From 3d0823d5c9b56be5c3892c0a4e717f961cb93e69 Mon Sep 17 00:00:00 2001 From: Jared Adams Date: Wed, 1 Jun 2011 15:27:26 -0600 Subject: Change the Converter to use different folder names And update everything to use it. --- npc/001-1/_import.txt | 28 + npc/001-1/_mobs.txt | 48 + npc/001-1/_warps.txt | 8 + npc/001-1/banker.txt | 8 + npc/001-1/barber.txt | 11 + npc/001-1/bard.txt | 128 ++ npc/001-1/bernard.txt | 117 ++ npc/001-1/bleacher.txt | 195 +++ npc/001-1/children.txt | 135 ++ npc/001-1/constable.txt | 8 + npc/001-1/elanore.txt | 651 ++++++++++ npc/001-1/entertainer.txt | 44 + npc/001-1/gossip.txt | 80 ++ npc/001-1/guards.txt | 86 ++ npc/001-1/guide.txt | 185 +++ npc/001-1/luca.txt | 451 +++++++ npc/001-1/mapflags.txt | 2 + npc/001-1/merchant.txt | 3 + npc/001-1/mikhail.txt | 68 + npc/001-1/monster_guide.txt | 37 + npc/001-1/rewards_master.txt | 141 ++ npc/001-1/sandra.txt | 109 ++ npc/001-1/sarah.txt | 91 ++ npc/001-1/soul-menhir.txt | 12 + npc/001-1/trader.txt | 172 +++ npc/001-1/vincent.txt | 125 ++ npc/001-1_Tulimshar/_import.txt | 27 - npc/001-1_Tulimshar/_mobs.txt | 48 - npc/001-1_Tulimshar/_warps.txt | 8 - npc/001-1_Tulimshar/banker.txt | 8 - npc/001-1_Tulimshar/barber.txt | 11 - npc/001-1_Tulimshar/bard.txt | 128 -- npc/001-1_Tulimshar/bernard.txt | 117 -- npc/001-1_Tulimshar/bleacher.txt | 195 --- npc/001-1_Tulimshar/children.txt | 135 -- npc/001-1_Tulimshar/constable.txt | 8 - npc/001-1_Tulimshar/elanore.txt | 651 ---------- npc/001-1_Tulimshar/entertainer.txt | 44 - npc/001-1_Tulimshar/gossip.txt | 80 -- npc/001-1_Tulimshar/guards.txt | 86 -- npc/001-1_Tulimshar/guide.txt | 185 --- npc/001-1_Tulimshar/luca.txt | 451 ------- npc/001-1_Tulimshar/mapflags.txt | 2 - npc/001-1_Tulimshar/merchant.txt | 3 - npc/001-1_Tulimshar/mikhail.txt | 68 - npc/001-1_Tulimshar/monster_guide.txt | 37 - npc/001-1_Tulimshar/rewards_master.txt | 141 -- npc/001-1_Tulimshar/sandra.txt | 109 -- npc/001-1_Tulimshar/sarah.txt | 91 -- npc/001-1_Tulimshar/soul-menhir.txt | 12 - npc/001-1_Tulimshar/trader.txt | 172 --- npc/001-1_Tulimshar/vincent.txt | 125 -- npc/001-2/_import.txt | 10 + npc/001-2/_mobs.txt | 8 + npc/001-2/_warps.txt | 13 + npc/001-2/casino.txt | 175 +++ npc/001-2/mapflags.txt | 2 + npc/001-2/phaet.txt | 30 + npc/001-2/shops.txt | 10 + npc/001-2/troupe_leader.txt | 51 + npc/001-2_Tulimshar/_import.txt | 9 - npc/001-2_Tulimshar/_mobs.txt | 8 - npc/001-2_Tulimshar/_warps.txt | 13 - npc/001-2_Tulimshar/casino.txt | 175 --- npc/001-2_Tulimshar/mapflags.txt | 2 - npc/001-2_Tulimshar/phaet.txt | 30 - npc/001-2_Tulimshar/shops.txt | 10 - npc/001-2_Tulimshar/troupe_leader.txt | 51 - npc/001-3/_import.txt | 8 + npc/001-3/_mobs.txt | 8 + npc/001-3/_warps.txt | 4 + npc/001-3/guards.txt | 28 + npc/001-3/monsters.txt | 14 + npc/001-3/pvpflag.txt | 1 + npc/001-3_Tulimshar_arena/_import.txt | 7 - npc/001-3_Tulimshar_arena/_mobs.txt | 8 - npc/001-3_Tulimshar_arena/_warps.txt | 4 - npc/001-3_Tulimshar_arena/guards.txt | 28 - npc/001-3_Tulimshar_arena/monsters.txt | 14 - npc/001-3_Tulimshar_arena/pvpflag.txt | 1 - npc/001-4/_import.txt | 7 + npc/001-4/_mobs.txt | 8 + npc/001-4/_warps.txt | 4 + npc/001-4/dedication.txt | 9 + npc/001-4/omar.txt | 348 +++++ npc/001-4_Omars_house/_import.txt | 6 - npc/001-4_Omars_house/_mobs.txt | 8 - npc/001-4_Omars_house/_warps.txt | 4 - npc/001-4_Omars_house/dedication.txt | 9 - npc/001-4_Omars_house/omar.txt | 348 ----- npc/002-1/_import.txt | 12 + npc/002-1/_mobs.txt | 42 + npc/002-1/_warps.txt | 7 + npc/002-1/lieutenant_dausen.txt | 119 ++ npc/002-1/merchant.txt | 3 + npc/002-1/nickos.txt | 114 ++ npc/002-1/nomads.txt | 16 + npc/002-1/rogue.txt | 50 + npc/002-1/sandstorm_mine_barrier.txt | 14 + npc/002-1/stewen.txt | 23 + npc/002-1_Sandstorm/_import.txt | 11 - npc/002-1_Sandstorm/_mobs.txt | 42 - npc/002-1_Sandstorm/_warps.txt | 7 - npc/002-1_Sandstorm/lieutenant_dausen.txt | 119 -- npc/002-1_Sandstorm/merchant.txt | 3 - npc/002-1_Sandstorm/nickos.txt | 114 -- npc/002-1_Sandstorm/nomads.txt | 16 - npc/002-1_Sandstorm/rogue.txt | 50 - npc/002-1_Sandstorm/sandstorm_mine_barrier.txt | 14 - npc/002-1_Sandstorm/stewen.txt | 23 - npc/002-3/_import.txt | 11 + npc/002-3/_mobs.txt | 37 + npc/002-3/_warps.txt | 4 + npc/002-3/mine_triggerone.txt | 52 + npc/002-3/mine_triggerthree.txt | 51 + npc/002-3/mine_triggertwo.txt | 53 + npc/002-3/naem.txt | 132 ++ npc/002-3/nathan.txt | 104 ++ npc/002-3/underground_palace_barrier.txt | 14 + npc/002-3_Desert_mines/_import.txt | 10 - npc/002-3_Desert_mines/_mobs.txt | 37 - npc/002-3_Desert_mines/_warps.txt | 4 - npc/002-3_Desert_mines/mine_triggerone.txt | 52 - npc/002-3_Desert_mines/mine_triggerthree.txt | 51 - npc/002-3_Desert_mines/mine_triggertwo.txt | 53 - npc/002-3_Desert_mines/naem.txt | 132 -- npc/002-3_Desert_mines/nathan.txt | 104 -- .../underground_palace_barrier.txt | 14 - npc/002-4/_import.txt | 7 + npc/002-4/_mobs.txt | 50 + npc/002-4/_warps.txt | 4 + npc/002-4/chest.txt | 36 + npc/002-4/miners.txt | 60 + npc/002-4_Desert_mines/_import.txt | 6 - npc/002-4_Desert_mines/_mobs.txt | 50 - npc/002-4_Desert_mines/_warps.txt | 4 - npc/002-4_Desert_mines/chest.txt | 36 - npc/002-4_Desert_mines/miners.txt | 60 - npc/003-1/_import.txt | 6 + npc/003-1/_mobs.txt | 33 + npc/003-1/_warps.txt | 7 + npc/003-1/stranger.txt | 501 ++++++++ npc/003-1_Beach/_import.txt | 5 - npc/003-1_Beach/_mobs.txt | 33 - npc/003-1_Beach/_warps.txt | 7 - npc/003-1_Beach/stranger.txt | 501 -------- npc/003-2/_import.txt | 5 + npc/003-2/_mobs.txt | 8 + npc/003-2/_warps.txt | 5 + npc/003-2_Beach_House/_import.txt | 4 - npc/003-2_Beach_House/_mobs.txt | 8 - npc/003-2_Beach_House/_warps.txt | 5 - npc/004-1/_import.txt | 5 + npc/004-1/_mobs.txt | 35 + npc/004-1/_warps.txt | 7 + npc/004-1_Beach/_import.txt | 4 - npc/004-1_Beach/_mobs.txt | 35 - npc/004-1_Beach/_warps.txt | 7 - npc/004-2/_import.txt | 5 + npc/004-2/_mobs.txt | 8 + npc/004-2/_warps.txt | 11 + npc/004-2_Beach_House/_import.txt | 4 - npc/004-2_Beach_House/_mobs.txt | 8 - npc/004-2_Beach_House/_warps.txt | 11 - npc/005-1/_import.txt | 8 + npc/005-1/_mobs.txt | 44 + npc/005-1/_warps.txt | 19 + npc/005-1/npcs.txt | 17 + npc/005-1/spirit.txt | 305 +++++ npc/005-1/tree.txt | 162 +++ npc/005-1_Snake_desert/_import.txt | 7 - npc/005-1_Snake_desert/_mobs.txt | 44 - npc/005-1_Snake_desert/_warps.txt | 19 - npc/005-1_Snake_desert/npcs.txt | 17 - npc/005-1_Snake_desert/spirit.txt | 305 ----- npc/005-1_Snake_desert/tree.txt | 162 --- npc/005-3/_import.txt | 6 + npc/005-3/_mobs.txt | 8 + npc/005-3/_warps.txt | 5 + npc/005-3/monsters.txt | 14 + npc/005-3_Snake_pit/_import.txt | 5 - npc/005-3_Snake_pit/_mobs.txt | 8 - npc/005-3_Snake_pit/_warps.txt | 5 - npc/005-3_Snake_pit/monsters.txt | 14 - npc/006-1/_import.txt | 7 + npc/006-1/_mobs.txt | 38 + npc/006-1/_warps.txt | 36 + npc/006-1/mika.txt | 8 + npc/006-1/pachua.txt | 311 +++++ npc/006-1_Desert_mountains/_import.txt | 6 - npc/006-1_Desert_mountains/_mobs.txt | 38 - npc/006-1_Desert_mountains/_warps.txt | 36 - npc/006-1_Desert_mountains/mika.txt | 8 - npc/006-1_Desert_mountains/pachua.txt | 311 ----- npc/006-3/_import.txt | 5 + npc/006-3/_mobs.txt | 52 + npc/006-3/_warps.txt | 22 + npc/006-3_Desert_mountain_caves/_import.txt | 4 - npc/006-3_Desert_mountain_caves/_mobs.txt | 52 - npc/006-3_Desert_mountain_caves/_warps.txt | 22 - npc/007-1/_import.txt | 6 + npc/007-1/_mobs.txt | 62 + npc/007-1/_warps.txt | 6 + npc/007-1/voltain.txt | 363 ++++++ npc/007-1_Woodland/_import.txt | 5 - npc/007-1_Woodland/_mobs.txt | 62 - npc/007-1_Woodland/_warps.txt | 6 - npc/007-1_Woodland/voltain.txt | 363 ------ npc/008-1/_import.txt | 10 + npc/008-1/_mobs.txt | 62 + npc/008-1/_warps.txt | 11 + npc/008-1/andra.txt | 24 + npc/008-1/diryn.txt | 84 ++ npc/008-1/dock.txt | 6 + npc/008-1/george.txt | 25 + npc/008-1/hinnak.txt | 263 ++++ npc/008-1_Hurnscald_outskirts/_import.txt | 9 - npc/008-1_Hurnscald_outskirts/_mobs.txt | 62 - npc/008-1_Hurnscald_outskirts/_warps.txt | 11 - npc/008-1_Hurnscald_outskirts/andra.txt | 24 - npc/008-1_Hurnscald_outskirts/diryn.txt | 84 -- npc/008-1_Hurnscald_outskirts/dock.txt | 6 - npc/008-1_Hurnscald_outskirts/george.txt | 25 - npc/008-1_Hurnscald_outskirts/hinnak.txt | 263 ---- npc/009-1/_import.txt | 13 + npc/009-1/_mobs.txt | 33 + npc/009-1/_warps.txt | 14 + npc/009-1/jack.txt | 260 ++++ npc/009-1/mapflags.txt | 2 + npc/009-1/milly.txt | 25 + npc/009-1/old_man.txt | 34 + npc/009-1/old_woman.txt | 78 ++ npc/009-1/sabine.txt | 26 + npc/009-1/soul-menhir.txt | 12 + npc/009-1/water_pump.txt | 5 + npc/009-1_Hurnscald/_import.txt | 12 - npc/009-1_Hurnscald/_mobs.txt | 33 - npc/009-1_Hurnscald/_warps.txt | 14 - npc/009-1_Hurnscald/jack.txt | 260 ---- npc/009-1_Hurnscald/mapflags.txt | 2 - npc/009-1_Hurnscald/milly.txt | 25 - npc/009-1_Hurnscald/old_man.txt | 34 - npc/009-1_Hurnscald/old_woman.txt | 78 -- npc/009-1_Hurnscald/sabine.txt | 26 - npc/009-1_Hurnscald/soul-menhir.txt | 12 - npc/009-1_Hurnscald/water_pump.txt | 5 - npc/009-2/_import.txt | 22 + npc/009-2/_mobs.txt | 8 + npc/009-2/_warps.txt | 21 + npc/009-2/airlia.txt | 268 ++++ npc/009-2/alan.txt | 224 ++++ npc/009-2/doctor.txt | 81 ++ npc/009-2/drunks.txt | 16 + npc/009-2/inspector.txt | 127 ++ npc/009-2/kfahr.txt | 1249 ++++++++++++++++++ npc/009-2/lena.txt | 107 ++ npc/009-2/mapflags.txt | 2 + npc/009-2/misc.txt | 61 + npc/009-2/nicholas.txt | 400 ++++++ npc/009-2/nurse.txt | 521 ++++++++ npc/009-2/peter.txt | 80 ++ npc/009-2/richard.txt | 8 + npc/009-2/selim.txt | 210 +++ npc/009-2/shops.txt | 29 + npc/009-2/waitress.txt | 83 ++ npc/009-2/wyara.txt | 595 +++++++++ npc/009-2_Hurnscald/_import.txt | 21 - npc/009-2_Hurnscald/_mobs.txt | 8 - npc/009-2_Hurnscald/_warps.txt | 21 - npc/009-2_Hurnscald/airlia.txt | 268 ---- npc/009-2_Hurnscald/alan.txt | 224 ---- npc/009-2_Hurnscald/doctor.txt | 81 -- npc/009-2_Hurnscald/drunks.txt | 16 - npc/009-2_Hurnscald/inspector.txt | 127 -- npc/009-2_Hurnscald/kfahr.txt | 1249 ------------------ npc/009-2_Hurnscald/lena.txt | 107 -- npc/009-2_Hurnscald/mapflags.txt | 2 - npc/009-2_Hurnscald/misc.txt | 61 - npc/009-2_Hurnscald/nicholas.txt | 400 ------ npc/009-2_Hurnscald/nurse.txt | 521 -------- npc/009-2_Hurnscald/peter.txt | 80 -- npc/009-2_Hurnscald/richard.txt | 8 - npc/009-2_Hurnscald/selim.txt | 210 --- npc/009-2_Hurnscald/shops.txt | 29 - npc/009-2_Hurnscald/waitress.txt | 83 -- npc/009-2_Hurnscald/wyara.txt | 595 --------- npc/009-3/_import.txt | 7 + npc/009-3/_mobs.txt | 8 + npc/009-3/_warps.txt | 7 + npc/009-3/monsters.txt | 26 + npc/009-3/sword.txt | 185 +++ npc/009-3_Cave_beneath_Hurnscald/_import.txt | 6 - npc/009-3_Cave_beneath_Hurnscald/_mobs.txt | 8 - npc/009-3_Cave_beneath_Hurnscald/_warps.txt | 7 - npc/009-3_Cave_beneath_Hurnscald/monsters.txt | 26 - npc/009-3_Cave_beneath_Hurnscald/sword.txt | 185 --- npc/009-4/_import.txt | 1 + npc/009-4/_mobs.txt | 2 +- npc/009-4/_warps.txt | 2 +- npc/010-1/_import.txt | 5 + npc/010-1/_mobs.txt | 81 ++ npc/010-1/_warps.txt | 8 + npc/010-1_Woodland/_import.txt | 4 - npc/010-1_Woodland/_mobs.txt | 81 -- npc/010-1_Woodland/_warps.txt | 8 - npc/010-2/_import.txt | 10 + npc/010-2/_mobs.txt | 8 + npc/010-2/_warps.txt | 10 + npc/010-2/chef.txt | 201 +++ npc/010-2/dimonds.txt | 548 ++++++++ npc/010-2/doug.txt | 110 ++ npc/010-2/loratay.txt | 704 ++++++++++ npc/010-2/workers.txt | 13 + npc/010-2_Dimonds_Cove/_import.txt | 9 - npc/010-2_Dimonds_Cove/_mobs.txt | 8 - npc/010-2_Dimonds_Cove/_warps.txt | 10 - npc/010-2_Dimonds_Cove/chef.txt | 201 --- npc/010-2_Dimonds_Cove/dimonds.txt | 548 -------- npc/010-2_Dimonds_Cove/doug.txt | 110 -- npc/010-2_Dimonds_Cove/loratay.txt | 704 ---------- npc/010-2_Dimonds_Cove/workers.txt | 13 - npc/011-1/_import.txt | 9 + npc/011-1/_mobs.txt | 74 ++ npc/011-1/_warps.txt | 9 + npc/011-1/alchemist.txt | 929 ++++++++++++++ npc/011-1/auldsbel.txt | 1345 ++++++++++++++++++++ npc/011-1/oscar.txt | 1 + npc/011-1/shops.txt | 9 + npc/011-1_Woodland/_import.txt | 8 - npc/011-1_Woodland/_mobs.txt | 74 -- npc/011-1_Woodland/_warps.txt | 9 - npc/011-1_Woodland/alchemist.txt | 929 -------------- npc/011-1_Woodland/auldsbel.txt | 1345 -------------------- npc/011-1_Woodland/oscar.txt | 1 - npc/011-1_Woodland/shops.txt | 9 - npc/011-3/_import.txt | 7 + npc/011-3/_mobs.txt | 8 + npc/011-3/_warps.txt | 4 + npc/011-3/hermit.txt | 62 + npc/011-3/monsters.txt | 21 + npc/011-3_Hermits_cave/_import.txt | 6 - npc/011-3_Hermits_cave/_mobs.txt | 8 - npc/011-3_Hermits_cave/_warps.txt | 4 - npc/011-3_Hermits_cave/hermit.txt | 62 - npc/011-3_Hermits_cave/monsters.txt | 21 - npc/011-4/_import.txt | 7 + npc/011-4/_mobs.txt | 20 + npc/011-4/_warps.txt | 14 + npc/011-4/bl_barrier.txt | 16 + npc/011-4/monsters.txt | 20 + npc/011-4_Lake_cave/_import.txt | 6 - npc/011-4_Lake_cave/_mobs.txt | 20 - npc/011-4_Lake_cave/_warps.txt | 14 - npc/011-4_Lake_cave/bl_barrier.txt | 16 - npc/011-4_Lake_cave/monsters.txt | 20 - npc/011-5/_import.txt | 1 + npc/011-5/_mobs.txt | 2 +- npc/011-5/_warps.txt | 2 +- npc/011-6/_import.txt | 1 + npc/011-6/_mobs.txt | 2 +- npc/011-6/_warps.txt | 2 +- npc/012-1/_import.txt | 8 + npc/012-1/_mobs.txt | 74 ++ npc/012-1/_warps.txt | 14 + npc/012-1/amrak.txt | 10 + npc/012-1/injured-mouboo.txt | 231 ++++ npc/012-1/shops.txt | 3 + npc/012-1_Woodland_Hills/_import.txt | 7 - npc/012-1_Woodland_Hills/_mobs.txt | 74 -- npc/012-1_Woodland_Hills/_warps.txt | 14 - npc/012-1_Woodland_Hills/amrak.txt | 10 - npc/012-1_Woodland_Hills/injured-mouboo.txt | 231 ---- npc/012-1_Woodland_Hills/shops.txt | 3 - npc/012-3/_import.txt | 8 + npc/012-3/_mobs.txt | 27 + npc/012-3/_warps.txt | 13 + npc/012-3/mana-seed.txt | 266 ++++ npc/012-3/monsters.txt | 20 + npc/012-3/warningsigns.txt | 18 + npc/012-3_Cave/_import.txt | 7 - npc/012-3_Cave/_mobs.txt | 27 - npc/012-3_Cave/_warps.txt | 13 - npc/012-3_Cave/mana-seed.txt | 266 ---- npc/012-3_Cave/monsters.txt | 20 - npc/012-3_Cave/warningsigns.txt | 18 - npc/012-4/_import.txt | 6 + npc/012-4/_mobs.txt | 112 ++ npc/012-4/_warps.txt | 6 + npc/012-4/pvpflag.txt | 1 + npc/012-4_Cave/_import.txt | 5 - npc/012-4_Cave/_mobs.txt | 112 -- npc/012-4_Cave/_warps.txt | 6 - npc/012-4_Cave/pvpflag.txt | 1 - npc/013-1/_import.txt | 6 + npc/013-1/_mobs.txt | 78 ++ npc/013-1/_warps.txt | 7 + npc/013-1/sagatha.txt | 448 +++++++ npc/013-1_Woodland_hills/_import.txt | 5 - npc/013-1_Woodland_hills/_mobs.txt | 78 -- npc/013-1_Woodland_hills/_warps.txt | 7 - npc/013-1_Woodland_hills/sagatha.txt | 448 ------- npc/013-2/_import.txt | 8 + npc/013-2/_mobs.txt | 8 + npc/013-2/_warps.txt | 6 + npc/013-2/apprentice.txt | 93 ++ npc/013-2/notes.txt | 113 ++ npc/013-2/wizard.txt | 130 ++ npc/013-2_Magic_house/_import.txt | 7 - npc/013-2_Magic_house/_mobs.txt | 8 - npc/013-2_Magic_house/_warps.txt | 6 - npc/013-2_Magic_house/apprentice.txt | 93 -- npc/013-2_Magic_house/notes.txt | 113 -- npc/013-2_Magic_house/wizard.txt | 130 -- npc/013-3/_import.txt | 9 + npc/013-3/_mobs.txt | 102 ++ npc/013-3/_warps.txt | 39 + npc/013-3/barrier.txt | 19 + npc/013-3/mask_chest.txt | 176 +++ npc/013-3/misc.txt | 6 + npc/013-3/sword_chest.txt | 38 + npc/013-3_Cave/_import.txt | 8 - npc/013-3_Cave/_mobs.txt | 102 -- npc/013-3_Cave/_warps.txt | 39 - npc/013-3_Cave/barrier.txt | 19 - npc/013-3_Cave/mask_chest.txt | 176 --- npc/013-3_Cave/misc.txt | 6 - npc/013-3_Cave/sword_chest.txt | 38 - npc/014-1/_import.txt | 6 + npc/014-1/_mobs.txt | 84 ++ npc/014-1/_warps.txt | 6 + npc/014-1/wedding-officiator.txt | 255 ++++ npc/014-1_Woodland/_import.txt | 5 - npc/014-1_Woodland/_mobs.txt | 84 -- npc/014-1_Woodland/_warps.txt | 6 - npc/014-1_Woodland/wedding-officiator.txt | 255 ---- npc/014-3/_import.txt | 6 + npc/014-3/_mobs.txt | 8 + npc/014-3/_warps.txt | 7 + npc/014-3/monsters.txt | 14 + npc/014-3_Cave/_import.txt | 5 - npc/014-3_Cave/_mobs.txt | 8 - npc/014-3_Cave/_warps.txt | 7 - npc/014-3_Cave/monsters.txt | 14 - npc/015-1/_import.txt | 9 + npc/015-1/_mobs.txt | 20 + npc/015-1/_warps.txt | 6 + npc/015-1/alice.txt | 82 ++ npc/015-1/barrier.txt | 7 + npc/015-1/monsters.txt | 59 + npc/015-1/sword.txt | 351 +++++ npc/015-1_Woodland/_import.txt | 8 - npc/015-1_Woodland/_mobs.txt | 20 - npc/015-1_Woodland/_warps.txt | 6 - npc/015-1_Woodland/alice.txt | 82 -- npc/015-1_Woodland/barrier.txt | 7 - npc/015-1_Woodland/monsters.txt | 59 - npc/015-1_Woodland/sword.txt | 351 ----- npc/015-3/_import.txt | 8 + npc/015-3/_mobs.txt | 27 + npc/015-3/_warps.txt | 4 + npc/015-3/barrier.txt | 27 + npc/015-3/katze.txt | 196 +++ npc/015-3/pot.txt | 106 ++ npc/015-3_Cave/_import.txt | 7 - npc/015-3_Cave/_mobs.txt | 27 - npc/015-3_Cave/_warps.txt | 4 - npc/015-3_Cave/barrier.txt | 27 - npc/015-3_Cave/katze.txt | 196 --- npc/015-3_Cave/pot.txt | 106 -- npc/016-1/_import.txt | 7 + npc/016-1/_mobs.txt | 20 + npc/016-1/_warps.txt | 5 + npc/016-1/gwendolyn.txt | 530 ++++++++ npc/016-1/monsters.txt | 48 + npc/016-1_Woodland/_import.txt | 6 - npc/016-1_Woodland/_mobs.txt | 20 - npc/016-1_Woodland/_warps.txt | 5 - npc/016-1_Woodland/gwendolyn.txt | 530 -------- npc/016-1_Woodland/monsters.txt | 48 - npc/017-1/_import.txt | 6 + npc/017-1/_mobs.txt | 33 + npc/017-1/_warps.txt | 8 + npc/017-1/monsters.txt | 83 ++ npc/017-1_Woodland_hills/_import.txt | 5 - npc/017-1_Woodland_hills/_mobs.txt | 33 - npc/017-1_Woodland_hills/_warps.txt | 8 - npc/017-1_Woodland_hills/monsters.txt | 83 -- npc/017-2/_import.txt | 5 + npc/017-2/_mobs.txt | 8 + npc/017-2/_warps.txt | 11 + npc/017-2_Theater/_import.txt | 4 - npc/017-2_Theater/_mobs.txt | 8 - npc/017-2_Theater/_warps.txt | 11 - npc/017-9/_import.txt | 5 + npc/017-9/_mobs.txt | 8 + npc/017-9/_warps.txt | 9 + npc/017-9_Backstage/_import.txt | 4 - npc/017-9_Backstage/_mobs.txt | 8 - npc/017-9_Backstage/_warps.txt | 9 - npc/018-1/_import.txt | 8 + npc/018-1/_mobs.txt | 94 ++ npc/018-1/_warps.txt | 18 + npc/018-1/mike.txt | 22 + npc/018-1/miners.txt | 7 + npc/018-1/sword.txt | 11 + npc/018-1_Woodland_mining_camp/_import.txt | 7 - npc/018-1_Woodland_mining_camp/_mobs.txt | 94 -- npc/018-1_Woodland_mining_camp/_warps.txt | 18 - npc/018-1_Woodland_mining_camp/mike.txt | 22 - npc/018-1_Woodland_mining_camp/miners.txt | 7 - npc/018-1_Woodland_mining_camp/sword.txt | 11 - npc/018-2/_import.txt | 10 + npc/018-2/_mobs.txt | 14 + npc/018-2/_warps.txt | 10 + npc/018-2/angus.txt | 18 + npc/018-2/books.txt | 18 + npc/018-2/caul.txt | 1018 +++++++++++++++ npc/018-2/miners.txt | 152 +++ npc/018-2/receptionist.txt | 65 + npc/018-2_Woodland_mining_camp/_import.txt | 9 - npc/018-2_Woodland_mining_camp/_mobs.txt | 14 - npc/018-2_Woodland_mining_camp/_warps.txt | 10 - npc/018-2_Woodland_mining_camp/angus.txt | 18 - npc/018-2_Woodland_mining_camp/books.txt | 18 - npc/018-2_Woodland_mining_camp/caul.txt | 1018 --------------- npc/018-2_Woodland_mining_camp/miners.txt | 152 --- npc/018-2_Woodland_mining_camp/receptionist.txt | 65 - npc/018-3/_import.txt | 8 + npc/018-3/_mobs.txt | 88 ++ npc/018-3/_warps.txt | 24 + npc/018-3/bookcase.txt | 65 + npc/018-3/evil-obelisk.txt | 10 + npc/018-3/sword.txt | 11 + npc/018-3_Cave/_import.txt | 7 - npc/018-3_Cave/_mobs.txt | 88 -- npc/018-3_Cave/_warps.txt | 24 - npc/018-3_Cave/bookcase.txt | 65 - npc/018-3_Cave/evil-obelisk.txt | 10 - npc/018-3_Cave/sword.txt | 11 - npc/019-1/_import.txt | 8 + npc/019-1/_mobs.txt | 8 + npc/019-1/_warps.txt | 7 + npc/019-1/monsters.txt | 20 + npc/019-1/santa_helper.txt | 65 + npc/019-1/snowman.txt | 62 + npc/019-1_Snow_field/_import.txt | 7 - npc/019-1_Snow_field/_mobs.txt | 8 - npc/019-1_Snow_field/_warps.txt | 7 - npc/019-1_Snow_field/monsters.txt | 20 - npc/019-1_Snow_field/santa_helper.txt | 65 - npc/019-1_Snow_field/snowman.txt | 62 - npc/019-3/_import.txt | 5 + npc/019-3/_mobs.txt | 20 + npc/019-3/_warps.txt | 5 + npc/019-3_Snow_Cave/_import.txt | 4 - npc/019-3_Snow_Cave/_mobs.txt | 20 - npc/019-3_Snow_Cave/_warps.txt | 5 - npc/020-1/KrickKrackKrock.txt | 121 ++ npc/020-1/_import.txt | 10 + npc/020-1/_mobs.txt | 8 + npc/020-1/_warps.txt | 12 + npc/020-1/mapflags.txt | 2 + npc/020-1/rockscissor.txt | 96 ++ npc/020-1/soul-menhir.txt | 12 + npc/020-1/well.txt | 119 ++ npc/020-1_Nivalis/KrickKrackKrock.txt | 121 -- npc/020-1_Nivalis/_import.txt | 9 - npc/020-1_Nivalis/_mobs.txt | 8 - npc/020-1_Nivalis/_warps.txt | 12 - npc/020-1_Nivalis/mapflags.txt | 2 - npc/020-1_Nivalis/rockscissor.txt | 96 -- npc/020-1_Nivalis/soul-menhir.txt | 12 - npc/020-1_Nivalis/well.txt | 119 -- npc/020-2/_import.txt | 8 + npc/020-2/_mobs.txt | 8 + npc/020-2/_warps.txt | 8 + npc/020-2/baktar.txt | 388 ++++++ npc/020-2/mapflags.txt | 2 + npc/020-2/shops.txt | 22 + npc/020-2_Nivalis/_import.txt | 7 - npc/020-2_Nivalis/_mobs.txt | 8 - npc/020-2_Nivalis/_warps.txt | 8 - npc/020-2_Nivalis/baktar.txt | 388 ------ npc/020-2_Nivalis/mapflags.txt | 2 - npc/020-2_Nivalis/shops.txt | 22 - npc/020-3/_import.txt | 6 + npc/020-3/_mobs.txt | 20 + npc/020-3/_warps.txt | 10 + npc/020-3/monsters.txt | 18 + npc/020-3_Ice_cave/_import.txt | 5 - npc/020-3_Ice_cave/_mobs.txt | 20 - npc/020-3_Ice_cave/_warps.txt | 10 - npc/020-3_Ice_cave/monsters.txt | 18 - npc/020-4_Ice_cave/_import.txt | 4 - npc/020-4_Ice_cave/_mobs.txt | 7 - npc/020-4_Ice_cave/_warps.txt | 3 - npc/020-4_Ice_cave/monsters.txt | 18 - npc/021-1/_import.txt | 14 + npc/021-1/_mobs.txt | 23 + npc/021-1/_warps.txt | 15 + npc/021-1/bakery.txt | 17 + npc/021-1/eurni.txt | 39 + npc/021-1/gate_guards.txt | 41 + npc/021-1/inac.txt | 13 + npc/021-1/mapflags.txt | 2 + npc/021-1/north_shops.txt | 45 + npc/021-1/royal_guards.txt | 13 + npc/021-1/weellos.txt | 15 + npc/021-1/workers.txt | 19 + npc/021-1_Tulimshar/_import.txt | 13 - npc/021-1_Tulimshar/_mobs.txt | 23 - npc/021-1_Tulimshar/_warps.txt | 15 - npc/021-1_Tulimshar/bakery.txt | 17 - npc/021-1_Tulimshar/eurni.txt | 39 - npc/021-1_Tulimshar/gate_guards.txt | 41 - npc/021-1_Tulimshar/inac.txt | 13 - npc/021-1_Tulimshar/mapflags.txt | 2 - npc/021-1_Tulimshar/north_shops.txt | 45 - npc/021-1_Tulimshar/royal_guards.txt | 13 - npc/021-1_Tulimshar/weellos.txt | 15 - npc/021-1_Tulimshar/workers.txt | 19 - npc/021-2/_import.txt | 13 + npc/021-2/_mobs.txt | 8 + npc/021-2/_warps.txt | 14 + npc/021-2/bakery.txt | 234 ++++ npc/021-2/furquest.txt | 338 +++++ npc/021-2/government_building.txt | 220 ++++ npc/021-2/heathin.txt | 287 +++++ npc/021-2/inya.txt | 174 +++ npc/021-2/jhedia.txt | 54 + npc/021-2/mapflags.txt | 2 + npc/021-2/workshop.txt | 11 + npc/021-2_Tulimshar/_import.txt | 12 - npc/021-2_Tulimshar/_mobs.txt | 8 - npc/021-2_Tulimshar/_warps.txt | 14 - npc/021-2_Tulimshar/bakery.txt | 234 ---- npc/021-2_Tulimshar/furquest.txt | 338 ----- npc/021-2_Tulimshar/government_building.txt | 220 ---- npc/021-2_Tulimshar/heathin.txt | 287 ----- npc/021-2_Tulimshar/inya.txt | 174 --- npc/021-2_Tulimshar/jhedia.txt | 54 - npc/021-2_Tulimshar/mapflags.txt | 2 - npc/021-2_Tulimshar/workshop.txt | 11 - npc/021-8_Meeting_Rooms/_import.txt | 3 - npc/021-8_Meeting_Rooms/_mobs.txt | 7 - npc/021-8_Meeting_Rooms/_warps.txt | 2 - npc/022-1/_import.txt | 9 + npc/022-1/_mobs.txt | 8 + npc/022-1/_warps.txt | 5 + npc/022-1/dock.txt | 6 + npc/022-1/elanore.txt | 3 + npc/022-1/ferry_master.txt | 16 + npc/022-1/mapflags.txt | 2 + npc/022-1_Tulimshar/_import.txt | 8 - npc/022-1_Tulimshar/_mobs.txt | 8 - npc/022-1_Tulimshar/_warps.txt | 5 - npc/022-1_Tulimshar/dock.txt | 6 - npc/022-1_Tulimshar/elanore.txt | 3 - npc/022-1_Tulimshar/ferry_master.txt | 16 - npc/022-1_Tulimshar/mapflags.txt | 2 - npc/023-1_Beach_Cliffs/_import.txt | 3 - npc/023-1_Beach_Cliffs/_mobs.txt | 7 - npc/023-1_Beach_Cliffs/_warps.txt | 2 - npc/024-1/_import.txt | 9 + npc/024-1/_mobs.txt | 35 + npc/024-1/_warps.txt | 6 + npc/024-1/ched.txt | 48 + npc/024-1/eomie.txt | 90 ++ npc/024-1/tinris.txt | 7 + npc/024-1/tondar.txt | 61 + npc/024-1_Tulimshar_Canyon/_import.txt | 8 - npc/024-1_Tulimshar_Canyon/_mobs.txt | 35 - npc/024-1_Tulimshar_Canyon/_warps.txt | 6 - npc/024-1_Tulimshar_Canyon/ched.txt | 48 - npc/024-1_Tulimshar_Canyon/eomie.txt | 90 -- npc/024-1_Tulimshar_Canyon/tinris.txt | 7 - npc/024-1_Tulimshar_Canyon/tondar.txt | 61 - npc/024-2/_import.txt | 8 + npc/024-2/_mobs.txt | 8 + npc/024-2/_warps.txt | 5 + npc/024-2/barrier.txt | 10 + npc/024-2/tyer.txt | 7 + npc/024-2/tyer_trigger.txt | 23 + npc/024-2_Tulimshar_Magic_School/_import.txt | 7 - npc/024-2_Tulimshar_Magic_School/_mobs.txt | 8 - npc/024-2_Tulimshar_Magic_School/_warps.txt | 5 - npc/024-2_Tulimshar_Magic_School/barrier.txt | 10 - npc/024-2_Tulimshar_Magic_School/tyer.txt | 7 - npc/024-2_Tulimshar_Magic_School/tyer_trigger.txt | 23 - npc/025-1/_import.txt | 5 + npc/025-1/_mobs.txt | 63 + npc/025-1/_warps.txt | 6 + npc/025-1_Woodland_Swamp/_import.txt | 4 - npc/025-1_Woodland_Swamp/_mobs.txt | 63 - npc/025-1_Woodland_Swamp/_warps.txt | 6 - npc/026-1/_import.txt | 6 + npc/026-1/_mobs.txt | 56 + npc/026-1/_warps.txt | 5 + npc/026-1/sign.txt | 7 + npc/026-1_Swamp/_import.txt | 5 - npc/026-1_Swamp/_mobs.txt | 56 - npc/026-1_Swamp/_warps.txt | 5 - npc/026-1_Swamp/sign.txt | 7 - npc/027-1/_import.txt | 8 + npc/027-1/_mobs.txt | 66 + npc/027-1/_warps.txt | 5 + npc/027-1/golbenez.txt | 36 + npc/027-1/graves.txt | 92 ++ npc/027-1/monsters.txt | 61 + npc/027-1_Graveyard/_import.txt | 7 - npc/027-1_Graveyard/_mobs.txt | 66 - npc/027-1_Graveyard/_warps.txt | 5 - npc/027-1_Graveyard/golbenez.txt | 36 - npc/027-1_Graveyard/graves.txt | 92 -- npc/027-1_Graveyard/monsters.txt | 61 - npc/027-2/_import.txt | 22 + npc/027-2/_mobs.txt | 29 + npc/027-2/_warps.txt | 7 + npc/027-2/alacrius.txt | 40 + npc/027-2/alacrius2.txt | 113 ++ npc/027-2/barman.txt | 9 + npc/027-2/caretaker.txt | 131 ++ npc/027-2/cerhan.txt | 32 + npc/027-2/crying_child.txt | 186 +++ npc/027-2/diary.txt | 43 + npc/027-2/door.txt | 19 + npc/027-2/evil_guard.txt | 26 + npc/027-2/golbenez.txt | 574 +++++++++ npc/027-2/gy_inn_shops.txt | 35 + npc/027-2/headless_man.txt | 208 +++ npc/027-2/husband.txt | 327 +++++ npc/027-2/innkeeper.txt | 438 +++++++ npc/027-2/lover.txt | 285 +++++ npc/027-2/testnpcs.txt | 145 +++ npc/027-2/werewolf.txt | 158 +++ npc/027-2_Caretakers_House/_import.txt | 21 - npc/027-2_Caretakers_House/_mobs.txt | 29 - npc/027-2_Caretakers_House/_warps.txt | 7 - npc/027-2_Caretakers_House/alacrius.txt | 40 - npc/027-2_Caretakers_House/alacrius2.txt | 113 -- npc/027-2_Caretakers_House/barman.txt | 9 - npc/027-2_Caretakers_House/caretaker.txt | 131 -- npc/027-2_Caretakers_House/cerhan.txt | 32 - npc/027-2_Caretakers_House/crying_child.txt | 186 --- npc/027-2_Caretakers_House/diary.txt | 43 - npc/027-2_Caretakers_House/door.txt | 19 - npc/027-2_Caretakers_House/evil_guard.txt | 26 - npc/027-2_Caretakers_House/golbenez.txt | 574 --------- npc/027-2_Caretakers_House/gy_inn_shops.txt | 35 - npc/027-2_Caretakers_House/headless_man.txt | 208 --- npc/027-2_Caretakers_House/husband.txt | 327 ----- npc/027-2_Caretakers_House/innkeeper.txt | 438 ------- npc/027-2_Caretakers_House/lover.txt | 285 ----- npc/027-2_Caretakers_House/testnpcs.txt | 145 --- npc/027-2_Caretakers_House/werewolf.txt | 158 --- npc/027-3/_import.txt | 8 + npc/027-3/_mobs.txt | 8 + npc/027-3/_warps.txt | 4 + npc/027-3/caskets.txt | 7 + npc/027-3/entrance.txt | 41 + npc/027-3/mapflags.txt | 1 + npc/027-3_Crypt/_import.txt | 7 - npc/027-3_Crypt/_mobs.txt | 8 - npc/027-3_Crypt/_warps.txt | 4 - npc/027-3_Crypt/caskets.txt | 7 - npc/027-3_Crypt/entrance.txt | 41 - npc/027-3_Crypt/mapflags.txt | 1 - npc/027-4/_import.txt | 7 + npc/027-4/_mobs.txt | 8 + npc/027-4/_warps.txt | 4 + npc/027-4/mapflags.txt | 1 + npc/027-4/reaper_script.txt | 15 + npc/027-4_Inner_Chamber/_import.txt | 6 - npc/027-4_Inner_Chamber/_mobs.txt | 8 - npc/027-4_Inner_Chamber/_warps.txt | 4 - npc/027-4_Inner_Chamber/mapflags.txt | 1 - npc/027-4_Inner_Chamber/reaper_script.txt | 15 - npc/028-1/_import.txt | 1 + npc/028-1/_mobs.txt | 2 +- npc/028-1/_warps.txt | 2 +- npc/028-3/_import.txt | 1 + npc/028-3/_mobs.txt | 2 +- npc/028-3/_warps.txt | 2 +- npc/029-1/_import.txt | 7 + npc/029-1/_mobs.txt | 44 + npc/029-1/_warps.txt | 3 + npc/029-1/barrier.txt | 8 + npc/029-1/dock.txt | 6 + npc/029-1_Candor/_import.txt | 6 - npc/029-1_Candor/_mobs.txt | 44 - npc/029-1_Candor/_warps.txt | 3 - npc/029-1_Candor/barrier.txt | 8 - npc/029-1_Candor/dock.txt | 6 - npc/029-3/_import.txt | 8 + npc/029-3/_mobs.txt | 8 + npc/029-3/_warps.txt | 3 + npc/029-3/barrier.txt | 8 + npc/029-3/mapflags.txt | 1 + npc/029-3/parua.txt | 253 ++++ npc/029-3_Fight_Cave/_import.txt | 7 - npc/029-3_Fight_Cave/_mobs.txt | 8 - npc/029-3_Fight_Cave/_warps.txt | 3 - npc/029-3_Fight_Cave/barrier.txt | 8 - npc/029-3_Fight_Cave/mapflags.txt | 1 - npc/029-3_Fight_Cave/parua.txt | 253 ---- npc/030-1/_import.txt | 5 + npc/030-1/_mobs.txt | 26 + npc/030-1/_warps.txt | 4 + npc/030-1_Snow_field/_import.txt | 4 - npc/030-1_Snow_field/_mobs.txt | 26 - npc/030-1_Snow_field/_warps.txt | 4 - npc/031-1/_import.txt | 8 + npc/031-1/_mobs.txt | 26 + npc/031-1/_warps.txt | 5 + npc/031-1/angelaOutside.txt | 116 ++ npc/031-1/frozenbeard.txt | 29 + npc/031-1/house.txt | 18 + npc/031-1_NivalisPort/_import.txt | 7 - npc/031-1_NivalisPort/_mobs.txt | 26 - npc/031-1_NivalisPort/_warps.txt | 5 - npc/031-1_NivalisPort/angelaOutside.txt | 116 -- npc/031-1_NivalisPort/frozenbeard.txt | 29 - npc/031-1_NivalisPort/house.txt | 18 - npc/031-2/_import.txt | 7 + npc/031-2/_mobs.txt | 8 + npc/031-2/_warps.txt | 4 + npc/031-2/angelaHouse.txt | 113 ++ npc/031-2/cindyHouse.txt | 64 + npc/031-2_Angelas_House/_import.txt | 6 - npc/031-2_Angelas_House/_mobs.txt | 8 - npc/031-2_Angelas_House/_warps.txt | 4 - npc/031-2_Angelas_House/angelaHouse.txt | 113 -- npc/031-2_Angelas_House/cindyHouse.txt | 64 - npc/031-3/_import.txt | 6 + npc/031-3/_mobs.txt | 99 ++ npc/031-3/_warps.txt | 50 + npc/031-3/labyrinth.txt | 18 + npc/031-3_Cave/_import.txt | 5 - npc/031-3_Cave/_mobs.txt | 99 -- npc/031-3_Cave/_warps.txt | 50 - npc/031-3_Cave/labyrinth.txt | 18 - npc/031-4/_import.txt | 8 + npc/031-4/_mobs.txt | 8 + npc/031-4/_warps.txt | 3 + npc/031-4/barrier.txt | 8 + npc/031-4/cindyCave.txt | 256 ++++ npc/031-4/mapflags.txt | 1 + npc/031-4_Cave/_import.txt | 7 - npc/031-4_Cave/_mobs.txt | 8 - npc/031-4_Cave/_warps.txt | 3 - npc/031-4_Cave/barrier.txt | 8 - npc/031-4_Cave/cindyCave.txt | 256 ---- npc/031-4_Cave/mapflags.txt | 1 - npc/032-1/_import.txt | 6 + npc/032-1/_mobs.txt | 23 + npc/032-1/_warps.txt | 4 + npc/032-1/miriam.txt | 300 +++++ npc/032-1_Outback/_import.txt | 5 - npc/032-1_Outback/_mobs.txt | 23 - npc/032-1_Outback/_warps.txt | 4 - npc/032-1_Outback/miriam.txt | 300 ----- npc/032-3/_import.txt | 5 + npc/032-3/_mobs.txt | 63 + npc/032-3/_warps.txt | 5 + npc/032-3_Cave/_import.txt | 4 - npc/032-3_Cave/_mobs.txt | 63 - npc/032-3_Cave/_warps.txt | 5 - npc/033-1/_import.txt | 5 + npc/033-1/_mobs.txt | 8 + npc/033-1/_warps.txt | 3 + npc/033-1_Snow_field/_import.txt | 4 - npc/033-1_Snow_field/_mobs.txt | 8 - npc/033-1_Snow_field/_warps.txt | 3 - npc/034-1/_import.txt | 5 + npc/034-1/_mobs.txt | 8 + npc/034-1/_warps.txt | 3 + npc/034-1_Snow_field/_import.txt | 4 - npc/034-1_Snow_field/_mobs.txt | 8 - npc/034-1_Snow_field/_warps.txt | 3 - npc/_import.txt | 138 +- npc/botcheck/_import.txt | 1 + npc/botcheck/_mobs.txt | 2 +- npc/botcheck/_warps.txt | 2 +- tools/tmwcon/src/converter/Process.java | 17 +- 884 files changed, 30433 insertions(+), 30419 deletions(-) create mode 100644 npc/001-1/_import.txt create mode 100644 npc/001-1/_mobs.txt create mode 100644 npc/001-1/_warps.txt create mode 100644 npc/001-1/banker.txt create mode 100644 npc/001-1/barber.txt create mode 100644 npc/001-1/bard.txt create mode 100644 npc/001-1/bernard.txt create mode 100644 npc/001-1/bleacher.txt create mode 100644 npc/001-1/children.txt create mode 100644 npc/001-1/constable.txt create mode 100644 npc/001-1/elanore.txt create mode 100644 npc/001-1/entertainer.txt create mode 100644 npc/001-1/gossip.txt create mode 100644 npc/001-1/guards.txt create mode 100644 npc/001-1/guide.txt create mode 100644 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delete mode 100644 npc/031-3_Cave/_mobs.txt delete mode 100644 npc/031-3_Cave/_warps.txt delete mode 100755 npc/031-3_Cave/labyrinth.txt create mode 100644 npc/031-4/_import.txt create mode 100644 npc/031-4/_mobs.txt create mode 100644 npc/031-4/_warps.txt create mode 100644 npc/031-4/barrier.txt create mode 100644 npc/031-4/cindyCave.txt create mode 100644 npc/031-4/mapflags.txt delete mode 100644 npc/031-4_Cave/_import.txt delete mode 100644 npc/031-4_Cave/_mobs.txt delete mode 100644 npc/031-4_Cave/_warps.txt delete mode 100644 npc/031-4_Cave/barrier.txt delete mode 100644 npc/031-4_Cave/cindyCave.txt delete mode 100644 npc/031-4_Cave/mapflags.txt create mode 100644 npc/032-1/_import.txt create mode 100644 npc/032-1/_mobs.txt create mode 100644 npc/032-1/_warps.txt create mode 100644 npc/032-1/miriam.txt delete mode 100644 npc/032-1_Outback/_import.txt delete mode 100644 npc/032-1_Outback/_mobs.txt delete mode 100644 npc/032-1_Outback/_warps.txt delete mode 100644 npc/032-1_Outback/miriam.txt create mode 100644 npc/032-3/_import.txt create mode 100644 npc/032-3/_mobs.txt create mode 100644 npc/032-3/_warps.txt delete mode 100644 npc/032-3_Cave/_import.txt delete mode 100644 npc/032-3_Cave/_mobs.txt delete mode 100644 npc/032-3_Cave/_warps.txt create mode 100644 npc/033-1/_import.txt create mode 100644 npc/033-1/_mobs.txt create mode 100644 npc/033-1/_warps.txt delete mode 100644 npc/033-1_Snow_field/_import.txt delete mode 100644 npc/033-1_Snow_field/_mobs.txt delete mode 100644 npc/033-1_Snow_field/_warps.txt create mode 100644 npc/034-1/_import.txt create mode 100644 npc/034-1/_mobs.txt create mode 100644 npc/034-1/_warps.txt delete mode 100644 npc/034-1_Snow_field/_import.txt delete mode 100644 npc/034-1_Snow_field/_mobs.txt delete mode 100644 npc/034-1_Snow_field/_warps.txt diff --git a/npc/001-1/_import.txt b/npc/001-1/_import.txt new file mode 100644 index 00000000..b6c625ff --- /dev/null +++ b/npc/001-1/_import.txt @@ -0,0 +1,28 @@ +// Map 001-1: 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 +npc: npc/001-1/_warps.txt +npc: npc/001-1/banker.txt +npc: npc/001-1/barber.txt +npc: npc/001-1/bard.txt +npc: npc/001-1/bernard.txt +npc: npc/001-1/bleacher.txt +npc: npc/001-1/children.txt +npc: npc/001-1/constable.txt +npc: npc/001-1/elanore.txt +npc: npc/001-1/entertainer.txt +npc: npc/001-1/gossip.txt +npc: npc/001-1/guards.txt +npc: npc/001-1/guide.txt +npc: npc/001-1/luca.txt +npc: npc/001-1/mapflags.txt +npc: npc/001-1/merchant.txt +npc: npc/001-1/mikhail.txt +npc: npc/001-1/monster_guide.txt +npc: npc/001-1/rewards_master.txt +npc: npc/001-1/sandra.txt +npc: npc/001-1/sarah.txt +npc: npc/001-1/soul-menhir.txt +npc: npc/001-1/trader.txt +npc: npc/001-1/vincent.txt diff --git a/npc/001-1/_mobs.txt b/npc/001-1/_mobs.txt new file mode 100644 index 00000000..c8aa210f --- /dev/null +++ b/npc/001-1/_mobs.txt @@ -0,0 +1,48 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// 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 +001-1.gat,45,87,1,1 monster Scorpion 1003,1,90000,30000,Mob001-1::On1003 +001-1.gat,45,85,1,1 monster Scorpion 1003,1,180000,30000,Mob001-1::On1003 +001-1.gat,42,86,1,1 monster Scorpion 1003,1,270000,30000,Mob001-1::On1003 +001-1.gat,43,87,2,1 monster Scorpion 1003,1,360000,30000,Mob001-1::On1003 +001-1.gat,83,28,11,12 monster Maggot 1002,5,100000,30000,Mob001-1::On1002 +001-1.gat,115,26,13,9 monster Maggot 1002,3,100000,30000,Mob001-1::On1002 +001-1.gat,124,53,15,13 monster Maggot 1002,10,100000,30000,Mob001-1::On1002 +001-1.gat,120,64,15,13 monster Maggot 1002,11,100000,30000,Mob001-1::On1002 +001-1.gat,53,23,26,4 monster Maggot 1002,2,100000,30000,Mob001-1::On1002 +001-1.gat,68,67,9,10 monster Maggots 1002,2,100000,30000,Mob001-1::On1002 +001-1.gat,99,81,24,4 monster Maggot 1002,2,100000,30000,Mob001-1::On1002 +001-1.gat,139,65,12,23 monster Maggots 1002,2,100000,30000,Mob001-1::On1002 +001-1.gat,113,47,8,11 monster Maggot 1002,2,100000,30000,Mob001-1::On1002 +001-1.gat,132,38,11,12 monster Maggot 1002,2,100000,30000,Mob001-1::On1002 +001-1.gat,77,49,17,13 monster Maggot 1002,2,100000,30000,Mob001-1::On1002 +001-1.gat,21,74,6,18 monster Maggot 1002,2,100000,30000,Mob001-1::On1002 +001-1.gat,122,59,17,22 monster Giant Maggot 1006,1,100000,30000,Mob001-1::On1006 +001-1.gat,137,25,15,7 monster Fire Goblin 1011,1,61000,60000,Mob001-1::On1011 + + +001-1.gat,0,0,0 script Mob001-1 -1,{ +On1002: + set @mobID, 1002; + callfunc "MobPoints"; + break; + +On1003: + set @mobID, 1003; + callfunc "MobPoints"; + break; + +On1006: + set @mobID, 1006; + callfunc "MobPoints"; + break; + +On1011: + set @mobID, 1011; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/001-1/_warps.txt b/npc/001-1/_warps.txt new file mode 100644 index 00000000..d116051c --- /dev/null +++ b/npc/001-1/_warps.txt @@ -0,0 +1,8 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// 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 +001-1.gat,125,20 warp toCentralTulimshar 0,-1,021-1.gat,136,146 +001-1.gat,32,71 warp ToInn -1,-1,001-2.gat,25,34 +001-1.gat,75,41 warp ToHouse -1,-1,001-4.gat,26,33 diff --git a/npc/001-1/banker.txt b/npc/001-1/banker.txt new file mode 100644 index 00000000..445b0ebf --- /dev/null +++ b/npc/001-1/banker.txt @@ -0,0 +1,8 @@ +// + +001-1.gat,57,52,0 script Tybalt 107,{ + callfunc "ClearVariables"; + set @npcname$, "Tybalt"; + callfunc "Banker"; + close; +} diff --git a/npc/001-1/barber.txt b/npc/001-1/barber.txt new file mode 100644 index 00000000..502e5401 --- /dev/null +++ b/npc/001-1/barber.txt @@ -0,0 +1,11 @@ +// + +001-1.gat,53,38,0 script Nicolas 100,{ + mes "[Nicolas the Barber]"; + mes "\"Do you need a barber?\""; + next; + callfunc "Barber"; + mes "[Nicolas the Barber]"; + mes "\"Come again!\""; + close; +} diff --git a/npc/001-1/bard.txt b/npc/001-1/bard.txt new file mode 100644 index 00000000..9de957e1 --- /dev/null +++ b/npc/001-1/bard.txt @@ -0,0 +1,128 @@ +// + +//001-1.gat,46,76,0 script Bard 152,{ +001-1.gat,40,73,0 script Bard 152,{ + setarray @songs$, "\"There once was a bard, who had it hard, because a man in dark green, was very mean.\"", + "\"At Hurnscald inn, there was a person of fairest skin, declining wedding bands from quite a many hands.\"", + "\"As the Sun sets down in the forest's brown, she whom the fragrance holds counts her gold.\""; + set @name$, "Bill Ballshaker the Bard"; + mes "[" + @name$ + "]"; + if (Sex) + mes "\"Greetings, traveler! Have you come to listen to my stories?\""; + if (!Sex) + mes "\"Greetings, fair lady! Well met, on such a lovely day! Might I entertain you with a tale or two?\""; + next; + +L_Main: + menu "Sing me a song, lute man!", L_Song, + "Have you heard any news?", L_News, + "What do you know about...", L_Question, + "Farewell!", -; + close; + +L_News: +// mes "[" + @name$ + "]"; +// mes "\"Quite, quite! Rumour has it that Luca the Hunter, from this very town of Tulimshar, has returned from a long journey.\""; +// next; +// mes "[" + @name$ + "]"; +// mes "\"Many perilous battles he fought, or so his tales go... I am still working on a sonnet that I wish to dedicate to his exploits.\""; +// next; +// mes "[" + @name$ + "]"; +// mes "\"He says that he learned some new skills along the way and wishes to pass them on to others like him, who do not fear the fire of battle!\""; +// next; +// mes "[" + @name$ + "]"; +// mes "\"If you are experienced enough, perhaps he will teach you?\""; +// next; +// goto L_Main; + + mes "[" + @name$ + "]"; + mes "\"News I have for you indeed, lest you have already overheard (for then it would no longer be news to you!)\""; + next; + mes "[" + @name$ + "]"; + mes "\"Rumor has it that an ancient source of magic, a Mana Seed, has been sighted in the west, beyond the fair town of Hurnscald.\""; + next; + set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_MANASEED_RUMOUR; + mes "[" + @name$ + "]"; + mes "\"Whence it came, nobody knows... but they say that sometimes such Mana Seeds may choose a powerful individual to impart some of its mystic power to!\""; + next; + mes "[" + @name$ + "]"; + mes "\"I wonder who might be qualified?\""; + next; + goto L_Main; + +L_Question: + callfunc "MagicTalkOptionsSetup"; + set @ignore, @QQ_ASTRALSOUL; + 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_WYARA) goto L_Q_wyara; + if (@c == @QQ_SAGATHA) goto L_Q_sagatha; + if (@c == @QQ_AULDSBEL) goto L_Q_auldsbel; + if (@c == @QQ_OLDWIZ) goto L_Q_oldwiz; + + mes "[" + @name$ + "]"; + mes "\"Alas, I know very little about this matter.\""; + next; + goto L_Main; + +L_Q_oldwiz: + mes "[" + @name$ + "]"; + mes "\"The old wizard has been an old man for as long as I remember, living near the mountains in his magic hut-- a hut that is bigger on the inside, just like in the old tales of Gyer Filla the Wise....\""; + next; + mes "[" + @name$ + "]"; + mes "\"I doubt that they are the same person, though. For one, I have never seen his hut fly. For another, Gyer never took apprentices.\""; + next; + goto L_Main; + +L_Q_elanore: + mes "[" + @name$ + "]"; + mes "\"Elanore is this town's healer. Rumor has it that she traveled far and wide when she was younger, to learn the deepest secrets of healing magic, after her brother caught a mysterious illness.\""; + next; + goto L_Main; + +L_Q_manaseed: + mes "[" + @name$ + "]"; + mes "\"The Mana Seed is said to be a source of great magic. Perhaps some witch or wizard might know more about it?\""; + next; + goto L_Main; + +L_Q_wyara: + mes "[" + @name$ + "]"; + mes "\"Wyara is not actually from Hurnscald. As a young witch, she decided to settle down there to help the people of Hurnscald. She is kind and gentle, except towards the Doctor, who seems to have little respect for her potions.\""; + next; + goto L_Main; + +L_Q_sagatha: + mes "[" + @name$ + "]"; + mes "\"Sagatha! Ah, such a wonderful and mysterious being; the center of many a tale...\""; + next; + mes "[" + @name$ + "]"; + mes "\"Some say that she is the most powerful witch in all of Argaes. I don't know whether that is true, but I am quite certain that the is the most beautiful of all the witches! Alas, she will let no man touch her...\""; + mes "He sighs."; + next; + mes "[" + @name$ + "]"; + mes "\"I met her only twice, back in my traveling days, but there are two pieces of advice I can give you:\""; + next; + mes "[" + @name$ + "]"; + mes "\"First, she will suffer no fool easily, particularly no man.\""; + next; + mes "[" + @name$ + "]"; + mes "\"Second, the creatures of the forest mean everything to her. Harm them, and you may find her an enemy-- and a powerful one at that...\""; + next; + goto L_Main; + +L_Q_auldsbel: + mes "[" + @name$ + "]"; + mes "\"Auldsbel is some wizard from further north, from what I have gathered. He bought a hut near Hurnscald some years back and often comes here to experiment on things, probably because he is not allowed to do these experiments where he comes from.\""; + next; + goto L_Main; + +L_Song: + mes "[" + @name$ + "]"; + set @id, rand(3); + mes @songs$[@id]; + close; +} diff --git a/npc/001-1/bernard.txt b/npc/001-1/bernard.txt new file mode 100644 index 00000000..1c5ee328 --- /dev/null +++ b/npc/001-1/bernard.txt @@ -0,0 +1,117 @@ +// + +001-1.gat,37,44,0 script Bernard 117,{ + if(TMW_Quest >= 4) goto L_Done2; + if(TMW_Quest == 3) goto L_Progress2; + if(TMW_Quest == 2) goto L_Done1; + if(TMW_Quest == 1) goto L_Progress; + + set @TEMP, rand(2); + if(@TEMP == 0) goto L_Opening0; + if(@TEMP == 1) goto L_Opening1; + +L_Opening0: + mes "[Bernard]"; + mes "\"Tulimshar is crawling with maggots. Hey, I need a favor, could you help me a bit?\""; + next; + goto L_Ask; + +L_Opening1: + mes "[Bernard]"; + mes "\"The taste of maggots in soup is... unforgettable, they taste simply divine! Would you help me kill some?\""; + next; + goto L_Ask; + +L_Ask: + menu + "Yes.", L_Yes, + "No.", L_No; + +L_Yes: + set @TEMP, rand(2); + if(@TEMP == 0) goto L_Req0; + if(@TEMP == 1) goto L_Req1; + +L_Req0: + mes "[Bernard]"; + mes "\"Great! I need a [Roasted Maggot] for my soup.\""; + next; + goto L_Set; + +L_Req1: + mes "[Bernard]"; + mes "\"Bring me a [Roasted Maggot]. I'll give you something if you do.\""; + next; + goto L_Set; + +L_Set: + set TMW_Quest,1; + mes "[Bernard]"; + mes "\"Please bring it to me!\""; + close; + +L_Progress: + if (countitem("RoastedMaggot") < 1) goto L_NotEnough; + mes "[Bernard]"; + mes "\"Oooh, perfect! It's perfect!"; + mes "You brought me my [Roasted Maggot]! Here, have some cake for your troubles.\""; + getinventorylist; + if (@inventorylist_count - (countitem("RoastedMaggot") == 1) > 99 - (countitem("CherryCake") == 0) ) goto L_TooMany; + delitem "RoastedMaggot", 1; + getexp 100, 0; + getitem "CherryCake", 5; + set TMW_Quest, 2; + close; + +L_Progress2: + if (countitem("MaggotSlime") < 3) goto L_NotEnough1; + mes "[Bernard]"; + mes "\"Nice! They're perfect, just perfect!"; + mes "You brought me the 3 [Maggot Slimes]! Here, have some beer as reward.\""; + getinventorylist; + if ((@inventorylist_count - (countitem("MaggotSlime") == 3) > 99 - (countitem("Beer") == 0) )) goto L_TooMany; + delitem "MaggotSlime", 3; + getexp 100, 0; + getitem "Beer", 3; + set TMW_Quest, 4; + close; + + +L_NotEnough: + mes "[Bernard]"; + mes "\"Oh, please hurry and bring me a [Roasted Maggot]. I'm yearning for maggot soup!\""; + close; + +L_NotEnough1: + mes "[Bernard]"; + mes "\"Please do hurry and bring me 3 [Maggot Slime]s, so I can finish my soup!\""; + close; + + +L_Done1: + mes "[Bernard]"; + mes "\"Thank you so much!\""; + mes "\"But... something is missing to make the soup creamy.\""; + next; + mes "\"I need 3 [Maggot Slime]s for that.\""; + mes "\"Bring them to me, and I'll give you something nice.\""; + set TMW_Quest,3; + 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; + + +L_No: + close; + +L_TooMany: + next; + mes "[Bernard]"; + mes "\"You don't have room for my reward. I'll wait until you do.\""; + close; +} diff --git a/npc/001-1/bleacher.txt b/npc/001-1/bleacher.txt new file mode 100644 index 00000000..a3827e43 --- /dev/null +++ b/npc/001-1/bleacher.txt @@ -0,0 +1,195 @@ +// + +001-1.gat,27,53,0 script Candide 156,{ + mes "[Candide]"; + mes "\"I've figured out how that volcanic ash bleaches cloth."; + mes "I could do it for you, but I'll need three piles of ash and 5,000 GP for supplies per item.\""; + next; + + if (countitem(701) < 3) goto L_no_ash; + + if (zeny < 5000) goto L_no_money; + + menu "I'd like to bleach something", -, + "No thanks", L_close; + +L_bleach_menu: + mes "[Candide]"; + mes "\"What would you like to bleach?\""; + next; + + 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_cotton_headband, + "Desert hat", L_desert_hat, + "Cotton boots", L_cotton_boots, + "Cotton gloves", L_cotton_gloves, + "Rabbit ears", L_rabbit_ears, + "Wizard hat", L_wizard_hat, + "Bowler hat", L_bowler_hat, + "Red lined sorcerer robe", L_red_lined_sorcerer_robe, + "Bowler hat (brown)", L_bowler_hat_brown, + "Nevermind", -; + goto L_close; + +L_cottonshirt: + set @normal, 1202; + set @dyeBase, 2050; + goto L_choose_color; + +L_vneck: + set @normal, 624; + set @dyeBase, 2060; + goto L_choose_color; + +L_tneck: + set @normal, 564; + set @dyeBase, 2070; + goto L_choose_color; + +L_shorts: + set @normal, 586; + set @dyeBase, 2110; + goto L_choose_color; + +L_skirt: + set @normal, 632; + set @dyeBase, 2100; + goto L_choose_color; + +L_miniskirt: + set @normal, 771; + set @dyeBase, 2170; + goto L_choose_color; + +L_tanktop: + set @normal, 688; + set @dyeBase, 2090; + goto L_choose_color; + +L_tanktop_short: + set @normal, 689; + set @dyeBase, 2120; + goto L_choose_color; + +L_robe: + set @normal, 720; + set @dyeBase, 2080; + goto L_choose_color; + +L_cotton_headband: + set @normal, 724; + set @dyeBase, 2140; + goto L_choose_color; + +L_desert_hat: + set @normal, 723; + set @dyeBase, 2130; + goto L_choose_color; + +L_cotton_boots: + set @normal, 735; + set @dyeBase, 2150; + goto L_choose_color; + +L_cotton_gloves: + set @normal, 741; + set @dyeBase, 2160; + goto L_choose_color; + +L_rabbit_ears: + set @normal, 1255; + set @dyeBase, 2190; + goto L_choose_color; + +L_wizard_hat: + set @normal, 4028; + set @dyeBase, 2200; + goto L_choose_color; + +L_bowler_hat: + set @normal, 4030; + set @dyeBase, 2210; + goto L_choose_color; + +L_red_lined_sorcerer_robe: + set @normal, 798; + set @dyeBase, 2220; + goto L_choose_color; + +L_bowler_hat_brown: + set @normal, 800; + set @dyeBase, 2230; + goto L_choose_color; + +L_choose_color: + mes "[Candide]"; + mes "\"And the color?\""; + next; + + menu "Red", -, + "Green", -, + "Dark Blue", -, + "Yellow", -, + "Light Blue", -, + "Pink", -, + "Black", -, + "Orange", -, + "Purple", -, + "Dark Green", -; + + set @del, @dyeBase + @menu - 1; + + if (countitem(@del) == 0) goto L_no_item; + + if (countitem(701) < 3) goto L_no_ash; + + if (zeny < 5000) goto L_no_money; + + delitem @del, 1; + getitem @normal, 1; + delitem 701, 3; + set zeny, zeny - 5000; + +L_again: + mes "[Candide]"; + mes "\"Would you like to bleach something else?\""; + next; + + menu "Yes", L_bleach_menu, + "No", L_close; + +L_no_item: + mes "[Candide]"; + mes "\"You don't have one of those.\""; + next; + + goto L_again; + +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; + +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; + +L_close: + mes "[Candide]"; + mes "\"Come again.\""; + close; +} diff --git a/npc/001-1/children.txt b/npc/001-1/children.txt new file mode 100644 index 00000000..c8941563 --- /dev/null +++ b/npc/001-1/children.txt @@ -0,0 +1,135 @@ +// Aisha and Nina + +001-1.gat,95,29,0 script Aisha 108,{ + set @TEMP,rand(9); + if(@TEMP == 0) goto L_1; + if(@TEMP == 1) goto L_1; + if(@TEMP == 2) goto L_2; + if(@TEMP == 3) goto L_3; + if(@TEMP == 4) goto L_4; + if(@TEMP == 5) goto L_5; + if(@TEMP == 6) goto L_6; + if(@TEMP == 7) goto L_7; + if(@TEMP == 8) goto L_8; + +L_1: + mes "[Aisha]"; + mes "\"Maggots are soo slimey!\""; + close; + +L_2: + mes "[Aisha]"; + mes "\"Want to play ball with me?\""; + close; + +L_3: + mes "[Aisha]"; + mes "\"There are so many monsters; I hate scorpions!\""; + close; + +L_4: + mes "[Aisha]"; + mes "\"When I grow up, I want to be strong enough to kill a scorpion!\""; + close; + +L_5: + mes "[Aisha]"; + mes "\"Mommy told me that you can sell the things that monsters drop.\""; + 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; + +L_7: + mes "[Aisha]"; + mes "\"I want to be a Doctor when I grow up!\""; + 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.\""; + close; +} + +001-1.gat,39,67,0 script Nina 103,{ + mes "[Nina]"; + set @TEMP,rand(10); + if(@TEMP == 0) goto L_1; + if(@TEMP == 1) goto L_1; + if(@TEMP == 2) goto L_2; + if(@TEMP == 3) goto L_3; + if(@TEMP == 4) goto L_4; + if(@TEMP == 5) goto L_5; + if(@TEMP == 6) goto L_6; + if(@TEMP == 7) goto L_7; + if(@TEMP == 8) goto L_8; + goto L_9; + +L_1: + mes "\"If I learned anything from school, Grenxen founded Tulimshar.\""; + close; + +L_2: + mes "\"When I was picking rocks from the field, I saw a red scorpion.\""; + close; + +L_3: + mes "\"Its polite to state your name before talking to anyone.\""; + close; + +L_4: + + mes "\"I have a Scorpion Doll!\""; + close; + +L_5: + mes "\"I always take some spare [Cactus Juice]s with me on the field. They are heavy, though.\""; + close; + +L_6: + mes "\"When you are feeling bad, eating something can usually help you heal faster.\""; + close; + +L_7: + mes "\"Grenxen is the Demon that founded Tulimshar.\""; + close; + +L_8: + mes "\"That volcano eruption was scary; much of Tulimshar was destroyed. But the mayor had everything rebuilt quickly.\""; + 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!\""; + next; + menu + "A bad word?", L_tell, + "Oh, you better keep it for yourself then.", -; + close; + +L_tell: + mes "[Nina]"; + mes "\"Yes, I heard my mother say it once. And she made me promise her to never say it. Never.\""; + next; + menu "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; + +L_keepword: + mes "[Nina]"; + mes "\"No.\""; + close; + +L_giveword: + mes "[Nina]"; + mes "Nina looks around as she hushes you to silence. After a few seconds, she whispers to you."; + mes "\"I like you! So I will tell you the bad word. But you can't tell anyone else about it! The bad word is '" + getspellinvocation("aggravate") + "'.\""; + next; + + mes "[Nina]"; + mes "Terrified, she looks around once more."; + mes "\"But you mustn't tell anyone!\""; + close; +} diff --git a/npc/001-1/constable.txt b/npc/001-1/constable.txt new file mode 100644 index 00000000..6131f0b4 --- /dev/null +++ b/npc/001-1/constable.txt @@ -0,0 +1,8 @@ +// + +001-1.gat,37,35,0 script Constable Perry Graf 150,{ +// set @npcname$, "Constable Perry Graf"; + set @canSkip, 1; + callfunc "GameRules"; + close; +} diff --git a/npc/001-1/elanore.txt b/npc/001-1/elanore.txt new file mode 100644 index 00000000..2d96ae6c --- /dev/null +++ b/npc/001-1/elanore.txt @@ -0,0 +1,651 @@ +// + +function script ElanoreFix { + set @Q_MASK, NIBBLE_1_MASK; + set @Q_SHIFT, NIBBLE_1_SHIFT; + + set @Q_STATUS_MAX, 3; // FIXME once level 3 magic was released + + set @Q_status, (QUEST_MAGIC2 & @Q_MASK) >> @Q_SHIFT; + if (@Q_status > @Q_STATUS_MAX) + set @Q_status, @STATUS_INITIAL; + if (@Q_status > 1 && (getskilllv(SKILL_MAGIC_LIFE) < 2)) + set @Q_status, @STATUS_INITIAL; + + set QUEST_MAGIC2, + (QUEST_MAGIC2 & ~(@Q_MASK) + | (@Q_status << @Q_SHIFT)); + return; +} + +001-1.gat,58,68,0 script Elanore#_M 108,{ + + set @has_magic, getskilllv(SKILL_MAGIC); + + set @Q_MASK, NIBBLE_1_MASK; + set @Q_SHIFT, NIBBLE_1_SHIFT; + + set @Q_status, (QUEST_MAGIC2 & @Q_MASK) >> @Q_SHIFT; + set @Q_heal_exp, MAGIC_EXPERIENCE >> 24; + + // Set up SkillUp function + set @SUP_id, SKILL_MAGIC_LIFE; + set @SUP_name$, "Life Magic"; + + set @STATUS_INITIAL, 0; + set @STATUS_LEARNED_LIGHT_HEAL, 1; + set @STATUS_MASTERED_LIGHT_HEAL, 2; + set @STATUS_LEARNED_LAY_ON_HANDS, 3; + set @STATUS_WAITING_FOR_KADIYA, 4; + set @STATUS_READY_TO_LEARN_CURE_POISON, 5; + set @STATUS_LEARNED_CURE_POISON, 6; + + callfunc "ElanoreFix"; + + // This operation works around an earlier possible corruption of this state + if (@Q_status > @Q_STATUS_MAX) + set @Q_status, @STATUS_INITIAL; + callsub S_update_var; + + + if (sc_check(sc_poison)) + goto L_CurePoison; + + if (baselevel > 10) goto L_NoHeal; + + set @TEMP,rand(4); + + if(@TEMP == 0) goto Heal1; + if(@TEMP == 1) goto Heal2; + if(@TEMP == 2) goto Heal3; + if(@TEMP == 3) goto Heal4; + +Heal1: + + mes "[Elanore the Healer]"; + mes "\"You don't look too well; let me treat your wounds.\""; + next; + goto Heal_L; + +Heal2: + + mes "[Elanore the Healer]"; + mes "\"I will make quick work of your wounds.\""; + next; + goto Heal_L; + +Heal3: + + mes "[Elanore the Healer]"; + mes "\"Need a healing?\""; + next; + goto Heal_L; + +Heal4: + + mes "[Elanore the Healer]"; + mes "\"Sometimes you just need to run from battle.\""; + next; + goto Heal_L; + +Heal_L: + + set @TEMP,rand(3); + + if(@TEMP == 0) goto Heal_1; + if(@TEMP == 1) goto Heal_2; + if(@TEMP == 2) goto Heal_3; + if(@TEMP == 3) goto Heal_4; + +Heal_1: + + mes "[Elanore the Healer]"; + mes "\"Here you go!\""; + heal 10000,10000; + close; + +Heal_2: + + mes "[Elanore the Healer]"; + mes "\"Painless, wasn't it?"; + mes "Here you go!\""; + heal 10000,10000; + close; + +Heal_3: + + mes "[Elanore the Healer]"; + mes "\"You should be more careful.\""; + heal 10000,10000; + close; + +Heal_4: + + mes "[Elanore the Healer]"; + mes "\"Much better, right?!\""; + heal 10000,10000; + close; + +L_NoHeal: + if (MAGIC_FLAGS) + goto L_Chat; + +L_NoHealMessage: + mes "[Elanore the Healer]"; + 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; + +L_Chat: + mes "[Elanore the Healer]"; + mes "\"Hello! Can I help you?\""; + next; +L_Main: + if (@has_magic && (@Q_status == @STATUS_INITIAL)) + menu + "Can you heal me?", L_NoHealMessage, + "Can you teach me magic?", L_Teach, + "What do you know about...", L_Question, + "Goodbye!", L_bye; + + if (@has_magic && (@Q_status > @STATUS_INITIAL)) + menu + "Can you heal me?", L_NoHealMessage, + "Can you teach me more?", L_Teach, + "Where can I get more lifestones?", L_Lifestones, + "What do you know about...", L_Question, + "Goodbye!", L_bye; + + if (!@has_magic) + menu + "Can you heal me?", L_NoHealMessage, + "What do you know about...", L_Question, + "Goodbye!", L_bye; + close; + +OnPCKillEvent: + attachrid(@killerrid); + set @Q_heal_exp, MAGIC_EXPERIENCE >> 24; + if (@Q_heal_exp < 8) + goto L_OnPcKillWipe; + set @Q_heal_exp, @Q_heal_exp - 8; + goto L_OnPcKillFinish; +L_OnPcKillWipe: + set @Q_heal_exp, 0; +L_OnPcKillFinish: + set MAGIC_EXPERIENCE, (MAGIC_EXPERIENCE & ~(255 << 24)) | (@Q_heal_exp << 24); + close; + +L_Lifestones: + mes "[Elanore the Healer]"; + mes "\"I always need components for my own healing spells. If you bring me ten gamboge leaves, ten alizarin leaves, ten mauve leaves and ten cobalt leaves, I can make ten lifestones; I will give you half of them.\""; + next; + + menu + "OK, I will get them.", -, + "No way!", -, + "Here you are!", L_Lifestones_Trade, + "Can I make them myself?", L_Lifestones_MakeSelf; + close; + +L_Lifestones_Trade: + if (countitem("MauveHerb") < 10) goto L_Lifestones_Trade_Missing; + if (countitem("GambogeHerb") < 10) goto L_Lifestones_Trade_Missing; + if (countitem("AlizarinHerb") < 10) goto L_Lifestones_Trade_Missing; + if (countitem("CobaltHerb") < 10) goto L_Lifestones_Trade_Missing; + getinventorylist; + if (@inventorylist_count == 100 && countitem("Lifestone") == 0 + && countitem("MauveHerb") > 10 + && countitem("GambogeHerb") > 10 + && countitem("AlizarinHerb") > 10 + && countitem("CobaltHerb") > 10) goto L_Lifestones_NoRoom; + + delitem "MauveHerb", 10; + delitem "GambogeHerb", 10; + delitem "AlizarinHerb", 10; + delitem "CobaltHerb", 10; + getitem "Lifestone", 5; + getexp 200, 1; + mes "[Elanore the Healer]"; + mes "Elanore carefully goes over your leaves, then smiles."; + mes "\"These will do just fine.\""; + mes "She picks up all fourty and presses them together in her hands, then whispers something."; + next; + mes "[Elanore the Healer]"; + mes "As she opens her hands again, the leaves have turned into ten golden crystals."; + mes "\"Five for you and five for me.\""; + mes "She smiles."; + mes "[200 experience points]"; + 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; + +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; + +L_Lifestones_MakeSelf: + mes "[Elanore the Healer]"; + if (@has_magic < 2) + goto L_Lifestones_MakeSelf_no; + +L_Lifestones_MakeSelf_yes: + mes "\"Oh, but of course! You are powerful enough to make your own lifestones, using the enchantment '" + getspellinvocation("enchant-lifestone") + "'. This will consume a bug leg or a maggot slime or one of each of the four healing herbs, though.\""; + 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; + +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; + +L_Teach: + if (@Q_status == @STATUS_INITIAL) goto L_Teach_Initial; + if (@Q_status == @STATUS_LEARNED_LIGHT_HEAL) goto L_Teach_CheckAdvanceTo2; + if (@Q_status == @STATUS_MASTERED_LIGHT_HEAL) goto L_Teach_CheckAdvanceToLOH; + if (@Q_status == @STATUS_LEARNED_LAY_ON_HANDS) goto L_Teach_Explain3; + if (@Q_status == @STATUS_WAITING_FOR_KADIYA) goto L_Teach_CheckAdvanceTo3; + if (@Q_status == @STATUS_READY_TO_LEARN_CURE_POISON) goto L_Teach_CurePosion; + if (@Q_status == @STATUS_LEARNED_CURE_POISON) goto L_Teach_dunno; + + 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; + +L_Teach_Initial: + mes "[Elanore the Healer]"; + mes "\"I will only teach you magic of the school of Life, and that only if you prove yourself to be a good healer-- that is, if you use your powers to help others.\""; + mes "She hesistates."; + next; + mes "[Elanore the Healer]"; + mes "\"I don't know you very well, but I don't think that there is any harm in teaching you a simple spell.\""; + mes "She reaches inside her satchel and pulls out a piece of crystal, glittering in the sun."; + mes "\"This here is a lifestone, life energy encased in a crystal shell. You will need it for most healing magic.\""; + next; + mes "[Elanore the Healer]"; + mes "\"To heal someone, first locate the injury. As a beginner, you have to touch the wound; with practice, it will be enough to think about it. Hold the lifestone in one hand, touching the wound with the other.\""; + mes "\"Then say, '" + getspellinvocation("lesser-heal") + "', followed by the name of the one you wish to heal.\""; + next; + mes "[Elanore the Healer]"; + mes "\"You might want to write that down, actually. In fact, you might want to make sure to keep notes of all spells you hear, for you never know if you will hear them again!\""; + mes "\"The invocation was '" + getspellinvocation("lesser-heal") + "'.\""; + next; + mes "[Elanore the Healer]"; + mes "\"This will only cure cuts and bruises, though, and it will take some time to take effect. It will be useless to mend broken bones or more severe injuries!\""; + mes "\"To heal yourself, it's enough to just say '" + getspellinvocation("lesser-heal") + "' by itself.\""; + next; + mes "[Elanore the Healer]"; + mes "\"Let me give you a lifestone to get started with.\""; + next; + + getinventorylist; + if ((@inventorylist_count == 100) && (countitem("Lifestone") == 0)) + goto L_Teach_Initial_Noroom; + + getitem "Lifestone", 1; + set @Q_status, @STATUS_LEARNED_LIGHT_HEAL; + callsub S_update_var; + + 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; + +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; + +L_Teach_CheckAdvanceTo2: + mes "[Elanore the Healer]"; + if (@Q_heal_exp < 20) + goto L_Teach_CheckAdvanceTo2_fail; + mes "Elanore smiles at you."; + mes "\"From what I have been hearing, you seem to be doing well on your way to becoming a healer. I have decided to accept you as a student of the School of Life Magic.\""; + next; + + if (getskilllv(SKILL_MAGIC) < 2) + goto L_Teach_AdvanceTo2_warn; + + goto L_Teach_AdvanceTo2_skip; +L_Teach_AdvanceTo2_warn: + mes "[Elanore the Healer]"; + mes "\"But be warned: you won't be able to use advanced healing magic until you are more capable in your regular magic usage.\""; + next; +L_Teach_AdvanceTo2_skip: + + mes "[Elanore the Healer]"; + mes "\"Please stand still.\""; + mes "She walks up to you, holds your shoulders, and smiles at you."; + next; + + mes "[Elanore the Healer]"; + mes "Then, she rises up on her tiptoes and kisses you on your forehead."; + next; + + mes "[Elanore the Healer]"; + mes "You feel a strange, tingling kind of warmth spread through your body."; + + set @Q_status, @STATUS_MASTERED_LIGHT_HEAL; + callsub S_update_var; + set @SUP_xp, 5000; + set @SUP_lvl, 2; + callfunc "SkillUp"; + 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.\""; + if (@Q_heal_exp < 5) + mes "\"You are still at the beginning of your path, but do keep practicing.\""; + if ((@Q_heal_exp >= 5) && (@Q_heal_exp < 15)) + 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; + +L_Teach_CheckAdvanceToLOH: + if (getskilllv(SKILL_MAGIC) < 2) + goto L_Teach_LOH_advance_abort0; + if (@Q_heal_exp < 30) + goto L_Teach_LOH_advance_abort1; + + mes "[Elanore the Healer]"; + mes "\"I will now teach you how to heal by laying on your hands. The technique is similar to the spell I taught you at the beginning, but this time you transfer your own health instead of drawing health from a lifestone.\""; + next; + + mes "[Elanore the Healer]"; + mes "\"First, lay your hand on the person you wish to heal. You needn't touch the injury itself, though you have to touch the skin until you are a little more experienced. Then, medidate on the word '" + getspellinvocation("lay-on-hands") + "'\""; + next; + + mes "[Elanore the Healer]"; + mes "\"This will let your own life force flow into the person you are healing. If you are badly injured yourself, you will not be able to do this.\""; + mes "[1000 experience points]"; + getexp 1000, 0; + set @Q_status, @STATUS_LEARNED_LAY_ON_HANDS; + callsub S_update_var; + 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; + +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; + +L_Teach_Explain3: + if (getskilllv(SKILL_MAGIC) < 3) + goto L_Teach_Explain3_abort; + if (@Q_heal_exp < 50) + goto L_Teach_Explain3_fail; + + mes "[Elanore the Healer]"; + mes "Elanore smiles."; + mes "\"You seem to be ready to advance as a healer. There is one favour I must ask of you first, though.\""; + set QUEST_MAGIC2, (QUEST_MAGIC2 & ~(NIBBLE_3_MASK)); // Initialise Kadiya quest + set @Q_status, @STATUS_WAITING_FOR_KADIYA; + callsub S_update_var; + next; + + mes "[Elanore the Healer]"; + mes "\"There is a man here in Tulimshar with a beautiful young daughter; his name is Omar, and his daughter's name is Kadiya.\""; + mes "\"Once, when I was a young apprentice, I made a mistake treating Omar. Ever since, he no longer trusts me.\""; + next; + + mes "[Elanore the Healer]"; + mes "\"But his daugher has contracted Mopox, so she needs help. He doesn't trust me, but perhaps he will trust you; you have been helping quite a few people, after all.\""; + next; + +L_3_menu: + menu + "What should I do?", L_3_what_to_do, + "Where can I find the sick girl?", L_3_where, + "How did you mess up?", L_3_messup, + "I will get started right away.", -, + "Maybe later.", -; + + goto L_Main; + +L_3_what_to_do: + mes "[Elanore the Healer]"; + mes "\"You will have to brew a Mopox cure potion and give it to her. You should ask Caul to help you, he knows the recipe.\""; + next; + + mes "[Elanore the Healer]"; + mes "\"First, you will need a concentration potion and an iron potion-- together, they will give her her strength back. You also need a lifestone, and a gamboge leaf against the toxins in her body.\""; + next; + + mes "[Elanore the Healer]"; + mes "\"You then have to add in roots, water, mauve leaves and sulphur powder until the brew is gooey and neither light nor dark. Caul will explain the details to you.\""; + next; + + mes "[Elanore the Healer]"; + mes "\"There is a transmutation spell to make sulphur powder. If you don't know the magic, perhaps you can ask a transmutation mage to help you with this part.\""; + next; + goto L_3_menu; + +L_3_messup: + mes "[Elanore the Healer]"; + mes "\"Ah... well, Omar is a trader, and a frequent traveler. One day he came back from a journey with fleas in his beard and asked me to get rid of them.\""; + next; + + mes "[Elanore the Healer]"; + mes "\"Unfortunately I used the wrong lotion on the fleas, so instead of being scared away, they grew to enormous proportions and ate up all of his beard.\""; + next; + + mes "[Elanore the Healer]"; + mes "Elanore blushes."; + mes "\"Ever since then he hasn't been very trusting towards my skills, and I suppose that I can't blame him. But I don't want poor Kadiya to suffer because of that.\""; + next; + goto L_3_menu; + +L_3_where: + mes "[Elanore the Healer]"; + mes "\"Kadiya and Omar live relatively close by. See this corner in the inner city wall east of here? Turn past it, then go north. It's the second house.\""; + next; + goto L_3_menu; + +L_Teach_Explain3_abort: + mes "[Elanore the Healer]"; + mes "\"I'm sorry, but you lack the magical power to advance.\""; + close; + +L_Teach_Explain3_fail: + mes "[Elanore the Healer]"; + if (@Q_heal_exp < 30) + mes "\"You seem to have regressed as a healer. This is worrisome; please mend your ways or I will not teach you any further.\""; + if ((@Q_heal_exp >= 30) && (@Q_heal_exp < 40)) + 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; + +L_Teach_CheckAdvanceTo3: + callfunc "KadiyaSubquestConsts"; + + if (@Q_kadiya_status >= @Q_STATUS_COMPLETED) + goto L_Teach_AdvanceTo3Ready; + + mes "[Elanore the Healer]"; + mes "\"Please help Kadiya.\""; + next; + + goto L_3_menu; + +L_Teach_AdvanceTo3Ready: + mes "[Elanore the Healer]"; + mes "\"I have heard of what you did. Hiding the potion in her favorite food-- that was clever.\""; + mes "She smiles at you."; + mes "\"Omar let me have a look at her earlier, and she seems to be recovering. You did very well."; + next; + + mes "[Elanore the Healer]"; + mes "Elanor turns towards you, rises up on her toes and kisses you on the forehead."; + next; + + set @xp, 30000; + if (@Q_kadiya_status == @Q_STATUS_COMPLETED_ELANORE) + set @xp, 50000; + + mes "[Elanore the Healer]"; + mes "You feel a strange, tingling kind of warmth spread through your body."; + mes "[" + @xp + " experience points]"; + mes "[Level 3 in Life Magic]"; + + set @Q_status, @STATUS_READY_TO_LEARN_CURE_POISON; + callsub S_update_var; + getexp @xp, 0; + if (getskilllv(SKILL_MAGIC_LIFE) < 3) + setskill SKILL_MAGIC_LIFE, 3; + next; + + + if (@Q_kadiya_status != @Q_STATUS_COMPLETED_ELANORE) + goto L_Main; + + mes "[Elanore the Healer]"; + mes "\"Overall I am impressed by your progress. If you continue as you are doing now, you might become a great healer.\""; + mes "She hands you a handful of lifestones."; + mes "\"Please come back soon; there is more that I would like to teach you.\""; + next; + set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_ELANORE_OMAR; + getitem "Lifestone", 20; + + goto L_Main; + +L_Teach_CurePosion: + mes "[Elanore the Healer]"; + mes "\"Thank you again for your help with Kadiya!\""; + mes "\"Curing sicknesses is often quite difficult; most of them require complicated potions to be brewed.\""; + next; + mes "[Elanore the Healer]"; + mes "\"Fortunately, things are much easier with most poisons. For those we have a simple spell that only requires a Gamboge leaf.\""; + mes "\"This is the next spell that I would like to teach you.\""; + next; + mes "[Elanore the Healer]"; + mes "\"If you would like to cure someone who is poisoned, first rub a Gamboge leaf between your hands. Your hands must be covered in Gamboge liquid for this to work.\""; + mes "\"Speak the invocation, `" + getspellinvocation("cure-poison") + "'.\""; + mes "\"Next, you either touch the poisoned person with your hands, or speak their name. You have to be close for this to work, though.\""; + next; + mes "[Elanore the Healer]"; + mes "\"Once again, the invocation is `" + getspellinvocation("cure-poison") + "'.\""; + mes "\"Come back again soon; there is another spell I would like to teach you.\""; + next; + set @Q_status, @STATUS_LEARNED_CURE_POISON; + callsub S_update_var; + + goto L_Main; + +L_Teach_dunno: + mes "[Elanore the Healer]"; + mes "\"Hmm. I wanted to teach you something, but I've forgotten what it was... please come back later.\""; + next; + goto L_Main; + +L_NoMagicNoTeach: + mes "[Elanore the Healer]"; + mes "Elanore shakes her head."; + mes "\"I am sorry, but you don't have any magical abilities. I can only teach those who already have the power to do magic.\""; + next; + goto L_Main; + +L_Question: + callfunc "MagicTalkOptionsSetup"; + set @ignore, @QQ_ELANORE; + callfunc "MagicTalkMenu"; + + if (@c == 0) goto L_Main; + 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_SAGATHA) goto L_Q_sagatha; + if (@c == @QQ_AULDSBEL) goto L_Q_auldsbel; + if (@c == @QQ_OLDWIZ) goto L_Q_oldwiz; + if (@c == @QQ_ASTRALSOUL)goto L_Q_astralsoul; + + mes "[Elanore the Healer]"; + mes "Elanore shakes her head."; + mes "\"I am sorry, but I don't think that I know anything that would help you.\""; + next; + goto L_Main; + +L_Q_astralsoul: + mes "[Elanore the Healer]"; + mes "\"The astral soul skill is one of the most important skills for mages. I learned this focus long time ago. Without that skill your magic is quite useless, isn't it? If the rumors are really true, there is an experienced mage in the Woodlands around Hurnscald.\""; + next; + goto L_Main; + +L_Q_oldwiz: + mes "[Elanore the Healer]"; + mes "\"He is a kind old man. He stays mostly with his books and his apprentice, though we have chatted a few times.\""; + next; + goto L_Main; + +L_Q_manaseed: + mes "[Elanore the Healer]"; + mes "She smiles."; + mes "\"If the rumors are true and there really is a Mana Seed, then that would be wonderful news-- perhaps we will have a few more healers soon!\""; + next; + goto L_Main; + +L_Q_manapotion: + mes "[Elanore the Healer]"; + mes "\"I'm sorry, but I can't help you with that.\""; + next; + goto L_Main; + +L_Q_wyara: + mes "[Elanore the Healer]"; + mes "\"Wyara is the Hurnscald town witch. She was also the town healer before the Doctor moved there.\""; + next; + goto L_Main; + +L_Q_sagatha: + mes "[Elanore the Healer]"; + mes "\"Oh, I have only met Sagatha once or twice, while collecting herbs. She is a warm and gentle person, but she tries to hide it.\""; + next; + goto L_Main; + +L_Q_auldsbel: + mes "[Elanore the Healer]"; + mes "\"Oh, sorry-- I don't really know him very well.\""; + next; + goto L_Main; + + +L_CurePoison: + mes "[Elanore the Healer]"; + mes "\"Oh dear! That looks like poison; hang on...\""; + mes "She performs a complicated gesture."; + sc_end(sc_poison); + sc_end(sc_slowpoison); + misceffect sfx_magic_life, strcharinfo(0); + misceffect sfx_magic_life; + + next; + + mes "[Elanore the Healer]"; + mes "\"There you are, right as rain! Now you take care, all right?\""; + close; + +L_bye: + mes "[Elanore the Healer]"; + mes "\"Goodbye!\""; + close; + +S_update_var: + set QUEST_MAGIC2, + (QUEST_MAGIC2 & ~(@Q_MASK) + | (@Q_status << @Q_SHIFT)); + return; +} diff --git a/npc/001-1/entertainer.txt b/npc/001-1/entertainer.txt new file mode 100644 index 00000000..149f1e2f --- /dev/null +++ b/npc/001-1/entertainer.txt @@ -0,0 +1,44 @@ +// Emote NPC allows for players to learn the emote skill + +001-1.gat,30,45,0 script Entertainer 165,{ + set @EMOTE_SKILL, 1; + if (getskilllv(@EMOTE_SKILL) > 0) goto L_Has; + + mes "[Entertainer]"; + mes "\"Yes how can I help you?\""; + menu + "What are those emotions above your head?", L_Learn, + "Nothing I guess", -; + close; + +L_Learn: + mes "[Entertainer]"; + mes "\"They are called emotes, I use them to express how I am feeling"; + mes "I can teach you to do them too\""; + menu + "Ok sure", L_Learn2, + "Why would I need to that", -; + close; + +L_Learn2: + setskill @EMOTE_SKILL, 1; + mes "[Entertainer]"; + 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; + +L_Has: + mes "[Entertainer]"; + mes "\"The entertainment life is a hard life...\" *sigh*"; + close; + + +OnTimer3000: + emotion rand(0,11); + setnpctimer 0; + +OnInit: + initnpctimer; + +} diff --git a/npc/001-1/gossip.txt b/npc/001-1/gossip.txt new file mode 100644 index 00000000..0deb42ae --- /dev/null +++ b/npc/001-1/gossip.txt @@ -0,0 +1,80 @@ +// NPC to provide hints on progression of linear quest chain in Tulimshar + +001-1.gat,49,31,0 script Gladys 154,{ + mes "[Gladys, Town Gossip]"; + mes "\"Hello deary! I hear some of the most fascinating rumors and bits of news. I just heard a bit more today!\""; + mes "\"Would you like me to let you in on the good stuff?\""; + menu + "Sure!", L_Yes, + "No thanks.", L_No; + +L_Yes: + if (TMW_Quest >=40) goto L_Ferry; + if (TMW_Quest >=12) goto L_Desert; + if (TMW_Quest >=10) goto L_Sandra; + if (TMW_Quest >=8) goto L_Vinc; + if (TMW_Quest >=6) goto L_Sarah; + if (TMW_Quest >=4) goto L_Mik; + if (TMW_Quest <1) goto L_Intro; + +L_No: + mes "[Gladys, Town Gossip]"; + mes "\"Very well. Come back whenever you like. I am always getting juicy bits of news!\""; + close; + +L_Intro: + mes "[Gladys, Town Gossip]"; + mes "\"Have you met our lovely guard captain yet? He usually keeps a post just outside the gates where he can keep an eye on things. He likes to talk to new adventurers too.\""; + next; + mes "Gladys, Town Gossip]"; + mes "\"I also overheard some of the children in the square talking today. I think they are having trouble with some of their chores. Kids these days...\""; + next; + mes "The old lady trails off and starts muttering to herself about hills and snow. Perhaps it's best to leave her alone for now."; + close; + +L_Mik: + mes "[Gladys, Town Gossip]"; + mes "\"That nice young boy Bernard gave me some of the soup you helped him make. It was lovely!\""; + next; + mes "[Gladys, Town Gossip]"; + mes "\"One of the ladies in my quilting club mentioned giving a task to her grandson. I have my doubts about whether he ever finished it...\""; + close; + +L_Sarah: + mes "[Gladys, Town Gossip]"; + mes "\"Ethel, the lady in my quilting club, told me you helped her grandson with his chore. That was awfully nice of you!\""; + next; + mes "[Gladys, Town Gossip]"; + mes "\"Do you believe what parents will let their kids do these days?! I heard about this girl at the far side of town who does nothing but eat sweets all day! Honestly, what is the world coming to?\""; + close; + +L_Vinc: + mes "[Gladys, Town Gossip]"; + mes "\"I just got news of an exciting new business opportunity! There's supposed to be a new entrepreneur in town somewhere making toys. You should get in on the ground floor!\""; + close; + +L_Sandra: + mes "[Gladys, Town Gossip]"; + mes "\"How's that toy business working out? Pretty good tip, huh?\""; + next; + mes "[Gladys, Town Gossip]"; + mes "\"I've been hearing reports of you all over town! I think there's only one little girl you haven't assisted, but she's a strange one...always messing about with bugs. Yuck!\""; + close; + +L_Desert: + if (Sex == 0) set @person$, "gal"; + if (Sex == 1) set @person$, "guy"; + + mes "[Gladys, Town Gossip]"; + mes "\"Well, if it isn't " + strcharinfo(0) + "! Our local hero and supernice " + @person$ + ".\""; + mes "\"The whole town is buzzing about you now!\""; + 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; + +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; +} diff --git a/npc/001-1/guards.txt b/npc/001-1/guards.txt new file mode 100644 index 00000000..1cffa515 --- /dev/null +++ b/npc/001-1/guards.txt @@ -0,0 +1,86 @@ +// + +001-1.gat,48,79,0 script Ekinu 104,{ + mes "[Ekinu the Town Guard]"; + mes "\"What a disaster... I can't believe that we managed to rebuild the town so fast, though.\""; + next; + menu "Can you give me any tips?", L_Tip, + "Do you have information?", L_Info, + "What disaster?", L_disaster; + +L_Tip: + set @TEMP,rand(7); + if(@TEMP == 0) goto L_0; + if(@TEMP == 1) goto L_1; + if(@TEMP == 2) goto L_2; + if(@TEMP == 3) goto L_3; + if(@TEMP == 4) goto L_4; + if(@TEMP == 5) goto L_5; + if(@TEMP == 6) goto L_6; +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; +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; +L_3: + mes "[Ekinu the Town Guard]"; + mes "\"When in a dungeon, monsters are more aggressive than if they were outside.\""; + close; +L_4: + mes "[Ekinu the Town Guard]"; + mes "\"When gambling for money in casinos, make sure you have enough emergency money.\""; + close; +L_5: + mes "[Ekinu the Town Guard]"; + mes "\"Never underestimate the enemy.\""; + close; +L_6: + mes "[Ekinu the Town Guard]"; + mes "\"When fighting more than one enemy, try to focus on one at a time.\""; + 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; + +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; + +L_disaster: + mes "[Ekinu the Town Guard]"; + mes "\"What do you mean, `what disaster'? Weren't you there? That huge huge volcano ex...rusion... whatever they call it, and the earthquake!\""; + next; + + mes "[Ekinu the Town Guard]"; + mes "\"Half the town was reduced to rubble! Somehow, no-one was seriously injured though, so I guess we were lucky...\""; + next; + + mes "[Ekinu the Town Guard]"; + mes "\"Well, the mayor rebuilt everything quickly, but I have no idea where he got the GP from...\""; + close; +} + +001-1.gat,40,79,0 script Ryan 104,{ + + if (getskilllv(SKILL_MAGIC)) goto L_message; + + mes "[Ryan the Town Guard]"; + mes "ZzzZzzZ..."; + next; + mes "[Ryan the Town Guard]"; + mes "\"Hmmmmmmh...?"; + mes "Oh, I wasn't sleeping, I was just resting my eyes!\""; + close; + +L_message: + mes "[Ryan the Town Guard]"; + mes "\" Watch out for Black Scorpions. They are extremely dangerous.\""; + next; + mes "\"Whenever one approaches the town gate, Ekinu has me run shouting '" + getspellinvocation("aggravate") + "'. Somehow this distracts it so Ekinu can kill it.\""; + close; +} diff --git a/npc/001-1/guide.txt b/npc/001-1/guide.txt new file mode 100644 index 00000000..d00a2a6f --- /dev/null +++ b/npc/001-1/guide.txt @@ -0,0 +1,185 @@ +// + +001-1.gat,32,27,0 script Ian 102,4,4,{ + // This line is only relevant for players, who started before the timestamp was introduced. + // Set the graduation cap flag at the right position. + // It is a bugfix + if ((TUT_var < 4) && (TUT_var & 2)) set FLAGS, FLAGS|FLAG_GOT_GRADUATIONCAP; + + if ((TUT_var != 0) && !(FLAGS & FLAG_GOT_GRADUATIONCAP) && BaseLevel >= 10) callsub S_Grad; + mes "[Ian the Guide]"; + mes "\"Would you like to know about something?\""; + next; + +L_Menu_A: + menu "Fighting", L_Fight, + "Items", L_Items, + "Monsters", L_Monster, + "Stylist", L_Style, + "Quests", L_Quests, + "NPCs", L_NPC, + "Commands", L_Comm, + "Attributes", L_Stats, + "Magic", L_Magic, + "Quick Keys", L_Key, + "Laws", L_Laws, + "I know everything!", L_Know; + close; + +L_Fight: + mes "[Ian the Guide]"; + mes "\"People live in this world by living off of monsters."; + mes "You can fight monsters and even players by hitting the [CTRL] key, or left mouse click.\""; + next; + mes "[Ian the Guide]"; + mes "\"If you get tired of pressing the key too much, you can also type [SHIFT]+[CTRL]."; + mes "This will make your character attack continuously for the time you are inactive.\""; + next; + goto L_Menu_A; + +L_Items: + mes "[Ian the Guide]"; + mes "\"There are three types of items."; + mes "They can be Consumables, Equipment, or Miscellaneous\""; + next; + mes "[Ian the Guide]"; + mes "\"Consumable items such as Potions, can be used only once."; + mes "After use, they will disappear from your inventory.\""; + next; + mes "[Ian the Guide]"; + mes "\"Equipment items like Armors, Weapons, Accessories"; + mes "can be equipped for fashionable purposes or to raise your status.\""; + next; + mes "[Ian the Guide]"; + mes "\"Miscellaneous items such as maggot slime, are used"; + mes "in creating other items, or just to trade and sell.\""; + next; + goto L_Menu_A; + +L_Monster: + mes "[Ian the Guide]"; + mes "\"In every world, there are beasts. Monsters can be found almost anywhere!~"; + mes "To fight them, please read [Fighting] if you do not know how.\""; + next; + mes "\"There a several types of monsters, Aggressive, Neutral, and Assistants.\""; + next; + mes "[Ian the Guide]"; + mes "\"Aggressive monsters know that they are always in danger"; + mes "so therefore they always keep their guard up,"; + mes "making them attack anybody in sight.\""; + next; + mes "[Ian the Guide]"; + mes "\"Neutral monsters tend to just lounge around until attacked."; + mes "They will leave everything alone unless they are threatened.\""; + next; + mes "[Ian the Guide]"; + mes "\"Assistants are monsters who help each other."; + mes "You should always check how many are around you before attacking a single one!\""; + next; + goto L_Menu_A; + +L_Style: + mes "[Ian the Guide]"; + mes "\"The stylist NPCs will cut and perm your hair!"; + mes "They are known for their hair growth formula\""; + next; + goto L_Menu_A; + +L_Quests: + mes "[Ian the Guide]"; + mes "\"There are people in the world in need of help!"; + mes "Most of these people aren't afraid to give rewards to those who help them."; + mes "So be nice and help people along the way!\""; + next; + mes "[Ian the Guide]"; + mes "\"If you are looking for a place to get started, I heard that the guard captain just outside the gates is looking for help.\""; + next; + goto L_Menu_A; + +L_NPC: + mes "[Ian the Guide]"; + mes "\"NPCs [Non Playable Characters] are people who are always in the game,"; + mes "tending to many varieties of services from just chatting to helping others.\""; + next; + goto L_Menu_A; + +L_Comm: + mes "[Ian the Guide]"; + mes "\"/clear clears the text box.\""; + mes "\"/help displays the client commands (ones starting with a /) in the chat box.\""; + mes "\"/whisper [name] allows you to message someone privately.\""; + mes "\"/who displays the current number of online users.\""; + mes "\"/where displays the current map's name.\""; + next; + goto L_Menu_A; + +L_Stats: + mes "[Ian the Guide]"; + mes "\"People vary greatly by how much strength, agility, dexterity, intelligence, vitality, and luck they have.\""; + next; + mes "[Ian the Guide]"; + mes "\"Strength helps you carry items, and it also allows you to hit harder-- but it is not too helpful if you focus on missile weapons."; + mes "More agility allows you to attack faster, and to dodge attacks more easily."; + mes "Your dexterity determines how likely you are to hit a monster, and how effective you are with missile weapons.\""; + next; + mes "[Ian the Guide]"; + mes "\"Vitality determines how resistant to injuries you are, and how much damage you can take before you die."; + mes "Intelligence is useful for alchemy and magic, but there are few opportunities for either at the moment."; + mes "Luck determines many small things, including the likelihood of both recieving and dealing critical hits\""; + next; + mes "[Ian the Guide]"; + mes "\"I recommend that you practice your dexterity, since some of the more dangerous monsters are very hard to hit otherwise."; + mes "Don't bother trying to work on your luck, and your intelligence is probably not something anyone cares about either.\""; + next; + goto L_Menu_A; + +L_Magic: + mes "[Ian the Guide]"; + mes "\"In decades past, there was a Mana Seed south of Tulimshar, from which people could draw magical energies. Unfortunately, the seed is gone."; + mes "However, I've overheard the bard mentioning something about this recently... if you are interested in magic, try talking to him!\""; + next; + goto L_Menu_A; + +L_Key: + mes "[Ian the Guide]"; + mes "\"There are many key combinations, press F1 for a short list of them!\""; + next; + goto L_Menu_A; + +L_Laws: + mes "[Ian the Guide]"; + mes "\"The constable can help you with them.\""; + next; + goto L_Menu_A; + +L_Know: + mes "[Ian the Guide]"; + mes "\"Lost? Confused? Want to know why you can't get past a quest, overcome an NPC or find an item? Check http://wiki.themanaworld.org for player hints, walkthroughs, item lists and more!\""; + next; + mes "\"But remember, the game isn't fun when you already know what to do. Use it well or you will lose interest in playing The Mana World! Please help by reporting anything that is unclear, outdated or that needs to be seen on our forums at http://forums.themanaworld.org.\""; + close; + +S_Grad: + getinventorylist; + if (@inventorylist_count == 100) goto L_TooMany; + mes "[Ian the Guide]"; + mes "\"Hey, you've been doing good, let me give you this.\""; + + getitem "GraduationCap", 1; + set FLAGS, FLAGS | FLAG_GOT_GRADUATIONCAP; + next; + + return; + +L_TooMany: + mes "[Ian the Guide]"; + mes "\"I wanted to give you something, but you don't have room for it.\""; + next; + return; + +OnTouch: + if (TUT_var != 0) close; + callfunc "GameRules"; + mes "Ian, the trainer, can help you get to know the game."; + close; +} diff --git a/npc/001-1/luca.txt b/npc/001-1/luca.txt new file mode 100644 index 00000000..f8f51f63 --- /dev/null +++ b/npc/001-1/luca.txt @@ -0,0 +1,451 @@ +// + +001-1.gat,108,55,0 script Luca 102,{ + + set @EXP_BRAWLING, 2000; + + if (BaseLevel >= 35) + goto L_teach; + + if (BaseLevel >= 25) + goto L_teach_soon; + + mes "[Luca the Hunter]"; + mes "\"Ouch! It hurts, this wound I got from battle.\""; + next; + menu "Tell me about it",L_Exp,"Nevermind",L_Nev; + +L_Exp: + mes "[Luca the Hunter]"; + mes "\"I was just coming back from a long journey. I ran into a group of scorpions and started fighting them for experience.\""; + next; + mes "[Luca the Hunter]"; + mes "\"Then, out of a cave came a BLACK one! I had NEVER seen it before!\""; + next; + mes "[Luca the Hunter]"; + mes "\"Luckily i had a camera with me! Here's a picture of it... Let me find it, I put it in my pocket somewhere...\""; + next; + mes "[Luca the Hunter]"; + mes "\"Oh man! My pockets have been ripped clean off!\""; + close; + +L_Nev: + mes "[Luca the Hunter]"; + mes "\"Hmpf!\""; + 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; + +L_teach: + if (getskilllv(SKILL_POOL)) + goto L_teachmore; + + mes "[Luca the Hunter]"; + mes "\"Hey there! You've become quite the adventurer, haven't you? I think it's time that someone taught you some basic skills.\""; + next; + mes "[Luca the Hunter]"; + mes "\"If you want, I can help with that!\""; + next; + menu + "Sure, that sounds fun!", -, + "I'm not interested.", L_Nev; + + mes "[Luca the Hunter]"; + mes "\"All right! It's not all that easy, though. First you have to learn how to focus. That's because you can learn many skills, but you can't focus on all of them all the time.\""; + next; + + mes "[Luca the Hunter]"; + mes "\"When you can do that, you can learn some real skills, and when you know them, you can come back to me to tell me which ones you want to focus on. Deal?\""; + next; + + menu + "Yeah!", L_teach0_follow, + "Certainly!", L_teach0_follow, + "Wait... what do you mean?", -, + "Please explain some more.", -, + "No.", L_Nev; + + callsub S_explain; + +L_teach0_follow: + mes "[Luca the Hunter]"; + mes "\"Great! Now, before I can give you that skill, I have to make sure that those stories about you are all true and that you really are experienced enough.\""; + next; + mes "[Luca the Hunter]"; + mes "\"So I'm going to ask you some easy questions.\""; + next; + + mes "[Luca the Hunter]"; + mes "\"First, who is the man who guards the entrance to the old Tulimshar underground arena?\""; + next; + input @answer$; + if (@answer$ != "Phaet" && @answer$ != "phaet") + goto L_wronganswer; + + mes "[Luca the Hunter]"; + mes "\"Good. Next, what's the name of the pipe-smoker who lives on top of Lore Mountain and makes leathery goods there?\""; + next; + input @answer$; + if (@answer$ != "Pachua" && @answer$ != "pachua") + goto L_wronganswer; + + mes "[Luca the Hunter]"; + mes "\"Great! One more: Who was the adventurer who built Dimond's Cove for Dimond?\""; + next; + input @answer$; + if (@answer$ != "Merlin" && @answer$ != "merlin") + goto L_wronganswer; + + + mes "[Luca the Hunter]"; + mes "Luca laughs in excitement."; + mes "\"All right! You're the real thing, my friend!\""; + next; + + mes "[Luca the Hunter]"; + mes "\"Now stand over there. This should only take a second...\""; + mes "He takes off a pendant he is wearing and holds it up."; + next; + + mes "[Luca the Hunter]"; + mes "\"See that fang at the end of the chain? Keep staring at it at it.\""; + next; + + mes "[Luca the Hunter]"; + mes "He starts swinging the pendant back and forth."; + mes "\"And whatever you do, don't blink. Don't look away, and don't blink.\""; + next; + + mes "[Luca the Hunter]"; + mes "The world slows down around you as you focus on the pendant going back..."; + next; + + mes "and forth..."; + next; + + mes "and back..."; + next; + + mes "and forth..."; + next; + + mes "and back..."; + next; + + mes "and..."; + next; + + mes "You feel relaxed."; + next; + + mes "[Luca the Hunter]"; + mes "\"... still there?\""; + mes "You hear the sound of fingers snapping. Why would someone do that on such a calm day?"; + next; + + mes "[Luca the Hunter]"; + mes "\"Oh, good... I think it worked. Nice job!\""; + mes "He grins."; + mes "[You gain 10,000 experience points]"; + mes "[You learned Skill Focus]"; + setskill SKILL_POOL, 1; + getexp 10000, 0; + next; + + goto L_teachmore2; + + 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; + +S_explain: + mes "[Luca the Hunter]"; + mes "\"Alright, what do you want to know?\""; + next; +S_explain_loop: + menu + "What's skill focus?", L_explain_focus, + "What skills are there?", L_explain_skills, + "How do skills work?", L_explain_work, + "Thanks, I think I got it!", -; + return; + +L_explain_focus: + mes "[Luca the Hunter]"; + mes "\"Well, you can learn many, many skills. But you can't really use all of them at once, not even old Auldsbels' head is big enough for that! So you have to focus.\""; + next; + mes "[Luca the Hunter]"; + mes "\"But you can change that focus whenever you want. It works like this: You come to me, you tell me what you want to focus on, and we do exercises until it's stuck in your head.\""; + next; + mes "[Luca the Hunter]"; + mes "\"If there's not enough space in your head, you'll first have to stop thinking about some other thing. There's an exercise I learned to do that, so when you talk to me you can just let me know what you want to forget.\""; + next; + mes "[Luca the Hunter]"; + if (getskilllv(SKILL_POOL) == 0) + mes "\"Right now you can't focus on anything yet, so I'll first have to teach you a simple skill to keep your focus.\""; + if (getskilllv(SKILL_POOL) == 1) + mes "\"Right now you can only focus on one thing at a time. So if you want to change, you have to forget whatever else you've focused on.\""; + if (getskilllv(SKILL_POOL) > 1) + mes "\"You can focus on " + getskilllv(SKILL_POOL) + " skills right now.\""; + next; + mes "[Luca the Hunter]"; + mes "\"You can come back to me to focus or unfocus whenever you want, I'm here all day.\""; + next; + mes "\"For unfocusing you need to bring a potion; a special potion. That potion is not the easiest to get, but I am sure you are able to.\""; + next; + goto S_explain_loop; + +L_explain_skills: + mes "[Luca the Hunter]"; + mes "\"Well, I don't really know... lots, I think. I can teach you brawling, which is good when you've run out of arrows or don't have a weapon around.\""; + next; + mes "[Luca the Hunter]"; + mes "\"But there's other skills around. Some mages need special skills to concentrate, so ask around in that crowd, if that's your thing.\""; + next; + mes "[Luca the Hunter]"; + mes "\"I've also heard that there is someone in Hurnscald who can help you make your body more resistant against some things. But body and mind belong together, so you probably have to focus for that, too.\""; + next; + mes "[Luca the Hunter]"; + mes "\"Other than that, just ask around! There have to be some people who can teach you something...\""; + next; + goto S_explain_loop; + +L_explain_work: + mes "[Luca the Hunter]"; + mes "\"Well, skills allow you to be better in some things, or just to do what you couldn't do without them. When you've learned a skill and are focusing on it, then it affects what you do.\""; + next; + mes "[Luca the Hunter]"; + mes "\"Now, when you start out with a skill, you won't be very good at it yet. But if you keep practicing you'll learn how to get better.\""; + next; + mes "[Luca the Hunter]"; + mes "\"My old teacher always called that getting `skill points' and that you can see them with [F5], whoever that is.\""; + next; + //TODO: + //mes "[Luca the Hunter]"; + //mes "\"She also said that with this [F5] thing you can get better at those skills, and that it costs you as many skill points as the level you want to go to.\""; + //next; + mes "[Luca the Hunter]"; + mes "\"She always would have one cactus poition too many... but she was an amazing teacher.\""; + mes "He nods emphatically."; + next; + goto S_explain_loop; + +L_teachmore: + mes "[Luca the Hunter]"; + mes "\"Good to see you again!\""; + next; + +L_teachmore2: + setarray @choices, 0,0,0,0,0; + setarray @choice$, "", "", "", "", ""; + set @choice_nr, 0; + + set @C_focus, 1; + set @C_unfocus, 2; + set @C_teachbrawling, 3; + set @C_teachnothing, 4; + set @C_explainagain, 5; + set @C_nvm, 6; + set @C_focusoverview, 7; + + getactivatedpoolskilllist; + if (!((getskilllv(SKILL_POOL) - @skilllist_count) > 0)) goto L_teachmore2_nof; + getunactivatedpoolskilllist; + if (@skilllist_count == 0) goto L_teachmore2_nof; + set @choices[@choice_nr], @C_focus; + set @choice$[@choice_nr], "I would like to focus."; + set @choice_nr, @choice_nr + 1; +L_teachmore2_nof: + + getactivatedpoolskilllist; + if (@skilllist_count == 0) goto L_teachmore2_nounf; + set @choices[@choice_nr], @C_unfocus; + set @choice$[@choice_nr], "I would like to unfocus."; + set @choice_nr, @choice_nr + 1; +L_teachmore2_nounf: + + if (!(getskilllv(SKILL_BRAWLING))) + set @choices[@choice_nr], @C_teachbrawling; + if (getskilllv(SKILL_BRAWLING)) + set @choices[@choice_nr], @C_teachnothing; + set @choice$[@choice_nr], "Can you teach me a skill?"; + set @choice_nr, @choice_nr + 1; + + set @choices[@choice_nr], @C_explainagain; + set @choice$[@choice_nr], "Can you explain skills again?"; + set @choice_nr, @choice_nr + 1; + + if (!(getskilllv(SKILL_POOL))) goto L_teachmore2_noovv; + set @choices[@choice_nr], @C_focusoverview; + set @choice$[@choice_nr], "Can you tell me what skills I'm currently focused on?"; + set @choice_nr, @choice_nr + 1; +L_teachmore2_noovv: + + set @choices[@choice_nr], @C_nvm; + set @choice$[@choice_nr], "I'm done for now, thanks!"; + set @choice_nr, @choice_nr + 1; + + menu + @choice$[0],-, + @choice$[1],-, + @choice$[2],-, + @choice$[3],-, + @choice$[4],-; + + set @menu, @menu - 1; + if (@choices[@menu] == 0) 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; + +L_teachmore_explain: + callsub S_explain; + goto L_teachmore2; + +L_focus: + getunactivatedpoolskilllist; + set @skilllist_id[@skilllist_count], 0; + set @skilllist_name$[@skilllist_count], "Nevermind"; + menu + @skilllist_name$[0], -, + @skilllist_name$[1], -, + @skilllist_name$[2], -, + @skilllist_name$[3], -, + @skilllist_name$[4], -, + @skilllist_name$[5], -, + @skilllist_name$[6], -, + @skilllist_name$[7], -; + + set @menu, @menu - 1; + if (@skilllist_id[@menu] == 0) + goto L_teachmore2; + + poolskill @skilllist_id[@menu]; + goto L_teachmore2; + +L_unfocus: + if (countitem("DementiaPotion") > 0) + goto L_unfocus_menu; + + if (MAGIG_FLAGS & MFLAG_KNOWS_UNFOCUS_RECIPE) + goto L_nopotion; + + mes "[Luca the Hunter]"; + mes "\"Unfocusing is one of the harder parts though, because it is sunk in. You see?\""; + next; + mes "\"So to remove that mental focus we will need a special potion.\""; + next; + mes "\"Maybe you should consult some very skilled alchemists.\""; + next; + mes "\"Ah yes, of course you will need a recipe. Although the alchemist usually knows it.\""; + next; + mes "\"The potion is called Grimace of Dementia. So the alchemist will know for sure.\""; + set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_UNFOCUS_RECIPE; + menu + "Ok, I will get a Grimace of Dementia potion", -, + "Alright, be right back!", -; + close; + +L_nopotion: + mes "[Luca the Hunter]"; + mes "\"Hey, you really need that dementia potion for unfocusing.\""; + next; + mes "\"Come back when you've found a suitable alchemist who can mix such a potion.\""; + next; + goto L_teachmore2; + +L_unfocus_menu: + mes "[Luca the Hunter]"; + mes "\"Ahh, I see you have a dementia potion.\""; + next; + mes "\"What skill would you like to unfocus?\""; + + getactivatedpoolskilllist; + + set @skilllist_id[@skilllist_count], 0; + set @skilllist_name$[@skilllist_count], "Nevermind"; + menu + @skilllist_name$[0], -, + @skilllist_name$[1], -, + @skilllist_name$[2], -, + @skilllist_name$[3], -, + @skilllist_name$[4], -, + @skilllist_name$[5], -, + @skilllist_name$[6], -, + @skilllist_name$[7], -; + + set @menu, @menu - 1; + if (@skilllist_id[@menu] == 0) + goto L_teachmore2; + + if (countitem("DementiaPotion") == 0) goto L_nopotion; + delitem "DementiaPotion", 1; + + unpoolskill @skilllist_id[@menu]; + close; + +L_focus_overview: + getactivatedpoolskilllist; + + if (@skilllist_count != 0) + goto L_focus_overview1; + mes "[Luca the Hunter]"; + mes "\"You aren't focused on a skill at the moment.\""; + next; + goto L_teachmore2; +L_focus_overview1: + mes "[Luca the Hunter]"; + set @message$, "\"At the moment you are focused on "; +L_focus_overview2: + set @skilllist_count, @skilllist_count-1; + set @message$, @message$ + @skilllist_name$[@skilllist_count]; + if (@skilllist_count == 0) + goto L_focus_overview3; + set @message$, @message$ + ", "; + goto L_focus_overview2; +L_focus_overview3: + set @message$, @message$ + ".\""; + mes @message$; + next; + goto L_teachmore2; + +L_teach_brawling: + mes "[Luca the Hunter]"; + mes "\"Well, yes, I can teach you brawling. It's a nice thing, if you have nothing left but your hands to defend yourself.\""; + next; + mes "He is laughing."; + mes "\"And is handy, if some sapling starts getting naughty.\""; + next; + mes "He raises his hands in front of his face and clenches his fists."; + mes "\"Ok, let's go! Hold your hands like this.\""; + next; + mes "......."; + next; + mes "Some bruises later."; + mes "\"Great! I think, you got it.\""; + next; + set @SUP_id, SKILL_BRAWLING; + set @SUP_lvl, 1; + set @SUP_name$, "Brawling"; + set @SUP_xp, @EXP_BRAWLING; + callfunc "SkillUp"; + close; + +L_teach_nothing: + mes "[Luca the Hunter]"; + mes "\"I was able to teach you brawling. For other professions you should visit someone else.\""; + next; + 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; +} diff --git a/npc/001-1/mapflags.txt b/npc/001-1/mapflags.txt new file mode 100644 index 00000000..ba066398 --- /dev/null +++ b/npc/001-1/mapflags.txt @@ -0,0 +1,2 @@ +001-1.gat mapflag no_player_drops +001-1.gat mapflag town diff --git a/npc/001-1/merchant.txt b/npc/001-1/merchant.txt new file mode 100644 index 00000000..a664e74a --- /dev/null +++ b/npc/001-1/merchant.txt @@ -0,0 +1,3 @@ +// + +001-1.gat,39,52,0 shop Neko 101,501:50,502:60,1201:100,522:300,521:1000,656:250,1202:1000,523:8000,603:-1,724:3000,735:-1 diff --git a/npc/001-1/mikhail.txt b/npc/001-1/mikhail.txt new file mode 100644 index 00000000..6514c07d --- /dev/null +++ b/npc/001-1/mikhail.txt @@ -0,0 +1,68 @@ +// + +001-1.gat,50,46,0 script Mikhail 120, { + if (TMW_Quest >= 6) goto L_Done; + if (TMW_Quest == 5) goto L_Progress; + if (TMW_Quest == 4) goto L_Start; + if (TMW_Quest < 4) goto L_Convince_Mikhail_First; + + // If this happens, something is wrong with the above case handling. + mes "Mikhail looks confused."; + close; + +L_Convince_Mikhail_First: + mes "[Mikhail]"; + mes "\"Hello...\""; + mes ""; + mes "It seems that the boy would like to say more, but does not dare to open up to you. Maybe you should help someone else first, so that he sees your intentions are good."; + close; + +L_Start: + mes "[Mikhail]"; + mes "\"My grandma sent me to get five [Maggot Slime]s from the maggots in the desert, but they scare me so bad!\""; + next; + mes "\"You look like a nice person. Would you go get them for me?\""; + menu + "Of course, I'll go get them for you.", L_accept, + "I've got other things to do right now.", L_close; + close; + +L_close: + close; + +L_accept: + mes "[Mikhail]"; + mes "\"Thank you so much! I'll wait for you here.\""; + set TMW_Quest, 5; + close; + +L_Progress: + mes "[Mikhail]"; + mes "\"Did you bring me the five [Maggot Slime]s i need?\""; + next; + menu + "Yes, here they are, kiddo!", L_try, + "Not yet, but I'll be back soon.", L_close; + close; + +L_try: + if countitem("MaggotSlime") >= 5 goto L_get; + mes "[Mikhail]"; + mes "\"It doesn't look like you have them all...\""; + close; + +L_get: + delitem "MaggotSlime", 5; + set TMW_Quest, 6; + mes "[Mikhail]"; + mes "\"Ooh! Thank you so much! I can get back to my grandma now!\""; + next; + getexp 100, 0; + mes "You get 100 xp."; + close; + +L_Done: + mes "[Mikhail]"; + mes "\"Thanks again for helping me get those [Maggot Slime]s!\""; + close; +} diff --git a/npc/001-1/monster_guide.txt b/npc/001-1/monster_guide.txt new file mode 100644 index 00000000..697dc38e --- /dev/null +++ b/npc/001-1/monster_guide.txt @@ -0,0 +1,37 @@ +// + +001-1.gat,48,52,0 script Aidan 102,{ + if(MPQUEST == 0) goto Register; + mes "[Aidan the Monster Guide]"; + mes "You currently have " +Mobpt+ " Monster Points. These points are acquired while killing monsters"; + close; +Register: + mes "[Aidan the Monster Guide]"; + mes "Oh my, you don't seem to be registered as a Quest Participant. Would you like to register?"; + next; +Choice: + menu "Register",L_R,"Not at the moment",L_N,"Information",L_I; +L_R: + mes "[Aidan the Monster Guide]"; + mes "Give me a second to look over your paperwork."; + next; + mes "[Monster Guide]"; + mes "Well, looks like you qualify!"; + mes "Welcome to the questing world!"; + set MPQUEST,1; + close; +L_N: + mes "[Aidan the Monster Guide]"; + mes "Very well, you don't know what you're missing."; + close; +L_I: + mes "[Aidan the Monster Guide]"; + mes "Here in The Mana World, there are certain rewards for your vanquishing of foes."; + mes "For example, there are Monster Points; every monster you kill has a certain amount of points that get added to your account."; + mes "The more points you have, the more expensive things you can buy using them."; + next; + mes "[Monster Guide]"; + mes "So whaddaya say, sign up won't you?"; + next; + goto Choice; +} diff --git a/npc/001-1/rewards_master.txt b/npc/001-1/rewards_master.txt new file mode 100644 index 00000000..028b24c1 --- /dev/null +++ b/npc/001-1/rewards_master.txt @@ -0,0 +1,141 @@ +// + +001-1.gat,50,53,0 script Ishi 106,{ + if (MPQUEST == 0) goto L_Register; + if (tvis == 0) set tvis, 1; + if (Mobpt < tvis) goto L_NotEnough; + + setarray @Items$, "AppleCake", "Arrow", "Beer", "Boots", "BugLeg", "CactusDrink", "CactusPotion", "Cake", "Candy", "CasinoCoins", "CherryCake", "ChickenLeg", "ChocolateBar", "ChocolateCake", "CottonBoots", "CottonCloth", "CottonShirt", "CottonShorts", "FancyHat", "GreenApple", "HardSpike", "IronOre", "Lifestone", "LightBlueDye", "MaggotSlime", "Milk", "Orange", "OrangeCake", "OrangeCupcake", "PinkPetal", "PileOfAsh", "PinkAntenna", "PoltergeistPowder", "RawLog", "RedApple", "RedDye", "ScorpionStinger", "SerfHat", "SmallHealingPotion", "SmallMushroom", "SnakeSkin", "SpectrePowder", "Steak", "TinyHealingPotion", "WhiteCake", "WhiteFur", "WispPowder", "YellowDye", "Coal"; + + mes "[Ishi the Rewards Master]"; + mes "\"Welcome! I see you have " + Mobpt + " Monster Points. Would you like to exchange some of those for items?\""; + next; + + set @i, 0; + setarray @Menu$, "", "", "", "", "", "", "", "", "", "", "", ""; + callsub SUB_prep_menu; + + menu + @Menu$[0], -, + @Menu$[1], -, + @Menu$[2], -, + @Menu$[3], -, + @Menu$[4], -, + @Menu$[5], -, + @Menu$[6], -, + @Menu$[7], -, + @Menu$[8], -, + @Menu$[9], -, + @Menu$[10], -, + @Menu$[11], -; + + // this is for the last entry "No thanks": + if (@menu > @i) close; + // this is for the "Give all" entry: + if (@menu == 11) goto L_Give_all; + + set @req, @menu; + set @rec, 0; + +L_Item_Loop: + if (@rec == @req || Mobpt < tvis) goto L_Item_Done; + + callsub SUB_give_item; + set @rec, @rec + 1; + goto L_Item_Loop; + +L_Item_Done: + if (@rec < @req) mes "It looks like your Monster Points were over estimated."; + 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; + +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; + + + +L_Give_all: + // we need to count how many loop iterations are done there, + // since the server complains about more than 250 (70 according to Jaxad0127) + // gotos without interrupting next statement. + set @gotocounter, 50; + +L_Give_all_loop: + set @gotocounter, @gotocounter - 1; + if (@gotocounter < 1) goto L_Give_all_next; + set @itemgiveerror, 0; + callsub SUB_give_item; + if (@itemgiveerror != 0) goto L_Give_all_done; + goto L_Give_all_loop; + +L_Give_all_next: + next; + mes "[Ishi the Rewards Master]"; + 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; + +L_Give_all_done: + close; + +////////////////////////////////////////////////// +// Subroutines +////////////////////////////////////////////////// + +SUB_prep_menu: + set @pts, Mobpt; + set @dif, tvis; + +L_Menu_Loop: + if (@pts < @dif || @i == 10) goto L_Menu_Check; + + set @Menu$[@i], @i + 1; + + set @i, @i + 1; + set @pts, @pts - @dif; + set @dif, @dif + 1; + + goto L_Menu_Loop; + +L_Menu_Check: + // if we are able to give 10, we can enable the option to give all we can have + if (@i != 10) goto L_Menu_Done; + set @Menu$[@i], "Please give me as many as I deserve!"; + set @i, @i + 1; + +L_Menu_Done: + set @Menu$[@i], "No thanks"; + return; + +SUB_give_item: + set @itemgiveerror, 0; + getinventorylist; + if (@inventorylist_count == 100) goto SUB_give_noinv; + if (Mobpt < tvis) goto SUB_give_nomobpts; + set Mobpt, Mobpt - tvis; + set tvis, tvis + 1; + set @item$, @Items$[rand(getarraysize(@Items$))]; + + getitem @item$, 1; + + mes "You received one " + getitemname(@item$) + "!"; + return; + +SUB_give_noinv: + mes "Your inventory is full!"; + set @itemgiveerror, 1; + return; + +SUB_give_nomobpts: + mes "It looks like your Monster Points were over estimated."; + set @itemgiveerror, 1; + return; +} diff --git a/npc/001-1/sandra.txt b/npc/001-1/sandra.txt new file mode 100644 index 00000000..45b91ab3 --- /dev/null +++ b/npc/001-1/sandra.txt @@ -0,0 +1,109 @@ +// + +001-1.gat,110,71,0 script Sandra 114,{ + if (TMW_Quest >= 12) goto L_Done; + if (TMW_Quest == 11) goto L_Progress; + if (TMW_Quest == 10) goto L_Start; + + mes "[Sandra]"; + mes "\"Hunting monsters for potion ingredients can sometimes be a difficult task. Maybe you could help me at some point.\""; + close; + +L_Start: + + set @TEMP, rand(4); + if(@TEMP == 0) goto L_Opening0; + if(@TEMP == 1) goto L_Opening1; + if(@TEMP == 2) goto L_Opening2; + if(@TEMP == 3) goto L_Opening3; + +L_Opening0: + mes "[Sandra]"; + mes "\"In the outskirts of Tulimshar, there are some scorpions... I need a favor, please help me! Will you?\""; + next; + goto L_Ask; + +L_Opening1: + mes "[Sandra]"; + mes "\"When you venture to the outskirts of Tulimshar, you can spot scorpions. Will you help me kill some?\""; + next; + goto L_Ask; + +L_Opening2: + mes "[Sandra]"; + mes "\"The [Scorpion Stinger] carries many properties used in potions. Would you get some for me?\""; + next; + goto L_Ask; + +L_Opening3: + mes "[Sandra]"; + mes "\"You look sturdy enough, will you help me get something?\""; + next; + goto L_Ask; + +L_Ask: + menu + "Yes.", L_Yes, + "No.", L_No; + +L_Yes: + set @TEMP, rand(3); + if(@TEMP == 0) goto L_Req0; + if(@TEMP == 1) goto L_Req1; + if(@TEMP == 2) goto L_Req2; + +L_Req0: + mes "[Sandra]"; + mes "\"I need 5 [Scorpion Stinger]s.\""; + next; + goto L_Set; + +L_Req1: + mes "[Sandra]"; + mes "\"I heard a while ago that stingers from scorpions can be used for medical purposes. I need you to help me get 5 [Scorpion Stinger]s.\""; + next; + goto L_Set; + +L_Req2: + mes "[Sandra]"; + mes "\"Bring me 5 [Scorpion Stinger]s. I'll give you something if you do!\""; + next; + goto L_Set; + +L_Set: + set TMW_Quest,11; + mes "[Sandra]"; + mes "\"Please get them for me!\""; + close; + +L_Progress: + if (countitem("ScorpionStinger") < 5) goto L_NotEnough; + mes "[Sandra]"; + mes "\"Excellent! You brought me 5 [Scorpion Stinger]s!\""; + getinventorylist; + if (@inventorylist_count + (countitem("ScorpionStinger") == 5) - (countitem("Arrow") == 0) > 99) goto L_TooMany; + delitem "ScorpionStinger", 5; + getitem "Bow", 1; + getitem "Arrow", 100; + set TMW_Quest, 12; + close; + +L_NotEnough: + mes "[Sandra]"; + mes "\"Please hurry and bring me 5 [Scorpion Stinger]s.\""; + close; + +L_Done: + mes "[Sandra]"; + mes "\"Thank you for all your help!\""; + close; + +L_No: + close; + +L_TooMany: + next; + mes "[Sandra]"; + mes "\"You don't have room for my reward. I'll wait until you do.\""; + close; +} diff --git a/npc/001-1/sarah.txt b/npc/001-1/sarah.txt new file mode 100644 index 00000000..7a109fa6 --- /dev/null +++ b/npc/001-1/sarah.txt @@ -0,0 +1,91 @@ +// + +001-1.gat,137,78,0 script Sarah 106,{ + if (TMW_Quest >= 8) goto L_Done; + if (TMW_Quest == 7) goto L_Progress; + if (TMW_Quest == 6) goto L_Start; + if (TMW_Quest < 6) goto L_Convince_Sarah_First; + + // If this is shown, something is wrong with the above case handling. + mes "Sarah looks confused."; + close; + +L_Convince_Sarah_First: + mes "[Sarah]"; + mes "\"Boy, am I hungry or what!\""; + next; + mes "\"The girl suddenly looks at you suspiciously.\""; + next; + mes "\"My mommy says not to talk to strangers!\""; + close; + +L_Start: + + set @TEMP, rand(2); + if(@TEMP == 0) goto L_Opening0; + if(@TEMP == 1) goto L_Opening1; + +L_Opening0: + mes "[Sarah]"; + mes "\"[Cherry Cake] is the best!\""; + next; + goto L_Ask; + +L_Opening1: + mes "[Sarah]"; + mes "\"Mmm, [Cherry Cake]... I love it!\""; + next; + goto L_Ask; + +L_Ask: + mes "\"Can you bring me a piece of [Cherry Cake]? Pretty please?\""; + menu + "Yes.", L_Req0, + "No.", L_No; + +L_Req0: + mes "[Sarah]"; + mes "\"Yippee! Bring me a piece of [Cherry Cake], and I'll give you a nice hat!\""; + next; + goto L_Set; + +L_Set: + set TMW_Quest,7; + mes "[Sarah]"; + mes "\"Please bring it to me!\""; + close; + +L_Progress: + if (countitem("CherryCake") < 1) goto L_NotEnough; + mes "[Sarah]"; + mes "\"Whee!\""; + next; + mes "You brought me [Cherry Cake]! Here is your new hat, as promised.\""; + emotion 9; + getinventorylist; + if ((@inventorylist_count - (countitem("CherryCake") == 1)) > 99) goto L_TooMany; + delitem "CherryCake", 1; + getitem "serfhat", 1; + set TMW_Quest, 8; + close; + +L_NotEnough: + mes "[Sarah]"; + mes "\"Oh, I'm starving! Please bring me [Cherry Cake]!\""; + close; + +L_Done: + mes "[Sarah]"; + mes "\"It was so tasty, I can't eat anything more... Thank you!\""; + emotion 9; + close; + +L_No: + close; + +L_TooMany: + next; + mes "[Sarah]"; + mes "\"You don't have room for my reward. I'll wait until you do.\""; + close; +} diff --git a/npc/001-1/soul-menhir.txt b/npc/001-1/soul-menhir.txt new file mode 100644 index 00000000..00208932 --- /dev/null +++ b/npc/001-1/soul-menhir.txt @@ -0,0 +1,12 @@ +// + +001-1.gat,38,69,0 script Soul Menhir 144, { + callfunc "ClearVariables"; + set @map$, "001-1.gat"; + setarray @Xs, 37, 38, 39, 37, 39, 37, 39; + setarray @Ys, 68, 68, 68, 69, 69, 70, 70; + set @x, 0; + set @y, 0; + callfunc "SoulMenhir"; + close; +} diff --git a/npc/001-1/trader.txt b/npc/001-1/trader.txt new file mode 100644 index 00000000..b99a0250 --- /dev/null +++ b/npc/001-1/trader.txt @@ -0,0 +1,172 @@ +// Teaches Trading skill +// Offers item conversion for non-magic users +// Updated by: TheKandiman +// Reviewed by: Wombat + +001-1.gat,57,33,0 script Trader 115,{ + set @TRADE_SKILL, 2; + set @Ironprice, 1000; + set @Sulphurprice, 1200; + set @Potionprice, 500; + if ((getskilllv(@TRADE_SKILL) > 0) + && baselevel >= 25) + goto L_Trade; + if (getskilllv(@TRADE_SKILL) > 0) goto L_Later; + + mes "[Trader]"; + mes "\"Hello. I came here to trade wares with the people of Tulimshar. Unfortunately for you, I've traded everything I had.\""; + next; + menu + "Oh. I'll go then.", -, + "You don't have anything?", L_More; + close; + +L_More: + mes "[Trader]"; + mes "\"No. I have nothing for you. Except...\""; + next; + menu + "Yes?", L_Except, + "Ok then.", -; + close; + +L_Except: + mes "[Trader]"; + mes "\"I could teach you how to trade. It'll cost you 5GP.\""; + next; + menu + "Sure.", L_Teach, + "No thank you.", -; + close; + +L_Teach: + if (zeny < 5) goto L_NotEnoughMoney; + set zeny, zeny - 5; + setskill @TRADE_SKILL, 1; + mes "[Trader]"; + mes "\"You can initiate trade with someone by right-clicking on them and choosing trade."; + mes "You'll both add the items and set the GP you're putting up then press propose trade."; + mes "After both parties have proposed their side, you can both review the trade, and then accept or reject by closing the window.\""; + next; + mes "[Trader]"; + mes "\"Items added to the trade cannot be removed, and so mistakes have to be dealt with by canceling the trade."; + mes "You need to press the change button to let the other person know about GP changes.\""; + next; + goto L_Later; + +L_Later: + mes "[Trader]"; + mes "\"Please feel free to check back later. I'm expecting a large shipment of goods to trade.\""; + close; + +L_Trade: + mes "[Trader]"; + mes "\"Welcome back! My shipment came in and I have a bunch of things that I can trade now. What would you like?\""; + goto L_Trademenu; + +L_Trademenu: + menu + "Do you have [Iron Powder]?", L_Iron, + "How about [Sulphur Powder]?", L_Sulphur, + "I need [Medium Healing Potion]s.", L_Healpots, + "I think I have everything I need, thanks.", -; + close; + +L_Iron: + mes "[Trader]"; + mes "\"I do have a few of those. I will give you 4 [Iron Powder]s for 1 [Iron Ore] and " + @Ironprice + "gp.\""; + menu + "Sure.", L_Ipowder, + "What a ripoff! No way!", -; + close; + +L_Sulphur: + mes "[Trader]"; + mes "\"I can trade you 5 [Sulphur Powder]s for 1 [Pile Of Ash] and " + @Sulphurprice + "gp.\""; + menu + "Here you go.", L_Spowder, + "Are you nuts?! Forget it!", -; + close; + +L_Healpots: + mes "[Trader]"; + mes "\"Healing potions are always useful, but I rarely need anything larger than the small ones. I will happily trade you 1 [Medium Healing Potion] for 3 [Small Healing Potion]s and " + @Potionprice + "gp.\""; + menu + "Alright.", L_Pots, + "Whoa, that's way too much.", -; + close; + +L_Ipowder: + if (countitem("IronOre") < 1) goto L_Missing; + if (zeny < @Ironprice) goto L_NotEnoughMoney; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("IronOre") > 1 + && countitem("IronPowder") < 1) + goto L_Full; + delitem "IronOre", 1; + set zeny, zeny - @Ironprice; + getitem "IronPowder", 4; + mes "[Trader]"; + mes "\"There you go. Would you like to trade anything else?\""; + menu + "Yes.", L_Trademenu, + "No.", L_No; + close; + +L_Spowder: + if (countitem("PileOfAsh") < 1) goto L_Missing; + if (zeny < @Sulphurprice) goto L_NotEnoughMoney; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("PileOfAsh") > 1 + && countitem("SulphurPowder") < 1) + goto L_Full; + delitem "PileOfAsh", 1; + set zeny, zeny - @Sulphurprice; + getitem "SulphurPowder", 5; + mes "[Trader]"; + mes "\"There you go. Would you like to trade anything else?\""; + menu + "Yes.", L_Trademenu, + "No.", L_No; + close; + +L_Pots: + if (countitem("SmallHealingPotion") < 3) goto L_Missing; + if (zeny < @Potionprice) goto L_NotEnoughMoney; + getinventorylist; + if (@inventorylist_count == 100 + && countitem("SmallHealingPotion") > 3 + && countitem("MediumHealingPotion") < 1) + goto L_Full; + delitem "SmallHealingPotion", 3; + set zeny, zeny - @Potionprice; + getitem "MediumHealingPotion", 1; + mes "[Trader]"; + mes "\"There you go. Would you like to trade anything else?\""; + menu + "Yes.", L_Trademenu, + "No.", L_No; + 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; + +L_Missing: + mes "[Trader]"; + mes "\"It looks like you're missing some items. Please come back when you have enough to trade.\""; + close; + +L_NotEnoughMoney: + mes "[Trader]"; + mes "\"You don't have enough money.\""; + close; + +L_No: + mes "[Trader]"; + mes "\"Have a great day!\""; + close; +} diff --git a/npc/001-1/vincent.txt b/npc/001-1/vincent.txt new file mode 100644 index 00000000..ffd05162 --- /dev/null +++ b/npc/001-1/vincent.txt @@ -0,0 +1,125 @@ +// + +001-1.gat,135,42,0 script Vincent 113,{ + if (TMW_Quest >= 10) goto L_Done; + if (TMW_Quest == 9) goto L_Progress; + if (TMW_Quest == 8) goto L_Start; + if (TMW_Quest < 8) goto L_Convince_Vincent_First; + + // If this happens, something is wrong with the above code. + mes "Vincent looks confused."; + 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; + + +L_Start: + + set @TEMP, rand(4); + if(@TEMP == 0) goto L_Opening1; + if(@TEMP == 1) goto L_Opening2; + if(@TEMP == 2) goto L_Opening3; + if(@TEMP == 3) goto L_Opening4; + +L_Opening1: + mes "[Vincent]"; + mes "\"I just need 10 more [Bug Leg]s to finish my action figure!\""; + next; + goto L_Ask; + +L_Opening2: + mes "[Vincent]"; + mes "\"This maggot action figure is awesome! I just need to attach 10 [Bug Leg]s.\""; + next; + goto L_Ask; + +L_Opening3: + mes "[Vincent]"; + mes "\"This is a great action figure! A must have! All I need is a few parts...\""; + next; + goto L_Ask; + +L_Opening4: + mes "[Vincent]"; + mes "\"Can you get me 10 [Bug Leg]s? I need them to replace the action figure parts.\""; + next; + goto L_Ask; + +L_Ask: + mes "[Vincent]"; + mes "\"Will you help me find 10 [Bug Leg]s?\""; + next; + menu + "Yes", L_Sure, + "No", -; + close; + +L_Sure: + set TMW_Quest, 9; + set @TEMP,rand(4); + if(@TEMP == 0) goto L_Req1; + if(@TEMP == 1) goto L_Req2; + if(@TEMP == 2) goto L_Req3; + if(@TEMP == 3) goto L_Req4; + +L_Req1: + mes "[Vincent]"; + mes "\"Thank you!\""; + next; + goto L_Wait; + +L_Req2: + mes "[Vincent]"; + mes "\"I don't know how to thank you enough!\""; + next; + goto L_Wait; + +L_Req3: + mes "[Vincent]"; + mes "\"I will thank you when I get them!\""; + next; + goto L_Wait; + +L_Req4: + mes "[Vincent]"; + mes "\"I'm sure I will give a small reward. :D\""; + next; + goto L_Wait; + +L_Wait: + mes "[Vincent]"; + mes "\"Now please go get me 10 [Bug Leg]s.\""; + close; + +L_Progress: + if(countitem("BugLeg") >= 10) goto L_Have; + mes "[Vincent]"; + mes "\"Please help me collect 10 [Bug Leg]s!\""; + close; + +L_Have: + mes "[Vincent]"; + mes "\"Excellent! Finally I can complete the model!!\""; + next; + + if(countitem("BugLeg") < 10) goto L_Progress; + delitem "BugLeg", 10; + set zeny, zeny + 1000; + set TMW_Quest, 10; + + mes "[Vincent]"; + mes "\"Here you go, a little of my appreciation!\""; + mes ""; + mes "[1000 gold]"; + close; + +L_Done: + mes "[Vincent]"; + mes "\"Thanks for your help!\""; + close; +} diff --git a/npc/001-1_Tulimshar/_import.txt b/npc/001-1_Tulimshar/_import.txt deleted file mode 100644 index 5383bd99..00000000 --- a/npc/001-1_Tulimshar/_import.txt +++ /dev/null @@ -1,27 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 001-1.gat -npc: npc/001-1_Tulimshar/_mobs.txt -npc: npc/001-1_Tulimshar/_warps.txt -npc: npc/001-1_Tulimshar/banker.txt -npc: npc/001-1_Tulimshar/barber.txt -npc: npc/001-1_Tulimshar/bard.txt -npc: npc/001-1_Tulimshar/bernard.txt -npc: npc/001-1_Tulimshar/bleacher.txt -npc: npc/001-1_Tulimshar/children.txt -npc: npc/001-1_Tulimshar/constable.txt -npc: npc/001-1_Tulimshar/elanore.txt -npc: npc/001-1_Tulimshar/entertainer.txt -npc: npc/001-1_Tulimshar/gossip.txt -npc: npc/001-1_Tulimshar/guards.txt -npc: npc/001-1_Tulimshar/guide.txt -npc: npc/001-1_Tulimshar/luca.txt -npc: npc/001-1_Tulimshar/mapflags.txt -npc: npc/001-1_Tulimshar/merchant.txt -npc: npc/001-1_Tulimshar/mikhail.txt -npc: npc/001-1_Tulimshar/monster_guide.txt -npc: npc/001-1_Tulimshar/rewards_master.txt -npc: npc/001-1_Tulimshar/sandra.txt -npc: npc/001-1_Tulimshar/sarah.txt -npc: npc/001-1_Tulimshar/soul-menhir.txt -npc: npc/001-1_Tulimshar/trader.txt -npc: npc/001-1_Tulimshar/vincent.txt diff --git a/npc/001-1_Tulimshar/_mobs.txt b/npc/001-1_Tulimshar/_mobs.txt deleted file mode 100644 index 66e47d3e..00000000 --- a/npc/001-1_Tulimshar/_mobs.txt +++ /dev/null @@ -1,48 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 001-1 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 -001-1.gat,45,87,1,1 monster Scorpion 1003,1,90000,30000,Mob001-1::On1003 -001-1.gat,45,85,1,1 monster Scorpion 1003,1,180000,30000,Mob001-1::On1003 -001-1.gat,42,86,1,1 monster Scorpion 1003,1,270000,30000,Mob001-1::On1003 -001-1.gat,43,87,2,1 monster Scorpion 1003,1,360000,30000,Mob001-1::On1003 -001-1.gat,83,28,11,12 monster Maggot 1002,5,100000,30000,Mob001-1::On1002 -001-1.gat,115,26,13,9 monster Maggot 1002,3,100000,30000,Mob001-1::On1002 -001-1.gat,124,53,15,13 monster Maggot 1002,10,100000,30000,Mob001-1::On1002 -001-1.gat,120,64,15,13 monster Maggot 1002,11,100000,30000,Mob001-1::On1002 -001-1.gat,53,23,26,4 monster Maggot 1002,2,100000,30000,Mob001-1::On1002 -001-1.gat,68,67,9,10 monster Maggots 1002,2,100000,30000,Mob001-1::On1002 -001-1.gat,99,81,24,4 monster Maggot 1002,2,100000,30000,Mob001-1::On1002 -001-1.gat,139,65,12,23 monster Maggots 1002,2,100000,30000,Mob001-1::On1002 -001-1.gat,113,47,8,11 monster Maggot 1002,2,100000,30000,Mob001-1::On1002 -001-1.gat,132,38,11,12 monster Maggot 1002,2,100000,30000,Mob001-1::On1002 -001-1.gat,77,49,17,13 monster Maggot 1002,2,100000,30000,Mob001-1::On1002 -001-1.gat,21,74,6,18 monster Maggot 1002,2,100000,30000,Mob001-1::On1002 -001-1.gat,122,59,17,22 monster Giant Maggot 1006,1,100000,30000,Mob001-1::On1006 -001-1.gat,137,25,15,7 monster Fire Goblin 1011,1,61000,60000,Mob001-1::On1011 - - -001-1.gat,0,0,0 script Mob001-1 -1,{ -On1002: - set @mobID, 1002; - callfunc "MobPoints"; - break; - -On1003: - set @mobID, 1003; - callfunc "MobPoints"; - break; - -On1006: - set @mobID, 1006; - callfunc "MobPoints"; - break; - -On1011: - set @mobID, 1011; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/001-1_Tulimshar/_warps.txt b/npc/001-1_Tulimshar/_warps.txt deleted file mode 100644 index 4155caf0..00000000 --- a/npc/001-1_Tulimshar/_warps.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 001-1 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 -001-1.gat,125,20 warp toCentralTulimshar 0,-1,021-1.gat,136,146 -001-1.gat,32,71 warp ToInn -1,-1,001-2.gat,25,34 -001-1.gat,75,41 warp ToHouse -1,-1,001-4.gat,26,33 diff --git a/npc/001-1_Tulimshar/banker.txt b/npc/001-1_Tulimshar/banker.txt deleted file mode 100644 index 445b0ebf..00000000 --- a/npc/001-1_Tulimshar/banker.txt +++ /dev/null @@ -1,8 +0,0 @@ -// - -001-1.gat,57,52,0 script Tybalt 107,{ - callfunc "ClearVariables"; - set @npcname$, "Tybalt"; - callfunc "Banker"; - close; -} diff --git a/npc/001-1_Tulimshar/barber.txt b/npc/001-1_Tulimshar/barber.txt deleted file mode 100644 index 502e5401..00000000 --- a/npc/001-1_Tulimshar/barber.txt +++ /dev/null @@ -1,11 +0,0 @@ -// - -001-1.gat,53,38,0 script Nicolas 100,{ - mes "[Nicolas the Barber]"; - mes "\"Do you need a barber?\""; - next; - callfunc "Barber"; - mes "[Nicolas the Barber]"; - mes "\"Come again!\""; - close; -} diff --git a/npc/001-1_Tulimshar/bard.txt b/npc/001-1_Tulimshar/bard.txt deleted file mode 100644 index 9de957e1..00000000 --- a/npc/001-1_Tulimshar/bard.txt +++ /dev/null @@ -1,128 +0,0 @@ -// - -//001-1.gat,46,76,0 script Bard 152,{ -001-1.gat,40,73,0 script Bard 152,{ - setarray @songs$, "\"There once was a bard, who had it hard, because a man in dark green, was very mean.\"", - "\"At Hurnscald inn, there was a person of fairest skin, declining wedding bands from quite a many hands.\"", - "\"As the Sun sets down in the forest's brown, she whom the fragrance holds counts her gold.\""; - set @name$, "Bill Ballshaker the Bard"; - mes "[" + @name$ + "]"; - if (Sex) - mes "\"Greetings, traveler! Have you come to listen to my stories?\""; - if (!Sex) - mes "\"Greetings, fair lady! Well met, on such a lovely day! Might I entertain you with a tale or two?\""; - next; - -L_Main: - menu "Sing me a song, lute man!", L_Song, - "Have you heard any news?", L_News, - "What do you know about...", L_Question, - "Farewell!", -; - close; - -L_News: -// mes "[" + @name$ + "]"; -// mes "\"Quite, quite! Rumour has it that Luca the Hunter, from this very town of Tulimshar, has returned from a long journey.\""; -// next; -// mes "[" + @name$ + "]"; -// mes "\"Many perilous battles he fought, or so his tales go... I am still working on a sonnet that I wish to dedicate to his exploits.\""; -// next; -// mes "[" + @name$ + "]"; -// mes "\"He says that he learned some new skills along the way and wishes to pass them on to others like him, who do not fear the fire of battle!\""; -// next; -// mes "[" + @name$ + "]"; -// mes "\"If you are experienced enough, perhaps he will teach you?\""; -// next; -// goto L_Main; - - mes "[" + @name$ + "]"; - mes "\"News I have for you indeed, lest you have already overheard (for then it would no longer be news to you!)\""; - next; - mes "[" + @name$ + "]"; - mes "\"Rumor has it that an ancient source of magic, a Mana Seed, has been sighted in the west, beyond the fair town of Hurnscald.\""; - next; - set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_MANASEED_RUMOUR; - mes "[" + @name$ + "]"; - mes "\"Whence it came, nobody knows... but they say that sometimes such Mana Seeds may choose a powerful individual to impart some of its mystic power to!\""; - next; - mes "[" + @name$ + "]"; - mes "\"I wonder who might be qualified?\""; - next; - goto L_Main; - -L_Question: - callfunc "MagicTalkOptionsSetup"; - set @ignore, @QQ_ASTRALSOUL; - 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_WYARA) goto L_Q_wyara; - if (@c == @QQ_SAGATHA) goto L_Q_sagatha; - if (@c == @QQ_AULDSBEL) goto L_Q_auldsbel; - if (@c == @QQ_OLDWIZ) goto L_Q_oldwiz; - - mes "[" + @name$ + "]"; - mes "\"Alas, I know very little about this matter.\""; - next; - goto L_Main; - -L_Q_oldwiz: - mes "[" + @name$ + "]"; - mes "\"The old wizard has been an old man for as long as I remember, living near the mountains in his magic hut-- a hut that is bigger on the inside, just like in the old tales of Gyer Filla the Wise....\""; - next; - mes "[" + @name$ + "]"; - mes "\"I doubt that they are the same person, though. For one, I have never seen his hut fly. For another, Gyer never took apprentices.\""; - next; - goto L_Main; - -L_Q_elanore: - mes "[" + @name$ + "]"; - mes "\"Elanore is this town's healer. Rumor has it that she traveled far and wide when she was younger, to learn the deepest secrets of healing magic, after her brother caught a mysterious illness.\""; - next; - goto L_Main; - -L_Q_manaseed: - mes "[" + @name$ + "]"; - mes "\"The Mana Seed is said to be a source of great magic. Perhaps some witch or wizard might know more about it?\""; - next; - goto L_Main; - -L_Q_wyara: - mes "[" + @name$ + "]"; - mes "\"Wyara is not actually from Hurnscald. As a young witch, she decided to settle down there to help the people of Hurnscald. She is kind and gentle, except towards the Doctor, who seems to have little respect for her potions.\""; - next; - goto L_Main; - -L_Q_sagatha: - mes "[" + @name$ + "]"; - mes "\"Sagatha! Ah, such a wonderful and mysterious being; the center of many a tale...\""; - next; - mes "[" + @name$ + "]"; - mes "\"Some say that she is the most powerful witch in all of Argaes. I don't know whether that is true, but I am quite certain that the is the most beautiful of all the witches! Alas, she will let no man touch her...\""; - mes "He sighs."; - next; - mes "[" + @name$ + "]"; - mes "\"I met her only twice, back in my traveling days, but there are two pieces of advice I can give you:\""; - next; - mes "[" + @name$ + "]"; - mes "\"First, she will suffer no fool easily, particularly no man.\""; - next; - mes "[" + @name$ + "]"; - mes "\"Second, the creatures of the forest mean everything to her. Harm them, and you may find her an enemy-- and a powerful one at that...\""; - next; - goto L_Main; - -L_Q_auldsbel: - mes "[" + @name$ + "]"; - mes "\"Auldsbel is some wizard from further north, from what I have gathered. He bought a hut near Hurnscald some years back and often comes here to experiment on things, probably because he is not allowed to do these experiments where he comes from.\""; - next; - goto L_Main; - -L_Song: - mes "[" + @name$ + "]"; - set @id, rand(3); - mes @songs$[@id]; - close; -} diff --git a/npc/001-1_Tulimshar/bernard.txt b/npc/001-1_Tulimshar/bernard.txt deleted file mode 100644 index 1c5ee328..00000000 --- a/npc/001-1_Tulimshar/bernard.txt +++ /dev/null @@ -1,117 +0,0 @@ -// - -001-1.gat,37,44,0 script Bernard 117,{ - if(TMW_Quest >= 4) goto L_Done2; - if(TMW_Quest == 3) goto L_Progress2; - if(TMW_Quest == 2) goto L_Done1; - if(TMW_Quest == 1) goto L_Progress; - - set @TEMP, rand(2); - if(@TEMP == 0) goto L_Opening0; - if(@TEMP == 1) goto L_Opening1; - -L_Opening0: - mes "[Bernard]"; - mes "\"Tulimshar is crawling with maggots. Hey, I need a favor, could you help me a bit?\""; - next; - goto L_Ask; - -L_Opening1: - mes "[Bernard]"; - mes "\"The taste of maggots in soup is... unforgettable, they taste simply divine! Would you help me kill some?\""; - next; - goto L_Ask; - -L_Ask: - menu - "Yes.", L_Yes, - "No.", L_No; - -L_Yes: - set @TEMP, rand(2); - if(@TEMP == 0) goto L_Req0; - if(@TEMP == 1) goto L_Req1; - -L_Req0: - mes "[Bernard]"; - mes "\"Great! I need a [Roasted Maggot] for my soup.\""; - next; - goto L_Set; - -L_Req1: - mes "[Bernard]"; - mes "\"Bring me a [Roasted Maggot]. I'll give you something if you do.\""; - next; - goto L_Set; - -L_Set: - set TMW_Quest,1; - mes "[Bernard]"; - mes "\"Please bring it to me!\""; - close; - -L_Progress: - if (countitem("RoastedMaggot") < 1) goto L_NotEnough; - mes "[Bernard]"; - mes "\"Oooh, perfect! It's perfect!"; - mes "You brought me my [Roasted Maggot]! Here, have some cake for your troubles.\""; - getinventorylist; - if (@inventorylist_count - (countitem("RoastedMaggot") == 1) > 99 - (countitem("CherryCake") == 0) ) goto L_TooMany; - delitem "RoastedMaggot", 1; - getexp 100, 0; - getitem "CherryCake", 5; - set TMW_Quest, 2; - close; - -L_Progress2: - if (countitem("MaggotSlime") < 3) goto L_NotEnough1; - mes "[Bernard]"; - mes "\"Nice! They're perfect, just perfect!"; - mes "You brought me the 3 [Maggot Slimes]! Here, have some beer as reward.\""; - getinventorylist; - if ((@inventorylist_count - (countitem("MaggotSlime") == 3) > 99 - (countitem("Beer") == 0) )) goto L_TooMany; - delitem "MaggotSlime", 3; - getexp 100, 0; - getitem "Beer", 3; - set TMW_Quest, 4; - close; - - -L_NotEnough: - mes "[Bernard]"; - mes "\"Oh, please hurry and bring me a [Roasted Maggot]. I'm yearning for maggot soup!\""; - close; - -L_NotEnough1: - mes "[Bernard]"; - mes "\"Please do hurry and bring me 3 [Maggot Slime]s, so I can finish my soup!\""; - close; - - -L_Done1: - mes "[Bernard]"; - mes "\"Thank you so much!\""; - mes "\"But... something is missing to make the soup creamy.\""; - next; - mes "\"I need 3 [Maggot Slime]s for that.\""; - mes "\"Bring them to me, and I'll give you something nice.\""; - set TMW_Quest,3; - 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; - - -L_No: - close; - -L_TooMany: - next; - mes "[Bernard]"; - mes "\"You don't have room for my reward. I'll wait until you do.\""; - close; -} diff --git a/npc/001-1_Tulimshar/bleacher.txt b/npc/001-1_Tulimshar/bleacher.txt deleted file mode 100644 index a3827e43..00000000 --- a/npc/001-1_Tulimshar/bleacher.txt +++ /dev/null @@ -1,195 +0,0 @@ -// - -001-1.gat,27,53,0 script Candide 156,{ - mes "[Candide]"; - mes "\"I've figured out how that volcanic ash bleaches cloth."; - mes "I could do it for you, but I'll need three piles of ash and 5,000 GP for supplies per item.\""; - next; - - if (countitem(701) < 3) goto L_no_ash; - - if (zeny < 5000) goto L_no_money; - - menu "I'd like to bleach something", -, - "No thanks", L_close; - -L_bleach_menu: - mes "[Candide]"; - mes "\"What would you like to bleach?\""; - next; - - 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_cotton_headband, - "Desert hat", L_desert_hat, - "Cotton boots", L_cotton_boots, - "Cotton gloves", L_cotton_gloves, - "Rabbit ears", L_rabbit_ears, - "Wizard hat", L_wizard_hat, - "Bowler hat", L_bowler_hat, - "Red lined sorcerer robe", L_red_lined_sorcerer_robe, - "Bowler hat (brown)", L_bowler_hat_brown, - "Nevermind", -; - goto L_close; - -L_cottonshirt: - set @normal, 1202; - set @dyeBase, 2050; - goto L_choose_color; - -L_vneck: - set @normal, 624; - set @dyeBase, 2060; - goto L_choose_color; - -L_tneck: - set @normal, 564; - set @dyeBase, 2070; - goto L_choose_color; - -L_shorts: - set @normal, 586; - set @dyeBase, 2110; - goto L_choose_color; - -L_skirt: - set @normal, 632; - set @dyeBase, 2100; - goto L_choose_color; - -L_miniskirt: - set @normal, 771; - set @dyeBase, 2170; - goto L_choose_color; - -L_tanktop: - set @normal, 688; - set @dyeBase, 2090; - goto L_choose_color; - -L_tanktop_short: - set @normal, 689; - set @dyeBase, 2120; - goto L_choose_color; - -L_robe: - set @normal, 720; - set @dyeBase, 2080; - goto L_choose_color; - -L_cotton_headband: - set @normal, 724; - set @dyeBase, 2140; - goto L_choose_color; - -L_desert_hat: - set @normal, 723; - set @dyeBase, 2130; - goto L_choose_color; - -L_cotton_boots: - set @normal, 735; - set @dyeBase, 2150; - goto L_choose_color; - -L_cotton_gloves: - set @normal, 741; - set @dyeBase, 2160; - goto L_choose_color; - -L_rabbit_ears: - set @normal, 1255; - set @dyeBase, 2190; - goto L_choose_color; - -L_wizard_hat: - set @normal, 4028; - set @dyeBase, 2200; - goto L_choose_color; - -L_bowler_hat: - set @normal, 4030; - set @dyeBase, 2210; - goto L_choose_color; - -L_red_lined_sorcerer_robe: - set @normal, 798; - set @dyeBase, 2220; - goto L_choose_color; - -L_bowler_hat_brown: - set @normal, 800; - set @dyeBase, 2230; - goto L_choose_color; - -L_choose_color: - mes "[Candide]"; - mes "\"And the color?\""; - next; - - menu "Red", -, - "Green", -, - "Dark Blue", -, - "Yellow", -, - "Light Blue", -, - "Pink", -, - "Black", -, - "Orange", -, - "Purple", -, - "Dark Green", -; - - set @del, @dyeBase + @menu - 1; - - if (countitem(@del) == 0) goto L_no_item; - - if (countitem(701) < 3) goto L_no_ash; - - if (zeny < 5000) goto L_no_money; - - delitem @del, 1; - getitem @normal, 1; - delitem 701, 3; - set zeny, zeny - 5000; - -L_again: - mes "[Candide]"; - mes "\"Would you like to bleach something else?\""; - next; - - menu "Yes", L_bleach_menu, - "No", L_close; - -L_no_item: - mes "[Candide]"; - mes "\"You don't have one of those.\""; - next; - - goto L_again; - -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; - -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; - -L_close: - mes "[Candide]"; - mes "\"Come again.\""; - close; -} diff --git a/npc/001-1_Tulimshar/children.txt b/npc/001-1_Tulimshar/children.txt deleted file mode 100644 index c8941563..00000000 --- a/npc/001-1_Tulimshar/children.txt +++ /dev/null @@ -1,135 +0,0 @@ -// Aisha and Nina - -001-1.gat,95,29,0 script Aisha 108,{ - set @TEMP,rand(9); - if(@TEMP == 0) goto L_1; - if(@TEMP == 1) goto L_1; - if(@TEMP == 2) goto L_2; - if(@TEMP == 3) goto L_3; - if(@TEMP == 4) goto L_4; - if(@TEMP == 5) goto L_5; - if(@TEMP == 6) goto L_6; - if(@TEMP == 7) goto L_7; - if(@TEMP == 8) goto L_8; - -L_1: - mes "[Aisha]"; - mes "\"Maggots are soo slimey!\""; - close; - -L_2: - mes "[Aisha]"; - mes "\"Want to play ball with me?\""; - close; - -L_3: - mes "[Aisha]"; - mes "\"There are so many monsters; I hate scorpions!\""; - close; - -L_4: - mes "[Aisha]"; - mes "\"When I grow up, I want to be strong enough to kill a scorpion!\""; - close; - -L_5: - mes "[Aisha]"; - mes "\"Mommy told me that you can sell the things that monsters drop.\""; - 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; - -L_7: - mes "[Aisha]"; - mes "\"I want to be a Doctor when I grow up!\""; - 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.\""; - close; -} - -001-1.gat,39,67,0 script Nina 103,{ - mes "[Nina]"; - set @TEMP,rand(10); - if(@TEMP == 0) goto L_1; - if(@TEMP == 1) goto L_1; - if(@TEMP == 2) goto L_2; - if(@TEMP == 3) goto L_3; - if(@TEMP == 4) goto L_4; - if(@TEMP == 5) goto L_5; - if(@TEMP == 6) goto L_6; - if(@TEMP == 7) goto L_7; - if(@TEMP == 8) goto L_8; - goto L_9; - -L_1: - mes "\"If I learned anything from school, Grenxen founded Tulimshar.\""; - close; - -L_2: - mes "\"When I was picking rocks from the field, I saw a red scorpion.\""; - close; - -L_3: - mes "\"Its polite to state your name before talking to anyone.\""; - close; - -L_4: - - mes "\"I have a Scorpion Doll!\""; - close; - -L_5: - mes "\"I always take some spare [Cactus Juice]s with me on the field. They are heavy, though.\""; - close; - -L_6: - mes "\"When you are feeling bad, eating something can usually help you heal faster.\""; - close; - -L_7: - mes "\"Grenxen is the Demon that founded Tulimshar.\""; - close; - -L_8: - mes "\"That volcano eruption was scary; much of Tulimshar was destroyed. But the mayor had everything rebuilt quickly.\""; - 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!\""; - next; - menu - "A bad word?", L_tell, - "Oh, you better keep it for yourself then.", -; - close; - -L_tell: - mes "[Nina]"; - mes "\"Yes, I heard my mother say it once. And she made me promise her to never say it. Never.\""; - next; - menu "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; - -L_keepword: - mes "[Nina]"; - mes "\"No.\""; - close; - -L_giveword: - mes "[Nina]"; - mes "Nina looks around as she hushes you to silence. After a few seconds, she whispers to you."; - mes "\"I like you! So I will tell you the bad word. But you can't tell anyone else about it! The bad word is '" + getspellinvocation("aggravate") + "'.\""; - next; - - mes "[Nina]"; - mes "Terrified, she looks around once more."; - mes "\"But you mustn't tell anyone!\""; - close; -} diff --git a/npc/001-1_Tulimshar/constable.txt b/npc/001-1_Tulimshar/constable.txt deleted file mode 100644 index 6131f0b4..00000000 --- a/npc/001-1_Tulimshar/constable.txt +++ /dev/null @@ -1,8 +0,0 @@ -// - -001-1.gat,37,35,0 script Constable Perry Graf 150,{ -// set @npcname$, "Constable Perry Graf"; - set @canSkip, 1; - callfunc "GameRules"; - close; -} diff --git a/npc/001-1_Tulimshar/elanore.txt b/npc/001-1_Tulimshar/elanore.txt deleted file mode 100644 index 2d96ae6c..00000000 --- a/npc/001-1_Tulimshar/elanore.txt +++ /dev/null @@ -1,651 +0,0 @@ -// - -function script ElanoreFix { - set @Q_MASK, NIBBLE_1_MASK; - set @Q_SHIFT, NIBBLE_1_SHIFT; - - set @Q_STATUS_MAX, 3; // FIXME once level 3 magic was released - - set @Q_status, (QUEST_MAGIC2 & @Q_MASK) >> @Q_SHIFT; - if (@Q_status > @Q_STATUS_MAX) - set @Q_status, @STATUS_INITIAL; - if (@Q_status > 1 && (getskilllv(SKILL_MAGIC_LIFE) < 2)) - set @Q_status, @STATUS_INITIAL; - - set QUEST_MAGIC2, - (QUEST_MAGIC2 & ~(@Q_MASK) - | (@Q_status << @Q_SHIFT)); - return; -} - -001-1.gat,58,68,0 script Elanore#_M 108,{ - - set @has_magic, getskilllv(SKILL_MAGIC); - - set @Q_MASK, NIBBLE_1_MASK; - set @Q_SHIFT, NIBBLE_1_SHIFT; - - set @Q_status, (QUEST_MAGIC2 & @Q_MASK) >> @Q_SHIFT; - set @Q_heal_exp, MAGIC_EXPERIENCE >> 24; - - // Set up SkillUp function - set @SUP_id, SKILL_MAGIC_LIFE; - set @SUP_name$, "Life Magic"; - - set @STATUS_INITIAL, 0; - set @STATUS_LEARNED_LIGHT_HEAL, 1; - set @STATUS_MASTERED_LIGHT_HEAL, 2; - set @STATUS_LEARNED_LAY_ON_HANDS, 3; - set @STATUS_WAITING_FOR_KADIYA, 4; - set @STATUS_READY_TO_LEARN_CURE_POISON, 5; - set @STATUS_LEARNED_CURE_POISON, 6; - - callfunc "ElanoreFix"; - - // This operation works around an earlier possible corruption of this state - if (@Q_status > @Q_STATUS_MAX) - set @Q_status, @STATUS_INITIAL; - callsub S_update_var; - - - if (sc_check(sc_poison)) - goto L_CurePoison; - - if (baselevel > 10) goto L_NoHeal; - - set @TEMP,rand(4); - - if(@TEMP == 0) goto Heal1; - if(@TEMP == 1) goto Heal2; - if(@TEMP == 2) goto Heal3; - if(@TEMP == 3) goto Heal4; - -Heal1: - - mes "[Elanore the Healer]"; - mes "\"You don't look too well; let me treat your wounds.\""; - next; - goto Heal_L; - -Heal2: - - mes "[Elanore the Healer]"; - mes "\"I will make quick work of your wounds.\""; - next; - goto Heal_L; - -Heal3: - - mes "[Elanore the Healer]"; - mes "\"Need a healing?\""; - next; - goto Heal_L; - -Heal4: - - mes "[Elanore the Healer]"; - mes "\"Sometimes you just need to run from battle.\""; - next; - goto Heal_L; - -Heal_L: - - set @TEMP,rand(3); - - if(@TEMP == 0) goto Heal_1; - if(@TEMP == 1) goto Heal_2; - if(@TEMP == 2) goto Heal_3; - if(@TEMP == 3) goto Heal_4; - -Heal_1: - - mes "[Elanore the Healer]"; - mes "\"Here you go!\""; - heal 10000,10000; - close; - -Heal_2: - - mes "[Elanore the Healer]"; - mes "\"Painless, wasn't it?"; - mes "Here you go!\""; - heal 10000,10000; - close; - -Heal_3: - - mes "[Elanore the Healer]"; - mes "\"You should be more careful.\""; - heal 10000,10000; - close; - -Heal_4: - - mes "[Elanore the Healer]"; - mes "\"Much better, right?!\""; - heal 10000,10000; - close; - -L_NoHeal: - if (MAGIC_FLAGS) - goto L_Chat; - -L_NoHealMessage: - mes "[Elanore the Healer]"; - 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; - -L_Chat: - mes "[Elanore the Healer]"; - mes "\"Hello! Can I help you?\""; - next; -L_Main: - if (@has_magic && (@Q_status == @STATUS_INITIAL)) - menu - "Can you heal me?", L_NoHealMessage, - "Can you teach me magic?", L_Teach, - "What do you know about...", L_Question, - "Goodbye!", L_bye; - - if (@has_magic && (@Q_status > @STATUS_INITIAL)) - menu - "Can you heal me?", L_NoHealMessage, - "Can you teach me more?", L_Teach, - "Where can I get more lifestones?", L_Lifestones, - "What do you know about...", L_Question, - "Goodbye!", L_bye; - - if (!@has_magic) - menu - "Can you heal me?", L_NoHealMessage, - "What do you know about...", L_Question, - "Goodbye!", L_bye; - close; - -OnPCKillEvent: - attachrid(@killerrid); - set @Q_heal_exp, MAGIC_EXPERIENCE >> 24; - if (@Q_heal_exp < 8) - goto L_OnPcKillWipe; - set @Q_heal_exp, @Q_heal_exp - 8; - goto L_OnPcKillFinish; -L_OnPcKillWipe: - set @Q_heal_exp, 0; -L_OnPcKillFinish: - set MAGIC_EXPERIENCE, (MAGIC_EXPERIENCE & ~(255 << 24)) | (@Q_heal_exp << 24); - close; - -L_Lifestones: - mes "[Elanore the Healer]"; - mes "\"I always need components for my own healing spells. If you bring me ten gamboge leaves, ten alizarin leaves, ten mauve leaves and ten cobalt leaves, I can make ten lifestones; I will give you half of them.\""; - next; - - menu - "OK, I will get them.", -, - "No way!", -, - "Here you are!", L_Lifestones_Trade, - "Can I make them myself?", L_Lifestones_MakeSelf; - close; - -L_Lifestones_Trade: - if (countitem("MauveHerb") < 10) goto L_Lifestones_Trade_Missing; - if (countitem("GambogeHerb") < 10) goto L_Lifestones_Trade_Missing; - if (countitem("AlizarinHerb") < 10) goto L_Lifestones_Trade_Missing; - if (countitem("CobaltHerb") < 10) goto L_Lifestones_Trade_Missing; - getinventorylist; - if (@inventorylist_count == 100 && countitem("Lifestone") == 0 - && countitem("MauveHerb") > 10 - && countitem("GambogeHerb") > 10 - && countitem("AlizarinHerb") > 10 - && countitem("CobaltHerb") > 10) goto L_Lifestones_NoRoom; - - delitem "MauveHerb", 10; - delitem "GambogeHerb", 10; - delitem "AlizarinHerb", 10; - delitem "CobaltHerb", 10; - getitem "Lifestone", 5; - getexp 200, 1; - mes "[Elanore the Healer]"; - mes "Elanore carefully goes over your leaves, then smiles."; - mes "\"These will do just fine.\""; - mes "She picks up all fourty and presses them together in her hands, then whispers something."; - next; - mes "[Elanore the Healer]"; - mes "As she opens her hands again, the leaves have turned into ten golden crystals."; - mes "\"Five for you and five for me.\""; - mes "She smiles."; - mes "[200 experience points]"; - 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; - -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; - -L_Lifestones_MakeSelf: - mes "[Elanore the Healer]"; - if (@has_magic < 2) - goto L_Lifestones_MakeSelf_no; - -L_Lifestones_MakeSelf_yes: - mes "\"Oh, but of course! You are powerful enough to make your own lifestones, using the enchantment '" + getspellinvocation("enchant-lifestone") + "'. This will consume a bug leg or a maggot slime or one of each of the four healing herbs, though.\""; - 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; - -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; - -L_Teach: - if (@Q_status == @STATUS_INITIAL) goto L_Teach_Initial; - if (@Q_status == @STATUS_LEARNED_LIGHT_HEAL) goto L_Teach_CheckAdvanceTo2; - if (@Q_status == @STATUS_MASTERED_LIGHT_HEAL) goto L_Teach_CheckAdvanceToLOH; - if (@Q_status == @STATUS_LEARNED_LAY_ON_HANDS) goto L_Teach_Explain3; - if (@Q_status == @STATUS_WAITING_FOR_KADIYA) goto L_Teach_CheckAdvanceTo3; - if (@Q_status == @STATUS_READY_TO_LEARN_CURE_POISON) goto L_Teach_CurePosion; - if (@Q_status == @STATUS_LEARNED_CURE_POISON) goto L_Teach_dunno; - - 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; - -L_Teach_Initial: - mes "[Elanore the Healer]"; - mes "\"I will only teach you magic of the school of Life, and that only if you prove yourself to be a good healer-- that is, if you use your powers to help others.\""; - mes "She hesistates."; - next; - mes "[Elanore the Healer]"; - mes "\"I don't know you very well, but I don't think that there is any harm in teaching you a simple spell.\""; - mes "She reaches inside her satchel and pulls out a piece of crystal, glittering in the sun."; - mes "\"This here is a lifestone, life energy encased in a crystal shell. You will need it for most healing magic.\""; - next; - mes "[Elanore the Healer]"; - mes "\"To heal someone, first locate the injury. As a beginner, you have to touch the wound; with practice, it will be enough to think about it. Hold the lifestone in one hand, touching the wound with the other.\""; - mes "\"Then say, '" + getspellinvocation("lesser-heal") + "', followed by the name of the one you wish to heal.\""; - next; - mes "[Elanore the Healer]"; - mes "\"You might want to write that down, actually. In fact, you might want to make sure to keep notes of all spells you hear, for you never know if you will hear them again!\""; - mes "\"The invocation was '" + getspellinvocation("lesser-heal") + "'.\""; - next; - mes "[Elanore the Healer]"; - mes "\"This will only cure cuts and bruises, though, and it will take some time to take effect. It will be useless to mend broken bones or more severe injuries!\""; - mes "\"To heal yourself, it's enough to just say '" + getspellinvocation("lesser-heal") + "' by itself.\""; - next; - mes "[Elanore the Healer]"; - mes "\"Let me give you a lifestone to get started with.\""; - next; - - getinventorylist; - if ((@inventorylist_count == 100) && (countitem("Lifestone") == 0)) - goto L_Teach_Initial_Noroom; - - getitem "Lifestone", 1; - set @Q_status, @STATUS_LEARNED_LIGHT_HEAL; - callsub S_update_var; - - 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; - -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; - -L_Teach_CheckAdvanceTo2: - mes "[Elanore the Healer]"; - if (@Q_heal_exp < 20) - goto L_Teach_CheckAdvanceTo2_fail; - mes "Elanore smiles at you."; - mes "\"From what I have been hearing, you seem to be doing well on your way to becoming a healer. I have decided to accept you as a student of the School of Life Magic.\""; - next; - - if (getskilllv(SKILL_MAGIC) < 2) - goto L_Teach_AdvanceTo2_warn; - - goto L_Teach_AdvanceTo2_skip; -L_Teach_AdvanceTo2_warn: - mes "[Elanore the Healer]"; - mes "\"But be warned: you won't be able to use advanced healing magic until you are more capable in your regular magic usage.\""; - next; -L_Teach_AdvanceTo2_skip: - - mes "[Elanore the Healer]"; - mes "\"Please stand still.\""; - mes "She walks up to you, holds your shoulders, and smiles at you."; - next; - - mes "[Elanore the Healer]"; - mes "Then, she rises up on her tiptoes and kisses you on your forehead."; - next; - - mes "[Elanore the Healer]"; - mes "You feel a strange, tingling kind of warmth spread through your body."; - - set @Q_status, @STATUS_MASTERED_LIGHT_HEAL; - callsub S_update_var; - set @SUP_xp, 5000; - set @SUP_lvl, 2; - callfunc "SkillUp"; - 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.\""; - if (@Q_heal_exp < 5) - mes "\"You are still at the beginning of your path, but do keep practicing.\""; - if ((@Q_heal_exp >= 5) && (@Q_heal_exp < 15)) - 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; - -L_Teach_CheckAdvanceToLOH: - if (getskilllv(SKILL_MAGIC) < 2) - goto L_Teach_LOH_advance_abort0; - if (@Q_heal_exp < 30) - goto L_Teach_LOH_advance_abort1; - - mes "[Elanore the Healer]"; - mes "\"I will now teach you how to heal by laying on your hands. The technique is similar to the spell I taught you at the beginning, but this time you transfer your own health instead of drawing health from a lifestone.\""; - next; - - mes "[Elanore the Healer]"; - mes "\"First, lay your hand on the person you wish to heal. You needn't touch the injury itself, though you have to touch the skin until you are a little more experienced. Then, medidate on the word '" + getspellinvocation("lay-on-hands") + "'\""; - next; - - mes "[Elanore the Healer]"; - mes "\"This will let your own life force flow into the person you are healing. If you are badly injured yourself, you will not be able to do this.\""; - mes "[1000 experience points]"; - getexp 1000, 0; - set @Q_status, @STATUS_LEARNED_LAY_ON_HANDS; - callsub S_update_var; - 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; - -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; - -L_Teach_Explain3: - if (getskilllv(SKILL_MAGIC) < 3) - goto L_Teach_Explain3_abort; - if (@Q_heal_exp < 50) - goto L_Teach_Explain3_fail; - - mes "[Elanore the Healer]"; - mes "Elanore smiles."; - mes "\"You seem to be ready to advance as a healer. There is one favour I must ask of you first, though.\""; - set QUEST_MAGIC2, (QUEST_MAGIC2 & ~(NIBBLE_3_MASK)); // Initialise Kadiya quest - set @Q_status, @STATUS_WAITING_FOR_KADIYA; - callsub S_update_var; - next; - - mes "[Elanore the Healer]"; - mes "\"There is a man here in Tulimshar with a beautiful young daughter; his name is Omar, and his daughter's name is Kadiya.\""; - mes "\"Once, when I was a young apprentice, I made a mistake treating Omar. Ever since, he no longer trusts me.\""; - next; - - mes "[Elanore the Healer]"; - mes "\"But his daugher has contracted Mopox, so she needs help. He doesn't trust me, but perhaps he will trust you; you have been helping quite a few people, after all.\""; - next; - -L_3_menu: - menu - "What should I do?", L_3_what_to_do, - "Where can I find the sick girl?", L_3_where, - "How did you mess up?", L_3_messup, - "I will get started right away.", -, - "Maybe later.", -; - - goto L_Main; - -L_3_what_to_do: - mes "[Elanore the Healer]"; - mes "\"You will have to brew a Mopox cure potion and give it to her. You should ask Caul to help you, he knows the recipe.\""; - next; - - mes "[Elanore the Healer]"; - mes "\"First, you will need a concentration potion and an iron potion-- together, they will give her her strength back. You also need a lifestone, and a gamboge leaf against the toxins in her body.\""; - next; - - mes "[Elanore the Healer]"; - mes "\"You then have to add in roots, water, mauve leaves and sulphur powder until the brew is gooey and neither light nor dark. Caul will explain the details to you.\""; - next; - - mes "[Elanore the Healer]"; - mes "\"There is a transmutation spell to make sulphur powder. If you don't know the magic, perhaps you can ask a transmutation mage to help you with this part.\""; - next; - goto L_3_menu; - -L_3_messup: - mes "[Elanore the Healer]"; - mes "\"Ah... well, Omar is a trader, and a frequent traveler. One day he came back from a journey with fleas in his beard and asked me to get rid of them.\""; - next; - - mes "[Elanore the Healer]"; - mes "\"Unfortunately I used the wrong lotion on the fleas, so instead of being scared away, they grew to enormous proportions and ate up all of his beard.\""; - next; - - mes "[Elanore the Healer]"; - mes "Elanore blushes."; - mes "\"Ever since then he hasn't been very trusting towards my skills, and I suppose that I can't blame him. But I don't want poor Kadiya to suffer because of that.\""; - next; - goto L_3_menu; - -L_3_where: - mes "[Elanore the Healer]"; - mes "\"Kadiya and Omar live relatively close by. See this corner in the inner city wall east of here? Turn past it, then go north. It's the second house.\""; - next; - goto L_3_menu; - -L_Teach_Explain3_abort: - mes "[Elanore the Healer]"; - mes "\"I'm sorry, but you lack the magical power to advance.\""; - close; - -L_Teach_Explain3_fail: - mes "[Elanore the Healer]"; - if (@Q_heal_exp < 30) - mes "\"You seem to have regressed as a healer. This is worrisome; please mend your ways or I will not teach you any further.\""; - if ((@Q_heal_exp >= 30) && (@Q_heal_exp < 40)) - 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; - -L_Teach_CheckAdvanceTo3: - callfunc "KadiyaSubquestConsts"; - - if (@Q_kadiya_status >= @Q_STATUS_COMPLETED) - goto L_Teach_AdvanceTo3Ready; - - mes "[Elanore the Healer]"; - mes "\"Please help Kadiya.\""; - next; - - goto L_3_menu; - -L_Teach_AdvanceTo3Ready: - mes "[Elanore the Healer]"; - mes "\"I have heard of what you did. Hiding the potion in her favorite food-- that was clever.\""; - mes "She smiles at you."; - mes "\"Omar let me have a look at her earlier, and she seems to be recovering. You did very well."; - next; - - mes "[Elanore the Healer]"; - mes "Elanor turns towards you, rises up on her toes and kisses you on the forehead."; - next; - - set @xp, 30000; - if (@Q_kadiya_status == @Q_STATUS_COMPLETED_ELANORE) - set @xp, 50000; - - mes "[Elanore the Healer]"; - mes "You feel a strange, tingling kind of warmth spread through your body."; - mes "[" + @xp + " experience points]"; - mes "[Level 3 in Life Magic]"; - - set @Q_status, @STATUS_READY_TO_LEARN_CURE_POISON; - callsub S_update_var; - getexp @xp, 0; - if (getskilllv(SKILL_MAGIC_LIFE) < 3) - setskill SKILL_MAGIC_LIFE, 3; - next; - - - if (@Q_kadiya_status != @Q_STATUS_COMPLETED_ELANORE) - goto L_Main; - - mes "[Elanore the Healer]"; - mes "\"Overall I am impressed by your progress. If you continue as you are doing now, you might become a great healer.\""; - mes "She hands you a handful of lifestones."; - mes "\"Please come back soon; there is more that I would like to teach you.\""; - next; - set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_ELANORE_OMAR; - getitem "Lifestone", 20; - - goto L_Main; - -L_Teach_CurePosion: - mes "[Elanore the Healer]"; - mes "\"Thank you again for your help with Kadiya!\""; - mes "\"Curing sicknesses is often quite difficult; most of them require complicated potions to be brewed.\""; - next; - mes "[Elanore the Healer]"; - mes "\"Fortunately, things are much easier with most poisons. For those we have a simple spell that only requires a Gamboge leaf.\""; - mes "\"This is the next spell that I would like to teach you.\""; - next; - mes "[Elanore the Healer]"; - mes "\"If you would like to cure someone who is poisoned, first rub a Gamboge leaf between your hands. Your hands must be covered in Gamboge liquid for this to work.\""; - mes "\"Speak the invocation, `" + getspellinvocation("cure-poison") + "'.\""; - mes "\"Next, you either touch the poisoned person with your hands, or speak their name. You have to be close for this to work, though.\""; - next; - mes "[Elanore the Healer]"; - mes "\"Once again, the invocation is `" + getspellinvocation("cure-poison") + "'.\""; - mes "\"Come back again soon; there is another spell I would like to teach you.\""; - next; - set @Q_status, @STATUS_LEARNED_CURE_POISON; - callsub S_update_var; - - goto L_Main; - -L_Teach_dunno: - mes "[Elanore the Healer]"; - mes "\"Hmm. I wanted to teach you something, but I've forgotten what it was... please come back later.\""; - next; - goto L_Main; - -L_NoMagicNoTeach: - mes "[Elanore the Healer]"; - mes "Elanore shakes her head."; - mes "\"I am sorry, but you don't have any magical abilities. I can only teach those who already have the power to do magic.\""; - next; - goto L_Main; - -L_Question: - callfunc "MagicTalkOptionsSetup"; - set @ignore, @QQ_ELANORE; - callfunc "MagicTalkMenu"; - - if (@c == 0) goto L_Main; - 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_SAGATHA) goto L_Q_sagatha; - if (@c == @QQ_AULDSBEL) goto L_Q_auldsbel; - if (@c == @QQ_OLDWIZ) goto L_Q_oldwiz; - if (@c == @QQ_ASTRALSOUL)goto L_Q_astralsoul; - - mes "[Elanore the Healer]"; - mes "Elanore shakes her head."; - mes "\"I am sorry, but I don't think that I know anything that would help you.\""; - next; - goto L_Main; - -L_Q_astralsoul: - mes "[Elanore the Healer]"; - mes "\"The astral soul skill is one of the most important skills for mages. I learned this focus long time ago. Without that skill your magic is quite useless, isn't it? If the rumors are really true, there is an experienced mage in the Woodlands around Hurnscald.\""; - next; - goto L_Main; - -L_Q_oldwiz: - mes "[Elanore the Healer]"; - mes "\"He is a kind old man. He stays mostly with his books and his apprentice, though we have chatted a few times.\""; - next; - goto L_Main; - -L_Q_manaseed: - mes "[Elanore the Healer]"; - mes "She smiles."; - mes "\"If the rumors are true and there really is a Mana Seed, then that would be wonderful news-- perhaps we will have a few more healers soon!\""; - next; - goto L_Main; - -L_Q_manapotion: - mes "[Elanore the Healer]"; - mes "\"I'm sorry, but I can't help you with that.\""; - next; - goto L_Main; - -L_Q_wyara: - mes "[Elanore the Healer]"; - mes "\"Wyara is the Hurnscald town witch. She was also the town healer before the Doctor moved there.\""; - next; - goto L_Main; - -L_Q_sagatha: - mes "[Elanore the Healer]"; - mes "\"Oh, I have only met Sagatha once or twice, while collecting herbs. She is a warm and gentle person, but she tries to hide it.\""; - next; - goto L_Main; - -L_Q_auldsbel: - mes "[Elanore the Healer]"; - mes "\"Oh, sorry-- I don't really know him very well.\""; - next; - goto L_Main; - - -L_CurePoison: - mes "[Elanore the Healer]"; - mes "\"Oh dear! That looks like poison; hang on...\""; - mes "She performs a complicated gesture."; - sc_end(sc_poison); - sc_end(sc_slowpoison); - misceffect sfx_magic_life, strcharinfo(0); - misceffect sfx_magic_life; - - next; - - mes "[Elanore the Healer]"; - mes "\"There you are, right as rain! Now you take care, all right?\""; - close; - -L_bye: - mes "[Elanore the Healer]"; - mes "\"Goodbye!\""; - close; - -S_update_var: - set QUEST_MAGIC2, - (QUEST_MAGIC2 & ~(@Q_MASK) - | (@Q_status << @Q_SHIFT)); - return; -} diff --git a/npc/001-1_Tulimshar/entertainer.txt b/npc/001-1_Tulimshar/entertainer.txt deleted file mode 100644 index 149f1e2f..00000000 --- a/npc/001-1_Tulimshar/entertainer.txt +++ /dev/null @@ -1,44 +0,0 @@ -// Emote NPC allows for players to learn the emote skill - -001-1.gat,30,45,0 script Entertainer 165,{ - set @EMOTE_SKILL, 1; - if (getskilllv(@EMOTE_SKILL) > 0) goto L_Has; - - mes "[Entertainer]"; - mes "\"Yes how can I help you?\""; - menu - "What are those emotions above your head?", L_Learn, - "Nothing I guess", -; - close; - -L_Learn: - mes "[Entertainer]"; - mes "\"They are called emotes, I use them to express how I am feeling"; - mes "I can teach you to do them too\""; - menu - "Ok sure", L_Learn2, - "Why would I need to that", -; - close; - -L_Learn2: - setskill @EMOTE_SKILL, 1; - mes "[Entertainer]"; - 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; - -L_Has: - mes "[Entertainer]"; - mes "\"The entertainment life is a hard life...\" *sigh*"; - close; - - -OnTimer3000: - emotion rand(0,11); - setnpctimer 0; - -OnInit: - initnpctimer; - -} diff --git a/npc/001-1_Tulimshar/gossip.txt b/npc/001-1_Tulimshar/gossip.txt deleted file mode 100644 index 0deb42ae..00000000 --- a/npc/001-1_Tulimshar/gossip.txt +++ /dev/null @@ -1,80 +0,0 @@ -// NPC to provide hints on progression of linear quest chain in Tulimshar - -001-1.gat,49,31,0 script Gladys 154,{ - mes "[Gladys, Town Gossip]"; - mes "\"Hello deary! I hear some of the most fascinating rumors and bits of news. I just heard a bit more today!\""; - mes "\"Would you like me to let you in on the good stuff?\""; - menu - "Sure!", L_Yes, - "No thanks.", L_No; - -L_Yes: - if (TMW_Quest >=40) goto L_Ferry; - if (TMW_Quest >=12) goto L_Desert; - if (TMW_Quest >=10) goto L_Sandra; - if (TMW_Quest >=8) goto L_Vinc; - if (TMW_Quest >=6) goto L_Sarah; - if (TMW_Quest >=4) goto L_Mik; - if (TMW_Quest <1) goto L_Intro; - -L_No: - mes "[Gladys, Town Gossip]"; - mes "\"Very well. Come back whenever you like. I am always getting juicy bits of news!\""; - close; - -L_Intro: - mes "[Gladys, Town Gossip]"; - mes "\"Have you met our lovely guard captain yet? He usually keeps a post just outside the gates where he can keep an eye on things. He likes to talk to new adventurers too.\""; - next; - mes "Gladys, Town Gossip]"; - mes "\"I also overheard some of the children in the square talking today. I think they are having trouble with some of their chores. Kids these days...\""; - next; - mes "The old lady trails off and starts muttering to herself about hills and snow. Perhaps it's best to leave her alone for now."; - close; - -L_Mik: - mes "[Gladys, Town Gossip]"; - mes "\"That nice young boy Bernard gave me some of the soup you helped him make. It was lovely!\""; - next; - mes "[Gladys, Town Gossip]"; - mes "\"One of the ladies in my quilting club mentioned giving a task to her grandson. I have my doubts about whether he ever finished it...\""; - close; - -L_Sarah: - mes "[Gladys, Town Gossip]"; - mes "\"Ethel, the lady in my quilting club, told me you helped her grandson with his chore. That was awfully nice of you!\""; - next; - mes "[Gladys, Town Gossip]"; - mes "\"Do you believe what parents will let their kids do these days?! I heard about this girl at the far side of town who does nothing but eat sweets all day! Honestly, what is the world coming to?\""; - close; - -L_Vinc: - mes "[Gladys, Town Gossip]"; - mes "\"I just got news of an exciting new business opportunity! There's supposed to be a new entrepreneur in town somewhere making toys. You should get in on the ground floor!\""; - close; - -L_Sandra: - mes "[Gladys, Town Gossip]"; - mes "\"How's that toy business working out? Pretty good tip, huh?\""; - next; - mes "[Gladys, Town Gossip]"; - mes "\"I've been hearing reports of you all over town! I think there's only one little girl you haven't assisted, but she's a strange one...always messing about with bugs. Yuck!\""; - close; - -L_Desert: - if (Sex == 0) set @person$, "gal"; - if (Sex == 1) set @person$, "guy"; - - mes "[Gladys, Town Gossip]"; - mes "\"Well, if it isn't " + strcharinfo(0) + "! Our local hero and supernice " + @person$ + ".\""; - mes "\"The whole town is buzzing about you now!\""; - 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; - -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; -} diff --git a/npc/001-1_Tulimshar/guards.txt b/npc/001-1_Tulimshar/guards.txt deleted file mode 100644 index 1cffa515..00000000 --- a/npc/001-1_Tulimshar/guards.txt +++ /dev/null @@ -1,86 +0,0 @@ -// - -001-1.gat,48,79,0 script Ekinu 104,{ - mes "[Ekinu the Town Guard]"; - mes "\"What a disaster... I can't believe that we managed to rebuild the town so fast, though.\""; - next; - menu "Can you give me any tips?", L_Tip, - "Do you have information?", L_Info, - "What disaster?", L_disaster; - -L_Tip: - set @TEMP,rand(7); - if(@TEMP == 0) goto L_0; - if(@TEMP == 1) goto L_1; - if(@TEMP == 2) goto L_2; - if(@TEMP == 3) goto L_3; - if(@TEMP == 4) goto L_4; - if(@TEMP == 5) goto L_5; - if(@TEMP == 6) goto L_6; -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; -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; -L_3: - mes "[Ekinu the Town Guard]"; - mes "\"When in a dungeon, monsters are more aggressive than if they were outside.\""; - close; -L_4: - mes "[Ekinu the Town Guard]"; - mes "\"When gambling for money in casinos, make sure you have enough emergency money.\""; - close; -L_5: - mes "[Ekinu the Town Guard]"; - mes "\"Never underestimate the enemy.\""; - close; -L_6: - mes "[Ekinu the Town Guard]"; - mes "\"When fighting more than one enemy, try to focus on one at a time.\""; - 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; - -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; - -L_disaster: - mes "[Ekinu the Town Guard]"; - mes "\"What do you mean, `what disaster'? Weren't you there? That huge huge volcano ex...rusion... whatever they call it, and the earthquake!\""; - next; - - mes "[Ekinu the Town Guard]"; - mes "\"Half the town was reduced to rubble! Somehow, no-one was seriously injured though, so I guess we were lucky...\""; - next; - - mes "[Ekinu the Town Guard]"; - mes "\"Well, the mayor rebuilt everything quickly, but I have no idea where he got the GP from...\""; - close; -} - -001-1.gat,40,79,0 script Ryan 104,{ - - if (getskilllv(SKILL_MAGIC)) goto L_message; - - mes "[Ryan the Town Guard]"; - mes "ZzzZzzZ..."; - next; - mes "[Ryan the Town Guard]"; - mes "\"Hmmmmmmh...?"; - mes "Oh, I wasn't sleeping, I was just resting my eyes!\""; - close; - -L_message: - mes "[Ryan the Town Guard]"; - mes "\" Watch out for Black Scorpions. They are extremely dangerous.\""; - next; - mes "\"Whenever one approaches the town gate, Ekinu has me run shouting '" + getspellinvocation("aggravate") + "'. Somehow this distracts it so Ekinu can kill it.\""; - close; -} diff --git a/npc/001-1_Tulimshar/guide.txt b/npc/001-1_Tulimshar/guide.txt deleted file mode 100644 index d00a2a6f..00000000 --- a/npc/001-1_Tulimshar/guide.txt +++ /dev/null @@ -1,185 +0,0 @@ -// - -001-1.gat,32,27,0 script Ian 102,4,4,{ - // This line is only relevant for players, who started before the timestamp was introduced. - // Set the graduation cap flag at the right position. - // It is a bugfix - if ((TUT_var < 4) && (TUT_var & 2)) set FLAGS, FLAGS|FLAG_GOT_GRADUATIONCAP; - - if ((TUT_var != 0) && !(FLAGS & FLAG_GOT_GRADUATIONCAP) && BaseLevel >= 10) callsub S_Grad; - mes "[Ian the Guide]"; - mes "\"Would you like to know about something?\""; - next; - -L_Menu_A: - menu "Fighting", L_Fight, - "Items", L_Items, - "Monsters", L_Monster, - "Stylist", L_Style, - "Quests", L_Quests, - "NPCs", L_NPC, - "Commands", L_Comm, - "Attributes", L_Stats, - "Magic", L_Magic, - "Quick Keys", L_Key, - "Laws", L_Laws, - "I know everything!", L_Know; - close; - -L_Fight: - mes "[Ian the Guide]"; - mes "\"People live in this world by living off of monsters."; - mes "You can fight monsters and even players by hitting the [CTRL] key, or left mouse click.\""; - next; - mes "[Ian the Guide]"; - mes "\"If you get tired of pressing the key too much, you can also type [SHIFT]+[CTRL]."; - mes "This will make your character attack continuously for the time you are inactive.\""; - next; - goto L_Menu_A; - -L_Items: - mes "[Ian the Guide]"; - mes "\"There are three types of items."; - mes "They can be Consumables, Equipment, or Miscellaneous\""; - next; - mes "[Ian the Guide]"; - mes "\"Consumable items such as Potions, can be used only once."; - mes "After use, they will disappear from your inventory.\""; - next; - mes "[Ian the Guide]"; - mes "\"Equipment items like Armors, Weapons, Accessories"; - mes "can be equipped for fashionable purposes or to raise your status.\""; - next; - mes "[Ian the Guide]"; - mes "\"Miscellaneous items such as maggot slime, are used"; - mes "in creating other items, or just to trade and sell.\""; - next; - goto L_Menu_A; - -L_Monster: - mes "[Ian the Guide]"; - mes "\"In every world, there are beasts. Monsters can be found almost anywhere!~"; - mes "To fight them, please read [Fighting] if you do not know how.\""; - next; - mes "\"There a several types of monsters, Aggressive, Neutral, and Assistants.\""; - next; - mes "[Ian the Guide]"; - mes "\"Aggressive monsters know that they are always in danger"; - mes "so therefore they always keep their guard up,"; - mes "making them attack anybody in sight.\""; - next; - mes "[Ian the Guide]"; - mes "\"Neutral monsters tend to just lounge around until attacked."; - mes "They will leave everything alone unless they are threatened.\""; - next; - mes "[Ian the Guide]"; - mes "\"Assistants are monsters who help each other."; - mes "You should always check how many are around you before attacking a single one!\""; - next; - goto L_Menu_A; - -L_Style: - mes "[Ian the Guide]"; - mes "\"The stylist NPCs will cut and perm your hair!"; - mes "They are known for their hair growth formula\""; - next; - goto L_Menu_A; - -L_Quests: - mes "[Ian the Guide]"; - mes "\"There are people in the world in need of help!"; - mes "Most of these people aren't afraid to give rewards to those who help them."; - mes "So be nice and help people along the way!\""; - next; - mes "[Ian the Guide]"; - mes "\"If you are looking for a place to get started, I heard that the guard captain just outside the gates is looking for help.\""; - next; - goto L_Menu_A; - -L_NPC: - mes "[Ian the Guide]"; - mes "\"NPCs [Non Playable Characters] are people who are always in the game,"; - mes "tending to many varieties of services from just chatting to helping others.\""; - next; - goto L_Menu_A; - -L_Comm: - mes "[Ian the Guide]"; - mes "\"/clear clears the text box.\""; - mes "\"/help displays the client commands (ones starting with a /) in the chat box.\""; - mes "\"/whisper [name] allows you to message someone privately.\""; - mes "\"/who displays the current number of online users.\""; - mes "\"/where displays the current map's name.\""; - next; - goto L_Menu_A; - -L_Stats: - mes "[Ian the Guide]"; - mes "\"People vary greatly by how much strength, agility, dexterity, intelligence, vitality, and luck they have.\""; - next; - mes "[Ian the Guide]"; - mes "\"Strength helps you carry items, and it also allows you to hit harder-- but it is not too helpful if you focus on missile weapons."; - mes "More agility allows you to attack faster, and to dodge attacks more easily."; - mes "Your dexterity determines how likely you are to hit a monster, and how effective you are with missile weapons.\""; - next; - mes "[Ian the Guide]"; - mes "\"Vitality determines how resistant to injuries you are, and how much damage you can take before you die."; - mes "Intelligence is useful for alchemy and magic, but there are few opportunities for either at the moment."; - mes "Luck determines many small things, including the likelihood of both recieving and dealing critical hits\""; - next; - mes "[Ian the Guide]"; - mes "\"I recommend that you practice your dexterity, since some of the more dangerous monsters are very hard to hit otherwise."; - mes "Don't bother trying to work on your luck, and your intelligence is probably not something anyone cares about either.\""; - next; - goto L_Menu_A; - -L_Magic: - mes "[Ian the Guide]"; - mes "\"In decades past, there was a Mana Seed south of Tulimshar, from which people could draw magical energies. Unfortunately, the seed is gone."; - mes "However, I've overheard the bard mentioning something about this recently... if you are interested in magic, try talking to him!\""; - next; - goto L_Menu_A; - -L_Key: - mes "[Ian the Guide]"; - mes "\"There are many key combinations, press F1 for a short list of them!\""; - next; - goto L_Menu_A; - -L_Laws: - mes "[Ian the Guide]"; - mes "\"The constable can help you with them.\""; - next; - goto L_Menu_A; - -L_Know: - mes "[Ian the Guide]"; - mes "\"Lost? Confused? Want to know why you can't get past a quest, overcome an NPC or find an item? Check http://wiki.themanaworld.org for player hints, walkthroughs, item lists and more!\""; - next; - mes "\"But remember, the game isn't fun when you already know what to do. Use it well or you will lose interest in playing The Mana World! Please help by reporting anything that is unclear, outdated or that needs to be seen on our forums at http://forums.themanaworld.org.\""; - close; - -S_Grad: - getinventorylist; - if (@inventorylist_count == 100) goto L_TooMany; - mes "[Ian the Guide]"; - mes "\"Hey, you've been doing good, let me give you this.\""; - - getitem "GraduationCap", 1; - set FLAGS, FLAGS | FLAG_GOT_GRADUATIONCAP; - next; - - return; - -L_TooMany: - mes "[Ian the Guide]"; - mes "\"I wanted to give you something, but you don't have room for it.\""; - next; - return; - -OnTouch: - if (TUT_var != 0) close; - callfunc "GameRules"; - mes "Ian, the trainer, can help you get to know the game."; - close; -} diff --git a/npc/001-1_Tulimshar/luca.txt b/npc/001-1_Tulimshar/luca.txt deleted file mode 100644 index f8f51f63..00000000 --- a/npc/001-1_Tulimshar/luca.txt +++ /dev/null @@ -1,451 +0,0 @@ -// - -001-1.gat,108,55,0 script Luca 102,{ - - set @EXP_BRAWLING, 2000; - - if (BaseLevel >= 35) - goto L_teach; - - if (BaseLevel >= 25) - goto L_teach_soon; - - mes "[Luca the Hunter]"; - mes "\"Ouch! It hurts, this wound I got from battle.\""; - next; - menu "Tell me about it",L_Exp,"Nevermind",L_Nev; - -L_Exp: - mes "[Luca the Hunter]"; - mes "\"I was just coming back from a long journey. I ran into a group of scorpions and started fighting them for experience.\""; - next; - mes "[Luca the Hunter]"; - mes "\"Then, out of a cave came a BLACK one! I had NEVER seen it before!\""; - next; - mes "[Luca the Hunter]"; - mes "\"Luckily i had a camera with me! Here's a picture of it... Let me find it, I put it in my pocket somewhere...\""; - next; - mes "[Luca the Hunter]"; - mes "\"Oh man! My pockets have been ripped clean off!\""; - close; - -L_Nev: - mes "[Luca the Hunter]"; - mes "\"Hmpf!\""; - 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; - -L_teach: - if (getskilllv(SKILL_POOL)) - goto L_teachmore; - - mes "[Luca the Hunter]"; - mes "\"Hey there! You've become quite the adventurer, haven't you? I think it's time that someone taught you some basic skills.\""; - next; - mes "[Luca the Hunter]"; - mes "\"If you want, I can help with that!\""; - next; - menu - "Sure, that sounds fun!", -, - "I'm not interested.", L_Nev; - - mes "[Luca the Hunter]"; - mes "\"All right! It's not all that easy, though. First you have to learn how to focus. That's because you can learn many skills, but you can't focus on all of them all the time.\""; - next; - - mes "[Luca the Hunter]"; - mes "\"When you can do that, you can learn some real skills, and when you know them, you can come back to me to tell me which ones you want to focus on. Deal?\""; - next; - - menu - "Yeah!", L_teach0_follow, - "Certainly!", L_teach0_follow, - "Wait... what do you mean?", -, - "Please explain some more.", -, - "No.", L_Nev; - - callsub S_explain; - -L_teach0_follow: - mes "[Luca the Hunter]"; - mes "\"Great! Now, before I can give you that skill, I have to make sure that those stories about you are all true and that you really are experienced enough.\""; - next; - mes "[Luca the Hunter]"; - mes "\"So I'm going to ask you some easy questions.\""; - next; - - mes "[Luca the Hunter]"; - mes "\"First, who is the man who guards the entrance to the old Tulimshar underground arena?\""; - next; - input @answer$; - if (@answer$ != "Phaet" && @answer$ != "phaet") - goto L_wronganswer; - - mes "[Luca the Hunter]"; - mes "\"Good. Next, what's the name of the pipe-smoker who lives on top of Lore Mountain and makes leathery goods there?\""; - next; - input @answer$; - if (@answer$ != "Pachua" && @answer$ != "pachua") - goto L_wronganswer; - - mes "[Luca the Hunter]"; - mes "\"Great! One more: Who was the adventurer who built Dimond's Cove for Dimond?\""; - next; - input @answer$; - if (@answer$ != "Merlin" && @answer$ != "merlin") - goto L_wronganswer; - - - mes "[Luca the Hunter]"; - mes "Luca laughs in excitement."; - mes "\"All right! You're the real thing, my friend!\""; - next; - - mes "[Luca the Hunter]"; - mes "\"Now stand over there. This should only take a second...\""; - mes "He takes off a pendant he is wearing and holds it up."; - next; - - mes "[Luca the Hunter]"; - mes "\"See that fang at the end of the chain? Keep staring at it at it.\""; - next; - - mes "[Luca the Hunter]"; - mes "He starts swinging the pendant back and forth."; - mes "\"And whatever you do, don't blink. Don't look away, and don't blink.\""; - next; - - mes "[Luca the Hunter]"; - mes "The world slows down around you as you focus on the pendant going back..."; - next; - - mes "and forth..."; - next; - - mes "and back..."; - next; - - mes "and forth..."; - next; - - mes "and back..."; - next; - - mes "and..."; - next; - - mes "You feel relaxed."; - next; - - mes "[Luca the Hunter]"; - mes "\"... still there?\""; - mes "You hear the sound of fingers snapping. Why would someone do that on such a calm day?"; - next; - - mes "[Luca the Hunter]"; - mes "\"Oh, good... I think it worked. Nice job!\""; - mes "He grins."; - mes "[You gain 10,000 experience points]"; - mes "[You learned Skill Focus]"; - setskill SKILL_POOL, 1; - getexp 10000, 0; - next; - - goto L_teachmore2; - - 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; - -S_explain: - mes "[Luca the Hunter]"; - mes "\"Alright, what do you want to know?\""; - next; -S_explain_loop: - menu - "What's skill focus?", L_explain_focus, - "What skills are there?", L_explain_skills, - "How do skills work?", L_explain_work, - "Thanks, I think I got it!", -; - return; - -L_explain_focus: - mes "[Luca the Hunter]"; - mes "\"Well, you can learn many, many skills. But you can't really use all of them at once, not even old Auldsbels' head is big enough for that! So you have to focus.\""; - next; - mes "[Luca the Hunter]"; - mes "\"But you can change that focus whenever you want. It works like this: You come to me, you tell me what you want to focus on, and we do exercises until it's stuck in your head.\""; - next; - mes "[Luca the Hunter]"; - mes "\"If there's not enough space in your head, you'll first have to stop thinking about some other thing. There's an exercise I learned to do that, so when you talk to me you can just let me know what you want to forget.\""; - next; - mes "[Luca the Hunter]"; - if (getskilllv(SKILL_POOL) == 0) - mes "\"Right now you can't focus on anything yet, so I'll first have to teach you a simple skill to keep your focus.\""; - if (getskilllv(SKILL_POOL) == 1) - mes "\"Right now you can only focus on one thing at a time. So if you want to change, you have to forget whatever else you've focused on.\""; - if (getskilllv(SKILL_POOL) > 1) - mes "\"You can focus on " + getskilllv(SKILL_POOL) + " skills right now.\""; - next; - mes "[Luca the Hunter]"; - mes "\"You can come back to me to focus or unfocus whenever you want, I'm here all day.\""; - next; - mes "\"For unfocusing you need to bring a potion; a special potion. That potion is not the easiest to get, but I am sure you are able to.\""; - next; - goto S_explain_loop; - -L_explain_skills: - mes "[Luca the Hunter]"; - mes "\"Well, I don't really know... lots, I think. I can teach you brawling, which is good when you've run out of arrows or don't have a weapon around.\""; - next; - mes "[Luca the Hunter]"; - mes "\"But there's other skills around. Some mages need special skills to concentrate, so ask around in that crowd, if that's your thing.\""; - next; - mes "[Luca the Hunter]"; - mes "\"I've also heard that there is someone in Hurnscald who can help you make your body more resistant against some things. But body and mind belong together, so you probably have to focus for that, too.\""; - next; - mes "[Luca the Hunter]"; - mes "\"Other than that, just ask around! There have to be some people who can teach you something...\""; - next; - goto S_explain_loop; - -L_explain_work: - mes "[Luca the Hunter]"; - mes "\"Well, skills allow you to be better in some things, or just to do what you couldn't do without them. When you've learned a skill and are focusing on it, then it affects what you do.\""; - next; - mes "[Luca the Hunter]"; - mes "\"Now, when you start out with a skill, you won't be very good at it yet. But if you keep practicing you'll learn how to get better.\""; - next; - mes "[Luca the Hunter]"; - mes "\"My old teacher always called that getting `skill points' and that you can see them with [F5], whoever that is.\""; - next; - //TODO: - //mes "[Luca the Hunter]"; - //mes "\"She also said that with this [F5] thing you can get better at those skills, and that it costs you as many skill points as the level you want to go to.\""; - //next; - mes "[Luca the Hunter]"; - mes "\"She always would have one cactus poition too many... but she was an amazing teacher.\""; - mes "He nods emphatically."; - next; - goto S_explain_loop; - -L_teachmore: - mes "[Luca the Hunter]"; - mes "\"Good to see you again!\""; - next; - -L_teachmore2: - setarray @choices, 0,0,0,0,0; - setarray @choice$, "", "", "", "", ""; - set @choice_nr, 0; - - set @C_focus, 1; - set @C_unfocus, 2; - set @C_teachbrawling, 3; - set @C_teachnothing, 4; - set @C_explainagain, 5; - set @C_nvm, 6; - set @C_focusoverview, 7; - - getactivatedpoolskilllist; - if (!((getskilllv(SKILL_POOL) - @skilllist_count) > 0)) goto L_teachmore2_nof; - getunactivatedpoolskilllist; - if (@skilllist_count == 0) goto L_teachmore2_nof; - set @choices[@choice_nr], @C_focus; - set @choice$[@choice_nr], "I would like to focus."; - set @choice_nr, @choice_nr + 1; -L_teachmore2_nof: - - getactivatedpoolskilllist; - if (@skilllist_count == 0) goto L_teachmore2_nounf; - set @choices[@choice_nr], @C_unfocus; - set @choice$[@choice_nr], "I would like to unfocus."; - set @choice_nr, @choice_nr + 1; -L_teachmore2_nounf: - - if (!(getskilllv(SKILL_BRAWLING))) - set @choices[@choice_nr], @C_teachbrawling; - if (getskilllv(SKILL_BRAWLING)) - set @choices[@choice_nr], @C_teachnothing; - set @choice$[@choice_nr], "Can you teach me a skill?"; - set @choice_nr, @choice_nr + 1; - - set @choices[@choice_nr], @C_explainagain; - set @choice$[@choice_nr], "Can you explain skills again?"; - set @choice_nr, @choice_nr + 1; - - if (!(getskilllv(SKILL_POOL))) goto L_teachmore2_noovv; - set @choices[@choice_nr], @C_focusoverview; - set @choice$[@choice_nr], "Can you tell me what skills I'm currently focused on?"; - set @choice_nr, @choice_nr + 1; -L_teachmore2_noovv: - - set @choices[@choice_nr], @C_nvm; - set @choice$[@choice_nr], "I'm done for now, thanks!"; - set @choice_nr, @choice_nr + 1; - - menu - @choice$[0],-, - @choice$[1],-, - @choice$[2],-, - @choice$[3],-, - @choice$[4],-; - - set @menu, @menu - 1; - if (@choices[@menu] == 0) 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; - -L_teachmore_explain: - callsub S_explain; - goto L_teachmore2; - -L_focus: - getunactivatedpoolskilllist; - set @skilllist_id[@skilllist_count], 0; - set @skilllist_name$[@skilllist_count], "Nevermind"; - menu - @skilllist_name$[0], -, - @skilllist_name$[1], -, - @skilllist_name$[2], -, - @skilllist_name$[3], -, - @skilllist_name$[4], -, - @skilllist_name$[5], -, - @skilllist_name$[6], -, - @skilllist_name$[7], -; - - set @menu, @menu - 1; - if (@skilllist_id[@menu] == 0) - goto L_teachmore2; - - poolskill @skilllist_id[@menu]; - goto L_teachmore2; - -L_unfocus: - if (countitem("DementiaPotion") > 0) - goto L_unfocus_menu; - - if (MAGIG_FLAGS & MFLAG_KNOWS_UNFOCUS_RECIPE) - goto L_nopotion; - - mes "[Luca the Hunter]"; - mes "\"Unfocusing is one of the harder parts though, because it is sunk in. You see?\""; - next; - mes "\"So to remove that mental focus we will need a special potion.\""; - next; - mes "\"Maybe you should consult some very skilled alchemists.\""; - next; - mes "\"Ah yes, of course you will need a recipe. Although the alchemist usually knows it.\""; - next; - mes "\"The potion is called Grimace of Dementia. So the alchemist will know for sure.\""; - set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_UNFOCUS_RECIPE; - menu - "Ok, I will get a Grimace of Dementia potion", -, - "Alright, be right back!", -; - close; - -L_nopotion: - mes "[Luca the Hunter]"; - mes "\"Hey, you really need that dementia potion for unfocusing.\""; - next; - mes "\"Come back when you've found a suitable alchemist who can mix such a potion.\""; - next; - goto L_teachmore2; - -L_unfocus_menu: - mes "[Luca the Hunter]"; - mes "\"Ahh, I see you have a dementia potion.\""; - next; - mes "\"What skill would you like to unfocus?\""; - - getactivatedpoolskilllist; - - set @skilllist_id[@skilllist_count], 0; - set @skilllist_name$[@skilllist_count], "Nevermind"; - menu - @skilllist_name$[0], -, - @skilllist_name$[1], -, - @skilllist_name$[2], -, - @skilllist_name$[3], -, - @skilllist_name$[4], -, - @skilllist_name$[5], -, - @skilllist_name$[6], -, - @skilllist_name$[7], -; - - set @menu, @menu - 1; - if (@skilllist_id[@menu] == 0) - goto L_teachmore2; - - if (countitem("DementiaPotion") == 0) goto L_nopotion; - delitem "DementiaPotion", 1; - - unpoolskill @skilllist_id[@menu]; - close; - -L_focus_overview: - getactivatedpoolskilllist; - - if (@skilllist_count != 0) - goto L_focus_overview1; - mes "[Luca the Hunter]"; - mes "\"You aren't focused on a skill at the moment.\""; - next; - goto L_teachmore2; -L_focus_overview1: - mes "[Luca the Hunter]"; - set @message$, "\"At the moment you are focused on "; -L_focus_overview2: - set @skilllist_count, @skilllist_count-1; - set @message$, @message$ + @skilllist_name$[@skilllist_count]; - if (@skilllist_count == 0) - goto L_focus_overview3; - set @message$, @message$ + ", "; - goto L_focus_overview2; -L_focus_overview3: - set @message$, @message$ + ".\""; - mes @message$; - next; - goto L_teachmore2; - -L_teach_brawling: - mes "[Luca the Hunter]"; - mes "\"Well, yes, I can teach you brawling. It's a nice thing, if you have nothing left but your hands to defend yourself.\""; - next; - mes "He is laughing."; - mes "\"And is handy, if some sapling starts getting naughty.\""; - next; - mes "He raises his hands in front of his face and clenches his fists."; - mes "\"Ok, let's go! Hold your hands like this.\""; - next; - mes "......."; - next; - mes "Some bruises later."; - mes "\"Great! I think, you got it.\""; - next; - set @SUP_id, SKILL_BRAWLING; - set @SUP_lvl, 1; - set @SUP_name$, "Brawling"; - set @SUP_xp, @EXP_BRAWLING; - callfunc "SkillUp"; - close; - -L_teach_nothing: - mes "[Luca the Hunter]"; - mes "\"I was able to teach you brawling. For other professions you should visit someone else.\""; - next; - 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; -} diff --git a/npc/001-1_Tulimshar/mapflags.txt b/npc/001-1_Tulimshar/mapflags.txt deleted file mode 100644 index ba066398..00000000 --- a/npc/001-1_Tulimshar/mapflags.txt +++ /dev/null @@ -1,2 +0,0 @@ -001-1.gat mapflag no_player_drops -001-1.gat mapflag town diff --git a/npc/001-1_Tulimshar/merchant.txt b/npc/001-1_Tulimshar/merchant.txt deleted file mode 100644 index a664e74a..00000000 --- a/npc/001-1_Tulimshar/merchant.txt +++ /dev/null @@ -1,3 +0,0 @@ -// - -001-1.gat,39,52,0 shop Neko 101,501:50,502:60,1201:100,522:300,521:1000,656:250,1202:1000,523:8000,603:-1,724:3000,735:-1 diff --git a/npc/001-1_Tulimshar/mikhail.txt b/npc/001-1_Tulimshar/mikhail.txt deleted file mode 100644 index 6514c07d..00000000 --- a/npc/001-1_Tulimshar/mikhail.txt +++ /dev/null @@ -1,68 +0,0 @@ -// - -001-1.gat,50,46,0 script Mikhail 120, { - if (TMW_Quest >= 6) goto L_Done; - if (TMW_Quest == 5) goto L_Progress; - if (TMW_Quest == 4) goto L_Start; - if (TMW_Quest < 4) goto L_Convince_Mikhail_First; - - // If this happens, something is wrong with the above case handling. - mes "Mikhail looks confused."; - close; - -L_Convince_Mikhail_First: - mes "[Mikhail]"; - mes "\"Hello...\""; - mes ""; - mes "It seems that the boy would like to say more, but does not dare to open up to you. Maybe you should help someone else first, so that he sees your intentions are good."; - close; - -L_Start: - mes "[Mikhail]"; - mes "\"My grandma sent me to get five [Maggot Slime]s from the maggots in the desert, but they scare me so bad!\""; - next; - mes "\"You look like a nice person. Would you go get them for me?\""; - menu - "Of course, I'll go get them for you.", L_accept, - "I've got other things to do right now.", L_close; - close; - -L_close: - close; - -L_accept: - mes "[Mikhail]"; - mes "\"Thank you so much! I'll wait for you here.\""; - set TMW_Quest, 5; - close; - -L_Progress: - mes "[Mikhail]"; - mes "\"Did you bring me the five [Maggot Slime]s i need?\""; - next; - menu - "Yes, here they are, kiddo!", L_try, - "Not yet, but I'll be back soon.", L_close; - close; - -L_try: - if countitem("MaggotSlime") >= 5 goto L_get; - mes "[Mikhail]"; - mes "\"It doesn't look like you have them all...\""; - close; - -L_get: - delitem "MaggotSlime", 5; - set TMW_Quest, 6; - mes "[Mikhail]"; - mes "\"Ooh! Thank you so much! I can get back to my grandma now!\""; - next; - getexp 100, 0; - mes "You get 100 xp."; - close; - -L_Done: - mes "[Mikhail]"; - mes "\"Thanks again for helping me get those [Maggot Slime]s!\""; - close; -} diff --git a/npc/001-1_Tulimshar/monster_guide.txt b/npc/001-1_Tulimshar/monster_guide.txt deleted file mode 100644 index 697dc38e..00000000 --- a/npc/001-1_Tulimshar/monster_guide.txt +++ /dev/null @@ -1,37 +0,0 @@ -// - -001-1.gat,48,52,0 script Aidan 102,{ - if(MPQUEST == 0) goto Register; - mes "[Aidan the Monster Guide]"; - mes "You currently have " +Mobpt+ " Monster Points. These points are acquired while killing monsters"; - close; -Register: - mes "[Aidan the Monster Guide]"; - mes "Oh my, you don't seem to be registered as a Quest Participant. Would you like to register?"; - next; -Choice: - menu "Register",L_R,"Not at the moment",L_N,"Information",L_I; -L_R: - mes "[Aidan the Monster Guide]"; - mes "Give me a second to look over your paperwork."; - next; - mes "[Monster Guide]"; - mes "Well, looks like you qualify!"; - mes "Welcome to the questing world!"; - set MPQUEST,1; - close; -L_N: - mes "[Aidan the Monster Guide]"; - mes "Very well, you don't know what you're missing."; - close; -L_I: - mes "[Aidan the Monster Guide]"; - mes "Here in The Mana World, there are certain rewards for your vanquishing of foes."; - mes "For example, there are Monster Points; every monster you kill has a certain amount of points that get added to your account."; - mes "The more points you have, the more expensive things you can buy using them."; - next; - mes "[Monster Guide]"; - mes "So whaddaya say, sign up won't you?"; - next; - goto Choice; -} diff --git a/npc/001-1_Tulimshar/rewards_master.txt b/npc/001-1_Tulimshar/rewards_master.txt deleted file mode 100644 index 028b24c1..00000000 --- a/npc/001-1_Tulimshar/rewards_master.txt +++ /dev/null @@ -1,141 +0,0 @@ -// - -001-1.gat,50,53,0 script Ishi 106,{ - if (MPQUEST == 0) goto L_Register; - if (tvis == 0) set tvis, 1; - if (Mobpt < tvis) goto L_NotEnough; - - setarray @Items$, "AppleCake", "Arrow", "Beer", "Boots", "BugLeg", "CactusDrink", "CactusPotion", "Cake", "Candy", "CasinoCoins", "CherryCake", "ChickenLeg", "ChocolateBar", "ChocolateCake", "CottonBoots", "CottonCloth", "CottonShirt", "CottonShorts", "FancyHat", "GreenApple", "HardSpike", "IronOre", "Lifestone", "LightBlueDye", "MaggotSlime", "Milk", "Orange", "OrangeCake", "OrangeCupcake", "PinkPetal", "PileOfAsh", "PinkAntenna", "PoltergeistPowder", "RawLog", "RedApple", "RedDye", "ScorpionStinger", "SerfHat", "SmallHealingPotion", "SmallMushroom", "SnakeSkin", "SpectrePowder", "Steak", "TinyHealingPotion", "WhiteCake", "WhiteFur", "WispPowder", "YellowDye", "Coal"; - - mes "[Ishi the Rewards Master]"; - mes "\"Welcome! I see you have " + Mobpt + " Monster Points. Would you like to exchange some of those for items?\""; - next; - - set @i, 0; - setarray @Menu$, "", "", "", "", "", "", "", "", "", "", "", ""; - callsub SUB_prep_menu; - - menu - @Menu$[0], -, - @Menu$[1], -, - @Menu$[2], -, - @Menu$[3], -, - @Menu$[4], -, - @Menu$[5], -, - @Menu$[6], -, - @Menu$[7], -, - @Menu$[8], -, - @Menu$[9], -, - @Menu$[10], -, - @Menu$[11], -; - - // this is for the last entry "No thanks": - if (@menu > @i) close; - // this is for the "Give all" entry: - if (@menu == 11) goto L_Give_all; - - set @req, @menu; - set @rec, 0; - -L_Item_Loop: - if (@rec == @req || Mobpt < tvis) goto L_Item_Done; - - callsub SUB_give_item; - set @rec, @rec + 1; - goto L_Item_Loop; - -L_Item_Done: - if (@rec < @req) mes "It looks like your Monster Points were over estimated."; - 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; - -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; - - - -L_Give_all: - // we need to count how many loop iterations are done there, - // since the server complains about more than 250 (70 according to Jaxad0127) - // gotos without interrupting next statement. - set @gotocounter, 50; - -L_Give_all_loop: - set @gotocounter, @gotocounter - 1; - if (@gotocounter < 1) goto L_Give_all_next; - set @itemgiveerror, 0; - callsub SUB_give_item; - if (@itemgiveerror != 0) goto L_Give_all_done; - goto L_Give_all_loop; - -L_Give_all_next: - next; - mes "[Ishi the Rewards Master]"; - 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; - -L_Give_all_done: - close; - -////////////////////////////////////////////////// -// Subroutines -////////////////////////////////////////////////// - -SUB_prep_menu: - set @pts, Mobpt; - set @dif, tvis; - -L_Menu_Loop: - if (@pts < @dif || @i == 10) goto L_Menu_Check; - - set @Menu$[@i], @i + 1; - - set @i, @i + 1; - set @pts, @pts - @dif; - set @dif, @dif + 1; - - goto L_Menu_Loop; - -L_Menu_Check: - // if we are able to give 10, we can enable the option to give all we can have - if (@i != 10) goto L_Menu_Done; - set @Menu$[@i], "Please give me as many as I deserve!"; - set @i, @i + 1; - -L_Menu_Done: - set @Menu$[@i], "No thanks"; - return; - -SUB_give_item: - set @itemgiveerror, 0; - getinventorylist; - if (@inventorylist_count == 100) goto SUB_give_noinv; - if (Mobpt < tvis) goto SUB_give_nomobpts; - set Mobpt, Mobpt - tvis; - set tvis, tvis + 1; - set @item$, @Items$[rand(getarraysize(@Items$))]; - - getitem @item$, 1; - - mes "You received one " + getitemname(@item$) + "!"; - return; - -SUB_give_noinv: - mes "Your inventory is full!"; - set @itemgiveerror, 1; - return; - -SUB_give_nomobpts: - mes "It looks like your Monster Points were over estimated."; - set @itemgiveerror, 1; - return; -} diff --git a/npc/001-1_Tulimshar/sandra.txt b/npc/001-1_Tulimshar/sandra.txt deleted file mode 100644 index 45b91ab3..00000000 --- a/npc/001-1_Tulimshar/sandra.txt +++ /dev/null @@ -1,109 +0,0 @@ -// - -001-1.gat,110,71,0 script Sandra 114,{ - if (TMW_Quest >= 12) goto L_Done; - if (TMW_Quest == 11) goto L_Progress; - if (TMW_Quest == 10) goto L_Start; - - mes "[Sandra]"; - mes "\"Hunting monsters for potion ingredients can sometimes be a difficult task. Maybe you could help me at some point.\""; - close; - -L_Start: - - set @TEMP, rand(4); - if(@TEMP == 0) goto L_Opening0; - if(@TEMP == 1) goto L_Opening1; - if(@TEMP == 2) goto L_Opening2; - if(@TEMP == 3) goto L_Opening3; - -L_Opening0: - mes "[Sandra]"; - mes "\"In the outskirts of Tulimshar, there are some scorpions... I need a favor, please help me! Will you?\""; - next; - goto L_Ask; - -L_Opening1: - mes "[Sandra]"; - mes "\"When you venture to the outskirts of Tulimshar, you can spot scorpions. Will you help me kill some?\""; - next; - goto L_Ask; - -L_Opening2: - mes "[Sandra]"; - mes "\"The [Scorpion Stinger] carries many properties used in potions. Would you get some for me?\""; - next; - goto L_Ask; - -L_Opening3: - mes "[Sandra]"; - mes "\"You look sturdy enough, will you help me get something?\""; - next; - goto L_Ask; - -L_Ask: - menu - "Yes.", L_Yes, - "No.", L_No; - -L_Yes: - set @TEMP, rand(3); - if(@TEMP == 0) goto L_Req0; - if(@TEMP == 1) goto L_Req1; - if(@TEMP == 2) goto L_Req2; - -L_Req0: - mes "[Sandra]"; - mes "\"I need 5 [Scorpion Stinger]s.\""; - next; - goto L_Set; - -L_Req1: - mes "[Sandra]"; - mes "\"I heard a while ago that stingers from scorpions can be used for medical purposes. I need you to help me get 5 [Scorpion Stinger]s.\""; - next; - goto L_Set; - -L_Req2: - mes "[Sandra]"; - mes "\"Bring me 5 [Scorpion Stinger]s. I'll give you something if you do!\""; - next; - goto L_Set; - -L_Set: - set TMW_Quest,11; - mes "[Sandra]"; - mes "\"Please get them for me!\""; - close; - -L_Progress: - if (countitem("ScorpionStinger") < 5) goto L_NotEnough; - mes "[Sandra]"; - mes "\"Excellent! You brought me 5 [Scorpion Stinger]s!\""; - getinventorylist; - if (@inventorylist_count + (countitem("ScorpionStinger") == 5) - (countitem("Arrow") == 0) > 99) goto L_TooMany; - delitem "ScorpionStinger", 5; - getitem "Bow", 1; - getitem "Arrow", 100; - set TMW_Quest, 12; - close; - -L_NotEnough: - mes "[Sandra]"; - mes "\"Please hurry and bring me 5 [Scorpion Stinger]s.\""; - close; - -L_Done: - mes "[Sandra]"; - mes "\"Thank you for all your help!\""; - close; - -L_No: - close; - -L_TooMany: - next; - mes "[Sandra]"; - mes "\"You don't have room for my reward. I'll wait until you do.\""; - close; -} diff --git a/npc/001-1_Tulimshar/sarah.txt b/npc/001-1_Tulimshar/sarah.txt deleted file mode 100644 index 7a109fa6..00000000 --- a/npc/001-1_Tulimshar/sarah.txt +++ /dev/null @@ -1,91 +0,0 @@ -// - -001-1.gat,137,78,0 script Sarah 106,{ - if (TMW_Quest >= 8) goto L_Done; - if (TMW_Quest == 7) goto L_Progress; - if (TMW_Quest == 6) goto L_Start; - if (TMW_Quest < 6) goto L_Convince_Sarah_First; - - // If this is shown, something is wrong with the above case handling. - mes "Sarah looks confused."; - close; - -L_Convince_Sarah_First: - mes "[Sarah]"; - mes "\"Boy, am I hungry or what!\""; - next; - mes "\"The girl suddenly looks at you suspiciously.\""; - next; - mes "\"My mommy says not to talk to strangers!\""; - close; - -L_Start: - - set @TEMP, rand(2); - if(@TEMP == 0) goto L_Opening0; - if(@TEMP == 1) goto L_Opening1; - -L_Opening0: - mes "[Sarah]"; - mes "\"[Cherry Cake] is the best!\""; - next; - goto L_Ask; - -L_Opening1: - mes "[Sarah]"; - mes "\"Mmm, [Cherry Cake]... I love it!\""; - next; - goto L_Ask; - -L_Ask: - mes "\"Can you bring me a piece of [Cherry Cake]? Pretty please?\""; - menu - "Yes.", L_Req0, - "No.", L_No; - -L_Req0: - mes "[Sarah]"; - mes "\"Yippee! Bring me a piece of [Cherry Cake], and I'll give you a nice hat!\""; - next; - goto L_Set; - -L_Set: - set TMW_Quest,7; - mes "[Sarah]"; - mes "\"Please bring it to me!\""; - close; - -L_Progress: - if (countitem("CherryCake") < 1) goto L_NotEnough; - mes "[Sarah]"; - mes "\"Whee!\""; - next; - mes "You brought me [Cherry Cake]! Here is your new hat, as promised.\""; - emotion 9; - getinventorylist; - if ((@inventorylist_count - (countitem("CherryCake") == 1)) > 99) goto L_TooMany; - delitem "CherryCake", 1; - getitem "serfhat", 1; - set TMW_Quest, 8; - close; - -L_NotEnough: - mes "[Sarah]"; - mes "\"Oh, I'm starving! Please bring me [Cherry Cake]!\""; - close; - -L_Done: - mes "[Sarah]"; - mes "\"It was so tasty, I can't eat anything more... Thank you!\""; - emotion 9; - close; - -L_No: - close; - -L_TooMany: - next; - mes "[Sarah]"; - mes "\"You don't have room for my reward. I'll wait until you do.\""; - close; -} diff --git a/npc/001-1_Tulimshar/soul-menhir.txt b/npc/001-1_Tulimshar/soul-menhir.txt deleted file mode 100644 index 00208932..00000000 --- a/npc/001-1_Tulimshar/soul-menhir.txt +++ /dev/null @@ -1,12 +0,0 @@ -// - -001-1.gat,38,69,0 script Soul Menhir 144, { - callfunc "ClearVariables"; - set @map$, "001-1.gat"; - setarray @Xs, 37, 38, 39, 37, 39, 37, 39; - setarray @Ys, 68, 68, 68, 69, 69, 70, 70; - set @x, 0; - set @y, 0; - callfunc "SoulMenhir"; - close; -} diff --git a/npc/001-1_Tulimshar/trader.txt b/npc/001-1_Tulimshar/trader.txt deleted file mode 100644 index b99a0250..00000000 --- a/npc/001-1_Tulimshar/trader.txt +++ /dev/null @@ -1,172 +0,0 @@ -// Teaches Trading skill -// Offers item conversion for non-magic users -// Updated by: TheKandiman -// Reviewed by: Wombat - -001-1.gat,57,33,0 script Trader 115,{ - set @TRADE_SKILL, 2; - set @Ironprice, 1000; - set @Sulphurprice, 1200; - set @Potionprice, 500; - if ((getskilllv(@TRADE_SKILL) > 0) - && baselevel >= 25) - goto L_Trade; - if (getskilllv(@TRADE_SKILL) > 0) goto L_Later; - - mes "[Trader]"; - mes "\"Hello. I came here to trade wares with the people of Tulimshar. Unfortunately for you, I've traded everything I had.\""; - next; - menu - "Oh. I'll go then.", -, - "You don't have anything?", L_More; - close; - -L_More: - mes "[Trader]"; - mes "\"No. I have nothing for you. Except...\""; - next; - menu - "Yes?", L_Except, - "Ok then.", -; - close; - -L_Except: - mes "[Trader]"; - mes "\"I could teach you how to trade. It'll cost you 5GP.\""; - next; - menu - "Sure.", L_Teach, - "No thank you.", -; - close; - -L_Teach: - if (zeny < 5) goto L_NotEnoughMoney; - set zeny, zeny - 5; - setskill @TRADE_SKILL, 1; - mes "[Trader]"; - mes "\"You can initiate trade with someone by right-clicking on them and choosing trade."; - mes "You'll both add the items and set the GP you're putting up then press propose trade."; - mes "After both parties have proposed their side, you can both review the trade, and then accept or reject by closing the window.\""; - next; - mes "[Trader]"; - mes "\"Items added to the trade cannot be removed, and so mistakes have to be dealt with by canceling the trade."; - mes "You need to press the change button to let the other person know about GP changes.\""; - next; - goto L_Later; - -L_Later: - mes "[Trader]"; - mes "\"Please feel free to check back later. I'm expecting a large shipment of goods to trade.\""; - close; - -L_Trade: - mes "[Trader]"; - mes "\"Welcome back! My shipment came in and I have a bunch of things that I can trade now. What would you like?\""; - goto L_Trademenu; - -L_Trademenu: - menu - "Do you have [Iron Powder]?", L_Iron, - "How about [Sulphur Powder]?", L_Sulphur, - "I need [Medium Healing Potion]s.", L_Healpots, - "I think I have everything I need, thanks.", -; - close; - -L_Iron: - mes "[Trader]"; - mes "\"I do have a few of those. I will give you 4 [Iron Powder]s for 1 [Iron Ore] and " + @Ironprice + "gp.\""; - menu - "Sure.", L_Ipowder, - "What a ripoff! No way!", -; - close; - -L_Sulphur: - mes "[Trader]"; - mes "\"I can trade you 5 [Sulphur Powder]s for 1 [Pile Of Ash] and " + @Sulphurprice + "gp.\""; - menu - "Here you go.", L_Spowder, - "Are you nuts?! Forget it!", -; - close; - -L_Healpots: - mes "[Trader]"; - mes "\"Healing potions are always useful, but I rarely need anything larger than the small ones. I will happily trade you 1 [Medium Healing Potion] for 3 [Small Healing Potion]s and " + @Potionprice + "gp.\""; - menu - "Alright.", L_Pots, - "Whoa, that's way too much.", -; - close; - -L_Ipowder: - if (countitem("IronOre") < 1) goto L_Missing; - if (zeny < @Ironprice) goto L_NotEnoughMoney; - getinventorylist; - if (@inventorylist_count == 100 - && countitem("IronOre") > 1 - && countitem("IronPowder") < 1) - goto L_Full; - delitem "IronOre", 1; - set zeny, zeny - @Ironprice; - getitem "IronPowder", 4; - mes "[Trader]"; - mes "\"There you go. Would you like to trade anything else?\""; - menu - "Yes.", L_Trademenu, - "No.", L_No; - close; - -L_Spowder: - if (countitem("PileOfAsh") < 1) goto L_Missing; - if (zeny < @Sulphurprice) goto L_NotEnoughMoney; - getinventorylist; - if (@inventorylist_count == 100 - && countitem("PileOfAsh") > 1 - && countitem("SulphurPowder") < 1) - goto L_Full; - delitem "PileOfAsh", 1; - set zeny, zeny - @Sulphurprice; - getitem "SulphurPowder", 5; - mes "[Trader]"; - mes "\"There you go. Would you like to trade anything else?\""; - menu - "Yes.", L_Trademenu, - "No.", L_No; - close; - -L_Pots: - if (countitem("SmallHealingPotion") < 3) goto L_Missing; - if (zeny < @Potionprice) goto L_NotEnoughMoney; - getinventorylist; - if (@inventorylist_count == 100 - && countitem("SmallHealingPotion") > 3 - && countitem("MediumHealingPotion") < 1) - goto L_Full; - delitem "SmallHealingPotion", 3; - set zeny, zeny - @Potionprice; - getitem "MediumHealingPotion", 1; - mes "[Trader]"; - mes "\"There you go. Would you like to trade anything else?\""; - menu - "Yes.", L_Trademenu, - "No.", L_No; - 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; - -L_Missing: - mes "[Trader]"; - mes "\"It looks like you're missing some items. Please come back when you have enough to trade.\""; - close; - -L_NotEnoughMoney: - mes "[Trader]"; - mes "\"You don't have enough money.\""; - close; - -L_No: - mes "[Trader]"; - mes "\"Have a great day!\""; - close; -} diff --git a/npc/001-1_Tulimshar/vincent.txt b/npc/001-1_Tulimshar/vincent.txt deleted file mode 100644 index ffd05162..00000000 --- a/npc/001-1_Tulimshar/vincent.txt +++ /dev/null @@ -1,125 +0,0 @@ -// - -001-1.gat,135,42,0 script Vincent 113,{ - if (TMW_Quest >= 10) goto L_Done; - if (TMW_Quest == 9) goto L_Progress; - if (TMW_Quest == 8) goto L_Start; - if (TMW_Quest < 8) goto L_Convince_Vincent_First; - - // If this happens, something is wrong with the above code. - mes "Vincent looks confused."; - 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; - - -L_Start: - - set @TEMP, rand(4); - if(@TEMP == 0) goto L_Opening1; - if(@TEMP == 1) goto L_Opening2; - if(@TEMP == 2) goto L_Opening3; - if(@TEMP == 3) goto L_Opening4; - -L_Opening1: - mes "[Vincent]"; - mes "\"I just need 10 more [Bug Leg]s to finish my action figure!\""; - next; - goto L_Ask; - -L_Opening2: - mes "[Vincent]"; - mes "\"This maggot action figure is awesome! I just need to attach 10 [Bug Leg]s.\""; - next; - goto L_Ask; - -L_Opening3: - mes "[Vincent]"; - mes "\"This is a great action figure! A must have! All I need is a few parts...\""; - next; - goto L_Ask; - -L_Opening4: - mes "[Vincent]"; - mes "\"Can you get me 10 [Bug Leg]s? I need them to replace the action figure parts.\""; - next; - goto L_Ask; - -L_Ask: - mes "[Vincent]"; - mes "\"Will you help me find 10 [Bug Leg]s?\""; - next; - menu - "Yes", L_Sure, - "No", -; - close; - -L_Sure: - set TMW_Quest, 9; - set @TEMP,rand(4); - if(@TEMP == 0) goto L_Req1; - if(@TEMP == 1) goto L_Req2; - if(@TEMP == 2) goto L_Req3; - if(@TEMP == 3) goto L_Req4; - -L_Req1: - mes "[Vincent]"; - mes "\"Thank you!\""; - next; - goto L_Wait; - -L_Req2: - mes "[Vincent]"; - mes "\"I don't know how to thank you enough!\""; - next; - goto L_Wait; - -L_Req3: - mes "[Vincent]"; - mes "\"I will thank you when I get them!\""; - next; - goto L_Wait; - -L_Req4: - mes "[Vincent]"; - mes "\"I'm sure I will give a small reward. :D\""; - next; - goto L_Wait; - -L_Wait: - mes "[Vincent]"; - mes "\"Now please go get me 10 [Bug Leg]s.\""; - close; - -L_Progress: - if(countitem("BugLeg") >= 10) goto L_Have; - mes "[Vincent]"; - mes "\"Please help me collect 10 [Bug Leg]s!\""; - close; - -L_Have: - mes "[Vincent]"; - mes "\"Excellent! Finally I can complete the model!!\""; - next; - - if(countitem("BugLeg") < 10) goto L_Progress; - delitem "BugLeg", 10; - set zeny, zeny + 1000; - set TMW_Quest, 10; - - mes "[Vincent]"; - mes "\"Here you go, a little of my appreciation!\""; - mes ""; - mes "[1000 gold]"; - close; - -L_Done: - mes "[Vincent]"; - mes "\"Thanks for your help!\""; - close; -} diff --git a/npc/001-2/_import.txt b/npc/001-2/_import.txt new file mode 100644 index 00000000..e318db9b --- /dev/null +++ b/npc/001-2/_import.txt @@ -0,0 +1,10 @@ +// Map 001-2: Tulimshar +// 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 +npc: npc/001-2/_warps.txt +npc: npc/001-2/casino.txt +npc: npc/001-2/mapflags.txt +npc: npc/001-2/phaet.txt +npc: npc/001-2/shops.txt +npc: npc/001-2/troupe_leader.txt diff --git a/npc/001-2/_mobs.txt b/npc/001-2/_mobs.txt new file mode 100644 index 00000000..6ba5649e --- /dev/null +++ b/npc/001-2/_mobs.txt @@ -0,0 +1,8 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Tulimshar mobs + + + +001-2.gat,0,0,0 script Mob001-2 -1,{ + end; +} diff --git a/npc/001-2/_warps.txt b/npc/001-2/_warps.txt new file mode 100644 index 00000000..fcf625f1 --- /dev/null +++ b/npc/001-2/_warps.txt @@ -0,0 +1,13 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Tulimshar 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 +001-2.gat,64,25 warp To1stFloor -1,-1,001-2.gat,42,25 +001-2.gat,67,30 warp ToBedroom -1,-1,001-2.gat,102,23 +001-2.gat,76,30 warp ToDeposit -1,-1,001-2.gat,130,23 +001-2.gat,69,22 warp ToCasino 0,-1,001-2.gat,32,72 +001-2.gat,103,22 warp To2ndFloor 0,-1,001-2.gat,67,29 +001-2.gat,131,22 warp To2ndFloor 0,-1,001-2.gat,76,29 +001-2.gat,32,73 warp To2ndFloor -1,-1,001-2.gat,68,23 +001-2.gat,71,73 warp ToOutdoor -1,-1,001-1.gat,75,42 diff --git a/npc/001-2/casino.txt b/npc/001-2/casino.txt new file mode 100644 index 00000000..cf4943a4 --- /dev/null +++ b/npc/001-2/casino.txt @@ -0,0 +1,175 @@ +// + +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,39,65,0 script Slot2 127,{ + callfunc "SlotMachine"; + close; +} + +001-2.gat,41,65,0 script Slot3 127,{ + callfunc "SlotMachine"; + close; +} + +001-2.gat,32,67,0 shop MoneyChanger 124,503:10 + +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; + +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; + +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; +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; + +L_NoCoin: + mes "\"You need at least 15 coins.\""; + close; + +L_Lost: + mes "\"I'm sorry but you lost."; + 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; +} + +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; + +L_b1: + set @bet, 1; + goto L_Check; + +L_b5: + set @bet, 5; + goto L_Check; + +L_b10: + set @bet, 10; + goto L_Check; + +L_b50: + set @bet, 50; + goto L_Check; + +L_b100: + 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", -; + set @color,rand(2); + if(@color == 1) goto L_Lost; + mes "You won!"; + getitem "CasinoCoins", @bet * 2; + 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; + +L_NoCoin: + mes "\"You don't have enough coins.\""; + close; + +L_Lost: + mes "\"I'm sorry, you lost.\""; + close; +} diff --git a/npc/001-2/mapflags.txt b/npc/001-2/mapflags.txt new file mode 100644 index 00000000..dda29b1e --- /dev/null +++ b/npc/001-2/mapflags.txt @@ -0,0 +1,2 @@ +001-2.gat mapflag no_player_drops +001-2.gat mapflag town diff --git a/npc/001-2/phaet.txt b/npc/001-2/phaet.txt new file mode 100644 index 00000000..e495d93d --- /dev/null +++ b/npc/001-2/phaet.txt @@ -0,0 +1,30 @@ +// + +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", -; + + 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; + + warp "001-3.gat", 0, 0; + close; + +L_NoMoney: + mes "\"Wait a second, you don't have enough money.\""; + close; +} diff --git a/npc/001-2/shops.txt b/npc/001-2/shops.txt new file mode 100644 index 00000000..c70ad113 --- /dev/null +++ b/npc/001-2/shops.txt @@ -0,0 +1,10 @@ +// + +001-2.gat,26,26,0 shop InnKeeper 112,539:175,513:20,519 + +001-2.gat,103,26,0 script Rebecca 118,{ + set @npcname$, "Rebecca the Inn Keeper"; + set @cost, 100; + callfunc "Inn"; + close; +} diff --git a/npc/001-2/troupe_leader.txt b/npc/001-2/troupe_leader.txt new file mode 100644 index 00000000..e7b0486e --- /dev/null +++ b/npc/001-2/troupe_leader.txt @@ -0,0 +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; + + 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; + +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; + +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; + +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; + +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; +} diff --git a/npc/001-2_Tulimshar/_import.txt b/npc/001-2_Tulimshar/_import.txt deleted file mode 100644 index 3e75640d..00000000 --- a/npc/001-2_Tulimshar/_import.txt +++ /dev/null @@ -1,9 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 001-2.gat -npc: npc/001-2_Tulimshar/_mobs.txt -npc: npc/001-2_Tulimshar/_warps.txt -npc: npc/001-2_Tulimshar/casino.txt -npc: npc/001-2_Tulimshar/mapflags.txt -npc: npc/001-2_Tulimshar/phaet.txt -npc: npc/001-2_Tulimshar/shops.txt -npc: npc/001-2_Tulimshar/troupe_leader.txt diff --git a/npc/001-2_Tulimshar/_mobs.txt b/npc/001-2_Tulimshar/_mobs.txt deleted file mode 100644 index c9183bc5..00000000 --- a/npc/001-2_Tulimshar/_mobs.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 001-2 Tulimshar mobs - - - -001-2.gat,0,0,0 script Mob001-2 -1,{ - end; -} diff --git a/npc/001-2_Tulimshar/_warps.txt b/npc/001-2_Tulimshar/_warps.txt deleted file mode 100644 index 681c403c..00000000 --- a/npc/001-2_Tulimshar/_warps.txt +++ /dev/null @@ -1,13 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 001-2 Tulimshar 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 -001-2.gat,64,25 warp To1stFloor -1,-1,001-2.gat,42,25 -001-2.gat,67,30 warp ToBedroom -1,-1,001-2.gat,102,23 -001-2.gat,76,30 warp ToDeposit -1,-1,001-2.gat,130,23 -001-2.gat,69,22 warp ToCasino 0,-1,001-2.gat,32,72 -001-2.gat,103,22 warp To2ndFloor 0,-1,001-2.gat,67,29 -001-2.gat,131,22 warp To2ndFloor 0,-1,001-2.gat,76,29 -001-2.gat,32,73 warp To2ndFloor -1,-1,001-2.gat,68,23 -001-2.gat,71,73 warp ToOutdoor -1,-1,001-1.gat,75,42 diff --git a/npc/001-2_Tulimshar/casino.txt b/npc/001-2_Tulimshar/casino.txt deleted file mode 100644 index cf4943a4..00000000 --- a/npc/001-2_Tulimshar/casino.txt +++ /dev/null @@ -1,175 +0,0 @@ -// - -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,39,65,0 script Slot2 127,{ - callfunc "SlotMachine"; - close; -} - -001-2.gat,41,65,0 script Slot3 127,{ - callfunc "SlotMachine"; - close; -} - -001-2.gat,32,67,0 shop MoneyChanger 124,503:10 - -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; - -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; - -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; -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; - -L_NoCoin: - mes "\"You need at least 15 coins.\""; - close; - -L_Lost: - mes "\"I'm sorry but you lost."; - 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; -} - -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; - -L_b1: - set @bet, 1; - goto L_Check; - -L_b5: - set @bet, 5; - goto L_Check; - -L_b10: - set @bet, 10; - goto L_Check; - -L_b50: - set @bet, 50; - goto L_Check; - -L_b100: - 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", -; - set @color,rand(2); - if(@color == 1) goto L_Lost; - mes "You won!"; - getitem "CasinoCoins", @bet * 2; - 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; - -L_NoCoin: - mes "\"You don't have enough coins.\""; - close; - -L_Lost: - mes "\"I'm sorry, you lost.\""; - close; -} diff --git a/npc/001-2_Tulimshar/mapflags.txt b/npc/001-2_Tulimshar/mapflags.txt deleted file mode 100644 index dda29b1e..00000000 --- a/npc/001-2_Tulimshar/mapflags.txt +++ /dev/null @@ -1,2 +0,0 @@ -001-2.gat mapflag no_player_drops -001-2.gat mapflag town diff --git a/npc/001-2_Tulimshar/phaet.txt b/npc/001-2_Tulimshar/phaet.txt deleted file mode 100644 index e495d93d..00000000 --- a/npc/001-2_Tulimshar/phaet.txt +++ /dev/null @@ -1,30 +0,0 @@ -// - -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", -; - - 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; - - warp "001-3.gat", 0, 0; - close; - -L_NoMoney: - mes "\"Wait a second, you don't have enough money.\""; - close; -} diff --git a/npc/001-2_Tulimshar/shops.txt b/npc/001-2_Tulimshar/shops.txt deleted file mode 100644 index c70ad113..00000000 --- a/npc/001-2_Tulimshar/shops.txt +++ /dev/null @@ -1,10 +0,0 @@ -// - -001-2.gat,26,26,0 shop InnKeeper 112,539:175,513:20,519 - -001-2.gat,103,26,0 script Rebecca 118,{ - set @npcname$, "Rebecca the Inn Keeper"; - set @cost, 100; - callfunc "Inn"; - close; -} diff --git a/npc/001-2_Tulimshar/troupe_leader.txt b/npc/001-2_Tulimshar/troupe_leader.txt deleted file mode 100644 index e7b0486e..00000000 --- a/npc/001-2_Tulimshar/troupe_leader.txt +++ /dev/null @@ -1,51 +0,0 @@ -// - -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; - -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; - -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; - -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; - -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; - -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; -} diff --git a/npc/001-3/_import.txt b/npc/001-3/_import.txt new file mode 100644 index 00000000..a6b8b692 --- /dev/null +++ b/npc/001-3/_import.txt @@ -0,0 +1,8 @@ +// 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/npc/001-3/_mobs.txt b/npc/001-3/_mobs.txt new file mode 100644 index 00000000..ae4b044f --- /dev/null +++ b/npc/001-3/_mobs.txt @@ -0,0 +1,8 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Tulimshar arena mobs + + + +001-3.gat,0,0,0 script Mob001-3 -1,{ + end; +} diff --git a/npc/001-3/_warps.txt b/npc/001-3/_warps.txt new file mode 100644 index 00000000..adb7642a --- /dev/null +++ b/npc/001-3/_warps.txt @@ -0,0 +1,4 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Tulimshar arena warps + +001-3.gat,72,29 warp ToInn 1,-1,001-2.gat,24,23 diff --git a/npc/001-3/guards.txt b/npc/001-3/guards.txt new file mode 100644 index 00000000..5b42ca4f --- /dev/null +++ b/npc/001-3/guards.txt @@ -0,0 +1,28 @@ +// + +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; +} + +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/npc/001-3/monsters.txt b/npc/001-3/monsters.txt new file mode 100644 index 00000000..04e6b11d --- /dev/null +++ b/npc/001-3/monsters.txt @@ -0,0 +1,14 @@ +// 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/npc/001-3/pvpflag.txt b/npc/001-3/pvpflag.txt new file mode 100644 index 00000000..73b6e556 --- /dev/null +++ b/npc/001-3/pvpflag.txt @@ -0,0 +1 @@ +001-3.gat mapflag pvp diff --git a/npc/001-3_Tulimshar_arena/_import.txt b/npc/001-3_Tulimshar_arena/_import.txt deleted file mode 100644 index 01ec6939..00000000 --- a/npc/001-3_Tulimshar_arena/_import.txt +++ /dev/null @@ -1,7 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 001-3.gat -npc: npc/001-3_Tulimshar_arena/_mobs.txt -npc: npc/001-3_Tulimshar_arena/_warps.txt -npc: npc/001-3_Tulimshar_arena/guards.txt -npc: npc/001-3_Tulimshar_arena/monsters.txt -npc: npc/001-3_Tulimshar_arena/pvpflag.txt diff --git a/npc/001-3_Tulimshar_arena/_mobs.txt b/npc/001-3_Tulimshar_arena/_mobs.txt deleted file mode 100644 index 85880a75..00000000 --- a/npc/001-3_Tulimshar_arena/_mobs.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 001-3 Tulimshar arena mobs - - - -001-3.gat,0,0,0 script Mob001-3 -1,{ - end; -} diff --git a/npc/001-3_Tulimshar_arena/_warps.txt b/npc/001-3_Tulimshar_arena/_warps.txt deleted file mode 100644 index 244daeed..00000000 --- a/npc/001-3_Tulimshar_arena/_warps.txt +++ /dev/null @@ -1,4 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 001-3 Tulimshar arena warps - -001-3.gat,72,29 warp ToInn 1,-1,001-2.gat,24,23 diff --git a/npc/001-3_Tulimshar_arena/guards.txt b/npc/001-3_Tulimshar_arena/guards.txt deleted file mode 100644 index 5b42ca4f..00000000 --- a/npc/001-3_Tulimshar_arena/guards.txt +++ /dev/null @@ -1,28 +0,0 @@ -// - -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; -} - -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/npc/001-3_Tulimshar_arena/monsters.txt b/npc/001-3_Tulimshar_arena/monsters.txt deleted file mode 100644 index 04e6b11d..00000000 --- a/npc/001-3_Tulimshar_arena/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/npc/001-3_Tulimshar_arena/pvpflag.txt b/npc/001-3_Tulimshar_arena/pvpflag.txt deleted file mode 100644 index 73b6e556..00000000 --- a/npc/001-3_Tulimshar_arena/pvpflag.txt +++ /dev/null @@ -1 +0,0 @@ -001-3.gat mapflag pvp diff --git a/npc/001-4/_import.txt b/npc/001-4/_import.txt new file mode 100644 index 00000000..aecdcb62 --- /dev/null +++ b/npc/001-4/_import.txt @@ -0,0 +1,7 @@ +// Map 001-4: Omars house +// This file is generated automatically. All manually changes will be removed when running the Converter. +map: 001-4.gat +npc: npc/001-4/_mobs.txt +npc: npc/001-4/_warps.txt +npc: npc/001-4/dedication.txt +npc: npc/001-4/omar.txt diff --git a/npc/001-4/_mobs.txt b/npc/001-4/_mobs.txt new file mode 100644 index 00000000..097896c8 --- /dev/null +++ b/npc/001-4/_mobs.txt @@ -0,0 +1,8 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Omars house mobs + + + +001-4.gat,0,0,0 script Mob001-4 -1,{ + end; +} diff --git a/npc/001-4/_warps.txt b/npc/001-4/_warps.txt new file mode 100644 index 00000000..7831e9a1 --- /dev/null +++ b/npc/001-4/_warps.txt @@ -0,0 +1,4 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Omars house warps + +001-4.gat,26,34 warp toOutdoor -1,-1,001-1.gat,75,42 diff --git a/npc/001-4/dedication.txt b/npc/001-4/dedication.txt new file mode 100644 index 00000000..4b240b11 --- /dev/null +++ b/npc/001-4/dedication.txt @@ -0,0 +1,9 @@ +// Dedication to Irene Christina + +001-4.gat,31,29,0 script #IreneDedication 127,{ + mes "~ Irene Christina ~"; + mes "The song in this house is dedicated to Irene."; + mes ""; + mes "She had seen only twenty hours of this world when she died in her father's arms."; + close; +}; diff --git a/npc/001-4/omar.txt b/npc/001-4/omar.txt new file mode 100644 index 00000000..aedf1806 --- /dev/null +++ b/npc/001-4/omar.txt @@ -0,0 +1,348 @@ +// +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; +} + + +001-4.gat,25,21,0 script Omar 162,{ + callfunc "ElanoreFix"; + callfunc "KadiyaSubquestConsts"; + + set @Q_status, @Q_kadiya_status; + + if (@Q_status >= @Q_STATUS_COMPLETED) + goto L_cured; + + if (@Q_status == @Q_STATUS_DIDNT_DRINK) + goto L_didnt_drink; + + 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!", -; + close; + +L_omar: + mes "[Omar]"; + mes "\"My name is Omar; I am a trader of oils and spices.\""; + 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; + +L_sick_elanore: + mes "[Omar]"; + mes "\"Elanore?\""; + mes "He frowns."; + mes "\"She knows nothing. I see no point in talking to her.\""; + 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; + +L_sick_self: + mes "[Omar]"; + mes "\"You are very kind, but I don't think there is anything you can do.\""; + 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; + +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; + +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; + +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; + +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; + +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; + +S_update_var: + set QUEST_MAGIC2, + (QUEST_MAGIC2 & ~(NIBBLE_3_MASK) + | (@Q_status << NIBBLE_3_SHIFT)); + return; +} + + +001-4.gat,31,20,0 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; + +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$[@choices_nr], "Would you like special orange cupcake?"; + set @choices_nr, @choices_nr + 1; + +L_M_no_cupcake: + + set @choice_idx[@choices_nr], 0; + set @choice$[@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; + +L_name: + mes "[Kadiya]"; + mes "She smiles a faint smile."; + mes "\"My name is Kadiya.\""; + + close; + +L_no_candy: + mes "[Kadiya]"; + mes "She hesitates for a moment."; + mes "\"No, thank you. I don't think I should.\""; + + 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; + +L_chococake: + delitem "LacedChocolateCake", 1; + goto L_do_cure; + +L_cupcake: + 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; + +L_goodbye: + mes "[Kadiya]"; + mes "Goodbye!"; + + 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; + +S_update_var: + set QUEST_MAGIC2, + (QUEST_MAGIC2 & ~(@Q_MASK) + | (@Q_status << @Q_SHIFT)); + return; +} diff --git a/npc/001-4_Omars_house/_import.txt b/npc/001-4_Omars_house/_import.txt deleted file mode 100644 index 8db94949..00000000 --- a/npc/001-4_Omars_house/_import.txt +++ /dev/null @@ -1,6 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 001-4.gat -npc: npc/001-4_Omars_house/_mobs.txt -npc: npc/001-4_Omars_house/_warps.txt -npc: npc/001-4_Omars_house/dedication.txt -npc: npc/001-4_Omars_house/omar.txt diff --git a/npc/001-4_Omars_house/_mobs.txt b/npc/001-4_Omars_house/_mobs.txt deleted file mode 100644 index b7c2cd3d..00000000 --- a/npc/001-4_Omars_house/_mobs.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 001-4 Omars house mobs - - - -001-4.gat,0,0,0 script Mob001-4 -1,{ - end; -} diff --git a/npc/001-4_Omars_house/_warps.txt b/npc/001-4_Omars_house/_warps.txt deleted file mode 100644 index dcfef8c8..00000000 --- a/npc/001-4_Omars_house/_warps.txt +++ /dev/null @@ -1,4 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 001-4 Omars house warps - -001-4.gat,26,34 warp toOutdoor -1,-1,001-1.gat,75,42 diff --git a/npc/001-4_Omars_house/dedication.txt b/npc/001-4_Omars_house/dedication.txt deleted file mode 100644 index 4b240b11..00000000 --- a/npc/001-4_Omars_house/dedication.txt +++ /dev/null @@ -1,9 +0,0 @@ -// Dedication to Irene Christina - -001-4.gat,31,29,0 script #IreneDedication 127,{ - mes "~ Irene Christina ~"; - mes "The song in this house is dedicated to Irene."; - mes ""; - mes "She had seen only twenty hours of this world when she died in her father's arms."; - close; -}; diff --git a/npc/001-4_Omars_house/omar.txt b/npc/001-4_Omars_house/omar.txt deleted file mode 100644 index aedf1806..00000000 --- a/npc/001-4_Omars_house/omar.txt +++ /dev/null @@ -1,348 +0,0 @@ -// -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; -} - - -001-4.gat,25,21,0 script Omar 162,{ - callfunc "ElanoreFix"; - callfunc "KadiyaSubquestConsts"; - - set @Q_status, @Q_kadiya_status; - - if (@Q_status >= @Q_STATUS_COMPLETED) - goto L_cured; - - if (@Q_status == @Q_STATUS_DIDNT_DRINK) - goto L_didnt_drink; - - 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!", -; - close; - -L_omar: - mes "[Omar]"; - mes "\"My name is Omar; I am a trader of oils and spices.\""; - 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; - -L_sick_elanore: - mes "[Omar]"; - mes "\"Elanore?\""; - mes "He frowns."; - mes "\"She knows nothing. I see no point in talking to her.\""; - 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; - -L_sick_self: - mes "[Omar]"; - mes "\"You are very kind, but I don't think there is anything you can do.\""; - 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; - -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; - -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; - -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; - -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; - -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; - -S_update_var: - set QUEST_MAGIC2, - (QUEST_MAGIC2 & ~(NIBBLE_3_MASK) - | (@Q_status << NIBBLE_3_SHIFT)); - return; -} - - -001-4.gat,31,20,0 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$[@choices_nr], "Would you like special chocolate cake?"; - set @choices_nr, @choices_nr + 1; - -L_M_no_chococake: - - if ((countitem("LacedOrangeCupcake") == 0) || (@Q_status != @Q_STATUS_WANTS_ORANGECUPCAKE)) - goto L_M_no_cupcake; - - set @choice_idx[@choices_nr], @M_CUPCAKE; - set @choice$[@choices_nr], "Would you like special orange cupcake?"; - set @choices_nr, @choices_nr + 1; - -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; - -L_name: - mes "[Kadiya]"; - mes "She smiles a faint smile."; - mes "\"My name is Kadiya.\""; - - close; - -L_no_candy: - mes "[Kadiya]"; - mes "She hesitates for a moment."; - mes "\"No, thank you. I don't think I should.\""; - - 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; - -L_chococake: - delitem "LacedChocolateCake", 1; - goto L_do_cure; - -L_cupcake: - 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; - -L_goodbye: - mes "[Kadiya]"; - mes "Goodbye!"; - - 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; - -S_update_var: - set QUEST_MAGIC2, - (QUEST_MAGIC2 & ~(@Q_MASK) - | (@Q_status << @Q_SHIFT)); - return; -} diff --git a/npc/002-1/_import.txt b/npc/002-1/_import.txt new file mode 100644 index 00000000..dfda9d8f --- /dev/null +++ b/npc/002-1/_import.txt @@ -0,0 +1,12 @@ +// Map 002-1: Sandstorm +// 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 +npc: npc/002-1/_warps.txt +npc: npc/002-1/lieutenant_dausen.txt +npc: npc/002-1/merchant.txt +npc: npc/002-1/nickos.txt +npc: npc/002-1/nomads.txt +npc: npc/002-1/rogue.txt +npc: npc/002-1/sandstorm_mine_barrier.txt +npc: npc/002-1/stewen.txt diff --git a/npc/002-1/_mobs.txt b/npc/002-1/_mobs.txt new file mode 100644 index 00000000..9a9b39b5 --- /dev/null +++ b/npc/002-1/_mobs.txt @@ -0,0 +1,42 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Sandstorm 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 +002-1.gat,94,35,11,4 monster Maggot 1002,3,100000,30000,Mob002-1::On1002 +002-1.gat,68,59,7,6 monster Maggot 1002,3,100000,30000,Mob002-1::On1002 +002-1.gat,57,86,15,8 monster Maggot 1002,3,100000,30000,Mob002-1::On1002 +002-1.gat,19,94,7,8 monster Maggot 1002,3,100000,30000,Mob002-1::On1002 +002-1.gat,44,35,3,2 monster Maggot 1002,3,100000,30000,Mob002-1::On1002 +002-1.gat,38,29,3,2 monster Maggot 1002,3,100000,30000,Mob002-1::On1002 +002-1.gat,62,91,24,6 monster Maggot 1002,3,100000,30000,Mob002-1::On1002 +002-1.gat,61,74,41,43 monster Fire Goblin 1011,15,100000,30000,Mob002-1::On1011 +002-1.gat,82,24,34,15 monster Scorpion 1003,8,100000,30000,Mob002-1::On1003 +002-1.gat,32,35,34,33 monster Scorpion 1003,8,100000,30000,Mob002-1::On1003 +002-1.gat,27,81,22,43 monster Scorpion 1003,8,100000,30000,Mob002-1::On1003 +002-1.gat,95,75,15,17 monster Black Scorpion 1009,1,100000,1800000,Mob002-1::On1009 + + +002-1.gat,0,0,0 script Mob002-1 -1,{ +On1002: + set @mobID, 1002; + callfunc "MobPoints"; + break; + +On1003: + set @mobID, 1003; + callfunc "MobPoints"; + break; + +On1009: + set @mobID, 1009; + callfunc "MobPoints"; + break; + +On1011: + set @mobID, 1011; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/002-1/_warps.txt b/npc/002-1/_warps.txt new file mode 100644 index 00000000..85d404f6 --- /dev/null +++ b/npc/002-1/_warps.txt @@ -0,0 +1,7 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Sandstorm 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 +002-1.gat,12,66 warp ToWesternDesert -1,3,003-1.gat,168,76 +002-1.gat,28,13 warp ToBeach 1,-1,004-1.gat,84,111 diff --git a/npc/002-1/lieutenant_dausen.txt b/npc/002-1/lieutenant_dausen.txt new file mode 100644 index 00000000..69502cf6 --- /dev/null +++ b/npc/002-1/lieutenant_dausen.txt @@ -0,0 +1,119 @@ +// 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; + +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; + +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 Drink]s 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; + +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; + +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; + +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; + +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; + +L_LD_NoHelp: + 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; + +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; + +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; + +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; + +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; + +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; + +} diff --git a/npc/002-1/merchant.txt b/npc/002-1/merchant.txt new file mode 100644 index 00000000..8a84ae92 --- /dev/null +++ b/npc/002-1/merchant.txt @@ -0,0 +1,3 @@ +// + +002-1.gat,19,99,0 shop Ishyah 109,525:800,531:3000,530:8000,1199:3,603:-1 diff --git a/npc/002-1/nickos.txt b/npc/002-1/nickos.txt new file mode 100644 index 00000000..04713ccf --- /dev/null +++ b/npc/002-1/nickos.txt @@ -0,0 +1,114 @@ +// 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; + +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; + + +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; + +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; + +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; + +L_Nickos_Disappoint: + 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; + +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; + +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; + +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; + +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 Stinger]s 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; + +L_Nickos_AS_NotDone: + mes "[Nickos]"; + mes "\"Bring me 10 [Angry Scorpion Stinger]s 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; + +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; + +} diff --git a/npc/002-1/nomads.txt b/npc/002-1/nomads.txt new file mode 100644 index 00000000..0b7e7426 --- /dev/null +++ b/npc/002-1/nomads.txt @@ -0,0 +1,16 @@ +// + +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; +} diff --git a/npc/002-1/rogue.txt b/npc/002-1/rogue.txt new file mode 100644 index 00000000..e5afe354 --- /dev/null +++ b/npc/002-1/rogue.txt @@ -0,0 +1,50 @@ +// + +002-1.gat,22,21,0 script Malivox 103,{ + +// if (ResetA_charstate == 1) goto L_Multiple; + +// set @cost, 10000000 / ($ResetA_uses + 1); + + 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; + + menu "Reset my stats",-,"Forget about it",L_Pass; + + if (zeny<@cost) goto L_NoMoney; + +// set $ResetA_uses, $ResetA_uses + 1; +// set ResetA_charstate, 1; + +L_Reset: + + set zeny, zeny-@cost; + + resetstatus; + + mes "[Rogue Mage]"; + mes "\"There you are."; + mes ""; + mes "Good as new!\""; + close; + +L_Pass: + mes "[Rogue Mage]"; + mes "\"Very well then, see you.\""; + close; + +L_NoMoney: + mes "[Rogue Mage]"; + mes "\"Oh dear, the price cannot be bargained."; + mes ""; + mes "Perhaps you can borrow from a friend?\""; + close; +} diff --git a/npc/002-1/sandstorm_mine_barrier.txt b/npc/002-1/sandstorm_mine_barrier.txt new file mode 100644 index 00000000..62abceac --- /dev/null +++ b/npc/002-1/sandstorm_mine_barrier.txt @@ -0,0 +1,14 @@ +//Sandstorm mine barrier + +002-1.gat,20,94,0 script #Sandstorm_Mine_Barrier 127,0,0,{ + + if (TMW_Quest >= 20) goto L_Sandstorm_Barrier_Open; + + message strcharinfo(0), "Some force seems to block your entrance."; + end; + +L_Sandstorm_Barrier_Open: + warp "002-3.gat",37,31; + end; + +} diff --git a/npc/002-1/stewen.txt b/npc/002-1/stewen.txt new file mode 100644 index 00000000..6c099b3a --- /dev/null +++ b/npc/002-1/stewen.txt @@ -0,0 +1,23 @@ +// East sandstorm guard + +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; + + 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; + +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; + +} diff --git a/npc/002-1_Sandstorm/_import.txt b/npc/002-1_Sandstorm/_import.txt deleted file mode 100644 index 749a24df..00000000 --- a/npc/002-1_Sandstorm/_import.txt +++ /dev/null @@ -1,11 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 002-1.gat -npc: npc/002-1_Sandstorm/_mobs.txt -npc: npc/002-1_Sandstorm/_warps.txt -npc: npc/002-1_Sandstorm/lieutenant_dausen.txt -npc: npc/002-1_Sandstorm/merchant.txt -npc: npc/002-1_Sandstorm/nickos.txt -npc: npc/002-1_Sandstorm/nomads.txt -npc: npc/002-1_Sandstorm/rogue.txt -npc: npc/002-1_Sandstorm/sandstorm_mine_barrier.txt -npc: npc/002-1_Sandstorm/stewen.txt diff --git a/npc/002-1_Sandstorm/_mobs.txt b/npc/002-1_Sandstorm/_mobs.txt deleted file mode 100644 index 0b8be241..00000000 --- a/npc/002-1_Sandstorm/_mobs.txt +++ /dev/null @@ -1,42 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 002-1 Sandstorm 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 -002-1.gat,94,35,11,4 monster Maggot 1002,3,100000,30000,Mob002-1::On1002 -002-1.gat,68,59,7,6 monster Maggot 1002,3,100000,30000,Mob002-1::On1002 -002-1.gat,57,86,15,8 monster Maggot 1002,3,100000,30000,Mob002-1::On1002 -002-1.gat,19,94,7,8 monster Maggot 1002,3,100000,30000,Mob002-1::On1002 -002-1.gat,44,35,3,2 monster Maggot 1002,3,100000,30000,Mob002-1::On1002 -002-1.gat,38,29,3,2 monster Maggot 1002,3,100000,30000,Mob002-1::On1002 -002-1.gat,62,91,24,6 monster Maggot 1002,3,100000,30000,Mob002-1::On1002 -002-1.gat,61,74,41,43 monster Fire Goblin 1011,15,100000,30000,Mob002-1::On1011 -002-1.gat,82,24,34,15 monster Scorpion 1003,8,100000,30000,Mob002-1::On1003 -002-1.gat,32,35,34,33 monster Scorpion 1003,8,100000,30000,Mob002-1::On1003 -002-1.gat,27,81,22,43 monster Scorpion 1003,8,100000,30000,Mob002-1::On1003 -002-1.gat,95,75,15,17 monster Black Scorpion 1009,1,100000,1800000,Mob002-1::On1009 - - -002-1.gat,0,0,0 script Mob002-1 -1,{ -On1002: - set @mobID, 1002; - callfunc "MobPoints"; - break; - -On1003: - set @mobID, 1003; - callfunc "MobPoints"; - break; - -On1009: - set @mobID, 1009; - callfunc "MobPoints"; - break; - -On1011: - set @mobID, 1011; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/002-1_Sandstorm/_warps.txt b/npc/002-1_Sandstorm/_warps.txt deleted file mode 100644 index fa911e50..00000000 --- a/npc/002-1_Sandstorm/_warps.txt +++ /dev/null @@ -1,7 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 002-1 Sandstorm 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 -002-1.gat,12,66 warp ToWesternDesert -1,3,003-1.gat,168,76 -002-1.gat,28,13 warp ToBeach 1,-1,004-1.gat,84,111 diff --git a/npc/002-1_Sandstorm/lieutenant_dausen.txt b/npc/002-1_Sandstorm/lieutenant_dausen.txt deleted file mode 100644 index 69502cf6..00000000 --- a/npc/002-1_Sandstorm/lieutenant_dausen.txt +++ /dev/null @@ -1,119 +0,0 @@ -// 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; - -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; - -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 Drink]s 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; - -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; - -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; - -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; - -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; - -L_LD_NoHelp: - 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; - -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; - -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; - -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; - -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; - -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; - -} diff --git a/npc/002-1_Sandstorm/merchant.txt b/npc/002-1_Sandstorm/merchant.txt deleted file mode 100644 index 8a84ae92..00000000 --- a/npc/002-1_Sandstorm/merchant.txt +++ /dev/null @@ -1,3 +0,0 @@ -// - -002-1.gat,19,99,0 shop Ishyah 109,525:800,531:3000,530:8000,1199:3,603:-1 diff --git a/npc/002-1_Sandstorm/nickos.txt b/npc/002-1_Sandstorm/nickos.txt deleted file mode 100644 index 04713ccf..00000000 --- a/npc/002-1_Sandstorm/nickos.txt +++ /dev/null @@ -1,114 +0,0 @@ -// 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; - -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; - - -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; - -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; - -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; - -L_Nickos_Disappoint: - 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; - -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; - -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; - -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; - -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 Stinger]s 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; - -L_Nickos_AS_NotDone: - mes "[Nickos]"; - mes "\"Bring me 10 [Angry Scorpion Stinger]s 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; - -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; - -} diff --git a/npc/002-1_Sandstorm/nomads.txt b/npc/002-1_Sandstorm/nomads.txt deleted file mode 100644 index 0b7e7426..00000000 --- a/npc/002-1_Sandstorm/nomads.txt +++ /dev/null @@ -1,16 +0,0 @@ -// - -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; -} diff --git a/npc/002-1_Sandstorm/rogue.txt b/npc/002-1_Sandstorm/rogue.txt deleted file mode 100644 index e5afe354..00000000 --- a/npc/002-1_Sandstorm/rogue.txt +++ /dev/null @@ -1,50 +0,0 @@ -// - -002-1.gat,22,21,0 script Malivox 103,{ - -// if (ResetA_charstate == 1) goto L_Multiple; - -// set @cost, 10000000 / ($ResetA_uses + 1); - - 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; - - menu "Reset my stats",-,"Forget about it",L_Pass; - - if (zeny<@cost) goto L_NoMoney; - -// set $ResetA_uses, $ResetA_uses + 1; -// set ResetA_charstate, 1; - -L_Reset: - - set zeny, zeny-@cost; - - resetstatus; - - mes "[Rogue Mage]"; - mes "\"There you are."; - mes ""; - mes "Good as new!\""; - close; - -L_Pass: - mes "[Rogue Mage]"; - mes "\"Very well then, see you.\""; - close; - -L_NoMoney: - mes "[Rogue Mage]"; - mes "\"Oh dear, the price cannot be bargained."; - mes ""; - mes "Perhaps you can borrow from a friend?\""; - close; -} diff --git a/npc/002-1_Sandstorm/sandstorm_mine_barrier.txt b/npc/002-1_Sandstorm/sandstorm_mine_barrier.txt deleted file mode 100644 index 62abceac..00000000 --- a/npc/002-1_Sandstorm/sandstorm_mine_barrier.txt +++ /dev/null @@ -1,14 +0,0 @@ -//Sandstorm mine barrier - -002-1.gat,20,94,0 script #Sandstorm_Mine_Barrier 127,0,0,{ - - if (TMW_Quest >= 20) goto L_Sandstorm_Barrier_Open; - - message strcharinfo(0), "Some force seems to block your entrance."; - end; - -L_Sandstorm_Barrier_Open: - warp "002-3.gat",37,31; - end; - -} diff --git a/npc/002-1_Sandstorm/stewen.txt b/npc/002-1_Sandstorm/stewen.txt deleted file mode 100644 index 6c099b3a..00000000 --- a/npc/002-1_Sandstorm/stewen.txt +++ /dev/null @@ -1,23 +0,0 @@ -// East sandstorm guard - -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; - - 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; - -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; - -} diff --git a/npc/002-3/_import.txt b/npc/002-3/_import.txt new file mode 100644 index 00000000..c6568edf --- /dev/null +++ b/npc/002-3/_import.txt @@ -0,0 +1,11 @@ +// 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 +npc: npc/002-3/_warps.txt +npc: npc/002-3/mine_triggerone.txt +npc: npc/002-3/mine_triggerthree.txt +npc: npc/002-3/mine_triggertwo.txt +npc: npc/002-3/naem.txt +npc: npc/002-3/nathan.txt +npc: npc/002-3/underground_palace_barrier.txt diff --git a/npc/002-3/_mobs.txt b/npc/002-3/_mobs.txt new file mode 100644 index 00000000..26e1a3f1 --- /dev/null +++ b/npc/002-3/_mobs.txt @@ -0,0 +1,37 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// 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 +002-3.gat,71,35,25,17 monster Cave Maggot 1056,4,100000,30000,Mob002-3::On1056 +002-3.gat,68,100,8,5 monster Ice Goblin 1058,2,100000,30000,Mob002-3::On1058 +002-3.gat,68,57,26,24 monster Angry Scorpion 1057,5,100000,30000,Mob002-3::On1057 +002-3.gat,48,57,3,14 monster Angry Scorpion 1057,5,100000,30000,Mob002-3::On1057 +002-3.gat,38,76,15,22 monster Angry Scorpion 1057,4,100000,30000,Mob002-3::On1057 +002-3.gat,58,78,6,17 monster Cave Maggot 1056,4,100000,30000,Mob002-3::On1056 +002-3.gat,89,68,11,32 monster Angry Scorpion 1057,4,100000,30000,Mob002-3::On1057 +002-3.gat,84,93,19,17 monster Cave Maggot 1056,4,100000,30000,Mob002-3::On1056 +002-3.gat,72,77,21,14 monster Ice Goblin 1058,3,100000,30000,Mob002-3::On1058 +002-3.gat,67,91,11,12 monster Angry Scorpion 1057,4,100000,30000,Mob002-3::On1057 +002-3.gat,58,95,6,13 monster Cave Maggot 1056,4,100000,30000,Mob002-3::On1056 +002-3.gat,63,100,2,5 monster Angry Scorpion 1057,3,100000,30000,Mob002-3::On1057 + + +002-3.gat,0,0,0 script Mob002-3 -1,{ +On1056: + set @mobID, 1056; + callfunc "MobPoints"; + break; + +On1057: + set @mobID, 1057; + callfunc "MobPoints"; + break; + +On1058: + set @mobID, 1058; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/002-3/_warps.txt b/npc/002-3/_warps.txt new file mode 100644 index 00000000..5b7ce47c --- /dev/null +++ b/npc/002-3/_warps.txt @@ -0,0 +1,4 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Desert mines warps + +002-3.gat,37,29 warp Exit -1,-1,002-1.gat,25,95 diff --git a/npc/002-3/mine_triggerone.txt b/npc/002-3/mine_triggerone.txt new file mode 100644 index 00000000..d182609b --- /dev/null +++ b/npc/002-3/mine_triggerone.txt @@ -0,0 +1,52 @@ +//Sandstorm mine trigger 1 Trigger 002-3 35,43 (127) + +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; + + 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; + +L_Right_Wrong_1: + 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; + +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; + +L_Right_1: + 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; + +L_Nothing_1: + mes "You leave the button alone."; + close; + +} diff --git a/npc/002-3/mine_triggerthree.txt b/npc/002-3/mine_triggerthree.txt new file mode 100644 index 00000000..828eb594 --- /dev/null +++ b/npc/002-3/mine_triggerthree.txt @@ -0,0 +1,51 @@ +//Sandstorm mine trigger 3 Trigger 002-3 98,42 (127) + +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; + + 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; + +L_Right_Wrong_3: + 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; + +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; + +L_Right_3: + 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; + +L_Nothing_3: + mes "You leave the button alone."; + close; +} diff --git a/npc/002-3/mine_triggertwo.txt b/npc/002-3/mine_triggertwo.txt new file mode 100644 index 00000000..5d005620 --- /dev/null +++ b/npc/002-3/mine_triggertwo.txt @@ -0,0 +1,53 @@ +//Sandstorm mine trigger + +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; + + 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; + +L_Right_Wrong_2: + 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; + +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; + +L_Right_2: + 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; + +L_Nothing_2: + mes "You leave the button alone."; + close; + +} diff --git a/npc/002-3/naem.txt b/npc/002-3/naem.txt new file mode 100644 index 00000000..5f0f9bd6 --- /dev/null +++ b/npc/002-3/naem.txt @@ -0,0 +1,132 @@ +// + +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; + +L_Naem_Cool: + 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; + +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; + +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; + +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; + +L_Naem_Help_3: + 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; + +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; + +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; + +L_Naem_Duh: + 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; + +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; + +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; + +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; + +L_Naem_TooMany: + 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; + +} diff --git a/npc/002-3/nathan.txt b/npc/002-3/nathan.txt new file mode 100644 index 00000000..dde61d84 --- /dev/null +++ b/npc/002-3/nathan.txt @@ -0,0 +1,104 @@ +// + +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; + +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; + +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; + +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; + +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; + +L_Nathan_Waits_2: + 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; + +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; + +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; + +L_Nathan_TooMany: + 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; + +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; + +L_Nathan_Complete: + mes "[Nathan]"; + mes "\"Mining is a dangerous job, but somebody's got to do it!\""; + close; + +} diff --git a/npc/002-3/underground_palace_barrier.txt b/npc/002-3/underground_palace_barrier.txt new file mode 100644 index 00000000..34eeaf57 --- /dev/null +++ b/npc/002-3/underground_palace_barrier.txt @@ -0,0 +1,14 @@ +//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; + + +L_Underground_Palace_Barrier_Open: + warp "002-4.gat",34,98; + end; + +} diff --git a/npc/002-3_Desert_mines/_import.txt b/npc/002-3_Desert_mines/_import.txt deleted file mode 100644 index 88b4a9ec..00000000 --- a/npc/002-3_Desert_mines/_import.txt +++ /dev/null @@ -1,10 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 002-3.gat -npc: npc/002-3_Desert_mines/_mobs.txt -npc: npc/002-3_Desert_mines/_warps.txt -npc: npc/002-3_Desert_mines/mine_triggerone.txt -npc: npc/002-3_Desert_mines/mine_triggerthree.txt -npc: npc/002-3_Desert_mines/mine_triggertwo.txt -npc: npc/002-3_Desert_mines/naem.txt -npc: npc/002-3_Desert_mines/nathan.txt -npc: npc/002-3_Desert_mines/underground_palace_barrier.txt diff --git a/npc/002-3_Desert_mines/_mobs.txt b/npc/002-3_Desert_mines/_mobs.txt deleted file mode 100644 index a85ec781..00000000 --- a/npc/002-3_Desert_mines/_mobs.txt +++ /dev/null @@ -1,37 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 002-3 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 -002-3.gat,71,35,25,17 monster Cave Maggot 1056,4,100000,30000,Mob002-3::On1056 -002-3.gat,68,100,8,5 monster Ice Goblin 1058,2,100000,30000,Mob002-3::On1058 -002-3.gat,68,57,26,24 monster Angry Scorpion 1057,5,100000,30000,Mob002-3::On1057 -002-3.gat,48,57,3,14 monster Angry Scorpion 1057,5,100000,30000,Mob002-3::On1057 -002-3.gat,38,76,15,22 monster Angry Scorpion 1057,4,100000,30000,Mob002-3::On1057 -002-3.gat,58,78,6,17 monster Cave Maggot 1056,4,100000,30000,Mob002-3::On1056 -002-3.gat,89,68,11,32 monster Angry Scorpion 1057,4,100000,30000,Mob002-3::On1057 -002-3.gat,84,93,19,17 monster Cave Maggot 1056,4,100000,30000,Mob002-3::On1056 -002-3.gat,72,77,21,14 monster Ice Goblin 1058,3,100000,30000,Mob002-3::On1058 -002-3.gat,67,91,11,12 monster Angry Scorpion 1057,4,100000,30000,Mob002-3::On1057 -002-3.gat,58,95,6,13 monster Cave Maggot 1056,4,100000,30000,Mob002-3::On1056 -002-3.gat,63,100,2,5 monster Angry Scorpion 1057,3,100000,30000,Mob002-3::On1057 - - -002-3.gat,0,0,0 script Mob002-3 -1,{ -On1056: - set @mobID, 1056; - callfunc "MobPoints"; - break; - -On1057: - set @mobID, 1057; - callfunc "MobPoints"; - break; - -On1058: - set @mobID, 1058; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/002-3_Desert_mines/_warps.txt b/npc/002-3_Desert_mines/_warps.txt deleted file mode 100644 index 1f2ec929..00000000 --- a/npc/002-3_Desert_mines/_warps.txt +++ /dev/null @@ -1,4 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 002-3 Desert mines warps - -002-3.gat,37,29 warp Exit -1,-1,002-1.gat,25,95 diff --git a/npc/002-3_Desert_mines/mine_triggerone.txt b/npc/002-3_Desert_mines/mine_triggerone.txt deleted file mode 100644 index d182609b..00000000 --- a/npc/002-3_Desert_mines/mine_triggerone.txt +++ /dev/null @@ -1,52 +0,0 @@ -//Sandstorm mine trigger 1 Trigger 002-3 35,43 (127) - -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; - - 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; - -L_Right_Wrong_1: - 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; - -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; - -L_Right_1: - 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; - -L_Nothing_1: - mes "You leave the button alone."; - close; - -} diff --git a/npc/002-3_Desert_mines/mine_triggerthree.txt b/npc/002-3_Desert_mines/mine_triggerthree.txt deleted file mode 100644 index 828eb594..00000000 --- a/npc/002-3_Desert_mines/mine_triggerthree.txt +++ /dev/null @@ -1,51 +0,0 @@ -//Sandstorm mine trigger 3 Trigger 002-3 98,42 (127) - -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; - - 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; - -L_Right_Wrong_3: - 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; - -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; - -L_Right_3: - 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; - -L_Nothing_3: - mes "You leave the button alone."; - close; -} diff --git a/npc/002-3_Desert_mines/mine_triggertwo.txt b/npc/002-3_Desert_mines/mine_triggertwo.txt deleted file mode 100644 index 5d005620..00000000 --- a/npc/002-3_Desert_mines/mine_triggertwo.txt +++ /dev/null @@ -1,53 +0,0 @@ -//Sandstorm mine trigger - -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; - - 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; - -L_Right_Wrong_2: - 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; - -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; - -L_Right_2: - 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; - -L_Nothing_2: - mes "You leave the button alone."; - close; - -} diff --git a/npc/002-3_Desert_mines/naem.txt b/npc/002-3_Desert_mines/naem.txt deleted file mode 100644 index 5f0f9bd6..00000000 --- a/npc/002-3_Desert_mines/naem.txt +++ /dev/null @@ -1,132 +0,0 @@ -// - -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; - -L_Naem_Cool: - 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; - -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; - -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; - -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; - -L_Naem_Help_3: - 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; - -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; - -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; - -L_Naem_Duh: - 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; - -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; - -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; - -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; - -L_Naem_TooMany: - 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; - -} diff --git a/npc/002-3_Desert_mines/nathan.txt b/npc/002-3_Desert_mines/nathan.txt deleted file mode 100644 index dde61d84..00000000 --- a/npc/002-3_Desert_mines/nathan.txt +++ /dev/null @@ -1,104 +0,0 @@ -// - -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; - -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; - -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; - -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; - -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; - -L_Nathan_Waits_2: - 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; - -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; - -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; - -L_Nathan_TooMany: - 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; - -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; - -L_Nathan_Complete: - mes "[Nathan]"; - mes "\"Mining is a dangerous job, but somebody's got to do it!\""; - close; - -} diff --git a/npc/002-3_Desert_mines/underground_palace_barrier.txt b/npc/002-3_Desert_mines/underground_palace_barrier.txt deleted file mode 100644 index 34eeaf57..00000000 --- a/npc/002-3_Desert_mines/underground_palace_barrier.txt +++ /dev/null @@ -1,14 +0,0 @@ -//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; - - -L_Underground_Palace_Barrier_Open: - warp "002-4.gat",34,98; - end; - -} diff --git a/npc/002-4/_import.txt b/npc/002-4/_import.txt new file mode 100644 index 00000000..46fac3a9 --- /dev/null +++ b/npc/002-4/_import.txt @@ -0,0 +1,7 @@ +// Map 002-4: 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 +npc: npc/002-4/_warps.txt +npc: npc/002-4/chest.txt +npc: npc/002-4/miners.txt diff --git a/npc/002-4/_mobs.txt b/npc/002-4/_mobs.txt new file mode 100644 index 00000000..aa8d42a5 --- /dev/null +++ b/npc/002-4/_mobs.txt @@ -0,0 +1,50 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// 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 +002-4.gat,39,67,5,3 monster Angry Scorpion 1057,3,100000,30000,Mob002-4::On1057 +002-4.gat,39,37,17,4 monster Archant 1060,3,100000,30000,Mob002-4::On1060 +002-4.gat,61,70,1,7 monster Ice Goblin 1058,3,100000,30000,Mob002-4::On1058 +002-4.gat,55,96,1,3 monster Archant 1060,1,100000,30000,Mob002-4::On1060 +002-4.gat,67,99,11,1 monster Yellow Slime 1007,4,100000,30000,Mob002-4::On1007 +002-4.gat,91,80,1,4 monster Archant 1060,1,100000,30000,Mob002-4::On1060 +002-4.gat,88,93,1,4 monster Archant 1060,1,100000,30000,Mob002-4::On1060 +002-4.gat,73,77,1,4 monster Archant 1060,2,100000,30000,Mob002-4::On1060 +002-4.gat,93,69,1,4 monster Archant 1060,1,100000,30000,Mob002-4::On1060 +002-4.gat,90,62,7,1 monster Yellow Slime 1007,1,100000,30000,Mob002-4::On1007 +002-4.gat,73,35,1,4 monster Archant 1060,1,100000,30000,Mob002-4::On1060 +002-4.gat,84,33,1,4 monster Archant 1060,1,100000,30000,Mob002-4::On1060 +002-4.gat,84,45,1,4 monster Archant 1060,1,100000,30000,Mob002-4::On1060 +002-4.gat,98,37,1,4 monster Archant 1060,1,100000,30000,Mob002-4::On1060 +002-4.gat,92,38,7,1 monster Yellow Slime 1007,2,100000,30000,Mob002-4::On1007 + + +002-4.gat,0,0,0 script Mob002-4 -1,{ +On1007: + set @mobID, 1007; + callfunc "MobPoints"; + break; + +On1056: + set @mobID, 1056; + callfunc "MobPoints"; + break; + +On1057: + set @mobID, 1057; + callfunc "MobPoints"; + break; + +On1058: + set @mobID, 1058; + callfunc "MobPoints"; + break; + +On1060: + set @mobID, 1060; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/002-4/_warps.txt b/npc/002-4/_warps.txt new file mode 100644 index 00000000..ed406935 --- /dev/null +++ b/npc/002-4/_warps.txt @@ -0,0 +1,4 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Desert mines warps + +002-4.gat,34,99 warp toLevel1 -1,-1,002-3.gat,68,99 diff --git a/npc/002-4/chest.txt b/npc/002-4/chest.txt new file mode 100644 index 00000000..542ce345 --- /dev/null +++ b/npc/002-4/chest.txt @@ -0,0 +1,36 @@ +// + +002-4.gat,93,37,0 script Treasure 111,{ + + 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; + +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; + +L_Not_Enough: + 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; + +L_TooMany: + mes "You do not have enough room to loot this chest. Maybe you should try again later."; + close; +} diff --git a/npc/002-4/miners.txt b/npc/002-4/miners.txt new file mode 100644 index 00000000..91350e21 --- /dev/null +++ b/npc/002-4/miners.txt @@ -0,0 +1,60 @@ +// + +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; + + 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; + +L_Sema_No: + 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; + +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; + +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; + +L_Sema_Not_Happy: + 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; + +} diff --git a/npc/002-4_Desert_mines/_import.txt b/npc/002-4_Desert_mines/_import.txt deleted file mode 100644 index 9aa89734..00000000 --- a/npc/002-4_Desert_mines/_import.txt +++ /dev/null @@ -1,6 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 002-4.gat -npc: npc/002-4_Desert_mines/_mobs.txt -npc: npc/002-4_Desert_mines/_warps.txt -npc: npc/002-4_Desert_mines/chest.txt -npc: npc/002-4_Desert_mines/miners.txt diff --git a/npc/002-4_Desert_mines/_mobs.txt b/npc/002-4_Desert_mines/_mobs.txt deleted file mode 100644 index 74487965..00000000 --- a/npc/002-4_Desert_mines/_mobs.txt +++ /dev/null @@ -1,50 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 002-4 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 -002-4.gat,39,67,5,3 monster Angry Scorpion 1057,3,100000,30000,Mob002-4::On1057 -002-4.gat,39,37,17,4 monster Archant 1060,3,100000,30000,Mob002-4::On1060 -002-4.gat,61,70,1,7 monster Ice Goblin 1058,3,100000,30000,Mob002-4::On1058 -002-4.gat,55,96,1,3 monster Archant 1060,1,100000,30000,Mob002-4::On1060 -002-4.gat,67,99,11,1 monster Yellow Slime 1007,4,100000,30000,Mob002-4::On1007 -002-4.gat,91,80,1,4 monster Archant 1060,1,100000,30000,Mob002-4::On1060 -002-4.gat,88,93,1,4 monster Archant 1060,1,100000,30000,Mob002-4::On1060 -002-4.gat,73,77,1,4 monster Archant 1060,2,100000,30000,Mob002-4::On1060 -002-4.gat,93,69,1,4 monster Archant 1060,1,100000,30000,Mob002-4::On1060 -002-4.gat,90,62,7,1 monster Yellow Slime 1007,1,100000,30000,Mob002-4::On1007 -002-4.gat,73,35,1,4 monster Archant 1060,1,100000,30000,Mob002-4::On1060 -002-4.gat,84,33,1,4 monster Archant 1060,1,100000,30000,Mob002-4::On1060 -002-4.gat,84,45,1,4 monster Archant 1060,1,100000,30000,Mob002-4::On1060 -002-4.gat,98,37,1,4 monster Archant 1060,1,100000,30000,Mob002-4::On1060 -002-4.gat,92,38,7,1 monster Yellow Slime 1007,2,100000,30000,Mob002-4::On1007 - - -002-4.gat,0,0,0 script Mob002-4 -1,{ -On1007: - set @mobID, 1007; - callfunc "MobPoints"; - break; - -On1056: - set @mobID, 1056; - callfunc "MobPoints"; - break; - -On1057: - set @mobID, 1057; - callfunc "MobPoints"; - break; - -On1058: - set @mobID, 1058; - callfunc "MobPoints"; - break; - -On1060: - set @mobID, 1060; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/002-4_Desert_mines/_warps.txt b/npc/002-4_Desert_mines/_warps.txt deleted file mode 100644 index 9a063b0a..00000000 --- a/npc/002-4_Desert_mines/_warps.txt +++ /dev/null @@ -1,4 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 002-4 Desert mines warps - -002-4.gat,34,99 warp toLevel1 -1,-1,002-3.gat,68,99 diff --git a/npc/002-4_Desert_mines/chest.txt b/npc/002-4_Desert_mines/chest.txt deleted file mode 100644 index 542ce345..00000000 --- a/npc/002-4_Desert_mines/chest.txt +++ /dev/null @@ -1,36 +0,0 @@ -// - -002-4.gat,93,37,0 script Treasure 111,{ - - 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; - -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; - -L_Not_Enough: - 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; - -L_TooMany: - mes "You do not have enough room to loot this chest. Maybe you should try again later."; - close; -} diff --git a/npc/002-4_Desert_mines/miners.txt b/npc/002-4_Desert_mines/miners.txt deleted file mode 100644 index 91350e21..00000000 --- a/npc/002-4_Desert_mines/miners.txt +++ /dev/null @@ -1,60 +0,0 @@ -// - -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; - - 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; - -L_Sema_No: - 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; - -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; - -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; - -L_Sema_Not_Happy: - 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; - -} diff --git a/npc/003-1/_import.txt b/npc/003-1/_import.txt new file mode 100644 index 00000000..02340ca2 --- /dev/null +++ b/npc/003-1/_import.txt @@ -0,0 +1,6 @@ +// Map 003-1: Beach +// This file is generated automatically. All manually changes will be removed when running the Converter. +map: 003-1.gat +npc: npc/003-1/_mobs.txt +npc: npc/003-1/_warps.txt +npc: npc/003-1/stranger.txt diff --git a/npc/003-1/_mobs.txt b/npc/003-1/_mobs.txt new file mode 100644 index 00000000..5aa53375 --- /dev/null +++ b/npc/003-1/_mobs.txt @@ -0,0 +1,33 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Beach mobs + +003-1.gat,64,67,87,93 monster Sea Slime 1033,15,100000,30000,Mob003-1::On1033 +003-1.gat,120,31,22,22 monster Sea Slime 1033,5,100000,30000,Mob003-1::On1033 +003-1.gat,119,68,105,101 monster Green Slime 1005,35,100000,30000,Mob003-1::On1005 +003-1.gat,134,69,76,71 monster Red Scorpion 1004,20,100000,30000,Mob003-1::On1004 +003-1.gat,35,25,10,3 monster Mountain Snake 1026,1,700000,600000,Mob003-1::On1026 + + +003-1.gat,0,0,0 script Mob003-1 -1,{ +On1004: + set @mobID, 1004; + callfunc "MobPoints"; + break; + +On1005: + set @mobID, 1005; + callfunc "MobPoints"; + break; + +On1026: + set @mobID, 1026; + callfunc "MobPoints"; + break; + +On1033: + set @mobID, 1033; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/003-1/_warps.txt b/npc/003-1/_warps.txt new file mode 100644 index 00000000..09277f19 --- /dev/null +++ b/npc/003-1/_warps.txt @@ -0,0 +1,7 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Beach warps + +003-1.gat,172,77 warp ToSandstorm -1,3,002-1.gat,15,66 +003-1.gat,141,19 warp ToBeach 1,-1,004-1.gat,37,111 +003-1.gat,48,36 warp toHouse -1,-1,003-2.gat,27,28 +003-1.gat,59,29 warp toStorage -1,-1,003-2.gat,61,28 diff --git a/npc/003-1/stranger.txt b/npc/003-1/stranger.txt new file mode 100644 index 00000000..9bc6d47d --- /dev/null +++ b/npc/003-1/stranger.txt @@ -0,0 +1,501 @@ +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 Ingot]s and " + @PINKANTENNA + " [Pink Antenna]s.\""; + next; + mes "\"Do you have that for me?\""; + menu + "Yeah, sure.",L_Items, + "No.",L_Close; + 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; + +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$)) + goto L_Right_Answer_Easy; +L_Easy_Skip4: + if (@easy_answers_amount[@random] < 3) + goto L_Easy_Skip3; + set @quizparam$, "towelanswer0" + @random + "c"; + callfunc "StrangerQuiz"; + if (("###" + @answer$ == @quizanswer$)) + goto L_Right_Answer_Easy; +L_Easy_Skip3: + set @quizparam$, "towelanswer0" + @random + "b"; + callfunc "StrangerQuiz"; + if (("###" + @answer$ == @quizanswer$)) + goto L_Right_Answer_Easy; + + set @quizparam$, "towelanswer0" + @random + "a"; + callfunc "StrangerQuiz"; + if (("###" + @answer$ == @quizanswer$)) + goto L_Right_Answer_Easy; + + goto L_Wrong_Answer; + +L_Right_Answer_Easy: + mes "[Stranger]"; + mes "\"You're absolutely right. The next one will be more tricky.\""; + next; + + setarray @medium_questions$, + "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$)) + goto L_Right_Answer_Medium; +L_Medium_Skip4: + if (@medium_answers_amount[@random] < 3) + goto L_Medium_Skip3; + set @quizparam$, "towelanswer1" + @random + "c"; + callfunc "StrangerQuiz"; + if (("###" + @answer$ == @quizanswer$)) + goto L_Right_Answer_Medium; +L_Medium_Skip3: + set @quizparam$, "towelanswer1" + @random + "b"; + callfunc "StrangerQuiz"; + if (("###" + @answer$ == @quizanswer$)) + goto L_Right_Answer_Medium; + + set @quizparam$, "towelanswer1" + @random + "a"; + callfunc "StrangerQuiz"; + if (("###" + @answer$ == @quizanswer$)) + goto L_Right_Answer_Medium; + + goto L_Wrong_Answer; + +L_Right_Answer_Medium: + mes "[Stranger]"; + mes "\"Not bad, not bad. Let's see if you can answer an even more difficult one.\""; + next; + + setarray @hard_questions$, + "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$)) + goto L_Right_Answer_Hard; +L_Hard_Skip4: + if (@hard_answers_amount[@random] < 3) + goto L_Hard_Skip3; + set @quizparam$, "towelanswer2" + @random + "c"; + callfunc "StrangerQuiz"; + if (("###" + @answer$ == @quizanswer$)) + goto L_Right_Answer_Hard; +L_Hard_Skip3: + set @quizparam$, "towelanswer2" + @random + "b"; + callfunc "StrangerQuiz"; + if (("###" + @answer$ == @quizanswer$)) + goto L_Right_Answer_Hard; + + set @quizparam$, "towelanswer2" + @random + "a"; + callfunc "StrangerQuiz"; + if (("###" + @answer$ == @quizanswer$)) + goto L_Right_Answer_Hard; + + goto L_Wrong_Answer; + +L_Right_Answer_Hard: + mes "[Stranger]"; + mes "\"Unbelievable! You're really a wise person.\""; + next; + mes "\"One last question, but this shouldn't be a problem for you.\""; + next; + mes "\"What is the most important item for every hitchhiker to have?\""; + input @answer$; + 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 "\"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; + +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'.\""; + close; + +L_No_Item: + mes "[Stranger]"; + mes "\"Hu? It seems you haven't.\""; + close; + +L_Wrong_Answer: + mes "[Stranger]"; + mes "\"Nah, that's wrong. Come back if you want to try again.\""; + 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; +L_Dye_Towel: + 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; + +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; + +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; + + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +L_No_Water: + mes "[Stranger]"; + mes "\"You don't have water.\""; + 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; + +L_No_Towel: + mes "[Stranger]"; + mes "\"Where's your towel? It is really useful, you should always keep it with you.\""; + 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; + +L_Close: + close; +} diff --git a/npc/003-1_Beach/_import.txt b/npc/003-1_Beach/_import.txt deleted file mode 100644 index 661204a3..00000000 --- a/npc/003-1_Beach/_import.txt +++ /dev/null @@ -1,5 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 003-1.gat -npc: npc/003-1_Beach/_mobs.txt -npc: npc/003-1_Beach/_warps.txt -npc: npc/003-1_Beach/stranger.txt diff --git a/npc/003-1_Beach/_mobs.txt b/npc/003-1_Beach/_mobs.txt deleted file mode 100644 index f95e3490..00000000 --- a/npc/003-1_Beach/_mobs.txt +++ /dev/null @@ -1,33 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 003-1 Beach mobs - -003-1.gat,64,67,87,93 monster Sea Slime 1033,15,100000,30000,Mob003-1::On1033 -003-1.gat,120,31,22,22 monster Sea Slime 1033,5,100000,30000,Mob003-1::On1033 -003-1.gat,119,68,105,101 monster Green Slime 1005,35,100000,30000,Mob003-1::On1005 -003-1.gat,134,69,76,71 monster Red Scorpion 1004,20,100000,30000,Mob003-1::On1004 -003-1.gat,35,25,10,3 monster Mountain Snake 1026,1,700000,600000,Mob003-1::On1026 - - -003-1.gat,0,0,0 script Mob003-1 -1,{ -On1004: - set @mobID, 1004; - callfunc "MobPoints"; - break; - -On1005: - set @mobID, 1005; - callfunc "MobPoints"; - break; - -On1026: - set @mobID, 1026; - callfunc "MobPoints"; - break; - -On1033: - set @mobID, 1033; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/003-1_Beach/_warps.txt b/npc/003-1_Beach/_warps.txt deleted file mode 100644 index 2145a038..00000000 --- a/npc/003-1_Beach/_warps.txt +++ /dev/null @@ -1,7 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 003-1 Beach warps - -003-1.gat,172,77 warp ToSandstorm -1,3,002-1.gat,15,66 -003-1.gat,141,19 warp ToBeach 1,-1,004-1.gat,37,111 -003-1.gat,48,36 warp toHouse -1,-1,003-2.gat,27,28 -003-1.gat,59,29 warp toStorage -1,-1,003-2.gat,61,28 diff --git a/npc/003-1_Beach/stranger.txt b/npc/003-1_Beach/stranger.txt deleted file mode 100644 index 9bc6d47d..00000000 --- a/npc/003-1_Beach/stranger.txt +++ /dev/null @@ -1,501 +0,0 @@ -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 Ingot]s and " + @PINKANTENNA + " [Pink Antenna]s.\""; - next; - mes "\"Do you have that for me?\""; - menu - "Yeah, sure.",L_Items, - "No.",L_Close; - 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; - -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$)) - goto L_Right_Answer_Easy; -L_Easy_Skip4: - if (@easy_answers_amount[@random] < 3) - goto L_Easy_Skip3; - set @quizparam$, "towelanswer0" + @random + "c"; - callfunc "StrangerQuiz"; - if (("###" + @answer$ == @quizanswer$)) - goto L_Right_Answer_Easy; -L_Easy_Skip3: - set @quizparam$, "towelanswer0" + @random + "b"; - callfunc "StrangerQuiz"; - if (("###" + @answer$ == @quizanswer$)) - goto L_Right_Answer_Easy; - - set @quizparam$, "towelanswer0" + @random + "a"; - callfunc "StrangerQuiz"; - if (("###" + @answer$ == @quizanswer$)) - goto L_Right_Answer_Easy; - - goto L_Wrong_Answer; - -L_Right_Answer_Easy: - mes "[Stranger]"; - mes "\"You're absolutely right. The next one will be more tricky.\""; - next; - - setarray @medium_questions$, - "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$)) - goto L_Right_Answer_Medium; -L_Medium_Skip4: - if (@medium_answers_amount[@random] < 3) - goto L_Medium_Skip3; - set @quizparam$, "towelanswer1" + @random + "c"; - callfunc "StrangerQuiz"; - if (("###" + @answer$ == @quizanswer$)) - goto L_Right_Answer_Medium; -L_Medium_Skip3: - set @quizparam$, "towelanswer1" + @random + "b"; - callfunc "StrangerQuiz"; - if (("###" + @answer$ == @quizanswer$)) - goto L_Right_Answer_Medium; - - set @quizparam$, "towelanswer1" + @random + "a"; - callfunc "StrangerQuiz"; - if (("###" + @answer$ == @quizanswer$)) - goto L_Right_Answer_Medium; - - goto L_Wrong_Answer; - -L_Right_Answer_Medium: - mes "[Stranger]"; - mes "\"Not bad, not bad. Let's see if you can answer an even more difficult one.\""; - next; - - setarray @hard_questions$, - "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$)) - goto L_Right_Answer_Hard; -L_Hard_Skip4: - if (@hard_answers_amount[@random] < 3) - goto L_Hard_Skip3; - set @quizparam$, "towelanswer2" + @random + "c"; - callfunc "StrangerQuiz"; - if (("###" + @answer$ == @quizanswer$)) - goto L_Right_Answer_Hard; -L_Hard_Skip3: - set @quizparam$, "towelanswer2" + @random + "b"; - callfunc "StrangerQuiz"; - if (("###" + @answer$ == @quizanswer$)) - goto L_Right_Answer_Hard; - - set @quizparam$, "towelanswer2" + @random + "a"; - callfunc "StrangerQuiz"; - if (("###" + @answer$ == @quizanswer$)) - goto L_Right_Answer_Hard; - - goto L_Wrong_Answer; - -L_Right_Answer_Hard: - mes "[Stranger]"; - mes "\"Unbelievable! You're really a wise person.\""; - next; - mes "\"One last question, but this shouldn't be a problem for you.\""; - next; - mes "\"What is the most important item for every hitchhiker to have?\""; - input @answer$; - 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 "\"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; - -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'.\""; - close; - -L_No_Item: - mes "[Stranger]"; - mes "\"Hu? It seems you haven't.\""; - close; - -L_Wrong_Answer: - mes "[Stranger]"; - mes "\"Nah, that's wrong. Come back if you want to try again.\""; - 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; -L_Dye_Towel: - 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; - -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; - -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; - - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -L_No_Water: - mes "[Stranger]"; - mes "\"You don't have water.\""; - 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; - -L_No_Towel: - mes "[Stranger]"; - mes "\"Where's your towel? It is really useful, you should always keep it with you.\""; - 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; - -L_Close: - close; -} diff --git a/npc/003-2/_import.txt b/npc/003-2/_import.txt new file mode 100644 index 00000000..1e6e34cc --- /dev/null +++ b/npc/003-2/_import.txt @@ -0,0 +1,5 @@ +// Map 003-2: Beach House +// 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 +npc: npc/003-2/_warps.txt diff --git a/npc/003-2/_mobs.txt b/npc/003-2/_mobs.txt new file mode 100644 index 00000000..1828e169 --- /dev/null +++ b/npc/003-2/_mobs.txt @@ -0,0 +1,8 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Beach House mobs + + + +003-2.gat,0,0,0 script Mob003-2 -1,{ + end; +} diff --git a/npc/003-2/_warps.txt b/npc/003-2/_warps.txt new file mode 100644 index 00000000..e9f4bad9 --- /dev/null +++ b/npc/003-2/_warps.txt @@ -0,0 +1,5 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Beach House warps + +003-2.gat,27,29 warp toOutside -1,-1,003-1.gat,48,37 +003-2.gat,61,29 warp toOutside -1,-1,003-1.gat,59,30 diff --git a/npc/003-2_Beach_House/_import.txt b/npc/003-2_Beach_House/_import.txt deleted file mode 100644 index 67e7a4f5..00000000 --- a/npc/003-2_Beach_House/_import.txt +++ /dev/null @@ -1,4 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 003-2.gat -npc: npc/003-2_Beach_House/_mobs.txt -npc: npc/003-2_Beach_House/_warps.txt diff --git a/npc/003-2_Beach_House/_mobs.txt b/npc/003-2_Beach_House/_mobs.txt deleted file mode 100644 index 8b19a02c..00000000 --- a/npc/003-2_Beach_House/_mobs.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 003-2 Beach House mobs - - - -003-2.gat,0,0,0 script Mob003-2 -1,{ - end; -} diff --git a/npc/003-2_Beach_House/_warps.txt b/npc/003-2_Beach_House/_warps.txt deleted file mode 100644 index 67f9162f..00000000 --- a/npc/003-2_Beach_House/_warps.txt +++ /dev/null @@ -1,5 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 003-2 Beach House warps - -003-2.gat,27,29 warp toOutside -1,-1,003-1.gat,48,37 -003-2.gat,61,29 warp toOutside -1,-1,003-1.gat,59,30 diff --git a/npc/004-1/_import.txt b/npc/004-1/_import.txt new file mode 100644 index 00000000..441b28ba --- /dev/null +++ b/npc/004-1/_import.txt @@ -0,0 +1,5 @@ +// Map 004-1: Beach +// This file is generated automatically. All manually changes will be removed when running the Converter. +map: 004-1.gat +npc: npc/004-1/_mobs.txt +npc: npc/004-1/_warps.txt diff --git a/npc/004-1/_mobs.txt b/npc/004-1/_mobs.txt new file mode 100644 index 00000000..07f32beb --- /dev/null +++ b/npc/004-1/_mobs.txt @@ -0,0 +1,35 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Beach mobs + +004-1.gat,39,57,8,29 monster Sea slime 1033,5,100000,30000,Mob004-1::On1033 +004-1.gat,33,83,9,40 monster Sea Slime 1033,11,100000,30000,Mob004-1::On1033 +004-1.gat,28,103,11,14 monster Sea slime 1033,7,100000,30000,Mob004-1::On1033 +004-1.gat,71,103,27,19 monster Giant maggot 1006,5,100000,30000,Mob004-1::On1006 +004-1.gat,76,68,21,49 monster Red scorpion 1004,13,100000,30000,Mob004-1::On1004 +004-1.gat,68,25,19,10 monster Giant maggot 1006,2,100000,30000,Mob004-1::On1006 +004-1.gat,93,27,2,3 monster Black scorpion 1009,1,120000,60000,Mob004-1::On1009 + + +004-1.gat,0,0,0 script Mob004-1 -1,{ +On1004: + set @mobID, 1004; + callfunc "MobPoints"; + break; + +On1006: + set @mobID, 1006; + callfunc "MobPoints"; + break; + +On1009: + set @mobID, 1009; + callfunc "MobPoints"; + break; + +On1033: + set @mobID, 1033; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/004-1/_warps.txt b/npc/004-1/_warps.txt new file mode 100644 index 00000000..45c98920 --- /dev/null +++ b/npc/004-1/_warps.txt @@ -0,0 +1,7 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Beach warps + +004-1.gat,84,113 warp ToSandstorm 1,-1,002-1.gat,29,15 +004-1.gat,37,111 warp ToBeach 1,-1,003-1.gat,141,21 +004-1.gat,80,31 warp ToHouse -1,-1,004-2.gat,21,28 +004-1.gat,86,27 warp To2ndFloor -1,-1,004-2.gat,57,65 diff --git a/npc/004-1_Beach/_import.txt b/npc/004-1_Beach/_import.txt deleted file mode 100644 index db47e100..00000000 --- a/npc/004-1_Beach/_import.txt +++ /dev/null @@ -1,4 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 004-1.gat -npc: npc/004-1_Beach/_mobs.txt -npc: npc/004-1_Beach/_warps.txt diff --git a/npc/004-1_Beach/_mobs.txt b/npc/004-1_Beach/_mobs.txt deleted file mode 100644 index 722b6d65..00000000 --- a/npc/004-1_Beach/_mobs.txt +++ /dev/null @@ -1,35 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 004-1 Beach mobs - -004-1.gat,39,57,8,29 monster Sea slime 1033,5,100000,30000,Mob004-1::On1033 -004-1.gat,33,83,9,40 monster Sea Slime 1033,11,100000,30000,Mob004-1::On1033 -004-1.gat,28,103,11,14 monster Sea slime 1033,7,100000,30000,Mob004-1::On1033 -004-1.gat,71,103,27,19 monster Giant maggot 1006,5,100000,30000,Mob004-1::On1006 -004-1.gat,76,68,21,49 monster Red scorpion 1004,13,100000,30000,Mob004-1::On1004 -004-1.gat,68,25,19,10 monster Giant maggot 1006,2,100000,30000,Mob004-1::On1006 -004-1.gat,93,27,2,3 monster Black scorpion 1009,1,120000,60000,Mob004-1::On1009 - - -004-1.gat,0,0,0 script Mob004-1 -1,{ -On1004: - set @mobID, 1004; - callfunc "MobPoints"; - break; - -On1006: - set @mobID, 1006; - callfunc "MobPoints"; - break; - -On1009: - set @mobID, 1009; - callfunc "MobPoints"; - break; - -On1033: - set @mobID, 1033; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/004-1_Beach/_warps.txt b/npc/004-1_Beach/_warps.txt deleted file mode 100644 index 5795092b..00000000 --- a/npc/004-1_Beach/_warps.txt +++ /dev/null @@ -1,7 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 004-1 Beach warps - -004-1.gat,84,113 warp ToSandstorm 1,-1,002-1.gat,29,15 -004-1.gat,37,111 warp ToBeach 1,-1,003-1.gat,141,21 -004-1.gat,80,31 warp ToHouse -1,-1,004-2.gat,21,28 -004-1.gat,86,27 warp To2ndFloor -1,-1,004-2.gat,57,65 diff --git a/npc/004-2/_import.txt b/npc/004-2/_import.txt new file mode 100644 index 00000000..3efc4d70 --- /dev/null +++ b/npc/004-2/_import.txt @@ -0,0 +1,5 @@ +// Map 004-2: Beach House +// 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 +npc: npc/004-2/_warps.txt diff --git a/npc/004-2/_mobs.txt b/npc/004-2/_mobs.txt new file mode 100644 index 00000000..dd47ab77 --- /dev/null +++ b/npc/004-2/_mobs.txt @@ -0,0 +1,8 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Beach House mobs + + + +004-2.gat,0,0,0 script Mob004-2 -1,{ + end; +} diff --git a/npc/004-2/_warps.txt b/npc/004-2/_warps.txt new file mode 100644 index 00000000..b69569d3 --- /dev/null +++ b/npc/004-2/_warps.txt @@ -0,0 +1,11 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Beach House 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 +004-2.gat,21,29 warp ToOutside -1,-1,004-1.gat,80,32 +004-2.gat,62,28 warp ToBasement -1,-1,004-2.gat,21,62 +004-2.gat,20,62 warp To1stFloor -1,-1,004-2.gat,63,28 +004-2.gat,68,66 warp To1stFloor 0,-1,004-2.gat,35,21 +004-2.gat,36,20 warp To2ndFloor 0,-1,004-2.gat,68,65 +004-2.gat,57,66 warp ToOutside -1,-1,004-1.gat,86,28 diff --git a/npc/004-2_Beach_House/_import.txt b/npc/004-2_Beach_House/_import.txt deleted file mode 100644 index 4703e3d0..00000000 --- a/npc/004-2_Beach_House/_import.txt +++ /dev/null @@ -1,4 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 004-2.gat -npc: npc/004-2_Beach_House/_mobs.txt -npc: npc/004-2_Beach_House/_warps.txt diff --git a/npc/004-2_Beach_House/_mobs.txt b/npc/004-2_Beach_House/_mobs.txt deleted file mode 100644 index 2669f3c6..00000000 --- a/npc/004-2_Beach_House/_mobs.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 004-2 Beach House mobs - - - -004-2.gat,0,0,0 script Mob004-2 -1,{ - end; -} diff --git a/npc/004-2_Beach_House/_warps.txt b/npc/004-2_Beach_House/_warps.txt deleted file mode 100644 index e8a40633..00000000 --- a/npc/004-2_Beach_House/_warps.txt +++ /dev/null @@ -1,11 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 004-2 Beach House 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 -004-2.gat,21,29 warp ToOutside -1,-1,004-1.gat,80,32 -004-2.gat,62,28 warp ToBasement -1,-1,004-2.gat,21,62 -004-2.gat,20,62 warp To1stFloor -1,-1,004-2.gat,63,28 -004-2.gat,68,66 warp To1stFloor 0,-1,004-2.gat,35,21 -004-2.gat,36,20 warp To2ndFloor 0,-1,004-2.gat,68,65 -004-2.gat,57,66 warp ToOutside -1,-1,004-1.gat,86,28 diff --git a/npc/005-1/_import.txt b/npc/005-1/_import.txt new file mode 100644 index 00000000..968adcd7 --- /dev/null +++ b/npc/005-1/_import.txt @@ -0,0 +1,8 @@ +// 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 +npc: npc/005-1/_warps.txt +npc: npc/005-1/npcs.txt +npc: npc/005-1/spirit.txt +npc: npc/005-1/tree.txt diff --git a/npc/005-1/_mobs.txt b/npc/005-1/_mobs.txt new file mode 100644 index 00000000..177b995e --- /dev/null +++ b/npc/005-1/_mobs.txt @@ -0,0 +1,44 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// 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 +005-1.gat,71,77,9,6 monster Snake 1010,2,40000,50000,Mob005-1::On1010 +005-1.gat,92,25,8,5 monster Snake 1010,3,40000,50000,Mob005-1::On1010 +005-1.gat,98,54,95,52 monster Giant Maggot 1006,20,100000,30000,Mob005-1::On1006 +005-1.gat,91,18,66,23 monster Black Scorpion 1009,7,100000,30000,Mob005-1::On1009 +005-1.gat,99,87,85,32 monster Black Scorpion 1009,8,100000,30000,Mob005-1::On1009 +005-1.gat,30,42,20,23 monster Green Slime 1005,3,100000,30000,Mob005-1::On1005 +005-1.gat,118,70,3,2 monster Green Slime 1005,2,100000,30000,Mob005-1::On1005 +005-1.gat,163,71,32,65 monster Snake 1010,8,100000,30000,Mob005-1::On1010 +005-1.gat,96,49,103,48 monster Maggot 1002,20,100000,30000,Mob005-1::On1002 + + +005-1.gat,0,0,0 script Mob005-1 -1,{ +On1002: + set @mobID, 1002; + callfunc "MobPoints"; + break; + +On1005: + set @mobID, 1005; + callfunc "MobPoints"; + break; + +On1006: + set @mobID, 1006; + callfunc "MobPoints"; + break; + +On1009: + set @mobID, 1009; + callfunc "MobPoints"; + break; + +On1010: + set @mobID, 1010; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/005-1/_warps.txt b/npc/005-1/_warps.txt new file mode 100644 index 00000000..6d8c2597 --- /dev/null +++ b/npc/005-1/_warps.txt @@ -0,0 +1,19 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// 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 +005-1.gat,71,75 warp ToSnakeCave -1,-1,005-3.gat,33,82 +005-1.gat,167,108 warp ToDesertMountains -1,-1,006-1.gat,20,33 +005-1.gat,168,107 warp ToDesertMountains -1,-1,006-1.gat,21,32 +005-1.gat,169,106 warp ToDesertMountains -1,-1,006-1.gat,22,31 +005-1.gat,171,104 warp ToDesertMountains -1,-1,006-1.gat,24,29 +005-1.gat,170,105 warp ToDesertMountains -1,-1,006-1.gat,23,30 +005-1.gat,172,103 warp ToDesertMountains -1,-1,006-1.gat,25,28 +005-1.gat,174,101 warp ToDesertMountains -1,-1,006-1.gat,27,26 +005-1.gat,173,102 warp ToDesertMountains -1,-1,006-1.gat,26,27 +005-1.gat,175,100 warp ToDesertMountains -1,-1,006-1.gat,28,25 +005-1.gat,176,99 warp ToDesertMountains -1,-1,006-1.gat,29,24 +005-1.gat,177,98 warp ToDesertMountains -1,-1,006-1.gat,30,23 +005-1.gat,178,97 warp ToDesertMountains -1,-1,006-1.gat,31,22 +005-1.gat,179,96 warp ToDesertMountains -1,-1,006-1.gat,32,21 diff --git a/npc/005-1/npcs.txt b/npc/005-1/npcs.txt new file mode 100644 index 00000000..12f37ca1 --- /dev/null +++ b/npc/005-1/npcs.txt @@ -0,0 +1,17 @@ +// + +005-1.gat,69,76,0 shop George 115,530:3000,1199:1,529:-1,539:175,562:500 + +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,{ + mes "[William]"; + mes "\"Going in the cave?"; + mes "You better watch your step, last time I checked it was full of monsters!\""; + close; +} diff --git a/npc/005-1/spirit.txt b/npc/005-1/spirit.txt new file mode 100644 index 00000000..d6723c8e --- /dev/null +++ b/npc/005-1/spirit.txt @@ -0,0 +1,305 @@ +function script EarthImpTouch { + if (getskilllv(SKILL_MAGIC)) + goto L_message; + + 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 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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +L_no20k: + 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; + +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; + +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; + +L_Q_tree_howmuch: + 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; + +L_Q_tree_where: + 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; + +L_silly_close: + if (MAGIC_FLAGS & MFLAG_KNOWS_IMP) + mes "[Earth Spirit]"; + if (!(MAGIC_FLAGS & MFLAG_KNOWS_IMP)) + mes "[Well]"; + mes "\"Silly " + @s$ + ".\""; +L_close: + close; + +S_update_var: + 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,119,70,0 script #EarthImp1#_M 127,{ + callfunc "EarthImpTouch"; +} diff --git a/npc/005-1/tree.txt b/npc/005-1/tree.txt new file mode 100644 index 00000000..54b7ed1c --- /dev/null +++ b/npc/005-1/tree.txt @@ -0,0 +1,162 @@ +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; + + if (@Q_status & @flag) + close; // already did that + + if (@flag == 2) + goto L_hug; + +L_cont: + set @Q_status, @Q_status | @flag; + callsub S_update_var; + + if (@Q_status != 3) + close; + + if (MAGIC_FLAGS & MFLAG_DID_CUTTREE) + 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; + +L_hug: + mes "You hug the tree."; + next; + goto L_cont; + +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; +} + +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; + + 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_DRUIDTREE) + goto L_water; + + 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; + +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; + +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; + +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; + +L_givewater: + 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; + +L_no_water: + mes "[Dying Tree]"; + mes "You don't have any water."; + 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; + +L_do_cut: + if (countitem(570) < 1) + goto L_no_boneknife; + + 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; + +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; + +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; + +L_happy: + mes "[Druid Tree]"; + mes "The tree looks younger and healthier now."; + close; +} + +005-1.gat,79,41,0 script #DruidTree0#_M 127,{ + callfunc "QuestTreeTouch"; +} + +005-1.gat,80,41,0 script #DruidTree1#_M 127,{ + callfunc "QuestTreeTouch"; +} diff --git a/npc/005-1_Snake_desert/_import.txt b/npc/005-1_Snake_desert/_import.txt deleted file mode 100644 index 06f15373..00000000 --- a/npc/005-1_Snake_desert/_import.txt +++ /dev/null @@ -1,7 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 005-1.gat -npc: npc/005-1_Snake_desert/_mobs.txt -npc: npc/005-1_Snake_desert/_warps.txt -npc: npc/005-1_Snake_desert/npcs.txt -npc: npc/005-1_Snake_desert/spirit.txt -npc: npc/005-1_Snake_desert/tree.txt diff --git a/npc/005-1_Snake_desert/_mobs.txt b/npc/005-1_Snake_desert/_mobs.txt deleted file mode 100644 index 1e4366f9..00000000 --- a/npc/005-1_Snake_desert/_mobs.txt +++ /dev/null @@ -1,44 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 005-1 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 -005-1.gat,71,77,9,6 monster Snake 1010,2,40000,50000,Mob005-1::On1010 -005-1.gat,92,25,8,5 monster Snake 1010,3,40000,50000,Mob005-1::On1010 -005-1.gat,98,54,95,52 monster Giant Maggot 1006,20,100000,30000,Mob005-1::On1006 -005-1.gat,91,18,66,23 monster Black Scorpion 1009,7,100000,30000,Mob005-1::On1009 -005-1.gat,99,87,85,32 monster Black Scorpion 1009,8,100000,30000,Mob005-1::On1009 -005-1.gat,30,42,20,23 monster Green Slime 1005,3,100000,30000,Mob005-1::On1005 -005-1.gat,118,70,3,2 monster Green Slime 1005,2,100000,30000,Mob005-1::On1005 -005-1.gat,163,71,32,65 monster Snake 1010,8,100000,30000,Mob005-1::On1010 -005-1.gat,96,49,103,48 monster Maggot 1002,20,100000,30000,Mob005-1::On1002 - - -005-1.gat,0,0,0 script Mob005-1 -1,{ -On1002: - set @mobID, 1002; - callfunc "MobPoints"; - break; - -On1005: - set @mobID, 1005; - callfunc "MobPoints"; - break; - -On1006: - set @mobID, 1006; - callfunc "MobPoints"; - break; - -On1009: - set @mobID, 1009; - callfunc "MobPoints"; - break; - -On1010: - set @mobID, 1010; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/005-1_Snake_desert/_warps.txt b/npc/005-1_Snake_desert/_warps.txt deleted file mode 100644 index 1e09429d..00000000 --- a/npc/005-1_Snake_desert/_warps.txt +++ /dev/null @@ -1,19 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 005-1 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 -005-1.gat,71,75 warp ToSnakeCave -1,-1,005-3.gat,33,82 -005-1.gat,167,108 warp ToDesertMountains -1,-1,006-1.gat,20,33 -005-1.gat,168,107 warp ToDesertMountains -1,-1,006-1.gat,21,32 -005-1.gat,169,106 warp ToDesertMountains -1,-1,006-1.gat,22,31 -005-1.gat,171,104 warp ToDesertMountains -1,-1,006-1.gat,24,29 -005-1.gat,170,105 warp ToDesertMountains -1,-1,006-1.gat,23,30 -005-1.gat,172,103 warp ToDesertMountains -1,-1,006-1.gat,25,28 -005-1.gat,174,101 warp ToDesertMountains -1,-1,006-1.gat,27,26 -005-1.gat,173,102 warp ToDesertMountains -1,-1,006-1.gat,26,27 -005-1.gat,175,100 warp ToDesertMountains -1,-1,006-1.gat,28,25 -005-1.gat,176,99 warp ToDesertMountains -1,-1,006-1.gat,29,24 -005-1.gat,177,98 warp ToDesertMountains -1,-1,006-1.gat,30,23 -005-1.gat,178,97 warp ToDesertMountains -1,-1,006-1.gat,31,22 -005-1.gat,179,96 warp ToDesertMountains -1,-1,006-1.gat,32,21 diff --git a/npc/005-1_Snake_desert/npcs.txt b/npc/005-1_Snake_desert/npcs.txt deleted file mode 100644 index 12f37ca1..00000000 --- a/npc/005-1_Snake_desert/npcs.txt +++ /dev/null @@ -1,17 +0,0 @@ -// - -005-1.gat,69,76,0 shop George 115,530:3000,1199:1,529:-1,539:175,562:500 - -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,{ - mes "[William]"; - mes "\"Going in the cave?"; - mes "You better watch your step, last time I checked it was full of monsters!\""; - close; -} diff --git a/npc/005-1_Snake_desert/spirit.txt b/npc/005-1_Snake_desert/spirit.txt deleted file mode 100644 index d6723c8e..00000000 --- a/npc/005-1_Snake_desert/spirit.txt +++ /dev/null @@ -1,305 +0,0 @@ -function script EarthImpTouch { - if (getskilllv(SKILL_MAGIC)) - goto L_message; - - 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 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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -L_no20k: - 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; - -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; - -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; - -L_Q_tree_howmuch: - 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; - -L_Q_tree_where: - 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; - -L_silly_close: - if (MAGIC_FLAGS & MFLAG_KNOWS_IMP) - mes "[Earth Spirit]"; - if (!(MAGIC_FLAGS & MFLAG_KNOWS_IMP)) - mes "[Well]"; - mes "\"Silly " + @s$ + ".\""; -L_close: - close; - -S_update_var: - 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,119,70,0 script #EarthImp1#_M 127,{ - callfunc "EarthImpTouch"; -} diff --git a/npc/005-1_Snake_desert/tree.txt b/npc/005-1_Snake_desert/tree.txt deleted file mode 100644 index 54b7ed1c..00000000 --- a/npc/005-1_Snake_desert/tree.txt +++ /dev/null @@ -1,162 +0,0 @@ -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; - - if (@Q_status & @flag) - close; // already did that - - if (@flag == 2) - goto L_hug; - -L_cont: - set @Q_status, @Q_status | @flag; - callsub S_update_var; - - if (@Q_status != 3) - close; - - if (MAGIC_FLAGS & MFLAG_DID_CUTTREE) - 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; - -L_hug: - mes "You hug the tree."; - next; - goto L_cont; - -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; -} - -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; - - 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_DRUIDTREE) - goto L_water; - - 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; - -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; - -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; - -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; - -L_givewater: - 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; - -L_no_water: - mes "[Dying Tree]"; - mes "You don't have any water."; - 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; - -L_do_cut: - if (countitem(570) < 1) - goto L_no_boneknife; - - 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; - -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; - -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; - -L_happy: - mes "[Druid Tree]"; - mes "The tree looks younger and healthier now."; - close; -} - -005-1.gat,79,41,0 script #DruidTree0#_M 127,{ - callfunc "QuestTreeTouch"; -} - -005-1.gat,80,41,0 script #DruidTree1#_M 127,{ - callfunc "QuestTreeTouch"; -} diff --git a/npc/005-3/_import.txt b/npc/005-3/_import.txt new file mode 100644 index 00000000..23982113 --- /dev/null +++ b/npc/005-3/_import.txt @@ -0,0 +1,6 @@ +// 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/npc/005-3/_mobs.txt b/npc/005-3/_mobs.txt new file mode 100644 index 00000000..b5c48308 --- /dev/null +++ b/npc/005-3/_mobs.txt @@ -0,0 +1,8 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Snake pit mobs + + + +005-3.gat,0,0,0 script Mob005-3 -1,{ + end; +} diff --git a/npc/005-3/_warps.txt b/npc/005-3/_warps.txt new file mode 100644 index 00000000..09084cc1 --- /dev/null +++ b/npc/005-3/_warps.txt @@ -0,0 +1,5 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// 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/npc/005-3/monsters.txt b/npc/005-3/monsters.txt new file mode 100644 index 00000000..439b6300 --- /dev/null +++ b/npc/005-3/monsters.txt @@ -0,0 +1,14 @@ +// 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/npc/005-3_Snake_pit/_import.txt b/npc/005-3_Snake_pit/_import.txt deleted file mode 100644 index 64787f76..00000000 --- a/npc/005-3_Snake_pit/_import.txt +++ /dev/null @@ -1,5 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 005-3.gat -npc: npc/005-3_Snake_pit/_mobs.txt -npc: npc/005-3_Snake_pit/_warps.txt -npc: npc/005-3_Snake_pit/monsters.txt diff --git a/npc/005-3_Snake_pit/_mobs.txt b/npc/005-3_Snake_pit/_mobs.txt deleted file mode 100644 index 6d36e1b2..00000000 --- a/npc/005-3_Snake_pit/_mobs.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 005-3 Snake pit mobs - - - -005-3.gat,0,0,0 script Mob005-3 -1,{ - end; -} diff --git a/npc/005-3_Snake_pit/_warps.txt b/npc/005-3_Snake_pit/_warps.txt deleted file mode 100644 index f56e5fcc..00000000 --- a/npc/005-3_Snake_pit/_warps.txt +++ /dev/null @@ -1,5 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 005-3 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/npc/005-3_Snake_pit/monsters.txt b/npc/005-3_Snake_pit/monsters.txt deleted file mode 100644 index 439b6300..00000000 --- a/npc/005-3_Snake_pit/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/npc/006-1/_import.txt b/npc/006-1/_import.txt new file mode 100644 index 00000000..ec566450 --- /dev/null +++ b/npc/006-1/_import.txt @@ -0,0 +1,7 @@ +// 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 +npc: npc/006-1/_warps.txt +npc: npc/006-1/mika.txt +npc: npc/006-1/pachua.txt diff --git a/npc/006-1/_mobs.txt b/npc/006-1/_mobs.txt new file mode 100644 index 00000000..d3dffdd8 --- /dev/null +++ b/npc/006-1/_mobs.txt @@ -0,0 +1,38 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// 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 +006-1.gat,34,41,4,6 monster Mountain Snake 1026,1,30000,75000,Mob006-1::On1026 +006-1.gat,55,37,27,23 monster Mountain Snake 1026,3,150000,10000,Mob006-1::On1026 +006-1.gat,89,26,33,13 monster Mountain Snake 1026,5,15000,75000,Mob006-1::On1026 +006-1.gat,118,43,22,40 monster Mountain Snake 1026,8,15000,75000,Mob006-1::On1026 +006-1.gat,115,49,6,3 monster Mountain Snake 1026,3,15000,75000,Mob006-1::On1026 +006-1.gat,88,47,36,11 monster Mountain Snake 1026,3,15000,75000,Mob006-1::On1026 +006-1.gat,105,72,25,16 monster Mountain Snake 1026,3,15000,75000,Mob006-1::On1026 +006-1.gat,75,106,16,22 monster Mountain Snake 1026,4,15000,75000,Mob006-1::On1026 +006-1.gat,102,97,36,29 monster Mountain Snake 1026,8,15000,75000,Mob006-1::On1026 +006-1.gat,65,65,49,30 monster Mountain Snake 1026,8,15000,75000,Mob006-1::On1026 +006-1.gat,95,120,38,13 monster Mountain Snake 1026,5,15000,75000,Mob006-1::On1026 +006-1.gat,54,120,29,7 monster Mountain Snake 1026,4,15000,75000,Mob006-1::On1026 +006-1.gat,36,98,33,35 monster Scorpion 1003,10,100000,30000,Mob006-1::On1003 + + +006-1.gat,0,0,0 script Mob006-1 -1,{ +On1003: + set @mobID, 1003; + callfunc "MobPoints"; + break; + +On1010: + set @mobID, 1010; + callfunc "MobPoints"; + break; + +On1026: + set @mobID, 1026; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/006-1/_warps.txt b/npc/006-1/_warps.txt new file mode 100644 index 00000000..eab79c2b --- /dev/null +++ b/npc/006-1/_warps.txt @@ -0,0 +1,36 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// 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 +006-1.gat,30,19 warp ToDesert -1,-1,005-1.gat,177,94 +006-1.gat,29,20 warp ToDesert -1,-1,005-1.gat,176,95 +006-1.gat,26,23 warp ToDesert -1,-1,005-1.gat,173,98 +006-1.gat,25,24 warp ToDesert -1,-1,005-1.gat,172,99 +006-1.gat,23,26 warp ToDesert -1,-1,005-1.gat,170,101 +006-1.gat,24,25 warp ToDesert -1,-1,005-1.gat,171,100 +006-1.gat,22,27 warp ToDesert -1,-1,005-1.gat,169,102 +006-1.gat,21,28 warp ToDesert -1,-1,005-1.gat,168,103 +006-1.gat,20,29 warp ToDesert -1,-1,005-1.gat,167,104 +006-1.gat,19,30 warp ToDesert -1,-1,005-1.gat,166,105 +006-1.gat,18,31 warp ToDesert -1,-1,005-1.gat,165,106 +006-1.gat,40,26 warp ToCave -1,-1,006-3.gat,40,27 +006-1.gat,60,58 warp ToCave -1,-1,006-3.gat,60,69 +006-1.gat,62,30 warp ToCave -1,-1,006-3.gat,62,31 +006-1.gat,55,27 warp ToCave -1,-1,006-3.gat,55,28 +006-1.gat,77,44 warp ToCave -1,-1,006-3.gat,77,45 +006-1.gat,86,24 warp ToCave -1,-1,006-3.gat,86,25 +006-1.gat,91,24 warp ToCave -1,-1,006-3.gat,91,25 +006-1.gat,104,44 warp ToCave -1,-1,006-3.gat,104,45 +006-1.gat,122,24 warp ToCave -1,-1,006-3.gat,122,25 +006-1.gat,114,49 warp ToCave -1,-1,006-3.gat,114,50 +006-1.gat,110,56 warp ToCave -1,-1,006-3.gat,110,57 +006-1.gat,125,59 warp ToCave -1,-1,006-3.gat,125,60 +006-1.gat,92,63 warp ToCave -1,-1,006-3.gat,92,64 +006-1.gat,112,74 warp ToCave -1,-1,006-3.gat,112,75 +006-1.gat,121,110 warp ToCave -1,-1,006-3.gat,121,111 +006-1.gat,79,120 warp ToCave -1,-1,006-3.gat,79,121 +006-1.gat,38,121 warp ToCave -1,-1,006-3.gat,38,122 +006-1.gat,74,90 warp ToCave -1,-1,006-3.gat,74,91 +006-1.gat,51,90 warp ToCave -1,-1,006-3.gat,51,91 +006-1.gat,30,123 warp ToCave -1,-1,032-3.gat,128,31 diff --git a/npc/006-1/mika.txt b/npc/006-1/mika.txt new file mode 100644 index 00000000..fc2e6f44 --- /dev/null +++ b/npc/006-1/mika.txt @@ -0,0 +1,8 @@ +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; + mes "[Mika]"; + mes "\"Maybe you can find him, but be careful you don't get lost in the tunnels!\""; + close; +} diff --git a/npc/006-1/pachua.txt b/npc/006-1/pachua.txt new file mode 100644 index 00000000..a827205f --- /dev/null +++ b/npc/006-1/pachua.txt @@ -0,0 +1,311 @@ +006-1.gat,23,100,0 script Pachua 143,{ + + 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; + + 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; + +L_Begin: + 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; + + 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; + +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; + +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; + +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; + +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; + +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; + +L_Cowboy_white: + getitem "WhiteCowboyHat", 1; + goto L_DealDone; + +L_Cowboy_black: + 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; + +L_DealDone: + mes "[Chief Pachua]"; + mes ""; + mes "\"Here you are!\""; + mes ""; + mes "\"Come back any time.\""; + close; + +L_NoDeal: + mes "[Chief Pachua]"; + mes ""; + mes "\"Alright, but you won't get a better deal anywhere else!\""; + close; + +L_NoMoney: + mes "[Chief Pachua]"; + mes ""; + mes "\"Oh dear, it seems you don't have enough money.\""; + close; + +L_NoJeans: + mes "[Chief Pachua]"; + mes ""; + mes "\"Oh dear, it seems you don't have enough jeans shorts.\""; + close; + +L_NoFancy: + mes "[Chief Pachua]"; + mes ""; + mes "\"Oh dear, it seems you don't have enough fancy hats.\""; + close; + +L_NoSkins: + mes "[Chief Pachua]"; + mes ""; + mes "\"Oh dear, it seems you don't have enough snake skins.\""; + 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; + +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; + +L_TooMany: + mes "[Chief Pachua]"; + mes ""; + mes "\"You don't have room for a leather patch. Come back later.\""; + 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(1) - 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; + +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; + +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; + +L_EasterNotEnough: + mes "[Chief Pachua]"; + mes ""; + mes "\"You do not have enough [Reed Bundle]s for me to work with.\""; + mes "\"Go gather more.\""; + 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; + +L_EasterTooMany: + mes "[Chief Pachua]"; + mes ""; + mes "\"You don't have room for the [Easter Basket]. Come back later.\""; + close; + +L_SeeBunny: + mes "[Chief Pachua]"; + mes ""; + mes "\"You need to return to the Easter Bunny now.\""; + next; + goto L_Begin; + +} diff --git a/npc/006-1_Desert_mountains/_import.txt b/npc/006-1_Desert_mountains/_import.txt deleted file mode 100644 index 655acae9..00000000 --- a/npc/006-1_Desert_mountains/_import.txt +++ /dev/null @@ -1,6 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 006-1.gat -npc: npc/006-1_Desert_mountains/_mobs.txt -npc: npc/006-1_Desert_mountains/_warps.txt -npc: npc/006-1_Desert_mountains/mika.txt -npc: npc/006-1_Desert_mountains/pachua.txt diff --git a/npc/006-1_Desert_mountains/_mobs.txt b/npc/006-1_Desert_mountains/_mobs.txt deleted file mode 100644 index ae13bb84..00000000 --- a/npc/006-1_Desert_mountains/_mobs.txt +++ /dev/null @@ -1,38 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 006-1 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 -006-1.gat,34,41,4,6 monster Mountain Snake 1026,1,30000,75000,Mob006-1::On1026 -006-1.gat,55,37,27,23 monster Mountain Snake 1026,3,150000,10000,Mob006-1::On1026 -006-1.gat,89,26,33,13 monster Mountain Snake 1026,5,15000,75000,Mob006-1::On1026 -006-1.gat,118,43,22,40 monster Mountain Snake 1026,8,15000,75000,Mob006-1::On1026 -006-1.gat,115,49,6,3 monster Mountain Snake 1026,3,15000,75000,Mob006-1::On1026 -006-1.gat,88,47,36,11 monster Mountain Snake 1026,3,15000,75000,Mob006-1::On1026 -006-1.gat,105,72,25,16 monster Mountain Snake 1026,3,15000,75000,Mob006-1::On1026 -006-1.gat,75,106,16,22 monster Mountain Snake 1026,4,15000,75000,Mob006-1::On1026 -006-1.gat,102,97,36,29 monster Mountain Snake 1026,8,15000,75000,Mob006-1::On1026 -006-1.gat,65,65,49,30 monster Mountain Snake 1026,8,15000,75000,Mob006-1::On1026 -006-1.gat,95,120,38,13 monster Mountain Snake 1026,5,15000,75000,Mob006-1::On1026 -006-1.gat,54,120,29,7 monster Mountain Snake 1026,4,15000,75000,Mob006-1::On1026 -006-1.gat,36,98,33,35 monster Scorpion 1003,10,100000,30000,Mob006-1::On1003 - - -006-1.gat,0,0,0 script Mob006-1 -1,{ -On1003: - set @mobID, 1003; - callfunc "MobPoints"; - break; - -On1010: - set @mobID, 1010; - callfunc "MobPoints"; - break; - -On1026: - set @mobID, 1026; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/006-1_Desert_mountains/_warps.txt b/npc/006-1_Desert_mountains/_warps.txt deleted file mode 100644 index 3dd14f00..00000000 --- a/npc/006-1_Desert_mountains/_warps.txt +++ /dev/null @@ -1,36 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 006-1 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 -006-1.gat,30,19 warp ToDesert -1,-1,005-1.gat,177,94 -006-1.gat,29,20 warp ToDesert -1,-1,005-1.gat,176,95 -006-1.gat,26,23 warp ToDesert -1,-1,005-1.gat,173,98 -006-1.gat,25,24 warp ToDesert -1,-1,005-1.gat,172,99 -006-1.gat,23,26 warp ToDesert -1,-1,005-1.gat,170,101 -006-1.gat,24,25 warp ToDesert -1,-1,005-1.gat,171,100 -006-1.gat,22,27 warp ToDesert -1,-1,005-1.gat,169,102 -006-1.gat,21,28 warp ToDesert -1,-1,005-1.gat,168,103 -006-1.gat,20,29 warp ToDesert -1,-1,005-1.gat,167,104 -006-1.gat,19,30 warp ToDesert -1,-1,005-1.gat,166,105 -006-1.gat,18,31 warp ToDesert -1,-1,005-1.gat,165,106 -006-1.gat,40,26 warp ToCave -1,-1,006-3.gat,40,27 -006-1.gat,60,58 warp ToCave -1,-1,006-3.gat,60,69 -006-1.gat,62,30 warp ToCave -1,-1,006-3.gat,62,31 -006-1.gat,55,27 warp ToCave -1,-1,006-3.gat,55,28 -006-1.gat,77,44 warp ToCave -1,-1,006-3.gat,77,45 -006-1.gat,86,24 warp ToCave -1,-1,006-3.gat,86,25 -006-1.gat,91,24 warp ToCave -1,-1,006-3.gat,91,25 -006-1.gat,104,44 warp ToCave -1,-1,006-3.gat,104,45 -006-1.gat,122,24 warp ToCave -1,-1,006-3.gat,122,25 -006-1.gat,114,49 warp ToCave -1,-1,006-3.gat,114,50 -006-1.gat,110,56 warp ToCave -1,-1,006-3.gat,110,57 -006-1.gat,125,59 warp ToCave -1,-1,006-3.gat,125,60 -006-1.gat,92,63 warp ToCave -1,-1,006-3.gat,92,64 -006-1.gat,112,74 warp ToCave -1,-1,006-3.gat,112,75 -006-1.gat,121,110 warp ToCave -1,-1,006-3.gat,121,111 -006-1.gat,79,120 warp ToCave -1,-1,006-3.gat,79,121 -006-1.gat,38,121 warp ToCave -1,-1,006-3.gat,38,122 -006-1.gat,74,90 warp ToCave -1,-1,006-3.gat,74,91 -006-1.gat,51,90 warp ToCave -1,-1,006-3.gat,51,91 -006-1.gat,30,123 warp ToCave -1,-1,032-3.gat,128,31 diff --git a/npc/006-1_Desert_mountains/mika.txt b/npc/006-1_Desert_mountains/mika.txt deleted file mode 100644 index fc2e6f44..00000000 --- a/npc/006-1_Desert_mountains/mika.txt +++ /dev/null @@ -1,8 +0,0 @@ -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; - mes "[Mika]"; - mes "\"Maybe you can find him, but be careful you don't get lost in the tunnels!\""; - close; -} diff --git a/npc/006-1_Desert_mountains/pachua.txt b/npc/006-1_Desert_mountains/pachua.txt deleted file mode 100644 index a827205f..00000000 --- a/npc/006-1_Desert_mountains/pachua.txt +++ /dev/null @@ -1,311 +0,0 @@ -006-1.gat,23,100,0 script Pachua 143,{ - - 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; - - 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; - -L_Begin: - 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; - - 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; - -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; - -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; - -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; - -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; - -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; - -L_Cowboy_white: - getitem "WhiteCowboyHat", 1; - goto L_DealDone; - -L_Cowboy_black: - 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; - -L_DealDone: - mes "[Chief Pachua]"; - mes ""; - mes "\"Here you are!\""; - mes ""; - mes "\"Come back any time.\""; - close; - -L_NoDeal: - mes "[Chief Pachua]"; - mes ""; - mes "\"Alright, but you won't get a better deal anywhere else!\""; - close; - -L_NoMoney: - mes "[Chief Pachua]"; - mes ""; - mes "\"Oh dear, it seems you don't have enough money.\""; - close; - -L_NoJeans: - mes "[Chief Pachua]"; - mes ""; - mes "\"Oh dear, it seems you don't have enough jeans shorts.\""; - close; - -L_NoFancy: - mes "[Chief Pachua]"; - mes ""; - mes "\"Oh dear, it seems you don't have enough fancy hats.\""; - close; - -L_NoSkins: - mes "[Chief Pachua]"; - mes ""; - mes "\"Oh dear, it seems you don't have enough snake skins.\""; - 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; - -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; - -L_TooMany: - mes "[Chief Pachua]"; - mes ""; - mes "\"You don't have room for a leather patch. Come back later.\""; - 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(1) - 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; - -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; - -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; - -L_EasterNotEnough: - mes "[Chief Pachua]"; - mes ""; - mes "\"You do not have enough [Reed Bundle]s for me to work with.\""; - mes "\"Go gather more.\""; - 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; - -L_EasterTooMany: - mes "[Chief Pachua]"; - mes ""; - mes "\"You don't have room for the [Easter Basket]. Come back later.\""; - close; - -L_SeeBunny: - mes "[Chief Pachua]"; - mes ""; - mes "\"You need to return to the Easter Bunny now.\""; - next; - goto L_Begin; - -} diff --git a/npc/006-3/_import.txt b/npc/006-3/_import.txt new file mode 100644 index 00000000..85228166 --- /dev/null +++ b/npc/006-3/_import.txt @@ -0,0 +1,5 @@ +// 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 +npc: npc/006-3/_warps.txt diff --git a/npc/006-3/_mobs.txt b/npc/006-3/_mobs.txt new file mode 100644 index 00000000..2a401fa6 --- /dev/null +++ b/npc/006-3/_mobs.txt @@ -0,0 +1,52 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// 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 +006-3.gat,89,63,14,11 monster Mountain Snake 1026,2,15000,90000,Mob006-3::On1026 +006-3.gat,86,90,29,9 monster Mountain Snake 1026,3,15000,90000,Mob006-3::On1026 +006-3.gat,109,78,12,9 monster Mountain Snake 1026,1,15000,90000,Mob006-3::On1026 +006-3.gat,119,117,15,14 monster Mountain Snake 1026,4,15000,90000,Mob006-3::On1026 +006-3.gat,65,71,31,35 monster Mountain Snake 1026,10,15000,90000,Mob006-3::On1026 +006-3.gat,57,105,27,30 monster Mountain Snake 1026,8,15000,90000,Mob006-3::On1026 +006-3.gat,73,120,16,5 monster Mountain Snake 1026,3,15000,90000,Mob006-3::On1026 +006-3.gat,117,54,11,9 monster Mountain Snake 1026,4,15000,90000,Mob006-3::On1026 +006-3.gat,123,62,10,5 monster Mountain Snake 1026,3,15000,90000,Mob006-3::On1026 +006-3.gat,84,27,5,7 monster Mountain Snake 1026,1,15000,90000,Mob006-3::On1026 +006-3.gat,40,40,36,28 monster Mountain Snake 1026,8,15000,90000,Mob006-3::On1026 +006-3.gat,34,60,27,11 monster Mountain Snake 1026,3,15000,90000,Mob006-3::On1026 +006-3.gat,87,74,26,9 monster Red Slime 1008,1,15000,10000,Mob006-3::On1008 +006-3.gat,120,76,9,21 monster Red Slime 1008,3,15000,10000,Mob006-3::On1008 +006-3.gat,101,85,14,8 monster Red Slimes 1008,4,15000,10000,Mob006-3::On1008 +006-3.gat,44,124,29,7 monster Mountain Snake 1026,5,15000,90000,Mob006-3::On1026 +006-3.gat,90,125,17,7 monster Mountain Snake 1026,5,15000,90000,Mob006-3::On1026 +006-3.gat,30,88,13,20 monster Red Slime 1008,3,90000,30000,Mob006-3::On1008 +006-3.gat,122,98,10,16 monster Spider 1012,3,90000,30000,Mob006-3::On1012 +006-3.gat,112,104,7,13 monster Spider 1012,1,90000,30000,Mob006-3::On1012 +006-3.gat,103,108,9,9 monster Spider 1012,1,90000,30000,Mob006-3::On1012 +006-3.gat,83,107,13,14 monster Yellow slime 1007,6,90000,30000,Mob006-3::On1007 + + +006-3.gat,0,0,0 script Mob006-3 -1,{ +On1007: + set @mobID, 1007; + callfunc "MobPoints"; + break; + +On1008: + set @mobID, 1008; + callfunc "MobPoints"; + break; + +On1012: + set @mobID, 1012; + callfunc "MobPoints"; + break; + +On1026: + set @mobID, 1026; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/006-3/_warps.txt b/npc/006-3/_warps.txt new file mode 100644 index 00000000..807c49b8 --- /dev/null +++ b/npc/006-3/_warps.txt @@ -0,0 +1,22 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// 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 +006-3.gat,62,30 warp ToOutside -1,-1,006-1.gat,62,31 +006-3.gat,86,24 warp ToOutside -1,-1,006-1.gat,86,25 +006-3.gat,91,24 warp ToOutside -1,-1,006-1.gat,91,25 +006-3.gat,122,24 warp ToOutside -1,-1,006-1.gat,122,25 +006-3.gat,114,49 warp ToOutside -1,-1,006-1.gat,114,50 +006-3.gat,104,44 warp ToOutside -1,-1,006-1.gat,104,45 +006-3.gat,77,44 warp ToOutside -1,-1,006-1.gat,77,45 +006-3.gat,60,68 warp ToOutside -1,-1,006-1.gat,60,59 +006-3.gat,92,63 warp ToOutside -1,-1,006-1.gat,92,64 +006-3.gat,112,74 warp ToOutside -1,-1,006-1.gat,112,75 +006-3.gat,110,56 warp ToOutside -1,-1,006-1.gat,110,57 +006-3.gat,125,59 warp ToOutside -1,-1,006-1.gat,125,60 +006-3.gat,74,90 warp ToOutside -1,-1,006-1.gat,74,91 +006-3.gat,51,90 warp ToOutside -1,-1,006-1.gat,51,91 +006-3.gat,38,121 warp ToOutside -1,-1,006-1.gat,38,122 +006-3.gat,79,120 warp ToOutside -1,-1,006-1.gat,79,121 +006-3.gat,121,110 warp ToOutside -1,-1,006-1.gat,121,111 diff --git a/npc/006-3_Desert_mountain_caves/_import.txt b/npc/006-3_Desert_mountain_caves/_import.txt deleted file mode 100644 index 1f1f8e49..00000000 --- a/npc/006-3_Desert_mountain_caves/_import.txt +++ /dev/null @@ -1,4 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 006-3.gat -npc: npc/006-3_Desert_mountain_caves/_mobs.txt -npc: npc/006-3_Desert_mountain_caves/_warps.txt diff --git a/npc/006-3_Desert_mountain_caves/_mobs.txt b/npc/006-3_Desert_mountain_caves/_mobs.txt deleted file mode 100644 index 849bcc11..00000000 --- a/npc/006-3_Desert_mountain_caves/_mobs.txt +++ /dev/null @@ -1,52 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 006-3 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 -006-3.gat,89,63,14,11 monster Mountain Snake 1026,2,15000,90000,Mob006-3::On1026 -006-3.gat,86,90,29,9 monster Mountain Snake 1026,3,15000,90000,Mob006-3::On1026 -006-3.gat,109,78,12,9 monster Mountain Snake 1026,1,15000,90000,Mob006-3::On1026 -006-3.gat,119,117,15,14 monster Mountain Snake 1026,4,15000,90000,Mob006-3::On1026 -006-3.gat,65,71,31,35 monster Mountain Snake 1026,10,15000,90000,Mob006-3::On1026 -006-3.gat,57,105,27,30 monster Mountain Snake 1026,8,15000,90000,Mob006-3::On1026 -006-3.gat,73,120,16,5 monster Mountain Snake 1026,3,15000,90000,Mob006-3::On1026 -006-3.gat,117,54,11,9 monster Mountain Snake 1026,4,15000,90000,Mob006-3::On1026 -006-3.gat,123,62,10,5 monster Mountain Snake 1026,3,15000,90000,Mob006-3::On1026 -006-3.gat,84,27,5,7 monster Mountain Snake 1026,1,15000,90000,Mob006-3::On1026 -006-3.gat,40,40,36,28 monster Mountain Snake 1026,8,15000,90000,Mob006-3::On1026 -006-3.gat,34,60,27,11 monster Mountain Snake 1026,3,15000,90000,Mob006-3::On1026 -006-3.gat,87,74,26,9 monster Red Slime 1008,1,15000,10000,Mob006-3::On1008 -006-3.gat,120,76,9,21 monster Red Slime 1008,3,15000,10000,Mob006-3::On1008 -006-3.gat,101,85,14,8 monster Red Slimes 1008,4,15000,10000,Mob006-3::On1008 -006-3.gat,44,124,29,7 monster Mountain Snake 1026,5,15000,90000,Mob006-3::On1026 -006-3.gat,90,125,17,7 monster Mountain Snake 1026,5,15000,90000,Mob006-3::On1026 -006-3.gat,30,88,13,20 monster Red Slime 1008,3,90000,30000,Mob006-3::On1008 -006-3.gat,122,98,10,16 monster Spider 1012,3,90000,30000,Mob006-3::On1012 -006-3.gat,112,104,7,13 monster Spider 1012,1,90000,30000,Mob006-3::On1012 -006-3.gat,103,108,9,9 monster Spider 1012,1,90000,30000,Mob006-3::On1012 -006-3.gat,83,107,13,14 monster Yellow slime 1007,6,90000,30000,Mob006-3::On1007 - - -006-3.gat,0,0,0 script Mob006-3 -1,{ -On1007: - set @mobID, 1007; - callfunc "MobPoints"; - break; - -On1008: - set @mobID, 1008; - callfunc "MobPoints"; - break; - -On1012: - set @mobID, 1012; - callfunc "MobPoints"; - break; - -On1026: - set @mobID, 1026; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/006-3_Desert_mountain_caves/_warps.txt b/npc/006-3_Desert_mountain_caves/_warps.txt deleted file mode 100644 index 1d8557d8..00000000 --- a/npc/006-3_Desert_mountain_caves/_warps.txt +++ /dev/null @@ -1,22 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 006-3 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 -006-3.gat,62,30 warp ToOutside -1,-1,006-1.gat,62,31 -006-3.gat,86,24 warp ToOutside -1,-1,006-1.gat,86,25 -006-3.gat,91,24 warp ToOutside -1,-1,006-1.gat,91,25 -006-3.gat,122,24 warp ToOutside -1,-1,006-1.gat,122,25 -006-3.gat,114,49 warp ToOutside -1,-1,006-1.gat,114,50 -006-3.gat,104,44 warp ToOutside -1,-1,006-1.gat,104,45 -006-3.gat,77,44 warp ToOutside -1,-1,006-1.gat,77,45 -006-3.gat,60,68 warp ToOutside -1,-1,006-1.gat,60,59 -006-3.gat,92,63 warp ToOutside -1,-1,006-1.gat,92,64 -006-3.gat,112,74 warp ToOutside -1,-1,006-1.gat,112,75 -006-3.gat,110,56 warp ToOutside -1,-1,006-1.gat,110,57 -006-3.gat,125,59 warp ToOutside -1,-1,006-1.gat,125,60 -006-3.gat,74,90 warp ToOutside -1,-1,006-1.gat,74,91 -006-3.gat,51,90 warp ToOutside -1,-1,006-1.gat,51,91 -006-3.gat,38,121 warp ToOutside -1,-1,006-1.gat,38,122 -006-3.gat,79,120 warp ToOutside -1,-1,006-1.gat,79,121 -006-3.gat,121,110 warp ToOutside -1,-1,006-1.gat,121,111 diff --git a/npc/007-1/_import.txt b/npc/007-1/_import.txt new file mode 100644 index 00000000..0e3373a3 --- /dev/null +++ b/npc/007-1/_import.txt @@ -0,0 +1,6 @@ +// Map 007-1: Woodland +// This file is generated automatically. All manually changes will be removed when running the Converter. +map: 007-1.gat +npc: npc/007-1/_mobs.txt +npc: npc/007-1/_warps.txt +npc: npc/007-1/voltain.txt diff --git a/npc/007-1/_mobs.txt b/npc/007-1/_mobs.txt new file mode 100644 index 00000000..ab7ade2f --- /dev/null +++ b/npc/007-1/_mobs.txt @@ -0,0 +1,62 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Woodland mobs + +007-1.gat,0,0,0,0 monster PinkFlower 1014,17,100000,30000,Mob007-1::On1014 +007-1.gat,0,0,0,0 monster Spiky Mushroom 1019,15,100000,30000,Mob007-1::On1019 +007-1.gat,0,0,0,0 monster Fluffy 1020,25,100000,30000,Mob007-1::On1020 +007-1.gat,0,0,0,0 monster Mauve 1029,3,270000,180000,Mob007-1::On1029 +007-1.gat,0,0,0,0 monster Gamboge 1031,1,2700000,1800000,Mob007-1::On1031 +007-1.gat,0,0,0,0 monster SilkWorm 1035,2,60000,30000,Mob007-1::On1035 +007-1.gat,0,0,0,0 monster Clover 1037,2,0,1000,Mob007-1::On1037 +007-1.gat,0,0,0,0 monster Squirrel 1038,25,30,20,Mob007-1::On1038 +007-1.gat,0,0,0,0 monster Butterfly 1055,10,30,20,Mob007-1::On1055 + + +007-1.gat,0,0,0 script Mob007-1 -1,{ +On1014: + set @mobID, 1014; + callfunc "MobPoints"; + break; + +On1019: + set @mobID, 1019; + callfunc "MobPoints"; + break; + +On1020: + set @mobID, 1020; + callfunc "MobPoints"; + break; + +On1029: + set @mobID, 1029; + callfunc "MobPoints"; + break; + +On1031: + set @mobID, 1031; + callfunc "MobPoints"; + break; + +On1035: + set @mobID, 1035; + callfunc "MobPoints"; + break; + +On1037: + set @mobID, 1037; + callfunc "MobPoints"; + break; + +On1038: + set @mobID, 1038; + callfunc "MobPoints"; + break; + +On1055: + set @mobID, 1055; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/007-1/_warps.txt b/npc/007-1/_warps.txt new file mode 100644 index 00000000..71ac7a33 --- /dev/null +++ b/npc/007-1/_warps.txt @@ -0,0 +1,6 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Woodland warps + +007-1.gat,20,54 warp ToHurnscald -1,0,010-1.gat,127,53 +007-1.gat,69,21 warp ToHurnscald 2,-1,008-1.gat,78,100 +007-1.gat,122,20 warp ToHurnscald 1,-1,008-1.gat,132,98 diff --git a/npc/007-1/voltain.txt b/npc/007-1/voltain.txt new file mode 100644 index 00000000..ff13d70b --- /dev/null +++ b/npc/007-1/voltain.txt @@ -0,0 +1,363 @@ +// # NPC Name: Voltain +// # LEAD AUTHOR: Pjotr Orial +// # AUTHORS: MrDudle, tarq, Salmondine, Jenalya, Pjotr Orial +// # REVIEWERS: Jenalya +// # +// # Basic Idea: A Person with lots of dark minds requires different stuff. +// # Basically he tries to figure out, how to poison moobous, since he doesn't like the nature at all +// # +// # The variables are not attached to a player but to an npc variable, so it is more or less random, which +// # quest comes up, when a player asks him. +// # +// # used Variables: global variable $state +// # $state = 0: bring bottles +// # $state = 1: bring black scorpion stinger +// # $state = 2: bring bug legs +// # $state = 3: bring another black scorpion stinger +// # $state = 4: bring mauve herbs +// # $state = 5: bring raw logs +// # $state = 6: bring red apples +// # $state = 7: bring cobalt herbs +// # $state = 8: bring snake tongues +// # $state = 9: bring alizarin herbs +// # $state = 10:bring steak +// # $state = 11: bring arrows +// # $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! + +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; + delitem "EmptyBottle", @BOTTLE_NEEDED; + set zeny, zeny + @BOTTLE_REWARD_GOLD; + getexp @BOTTLE_REWARD_XP, 0; + set $state, 1; + mes "\"Thanks for the bottles. Much easier to carry liquid in them.\""; + close; + +state1: +mes "[Voltain]"; +mes "\"I'm making a potion that requires lots of venom. I'm in need of " + @BLACK_SC_ST_NEEDED + " black scorpion stingers.\""; +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; + delitem "BlackScorpionStinger", @BLACK_SC_ST_NEEDED; + set zeny, zeny + @BLACK_SC_ST_REWARD_GOLD; + getexp @BLACK_SC_ST_REWARD_XP, 0; + set $state, 2; + mes "\"Well, since you went to the trouble of getting me these here's a little something for your time...\""; + close; + + +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; + delitem "BugLeg", @BUGLEG_NEEDED; + set zeny, zeny + @BUGLEG_REWARD_GOLD; + getexp @BUGLEG_REWARD_XP, 0; + set $state, 3; + mes "\"Great! My potion is ready to poison the moub...I mean cure scorpion stings. \""; + 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; + delitem "BlackScorpionStinger", 1; + getexp @BLACK_SC_ST_REWARD_XP, 0; + set $state, 4; + mes "\"Great! Now I can really kill that monster!\""; + 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; + 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; + delitem "RawLog", @RAWLOG_NEEDED; + getexp @RAWLOG_REWARD_XP, 0; + set zeny, zeny + @RAWLOG_REWARD_GOLD; + set $state, 6; + mes "\"Great! Now I can thicken the potion! I will try directly.\""; + 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; + 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; + 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; + 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; + delitem "AlizarinHerb", @HERBS_NEEDED; + getexp @HERBS_REWARD_XP, 0; + set zeny, zeny + @HERBS_REWARD_GOLD; + set $state, 10; + mes "\"Great! Now I can thicken the potion! I will try directly.\""; + 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; + delitem "Steak", @STEAK_NEEDED; + getexp @STEAK_REWARD_XP, 0; + set zeny, zeny + @STEAK_REWARD_GOLD; + set $state, 11; + mes "\"Thanks a lot. I will really enjoy my meal.\""; + 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; + delitem "Arrow", @ARROW_NEEDED; + getexp @ARROW_REWARD_XP, 0; + set zeny, zeny + @ARROW_REWARD_GOLD; + set $state, 12; + mes "\"Thanks a lot. Now I feel more secure here in the outdoors.\""; + 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; + delitem "GambogeHerb", @HERBS_NEEDED; + getexp @HERBS_REWARD_XP, 0; + set zeny, zeny + @HERBS_REWARD_GOLD; + set $state, 13; + mes "\"Great! Now I can thicken the potion! I will try directly.\""; + 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; + 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; + 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; + +L_CLOSE: +close; + +L_NOT_ENOUGH: +mes "\"Can't you count!? I need more. \""; +close; +} + + diff --git a/npc/007-1_Woodland/_import.txt b/npc/007-1_Woodland/_import.txt deleted file mode 100644 index 3ce8fb26..00000000 --- a/npc/007-1_Woodland/_import.txt +++ /dev/null @@ -1,5 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 007-1.gat -npc: npc/007-1_Woodland/_mobs.txt -npc: npc/007-1_Woodland/_warps.txt -npc: npc/007-1_Woodland/voltain.txt diff --git a/npc/007-1_Woodland/_mobs.txt b/npc/007-1_Woodland/_mobs.txt deleted file mode 100644 index c5dec71a..00000000 --- a/npc/007-1_Woodland/_mobs.txt +++ /dev/null @@ -1,62 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 007-1 Woodland mobs - -007-1.gat,0,0,0,0 monster PinkFlower 1014,17,100000,30000,Mob007-1::On1014 -007-1.gat,0,0,0,0 monster Spiky Mushroom 1019,15,100000,30000,Mob007-1::On1019 -007-1.gat,0,0,0,0 monster Fluffy 1020,25,100000,30000,Mob007-1::On1020 -007-1.gat,0,0,0,0 monster Mauve 1029,3,270000,180000,Mob007-1::On1029 -007-1.gat,0,0,0,0 monster Gamboge 1031,1,2700000,1800000,Mob007-1::On1031 -007-1.gat,0,0,0,0 monster SilkWorm 1035,2,60000,30000,Mob007-1::On1035 -007-1.gat,0,0,0,0 monster Clover 1037,2,0,1000,Mob007-1::On1037 -007-1.gat,0,0,0,0 monster Squirrel 1038,25,30,20,Mob007-1::On1038 -007-1.gat,0,0,0,0 monster Butterfly 1055,10,30,20,Mob007-1::On1055 - - -007-1.gat,0,0,0 script Mob007-1 -1,{ -On1014: - set @mobID, 1014; - callfunc "MobPoints"; - break; - -On1019: - set @mobID, 1019; - callfunc "MobPoints"; - break; - -On1020: - set @mobID, 1020; - callfunc "MobPoints"; - break; - -On1029: - set @mobID, 1029; - callfunc "MobPoints"; - break; - -On1031: - set @mobID, 1031; - callfunc "MobPoints"; - break; - -On1035: - set @mobID, 1035; - callfunc "MobPoints"; - break; - -On1037: - set @mobID, 1037; - callfunc "MobPoints"; - break; - -On1038: - set @mobID, 1038; - callfunc "MobPoints"; - break; - -On1055: - set @mobID, 1055; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/007-1_Woodland/_warps.txt b/npc/007-1_Woodland/_warps.txt deleted file mode 100644 index 15013312..00000000 --- a/npc/007-1_Woodland/_warps.txt +++ /dev/null @@ -1,6 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 007-1 Woodland warps - -007-1.gat,20,54 warp ToHurnscald -1,0,010-1.gat,127,53 -007-1.gat,69,21 warp ToHurnscald 2,-1,008-1.gat,78,100 -007-1.gat,122,20 warp ToHurnscald 1,-1,008-1.gat,132,98 diff --git a/npc/007-1_Woodland/voltain.txt b/npc/007-1_Woodland/voltain.txt deleted file mode 100644 index ff13d70b..00000000 --- a/npc/007-1_Woodland/voltain.txt +++ /dev/null @@ -1,363 +0,0 @@ -// # NPC Name: Voltain -// # LEAD AUTHOR: Pjotr Orial -// # AUTHORS: MrDudle, tarq, Salmondine, Jenalya, Pjotr Orial -// # REVIEWERS: Jenalya -// # -// # Basic Idea: A Person with lots of dark minds requires different stuff. -// # Basically he tries to figure out, how to poison moobous, since he doesn't like the nature at all -// # -// # The variables are not attached to a player but to an npc variable, so it is more or less random, which -// # quest comes up, when a player asks him. -// # -// # used Variables: global variable $state -// # $state = 0: bring bottles -// # $state = 1: bring black scorpion stinger -// # $state = 2: bring bug legs -// # $state = 3: bring another black scorpion stinger -// # $state = 4: bring mauve herbs -// # $state = 5: bring raw logs -// # $state = 6: bring red apples -// # $state = 7: bring cobalt herbs -// # $state = 8: bring snake tongues -// # $state = 9: bring alizarin herbs -// # $state = 10:bring steak -// # $state = 11: bring arrows -// # $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! - -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; - delitem "EmptyBottle", @BOTTLE_NEEDED; - set zeny, zeny + @BOTTLE_REWARD_GOLD; - getexp @BOTTLE_REWARD_XP, 0; - set $state, 1; - mes "\"Thanks for the bottles. Much easier to carry liquid in them.\""; - close; - -state1: -mes "[Voltain]"; -mes "\"I'm making a potion that requires lots of venom. I'm in need of " + @BLACK_SC_ST_NEEDED + " black scorpion stingers.\""; -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; - delitem "BlackScorpionStinger", @BLACK_SC_ST_NEEDED; - set zeny, zeny + @BLACK_SC_ST_REWARD_GOLD; - getexp @BLACK_SC_ST_REWARD_XP, 0; - set $state, 2; - mes "\"Well, since you went to the trouble of getting me these here's a little something for your time...\""; - close; - - -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; - delitem "BugLeg", @BUGLEG_NEEDED; - set zeny, zeny + @BUGLEG_REWARD_GOLD; - getexp @BUGLEG_REWARD_XP, 0; - set $state, 3; - mes "\"Great! My potion is ready to poison the moub...I mean cure scorpion stings. \""; - 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; - delitem "BlackScorpionStinger", 1; - getexp @BLACK_SC_ST_REWARD_XP, 0; - set $state, 4; - mes "\"Great! Now I can really kill that monster!\""; - 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; - 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; - delitem "RawLog", @RAWLOG_NEEDED; - getexp @RAWLOG_REWARD_XP, 0; - set zeny, zeny + @RAWLOG_REWARD_GOLD; - set $state, 6; - mes "\"Great! Now I can thicken the potion! I will try directly.\""; - 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; - 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; - 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; - 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; - delitem "AlizarinHerb", @HERBS_NEEDED; - getexp @HERBS_REWARD_XP, 0; - set zeny, zeny + @HERBS_REWARD_GOLD; - set $state, 10; - mes "\"Great! Now I can thicken the potion! I will try directly.\""; - 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; - delitem "Steak", @STEAK_NEEDED; - getexp @STEAK_REWARD_XP, 0; - set zeny, zeny + @STEAK_REWARD_GOLD; - set $state, 11; - mes "\"Thanks a lot. I will really enjoy my meal.\""; - 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; - delitem "Arrow", @ARROW_NEEDED; - getexp @ARROW_REWARD_XP, 0; - set zeny, zeny + @ARROW_REWARD_GOLD; - set $state, 12; - mes "\"Thanks a lot. Now I feel more secure here in the outdoors.\""; - 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; - delitem "GambogeHerb", @HERBS_NEEDED; - getexp @HERBS_REWARD_XP, 0; - set zeny, zeny + @HERBS_REWARD_GOLD; - set $state, 13; - mes "\"Great! Now I can thicken the potion! I will try directly.\""; - 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; - 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; - 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; - -L_CLOSE: -close; - -L_NOT_ENOUGH: -mes "\"Can't you count!? I need more. \""; -close; -} - - diff --git a/npc/008-1/_import.txt b/npc/008-1/_import.txt new file mode 100644 index 00000000..f517bb23 --- /dev/null +++ b/npc/008-1/_import.txt @@ -0,0 +1,10 @@ +// 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 +npc: npc/008-1/_warps.txt +npc: npc/008-1/andra.txt +npc: npc/008-1/diryn.txt +npc: npc/008-1/dock.txt +npc: npc/008-1/george.txt +npc: npc/008-1/hinnak.txt diff --git a/npc/008-1/_mobs.txt b/npc/008-1/_mobs.txt new file mode 100644 index 00000000..4aaccfdf --- /dev/null +++ b/npc/008-1/_mobs.txt @@ -0,0 +1,62 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// 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 +008-1.gat,0,0,0,0 monster SpikyMushroom 1019,18,20,0,Mob008-1::On1019 +008-1.gat,0,0,0,0 monster Fluffy 1020,5,30,0,Mob008-1::On1020 +008-1.gat,0,0,0,0 monster Mauve 1029,2,270000,180000,Mob008-1::On1029 +008-1.gat,0,0,0,0 monster SilkWorm 1035,2,60000,30000,Mob008-1::On1035 +008-1.gat,0,0,0,0 monster Clover 1037,2,0,1000,Mob008-1::On1037 +008-1.gat,0,0,0,0 monster Squirrel 1038,10,30,20,Mob008-1::On1038 +008-1.gat,0,0,0,0 monster Butterfly 1055,10,30,20,Mob008-1::On1055 + + +008-1.gat,0,0,0 script Mob008-1 -1,{ +On1014: + set @mobID, 1014; + callfunc "MobPoints"; + break; + +On1018: + set @mobID, 1018; + callfunc "MobPoints"; + break; + +On1019: + set @mobID, 1019; + callfunc "MobPoints"; + break; + +On1020: + set @mobID, 1020; + callfunc "MobPoints"; + break; + +On1029: + set @mobID, 1029; + callfunc "MobPoints"; + break; + +On1035: + set @mobID, 1035; + callfunc "MobPoints"; + break; + +On1037: + set @mobID, 1037; + callfunc "MobPoints"; + break; + +On1038: + set @mobID, 1038; + callfunc "MobPoints"; + break; + +On1055: + set @mobID, 1055; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/008-1/_warps.txt b/npc/008-1/_warps.txt new file mode 100644 index 00000000..8cc5b652 --- /dev/null +++ b/npc/008-1/_warps.txt @@ -0,0 +1,11 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Hurnscald outskirts warps + +008-1.gat,54,61 warp HurnscaldWestGate -1,1,009-1.gat,26,36 +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,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/npc/008-1/andra.txt b/npc/008-1/andra.txt new file mode 100644 index 00000000..e56cbbf5 --- /dev/null +++ b/npc/008-1/andra.txt @@ -0,0 +1,24 @@ +// + +008-1.gat,36,26,0 script Andra 201,{ + mes "[Andra]"; + mes "\"Hello, my name is Andra, what's yours?\""; + next; + input @name$; + + mes "[Andra]"; + mes "\"Hello, " + @name$ + "! What is your favorite number?\""; + next; + input @num; + + if (@num == 5) goto L_Same; + + mes "[Andra]"; + mes "\"I don't like that one.\""; + close; + +L_Same: + mes "[Andra]"; + mes "\"Mine too!\""; + close; +} diff --git a/npc/008-1/diryn.txt b/npc/008-1/diryn.txt new file mode 100644 index 00000000..c5ab21a4 --- /dev/null +++ b/npc/008-1/diryn.txt @@ -0,0 +1,84 @@ +//This is a teleportation (warp) NPC. Its purpose is to offer expensive, fast trips throughout the world. + +008-1.gat,81,82,0 script Diryn the Traveler 103,{ + mes "[Diryn]"; + mes "\"Greetings. I am Diryn the Traveler, Assistant Councilor of Tulimshar and teleporter extraordinaire. Tulimshar is expanding our influence throughout the world, so I was sent here to aid all who are willing and able to take on the threats to our interests.\""; + next; + mes "\"The monsters of the world have grown out of control, harming people, trade and travel. Needless to say, Tulimshar is not happy with this problem. Our solution: Rally those powerful enough to combat the monster threat and send them to hot spots to challenge the monster threat head on. However, teleportation to these areas is not only extremely dangerous, but also highly expensive. Do you think you got what it takes?\""; + menu + "I sure do!", L_Diryn_Yes, + "No thank you", L_Diryn_No; + close; + +L_Diryn_Yes: + mes "[Diryn]"; + mes "\"Excellent. I can send you to many places, but again, the fees are large. Where shall I send you?\""; + menu + "Druid Tree (1500 GP)", L_Diryn_Druid_Tree, + "Graveyard (1500 GP)", L_Diryn_Graveyard, + "Magic House (1000 GP)", L_Diryn_Magic_House, + "Terranite Cave (1500 GP)", L_Diryn_Terranite, + "Tulimshar Town Square (1000 GP)", L_Diryn_Tulimshar, + "Nivalis (1000 GP)", L_Diryn_Nivalis, + "Not Interested", L_Diryn_No; + close; + +L_Diryn_Druid_Tree: + if (zeny < 1500) goto L_NoMoney; + mes "[Diryn]"; + mes "\"Be fearless!\""; + set zeny, zeny-1500; + warp "005-1.gat",73,36; + close; + +L_Diryn_Graveyard: + if (zeny < 1500) goto L_NoMoney; + mes "[Diryn]"; + mes "\"Be fearless!\""; + set zeny, zeny-1500; + warp "027-1.gat",70,85; + close; + +L_Diryn_Magic_House: + if (zeny < 1000) goto L_NoMoney; + mes "[Diryn]"; + mes "\"Be fearless!\""; + set zeny, zeny-1000; + warp "013-1.gat",45,92; + close; + +L_Diryn_Terranite: + if (zeny < 1500) goto L_NoMoney; + mes "[Diryn]"; + mes "\"Be fearless!\""; + set zeny, zeny-1500; + warp "012-3.gat",445,65; + close; + +L_Diryn_Tulimshar: + if (zeny < 1000) goto L_NoMoney; + mes "[Diryn]"; + mes "\"Be fearless!\""; + set zeny, zeny-1000; + warp "001-1.gat",44,70; + close; + +L_Diryn_Nivalis: + if (zeny < 1000) goto L_NoMoney; + mes "[Diryn]"; + mes "\"Be fearless!\""; + set zeny, zeny-1000; + warp "020-1.gat",71,100; + close; + +L_Diryn_No: + mes "[Diryn]"; + mes "\"Perhaps some day you will have the courage to help us. Enjoy your stay here in Hurnscald.\""; + close; + +L_NoMoney: + mes "[Diryn]"; + mes "\"Sorry, you don't have enough. Maybe next time.\""; + close; + +} diff --git a/npc/008-1/dock.txt b/npc/008-1/dock.txt new file mode 100644 index 00000000..46aa5a92 --- /dev/null +++ b/npc/008-1/dock.txt @@ -0,0 +1,6 @@ +// The ferry dock + +008-1.gat,140,64,0 script #hurnscalddock 127,2,1,{ + set @loc, DOCK_hurnscald; + callfunc "Ferry"; +} diff --git a/npc/008-1/george.txt b/npc/008-1/george.txt new file mode 100644 index 00000000..429fdbca --- /dev/null +++ b/npc/008-1/george.txt @@ -0,0 +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; + +L_Pirate: + 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; + +L_EyePatch: + mes "[George the Pirate]"; + mes "\"Arrrrh! Looks like ye lost an eye there!\""; + close; +} diff --git a/npc/008-1/hinnak.txt b/npc/008-1/hinnak.txt new file mode 100644 index 00000000..4d17310c --- /dev/null +++ b/npc/008-1/hinnak.txt @@ -0,0 +1,263 @@ +//################################################################################# +//# # +//# this script file contains the npc scripts for the quest to obtain a scythe. # +//# # +//# Needed: 10 Pink Antenna # +//# # +//# Reward: Scythe # +//# # +//################################################################################# + +//Farmer + +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 @#$% pinkies!\""; + next; + + menu + "You need some anger control therapy.", -, + "Why do you hate them?", L_Reason; + close; + +L_Intro_Hat: + mes "The farmer lunges at you with a farming implement."; + next; + heal -50, 0; + + menu + "I'm out of here.", -, + "Whoa, what are you doing?", L_Intro_Hat_Explain; + close; + +L_Intro_Hat_Explain: + mes "[Farmer Hinnak]"; + mes "\"Sorry, you look like a pinkie. They've been destroying my fields, and I guess I got a bit worked up.\""; + next; + goto L_Help; + +L_Reason: + mes "[Farmer Hinnak]"; + mes "\"These @#$% 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; + +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; + +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; + +L_Exchange: + 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; + +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; + +L_Exchange_Notenough: + 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; + +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; + +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.\""; + +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; + +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; + +L_Sagatha_hahaha: + 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; + +L_Sagatha_word: + 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; + +L_Bye: + 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; + +L_NohMask_Mask: + 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; +} diff --git a/npc/008-1_Hurnscald_outskirts/_import.txt b/npc/008-1_Hurnscald_outskirts/_import.txt deleted file mode 100644 index 6520f76d..00000000 --- a/npc/008-1_Hurnscald_outskirts/_import.txt +++ /dev/null @@ -1,9 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 008-1.gat -npc: npc/008-1_Hurnscald_outskirts/_mobs.txt -npc: npc/008-1_Hurnscald_outskirts/_warps.txt -npc: npc/008-1_Hurnscald_outskirts/andra.txt -npc: npc/008-1_Hurnscald_outskirts/diryn.txt -npc: npc/008-1_Hurnscald_outskirts/dock.txt -npc: npc/008-1_Hurnscald_outskirts/george.txt -npc: npc/008-1_Hurnscald_outskirts/hinnak.txt diff --git a/npc/008-1_Hurnscald_outskirts/_mobs.txt b/npc/008-1_Hurnscald_outskirts/_mobs.txt deleted file mode 100644 index 52c99708..00000000 --- a/npc/008-1_Hurnscald_outskirts/_mobs.txt +++ /dev/null @@ -1,62 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 008-1 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 -008-1.gat,0,0,0,0 monster SpikyMushroom 1019,18,20,0,Mob008-1::On1019 -008-1.gat,0,0,0,0 monster Fluffy 1020,5,30,0,Mob008-1::On1020 -008-1.gat,0,0,0,0 monster Mauve 1029,2,270000,180000,Mob008-1::On1029 -008-1.gat,0,0,0,0 monster SilkWorm 1035,2,60000,30000,Mob008-1::On1035 -008-1.gat,0,0,0,0 monster Clover 1037,2,0,1000,Mob008-1::On1037 -008-1.gat,0,0,0,0 monster Squirrel 1038,10,30,20,Mob008-1::On1038 -008-1.gat,0,0,0,0 monster Butterfly 1055,10,30,20,Mob008-1::On1055 - - -008-1.gat,0,0,0 script Mob008-1 -1,{ -On1014: - set @mobID, 1014; - callfunc "MobPoints"; - break; - -On1018: - set @mobID, 1018; - callfunc "MobPoints"; - break; - -On1019: - set @mobID, 1019; - callfunc "MobPoints"; - break; - -On1020: - set @mobID, 1020; - callfunc "MobPoints"; - break; - -On1029: - set @mobID, 1029; - callfunc "MobPoints"; - break; - -On1035: - set @mobID, 1035; - callfunc "MobPoints"; - break; - -On1037: - set @mobID, 1037; - callfunc "MobPoints"; - break; - -On1038: - set @mobID, 1038; - callfunc "MobPoints"; - break; - -On1055: - set @mobID, 1055; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/008-1_Hurnscald_outskirts/_warps.txt b/npc/008-1_Hurnscald_outskirts/_warps.txt deleted file mode 100644 index 2ee36380..00000000 --- a/npc/008-1_Hurnscald_outskirts/_warps.txt +++ /dev/null @@ -1,11 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 008-1 Hurnscald outskirts warps - -008-1.gat,54,61 warp HurnscaldWestGate -1,1,009-1.gat,26,36 -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,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/npc/008-1_Hurnscald_outskirts/andra.txt b/npc/008-1_Hurnscald_outskirts/andra.txt deleted file mode 100644 index e56cbbf5..00000000 --- a/npc/008-1_Hurnscald_outskirts/andra.txt +++ /dev/null @@ -1,24 +0,0 @@ -// - -008-1.gat,36,26,0 script Andra 201,{ - mes "[Andra]"; - mes "\"Hello, my name is Andra, what's yours?\""; - next; - input @name$; - - mes "[Andra]"; - mes "\"Hello, " + @name$ + "! What is your favorite number?\""; - next; - input @num; - - if (@num == 5) goto L_Same; - - mes "[Andra]"; - mes "\"I don't like that one.\""; - close; - -L_Same: - mes "[Andra]"; - mes "\"Mine too!\""; - close; -} diff --git a/npc/008-1_Hurnscald_outskirts/diryn.txt b/npc/008-1_Hurnscald_outskirts/diryn.txt deleted file mode 100644 index c5ab21a4..00000000 --- a/npc/008-1_Hurnscald_outskirts/diryn.txt +++ /dev/null @@ -1,84 +0,0 @@ -//This is a teleportation (warp) NPC. Its purpose is to offer expensive, fast trips throughout the world. - -008-1.gat,81,82,0 script Diryn the Traveler 103,{ - mes "[Diryn]"; - mes "\"Greetings. I am Diryn the Traveler, Assistant Councilor of Tulimshar and teleporter extraordinaire. Tulimshar is expanding our influence throughout the world, so I was sent here to aid all who are willing and able to take on the threats to our interests.\""; - next; - mes "\"The monsters of the world have grown out of control, harming people, trade and travel. Needless to say, Tulimshar is not happy with this problem. Our solution: Rally those powerful enough to combat the monster threat and send them to hot spots to challenge the monster threat head on. However, teleportation to these areas is not only extremely dangerous, but also highly expensive. Do you think you got what it takes?\""; - menu - "I sure do!", L_Diryn_Yes, - "No thank you", L_Diryn_No; - close; - -L_Diryn_Yes: - mes "[Diryn]"; - mes "\"Excellent. I can send you to many places, but again, the fees are large. Where shall I send you?\""; - menu - "Druid Tree (1500 GP)", L_Diryn_Druid_Tree, - "Graveyard (1500 GP)", L_Diryn_Graveyard, - "Magic House (1000 GP)", L_Diryn_Magic_House, - "Terranite Cave (1500 GP)", L_Diryn_Terranite, - "Tulimshar Town Square (1000 GP)", L_Diryn_Tulimshar, - "Nivalis (1000 GP)", L_Diryn_Nivalis, - "Not Interested", L_Diryn_No; - close; - -L_Diryn_Druid_Tree: - if (zeny < 1500) goto L_NoMoney; - mes "[Diryn]"; - mes "\"Be fearless!\""; - set zeny, zeny-1500; - warp "005-1.gat",73,36; - close; - -L_Diryn_Graveyard: - if (zeny < 1500) goto L_NoMoney; - mes "[Diryn]"; - mes "\"Be fearless!\""; - set zeny, zeny-1500; - warp "027-1.gat",70,85; - close; - -L_Diryn_Magic_House: - if (zeny < 1000) goto L_NoMoney; - mes "[Diryn]"; - mes "\"Be fearless!\""; - set zeny, zeny-1000; - warp "013-1.gat",45,92; - close; - -L_Diryn_Terranite: - if (zeny < 1500) goto L_NoMoney; - mes "[Diryn]"; - mes "\"Be fearless!\""; - set zeny, zeny-1500; - warp "012-3.gat",445,65; - close; - -L_Diryn_Tulimshar: - if (zeny < 1000) goto L_NoMoney; - mes "[Diryn]"; - mes "\"Be fearless!\""; - set zeny, zeny-1000; - warp "001-1.gat",44,70; - close; - -L_Diryn_Nivalis: - if (zeny < 1000) goto L_NoMoney; - mes "[Diryn]"; - mes "\"Be fearless!\""; - set zeny, zeny-1000; - warp "020-1.gat",71,100; - close; - -L_Diryn_No: - mes "[Diryn]"; - mes "\"Perhaps some day you will have the courage to help us. Enjoy your stay here in Hurnscald.\""; - close; - -L_NoMoney: - mes "[Diryn]"; - mes "\"Sorry, you don't have enough. Maybe next time.\""; - close; - -} diff --git a/npc/008-1_Hurnscald_outskirts/dock.txt b/npc/008-1_Hurnscald_outskirts/dock.txt deleted file mode 100644 index 46aa5a92..00000000 --- a/npc/008-1_Hurnscald_outskirts/dock.txt +++ /dev/null @@ -1,6 +0,0 @@ -// The ferry dock - -008-1.gat,140,64,0 script #hurnscalddock 127,2,1,{ - set @loc, DOCK_hurnscald; - callfunc "Ferry"; -} diff --git a/npc/008-1_Hurnscald_outskirts/george.txt b/npc/008-1_Hurnscald_outskirts/george.txt deleted file mode 100644 index 429fdbca..00000000 --- a/npc/008-1_Hurnscald_outskirts/george.txt +++ /dev/null @@ -1,25 +0,0 @@ -// - -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; - -L_Bandana: - 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; -} diff --git a/npc/008-1_Hurnscald_outskirts/hinnak.txt b/npc/008-1_Hurnscald_outskirts/hinnak.txt deleted file mode 100644 index 4d17310c..00000000 --- a/npc/008-1_Hurnscald_outskirts/hinnak.txt +++ /dev/null @@ -1,263 +0,0 @@ -//################################################################################# -//# # -//# this script file contains the npc scripts for the quest to obtain a scythe. # -//# # -//# Needed: 10 Pink Antenna # -//# # -//# Reward: Scythe # -//# # -//################################################################################# - -//Farmer - -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 @#$% pinkies!\""; - next; - - menu - "You need some anger control therapy.", -, - "Why do you hate them?", L_Reason; - close; - -L_Intro_Hat: - mes "The farmer lunges at you with a farming implement."; - next; - heal -50, 0; - - menu - "I'm out of here.", -, - "Whoa, what are you doing?", L_Intro_Hat_Explain; - close; - -L_Intro_Hat_Explain: - mes "[Farmer Hinnak]"; - mes "\"Sorry, you look like a pinkie. They've been destroying my fields, and I guess I got a bit worked up.\""; - next; - goto L_Help; - -L_Reason: - mes "[Farmer Hinnak]"; - mes "\"These @#$% 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; - -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; - -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; - -L_Exchange: - 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; - -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; - -L_Exchange_Notenough: - 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; - -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; - -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.\""; - -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; - -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; - -L_Sagatha_hahaha: - 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; - -L_Sagatha_word: - 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; - -L_Bye: - 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; - -L_NohMask_Mask: - 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; -} diff --git a/npc/009-1/_import.txt b/npc/009-1/_import.txt new file mode 100644 index 00000000..cfd187fb --- /dev/null +++ b/npc/009-1/_import.txt @@ -0,0 +1,13 @@ +// Map 009-1: Hurnscald +// This file is generated automatically. All manually changes will be removed when running the Converter. +map: 009-1.gat +npc: npc/009-1/_mobs.txt +npc: npc/009-1/_warps.txt +npc: npc/009-1/jack.txt +npc: npc/009-1/mapflags.txt +npc: npc/009-1/milly.txt +npc: npc/009-1/old_man.txt +npc: npc/009-1/old_woman.txt +npc: npc/009-1/sabine.txt +npc: npc/009-1/soul-menhir.txt +npc: npc/009-1/water_pump.txt diff --git a/npc/009-1/_mobs.txt b/npc/009-1/_mobs.txt new file mode 100644 index 00000000..629d177e --- /dev/null +++ b/npc/009-1/_mobs.txt @@ -0,0 +1,33 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Hurnscald mobs + +009-1.gat,74,32,2,1 monster Clover patch 1037,1,100000,120000,Mob009-1::On1037 +009-1.gat,29,44,9,13 monster PinkFlower 1014,2,0,250,Mob009-1::On1014 +009-1.gat,88,51,15,4 monster Squirrel 1038,2,0,5000,Mob009-1::On1038 +009-1.gat,80,38,5,5 monster Squirrel 1038,1,0,5000,Mob009-1::On1038 +009-1.gat,0,0,0,0 monster Butterfly 1055,5,30,20,Mob009-1::On1055 + + +009-1.gat,0,0,0 script Mob009-1 -1,{ +On1014: + set @mobID, 1014; + callfunc "MobPoints"; + break; + +On1037: + set @mobID, 1037; + callfunc "MobPoints"; + break; + +On1038: + set @mobID, 1038; + callfunc "MobPoints"; + break; + +On1055: + set @mobID, 1055; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/009-1/_warps.txt b/npc/009-1/_warps.txt new file mode 100644 index 00000000..c8a7fad7 --- /dev/null +++ b/npc/009-1/_warps.txt @@ -0,0 +1,14 @@ +// 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,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 +009-1.gat,71,30 warp ToPotionShop -1,-1,009-2.gat,130,25 +009-1.gat,80,31 warp ToHospital -1,-1,009-2.gat,149,66 +009-1.gat,72,44 warp ToMayor -1,-1,009-2.gat,114,77 +009-1.gat,91,46 warp ToBlacksmith 0,-1,009-2.gat,181,66 +009-1.gat,24,36 warp HurnscaldWestGate -1,1,008-1.gat,53,61 +009-1.gat,49,24 warp HurnscaldNorthGate 2,-1,008-1.gat,78,48 diff --git a/npc/009-1/jack.txt b/npc/009-1/jack.txt new file mode 100644 index 00000000..a0ee0b43 --- /dev/null +++ b/npc/009-1/jack.txt @@ -0,0 +1,260 @@ +//################################################################################# +//# # +//# This script file contains the npc scripts for two quests: # +//# # +//# Quest1: Obtaining a Forest bow # +//# Needed: About 20 Raw logs, 5000gp, some chatting and running # +//# Reward: Forest bow # +//# # +//# Quest2: Obtaining a Wooden shield # +//# Needed: 40 Raw logs, 5000gp # +//# Reward: Wooden shield and 2500exp # +//# # +//# 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; + +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; + + 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; + +L_Bow_state_4_reaffirm: + mes "[Jack Lumber]"; + mes "\"You should go talk to Alan again.\""; + close; + +L_Shield_state_0: + set @Q_Woodenshield, 1; + callsub S_Update_Mask; + + 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; + +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; + +L_End: + 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; + +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; + +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; + +L_TooMany: + 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; + +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; + +L_NohMask_Answer: + 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; +} diff --git a/npc/009-1/mapflags.txt b/npc/009-1/mapflags.txt new file mode 100644 index 00000000..f435d5d7 --- /dev/null +++ b/npc/009-1/mapflags.txt @@ -0,0 +1,2 @@ +009-1.gat mapflag no_player_drops +009-1.gat mapflag town diff --git a/npc/009-1/milly.txt b/npc/009-1/milly.txt new file mode 100644 index 00000000..2935d314 --- /dev/null +++ b/npc/009-1/milly.txt @@ -0,0 +1,25 @@ +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; + +L_NohMask_Strange: + mes "[Milly]"; + mes "\"I haven't seen anything strange.\""; + close; + +L_NohMask_Robbery: + mes "[Milly]"; + mes "\"No, sorry.\""; + close; +} + diff --git a/npc/009-1/old_man.txt b/npc/009-1/old_man.txt new file mode 100644 index 00000000..84079138 --- /dev/null +++ b/npc/009-1/old_man.txt @@ -0,0 +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; + +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; + +L_NohMask_Ask_Nothing: + 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; + +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; +} diff --git a/npc/009-1/old_woman.txt b/npc/009-1/old_woman.txt new file mode 100644 index 00000000..c48b3557 --- /dev/null +++ b/npc/009-1/old_woman.txt @@ -0,0 +1,78 @@ +// Old woman + +009-1.gat,29,43,0 script Old Woman 154,{ + if (BaseLevel < 40) goto L_Lower; + + mes "[Old Woman]"; + mes "\"Hello deary.\""; + next; + +L_Continue: + 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; + +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; + +L_NohMask_FirstAsk: + 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; + +L_NohMask_Fake: + 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; + +L_NohMask_Filler: + 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; + +OnPCDieEvent: + if (countitem(E10_TOKEN_ID) < 1) end; + delitem E10_TOKEN_ID, 1; + getitem "DarkPetal", 1; + message strcharinfo(0), "As you fall, the dark rose crumbles..."; + if ((Easter_2010_QuestState >> E10_STATE_ROSE_SHIFT) & E10_STATE_ROSE_MASK >= E10_STATE_ROSE_ROSE_USED) end; + message strcharinfo(0), "There is a strange feeling pulling at you. A place... unfamiliar, yet unavoidable."; + 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/npc/009-1/sabine.txt b/npc/009-1/sabine.txt new file mode 100644 index 00000000..b8a45859 --- /dev/null +++ b/npc/009-1/sabine.txt @@ -0,0 +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; + +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; + +L_NohMask_Strange: + mes "[Sabine]"; + mes "\"I haven't seen anything strange.\""; + close; + +L_NohMask_Robbery: + mes "[Sabine]"; + mes "\"No, sorry.\""; + close; +} diff --git a/npc/009-1/soul-menhir.txt b/npc/009-1/soul-menhir.txt new file mode 100644 index 00000000..5daadd23 --- /dev/null +++ b/npc/009-1/soul-menhir.txt @@ -0,0 +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; +} diff --git a/npc/009-1/water_pump.txt b/npc/009-1/water_pump.txt new file mode 100644 index 00000000..42c36d64 --- /dev/null +++ b/npc/009-1/water_pump.txt @@ -0,0 +1,5 @@ +// Water pump. YOu can fill empty b ottles here + +009-1.gat,76,33,0 script Water Pump 203,{ + callfunc "WaterBottle"; +} diff --git a/npc/009-1_Hurnscald/_import.txt b/npc/009-1_Hurnscald/_import.txt deleted file mode 100644 index 60e95cd4..00000000 --- a/npc/009-1_Hurnscald/_import.txt +++ /dev/null @@ -1,12 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 009-1.gat -npc: npc/009-1_Hurnscald/_mobs.txt -npc: npc/009-1_Hurnscald/_warps.txt -npc: npc/009-1_Hurnscald/jack.txt -npc: npc/009-1_Hurnscald/mapflags.txt -npc: npc/009-1_Hurnscald/milly.txt -npc: npc/009-1_Hurnscald/old_man.txt -npc: npc/009-1_Hurnscald/old_woman.txt -npc: npc/009-1_Hurnscald/sabine.txt -npc: npc/009-1_Hurnscald/soul-menhir.txt -npc: npc/009-1_Hurnscald/water_pump.txt diff --git a/npc/009-1_Hurnscald/_mobs.txt b/npc/009-1_Hurnscald/_mobs.txt deleted file mode 100644 index 52cbcf86..00000000 --- a/npc/009-1_Hurnscald/_mobs.txt +++ /dev/null @@ -1,33 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 009-1 Hurnscald mobs - -009-1.gat,74,32,2,1 monster Clover patch 1037,1,100000,120000,Mob009-1::On1037 -009-1.gat,29,44,9,13 monster PinkFlower 1014,2,0,250,Mob009-1::On1014 -009-1.gat,88,51,15,4 monster Squirrel 1038,2,0,5000,Mob009-1::On1038 -009-1.gat,80,38,5,5 monster Squirrel 1038,1,0,5000,Mob009-1::On1038 -009-1.gat,0,0,0,0 monster Butterfly 1055,5,30,20,Mob009-1::On1055 - - -009-1.gat,0,0,0 script Mob009-1 -1,{ -On1014: - set @mobID, 1014; - callfunc "MobPoints"; - break; - -On1037: - set @mobID, 1037; - callfunc "MobPoints"; - break; - -On1038: - set @mobID, 1038; - callfunc "MobPoints"; - break; - -On1055: - set @mobID, 1055; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/009-1_Hurnscald/_warps.txt b/npc/009-1_Hurnscald/_warps.txt deleted file mode 100644 index 37b6ac14..00000000 --- a/npc/009-1_Hurnscald/_warps.txt +++ /dev/null @@ -1,14 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 009-1 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,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 -009-1.gat,71,30 warp ToPotionShop -1,-1,009-2.gat,130,25 -009-1.gat,80,31 warp ToHospital -1,-1,009-2.gat,149,66 -009-1.gat,72,44 warp ToMayor -1,-1,009-2.gat,114,77 -009-1.gat,91,46 warp ToBlacksmith 0,-1,009-2.gat,181,66 -009-1.gat,24,36 warp HurnscaldWestGate -1,1,008-1.gat,53,61 -009-1.gat,49,24 warp HurnscaldNorthGate 2,-1,008-1.gat,78,48 diff --git a/npc/009-1_Hurnscald/jack.txt b/npc/009-1_Hurnscald/jack.txt deleted file mode 100644 index a0ee0b43..00000000 --- a/npc/009-1_Hurnscald/jack.txt +++ /dev/null @@ -1,260 +0,0 @@ -//################################################################################# -//# # -//# This script file contains the npc scripts for two quests: # -//# # -//# Quest1: Obtaining a Forest bow # -//# Needed: About 20 Raw logs, 5000gp, some chatting and running # -//# Reward: Forest bow # -//# # -//# Quest2: Obtaining a Wooden shield # -//# Needed: 40 Raw logs, 5000gp # -//# Reward: Wooden shield and 2500exp # -//# # -//# 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; - -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; - - 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; - -L_Bow_state_4_reaffirm: - mes "[Jack Lumber]"; - mes "\"You should go talk to Alan again.\""; - close; - -L_Shield_state_0: - set @Q_Woodenshield, 1; - callsub S_Update_Mask; - - 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; - -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; - -L_End: - 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; - -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; - -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; - -L_TooMany: - 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; - -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; - -L_NohMask_Answer: - 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; -} diff --git a/npc/009-1_Hurnscald/mapflags.txt b/npc/009-1_Hurnscald/mapflags.txt deleted file mode 100644 index f435d5d7..00000000 --- a/npc/009-1_Hurnscald/mapflags.txt +++ /dev/null @@ -1,2 +0,0 @@ -009-1.gat mapflag no_player_drops -009-1.gat mapflag town diff --git a/npc/009-1_Hurnscald/milly.txt b/npc/009-1_Hurnscald/milly.txt deleted file mode 100644 index 2935d314..00000000 --- a/npc/009-1_Hurnscald/milly.txt +++ /dev/null @@ -1,25 +0,0 @@ -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; - -L_NohMask_Strange: - mes "[Milly]"; - mes "\"I haven't seen anything strange.\""; - close; - -L_NohMask_Robbery: - mes "[Milly]"; - mes "\"No, sorry.\""; - close; -} - diff --git a/npc/009-1_Hurnscald/old_man.txt b/npc/009-1_Hurnscald/old_man.txt deleted file mode 100644 index 84079138..00000000 --- a/npc/009-1_Hurnscald/old_man.txt +++ /dev/null @@ -1,34 +0,0 @@ -// 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; - -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; - -L_NohMask_Ask_Nothing: - 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; - -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; -} diff --git a/npc/009-1_Hurnscald/old_woman.txt b/npc/009-1_Hurnscald/old_woman.txt deleted file mode 100644 index c48b3557..00000000 --- a/npc/009-1_Hurnscald/old_woman.txt +++ /dev/null @@ -1,78 +0,0 @@ -// Old woman - -009-1.gat,29,43,0 script Old Woman 154,{ - if (BaseLevel < 40) goto L_Lower; - - mes "[Old Woman]"; - mes "\"Hello deary.\""; - next; - -L_Continue: - 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; - -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; - -L_NohMask_FirstAsk: - 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; - -L_NohMask_Fake: - 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; - -L_NohMask_Filler: - 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; - -OnPCDieEvent: - if (countitem(E10_TOKEN_ID) < 1) end; - delitem E10_TOKEN_ID, 1; - getitem "DarkPetal", 1; - message strcharinfo(0), "As you fall, the dark rose crumbles..."; - if ((Easter_2010_QuestState >> E10_STATE_ROSE_SHIFT) & E10_STATE_ROSE_MASK >= E10_STATE_ROSE_ROSE_USED) end; - message strcharinfo(0), "There is a strange feeling pulling at you. A place... unfamiliar, yet unavoidable."; - 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/npc/009-1_Hurnscald/sabine.txt b/npc/009-1_Hurnscald/sabine.txt deleted file mode 100644 index b8a45859..00000000 --- a/npc/009-1_Hurnscald/sabine.txt +++ /dev/null @@ -1,26 +0,0 @@ -// 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; - -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; - -L_NohMask_Strange: - mes "[Sabine]"; - mes "\"I haven't seen anything strange.\""; - close; - -L_NohMask_Robbery: - mes "[Sabine]"; - mes "\"No, sorry.\""; - close; -} diff --git a/npc/009-1_Hurnscald/soul-menhir.txt b/npc/009-1_Hurnscald/soul-menhir.txt deleted file mode 100644 index 5daadd23..00000000 --- a/npc/009-1_Hurnscald/soul-menhir.txt +++ /dev/null @@ -1,12 +0,0 @@ -// - -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/npc/009-1_Hurnscald/water_pump.txt b/npc/009-1_Hurnscald/water_pump.txt deleted file mode 100644 index 42c36d64..00000000 --- a/npc/009-1_Hurnscald/water_pump.txt +++ /dev/null @@ -1,5 +0,0 @@ -// Water pump. YOu can fill empty b ottles here - -009-1.gat,76,33,0 script Water Pump 203,{ - callfunc "WaterBottle"; -} diff --git a/npc/009-2/_import.txt b/npc/009-2/_import.txt new file mode 100644 index 00000000..4d3ae94e --- /dev/null +++ b/npc/009-2/_import.txt @@ -0,0 +1,22 @@ +// Map 009-2: Hurnscald +// 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 +npc: npc/009-2/_warps.txt +npc: npc/009-2/airlia.txt +npc: npc/009-2/alan.txt +npc: npc/009-2/doctor.txt +npc: npc/009-2/drunks.txt +npc: npc/009-2/inspector.txt +npc: npc/009-2/kfahr.txt +npc: npc/009-2/lena.txt +npc: npc/009-2/mapflags.txt +npc: npc/009-2/misc.txt +npc: npc/009-2/nicholas.txt +npc: npc/009-2/nurse.txt +npc: npc/009-2/peter.txt +npc: npc/009-2/richard.txt +npc: npc/009-2/selim.txt +npc: npc/009-2/shops.txt +npc: npc/009-2/waitress.txt +npc: npc/009-2/wyara.txt diff --git a/npc/009-2/_mobs.txt b/npc/009-2/_mobs.txt new file mode 100644 index 00000000..5ce2976c --- /dev/null +++ b/npc/009-2/_mobs.txt @@ -0,0 +1,8 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Hurnscald mobs + + + +009-2.gat,0,0,0 script Mob009-2 -1,{ + end; +} diff --git a/npc/009-2/_warps.txt b/npc/009-2/_warps.txt new file mode 100644 index 00000000..647db1a4 --- /dev/null +++ b/npc/009-2/_warps.txt @@ -0,0 +1,21 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Hurnscald 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 +009-2.gat,130,26 warp ToOutdoor -1,-1,009-1.gat,71,31 +009-2.gat,144,26 warp To2ndFloor 0,-1,009-2.gat,143,44 +009-2.gat,144,42 warp To3rdFloor 0,-1,009-2.gat,143,24 +009-2.gat,155,47 warp To1stFloor 0,-1,009-2.gat,154,63 +009-2.gat,114,46 warp To1stFloor 0,-1,009-2.gat,113,69 +009-2.gat,50,55 warp ToOutdoor -1,-1,009-1.gat,35,31 +009-2.gat,74,53 warp ToCellar -1,-1,009-2.gat,143,81 +009-2.gat,74,45 warp To2ndFloor 0,-1,009-2.gat,74,23 +009-2.gat,114,78 warp ToOutdoor -1,-1,009-1.gat,72,45 +009-2.gat,114,68 warp To2ndFloor 0,-1,009-2.gat,113,46 +009-2.gat,149,67 warp ToOutdoor -1,-1,009-1.gat,80,32 +009-2.gat,143,79 warp To1stFloor -1,-1,009-2.gat,74,52 +009-2.gat,155,62 warp To2ndFloor 0,-1,009-2.gat,154,46 +009-2.gat,182,67 warp ToOutdoor 0,-1,009-1.gat,91,47 +009-2.gat,147,89 warp ToCaveBeneathHurnscald -1,-1,009-3.gat,173,22 +009-2.gat,27,106 warp ToOutdoor -1,-1,009-1.gat,58,47 diff --git a/npc/009-2/airlia.txt b/npc/009-2/airlia.txt new file mode 100644 index 00000000..3f65a955 --- /dev/null +++ b/npc/009-2/airlia.txt @@ -0,0 +1,268 @@ +// Airlia, daughter of the cemetary caretaker + +// Future extensions: +// * Add banter and random replies for the unlimited subquests +// * Airlia quest = 2 unlocks options with Fighters of the Undead NPCs (in Cemetery), such as the 'Kill Sir Truk' quest +// * 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; + + 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; + + 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; + + 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; + + + 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; + +L_Caretaker_mount: + // 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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; +} diff --git a/npc/009-2/alan.txt b/npc/009-2/alan.txt new file mode 100644 index 00000000..f19990d9 --- /dev/null +++ b/npc/009-2/alan.txt @@ -0,0 +1,224 @@ +//################################################################################# +//# # +//# This script file contains the npc scripts for the quest to obtain a forestbow # +//# # +//# Needed: 10 Raw Logs, 5000gp, some chatting and running. # +//# # +//# Reward: Forest Bow # +//################################################################################# + +// 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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +L_State_4_nocash: + 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; + +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; + +L_NohMask_Answer: + mes "[Alan]"; + mes "\"No.\""; + close; + +L_No_Log: + 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; +} diff --git a/npc/009-2/doctor.txt b/npc/009-2/doctor.txt new file mode 100644 index 00000000..2fbfcbd1 --- /dev/null +++ b/npc/009-2/doctor.txt @@ -0,0 +1,81 @@ +// 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; + + 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.", -; + + 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; + +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; + +L_Axe: + 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; + +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; + +L_NohMask: + mes "[Doctor]"; + mes "\"No, I haven't seen anything.\""; + close; +} diff --git a/npc/009-2/drunks.txt b/npc/009-2/drunks.txt new file mode 100644 index 00000000..61246b4e --- /dev/null +++ b/npc/009-2/drunks.txt @@ -0,0 +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; +} + +//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; +} diff --git a/npc/009-2/inspector.txt b/npc/009-2/inspector.txt new file mode 100644 index 00000000..f25d026a --- /dev/null +++ b/npc/009-2/inspector.txt @@ -0,0 +1,127 @@ +// + +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; + +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; + +L_NohMask_AskVillage: + 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; + +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; + +L_NohMask_TravelingTroupe: + 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; + +L_NohMask_OldMan_2: + 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; + +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; + +L_NohMask_Alibi_3: + mes "[Inspector]"; + mes "\"Made any progress yet?\""; + close; + +L_NohMask_Satchel: + mes "[Inspector]"; + mes "\"Then go north and investigate!\""; + close; + +L_NohMask_Basement: + 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; + +L_NohMask_TravelingTroupe_2: + 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; + +L_NohMask_End: + mes "[Inspector]"; + mes "\"Remember to stay sharp. I might need your help on another case.\""; + close; +} diff --git a/npc/009-2/kfahr.txt b/npc/009-2/kfahr.txt new file mode 100644 index 00000000..88438b40 --- /dev/null +++ b/npc/009-2/kfahr.txt @@ -0,0 +1,1249 @@ +//################################################################################# +//# +//# Kfahr the Desert Warrior. +//# Participates in two quests: +//# - Sole participant in the Bone Knife quest: +//# (10 black scorpion stingers + 10 small mushrooms + level 40) -> Bone Knife +//# - Sole participant in the Golden Stinger subquest +//# (subquest for the Monster Oil subquest, cf. Nicholas' Setzer Quest) +//# (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) +//# +//################################################################################# + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + + +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; + +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; + +L_Knife_TooMany: + 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; + +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; + +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; + +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; + +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; + + +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; + +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; + +L_SnakeSkins_TooMany: + 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; + +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; + +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; + +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; + +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; + +L_golden_scorpion_wrestle_intro: + + 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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + + 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; + + setarray @positions$, + "Kfahr's hand is almost on the table.", + "Kfahr's hand is pushed back.", + "Kfahr and your hands are centered.", + "Your hand is pushed back.", + "Your hand is almost on the table."; + + set @position, 2; + set @first_round, 1; + +L_wrestle_loop: + mes "[Arm-wrestling with Kfahr]"; + + mes @positions$[@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; + +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; + + +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; + +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; + +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; + + +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; + +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; + +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; + +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; + +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; + +L_end: + close; + +L_Update_Var: + set QUEST_Forestbow_state, + (QUEST_Forestbow_state & ~(@Q_MASK) + | (@Q_status << @Q_SHIFT)); + return; +} diff --git a/npc/009-2/lena.txt b/npc/009-2/lena.txt new file mode 100644 index 00000000..9f215cde --- /dev/null +++ b/npc/009-2/lena.txt @@ -0,0 +1,107 @@ +// 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; + +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; + +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 Hood]s 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; + +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 Hood]s. 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 Hood]s to prove you are taking care of this threat. Please come back with 10 [Bandit Hood]s 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; + +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; + +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; + +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; + +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; + +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; + +L_TooMany: + 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/npc/009-2/mapflags.txt b/npc/009-2/mapflags.txt new file mode 100644 index 00000000..84ee64b6 --- /dev/null +++ b/npc/009-2/mapflags.txt @@ -0,0 +1,2 @@ +009-2.gat mapflag no_player_drops +009-2.gat mapflag town diff --git a/npc/009-2/misc.txt b/npc/009-2/misc.txt new file mode 100644 index 00000000..b969af7d --- /dev/null +++ b/npc/009-2/misc.txt @@ -0,0 +1,61 @@ +//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. +} + +//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; + +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; + +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; +} diff --git a/npc/009-2/nicholas.txt b/npc/009-2/nicholas.txt new file mode 100644 index 00000000..ac0b5e43 --- /dev/null +++ b/npc/009-2/nicholas.txt @@ -0,0 +1,400 @@ +//################################################################################# +//# +//# Nicholas the Smith. +//# Participates in iron ore smithery and the following quests: +//# - Together with Pachua: Iron Shield quest (repeatable) +//# (6 iron ingots, 2 infantry helmets, 20000 GP, leather patch) -> iron shield +//# - Primary participant in the Setzer quest (monster oil/golden stinger subquests) +//# +//# Variables used: @QUEST_Forestbow_state, nibble 3 (setzer quest) +//# @QUEST_Forestbow_state, nibble 4 (iron shield quest) +//# +//################################################################################# + +009-2.gat,185,55,0 script Nicholas 135,{ + + 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 @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_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; + + mes "[Nicholas]"; + mes "\"Hello, there! I'm an expert blacksmith. If you get me some [Coal] and [Iron Ingot]s, 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; + +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 Ingot]s.\""; + next; + mes "[Nicholas]"; + mes "\"Come back here with some [Coal] and [Iron Ingot]s, and I'll make something nice for you.\""; + close; + +L_Pass: + 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 Ingot]s.\""; + next; + goto L_main_menu; + +L_StageB: + mes "[Nicholas]"; + mes "\"Ahh, with that much [Coal] and [Iron Ingot]s 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; + +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; + + 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; + +L_main_menu_post_setzer: + + if ( (countitem("IngotIron")<3) || (countitem("Coal") <6) ) goto L_no_more_helmets; + set @choice$[@choices_nr], "Knight's Helmet (3 Iron Ingots & 6 Coal)."; + set @choice_idx[@choices_nr], @CHOICE_KNIGHT; + set @choices_nr, 1 + @choices_nr; + + if ( (countitem("IngotIron")<6) || (countitem("Coal") < 12) ) goto L_no_more_helmets; + + set @choice$[@choices_nr], "Crusade Helmet (6 Iron Ingots & 12 Coal)."; + set @choice_idx[@choices_nr], @CHOICE_CRUSADE; + set @choices_nr, 1 + @choices_nr; + + set @choice$[@choices_nr], "Steel Shield (6 Iron Ingots & 12 Coal)."; + set @choice_idx[@choices_nr], @CHOICE_SHIELD; + set @choices_nr, 1 + @choices_nr; + + if ( (countitem("IngotIron")<9) || (countitem("Coal") < 18) ) goto L_no_more_helmets; + + set @choice$[@choices_nr], "Warlord Helmet (9 Iron Ingots & 18 Coal)."; + set @choice_idx[@choices_nr], @CHOICE_WARLORD; + set @choices_nr, 1 + @choices_nr; +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; + + +L_NoItem: + mes "[Nicholas]"; + mes "\"It appears you don't have enough [Coal] and [Iron Ingot]s 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; + +L_NoMoney: + 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; + +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; + +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; + +L_YesShield: + mes "[Nicholas]"; + mes "Nicholas examines your [Iron Ingot]s."; + 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 Helmet]s."; + 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; + +L_ShieldNoInfantry: + mes "[Nicholas]"; + mes "\"Now this is strange... I could have sworn that you had two [Infantry Helmet]s right here. Well, come back if you have some more!\""; + close; + +L_ShieldNoIngot: + mes "[Nicholas]"; + mes "\"How odd... didn't I put your [Iron Ingot]s 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; + +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; + +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; + +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; + +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; + + +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; + +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; + +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; + +L_SetzerNoIngot: + 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; + +L_SetzerNoSword: + mes "[Nicholas]"; + mes "\"I will need your old [Short Sword] as a basis. Please bring it to me first.\""; + close; + +L_end: + close; + +L_Done: + 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; + +L_TooMany: + mes "[Nicholas]"; + mes "\"You don't have room for it. Come back later when you do.\""; + close; +} diff --git a/npc/009-2/nurse.txt b/npc/009-2/nurse.txt new file mode 100644 index 00000000..a47fdf95 --- /dev/null +++ b/npc/009-2/nurse.txt @@ -0,0 +1,521 @@ + //###################################################################################### +//# Nurse +//# AUTHORS: Jenalya and Pjotr Orial +//# REVIEWED BY: +//# heals player below level 20 for free and tells players about the doctor on the 3rd floor. +//# +//# gives the resist-poison skill, used global (!) variable: "$NPC_NURSE", split up in 4 bytes: +//# byte0 (bit 0-7) = healing_needed, byte1 (bit 8-15) = venum_needed, byte2 (bit 16-23) = stabilizer_needed +//# byte3 (bit 24-31) still unused +//# used player-variable: QUEST_Forestbow, nibble7 +//# states: +//# 0 if skills are available, she tells you about her plans of doing the antidote, +//# need black scorpion stingers and snake tongues +//# 1 waits for ingredients: black scorpion stingers and snake tongues +//# 2 waits for ingredients: acorns, apples, orange, healing potion, when these ingreds are there, +//# she mixes the stuff (modify global variable!) +//# 3 you can start the minigame, 3 tries remaining +//# 4 you can start the minigame, 2 tries remaining +//# 5 you can start the minigame, 1 try remaining +//# 6 not enough stuff remaining, jump to state 1 +//# 7 yay! you made it! + + +//###################################################################################### +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 + set @QUEST1_EXP, 300; + set @ACORNS_AMOUNT, 10; + set @GREENAPPLE_AMOUNT, 5; + set @REDAPPLE_AMOUNT, 5; + set @ORANGE_AMOUNT, 5; + set @HEALING_AMOUNT, 3; + // This quest can be done very often: so give less xp + set @QUEST2_EXP, 700; + set @ANTIDOTE_EXP, 10000; + + set @Q_poison_MASK, NIBBLE_7_MASK; + set @Q_poison_SHIFT, NIBBLE_7_SHIFT; + set @Q_poison, (QUEST_Forestbow_state & @Q_poison_MASK) >> @Q_poison_SHIFT; + + if (@Q_poison == 7) goto state7; + if (@Q_poison == 6) goto state6; + if (@Q_poison == 5) goto state5; + if (@Q_poison == 4) goto state4; + if (@Q_poison == 3) goto state3; + if (@Q_poison == 2) goto state2; + if (@Q_poison == 1) goto state1; + if (getskilllv(SKILL_POOL)) goto state0; + +L_Usual: + mes "[Nurse]"; + mes "\"How can I help you?\""; + next; + + if (Inspector == 1) + menu + "Oooh, these wounds! They hurt so much!", L_Heal, + "I don't feel so well, I might be sick.", L_Doctor, + "Have you seen anything out of the ordinary?", L_NohMask, + "No, I'm fine.", -; + if (Inspector != 1) + menu + "Oooh, these wounds! They hurt so much!", L_Heal, + "I don't feel so well, I might be sick.", L_Doctor, + "No, I'm fine.", -; + mes "[Nurse]"; + mes "\"Then I would ask you to leave. There are people who really need our help.\""; + close; + +L_Doctor: + mes "[Nurse]"; + mes "\"Then you should better see the doctor. He is usually in his office on the 3rd floor.\""; + close; + +L_Heal: + if (baselevel > 20) goto L_NoHeal; + mes "[Nurse]"; + mes "\"Here, let me heal you.\""; + next; + heal 10000, 10000; + close; + +L_NoHeal: + mes "[Nurse]"; + mes "\"I'm sorry but I'm here only to help young people."; + mes "Your level is already higher than 20."; + mes "You can get some rest in the inn near here.\""; + close; + +L_NohMask: + mes "[Nurse]"; + mes "\"I'm too busy here to observe the town.\""; + close; + +state0: + mes "[Nurse]"; + mes "\"Welcome! You really look like a competent person. Maybe you can help to deal with a problem we have.\""; + next; + mes "\"We recently had some accidents in the mines. It seems that the creatures in the mines became more aggressive.\""; + next; + mes "\"Unfortunately, some of them are poisonous and it is very difficult for us to help the miners.\""; + next; + mes "\"For that reason, I want to do some research on this subject, to create an antidote. But I need help to get some ingredients, someone who is able to deal with the dangerous creatures in the mines.\""; + next; + 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; + + 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; + +state1: + mes "[Nurse]"; + mes "\"You are back, wonderful! Did you get what we need for the antidote?\""; + next; + menu + "Actually, I have another question.", L_Usual, + "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; + delitem "SnakeTongue", @SNAKET_AMOUNT; + delitem "BlackScorpionStinger", @BSCORPIONST_AMOUNT; + getexp @QUEST1_EXP, 0; + + set @Q_poison, 2; + 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; + +state2: + mes "You look at the nurse, who seems to be really tired, with shadows under her eyes. When she recognizes you, she smiles."; + mes "[Nurse]"; + mes "\"I managed to extract the poisonous components. We should be able to create an antidote, if you have everything else we need.\""; + next; + menu + "Actually, I have another question.", L_Usual, + "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; + 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; + +L_Chemistry: + callsub L_Shuffle_Need; + mes "The nurse takes the ingredients you brought and starts to squeeze the fruits and to crush the acorns. Then she put the fruit juices in some complicated looking chemical device."; + next; + mes "After some minutes, it is blubbering and steaming and a liquid is dripping in a pot under the device."; + next; + mes "Then she takes the acorn flour and the liquid and goes to a place back in the room, where she does something you don't see."; + next; + mes "After just a few moments, she comes back with a smiling face, holding two different bottles in her hand."; + next; + mes "[Nurse]"; + mes "\"That was easy compared to the things to be done with the stingers and snake tongues.\""; + next; + mes "Then her facial expression gets more serious."; + next; + mes "\"When we try to find the right mixture for the antidote, we need to test it.\""; + next; + mes "\"For that purpose, I will poison you. Then you drink the antidote to see if it works.\""; + next; + mes "\"If we make a mistake, this might be exhausting and painful, so you should rest a while and prepare yourself.\""; + next; + mes "\"Come back when you feel ready for that task.\""; + close; + +state3: + mes "[Nurse]"; + mes "\"Hello my friend. You feel prepared to test the antidote?\""; + next; + menu + "Actually, I have another question.", L_Usual, + "Yes, let us begin.",-; + +L_Exp_Game: + mes "[Nurse]"; + mes "\"Listen carefully! I will explain what you need to do.\""; + next; + mes "\"I have here two different distillates. One is the venom extract, the other one is a stabilizer.\""; + next; + mes "\"We also have the healing potion.\""; + next; + mes "\"The problem is that I can only guess the concentration of the venom and the stabilizer. My equipment isn't good enough to determine them precisely.\""; + next; + mes "\"You need to find the right amount of each ingredient. I will tell you what I can know with my analysis methods.\""; + next; + mes "\"Shall we start?\""; + next; + menu + "Please explain it again.", L_Exp_Game, + "Alright.", -; +L_Game: + set @Q_poison, @Q_poison + 1; + callsub S_Update_Var; + // healing, venom, stabilizer + callsub L_Load_Need; + //descriptions + set @desc_length, 6; + + setarray @desc$,"very little","only a little", "little","much", "a lot", "very much", "a huge amount"; + + set @divisor, @count / @desc_length; + + set @hlIndex, (@hlNeed-@offset) /@divisor; + set @vnIndex, (@vnNeed-@offset) /@divisor; + set @stIndex, (@stNeed-@offset) /@divisor; + + mes "[Nurse]"; + mes "\"I guess you need " + @desc$[@hlIndex] + " of the healing potion.\""; + next; + mes "\"You need " + @desc$[@vnIndex] + " of the venom extracts, I suppose.\""; + next; + mes "\"As far as I can tell you will need " + @desc$[@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(@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; + +L_choosePut: + set @max, @count+@offset-1; + set @min, @offset; + mes "\"My scale goes up to " + @max + ". I suggest to put at least " + @min +" drops on the scale.\""; + next; + + 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; + + 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; + + 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; + + mes "The nurse puts the potions together according to your instructions. Then she takes a spoon and stirs it."; + next; + mes "You take the glass and look suspiciously at the liquid, which has changed to an odd colour."; + next; + mes "[Nurse]"; + mes "\"Alright, now I will inject the venom into you, then you should drink the antidote immediately. Are you ready?\""; + next; + mes "You take a deep breath and nod."; + next; + mes "The nurse take a scary looking syringe out of a drawer and swabs your arm with disinfection dabber."; + next; + mes "Then she stings the syringe in your vein and pushs it down. After a few seconds, your heart starts pounding quicker and you begin to sweat all over your body."; + next; + mes "[Nurse]"; + mes "\"Drink the antidote!\""; + next; + 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; + + mes "You feel quite normal."; + mes "[Nurse]"; + mes "\"Oh yes, the concentration of the healing potions and the venom extracts seem to be right.\""; + next; + set @hl_vn_ok, 1; + goto check_st; + +m_hl_m_vn: + //poison for 3 minutes + sc_start sc_poison, 1, 20; + mes "You begin to feel really dizzy. And you feel so light - you can't help yourself and burst out with laughter. What a strange feeling!"; + next; + mes "The nurse looks at you with a really worried look on her face. As you open your mouth to tell her that you feel alright, the content of your stomach finds its way out through your throat and on the floor."; + next; + mes "The feeling of happiness disappears, but you seem to be still poisoned."; + goto check_st; + +m_hl_l_vn: + //poison for 1 minute + sc_start sc_poison, 1, 20; + mes "You feel the pain of the poison weaken. This seems promising. The thought that you might have been successful makes you feel enormously happy."; + next; + mes "But a few seconds later, you wonder what was the reason for your happiness."; + next; + mes "Anyway, what are you doing here? Actually, where are you?"; + next; + mes "You don't care, you feel so great. You start to giggle and laugh uncontrollably. What a wonderful feeling. "; + next; + mes "Suddenly, the world has some really strange colors. As you watch this woman in front of you changing her color from dark green to a light purple, you become really tired."; + next; + mes "You lay down on the floor and fall asleep."; + next; + mes "As you open your eyes again, the nurse shines in your face with a lamp and pulls your eyelids open. Then she nods."; + next; + mes "\"Very well, you are sober again.\""; + next; + + goto check_st; + +l_hl_m_vn: + // first poison for 10 minutes, player will die anyway + sc_start sc_poison, 1, 20; + mes "You feel a sting in your stomach and your heart starts pounding loudly."; + next; + mes "The room is getting dark."; + next; + mes "...and darker..."; + next; + mes "......."; + // bye bye player! + heal -Hp, 0; + // close instead of telling how much stabilizer is needed + close; + // goto check_st; + +l_hl_l_vn: + //poison for 1 minute + sc_start sc_poison, 1, 20; + mes "The antidote seems to have no effect."; + goto check_st; + +check_st: + 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.\""; + next; + goto notallcorrect; + +l_st: + mes "[Nurse]"; + 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; + mes "[Nurse]"; + mes "\"Wonderful! You made it! Now I will be able to help all the people who get poisoned in the mines!\""; + next; + mes "\"Thank you so much! Oh, and it seems as if you have gained the skill to resist poison someway. This is great.\""; + next; + mes "\"You should talk to someone who can help you to focus on your skills.\""; + next; + getexp @ANTIDOTE, 0; + setskill SKILL_RESIST_POISON, 1; + set @Q_poison, 7; + 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; +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 + "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 + "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; + +state7: // geschafft + mes "[Nurse]"; + mes "\"Thanks a lot, you can call yourself a true hero now!\""; + next; + mes "\"I am able to help the poisoned miners quite well now.\""; + next; + goto L_Usual; + +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; + // the following close *should* never be reached, but who knows, whoever will mess this script up! + close; + +quit: + close; + +S_Update_Var: + set QUEST_Forestbow_state, + (QUEST_Forestbow_state & ~(@Q_poison_MASK) + | (@Q_poison << @Q_poison_SHIFT)); + return; + +L_Game_init_vars: + set @count, 24; + set @offset, 1; + return; + +L_Shuffle_Need: + callsub L_Game_init_vars; + set @hlNeed, @offset + rand(@count); + set @vnNeed, @offset + rand(@count); + set @stNeed, @offset + rand(@count); + + set $NPC_NURSE, + ($NPC_NURSE & ~(BYTE_0_MASK | BYTE_1_MASK | BYTE_2_MASK) + | (@hlNeed << BYTE_0_SHIFT) + | (@vnNeed << BYTE_1_SHIFT) + | (@stNeed << BYTE_2_SHIFT)); + return; + +L_Load_Need: + callsub L_Game_init_vars; + set @hlNeed, ($NPC_NURSE & BYTE_0_MASK) >> BYTE_0_SHIFT; + set @vnNeed, ($NPC_NURSE & BYTE_1_MASK) >> BYTE_1_SHIFT; + set @stNeed, ($NPC_NURSE & BYTE_2_MASK) >> BYTE_2_SHIFT; + return; + +L_Game_tooless: + 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; +} + + diff --git a/npc/009-2/peter.txt b/npc/009-2/peter.txt new file mode 100644 index 00000000..995bfc31 --- /dev/null +++ b/npc/009-2/peter.txt @@ -0,0 +1,80 @@ +// Nicholas' Apprentice and Armorsmith + +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 Ingot]s 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; + +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; + +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; + +L_Peter_NotEnough_Zeny: + mes "[Peter]"; + mes "\"You don't have enough gold.\""; + close; + +L_Peter_NotEnough_Ingot: + mes "[Peter]"; + mes "\"You don't have enough ingots.\""; + close; + +L_Peter_NotEnough_Coal: + 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; + +} diff --git a/npc/009-2/richard.txt b/npc/009-2/richard.txt new file mode 100644 index 00000000..023f1244 --- /dev/null +++ b/npc/009-2/richard.txt @@ -0,0 +1,8 @@ +// + +009-2.gat,20,99,0 script Richard 161,{ + callfunc "ClearVariables"; + set @npcname$, "Richard"; + callfunc "Banker"; + close; +} diff --git a/npc/009-2/selim.txt b/npc/009-2/selim.txt new file mode 100644 index 00000000..dc7d29df --- /dev/null +++ b/npc/009-2/selim.txt @@ -0,0 +1,210 @@ +//################################################################################# +//# # +//# This script file contains the script for the cloth dyer. It has been # +//# revised to require dye items; collaborating NPCs are Selim and Angus. # +//# # +//################################################################################# + +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; + +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; + +L_cottonshirt: + 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; + +L_tneck: + 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; + +L_skirt: + 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; + +L_tanktop: + 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; + +L_robe: + 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; + +L_desert_hat: + 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; + +L_cottongloves: + 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; + +L_wizardhat: + 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; + +L_redlinedsorcererrobe: + 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; + +L_picked_item: + 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], -; + 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$[@colour] + " dye first.\""; + next; + menu + "Sorry, I meant a different color.", L_colour, + "I wanted to dye a different item anyway.", L_clothes_choice, + "What do you mean, `bring you dye'?", L_explain_dye, + "Where would I get dye?", L_explain_dye, + "Never mind.", -; + close; + +L_explain_dye: + if (QUEST_clothdyer_knowsdye < 1) set QUEST_clothdyer_knowsdye, 1; + mes "[Selim]"; + mes "\"Well, dye is very expensive, and since I don't charge adventurers anything, I can't give you any for free."; + mes "But most alchemists can make dye; perhaps you can find one around here.\""; + close; + +L_finish: + if (countitem(@del) == 0) goto L_havenone; + delitem @vial, 1; + delitem @del, 1; + getitem @new + @colour, 1; + mes "[Selim]"; + mes "\"Here " + @is_verb$ + " your " + @all_colours$[@colour] + " " + @name$ + "! Please let " + @pronoun$ + " dry for a minute before you put " + @pronoun$ + " on.\""; + close; + +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; +} diff --git a/npc/009-2/shops.txt b/npc/009-2/shops.txt new file mode 100644 index 00000000..733fa54f --- /dev/null +++ b/npc/009-2/shops.txt @@ -0,0 +1,29 @@ +//################################################################################# +//# # +//# This script file contains all shops and other NPCs with important functions. # +//# # +//################################################################################# + +// Bartender +// sells beer, cake and steak +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"; +} + +// Archer Shop +// sells bow, short bow, arrows and iron arrows +009-2.gat,97,24,0 shop Apprentice 120,1199:-1,529:-1,1200:1000,530:3000 + +// Potion Shop +// sells cactus drink, cactus potion, iron potion, concentration potion, and slow poison potion +009-2.gat,123,22,0 shop Potions#_M 127,501:50,502:70,567:500,568:500,750:500 + +// General Store +// Sells various things, many not sold elsewhere +009-2.gat,32,99,0 shop General Store 112,527:-1,541:-1,1202:-1,586:-1,528:-1,656:-1,724:3000,741:-1 diff --git a/npc/009-2/waitress.txt b/npc/009-2/waitress.txt new file mode 100644 index 00000000..265cd234 --- /dev/null +++ b/npc/009-2/waitress.txt @@ -0,0 +1,83 @@ +// Waitress + +009-2.gat,60,52,0 script Melinda 140,{ + + 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; + +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; + +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; + +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; + +L_No: + 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; + +L_TooMany: + mes "[Melinda]"; + mes "\"You don't have room for a beer!\""; + close; +} diff --git a/npc/009-2/wyara.txt b/npc/009-2/wyara.txt new file mode 100644 index 00000000..145f09a5 --- /dev/null +++ b/npc/009-2/wyara.txt @@ -0,0 +1,595 @@ +// ---------------------------------------- +// 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; +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; + +L_Shop: + 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; + + +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; + + +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; + + +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; + +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; + +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; + +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; + +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; + +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; + +L_make_manapotion_lack: + 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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + 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; + +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; + +L_Magic_train_wb: + 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; +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; + +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; + +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; + +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; + +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; + + 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; + +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; + +L_Magic_purify_abort: + 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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +S_update_var: + set QUEST_MAGIC2, + (QUEST_MAGIC2 & ~(@Q_MASK) + | (@Q_status << @Q_SHIFT)); + return; +} diff --git a/npc/009-2_Hurnscald/_import.txt b/npc/009-2_Hurnscald/_import.txt deleted file mode 100644 index 6f52cf7c..00000000 --- a/npc/009-2_Hurnscald/_import.txt +++ /dev/null @@ -1,21 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 009-2.gat -npc: npc/009-2_Hurnscald/_mobs.txt -npc: npc/009-2_Hurnscald/_warps.txt -npc: npc/009-2_Hurnscald/airlia.txt -npc: npc/009-2_Hurnscald/alan.txt -npc: npc/009-2_Hurnscald/doctor.txt -npc: npc/009-2_Hurnscald/drunks.txt -npc: npc/009-2_Hurnscald/inspector.txt -npc: npc/009-2_Hurnscald/kfahr.txt -npc: npc/009-2_Hurnscald/lena.txt -npc: npc/009-2_Hurnscald/mapflags.txt -npc: npc/009-2_Hurnscald/misc.txt -npc: npc/009-2_Hurnscald/nicholas.txt -npc: npc/009-2_Hurnscald/nurse.txt -npc: npc/009-2_Hurnscald/peter.txt -npc: npc/009-2_Hurnscald/richard.txt -npc: npc/009-2_Hurnscald/selim.txt -npc: npc/009-2_Hurnscald/shops.txt -npc: npc/009-2_Hurnscald/waitress.txt -npc: npc/009-2_Hurnscald/wyara.txt diff --git a/npc/009-2_Hurnscald/_mobs.txt b/npc/009-2_Hurnscald/_mobs.txt deleted file mode 100644 index 1633168d..00000000 --- a/npc/009-2_Hurnscald/_mobs.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 009-2 Hurnscald mobs - - - -009-2.gat,0,0,0 script Mob009-2 -1,{ - end; -} diff --git a/npc/009-2_Hurnscald/_warps.txt b/npc/009-2_Hurnscald/_warps.txt deleted file mode 100644 index 8ab2526b..00000000 --- a/npc/009-2_Hurnscald/_warps.txt +++ /dev/null @@ -1,21 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 009-2 Hurnscald 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 -009-2.gat,130,26 warp ToOutdoor -1,-1,009-1.gat,71,31 -009-2.gat,144,26 warp To2ndFloor 0,-1,009-2.gat,143,44 -009-2.gat,144,42 warp To3rdFloor 0,-1,009-2.gat,143,24 -009-2.gat,155,47 warp To1stFloor 0,-1,009-2.gat,154,63 -009-2.gat,114,46 warp To1stFloor 0,-1,009-2.gat,113,69 -009-2.gat,50,55 warp ToOutdoor -1,-1,009-1.gat,35,31 -009-2.gat,74,53 warp ToCellar -1,-1,009-2.gat,143,81 -009-2.gat,74,45 warp To2ndFloor 0,-1,009-2.gat,74,23 -009-2.gat,114,78 warp ToOutdoor -1,-1,009-1.gat,72,45 -009-2.gat,114,68 warp To2ndFloor 0,-1,009-2.gat,113,46 -009-2.gat,149,67 warp ToOutdoor -1,-1,009-1.gat,80,32 -009-2.gat,143,79 warp To1stFloor -1,-1,009-2.gat,74,52 -009-2.gat,155,62 warp To2ndFloor 0,-1,009-2.gat,154,46 -009-2.gat,182,67 warp ToOutdoor 0,-1,009-1.gat,91,47 -009-2.gat,147,89 warp ToCaveBeneathHurnscald -1,-1,009-3.gat,173,22 -009-2.gat,27,106 warp ToOutdoor -1,-1,009-1.gat,58,47 diff --git a/npc/009-2_Hurnscald/airlia.txt b/npc/009-2_Hurnscald/airlia.txt deleted file mode 100644 index 3f65a955..00000000 --- a/npc/009-2_Hurnscald/airlia.txt +++ /dev/null @@ -1,268 +0,0 @@ -// Airlia, daughter of the cemetary caretaker - -// Future extensions: -// * Add banter and random replies for the unlimited subquests -// * Airlia quest = 2 unlocks options with Fighters of the Undead NPCs (in Cemetery), such as the 'Kill Sir Truk' quest -// * 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; - - 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; - - 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$, "Bone"; - set @FETCH_REWARD_GOLD_INITIAL, 5000; - set @FETCH_REWARD_EXP_INITIAL, 50000; - - set @Q_STATUS_HELP_AIRLIA, 1; - set @Q_STATUS_INITIAL_FETCH_REWARDED, 2; - - // Subquest 2b: Fetch those undead drops (unlimited) - // TODO: Set sane values below - set @FETCH_AMOUNT, 10; - set @FETCH_LABEL$, "DiseasedHeart"; - set @FETCH_REWARD_GOLD, 6000; - set @FETCH_REWARD_EXP, 40000; - - - 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; - -L_Caretaker_mount: - // 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; - -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; - -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; - -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; - -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; - -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; - -L_Airlia_intro_proof: - mes "[Airlia]"; - mes "\"Let's say " + @FETCH_AMOUNT_INITIAL + " [" + getitemname(@FETCH_LABEL_INITIAL$) + "]s. You don't know how much this means to me, thank you.\""; - set QUEST_Airlia, @Q_STATUS_HELP_AIRLIA; - close; - -L_Fetch: - mes "[Airlia]"; - mes "\"Thank you for helping my father.\""; - next; - - // Make sure to check if the player has a letter to deliver. - // If the check is not made then there is a bug, where the player - // has a letter but has not completed the initial fetch - // and is prevented from turing in the letter until the fetch is completed. - // - if (QUEST_Graveyard_Caretaker < @Q_STATUS_HAS_NEW_LETTER) - menu - "You are welcome.", -, - "I have collected the " + @FETCH_AMOUNT_INITIAL + " [" + getitemname(@FETCH_LABEL_INITIAL$) + "]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$) + "]s.", L_Fetch_later_rewards; - - close; - -L_Fetch_initial_reward: - if (countitem(@FETCH_LABEL_INITIAL$) < @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$, @FETCH_AMOUNT_INITIAL; - set zeny, zeny + @FETCH_REWARD_GOLD_INITIAL; - getexp @FETCH_REWARD_EXP_INITIAL, 0; - set QUEST_Airlia, @Q_STATUS_INITIAL_FETCH_REWARDED; - next; - - mes "[Airlia]"; - // TODO: Write the dialogue when I'm not tired... - mes "\"Oh, before you leave. We all must do what we can to stop this tragedy."; - mes "If you are willing to keep draining the undead of mana, I will give you what gold I can afford as a token of my gratitude.\""; - close; - -L_Fetch_later_rewards: - if (countitem(@FETCH_LABEL$) < @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$, @FETCH_AMOUNT; - set zeny, zeny + @FETCH_REWARD_GOLD; - getexp @FETCH_REWARD_EXP, 0; - close; - -L_Fetch_not_enough: - mes "[Airlia]"; - mes "\"I'm sorry, I didn't realize you couldn't count. Perhaps when I have some free time, I can help you learn if you'd like.\""; - close; - -L_Rewarded: - mes "[Airlia]"; - mes "\"Thank you for your help.\""; - next; - - if (QUEST_Graveyard_Caretaker < @Q_STATUS_HAS_NEW_LETTER) - menu - "You are welcome.", -, - "I have collected the " + @FETCH_AMOUNT + " [" + getitemname(@FETCH_LABEL$) + "]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; -} diff --git a/npc/009-2_Hurnscald/alan.txt b/npc/009-2_Hurnscald/alan.txt deleted file mode 100644 index f19990d9..00000000 --- a/npc/009-2_Hurnscald/alan.txt +++ /dev/null @@ -1,224 +0,0 @@ -//################################################################################# -//# # -//# This script file contains the npc scripts for the quest to obtain a forestbow # -//# # -//# Needed: 10 Raw Logs, 5000gp, some chatting and running. # -//# # -//# Reward: Forest Bow # -//################################################################################# - -// 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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -L_State_4_nocash: - 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; - -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; - -L_NohMask_Answer: - mes "[Alan]"; - mes "\"No.\""; - close; - -L_No_Log: - 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; -} diff --git a/npc/009-2_Hurnscald/doctor.txt b/npc/009-2_Hurnscald/doctor.txt deleted file mode 100644 index 2fbfcbd1..00000000 --- a/npc/009-2_Hurnscald/doctor.txt +++ /dev/null @@ -1,81 +0,0 @@ -// 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; - - 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.", -; - - 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; - -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; - -L_Axe: - 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; - -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; - -L_NohMask: - mes "[Doctor]"; - mes "\"No, I haven't seen anything.\""; - close; -} diff --git a/npc/009-2_Hurnscald/drunks.txt b/npc/009-2_Hurnscald/drunks.txt deleted file mode 100644 index 61246b4e..00000000 --- a/npc/009-2_Hurnscald/drunks.txt +++ /dev/null @@ -1,16 +0,0 @@ -//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; -} - -//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; -} diff --git a/npc/009-2_Hurnscald/inspector.txt b/npc/009-2_Hurnscald/inspector.txt deleted file mode 100644 index f25d026a..00000000 --- a/npc/009-2_Hurnscald/inspector.txt +++ /dev/null @@ -1,127 +0,0 @@ -// - -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; - -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; - -L_NohMask_AskVillage: - 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; - -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; - -L_NohMask_TravelingTroupe: - 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; - -L_NohMask_OldMan_2: - 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; - -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; - -L_NohMask_Alibi_3: - mes "[Inspector]"; - mes "\"Made any progress yet?\""; - close; - -L_NohMask_Satchel: - mes "[Inspector]"; - mes "\"Then go north and investigate!\""; - close; - -L_NohMask_Basement: - 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; - -L_NohMask_TravelingTroupe_2: - 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; - -L_NohMask_End: - mes "[Inspector]"; - mes "\"Remember to stay sharp. I might need your help on another case.\""; - close; -} diff --git a/npc/009-2_Hurnscald/kfahr.txt b/npc/009-2_Hurnscald/kfahr.txt deleted file mode 100644 index 88438b40..00000000 --- a/npc/009-2_Hurnscald/kfahr.txt +++ /dev/null @@ -1,1249 +0,0 @@ -//################################################################################# -//# -//# Kfahr the Desert Warrior. -//# Participates in two quests: -//# - Sole participant in the Bone Knife quest: -//# (10 black scorpion stingers + 10 small mushrooms + level 40) -> Bone Knife -//# - Sole participant in the Golden Stinger subquest -//# (subquest for the Monster Oil subquest, cf. Nicholas' Setzer Quest) -//# (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) -//# -//################################################################################# - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - - -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; - -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; - -L_Knife_TooMany: - 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; - -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; - -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; - -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; - -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; - - -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; - -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; - -L_SnakeSkins_TooMany: - 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; - -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; - -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; - -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; - -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; - -L_golden_scorpion_wrestle_intro: - - 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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - - 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; - - setarray @positions$, - "Kfahr's hand is almost on the table.", - "Kfahr's hand is pushed back.", - "Kfahr and your hands are centered.", - "Your hand is pushed back.", - "Your hand is almost on the table."; - - set @position, 2; - set @first_round, 1; - -L_wrestle_loop: - mes "[Arm-wrestling with Kfahr]"; - - mes @positions$[@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; - -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; - - -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; - -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; - -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; - - -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; - -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; - -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; - -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; - -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; - -L_end: - close; - -L_Update_Var: - set QUEST_Forestbow_state, - (QUEST_Forestbow_state & ~(@Q_MASK) - | (@Q_status << @Q_SHIFT)); - return; -} diff --git a/npc/009-2_Hurnscald/lena.txt b/npc/009-2_Hurnscald/lena.txt deleted file mode 100644 index 9f215cde..00000000 --- a/npc/009-2_Hurnscald/lena.txt +++ /dev/null @@ -1,107 +0,0 @@ -// 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; - -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; - -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 Hood]s 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; - -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 Hood]s. 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 Hood]s to prove you are taking care of this threat. Please come back with 10 [Bandit Hood]s 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; - -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; - -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; - -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; - -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; - -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; - -L_TooMany: - 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/npc/009-2_Hurnscald/mapflags.txt b/npc/009-2_Hurnscald/mapflags.txt deleted file mode 100644 index 84ee64b6..00000000 --- a/npc/009-2_Hurnscald/mapflags.txt +++ /dev/null @@ -1,2 +0,0 @@ -009-2.gat mapflag no_player_drops -009-2.gat mapflag town diff --git a/npc/009-2_Hurnscald/misc.txt b/npc/009-2_Hurnscald/misc.txt deleted file mode 100644 index b969af7d..00000000 --- a/npc/009-2_Hurnscald/misc.txt +++ /dev/null @@ -1,61 +0,0 @@ -//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. -} - -//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; - -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; - -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; -} diff --git a/npc/009-2_Hurnscald/nicholas.txt b/npc/009-2_Hurnscald/nicholas.txt deleted file mode 100644 index ac0b5e43..00000000 --- a/npc/009-2_Hurnscald/nicholas.txt +++ /dev/null @@ -1,400 +0,0 @@ -//################################################################################# -//# -//# Nicholas the Smith. -//# Participates in iron ore smithery and the following quests: -//# - Together with Pachua: Iron Shield quest (repeatable) -//# (6 iron ingots, 2 infantry helmets, 20000 GP, leather patch) -> iron shield -//# - Primary participant in the Setzer quest (monster oil/golden stinger subquests) -//# -//# Variables used: @QUEST_Forestbow_state, nibble 3 (setzer quest) -//# @QUEST_Forestbow_state, nibble 4 (iron shield quest) -//# -//################################################################################# - -009-2.gat,185,55,0 script Nicholas 135,{ - - 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 @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_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; - - mes "[Nicholas]"; - mes "\"Hello, there! I'm an expert blacksmith. If you get me some [Coal] and [Iron Ingot]s, 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; - -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 Ingot]s.\""; - next; - mes "[Nicholas]"; - mes "\"Come back here with some [Coal] and [Iron Ingot]s, and I'll make something nice for you.\""; - close; - -L_Pass: - 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 Ingot]s.\""; - next; - goto L_main_menu; - -L_StageB: - mes "[Nicholas]"; - mes "\"Ahh, with that much [Coal] and [Iron Ingot]s 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; - -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; - - 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; - -L_main_menu_post_setzer: - - if ( (countitem("IngotIron")<3) || (countitem("Coal") <6) ) goto L_no_more_helmets; - set @choice$[@choices_nr], "Knight's Helmet (3 Iron Ingots & 6 Coal)."; - set @choice_idx[@choices_nr], @CHOICE_KNIGHT; - set @choices_nr, 1 + @choices_nr; - - if ( (countitem("IngotIron")<6) || (countitem("Coal") < 12) ) goto L_no_more_helmets; - - set @choice$[@choices_nr], "Crusade Helmet (6 Iron Ingots & 12 Coal)."; - set @choice_idx[@choices_nr], @CHOICE_CRUSADE; - set @choices_nr, 1 + @choices_nr; - - set @choice$[@choices_nr], "Steel Shield (6 Iron Ingots & 12 Coal)."; - set @choice_idx[@choices_nr], @CHOICE_SHIELD; - set @choices_nr, 1 + @choices_nr; - - if ( (countitem("IngotIron")<9) || (countitem("Coal") < 18) ) goto L_no_more_helmets; - - set @choice$[@choices_nr], "Warlord Helmet (9 Iron Ingots & 18 Coal)."; - set @choice_idx[@choices_nr], @CHOICE_WARLORD; - set @choices_nr, 1 + @choices_nr; -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; - - -L_NoItem: - mes "[Nicholas]"; - mes "\"It appears you don't have enough [Coal] and [Iron Ingot]s 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; - -L_NoMoney: - 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; - -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; - -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; - -L_YesShield: - mes "[Nicholas]"; - mes "Nicholas examines your [Iron Ingot]s."; - 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 Helmet]s."; - 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; - -L_ShieldNoInfantry: - mes "[Nicholas]"; - mes "\"Now this is strange... I could have sworn that you had two [Infantry Helmet]s right here. Well, come back if you have some more!\""; - close; - -L_ShieldNoIngot: - mes "[Nicholas]"; - mes "\"How odd... didn't I put your [Iron Ingot]s 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; - -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; - -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; - -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; - -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; - - -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; - -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; - -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; - -L_SetzerNoIngot: - 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; - -L_SetzerNoSword: - mes "[Nicholas]"; - mes "\"I will need your old [Short Sword] as a basis. Please bring it to me first.\""; - close; - -L_end: - close; - -L_Done: - 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; - -L_TooMany: - mes "[Nicholas]"; - mes "\"You don't have room for it. Come back later when you do.\""; - close; -} diff --git a/npc/009-2_Hurnscald/nurse.txt b/npc/009-2_Hurnscald/nurse.txt deleted file mode 100644 index a47fdf95..00000000 --- a/npc/009-2_Hurnscald/nurse.txt +++ /dev/null @@ -1,521 +0,0 @@ - //###################################################################################### -//# Nurse -//# AUTHORS: Jenalya and Pjotr Orial -//# REVIEWED BY: -//# heals player below level 20 for free and tells players about the doctor on the 3rd floor. -//# -//# gives the resist-poison skill, used global (!) variable: "$NPC_NURSE", split up in 4 bytes: -//# byte0 (bit 0-7) = healing_needed, byte1 (bit 8-15) = venum_needed, byte2 (bit 16-23) = stabilizer_needed -//# byte3 (bit 24-31) still unused -//# used player-variable: QUEST_Forestbow, nibble7 -//# states: -//# 0 if skills are available, she tells you about her plans of doing the antidote, -//# need black scorpion stingers and snake tongues -//# 1 waits for ingredients: black scorpion stingers and snake tongues -//# 2 waits for ingredients: acorns, apples, orange, healing potion, when these ingreds are there, -//# she mixes the stuff (modify global variable!) -//# 3 you can start the minigame, 3 tries remaining -//# 4 you can start the minigame, 2 tries remaining -//# 5 you can start the minigame, 1 try remaining -//# 6 not enough stuff remaining, jump to state 1 -//# 7 yay! you made it! - - -//###################################################################################### -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 - set @QUEST1_EXP, 300; - set @ACORNS_AMOUNT, 10; - set @GREENAPPLE_AMOUNT, 5; - set @REDAPPLE_AMOUNT, 5; - set @ORANGE_AMOUNT, 5; - set @HEALING_AMOUNT, 3; - // This quest can be done very often: so give less xp - set @QUEST2_EXP, 700; - set @ANTIDOTE_EXP, 10000; - - set @Q_poison_MASK, NIBBLE_7_MASK; - set @Q_poison_SHIFT, NIBBLE_7_SHIFT; - set @Q_poison, (QUEST_Forestbow_state & @Q_poison_MASK) >> @Q_poison_SHIFT; - - if (@Q_poison == 7) goto state7; - if (@Q_poison == 6) goto state6; - if (@Q_poison == 5) goto state5; - if (@Q_poison == 4) goto state4; - if (@Q_poison == 3) goto state3; - if (@Q_poison == 2) goto state2; - if (@Q_poison == 1) goto state1; - if (getskilllv(SKILL_POOL)) goto state0; - -L_Usual: - mes "[Nurse]"; - mes "\"How can I help you?\""; - next; - - if (Inspector == 1) - menu - "Oooh, these wounds! They hurt so much!", L_Heal, - "I don't feel so well, I might be sick.", L_Doctor, - "Have you seen anything out of the ordinary?", L_NohMask, - "No, I'm fine.", -; - if (Inspector != 1) - menu - "Oooh, these wounds! They hurt so much!", L_Heal, - "I don't feel so well, I might be sick.", L_Doctor, - "No, I'm fine.", -; - mes "[Nurse]"; - mes "\"Then I would ask you to leave. There are people who really need our help.\""; - close; - -L_Doctor: - mes "[Nurse]"; - mes "\"Then you should better see the doctor. He is usually in his office on the 3rd floor.\""; - close; - -L_Heal: - if (baselevel > 20) goto L_NoHeal; - mes "[Nurse]"; - mes "\"Here, let me heal you.\""; - next; - heal 10000, 10000; - close; - -L_NoHeal: - mes "[Nurse]"; - mes "\"I'm sorry but I'm here only to help young people."; - mes "Your level is already higher than 20."; - mes "You can get some rest in the inn near here.\""; - close; - -L_NohMask: - mes "[Nurse]"; - mes "\"I'm too busy here to observe the town.\""; - close; - -state0: - mes "[Nurse]"; - mes "\"Welcome! You really look like a competent person. Maybe you can help to deal with a problem we have.\""; - next; - mes "\"We recently had some accidents in the mines. It seems that the creatures in the mines became more aggressive.\""; - next; - mes "\"Unfortunately, some of them are poisonous and it is very difficult for us to help the miners.\""; - next; - mes "\"For that reason, I want to do some research on this subject, to create an antidote. But I need help to get some ingredients, someone who is able to deal with the dangerous creatures in the mines.\""; - next; - 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; - - 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; - -state1: - mes "[Nurse]"; - mes "\"You are back, wonderful! Did you get what we need for the antidote?\""; - next; - menu - "Actually, I have another question.", L_Usual, - "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; - delitem "SnakeTongue", @SNAKET_AMOUNT; - delitem "BlackScorpionStinger", @BSCORPIONST_AMOUNT; - getexp @QUEST1_EXP, 0; - - set @Q_poison, 2; - 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; - -state2: - mes "You look at the nurse, who seems to be really tired, with shadows under her eyes. When she recognizes you, she smiles."; - mes "[Nurse]"; - mes "\"I managed to extract the poisonous components. We should be able to create an antidote, if you have everything else we need.\""; - next; - menu - "Actually, I have another question.", L_Usual, - "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; - 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; - -L_Chemistry: - callsub L_Shuffle_Need; - mes "The nurse takes the ingredients you brought and starts to squeeze the fruits and to crush the acorns. Then she put the fruit juices in some complicated looking chemical device."; - next; - mes "After some minutes, it is blubbering and steaming and a liquid is dripping in a pot under the device."; - next; - mes "Then she takes the acorn flour and the liquid and goes to a place back in the room, where she does something you don't see."; - next; - mes "After just a few moments, she comes back with a smiling face, holding two different bottles in her hand."; - next; - mes "[Nurse]"; - mes "\"That was easy compared to the things to be done with the stingers and snake tongues.\""; - next; - mes "Then her facial expression gets more serious."; - next; - mes "\"When we try to find the right mixture for the antidote, we need to test it.\""; - next; - mes "\"For that purpose, I will poison you. Then you drink the antidote to see if it works.\""; - next; - mes "\"If we make a mistake, this might be exhausting and painful, so you should rest a while and prepare yourself.\""; - next; - mes "\"Come back when you feel ready for that task.\""; - close; - -state3: - mes "[Nurse]"; - mes "\"Hello my friend. You feel prepared to test the antidote?\""; - next; - menu - "Actually, I have another question.", L_Usual, - "Yes, let us begin.",-; - -L_Exp_Game: - mes "[Nurse]"; - mes "\"Listen carefully! I will explain what you need to do.\""; - next; - mes "\"I have here two different distillates. One is the venom extract, the other one is a stabilizer.\""; - next; - mes "\"We also have the healing potion.\""; - next; - mes "\"The problem is that I can only guess the concentration of the venom and the stabilizer. My equipment isn't good enough to determine them precisely.\""; - next; - mes "\"You need to find the right amount of each ingredient. I will tell you what I can know with my analysis methods.\""; - next; - mes "\"Shall we start?\""; - next; - menu - "Please explain it again.", L_Exp_Game, - "Alright.", -; -L_Game: - set @Q_poison, @Q_poison + 1; - callsub S_Update_Var; - // healing, venom, stabilizer - callsub L_Load_Need; - //descriptions - set @desc_length, 6; - - setarray @desc$,"very little","only a little", "little","much", "a lot", "very much", "a huge amount"; - - set @divisor, @count / @desc_length; - - set @hlIndex, (@hlNeed-@offset) /@divisor; - set @vnIndex, (@vnNeed-@offset) /@divisor; - set @stIndex, (@stNeed-@offset) /@divisor; - - mes "[Nurse]"; - mes "\"I guess you need " + @desc$[@hlIndex] + " of the healing potion.\""; - next; - mes "\"You need " + @desc$[@vnIndex] + " of the venom extracts, I suppose.\""; - next; - mes "\"As far as I can tell you will need " + @desc$[@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(@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; - -L_choosePut: - set @max, @count+@offset-1; - set @min, @offset; - mes "\"My scale goes up to " + @max + ". I suggest to put at least " + @min +" drops on the scale.\""; - next; - - 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; - - 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; - - 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; - - mes "The nurse puts the potions together according to your instructions. Then she takes a spoon and stirs it."; - next; - mes "You take the glass and look suspiciously at the liquid, which has changed to an odd colour."; - next; - mes "[Nurse]"; - mes "\"Alright, now I will inject the venom into you, then you should drink the antidote immediately. Are you ready?\""; - next; - mes "You take a deep breath and nod."; - next; - mes "The nurse take a scary looking syringe out of a drawer and swabs your arm with disinfection dabber."; - next; - mes "Then she stings the syringe in your vein and pushs it down. After a few seconds, your heart starts pounding quicker and you begin to sweat all over your body."; - next; - mes "[Nurse]"; - mes "\"Drink the antidote!\""; - next; - 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; - - mes "You feel quite normal."; - mes "[Nurse]"; - mes "\"Oh yes, the concentration of the healing potions and the venom extracts seem to be right.\""; - next; - set @hl_vn_ok, 1; - goto check_st; - -m_hl_m_vn: - //poison for 3 minutes - sc_start sc_poison, 1, 20; - mes "You begin to feel really dizzy. And you feel so light - you can't help yourself and burst out with laughter. What a strange feeling!"; - next; - mes "The nurse looks at you with a really worried look on her face. As you open your mouth to tell her that you feel alright, the content of your stomach finds its way out through your throat and on the floor."; - next; - mes "The feeling of happiness disappears, but you seem to be still poisoned."; - goto check_st; - -m_hl_l_vn: - //poison for 1 minute - sc_start sc_poison, 1, 20; - mes "You feel the pain of the poison weaken. This seems promising. The thought that you might have been successful makes you feel enormously happy."; - next; - mes "But a few seconds later, you wonder what was the reason for your happiness."; - next; - mes "Anyway, what are you doing here? Actually, where are you?"; - next; - mes "You don't care, you feel so great. You start to giggle and laugh uncontrollably. What a wonderful feeling. "; - next; - mes "Suddenly, the world has some really strange colors. As you watch this woman in front of you changing her color from dark green to a light purple, you become really tired."; - next; - mes "You lay down on the floor and fall asleep."; - next; - mes "As you open your eyes again, the nurse shines in your face with a lamp and pulls your eyelids open. Then she nods."; - next; - mes "\"Very well, you are sober again.\""; - next; - - goto check_st; - -l_hl_m_vn: - // first poison for 10 minutes, player will die anyway - sc_start sc_poison, 1, 20; - mes "You feel a sting in your stomach and your heart starts pounding loudly."; - next; - mes "The room is getting dark."; - next; - mes "...and darker..."; - next; - mes "......."; - // bye bye player! - heal -Hp, 0; - // close instead of telling how much stabilizer is needed - close; - // goto check_st; - -l_hl_l_vn: - //poison for 1 minute - sc_start sc_poison, 1, 20; - mes "The antidote seems to have no effect."; - goto check_st; - -check_st: - 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.\""; - next; - goto notallcorrect; - -l_st: - mes "[Nurse]"; - 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; - mes "[Nurse]"; - mes "\"Wonderful! You made it! Now I will be able to help all the people who get poisoned in the mines!\""; - next; - mes "\"Thank you so much! Oh, and it seems as if you have gained the skill to resist poison someway. This is great.\""; - next; - mes "\"You should talk to someone who can help you to focus on your skills.\""; - next; - getexp @ANTIDOTE, 0; - setskill SKILL_RESIST_POISON, 1; - set @Q_poison, 7; - 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; -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 - "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 - "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; - -state7: // geschafft - mes "[Nurse]"; - mes "\"Thanks a lot, you can call yourself a true hero now!\""; - next; - mes "\"I am able to help the poisoned miners quite well now.\""; - next; - goto L_Usual; - -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; - // the following close *should* never be reached, but who knows, whoever will mess this script up! - close; - -quit: - close; - -S_Update_Var: - set QUEST_Forestbow_state, - (QUEST_Forestbow_state & ~(@Q_poison_MASK) - | (@Q_poison << @Q_poison_SHIFT)); - return; - -L_Game_init_vars: - set @count, 24; - set @offset, 1; - return; - -L_Shuffle_Need: - callsub L_Game_init_vars; - set @hlNeed, @offset + rand(@count); - set @vnNeed, @offset + rand(@count); - set @stNeed, @offset + rand(@count); - - set $NPC_NURSE, - ($NPC_NURSE & ~(BYTE_0_MASK | BYTE_1_MASK | BYTE_2_MASK) - | (@hlNeed << BYTE_0_SHIFT) - | (@vnNeed << BYTE_1_SHIFT) - | (@stNeed << BYTE_2_SHIFT)); - return; - -L_Load_Need: - callsub L_Game_init_vars; - set @hlNeed, ($NPC_NURSE & BYTE_0_MASK) >> BYTE_0_SHIFT; - set @vnNeed, ($NPC_NURSE & BYTE_1_MASK) >> BYTE_1_SHIFT; - set @stNeed, ($NPC_NURSE & BYTE_2_MASK) >> BYTE_2_SHIFT; - return; - -L_Game_tooless: - 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; -} - - diff --git a/npc/009-2_Hurnscald/peter.txt b/npc/009-2_Hurnscald/peter.txt deleted file mode 100644 index 995bfc31..00000000 --- a/npc/009-2_Hurnscald/peter.txt +++ /dev/null @@ -1,80 +0,0 @@ -// Nicholas' Apprentice and Armorsmith - -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 Ingot]s 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; - -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; - -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; - -L_Peter_NotEnough_Zeny: - mes "[Peter]"; - mes "\"You don't have enough gold.\""; - close; - -L_Peter_NotEnough_Ingot: - mes "[Peter]"; - mes "\"You don't have enough ingots.\""; - close; - -L_Peter_NotEnough_Coal: - 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; - -} diff --git a/npc/009-2_Hurnscald/richard.txt b/npc/009-2_Hurnscald/richard.txt deleted file mode 100644 index 023f1244..00000000 --- a/npc/009-2_Hurnscald/richard.txt +++ /dev/null @@ -1,8 +0,0 @@ -// - -009-2.gat,20,99,0 script Richard 161,{ - callfunc "ClearVariables"; - set @npcname$, "Richard"; - callfunc "Banker"; - close; -} diff --git a/npc/009-2_Hurnscald/selim.txt b/npc/009-2_Hurnscald/selim.txt deleted file mode 100644 index dc7d29df..00000000 --- a/npc/009-2_Hurnscald/selim.txt +++ /dev/null @@ -1,210 +0,0 @@ -//################################################################################# -//# # -//# This script file contains the script for the cloth dyer. It has been # -//# revised to require dye items; collaborating NPCs are Selim and Angus. # -//# # -//################################################################################# - -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; - -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; - -L_cottonshirt: - 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; - -L_tneck: - 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; - -L_skirt: - 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; - -L_tanktop: - 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; - -L_robe: - 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; - -L_desert_hat: - 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; - -L_cottongloves: - 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; - -L_wizardhat: - 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; - -L_redlinedsorcererrobe: - 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; - -L_picked_item: - 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], -; - 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$[@colour] + " dye first.\""; - next; - menu - "Sorry, I meant a different color.", L_colour, - "I wanted to dye a different item anyway.", L_clothes_choice, - "What do you mean, `bring you dye'?", L_explain_dye, - "Where would I get dye?", L_explain_dye, - "Never mind.", -; - close; - -L_explain_dye: - if (QUEST_clothdyer_knowsdye < 1) set QUEST_clothdyer_knowsdye, 1; - mes "[Selim]"; - mes "\"Well, dye is very expensive, and since I don't charge adventurers anything, I can't give you any for free."; - mes "But most alchemists can make dye; perhaps you can find one around here.\""; - close; - -L_finish: - if (countitem(@del) == 0) goto L_havenone; - delitem @vial, 1; - delitem @del, 1; - getitem @new + @colour, 1; - mes "[Selim]"; - mes "\"Here " + @is_verb$ + " your " + @all_colours$[@colour] + " " + @name$ + "! Please let " + @pronoun$ + " dry for a minute before you put " + @pronoun$ + " on.\""; - close; - -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; -} diff --git a/npc/009-2_Hurnscald/shops.txt b/npc/009-2_Hurnscald/shops.txt deleted file mode 100644 index 733fa54f..00000000 --- a/npc/009-2_Hurnscald/shops.txt +++ /dev/null @@ -1,29 +0,0 @@ -//################################################################################# -//# # -//# This script file contains all shops and other NPCs with important functions. # -//# # -//################################################################################# - -// Bartender -// sells beer, cake and steak -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"; -} - -// Archer Shop -// sells bow, short bow, arrows and iron arrows -009-2.gat,97,24,0 shop Apprentice 120,1199:-1,529:-1,1200:1000,530:3000 - -// Potion Shop -// sells cactus drink, cactus potion, iron potion, concentration potion, and slow poison potion -009-2.gat,123,22,0 shop Potions#_M 127,501:50,502:70,567:500,568:500,750:500 - -// General Store -// Sells various things, many not sold elsewhere -009-2.gat,32,99,0 shop General Store 112,527:-1,541:-1,1202:-1,586:-1,528:-1,656:-1,724:3000,741:-1 diff --git a/npc/009-2_Hurnscald/waitress.txt b/npc/009-2_Hurnscald/waitress.txt deleted file mode 100644 index 265cd234..00000000 --- a/npc/009-2_Hurnscald/waitress.txt +++ /dev/null @@ -1,83 +0,0 @@ -// Waitress - -009-2.gat,60,52,0 script Melinda 140,{ - - 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; - -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; - -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; - -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; - -L_No: - 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; - -L_TooMany: - mes "[Melinda]"; - mes "\"You don't have room for a beer!\""; - close; -} diff --git a/npc/009-2_Hurnscald/wyara.txt b/npc/009-2_Hurnscald/wyara.txt deleted file mode 100644 index 145f09a5..00000000 --- a/npc/009-2_Hurnscald/wyara.txt +++ /dev/null @@ -1,595 +0,0 @@ -// ---------------------------------------- -// 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; -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; - -L_Shop: - 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; - - -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; - - -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; - - -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; - -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; - -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; - -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; - -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; - -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; - -L_make_manapotion_lack: - 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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - 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; - -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; - -L_Magic_train_wb: - 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; -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; - -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; - -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; - -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; - -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; - - 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; - -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; - -L_Magic_purify_abort: - 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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -S_update_var: - set QUEST_MAGIC2, - (QUEST_MAGIC2 & ~(@Q_MASK) - | (@Q_status << @Q_SHIFT)); - return; -} diff --git a/npc/009-3/_import.txt b/npc/009-3/_import.txt new file mode 100644 index 00000000..12bf619c --- /dev/null +++ b/npc/009-3/_import.txt @@ -0,0 +1,7 @@ +// Map 009-3: Cave beneath Hurnscald +// 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/npc/009-3/_mobs.txt b/npc/009-3/_mobs.txt new file mode 100644 index 00000000..b1cc7bc4 --- /dev/null +++ b/npc/009-3/_mobs.txt @@ -0,0 +1,8 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Cave beneath Hurnscald mobs + + + +009-3.gat,0,0,0 script Mob009-3 -1,{ + end; +} diff --git a/npc/009-3/_warps.txt b/npc/009-3/_warps.txt new file mode 100644 index 00000000..57adbca9 --- /dev/null +++ b/npc/009-3/_warps.txt @@ -0,0 +1,7 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Cave beneath Hurnscald 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 +009-3.gat,157,30 warp toCave -1,-1,018-3.gat,179,178 +009-3.gat,117,19 warp toCave -1,-1,013-3.gat,160,101 diff --git a/npc/009-3/monsters.txt b/npc/009-3/monsters.txt new file mode 100644 index 00000000..b69bb3a1 --- /dev/null +++ b/npc/009-3/monsters.txt @@ -0,0 +1,26 @@ +// 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/npc/009-3/sword.txt b/npc/009-3/sword.txt new file mode 100644 index 00000000..fbb47433 --- /dev/null +++ b/npc/009-3/sword.txt @@ -0,0 +1,185 @@ +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; + +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; + +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; + +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; + +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.", -; + +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; + +L_PostFlareDart_teach2: + mes "[Magic Sword]"; + mes "\"Seek out my sister, and leave me alone in my sorrows.\""; + next; + +L_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; + + +L_L2_almost_done: + 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; + +L_sayhi: + 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; +} diff --git a/npc/009-3_Cave_beneath_Hurnscald/_import.txt b/npc/009-3_Cave_beneath_Hurnscald/_import.txt deleted file mode 100644 index 514f9525..00000000 --- a/npc/009-3_Cave_beneath_Hurnscald/_import.txt +++ /dev/null @@ -1,6 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 009-3.gat -npc: npc/009-3_Cave_beneath_Hurnscald/_mobs.txt -npc: npc/009-3_Cave_beneath_Hurnscald/_warps.txt -npc: npc/009-3_Cave_beneath_Hurnscald/monsters.txt -npc: npc/009-3_Cave_beneath_Hurnscald/sword.txt diff --git a/npc/009-3_Cave_beneath_Hurnscald/_mobs.txt b/npc/009-3_Cave_beneath_Hurnscald/_mobs.txt deleted file mode 100644 index 0ac73785..00000000 --- a/npc/009-3_Cave_beneath_Hurnscald/_mobs.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 009-3 Cave beneath Hurnscald mobs - - - -009-3.gat,0,0,0 script Mob009-3 -1,{ - end; -} diff --git a/npc/009-3_Cave_beneath_Hurnscald/_warps.txt b/npc/009-3_Cave_beneath_Hurnscald/_warps.txt deleted file mode 100644 index 4349cd6d..00000000 --- a/npc/009-3_Cave_beneath_Hurnscald/_warps.txt +++ /dev/null @@ -1,7 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 009-3 Cave beneath Hurnscald 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 -009-3.gat,157,30 warp toCave -1,-1,018-3.gat,179,178 -009-3.gat,117,19 warp toCave -1,-1,013-3.gat,160,101 diff --git a/npc/009-3_Cave_beneath_Hurnscald/monsters.txt b/npc/009-3_Cave_beneath_Hurnscald/monsters.txt deleted file mode 100644 index b69bb3a1..00000000 --- a/npc/009-3_Cave_beneath_Hurnscald/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/npc/009-3_Cave_beneath_Hurnscald/sword.txt b/npc/009-3_Cave_beneath_Hurnscald/sword.txt deleted file mode 100644 index fbb47433..00000000 --- a/npc/009-3_Cave_beneath_Hurnscald/sword.txt +++ /dev/null @@ -1,185 +0,0 @@ -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; - -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; - -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; - -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; - -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.", -; - -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; - -L_PostFlareDart_teach2: - mes "[Magic Sword]"; - mes "\"Seek out my sister, and leave me alone in my sorrows.\""; - next; - -L_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; - - -L_L2_almost_done: - 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; - -L_sayhi: - 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; -} diff --git a/npc/009-4/_import.txt b/npc/009-4/_import.txt index 686387b1..db91605c 100644 --- a/npc/009-4/_import.txt +++ b/npc/009-4/_import.txt @@ -1,3 +1,4 @@ +// Map 009-4: // 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/npc/009-4/_mobs.txt b/npc/009-4/_mobs.txt index 4f7b34c3..f4c9140e 100644 --- a/npc/009-4/_mobs.txt +++ b/npc/009-4/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// 009-4 mobs +// 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/npc/009-4/_warps.txt b/npc/009-4/_warps.txt index db64706a..e666d8ca 100644 --- a/npc/009-4/_warps.txt +++ b/npc/009-4/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// 009-4 warps +// 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/npc/010-1/_import.txt b/npc/010-1/_import.txt new file mode 100644 index 00000000..c784dbe5 --- /dev/null +++ b/npc/010-1/_import.txt @@ -0,0 +1,5 @@ +// Map 010-1: Woodland +// This file is generated automatically. All manually changes will be removed when running the Converter. +map: 010-1.gat +npc: npc/010-1/_mobs.txt +npc: npc/010-1/_warps.txt diff --git a/npc/010-1/_mobs.txt b/npc/010-1/_mobs.txt new file mode 100644 index 00000000..b918a278 --- /dev/null +++ b/npc/010-1/_mobs.txt @@ -0,0 +1,81 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Woodland mobs + +010-1.gat,82,63,19,19 monster Scorpion 1003,1,100000,30000,Mob010-1::On1003 +010-1.gat,49,71,31,19 monster Shroom 1019,1,100000,30000,Mob010-1::On1019 +010-1.gat,0,0,0,0 monster PinkFlower 1014,30,50,0,Mob010-1::On1014 +010-1.gat,0,0,0,0 monster Fluffy 1020,20,50,0,Mob010-1::On1020 +010-1.gat,0,0,0,0 monster SpikyMushroom 1019,45,50,0,Mob010-1::On1019 +010-1.gat,0,0,0,0 monster LogHead 1025,40,100,0,Mob010-1::On1025 +010-1.gat,0,0,0,0 monster Mouboo 1028,15,0,10,Mob010-1::On1028 +010-1.gat,0,0,0,0 monster Mauve 1029,3,270000,180000,Mob010-1::On1029 +010-1.gat,0,0,0,0 monster Cobalt 1030,1,2700000,1800000,Mob010-1::On1030 +010-1.gat,0,0,0,0 monster SilkWorm 1035,2,60000,30000,Mob010-1::On1035 +010-1.gat,0,0,0,0 monster Clover 1037,2,0,1000,Mob010-1::On1037 +010-1.gat,0,0,0,0 monster Squirrel 1038,25,30,20,Mob010-1::On1038 +010-1.gat,0,0,0,0 monster Butterfly 1055,10,30,20,Mob010-1::On1055 + + +010-1.gat,0,0,0 script Mob010-1 -1,{ +On1003: + set @mobID, 1003; + callfunc "MobPoints"; + break; + +On1014: + set @mobID, 1014; + callfunc "MobPoints"; + break; + +On1019: + set @mobID, 1019; + callfunc "MobPoints"; + break; + +On1020: + set @mobID, 1020; + callfunc "MobPoints"; + break; + +On1025: + set @mobID, 1025; + callfunc "MobPoints"; + break; + +On1028: + set @mobID, 1028; + callfunc "MobPoints"; + break; + +On1029: + set @mobID, 1029; + callfunc "MobPoints"; + break; + +On1030: + set @mobID, 1030; + callfunc "MobPoints"; + break; + +On1035: + set @mobID, 1035; + callfunc "MobPoints"; + break; + +On1037: + set @mobID, 1037; + callfunc "MobPoints"; + break; + +On1038: + set @mobID, 1038; + callfunc "MobPoints"; + break; + +On1055: + set @mobID, 1055; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/010-1/_warps.txt b/npc/010-1/_warps.txt new file mode 100644 index 00000000..c2f5a4d8 --- /dev/null +++ b/npc/010-1/_warps.txt @@ -0,0 +1,8 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Woodland warps + +010-1.gat,49,23 warp ToWoodland 0,-1,011-1.gat,46,99 +010-1.gat,14,55 warp ToWoodland -1,0,015-1.gat,92,54 +010-1.gat,36,94 warp ToDimondsCove -1,-1,010-2.gat,32,44 +010-1.gat,56,104 warp ToWoodland 1,-1,016-1.gat,56,21 +010-1.gat,131,54 warp ToWoodland -1,0,007-1.gat,25,53 diff --git a/npc/010-1_Woodland/_import.txt b/npc/010-1_Woodland/_import.txt deleted file mode 100644 index a47035cb..00000000 --- a/npc/010-1_Woodland/_import.txt +++ /dev/null @@ -1,4 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 010-1.gat -npc: npc/010-1_Woodland/_mobs.txt -npc: npc/010-1_Woodland/_warps.txt diff --git a/npc/010-1_Woodland/_mobs.txt b/npc/010-1_Woodland/_mobs.txt deleted file mode 100644 index a971df3f..00000000 --- a/npc/010-1_Woodland/_mobs.txt +++ /dev/null @@ -1,81 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 010-1 Woodland mobs - -010-1.gat,82,63,19,19 monster Scorpion 1003,1,100000,30000,Mob010-1::On1003 -010-1.gat,49,71,31,19 monster Shroom 1019,1,100000,30000,Mob010-1::On1019 -010-1.gat,0,0,0,0 monster PinkFlower 1014,30,50,0,Mob010-1::On1014 -010-1.gat,0,0,0,0 monster Fluffy 1020,20,50,0,Mob010-1::On1020 -010-1.gat,0,0,0,0 monster SpikyMushroom 1019,45,50,0,Mob010-1::On1019 -010-1.gat,0,0,0,0 monster LogHead 1025,40,100,0,Mob010-1::On1025 -010-1.gat,0,0,0,0 monster Mouboo 1028,15,0,10,Mob010-1::On1028 -010-1.gat,0,0,0,0 monster Mauve 1029,3,270000,180000,Mob010-1::On1029 -010-1.gat,0,0,0,0 monster Cobalt 1030,1,2700000,1800000,Mob010-1::On1030 -010-1.gat,0,0,0,0 monster SilkWorm 1035,2,60000,30000,Mob010-1::On1035 -010-1.gat,0,0,0,0 monster Clover 1037,2,0,1000,Mob010-1::On1037 -010-1.gat,0,0,0,0 monster Squirrel 1038,25,30,20,Mob010-1::On1038 -010-1.gat,0,0,0,0 monster Butterfly 1055,10,30,20,Mob010-1::On1055 - - -010-1.gat,0,0,0 script Mob010-1 -1,{ -On1003: - set @mobID, 1003; - callfunc "MobPoints"; - break; - -On1014: - set @mobID, 1014; - callfunc "MobPoints"; - break; - -On1019: - set @mobID, 1019; - callfunc "MobPoints"; - break; - -On1020: - set @mobID, 1020; - callfunc "MobPoints"; - break; - -On1025: - set @mobID, 1025; - callfunc "MobPoints"; - break; - -On1028: - set @mobID, 1028; - callfunc "MobPoints"; - break; - -On1029: - set @mobID, 1029; - callfunc "MobPoints"; - break; - -On1030: - set @mobID, 1030; - callfunc "MobPoints"; - break; - -On1035: - set @mobID, 1035; - callfunc "MobPoints"; - break; - -On1037: - set @mobID, 1037; - callfunc "MobPoints"; - break; - -On1038: - set @mobID, 1038; - callfunc "MobPoints"; - break; - -On1055: - set @mobID, 1055; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/010-1_Woodland/_warps.txt b/npc/010-1_Woodland/_warps.txt deleted file mode 100644 index aacac982..00000000 --- a/npc/010-1_Woodland/_warps.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 010-1 Woodland warps - -010-1.gat,49,23 warp ToWoodland 0,-1,011-1.gat,46,99 -010-1.gat,14,55 warp ToWoodland -1,0,015-1.gat,92,54 -010-1.gat,36,94 warp ToDimondsCove -1,-1,010-2.gat,32,44 -010-1.gat,56,104 warp ToWoodland 1,-1,016-1.gat,56,21 -010-1.gat,131,54 warp ToWoodland -1,0,007-1.gat,25,53 diff --git a/npc/010-2/_import.txt b/npc/010-2/_import.txt new file mode 100644 index 00000000..567b7a12 --- /dev/null +++ b/npc/010-2/_import.txt @@ -0,0 +1,10 @@ +// Map 010-2: Dimond's Cove +// This file is generated automatically. All manually changes will be removed when running the Converter. +map: 010-2.gat +npc: npc/010-2/_mobs.txt +npc: npc/010-2/_warps.txt +npc: npc/010-2/chef.txt +npc: npc/010-2/dimonds.txt +npc: npc/010-2/doug.txt +npc: npc/010-2/loratay.txt +npc: npc/010-2/workers.txt diff --git a/npc/010-2/_mobs.txt b/npc/010-2/_mobs.txt new file mode 100644 index 00000000..efa9aa57 --- /dev/null +++ b/npc/010-2/_mobs.txt @@ -0,0 +1,8 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Dimond's Cove mobs + + + +010-2.gat,0,0,0 script Mob010-2 -1,{ + end; +} diff --git a/npc/010-2/_warps.txt b/npc/010-2/_warps.txt new file mode 100644 index 00000000..76e2be8b --- /dev/null +++ b/npc/010-2/_warps.txt @@ -0,0 +1,10 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Dimond's Cove warps + +010-2.gat,27,24 warp ToCellar -1,-1,010-2.gat,35,68 +010-2.gat,32,45 warp ToOutdoor -1,-1,010-1.gat,36,95 +010-2.gat,40,27 warp To2ndFloor 1,-1,010-2.gat,82,26 +010-2.gat,36,68 warp To1stFloor -1,-1,010-2.gat,28,24 +010-2.gat,67,27 warp To3rdFloor 1,-1,010-2.gat,67,71 +010-2.gat,83,29 warp To1stFloor 1,-1,010-2.gat,40,27 +010-2.gat,67,73 warp To2ndFloor 1,-1,010-2.gat,67,28 diff --git a/npc/010-2/chef.txt b/npc/010-2/chef.txt new file mode 100644 index 00000000..3d759005 --- /dev/null +++ b/npc/010-2/chef.txt @@ -0,0 +1,201 @@ +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; + +// 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.\""; + + 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; + +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; + +L_no_gingerbread: + 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; + +L_no_zeny: + 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; + +L_bringit: + mes "[Chef]"; + mes ""; + mes "\"Bring it here when you do.\""; + next; + +L_End: + 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; + +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; + +L_EasterNotEnough: + 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; + +L_TooMany: + 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; + +} diff --git a/npc/010-2/dimonds.txt b/npc/010-2/dimonds.txt new file mode 100644 index 00000000..c1578d55 --- /dev/null +++ b/npc/010-2/dimonds.txt @@ -0,0 +1,548 @@ +// + +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,40,37,0 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,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; + +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; + +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; + +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; +L_nosteaks: + if (countitem("ChickenLeg") == 0) goto L_nochickenleg; + set @choice_idx[@choices_nr], @C_chickenleg; + set @choice$[@choices_nr], "Offer him a chicken leg."; + set @choices_nr, @choices_nr + 1; +L_nochickenleg: + if (countitem("RedApple") == 0) goto L_noredapple; + set @choice_idx[@choices_nr], @C_redapple; + set @choice$[@choices_nr], "Offer him a red apple."; + set @choices_nr, @choices_nr + 1; +L_noredapple: + if (countitem("GreenApple") == 0) goto L_nogreenapple; + set @choice_idx[@choices_nr], @C_greenapple; + set @choice$[@choices_nr], "Offer him a green apple."; + set @choices_nr, @choices_nr + 1; +L_nogreenapple: + if (countitem("Beer") == 0) goto L_nobeer; + set @choice_idx[@choices_nr], @C_beer; + set @choice$[@choices_nr], "Offer him a beer."; + set @choices_nr, @choices_nr + 1; +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; + +rem_item: + delitem @choice_idx[@choose], 1; + return; + +leave: + 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,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,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,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 112,539:175,567:500,568:500 + +010-2.gat,32,34,0 shop Waitress 139,519:100,533:150,534:90,562:500,676:200 + +010-2.gat,85,41,0 shop Blacksmith 146,545:20000,529:-1,603:-1 + +010-2.gat,65,41,0 shop General Store 137,586:1000,524:1600,544:10000,632:10000,528:1000,735:-1 + +010-2.gat,75,68,0 script Basil 107,{ + set @npcname$, "Basil the Inn Keeper"; + set @cost, 200; + callfunc "Inn"; +} + diff --git a/npc/010-2/doug.txt b/npc/010-2/doug.txt new file mode 100644 index 00000000..0f35e02a --- /dev/null +++ b/npc/010-2/doug.txt @@ -0,0 +1,110 @@ +// + +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 Lamp]s 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 Lamp]s.\""; + 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; + +L_3: + mes "[Doug]"; + mes "\"Can you get me 20 [Cave Snake Lamp]s? 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 Lamp]s?\""; + 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; + +J_0: + 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; + +J_2: + 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; + +L_Go: + mes "[Doug]"; + mes "\"Now please go get me 20 [Cave Snake Lamp]s.\""; + close; + +L_State2: + if(countitem("CaveSnakeLamp") >= 20) goto L_Have; + mes "[Doug]"; + mes "\"Please help me collect 20 [Cave Snake Lamp]s!\""; + 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; + +L_Done: + mes "[Doug]"; + mes "\"Thanks for your help! Those snakes sure have bright lamps!\""; + close; +} diff --git a/npc/010-2/loratay.txt b/npc/010-2/loratay.txt new file mode 100644 index 00000000..cb784ebb --- /dev/null +++ b/npc/010-2/loratay.txt @@ -0,0 +1,704 @@ +010-2.gat,85,85,0 script Lora Tay 151,{ + + 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; + + 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."; + + goto L_intro_over; +L_intro_0: + mes "You notice a middle-aged woman carefully drawing lines on a large sheet of cotton."; + + 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."; + +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; + +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; + +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; + +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; + + +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."; + 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; + + 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; + +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."; + 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; + +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; + +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; + +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; + +L_regular_intro: + 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; + +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; + +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; + +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; + +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; + +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; + 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; + + 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; + 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; + +L_lengthen_impossible: + 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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +L_end: + close; + + + +// Input: @items (array of items you want to choose from) +// @item_names (names of the items in @items) +// @items_nr (number of entries in @items) +// @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; + + 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$; + set @c, @c + 1; + goto L_SUB_pick_choice_loop; + +L_SUB_choice_init_done: + set @choice_v[@c], 0; + set @choice_n$[@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], -; + +L_SUB_choice_join: + 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; +} diff --git a/npc/010-2/workers.txt b/npc/010-2/workers.txt new file mode 100644 index 00000000..0d80f700 --- /dev/null +++ b/npc/010-2/workers.txt @@ -0,0 +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,39,75,0 script Zack 155,{ + mes "[Zack]"; + mes "\"My brother and I are fixing the cellar pass.\""; + close; +} diff --git a/npc/010-2_Dimonds_Cove/_import.txt b/npc/010-2_Dimonds_Cove/_import.txt deleted file mode 100644 index f9482a98..00000000 --- a/npc/010-2_Dimonds_Cove/_import.txt +++ /dev/null @@ -1,9 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 010-2.gat -npc: npc/010-2_Dimonds_Cove/_mobs.txt -npc: npc/010-2_Dimonds_Cove/_warps.txt -npc: npc/010-2_Dimonds_Cove/chef.txt -npc: npc/010-2_Dimonds_Cove/dimonds.txt -npc: npc/010-2_Dimonds_Cove/doug.txt -npc: npc/010-2_Dimonds_Cove/loratay.txt -npc: npc/010-2_Dimonds_Cove/workers.txt diff --git a/npc/010-2_Dimonds_Cove/_mobs.txt b/npc/010-2_Dimonds_Cove/_mobs.txt deleted file mode 100644 index 2ac4b85c..00000000 --- a/npc/010-2_Dimonds_Cove/_mobs.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 010-2 Dimond's Cove mobs - - - -010-2.gat,0,0,0 script Mob010-2 -1,{ - end; -} diff --git a/npc/010-2_Dimonds_Cove/_warps.txt b/npc/010-2_Dimonds_Cove/_warps.txt deleted file mode 100644 index 64fd7113..00000000 --- a/npc/010-2_Dimonds_Cove/_warps.txt +++ /dev/null @@ -1,10 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 010-2 Dimond's Cove warps - -010-2.gat,27,24 warp ToCellar -1,-1,010-2.gat,35,68 -010-2.gat,32,45 warp ToOutdoor -1,-1,010-1.gat,36,95 -010-2.gat,40,27 warp To2ndFloor 1,-1,010-2.gat,82,26 -010-2.gat,36,68 warp To1stFloor -1,-1,010-2.gat,28,24 -010-2.gat,67,27 warp To3rdFloor 1,-1,010-2.gat,67,71 -010-2.gat,83,29 warp To1stFloor 1,-1,010-2.gat,40,27 -010-2.gat,67,73 warp To2ndFloor 1,-1,010-2.gat,67,28 diff --git a/npc/010-2_Dimonds_Cove/chef.txt b/npc/010-2_Dimonds_Cove/chef.txt deleted file mode 100644 index 3d759005..00000000 --- a/npc/010-2_Dimonds_Cove/chef.txt +++ /dev/null @@ -1,201 +0,0 @@ -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; - -// 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.\""; - - 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; - -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; - -L_no_gingerbread: - 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; - -L_no_zeny: - 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; - -L_bringit: - mes "[Chef]"; - mes ""; - mes "\"Bring it here when you do.\""; - next; - -L_End: - 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; - -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; - -L_EasterNotEnough: - 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; - -L_TooMany: - 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; - -} diff --git a/npc/010-2_Dimonds_Cove/dimonds.txt b/npc/010-2_Dimonds_Cove/dimonds.txt deleted file mode 100644 index c1578d55..00000000 --- a/npc/010-2_Dimonds_Cove/dimonds.txt +++ /dev/null @@ -1,548 +0,0 @@ -// - -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,40,37,0 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,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; - -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; - -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; - -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$[@choices_nr], "Offer him a steak."; - set @choices_nr, @choices_nr + 1; -L_nosteaks: - if (countitem("ChickenLeg") == 0) goto L_nochickenleg; - set @choice_idx[@choices_nr], @C_chickenleg; - set @choice$[@choices_nr], "Offer him a chicken leg."; - set @choices_nr, @choices_nr + 1; -L_nochickenleg: - if (countitem("RedApple") == 0) goto L_noredapple; - set @choice_idx[@choices_nr], @C_redapple; - set @choice$[@choices_nr], "Offer him a red apple."; - set @choices_nr, @choices_nr + 1; -L_noredapple: - if (countitem("GreenApple") == 0) goto L_nogreenapple; - set @choice_idx[@choices_nr], @C_greenapple; - set @choice$[@choices_nr], "Offer him a green apple."; - set @choices_nr, @choices_nr + 1; -L_nogreenapple: - if (countitem("Beer") == 0) goto L_nobeer; - set @choice_idx[@choices_nr], @C_beer; - set @choice$[@choices_nr], "Offer him a beer."; - set @choices_nr, @choices_nr + 1; -L_nobeer: - set @choice_idx[@choices_nr], @C_nevermind; - set @choice$[@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; - -rem_item: - delitem @choice_idx[@choose], 1; - return; - -leave: - 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,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,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,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 112,539:175,567:500,568:500 - -010-2.gat,32,34,0 shop Waitress 139,519:100,533:150,534:90,562:500,676:200 - -010-2.gat,85,41,0 shop Blacksmith 146,545:20000,529:-1,603:-1 - -010-2.gat,65,41,0 shop General Store 137,586:1000,524:1600,544:10000,632:10000,528:1000,735:-1 - -010-2.gat,75,68,0 script Basil 107,{ - set @npcname$, "Basil the Inn Keeper"; - set @cost, 200; - callfunc "Inn"; -} - diff --git a/npc/010-2_Dimonds_Cove/doug.txt b/npc/010-2_Dimonds_Cove/doug.txt deleted file mode 100644 index 0f35e02a..00000000 --- a/npc/010-2_Dimonds_Cove/doug.txt +++ /dev/null @@ -1,110 +0,0 @@ -// - -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 Lamp]s 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 Lamp]s.\""; - 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; - -L_3: - mes "[Doug]"; - mes "\"Can you get me 20 [Cave Snake Lamp]s? 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 Lamp]s?\""; - 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; - -J_0: - 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; - -J_2: - 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; - -L_Go: - mes "[Doug]"; - mes "\"Now please go get me 20 [Cave Snake Lamp]s.\""; - close; - -L_State2: - if(countitem("CaveSnakeLamp") >= 20) goto L_Have; - mes "[Doug]"; - mes "\"Please help me collect 20 [Cave Snake Lamp]s!\""; - 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; - -L_Done: - mes "[Doug]"; - mes "\"Thanks for your help! Those snakes sure have bright lamps!\""; - close; -} diff --git a/npc/010-2_Dimonds_Cove/loratay.txt b/npc/010-2_Dimonds_Cove/loratay.txt deleted file mode 100644 index cb784ebb..00000000 --- a/npc/010-2_Dimonds_Cove/loratay.txt +++ /dev/null @@ -1,704 +0,0 @@ -010-2.gat,85,85,0 script Lora Tay 151,{ - - 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; - - 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."; - - goto L_intro_over; -L_intro_0: - mes "You notice a middle-aged woman carefully drawing lines on a large sheet of cotton."; - - 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."; - -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; - -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; - -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; - -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; - - -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."; - 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; - - 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; - -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."; - 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; - -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; - -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; - -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; - -L_regular_intro: - 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; - -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; - -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; - -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; - -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; - -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; - 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; - - 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; - 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; - -L_lengthen_impossible: - 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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -L_end: - close; - - - -// Input: @items (array of items you want to choose from) -// @item_names (names of the items in @items) -// @items_nr (number of entries in @items) -// @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; - - 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$; - set @c, @c + 1; - goto L_SUB_pick_choice_loop; - -L_SUB_choice_init_done: - set @choice_v[@c], 0; - set @choice_n$[@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], -; - -L_SUB_choice_join: - 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; -} diff --git a/npc/010-2_Dimonds_Cove/workers.txt b/npc/010-2_Dimonds_Cove/workers.txt deleted file mode 100644 index 0d80f700..00000000 --- a/npc/010-2_Dimonds_Cove/workers.txt +++ /dev/null @@ -1,13 +0,0 @@ -// - -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; -} diff --git a/npc/011-1/_import.txt b/npc/011-1/_import.txt new file mode 100644 index 00000000..53f564ce --- /dev/null +++ b/npc/011-1/_import.txt @@ -0,0 +1,9 @@ +// Map 011-1: Woodland +// This file is generated automatically. All manually changes will be removed when running the Converter. +map: 011-1.gat +npc: npc/011-1/_mobs.txt +npc: npc/011-1/_warps.txt +npc: npc/011-1/alchemist.txt +npc: npc/011-1/auldsbel.txt +npc: npc/011-1/oscar.txt +npc: npc/011-1/shops.txt diff --git a/npc/011-1/_mobs.txt b/npc/011-1/_mobs.txt new file mode 100644 index 00000000..afe279a9 --- /dev/null +++ b/npc/011-1/_mobs.txt @@ -0,0 +1,74 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Woodland mobs + +011-1.gat,0,0,0,0 monster EvilMushroom 1013,30,0,0,Mob011-1::On1013 +011-1.gat,0,0,0,0 monster PinkFlower 1014,20,0,0,Mob011-1::On1014 +011-1.gat,0,0,0,0 monster Spiky Mushroom 1019,5,0,0,Mob011-1::On1019 +011-1.gat,0,0,0,0 monster Fluffy 1020,1,0,0,Mob011-1::On1020 +011-1.gat,0,0,0,0 monster Mouboo 1028,5,0,10,Mob011-1::On1028 +011-1.gat,0,0,0,0 monster Mauve 1029,3,270000,180000,Mob011-1::On1029 +011-1.gat,0,0,0,0 monster Alizarin 1032,1,2700000,1800000,Mob011-1::On1032 +011-1.gat,0,0,0,0 monster SilkWorm 1035,2,60000,30000,Mob011-1::On1035 +011-1.gat,0,0,0,0 monster Clover 1037,2,0,1000,Mob011-1::On1037 +011-1.gat,0,0,0,0 monster Squirrel 1038,25,30,20,Mob011-1::On1038 +011-1.gat,0,0,0,0 monster Butterfly 1055,10,30,20,Mob011-1::On1055 + + +011-1.gat,0,0,0 script Mob011-1 -1,{ +On1013: + set @mobID, 1013; + callfunc "MobPoints"; + break; + +On1014: + set @mobID, 1014; + callfunc "MobPoints"; + break; + +On1019: + set @mobID, 1019; + callfunc "MobPoints"; + break; + +On1020: + set @mobID, 1020; + callfunc "MobPoints"; + break; + +On1028: + set @mobID, 1028; + callfunc "MobPoints"; + break; + +On1029: + set @mobID, 1029; + callfunc "MobPoints"; + break; + +On1032: + set @mobID, 1032; + callfunc "MobPoints"; + break; + +On1035: + set @mobID, 1035; + callfunc "MobPoints"; + break; + +On1037: + set @mobID, 1037; + callfunc "MobPoints"; + break; + +On1038: + set @mobID, 1038; + callfunc "MobPoints"; + break; + +On1055: + set @mobID, 1055; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/011-1/_warps.txt b/npc/011-1/_warps.txt new file mode 100644 index 00000000..44bc62c5 --- /dev/null +++ b/npc/011-1/_warps.txt @@ -0,0 +1,9 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Woodland warps + +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,50,25 +011-1.gat,125,62 warp ToWoodland -1,2,008-1.gat,27,61 +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/npc/011-1/alchemist.txt b/npc/011-1/alchemist.txt new file mode 100644 index 00000000..bb7ef734 --- /dev/null +++ b/npc/011-1/alchemist.txt @@ -0,0 +1,929 @@ +// 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$[@c], "Mana potion."; + set @menuID[@c], @CHOICE_MANA_POTION; + set @c, @c + 1; +L_post_mana_potion_c: + + if (QUEST_clothdyer_knowsdye >= @QUEST_CAN_GET_DYE_HERE) + goto L_skip_introducing; + + mes "[Rauk the Alchemist]"; + mes "\"I'm learning the ancient science of the alchemy."; + mes "I already know how to create a couple of potions!!\""; + next; + + mes "[Rauk the Alchemist]"; + mes "\"Do you want me to create one for you?\""; + next; + + if (QUEST_clothdyer_knowsdye == 1) + goto L_pre_dyeing; + + goto L_certain_condition; + +L_skip_introducing: + mes "[Rauk the Alchemist]"; + mes "\"Hello, welcome back! Are you interested in dyes again, or in one of my potions?\""; + next; + + set @menuitems$[@c], "Dye, please."; + set @menuID[@c], @CHOICE_DYE; + set @c, @c + 1; + + goto L_certain_condition; +L_pre_dyeing: + + set @menuitems$[@c], "Actually, can you make dye?"; + set @menuID[@c], @CHOICE_DYEING_INTRO; + set @c, @c + 1; +L_certain_condition: + + if (!@wants_sulphur) + goto L_post_sulphur_option; + set @menuitems$[@c], "Can you make sulphur powder?"; + set @menuID[@c], @CHOICE_SULPHUR_POWDER; + set @c, @c + 1; +L_post_sulphur_option: + + if (!@wants_ironpowder) + goto L_post_ironpowder_option; + set @menuitems$[@c], "Can you make iron powder?"; + set @menuID[@c], @CHOICE_IRON_POWDER; + set @c, @c + 1; +L_post_ironpowder_option: + + if (@Q_status == @SETZER_INITIAL) + goto L_post_monster_oil; + set @menuitems$[@c], "Can you make monster oil?"; + set @menuID[@c], @CHOICE_MONSTER_OIL; + set @c, @c + 1; + +L_post_monster_oil: + 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; + 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; + +L_iron_powder_noore: + 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; + +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; + +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; + +L_sulphur_noash: + 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; + +L_sulphur_nospace: + 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; + +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; + +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; + +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 [volcanic ash].\""; + next; + goto L_main_menu; + +L_iron: + if(countitem("SmallMushroom") < 2) goto L_no_iron; + getinventorylist; + if (@inventorylist_count == 100 && countitem("SmallMushroom") > 2) goto L_TooMany; + mes "[Rauk the Alchemist]"; + mes "\"Great! You brought me exactly what I need!"; + mes "Here is your Iron potion.\""; + delitem "SmallMushroom", 2; + getitem "IronPotion", 1; + close; + +L_concentration: + if(countitem("PinkPetal") < 2) goto L_no_concentration; + getinventorylist; + if (@inventorylist_count == 100 && countitem("PinkPetal") > 2) goto L_TooMany; + mes "[Rauk the Alchemist]"; + mes "\"Great! You brought me exactly what I need!"; + mes "Here is your Concentration potion.\""; + delitem "PinkPetal", 2; + getitem "ConcentrationPotion", 1; + close; + +L_no_iron: + mes "\"You have to bring me 2 [small mushrooms].\""; + close; + +L_no_concentration: + mes "\"You have to bring me 2 [pink petals].\""; + 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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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); + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +L_abort: + close; + + +L_Update_Var: + 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; +} diff --git a/npc/011-1/auldsbel.txt b/npc/011-1/auldsbel.txt new file mode 100644 index 00000000..8982f699 --- /dev/null +++ b/npc/011-1/auldsbel.txt @@ -0,0 +1,1345 @@ +// 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; + +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; + +L_intro_nopowder: + 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; + +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; + +L_intro_primary_menu: + 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; + +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; + +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; + + 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; + +L_short_intro: + 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; + +L_main_menu_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, + "What do you know about...", L_question, + "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; + +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; + +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; + +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; + +L_sulphur_nozeny: + 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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + + + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + + +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; + +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; + +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; + +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; + + 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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + + 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; + +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; + +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 + && 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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + 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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + + +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; +} diff --git a/npc/011-1/oscar.txt b/npc/011-1/oscar.txt new file mode 100644 index 00000000..d2b40f0e --- /dev/null +++ b/npc/011-1/oscar.txt @@ -0,0 +1 @@ +011-1.gat,87,34,0 shop Oscar 142,719:20,535:25,657:40 diff --git a/npc/011-1/shops.txt b/npc/011-1/shops.txt new file mode 100644 index 00000000..e9616d8c --- /dev/null +++ b/npc/011-1/shops.txt @@ -0,0 +1,9 @@ +//################################################################################# +//# # +//# This script file contains all shops and other NPCs with important functions. # +//# # +//################################################################################# + +// Exotic Trader +// Toy Sabre - 10mil, Cap - 20mil, High Priest Crown - 30mil, Monster Skull Helmet - 30mil +011-1.gat,109,38,0 shop Exotic Trader 179,1215:10000000,654:20000000,721:30000000,722:30000000 diff --git a/npc/011-1_Woodland/_import.txt b/npc/011-1_Woodland/_import.txt deleted file mode 100644 index 5de3354e..00000000 --- a/npc/011-1_Woodland/_import.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 011-1.gat -npc: npc/011-1_Woodland/_mobs.txt -npc: npc/011-1_Woodland/_warps.txt -npc: npc/011-1_Woodland/alchemist.txt -npc: npc/011-1_Woodland/auldsbel.txt -npc: npc/011-1_Woodland/oscar.txt -npc: npc/011-1_Woodland/shops.txt diff --git a/npc/011-1_Woodland/_mobs.txt b/npc/011-1_Woodland/_mobs.txt deleted file mode 100644 index caf56cb4..00000000 --- a/npc/011-1_Woodland/_mobs.txt +++ /dev/null @@ -1,74 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 011-1 Woodland mobs - -011-1.gat,0,0,0,0 monster EvilMushroom 1013,30,0,0,Mob011-1::On1013 -011-1.gat,0,0,0,0 monster PinkFlower 1014,20,0,0,Mob011-1::On1014 -011-1.gat,0,0,0,0 monster Spiky Mushroom 1019,5,0,0,Mob011-1::On1019 -011-1.gat,0,0,0,0 monster Fluffy 1020,1,0,0,Mob011-1::On1020 -011-1.gat,0,0,0,0 monster Mouboo 1028,5,0,10,Mob011-1::On1028 -011-1.gat,0,0,0,0 monster Mauve 1029,3,270000,180000,Mob011-1::On1029 -011-1.gat,0,0,0,0 monster Alizarin 1032,1,2700000,1800000,Mob011-1::On1032 -011-1.gat,0,0,0,0 monster SilkWorm 1035,2,60000,30000,Mob011-1::On1035 -011-1.gat,0,0,0,0 monster Clover 1037,2,0,1000,Mob011-1::On1037 -011-1.gat,0,0,0,0 monster Squirrel 1038,25,30,20,Mob011-1::On1038 -011-1.gat,0,0,0,0 monster Butterfly 1055,10,30,20,Mob011-1::On1055 - - -011-1.gat,0,0,0 script Mob011-1 -1,{ -On1013: - set @mobID, 1013; - callfunc "MobPoints"; - break; - -On1014: - set @mobID, 1014; - callfunc "MobPoints"; - break; - -On1019: - set @mobID, 1019; - callfunc "MobPoints"; - break; - -On1020: - set @mobID, 1020; - callfunc "MobPoints"; - break; - -On1028: - set @mobID, 1028; - callfunc "MobPoints"; - break; - -On1029: - set @mobID, 1029; - callfunc "MobPoints"; - break; - -On1032: - set @mobID, 1032; - callfunc "MobPoints"; - break; - -On1035: - set @mobID, 1035; - callfunc "MobPoints"; - break; - -On1037: - set @mobID, 1037; - callfunc "MobPoints"; - break; - -On1038: - set @mobID, 1038; - callfunc "MobPoints"; - break; - -On1055: - set @mobID, 1055; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/011-1_Woodland/_warps.txt b/npc/011-1_Woodland/_warps.txt deleted file mode 100644 index 976e3a93..00000000 --- a/npc/011-1_Woodland/_warps.txt +++ /dev/null @@ -1,9 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 011-1 Woodland warps - -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,50,25 -011-1.gat,125,62 warp ToWoodland -1,2,008-1.gat,27,61 -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/npc/011-1_Woodland/alchemist.txt b/npc/011-1_Woodland/alchemist.txt deleted file mode 100644 index bb7ef734..00000000 --- a/npc/011-1_Woodland/alchemist.txt +++ /dev/null @@ -1,929 +0,0 @@ -// 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!!\""; - next; - - mes "[Rauk the Alchemist]"; - 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$[@c], "Dye, please."; - set @menuID[@c], @CHOICE_DYE; - set @c, @c + 1; - - goto L_certain_condition; -L_pre_dyeing: - - set @menuitems$[@c], "Actually, can you make dye?"; - set @menuID[@c], @CHOICE_DYEING_INTRO; - set @c, @c + 1; -L_certain_condition: - - if (!@wants_sulphur) - goto L_post_sulphur_option; - set @menuitems$[@c], "Can you make sulphur powder?"; - set @menuID[@c], @CHOICE_SULPHUR_POWDER; - set @c, @c + 1; -L_post_sulphur_option: - - if (!@wants_ironpowder) - goto L_post_ironpowder_option; - set @menuitems$[@c], "Can you make iron powder?"; - set @menuID[@c], @CHOICE_IRON_POWDER; - set @c, @c + 1; -L_post_ironpowder_option: - - if (@Q_status == @SETZER_INITIAL) - goto L_post_monster_oil; - set @menuitems$[@c], "Can you make monster oil?"; - set @menuID[@c], @CHOICE_MONSTER_OIL; - set @c, @c + 1; - -L_post_monster_oil: - set @menuitems$[@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; - 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; - -L_iron_powder_noore: - 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; - -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; - -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; - -L_sulphur_noash: - 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; - -L_sulphur_nospace: - 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; - -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; - -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; - -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 [volcanic ash].\""; - next; - goto L_main_menu; - -L_iron: - if(countitem("SmallMushroom") < 2) goto L_no_iron; - getinventorylist; - if (@inventorylist_count == 100 && countitem("SmallMushroom") > 2) goto L_TooMany; - mes "[Rauk the Alchemist]"; - mes "\"Great! You brought me exactly what I need!"; - mes "Here is your Iron potion.\""; - delitem "SmallMushroom", 2; - getitem "IronPotion", 1; - close; - -L_concentration: - if(countitem("PinkPetal") < 2) goto L_no_concentration; - getinventorylist; - if (@inventorylist_count == 100 && countitem("PinkPetal") > 2) goto L_TooMany; - mes "[Rauk the Alchemist]"; - mes "\"Great! You brought me exactly what I need!"; - mes "Here is your Concentration potion.\""; - delitem "PinkPetal", 2; - getitem "ConcentrationPotion", 1; - close; - -L_no_iron: - mes "\"You have to bring me 2 [small mushrooms].\""; - close; - -L_no_concentration: - mes "\"You have to bring me 2 [pink petals].\""; - 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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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); - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -L_abort: - close; - - -L_Update_Var: - 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; -} diff --git a/npc/011-1_Woodland/auldsbel.txt b/npc/011-1_Woodland/auldsbel.txt deleted file mode 100644 index 8982f699..00000000 --- a/npc/011-1_Woodland/auldsbel.txt +++ /dev/null @@ -1,1345 +0,0 @@ -// 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$, "girl"; - - if (@Q_main_status >= @Q_STATUS_POSTINTRO) - goto L_short_intro; - - mes "[Robed Man]"; - mes "You notice a middle-aged man in expensive-looking robes."; - mes "\"Ah, splendid, you finally came!\""; - mes "He motions you to come closer."; - next; - - mes "[Robed Man]"; - mes "The man is visibly excited."; - mes "\"Here, I found a silk cocoon. Now if you can just give me the obsidian salt, we can see whether it works!\""; - next; - - menu "Whether what works?", L_intro_explain, - "What are you talking about?", L_intro_explain, - "I don't have any obsidian salt.", L_intro_nopowder, - "Do I know you?", L_intro_identity, - "Goodbye.", -; - close; - - set @name_complaint, 0; - -L_intro_explain: - mes "[Robed Man]"; - mes "He frowns."; - mes "\"The transmutation experiment, of course! You can't have forgotten already...?\""; - next; - goto L_intro_identity; - -L_intro_nopowder: - mes "[Robed Man]"; - mes "\"What!? You traveled all this way without any obsidian...\""; - next; - goto L_intro_identity; - -L_intro_identity: - mes "[Robed Man]"; - mes "He eyes you more carefully."; - if (Sex == 0) - mes "\"How odd. I could have sworn that you were a man the last time we met. Not that I mind...\""; - - mes "\"Wait. You're not Padric.\""; - next; - - set @xmsg$, "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; - -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; - -L_intro_primary_menu: - 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; - -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; - -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; - - 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; - -L_short_intro: - 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; - -L_main_menu_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, - "What do you know about...", L_question, - "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; - -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; - -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; - -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; - -L_sulphur_nozeny: - 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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - - - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - - -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; - -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; - -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; - -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; - - 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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - - 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; - -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; - -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 - && 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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - 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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - - -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; -} diff --git a/npc/011-1_Woodland/oscar.txt b/npc/011-1_Woodland/oscar.txt deleted file mode 100644 index d2b40f0e..00000000 --- a/npc/011-1_Woodland/oscar.txt +++ /dev/null @@ -1 +0,0 @@ -011-1.gat,87,34,0 shop Oscar 142,719:20,535:25,657:40 diff --git a/npc/011-1_Woodland/shops.txt b/npc/011-1_Woodland/shops.txt deleted file mode 100644 index e9616d8c..00000000 --- a/npc/011-1_Woodland/shops.txt +++ /dev/null @@ -1,9 +0,0 @@ -//################################################################################# -//# # -//# This script file contains all shops and other NPCs with important functions. # -//# # -//################################################################################# - -// Exotic Trader -// Toy Sabre - 10mil, Cap - 20mil, High Priest Crown - 30mil, Monster Skull Helmet - 30mil -011-1.gat,109,38,0 shop Exotic Trader 179,1215:10000000,654:20000000,721:30000000,722:30000000 diff --git a/npc/011-3/_import.txt b/npc/011-3/_import.txt new file mode 100644 index 00000000..799e5dd0 --- /dev/null +++ b/npc/011-3/_import.txt @@ -0,0 +1,7 @@ +// 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/npc/011-3/_mobs.txt b/npc/011-3/_mobs.txt new file mode 100644 index 00000000..2fc7d85b --- /dev/null +++ b/npc/011-3/_mobs.txt @@ -0,0 +1,8 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Hermit's cave mobs + + + +011-3.gat,0,0,0 script Mob011-3 -1,{ + end; +} diff --git a/npc/011-3/_warps.txt b/npc/011-3/_warps.txt new file mode 100644 index 00000000..0c7ae9de --- /dev/null +++ b/npc/011-3/_warps.txt @@ -0,0 +1,4 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Hermit's cave warps + +011-3.gat,31,21 warp ToLakeCave -1,-1,011-4.gat,72,11 diff --git a/npc/011-3/hermit.txt b/npc/011-3/hermit.txt new file mode 100644 index 00000000..4b582cc4 --- /dev/null +++ b/npc/011-3/hermit.txt @@ -0,0 +1,62 @@ +// + +011-3.gat,30,30,0 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; + +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; + +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; + +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; +} diff --git a/npc/011-3/monsters.txt b/npc/011-3/monsters.txt new file mode 100644 index 00000000..37da9f40 --- /dev/null +++ b/npc/011-3/monsters.txt @@ -0,0 +1,21 @@ +// 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/npc/011-3_Hermits_cave/_import.txt b/npc/011-3_Hermits_cave/_import.txt deleted file mode 100644 index 020a080e..00000000 --- a/npc/011-3_Hermits_cave/_import.txt +++ /dev/null @@ -1,6 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 011-3.gat -npc: npc/011-3_Hermits_cave/_mobs.txt -npc: npc/011-3_Hermits_cave/_warps.txt -npc: npc/011-3_Hermits_cave/hermit.txt -npc: npc/011-3_Hermits_cave/monsters.txt diff --git a/npc/011-3_Hermits_cave/_mobs.txt b/npc/011-3_Hermits_cave/_mobs.txt deleted file mode 100644 index ae3db870..00000000 --- a/npc/011-3_Hermits_cave/_mobs.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 011-3 Hermit's cave mobs - - - -011-3.gat,0,0,0 script Mob011-3 -1,{ - end; -} diff --git a/npc/011-3_Hermits_cave/_warps.txt b/npc/011-3_Hermits_cave/_warps.txt deleted file mode 100644 index a293fa83..00000000 --- a/npc/011-3_Hermits_cave/_warps.txt +++ /dev/null @@ -1,4 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 011-3 Hermit's cave warps - -011-3.gat,31,21 warp ToLakeCave -1,-1,011-4.gat,72,11 diff --git a/npc/011-3_Hermits_cave/hermit.txt b/npc/011-3_Hermits_cave/hermit.txt deleted file mode 100644 index 4b582cc4..00000000 --- a/npc/011-3_Hermits_cave/hermit.txt +++ /dev/null @@ -1,62 +0,0 @@ -// - -011-3.gat,30,30,0 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; - -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; - -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; - -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; -} diff --git a/npc/011-3_Hermits_cave/monsters.txt b/npc/011-3_Hermits_cave/monsters.txt deleted file mode 100644 index 37da9f40..00000000 --- a/npc/011-3_Hermits_cave/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/npc/011-4/_import.txt b/npc/011-4/_import.txt new file mode 100644 index 00000000..f2e5264f --- /dev/null +++ b/npc/011-4/_import.txt @@ -0,0 +1,7 @@ +// 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/npc/011-4/_mobs.txt b/npc/011-4/_mobs.txt new file mode 100644 index 00000000..2e4f3576 --- /dev/null +++ b/npc/011-4/_mobs.txt @@ -0,0 +1,20 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Lake cave mobs + +011-4.gat,51,29,39,39 monster Shroom 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 script Mob011-4 -1,{ +On1019: + set @mobID, 1019; + callfunc "MobPoints"; + break; + +On1021: + set @mobID, 1021; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/011-4/_warps.txt b/npc/011-4/_warps.txt new file mode 100644 index 00000000..40058613 --- /dev/null +++ b/npc/011-4/_warps.txt @@ -0,0 +1,14 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Lake cave warps + +011-4.gat,73,8 warp ToHermitsCave 0,-1,011-3.gat,31,24 +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 +011-4.gat,89,20 warp warp -1,-1,011-6.gat,97,168 +011-4.gat,105,32 warp warp -1,-1,011-6.gat,113,184 +011-4.gat,114,61 warp warp -1,-1,011-6.gat,122,213 +011-4.gat,86,75 warp warp -1,-1,011-6.gat,94,227 +011-4.gat,62,86 warp warp -1,-1,011-6.gat,68,233 +011-4.gat,32,5 warp warp 0,-1,011-6.gat,186,180 +011-4.gat,45,118 warp warp -1,-1,011-6.gat,266,180 diff --git a/npc/011-4/bl_barrier.txt b/npc/011-4/bl_barrier.txt new file mode 100644 index 00000000..07b44999 --- /dev/null +++ b/npc/011-4/bl_barrier.txt @@ -0,0 +1,16 @@ +//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; + + +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; + +} diff --git a/npc/011-4/monsters.txt b/npc/011-4/monsters.txt new file mode 100644 index 00000000..d3b78249 --- /dev/null +++ b/npc/011-4/monsters.txt @@ -0,0 +1,20 @@ +// 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/npc/011-4_Lake_cave/_import.txt b/npc/011-4_Lake_cave/_import.txt deleted file mode 100644 index aa662cb6..00000000 --- a/npc/011-4_Lake_cave/_import.txt +++ /dev/null @@ -1,6 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 011-4.gat -npc: npc/011-4_Lake_cave/_mobs.txt -npc: npc/011-4_Lake_cave/_warps.txt -npc: npc/011-4_Lake_cave/bl_barrier.txt -npc: npc/011-4_Lake_cave/monsters.txt diff --git a/npc/011-4_Lake_cave/_mobs.txt b/npc/011-4_Lake_cave/_mobs.txt deleted file mode 100644 index 1c5abe39..00000000 --- a/npc/011-4_Lake_cave/_mobs.txt +++ /dev/null @@ -1,20 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 011-4 Lake cave mobs - -011-4.gat,51,29,39,39 monster Shroom 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 script Mob011-4 -1,{ -On1019: - set @mobID, 1019; - callfunc "MobPoints"; - break; - -On1021: - set @mobID, 1021; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/011-4_Lake_cave/_warps.txt b/npc/011-4_Lake_cave/_warps.txt deleted file mode 100644 index 0b7f027d..00000000 --- a/npc/011-4_Lake_cave/_warps.txt +++ /dev/null @@ -1,14 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 011-4 Lake cave warps - -011-4.gat,73,8 warp ToHermitsCave 0,-1,011-3.gat,31,24 -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 -011-4.gat,89,20 warp warp -1,-1,011-6.gat,97,168 -011-4.gat,105,32 warp warp -1,-1,011-6.gat,113,184 -011-4.gat,114,61 warp warp -1,-1,011-6.gat,122,213 -011-4.gat,86,75 warp warp -1,-1,011-6.gat,94,227 -011-4.gat,62,86 warp warp -1,-1,011-6.gat,68,233 -011-4.gat,32,5 warp warp 0,-1,011-6.gat,186,180 -011-4.gat,45,118 warp warp -1,-1,011-6.gat,266,180 diff --git a/npc/011-4_Lake_cave/bl_barrier.txt b/npc/011-4_Lake_cave/bl_barrier.txt deleted file mode 100644 index 07b44999..00000000 --- a/npc/011-4_Lake_cave/bl_barrier.txt +++ /dev/null @@ -1,16 +0,0 @@ -//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; - - -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; - -} diff --git a/npc/011-4_Lake_cave/monsters.txt b/npc/011-4_Lake_cave/monsters.txt deleted file mode 100644 index d3b78249..00000000 --- a/npc/011-4_Lake_cave/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/npc/011-5/_import.txt b/npc/011-5/_import.txt index f66c2afa..0901afa2 100644 --- a/npc/011-5/_import.txt +++ b/npc/011-5/_import.txt @@ -1,3 +1,4 @@ +// Map 011-5: // 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/npc/011-5/_mobs.txt b/npc/011-5/_mobs.txt index 5a7bbed1..22d89a4e 100644 --- a/npc/011-5/_mobs.txt +++ b/npc/011-5/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// 011-5 mobs +// mobs diff --git a/npc/011-5/_warps.txt b/npc/011-5/_warps.txt index e5b60b31..605abadf 100644 --- a/npc/011-5/_warps.txt +++ b/npc/011-5/_warps.txt @@ -1,3 +1,3 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// 011-5 warps +// warps diff --git a/npc/011-6/_import.txt b/npc/011-6/_import.txt index 74e2fd98..0afbffa4 100644 --- a/npc/011-6/_import.txt +++ b/npc/011-6/_import.txt @@ -1,3 +1,4 @@ +// Map 011-6: // 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/npc/011-6/_mobs.txt b/npc/011-6/_mobs.txt index 78b1ffcf..007e7e86 100644 --- a/npc/011-6/_mobs.txt +++ b/npc/011-6/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// 011-6 mobs +// 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/npc/011-6/_warps.txt b/npc/011-6/_warps.txt index 22911093..458bc283 100644 --- a/npc/011-6/_warps.txt +++ b/npc/011-6/_warps.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// 011-6 warps +// 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/npc/012-1/_import.txt b/npc/012-1/_import.txt new file mode 100644 index 00000000..095de153 --- /dev/null +++ b/npc/012-1/_import.txt @@ -0,0 +1,8 @@ +// Map 012-1: Woodland Hills +// This file is generated automatically. All manually changes will be removed when running the Converter. +map: 012-1.gat +npc: npc/012-1/_mobs.txt +npc: npc/012-1/_warps.txt +npc: npc/012-1/amrak.txt +npc: npc/012-1/injured-mouboo.txt +npc: npc/012-1/shops.txt diff --git a/npc/012-1/_mobs.txt b/npc/012-1/_mobs.txt new file mode 100644 index 00000000..0cfb2c14 --- /dev/null +++ b/npc/012-1/_mobs.txt @@ -0,0 +1,74 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Woodland Hills mobs + +012-1.gat,0,0,0,0 monster PinkFlower 1014,13,0,100,Mob012-1::On1014 +012-1.gat,0,0,0,0 monster SpikyMushroom 1019,25,0,10,Mob012-1::On1019 +012-1.gat,0,0,0,0 monster Mouboo 1028,20,0,10,Mob012-1::On1028 +012-1.gat,0,0,0,0 monster Mauve 1029,5,2700000,1800000,Mob012-1::On1029 +012-1.gat,0,0,0,0 monster Cobalt 1030,2,2700000,1800000,Mob012-1::On1030 +012-1.gat,0,0,0,0 monster Gamboge 1031,2,2700000,1800000,Mob012-1::On1031 +012-1.gat,0,0,0,0 monster Alizarin 1032,2,2700000,1800000,Mob012-1::On1032 +012-1.gat,0,0,0,0 monster SilkWorm 1035,5,60000,30000,Mob012-1::On1035 +012-1.gat,0,0,0,0 monster Clover 1037,2,0,1000,Mob012-1::On1037 +012-1.gat,0,0,0,0 monster Squirrel 1038,25,30,20,Mob012-1::On1038 +012-1.gat,0,0,0,0 monster Butterfly 1055,20,30,20,Mob012-1::On1055 + + +012-1.gat,0,0,0 script Mob012-1 -1,{ +On1014: + set @mobID, 1014; + callfunc "MobPoints"; + break; + +On1019: + set @mobID, 1019; + callfunc "MobPoints"; + break; + +On1028: + set @mobID, 1028; + callfunc "MobPoints"; + break; + +On1029: + set @mobID, 1029; + callfunc "MobPoints"; + break; + +On1030: + set @mobID, 1030; + callfunc "MobPoints"; + break; + +On1031: + set @mobID, 1031; + callfunc "MobPoints"; + break; + +On1032: + set @mobID, 1032; + callfunc "MobPoints"; + break; + +On1035: + set @mobID, 1035; + callfunc "MobPoints"; + break; + +On1037: + set @mobID, 1037; + callfunc "MobPoints"; + break; + +On1038: + set @mobID, 1038; + callfunc "MobPoints"; + break; + +On1055: + set @mobID, 1055; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/012-1/_warps.txt b/npc/012-1/_warps.txt new file mode 100644 index 00000000..de7ffc77 --- /dev/null +++ b/npc/012-1/_warps.txt @@ -0,0 +1,14 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Woodland Hills warps + +012-1.gat,51,39 warp ToCaves -1,-1,012-3.gat,370,45 +012-1.gat,147,67 warp ToCaves -1,-1,012-3.gat,474,103 +012-1.gat,41,48 warp ToCaves -1,-1,012-3.gat,353,78 +012-1.gat,44,88 warp ToCaves -1,-1,012-3.gat,354,187 +012-1.gat,92,104 warp ToCaves -1,-1,012-3.gat,270,111 +012-1.gat,98,99 warp ToCaves -1,-1,012-3.gat,36,81 +012-1.gat,109,92 warp ToCaves -1,-1,012-3.gat,79,73 +012-1.gat,123,90 warp ToCaves -1,-1,012-3.gat,38,156 +012-1.gat,150,61 warp ToWoodlandHills -1,2,013-1.gat,21,75 +012-1.gat,132,163 warp ToWoodland 0,-1,011-1.gat,72,16 +012-1.gat,65,126 warp ToCaves -1,-1,012-3.gat,176,139 diff --git a/npc/012-1/amrak.txt b/npc/012-1/amrak.txt new file mode 100644 index 00000000..5a2a547a --- /dev/null +++ b/npc/012-1/amrak.txt @@ -0,0 +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; +} diff --git a/npc/012-1/injured-mouboo.txt b/npc/012-1/injured-mouboo.txt new file mode 100644 index 00000000..1aa780f5 --- /dev/null +++ b/npc/012-1/injured-mouboo.txt @@ -0,0 +1,231 @@ +// 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; + +L_nothing: + 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; +} + + + +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; + + 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; + +L_menu: + 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; + +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; + +L_give: + set @items_nr, 12; + setarray @items$, "CactusDrink", "CactusPotion", "ChocolateBar", "Milk", "OrangeCupcake", "RedApple", "Beer", "BottleOfWater", "TinyHealingPotion", "SmallHealingPotion", "MediumHealingPotion", "LargeHealingPotion"; + setarray @itemeat, 0, 0, 1, 0, 1, 1, 0, 1, 0, 0, 0, 0; + + setarray @menuItems$, "", "", "", "", "", "", "", "", "", "", "", "", ""; + set @choices_nr, 0; + setarray @menuNames$, "", "", "", "", "", "", "", "", "", "", "", "", ""; + setarray @choice_eat, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0; + + set @n, 0; + set @ct, 0; +L_nloop: + set @k$, @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; + +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$)) + goto L_consume; + + goto L_menu; + +L_consume: + mes "[Injured Mouboo]"; + mes "The mouboo " + @verb$ + " 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; + +L_do_heal: + 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; + +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; + +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; + +L_took_reward: + mes "[Dead Mouboo]"; + mes "You see a dead mouboo."; + close; + +L_nopickup: + mes "Unfortunately, you can't carry any more."; + close; + +L_healed: + 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; +} diff --git a/npc/012-1/shops.txt b/npc/012-1/shops.txt new file mode 100644 index 00000000..b29e5542 --- /dev/null +++ b/npc/012-1/shops.txt @@ -0,0 +1,3 @@ +// + +012-1.gat,36,99,0 shop Blossom 163,661:100,664:100,665:50,662:100,667:50,663:100,671:75,673:25,669:75,672:25,674:25 diff --git a/npc/012-1_Woodland_Hills/_import.txt b/npc/012-1_Woodland_Hills/_import.txt deleted file mode 100644 index 282ca704..00000000 --- a/npc/012-1_Woodland_Hills/_import.txt +++ /dev/null @@ -1,7 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 012-1.gat -npc: npc/012-1_Woodland_Hills/_mobs.txt -npc: npc/012-1_Woodland_Hills/_warps.txt -npc: npc/012-1_Woodland_Hills/amrak.txt -npc: npc/012-1_Woodland_Hills/injured-mouboo.txt -npc: npc/012-1_Woodland_Hills/shops.txt diff --git a/npc/012-1_Woodland_Hills/_mobs.txt b/npc/012-1_Woodland_Hills/_mobs.txt deleted file mode 100644 index e1f50317..00000000 --- a/npc/012-1_Woodland_Hills/_mobs.txt +++ /dev/null @@ -1,74 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 012-1 Woodland Hills mobs - -012-1.gat,0,0,0,0 monster PinkFlower 1014,13,0,100,Mob012-1::On1014 -012-1.gat,0,0,0,0 monster SpikyMushroom 1019,25,0,10,Mob012-1::On1019 -012-1.gat,0,0,0,0 monster Mouboo 1028,20,0,10,Mob012-1::On1028 -012-1.gat,0,0,0,0 monster Mauve 1029,5,2700000,1800000,Mob012-1::On1029 -012-1.gat,0,0,0,0 monster Cobalt 1030,2,2700000,1800000,Mob012-1::On1030 -012-1.gat,0,0,0,0 monster Gamboge 1031,2,2700000,1800000,Mob012-1::On1031 -012-1.gat,0,0,0,0 monster Alizarin 1032,2,2700000,1800000,Mob012-1::On1032 -012-1.gat,0,0,0,0 monster SilkWorm 1035,5,60000,30000,Mob012-1::On1035 -012-1.gat,0,0,0,0 monster Clover 1037,2,0,1000,Mob012-1::On1037 -012-1.gat,0,0,0,0 monster Squirrel 1038,25,30,20,Mob012-1::On1038 -012-1.gat,0,0,0,0 monster Butterfly 1055,20,30,20,Mob012-1::On1055 - - -012-1.gat,0,0,0 script Mob012-1 -1,{ -On1014: - set @mobID, 1014; - callfunc "MobPoints"; - break; - -On1019: - set @mobID, 1019; - callfunc "MobPoints"; - break; - -On1028: - set @mobID, 1028; - callfunc "MobPoints"; - break; - -On1029: - set @mobID, 1029; - callfunc "MobPoints"; - break; - -On1030: - set @mobID, 1030; - callfunc "MobPoints"; - break; - -On1031: - set @mobID, 1031; - callfunc "MobPoints"; - break; - -On1032: - set @mobID, 1032; - callfunc "MobPoints"; - break; - -On1035: - set @mobID, 1035; - callfunc "MobPoints"; - break; - -On1037: - set @mobID, 1037; - callfunc "MobPoints"; - break; - -On1038: - set @mobID, 1038; - callfunc "MobPoints"; - break; - -On1055: - set @mobID, 1055; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/012-1_Woodland_Hills/_warps.txt b/npc/012-1_Woodland_Hills/_warps.txt deleted file mode 100644 index 4fe031e0..00000000 --- a/npc/012-1_Woodland_Hills/_warps.txt +++ /dev/null @@ -1,14 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 012-1 Woodland Hills warps - -012-1.gat,51,39 warp ToCaves -1,-1,012-3.gat,370,45 -012-1.gat,147,67 warp ToCaves -1,-1,012-3.gat,474,103 -012-1.gat,41,48 warp ToCaves -1,-1,012-3.gat,353,78 -012-1.gat,44,88 warp ToCaves -1,-1,012-3.gat,354,187 -012-1.gat,92,104 warp ToCaves -1,-1,012-3.gat,270,111 -012-1.gat,98,99 warp ToCaves -1,-1,012-3.gat,36,81 -012-1.gat,109,92 warp ToCaves -1,-1,012-3.gat,79,73 -012-1.gat,123,90 warp ToCaves -1,-1,012-3.gat,38,156 -012-1.gat,150,61 warp ToWoodlandHills -1,2,013-1.gat,21,75 -012-1.gat,132,163 warp ToWoodland 0,-1,011-1.gat,72,16 -012-1.gat,65,126 warp ToCaves -1,-1,012-3.gat,176,139 diff --git a/npc/012-1_Woodland_Hills/amrak.txt b/npc/012-1_Woodland_Hills/amrak.txt deleted file mode 100644 index 5a2a547a..00000000 --- a/npc/012-1_Woodland_Hills/amrak.txt +++ /dev/null @@ -1,10 +0,0 @@ -// - -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; -} diff --git a/npc/012-1_Woodland_Hills/injured-mouboo.txt b/npc/012-1_Woodland_Hills/injured-mouboo.txt deleted file mode 100644 index 1aa780f5..00000000 --- a/npc/012-1_Woodland_Hills/injured-mouboo.txt +++ /dev/null @@ -1,231 +0,0 @@ -// 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; - -L_nothing: - 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; -} - - - -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; - - 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; - -L_menu: - 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; - -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; - -L_give: - set @items_nr, 12; - setarray @items$, "CactusDrink", "CactusPotion", "ChocolateBar", "Milk", "OrangeCupcake", "RedApple", "Beer", "BottleOfWater", "TinyHealingPotion", "SmallHealingPotion", "MediumHealingPotion", "LargeHealingPotion"; - setarray @itemeat, 0, 0, 1, 0, 1, 1, 0, 1, 0, 0, 0, 0; - - setarray @menuItems$, "", "", "", "", "", "", "", "", "", "", "", "", ""; - set @choices_nr, 0; - setarray @menuNames$, "", "", "", "", "", "", "", "", "", "", "", "", ""; - setarray @choice_eat, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0; - - set @n, 0; - set @ct, 0; -L_nloop: - set @k$, @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; - -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$)) - goto L_consume; - - goto L_menu; - -L_consume: - mes "[Injured Mouboo]"; - mes "The mouboo " + @verb$ + " 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; - -L_do_heal: - 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; - -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; - -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; - -L_took_reward: - mes "[Dead Mouboo]"; - mes "You see a dead mouboo."; - close; - -L_nopickup: - mes "Unfortunately, you can't carry any more."; - close; - -L_healed: - 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; -} diff --git a/npc/012-1_Woodland_Hills/shops.txt b/npc/012-1_Woodland_Hills/shops.txt deleted file mode 100644 index b29e5542..00000000 --- a/npc/012-1_Woodland_Hills/shops.txt +++ /dev/null @@ -1,3 +0,0 @@ -// - -012-1.gat,36,99,0 shop Blossom 163,661:100,664:100,665:50,662:100,667:50,663:100,671:75,673:25,669:75,672:25,674:25 diff --git a/npc/012-3/_import.txt b/npc/012-3/_import.txt new file mode 100644 index 00000000..6e5ac13a --- /dev/null +++ b/npc/012-3/_import.txt @@ -0,0 +1,8 @@ +// Map 012-3: Cave +// 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/npc/012-3/_mobs.txt b/npc/012-3/_mobs.txt new file mode 100644 index 00000000..ce7a365f --- /dev/null +++ b/npc/012-3/_mobs.txt @@ -0,0 +1,27 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Cave 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 +012-3.gat,411,30,17,7 monster Moggun 1061,5,100000,30000,Mob012-3::On1061 +012-3.gat,345,39,7,16 monster Moggun 1061,5,100000,30000,Mob012-3::On1061 +012-3.gat,362,101,16,18 monster Moggun 1061,10,100000,30000,Mob012-3::On1061 +012-3.gat,444,81,17,7 monster Moggun 1061,5,100000,30000,Mob012-3::On1061 +012-3.gat,387,137,17,7 monster Moggun 1061,5,100000,30000,Mob012-3::On1061 +012-3.gat,408,78,7,16 monster Moggun 1061,5,100000,30000,Mob012-3::On1061 +012-3.gat,382,151,17,7 monster Moggun 1061,5,100000,30000,Mob012-3::On1061 +012-3.gat,428,116,7,16 monster Moggun 1061,5,100000,30000,Mob012-3::On1061 +012-3.gat,329,100,7,16 monster Moggun 1061,5,100000,30000,Mob012-3::On1061 +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 script Mob012-3 -1,{ +On1061: + set @mobID, 1061; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/012-3/_warps.txt b/npc/012-3/_warps.txt new file mode 100644 index 00000000..41ef598f --- /dev/null +++ b/npc/012-3/_warps.txt @@ -0,0 +1,13 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Cave 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 +012-3.gat,39,157 warp CaveExit 0,-1,012-1.gat,123,91 +012-3.gat,270,112 warp CaveExit -1,-1,012-1.gat,92,105 +012-3.gat,176,138 warp CaveExit -1,-1,012-1.gat,65,127 +012-3.gat,355,188 warp CaveExit 0,-1,012-1.gat,44,89 +012-3.gat,371,46 warp CaveExit 0,-1,012-1.gat,51,40 +012-3.gat,354,79 warp CaveExit 0,-1,012-1.gat,41,48 +012-3.gat,473,104 warp CaveExit -1,1,012-1.gat,146,67 +012-3.gat,448,61 warp CaveExit -1,-1,012-4.gat,194,57 diff --git a/npc/012-3/mana-seed.txt b/npc/012-3/mana-seed.txt new file mode 100644 index 00000000..6877ee2c --- /dev/null +++ b/npc/012-3/mana-seed.txt @@ -0,0 +1,266 @@ +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; + +// 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; + +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; + +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; + +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; + +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; + +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; + +// 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; + +L_magic_mainmenu: + 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; + +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; + +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; + +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; + +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; + +L_end: + close; +} diff --git a/npc/012-3/monsters.txt b/npc/012-3/monsters.txt new file mode 100644 index 00000000..e6f4cf79 --- /dev/null +++ b/npc/012-3/monsters.txt @@ -0,0 +1,20 @@ +// 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/npc/012-3/warningsigns.txt b/npc/012-3/warningsigns.txt new file mode 100644 index 00000000..2bd31346 --- /dev/null +++ b/npc/012-3/warningsigns.txt @@ -0,0 +1,18 @@ +//warning signs at pvp entrance! + + +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!"; + mes "That is why other players are able to attack you."; + close; +} + +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; +} diff --git a/npc/012-3_Cave/_import.txt b/npc/012-3_Cave/_import.txt deleted file mode 100644 index e1a94876..00000000 --- a/npc/012-3_Cave/_import.txt +++ /dev/null @@ -1,7 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 012-3.gat -npc: npc/012-3_Cave/_mobs.txt -npc: npc/012-3_Cave/_warps.txt -npc: npc/012-3_Cave/mana-seed.txt -npc: npc/012-3_Cave/monsters.txt -npc: npc/012-3_Cave/warningsigns.txt diff --git a/npc/012-3_Cave/_mobs.txt b/npc/012-3_Cave/_mobs.txt deleted file mode 100644 index df983cbd..00000000 --- a/npc/012-3_Cave/_mobs.txt +++ /dev/null @@ -1,27 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 012-3 Cave 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 -012-3.gat,411,30,17,7 monster Moggun 1061,5,100000,30000,Mob012-3::On1061 -012-3.gat,345,39,7,16 monster Moggun 1061,5,100000,30000,Mob012-3::On1061 -012-3.gat,362,101,16,18 monster Moggun 1061,10,100000,30000,Mob012-3::On1061 -012-3.gat,444,81,17,7 monster Moggun 1061,5,100000,30000,Mob012-3::On1061 -012-3.gat,387,137,17,7 monster Moggun 1061,5,100000,30000,Mob012-3::On1061 -012-3.gat,408,78,7,16 monster Moggun 1061,5,100000,30000,Mob012-3::On1061 -012-3.gat,382,151,17,7 monster Moggun 1061,5,100000,30000,Mob012-3::On1061 -012-3.gat,428,116,7,16 monster Moggun 1061,5,100000,30000,Mob012-3::On1061 -012-3.gat,329,100,7,16 monster Moggun 1061,5,100000,30000,Mob012-3::On1061 -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 script Mob012-3 -1,{ -On1061: - set @mobID, 1061; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/012-3_Cave/_warps.txt b/npc/012-3_Cave/_warps.txt deleted file mode 100644 index 15d47e27..00000000 --- a/npc/012-3_Cave/_warps.txt +++ /dev/null @@ -1,13 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 012-3 Cave 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 -012-3.gat,39,157 warp CaveExit 0,-1,012-1.gat,123,91 -012-3.gat,270,112 warp CaveExit -1,-1,012-1.gat,92,105 -012-3.gat,176,138 warp CaveExit -1,-1,012-1.gat,65,127 -012-3.gat,355,188 warp CaveExit 0,-1,012-1.gat,44,89 -012-3.gat,371,46 warp CaveExit 0,-1,012-1.gat,51,40 -012-3.gat,354,79 warp CaveExit 0,-1,012-1.gat,41,48 -012-3.gat,473,104 warp CaveExit -1,1,012-1.gat,146,67 -012-3.gat,448,61 warp CaveExit -1,-1,012-4.gat,194,57 diff --git a/npc/012-3_Cave/mana-seed.txt b/npc/012-3_Cave/mana-seed.txt deleted file mode 100644 index 6877ee2c..00000000 --- a/npc/012-3_Cave/mana-seed.txt +++ /dev/null @@ -1,266 +0,0 @@ -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; - -// 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; - -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; - -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; - -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; - -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; - -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; - -// 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; - -L_magic_mainmenu: - 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$[@index]; - next; - goto L_magic_mainmenu; - -L_magic_levelup: - set @baselevel_needed, @min_level[getskilllv(SKILL_MAGIC) + 1]; - if (BaseLevel < @baselevel_needed) - goto L_insufficient_baselevel; - mes "Its energy permeates you, surrounds you. You are suddenly uncertain if it is you who is containing the orb's powers or if it is the orb who is seeking out yours."; - next; - - mes "[Mana Seed]"; - mes "The Seed's tempest is calming beneath your hands, and its energies resonate with yours."; - next; - - mes "[Mana Seed]"; - mes "A feeling of harmony is spreading through your body, and the tingling sensation is back, within and without."; - next; - - mes "[Mana Seed]"; - mes "As the tingling increases, you feel light-headed, weightless."; - mes "Everything fades..."; - next; - - mes "Both the tingling and the sense of harmony have vanished, making room for darkness. You can't feel the Mana Seed anymore..."; - next; - - mes "... you can't feel anything."; - next; - - mes "You are floating..."; - next; - - mes "The darkness is no longer complete. You begin to make out stars in the distance, circling each other, dancing a cosmic dance."; - next; - - mes "Images rush past you, shadows of thoughts and dreams. Some touch you, filling you with powerful emotions-- despair, ecstasy; sometimes loss, sometimes hope; hate, love."; - next; - - mes "Someone else's thoughts pass through your mind..."; - next; - - set @nr, rand(@visions_nr); - mes @visions$[@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; - -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; - -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; - -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; - -L_end: - close; -} diff --git a/npc/012-3_Cave/monsters.txt b/npc/012-3_Cave/monsters.txt deleted file mode 100644 index e6f4cf79..00000000 --- a/npc/012-3_Cave/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/npc/012-3_Cave/warningsigns.txt b/npc/012-3_Cave/warningsigns.txt deleted file mode 100644 index 2bd31346..00000000 --- a/npc/012-3_Cave/warningsigns.txt +++ /dev/null @@ -1,18 +0,0 @@ -//warning signs at pvp entrance! - - -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!"; - mes "That is why other players are able to attack you."; - close; -} - -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; -} diff --git a/npc/012-4/_import.txt b/npc/012-4/_import.txt new file mode 100644 index 00000000..7136ece3 --- /dev/null +++ b/npc/012-4/_import.txt @@ -0,0 +1,6 @@ +// Map 012-4: 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 +npc: npc/012-4/_warps.txt +npc: npc/012-4/pvpflag.txt diff --git a/npc/012-4/_mobs.txt b/npc/012-4/_mobs.txt new file mode 100644 index 00000000..db88e63b --- /dev/null +++ b/npc/012-4/_mobs.txt @@ -0,0 +1,112 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// 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 +012-4.gat,237,48,11,3 monster Moggun 1061,3,100000,30000,Mob012-4::On1061 +012-4.gat,196,38,7,8 monster Moggun 1061,3,100000,30000,Mob012-4::On1061 +012-4.gat,210,35,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 +012-4.gat,241,38,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 +012-4.gat,236,58,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 +012-4.gat,226,72,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 +012-4.gat,209,94,9,4 monster Bat 1017,5,100000,30000,Mob012-4::On1017 +012-4.gat,263,28,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 +012-4.gat,274,47,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 +012-4.gat,266,69,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 +012-4.gat,259,78,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 +012-4.gat,273,79,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 +012-4.gat,267,91,23,14 monster Moggun 1061,10,100000,30000,Mob012-4::On1061 +012-4.gat,209,144,69,53 monster Spider 1012,50,100000,30000,Mob012-4::On1012 +012-4.gat,254,162,18,46 monster Yellow Slime 1007,10,100000,30000,Mob012-4::On1007 +012-4.gat,166,174,17,21 monster Yellow Slime 1007,10,100000,30000,Mob012-4::On1007 +012-4.gat,147,175,17,21 monster Red Slime 1008,20,100000,30000,Mob012-4::On1008 +012-4.gat,131,86,17,21 monster Red Slime 1008,15,100000,30000,Mob012-4::On1008 +012-4.gat,140,130,17,21 monster Yellow Slime 1007,10,100000,30000,Mob012-4::On1007 +012-4.gat,42,128,16,9 monster Yellow Slime 1007,10,100000,30000,Mob012-4::On1007 +012-4.gat,64,61,25,29 monster Spider 1012,20,100000,30000,Mob012-4::On1012 +012-4.gat,69,89,17,21 monster Yellow Slime 1007,10,100000,30000,Mob012-4::On1007 +012-4.gat,33,44,17,33 monster Terranite 1062,3,100000,30000,Mob012-4::On1062 +012-4.gat,64,36,24,17 monster Skeleton 1043,3,100000,30000,Mob012-4::On1043 +012-4.gat,100,115,24,17 monster Skeleton 1043,3,100000,30000,Mob012-4::On1043 +012-4.gat,89,135,17,21 monster Yellow Slime 1007,10,100000,30000,Mob012-4::On1007 +012-4.gat,59,113,14,16 monster Lady Skeleton 1044,3,100000,30000,Mob012-4::On1044 +012-4.gat,41,175,15,13 monster Terranite 1062,3,100000,30000,Mob012-4::On1062 +012-4.gat,119,176,24,17 monster Lady Skeleton 1044,3,100000,30000,Mob012-4::On1044 +012-4.gat,286,180,24,17 monster Lady Skeleton 1044,3,100000,30000,Mob012-4::On1044 +012-4.gat,339,175,24,17 monster Skeleton 1043,3,100000,30000,Mob012-4::On1043 +012-4.gat,390,154,69,53 monster Spider 1012,40,100000,30000,Mob012-4::On1012 +012-4.gat,357,33,19,25 monster Terranite 1062,3,100000,30000,Mob012-4::On1062 +012-4.gat,481,109,19,23 monster Terranite 1062,3,100000,30000,Mob012-4::On1062 +012-4.gat,433,114,24,17 monster Skeleton 1043,3,100000,30000,Mob012-4::On1043 +012-4.gat,477,82,24,17 monster Lady Skeleton 1044,3,100000,30000,Mob012-4::On1044 +012-4.gat,353,105,18,46 monster Yellow Slime 1007,10,100000,30000,Mob012-4::On1007 +012-4.gat,341,137,17,21 monster Red Slime 1008,15,100000,30000,Mob012-4::On1008 +012-4.gat,389,81,32,14 monster Red Slime 1008,20,100000,30000,Mob012-4::On1008 +012-4.gat,409,34,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 +012-4.gat,412,72,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 +012-4.gat,395,62,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 +012-4.gat,313,182,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 +012-4.gat,408,121,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 +012-4.gat,456,99,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 +012-4.gat,132,152,9,4 monster Bat 1017,5,100000,30000,Mob012-4::On1017 +012-4.gat,152,97,9,4 monster Bat 1017,5,100000,30000,Mob012-4::On1017 +012-4.gat,126,64,9,4 monster Bat 1017,5,100000,30000,Mob012-4::On1017 +012-4.gat,81,180,9,4 monster Bat 1017,5,100000,30000,Mob012-4::On1017 +012-4.gat,61,159,9,4 monster Bat 1017,5,100000,30000,Mob012-4::On1017 +012-4.gat,270,157,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 +012-4.gat,269,182,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 +012-4.gat,321,140,17,21 monster Red Slime 1008,20,100000,30000,Mob012-4::On1008 +012-4.gat,450,110,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 +012-4.gat,421,48,10,31 monster Spider 1012,10,100000,30000,Mob012-4::On1012 +012-4.gat,379,40,13,22 monster Spider 1012,10,100000,30000,Mob012-4::On1012 +012-4.gat,124,49,9,24 monster Terranite 1062,1,100000,30000,Mob012-4::On1062 +012-4.gat,80,109,9,4 monster Bat 1017,5,100000,30000,Mob012-4::On1017 +012-4.gat,42,141,20,10 monster Skeleton 1043,3,100000,30000,Mob012-4::On1043 +012-4.gat,41,157,9,19 monster Spider 1012,20,100000,30000,Mob012-4::On1012 +012-4.gat,95,180,9,4 monster Bat 1017,5,100000,30000,Mob012-4::On1017 +012-4.gat,90,179,22,10 monster Spider 1012,20,100000,30000,Mob012-4::On1012 + + +012-4.gat,0,0,0 script Mob012-4 -1,{ +On1007: + set @mobID, 1007; + callfunc "MobPoints"; + break; + +On1008: + set @mobID, 1008; + callfunc "MobPoints"; + break; + +On1012: + set @mobID, 1012; + callfunc "MobPoints"; + break; + +On1017: + set @mobID, 1017; + callfunc "MobPoints"; + break; + +On1043: + set @mobID, 1043; + callfunc "MobPoints"; + break; + +On1044: + set @mobID, 1044; + callfunc "MobPoints"; + break; + +On1061: + set @mobID, 1061; + callfunc "MobPoints"; + break; + +On1062: + set @mobID, 1062; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/012-4/_warps.txt b/npc/012-4/_warps.txt new file mode 100644 index 00000000..8202452f --- /dev/null +++ b/npc/012-4/_warps.txt @@ -0,0 +1,6 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// 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 +012-4.gat,474,187 warp CaveEntrance -1,-1,012-4.gat,363,26 diff --git a/npc/012-4/pvpflag.txt b/npc/012-4/pvpflag.txt new file mode 100644 index 00000000..b796cefa --- /dev/null +++ b/npc/012-4/pvpflag.txt @@ -0,0 +1 @@ +012-4.gat mapflag pvp diff --git a/npc/012-4_Cave/_import.txt b/npc/012-4_Cave/_import.txt deleted file mode 100644 index 9aee72bc..00000000 --- a/npc/012-4_Cave/_import.txt +++ /dev/null @@ -1,5 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 012-4.gat -npc: npc/012-4_Cave/_mobs.txt -npc: npc/012-4_Cave/_warps.txt -npc: npc/012-4_Cave/pvpflag.txt diff --git a/npc/012-4_Cave/_mobs.txt b/npc/012-4_Cave/_mobs.txt deleted file mode 100644 index 48859b7c..00000000 --- a/npc/012-4_Cave/_mobs.txt +++ /dev/null @@ -1,112 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 012-4 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 -012-4.gat,237,48,11,3 monster Moggun 1061,3,100000,30000,Mob012-4::On1061 -012-4.gat,196,38,7,8 monster Moggun 1061,3,100000,30000,Mob012-4::On1061 -012-4.gat,210,35,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 -012-4.gat,241,38,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 -012-4.gat,236,58,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 -012-4.gat,226,72,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 -012-4.gat,209,94,9,4 monster Bat 1017,5,100000,30000,Mob012-4::On1017 -012-4.gat,263,28,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 -012-4.gat,274,47,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 -012-4.gat,266,69,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 -012-4.gat,259,78,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 -012-4.gat,273,79,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 -012-4.gat,267,91,23,14 monster Moggun 1061,10,100000,30000,Mob012-4::On1061 -012-4.gat,209,144,69,53 monster Spider 1012,50,100000,30000,Mob012-4::On1012 -012-4.gat,254,162,18,46 monster Yellow Slime 1007,10,100000,30000,Mob012-4::On1007 -012-4.gat,166,174,17,21 monster Yellow Slime 1007,10,100000,30000,Mob012-4::On1007 -012-4.gat,147,175,17,21 monster Red Slime 1008,20,100000,30000,Mob012-4::On1008 -012-4.gat,131,86,17,21 monster Red Slime 1008,15,100000,30000,Mob012-4::On1008 -012-4.gat,140,130,17,21 monster Yellow Slime 1007,10,100000,30000,Mob012-4::On1007 -012-4.gat,42,128,16,9 monster Yellow Slime 1007,10,100000,30000,Mob012-4::On1007 -012-4.gat,64,61,25,29 monster Spider 1012,20,100000,30000,Mob012-4::On1012 -012-4.gat,69,89,17,21 monster Yellow Slime 1007,10,100000,30000,Mob012-4::On1007 -012-4.gat,33,44,17,33 monster Terranite 1062,3,100000,30000,Mob012-4::On1062 -012-4.gat,64,36,24,17 monster Skeleton 1043,3,100000,30000,Mob012-4::On1043 -012-4.gat,100,115,24,17 monster Skeleton 1043,3,100000,30000,Mob012-4::On1043 -012-4.gat,89,135,17,21 monster Yellow Slime 1007,10,100000,30000,Mob012-4::On1007 -012-4.gat,59,113,14,16 monster Lady Skeleton 1044,3,100000,30000,Mob012-4::On1044 -012-4.gat,41,175,15,13 monster Terranite 1062,3,100000,30000,Mob012-4::On1062 -012-4.gat,119,176,24,17 monster Lady Skeleton 1044,3,100000,30000,Mob012-4::On1044 -012-4.gat,286,180,24,17 monster Lady Skeleton 1044,3,100000,30000,Mob012-4::On1044 -012-4.gat,339,175,24,17 monster Skeleton 1043,3,100000,30000,Mob012-4::On1043 -012-4.gat,390,154,69,53 monster Spider 1012,40,100000,30000,Mob012-4::On1012 -012-4.gat,357,33,19,25 monster Terranite 1062,3,100000,30000,Mob012-4::On1062 -012-4.gat,481,109,19,23 monster Terranite 1062,3,100000,30000,Mob012-4::On1062 -012-4.gat,433,114,24,17 monster Skeleton 1043,3,100000,30000,Mob012-4::On1043 -012-4.gat,477,82,24,17 monster Lady Skeleton 1044,3,100000,30000,Mob012-4::On1044 -012-4.gat,353,105,18,46 monster Yellow Slime 1007,10,100000,30000,Mob012-4::On1007 -012-4.gat,341,137,17,21 monster Red Slime 1008,15,100000,30000,Mob012-4::On1008 -012-4.gat,389,81,32,14 monster Red Slime 1008,20,100000,30000,Mob012-4::On1008 -012-4.gat,409,34,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 -012-4.gat,412,72,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 -012-4.gat,395,62,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 -012-4.gat,313,182,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 -012-4.gat,408,121,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 -012-4.gat,456,99,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 -012-4.gat,132,152,9,4 monster Bat 1017,5,100000,30000,Mob012-4::On1017 -012-4.gat,152,97,9,4 monster Bat 1017,5,100000,30000,Mob012-4::On1017 -012-4.gat,126,64,9,4 monster Bat 1017,5,100000,30000,Mob012-4::On1017 -012-4.gat,81,180,9,4 monster Bat 1017,5,100000,30000,Mob012-4::On1017 -012-4.gat,61,159,9,4 monster Bat 1017,5,100000,30000,Mob012-4::On1017 -012-4.gat,270,157,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 -012-4.gat,269,182,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 -012-4.gat,321,140,17,21 monster Red Slime 1008,20,100000,30000,Mob012-4::On1008 -012-4.gat,450,110,7,8 monster Bat 1017,5,100000,30000,Mob012-4::On1017 -012-4.gat,421,48,10,31 monster Spider 1012,10,100000,30000,Mob012-4::On1012 -012-4.gat,379,40,13,22 monster Spider 1012,10,100000,30000,Mob012-4::On1012 -012-4.gat,124,49,9,24 monster Terranite 1062,1,100000,30000,Mob012-4::On1062 -012-4.gat,80,109,9,4 monster Bat 1017,5,100000,30000,Mob012-4::On1017 -012-4.gat,42,141,20,10 monster Skeleton 1043,3,100000,30000,Mob012-4::On1043 -012-4.gat,41,157,9,19 monster Spider 1012,20,100000,30000,Mob012-4::On1012 -012-4.gat,95,180,9,4 monster Bat 1017,5,100000,30000,Mob012-4::On1017 -012-4.gat,90,179,22,10 monster Spider 1012,20,100000,30000,Mob012-4::On1012 - - -012-4.gat,0,0,0 script Mob012-4 -1,{ -On1007: - set @mobID, 1007; - callfunc "MobPoints"; - break; - -On1008: - set @mobID, 1008; - callfunc "MobPoints"; - break; - -On1012: - set @mobID, 1012; - callfunc "MobPoints"; - break; - -On1017: - set @mobID, 1017; - callfunc "MobPoints"; - break; - -On1043: - set @mobID, 1043; - callfunc "MobPoints"; - break; - -On1044: - set @mobID, 1044; - callfunc "MobPoints"; - break; - -On1061: - set @mobID, 1061; - callfunc "MobPoints"; - break; - -On1062: - set @mobID, 1062; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/012-4_Cave/_warps.txt b/npc/012-4_Cave/_warps.txt deleted file mode 100644 index 1ee15ac7..00000000 --- a/npc/012-4_Cave/_warps.txt +++ /dev/null @@ -1,6 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 012-4 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 -012-4.gat,474,187 warp CaveEntrance -1,-1,012-4.gat,363,26 diff --git a/npc/012-4_Cave/pvpflag.txt b/npc/012-4_Cave/pvpflag.txt deleted file mode 100644 index b796cefa..00000000 --- a/npc/012-4_Cave/pvpflag.txt +++ /dev/null @@ -1 +0,0 @@ -012-4.gat mapflag pvp diff --git a/npc/013-1/_import.txt b/npc/013-1/_import.txt new file mode 100644 index 00000000..62a26f85 --- /dev/null +++ b/npc/013-1/_import.txt @@ -0,0 +1,6 @@ +// 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 +npc: npc/013-1/_warps.txt +npc: npc/013-1/sagatha.txt diff --git a/npc/013-1/_mobs.txt b/npc/013-1/_mobs.txt new file mode 100644 index 00000000..018cbda6 --- /dev/null +++ b/npc/013-1/_mobs.txt @@ -0,0 +1,78 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// 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 +013-1.gat,0,0,0,0 monster Mouboo 1028,5,0,100,Mob013-1::On1028 +013-1.gat,0,0,0,0 monster Mauve 1029,1,270,180,Mob013-1::On1029 +013-1.gat,0,0,0,0 monster Mauve 1029,4,2700000,1800000,Mob013-1::On1029 +013-1.gat,0,0,0,0 monster Cobalt 1030,1,270,180,Mob013-1::On1030 +013-1.gat,0,0,0,0 monster Cobalt 1030,2,2700000,1800000,Mob013-1::On1030 +013-1.gat,0,0,0,0 monster Gamboge 1031,1,270,180,Mob013-1::On1031 +013-1.gat,0,0,0,0 monster Gamboge 1031,2,2700000,1800000,Mob013-1::On1031 +013-1.gat,0,0,0,0 monster Alizarin 1032,1,270,180,Mob013-1::On1032 +013-1.gat,0,0,0,0 monster Alizarin 1032,2,2700000,1800000,Mob013-1::On1032 +013-1.gat,0,0,0,0 monster SilkWorm 1035,4,60000,30000,Mob013-1::On1035 +013-1.gat,0,0,0,0 monster Clover 1037,2,0,1000,Mob013-1::On1037 +013-1.gat,0,0,0,0 monster Squirrel 1038,25,30,20,Mob013-1::On1038 +013-1.gat,0,0,0,0 monster Butterfly 1055,10,30,20,Mob013-1::On1055 + + +013-1.gat,0,0,0 script Mob013-1 -1,{ +On1014: + set @mobID, 1014; + callfunc "MobPoints"; + break; + +On1019: + set @mobID, 1019; + callfunc "MobPoints"; + break; + +On1028: + set @mobID, 1028; + callfunc "MobPoints"; + break; + +On1029: + set @mobID, 1029; + callfunc "MobPoints"; + break; + +On1030: + set @mobID, 1030; + callfunc "MobPoints"; + break; + +On1031: + set @mobID, 1031; + callfunc "MobPoints"; + break; + +On1032: + set @mobID, 1032; + callfunc "MobPoints"; + break; + +On1035: + set @mobID, 1035; + callfunc "MobPoints"; + break; + +On1037: + set @mobID, 1037; + callfunc "MobPoints"; + break; + +On1038: + set @mobID, 1038; + callfunc "MobPoints"; + break; + +On1055: + set @mobID, 1055; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/013-1/_warps.txt b/npc/013-1/_warps.txt new file mode 100644 index 00000000..f82b948f --- /dev/null +++ b/npc/013-1/_warps.txt @@ -0,0 +1,7 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// 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 +013-1.gat,45,21 warp ToWoodland 1,-1,017-1.gat,46,104 +013-1.gat,42,90 warp toHouse -1,-1,013-2.gat,63,41 diff --git a/npc/013-1/sagatha.txt b/npc/013-1/sagatha.txt new file mode 100644 index 00000000..84df4fe6 --- /dev/null +++ b/npc/013-1/sagatha.txt @@ -0,0 +1,448 @@ +// 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; + + set @unhappiness, @unhappiness - @value; + goto L_write; + +L_zero: + set @unhappiness, 0; + +L_write: + 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; + + set @unhappiness, @unhappiness + @value; + goto L_write; + +L_max: + set @unhappiness, 15; + +L_write: + 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) + goto L_next; + 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; +} + +//---------------------------------------- +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 @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; + + 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; + +L_intro_name: + 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; + +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; + +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; + +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; + +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; + +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; + + +L_teach_initial_nogood: + 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; + +L_explain_magic: + 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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +L_teach_noexp: + 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; + + 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; + +L_Q_old_wizard: + 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; + +L_Q_elanore: + 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; + +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; + +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; + +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; + +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; + +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; + +L_close: + close; + +S_up_astral: + 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; + +S_update_var: + set QUEST_MAGIC, + (QUEST_MAGIC & ~(@Q_MASK) + | (@Q_status << @Q_SHIFT)); + return; +} diff --git a/npc/013-1_Woodland_hills/_import.txt b/npc/013-1_Woodland_hills/_import.txt deleted file mode 100644 index 580f0669..00000000 --- a/npc/013-1_Woodland_hills/_import.txt +++ /dev/null @@ -1,5 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 013-1.gat -npc: npc/013-1_Woodland_hills/_mobs.txt -npc: npc/013-1_Woodland_hills/_warps.txt -npc: npc/013-1_Woodland_hills/sagatha.txt diff --git a/npc/013-1_Woodland_hills/_mobs.txt b/npc/013-1_Woodland_hills/_mobs.txt deleted file mode 100644 index a3a4c2e1..00000000 --- a/npc/013-1_Woodland_hills/_mobs.txt +++ /dev/null @@ -1,78 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 013-1 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 -013-1.gat,0,0,0,0 monster Mouboo 1028,5,0,100,Mob013-1::On1028 -013-1.gat,0,0,0,0 monster Mauve 1029,1,270,180,Mob013-1::On1029 -013-1.gat,0,0,0,0 monster Mauve 1029,4,2700000,1800000,Mob013-1::On1029 -013-1.gat,0,0,0,0 monster Cobalt 1030,1,270,180,Mob013-1::On1030 -013-1.gat,0,0,0,0 monster Cobalt 1030,2,2700000,1800000,Mob013-1::On1030 -013-1.gat,0,0,0,0 monster Gamboge 1031,1,270,180,Mob013-1::On1031 -013-1.gat,0,0,0,0 monster Gamboge 1031,2,2700000,1800000,Mob013-1::On1031 -013-1.gat,0,0,0,0 monster Alizarin 1032,1,270,180,Mob013-1::On1032 -013-1.gat,0,0,0,0 monster Alizarin 1032,2,2700000,1800000,Mob013-1::On1032 -013-1.gat,0,0,0,0 monster SilkWorm 1035,4,60000,30000,Mob013-1::On1035 -013-1.gat,0,0,0,0 monster Clover 1037,2,0,1000,Mob013-1::On1037 -013-1.gat,0,0,0,0 monster Squirrel 1038,25,30,20,Mob013-1::On1038 -013-1.gat,0,0,0,0 monster Butterfly 1055,10,30,20,Mob013-1::On1055 - - -013-1.gat,0,0,0 script Mob013-1 -1,{ -On1014: - set @mobID, 1014; - callfunc "MobPoints"; - break; - -On1019: - set @mobID, 1019; - callfunc "MobPoints"; - break; - -On1028: - set @mobID, 1028; - callfunc "MobPoints"; - break; - -On1029: - set @mobID, 1029; - callfunc "MobPoints"; - break; - -On1030: - set @mobID, 1030; - callfunc "MobPoints"; - break; - -On1031: - set @mobID, 1031; - callfunc "MobPoints"; - break; - -On1032: - set @mobID, 1032; - callfunc "MobPoints"; - break; - -On1035: - set @mobID, 1035; - callfunc "MobPoints"; - break; - -On1037: - set @mobID, 1037; - callfunc "MobPoints"; - break; - -On1038: - set @mobID, 1038; - callfunc "MobPoints"; - break; - -On1055: - set @mobID, 1055; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/013-1_Woodland_hills/_warps.txt b/npc/013-1_Woodland_hills/_warps.txt deleted file mode 100644 index 52cd8547..00000000 --- a/npc/013-1_Woodland_hills/_warps.txt +++ /dev/null @@ -1,7 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 013-1 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 -013-1.gat,45,21 warp ToWoodland 1,-1,017-1.gat,46,104 -013-1.gat,42,90 warp toHouse -1,-1,013-2.gat,63,41 diff --git a/npc/013-1_Woodland_hills/sagatha.txt b/npc/013-1_Woodland_hills/sagatha.txt deleted file mode 100644 index 84df4fe6..00000000 --- a/npc/013-1_Woodland_hills/sagatha.txt +++ /dev/null @@ -1,448 +0,0 @@ -// 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; - - set @unhappiness, @unhappiness - @value; - goto L_write; - -L_zero: - set @unhappiness, 0; - -L_write: - 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; - - set @unhappiness, @unhappiness + @value; - goto L_write; - -L_max: - set @unhappiness, 15; - -L_write: - 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) - goto L_next; - 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; -} - -//---------------------------------------- -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 @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; - - 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; - -L_intro_name: - 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; - -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; - -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; - -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; - -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; - -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; - - -L_teach_initial_nogood: - 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; - -L_explain_magic: - 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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -L_teach_noexp: - 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; - - 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; - -L_Q_old_wizard: - 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; - -L_Q_elanore: - 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; - -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; - -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; - -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; - -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; - -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; - -L_close: - close; - -S_up_astral: - 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; - -S_update_var: - set QUEST_MAGIC, - (QUEST_MAGIC & ~(@Q_MASK) - | (@Q_status << @Q_SHIFT)); - return; -} diff --git a/npc/013-2/_import.txt b/npc/013-2/_import.txt new file mode 100644 index 00000000..1ed37515 --- /dev/null +++ b/npc/013-2/_import.txt @@ -0,0 +1,8 @@ +// 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 +npc: npc/013-2/_warps.txt +npc: npc/013-2/apprentice.txt +npc: npc/013-2/notes.txt +npc: npc/013-2/wizard.txt diff --git a/npc/013-2/_mobs.txt b/npc/013-2/_mobs.txt new file mode 100644 index 00000000..8bc43cdb --- /dev/null +++ b/npc/013-2/_mobs.txt @@ -0,0 +1,8 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Magic house mobs + + + +013-2.gat,0,0,0 script Mob013-2 -1,{ + end; +} diff --git a/npc/013-2/_warps.txt b/npc/013-2/_warps.txt new file mode 100644 index 00000000..b713ac0d --- /dev/null +++ b/npc/013-2/_warps.txt @@ -0,0 +1,6 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// 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 +013-2.gat,21,42 warp toRoom -1,-1,013-2.gat,67,37 diff --git a/npc/013-2/apprentice.txt b/npc/013-2/apprentice.txt new file mode 100644 index 00000000..830b5171 --- /dev/null +++ b/npc/013-2/apprentice.txt @@ -0,0 +1,93 @@ +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", -; + +L_No: + 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; + +L_Beer: + 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; + +L_Beer_no: + 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; + +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; + +L_Milk_no: + 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; + +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; + +L_TooMany: + mes "[Fabius]"; + mes "\"You don't have room for it.\""; + close; +} diff --git a/npc/013-2/notes.txt b/npc/013-2/notes.txt new file mode 100644 index 00000000..f45b2554 --- /dev/null +++ b/npc/013-2/notes.txt @@ -0,0 +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,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,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(6); + set @color,rand(9); + setlook 1,@style+1; + setlook 6,@color; + 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; +} + +// 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; + +// 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(1) - 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; +} + +// 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; +} + +// 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; +} + +// 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; +} + +// 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; +} diff --git a/npc/013-2/wizard.txt b/npc/013-2/wizard.txt new file mode 100644 index 00000000..927ddfc4 --- /dev/null +++ b/npc/013-2/wizard.txt @@ -0,0 +1,130 @@ +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; + +shutup: + 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; +nothx: + 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; + + // 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.\""; + 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; + +L_NotEnough: + 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; +} + diff --git a/npc/013-2_Magic_house/_import.txt b/npc/013-2_Magic_house/_import.txt deleted file mode 100644 index d4b34905..00000000 --- a/npc/013-2_Magic_house/_import.txt +++ /dev/null @@ -1,7 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 013-2.gat -npc: npc/013-2_Magic_house/_mobs.txt -npc: npc/013-2_Magic_house/_warps.txt -npc: npc/013-2_Magic_house/apprentice.txt -npc: npc/013-2_Magic_house/notes.txt -npc: npc/013-2_Magic_house/wizard.txt diff --git a/npc/013-2_Magic_house/_mobs.txt b/npc/013-2_Magic_house/_mobs.txt deleted file mode 100644 index ef17f929..00000000 --- a/npc/013-2_Magic_house/_mobs.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 013-2 Magic house mobs - - - -013-2.gat,0,0,0 script Mob013-2 -1,{ - end; -} diff --git a/npc/013-2_Magic_house/_warps.txt b/npc/013-2_Magic_house/_warps.txt deleted file mode 100644 index 22654434..00000000 --- a/npc/013-2_Magic_house/_warps.txt +++ /dev/null @@ -1,6 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 013-2 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 -013-2.gat,21,42 warp toRoom -1,-1,013-2.gat,67,37 diff --git a/npc/013-2_Magic_house/apprentice.txt b/npc/013-2_Magic_house/apprentice.txt deleted file mode 100644 index 830b5171..00000000 --- a/npc/013-2_Magic_house/apprentice.txt +++ /dev/null @@ -1,93 +0,0 @@ -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", -; - -L_No: - 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; - -L_Beer: - 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; - -L_Beer_no: - 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; - -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; - -L_Milk_no: - 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; - -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; - -L_TooMany: - mes "[Fabius]"; - mes "\"You don't have room for it.\""; - close; -} diff --git a/npc/013-2_Magic_house/notes.txt b/npc/013-2_Magic_house/notes.txt deleted file mode 100644 index f45b2554..00000000 --- a/npc/013-2_Magic_house/notes.txt +++ /dev/null @@ -1,113 +0,0 @@ -// - -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,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(6); - set @color,rand(9); - setlook 1,@style+1; - setlook 6,@color; - 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; -} - -// 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; - -// 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(1) - 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; -} - -// 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; -} - -// 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; -} - -// 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; -} - -// 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; -} diff --git a/npc/013-2_Magic_house/wizard.txt b/npc/013-2_Magic_house/wizard.txt deleted file mode 100644 index 927ddfc4..00000000 --- a/npc/013-2_Magic_house/wizard.txt +++ /dev/null @@ -1,130 +0,0 @@ -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; - -shutup: - 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; -nothx: - 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; - - // 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.\""; - 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; - -L_NotEnough: - 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; -} - diff --git a/npc/013-3/_import.txt b/npc/013-3/_import.txt new file mode 100644 index 00000000..8be025b3 --- /dev/null +++ b/npc/013-3/_import.txt @@ -0,0 +1,9 @@ +// Map 013-3: Cave +// 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 +npc: npc/013-3/_warps.txt +npc: npc/013-3/barrier.txt +npc: npc/013-3/mask_chest.txt +npc: npc/013-3/misc.txt +npc: npc/013-3/sword_chest.txt diff --git a/npc/013-3/_mobs.txt b/npc/013-3/_mobs.txt new file mode 100644 index 00000000..bb36f0c7 --- /dev/null +++ b/npc/013-3/_mobs.txt @@ -0,0 +1,102 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Cave 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 +013-3.gat,81,22,2,2 monster Poison Skull 1024,1,120000,60000,Mob013-3::On1024 +013-3.gat,109,31,6,22 monster Black Scorpion 1009,20,50000,25000,Mob013-3::On1009 +013-3.gat,119,84,27,38 monster Spider 1012,20,120000,40000,Mob013-3::On1012 +013-3.gat,176,23,5,6 monster Spider 1012,10,100000,40000,Mob013-3::On1012 +013-3.gat,82,75,2,2 monster Fire skull 1023,1,180000,60000,Mob013-3::On1023 +013-3.gat,142,37,2,2 monster Poison skull 1024,1,180000,60000,Mob013-3::On1024 +013-3.gat,79,134,21,16 monster Black Scorpion 1009,5,80000,40000,Mob013-3::On1009 +013-3.gat,71,169,38,17 monster Black Scorpion 1009,5,80000,40000,Mob013-3::On1009 +013-3.gat,64,85,9,21 monster Black scorpion 1009,10,80000,40000,Mob013-3::On1009 +013-3.gat,81,92,3,20 monster Black scorpion 1009,10,80000,40000,Mob013-3::On1009 +013-3.gat,162,84,33,37 monster Snake 1010,30,120000,50000,Mob013-3::On1010 +013-3.gat,162,85,33,37 monster Spider 1012,30,120000,50000,Mob013-3::On1012 +013-3.gat,172,77,18,25 monster Black scorpion 1009,15,120000,50000,Mob013-3::On1009 +013-3.gat,145,36,20,15 monster Red slime 1008,25,80000,40000,Mob013-3::On1008 +013-3.gat,167,37,23,11 monster Snake 1010,20,120000,40000,Mob013-3::On1010 +013-3.gat,165,25,16,11 monster Black scorpion 1009,15,120000,40000,Mob013-3::On1009 +013-3.gat,71,39,2,3 monster Snake 1010,2,40000,20000,Mob013-3::On1010 +013-3.gat,159,102,3,5 monster Yellow slime 1007,2,80000,40000,Mob013-3::On1007 +013-3.gat,67,22,2,2 monster Maggot 1002,2,40000,20000,Mob013-3::On1002 +013-3.gat,75,22,2,2 monster Maggot 1002,2,40000,20000,Mob013-3::On1002 +013-3.gat,76,39,7,4 monster Black scorpion 1009,8,40000,20000,Mob013-3::On1009 +013-3.gat,65,39,7,4 monster Red slime 1008,8,40000,20000,Mob013-3::On1008 +013-3.gat,62,33,2,1 monster Poison Skull 1024,1,120000,60000,Mob013-3::On1024 +013-3.gat,80,33,2,1 monster Fire Skull 1023,1,120000,60000,Mob013-3::On1023 +013-3.gat,75,46,2,1 monster Poison Skull 1024,1,120000,60000,Mob013-3::On1024 +013-3.gat,67,46,2,1 monster Fire Skull 1023,1,120000,60000,Mob013-3::On1023 +013-3.gat,149,145,7,26 monster Silkworm 2037,10,20000,5000,Mob013-3::On2037 +013-3.gat,117,157,6,14 monster CaveSnake 2023,3,30000,10000,Mob013-3::On2023 +013-3.gat,150,129,17,4 monster CaveSnake 2023,3,30000,10000,Mob013-3::On2023 +013-3.gat,162,138,5,5 monster CaveSnake 2023,3,30000,10000,Mob013-3::On2023 +013-3.gat,138,174,15,8 monster CaveSnake 2023,3,30000,10000,Mob013-3::On2023 +013-3.gat,146,151,62,54 monster Bat 2019,20,15000,5000,Mob013-3::On2019 + + +013-3.gat,0,0,0 script Mob013-3 -1,{ +On1002: + set @mobID, 1002; + callfunc "MobPoints"; + break; + +On1007: + set @mobID, 1007; + callfunc "MobPoints"; + break; + +On1008: + set @mobID, 1008; + callfunc "MobPoints"; + break; + +On1009: + set @mobID, 1009; + callfunc "MobPoints"; + break; + +On1010: + set @mobID, 1010; + callfunc "MobPoints"; + break; + +On1012: + set @mobID, 1012; + callfunc "MobPoints"; + break; + +On1021: + set @mobID, 1021; + callfunc "MobPoints"; + break; + +On1023: + set @mobID, 1023; + callfunc "MobPoints"; + break; + +On1024: + set @mobID, 1024; + callfunc "MobPoints"; + break; + +On2019: + set @mobID, 2019; + callfunc "MobPoints"; + break; + +On2023: + set @mobID, 2023; + callfunc "MobPoints"; + break; + +On2037: + set @mobID, 2037; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/013-3/_warps.txt b/npc/013-3/_warps.txt new file mode 100644 index 00000000..373be260 --- /dev/null +++ b/npc/013-3/_warps.txt @@ -0,0 +1,39 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Cave 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 +013-3.gat,36,96 warp toCave -1,-1,013-3.gat,79,126 +013-3.gat,79,125 warp toCave -1,-1,013-3.gat,35,96 +013-3.gat,22,115 warp toOutside -1,-1,018-1.gat,115,41 +013-3.gat,139,45 warp toOutside -1,-1,018-1.gat,127,37 +013-3.gat,61,179 warp toOutside -1,-1,018-1.gat,134,46 +013-3.gat,69,143 warp toCave -1,-1,018-3.gat,50,89 +013-3.gat,81,103 warp toOutside -1,-1,018-1.gat,147,41 +013-3.gat,177,91 warp toOutside -1,-1,018-1.gat,177,21 +013-3.gat,178,44 warp toCave -1,-1,018-3.gat,97,70 +013-3.gat,169,45 warp toCave -1,-1,018-3.gat,27,55 +013-3.gat,152,28 warp toCave -1,-1,018-3.gat,134,60 +013-3.gat,123,104 warp toCave -1,-1,018-3.gat,172,22 +013-3.gat,147,104 warp toCave -1,-1,018-3.gat,177,22 +013-3.gat,158,66 warp toCave -1,-1,018-3.gat,27,90 +013-3.gat,75,51 warp toCave -1,-1,013-3.gat,109,65 +013-3.gat,109,64 warp toCave -1,-1,013-3.gat,75,50 +013-3.gat,67,51 warp toCave -1,-1,018-3.gat,90,51 +013-3.gat,71,20 warp toCave -1,-1,013-3.gat,28,39 +013-3.gat,28,39 warp toCave -1,-1,013-3.gat,71,21 +013-3.gat,71,42 warp toCave -1,-1,013-3.gat,109,21 +013-3.gat,109,20 warp toCave -1,-1,013-3.gat,71,41 +013-3.gat,111,42 warp toCave -1,-1,018-3.gat,71,123 +013-3.gat,62,100 warp toCave -1,-1,018-3.gat,174,86 +013-3.gat,68,97 warp toCave -1,-1,018-3.gat,102,70 +013-3.gat,160,102 warp toCave -1,-1,009-3.gat,117,20 +013-3.gat,141,146 warp toLowerEntrance -1,-1,017-1.gat,76,32 +013-3.gat,173,127 warp toOutsideUpper -1,-1,017-1.gat,98,21 +013-3.gat,162,170 warp toOutsideClovers -1,-1,017-1.gat,97,30 +013-3.gat,153,126 warp toCave02 -1,-1,013-3.gat,119,147 +013-3.gat,119,149 warp toCave01 -1,-1,013-3.gat,153,127 +013-3.gat,159,152 warp toCave03 -1,-1,013-3.gat,148,161 +013-3.gat,148,160 warp toCave04 -1,-1,013-3.gat,159,151 +013-3.gat,122,170 warp toCave_05 0,-1,013-3.gat,171,175 +013-3.gat,172,177 warp toCave_06 1,-1,013-3.gat,121,168 diff --git a/npc/013-3/barrier.txt b/npc/013-3/barrier.txt new file mode 100644 index 00000000..0ec3f86a --- /dev/null +++ b/npc/013-3/barrier.txt @@ -0,0 +1,19 @@ +// + +//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; + + mes "A barrier around the opening pushes you back as you approach."; + + 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; +} diff --git a/npc/013-3/mask_chest.txt b/npc/013-3/mask_chest.txt new file mode 100644 index 00000000..fb72f54c --- /dev/null +++ b/npc/013-3/mask_chest.txt @@ -0,0 +1,176 @@ +// + +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; + +L_No_mushroom: + 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; + +L_No_pearl: + 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; + +L_No_raw_log: + mes "You don't have any wood."; + close; + +L_No_pink_antenna: + mes "You aren't carrying any antenna."; + close; + +L_No_tongues: + mes "You don't have four different snake tongues."; + close; + +L_No_treasure_key: + mes "No treasure chest key, no opening ritual."; + close; + +L_No_ash: + mes "You still need a pile of ash."; + close; + +L_No_herbs: + 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; + +L_No_lamp: + 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; + +L_No_stingers: + 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; + +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; + +L_No_dark_crystal: + mes "A piece of darkness is missing."; + close; + +L_No_water: + 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; + +L_Finished: + 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; +} diff --git a/npc/013-3/misc.txt b/npc/013-3/misc.txt new file mode 100644 index 00000000..8f7da034 --- /dev/null +++ b/npc/013-3/misc.txt @@ -0,0 +1,6 @@ +// + +013-3.gat,127,68,0 script Chest 111,{ + mes "You can't see any way to open this chest."; + close; +} diff --git a/npc/013-3/sword_chest.txt b/npc/013-3/sword_chest.txt new file mode 100644 index 00000000..5d2c97b7 --- /dev/null +++ b/npc/013-3/sword_chest.txt @@ -0,0 +1,38 @@ +// + +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; + +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; + +L_Not_Enough: + mes "It seems that this is not the right key..."; + close; + +L_Finished: + 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; +} diff --git a/npc/013-3_Cave/_import.txt b/npc/013-3_Cave/_import.txt deleted file mode 100644 index 207e2694..00000000 --- a/npc/013-3_Cave/_import.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 013-3.gat -npc: npc/013-3_Cave/_mobs.txt -npc: npc/013-3_Cave/_warps.txt -npc: npc/013-3_Cave/barrier.txt -npc: npc/013-3_Cave/mask_chest.txt -npc: npc/013-3_Cave/misc.txt -npc: npc/013-3_Cave/sword_chest.txt diff --git a/npc/013-3_Cave/_mobs.txt b/npc/013-3_Cave/_mobs.txt deleted file mode 100644 index fb2d7595..00000000 --- a/npc/013-3_Cave/_mobs.txt +++ /dev/null @@ -1,102 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 013-3 Cave 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 -013-3.gat,81,22,2,2 monster Poison Skull 1024,1,120000,60000,Mob013-3::On1024 -013-3.gat,109,31,6,22 monster Black Scorpion 1009,20,50000,25000,Mob013-3::On1009 -013-3.gat,119,84,27,38 monster Spider 1012,20,120000,40000,Mob013-3::On1012 -013-3.gat,176,23,5,6 monster Spider 1012,10,100000,40000,Mob013-3::On1012 -013-3.gat,82,75,2,2 monster Fire skull 1023,1,180000,60000,Mob013-3::On1023 -013-3.gat,142,37,2,2 monster Poison skull 1024,1,180000,60000,Mob013-3::On1024 -013-3.gat,79,134,21,16 monster Black Scorpion 1009,5,80000,40000,Mob013-3::On1009 -013-3.gat,71,169,38,17 monster Black Scorpion 1009,5,80000,40000,Mob013-3::On1009 -013-3.gat,64,85,9,21 monster Black scorpion 1009,10,80000,40000,Mob013-3::On1009 -013-3.gat,81,92,3,20 monster Black scorpion 1009,10,80000,40000,Mob013-3::On1009 -013-3.gat,162,84,33,37 monster Snake 1010,30,120000,50000,Mob013-3::On1010 -013-3.gat,162,85,33,37 monster Spider 1012,30,120000,50000,Mob013-3::On1012 -013-3.gat,172,77,18,25 monster Black scorpion 1009,15,120000,50000,Mob013-3::On1009 -013-3.gat,145,36,20,15 monster Red slime 1008,25,80000,40000,Mob013-3::On1008 -013-3.gat,167,37,23,11 monster Snake 1010,20,120000,40000,Mob013-3::On1010 -013-3.gat,165,25,16,11 monster Black scorpion 1009,15,120000,40000,Mob013-3::On1009 -013-3.gat,71,39,2,3 monster Snake 1010,2,40000,20000,Mob013-3::On1010 -013-3.gat,159,102,3,5 monster Yellow slime 1007,2,80000,40000,Mob013-3::On1007 -013-3.gat,67,22,2,2 monster Maggot 1002,2,40000,20000,Mob013-3::On1002 -013-3.gat,75,22,2,2 monster Maggot 1002,2,40000,20000,Mob013-3::On1002 -013-3.gat,76,39,7,4 monster Black scorpion 1009,8,40000,20000,Mob013-3::On1009 -013-3.gat,65,39,7,4 monster Red slime 1008,8,40000,20000,Mob013-3::On1008 -013-3.gat,62,33,2,1 monster Poison Skull 1024,1,120000,60000,Mob013-3::On1024 -013-3.gat,80,33,2,1 monster Fire Skull 1023,1,120000,60000,Mob013-3::On1023 -013-3.gat,75,46,2,1 monster Poison Skull 1024,1,120000,60000,Mob013-3::On1024 -013-3.gat,67,46,2,1 monster Fire Skull 1023,1,120000,60000,Mob013-3::On1023 -013-3.gat,149,145,7,26 monster Silkworm 2037,10,20000,5000,Mob013-3::On2037 -013-3.gat,117,157,6,14 monster CaveSnake 2023,3,30000,10000,Mob013-3::On2023 -013-3.gat,150,129,17,4 monster CaveSnake 2023,3,30000,10000,Mob013-3::On2023 -013-3.gat,162,138,5,5 monster CaveSnake 2023,3,30000,10000,Mob013-3::On2023 -013-3.gat,138,174,15,8 monster CaveSnake 2023,3,30000,10000,Mob013-3::On2023 -013-3.gat,146,151,62,54 monster Bat 2019,20,15000,5000,Mob013-3::On2019 - - -013-3.gat,0,0,0 script Mob013-3 -1,{ -On1002: - set @mobID, 1002; - callfunc "MobPoints"; - break; - -On1007: - set @mobID, 1007; - callfunc "MobPoints"; - break; - -On1008: - set @mobID, 1008; - callfunc "MobPoints"; - break; - -On1009: - set @mobID, 1009; - callfunc "MobPoints"; - break; - -On1010: - set @mobID, 1010; - callfunc "MobPoints"; - break; - -On1012: - set @mobID, 1012; - callfunc "MobPoints"; - break; - -On1021: - set @mobID, 1021; - callfunc "MobPoints"; - break; - -On1023: - set @mobID, 1023; - callfunc "MobPoints"; - break; - -On1024: - set @mobID, 1024; - callfunc "MobPoints"; - break; - -On2019: - set @mobID, 2019; - callfunc "MobPoints"; - break; - -On2023: - set @mobID, 2023; - callfunc "MobPoints"; - break; - -On2037: - set @mobID, 2037; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/013-3_Cave/_warps.txt b/npc/013-3_Cave/_warps.txt deleted file mode 100644 index d7d6e75c..00000000 --- a/npc/013-3_Cave/_warps.txt +++ /dev/null @@ -1,39 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 013-3 Cave 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 -013-3.gat,36,96 warp toCave -1,-1,013-3.gat,79,126 -013-3.gat,79,125 warp toCave -1,-1,013-3.gat,35,96 -013-3.gat,22,115 warp toOutside -1,-1,018-1.gat,115,41 -013-3.gat,139,45 warp toOutside -1,-1,018-1.gat,127,37 -013-3.gat,61,179 warp toOutside -1,-1,018-1.gat,134,46 -013-3.gat,69,143 warp toCave -1,-1,018-3.gat,50,89 -013-3.gat,81,103 warp toOutside -1,-1,018-1.gat,147,41 -013-3.gat,177,91 warp toOutside -1,-1,018-1.gat,177,21 -013-3.gat,178,44 warp toCave -1,-1,018-3.gat,97,70 -013-3.gat,169,45 warp toCave -1,-1,018-3.gat,27,55 -013-3.gat,152,28 warp toCave -1,-1,018-3.gat,134,60 -013-3.gat,123,104 warp toCave -1,-1,018-3.gat,172,22 -013-3.gat,147,104 warp toCave -1,-1,018-3.gat,177,22 -013-3.gat,158,66 warp toCave -1,-1,018-3.gat,27,90 -013-3.gat,75,51 warp toCave -1,-1,013-3.gat,109,65 -013-3.gat,109,64 warp toCave -1,-1,013-3.gat,75,50 -013-3.gat,67,51 warp toCave -1,-1,018-3.gat,90,51 -013-3.gat,71,20 warp toCave -1,-1,013-3.gat,28,39 -013-3.gat,28,39 warp toCave -1,-1,013-3.gat,71,21 -013-3.gat,71,42 warp toCave -1,-1,013-3.gat,109,21 -013-3.gat,109,20 warp toCave -1,-1,013-3.gat,71,41 -013-3.gat,111,42 warp toCave -1,-1,018-3.gat,71,123 -013-3.gat,62,100 warp toCave -1,-1,018-3.gat,174,86 -013-3.gat,68,97 warp toCave -1,-1,018-3.gat,102,70 -013-3.gat,160,102 warp toCave -1,-1,009-3.gat,117,20 -013-3.gat,141,146 warp toLowerEntrance -1,-1,017-1.gat,76,32 -013-3.gat,173,127 warp toOutsideUpper -1,-1,017-1.gat,98,21 -013-3.gat,162,170 warp toOutsideClovers -1,-1,017-1.gat,97,30 -013-3.gat,153,126 warp toCave02 -1,-1,013-3.gat,119,147 -013-3.gat,119,149 warp toCave01 -1,-1,013-3.gat,153,127 -013-3.gat,159,152 warp toCave03 -1,-1,013-3.gat,148,161 -013-3.gat,148,160 warp toCave04 -1,-1,013-3.gat,159,151 -013-3.gat,122,170 warp toCave_05 0,-1,013-3.gat,171,175 -013-3.gat,172,177 warp toCave_06 1,-1,013-3.gat,121,168 diff --git a/npc/013-3_Cave/barrier.txt b/npc/013-3_Cave/barrier.txt deleted file mode 100644 index 0ec3f86a..00000000 --- a/npc/013-3_Cave/barrier.txt +++ /dev/null @@ -1,19 +0,0 @@ -// - -//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; - - mes "A barrier around the opening pushes you back as you approach."; - - 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; -} diff --git a/npc/013-3_Cave/mask_chest.txt b/npc/013-3_Cave/mask_chest.txt deleted file mode 100644 index fb72f54c..00000000 --- a/npc/013-3_Cave/mask_chest.txt +++ /dev/null @@ -1,176 +0,0 @@ -// - -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; - -L_No_mushroom: - 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; - -L_No_pearl: - 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; - -L_No_raw_log: - mes "You don't have any wood."; - close; - -L_No_pink_antenna: - mes "You aren't carrying any antenna."; - close; - -L_No_tongues: - mes "You don't have four different snake tongues."; - close; - -L_No_treasure_key: - mes "No treasure chest key, no opening ritual."; - close; - -L_No_ash: - mes "You still need a pile of ash."; - close; - -L_No_herbs: - 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; - -L_No_lamp: - 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; - -L_No_stingers: - 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; - -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; - -L_No_dark_crystal: - mes "A piece of darkness is missing."; - close; - -L_No_water: - 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; - -L_Finished: - 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; -} diff --git a/npc/013-3_Cave/misc.txt b/npc/013-3_Cave/misc.txt deleted file mode 100644 index 8f7da034..00000000 --- a/npc/013-3_Cave/misc.txt +++ /dev/null @@ -1,6 +0,0 @@ -// - -013-3.gat,127,68,0 script Chest 111,{ - mes "You can't see any way to open this chest."; - close; -} diff --git a/npc/013-3_Cave/sword_chest.txt b/npc/013-3_Cave/sword_chest.txt deleted file mode 100644 index 5d2c97b7..00000000 --- a/npc/013-3_Cave/sword_chest.txt +++ /dev/null @@ -1,38 +0,0 @@ -// - -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; - -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; - -L_Not_Enough: - mes "It seems that this is not the right key..."; - close; - -L_Finished: - 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; -} diff --git a/npc/014-1/_import.txt b/npc/014-1/_import.txt new file mode 100644 index 00000000..0483171c --- /dev/null +++ b/npc/014-1/_import.txt @@ -0,0 +1,6 @@ +// Map 014-1: Woodland +// This file is generated automatically. All manually changes will be removed when running the Converter. +map: 014-1.gat +npc: npc/014-1/_mobs.txt +npc: npc/014-1/_warps.txt +npc: npc/014-1/wedding-officiator.txt diff --git a/npc/014-1/_mobs.txt b/npc/014-1/_mobs.txt new file mode 100644 index 00000000..1c039ba1 --- /dev/null +++ b/npc/014-1/_mobs.txt @@ -0,0 +1,84 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Woodland mobs + +014-1.gat,0,0,0,0 monster EvilMushroom 1013,20,0,0,Mob014-1::On1013 +014-1.gat,0,0,0,0 monster PinkFlower 1014,25,0,0,Mob014-1::On1014 +014-1.gat,0,0,0,0 monster Spiky Mushroom 1019,15,0,0,Mob014-1::On1019 +014-1.gat,0,0,0,0 monster Mouboo 1028,5,0,10,Mob014-1::On1028 +014-1.gat,0,0,0,0 monster Mauve 1029,1,270,180,Mob014-1::On1029 +014-1.gat,0,0,0,0 monster Mauve 1029,5,2700000,1800000,Mob014-1::On1029 +014-1.gat,0,0,0,0 monster Cobalt 1030,1,270,180,Mob014-1::On1030 +014-1.gat,0,0,0,0 monster Cobalt 1030,2,2700000,1800000,Mob014-1::On1030 +014-1.gat,0,0,0,0 monster Gamboge 1031,1,270,180,Mob014-1::On1031 +014-1.gat,0,0,0,0 monster Gamboge 1031,2,2700000,1800000,Mob014-1::On1031 +014-1.gat,0,0,0,0 monster Alizarin 1032,1,270,180,Mob014-1::On1032 +014-1.gat,0,0,0,0 monster Alizarin 1032,2,2700000,1800000,Mob014-1::On1032 +014-1.gat,0,0,0,0 monster SilkWorm 1035,4,6000,3000,Mob014-1::On1035 +014-1.gat,0,0,0,0 monster Clover 1037,2,0,1000,Mob014-1::On1037 +014-1.gat,0,0,0,0 monster Squirrel 1038,25,30,20,Mob014-1::On1038 +014-1.gat,0,0,0,0 monster Butterfly 1055,10,30,20,Mob014-1::On1055 + + +014-1.gat,0,0,0 script Mob014-1 -1,{ +On1013: + set @mobID, 1013; + callfunc "MobPoints"; + break; + +On1014: + set @mobID, 1014; + callfunc "MobPoints"; + break; + +On1019: + set @mobID, 1019; + callfunc "MobPoints"; + break; + +On1028: + set @mobID, 1028; + callfunc "MobPoints"; + break; + +On1029: + set @mobID, 1029; + callfunc "MobPoints"; + break; + +On1030: + set @mobID, 1030; + callfunc "MobPoints"; + break; + +On1031: + set @mobID, 1031; + callfunc "MobPoints"; + break; + +On1032: + set @mobID, 1032; + callfunc "MobPoints"; + break; + +On1035: + set @mobID, 1035; + callfunc "MobPoints"; + break; + +On1037: + set @mobID, 1037; + callfunc "MobPoints"; + break; + +On1038: + set @mobID, 1038; + callfunc "MobPoints"; + break; + +On1055: + set @mobID, 1055; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/014-1/_warps.txt b/npc/014-1/_warps.txt new file mode 100644 index 00000000..a3b9924b --- /dev/null +++ b/npc/014-1/_warps.txt @@ -0,0 +1,6 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Woodland warps + +014-1.gat,109,91 warp ToWoodland -1,1,011-1.gat,31,62 +014-1.gat,93,58 warp ToCave -1,-1,014-3.gat,56,172 +014-1.gat,76,38 warp ToCave -1,-1,014-3.gat,35,33 diff --git a/npc/014-1/wedding-officiator.txt b/npc/014-1/wedding-officiator.txt new file mode 100644 index 00000000..f6bf7c9d --- /dev/null +++ b/npc/014-1/wedding-officiator.txt @@ -0,0 +1,255 @@ +// Wedding officiator: Marriages and divorces + +014-1.gat,31,31,0 script Wedding Officiator 164,{ + mes "[Wedding Officiator]"; + mes "A young lady in a long, green dress is overseeing the park. As she notices you looking at her, she gives you a broad and happy smile."; + mes "\"Hi there! I'm Wendy, here for all your marriage needs!\""; + next; + +L_main: + if (getpartnerid2(0)) + goto L_main_married; + + menu "What exactly do you do?", L_explain_self, + "How do I get married?", L_explain_marriage, + "I would like to get married.", L_get_married, + "Goodbye.", L_end; + close; + +L_explain_self: + mes "[Wedding Officiator]"; + mes "\"I'm responsible for marriage and divorce proceedings. Every married couple must be registered, so I keep a looong list of couples and send that to the magistrates every now and then.\""; + next; + mes "[Wedding Officiator]"; + mes "\"So if you have a sweetheart and the two of you are getting along particularly well, and you think that you are ready to make that big final step-- well, then come here and talk to me!\""; + next; + goto L_main; + +L_explain_marriage: + mes "[Wedding Officiator]"; + mes "\"If you are sure that you are ready to get married, then first you come and talk to me here-- I need to register you, after all. You will first have to pay me a small fee of " + WEDDING_FEE + " GP.\""; + next; + mes "[Wedding Officiator]"; + mes "\"Both you and your partner must be at least " + WEDDING_MIN_LEVEL + " levels of age, though; the law is very firm on that. But if all of that works out, I will give you two wedding rings for the ceremony.\""; + next; + mes "[Wedding Officiator]"; + mes "\"To complete the marriage, each of you has to put on one of these rings, and you have to stand next to each other in the southern part of this park. Then one of you says `marry' and then the other person's name.\""; + next; + mes "[Wedding Officiator]"; + mes "\"So if you would want to marry me, for example, you would say `marry Wendy'. Just like that. Your partner then has to decide whether he or she wants that. And if you both agree, then you're married!\""; + mes "She again smiles that broad smile of hers."; + next; + goto L_main; + +L_get_married: + if (zeny < WEDDING_FEE) + goto L_too_poor; + if (BaseLevel < WEDDING_MIN_LEVEL) + goto L_too_young; + + mes "[Wedding Officiator]"; + mes "Wendy's eyes are sparkling."; + mes "\"Wow. So you and your sweetheart are ready to take the big step, then?\""; + next; + + menu "Yes, we are ready.", -, + "On second thought, perhaps not.", L_end; + + mes "[Wedding Officiator]"; + mes "She bounces."; + mes "\"That's so sweet! You must really love each other, then...?\""; + next; + + menu "We certainly do.", -, + "Yes, of course.", -, + "Please get on with it.", -, + "Hmm. Let me think about this some more.", L_end; + + mes "[Wedding Officiator]"; + mes "Wendy blushes."; + mes "\"Sorry if I am asking so many questions, but I have to make sure, you see... rules and all. Where were we...\""; + next; + + mes "[Wedding Officiator]"; + mes "She composes herself again."; + mes "\"OK. Now, what vows you exchange precisely is your choice. But a marriage is really something that is meant to last. So please take a moment to think.\""; + next; + + mes "[Wedding Officiator]"; + mes "\"Is your partner really someone you are serious about, someone you want to be with even when things get nasty, someone whom you will stick your head out for no matter how bad things get?"; + mes "And do both of you feel that you could spend the rest of your time in this mana world together?\""; + next; + + menu "Yes.", -, + "YES.", -, + "Absolutely.", -, + "Yes. We love each other.", -, + "This is taking too long.", L_end, + "No.", L_end; + + if (zeny < WEDDING_FEE) + goto L_too_poor; + if (BaseLevel < WEDDING_MIN_LEVEL) + goto L_too_young; + getinventorylist; + if (@inventorylist_count > 98) goto L_No_Room_For_Rings; + + set zeny, zeny - WEDDING_FEE; + getitem "WeddingRing", 1; + getitem "WeddingRing", 1; + + mes "[Wedding Officiator]"; + mes "Wendy collects the fee."; + mes "\"Okay... here are your wedding rings. Each of you has to have one. Put them on, stand next to each other in the southern part of this park and say `marry ...' and the name of your partner."; + mes "So your partner might just say `marry " + strcharinfo(0) + "' to marry you.\""; + next; + + mes "[Wedding Officiator]"; + mes "Wendy hesitates, then gives you a quick hug. There are tears are in her eyes."; + mes "\"Sorry, I always get a bit... emotional, I think... but I'm so happy for you!\""; + mes "She smiles and wipes the tears from her eyes."; + next; + + mes "[Wedding Officiator]"; + mes "\"So... I wish you the very, very best, a wonderful and happy and successful marriage!\""; + mes "She smiles at you again."; + close; + +L_end: + close; + +L_too_young: + mes "[Wedding Officiator]"; + mes "Wendy looks at her notes, shaking her head; pain is evident in her eyes."; + mes "\"I'm really, really sorry-- I wish I could allow that, but you are still too young. You have to be at least " + WEDDING_MIN_LEVEL + " levels of age.\""; + close; + +L_too_poor: + mes "[Wedding Officiator]"; + mes "\"Oh, this is so sad... you want to get married but don't have the money!\""; + mes "Wendy is visibly unhappy."; + mes "\"I wish I could help you, but the rules... you see... Well, I'm afraid that you will just have to come back when you have " + WEDDING_FEE + " GP.\""; + close; + +L_main_married: + + mes "[Wedding Officiator]"; + mes "\"I hope that you and your partner are doing well?\""; + next; + + menu "We are very happy, thanks for asking!", L_farewell, + "Actually, things aren't so good...", L_talk_divorce; + close; + +L_farewell: + mes "[Wedding Officiator]"; + mes "Wendy is beaming."; + mes "\"That's wonderful! Please do say `hi' to your spouse from me!\""; + close; + +L_talk_divorce: + mes "[Wedding Officiator]"; + mes "\"Oh... I am sorry to hear that. What's the problem, then?\""; + next; + + menu "We don't love each other anymore.", L_nolove, + "My partner loves someone else.", L_partner_otherlove, + "I think I love someone else.", L_self_otherlove, + "We can't agree on who carries the loot.", L_loot; + close; + +L_nolove: + mes "[Wedding Officiator]"; + mes "Wendy sighs."; + mes "\"I am really sorry to hear that. Have you tried talking to your partner? Tried some new dungeons? Solved some quests together?\""; + next; + + mes "[Wedding Officiator]"; + mes "\"I mean... I am sure that you have many things in common that you are not aware of. If you just do something new, perhaps you will learn something about each other that you will like?\""; + next; + + menu "We tried that, it didn't work.", L_makesure_divorce, + "Perhaps we should give it another try.", -; + close; + +L_partner_otherlove: + mes "[Wedding Officiator]"; + mes "Wendy frowns."; + mes "\"Are you really sure? Perhaps that other person is just a friend, or even if it isn't, perhaps it was just a small mistake on your partner's side... nobody is perfect, after all!\""; + next; + + menu "I'm sure. I want a divorce.", L_makesure_divorce, + "Perhaps we should discuss this some more first.", -; + close; + +L_self_otherlove: + mes "[Wedding Officiator]"; + mes "Wendy sighs."; + mes "\"Oh dear... well, I suppose that happens. You don't have any children, I think, but still, you made a promise to your partner.\""; + next; + mes "[Wedding Officiator]"; + mes "\"Are you really sure that you love the new person so much that you want to leave your partner? Perhaps it would be good to take some time off first to make sure that you are not making a mistake here.\""; + next; + + menu "I'm sure. I want a divorce.", L_makesure_divorce, + "Let me think about this more.", -; + close; + +L_loot: + mes "[Wedding Officiator]"; + mes "Wendy blinks."; + mes "\"Err... have you thought about just splitting it up?\""; + next; + + menu "No way. I want a divorce.", L_makesure_divorce, + "Oh... oh! But of course!", -; + close; + +L_makesure_divorce: + set @divorce_cost, DIVORCE_FEE_PER_LEVEL * BaseLevel; + + mes "[Wedding Officiator]"; + mes "Resigned, Wendy looks down at her notes."; + mes "\"Okay. I suppose that if you are sure, I will get your divorce underway. But that will cost you " + @divorce_cost + " in administrative fees.\""; + next; + + menu "Let me think about this again.", L_end, + "HOW much? Never mind, then.", L_end, + "That's OK. I want the divorce.", L_do_divorce; + close; + +L_divorce_nomoney: + mes "[Wedding Officiator]"; + mes "\"I am sorry, but you can't seem to afford the " + @divorce_cost + " GP for a divorce at this time. Please come back later.\""; + close; + +L_do_divorce: + if (zeny < @divorce_cost) + goto L_divorce_nomoney; + + + if divorce(0) goto L_DidDivorce; + + mes "[Wedding Officiator]"; + mes "The officiator searches through her records for your partner."; + mes "\"I can't find your partner's record, you'll have to come back later.\""; + next; + + mes "[Server]"; + mes "Try again when your partner is online too."; + close; + +L_DidDivorce: + set zeny, zeny - @divorce_cost; + + mes "[Wedding Officiator]"; + mes "After collecting her fee, Wendy licks her quill and writes down some notes."; + mes "Then she sighs heavily."; + mes "\"You are divorced now. Thank you for your business.\""; + close; + +L_No_Room_For_Rings: + mes "[Wedding Officiator]"; + mes "\"You don't have room to carry the rings.\""; + close; +} diff --git a/npc/014-1_Woodland/_import.txt b/npc/014-1_Woodland/_import.txt deleted file mode 100644 index dcfdd209..00000000 --- a/npc/014-1_Woodland/_import.txt +++ /dev/null @@ -1,5 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 014-1.gat -npc: npc/014-1_Woodland/_mobs.txt -npc: npc/014-1_Woodland/_warps.txt -npc: npc/014-1_Woodland/wedding-officiator.txt diff --git a/npc/014-1_Woodland/_mobs.txt b/npc/014-1_Woodland/_mobs.txt deleted file mode 100644 index f9a16d12..00000000 --- a/npc/014-1_Woodland/_mobs.txt +++ /dev/null @@ -1,84 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 014-1 Woodland mobs - -014-1.gat,0,0,0,0 monster EvilMushroom 1013,20,0,0,Mob014-1::On1013 -014-1.gat,0,0,0,0 monster PinkFlower 1014,25,0,0,Mob014-1::On1014 -014-1.gat,0,0,0,0 monster Spiky Mushroom 1019,15,0,0,Mob014-1::On1019 -014-1.gat,0,0,0,0 monster Mouboo 1028,5,0,10,Mob014-1::On1028 -014-1.gat,0,0,0,0 monster Mauve 1029,1,270,180,Mob014-1::On1029 -014-1.gat,0,0,0,0 monster Mauve 1029,5,2700000,1800000,Mob014-1::On1029 -014-1.gat,0,0,0,0 monster Cobalt 1030,1,270,180,Mob014-1::On1030 -014-1.gat,0,0,0,0 monster Cobalt 1030,2,2700000,1800000,Mob014-1::On1030 -014-1.gat,0,0,0,0 monster Gamboge 1031,1,270,180,Mob014-1::On1031 -014-1.gat,0,0,0,0 monster Gamboge 1031,2,2700000,1800000,Mob014-1::On1031 -014-1.gat,0,0,0,0 monster Alizarin 1032,1,270,180,Mob014-1::On1032 -014-1.gat,0,0,0,0 monster Alizarin 1032,2,2700000,1800000,Mob014-1::On1032 -014-1.gat,0,0,0,0 monster SilkWorm 1035,4,6000,3000,Mob014-1::On1035 -014-1.gat,0,0,0,0 monster Clover 1037,2,0,1000,Mob014-1::On1037 -014-1.gat,0,0,0,0 monster Squirrel 1038,25,30,20,Mob014-1::On1038 -014-1.gat,0,0,0,0 monster Butterfly 1055,10,30,20,Mob014-1::On1055 - - -014-1.gat,0,0,0 script Mob014-1 -1,{ -On1013: - set @mobID, 1013; - callfunc "MobPoints"; - break; - -On1014: - set @mobID, 1014; - callfunc "MobPoints"; - break; - -On1019: - set @mobID, 1019; - callfunc "MobPoints"; - break; - -On1028: - set @mobID, 1028; - callfunc "MobPoints"; - break; - -On1029: - set @mobID, 1029; - callfunc "MobPoints"; - break; - -On1030: - set @mobID, 1030; - callfunc "MobPoints"; - break; - -On1031: - set @mobID, 1031; - callfunc "MobPoints"; - break; - -On1032: - set @mobID, 1032; - callfunc "MobPoints"; - break; - -On1035: - set @mobID, 1035; - callfunc "MobPoints"; - break; - -On1037: - set @mobID, 1037; - callfunc "MobPoints"; - break; - -On1038: - set @mobID, 1038; - callfunc "MobPoints"; - break; - -On1055: - set @mobID, 1055; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/014-1_Woodland/_warps.txt b/npc/014-1_Woodland/_warps.txt deleted file mode 100644 index f81888e6..00000000 --- a/npc/014-1_Woodland/_warps.txt +++ /dev/null @@ -1,6 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 014-1 Woodland warps - -014-1.gat,109,91 warp ToWoodland -1,1,011-1.gat,31,62 -014-1.gat,93,58 warp ToCave -1,-1,014-3.gat,56,172 -014-1.gat,76,38 warp ToCave -1,-1,014-3.gat,35,33 diff --git a/npc/014-1_Woodland/wedding-officiator.txt b/npc/014-1_Woodland/wedding-officiator.txt deleted file mode 100644 index f6bf7c9d..00000000 --- a/npc/014-1_Woodland/wedding-officiator.txt +++ /dev/null @@ -1,255 +0,0 @@ -// Wedding officiator: Marriages and divorces - -014-1.gat,31,31,0 script Wedding Officiator 164,{ - mes "[Wedding Officiator]"; - mes "A young lady in a long, green dress is overseeing the park. As she notices you looking at her, she gives you a broad and happy smile."; - mes "\"Hi there! I'm Wendy, here for all your marriage needs!\""; - next; - -L_main: - if (getpartnerid2(0)) - goto L_main_married; - - menu "What exactly do you do?", L_explain_self, - "How do I get married?", L_explain_marriage, - "I would like to get married.", L_get_married, - "Goodbye.", L_end; - close; - -L_explain_self: - mes "[Wedding Officiator]"; - mes "\"I'm responsible for marriage and divorce proceedings. Every married couple must be registered, so I keep a looong list of couples and send that to the magistrates every now and then.\""; - next; - mes "[Wedding Officiator]"; - mes "\"So if you have a sweetheart and the two of you are getting along particularly well, and you think that you are ready to make that big final step-- well, then come here and talk to me!\""; - next; - goto L_main; - -L_explain_marriage: - mes "[Wedding Officiator]"; - mes "\"If you are sure that you are ready to get married, then first you come and talk to me here-- I need to register you, after all. You will first have to pay me a small fee of " + WEDDING_FEE + " GP.\""; - next; - mes "[Wedding Officiator]"; - mes "\"Both you and your partner must be at least " + WEDDING_MIN_LEVEL + " levels of age, though; the law is very firm on that. But if all of that works out, I will give you two wedding rings for the ceremony.\""; - next; - mes "[Wedding Officiator]"; - mes "\"To complete the marriage, each of you has to put on one of these rings, and you have to stand next to each other in the southern part of this park. Then one of you says `marry' and then the other person's name.\""; - next; - mes "[Wedding Officiator]"; - mes "\"So if you would want to marry me, for example, you would say `marry Wendy'. Just like that. Your partner then has to decide whether he or she wants that. And if you both agree, then you're married!\""; - mes "She again smiles that broad smile of hers."; - next; - goto L_main; - -L_get_married: - if (zeny < WEDDING_FEE) - goto L_too_poor; - if (BaseLevel < WEDDING_MIN_LEVEL) - goto L_too_young; - - mes "[Wedding Officiator]"; - mes "Wendy's eyes are sparkling."; - mes "\"Wow. So you and your sweetheart are ready to take the big step, then?\""; - next; - - menu "Yes, we are ready.", -, - "On second thought, perhaps not.", L_end; - - mes "[Wedding Officiator]"; - mes "She bounces."; - mes "\"That's so sweet! You must really love each other, then...?\""; - next; - - menu "We certainly do.", -, - "Yes, of course.", -, - "Please get on with it.", -, - "Hmm. Let me think about this some more.", L_end; - - mes "[Wedding Officiator]"; - mes "Wendy blushes."; - mes "\"Sorry if I am asking so many questions, but I have to make sure, you see... rules and all. Where were we...\""; - next; - - mes "[Wedding Officiator]"; - mes "She composes herself again."; - mes "\"OK. Now, what vows you exchange precisely is your choice. But a marriage is really something that is meant to last. So please take a moment to think.\""; - next; - - mes "[Wedding Officiator]"; - mes "\"Is your partner really someone you are serious about, someone you want to be with even when things get nasty, someone whom you will stick your head out for no matter how bad things get?"; - mes "And do both of you feel that you could spend the rest of your time in this mana world together?\""; - next; - - menu "Yes.", -, - "YES.", -, - "Absolutely.", -, - "Yes. We love each other.", -, - "This is taking too long.", L_end, - "No.", L_end; - - if (zeny < WEDDING_FEE) - goto L_too_poor; - if (BaseLevel < WEDDING_MIN_LEVEL) - goto L_too_young; - getinventorylist; - if (@inventorylist_count > 98) goto L_No_Room_For_Rings; - - set zeny, zeny - WEDDING_FEE; - getitem "WeddingRing", 1; - getitem "WeddingRing", 1; - - mes "[Wedding Officiator]"; - mes "Wendy collects the fee."; - mes "\"Okay... here are your wedding rings. Each of you has to have one. Put them on, stand next to each other in the southern part of this park and say `marry ...' and the name of your partner."; - mes "So your partner might just say `marry " + strcharinfo(0) + "' to marry you.\""; - next; - - mes "[Wedding Officiator]"; - mes "Wendy hesitates, then gives you a quick hug. There are tears are in her eyes."; - mes "\"Sorry, I always get a bit... emotional, I think... but I'm so happy for you!\""; - mes "She smiles and wipes the tears from her eyes."; - next; - - mes "[Wedding Officiator]"; - mes "\"So... I wish you the very, very best, a wonderful and happy and successful marriage!\""; - mes "She smiles at you again."; - close; - -L_end: - close; - -L_too_young: - mes "[Wedding Officiator]"; - mes "Wendy looks at her notes, shaking her head; pain is evident in her eyes."; - mes "\"I'm really, really sorry-- I wish I could allow that, but you are still too young. You have to be at least " + WEDDING_MIN_LEVEL + " levels of age.\""; - close; - -L_too_poor: - mes "[Wedding Officiator]"; - mes "\"Oh, this is so sad... you want to get married but don't have the money!\""; - mes "Wendy is visibly unhappy."; - mes "\"I wish I could help you, but the rules... you see... Well, I'm afraid that you will just have to come back when you have " + WEDDING_FEE + " GP.\""; - close; - -L_main_married: - - mes "[Wedding Officiator]"; - mes "\"I hope that you and your partner are doing well?\""; - next; - - menu "We are very happy, thanks for asking!", L_farewell, - "Actually, things aren't so good...", L_talk_divorce; - close; - -L_farewell: - mes "[Wedding Officiator]"; - mes "Wendy is beaming."; - mes "\"That's wonderful! Please do say `hi' to your spouse from me!\""; - close; - -L_talk_divorce: - mes "[Wedding Officiator]"; - mes "\"Oh... I am sorry to hear that. What's the problem, then?\""; - next; - - menu "We don't love each other anymore.", L_nolove, - "My partner loves someone else.", L_partner_otherlove, - "I think I love someone else.", L_self_otherlove, - "We can't agree on who carries the loot.", L_loot; - close; - -L_nolove: - mes "[Wedding Officiator]"; - mes "Wendy sighs."; - mes "\"I am really sorry to hear that. Have you tried talking to your partner? Tried some new dungeons? Solved some quests together?\""; - next; - - mes "[Wedding Officiator]"; - mes "\"I mean... I am sure that you have many things in common that you are not aware of. If you just do something new, perhaps you will learn something about each other that you will like?\""; - next; - - menu "We tried that, it didn't work.", L_makesure_divorce, - "Perhaps we should give it another try.", -; - close; - -L_partner_otherlove: - mes "[Wedding Officiator]"; - mes "Wendy frowns."; - mes "\"Are you really sure? Perhaps that other person is just a friend, or even if it isn't, perhaps it was just a small mistake on your partner's side... nobody is perfect, after all!\""; - next; - - menu "I'm sure. I want a divorce.", L_makesure_divorce, - "Perhaps we should discuss this some more first.", -; - close; - -L_self_otherlove: - mes "[Wedding Officiator]"; - mes "Wendy sighs."; - mes "\"Oh dear... well, I suppose that happens. You don't have any children, I think, but still, you made a promise to your partner.\""; - next; - mes "[Wedding Officiator]"; - mes "\"Are you really sure that you love the new person so much that you want to leave your partner? Perhaps it would be good to take some time off first to make sure that you are not making a mistake here.\""; - next; - - menu "I'm sure. I want a divorce.", L_makesure_divorce, - "Let me think about this more.", -; - close; - -L_loot: - mes "[Wedding Officiator]"; - mes "Wendy blinks."; - mes "\"Err... have you thought about just splitting it up?\""; - next; - - menu "No way. I want a divorce.", L_makesure_divorce, - "Oh... oh! But of course!", -; - close; - -L_makesure_divorce: - set @divorce_cost, DIVORCE_FEE_PER_LEVEL * BaseLevel; - - mes "[Wedding Officiator]"; - mes "Resigned, Wendy looks down at her notes."; - mes "\"Okay. I suppose that if you are sure, I will get your divorce underway. But that will cost you " + @divorce_cost + " in administrative fees.\""; - next; - - menu "Let me think about this again.", L_end, - "HOW much? Never mind, then.", L_end, - "That's OK. I want the divorce.", L_do_divorce; - close; - -L_divorce_nomoney: - mes "[Wedding Officiator]"; - mes "\"I am sorry, but you can't seem to afford the " + @divorce_cost + " GP for a divorce at this time. Please come back later.\""; - close; - -L_do_divorce: - if (zeny < @divorce_cost) - goto L_divorce_nomoney; - - - if divorce(0) goto L_DidDivorce; - - mes "[Wedding Officiator]"; - mes "The officiator searches through her records for your partner."; - mes "\"I can't find your partner's record, you'll have to come back later.\""; - next; - - mes "[Server]"; - mes "Try again when your partner is online too."; - close; - -L_DidDivorce: - set zeny, zeny - @divorce_cost; - - mes "[Wedding Officiator]"; - mes "After collecting her fee, Wendy licks her quill and writes down some notes."; - mes "Then she sighs heavily."; - mes "\"You are divorced now. Thank you for your business.\""; - close; - -L_No_Room_For_Rings: - mes "[Wedding Officiator]"; - mes "\"You don't have room to carry the rings.\""; - close; -} diff --git a/npc/014-3/_import.txt b/npc/014-3/_import.txt new file mode 100644 index 00000000..d2d03e67 --- /dev/null +++ b/npc/014-3/_import.txt @@ -0,0 +1,6 @@ +// Map 014-3: Cave +// 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/npc/014-3/_mobs.txt b/npc/014-3/_mobs.txt new file mode 100644 index 00000000..996181e3 --- /dev/null +++ b/npc/014-3/_mobs.txt @@ -0,0 +1,8 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Cave mobs + + + +014-3.gat,0,0,0 script Mob014-3 -1,{ + end; +} diff --git a/npc/014-3/_warps.txt b/npc/014-3/_warps.txt new file mode 100644 index 00000000..2ff59a5f --- /dev/null +++ b/npc/014-3/_warps.txt @@ -0,0 +1,7 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Cave 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 +014-3.gat,91,108 warp ToCave -1,-1,014-3.gat,103,53 +014-3.gat,103,54 warp ToCave -1,-1,014-3.gat,91,109 diff --git a/npc/014-3/monsters.txt b/npc/014-3/monsters.txt new file mode 100644 index 00000000..2237ea42 --- /dev/null +++ b/npc/014-3/monsters.txt @@ -0,0 +1,14 @@ +// 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/npc/014-3_Cave/_import.txt b/npc/014-3_Cave/_import.txt deleted file mode 100644 index 6b15d275..00000000 --- a/npc/014-3_Cave/_import.txt +++ /dev/null @@ -1,5 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 014-3.gat -npc: npc/014-3_Cave/_mobs.txt -npc: npc/014-3_Cave/_warps.txt -npc: npc/014-3_Cave/monsters.txt diff --git a/npc/014-3_Cave/_mobs.txt b/npc/014-3_Cave/_mobs.txt deleted file mode 100644 index c8452fdd..00000000 --- a/npc/014-3_Cave/_mobs.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 014-3 Cave mobs - - - -014-3.gat,0,0,0 script Mob014-3 -1,{ - end; -} diff --git a/npc/014-3_Cave/_warps.txt b/npc/014-3_Cave/_warps.txt deleted file mode 100644 index 73a05160..00000000 --- a/npc/014-3_Cave/_warps.txt +++ /dev/null @@ -1,7 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 014-3 Cave 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 -014-3.gat,91,108 warp ToCave -1,-1,014-3.gat,103,53 -014-3.gat,103,54 warp ToCave -1,-1,014-3.gat,91,109 diff --git a/npc/014-3_Cave/monsters.txt b/npc/014-3_Cave/monsters.txt deleted file mode 100644 index 2237ea42..00000000 --- a/npc/014-3_Cave/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/npc/015-1/_import.txt b/npc/015-1/_import.txt new file mode 100644 index 00000000..94963d0b --- /dev/null +++ b/npc/015-1/_import.txt @@ -0,0 +1,9 @@ +// Map 015-1: Woodland +// This file is generated automatically. All manually changes will be removed when running the Converter. +map: 015-1.gat +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/npc/015-1/_mobs.txt b/npc/015-1/_mobs.txt new file mode 100644 index 00000000..cc1c71e9 --- /dev/null +++ b/npc/015-1/_mobs.txt @@ -0,0 +1,20 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Woodland mobs + +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 script Mob015-1 -1,{ +On1037: + set @mobID, 1037; + callfunc "MobPoints"; + break; + +On1055: + set @mobID, 1055; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/015-1/_warps.txt b/npc/015-1/_warps.txt new file mode 100644 index 00000000..a8152425 --- /dev/null +++ b/npc/015-1/_warps.txt @@ -0,0 +1,6 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Woodland warps + +015-1.gat,93,55 warp ToWoodland -1,0,010-1.gat,15,55 +015-1.gat,59,31 warp to 015_3 -1,-1,015-3.gat,31,42 +015-1.gat,59,101 warp toSwamp 2,-1,025-1.gat,89,20 diff --git a/npc/015-1/alice.txt b/npc/015-1/alice.txt new file mode 100644 index 00000000..125cc104 --- /dev/null +++ b/npc/015-1/alice.txt @@ -0,0 +1,82 @@ +// A herb collector giving the players some hints about finding and brewing +// herbs. + +015-1.gat,52,53,0 script Alice 106, { + mes "[Alice]"; + mes "\"Greeting, fellow wanderer."; + mes "Are you collecting herbs, too?\""; + next; + if (LastHiss == 2 && Katze < 4) + menu + "Yes, sure.", L_findmany, + "Herbs?", L_herbs, + "Nope, just enjoying the scenery.", L_close, + "I saw the cat, but it doesn't like me.", L_cat; + if (LastHiss == 1) + menu + "Yes, sure.", L_findmany, + "Herbs?", L_herbs, + "Nope, just enjoying the scenery.", L_close, + "There is a monster in that cave!", L_cave; + menu + "Yes, sure.", L_findmany, + "Herbs?", L_herbs, + "Nope, just enjoying the scenery.", L_close; + +L_close: + close; + +L_findmany: + mes "[Alice]"; + mes "\"And? Did you already find a lot?\""; + next; + menu + "Yes, I already got plenty of them.", L_plenty, + "No, I am out of luck.", -; + mes "[Alice]"; + mes "\"Oooh, how sad. Let me give you a little tip:"; + mes "Herbs are often growing in places where they can't be spotted that easily. Don't forget to look behind the trees, too.\""; + close; + +L_plenty: + mes "[Alice]"; + mes "\"That's great."; + mes "When you are not that good at brewing you should consider letting someone else brew them for you."; + mes "Good brewers get much better healing potions from them."; + mes "The most important characteristic of a good brewer is intelligence.\""; + close; + +L_herbs: + mes "[Alice]"; + mes "\"Yes, some powerful magic herbs started to grow around here and a mile to the southeast."; + mes "Caul in Hurnscald found a way to brew magical healing potions from them, and I have heard a rumor that they may also be good for making colors."; + mes "Now everyone is running around in the woods to harvest the herbs.\""; + close; + +L_cave: + mes "[Alice]"; + mes "\"Haha, that is no monster! It's just a sweet little cat.\""; + next; + menu + "But it wanted to kill me!", -, + "A cat!? I'll go and kill it!", -; + mes "[Alice]"; + mes "\"No no, I'm sure it was only frightened. It gets upset when you've got clothes or weapons on you.\""; + next; + menu + "Ok, let's try it without clothes then", -, + "What a stupid cat!", -; + mes "[Alice]"; + mes "\"Please don't do her any harm. See you later!\""; + close; + +L_cat: + mes "[Alice]"; + mes "\"You would have to tame her first. Maybe she's thirsty or hungry. Cats also tend to get bored without something to play with. Good luck!\""; + next; + menu "Thank you so much!", L_close, + "Are you crazy? Taming a cat?", -; + mes "[Alice]"; + mes "\"Well, it's up to you.\""; + close; +} diff --git a/npc/015-1/barrier.txt b/npc/015-1/barrier.txt new file mode 100644 index 00000000..0ba82ec9 --- /dev/null +++ b/npc/015-1/barrier.txt @@ -0,0 +1,7 @@ +// This barrier is for checking whether the player went outside after +// progressing with the cat quest. + +015-1.gat,59,32,0 script #CatOutsideBarrier 0,1,1,{ + set KatzeBeenOutside, 1; + // No close here, as this doesn't open any client windows +} diff --git a/npc/015-1/monsters.txt b/npc/015-1/monsters.txt new file mode 100644 index 00000000..b6ff0fd9 --- /dev/null +++ b/npc/015-1/monsters.txt @@ -0,0 +1,59 @@ +// 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/npc/015-1/sword.txt b/npc/015-1/sword.txt new file mode 100644 index 00000000..f5f0cd17 --- /dev/null +++ b/npc/015-1/sword.txt @@ -0,0 +1,351 @@ +015-1.gat,97,97,0 script #MagicSword#_M 127,{ + if (getskilllv(SKILL_MAGIC)) + goto L_message; + mes "It appears to be an ordinary sword."; + close; + +L_message: + set @Q_MASK, (NIBBLE_6_MASK | NIBBLE_7_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_FlareStage; + if (@Q_status == @STATUS_LEARNED_MAGICBLADE) goto L_MagicBladeStage; + if (@Q_status == @STATUS_LEVEL2) goto L_L2_W12; + if (@Q_status == @STATUS_W11) goto L_L2_W12; + if (@Q_status == @STATUS_W12) goto L_L2_almost_done; + if (@Q_status == @STATUS_W11_12) goto L_L2_W10; + + mes "[Mystic Sword]"; + mes "\"I have taught thee all I can teach for now.\""; + close; + +L_Initial: + mes "[Mystic Sword]"; + mes "At this point, the river deepens, slowing down to a leisurely pace. In its center you notice an unusual stone, waves breaking around it."; + mes "Sticking out of the rock is a sword hilt."; + next; + + mes "[Mystic Sword]"; + mes "Suddenly, you hear a strange, metallic voice in your head, the voice of a woman."; + mes "\"A blissful day to thee, mortal!\""; + next; + + mes "[Mystic Sword]"; + mes "\"What is it is that brings thee to this place?\""; + next; + + menu + "Who are you?", L_noq, + "Nothing in particular.", L_Initial_nothing, + "I was just exploring...", L_Initial_nothing, + "I am trying to learn magic!", L_Initial_learn; + close; + +L_noq: + mes "[Mystic Sword]"; + mes "The voice sounds slightly amused."; + mes "\"How sad to hear how manners have degenerated in recent centuries. Farewell for now, dear mortal.\""; + close; + +L_Initial_nothing: + mes "[Mystic Sword]"; + mes "\"Then I wish thee well in thy travels, wanderer!\""; + close; + +L_Initial_learn: + mes "[Mystic Sword]"; + mes "\"Magic? Unless I am very mistaken thou already possessest some magic. Yet perhaps I can grant thee some slight aid by providing a magical invocation?\""; + next; + + mes "[Mystic Sword]"; + mes "\"Alas, my nature is not quite conductive for spells of healing or protection, though I can bestow upon thee the powers for a rather more martial kind of power.\""; + next; + + menu + "I am not interested in that.", L_Farewell, + "It might be good for me to learn that.", -, + "I am quite interested.", -; + + mes "[Mystic Sword]"; + mes "\"Why is it that thou seekest this power?\""; + next; + + menu + "Never mind.", L_Farewell, + "To become stronger!", L_Initial_selfish, + "To kill!", L_Initial_selfish, + "I don't know yet...", L_Initial_dontknow, + "To protect the ones I love!", L_Initial_protect; + close; + +L_Initial_selfish: + mes "[Mystic Sword]"; + mes "\"Please return when thou art taking thy quest for magic a little more seriously.\""; + close; + +L_Initial_dontknow: + mes "[Mystic Sword]"; + mes "\"A fair and honest thought at so early a point in thine quest.\""; + goto L_Initial_ok; + +L_Initial_protect: + mes "[Mystic Sword]"; + mes "\"Quite a high and laundable goal thou hast chosen for thyself! I do hope that thou canst live up to it.\""; + +L_Initial_ok: + mes "\"Hark, then, mortal! For I shall bestow upon thee the secret of the flare dart spell!\""; + next; + + mes "[Mystic Sword]"; + mes "\"Oh, my apologies-- that was a little overly dramatic. But I do not get to talk to thy kin anymore all that often.\""; + next; + + mes "[Mystic Sword]"; + mes "\"For the flare dart spell throw a handful of sulphur powder up into the air, and say, '" + getspellinvocation("flare-dart") + "'.\""; + set @Q_status, @STATUS_LEARNED_FLAREDART; + callsub S_update_var; + next; + + mes "[Mystic Sword]"; + mes "\"From then on, thou canst shoot fiery missiles from thy fingers, for a limited time.\""; + next; + + mes "[Mystic Sword]"; + mes "\"Use it wisely, mortal!.\""; + next; + + goto L_Farewell; + +L_FlareStage: + menu + "Uhm... Hello, Sword?", L_FlareStage_hello, + "Can you teach me more magic?", L_FlareStage_impolite, + "Where can I get sulphur powder?", L_FlareStage_impolite; + close; + +L_FlareStage_impolite: + mes "[Mystic Sword]"; + mes "You hear a metallic chime in your head. After a second, you come to the conclusion that it was probably the sword sighing."; + mes "\"Greetings to thee, too, mortal, and farewell until thou hast learned some proper manners.\""; + close; + +L_FlareStage_hello: + mes "[Mystic Sword]"; + mes "\"Well met once more, mortal! What brings thee here?\""; + next; + + menu + "Can you teach me more magic?", L_FlareStage_moremagic, + "Where can I find sulphur powder?", L_FlareStage_sulphur, + "Farewell!", L_Farewell; + close; + +L_FlareStage_moremagic: + mes "[Mystic Sword]"; + mes "\"I can indeed! But first I must see if thou art worthy. Find my brother, and talk to him! If thou canst find him, he shall teach thee another spell.\""; + next; + goto L_Farewell; + +L_FlareStage_sulphur: + mes "[Mystic Sword]"; + mes "\"I do not know, though I suggest to seek out a local alchemist, if there is any.\""; + next; + goto L_Farewell; + +L_MagicBladeStage: + mes "[Mystic Sword]"; + mes "\"Welcome back! Thou hast now learned two basic spells of War magic.\""; + next; + + mes "[Mystic Sword]"; + mes "\"Dost thou wish to continue thy pursuits of this school of magic?\""; + next; + + menu + "No.", -, + "Yes.", L_Levelup2_yes; + + goto L_Farewell; + +L_Levelup2_yes: + mes "[Mystic Sword]"; + mes "\"Beware of what thou wishest for, mortal...\""; + next; + + if (!MPQUEST) goto L_Levelup2_must_reg; + if (MPQUEST && (Mobpt < 1000)) goto L_Levelup2_must_practice; + + mes "[Mystic Sword]"; + mes "\"Thou hast collected " + Mobpt + " Monster Points. For one thousand of them, I shall admit thee to the school of war magic.\""; + next; + + menu + "OK!", -, + "No... never mind.", L_Farewell; + + set Mobpt, Mobpt - 1000; + + mes "[Mystic Sword]"; + mes "The sword begins to chant in your head!"; + mes "\"Lords of Thunder, Fire, Rage!\""; + mes "\"Grant thy powers to this mage,\""; + mes "\"Rising with thy dreadful roar,\""; + if (Sex) + mes "\"Answer to his call to War!\""; + if (!Sex) + mes "\"Answer to her call to War!\""; + next; + + mes "[Mystic Sword]"; + mes "Your heart starts pounding, and suddenly you can hear the sound of drums in your head."; + mes "You smell something metallic..."; + next; + + mes "[Mystic Sword]"; + mes "The sensation and the noises vanish as quickly as they came."; + + set @Q_status, @STATUS_LEVEL2; + callsub S_update_var; + + set @SUP_xp, 5000; + set @SUP_lvl, 2; + callfunc "SkillUp"; + next; + + mes "[Mystic Sword]"; + mes "\"Thou hast now taken thy first true step down the path of war magic.\""; + if (getskilllv(SKILL_MAGIC) < 2) + mes "\"When thou returnest, I shall teach thee another spell, but beware: thou must increase thy overall grasp of magic before thou canst wield it!\""; + next; + goto L_Farewell; + + +L_Levelup2_must_reg: + mes "[Mystic Sword]"; + mes "\"To learn further magic, thou must advance in the school of war magic. I shall grant thee this advance if thou provest thy worthiness as a warrior.\""; + next; + mes "[Mystic Sword]"; + mes "\"Travel to the city of Tulimshar, and talk to Aidan. Then, collect one thousand Monster Points and return to me.\""; + next; + goto L_Farewell; + +L_Levelup2_must_practice: + mes "[Mystic Sword]"; + mes "\"To advance thy magical powers, I must admit thee to the school of war magic. Prove to me that thou art a worthy warrior by collecting one thousand Monster Points, and return.\""; + next; + goto L_Farewell; + +L_Farewell: + mes "[Mystic Sword]"; + mes "\"Farewell for now!\""; + close; + +L_L2_W12: + mes "[Mystic Sword]"; + mes "\"Welcome back, traveler! Hast thou returned to advance in thy quest for magic?\""; + next; + menu + "No.", L_farewell, + "Yes.", -; + + mes "[Mystic Sword]"; + mes "\"Very well. I shall teach thee another spell, if thou provest thy progress by sacrificing another five thousand monster points.\""; + next; + menu + "No, I don't want that.", L_farewell, + "So be it.", -; + + if (Mobpt < 5000) goto L_lacking_mobpoints; + + mes "[Mystic Sword]"; + mes "\"Indeed thou art worthy. The next spell I shall teach thee will enchant thy knuckles to turn them into powerful weapons; the component is a mere beer.\""; + mes "[1000 experience points]"; + set Mobpt, Mobpt - 5000; + getexp 1000, 0; + set @Q_status, @Q_status + 2; + callsub S_update_var; + next; + + mes "[Mystic Sword]"; + mes "\"Speak '" + getspellinvocation("magic-knuckles") + "' and take a glass of beer and drink it, without ever taking it off thy lips. This will harden and enchant thy fists, turning them into powerful weapons.\""; + close; + +L_L2_almost_done: + mes "[Mystic Sword]"; + mes "\"Greetings once more, traveler! I have another spell I wish to teach thee, but first thou must learn my brother's arrow spell.\""; + close; + +L_L2_W10: + mes "[Mystic Sword]"; + mes "\"Welcome back!\""; + next; + + mes "[Mystic Sword]"; + mes "\"I shall now teach thee the final spell of this level of war magic. For further spells thou wilt have to increase thy magical powers more.\""; + next; + + mes "[Mystic Sword]"; + mes "\"For this spell, I ask that thou bringest a lump of iron ore. Thou must also sacrifice ten thousand monster points.\""; + next; + + menu + "OK.", -, + "No way.", L_farewell; + + if (countitem("IronOre") < 1) + goto L_no_ore; + if (MPQUEST && (Mobpt < 10000)) goto L_lacking_mobpoints; + + mes "[Mystic Sword]"; + mes "\"Raise up the ore, mortal!\""; + mes "As you do so, the ore begins to crumble, leaving only iron powder behind."; + mes "[1000 experience points]"; + set Mobpt, Mobpt - 10000; + getexp 1000, 0; + delitem "IronOre", 1; + getitem "IronPowder", 5; + set @Q_status, @STATUS_L2_ALLSPELLS; + callsub S_update_var; + next; + + mes "[Mystic Sword]"; + mes "\"This powder thou shalst need to cast the lightning spell. Throw it up into the air and shout '" + getspellinvocation("lightning-strike") + "', and smite thine enemies with lightning.\""; + next; + goto L_farewell; + +L_no_ore: + mes "[Mystic Sword]"; + mes "\"Thou dost appear to lack ore. We cannot continue; please fare well and return swiftly!\""; + close; + +L_farewell: + mes "[Mystic Sword]"; + mes "\"Then I bid thee farewell for now!\""; + close; + +L_lacking_mobpoints: + mes "[Mystic Sword]"; + mes "\"Thou dost not have enough monster points to prove thy worthiness. Return when thou hast slain more monsters!\""; + close; + +S_update_var: + set QUEST_MAGIC, + (QUEST_MAGIC & ~(@Q_MASK) + | (@Q_status << @Q_SHIFT)); + return; +} diff --git a/npc/015-1_Woodland/_import.txt b/npc/015-1_Woodland/_import.txt deleted file mode 100644 index 42cd6522..00000000 --- a/npc/015-1_Woodland/_import.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 015-1.gat -npc: npc/015-1_Woodland/_mobs.txt -npc: npc/015-1_Woodland/_warps.txt -npc: npc/015-1_Woodland/alice.txt -npc: npc/015-1_Woodland/barrier.txt -npc: npc/015-1_Woodland/monsters.txt -npc: npc/015-1_Woodland/sword.txt diff --git a/npc/015-1_Woodland/_mobs.txt b/npc/015-1_Woodland/_mobs.txt deleted file mode 100644 index 22225157..00000000 --- a/npc/015-1_Woodland/_mobs.txt +++ /dev/null @@ -1,20 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 015-1 Woodland mobs - -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 script Mob015-1 -1,{ -On1037: - set @mobID, 1037; - callfunc "MobPoints"; - break; - -On1055: - set @mobID, 1055; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/015-1_Woodland/_warps.txt b/npc/015-1_Woodland/_warps.txt deleted file mode 100644 index 22598f14..00000000 --- a/npc/015-1_Woodland/_warps.txt +++ /dev/null @@ -1,6 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 015-1 Woodland warps - -015-1.gat,93,55 warp ToWoodland -1,0,010-1.gat,15,55 -015-1.gat,59,31 warp to 015_3 -1,-1,015-3.gat,31,42 -015-1.gat,59,101 warp toSwamp 2,-1,025-1.gat,89,20 diff --git a/npc/015-1_Woodland/alice.txt b/npc/015-1_Woodland/alice.txt deleted file mode 100644 index 125cc104..00000000 --- a/npc/015-1_Woodland/alice.txt +++ /dev/null @@ -1,82 +0,0 @@ -// A herb collector giving the players some hints about finding and brewing -// herbs. - -015-1.gat,52,53,0 script Alice 106, { - mes "[Alice]"; - mes "\"Greeting, fellow wanderer."; - mes "Are you collecting herbs, too?\""; - next; - if (LastHiss == 2 && Katze < 4) - menu - "Yes, sure.", L_findmany, - "Herbs?", L_herbs, - "Nope, just enjoying the scenery.", L_close, - "I saw the cat, but it doesn't like me.", L_cat; - if (LastHiss == 1) - menu - "Yes, sure.", L_findmany, - "Herbs?", L_herbs, - "Nope, just enjoying the scenery.", L_close, - "There is a monster in that cave!", L_cave; - menu - "Yes, sure.", L_findmany, - "Herbs?", L_herbs, - "Nope, just enjoying the scenery.", L_close; - -L_close: - close; - -L_findmany: - mes "[Alice]"; - mes "\"And? Did you already find a lot?\""; - next; - menu - "Yes, I already got plenty of them.", L_plenty, - "No, I am out of luck.", -; - mes "[Alice]"; - mes "\"Oooh, how sad. Let me give you a little tip:"; - mes "Herbs are often growing in places where they can't be spotted that easily. Don't forget to look behind the trees, too.\""; - close; - -L_plenty: - mes "[Alice]"; - mes "\"That's great."; - mes "When you are not that good at brewing you should consider letting someone else brew them for you."; - mes "Good brewers get much better healing potions from them."; - mes "The most important characteristic of a good brewer is intelligence.\""; - close; - -L_herbs: - mes "[Alice]"; - mes "\"Yes, some powerful magic herbs started to grow around here and a mile to the southeast."; - mes "Caul in Hurnscald found a way to brew magical healing potions from them, and I have heard a rumor that they may also be good for making colors."; - mes "Now everyone is running around in the woods to harvest the herbs.\""; - close; - -L_cave: - mes "[Alice]"; - mes "\"Haha, that is no monster! It's just a sweet little cat.\""; - next; - menu - "But it wanted to kill me!", -, - "A cat!? I'll go and kill it!", -; - mes "[Alice]"; - mes "\"No no, I'm sure it was only frightened. It gets upset when you've got clothes or weapons on you.\""; - next; - menu - "Ok, let's try it without clothes then", -, - "What a stupid cat!", -; - mes "[Alice]"; - mes "\"Please don't do her any harm. See you later!\""; - close; - -L_cat: - mes "[Alice]"; - mes "\"You would have to tame her first. Maybe she's thirsty or hungry. Cats also tend to get bored without something to play with. Good luck!\""; - next; - menu "Thank you so much!", L_close, - "Are you crazy? Taming a cat?", -; - mes "[Alice]"; - mes "\"Well, it's up to you.\""; - close; -} diff --git a/npc/015-1_Woodland/barrier.txt b/npc/015-1_Woodland/barrier.txt deleted file mode 100644 index 0ba82ec9..00000000 --- a/npc/015-1_Woodland/barrier.txt +++ /dev/null @@ -1,7 +0,0 @@ -// This barrier is for checking whether the player went outside after -// progressing with the cat quest. - -015-1.gat,59,32,0 script #CatOutsideBarrier 0,1,1,{ - set KatzeBeenOutside, 1; - // No close here, as this doesn't open any client windows -} diff --git a/npc/015-1_Woodland/monsters.txt b/npc/015-1_Woodland/monsters.txt deleted file mode 100644 index b6ff0fd9..00000000 --- a/npc/015-1_Woodland/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/npc/015-1_Woodland/sword.txt b/npc/015-1_Woodland/sword.txt deleted file mode 100644 index f5f0cd17..00000000 --- a/npc/015-1_Woodland/sword.txt +++ /dev/null @@ -1,351 +0,0 @@ -015-1.gat,97,97,0 script #MagicSword#_M 127,{ - if (getskilllv(SKILL_MAGIC)) - goto L_message; - mes "It appears to be an ordinary sword."; - close; - -L_message: - set @Q_MASK, (NIBBLE_6_MASK | NIBBLE_7_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_FlareStage; - if (@Q_status == @STATUS_LEARNED_MAGICBLADE) goto L_MagicBladeStage; - if (@Q_status == @STATUS_LEVEL2) goto L_L2_W12; - if (@Q_status == @STATUS_W11) goto L_L2_W12; - if (@Q_status == @STATUS_W12) goto L_L2_almost_done; - if (@Q_status == @STATUS_W11_12) goto L_L2_W10; - - mes "[Mystic Sword]"; - mes "\"I have taught thee all I can teach for now.\""; - close; - -L_Initial: - mes "[Mystic Sword]"; - mes "At this point, the river deepens, slowing down to a leisurely pace. In its center you notice an unusual stone, waves breaking around it."; - mes "Sticking out of the rock is a sword hilt."; - next; - - mes "[Mystic Sword]"; - mes "Suddenly, you hear a strange, metallic voice in your head, the voice of a woman."; - mes "\"A blissful day to thee, mortal!\""; - next; - - mes "[Mystic Sword]"; - mes "\"What is it is that brings thee to this place?\""; - next; - - menu - "Who are you?", L_noq, - "Nothing in particular.", L_Initial_nothing, - "I was just exploring...", L_Initial_nothing, - "I am trying to learn magic!", L_Initial_learn; - close; - -L_noq: - mes "[Mystic Sword]"; - mes "The voice sounds slightly amused."; - mes "\"How sad to hear how manners have degenerated in recent centuries. Farewell for now, dear mortal.\""; - close; - -L_Initial_nothing: - mes "[Mystic Sword]"; - mes "\"Then I wish thee well in thy travels, wanderer!\""; - close; - -L_Initial_learn: - mes "[Mystic Sword]"; - mes "\"Magic? Unless I am very mistaken thou already possessest some magic. Yet perhaps I can grant thee some slight aid by providing a magical invocation?\""; - next; - - mes "[Mystic Sword]"; - mes "\"Alas, my nature is not quite conductive for spells of healing or protection, though I can bestow upon thee the powers for a rather more martial kind of power.\""; - next; - - menu - "I am not interested in that.", L_Farewell, - "It might be good for me to learn that.", -, - "I am quite interested.", -; - - mes "[Mystic Sword]"; - mes "\"Why is it that thou seekest this power?\""; - next; - - menu - "Never mind.", L_Farewell, - "To become stronger!", L_Initial_selfish, - "To kill!", L_Initial_selfish, - "I don't know yet...", L_Initial_dontknow, - "To protect the ones I love!", L_Initial_protect; - close; - -L_Initial_selfish: - mes "[Mystic Sword]"; - mes "\"Please return when thou art taking thy quest for magic a little more seriously.\""; - close; - -L_Initial_dontknow: - mes "[Mystic Sword]"; - mes "\"A fair and honest thought at so early a point in thine quest.\""; - goto L_Initial_ok; - -L_Initial_protect: - mes "[Mystic Sword]"; - mes "\"Quite a high and laundable goal thou hast chosen for thyself! I do hope that thou canst live up to it.\""; - -L_Initial_ok: - mes "\"Hark, then, mortal! For I shall bestow upon thee the secret of the flare dart spell!\""; - next; - - mes "[Mystic Sword]"; - mes "\"Oh, my apologies-- that was a little overly dramatic. But I do not get to talk to thy kin anymore all that often.\""; - next; - - mes "[Mystic Sword]"; - mes "\"For the flare dart spell throw a handful of sulphur powder up into the air, and say, '" + getspellinvocation("flare-dart") + "'.\""; - set @Q_status, @STATUS_LEARNED_FLAREDART; - callsub S_update_var; - next; - - mes "[Mystic Sword]"; - mes "\"From then on, thou canst shoot fiery missiles from thy fingers, for a limited time.\""; - next; - - mes "[Mystic Sword]"; - mes "\"Use it wisely, mortal!.\""; - next; - - goto L_Farewell; - -L_FlareStage: - menu - "Uhm... Hello, Sword?", L_FlareStage_hello, - "Can you teach me more magic?", L_FlareStage_impolite, - "Where can I get sulphur powder?", L_FlareStage_impolite; - close; - -L_FlareStage_impolite: - mes "[Mystic Sword]"; - mes "You hear a metallic chime in your head. After a second, you come to the conclusion that it was probably the sword sighing."; - mes "\"Greetings to thee, too, mortal, and farewell until thou hast learned some proper manners.\""; - close; - -L_FlareStage_hello: - mes "[Mystic Sword]"; - mes "\"Well met once more, mortal! What brings thee here?\""; - next; - - menu - "Can you teach me more magic?", L_FlareStage_moremagic, - "Where can I find sulphur powder?", L_FlareStage_sulphur, - "Farewell!", L_Farewell; - close; - -L_FlareStage_moremagic: - mes "[Mystic Sword]"; - mes "\"I can indeed! But first I must see if thou art worthy. Find my brother, and talk to him! If thou canst find him, he shall teach thee another spell.\""; - next; - goto L_Farewell; - -L_FlareStage_sulphur: - mes "[Mystic Sword]"; - mes "\"I do not know, though I suggest to seek out a local alchemist, if there is any.\""; - next; - goto L_Farewell; - -L_MagicBladeStage: - mes "[Mystic Sword]"; - mes "\"Welcome back! Thou hast now learned two basic spells of War magic.\""; - next; - - mes "[Mystic Sword]"; - mes "\"Dost thou wish to continue thy pursuits of this school of magic?\""; - next; - - menu - "No.", -, - "Yes.", L_Levelup2_yes; - - goto L_Farewell; - -L_Levelup2_yes: - mes "[Mystic Sword]"; - mes "\"Beware of what thou wishest for, mortal...\""; - next; - - if (!MPQUEST) goto L_Levelup2_must_reg; - if (MPQUEST && (Mobpt < 1000)) goto L_Levelup2_must_practice; - - mes "[Mystic Sword]"; - mes "\"Thou hast collected " + Mobpt + " Monster Points. For one thousand of them, I shall admit thee to the school of war magic.\""; - next; - - menu - "OK!", -, - "No... never mind.", L_Farewell; - - set Mobpt, Mobpt - 1000; - - mes "[Mystic Sword]"; - mes "The sword begins to chant in your head!"; - mes "\"Lords of Thunder, Fire, Rage!\""; - mes "\"Grant thy powers to this mage,\""; - mes "\"Rising with thy dreadful roar,\""; - if (Sex) - mes "\"Answer to his call to War!\""; - if (!Sex) - mes "\"Answer to her call to War!\""; - next; - - mes "[Mystic Sword]"; - mes "Your heart starts pounding, and suddenly you can hear the sound of drums in your head."; - mes "You smell something metallic..."; - next; - - mes "[Mystic Sword]"; - mes "The sensation and the noises vanish as quickly as they came."; - - set @Q_status, @STATUS_LEVEL2; - callsub S_update_var; - - set @SUP_xp, 5000; - set @SUP_lvl, 2; - callfunc "SkillUp"; - next; - - mes "[Mystic Sword]"; - mes "\"Thou hast now taken thy first true step down the path of war magic.\""; - if (getskilllv(SKILL_MAGIC) < 2) - mes "\"When thou returnest, I shall teach thee another spell, but beware: thou must increase thy overall grasp of magic before thou canst wield it!\""; - next; - goto L_Farewell; - - -L_Levelup2_must_reg: - mes "[Mystic Sword]"; - mes "\"To learn further magic, thou must advance in the school of war magic. I shall grant thee this advance if thou provest thy worthiness as a warrior.\""; - next; - mes "[Mystic Sword]"; - mes "\"Travel to the city of Tulimshar, and talk to Aidan. Then, collect one thousand Monster Points and return to me.\""; - next; - goto L_Farewell; - -L_Levelup2_must_practice: - mes "[Mystic Sword]"; - mes "\"To advance thy magical powers, I must admit thee to the school of war magic. Prove to me that thou art a worthy warrior by collecting one thousand Monster Points, and return.\""; - next; - goto L_Farewell; - -L_Farewell: - mes "[Mystic Sword]"; - mes "\"Farewell for now!\""; - close; - -L_L2_W12: - mes "[Mystic Sword]"; - mes "\"Welcome back, traveler! Hast thou returned to advance in thy quest for magic?\""; - next; - menu - "No.", L_farewell, - "Yes.", -; - - mes "[Mystic Sword]"; - mes "\"Very well. I shall teach thee another spell, if thou provest thy progress by sacrificing another five thousand monster points.\""; - next; - menu - "No, I don't want that.", L_farewell, - "So be it.", -; - - if (Mobpt < 5000) goto L_lacking_mobpoints; - - mes "[Mystic Sword]"; - mes "\"Indeed thou art worthy. The next spell I shall teach thee will enchant thy knuckles to turn them into powerful weapons; the component is a mere beer.\""; - mes "[1000 experience points]"; - set Mobpt, Mobpt - 5000; - getexp 1000, 0; - set @Q_status, @Q_status + 2; - callsub S_update_var; - next; - - mes "[Mystic Sword]"; - mes "\"Speak '" + getspellinvocation("magic-knuckles") + "' and take a glass of beer and drink it, without ever taking it off thy lips. This will harden and enchant thy fists, turning them into powerful weapons.\""; - close; - -L_L2_almost_done: - mes "[Mystic Sword]"; - mes "\"Greetings once more, traveler! I have another spell I wish to teach thee, but first thou must learn my brother's arrow spell.\""; - close; - -L_L2_W10: - mes "[Mystic Sword]"; - mes "\"Welcome back!\""; - next; - - mes "[Mystic Sword]"; - mes "\"I shall now teach thee the final spell of this level of war magic. For further spells thou wilt have to increase thy magical powers more.\""; - next; - - mes "[Mystic Sword]"; - mes "\"For this spell, I ask that thou bringest a lump of iron ore. Thou must also sacrifice ten thousand monster points.\""; - next; - - menu - "OK.", -, - "No way.", L_farewell; - - if (countitem("IronOre") < 1) - goto L_no_ore; - if (MPQUEST && (Mobpt < 10000)) goto L_lacking_mobpoints; - - mes "[Mystic Sword]"; - mes "\"Raise up the ore, mortal!\""; - mes "As you do so, the ore begins to crumble, leaving only iron powder behind."; - mes "[1000 experience points]"; - set Mobpt, Mobpt - 10000; - getexp 1000, 0; - delitem "IronOre", 1; - getitem "IronPowder", 5; - set @Q_status, @STATUS_L2_ALLSPELLS; - callsub S_update_var; - next; - - mes "[Mystic Sword]"; - mes "\"This powder thou shalst need to cast the lightning spell. Throw it up into the air and shout '" + getspellinvocation("lightning-strike") + "', and smite thine enemies with lightning.\""; - next; - goto L_farewell; - -L_no_ore: - mes "[Mystic Sword]"; - mes "\"Thou dost appear to lack ore. We cannot continue; please fare well and return swiftly!\""; - close; - -L_farewell: - mes "[Mystic Sword]"; - mes "\"Then I bid thee farewell for now!\""; - close; - -L_lacking_mobpoints: - mes "[Mystic Sword]"; - mes "\"Thou dost not have enough monster points to prove thy worthiness. Return when thou hast slain more monsters!\""; - close; - -S_update_var: - set QUEST_MAGIC, - (QUEST_MAGIC & ~(@Q_MASK) - | (@Q_status << @Q_SHIFT)); - return; -} diff --git a/npc/015-3/_import.txt b/npc/015-3/_import.txt new file mode 100644 index 00000000..9a9632ba --- /dev/null +++ b/npc/015-3/_import.txt @@ -0,0 +1,8 @@ +// Map 015-3: 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 +npc: npc/015-3/_warps.txt +npc: npc/015-3/barrier.txt +npc: npc/015-3/katze.txt +npc: npc/015-3/pot.txt diff --git a/npc/015-3/_mobs.txt b/npc/015-3/_mobs.txt new file mode 100644 index 00000000..43f7eea0 --- /dev/null +++ b/npc/015-3/_mobs.txt @@ -0,0 +1,27 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// 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 +015-3.gat,23,19,1,1 monster Maggots 1002,1,100000,30000,Mob015-3::On1002 +015-3.gat,40,19,1,1 monster Spider 1012,1,100000,30000,Mob015-3::On1012 + + +015-3.gat,0,0,0 script Mob015-3 -1,{ +On1002: + set @mobID, 1002; + callfunc "MobPoints"; + break; + +On1012: + set @mobID, 1012; + callfunc "MobPoints"; + break; + +On1017: + set @mobID, 1017; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/015-3/_warps.txt b/npc/015-3/_warps.txt new file mode 100644 index 00000000..861a6938 --- /dev/null +++ b/npc/015-3/_warps.txt @@ -0,0 +1,4 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Cave warps + +015-3.gat,31,43 warp to 015-1 -1,-1,015-1.gat,59,32 diff --git a/npc/015-3/barrier.txt b/npc/015-3/barrier.txt new file mode 100644 index 00000000..27a18bc3 --- /dev/null +++ b/npc/015-3/barrier.txt @@ -0,0 +1,27 @@ +// You can only enter the cat cave naked, otherwise the cat's reaction scares +// you away. You can also get in while wearing the cat ears. + +015-3.gat,31,42,0 script #CatCaveBarrier 127,1,1,{ + + if (getequipid(equip_head) != 1217 && (getequipid(equip_head) > 0 || + getequipid(equip_shield) > 0 || + getequipid(equip_hand1) > 0 || + getequipid(equip_hand2) > 0 || + getequipid(equip_gloves) > 0 || + getequipid(equip_shoes) > 0 || + getequipid(equip_misc1) > 0 || + getequipid(equip_misc2) > 0 || + getequipid(equip_torso) > 0 || + getequipid(equip_legs) > 0)) goto L_Not_Naked; + + if (LastHiss != 2) mes "\"Hissss...\""; + set LastHiss, 2; + close; + +L_Not_Naked: + warp "015-1.gat", 60, 32; + set LastHiss, 1; + mes "\"GRAAUWL! Hissss...\""; + mes "Scared of what you hear, you flee back outside."; + close; +} diff --git a/npc/015-3/katze.txt b/npc/015-3/katze.txt new file mode 100644 index 00000000..1654542c --- /dev/null +++ b/npc/015-3/katze.txt @@ -0,0 +1,196 @@ +// Katze doesn't like the player at first, needs following: +// +// 1. Some milk +// 2. Some steak or chicken leg +// 3. Some fur +// +// Now the cat starts to speak, still needs: +// +// 4. Some wood for scratching +// 5. Some stuff for making somethings nice for the player: +// +// * 2 Snake skins +// * 2 Snake tongues +// * 2 Maggot slimes +// * 2 White furs +// * 2 Hard spikes +// * 2 Tiny potions + +015-3.gat,32,25,0 script Katze 172, { + + if (Katze == 1 && KatzeBeenOutside == 1) goto L_NeedsFood; + if (Katze == 1) goto L_PreNeedsFood; + + if (Katze == 2 && KatzeBeenOutside == 1) goto L_NeedsFur; + if (Katze == 2) goto L_PreNeedsFur; + + if (Katze == 3) goto L_NeedsWood; + + if (Katze == 4 && KatzeBeenOutside == 1) goto L_NeedsStuff; + if (Katze == 4) goto L_PreNeedsStuff; + + if (Katze == 5) goto L_NeedsStuff2; + + if (Katze == 6 && KatzeBeenOutside == 1) goto L_GainEars; + if (Katze == 6) goto L_PreGainEars; + + if (Katze == 7) goto L_Finished; + +L_NeedsMilk: + mes "[Katze]"; + mes "\"Meow.\""; + next; + menu "Throw a stone at the cat", L_ThrowStone, + "Leave the cat alone", -; + close; + +L_ThrowStone: + set Katze, 0; + // Maybe make sure not to kill the player, since this has an issue. The + // text below will remain in the NPC dialog until it is used again. + heal -100,0; + warp "015-1.gat", 60, 32; + mes "\"GRAAUWL! Hissss...\""; + mes "Yikes, the cat attacked you! Your whole body is scratched. Maybe throwing a stone wasn't such a great idea..."; + close; + +L_PreNeedsFood: +L_NeedsFood: + mes "[Katze]"; + mes "\"Meow, prrrr...\""; + next; + menu "Throw a stone at the cat", L_ThrowStone, + "Leave the cat alone", -; + close; + +L_PreNeedsFur: +L_NeedsFur: + mes "[Katze]"; + mes "\"Prrr. Meow, prrr...\""; + next; + + if (countitem("WhiteFur") > 0) + menu "Make funny movements with the fur near the ground", L_MoveFur, + "Throw a stone at the cat", L_ThrowStone, + "Leave the cat alone", -; + if (countitem("WhiteFur") == 0) + menu "Throw a stone at the cat", L_ThrowStone, + "Leave the cat alone", -; + close; + +L_MoveFur: + delitem "WhiteFur", 1; + set Katze, 3; + mes "The cat jumps at the fur! You quickly let go of it. The cat happily returns to its spot, carrying the fur in its mouth."; + next; + mes "The cat drops the fur and looks at you with half opened eyes. Suddenly she starts talking, and says: \"That was very kind of you.\" She seems to be smiling."; + close; + +L_NeedsWood: + mes "[Katze]"; + mes "\"Prrrr, now I'd like something to sharpen my claws on.\""; + next; + + if (countitem("RawLog") > 0) + menu "Want this piece of wood?", L_GiveWood, + "Ok, see you later", -; + close; + +L_GiveWood: + mes "[Katze]"; + mes "\"Sure! Please put it next to the pot.\""; + close; + +L_PreNeedsStuff: + mes "The cat is still eyeing the piece of wood. She probably needs to be left alone for a bit again."; + close; + +L_NeedsStuff: + set Katze, 5; + mes "[Katze]"; + mes "\"You've been really kind to me. I can make you something nice, but I will need"; + mes "2 [snake skin]s,"; + mes "2 [snake tongue]s,"; + mes "2 [maggot slime]s,"; + mes "2 [white fur]s,"; + mes "2 [hard spike]s and"; + mes "2 [tiny healing potion]s.\""; + close; + +L_NeedsStuff2: + mes "[Katze]"; + mes "\"Did you bring what I asked you for?\""; + next; + menu "Look here", L_CatChecksStuff, + "What do you need again?", L_WhatsNeeded, + "No, I haven't got everything yet", -; + close; + +L_WhatsNeeded: + mes "[Katze]"; + mes "\"Actually, you should have remembered yourself.\""; + next; + menu "Please tell me", L_Please, + "Never mind", -; + close; + +L_Please: + mes "[Katze]"; + mes "\"Alright... [the cat glares at you] it was"; + mes "2 [snake skin]s,"; + mes "2 [snake tongue]s,"; + mes "2 [maggot slime]s,"; + mes "2 [white fur]s,"; + mes "2 [hard spike]s and"; + mes "2 [tiny healing potion]s.\""; + close; + +L_CatChecksStuff: + if (countitem("SnakeSkin") > 1 && + countitem("SnakeTongue") > 1 && + countitem("MaggotSlime") > 1 && + countitem("WhiteFur") > 1 && + countitem("HardSpike") > 1 && + countitem("TinyHealingPotion") > 1) + goto L_GiveStuff; + mes "[Katze]"; + mes "\"You don't seem to have everything yet. Come back later when you do.\""; + close; + +L_GiveStuff: + delitem "SnakeSkin", 2; + delitem "SnakeTongue", 2; + delitem "MaggotSlime", 2; + delitem "WhiteFur", 2; + delitem "HardSpike", 2; + delitem "TinyHealingPotion", 2; + set Katze, 6; + set KatzeBeenOutside, 0; + mes "[Katze]"; + mes "\"Nicely done! Now leave me alone for a while, I need some time to prepare your present.\""; + close; + +L_PreGainEars: + mes "[Katze]"; + mes "\"Please leave me alone for a while, so I can prepare your present.\""; + close; + +L_GainEars: + getitem "CatEars", 1; + set @xpval, 5000; + getexp @xpval, 0; + set Katze, 7; + mes "[Katze]"; + mes "\"Look what I made for you! It makes you look a bit like me! Maybe it will give you a feeling of what it is like to be a cat.\""; + mes "The cat winks at you."; + mes "[You gain " + @xpval + " experience points]"; + close; + +L_Finished: + mes "[Katze]"; + if (getequipid(equip_head) == 1217) // Cat ears + mes "\"Meow, fellow cat.\""; + if (getequipid(equip_head) != 1217) + mes "\"Meow. Lost your ears?\""; + close; +} diff --git a/npc/015-3/pot.txt b/npc/015-3/pot.txt new file mode 100644 index 00000000..a965223d --- /dev/null +++ b/npc/015-3/pot.txt @@ -0,0 +1,106 @@ +// The pot where the player can deposit stuff for the cat. + +015-3.gat,37,29,0 script Pot 127, { + + if (Katze > 0) + mes "It's that old pot again."; + if (Katze == 0) + mes "It's a pot."; + next; + + if (Katze == 1 && KatzeBeenOutside == 1) goto L_NeedsFood; + if (Katze == 1) goto L_HasMilk; + + if (Katze == 2 && KatzeBeenOutside == 1) goto L_NeedsFur; + if (Katze == 2) goto L_HasFood; + + if (Katze == 3) goto L_NeedsWood; + + if (Katze == 4 && KatzeBeenOutside == 0) goto L_HasWood; + if (Katze >= 4) goto L_Finished; + +L_NeedsMilk: + if (countitem("Milk") > 0) + menu + "Pour in some milk", L_GiveMilk, + "Leave it alone", -; + close; + +L_GiveMilk: + delitem "Milk", 1; + set Katze, 1; + set KatzeBeenOutside, 0; + close; + +L_HasMilk: + mes "There is milk in it."; + close; + +L_NeedsFood: + mes "The milk is gone!"; + next; + + if (countitem("ChickenLeg") > 0 && countitem("Steak") > 0) + menu + "Put in a chicken leg", L_GiveChicken, + "Put in a steak", L_GiveSteak, + "Leave it alone", -; + if (countitem("ChickenLeg") > 0 && countitem("Steak") == 0) + menu + "Put in a chicken leg", L_GiveChicken, + "Leave it alone", -; + if (countitem("ChickenLeg") == 0 && countitem("Steak") > 0) + menu + "Put in a steak", L_GiveSteak, + "Leave it alone", -; + close; + +L_GiveChicken: + delitem "ChickenLeg", 1; + set Katze, 2; + set KatzeBeenOutside, 0; + close; + +L_GiveSteak: + delitem "Steak", 1; + set Katze, 2; + set KatzeBeenOutside, 0; + close; + +L_HasFood: + mes "There is some food in it."; + close; + +L_NeedsFur: + mes "And it's empty!"; + next; + + if (countitem("WhiteFur") > 0) + menu "Put a white fur next to the pot", L_GiveFur, + "Leave it alone", -; + close; + +L_GiveFur: + mes "You put down the fur, but the cat doesn't seem to take any notice. Maybe there's something else you could do. You pick the fur up again."; + close; + +L_NeedsWood: + if (countitem("RawLog") > 0) + menu "Put a wooden log next to the pot", L_GiveWood, + "Leave it alone", -; + close; + +L_GiveWood: + delitem "RawLog", 1; + set Katze, 4; + set KatzeBeenOutside, 0; + mes "You put the wooden log next to the pot. The cat eyes it suspiciously, but remains on her spot."; + close; + +L_HasWood: + mes "A wooden log is patiently lying next to it."; + close; + +L_Finished: + close; +} diff --git a/npc/015-3_Cave/_import.txt b/npc/015-3_Cave/_import.txt deleted file mode 100644 index 1763a0bc..00000000 --- a/npc/015-3_Cave/_import.txt +++ /dev/null @@ -1,7 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 015-3.gat -npc: npc/015-3_Cave/_mobs.txt -npc: npc/015-3_Cave/_warps.txt -npc: npc/015-3_Cave/barrier.txt -npc: npc/015-3_Cave/katze.txt -npc: npc/015-3_Cave/pot.txt diff --git a/npc/015-3_Cave/_mobs.txt b/npc/015-3_Cave/_mobs.txt deleted file mode 100644 index 42fb3d4d..00000000 --- a/npc/015-3_Cave/_mobs.txt +++ /dev/null @@ -1,27 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 015-3 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 -015-3.gat,23,19,1,1 monster Maggots 1002,1,100000,30000,Mob015-3::On1002 -015-3.gat,40,19,1,1 monster Spider 1012,1,100000,30000,Mob015-3::On1012 - - -015-3.gat,0,0,0 script Mob015-3 -1,{ -On1002: - set @mobID, 1002; - callfunc "MobPoints"; - break; - -On1012: - set @mobID, 1012; - callfunc "MobPoints"; - break; - -On1017: - set @mobID, 1017; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/015-3_Cave/_warps.txt b/npc/015-3_Cave/_warps.txt deleted file mode 100644 index e2d241ef..00000000 --- a/npc/015-3_Cave/_warps.txt +++ /dev/null @@ -1,4 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 015-3 Cave warps - -015-3.gat,31,43 warp to 015-1 -1,-1,015-1.gat,59,32 diff --git a/npc/015-3_Cave/barrier.txt b/npc/015-3_Cave/barrier.txt deleted file mode 100644 index 27a18bc3..00000000 --- a/npc/015-3_Cave/barrier.txt +++ /dev/null @@ -1,27 +0,0 @@ -// You can only enter the cat cave naked, otherwise the cat's reaction scares -// you away. You can also get in while wearing the cat ears. - -015-3.gat,31,42,0 script #CatCaveBarrier 127,1,1,{ - - if (getequipid(equip_head) != 1217 && (getequipid(equip_head) > 0 || - getequipid(equip_shield) > 0 || - getequipid(equip_hand1) > 0 || - getequipid(equip_hand2) > 0 || - getequipid(equip_gloves) > 0 || - getequipid(equip_shoes) > 0 || - getequipid(equip_misc1) > 0 || - getequipid(equip_misc2) > 0 || - getequipid(equip_torso) > 0 || - getequipid(equip_legs) > 0)) goto L_Not_Naked; - - if (LastHiss != 2) mes "\"Hissss...\""; - set LastHiss, 2; - close; - -L_Not_Naked: - warp "015-1.gat", 60, 32; - set LastHiss, 1; - mes "\"GRAAUWL! Hissss...\""; - mes "Scared of what you hear, you flee back outside."; - close; -} diff --git a/npc/015-3_Cave/katze.txt b/npc/015-3_Cave/katze.txt deleted file mode 100644 index 1654542c..00000000 --- a/npc/015-3_Cave/katze.txt +++ /dev/null @@ -1,196 +0,0 @@ -// Katze doesn't like the player at first, needs following: -// -// 1. Some milk -// 2. Some steak or chicken leg -// 3. Some fur -// -// Now the cat starts to speak, still needs: -// -// 4. Some wood for scratching -// 5. Some stuff for making somethings nice for the player: -// -// * 2 Snake skins -// * 2 Snake tongues -// * 2 Maggot slimes -// * 2 White furs -// * 2 Hard spikes -// * 2 Tiny potions - -015-3.gat,32,25,0 script Katze 172, { - - if (Katze == 1 && KatzeBeenOutside == 1) goto L_NeedsFood; - if (Katze == 1) goto L_PreNeedsFood; - - if (Katze == 2 && KatzeBeenOutside == 1) goto L_NeedsFur; - if (Katze == 2) goto L_PreNeedsFur; - - if (Katze == 3) goto L_NeedsWood; - - if (Katze == 4 && KatzeBeenOutside == 1) goto L_NeedsStuff; - if (Katze == 4) goto L_PreNeedsStuff; - - if (Katze == 5) goto L_NeedsStuff2; - - if (Katze == 6 && KatzeBeenOutside == 1) goto L_GainEars; - if (Katze == 6) goto L_PreGainEars; - - if (Katze == 7) goto L_Finished; - -L_NeedsMilk: - mes "[Katze]"; - mes "\"Meow.\""; - next; - menu "Throw a stone at the cat", L_ThrowStone, - "Leave the cat alone", -; - close; - -L_ThrowStone: - set Katze, 0; - // Maybe make sure not to kill the player, since this has an issue. The - // text below will remain in the NPC dialog until it is used again. - heal -100,0; - warp "015-1.gat", 60, 32; - mes "\"GRAAUWL! Hissss...\""; - mes "Yikes, the cat attacked you! Your whole body is scratched. Maybe throwing a stone wasn't such a great idea..."; - close; - -L_PreNeedsFood: -L_NeedsFood: - mes "[Katze]"; - mes "\"Meow, prrrr...\""; - next; - menu "Throw a stone at the cat", L_ThrowStone, - "Leave the cat alone", -; - close; - -L_PreNeedsFur: -L_NeedsFur: - mes "[Katze]"; - mes "\"Prrr. Meow, prrr...\""; - next; - - if (countitem("WhiteFur") > 0) - menu "Make funny movements with the fur near the ground", L_MoveFur, - "Throw a stone at the cat", L_ThrowStone, - "Leave the cat alone", -; - if (countitem("WhiteFur") == 0) - menu "Throw a stone at the cat", L_ThrowStone, - "Leave the cat alone", -; - close; - -L_MoveFur: - delitem "WhiteFur", 1; - set Katze, 3; - mes "The cat jumps at the fur! You quickly let go of it. The cat happily returns to its spot, carrying the fur in its mouth."; - next; - mes "The cat drops the fur and looks at you with half opened eyes. Suddenly she starts talking, and says: \"That was very kind of you.\" She seems to be smiling."; - close; - -L_NeedsWood: - mes "[Katze]"; - mes "\"Prrrr, now I'd like something to sharpen my claws on.\""; - next; - - if (countitem("RawLog") > 0) - menu "Want this piece of wood?", L_GiveWood, - "Ok, see you later", -; - close; - -L_GiveWood: - mes "[Katze]"; - mes "\"Sure! Please put it next to the pot.\""; - close; - -L_PreNeedsStuff: - mes "The cat is still eyeing the piece of wood. She probably needs to be left alone for a bit again."; - close; - -L_NeedsStuff: - set Katze, 5; - mes "[Katze]"; - mes "\"You've been really kind to me. I can make you something nice, but I will need"; - mes "2 [snake skin]s,"; - mes "2 [snake tongue]s,"; - mes "2 [maggot slime]s,"; - mes "2 [white fur]s,"; - mes "2 [hard spike]s and"; - mes "2 [tiny healing potion]s.\""; - close; - -L_NeedsStuff2: - mes "[Katze]"; - mes "\"Did you bring what I asked you for?\""; - next; - menu "Look here", L_CatChecksStuff, - "What do you need again?", L_WhatsNeeded, - "No, I haven't got everything yet", -; - close; - -L_WhatsNeeded: - mes "[Katze]"; - mes "\"Actually, you should have remembered yourself.\""; - next; - menu "Please tell me", L_Please, - "Never mind", -; - close; - -L_Please: - mes "[Katze]"; - mes "\"Alright... [the cat glares at you] it was"; - mes "2 [snake skin]s,"; - mes "2 [snake tongue]s,"; - mes "2 [maggot slime]s,"; - mes "2 [white fur]s,"; - mes "2 [hard spike]s and"; - mes "2 [tiny healing potion]s.\""; - close; - -L_CatChecksStuff: - if (countitem("SnakeSkin") > 1 && - countitem("SnakeTongue") > 1 && - countitem("MaggotSlime") > 1 && - countitem("WhiteFur") > 1 && - countitem("HardSpike") > 1 && - countitem("TinyHealingPotion") > 1) - goto L_GiveStuff; - mes "[Katze]"; - mes "\"You don't seem to have everything yet. Come back later when you do.\""; - close; - -L_GiveStuff: - delitem "SnakeSkin", 2; - delitem "SnakeTongue", 2; - delitem "MaggotSlime", 2; - delitem "WhiteFur", 2; - delitem "HardSpike", 2; - delitem "TinyHealingPotion", 2; - set Katze, 6; - set KatzeBeenOutside, 0; - mes "[Katze]"; - mes "\"Nicely done! Now leave me alone for a while, I need some time to prepare your present.\""; - close; - -L_PreGainEars: - mes "[Katze]"; - mes "\"Please leave me alone for a while, so I can prepare your present.\""; - close; - -L_GainEars: - getitem "CatEars", 1; - set @xpval, 5000; - getexp @xpval, 0; - set Katze, 7; - mes "[Katze]"; - mes "\"Look what I made for you! It makes you look a bit like me! Maybe it will give you a feeling of what it is like to be a cat.\""; - mes "The cat winks at you."; - mes "[You gain " + @xpval + " experience points]"; - close; - -L_Finished: - mes "[Katze]"; - if (getequipid(equip_head) == 1217) // Cat ears - mes "\"Meow, fellow cat.\""; - if (getequipid(equip_head) != 1217) - mes "\"Meow. Lost your ears?\""; - close; -} diff --git a/npc/015-3_Cave/pot.txt b/npc/015-3_Cave/pot.txt deleted file mode 100644 index a965223d..00000000 --- a/npc/015-3_Cave/pot.txt +++ /dev/null @@ -1,106 +0,0 @@ -// The pot where the player can deposit stuff for the cat. - -015-3.gat,37,29,0 script Pot 127, { - - if (Katze > 0) - mes "It's that old pot again."; - if (Katze == 0) - mes "It's a pot."; - next; - - if (Katze == 1 && KatzeBeenOutside == 1) goto L_NeedsFood; - if (Katze == 1) goto L_HasMilk; - - if (Katze == 2 && KatzeBeenOutside == 1) goto L_NeedsFur; - if (Katze == 2) goto L_HasFood; - - if (Katze == 3) goto L_NeedsWood; - - if (Katze == 4 && KatzeBeenOutside == 0) goto L_HasWood; - if (Katze >= 4) goto L_Finished; - -L_NeedsMilk: - if (countitem("Milk") > 0) - menu - "Pour in some milk", L_GiveMilk, - "Leave it alone", -; - close; - -L_GiveMilk: - delitem "Milk", 1; - set Katze, 1; - set KatzeBeenOutside, 0; - close; - -L_HasMilk: - mes "There is milk in it."; - close; - -L_NeedsFood: - mes "The milk is gone!"; - next; - - if (countitem("ChickenLeg") > 0 && countitem("Steak") > 0) - menu - "Put in a chicken leg", L_GiveChicken, - "Put in a steak", L_GiveSteak, - "Leave it alone", -; - if (countitem("ChickenLeg") > 0 && countitem("Steak") == 0) - menu - "Put in a chicken leg", L_GiveChicken, - "Leave it alone", -; - if (countitem("ChickenLeg") == 0 && countitem("Steak") > 0) - menu - "Put in a steak", L_GiveSteak, - "Leave it alone", -; - close; - -L_GiveChicken: - delitem "ChickenLeg", 1; - set Katze, 2; - set KatzeBeenOutside, 0; - close; - -L_GiveSteak: - delitem "Steak", 1; - set Katze, 2; - set KatzeBeenOutside, 0; - close; - -L_HasFood: - mes "There is some food in it."; - close; - -L_NeedsFur: - mes "And it's empty!"; - next; - - if (countitem("WhiteFur") > 0) - menu "Put a white fur next to the pot", L_GiveFur, - "Leave it alone", -; - close; - -L_GiveFur: - mes "You put down the fur, but the cat doesn't seem to take any notice. Maybe there's something else you could do. You pick the fur up again."; - close; - -L_NeedsWood: - if (countitem("RawLog") > 0) - menu "Put a wooden log next to the pot", L_GiveWood, - "Leave it alone", -; - close; - -L_GiveWood: - delitem "RawLog", 1; - set Katze, 4; - set KatzeBeenOutside, 0; - mes "You put the wooden log next to the pot. The cat eyes it suspiciously, but remains on her spot."; - close; - -L_HasWood: - mes "A wooden log is patiently lying next to it."; - close; - -L_Finished: - close; -} diff --git a/npc/016-1/_import.txt b/npc/016-1/_import.txt new file mode 100644 index 00000000..3ba02b95 --- /dev/null +++ b/npc/016-1/_import.txt @@ -0,0 +1,7 @@ +// Map 016-1: Woodland +// This file is generated automatically. All manually changes will be removed when running the Converter. +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/npc/016-1/_mobs.txt b/npc/016-1/_mobs.txt new file mode 100644 index 00000000..3cdcb753 --- /dev/null +++ b/npc/016-1/_mobs.txt @@ -0,0 +1,20 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Woodland mobs + +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 script Mob016-1 -1,{ +On1037: + set @mobID, 1037; + callfunc "MobPoints"; + break; + +On1055: + set @mobID, 1055; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/016-1/_warps.txt b/npc/016-1/_warps.txt new file mode 100644 index 00000000..8503d94d --- /dev/null +++ b/npc/016-1/_warps.txt @@ -0,0 +1,5 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Woodland warps + +016-1.gat,56,20 warp ToWoodland 1,-1,010-1.gat,56,103 +016-1.gat,20,53 warp toSwamp -1,1,025-1.gat,129,58 diff --git a/npc/016-1/gwendolyn.txt b/npc/016-1/gwendolyn.txt new file mode 100644 index 00000000..469b720a --- /dev/null +++ b/npc/016-1/gwendolyn.txt @@ -0,0 +1,530 @@ +//################################################################################# +//# +//# This script is for gaining the skill "Hawk's Eye" +//# +//# Needed: Forest Bow Quest +//# +//# Quest1: Proving Dexterity +//# Needed: 10 cave snake eggs, 10 snake eggs, 10 mountain snake eggs, 10 grass snake eggs +//# Reward: 10000 Exp +//# Quest2: Hitting the Target +//# Needed: win the minigame and hit the target depending on the wind, dex and agi +//# Reward: Skill Hawk's Eye +//# +//# Variables used: @QUEST_Forestbow_state, nibble 6 +//# +//# This nibble will have these values: +//# 0, state0: never talked to Gwendolyn +//# 1, state1: talked with her, but not a student yet +//# 2, state2: student, but no bow (from alan of course) +//# 3, state3: heard first lesson, she is waiting for the snake eggs +//# 4, state4: quest done, but too young, or having the ability for skills not learned +//# 5, state5: you are ready to do the targeting minigame +//# 6, state6: you did the minigame +//################################################################################# + +016-1.gat,33,45,0 script Gwendolyn 182, { + // schoolfee in gp + set @SCHOOLFEE, 25000; + // how many eggs do you need of each kind? + set @EGGS_AMOUNT, 10; + // experience for eggs + set @QUEST_EGG_EXP, 10000; + // The needed level for the minigame: + set @BASELEVEL_GAME, 50; + // experience gained for hitting the bullseye: + set @QUEST_HAWK_EXP, 10000; + + set @Q_hawkseye_MASK, NIBBLE_6_MASK; + set @Q_hawkseye_SHIFT, NIBBLE_6_SHIFT; + + set @Q_hawkseye, (QUEST_Forestbow_state & @Q_hawkseye_MASK) >> @Q_hawkseye_SHIFT; + + set @Q_forestbow_MASK, NIBBLE_0_MASK; + set @Q_forestbow_SHIFT, NIBBLE_0_SHIFT; + + set @FORESTBOW, ((QUEST_Forestbow_state) & @Q_forestbow_MASK) >> @Q_forestbow_SHIFT; + + if (@Q_hawkseye == 6) goto state6; + if (@Q_hawkseye == 5) goto state5; + if (@Q_hawkseye == 4) goto state4; + if (@Q_hawkseye == 3) goto state3; + if (@Q_hawkseye == 2) goto state2; + if (@Q_hawkseye == 1) goto state1; + +state0: + mes "[Gwendolyn Bowmaker]"; + mes "\"Hello, and welcome to my reopened School of Archery. My name is Gwendolyn Bowmaker; I'm the granddaughter of the famous Gwendolyn Bowmaker.\""; + next; + mes "\"As you surely know, she was the greatest archer this world had ever seen and opened this School of Archery together with her husband Simon Bowmaker. He was able to make the most well-balanced and the finest bows.\""; + next; + mes "\"I am now back from my training journey and want to continue with my family's tradition, to teach the Way of Archery.\""; + next; + mes "\"Are you interested in becoming a student of Archery?\""; + next; + menu + "I want to become an archer!", -, + "I'm not interested right now.", no_student; +fee: + mes "[Gwendolyn Bowmaker]"; + mes "\"Wonderful! The school's fee is " + @SCHOOLFEE + ".\""; + next; + menu + "That's a lot, but I think it will be worth it.", -, + "I'm not sure I want to spend that much.", no_student; + + if (zeny < @SCHOOLFEE) goto no_money; + + set zeny, zeny - @SCHOOLFEE; + set @Q_hawkseye, 2; + callsub S_Update_Var; + + mes "[Gwendolyn Bowmaker]"; + mes "\"The first thing you need is, obviously, a bow. You should not use any you come across, but a high quality one. I think it would be best to go to Alan in Hurnscald. He is my cousin, and knows how to make Forest Bows of exquisite quality. \""; + + if (countitem("ForestBow") < 1) close; + next; + menu + "I already have a Forest Bow.", -; + +state2: + mes "[Gwendolyn Bowmaker]"; + mes "\"Let me see your bow.\""; + next; + + if (countitem("ForestBow") < 1) goto no_bow; + + if (@FORESTBOW < 5) goto bow_bought; + + set @Q_hawkseye, 3; + callsub S_Update_Var; + mes "[Gwendolyn Bowmaker]"; + mes "\"Very well, this looks fine. It is time for your first lesson. \""; + next; + +lesson: + mes "[Gwendolyn Bowmaker]"; + mes "\"The advantage of fighting with a ranged weapon is that you can stay out of the enemy's range. So there is no need to spend training on your resistibility.\""; + next; + mes "\"But remember: this makes you much more vulnerable, so watch your step and don't stumble into your enemy's attack.\""; + next; + mes "\"Also your strength doesn't matter much. You might be able to shoot a little harder, but not so much as to make it important.\""; + next; + mes "\"The most important thing to improve is your dexterity. When you use a bow, it is your dexterity that determines if you are able to hit your enemy where it hurts most.\""; + next; + mes "\"Also worth mentioning is how to improve your ability to shoot fast. You need to be agile to grab a new arrow from your quiver and aim for the next shot before your enemy has recovered from your last.\""; + next; + +state3: + mes "[Gwendolyn Bowmaker]"; + mes "\"To demonstrate that you understood what I'm trying to teach you, you should go and fight against some snakes. To prove me your results, bring me ten each of cave snake eggs, snake eggs, mountain snake eggs and grass snake eggs.\""; + next; + + menu + "Can you please repeat your lesson?", lesson, + "I will go and hunt some snakes.", quit, + "I have what you want.", -; + + if (countitem("CaveSnakeEgg") < @EGGS_AMOUNT ||countitem("SnakeEgg") < @EGGS_AMOUNT ||countitem("MountainSnakeEgg") < @EGGS_AMOUNT ||countitem("GrassSnakeEgg") < @EGGS_AMOUNT) goto not_enough_eggs; + + delitem "CaveSnakeEgg", @EGGS_AMOUNT; + delitem "SnakeEgg", @EGGS_AMOUNT; + delitem "MountainSnakeEgg", @EGGS_AMOUNT; + delitem "GrassSnakeEgg", @EGGS_AMOUNT; + + getexp @QUEST_EGG_EXP, 0; + + set @Q_hawkseye, 4; + callsub S_Update_Var; + + mes "[Gwendolyn Bowmaker]"; + mes "\"Very well. That will make a great meal.\""; + next; + +state4: + if (baselevel < @BASELEVEL_GAME) goto not_ready; + if (!(getskilllv(SKILL_POOL))) goto not_ready; + mes "Gwendolyn takes an analyzing look at you. Then she nods."; + next; + + set @Q_hawkseye, 5; + callsub S_Update_Var; + mes "[Gwendolyn Bowmaker]"; + mes "\"Ok. You have made great progress. I think you are ready for further tasks.\""; + next; + +game_explain: + mes "[Gwendolyn Bowmaker]"; + mes "\"As you might have noticed, it depends on many circumstances if your arrow finds its target. Your shot may be too powerful or too weak, so the arrow goes far beyond your target or hits the ground before it reaches its destination.\""; + next; + mes "\"The greater the distance to your target is, the more important is the strength and direction of the wind. Even if you are exploring a cave, there might be air flow caused by the corners in the cave.\""; + next; + mes "\"Ok, you can see that target over there? I will tell you how strong the wind blows and from which direction. Then you will try to hit the target by moving right or left and decide how powerful you want to shoot.\""; + next; + +state5: + // needed for the minigame: + set @wdX, 0; // wind direction x-coordinate, rand + set @wdY, 0; // wind direction y-coordinate, rand + // set @wp, 0; // windpower + set @spX, 0; // start position x-coordinate, player decision + // set @spY, 0; // start position y-coordinate, const + set @sp, 0; // shotpower, player decision + //set @targetX, 0; // target position, const + //set @targetY, 20; // target position, const + set @pointX, 0; // point the player hits, x-coordinate + set @pointY, 0; // point the player hits, y-coordinate + set @wdIndex, 0; + // + mes "[Gwendolyn Bowmaker]"; + mes "\"Show me what you can!\""; + next; + + menu + "Can you please explain the task again?", game_explain, + "I'm ready, let's start!", -, + "I'm sorry, I will come back later.", quit; + +game: + if (countitem("ForestBow") < 1) goto no_bow; + if (countitem("Arrow") < 1) goto no_arrows; + delitem "Arrow", 1; + mes "You go to the training field and stand exactly on the same level with the target. The target is located about 43 feet north of you.You take one arrow and look at Gwendolyn."; + next; + + // possibility for wdX and wdY to become zero is reduced, so windless status is less often + set @wdX, rand(9) - 4; + if (@wdX != 2 && @wdX !=-2) set @wdX, rand(9) - 4; + if (@wdX == 0) set @wdX, rand(9) - 4; + + set @wdY, rand(9) - 4; + if (@wdY != 2 && @wdY !=-2) set @wdY, rand(9) - 4; + if (@wdY == 0) set @wdY, rand(9) - 4; + + // wind direction array, where the wind blows to: + // 123 + // 456 + // 789 + //here is where the wind comes from, that's why it is the opposite. + setarray @wd$,"error1, please report", "southeast", "south", "southwest", "east", "error2, please report", "west", "northeast", "north", "northwest" ; + set @paramX, @wdX; + set @paramY, @wdY; + callsub S_getDirection; + set @wdIndex, @returnIndex; + + set @wp_sq, (@wdX * @wdX) + (@wdY * @wdY); + + if (@wp_sq == 0) goto wp0; + if (@wp_sq < 3) goto wp1; + if (@wp_sq < 9) goto wp2; + if (@wp_sq < 19) goto wp3; + goto wp4; + + +wp0: + mes "[Gwendolyn Bowmaker]"; + mes "\"You're lucky. It is windless now.\""; + next; + goto choose_start_pos; +wp1: + mes "[Gwendolyn Bowmaker]"; + mes "\"There is a slight breeze coming from "+ @wd$[@wdIndex] + ".\""; + next; + goto choose_start_pos; +wp2: + mes "[Gwendolyn Bowmaker]"; + mes "\"The wind is blowing from "+ @wd$[@wdIndex] + ".\""; + next; + goto choose_start_pos; +wp3: + mes "[Gwendolyn Bowmaker]"; + mes "\"Right now, there is a strong wind blowing from " + @wd$[@wdIndex] + ".\""; + next; + goto choose_start_pos; +wp4: + mes "[Gwendolyn Bowmaker]"; + mes "\"Here we have a squall from "+ @wd$[@wdIndex] + ".\""; + next; + goto choose_start_pos; + +choose_start_pos: + mes "Do you want to go to the left, the right or stay where you are?"; + next; + + menu + "I want to move left.", step_left, + "I go right.", step_right, + "I stay.", step_no, + "I will try it later.", quit; + +step_no: + set @spX, 0; + mes "You stay where you are.."; + next; + goto choose_shotpower; + +step_left: + mes "How many steps?"; + next; + menu + "1", step_left1, + "2", step_left2, + "3", step_left3, + "4", step_left4; +step_left1: + set @spX, -1; + mes "You take one step to the left."; + next; + goto choose_shotpower; +step_left2: + set @spX, -2; + mes "You take two steps to the left."; + next; + goto choose_shotpower; +step_left3: + set @spX, -3; + mes "You take three steps to the left."; + next; + goto choose_shotpower; +step_left4: + set @spX, -4; + mes "You take four steps to the left."; + next; + goto choose_shotpower; + +step_right: + mes "How many steps?"; + next; + menu + "1", step_right1, + "2", step_right2, + "3", step_right3, + "4", step_right4; +step_right1: + set @spX, 1; + mes "You take one step to the right."; + next; + goto choose_shotpower; +step_right2: + set @spX, 2; + mes "You take two steps to the right."; + next; + goto choose_shotpower; +step_right3: + set @spX, 3; + mes "You take three steps to the right."; + next; + goto choose_shotpower; +step_right4: + set @spX, 4; + mes "You take four steps to the right."; + next; + goto choose_shotpower; + +choose_shotpower: + mes "How powerfully do you want to shoot?"; + next; + + menu + "very weak shot", -, + "rather weak shot", -, + "weak shot", -, + "somewhat weak shot", -, + "medium shot", -, + "somewhat powerful shot", -, + "powerful shot", -, + "rather powerful shot", -, + "very powerful shot", -; + + // we have 9 menu entries, so scale @menu, which is in range 1-9, to a scale in -4 to +4 + set @sp, @menu - 5; + // calculate where you hit. You range is in [-8, 8] in X and Y as well + set @pointX, @wdX + @spX; + set @pointY, @wdY + @sp; + + if( @pointX==0 && @pointY==0 ) goto target_hit; + + //set @targethit to these numbers: + //1,2,3 for left above, above, right above, + //4,5,6 for left, hit, right + //7,8,9 for lower left, below, lower right; + setarray @target_direction$, "error3, please report", "left above", "above", "right above","left","error4, please report","right","lower left","below","lower right"; + + set @paramX , @pointX; + set @paramY , @pointY; + callsub S_getDirection; + set @targethit, @returnIndex; + + //now check how close + //get the distance squared: + // so it is in range 0 - 64: + // 0 is hit + // < 5 is very close + // <17 is close + // rest is a quite fucking shot + set @target_dist_sq, (@pointX * @pointX) + (@pointY*@pointY); + + if (@target_dist_sq < 5) goto target_veryclose; + if (@target_dist_sq < 17) goto target_close; + + //here are bad shots: + mes "[Gwendolyn Bowmaker]"; + mes "\"D'oh, what a terrible shot!\""; + next; + mes "\"Do you even know what a bow is?\""; + next; + mes "\"That was far "+@target_direction$[@targethit]+".\""; + next; + goto game; + +target_close: + mes "[Gwendolyn Bowmaker]"; + mes "\"That was "+@target_direction$[@targethit]+".\""; + next; + mes "\"I suggest some training.\""; + next; + goto game; + +target_veryclose: + mes "[Gwendolyn Bowmaker]"; + mes "\"That was quite close. Impressive!\""; + next; + mes "\"It was a little "+@target_direction$[@targethit]+".\""; + next; + mes "\"But you did not hit... have another try.\""; + next; + //like a coin toss: 2 possibilites, the same chance for both: + //if(0 == rand(2)) goto game; + mes "\"Hurry up, before the wind changes.\""; + next; + goto choose_start_pos; + +target_hit: + mes "[Gwendolyn Bowmaker]"; + mes "\"Wonderful! That was great! Directly hit the bull's eye!\""; + next; + mes "\"Seems like you did it!\""; + next; + mes "\"Let me inspect it...\" She walks to the target."; + next; + if( rand(500) > (2*readparam(bDex) + readparam(bAgi))) goto target_nohit; + set @Q_hawkseye, 6; + callsub S_Update_Var; + + setskill SKILL_MALLARDS_EYE, 1; + getexp @QUEST_HAWK_EXP, 0; + + mes "\"You proved that you are worthy to call yourself a graduate of the School of Archery.\""; + next; + mes "\"But remember, there is always something new to learn. And you should not let your training down in order to keep and improve your abilities.\""; + close; + +target_nohit: + mes "\"Ohh! Half a fingerbreadth aside.\""; + next; + mes "\"That is quite impressive, but you can perform better with more training.\""; + next; + goto game; + +state6: + mes "[Gwendolyn Bowmaker]"; + mes "\"You really have a reason to be proud.\""; + close; + +state1: + mes "[Gwendoly Bowmaker]"; + mes "\"Welcome back. Did you decide to follow the Way of Archery?\""; + next; + menu + "I want to become an archer!", fee, + "I am not interested", -; + +no_student: + mes "\"That's a pity. Well, if you change your mind, come back any time.\""; + set @Q_hawkseye, 1; + callsub S_Update_Var; + close; + +no_money: + mes "\"I am sorry, but it seems that you don't have enough money. Come back when you have reorganized your finances.\""; + set @Q_hawkseye, 1; + callsub S_Update_Var; + close; + +no_bow: + mes "\"As an archer, you should always carry your bow with you. Go and get it.\""; + close; + +bow_bought: + mes "\"You just bought it? You won't learn anything from that. To understand the nature of this bow, you have to collect the needed material by yourself. Only this way will you get a feeling of what it means to use such a weapon. \""; + next; + mes "\"The best thing would be to let you make the bow by yourself. But I guess, that would go to far. And it would take ages to get a high quality bow.\""; + next; + mes "\"Ok, go to Alan and come back with a bow made out of the logs you collected.\""; + close; + +not_enough_eggs: + mes "\"Maybe I should also give you a lesson in how to count? You haven't enough.\""; + close; + +not_ready: + mes "\"I am pleased about your progrees, but you are not ready for the next step yet. Go and do some more training, before you come back. Remember also: It is wise to speak with people you meet on your journey, there is always something new to learn.\""; + close; + +no_arrows: + mes "Gwendolyn sighs and shake her head."; + next; + mes "\"Another lecture: Take always enough arrows with you. Go and come back when you are equipped adequately.\""; + close; + +quit: + close; + +S_Update_Var: + set QUEST_Forestbow_state, + (QUEST_Forestbow_state & ~(@Q_hawkseye_MASK) + | (@Q_hawkseye << @Q_hawkseye_SHIFT)); + return; + +S_getDirection: + // get @paramX @paramY as parameters + // returns an index where these parameters are in relation to origin + // 123 + // 456 whereas 5 is the origin. (3,6,9 there is paramX>0); (1,2,3 there is paramY>0) + // 789 + //first check the quadrants and after check more precisely + if(@paramX>0 && @paramY>0) set @returnIndex, 3; + if(@paramX>0 && @paramY<0) set @returnIndex, 9; + if(@paramX<0 && @paramY>0) set @returnIndex, 1; + if(@paramX<0 && @paramY<0) set @returnIndex, 7; + + //straight left + if ( (@paramX < 0) && (@paramY >= @paramX/2) && (-@paramY >= @paramX/2) ) set @returnIndex, 4; + + //straight right + if ( (@paramX > 0) && (@paramY <= @paramX/2) && (-@paramY <= @paramX/2) ) set @returnIndex, 6; + + //straight above + if ( (@paramY > 0) && (@paramX <= @paramY/2) && (-@paramX <= @paramY/2) ) set @returnIndex, 2; + + //straight below + if ( (@paramY < 0) && (@paramX >= @paramY/2) && (-@paramX >= @paramY/2) ) set @returnIndex, 8; + + //check the origin, because the origin is found by the "straight" lines as well. (should not, but is.. maybe a bug?) + if( @paramX==0 && @paramY==0 ) set @returnIndex, 5; + return; +} + +//////////////////////////////////// +// rand(X) returns a random number uniformly distributed between in range [0; X-1] +// +// A=rand(2) => (0,1) 50% for 0 50% for 1 +// B=rand(2) => (0,1) 50% for 0 50% for 1 +// C=rand(2) => (0,1) 50% for 0 50% for 1 +// D=rand(2) => (0,1) 50% for 0 50% for 1 +// +// A+B => 0+0, 1+0, 0+1, 1+1 => [0,1,2] 25% for 0 50 % for 1 25 % for 2 +// +// rand(3) => [0,1,2] 33% for 0 33% for 1 33% for 2 + + diff --git a/npc/016-1/monsters.txt b/npc/016-1/monsters.txt new file mode 100644 index 00000000..d9d0de4f --- /dev/null +++ b/npc/016-1/monsters.txt @@ -0,0 +1,48 @@ +// 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/npc/016-1_Woodland/_import.txt b/npc/016-1_Woodland/_import.txt deleted file mode 100644 index e81c1da2..00000000 --- a/npc/016-1_Woodland/_import.txt +++ /dev/null @@ -1,6 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 016-1.gat -npc: npc/016-1_Woodland/_mobs.txt -npc: npc/016-1_Woodland/_warps.txt -npc: npc/016-1_Woodland/gwendolyn.txt -npc: npc/016-1_Woodland/monsters.txt diff --git a/npc/016-1_Woodland/_mobs.txt b/npc/016-1_Woodland/_mobs.txt deleted file mode 100644 index 82977d3f..00000000 --- a/npc/016-1_Woodland/_mobs.txt +++ /dev/null @@ -1,20 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 016-1 Woodland mobs - -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 script Mob016-1 -1,{ -On1037: - set @mobID, 1037; - callfunc "MobPoints"; - break; - -On1055: - set @mobID, 1055; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/016-1_Woodland/_warps.txt b/npc/016-1_Woodland/_warps.txt deleted file mode 100644 index a1b505d2..00000000 --- a/npc/016-1_Woodland/_warps.txt +++ /dev/null @@ -1,5 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 016-1 Woodland warps - -016-1.gat,56,20 warp ToWoodland 1,-1,010-1.gat,56,103 -016-1.gat,20,53 warp toSwamp -1,1,025-1.gat,129,58 diff --git a/npc/016-1_Woodland/gwendolyn.txt b/npc/016-1_Woodland/gwendolyn.txt deleted file mode 100644 index 469b720a..00000000 --- a/npc/016-1_Woodland/gwendolyn.txt +++ /dev/null @@ -1,530 +0,0 @@ -//################################################################################# -//# -//# This script is for gaining the skill "Hawk's Eye" -//# -//# Needed: Forest Bow Quest -//# -//# Quest1: Proving Dexterity -//# Needed: 10 cave snake eggs, 10 snake eggs, 10 mountain snake eggs, 10 grass snake eggs -//# Reward: 10000 Exp -//# Quest2: Hitting the Target -//# Needed: win the minigame and hit the target depending on the wind, dex and agi -//# Reward: Skill Hawk's Eye -//# -//# Variables used: @QUEST_Forestbow_state, nibble 6 -//# -//# This nibble will have these values: -//# 0, state0: never talked to Gwendolyn -//# 1, state1: talked with her, but not a student yet -//# 2, state2: student, but no bow (from alan of course) -//# 3, state3: heard first lesson, she is waiting for the snake eggs -//# 4, state4: quest done, but too young, or having the ability for skills not learned -//# 5, state5: you are ready to do the targeting minigame -//# 6, state6: you did the minigame -//################################################################################# - -016-1.gat,33,45,0 script Gwendolyn 182, { - // schoolfee in gp - set @SCHOOLFEE, 25000; - // how many eggs do you need of each kind? - set @EGGS_AMOUNT, 10; - // experience for eggs - set @QUEST_EGG_EXP, 10000; - // The needed level for the minigame: - set @BASELEVEL_GAME, 50; - // experience gained for hitting the bullseye: - set @QUEST_HAWK_EXP, 10000; - - set @Q_hawkseye_MASK, NIBBLE_6_MASK; - set @Q_hawkseye_SHIFT, NIBBLE_6_SHIFT; - - set @Q_hawkseye, (QUEST_Forestbow_state & @Q_hawkseye_MASK) >> @Q_hawkseye_SHIFT; - - set @Q_forestbow_MASK, NIBBLE_0_MASK; - set @Q_forestbow_SHIFT, NIBBLE_0_SHIFT; - - set @FORESTBOW, ((QUEST_Forestbow_state) & @Q_forestbow_MASK) >> @Q_forestbow_SHIFT; - - if (@Q_hawkseye == 6) goto state6; - if (@Q_hawkseye == 5) goto state5; - if (@Q_hawkseye == 4) goto state4; - if (@Q_hawkseye == 3) goto state3; - if (@Q_hawkseye == 2) goto state2; - if (@Q_hawkseye == 1) goto state1; - -state0: - mes "[Gwendolyn Bowmaker]"; - mes "\"Hello, and welcome to my reopened School of Archery. My name is Gwendolyn Bowmaker; I'm the granddaughter of the famous Gwendolyn Bowmaker.\""; - next; - mes "\"As you surely know, she was the greatest archer this world had ever seen and opened this School of Archery together with her husband Simon Bowmaker. He was able to make the most well-balanced and the finest bows.\""; - next; - mes "\"I am now back from my training journey and want to continue with my family's tradition, to teach the Way of Archery.\""; - next; - mes "\"Are you interested in becoming a student of Archery?\""; - next; - menu - "I want to become an archer!", -, - "I'm not interested right now.", no_student; -fee: - mes "[Gwendolyn Bowmaker]"; - mes "\"Wonderful! The school's fee is " + @SCHOOLFEE + ".\""; - next; - menu - "That's a lot, but I think it will be worth it.", -, - "I'm not sure I want to spend that much.", no_student; - - if (zeny < @SCHOOLFEE) goto no_money; - - set zeny, zeny - @SCHOOLFEE; - set @Q_hawkseye, 2; - callsub S_Update_Var; - - mes "[Gwendolyn Bowmaker]"; - mes "\"The first thing you need is, obviously, a bow. You should not use any you come across, but a high quality one. I think it would be best to go to Alan in Hurnscald. He is my cousin, and knows how to make Forest Bows of exquisite quality. \""; - - if (countitem("ForestBow") < 1) close; - next; - menu - "I already have a Forest Bow.", -; - -state2: - mes "[Gwendolyn Bowmaker]"; - mes "\"Let me see your bow.\""; - next; - - if (countitem("ForestBow") < 1) goto no_bow; - - if (@FORESTBOW < 5) goto bow_bought; - - set @Q_hawkseye, 3; - callsub S_Update_Var; - mes "[Gwendolyn Bowmaker]"; - mes "\"Very well, this looks fine. It is time for your first lesson. \""; - next; - -lesson: - mes "[Gwendolyn Bowmaker]"; - mes "\"The advantage of fighting with a ranged weapon is that you can stay out of the enemy's range. So there is no need to spend training on your resistibility.\""; - next; - mes "\"But remember: this makes you much more vulnerable, so watch your step and don't stumble into your enemy's attack.\""; - next; - mes "\"Also your strength doesn't matter much. You might be able to shoot a little harder, but not so much as to make it important.\""; - next; - mes "\"The most important thing to improve is your dexterity. When you use a bow, it is your dexterity that determines if you are able to hit your enemy where it hurts most.\""; - next; - mes "\"Also worth mentioning is how to improve your ability to shoot fast. You need to be agile to grab a new arrow from your quiver and aim for the next shot before your enemy has recovered from your last.\""; - next; - -state3: - mes "[Gwendolyn Bowmaker]"; - mes "\"To demonstrate that you understood what I'm trying to teach you, you should go and fight against some snakes. To prove me your results, bring me ten each of cave snake eggs, snake eggs, mountain snake eggs and grass snake eggs.\""; - next; - - menu - "Can you please repeat your lesson?", lesson, - "I will go and hunt some snakes.", quit, - "I have what you want.", -; - - if (countitem("CaveSnakeEgg") < @EGGS_AMOUNT ||countitem("SnakeEgg") < @EGGS_AMOUNT ||countitem("MountainSnakeEgg") < @EGGS_AMOUNT ||countitem("GrassSnakeEgg") < @EGGS_AMOUNT) goto not_enough_eggs; - - delitem "CaveSnakeEgg", @EGGS_AMOUNT; - delitem "SnakeEgg", @EGGS_AMOUNT; - delitem "MountainSnakeEgg", @EGGS_AMOUNT; - delitem "GrassSnakeEgg", @EGGS_AMOUNT; - - getexp @QUEST_EGG_EXP, 0; - - set @Q_hawkseye, 4; - callsub S_Update_Var; - - mes "[Gwendolyn Bowmaker]"; - mes "\"Very well. That will make a great meal.\""; - next; - -state4: - if (baselevel < @BASELEVEL_GAME) goto not_ready; - if (!(getskilllv(SKILL_POOL))) goto not_ready; - mes "Gwendolyn takes an analyzing look at you. Then she nods."; - next; - - set @Q_hawkseye, 5; - callsub S_Update_Var; - mes "[Gwendolyn Bowmaker]"; - mes "\"Ok. You have made great progress. I think you are ready for further tasks.\""; - next; - -game_explain: - mes "[Gwendolyn Bowmaker]"; - mes "\"As you might have noticed, it depends on many circumstances if your arrow finds its target. Your shot may be too powerful or too weak, so the arrow goes far beyond your target or hits the ground before it reaches its destination.\""; - next; - mes "\"The greater the distance to your target is, the more important is the strength and direction of the wind. Even if you are exploring a cave, there might be air flow caused by the corners in the cave.\""; - next; - mes "\"Ok, you can see that target over there? I will tell you how strong the wind blows and from which direction. Then you will try to hit the target by moving right or left and decide how powerful you want to shoot.\""; - next; - -state5: - // needed for the minigame: - set @wdX, 0; // wind direction x-coordinate, rand - set @wdY, 0; // wind direction y-coordinate, rand - // set @wp, 0; // windpower - set @spX, 0; // start position x-coordinate, player decision - // set @spY, 0; // start position y-coordinate, const - set @sp, 0; // shotpower, player decision - //set @targetX, 0; // target position, const - //set @targetY, 20; // target position, const - set @pointX, 0; // point the player hits, x-coordinate - set @pointY, 0; // point the player hits, y-coordinate - set @wdIndex, 0; - // - mes "[Gwendolyn Bowmaker]"; - mes "\"Show me what you can!\""; - next; - - menu - "Can you please explain the task again?", game_explain, - "I'm ready, let's start!", -, - "I'm sorry, I will come back later.", quit; - -game: - if (countitem("ForestBow") < 1) goto no_bow; - if (countitem("Arrow") < 1) goto no_arrows; - delitem "Arrow", 1; - mes "You go to the training field and stand exactly on the same level with the target. The target is located about 43 feet north of you.You take one arrow and look at Gwendolyn."; - next; - - // possibility for wdX and wdY to become zero is reduced, so windless status is less often - set @wdX, rand(9) - 4; - if (@wdX != 2 && @wdX !=-2) set @wdX, rand(9) - 4; - if (@wdX == 0) set @wdX, rand(9) - 4; - - set @wdY, rand(9) - 4; - if (@wdY != 2 && @wdY !=-2) set @wdY, rand(9) - 4; - if (@wdY == 0) set @wdY, rand(9) - 4; - - // wind direction array, where the wind blows to: - // 123 - // 456 - // 789 - //here is where the wind comes from, that's why it is the opposite. - setarray @wd$,"error1, please report", "southeast", "south", "southwest", "east", "error2, please report", "west", "northeast", "north", "northwest" ; - set @paramX, @wdX; - set @paramY, @wdY; - callsub S_getDirection; - set @wdIndex, @returnIndex; - - set @wp_sq, (@wdX * @wdX) + (@wdY * @wdY); - - if (@wp_sq == 0) goto wp0; - if (@wp_sq < 3) goto wp1; - if (@wp_sq < 9) goto wp2; - if (@wp_sq < 19) goto wp3; - goto wp4; - - -wp0: - mes "[Gwendolyn Bowmaker]"; - mes "\"You're lucky. It is windless now.\""; - next; - goto choose_start_pos; -wp1: - mes "[Gwendolyn Bowmaker]"; - mes "\"There is a slight breeze coming from "+ @wd$[@wdIndex] + ".\""; - next; - goto choose_start_pos; -wp2: - mes "[Gwendolyn Bowmaker]"; - mes "\"The wind is blowing from "+ @wd$[@wdIndex] + ".\""; - next; - goto choose_start_pos; -wp3: - mes "[Gwendolyn Bowmaker]"; - mes "\"Right now, there is a strong wind blowing from " + @wd$[@wdIndex] + ".\""; - next; - goto choose_start_pos; -wp4: - mes "[Gwendolyn Bowmaker]"; - mes "\"Here we have a squall from "+ @wd$[@wdIndex] + ".\""; - next; - goto choose_start_pos; - -choose_start_pos: - mes "Do you want to go to the left, the right or stay where you are?"; - next; - - menu - "I want to move left.", step_left, - "I go right.", step_right, - "I stay.", step_no, - "I will try it later.", quit; - -step_no: - set @spX, 0; - mes "You stay where you are.."; - next; - goto choose_shotpower; - -step_left: - mes "How many steps?"; - next; - menu - "1", step_left1, - "2", step_left2, - "3", step_left3, - "4", step_left4; -step_left1: - set @spX, -1; - mes "You take one step to the left."; - next; - goto choose_shotpower; -step_left2: - set @spX, -2; - mes "You take two steps to the left."; - next; - goto choose_shotpower; -step_left3: - set @spX, -3; - mes "You take three steps to the left."; - next; - goto choose_shotpower; -step_left4: - set @spX, -4; - mes "You take four steps to the left."; - next; - goto choose_shotpower; - -step_right: - mes "How many steps?"; - next; - menu - "1", step_right1, - "2", step_right2, - "3", step_right3, - "4", step_right4; -step_right1: - set @spX, 1; - mes "You take one step to the right."; - next; - goto choose_shotpower; -step_right2: - set @spX, 2; - mes "You take two steps to the right."; - next; - goto choose_shotpower; -step_right3: - set @spX, 3; - mes "You take three steps to the right."; - next; - goto choose_shotpower; -step_right4: - set @spX, 4; - mes "You take four steps to the right."; - next; - goto choose_shotpower; - -choose_shotpower: - mes "How powerfully do you want to shoot?"; - next; - - menu - "very weak shot", -, - "rather weak shot", -, - "weak shot", -, - "somewhat weak shot", -, - "medium shot", -, - "somewhat powerful shot", -, - "powerful shot", -, - "rather powerful shot", -, - "very powerful shot", -; - - // we have 9 menu entries, so scale @menu, which is in range 1-9, to a scale in -4 to +4 - set @sp, @menu - 5; - // calculate where you hit. You range is in [-8, 8] in X and Y as well - set @pointX, @wdX + @spX; - set @pointY, @wdY + @sp; - - if( @pointX==0 && @pointY==0 ) goto target_hit; - - //set @targethit to these numbers: - //1,2,3 for left above, above, right above, - //4,5,6 for left, hit, right - //7,8,9 for lower left, below, lower right; - setarray @target_direction$, "error3, please report", "left above", "above", "right above","left","error4, please report","right","lower left","below","lower right"; - - set @paramX , @pointX; - set @paramY , @pointY; - callsub S_getDirection; - set @targethit, @returnIndex; - - //now check how close - //get the distance squared: - // so it is in range 0 - 64: - // 0 is hit - // < 5 is very close - // <17 is close - // rest is a quite fucking shot - set @target_dist_sq, (@pointX * @pointX) + (@pointY*@pointY); - - if (@target_dist_sq < 5) goto target_veryclose; - if (@target_dist_sq < 17) goto target_close; - - //here are bad shots: - mes "[Gwendolyn Bowmaker]"; - mes "\"D'oh, what a terrible shot!\""; - next; - mes "\"Do you even know what a bow is?\""; - next; - mes "\"That was far "+@target_direction$[@targethit]+".\""; - next; - goto game; - -target_close: - mes "[Gwendolyn Bowmaker]"; - mes "\"That was "+@target_direction$[@targethit]+".\""; - next; - mes "\"I suggest some training.\""; - next; - goto game; - -target_veryclose: - mes "[Gwendolyn Bowmaker]"; - mes "\"That was quite close. Impressive!\""; - next; - mes "\"It was a little "+@target_direction$[@targethit]+".\""; - next; - mes "\"But you did not hit... have another try.\""; - next; - //like a coin toss: 2 possibilites, the same chance for both: - //if(0 == rand(2)) goto game; - mes "\"Hurry up, before the wind changes.\""; - next; - goto choose_start_pos; - -target_hit: - mes "[Gwendolyn Bowmaker]"; - mes "\"Wonderful! That was great! Directly hit the bull's eye!\""; - next; - mes "\"Seems like you did it!\""; - next; - mes "\"Let me inspect it...\" She walks to the target."; - next; - if( rand(500) > (2*readparam(bDex) + readparam(bAgi))) goto target_nohit; - set @Q_hawkseye, 6; - callsub S_Update_Var; - - setskill SKILL_MALLARDS_EYE, 1; - getexp @QUEST_HAWK_EXP, 0; - - mes "\"You proved that you are worthy to call yourself a graduate of the School of Archery.\""; - next; - mes "\"But remember, there is always something new to learn. And you should not let your training down in order to keep and improve your abilities.\""; - close; - -target_nohit: - mes "\"Ohh! Half a fingerbreadth aside.\""; - next; - mes "\"That is quite impressive, but you can perform better with more training.\""; - next; - goto game; - -state6: - mes "[Gwendolyn Bowmaker]"; - mes "\"You really have a reason to be proud.\""; - close; - -state1: - mes "[Gwendoly Bowmaker]"; - mes "\"Welcome back. Did you decide to follow the Way of Archery?\""; - next; - menu - "I want to become an archer!", fee, - "I am not interested", -; - -no_student: - mes "\"That's a pity. Well, if you change your mind, come back any time.\""; - set @Q_hawkseye, 1; - callsub S_Update_Var; - close; - -no_money: - mes "\"I am sorry, but it seems that you don't have enough money. Come back when you have reorganized your finances.\""; - set @Q_hawkseye, 1; - callsub S_Update_Var; - close; - -no_bow: - mes "\"As an archer, you should always carry your bow with you. Go and get it.\""; - close; - -bow_bought: - mes "\"You just bought it? You won't learn anything from that. To understand the nature of this bow, you have to collect the needed material by yourself. Only this way will you get a feeling of what it means to use such a weapon. \""; - next; - mes "\"The best thing would be to let you make the bow by yourself. But I guess, that would go to far. And it would take ages to get a high quality bow.\""; - next; - mes "\"Ok, go to Alan and come back with a bow made out of the logs you collected.\""; - close; - -not_enough_eggs: - mes "\"Maybe I should also give you a lesson in how to count? You haven't enough.\""; - close; - -not_ready: - mes "\"I am pleased about your progrees, but you are not ready for the next step yet. Go and do some more training, before you come back. Remember also: It is wise to speak with people you meet on your journey, there is always something new to learn.\""; - close; - -no_arrows: - mes "Gwendolyn sighs and shake her head."; - next; - mes "\"Another lecture: Take always enough arrows with you. Go and come back when you are equipped adequately.\""; - close; - -quit: - close; - -S_Update_Var: - set QUEST_Forestbow_state, - (QUEST_Forestbow_state & ~(@Q_hawkseye_MASK) - | (@Q_hawkseye << @Q_hawkseye_SHIFT)); - return; - -S_getDirection: - // get @paramX @paramY as parameters - // returns an index where these parameters are in relation to origin - // 123 - // 456 whereas 5 is the origin. (3,6,9 there is paramX>0); (1,2,3 there is paramY>0) - // 789 - //first check the quadrants and after check more precisely - if(@paramX>0 && @paramY>0) set @returnIndex, 3; - if(@paramX>0 && @paramY<0) set @returnIndex, 9; - if(@paramX<0 && @paramY>0) set @returnIndex, 1; - if(@paramX<0 && @paramY<0) set @returnIndex, 7; - - //straight left - if ( (@paramX < 0) && (@paramY >= @paramX/2) && (-@paramY >= @paramX/2) ) set @returnIndex, 4; - - //straight right - if ( (@paramX > 0) && (@paramY <= @paramX/2) && (-@paramY <= @paramX/2) ) set @returnIndex, 6; - - //straight above - if ( (@paramY > 0) && (@paramX <= @paramY/2) && (-@paramX <= @paramY/2) ) set @returnIndex, 2; - - //straight below - if ( (@paramY < 0) && (@paramX >= @paramY/2) && (-@paramX >= @paramY/2) ) set @returnIndex, 8; - - //check the origin, because the origin is found by the "straight" lines as well. (should not, but is.. maybe a bug?) - if( @paramX==0 && @paramY==0 ) set @returnIndex, 5; - return; -} - -//////////////////////////////////// -// rand(X) returns a random number uniformly distributed between in range [0; X-1] -// -// A=rand(2) => (0,1) 50% for 0 50% for 1 -// B=rand(2) => (0,1) 50% for 0 50% for 1 -// C=rand(2) => (0,1) 50% for 0 50% for 1 -// D=rand(2) => (0,1) 50% for 0 50% for 1 -// -// A+B => 0+0, 1+0, 0+1, 1+1 => [0,1,2] 25% for 0 50 % for 1 25 % for 2 -// -// rand(3) => [0,1,2] 33% for 0 33% for 1 33% for 2 - - diff --git a/npc/016-1_Woodland/monsters.txt b/npc/016-1_Woodland/monsters.txt deleted file mode 100644 index d9d0de4f..00000000 --- a/npc/016-1_Woodland/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/npc/017-1/_import.txt b/npc/017-1/_import.txt new file mode 100644 index 00000000..41eb315e --- /dev/null +++ b/npc/017-1/_import.txt @@ -0,0 +1,6 @@ +// 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 +npc: npc/017-1/_warps.txt +npc: npc/017-1/monsters.txt diff --git a/npc/017-1/_mobs.txt b/npc/017-1/_mobs.txt new file mode 100644 index 00000000..a28ae59b --- /dev/null +++ b/npc/017-1/_mobs.txt @@ -0,0 +1,33 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// 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 +017-1.gat,91,25,76,8 monster Loghead 2027,3,5000,60000,Mob017-1::On2027 +017-1.gat,31,48,19,12 monster Loghead 2027,3,5000,60000,Mob017-1::On2027 +017-1.gat,0,0,0,0 monster Butterfly 1055,10,30,20,Mob017-1::On1055 + + +017-1.gat,0,0,0 script Mob017-1 -1,{ +On1037: + set @mobID, 1037; + callfunc "MobPoints"; + break; + +On1055: + set @mobID, 1055; + callfunc "MobPoints"; + break; + +On2027: + set @mobID, 2027; + callfunc "MobPoints"; + break; + +On2033: + set @mobID, 2033; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/017-1/_warps.txt b/npc/017-1/_warps.txt new file mode 100644 index 00000000..3eb1c24e --- /dev/null +++ b/npc/017-1/_warps.txt @@ -0,0 +1,8 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// 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 +017-1.gat,76,31 warp toCave -1,-1,013-3.gat,141,147 +017-1.gat,98,20 warp toCave -1,-1,013-3.gat,173,129 +017-1.gat,97,31 warp toCave -1,-1,013-3.gat,162,168 diff --git a/npc/017-1/monsters.txt b/npc/017-1/monsters.txt new file mode 100644 index 00000000..28f2d7e2 --- /dev/null +++ b/npc/017-1/monsters.txt @@ -0,0 +1,83 @@ +// Map: 017-1 +// This is North Woodlands Mountains. +// + +017-1.gat,0,0,0,0 monster Bat 1017,5,0,0,Mob33::OnBat +017-1.gat,0,0,0,0 monster FireGoblin 1011,5,0,0,Mob33::OnFireGoblin +017-1.gat,0,0,0,0 monster Mouboo 1028,5,0,0,Mob33::OnMouboo +017-1.gat,0,0,0,0 monster PinkFlower 1014,5,0,0,Mob33::OnPinkFlower +017-1.gat,0,0,0,0 monster SpikyMushroom 1019,5,0,0,Mob33::OnSpikyMushroom +017-1.gat,0,0,0,0 monster EvilMushshroom 1013,10,0,0,Mob33::OnEvilMushroom + +017-1.gat,0,0,0,0 monster Alizarin 1032,3,0,0,Mob33::OnAlizarin +017-1.gat,0,0,0,0 monster Gamboge 1031,3,0,0,Mob33::OnGamboge +017-1.gat,0,0,0,0 monster Cobalt 1030,3,0,0,Mob33::OnCobalt +017-1.gat,0,0,0,0 monster Mauve 1029,5,0,0,Mob33::OnMauve + +017-1.gat,0,0,0,0 monster SilkWorm 1035,10,0,0,Mob33::OnSilkWorm + +017-1.gat,0,0,0,0 monster Squirrel 1038,30,20,10,Mob33::OnSquirrel + +017-1.gat,0,0,0 script Mob33 -1,{ +OnBat: + set @mobID, 1017; + callfunc "MobPoints"; + break; + +OnFireGoblin: + set @mobID, 1011; + callfunc "MobPoints"; + break; + +OnMouboo: + set @mobID, 1028; + callfunc "MobPoints"; + break; + +OnPinkFlower: + set @mobID, 1014; + callfunc "MobPoints"; + break; + +OnSpikyMushroom: + set @mobID, 1019; + callfunc "MobPoints"; + break; + +OnEvilMushroom: + set @mobID, 1013; + callfunc "MobPoints"; + break; + +OnAlizarin: + set @mobID, 1032; + callfunc "MobPoints"; + break; + +OnGamboge: + set @mobID, 1031; + callfunc "MobPoints"; + break; + +OnCobalt: + set @mobID, 1030; + callfunc "MobPoints"; + break; + +OnMauve: + set @mobID, 1029; + callfunc "MobPoints"; + break; + +OnSilkWorm: + set @mobID, 1035; + callfunc "MobPoints"; + break; + +OnSquirrel: + set @mobID, 1038; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/017-1_Woodland_hills/_import.txt b/npc/017-1_Woodland_hills/_import.txt deleted file mode 100644 index 505292d3..00000000 --- a/npc/017-1_Woodland_hills/_import.txt +++ /dev/null @@ -1,5 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 017-1.gat -npc: npc/017-1_Woodland_hills/_mobs.txt -npc: npc/017-1_Woodland_hills/_warps.txt -npc: npc/017-1_Woodland_hills/monsters.txt diff --git a/npc/017-1_Woodland_hills/_mobs.txt b/npc/017-1_Woodland_hills/_mobs.txt deleted file mode 100644 index 0e918457..00000000 --- a/npc/017-1_Woodland_hills/_mobs.txt +++ /dev/null @@ -1,33 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 017-1 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 -017-1.gat,91,25,76,8 monster Loghead 2027,3,5000,60000,Mob017-1::On2027 -017-1.gat,31,48,19,12 monster Loghead 2027,3,5000,60000,Mob017-1::On2027 -017-1.gat,0,0,0,0 monster Butterfly 1055,10,30,20,Mob017-1::On1055 - - -017-1.gat,0,0,0 script Mob017-1 -1,{ -On1037: - set @mobID, 1037; - callfunc "MobPoints"; - break; - -On1055: - set @mobID, 1055; - callfunc "MobPoints"; - break; - -On2027: - set @mobID, 2027; - callfunc "MobPoints"; - break; - -On2033: - set @mobID, 2033; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/017-1_Woodland_hills/_warps.txt b/npc/017-1_Woodland_hills/_warps.txt deleted file mode 100644 index edb30a42..00000000 --- a/npc/017-1_Woodland_hills/_warps.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 017-1 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 -017-1.gat,76,31 warp toCave -1,-1,013-3.gat,141,147 -017-1.gat,98,20 warp toCave -1,-1,013-3.gat,173,129 -017-1.gat,97,31 warp toCave -1,-1,013-3.gat,162,168 diff --git a/npc/017-1_Woodland_hills/monsters.txt b/npc/017-1_Woodland_hills/monsters.txt deleted file mode 100644 index 28f2d7e2..00000000 --- a/npc/017-1_Woodland_hills/monsters.txt +++ /dev/null @@ -1,83 +0,0 @@ -// Map: 017-1 -// This is North Woodlands Mountains. -// - -017-1.gat,0,0,0,0 monster Bat 1017,5,0,0,Mob33::OnBat -017-1.gat,0,0,0,0 monster FireGoblin 1011,5,0,0,Mob33::OnFireGoblin -017-1.gat,0,0,0,0 monster Mouboo 1028,5,0,0,Mob33::OnMouboo -017-1.gat,0,0,0,0 monster PinkFlower 1014,5,0,0,Mob33::OnPinkFlower -017-1.gat,0,0,0,0 monster SpikyMushroom 1019,5,0,0,Mob33::OnSpikyMushroom -017-1.gat,0,0,0,0 monster EvilMushshroom 1013,10,0,0,Mob33::OnEvilMushroom - -017-1.gat,0,0,0,0 monster Alizarin 1032,3,0,0,Mob33::OnAlizarin -017-1.gat,0,0,0,0 monster Gamboge 1031,3,0,0,Mob33::OnGamboge -017-1.gat,0,0,0,0 monster Cobalt 1030,3,0,0,Mob33::OnCobalt -017-1.gat,0,0,0,0 monster Mauve 1029,5,0,0,Mob33::OnMauve - -017-1.gat,0,0,0,0 monster SilkWorm 1035,10,0,0,Mob33::OnSilkWorm - -017-1.gat,0,0,0,0 monster Squirrel 1038,30,20,10,Mob33::OnSquirrel - -017-1.gat,0,0,0 script Mob33 -1,{ -OnBat: - set @mobID, 1017; - callfunc "MobPoints"; - break; - -OnFireGoblin: - set @mobID, 1011; - callfunc "MobPoints"; - break; - -OnMouboo: - set @mobID, 1028; - callfunc "MobPoints"; - break; - -OnPinkFlower: - set @mobID, 1014; - callfunc "MobPoints"; - break; - -OnSpikyMushroom: - set @mobID, 1019; - callfunc "MobPoints"; - break; - -OnEvilMushroom: - set @mobID, 1013; - callfunc "MobPoints"; - break; - -OnAlizarin: - set @mobID, 1032; - callfunc "MobPoints"; - break; - -OnGamboge: - set @mobID, 1031; - callfunc "MobPoints"; - break; - -OnCobalt: - set @mobID, 1030; - callfunc "MobPoints"; - break; - -OnMauve: - set @mobID, 1029; - callfunc "MobPoints"; - break; - -OnSilkWorm: - set @mobID, 1035; - callfunc "MobPoints"; - break; - -OnSquirrel: - set @mobID, 1038; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/017-2/_import.txt b/npc/017-2/_import.txt new file mode 100644 index 00000000..843da4e7 --- /dev/null +++ b/npc/017-2/_import.txt @@ -0,0 +1,5 @@ +// Map 017-2: Theater +// This file is generated automatically. All manually changes will be removed when running the Converter. +map: 017-2.gat +npc: npc/017-2/_mobs.txt +npc: npc/017-2/_warps.txt diff --git a/npc/017-2/_mobs.txt b/npc/017-2/_mobs.txt new file mode 100644 index 00000000..fff25198 --- /dev/null +++ b/npc/017-2/_mobs.txt @@ -0,0 +1,8 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Theater mobs + + + +017-2.gat,0,0,0 script Mob017-2 -1,{ + end; +} diff --git a/npc/017-2/_warps.txt b/npc/017-2/_warps.txt new file mode 100644 index 00000000..0cd1dec9 --- /dev/null +++ b/npc/017-2/_warps.txt @@ -0,0 +1,11 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Theater warps + +017-2.gat,30,20 warp toBackStage02 -1,-1,017-9.gat,30,23 +017-2.gat,26,30 warp toWoodlandHills -1,-1,017-1.gat,43,33 +017-2.gat,22,20 warp toBackStage01 -1,-1,017-9.gat,22,23 +017-2.gat,21,-3 warp toStage01 -2,-2,013-2.gat,24,58 +017-2.gat,26,-3 warp toStage01 -2,-2,013-2.gat,26,54 +017-2.gat,22,-13 warp toStage02 -2,-2,013-2.gat,22,54 +017-2.gat,30,-13 warp toStage01 -2,-2,013-2.gat,30,54 +017-2.gat,31,-3 warp toStage01 -2,-2,013-2.gat,28,58 diff --git a/npc/017-2_Theater/_import.txt b/npc/017-2_Theater/_import.txt deleted file mode 100644 index cb701730..00000000 --- a/npc/017-2_Theater/_import.txt +++ /dev/null @@ -1,4 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 017-2.gat -npc: npc/017-2_Theater/_mobs.txt -npc: npc/017-2_Theater/_warps.txt diff --git a/npc/017-2_Theater/_mobs.txt b/npc/017-2_Theater/_mobs.txt deleted file mode 100644 index eaf7b0d2..00000000 --- a/npc/017-2_Theater/_mobs.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 017-2 Theater mobs - - - -017-2.gat,0,0,0 script Mob017-2 -1,{ - end; -} diff --git a/npc/017-2_Theater/_warps.txt b/npc/017-2_Theater/_warps.txt deleted file mode 100644 index 44084f31..00000000 --- a/npc/017-2_Theater/_warps.txt +++ /dev/null @@ -1,11 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 017-2 Theater warps - -017-2.gat,30,20 warp toBackStage02 -1,-1,017-9.gat,30,23 -017-2.gat,26,30 warp toWoodlandHills -1,-1,017-1.gat,43,33 -017-2.gat,22,20 warp toBackStage01 -1,-1,017-9.gat,22,23 -017-2.gat,21,-3 warp toStage01 -2,-2,013-2.gat,24,58 -017-2.gat,26,-3 warp toStage01 -2,-2,013-2.gat,26,54 -017-2.gat,22,-13 warp toStage02 -2,-2,013-2.gat,22,54 -017-2.gat,30,-13 warp toStage01 -2,-2,013-2.gat,30,54 -017-2.gat,31,-3 warp toStage01 -2,-2,013-2.gat,28,58 diff --git a/npc/017-9/_import.txt b/npc/017-9/_import.txt new file mode 100644 index 00000000..819fd8b3 --- /dev/null +++ b/npc/017-9/_import.txt @@ -0,0 +1,5 @@ +// Map 017-9: Backstage +// This file is generated automatically. All manually changes will be removed when running the Converter. +map: 017-9.gat +npc: npc/017-9/_mobs.txt +npc: npc/017-9/_warps.txt diff --git a/npc/017-9/_mobs.txt b/npc/017-9/_mobs.txt new file mode 100644 index 00000000..960546c2 --- /dev/null +++ b/npc/017-9/_mobs.txt @@ -0,0 +1,8 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Backstage mobs + + + +017-9.gat,0,0,0 script Mob017-9 -1,{ + end; +} diff --git a/npc/017-9/_warps.txt b/npc/017-9/_warps.txt new file mode 100644 index 00000000..905f4de2 --- /dev/null +++ b/npc/017-9/_warps.txt @@ -0,0 +1,9 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Backstage warps + +017-9.gat,22,21 warp toLeftDoor -1,-1,017-2.gat,22,21 +017-9.gat,26,22 warp toWoodlandHills -1,-1,017-1.gat,43,33 +017-9.gat,30,21 warp toRightDoor -1,-1,017-2.gat,30,21 +017-9.gat,21,28 warp toLeftTrapdoor -1,-1,017-2.gat,24,25 +017-9.gat,26,28 warp toCentreTrapdoor -1,-1,017-2.gat,26,21 +017-9.gat,31,28 warp toRightTrapdoor -1,-1,017-2.gat,28,25 diff --git a/npc/017-9_Backstage/_import.txt b/npc/017-9_Backstage/_import.txt deleted file mode 100644 index db6bb923..00000000 --- a/npc/017-9_Backstage/_import.txt +++ /dev/null @@ -1,4 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 017-9.gat -npc: npc/017-9_Backstage/_mobs.txt -npc: npc/017-9_Backstage/_warps.txt diff --git a/npc/017-9_Backstage/_mobs.txt b/npc/017-9_Backstage/_mobs.txt deleted file mode 100644 index 0fb9bb82..00000000 --- a/npc/017-9_Backstage/_mobs.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 017-9 Backstage mobs - - - -017-9.gat,0,0,0 script Mob017-9 -1,{ - end; -} diff --git a/npc/017-9_Backstage/_warps.txt b/npc/017-9_Backstage/_warps.txt deleted file mode 100644 index 212679ba..00000000 --- a/npc/017-9_Backstage/_warps.txt +++ /dev/null @@ -1,9 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 017-9 Backstage warps - -017-9.gat,22,21 warp toLeftDoor -1,-1,017-2.gat,22,21 -017-9.gat,26,22 warp toWoodlandHills -1,-1,017-1.gat,43,33 -017-9.gat,30,21 warp toRightDoor -1,-1,017-2.gat,30,21 -017-9.gat,21,28 warp toLeftTrapdoor -1,-1,017-2.gat,24,25 -017-9.gat,26,28 warp toCentreTrapdoor -1,-1,017-2.gat,26,21 -017-9.gat,31,28 warp toRightTrapdoor -1,-1,017-2.gat,28,25 diff --git a/npc/018-1/_import.txt b/npc/018-1/_import.txt new file mode 100644 index 00000000..b3ab9841 --- /dev/null +++ b/npc/018-1/_import.txt @@ -0,0 +1,8 @@ +// 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 +npc: npc/018-1/_warps.txt +npc: npc/018-1/mike.txt +npc: npc/018-1/miners.txt +npc: npc/018-1/sword.txt diff --git a/npc/018-1/_mobs.txt b/npc/018-1/_mobs.txt new file mode 100644 index 00000000..02cdab24 --- /dev/null +++ b/npc/018-1/_mobs.txt @@ -0,0 +1,94 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// 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 +018-1.gat,116,44,6,7 monster Sea Slime 1033,3,100000,30000,Mob018-1::On1033 +018-1.gat,119,56,13,6 monster PinkFlower 1014,2,100000,30000,Mob018-1::On1014 +018-1.gat,175,28,17,19 monster Jack O 1022,1,300000,240000,Mob018-1::On1022 +018-1.gat,78,59,3,1 monster Yellow Slime 1007,1,100000,30000,Mob018-1::On1007 +018-1.gat,57,63,14,7 monster Silk Worm 1035,2,100000,30000,Mob018-1::On1035 +018-1.gat,43,63,31,28 monster Bat 1017,10,100000,30000,Mob018-1::On1017 +018-1.gat,134,39,18,10 monster Grass Snake 1034,4,100000,50000,Mob018-1::On1034 +018-1.gat,124,42,9,11 monster Grass Snake 1034,2,100000,50000,Mob018-1::On1034 +018-1.gat,124,19,22,9 monster Grass Snake 1034,3,100000,50000,Mob018-1::On1034 +018-1.gat,122,29,19,9 monster Grass Snake 1034,2,100000,50000,Mob018-1::On1034 +018-1.gat,149,45,10,8 monster Bat 1017,5,100000,30000,Mob018-1::On1017 +018-1.gat,169,47,20,10 monster Red Slime 1008,4,120000,30000,Mob018-1::On1008 +018-1.gat,136,49,13,8 monster Bat 1017,4,100000,30000,Mob018-1::On1017 +018-1.gat,136,49,13,9 monster Clover Patch 1037,1,100000,30000,Mob018-1::On1037 +018-1.gat,111,62,5,2 monster Silk Worm 1035,1,60000,30000,Mob018-1::On1035 +018-1.gat,117,50,4,3 monster Sea Slime 1033,1,120000,60000,Mob018-1::On1033 +018-1.gat,96,47,18,11 monster Red Slime 1008,3,100000,50000,Mob018-1::On1008 +018-1.gat,106,52,15,6 monster Cobalt Plant 1030,1,240000,120000,Mob018-1::On1030 +018-1.gat,78,55,37,6 monster Red Slime 1008,7,100000,50000,Mob018-1::On1008 +018-1.gat,145,24,10,9 monster Red Slime 1008,3,100000,50000,Mob018-1::On1008 +018-1.gat,68,89,14,17 monster Bat 1017,3,100000,50000,Mob018-1::On1017 +018-1.gat,160,31,11,18 monster Red Slime 1008,5,100000,50000,Mob018-1::On1008 +018-1.gat,0,0,0,0 monster Clover 1037,2,0,1000,Mob018-1::On1037 +018-1.gat,0,0,0,0 monster Butterfly 1055,20,30,20,Mob018-1::On1055 + + +018-1.gat,0,0,0 script Mob018-1 -1,{ +On1007: + set @mobID, 1007; + callfunc "MobPoints"; + break; + +On1008: + set @mobID, 1008; + callfunc "MobPoints"; + break; + +On1014: + set @mobID, 1014; + callfunc "MobPoints"; + break; + +On1017: + set @mobID, 1017; + callfunc "MobPoints"; + break; + +On1022: + set @mobID, 1022; + callfunc "MobPoints"; + break; + +On1025: + set @mobID, 1025; + callfunc "MobPoints"; + break; + +On1030: + set @mobID, 1030; + callfunc "MobPoints"; + break; + +On1033: + set @mobID, 1033; + callfunc "MobPoints"; + break; + +On1034: + set @mobID, 1034; + callfunc "MobPoints"; + break; + +On1035: + set @mobID, 1035; + callfunc "MobPoints"; + break; + +On1037: + set @mobID, 1037; + callfunc "MobPoints"; + break; + +On1055: + set @mobID, 1055; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/018-1/_warps.txt b/npc/018-1/_warps.txt new file mode 100644 index 00000000..4c620573 --- /dev/null +++ b/npc/018-1/_warps.txt @@ -0,0 +1,18 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Woodland mining camp warps + +018-1.gat,79,59 warp toMine 0,-1,018-3.gat,100,130 +018-1.gat,112,61 warp toCave -1,-1,018-3.gat,44,36 +018-1.gat,115,40 warp toCave -1,-1,013-3.gat,22,114 +018-1.gat,128,56 warp toCave -1,-1,018-3.gat,49,97 +018-1.gat,90,42 warp toCave -1,-1,018-3.gat,123,164 +018-1.gat,69,54 warp toCave -1,-1,018-3.gat,70,103 +018-1.gat,127,36 warp toCave -1,-1,013-3.gat,139,44 +018-1.gat,134,45 warp toCave -1,-1,013-3.gat,61,178 +018-1.gat,147,40 warp toCave -1,-1,013-3.gat,81,102 +018-1.gat,153,46 warp toCave -1,-1,018-3.gat,146,160 +018-1.gat,158,34 warp toCave -1,-1,018-3.gat,64,101 +018-1.gat,162,44 warp toCave -1,-1,018-3.gat,29,164 +018-1.gat,177,20 warp toCave -1,-1,013-3.gat,177,90 +018-1.gat,65,73 warp toIndoor -1,-1,018-2.gat,50,28 +018-1.gat,79,98 warp toHurnscald 2,-1,008-1.gat,79,18 diff --git a/npc/018-1/mike.txt b/npc/018-1/mike.txt new file mode 100644 index 00000000..7e0d296c --- /dev/null +++ b/npc/018-1/mike.txt @@ -0,0 +1,22 @@ +018-1.gat,77,60,0 script Mike 113,{ + + mes "[Mike]"; + mes "\"I need black stingers to make some medicine to cure my sister.\""; + next; + + set @dq_level, 40; + set @dq_cost, 16; + set @dq_count, 4; + set @dq_name$, "BlackScorpionStinger"; + set @dq_friendly_name$, "black stingers"; + set @dq_money, 2500; + set @dq_exp, 500; + + callfunc "DailyQuest"; + + next; + + mes "\"Hopefully I'll have enough soon.\""; + close; + +} diff --git a/npc/018-1/miners.txt b/npc/018-1/miners.txt new file mode 100644 index 00000000..f16b8bd7 --- /dev/null +++ b/npc/018-1/miners.txt @@ -0,0 +1,7 @@ +// + +018-1.gat,80,61,0 script Miner 109,{ + mes "[Miner]"; + mes "\"Be careful in there.\""; + close; +} diff --git a/npc/018-1/sword.txt b/npc/018-1/sword.txt new file mode 100644 index 00000000..78cad244 --- /dev/null +++ b/npc/018-1/sword.txt @@ -0,0 +1,11 @@ +018-1.gat,110,43,0 script #IceSword#_M 127,{ + if (getskilllv(SKILL_MAGIC)) + goto L_message; + + close; + +L_message: + mes "[Sword in Pond]"; + mes "\"Zzzzzz.....\""; + close; +} diff --git a/npc/018-1_Woodland_mining_camp/_import.txt b/npc/018-1_Woodland_mining_camp/_import.txt deleted file mode 100644 index ac8d9913..00000000 --- a/npc/018-1_Woodland_mining_camp/_import.txt +++ /dev/null @@ -1,7 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 018-1.gat -npc: npc/018-1_Woodland_mining_camp/_mobs.txt -npc: npc/018-1_Woodland_mining_camp/_warps.txt -npc: npc/018-1_Woodland_mining_camp/mike.txt -npc: npc/018-1_Woodland_mining_camp/miners.txt -npc: npc/018-1_Woodland_mining_camp/sword.txt diff --git a/npc/018-1_Woodland_mining_camp/_mobs.txt b/npc/018-1_Woodland_mining_camp/_mobs.txt deleted file mode 100644 index fd437b4f..00000000 --- a/npc/018-1_Woodland_mining_camp/_mobs.txt +++ /dev/null @@ -1,94 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 018-1 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 -018-1.gat,116,44,6,7 monster Sea Slime 1033,3,100000,30000,Mob018-1::On1033 -018-1.gat,119,56,13,6 monster PinkFlower 1014,2,100000,30000,Mob018-1::On1014 -018-1.gat,175,28,17,19 monster Jack O 1022,1,300000,240000,Mob018-1::On1022 -018-1.gat,78,59,3,1 monster Yellow Slime 1007,1,100000,30000,Mob018-1::On1007 -018-1.gat,57,63,14,7 monster Silk Worm 1035,2,100000,30000,Mob018-1::On1035 -018-1.gat,43,63,31,28 monster Bat 1017,10,100000,30000,Mob018-1::On1017 -018-1.gat,134,39,18,10 monster Grass Snake 1034,4,100000,50000,Mob018-1::On1034 -018-1.gat,124,42,9,11 monster Grass Snake 1034,2,100000,50000,Mob018-1::On1034 -018-1.gat,124,19,22,9 monster Grass Snake 1034,3,100000,50000,Mob018-1::On1034 -018-1.gat,122,29,19,9 monster Grass Snake 1034,2,100000,50000,Mob018-1::On1034 -018-1.gat,149,45,10,8 monster Bat 1017,5,100000,30000,Mob018-1::On1017 -018-1.gat,169,47,20,10 monster Red Slime 1008,4,120000,30000,Mob018-1::On1008 -018-1.gat,136,49,13,8 monster Bat 1017,4,100000,30000,Mob018-1::On1017 -018-1.gat,136,49,13,9 monster Clover Patch 1037,1,100000,30000,Mob018-1::On1037 -018-1.gat,111,62,5,2 monster Silk Worm 1035,1,60000,30000,Mob018-1::On1035 -018-1.gat,117,50,4,3 monster Sea Slime 1033,1,120000,60000,Mob018-1::On1033 -018-1.gat,96,47,18,11 monster Red Slime 1008,3,100000,50000,Mob018-1::On1008 -018-1.gat,106,52,15,6 monster Cobalt Plant 1030,1,240000,120000,Mob018-1::On1030 -018-1.gat,78,55,37,6 monster Red Slime 1008,7,100000,50000,Mob018-1::On1008 -018-1.gat,145,24,10,9 monster Red Slime 1008,3,100000,50000,Mob018-1::On1008 -018-1.gat,68,89,14,17 monster Bat 1017,3,100000,50000,Mob018-1::On1017 -018-1.gat,160,31,11,18 monster Red Slime 1008,5,100000,50000,Mob018-1::On1008 -018-1.gat,0,0,0,0 monster Clover 1037,2,0,1000,Mob018-1::On1037 -018-1.gat,0,0,0,0 monster Butterfly 1055,20,30,20,Mob018-1::On1055 - - -018-1.gat,0,0,0 script Mob018-1 -1,{ -On1007: - set @mobID, 1007; - callfunc "MobPoints"; - break; - -On1008: - set @mobID, 1008; - callfunc "MobPoints"; - break; - -On1014: - set @mobID, 1014; - callfunc "MobPoints"; - break; - -On1017: - set @mobID, 1017; - callfunc "MobPoints"; - break; - -On1022: - set @mobID, 1022; - callfunc "MobPoints"; - break; - -On1025: - set @mobID, 1025; - callfunc "MobPoints"; - break; - -On1030: - set @mobID, 1030; - callfunc "MobPoints"; - break; - -On1033: - set @mobID, 1033; - callfunc "MobPoints"; - break; - -On1034: - set @mobID, 1034; - callfunc "MobPoints"; - break; - -On1035: - set @mobID, 1035; - callfunc "MobPoints"; - break; - -On1037: - set @mobID, 1037; - callfunc "MobPoints"; - break; - -On1055: - set @mobID, 1055; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/018-1_Woodland_mining_camp/_warps.txt b/npc/018-1_Woodland_mining_camp/_warps.txt deleted file mode 100644 index 2bb21a22..00000000 --- a/npc/018-1_Woodland_mining_camp/_warps.txt +++ /dev/null @@ -1,18 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 018-1 Woodland mining camp warps - -018-1.gat,79,59 warp toMine 0,-1,018-3.gat,100,130 -018-1.gat,112,61 warp toCave -1,-1,018-3.gat,44,36 -018-1.gat,115,40 warp toCave -1,-1,013-3.gat,22,114 -018-1.gat,128,56 warp toCave -1,-1,018-3.gat,49,97 -018-1.gat,90,42 warp toCave -1,-1,018-3.gat,123,164 -018-1.gat,69,54 warp toCave -1,-1,018-3.gat,70,103 -018-1.gat,127,36 warp toCave -1,-1,013-3.gat,139,44 -018-1.gat,134,45 warp toCave -1,-1,013-3.gat,61,178 -018-1.gat,147,40 warp toCave -1,-1,013-3.gat,81,102 -018-1.gat,153,46 warp toCave -1,-1,018-3.gat,146,160 -018-1.gat,158,34 warp toCave -1,-1,018-3.gat,64,101 -018-1.gat,162,44 warp toCave -1,-1,018-3.gat,29,164 -018-1.gat,177,20 warp toCave -1,-1,013-3.gat,177,90 -018-1.gat,65,73 warp toIndoor -1,-1,018-2.gat,50,28 -018-1.gat,79,98 warp toHurnscald 2,-1,008-1.gat,79,18 diff --git a/npc/018-1_Woodland_mining_camp/mike.txt b/npc/018-1_Woodland_mining_camp/mike.txt deleted file mode 100644 index 7e0d296c..00000000 --- a/npc/018-1_Woodland_mining_camp/mike.txt +++ /dev/null @@ -1,22 +0,0 @@ -018-1.gat,77,60,0 script Mike 113,{ - - mes "[Mike]"; - mes "\"I need black stingers to make some medicine to cure my sister.\""; - next; - - set @dq_level, 40; - set @dq_cost, 16; - set @dq_count, 4; - set @dq_name$, "BlackScorpionStinger"; - set @dq_friendly_name$, "black stingers"; - set @dq_money, 2500; - set @dq_exp, 500; - - callfunc "DailyQuest"; - - next; - - mes "\"Hopefully I'll have enough soon.\""; - close; - -} diff --git a/npc/018-1_Woodland_mining_camp/miners.txt b/npc/018-1_Woodland_mining_camp/miners.txt deleted file mode 100644 index f16b8bd7..00000000 --- a/npc/018-1_Woodland_mining_camp/miners.txt +++ /dev/null @@ -1,7 +0,0 @@ -// - -018-1.gat,80,61,0 script Miner 109,{ - mes "[Miner]"; - mes "\"Be careful in there.\""; - close; -} diff --git a/npc/018-1_Woodland_mining_camp/sword.txt b/npc/018-1_Woodland_mining_camp/sword.txt deleted file mode 100644 index 78cad244..00000000 --- a/npc/018-1_Woodland_mining_camp/sword.txt +++ /dev/null @@ -1,11 +0,0 @@ -018-1.gat,110,43,0 script #IceSword#_M 127,{ - if (getskilllv(SKILL_MAGIC)) - goto L_message; - - close; - -L_message: - mes "[Sword in Pond]"; - mes "\"Zzzzzz.....\""; - close; -} diff --git a/npc/018-2/_import.txt b/npc/018-2/_import.txt new file mode 100644 index 00000000..8ce96730 --- /dev/null +++ b/npc/018-2/_import.txt @@ -0,0 +1,10 @@ +// Map 018-2: Woodland mining camp +// 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 +npc: npc/018-2/_warps.txt +npc: npc/018-2/angus.txt +npc: npc/018-2/books.txt +npc: npc/018-2/caul.txt +npc: npc/018-2/miners.txt +npc: npc/018-2/receptionist.txt diff --git a/npc/018-2/_mobs.txt b/npc/018-2/_mobs.txt new file mode 100644 index 00000000..87593b1c --- /dev/null +++ b/npc/018-2/_mobs.txt @@ -0,0 +1,14 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Woodland mining camp mobs + +018-2.gat,114,21,4,3 monster Yellow Slime 1007,1,100000,30000,Mob018-2::On1007 + + +018-2.gat,0,0,0 script Mob018-2 -1,{ +On1007: + set @mobID, 1007; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/018-2/_warps.txt b/npc/018-2/_warps.txt new file mode 100644 index 00000000..78c97883 --- /dev/null +++ b/npc/018-2/_warps.txt @@ -0,0 +1,10 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Woodland mining camp 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 +018-2.gat,20,24 warp toBasement -1,-1,018-2.gat,112,27 +018-2.gat,112,26 warp toFirstFloor -1,-1,018-2.gat,20,23 +018-2.gat,21,28 warp toSecondFloor 0,-1,018-2.gat,79,25 +018-2.gat,79,26 warp toFirstFloor 0,-1,018-2.gat,21,29 +018-2.gat,114,20 warp toCave -1,-1,018-3.gat,177,53 diff --git a/npc/018-2/angus.txt b/npc/018-2/angus.txt new file mode 100644 index 00000000..846bed7d --- /dev/null +++ b/npc/018-2/angus.txt @@ -0,0 +1,18 @@ +// Angus the craftsman + +018-2.gat,31,39,0 script Angus 147,{ + set @honorific$, "lad"; + if (Sex == 0) set @honorific$, "lass"; + + if (Inspector == 10) goto L_NohMask; + + mes "[Angus]"; + mes "Angus is tinkering with some mechanical concoction."; + mes "\"It keeps breakin' left an' right... fortunat'ly I put in redundancies everywhere, but I haf' to keep repairin'.\""; + close; + +L_NohMask: + mes "[Angus]"; + mes "\"I'm sorry, " + @honorific$ + ", I truely am, but I stay in the town. One o' the miners might have heard something.\""; + close; +} diff --git a/npc/018-2/books.txt b/npc/018-2/books.txt new file mode 100644 index 00000000..22364c6d --- /dev/null +++ b/npc/018-2/books.txt @@ -0,0 +1,18 @@ +// + +018-2.gat,112,19,0 script #Bookcase38 127,0,1{ + if (Inspector == 11) goto L_NohMask; + + mes "Looking over the bookcase, you find nothing strange or out of order."; + close; + +L_NohMask: + mes "Looking over the bookcase closely, you find a book is upside down."; + next; + + mes "The book has been hollowed out. Inside is a theater mask and a note that you cannot even begin to read."; + next; + + set Inspector, 12; + close; +} diff --git a/npc/018-2/caul.txt b/npc/018-2/caul.txt new file mode 100644 index 00000000..56734a69 --- /dev/null +++ b/npc/018-2/caul.txt @@ -0,0 +1,1018 @@ +//################################################################################# +//# +//# this script file contains the script for the NPC which allows the +//# PCs to create potions from herbs. +//# +//# Participates in the monster oil subquest (cf. Nicholas' Setzer quest) +//# +//################################################################################# + +018-2.gat,37,22,0 script Caul 107,{ + set @SETZER_INITIAL, 0; + set @SETZER_KNOWS_OIL, 1; + set @SETZER_KNOWS_STINGER, 2; + set @SETZER_FLAG_MADE_OIL, 4; + + set @MONSTER_OIL_XP, 100000; + set @MOPOX_CURE_XP, 30000; + + set @Q_MASK, NIBBLE_3_MASK; + set @Q_SHIFT, NIBBLE_3_SHIFT; + + set @Q_status, (QUEST_Forestbow_state & @Q_MASK) >> @Q_SHIFT; + + set @Q_knows_mopox_cure, ((QUEST_MAGIC2 & NIBBLE_1_MASK) >> NIBBLE_1_SHIFT) >= 4; // Elanore's quest for curing Kadiya + + // Can the player get XP for brewing the cure? + set @Q_can_score_mopox_cure, (((QUEST_MAGIC2 & NIBBLE_1_MASK) >> NIBBLE_1_SHIFT) == 4) // Elanore's quest for curing Kadiya + && (((QUEST_MAGIC2 & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT) < 2); // Haven't brewed it yet + + mes "[Caul]"; + mes "\"I can help you to brew healing potions out of mauve, cobalt, gamboge and alizarin herbs."; + mes "How many potions do you want to brew?\""; + next; + + set @C_monster_oil, 20; + set @C_mopox_cure, 21; + set @C_nohmask, 22; + set @C_dementiapotion, 23; + set @C_bye, 24; + + setarray @choice$, "One", "Five", "Ten", "Fifty", "", "", "", "", ""; + setarray @choice_idx, 1, 5, 10, 50, 0, 0, 0, 0, 0; + set @choices_nr, 4; + + + if !(@Q_status) + goto L_M_no_monster_oil; + + set @choice_idx[@choices_nr], @C_monster_oil; + set @choice$[@choices_nr], "I would like to brew monster oil."; + set @choices_nr, @choices_nr + 1; + +L_M_no_monster_oil: + + if (!@Q_knows_mopox_cure) + goto L_M_no_mopox_cure; + + set @choice_idx[@choices_nr], @C_mopox_cure; + set @choice$[@choices_nr], "I would like to brew a Mopox cure."; + set @choices_nr, @choices_nr + 1; + +L_M_no_mopox_cure: + + if (Inspector != 10) + goto L_M_no_inspector; + + set @choice_idx[@choices_nr], @C_nohmask; + set @choice$[@choices_nr], "Actually..."; + set @choices_nr, @choices_nr + 1; + +L_M_no_inspector: + + if (!(MAGIC_FLAGS & MFLAG_KNOWS_UNFOCUS_RECIPE)) + goto L_M_no_dempo; + + set @choice_idx[@choices_nr], @C_dementiapotion; + set @choice$[@choices_nr], "I would like to brew Dementia Potion"; + set @choices_nr, @choices_nr + 1; + +L_M_no_dempo: + + set @choice_idx[@choices_nr], @C_bye; + set @choice$[@choices_nr], "Never mind"; + set @choices_nr, @choices_nr + 1; + + menu + @choice$[0], -, + @choice$[1], -, + @choice$[2], -, + @choice$[3], -, + @choice$[4], -, + @choice$[5], -, + @choice$[6], -, + @choice$[7], -; + + set @choice, @choice_idx[@menu - 1]; + + if (@choice == @C_monster_oil) + goto L_monster_oil_start; + if (@choice == @C_mopox_cure) + goto L_mopox_cure_start; + if (@choice == @C_nohmask) + goto L_NohMask; + if (@choice == @C_dementiapotion) + goto L_DemPotion; + if (@choice == @C_bye) + goto L_close; + + // otherwise the choice is the number of potions-to-brew + set @num, @choice; + if (@num == 0) + goto L_close; + +L_brew: + mes "[Caul]"; + mes "\"Now put " + @num + " herbs of each kind into the cauldron, stir, and concentrate all your mental energy on it.\""; + next; + + if (countitem("MauveHerb") < @num) goto L_NotEnough; + if (countitem("CobaltHerb") < @num) goto L_NotEnough; + if (countitem("GambogeHerb") < @num) goto L_NotEnough; + if (countitem("AlizarinHerb") < @num) goto L_NotEnough; + + set @a, @num; + set @result1, 0; + set @result2, 0; + set @result3, 0; + set @result4, 0; + +L_CraftLoop: + set @throw, rand(readparam(bInt)); + set @result, 1; + if (@throw >= 5) set @result, 2; + if (@throw >= 15) set @result, 3; + if (@throw >= 35) set @result, 4; + + if (@result == 1) set @result1, @result1 + 1; + if (@result == 2) set @result2, @result2 + 1; + if (@result == 3) set @result3, @result3 + 1; + if (@result == 4) set @result4, @result4 + 1; + + set @a, @a - 1; + if (@a > 0) goto L_CraftLoop; + + delitem "MauveHerb", @num; + delitem "CobaltHerb", @num; + delitem "GambogeHerb", @num; + delitem "AlizarinHerb", @num; + + getitem 684, @result1; + getitem 685, @result2; + getitem 686, @result3; + getitem 687, @result4; + + mes "[Caul]"; + mes "\"Well done! You made:"; + if (@result1 > 0) mes @result1 + " tiny potions"; + if (@result2 > 0) mes @result2 + " small potions"; + if (@result3 > 0) mes @result3 + " medium potions"; + if (@result4 > 0) mes @result4 + " large potions"; + mes "Come again.\""; + close; + +L_NotEnough: + mes "[Caul]"; + mes "\"Oh, it seems like you don't have enough herbs. You can find herbs in deep forests.\""; + close; + +L_monster_oil_start: + mes "[Caul]"; + mes "\"Monster oil? Hmm, I have heard of it, but I don't remember the precise recipe to make it...\""; + next; + if (@Q_status == @SETZER_KNOWS_OIL) + menu "OK, I'll ask around, perhaps someone else knows.", L_close; + if (@Q_status > @SETZER_KNOWS_OIL) + menu "Rauk told me the recipe.", L_monster_oil_knows_recipe; + close; + +L_monster_oil_knows_recipe: + mes "[Caul]"; + mes "\"Ah, but of course! Yes, we should be able to brew that here. Except that... hmm. Pearl and three black scorpion stingers? This sounds very dangerous;"; + mes "I fear that I will have to ask you to do this yourself.\""; + next; + +L_monster_oil_main_menu: + set @main_menu, 1; + menu + "What do you mean by 'dangerous'?", L_monster_oil_why_dangerous, + "What do I need, again?", L_monster_oil_ingredients, + "How does this work?", L_monster_oil_explain, + "Let's start!", L_monster_oil_start_brew, + "Where can I get a golden scorpion stinger?", L_monster_oil_where_gold, + "I've changed my mind.", L_close; + close; + +L_monster_oil_why_dangerous: + mes "[Caul]"; + mes "\"Well, with those two reagents in there at that ratio, you risk an explosion-- quite possibly a fatal one. So be prepared to duck if the brew gets too bubbly-- it's better to lose the ingredients than your head!\""; + next; + goto L_monster_oil_main_menu; + +L_monster_oil_ingredients: + mes "[Caul]"; + mes "\"You will need one pearl, two snake skins, three black scorpion stingers, two piles of ash, and a golden scorpion stinger. The golden stinger goes in last, after the dangerous part, so you won't lose it if your brew blows up.\""; + next; + mes "[Caul]"; + mes "\"You should also bring gamboge, mauve, alizarin and cobalt leaves. You will have to stabilize the brew, and they will help with that.\""; + next; + goto L_monster_oil_main_menu; + +L_monster_oil_explain: + mes "[Caul]"; + mes "\"After you have put in the monster parts-- except for the golden stinger-- the brew will take on some random color; this can be a light, dark, or medium color. You have to stabilize this color by adding leaves to it.\""; + next; + mes "[Caul]"; + mes "\"Of course, with such a violent brew the mixture will change color by itself, too, probably faster than your leaves can affect it. It will randomly add or remove colors, and might even get lighter.\""; + next; + mes "[Caul]"; + mes "\"From what I have seen, it seems to go through phases-- for each alternate leaf it adds a colour, then removes a color, then adds again and so on. Of course, if the color is there already it can't add any more.\""; + next; + mes "[Caul]"; + mes "\"I haven't figured out yet precisely when it gets lighter, though.\""; + next; + mes "[Caul]"; + mes "\"By adding Mauve, you can make it darker. Alizarin adds red, Gamboge yellow, Cobalt blue. To make it a proper black, you have to get it to be dark gray, then add one Mauve leaf.\""; + next; + mes "[Caul]"; + mes "\"Unfortunately the brew changes randomly before your leaves dissolve, so sometimes you can't help but add the wrong color...\""; + next; + mes "[Caul]"; + mes "\"Since the brew changes its color first, you might want to add the Mauve when your color is a dark purple or dark green or dark orange and hope for the best.\""; + next; + mes "[Caul]"; + mes "\"But don't add too much! If you add a color that is already there, or try to make it darker at the wrong spot, it may backfire.\""; + next; + if (@main_menu) + goto L_monster_oil_main_menu; + goto L_monster_oil_loop; + +L_monster_oil_where_gold: + mes "[Caul]"; + mes "\"Good question. There aren't any golden scorpions nearby. Perhaps you can find a trader or an adventurer who have travelled further south and ask them to help?\""; + next; + goto L_monster_oil_main_menu; + +L_monster_oil_start_brew: + set @main_menu, 0; + if (countitem ("Pearl") < 1) goto L_monster_oil_missing; + if (countitem ("SnakeSkin") < 2) goto L_monster_oil_missing; + if (countitem ("BlackScorpionStinger") < 3) goto L_monster_oil_missing; + if (countitem ("PileOfAsh") < 2) goto L_monster_oil_missing; + if (countitem ("GoldenScorpionStinger") < 1) goto L_monster_oil_missing_gold; + + delitem "Pearl", 1; + delitem "SnakeSkin", 2; + delitem "BlackScorpionStinger", 3; + delitem "PileOfAsh", 2; + + set @bubble_mode, 0; + setarray @bubble_modes$, + "The brew is calm.", + "The brew is bubbling.", + "The brew is bubbling violently."; + + set @color, 1 << (rand(3)); + setarray @colors$, + "white", + "red", + "yellow", + "orange", + "blue", + "purple", + "green", + "gray"; + + set @intensity, 1; + setarray @intensities$, + "light", + "medium", + "dark"; + + set @auto_mode, 0; // Start by adding a colour or going lighter + + goto L_monster_oil_loop; + +L_monster_oil_missing: + mes "[Caul]"; + mes "\"You don't seem to have all of the ingredients. You need one pearl, two snake skins, three black stingers, two piles of ash, and one golden stinger.\""; + close; + +L_monster_oil_missing_gold: + mes "[Caul]"; + mes "\"You seem to have everything except for the golden stinger. I understand that this one is hard to get, but I'm sure that you can find one somewhere.\""; + close; + +L_monster_oil_loop: + mes "[Brewing monster oil]"; + mes @bubble_modes$[@bubble_mode]; + mes "It is currently a " + @intensities$[@intensity] + " " + @colors$[@color] + "."; + next; + + menu + "Add alizarin leaf", L_monster_oil_alizarin, + "Add gamboge leaf", L_monster_oil_gamboge, + "Add cobalt leaf", L_monster_oil_cobalt, + "Add mauve leaf", L_monster_oil_mauve, + "Ask Caul for advice", L_monster_oil_explain, + "Duck!", -; + + mes "[Brewing monster oil]"; + mes "You throw yourself onto the ground. Seconds later, the cauldron shakes, and your entire mixture explodes upwards."; + mes "Caul crawls out from underneath a char."; + next; + mes "[Caul]"; + mes "\"I'm glad to see that you chose to brew another day... perhaps it might be best if you give up on this dangerous concoction, though!\""; + close; + +L_monster_oil_out_of_leaves: + mes "[Brewing monster oil]"; + mes "You don't have any of these leaves left!"; + next; + goto L_monster_oil_loop; + +L_monster_oil_alizarin: + set @use_leaf$, "AlizarinHerb"; + set @use_color, 1; + goto L_monster_oil_leaf_color; + +L_monster_oil_gamboge: + set @use_leaf$, "GambogeHerb"; + set @use_color, 2; + goto L_monster_oil_leaf_color; + +L_monster_oil_cobalt: + set @use_leaf$, "CobaltHerb"; + set @use_color, 4; + goto L_monster_oil_leaf_color; + +L_monster_oil_leaf_color: + if (countitem (@use_leaf$) < 1) goto L_monster_oil_out_of_leaves; + + callsub S_monster_oil_random_move; + if (@color & @use_color) goto L_monster_oil_pc_bad; + set @color, @color | @use_color; + delitem @use_leaf$, 1; + + mes "The brew changes its hue as your leaf dissolves."; + next; + goto L_monster_oil_loop; + +L_monster_oil_mauve: + if (countitem("MauveHerb") < 1) goto L_monster_oil_out_of_leaves; + delitem "MauveHerb", 1; + + callsub S_monster_oil_random_move; + if (@intensity == 2 && @color == 7) goto L_monster_oil_done; + if (@intensity == 2) goto L_monster_oil_pc_bad; + + set @intensity, @intensity + 1; + mes "The brew darkens as your mauve leaf dissolves."; + next; + goto L_monster_oil_loop; + +S_monster_oil_random_move: + mes "[Brewing monster oil]"; + mes "You throw in a leaf and stir."; + + if (@auto_mode == 1) + goto L_monster_oil_random_1; + +L_monster_oil_random_0: // mode 0: add colour or lighten up + set @auto_mode, 1; + if (rand(3) == 0) + goto L_monster_oil_random_0_lighten; + + set @choice, 1 << (rand(3)); + if (@color & @choice) + goto L_monster_oil_auto_bad; + set @color, @color | @choice; + + mes "Before your leaf has a chance to dissolve, the brew changes to a " + @colors$[@color] + " hue."; + return; + +L_monster_oil_random_0_lighten: + if (@intensity == 0) + goto L_monster_oil_auto_bad; + set @intensity, @intensity - 1; + mes "Before your leaf has a chance to dissolve, the brew takes on a lighter shade of " + @colors$[@color] + "."; + return; + +L_monster_oil_random_1: // mode 1: remove colour + set @auto_mode, 0; + set @choice, 1 << (rand(3)); + if (!(@color & @choice)) + goto L_monster_oil_auto_bad; + set @color, @color & (~@choice); + mes "Before your leaf has a chance to dissolve, the brew changes to a " + @colors$[@color] + " hue."; + return; + +L_monster_oil_pc_bad: + if (rand(readparam(bInt) + 100) > 60) goto L_monster_oil_pc_bad_ok; + if (@bubble_mode) + mes "As your leaf dissolves, the intensity of the bubbling increases."; + if (!@bubble_mode) + mes "As your leaf dissolves, the brew begins to bubble."; + next; + set @bubble_mode, @bubble_mode + 1; + if (@bubble_mode > 2) + goto L_monster_oil_explode; + goto L_monster_oil_loop; + +L_monster_oil_pc_bad_ok: + mes "Your leaf dissolves but seems to have no effect."; + next; + goto L_monster_oil_loop; + +L_monster_oil_auto_bad: + if (rand(3) == 0) + return; + if (rand(readparam(bInt) + 100) > 70) + return; + mes "The brew begins to bubble more violently."; + set @bubble_mode, @bubble_mode + 1; + if (@bubble_mode > 2) + next; + if (@bubble_mode > 2) + goto L_monster_oil_explode; + return; + +L_monster_oil_explode: + mes "[Exploding monster oil]"; + mes "Your brew explodes!"; + if (rand(readparam(bAgi)) > 40) + goto L_monster_oil_explode_dodge; + mes "The burst of boiling monster brew hits you."; + next; + itemheal (15 * rand(readparam(bVit))) - 1500, 0; + close; + +L_monster_oil_explode_dodge: + mes "You throw yourself to the ground at the very last moment, barely avoiding the burst of boiling monster brew."; + next; + mes "[Caul]"; + mes "Caul nods at you from underneath a chair."; + mes "\"I told you, it's dangerous!!\""; + close; + +L_monster_oil_done: + mes "As you throw in another mauve leaf, the brew takes on a deep black color and calms down."; + next; + + mes "[Brewing monster oil]"; + mes "As instructed, you toss in your golden scorpion stinger."; + + if (countitem ("GoldenScorpionStinger") < 1) goto L_monster_oil_no_gold_end; + + mes "The brew bubbles once more, then calms completely."; + + delitem "GoldenScorpionStinger", 1; + getitem "MonsterOilPotion", 1; + + if (!(@Q_status & @SETZER_FLAG_MADE_OIL)) + getexp @MONSTER_OIL_XP, 0; + if (!(@Q_status & @SETZER_FLAG_MADE_OIL)) + mes "[" + @MONSTER_OIL_XP + " experience points]"; + + set @Q_status, @Q_status | @SETZER_FLAG_MADE_OIL; + callsub S_Update_Var; + next; + + mes "[Caul]"; + mes "Caul gets up from underneath the cover he was taking and looks at your brew. He is visibly impressed."; + mes "\"Well done! This should be just enough for one potion of monster oil. Let me get you a bottle.\""; + mes "He hands you the monster oil."; + close; + +L_monster_oil_no_gold_end: + mes "But where is your golden stinger? Didn't you have one earlier?"; + mes "Frustrated, you give up."; + close; + +L_mopox_cure_start: + mes "[Caul]"; + mes "\"The mopox cure potion? Certainly, if you have all of the ingredients... oh, and make sure to bring water, roots, sulphur powder and Mauve leaves.\""; + mes "\"This is a very easy one, so I think I should let you do this yourself. It is very good exercise.\""; + next; + +L_mopox_cure_overview_menu: + menu + "I'm ready!", L_mopox_cure_setup, + "What are the ingredients?", L_mopox_cure_ingredients, + "How does this work?", L_mopox_cure_howto, + "I'd rather not try.", -; + close; + +L_mopox_cure_ingredients: + mes "[Caul]"; + mes "\"You will need one concentration potion, one iron potion, a lifestone, and one gamboge leaf.\""; + next; + goto L_mopox_cure_overview_menu; + +L_mopox_cure_howto: + mes "[Caul]"; + mes "\"When you start brewing, the liquid very rarely has the proper consistency and color. You need to make it gooey and medium dark.\""; + next; + + mes "[Caul]"; + mes "\"You can affect the consistency by adding ground roots and water, and you can change the color by adding mauve leaves (to darken it) and sulphur powder (to make it brighter).\""; + next; + + mes "[Caul]"; + mes "\"The ingredients have some side effects, though, so you will have to experiment a little.\""; + next; + + mes "[Caul]"; + mes "\"Oh, and be careful: water will evaporate over time, too.\""; + next; + goto L_mopox_cure_overview_menu; + +L_mopox_cure_no_lifestone: + mes "[Caul]"; + mes "\"You will need a lifestone.\""; + goto L_mopox_cure_overview_menu; + +L_mopox_cure_no_gamboge: + mes "[Caul]"; + mes "\"You will need a gamboge leaf.\""; + goto L_mopox_cure_overview_menu; + +L_mopox_cure_no_concentration: + mes "[Caul]"; + mes "\"You will need a concentration potion.\""; + goto L_mopox_cure_overview_menu; + +L_mopox_cure_no_iron: + mes "[Caul]"; + mes "\"You will need an iron potion.\""; + goto L_mopox_cure_overview_menu; + +L_mopox_cure_setup: + if (countitem("IronPotion") < 1) goto L_mopox_cure_no_iron; + if (countitem("ConcentrationPotion") < 1) goto L_mopox_cure_no_concentration; + if (countitem("GambogeHerb") < 1) goto L_mopox_cure_no_gamboge; + if (countitem("Lifestone") < 1) goto L_mopox_cure_no_lifestone; + + delitem "IronPotion", 1; + delitem "ConcentrationPotion", 1; + delitem "GambogeHerb", 1; + delitem "Lifestone", 1; + + mes "[Brewing Mopox Cure]"; + mes "You pour your two potions into the cauldron, then add a gamboge herb and a lifestone. Caul heats up the cauldron and you wait until it begins to boil."; + + setarray @colours$, "white", "almost white", "light", "medium-dark", "dark", "very dark", "almost black", "black"; + setarray @stickinesses$, "watery", "very runny", "runny", "gooey", "sticky", "very sticky", "almost solid"; + set @stickiness, rand(7); + set @colour, 2 + rand(5); + + // Target: (@stickiness, @colour) = (3, 3) + + if (@stickiness == 3 && @colour == 3) + set @colour, 4; // don't allow insta-win; it's easy enough. + set @rounds, 0; + +L_mopox_cure_loop: + mes "[Brewing Mopox Cure]"; + mes "The brew is " + @colours$[@colour] + " and " + @stickinesses$[@stickiness] + "."; + + if (@colour == 3 && @stickiness == 3) + goto L_mopox_cure_win; + next; + + set @colour, @colour + 10; + set @stickiness, @stickiness + 10; + + menu + "Add root", L_mopox_B_root, + "Add water", L_mopox_B_water, + "Add sulphur powder", L_mopox_B_sulphur, + "Add mauve", L_mopox_B_mauve, + "...what should I do again?", L_mopox_reexplain, + "Wait", -; + +L_mopox_cure_next: + set @stickiness, @stickiness + @rounds; + set @rounds, 1 - @rounds; + + if (@stickiness < 10) + set @stickiness, 10; + if (@colour < 10) goto L_mopox_failed_badcolour; + if (@colour > 17) goto L_mopox_failed_badcolour; + if (@stickiness > 16) goto L_mopox_failed_hard; + if (@colour > 17) goto L_mopox_failed_badcolour; + + set @colour, @colour - 10; + set @stickiness, @stickiness - 10; + + goto L_mopox_cure_loop; + +L_mopox_reexplain: + mes "[Caul]"; + mes "\"Make this brew gooey and medium dark.\""; + mes "\"(Gooey is right between runny and sticky.)\""; + mes "\"You can add different items that will affect both color and stickiness.\""; + next; + mes "[Caul]"; + mes "\"Water and ground roots mostly affect stickiness.\""; + mes "\"Mauve and sulphur powder mostly affect color, with Mauve darkening the brew.\""; + next; + goto L_mopox_cure_next; + +L_mopox_B_none: + mes "[Brewing Mopox Cure]"; + mes "You don't have any left!"; + next; + goto L_mopox_cure_next; + +L_mopox_B_root: + if (countitem ("Root") < 1) goto L_mopox_B_none; + delitem "Root", 1; + + mes "[Brewing Mopox Cure]"; + mes "You grind a root and pour it into the brew."; + next; + set @colour, @colour + 1; + set @stickiness, @stickiness + 3; + goto L_mopox_cure_next; + +L_mopox_B_water: + if (countitem ("BottleOfWater") < 1) goto L_mopox_B_none; + delitem "BottleOfWater", 1; + getitem "EmptyBottle", 1; + + mes "[Brewing Mopox Cure]"; + mes "You pour a bottle of water into the brew."; + next; + set @colour, @colour; + set @stickiness, @stickiness - 2; + goto L_mopox_cure_next; + +L_mopox_B_sulphur: + if (countitem ("SulphurPowder") < 1) goto L_mopox_B_none; + delitem "SulphurPowder", 1; + + mes "[Brewing Mopox Cure]"; + mes "You mix some sulphur powder into the brew."; + next; + set @colour, @colour - 3; + set @stickiness, @stickiness + 1; + goto L_mopox_cure_next; + +L_mopox_B_mauve: + if (countitem ("MauveHerb") < 1) goto L_mopox_B_none; + delitem "MauveHerb", 1; + + mes "[Brewing Mopox Cure]"; + mes "You grind a mauve herb and toss it in."; + next; + set @colour, @colour + 2; + set @stickiness, @stickiness + 1; + goto L_mopox_cure_next; + +L_mopox_failed_badcolour: + mes "[Brewing Mopox Cure]"; + mes "The brew suddenly begins to bubble again, turning green."; + mes "\"Oh dear,\" Caul remarks, \"you let the color stray too much.\""; + next; + mes "[Caul]"; + mes "\"Better luck next time!\""; + close; + +L_mopox_failed_hard: + mes "[Brewing Mopox Cure]"; + mes "You find it almost impossible to stir the brew."; + mes "Suddenly, the thick mass bends outwards, a huge bubble bursting open right in your face!"; + next; + + if (rand(readparam(bVit)) < 40) + sc_start sc_poison, 1, 20; + + mes "[Brewing Mopox Cure]"; + mes "Yeech. That smelled bad."; + mes "\"Don't worry, I'll clean up the cauldron,\", interrupts Caul. \"You should wipe that off your face and make sure that you didn't get poisoned.\""; + next; + + mes "[Caul]"; + mes "\"Better luck next time!\""; + close; + +L_mopox_cure_win: + mes "Caul looks pleased. \"Well done! This looks very good to me.\""; + next; + + mes "[Caul]"; + mes "Caul picks a bottle from a shelf and fills it with your brew."; + mes "\"One potion of Mopox cure, here you are. Good luck!\""; + getitem "MopoxCurePotion", 1; + if (!@Q_can_score_mopox_cure) + goto L_mopox_cure_win_quick; + getexp @MOPOX_CURE_XP, 0; + mes "[" + @MOPOX_CURE_XP + " experience points]"; + set QUEST_MAGIC2, (QUEST_MAGIC2 & ~NIBBLE_3_MASK) | (2 << NIBBLE_3_SHIFT); // Make sure we can only get XP for brewing this once +L_mopox_cure_win_quick: + close; + +L_DemPotion: + mes "[Caul]"; + mes "\"Ok, you do know this potion is one of the most dangerous potions brewed? My cauldron is empty, you can try it yourself.\""; + next; + mes "Caul goes three steps away and watches your actions carefully."; + menu + "Please explain to me what you know about that potion.", L_explain_dempo, + "Ok, I will start brewing.", L_brew_dempo_init, + "Nevermind", -; + close; +L_explain_dempo: + mes "[Caul]"; + mes "\"Hrrm. I have heard of that potion. I hope I can remember all the stuff needed.\""; + next; + mes "\"Basically this potion is a balancing between death and life; between knowledge and forgetting.\""; + next; + mes "\"So, to get it balanced, we need ingredients for both sides.\""; + next; + mes "\"For the death and forgetting side we can use bones. Although, bones do not work well. We would get the best results with a diseased heart of zombies. Of course, we can use undead ears and skulls as well.\""; + next; + mes "\"For the life and knowledge side we can use fresh mauve herbs. Lifestones would be even better. Roots will do as well, although these must be really fresh to show effect.\""; + next; + mes "\"Brewing such a powerful potion is dangerous. That is why you will need to do it yourself. I will try to assist you as best as I can.\""; + next; + mes "\"I don't know exactly, but there is a slight chance of exploding all time.\""; + next; + mes "\"The color of the mixture will give you a very good impression of what you need to do.\""; + mes "\"And to get that potion working, we need to stabilize it with a pearl at the end.\""; + next; + mes "\"The color will be in a range of really dark black to bright shining white. In between it is grey in different nuances.\""; + mes "\"When it is calm grey, the finalisation with a pearl will work best, so I have heard.\""; + next; + goto L_DemPotion; + +L_brew_dempo_init: + if ((countitem("BottleOfWater") == 0) || (countitem("Bone") == 0) || (countitem("Lifestone") == 0) || (countitem("Pearl") == 0)) + goto L_dempo_noinit; + delitem "BottleOfWater", 1; + delitem "Bone", 1; + delitem "Lifestone", 1; + + set @finish_dempo, 0; + // color can be either black or white at the beginning. + // with a slight randomness in there. + set @dempo_color, rand(10); + if (rand(2)==0) + set @dempo_color, @dempo_color + 90 ; + mes "To start that potion you put in the cauldron a bone, a bottle of water and a lifestone."; + next; + goto L_brew_dempo; + +L_dempo_noinit: + mes "[Caul]"; + mes "\"Hrrm. Usually you start that potion with a bone, a bottle of water and a lifestone.\""; + mes "\"I'd propose you do it exactly that way. You see, maybe it would even work with a skull and a healing potion, but since we don't know, and I don't want to repair my cauldron again, please don't try other solutions.\""; + next; + mes "\"Please use only this way to start the recipe: a bone, a bottle of water and a lifestone. In that order!\""; + mes "\"Ah, and of course you will need at least one pearl with you. This pearl is needed to finalize the potion.\""; + close; + +L_brew_dempo: + callsub L_check_explosion; + + callsub L_calc_dempo_color; + mes "After a little while of cooking you see its color turning into " + @dempo_color_S$+ "."; + next; + + setarray @choice_idx, 0,0,0,0,0,0,0,0,0,0,0; + setarray @choice$, "","","","","","","","","","",""; + + set @C_root, 12; + set @C_mauve, 13; + set @C_lifestone, 14; + set @C_diseasedheart, 15; + set @C_bone, 16; + set @C_skull, 17; + set @C_undeadear, 18; + set @C_pearl, 19; + set @C_nevermind, 20; + + // counter of avalable answers + set @choices_nr, 0; + + if (countitem("Root") == 0) goto L_noroots; + set @choice_idx[@choices_nr], @C_root; + set @choice$[@choices_nr], "Add a root"; + set @choices_nr, @choices_nr + 1; +L_noroots: + if (countitem("MauveHerb") == 0) goto L_nomauve; + set @choice_idx[@choices_nr], @C_mauve; + set @choice$[@choices_nr], "Add a mauve herb"; + set @choices_nr, @choices_nr + 1; +L_nomauve: + if (countitem("Lifestone") == 0) goto L_nolifestone; + set @choice_idx[@choices_nr], @C_lifestone; + set @choice$[@choices_nr], "Add a lifestone"; + set @choices_nr, @choices_nr + 1; +L_nolifestone: + if (countitem("DiseasedHeart") == 0) goto L_noheart; + set @choice_idx[@choices_nr], @C_diseasedheart; + set @choice$[@choices_nr], "Add a diseased heart"; + set @choices_nr, @choices_nr + 1; +L_noheart: + if (countitem("Bone") == 0) goto L_nobone; + set @choice_idx[@choices_nr], @C_bone; + set @choice$[@choices_nr], "Add a bone"; + set @choices_nr, @choices_nr + 1; +L_nobone: + if (countitem("DiseasedHeart") == 0) goto L_noskull; + set @choice_idx[@choices_nr], @C_skull; + set @choice$[@choices_nr], "Add a skull"; + set @choices_nr, @choices_nr + 1; +L_noskull: + if (countitem("UndeadEar") == 0) goto L_noear; + set @choice_idx[@choices_nr], @C_undeadear; + set @choice$[@choices_nr], "Add an undead ear"; + set @choices_nr, @choices_nr + 1; +L_noear: + if (countitem("Pearl") == 0) goto L_nopearl; + set @choice_idx[@choices_nr], @C_pearl; + set @choice$[@choices_nr], "Finalize with a pearl."; + set @choices_nr, @choices_nr + 1; +L_nopearl: + set @choice_idx[@choices_nr], @C_nevermind; + set @choice$[@choices_nr], "Nevermind and leave"; + + menu + @choice$[0],-, + @choice$[1],-, + @choice$[2],-, + @choice$[3],-, + @choice$[4],-, + @choice$[5],-, + @choice$[6],-, + @choice$[7],-, + @choice$[8],-, + @choice$[9],-, + @choice$[10],-; + + set @menu, @menu - 1; + if (@choice_idx[@menu] == 0) + goto L_brew_dempo; + if ((countitem("Root") != 0) && (@choice_idx[@menu] == @C_root)) + goto L_useroot; + if ((countitem("MauveHerb") != 0) && (@choice_idx[@menu] == @C_mauve)) + goto L_usemauve; + if ((countitem("Lifestone") != 0) && (@choice_idx[@menu] == @C_lifestone)) + goto L_uselifestone; + if ((countitem("DiseasedHeart") != 0) && (@choice_idx[@menu] == @C_diseasedheart)) + goto L_usediseasedheart; + if ((countitem("Bone") != 0) && (@choice_idx[@menu] == @C_bone)) + goto L_usebone; + if ((countitem("Skull") != 0) && (@choice_idx[@menu] == @C_skull)) + goto L_useskull; + if ((countitem("UndeadEar") != 0) && (@choice_idx[@menu] == @C_undeadear)) + goto L_useear; + if ((countitem("Pearl") != 0) && (@choice_idx[@menu] == @C_pearl)) + goto L_usepearl; + if ((@choice_idx[@menu] == @C_nevermind)) + goto L_ask_quit; + + // fallthrough only when player remove the items while in menu, trying to cheat + // the potion will be lost then + mes "\"Do not try to betray me. Come back when you have a better morale.\""; + close; + +L_useroot: + delitem "Root", 1; + set @dempo_color, @dempo_color + 9 + rand(9); + goto L_brew_dempo; + +L_usemauve: + delitem "MauveHerb", 1; + set @dempo_color, @dempo_color + 1 + rand(2); + goto L_brew_dempo; + +L_uselifestone: + delitem "Lifestone", 1; + set @dempo_color, @dempo_color + 3 + rand(4); + goto L_brew_dempo; + +L_usediseasedheart: + delitem "DiseasedHeart", 1; + set @dempo_color, @dempo_color - 35 - rand(25); + goto L_brew_dempo; + +L_usebone: + delitem "Bone", 1; + set @dempo_color, @dempo_color - 3 - rand(3); + goto L_brew_dempo; + +L_useskull: + delitem "Skull", 1; + set @dempo_color, @dempo_color - 9 - rand(9); + goto L_brew_dempo; + +L_useear: + delitem "UndeadEar", 1; + set @dempo_color, @dempo_color - 15 - rand(13); + goto L_brew_dempo; + +L_usepearl: + delitem "Pearl", 1; + //ending it is a little dangerous as well, + // stay calm, when it smashes your fine tuned well done potion. + set @finish_dempo, 1; + callsub L_check_explosion; + // ok now you really did it. Here is your potion: + getitem "DementiaPotion",1; + + mes "[Caul]"; + mes "\"The potion is now ready. It seems as if it worked fine.\""; + next; + mes "\"Ok here is a flask of that potion. I'll care for the rest.\""; + mes "\"I mean it is a very dangerous fluid.\""; + next; + mes "\"See you later, alligator!\""; + close; + +L_ask_quit: + mes "[Caul]"; + mes "\"The potion is not ready. You can't just leave now!\""; + menu + "Please throw away that stupid potion, I'm in a hurry!", -, + "Oh you are right, let me finish it.", L_brew_dempo; + close; + +L_check_explosion: + // set to range [-50 50]; + set @prob, @dempo_color - 50; + + set @prob, ((@prob * @prob) / 80) + 4; + if (@finish_dempo == 0) + goto L_check_exp_nof; + + // square again, so you must be in the middle to get it work there; + // and multiply with 3 so there is definitly no chance to get it directly after starting + set @prob, (@prob * @prob) * 2; +L_check_exp_nof: + // in about 95% of the cases anything is fine, so return. + if (rand(1000) > @prob) return; + // in some cases it is not: + // kabooom! + close2; + heal -(Hp/2), 0; + misceffect 5; + misceffect 16; + heal -Hp, 0; + end; + +L_calc_dempo_color: + // @dempo_color_S$ is set in here: + + //really dark black 0-11 + if (@dempo_color < 12) + set @dempo_color_S$, "really dark black"; + + //dark black 12-23 + if ((@dempo_color > 11) && (@dempo_color < 24)) + set @dempo_color_S$, "dark black"; + + //black 24-34 + if ((@dempo_color > 23) && (@dempo_color < 35)) + set @dempo_color_S$, "black"; + + //dark grey with little dark spots 35-41 + if ((@dempo_color > 34) && (@dempo_color < 42)) + set @dempo_color_S$, "dark grey with little dark spots"; + + //dark grey 42-47 + if ((@dempo_color > 41) && (@dempo_color < 48)) + set @dempo_color_S$, "dark grey"; + + //calm grey 48-52 + if ((@dempo_color > 47) && (@dempo_color < 53)) + set @dempo_color_S$, "calm grey"; + + //light grey 53-58 + if ((@dempo_color > 52) && (@dempo_color < 59)) + set @dempo_color_S$, "light grey"; + + //light grey with little light spots 59-65 + if ((@dempo_color > 58) && (@dempo_color < 66)) + set @dempo_color_S$, "light grey with little light spots"; + + //white 66-76 + if ((@dempo_color > 65) && (@dempo_color < 77)) + set @dempo_color_S$, "white"; + + //shining white 77-88 + if ((@dempo_color > 76) && (@dempo_color < 89)) + set @dempo_color_S$, "shining white"; + + //bright shining white 77-100 + if (@dempo_color > 88) + set @dempo_color_S$, "bright shining white"; + + return; + +L_NohMask: + mes "[Caul]"; + mes "\"I'm sorry, but I didn't. I'm staying in town. Try asking one of the miners.\""; + close; + +L_close: + close; + +S_Update_Var: + set QUEST_Forestbow_state, + (QUEST_Forestbow_state & ~(@Q_MASK) + | (@Q_status << @Q_SHIFT)); + return; +} diff --git a/npc/018-2/miners.txt b/npc/018-2/miners.txt new file mode 100644 index 00000000..1e337036 --- /dev/null +++ b/npc/018-2/miners.txt @@ -0,0 +1,152 @@ +// This NPC makes gem powders out of gemstones +// Authors: Ali-G, enchilado, Jenalya + +018-2.gat,85,23,0 script Malek 109,{ + + set @MIN_GEM_AMOUNT, 7; + + if (Inspector == 10) goto L_NohMask; + + mes "[Malek]"; + mes "\"Hi, can I help you at all?\""; + + if (FLAGS & FLAG_TOWEL_HELPED) + menu + "I'm looking for someone able to make gem powder.", L_GemPowder, + "I was just having a look, have a nice day.", L_abort; + menu + "I was just having a look, have a nice day.", L_abort; + +L_NohMask: + mes "[Malek]"; + mes "\"Hi, can I help you at all?\""; + + if (FLAGS & FLAG_TOWEL_HELPED) + menu + "I'm looking for someone able to make gem powder.", L_GemPowder, + "I was just having a look, have a nice day.", L_abort, + "The inspector sent me here to investigate.", L_Investigation; + menu + "I was just having a look, have a nice day.", L_abort, + "The inspector sent me here to investigate.", L_Investigation; + +L_Investigation: + set Inspector, 11; + mes "\"Yeah, we did hear a commotion. We thought we heard someone go down to the basement, but we checked the whole place over and didn't see anything out of the ordinary.\""; + close; + +L_GemPowder: + mes "[Malek]"; + mes "\"My father taught me how to make that sort of powder. Put the gem on a firm surface, hold your pickaxe tight and whack that gem hard. It'll be crushed into powder pretty soon if you keep at it.\""; + mes "\"Do you want me to make any for you?\""; + + menu + "Yes, I really need some.", L_GemPowderStart, + "Actually, I don't want anything. Have a nice day.", L_abort; + +L_GemPowderStart: + mes "[Malek]"; + mes "\"Well, I can do that. Bring me a gem and I'll make you some powder - hope you don't mind if I keep a little as payment!\""; + + menu + "I've got some gems.", L_Check_Gems, + "I'll be back with a gem soon.", L_abort, + "Actually, I prefer my gems whole. Thanks anyway.", L_abort; + +L_Check_Gems: + mes "[Malek]"; + mes "\"Which gem do you want me to powder for you?\""; + next; + setarray @menuitems$, "", "", "", "", "", "", ""; + set @c, 0; + +L_Check_Diamond: + if (countitem("GemRawWhite") < 1) goto L_Check_Ruby; + set @menuitems$[@c], "A diamond."; + set @menuid[@c], 0; + set @c, @c + 1; + +L_Check_Ruby: + if (countitem("GemRawRed") < 1) goto L_Check_Emerald; + set @menuitems$[@c], "A ruby."; + set @menuid[@c], 1; + set @c, @c + 1; + +L_Check_Emerald: + if (countitem("GemRawGreen") < 1) goto L_Check_Sapphire; + set @menuitems$[@c], "An emerald."; + set @menuid[@c], 2; + set @c, @c + 1; + +L_Check_Sapphire: + if (countitem("GemRawBlue") < 1) goto L_Check_Topaz; + set @menuitems$[@c], "A sapphire."; + set @menuid[@c], 3; + set @c, @c + 1; + +L_Check_Topaz: + if (countitem("GemRawYellow") < 1) goto L_Check_Amethyst; + set @menuitems$[@c], "A topaz."; + set @menuid[@c], 4; + set @c, @c + 1; + +L_Check_Amethyst: + if (countitem("GemRawPurple") < 1) goto L_Choose_Gem; + set @menuitems$[@c], "An amethyst."; + set @menuid[@c], 5; + set @c, @c + 1; + +L_Choose_Gem: + set @menuitems$[@c], "None right now, thanks."; + set @menuid[@c], 6; + set @c, @c + 1; + menu + @menuitems$[0], -, + @menuitems$[1], -, + @menuitems$[2], -, + @menuitems$[3], -, + @menuitems$[4], -, + @menuitems$[5], -, + @menuitems$[6], -; + set @menu, @menu - 1; + if (@menu >= @c) close; + if (@menuid[@menu] == 0) set @gem$, "GemRawWhite"; + if (@menuid[@menu] == 1) set @gem$, "GemRawRed"; + if (@menuid[@menu] == 2) set @gem$, "GemRawGreen"; + if (@menuid[@menu] == 3) set @gem$, "GemRawBlue"; + if (@menuid[@menu] == 4) set @gem$, "GemRawYellow"; + if (@menuid[@menu] == 5) set @gem$, "GemRawPurple"; + if (@menuid[@menu] == 6) goto L_abort; + + getinventorylist; + if (countitem(@gem$) < 1) goto L_no_gem; + if (@inventorylist_count == 100 && countitem(@gem$) > 1) goto L_TooMany; + delitem @gem$, 1; + if (@gem$ == "GemRawWhite") getitem "GemPowderWhite", @MIN_GEM_AMOUNT + rand(6) + rand(6); + if (@gem$ == "GemRawRed") getitem "GemPowderRed", @MIN_GEM_AMOUNT + rand(6); + if (@gem$ == "GemRawGreen") getitem "GemPowderGreen", @MIN_GEM_AMOUNT + rand(6); + if (@gem$ == "GemRawBlue") getitem "GemPowderBlue", @MIN_GEM_AMOUNT + rand(6); + if (@gem$ == "GemRawYellow") getitem "GemPowderYellow", @MIN_GEM_AMOUNT + rand(6); + if (@gem$ == "GemRawPurple") getitem "GemPowderPurple", @MIN_GEM_AMOUNT + rand(6); + + mes "[Malek]"; + mes "\"Here's your powder. Hope it's fine enough for you.\""; + mes "\"Do you need me to make any more?\""; + + menu + "Yes please.", L_Check_Gems, + "No thank you, this is enough.", L_abort; + +L_TooMany: + mes "[Malek]"; + mes "\"Doesn't look like you've got room for this powder. Come back when you do.\""; + close; + +L_no_gem: + mes "[Malek]"; + mes "\"You don't have that gem.\""; + close; + +L_abort: + close; +} diff --git a/npc/018-2/receptionist.txt b/npc/018-2/receptionist.txt new file mode 100644 index 00000000..ee735d14 --- /dev/null +++ b/npc/018-2/receptionist.txt @@ -0,0 +1,65 @@ +// + +018-2.gat,50,24,0 script Receptionist 108,{ + mes "[Receptionist]"; + mes "\"Welcome to the mining camp!"; + mes "Do you need anything?\""; + next; + +L_Menu: + if (Inspector == 10) + menu + "Why was a mine setup here?", L_Mine, + "Can I go into the mine?", L_Enter, + "Did the company build this building?", L_Building, + "Did you hear a commotion here the other night?", L_NohMask, + "Thank you, no.", -; + if (Inspector != 10) + menu + "Why was a mine setup here?", L_Mine, + "Can I go into the mine?", L_Enter, + "Did the company build this building?", L_Building, + "Thank you, no.", -; + close; + +L_Mine: + mes "[Receptionist]"; + mes "\"Minerals have been easy to find in this area historically. The mine entrance we're using collapsed from the mountain side when the volcano errupted. Plenty of minerals were exposed then.\""; + next; + goto L_Question_End; + +L_Enter: + mes "[Receptionist]"; + mes "\"If you think you can handle all the monsters that have appeared there.\""; + next; + goto L_Question_End; + +L_Building: + mes "[Receptionist]"; + mes "\"No, the company bought this building. It's been abandoned for a while. The villagers think it's haunted, but we haven't seen anything, except for the basement. None of us have been able to stay there for very long.\""; + next; + + menu + "Why not?", -, + "Not my problem", L_Question_End; + + mes "[Receptionist]"; + mes "\"I haven't been down there myself, and the ones who have haven't been able to describe why at all.\""; + next; + + goto L_Question_End; + +L_NohMask: + mes "[Receptionist]"; + mes "\"I stay in town, and so couldn't have heard anything over here. One of the miners might be able to help you.\""; + next; + + goto L_Question_End; + +L_Question_End: + mes "[Receptionist]"; + mes "\"Do you need anything else?\""; + next; + + goto L_Menu; +} diff --git a/npc/018-2_Woodland_mining_camp/_import.txt b/npc/018-2_Woodland_mining_camp/_import.txt deleted file mode 100644 index ad3cd0cd..00000000 --- a/npc/018-2_Woodland_mining_camp/_import.txt +++ /dev/null @@ -1,9 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 018-2.gat -npc: npc/018-2_Woodland_mining_camp/_mobs.txt -npc: npc/018-2_Woodland_mining_camp/_warps.txt -npc: npc/018-2_Woodland_mining_camp/angus.txt -npc: npc/018-2_Woodland_mining_camp/books.txt -npc: npc/018-2_Woodland_mining_camp/caul.txt -npc: npc/018-2_Woodland_mining_camp/miners.txt -npc: npc/018-2_Woodland_mining_camp/receptionist.txt diff --git a/npc/018-2_Woodland_mining_camp/_mobs.txt b/npc/018-2_Woodland_mining_camp/_mobs.txt deleted file mode 100644 index add80d14..00000000 --- a/npc/018-2_Woodland_mining_camp/_mobs.txt +++ /dev/null @@ -1,14 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 018-2 Woodland mining camp mobs - -018-2.gat,114,21,4,3 monster Yellow Slime 1007,1,100000,30000,Mob018-2::On1007 - - -018-2.gat,0,0,0 script Mob018-2 -1,{ -On1007: - set @mobID, 1007; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/018-2_Woodland_mining_camp/_warps.txt b/npc/018-2_Woodland_mining_camp/_warps.txt deleted file mode 100644 index 1a51d7e8..00000000 --- a/npc/018-2_Woodland_mining_camp/_warps.txt +++ /dev/null @@ -1,10 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 018-2 Woodland mining camp 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 -018-2.gat,20,24 warp toBasement -1,-1,018-2.gat,112,27 -018-2.gat,112,26 warp toFirstFloor -1,-1,018-2.gat,20,23 -018-2.gat,21,28 warp toSecondFloor 0,-1,018-2.gat,79,25 -018-2.gat,79,26 warp toFirstFloor 0,-1,018-2.gat,21,29 -018-2.gat,114,20 warp toCave -1,-1,018-3.gat,177,53 diff --git a/npc/018-2_Woodland_mining_camp/angus.txt b/npc/018-2_Woodland_mining_camp/angus.txt deleted file mode 100644 index 846bed7d..00000000 --- a/npc/018-2_Woodland_mining_camp/angus.txt +++ /dev/null @@ -1,18 +0,0 @@ -// Angus the craftsman - -018-2.gat,31,39,0 script Angus 147,{ - set @honorific$, "lad"; - if (Sex == 0) set @honorific$, "lass"; - - if (Inspector == 10) goto L_NohMask; - - mes "[Angus]"; - mes "Angus is tinkering with some mechanical concoction."; - mes "\"It keeps breakin' left an' right... fortunat'ly I put in redundancies everywhere, but I haf' to keep repairin'.\""; - close; - -L_NohMask: - mes "[Angus]"; - mes "\"I'm sorry, " + @honorific$ + ", I truely am, but I stay in the town. One o' the miners might have heard something.\""; - close; -} diff --git a/npc/018-2_Woodland_mining_camp/books.txt b/npc/018-2_Woodland_mining_camp/books.txt deleted file mode 100644 index 22364c6d..00000000 --- a/npc/018-2_Woodland_mining_camp/books.txt +++ /dev/null @@ -1,18 +0,0 @@ -// - -018-2.gat,112,19,0 script #Bookcase38 127,0,1{ - if (Inspector == 11) goto L_NohMask; - - mes "Looking over the bookcase, you find nothing strange or out of order."; - close; - -L_NohMask: - mes "Looking over the bookcase closely, you find a book is upside down."; - next; - - mes "The book has been hollowed out. Inside is a theater mask and a note that you cannot even begin to read."; - next; - - set Inspector, 12; - close; -} diff --git a/npc/018-2_Woodland_mining_camp/caul.txt b/npc/018-2_Woodland_mining_camp/caul.txt deleted file mode 100644 index 56734a69..00000000 --- a/npc/018-2_Woodland_mining_camp/caul.txt +++ /dev/null @@ -1,1018 +0,0 @@ -//################################################################################# -//# -//# this script file contains the script for the NPC which allows the -//# PCs to create potions from herbs. -//# -//# Participates in the monster oil subquest (cf. Nicholas' Setzer quest) -//# -//################################################################################# - -018-2.gat,37,22,0 script Caul 107,{ - set @SETZER_INITIAL, 0; - set @SETZER_KNOWS_OIL, 1; - set @SETZER_KNOWS_STINGER, 2; - set @SETZER_FLAG_MADE_OIL, 4; - - set @MONSTER_OIL_XP, 100000; - set @MOPOX_CURE_XP, 30000; - - set @Q_MASK, NIBBLE_3_MASK; - set @Q_SHIFT, NIBBLE_3_SHIFT; - - set @Q_status, (QUEST_Forestbow_state & @Q_MASK) >> @Q_SHIFT; - - set @Q_knows_mopox_cure, ((QUEST_MAGIC2 & NIBBLE_1_MASK) >> NIBBLE_1_SHIFT) >= 4; // Elanore's quest for curing Kadiya - - // Can the player get XP for brewing the cure? - set @Q_can_score_mopox_cure, (((QUEST_MAGIC2 & NIBBLE_1_MASK) >> NIBBLE_1_SHIFT) == 4) // Elanore's quest for curing Kadiya - && (((QUEST_MAGIC2 & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT) < 2); // Haven't brewed it yet - - mes "[Caul]"; - mes "\"I can help you to brew healing potions out of mauve, cobalt, gamboge and alizarin herbs."; - mes "How many potions do you want to brew?\""; - next; - - set @C_monster_oil, 20; - set @C_mopox_cure, 21; - set @C_nohmask, 22; - set @C_dementiapotion, 23; - set @C_bye, 24; - - setarray @choice$, "One", "Five", "Ten", "Fifty", "", "", "", "", ""; - setarray @choice_idx, 1, 5, 10, 50, 0, 0, 0, 0, 0; - set @choices_nr, 4; - - - if !(@Q_status) - goto L_M_no_monster_oil; - - set @choice_idx[@choices_nr], @C_monster_oil; - set @choice$[@choices_nr], "I would like to brew monster oil."; - set @choices_nr, @choices_nr + 1; - -L_M_no_monster_oil: - - if (!@Q_knows_mopox_cure) - goto L_M_no_mopox_cure; - - set @choice_idx[@choices_nr], @C_mopox_cure; - set @choice$[@choices_nr], "I would like to brew a Mopox cure."; - set @choices_nr, @choices_nr + 1; - -L_M_no_mopox_cure: - - if (Inspector != 10) - goto L_M_no_inspector; - - set @choice_idx[@choices_nr], @C_nohmask; - set @choice$[@choices_nr], "Actually..."; - set @choices_nr, @choices_nr + 1; - -L_M_no_inspector: - - if (!(MAGIC_FLAGS & MFLAG_KNOWS_UNFOCUS_RECIPE)) - goto L_M_no_dempo; - - set @choice_idx[@choices_nr], @C_dementiapotion; - set @choice$[@choices_nr], "I would like to brew Dementia Potion"; - set @choices_nr, @choices_nr + 1; - -L_M_no_dempo: - - set @choice_idx[@choices_nr], @C_bye; - set @choice$[@choices_nr], "Never mind"; - set @choices_nr, @choices_nr + 1; - - menu - @choice$[0], -, - @choice$[1], -, - @choice$[2], -, - @choice$[3], -, - @choice$[4], -, - @choice$[5], -, - @choice$[6], -, - @choice$[7], -; - - set @choice, @choice_idx[@menu - 1]; - - if (@choice == @C_monster_oil) - goto L_monster_oil_start; - if (@choice == @C_mopox_cure) - goto L_mopox_cure_start; - if (@choice == @C_nohmask) - goto L_NohMask; - if (@choice == @C_dementiapotion) - goto L_DemPotion; - if (@choice == @C_bye) - goto L_close; - - // otherwise the choice is the number of potions-to-brew - set @num, @choice; - if (@num == 0) - goto L_close; - -L_brew: - mes "[Caul]"; - mes "\"Now put " + @num + " herbs of each kind into the cauldron, stir, and concentrate all your mental energy on it.\""; - next; - - if (countitem("MauveHerb") < @num) goto L_NotEnough; - if (countitem("CobaltHerb") < @num) goto L_NotEnough; - if (countitem("GambogeHerb") < @num) goto L_NotEnough; - if (countitem("AlizarinHerb") < @num) goto L_NotEnough; - - set @a, @num; - set @result1, 0; - set @result2, 0; - set @result3, 0; - set @result4, 0; - -L_CraftLoop: - set @throw, rand(readparam(bInt)); - set @result, 1; - if (@throw >= 5) set @result, 2; - if (@throw >= 15) set @result, 3; - if (@throw >= 35) set @result, 4; - - if (@result == 1) set @result1, @result1 + 1; - if (@result == 2) set @result2, @result2 + 1; - if (@result == 3) set @result3, @result3 + 1; - if (@result == 4) set @result4, @result4 + 1; - - set @a, @a - 1; - if (@a > 0) goto L_CraftLoop; - - delitem "MauveHerb", @num; - delitem "CobaltHerb", @num; - delitem "GambogeHerb", @num; - delitem "AlizarinHerb", @num; - - getitem 684, @result1; - getitem 685, @result2; - getitem 686, @result3; - getitem 687, @result4; - - mes "[Caul]"; - mes "\"Well done! You made:"; - if (@result1 > 0) mes @result1 + " tiny potions"; - if (@result2 > 0) mes @result2 + " small potions"; - if (@result3 > 0) mes @result3 + " medium potions"; - if (@result4 > 0) mes @result4 + " large potions"; - mes "Come again.\""; - close; - -L_NotEnough: - mes "[Caul]"; - mes "\"Oh, it seems like you don't have enough herbs. You can find herbs in deep forests.\""; - close; - -L_monster_oil_start: - mes "[Caul]"; - mes "\"Monster oil? Hmm, I have heard of it, but I don't remember the precise recipe to make it...\""; - next; - if (@Q_status == @SETZER_KNOWS_OIL) - menu "OK, I'll ask around, perhaps someone else knows.", L_close; - if (@Q_status > @SETZER_KNOWS_OIL) - menu "Rauk told me the recipe.", L_monster_oil_knows_recipe; - close; - -L_monster_oil_knows_recipe: - mes "[Caul]"; - mes "\"Ah, but of course! Yes, we should be able to brew that here. Except that... hmm. Pearl and three black scorpion stingers? This sounds very dangerous;"; - mes "I fear that I will have to ask you to do this yourself.\""; - next; - -L_monster_oil_main_menu: - set @main_menu, 1; - menu - "What do you mean by 'dangerous'?", L_monster_oil_why_dangerous, - "What do I need, again?", L_monster_oil_ingredients, - "How does this work?", L_monster_oil_explain, - "Let's start!", L_monster_oil_start_brew, - "Where can I get a golden scorpion stinger?", L_monster_oil_where_gold, - "I've changed my mind.", L_close; - close; - -L_monster_oil_why_dangerous: - mes "[Caul]"; - mes "\"Well, with those two reagents in there at that ratio, you risk an explosion-- quite possibly a fatal one. So be prepared to duck if the brew gets too bubbly-- it's better to lose the ingredients than your head!\""; - next; - goto L_monster_oil_main_menu; - -L_monster_oil_ingredients: - mes "[Caul]"; - mes "\"You will need one pearl, two snake skins, three black scorpion stingers, two piles of ash, and a golden scorpion stinger. The golden stinger goes in last, after the dangerous part, so you won't lose it if your brew blows up.\""; - next; - mes "[Caul]"; - mes "\"You should also bring gamboge, mauve, alizarin and cobalt leaves. You will have to stabilize the brew, and they will help with that.\""; - next; - goto L_monster_oil_main_menu; - -L_monster_oil_explain: - mes "[Caul]"; - mes "\"After you have put in the monster parts-- except for the golden stinger-- the brew will take on some random color; this can be a light, dark, or medium color. You have to stabilize this color by adding leaves to it.\""; - next; - mes "[Caul]"; - mes "\"Of course, with such a violent brew the mixture will change color by itself, too, probably faster than your leaves can affect it. It will randomly add or remove colors, and might even get lighter.\""; - next; - mes "[Caul]"; - mes "\"From what I have seen, it seems to go through phases-- for each alternate leaf it adds a colour, then removes a color, then adds again and so on. Of course, if the color is there already it can't add any more.\""; - next; - mes "[Caul]"; - mes "\"I haven't figured out yet precisely when it gets lighter, though.\""; - next; - mes "[Caul]"; - mes "\"By adding Mauve, you can make it darker. Alizarin adds red, Gamboge yellow, Cobalt blue. To make it a proper black, you have to get it to be dark gray, then add one Mauve leaf.\""; - next; - mes "[Caul]"; - mes "\"Unfortunately the brew changes randomly before your leaves dissolve, so sometimes you can't help but add the wrong color...\""; - next; - mes "[Caul]"; - mes "\"Since the brew changes its color first, you might want to add the Mauve when your color is a dark purple or dark green or dark orange and hope for the best.\""; - next; - mes "[Caul]"; - mes "\"But don't add too much! If you add a color that is already there, or try to make it darker at the wrong spot, it may backfire.\""; - next; - if (@main_menu) - goto L_monster_oil_main_menu; - goto L_monster_oil_loop; - -L_monster_oil_where_gold: - mes "[Caul]"; - mes "\"Good question. There aren't any golden scorpions nearby. Perhaps you can find a trader or an adventurer who have travelled further south and ask them to help?\""; - next; - goto L_monster_oil_main_menu; - -L_monster_oil_start_brew: - set @main_menu, 0; - if (countitem ("Pearl") < 1) goto L_monster_oil_missing; - if (countitem ("SnakeSkin") < 2) goto L_monster_oil_missing; - if (countitem ("BlackScorpionStinger") < 3) goto L_monster_oil_missing; - if (countitem ("PileOfAsh") < 2) goto L_monster_oil_missing; - if (countitem ("GoldenScorpionStinger") < 1) goto L_monster_oil_missing_gold; - - delitem "Pearl", 1; - delitem "SnakeSkin", 2; - delitem "BlackScorpionStinger", 3; - delitem "PileOfAsh", 2; - - set @bubble_mode, 0; - setarray @bubble_modes$, - "The brew is calm.", - "The brew is bubbling.", - "The brew is bubbling violently."; - - set @color, 1 << (rand(3)); - setarray @colors$, - "white", - "red", - "yellow", - "orange", - "blue", - "purple", - "green", - "gray"; - - set @intensity, 1; - setarray @intensities$, - "light", - "medium", - "dark"; - - set @auto_mode, 0; // Start by adding a colour or going lighter - - goto L_monster_oil_loop; - -L_monster_oil_missing: - mes "[Caul]"; - mes "\"You don't seem to have all of the ingredients. You need one pearl, two snake skins, three black stingers, two piles of ash, and one golden stinger.\""; - close; - -L_monster_oil_missing_gold: - mes "[Caul]"; - mes "\"You seem to have everything except for the golden stinger. I understand that this one is hard to get, but I'm sure that you can find one somewhere.\""; - close; - -L_monster_oil_loop: - mes "[Brewing monster oil]"; - mes @bubble_modes$[@bubble_mode]; - mes "It is currently a " + @intensities$[@intensity] + " " + @colors$[@color] + "."; - next; - - menu - "Add alizarin leaf", L_monster_oil_alizarin, - "Add gamboge leaf", L_monster_oil_gamboge, - "Add cobalt leaf", L_monster_oil_cobalt, - "Add mauve leaf", L_monster_oil_mauve, - "Ask Caul for advice", L_monster_oil_explain, - "Duck!", -; - - mes "[Brewing monster oil]"; - mes "You throw yourself onto the ground. Seconds later, the cauldron shakes, and your entire mixture explodes upwards."; - mes "Caul crawls out from underneath a char."; - next; - mes "[Caul]"; - mes "\"I'm glad to see that you chose to brew another day... perhaps it might be best if you give up on this dangerous concoction, though!\""; - close; - -L_monster_oil_out_of_leaves: - mes "[Brewing monster oil]"; - mes "You don't have any of these leaves left!"; - next; - goto L_monster_oil_loop; - -L_monster_oil_alizarin: - set @use_leaf$, "AlizarinHerb"; - set @use_color, 1; - goto L_monster_oil_leaf_color; - -L_monster_oil_gamboge: - set @use_leaf$, "GambogeHerb"; - set @use_color, 2; - goto L_monster_oil_leaf_color; - -L_monster_oil_cobalt: - set @use_leaf$, "CobaltHerb"; - set @use_color, 4; - goto L_monster_oil_leaf_color; - -L_monster_oil_leaf_color: - if (countitem (@use_leaf$) < 1) goto L_monster_oil_out_of_leaves; - - callsub S_monster_oil_random_move; - if (@color & @use_color) goto L_monster_oil_pc_bad; - set @color, @color | @use_color; - delitem @use_leaf$, 1; - - mes "The brew changes its hue as your leaf dissolves."; - next; - goto L_monster_oil_loop; - -L_monster_oil_mauve: - if (countitem("MauveHerb") < 1) goto L_monster_oil_out_of_leaves; - delitem "MauveHerb", 1; - - callsub S_monster_oil_random_move; - if (@intensity == 2 && @color == 7) goto L_monster_oil_done; - if (@intensity == 2) goto L_monster_oil_pc_bad; - - set @intensity, @intensity + 1; - mes "The brew darkens as your mauve leaf dissolves."; - next; - goto L_monster_oil_loop; - -S_monster_oil_random_move: - mes "[Brewing monster oil]"; - mes "You throw in a leaf and stir."; - - if (@auto_mode == 1) - goto L_monster_oil_random_1; - -L_monster_oil_random_0: // mode 0: add colour or lighten up - set @auto_mode, 1; - if (rand(3) == 0) - goto L_monster_oil_random_0_lighten; - - set @choice, 1 << (rand(3)); - if (@color & @choice) - goto L_monster_oil_auto_bad; - set @color, @color | @choice; - - mes "Before your leaf has a chance to dissolve, the brew changes to a " + @colors$[@color] + " hue."; - return; - -L_monster_oil_random_0_lighten: - if (@intensity == 0) - goto L_monster_oil_auto_bad; - set @intensity, @intensity - 1; - mes "Before your leaf has a chance to dissolve, the brew takes on a lighter shade of " + @colors$[@color] + "."; - return; - -L_monster_oil_random_1: // mode 1: remove colour - set @auto_mode, 0; - set @choice, 1 << (rand(3)); - if (!(@color & @choice)) - goto L_monster_oil_auto_bad; - set @color, @color & (~@choice); - mes "Before your leaf has a chance to dissolve, the brew changes to a " + @colors$[@color] + " hue."; - return; - -L_monster_oil_pc_bad: - if (rand(readparam(bInt) + 100) > 60) goto L_monster_oil_pc_bad_ok; - if (@bubble_mode) - mes "As your leaf dissolves, the intensity of the bubbling increases."; - if (!@bubble_mode) - mes "As your leaf dissolves, the brew begins to bubble."; - next; - set @bubble_mode, @bubble_mode + 1; - if (@bubble_mode > 2) - goto L_monster_oil_explode; - goto L_monster_oil_loop; - -L_monster_oil_pc_bad_ok: - mes "Your leaf dissolves but seems to have no effect."; - next; - goto L_monster_oil_loop; - -L_monster_oil_auto_bad: - if (rand(3) == 0) - return; - if (rand(readparam(bInt) + 100) > 70) - return; - mes "The brew begins to bubble more violently."; - set @bubble_mode, @bubble_mode + 1; - if (@bubble_mode > 2) - next; - if (@bubble_mode > 2) - goto L_monster_oil_explode; - return; - -L_monster_oil_explode: - mes "[Exploding monster oil]"; - mes "Your brew explodes!"; - if (rand(readparam(bAgi)) > 40) - goto L_monster_oil_explode_dodge; - mes "The burst of boiling monster brew hits you."; - next; - itemheal (15 * rand(readparam(bVit))) - 1500, 0; - close; - -L_monster_oil_explode_dodge: - mes "You throw yourself to the ground at the very last moment, barely avoiding the burst of boiling monster brew."; - next; - mes "[Caul]"; - mes "Caul nods at you from underneath a chair."; - mes "\"I told you, it's dangerous!!\""; - close; - -L_monster_oil_done: - mes "As you throw in another mauve leaf, the brew takes on a deep black color and calms down."; - next; - - mes "[Brewing monster oil]"; - mes "As instructed, you toss in your golden scorpion stinger."; - - if (countitem ("GoldenScorpionStinger") < 1) goto L_monster_oil_no_gold_end; - - mes "The brew bubbles once more, then calms completely."; - - delitem "GoldenScorpionStinger", 1; - getitem "MonsterOilPotion", 1; - - if (!(@Q_status & @SETZER_FLAG_MADE_OIL)) - getexp @MONSTER_OIL_XP, 0; - if (!(@Q_status & @SETZER_FLAG_MADE_OIL)) - mes "[" + @MONSTER_OIL_XP + " experience points]"; - - set @Q_status, @Q_status | @SETZER_FLAG_MADE_OIL; - callsub S_Update_Var; - next; - - mes "[Caul]"; - mes "Caul gets up from underneath the cover he was taking and looks at your brew. He is visibly impressed."; - mes "\"Well done! This should be just enough for one potion of monster oil. Let me get you a bottle.\""; - mes "He hands you the monster oil."; - close; - -L_monster_oil_no_gold_end: - mes "But where is your golden stinger? Didn't you have one earlier?"; - mes "Frustrated, you give up."; - close; - -L_mopox_cure_start: - mes "[Caul]"; - mes "\"The mopox cure potion? Certainly, if you have all of the ingredients... oh, and make sure to bring water, roots, sulphur powder and Mauve leaves.\""; - mes "\"This is a very easy one, so I think I should let you do this yourself. It is very good exercise.\""; - next; - -L_mopox_cure_overview_menu: - menu - "I'm ready!", L_mopox_cure_setup, - "What are the ingredients?", L_mopox_cure_ingredients, - "How does this work?", L_mopox_cure_howto, - "I'd rather not try.", -; - close; - -L_mopox_cure_ingredients: - mes "[Caul]"; - mes "\"You will need one concentration potion, one iron potion, a lifestone, and one gamboge leaf.\""; - next; - goto L_mopox_cure_overview_menu; - -L_mopox_cure_howto: - mes "[Caul]"; - mes "\"When you start brewing, the liquid very rarely has the proper consistency and color. You need to make it gooey and medium dark.\""; - next; - - mes "[Caul]"; - mes "\"You can affect the consistency by adding ground roots and water, and you can change the color by adding mauve leaves (to darken it) and sulphur powder (to make it brighter).\""; - next; - - mes "[Caul]"; - mes "\"The ingredients have some side effects, though, so you will have to experiment a little.\""; - next; - - mes "[Caul]"; - mes "\"Oh, and be careful: water will evaporate over time, too.\""; - next; - goto L_mopox_cure_overview_menu; - -L_mopox_cure_no_lifestone: - mes "[Caul]"; - mes "\"You will need a lifestone.\""; - goto L_mopox_cure_overview_menu; - -L_mopox_cure_no_gamboge: - mes "[Caul]"; - mes "\"You will need a gamboge leaf.\""; - goto L_mopox_cure_overview_menu; - -L_mopox_cure_no_concentration: - mes "[Caul]"; - mes "\"You will need a concentration potion.\""; - goto L_mopox_cure_overview_menu; - -L_mopox_cure_no_iron: - mes "[Caul]"; - mes "\"You will need an iron potion.\""; - goto L_mopox_cure_overview_menu; - -L_mopox_cure_setup: - if (countitem("IronPotion") < 1) goto L_mopox_cure_no_iron; - if (countitem("ConcentrationPotion") < 1) goto L_mopox_cure_no_concentration; - if (countitem("GambogeHerb") < 1) goto L_mopox_cure_no_gamboge; - if (countitem("Lifestone") < 1) goto L_mopox_cure_no_lifestone; - - delitem "IronPotion", 1; - delitem "ConcentrationPotion", 1; - delitem "GambogeHerb", 1; - delitem "Lifestone", 1; - - mes "[Brewing Mopox Cure]"; - mes "You pour your two potions into the cauldron, then add a gamboge herb and a lifestone. Caul heats up the cauldron and you wait until it begins to boil."; - - setarray @colours$, "white", "almost white", "light", "medium-dark", "dark", "very dark", "almost black", "black"; - setarray @stickinesses$, "watery", "very runny", "runny", "gooey", "sticky", "very sticky", "almost solid"; - set @stickiness, rand(7); - set @colour, 2 + rand(5); - - // Target: (@stickiness, @colour) = (3, 3) - - if (@stickiness == 3 && @colour == 3) - set @colour, 4; // don't allow insta-win; it's easy enough. - set @rounds, 0; - -L_mopox_cure_loop: - mes "[Brewing Mopox Cure]"; - mes "The brew is " + @colours$[@colour] + " and " + @stickinesses$[@stickiness] + "."; - - if (@colour == 3 && @stickiness == 3) - goto L_mopox_cure_win; - next; - - set @colour, @colour + 10; - set @stickiness, @stickiness + 10; - - menu - "Add root", L_mopox_B_root, - "Add water", L_mopox_B_water, - "Add sulphur powder", L_mopox_B_sulphur, - "Add mauve", L_mopox_B_mauve, - "...what should I do again?", L_mopox_reexplain, - "Wait", -; - -L_mopox_cure_next: - set @stickiness, @stickiness + @rounds; - set @rounds, 1 - @rounds; - - if (@stickiness < 10) - set @stickiness, 10; - if (@colour < 10) goto L_mopox_failed_badcolour; - if (@colour > 17) goto L_mopox_failed_badcolour; - if (@stickiness > 16) goto L_mopox_failed_hard; - if (@colour > 17) goto L_mopox_failed_badcolour; - - set @colour, @colour - 10; - set @stickiness, @stickiness - 10; - - goto L_mopox_cure_loop; - -L_mopox_reexplain: - mes "[Caul]"; - mes "\"Make this brew gooey and medium dark.\""; - mes "\"(Gooey is right between runny and sticky.)\""; - mes "\"You can add different items that will affect both color and stickiness.\""; - next; - mes "[Caul]"; - mes "\"Water and ground roots mostly affect stickiness.\""; - mes "\"Mauve and sulphur powder mostly affect color, with Mauve darkening the brew.\""; - next; - goto L_mopox_cure_next; - -L_mopox_B_none: - mes "[Brewing Mopox Cure]"; - mes "You don't have any left!"; - next; - goto L_mopox_cure_next; - -L_mopox_B_root: - if (countitem ("Root") < 1) goto L_mopox_B_none; - delitem "Root", 1; - - mes "[Brewing Mopox Cure]"; - mes "You grind a root and pour it into the brew."; - next; - set @colour, @colour + 1; - set @stickiness, @stickiness + 3; - goto L_mopox_cure_next; - -L_mopox_B_water: - if (countitem ("BottleOfWater") < 1) goto L_mopox_B_none; - delitem "BottleOfWater", 1; - getitem "EmptyBottle", 1; - - mes "[Brewing Mopox Cure]"; - mes "You pour a bottle of water into the brew."; - next; - set @colour, @colour; - set @stickiness, @stickiness - 2; - goto L_mopox_cure_next; - -L_mopox_B_sulphur: - if (countitem ("SulphurPowder") < 1) goto L_mopox_B_none; - delitem "SulphurPowder", 1; - - mes "[Brewing Mopox Cure]"; - mes "You mix some sulphur powder into the brew."; - next; - set @colour, @colour - 3; - set @stickiness, @stickiness + 1; - goto L_mopox_cure_next; - -L_mopox_B_mauve: - if (countitem ("MauveHerb") < 1) goto L_mopox_B_none; - delitem "MauveHerb", 1; - - mes "[Brewing Mopox Cure]"; - mes "You grind a mauve herb and toss it in."; - next; - set @colour, @colour + 2; - set @stickiness, @stickiness + 1; - goto L_mopox_cure_next; - -L_mopox_failed_badcolour: - mes "[Brewing Mopox Cure]"; - mes "The brew suddenly begins to bubble again, turning green."; - mes "\"Oh dear,\" Caul remarks, \"you let the color stray too much.\""; - next; - mes "[Caul]"; - mes "\"Better luck next time!\""; - close; - -L_mopox_failed_hard: - mes "[Brewing Mopox Cure]"; - mes "You find it almost impossible to stir the brew."; - mes "Suddenly, the thick mass bends outwards, a huge bubble bursting open right in your face!"; - next; - - if (rand(readparam(bVit)) < 40) - sc_start sc_poison, 1, 20; - - mes "[Brewing Mopox Cure]"; - mes "Yeech. That smelled bad."; - mes "\"Don't worry, I'll clean up the cauldron,\", interrupts Caul. \"You should wipe that off your face and make sure that you didn't get poisoned.\""; - next; - - mes "[Caul]"; - mes "\"Better luck next time!\""; - close; - -L_mopox_cure_win: - mes "Caul looks pleased. \"Well done! This looks very good to me.\""; - next; - - mes "[Caul]"; - mes "Caul picks a bottle from a shelf and fills it with your brew."; - mes "\"One potion of Mopox cure, here you are. Good luck!\""; - getitem "MopoxCurePotion", 1; - if (!@Q_can_score_mopox_cure) - goto L_mopox_cure_win_quick; - getexp @MOPOX_CURE_XP, 0; - mes "[" + @MOPOX_CURE_XP + " experience points]"; - set QUEST_MAGIC2, (QUEST_MAGIC2 & ~NIBBLE_3_MASK) | (2 << NIBBLE_3_SHIFT); // Make sure we can only get XP for brewing this once -L_mopox_cure_win_quick: - close; - -L_DemPotion: - mes "[Caul]"; - mes "\"Ok, you do know this potion is one of the most dangerous potions brewed? My cauldron is empty, you can try it yourself.\""; - next; - mes "Caul goes three steps away and watches your actions carefully."; - menu - "Please explain to me what you know about that potion.", L_explain_dempo, - "Ok, I will start brewing.", L_brew_dempo_init, - "Nevermind", -; - close; -L_explain_dempo: - mes "[Caul]"; - mes "\"Hrrm. I have heard of that potion. I hope I can remember all the stuff needed.\""; - next; - mes "\"Basically this potion is a balancing between death and life; between knowledge and forgetting.\""; - next; - mes "\"So, to get it balanced, we need ingredients for both sides.\""; - next; - mes "\"For the death and forgetting side we can use bones. Although, bones do not work well. We would get the best results with a diseased heart of zombies. Of course, we can use undead ears and skulls as well.\""; - next; - mes "\"For the life and knowledge side we can use fresh mauve herbs. Lifestones would be even better. Roots will do as well, although these must be really fresh to show effect.\""; - next; - mes "\"Brewing such a powerful potion is dangerous. That is why you will need to do it yourself. I will try to assist you as best as I can.\""; - next; - mes "\"I don't know exactly, but there is a slight chance of exploding all time.\""; - next; - mes "\"The color of the mixture will give you a very good impression of what you need to do.\""; - mes "\"And to get that potion working, we need to stabilize it with a pearl at the end.\""; - next; - mes "\"The color will be in a range of really dark black to bright shining white. In between it is grey in different nuances.\""; - mes "\"When it is calm grey, the finalisation with a pearl will work best, so I have heard.\""; - next; - goto L_DemPotion; - -L_brew_dempo_init: - if ((countitem("BottleOfWater") == 0) || (countitem("Bone") == 0) || (countitem("Lifestone") == 0) || (countitem("Pearl") == 0)) - goto L_dempo_noinit; - delitem "BottleOfWater", 1; - delitem "Bone", 1; - delitem "Lifestone", 1; - - set @finish_dempo, 0; - // color can be either black or white at the beginning. - // with a slight randomness in there. - set @dempo_color, rand(10); - if (rand(2)==0) - set @dempo_color, @dempo_color + 90 ; - mes "To start that potion you put in the cauldron a bone, a bottle of water and a lifestone."; - next; - goto L_brew_dempo; - -L_dempo_noinit: - mes "[Caul]"; - mes "\"Hrrm. Usually you start that potion with a bone, a bottle of water and a lifestone.\""; - mes "\"I'd propose you do it exactly that way. You see, maybe it would even work with a skull and a healing potion, but since we don't know, and I don't want to repair my cauldron again, please don't try other solutions.\""; - next; - mes "\"Please use only this way to start the recipe: a bone, a bottle of water and a lifestone. In that order!\""; - mes "\"Ah, and of course you will need at least one pearl with you. This pearl is needed to finalize the potion.\""; - close; - -L_brew_dempo: - callsub L_check_explosion; - - callsub L_calc_dempo_color; - mes "After a little while of cooking you see its color turning into " + @dempo_color_S$+ "."; - next; - - setarray @choice_idx, 0,0,0,0,0,0,0,0,0,0,0; - setarray @choice$, "","","","","","","","","","",""; - - set @C_root, 12; - set @C_mauve, 13; - set @C_lifestone, 14; - set @C_diseasedheart, 15; - set @C_bone, 16; - set @C_skull, 17; - set @C_undeadear, 18; - set @C_pearl, 19; - set @C_nevermind, 20; - - // counter of avalable answers - set @choices_nr, 0; - - if (countitem("Root") == 0) goto L_noroots; - set @choice_idx[@choices_nr], @C_root; - set @choice$[@choices_nr], "Add a root"; - set @choices_nr, @choices_nr + 1; -L_noroots: - if (countitem("MauveHerb") == 0) goto L_nomauve; - set @choice_idx[@choices_nr], @C_mauve; - set @choice$[@choices_nr], "Add a mauve herb"; - set @choices_nr, @choices_nr + 1; -L_nomauve: - if (countitem("Lifestone") == 0) goto L_nolifestone; - set @choice_idx[@choices_nr], @C_lifestone; - set @choice$[@choices_nr], "Add a lifestone"; - set @choices_nr, @choices_nr + 1; -L_nolifestone: - if (countitem("DiseasedHeart") == 0) goto L_noheart; - set @choice_idx[@choices_nr], @C_diseasedheart; - set @choice$[@choices_nr], "Add a diseased heart"; - set @choices_nr, @choices_nr + 1; -L_noheart: - if (countitem("Bone") == 0) goto L_nobone; - set @choice_idx[@choices_nr], @C_bone; - set @choice$[@choices_nr], "Add a bone"; - set @choices_nr, @choices_nr + 1; -L_nobone: - if (countitem("DiseasedHeart") == 0) goto L_noskull; - set @choice_idx[@choices_nr], @C_skull; - set @choice$[@choices_nr], "Add a skull"; - set @choices_nr, @choices_nr + 1; -L_noskull: - if (countitem("UndeadEar") == 0) goto L_noear; - set @choice_idx[@choices_nr], @C_undeadear; - set @choice$[@choices_nr], "Add an undead ear"; - set @choices_nr, @choices_nr + 1; -L_noear: - if (countitem("Pearl") == 0) goto L_nopearl; - set @choice_idx[@choices_nr], @C_pearl; - set @choice$[@choices_nr], "Finalize with a pearl."; - set @choices_nr, @choices_nr + 1; -L_nopearl: - set @choice_idx[@choices_nr], @C_nevermind; - set @choice$[@choices_nr], "Nevermind and leave"; - - menu - @choice$[0],-, - @choice$[1],-, - @choice$[2],-, - @choice$[3],-, - @choice$[4],-, - @choice$[5],-, - @choice$[6],-, - @choice$[7],-, - @choice$[8],-, - @choice$[9],-, - @choice$[10],-; - - set @menu, @menu - 1; - if (@choice_idx[@menu] == 0) - goto L_brew_dempo; - if ((countitem("Root") != 0) && (@choice_idx[@menu] == @C_root)) - goto L_useroot; - if ((countitem("MauveHerb") != 0) && (@choice_idx[@menu] == @C_mauve)) - goto L_usemauve; - if ((countitem("Lifestone") != 0) && (@choice_idx[@menu] == @C_lifestone)) - goto L_uselifestone; - if ((countitem("DiseasedHeart") != 0) && (@choice_idx[@menu] == @C_diseasedheart)) - goto L_usediseasedheart; - if ((countitem("Bone") != 0) && (@choice_idx[@menu] == @C_bone)) - goto L_usebone; - if ((countitem("Skull") != 0) && (@choice_idx[@menu] == @C_skull)) - goto L_useskull; - if ((countitem("UndeadEar") != 0) && (@choice_idx[@menu] == @C_undeadear)) - goto L_useear; - if ((countitem("Pearl") != 0) && (@choice_idx[@menu] == @C_pearl)) - goto L_usepearl; - if ((@choice_idx[@menu] == @C_nevermind)) - goto L_ask_quit; - - // fallthrough only when player remove the items while in menu, trying to cheat - // the potion will be lost then - mes "\"Do not try to betray me. Come back when you have a better morale.\""; - close; - -L_useroot: - delitem "Root", 1; - set @dempo_color, @dempo_color + 9 + rand(9); - goto L_brew_dempo; - -L_usemauve: - delitem "MauveHerb", 1; - set @dempo_color, @dempo_color + 1 + rand(2); - goto L_brew_dempo; - -L_uselifestone: - delitem "Lifestone", 1; - set @dempo_color, @dempo_color + 3 + rand(4); - goto L_brew_dempo; - -L_usediseasedheart: - delitem "DiseasedHeart", 1; - set @dempo_color, @dempo_color - 35 - rand(25); - goto L_brew_dempo; - -L_usebone: - delitem "Bone", 1; - set @dempo_color, @dempo_color - 3 - rand(3); - goto L_brew_dempo; - -L_useskull: - delitem "Skull", 1; - set @dempo_color, @dempo_color - 9 - rand(9); - goto L_brew_dempo; - -L_useear: - delitem "UndeadEar", 1; - set @dempo_color, @dempo_color - 15 - rand(13); - goto L_brew_dempo; - -L_usepearl: - delitem "Pearl", 1; - //ending it is a little dangerous as well, - // stay calm, when it smashes your fine tuned well done potion. - set @finish_dempo, 1; - callsub L_check_explosion; - // ok now you really did it. Here is your potion: - getitem "DementiaPotion",1; - - mes "[Caul]"; - mes "\"The potion is now ready. It seems as if it worked fine.\""; - next; - mes "\"Ok here is a flask of that potion. I'll care for the rest.\""; - mes "\"I mean it is a very dangerous fluid.\""; - next; - mes "\"See you later, alligator!\""; - close; - -L_ask_quit: - mes "[Caul]"; - mes "\"The potion is not ready. You can't just leave now!\""; - menu - "Please throw away that stupid potion, I'm in a hurry!", -, - "Oh you are right, let me finish it.", L_brew_dempo; - close; - -L_check_explosion: - // set to range [-50 50]; - set @prob, @dempo_color - 50; - - set @prob, ((@prob * @prob) / 80) + 4; - if (@finish_dempo == 0) - goto L_check_exp_nof; - - // square again, so you must be in the middle to get it work there; - // and multiply with 3 so there is definitly no chance to get it directly after starting - set @prob, (@prob * @prob) * 2; -L_check_exp_nof: - // in about 95% of the cases anything is fine, so return. - if (rand(1000) > @prob) return; - // in some cases it is not: - // kabooom! - close2; - heal -(Hp/2), 0; - misceffect 5; - misceffect 16; - heal -Hp, 0; - end; - -L_calc_dempo_color: - // @dempo_color_S$ is set in here: - - //really dark black 0-11 - if (@dempo_color < 12) - set @dempo_color_S$, "really dark black"; - - //dark black 12-23 - if ((@dempo_color > 11) && (@dempo_color < 24)) - set @dempo_color_S$, "dark black"; - - //black 24-34 - if ((@dempo_color > 23) && (@dempo_color < 35)) - set @dempo_color_S$, "black"; - - //dark grey with little dark spots 35-41 - if ((@dempo_color > 34) && (@dempo_color < 42)) - set @dempo_color_S$, "dark grey with little dark spots"; - - //dark grey 42-47 - if ((@dempo_color > 41) && (@dempo_color < 48)) - set @dempo_color_S$, "dark grey"; - - //calm grey 48-52 - if ((@dempo_color > 47) && (@dempo_color < 53)) - set @dempo_color_S$, "calm grey"; - - //light grey 53-58 - if ((@dempo_color > 52) && (@dempo_color < 59)) - set @dempo_color_S$, "light grey"; - - //light grey with little light spots 59-65 - if ((@dempo_color > 58) && (@dempo_color < 66)) - set @dempo_color_S$, "light grey with little light spots"; - - //white 66-76 - if ((@dempo_color > 65) && (@dempo_color < 77)) - set @dempo_color_S$, "white"; - - //shining white 77-88 - if ((@dempo_color > 76) && (@dempo_color < 89)) - set @dempo_color_S$, "shining white"; - - //bright shining white 77-100 - if (@dempo_color > 88) - set @dempo_color_S$, "bright shining white"; - - return; - -L_NohMask: - mes "[Caul]"; - mes "\"I'm sorry, but I didn't. I'm staying in town. Try asking one of the miners.\""; - close; - -L_close: - close; - -S_Update_Var: - set QUEST_Forestbow_state, - (QUEST_Forestbow_state & ~(@Q_MASK) - | (@Q_status << @Q_SHIFT)); - return; -} diff --git a/npc/018-2_Woodland_mining_camp/miners.txt b/npc/018-2_Woodland_mining_camp/miners.txt deleted file mode 100644 index 1e337036..00000000 --- a/npc/018-2_Woodland_mining_camp/miners.txt +++ /dev/null @@ -1,152 +0,0 @@ -// This NPC makes gem powders out of gemstones -// Authors: Ali-G, enchilado, Jenalya - -018-2.gat,85,23,0 script Malek 109,{ - - set @MIN_GEM_AMOUNT, 7; - - if (Inspector == 10) goto L_NohMask; - - mes "[Malek]"; - mes "\"Hi, can I help you at all?\""; - - if (FLAGS & FLAG_TOWEL_HELPED) - menu - "I'm looking for someone able to make gem powder.", L_GemPowder, - "I was just having a look, have a nice day.", L_abort; - menu - "I was just having a look, have a nice day.", L_abort; - -L_NohMask: - mes "[Malek]"; - mes "\"Hi, can I help you at all?\""; - - if (FLAGS & FLAG_TOWEL_HELPED) - menu - "I'm looking for someone able to make gem powder.", L_GemPowder, - "I was just having a look, have a nice day.", L_abort, - "The inspector sent me here to investigate.", L_Investigation; - menu - "I was just having a look, have a nice day.", L_abort, - "The inspector sent me here to investigate.", L_Investigation; - -L_Investigation: - set Inspector, 11; - mes "\"Yeah, we did hear a commotion. We thought we heard someone go down to the basement, but we checked the whole place over and didn't see anything out of the ordinary.\""; - close; - -L_GemPowder: - mes "[Malek]"; - mes "\"My father taught me how to make that sort of powder. Put the gem on a firm surface, hold your pickaxe tight and whack that gem hard. It'll be crushed into powder pretty soon if you keep at it.\""; - mes "\"Do you want me to make any for you?\""; - - menu - "Yes, I really need some.", L_GemPowderStart, - "Actually, I don't want anything. Have a nice day.", L_abort; - -L_GemPowderStart: - mes "[Malek]"; - mes "\"Well, I can do that. Bring me a gem and I'll make you some powder - hope you don't mind if I keep a little as payment!\""; - - menu - "I've got some gems.", L_Check_Gems, - "I'll be back with a gem soon.", L_abort, - "Actually, I prefer my gems whole. Thanks anyway.", L_abort; - -L_Check_Gems: - mes "[Malek]"; - mes "\"Which gem do you want me to powder for you?\""; - next; - setarray @menuitems$, "", "", "", "", "", "", ""; - set @c, 0; - -L_Check_Diamond: - if (countitem("GemRawWhite") < 1) goto L_Check_Ruby; - set @menuitems$[@c], "A diamond."; - set @menuid[@c], 0; - set @c, @c + 1; - -L_Check_Ruby: - if (countitem("GemRawRed") < 1) goto L_Check_Emerald; - set @menuitems$[@c], "A ruby."; - set @menuid[@c], 1; - set @c, @c + 1; - -L_Check_Emerald: - if (countitem("GemRawGreen") < 1) goto L_Check_Sapphire; - set @menuitems$[@c], "An emerald."; - set @menuid[@c], 2; - set @c, @c + 1; - -L_Check_Sapphire: - if (countitem("GemRawBlue") < 1) goto L_Check_Topaz; - set @menuitems$[@c], "A sapphire."; - set @menuid[@c], 3; - set @c, @c + 1; - -L_Check_Topaz: - if (countitem("GemRawYellow") < 1) goto L_Check_Amethyst; - set @menuitems$[@c], "A topaz."; - set @menuid[@c], 4; - set @c, @c + 1; - -L_Check_Amethyst: - if (countitem("GemRawPurple") < 1) goto L_Choose_Gem; - set @menuitems$[@c], "An amethyst."; - set @menuid[@c], 5; - set @c, @c + 1; - -L_Choose_Gem: - set @menuitems$[@c], "None right now, thanks."; - set @menuid[@c], 6; - set @c, @c + 1; - menu - @menuitems$[0], -, - @menuitems$[1], -, - @menuitems$[2], -, - @menuitems$[3], -, - @menuitems$[4], -, - @menuitems$[5], -, - @menuitems$[6], -; - set @menu, @menu - 1; - if (@menu >= @c) close; - if (@menuid[@menu] == 0) set @gem$, "GemRawWhite"; - if (@menuid[@menu] == 1) set @gem$, "GemRawRed"; - if (@menuid[@menu] == 2) set @gem$, "GemRawGreen"; - if (@menuid[@menu] == 3) set @gem$, "GemRawBlue"; - if (@menuid[@menu] == 4) set @gem$, "GemRawYellow"; - if (@menuid[@menu] == 5) set @gem$, "GemRawPurple"; - if (@menuid[@menu] == 6) goto L_abort; - - getinventorylist; - if (countitem(@gem$) < 1) goto L_no_gem; - if (@inventorylist_count == 100 && countitem(@gem$) > 1) goto L_TooMany; - delitem @gem$, 1; - if (@gem$ == "GemRawWhite") getitem "GemPowderWhite", @MIN_GEM_AMOUNT + rand(6) + rand(6); - if (@gem$ == "GemRawRed") getitem "GemPowderRed", @MIN_GEM_AMOUNT + rand(6); - if (@gem$ == "GemRawGreen") getitem "GemPowderGreen", @MIN_GEM_AMOUNT + rand(6); - if (@gem$ == "GemRawBlue") getitem "GemPowderBlue", @MIN_GEM_AMOUNT + rand(6); - if (@gem$ == "GemRawYellow") getitem "GemPowderYellow", @MIN_GEM_AMOUNT + rand(6); - if (@gem$ == "GemRawPurple") getitem "GemPowderPurple", @MIN_GEM_AMOUNT + rand(6); - - mes "[Malek]"; - mes "\"Here's your powder. Hope it's fine enough for you.\""; - mes "\"Do you need me to make any more?\""; - - menu - "Yes please.", L_Check_Gems, - "No thank you, this is enough.", L_abort; - -L_TooMany: - mes "[Malek]"; - mes "\"Doesn't look like you've got room for this powder. Come back when you do.\""; - close; - -L_no_gem: - mes "[Malek]"; - mes "\"You don't have that gem.\""; - close; - -L_abort: - close; -} diff --git a/npc/018-2_Woodland_mining_camp/receptionist.txt b/npc/018-2_Woodland_mining_camp/receptionist.txt deleted file mode 100644 index ee735d14..00000000 --- a/npc/018-2_Woodland_mining_camp/receptionist.txt +++ /dev/null @@ -1,65 +0,0 @@ -// - -018-2.gat,50,24,0 script Receptionist 108,{ - mes "[Receptionist]"; - mes "\"Welcome to the mining camp!"; - mes "Do you need anything?\""; - next; - -L_Menu: - if (Inspector == 10) - menu - "Why was a mine setup here?", L_Mine, - "Can I go into the mine?", L_Enter, - "Did the company build this building?", L_Building, - "Did you hear a commotion here the other night?", L_NohMask, - "Thank you, no.", -; - if (Inspector != 10) - menu - "Why was a mine setup here?", L_Mine, - "Can I go into the mine?", L_Enter, - "Did the company build this building?", L_Building, - "Thank you, no.", -; - close; - -L_Mine: - mes "[Receptionist]"; - mes "\"Minerals have been easy to find in this area historically. The mine entrance we're using collapsed from the mountain side when the volcano errupted. Plenty of minerals were exposed then.\""; - next; - goto L_Question_End; - -L_Enter: - mes "[Receptionist]"; - mes "\"If you think you can handle all the monsters that have appeared there.\""; - next; - goto L_Question_End; - -L_Building: - mes "[Receptionist]"; - mes "\"No, the company bought this building. It's been abandoned for a while. The villagers think it's haunted, but we haven't seen anything, except for the basement. None of us have been able to stay there for very long.\""; - next; - - menu - "Why not?", -, - "Not my problem", L_Question_End; - - mes "[Receptionist]"; - mes "\"I haven't been down there myself, and the ones who have haven't been able to describe why at all.\""; - next; - - goto L_Question_End; - -L_NohMask: - mes "[Receptionist]"; - mes "\"I stay in town, and so couldn't have heard anything over here. One of the miners might be able to help you.\""; - next; - - goto L_Question_End; - -L_Question_End: - mes "[Receptionist]"; - mes "\"Do you need anything else?\""; - next; - - goto L_Menu; -} diff --git a/npc/018-3/_import.txt b/npc/018-3/_import.txt new file mode 100644 index 00000000..53391a07 --- /dev/null +++ b/npc/018-3/_import.txt @@ -0,0 +1,8 @@ +// Map 018-3: Cave +// 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 +npc: npc/018-3/_warps.txt +npc: npc/018-3/bookcase.txt +npc: npc/018-3/evil-obelisk.txt +npc: npc/018-3/sword.txt diff --git a/npc/018-3/_mobs.txt b/npc/018-3/_mobs.txt new file mode 100644 index 00000000..5698f487 --- /dev/null +++ b/npc/018-3/_mobs.txt @@ -0,0 +1,88 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Cave 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 +018-3.gat,35,65,28,22 monster Spider 1012,20,100000,50000,Mob018-3::On1012 +018-3.gat,28,157,3,2 monster PinkFlower 1014,1,60000,30000,Mob018-3::On1014 +018-3.gat,99,110,17,39 monster Yellow slime 1007,10,90000,30000,Mob018-3::On1007 +018-3.gat,134,140,12,8 monster Maggot 1002,3,80000,40000,Mob018-3::On1002 +018-3.gat,132,137,15,25 monster Spider 1012,8,300000,120000,Mob018-3::On1012 +018-3.gat,102,172,131,13 monster Black scorpions 1009,20,60000,10000,Mob018-3::On1009 +018-3.gat,174,37,10,31 monster Yellow slime 1007,5,180000,120000,Mob018-3::On1007 +018-3.gat,87,153,78,22 monster Snake 1010,10,60000,10000,Mob018-3::On1010 +018-3.gat,148,148,13,24 monster Bat 1017,3,180000,40000,Mob018-3::On1017 +018-3.gat,153,97,18,22 monster Yellow slime 1007,6,80000,40000,Mob018-3::On1007 +018-3.gat,81,77,27,21 monster Red slime 1008,15,80000,40000,Mob018-3::On1008 +018-3.gat,111,80,5,6 monster Black scorpions 1009,10,80000,40000,Mob018-3::On1009 +018-3.gat,175,122,5,40 monster Snake 1010,15,40000,20000,Mob018-3::On1010 +018-3.gat,98,75,1,2 monster Fire skull 1023,1,120000,30000,Mob018-3::On1023 +018-3.gat,100,75,1,2 monster Poison skull 1024,1,120000,30000,Mob018-3::On1024 +018-3.gat,171,95,15,19 monster Black scorpion 1009,5,60000,30000,Mob018-3::On1009 +018-3.gat,134,87,17,7 monster Red slime 1008,10,60000,30000,Mob018-3::On1008 +018-3.gat,59,95,11,8 monster Spider 1012,15,60000,30000,Mob018-3::On1012 +018-3.gat,77,92,23,7 monster Black scorpion 1009,15,60000,30000,Mob018-3::On1009 +018-3.gat,94,55,16,8 monster Snake 1010,5,60000,30000,Mob018-3::On1010 +018-3.gat,133,39,12,17 monster Spider 1012,10,60000,30000,Mob018-3::On1012 +018-3.gat,111,33,30,16 monster Snake 1010,15,60000,30000,Mob018-3::On1010 +018-3.gat,68,101,5,4 monster Snake 1010,4,60000,30000,Mob018-3::On1010 + + +018-3.gat,0,0,0 script Mob018-3 -1,{ +On1002: + set @mobID, 1002; + callfunc "MobPoints"; + break; + +On1007: + set @mobID, 1007; + callfunc "MobPoints"; + break; + +On1008: + set @mobID, 1008; + callfunc "MobPoints"; + break; + +On1009: + set @mobID, 1009; + callfunc "MobPoints"; + break; + +On1010: + set @mobID, 1010; + callfunc "MobPoints"; + break; + +On1012: + set @mobID, 1012; + callfunc "MobPoints"; + break; + +On1013: + set @mobID, 1013; + callfunc "MobPoints"; + break; + +On1014: + set @mobID, 1014; + callfunc "MobPoints"; + break; + +On1017: + set @mobID, 1017; + callfunc "MobPoints"; + break; + +On1023: + set @mobID, 1023; + callfunc "MobPoints"; + break; + +On1024: + set @mobID, 1024; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/018-3/_warps.txt b/npc/018-3/_warps.txt new file mode 100644 index 00000000..bdecd053 --- /dev/null +++ b/npc/018-3/_warps.txt @@ -0,0 +1,24 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Cave warps + +018-3.gat,100,131 warp toOutside 0,-1,018-1.gat,79,60 +018-3.gat,44,37 warp toOutside -1,-1,018-1.gat,112,62 +018-3.gat,49,98 warp toOutside -1,-1,018-1.gat,128,57 +018-3.gat,123,165 warp toOutside -1,-1,018-1.gat,90,43 +018-3.gat,70,104 warp toOutside -1,-1,018-1.gat,69,55 +018-3.gat,50,88 warp toCave -1,-1,013-3.gat,69,142 +018-3.gat,146,161 warp toOutside 0,-1,018-1.gat,153,47 +018-3.gat,64,102 warp toOutside -1,-1,018-1.gat,158,35 +018-3.gat,29,165 warp toOutside -1,-1,018-1.gat,162,45 +018-3.gat,97,69 warp toCave -1,-1,013-3.gat,178,43 +018-3.gat,27,54 warp toCave -1,-1,013-3.gat,169,44 +018-3.gat,134,61 warp toCave -1,-1,013-3.gat,152,29 +018-3.gat,177,54 warp toBasement -1,-1,018-2.gat,114,20 +018-3.gat,172,21 warp toCave -1,-1,013-3.gat,123,103 +018-3.gat,177,21 warp toCave -1,-1,013-3.gat,147,103 +018-3.gat,27,91 warp toCave -1,-1,013-3.gat,158,67 +018-3.gat,90,50 warp toCave -1,-1,013-3.gat,67,50 +018-3.gat,71,122 warp toCave -1,-1,013-3.gat,111,41 +018-3.gat,174,85 warp toCave -1,-1,013-3.gat,62,99 +018-3.gat,102,69 warp toCave -1,-1,013-3.gat,68,96 +018-3.gat,179,179 warp toCave -1,-1,009-3.gat,157,31 diff --git a/npc/018-3/bookcase.txt b/npc/018-3/bookcase.txt new file mode 100644 index 00000000..843c94ae --- /dev/null +++ b/npc/018-3/bookcase.txt @@ -0,0 +1,65 @@ +// + +018-3.gat,75,123,0 script #DemonMineBookcase1 127,{ + if (QUEST_demon_mines == 0) goto L_Search; + + mes "You see nothing different about the bookcase."; + mes "Do you want to search it again anyways?"; + next; + menu + "Yes", L_Search, + "No", -; + close; + +L_Search: + mes "After searching the bookcase, you were able to find a few passages that you can read."; + next; + + mes "One of the describes an ancient barrier that guards a great treasure."; + mes ""; + mes "To get through it, you need to consume the soul of a great pumpkin ghost."; + next; + + mes "Another passage describes a ritual needed to open a certain cursed chest."; + mes ""; + mes "It looks like a lot of items will be needed."; + next; + + mes "The slime of a maggot."; + mes "A mushroom, big or small."; + mes "The petal of a pink flower."; + next; + + mes "A pearl from the sea."; + mes "A spike; the harder, the better."; + mes "Some raw wood. One log should do."; + next; + + mes "An antenna. Preferably pink."; + mes "The tongues of four different snakes."; + mes "A key to a treasure chest."; + next; + + mes "A pile of ash."; + mes "Four different herbs."; + mes "A bug, or part of one."; + next; + + mes "A lamp for the dark."; + mes "Rock and metal, as one."; + mes "Three different deaths dealt by three different scorpions."; + next; + + mes "The womb that gives birth to butterflies."; + mes "The gentle caress of a creature without blemish."; + mes "A single piece of darkness."; + next; + + mes "And a bottle's worth of water."; + mes ""; + mes "You begin to wonder if you read that list right."; + next; + + if (QUEST_demon_mines == 0) set QUEST_demon_mines, 1; + close; +} diff --git a/npc/018-3/evil-obelisk.txt b/npc/018-3/evil-obelisk.txt new file mode 100644 index 00000000..4893cfeb --- /dev/null +++ b/npc/018-3/evil-obelisk.txt @@ -0,0 +1,10 @@ +// + +018-3.gat,67,28,0 script Evil Obelisk 185, { + callfunc "ClearVariables"; + set @map$, "018-3.gat"; + set @x, 67; + set @y, 28; + callfunc "EvilObelisk"; + close; +} diff --git a/npc/018-3/sword.txt b/npc/018-3/sword.txt new file mode 100644 index 00000000..f8ee7725 --- /dev/null +++ b/npc/018-3/sword.txt @@ -0,0 +1,11 @@ +018-3.gat,71,127,0 script #DemonSword#_M 127,{ + if (getskilllv(SKILL_MAGIC)) + goto L_message; + + close; + +L_message: + mes "[Sword in Rock]"; + mes "\"Ouch... my head...\""; + close; +} diff --git a/npc/018-3_Cave/_import.txt b/npc/018-3_Cave/_import.txt deleted file mode 100644 index 40e09c80..00000000 --- a/npc/018-3_Cave/_import.txt +++ /dev/null @@ -1,7 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 018-3.gat -npc: npc/018-3_Cave/_mobs.txt -npc: npc/018-3_Cave/_warps.txt -npc: npc/018-3_Cave/bookcase.txt -npc: npc/018-3_Cave/evil-obelisk.txt -npc: npc/018-3_Cave/sword.txt diff --git a/npc/018-3_Cave/_mobs.txt b/npc/018-3_Cave/_mobs.txt deleted file mode 100644 index d0878d1a..00000000 --- a/npc/018-3_Cave/_mobs.txt +++ /dev/null @@ -1,88 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 018-3 Cave 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 -018-3.gat,35,65,28,22 monster Spider 1012,20,100000,50000,Mob018-3::On1012 -018-3.gat,28,157,3,2 monster PinkFlower 1014,1,60000,30000,Mob018-3::On1014 -018-3.gat,99,110,17,39 monster Yellow slime 1007,10,90000,30000,Mob018-3::On1007 -018-3.gat,134,140,12,8 monster Maggot 1002,3,80000,40000,Mob018-3::On1002 -018-3.gat,132,137,15,25 monster Spider 1012,8,300000,120000,Mob018-3::On1012 -018-3.gat,102,172,131,13 monster Black scorpions 1009,20,60000,10000,Mob018-3::On1009 -018-3.gat,174,37,10,31 monster Yellow slime 1007,5,180000,120000,Mob018-3::On1007 -018-3.gat,87,153,78,22 monster Snake 1010,10,60000,10000,Mob018-3::On1010 -018-3.gat,148,148,13,24 monster Bat 1017,3,180000,40000,Mob018-3::On1017 -018-3.gat,153,97,18,22 monster Yellow slime 1007,6,80000,40000,Mob018-3::On1007 -018-3.gat,81,77,27,21 monster Red slime 1008,15,80000,40000,Mob018-3::On1008 -018-3.gat,111,80,5,6 monster Black scorpions 1009,10,80000,40000,Mob018-3::On1009 -018-3.gat,175,122,5,40 monster Snake 1010,15,40000,20000,Mob018-3::On1010 -018-3.gat,98,75,1,2 monster Fire skull 1023,1,120000,30000,Mob018-3::On1023 -018-3.gat,100,75,1,2 monster Poison skull 1024,1,120000,30000,Mob018-3::On1024 -018-3.gat,171,95,15,19 monster Black scorpion 1009,5,60000,30000,Mob018-3::On1009 -018-3.gat,134,87,17,7 monster Red slime 1008,10,60000,30000,Mob018-3::On1008 -018-3.gat,59,95,11,8 monster Spider 1012,15,60000,30000,Mob018-3::On1012 -018-3.gat,77,92,23,7 monster Black scorpion 1009,15,60000,30000,Mob018-3::On1009 -018-3.gat,94,55,16,8 monster Snake 1010,5,60000,30000,Mob018-3::On1010 -018-3.gat,133,39,12,17 monster Spider 1012,10,60000,30000,Mob018-3::On1012 -018-3.gat,111,33,30,16 monster Snake 1010,15,60000,30000,Mob018-3::On1010 -018-3.gat,68,101,5,4 monster Snake 1010,4,60000,30000,Mob018-3::On1010 - - -018-3.gat,0,0,0 script Mob018-3 -1,{ -On1002: - set @mobID, 1002; - callfunc "MobPoints"; - break; - -On1007: - set @mobID, 1007; - callfunc "MobPoints"; - break; - -On1008: - set @mobID, 1008; - callfunc "MobPoints"; - break; - -On1009: - set @mobID, 1009; - callfunc "MobPoints"; - break; - -On1010: - set @mobID, 1010; - callfunc "MobPoints"; - break; - -On1012: - set @mobID, 1012; - callfunc "MobPoints"; - break; - -On1013: - set @mobID, 1013; - callfunc "MobPoints"; - break; - -On1014: - set @mobID, 1014; - callfunc "MobPoints"; - break; - -On1017: - set @mobID, 1017; - callfunc "MobPoints"; - break; - -On1023: - set @mobID, 1023; - callfunc "MobPoints"; - break; - -On1024: - set @mobID, 1024; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/018-3_Cave/_warps.txt b/npc/018-3_Cave/_warps.txt deleted file mode 100644 index d676b9c6..00000000 --- a/npc/018-3_Cave/_warps.txt +++ /dev/null @@ -1,24 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 018-3 Cave warps - -018-3.gat,100,131 warp toOutside 0,-1,018-1.gat,79,60 -018-3.gat,44,37 warp toOutside -1,-1,018-1.gat,112,62 -018-3.gat,49,98 warp toOutside -1,-1,018-1.gat,128,57 -018-3.gat,123,165 warp toOutside -1,-1,018-1.gat,90,43 -018-3.gat,70,104 warp toOutside -1,-1,018-1.gat,69,55 -018-3.gat,50,88 warp toCave -1,-1,013-3.gat,69,142 -018-3.gat,146,161 warp toOutside 0,-1,018-1.gat,153,47 -018-3.gat,64,102 warp toOutside -1,-1,018-1.gat,158,35 -018-3.gat,29,165 warp toOutside -1,-1,018-1.gat,162,45 -018-3.gat,97,69 warp toCave -1,-1,013-3.gat,178,43 -018-3.gat,27,54 warp toCave -1,-1,013-3.gat,169,44 -018-3.gat,134,61 warp toCave -1,-1,013-3.gat,152,29 -018-3.gat,177,54 warp toBasement -1,-1,018-2.gat,114,20 -018-3.gat,172,21 warp toCave -1,-1,013-3.gat,123,103 -018-3.gat,177,21 warp toCave -1,-1,013-3.gat,147,103 -018-3.gat,27,91 warp toCave -1,-1,013-3.gat,158,67 -018-3.gat,90,50 warp toCave -1,-1,013-3.gat,67,50 -018-3.gat,71,122 warp toCave -1,-1,013-3.gat,111,41 -018-3.gat,174,85 warp toCave -1,-1,013-3.gat,62,99 -018-3.gat,102,69 warp toCave -1,-1,013-3.gat,68,96 -018-3.gat,179,179 warp toCave -1,-1,009-3.gat,157,31 diff --git a/npc/018-3_Cave/bookcase.txt b/npc/018-3_Cave/bookcase.txt deleted file mode 100644 index 843c94ae..00000000 --- a/npc/018-3_Cave/bookcase.txt +++ /dev/null @@ -1,65 +0,0 @@ -// - -018-3.gat,75,123,0 script #DemonMineBookcase1 127,{ - if (QUEST_demon_mines == 0) goto L_Search; - - mes "You see nothing different about the bookcase."; - mes "Do you want to search it again anyways?"; - next; - menu - "Yes", L_Search, - "No", -; - close; - -L_Search: - mes "After searching the bookcase, you were able to find a few passages that you can read."; - next; - - mes "One of the describes an ancient barrier that guards a great treasure."; - mes ""; - mes "To get through it, you need to consume the soul of a great pumpkin ghost."; - next; - - mes "Another passage describes a ritual needed to open a certain cursed chest."; - mes ""; - mes "It looks like a lot of items will be needed."; - next; - - mes "The slime of a maggot."; - mes "A mushroom, big or small."; - mes "The petal of a pink flower."; - next; - - mes "A pearl from the sea."; - mes "A spike; the harder, the better."; - mes "Some raw wood. One log should do."; - next; - - mes "An antenna. Preferably pink."; - mes "The tongues of four different snakes."; - mes "A key to a treasure chest."; - next; - - mes "A pile of ash."; - mes "Four different herbs."; - mes "A bug, or part of one."; - next; - - mes "A lamp for the dark."; - mes "Rock and metal, as one."; - mes "Three different deaths dealt by three different scorpions."; - next; - - mes "The womb that gives birth to butterflies."; - mes "The gentle caress of a creature without blemish."; - mes "A single piece of darkness."; - next; - - mes "And a bottle's worth of water."; - mes ""; - mes "You begin to wonder if you read that list right."; - next; - - if (QUEST_demon_mines == 0) set QUEST_demon_mines, 1; - close; -} diff --git a/npc/018-3_Cave/evil-obelisk.txt b/npc/018-3_Cave/evil-obelisk.txt deleted file mode 100644 index 4893cfeb..00000000 --- a/npc/018-3_Cave/evil-obelisk.txt +++ /dev/null @@ -1,10 +0,0 @@ -// - -018-3.gat,67,28,0 script Evil Obelisk 185, { - callfunc "ClearVariables"; - set @map$, "018-3.gat"; - set @x, 67; - set @y, 28; - callfunc "EvilObelisk"; - close; -} diff --git a/npc/018-3_Cave/sword.txt b/npc/018-3_Cave/sword.txt deleted file mode 100644 index f8ee7725..00000000 --- a/npc/018-3_Cave/sword.txt +++ /dev/null @@ -1,11 +0,0 @@ -018-3.gat,71,127,0 script #DemonSword#_M 127,{ - if (getskilllv(SKILL_MAGIC)) - goto L_message; - - close; - -L_message: - mes "[Sword in Rock]"; - mes "\"Ouch... my head...\""; - close; -} diff --git a/npc/019-1/_import.txt b/npc/019-1/_import.txt new file mode 100644 index 00000000..287a2cb2 --- /dev/null +++ b/npc/019-1/_import.txt @@ -0,0 +1,8 @@ +// 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/npc/019-1/_mobs.txt b/npc/019-1/_mobs.txt new file mode 100644 index 00000000..68d42729 --- /dev/null +++ b/npc/019-1/_mobs.txt @@ -0,0 +1,8 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Snow field mobs + + + +019-1.gat,0,0,0 script Mob019-1 -1,{ + end; +} diff --git a/npc/019-1/_warps.txt b/npc/019-1/_warps.txt new file mode 100644 index 00000000..6e1fa6c9 --- /dev/null +++ b/npc/019-1/_warps.txt @@ -0,0 +1,7 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// 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 +019-1.gat,96,40 warp toCave -1,-1,019-3.gat,98,27 +019-1.gat,38,75 warp toCave2 -1,-1,019-3.gat,40,97 diff --git a/npc/019-1/monsters.txt b/npc/019-1/monsters.txt new file mode 100644 index 00000000..d41d63b3 --- /dev/null +++ b/npc/019-1/monsters.txt @@ -0,0 +1,20 @@ +// 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/npc/019-1/santa_helper.txt b/npc/019-1/santa_helper.txt new file mode 100644 index 00000000..79089975 --- /dev/null +++ b/npc/019-1/santa_helper.txt @@ -0,0 +1,65 @@ +019-1.gat,74,75,0 script Santa's Helper 105,{ + if (ChristmasQuest2 == 1) goto L_Done; + mes "[Santa's Helper]"; + mes "\"Hello my young friend."; + mes "Would you like to help me?\""; + next; + mes "[Santa's Helper]"; + mes "\"Those monsters stole Santa's presents."; + mes "If you help me, I'll give you something very nice\""; + next; + +L_M: + menu + "I have some present boxes", L_Y, + "Hmm, see you later", L_N, + "What you need exactly?", L_R; + +L_Y: + mes "[Santa's Helper]"; + mes "\"Hmm, let me check what you have.\""; + next; + if (countitem("PurplePresentBox") < 25) goto L_NoItem; + if (countitem("BluePresentBox") < 20) goto L_NoItem; + if (countitem("GreenPresentBox") < 5) goto L_NoItem; + getinventorylist; + if (@inventorylist_count > 99) goto L_TooMany; + mes "[Santa's Helper]"; + mes "\"Great! Here is something for you\""; + delitem "PurplePresentBox", 25; + delitem "BluePresentBox", 20; + delitem "GreenPresentBox", 5; + getitem "TurtleneckSweater", 1; + set ChristmasQuest2,1; + close; + +L_R: + mes "[Santa's Helper]"; + mes "\"I need:"; + mes "25 [purple present box]es"; + mes "20 [blue present box]es"; + mes "5 [green present box]es\""; + next; + goto L_M; + +L_N: + mes "[Santa's Helper]"; + mes "\"Enjoy your holidays and I wish you a happy Christmas!\""; + close; + +L_NoItem: + mes "[Santa's Helper]"; + mes "\"You dont seem to have enough presents.\""; + close; + +L_Done: + mes "[Santa's Helper]"; + mes "\"All the children got their Christmas presents."; + mes "Thank you for your help.\""; + close; + +L_TooMany: + mes "[Santa's Helper]"; + mes "\"It doesn't look like you have room for this. Come back later.\""; + close; +} diff --git a/npc/019-1/snowman.txt b/npc/019-1/snowman.txt new file mode 100644 index 00000000..eda1e733 --- /dev/null +++ b/npc/019-1/snowman.txt @@ -0,0 +1,62 @@ +// + +019-1.gat,77,44,0 script Snowman 129,{ + if( ChristmasQuest == 1) goto L_Done; + + mes "[Snowman]"; + mes "\"Hello there young man."; + mes "Would you like a Christmas hat?\""; + next; + +L_Menu: + menu + "Yes", L_Sure, + "No", -, + "What do you need?", L_Need; + mes "[Snowman]"; + mes "\"Well, thats too bad, but make sure to have the holiday spirit!\""; + close; + +L_Sure: + mes "[Snowman]"; + mes "\"Hmm, let me see what you have.\""; + next; + if(countitem("Candy") < 15) goto L_NoItem; + if(countitem("ChocolateBar") < 10) goto L_NoItem; + if(countitem("CactusPotion") < 5) goto L_NoItem; + getinventorylist; + if (@inventorylist_count > 99) goto L_TooMany; + delitem "Candy", 15; + delitem "ChocolateBar", 10; + delitem "CactusPotion", 5; + mes "[Snowman]"; + mes "\"Here you go, enjoy your new hat!\""; + getitem "SantaHat", 1; + set ChristmasQuest, 1; + close; + +L_Need: + mes "[Snowman]"; + mes "\"For this special hat, I need a pint of magic and a little help."; + mes "Just kidding. I would like to get some food:"; + mes "15 pieces of [Candy]"; + mes "10 [Chocolate bar]s"; + mes "5 [Cactus potion]s\""; + next; + goto L_Menu; + +L_NoItem: + mes "[Snowman]"; + mes "\"Well, I am interested in some food and you don't have enought to get a hat.\""; + close; + +L_Done: + mes "[Snowman]"; + mes "\"Thank you for your help!\""; + close; + +L_TooMany: + mes "[Snowman]"; + mes "\"It doesn't look like you have room for this. Come back later.\""; + close; +} diff --git a/npc/019-1_Snow_field/_import.txt b/npc/019-1_Snow_field/_import.txt deleted file mode 100644 index e3a1035e..00000000 --- a/npc/019-1_Snow_field/_import.txt +++ /dev/null @@ -1,7 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 019-1.gat -npc: npc/019-1_Snow_field/_mobs.txt -npc: npc/019-1_Snow_field/_warps.txt -npc: npc/019-1_Snow_field/monsters.txt -npc: npc/019-1_Snow_field/santa_helper.txt -npc: npc/019-1_Snow_field/snowman.txt diff --git a/npc/019-1_Snow_field/_mobs.txt b/npc/019-1_Snow_field/_mobs.txt deleted file mode 100644 index 4ab8b0d6..00000000 --- a/npc/019-1_Snow_field/_mobs.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 019-1 Snow field mobs - - - -019-1.gat,0,0,0 script Mob019-1 -1,{ - end; -} diff --git a/npc/019-1_Snow_field/_warps.txt b/npc/019-1_Snow_field/_warps.txt deleted file mode 100644 index 2ed88379..00000000 --- a/npc/019-1_Snow_field/_warps.txt +++ /dev/null @@ -1,7 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 019-1 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 -019-1.gat,96,40 warp toCave -1,-1,019-3.gat,98,27 -019-1.gat,38,75 warp toCave2 -1,-1,019-3.gat,40,97 diff --git a/npc/019-1_Snow_field/monsters.txt b/npc/019-1_Snow_field/monsters.txt deleted file mode 100644 index d41d63b3..00000000 --- a/npc/019-1_Snow_field/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/npc/019-1_Snow_field/santa_helper.txt b/npc/019-1_Snow_field/santa_helper.txt deleted file mode 100644 index 79089975..00000000 --- a/npc/019-1_Snow_field/santa_helper.txt +++ /dev/null @@ -1,65 +0,0 @@ -019-1.gat,74,75,0 script Santa's Helper 105,{ - if (ChristmasQuest2 == 1) goto L_Done; - mes "[Santa's Helper]"; - mes "\"Hello my young friend."; - mes "Would you like to help me?\""; - next; - mes "[Santa's Helper]"; - mes "\"Those monsters stole Santa's presents."; - mes "If you help me, I'll give you something very nice\""; - next; - -L_M: - menu - "I have some present boxes", L_Y, - "Hmm, see you later", L_N, - "What you need exactly?", L_R; - -L_Y: - mes "[Santa's Helper]"; - mes "\"Hmm, let me check what you have.\""; - next; - if (countitem("PurplePresentBox") < 25) goto L_NoItem; - if (countitem("BluePresentBox") < 20) goto L_NoItem; - if (countitem("GreenPresentBox") < 5) goto L_NoItem; - getinventorylist; - if (@inventorylist_count > 99) goto L_TooMany; - mes "[Santa's Helper]"; - mes "\"Great! Here is something for you\""; - delitem "PurplePresentBox", 25; - delitem "BluePresentBox", 20; - delitem "GreenPresentBox", 5; - getitem "TurtleneckSweater", 1; - set ChristmasQuest2,1; - close; - -L_R: - mes "[Santa's Helper]"; - mes "\"I need:"; - mes "25 [purple present box]es"; - mes "20 [blue present box]es"; - mes "5 [green present box]es\""; - next; - goto L_M; - -L_N: - mes "[Santa's Helper]"; - mes "\"Enjoy your holidays and I wish you a happy Christmas!\""; - close; - -L_NoItem: - mes "[Santa's Helper]"; - mes "\"You dont seem to have enough presents.\""; - close; - -L_Done: - mes "[Santa's Helper]"; - mes "\"All the children got their Christmas presents."; - mes "Thank you for your help.\""; - close; - -L_TooMany: - mes "[Santa's Helper]"; - mes "\"It doesn't look like you have room for this. Come back later.\""; - close; -} diff --git a/npc/019-1_Snow_field/snowman.txt b/npc/019-1_Snow_field/snowman.txt deleted file mode 100644 index eda1e733..00000000 --- a/npc/019-1_Snow_field/snowman.txt +++ /dev/null @@ -1,62 +0,0 @@ -// - -019-1.gat,77,44,0 script Snowman 129,{ - if( ChristmasQuest == 1) goto L_Done; - - mes "[Snowman]"; - mes "\"Hello there young man."; - mes "Would you like a Christmas hat?\""; - next; - -L_Menu: - menu - "Yes", L_Sure, - "No", -, - "What do you need?", L_Need; - mes "[Snowman]"; - mes "\"Well, thats too bad, but make sure to have the holiday spirit!\""; - close; - -L_Sure: - mes "[Snowman]"; - mes "\"Hmm, let me see what you have.\""; - next; - if(countitem("Candy") < 15) goto L_NoItem; - if(countitem("ChocolateBar") < 10) goto L_NoItem; - if(countitem("CactusPotion") < 5) goto L_NoItem; - getinventorylist; - if (@inventorylist_count > 99) goto L_TooMany; - delitem "Candy", 15; - delitem "ChocolateBar", 10; - delitem "CactusPotion", 5; - mes "[Snowman]"; - mes "\"Here you go, enjoy your new hat!\""; - getitem "SantaHat", 1; - set ChristmasQuest, 1; - close; - -L_Need: - mes "[Snowman]"; - mes "\"For this special hat, I need a pint of magic and a little help."; - mes "Just kidding. I would like to get some food:"; - mes "15 pieces of [Candy]"; - mes "10 [Chocolate bar]s"; - mes "5 [Cactus potion]s\""; - next; - goto L_Menu; - -L_NoItem: - mes "[Snowman]"; - mes "\"Well, I am interested in some food and you don't have enought to get a hat.\""; - close; - -L_Done: - mes "[Snowman]"; - mes "\"Thank you for your help!\""; - close; - -L_TooMany: - mes "[Snowman]"; - mes "\"It doesn't look like you have room for this. Come back later.\""; - close; -} diff --git a/npc/019-3/_import.txt b/npc/019-3/_import.txt new file mode 100644 index 00000000..4ccd622b --- /dev/null +++ b/npc/019-3/_import.txt @@ -0,0 +1,5 @@ +// Map 019-3: Snow Cave +// This file is generated automatically. All manually changes will be removed when running the Converter. +map: 019-3.gat +npc: npc/019-3/_mobs.txt +npc: npc/019-3/_warps.txt diff --git a/npc/019-3/_mobs.txt b/npc/019-3/_mobs.txt new file mode 100644 index 00000000..60d9e507 --- /dev/null +++ b/npc/019-3/_mobs.txt @@ -0,0 +1,20 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Snow Cave mobs + +019-3.gat,0,0,0,0 monster Moggun 1061,10,100000,30000,Mob019-3::On1061 +019-3.gat,0,0,0,0 monster Bats 1017,50,100000,30000,Mob019-3::On1017 + + +019-3.gat,0,0,0 script Mob019-3 -1,{ +On1017: + set @mobID, 1017; + callfunc "MobPoints"; + break; + +On1061: + set @mobID, 1061; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/019-3/_warps.txt b/npc/019-3/_warps.txt new file mode 100644 index 00000000..2df54be1 --- /dev/null +++ b/npc/019-3/_warps.txt @@ -0,0 +1,5 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Snow Cave warps + +019-3.gat,40,99 warp WarpOutside1 -1,-1,019-1.gat,38,73 +019-3.gat,98,25 warp warpOutside2 -1,-1,019-1.gat,96,38 diff --git a/npc/019-3_Snow_Cave/_import.txt b/npc/019-3_Snow_Cave/_import.txt deleted file mode 100644 index 7736709b..00000000 --- a/npc/019-3_Snow_Cave/_import.txt +++ /dev/null @@ -1,4 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 019-3.gat -npc: npc/019-3_Snow_Cave/_mobs.txt -npc: npc/019-3_Snow_Cave/_warps.txt diff --git a/npc/019-3_Snow_Cave/_mobs.txt b/npc/019-3_Snow_Cave/_mobs.txt deleted file mode 100644 index c1e33180..00000000 --- a/npc/019-3_Snow_Cave/_mobs.txt +++ /dev/null @@ -1,20 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 019-3 Snow Cave mobs - -019-3.gat,0,0,0,0 monster Moggun 1061,10,100000,30000,Mob019-3::On1061 -019-3.gat,0,0,0,0 monster Bats 1017,50,100000,30000,Mob019-3::On1017 - - -019-3.gat,0,0,0 script Mob019-3 -1,{ -On1017: - set @mobID, 1017; - callfunc "MobPoints"; - break; - -On1061: - set @mobID, 1061; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/019-3_Snow_Cave/_warps.txt b/npc/019-3_Snow_Cave/_warps.txt deleted file mode 100644 index f058a378..00000000 --- a/npc/019-3_Snow_Cave/_warps.txt +++ /dev/null @@ -1,5 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 019-3 Snow Cave warps - -019-3.gat,40,99 warp WarpOutside1 -1,-1,019-1.gat,38,73 -019-3.gat,98,25 warp warpOutside2 -1,-1,019-1.gat,96,38 diff --git a/npc/020-1/KrickKrackKrock.txt b/npc/020-1/KrickKrackKrock.txt new file mode 100755 index 00000000..b37dd0e1 --- /dev/null +++ b/npc/020-1/KrickKrackKrock.txt @@ -0,0 +1,121 @@ +// author: Lien +// reviewed by Pjotr Orial and Jenalya +//020-1.gat,82,82,0 script Criker 192, { + +L_Main: +//Var + + set @NPC_NAME$, "[Criker]"; + set @BET, 50; +//lots of array ;( + setarray @KRICK$, "Krick", "Krack", "Krock"; + setarray @ITEM_RAND, 613, 537, 631, 775, 703, 640, 641, 4006, 700; + setarray @ITEM_HEALTH, 684, 685, 686, 687; + +//ends of var + + mes @NPC_NAME$; + mes "\"Hello " + strcharinfo(0) + ", do you want to play Krick-Krack-Krock?\""; +L_Menu: + menu + "Let's start!", L_Start, + "What's this?", L_info, + "Well, not for the moment.", -; + close; +L_Start: + mes @NPC_NAME$; + mes "\"Well, how many do you want to bet?\""; + input @BET; + if(@BET < 50 ) goto L_poor; + if(@BET > 2000) goto L_Too_rich; + if(zeny < @BET) goto L_No_Money; + set zeny, zeny - @BET; + + + + set @NPC_KRICK, rand(2); + mes "\"Choose Krick, Krack or Krock.\""; + menu + @KRICK$[0], -, + @KRICK$[1], -, + @KRICK$[2], -; + + //menu = min 1 & not 0 so I change it + set @menu, @menu - 1; + + mes @NPC_NAME$; + mes "\" "+ @KRICK$[@NPC_KRICK] +"!\""; + if( @menu == @NPC_KRICK ) goto L_Work; + mes @NPC_NAME$; + mes "\"Too bad! You were not lucky!\""; + close; +L_Work: + mes @NPC_NAME$; + mes "\"Wow amazing... What kind of present do you want?\""; + menu + "Money!", L_Money, + "An item!", L_Item, + "Some healing potions would be cool!", L_Health_item; + close; + +L_Money: + mes @NPC_NAME$; + mes "\"Here is your money.\""; + set zeny, zeny + (@BET*2); + close; +L_Item: +//item +getinventorylist; + if (@inventorylist_count == 100) goto L_Full_Inv; + + if( @BET > 50) getitem @ITEM_RAND[rand(1)], 1; + if( @BET > 200) getitem @ITEM_RAND[1 + rand(1)], 1; + if( @BET > 500) getitem @ITEM_RAND[2 + rand(1)], 1; + if( @BET > 1000) getitem @ITEM_RAND[3 + rand(1)], 1; + if( @BET > 1200) getitem @ITEM_RAND[4 + rand(1)], 1; + if( @BET > 1500) getitem @ITEM_RAND[5 + rand(1)], 1; + if( @BET == 2000) getitem @ITEM_RAND[6 + rand(1)], 1; + mes @NPC_NAME$; + mes "\"Here it is !\""; + close; + +L_Health_item: +// health item +getinventorylist; + if (@inventorylist_count == 100) goto L_Full_Inv; + +if( @BET > 50) getitem @ITEM_HEALTH[rand(1)], 1; +if( @BET > 200) getitem @ITEM_HEALTH[ 1 +rand(1)], 1 + rand(1); +if( @BET > 500) getitem @ITEM_HEALTH[2 + rand(1)], 1 + rand(3); +if( @BET > 1000) getitem @ITEM_HEALTH[3], 2 + rand(1); +if( @BET > 1500) getitem @ITEM_HEALTH[3], 3 + rand(2); +if( @BET == 2000) getitem @ITEM_HEALTH[3], 5 + rand(10); + mes @NPC_NAME$; + mes "\"Here it is !\""; + close; + +L_Full_Inv: + mes @NPC_NAME$; + mes "\"What are you doing? You have so much stuff with you, you can't carry what you won. Ha, well, then I will keep it!\""; + close; + +L_poor: + mes @NPC_NAME$; + mes "\"Erm... if you want to play you HAVE to bet, and you can't bet "+ @BET +" gold pieces. You need at least 50gp.\""; + close; +L_Too_rich: + mes @NPC_NAME$; + mes "\"Mh... I have to bet too. How will I get a present which is "+ @BET +"? No, that's too much.\""; + close; +L_No_Money: + mes @NPC_NAME$; + mes "\"Oh? You don't have "+ @BET +" gold pieces.\""; + close; +L_info: + mes @NPC_NAME$; + mes "\"Well, if you want to play Krick Krack Krock with me, you need to bet some money. We will both say a word (Krack, Krick or Krock). If we say the same, you can win double your money or an item worth what you bet. \""; + next; + mes "\"So, do you want to play? \""; + goto L_Menu; +} + diff --git a/npc/020-1/_import.txt b/npc/020-1/_import.txt new file mode 100644 index 00000000..704d916d --- /dev/null +++ b/npc/020-1/_import.txt @@ -0,0 +1,10 @@ +// Map 020-1: Nivalis +// This file is generated automatically. All manually changes will be removed when running the Converter. +map: 020-1.gat +npc: npc/020-1/KrickKrackKrock.txt +npc: npc/020-1/_mobs.txt +npc: npc/020-1/_warps.txt +npc: npc/020-1/mapflags.txt +npc: npc/020-1/rockscissor.txt +npc: npc/020-1/soul-menhir.txt +npc: npc/020-1/well.txt diff --git a/npc/020-1/_mobs.txt b/npc/020-1/_mobs.txt new file mode 100644 index 00000000..d236884e --- /dev/null +++ b/npc/020-1/_mobs.txt @@ -0,0 +1,8 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Nivalis mobs + + + +020-1.gat,0,0,0 script Mob020-1 -1,{ + end; +} diff --git a/npc/020-1/_warps.txt b/npc/020-1/_warps.txt new file mode 100644 index 00000000..5bac9e69 --- /dev/null +++ b/npc/020-1/_warps.txt @@ -0,0 +1,12 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Nivalis warps + +020-1.gat,76,38 warp ToIceCave 1,-1,020-3.gat,31,28 +020-1.gat,47,48 warp ToClothesShop -1,-1,020-2.gat,25,33 +020-1.gat,66,52 warp ToHouse -1,-1,020-2.gat,72,68 +020-1.gat,70,127 warp toSnowField 2,-1,019-1.gat,70,22 +020-1.gat,64,82 warp toInn -1,-1,020-2.gat,111,31 +020-1.gat,86,46 warp toWeaponShop -1,-1,020-2.gat,32,72 +020-1.gat,56,90 warp ToPotionsShop -1,-1,020-2.gat,66,25 +020-1.gat,70,127 warp toSnowField 2,-1,019-1.gat,70,22 +020-1.gat,107,55 warp toPort -1,-1,031-1.gat,38,55 diff --git a/npc/020-1/mapflags.txt b/npc/020-1/mapflags.txt new file mode 100644 index 00000000..203cf649 --- /dev/null +++ b/npc/020-1/mapflags.txt @@ -0,0 +1,2 @@ +020-1.gat mapflag no_player_drops +020-1.gat mapflag town diff --git a/npc/020-1/rockscissor.txt b/npc/020-1/rockscissor.txt new file mode 100755 index 00000000..d4a9d6f6 --- /dev/null +++ b/npc/020-1/rockscissor.txt @@ -0,0 +1,96 @@ +// author: Lien +// reviewed by Pjotr Orial and Jenalya +//##################################### +//== NPC [Player] # +// anyone want to do a funny bet # +// ------------------------ # +// Rock-Paper-Scissors can be playing # +// I hope that'll make fun # +// ------------------------ # +//##################################### + +//020-1.gat,74,78,0 script Gobmel 189, { + //var + set @NPC_name$, "[Gobmel]"; + set @NPC_point, 0; + set @PC_point, 0; + set @gamblerun, 0; + setarray @CHOOSE_PC$, "Scissors", "Paper", "Rock"; + setarray @CHOSE_ID, 0, 1, 2; + //0 : scissors; 1: Paper; 2: Rock; + // 0 cut 1 and 1 cover 3 and break 0 ... + //var ends + + mes @NPC_name$; + mes "\"Hello " + strcharinfo(0) + "! Do you want to do a little party of Rock-Paper-Scissors and bet some gold?\""; + menu + "Yes, I want.", L_RPS, + "Well, maybe later.", -; + close; + +L_RPS: + + mes @NPC_name$; + mes "\"How much money do you want to bet?\""; + input @MONEY_BET; + if(zeny < @MONEY_BET) goto L_poor; + set zeny, zeny - @MONEY_BET; + +L_Start: + if(@gamblerun == 3) goto L_finish; + //what chose the NPC ? + + set @CHOOSE_NPCID, rand(2); + + mes @NPC_name$; + mes "[ " + @gamblerun + "/3 ]"; + mes "\"1... 2... 3...\""; + mes ""; + mes"[chose what sign you do]"; + mes ""; + menu + @CHOOSE_PC$[0], -, + @CHOOSE_PC$[1], -, + @CHOOSE_PC$[2], -; + + set @CHOSEN, @menu -1; + mes "Gobmal: " + @CHOOSE_PC$[@CHOOSE_NPCID]; + mes strcharinfo(0)+" " + strcharinfo(0)+ ": " +@CHOOSE_PC$[@CHOSEN]; + mes ""; + if(@CHOSEN == @CHOOSE_NPCID) goto L_Start; + if(@CHOSEN == 0 && @CHOOSE_NPCID == 2) goto L_Lost; + if(@CHOSEN == 1 && @CHOOSE_NPCID == 0) goto L_Lost; + if(@CHOSEN == 2 && @CHOOSE_NPCID == 1) goto L_Lost; +L_Win: + set @PC_point, @PC_point + 1; + set @gamblerun, @gamblerun + 1; + mes "Oh no! I have lost."; + mes ""; + next; + goto L_Start; + +L_poor: + mes @NPC_name$; + mes "\"Go away from me...\""; + close; + +L_Lost: + set @NPC_point, @NPC_point + 1; + set @gamblerun, @gamblerun + 1; + mes "I have won!"; + mes ""; + next; + goto L_Start; + +L_finish: + if(@PC_point > @NPC_point ) goto L_Won; + mes @NPC_name$; + mes "\"Nice! I have won, give me your gp!\""; + close; +L_Won: + mes @NPC_name$; + mes "\"Here is my money.\""; + set zeny, zeny + @MONEY_BET*2; + close; +} + diff --git a/npc/020-1/soul-menhir.txt b/npc/020-1/soul-menhir.txt new file mode 100644 index 00000000..f6e52869 --- /dev/null +++ b/npc/020-1/soul-menhir.txt @@ -0,0 +1,12 @@ +// + +020-1.gat,63,89,0 script Soul Menhir 144, { + callfunc "ClearVariables"; + set @map$, "020-1.gat"; + setarray @Xs, 62, 63, 64, 62, 64, 62, 63, 64; + setarray @Ys, 88, 88, 88, 89, 89, 90, 90, 90; + set @x, 0; + set @y, 0; + callfunc "SoulMenhir"; + close; +} diff --git a/npc/020-1/well.txt b/npc/020-1/well.txt new file mode 100755 index 00000000..ed025a0f --- /dev/null +++ b/npc/020-1/well.txt @@ -0,0 +1,119 @@ +//############################################ +//# NPC Well & Miler +//# Authors: Lien, PjotrOrial +//# Review: +//# +//# There is someone in the well. This can be found out by throwing some stuff +//# in there. +//# +//# When the npc in the well is detected they can be rescued by asking Miler +//# for help. +//# +//# The experience reward given by Miler is 111 * Baselevel +//# +//# used variables: QUEST_Nivalis_state Nibble4 +//############################################ + +020-1.gat,99,83,0 script #Well 127, { + + set @Q_MASK, NIBBLE_4_MASK; + set @Q_SHIFT, NIBBLE_4_SHIFT; + set @Q_status, ((QUEST_Nivalis_state) & @Q_MASK) >> @Q_SHIFT; + +if(@Q_status == 2) goto L_Finished; + set @item_ID, 0; + setarray @quote_item$, "Yuck! Who has thrown that on me?","Ouch! Who hurts me?","White powder!? What's going on up there?","Ahw! It's raining ","","",""; + + mes "..."; + menu "Throw something in the well.", L_trew, + "Leave it alone.", -; + close; + +L_trew: + mes "What do you want to throw?"; + menu "Maggot slime", -, + "A raw log", -, + "Pile of ash", -, + "Bottle of water", -, + "Leave it alone", L_Close; + + set @menu, @menu - 1; + + // little IF to do @quote$ & @Item_ID + set @quote$, @quote_item$[@menu]; + if(@menu == 0) set @item_ID, 505; + if(@menu == 1) set @item_ID, 569; + if(@menu == 2) set @item_ID, 701; + if(@menu == 3) set @item_ID, 541; + + if(countitem(@item_ID) < 1) goto L_NO_ITEM; + if(@menu == 3) getitem 540, 1; + delitem @item_ID, 1; + + mes "[Mysterious voice inside the well]"; + mes "\" "+ @quote$ +"\""; + next; + menu + "Who are you?", -, + "How did you get there?", -, + "Do you need help?", -; + + set @menu, @menu - 1; + if(@menu == 0) set @quote$, "I'll talk about who I am after leaving the well."; + if(@menu == 1) set @quote$, "Well, someone has pushed me in the well, I don't know who did that."; + if(@menu == 2) set @quote$, ""; + mes "[Mysterious voice inside the well]"; + mes "\" "+ @quote$ +". So if you can call help for me... please do so!\""; + set @Q_status, 1; + callsub S_Update_Var; + close; + +L_NO_ITEM: + mes "You don't have such an item... Come back when you have it."; + close; + +L_Finished: + mes "This is a well."; + close; + +L_Close: + close; + +S_Update_Var: + set QUEST_Nivalis_state, + (QUEST_Nivalis_state & ~(@Q_MASK) + | (@Q_status << @Q_SHIFT)); + return; +} + +020-2.gat,100,28,0 script Miler 100, { + set @Q_MASK, NIBBLE_4_MASK; + set @Q_SHIFT, NIBBLE_4_SHIFT; + set @Q_status, ((QUEST_Nivalis_state) & @Q_MASK) >> @Q_SHIFT; + + mes "[Miler]"; + mes "\"Hello!\""; + if(@Q_status == 2) close; + if(@Q_status == 1) + menu + "Hello.", -, + "Hello, Can you help me?", L_HELP; + close; +L_HELP: + mes "[Miler]"; + mes "\"What's the problem?\""; + menu "Someone has fallen in the well.", -; + mes "[Miler]"; + mes "\"Ho! I'll help him!\""; + getexp (BaseLevel * 111), 0; + set @Q_status, 2; + callsub S_Update_Var; + close; + +S_Update_Var: + set QUEST_Nivalis_state, + (QUEST_Nivalis_state & ~(@Q_MASK) + | (@Q_status << @Q_SHIFT)); + return; +} + diff --git a/npc/020-1_Nivalis/KrickKrackKrock.txt b/npc/020-1_Nivalis/KrickKrackKrock.txt deleted file mode 100755 index b37dd0e1..00000000 --- a/npc/020-1_Nivalis/KrickKrackKrock.txt +++ /dev/null @@ -1,121 +0,0 @@ -// author: Lien -// reviewed by Pjotr Orial and Jenalya -//020-1.gat,82,82,0 script Criker 192, { - -L_Main: -//Var - - set @NPC_NAME$, "[Criker]"; - set @BET, 50; -//lots of array ;( - setarray @KRICK$, "Krick", "Krack", "Krock"; - setarray @ITEM_RAND, 613, 537, 631, 775, 703, 640, 641, 4006, 700; - setarray @ITEM_HEALTH, 684, 685, 686, 687; - -//ends of var - - mes @NPC_NAME$; - mes "\"Hello " + strcharinfo(0) + ", do you want to play Krick-Krack-Krock?\""; -L_Menu: - menu - "Let's start!", L_Start, - "What's this?", L_info, - "Well, not for the moment.", -; - close; -L_Start: - mes @NPC_NAME$; - mes "\"Well, how many do you want to bet?\""; - input @BET; - if(@BET < 50 ) goto L_poor; - if(@BET > 2000) goto L_Too_rich; - if(zeny < @BET) goto L_No_Money; - set zeny, zeny - @BET; - - - - set @NPC_KRICK, rand(2); - mes "\"Choose Krick, Krack or Krock.\""; - menu - @KRICK$[0], -, - @KRICK$[1], -, - @KRICK$[2], -; - - //menu = min 1 & not 0 so I change it - set @menu, @menu - 1; - - mes @NPC_NAME$; - mes "\" "+ @KRICK$[@NPC_KRICK] +"!\""; - if( @menu == @NPC_KRICK ) goto L_Work; - mes @NPC_NAME$; - mes "\"Too bad! You were not lucky!\""; - close; -L_Work: - mes @NPC_NAME$; - mes "\"Wow amazing... What kind of present do you want?\""; - menu - "Money!", L_Money, - "An item!", L_Item, - "Some healing potions would be cool!", L_Health_item; - close; - -L_Money: - mes @NPC_NAME$; - mes "\"Here is your money.\""; - set zeny, zeny + (@BET*2); - close; -L_Item: -//item -getinventorylist; - if (@inventorylist_count == 100) goto L_Full_Inv; - - if( @BET > 50) getitem @ITEM_RAND[rand(1)], 1; - if( @BET > 200) getitem @ITEM_RAND[1 + rand(1)], 1; - if( @BET > 500) getitem @ITEM_RAND[2 + rand(1)], 1; - if( @BET > 1000) getitem @ITEM_RAND[3 + rand(1)], 1; - if( @BET > 1200) getitem @ITEM_RAND[4 + rand(1)], 1; - if( @BET > 1500) getitem @ITEM_RAND[5 + rand(1)], 1; - if( @BET == 2000) getitem @ITEM_RAND[6 + rand(1)], 1; - mes @NPC_NAME$; - mes "\"Here it is !\""; - close; - -L_Health_item: -// health item -getinventorylist; - if (@inventorylist_count == 100) goto L_Full_Inv; - -if( @BET > 50) getitem @ITEM_HEALTH[rand(1)], 1; -if( @BET > 200) getitem @ITEM_HEALTH[ 1 +rand(1)], 1 + rand(1); -if( @BET > 500) getitem @ITEM_HEALTH[2 + rand(1)], 1 + rand(3); -if( @BET > 1000) getitem @ITEM_HEALTH[3], 2 + rand(1); -if( @BET > 1500) getitem @ITEM_HEALTH[3], 3 + rand(2); -if( @BET == 2000) getitem @ITEM_HEALTH[3], 5 + rand(10); - mes @NPC_NAME$; - mes "\"Here it is !\""; - close; - -L_Full_Inv: - mes @NPC_NAME$; - mes "\"What are you doing? You have so much stuff with you, you can't carry what you won. Ha, well, then I will keep it!\""; - close; - -L_poor: - mes @NPC_NAME$; - mes "\"Erm... if you want to play you HAVE to bet, and you can't bet "+ @BET +" gold pieces. You need at least 50gp.\""; - close; -L_Too_rich: - mes @NPC_NAME$; - mes "\"Mh... I have to bet too. How will I get a present which is "+ @BET +"? No, that's too much.\""; - close; -L_No_Money: - mes @NPC_NAME$; - mes "\"Oh? You don't have "+ @BET +" gold pieces.\""; - close; -L_info: - mes @NPC_NAME$; - mes "\"Well, if you want to play Krick Krack Krock with me, you need to bet some money. We will both say a word (Krack, Krick or Krock). If we say the same, you can win double your money or an item worth what you bet. \""; - next; - mes "\"So, do you want to play? \""; - goto L_Menu; -} - diff --git a/npc/020-1_Nivalis/_import.txt b/npc/020-1_Nivalis/_import.txt deleted file mode 100644 index d4d1e1b3..00000000 --- a/npc/020-1_Nivalis/_import.txt +++ /dev/null @@ -1,9 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 020-1.gat -npc: npc/020-1_Nivalis/KrickKrackKrock.txt -npc: npc/020-1_Nivalis/_mobs.txt -npc: npc/020-1_Nivalis/_warps.txt -npc: npc/020-1_Nivalis/mapflags.txt -npc: npc/020-1_Nivalis/rockscissor.txt -npc: npc/020-1_Nivalis/soul-menhir.txt -npc: npc/020-1_Nivalis/well.txt diff --git a/npc/020-1_Nivalis/_mobs.txt b/npc/020-1_Nivalis/_mobs.txt deleted file mode 100644 index a7304e20..00000000 --- a/npc/020-1_Nivalis/_mobs.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 020-1 Nivalis mobs - - - -020-1.gat,0,0,0 script Mob020-1 -1,{ - end; -} diff --git a/npc/020-1_Nivalis/_warps.txt b/npc/020-1_Nivalis/_warps.txt deleted file mode 100644 index 83138739..00000000 --- a/npc/020-1_Nivalis/_warps.txt +++ /dev/null @@ -1,12 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 020-1 Nivalis warps - -020-1.gat,76,38 warp ToIceCave 1,-1,020-3.gat,31,28 -020-1.gat,47,48 warp ToClothesShop -1,-1,020-2.gat,25,33 -020-1.gat,66,52 warp ToHouse -1,-1,020-2.gat,72,68 -020-1.gat,70,127 warp toSnowField 2,-1,019-1.gat,70,22 -020-1.gat,64,82 warp toInn -1,-1,020-2.gat,111,31 -020-1.gat,86,46 warp toWeaponShop -1,-1,020-2.gat,32,72 -020-1.gat,56,90 warp ToPotionsShop -1,-1,020-2.gat,66,25 -020-1.gat,70,127 warp toSnowField 2,-1,019-1.gat,70,22 -020-1.gat,107,55 warp toPort -1,-1,031-1.gat,38,55 diff --git a/npc/020-1_Nivalis/mapflags.txt b/npc/020-1_Nivalis/mapflags.txt deleted file mode 100644 index 203cf649..00000000 --- a/npc/020-1_Nivalis/mapflags.txt +++ /dev/null @@ -1,2 +0,0 @@ -020-1.gat mapflag no_player_drops -020-1.gat mapflag town diff --git a/npc/020-1_Nivalis/rockscissor.txt b/npc/020-1_Nivalis/rockscissor.txt deleted file mode 100755 index d4a9d6f6..00000000 --- a/npc/020-1_Nivalis/rockscissor.txt +++ /dev/null @@ -1,96 +0,0 @@ -// author: Lien -// reviewed by Pjotr Orial and Jenalya -//##################################### -//== NPC [Player] # -// anyone want to do a funny bet # -// ------------------------ # -// Rock-Paper-Scissors can be playing # -// I hope that'll make fun # -// ------------------------ # -//##################################### - -//020-1.gat,74,78,0 script Gobmel 189, { - //var - set @NPC_name$, "[Gobmel]"; - set @NPC_point, 0; - set @PC_point, 0; - set @gamblerun, 0; - setarray @CHOOSE_PC$, "Scissors", "Paper", "Rock"; - setarray @CHOSE_ID, 0, 1, 2; - //0 : scissors; 1: Paper; 2: Rock; - // 0 cut 1 and 1 cover 3 and break 0 ... - //var ends - - mes @NPC_name$; - mes "\"Hello " + strcharinfo(0) + "! Do you want to do a little party of Rock-Paper-Scissors and bet some gold?\""; - menu - "Yes, I want.", L_RPS, - "Well, maybe later.", -; - close; - -L_RPS: - - mes @NPC_name$; - mes "\"How much money do you want to bet?\""; - input @MONEY_BET; - if(zeny < @MONEY_BET) goto L_poor; - set zeny, zeny - @MONEY_BET; - -L_Start: - if(@gamblerun == 3) goto L_finish; - //what chose the NPC ? - - set @CHOOSE_NPCID, rand(2); - - mes @NPC_name$; - mes "[ " + @gamblerun + "/3 ]"; - mes "\"1... 2... 3...\""; - mes ""; - mes"[chose what sign you do]"; - mes ""; - menu - @CHOOSE_PC$[0], -, - @CHOOSE_PC$[1], -, - @CHOOSE_PC$[2], -; - - set @CHOSEN, @menu -1; - mes "Gobmal: " + @CHOOSE_PC$[@CHOOSE_NPCID]; - mes strcharinfo(0)+" " + strcharinfo(0)+ ": " +@CHOOSE_PC$[@CHOSEN]; - mes ""; - if(@CHOSEN == @CHOOSE_NPCID) goto L_Start; - if(@CHOSEN == 0 && @CHOOSE_NPCID == 2) goto L_Lost; - if(@CHOSEN == 1 && @CHOOSE_NPCID == 0) goto L_Lost; - if(@CHOSEN == 2 && @CHOOSE_NPCID == 1) goto L_Lost; -L_Win: - set @PC_point, @PC_point + 1; - set @gamblerun, @gamblerun + 1; - mes "Oh no! I have lost."; - mes ""; - next; - goto L_Start; - -L_poor: - mes @NPC_name$; - mes "\"Go away from me...\""; - close; - -L_Lost: - set @NPC_point, @NPC_point + 1; - set @gamblerun, @gamblerun + 1; - mes "I have won!"; - mes ""; - next; - goto L_Start; - -L_finish: - if(@PC_point > @NPC_point ) goto L_Won; - mes @NPC_name$; - mes "\"Nice! I have won, give me your gp!\""; - close; -L_Won: - mes @NPC_name$; - mes "\"Here is my money.\""; - set zeny, zeny + @MONEY_BET*2; - close; -} - diff --git a/npc/020-1_Nivalis/soul-menhir.txt b/npc/020-1_Nivalis/soul-menhir.txt deleted file mode 100644 index f6e52869..00000000 --- a/npc/020-1_Nivalis/soul-menhir.txt +++ /dev/null @@ -1,12 +0,0 @@ -// - -020-1.gat,63,89,0 script Soul Menhir 144, { - callfunc "ClearVariables"; - set @map$, "020-1.gat"; - setarray @Xs, 62, 63, 64, 62, 64, 62, 63, 64; - setarray @Ys, 88, 88, 88, 89, 89, 90, 90, 90; - set @x, 0; - set @y, 0; - callfunc "SoulMenhir"; - close; -} diff --git a/npc/020-1_Nivalis/well.txt b/npc/020-1_Nivalis/well.txt deleted file mode 100755 index ed025a0f..00000000 --- a/npc/020-1_Nivalis/well.txt +++ /dev/null @@ -1,119 +0,0 @@ -//############################################ -//# NPC Well & Miler -//# Authors: Lien, PjotrOrial -//# Review: -//# -//# There is someone in the well. This can be found out by throwing some stuff -//# in there. -//# -//# When the npc in the well is detected they can be rescued by asking Miler -//# for help. -//# -//# The experience reward given by Miler is 111 * Baselevel -//# -//# used variables: QUEST_Nivalis_state Nibble4 -//############################################ - -020-1.gat,99,83,0 script #Well 127, { - - set @Q_MASK, NIBBLE_4_MASK; - set @Q_SHIFT, NIBBLE_4_SHIFT; - set @Q_status, ((QUEST_Nivalis_state) & @Q_MASK) >> @Q_SHIFT; - -if(@Q_status == 2) goto L_Finished; - set @item_ID, 0; - setarray @quote_item$, "Yuck! Who has thrown that on me?","Ouch! Who hurts me?","White powder!? What's going on up there?","Ahw! It's raining ","","",""; - - mes "..."; - menu "Throw something in the well.", L_trew, - "Leave it alone.", -; - close; - -L_trew: - mes "What do you want to throw?"; - menu "Maggot slime", -, - "A raw log", -, - "Pile of ash", -, - "Bottle of water", -, - "Leave it alone", L_Close; - - set @menu, @menu - 1; - - // little IF to do @quote$ & @Item_ID - set @quote$, @quote_item$[@menu]; - if(@menu == 0) set @item_ID, 505; - if(@menu == 1) set @item_ID, 569; - if(@menu == 2) set @item_ID, 701; - if(@menu == 3) set @item_ID, 541; - - if(countitem(@item_ID) < 1) goto L_NO_ITEM; - if(@menu == 3) getitem 540, 1; - delitem @item_ID, 1; - - mes "[Mysterious voice inside the well]"; - mes "\" "+ @quote$ +"\""; - next; - menu - "Who are you?", -, - "How did you get there?", -, - "Do you need help?", -; - - set @menu, @menu - 1; - if(@menu == 0) set @quote$, "I'll talk about who I am after leaving the well."; - if(@menu == 1) set @quote$, "Well, someone has pushed me in the well, I don't know who did that."; - if(@menu == 2) set @quote$, ""; - mes "[Mysterious voice inside the well]"; - mes "\" "+ @quote$ +". So if you can call help for me... please do so!\""; - set @Q_status, 1; - callsub S_Update_Var; - close; - -L_NO_ITEM: - mes "You don't have such an item... Come back when you have it."; - close; - -L_Finished: - mes "This is a well."; - close; - -L_Close: - close; - -S_Update_Var: - set QUEST_Nivalis_state, - (QUEST_Nivalis_state & ~(@Q_MASK) - | (@Q_status << @Q_SHIFT)); - return; -} - -020-2.gat,100,28,0 script Miler 100, { - set @Q_MASK, NIBBLE_4_MASK; - set @Q_SHIFT, NIBBLE_4_SHIFT; - set @Q_status, ((QUEST_Nivalis_state) & @Q_MASK) >> @Q_SHIFT; - - mes "[Miler]"; - mes "\"Hello!\""; - if(@Q_status == 2) close; - if(@Q_status == 1) - menu - "Hello.", -, - "Hello, Can you help me?", L_HELP; - close; -L_HELP: - mes "[Miler]"; - mes "\"What's the problem?\""; - menu "Someone has fallen in the well.", -; - mes "[Miler]"; - mes "\"Ho! I'll help him!\""; - getexp (BaseLevel * 111), 0; - set @Q_status, 2; - callsub S_Update_Var; - close; - -S_Update_Var: - set QUEST_Nivalis_state, - (QUEST_Nivalis_state & ~(@Q_MASK) - | (@Q_status << @Q_SHIFT)); - return; -} - diff --git a/npc/020-2/_import.txt b/npc/020-2/_import.txt new file mode 100644 index 00000000..f77174ad --- /dev/null +++ b/npc/020-2/_import.txt @@ -0,0 +1,8 @@ +// Map 020-2: Nivalis +// This file is generated automatically. All manually changes will be removed when running the Converter. +map: 020-2.gat +npc: npc/020-2/_mobs.txt +npc: npc/020-2/_warps.txt +npc: npc/020-2/baktar.txt +npc: npc/020-2/mapflags.txt +npc: npc/020-2/shops.txt diff --git a/npc/020-2/_mobs.txt b/npc/020-2/_mobs.txt new file mode 100644 index 00000000..04e864c0 --- /dev/null +++ b/npc/020-2/_mobs.txt @@ -0,0 +1,8 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Nivalis mobs + + + +020-2.gat,0,0,0 script Mob020-2 -1,{ + end; +} diff --git a/npc/020-2/_warps.txt b/npc/020-2/_warps.txt new file mode 100644 index 00000000..fab55b38 --- /dev/null +++ b/npc/020-2/_warps.txt @@ -0,0 +1,8 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Nivalis warps + +020-2.gat,25,35 warp ToOutside -1,-1,020-1.gat,47,50 +020-2.gat,64,25 warp ToOutside -1,-1,020-1.gat,55,90 +020-2.gat,111,32 warp ToOutside -1,-1,020-1.gat,64,83 +020-2.gat,32,73 warp ToOutside -1,-1,020-1.gat,84,48 +020-2.gat,72,70 warp ToOutside -1,-1,020-1.gat,66,54 diff --git a/npc/020-2/baktar.txt b/npc/020-2/baktar.txt new file mode 100755 index 00000000..1bcbf152 --- /dev/null +++ b/npc/020-2/baktar.txt @@ -0,0 +1,388 @@ +//#========================= +//#== NPC Baktar +//# Authors: Lien, PjotrOrial +//# Review: BigCrunch, Mistakes, Jenalya +//# This NPC has two stages: +//# +//# In the first stage you need to bring 7 different items, but only one of each kind. +//# +//# In the second stage he tells you what hard life he is living. He will be very aggressive telling you some stuff. +//# He will send you to kill Scroticular. That npc will be located in the labyrinth caves. +//# (its a mob actually, to be spawned only, if the players knows his name and his location) +//# +//# variables used: +//# @QUEST_Nivalis_state: NIBBLE0, NIBBLE1, NIBBLE2, NIBBLE3: +//# BYTE0 ( == NIBBLE0 | NIBBLE1) stores in each bit information if that item was already brought. +//# bits: +//# bit 0 if you have met the npc already +//# bit 1 Desert Hat +//# bit 2 Desert Shirt +//# bit 3 Serf Hat +//# bit 4 tongue_Item +//# bit 5 eggs_Item +//# bit 6 skin_Item +//# bit 7 bugleg +//# NIBBLE2 store the progress after the item collecting stage: +//# =0 he will thank you for bringing all stuff. +//# =1 talking about his youth +//# =2 talking, you get the mission to hunt down Scroticular +//# =3 you get information where Scroticular can be found. +//# NIBBLE3 a bitmasking nibble for stage 2 again +//# bit 0 knows the name/location of the opponent +//# bit 1 killed the ugly opponent +//#========================= +020-2.gat,70,61,0 script Baktar 191,{ + set @npcname$, "[Baktar]"; + + set @Q_MASK, BYTE_0_MASK; + set @Q_SHIFT, BYTE_0_SHIFT; + set @Q_status, ((QUEST_Nivalis_state) & @Q_MASK) >> @Q_SHIFT; + + set @Q_MASK2, NIBBLE_2_MASK; + set @Q_SHIFT2, NIBBLE_2_SHIFT; + set @Q_status2, ((QUEST_Nivalis_state) & @Q_MASK2) >> @Q_SHIFT2; + + set @Q_MASK2_BITS, NIBBLE_3_MASK; + set @Q_SHIFT2_BITS, NIBBLE_3_SHIFT; + set @Q_status2_bits, ((QUEST_Nivalis_state) & @Q_MASK2_BITS) >> @Q_SHIFT2_BITS; + + // if all bits are set, you brought him everything! Now we continue in Phase 2 of this npc. + // this is not ready yet, so do not enable that stage + // if(@Q_status == @Q_MASK) goto L_2_init; + + set @BIT_KNOWHIM, 0; + + set @BIT_DESERTHAT,1; + set @MONEY_DESERTHAT, 1500; + set @XP_DESERTHAT, 500; + + set @BIT_DESERTSHIRT,2; + set @MONEY_DESERTSHIRT, 1500; + set @XP_DESERTSHIRT, 600; + + set @BIT_SERFHAT,3; + set @MONEY_SERFHAT, 800; + set @XP_SERFHAT, 350; + + set @BIT_MS_TONGUE,4; + set @MONEY_MS_TONGUE, 800; + set @XP_MS_TONGUE, 350; + + set @BIT_MS_EGG,5; + set @MONEY_MS_EGG, 800; + set @XP_MS_EGG, 350; + + set @BIT_SNAKESKIN,6; + set @MONEY_SNAKESKIN, 800; + set @XP_SNAKESKIN, 350; + + set @BIT_BUGLEG,7; + set @MONEY_BUGLEG, 20; + set @XP_BUGLEG, 130; + + if(sex) + set @type$, "man"; + if(!sex) + set @type$, "woman"; + + if(@Q_status & (1<<@BIT_KNOWHIM)) goto L_KnowAlready; + mes @npcname$; + mes "\"Hello, " + @type$ + ", did you come from Tulimshar? Because you have a nice tan. \""; + menu + "Yes, I'm from Tulimshar", L_exotic, + "Well, I just like sunbathing", -, + "Good bye", -; + close; + +L_KnowAlready: + mes @npcname$; + mes "\"I love Tulimshar's stuff. I'm collecting souvenirs from Tulimshar to help remind me of all the great times I had there. If you give me an interesting item from the area, I'll give you a nice reward. So, you have a new item?\""; + goto L_startitem; +close; + +L_exotic: + mes @npcname$; + mes "\"I said that because I love Tulimshar's stuff...I'm collecting souvenirs from Tulimshar to help remind me of all the great times I had there. If you give me an interesting item maybe I can give you a nice reward. But I don't need a lot, I just need one of each item.\""; + menu "I have some items on me maybe you'll like them ", L_startitem, + "Don't touch my stuff!", -, + "I'll get them. Bye.", -; + close; + +L_startitem: + setarray @exotic_item$, "", "", "", "", "", "", ""; + set @c, 0; + set @Q_status, @Q_status | (1<<@BIT_KNOWHIM); + callsub S_Update_Var; + if (countitem("DesertHat") < 1 || @Q_status & (1<<@BIT_DESERTHAT) ) goto L_DesertShirt; + set @exotic_item$[@c], "a Desert Hat ?"; + set @menuid[@c], 0; + set @c, @c + 1; + +L_DesertShirt: + if (countitem("DesertShirt") < 1 || @Q_status & (1<<@BIT_DESERTSHIRT) ) goto L_SerfHat; + set @exotic_item$[@c], "a Desert Shirt ?"; + set @menuid[@c], 1; + set @c, @c + 1; + +L_SerfHat: + if (countitem("SerfHat") < 1 || @Q_status & (1<<@BIT_SERFHAT) ) goto L_tongue; + set @exotic_item$[@c], "a Serf Hat ?"; + set @menuid[@c], 2; + set @c, @c + 1; + +L_tongue: + if (countitem("MountainSnakeTongue") < 1 || @Q_status & (1<<@BIT_MS_TONGUE)) goto L_egg; + set @exotic_item$[@c], "a Mountain Snake Tongue ?"; + set @menuid[@c], 3; + set @c, @c + 1; + +L_egg: + if (countitem("MountainSnakeEgg") < 1 || @Q_status & (1<<@BIT_MS_EGG)) goto L_Skin; + set @exotic_item$[@c], "a Mountain Snake Egg?"; + set @menuid[@c], 4; + set @c, @c + 1; + +L_Skin: + if (countitem("SnakeSkin") < 1 || @Q_status & (1<<@BIT_SNAKESKIN)) goto L_bugleg; + set @exotic_item$[@c], "a Snake Skin?"; + set @menuid[@c], 5; + set @c, @c + 1; + +L_bugleg: + if (countitem("BugLeg") < 1 || @Q_status & (1<<@BIT_BUGLEG)) goto L_NeverMind; + set @exotic_item$[@c], "a Bug Leg?"; + set @menuid[@c], 6; + set @c, @c + 1; + +L_NeverMind: + set @exotic_item$[@c], "Nevermind"; + set @menuid[@c], 6; +//menu for the item + menu + @exotic_item$[0], -, + @exotic_item$[1], -, + @exotic_item$[2], -, + @exotic_item$[3], -, + @exotic_item$[4], -, + @exotic_item$[5], -, + @exotic_item$[6], -; + + set @menu, @menu -1; + + if (@menuid[@menu] == 0) goto L_DesertHat_Item; + if (@menuid[@menu] == 1) goto L_DesertShirt_Item; + if (@menuid[@menu] == 2) goto L_SerfHat_Item; + if (@menuid[@menu] == 3) goto L_tongue_Item; + if (@menuid[@menu] == 4) goto L_egg_Item; + if (@menuid[@menu] == 5) goto L_skin_Item; + if (@menuid[@menu] == 6) goto L_BugLegItem; +//if Never mind + mes @npcname$; + mes "\"Ok, goodbye then.\""; + close; +L_DesertHat_Item: + if(@Q_status & (1<<@BIT_DESERTHAT)) goto L_havealready; + if (countitem("DesertHat") < 1) goto L_Noitem; + delitem "DesertHat", 1; + set zeny, zeny + @MONEY_DESERTHAT; + getexp @XP_DESERTHAT,0; + set @Q_status, @Q_status | (1<<@BIT_DESERTHAT); + callsub S_Update_Var; + close; +L_DesertShirt_Item: + if(@Q_status & (1<<@BIT_DESERTSHIRT)) goto L_havealready; + if (countitem("DesertShirt") < 1) goto L_Noitem; + delitem "DesertShirt", 1; + set zeny, zeny + @MONEY_DESERTSHIRT; + getexp @XP_DESERTSHIRT,0; + set @Q_status, @Q_status | (1<<@BIT_DESERTSHIRT); + callsub S_Update_Var; + close; +L_SerfHat_Item: + if(@Q_status & (1<<@BIT_SERFHAT)) goto L_havealready; + if (countitem("SerfHat") < 1) goto L_Noitem; + delitem "SerfHat", 1; + set zeny, zeny + @MONEY_SERFHAT; + getexp @XP_SERFHAT,0; + set @Q_status, @Q_status | (1<<@BIT_SERFHAT); + callsub S_Update_Var; + close; +L_tongue_Item: + if(@Q_status & (1<<@BIT_MS_TONGUE)) goto L_havealready; + if (countitem("MountainSnakeTongue") < 1) goto L_Noitem; + delitem "MountainSnakeTongue", 1; + set zeny, zeny + @MONEY_MS_TONGUE; + getexp @XP_MS_TONGUE,0; + set @Q_status, @Q_status | (1<<@BIT_MS_TONGUE); + callsub S_Update_Var; +close; +L_egg_Item: + if(@Q_status & (1<<@BIT_MS_EGG)) goto L_havealready; + if (countitem("MountainSnakeEgg") < 1) goto L_Noitem; + delitem "MountainSnakeEgg", 1; + set zeny, zeny + @MONEY_MS_EGG; + getexp @XP_MS_EGG,0; + set @Q_status, @Q_status | (1<<@BIT_MS_EGG); + callsub S_Update_Var; +close; +L_skin_Item: + if(@Q_status & (1<<@BIT_SNAKESKIN)) goto L_havealready; + if (countitem("SnakeSkin") < 1) goto L_Noitem; + delitem "SnakeSkin", 1; + set zeny, zeny + @MONEY_SNAKESKIN; + getexp @XP_SNAKESKIN,0; + set @Q_status, @Q_status | (1<<@BIT_SNAKESKIN); + callsub S_Update_Var; +close; +L_BugLegItem: + if(@Q_status & (1<<@BIT_BUGLEG)) goto L_havealready; + if (countitem("BugLeg") < 1) goto L_Noitem; + delitem "BugLeg", 1; + set zeny, zeny + @MONEY_BUGLEG; + getexp @XP_BUGLEG,0; + set @Q_status, @Q_status | (1<<@BIT_BUGLEG); + callsub S_Update_Var; +close; + +L_Noitem: + mes @npcname$; + mes "\"Well, if you happen to get items from Tulimshar, see me first before you sell anything.\""; + close; + +L_havealready: + mes @npcname$; + mes "\"I already collected what you can offer me.\""; + close; + +S_Update_Var: + set QUEST_Nivalis_state, + (QUEST_Nivalis_state & ~(@Q_MASK) + | (@Q_status << @Q_SHIFT)); + return; + + + +//# The following stage is completely cutoff the first. +//# So there is no linking between the upper and lower part, except for one goto at the very beginning +// + +L_2_init: + +//# NIBBLE3 a bitmasking nibble for stage 2 again +//# bit 0 knows the name of the opponent +//# bit 1 killed the ugly opponent + set @BIT_KNOWS_NAME, 0; + set @BIT_KILLED_HIM, 1; + + if (@Q_status2 == 1) goto L_2_talk1; + if (@Q_status2 == 2) goto L_2_talk2; + if (@Q_status2 == 3) goto L_2_talk3; + if (@Q_status2 == 4) goto L_2_talk4; + // fall through @Q_status2==0: + // need to thank for bringing all stuff. + mes @npcname$; + mes "\"Thanks a lot for bringing me all this nice stuff!\""; + next; + mes "\"That helps me a lot. You see over there is already another set I collected: There are some pieces of the Hurnscald town. That sign there has been stolen from the inn.\""; + next; + mes "\"But do not tell anyone, please! I really like collecting things. And that sign is one of the first things I organized.\""; + next; + mes "\"So thank you for bringing me that stuff for my desert collection\""; + next; + mes "\"Do you have an idea how to arrange that to make it cool looking for my admirers?\""; + next; + set @Q_status2, 1; + callsub S_Update_Var2; + close; + +L_2_talk1: + mes @npcname$; + mes "\"In my childhood I was called a packrat, because I collected old cans.\""; + next; + mes "\"But everybody does collect things right?\""; + next; + mes "\"So after I had collected way over 1000 cans, I started collecting snail-shells. Nice? Do you like that?\""; + next; + mes "\"Not many people like me. And I don't know why. It is nice to talk about such nice things. What did you collect in your childhood?\""; + next; + mes "He picks in his nose"; + next; + mes @npcname$; + mes "\"Ok erm, talk to you later.\""; + next; + mes "\"Ok.\""; + set @Q_status2, 2; + callsub S_Update_Var2; + close; + +L_2_talk2: + mes @npcname$; + mes "\"Could you do me a favor? This ugly guy, who always attacked me....\""; + next; + mes "\"*sob*\""; + next; + mes "\"I was always bullied by him. You know in early childhood we were very nice friends. We played some roleplaying. He was the captain, and I was the soldier."; + next; + mes "\"Or another day he was the chieftain and I was the redskin.\""; + next; + mes "\"But to tell you the truth, HE was ALWAYS the one who directed me.\""; + next; + mes "\"I DO NOT LIKE THAT!\""; + next; + mes "\"I WANT TO BE THE LEADER!\""; + next; + mes "\"STOP HIM DOING NASTY THINGS\""; + next; + mes "\"I WANT YOU TO KILL THAT BASTARD!!\""; + set @Q_status2, 3; + callsub S_Update_Var2; + close; + +L_2_talk3: + menu "Ok, I am a professional in doing such things", L_2_professional, + "Hey do you really mean it? ", L_2_professional, + "You calmed down again?", -, + "Oh a packrat! By the way, is that trash over there yours?", L_2_name, + "Nevermind", -; + mes @npcname$; + mes "\"Get out of my way, prank!\""; + close; + +L_2_professional: + mes @npcname$; + mes "\"What are you talking about?\""; + goto L_2_talk3; + +L_2_name: + mes @npcname$; + mes "\"ONE DAY I WILL GET A HUGE REVENGE!\""; + next; + mes "\"AND I MEAN IT!\""; + next; + mes "\"You see I am a dangerous killer. Last week I killed five slimes and a pinkie!\""; + next; + mes "He takes out a piece of paper... mumbling"; + mes "\"Ok Scroticular first, and then ...\""; + set @Q_status2, 4; + set @Q_status2_bits, @Q_status2_bits | (1<<@BIT_KNOWS_NAME); + callsub S_Update_Var2; + + mes @npcname$; + mes "\"What is your name again?\""; + + menu "I am sorry for the joke... Please forgive me", -, + "They call me Mistakes. I am a professional killer as well. You heard about that business in the terranite cave?", -; + mes @npcname$; + mes "\"Alright, I see. Ok maybe I really need to calm down. Please leave me alone... I will try to calm down, ok?\""; + close; + +S_Update_Var2: + set QUEST_Nivalis_state, + (QUEST_Nivalis_state & ~(@Q_MASK2) + | (@Q_status2 << @Q_SHIFT2)); + set QUEST_Nivalis_state, + (QUEST_Nivalis_state & ~(@Q_MASK2_BITS) + | (@Q_status2_bits << @Q_SHIFT2_BITS)); + return; +} + diff --git a/npc/020-2/mapflags.txt b/npc/020-2/mapflags.txt new file mode 100644 index 00000000..aaa1b90f --- /dev/null +++ b/npc/020-2/mapflags.txt @@ -0,0 +1,2 @@ +020-2.gat mapflag no_player_drops +020-2.gat mapflag town diff --git a/npc/020-2/shops.txt b/npc/020-2/shops.txt new file mode 100644 index 00000000..b470d231 --- /dev/null +++ b/npc/020-2/shops.txt @@ -0,0 +1,22 @@ +// Snow town shops + +// Clothes shop +020-2.gat,27,26,0 shop Taylor 137,523:2000,524:1600,543:800,544:5000,546:10000,586:1000,741:-1 +// Weapons shop +020-2.gat,25,65,0 shop Bracco 135,1201:50,521:1000,522:100,529:3,530:-1 +// Potions shop +020-2.gat,75,26,0 shop Mede 103,501:50,502:70,567:500,568:500 + +// INN +020-2.gat,111,23,0 script Kane 120,{ + set @npcname$, "Kane the Inn Keeper"; + set @cost, 100; + + mes "[" + @npcname$ + "]"; + mes "\"Welcome stranger!\""; + mes "\"What? You've already seen an INN like mine?\""; + mes "\"That's impossible!\""; + next; + callfunc "Inn"; + close; +} diff --git a/npc/020-2_Nivalis/_import.txt b/npc/020-2_Nivalis/_import.txt deleted file mode 100644 index 14e50193..00000000 --- a/npc/020-2_Nivalis/_import.txt +++ /dev/null @@ -1,7 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 020-2.gat -npc: npc/020-2_Nivalis/_mobs.txt -npc: npc/020-2_Nivalis/_warps.txt -npc: npc/020-2_Nivalis/baktar.txt -npc: npc/020-2_Nivalis/mapflags.txt -npc: npc/020-2_Nivalis/shops.txt diff --git a/npc/020-2_Nivalis/_mobs.txt b/npc/020-2_Nivalis/_mobs.txt deleted file mode 100644 index 0031d6e0..00000000 --- a/npc/020-2_Nivalis/_mobs.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 020-2 Nivalis mobs - - - -020-2.gat,0,0,0 script Mob020-2 -1,{ - end; -} diff --git a/npc/020-2_Nivalis/_warps.txt b/npc/020-2_Nivalis/_warps.txt deleted file mode 100644 index 643436f0..00000000 --- a/npc/020-2_Nivalis/_warps.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 020-2 Nivalis warps - -020-2.gat,25,35 warp ToOutside -1,-1,020-1.gat,47,50 -020-2.gat,64,25 warp ToOutside -1,-1,020-1.gat,55,90 -020-2.gat,111,32 warp ToOutside -1,-1,020-1.gat,64,83 -020-2.gat,32,73 warp ToOutside -1,-1,020-1.gat,84,48 -020-2.gat,72,70 warp ToOutside -1,-1,020-1.gat,66,54 diff --git a/npc/020-2_Nivalis/baktar.txt b/npc/020-2_Nivalis/baktar.txt deleted file mode 100755 index 1bcbf152..00000000 --- a/npc/020-2_Nivalis/baktar.txt +++ /dev/null @@ -1,388 +0,0 @@ -//#========================= -//#== NPC Baktar -//# Authors: Lien, PjotrOrial -//# Review: BigCrunch, Mistakes, Jenalya -//# This NPC has two stages: -//# -//# In the first stage you need to bring 7 different items, but only one of each kind. -//# -//# In the second stage he tells you what hard life he is living. He will be very aggressive telling you some stuff. -//# He will send you to kill Scroticular. That npc will be located in the labyrinth caves. -//# (its a mob actually, to be spawned only, if the players knows his name and his location) -//# -//# variables used: -//# @QUEST_Nivalis_state: NIBBLE0, NIBBLE1, NIBBLE2, NIBBLE3: -//# BYTE0 ( == NIBBLE0 | NIBBLE1) stores in each bit information if that item was already brought. -//# bits: -//# bit 0 if you have met the npc already -//# bit 1 Desert Hat -//# bit 2 Desert Shirt -//# bit 3 Serf Hat -//# bit 4 tongue_Item -//# bit 5 eggs_Item -//# bit 6 skin_Item -//# bit 7 bugleg -//# NIBBLE2 store the progress after the item collecting stage: -//# =0 he will thank you for bringing all stuff. -//# =1 talking about his youth -//# =2 talking, you get the mission to hunt down Scroticular -//# =3 you get information where Scroticular can be found. -//# NIBBLE3 a bitmasking nibble for stage 2 again -//# bit 0 knows the name/location of the opponent -//# bit 1 killed the ugly opponent -//#========================= -020-2.gat,70,61,0 script Baktar 191,{ - set @npcname$, "[Baktar]"; - - set @Q_MASK, BYTE_0_MASK; - set @Q_SHIFT, BYTE_0_SHIFT; - set @Q_status, ((QUEST_Nivalis_state) & @Q_MASK) >> @Q_SHIFT; - - set @Q_MASK2, NIBBLE_2_MASK; - set @Q_SHIFT2, NIBBLE_2_SHIFT; - set @Q_status2, ((QUEST_Nivalis_state) & @Q_MASK2) >> @Q_SHIFT2; - - set @Q_MASK2_BITS, NIBBLE_3_MASK; - set @Q_SHIFT2_BITS, NIBBLE_3_SHIFT; - set @Q_status2_bits, ((QUEST_Nivalis_state) & @Q_MASK2_BITS) >> @Q_SHIFT2_BITS; - - // if all bits are set, you brought him everything! Now we continue in Phase 2 of this npc. - // this is not ready yet, so do not enable that stage - // if(@Q_status == @Q_MASK) goto L_2_init; - - set @BIT_KNOWHIM, 0; - - set @BIT_DESERTHAT,1; - set @MONEY_DESERTHAT, 1500; - set @XP_DESERTHAT, 500; - - set @BIT_DESERTSHIRT,2; - set @MONEY_DESERTSHIRT, 1500; - set @XP_DESERTSHIRT, 600; - - set @BIT_SERFHAT,3; - set @MONEY_SERFHAT, 800; - set @XP_SERFHAT, 350; - - set @BIT_MS_TONGUE,4; - set @MONEY_MS_TONGUE, 800; - set @XP_MS_TONGUE, 350; - - set @BIT_MS_EGG,5; - set @MONEY_MS_EGG, 800; - set @XP_MS_EGG, 350; - - set @BIT_SNAKESKIN,6; - set @MONEY_SNAKESKIN, 800; - set @XP_SNAKESKIN, 350; - - set @BIT_BUGLEG,7; - set @MONEY_BUGLEG, 20; - set @XP_BUGLEG, 130; - - if(sex) - set @type$, "man"; - if(!sex) - set @type$, "woman"; - - if(@Q_status & (1<<@BIT_KNOWHIM)) goto L_KnowAlready; - mes @npcname$; - mes "\"Hello, " + @type$ + ", did you come from Tulimshar? Because you have a nice tan. \""; - menu - "Yes, I'm from Tulimshar", L_exotic, - "Well, I just like sunbathing", -, - "Good bye", -; - close; - -L_KnowAlready: - mes @npcname$; - mes "\"I love Tulimshar's stuff. I'm collecting souvenirs from Tulimshar to help remind me of all the great times I had there. If you give me an interesting item from the area, I'll give you a nice reward. So, you have a new item?\""; - goto L_startitem; -close; - -L_exotic: - mes @npcname$; - mes "\"I said that because I love Tulimshar's stuff...I'm collecting souvenirs from Tulimshar to help remind me of all the great times I had there. If you give me an interesting item maybe I can give you a nice reward. But I don't need a lot, I just need one of each item.\""; - menu "I have some items on me maybe you'll like them ", L_startitem, - "Don't touch my stuff!", -, - "I'll get them. Bye.", -; - close; - -L_startitem: - setarray @exotic_item$, "", "", "", "", "", "", ""; - set @c, 0; - set @Q_status, @Q_status | (1<<@BIT_KNOWHIM); - callsub S_Update_Var; - if (countitem("DesertHat") < 1 || @Q_status & (1<<@BIT_DESERTHAT) ) goto L_DesertShirt; - set @exotic_item$[@c], "a Desert Hat ?"; - set @menuid[@c], 0; - set @c, @c + 1; - -L_DesertShirt: - if (countitem("DesertShirt") < 1 || @Q_status & (1<<@BIT_DESERTSHIRT) ) goto L_SerfHat; - set @exotic_item$[@c], "a Desert Shirt ?"; - set @menuid[@c], 1; - set @c, @c + 1; - -L_SerfHat: - if (countitem("SerfHat") < 1 || @Q_status & (1<<@BIT_SERFHAT) ) goto L_tongue; - set @exotic_item$[@c], "a Serf Hat ?"; - set @menuid[@c], 2; - set @c, @c + 1; - -L_tongue: - if (countitem("MountainSnakeTongue") < 1 || @Q_status & (1<<@BIT_MS_TONGUE)) goto L_egg; - set @exotic_item$[@c], "a Mountain Snake Tongue ?"; - set @menuid[@c], 3; - set @c, @c + 1; - -L_egg: - if (countitem("MountainSnakeEgg") < 1 || @Q_status & (1<<@BIT_MS_EGG)) goto L_Skin; - set @exotic_item$[@c], "a Mountain Snake Egg?"; - set @menuid[@c], 4; - set @c, @c + 1; - -L_Skin: - if (countitem("SnakeSkin") < 1 || @Q_status & (1<<@BIT_SNAKESKIN)) goto L_bugleg; - set @exotic_item$[@c], "a Snake Skin?"; - set @menuid[@c], 5; - set @c, @c + 1; - -L_bugleg: - if (countitem("BugLeg") < 1 || @Q_status & (1<<@BIT_BUGLEG)) goto L_NeverMind; - set @exotic_item$[@c], "a Bug Leg?"; - set @menuid[@c], 6; - set @c, @c + 1; - -L_NeverMind: - set @exotic_item$[@c], "Nevermind"; - set @menuid[@c], 6; -//menu for the item - menu - @exotic_item$[0], -, - @exotic_item$[1], -, - @exotic_item$[2], -, - @exotic_item$[3], -, - @exotic_item$[4], -, - @exotic_item$[5], -, - @exotic_item$[6], -; - - set @menu, @menu -1; - - if (@menuid[@menu] == 0) goto L_DesertHat_Item; - if (@menuid[@menu] == 1) goto L_DesertShirt_Item; - if (@menuid[@menu] == 2) goto L_SerfHat_Item; - if (@menuid[@menu] == 3) goto L_tongue_Item; - if (@menuid[@menu] == 4) goto L_egg_Item; - if (@menuid[@menu] == 5) goto L_skin_Item; - if (@menuid[@menu] == 6) goto L_BugLegItem; -//if Never mind - mes @npcname$; - mes "\"Ok, goodbye then.\""; - close; -L_DesertHat_Item: - if(@Q_status & (1<<@BIT_DESERTHAT)) goto L_havealready; - if (countitem("DesertHat") < 1) goto L_Noitem; - delitem "DesertHat", 1; - set zeny, zeny + @MONEY_DESERTHAT; - getexp @XP_DESERTHAT,0; - set @Q_status, @Q_status | (1<<@BIT_DESERTHAT); - callsub S_Update_Var; - close; -L_DesertShirt_Item: - if(@Q_status & (1<<@BIT_DESERTSHIRT)) goto L_havealready; - if (countitem("DesertShirt") < 1) goto L_Noitem; - delitem "DesertShirt", 1; - set zeny, zeny + @MONEY_DESERTSHIRT; - getexp @XP_DESERTSHIRT,0; - set @Q_status, @Q_status | (1<<@BIT_DESERTSHIRT); - callsub S_Update_Var; - close; -L_SerfHat_Item: - if(@Q_status & (1<<@BIT_SERFHAT)) goto L_havealready; - if (countitem("SerfHat") < 1) goto L_Noitem; - delitem "SerfHat", 1; - set zeny, zeny + @MONEY_SERFHAT; - getexp @XP_SERFHAT,0; - set @Q_status, @Q_status | (1<<@BIT_SERFHAT); - callsub S_Update_Var; - close; -L_tongue_Item: - if(@Q_status & (1<<@BIT_MS_TONGUE)) goto L_havealready; - if (countitem("MountainSnakeTongue") < 1) goto L_Noitem; - delitem "MountainSnakeTongue", 1; - set zeny, zeny + @MONEY_MS_TONGUE; - getexp @XP_MS_TONGUE,0; - set @Q_status, @Q_status | (1<<@BIT_MS_TONGUE); - callsub S_Update_Var; -close; -L_egg_Item: - if(@Q_status & (1<<@BIT_MS_EGG)) goto L_havealready; - if (countitem("MountainSnakeEgg") < 1) goto L_Noitem; - delitem "MountainSnakeEgg", 1; - set zeny, zeny + @MONEY_MS_EGG; - getexp @XP_MS_EGG,0; - set @Q_status, @Q_status | (1<<@BIT_MS_EGG); - callsub S_Update_Var; -close; -L_skin_Item: - if(@Q_status & (1<<@BIT_SNAKESKIN)) goto L_havealready; - if (countitem("SnakeSkin") < 1) goto L_Noitem; - delitem "SnakeSkin", 1; - set zeny, zeny + @MONEY_SNAKESKIN; - getexp @XP_SNAKESKIN,0; - set @Q_status, @Q_status | (1<<@BIT_SNAKESKIN); - callsub S_Update_Var; -close; -L_BugLegItem: - if(@Q_status & (1<<@BIT_BUGLEG)) goto L_havealready; - if (countitem("BugLeg") < 1) goto L_Noitem; - delitem "BugLeg", 1; - set zeny, zeny + @MONEY_BUGLEG; - getexp @XP_BUGLEG,0; - set @Q_status, @Q_status | (1<<@BIT_BUGLEG); - callsub S_Update_Var; -close; - -L_Noitem: - mes @npcname$; - mes "\"Well, if you happen to get items from Tulimshar, see me first before you sell anything.\""; - close; - -L_havealready: - mes @npcname$; - mes "\"I already collected what you can offer me.\""; - close; - -S_Update_Var: - set QUEST_Nivalis_state, - (QUEST_Nivalis_state & ~(@Q_MASK) - | (@Q_status << @Q_SHIFT)); - return; - - - -//# The following stage is completely cutoff the first. -//# So there is no linking between the upper and lower part, except for one goto at the very beginning -// - -L_2_init: - -//# NIBBLE3 a bitmasking nibble for stage 2 again -//# bit 0 knows the name of the opponent -//# bit 1 killed the ugly opponent - set @BIT_KNOWS_NAME, 0; - set @BIT_KILLED_HIM, 1; - - if (@Q_status2 == 1) goto L_2_talk1; - if (@Q_status2 == 2) goto L_2_talk2; - if (@Q_status2 == 3) goto L_2_talk3; - if (@Q_status2 == 4) goto L_2_talk4; - // fall through @Q_status2==0: - // need to thank for bringing all stuff. - mes @npcname$; - mes "\"Thanks a lot for bringing me all this nice stuff!\""; - next; - mes "\"That helps me a lot. You see over there is already another set I collected: There are some pieces of the Hurnscald town. That sign there has been stolen from the inn.\""; - next; - mes "\"But do not tell anyone, please! I really like collecting things. And that sign is one of the first things I organized.\""; - next; - mes "\"So thank you for bringing me that stuff for my desert collection\""; - next; - mes "\"Do you have an idea how to arrange that to make it cool looking for my admirers?\""; - next; - set @Q_status2, 1; - callsub S_Update_Var2; - close; - -L_2_talk1: - mes @npcname$; - mes "\"In my childhood I was called a packrat, because I collected old cans.\""; - next; - mes "\"But everybody does collect things right?\""; - next; - mes "\"So after I had collected way over 1000 cans, I started collecting snail-shells. Nice? Do you like that?\""; - next; - mes "\"Not many people like me. And I don't know why. It is nice to talk about such nice things. What did you collect in your childhood?\""; - next; - mes "He picks in his nose"; - next; - mes @npcname$; - mes "\"Ok erm, talk to you later.\""; - next; - mes "\"Ok.\""; - set @Q_status2, 2; - callsub S_Update_Var2; - close; - -L_2_talk2: - mes @npcname$; - mes "\"Could you do me a favor? This ugly guy, who always attacked me....\""; - next; - mes "\"*sob*\""; - next; - mes "\"I was always bullied by him. You know in early childhood we were very nice friends. We played some roleplaying. He was the captain, and I was the soldier."; - next; - mes "\"Or another day he was the chieftain and I was the redskin.\""; - next; - mes "\"But to tell you the truth, HE was ALWAYS the one who directed me.\""; - next; - mes "\"I DO NOT LIKE THAT!\""; - next; - mes "\"I WANT TO BE THE LEADER!\""; - next; - mes "\"STOP HIM DOING NASTY THINGS\""; - next; - mes "\"I WANT YOU TO KILL THAT BASTARD!!\""; - set @Q_status2, 3; - callsub S_Update_Var2; - close; - -L_2_talk3: - menu "Ok, I am a professional in doing such things", L_2_professional, - "Hey do you really mean it? ", L_2_professional, - "You calmed down again?", -, - "Oh a packrat! By the way, is that trash over there yours?", L_2_name, - "Nevermind", -; - mes @npcname$; - mes "\"Get out of my way, prank!\""; - close; - -L_2_professional: - mes @npcname$; - mes "\"What are you talking about?\""; - goto L_2_talk3; - -L_2_name: - mes @npcname$; - mes "\"ONE DAY I WILL GET A HUGE REVENGE!\""; - next; - mes "\"AND I MEAN IT!\""; - next; - mes "\"You see I am a dangerous killer. Last week I killed five slimes and a pinkie!\""; - next; - mes "He takes out a piece of paper... mumbling"; - mes "\"Ok Scroticular first, and then ...\""; - set @Q_status2, 4; - set @Q_status2_bits, @Q_status2_bits | (1<<@BIT_KNOWS_NAME); - callsub S_Update_Var2; - - mes @npcname$; - mes "\"What is your name again?\""; - - menu "I am sorry for the joke... Please forgive me", -, - "They call me Mistakes. I am a professional killer as well. You heard about that business in the terranite cave?", -; - mes @npcname$; - mes "\"Alright, I see. Ok maybe I really need to calm down. Please leave me alone... I will try to calm down, ok?\""; - close; - -S_Update_Var2: - set QUEST_Nivalis_state, - (QUEST_Nivalis_state & ~(@Q_MASK2) - | (@Q_status2 << @Q_SHIFT2)); - set QUEST_Nivalis_state, - (QUEST_Nivalis_state & ~(@Q_MASK2_BITS) - | (@Q_status2_bits << @Q_SHIFT2_BITS)); - return; -} - diff --git a/npc/020-2_Nivalis/mapflags.txt b/npc/020-2_Nivalis/mapflags.txt deleted file mode 100644 index aaa1b90f..00000000 --- a/npc/020-2_Nivalis/mapflags.txt +++ /dev/null @@ -1,2 +0,0 @@ -020-2.gat mapflag no_player_drops -020-2.gat mapflag town diff --git a/npc/020-2_Nivalis/shops.txt b/npc/020-2_Nivalis/shops.txt deleted file mode 100644 index b470d231..00000000 --- a/npc/020-2_Nivalis/shops.txt +++ /dev/null @@ -1,22 +0,0 @@ -// Snow town shops - -// Clothes shop -020-2.gat,27,26,0 shop Taylor 137,523:2000,524:1600,543:800,544:5000,546:10000,586:1000,741:-1 -// Weapons shop -020-2.gat,25,65,0 shop Bracco 135,1201:50,521:1000,522:100,529:3,530:-1 -// Potions shop -020-2.gat,75,26,0 shop Mede 103,501:50,502:70,567:500,568:500 - -// INN -020-2.gat,111,23,0 script Kane 120,{ - set @npcname$, "Kane the Inn Keeper"; - set @cost, 100; - - mes "[" + @npcname$ + "]"; - mes "\"Welcome stranger!\""; - mes "\"What? You've already seen an INN like mine?\""; - mes "\"That's impossible!\""; - next; - callfunc "Inn"; - close; -} diff --git a/npc/020-3/_import.txt b/npc/020-3/_import.txt new file mode 100644 index 00000000..fe2ee10c --- /dev/null +++ b/npc/020-3/_import.txt @@ -0,0 +1,6 @@ +// Map 020-3: Ice cave +// This file is generated automatically. All manually changes will be removed when running the Converter. +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/npc/020-3/_mobs.txt b/npc/020-3/_mobs.txt new file mode 100644 index 00000000..1b23103c --- /dev/null +++ b/npc/020-3/_mobs.txt @@ -0,0 +1,20 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Ice cave mobs + +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 script Mob020-3 -1,{ +On1017: + set @mobID, 1017; + callfunc "MobPoints"; + break; + +On1018: + set @mobID, 1018; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/020-3/_warps.txt b/npc/020-3/_warps.txt new file mode 100644 index 00000000..b43072b5 --- /dev/null +++ b/npc/020-3/_warps.txt @@ -0,0 +1,10 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Ice cave warps + +020-3.gat,31,25 warp toOutside -1,-1,020-1.gat,76,37 +020-3.gat,25,22 warp toRightLowerCave -1,-1,020-3.gat,97,101 +020-3.gat,97,99 warp toLeftUpperCave -1,-1,020-3.gat,25,24 +020-3.gat,28,57 warp toLeftLowerCave -1,-1,020-3.gat,33,100 +020-3.gat,49,33 warp ToRightUpperCave -1,-1,020-3.gat,110,55 +020-3.gat,33,98 warp toLeftUpperCave -1,-1,020-3.gat,28,54 +020-3.gat,110,57 warp ToLeftUpperCave -1,-1,020-3.gat,49,35 diff --git a/npc/020-3/monsters.txt b/npc/020-3/monsters.txt new file mode 100644 index 00000000..062c6a9f --- /dev/null +++ b/npc/020-3/monsters.txt @@ -0,0 +1,18 @@ +// 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/npc/020-3_Ice_cave/_import.txt b/npc/020-3_Ice_cave/_import.txt deleted file mode 100644 index 77358dc1..00000000 --- a/npc/020-3_Ice_cave/_import.txt +++ /dev/null @@ -1,5 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 020-3.gat -npc: npc/020-3_Ice_cave/_mobs.txt -npc: npc/020-3_Ice_cave/_warps.txt -npc: npc/020-3_Ice_cave/monsters.txt diff --git a/npc/020-3_Ice_cave/_mobs.txt b/npc/020-3_Ice_cave/_mobs.txt deleted file mode 100644 index 0c06d75b..00000000 --- a/npc/020-3_Ice_cave/_mobs.txt +++ /dev/null @@ -1,20 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 020-3 Ice cave mobs - -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 script Mob020-3 -1,{ -On1017: - set @mobID, 1017; - callfunc "MobPoints"; - break; - -On1018: - set @mobID, 1018; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/020-3_Ice_cave/_warps.txt b/npc/020-3_Ice_cave/_warps.txt deleted file mode 100644 index 3db3c780..00000000 --- a/npc/020-3_Ice_cave/_warps.txt +++ /dev/null @@ -1,10 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 020-3 Ice cave warps - -020-3.gat,31,25 warp toOutside -1,-1,020-1.gat,76,37 -020-3.gat,25,22 warp toRightLowerCave -1,-1,020-3.gat,97,101 -020-3.gat,97,99 warp toLeftUpperCave -1,-1,020-3.gat,25,24 -020-3.gat,28,57 warp toLeftLowerCave -1,-1,020-3.gat,33,100 -020-3.gat,49,33 warp ToRightUpperCave -1,-1,020-3.gat,110,55 -020-3.gat,33,98 warp toLeftUpperCave -1,-1,020-3.gat,28,54 -020-3.gat,110,57 warp ToLeftUpperCave -1,-1,020-3.gat,49,35 diff --git a/npc/020-3_Ice_cave/monsters.txt b/npc/020-3_Ice_cave/monsters.txt deleted file mode 100644 index 062c6a9f..00000000 --- a/npc/020-3_Ice_cave/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/npc/020-4_Ice_cave/_import.txt b/npc/020-4_Ice_cave/_import.txt deleted file mode 100644 index 64953f5d..00000000 --- a/npc/020-4_Ice_cave/_import.txt +++ /dev/null @@ -1,4 +0,0 @@ -map: 020-4.gat -npc: npc/020-4_Ice_cave/_mobs.txt -npc: npc/020-4_Ice_cave/_warps.txt -npc: npc/020-4_Ice_cave/monsters.txt diff --git a/npc/020-4_Ice_cave/_mobs.txt b/npc/020-4_Ice_cave/_mobs.txt deleted file mode 100644 index 99c21fea..00000000 --- a/npc/020-4_Ice_cave/_mobs.txt +++ /dev/null @@ -1,7 +0,0 @@ -// 020-4 Ice cave mobs - - - -020-4.gat,0,0,0 script Mob020-4 -1,{ - end; -} diff --git a/npc/020-4_Ice_cave/_warps.txt b/npc/020-4_Ice_cave/_warps.txt deleted file mode 100644 index a02cadc4..00000000 --- a/npc/020-4_Ice_cave/_warps.txt +++ /dev/null @@ -1,3 +0,0 @@ -// 020-4 Ice cave warps - -020-4.gat,36,33 warp toIceCave1 -1,-1,020-3.gat,25,23 diff --git a/npc/020-4_Ice_cave/monsters.txt b/npc/020-4_Ice_cave/monsters.txt deleted file mode 100644 index 5aadddab..00000000 --- a/npc/020-4_Ice_cave/monsters.txt +++ /dev/null @@ -1,18 +0,0 @@ -// Ice Cave second level - -020-4.gat,0,0,0,0 monster Bat 1017,5,0,0,Mob21::OnBat -020-4.gat,0,0,0,0 monster Fluffy 1020,15,0,0,Mob21::OnFluffy - -020-4.gat,0,0,0 script Mob21 -1,{ -OnBat: - set @mobID, 1017; - callfunc "MobPoints"; - break; - -OnFluffy: - set @mobID, 1020; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/021-1/_import.txt b/npc/021-1/_import.txt new file mode 100644 index 00000000..0c068010 --- /dev/null +++ b/npc/021-1/_import.txt @@ -0,0 +1,14 @@ +// Map 021-1: 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 +npc: npc/021-1/_warps.txt +npc: npc/021-1/bakery.txt +npc: npc/021-1/eurni.txt +npc: npc/021-1/gate_guards.txt +npc: npc/021-1/inac.txt +npc: npc/021-1/mapflags.txt +npc: npc/021-1/north_shops.txt +npc: npc/021-1/royal_guards.txt +npc: npc/021-1/weellos.txt +npc: npc/021-1/workers.txt diff --git a/npc/021-1/_mobs.txt b/npc/021-1/_mobs.txt new file mode 100644 index 00000000..ab4a88c1 --- /dev/null +++ b/npc/021-1/_mobs.txt @@ -0,0 +1,23 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// 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 +021-1.gat,95,124,3,2 monster Maggot 1002,2,100000,30000,Mob021-1::On1002 +021-1.gat,103,53,6,2 monster Maggot 1002,5,100000,30000,Mob021-1::On1002 +021-1.gat,98,24,2,2 monster Sea Slime 1033,1,150000,100000,Mob021-1::On1033 + + +021-1.gat,0,0,0 script Mob021-1 -1,{ +On1002: + set @mobID, 1002; + callfunc "MobPoints"; + break; + +On1033: + set @mobID, 1033; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/021-1/_warps.txt b/npc/021-1/_warps.txt new file mode 100644 index 00000000..5d8bdc27 --- /dev/null +++ b/npc/021-1/_warps.txt @@ -0,0 +1,15 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// 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 +021-1.gat,53,134 warp toBuilding -1,-1,021-2.gat,27,29 +021-1.gat,55,134 warp toBuilding -1,-1,021-2.gat,33,29 +021-1.gat,57,134 warp toBuilding -1,-1,021-2.gat,39,29 +021-1.gat,103,100 warp toBakery -1,-1,021-2.gat,91,27 +021-1.gat,103,96 warp toBakery -1,-1,021-2.gat,122,23 +021-1.gat,49,63 warp toMagicSchool 3,-1,024-1.gat,86,72 +021-1.gat,53,99 warp toTaylor -1,-1,021-2.gat,25,66 +021-1.gat,52,95 warp toTaylor -1,-1,021-2.gat,23,98 +021-1.gat,73,20 warp ToNorthTulimshar 3,-1,022-1.gat,73,107 +021-1.gat,113,20 warp ToNorthTulimshar 3,-1,022-1.gat,113,107 diff --git a/npc/021-1/bakery.txt b/npc/021-1/bakery.txt new file mode 100644 index 00000000..d7ca399f --- /dev/null +++ b/npc/021-1/bakery.txt @@ -0,0 +1,17 @@ +// Outside the bakery + +021-1.gat,105,104,0 shop Ara 163,WhiteCake :-1,ChocolateCake :-1,OrangeCake :-1,AppleCake :-1 + +021-1.gat,108,102,0 script Itka 114,{ + mes "[Itka]"; + mes "\"This bakery is the best!\""; + close; + +OnTimer300000: + npctalk "Come to the bakery!"; + setnpctimer 0; + end; + +OnInit: + initnpctimer; +} diff --git a/npc/021-1/eurni.txt b/npc/021-1/eurni.txt new file mode 100644 index 00000000..1a140e81 --- /dev/null +++ b/npc/021-1/eurni.txt @@ -0,0 +1,39 @@ +// + +021-1.gat,141,113,0 script Eurni 136,{ + if (BaseLevel < 10) goto L_TooYoung; + if (zeny < 10000) goto L_NoMoney; + + mes "[Eurni the Surgeon]"; + mes "\"Are you tired of being what you are?\""; + next; + + mes "[Eurni the Surgeon]"; + mes "\"Would you maybe be interested in a sex change?\""; + next; + + mes "[Server]"; + mes "Warning: All characters under this login will be changed. Once it's done, you will be kicked from the server. Don't panic, as everything is fine."; + next; + + menu + "Please do, my dear...", L_Change, + "Leave alone my family treasure!", -; + close; + +L_Change: + if (zeny < 10000) goto L_No_Money; + set zeny, zeny - 10000; + changesex; + close; + +L_TooYoung: + mes "[Eurni the Surgeon]"; + mes "\"Move along, kid.\""; + close; + +L_NoMoney: + mes "[Eurni the Surgeon]"; + mes "\"You don't have enough to pay for my services.\""; + close; +} diff --git a/npc/021-1/gate_guards.txt b/npc/021-1/gate_guards.txt new file mode 100644 index 00000000..2d0dc504 --- /dev/null +++ b/npc/021-1/gate_guards.txt @@ -0,0 +1,41 @@ +// Various guards at gates + +// Guards by the gates to the port +021-1.gat,70,23,0 script Guard 104,{ + mes "[Guard]"; + mes "\"Lots of stuff happens in the port district. Those sailors can get quite rowdy.\""; + close; +} + +021-1.gat,110,23,0 script Guard 104,{ + mes "[Guard]"; + mes "\"I'm not quite sure why I'm here, since that bridge is out.\""; + close; +} + +// Guard near the magic school +021-1.gat,46,65,0 script Guard 104,{ + mes "[Guard]"; + mes "\"I'm just here to provide a presence for the guards at this gate. The mages here can defend themselves without problem.\""; + close; +} + +// Guards by the gates to East Tulimshar +021-1.gat,156,42,0 script Guard 104,{ + mes "[Guard]"; + mes "\"It's still a mess in East Tulimshar. The volcano and earthquake did a lot of damage.\""; + close; +} + +021-1.gat,156,95,0 script Guard 104,{ + mes "[Guard]"; + mes "\"It can get quite dangerous east of town. But for now, the passage is closed.\""; + close; +} + +// Near the bazaar, outside the government building +021-1.gat,58,135,0 script Guard 123,{ + mes "[Guard]"; + mes "\"This is a government building. They have some clerical and tax offices in here. There is also a jail in the subbasement.\""; + close; +} diff --git a/npc/021-1/inac.txt b/npc/021-1/inac.txt new file mode 100644 index 00000000..15f9eca3 --- /dev/null +++ b/npc/021-1/inac.txt @@ -0,0 +1,13 @@ +// + +021-1.gat,53,103,0 script Inac 156,{ + mes "[Inac]"; + mes "\"This cities water system is amazing. It was built centuries ago after the cataclysm that turned Tonori into this desert.\""; + next; + mes "[Inac]"; + mes "\"They say that not much maintainence is needed, even though it's so old.\""; + next; + mes "[Inac]"; + mes "\"They also say monsters have moved into the underground tunnels that bring and distribute water.\""; + close; +} diff --git a/npc/021-1/mapflags.txt b/npc/021-1/mapflags.txt new file mode 100644 index 00000000..3719ed0f --- /dev/null +++ b/npc/021-1/mapflags.txt @@ -0,0 +1,2 @@ +021-1.gat mapflag no_player_drops +021-1.gat mapflag town diff --git a/npc/021-1/north_shops.txt b/npc/021-1/north_shops.txt new file mode 100644 index 00000000..4fc3c481 --- /dev/null +++ b/npc/021-1/north_shops.txt @@ -0,0 +1,45 @@ +// Northern shopping plaza + +// More high-end stuff to satisfy the richer people in Royal Tulimshar + +// Some clothing +021-1.gat,136,38,0 shop Inar 108,CottonShirt :-1,CottonShorts :-1,WhiteCottonBoots :-1,DesertShirt :-1,SilkRobe :-5,DesertHat :-4 + +// Some general stuff +021-1.gat,128,36,0 shop Imec 162,CoinBag :-3,EmptyBottle :-6,CasinoCoins :10,CottonCloth :-6 + +// A snobby store that won't sell to the player +021-1.gat,138,29,0 script Latoy 106,{ + mes "[Latoy]"; + mes "\"There's nothing here you could want or afford.\""; + close; +} + +// A barber (later we can make it so certain styles need to come from him, for a price) +021-1.gat,119,29,0 script Issay 156,{ + mes "[Issay the Barber]"; + mes "\"Do you need a change of style?\""; + next; + callfunc "Barber"; + mes "[Issay the Barber]"; + mes "\"Come again!\""; + close; +} + +// Another banker +021-1.gat,122,32,0 script Hydusun 149,{ + set @npcname$, "Hydusun"; + callfunc "Banker"; + close; +} + +021-1.gat,129,40,0 script Well 127,{ + callfunc "WaterBottle"; +} + +// An officer (for security) +021-1.gat,130,38,0 script Officer 150,{ + mes "[Officer]"; + mes "I'm here for extra security for this market."; + close; +} diff --git a/npc/021-1/royal_guards.txt b/npc/021-1/royal_guards.txt new file mode 100644 index 00000000..02996184 --- /dev/null +++ b/npc/021-1/royal_guards.txt @@ -0,0 +1,13 @@ +// + +021-1.gat,141,23,0 script Guard 126,{ + mes "[Guard]"; + mes "\"Stay away.\""; + close; +} + +021-1.gat,147,23,0 script Guard 126,{ + mes "[Guard]"; + mes "\"Stay away.\""; + close; +} diff --git a/npc/021-1/weellos.txt b/npc/021-1/weellos.txt new file mode 100644 index 00000000..06bb8f17 --- /dev/null +++ b/npc/021-1/weellos.txt @@ -0,0 +1,15 @@ +// A historian + +021-1.gat,130,125,0 script Weellos 103,{ + if isin("021-1.gat", 130, 120, 140, 125) goto L_In; + + mes "[Weellos]"; + mes "\"This is a very historic building. One of the oldest in the area.\""; + close; + +// If the player is inside the fence with Weellos +L_In: + mes "[Weellos]"; + mes "\"What did you think of the historic building?\""; + close; +} diff --git a/npc/021-1/workers.txt b/npc/021-1/workers.txt new file mode 100644 index 00000000..24ea8f84 --- /dev/null +++ b/npc/021-1/workers.txt @@ -0,0 +1,19 @@ +// + +021-1.gat,144,22,0 script Construction Worker 155,{ + mes "[Construction worker]"; + mes "\"I can't let you beyond this gate. The area is closed for renovation.\""; + close; +} + +021-1.gat,156,97,0 script Construction Worker 155,{ + mes "[Construction worker]"; + mes "\"East Tulimshar is closed for repairs.\""; + close; +} + +021-1.gat,156,44,0 script Construction Worker 155,{ + mes "[Construction worker]"; + mes "\"East Tulimshar is closed for repairs.\""; + close; +} diff --git a/npc/021-1_Tulimshar/_import.txt b/npc/021-1_Tulimshar/_import.txt deleted file mode 100644 index 346d975a..00000000 --- a/npc/021-1_Tulimshar/_import.txt +++ /dev/null @@ -1,13 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 021-1.gat -npc: npc/021-1_Tulimshar/_mobs.txt -npc: npc/021-1_Tulimshar/_warps.txt -npc: npc/021-1_Tulimshar/bakery.txt -npc: npc/021-1_Tulimshar/eurni.txt -npc: npc/021-1_Tulimshar/gate_guards.txt -npc: npc/021-1_Tulimshar/inac.txt -npc: npc/021-1_Tulimshar/mapflags.txt -npc: npc/021-1_Tulimshar/north_shops.txt -npc: npc/021-1_Tulimshar/royal_guards.txt -npc: npc/021-1_Tulimshar/weellos.txt -npc: npc/021-1_Tulimshar/workers.txt diff --git a/npc/021-1_Tulimshar/_mobs.txt b/npc/021-1_Tulimshar/_mobs.txt deleted file mode 100644 index 4879d529..00000000 --- a/npc/021-1_Tulimshar/_mobs.txt +++ /dev/null @@ -1,23 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 021-1 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 -021-1.gat,95,124,3,2 monster Maggot 1002,2,100000,30000,Mob021-1::On1002 -021-1.gat,103,53,6,2 monster Maggot 1002,5,100000,30000,Mob021-1::On1002 -021-1.gat,98,24,2,2 monster Sea Slime 1033,1,150000,100000,Mob021-1::On1033 - - -021-1.gat,0,0,0 script Mob021-1 -1,{ -On1002: - set @mobID, 1002; - callfunc "MobPoints"; - break; - -On1033: - set @mobID, 1033; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/021-1_Tulimshar/_warps.txt b/npc/021-1_Tulimshar/_warps.txt deleted file mode 100644 index d6da764c..00000000 --- a/npc/021-1_Tulimshar/_warps.txt +++ /dev/null @@ -1,15 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 021-1 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 -021-1.gat,53,134 warp toBuilding -1,-1,021-2.gat,27,29 -021-1.gat,55,134 warp toBuilding -1,-1,021-2.gat,33,29 -021-1.gat,57,134 warp toBuilding -1,-1,021-2.gat,39,29 -021-1.gat,103,100 warp toBakery -1,-1,021-2.gat,91,27 -021-1.gat,103,96 warp toBakery -1,-1,021-2.gat,122,23 -021-1.gat,49,63 warp toMagicSchool 3,-1,024-1.gat,86,72 -021-1.gat,53,99 warp toTaylor -1,-1,021-2.gat,25,66 -021-1.gat,52,95 warp toTaylor -1,-1,021-2.gat,23,98 -021-1.gat,73,20 warp ToNorthTulimshar 3,-1,022-1.gat,73,107 -021-1.gat,113,20 warp ToNorthTulimshar 3,-1,022-1.gat,113,107 diff --git a/npc/021-1_Tulimshar/bakery.txt b/npc/021-1_Tulimshar/bakery.txt deleted file mode 100644 index d7ca399f..00000000 --- a/npc/021-1_Tulimshar/bakery.txt +++ /dev/null @@ -1,17 +0,0 @@ -// Outside the bakery - -021-1.gat,105,104,0 shop Ara 163,WhiteCake :-1,ChocolateCake :-1,OrangeCake :-1,AppleCake :-1 - -021-1.gat,108,102,0 script Itka 114,{ - mes "[Itka]"; - mes "\"This bakery is the best!\""; - close; - -OnTimer300000: - npctalk "Come to the bakery!"; - setnpctimer 0; - end; - -OnInit: - initnpctimer; -} diff --git a/npc/021-1_Tulimshar/eurni.txt b/npc/021-1_Tulimshar/eurni.txt deleted file mode 100644 index 1a140e81..00000000 --- a/npc/021-1_Tulimshar/eurni.txt +++ /dev/null @@ -1,39 +0,0 @@ -// - -021-1.gat,141,113,0 script Eurni 136,{ - if (BaseLevel < 10) goto L_TooYoung; - if (zeny < 10000) goto L_NoMoney; - - mes "[Eurni the Surgeon]"; - mes "\"Are you tired of being what you are?\""; - next; - - mes "[Eurni the Surgeon]"; - mes "\"Would you maybe be interested in a sex change?\""; - next; - - mes "[Server]"; - mes "Warning: All characters under this login will be changed. Once it's done, you will be kicked from the server. Don't panic, as everything is fine."; - next; - - menu - "Please do, my dear...", L_Change, - "Leave alone my family treasure!", -; - close; - -L_Change: - if (zeny < 10000) goto L_No_Money; - set zeny, zeny - 10000; - changesex; - close; - -L_TooYoung: - mes "[Eurni the Surgeon]"; - mes "\"Move along, kid.\""; - close; - -L_NoMoney: - mes "[Eurni the Surgeon]"; - mes "\"You don't have enough to pay for my services.\""; - close; -} diff --git a/npc/021-1_Tulimshar/gate_guards.txt b/npc/021-1_Tulimshar/gate_guards.txt deleted file mode 100644 index 2d0dc504..00000000 --- a/npc/021-1_Tulimshar/gate_guards.txt +++ /dev/null @@ -1,41 +0,0 @@ -// Various guards at gates - -// Guards by the gates to the port -021-1.gat,70,23,0 script Guard 104,{ - mes "[Guard]"; - mes "\"Lots of stuff happens in the port district. Those sailors can get quite rowdy.\""; - close; -} - -021-1.gat,110,23,0 script Guard 104,{ - mes "[Guard]"; - mes "\"I'm not quite sure why I'm here, since that bridge is out.\""; - close; -} - -// Guard near the magic school -021-1.gat,46,65,0 script Guard 104,{ - mes "[Guard]"; - mes "\"I'm just here to provide a presence for the guards at this gate. The mages here can defend themselves without problem.\""; - close; -} - -// Guards by the gates to East Tulimshar -021-1.gat,156,42,0 script Guard 104,{ - mes "[Guard]"; - mes "\"It's still a mess in East Tulimshar. The volcano and earthquake did a lot of damage.\""; - close; -} - -021-1.gat,156,95,0 script Guard 104,{ - mes "[Guard]"; - mes "\"It can get quite dangerous east of town. But for now, the passage is closed.\""; - close; -} - -// Near the bazaar, outside the government building -021-1.gat,58,135,0 script Guard 123,{ - mes "[Guard]"; - mes "\"This is a government building. They have some clerical and tax offices in here. There is also a jail in the subbasement.\""; - close; -} diff --git a/npc/021-1_Tulimshar/inac.txt b/npc/021-1_Tulimshar/inac.txt deleted file mode 100644 index 15f9eca3..00000000 --- a/npc/021-1_Tulimshar/inac.txt +++ /dev/null @@ -1,13 +0,0 @@ -// - -021-1.gat,53,103,0 script Inac 156,{ - mes "[Inac]"; - mes "\"This cities water system is amazing. It was built centuries ago after the cataclysm that turned Tonori into this desert.\""; - next; - mes "[Inac]"; - mes "\"They say that not much maintainence is needed, even though it's so old.\""; - next; - mes "[Inac]"; - mes "\"They also say monsters have moved into the underground tunnels that bring and distribute water.\""; - close; -} diff --git a/npc/021-1_Tulimshar/mapflags.txt b/npc/021-1_Tulimshar/mapflags.txt deleted file mode 100644 index 3719ed0f..00000000 --- a/npc/021-1_Tulimshar/mapflags.txt +++ /dev/null @@ -1,2 +0,0 @@ -021-1.gat mapflag no_player_drops -021-1.gat mapflag town diff --git a/npc/021-1_Tulimshar/north_shops.txt b/npc/021-1_Tulimshar/north_shops.txt deleted file mode 100644 index 4fc3c481..00000000 --- a/npc/021-1_Tulimshar/north_shops.txt +++ /dev/null @@ -1,45 +0,0 @@ -// Northern shopping plaza - -// More high-end stuff to satisfy the richer people in Royal Tulimshar - -// Some clothing -021-1.gat,136,38,0 shop Inar 108,CottonShirt :-1,CottonShorts :-1,WhiteCottonBoots :-1,DesertShirt :-1,SilkRobe :-5,DesertHat :-4 - -// Some general stuff -021-1.gat,128,36,0 shop Imec 162,CoinBag :-3,EmptyBottle :-6,CasinoCoins :10,CottonCloth :-6 - -// A snobby store that won't sell to the player -021-1.gat,138,29,0 script Latoy 106,{ - mes "[Latoy]"; - mes "\"There's nothing here you could want or afford.\""; - close; -} - -// A barber (later we can make it so certain styles need to come from him, for a price) -021-1.gat,119,29,0 script Issay 156,{ - mes "[Issay the Barber]"; - mes "\"Do you need a change of style?\""; - next; - callfunc "Barber"; - mes "[Issay the Barber]"; - mes "\"Come again!\""; - close; -} - -// Another banker -021-1.gat,122,32,0 script Hydusun 149,{ - set @npcname$, "Hydusun"; - callfunc "Banker"; - close; -} - -021-1.gat,129,40,0 script Well 127,{ - callfunc "WaterBottle"; -} - -// An officer (for security) -021-1.gat,130,38,0 script Officer 150,{ - mes "[Officer]"; - mes "I'm here for extra security for this market."; - close; -} diff --git a/npc/021-1_Tulimshar/royal_guards.txt b/npc/021-1_Tulimshar/royal_guards.txt deleted file mode 100644 index 02996184..00000000 --- a/npc/021-1_Tulimshar/royal_guards.txt +++ /dev/null @@ -1,13 +0,0 @@ -// - -021-1.gat,141,23,0 script Guard 126,{ - mes "[Guard]"; - mes "\"Stay away.\""; - close; -} - -021-1.gat,147,23,0 script Guard 126,{ - mes "[Guard]"; - mes "\"Stay away.\""; - close; -} diff --git a/npc/021-1_Tulimshar/weellos.txt b/npc/021-1_Tulimshar/weellos.txt deleted file mode 100644 index 06bb8f17..00000000 --- a/npc/021-1_Tulimshar/weellos.txt +++ /dev/null @@ -1,15 +0,0 @@ -// A historian - -021-1.gat,130,125,0 script Weellos 103,{ - if isin("021-1.gat", 130, 120, 140, 125) goto L_In; - - mes "[Weellos]"; - mes "\"This is a very historic building. One of the oldest in the area.\""; - close; - -// If the player is inside the fence with Weellos -L_In: - mes "[Weellos]"; - mes "\"What did you think of the historic building?\""; - close; -} diff --git a/npc/021-1_Tulimshar/workers.txt b/npc/021-1_Tulimshar/workers.txt deleted file mode 100644 index 24ea8f84..00000000 --- a/npc/021-1_Tulimshar/workers.txt +++ /dev/null @@ -1,19 +0,0 @@ -// - -021-1.gat,144,22,0 script Construction Worker 155,{ - mes "[Construction worker]"; - mes "\"I can't let you beyond this gate. The area is closed for renovation.\""; - close; -} - -021-1.gat,156,97,0 script Construction Worker 155,{ - mes "[Construction worker]"; - mes "\"East Tulimshar is closed for repairs.\""; - close; -} - -021-1.gat,156,44,0 script Construction Worker 155,{ - mes "[Construction worker]"; - mes "\"East Tulimshar is closed for repairs.\""; - close; -} diff --git a/npc/021-2/_import.txt b/npc/021-2/_import.txt new file mode 100644 index 00000000..5e8ae6c6 --- /dev/null +++ b/npc/021-2/_import.txt @@ -0,0 +1,13 @@ +// Map 021-2: Tulimshar +// This file is generated automatically. All manually changes will be removed when running the Converter. +map: 021-2.gat +npc: npc/021-2/_mobs.txt +npc: npc/021-2/_warps.txt +npc: npc/021-2/bakery.txt +npc: npc/021-2/furquest.txt +npc: npc/021-2/government_building.txt +npc: npc/021-2/heathin.txt +npc: npc/021-2/inya.txt +npc: npc/021-2/jhedia.txt +npc: npc/021-2/mapflags.txt +npc: npc/021-2/workshop.txt diff --git a/npc/021-2/_mobs.txt b/npc/021-2/_mobs.txt new file mode 100644 index 00000000..a390438e --- /dev/null +++ b/npc/021-2/_mobs.txt @@ -0,0 +1,8 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Tulimshar mobs + + + +021-2.gat,0,0,0 script Mob021-2 -1,{ + end; +} diff --git a/npc/021-2/_warps.txt b/npc/021-2/_warps.txt new file mode 100644 index 00000000..0af6f275 --- /dev/null +++ b/npc/021-2/_warps.txt @@ -0,0 +1,14 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Tulimshar warps + +021-2.gat,27,30 warp toOutside -1,-1,021-1.gat,53,135 +021-2.gat,33,30 warp toOutside -1,-1,021-1.gat,55,135 +021-2.gat,39,30 warp toOutside -1,-1,021-1.gat,57,135 +021-2.gat,91,28 warp toOutside -1,-1,021-1.gat,103,101 +021-2.gat,122,24 warp toOutside -1,-1,021-1.gat,103,97 +021-2.gat,118,24 warp to1stFloor 0,-1,021-2.gat,79,22 +021-2.gat,80,22 warp to2ndFloor 0,-1,021-2.gat,118,23 +021-2.gat,23,99 warp toOutside -1,-1,021-1.gat,52,96 +021-2.gat,25,67 warp toOutside -1,-1,021-1.gat,53,100 +021-2.gat,46,97 warp to1stFloor 0,-1,021-2.gat,45,58 +021-2.gat,46,57 warp to2ndFloor 0,-1,021-2.gat,46,96 diff --git a/npc/021-2/bakery.txt b/npc/021-2/bakery.txt new file mode 100644 index 00000000..9a3f1054 --- /dev/null +++ b/npc/021-2/bakery.txt @@ -0,0 +1,234 @@ +// The bakery + +// The chef +021-2.gat,95,21,0 script Riskim 148,{ + +// lines belong to easter 2011: +// 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 == 10) goto L_ChocMouboo; +// if (gettime(6) == @month && gettime(5) >= @start_day && gettime(5) <= @end_day && QUEST_Easter11 == 11) goto L_MakeChocMouboo; +// if (gettime(6) == @month && gettime(5) >= @start_day && gettime(5) <= @end_day && QUEST_Easter11 == 12) goto L_SeeBunny; + +L_Begin: + mes "[Riskim]"; + mes ""; + mes "\"Welcome to our bakery!\""; + + 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; + + 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; + next; + + set @dq_level, 15; + set @dq_cost, 3; + set @dq_count, 6; + set @dq_name$, "Acorn"; + set @dq_friendly_name$, "acorns"; + set @dq_money, 250; + set @dq_exp, 50; + + callfunc "DailyQuest"; + + next; + + mes "\"And don't forget, our bakery is the best!\""; + + close; + +L_lace_chococake: + next; + + menu + "Thanks! Let me have a look around...", L_end, + "Can you put this potion into a [Chocolate Cake]?", -, + "Goodbye!", L_end; + + mes "[Riskim]"; + mes ""; + mes "As you show Riskim the potion, he leans back, away from it."; + mes "\"Ooooh, I remember that smell...\""; + mes "\"Elanore's Mopox potion, right? She made me drink that, too...\""; + mes "He chuckles."; + mes "\"Yes, well, you do want to hide that somehow.\""; + next; + + mes "[Riskim]"; + mes ""; + mes "\"We'll need extra chocolate for that one. If you can give me ten pieces of chocolate and that potion, plus 400 GP, I will bake you a special [Chocolate Cake] that hides the taste.\""; + next; + + menu + "I will get them for you.", L_end, + "Here you are!", -, + "Maybe later.", L_end; + + if (countitem("ChocolateBar") < 10) + goto L_lacking_ingredients; + if (countitem("MopoxCurePotion") < 1) + goto L_lacking_ingredients; + if (zeny < 400) + goto L_lacking_zeny; + delitem "MopoxCurePotion", 1; + delitem "ChocolateBar", 10; + getitem "LacedChocolateCake", 1; + set zeny, zeny - 400; + + mes "[Riskim]"; + mes ""; + mes "\"Please have a seat!\""; + mes "You watch as Riskim melts the chocolate and stirs in the potion, then glazes a cake with the mixture."; + mes "\"It's a bit more chocolatey than your average chocolate cake, of course...\""; + next; + + mes "[Riskim]"; + mes ""; + mes "Riskim hands you the cake."; + mes "\"Here you are. I hope that this works.\""; + close; + +L_lacking_zeny: + mes "[Riskim]"; + mes ""; + mes "\"I'm sorry, but I have to charge 400 GP.\""; + close; + +L_lacking_ingredients: + mes "[Riskim]"; + mes ""; + mes "\"Sorry, but I need ten [Chocolate Bar]s AND your cure potion for this. Please come back later when you have everything.\""; + close; + +L_lace_cupcake: + next; + + menu + "Thanks! Let me have a look around...", L_end, + "Can you put this potion into an [Orange Cupcake]?", -, + "Goodbye!", L_end; + + mes "[Riskim]"; + mes ""; + mes "\"[Orange Cupcake]s? Oh dear... I'm sorry, but I have a very bad orange allergy.\""; + next; + mes "[Riskim]"; + mes ""; + mes "\"Perhaps the Chef at Dimond's Cove can help you? We get all our cupcakes from him.\""; + next; + +L_End: + close; + +L_ChocMouboo: + mes "[Riskim]"; + mes ""; + mes "\"Welcome to our bakery! Here you will find the best cakes in Tulimshar. And don't leave before you try one of our delicious Chocolate Pinkies!\""; + next; + menu + "Excuse me, sir? Did you say Chocolate Pinkies?", -; + mes "\"Yes! But there is no need to be alarmed, it is just plain chocolate molded in the shape of a small pinkie...\""; + next; + menu + "Do you have one in the shape of a mouboo? The Easter Bunny needs one.", -; + mes "\"The Easter Bunny? Interesting... I think I can help you make a [Chocolate Mouboo].\""; + menu + "Nah, I decided not to do that stupid quest.", L_End, + "I would really appreciate that!", -; + set QUEST_Easter11, 11; + +L_MakeChocMouboo: + mes "[Riskim]"; + mes ""; + mes "\"I will need you to bring me some [Chocolate Bar]s.\""; + mes "\"I think 5 bars should be enough.\""; + mes "\"Red slimes seem to have those, so try there.\""; + mes "\"I will also need a [Mouboo Figurine] to hollow out and use as a mold.\""; + mes "\"Any mage should be able to make you one out of a log, if you ask.\""; + menu + "I have everything you need.", -, + "Ok, I will be back soon.", L_End, + "I changed my mind, forget about it.", L_End; + + if(countitem("ChocolateBar") < 5 || countitem("MoubooFigurine") < 1) goto L_EasterNotEnough; + +L_EasterEnough: + getinventorylist; + if (@inventorylist_count == 100 && countitem("ChocolateBar") > 5 && countitem("MoubooFigurine") > 1) goto L_EasterTooMany; + if(countitem("ChocolateBar") < 5 || countitem("MoubooFigurine") < 1) goto L_EasterNotEnough; + delitem "ChocolateBar", 5; + delitem "MoubooFigurine", 1; + getitem "ChocolateMouboo", 1; + set QUEST_Easter11, 12; + mes "[Riskim]"; + mes ""; + mes "\"Excellent. You have brought me the chocolate and the mold.\""; + mes "He places the chocolate in a pan to melt."; + mes "Next, he pours the melted chocolate into the mold."; + mes "Finally, he dips the mold in cold water for a moment to solidify the chocolate before skillfully cracking it open and handing you the finished product."; + mes "\"Here is your [Chocolate Mouboo].\""; + close; + +L_EasterNotEnough: + mes "[Riskim]"; + mes ""; + if(countitem("ChocolateBar") < 5) mes "\"You do not have enough [Chocolate Bar]s for me to work with yet.\""; + if(countitem("MoubooFigurine") < 1) mes "\"You do not have the [Mouboo Figurine] to use as a mold.\""; + mes "\"Please go get what I asked.\""; + close; + +L_EasterTooMany: + mes "[Riskim]"; + mes ""; + mes "\"You don't have enough room for the [Chocolate Mouboo]. Come back later.\""; + close; + +L_SeeBunny: + mes "[Riskim]"; + mes ""; + mes "\"You need to return to the Easter Bunny now.\""; + close; +} + +// Server? +021-2.gat,82,23,0 script Sara 108,{ + mes "[Sara]"; + mes ""; + mes "\"Hello!\""; + close; +} + +// The cashier +021-2.gat,89,21,0 shop Drabur 112,WhiteCake :-1,ChocolateCake :-1,OrangeCake :-1,AppleCake :-1,Cake :-1,CherryCake :-1,OrangeCupcake :-3,Milk :-5,XmasCake :-1 + +// Stockroom boy +021-2.gat,133,21,0 script Iormo 160,{ + mes "[Iormo]"; + mes ""; + mes "\"This stock room can get messy.\""; + close; +} + +// An old couple eating at the bakery +021-2.gat,71,22,0 script Rynoh 159,{ + mes "[Rynoh]"; + mes ""; + mes "\"The cakes may be expensive, but they sure are delicious!\""; + close; +} + +021-2.gat,73,22,0 script Ontas 154,{ + mes "[Ontas]"; + mes ""; + mes "\"We come here every week. This place has some of the best bread I've ever eaten!\""; + close; +} diff --git a/npc/021-2/furquest.txt b/npc/021-2/furquest.txt new file mode 100644 index 00000000..04814576 --- /dev/null +++ b/npc/021-2/furquest.txt @@ -0,0 +1,338 @@ +//################################################################################# +// Script by Shaili and QOAL +//################################################################################# + +// Tulimshar Crafting Workshop - Agostine, The Legendary Tailor +021-2.gat,32,63,0 script Agostine 137,{ + if (QUEST_WG_state == 1) goto L_State_0_3; + if (QUEST_WG_state == 2) goto L_State_1; + if (QUEST_WG_state == 3) goto L_State_2; + if (QUEST_WG_state == 4) goto L_State_4; + if (QUEST_WG_state == 5) goto L_State_4_success; + if (QUEST_WG_state == 6) goto L_State_6; + if (QUEST_WG_state == 7) goto L_State_11; + if (QUEST_WG_state == 8) goto L_State_12; + if (QUEST_WG_state >= 9) goto L_State_13; + + mes "\"This goes up, this goes left...\""; + next; + mes "\"Mmmm...?\""; + next; + mes "[Agostine, The Legendary Tailor]"; + mes "\"Oh, a customer! Let me introduce myself! My name is Agostine!"; + mes "Some people say that I am the best tailor in the world,"; + mes "but I think I am the best one in the universe!"; + mes "So, What can I do for you, my friend?\""; + next; + menu + "I want something new for my wardrobe!", L_State_0_1, + "Oh, nothing, thanks!", -; + close; + +// Quest #0 - Beginning - Needed: Iron Potion + +L_State_0_1: + mes "[Agostine, The Legendary Tailor]"; + mes "\"Well.. you know... working so hard makes me so tired!"; + mes "Can you bring me something tasty to drink, my friend?\""; + next; + menu + "Sure, what kind of drink you like?", L_State_0_2, + "I'm not your waiter!", -; + close; + +L_State_0_2: + mes "[Agostine, The Legendary Tailor]"; + mes "\"Here we do not have a bar. Let me taste different beverages."; + mes "I want something new to drink.\""; + next; + menu + "I'll bring you different drinks to try!", L_State_Accept, + "Maybe a bar will open soon, wait for it.", -; + close; + +L_State_Accept: + mes "[Agostine, The Legendary Tailor]"; + mes "\"Thanks so much.\""; + set QUEST_WG_state, 1; + close; + +L_State_0_3: + mes "[Agostine, The Legendary Tailor]"; + mes "\"Well, what have you brought me?\""; + next; + menu + "A Cactus Drink.", L_State_0_4, + "A Cactus Potion.", L_State_0_5, + "Some milk.", L_State_0_6, + "A pint of beer.", L_State_0_7, + "An Iron potion.", L_State_0_9, + "A Concentration Potion.", L_State_0_8, + "Nothing, at the moment.", -; + close; + +L_State_0_4: + mes "[Agostine, The Legendary Tailor]"; + mes "\"So, a Cactus Drink?\""; + if (countitem("CactusDrink") < 1) goto L_State_neg; + delitem "CactusDrink", 1; + goto L_State_bad; + close; + +L_State_0_5: + mes "[Agostine, The Legendary Tailor]"; + mes "\"So, a Cactus Potion?\""; + if (countitem("CactusPotion") < 1) goto L_State_neg; + delitem "CactusPotion", 1; + goto L_State_bad; + close; + +L_State_0_6: + mes "[Agostine, The Legendary Tailor]"; + mes "\"So, some milk for me?\""; + if (countitem("Milk") < 1) goto L_State_neg; + delitem "Milk", 1; + goto L_State_bad; + close; + +L_State_0_7: + mes "[Agostine, The Legendary Tailor]"; + mes "\"So, a beer?\""; + if (countitem("Beer") < 1) goto L_State_neg; + delitem "Beer", 1; + goto L_State_bad; + close; + +L_State_0_8: + mes "[Agostine, The Legendary Tailor]"; + mes "\"So, a Concentration Potion?\""; + if (countitem("ConcentrationPotion") < 1) goto L_State_neg; + delitem "ConcentrationPotion", 1; + goto L_State_bad; + close; + +L_State_0_9: + mes "[Agostine, The Legendary Tailor]"; + mes "\"So, an Iron Potion?\""; + if (countitem("IronPotion") < 1) goto L_State_neg; + delitem "IronPotion", 1; + next; + mes "Agostine looks pleased as he drinks the potion."; + next; + mes "[Agostine, The Legendary Tailor]"; + mes "\"Oh! This is damn good! I feel a new man, my friend!\""; + next; + set zeny, zeny + 500; + mes "[Agostine, The Legendary Tailor]"; + mes "\"This is a little reward for your help. Take 500 GP, my friend!\""; + set QUEST_WG_state, 2; + close; + +L_State_neg: + next; + mes "\"Seems that you lied. You don't have the drink you told me.\""; + close; + +L_State_bad: + next; + mes "\"Well, I don't like it so much. Bring me something else.\""; + close; + +// First Quest: edited version of Forest Bow Quest - Needed: about 30 White Furs and 15.000 GP + +L_State_1: + mes "[Agostine, The Legendary Tailor]"; + mes "\"Mmmm... Let me see... This year light colours are fashionable!"; + mes "Would you like a pair of snow-white Winter Gloves?\""; + next; + menu + "No, thanks. I love dark clothes...", -, + "You really can do this for me?", L_State_2; + close; + +L_State_2: + mes "[Agostine, The Legendary Tailor]"; + mes "\"Well, Winter Gloves are so fashionable for their lovable fur!"; + mes "Only the best furs can be used for these gloves!"; + mes "But, as you see, I am a tailor, not a hunter! So, why don't you bring me the best fluffy's fur you can find?\""; + set QUEST_WG_state, 3; + next; + menu + "You are crazy! I won't kill any animal for this!", -, + "Sure, I will be back soon!", L_State_3; + close; + +L_State_3: + mes "[Agostine, The Legendary Tailor]"; + mes "\"Remember, I want the best of fur!\""; + set QUEST_WG_state, 4; + close; + +L_State_4: + mes "[Agostine, The Legendary Tailor]"; + mes "\"Oh, my friend! Have you brought me some good furs?\""; + if (countitem("WhiteFur") < 1) close; + next; + menu + "Here, take a look!", L_State_4_try, + "Yes, but I need it for something else.", -; + close; + +L_State_4_try: + mes "[Agostine, The Legendary Tailor]"; + mes "\"Let me see, my friend! It needs to be perfect for my gloves!\""; + mes "Agostine examines the patch of fur."; + next; + if (countitem("WhiteFur") < 1) goto L_No_Fur; + delitem "WhiteFur", 1; + set @Temp1,rand(30); + if (@Temp1 == 0) goto L_State_4_success; + mes "Agostine throws away the white fur."; + next; + mes "[Agostine, The Legendary Tailor]"; + mes "\"It was awfully cut! You should pay more attention when you kill fluffies!\""; + if (countitem("WhiteFur") < 1) close; + next; + menu + "Here I have another one!", L_State_4_try, + "Sorry, I will be careful...", -; + close; + +L_State_4_success: + mes "Agostine breaks into a smile"; + next; + mes "[Agostine, The Legendary Tailor]"; + mes "\"It's perfect! Perfect! Good job, my friend! I will prepare your gloves right now!\""; + next; + set QUEST_WG_state, 5; + goto L_State_5; + +L_State_5: + mes "[Agostine, The Legendary Tailor]"; + mes "\"Ehm, my friend, my work is not free. I need 15,000 GP for the work.\""; + next; + menu + "You are not a tailor, you are a thief!!", -, + "I think it's a reasonable price...", L_State_5_pay; + close; + +L_State_5_pay: + if (zeny < 15000) goto L_State_5_nocash; + getinventorylist; + if (@inventorylist_count == 100) goto L_TooMany; + set zeny, zeny - 15000; + getitem "WinterGloves", 1; + set QUEST_WG_state, 6; + mes "[Agostine, The Legendary Tailor]"; + mes "\"Here they are. You will have the most fashionable hands in the world!\""; + close; + +L_State_5_nocash: + mes "[Agostine, The Legendary Tailor]"; + mes "\"Seems like you are out of cash. Come back when you have the money.\""; + close; + +L_State_6: + mes "[Agostine, The Legendary Tailor]"; + mes "\"Oh, I remember you! Your gloves are sooo fashionable, my friend!"; + mes "Well, I have a good news for you. In this issue of 'TMW Fashion'"; + mes "I saw a pretty accessory, a pair of Furry Boots, my friend."; + mes "I can make your own pair, if you want!\""; + next; + menu + "It's a great idea!", L_State_10, + "I'm glamourous enough, thanks", -; + close; + +// Start of Second Quest: Furry Boots - Needed: About 30 White Furs, 1 pair of Boots and 15.000 GP +L_State_10: + mes "[Agostine, The Legendary Tailor]"; + mes "\"Perfect! For satisfying your request I need another perfect White Fur"; + mes "and a pair of Boots, like those you can find in the mines."; + mes "They will make you lovely, my friend!\""; + set QUEST_WG_state, 7; + close; + +L_State_11: + mes "[Agostine, The Legendary Tailor]"; + mes "\"So, my friend, have you brought me the right Fur?\""; + if (countitem("WhiteFur") < 1) close; + next; + menu + "Sure, I'm a fluffy hunter!", L_State_11_try, + "Not yet, sorry.", -; + close; + +L_State_11_try: + mes "[Agostine, The Legendary Tailor]"; + mes "\"I'd rather see the patch of fur, first.\""; + next; + mes "Agostine examines the patch of fur."; + next; + if (countitem("WhiteFur") < 1) goto L_No_Fur; + delitem "WhiteFur", 1; + set @Temp2,rand(30); + if (@Temp2 == 0) goto L_State_11_success; + mes "Agostine rips the white fur."; + next; + mes "[Agostine, The Legendary Tailor]"; + mes "\"That fur was terrible. I won't work with it!\""; + if (countitem("WhiteFur") < 1) close; + next; + menu + "Well, maybe this is better!", L_State_11_try, + "I will hunt other fluffies...", -; + close; + +L_State_11_success: + mes "Agostine breaks into a smile"; + next; + mes "[Agostine, The Legendary Tailor]"; + mes "\"This one is good enough, my friend. Good job.\""; + set QUEST_WG_state, 8; + goto L_State_12; + +L_State_12: + mes "[Agostine, The Legendary Tailor]"; + mes "\"I need also a pair of Boots for the work."; + mes "And my payment, obviously. 15,000 GP is right.\""; + next; + menu + "Sure, here it all is.", L_State_12_pay, + "I missed something, I will be back soon!", -; + close; + +L_State_12_pay: + if (zeny < 15000) goto L_State_12_missing; + if (countitem("Boots") < 1) goto L_State_12_missing; + // No inventory check needed, as boots are removed, opening a slot + set zeny, zeny - 15000; + delitem "Boots", 1; + getitem "FurBoots", 1; + set QUEST_WG_state, 9; + mes "[Agostine, The Legendary Tailor]"; + mes "\"Enjoy your new boots, my friend!\""; + close; + +L_State_12_missing: + mes "[Agostine, The Legendary Tailor]"; + mes "\"Seems you have forgotten something. Check your inventory"; + mes "and your pockets!\""; + close; + +L_State_13: + mes "[Agostine, The Legendary Tailor]"; + mes "\"You are so glamourous, my dear friend!"; + mes "I have done a very good job on your clothes!\""; + close; + +L_TooMany: + mes "[Agostine, The Legendary Tailor]"; + mes "\"You don't have anywhere to put them. Come back when you do.\""; + close; + +L_No_Fur: + mes "[Agostine, The Legendary Tailor]"; + mes "\"You don't have any white fur! Stop talking nonsense.\""; + close; +} diff --git a/npc/021-2/government_building.txt b/npc/021-2/government_building.txt new file mode 100644 index 00000000..f4f9d0de --- /dev/null +++ b/npc/021-2/government_building.txt @@ -0,0 +1,220 @@ +// The government builing in the south west + +// A clerk +021-2.gat,27,17,0 script Estard 107,{ + mes "[Estard]"; + mes "\"Hello what can I do for you?\""; + next; + +L_main: + if (getpartnerid2(0)) + goto L_main_married; + + menu + "I'm looking at getting married.", L_marry, + "Nothing, I guess.", -; + close; + +L_main_married: + menu + "I'd like a divorce.", L_divorce, + "Nothing, I guess.", -; + close; + +L_marry: + if (BaseLevel < WEDDING_MIN_LEVEL) + goto L_marry_too_young; + if (zeny < WEDDING_FEE) + goto L_marry_too_poor; + + mes "[Estard]"; + mes "\"Are you sure you want to get married? It'll cost " + WEDDING_FEE + " GP.\""; + + menu + "Yes", L_marry_do, + "No", -; + close; + +L_marry_do: + callsub S_give_rings; + + mes "[Estard]"; + mes "\"Here are your rings. You can get married by standing in one of the designated places (like that small rug over there) with your partner, give them their ring, and say 'marry (their name here)'. You both need to have your rings on.\""; + close; + +L_marry_too_young: + mes "[Estard]"; + mes "\"I'm sorry, but you are too young to get married. You must be atleast " + WEDDING_MIN_LEVEL + " levels old.\""; + next; + + menu + "Can I at least get wedding rings?", L_get_rings, + "Thanks anyways.", -; + close; + +L_marry_too_poor: + mes "[Estard]"; + mes "\"You need " + WEDDING_FEE + " GP to get married. That covers all administrative fees for the marriage and provides two wedding rings.\""; + close; + +L_get_rings: + mes "[Estard]"; + mes "\"Yes. They are " + WEDDING_FEE + " GP. That covers all administrative fees for the marriage.\""; + + if (zeny < WEDDING_FEE) + menu + "Thanks anyways. I don't have enough with me.", -; + + if (zeny >= WEDDING_FEE) + menu + "I'll buy a pair.", L_get_rings_pay, + "Thanks anyways.", -; + close; + +L_get_rings_pay: + callsub S_give_rings; + + mes "[Estard]"; + mes "\"There you go. Come again.\""; + close; + +L_divorce: + set @divorce_cost, DIVORCE_FEE_PER_LEVEL * BaseLevel; + + if (zeny < @divorce_cost) + goto L_divorce_not_enough; + + mes "[Estard]"; + mes "\"If you're sure you want a divorce, it'll cost you " + @divorce_cost + " GP.\""; + next; + + menu + "I am sure I want it.", L_do_divorce, + "I don't want it.", -; + close; + +L_do_divorce: + if (zeny < @divorce_cost) + goto L_not_enough_money; + + if divorce(0) goto L_divorce_done; + + mes "[Estard]"; + mes "\"I'm having trouble finding the record. \""; + + mes "[Server]"; + mes "Try again when your partner is online too."; + close; + +L_divorce_done: + set zeny, zeny - @divorce_cost; + + mes "[Estard]"; + mes "\"You have been divorced. Come again.\""; + close; + +L_divorce_not_enough: + mes "[Estard]"; + mes "\"I'm sorry , but you don't have enough money to get a divorce. You need " + @divorce_cost + " GP.\""; + close; + +L_not_enough_money: + mes "[Estard]"; + mes "\"Seems you don't have enough money.\""; + close; + +L_no_room_for_rings: + mes "[Estard]"; + mes "\"You don't have enough room to carry these rings.\""; + close; + +S_give_rings: + if (zeny < WEDDING_FEE) + goto L_not_enough_money; + getinventorylist; + if (@inventorylist_count > 98) goto L_no_room_for_rings; + + set zeny, zeny - WEDDING_FEE; + getitem "WeddingRing", 1; + getitem "WeddingRing", 1; + return; +} + +021-2.gat,36,17,0 script Tathin 107,{ + set @PARTY_SKILL, 3; + + mes "[Tathin]"; + mes "\"Hello what Can I do for you?\""; + next; + + if (getskilllv(@PARTY_SKILL) == 2 ) goto L_Base_Menu; + if (BaseLevel >= 15 && getskilllv(@PARTY_SKILL) == 1) goto L_Can_Make_Party; + if (getskilllv(@PARTY_SKILL) == 1) goto L_Base_Menu; + if (BaseLevel >= 10) goto L_Can_Party; + +L_Base_Menu: + menu + "Nothing, I guess.", -; + close; + +L_Can_Party: + menu + "I'd like to get a party permit.", L_Get_Party, + "Nothing, I guess.", -; + close; + +L_Can_Make_Party: + menu + "I'd like to get a party creator permit.", L_Get_Make_Party, + "Nothing, I guess.", -; + close; + +L_Get_Party: + mes "[Tathin]"; + mes "\"A permit to join parties costs 10 GP.\""; + next; + menu + "OK", L_Give_Party, + "No thank you", -; + close; + +L_Give_Party: + if (zeny < 10) goto L_NotEnoughMoney; + set zeny, zeny - 10; + setskill @PARTY_SKILL, 1; + mes "[Tathin]"; + mes "\"Here's your permit. You'll need to be invited by an existing member of a party to join it.\""; + next; + mes "[Tathin]"; + mes "\"Remember, parties cannot share experience if any members are more than 10 levels apart.\""; + close; + +L_Get_Make_Party: + mes "[Tathin]"; + mes "\"A permit to create parties costs 50 GP.\""; + next; + menu + "OK", L_Give_Make_Party, + "No thank you", -; + close; + +L_Give_Make_Party: + if (zeny < 50) goto L_NotEnoughMoney; + set zeny, zeny - 50; + setskill @PARTY_SKILL, 2; + mes "[Tathin]"; + mes "\"Here's your permit. You can create parties with the 'new' or 'create' commands on the Party tab in the client. Parties need to have unique names.\""; + close; + +L_NotEnoughMoney: + mes "[Tathin]"; + mes "\"You don't have enough GP\""; + close; +} + +// Guard +021-2.gat,20,19,0 script Guard 123,1,1,{ + mes "[Guard]"; + mes "\"You can't come back here.\""; + close; +} diff --git a/npc/021-2/heathin.txt b/npc/021-2/heathin.txt new file mode 100644 index 00000000..270d510a --- /dev/null +++ b/npc/021-2/heathin.txt @@ -0,0 +1,287 @@ +//Items for NPC are incomplete. Makes "simple ring" which can be crafted into a useful ring by Inya and terranite armor. + +021-2.gat,29,55,0 script Heathin 147,{ + + set @TARROW_REQ_TERRA_ORE, 1; + set @TARROW_REQ_COAL, 5; + set @TARROW_REQ_GP, 3000; + + if (HEATHIN_QUEST == 14) && (baselevel >= 80) goto L_Heathin_Terranite_Arrows_Trade; + if (HEATHIN_QUEST == 13) && (baselevel >= 80) goto L_Heathin_Terranite_Arrows_Ready; + if (HEATHIN_QUEST == 12) && (baselevel >= 80) goto L_Heathin_Terranite_Arrows_Forge; + if (HEATHIN_QUEST == 11) && (baselevel >= 80) goto L_Heathin_Terranite_Arrows; + if (HEATHIN_QUEST == 10) && (baselevel >= 80) goto L_Heathin_Terranite_Chest_Armor_Ready; + if (HEATHIN_QUEST == 9) && (baselevel >= 80) goto L_Heathin_Terranite_Chest_Armor_Forge; + if (HEATHIN_QUEST == 8) && (baselevel >= 80) goto L_Heathin_Terranite_Chest_Armor; + if (HEATHIN_QUEST == 7) && (baselevel >= 80) goto L_Heathin_Terranite_Legs_Ready; + if (HEATHIN_QUEST == 6) && (baselevel >= 80) goto L_Heathin_Terranite_Legs_Forge; + if (HEATHIN_QUEST == 5) && (baselevel >= 80) goto L_Heathin_Terranite_Legs; + if (HEATHIN_QUEST == 4) && (baselevel >= 80) goto L_Heathin_Terranite_Hood_Ready; + if (HEATHIN_QUEST == 3) && (baselevel >= 80) goto L_Heathin_Terranite_Hood_Forge; + if (HEATHIN_QUEST == 2) && (baselevel >= 80) goto L_Heathin_Terranite_Hood; + if (HEATHIN_QUEST == 2) && (baselevel >= 60)goto L_Heathin_Ring_Thanks; + if (HEATHIN_QUEST == 1) && (baselevel >= 60) goto L_Heathin_Ring_Award; + if (baselevel >= 60) goto L_Heathin_Start; + + mes "[Heathin]"; + mes "\"Hello, friend. I am Heathin, a smith of exotic metals. \""; + close; + +L_Heathin_Start: + mes "[Heathin]"; + mes "\"Hello, friend. I am Heathin, a smith of exotic metals. \""; + next; + mes "\"By the order of the Wizard's Council, I've been commissioned to forge gold ingots from gold pieces. I need to collect as many gold pieces as I can manage, forge them and give the ingots to the Council. However, I am but a simple smith and cannot complete this effort by myself.\""; + next; + mes "\"Forging gold ingots is not just a simple matter of gold falling from the sky! I need individuals that can gather not just the gold, but also help collect [Coal] to heat my forge.\""; + next; + mes "\"Of course it would make little sense for me to gather gold pieces from helpers just to pass them back out. However, I am willing to smith an award for any who would put an effort in towards completing my goal.\""; + next; + mes "\"Perhaps you would be interested in helping me out? Would you be willing to help me gather [Coal] and gold to fulfill my commission? I am asking any and all willing souls to get me 50 coal and 100,000 gold pieces, as that would put a significant dint in my goal.\""; + menu + "Sure, I'll help!", L_Heathin_Help, + "I'd rather keep my gold for my own purposes, thank you very much.", L_Heathin_No, + "Wait, what kind of award are we talking about?", L_Heathin_Interested; + +L_Heathin_Help: + set HEATHIN_QUEST, 1; + mes "[Heathin]"; + mes "\"Excellent! I am always glad when someone can be of service not just to me, but to all of Tulimshar. Please get me 50 [Coal] and 100,000 gold pieces, and you will be compensated for your efforts.\""; + close; + +L_Heathin_No: + mes "[Heathin]"; + mes "\"That is too bad. If you change your mind, I shall still be here, attempting to get my commission done.\""; + close; + +L_Heathin_Interested: + mes "[Heathin]"; + mes "\"Well, when I am crafting these ingots, there are always stray metals left over. Surely I could forge them into ingots again, but I'd rather ensure that my commission be completed. I am willing to forge a [Simple Ring] for you, which could be made more beautiful by a skilled jeweler.\""; + next; + mes "\"What you do with the ring after I am done forging it is your own business, but it could come in handy.\""; + next; + mes "\"Does this sound like something you might be interested in?\""; + menu + "Sure, I'll help!", L_Heathin_Help, + "I'd rather keep my gold.", L_Heathin_No, + "Can you repeat that again?", L_Heathin_Interested; + close; + +L_Heathin_Ring_Award: + if ( (zeny < 100000) | (countitem ("Coal") < 50) ) goto L_Heathin_Ring_Wait; + set HEATHIN_QUEST, 2; + set zeny, zeny - 100000; + delitem "Coal", 50; + getitem "RingSimple", 1; + mes "[Heathin]"; + mes "\"You have brought the [Coal] and gold pieces. This is most excellent! As promised, I have crafted a ring for you. Hopefully you will find it useful.\""; + next; + mes "\"Time to smelt these gold pieces into ingots. The Council will be pleased. Thank you for your efforts!\""; + close; + +L_Heathin_Ring_Wait: + mes "[Heathin]"; + mes "\"Hello again. Making golden ingots keeps me pretty busy. I certainly hope I can fulfill my commission soon so that I can move on to bigger and better things.\""; + next; + mes "\"The pay is good, certainly, but I am a far better smith than this. If you can bring me 100,000 gold pieces and 50 [Coal], it would surely get me to my goal faster.\""; + next; + mes "\"I will be sure to provide an apt award once you are done.\""; + close; + +L_Heathin_Ring_Thanks: + mes "[Heathin]"; + mes "\"Thank you again for helping me fulfil my commission. It has made a signficant dint in what the Council requires of me. Perhaps I may be of service to you again one day!\""; + close; + +L_Heathin_Terranite_Hood: + mes "[Heathin]"; + mes "\"Hello again friend, I just found out about this great metal called terranite.\""; + next; + mes "\"This metal is almost as strong as steel, but is also very ductile.\""; + next; + mes "\"With some effort, I can make this metal form rings tighter than any chain mail. It isn't the prettiest in hue, but its uses can be many.\""; + next; + mes "\"Unfortunately, it seems to be difficult to gather. Most that have searched for [Terranite Ore] either cannot find it or have never returned...\""; + next; + mes "\"I may be an excellent smith, but I certainly am no combatant. However, I would enjoy turning this ore into something useful, perhaps some type of armor to help those that may be braver.\""; + next; + mes "\"So, what do you say? Are you interested?\""; + menu + "No, thank you. Maybe later.", L_Heathin_Terranite_No, + "Armor, you say? Definitely!", L_Heathin_Terranite_Yes; + close; + +L_Heathin_Terranite_No: + mes "[Heathin]"; + mes "\"Ah, that is too bad. Come by again anytime.\""; + close; + +L_Heathin_Terranite_Yes: + set HEATHIN_QUEST, 3; + mes "[Heathin]"; + mes "\"Great, this is going to be fun! As I have not had much practice with this armor, I'd like to get started soon.\""; + next; + mes "Heathin thinks for a moment."; + next; + mes "\"Ah, I know! I will make a helm... Well, more like a hood, since it will be woven.\""; + next; + mes "\"It will require a great amount of heat, if the rumors are to be believed. For this, I will need 100 [Coal] to keep my forge burning hot. I will also need 10 [Terranite Ore] to make the armor. Of course, such work does not come cheap. While I may enjoy my work, my time and effort is very valuable. To compensate my efforts I will need 200,000 gold pieces. Please come back with the gold, [Coal] and ore and I'll make this hood for you.\""; + close; + +L_Heathin_Terranite_Hood_Forge: + if ( (zeny < 200000) | (countitem("Coal") < 100) | (countitem("TerraniteOre") < 10) ) goto L_Heathin_Terranite_Hood_Wait; + set HEATHIN_QUEST, 4; + delitem "Coal", 100; + delitem "TerraniteOre", 10; + set zeny, zeny - 200000; + mes "[Heathin]"; + mes "\"Great, you brought everything! Come back later and I'll have the helm ready for you.\""; + close; + +L_Heathin_Terranite_Hood_Wait: + mes "[Heathin]"; + mes "\"I am very busy right now. If you could bring me 10 [Terranite Ore], 100 [Coal] and 200,000 gold pieces, I will make that terranite hood for you.\""; + close; + +L_Heathin_Terranite_Hood_Ready: + set HEATHIN_QUEST, 5; + getitem "TerraniteHelmet", 1; + mes "[Heathin]"; + mes "\"I am all done with your terranite hood. I hope you enjoy it! I have some work to wrap up for the Council, but come back later and I might be able to assist you again.\""; + close; + +L_Heathin_Terranite_Legs: + set HEATHIN_QUEST, 6; + mes "[Heathin]"; + mes "\"I am glad you are back! I've just finished up some more of my commission. Now I can get back to making terranite armor for you. This time I will make some pants, but they need more ore, more [Coal] to heat my forge and of course, more gold for my efforts.\""; + next; + mes "\"To make terranite pants, I need 200 [Coal], 30 [Terranite Ore] and 400,000 gold pieces. The faster you bring this to me, the faster I can have your terranite pants ready.\""; + close; + +L_Heathin_Terranite_Legs_Forge: + if ( (zeny < 400000) | (countitem("Coal") < 200) | (countitem("TerraniteOre") < 30) ) goto L_Heathin_Terranite_Legs_Wait; + set HEATHIN_QUEST, 7; + delitem "Coal", 200; + delitem "TerraniteOre", 30; + set zeny, zeny - 400000; + mes "[Heathin]"; + mes "\"Great, you have brought everything! Come back later and I will have those terranite pants ready for you.\""; + close; + +L_Heathin_Terranite_Legs_Wait: + mes "[Heathin]"; + mes "\"I am very busy right now. If you could bring me 30 [Terranite Ore], 200 [Coal] and 400,000 gold pieces, I will make those terranite pants for you.\""; + close; + +L_Heathin_Terranite_Legs_Ready: + set HEATHIN_QUEST, 8; + getitem "TerraniteLegsArmor", 1; + mes "[Heathin]"; + mes "\"I am all done with your terranite pants. Hope you enjoy them! I have some more work to complete for the Council. Come back later and I might be able to assist you again.\""; + close; + +L_Heathin_Terranite_Chest_Armor: + set HEATHIN_QUEST, 9; + mes "[Heathin]"; + mes "\"Good to see you again. I have just finished up some more of my commission. Now I can get back to making terranite armor for you. This time, I will make some terranite chest armor, but it needs more ore, more [Coal] for my forge and of course, more gold to compensate for my efforts.\""; + next; + mes "\"To make terranite chest armor, I need 250 [Coal], 40 [Terranite Ore] and 500,000 gold pieces. The faster you bring this to me, the faster I can have your terranite armor ready.\""; + close; + +L_Heathin_Terranite_Chest_Armor_Forge: + if ( (zeny < 500000) | (countitem("Coal") < 250) | (countitem("TerraniteOre") < 40) ) goto L_Heathin_Terranite_Chest_Armor_Wait; + set HEATHIN_QUEST, 10; + delitem "Coal", 250; + delitem "TerraniteOre", 40; + set zeny, zeny - 500000; + mes "[Heathin]"; + mes "\"Splendid, you have brought everything! Come back later and I will have the terranite chest armor ready for you.\""; + close; + +L_Heathin_Terranite_Chest_Armor_Wait: + mes "[Heathin]"; + mes "\"I am very busy right now. If you could bring me 40 [Terranite Ore], 250 [Coal] and 500,000 gold pieces, I will make that chest armor for you.\""; + close; + +L_Heathin_Terranite_Chest_Armor_Ready: + set HEATHIN_QUEST, 11; + getitem "TerraniteChestArmor", 1; + mes "[Heathin]"; + mes "\"I have completed your terranite chest armor. I hope you enjoy it! I have some work to wrap up for the Council again, but come back later and I might be able to assist you once more.\""; + close; + +L_Heathin_Terranite_Arrows: + mes "[Heathin]"; + mes "\"How good to see you. I have experimented a little with [Terranite Ore] to see what else can be done with it. It seems to have some qualities suitable for weapons, but I have only tested it with arrows. If you would like, I can make [Terranite Arrow]s, but as as with the armor, I need [Coal], [Terranite Ore] and payment for my efforts.\""; + next; + mes "\"Also, it might be a while until I have time to see what else I can make with terranite other than arrows, as right now the Council is keeping me rather busy with my commission. So, would you like some [Terranite Arrow]s?\""; + menu + "No, thank you.", L_Heathin_Terranite_Arrows_No, + "Sure, I could use some arrows.", L_Heathin_Terranite_Arrows_Yes; + close; + +L_Heathin_Terranite_Arrows_No: + mes "[Heathin]"; + mes "\"Well, if you change your mind, I'm not going anywhere.\""; + close; + +L_Heathin_Terranite_Arrows_Yes: + set HEATHIN_QUEST, 12; + mes "[Heathin]"; + mes "\"Good, good. I shall begin crafting these arrows as soon as you come back. However, I cannot just make small handfuls as it would not be worth my time and effort to have my concentration interrupted for small tasks. I will make 1,000 [Terranite Arrow]s per request, for which I will need "+@TARROW_REQ_TERRA_ORE+" [Terranite Ore], "+@TARROW_REQ_COAL+" [Coal] and "+@TARROW_REQ_GP+" gold pieces.\""; + next; + mes "\"See you soon!\""; + close; + +L_Heathin_Terranite_Arrows_Forge: + if ( (zeny < @TARROW_REQ_GP) | (countitem("Coal") < @TARROW_REQ_COAL) | (countitem("TerraniteOre") < @TARROW_REQ_TERRA_ORE) ) goto L_Heathin_Terranite_Arrows_Wait; + set HEATHIN_QUEST, 13; + delitem "Coal", @TARROW_REQ_COAL; + delitem "TerraniteOre", @TARROW_REQ_TERRA_ORE; + set zeny, zeny - @TARROW_REQ_GP; + mes "[Heathin]"; + mes "\"Wonderful! You have everything I asked for. I will start working on the arrows right away.\""; + close; + +L_Heathin_Terranite_Arrows_Wait: + mes "[Heathin]"; + mes "\"If you want [Terranite Arrow]s, please get me "+@TARROW_REQ_TERRA_ORE+" [Terranite Ore], "+@TARROW_REQ_COAL+" [Coal] and "+@TARROW_REQ_GP+" gold pieces.\""; + close; + +L_Heathin_Terranite_Arrows_Ready: + getitem "TerraniteArrow", 1000; + set HEATHIN_QUEST, 14; + mes "[Heathin]"; + mes "\"All done, here you go! I hope you like them. I am still working on my commission, but if you ever need any more [Terranite Arrow]s, just come on by with "+@TARROW_REQ_COAL+" [Coal], "+@TARROW_REQ_TERRA_ORE+" [Terranite Ore] and "+@TARROW_REQ_GP+" gold pieces and I will make another 1,000 arrows for you. By now I have enough [Terranite Ore] in reserve that you can just trade me my requirements to keep my resources up. Thank you for all your efforts!\""; + close; + +L_Heathin_Terranite_Arrows_Trade: + mes "[Heathin]"; + mes "\"Hello, there. If you have "+@TARROW_REQ_COAL+" [Coal], "+@TARROW_REQ_TERRA_ORE+" [Terranite Ore] and "+@TARROW_REQ_GP+" gold pieces, I will trade you 1,000 [Terranite Arrow]s. Would you like some [Terranite Arrow]s?\""; + menu + "No.", L_Heathin_Terranite_Arrows_Trade_No, + "Yes.", L_Heathin_Terranite_Arrows_Trade_Yes; + close; + +L_Heathin_Terranite_Arrows_Trade_No: + mes "[Heathin]"; + mes "\"Come back again if you would like to get [Terranite Arrow]s.\""; + close; + +L_Heathin_Terranite_Arrows_Trade_Yes: + if ( (zeny < @TARROW_REQ_GP) | (countitem("Coal") < @TARROW_REQ_COAL) | (countitem("TerraniteOre") < @TARROW_REQ_TERRA_ORE) ) goto L_Heathin_Terranite_Arrows_Trade_Wait; + delitem "Coal", @TARROW_REQ_COAL; + delitem "TerraniteOre", @TARROW_REQ_TERRA_ORE; + set zeny, zeny - @TARROW_REQ_GP; + set @lucky, 5 * rand(readparam(bLuk)); + getitem "TerraniteArrow", 1000 + @lucky; + mes "[Heathin]"; + mes "\"Here you go! You are lucky, I could forge "+@lucky+" more arrows than expected. Come back again if you want more [Terranite Arrow]s.\""; + close; + +L_Heathin_Terranite_Arrows_Trade_Wait: + mes "[Heathin]"; + mes "\"It seems that you do not have the necessary resources for me to trade you. Please come back with "+@TARROW_REQ_COAL+" [Coal], "+@TARROW_REQ_TERRA_ORE+" [Terranite Ore] and "+@TARROW_REQ_GP+" gold pieces if you want another 1,000 [Terranite Arrow]s.\""; + close; + +} diff --git a/npc/021-2/inya.txt b/npc/021-2/inya.txt new file mode 100644 index 00000000..4d95bfb0 --- /dev/null +++ b/npc/021-2/inya.txt @@ -0,0 +1,174 @@ +//Gemstones: Diamond (white) , Ruby (red), Emerald (green), Sapphire (blue), Topaz (yellow), Amethyst (purple) +//The power of the gems is important to future balance of these rings. Are they related to stats, tiers of power, schools of magic? + +021-2.gat,43,62,0 script Inya 106,{ + + mes "[Inya]"; + mes "\"I am Inya, a jeweler of fine rings. If you have a [Simple Ring] and a gem, I can make a nice ring for you for 1,000,000 gold pieces.\""; + next; + mes "\"Also, if you have a ring with gems on it, I can remove the gems and return the [Simple Ring] to you for 500,000 gold pieces.\""; + next; + mes "\"So, how can I help you?\""; + menu + "I have a wedding ring, will that do?", L_Inya_Wedding_Ring, + "I'd like to remove a gem (500000 GP).", L_Inya_Remove_RingGem, + "I'd like to add a gem (1000000 GP).", L_Inya_Add_RingGem, + "Not interested.", L_Inya_NotInterested; + close; + +L_Inya_Wedding_Ring: + mes "[Inya]"; + mes "\"No, sorry. I do not alter wedding rings at this time.\""; + close; + +L_Inya_Remove_RingGem: + mes "[Inya]"; + mes "\"What kind of gem would you like to have removed?\""; + menu + "Diamond.", L_Inya_Remove_Diamond, + "Ruby.", L_Inya_Remove_Ruby, + "Emerald.", L_Inya_Remove_Emerald, + "Sapphire.", L_Inya_Remove_Sapphire, + "Topaz.", L_Inya_Remove_Topaz, + "Amethyst.", L_Inya_Remove_Amethyst, + "I've changed my mind.", L_Inya_NotInterested; + close; + +L_Inya_Add_RingGem: + mes "[Inya]"; + mes "\"What kind of gem would you like to add?\""; + menu + "Diamond.", L_Inya_Add_Diamond, + "Ruby.", L_Inya_Add_Ruby, + "Emerald.", L_Inya_Add_Emerald, + "Sapphire.", L_Inya_Add_Sapphire, + "Topaz.", L_Inya_Add_Topaz, + "Amethyst.", L_Inya_Add_Amethyst, + "I've changed my mind.", L_Inya_NotInterested; + close; + +L_Inya_Remove_Diamond: + if ( (zeny < 500000) | (countitem ("RingGemWhite") < 1) ) goto L_Inya_Not_Enough; + set zeny, zeny - 500000; + delitem "RingGemWhite", 1; + getitem "RingSimple", 1; + mes "[Inya]"; + mes "\"Here you go.\""; + close; + +L_Inya_Remove_Ruby: + if ( (zeny < 500000) | (countitem ("RingGemRed") < 1) ) goto L_Inya_Not_Enough; + set zeny, zeny - 500000; + delitem "RingGemRed", 1; + getitem "RingSimple", 1; + mes "[Inya]"; + mes "\"Here you go.\""; + close; + +L_Inya_Remove_Emerald: + if ( (zeny < 500000) | (countitem ("RingGemGreen") < 1) ) goto L_Inya_Not_Enough; + set zeny, zeny - 500000; + delitem "RingGemGreen", 1; + getitem "RingSimple", 1; + mes "[Inya]"; + mes "\"Here you go.\""; + close; + +L_Inya_Remove_Sapphire: + if ( (zeny < 500000) | (countitem ("RingGemBlue") < 1) ) goto L_Inya_Not_Enough; + set zeny, zeny - 500000; + delitem "RingGemBlue", 1; + getitem "RingSimple", 1; + mes "[Inya]"; + mes "\"Here you go.\""; + close; + +L_Inya_Remove_Topaz: + if ( (zeny < 500000) | (countitem ("RingGemYellow") < 1) ) goto L_Inya_Not_Enough; + set zeny, zeny - 500000; + delitem "RingGemYellow", 1; + getitem "RingSimple", 1; + mes "[Inya]"; + mes "\"Here you go.\""; + close; + +L_Inya_Remove_Amethyst: + if ( (zeny < 500000) | (countitem ("RingGemPurple") < 1) ) goto L_Inya_Not_Enough; + set zeny, zeny - 500000; + delitem "RingGemPurple", 1; + getitem "RingSimple", 1; + mes "[Inya]"; + mes "\"Here you go.\""; + close; + +L_Inya_Add_Diamond: + if ( (zeny < 1000000) | (countitem ("RingSimple") < 1) | (countitem ("GemRawWhite") < 1) ) goto L_Inya_Not_Enough; + set zeny, zeny - 1000000; + delitem "RingSimple", 1; + delitem "GemRawWhite", 1; + getitem "RingGemWhite", 1; + mes "[Inya]"; + mes "\"Here you go.\""; + close; + +L_Inya_Add_Ruby: + if ( (zeny < 1000000) | (countitem ("RingSimple") < 1) | (countitem ("GemRawRed") < 1) ) goto L_Inya_Not_Enough; + set zeny, zeny - 1000000; + delitem "RingSimple", 1; + delitem "GemRawRed", 1; + getitem "RingGemRed", 1; + mes "[Inya]"; + mes "\"Here you go.\""; + close; + +L_Inya_Add_Emerald: + if ( (zeny < 1000000) | (countitem ("RingSimple") < 1) | (countitem ("GemRawGreen") < 1) ) goto L_Inya_Not_Enough; + set zeny, zeny - 1000000; + delitem "RingSimple", 1; + delitem "GemRawGreen", 1; + getitem "RingGemGreen", 1; + mes "[Inya]"; + mes "\"Here you go.\""; + close; + +L_Inya_Add_Sapphire: + if ( (zeny < 1000000) | (countitem ("RingSimple") < 1) | (countitem ("GemRawBlue") < 1) ) goto L_Inya_Not_Enough; + set zeny, zeny - 1000000; + delitem "RingSimple", 1; + delitem "GemRawBlue", 1; + getitem "RingGemBlue", 1; + mes "[Inya]"; + mes "\"Here you go.\""; + close; + +L_Inya_Add_Topaz: + if ( (zeny < 1000000) | (countitem ("RingSimple") < 1) | (countitem ("GemRawYellow") < 1) ) goto L_Inya_Not_Enough; + set zeny, zeny - 1000000; + delitem "RingSimple", 1; + delitem "GemRawYellow", 1; + getitem "RingGemYellow", 1; + mes "[Inya]"; + mes "\"Here you go.\""; + close; + +L_Inya_Add_Amethyst: + if ( (zeny < 1000000) | (countitem ("RingSimple") < 1) | (countitem ("GemRawPurple") < 1) ) goto L_Inya_Not_Enough; + set zeny, zeny - 1000000; + delitem "RingSimple", 1; + delitem "GemRawPurple", 1; + getitem "RingGemPurple", 1; + mes "[Inya]"; + mes "\"Here you go.\""; + close; + +L_Inya_NotInterested: + mes "[Inya]"; + mes "\"Come back later and I will try to be of assistance.\""; + close; + +L_Inya_Not_Enough: + mes "[Inya]"; + mes "\"I am sorry, you simply do not seem to have the necessary items for me to help you. Please come back when you do, and I would be more than happy to help you out.\""; + close; + +} diff --git a/npc/021-2/jhedia.txt b/npc/021-2/jhedia.txt new file mode 100644 index 00000000..2677a099 --- /dev/null +++ b/npc/021-2/jhedia.txt @@ -0,0 +1,54 @@ +// Ingot maker takes iron ore, gives ingots for future crafting purposes. + +021-2.gat,23,55,0 script Jhedia 160,{ + + set @Cost_Per_Ingot, 1000; + set @Iron_Ore_Per, 5; + set @Coal_Per, 10; + + mes "[Jhedia]"; + mes "\"I forge [Iron Ore] into ingots. Ingots are more useful for skilled smiths, like armorers, because the ore is refined and made into useful units which can be worked with. To make ingots, I need " + @Iron_Ore_Per + " [Iron Ore] and " + @Cost_Per_Ingot + " gp per ingot. I also need " + @Coal_Per + " [Coal] for my forge.\""; + next; + mes "[Jhedia]"; + mes "\"How many ingots would you like?\""; + input @ingot_count; + + if (@ingot_count == 0) goto L_Jhedia_Bye; + set @Zeny_cost, @ingot_count * @Cost_Per_Ingot; + if (countitem("IronOre") < @Iron_Ore_Per * @ingot_count) goto L_Jhedia_NotEnough_Ore; + if (countitem("Coal") < @Coal_Per * @ingot_count) goto L_Jhedia_NotEnough_Coal; + if (zeny < @Zeny_cost) goto L_Jhedia_NotEnough_Zeny; + getinventorylist; + if (@inventorylist_count == 100 && countitem("IngotIron") == 0 && countitem("IronOre") > @ingot_count * @Iron_Ore_Per | countitem("Coal") > @ingot_count * @Coal_Per) goto L_Jhedia_NotEnoughSlots; + set zeny, zeny - @Zeny_cost; + delitem "IronOre", @ingot_count * @Iron_Ore_Per; + delitem "Coal", @ingot_count * @Coal_Per; + getitem "IngotIron", @ingot_count; + close; + +L_Jhedia_Bye: + mes "[Jhedia]"; + mes "\"Goodbye then.\""; + close; + +L_Jhedia_NotEnough_Ore: + mes "[Jhedia]"; + mes "\"You do not seem to have enough [Iron Ore].\""; + close; + +L_Jhedia_NotEnough_Coal: + mes "[Jhedia]"; + mes "\"You do not seem to have enough [Coal].\""; + close; + +L_Jhedia_NotEnough_Zeny: + mes "[Jhedia]"; + mes "\"You do not seem to have enough gold pieces.\""; + close; + +L_Jhedia_NotEnoughSlots: + mes "[Jhedia]"; + mes "\"You do not seem to have enough room to carry this many ingots.\""; + close; + +} diff --git a/npc/021-2/mapflags.txt b/npc/021-2/mapflags.txt new file mode 100644 index 00000000..8f4a9dcd --- /dev/null +++ b/npc/021-2/mapflags.txt @@ -0,0 +1,2 @@ +021-2.gat mapflag no_player_drops +021-2.gat mapflag town diff --git a/npc/021-2/workshop.txt b/npc/021-2/workshop.txt new file mode 100644 index 00000000..ffe732b4 --- /dev/null +++ b/npc/021-2/workshop.txt @@ -0,0 +1,11 @@ +// Tulimshar's main workshop + +// The receptionist +021-2.gat,22,63,0 script Sonir 118,{ + mes "[Sonir]"; + mes "\"This is Tulimshar's main workshop. Much crafting happens here.\""; + next; + mes "[Sonir]"; + mes "\"We also have limited housing on the second floor.\""; + close; +} diff --git a/npc/021-2_Tulimshar/_import.txt b/npc/021-2_Tulimshar/_import.txt deleted file mode 100644 index 447aa1fe..00000000 --- a/npc/021-2_Tulimshar/_import.txt +++ /dev/null @@ -1,12 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 021-2.gat -npc: npc/021-2_Tulimshar/_mobs.txt -npc: npc/021-2_Tulimshar/_warps.txt -npc: npc/021-2_Tulimshar/bakery.txt -npc: npc/021-2_Tulimshar/furquest.txt -npc: npc/021-2_Tulimshar/government_building.txt -npc: npc/021-2_Tulimshar/heathin.txt -npc: npc/021-2_Tulimshar/inya.txt -npc: npc/021-2_Tulimshar/jhedia.txt -npc: npc/021-2_Tulimshar/mapflags.txt -npc: npc/021-2_Tulimshar/workshop.txt diff --git a/npc/021-2_Tulimshar/_mobs.txt b/npc/021-2_Tulimshar/_mobs.txt deleted file mode 100644 index 7fbbb315..00000000 --- a/npc/021-2_Tulimshar/_mobs.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 021-2 Tulimshar mobs - - - -021-2.gat,0,0,0 script Mob021-2 -1,{ - end; -} diff --git a/npc/021-2_Tulimshar/_warps.txt b/npc/021-2_Tulimshar/_warps.txt deleted file mode 100644 index 667da38f..00000000 --- a/npc/021-2_Tulimshar/_warps.txt +++ /dev/null @@ -1,14 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 021-2 Tulimshar warps - -021-2.gat,27,30 warp toOutside -1,-1,021-1.gat,53,135 -021-2.gat,33,30 warp toOutside -1,-1,021-1.gat,55,135 -021-2.gat,39,30 warp toOutside -1,-1,021-1.gat,57,135 -021-2.gat,91,28 warp toOutside -1,-1,021-1.gat,103,101 -021-2.gat,122,24 warp toOutside -1,-1,021-1.gat,103,97 -021-2.gat,118,24 warp to1stFloor 0,-1,021-2.gat,79,22 -021-2.gat,80,22 warp to2ndFloor 0,-1,021-2.gat,118,23 -021-2.gat,23,99 warp toOutside -1,-1,021-1.gat,52,96 -021-2.gat,25,67 warp toOutside -1,-1,021-1.gat,53,100 -021-2.gat,46,97 warp to1stFloor 0,-1,021-2.gat,45,58 -021-2.gat,46,57 warp to2ndFloor 0,-1,021-2.gat,46,96 diff --git a/npc/021-2_Tulimshar/bakery.txt b/npc/021-2_Tulimshar/bakery.txt deleted file mode 100644 index 9a3f1054..00000000 --- a/npc/021-2_Tulimshar/bakery.txt +++ /dev/null @@ -1,234 +0,0 @@ -// The bakery - -// The chef -021-2.gat,95,21,0 script Riskim 148,{ - -// lines belong to easter 2011: -// 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 == 10) goto L_ChocMouboo; -// if (gettime(6) == @month && gettime(5) >= @start_day && gettime(5) <= @end_day && QUEST_Easter11 == 11) goto L_MakeChocMouboo; -// if (gettime(6) == @month && gettime(5) >= @start_day && gettime(5) <= @end_day && QUEST_Easter11 == 12) goto L_SeeBunny; - -L_Begin: - mes "[Riskim]"; - mes ""; - mes "\"Welcome to our bakery!\""; - - 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; - - 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; - next; - - set @dq_level, 15; - set @dq_cost, 3; - set @dq_count, 6; - set @dq_name$, "Acorn"; - set @dq_friendly_name$, "acorns"; - set @dq_money, 250; - set @dq_exp, 50; - - callfunc "DailyQuest"; - - next; - - mes "\"And don't forget, our bakery is the best!\""; - - close; - -L_lace_chococake: - next; - - menu - "Thanks! Let me have a look around...", L_end, - "Can you put this potion into a [Chocolate Cake]?", -, - "Goodbye!", L_end; - - mes "[Riskim]"; - mes ""; - mes "As you show Riskim the potion, he leans back, away from it."; - mes "\"Ooooh, I remember that smell...\""; - mes "\"Elanore's Mopox potion, right? She made me drink that, too...\""; - mes "He chuckles."; - mes "\"Yes, well, you do want to hide that somehow.\""; - next; - - mes "[Riskim]"; - mes ""; - mes "\"We'll need extra chocolate for that one. If you can give me ten pieces of chocolate and that potion, plus 400 GP, I will bake you a special [Chocolate Cake] that hides the taste.\""; - next; - - menu - "I will get them for you.", L_end, - "Here you are!", -, - "Maybe later.", L_end; - - if (countitem("ChocolateBar") < 10) - goto L_lacking_ingredients; - if (countitem("MopoxCurePotion") < 1) - goto L_lacking_ingredients; - if (zeny < 400) - goto L_lacking_zeny; - delitem "MopoxCurePotion", 1; - delitem "ChocolateBar", 10; - getitem "LacedChocolateCake", 1; - set zeny, zeny - 400; - - mes "[Riskim]"; - mes ""; - mes "\"Please have a seat!\""; - mes "You watch as Riskim melts the chocolate and stirs in the potion, then glazes a cake with the mixture."; - mes "\"It's a bit more chocolatey than your average chocolate cake, of course...\""; - next; - - mes "[Riskim]"; - mes ""; - mes "Riskim hands you the cake."; - mes "\"Here you are. I hope that this works.\""; - close; - -L_lacking_zeny: - mes "[Riskim]"; - mes ""; - mes "\"I'm sorry, but I have to charge 400 GP.\""; - close; - -L_lacking_ingredients: - mes "[Riskim]"; - mes ""; - mes "\"Sorry, but I need ten [Chocolate Bar]s AND your cure potion for this. Please come back later when you have everything.\""; - close; - -L_lace_cupcake: - next; - - menu - "Thanks! Let me have a look around...", L_end, - "Can you put this potion into an [Orange Cupcake]?", -, - "Goodbye!", L_end; - - mes "[Riskim]"; - mes ""; - mes "\"[Orange Cupcake]s? Oh dear... I'm sorry, but I have a very bad orange allergy.\""; - next; - mes "[Riskim]"; - mes ""; - mes "\"Perhaps the Chef at Dimond's Cove can help you? We get all our cupcakes from him.\""; - next; - -L_End: - close; - -L_ChocMouboo: - mes "[Riskim]"; - mes ""; - mes "\"Welcome to our bakery! Here you will find the best cakes in Tulimshar. And don't leave before you try one of our delicious Chocolate Pinkies!\""; - next; - menu - "Excuse me, sir? Did you say Chocolate Pinkies?", -; - mes "\"Yes! But there is no need to be alarmed, it is just plain chocolate molded in the shape of a small pinkie...\""; - next; - menu - "Do you have one in the shape of a mouboo? The Easter Bunny needs one.", -; - mes "\"The Easter Bunny? Interesting... I think I can help you make a [Chocolate Mouboo].\""; - menu - "Nah, I decided not to do that stupid quest.", L_End, - "I would really appreciate that!", -; - set QUEST_Easter11, 11; - -L_MakeChocMouboo: - mes "[Riskim]"; - mes ""; - mes "\"I will need you to bring me some [Chocolate Bar]s.\""; - mes "\"I think 5 bars should be enough.\""; - mes "\"Red slimes seem to have those, so try there.\""; - mes "\"I will also need a [Mouboo Figurine] to hollow out and use as a mold.\""; - mes "\"Any mage should be able to make you one out of a log, if you ask.\""; - menu - "I have everything you need.", -, - "Ok, I will be back soon.", L_End, - "I changed my mind, forget about it.", L_End; - - if(countitem("ChocolateBar") < 5 || countitem("MoubooFigurine") < 1) goto L_EasterNotEnough; - -L_EasterEnough: - getinventorylist; - if (@inventorylist_count == 100 && countitem("ChocolateBar") > 5 && countitem("MoubooFigurine") > 1) goto L_EasterTooMany; - if(countitem("ChocolateBar") < 5 || countitem("MoubooFigurine") < 1) goto L_EasterNotEnough; - delitem "ChocolateBar", 5; - delitem "MoubooFigurine", 1; - getitem "ChocolateMouboo", 1; - set QUEST_Easter11, 12; - mes "[Riskim]"; - mes ""; - mes "\"Excellent. You have brought me the chocolate and the mold.\""; - mes "He places the chocolate in a pan to melt."; - mes "Next, he pours the melted chocolate into the mold."; - mes "Finally, he dips the mold in cold water for a moment to solidify the chocolate before skillfully cracking it open and handing you the finished product."; - mes "\"Here is your [Chocolate Mouboo].\""; - close; - -L_EasterNotEnough: - mes "[Riskim]"; - mes ""; - if(countitem("ChocolateBar") < 5) mes "\"You do not have enough [Chocolate Bar]s for me to work with yet.\""; - if(countitem("MoubooFigurine") < 1) mes "\"You do not have the [Mouboo Figurine] to use as a mold.\""; - mes "\"Please go get what I asked.\""; - close; - -L_EasterTooMany: - mes "[Riskim]"; - mes ""; - mes "\"You don't have enough room for the [Chocolate Mouboo]. Come back later.\""; - close; - -L_SeeBunny: - mes "[Riskim]"; - mes ""; - mes "\"You need to return to the Easter Bunny now.\""; - close; -} - -// Server? -021-2.gat,82,23,0 script Sara 108,{ - mes "[Sara]"; - mes ""; - mes "\"Hello!\""; - close; -} - -// The cashier -021-2.gat,89,21,0 shop Drabur 112,WhiteCake :-1,ChocolateCake :-1,OrangeCake :-1,AppleCake :-1,Cake :-1,CherryCake :-1,OrangeCupcake :-3,Milk :-5,XmasCake :-1 - -// Stockroom boy -021-2.gat,133,21,0 script Iormo 160,{ - mes "[Iormo]"; - mes ""; - mes "\"This stock room can get messy.\""; - close; -} - -// An old couple eating at the bakery -021-2.gat,71,22,0 script Rynoh 159,{ - mes "[Rynoh]"; - mes ""; - mes "\"The cakes may be expensive, but they sure are delicious!\""; - close; -} - -021-2.gat,73,22,0 script Ontas 154,{ - mes "[Ontas]"; - mes ""; - mes "\"We come here every week. This place has some of the best bread I've ever eaten!\""; - close; -} diff --git a/npc/021-2_Tulimshar/furquest.txt b/npc/021-2_Tulimshar/furquest.txt deleted file mode 100644 index 04814576..00000000 --- a/npc/021-2_Tulimshar/furquest.txt +++ /dev/null @@ -1,338 +0,0 @@ -//################################################################################# -// Script by Shaili and QOAL -//################################################################################# - -// Tulimshar Crafting Workshop - Agostine, The Legendary Tailor -021-2.gat,32,63,0 script Agostine 137,{ - if (QUEST_WG_state == 1) goto L_State_0_3; - if (QUEST_WG_state == 2) goto L_State_1; - if (QUEST_WG_state == 3) goto L_State_2; - if (QUEST_WG_state == 4) goto L_State_4; - if (QUEST_WG_state == 5) goto L_State_4_success; - if (QUEST_WG_state == 6) goto L_State_6; - if (QUEST_WG_state == 7) goto L_State_11; - if (QUEST_WG_state == 8) goto L_State_12; - if (QUEST_WG_state >= 9) goto L_State_13; - - mes "\"This goes up, this goes left...\""; - next; - mes "\"Mmmm...?\""; - next; - mes "[Agostine, The Legendary Tailor]"; - mes "\"Oh, a customer! Let me introduce myself! My name is Agostine!"; - mes "Some people say that I am the best tailor in the world,"; - mes "but I think I am the best one in the universe!"; - mes "So, What can I do for you, my friend?\""; - next; - menu - "I want something new for my wardrobe!", L_State_0_1, - "Oh, nothing, thanks!", -; - close; - -// Quest #0 - Beginning - Needed: Iron Potion - -L_State_0_1: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Well.. you know... working so hard makes me so tired!"; - mes "Can you bring me something tasty to drink, my friend?\""; - next; - menu - "Sure, what kind of drink you like?", L_State_0_2, - "I'm not your waiter!", -; - close; - -L_State_0_2: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Here we do not have a bar. Let me taste different beverages."; - mes "I want something new to drink.\""; - next; - menu - "I'll bring you different drinks to try!", L_State_Accept, - "Maybe a bar will open soon, wait for it.", -; - close; - -L_State_Accept: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Thanks so much.\""; - set QUEST_WG_state, 1; - close; - -L_State_0_3: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Well, what have you brought me?\""; - next; - menu - "A Cactus Drink.", L_State_0_4, - "A Cactus Potion.", L_State_0_5, - "Some milk.", L_State_0_6, - "A pint of beer.", L_State_0_7, - "An Iron potion.", L_State_0_9, - "A Concentration Potion.", L_State_0_8, - "Nothing, at the moment.", -; - close; - -L_State_0_4: - mes "[Agostine, The Legendary Tailor]"; - mes "\"So, a Cactus Drink?\""; - if (countitem("CactusDrink") < 1) goto L_State_neg; - delitem "CactusDrink", 1; - goto L_State_bad; - close; - -L_State_0_5: - mes "[Agostine, The Legendary Tailor]"; - mes "\"So, a Cactus Potion?\""; - if (countitem("CactusPotion") < 1) goto L_State_neg; - delitem "CactusPotion", 1; - goto L_State_bad; - close; - -L_State_0_6: - mes "[Agostine, The Legendary Tailor]"; - mes "\"So, some milk for me?\""; - if (countitem("Milk") < 1) goto L_State_neg; - delitem "Milk", 1; - goto L_State_bad; - close; - -L_State_0_7: - mes "[Agostine, The Legendary Tailor]"; - mes "\"So, a beer?\""; - if (countitem("Beer") < 1) goto L_State_neg; - delitem "Beer", 1; - goto L_State_bad; - close; - -L_State_0_8: - mes "[Agostine, The Legendary Tailor]"; - mes "\"So, a Concentration Potion?\""; - if (countitem("ConcentrationPotion") < 1) goto L_State_neg; - delitem "ConcentrationPotion", 1; - goto L_State_bad; - close; - -L_State_0_9: - mes "[Agostine, The Legendary Tailor]"; - mes "\"So, an Iron Potion?\""; - if (countitem("IronPotion") < 1) goto L_State_neg; - delitem "IronPotion", 1; - next; - mes "Agostine looks pleased as he drinks the potion."; - next; - mes "[Agostine, The Legendary Tailor]"; - mes "\"Oh! This is damn good! I feel a new man, my friend!\""; - next; - set zeny, zeny + 500; - mes "[Agostine, The Legendary Tailor]"; - mes "\"This is a little reward for your help. Take 500 GP, my friend!\""; - set QUEST_WG_state, 2; - close; - -L_State_neg: - next; - mes "\"Seems that you lied. You don't have the drink you told me.\""; - close; - -L_State_bad: - next; - mes "\"Well, I don't like it so much. Bring me something else.\""; - close; - -// First Quest: edited version of Forest Bow Quest - Needed: about 30 White Furs and 15.000 GP - -L_State_1: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Mmmm... Let me see... This year light colours are fashionable!"; - mes "Would you like a pair of snow-white Winter Gloves?\""; - next; - menu - "No, thanks. I love dark clothes...", -, - "You really can do this for me?", L_State_2; - close; - -L_State_2: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Well, Winter Gloves are so fashionable for their lovable fur!"; - mes "Only the best furs can be used for these gloves!"; - mes "But, as you see, I am a tailor, not a hunter! So, why don't you bring me the best fluffy's fur you can find?\""; - set QUEST_WG_state, 3; - next; - menu - "You are crazy! I won't kill any animal for this!", -, - "Sure, I will be back soon!", L_State_3; - close; - -L_State_3: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Remember, I want the best of fur!\""; - set QUEST_WG_state, 4; - close; - -L_State_4: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Oh, my friend! Have you brought me some good furs?\""; - if (countitem("WhiteFur") < 1) close; - next; - menu - "Here, take a look!", L_State_4_try, - "Yes, but I need it for something else.", -; - close; - -L_State_4_try: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Let me see, my friend! It needs to be perfect for my gloves!\""; - mes "Agostine examines the patch of fur."; - next; - if (countitem("WhiteFur") < 1) goto L_No_Fur; - delitem "WhiteFur", 1; - set @Temp1,rand(30); - if (@Temp1 == 0) goto L_State_4_success; - mes "Agostine throws away the white fur."; - next; - mes "[Agostine, The Legendary Tailor]"; - mes "\"It was awfully cut! You should pay more attention when you kill fluffies!\""; - if (countitem("WhiteFur") < 1) close; - next; - menu - "Here I have another one!", L_State_4_try, - "Sorry, I will be careful...", -; - close; - -L_State_4_success: - mes "Agostine breaks into a smile"; - next; - mes "[Agostine, The Legendary Tailor]"; - mes "\"It's perfect! Perfect! Good job, my friend! I will prepare your gloves right now!\""; - next; - set QUEST_WG_state, 5; - goto L_State_5; - -L_State_5: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Ehm, my friend, my work is not free. I need 15,000 GP for the work.\""; - next; - menu - "You are not a tailor, you are a thief!!", -, - "I think it's a reasonable price...", L_State_5_pay; - close; - -L_State_5_pay: - if (zeny < 15000) goto L_State_5_nocash; - getinventorylist; - if (@inventorylist_count == 100) goto L_TooMany; - set zeny, zeny - 15000; - getitem "WinterGloves", 1; - set QUEST_WG_state, 6; - mes "[Agostine, The Legendary Tailor]"; - mes "\"Here they are. You will have the most fashionable hands in the world!\""; - close; - -L_State_5_nocash: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Seems like you are out of cash. Come back when you have the money.\""; - close; - -L_State_6: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Oh, I remember you! Your gloves are sooo fashionable, my friend!"; - mes "Well, I have a good news for you. In this issue of 'TMW Fashion'"; - mes "I saw a pretty accessory, a pair of Furry Boots, my friend."; - mes "I can make your own pair, if you want!\""; - next; - menu - "It's a great idea!", L_State_10, - "I'm glamourous enough, thanks", -; - close; - -// Start of Second Quest: Furry Boots - Needed: About 30 White Furs, 1 pair of Boots and 15.000 GP -L_State_10: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Perfect! For satisfying your request I need another perfect White Fur"; - mes "and a pair of Boots, like those you can find in the mines."; - mes "They will make you lovely, my friend!\""; - set QUEST_WG_state, 7; - close; - -L_State_11: - mes "[Agostine, The Legendary Tailor]"; - mes "\"So, my friend, have you brought me the right Fur?\""; - if (countitem("WhiteFur") < 1) close; - next; - menu - "Sure, I'm a fluffy hunter!", L_State_11_try, - "Not yet, sorry.", -; - close; - -L_State_11_try: - mes "[Agostine, The Legendary Tailor]"; - mes "\"I'd rather see the patch of fur, first.\""; - next; - mes "Agostine examines the patch of fur."; - next; - if (countitem("WhiteFur") < 1) goto L_No_Fur; - delitem "WhiteFur", 1; - set @Temp2,rand(30); - if (@Temp2 == 0) goto L_State_11_success; - mes "Agostine rips the white fur."; - next; - mes "[Agostine, The Legendary Tailor]"; - mes "\"That fur was terrible. I won't work with it!\""; - if (countitem("WhiteFur") < 1) close; - next; - menu - "Well, maybe this is better!", L_State_11_try, - "I will hunt other fluffies...", -; - close; - -L_State_11_success: - mes "Agostine breaks into a smile"; - next; - mes "[Agostine, The Legendary Tailor]"; - mes "\"This one is good enough, my friend. Good job.\""; - set QUEST_WG_state, 8; - goto L_State_12; - -L_State_12: - mes "[Agostine, The Legendary Tailor]"; - mes "\"I need also a pair of Boots for the work."; - mes "And my payment, obviously. 15,000 GP is right.\""; - next; - menu - "Sure, here it all is.", L_State_12_pay, - "I missed something, I will be back soon!", -; - close; - -L_State_12_pay: - if (zeny < 15000) goto L_State_12_missing; - if (countitem("Boots") < 1) goto L_State_12_missing; - // No inventory check needed, as boots are removed, opening a slot - set zeny, zeny - 15000; - delitem "Boots", 1; - getitem "FurBoots", 1; - set QUEST_WG_state, 9; - mes "[Agostine, The Legendary Tailor]"; - mes "\"Enjoy your new boots, my friend!\""; - close; - -L_State_12_missing: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Seems you have forgotten something. Check your inventory"; - mes "and your pockets!\""; - close; - -L_State_13: - mes "[Agostine, The Legendary Tailor]"; - mes "\"You are so glamourous, my dear friend!"; - mes "I have done a very good job on your clothes!\""; - close; - -L_TooMany: - mes "[Agostine, The Legendary Tailor]"; - mes "\"You don't have anywhere to put them. Come back when you do.\""; - close; - -L_No_Fur: - mes "[Agostine, The Legendary Tailor]"; - mes "\"You don't have any white fur! Stop talking nonsense.\""; - close; -} diff --git a/npc/021-2_Tulimshar/government_building.txt b/npc/021-2_Tulimshar/government_building.txt deleted file mode 100644 index f4f9d0de..00000000 --- a/npc/021-2_Tulimshar/government_building.txt +++ /dev/null @@ -1,220 +0,0 @@ -// The government builing in the south west - -// A clerk -021-2.gat,27,17,0 script Estard 107,{ - mes "[Estard]"; - mes "\"Hello what can I do for you?\""; - next; - -L_main: - if (getpartnerid2(0)) - goto L_main_married; - - menu - "I'm looking at getting married.", L_marry, - "Nothing, I guess.", -; - close; - -L_main_married: - menu - "I'd like a divorce.", L_divorce, - "Nothing, I guess.", -; - close; - -L_marry: - if (BaseLevel < WEDDING_MIN_LEVEL) - goto L_marry_too_young; - if (zeny < WEDDING_FEE) - goto L_marry_too_poor; - - mes "[Estard]"; - mes "\"Are you sure you want to get married? It'll cost " + WEDDING_FEE + " GP.\""; - - menu - "Yes", L_marry_do, - "No", -; - close; - -L_marry_do: - callsub S_give_rings; - - mes "[Estard]"; - mes "\"Here are your rings. You can get married by standing in one of the designated places (like that small rug over there) with your partner, give them their ring, and say 'marry (their name here)'. You both need to have your rings on.\""; - close; - -L_marry_too_young: - mes "[Estard]"; - mes "\"I'm sorry, but you are too young to get married. You must be atleast " + WEDDING_MIN_LEVEL + " levels old.\""; - next; - - menu - "Can I at least get wedding rings?", L_get_rings, - "Thanks anyways.", -; - close; - -L_marry_too_poor: - mes "[Estard]"; - mes "\"You need " + WEDDING_FEE + " GP to get married. That covers all administrative fees for the marriage and provides two wedding rings.\""; - close; - -L_get_rings: - mes "[Estard]"; - mes "\"Yes. They are " + WEDDING_FEE + " GP. That covers all administrative fees for the marriage.\""; - - if (zeny < WEDDING_FEE) - menu - "Thanks anyways. I don't have enough with me.", -; - - if (zeny >= WEDDING_FEE) - menu - "I'll buy a pair.", L_get_rings_pay, - "Thanks anyways.", -; - close; - -L_get_rings_pay: - callsub S_give_rings; - - mes "[Estard]"; - mes "\"There you go. Come again.\""; - close; - -L_divorce: - set @divorce_cost, DIVORCE_FEE_PER_LEVEL * BaseLevel; - - if (zeny < @divorce_cost) - goto L_divorce_not_enough; - - mes "[Estard]"; - mes "\"If you're sure you want a divorce, it'll cost you " + @divorce_cost + " GP.\""; - next; - - menu - "I am sure I want it.", L_do_divorce, - "I don't want it.", -; - close; - -L_do_divorce: - if (zeny < @divorce_cost) - goto L_not_enough_money; - - if divorce(0) goto L_divorce_done; - - mes "[Estard]"; - mes "\"I'm having trouble finding the record. \""; - - mes "[Server]"; - mes "Try again when your partner is online too."; - close; - -L_divorce_done: - set zeny, zeny - @divorce_cost; - - mes "[Estard]"; - mes "\"You have been divorced. Come again.\""; - close; - -L_divorce_not_enough: - mes "[Estard]"; - mes "\"I'm sorry , but you don't have enough money to get a divorce. You need " + @divorce_cost + " GP.\""; - close; - -L_not_enough_money: - mes "[Estard]"; - mes "\"Seems you don't have enough money.\""; - close; - -L_no_room_for_rings: - mes "[Estard]"; - mes "\"You don't have enough room to carry these rings.\""; - close; - -S_give_rings: - if (zeny < WEDDING_FEE) - goto L_not_enough_money; - getinventorylist; - if (@inventorylist_count > 98) goto L_no_room_for_rings; - - set zeny, zeny - WEDDING_FEE; - getitem "WeddingRing", 1; - getitem "WeddingRing", 1; - return; -} - -021-2.gat,36,17,0 script Tathin 107,{ - set @PARTY_SKILL, 3; - - mes "[Tathin]"; - mes "\"Hello what Can I do for you?\""; - next; - - if (getskilllv(@PARTY_SKILL) == 2 ) goto L_Base_Menu; - if (BaseLevel >= 15 && getskilllv(@PARTY_SKILL) == 1) goto L_Can_Make_Party; - if (getskilllv(@PARTY_SKILL) == 1) goto L_Base_Menu; - if (BaseLevel >= 10) goto L_Can_Party; - -L_Base_Menu: - menu - "Nothing, I guess.", -; - close; - -L_Can_Party: - menu - "I'd like to get a party permit.", L_Get_Party, - "Nothing, I guess.", -; - close; - -L_Can_Make_Party: - menu - "I'd like to get a party creator permit.", L_Get_Make_Party, - "Nothing, I guess.", -; - close; - -L_Get_Party: - mes "[Tathin]"; - mes "\"A permit to join parties costs 10 GP.\""; - next; - menu - "OK", L_Give_Party, - "No thank you", -; - close; - -L_Give_Party: - if (zeny < 10) goto L_NotEnoughMoney; - set zeny, zeny - 10; - setskill @PARTY_SKILL, 1; - mes "[Tathin]"; - mes "\"Here's your permit. You'll need to be invited by an existing member of a party to join it.\""; - next; - mes "[Tathin]"; - mes "\"Remember, parties cannot share experience if any members are more than 10 levels apart.\""; - close; - -L_Get_Make_Party: - mes "[Tathin]"; - mes "\"A permit to create parties costs 50 GP.\""; - next; - menu - "OK", L_Give_Make_Party, - "No thank you", -; - close; - -L_Give_Make_Party: - if (zeny < 50) goto L_NotEnoughMoney; - set zeny, zeny - 50; - setskill @PARTY_SKILL, 2; - mes "[Tathin]"; - mes "\"Here's your permit. You can create parties with the 'new' or 'create' commands on the Party tab in the client. Parties need to have unique names.\""; - close; - -L_NotEnoughMoney: - mes "[Tathin]"; - mes "\"You don't have enough GP\""; - close; -} - -// Guard -021-2.gat,20,19,0 script Guard 123,1,1,{ - mes "[Guard]"; - mes "\"You can't come back here.\""; - close; -} diff --git a/npc/021-2_Tulimshar/heathin.txt b/npc/021-2_Tulimshar/heathin.txt deleted file mode 100644 index 270d510a..00000000 --- a/npc/021-2_Tulimshar/heathin.txt +++ /dev/null @@ -1,287 +0,0 @@ -//Items for NPC are incomplete. Makes "simple ring" which can be crafted into a useful ring by Inya and terranite armor. - -021-2.gat,29,55,0 script Heathin 147,{ - - set @TARROW_REQ_TERRA_ORE, 1; - set @TARROW_REQ_COAL, 5; - set @TARROW_REQ_GP, 3000; - - if (HEATHIN_QUEST == 14) && (baselevel >= 80) goto L_Heathin_Terranite_Arrows_Trade; - if (HEATHIN_QUEST == 13) && (baselevel >= 80) goto L_Heathin_Terranite_Arrows_Ready; - if (HEATHIN_QUEST == 12) && (baselevel >= 80) goto L_Heathin_Terranite_Arrows_Forge; - if (HEATHIN_QUEST == 11) && (baselevel >= 80) goto L_Heathin_Terranite_Arrows; - if (HEATHIN_QUEST == 10) && (baselevel >= 80) goto L_Heathin_Terranite_Chest_Armor_Ready; - if (HEATHIN_QUEST == 9) && (baselevel >= 80) goto L_Heathin_Terranite_Chest_Armor_Forge; - if (HEATHIN_QUEST == 8) && (baselevel >= 80) goto L_Heathin_Terranite_Chest_Armor; - if (HEATHIN_QUEST == 7) && (baselevel >= 80) goto L_Heathin_Terranite_Legs_Ready; - if (HEATHIN_QUEST == 6) && (baselevel >= 80) goto L_Heathin_Terranite_Legs_Forge; - if (HEATHIN_QUEST == 5) && (baselevel >= 80) goto L_Heathin_Terranite_Legs; - if (HEATHIN_QUEST == 4) && (baselevel >= 80) goto L_Heathin_Terranite_Hood_Ready; - if (HEATHIN_QUEST == 3) && (baselevel >= 80) goto L_Heathin_Terranite_Hood_Forge; - if (HEATHIN_QUEST == 2) && (baselevel >= 80) goto L_Heathin_Terranite_Hood; - if (HEATHIN_QUEST == 2) && (baselevel >= 60)goto L_Heathin_Ring_Thanks; - if (HEATHIN_QUEST == 1) && (baselevel >= 60) goto L_Heathin_Ring_Award; - if (baselevel >= 60) goto L_Heathin_Start; - - mes "[Heathin]"; - mes "\"Hello, friend. I am Heathin, a smith of exotic metals. \""; - close; - -L_Heathin_Start: - mes "[Heathin]"; - mes "\"Hello, friend. I am Heathin, a smith of exotic metals. \""; - next; - mes "\"By the order of the Wizard's Council, I've been commissioned to forge gold ingots from gold pieces. I need to collect as many gold pieces as I can manage, forge them and give the ingots to the Council. However, I am but a simple smith and cannot complete this effort by myself.\""; - next; - mes "\"Forging gold ingots is not just a simple matter of gold falling from the sky! I need individuals that can gather not just the gold, but also help collect [Coal] to heat my forge.\""; - next; - mes "\"Of course it would make little sense for me to gather gold pieces from helpers just to pass them back out. However, I am willing to smith an award for any who would put an effort in towards completing my goal.\""; - next; - mes "\"Perhaps you would be interested in helping me out? Would you be willing to help me gather [Coal] and gold to fulfill my commission? I am asking any and all willing souls to get me 50 coal and 100,000 gold pieces, as that would put a significant dint in my goal.\""; - menu - "Sure, I'll help!", L_Heathin_Help, - "I'd rather keep my gold for my own purposes, thank you very much.", L_Heathin_No, - "Wait, what kind of award are we talking about?", L_Heathin_Interested; - -L_Heathin_Help: - set HEATHIN_QUEST, 1; - mes "[Heathin]"; - mes "\"Excellent! I am always glad when someone can be of service not just to me, but to all of Tulimshar. Please get me 50 [Coal] and 100,000 gold pieces, and you will be compensated for your efforts.\""; - close; - -L_Heathin_No: - mes "[Heathin]"; - mes "\"That is too bad. If you change your mind, I shall still be here, attempting to get my commission done.\""; - close; - -L_Heathin_Interested: - mes "[Heathin]"; - mes "\"Well, when I am crafting these ingots, there are always stray metals left over. Surely I could forge them into ingots again, but I'd rather ensure that my commission be completed. I am willing to forge a [Simple Ring] for you, which could be made more beautiful by a skilled jeweler.\""; - next; - mes "\"What you do with the ring after I am done forging it is your own business, but it could come in handy.\""; - next; - mes "\"Does this sound like something you might be interested in?\""; - menu - "Sure, I'll help!", L_Heathin_Help, - "I'd rather keep my gold.", L_Heathin_No, - "Can you repeat that again?", L_Heathin_Interested; - close; - -L_Heathin_Ring_Award: - if ( (zeny < 100000) | (countitem ("Coal") < 50) ) goto L_Heathin_Ring_Wait; - set HEATHIN_QUEST, 2; - set zeny, zeny - 100000; - delitem "Coal", 50; - getitem "RingSimple", 1; - mes "[Heathin]"; - mes "\"You have brought the [Coal] and gold pieces. This is most excellent! As promised, I have crafted a ring for you. Hopefully you will find it useful.\""; - next; - mes "\"Time to smelt these gold pieces into ingots. The Council will be pleased. Thank you for your efforts!\""; - close; - -L_Heathin_Ring_Wait: - mes "[Heathin]"; - mes "\"Hello again. Making golden ingots keeps me pretty busy. I certainly hope I can fulfill my commission soon so that I can move on to bigger and better things.\""; - next; - mes "\"The pay is good, certainly, but I am a far better smith than this. If you can bring me 100,000 gold pieces and 50 [Coal], it would surely get me to my goal faster.\""; - next; - mes "\"I will be sure to provide an apt award once you are done.\""; - close; - -L_Heathin_Ring_Thanks: - mes "[Heathin]"; - mes "\"Thank you again for helping me fulfil my commission. It has made a signficant dint in what the Council requires of me. Perhaps I may be of service to you again one day!\""; - close; - -L_Heathin_Terranite_Hood: - mes "[Heathin]"; - mes "\"Hello again friend, I just found out about this great metal called terranite.\""; - next; - mes "\"This metal is almost as strong as steel, but is also very ductile.\""; - next; - mes "\"With some effort, I can make this metal form rings tighter than any chain mail. It isn't the prettiest in hue, but its uses can be many.\""; - next; - mes "\"Unfortunately, it seems to be difficult to gather. Most that have searched for [Terranite Ore] either cannot find it or have never returned...\""; - next; - mes "\"I may be an excellent smith, but I certainly am no combatant. However, I would enjoy turning this ore into something useful, perhaps some type of armor to help those that may be braver.\""; - next; - mes "\"So, what do you say? Are you interested?\""; - menu - "No, thank you. Maybe later.", L_Heathin_Terranite_No, - "Armor, you say? Definitely!", L_Heathin_Terranite_Yes; - close; - -L_Heathin_Terranite_No: - mes "[Heathin]"; - mes "\"Ah, that is too bad. Come by again anytime.\""; - close; - -L_Heathin_Terranite_Yes: - set HEATHIN_QUEST, 3; - mes "[Heathin]"; - mes "\"Great, this is going to be fun! As I have not had much practice with this armor, I'd like to get started soon.\""; - next; - mes "Heathin thinks for a moment."; - next; - mes "\"Ah, I know! I will make a helm... Well, more like a hood, since it will be woven.\""; - next; - mes "\"It will require a great amount of heat, if the rumors are to be believed. For this, I will need 100 [Coal] to keep my forge burning hot. I will also need 10 [Terranite Ore] to make the armor. Of course, such work does not come cheap. While I may enjoy my work, my time and effort is very valuable. To compensate my efforts I will need 200,000 gold pieces. Please come back with the gold, [Coal] and ore and I'll make this hood for you.\""; - close; - -L_Heathin_Terranite_Hood_Forge: - if ( (zeny < 200000) | (countitem("Coal") < 100) | (countitem("TerraniteOre") < 10) ) goto L_Heathin_Terranite_Hood_Wait; - set HEATHIN_QUEST, 4; - delitem "Coal", 100; - delitem "TerraniteOre", 10; - set zeny, zeny - 200000; - mes "[Heathin]"; - mes "\"Great, you brought everything! Come back later and I'll have the helm ready for you.\""; - close; - -L_Heathin_Terranite_Hood_Wait: - mes "[Heathin]"; - mes "\"I am very busy right now. If you could bring me 10 [Terranite Ore], 100 [Coal] and 200,000 gold pieces, I will make that terranite hood for you.\""; - close; - -L_Heathin_Terranite_Hood_Ready: - set HEATHIN_QUEST, 5; - getitem "TerraniteHelmet", 1; - mes "[Heathin]"; - mes "\"I am all done with your terranite hood. I hope you enjoy it! I have some work to wrap up for the Council, but come back later and I might be able to assist you again.\""; - close; - -L_Heathin_Terranite_Legs: - set HEATHIN_QUEST, 6; - mes "[Heathin]"; - mes "\"I am glad you are back! I've just finished up some more of my commission. Now I can get back to making terranite armor for you. This time I will make some pants, but they need more ore, more [Coal] to heat my forge and of course, more gold for my efforts.\""; - next; - mes "\"To make terranite pants, I need 200 [Coal], 30 [Terranite Ore] and 400,000 gold pieces. The faster you bring this to me, the faster I can have your terranite pants ready.\""; - close; - -L_Heathin_Terranite_Legs_Forge: - if ( (zeny < 400000) | (countitem("Coal") < 200) | (countitem("TerraniteOre") < 30) ) goto L_Heathin_Terranite_Legs_Wait; - set HEATHIN_QUEST, 7; - delitem "Coal", 200; - delitem "TerraniteOre", 30; - set zeny, zeny - 400000; - mes "[Heathin]"; - mes "\"Great, you have brought everything! Come back later and I will have those terranite pants ready for you.\""; - close; - -L_Heathin_Terranite_Legs_Wait: - mes "[Heathin]"; - mes "\"I am very busy right now. If you could bring me 30 [Terranite Ore], 200 [Coal] and 400,000 gold pieces, I will make those terranite pants for you.\""; - close; - -L_Heathin_Terranite_Legs_Ready: - set HEATHIN_QUEST, 8; - getitem "TerraniteLegsArmor", 1; - mes "[Heathin]"; - mes "\"I am all done with your terranite pants. Hope you enjoy them! I have some more work to complete for the Council. Come back later and I might be able to assist you again.\""; - close; - -L_Heathin_Terranite_Chest_Armor: - set HEATHIN_QUEST, 9; - mes "[Heathin]"; - mes "\"Good to see you again. I have just finished up some more of my commission. Now I can get back to making terranite armor for you. This time, I will make some terranite chest armor, but it needs more ore, more [Coal] for my forge and of course, more gold to compensate for my efforts.\""; - next; - mes "\"To make terranite chest armor, I need 250 [Coal], 40 [Terranite Ore] and 500,000 gold pieces. The faster you bring this to me, the faster I can have your terranite armor ready.\""; - close; - -L_Heathin_Terranite_Chest_Armor_Forge: - if ( (zeny < 500000) | (countitem("Coal") < 250) | (countitem("TerraniteOre") < 40) ) goto L_Heathin_Terranite_Chest_Armor_Wait; - set HEATHIN_QUEST, 10; - delitem "Coal", 250; - delitem "TerraniteOre", 40; - set zeny, zeny - 500000; - mes "[Heathin]"; - mes "\"Splendid, you have brought everything! Come back later and I will have the terranite chest armor ready for you.\""; - close; - -L_Heathin_Terranite_Chest_Armor_Wait: - mes "[Heathin]"; - mes "\"I am very busy right now. If you could bring me 40 [Terranite Ore], 250 [Coal] and 500,000 gold pieces, I will make that chest armor for you.\""; - close; - -L_Heathin_Terranite_Chest_Armor_Ready: - set HEATHIN_QUEST, 11; - getitem "TerraniteChestArmor", 1; - mes "[Heathin]"; - mes "\"I have completed your terranite chest armor. I hope you enjoy it! I have some work to wrap up for the Council again, but come back later and I might be able to assist you once more.\""; - close; - -L_Heathin_Terranite_Arrows: - mes "[Heathin]"; - mes "\"How good to see you. I have experimented a little with [Terranite Ore] to see what else can be done with it. It seems to have some qualities suitable for weapons, but I have only tested it with arrows. If you would like, I can make [Terranite Arrow]s, but as as with the armor, I need [Coal], [Terranite Ore] and payment for my efforts.\""; - next; - mes "\"Also, it might be a while until I have time to see what else I can make with terranite other than arrows, as right now the Council is keeping me rather busy with my commission. So, would you like some [Terranite Arrow]s?\""; - menu - "No, thank you.", L_Heathin_Terranite_Arrows_No, - "Sure, I could use some arrows.", L_Heathin_Terranite_Arrows_Yes; - close; - -L_Heathin_Terranite_Arrows_No: - mes "[Heathin]"; - mes "\"Well, if you change your mind, I'm not going anywhere.\""; - close; - -L_Heathin_Terranite_Arrows_Yes: - set HEATHIN_QUEST, 12; - mes "[Heathin]"; - mes "\"Good, good. I shall begin crafting these arrows as soon as you come back. However, I cannot just make small handfuls as it would not be worth my time and effort to have my concentration interrupted for small tasks. I will make 1,000 [Terranite Arrow]s per request, for which I will need "+@TARROW_REQ_TERRA_ORE+" [Terranite Ore], "+@TARROW_REQ_COAL+" [Coal] and "+@TARROW_REQ_GP+" gold pieces.\""; - next; - mes "\"See you soon!\""; - close; - -L_Heathin_Terranite_Arrows_Forge: - if ( (zeny < @TARROW_REQ_GP) | (countitem("Coal") < @TARROW_REQ_COAL) | (countitem("TerraniteOre") < @TARROW_REQ_TERRA_ORE) ) goto L_Heathin_Terranite_Arrows_Wait; - set HEATHIN_QUEST, 13; - delitem "Coal", @TARROW_REQ_COAL; - delitem "TerraniteOre", @TARROW_REQ_TERRA_ORE; - set zeny, zeny - @TARROW_REQ_GP; - mes "[Heathin]"; - mes "\"Wonderful! You have everything I asked for. I will start working on the arrows right away.\""; - close; - -L_Heathin_Terranite_Arrows_Wait: - mes "[Heathin]"; - mes "\"If you want [Terranite Arrow]s, please get me "+@TARROW_REQ_TERRA_ORE+" [Terranite Ore], "+@TARROW_REQ_COAL+" [Coal] and "+@TARROW_REQ_GP+" gold pieces.\""; - close; - -L_Heathin_Terranite_Arrows_Ready: - getitem "TerraniteArrow", 1000; - set HEATHIN_QUEST, 14; - mes "[Heathin]"; - mes "\"All done, here you go! I hope you like them. I am still working on my commission, but if you ever need any more [Terranite Arrow]s, just come on by with "+@TARROW_REQ_COAL+" [Coal], "+@TARROW_REQ_TERRA_ORE+" [Terranite Ore] and "+@TARROW_REQ_GP+" gold pieces and I will make another 1,000 arrows for you. By now I have enough [Terranite Ore] in reserve that you can just trade me my requirements to keep my resources up. Thank you for all your efforts!\""; - close; - -L_Heathin_Terranite_Arrows_Trade: - mes "[Heathin]"; - mes "\"Hello, there. If you have "+@TARROW_REQ_COAL+" [Coal], "+@TARROW_REQ_TERRA_ORE+" [Terranite Ore] and "+@TARROW_REQ_GP+" gold pieces, I will trade you 1,000 [Terranite Arrow]s. Would you like some [Terranite Arrow]s?\""; - menu - "No.", L_Heathin_Terranite_Arrows_Trade_No, - "Yes.", L_Heathin_Terranite_Arrows_Trade_Yes; - close; - -L_Heathin_Terranite_Arrows_Trade_No: - mes "[Heathin]"; - mes "\"Come back again if you would like to get [Terranite Arrow]s.\""; - close; - -L_Heathin_Terranite_Arrows_Trade_Yes: - if ( (zeny < @TARROW_REQ_GP) | (countitem("Coal") < @TARROW_REQ_COAL) | (countitem("TerraniteOre") < @TARROW_REQ_TERRA_ORE) ) goto L_Heathin_Terranite_Arrows_Trade_Wait; - delitem "Coal", @TARROW_REQ_COAL; - delitem "TerraniteOre", @TARROW_REQ_TERRA_ORE; - set zeny, zeny - @TARROW_REQ_GP; - set @lucky, 5 * rand(readparam(bLuk)); - getitem "TerraniteArrow", 1000 + @lucky; - mes "[Heathin]"; - mes "\"Here you go! You are lucky, I could forge "+@lucky+" more arrows than expected. Come back again if you want more [Terranite Arrow]s.\""; - close; - -L_Heathin_Terranite_Arrows_Trade_Wait: - mes "[Heathin]"; - mes "\"It seems that you do not have the necessary resources for me to trade you. Please come back with "+@TARROW_REQ_COAL+" [Coal], "+@TARROW_REQ_TERRA_ORE+" [Terranite Ore] and "+@TARROW_REQ_GP+" gold pieces if you want another 1,000 [Terranite Arrow]s.\""; - close; - -} diff --git a/npc/021-2_Tulimshar/inya.txt b/npc/021-2_Tulimshar/inya.txt deleted file mode 100644 index 4d95bfb0..00000000 --- a/npc/021-2_Tulimshar/inya.txt +++ /dev/null @@ -1,174 +0,0 @@ -//Gemstones: Diamond (white) , Ruby (red), Emerald (green), Sapphire (blue), Topaz (yellow), Amethyst (purple) -//The power of the gems is important to future balance of these rings. Are they related to stats, tiers of power, schools of magic? - -021-2.gat,43,62,0 script Inya 106,{ - - mes "[Inya]"; - mes "\"I am Inya, a jeweler of fine rings. If you have a [Simple Ring] and a gem, I can make a nice ring for you for 1,000,000 gold pieces.\""; - next; - mes "\"Also, if you have a ring with gems on it, I can remove the gems and return the [Simple Ring] to you for 500,000 gold pieces.\""; - next; - mes "\"So, how can I help you?\""; - menu - "I have a wedding ring, will that do?", L_Inya_Wedding_Ring, - "I'd like to remove a gem (500000 GP).", L_Inya_Remove_RingGem, - "I'd like to add a gem (1000000 GP).", L_Inya_Add_RingGem, - "Not interested.", L_Inya_NotInterested; - close; - -L_Inya_Wedding_Ring: - mes "[Inya]"; - mes "\"No, sorry. I do not alter wedding rings at this time.\""; - close; - -L_Inya_Remove_RingGem: - mes "[Inya]"; - mes "\"What kind of gem would you like to have removed?\""; - menu - "Diamond.", L_Inya_Remove_Diamond, - "Ruby.", L_Inya_Remove_Ruby, - "Emerald.", L_Inya_Remove_Emerald, - "Sapphire.", L_Inya_Remove_Sapphire, - "Topaz.", L_Inya_Remove_Topaz, - "Amethyst.", L_Inya_Remove_Amethyst, - "I've changed my mind.", L_Inya_NotInterested; - close; - -L_Inya_Add_RingGem: - mes "[Inya]"; - mes "\"What kind of gem would you like to add?\""; - menu - "Diamond.", L_Inya_Add_Diamond, - "Ruby.", L_Inya_Add_Ruby, - "Emerald.", L_Inya_Add_Emerald, - "Sapphire.", L_Inya_Add_Sapphire, - "Topaz.", L_Inya_Add_Topaz, - "Amethyst.", L_Inya_Add_Amethyst, - "I've changed my mind.", L_Inya_NotInterested; - close; - -L_Inya_Remove_Diamond: - if ( (zeny < 500000) | (countitem ("RingGemWhite") < 1) ) goto L_Inya_Not_Enough; - set zeny, zeny - 500000; - delitem "RingGemWhite", 1; - getitem "RingSimple", 1; - mes "[Inya]"; - mes "\"Here you go.\""; - close; - -L_Inya_Remove_Ruby: - if ( (zeny < 500000) | (countitem ("RingGemRed") < 1) ) goto L_Inya_Not_Enough; - set zeny, zeny - 500000; - delitem "RingGemRed", 1; - getitem "RingSimple", 1; - mes "[Inya]"; - mes "\"Here you go.\""; - close; - -L_Inya_Remove_Emerald: - if ( (zeny < 500000) | (countitem ("RingGemGreen") < 1) ) goto L_Inya_Not_Enough; - set zeny, zeny - 500000; - delitem "RingGemGreen", 1; - getitem "RingSimple", 1; - mes "[Inya]"; - mes "\"Here you go.\""; - close; - -L_Inya_Remove_Sapphire: - if ( (zeny < 500000) | (countitem ("RingGemBlue") < 1) ) goto L_Inya_Not_Enough; - set zeny, zeny - 500000; - delitem "RingGemBlue", 1; - getitem "RingSimple", 1; - mes "[Inya]"; - mes "\"Here you go.\""; - close; - -L_Inya_Remove_Topaz: - if ( (zeny < 500000) | (countitem ("RingGemYellow") < 1) ) goto L_Inya_Not_Enough; - set zeny, zeny - 500000; - delitem "RingGemYellow", 1; - getitem "RingSimple", 1; - mes "[Inya]"; - mes "\"Here you go.\""; - close; - -L_Inya_Remove_Amethyst: - if ( (zeny < 500000) | (countitem ("RingGemPurple") < 1) ) goto L_Inya_Not_Enough; - set zeny, zeny - 500000; - delitem "RingGemPurple", 1; - getitem "RingSimple", 1; - mes "[Inya]"; - mes "\"Here you go.\""; - close; - -L_Inya_Add_Diamond: - if ( (zeny < 1000000) | (countitem ("RingSimple") < 1) | (countitem ("GemRawWhite") < 1) ) goto L_Inya_Not_Enough; - set zeny, zeny - 1000000; - delitem "RingSimple", 1; - delitem "GemRawWhite", 1; - getitem "RingGemWhite", 1; - mes "[Inya]"; - mes "\"Here you go.\""; - close; - -L_Inya_Add_Ruby: - if ( (zeny < 1000000) | (countitem ("RingSimple") < 1) | (countitem ("GemRawRed") < 1) ) goto L_Inya_Not_Enough; - set zeny, zeny - 1000000; - delitem "RingSimple", 1; - delitem "GemRawRed", 1; - getitem "RingGemRed", 1; - mes "[Inya]"; - mes "\"Here you go.\""; - close; - -L_Inya_Add_Emerald: - if ( (zeny < 1000000) | (countitem ("RingSimple") < 1) | (countitem ("GemRawGreen") < 1) ) goto L_Inya_Not_Enough; - set zeny, zeny - 1000000; - delitem "RingSimple", 1; - delitem "GemRawGreen", 1; - getitem "RingGemGreen", 1; - mes "[Inya]"; - mes "\"Here you go.\""; - close; - -L_Inya_Add_Sapphire: - if ( (zeny < 1000000) | (countitem ("RingSimple") < 1) | (countitem ("GemRawBlue") < 1) ) goto L_Inya_Not_Enough; - set zeny, zeny - 1000000; - delitem "RingSimple", 1; - delitem "GemRawBlue", 1; - getitem "RingGemBlue", 1; - mes "[Inya]"; - mes "\"Here you go.\""; - close; - -L_Inya_Add_Topaz: - if ( (zeny < 1000000) | (countitem ("RingSimple") < 1) | (countitem ("GemRawYellow") < 1) ) goto L_Inya_Not_Enough; - set zeny, zeny - 1000000; - delitem "RingSimple", 1; - delitem "GemRawYellow", 1; - getitem "RingGemYellow", 1; - mes "[Inya]"; - mes "\"Here you go.\""; - close; - -L_Inya_Add_Amethyst: - if ( (zeny < 1000000) | (countitem ("RingSimple") < 1) | (countitem ("GemRawPurple") < 1) ) goto L_Inya_Not_Enough; - set zeny, zeny - 1000000; - delitem "RingSimple", 1; - delitem "GemRawPurple", 1; - getitem "RingGemPurple", 1; - mes "[Inya]"; - mes "\"Here you go.\""; - close; - -L_Inya_NotInterested: - mes "[Inya]"; - mes "\"Come back later and I will try to be of assistance.\""; - close; - -L_Inya_Not_Enough: - mes "[Inya]"; - mes "\"I am sorry, you simply do not seem to have the necessary items for me to help you. Please come back when you do, and I would be more than happy to help you out.\""; - close; - -} diff --git a/npc/021-2_Tulimshar/jhedia.txt b/npc/021-2_Tulimshar/jhedia.txt deleted file mode 100644 index 2677a099..00000000 --- a/npc/021-2_Tulimshar/jhedia.txt +++ /dev/null @@ -1,54 +0,0 @@ -// Ingot maker takes iron ore, gives ingots for future crafting purposes. - -021-2.gat,23,55,0 script Jhedia 160,{ - - set @Cost_Per_Ingot, 1000; - set @Iron_Ore_Per, 5; - set @Coal_Per, 10; - - mes "[Jhedia]"; - mes "\"I forge [Iron Ore] into ingots. Ingots are more useful for skilled smiths, like armorers, because the ore is refined and made into useful units which can be worked with. To make ingots, I need " + @Iron_Ore_Per + " [Iron Ore] and " + @Cost_Per_Ingot + " gp per ingot. I also need " + @Coal_Per + " [Coal] for my forge.\""; - next; - mes "[Jhedia]"; - mes "\"How many ingots would you like?\""; - input @ingot_count; - - if (@ingot_count == 0) goto L_Jhedia_Bye; - set @Zeny_cost, @ingot_count * @Cost_Per_Ingot; - if (countitem("IronOre") < @Iron_Ore_Per * @ingot_count) goto L_Jhedia_NotEnough_Ore; - if (countitem("Coal") < @Coal_Per * @ingot_count) goto L_Jhedia_NotEnough_Coal; - if (zeny < @Zeny_cost) goto L_Jhedia_NotEnough_Zeny; - getinventorylist; - if (@inventorylist_count == 100 && countitem("IngotIron") == 0 && countitem("IronOre") > @ingot_count * @Iron_Ore_Per | countitem("Coal") > @ingot_count * @Coal_Per) goto L_Jhedia_NotEnoughSlots; - set zeny, zeny - @Zeny_cost; - delitem "IronOre", @ingot_count * @Iron_Ore_Per; - delitem "Coal", @ingot_count * @Coal_Per; - getitem "IngotIron", @ingot_count; - close; - -L_Jhedia_Bye: - mes "[Jhedia]"; - mes "\"Goodbye then.\""; - close; - -L_Jhedia_NotEnough_Ore: - mes "[Jhedia]"; - mes "\"You do not seem to have enough [Iron Ore].\""; - close; - -L_Jhedia_NotEnough_Coal: - mes "[Jhedia]"; - mes "\"You do not seem to have enough [Coal].\""; - close; - -L_Jhedia_NotEnough_Zeny: - mes "[Jhedia]"; - mes "\"You do not seem to have enough gold pieces.\""; - close; - -L_Jhedia_NotEnoughSlots: - mes "[Jhedia]"; - mes "\"You do not seem to have enough room to carry this many ingots.\""; - close; - -} diff --git a/npc/021-2_Tulimshar/mapflags.txt b/npc/021-2_Tulimshar/mapflags.txt deleted file mode 100644 index 8f4a9dcd..00000000 --- a/npc/021-2_Tulimshar/mapflags.txt +++ /dev/null @@ -1,2 +0,0 @@ -021-2.gat mapflag no_player_drops -021-2.gat mapflag town diff --git a/npc/021-2_Tulimshar/workshop.txt b/npc/021-2_Tulimshar/workshop.txt deleted file mode 100644 index ffe732b4..00000000 --- a/npc/021-2_Tulimshar/workshop.txt +++ /dev/null @@ -1,11 +0,0 @@ -// Tulimshar's main workshop - -// The receptionist -021-2.gat,22,63,0 script Sonir 118,{ - mes "[Sonir]"; - mes "\"This is Tulimshar's main workshop. Much crafting happens here.\""; - next; - mes "[Sonir]"; - mes "\"We also have limited housing on the second floor.\""; - close; -} diff --git a/npc/021-8_Meeting_Rooms/_import.txt b/npc/021-8_Meeting_Rooms/_import.txt deleted file mode 100644 index 3c454cc1..00000000 --- a/npc/021-8_Meeting_Rooms/_import.txt +++ /dev/null @@ -1,3 +0,0 @@ -map: 021-8.gat -npc: npc/021-8_Meeting_Rooms/_mobs.txt -npc: npc/021-8_Meeting_Rooms/_warps.txt diff --git a/npc/021-8_Meeting_Rooms/_mobs.txt b/npc/021-8_Meeting_Rooms/_mobs.txt deleted file mode 100644 index 993017ea..00000000 --- a/npc/021-8_Meeting_Rooms/_mobs.txt +++ /dev/null @@ -1,7 +0,0 @@ -// 021-8 Meeting Rooms mobs - - - -021-8.gat,0,0,0 script Mob021-8 -1,{ - end; -} diff --git a/npc/021-8_Meeting_Rooms/_warps.txt b/npc/021-8_Meeting_Rooms/_warps.txt deleted file mode 100644 index 9d92f8c4..00000000 --- a/npc/021-8_Meeting_Rooms/_warps.txt +++ /dev/null @@ -1,2 +0,0 @@ -// 021-8 Meeting Rooms warps - diff --git a/npc/022-1/_import.txt b/npc/022-1/_import.txt new file mode 100644 index 00000000..f0e9cc73 --- /dev/null +++ b/npc/022-1/_import.txt @@ -0,0 +1,9 @@ +// Map 022-1: Tulimshar +// 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 +npc: npc/022-1/_warps.txt +npc: npc/022-1/dock.txt +npc: npc/022-1/elanore.txt +npc: npc/022-1/ferry_master.txt +npc: npc/022-1/mapflags.txt diff --git a/npc/022-1/_mobs.txt b/npc/022-1/_mobs.txt new file mode 100644 index 00000000..a61eb346 --- /dev/null +++ b/npc/022-1/_mobs.txt @@ -0,0 +1,8 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Tulimshar mobs + + + +022-1.gat,0,0,0 script Mob022-1 -1,{ + end; +} diff --git a/npc/022-1/_warps.txt b/npc/022-1/_warps.txt new file mode 100644 index 00000000..38e63696 --- /dev/null +++ b/npc/022-1/_warps.txt @@ -0,0 +1,5 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Tulimshar 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/npc/022-1/dock.txt b/npc/022-1/dock.txt new file mode 100644 index 00000000..72d28486 --- /dev/null +++ b/npc/022-1/dock.txt @@ -0,0 +1,6 @@ +// The ferry dock + +022-1.gat,84,72,0 script #tulimshardock 127,6,1,{ + set @loc, DOCK_tulimshar; + callfunc "Ferry"; +} diff --git a/npc/022-1/elanore.txt b/npc/022-1/elanore.txt new file mode 100644 index 00000000..52e64171 --- /dev/null +++ b/npc/022-1/elanore.txt @@ -0,0 +1,3 @@ +// + +022-1.gat,68,79,0 duplicate(Elanore#_M) Elanore#_M 108 diff --git a/npc/022-1/ferry_master.txt b/npc/022-1/ferry_master.txt new file mode 100644 index 00000000..a1d9d69a --- /dev/null +++ b/npc/022-1/ferry_master.txt @@ -0,0 +1,16 @@ +// + +022-1.gat,73,71,0 script Ferry Master 138,{ + mes "[Ferry Master]"; + mes "\"Hello! Do you need something?\""; + next; + menu + "How do I use the ferry?", L_Explain, + "Nothing I guess", -; + close; + +L_Explain: + mes "[Ferry Master]"; + mes "\"You'll step up on the dock and select your destination. Each destination has an associated price that you need to pay. You don't have to go anywhere. Choosing the current port will result in nothing.\""; + close; +} diff --git a/npc/022-1/mapflags.txt b/npc/022-1/mapflags.txt new file mode 100644 index 00000000..f1b0444b --- /dev/null +++ b/npc/022-1/mapflags.txt @@ -0,0 +1,2 @@ +022-1.gat mapflag no_player_drops +022-1.gat mapflag town diff --git a/npc/022-1_Tulimshar/_import.txt b/npc/022-1_Tulimshar/_import.txt deleted file mode 100644 index f04f9443..00000000 --- a/npc/022-1_Tulimshar/_import.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 022-1.gat -npc: npc/022-1_Tulimshar/_mobs.txt -npc: npc/022-1_Tulimshar/_warps.txt -npc: npc/022-1_Tulimshar/dock.txt -npc: npc/022-1_Tulimshar/elanore.txt -npc: npc/022-1_Tulimshar/ferry_master.txt -npc: npc/022-1_Tulimshar/mapflags.txt diff --git a/npc/022-1_Tulimshar/_mobs.txt b/npc/022-1_Tulimshar/_mobs.txt deleted file mode 100644 index 8fc7bbe8..00000000 --- a/npc/022-1_Tulimshar/_mobs.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 022-1 Tulimshar mobs - - - -022-1.gat,0,0,0 script Mob022-1 -1,{ - end; -} diff --git a/npc/022-1_Tulimshar/_warps.txt b/npc/022-1_Tulimshar/_warps.txt deleted file mode 100644 index 811db150..00000000 --- a/npc/022-1_Tulimshar/_warps.txt +++ /dev/null @@ -1,5 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 022-1 Tulimshar 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/npc/022-1_Tulimshar/dock.txt b/npc/022-1_Tulimshar/dock.txt deleted file mode 100644 index 72d28486..00000000 --- a/npc/022-1_Tulimshar/dock.txt +++ /dev/null @@ -1,6 +0,0 @@ -// The ferry dock - -022-1.gat,84,72,0 script #tulimshardock 127,6,1,{ - set @loc, DOCK_tulimshar; - callfunc "Ferry"; -} diff --git a/npc/022-1_Tulimshar/elanore.txt b/npc/022-1_Tulimshar/elanore.txt deleted file mode 100644 index 52e64171..00000000 --- a/npc/022-1_Tulimshar/elanore.txt +++ /dev/null @@ -1,3 +0,0 @@ -// - -022-1.gat,68,79,0 duplicate(Elanore#_M) Elanore#_M 108 diff --git a/npc/022-1_Tulimshar/ferry_master.txt b/npc/022-1_Tulimshar/ferry_master.txt deleted file mode 100644 index a1d9d69a..00000000 --- a/npc/022-1_Tulimshar/ferry_master.txt +++ /dev/null @@ -1,16 +0,0 @@ -// - -022-1.gat,73,71,0 script Ferry Master 138,{ - mes "[Ferry Master]"; - mes "\"Hello! Do you need something?\""; - next; - menu - "How do I use the ferry?", L_Explain, - "Nothing I guess", -; - close; - -L_Explain: - mes "[Ferry Master]"; - mes "\"You'll step up on the dock and select your destination. Each destination has an associated price that you need to pay. You don't have to go anywhere. Choosing the current port will result in nothing.\""; - close; -} diff --git a/npc/022-1_Tulimshar/mapflags.txt b/npc/022-1_Tulimshar/mapflags.txt deleted file mode 100644 index f1b0444b..00000000 --- a/npc/022-1_Tulimshar/mapflags.txt +++ /dev/null @@ -1,2 +0,0 @@ -022-1.gat mapflag no_player_drops -022-1.gat mapflag town diff --git a/npc/023-1_Beach_Cliffs/_import.txt b/npc/023-1_Beach_Cliffs/_import.txt deleted file mode 100644 index 3d0bf1e4..00000000 --- a/npc/023-1_Beach_Cliffs/_import.txt +++ /dev/null @@ -1,3 +0,0 @@ -map: 023-1.gat -npc: npc/023-1_Beach_Cliffs/_mobs.txt -npc: npc/023-1_Beach_Cliffs/_warps.txt diff --git a/npc/023-1_Beach_Cliffs/_mobs.txt b/npc/023-1_Beach_Cliffs/_mobs.txt deleted file mode 100644 index 60725477..00000000 --- a/npc/023-1_Beach_Cliffs/_mobs.txt +++ /dev/null @@ -1,7 +0,0 @@ -// 023-1 Beach Cliffs mobs - - - -023-1.gat,0,0,0 script Mob023-1 -1,{ - end; -} diff --git a/npc/023-1_Beach_Cliffs/_warps.txt b/npc/023-1_Beach_Cliffs/_warps.txt deleted file mode 100644 index 0090bda5..00000000 --- a/npc/023-1_Beach_Cliffs/_warps.txt +++ /dev/null @@ -1,2 +0,0 @@ -// 023-1 Beach Cliffs warps - diff --git a/npc/024-1/_import.txt b/npc/024-1/_import.txt new file mode 100644 index 00000000..828b20ab --- /dev/null +++ b/npc/024-1/_import.txt @@ -0,0 +1,9 @@ +// Map 024-1: Tulimshar Canyon +// This file is generated automatically. All manually changes will be removed when running the Converter. +map: 024-1.gat +npc: npc/024-1/_mobs.txt +npc: npc/024-1/_warps.txt +npc: npc/024-1/ched.txt +npc: npc/024-1/eomie.txt +npc: npc/024-1/tinris.txt +npc: npc/024-1/tondar.txt diff --git a/npc/024-1/_mobs.txt b/npc/024-1/_mobs.txt new file mode 100644 index 00000000..81103764 --- /dev/null +++ b/npc/024-1/_mobs.txt @@ -0,0 +1,35 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Tulimshar Canyon mobs + +024-1.gat,89,52,3,2 monster Maggot 1002,2,100000,30000,Mob024-1::On1002 +024-1.gat,40,45,3,2 monster Maggot 1002,2,100000,30000,Mob024-1::On1002 +024-1.gat,90,37,10,7 monster Maggot 1002,4,100000,30000,Mob024-1::On1002 +024-1.gat,96,25,3,10 monster Sea Sime 1033,1,100000,30000,Mob024-1::On1033 +024-1.gat,33,45,24,20 monster Black Scorpion 1009,3,100000,30000,Mob024-1::On1009 +024-1.gat,93,35,5,6 monster Gian Maggot 1006,1,100000,30000,Mob024-1::On1006 +024-1.gat,63,54,3,6 monster Maggot 1002,1,100000,30000,Mob024-1::On1002 + + +024-1.gat,0,0,0 script Mob024-1 -1,{ +On1002: + set @mobID, 1002; + callfunc "MobPoints"; + break; + +On1006: + set @mobID, 1006; + callfunc "MobPoints"; + break; + +On1009: + set @mobID, 1009; + callfunc "MobPoints"; + break; + +On1033: + set @mobID, 1033; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/024-1/_warps.txt b/npc/024-1/_warps.txt new file mode 100644 index 00000000..12012376 --- /dev/null +++ b/npc/024-1/_warps.txt @@ -0,0 +1,6 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Tulimshar Canyon warps + +024-1.gat,86,73 warp toCentralTulimshar 3,-1,021-1.gat,49,64 +024-1.gat,80,48 warp toBuilding 0,-1,024-2.gat,26,26 +024-1.gat,86,48 warp toBuilding -1,-1,024-2.gat,42,27 diff --git a/npc/024-1/ched.txt b/npc/024-1/ched.txt new file mode 100644 index 00000000..43dd832e --- /dev/null +++ b/npc/024-1/ched.txt @@ -0,0 +1,48 @@ +// Student at Tulimshar's magic academy + +024-1.gat,69,56,0 script Ched 113,{ + if (isin("024-1.gat", 62, 52, 65, 57)) goto L_Garden; + if (isin("024-1.gat", 66, 43, 80, 54)) goto L_Canyon; + + mes "[Ched]"; + mes "\"I'm trying to get a spell to work. It's supposed to combine two potions, but I can't seem to figure out which two those are...\""; + next; + + menu + "Well, good luck with that!", L_Done, + "What spell is that?", -; + + + mes "[Ched]"; + mes "\"Well, I don't know what it's called... I took it out of `Timbleweed's Advanced Transmutations.' It seems awfully hard to cast, somehow.\""; + next; + + mes "[Ched]"; + mes "\"Well, the invocation is `" + getspellinvocation("merge-concentration-potions") + "'. You're supposed to just hold up the potions and cast it, and then they're supposed to merge.\""; + close; + + mes "[Ched]"; + mes "\"Maybe I should go back to `detect magic' until I can cast that one properly.\""; + close; + +L_Done: + close; + +L_Garden: + if (BaseLevel < 40) goto L_Warp; + mes "[Ched]"; + mes "\"Be careful of those plants. They can be dangerous,\""; + close; + +L_Canyon: + if (BaseLevel < 40) goto L_Warp; + mes "[Ched]"; + mes "\"I'm not allowed back there.\""; + close; + +L_Warp: + warp "024-1.gat", 71, 56; + mes "[Ched]"; + mes "\"You can't be back there.\""; + close; +} diff --git a/npc/024-1/eomie.txt b/npc/024-1/eomie.txt new file mode 100644 index 00000000..f2b716ac --- /dev/null +++ b/npc/024-1/eomie.txt @@ -0,0 +1,90 @@ +// A professor at Tulimshar's magic academy + +024-1.gat,72,94,0 script Eomie 164,{ + +// lines belong to easter 2011: +// 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 == 4) goto L_Grass; +// if (gettime(6) == @month && gettime(5) >= @start_day && gettime(5) <= @end_day && QUEST_Easter11 == 5) goto L_MakeGrass; +// if (gettime(6) == @month && gettime(5) >= @start_day && gettime(5) <= @end_day && QUEST_Easter11 == 6) goto L_SeeBunny; + +L_Greeting: + mes "[Eomie]"; + mes ""; + mes "\"I maintain this little spot of grass in the desert.\""; + close; + +L_Grass: + mes "[Eomie]"; + mes ""; + mes "\"I maintain this little spot of grass in the desert.\""; + next; + menu + "It looks beautiful. I wish I could find a [Grass Liner] like this.", -; + mes "\"A [Grass Liner]? Last year I helped the Easter Bunny with a [Grass Liner] for his basket... It was really easy... Is this liner for yourself?\""; + next; + menu + "No. Actually, it is for the Easter Bunny again...", -; + mes "\"Why didn't you say so before? I can help you make the [Grass Liner] for the basket if you wish.\""; + menu + "I would really appreciate that!", -, + "Nah, I decided not to do that stupid quest.", L_End; + set QUEST_Easter11, 5; + +L_MakeGrass: + mes "[Eomie]"; + mes ""; + mes "\"I will need you to bring me some [Grass Seed]s.\""; + mes "\"I think 5 seeds should be enough.\""; + mes "\"Squirrels tend to pick those up as they gather food.\""; + menu + "I have some seeds...", -, + "Ok, I will be back soon.", L_End, + "I changed my mind, forget about it.", L_End; + + if(countitem("GrassSeed") < 5) goto L_EasterNotEnough; + if(countitem("GrassSeed") >= 5) goto L_EasterEnough; + close; + +L_EasterNotEnough: + mes "[Eomie]"; + mes ""; + mes "\"You do not have enough [Grass Seed]s for me to work with yet.\""; + mes "\"Please go get more.\""; + close; + +L_EasterEnough: + getinventorylist; + if (@inventorylist_count == 100 && countitem("GrassSeed") > 10) goto L_EasterTooMany; + if(countitem("GrassSeed") < 5) goto L_EasterNotEnough; + delitem "GrassSeed", 5; + getitem "GrassLiner", 1; + set QUEST_Easter11, 6; + mes "[Eomie]"; + mes ""; + mes "\"You have gathered enough [Grass Seed]s for me to grow the liner.\""; + mes "She plants the seeds and murmurs a spell over them."; + mes "You both watch the grass grow tall and when it's done growing,"; + mes "she deftly gathers it for you."; + mes "\"Here is your [Grass Liner].\""; + close; + +L_EasterTooMany: + mes "[Eomie]"; + mes ""; + mes "\"You don't have enough room for the [Grass Liner]. Come back later.\""; + close; + +L_SeeBunny: + mes "[Eomie]"; + mes ""; + mes "\"You need to return to the Easter Bunny now.\""; + close; + +L_End: + close; + +} diff --git a/npc/024-1/tinris.txt b/npc/024-1/tinris.txt new file mode 100644 index 00000000..29381f57 --- /dev/null +++ b/npc/024-1/tinris.txt @@ -0,0 +1,7 @@ +// A gardener at Tulimshar's magic academy + +024-1.gat,82,64,0 script Tinris 160,{ + mes "[Tinris]"; + mes "\"This is a magic school.\""; + close; +} diff --git a/npc/024-1/tondar.txt b/npc/024-1/tondar.txt new file mode 100644 index 00000000..585806df --- /dev/null +++ b/npc/024-1/tondar.txt @@ -0,0 +1,61 @@ +// A professor at Tulimshar's magic academy + +024-1.gat,83,51,0 script Tondar 168,{ + mes "[Tondar]"; + mes "\"We're not accepting any new students right now.\""; + if (getskilllv(SKILL_MAGIC) > 0) + goto L_may_ask; + + close; + +L_may_ask: + next; + menu + "Can you teach me a spell?", L_askspell, + "Do you have a magic library?", L_library, + "Are you sure? I can pay well...", L_nopay, + "That's unfortunate.", -, + "Goodbye, then.", -; + + close; + +L_library: + mes "[Tondar]"; + mes "\"Of course we do. It is only for graduate students, alumni, and faculty.\""; + next; + menu + "Thank you, and goodbye.", L_end, + "Nobody else is allowed inside?", -; + + + mes "[Tondar]"; + mes "\"Well, it is possible to get a special permit from the headmaster. But he is currently on sabbatical.\""; + close; + + +L_askspell: + mes "[Tondar]"; + mes "\"We only teach spells to students.\""; + next; + + menu + "Oh, come on... just one little spell!", L_nopay, + "Pretty please?", L_spell, + "I can pay you, too...", L_nopay; + + +L_spell: + mes "[Tondar]"; + mes "\"Well, all right; this one can't do much harm. Press your hands together and say `" + getspellinvocation("ask-magic-exp") + "'.\""; + mes "\"This will release a steady flow of magic within you. Focus and try to control it; it is a good meditative practice.\""; + close; + + +L_nopay: + mes "[Tondar]"; + mes "The wizard frowns angrily."; + mes "\"Do not tempt me to teach you a different kind of lesson, young one! Begone!\""; + +L_end: + close; +} diff --git a/npc/024-1_Tulimshar_Canyon/_import.txt b/npc/024-1_Tulimshar_Canyon/_import.txt deleted file mode 100644 index 2e29ca1f..00000000 --- a/npc/024-1_Tulimshar_Canyon/_import.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 024-1.gat -npc: npc/024-1_Tulimshar_Canyon/_mobs.txt -npc: npc/024-1_Tulimshar_Canyon/_warps.txt -npc: npc/024-1_Tulimshar_Canyon/ched.txt -npc: npc/024-1_Tulimshar_Canyon/eomie.txt -npc: npc/024-1_Tulimshar_Canyon/tinris.txt -npc: npc/024-1_Tulimshar_Canyon/tondar.txt diff --git a/npc/024-1_Tulimshar_Canyon/_mobs.txt b/npc/024-1_Tulimshar_Canyon/_mobs.txt deleted file mode 100644 index 6309a08c..00000000 --- a/npc/024-1_Tulimshar_Canyon/_mobs.txt +++ /dev/null @@ -1,35 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 024-1 Tulimshar Canyon mobs - -024-1.gat,89,52,3,2 monster Maggot 1002,2,100000,30000,Mob024-1::On1002 -024-1.gat,40,45,3,2 monster Maggot 1002,2,100000,30000,Mob024-1::On1002 -024-1.gat,90,37,10,7 monster Maggot 1002,4,100000,30000,Mob024-1::On1002 -024-1.gat,96,25,3,10 monster Sea Sime 1033,1,100000,30000,Mob024-1::On1033 -024-1.gat,33,45,24,20 monster Black Scorpion 1009,3,100000,30000,Mob024-1::On1009 -024-1.gat,93,35,5,6 monster Gian Maggot 1006,1,100000,30000,Mob024-1::On1006 -024-1.gat,63,54,3,6 monster Maggot 1002,1,100000,30000,Mob024-1::On1002 - - -024-1.gat,0,0,0 script Mob024-1 -1,{ -On1002: - set @mobID, 1002; - callfunc "MobPoints"; - break; - -On1006: - set @mobID, 1006; - callfunc "MobPoints"; - break; - -On1009: - set @mobID, 1009; - callfunc "MobPoints"; - break; - -On1033: - set @mobID, 1033; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/024-1_Tulimshar_Canyon/_warps.txt b/npc/024-1_Tulimshar_Canyon/_warps.txt deleted file mode 100644 index b1b545bb..00000000 --- a/npc/024-1_Tulimshar_Canyon/_warps.txt +++ /dev/null @@ -1,6 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 024-1 Tulimshar Canyon warps - -024-1.gat,86,73 warp toCentralTulimshar 3,-1,021-1.gat,49,64 -024-1.gat,80,48 warp toBuilding 0,-1,024-2.gat,26,26 -024-1.gat,86,48 warp toBuilding -1,-1,024-2.gat,42,27 diff --git a/npc/024-1_Tulimshar_Canyon/ched.txt b/npc/024-1_Tulimshar_Canyon/ched.txt deleted file mode 100644 index 43dd832e..00000000 --- a/npc/024-1_Tulimshar_Canyon/ched.txt +++ /dev/null @@ -1,48 +0,0 @@ -// Student at Tulimshar's magic academy - -024-1.gat,69,56,0 script Ched 113,{ - if (isin("024-1.gat", 62, 52, 65, 57)) goto L_Garden; - if (isin("024-1.gat", 66, 43, 80, 54)) goto L_Canyon; - - mes "[Ched]"; - mes "\"I'm trying to get a spell to work. It's supposed to combine two potions, but I can't seem to figure out which two those are...\""; - next; - - menu - "Well, good luck with that!", L_Done, - "What spell is that?", -; - - - mes "[Ched]"; - mes "\"Well, I don't know what it's called... I took it out of `Timbleweed's Advanced Transmutations.' It seems awfully hard to cast, somehow.\""; - next; - - mes "[Ched]"; - mes "\"Well, the invocation is `" + getspellinvocation("merge-concentration-potions") + "'. You're supposed to just hold up the potions and cast it, and then they're supposed to merge.\""; - close; - - mes "[Ched]"; - mes "\"Maybe I should go back to `detect magic' until I can cast that one properly.\""; - close; - -L_Done: - close; - -L_Garden: - if (BaseLevel < 40) goto L_Warp; - mes "[Ched]"; - mes "\"Be careful of those plants. They can be dangerous,\""; - close; - -L_Canyon: - if (BaseLevel < 40) goto L_Warp; - mes "[Ched]"; - mes "\"I'm not allowed back there.\""; - close; - -L_Warp: - warp "024-1.gat", 71, 56; - mes "[Ched]"; - mes "\"You can't be back there.\""; - close; -} diff --git a/npc/024-1_Tulimshar_Canyon/eomie.txt b/npc/024-1_Tulimshar_Canyon/eomie.txt deleted file mode 100644 index f2b716ac..00000000 --- a/npc/024-1_Tulimshar_Canyon/eomie.txt +++ /dev/null @@ -1,90 +0,0 @@ -// A professor at Tulimshar's magic academy - -024-1.gat,72,94,0 script Eomie 164,{ - -// lines belong to easter 2011: -// 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 == 4) goto L_Grass; -// if (gettime(6) == @month && gettime(5) >= @start_day && gettime(5) <= @end_day && QUEST_Easter11 == 5) goto L_MakeGrass; -// if (gettime(6) == @month && gettime(5) >= @start_day && gettime(5) <= @end_day && QUEST_Easter11 == 6) goto L_SeeBunny; - -L_Greeting: - mes "[Eomie]"; - mes ""; - mes "\"I maintain this little spot of grass in the desert.\""; - close; - -L_Grass: - mes "[Eomie]"; - mes ""; - mes "\"I maintain this little spot of grass in the desert.\""; - next; - menu - "It looks beautiful. I wish I could find a [Grass Liner] like this.", -; - mes "\"A [Grass Liner]? Last year I helped the Easter Bunny with a [Grass Liner] for his basket... It was really easy... Is this liner for yourself?\""; - next; - menu - "No. Actually, it is for the Easter Bunny again...", -; - mes "\"Why didn't you say so before? I can help you make the [Grass Liner] for the basket if you wish.\""; - menu - "I would really appreciate that!", -, - "Nah, I decided not to do that stupid quest.", L_End; - set QUEST_Easter11, 5; - -L_MakeGrass: - mes "[Eomie]"; - mes ""; - mes "\"I will need you to bring me some [Grass Seed]s.\""; - mes "\"I think 5 seeds should be enough.\""; - mes "\"Squirrels tend to pick those up as they gather food.\""; - menu - "I have some seeds...", -, - "Ok, I will be back soon.", L_End, - "I changed my mind, forget about it.", L_End; - - if(countitem("GrassSeed") < 5) goto L_EasterNotEnough; - if(countitem("GrassSeed") >= 5) goto L_EasterEnough; - close; - -L_EasterNotEnough: - mes "[Eomie]"; - mes ""; - mes "\"You do not have enough [Grass Seed]s for me to work with yet.\""; - mes "\"Please go get more.\""; - close; - -L_EasterEnough: - getinventorylist; - if (@inventorylist_count == 100 && countitem("GrassSeed") > 10) goto L_EasterTooMany; - if(countitem("GrassSeed") < 5) goto L_EasterNotEnough; - delitem "GrassSeed", 5; - getitem "GrassLiner", 1; - set QUEST_Easter11, 6; - mes "[Eomie]"; - mes ""; - mes "\"You have gathered enough [Grass Seed]s for me to grow the liner.\""; - mes "She plants the seeds and murmurs a spell over them."; - mes "You both watch the grass grow tall and when it's done growing,"; - mes "she deftly gathers it for you."; - mes "\"Here is your [Grass Liner].\""; - close; - -L_EasterTooMany: - mes "[Eomie]"; - mes ""; - mes "\"You don't have enough room for the [Grass Liner]. Come back later.\""; - close; - -L_SeeBunny: - mes "[Eomie]"; - mes ""; - mes "\"You need to return to the Easter Bunny now.\""; - close; - -L_End: - close; - -} diff --git a/npc/024-1_Tulimshar_Canyon/tinris.txt b/npc/024-1_Tulimshar_Canyon/tinris.txt deleted file mode 100644 index 29381f57..00000000 --- a/npc/024-1_Tulimshar_Canyon/tinris.txt +++ /dev/null @@ -1,7 +0,0 @@ -// A gardener at Tulimshar's magic academy - -024-1.gat,82,64,0 script Tinris 160,{ - mes "[Tinris]"; - mes "\"This is a magic school.\""; - close; -} diff --git a/npc/024-1_Tulimshar_Canyon/tondar.txt b/npc/024-1_Tulimshar_Canyon/tondar.txt deleted file mode 100644 index 585806df..00000000 --- a/npc/024-1_Tulimshar_Canyon/tondar.txt +++ /dev/null @@ -1,61 +0,0 @@ -// A professor at Tulimshar's magic academy - -024-1.gat,83,51,0 script Tondar 168,{ - mes "[Tondar]"; - mes "\"We're not accepting any new students right now.\""; - if (getskilllv(SKILL_MAGIC) > 0) - goto L_may_ask; - - close; - -L_may_ask: - next; - menu - "Can you teach me a spell?", L_askspell, - "Do you have a magic library?", L_library, - "Are you sure? I can pay well...", L_nopay, - "That's unfortunate.", -, - "Goodbye, then.", -; - - close; - -L_library: - mes "[Tondar]"; - mes "\"Of course we do. It is only for graduate students, alumni, and faculty.\""; - next; - menu - "Thank you, and goodbye.", L_end, - "Nobody else is allowed inside?", -; - - - mes "[Tondar]"; - mes "\"Well, it is possible to get a special permit from the headmaster. But he is currently on sabbatical.\""; - close; - - -L_askspell: - mes "[Tondar]"; - mes "\"We only teach spells to students.\""; - next; - - menu - "Oh, come on... just one little spell!", L_nopay, - "Pretty please?", L_spell, - "I can pay you, too...", L_nopay; - - -L_spell: - mes "[Tondar]"; - mes "\"Well, all right; this one can't do much harm. Press your hands together and say `" + getspellinvocation("ask-magic-exp") + "'.\""; - mes "\"This will release a steady flow of magic within you. Focus and try to control it; it is a good meditative practice.\""; - close; - - -L_nopay: - mes "[Tondar]"; - mes "The wizard frowns angrily."; - mes "\"Do not tempt me to teach you a different kind of lesson, young one! Begone!\""; - -L_end: - close; -} diff --git a/npc/024-2/_import.txt b/npc/024-2/_import.txt new file mode 100644 index 00000000..2a03af32 --- /dev/null +++ b/npc/024-2/_import.txt @@ -0,0 +1,8 @@ +// Map 024-2: Tulimshar Magic School +// This file is generated automatically. All manually changes will be removed when running the Converter. +map: 024-2.gat +npc: npc/024-2/_mobs.txt +npc: npc/024-2/_warps.txt +npc: npc/024-2/barrier.txt +npc: npc/024-2/tyer.txt +npc: npc/024-2/tyer_trigger.txt diff --git a/npc/024-2/_mobs.txt b/npc/024-2/_mobs.txt new file mode 100644 index 00000000..7074e7a7 --- /dev/null +++ b/npc/024-2/_mobs.txt @@ -0,0 +1,8 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Tulimshar Magic School mobs + + + +024-2.gat,0,0,0 script Mob024-2 -1,{ + end; +} diff --git a/npc/024-2/_warps.txt b/npc/024-2/_warps.txt new file mode 100644 index 00000000..e7b9d28f --- /dev/null +++ b/npc/024-2/_warps.txt @@ -0,0 +1,5 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Tulimshar Magic School warps + +024-2.gat,26,27 warp toOutside 0,-1,024-1.gat,79,49 +024-2.gat,42,28 warp toOutside -1,-1,024-1.gat,86,49 diff --git a/npc/024-2/barrier.txt b/npc/024-2/barrier.txt new file mode 100644 index 00000000..ede39644 --- /dev/null +++ b/npc/024-2/barrier.txt @@ -0,0 +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; + +L_PushBack: + warp "024-2.gat", 34, 24; + close; +} diff --git a/npc/024-2/tyer.txt b/npc/024-2/tyer.txt new file mode 100644 index 00000000..f6b78331 --- /dev/null +++ b/npc/024-2/tyer.txt @@ -0,0 +1,7 @@ +// A man in the magic school + +024-2.gat,36,21,0 script Tyer 157,{ + mes "[Tyer]"; + mes "\"Hello.\""; + close; +} diff --git a/npc/024-2/tyer_trigger.txt b/npc/024-2/tyer_trigger.txt new file mode 100644 index 00000000..ee588365 --- /dev/null +++ b/npc/024-2/tyer_trigger.txt @@ -0,0 +1,23 @@ +// A man in the magic school + +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; + + 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 "\"That barrier was made to keep those that are too young out.\""; + close; +} diff --git a/npc/024-2_Tulimshar_Magic_School/_import.txt b/npc/024-2_Tulimshar_Magic_School/_import.txt deleted file mode 100644 index 4022a12e..00000000 --- a/npc/024-2_Tulimshar_Magic_School/_import.txt +++ /dev/null @@ -1,7 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 024-2.gat -npc: npc/024-2_Tulimshar_Magic_School/_mobs.txt -npc: npc/024-2_Tulimshar_Magic_School/_warps.txt -npc: npc/024-2_Tulimshar_Magic_School/barrier.txt -npc: npc/024-2_Tulimshar_Magic_School/tyer.txt -npc: npc/024-2_Tulimshar_Magic_School/tyer_trigger.txt diff --git a/npc/024-2_Tulimshar_Magic_School/_mobs.txt b/npc/024-2_Tulimshar_Magic_School/_mobs.txt deleted file mode 100644 index 83a6819e..00000000 --- a/npc/024-2_Tulimshar_Magic_School/_mobs.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 024-2 Tulimshar Magic School mobs - - - -024-2.gat,0,0,0 script Mob024-2 -1,{ - end; -} diff --git a/npc/024-2_Tulimshar_Magic_School/_warps.txt b/npc/024-2_Tulimshar_Magic_School/_warps.txt deleted file mode 100644 index fb152665..00000000 --- a/npc/024-2_Tulimshar_Magic_School/_warps.txt +++ /dev/null @@ -1,5 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 024-2 Tulimshar Magic School warps - -024-2.gat,26,27 warp toOutside 0,-1,024-1.gat,79,49 -024-2.gat,42,28 warp toOutside -1,-1,024-1.gat,86,49 diff --git a/npc/024-2_Tulimshar_Magic_School/barrier.txt b/npc/024-2_Tulimshar_Magic_School/barrier.txt deleted file mode 100644 index ede39644..00000000 --- a/npc/024-2_Tulimshar_Magic_School/barrier.txt +++ /dev/null @@ -1,10 +0,0 @@ -// 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; - -L_PushBack: - warp "024-2.gat", 34, 24; - close; -} diff --git a/npc/024-2_Tulimshar_Magic_School/tyer.txt b/npc/024-2_Tulimshar_Magic_School/tyer.txt deleted file mode 100644 index f6b78331..00000000 --- a/npc/024-2_Tulimshar_Magic_School/tyer.txt +++ /dev/null @@ -1,7 +0,0 @@ -// A man in the magic school - -024-2.gat,36,21,0 script Tyer 157,{ - mes "[Tyer]"; - mes "\"Hello.\""; - close; -} diff --git a/npc/024-2_Tulimshar_Magic_School/tyer_trigger.txt b/npc/024-2_Tulimshar_Magic_School/tyer_trigger.txt deleted file mode 100644 index ee588365..00000000 --- a/npc/024-2_Tulimshar_Magic_School/tyer_trigger.txt +++ /dev/null @@ -1,23 +0,0 @@ -// A man in the magic school - -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; - - 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 "\"That barrier was made to keep those that are too young out.\""; - close; -} diff --git a/npc/025-1/_import.txt b/npc/025-1/_import.txt new file mode 100644 index 00000000..bf3dd30e --- /dev/null +++ b/npc/025-1/_import.txt @@ -0,0 +1,5 @@ +// Map 025-1: Woodland Swamp +// This file is generated automatically. All manually changes will be removed when running the Converter. +map: 025-1.gat +npc: npc/025-1/_mobs.txt +npc: npc/025-1/_warps.txt diff --git a/npc/025-1/_mobs.txt b/npc/025-1/_mobs.txt new file mode 100644 index 00000000..e0c2b32e --- /dev/null +++ b/npc/025-1/_mobs.txt @@ -0,0 +1,63 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Woodland Swamp mobs + +025-1.gat,100,60,56,79 monster Clover Patch 1037,3,30000,10000,Mob025-1::On1037 +025-1.gat,56,96,13,5 monster Clover Patch 1037,1,1200000,10000,Mob025-1::On1037 +025-1.gat,56,36,77,33 monster Alizarin Plant 1032,2,240000,12000,Mob025-1::On1032 +025-1.gat,55,62,24,13 monster Fluffy 1020,7,30000,12000,Mob025-1::On1020 +025-1.gat,38,84,37,31 monster Silkworm 1035,18,40000,300,Mob025-1::On1035 +025-1.gat,96,47,63,55 monster Log Head 1025,14,18000,3000,Mob025-1::On1025 +025-1.gat,73,61,106,83 monster PinkFlower 1014,34,20000,5000,Mob025-1::On1014 +025-1.gat,73,61,107,82 monster Spiky Mushroom 1019,40,90000,500,Mob025-1::On1019 +025-1.gat,101,53,55,65 monster Squirrel 1038,18,60000,9000,Mob025-1::On1038 +025-1.gat,26,61,15,85 monster Scorpion 1003,12,100000,50000,Mob025-1::On1003 + + +025-1.gat,0,0,0 script Mob025-1 -1,{ +On1003: + set @mobID, 1003; + callfunc "MobPoints"; + break; + +On1014: + set @mobID, 1014; + callfunc "MobPoints"; + break; + +On1019: + set @mobID, 1019; + callfunc "MobPoints"; + break; + +On1020: + set @mobID, 1020; + callfunc "MobPoints"; + break; + +On1025: + set @mobID, 1025; + callfunc "MobPoints"; + break; + +On1032: + set @mobID, 1032; + callfunc "MobPoints"; + break; + +On1035: + set @mobID, 1035; + callfunc "MobPoints"; + break; + +On1037: + set @mobID, 1037; + callfunc "MobPoints"; + break; + +On1038: + set @mobID, 1038; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/025-1/_warps.txt b/npc/025-1/_warps.txt new file mode 100644 index 00000000..e408c509 --- /dev/null +++ b/npc/025-1/_warps.txt @@ -0,0 +1,6 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Woodland Swamp warps + +025-1.gat,19,66 warp toSwamp -1,-1,026-1.gat,128,66 +025-1.gat,90,19 warp toWoodland 2,-1,015-1.gat,59,100 +025-1.gat,130,58 warp toWoodland -1,1,016-1.gat,20,53 diff --git a/npc/025-1_Woodland_Swamp/_import.txt b/npc/025-1_Woodland_Swamp/_import.txt deleted file mode 100644 index 651e7afa..00000000 --- a/npc/025-1_Woodland_Swamp/_import.txt +++ /dev/null @@ -1,4 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 025-1.gat -npc: npc/025-1_Woodland_Swamp/_mobs.txt -npc: npc/025-1_Woodland_Swamp/_warps.txt diff --git a/npc/025-1_Woodland_Swamp/_mobs.txt b/npc/025-1_Woodland_Swamp/_mobs.txt deleted file mode 100644 index eb389ab5..00000000 --- a/npc/025-1_Woodland_Swamp/_mobs.txt +++ /dev/null @@ -1,63 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 025-1 Woodland Swamp mobs - -025-1.gat,100,60,56,79 monster Clover Patch 1037,3,30000,10000,Mob025-1::On1037 -025-1.gat,56,96,13,5 monster Clover Patch 1037,1,1200000,10000,Mob025-1::On1037 -025-1.gat,56,36,77,33 monster Alizarin Plant 1032,2,240000,12000,Mob025-1::On1032 -025-1.gat,55,62,24,13 monster Fluffy 1020,7,30000,12000,Mob025-1::On1020 -025-1.gat,38,84,37,31 monster Silkworm 1035,18,40000,300,Mob025-1::On1035 -025-1.gat,96,47,63,55 monster Log Head 1025,14,18000,3000,Mob025-1::On1025 -025-1.gat,73,61,106,83 monster PinkFlower 1014,34,20000,5000,Mob025-1::On1014 -025-1.gat,73,61,107,82 monster Spiky Mushroom 1019,40,90000,500,Mob025-1::On1019 -025-1.gat,101,53,55,65 monster Squirrel 1038,18,60000,9000,Mob025-1::On1038 -025-1.gat,26,61,15,85 monster Scorpion 1003,12,100000,50000,Mob025-1::On1003 - - -025-1.gat,0,0,0 script Mob025-1 -1,{ -On1003: - set @mobID, 1003; - callfunc "MobPoints"; - break; - -On1014: - set @mobID, 1014; - callfunc "MobPoints"; - break; - -On1019: - set @mobID, 1019; - callfunc "MobPoints"; - break; - -On1020: - set @mobID, 1020; - callfunc "MobPoints"; - break; - -On1025: - set @mobID, 1025; - callfunc "MobPoints"; - break; - -On1032: - set @mobID, 1032; - callfunc "MobPoints"; - break; - -On1035: - set @mobID, 1035; - callfunc "MobPoints"; - break; - -On1037: - set @mobID, 1037; - callfunc "MobPoints"; - break; - -On1038: - set @mobID, 1038; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/025-1_Woodland_Swamp/_warps.txt b/npc/025-1_Woodland_Swamp/_warps.txt deleted file mode 100644 index 84000cb2..00000000 --- a/npc/025-1_Woodland_Swamp/_warps.txt +++ /dev/null @@ -1,6 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 025-1 Woodland Swamp warps - -025-1.gat,19,66 warp toSwamp -1,-1,026-1.gat,128,66 -025-1.gat,90,19 warp toWoodland 2,-1,015-1.gat,59,100 -025-1.gat,130,58 warp toWoodland -1,1,016-1.gat,20,53 diff --git a/npc/026-1/_import.txt b/npc/026-1/_import.txt new file mode 100644 index 00000000..ae18387c --- /dev/null +++ b/npc/026-1/_import.txt @@ -0,0 +1,6 @@ +// Map 026-1: Swamp +// This file is generated automatically. All manually changes will be removed when running the Converter. +map: 026-1.gat +npc: npc/026-1/_mobs.txt +npc: npc/026-1/_warps.txt +npc: npc/026-1/sign.txt diff --git a/npc/026-1/_mobs.txt b/npc/026-1/_mobs.txt new file mode 100644 index 00000000..89a32db8 --- /dev/null +++ b/npc/026-1/_mobs.txt @@ -0,0 +1,56 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Swamp mobs + +026-1.gat,70,58,111,83 monster Wisp 1040,34,120000,40000,Mob026-1::On1040 +026-1.gat,70,59,110,84 monster Spectre 1042,34,120000,40000,Mob026-1::On1042 +026-1.gat,69,59,109,85 monster Poltergeist 1047,34,120000,40000,Mob026-1::On1047 +026-1.gat,71,58,112,82 monster Silkworm 1035,10,300000,60000,Mob026-1::On1035 +026-1.gat,69,60,108,86 monster Scorpion 1003,15,300000,30000,Mob026-1::On1003 +026-1.gat,71,57,113,81 monster Skeleton 1043,5,900000,10000,Mob026-1::On1043 +026-1.gat,68,61,106,88 monster LadySkeleton 1044,5,900000,20000,Mob026-1::On1044 +026-1.gat,68,60,107,87 monster Log Head 1025,8,300000,40000,Mob026-1::On1025 + + +026-1.gat,0,0,0 script Mob026-1 -1,{ +On1003: + set @mobID, 1003; + callfunc "MobPoints"; + break; + +On1025: + set @mobID, 1025; + callfunc "MobPoints"; + break; + +On1035: + set @mobID, 1035; + callfunc "MobPoints"; + break; + +On1040: + set @mobID, 1040; + callfunc "MobPoints"; + break; + +On1042: + set @mobID, 1042; + callfunc "MobPoints"; + break; + +On1043: + set @mobID, 1043; + callfunc "MobPoints"; + break; + +On1044: + set @mobID, 1044; + callfunc "MobPoints"; + break; + +On1047: + set @mobID, 1047; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/026-1/_warps.txt b/npc/026-1/_warps.txt new file mode 100644 index 00000000..dc5c51fc --- /dev/null +++ b/npc/026-1/_warps.txt @@ -0,0 +1,5 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Swamp warps + +026-1.gat,63,16 warp toGraveyard -1,-1,027-1.gat,63,105 +026-1.gat,129,66 warp toSwamp -1,-1,025-1.gat,20,66 diff --git a/npc/026-1/sign.txt b/npc/026-1/sign.txt new file mode 100644 index 00000000..44813c38 --- /dev/null +++ b/npc/026-1/sign.txt @@ -0,0 +1,7 @@ +// + +026-1.gat,64,16,0 script Sign 127,{ + mes "Hurnscald's Graveyard is north of here."; + mes "BEWARE!"; + close; +} diff --git a/npc/026-1_Swamp/_import.txt b/npc/026-1_Swamp/_import.txt deleted file mode 100644 index bc7e00f5..00000000 --- a/npc/026-1_Swamp/_import.txt +++ /dev/null @@ -1,5 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 026-1.gat -npc: npc/026-1_Swamp/_mobs.txt -npc: npc/026-1_Swamp/_warps.txt -npc: npc/026-1_Swamp/sign.txt diff --git a/npc/026-1_Swamp/_mobs.txt b/npc/026-1_Swamp/_mobs.txt deleted file mode 100644 index ab0d5473..00000000 --- a/npc/026-1_Swamp/_mobs.txt +++ /dev/null @@ -1,56 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 026-1 Swamp mobs - -026-1.gat,70,58,111,83 monster Wisp 1040,34,120000,40000,Mob026-1::On1040 -026-1.gat,70,59,110,84 monster Spectre 1042,34,120000,40000,Mob026-1::On1042 -026-1.gat,69,59,109,85 monster Poltergeist 1047,34,120000,40000,Mob026-1::On1047 -026-1.gat,71,58,112,82 monster Silkworm 1035,10,300000,60000,Mob026-1::On1035 -026-1.gat,69,60,108,86 monster Scorpion 1003,15,300000,30000,Mob026-1::On1003 -026-1.gat,71,57,113,81 monster Skeleton 1043,5,900000,10000,Mob026-1::On1043 -026-1.gat,68,61,106,88 monster LadySkeleton 1044,5,900000,20000,Mob026-1::On1044 -026-1.gat,68,60,107,87 monster Log Head 1025,8,300000,40000,Mob026-1::On1025 - - -026-1.gat,0,0,0 script Mob026-1 -1,{ -On1003: - set @mobID, 1003; - callfunc "MobPoints"; - break; - -On1025: - set @mobID, 1025; - callfunc "MobPoints"; - break; - -On1035: - set @mobID, 1035; - callfunc "MobPoints"; - break; - -On1040: - set @mobID, 1040; - callfunc "MobPoints"; - break; - -On1042: - set @mobID, 1042; - callfunc "MobPoints"; - break; - -On1043: - set @mobID, 1043; - callfunc "MobPoints"; - break; - -On1044: - set @mobID, 1044; - callfunc "MobPoints"; - break; - -On1047: - set @mobID, 1047; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/026-1_Swamp/_warps.txt b/npc/026-1_Swamp/_warps.txt deleted file mode 100644 index b555b2b7..00000000 --- a/npc/026-1_Swamp/_warps.txt +++ /dev/null @@ -1,5 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 026-1 Swamp warps - -026-1.gat,63,16 warp toGraveyard -1,-1,027-1.gat,63,105 -026-1.gat,129,66 warp toSwamp -1,-1,025-1.gat,20,66 diff --git a/npc/026-1_Swamp/sign.txt b/npc/026-1_Swamp/sign.txt deleted file mode 100644 index 44813c38..00000000 --- a/npc/026-1_Swamp/sign.txt +++ /dev/null @@ -1,7 +0,0 @@ -// - -026-1.gat,64,16,0 script Sign 127,{ - mes "Hurnscald's Graveyard is north of here."; - mes "BEWARE!"; - close; -} diff --git a/npc/027-1/_import.txt b/npc/027-1/_import.txt new file mode 100644 index 00000000..14fc594e --- /dev/null +++ b/npc/027-1/_import.txt @@ -0,0 +1,8 @@ +// Map 027-1: Graveyard +// This file is generated automatically. All manually changes will be removed when running the Converter. +map: 027-1.gat +npc: npc/027-1/_mobs.txt +npc: npc/027-1/_warps.txt +npc: npc/027-1/golbenez.txt +npc: npc/027-1/graves.txt +npc: npc/027-1/monsters.txt diff --git a/npc/027-1/_mobs.txt b/npc/027-1/_mobs.txt new file mode 100644 index 00000000..e7eac33a --- /dev/null +++ b/npc/027-1/_mobs.txt @@ -0,0 +1,66 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Graveyard mobs + +027-1.gat,81,91,95,27 monster Poltergeist 1047,4,900000,60000,Mob027-1::On1047 +027-1.gat,81,91,97,25 monster Spectre 1042,4,900000,60000,Mob027-1::On1042 +027-1.gat,81,91,99,23 monster Wisp 1040,4,900000,60000,Mob027-1::On1040 +027-1.gat,54,53,66,46 monster FireSkull 1023,2,60000,20000,Mob027-1::On1023 +027-1.gat,54,53,66,46 monster PoisonSkull 1024,1,60000,20000,Mob027-1::On1024 +027-1.gat,54,53,66,46 monster Skeleton 1043,2,60000,8000,Mob027-1::On1043 +027-1.gat,54,53,66,46 monster LadySkeleton 1044,2,60000,8000,Mob027-1::On1044 +027-1.gat,71,41,31,22 monster Skeleton 1043,2,175000,20000,Mob027-1::On1043 +027-1.gat,71,41,31,22 monster LadySkeleton 1044,2,175000,20000,Mob027-1::On1044 +027-1.gat,37,41,33,22 monster FireSkull 1023,2,200000,10000,Mob027-1::On1023 +027-1.gat,37,41,33,22 monster PoisonSkull 1024,2,200000,10000,Mob027-1::On1024 +027-1.gat,37,41,33,22 monster Skeleton 1043,4,180000,20000,Mob027-1::On1043 +027-1.gat,37,41,33,22 monster LadySkeleton 1044,4,180000,20000,Mob027-1::On1044 +027-1.gat,105,40,32,21 monster Fire skull 1023,1,28000,25000,Mob027-1::On1023 +027-1.gat,105,40,32,21 monster Poison skull 1024,1,30000,20000,Mob027-1::On1024 +027-1.gat,105,40,32,21 monster Skeleton 1043,2,35000,20000,Mob027-1::On1043 +027-1.gat,105,40,32,21 monster LadySkeleton 1044,3,33000,25000,Mob027-1::On1044 +027-1.gat,28,67,2,1 monster Jack O 1022,1,265000,200000,Mob027-1::On1022 + + +027-1.gat,0,0,0 script Mob027-1 -1,{ +On1022: + set @mobID, 1022; + callfunc "MobPoints"; + break; + +On1023: + set @mobID, 1023; + callfunc "MobPoints"; + break; + +On1024: + set @mobID, 1024; + callfunc "MobPoints"; + break; + +On1040: + set @mobID, 1040; + callfunc "MobPoints"; + break; + +On1042: + set @mobID, 1042; + callfunc "MobPoints"; + break; + +On1043: + set @mobID, 1043; + callfunc "MobPoints"; + break; + +On1044: + set @mobID, 1044; + callfunc "MobPoints"; + break; + +On1047: + set @mobID, 1047; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/027-1/_warps.txt b/npc/027-1/_warps.txt new file mode 100644 index 00000000..b8f1991e --- /dev/null +++ b/npc/027-1/_warps.txt @@ -0,0 +1,5 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Graveyard warps + +027-1.gat,88,84 warp toCaretaker's -1,-1,027-2.gat,26,32 +027-1.gat,63,106 warp toSwamp -1,-1,026-1.gat,63,17 diff --git a/npc/027-1/golbenez.txt b/npc/027-1/golbenez.txt new file mode 100644 index 00000000..336cdea3 --- /dev/null +++ b/npc/027-1/golbenez.txt @@ -0,0 +1,36 @@ +027-1.gat,68,89,0 script #Golbenez#_M 204,{ + + set @fee, 666; + + mes "[Golbenez]"; + mes "\"Welcome mortal. I finished the creation of the place of leisure.\""; + next; + if (baselevel < 60) goto L_Weak; + mes "\"I will bring you there for a small fee of " + @fee + "GP.\""; + menu + "What? You already got so much money!",-, + "Ok, bring me there.",L_Warp; + + mes "[Golbenez]"; + mes "\"Come back when you've changed your mind. It's a wonderful place.\""; + close; + +L_Warp: + if (zeny < @fee) goto L_No_Money; + set zeny, zeny - @fee; + warp "027-2.gat", 105, 44; + close; + +L_No_Money: + mes "[Golbenez]"; + mes "\"Don't try to betray me, pitiful human.\""; + next; + mes "\"Come back when you can pay my service.\""; + close; + +L_Weak: + mes "\"It is astonishing how WEAK you humans can be.\""; + next; + mes "\"Come back when you're a bit more experienced.\""; + close; +} diff --git a/npc/027-1/graves.txt b/npc/027-1/graves.txt new file mode 100644 index 00000000..ecda6ea0 --- /dev/null +++ b/npc/027-1/graves.txt @@ -0,0 +1,92 @@ +// Easter egg graves + +function script GraveTooFar { + if (isin("027-1.gat",89,54,122,76)) + return; + mes "You are too far away to read the grave."; + close; +} + +027-1.gat,89,62,0 script Grave 127,{ + callfunc "GraveTooFar"; + mes "~ FotherJ ~"; + mes "The mad sprite making genius who made all the creepy undead monster graphics."; + close; +} + +027-1.gat,118,54,0 script Grave 127,{ + callfunc "GraveTooFar"; + mes "~ Yosuhara ~"; + mes "Contributed some of the tombstones."; + close; +} + +027-1.gat,111,62,0 script Grave 127,{ + callfunc "GraveTooFar"; + mes "~ Feline Monstrosity ~"; + mes "Made the background music you are hearing."; + close; +} + +027-1.gat,112,76,0 script Grave 127,{ + callfunc "GraveTooFar"; + mes "~ Superkoop ~"; + mes "Mapped the swamp to the south."; + close; +} + +027-1.gat,120,76,0 script Grave 127,{ + callfunc "GraveTooFar"; + mes "~ Aroleon ~"; + mes "Mapped the swamp to the southeast."; + close; +} + +027-1.gat,100,68,0 script Grave 127,{ + callfunc "GraveTooFar"; + mes "~ John P ~"; + mes "Wrote the graveyard backstory and the dialog for the caretaker quest."; + close; +} + +027-1.gat,94,70,0 script Grave 127,{ + callfunc "GraveTooFar"; + mes "~ Spit23 ~"; + mes "Made those freakin awesome cemetery gates."; + close; +} + +027-1.gat,106,60,0 script Grave 127,{ + callfunc "GraveTooFar"; + mes "~ Black Don ~"; + mes "Contributed those cool gargoyle statues."; + close; +} + +027-1.gat,92,54,0 script Grave 127,{ + callfunc "GraveTooFar"; + mes "~ Jaxad0127 ~"; + mes "Did all the scripting work for the graveyard. Made Caretaker's house."; + close; +} + +027-1.gat,122,64,0 script Grave 127,{ + callfunc "GraveTooFar"; + mes "~ Ces Vargavind ~"; + mes "Scripted caretaker's daughter."; + close; +} + +027-1.gat,102,62,0 script Grave 127,{ + callfunc "GraveTooFar"; + mes "~ Crush ~"; + mes "Organizer of the whole graveyard project, graveyard fence graphics, mapping of the graveyard itself."; + close; +} + +027-1.gat,104,76,0 script Grave 127,{ + callfunc "GraveTooFar"; + mes "~ Freeyorp ~"; + mes "Planned out monster stats and placements."; + close; +} diff --git a/npc/027-1/monsters.txt b/npc/027-1/monsters.txt new file mode 100644 index 00000000..0efe43c4 --- /dev/null +++ b/npc/027-1/monsters.txt @@ -0,0 +1,61 @@ +// 027-1 Graveyard zombies and fallens +// they need to be in an extra file because of the crying child quest + +027-1.gat,71,41,31,22 monster Zombie 1036,2,300000,120000,specialMob027-1::On1036 +027-1.gat,37,41,33,22 monster Zombie 1036,2,200000,10000,specialMob027-1::On1036 +027-1.gat,37,65,33,22 monster Zombie 1036,3,140000,30000,specialMob027-1::On1036 +027-1.gat,37,65,33,22 monster Fallen 1045,3,120000,30000,specialMob027-1::On1045 + +027-1.gat,0,0,0 script specialMob027-1 -1,{ +On1036: + set @mobID, 1036; + callsub _MOBCOUNT_ZOMBIES; + callfunc "MobPoints"; + break; + +On1045: + set @mobID, 1045; + callsub _MOBCOUNT_FALLENS; + callfunc "MobPoints"; + break; + +_MOBCOUNT_ZOMBIES: + + 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); + + if (@state != 1) return; + set @ring, @ring + 1; + if (@ring < 10) return; + if (rand(8) != 0) return; + message strcharinfo(0), "You found a ring hidden in the zombie's rotten rags. Maybe this is what Aldred was looking for..."; + set @state, 2; + callsub S_Update_Mask; + return; + +_MOBCOUNT_FALLENS: + + 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); + + if (@state != 1) return; + set @ring, @ring + 1; + if (@ring < 10) return; + if (rand(8) != 0) return; + message strcharinfo(0), "You found a ring inside the fallen's broken helmet. Maybe this is what Aldred was looking for..."; + set @state, 2; + callsub S_Update_Mask; + return; + +S_Update_Mask: + set QUEST_Graveyard_Inn, + (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) + | (@state << @Graveyard_Inn_SHIFT); + return; + + end; +} diff --git a/npc/027-1_Graveyard/_import.txt b/npc/027-1_Graveyard/_import.txt deleted file mode 100644 index 4a185c48..00000000 --- a/npc/027-1_Graveyard/_import.txt +++ /dev/null @@ -1,7 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 027-1.gat -npc: npc/027-1_Graveyard/_mobs.txt -npc: npc/027-1_Graveyard/_warps.txt -npc: npc/027-1_Graveyard/golbenez.txt -npc: npc/027-1_Graveyard/graves.txt -npc: npc/027-1_Graveyard/monsters.txt diff --git a/npc/027-1_Graveyard/_mobs.txt b/npc/027-1_Graveyard/_mobs.txt deleted file mode 100644 index 5f878e68..00000000 --- a/npc/027-1_Graveyard/_mobs.txt +++ /dev/null @@ -1,66 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 027-1 Graveyard mobs - -027-1.gat,81,91,95,27 monster Poltergeist 1047,4,900000,60000,Mob027-1::On1047 -027-1.gat,81,91,97,25 monster Spectre 1042,4,900000,60000,Mob027-1::On1042 -027-1.gat,81,91,99,23 monster Wisp 1040,4,900000,60000,Mob027-1::On1040 -027-1.gat,54,53,66,46 monster FireSkull 1023,2,60000,20000,Mob027-1::On1023 -027-1.gat,54,53,66,46 monster PoisonSkull 1024,1,60000,20000,Mob027-1::On1024 -027-1.gat,54,53,66,46 monster Skeleton 1043,2,60000,8000,Mob027-1::On1043 -027-1.gat,54,53,66,46 monster LadySkeleton 1044,2,60000,8000,Mob027-1::On1044 -027-1.gat,71,41,31,22 monster Skeleton 1043,2,175000,20000,Mob027-1::On1043 -027-1.gat,71,41,31,22 monster LadySkeleton 1044,2,175000,20000,Mob027-1::On1044 -027-1.gat,37,41,33,22 monster FireSkull 1023,2,200000,10000,Mob027-1::On1023 -027-1.gat,37,41,33,22 monster PoisonSkull 1024,2,200000,10000,Mob027-1::On1024 -027-1.gat,37,41,33,22 monster Skeleton 1043,4,180000,20000,Mob027-1::On1043 -027-1.gat,37,41,33,22 monster LadySkeleton 1044,4,180000,20000,Mob027-1::On1044 -027-1.gat,105,40,32,21 monster Fire skull 1023,1,28000,25000,Mob027-1::On1023 -027-1.gat,105,40,32,21 monster Poison skull 1024,1,30000,20000,Mob027-1::On1024 -027-1.gat,105,40,32,21 monster Skeleton 1043,2,35000,20000,Mob027-1::On1043 -027-1.gat,105,40,32,21 monster LadySkeleton 1044,3,33000,25000,Mob027-1::On1044 -027-1.gat,28,67,2,1 monster Jack O 1022,1,265000,200000,Mob027-1::On1022 - - -027-1.gat,0,0,0 script Mob027-1 -1,{ -On1022: - set @mobID, 1022; - callfunc "MobPoints"; - break; - -On1023: - set @mobID, 1023; - callfunc "MobPoints"; - break; - -On1024: - set @mobID, 1024; - callfunc "MobPoints"; - break; - -On1040: - set @mobID, 1040; - callfunc "MobPoints"; - break; - -On1042: - set @mobID, 1042; - callfunc "MobPoints"; - break; - -On1043: - set @mobID, 1043; - callfunc "MobPoints"; - break; - -On1044: - set @mobID, 1044; - callfunc "MobPoints"; - break; - -On1047: - set @mobID, 1047; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/027-1_Graveyard/_warps.txt b/npc/027-1_Graveyard/_warps.txt deleted file mode 100644 index 57062f58..00000000 --- a/npc/027-1_Graveyard/_warps.txt +++ /dev/null @@ -1,5 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 027-1 Graveyard warps - -027-1.gat,88,84 warp toCaretaker's -1,-1,027-2.gat,26,32 -027-1.gat,63,106 warp toSwamp -1,-1,026-1.gat,63,17 diff --git a/npc/027-1_Graveyard/golbenez.txt b/npc/027-1_Graveyard/golbenez.txt deleted file mode 100644 index 336cdea3..00000000 --- a/npc/027-1_Graveyard/golbenez.txt +++ /dev/null @@ -1,36 +0,0 @@ -027-1.gat,68,89,0 script #Golbenez#_M 204,{ - - set @fee, 666; - - mes "[Golbenez]"; - mes "\"Welcome mortal. I finished the creation of the place of leisure.\""; - next; - if (baselevel < 60) goto L_Weak; - mes "\"I will bring you there for a small fee of " + @fee + "GP.\""; - menu - "What? You already got so much money!",-, - "Ok, bring me there.",L_Warp; - - mes "[Golbenez]"; - mes "\"Come back when you've changed your mind. It's a wonderful place.\""; - close; - -L_Warp: - if (zeny < @fee) goto L_No_Money; - set zeny, zeny - @fee; - warp "027-2.gat", 105, 44; - close; - -L_No_Money: - mes "[Golbenez]"; - mes "\"Don't try to betray me, pitiful human.\""; - next; - mes "\"Come back when you can pay my service.\""; - close; - -L_Weak: - mes "\"It is astonishing how WEAK you humans can be.\""; - next; - mes "\"Come back when you're a bit more experienced.\""; - close; -} diff --git a/npc/027-1_Graveyard/graves.txt b/npc/027-1_Graveyard/graves.txt deleted file mode 100644 index ecda6ea0..00000000 --- a/npc/027-1_Graveyard/graves.txt +++ /dev/null @@ -1,92 +0,0 @@ -// Easter egg graves - -function script GraveTooFar { - if (isin("027-1.gat",89,54,122,76)) - return; - mes "You are too far away to read the grave."; - close; -} - -027-1.gat,89,62,0 script Grave 127,{ - callfunc "GraveTooFar"; - mes "~ FotherJ ~"; - mes "The mad sprite making genius who made all the creepy undead monster graphics."; - close; -} - -027-1.gat,118,54,0 script Grave 127,{ - callfunc "GraveTooFar"; - mes "~ Yosuhara ~"; - mes "Contributed some of the tombstones."; - close; -} - -027-1.gat,111,62,0 script Grave 127,{ - callfunc "GraveTooFar"; - mes "~ Feline Monstrosity ~"; - mes "Made the background music you are hearing."; - close; -} - -027-1.gat,112,76,0 script Grave 127,{ - callfunc "GraveTooFar"; - mes "~ Superkoop ~"; - mes "Mapped the swamp to the south."; - close; -} - -027-1.gat,120,76,0 script Grave 127,{ - callfunc "GraveTooFar"; - mes "~ Aroleon ~"; - mes "Mapped the swamp to the southeast."; - close; -} - -027-1.gat,100,68,0 script Grave 127,{ - callfunc "GraveTooFar"; - mes "~ John P ~"; - mes "Wrote the graveyard backstory and the dialog for the caretaker quest."; - close; -} - -027-1.gat,94,70,0 script Grave 127,{ - callfunc "GraveTooFar"; - mes "~ Spit23 ~"; - mes "Made those freakin awesome cemetery gates."; - close; -} - -027-1.gat,106,60,0 script Grave 127,{ - callfunc "GraveTooFar"; - mes "~ Black Don ~"; - mes "Contributed those cool gargoyle statues."; - close; -} - -027-1.gat,92,54,0 script Grave 127,{ - callfunc "GraveTooFar"; - mes "~ Jaxad0127 ~"; - mes "Did all the scripting work for the graveyard. Made Caretaker's house."; - close; -} - -027-1.gat,122,64,0 script Grave 127,{ - callfunc "GraveTooFar"; - mes "~ Ces Vargavind ~"; - mes "Scripted caretaker's daughter."; - close; -} - -027-1.gat,102,62,0 script Grave 127,{ - callfunc "GraveTooFar"; - mes "~ Crush ~"; - mes "Organizer of the whole graveyard project, graveyard fence graphics, mapping of the graveyard itself."; - close; -} - -027-1.gat,104,76,0 script Grave 127,{ - callfunc "GraveTooFar"; - mes "~ Freeyorp ~"; - mes "Planned out monster stats and placements."; - close; -} diff --git a/npc/027-1_Graveyard/monsters.txt b/npc/027-1_Graveyard/monsters.txt deleted file mode 100644 index 0efe43c4..00000000 --- a/npc/027-1_Graveyard/monsters.txt +++ /dev/null @@ -1,61 +0,0 @@ -// 027-1 Graveyard zombies and fallens -// they need to be in an extra file because of the crying child quest - -027-1.gat,71,41,31,22 monster Zombie 1036,2,300000,120000,specialMob027-1::On1036 -027-1.gat,37,41,33,22 monster Zombie 1036,2,200000,10000,specialMob027-1::On1036 -027-1.gat,37,65,33,22 monster Zombie 1036,3,140000,30000,specialMob027-1::On1036 -027-1.gat,37,65,33,22 monster Fallen 1045,3,120000,30000,specialMob027-1::On1045 - -027-1.gat,0,0,0 script specialMob027-1 -1,{ -On1036: - set @mobID, 1036; - callsub _MOBCOUNT_ZOMBIES; - callfunc "MobPoints"; - break; - -On1045: - set @mobID, 1045; - callsub _MOBCOUNT_FALLENS; - callfunc "MobPoints"; - break; - -_MOBCOUNT_ZOMBIES: - - 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); - - if (@state != 1) return; - set @ring, @ring + 1; - if (@ring < 10) return; - if (rand(8) != 0) return; - message strcharinfo(0), "You found a ring hidden in the zombie's rotten rags. Maybe this is what Aldred was looking for..."; - set @state, 2; - callsub S_Update_Mask; - return; - -_MOBCOUNT_FALLENS: - - 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); - - if (@state != 1) return; - set @ring, @ring + 1; - if (@ring < 10) return; - if (rand(8) != 0) return; - message strcharinfo(0), "You found a ring inside the fallen's broken helmet. Maybe this is what Aldred was looking for..."; - set @state, 2; - callsub S_Update_Mask; - return; - -S_Update_Mask: - set QUEST_Graveyard_Inn, - (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) - | (@state << @Graveyard_Inn_SHIFT); - return; - - end; -} diff --git a/npc/027-2/_import.txt b/npc/027-2/_import.txt new file mode 100644 index 00000000..56dcdd1b --- /dev/null +++ b/npc/027-2/_import.txt @@ -0,0 +1,22 @@ +// Map 027-2: Caretaker's House +// 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 +npc: npc/027-2/_warps.txt +npc: npc/027-2/alacrius.txt +npc: npc/027-2/alacrius2.txt +npc: npc/027-2/barman.txt +npc: npc/027-2/caretaker.txt +npc: npc/027-2/cerhan.txt +npc: npc/027-2/crying_child.txt +npc: npc/027-2/diary.txt +npc: npc/027-2/door.txt +npc: npc/027-2/evil_guard.txt +npc: npc/027-2/golbenez.txt +npc: npc/027-2/gy_inn_shops.txt +npc: npc/027-2/headless_man.txt +npc: npc/027-2/husband.txt +npc: npc/027-2/innkeeper.txt +npc: npc/027-2/lover.txt +npc: npc/027-2/testnpcs.txt +npc: npc/027-2/werewolf.txt diff --git a/npc/027-2/_mobs.txt b/npc/027-2/_mobs.txt new file mode 100644 index 00000000..b316be00 --- /dev/null +++ b/npc/027-2/_mobs.txt @@ -0,0 +1,29 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Caretaker's House 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 +027-2.gat,110,26,11,11 monster TipsySkeleton 1078,1,100000,30000,Mob027-2::On1078 +027-2.gat,104,28,11,9 monster DrunkenSkeleton 1077,1,100000,30000,Mob027-2::On1077 +027-2.gat,89,34,11,9 monster DrunkenLadySkeleton 1079,1,100000,30000,Mob027-2::On1079 +027-2.gat,116,26,11,9 monster DrunkenLadySkeleton 1079,1,100000,30000,Mob027-2::On1079 + + +027-2.gat,0,0,0 script Mob027-2 -1,{ +On1077: + set @mobID, 1077; + callfunc "MobPoints"; + break; + +On1078: + set @mobID, 1078; + callfunc "MobPoints"; + break; + +On1079: + set @mobID, 1079; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/027-2/_warps.txt b/npc/027-2/_warps.txt new file mode 100644 index 00000000..fcc40b4d --- /dev/null +++ b/npc/027-2/_warps.txt @@ -0,0 +1,7 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Caretaker's House 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 +027-2.gat,75,95 warp To1stFloor 0,-1,027-2.gat,127,37 +027-2.gat,106,46 warp ToOutside 0,-1,027-1.gat,68,89 diff --git a/npc/027-2/alacrius.txt b/npc/027-2/alacrius.txt new file mode 100755 index 00000000..99714ebc --- /dev/null +++ b/npc/027-2/alacrius.txt @@ -0,0 +1,40 @@ +// Starts the reaper quest + +//027-2.gat,107,29,0 script Alacrius 313,{ + // if started, go to started + // if fail go to failed + // if complete go to complete + // if cooldown go to cooldown + +// start quest section + mes "Hi, want to fight the reaper?"; + menu + "Let's go!",L_START, + "No, thank you.",-; + close; + +L_START: + monster "027-4.gat",40,55,"Reaper Quest",1067,1,"Reaper::OnDead"; + enablenpc "#gatecontrol"; + enablenpc "#closedgate"; + disablenpc "#opengate"; +// Open doors to reaper level + warp "027-3.gat",41,70; + initnpctimer; + close; + +// 5 min mark for testing purposes, up it when finished. +OnTimer300000: + mapwarp "027-3.gat", "027-2.gat",104,41; + mapwarp "027-4.gat", "027-2.gat",104,41; + killmonsterall "027-4.gat"; + end; +OnTimer301000: + npctalk "You have failed the mission."; + end; + +// cooldown before the quest can be restarted +OnTimer360000: + // set quest var + end; +} diff --git a/npc/027-2/alacrius2.txt b/npc/027-2/alacrius2.txt new file mode 100755 index 00000000..b48ebd3f --- /dev/null +++ b/npc/027-2/alacrius2.txt @@ -0,0 +1,113 @@ +// Starts the reaper quest + +//027-2.gat,107,29,0 script Alacrius 313,{ + if ($@FIGHT_ALACRIUS_STATUS != 0) goto L_Enjoy; + + + mes "[Alacrius]"; + mes "\"Hello, I'm Alacrius. \""; + next; + mes "[Alacrius]"; + mes "\"A very long time ago, I figured a way to cheat death and the limits of time and space. You may think it is evil, but I did it because of true love... \""; + next; + mes "[Alacrius]"; + mes "\"The reaper kidnapped my beloved wife, and took her to the underworld. I had to find a way to stop him, and as time went by, I became what you can see now... But if you dare to cheat death, time and space you'll have to pay a high price... \""; + next; + + mes "[Alacrius]"; + mes "\"Being away from time and space doesn't allow me to try to save my beloved wife... I need your help. Do you think you have what it takes to handle the most powerful monsters over the world of Mana? \""; + next; + + menu + "Let's go!",L_PLAY_OK, + "No, thank you.",-; + close; + + +L_PLAY_OK: + + if ($@FIGHT_ALACRIUS_STATUS != 0) goto L_AlreadyStarted; + set $@FIGHT_ALACRIUS_STATUS, 1; + set $@MO_REAPER, 0; + startnpctimer; + set @PRIZE, 1; + + goto L_Exit; + +L_Enjoy: + if ($@MO_REAPER == 1) goto L_AllDead; + mes "[Alacrius]"; + mes "\"...Please hurry up, the time is running...\""; + goto L_Exit; + +L_AlreadyStarted: + mes "[Alacrius]"; + mes "\"The Reaper is alive.\""; + goto L_Exit; + +L_Exit: + close; + end; + + +// Time to fight +OnTimer10000: + + monster "027-2.gat",0,0,"Reaper Quest",1111,1,"Alacrius::OnDeadReaper"; + end; + +OnDeadReaper: + set $@MO_REAPER, $@MO_REAPER + 1; + killmonster "027-2.gat","All"; + end; + +OnDeadLost: + set $@MO_LOST, $@MO_LOST + 1; + end; + + +OnTimer120000: + + set $@MO_REAPER,0; + set $@FIGHT_ALACRIUS_STATUS, 0; + killmonster "027-2.gat","All"; + stopnpctimer; + setnpctimer 0; + set @PRIZE, 0; + npctalk "Oh my beloved wife, you could not be rescued! I will have to purge my mistakes again..."; + npctalk "Please, help my beloved wife!!"; + + end; + +OnDead: + end; + + +L_AllDead: + if(@PRIZE == 0) goto L_NOHERO; + + getinventorylist; + if (@inventorylist_count == 100) goto L_TooMany; + getitem "CasinoCoins", 1; + + mes "[Alacrius]"; + mes "Thank you very much, you saved my love!! Here you are, a prize according to the dangers you've been exposed to."; + set @PRIZE , 0; + set $@MO_REAPER,0; + close; + end; + +L_TooMany: + mes "[Alacrius]"; + mes "You have no room for the reward."; + close; + +L_NOHERO: + mes "[Alacrius]"; + mes "Sorry, but you didn't save my love... Try it again when you're ready..."; + close; + end; +OnInit: + initnpctimer; + stopnpctimer; +} diff --git a/npc/027-2/barman.txt b/npc/027-2/barman.txt new file mode 100644 index 00000000..616b761a --- /dev/null +++ b/npc/027-2/barman.txt @@ -0,0 +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; +} diff --git a/npc/027-2/caretaker.txt b/npc/027-2/caretaker.txt new file mode 100644 index 00000000..bf4d35fc --- /dev/null +++ b/npc/027-2/caretaker.txt @@ -0,0 +1,131 @@ +// Cemetary Caretaker +// 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; + +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; + + 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; + +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; + + 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; + +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; + +L_Location: + 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; + +L_Has_Letter: + 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; + +L_Delivered_Letter: + mes "[Caretaker]"; + mes "\"Have you found my daughter?\""; + next; + + menu + "Yes.", -; + + mes "[Caretaker]"; + mes "\"Thank you for delivering my letter.\""; + set QUEST_Graveyard_Caretaker, 4; + close; + +L_Give_New_Letter: + mes "[Caretaker]"; + mes "\"I have another letter, if you want to deliver it.\""; + next; + + menu + "Sure.", L_Give_New_Letter_Real, + "I'm too busy right now.", -; + + close; + +L_Give_New_Letter_Real: + set QUEST_Graveyard_Caretaker, 5; + mes "You receive the letter and put it in a special place so it doesn't get lost among your inventory."; + next; + + mes "[Caretaker]"; + mes "\"Thank you.\""; + close; + +OnTimer3000: + 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; +} diff --git a/npc/027-2/cerhan.txt b/npc/027-2/cerhan.txt new file mode 100644 index 00000000..33ee7895 --- /dev/null +++ b/npc/027-2/cerhan.txt @@ -0,0 +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; + +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; + +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; +} diff --git a/npc/027-2/crying_child.txt b/npc/027-2/crying_child.txt new file mode 100644 index 00000000..d7cbeac3 --- /dev/null +++ b/npc/027-2/crying_child.txt @@ -0,0 +1,186 @@ +// author: alastrim +// love triangle quest, involved npcs: Reid's Ghost, Hamond, Savaric, Aldred, Golbenez + +027-2.gat,50,92,0 script Aldred 314,{ + +// Crying Child subquest +// Variable states: +// 1 = You agree to help the child to find the ring outside +// 2 = You found the ring (see 027-1.../monsters.txt) +// 3 = You gave the ring to the child +// 4 = You decided to help the child again, by investigating what the ring means to them. +// 5 = The father/husband told you what he thinks of the ring +// 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 @state, ((QUEST_Graveyard_Inn & @Graveyard_Inn_MASK) >> @Graveyard_Inn_SHIFT); + + if (Sex == 0) set @madamsir$, "Madam"; + if (Sex == 1) set @madamsir$, "Sir"; + if (@state == 7) goto L_return5; + if (@state == 6) goto L_return4; + if (@state == 4 || @state == 5) goto L_return3; + if (@state == 3) goto L_return2; + if (@state == 2) goto L_return1; + if (@state == 1) goto L_return; + if (BaseLevel >= 80) goto L_intro; + +L_cry: + mes "[Crying Child]"; + mes "\"Waaahhhhh! *sniffle*\""; + close; + +L_intro: + mes "[Crying Child]"; + mes "\"Waaah!\""; + next; + mes "\"*Sniffle*\""; + next; + mes "You bend your knees near the child, trying to gain his confidence and ask why he is crying. But looking closely, you are surprised to see that his skin color is an awful cadaveric grey..."; + menu + "Calm down kid, what happened?",-, + "Leave the kid alone.",L_close; + mes "[Crying Child]"; + mes "\"Oh, what? Who are you "+@madamsir$+", 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; + +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; + + +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; + + +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; + +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; + +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; + +L_return5: + 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; + + +L_close: + close; + +S_Update_Mask: + set QUEST_Graveyard_Inn, + (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) + | (@state << @Graveyard_Inn_SHIFT); + return; + +} diff --git a/npc/027-2/diary.txt b/npc/027-2/diary.txt new file mode 100644 index 00000000..15eaa85e --- /dev/null +++ b/npc/027-2/diary.txt @@ -0,0 +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; + + set @reid, ((QUEST_Graveyard_Inn & @Graveyard_Inn_MASK) >> @Graveyard_Inn_SHIFT); + + 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; + + set @reid, 7; + callsub S_Update_Mask; +L_Close: + close; + +S_Update_Mask: + set QUEST_Graveyard_Inn, + (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) + | (@reid << @Graveyard_Inn_SHIFT); + return; +} diff --git a/npc/027-2/door.txt b/npc/027-2/door.txt new file mode 100644 index 00000000..630e0ee2 --- /dev/null +++ b/npc/027-2/door.txt @@ -0,0 +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; + + 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; +} + +027-2.gat,26,99,0 script #DoorOut 127,1,1,{ + warp "027-2.gat", 23, 98; + end; +} diff --git a/npc/027-2/evil_guard.txt b/npc/027-2/evil_guard.txt new file mode 100644 index 00000000..0ee91cfa --- /dev/null +++ b/npc/027-2/evil_guard.txt @@ -0,0 +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,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/npc/027-2/golbenez.txt b/npc/027-2/golbenez.txt new file mode 100644 index 00000000..44724d37 --- /dev/null +++ b/npc/027-2/golbenez.txt @@ -0,0 +1,574 @@ +// author: Jenalya +// love triangle quest, involved npcs: Reid's Ghost, Hamond, Savaric, Aldred, Golbenez +// state 0: just talking, if lovers state is >= 2, go on +// state 1: ignores you until lovers state is >= 3, player can ask about the inn. needs if woman >= 7, lover >= 3 and husband >= 4 to go on +// state 2: shows reids memory if the player brings @ROTTENRAGS_AMOUNT rotten rags and an orange cake +// state 3: shows hamonds memory if the player brings @UNDEADEAR_AMOUNT undead ears and a chocolate cake +// state 4: shows savarics memory if the player brings @UNDEADEYE_AMOUNT undead eyes and an apple cake +// state 5: shows all memories again if asked for them. if @lover == 6, player can ask for savarics soul +// state 6: wants jackOsouls, random chance of 1/50 to success +// state 7: done + +027-2.gat,39,91,0 script Golbenez 307,{ + + 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 @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_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 @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 @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; + + 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.\""; + + 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]"; + mes "\"As I said, you don't understand. You start to bore me. Leave.\""; + + set @state, 1; + callsub S_Update_Mask; + + close; + +L_Back: + 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; + +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; + +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 Ear]s. And a [Chocolate Cake].\""; + close; + +L_Hamond: + mes "[Golbenez]"; + mes "\"Ah, mortal. Do you have the " + @UNDEADEAR_AMOUNT + " [Undead Ear]s 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 Eye]s and an [Apple Cake].\""; + close; + +L_Savaric: + mes "[Golbenez]"; + mes "\"I hope you are bringing me the " + @UNDEADEYE_AMOUNT + " [Undead Eye]s 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; + +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; + +L_Soul: + 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; + +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; + +L_Done: + 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; + +L_S_Again: + 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; + +L_H_Again: + 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; + +L_Why_Stuff: + 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; + +L_No_Cake: + mes "[Golbenez]"; + mes "\"Fool! You forgot my cake!\""; + close; + +L_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; + +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; + +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; + +S_Update_Mask: + set QUEST_Graveyard_Inn, + (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) + | (@state << @Graveyard_Inn_SHIFT); + return; +} diff --git a/npc/027-2/gy_inn_shops.txt b/npc/027-2/gy_inn_shops.txt new file mode 100755 index 00000000..a90d4301 --- /dev/null +++ b/npc/027-2/gy_inn_shops.txt @@ -0,0 +1,35 @@ +// chef: function, +// barmaid: function, +// shopkeeper: multiples and function, +// magic undead shop: function, +// chief barman: function, +// receptionist: function, +// banker: function + + +027-2.gat,75,22,0 shop Chef 300,784:-1,785:-1,786:-1,787:-1 +027-2.gat,90,36,0 shop Estrilda 301,788:-1,789:-1,790:-1 +027-2.gat,93,22,0 shop Umfrey 302,1282:-1,1281:-1 +027-2.gat,56,99,0 shop Leofwin 304,501:-1,502:-1,518:100,566:2000,567:-1,568:-1,613:500,631:1000,740:-1,772:-1,773:-1,774:-1 +027-2.gat,106,22,0 shop Edwin 309,784:-1,785:-1,786:-1,787:-1,788:-1,789:-1,790:-1 + +// 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$, "J.P. Morbid"; + callfunc "Banker"; + close; +} + diff --git a/npc/027-2/headless_man.txt b/npc/027-2/headless_man.txt new file mode 100644 index 00000000..b777e07d --- /dev/null +++ b/npc/027-2/headless_man.txt @@ -0,0 +1,208 @@ +// author: TheKandiman, input from Jenalya and Pjotr Orial +// simple quest for headless man in gy inn +// state 0: first contact +// state 1: quest accepted +// state 2: items delivered, return for reward and followup story +// state 3: quest completed + +027-2.gat,22,76,0 script Thurstan 318,{ + + if (Sex == 0) set @madamsir$, "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; + +L_greet: + + mes "[Headless Man]"; + mes "\"Greetings " + @madamsir$ + "! Do you have any duck tape?\""; + close; + +L_Quest_ask: + + mes "[Thurstan]"; + mes "\"A little while ago there was a patron visiting the inn...I can't remember his name now. He noticed this predicament I am in and offered to help me. He told me that he was an alchemist and that he had a recipe for an adhesive that would keep my head where it's supposed to be. Unfortunately, he wasn't able to stay long enough to gather all the ingredients for the spell, so he gave me the recipe instead. However, it's rather hard to gather things when I have to carry it around all day.\""; + next; + 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; + +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; + +L_Quest_no: + + mes "[Thurstan]"; + mes "\"Very well. Just don't come looking to me when your own head falls off!\""; + close; + +L_Quest_progress: + + mes "[Thurstan]"; + mes "Have you managed to find those items yet?\""; + menu + "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; + +L_Quest_notenough: + + mes "Thurstan quickly looks through the items you've brought."; + mes "[Thurstan]"; + mes "\"It seems you are missing a few things. Please come back once you have everything on the list.\""; + close; + +L_Quest_items: + + mes "[Thurstan]"; + mes "\"" + @Wisp_Powder + " [Wisp Powder],\""; + mes "\"" + @Polt_Powder + " [Poltergeist Powder],\""; + 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; + +L_Full_Inv: + 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; + +S_Update_Mask: + + set QUEST_Graveyard_Inn, + (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) + | (@state << @Graveyard_Inn_SHIFT); + return; + +} diff --git a/npc/027-2/husband.txt b/npc/027-2/husband.txt new file mode 100644 index 00000000..2ff39f60 --- /dev/null +++ b/npc/027-2/husband.txt @@ -0,0 +1,327 @@ +// author: Jenalya +// love triangle quest, involved npcs: Reid's Ghost, Hamond, Savaric, Aldred, Golbenez +// state 0: if baselevel >= 85, he asks for something to cool the drinks (ice cubes) +// state 1: can be asked about the ring. needs @ICE_CUBE_AMOUNT ice cubes, then asks for bones and skulls. +// state 2: wants @BONE_AMOUNT and @SKULL_AMOUNT bones and skulls +// state 3: can be asked about the ring. needs @woman > 5 to be asked about savaric, tells, if crying child quest is completed +// state 4: if @golbanez < 5, can be told about the memories, then asks the player to bring @RUBY_AMOUNT rubies to reid +// state 5: waiting +// 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; + +L_Ice_Cube: + 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) + menu + "I found this in the main hall. Do you know to whom it belongs?", L_Ring, + "I'm still searching.", L_Close; + + if (countitem("IceCube") > 0) + menu + "Maybe this never melting Ice Cube?", L_Check_Ice, + "I'm still searching.", L_Close; + + mes "\"You didn't? Too bad.\""; + close; + +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; + +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; + + getexp @BONE_EXP, 0; + + 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; + +L_Savaric: + 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; + +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; + +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; + +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; + +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; + +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 + " [Ruby]s 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 + " [Ruby]s?\""; + 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; + +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; + +L_Not_Enough_B: + if (countitem("Bone") < @BONE_AMOUNT) + mes "\"I need more [Bone]s than you have with you right now.\""; + if (countitem("Skull") < @SKULL_AMOUNT) + mes "\"Maybe you should come back with more [Skull]s 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; + +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; + +L_Close: + close; + +S_Update_Mask_Kid: + set QUEST_Graveyard_Inn, + (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Kid_MASK)) + | (@kidstate << @Graveyard_Inn_Kid_SHIFT); + return; + +S_Update_Mask: + set QUEST_Graveyard_Inn, + (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) + | (@state << @Graveyard_Inn_SHIFT); + return; +} diff --git a/npc/027-2/innkeeper.txt b/npc/027-2/innkeeper.txt new file mode 100644 index 00000000..a8cd3778 --- /dev/null +++ b/npc/027-2/innkeeper.txt @@ -0,0 +1,438 @@ +// author: Jenalya +// love triangle quest, involved npcs: Reid's Ghost, Hamond, Savaric, Aldred, Golbenez +// state 0: first talk +// state 1: if baselevel >= 85 player can ask about the inn and dead +// state 2: reid knows now she's dead, can be asked about the ring +// state 3: can be asked about ring, player offered help to find out what happened, she wants something to represent her sadness (frozen yeti tears) +// state 4: can be asked about ring, can be asked about her life +// state 5: if crying child quest is completed she tells about savaric, and her rooms on the first floor can be entered now to read her diary +// state 6: tells the player to read her diary +// state 7: set in diary, if player has seen all memories (@golbanez < 5), can tell her about it +// state 8: can bring rubies or diamonds, if hamond and savaric told so, set their state +// state 9: can bring rubies or diamonds, if hamond and savaric told so, set their state +// 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,{ + + 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 @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 @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 @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 @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 @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; + + 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; + + goto L_Ask_Dead; + +L_After_Welcome: + 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; + +L_Offer_Help2: + 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; +L_Skip1: + 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!\""; + + 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; + + if ((@kidstate == 5) && countitem("FrozenYetiTear") > 0) + menu + "I found this frozen tear to represent your sadness.", L_Check_Tears, + "Hi. I found this in the main hall. Do you know to whom it belongs?", L_Ring, + "I'm still searching.", L_Close; + + if (@kidstate == 5) + menu + "Hi. I found this in the main hall. Do you know to whom it belongs?", L_Ring, + "I'm still searching.", L_Close; + + if (countitem("FrozenYetiTear") > 0) + menu + "I found this frozen tear to represent your sadness.", L_Check_Tears, + "I'm still searching.", L_Close; + + mes "\"You didn't? It seems you're not serious with your offer to help me.\""; + close; + +L_Check_Tears: + if (countitem("FrozenYetiTear") < @YETI_TEAR_AMOUNT) + goto L_Not_Enough_Tears; + delitem "FrozenYetiTear", @YETI_TEAR_AMOUNT; + + getexp @YETI_TEAR_EXP, 0; + + 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; +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; +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; + +L_Check_Kid: + + if (@kidstate == 5) + menu + "Hi. I found this in the main hall. Do you know to whom it belongs?", L_Ring; + + if ((Sex == 1) && (@kidstate < 7)) goto L_Man; + if ((Sex == 0) && (@kidstate < 7)) goto L_Woman; + + 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; + +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; + +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; + +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; + +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; + +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; + +L_Kidding: + 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; + +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; +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; + +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; + +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; + +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; + +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; + +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; + +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; + +L_Close: + close; + +S_Update_Mask_Kid: + set QUEST_Graveyard_Inn, + (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Kid_MASK)) + | (@kidstate << @Graveyard_Inn_Kid_SHIFT); + return; + +S_Update_Mask_Husband: + set QUEST_Graveyard_Inn, + (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Husband_MASK)) + | (@husband << @Graveyard_Inn_Husband_SHIFT); + return; + +S_Update_Mask_Lover: + set QUEST_Graveyard_Inn, + (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Lover_MASK)) + | (@lover << @Graveyard_Inn_Lover_SHIFT); + return; + +S_Update_Mask: + set QUEST_Graveyard_Inn, + (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) + | (@state << @Graveyard_Inn_SHIFT); + return; +} diff --git a/npc/027-2/lover.txt b/npc/027-2/lover.txt new file mode 100644 index 00000000..d88a91cd --- /dev/null +++ b/npc/027-2/lover.txt @@ -0,0 +1,285 @@ +// author: Jenalya +// love triangle quest, involved npcs: Reid's Ghost, Hamond, Savaric, Aldred, Golbenez +// state 0: if baselevel >= 85, tells he want dark crystals +// state 1: needs @CRYSTAL_AMOUNT dark crystals to go on, tells the player to search the inn for source of magic (Golbenez) +// state 2: if the player has talked to Golbenez, he tells you to negotiate with him to find out what happened +// state 3: when player has seen all memories (@golbanez < 5), telling Savaric what happened. he asks the player to bring reid @DIAMOND_AMOUNT diamonds +// state 4: waiting for reid +// state 5: is set in reid, he thanks for help and asks to negotiate with golbanez for his soul +// 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 Crystal]s? 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 Crystal]s?\""; + + 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; + +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; + +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; + +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 + " [Diamond]s? 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 [Diamond]s 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; + +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.",-; + + 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; + +L_Have_Soul: + 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; + +L_Not_Enough_Crystals: + 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; + +L_Close: + close; + +S_Update_Mask: + set QUEST_Graveyard_Inn, + (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) + | (@state << @Graveyard_Inn_SHIFT); + return; +} diff --git a/npc/027-2/testnpcs.txt b/npc/027-2/testnpcs.txt new file mode 100755 index 00000000..57dc1f7b --- /dev/null +++ b/npc/027-2/testnpcs.txt @@ -0,0 +1,145 @@ +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."; + next; + mes "Now the woman giggles. They don't notice you."; + next; + mes "Maybe it's better not to bother them."; + close; +} + +//027-2.gat,110,30,0 script Debug 305,{ + 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_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 @Graveyard_Inn_Child_MASK, NIBBLE_2_MASK; + set @Graveyard_Inn_Child_SHIFT, NIBBLE_2_SHIFT; + + set @Child, ((QUEST_Graveyard_Inn & @Graveyard_Inn_Child_MASK) >> @Graveyard_Inn_Child_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 @Graveyard_Inn_Golb_MASK, NIBBLE_4_MASK; + set @Graveyard_Inn_Golb_SHIFT, NIBBLE_4_SHIFT; + + set @Golb, ((QUEST_Graveyard_Inn & @Graveyard_Inn_Golb_MASK) >> @Graveyard_Inn_Golb_SHIFT); + + mes "debug for the lovetriangle quest"; + menu + "reset all",-, + "reset reid " + @woman,L_Reid, + "reset lover " + @Lover,L_Lover, + "reset child " + @Child,L_Child, + "reset husband " + @Husband,L_Husband, + "reset golbanez " + @Golb,L_Golb, + "leave", L_Close; + +set QUEST_Graveyard_Inn, 0; +close; +L_Reid: + set @woman, 0; + callsub S_Update_Mask_Woman; + close; +L_Lover: + set @Lover, 0; + callsub S_Update_Mask_Lover; + close; +L_Child: + set @Child, 0; + callsub S_Update_Mask_Child; + close; +L_Husband: + set @Husband, 0; + callsub S_Update_Mask_Husband; + close; +L_Golb: + set @Golb, 0; + callsub S_Update_Mask_Golb; + close; +L_Close: + close; + +S_Update_Mask_Golb: + set QUEST_Graveyard_Inn, + (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Golb_MASK)) + | (@Golb << @Graveyard_Inn_Golb_SHIFT); + return; + +S_Update_Mask_Husband: + set QUEST_Graveyard_Inn, + (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Husband_MASK)) + | (@Husband << @Graveyard_Inn_Husband_SHIFT); + return; + +S_Update_Mask_Child: + set QUEST_Graveyard_Inn, + (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Child_MASK)) + | (@Child << @Graveyard_Inn_Child_SHIFT); + return; + +S_Update_Mask_Lover: + set QUEST_Graveyard_Inn, + (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Lover_MASK)) + | (@Lover << @Graveyard_Inn_Lover_SHIFT); + return; + +S_Update_Mask_Woman: + set QUEST_Graveyard_Inn, + (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Woman_MASK)) + | (@woman << @Graveyard_Inn_Woman_SHIFT); + return; +} + +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.\""; + next; + mes "\"Person doesn't disturb me when me is making the food\""; + close; +} + +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; + if (@drunker == 2) goto L_2; + if (@drunker == 3) goto L_3; + end; +L_0: + mes "[Darnel]"; + mes "\"zzzZZZzzz...\""; + close; +L_1: + mes "[Darnel]"; + mes "\"Ish that a Zzombee?...\""; + close; +L_2: + mes "[Darnel]"; + mes "\"Auuu... Hiccup... Don't byte mee... \""; + close; +L_3: + mes "[Darnel]"; + mes "\"Moar Bearr...Pleash!\""; + close; +} + +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 " + + "being a waiter... oh I can't resist a drink or two!\""; + close; +} + diff --git a/npc/027-2/werewolf.txt b/npc/027-2/werewolf.txt new file mode 100644 index 00000000..87d93173 --- /dev/null +++ b/npc/027-2/werewolf.txt @@ -0,0 +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; + +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; + +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; + +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; + +L_Not_Enough: + 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; + +//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; + +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; +L_End: + 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; + +L_Lost: + 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; + +L_Close: + close; + +S_Update_Mask: + set QUEST_Graveyard_Inn, + (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) + | (@state << @Graveyard_Inn_SHIFT); + return; +} diff --git a/npc/027-2_Caretakers_House/_import.txt b/npc/027-2_Caretakers_House/_import.txt deleted file mode 100644 index 56365f9d..00000000 --- a/npc/027-2_Caretakers_House/_import.txt +++ /dev/null @@ -1,21 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 027-2.gat -npc: npc/027-2_Caretakers_House/_mobs.txt -npc: npc/027-2_Caretakers_House/_warps.txt -npc: npc/027-2_Caretakers_House/alacrius.txt -npc: npc/027-2_Caretakers_House/alacrius2.txt -npc: npc/027-2_Caretakers_House/barman.txt -npc: npc/027-2_Caretakers_House/caretaker.txt -npc: npc/027-2_Caretakers_House/cerhan.txt -npc: npc/027-2_Caretakers_House/crying_child.txt -npc: npc/027-2_Caretakers_House/diary.txt -npc: npc/027-2_Caretakers_House/door.txt -npc: npc/027-2_Caretakers_House/evil_guard.txt -npc: npc/027-2_Caretakers_House/golbenez.txt -npc: npc/027-2_Caretakers_House/gy_inn_shops.txt -npc: npc/027-2_Caretakers_House/headless_man.txt -npc: npc/027-2_Caretakers_House/husband.txt -npc: npc/027-2_Caretakers_House/innkeeper.txt -npc: npc/027-2_Caretakers_House/lover.txt -npc: npc/027-2_Caretakers_House/testnpcs.txt -npc: npc/027-2_Caretakers_House/werewolf.txt diff --git a/npc/027-2_Caretakers_House/_mobs.txt b/npc/027-2_Caretakers_House/_mobs.txt deleted file mode 100644 index 5408e5fa..00000000 --- a/npc/027-2_Caretakers_House/_mobs.txt +++ /dev/null @@ -1,29 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 027-2 Caretaker's House 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 -027-2.gat,110,26,11,11 monster TipsySkeleton 1078,1,100000,30000,Mob027-2::On1078 -027-2.gat,104,28,11,9 monster DrunkenSkeleton 1077,1,100000,30000,Mob027-2::On1077 -027-2.gat,89,34,11,9 monster DrunkenLadySkeleton 1079,1,100000,30000,Mob027-2::On1079 -027-2.gat,116,26,11,9 monster DrunkenLadySkeleton 1079,1,100000,30000,Mob027-2::On1079 - - -027-2.gat,0,0,0 script Mob027-2 -1,{ -On1077: - set @mobID, 1077; - callfunc "MobPoints"; - break; - -On1078: - set @mobID, 1078; - callfunc "MobPoints"; - break; - -On1079: - set @mobID, 1079; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/027-2_Caretakers_House/_warps.txt b/npc/027-2_Caretakers_House/_warps.txt deleted file mode 100644 index 85f2d523..00000000 --- a/npc/027-2_Caretakers_House/_warps.txt +++ /dev/null @@ -1,7 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 027-2 Caretaker's House 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 -027-2.gat,75,95 warp To1stFloor 0,-1,027-2.gat,127,37 -027-2.gat,106,46 warp ToOutside 0,-1,027-1.gat,68,89 diff --git a/npc/027-2_Caretakers_House/alacrius.txt b/npc/027-2_Caretakers_House/alacrius.txt deleted file mode 100755 index 99714ebc..00000000 --- a/npc/027-2_Caretakers_House/alacrius.txt +++ /dev/null @@ -1,40 +0,0 @@ -// Starts the reaper quest - -//027-2.gat,107,29,0 script Alacrius 313,{ - // if started, go to started - // if fail go to failed - // if complete go to complete - // if cooldown go to cooldown - -// start quest section - mes "Hi, want to fight the reaper?"; - menu - "Let's go!",L_START, - "No, thank you.",-; - close; - -L_START: - monster "027-4.gat",40,55,"Reaper Quest",1067,1,"Reaper::OnDead"; - enablenpc "#gatecontrol"; - enablenpc "#closedgate"; - disablenpc "#opengate"; -// Open doors to reaper level - warp "027-3.gat",41,70; - initnpctimer; - close; - -// 5 min mark for testing purposes, up it when finished. -OnTimer300000: - mapwarp "027-3.gat", "027-2.gat",104,41; - mapwarp "027-4.gat", "027-2.gat",104,41; - killmonsterall "027-4.gat"; - end; -OnTimer301000: - npctalk "You have failed the mission."; - end; - -// cooldown before the quest can be restarted -OnTimer360000: - // set quest var - end; -} diff --git a/npc/027-2_Caretakers_House/alacrius2.txt b/npc/027-2_Caretakers_House/alacrius2.txt deleted file mode 100755 index b48ebd3f..00000000 --- a/npc/027-2_Caretakers_House/alacrius2.txt +++ /dev/null @@ -1,113 +0,0 @@ -// Starts the reaper quest - -//027-2.gat,107,29,0 script Alacrius 313,{ - if ($@FIGHT_ALACRIUS_STATUS != 0) goto L_Enjoy; - - - mes "[Alacrius]"; - mes "\"Hello, I'm Alacrius. \""; - next; - mes "[Alacrius]"; - mes "\"A very long time ago, I figured a way to cheat death and the limits of time and space. You may think it is evil, but I did it because of true love... \""; - next; - mes "[Alacrius]"; - mes "\"The reaper kidnapped my beloved wife, and took her to the underworld. I had to find a way to stop him, and as time went by, I became what you can see now... But if you dare to cheat death, time and space you'll have to pay a high price... \""; - next; - - mes "[Alacrius]"; - mes "\"Being away from time and space doesn't allow me to try to save my beloved wife... I need your help. Do you think you have what it takes to handle the most powerful monsters over the world of Mana? \""; - next; - - menu - "Let's go!",L_PLAY_OK, - "No, thank you.",-; - close; - - -L_PLAY_OK: - - if ($@FIGHT_ALACRIUS_STATUS != 0) goto L_AlreadyStarted; - set $@FIGHT_ALACRIUS_STATUS, 1; - set $@MO_REAPER, 0; - startnpctimer; - set @PRIZE, 1; - - goto L_Exit; - -L_Enjoy: - if ($@MO_REAPER == 1) goto L_AllDead; - mes "[Alacrius]"; - mes "\"...Please hurry up, the time is running...\""; - goto L_Exit; - -L_AlreadyStarted: - mes "[Alacrius]"; - mes "\"The Reaper is alive.\""; - goto L_Exit; - -L_Exit: - close; - end; - - -// Time to fight -OnTimer10000: - - monster "027-2.gat",0,0,"Reaper Quest",1111,1,"Alacrius::OnDeadReaper"; - end; - -OnDeadReaper: - set $@MO_REAPER, $@MO_REAPER + 1; - killmonster "027-2.gat","All"; - end; - -OnDeadLost: - set $@MO_LOST, $@MO_LOST + 1; - end; - - -OnTimer120000: - - set $@MO_REAPER,0; - set $@FIGHT_ALACRIUS_STATUS, 0; - killmonster "027-2.gat","All"; - stopnpctimer; - setnpctimer 0; - set @PRIZE, 0; - npctalk "Oh my beloved wife, you could not be rescued! I will have to purge my mistakes again..."; - npctalk "Please, help my beloved wife!!"; - - end; - -OnDead: - end; - - -L_AllDead: - if(@PRIZE == 0) goto L_NOHERO; - - getinventorylist; - if (@inventorylist_count == 100) goto L_TooMany; - getitem "CasinoCoins", 1; - - mes "[Alacrius]"; - mes "Thank you very much, you saved my love!! Here you are, a prize according to the dangers you've been exposed to."; - set @PRIZE , 0; - set $@MO_REAPER,0; - close; - end; - -L_TooMany: - mes "[Alacrius]"; - mes "You have no room for the reward."; - close; - -L_NOHERO: - mes "[Alacrius]"; - mes "Sorry, but you didn't save my love... Try it again when you're ready..."; - close; - end; -OnInit: - initnpctimer; - stopnpctimer; -} diff --git a/npc/027-2_Caretakers_House/barman.txt b/npc/027-2_Caretakers_House/barman.txt deleted file mode 100644 index 616b761a..00000000 --- a/npc/027-2_Caretakers_House/barman.txt +++ /dev/null @@ -1,9 +0,0 @@ -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/npc/027-2_Caretakers_House/caretaker.txt b/npc/027-2_Caretakers_House/caretaker.txt deleted file mode 100644 index bf4d35fc..00000000 --- a/npc/027-2_Caretakers_House/caretaker.txt +++ /dev/null @@ -1,131 +0,0 @@ -// Cemetary Caretaker -// 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; - -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; - - 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; - -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; - - 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; - -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; - -L_Location: - 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; - -L_Has_Letter: - 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; - -L_Delivered_Letter: - mes "[Caretaker]"; - mes "\"Have you found my daughter?\""; - next; - - menu - "Yes.", -; - - mes "[Caretaker]"; - mes "\"Thank you for delivering my letter.\""; - set QUEST_Graveyard_Caretaker, 4; - close; - -L_Give_New_Letter: - mes "[Caretaker]"; - mes "\"I have another letter, if you want to deliver it.\""; - next; - - menu - "Sure.", L_Give_New_Letter_Real, - "I'm too busy right now.", -; - - close; - -L_Give_New_Letter_Real: - set QUEST_Graveyard_Caretaker, 5; - mes "You receive the letter and put it in a special place so it doesn't get lost among your inventory."; - next; - - mes "[Caretaker]"; - mes "\"Thank you.\""; - close; - -OnTimer3000: - 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; -} diff --git a/npc/027-2_Caretakers_House/cerhan.txt b/npc/027-2_Caretakers_House/cerhan.txt deleted file mode 100644 index 33ee7895..00000000 --- a/npc/027-2_Caretakers_House/cerhan.txt +++ /dev/null @@ -1,32 +0,0 @@ -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; - -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; -} diff --git a/npc/027-2_Caretakers_House/crying_child.txt b/npc/027-2_Caretakers_House/crying_child.txt deleted file mode 100644 index d7cbeac3..00000000 --- a/npc/027-2_Caretakers_House/crying_child.txt +++ /dev/null @@ -1,186 +0,0 @@ -// author: alastrim -// love triangle quest, involved npcs: Reid's Ghost, Hamond, Savaric, Aldred, Golbenez - -027-2.gat,50,92,0 script Aldred 314,{ - -// Crying Child subquest -// Variable states: -// 1 = You agree to help the child to find the ring outside -// 2 = You found the ring (see 027-1.../monsters.txt) -// 3 = You gave the ring to the child -// 4 = You decided to help the child again, by investigating what the ring means to them. -// 5 = The father/husband told you what he thinks of the ring -// 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 @state, ((QUEST_Graveyard_Inn & @Graveyard_Inn_MASK) >> @Graveyard_Inn_SHIFT); - - if (Sex == 0) set @madamsir$, "Madam"; - if (Sex == 1) set @madamsir$, "Sir"; - if (@state == 7) goto L_return5; - if (@state == 6) goto L_return4; - if (@state == 4 || @state == 5) goto L_return3; - if (@state == 3) goto L_return2; - if (@state == 2) goto L_return1; - if (@state == 1) goto L_return; - if (BaseLevel >= 80) goto L_intro; - -L_cry: - mes "[Crying Child]"; - mes "\"Waaahhhhh! *sniffle*\""; - close; - -L_intro: - mes "[Crying Child]"; - mes "\"Waaah!\""; - next; - mes "\"*Sniffle*\""; - next; - mes "You bend your knees near the child, trying to gain his confidence and ask why he is crying. But looking closely, you are surprised to see that his skin color is an awful cadaveric grey..."; - menu - "Calm down kid, what happened?",-, - "Leave the kid alone.",L_close; - mes "[Crying Child]"; - mes "\"Oh, what? Who are you "+@madamsir$+", 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; - -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; - - -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; - - -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; - -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; - -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; - -L_return5: - 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; - - -L_close: - close; - -S_Update_Mask: - set QUEST_Graveyard_Inn, - (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) - | (@state << @Graveyard_Inn_SHIFT); - return; - -} diff --git a/npc/027-2_Caretakers_House/diary.txt b/npc/027-2_Caretakers_House/diary.txt deleted file mode 100644 index 15eaa85e..00000000 --- a/npc/027-2_Caretakers_House/diary.txt +++ /dev/null @@ -1,43 +0,0 @@ -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); - - 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; - - set @reid, 7; - callsub S_Update_Mask; -L_Close: - close; - -S_Update_Mask: - set QUEST_Graveyard_Inn, - (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) - | (@reid << @Graveyard_Inn_SHIFT); - return; -} diff --git a/npc/027-2_Caretakers_House/door.txt b/npc/027-2_Caretakers_House/door.txt deleted file mode 100644 index 630e0ee2..00000000 --- a/npc/027-2_Caretakers_House/door.txt +++ /dev/null @@ -1,19 +0,0 @@ -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; - -L_Warp: - 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; -} diff --git a/npc/027-2_Caretakers_House/evil_guard.txt b/npc/027-2_Caretakers_House/evil_guard.txt deleted file mode 100644 index 0ee91cfa..00000000 --- a/npc/027-2_Caretakers_House/evil_guard.txt +++ /dev/null @@ -1,26 +0,0 @@ -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; -} diff --git a/npc/027-2_Caretakers_House/golbenez.txt b/npc/027-2_Caretakers_House/golbenez.txt deleted file mode 100644 index 44724d37..00000000 --- a/npc/027-2_Caretakers_House/golbenez.txt +++ /dev/null @@ -1,574 +0,0 @@ -// author: Jenalya -// love triangle quest, involved npcs: Reid's Ghost, Hamond, Savaric, Aldred, Golbenez -// state 0: just talking, if lovers state is >= 2, go on -// state 1: ignores you until lovers state is >= 3, player can ask about the inn. needs if woman >= 7, lover >= 3 and husband >= 4 to go on -// state 2: shows reids memory if the player brings @ROTTENRAGS_AMOUNT rotten rags and an orange cake -// state 3: shows hamonds memory if the player brings @UNDEADEAR_AMOUNT undead ears and a chocolate cake -// state 4: shows savarics memory if the player brings @UNDEADEYE_AMOUNT undead eyes and an apple cake -// state 5: shows all memories again if asked for them. if @lover == 6, player can ask for savarics soul -// state 6: wants jackOsouls, random chance of 1/50 to success -// state 7: done - -027-2.gat,39,91,0 script Golbenez 307,{ - - 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 @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_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 @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 @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; - - 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.\""; - - 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]"; - mes "\"As I said, you don't understand. You start to bore me. Leave.\""; - - set @state, 1; - callsub S_Update_Mask; - - close; - -L_Back: - 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; - -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; - -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 Ear]s. And a [Chocolate Cake].\""; - close; - -L_Hamond: - mes "[Golbenez]"; - mes "\"Ah, mortal. Do you have the " + @UNDEADEAR_AMOUNT + " [Undead Ear]s 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 Eye]s and an [Apple Cake].\""; - close; - -L_Savaric: - mes "[Golbenez]"; - mes "\"I hope you are bringing me the " + @UNDEADEYE_AMOUNT + " [Undead Eye]s 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; - -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; - -L_Soul: - 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; - -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; - -L_Done: - 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; - -L_S_Again: - 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; - -L_H_Again: - 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; - -L_Why_Stuff: - 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; - -L_No_Cake: - mes "[Golbenez]"; - mes "\"Fool! You forgot my cake!\""; - close; - -L_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; - -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; - -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; - -S_Update_Mask: - set QUEST_Graveyard_Inn, - (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) - | (@state << @Graveyard_Inn_SHIFT); - return; -} diff --git a/npc/027-2_Caretakers_House/gy_inn_shops.txt b/npc/027-2_Caretakers_House/gy_inn_shops.txt deleted file mode 100755 index a90d4301..00000000 --- a/npc/027-2_Caretakers_House/gy_inn_shops.txt +++ /dev/null @@ -1,35 +0,0 @@ -// chef: function, -// barmaid: function, -// shopkeeper: multiples and function, -// magic undead shop: function, -// chief barman: function, -// receptionist: function, -// banker: function - - -027-2.gat,75,22,0 shop Chef 300,784:-1,785:-1,786:-1,787:-1 -027-2.gat,90,36,0 shop Estrilda 301,788:-1,789:-1,790:-1 -027-2.gat,93,22,0 shop Umfrey 302,1282:-1,1281:-1 -027-2.gat,56,99,0 shop Leofwin 304,501:-1,502:-1,518:100,566:2000,567:-1,568:-1,613:500,631:1000,740:-1,772:-1,773:-1,774:-1 -027-2.gat,106,22,0 shop Edwin 309,784:-1,785:-1,786:-1,787:-1,788:-1,789:-1,790:-1 - -// 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$, "J.P. Morbid"; - callfunc "Banker"; - close; -} - diff --git a/npc/027-2_Caretakers_House/headless_man.txt b/npc/027-2_Caretakers_House/headless_man.txt deleted file mode 100644 index b777e07d..00000000 --- a/npc/027-2_Caretakers_House/headless_man.txt +++ /dev/null @@ -1,208 +0,0 @@ -// author: TheKandiman, input from Jenalya and Pjotr Orial -// simple quest for headless man in gy inn -// state 0: first contact -// state 1: quest accepted -// state 2: items delivered, return for reward and followup story -// state 3: quest completed - -027-2.gat,22,76,0 script Thurstan 318,{ - - if (Sex == 0) set @madamsir$, "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; - -L_greet: - - mes "[Headless Man]"; - mes "\"Greetings " + @madamsir$ + "! Do you have any duck tape?\""; - close; - -L_Quest_ask: - - mes "[Thurstan]"; - mes "\"A little while ago there was a patron visiting the inn...I can't remember his name now. He noticed this predicament I am in and offered to help me. He told me that he was an alchemist and that he had a recipe for an adhesive that would keep my head where it's supposed to be. Unfortunately, he wasn't able to stay long enough to gather all the ingredients for the spell, so he gave me the recipe instead. However, it's rather hard to gather things when I have to carry it around all day.\""; - next; - 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; - -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; - -L_Quest_no: - - mes "[Thurstan]"; - mes "\"Very well. Just don't come looking to me when your own head falls off!\""; - close; - -L_Quest_progress: - - mes "[Thurstan]"; - mes "Have you managed to find those items yet?\""; - menu - "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; - -L_Quest_notenough: - - mes "Thurstan quickly looks through the items you've brought."; - mes "[Thurstan]"; - mes "\"It seems you are missing a few things. Please come back once you have everything on the list.\""; - close; - -L_Quest_items: - - mes "[Thurstan]"; - mes "\"" + @Wisp_Powder + " [Wisp Powder],\""; - mes "\"" + @Polt_Powder + " [Poltergeist Powder],\""; - 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; - -L_Full_Inv: - 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; - -S_Update_Mask: - - set QUEST_Graveyard_Inn, - (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) - | (@state << @Graveyard_Inn_SHIFT); - return; - -} diff --git a/npc/027-2_Caretakers_House/husband.txt b/npc/027-2_Caretakers_House/husband.txt deleted file mode 100644 index 2ff39f60..00000000 --- a/npc/027-2_Caretakers_House/husband.txt +++ /dev/null @@ -1,327 +0,0 @@ -// author: Jenalya -// love triangle quest, involved npcs: Reid's Ghost, Hamond, Savaric, Aldred, Golbenez -// state 0: if baselevel >= 85, he asks for something to cool the drinks (ice cubes) -// state 1: can be asked about the ring. needs @ICE_CUBE_AMOUNT ice cubes, then asks for bones and skulls. -// state 2: wants @BONE_AMOUNT and @SKULL_AMOUNT bones and skulls -// state 3: can be asked about the ring. needs @woman > 5 to be asked about savaric, tells, if crying child quest is completed -// state 4: if @golbanez < 5, can be told about the memories, then asks the player to bring @RUBY_AMOUNT rubies to reid -// state 5: waiting -// 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; - -L_Ice_Cube: - 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) - menu - "I found this in the main hall. Do you know to whom it belongs?", L_Ring, - "I'm still searching.", L_Close; - - if (countitem("IceCube") > 0) - menu - "Maybe this never melting Ice Cube?", L_Check_Ice, - "I'm still searching.", L_Close; - - mes "\"You didn't? Too bad.\""; - close; - -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; - -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; - - getexp @BONE_EXP, 0; - - 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; - -L_Savaric: - 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; - -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; - -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; - -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; - -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; - -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 + " [Ruby]s 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 + " [Ruby]s?\""; - 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; - -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; - -L_Not_Enough_B: - if (countitem("Bone") < @BONE_AMOUNT) - mes "\"I need more [Bone]s than you have with you right now.\""; - if (countitem("Skull") < @SKULL_AMOUNT) - mes "\"Maybe you should come back with more [Skull]s 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; - -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; - -L_Close: - close; - -S_Update_Mask_Kid: - set QUEST_Graveyard_Inn, - (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Kid_MASK)) - | (@kidstate << @Graveyard_Inn_Kid_SHIFT); - return; - -S_Update_Mask: - set QUEST_Graveyard_Inn, - (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) - | (@state << @Graveyard_Inn_SHIFT); - return; -} diff --git a/npc/027-2_Caretakers_House/innkeeper.txt b/npc/027-2_Caretakers_House/innkeeper.txt deleted file mode 100644 index a8cd3778..00000000 --- a/npc/027-2_Caretakers_House/innkeeper.txt +++ /dev/null @@ -1,438 +0,0 @@ -// author: Jenalya -// love triangle quest, involved npcs: Reid's Ghost, Hamond, Savaric, Aldred, Golbenez -// state 0: first talk -// state 1: if baselevel >= 85 player can ask about the inn and dead -// state 2: reid knows now she's dead, can be asked about the ring -// state 3: can be asked about ring, player offered help to find out what happened, she wants something to represent her sadness (frozen yeti tears) -// state 4: can be asked about ring, can be asked about her life -// state 5: if crying child quest is completed she tells about savaric, and her rooms on the first floor can be entered now to read her diary -// state 6: tells the player to read her diary -// state 7: set in diary, if player has seen all memories (@golbanez < 5), can tell her about it -// state 8: can bring rubies or diamonds, if hamond and savaric told so, set their state -// state 9: can bring rubies or diamonds, if hamond and savaric told so, set their state -// 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,{ - - 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 @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 @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 @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 @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 @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; - - 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; - - goto L_Ask_Dead; - -L_After_Welcome: - 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; - -L_Offer_Help2: - 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; -L_Skip1: - 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!\""; - - 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; - - if ((@kidstate == 5) && countitem("FrozenYetiTear") > 0) - menu - "I found this frozen tear to represent your sadness.", L_Check_Tears, - "Hi. I found this in the main hall. Do you know to whom it belongs?", L_Ring, - "I'm still searching.", L_Close; - - if (@kidstate == 5) - menu - "Hi. I found this in the main hall. Do you know to whom it belongs?", L_Ring, - "I'm still searching.", L_Close; - - if (countitem("FrozenYetiTear") > 0) - menu - "I found this frozen tear to represent your sadness.", L_Check_Tears, - "I'm still searching.", L_Close; - - mes "\"You didn't? It seems you're not serious with your offer to help me.\""; - close; - -L_Check_Tears: - if (countitem("FrozenYetiTear") < @YETI_TEAR_AMOUNT) - goto L_Not_Enough_Tears; - delitem "FrozenYetiTear", @YETI_TEAR_AMOUNT; - - getexp @YETI_TEAR_EXP, 0; - - 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; -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; -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; - -L_Check_Kid: - - if (@kidstate == 5) - menu - "Hi. I found this in the main hall. Do you know to whom it belongs?", L_Ring; - - if ((Sex == 1) && (@kidstate < 7)) goto L_Man; - if ((Sex == 0) && (@kidstate < 7)) goto L_Woman; - - 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; - -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; - -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; - -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; - -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; - -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; - -L_Kidding: - 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; - -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; -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; - -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; - -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; - -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; - -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; - -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; - -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; - -L_Close: - close; - -S_Update_Mask_Kid: - set QUEST_Graveyard_Inn, - (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Kid_MASK)) - | (@kidstate << @Graveyard_Inn_Kid_SHIFT); - return; - -S_Update_Mask_Husband: - set QUEST_Graveyard_Inn, - (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Husband_MASK)) - | (@husband << @Graveyard_Inn_Husband_SHIFT); - return; - -S_Update_Mask_Lover: - set QUEST_Graveyard_Inn, - (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Lover_MASK)) - | (@lover << @Graveyard_Inn_Lover_SHIFT); - return; - -S_Update_Mask: - set QUEST_Graveyard_Inn, - (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) - | (@state << @Graveyard_Inn_SHIFT); - return; -} diff --git a/npc/027-2_Caretakers_House/lover.txt b/npc/027-2_Caretakers_House/lover.txt deleted file mode 100644 index d88a91cd..00000000 --- a/npc/027-2_Caretakers_House/lover.txt +++ /dev/null @@ -1,285 +0,0 @@ -// author: Jenalya -// love triangle quest, involved npcs: Reid's Ghost, Hamond, Savaric, Aldred, Golbenez -// state 0: if baselevel >= 85, tells he want dark crystals -// state 1: needs @CRYSTAL_AMOUNT dark crystals to go on, tells the player to search the inn for source of magic (Golbenez) -// state 2: if the player has talked to Golbenez, he tells you to negotiate with him to find out what happened -// state 3: when player has seen all memories (@golbanez < 5), telling Savaric what happened. he asks the player to bring reid @DIAMOND_AMOUNT diamonds -// state 4: waiting for reid -// state 5: is set in reid, he thanks for help and asks to negotiate with golbanez for his soul -// 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 Crystal]s? 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 Crystal]s?\""; - - 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; - -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; - -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; - -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 + " [Diamond]s? 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 [Diamond]s 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; - -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.",-; - - 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; - -L_Have_Soul: - 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; - -L_Not_Enough_Crystals: - 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; - -L_Close: - close; - -S_Update_Mask: - set QUEST_Graveyard_Inn, - (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) - | (@state << @Graveyard_Inn_SHIFT); - return; -} diff --git a/npc/027-2_Caretakers_House/testnpcs.txt b/npc/027-2_Caretakers_House/testnpcs.txt deleted file mode 100755 index 57dc1f7b..00000000 --- a/npc/027-2_Caretakers_House/testnpcs.txt +++ /dev/null @@ -1,145 +0,0 @@ -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."; - next; - mes "Now the woman giggles. They don't notice you."; - next; - mes "Maybe it's better not to bother them."; - close; -} - -//027-2.gat,110,30,0 script Debug 305,{ - 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_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 @Graveyard_Inn_Child_MASK, NIBBLE_2_MASK; - set @Graveyard_Inn_Child_SHIFT, NIBBLE_2_SHIFT; - - set @Child, ((QUEST_Graveyard_Inn & @Graveyard_Inn_Child_MASK) >> @Graveyard_Inn_Child_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 @Graveyard_Inn_Golb_MASK, NIBBLE_4_MASK; - set @Graveyard_Inn_Golb_SHIFT, NIBBLE_4_SHIFT; - - set @Golb, ((QUEST_Graveyard_Inn & @Graveyard_Inn_Golb_MASK) >> @Graveyard_Inn_Golb_SHIFT); - - mes "debug for the lovetriangle quest"; - menu - "reset all",-, - "reset reid " + @woman,L_Reid, - "reset lover " + @Lover,L_Lover, - "reset child " + @Child,L_Child, - "reset husband " + @Husband,L_Husband, - "reset golbanez " + @Golb,L_Golb, - "leave", L_Close; - -set QUEST_Graveyard_Inn, 0; -close; -L_Reid: - set @woman, 0; - callsub S_Update_Mask_Woman; - close; -L_Lover: - set @Lover, 0; - callsub S_Update_Mask_Lover; - close; -L_Child: - set @Child, 0; - callsub S_Update_Mask_Child; - close; -L_Husband: - set @Husband, 0; - callsub S_Update_Mask_Husband; - close; -L_Golb: - set @Golb, 0; - callsub S_Update_Mask_Golb; - close; -L_Close: - close; - -S_Update_Mask_Golb: - set QUEST_Graveyard_Inn, - (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Golb_MASK)) - | (@Golb << @Graveyard_Inn_Golb_SHIFT); - return; - -S_Update_Mask_Husband: - set QUEST_Graveyard_Inn, - (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Husband_MASK)) - | (@Husband << @Graveyard_Inn_Husband_SHIFT); - return; - -S_Update_Mask_Child: - set QUEST_Graveyard_Inn, - (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Child_MASK)) - | (@Child << @Graveyard_Inn_Child_SHIFT); - return; - -S_Update_Mask_Lover: - set QUEST_Graveyard_Inn, - (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Lover_MASK)) - | (@Lover << @Graveyard_Inn_Lover_SHIFT); - return; - -S_Update_Mask_Woman: - set QUEST_Graveyard_Inn, - (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_Woman_MASK)) - | (@woman << @Graveyard_Inn_Woman_SHIFT); - return; -} - -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.\""; - next; - mes "\"Person doesn't disturb me when me is making the food\""; - close; -} - -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; - if (@drunker == 2) goto L_2; - if (@drunker == 3) goto L_3; - end; -L_0: - mes "[Darnel]"; - mes "\"zzzZZZzzz...\""; - close; -L_1: - mes "[Darnel]"; - mes "\"Ish that a Zzombee?...\""; - close; -L_2: - mes "[Darnel]"; - mes "\"Auuu... Hiccup... Don't byte mee... \""; - close; -L_3: - mes "[Darnel]"; - mes "\"Moar Bearr...Pleash!\""; - close; -} - -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 " - + "being a waiter... oh I can't resist a drink or two!\""; - close; -} - diff --git a/npc/027-2_Caretakers_House/werewolf.txt b/npc/027-2_Caretakers_House/werewolf.txt deleted file mode 100644 index 87d93173..00000000 --- a/npc/027-2_Caretakers_House/werewolf.txt +++ /dev/null @@ -1,158 +0,0 @@ -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; - -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; - -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; - -L_Not_Enough: - 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; - -//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; - -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; -L_End: - 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; - -L_Lost: - 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; - -L_Close: - close; - -S_Update_Mask: - set QUEST_Graveyard_Inn, - (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) - | (@state << @Graveyard_Inn_SHIFT); - return; -} diff --git a/npc/027-3/_import.txt b/npc/027-3/_import.txt new file mode 100755 index 00000000..96b4da1a --- /dev/null +++ b/npc/027-3/_import.txt @@ -0,0 +1,8 @@ +// Map 027-3: Crypt +// This file is generated automatically. All manually changes will be removed when running the Converter. +map: 027-3.gat +npc: npc/027-3/_mobs.txt +npc: npc/027-3/_warps.txt +npc: npc/027-3/caskets.txt +npc: npc/027-3/entrance.txt +npc: npc/027-3/mapflags.txt diff --git a/npc/027-3/_mobs.txt b/npc/027-3/_mobs.txt new file mode 100755 index 00000000..11df5c67 --- /dev/null +++ b/npc/027-3/_mobs.txt @@ -0,0 +1,8 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Crypt mobs + + + +027-3.gat,0,0,0 script Mob027-3 -1,{ + end; +} diff --git a/npc/027-3/_warps.txt b/npc/027-3/_warps.txt new file mode 100755 index 00000000..50380b5d --- /dev/null +++ b/npc/027-3/_warps.txt @@ -0,0 +1,4 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Crypt warps + +027-3.gat,127,44 warp toCryptLevel2 1,-1,027-4.gat,37,21 diff --git a/npc/027-3/caskets.txt b/npc/027-3/caskets.txt new file mode 100755 index 00000000..c7ae44bd --- /dev/null +++ b/npc/027-3/caskets.txt @@ -0,0 +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; + end; +} \ No newline at end of file diff --git a/npc/027-3/entrance.txt b/npc/027-3/entrance.txt new file mode 100755 index 00000000..0ba3def5 --- /dev/null +++ b/npc/027-3/entrance.txt @@ -0,0 +1,41 @@ +// 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{ + mes "Once you pass this point I cannot warp anyone else to help. " + + "Are you sure you are ready to go?"; + menu + "Let's go",L_BEGIN, + "No thank you",-; + warp "027-3.gat",40,60; + close; + +L_BEGIN: + disablenpc "#closedgate"; + initnpctimer; + specialeffect 300; + // add stop alacrius warp flag to temp globals + close; + +OnTimer2000: + enablenpc "#opengate"; + disablenpc "#gatecontrol"; + end; +} + +027-3.gat,40,59,0 script #closedgate 322,{ + end; +} +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{ + 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" + + "or die..."; + close; +} \ No newline at end of file diff --git a/npc/027-3/mapflags.txt b/npc/027-3/mapflags.txt new file mode 100755 index 00000000..5f9c091d --- /dev/null +++ b/npc/027-3/mapflags.txt @@ -0,0 +1 @@ +027-3.gat mapflag nosave 027-2,107,31; diff --git a/npc/027-3_Crypt/_import.txt b/npc/027-3_Crypt/_import.txt deleted file mode 100755 index 97563a74..00000000 --- a/npc/027-3_Crypt/_import.txt +++ /dev/null @@ -1,7 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 027-3.gat -npc: npc/027-3_Crypt/_mobs.txt -npc: npc/027-3_Crypt/_warps.txt -npc: npc/027-3_Crypt/caskets.txt -npc: npc/027-3_Crypt/entrance.txt -npc: npc/027-3_Crypt/mapflags.txt diff --git a/npc/027-3_Crypt/_mobs.txt b/npc/027-3_Crypt/_mobs.txt deleted file mode 100755 index 74c61824..00000000 --- a/npc/027-3_Crypt/_mobs.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 027-3 Crypt mobs - - - -027-3.gat,0,0,0 script Mob027-3 -1,{ - end; -} diff --git a/npc/027-3_Crypt/_warps.txt b/npc/027-3_Crypt/_warps.txt deleted file mode 100755 index 28e8a16e..00000000 --- a/npc/027-3_Crypt/_warps.txt +++ /dev/null @@ -1,4 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 027-3 Crypt warps - -027-3.gat,127,44 warp toCryptLevel2 1,-1,027-4.gat,37,21 diff --git a/npc/027-3_Crypt/caskets.txt b/npc/027-3_Crypt/caskets.txt deleted file mode 100755 index c7ae44bd..00000000 --- a/npc/027-3_Crypt/caskets.txt +++ /dev/null @@ -1,7 +0,0 @@ -// Casket monster traps and key puzzle. -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/npc/027-3_Crypt/entrance.txt b/npc/027-3_Crypt/entrance.txt deleted file mode 100755 index 0ba3def5..00000000 --- a/npc/027-3_Crypt/entrance.txt +++ /dev/null @@ -1,41 +0,0 @@ -// 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{ - mes "Once you pass this point I cannot warp anyone else to help. " - + "Are you sure you are ready to go?"; - menu - "Let's go",L_BEGIN, - "No thank you",-; - warp "027-3.gat",40,60; - close; - -L_BEGIN: - disablenpc "#closedgate"; - initnpctimer; - specialeffect 300; - // add stop alacrius warp flag to temp globals - close; - -OnTimer2000: - enablenpc "#opengate"; - disablenpc "#gatecontrol"; - end; -} - -027-3.gat,40,59,0 script #closedgate 322,{ - end; -} -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{ - 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" - + "or die..."; - close; -} \ No newline at end of file diff --git a/npc/027-3_Crypt/mapflags.txt b/npc/027-3_Crypt/mapflags.txt deleted file mode 100755 index 5f9c091d..00000000 --- a/npc/027-3_Crypt/mapflags.txt +++ /dev/null @@ -1 +0,0 @@ -027-3.gat mapflag nosave 027-2,107,31; diff --git a/npc/027-4/_import.txt b/npc/027-4/_import.txt new file mode 100755 index 00000000..d5638404 --- /dev/null +++ b/npc/027-4/_import.txt @@ -0,0 +1,7 @@ +// Map 027-4: Inner Chamber +// This file is generated automatically. All manually changes will be removed when running the Converter. +map: 027-4.gat +npc: npc/027-4/_mobs.txt +npc: npc/027-4/_warps.txt +npc: npc/027-4/mapflags.txt +npc: npc/027-4/reaper_script.txt diff --git a/npc/027-4/_mobs.txt b/npc/027-4/_mobs.txt new file mode 100755 index 00000000..26dbe342 --- /dev/null +++ b/npc/027-4/_mobs.txt @@ -0,0 +1,8 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Inner Chamber mobs + + + +027-4.gat,0,0,0 script Mob027-4 -1,{ + end; +} diff --git a/npc/027-4/_warps.txt b/npc/027-4/_warps.txt new file mode 100755 index 00000000..4611509a --- /dev/null +++ b/npc/027-4/_warps.txt @@ -0,0 +1,4 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Inner Chamber warps + +027-4.gat,37,19 warp toCryptLevel1 1,-1,027-3.gat,127,42 diff --git a/npc/027-4/mapflags.txt b/npc/027-4/mapflags.txt new file mode 100755 index 00000000..1784cd64 --- /dev/null +++ b/npc/027-4/mapflags.txt @@ -0,0 +1 @@ +027-4.gat mapflag nosave 027-2,107,31; diff --git a/npc/027-4/reaper_script.txt b/npc/027-4/reaper_script.txt new file mode 100755 index 00000000..b09a2399 --- /dev/null +++ b/npc/027-4/reaper_script.txt @@ -0,0 +1,15 @@ +// The scripts associated with the reaper mob summoned by Alacrius in the 027-2 + +027-4.gat,0,0,0 script Reaper -1,{ +OnDead: + mes "you won!"; + mapwarp "027-4.gat", "027-2.gat",104,41; + close; + +OnPCDieEvent: + // summon a zombie and give a message and sfx + end; +OnAvenged: + // tell players your fallen comrad has been avenged + end; +} \ No newline at end of file diff --git a/npc/027-4_Inner_Chamber/_import.txt b/npc/027-4_Inner_Chamber/_import.txt deleted file mode 100755 index a873f1ff..00000000 --- a/npc/027-4_Inner_Chamber/_import.txt +++ /dev/null @@ -1,6 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 027-4.gat -npc: npc/027-4_Inner_Chamber/_mobs.txt -npc: npc/027-4_Inner_Chamber/_warps.txt -npc: npc/027-4_Inner_Chamber/mapflags.txt -npc: npc/027-4_Inner_Chamber/reaper_script.txt diff --git a/npc/027-4_Inner_Chamber/_mobs.txt b/npc/027-4_Inner_Chamber/_mobs.txt deleted file mode 100755 index e74f08a9..00000000 --- a/npc/027-4_Inner_Chamber/_mobs.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 027-4 Inner Chamber mobs - - - -027-4.gat,0,0,0 script Mob027-4 -1,{ - end; -} diff --git a/npc/027-4_Inner_Chamber/_warps.txt b/npc/027-4_Inner_Chamber/_warps.txt deleted file mode 100755 index aa61724c..00000000 --- a/npc/027-4_Inner_Chamber/_warps.txt +++ /dev/null @@ -1,4 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 027-4 Inner Chamber warps - -027-4.gat,37,19 warp toCryptLevel1 1,-1,027-3.gat,127,42 diff --git a/npc/027-4_Inner_Chamber/mapflags.txt b/npc/027-4_Inner_Chamber/mapflags.txt deleted file mode 100755 index 1784cd64..00000000 --- a/npc/027-4_Inner_Chamber/mapflags.txt +++ /dev/null @@ -1 +0,0 @@ -027-4.gat mapflag nosave 027-2,107,31; diff --git a/npc/027-4_Inner_Chamber/reaper_script.txt b/npc/027-4_Inner_Chamber/reaper_script.txt deleted file mode 100755 index b09a2399..00000000 --- a/npc/027-4_Inner_Chamber/reaper_script.txt +++ /dev/null @@ -1,15 +0,0 @@ -// The scripts associated with the reaper mob summoned by Alacrius in the 027-2 - -027-4.gat,0,0,0 script Reaper -1,{ -OnDead: - mes "you won!"; - mapwarp "027-4.gat", "027-2.gat",104,41; - close; - -OnPCDieEvent: - // summon a zombie and give a message and sfx - end; -OnAvenged: - // tell players your fallen comrad has been avenged - end; -} \ No newline at end of file diff --git a/npc/028-1/_import.txt b/npc/028-1/_import.txt index 2bd71dba..1cfec48c 100644 --- a/npc/028-1/_import.txt +++ b/npc/028-1/_import.txt @@ -1,3 +1,4 @@ +// Map 028-1: // 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/npc/028-1/_mobs.txt b/npc/028-1/_mobs.txt index 09194112..a71093ad 100644 --- a/npc/028-1/_mobs.txt +++ b/npc/028-1/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// 028-1 mobs +// 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/npc/028-1/_warps.txt b/npc/028-1/_warps.txt index 87cfe5a6..1d7ccba9 100644 --- a/npc/028-1/_warps.txt +++ b/npc/028-1/_warps.txt @@ -1,4 +1,4 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// 028-1 warps +// warps 028-1.gat,114,122 warp To028-3 -1,-1,028-3.gat,33,78 diff --git a/npc/028-3/_import.txt b/npc/028-3/_import.txt index beee1f4e..bb8dd79e 100644 --- a/npc/028-3/_import.txt +++ b/npc/028-3/_import.txt @@ -1,3 +1,4 @@ +// Map 028-3: // 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/npc/028-3/_mobs.txt b/npc/028-3/_mobs.txt index 912ec985..a5dec284 100644 --- a/npc/028-3/_mobs.txt +++ b/npc/028-3/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// 028-3 mobs +// 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/npc/028-3/_warps.txt b/npc/028-3/_warps.txt index e4074a2a..62972083 100644 --- a/npc/028-3/_warps.txt +++ b/npc/028-3/_warps.txt @@ -1,4 +1,4 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// 028-3 warps +// warps 028-3.gat,33,78 warp To028-1 -1,-1,028-1.gat,114,122 diff --git a/npc/029-1/_import.txt b/npc/029-1/_import.txt new file mode 100644 index 00000000..5c1410b0 --- /dev/null +++ b/npc/029-1/_import.txt @@ -0,0 +1,7 @@ +// Map 029-1: Candor +// 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 +npc: npc/029-1/_warps.txt +npc: npc/029-1/barrier.txt +npc: npc/029-1/dock.txt diff --git a/npc/029-1/_mobs.txt b/npc/029-1/_mobs.txt new file mode 100644 index 00000000..7fdf044c --- /dev/null +++ b/npc/029-1/_mobs.txt @@ -0,0 +1,44 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Candor 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 +029-1.gat,46,48,4,1 monster Clover Patch 1037,1,10000,120000,Mob029-1::On1037 +029-1.gat,36,59,22,20 monster Spiky Mushroom 1019,5,10000,30000,Mob029-1::On1019 +029-1.gat,53,35,17,17 monster Bats 1017,4,25000,30000,Mob029-1::On1017 +029-1.gat,59,51,13,9 monster Log heads 1025,2,25000,30000,Mob029-1::On1025 + + +029-1.gat,0,0,0 script Mob029-1 -1,{ +On1013: + set @mobID, 1013; + callfunc "MobPoints"; + break; + +On1017: + set @mobID, 1017; + callfunc "MobPoints"; + break; + +On1019: + set @mobID, 1019; + callfunc "MobPoints"; + break; + +On1025: + set @mobID, 1025; + callfunc "MobPoints"; + break; + +On1037: + set @mobID, 1037; + callfunc "MobPoints"; + break; + +On1038: + set @mobID, 1038; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/029-1/_warps.txt b/npc/029-1/_warps.txt new file mode 100644 index 00000000..ffe9c2d6 --- /dev/null +++ b/npc/029-1/_warps.txt @@ -0,0 +1,3 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Candor warps + diff --git a/npc/029-1/barrier.txt b/npc/029-1/barrier.txt new file mode 100644 index 00000000..a92993ff --- /dev/null +++ b/npc/029-1/barrier.txt @@ -0,0 +1,8 @@ +029-1.gat,53,36,0 script #CandorBarrier 127,1,1,{ + if ($@FIGHT_CAVE_STATUS == 1) goto L_Block; + warp "029-3.gat", 46, 23; + end; + + L_Block: + message strcharinfo(0), "Some force seems to be blocking you from entering."; +} diff --git a/npc/029-1/dock.txt b/npc/029-1/dock.txt new file mode 100644 index 00000000..76cc8a16 --- /dev/null +++ b/npc/029-1/dock.txt @@ -0,0 +1,6 @@ +// The ferry dock + +029-1.gat,22,37,0 script #candordock 127,2,1,{ + set @loc, DOCK_candor; + callfunc "Ferry"; +} diff --git a/npc/029-1_Candor/_import.txt b/npc/029-1_Candor/_import.txt deleted file mode 100644 index d69775f4..00000000 --- a/npc/029-1_Candor/_import.txt +++ /dev/null @@ -1,6 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 029-1.gat -npc: npc/029-1_Candor/_mobs.txt -npc: npc/029-1_Candor/_warps.txt -npc: npc/029-1_Candor/barrier.txt -npc: npc/029-1_Candor/dock.txt diff --git a/npc/029-1_Candor/_mobs.txt b/npc/029-1_Candor/_mobs.txt deleted file mode 100644 index 1b19f809..00000000 --- a/npc/029-1_Candor/_mobs.txt +++ /dev/null @@ -1,44 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 029-1 Candor 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 -029-1.gat,46,48,4,1 monster Clover Patch 1037,1,10000,120000,Mob029-1::On1037 -029-1.gat,36,59,22,20 monster Spiky Mushroom 1019,5,10000,30000,Mob029-1::On1019 -029-1.gat,53,35,17,17 monster Bats 1017,4,25000,30000,Mob029-1::On1017 -029-1.gat,59,51,13,9 monster Log heads 1025,2,25000,30000,Mob029-1::On1025 - - -029-1.gat,0,0,0 script Mob029-1 -1,{ -On1013: - set @mobID, 1013; - callfunc "MobPoints"; - break; - -On1017: - set @mobID, 1017; - callfunc "MobPoints"; - break; - -On1019: - set @mobID, 1019; - callfunc "MobPoints"; - break; - -On1025: - set @mobID, 1025; - callfunc "MobPoints"; - break; - -On1037: - set @mobID, 1037; - callfunc "MobPoints"; - break; - -On1038: - set @mobID, 1038; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/029-1_Candor/_warps.txt b/npc/029-1_Candor/_warps.txt deleted file mode 100644 index a928551f..00000000 --- a/npc/029-1_Candor/_warps.txt +++ /dev/null @@ -1,3 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 029-1 Candor warps - diff --git a/npc/029-1_Candor/barrier.txt b/npc/029-1_Candor/barrier.txt deleted file mode 100644 index a92993ff..00000000 --- a/npc/029-1_Candor/barrier.txt +++ /dev/null @@ -1,8 +0,0 @@ -029-1.gat,53,36,0 script #CandorBarrier 127,1,1,{ - if ($@FIGHT_CAVE_STATUS == 1) goto L_Block; - warp "029-3.gat", 46, 23; - end; - - L_Block: - message strcharinfo(0), "Some force seems to be blocking you from entering."; -} diff --git a/npc/029-1_Candor/dock.txt b/npc/029-1_Candor/dock.txt deleted file mode 100644 index 76cc8a16..00000000 --- a/npc/029-1_Candor/dock.txt +++ /dev/null @@ -1,6 +0,0 @@ -// The ferry dock - -029-1.gat,22,37,0 script #candordock 127,2,1,{ - set @loc, DOCK_candor; - callfunc "Ferry"; -} diff --git a/npc/029-3/_import.txt b/npc/029-3/_import.txt new file mode 100644 index 00000000..e8ca1dac --- /dev/null +++ b/npc/029-3/_import.txt @@ -0,0 +1,8 @@ +// Map 029-3: Fight 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 +npc: npc/029-3/_warps.txt +npc: npc/029-3/barrier.txt +npc: npc/029-3/mapflags.txt +npc: npc/029-3/parua.txt diff --git a/npc/029-3/_mobs.txt b/npc/029-3/_mobs.txt new file mode 100644 index 00000000..4e3b4282 --- /dev/null +++ b/npc/029-3/_mobs.txt @@ -0,0 +1,8 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Fight Cave mobs + + + +029-3.gat,0,0,0 script Mob029-3 -1,{ + end; +} diff --git a/npc/029-3/_warps.txt b/npc/029-3/_warps.txt new file mode 100644 index 00000000..42f13dee --- /dev/null +++ b/npc/029-3/_warps.txt @@ -0,0 +1,3 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Fight Cave warps + diff --git a/npc/029-3/barrier.txt b/npc/029-3/barrier.txt new file mode 100644 index 00000000..ec8aeb3d --- /dev/null +++ b/npc/029-3/barrier.txt @@ -0,0 +1,8 @@ +029-3.gat,45,20,0 script #FightCaveBarrier 127,1,1,{ + if ($@FIGHT_CAVE_STATUS == 1) goto L_Block; + warp "029-1.gat", 54, 39; + end; + + L_Block: + message strcharinfo(0), "Some force seems to be blocking you from exiting."; +} diff --git a/npc/029-3/mapflags.txt b/npc/029-3/mapflags.txt new file mode 100644 index 00000000..845a0f01 --- /dev/null +++ b/npc/029-3/mapflags.txt @@ -0,0 +1 @@ +029-3.gat mapflag nosave 029-1,55,38; diff --git a/npc/029-3/parua.txt b/npc/029-3/parua.txt new file mode 100644 index 00000000..c292f963 --- /dev/null +++ b/npc/029-3/parua.txt @@ -0,0 +1,253 @@ +// Parua's fight +029-3.gat,50,25,0 script Parua 183,{ + if ($@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; + +L_Paying: + if (getareausers("029-3.gat", 20, 20, 70, 60) < 5) goto L_NotEnoughPlayers; + if (zeny < 20000) goto L_NotEnough; + 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; + +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; + + 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 $@ANNOUNCE_TIME, gettimetick(2) + 1800; + startnpctimer; + close; + +L_Enjoy: + mes "[Parua]"; + mes "\"Enjoy the fight!\""; + goto L_Exit; + +L_Wait: + set @seconds, ($@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; + +L_NotEnough: + 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; + +L_AlreadyStarted: + mes "[Parua]"; + mes "\"Seems your friend already paid me.\""; + goto L_Exit; + +L_NotEnoughPlayers: + if ($@FIGHT_CAVE_STATUS == 2) goto L_CleanUp_Announcement; + mes "[Parua]"; + mes "\"Maybe you should bring some friends with you; this will get messy.\""; + mes "He takes a moment to calculate. \"You'll probably need at least...five people, including yourself.\""; + goto L_Exit; + +L_Exit: + close; + end; + +// Fight logic +OnTimer5000: + setnpctimer 0; + if ($@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; + +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; + +L_NextRound: + 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_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; +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 $@MOB_6_SUMMON, 0; +L_Summon: + if ($@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; + +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, $@FIGHT_CAVE_LAST + 30; + goto L_Return_2; + +L_GlobalAnnounce: + if ($@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) >= $@ANNOUNCE_TIME) goto L_StartFight; + end; + +L_Five_Minutes: + if ($@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 $@FIGHT_CAVE_STATUS, 2; + end; + +L_Fifteen_Minutes: + if ($@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; + +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; + +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; + +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; + +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; + +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; + +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; + +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; + +// Called on each player once every 5 seconds +onTick: + if (isdead(0)) end; + set $@FIGHT_CAVE_PLAYER_COUNT, $@FIGHT_CAVE_PLAYER_COUNT + 1; + end; + +onPetDeath: + end; + +onInit: + 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; + +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 $@FIGHT_CAVE_STATUS, 0; + stopnpctimer; + setnpctimer 0; + end; + +onReward: + if (isdead(0)) end; + set BOSS_POINTS, BOSS_POINTS + 100; + message strcharinfo(0), "You gain 100 Boss Points giving you a total of " + BOSS_POINTS; + end; + +} diff --git a/npc/029-3_Fight_Cave/_import.txt b/npc/029-3_Fight_Cave/_import.txt deleted file mode 100644 index ff5c622c..00000000 --- a/npc/029-3_Fight_Cave/_import.txt +++ /dev/null @@ -1,7 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 029-3.gat -npc: npc/029-3_Fight_Cave/_mobs.txt -npc: npc/029-3_Fight_Cave/_warps.txt -npc: npc/029-3_Fight_Cave/barrier.txt -npc: npc/029-3_Fight_Cave/mapflags.txt -npc: npc/029-3_Fight_Cave/parua.txt diff --git a/npc/029-3_Fight_Cave/_mobs.txt b/npc/029-3_Fight_Cave/_mobs.txt deleted file mode 100644 index 27a30031..00000000 --- a/npc/029-3_Fight_Cave/_mobs.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 029-3 Fight Cave mobs - - - -029-3.gat,0,0,0 script Mob029-3 -1,{ - end; -} diff --git a/npc/029-3_Fight_Cave/_warps.txt b/npc/029-3_Fight_Cave/_warps.txt deleted file mode 100644 index 6d585fe9..00000000 --- a/npc/029-3_Fight_Cave/_warps.txt +++ /dev/null @@ -1,3 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 029-3 Fight Cave warps - diff --git a/npc/029-3_Fight_Cave/barrier.txt b/npc/029-3_Fight_Cave/barrier.txt deleted file mode 100644 index ec8aeb3d..00000000 --- a/npc/029-3_Fight_Cave/barrier.txt +++ /dev/null @@ -1,8 +0,0 @@ -029-3.gat,45,20,0 script #FightCaveBarrier 127,1,1,{ - if ($@FIGHT_CAVE_STATUS == 1) goto L_Block; - warp "029-1.gat", 54, 39; - end; - - L_Block: - message strcharinfo(0), "Some force seems to be blocking you from exiting."; -} diff --git a/npc/029-3_Fight_Cave/mapflags.txt b/npc/029-3_Fight_Cave/mapflags.txt deleted file mode 100644 index 845a0f01..00000000 --- a/npc/029-3_Fight_Cave/mapflags.txt +++ /dev/null @@ -1 +0,0 @@ -029-3.gat mapflag nosave 029-1,55,38; diff --git a/npc/029-3_Fight_Cave/parua.txt b/npc/029-3_Fight_Cave/parua.txt deleted file mode 100644 index c292f963..00000000 --- a/npc/029-3_Fight_Cave/parua.txt +++ /dev/null @@ -1,253 +0,0 @@ -// 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; - -L_Paying: - if (getareausers("029-3.gat", 20, 20, 70, 60) < 5) goto L_NotEnoughPlayers; - if (zeny < 20000) goto L_NotEnough; - 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; - -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; - - 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 $@ANNOUNCE_TIME, gettimetick(2) + 1800; - startnpctimer; - close; - -L_Enjoy: - mes "[Parua]"; - mes "\"Enjoy the fight!\""; - goto L_Exit; - -L_Wait: - set @seconds, ($@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; - -L_NotEnough: - 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; - -L_AlreadyStarted: - mes "[Parua]"; - mes "\"Seems your friend already paid me.\""; - goto L_Exit; - -L_NotEnoughPlayers: - if ($@FIGHT_CAVE_STATUS == 2) goto L_CleanUp_Announcement; - mes "[Parua]"; - mes "\"Maybe you should bring some friends with you; this will get messy.\""; - mes "He takes a moment to calculate. \"You'll probably need at least...five people, including yourself.\""; - goto L_Exit; - -L_Exit: - close; - end; - -// Fight logic -OnTimer5000: - setnpctimer 0; - if ($@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; - -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; - -L_NextRound: - 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_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; -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 $@MOB_6_SUMMON, 0; -L_Summon: - if ($@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; - -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, $@FIGHT_CAVE_LAST + 30; - goto L_Return_2; - -L_GlobalAnnounce: - if ($@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) >= $@ANNOUNCE_TIME) goto L_StartFight; - end; - -L_Five_Minutes: - if ($@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 $@FIGHT_CAVE_STATUS, 2; - end; - -L_Fifteen_Minutes: - if ($@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; - -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; - -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; - -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; - -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; - -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; - -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; - -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; - -// Called on each player once every 5 seconds -onTick: - if (isdead(0)) end; - set $@FIGHT_CAVE_PLAYER_COUNT, $@FIGHT_CAVE_PLAYER_COUNT + 1; - end; - -onPetDeath: - end; - -onInit: - 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; - -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; - -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; - -} diff --git a/npc/030-1/_import.txt b/npc/030-1/_import.txt new file mode 100644 index 00000000..d8cabe5d --- /dev/null +++ b/npc/030-1/_import.txt @@ -0,0 +1,5 @@ +// 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 +npc: npc/030-1/_warps.txt diff --git a/npc/030-1/_mobs.txt b/npc/030-1/_mobs.txt new file mode 100644 index 00000000..830b17e4 --- /dev/null +++ b/npc/030-1/_mobs.txt @@ -0,0 +1,26 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Snow field mobs + +030-1.gat,78,55,66,70 monster Santa Slime 1015,5,100000,30000,Mob030-1::On1015 +030-1.gat,84,57,66,70 monster Squirrel 1038,10,100000,30000,Mob030-1::On1038 +030-1.gat,84,57,66,70 monster Fluffy 1020,15,100000,30000,Mob030-1::On1020 + + +030-1.gat,0,0,0 script Mob030-1 -1,{ +On1015: + set @mobID, 1015; + callfunc "MobPoints"; + break; + +On1020: + set @mobID, 1020; + callfunc "MobPoints"; + break; + +On1038: + set @mobID, 1038; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/030-1/_warps.txt b/npc/030-1/_warps.txt new file mode 100644 index 00000000..1a4e7582 --- /dev/null +++ b/npc/030-1/_warps.txt @@ -0,0 +1,4 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Snow field warps + +030-1.gat,61,28 warp toSnowfield 0,-1,019-1.gat,61,100 diff --git a/npc/030-1_Snow_field/_import.txt b/npc/030-1_Snow_field/_import.txt deleted file mode 100644 index 98b0f9e6..00000000 --- a/npc/030-1_Snow_field/_import.txt +++ /dev/null @@ -1,4 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 030-1.gat -npc: npc/030-1_Snow_field/_mobs.txt -npc: npc/030-1_Snow_field/_warps.txt diff --git a/npc/030-1_Snow_field/_mobs.txt b/npc/030-1_Snow_field/_mobs.txt deleted file mode 100644 index 363761f6..00000000 --- a/npc/030-1_Snow_field/_mobs.txt +++ /dev/null @@ -1,26 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 030-1 Snow field mobs - -030-1.gat,78,55,66,70 monster Santa Slime 1015,5,100000,30000,Mob030-1::On1015 -030-1.gat,84,57,66,70 monster Squirrel 1038,10,100000,30000,Mob030-1::On1038 -030-1.gat,84,57,66,70 monster Fluffy 1020,15,100000,30000,Mob030-1::On1020 - - -030-1.gat,0,0,0 script Mob030-1 -1,{ -On1015: - set @mobID, 1015; - callfunc "MobPoints"; - break; - -On1020: - set @mobID, 1020; - callfunc "MobPoints"; - break; - -On1038: - set @mobID, 1038; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/030-1_Snow_field/_warps.txt b/npc/030-1_Snow_field/_warps.txt deleted file mode 100644 index 82265e05..00000000 --- a/npc/030-1_Snow_field/_warps.txt +++ /dev/null @@ -1,4 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 030-1 Snow field warps - -030-1.gat,61,28 warp toSnowfield 0,-1,019-1.gat,61,100 diff --git a/npc/031-1/_import.txt b/npc/031-1/_import.txt new file mode 100644 index 00000000..f525795e --- /dev/null +++ b/npc/031-1/_import.txt @@ -0,0 +1,8 @@ +// Map 031-1: NivalisPort +// 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 +npc: npc/031-1/_warps.txt +npc: npc/031-1/angelaOutside.txt +npc: npc/031-1/frozenbeard.txt +npc: npc/031-1/house.txt diff --git a/npc/031-1/_mobs.txt b/npc/031-1/_mobs.txt new file mode 100644 index 00000000..2d799801 --- /dev/null +++ b/npc/031-1/_mobs.txt @@ -0,0 +1,26 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// NivalisPort 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 +031-1.gat,89,74,86,110 monster Fluffy 1020,15,100000,30000,Mob031-1::On1020 + + +031-1.gat,0,0,0 script Mob031-1 -1,{ +On1015: + set @mobID, 1015; + callfunc "MobPoints"; + break; + +On1020: + set @mobID, 1020; + callfunc "MobPoints"; + break; + +On1038: + set @mobID, 1038; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/031-1/_warps.txt b/npc/031-1/_warps.txt new file mode 100644 index 00000000..9ca21459 --- /dev/null +++ b/npc/031-1/_warps.txt @@ -0,0 +1,5 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// NivalisPort 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/npc/031-1/angelaOutside.txt b/npc/031-1/angelaOutside.txt new file mode 100644 index 00000000..3df9daa9 --- /dev/null +++ b/npc/031-1/angelaOutside.txt @@ -0,0 +1,116 @@ +// author: Jenalya +// reviewed by: +// state0: Angela is to upset to tell you anything, needs a concentration potion +// state1: got the mission to save Cindy +// 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, { + + 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 > 3) goto L_Please_Visit_Again; + 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; + + if (countitem("ConcentrationPotion") > 0 && baselevel > 69) goto L_Menu_Potion; + + 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; + +L_Menu_Potion: + 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; + +L_No_Potion: + 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; + +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; + +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; + +S_Update_Mask: + set QUEST_Nivalis_state, + (QUEST_Nivalis_state & ~(@Q_Nivalis_state_MASK)) + | (@rescue_Cindy << @Q_Nivalis_state_SHIFT); + return; +} + + + + + + diff --git a/npc/031-1/frozenbeard.txt b/npc/031-1/frozenbeard.txt new file mode 100644 index 00000000..4f871554 --- /dev/null +++ b/npc/031-1/frozenbeard.txt @@ -0,0 +1,29 @@ +// + +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; + +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; + +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; + +L_NoMoney: + mes "[Frozenbeard]"; + mes "\"You need more money. I'll wait here while you get some.\""; + close; +} diff --git a/npc/031-1/house.txt b/npc/031-1/house.txt new file mode 100644 index 00000000..d9714ef5 --- /dev/null +++ b/npc/031-1/house.txt @@ -0,0 +1,18 @@ +// here is based on the queststatus for the rescue Cindy quest, if the player can enter +// 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; + + 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."; + close; + +L_Warp: + warp "031-2.gat", 23, 28; + end; +} diff --git a/npc/031-1_NivalisPort/_import.txt b/npc/031-1_NivalisPort/_import.txt deleted file mode 100644 index 8eee4e26..00000000 --- a/npc/031-1_NivalisPort/_import.txt +++ /dev/null @@ -1,7 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 031-1.gat -npc: npc/031-1_NivalisPort/_mobs.txt -npc: npc/031-1_NivalisPort/_warps.txt -npc: npc/031-1_NivalisPort/angelaOutside.txt -npc: npc/031-1_NivalisPort/frozenbeard.txt -npc: npc/031-1_NivalisPort/house.txt diff --git a/npc/031-1_NivalisPort/_mobs.txt b/npc/031-1_NivalisPort/_mobs.txt deleted file mode 100644 index 2c9fe2ce..00000000 --- a/npc/031-1_NivalisPort/_mobs.txt +++ /dev/null @@ -1,26 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 031-1 NivalisPort 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 -031-1.gat,89,74,86,110 monster Fluffy 1020,15,100000,30000,Mob031-1::On1020 - - -031-1.gat,0,0,0 script Mob031-1 -1,{ -On1015: - set @mobID, 1015; - callfunc "MobPoints"; - break; - -On1020: - set @mobID, 1020; - callfunc "MobPoints"; - break; - -On1038: - set @mobID, 1038; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/031-1_NivalisPort/_warps.txt b/npc/031-1_NivalisPort/_warps.txt deleted file mode 100644 index 3c5b8a77..00000000 --- a/npc/031-1_NivalisPort/_warps.txt +++ /dev/null @@ -1,5 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 031-1 NivalisPort 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/npc/031-1_NivalisPort/angelaOutside.txt b/npc/031-1_NivalisPort/angelaOutside.txt deleted file mode 100644 index 3df9daa9..00000000 --- a/npc/031-1_NivalisPort/angelaOutside.txt +++ /dev/null @@ -1,116 +0,0 @@ -// author: Jenalya -// reviewed by: -// state0: Angela is to upset to tell you anything, needs a concentration potion -// state1: got the mission to save Cindy -// 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, { - - 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 > 3) goto L_Please_Visit_Again; - 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; - - if (countitem("ConcentrationPotion") > 0 && baselevel > 69) goto L_Menu_Potion; - - 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; - -L_Menu_Potion: - 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; - -L_No_Potion: - 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; - -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; - -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; - -S_Update_Mask: - set QUEST_Nivalis_state, - (QUEST_Nivalis_state & ~(@Q_Nivalis_state_MASK)) - | (@rescue_Cindy << @Q_Nivalis_state_SHIFT); - return; -} - - - - - - diff --git a/npc/031-1_NivalisPort/frozenbeard.txt b/npc/031-1_NivalisPort/frozenbeard.txt deleted file mode 100644 index 4f871554..00000000 --- a/npc/031-1_NivalisPort/frozenbeard.txt +++ /dev/null @@ -1,29 +0,0 @@ -// - -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; - -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; - -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; - -L_NoMoney: - mes "[Frozenbeard]"; - mes "\"You need more money. I'll wait here while you get some.\""; - close; -} diff --git a/npc/031-1_NivalisPort/house.txt b/npc/031-1_NivalisPort/house.txt deleted file mode 100644 index d9714ef5..00000000 --- a/npc/031-1_NivalisPort/house.txt +++ /dev/null @@ -1,18 +0,0 @@ -// here is based on the queststatus for the rescue Cindy quest, if the player can enter -// 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; - - 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."; - close; - -L_Warp: - warp "031-2.gat", 23, 28; - end; -} diff --git a/npc/031-2/_import.txt b/npc/031-2/_import.txt new file mode 100644 index 00000000..39d9ffce --- /dev/null +++ b/npc/031-2/_import.txt @@ -0,0 +1,7 @@ +// Map 031-2: Angela's House +// This file is generated automatically. All manually changes will be removed when running the Converter. +map: 031-2.gat +npc: npc/031-2/_mobs.txt +npc: npc/031-2/_warps.txt +npc: npc/031-2/angelaHouse.txt +npc: npc/031-2/cindyHouse.txt diff --git a/npc/031-2/_mobs.txt b/npc/031-2/_mobs.txt new file mode 100644 index 00000000..196d0da7 --- /dev/null +++ b/npc/031-2/_mobs.txt @@ -0,0 +1,8 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Angela's House mobs + + + +031-2.gat,0,0,0 script Mob031-2 -1,{ + end; +} diff --git a/npc/031-2/_warps.txt b/npc/031-2/_warps.txt new file mode 100644 index 00000000..e56544d2 --- /dev/null +++ b/npc/031-2/_warps.txt @@ -0,0 +1,4 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Angela's House warps + +031-2.gat,23,30 warp door -1,-1,031-1.gat,95,82 diff --git a/npc/031-2/angelaHouse.txt b/npc/031-2/angelaHouse.txt new file mode 100644 index 00000000..488f600a --- /dev/null +++ b/npc/031-2/angelaHouse.txt @@ -0,0 +1,113 @@ +// author: Jenalya +// reviewed by: +// state0, 1, 2: you shouldn't be able to come here +// state3: it's your first visit, you can choose a reward +// state4: you can do daily quests with white and yellow presents boxes +// + +031-2.gat,29,28,0 script Angela 196, { + + 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 == 4) goto L_Hello_Again; + if (@rescue_Cindy == 3) goto L_Reward; + + mes "..."; + close; + +L_Reward: + mes "[Angela]"; + mes "\"Hello " + strcharinfo(0) + ", thank you again. I'm so glad Cindy is back home safe.\""; + next; + mes "\"As I told you, my husband is an adventurer. He is on one of his travels, so he couldn't rescue Cindy himself.\""; + next; + mes "\"I want to give you one of his treasures. Beside all the junk he brings, there are some very valuable things.\""; + next; + mes "\"This item is called the Rock Knife. When you wield it, you feel as robust as a rock.\""; + + getinventorylist; + if (@inventorylist_count == 100) goto L_Full_Inv; + + getitem "RockKnife", 1; + + set @rescue_Cindy, 4; + callsub S_Update_Mask; + + next; + mes "\"I hope this will be useful for you.\""; + next; + mes "\"I am so glad Cindy is safe. But there is still another problem. The Yetis took away all the white and yellow present boxes we wanted to bring to Santa!\""; + next; + mes "\"Usually, Yetis are very shy - I wonder why they did that. There is something strange going on.\""; + next; + mes "\"May I ask you for help again? I'll give you a small reward for every 3 boxes of one color you bring me.\""; + 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; + +L_Hello_Again: + mes "[Angela]"; + mes "\"Hello! Good to see you again. Please warm yourself.\""; + next; + menu + "I just wanted to say hello.",-, + "I have some yellow present boxes.",L_Yellow, + "I have some white present boxes.",L_White; + close; + +L_Yellow: + set @dq_level, 70; + set @dq_cost, 32; + set @dq_count, 3; + set @dq_name$, "YellowPresentBox"; + set @dq_friendly_name$, "yellow present box"; + set @dq_money, 5300; + set @dq_exp, 1300; + + callfunc "DailyQuest"; + + next; + + if (@dq_return ==4) mes "\"Santa will be glad to have them back.\""; + close; + +L_White: + set @dq_level, 80; + set @dq_cost, 64; + set @dq_count, 3; + set @dq_name$, "WhitePresentBox"; + set @dq_friendly_name$, "white present box"; + set @dq_money, 10800; + set @dq_exp, 2800; + + callfunc "DailyQuest"; + + next; + + if (@dq_return ==4) mes "\"You are a great help!\""; + close; + +S_Update_Mask: + set QUEST_Nivalis_state, + (QUEST_Nivalis_state & ~(@Q_Nivalis_state_MASK)) + | (@rescue_Cindy << @Q_Nivalis_state_SHIFT); + return; +} + + + + + + + + + + + + + diff --git a/npc/031-2/cindyHouse.txt b/npc/031-2/cindyHouse.txt new file mode 100644 index 00000000..97aa2bb9 --- /dev/null +++ b/npc/031-2/cindyHouse.txt @@ -0,0 +1,64 @@ +// author: Jenalya +// reviewed by: +// state0,1,2: you shouldn't be able to reach this place +// state3 and greater: Cindy is saved, she says one of some random phrases +// + +031-2.gat,27,26,0 script Cindy 197, { + + set @Q_Nivalis_state_MASK, NIBBLE_5_MASK; + set @Q_Nivalis_state_SHIFT, NIBBLE_5_SHIFT; + + set @rescue_Cindy, ((QUEST_Nivalis_state & @Q_Nivalis_state_MASK) >> @Q_Nivalis_state_SHIFT); + + if (@rescue_Cindy > 2) goto L_Happy_Random; + + mes "..."; + close; + +L_Happy_Random: + getinventorylist; + set @candy, rand(50); + if (@inventorylist_count < 100 && @candy == 42) goto L_Candy; + + setarray @quote_Cindy$, "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; + +L_Candy: + 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)) + | (@rescue_Cindy << @Q_Nivalis_state_SHIFT); + return; +} + + + + + + + + + + + + + diff --git a/npc/031-2_Angelas_House/_import.txt b/npc/031-2_Angelas_House/_import.txt deleted file mode 100644 index 0762ea7f..00000000 --- a/npc/031-2_Angelas_House/_import.txt +++ /dev/null @@ -1,6 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 031-2.gat -npc: npc/031-2_Angelas_House/_mobs.txt -npc: npc/031-2_Angelas_House/_warps.txt -npc: npc/031-2_Angelas_House/angelaHouse.txt -npc: npc/031-2_Angelas_House/cindyHouse.txt diff --git a/npc/031-2_Angelas_House/_mobs.txt b/npc/031-2_Angelas_House/_mobs.txt deleted file mode 100644 index 939fb83f..00000000 --- a/npc/031-2_Angelas_House/_mobs.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 031-2 Angela's House mobs - - - -031-2.gat,0,0,0 script Mob031-2 -1,{ - end; -} diff --git a/npc/031-2_Angelas_House/_warps.txt b/npc/031-2_Angelas_House/_warps.txt deleted file mode 100644 index 1313a7ef..00000000 --- a/npc/031-2_Angelas_House/_warps.txt +++ /dev/null @@ -1,4 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 031-2 Angela's House warps - -031-2.gat,23,30 warp door -1,-1,031-1.gat,95,82 diff --git a/npc/031-2_Angelas_House/angelaHouse.txt b/npc/031-2_Angelas_House/angelaHouse.txt deleted file mode 100644 index 488f600a..00000000 --- a/npc/031-2_Angelas_House/angelaHouse.txt +++ /dev/null @@ -1,113 +0,0 @@ -// author: Jenalya -// reviewed by: -// state0, 1, 2: you shouldn't be able to come here -// state3: it's your first visit, you can choose a reward -// state4: you can do daily quests with white and yellow presents boxes -// - -031-2.gat,29,28,0 script Angela 196, { - - 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 == 4) goto L_Hello_Again; - if (@rescue_Cindy == 3) goto L_Reward; - - mes "..."; - close; - -L_Reward: - mes "[Angela]"; - mes "\"Hello " + strcharinfo(0) + ", thank you again. I'm so glad Cindy is back home safe.\""; - next; - mes "\"As I told you, my husband is an adventurer. He is on one of his travels, so he couldn't rescue Cindy himself.\""; - next; - mes "\"I want to give you one of his treasures. Beside all the junk he brings, there are some very valuable things.\""; - next; - mes "\"This item is called the Rock Knife. When you wield it, you feel as robust as a rock.\""; - - getinventorylist; - if (@inventorylist_count == 100) goto L_Full_Inv; - - getitem "RockKnife", 1; - - set @rescue_Cindy, 4; - callsub S_Update_Mask; - - next; - mes "\"I hope this will be useful for you.\""; - next; - mes "\"I am so glad Cindy is safe. But there is still another problem. The Yetis took away all the white and yellow present boxes we wanted to bring to Santa!\""; - next; - mes "\"Usually, Yetis are very shy - I wonder why they did that. There is something strange going on.\""; - next; - mes "\"May I ask you for help again? I'll give you a small reward for every 3 boxes of one color you bring me.\""; - 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; - -L_Hello_Again: - mes "[Angela]"; - mes "\"Hello! Good to see you again. Please warm yourself.\""; - next; - menu - "I just wanted to say hello.",-, - "I have some yellow present boxes.",L_Yellow, - "I have some white present boxes.",L_White; - close; - -L_Yellow: - set @dq_level, 70; - set @dq_cost, 32; - set @dq_count, 3; - set @dq_name$, "YellowPresentBox"; - set @dq_friendly_name$, "yellow present box"; - set @dq_money, 5300; - set @dq_exp, 1300; - - callfunc "DailyQuest"; - - next; - - if (@dq_return ==4) mes "\"Santa will be glad to have them back.\""; - close; - -L_White: - set @dq_level, 80; - set @dq_cost, 64; - set @dq_count, 3; - set @dq_name$, "WhitePresentBox"; - set @dq_friendly_name$, "white present box"; - set @dq_money, 10800; - set @dq_exp, 2800; - - callfunc "DailyQuest"; - - next; - - if (@dq_return ==4) mes "\"You are a great help!\""; - close; - -S_Update_Mask: - set QUEST_Nivalis_state, - (QUEST_Nivalis_state & ~(@Q_Nivalis_state_MASK)) - | (@rescue_Cindy << @Q_Nivalis_state_SHIFT); - return; -} - - - - - - - - - - - - - diff --git a/npc/031-2_Angelas_House/cindyHouse.txt b/npc/031-2_Angelas_House/cindyHouse.txt deleted file mode 100644 index 97aa2bb9..00000000 --- a/npc/031-2_Angelas_House/cindyHouse.txt +++ /dev/null @@ -1,64 +0,0 @@ -// author: Jenalya -// reviewed by: -// state0,1,2: you shouldn't be able to reach this place -// state3 and greater: Cindy is saved, she says one of some random phrases -// - -031-2.gat,27,26,0 script Cindy 197, { - - set @Q_Nivalis_state_MASK, NIBBLE_5_MASK; - set @Q_Nivalis_state_SHIFT, NIBBLE_5_SHIFT; - - set @rescue_Cindy, ((QUEST_Nivalis_state & @Q_Nivalis_state_MASK) >> @Q_Nivalis_state_SHIFT); - - if (@rescue_Cindy > 2) goto L_Happy_Random; - - mes "..."; - close; - -L_Happy_Random: - getinventorylist; - set @candy, rand(50); - if (@inventorylist_count < 100 && @candy == 42) goto L_Candy; - - setarray @quote_Cindy$, "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; - -L_Candy: - 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)) - | (@rescue_Cindy << @Q_Nivalis_state_SHIFT); - return; -} - - - - - - - - - - - - - diff --git a/npc/031-3/_import.txt b/npc/031-3/_import.txt new file mode 100644 index 00000000..2cb30906 --- /dev/null +++ b/npc/031-3/_import.txt @@ -0,0 +1,6 @@ +// Map 031-3: Cave +// 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 +npc: npc/031-3/_warps.txt +npc: npc/031-3/labyrinth.txt diff --git a/npc/031-3/_mobs.txt b/npc/031-3/_mobs.txt new file mode 100644 index 00000000..106d0063 --- /dev/null +++ b/npc/031-3/_mobs.txt @@ -0,0 +1,99 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Cave 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 +031-3.gat,195,277,25,26 monster IceGoblin 1058,3,100000,30000,Mob031-3::On1058 +031-3.gat,213,282,66,43 monster Bat 1017,5,100000,30000,Mob031-3::On1017 +031-3.gat,37,213,27,23 monster yeti 1072,2,100000,30000,Mob031-3::On1072 +031-3.gat,35,212,27,23 monster bat 1017,11,100000,30000,Mob031-3::On1017 +031-3.gat,38,147,44,68 monster Moggun 1061,19,100000,30000,Mob031-3::On1061 +031-3.gat,97,261,42,22 monster Moggun 1061,5,100000,30000,Mob031-3::On1061 +031-3.gat,97,291,42,22 monster Moggun 1061,5,100000,30000,Mob031-3::On1061 +031-3.gat,36,148,64,43 monster bat 1017,11,100000,30000,Mob031-3::On1017 +031-3.gat,97,277,22,42 monster bat 1017,11,100000,30000,Mob031-3::On1017 +031-3.gat,148,282,22,42 monster bat 1017,11,100000,30000,Mob031-3::On1017 +031-3.gat,142,266,29,16 monster Santa Slime 1015,3,100000,30000,Mob031-3::On1015 +031-3.gat,145,293,25,26 monster IceGoblin 1058,6,100000,30000,Mob031-3::On1058 +031-3.gat,144,216,29,44 monster iceelement 1071,2,100000,30000,Mob031-3::On1071 +031-3.gat,98,214,39,44 monster iceelement 1071,2,100000,30000,Mob031-3::On1071 +031-3.gat,99,214,25,26 monster IceGoblin 1058,3,100000,30000,Mob031-3::On1058 +031-3.gat,198,144,29,53 monster IceGoblin 1058,4,100000,30000,Mob031-3::On1058 +031-3.gat,97,291,42,22 monster Moggun 1061,5,100000,30000,Mob031-3::On1061 +031-3.gat,142,266,29,16 monster Santa Slime 1015,3,100000,30000,Mob031-3::On1015 +031-3.gat,283,286,33,30 monster Santa Slime 1015,3,100000,30000,Mob031-3::On1015 +031-3.gat,278,282,33,14 monster IceGoblin 1058,5,100000,30000,Mob031-3::On1058 +031-3.gat,278,282,33,14 monster IceGoblin 1058,5,100000,30000,Mob031-3::On1058 +031-3.gat,98,214,39,44 monster iceelement 1071,2,100000,30000,Mob031-3::On1071 +031-3.gat,285,218,8,75 monster iceelement 1071,2,100000,30000,Mob031-3::On1071 +031-3.gat,283,217,41,64 monster Bat 1017,15,100000,30000,Mob031-3::On1017 +031-3.gat,282,237,63,20 monster Moggun 1061,3,100000,30000,Mob031-3::On1061 +031-3.gat,282,196,62,16 monster Moggun 1061,3,100000,30000,Mob031-3::On1061 +031-3.gat,229,226,27,34 monster yeti 1072,3,100000,30000,Mob031-3::On1072 +031-3.gat,230,227,12,42 monster IceGoblin 1058,5,100000,30000,Mob031-3::On1058 +031-3.gat,209,199,12,17 monster yeti 1072,2,100000,30000,Mob031-3::On1072 +031-3.gat,193,216,12,17 monster yeti 1072,1,100000,30000,Mob031-3::On1072 +031-3.gat,213,282,66,43 monster Bat 1017,5,100000,30000,Mob031-3::On1017 +031-3.gat,213,282,66,43 monster Bat 1017,5,100000,30000,Mob031-3::On1017 +031-3.gat,199,200,45,14 monster Bat 1017,13,100000,30000,Mob031-3::On1017 +031-3.gat,209,199,12,17 monster yeti 1072,2,100000,30000,Mob031-3::On1072 +031-3.gat,144,216,29,44 monster iceelement 1071,2,100000,30000,Mob031-3::On1071 +031-3.gat,234,141,18,19 monster yeti 1072,2,100000,30000,Mob031-3::On1072 +031-3.gat,282,196,62,16 monster Moggun 1061,3,100000,30000,Mob031-3::On1061 +031-3.gat,212,159,62,16 monster Moggun 1061,7,100000,30000,Mob031-3::On1061 +031-3.gat,212,159,62,16 monster Moggun 1061,7,100000,30000,Mob031-3::On1061 +031-3.gat,212,130,62,16 monster Moggun 1061,7,100000,30000,Mob031-3::On1061 +031-3.gat,284,143,40,48 monster Moggun 1061,7,100000,30000,Mob031-3::On1061 +031-3.gat,283,84,36,31 monster Bat 1017,15,100000,30000,Mob031-3::On1017 +031-3.gat,283,84,36,31 monster Bat 1017,15,100000,30000,Mob031-3::On1017 +031-3.gat,274,81,15,32 monster yeti 1072,2,100000,30000,Mob031-3::On1072 +031-3.gat,40,53,44,68 monster Moggun 1061,10,100000,30000,Mob031-3::On1061 +031-3.gat,120,160,85,30 monster yeti 1072,4,100000,30000,Mob031-3::On1072 +031-3.gat,120,131,82,24 monster yeti 1072,8,100000,30000,Mob031-3::On1072 +031-3.gat,107,130,25,26 monster IceGoblin 1058,6,100000,30000,Mob031-3::On1058 +031-3.gat,145,160,25,24 monster IceGoblin 1058,6,100000,30000,Mob031-3::On1058 +031-3.gat,94,167,25,24 monster IceGoblin 1058,6,100000,30000,Mob031-3::On1058 +031-3.gat,282,37,31,28 monster iceelement 1071,5,100000,30000,Mob031-3::On1071 +031-3.gat,213,36,64,32 monster iceelement 1071,5,100000,30000,Mob031-3::On1071 +031-3.gat,228,83,31,28 monster iceelement 1071,3,100000,30000,Mob031-3::On1071 +031-3.gat,283,138,15,13 monster iceelement 1071,1,100000,30000,Mob031-3::On1071 +031-3.gat,198,83,31,28 monster iceelement 1071,3,100000,30000,Mob031-3::On1071 +031-3.gat,214,75,25,26 monster IceGoblin 1058,3,100000,30000,Mob031-3::On1058 +031-3.gat,217,37,66,43 monster Bat 1017,10,100000,30000,Mob031-3::On1017 +031-3.gat,39,52,64,56 monster Bat 1017,5,100000,30000,Mob031-3::On1017 +031-3.gat,38,277,64,56 monster Bat 1017,10,100000,30000,Mob031-3::On1017 + + +031-3.gat,0,0,0 script Mob031-3 -1,{ +On1015: + set @mobID, 1015; + callfunc "MobPoints"; + break; + +On1017: + set @mobID, 1017; + callfunc "MobPoints"; + break; + +On1058: + set @mobID, 1058; + callfunc "MobPoints"; + break; + +On1061: + set @mobID, 1061; + callfunc "MobPoints"; + break; + +On1071: + set @mobID, 1071; + callfunc "MobPoints"; + break; + +On1072: + set @mobID, 1072; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/031-3/_warps.txt b/npc/031-3/_warps.txt new file mode 100644 index 00000000..520c7242 --- /dev/null +++ b/npc/031-3/_warps.txt @@ -0,0 +1,50 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Cave 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 +031-3.gat,149,259 warp toCave -1,-1,031-3.gat,205,266 +031-3.gat,225,282 warp toCave -1,-1,031-3.gat,274,299 +031-3.gat,274,300 warp toCave -1,-1,031-3.gat,225,283 +031-3.gat,283,271 warp toCave -1,-1,031-3.gat,269,244 +031-3.gat,269,245 warp toCave -1,-1,031-3.gat,283,272 +031-3.gat,148,150 warp toCave -1,-1,031-3.gat,128,134 +031-3.gat,139,258 warp toCave -1,-1,031-3.gat,155,196 +031-3.gat,155,195 warp toCave -1,-1,031-3.gat,139,259 +031-3.gat,142,301 warp toCave -1,-1,031-3.gat,97,298 +031-3.gat,97,301 warp toCave -1,-1,031-3.gat,142,298 +031-3.gat,135,196 warp toCave -1,-1,031-3.gat,106,231 +031-3.gat,106,232 warp toCave -1,-1,031-3.gat,135,197 +031-3.gat,286,190 warp toCave -1,-1,031-3.gat,227,241 +031-3.gat,227,242 warp toCave -1,-1,031-3.gat,286,191 +031-3.gat,236,211 warp toCave -1,-1,031-3.gat,187,227 +031-3.gat,187,228 warp toCave -1,-1,031-3.gat,236,212 +031-3.gat,94,254 warp toCave -1,-1,031-3.gat,54,253 +031-3.gat,54,250 warp toCave -1,-1,031-3.gat,94,257 +031-3.gat,103,199 warp toCave -1,-1,031-3.gat,52,175 +031-3.gat,52,177 warp toCave -1,-1,031-3.gat,103,201 +031-3.gat,212,193 warp toCave -1,-1,031-3.gat,207,165 +031-3.gat,207,168 warp toCave -1,-1,031-3.gat,212,195 +031-3.gat,235,167 warp toCave -1,-1,031-3.gat,195,124 +031-3.gat,195,122 warp toCave -1,-1,031-3.gat,235,165 +031-3.gat,296,97 warp toCave -1,-1,031-3.gat,292,125 +031-3.gat,292,123 warp toCave -1,-1,031-3.gat,296,95 +031-3.gat,289,164 warp toCave -1,-1,031-3.gat,228,123 +031-3.gat,228,121 warp toCave -1,-1,031-3.gat,289,162 +031-3.gat,24,157 warp toCave -1,-1,031-3.gat,31,142 +031-3.gat,31,144 warp toCave -1,-1,031-3.gat,24,159 +031-3.gat,36,249 warp toCave -1,-1,031-3.gat,35,224 +031-3.gat,35,226 warp toCave -1,-1,031-3.gat,36,251 +031-3.gat,34,25 warp toCave -1,-1,031-3.gat,281,25 +031-3.gat,281,22 warp toCave -1,-1,031-3.gat,34,28 +031-3.gat,283,48 warp toCave -1,-1,031-3.gat,275,74 +031-3.gat,275,73 warp toCave -1,-1,031-3.gat,283,47 +031-3.gat,26,178 warp toCave -1,-1,031-3.gat,36,202 +031-3.gat,36,200 warp toCave -1,-1,031-3.gat,26,176 +031-3.gat,91,125 warp toCave -1,-1,031-3.gat,36,78 +031-3.gat,36,80 warp toCave -1,-1,031-3.gat,91,127 +031-3.gat,52,78 warp toCave -1,-1,031-3.gat,192,72 +031-3.gat,192,70 warp toCave -1,-1,031-3.gat,52,76 +031-3.gat,128,135 warp toCave -1,-1,031-3.gat,148,152 +031-3.gat,232,93 warp toCave -1,-1,031-3.gat,200,47 +031-3.gat,200,50 warp toCave -1,-1,031-3.gat,232,90 diff --git a/npc/031-3/labyrinth.txt b/npc/031-3/labyrinth.txt new file mode 100755 index 00000000..feef9c1d --- /dev/null +++ b/npc/031-3/labyrinth.txt @@ -0,0 +1,18 @@ +//################################################################################# +//# +//# Conditional warp for yeti cave +//# +//# Authors: Jenalya +//# +//# reviewed by: +//# +//################################################################################# + +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; +L_Blocked: + message strcharinfo(0), "A force field seems to be blocking you from entering."; + end; +} diff --git a/npc/031-3_Cave/_import.txt b/npc/031-3_Cave/_import.txt deleted file mode 100644 index 098d7112..00000000 --- a/npc/031-3_Cave/_import.txt +++ /dev/null @@ -1,5 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 031-3.gat -npc: npc/031-3_Cave/_mobs.txt -npc: npc/031-3_Cave/_warps.txt -npc: npc/031-3_Cave/labyrinth.txt diff --git a/npc/031-3_Cave/_mobs.txt b/npc/031-3_Cave/_mobs.txt deleted file mode 100644 index 0f13f117..00000000 --- a/npc/031-3_Cave/_mobs.txt +++ /dev/null @@ -1,99 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 031-3 Cave 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 -031-3.gat,195,277,25,26 monster IceGoblin 1058,3,100000,30000,Mob031-3::On1058 -031-3.gat,213,282,66,43 monster Bat 1017,5,100000,30000,Mob031-3::On1017 -031-3.gat,37,213,27,23 monster yeti 1072,2,100000,30000,Mob031-3::On1072 -031-3.gat,35,212,27,23 monster bat 1017,11,100000,30000,Mob031-3::On1017 -031-3.gat,38,147,44,68 monster Moggun 1061,19,100000,30000,Mob031-3::On1061 -031-3.gat,97,261,42,22 monster Moggun 1061,5,100000,30000,Mob031-3::On1061 -031-3.gat,97,291,42,22 monster Moggun 1061,5,100000,30000,Mob031-3::On1061 -031-3.gat,36,148,64,43 monster bat 1017,11,100000,30000,Mob031-3::On1017 -031-3.gat,97,277,22,42 monster bat 1017,11,100000,30000,Mob031-3::On1017 -031-3.gat,148,282,22,42 monster bat 1017,11,100000,30000,Mob031-3::On1017 -031-3.gat,142,266,29,16 monster Santa Slime 1015,3,100000,30000,Mob031-3::On1015 -031-3.gat,145,293,25,26 monster IceGoblin 1058,6,100000,30000,Mob031-3::On1058 -031-3.gat,144,216,29,44 monster iceelement 1071,2,100000,30000,Mob031-3::On1071 -031-3.gat,98,214,39,44 monster iceelement 1071,2,100000,30000,Mob031-3::On1071 -031-3.gat,99,214,25,26 monster IceGoblin 1058,3,100000,30000,Mob031-3::On1058 -031-3.gat,198,144,29,53 monster IceGoblin 1058,4,100000,30000,Mob031-3::On1058 -031-3.gat,97,291,42,22 monster Moggun 1061,5,100000,30000,Mob031-3::On1061 -031-3.gat,142,266,29,16 monster Santa Slime 1015,3,100000,30000,Mob031-3::On1015 -031-3.gat,283,286,33,30 monster Santa Slime 1015,3,100000,30000,Mob031-3::On1015 -031-3.gat,278,282,33,14 monster IceGoblin 1058,5,100000,30000,Mob031-3::On1058 -031-3.gat,278,282,33,14 monster IceGoblin 1058,5,100000,30000,Mob031-3::On1058 -031-3.gat,98,214,39,44 monster iceelement 1071,2,100000,30000,Mob031-3::On1071 -031-3.gat,285,218,8,75 monster iceelement 1071,2,100000,30000,Mob031-3::On1071 -031-3.gat,283,217,41,64 monster Bat 1017,15,100000,30000,Mob031-3::On1017 -031-3.gat,282,237,63,20 monster Moggun 1061,3,100000,30000,Mob031-3::On1061 -031-3.gat,282,196,62,16 monster Moggun 1061,3,100000,30000,Mob031-3::On1061 -031-3.gat,229,226,27,34 monster yeti 1072,3,100000,30000,Mob031-3::On1072 -031-3.gat,230,227,12,42 monster IceGoblin 1058,5,100000,30000,Mob031-3::On1058 -031-3.gat,209,199,12,17 monster yeti 1072,2,100000,30000,Mob031-3::On1072 -031-3.gat,193,216,12,17 monster yeti 1072,1,100000,30000,Mob031-3::On1072 -031-3.gat,213,282,66,43 monster Bat 1017,5,100000,30000,Mob031-3::On1017 -031-3.gat,213,282,66,43 monster Bat 1017,5,100000,30000,Mob031-3::On1017 -031-3.gat,199,200,45,14 monster Bat 1017,13,100000,30000,Mob031-3::On1017 -031-3.gat,209,199,12,17 monster yeti 1072,2,100000,30000,Mob031-3::On1072 -031-3.gat,144,216,29,44 monster iceelement 1071,2,100000,30000,Mob031-3::On1071 -031-3.gat,234,141,18,19 monster yeti 1072,2,100000,30000,Mob031-3::On1072 -031-3.gat,282,196,62,16 monster Moggun 1061,3,100000,30000,Mob031-3::On1061 -031-3.gat,212,159,62,16 monster Moggun 1061,7,100000,30000,Mob031-3::On1061 -031-3.gat,212,159,62,16 monster Moggun 1061,7,100000,30000,Mob031-3::On1061 -031-3.gat,212,130,62,16 monster Moggun 1061,7,100000,30000,Mob031-3::On1061 -031-3.gat,284,143,40,48 monster Moggun 1061,7,100000,30000,Mob031-3::On1061 -031-3.gat,283,84,36,31 monster Bat 1017,15,100000,30000,Mob031-3::On1017 -031-3.gat,283,84,36,31 monster Bat 1017,15,100000,30000,Mob031-3::On1017 -031-3.gat,274,81,15,32 monster yeti 1072,2,100000,30000,Mob031-3::On1072 -031-3.gat,40,53,44,68 monster Moggun 1061,10,100000,30000,Mob031-3::On1061 -031-3.gat,120,160,85,30 monster yeti 1072,4,100000,30000,Mob031-3::On1072 -031-3.gat,120,131,82,24 monster yeti 1072,8,100000,30000,Mob031-3::On1072 -031-3.gat,107,130,25,26 monster IceGoblin 1058,6,100000,30000,Mob031-3::On1058 -031-3.gat,145,160,25,24 monster IceGoblin 1058,6,100000,30000,Mob031-3::On1058 -031-3.gat,94,167,25,24 monster IceGoblin 1058,6,100000,30000,Mob031-3::On1058 -031-3.gat,282,37,31,28 monster iceelement 1071,5,100000,30000,Mob031-3::On1071 -031-3.gat,213,36,64,32 monster iceelement 1071,5,100000,30000,Mob031-3::On1071 -031-3.gat,228,83,31,28 monster iceelement 1071,3,100000,30000,Mob031-3::On1071 -031-3.gat,283,138,15,13 monster iceelement 1071,1,100000,30000,Mob031-3::On1071 -031-3.gat,198,83,31,28 monster iceelement 1071,3,100000,30000,Mob031-3::On1071 -031-3.gat,214,75,25,26 monster IceGoblin 1058,3,100000,30000,Mob031-3::On1058 -031-3.gat,217,37,66,43 monster Bat 1017,10,100000,30000,Mob031-3::On1017 -031-3.gat,39,52,64,56 monster Bat 1017,5,100000,30000,Mob031-3::On1017 -031-3.gat,38,277,64,56 monster Bat 1017,10,100000,30000,Mob031-3::On1017 - - -031-3.gat,0,0,0 script Mob031-3 -1,{ -On1015: - set @mobID, 1015; - callfunc "MobPoints"; - break; - -On1017: - set @mobID, 1017; - callfunc "MobPoints"; - break; - -On1058: - set @mobID, 1058; - callfunc "MobPoints"; - break; - -On1061: - set @mobID, 1061; - callfunc "MobPoints"; - break; - -On1071: - set @mobID, 1071; - callfunc "MobPoints"; - break; - -On1072: - set @mobID, 1072; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/031-3_Cave/_warps.txt b/npc/031-3_Cave/_warps.txt deleted file mode 100644 index 05ca545d..00000000 --- a/npc/031-3_Cave/_warps.txt +++ /dev/null @@ -1,50 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 031-3 Cave 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 -031-3.gat,149,259 warp toCave -1,-1,031-3.gat,205,266 -031-3.gat,225,282 warp toCave -1,-1,031-3.gat,274,299 -031-3.gat,274,300 warp toCave -1,-1,031-3.gat,225,283 -031-3.gat,283,271 warp toCave -1,-1,031-3.gat,269,244 -031-3.gat,269,245 warp toCave -1,-1,031-3.gat,283,272 -031-3.gat,148,150 warp toCave -1,-1,031-3.gat,128,134 -031-3.gat,139,258 warp toCave -1,-1,031-3.gat,155,196 -031-3.gat,155,195 warp toCave -1,-1,031-3.gat,139,259 -031-3.gat,142,301 warp toCave -1,-1,031-3.gat,97,298 -031-3.gat,97,301 warp toCave -1,-1,031-3.gat,142,298 -031-3.gat,135,196 warp toCave -1,-1,031-3.gat,106,231 -031-3.gat,106,232 warp toCave -1,-1,031-3.gat,135,197 -031-3.gat,286,190 warp toCave -1,-1,031-3.gat,227,241 -031-3.gat,227,242 warp toCave -1,-1,031-3.gat,286,191 -031-3.gat,236,211 warp toCave -1,-1,031-3.gat,187,227 -031-3.gat,187,228 warp toCave -1,-1,031-3.gat,236,212 -031-3.gat,94,254 warp toCave -1,-1,031-3.gat,54,253 -031-3.gat,54,250 warp toCave -1,-1,031-3.gat,94,257 -031-3.gat,103,199 warp toCave -1,-1,031-3.gat,52,175 -031-3.gat,52,177 warp toCave -1,-1,031-3.gat,103,201 -031-3.gat,212,193 warp toCave -1,-1,031-3.gat,207,165 -031-3.gat,207,168 warp toCave -1,-1,031-3.gat,212,195 -031-3.gat,235,167 warp toCave -1,-1,031-3.gat,195,124 -031-3.gat,195,122 warp toCave -1,-1,031-3.gat,235,165 -031-3.gat,296,97 warp toCave -1,-1,031-3.gat,292,125 -031-3.gat,292,123 warp toCave -1,-1,031-3.gat,296,95 -031-3.gat,289,164 warp toCave -1,-1,031-3.gat,228,123 -031-3.gat,228,121 warp toCave -1,-1,031-3.gat,289,162 -031-3.gat,24,157 warp toCave -1,-1,031-3.gat,31,142 -031-3.gat,31,144 warp toCave -1,-1,031-3.gat,24,159 -031-3.gat,36,249 warp toCave -1,-1,031-3.gat,35,224 -031-3.gat,35,226 warp toCave -1,-1,031-3.gat,36,251 -031-3.gat,34,25 warp toCave -1,-1,031-3.gat,281,25 -031-3.gat,281,22 warp toCave -1,-1,031-3.gat,34,28 -031-3.gat,283,48 warp toCave -1,-1,031-3.gat,275,74 -031-3.gat,275,73 warp toCave -1,-1,031-3.gat,283,47 -031-3.gat,26,178 warp toCave -1,-1,031-3.gat,36,202 -031-3.gat,36,200 warp toCave -1,-1,031-3.gat,26,176 -031-3.gat,91,125 warp toCave -1,-1,031-3.gat,36,78 -031-3.gat,36,80 warp toCave -1,-1,031-3.gat,91,127 -031-3.gat,52,78 warp toCave -1,-1,031-3.gat,192,72 -031-3.gat,192,70 warp toCave -1,-1,031-3.gat,52,76 -031-3.gat,128,135 warp toCave -1,-1,031-3.gat,148,152 -031-3.gat,232,93 warp toCave -1,-1,031-3.gat,200,47 -031-3.gat,200,50 warp toCave -1,-1,031-3.gat,232,90 diff --git a/npc/031-3_Cave/labyrinth.txt b/npc/031-3_Cave/labyrinth.txt deleted file mode 100755 index feef9c1d..00000000 --- a/npc/031-3_Cave/labyrinth.txt +++ /dev/null @@ -1,18 +0,0 @@ -//################################################################################# -//# -//# Conditional warp for yeti cave -//# -//# Authors: Jenalya -//# -//# reviewed by: -//# -//################################################################################# - -031-3.gat,46,24,0 script #YetiBarrier 127,1,1,{ -if ($@FIGHT_YETI_STATUS == 1) goto L_Blocked; - warp "031-4.gat", 40, 69; - end; -L_Blocked: - message strcharinfo(0), "A force field seems to be blocking you from entering."; - end; -} diff --git a/npc/031-4/_import.txt b/npc/031-4/_import.txt new file mode 100644 index 00000000..87eec449 --- /dev/null +++ b/npc/031-4/_import.txt @@ -0,0 +1,8 @@ +// Map 031-4: Cave +// This file is generated automatically. All manually changes will be removed when running the Converter. +map: 031-4.gat +npc: npc/031-4/_mobs.txt +npc: npc/031-4/_warps.txt +npc: npc/031-4/barrier.txt +npc: npc/031-4/cindyCave.txt +npc: npc/031-4/mapflags.txt diff --git a/npc/031-4/_mobs.txt b/npc/031-4/_mobs.txt new file mode 100644 index 00000000..d1ce9b7c --- /dev/null +++ b/npc/031-4/_mobs.txt @@ -0,0 +1,8 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Cave mobs + + + +031-4.gat,0,0,0 script Mob031-4 -1,{ + end; +} diff --git a/npc/031-4/_warps.txt b/npc/031-4/_warps.txt new file mode 100644 index 00000000..d1984dbc --- /dev/null +++ b/npc/031-4/_warps.txt @@ -0,0 +1,3 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Cave warps + diff --git a/npc/031-4/barrier.txt b/npc/031-4/barrier.txt new file mode 100644 index 00000000..e8b4a5ac --- /dev/null +++ b/npc/031-4/barrier.txt @@ -0,0 +1,8 @@ +031-4.gat,40,71,0 script #YetiBarrier 127,1,1,{ + if ($@FIGHT_YETI_STATUS == 1) goto L_Block; + warp "031-3.gat", 46, 27; + end; +L_Block: + message strcharinfo(0), "A force field seems to be blocking you from exiting."; + end; +} diff --git a/npc/031-4/cindyCave.txt b/npc/031-4/cindyCave.txt new file mode 100644 index 00000000..223aa80b --- /dev/null +++ b/npc/031-4/cindyCave.txt @@ -0,0 +1,256 @@ +// author: Jenalya +// reviewed by: +// state0: Cindy is totally scared and does nothing helpful +// state1: you are able to open the cage +// 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 ($@FIGHT_YETI_STATUS != 0) goto L_Yeti; + + set @KEYS_AMOUNT, 10; + + set @Q_Nivalis_state_MASK, NIBBLE_5_MASK; + set @Q_Nivalis_state_SHIFT, NIBBLE_5_SHIFT; + + set @rescue_Cindy, ((QUEST_Nivalis_state & @Q_Nivalis_state_MASK) >> @Q_Nivalis_state_SHIFT); + + if (Sex == 0) set @title$, "Misses"; + if (Sex == 1) set @title$, "Mister"; + + if (@rescue_Cindy >= 3) goto L_Please_Visit; + if (@rescue_Cindy == 2) goto L_Reward; + if (@rescue_Cindy == 1) goto L_Please_Help; + + mes "There is a little girl in a cage. As you come near, she starts to shiver and back off from you as far as she can in that small cage."; + next; + mes "You don't know what to do."; + close; + +L_Please_Help: + mes "There is a little girl in a cage. As you come near, she starts to shiver and back off from you as far as she can in that small cage."; + next; + menu + "Hello Cindy, I'm here to save you.", - ; + mes "Cindy doesn't look so scared anymore."; + next; + mes "[Cindy]"; + mes "\"Hello, dear " + @title$ + " 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; + +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 $@FIGHT_YETI_PLAYER_COUNT, getareausers("031-4.gat", 0, 0, 95, 91); + // this yeti is spawned because of some timing problems + // without it, the first and second wave start nearly the same time + areamonster "031-4.gat", 0, 0, 95, 91, "", 1072, 1, "Cindy::onPetDeath"; + + startnpctimer; + goto L_Exit; + +L_Exit: + close; + +L_Yeti: + mes "[Cindy]"; + mes "\"Watch out, the Yetis!\""; + close; + +L_Reward: + mes "[Cindy]"; + mes "\"You are a hero! All these strong monsters!\""; + next; + mes "\"I've found this thing in the cave - it looks valuable. I want you to have it.\""; + next; + getinventorylist; + if (@inventorylist_count == 100) goto L_Full_Inv; + + set @reward, rand(15); + if (@reward < 10) goto L_Wizard_Hat; + getitem "WoodenStaff", 1; + set @rescue_Cindy, 3; + callsub S_Update_Mask; + goto L_Visit; + +L_Wizard_Hat: + // get a wizard hat in one of the ten colors - no white + setarray @wizardhats, 2200, 2201, 2202, 2203, 2204, 2205, 2206, 2207, 2208, 2209; + getitem @wizardhats[@reward], 1; + set @rescue_Cindy, 3; + callsub S_Update_Mask; + +L_Visit: + mes "\"Thank you so much; please come to my home. It's the house at the beach.\""; + next; + mes "\"I'm sure my mother wants to thank you as well.\""; + close; + +L_Please_Visit: + mes "[Cindy]"; + mes "\"Thank you, thank you! You're a hero! Please come home with me to our house at the beach!\""; + close; + +L_To_Weak: + mes "You try to open the cage, but it's stuck. It seems you're too weak!"; + close; + +L_Not_Enough_Keys: + mes "You don't have enough keys to open the cage."; + close; + +L_Full_Inv: + mes "\"Oh, it seems you carry so much stuff - I will keep it for you until you can take it.\""; + close; + +// Fight logic attached to npc +OnTimer5000: + setnpctimer 0; + if ($@FIGHT_YETI_STATUS != 0) goto L_CaveLogic; +L_Return_1: + 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; + +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; + +// Called on each player once every 5 seconds +onTick: + if (isdead(0)) end; + set $@FIGHT_YETI_PLAYER_COUNT, $@FIGHT_YETI_PLAYER_COUNT + 1; + end; + +onPetDeath: + set $@YETI_COUNT, $@YETI_COUNT - 1; + end; + +onInit: + 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; + +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; + +///////// +S_Update_Mask: + set QUEST_Nivalis_state, + (QUEST_Nivalis_state & ~(@Q_Nivalis_state_MASK)) + | (@rescue_Cindy << @Q_Nivalis_state_SHIFT); + return; +} + + + + + + + + + + + + + diff --git a/npc/031-4/mapflags.txt b/npc/031-4/mapflags.txt new file mode 100644 index 00000000..9e4e8f6b --- /dev/null +++ b/npc/031-4/mapflags.txt @@ -0,0 +1 @@ +031-4.gat mapflag nosave 031-3,46,26; diff --git a/npc/031-4_Cave/_import.txt b/npc/031-4_Cave/_import.txt deleted file mode 100644 index f6c88481..00000000 --- a/npc/031-4_Cave/_import.txt +++ /dev/null @@ -1,7 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 031-4.gat -npc: npc/031-4_Cave/_mobs.txt -npc: npc/031-4_Cave/_warps.txt -npc: npc/031-4_Cave/barrier.txt -npc: npc/031-4_Cave/cindyCave.txt -npc: npc/031-4_Cave/mapflags.txt diff --git a/npc/031-4_Cave/_mobs.txt b/npc/031-4_Cave/_mobs.txt deleted file mode 100644 index 838bd363..00000000 --- a/npc/031-4_Cave/_mobs.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 031-4 Cave mobs - - - -031-4.gat,0,0,0 script Mob031-4 -1,{ - end; -} diff --git a/npc/031-4_Cave/_warps.txt b/npc/031-4_Cave/_warps.txt deleted file mode 100644 index 20946cc1..00000000 --- a/npc/031-4_Cave/_warps.txt +++ /dev/null @@ -1,3 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 031-4 Cave warps - diff --git a/npc/031-4_Cave/barrier.txt b/npc/031-4_Cave/barrier.txt deleted file mode 100644 index e8b4a5ac..00000000 --- a/npc/031-4_Cave/barrier.txt +++ /dev/null @@ -1,8 +0,0 @@ -031-4.gat,40,71,0 script #YetiBarrier 127,1,1,{ - if ($@FIGHT_YETI_STATUS == 1) goto L_Block; - warp "031-3.gat", 46, 27; - end; -L_Block: - message strcharinfo(0), "A force field seems to be blocking you from exiting."; - end; -} diff --git a/npc/031-4_Cave/cindyCave.txt b/npc/031-4_Cave/cindyCave.txt deleted file mode 100644 index 223aa80b..00000000 --- a/npc/031-4_Cave/cindyCave.txt +++ /dev/null @@ -1,256 +0,0 @@ -// author: Jenalya -// reviewed by: -// state0: Cindy is totally scared and does nothing helpful -// state1: you are able to open the cage -// 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 ($@FIGHT_YETI_STATUS != 0) goto L_Yeti; - - set @KEYS_AMOUNT, 10; - - set @Q_Nivalis_state_MASK, NIBBLE_5_MASK; - set @Q_Nivalis_state_SHIFT, NIBBLE_5_SHIFT; - - set @rescue_Cindy, ((QUEST_Nivalis_state & @Q_Nivalis_state_MASK) >> @Q_Nivalis_state_SHIFT); - - if (Sex == 0) set @title$, "Misses"; - if (Sex == 1) set @title$, "Mister"; - - if (@rescue_Cindy >= 3) goto L_Please_Visit; - if (@rescue_Cindy == 2) goto L_Reward; - if (@rescue_Cindy == 1) goto L_Please_Help; - - mes "There is a little girl in a cage. As you come near, she starts to shiver and back off from you as far as she can in that small cage."; - next; - mes "You don't know what to do."; - close; - -L_Please_Help: - mes "There is a little girl in a cage. As you come near, she starts to shiver and back off from you as far as she can in that small cage."; - next; - menu - "Hello Cindy, I'm here to save you.", - ; - mes "Cindy doesn't look so scared anymore."; - next; - mes "[Cindy]"; - mes "\"Hello, dear " + @title$ + " 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; - -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 $@FIGHT_YETI_PLAYER_COUNT, getareausers("031-4.gat", 0, 0, 95, 91); - // this yeti is spawned because of some timing problems - // without it, the first and second wave start nearly the same time - areamonster "031-4.gat", 0, 0, 95, 91, "", 1072, 1, "Cindy::onPetDeath"; - - startnpctimer; - goto L_Exit; - -L_Exit: - close; - -L_Yeti: - mes "[Cindy]"; - mes "\"Watch out, the Yetis!\""; - close; - -L_Reward: - mes "[Cindy]"; - mes "\"You are a hero! All these strong monsters!\""; - next; - mes "\"I've found this thing in the cave - it looks valuable. I want you to have it.\""; - next; - getinventorylist; - if (@inventorylist_count == 100) goto L_Full_Inv; - - set @reward, rand(15); - if (@reward < 10) goto L_Wizard_Hat; - getitem "WoodenStaff", 1; - set @rescue_Cindy, 3; - callsub S_Update_Mask; - goto L_Visit; - -L_Wizard_Hat: - // get a wizard hat in one of the ten colors - no white - setarray @wizardhats, 2200, 2201, 2202, 2203, 2204, 2205, 2206, 2207, 2208, 2209; - getitem @wizardhats[@reward], 1; - set @rescue_Cindy, 3; - callsub S_Update_Mask; - -L_Visit: - mes "\"Thank you so much; please come to my home. It's the house at the beach.\""; - next; - mes "\"I'm sure my mother wants to thank you as well.\""; - close; - -L_Please_Visit: - mes "[Cindy]"; - mes "\"Thank you, thank you! You're a hero! Please come home with me to our house at the beach!\""; - close; - -L_To_Weak: - mes "You try to open the cage, but it's stuck. It seems you're too weak!"; - close; - -L_Not_Enough_Keys: - mes "You don't have enough keys to open the cage."; - close; - -L_Full_Inv: - mes "\"Oh, it seems you carry so much stuff - I will keep it for you until you can take it.\""; - close; - -// Fight logic attached to npc -OnTimer5000: - setnpctimer 0; - if ($@FIGHT_YETI_STATUS != 0) goto L_CaveLogic; -L_Return_1: - 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; - -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; - -// Called on each player once every 5 seconds -onTick: - if (isdead(0)) end; - set $@FIGHT_YETI_PLAYER_COUNT, $@FIGHT_YETI_PLAYER_COUNT + 1; - end; - -onPetDeath: - set $@YETI_COUNT, $@YETI_COUNT - 1; - end; - -onInit: - 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; - -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; - -///////// -S_Update_Mask: - set QUEST_Nivalis_state, - (QUEST_Nivalis_state & ~(@Q_Nivalis_state_MASK)) - | (@rescue_Cindy << @Q_Nivalis_state_SHIFT); - return; -} - - - - - - - - - - - - - diff --git a/npc/031-4_Cave/mapflags.txt b/npc/031-4_Cave/mapflags.txt deleted file mode 100644 index 9e4e8f6b..00000000 --- a/npc/031-4_Cave/mapflags.txt +++ /dev/null @@ -1 +0,0 @@ -031-4.gat mapflag nosave 031-3,46,26; diff --git a/npc/032-1/_import.txt b/npc/032-1/_import.txt new file mode 100644 index 00000000..939f1d9c --- /dev/null +++ b/npc/032-1/_import.txt @@ -0,0 +1,6 @@ +// Map 032-1: Outback +// This file is generated automatically. All manually changes will be removed when running the Converter. +map: 032-1.gat +npc: npc/032-1/_mobs.txt +npc: npc/032-1/_warps.txt +npc: npc/032-1/miriam.txt diff --git a/npc/032-1/_mobs.txt b/npc/032-1/_mobs.txt new file mode 100644 index 00000000..54ab94bc --- /dev/null +++ b/npc/032-1/_mobs.txt @@ -0,0 +1,23 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Outback mobs + +032-1.gat,47,64,27,15 monster BlackScorpion 1009,5,30000,100000,Mob032-1::On1009 +032-1.gat,24,72,27,24 monster BlackScorpion 1009,5,30000,100000,Mob032-1::On1009 +032-1.gat,24,48,25,21 monster BlackScorpion 1009,5,30000,100000,Mob032-1::On1009 +032-1.gat,57,44,23,18 monster Snake 1010,13,30000,100000,Mob032-1::On1010 +032-1.gat,77,76,34,27 monster Snake 1010,13,30000,100000,Mob032-1::On1010 + + +032-1.gat,0,0,0 script Mob032-1 -1,{ +On1009: + set @mobID, 1009; + callfunc "MobPoints"; + break; + +On1010: + set @mobID, 1010; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/032-1/_warps.txt b/npc/032-1/_warps.txt new file mode 100644 index 00000000..96d039cf --- /dev/null +++ b/npc/032-1/_warps.txt @@ -0,0 +1,4 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Outback warps + +032-1.gat,64,52 warp ToCave -1,-1,032-3.gat,56,59 diff --git a/npc/032-1/miriam.txt b/npc/032-1/miriam.txt new file mode 100644 index 00000000..5714f807 --- /dev/null +++ b/npc/032-1/miriam.txt @@ -0,0 +1,300 @@ +//############################################# +// author: alastrim, PjotrOrial +//############################################# +// This npc teaches you the speed skill. +// used variables: +// QUEST_MIRIAM: +// 0 either fully completed the quests in here, or not started. +// 1 you said the wrong words, she is insulted. (so you excuse and goto 2) +// 2 waiting for the ingredients +// 3 you brought the needed stuff. if you meet other criteria (baselevel, agi) you will be taught the skill +// 4 you have met the criteria of 3, but declined to take the speed test. +// 5 you tried the quest but you failed +// QUEST_MIRIAM_start +// a time in ticks. This is only !=0 if you started running to pachua. +// QUEST_MIRIAM_run +// when you reach pachua, he stores the difference of start and arrival in here. +//############################################# +// 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; + +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; + + +L_canthelp: + 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; + +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; + +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; + +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; + +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; + + +L_notenough: + 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; + +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; + +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; + +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; + +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; + +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; + +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(1); + set QUEST_MIRIAM_cheat, 0; + end; + +L_naked: + 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; + +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; + +L_giveup: + 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; + +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; + +L_stretch: + 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; + +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; + +L_tryagain: + 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; + +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; + +} diff --git a/npc/032-1_Outback/_import.txt b/npc/032-1_Outback/_import.txt deleted file mode 100644 index ffbbd068..00000000 --- a/npc/032-1_Outback/_import.txt +++ /dev/null @@ -1,5 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 032-1.gat -npc: npc/032-1_Outback/_mobs.txt -npc: npc/032-1_Outback/_warps.txt -npc: npc/032-1_Outback/miriam.txt diff --git a/npc/032-1_Outback/_mobs.txt b/npc/032-1_Outback/_mobs.txt deleted file mode 100644 index 2abc3efd..00000000 --- a/npc/032-1_Outback/_mobs.txt +++ /dev/null @@ -1,23 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 032-1 Outback mobs - -032-1.gat,47,64,27,15 monster BlackScorpion 1009,5,30000,100000,Mob032-1::On1009 -032-1.gat,24,72,27,24 monster BlackScorpion 1009,5,30000,100000,Mob032-1::On1009 -032-1.gat,24,48,25,21 monster BlackScorpion 1009,5,30000,100000,Mob032-1::On1009 -032-1.gat,57,44,23,18 monster Snake 1010,13,30000,100000,Mob032-1::On1010 -032-1.gat,77,76,34,27 monster Snake 1010,13,30000,100000,Mob032-1::On1010 - - -032-1.gat,0,0,0 script Mob032-1 -1,{ -On1009: - set @mobID, 1009; - callfunc "MobPoints"; - break; - -On1010: - set @mobID, 1010; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/032-1_Outback/_warps.txt b/npc/032-1_Outback/_warps.txt deleted file mode 100644 index f35af59e..00000000 --- a/npc/032-1_Outback/_warps.txt +++ /dev/null @@ -1,4 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 032-1 Outback warps - -032-1.gat,64,52 warp ToCave -1,-1,032-3.gat,56,59 diff --git a/npc/032-1_Outback/miriam.txt b/npc/032-1_Outback/miriam.txt deleted file mode 100644 index 5714f807..00000000 --- a/npc/032-1_Outback/miriam.txt +++ /dev/null @@ -1,300 +0,0 @@ -//############################################# -// author: alastrim, PjotrOrial -//############################################# -// This npc teaches you the speed skill. -// used variables: -// QUEST_MIRIAM: -// 0 either fully completed the quests in here, or not started. -// 1 you said the wrong words, she is insulted. (so you excuse and goto 2) -// 2 waiting for the ingredients -// 3 you brought the needed stuff. if you meet other criteria (baselevel, agi) you will be taught the skill -// 4 you have met the criteria of 3, but declined to take the speed test. -// 5 you tried the quest but you failed -// QUEST_MIRIAM_start -// a time in ticks. This is only !=0 if you started running to pachua. -// QUEST_MIRIAM_run -// when you reach pachua, he stores the difference of start and arrival in here. -//############################################# -// 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; - -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; - - -L_canthelp: - 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; - -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; - -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; - -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; - -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; - - -L_notenough: - 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; - -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; - -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; - -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; - -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; - -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; - -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(1); - set QUEST_MIRIAM_cheat, 0; - end; - -L_naked: - 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; - -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; - -L_giveup: - 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; - -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; - -L_stretch: - 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; - -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; - -L_tryagain: - 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; - -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; - -} diff --git a/npc/032-3/_import.txt b/npc/032-3/_import.txt new file mode 100644 index 00000000..67304eae --- /dev/null +++ b/npc/032-3/_import.txt @@ -0,0 +1,5 @@ +// Map 032-3: 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 +npc: npc/032-3/_warps.txt diff --git a/npc/032-3/_mobs.txt b/npc/032-3/_mobs.txt new file mode 100644 index 00000000..0e5fc998 --- /dev/null +++ b/npc/032-3/_mobs.txt @@ -0,0 +1,63 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// 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 +032-3.gat,125,46,35,75 monster MountainSnake 1010,13,30000,100000,Mob032-3::On1010 +032-3.gat,80,44,9,10 monster BlackScorpion 1009,5,30000,100000,Mob032-3::On1009 +032-3.gat,85,33,9,10 monster Spider 1012,5,30000,100000,Mob032-3::On1012 +032-3.gat,83,18,37,9 monster Archant 1060,8,30000,100000,Mob032-3::On1060 +032-3.gat,78,76,24,21 monster Archant 1060,8,30000,100000,Mob032-3::On1060 +032-3.gat,25,76,24,21 monster YellowSlime 1007,11,300000,1000000,Mob032-3::On1007 +032-3.gat,46,51,34,18 monster CaveMaggot 1056,11,30000,100000,Mob032-3::On1056 +032-3.gat,0,0,0,0 monster Bat 1017,25,30000,100000,Mob032-3::On1017 + + +032-3.gat,0,0,0 script Mob032-3 -1,{ +On1007: + set @mobID, 1007; + callfunc "MobPoints"; + break; + +On1009: + set @mobID, 1009; + callfunc "MobPoints"; + break; + +On1010: + set @mobID, 1010; + callfunc "MobPoints"; + break; + +On1012: + set @mobID, 1012; + callfunc "MobPoints"; + break; + +On1017: + set @mobID, 1017; + callfunc "MobPoints"; + break; + +On1026: + set @mobID, 1026; + callfunc "MobPoints"; + break; + +On1043: + set @mobID, 1043; + callfunc "MobPoints"; + break; + +On1056: + set @mobID, 1056; + callfunc "MobPoints"; + break; + +On1060: + set @mobID, 1060; + callfunc "MobPoints"; + break; + + end; +} diff --git a/npc/032-3/_warps.txt b/npc/032-3/_warps.txt new file mode 100644 index 00000000..e84a8da2 --- /dev/null +++ b/npc/032-3/_warps.txt @@ -0,0 +1,5 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// 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/npc/032-3_Cave/_import.txt b/npc/032-3_Cave/_import.txt deleted file mode 100644 index 80db5cd7..00000000 --- a/npc/032-3_Cave/_import.txt +++ /dev/null @@ -1,4 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 032-3.gat -npc: npc/032-3_Cave/_mobs.txt -npc: npc/032-3_Cave/_warps.txt diff --git a/npc/032-3_Cave/_mobs.txt b/npc/032-3_Cave/_mobs.txt deleted file mode 100644 index 785736ad..00000000 --- a/npc/032-3_Cave/_mobs.txt +++ /dev/null @@ -1,63 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 032-3 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 -032-3.gat,125,46,35,75 monster MountainSnake 1010,13,30000,100000,Mob032-3::On1010 -032-3.gat,80,44,9,10 monster BlackScorpion 1009,5,30000,100000,Mob032-3::On1009 -032-3.gat,85,33,9,10 monster Spider 1012,5,30000,100000,Mob032-3::On1012 -032-3.gat,83,18,37,9 monster Archant 1060,8,30000,100000,Mob032-3::On1060 -032-3.gat,78,76,24,21 monster Archant 1060,8,30000,100000,Mob032-3::On1060 -032-3.gat,25,76,24,21 monster YellowSlime 1007,11,300000,1000000,Mob032-3::On1007 -032-3.gat,46,51,34,18 monster CaveMaggot 1056,11,30000,100000,Mob032-3::On1056 -032-3.gat,0,0,0,0 monster Bat 1017,25,30000,100000,Mob032-3::On1017 - - -032-3.gat,0,0,0 script Mob032-3 -1,{ -On1007: - set @mobID, 1007; - callfunc "MobPoints"; - break; - -On1009: - set @mobID, 1009; - callfunc "MobPoints"; - break; - -On1010: - set @mobID, 1010; - callfunc "MobPoints"; - break; - -On1012: - set @mobID, 1012; - callfunc "MobPoints"; - break; - -On1017: - set @mobID, 1017; - callfunc "MobPoints"; - break; - -On1026: - set @mobID, 1026; - callfunc "MobPoints"; - break; - -On1043: - set @mobID, 1043; - callfunc "MobPoints"; - break; - -On1056: - set @mobID, 1056; - callfunc "MobPoints"; - break; - -On1060: - set @mobID, 1060; - callfunc "MobPoints"; - break; - - end; -} diff --git a/npc/032-3_Cave/_warps.txt b/npc/032-3_Cave/_warps.txt deleted file mode 100644 index 92d7c667..00000000 --- a/npc/032-3_Cave/_warps.txt +++ /dev/null @@ -1,5 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 032-3 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/npc/033-1/_import.txt b/npc/033-1/_import.txt new file mode 100644 index 00000000..32de0cb4 --- /dev/null +++ b/npc/033-1/_import.txt @@ -0,0 +1,5 @@ +// 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 +npc: npc/033-1/_warps.txt diff --git a/npc/033-1/_mobs.txt b/npc/033-1/_mobs.txt new file mode 100644 index 00000000..61a53305 --- /dev/null +++ b/npc/033-1/_mobs.txt @@ -0,0 +1,8 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Snow field mobs + + + +033-1.gat,0,0,0 script Mob033-1 -1,{ + end; +} diff --git a/npc/033-1/_warps.txt b/npc/033-1/_warps.txt new file mode 100644 index 00000000..37bdd507 --- /dev/null +++ b/npc/033-1/_warps.txt @@ -0,0 +1,3 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Snow field warps + diff --git a/npc/033-1_Snow_field/_import.txt b/npc/033-1_Snow_field/_import.txt deleted file mode 100644 index f4c9b02d..00000000 --- a/npc/033-1_Snow_field/_import.txt +++ /dev/null @@ -1,4 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 033-1.gat -npc: npc/033-1_Snow_field/_mobs.txt -npc: npc/033-1_Snow_field/_warps.txt diff --git a/npc/033-1_Snow_field/_mobs.txt b/npc/033-1_Snow_field/_mobs.txt deleted file mode 100644 index 81abc445..00000000 --- a/npc/033-1_Snow_field/_mobs.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 033-1 Snow field mobs - - - -033-1.gat,0,0,0 script Mob033-1 -1,{ - end; -} diff --git a/npc/033-1_Snow_field/_warps.txt b/npc/033-1_Snow_field/_warps.txt deleted file mode 100644 index 9e0c0d7e..00000000 --- a/npc/033-1_Snow_field/_warps.txt +++ /dev/null @@ -1,3 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 033-1 Snow field warps - diff --git a/npc/034-1/_import.txt b/npc/034-1/_import.txt new file mode 100644 index 00000000..e4b39026 --- /dev/null +++ b/npc/034-1/_import.txt @@ -0,0 +1,5 @@ +// Map 034-1: Snow field +// 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 diff --git a/npc/034-1/_mobs.txt b/npc/034-1/_mobs.txt new file mode 100644 index 00000000..50d15f66 --- /dev/null +++ b/npc/034-1/_mobs.txt @@ -0,0 +1,8 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Snow field mobs + + + +034-1.gat,0,0,0 script Mob034-1 -1,{ + end; +} diff --git a/npc/034-1/_warps.txt b/npc/034-1/_warps.txt new file mode 100644 index 00000000..37bdd507 --- /dev/null +++ b/npc/034-1/_warps.txt @@ -0,0 +1,3 @@ +// This file is generated automatically. All manually changes will be removed when running the Converter. +// Snow field warps + diff --git a/npc/034-1_Snow_field/_import.txt b/npc/034-1_Snow_field/_import.txt deleted file mode 100644 index fd396fae..00000000 --- a/npc/034-1_Snow_field/_import.txt +++ /dev/null @@ -1,4 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -map: 034-1.gat -npc: npc/034-1_Snow_field/_mobs.txt -npc: npc/034-1_Snow_field/_warps.txt diff --git a/npc/034-1_Snow_field/_mobs.txt b/npc/034-1_Snow_field/_mobs.txt deleted file mode 100644 index ef65db49..00000000 --- a/npc/034-1_Snow_field/_mobs.txt +++ /dev/null @@ -1,8 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 034-1 Snow field mobs - - - -034-1.gat,0,0,0 script Mob034-1 -1,{ - end; -} diff --git a/npc/034-1_Snow_field/_warps.txt b/npc/034-1_Snow_field/_warps.txt deleted file mode 100644 index 59239f0e..00000000 --- a/npc/034-1_Snow_field/_warps.txt +++ /dev/null @@ -1,3 +0,0 @@ -// This file is generated automatically. All manually changes will be removed when running the Converter. -// 034-1 Snow field warps - diff --git a/npc/_import.txt b/npc/_import.txt index a995eee5..def46287 100644 --- a/npc/_import.txt +++ b/npc/_import.txt @@ -1,77 +1,77 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -import: npc/001-1_Tulimshar/_import.txt -import: npc/001-2_Tulimshar/_import.txt -import: npc/001-3_Tulimshar_arena/_import.txt -import: npc/001-4_Omars_house/_import.txt -import: npc/002-1_Sandstorm/_import.txt -import: npc/002-3_Desert_mines/_import.txt -import: npc/002-4_Desert_mines/_import.txt -import: npc/003-1_Beach/_import.txt -import: npc/003-2_Beach_House/_import.txt -import: npc/004-1_Beach/_import.txt -import: npc/004-2_Beach_House/_import.txt -import: npc/005-1_Snake_desert/_import.txt -import: npc/005-3_Snake_pit/_import.txt -import: npc/006-1_Desert_mountains/_import.txt -import: npc/006-3_Desert_mountain_caves/_import.txt -import: npc/007-1_Woodland/_import.txt -import: npc/008-1_Hurnscald_outskirts/_import.txt -import: npc/009-1_Hurnscald/_import.txt -import: npc/009-2_Hurnscald/_import.txt -import: npc/009-3_Cave_beneath_Hurnscald/_import.txt +import: npc/001-1/_import.txt +import: npc/001-2/_import.txt +import: npc/001-3/_import.txt +import: npc/001-4/_import.txt +import: npc/002-1/_import.txt +import: npc/002-3/_import.txt +import: npc/002-4/_import.txt +import: npc/003-1/_import.txt +import: npc/003-2/_import.txt +import: npc/004-1/_import.txt +import: npc/004-2/_import.txt +import: npc/005-1/_import.txt +import: npc/005-3/_import.txt +import: npc/006-1/_import.txt +import: npc/006-3/_import.txt +import: npc/007-1/_import.txt +import: npc/008-1/_import.txt +import: npc/009-1/_import.txt +import: npc/009-2/_import.txt +import: npc/009-3/_import.txt import: npc/009-4/_import.txt -import: npc/010-1_Woodland/_import.txt -import: npc/010-2_Dimonds_Cove/_import.txt -import: npc/011-1_Woodland/_import.txt -import: npc/011-3_Hermits_cave/_import.txt -import: npc/011-4_Lake_cave/_import.txt +import: npc/010-1/_import.txt +import: npc/010-2/_import.txt +import: npc/011-1/_import.txt +import: npc/011-3/_import.txt +import: npc/011-4/_import.txt import: npc/011-5/_import.txt import: npc/011-6/_import.txt -import: npc/012-1_Woodland_Hills/_import.txt -import: npc/012-3_Cave/_import.txt -import: npc/012-4_Cave/_import.txt -import: npc/013-1_Woodland_hills/_import.txt -import: npc/013-2_Magic_house/_import.txt -import: npc/013-3_Cave/_import.txt -import: npc/014-1_Woodland/_import.txt -import: npc/014-3_Cave/_import.txt -import: npc/015-1_Woodland/_import.txt -import: npc/015-3_Cave/_import.txt -import: npc/016-1_Woodland/_import.txt -import: npc/017-1_Woodland_hills/_import.txt -import: npc/017-2_Theater/_import.txt -import: npc/017-9_Backstage/_import.txt -import: npc/018-1_Woodland_mining_camp/_import.txt -import: npc/018-2_Woodland_mining_camp/_import.txt -import: npc/018-3_Cave/_import.txt -import: npc/019-1_Snow_field/_import.txt -import: npc/019-3_Snow_Cave/_import.txt -import: npc/020-1_Nivalis/_import.txt -import: npc/020-2_Nivalis/_import.txt -import: npc/020-3_Ice_cave/_import.txt -import: npc/021-1_Tulimshar/_import.txt -import: npc/021-2_Tulimshar/_import.txt -import: npc/022-1_Tulimshar/_import.txt -import: npc/024-1_Tulimshar_Canyon/_import.txt -import: npc/024-2_Tulimshar_Magic_School/_import.txt -import: npc/025-1_Woodland_Swamp/_import.txt -import: npc/026-1_Swamp/_import.txt -import: npc/027-1_Graveyard/_import.txt -import: npc/027-2_Caretakers_House/_import.txt -import: npc/027-3_Crypt/_import.txt -import: npc/027-4_Inner_Chamber/_import.txt +import: npc/012-1/_import.txt +import: npc/012-3/_import.txt +import: npc/012-4/_import.txt +import: npc/013-1/_import.txt +import: npc/013-2/_import.txt +import: npc/013-3/_import.txt +import: npc/014-1/_import.txt +import: npc/014-3/_import.txt +import: npc/015-1/_import.txt +import: npc/015-3/_import.txt +import: npc/016-1/_import.txt +import: npc/017-1/_import.txt +import: npc/017-2/_import.txt +import: npc/017-9/_import.txt +import: npc/018-1/_import.txt +import: npc/018-2/_import.txt +import: npc/018-3/_import.txt +import: npc/019-1/_import.txt +import: npc/019-3/_import.txt +import: npc/020-1/_import.txt +import: npc/020-2/_import.txt +import: npc/020-3/_import.txt +import: npc/021-1/_import.txt +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/025-1/_import.txt +import: npc/026-1/_import.txt +import: npc/027-1/_import.txt +import: npc/027-2/_import.txt +import: npc/027-3/_import.txt +import: npc/027-4/_import.txt import: npc/028-1/_import.txt import: npc/028-3/_import.txt -import: npc/029-1_Candor/_import.txt -import: npc/029-3_Fight_Cave/_import.txt -import: npc/030-1_Snow_field/_import.txt -import: npc/031-1_NivalisPort/_import.txt -import: npc/031-2_Angelas_House/_import.txt -import: npc/031-3_Cave/_import.txt -import: npc/031-4_Cave/_import.txt -import: npc/032-1_Outback/_import.txt -import: npc/032-3_Cave/_import.txt -import: npc/033-1_Snow_field/_import.txt -import: npc/034-1_Snow_field/_import.txt +import: npc/029-1/_import.txt +import: npc/029-3/_import.txt +import: npc/030-1/_import.txt +import: npc/031-1/_import.txt +import: npc/031-2/_import.txt +import: npc/031-3/_import.txt +import: npc/031-4/_import.txt +import: npc/032-1/_import.txt +import: npc/032-3/_import.txt +import: npc/033-1/_import.txt +import: npc/034-1/_import.txt import: npc/botcheck/_import.txt diff --git a/npc/botcheck/_import.txt b/npc/botcheck/_import.txt index d1327a6d..8c1b3663 100644 --- a/npc/botcheck/_import.txt +++ b/npc/botcheck/_import.txt @@ -1,3 +1,4 @@ +// Map botcheck: // 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/npc/botcheck/_mobs.txt b/npc/botcheck/_mobs.txt index d8144379..c54ee2ac 100644 --- a/npc/botcheck/_mobs.txt +++ b/npc/botcheck/_mobs.txt @@ -1,5 +1,5 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// botcheck mobs +// mobs diff --git a/npc/botcheck/_warps.txt b/npc/botcheck/_warps.txt index 5d0524c1..605abadf 100644 --- a/npc/botcheck/_warps.txt +++ b/npc/botcheck/_warps.txt @@ -1,3 +1,3 @@ // This file is generated automatically. All manually changes will be removed when running the Converter. -// botcheck warps +// warps diff --git a/tools/tmwcon/src/converter/Process.java b/tools/tmwcon/src/converter/Process.java index 8b01d0d0..92fa3da4 100644 --- a/tools/tmwcon/src/converter/Process.java +++ b/tools/tmwcon/src/converter/Process.java @@ -1,5 +1,5 @@ /* - * TMWServ to eAthena Converter (c) 2008 Jared Adams + * TMWServ to eAthena Converter (c) 2008, 2011 Jared Adams * License: GPL, v2 or later */ @@ -131,11 +131,12 @@ public class Process { } } - private static void makeInclude(String name, File folder) { + private static void makeInclude(String name, String title, File folder) { File _import = new File(folder, importFile); List output_elements = new ArrayList(); processFiles(folder, output_elements); PrintWriter importOut = Main.getWriter(_import); + importOut.printf("// Map %s: %s\n", name, title); importOut.printf("// This file is generated automatically. All manually changes will be removed when running the Converter.\nmap: %s.gat\n", name); Collections.sort(output_elements); for (String s : output_elements) @@ -152,12 +153,6 @@ public class Process { String title = getProp(props, "name", ""); String folderName = scriptDirectory + name; - if (title.length() > 0) { - folderName += "_" + title.replaceAll("\\s", "_").replaceAll("[^A-Za-z0-9\\-_]", ""); - title = name + " " + title; - } else { - title = name; - } File folder = new File(baseFolder + folderName); folder.mkdirs(); @@ -168,12 +163,12 @@ public class Process { if (wlkFile.exists() && mapFile.lastModified() < wlkFile.lastModified()) { System.out.println("Up to date, skipping"); - makeInclude(name, folder); + makeInclude(name, title, folder); return folderName; } if (summary != null) { - summary.printf("\tName: '%s'\n", title); + summary.printf("\tName: %s: '%s'\n", name, title); summary.printf("\tMusic: '%s'\n", getProp(props, "music", "")); summary.printf("\tMinimap: '%s'\n", getProp(props, "minimap", "")); } @@ -209,7 +204,7 @@ public class Process { mobOut.flush(); mobOut.close(); - makeInclude(name, folder); + makeInclude(name, title, folder); return folderName; } -- cgit v1.2.3-70-g09d2