights | BATTLE_CAVE8); end; OnMonsterDeath: set $@cave8_kills, $@cave8_kills + 1; - if ($@cave8_kills >= $@CAVE8_MONSTERS_QTY[1] + $@CAVE8_MONSTERS_QTY[2] + $@CAVE8_MONSTERS_QTY[3] + $@CAVE8_MONSTERS_QTY[4]) goto L_Done; + if ($@cave8_kills >= $@cave8_monsters_QTY[1] + $@cave8_monsters_QTY[2] + $@cave8_monsters_QTY[3] + $@cave8_monsters_QTY[4]) + goto L_Done; end; L_Close: @@ -626,8 +672,9 @@ L_no_root: // --------------------- Cave 8 Checker ---------------------------- -025-4.gat,105,216,0 script #CheckCaveFight8 45,1,1,{ - if (cavefights & BATTLE_CAVE8 || $@battlecave8 == 1) goto L_Done; +025-4.gat,105,216,0|script|#CheckCaveFight8|45,1,1,{ + if (cavefights & BATTLE_CAVE8 || $@battlecave8 == 1) + goto L_Done; message strcharinfo(0), "You can't get out! Seems like a barrier was created when the energy transmuted itself into monsters."; end; @@ -638,11 +685,15 @@ L_Done: // --------------------------- Cave 9 ------------------------------- -025-4.gat,157,220,0 script #StartCaveFight9 324,{ - if ($@battlecave9 == 2 && $@cave9fighter$ == strcharinfo(0)) end; - if ($@battlecave9 == 2 && $@cave9fighter$ != strcharinfo(0)) goto L_Cheat; - if (Rossy_Quest < 15) goto L_Cheat; - if ($@battlecave9 == 1) goto L_Start; +025-4.gat,157,220,0|script|#StartCaveFight9|324,{ + if ($@battlecave9 == 2 && $@cave9fighter$ == strcharinfo(0)) + end; + if ($@battlecave9 == 2 && $@cave9fighter$ != strcharinfo(0)) + goto L_Cheat; + if (Rossy_Quest < 15) + goto L_Cheat; + if ($@battlecave9 == 1) + goto L_Start; L_Cheat: message strcharinfo(0), "You shouldn't be here, you cheater."; @@ -653,7 +704,8 @@ L_Start: menu "Place a root at the center of the energy source.", -, "I am not prepared yet!", L_Close; - if ((countitem("Root")<1)) goto L_no_root; + if ((countitem("Root")<1)) + goto L_no_root; close2; delitem "Root", 1; message strcharinfo(0), "As you place the root on the energy source, earth monsters seem to emerge from the ground."; @@ -661,30 +713,40 @@ L_Start: L_Summon: set $@cave9_loop, $@cave9_loop + 1; - areamonster "025-4.gat",144, 192, 173, 226,"",$@CAVE9_MONSTERS_IDS[$@cave9_loop],$@CAVE9_MONSTERS_QTY[$@cave9_loop],"#StartCaveFight9::OnMonsterDeath"; - if ($@cave9_loop <= getarraysize($@CAVE9_MONSTERS_IDS)) goto L_Summon; + areamonster "025-4.gat",144, 192, 173, 226,"",$@cave9_monsters_IDS[$@cave9_loop],$@cave9_monsters_QTY[$@cave9_loop],"#StartCaveFight9::OnMonsterDeath"; + if ($@cave9_loop <= getarraysize($@cave9_monsters_IDS)) + goto L_Summon; set $@cave9_loop, 0; end; +L_Abort: + donpcevent "#WarpBattleCave9::OnNoRid"; + end; + L_Done: set $@wave_cave9, $@wave_cave9 + 1; set $@cave9_kills, 0; - attachrid(getcharid(3,$@cave9fighter$)); + if (attachrid(getcharid(3,$@cave9fighter$)) == 0) goto L_Abort; // Here you can define the messages to be shown for the players on the beginning of each wave. // Remember to adjust the number of conditionals according to the number of waves. - if ($@wave_cave9 == 1) message strcharinfo(0), "Oh no, more monsters?!"; - if ($@wave_cave9 == 2) message strcharinfo(0), "I can't give up now!"; - if ($@wave_cave9 == 3) message strcharinfo(0), "As soon as you kill the last monster, your vision blacks out and you feel a strange sensation... Maybe it is not healthy to stay in this cave."; + if ($@wave_cave9 == 1) + message strcharinfo(0), "Oh no, more monsters?!"; + if ($@wave_cave9 == 2) + message strcharinfo(0), "I can't give up now!"; + if ($@wave_cave9 == 3) + message strcharinfo(0), "As soon as you kill the last monster, your vision blacks out and you feel a strange sensation... Maybe it is not healthy to stay in this cave."; - if ($@wave_cave9 < $@CAVE9_WAVES) goto L_Summon; + if ($@wave_cave9 < $@cave9_waves) + goto L_Summon; set cavefights, (cavefights | BATTLE_CAVE9); end; OnMonsterDeath: set $@cave9_kills, $@cave9_kills + 1; - if ($@cave9_kills >= $@CAVE9_MONSTERS_QTY[1] + $@CAVE9_MONSTERS_QTY[2] + $@CAVE9_MONSTERS_QTY[3] + $@CAVE9_MONSTERS_QTY[4]) goto L_Done; + if ($@cave9_kills >= $@cave9_monsters_QTY[1] + $@cave9_monsters_QTY[2] + $@cave9_monsters_QTY[3] + $@cave9_monsters_QTY[4]) + goto L_Done; end; L_Close: @@ -698,8 +760,9 @@ L_no_root: // --------------------- Cave 9 Checker ---------------------------- -025-4.gat,157,226,0 script #CheckCaveFight9 45,1,1,{ - if (cavefights & BATTLE_CAVE9 || $@battlecave9 == 1) goto L_Done; +025-4.gat,157,226,0|script|#CheckCaveFight9|45,1,1,{ + if (cavefights & BATTLE_CAVE9 || $@battlecave9 == 1) + goto L_Done; message strcharinfo(0), "You can't get out! Seems like a barrier was created when the energy transmuted itself into monsters."; end; @@ -710,10 +773,13 @@ L_Done: // --------------------- Boss Cave ---------------------------- -025-4.gat,157,30,0 script #StartBossCaveFight 325,{ - if ($@battlecave10 == 2 && $@cave10fighter$ == strcharinfo(0)) end; - if (Rossy_Quest >= 16) end; - if ($@battlecave10 == 1 && cavefights & BATTLE_CAVE1 && cavefights & BATTLE_CAVE2 && cavefights & BATTLE_CAVE3 && cavefights & BATTLE_CAVE4 && cavefights & BATTLE_CAVE5 && cavefights & BATTLE_CAVE6 && cavefights & BATTLE_CAVE7 && cavefights & BATTLE_CAVE8 && cavefights & BATTLE_CAVE9 && Rossy_Quest == 15) goto L_Start; +025-4.gat,157,30,0|script|#StartBossCaveFight|325,{ + if ($@battlecave10 == 2 && $@cave10fighter$ == strcharinfo(0)) + end; + if (Rossy_Quest >= 16) + end; + if ($@battlecave10 == 1 && cavefights & BATTLE_CAVE1 && cavefights & BATTLE_CAVE2 && cavefights & BATTLE_CAVE3 && cavefights & BATTLE_CAVE4 && cavefights & BATTLE_CAVE5 && cavefights & BATTLE_CAVE6 && cavefights & BATTLE_CAVE7 && cavefights & BATTLE_CAVE8 && cavefights & BATTLE_CAVE9 && Rossy_Quest == 15) + goto L_Start; message strcharinfo(0), "You shouldn't be here, you cheater."; percentheal -100, 0; end; @@ -722,7 +788,8 @@ L_Start: menu "Place a root at the center of the energy source.", -, "I am not prepared yet!", L_Close; - if ((countitem("Root")<1)) goto L_no_root; + if ((countitem("Root")<1)) + goto L_no_root; close2; delitem "Root", 1; message strcharinfo(0), "As you place the root on the energy source, earth monsters seem to emerge from the ground."; @@ -730,66 +797,65 @@ L_Start: L_Summon: set $@cave10_loop, $@cave10_loop + 1; - areamonster "025-4.gat",142, 24, 172, 48,"",$@CAVE10_MONSTERS_IDS[$@cave10_loop],$@CAVE10_MONSTERS_QTY[$@cave10_loop],"#StartBossCaveFight::OnMonsterDeath"; - if ($@cave10_loop <= getarraysize($@CAVE10_MONSTERS_IDS)) goto L_Summon; + areamonster "025-4.gat",142, 24, 172, 48,"",$@cave10_monsters_IDS[$@cave10_loop],$@cave10_monsters_QTY[$@cave10_loop],"#StartBossCaveFight::OnMonsterDeath"; + if ($@cave10_loop <= getarraysize($@cave10_monsters_IDS)) + goto L_Summon; set $@cave10_loop, 0; end; L_SummonBoss: - attachrid(getcharid(3,$@cave10fighter$)); - areamonster "025-4.gat",142, 24, 172, 48,"",$@BOSS,1,"#StartBossCaveFight::OnBossDeath"; + if (attachrid(getcharid(3,$@cave10fighter$)) == 0) goto L_Abort; + areamonster "025-4.gat",142, 24, 172, 48,"",$@cave10_boss_ID,1,"#StartBossCaveFight::OnBossDeath"; stopnpctimer; setnpctimer 0; end; +L_Abort: + donpcevent "#WarpBattleCave10::OnNoRid"; + end; + L_Done: set $@wave_cave10, $@wave_cave10 + 1; set $@cave10_kills, 0; - attachrid(getcharid(3,$@cave10fighter$)); + if (attachrid(getcharid(3,$@cave10fighter$)) == 0) goto L_Abort; // Here you can define the messages to be shown for the players on the beginning of each wave. // Remember to adjust the number of conditionals according to the number of waves. - if ($@wave_cave10 == 1) message strcharinfo(0), "I can't give up now!"; - if ($@wave_cave10 == 2) message strcharinfo(0), "I feel I'm getting close to the end..."; - if ($@wave_cave10 == 3) message strcharinfo(0), "What? This is harder than I imagined!"; - if ($@wave_cave10 == 4) message strcharinfo(0), "Finally! It seems I have defeated all of them!"; - - if ($@wave_cave10 < $@CAVE10_WAVES) goto L_Summon; + if ($@wave_cave10 == 1) + message strcharinfo(0), "I can't give up now!"; + if ($@wave_cave10 == 2) + message strcharinfo(0), "I feel I'm getting close to the end..."; + if ($@wave_cave10 == 3) + message strcharinfo(0), "What? This is harder than I imagined!"; + if ($@wave_cave10 == 4) + message strcharinfo(0), "Finally! It seems I have defeated all of them!"; + + if ($@wave_cave10 < $@cave10_waves) + goto L_Summon; set $@wave_cave10, 5; set @boss, 0; startnpctimer; end; -L_CleaningNorid: - stopnpctimer; - setnpctimer 0; - set $@wave_cave10, 0; - set $@cave10_kills, 0; - set $@cave10start, 0; - set $@cave10fighter$, ""; - set $@cave10fighterdeaths$, 0; - set $@battlecave10, 0; - killmonster "025-4.gat", "#StartBossCaveFight::OnMonsterDeath"; - killmonster "025-4.gat", "#StartBossCaveFight::OnBossDeath"; - end; - OnTimer4000: - if (isloggedin(getcharid(3,$@cave10fighter$))==0) goto L_CleaningNorid; - attachrid(getcharid(3,$@cave10fighter$)); + if (attachrid(getcharid(3,$@cave10fighter$)) == 0) goto L_Abort; set @boss, @boss + 1; - if (@boss == 1) message strcharinfo(0), "You feel something strange... Looks like something terrible is about to show up in this cave."; - if (@boss == 2) goto L_SummonBoss; + if (@boss == 1) + message strcharinfo(0), "You feel something strange... Looks like something terrible is about to show up in this cave."; + if (@boss == 2) + goto L_SummonBoss; setnpctimer 0; end; OnMonsterDeath: set $@cave10_kills, $@cave10_kills + 1; - if ($@cave10_kills >= $@CAVE10_MONSTERS_QTY[1] + $@CAVE10_MONSTERS_QTY[2] + $@CAVE10_MONSTERS_QTY[3] + $@CAVE10_MONSTERS_QTY[4]) goto L_Done; + if ($@cave10_kills >= $@cave10_monsters_QTY[1] + $@cave10_monsters_QTY[2] + $@cave10_monsters_QTY[3] + $@cave10_monsters_QTY[4]) + goto L_Done; end; OnBossDeath: - attachrid(getcharid(3,$@cave10fighter$)); + if (attachrid(getcharid(3,$@cave10fighter$)) == 0) goto L_Abort; message strcharinfo(0), "What a harsh battle... You should hurry and save Julia!"; set Rossy_Quest, 16; getexp 100000, 0; @@ -806,11 +872,15 @@ L_no_root: // --------------------- Boss Cave Checker ---------------------------- -025-4.gat,157,48,0 script #CheckCaveFightBoss 45,1,1,{ - if (Rossy_Quest >= 17) goto L_Done; - if (Rossy_Quest == 16) goto L_Julia; - if (Rossy_Quest < 16 && $@battlecave10 == 1) goto L_Out; - if (Rossy_Quest < 16 && $@battlecave10 == 2) goto L_Julia; +025-4.gat,157,48,0|script|#CheckCaveFightBoss|45,1,1,{ + if (Rossy_Quest >= 17) + goto L_Done; + if (Rossy_Quest == 16) + goto L_Julia; + if (Rossy_Quest < 16 && $@battlecave10 == 1) + goto L_Out; + if (Rossy_Quest < 16 && $@battlecave10 == 2) + goto L_Julia; end; L_Julia: @@ -828,8 +898,9 @@ L_Out: // --------------------- Julia Cave Checker Outside ---------------------------- -025-4.gat,157,24,0 script #CheckJuliaCaveOutside 45,1,1,{ - if (Rossy_Quest > 15) goto L_Done; +025-4.gat,157,24,0|script|#CheckJuliaCaveOutside|45,1,1,{ + if (Rossy_Quest > 15) + goto L_Done; message strcharinfo(0), "As you try to walk through, you bump into a strong magical barrier."; percentheal -10, 0; end; @@ -841,10 +912,13 @@ L_Done: // --------------------- Julia Cave Checker Inside ---------------------------- -025-4.gat,93,35,0 script #CheckJuliaCaveInside 45,1,1,{ - if (Rossy_Quest >= 17) goto L_Done; - if (Rossy_Quest == 16) goto L_Save; - if (Rossy_Quest <= 15) goto L_Cheat; +025-4.gat,93,35,0|script|#CheckJuliaCaveInside|45,1,1,{ + if (Rossy_Quest >= 17) + goto L_Done; + if (Rossy_Quest == 16) + goto L_Save; + if (Rossy_Quest <= 15) + goto L_Cheat; end; L_Cheat: diff --git a/world/map/npc/025-4/clauquer.txt b/world/map/npc/025-4/clauquer.txt index 51f4b4b2..a2970d3b 100644 --- a/world/map/npc/025-4/clauquer.txt +++ b/world/map/npc/025-4/clauquer.txt @@ -1,101 +1,101 @@ // Authors: alastrim, Ali-g, Dark Mage -025-4.gat,30,30,0 script Clauquer 169,{ +025-4.gat,30,30,0|script|Clauquer|169,{ - if (Rossy_Quest >= 16 || FLAGS & FLAG_ROSSI_COMPLETED) goto L_Rescued; - if (Rossy_Quest == 15) goto L_Hmmm; - if (Rossy_Quest == 14) goto L_Help; - if (Rossy_Quest <= 13) goto L_Huh; + if (Rossy_Quest >= 16 || FLAGS & FLAG_ROSSI_COMPLETED) goto L_Rescued; + if (Rossy_Quest == 15) goto L_Hmmm; + if (Rossy_Quest == 14) goto L_Help; + if (Rossy_Quest <= 13) goto L_Huh; L_Help: - mes "[Clauquer]"; - mes "\"Hello stranger, are you lost?\""; - next; - mes "\"Don't answer, I know you are looking for someone... A little girl, is that right?\""; - next; - menu - "I must admit you're right, but how come you...", -, - "I'm not lost and I don't need help, bye.", L_No; - mes "[Clauquer]"; - mes "\"How do I know you're looking for her? Well, because I am a very good observer. I know you were helping her family. Besides, I saw the little girl. I also heard her. She screamed, and probably still screams like hell. Moreover, I don't think you would enter these caves just for fun!\""; - next; - menu - "Of course not.", -; - mes "[Clauquer]"; - mes "\"I can see that you really want to save the little girl. She is trapped in a place inside one of these caves, protected by a magic barrier created by a fey spirit. To save her, you have to annulate the energy sources of this barrier. They are located in 10 different spots, each one in a different cave.\""; - next; - menu - "But how can I annulate this barrier?", -; - mes "\"It is simple, you just have to place a root on the exact center of the energy source. Once you do this, its entire power will transmute into some terrible earth monsters. If you defeat them, this source of energy will be close to nothing and the barrier will be weaker.\""; - next; - mes "\"If my observations are correct, the girl is trapped in a cave protected by a barrier fed by 9 different power sources. And inside this cave, there is another barrier, fed by a single, but very strong, power source. The girl is inside that cave, protected by that strong barrier.\""; - next; - mes "\"Be prepared before you enter one of those caves, because once you put the root in the power source, you won't be able to get out. Also, remember that you can't stay in those caves for a long time, because of the foul air.\""; - next; - mes "\"Now I should tell you more about how that little girl got into that cave and warn you about what you are going to face there...\""; - next; - menu - "Please go on.", -; + mes "[Clauquer]"; + mes "\"Hello stranger, are you lost?\""; + next; + mes "\"Don't answer, I know you are looking for someone... A little girl, is that right?\""; + next; + menu + "I must admit you're right, but how come you...", -, + "I'm not lost and I don't need help, bye.", L_No; + mes "[Clauquer]"; + mes "\"How do I know you're looking for her? Well, because I am a very good observer. I know you were helping her family. Besides, I saw the little girl. I also heard her. She screamed, and probably still screams like hell. Moreover, I don't think you would enter these caves just for fun!\""; + next; + menu + "Of course not.", -; + mes "[Clauquer]"; + mes "\"I can see that you really want to save the little girl. She is trapped in a place inside one of these caves, protected by a magic barrier created by a fey spirit. To save her, you have to annulate the energy sources of this barrier. They are located in 10 different spots, each one in a different cave.\""; + next; + menu + "But how can I annulate this barrier?", -; + mes "\"It is simple, you just have to place a root on the exact center of the energy source. Once you do this, its entire power will transmute into some terrible earth monsters. If you defeat them, this source of energy will be close to nothing and the barrier will be weaker.\""; + next; + mes "\"If my observations are correct, the girl is trapped in a cave protected by a barrier fed by 9 different power sources. And inside this cave, there is another barrier, fed by a single, but very strong, power source. The girl is inside that cave, protected by that strong barrier.\""; + next; + mes "\"Be prepared before you enter one of those caves, because once you put the root in the power source, you won't be able to get out. Also, remember that you can't stay in those caves for a long time, because of the foul air.\""; + next; + mes "\"Now I should tell you more about how that little girl got into that cave and warn you about what you are going to face there...\""; + next; + menu + "Please go on.", -; L_Advice: - mes "[Clauquer]"; - mes "\"I advise you to be mentally prepared for this rescue operation. A fey nature spirit kidnapped the little girl and is planning to replace her with a changeling.\""; - next; - mes "\"The old tales of Hurnscald say this spirit always exchanges his offspring with beautiful and smart human children, to use them as servants. And his offspring usually forget about their own origin, growing up in a human family. But they are usually 'people' with really bad tempers, the kind of people who do terrible things in this world...\""; - next; - mes "However, the girl you are looking for is mentally too strong, and the spirit is having problems creating a changeling identical to her. So it locked her in one of those terrible caves, trying to scare the poor girl and make his task easier.\""; - next; - mes "\"Oh, and if you really plan to rescue the girl, I advise you to use potions for every single battle. I'm thinking of Concentration and Iron Potions. You might want to take some food with you too. I would personally take some water, I'm always thirsty. Don't be afraid to bring too much with you, these battles take time to end.\""; - next; - mes "\"I think you're now ready to explore these caves and fight.\""; - if (Rossy_Quest == 14) set Rossy_Quest, 15; - close; + mes "[Clauquer]"; + mes "\"I advise you to be mentally prepared for this rescue operation. A fey nature spirit kidnapped the little girl and is planning to replace her with a changeling.\""; + next; + mes "\"The old tales of Hurnscald say this spirit always exchanges his offspring with beautiful and smart human children, to use them as servants. And his offspring usually forget about their own origin, growing up in a human family. But they are usually 'people' with really bad tempers, the kind of people who do terrible things in this world...\""; + next; + mes "However, the girl you are looking for is mentally too strong, and the spirit is having problems creating a changeling identical to her. So it locked her in one of those terrible caves, trying to scare the poor girl and make his task easier.\""; + next; + mes "\"Oh, and if you really plan to rescue the girl, I advise you to use potions for every single battle. I'm thinking of Concentration and Iron Potions. You might want to take some food with you too. I would personally take some water, I'm always thirsty. Don't be afraid to bring too much with you, these battles take time to end.\""; + next; + mes "\"I think you're now ready to explore these caves and fight.\""; + if (Rossy_Quest == 14) set Rossy_Quest, 15; + close; L_End: - mes "[Clauquer]"; - mes "\"I see you came back because you didn't know enough of these caves... Well, well...\""; - next; - goto L_Advice; + mes "[Clauquer]"; + mes "\"I see you came back because you didn't know enough of these caves... Well, well...\""; + next; + goto L_Advice; L_Hmmm: - set @cleaned_caves, 0; - if (cavefights & BATTLE_CAVE1) set @cleaned_caves, @cleaned_caves + 1; - if (cavefights & BATTLE_CAVE2) set @cleaned_caves, @cleaned_caves + 1; - if (cavefights & BATTLE_CAVE3) set @cleaned_caves, @cleaned_caves + 1; - if (cavefights & BATTLE_CAVE4) set @cleaned_caves, @cleaned_caves + 1; - if (cavefights & BATTLE_CAVE5) set @cleaned_caves, @cleaned_caves + 1; - if (cavefights & BATTLE_CAVE6) set @cleaned_caves, @cleaned_caves + 1; - if (cavefights & BATTLE_CAVE7) set @cleaned_caves, @cleaned_caves + 1; - if (cavefights & BATTLE_CAVE8) set @cleaned_caves, @cleaned_caves + 1; - if (cavefights & BATTLE_CAVE9) set @cleaned_caves, @cleaned_caves + 1; - mes "[Clauquer]"; - mes "\"You already know everything about these caves. You don't need me anymore to find the little girl.\""; - next; - menu - "But please, I really need your help!", -, - "Oh, so many caves! Do you know how many are still left?", L_Feedback, - "You're right, I don't need your help!", L_No; - next; - mes "\"Ok, if you insist... But I can only repeat what I already said.\""; - goto L_Advice; + set @cleaned_caves, 0; + if (cavefights & BATTLE_CAVE1) set @cleaned_caves, @cleaned_caves + 1; + if (cavefights & BATTLE_CAVE2) set @cleaned_caves, @cleaned_caves + 1; + if (cavefights & BATTLE_CAVE3) set @cleaned_caves, @cleaned_caves + 1; + if (cavefights & BATTLE_CAVE4) set @cleaned_caves, @cleaned_caves + 1; + if (cavefights & BATTLE_CAVE5) set @cleaned_caves, @cleaned_caves + 1; + if (cavefights & BATTLE_CAVE6) set @cleaned_caves, @cleaned_caves + 1; + if (cavefights & BATTLE_CAVE7) set @cleaned_caves, @cleaned_caves + 1; + if (cavefights & BATTLE_CAVE8) set @cleaned_caves, @cleaned_caves + 1; + if (cavefights & BATTLE_CAVE9) set @cleaned_caves, @cleaned_caves + 1; + mes "[Clauquer]"; + mes "\"You already know everything about these caves. You don't need me anymore to find the little girl.\""; + next; + menu + "But please, I really need your help!", -, + "Oh, so many caves! Do you know how many are still left?", L_Feedback, + "You're right, I don't need your help!", L_No; + next; + mes "\"Ok, if you insist... But I can only repeat what I already said.\""; + goto L_Advice; L_Feedback: - if (@cleaned_caves > 0 && @cleaned_caves < 9) mes "\"You are doing good... If I am right, you already eliminated " + @cleaned_caves + " of the 9 energy sources of the barrier that protects the cave in which Julia is hidden.\""; - if (@cleaned_caves == 9) mes "\"I am amazed... You eliminated all the 9 energy sources. Now is the difficult part. To save Julia, you need to eliminate the last and most powerful barrier. Good Luck!\""; - if (@cleaned_caves <= 0) mes "\"Well... You didn't eliminate any of the barriers, so that means there are still 9 caves and the tenth one, the strongest...\""; - close; + if (@cleaned_caves > 0 && @cleaned_caves < 9) mes "\"You are doing good... If I am right, you already eliminated " + @cleaned_caves + " of the 9 energy sources of the barrier that protects the cave in which Julia is hidden.\""; + if (@cleaned_caves == 9) mes "\"I am amazed... You eliminated all the 9 energy sources. Now is the difficult part. To save Julia, you need to eliminate the last and most powerful barrier. Good Luck!\""; + if (@cleaned_caves <= 0) mes "\"Well... You didn't eliminate any of the barriers, so that means there are still 9 caves and the tenth one, the strongest...\""; + close; L_Huh: - mes "[Clauquer]"; - mes "\"Why are you here? Get out.\""; - close; + mes "[Clauquer]"; + mes "\"Why are you here? Get out.\""; + close; L_No: - close; + close; L_Rescued: - mes "[Clauquer]"; - mes "\"I'm very impressed!"; - mes "Now this fey nature spirit will never kidnap a poor child again.\""; - close; + mes "[Clauquer]"; + mes "\"I'm very impressed!"; + mes "Now this fey nature spirit will never kidnap a poor child again.\""; + close; } diff --git a/world/map/npc/025-4/julia.txt b/world/map/npc/025-4/julia.txt index ecb7703a..25db76d7 100644 --- a/world/map/npc/025-4/julia.txt +++ b/world/map/npc/025-4/julia.txt @@ -1,43 +1,43 @@ // Authors: alastrim, Ali-g, Dark Mage -025-4.gat,89,21,0 script Julia 114,{ +025-4.gat,89,21,0|script|Julia|114,{ - set @Reward_EXP, 5000; + set @Reward_EXP, 5000; - if (Rossy_Quest > 16 || FLAGS & FLAG_ROSSI_COMPLETED) goto L_End; - if (Rossy_Quest == 16) goto L_Done; - if (Rossy_Quest <= 15) goto L_Hmmm; + if (Rossy_Quest > 16 || FLAGS & FLAG_ROSSI_COMPLETED) goto L_End; + if (Rossy_Quest == 16) goto L_Done; + if (Rossy_Quest <= 15) goto L_Hmmm; L_Done: - mes "[Julia]"; - mes "\"I heard some battle noises a few minutes ago. Are you here to save me?\""; - next; - menu - "Of course I'm here to save you, Rossy sent me here!", -; - mes "\"Rossy? My twin sister? I knew she was going to look for me. Thank you so much, here is a present for you.\""; - getinventorylist; - if (@inventorylist_count == 100) goto L_TooMany; - getitem "BlackBoots", 1; - getexp @Reward_EXP, 0; - set Rossy_Quest, 17; - mes "\"I'm out of here now, lets get out of this horrible cave.\""; - close; + mes "[Julia]"; + mes "\"I heard some battle noises a few minutes ago. Are you here to save me?\""; + next; + menu + "Of course I'm here to save you, Rossy sent me here!", -; + mes "\"Rossy? My twin sister? I knew she was going to look for me. Thank you so much, here is a present for you.\""; + getinventorylist; + if (@inventorylist_count == 100) goto L_TooMany; + getitem "BlackBoots", 1; + getexp @Reward_EXP, 0; + set Rossy_Quest, 17; + mes "\"I'm out of here now, lets get out of this horrible cave.\""; +close; L_End: - mes "[Julia]"; - mes "\"Lets get out of this horrible cave.\""; - close; + mes "[Julia]"; + mes "\"Lets get out of this horrible cave.\""; +close; L_Hmmm: - mes "[Julia]"; - mes "\"Don't hurt me!\""; - close; + mes "[Julia]"; + mes "\"Don't hurt me!\""; +close; L_TooMany: - mes "[Julia]"; - mes "\"Oh, you don't have room for it. Come back when your backpack isn't full.\""; - next; - mes "\"I'll wait here until i can give your present to you!\""; - close; + mes "[Julia]"; + mes "\"Oh, you don't have room for it. Come back when your backpack isn't full.\""; + next; + mes "\"I'll wait here until i can give your present to you!\""; +close; } diff --git a/world/map/npc/026-1/sign.txt b/world/map/npc/026-1/sign.txt index 44813c38..10e28757 100644 --- a/world/map/npc/026-1/sign.txt +++ b/world/map/npc/026-1/sign.txt @@ -1,7 +1,7 @@ // -026-1.gat,64,16,0 script Sign 127,{ - mes "Hurnscald's Graveyard is north of here."; - mes "BEWARE!"; - close; +026-1.gat,64,16,0|script|Sign|127,{ + mes "Hurnscald's Graveyard is north of here."; + mes "BEWARE!"; + close; } 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/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/caretaker.txt b/world/map/npc/027-2/caretaker.txt index bf4d35fc..3a53fb99 100644 --- a/world/map/npc/027-2/caretaker.txt +++ b/world/map/npc/027-2/caretaker.txt @@ -2,130 +2,133 @@ // 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; + +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!"; - 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; + } 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; } diff --git a/world/map/npc/027-3/caskets.txt b/world/map/npc/027-3/caskets.txt index 2a3bf043..0fde5ce6 100644 --- a/world/map/npc/027-3/caskets.txt +++ b/world/map/npc/027-3/caskets.txt @@ -1,7 +1,7 @@ // Casket monster traps and key puzzle. -027-3.gat,40,35,0 script #casket1 127,1,1{ - heal 3,0; - specialeffect 301; - specialeffect 302; +027-3.gat,40,35,0|script|#casket1|127,1,1{ + heal 3,0; + specialeffect 301; + specialeffect 302; end; -}
\ No newline at end of file +} diff --git a/world/map/npc/027-3/entrance.txt b/world/map/npc/027-3/entrance.txt index 62bd93d7..50022459 100644 --- a/world/map/npc/027-3/entrance.txt +++ b/world/map/npc/027-3/entrance.txt @@ -1,6 +1,6 @@ // Effects for opening and closing the gate. Also set it so no new player can't be warped in once the gate is opened. -027-3.gat,40,57,0 script #gatecontrol 127,2,1{ +027-3.gat,40,57,0|script|#gatecontrol|127,2,1{ mes "Once you pass this point I cannot warp anyone else to help. " + "Are you sure you are ready to go?"; menu @@ -11,28 +11,28 @@ L_BEGIN: disablenpc "#closedgate"; - initnpctimer; - specialeffect 300; - // add stop alacrius warp flag to temp globals + initnpctimer; + specialeffect 300; + // add stop alacrius warp flag to temp globals close; OnTimer2000: enablenpc "#opengate"; - disablenpc "#gatecontrol"; - end; + disablenpc "#gatecontrol"; + end; } -027-3.gat,40,59,0 script #closedgate 322,{ +027-3.gat,40,59,0|script|#closedgate|322,{ end; } -027-3.gat,40,59,0 script #opengate 323,{ +027-3.gat,40,59,0|script|#opengate|323,{ end; } // Effects for the exit. -027-3.gat,40,78,0 script #cryptexit2 127,3,3{ +027-3.gat,40,78,0|script|#cryptexit2|127,3,3{ mes "Unfortunately, once I bring you to this time pocket" + "you cannot leave through its normal exit." + "The only way to get out is to defeat the reaper" diff --git a/world/map/npc/027-4/reaper_script.txt b/world/map/npc/027-4/reaper_script.txt index 2f218f0d..0a3fcc6f 100644 --- a/world/map/npc/027-4/reaper_script.txt +++ b/world/map/npc/027-4/reaper_script.txt @@ -1,6 +1,6 @@ // The scripts associated with the reaper mob summoned by Alacrius in the 027-2 -027-4.gat,0,0,0 script Reaper -1,{ +027-4.gat,0,0,0|script|Reaper|-1,{ OnDead: mes "you won!"; mapwarp "027-4.gat", "027-2.gat",104,41; @@ -12,4 +12,4 @@ OnPCDieEvent: OnAvenged: // tell players your fallen comrad has been avenged end; -}
\ No newline at end of file +} diff --git a/world/map/npc/028-1/Portal.txt b/world/map/npc/028-1/Portal.txt index ff7cea7f..f286739a 100644 --- a/world/map/npc/028-1/Portal.txt +++ b/world/map/npc/028-1/Portal.txt @@ -1,131 +1,125 @@ -028-1.gat,63,68,0 script Portal#_M 127,{ +028-1.gat,63,68,0|script|Portal#_M|127,{ if (isin("028-1.gat",59,64,67,70)) goto L_Main; - -mes "There is something there, but you aren't quite close enough to see exactly what it is."; + mes "There is something there, but you aren't quite close enough to see exactly what it is."; close; L_Main: - -mes "[Portal]"; -mes ""; -mes "A strange field hovers about waist high above the ground."; -next; -mes "[Portal]"; -mes ""; -mes "You sense a feeling of familiarity radiating out from it."; -mes ""; -mes "It looks just wide enough to jump through."; -next; -mes "[Portal]"; -mes ""; -mes "You're not quite sure if there will be a way to return once you enter, though."; -next; -mes "[Portal]"; -mes ""; -mes "What do you do?"; -menu "Jump through, without looking back.", L_No_Hesitation, - "Take one more look around.", L_Look, - "Leave it alone.", -; - + mes "[Portal]"; + mes ""; + mes "A strange field hovers about waist high above the ground."; + next; + mes "[Portal]"; + mes ""; + mes "You sense a feeling of familiarity radiating out from it."; + mes ""; + mes "It looks just wide enough to jump through."; + next; + mes "[Portal]"; + mes ""; + mes "You're not quite sure if there will be a way to return once you enter, though."; + next; + mes "[Portal]"; + mes ""; + mes "What do you do?"; + menu "Jump through, without looking back.", L_No_Hesitation, + "Take one more look around.", L_Look, + "Leave it alone.", -; close; L_No_Hesitation: -mes "There has been quite enough of this harsh place. You jump through without hesitation..."; -next; -mes "...and fall, and fall..."; -next; -mes "Dizzying colors whirl around you. You collapse."; -savepoint "009-1", 52, 39; -itemheal -hp -1, 0; + mes "There has been quite enough of this harsh place. You jump through without hesitation..."; + next; + mes "...and fall, and fall..."; + next; + mes "Dizzying colors whirl around you. You collapse."; + savepoint "009-1", 52, 39; + itemheal -hp -1, 0; close; L_Look: -mes "[Portal]"; -mes ""; -mes "There was a lot here. You don't know where it came from, or quite how you ended up here."; -if ((Easter_2010_QuestState >> E10_STATE_ROSE_SHIFT) & E10_STATE_ROSE_MASK == E10_STATE_ROSE_ROSE_COMPLETE) goto L_Full_Helped; -if ((Easter_2010_QuestState >> E10_HELPED_DOCTOR_SHIFT) & E10_HELPED_DOCTOR_MASK) goto L_Somewhat_Helped; -if ((Easter_2010_QuestState >> E10_FLAG_KNOWS_DOCTOR_SHIFT) & E10_FLAG_KNOWS_DOCTOR) goto L_Met; - -if ((Easter_2010_QuestState >> E10_FLAG_RETURN_READY_SHIFT) & E10_FLAG_RETURN_READY_MASK) goto L_Unknown_Defeat; - -mes "Come to think of it, there is still quite a lot you're not sure about. There was talk about something big, but you must have missed it... whatever it was, it seems gone now."; + mes "[Portal]"; + mes ""; + mes "There was a lot here. You don't know where it came from, or quite how you ended up here."; + if ((Easter_2010_QuestState >> E10_STATE_ROSE_SHIFT) & E10_STATE_ROSE_MASK == E10_STATE_ROSE_ROSE_COMPLETE) goto L_Full_Helped; + if ((Easter_2010_QuestState >> E10_HELPED_DOCTOR_SHIFT) & E10_HELPED_DOCTOR_MASK) goto L_Somewhat_Helped; + if ((Easter_2010_QuestState >> E10_FLAG_KNOWS_DOCTOR_SHIFT) & E10_FLAG_KNOWS_DOCTOR) goto L_Met; + if ((Easter_2010_QuestState >> E10_FLAG_RETURN_READY_SHIFT) & E10_FLAG_RETURN_READY_MASK) goto L_Unknown_Defeat; + + mes "Come to think of it, there is still quite a lot you're not sure about. There was talk about something big, but you must have missed it... whatever it was, it seems gone now."; goto L_Post_Look; L_Full_Helped: -if ((Easter_2010_QuestState >> E10_FLAG_RETURN_READY_SHIFT) & E10_FLAG_RETURN_READY_MASK) goto L_Full_Helped_Defeat; -mes "Your assistance was helpful, you know that much. If only you could have faced the darkness that plagued this world more directly..."; + if ((Easter_2010_QuestState >> E10_FLAG_RETURN_READY_SHIFT) & E10_FLAG_RETURN_READY_MASK) goto L_Full_Helped_Defeat; + mes "Your assistance was helpful, you know that much. If only you could have faced the darkness that plagued this world more directly..."; goto L_Post_Look; L_Full_Helped_Defeat: -mes "You know you have done everything that you could have. Your determination will have surely meant the world will be restored, once more."; + mes "You know you have done everything that you could have. Your determination will have surely meant the world will be restored, once more."; goto L_Post_Look; L_Somewhat_Helped: -if ((Easter_2010_QuestState >> E10_FLAG_RETURN_READY_SHIFT) & E10_FLAG_RETURN_READY_MASK) goto L_Somewhat_Helped_Defeat; -mes "You feel your help was not for nothing, though you can't quite shake the feeling there was still something more to do."; + if ((Easter_2010_QuestState >> E10_FLAG_RETURN_READY_SHIFT) & E10_FLAG_RETURN_READY_MASK) goto L_Somewhat_Helped_Defeat; + mes "You feel your help was not for nothing, though you can't quite shake the feeling there was still something more to do."; goto L_Post_Look; L_Somewhat_Helped_Defeat: -mes "Your help was not for nothing. Your destruction of evil would surely help heal this world!"; + mes "Your help was not for nothing. Your destruction of evil would surely help heal this world!"; goto L_Post_Look; L_Met: -if ((Easter_2010_QuestState >> E10_FLAG_RETURN_READY_SHIFT) & E10_FLAG_RETURN_READY_MASK) goto L_Met_Defeat; -mes "While you only met the Doctor briefly, he seemed to think there was something wrong. If only there was a way you could have helped, somehow."; + if ((Easter_2010_QuestState >> E10_FLAG_RETURN_READY_SHIFT) & E10_FLAG_RETURN_READY_MASK) goto L_Met_Defeat; + mes "While you only met the Doctor briefly, he seemed to think there was something wrong. If only there was a way you could have helped, somehow."; goto L_Post_Look; L_Met_Defeat: -mes "Striking down that evil, dark, figure would surely make a difference. While you only met the Doctor briefly, he seemed to think there was something wrong... with any luck, this defeat would be, at the very least, a significant setback."; + mes "Striking down that evil, dark, figure would surely make a difference. While you only met the Doctor briefly, he seemed to think there was something wrong... with any luck, this defeat would be, at the very least, a significant setback."; goto L_Post_Look; L_Unknown_Defeat: -mes "Striking down that evil, dark, figure would surely make a difference. You just wish you knew what that was about... if only there had been someone that could have explained it all."; + mes "Striking down that evil, dark, figure would surely make a difference. You just wish you knew what that was about... if only there had been someone that could have explained it all."; goto L_Post_Look; L_Post_Look: -next; -mes "What do you do?"; -menu "Jump through", L_Jump, - "Leave it alone", -; - + next; + mes "What do you do?"; + menu "Jump through", L_Jump, + "Leave it alone", -; close; L_Jump: -mes "[Portal]"; -mes ""; -mes "A tingling sensation surrounds you as you enter."; -next; -mes "[Portal]"; -mes ""; -mes "Inside, your senses seem heightened, sharpened..."; -next; -mes "[Portal]"; -mes ""; -mes "You can detect many entities all around you, yet you are not quite sure how."; -next; -mes "[Portal]"; -mes ""; -mes "Colors swirl around you. There is a sensation of great speed, of great power, of energy..."; -next; -mes "[Portal]"; -mes ""; -mes "A tearing motion. The blobs of color skew, and stretch into long thin lines... and somehow, a taste of peanuts."; -next; -mes "[Portal]"; -mes ""; -mes "A mass of green and yellow, moving at high speed... or perhaps it is you who is moving?"; -next; -mes "[Portal]"; -mes ""; -mes "Whichever it is, one of you slows just as you begin to recognise some details..."; -warp "009-1.gat", 52, 39; -savepoint "009-1", 52, 39; -mes "[Home]"; -mes ""; -mes "You land softly. It is good to be home..."; + mes "[Portal]"; + mes ""; + mes "A tingling sensation surrounds you as you enter."; + next; + mes "[Portal]"; + mes ""; + mes "Inside, your senses seem heightened, sharpened..."; + next; + mes "[Portal]"; + mes ""; + mes "You can detect many entities all around you, yet you are not quite sure how."; + next; + mes "[Portal]"; + mes ""; + mes "Colors swirl around you. There is a sensation of great speed, of great power, of energy..."; + next; + mes "[Portal]"; + mes ""; + mes "A tearing motion. The blobs of color skew, and stretch into long thin lines... and somehow, a taste of peanuts."; + next; + mes "[Portal]"; + mes ""; + mes "A mass of green and yellow, moving at high speed... or perhaps it is you who is moving?"; + next; + mes "[Portal]"; + mes ""; + mes "Whichever it is, one of you slows just as you begin to recognise some details..."; + warp "009-1.gat", 52, 39; + savepoint "009-1", 52, 39; + mes "[Home]"; + mes ""; + mes "You land softly. It is good to be home..."; close; - } 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/029-1/barrier.txt b/world/map/npc/029-1/barrier.txt index fe51dadc..4a570c62 100644 --- a/world/map/npc/029-1/barrier.txt +++ b/world/map/npc/029-1/barrier.txt @@ -1,4 +1,4 @@ -029-1.gat,53,36,0 script #CandorBarrier 127,1,1,{ +029-1.gat,54,36,0|script|#CandorBarrier|127,1,1,{ if ($@FIGHT_CAVE_STATUS == 1) goto L_Block; warp "029-3.gat", 46, 23; end; diff --git a/world/map/npc/029-1/dock.txt b/world/map/npc/029-1/dock.txt index 76cc8a16..9de9b372 100644 --- a/world/map/npc/029-1/dock.txt +++ b/world/map/npc/029-1/dock.txt @@ -1,6 +1,6 @@ // The ferry dock -029-1.gat,22,37,0 script #candordock 127,2,1,{ - set @loc, DOCK_candor; - callfunc "Ferry"; +029-1.gat,22,37,0|script|#candordock|127,2,1,{ + set @loc, DOCK_candor; + callfunc "Ferry"; } diff --git a/world/map/npc/029-3/_import.txt b/world/map/npc/029-3/_import.txt index e8ca1dac..ab9b8d2a 100644 --- a/world/map/npc/029-3/_import.txt +++ b/world/map/npc/029-3/_import.txt @@ -1,4 +1,4 @@ -// Map 029-3: Fight Cave +// Map 029-3: Candor Cave // This file is generated automatically. All manually changes will be removed when running the Converter. map: 029-3.gat npc: npc/029-3/_mobs.txt diff --git a/world/map/npc/029-3/_mobs.txt b/world/map/npc/029-3/_mobs.txt index f5d73530..f830bb2d 100644 --- a/world/map/npc/029-3/_mobs.txt +++ b/world/map/npc/029-3/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Fight Cave mobs +// Candor Cave mobs diff --git a/world/map/npc/029-3/_warps.txt b/world/map/npc/029-3/_warps.txt index 42f13dee..5ecf4dde 100644 --- a/world/map/npc/029-3/_warps.txt +++ b/world/map/npc/029-3/_warps.txt @@ -1,3 +1,3 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// Fight Cave warps +// Candor Cave warps diff --git a/world/map/npc/029-3/barrier.txt b/world/map/npc/029-3/barrier.txt index 23b37ea3..6ed01380 100644 --- a/world/map/npc/029-3/barrier.txt +++ b/world/map/npc/029-3/barrier.txt @@ -1,4 +1,4 @@ -029-3.gat,45,20,0 script #FightCaveBarrier 127,1,1,{ +029-3.gat,45,20,0|script|#FightCaveBarrier|127,1,1,{ if ($@FIGHT_CAVE_STATUS == 1) goto L_Block; warp "029-1.gat", 54, 39; end; diff --git a/world/map/npc/029-3/parua.txt b/world/map/npc/029-3/parua.txt index fe8ac5d7..03aa8a76 100644 --- a/world/map/npc/029-3/parua.txt +++ b/world/map/npc/029-3/parua.txt @@ -1,256 +1,256 @@ // Parua's fight -029-3.gat,50,25,0 script Parua 183,{ - if ($@FIGHT_CAVE_STATUS == 1) goto L_Enjoy; - if ($@FIGHT_CAVE_STATUS >= 2) goto L_Wait; - mes "[Parua]"; - mes "\"Hello.\""; - next; - mes "[Parua]"; - mes "\"Do you dare challenge the power that sleeps here?\""; - menu "No, I'll let it sleep.", L_Exit, - "Ha! What's the worst it could do?", -; - mes "[Parua]"; - mes "\"Very well, for a fee of 20,000 GP, I will awaken that power.\""; - menu "No, what a ripoff!", L_Exit, - "Fine, here you go.", -; - if ($@FIGHT_CAVE_STATUS == 1) goto L_AlreadyStarted; - if (zeny >= 20000 + 3000) goto L_CallPlayers; +029-3.gat,50,25,0|script|Parua|183,{ + if ($@FIGHT_CAVE_STATUS == 1) goto L_Enjoy; + if ($@FIGHT_CAVE_STATUS >= 2) goto L_Wait; + mes "[Parua]"; + mes "\"Hello.\""; + next; + mes "[Parua]"; + mes "\"Do you dare challenge the power that sleeps here?\""; + menu "No, I'll let it sleep.", L_Exit, + "Ha! What's the worst it could do?", -; + mes "[Parua]"; + mes "\"Very well, for a fee of 20,000 GP, I will awaken that power.\""; + menu "No, what a ripoff!", L_Exit, + "Fine, here you go.", -; + if ($@FIGHT_CAVE_STATUS == 1) goto L_AlreadyStarted; + if (zeny >= 20000 + 3000) goto L_CallPlayers; L_Paying: - if (getareausers("029-3.gat", 20, 20, 70, 60) < 5) goto L_NotEnoughPlayers; - if (zeny < 20000) goto L_NotEnough; + if (getareausers("029-3.gat", 20, 20, 70, 60) < 5) goto L_NotEnoughPlayers; + if (zeny < 20000) goto L_NotEnough; // Do not charge the money if the fight or the announces were already started by someone else - if ($@FIGHT_CAVE_STATUS != 0) close; - set zeny, zeny - 20000; + if ($@FIGHT_CAVE_STATUS != 0) close; + set zeny, zeny - 20000; L_StartFight: - if (getareausers("029-3.gat", 20, 20, 70, 60) < 5) goto L_NotEnoughPlayers; - npctalk "Let the battle begin!"; - set $@FIGHT_CAVE_STATUS, 1; - set $@FIGHT_CAVE_LEVEL, 1; - set $@FIGHT_CAVE_PLAYER_COUNT, getareausers("029-3.gat", 20, 20, 70, 60); - startnpctimer; - goto L_Exit; + if (getareausers("029-3.gat", 20, 20, 70, 60) < 5) goto L_NotEnoughPlayers; + npctalk "Let the battle begin!"; + set $@FIGHT_CAVE_STATUS, 1; + set $@FIGHT_CAVE_LEVEL, 1; + set $@FIGHT_CAVE_PLAYER_COUNT, getareausers("029-3.gat", 20, 20, 70, 60); + startnpctimer; + goto L_Exit; L_CallPlayers: - mes "[Parua]"; - mes "\"Good... Your money will be very useful. I can awaken this power right now, if you want, or, for an additional fee of 3,000 GP, I can help you gather some of your friends to help you in this battle. What will it be?\""; - menu "We are OK. Just do it!", L_Paying, - "I will accept your help.", -; - - mes "[Parua]"; - mes "\"OK, I can make up to 3 announcements to the people of this world, letting them know that you are about to challenge the powers that sleep in this cave! If you want the fight to start in 5 minutes, I will make one announcement, if it is 15 minutes, I will make 2 announcements, and if it is to start in 30 minutes, it will be 3 announcements.\""; - next; - mes "\"But be careful! If there aren't at least five people here at the time of the fight, your money will be lost.\""; - next; - mes "\"So, when should it start?\""; - menu "In 5 minutes.", -, - "In 15 minutes.", -, - "In 30 minutes.", -, - "I don't want to wait. Let's start it now!", L_Paying; + mes "[Parua]"; + mes "\"Good... Your money will be very useful. I can awaken this power right now, if you want, or, for an additional fee of 3,000 GP, I can help you gather some of your friends to help you in this battle. What will it be?\""; + menu "We are OK. Just do it!", L_Paying, + "I will accept your help.", -; + + mes "[Parua]"; + mes "\"OK, I can make up to 3 announcements to the people of this world, letting them know that you are about to challenge the powers that sleep in this cave! If you want the fight to start in 5 minutes, I will make one announcement, if it is 15 minutes, I will make 2 announcements, and if it is to start in 30 minutes, it will be 3 announcements.\""; + next; + mes "\"But be careful! If there aren't at least five people here at the time of the fight, your money will be lost.\""; + next; + mes "\"So, when should it start?\""; + menu "In 5 minutes.", -, + "In 15 minutes.", -, + "In 30 minutes.", -, + "I don't want to wait. Let's start it now!", L_Paying; // Do not charge the money if the fight or the announces were already started by someone else - if ($@FIGHT_CAVE_STATUS != 0) close; - if (getareausers("029-3.gat", 20, 20, 70, 60) < 5) goto L_NotEnoughPlayers; - if (zeny < 20000 + 3000) goto L_NotEnough_Announce; - set zeny, zeny - (20000 + 3000); - set $@SPONSOR$, strcharinfo(0); - set $@FIGHT_CAVE_STATUS, $@FIGHT_CAVE_STATUS + (@menu + 2); - if ($@FIGHT_CAVE_STATUS == 3) set $@ANNOUNCE_TIME, gettimetick(2) + 300; - if ($@FIGHT_CAVE_STATUS == 4) set $@ANNOUNCE_TIME, gettimetick(2) + 900; - if ($@FIGHT_CAVE_STATUS >= 5) set $@ANNOUNCE_TIME, gettimetick(2) + 1800; - startnpctimer; - close; + if ($@FIGHT_CAVE_STATUS != 0) close; + if (getareausers("029-3.gat", 20, 20, 70, 60) < 5) goto L_NotEnoughPlayers; + if (zeny < 20000 + 3000) goto L_NotEnough_Announce; + set zeny, zeny - (20000 + 3000); + set $@SPONSOR$, strcharinfo(0); + set $@FIGHT_CAVE_STATUS, $@FIGHT_CAVE_STATUS + (@menu + 2); + if ($@FIGHT_CAVE_STATUS == 3) set $@ANNOUNCE_TIME, gettimetick(2) + 300; + if ($@FIGHT_CAVE_STATUS == 4) set $@ANNOUNCE_TIME, gettimetick(2) + 900; + if ($@FIGHT_CAVE_STATUS >= 5) set $@ANNOUNCE_TIME, gettimetick(2) + 1800; + startnpctimer; + close; L_Enjoy: - mes "[Parua]"; - mes "\"Enjoy the fight!\""; - goto L_Exit; + mes "[Parua]"; + mes "\"Enjoy the fight!\""; + goto L_Exit; L_Wait: - set @seconds, ($@ANNOUNCE_TIME - gettimetick(2)); - mes "[Parua]"; - if (@seconds/60 == 0) mes "\"Be Patient... The fight will start in " + @seconds + " seconds.\""; - if (@seconds/60 > 0) mes "\"Be Patient... The fight will start in " + @seconds/60 + " minute(s).\""; - goto L_Exit; + set @seconds, ($@ANNOUNCE_TIME - gettimetick(2)); + mes "[Parua]"; + if (@seconds/60 == 0) mes "\"Be Patient... The fight will start in " + @seconds + " seconds.\""; + if (@seconds/60 > 0) mes "\"Be Patient... The fight will start in " + @seconds/60 + " minute(s).\""; + goto L_Exit; L_NotEnough: - mes "[Parua]"; - mes "\"Seems you can't meet my fee.\""; - goto L_Exit; + mes "[Parua]"; + mes "\"Seems you can't meet my fee.\""; + goto L_Exit; L_NotEnough_Announce: - mes "[Parua]"; - mes "\"Seems you can't meet the announcement fee.\""; - goto L_Exit; + mes "[Parua]"; + mes "\"Seems you can't meet the announcement fee.\""; + goto L_Exit; L_AlreadyStarted: - mes "[Parua]"; - mes "\"Seems your friend already paid me.\""; - goto L_Exit; + mes "[Parua]"; + mes "\"Seems your friend already paid me.\""; + goto L_Exit; L_NotEnoughPlayers: - if ($@FIGHT_CAVE_STATUS == 2) goto L_CleanUp_Announcement; - mes "[Parua]"; - mes "\"Maybe you should bring some friends with you; this will get messy.\""; - mes "He takes a moment to calculate. \"You'll probably need at least...five people, including yourself.\""; - goto L_Exit; + if ($@FIGHT_CAVE_STATUS == 2) goto L_CleanUp_Announcement; + mes "[Parua]"; + mes "\"Maybe you should bring some friends with you; this will get messy.\""; + mes "He takes a moment to calculate. \"You'll probably need at least...five people, including yourself.\""; + goto L_Exit; L_Exit: - close; - end; + close; + end; // Fight logic OnTimer5000: - setnpctimer 0; - if ($@FIGHT_CAVE_STATUS == 1) goto L_CaveLogic; - if ($@FIGHT_CAVE_STATUS >= 2) goto L_GlobalAnnounce; + setnpctimer 0; + if ($@FIGHT_CAVE_STATUS == 1) goto L_CaveLogic; + if ($@FIGHT_CAVE_STATUS >= 2) goto L_GlobalAnnounce; L_Return_1: - set $@FIGHT_CAVE_PLAYER_COUNT, 0; - areatimer "029-3.gat", 20, 20, 70, 60, 10, "Parua::onTick"; - end; + set $@FIGHT_CAVE_PLAYER_COUNT, 0; + areatimer "029-3.gat", 20, 20, 70, 60, 10, "Parua::onTick"; + end; L_CaveLogic: - set $@FIGHT_CAVE_ROUND_PEN, $@FIGHT_CAVE_PLAYER_COUNT; - if ($@FIGHT_CAVE_ROUND_PEN > 60) set $@FIGHT_CAVE_ROUND_PEN, 60; - if ($@FIGHT_CAVE_PLAYER_COUNT <= 0) goto L_CleanUp; - set $@FIGHT_CAVE_ROUND_TIMER, $@FIGHT_CAVE_ROUND_TIMER + 5; // Advance 5 seconds - if (mobcount("029-3.gat", "Parua::onPetDeath") <= 0) goto L_NextRound; - if ($@FIGHT_CAVE_ROUND_TIMER + $@FIGHT_CAVE_ROUND_PEN >= 120) goto L_NextRound; - goto L_Return_1; + set $@FIGHT_CAVE_ROUND_PEN, $@FIGHT_CAVE_PLAYER_COUNT; + if ($@FIGHT_CAVE_ROUND_PEN > 60) set $@FIGHT_CAVE_ROUND_PEN, 60; + if ($@FIGHT_CAVE_PLAYER_COUNT <= 0) goto L_CleanUp; + set $@FIGHT_CAVE_ROUND_TIMER, $@FIGHT_CAVE_ROUND_TIMER + 5; // Advance 5 seconds + if (mobcount("029-3.gat", "Parua::onPetDeath") <= 0) goto L_NextRound; + if ($@FIGHT_CAVE_ROUND_TIMER + $@FIGHT_CAVE_ROUND_PEN >= 120) goto L_NextRound; + goto L_Return_1; L_NextRound: - set $@FIGHT_CAVE_ROUND_TIMER, 0; + set $@FIGHT_CAVE_ROUND_TIMER, 0; - set $@FIGHT_CAVE_TEMP_UP, ($@FIGHT_CAVE_LEVEL / 10); - if ($@FIGHT_CAVE_TEMP_UP > 100) set $@FIGHT_CAVE_TEMP_UP, 100; + set $@FIGHT_CAVE_TEMP_UP, ($@FIGHT_CAVE_LEVEL / 10); + if ($@FIGHT_CAVE_TEMP_UP > 100) set $@FIGHT_CAVE_TEMP_UP, 100; - set $@FIGHT_CAVE_LEVEL, $@FIGHT_CAVE_LEVEL + $@FIGHT_CAVE_PLAYER_COUNT + $@FIGHT_CAVE_TEMP_UP; - if ($@FIGHT_CAVE_LEVEL >= 2200) goto L_CleanUp; - set $@FIGHT_CAVE_POINTS, $@FIGHT_CAVE_LEVEL; + set $@FIGHT_CAVE_LEVEL, $@FIGHT_CAVE_LEVEL + $@FIGHT_CAVE_PLAYER_COUNT + $@FIGHT_CAVE_TEMP_UP; + if ($@FIGHT_CAVE_LEVEL >= 2200) goto L_CleanUp; + set $@FIGHT_CAVE_POINTS, $@FIGHT_CAVE_LEVEL; - if ($@FIGHT_CAVE_LAST + 30 < $@FIGHT_CAVE_LEVEL) goto L_Announce; + if ($@FIGHT_CAVE_LAST + 30 < $@FIGHT_CAVE_LEVEL) goto L_Announce; L_Return_2: mapannounce "029-3.gat", "Parua: The next round (level " + $@FIGHT_CAVE_LEVEL + ") is starting with " + $@FIGHT_CAVE_PLAYER_COUNT + " player(s) left alive." , 0; - set $@MOB_1_SUMMON, 0; - set $@MOB_2_SUMMON, 0; - set $@MOB_3_SUMMON, 0; - set $@MOB_4_SUMMON, 0; - set $@MOB_5_SUMMON, 0; - set $@MOB_6_SUMMON, 0; + set $@MOB_1_SUMMON, 0; + set $@MOB_2_SUMMON, 0; + set $@MOB_3_SUMMON, 0; + set $@MOB_4_SUMMON, 0; + set $@MOB_5_SUMMON, 0; + set $@MOB_6_SUMMON, 0; L_Summon: - if ($@FIGHT_CAVE_POINTS >= 243 && $@MOB_1_SUMMON < 2) goto L_MOB1; - if ($@FIGHT_CAVE_POINTS >= 81 && $@MOB_2_SUMMON < 6) goto L_MOB2; - if ($@FIGHT_CAVE_POINTS >= 27 && $@MOB_3_SUMMON < 5) goto L_MOB3; - if ($@FIGHT_CAVE_POINTS >= 9 && $@MOB_4_SUMMON < 7) goto L_MOB4; - if ($@FIGHT_CAVE_POINTS >= 3 && $@MOB_5_SUMMON < 10) goto L_MOB5; - if ($@FIGHT_CAVE_POINTS >= 1 && $@MOB_6_SUMMON < 12) goto L_MOB6; - goto L_Return_1; + if ($@FIGHT_CAVE_POINTS >= 243 && $@MOB_1_SUMMON < 2) goto L_MOB1; + if ($@FIGHT_CAVE_POINTS >= 81 && $@MOB_2_SUMMON < 6) goto L_MOB2; + if ($@FIGHT_CAVE_POINTS >= 27 && $@MOB_3_SUMMON < 5) goto L_MOB3; + if ($@FIGHT_CAVE_POINTS >= 9 && $@MOB_4_SUMMON < 7) goto L_MOB4; + if ($@FIGHT_CAVE_POINTS >= 3 && $@MOB_5_SUMMON < 10) goto L_MOB5; + if ($@FIGHT_CAVE_POINTS >= 1 && $@MOB_6_SUMMON < 12) goto L_MOB6; + goto L_Return_1; L_Announce: - mapannounce "029-1.gat", "Parua: The next round (level " + $@FIGHT_CAVE_LEVEL + ") is starting with " + $@FIGHT_CAVE_PLAYER_COUNT + " player(s) left alive." , 0; - set $@FIGHT_CAVE_LAST, $@FIGHT_CAVE_LAST + 30; - goto L_Return_2; + mapannounce "029-1.gat", "Parua: The next round (level " + $@FIGHT_CAVE_LEVEL + ") is starting with " + $@FIGHT_CAVE_PLAYER_COUNT + " player(s) left alive." , 0; + set $@FIGHT_CAVE_LAST, $@FIGHT_CAVE_LAST + 30; + goto L_Return_2; L_GlobalAnnounce: - if ($@FIGHT_CAVE_STATUS == 3) goto L_Five_Minutes; - if ($@FIGHT_CAVE_STATUS == 4) goto L_Fifteen_Minutes; - if ($@FIGHT_CAVE_STATUS >= 5) goto L_Thirty_Minutes; - if (gettimetick(2) >= $@ANNOUNCE_TIME) goto L_StartFight; - end; + if ($@FIGHT_CAVE_STATUS == 3) goto L_Five_Minutes; + if ($@FIGHT_CAVE_STATUS == 4) goto L_Fifteen_Minutes; + if ($@FIGHT_CAVE_STATUS >= 5) goto L_Thirty_Minutes; + if (gettimetick(2) >= $@ANNOUNCE_TIME) goto L_StartFight; + end; L_Five_Minutes: - if ($@ANNOUNCE_TIME - gettimetick(2) > 300) end; - announce "Parua: " + $@SPONSOR$ + " invites everyone to a challenge against the powers that sleep in Candor. It is almost time! The fight will start in 5 minutes and, at the moment, there are only " + getareausers("029-3.gat", 20, 20, 70, 60) + " fighter(s) in the cave.", 0; - set $@FIGHT_CAVE_STATUS, 2; - end; + if ($@ANNOUNCE_TIME - gettimetick(2) > 300) end; + announce "Parua: " + $@SPONSOR$ + " invites everyone to a challenge against the powers that sleep in Candor. It is almost time! The fight will start in 5 minutes and, at the moment, there are only " + getareausers("029-3.gat", 20, 20, 70, 60) + " fighter(s) in the cave.", 0; + set $@FIGHT_CAVE_STATUS, 2; + end; L_Fifteen_Minutes: - if ($@ANNOUNCE_TIME - gettimetick(2) > 900) end; - announce "Parua: " + $@SPONSOR$ + " invites everyone to a challenge against the powers that sleep in Candor. You still have time to prepare yourself for this fight, since it will only start in 15 minutes. Right now, there are " + getareausers("029-3.gat", 20, 20, 70, 60) + " fighter(s) in the cave.", 0; - set $@FIGHT_CAVE_STATUS, 3; - end; + if ($@ANNOUNCE_TIME - gettimetick(2) > 900) end; + announce "Parua: " + $@SPONSOR$ + " invites everyone to a challenge against the powers that sleep in Candor. You still have time to prepare yourself for this fight, since it will only start in 15 minutes. Right now, there are " + getareausers("029-3.gat", 20, 20, 70, 60) + " fighter(s) in the cave.", 0; + set $@FIGHT_CAVE_STATUS, 3; + end; L_Thirty_Minutes: - announce "Parua: " + $@SPONSOR$ + " invites everyone to a challenge against the powers that sleep in Candor. The fight will start in 30 minutes, so prepare yourself and call your friends. At the moment there are " + getareausers("029-3.gat", 20, 20, 70, 60) + " fighter(s) in the cave.", 0; - set $@FIGHT_CAVE_STATUS, 4; - end; + announce "Parua: " + $@SPONSOR$ + " invites everyone to a challenge against the powers that sleep in Candor. The fight will start in 30 minutes, so prepare yourself and call your friends. At the moment there are " + getareausers("029-3.gat", 20, 20, 70, 60) + " fighter(s) in the cave.", 0; + set $@FIGHT_CAVE_STATUS, 4; + end; L_MOB1: - set $@MOB_1_SUMMON, $@MOB_1_SUMMON + 1; - set $@FIGHT_CAVE_POINTS, $@FIGHT_CAVE_POINTS - 243; - areamonster "029-3.gat", 20, 20, 70, 60, "", 1022, 1, "Parua::onPetDeath"; - goto L_Summon; + set $@MOB_1_SUMMON, $@MOB_1_SUMMON + 1; + set $@FIGHT_CAVE_POINTS, $@FIGHT_CAVE_POINTS - 243; + areamonster "029-3.gat", 20, 20, 70, 60, "", 1022, 1, "Parua::onPetDeath"; + goto L_Summon; L_MOB2: - set $@MOB_2_SUMMON, $@MOB_2_SUMMON + 1; - set $@FIGHT_CAVE_POINTS, $@FIGHT_CAVE_POINTS - 81; - areamonster "029-3.gat", 20, 20, 70, 60, "", 1045, 1, "Parua::onPetDeath"; - goto L_Summon; + set $@MOB_2_SUMMON, $@MOB_2_SUMMON + 1; + set $@FIGHT_CAVE_POINTS, $@FIGHT_CAVE_POINTS - 81; + areamonster "029-3.gat", 20, 20, 70, 60, "", 1045, 1, "Parua::onPetDeath"; + goto L_Summon; L_MOB3: - set $@MOB_3_SUMMON, $@MOB_3_SUMMON + 1; - set $@FIGHT_CAVE_POINTS, $@FIGHT_CAVE_POINTS - 27; - areamonster "029-3.gat", 20, 20, 70, 60, "", 1024, 1, "Parua::onPetDeath"; - goto L_Summon; + set $@MOB_3_SUMMON, $@MOB_3_SUMMON + 1; + set $@FIGHT_CAVE_POINTS, $@FIGHT_CAVE_POINTS - 27; + areamonster "029-3.gat", 20, 20, 70, 60, "", 1024, 1, "Parua::onPetDeath"; + goto L_Summon; L_MOB4: - set $@MOB_4_SUMMON, $@MOB_4_SUMMON + 1; - set $@FIGHT_CAVE_POINTS, $@FIGHT_CAVE_POINTS - 9; - areamonster "029-3.gat", 20, 20, 70, 60, "", 1043, 1, "Parua::onPetDeath"; - goto L_Summon; + set $@MOB_4_SUMMON, $@MOB_4_SUMMON + 1; + set $@FIGHT_CAVE_POINTS, $@FIGHT_CAVE_POINTS - 9; + areamonster "029-3.gat", 20, 20, 70, 60, "", 1043, 1, "Parua::onPetDeath"; + goto L_Summon; L_MOB5: - set $@MOB_5_SUMMON, $@MOB_5_SUMMON + 1; - set $@FIGHT_CAVE_POINTS, $@FIGHT_CAVE_POINTS - 3; - areamonster "029-3.gat", 20, 20, 70, 60, "", 1010, 1, "Parua::onPetDeath"; - goto L_Summon; + set $@MOB_5_SUMMON, $@MOB_5_SUMMON + 1; + set $@FIGHT_CAVE_POINTS, $@FIGHT_CAVE_POINTS - 3; + areamonster "029-3.gat", 20, 20, 70, 60, "", 1010, 1, "Parua::onPetDeath"; + goto L_Summon; L_MOB6: - set $@MOB_6_SUMMON, $@MOB_6_SUMMON + 1; - set $@FIGHT_CAVE_POINTS, $@FIGHT_CAVE_POINTS - 1; - areamonster "029-3.gat", 20, 20, 70, 60, "", 1008, 1, "Parua::onPetDeath"; - goto L_Summon; + set $@MOB_6_SUMMON, $@MOB_6_SUMMON + 1; + set $@FIGHT_CAVE_POINTS, $@FIGHT_CAVE_POINTS - 1; + areamonster "029-3.gat", 20, 20, 70, 60, "", 1008, 1, "Parua::onPetDeath"; + goto L_Summon; // Called on each player once every 5 seconds onTick: - if (isdead(0)) end; - set $@FIGHT_CAVE_PLAYER_COUNT, $@FIGHT_CAVE_PLAYER_COUNT + 1; - end; + if (isdead()) end; + set $@FIGHT_CAVE_PLAYER_COUNT, $@FIGHT_CAVE_PLAYER_COUNT + 1; + end; onPetDeath: - end; + end; onInit: - initnpctimer; - stopnpctimer; + initnpctimer; + stopnpctimer; L_CleanUp: - npctalk "Game Over"; - mapannounce "029-1.gat", "Parua: The dungeon is now ready for its next victims.", 0; - areatimer "029-3.gat", 20, 20, 70, 60, 10, "Parua::onReward"; - set $@FIGHT_CAVE_STATUS, 0; - set $@FIGHT_CAVE_PLAYER_COUNT, 0; - set $@FIGHT_CAVE_LEVEL, 1; - set $@FIGHT_CAVE_ROUND_TIMER, 0; - killmonster "029-3.gat", "Parua::onPetDeath"; - stopnpctimer; - setnpctimer 0; - end; + npctalk "Game Over"; + mapannounce "029-1.gat", "Parua: The dungeon is now ready for its next victims.", 0; + areatimer "029-3.gat", 20, 20, 70, 60, 10, "Parua::onReward"; + set $@FIGHT_CAVE_STATUS, 0; + set $@FIGHT_CAVE_PLAYER_COUNT, 0; + set $@FIGHT_CAVE_LEVEL, 1; + set $@FIGHT_CAVE_ROUND_TIMER, 0; + killmonster "029-3.gat", "Parua::onPetDeath"; + stopnpctimer; + setnpctimer 0; + end; L_CleanUp_Announcement: - npctalk $@SPONSOR$ + " lost the money invested in the fight, since there are less than 5 players in the cave"; - set $@SPONSOR$, ""; - set $@ANNOUNCE_TIME, 0; - set $@FIGHT_CAVE_STATUS, 0; - stopnpctimer; - setnpctimer 0; - end; + npctalk $@SPONSOR$ + " lost the money invested in the fight, since there are less than 5 players in the cave"; + set $@SPONSOR$, ""; + set $@ANNOUNCE_TIME, 0; + set $@FIGHT_CAVE_STATUS, 0; + stopnpctimer; + setnpctimer 0; + end; onReward: - if (isdead(0)) end; - set BOSS_POINTS, BOSS_POINTS + 100; - message strcharinfo(0), "You gain 100 Boss Points giving you a total of " + BOSS_POINTS; - end; + if (isdead()) end; + set BOSS_POINTS, BOSS_POINTS + 100; + message strcharinfo(0), "You gain 100 Boss Points giving you a total of " + BOSS_POINTS; + end; } 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/031-1/angelaOutside.txt b/world/map/npc/031-1/angelaOutside.txt index 3df9daa9..3e503187 100644 --- a/world/map/npc/031-1/angelaOutside.txt +++ b/world/map/npc/031-1/angelaOutside.txt @@ -5,106 +5,106 @@ // state2 and state3: Cindy is saved Angela invites you to visit them for giving a reward // state greater than 3: Angela invites and asks you to bring present boxes -031-1.gat,79,24,0 script Angela 195, { +031-1.gat,79,24,0|script|Angela|195, { - set @Q_Nivalis_state_MASK, NIBBLE_5_MASK; - set @Q_Nivalis_state_SHIFT, NIBBLE_5_SHIFT; + set @Q_Nivalis_state_MASK, NIBBLE_5_MASK; + set @Q_Nivalis_state_SHIFT, NIBBLE_5_SHIFT; - set @rescue_Cindy, ((QUEST_Nivalis_state & @Q_Nivalis_state_MASK) >> @Q_Nivalis_state_SHIFT); + set @rescue_Cindy, ((QUEST_Nivalis_state & @Q_Nivalis_state_MASK) >> @Q_Nivalis_state_SHIFT); if (@rescue_Cindy > 3) goto L_Please_Visit_Again; - if (@rescue_Cindy > 1) goto L_Please_Visit; - if (@rescue_Cindy == 1) goto L_Please_Help; + if (@rescue_Cindy > 1) goto L_Please_Visit; + if (@rescue_Cindy == 1) goto L_Please_Help; - mes "[Angela]"; - mes "\"Please, I need help! My little daughter!\""; - next; - mes "\"It's terrible, oh my dear child!\""; - next; + mes "[Angela]"; + mes "\"Please, I need help! My little daughter!\""; + next; + mes "\"It's terrible, oh my dear child!\""; + next; - if (countitem("ConcentrationPotion") > 0 && baselevel > 69) goto L_Menu_Potion; + if (countitem("ConcentrationPotion") > 0 && baselevel > 69) goto L_Menu_Potion; - menu - "\"Please calm down and tell me what happened.\"", L_Whining, - "Leave", -; - close; + menu + "\"Please calm down and tell me what happened.\"", L_Whining, + "Leave", -; + close; L_Whining: - mes "[Angela]"; - mes "\"My poor little daughter, please! Oh no, oh no...\""; - next; - mes "\"We need to do something! My poor little Cindy! My cute little girl!\""; - next; - mes "\"It's so terrible, how could that happen? Please, I need help, it's so terrible.\""; - next; - mes "\"Those awful filthy monsters - terrible!\""; - next; - mes "\"Oh Cindy, my little Cindy - oh no...\""; - next; - mes "\"Please help, we need to do something!\""; - next; - mes "\"It's so terrible, my poor cute little Cindy...\""; - next; - mes "\"Oh, when I think what might happen to her right now!\""; - next; - mes "\"She is crying and sobbing.\""; - next; - mes "\"It seems she is too upset to tell you anything helpful. If she would just calm down and concentrate a bit...\""; - close; + mes "[Angela]"; + mes "\"My poor little daughter, please! Oh no, oh no...\""; + next; + mes "\"We need to do something! My poor little Cindy! My cute little girl!\""; + next; + mes "\"It's so terrible, how could that happen? Please, I need help, it's so terrible.\""; + next; + mes "\"Those awful filthy monsters - terrible!\""; + next; + mes "\"Oh Cindy, my little Cindy - oh no...\""; + next; + mes "\"Please help, we need to do something!\""; + next; + mes "\"It's so terrible, my poor cute little Cindy...\""; + next; + mes "\"Oh, when I think what might happen to her right now!\""; + next; + mes "\"She is crying and sobbing.\""; + next; + mes "\"It seems she is too upset to tell you anything helpful. If she would just calm down and concentrate a bit...\""; + close; L_Menu_Potion: - menu - "\"Please calm down and tell me what happened.\"", L_Whining, - "Give her a concentration potion.", L_Calm_Down, - "Leave", -; - close; + menu + "\"Please calm down and tell me what happened.\"", L_Whining, + "Give her a concentration potion.", L_Calm_Down, + "Leave", -; + close; L_Calm_Down: - if (countitem("ConcentrationPotion") == 0) goto L_No_Potion; - delitem "ConcentrationPotion", 1; - mes "She drinks the concentration potions and calms down."; - mes "[Angela]"; - mes "\"Thank you, this was helpful.\""; - next; - mes "\"My daughter Cindy and I were on our way to Santa, to bring him some presents. Many people here in Nivalis are helping Santa with his business.\""; - next; - mes "\"When we passed the entrance of this cave, a pack of Yetis came out of there. It's disturbing, because usually they are very shy.\""; - next; - mes "\"We tried to run away, but there were too many of them. They took my poor little Cindy and all the presents with them.\""; - next; - mes "\"Oh my poor little girl. I'm so worried - what might they do with her? Oh no!\""; - next; - mes "\"You look like an adventurer! Please, can you go in that cave and rescue my little Cindy? I beg you for help!\""; - set @rescue_Cindy, 1; - callsub S_Update_Mask; - close; + if (countitem("ConcentrationPotion") == 0) goto L_No_Potion; + delitem "ConcentrationPotion", 1; + mes "She drinks the concentration potions and calms down."; + mes "[Angela]"; + mes "\"Thank you, this was helpful.\""; + next; + mes "\"My daughter Cindy and I were on our way to Santa, to bring him some presents. Many people here in Nivalis are helping Santa with his business.\""; + next; + mes "\"When we passed the entrance of this cave, a pack of Yetis came out of there. It's disturbing, because usually they are very shy.\""; + next; + mes "\"We tried to run away, but there were too many of them. They took my poor little Cindy and all the presents with them.\""; + next; + mes "\"Oh my poor little girl. I'm so worried - what might they do with her? Oh no!\""; + next; + mes "\"You look like an adventurer! Please, can you go in that cave and rescue my little Cindy? I beg you for help!\""; + set @rescue_Cindy, 1; + callsub S_Update_Mask; + close; L_No_Potion: - mes "You don't have a concentration potion."; - close; + mes "You don't have a concentration potion."; + close; L_Please_Help: - mes "[Angela]"; - mes "\"Please go in that cave and rescue my daughter!\""; - close; + mes "[Angela]"; + mes "\"Please go in that cave and rescue my daughter!\""; + close; L_Please_Visit: - mes "[Angela]"; - mes "\"Thank you so much for rescuing my beloved Cindy. Please come to visit us in our house at the beach.\""; - next; - mes "\"My husband is an adventurer like you, and I want to give you something he got on his travels to show my gratitude.\""; - close; + mes "[Angela]"; + mes "\"Thank you so much for rescuing my beloved Cindy. Please come to visit us in our house at the beach.\""; + next; + mes "\"My husband is an adventurer like you, and I want to give you something he got on his travels to show my gratitude.\""; + close; L_Please_Visit_Again: - mes "[Angela]"; - mes "\"Hello! You are welcome to visit us in our house at the beach everytime. Cindy loves to see you!\""; - next; - mes "\"If you have found any present boxes the Yetis took away, please bring them to our house. Usually, the Yetis are very shy... their behavior is a bit odd.\""; - close; + mes "[Angela]"; + mes "\"Hello! You are welcome to visit us in our house at the beach everytime. Cindy loves to see you!\""; + next; + mes "\"If you have found any present boxes the Yetis took away, please bring them to our house. Usually, the Yetis are very shy... their behavior is a bit odd.\""; + close; S_Update_Mask: set QUEST_Nivalis_state, - (QUEST_Nivalis_state & ~(@Q_Nivalis_state_MASK)) + (QUEST_Nivalis_state & ~(@Q_Nivalis_state_MASK)) | (@rescue_Cindy << @Q_Nivalis_state_SHIFT); return; } diff --git a/world/map/npc/031-1/frozenbeard.txt b/world/map/npc/031-1/frozenbeard.txt index 4f871554..923ae449 100644 --- a/world/map/npc/031-1/frozenbeard.txt +++ b/world/map/npc/031-1/frozenbeard.txt @@ -1,29 +1,29 @@ // -031-1.gat,97,115,0 script Frozenbeard 138,{ +031-1.gat,97,115,0|script|Frozenbeard|138,{ - mes "[Frozenbeard]"; - mes "\"Arrr mate! There is no dock here, so I had to row boat from my ship! I am pioneering and mapping the trade route between here and Argaes, around the Hurnscald area. I'll hail my shipmates to send a boat and we'll sail out to Argaes, be there in no time, but it will cost you a fee. 500 gold pieces. What do you say?"; - menu - "Sure. (500 GP)", L_Frozenbeard_Argaes, - "Not right now.", L_Frozenbeard_Stay; - close; + mes "[Frozenbeard]"; + mes "\"Arrr mate! There is no dock here, so I had to row boat from my ship! I am pioneering and mapping the trade route between here and Argaes, around the Hurnscald area. I'll hail my shipmates to send a boat and we'll sail out to Argaes, be there in no time, but it will cost you a fee. 500 gold pieces. What do you say?"; + menu + "Sure. (500 GP)", L_Frozenbeard_Argaes, + "Not right now.", L_Frozenbeard_Stay; + close; L_Frozenbeard_Argaes: - if (zeny < 500) goto L_NoMoney; - mes "[Frozenbeard]"; - mes "\"Pleasant Journeys!\""; - set zeny, zeny-500; - warp "008-1.gat",137,64; - close; + if (zeny < 500) goto L_NoMoney; + mes "[Frozenbeard]"; + mes "\"Pleasant Journeys!\""; + set zeny, zeny-500; + warp "008-1.gat",137,64; + close; L_Frozenbeard_Stay: - mes "[Frozenbeard]"; - mes "\"Suit yourself. Feel free to come out here anytime, I am really busy making sure these routes are accurate.\""; - close; + mes "[Frozenbeard]"; + mes "\"Suit yourself. Feel free to come out here anytime, I am really busy making sure these routes are accurate.\""; + close; L_NoMoney: - mes "[Frozenbeard]"; - mes "\"You need more money. I'll wait here while you get some.\""; - close; + mes "[Frozenbeard]"; + mes "\"You need more money. I'll wait here while you get some.\""; + close; } diff --git a/world/map/npc/031-1/house.txt b/world/map/npc/031-1/house.txt index d9714ef5..9913bdec 100644 --- a/world/map/npc/031-1/house.txt +++ b/world/map/npc/031-1/house.txt @@ -2,14 +2,14 @@ // player can enter, if Cindy is already saved and the player has been invited, quest status > 2 // author: Jenalya -031-1.gat,95,80,0 script #Door 127,1,1,{ - set @Q_Nivalis_state_MASK, NIBBLE_5_MASK; - set @Q_Nivalis_state_SHIFT, NIBBLE_5_SHIFT; +031-1.gat,95,80,0|script|#Door|127,1,1,{ + set @Q_Nivalis_state_MASK, NIBBLE_5_MASK; + set @Q_Nivalis_state_SHIFT, NIBBLE_5_SHIFT; - set @rescue_Cindy, ((QUEST_Nivalis_state & @Q_Nivalis_state_MASK) >> @Q_Nivalis_state_SHIFT); + set @rescue_Cindy, ((QUEST_Nivalis_state & @Q_Nivalis_state_MASK) >> @Q_Nivalis_state_SHIFT); if (@rescue_Cindy > 2) goto L_Warp; - message strcharinfo(0), "The door is locked."; + message strcharinfo(0), "The door is locked."; close; L_Warp: diff --git a/world/map/npc/031-2/cindyHouse.txt b/world/map/npc/031-2/cindyHouse.txt index 97aa2bb9..79b8704c 100644 --- a/world/map/npc/031-2/cindyHouse.txt +++ b/world/map/npc/031-2/cindyHouse.txt @@ -1,64 +1,52 @@ // author: Jenalya -// reviewed by: +// reviewed by: // state0,1,2: you shouldn't be able to reach this place // state3 and greater: Cindy is saved, she says one of some random phrases // -031-2.gat,27,26,0 script Cindy 197, { +031-2.gat,27,26,0|script|Cindy|197, { - set @Q_Nivalis_state_MASK, NIBBLE_5_MASK; - set @Q_Nivalis_state_SHIFT, NIBBLE_5_SHIFT; + set @Q_Nivalis_state_MASK, NIBBLE_5_MASK; + set @Q_Nivalis_state_SHIFT, NIBBLE_5_SHIFT; - set @rescue_Cindy, ((QUEST_Nivalis_state & @Q_Nivalis_state_MASK) >> @Q_Nivalis_state_SHIFT); - - if (@rescue_Cindy > 2) goto L_Happy_Random; + set @rescue_Cindy, ((QUEST_Nivalis_state & @Q_Nivalis_state_MASK) >> @Q_Nivalis_state_SHIFT); - mes "..."; - close; + if (@rescue_Cindy > 2) goto L_Happy_Random; + + mes "..."; + close; L_Happy_Random: - getinventorylist; - set @candy, rand(50); - if (@inventorylist_count < 100 && @candy == 42) goto L_Candy; - - setarray @quote_Cindy$, "Thank you so much for rescuing me!", - "My mother made really tasty cookies yesterday. But I already ate them all...", - "I want to go ice skating tomorrow. That will be fun!", - "I wonder when Daddy will come home next time. He always brings exciting stuff!", - strcharinfo(0) + "! You're my hero!", - "My mother is so upset about the Yetis - they are very very shy usually. You have to be lucky to see one. I wonder what's wrong with them.", - "When I'm a little older, I want to travel like you and my father. I want to see every place on the world!", - "Did you ever meet Santa? He's very kind! He always gives me some candy when we go to see him.", - strcharinfo(0) + ", you are sooo strong! Amazing! But my dad is strong too!"; - set @random, rand(9); - if (@random != 5) emotion 3; - set @quote$, "\"" + @quote_Cindy$[@random] + "\""; - mes "[Cindy]"; - mes @quote$; - close; - + getinventorylist; + set @candy, rand(50); + if (@inventorylist_count < 100 && @candy == 42) goto L_Candy; + + setarray @quote_Cindy$, "Thank you so much for rescuing me!", + "My mother made really tasty cookies yesterday. But I already ate them all...", + "I want to go ice skating tomorrow. That will be fun!", + "I wonder when Daddy will come home next time. He always brings exciting stuff!", + strcharinfo(0) + "! You're my hero!", + "My mother is so upset about the Yetis - they are very very shy usually. You have to be lucky to see one. I wonder what's wrong with them.", + "When I'm a little older, I want to travel like you and my father. I want to see every place on the world!", + "Did you ever meet Santa? He's very kind! He always gives me some candy when we go to see him.", + strcharinfo(0) + ", you are sooo strong! Amazing! But my dad is strong too!"; + set @random, rand(9); + if (@random != 5) + emotion EMOTE_HAPPY; + set @quote$, "\"" + @quote_Cindy$[@random] + "\""; + mes "[Cindy]"; + mes @quote$; + close; + L_Candy: - mes "[Cindy]"; - mes "\"Santa gave me some candy! Please, take that!\""; - getitem "Candy", 1; - close; - + mes "[Cindy]"; + mes "\"Santa gave me some candy! Please, take that!\""; + getitem "Candy", 1; + close; + S_Update_Mask: set QUEST_Nivalis_state, - (QUEST_Nivalis_state & ~(@Q_Nivalis_state_MASK)) + (QUEST_Nivalis_state & ~(@Q_Nivalis_state_MASK)) | (@rescue_Cindy << @Q_Nivalis_state_SHIFT); return; } - - - - - - - - - - - - - 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/031-3/labyrinth.txt b/world/map/npc/031-3/labyrinth.txt index feef9c1d..b1b5543a 100644 --- a/world/map/npc/031-3/labyrinth.txt +++ b/world/map/npc/031-3/labyrinth.txt @@ -8,10 +8,10 @@ //# //################################################################################# -031-3.gat,46,24,0 script #YetiBarrier 127,1,1,{ +031-3.gat,46,24,0|script|#YetiBarrier|127,1,1,{ if ($@FIGHT_YETI_STATUS == 1) goto L_Blocked; warp "031-4.gat", 40, 69; - end; + end; L_Blocked: message strcharinfo(0), "A force field seems to be blocking you from entering."; end; 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/031-4/cindyCave.txt b/world/map/npc/031-4/cindyCave.txt index 223aa80b..c4a589b2 100644 --- a/world/map/npc/031-4/cindyCave.txt +++ b/world/map/npc/031-4/cindyCave.txt @@ -5,239 +5,238 @@ // state2: Cindy is saved, she gives you a reward (wizard hat or wooden staff) // state3: and greater: Cindy is saved, she asks you to visit them -031-4.gat,42,42,0 script Cindy 198, { - if ($@FIGHT_YETI_STATUS != 0) goto L_Yeti; +031-4.gat,42,42,0|script|Cindy|198, { + if ($@FIGHT_YETI_STATUS != 0) goto L_Yeti; - set @KEYS_AMOUNT, 10; + set @KEYS_AMOUNT, 10; - set @Q_Nivalis_state_MASK, NIBBLE_5_MASK; - set @Q_Nivalis_state_SHIFT, NIBBLE_5_SHIFT; + set @Q_Nivalis_state_MASK, NIBBLE_5_MASK; + set @Q_Nivalis_state_SHIFT, NIBBLE_5_SHIFT; - set @rescue_Cindy, ((QUEST_Nivalis_state & @Q_Nivalis_state_MASK) >> @Q_Nivalis_state_SHIFT); + set @rescue_Cindy, ((QUEST_Nivalis_state & @Q_Nivalis_state_MASK) >> @Q_Nivalis_state_SHIFT); - if (Sex == 0) set @title$, "Misses"; - if (Sex == 1) set @title$, "Mister"; + if (Sex == 0) set @title$, "Misses"; + if (Sex == 1) set @title$, "Mister"; if (@rescue_Cindy >= 3) goto L_Please_Visit; - if (@rescue_Cindy == 2) goto L_Reward; - if (@rescue_Cindy == 1) goto L_Please_Help; + if (@rescue_Cindy == 2) goto L_Reward; + if (@rescue_Cindy == 1) goto L_Please_Help; - mes "There is a little girl in a cage. As you come near, she starts to shiver and back off from you as far as she can in that small cage."; - next; - mes "You don't know what to do."; - close; + mes "There is a little girl in a cage. As you come near, she starts to shiver and back off from you as far as she can in that small cage."; + next; + mes "You don't know what to do."; + close; L_Please_Help: - mes "There is a little girl in a cage. As you come near, she starts to shiver and back off from you as far as she can in that small cage."; - next; - menu - "Hello Cindy, I'm here to save you.", - ; - mes "Cindy doesn't look so scared anymore."; - next; - mes "[Cindy]"; - mes "\"Hello, dear " + @title$ + " adventurer. Did my mother send you?\""; - next; - mes "\"It's so cold in here! Can you please open the cage?\""; - next; - mes "\"But be careful. If the Yetis hear you, they will come!\""; - menu - "Try to open the cage", L_Try_Cage, - "Leave", -; - close; + mes "There is a little girl in a cage. As you come near, she starts to shiver and back off from you as far as she can in that small cage."; + next; + menu + "Hello Cindy, I'm here to save you.", - ; + mes "Cindy doesn't look so scared anymore."; + next; + mes "[Cindy]"; + mes "\"Hello, dear " + @title$ + " adventurer. Did my mother send you?\""; + next; + mes "\"It's so cold in here! Can you please open the cage?\""; + next; + mes "\"But be careful. If the Yetis hear you, they will come!\""; + menu + "Try to open the cage", L_Try_Cage, + "Leave", -; + close; L_Try_Cage: - if (baselevel < 70) goto L_To_Weak; - if (countitem("TreasureKey") < @KEYS_AMOUNT) goto L_Not_Enough_Keys; - delitem "TreasureKey", @KEYS_AMOUNT; - mes "As you try to open the door of the cage, there is a loud squeaking noise."; - next; - mes "You get an uncomfortable feeling and Cindy starts to shiver."; - next; - mes "\"Oh no, the Yetis...\""; - if ($@FIGHT_YETI_STATUS != 0) goto L_Yeti; - - // initialize fight - set $@FIGHT_YETI_STATUS, 1; - set $@FIGHT_YETI_WAVE, 0; - set $@YETI_COUNT, 1; - set $@FIGHT_YETI_PLAYER_COUNT, getareausers("031-4.gat", 0, 0, 95, 91); - // this yeti is spawned because of some timing problems - // without it, the first and second wave start nearly the same time - areamonster "031-4.gat", 0, 0, 95, 91, "", 1072, 1, "Cindy::onPetDeath"; - - startnpctimer; - goto L_Exit; + if (baselevel < 70) goto L_To_Weak; + if (countitem("TreasureKey") < @KEYS_AMOUNT) goto L_Not_Enough_Keys; + delitem "TreasureKey", @KEYS_AMOUNT; + mes "As you try to open the door of the cage, there is a loud squeaking noise."; + next; + mes "You get an uncomfortable feeling and Cindy starts to shiver."; + next; + mes "\"Oh no, the Yetis...\""; + if ($@FIGHT_YETI_STATUS != 0) goto L_Yeti; + + // initialize fight + set $@FIGHT_YETI_STATUS, 1; + set $@FIGHT_YETI_WAVE, 0; + set $@YETI_COUNT, 1; + set $@FIGHT_YETI_PLAYER_COUNT, getareausers("031-4.gat", 0, 0, 95, 91); + // this yeti is spawned because of some timing problems + // without it, the first and second wave start nearly the same time + areamonster "031-4.gat", 0, 0, 95, 91, "", 1072, 1, "Cindy::onPetDeath"; + + startnpctimer; + goto L_Exit; L_Exit: - close; + close; L_Yeti: - mes "[Cindy]"; - mes "\"Watch out, the Yetis!\""; - close; + mes "[Cindy]"; + mes "\"Watch out, the Yetis!\""; + close; L_Reward: - mes "[Cindy]"; - mes "\"You are a hero! All these strong monsters!\""; - next; - mes "\"I've found this thing in the cave - it looks valuable. I want you to have it.\""; - next; - getinventorylist; - if (@inventorylist_count == 100) goto L_Full_Inv; - - set @reward, rand(15); - if (@reward < 10) goto L_Wizard_Hat; - getitem "WoodenStaff", 1; - set @rescue_Cindy, 3; - callsub S_Update_Mask; - goto L_Visit; + mes "[Cindy]"; + mes "\"You are a hero! All these strong monsters!\""; + next; + mes "\"I've found this thing in the cave - it looks valuable. I want you to have it.\""; + next; + getinventorylist; + if (@inventorylist_count == 100) goto L_Full_Inv; + + set @reward, rand(15); + if (@reward < 10) goto L_Wizard_Hat; + getitem "WoodenStaff", 1; + set @rescue_Cindy, 3; + callsub S_Update_Mask; + goto L_Visit; L_Wizard_Hat: - // get a wizard hat in one of the ten colors - no white - setarray @wizardhats, 2200, 2201, 2202, 2203, 2204, 2205, 2206, 2207, 2208, 2209; - getitem @wizardhats[@reward], 1; - set @rescue_Cindy, 3; - callsub S_Update_Mask; + // get a wizard hat in one of the ten colors - no white + setarray @wizardhats, 2200, 2201, 2202, 2203, 2204, 2205, 2206, 2207, 2208, 2209; + getitem @wizardhats[@reward], 1; + set @rescue_Cindy, 3; + callsub S_Update_Mask; L_Visit: - mes "\"Thank you so much; please come to my home. It's the house at the beach.\""; - next; - mes "\"I'm sure my mother wants to thank you as well.\""; - close; + mes "\"Thank you so much; please come to my home. It's the house at the beach.\""; + next; + mes "\"I'm sure my mother wants to thank you as well.\""; + close; L_Please_Visit: - mes "[Cindy]"; - mes "\"Thank you, thank you! You're a hero! Please come home with me to our house at the beach!\""; - close; + mes "[Cindy]"; + mes "\"Thank you, thank you! You're a hero! Please come home with me to our house at the beach!\""; + close; L_To_Weak: - mes "You try to open the cage, but it's stuck. It seems you're too weak!"; - close; + mes "You try to open the cage, but it's stuck. It seems you're too weak!"; + close; L_Not_Enough_Keys: - mes "You don't have enough keys to open the cage."; - close; + mes "You don't have enough keys to open the cage."; + close; L_Full_Inv: - mes "\"Oh, it seems you carry so much stuff - I will keep it for you until you can take it.\""; - close; + mes "\"Oh, it seems you carry so much stuff - I will keep it for you until you can take it.\""; + close; // Fight logic attached to npc OnTimer5000: - setnpctimer 0; - if ($@FIGHT_YETI_STATUS != 0) goto L_CaveLogic; + setnpctimer 0; + if ($@FIGHT_YETI_STATUS != 0) goto L_CaveLogic; L_Return_1: - set $@FIGHT_YETI_PLAYER_COUNT, 0; - areatimer "031-4.gat", 0, 0, 95, 91, 10, "Cindy::onTick"; - end; + set $@FIGHT_YETI_PLAYER_COUNT, 0; + areatimer "031-4.gat", 0, 0, 95, 91, 10, "Cindy::onTick"; + end; L_CaveLogic: - set $@FIGHT_YETI_ROUND_PEN, $@FIGHT_YETI_PLAYER_COUNT; - if ($@FIGHT_YETI_ROUND_PEN > 60) set $@FIGHT_YETI_ROUND_PEN, 60; - if ($@FIGHT_YETI_PLAYER_COUNT <= 0) goto L_CleanUp; - set $@FIGHT_YETI_ROUND_TIMER, $@FIGHT_YETI_ROUND_TIMER + 5; // Advance 5 seconds - if (mobcount("031-4.gat", "Cindy::onPetDeath") <= 0) goto L_NextWave; - if ($@FIGHT_YETI_ROUND_TIMER + $@FIGHT_YETI_ROUND_PEN >= 120) goto L_NextWave; - goto L_Return_1; + set $@FIGHT_YETI_ROUND_PEN, $@FIGHT_YETI_PLAYER_COUNT; + if ($@FIGHT_YETI_ROUND_PEN > 60) set $@FIGHT_YETI_ROUND_PEN, 60; + if ($@FIGHT_YETI_PLAYER_COUNT <= 0) goto L_CleanUp; + set $@FIGHT_YETI_ROUND_TIMER, $@FIGHT_YETI_ROUND_TIMER + 5; // Advance 5 seconds + if (mobcount("031-4.gat", "Cindy::onPetDeath") <= 0) goto L_NextWave; + if ($@FIGHT_YETI_ROUND_TIMER + $@FIGHT_YETI_ROUND_PEN >= 120) goto L_NextWave; + goto L_Return_1; L_NextWave: - set $@FIGHT_YETI_ROUND_TIMER, 0; - set $@FIGHT_YETI_WAVE, $@FIGHT_YETI_WAVE + 1; - if ($@FIGHT_YETI_WAVE > 10 && $@YETI_COUNT == 0) goto L_CleanUp; - if ($@FIGHT_YETI_WAVE > 10 && $@FIGHT_YETI_WAVE < 22) goto L_Return_1; - if ($@FIGHT_YETI_WAVE > 22) - areamonster "031-4.gat", 0, 0, 95, 91, "", 1072, $@FIGHT_YETI_WAVE*2 + $@FIGHT_YETI_PLAYER_COUNT*5, "Cindy::onPetDeath"; - if ($@FIGHT_YETI_WAVE > 22) - set $@YETI_COUNT, $@YETI_COUNT + $@FIGHT_YETI_WAVE*2 + $@FIGHT_YETI_PLAYER_COUNT*5; - set $@FIGHT_YETI_NUMBER, (1 + (1 * $@FIGHT_YETI_WAVE) + (2 * $@FIGHT_YETI_PLAYER_COUNT))/4; - set $@YETI_COUNT, $@YETI_COUNT + $@FIGHT_YETI_NUMBER; - - areamonster "031-4.gat", 0, 0, 95, 91, "", 1072, $@FIGHT_YETI_NUMBER, "Cindy::onPetDeath"; - - if ($@FIGHT_YETI_WAVE == 1) - mapannounce "031-4.gat", "Cindy: Yetis!", 0; - if ($@FIGHT_YETI_WAVE == 2) - mapannounce "031-4.gat", "Cindy: Watch out!", 0; - if ($@FIGHT_YETI_WAVE == 3) - mapannounce "031-4.gat", "Cindy: More of them are coming!", 0; - if ($@FIGHT_YETI_WAVE == 4) - mapannounce "031-4.gat", "Cindy: Be careful! More of them!", 0; - if ($@FIGHT_YETI_WAVE == 5) - mapannounce "031-4.gat", "Cindy: Attention! There is another bunch of them!", 0; - if ($@FIGHT_YETI_WAVE == 6) - mapannounce "031-4.gat", "Cindy: Hang on! More of them!", 0; - if ($@FIGHT_YETI_WAVE == 7) - mapannounce "031-4.gat", "Cindy: More Yetis! Will this never end?", 0; - if ($@FIGHT_YETI_WAVE == 8) - mapannounce "031-4.gat", "Cindy: There are coming more and more!", 0; - if ($@FIGHT_YETI_WAVE == 9) - mapannounce "031-4.gat", "Cindy: Watch your back! There are so many of them!", 0; - if ($@FIGHT_YETI_WAVE == 10) - mapannounce "031-4.gat", "Cindy: This seems to be their final attack! I believe in you!", 0; - - if ($@FIGHT_YETI_WAVE == 1) - mapannounce "031-3.gat", "Cindy: Yetis!", 0; - if ($@FIGHT_YETI_WAVE == 2) - mapannounce "031-3.gat", "Cindy: Watch out!", 0; - if ($@FIGHT_YETI_WAVE == 3) - mapannounce "031-3.gat", "Cindy: More of them are coming!", 0; - if ($@FIGHT_YETI_WAVE == 4) - mapannounce "031-3.gat", "Cindy: Be careful! More of them!", 0; - if ($@FIGHT_YETI_WAVE == 5) - mapannounce "031-3.gat", "Cindy: Attention! There is another bunch of them!", 0; - if ($@FIGHT_YETI_WAVE == 6) - mapannounce "031-3.gat", "Cindy: Hang on! More of them!", 0; - if ($@FIGHT_YETI_WAVE == 7) - mapannounce "031-3.gat", "Cindy: More Yetis! Will this never end?", 0; - if ($@FIGHT_YETI_WAVE == 8) - mapannounce "031-3.gat", "Cindy: There are coming more and more!", 0; - if ($@FIGHT_YETI_WAVE == 9) - mapannounce "031-3.gat", "Cindy: Watch your back! There are so many of them!", 0; - if ($@FIGHT_YETI_WAVE == 10) - mapannounce "031-3.gat", "Cindy: This seems to be their final attack! I believe in you!", 0; - - goto L_Return_1; + set $@FIGHT_YETI_ROUND_TIMER, 0; + set $@FIGHT_YETI_WAVE, $@FIGHT_YETI_WAVE + 1; + if ($@FIGHT_YETI_WAVE > 10 && $@YETI_COUNT == 0) goto L_CleanUp; + if ($@FIGHT_YETI_WAVE > 10 && $@FIGHT_YETI_WAVE < 22) goto L_Return_1; + if ($@FIGHT_YETI_WAVE > 22) + areamonster "031-4.gat", 0, 0, 95, 91, "", 1072, $@FIGHT_YETI_WAVE*2 + $@FIGHT_YETI_PLAYER_COUNT*5, "Cindy::onPetDeath"; + if ($@FIGHT_YETI_WAVE > 22) + set $@YETI_COUNT, $@YETI_COUNT + $@FIGHT_YETI_WAVE*2 + $@FIGHT_YETI_PLAYER_COUNT*5; + set $@FIGHT_YETI_NUMBER, (1 + (1 * $@FIGHT_YETI_WAVE) + (2 * $@FIGHT_YETI_PLAYER_COUNT))/4; + set $@YETI_COUNT, $@YETI_COUNT + $@FIGHT_YETI_NUMBER; + + areamonster "031-4.gat", 0, 0, 95, 91, "", 1072, $@FIGHT_YETI_NUMBER, "Cindy::onPetDeath"; + + if ($@FIGHT_YETI_WAVE == 1) + mapannounce "031-4.gat", "Cindy: Yetis!", 0; + if ($@FIGHT_YETI_WAVE == 2) + mapannounce "031-4.gat", "Cindy: Watch out!", 0; + if ($@FIGHT_YETI_WAVE == 3) + mapannounce "031-4.gat", "Cindy: More of them are coming!", 0; + if ($@FIGHT_YETI_WAVE == 4) + mapannounce "031-4.gat", "Cindy: Be careful! More of them!", 0; + if ($@FIGHT_YETI_WAVE == 5) + mapannounce "031-4.gat", "Cindy: Attention! There is another bunch of them!", 0; + if ($@FIGHT_YETI_WAVE == 6) + mapannounce "031-4.gat", "Cindy: Hang on! More of them!", 0; + if ($@FIGHT_YETI_WAVE == 7) + mapannounce "031-4.gat", "Cindy: More Yetis! Will this never end?", 0; + if ($@FIGHT_YETI_WAVE == 8) + mapannounce "031-4.gat", "Cindy: There are coming more and more!", 0; + if ($@FIGHT_YETI_WAVE == 9) + mapannounce "031-4.gat", "Cindy: Watch your back! There are so many of them!", 0; + if ($@FIGHT_YETI_WAVE == 10) + mapannounce "031-4.gat", "Cindy: This seems to be their final attack! I believe in you!", 0; + + if ($@FIGHT_YETI_WAVE == 1) + mapannounce "031-3.gat", "Cindy: Yetis!", 0; + if ($@FIGHT_YETI_WAVE == 2) + mapannounce "031-3.gat", "Cindy: Watch out!", 0; + if ($@FIGHT_YETI_WAVE == 3) + mapannounce "031-3.gat", "Cindy: More of them are coming!", 0; + if ($@FIGHT_YETI_WAVE == 4) + mapannounce "031-3.gat", "Cindy: Be careful! More of them!", 0; + if ($@FIGHT_YETI_WAVE == 5) + mapannounce "031-3.gat", "Cindy: Attention! There is another bunch of them!", 0; + if ($@FIGHT_YETI_WAVE == 6) + mapannounce "031-3.gat", "Cindy: Hang on! More of them!", 0; + if ($@FIGHT_YETI_WAVE == 7) + mapannounce "031-3.gat", "Cindy: More Yetis! Will this never end?", 0; + if ($@FIGHT_YETI_WAVE == 8) + mapannounce "031-3.gat", "Cindy: There are coming more and more!", 0; + if ($@FIGHT_YETI_WAVE == 9) + mapannounce "031-3.gat", "Cindy: Watch your back! There are so many of them!", 0; + if ($@FIGHT_YETI_WAVE == 10) + mapannounce "031-3.gat", "Cindy: This seems to be their final attack! I believe in you!", 0; + + goto L_Return_1; // Called on each player once every 5 seconds onTick: - if (isdead(0)) end; - set $@FIGHT_YETI_PLAYER_COUNT, $@FIGHT_YETI_PLAYER_COUNT + 1; - end; + if (isdead()) end; + set $@FIGHT_YETI_PLAYER_COUNT, $@FIGHT_YETI_PLAYER_COUNT + 1; + end; onPetDeath: - set $@YETI_COUNT, $@YETI_COUNT - 1; - end; + set $@YETI_COUNT, $@YETI_COUNT - 1; + end; onInit: - initnpctimer; - stopnpctimer; + initnpctimer; + stopnpctimer; L_CleanUp: - areatimer "031-4.gat", 0, 0, 95, 91, 10, "Cindy::onReward"; - set $@FIGHT_YETI_STATUS, 0; - set $@FIGHT_YETI_PLAYER_COUNT, 0; - set $@FIGHT_YETI_WAVE, 1; - set $@FIGHT_YETI_ROUND_TIMER, 0; - killmonster "031-4.gat", "Cindy::onPetDeath"; - stopnpctimer; - setnpctimer 0; - end; + areatimer "031-4.gat", 0, 0, 95, 91, 10, "Cindy::onReward"; + set $@FIGHT_YETI_STATUS, 0; + set $@FIGHT_YETI_PLAYER_COUNT, 0; + set $@FIGHT_YETI_WAVE, 1; + set $@FIGHT_YETI_ROUND_TIMER, 0; + killmonster "031-4.gat", "Cindy::onPetDeath"; + stopnpctimer; + setnpctimer 0; + end; onReward: - if (isdead(0)) end; - set @bonus, (baselevel/2); - set DailyQuestBonus, DailyQuestBonus + @bonus; - message strcharinfo(0), "You feel a temporary rush of power and zest for action. " + @bonus + " daily bonus gained." ; - if (@rescue_Cindy != 1 ) goto L_No_Progress; - set @rescue_Cindy, 2; - callsub S_Update_Mask; - message strcharinfo(0), "Cindy looks relieved and as if she wants to talk with you."; -L_No_Progress: - end; + if (isdead()) end; + set @bonus, (baselevel/2); + set DailyQuestBonus, DailyQuestBonus + @bonus; + message strcharinfo(0), "You feel a temporary rush of power and zest for action. " + @bonus + " daily bonus gained." ; + if (@rescue_Cindy != 1 ) end; + set @rescue_Cindy, 2; + callsub S_Update_Mask; + message strcharinfo(0), "Cindy looks relieved and as if she wants to talk with you."; + end; ///////// S_Update_Mask: set QUEST_Nivalis_state, - (QUEST_Nivalis_state & ~(@Q_Nivalis_state_MASK)) + (QUEST_Nivalis_state & ~(@Q_Nivalis_state_MASK)) | (@rescue_Cindy << @Q_Nivalis_state_SHIFT); return; } diff --git a/world/map/npc/032-1/miriam.txt b/world/map/npc/032-1/miriam.txt index 0516f4b5..80cd3f4e 100644 --- a/world/map/npc/032-1/miriam.txt +++ b/world/map/npc/032-1/miriam.txt @@ -18,283 +18,283 @@ // after you gained the speed skill, all variables are reset to zero. //############################################# -032-1.gat,55,20,0 script Miriam 175,{ - - if (getskilllv(SKILL_SPEED)) goto L_fast; - if (getequipid(equip_torso) < 0) goto L_naked; - if (QUEST_MIRIAM == 0) goto L_intro; - if (QUEST_MIRIAM == 1) goto L_ask1; - if (QUEST_MIRIAM == 2) goto L_ask2; - if (QUEST_MIRIAM == 3) goto L_teach; - if (QUEST_MIRIAM == 4) goto L_testoffer; - if (QUEST_MIRIAM_run != 0) goto L_checktime; - if (QUEST_MIRIAM_start != 0) goto L_wasting; - if (QUEST_MIRIAM == 5) goto L_testoffer; +032-1.gat,55,20,0|script|Miriam|175,{ + + if (getskilllv(SKILL_SPEED)) goto L_fast; + if (getequipid(equip_torso) < 0) goto L_naked; + if (QUEST_MIRIAM == 0) goto L_intro; + if (QUEST_MIRIAM == 1) goto L_ask1; + if (QUEST_MIRIAM == 2) goto L_ask2; + if (QUEST_MIRIAM == 3) goto L_teach; + if (QUEST_MIRIAM == 4) goto L_testoffer; + if (QUEST_MIRIAM_run != 0) goto L_checktime; + if (QUEST_MIRIAM_start != 0) goto L_wasting; + if (QUEST_MIRIAM == 5) goto L_testoffer; L_intro: - mes "You see a woman sitting in the hot sand with eyes wide open... But she does not seem to be looking at something in particular..."; - next; - menu - "Ehr... Hi, my name is " +strcharinfo(0)+ ". Are you OK?",-; - next; - mes "[Miriam]"; - mes "\"..."; - next; - menu - "Hello?",-; - next; - mes "[Miriam]"; - mes "\"Yes, I am. Why? Do you think I am not OK? I am OK. You interrupted my meditation. Now I will need hours to calm down and stay quiet! Yes, yes, I know, I'm a fast talker!\""; - next; - mes "\"In fact, I am fast in everything I do! I can kill a Mountain Snake before it even starts to think about attacking me! Yes my friend, in a battle, speed is power!"; - next; - menu - "Wow! Very impressi...",-; - mes "[Miriam]"; - mes "\"Yes, yes, I know. But if there is one thing I am NOT good at, it is meditation! My master said I need to meditate, but... Ohh! So difficult to stay quiet! And when you FINALLY do, someone INTERRUPTS you, asking if you are 'OK'...\""; - next; - menu - "Oh, I am sorry! I didn't know you were meditating...",-; - mes "[Miriam]"; - mes "\"You are really sorry? Ok, but that is not enough... I need you to do something for me. As you can imagine, I will need a lot of time to concentrate and get back to the state I was when you interrupted me.\""; - next; - mes "\"But the problem is that I wasn't expecting to be here for so long, so I will need some food and something to drink.\""; - next; - mes "\"So, if you really want to prove that you are sorry, bring me 5 Concentration Potions and 10 Snake Tongues.\""; - next; - menu - "Ok, but those potions will not help with your mental concent...",-, - "Sorry, but I can't help you right now.",L_canthelp; - mes "[Miriam]"; - mes "\"ah, ah, ah... I know what I am doing! Now run and get what I asked.\""; - set QUEST_MIRIAM, 2; - close; + mes "You see a woman sitting in the hot sand with eyes wide open... But she does not seem to be looking at something in particular..."; + next; + menu + "Ehr... Hi, my name is " +strcharinfo(0)+ ". Are you OK?",-; + next; + mes "[Miriam]"; + mes "\"..."; + next; + menu + "Hello?",-; + next; + mes "[Miriam]"; + mes "\"Yes, I am. Why? Do you think I am not OK? I am OK. You interrupted my meditation. Now I will need hours to calm down and stay quiet! Yes, yes, I know, I'm a fast talker!\""; + next; + mes "\"In fact, I am fast in everything I do! I can kill a Mountain Snake before it even starts to think about attacking me! Yes my friend, in a battle, speed is power!"; + next; + menu + "Wow! Very impressi...",-; + mes "[Miriam]"; + mes "\"Yes, yes, I know. But if there is one thing I am NOT good at, it is meditation! My master said I need to meditate, but... Ohh! So difficult to stay quiet! And when you FINALLY do, someone INTERRUPTS you, asking if you are 'OK'...\""; + next; + menu + "Oh, I am sorry! I didn't know you were meditating...",-; + mes "[Miriam]"; + mes "\"You are really sorry? Ok, but that is not enough... I need you to do something for me. As you can imagine, I will need a lot of time to concentrate and get back to the state I was when you interrupted me.\""; + next; + mes "\"But the problem is that I wasn't expecting to be here for so long, so I will need some food and something to drink.\""; + next; + mes "\"So, if you really want to prove that you are sorry, bring me 5 Concentration Potions and 10 Snake Tongues.\""; + next; + menu + "Ok, but those potions will not help with your mental concent...",-, + "Sorry, but I can't help you right now.",L_canthelp; + mes "[Miriam]"; + mes "\"ah, ah, ah... I know what I am doing! Now run and get what I asked.\""; + set QUEST_MIRIAM, 2; + close; L_canthelp: - mes "[Miriam]"; - mes "\"Oh, really? So you better pray to not need my help in the future!\""; - set QUEST_MIRIAM, 1; - close; + mes "[Miriam]"; + mes "\"Oh, really? So you better pray to not need my help in the future!\""; + set QUEST_MIRIAM, 1; + close; L_canthelp2: - mes "[Miriam]"; - mes "\"...\""; - next; - mes "\"...\""; - next; - mes "\"Well, if you don't have time to help, at least don't make things difficult for me!\""; - close; + mes "[Miriam]"; + mes "\"...\""; + next; + mes "\"...\""; + next; + mes "\"Well, if you don't have time to help, at least don't make things difficult for me!\""; + close; L_ask1: - mes "[Miriam]"; - mes "\"So, you are back... have you changed your mind about my request?\""; - next; - menu - "Yes, I will get what you want!",-, - "No, I have no time right now.",L_canthelp2; - set QUEST_MIRIAM, 2; - mes "\"Good. So, run and get it!\""; - close; + mes "[Miriam]"; + mes "\"So, you are back... have you changed your mind about my request?\""; + next; + menu + "Yes, I will get what you want!",-, + "No, I have no time right now.",L_canthelp2; + set QUEST_MIRIAM, 2; + mes "\"Good. So, run and get it!\""; + close; L_ask2: - mes "[Miriam]"; - mes "\"Did you get what I asked for?\""; - next; - menu - "Yes, here it is!",L_getitems, - "What was that again?", L_ask3, - "No, not yet.",-; - mes "\"So please hurry up!\""; - close; + mes "[Miriam]"; + mes "\"Did you get what I asked for?\""; + next; + menu + "Yes, here it is!",L_getitems, + "What was that again?", L_ask3, + "No, not yet.",-; + mes "\"So please hurry up!\""; + close; L_ask3: - mes "[Miriam]"; - mes "\"You have a small mind, haven't you? I am meditating here and I asked you to bring me stuff, so I can concentrate better.\""; - next; - mes "\"And stop asking such silly questions in the future.\""; - next; - mes "\"So, if you really want to help me now, bring me 5 Concentration Potions and 10 Snake Tongues.\""; - close; + mes "[Miriam]"; + mes "\"You have a small mind, haven't you? I am meditating here and I asked you to bring me stuff, so I can concentrate better.\""; + next; + mes "\"And stop asking such silly questions in the future.\""; + next; + mes "\"So, if you really want to help me now, bring me 5 Concentration Potions and 10 Snake Tongues.\""; + close; L_getitems: - if (countitem("SnakeTongue") < 10 || countitem("ConcentrationPotion") < 5) goto L_notenough; - delitem "SnakeTongue", 10; - delitem "ConcentrationPotion", 5; - set QUEST_MIRIAM, 3; - mes "[Miriam]"; - mes "\"Good job! Now I have enough food to stay in this desert for days!\""; - next; - mes "\"Now, since you helped me, maybe I can teach you a basic skill, but only if you prove yourself to be a fast runner! Come back and talk to me when you think you are prepared to learn.\""; - close; + if (countitem("SnakeTongue") < 10 || countitem("ConcentrationPotion") < 5) goto L_notenough; + delitem "SnakeTongue", 10; + delitem "ConcentrationPotion", 5; + set QUEST_MIRIAM, 3; + mes "[Miriam]"; + mes "\"Good job! Now I have enough food to stay in this desert for days!\""; + next; + mes "\"Now, since you helped me, maybe I can teach you a basic skill, but only if you prove yourself to be a fast runner! Come back and talk to me when you think you are prepared to learn.\""; + close; L_notenough: - mes "[Miriam]"; - mes "\"Hey, you don't have all that I asked. Come back when you have everything.\""; - close; + mes "[Miriam]"; + mes "\"Hey, you don't have all that I asked. Come back when you have everything.\""; + close; L_teach: - mes "[Miriam]"; - mes "\"Hmm... do you think you can learn the special Speed skill?\""; - next; - menu - "Yes, I am prepared...", -, - "I am already fast.", L_notfast; - - set @agi, readparam(bAgi); - set @torso$, getitemname(getequipid(equip_torso)); - set @weight, MaxWeight/Weight; - if (@weight < 3) goto L_heavyweight; - if (@agi < 60) goto L_slow; - if (baselevel < 60) goto L_lowlevel; - if (countitem("SteelShield") > 0 || countitem("WarlordHelmet") > 0 || countitem("CrusadeHelmet") > 0 || countitem("WarlordPlate") > 0 || countitem("KnightsHelmet") > 0 || countitem("InfantryHelmet") > 0 || countitem("ChainmailShirt") > 0) goto L_heavymetal; - goto L_offer; + mes "[Miriam]"; + mes "\"Hmm... do you think you can learn the special Speed skill?\""; + next; + menu + "Yes, I am prepared...", -, + "I am already fast.", L_notfast; + + set @agi, readparam(bAgi); + set @torso$, getitemname(getequipid(equip_torso)); + set @weight, MaxWeight/Weight; + if (@weight < 3) goto L_heavyweight; + if (@agi < 60) goto L_slow; + if (baselevel < 60) goto L_lowlevel; + if (countitem("SteelShield") > 0 || countitem("WarlordHelmet") > 0 || countitem("CrusadeHelmet") > 0 || countitem("WarlordPlate") > 0 || countitem("KnightsHelmet") > 0 || countitem("InfantryHelmet") > 0 || countitem("ChainmailShirt") > 0) goto L_heavymetal; + goto L_offer; L_heavyweight: - mes "[Miriam]"; - mes "\"Wow... Why do you bring so many things with you? You must be carrying more than one third of your own weight! I won't teach you unless you get rid of some stuff... \""; - close; + mes "[Miriam]"; + mes "\"Wow... Why do you bring so many things with you? You must be carrying more than one third of your own weight! I won't teach you unless you get rid of some stuff... \""; + close; L_heavymetal: - mes "[Miriam]"; - mes "\"Hmm... I see... You want to be one of those lazy slow warriors... wasting all their strength carrying kilos of metal clothes... Why does no one see the great advantages of a beautiful, flexible, lightweight armor nowadays?\""; - next; - mes "\"Come back here when you get rid of this junk...\""; - close; + mes "[Miriam]"; + mes "\"Hmm... I see... You want to be one of those lazy slow warriors... wasting all their strength carrying kilos of metal clothes... Why does no one see the great advantages of a beautiful, flexible, lightweight armor nowadays?\""; + next; + mes "\"Come back here when you get rid of this junk...\""; + close; L_slow: - mes "[Miriam]"; - mes "Oh, wait, wait... " +@agi+ " Agility? Are you serious? What do you do with all your Character points? Put them all to 'Strength'? Really... I don't even want to know... Come back here when you have a decent character points distribution!\""; - close; + mes "[Miriam]"; + mes "Oh, wait, wait... " +@agi+ " Agility? Are you serious? What do you do with all your Character points? Put them all to 'Strength'? Really... I don't even want to know... Come back here when you have a decent character points distribution!\""; + close; L_lowlevel: - mes "[Miriam]"; - mes "\"Come back here when you are old enough. I even wonder how you could get here so unexperienced as you are.\""; - close; + mes "[Miriam]"; + mes "\"Come back here when you are old enough. I even wonder how you could get here so unexperienced as you are.\""; + close; L_offer: - mes "[Miriam]"; - mes "\"Hmm! You look great in these clothes! They look very comfortable too... And it seems like you are not carrying too much weight.\""; - next; - if (!(getskilllv(SKILL_POOL))) goto L_noskill; - menu - "Yes, I look really good in this " +@torso$+ ".",-; - mes "[Miriam]"; - mes "\"I see. I like the way you distributed your Character Points too... " +@agi+ " points to Agility! You really know how to prepare yourself for a good fight!\""; - next; - mes "\"Well... Even if you have a potential to be a good fighter, moving the way you do will not help. You need to be fast to avoid the monsters. \""; - next; - mes "\"So, if you pass a small test I can teach you a skill that will increase your walking speed! You will not be as fast as I am, but I am sure it will be useful.\""; - next; - menu - "I'm in! What kind of test is it?",-, - "I don't think I need more speed right now",L_giveup; + mes "[Miriam]"; + mes "\"Hmm! You look great in these clothes! They look very comfortable too... And it seems like you are not carrying too much weight.\""; + next; + if (!(getskilllv(SKILL_POOL))) goto L_noskill; + menu + "Yes, I look really good in this " +@torso$+ ".",-; + mes "[Miriam]"; + mes "\"I see. I like the way you distributed your Character Points too... " +@agi+ " points to Agility! You really know how to prepare yourself for a good fight!\""; + next; + mes "\"Well... Even if you have a potential to be a good fighter, moving the way you do will not help. You need to be fast to avoid the monsters. \""; + next; + mes "\"So, if you pass a small test I can teach you a skill that will increase your walking speed! You will not be as fast as I am, but I am sure it will be useful.\""; + next; + menu + "I'm in! What kind of test is it?",-, + "I don't think I need more speed right now",L_giveup; L_test: - mes "[Miriam]"; - mes "\"Great! The test is simple. You need to run as fast as you can from the place where I am sitting to the mountains and talk to Pachua, the chief. When you get there and talk to Pachua, he will send a special smoke signal to me, so I can know how much time it took for you to get there.\""; - next; - mes "\"If you make it in a good time, I will teach you the special speeding skill. If not, you can always try again. So, are you ready?\""; - next; - menu - "Yes, let's do it!",-, - "No, I need to stretch my muscles first!",L_stretch; - - close2; - message strcharinfo(0), "Miriam quickly grabs your arm and pull you to the place where she is sitting."; - // Warp the player to the place where the NPC is defined, so he can't cheat. - warp "032-1.gat",55,21; - npctalk "Run " +strcharinfo(0)+ ", run!"; - set QUEST_MIRIAM, 5; - set QUEST_MIRIAM_start, gettimetick(2); - set QUEST_MIRIAM_cheat, 0; - end; + mes "[Miriam]"; + mes "\"Great! The test is simple. You need to run as fast as you can from the place where I am sitting to the mountains and talk to Pachua, the chief. When you get there and talk to Pachua, he will send a special smoke signal to me, so I can know how much time it took for you to get there.\""; + next; + mes "\"If you make it in a good time, I will teach you the special speeding skill. If not, you can always try again. So, are you ready?\""; + next; + menu + "Yes, let's do it!",-, + "No, I need to stretch my muscles first!",L_stretch; + + close2; + message strcharinfo(0), "Miriam quickly grabs your arm and pull you to the place where she is sitting."; + // Warp the player to the place where the NPC is defined, so he can't cheat. + warp "032-1.gat",55,21; + npctalk "Run " +strcharinfo(0)+ ", run!"; + set QUEST_MIRIAM, 5; + set QUEST_MIRIAM_start, gettimetick(2); + set QUEST_MIRIAM_cheat, 0; + end; L_naked: - mes "[Miriam]"; - mes "\"Hmmm?! Please put on some clothes before talking to me.\""; - close; + mes "[Miriam]"; + mes "\"Hmmm?! Please put on some clothes before talking to me.\""; + close; L_notfast: - mes "[Miriam]"; - mes "\"Hah! If you think so...\""; - close; + mes "[Miriam]"; + mes "\"Hah! If you think so...\""; + close; L_noskill: - mes "[Miriam]"; - mes "\"For a person like you, I could even teach a useful skill! Too bad you don't have the basic abillities to learn it...\""; - close; + mes "[Miriam]"; + mes "\"For a person like you, I could even teach a useful skill! Too bad you don't have the basic abillities to learn it...\""; + close; L_giveup: - mes "[Miriam]"; - mes "\"Oh, that is too bad... But if you change your mind, come back!\""; - set QUEST_MIRIAM, 4; - close; + mes "[Miriam]"; + mes "\"Oh, that is too bad... But if you change your mind, come back!\""; + set QUEST_MIRIAM, 4; + close; L_testoffer: - mes "[Miriam]"; - mes "\"Are you ready for the test now?\""; - next; - menu - "Yes!",L_test, - "Not yet.",-; - close; + mes "[Miriam]"; + mes "\"Are you ready for the test now?\""; + next; + menu + "Yes!",L_test, + "Not yet.",-; + close; L_warning: - mes "[Miriam]"; - mes "\"I know very well what you tried to do. I will not teach you the speed skill if you keep trying this kind of trick!\""; - next; - goto L_testoffer; + mes "[Miriam]"; + mes "\"I know very well what you tried to do. I will not teach you the speed skill if you keep trying this kind of trick!\""; + next; + goto L_testoffer; L_stretch: - mes "[Miriam]"; - mes "\"Ok. Good idea... Stretching exercises can increase your flexibility and even prevent injuries!\""; - set QUEST_MIRIAM, 4; - close; + mes "[Miriam]"; + mes "\"Ok. Good idea... Stretching exercises can increase your flexibility and even prevent injuries!\""; + set QUEST_MIRIAM, 4; + close; L_wasting: - mes "[Miriam]"; - mes "\"Don't waste your time talking to me! RUN and talk to Pachua!\""; - close; + mes "[Miriam]"; + mes "\"Don't waste your time talking to me! RUN and talk to Pachua!\""; + close; L_checktime: - if (QUEST_MIRIAM_cheat != 0) goto L_warning; - if (QUEST_MIRIAM_run > 210) goto L_tryagain; - if (QUEST_MIRIAM_run <= 210) goto L_goodjob; + if (QUEST_MIRIAM_cheat != 0) goto L_warning; + if (QUEST_MIRIAM_run > 210) goto L_tryagain; + if (QUEST_MIRIAM_run <= 210) goto L_goodjob; L_tryagain: - mes "[Miriam]"; - mes "\"You needed " + QUEST_MIRIAM_run + " seconds to reach Pachua. It is not enough.\""; - set QUEST_MIRIAM_run, 0; - close; + mes "[Miriam]"; + mes "\"You needed " + QUEST_MIRIAM_run + " seconds to reach Pachua. It is not enough.\""; + set QUEST_MIRIAM_run, 0; + close; L_goodjob: - mes "[Miriam]"; - mes "\"Great job! You needed " + QUEST_MIRIAM_run + " seconds to reach Pachua. Very impressive for a person like you.\""; - next; - mes "\"Now I need you to relax. Do NOT move. This teaching process can be painful sometimes.\""; - next; - mes "Miriam stares into your eyes and starts to scream some strange words very close to your ears."; - next; - mes "You feel dizzy and as soon as you move your head and look to the ground, Miriam pushes you hard, sending you meters away from her."; - close2; - warp "032-1.gat",55,22; - // free all used player variables. This can be done, since there is a conditional on the speedskill at the beginning. - set QUEST_MIRIAM_start, 0; - set QUEST_MIRIAM_run, 0; - set QUEST_MIRIAM, 0; - message strcharinfo(0), "[You gain 2500 experience points]"; - message strcharinfo(0), "[You learned Speed Skill]"; - setskill SKILL_SPEED, 1; - getexp 2500, 0; - set QUEST_MIRIAM_cheat, 0; // reset just in case it is still set. - close; + mes "[Miriam]"; + mes "\"Great job! You needed " + QUEST_MIRIAM_run + " seconds to reach Pachua. Very impressive for a person like you.\""; + next; + mes "\"Now I need you to relax. Do NOT move. This teaching process can be painful sometimes.\""; + next; + mes "Miriam stares into your eyes and starts to scream some strange words very close to your ears."; + next; + mes "You feel dizzy and as soon as you move your head and look to the ground, Miriam pushes you hard, sending you meters away from her."; + close2; + warp "032-1.gat",55,22; + // free all used player variables. This can be done, since there is a conditional on the speedskill at the beginning. + set QUEST_MIRIAM_start, 0; + set QUEST_MIRIAM_run, 0; + set QUEST_MIRIAM, 0; + message strcharinfo(0), "[You gain 2500 experience points]"; + message strcharinfo(0), "[You learned Speed Skill]"; + setskill SKILL_SPEED, 1; + getexp 2500, 0; + set QUEST_MIRIAM_cheat, 0; // reset just in case it is still set. + close; L_fast: - mes "[Miriam]"; - mes "\"I hope you make a good use of your new skill... Take care!\""; - set QUEST_MIRIAM_cheat, 0; // reset just in case it is still set. - close; + mes "[Miriam]"; + mes "\"I hope you make a good use of your new skill... Take care!\""; + set QUEST_MIRIAM_cheat, 0; // reset just in case it is still set. + close; } 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 37bdd507..538a5dcb 100644 --- a/world/map/npc/033-1/_warps.txt +++ b/world/map/npc/033-1/_warps.txt @@ -1,3 +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/033-1/birrod.txt b/world/map/npc/033-1/birrod.txt index f560b0d0..916d4dc4 100644 --- a/world/map/npc/033-1/birrod.txt +++ b/world/map/npc/033-1/birrod.txt @@ -1,26 +1,21 @@ 033-1.gat,72,27,0|script|Birrod|217,{ -//TODO: minimum level for quests? +// TODO: check name of wolf monster after it has been added to the mob_db set @Q_Barbarians_MASK, NIBBLE_0_MASK; set @Q_Barbarians_SHIFT, NIBBLE_0_SHIFT; set @state, ((QUEST_Barbarians & @Q_Barbarians_MASK) >> @Q_Barbarians_SHIFT); -//TODO: think about amount - set @candy, 25; - set @chocolate, 20; - set @candycane, 15; - set @sweet_exp, 10000; - -// different idea: wolf ambushs on 034-1 -//TODO set @wolfdrop, ; -//TODO set @wolf_exp, ; +// TODO: determine values: + set @wolvern_level, 40; // minimum level to do the wolvern hunting + set @wolvern_amount, 10; // number of script spawned wolverns to kill + set @wolvern_exp, 5000; set @minigame_exp, 5000; if (@state >= 6) goto L_Impressed; if (@state == 5) goto L_Questions; - if (@state == 4) goto L_Warrior; - if (@state == 3) goto L_Sweets; + if (@state == 4) goto L_Wolverns; + if (@state == 3) goto L_Hunting; if (@state == 2) goto L_Kimarr; if (@state == 1) goto L_Fluffy; @@ -45,62 +40,46 @@ L_Kimarr: mes "\"But I think, Kimarr has something for you.\""; close; -// TODO: decide whether to leave out this part or not -L_Sweets: - mes "Birrod speaks with a lowered voice."; +L_Hunting: + if (baselevel < @wolvern_level) + goto L_Weak; mes "[Birrod]"; - mes "\"" + strcharinfo(0) + ", can I ask you for a favor?\""; + mes "\"Hello, " + strcharinfo(0) + "! Would you like to prove your hunting skills again?\""; next; - mes "\"I noticed those slime things with the funny hats. And they have so tasty stuff with them!\""; + mes "\"I noticed some groups of wolverns in the forest west of here which are unusually aggressive."; + mes "This makes dangerous to all the small people from the town nearby to go there.\""; next; - mes "He blushes."; - mes "[Birrod]"; - mes "\"A warrior shouldn't get excited about sweets, so ahm, it would be great if you don't tell Yerrnk and Kimarr about it.\""; + mes "\"To prove your skills, go to the forest and hunt down " + @wolvern_amount + " of the very aggressive wolverns.\""; next; - mes "\"Do you have " + @candy + " Candys, " + @chocolate + " Chocolate Bars and " + @candycane + " Candy Canes for me?\""; - menu - "Sure.",-, - "I'll see what I can do.",L_Close, - "I'm a great warrior, I don't have sweets with me!",L_Close; - - if ((countitem("Candy") < @candy) || (countitem("ChocolateBar") < @chocolate) || (countitem("CandyCane") < @candycane)) goto L_No_Items; - delitem "Candy", @candy; - delitem "ChocolateBar", @chocolate; - delitem "CandyCane", @candycane; - getexp @sweet_exp, 0; + mes "\"There are also some wolverns that behave normally attacking you when you come to close to them."; + mes "Those are not the ones I mean, but those that seek the battle themselves.\""; set @state, 4; callsub S_Update_Mask; - mes "[Birrod]"; - mes "\"Thank you!\""; - mes "He puts the sweets in his pockets covertly."; - mes "Then takes one candy and eats it with such a delighted look on his face that's really hard not to burst out in laughter."; close; -L_Warrior: -// TODO: player can show his fighting abilities by bringing some drop of wolve monsters -// different idea: wolf ambushs on 034-1 -// wolve monsters are more dangerous and harder to hunt than fluffies -> harder task -// reason to hunt them: there unusual aggressive and are a danger for the people living in that area -// also use of the items the drop (e.g. fur -> clothes) +L_Wolverns: + if (wolvern_count >= @wolvern_amount) + goto L_Wolverns_Done; mes "[Birrod]"; - mes "\"Hello, " + strcharinfo(0) + "! Would you like to prove your hunting skills again?\""; + mes "\"Greetings, my friend."; + mes "The aggressive wolverns are still roaming the forest west of here.\""; next; -// TODO: check name of monster - mes "\"I noticed many wolverns in this area. When there are so many of them, they reduce the fluffy population too much."; - mes "Also they are dangerous to all the small people who live in the town nearby.\""; - next; - mes "\"Bring me (amount) (TODO:drop of wolvern)."; - mes "alternative: hunt (amount) of the aggressive wolverns in forest in the west."; - mes "TODO: add story about what useful can be done with that drop."; - menu - "Debug succes",-, - "Debug no succes",L_Close; + mes "\"This is your chance to prove your worth.\""; + close; + +L_Wolverns_Done: set @state, 5; callsub S_Update_Mask; - if (getskilllv(SKILL_POOL) == 0) goto L_Not_Ready; + set wolvern_count, 0; mes "[Birrod]"; + mes "\"" + strcharinfo(0) + "!"; + mes "Good work. Now this area is much safer.\""; + next; + getexp @wolvern_exp, 0; + if (getskilllv(SKILL_POOL) == 0) goto L_Not_Ready; mes "\"Your skills are impressing. You are worthy to be called a warrior of the Mangarr, if you accept.\""; next; + goto L_Questions; L_Questions: if (getskilllv(SKILL_POOL) == 0) goto L_Not_Ready; @@ -251,7 +230,13 @@ L_No_Member: mes "Come back when you feel better prepared.\""; close; +L_Weak: + mes "[Birrod]"; + mes "\"Hello, " + strcharinfo(0) + "! I might have a task for you when you've grown up a bit.\""; + close; + L_Close: + // TODO: set all variables to 0 close; S_Update_Mask: diff --git a/world/map/npc/033-1/debug.txt b/world/map/npc/033-1/debug.txt index 7db90195..5fab2310 100644 --- a/world/map/npc/033-1/debug.txt +++ b/world/map/npc/033-1/debug.txt @@ -5,17 +5,27 @@ menu "Reset all records", -, "Reset quest",L_Reset, + "Set Fluffy Hunting done", L_Fluffy, "Close", L_Close; cleararray $Record_Fluffy_Kills, 0, MAX_HIGH_SCORES; cleararray $Record_Fluffy_Name$, "", MAX_HIGH_SCORES; cleararray $Record_Fluffy_Date$, "", MAX_HIGH_SCORES; +L_Fluffy: + set @Q_Barbarians_MASK, NIBBLE_0_MASK; + set @Q_Barbarians_SHIFT, NIBBLE_0_SHIFT; + set @state, 3; + callsub S_Update_Mask; + set wolvern_count, 0; + close; + L_Reset: set @Q_Barbarians_MASK, NIBBLE_0_MASK; set @Q_Barbarians_SHIFT, NIBBLE_0_SHIFT; set @state, 0; callsub S_Update_Mask; + set wolvern_count, 0; close; S_Update_Mask: diff --git a/world/map/npc/033-1/kimarr.txt b/world/map/npc/033-1/kimarr.txt index b2a7d2e6..7d565001 100644 --- a/world/map/npc/033-1/kimarr.txt +++ b/world/map/npc/033-1/kimarr.txt @@ -64,8 +64,6 @@ "Sure! What shall I do?", -, "No, I don't need to prove anything.", L_Close; -L_Explain: - mes "[Kimarr]"; mes "\"Every young member of our tribe proves his or her worth by hunting monsters.\""; next; mes "\"The first monsters to hunt are fluffies. Fluffies give a good meal for a young person and the fur can be used to make clothes and blankets.\""; @@ -114,7 +112,7 @@ L_Reward1: // as far as I can tell, this fails because it won't resume from the "next" // when the script is executed via the "OnFluffyDeath" callback // (I haven't tried via the 301st call of OnTimer1000) - message strcharinfo(0), "Kimarr: talk to me for your reward"; + message strcharinfo(0), "Kimarr: Talk to me for your reward."; goto L_Close; // this label is reached on completion of the quest, or, if you inventory was @@ -128,7 +126,7 @@ L_Reward: if (@inventorylist_count == 100) goto L_Full_Inv; set @inventorylist_count, 0; - mes "[Kimarr]"; + mes "\"Take this as a symbol of your strength. You're a member of our tribe now.\""; getitem "YetiSkinShirt", 1; set @state, 3; @@ -137,7 +135,6 @@ L_Reward: goto L_Close; L_Full_Inv: - mes "[Kimarr]"; mes "\"You can't carry the reward I want to give you.\""; goto L_Close; @@ -160,7 +157,10 @@ L_Game: set $@Fluffy_FighterID, getcharid(3); set $@Fluffy_Time, 180; -//TODO: set minimum number of killed fluffies (maybe based on level?) +//TODO: set minimum number of killed fluffies, here are some ideas +// set $@Fluffy_Min, (baselevel*7)/10; +// set $@Fluffy_Min, (baselevel*2)/3; +// set $@Fluffy_Min, (baselevel*3)/4; set $@Fluffy_Min, 2; warp "033-1.gat", 79, 34; initnpctimer; @@ -212,7 +212,6 @@ L_ContinueTimer: end; L_GotOut: - // TODO: this is the only use of $@Fluffy_Fighter$, can we remove it? npctalk "What a strange thing... " + $@Fluffy_Fighter$ + " just disappeared!"; callsub S_Clean; end; @@ -261,7 +260,7 @@ L_BeginHunting: areamonster "033-1.gat", 79, 29, 88, 42, "", 1089, $@Fluffy_Spawn, "Kimarr::OnFluffyDeath"; - set $@Fluffy_Extra, 5 * @Fluffy_XmasCake + 3 * @Fluffy_Cake + 10 * BaseLevel; + set $@Fluffy_Extra, 5 * @Fluffy_XmasCake + 3 * @Fluffy_Cake + 12 * ($@Fluffy_Alive + $@Fluffy_Spawn) + 7 * BaseLevel; if ((BaseLevel > 40) && (rand($@Fluffy_Extra) > 500)) // Ice Goblin areamonster "033-1.gat", 79, 29, 88, 42, "", 1058, 1, "Kimarr::OnIceGoblinDeath"; if ((BaseLevel > 60) && (rand($@Fluffy_Extra) > 550)) // Santa Slime @@ -313,7 +312,7 @@ OnFluffyDeath: // message strcharinfo(0), "Fluffies killed: " + $@Fluffy_Kills; if ($@Fluffy_Alive != 0) end; - if (attachrid($@Fluffy_FighterID)) + if (attachrid($@Fluffy_FighterID) == 1) goto L_Killedall; goto L_GotOut; end; diff --git a/world/map/npc/033-1/yerrnk.txt b/world/map/npc/033-1/yerrnk.txt index a474a759..4e13a169 100644 --- a/world/map/npc/033-1/yerrnk.txt +++ b/world/map/npc/033-1/yerrnk.txt @@ -50,6 +50,8 @@ L_Sorrow: mes "\"I noticed that you're getting along with Kimarr and Birrod very well. That's good.\""; mes "He smiles, but then an expression of worry gets back to his face."; next; + +L_Mission: mes "[Yerrnk]"; mes "\"Our tribe is going through dire straits. We used to live in harmony with the mountain ever since."; mes "Life is hard in the snowy mountains, but this life suits our nature.\""; @@ -71,14 +73,21 @@ L_Birrod: mes "[Yerrnk]"; mes "\"" + strcharinfo(0) + ", I have to admit that I'm surprised by your skills."; mes "You've proved your braveness and strength.\""; + next; if (getskilllv(SKILL_POOL) == 0) goto L_Not_Ready; mes "\"Please talk to Birrod to receive the initiation ritual to become a warrior of the Mangarr.\""; + menu + "Alright.",-, + "Can you tell me again what are you here for?",L_Mission; close; L_Not_Ready: mes "[Yerrnk]"; mes "\"But you're not yet ready to become a fully accepted warrior of our tribe."; mes "You should travel the world to gain the ability to focus on your inner strength.\""; + menu + "Alright.",-, + "What are you doing down here?",L_Mission; close; L_Warrior: diff --git a/world/map/npc/034-1/_import.txt b/world/map/npc/034-1/_import.txt index e4b39026..79870598 100644 --- a/world/map/npc/034-1/_import.txt +++ b/world/map/npc/034-1/_import.txt @@ -1,5 +1,6 @@ -// 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 npc: npc/034-1/_warps.txt +npc: npc/034-1/ambushs.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 37bdd507..a87ebc1f 100644 --- a/world/map/npc/034-1/_warps.txt +++ b/world/map/npc/034-1/_warps.txt @@ -1,3 +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/034-1/ambushs.txt b/world/map/npc/034-1/ambushs.txt new file mode 100644 index 00000000..a3d2d5a0 --- /dev/null +++ b/world/map/npc/034-1/ambushs.txt @@ -0,0 +1,813 @@ +// This file belongs to the wolvern hunting quest given by 033-1/birrod.txt +// Author: Jenalya +// TODO: add more ambushs all over the map + +034-1.gat,118,59,0|script|#Ambush0Trigger|45,1,1,{ + set @Q_Barbarians_MASK, NIBBLE_0_MASK; + set @Q_Barbarians_SHIFT, NIBBLE_0_SHIFT; + set @state, ((QUEST_Barbarians & @Q_Barbarians_MASK) >> @Q_Barbarians_SHIFT); + if (@state != 4) + end; + +// if (rand(50) > wolvern_count) // TODO: eventally use different argument for rand +// end; + + if ($@Ambush0_Active != 0) + end; + set $@Ambush0VictimID, getcharid(3); + set $@Ambush0_Active, 1; + donpcevent "#Ambush0::OnAmbush"; + end; +} + +034-1.gat,118,59,0|script|#Ambush0|45,{ +end; + +OnAmbush: + if (attachrid($@Ambush0VictimID) == 0) + goto L_Abort; + set @wolvern_amount, 10; // has to be same value as in birrod.txt + set $@Ambush0_Spawn, 4 + rand(3); + message strcharinfo(0), "An ambush!"; + areamonster "034-1.gat", 113, 55, 122, 63, "", 1089, $@Ambush0_Spawn, "#Ambush0::OnWolvernDeath"; + set $@Ambush0VictimID, 0; + end; + +L_Abort: + set $@Ambush0_Active, 0; + set $@Ambush0VictimID, 0; + end; + +OnWolvernDeath: + set @MobID, 1089; // TODO: adapt + + set @Q_Barbarians_MASK, NIBBLE_0_MASK; + set @Q_Barbarians_SHIFT, NIBBLE_0_SHIFT; + set @state, ((QUEST_Barbarians & @Q_Barbarians_MASK) >> @Q_Barbarians_SHIFT); + if (@state == 4) + set wolvern_count, wolvern_count + 1; + + set $@Ambush0_Spawn, $@Ambush0_Spawn - 1; + if ($@Ambush0_Spawn == 0) + set $@Ambush0_Active, 0; + + if (wolvern_count >= @wolvern_amount) + message strcharinfo(0), "You've hunted down a lot of Wolverns. Maybe you should talk to Birrod?"; + end; +} + +034-1.gat,94,91,0|script|#Ambush1Trigger|45,1,1,{ + set @Q_Barbarians_MASK, NIBBLE_0_MASK; + set @Q_Barbarians_SHIFT, NIBBLE_0_SHIFT; + set @state, ((QUEST_Barbarians & @Q_Barbarians_MASK) >> @Q_Barbarians_SHIFT); + if (@state != 4) + end; + + if (rand(50) > wolvern_count) + end; + + if ($@Ambush1_Active != 0) + end; + set $@Ambush1VictimID, getcharid(3); + set $@Ambush1_Active, 1; + donpcevent "#Ambush1::OnAmbush"; + end; +} + +034-1.gat,94,91,0|script|#Ambush1|45,{ +end; + +OnAmbush: + if (attachrid($@Ambush1VictimID) == 0) + end; + set @wolvern_amount, 10; // has to be same value as in birrod.txt + set $@Ambush1_Spawn, 4 + rand(3); + message strcharinfo(0), "An ambush!"; + areamonster "034-1.gat", 91, 89, 98, 94, "", 1089, $@Ambush1_Spawn, "#Ambush1::OnWolvernDeath"; + set $@Ambush1VictimID, 0; + end; + +L_Abort: + set $@Ambush1_Active, 0; + set $@Ambush1VictimID, 0; + end; + +OnWolvernDeath: + set @MobID, 1089; // TODO: adapt + + set @Q_Barbarians_MASK, NIBBLE_0_MASK; + set @Q_Barbarians_SHIFT, NIBBLE_0_SHIFT; + set @state, ((QUEST_Barbarians & @Q_Barbarians_MASK) >> @Q_Barbarians_SHIFT); + if (@state == 4) + set wolvern_count, wolvern_count + 1; + + set $@Ambush1_Spawn, $@Ambush1_Spawn - 1; + if ($@Ambush1_Spawn == 0) + set $@Ambush1_Active, 0; + + if (wolvern_count >= @wolvern_amount) + message strcharinfo(0), "You've hunted down a lot of Wolverns. Maybe you should talk to Birrod?"; + end; +} + +034-1.gat,122,35,0|script|#Ambush2Trigger|45,1,1,{ + set @Q_Barbarians_MASK, NIBBLE_0_MASK; + set @Q_Barbarians_SHIFT, NIBBLE_0_SHIFT; + set @state, ((QUEST_Barbarians & @Q_Barbarians_MASK) >> @Q_Barbarians_SHIFT); + if (@state != 4) + end; + + if (rand(50) > wolvern_count) + end; + + if ($@Ambush2_Active != 0) + end; + set $@Ambush2VictimID, getcharid(3); + set $@Ambush2_Active, 1; + donpcevent "#Ambush2::OnAmbush"; + end; +} + +034-1.gat,122,35,0|script|#Ambush2|45,{ +end; + +OnAmbush: + if (attachrid($@Ambush2VictimID) == 0) + goto L_Abort; + set @wolvern_amount, 10; // has to be same value as in birrod.txt + set $@Ambush2_Spawn, 4 + rand(3); + message strcharinfo(0), "An ambush!"; + areamonster "034-1.gat", 118, 32, 126, 39, "", 1089, $@Ambush2_Spawn, "#Ambush2::OnWolvernDeath"; + set $@Ambush2VictimID, 0; + end; + +L_Abort: + set $@Ambush2_Active, 0; + set $@Ambush2VictimID, 0; + end; + +OnWolvernDeath: + set @MobID, 1089; // TODO: adapt + + set @Q_Barbarians_MASK, NIBBLE_0_MASK; + set @Q_Barbarians_SHIFT, NIBBLE_0_SHIFT; + set @state, ((QUEST_Barbarians & @Q_Barbarians_MASK) >> @Q_Barbarians_SHIFT); + if (@state == 4) + set wolvern_count, wolvern_count + 1; + + set $@Ambush2_Spawn, $@Ambush2_Spawn - 1; + if ($@Ambush2_Spawn == 0) + set $@Ambush2_Active, 0; + + if (wolvern_count >= @wolvern_amount) + message strcharinfo(0), "You've hunted down a lot of Wolverns. Maybe you should talk to Birrod?"; + end; +} + +034-1.gat,83,44,0|script|#Ambush3Trigger|45,1,1,{ + set @Q_Barbarians_MASK, NIBBLE_0_MASK; + set @Q_Barbarians_SHIFT, NIBBLE_0_SHIFT; + set @state, ((QUEST_Barbarians & @Q_Barbarians_MASK) >> @Q_Barbarians_SHIFT); + if (@state != 4) + end; + + if (rand(50) > wolvern_count) + end; + + if ($@Ambush3_Active != 0) + end; + set $@Ambush3VictimID, getcharid(3); + set $@Ambush3_Active, 1; + donpcevent "#Ambush3::OnAmbush"; + end; +} + +034-1.gat,83,44,0|script|#Ambush3|45,{ +end; + +OnAmbush: + if (attachrid($@Ambush3VictimID) == 0) + goto L_Abort; + set @wolvern_amount, 10; // has to be same value as in birrod.txt + set $@Ambush3_Spawn, 4 + rand(3); + message strcharinfo(0), "An ambush!"; + areamonster "034-1.gat", 79, 41, 86, 47, "", 1089, $@Ambush3_Spawn, "#Ambush3::OnWolvernDeath"; + set $@Ambush3VictimID, 0; + end; + +L_Abort: + set $@Ambush3_Active, 0; + set $@Ambush3VictimID, 0; + end; + +OnWolvernDeath: + set @MobID, 1089; // TODO: adapt + + set @Q_Barbarians_MASK, NIBBLE_0_MASK; + set @Q_Barbarians_SHIFT, NIBBLE_0_SHIFT; + set @state, ((QUEST_Barbarians & @Q_Barbarians_MASK) >> @Q_Barbarians_SHIFT); + if (@state == 4) + set wolvern_count, wolvern_count + 1; + + set $@Ambush3_Spawn, $@Ambush3_Spawn - 1; + if ($@Ambush3_Spawn == 0) + set $@Ambush3_Active, 0; + + if (wolvern_count >= @wolvern_amount) + message strcharinfo(0), "You've hunted down a lot of Wolverns. Maybe you should talk to Birrod?"; + end; +} + +034-1.gat,74,28,0|script|#Ambush4Trigger|45,1,1,{ + set @Q_Barbarians_MASK, NIBBLE_0_MASK; + set @Q_Barbarians_SHIFT, NIBBLE_0_SHIFT; + set @state, ((QUEST_Barbarians & @Q_Barbarians_MASK) >> @Q_Barbarians_SHIFT); + if (@state != 4) + end; + + if (rand(50) > wolvern_count) + end; + + if ($@Ambush4_Active != 0) + end; + set $@Ambush4VictimID, getcharid(3); + set $@Ambush4_Active, 1; + donpcevent "#Ambush4::OnAmbush"; + end; +} + +034-1.gat,74,28,0|script|#Ambush4|45,{ +end; + +OnAmbush: + if (attachrid($@Ambush4VictimID) == 0) + goto L_Abort; + set @wolvern_amount, 10; // has to be same value as in birrod.txt + set $@Ambush4_Spawn, 4 + rand(3); + message strcharinfo(0), "An ambush!"; + areamonster "034-1.gat", 69, 25, 77, 31, "", 1089, $@Ambush4_Spawn, "#Ambush4::OnWolvernDeath"; + set $@Ambush4VictimID, 0; + end; + +L_Abort: + set $@Ambush4_Active, 0; + set $@Ambush4VictimID, 0; + end; + +OnWolvernDeath: + set @MobID, 1089; // TODO: adapt + + set @Q_Barbarians_MASK, NIBBLE_0_MASK; + set @Q_Barbarians_SHIFT, NIBBLE_0_SHIFT; + set @state, ((QUEST_Barbarians & @Q_Barbarians_MASK) >> @Q_Barbarians_SHIFT); + if (@state == 4) + set wolvern_count, wolvern_count + 1; + + set $@Ambush4_Spawn, $@Ambush4_Spawn - 1; + if ($@Ambush4_Spawn == 0) + set $@Ambush4_Active, 0; + + if (wolvern_count >= @wolvern_amount) + message strcharinfo(0), "You've hunted down a lot of Wolverns. Maybe you should talk to Birrod?"; + end; +} + +034-1.gat,26,44,0|script|#Ambush5Trigger|45,1,1,{ + set @Q_Barbarians_MASK, NIBBLE_0_MASK; + set @Q_Barbarians_SHIFT, NIBBLE_0_SHIFT; + set @state, ((QUEST_Barbarians & @Q_Barbarians_MASK) >> @Q_Barbarians_SHIFT); + if (@state != 4) + end; + + if (rand(50) > wolvern_count) + end; + + if ($@Ambush5_Active != 0) + end; + set $@Ambush5VictimID, getcharid(3); + set $@Ambush5_Active, 1; + donpcevent "#Ambush5::OnAmbush"; + end; +} + +034-1.gat,26,44,0|script|#Ambush5|45,{ +end; + +OnAmbush: + if (attachrid($@Ambush5VictimID) == 0) + goto L_Abort; + set @wolvern_amount, 10; // has to be same value as in birrod.txt + set $@Ambush5_Spawn, 4 + rand(3); + message strcharinfo(0), "An ambush!"; + areamonster "034-1.gat", 22, 40, 30, 48, "", 1089, $@Ambush5_Spawn, "#Ambush5::OnWolvernDeath"; + set $@Ambush5VictimID, 0; + end; + +L_Abort: + set $@Ambush5_Active, 0; + set $@Ambush5VictimID, 0; + end; + +OnWolvernDeath: + set @MobID, 1089; // TODO: adapt + + set @Q_Barbarians_MASK, NIBBLE_0_MASK; + set @Q_Barbarians_SHIFT, NIBBLE_0_SHIFT; + set @state, ((QUEST_Barbarians & @Q_Barbarians_MASK) >> @Q_Barbarians_SHIFT); + if (@state == 4) + set wolvern_count, wolvern_count + 1; + + set $@Ambush5_Spawn, $@Ambush5_Spawn - 1; + if ($@Ambush5_Spawn == 0) + set $@Ambush5_Active, 0; + + if (wolvern_count >= @wolvern_amount) + message strcharinfo(0), "You've hunted down a lot of Wolverns. Maybe you should talk to Birrod?"; + end; +} + +034-1.gat,50,47,0|script|#Ambush6Trigger|45,1,1,{ + set @Q_Barbarians_MASK, NIBBLE_0_MASK; + set @Q_Barbarians_SHIFT, NIBBLE_0_SHIFT; + set @state, ((QUEST_Barbarians & @Q_Barbarians_MASK) >> @Q_Barbarians_SHIFT); + if (@state != 4) + end; + + if (rand(50) > wolvern_count) + end; + + if ($@Ambush6_Active != 0) + end; + set $@Ambush6VictimID, getcharid(3); + set $@Ambush6_Active, 1; + donpcevent "#Ambush6::OnAmbush"; + end; +} + +034-1.gat,50,47,0|script|#Ambush6|45,{ +end; + +OnAmbush: + if (attachrid($@Ambush6VictimID) == 0) + goto L_Abort; + set @wolvern_amount, 10; // has to be same value as in birrod.txt + set $@Ambush6_Spawn, 4 + rand(3); + message strcharinfo(0), "An ambush!"; + areamonster "034-1.gat", 46, 45, 54, 50, "", 1089, $@Ambush6_Spawn, "#Ambush6::OnWolvernDeath"; + set $@Ambush6VictimID, 0; + end; + +L_Abort: + set $@Ambush6_Active, 0; + set $@Ambush6VictimID, 0; + end; + +OnWolvernDeath: + set @MobID, 1089; // TODO: adapt + + set @Q_Barbarians_MASK, NIBBLE_0_MASK; + set @Q_Barbarians_SHIFT, NIBBLE_0_SHIFT; + set @state, ((QUEST_Barbarians & @Q_Barbarians_MASK) >> @Q_Barbarians_SHIFT); + if (@state == 4) + set wolvern_count, wolvern_count + 1; + + set $@Ambush6_Spawn, $@Ambush6_Spawn - 1; + if ($@Ambush6_Spawn == 0) + set $@Ambush6_Active, 0; + + if (wolvern_count >= @wolvern_amount) + message strcharinfo(0), "You've hunted down a lot of Wolverns. Maybe you should talk to Birrod?"; + end; +} + +034-1.gat,36,62,0|script|#Ambush7Trigger|45,1,1,{ + set @Q_Barbarians_MASK, NIBBLE_0_MASK; + set @Q_Barbarians_SHIFT, NIBBLE_0_SHIFT; + set @state, ((QUEST_Barbarians & @Q_Barbarians_MASK) >> @Q_Barbarians_SHIFT); + if (@state != 4) + end; + + if (rand(50) > wolvern_count) + end; + + if ($@Ambush7_Active != 0) + end; + set $@Ambush7VictimID, getcharid(3); + set $@Ambush7_Active, 1; + donpcevent "#Ambush7::OnAmbush"; + end; +} + +034-1.gat,36,62,0|script|#Ambush7|45,{ +end; + +OnAmbush: + if (attachrid($@Ambush7VictimID) == 0) + goto L_Abort; + set @wolvern_amount, 10; // has to be same value as in birrod.txt + set $@Ambush7_Spawn, 4 + rand(3); + message strcharinfo(0), "An ambush!"; + areamonster "034-1.gat", 31, 59, 39, 65, "", 1089, $@Ambush7_Spawn, "#Ambush7::OnWolvernDeath"; + set $@Ambush7VictimID, 0; + end; + +L_Abort: + set $@Ambush7_Active, 0; + set $@Ambush7VictimID, 0; + end; + +OnWolvernDeath: + set @MobID, 1089; // TODO: adapt + + set @Q_Barbarians_MASK, NIBBLE_0_MASK; + set @Q_Barbarians_SHIFT, NIBBLE_0_SHIFT; + set @state, ((QUEST_Barbarians & @Q_Barbarians_MASK) >> @Q_Barbarians_SHIFT); + if (@state == 4) + set wolvern_count, wolvern_count + 1; + + set $@Ambush7_Spawn, $@Ambush7_Spawn - 1; + if ($@Ambush7_Spawn == 0) + set $@Ambush7_Active, 0; + + if (wolvern_count >= @wolvern_amount) + message strcharinfo(0), "You've hunted down a lot of Wolverns. Maybe you should talk to Birrod?"; + end; +} + +034-1.gat,26,95,0|script|#Ambush8Trigger|45,1,1,{ + set @Q_Barbarians_MASK, NIBBLE_0_MASK; + set @Q_Barbarians_SHIFT, NIBBLE_0_SHIFT; + set @state, ((QUEST_Barbarians & @Q_Barbarians_MASK) >> @Q_Barbarians_SHIFT); + if (@state != 4) + end; + + if (rand(50) > wolvern_count) + end; + + if ($@Ambush8_Active != 0) + end; + set $@Ambush8VictimID, getcharid(3); + set $@Ambush8_Active, 1; + donpcevent "#Ambush8::OnAmbush"; + end; +} + +034-1.gat,26,95,0|script|#Ambush8|45,{ +end; + +OnAmbush: + if (attachrid($@Ambush8VictimID) == 0) + goto L_Abort; + set @wolvern_amount, 10; // has to be same value as in birrod.txt + set $@Ambush8_Spawn, 4 + rand(3); + message strcharinfo(0), "An ambush!"; + areamonster "034-1.gat", 21, 90, 32, 100, "", 1089, $@Ambush8_Spawn, "#Ambush8::OnWolvernDeath"; + set $@Ambush8VictimID, 0; + end; + +L_Abort: + set $@Ambush8_Active, 0; + set $@Ambush8VictimID, 0; + end; + +OnWolvernDeath: + set @MobID, 1089; // TODO: adapt + + set @Q_Barbarians_MASK, NIBBLE_0_MASK; + set @Q_Barbarians_SHIFT, NIBBLE_0_SHIFT; + set @state, ((QUEST_Barbarians & @Q_Barbarians_MASK) >> @Q_Barbarians_SHIFT); + if (@state == 4) + set wolvern_count, wolvern_count + 1; + + set $@Ambush8_Spawn, $@Ambush8_Spawn - 1; + if ($@Ambush8_Spawn == 0) + set $@Ambush8_Active, 0; + + if (wolvern_count >= @wolvern_amount) + message strcharinfo(0), "You've hunted down a lot of Wolverns. Maybe you should talk to Birrod?"; + end; +} + +034-1.gat,56,91,0|script|#Ambush9Trigger|45,1,1,{ + set @Q_Barbarians_MASK, NIBBLE_0_MASK; + set @Q_Barbarians_SHIFT, NIBBLE_0_SHIFT; + set @state, ((QUEST_Barbarians & @Q_Barbarians_MASK) >> @Q_Barbarians_SHIFT); + if (@state != 4) + end; + + if (rand(50) > wolvern_count) + end; + + if ($@Ambush9_Active != 0) + end; + set $@Ambush9VictimID, getcharid(3); + set $@Ambush9_Active, 1; + donpcevent "#Ambush9::OnAmbush"; + end; +} + +034-1.gat,56,91,0|script|#Ambush9|45,{ +end; + +OnAmbush: + if (attachrid($@Ambush9VictimID) == 0) + goto L_Abort; + set @wolvern_amount, 10; // has to be same value as in birrod.txt + set $@Ambush9_Spawn, 4 + rand(3); + message strcharinfo(0), "An ambush!"; + areamonster "034-1.gat", 52, 88, 61, 96, "", 1089, $@Ambush9_Spawn, "#Ambush9::OnWolvernDeath"; + set $@Ambush9VictimID, 0; + end; + +L_Abort: + set $@Ambush9_Active, 0; + set $@Ambush9VictimID, 0; + end; + +OnWolvernDeath: + set @MobID, 1089; // TODO: adapt + + set @Q_Barbarians_MASK, NIBBLE_0_MASK; + set @Q_Barbarians_SHIFT, NIBBLE_0_SHIFT; + set @state, ((QUEST_Barbarians & @Q_Barbarians_MASK) >> @Q_Barbarians_SHIFT); + if (@state == 4) + set wolvern_count, wolvern_count + 1; + + set $@Ambush9_Spawn, $@Ambush9_Spawn - 1; + if ($@Ambush9_Spawn == 0) + set $@Ambush9_Active, 0; + + if (wolvern_count >= @wolvern_amount) + message strcharinfo(0), "You've hunted down a lot of Wolverns. Maybe you should talk to Birrod?"; + end; +} + +034-1.gat,65,66,0|script|#Ambush10Trigger|45,1,1,{ + set @Q_Barbarians_MASK, NIBBLE_0_MASK; + set @Q_Barbarians_SHIFT, NIBBLE_0_SHIFT; + set @state, ((QUEST_Barbarians & @Q_Barbarians_MASK) >> @Q_Barbarians_SHIFT); + if (@state != 4) + end; + + if (rand(50) > wolvern_count) + end; + + if ($@Ambush10_Active != 0) + end; + set $@Ambush10VictimID, getcharid(3); + set $@Ambush10_Active, 1; + donpcevent "#Ambush10::OnAmbush"; + end; +} + +034-1.gat,65,66,0|script|#Ambush10|45,{ +end; + +OnAmbush: + if (attachrid($@Ambush10VictimID) == 0) + goto L_Abort; + set @wolvern_amount, 10; // has to be same value as in birrod.txt + set $@Ambush10_Spawn, 4 + rand(3); + message strcharinfo(0), "An ambush!"; + areamonster "034-1.gat", 60, 63, 69, 69, "", 1089, $@Ambush10_Spawn, "#Ambush10::OnWolvernDeath"; + set $@Ambush10VictimID, 0; + end; + +L_Abort: + set $@Ambush10_Active, 0; + set $@Ambush10VictimID, 0; + end; + +OnWolvernDeath: + set @MobID, 1089; // TODO: adapt + + set @Q_Barbarians_MASK, NIBBLE_0_MASK; + set @Q_Barbarians_SHIFT, NIBBLE_0_SHIFT; + set @state, ((QUEST_Barbarians & @Q_Barbarians_MASK) >> @Q_Barbarians_SHIFT); + if (@state == 4) + set wolvern_count, wolvern_count + 1; + + set $@Ambush10_Spawn, $@Ambush10_Spawn - 1; + if ($@Ambush10_Spawn == 0) + set $@Ambush10_Active, 0; + + if (wolvern_count >= @wolvern_amount) + message strcharinfo(0), "You've hunted down a lot of Wolverns. Maybe you should talk to Birrod?"; + end; +} + +034-1.gat,86,68,0|script|#Ambush11Trigger|45,1,1,{ + set @Q_Barbarians_MASK, NIBBLE_0_MASK; + set @Q_Barbarians_SHIFT, NIBBLE_0_SHIFT; + set @state, ((QUEST_Barbarians & @Q_Barbarians_MASK) >> @Q_Barbarians_SHIFT); + if (@state != 4) + end; + + if (rand(50) > wolvern_count) + end; + + if ($@Ambush11_Active != 0) + end; + set $@Ambush11VictimID, getcharid(3); + set $@Ambush11_Active, 1; + donpcevent "#Ambush11::OnAmbush"; + end; +} + +034-1.gat,86,68,0|script|#Ambush11|45,{ +end; + +OnAmbush: + if (attachrid($@Ambush11VictimID) == 0) + goto L_Abort; + set @wolvern_amount, 10; // has to be same value as in birrod.txt + set $@Ambush11_Spawn, 4 + rand(3); + message strcharinfo(0), "An ambush!"; + areamonster "034-1.gat", 82, 65, 90, 72, "", 1089, $@Ambush11_Spawn, "#Ambush11::OnWolvernDeath"; + set $@Ambush11VictimID, 0; + end; + +L_Abort: + set $@Ambush11_Active, 0; + set $@Ambush11VictimID, 0; + end; + +OnWolvernDeath: + set @MobID, 1089; // TODO: adapt + + set @Q_Barbarians_MASK, NIBBLE_0_MASK; + set @Q_Barbarians_SHIFT, NIBBLE_0_SHIFT; + set @state, ((QUEST_Barbarians & @Q_Barbarians_MASK) >> @Q_Barbarians_SHIFT); + if (@state == 4) + set wolvern_count, wolvern_count + 1; + + set $@Ambush11_Spawn, $@Ambush11_Spawn - 1; + if ($@Ambush11_Spawn == 0) + set $@Ambush11_Active, 0; + + if (wolvern_count >= @wolvern_amount) + message strcharinfo(0), "You've hunted down a lot of Wolverns. Maybe you should talk to Birrod?"; + end; +} + +034-1.gat,101,79,0|script|#Ambush12Trigger|45,1,1,{ + set @Q_Barbarians_MASK, NIBBLE_0_MASK; + set @Q_Barbarians_SHIFT, NIBBLE_0_SHIFT; + set @state, ((QUEST_Barbarians & @Q_Barbarians_MASK) >> @Q_Barbarians_SHIFT); + if (@state != 4) + end; + + if (rand(50) > wolvern_count) + end; + + if ($@Ambush12_Active != 0) + end; + set $@Ambush12VictimID, getcharid(3); + set $@Ambush12_Active, 1; + donpcevent "#Ambush12::OnAmbush"; + end; +} + +034-1.gat,101,79,0|script|#Ambush12|45,{ +end; + +OnAmbush: + if (attachrid($@Ambush12VictimID) == 0) + goto L_Abort; + set @wolvern_amount, 10; // has to be same value as in birrod.txt + set $@Ambush12_Spawn, 4 + rand(3); + message strcharinfo(0), "An ambush!"; + areamonster "034-1.gat", 98, 76, 104, 81, "", 1089, $@Ambush12_Spawn, "#Ambush12::OnWolvernDeath"; + set $@Ambush12VictimID, 0; + end; + +L_Abort: + set $@Ambush12_Active, 0; + set $@Ambush12VictimID, 0; + end; + +OnWolvernDeath: + set @MobID, 1089; // TODO: adapt + + set @Q_Barbarians_MASK, NIBBLE_0_MASK; + set @Q_Barbarians_SHIFT, NIBBLE_0_SHIFT; + set @state, ((QUEST_Barbarians & @Q_Barbarians_MASK) >> @Q_Barbarians_SHIFT); + if (@state == 4) + set wolvern_count, wolvern_count + 1; + + set $@Ambush12_Spawn, $@Ambush12_Spawn - 1; + if ($@Ambush12_Spawn == 0) + set $@Ambush12_Active, 0; + + if (wolvern_count >= @wolvern_amount) + message strcharinfo(0), "You've hunted down a lot of Wolverns. Maybe you should talk to Birrod?"; + end; +} + +034-1.gat,124,88,0|script|#Ambush13Trigger|45,1,1,{ + set @Q_Barbarians_MASK, NIBBLE_0_MASK; + set @Q_Barbarians_SHIFT, NIBBLE_0_SHIFT; + set @state, ((QUEST_Barbarians & @Q_Barbarians_MASK) >> @Q_Barbarians_SHIFT); + if (@state != 4) + end; + + if (rand(50) > wolvern_count) + end; + + if ($@Ambush13_Active != 0) + end; + set $@Ambush13VictimID, getcharid(3); + set $@Ambush13_Active, 1; + donpcevent "#Ambush13::OnAmbush"; + end; +} + +034-1.gat,124,88,0|script|#Ambush13|45,{ +end; + +OnAmbush: + if (attachrid($@Ambush13VictimID) == 0) + goto L_Abort; + set @wolvern_amount, 10; // has to be same value as in birrod.txt + set $@Ambush13_Spawn, 4 + rand(3); + message strcharinfo(0), "An ambush!"; + areamonster "034-1.gat", 120, 86, 127, 90, "", 1089, $@Ambush13_Spawn, "#Ambush13::OnWolvernDeath"; + set $@Ambush13VictimID, 0; + end; + +L_Abort: + set $@Ambush13_Active, 0; + set $@Ambush13VictimID, 0; + end; + +OnWolvernDeath: + set @MobID, 1089; // TODO: adapt + + set @Q_Barbarians_MASK, NIBBLE_0_MASK; + set @Q_Barbarians_SHIFT, NIBBLE_0_SHIFT; + set @state, ((QUEST_Barbarians & @Q_Barbarians_MASK) >> @Q_Barbarians_SHIFT); + if (@state == 4) + set wolvern_count, wolvern_count + 1; + + set $@Ambush13_Spawn, $@Ambush13_Spawn - 1; + if ($@Ambush13_Spawn == 0) + set $@Ambush13_Active, 0; + + if (wolvern_count >= @wolvern_amount) + message strcharinfo(0), "You've hunted down a lot of Wolverns. Maybe you should talk to Birrod?"; + end; +} + +034-1.gat,117,103,0|script|#Ambush14Trigger|45,1,1,{ + set @Q_Barbarians_MASK, NIBBLE_0_MASK; + set @Q_Barbarians_SHIFT, NIBBLE_0_SHIFT; + set @state, ((QUEST_Barbarians & @Q_Barbarians_MASK) >> @Q_Barbarians_SHIFT); + if (@state != 4) + end; + + if (rand(50) > wolvern_count) + end; + + if ($@Ambush14_Active != 0) + end; + set $@Ambush14VictimID, getcharid(3); + set $@Ambush14_Active, 1; + donpcevent "#Ambush14::OnAmbush"; + end; +} + +034-1.gat,117,103,0|script|#Ambush14|45,{ +end; + +OnAmbush: + if (attachrid($@Ambush14VictimID) == 0) + goto L_Abort; + set @wolvern_amount, 10; // has to be same value as in birrod.txt + set $@Ambush14_Spawn, 4 + rand(3); + message strcharinfo(0), "An ambush!"; + areamonster "034-1.gat", 114, 100, 120, 106, "", 1089, $@Ambush14_Spawn, "#Ambush14::OnWolvernDeath"; + set $@Ambush14VictimID, 0; + end; + +L_Abort: + set $@Ambush14_Active, 0; + set $@Ambush14VictimID, 0; + end; + +OnWolvernDeath: + set @MobID, 1089; // TODO: adapt + + set @Q_Barbarians_MASK, NIBBLE_0_MASK; + set @Q_Barbarians_SHIFT, NIBBLE_0_SHIFT; + set @state, ((QUEST_Barbarians & @Q_Barbarians_MASK) >> @Q_Barbarians_SHIFT); + if (@state == 4) + set wolvern_count, wolvern_count + 1; + + set $@Ambush14_Spawn, $@Ambush14_Spawn - 1; + if ($@Ambush14_Spawn == 0) + set $@Ambush14_Active, 0; + + if (wolvern_count >= @wolvern_amount) + message strcharinfo(0), "You've hunted down a lot of Wolverns. Maybe you should talk to Birrod?"; + end; +} 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/042-1/hasan.txt b/world/map/npc/042-1/hasan.txt index 1d5a67fd..0393e697 100644 --- a/world/map/npc/042-1/hasan.txt +++ b/world/map/npc/042-1/hasan.txt @@ -2,19 +2,25 @@ // Authors: Jenalya, alastrim 042-1.gat,111,68,0|script|Hasan|189,{ - mes "This NPC is disabled due to bugs, sorry."; - close; set @toll, 10000; - set @x, getx(0); - set @y, gety(0); + set @x, getx(); + set @y, gety(); - if ($@scorp) goto L_Fear; - if (FLAGS & FLAG_TUTORIAL_DONE) goto L_Tut_Done; - if ( (@y < 64)&&(@x < 110) || (@x < 107) ) goto L_Cliff_Up; - if (hasan == 4) goto L_Thank; - if (hasan == 3) goto L_Trick; - if (hasan > 0) goto L_Toll; + if (FLAGS & FLAG_TUTORIAL_DONE) + goto L_Tut_Done; + // Please consider rewriting this in terms of isin() + if ( (@y < 64)&&(@x < 110) || (@x < 107) ) + goto L_Cliff_Up; + // implicitly, $@ScorpionFighter is nonzero + if (getcharid(3) == $@ScorpionFighter) + goto L_Fear; + if (hasan == 4) + goto L_Thank; + if (hasan == 3) + goto L_Trick; + if (hasan > 0) + goto L_Toll; mes "[Unfriendly Guy]"; mes "\"Hey! You can't pass here.\""; @@ -82,14 +88,16 @@ L_Trick: menu "I don't have that much money!",L_NoPay, "No. (Scratch your head.)",-; - if ($@scorp == 1) goto L_Wait; + if ($@ScorpionFighter) + goto L_Wait; mes "While you're scratching your head, you see Kaan coming nearer to the cliff above you."; + set $@ScorpionTimer, 0; + set $@ScorpionFighter, getcharid(3); + set $@ScorpDeath, PC_DIE_COUNTER; + // close2 blocks close2; monster "042-1.gat",110,70,"Scorpion",1003,1, "Hasan::onScorpionDeath"; - set $@ScorpionFighter$, strcharinfo(0); - set $@scorp, 1; - set $@ScorpDeath, PC_DIE_COUNTER; - startnpctimer; + initnpctimer; end; L_Thank: @@ -159,102 +167,83 @@ L_Cliff_Up: L_SummonAgain: message strcharinfo(0), "Kaan is mad at you for your interference! He walks over to the edge of the cliff and throws a rock on top of your head, then lets another scorpion run just near Hasan!"; percentheal -100, 0; - if (attachrid(getcharid(3,$@ScorpionFighter$)) == 0) - end; message strcharinfo(0), "Kaan: \"Just go while he is distracted and no one is interfering!\""; monster "042-1.gat",110,70,"Scorpion",1003,1, "Hasan::onScorpionDeath"; end; L_Clean: killmonster "042-1.gat", "Hasan::onScorpionDeath"; + set $@ScorpionFighter, 0; set $@ScorpionTimer, 0; - set $@scorp, 0; + set $@ScorpDeath, 0; stopnpctimer; - setnpctimer 0; - if (attachrid(getcharid(3,$@ScorpionFighter$)) == 0) - end; - if (PC_DIE_COUNTER > $@ScorpDeath) goto L_MessageDeath; + end; + +L_TimeOut: message strcharinfo(0), "Hasan, with his eyes almost closed, trembling with fear, runs toward the scorpion and stabs it with all his strength! Seems like you took too long and the plan didn't work this time."; warp "042-1.gat", 112, 64; message strcharinfo(0), "Hasan: \"Hey you! I told you you cannot pass!\""; - set $@ScorpionFighter$, ""; - end; + goto L_Clean; L_MessageDeath: message strcharinfo(0), "Ouch... I should be more careful when fighting these monsters."; - end; + goto L_Clean; L_Wait: mes "There is a scorpion near Hasan already. I think Kaan is helping someone else... Maybe I should try the plan later."; close; OnTimer5000: - if(isloggedin(getcharid(3,$@ScorpionFighter$)) == 0) + if (attachrid($@ScorpionFighter) == 0) goto L_Clean; set $@ScorpionTimer, $@ScorpionTimer + 5; - if ($@ScorpionTimer >= 300) goto L_Clean; - attachrid(getcharid(3,$@ScorpionFighter$)); - if (PC_DIE_COUNTER > $@ScorpDeath) goto L_Clean; + if ($@ScorpionTimer >= 300) + goto L_TimeOut; + if (PC_DIE_COUNTER > $@ScorpDeath) + goto L_MessageDeath; setnpctimer 0; end; onScorpionDeath: - if (strcharinfo(0) != $@ScorpionFighter$) goto L_SummonAgain; - set $@scorp, 0; + if (getcharid(3) != $@ScorpionFighter) + goto L_SummonAgain; if (hasan != 3) - close; + end; set hasan, 4; message strcharinfo(0), "You saved Hasan."; - set $@ScorpionTimer, 0; - set $@ScorpionFighter$, ""; - stopnpctimer; - setnpctimer 0; - end; - -OnInit: - end; - initnpctimer; - stopnpctimer; + goto L_Clean; } 042-1.gat,111,68,0|script|#Toll|45,2,2,{ - end; OnTouch: - end; - if ($@scorp && $@ScorpionFighter$ == strcharinfo(0)) + // implicitly, $@ScorpionFighter is nonzero + if ($@ScorpionFighter == getcharid(3)) end; if ((FLAGS & FLAG_TUTORIAL_DONE) || (hasan == 4)) end; - if ($@scorp && $@ScorpionFighter$ != strcharinfo(0)) - goto L_Scared; - -L_Normal: warp "042-1.gat", 112, 64; message strcharinfo(0), "Hasan: \"Stop!\""; end; -L_Scared: - warp "042-1.gat", 112, 64; - message strcharinfo(0), "Hasan seems to be completely irrational. He waves his sharp knife in the air with his eyes closed and scratches you. Maybe you shouldn't get too close or you are going to get hurt."; - percentheal -10, 0; - end; - } 042-1.gat,117,76,0|script|#barrier|45,0,2{ end; + OnTouch: if (FLAGS & FLAG_TUTORIAL_DONE) goto L_Tut; warp "042-1.gat", 115, 76; - if ($@scorp && $@ScorpionFighter$ == strcharinfo(0)) - message strcharinfo(0), "Hasan: \" " + strcharinfo(0) + "! Please help me!\""; - if ($@scorp && $@ScorpionFighter$ != strcharinfo(0)) + // implicitly, $@ScorpionFighter is nonzero + if ($@ScorpionFighter == getcharid(3)) + message strcharinfo(0), "Hasan: \"" + strcharinfo(0) + "! Please help me!\""; + if ($@ScorpionFighter && $@ScorpionFighter != getcharid(3)) + // is this reachable? message strcharinfo(0), "Hasan: \"Hey! Stop right there!\""; - if (!$@scorp && hasan == 4) + if (hasan == 4) message strcharinfo(0), "Hasan: \"Please wait a moment!\""; end; L_Tut: 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/042-2/tanisha.txt b/world/map/npc/042-2/tanisha.txt index a4bbeb13..cc5d307a 100644 --- a/world/map/npc/042-2/tanisha.txt +++ b/world/map/npc/042-2/tanisha.txt @@ -1,11 +1,10 @@ // This file is part of the Tutorial // Authors: Jenalya, alastrim +// Cleanup: o11c 042-2.gat,37,90,0|script|Tanisha|114,{ - - set @playerlimit, 4; - - if ((getx(0) > 29) && (getx(0) < 37) && (gety(0) > 84) && (gety(0) < 90)) goto L_Fighting; + if (isin("042-2.gat", 30, 85, 36, 89)) + goto L_Fighting; if (FLAGS & FLAG_TUTORIAL_DONE) goto L_Tut_Done; if (tanisha == 4) goto L_Again; @@ -15,19 +14,20 @@ mes "[Tanisha]"; mes "\"Hey! You're up again!\""; - emotion 3; + emotion EMOTE_HAPPY; next; mes "\"Are you feeling better?\""; next; menu - "Yes, thank you.",-, - "Yeah, but all my stuff is gone.",-; + "Yes, thank you.", -, + "Yeah, but all my stuff is gone.", -; mes "[Tanisha]"; mes "\"I'm glad you're feeling better. It was really bad luck what happened to you."; mes "Hey, I have an idea.\""; next; -L_Maggots: set tanisha, 1; + +L_Maggots: mes "\"There are some maggots eating the goods and I'm supposed to get rid of them."; mes "But they're so yucky!\""; next; @@ -35,15 +35,17 @@ L_Maggots: mes "What do you say?\""; next; menu - "Sure!",-, - "That's your job.",L_Close; + "Sure!", -, + "That's your job.", L_Close; mes "[Tanisha]"; mes "\"Wonderful!\""; - if ($@TUT_MAGGOT >= @playerlimit) + // since the check happens here, it is actually possible to have + // more than $@Maggot_MaxHunters in the area at one time + // but that's not a BIG problem + if (getareausers("042-2.gat", 30, 85, 36, 89) >= $@Maggot_MaxHunters) goto L_Crowded; - set $@TUT_MAGGOT, $@TUT_MAGGOT + 1; - getitem "Knife", 1; next; + L_Fight_Again: mes "\"Ok, listen what to do."; mes "Equip the knife and kill the maggots.\""; @@ -56,15 +58,20 @@ L_Fight_Again: mes "\"Maggots aren't aggressive, so they won't harm you until you attack them first. Take them out one by one.\""; next; mes "\"Sometimes dead monsters leave some useful things. You can pick them up by pressing Z or clicking on the items with your mouse.\""; + close2; + // The getitem must be in the same place as set tanisha, 2; + // since it was moved to after L_Fight_Again, add it conditionally + if (tanisha == 1) + getitem "Knife", 1; set tanisha, 2; - set @maggot, 0; + set @Maggot_Kills, 0; set @time, 0; - close2; + if (getareausers("042-2.gat", 30, 85, 36, 89) == 0) + initnpctimer; warp "042-2.gat", 33, 87; L_Summon: - monster "042-2.gat", getx(0), gety(0), "", 1002, 1, "Tanisha::onMaggotDeath"; - startnpctimer; + areamonster "042-2.gat", 30, 85, 36, 89, "", 1002, 1, "Tanisha::OnMaggotDeath"; end; L_Stats: @@ -92,14 +99,14 @@ L_StatsRe: next; mes "\"Think about how you want to play before assigning the points.\""; next; - mes "Also I heard rumors about a strange guy lurking around in the desert south of Tulimshar who can help you to forget your abilities!\""; + mes "\"Also I heard rumors about a strange guy lurking around in the desert south of Tulimshar who can help you to forget your abilities!\""; mes "Tanisha looks at you with wide opened eyes."; next; mes "[Tanisha]"; mes "\"But I doubt he'd do that without a service in return.\""; - if (tanisha == 3) goto L_Money; - close; + if (tanisha != 3) + goto L_Close; L_Money: next; @@ -107,14 +114,15 @@ L_Money: mes "\"Hey, you are so smart taking out all that yucky maggots for me."; mes "You can have my pocket money. Here.\""; set Zeny, Zeny + 5; -L_Advice: next; + +L_Advice: mes "\"When you go to Tulimshar, you should see Bernard. He can make a delicious soup!"; mes "Good luck!\""; - emotion 3; + emotion EMOTE_HAPPY; if (tanisha == 3) set tanisha, 4; - close; + goto L_Close; L_Again: mes "[Tanisha]"; @@ -122,21 +130,20 @@ L_Again: next; if (hasan) menu - "A guy named Hasan won't let me enter Tulimshar.",L_Hasan, - "Yes, could you explain again about...",L_Explain, - "No, thanks.",L_Close; + "A guy named Hasan won't let me enter Tulimshar.", L_Hasan, + "Yes, could you explain again about...", L_Explain, + "No, thanks.", L_Close; menu - "Yes, could you explain again about...",L_Explain, - "No, thanks.",L_Close; - close; + "Yes, could you explain again about...", L_Explain, + "No, thanks.", L_Close; L_Explain: menu - "... how to fight?",L_Fight, - "... monsters?",L_Mob, - "... status points?",L_StatsRe, - "... what to do in Tulimshar?",L_Advice, - "... nevermind.",L_Close; + "... how to fight?", L_Fight, + "... monsters?", L_Mob, + "... status points?", L_StatsRe, + "... what to do in Tulimshar?", L_Advice, + "... nevermind.", L_Close; L_Fight: mes "[Tanisha]"; @@ -148,7 +155,7 @@ L_Fight: mes "\"Sometimes dead monsters leave some useful things. You can pick them up with pressing Z or clicking on the items with your mouse.\""; next; mes "\"If you feel exhausted from battle you can sit down by pressing S to recover faster.\""; - close; + goto L_Close; L_Mob: mes "[Tanisha]"; @@ -160,7 +167,7 @@ L_Mob: mes "\"Neutral monsters are peaceful until they get attacked.\""; next; mes "\"Assistants are monsters who help each other.\""; - close; + goto L_Close; L_Hasan: mes "[Tanisha]"; @@ -171,7 +178,7 @@ L_Hasan: mes "That was before I was born.\""; if (hasan == 1) set hasan, 2; - close; + goto L_Close; L_Tut_Done: mes "[Tanisha]"; @@ -181,10 +188,9 @@ L_Tut_Done: next; mes "[Tanisha]"; mes "\"Do you have any questions?\""; - menu - "Yes, could you explain about...",L_Explain, - "No, thanks.",L_Close; - close; + menu + "Yes, could you explain about...", L_Explain, + "No, thanks.", L_Close; L_Crowded: mes "[Tanisha]"; @@ -192,7 +198,7 @@ L_Crowded: mes "it seems a little crowded in there.\""; next; mes "\"Let's wait a short while.\""; - close; + goto L_Close; L_Sleep: warp "042-2.gat", 36, 90; @@ -200,13 +206,11 @@ L_Sleep: mes "\"What are you doing in there?"; mes "Sleeping?"; mes "Come back when you're serious.\""; - set @maggot, 0; + set @Maggot_Kills, 0; set @time, 0; - if ($@TUT_MAGGOT > 0) - set $@TUT_MAGGOT, $@TUT_MAGGOT - 1; - if ($@TUT_MAGGOT == 0) stopnpctimer; - if ($@TUT_MAGGOT == 0) setnpctimer 0; - close; + if (getareausers("042-2.gat", 30, 85, 36, 89) == 0) + goto L_CleanUp; + goto L_Close; L_Fail: mes "Tanisha seems to be trying hard to supress laughter."; @@ -219,13 +223,11 @@ L_Fail: mes "Do you want to try it again?\""; next; menu - "Sure!",-, - "No, I need a rest.",L_Close; - if ($@TUT_MAGGOT >= @playerlimit) + "Sure!", -, + "No, I need a rest.", L_Close; + if (getareausers("042-2.gat", 30, 85, 36, 89) >= $@Maggot_MaxHunters) goto L_Crowded; goto L_Fight_Again; - set $@TUT_MAGGOT, $@TUT_MAGGOT + 1; - close; L_Fighting: message strcharinfo(0), "Tanisha: I believe in you!"; @@ -233,49 +235,56 @@ L_Fighting: OnTimer1000: setnpctimer 0; - if (getareausers("042-2.gat", 29, 85, 36, 90) < 1) + if (getareausers("042-2.gat", 30, 85, 36, 89) == 0) goto L_CleanUp; - areatimer "042-2.gat", 30, 85, 36, 89, 10, "Tanisha::onTick"; + // This is needed because multiple players can be in the area at once + areatimer "042-2.gat", 30, 85, 36, 89, 0, "Tanisha::OnTick"; end; L_CleanUp: - killmonster "042-2.gat", "Tanisha::onMaggotDeath"; - set $@TUT_MAGGOT, 0; + killmonster "042-2.gat", "Tanisha::OnMaggotDeath"; + set $@Maggot_Hunters, 0; stopnpctimer; - setnpctimer 0; + areamonster "042-2.gat", 30, 85, 36, 89, "", 1002, 1, "Tanisha::OnMaggotDeath"; end; -onTick: +OnTick: set @time, @time + 1; if (@time > 300) goto L_Sleep; - if (isdead(0)) end; + if (isdead()) + end; if (hp > 20) - goto L_NoHeal; + end; heal MaxHp, 0; message strcharinfo(0), "Tanisha: You're doing good!"; -L_NoHeal: - if (@maggot < 5) - end; + end; + +OnMaggotDeath: + if (@Maggot_Kills == 1) + message strcharinfo(0), "Tanisha: Aaahhhh... another one! It will crawl up your legs!"; + if (@Maggot_Kills == 2) + message strcharinfo(0), "Tanisha: Ohh... Irrhk... Eeeeww... They just appear from nowhere!"; + if (@Maggot_Kills == 3) + message strcharinfo(0), "Tanisha: Yuck... I think I am getting sick."; + if (isin("042-2.gat", 30, 85, 36, 89)) + set @Maggot_Kills, @Maggot_Kills + 1; + if (@Maggot_Kills < 5) + goto L_Summon; + // else, complete warp "042-2.gat", 36, 90; set tanisha, 3; - set @maggot, 0; + set @Maggot_Kills, 0; set @time, 0; - if ($@TUT_MAGGOT > 0) - set $@TUT_MAGGOT, $@TUT_MAGGOT - 1; - if ($@TUT_MAGGOT == 0) stopnpctimer; - if ($@TUT_MAGGOT == 0) setnpctimer 0; - close; - -onMaggotDeath: - if (@maggot == 1) message strcharinfo(0), "Tanisha: Aaahhhh... another one! It will crawl up your legs!"; - if (@maggot == 2) message strcharinfo(0), "Tanisha: Ohh... Irrhk... Eeeeww... They just appear from nowhere!"; - if (@maggot == 3) message strcharinfo(0), "Tanisha: Yuck... I think I am getting sick."; - if ((getx(0) > 29) && (getx(0) < 37) && (gety(0) > 84) && (gety(0) < 90)) set @maggot, @maggot + 1; - if (@maggot < 5 && (getx(0) <= 29) || (getx(0) >= 37) || (gety(0) <= 84) || (gety(0) >= 90)) monster "042-2.gat", 33, 87, "", 1002, 1, "Tanisha::onMaggotDeath"; - if (@maggot < 5 && (getx(0) > 29) && (getx(0) < 37) && (gety(0) > 84) && (gety(0) < 90)) monster "042-2.gat", getx(0), gety(0), "", 1002, 1, "Tanisha::onMaggotDeath"; + if (getareausers("042-2.gat", 30, 85, 36, 89) == 0) + goto L_CleanUp; end; L_Close: + set @menu, 0; close; + +OnInit: + set $@Maggot_MaxHunters, 4; + areamonster "042-2.gat", 30, 85, 36, 89, "", 1002, 1, "Tanisha::OnMaggotDeath"; } diff --git a/world/map/npc/_import.txt b/world/map/npc/_import.txt index 15563bfd..0ca266d1 100644 --- a/world/map/npc/_import.txt +++ b/world/map/npc/_import.txt @@ -55,6 +55,8 @@ import: npc/021-2/_import.txt import: npc/022-1/_import.txt import: npc/024-1/_import.txt import: npc/024-2/_import.txt +import: npc/024-3/_import.txt +import: npc/024-4/_import.txt import: npc/025-1/_import.txt import: npc/025-3/_import.txt import: npc/025-4/_import.txt 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 diff --git a/world/map/npc/functions/barber.txt b/world/map/npc/functions/barber.txt index f4ad055d..09282106 100644 --- a/world/map/npc/functions/barber.txt +++ b/world/map/npc/functions/barber.txt @@ -2,6 +2,7 @@ // so it's hard to figure out who wrote it. // o11c updated it according to new scripting standards while adding pink. +// ... and added the code that shows your old color/style. // Note: there is a soft limit of 12 colors (0-11) and 20 styles (0-19) // This is the number that can be set when creating a character @@ -9,11 +10,23 @@ // any value 0-255 function|script|Barber|{ - // TODO do something like this, but with names - //set @style, getlook(LOOK_HAIR_STYLE); - //set @color, getlook(LOOK_HAIR_COLOR); - //mes "Your current style is " + @style + " and your current color is " + @color + "."; + set @style, getlook(LOOK_HAIR_STYLE); + set @color, getlook(LOOK_HAIR_COLOR); + set @style$, "Unknown"; + set @color$, "Unknown"; + if (@style >= 0 && @style < 20) + set @style$, $@HairStyles$[@style]; + if (@color >= 0 && color < 20) + set @color$, $@HairColors$[@color]; + if (@color == 127) + set @color$, "Shocked White"; + + mes "Your current style is " + @style$ + " and your current color is " + @color$ + "."; + set @style$, ""; + set @color$, ""; + +L_Main: menu "Change my style", L_Style, "Change my color", L_Color, @@ -44,6 +57,9 @@ L_Style: "Surprise me", L_RandomStyle, "Nah, I'm fine", L_Done; + if (@menu - 1 == @style) + goto L_SameStyle; + setlook LOOK_HAIR_STYLE, @menu - 1; goto L_Done; @@ -51,6 +67,10 @@ L_RandomStyle: setlook LOOK_HAIR_STYLE, rand(20); goto L_Done; +L_SameStyle: + mes "Your hair was already that style"; + goto L_Main; + L_Color: menu "Brunette", -, @@ -68,6 +88,9 @@ L_Color: "Surprise me", L_RandomColor, "Nah, I'm fine", L_Done; + if (@menu - 1 == @color) + goto L_SameColor; + setlook LOOK_HAIR_COLOR, @menu - 1; goto L_Done; @@ -75,10 +98,29 @@ L_RandomColor: setlook LOOK_HAIR_COLOR, rand(12); goto L_Done; +L_SameColor: + mes "Your hair was already that color"; + goto L_Main; + L_Done: // cleanup set @menu, 0; - //set @style, 0; - //set @color, 0; + set @style, 0; + set @color, 0; + return; +} + +// Since this is a function, not an NPC, OnInit doesn't work +// So call this from a real NPC's OnInit (001-1/barber.txt) +function|script|OnInitBarber|{ + setarray $@HairStyles$, + "Bald", "Flat ponytail", "Bowl cut", "Combed back", "Emo", "Mohawk", + "Pompadour", "Center parting/Short and slick", "Long and slick", + "Short and curly", "Pigtails", "Long and curly", "Parted", + "Perky ponytail", "Wave", "Mane", "Bun", "Shoulder Length Flick", + "Fizzy", "Bald"; + setarray $@HairColors$, + "Brunette", "Green", "Dark red", "Light purple", "Gray", "Blonde", + "Teal", "Light red", "Blue", "Dark purple", "Black", "Pink"; return; } diff --git a/world/map/npc/functions/debug.txt b/world/map/npc/functions/debug.txt index 016bb98c..fe72eb72 100644 --- a/world/map/npc/functions/debug.txt +++ b/world/map/npc/functions/debug.txt @@ -21,10 +21,10 @@ L_Level: input @lvl; if (@lvl > 255) goto L_Leveltoohigh; if (@lvl < 1) goto L_Leveltoolow; - if (Baselevel - @lvl == 0) goto L_Samelvl; - set BaseLevel, BaseLevel - (Baselevel - @lvl); + if (Baselevel == @lvl) goto L_Samelvl; + set BaseLevel, @lvl; resetstatus; - message "New level: " + Baselevel; + message strcharinfo(0), "New level: " + Baselevel; goto L_Begin; L_Samelvl: diff --git a/world/map/npc/items/restricted_item.txt b/world/map/npc/items/restricted_item.txt index 7d8e96ab..365c690f 100644 --- a/world/map/npc/items/restricted_item.txt +++ b/world/map/npc/items/restricted_item.txt @@ -8,10 +8,10 @@ function script RestrictedItem { if (!@minLvl) set @minLvl, 60; - if (debug || getgmlevel(0) >= @minLvl) return; // If the active character is staff, do nothing. + if (debug || getgmlevel() >= @minLvl) return; // If the active character is staff, do nothing. message strcharinfo(0), "This item repells you with extreme force. It does not seem to be meant for you."; unequipbyid @slotId; - if (getgmlevel(0)) return; + if (getgmlevel()) return; gmcommand "@wgm Restricted item '" + @itemId + "' used by character '" + strcharinfo(0) + "'."; gmcommand "@l Restricted item '" + @itemId + "' used by character '" + strcharinfo(0) + "'."; end; diff --git a/world/map/npc/items/unreleased_item.txt b/world/map/npc/items/unreleased_item.txt index 72d24b70..cac699f9 100644 --- a/world/map/npc/items/unreleased_item.txt +++ b/world/map/npc/items/unreleased_item.txt @@ -4,7 +4,7 @@ // ------------------------------------------------------------ function script UnreleasedItem { - if (debug || getgmlevel(0)) end; // If the server allows equipping unreleased items or if the active character is staff, do nothing. + if (debug || getgmlevel()) end; // If the server allows equipping unreleased items or if the active character is staff, do nothing. message strcharinfo(0), "You have difficulties equipping this item, as if it is not yet fully in this world."; unequipbyid @slotId; end; |