summaryrefslogblamecommitdiff
path: root/npc/custom/eAAC_Scripts/quest_warper.txt
blob: 7ff06cd2eb5beaa9ab12dcae57824359380fcb8e (plain) (tree)
1
2
3
4
5
6
7
8
9
10
11





                                                                   
       



                                                                   

























































                                                                                                             

                                                
                                                            
                                                   








































































                                                                                                                                                                                                                 
                                                                              




















































































































                                                                                                                                                                                                                     
                                                                                                     




















































































                                                                                                                                                                                                                                      
                                                                                                     








































                                                                                                                               
                                                              
                                                                                                       




































































































































                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  


                                                                                  

                                                                  


                                                                                    
                                
                                                                  
















                                                          



                                                      


                   
        





                                                      



                                                      



                   
 



                                                                   
                                                                                    
                              

                                                                     













                                                                                       
                                  


                                           
                                   


































































































































                                                                                                                                                                                                                                


                                                                       



                                     
                                                                                      


























































                                                                                                                                   
                                                                 





                                                                           
                         






                                                                        
                                                                        


                                       
                                             













                                                                 
                                          







                                               
                                         







                                                 
                                           







                                              
                                        







                                                
                                          







                                              
                                        







                                               
                                         







                                                
                                          







                                              
                                        







                                               
                                         







                                             
                                       







                                              
                                        







                                              
                                        







                                                   
                                             







                                               
                                         







                                             
                                      







                                              
                                        







                                                
                                          







                                             
                                       







                                              
                                        







                                             
                                      




























                                                                      



                                                                                                                                                         















                                                                                                                                                                                                                                      
                                                                                           








                                                                                                                       
                         

                       
                         







                                                                                                                
                                                                        


                                       
                                                     
















                                                                       
                                                                   












                                                                      
                                                                      












                                                                      
                                                         












                                                           
                                                         












                                                           
                                                                                           












                                                                                            
                                                                                                                                       
                                                                                                                                                                                             

                                                                        









                                                         
                                                                      












                                                                      
                                                                                   












                                                                                 
                                                         












                                                           
                                                                                   












                                                                                 
                                                                                   












                                                                                 
                                                                                                                                                                                                                                              












                                                                                                                                                                                                                                                                                   
                                                                      












                                                                      
                                                                         












                                                                      
                                                           












                                                           
                                                       












                                                               
                                                                      












                                                                      
                                                         












                                                                                 
                                                         












                                                           
                                             












                                                   
                                                         












                                                           
                                                                                                












                                                                                            
                                                                                                                   












                                                                                                             
                                                                                                     












                                                                                            
                                                           












                                                           
                                                                                                                                                                                 












                                                                                                                                                                                             
                                                           












                                                                              
                                                                                   












                                                                                 
                                                                      

                                                                                                                            
                                              

































































                                                                                                                  

                                                                

                                                                                                            



                                                                                                                                                                       
                                                     

                                





































































































































































































                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                     
                                                                  












































                                                                            
                                                                  






































                                                                            
                                                     

                              
                                                     

                              
                                                     

                              
                                                     

                              
                                                     

                              
                                                     

                              
                                                     

                              
                                                     

                              
                                                     

                              
                                                     

                              
                                                     

                              
                                                     

                              
                                                     

                              
                                                     


                              
                                                     


                                                    
                                                     


                                                      
                                                     


                                                    
                                             


                                                   
                                                     


                                                   
                                                     


                                                     
                                                     


                                                    
                                             


                                                   
                                                     


                                                    
                                             


                                                   
                                                     


                                                    
                                                     


                                                    
                                                     


                                                         
                                                     


                                                     
                                             


                                                    
                                                     


                                                      
                                             


                                                   
                                                     


                                                     
                                                     


                                                    
                                             


                                                   
                                             



                                                  
                                                     



                                                     
                                                     



                                                         
                                                     



                                                           
                                                     



                                                          
                                                     



                                                          
                                                     



                                                         
                                                     



                                                              
                                                     



                                                            
                                                     



                                                          
                                                     



                                                          
                                                             



                                                         
                                                             



                                                              
                                                             



                                                           
                                                             



                                                        
                                                             



                                                        
                                                             



                                                               
                                                             



                                                           
                                                             



                                                         
                                                             



                                                       
                                                             



                                                       
                                                             



                                                         
                                                             



                                                             
                                                             



                                                          
                                                             



                                                          
                                                             



                                                               
                                                             



                                                               
                                                             



                                                          
                                                             


                                                                 
                                                             


                                                          
//===== eAthena Script ============================================
//= Quest Warper Script
//===== By: =======================================================
//= Old Warper 2 by Darkchild - Remade with quest format by DZeroX
//= Huge Rewrite by Neouni
//===== Current Version: ==========================================
//= 2.2
//===== Compatible With: ==========================================
//= Any eAthena Version
//===== Description: ==============================================
//= Warper that works only after locations are unlocked
//===== Additional Comments: ======================================
//= 1.0 - NPCs created
//= 1.1 - Add Dungeons by sturm
//= 1.2 - Add All char in account unlocked by ace_killer
//= 1.3 - Add new 7 towns and 7 dungeons by escoteiro
// - Correct bug jawaii town by escoteiro
// - Remove some excessive warpras by escoteiro
//= 1.4 - Rewrite of the Warpa system [Neouni]
// - Corrected some bugs caused by autoconverting the old script
//= 1.4a - Rewrite of menu to be custom for each player [Neouni]
// - Dungeon listing rewrite
// - Town listing rewrite
// - GameMaster can Customise Main menu
//= 1.4b - Pricing round [Neouni]
// - GM menu added for pricing
// - Town Warp pricing tags added
// - Dungeon Warp pricing tags added
//= 1.5 - storage functions pricing [Neouni]
// - storage pricing added
// - kafra points setting added
// - kafra storage code security added
// - Healing scripts pricing added
// - Heal Part script added
//= 1.6 - Dungeon warp [Neouni] (beta only)
// - added option to add a extra fee for going down deeper into dungeon
// partly by rebuilding the dungeon warping into variable menu's
//= 1.6a - alot of fixes for beta release [Neouni] (public release)
// - fixed syntax problems
// - fixed missing pyramid gats in @DGat$ array
// - removed the culver level 5 that didn't exist
// and caused quite alot of problems (i didn't check while converting)
//-1.7 - Readability of Dungeon menu building increased [Neouni]
// - Thanatos Tower & Louyang Dungeon added
//-1.8 - changed around unlock variables [Neouni]
// - Moved warp variables to mark what you have unlocked to an binary array in login based permanent variable
// (warp variables are saved in login database, so all charservers have these unlocked)
// - Town Warp unlock array max 21/(unknown max) items used instead of max account #variables 32 !
// - Dungeon Warp unlock array 28/(unknown max) items used instead of max account #variables 32 !
// - (max login ##variables = 16, i used 3)
// - old variables are cleared on next save
// - Extra Variable clear added for every character, just in case (request by Terces)
//-1.8a - Show ammount of users on map [Neouni]
// - Default = off, enable in GM menu
// - Requested by escoteiro
//-1.8b - Small typo fixed in stampcard script [Neouni]
// - Reported by escoteiro
//-1.9 - Making it more edit friendly [Neouni]
// - Made Dungeon warp arrays more readable & editable (QWS_Darray)
// - Made town warp arrays more readable & editable (QWS_Tarray)
//-2.0 - Special Warp menu added [Neouni]
// - when all towns and dungeons are collected a new option on the main menu will show
// - it will only show when you setup the mapname of the warp !
// - requested by escoteiro
// - several bugs fixed
//-2.0a - Dungeon Level Limit & Split dungeon fees
// - Limits dungeon based on Depth, access special setup menu thru GM-Menu
// - Dungeon fees split up based on  Basic , Advanced & Overseas
// - Old Dungeon fee system removed, all dungeon fees now set to 0
//-2.0b
// - Special warpname menu option name bug fixed
//-2.1 Updated names to fall within retrictions. [L0ne_W0lf]
//-2.2 #kafra_code is now stored as is. [brianluau]
//=================================================================

//========================Function=&=Script========================


function	script	Q_Warpra	{
// Quick hack for backwards compatibility pre 1.8
if (##QWS_UP < 18) callfunc "QWS_BackComp";
// Extra clear variables because marker is saved on all char servers and variables can be on multiple servers
if (QWS_ExtraVARClear < 18) callfunc "Extra_Variable_Clear";

	mes "[Warpra]";
	mes "Hello,";
	mes "I can warp you to any town or dungeon, but you need to unlock them first.";
	mes "To unlock them, you have to visit us.";
	mes "What do you need?";
	
	if(getarg(0) == 0) callfunc "QWS_MMarray",0;
	if(getarg(0) == 1) callfunc "QWS_MMarray",1;
	
	set @MMenu,select(@Mmenulist$[0],@Mmenulist$[1],@Mmenulist$[2],@Mmenulist$[3],@Mmenulist$[4],@Mmenulist$[5],@Mmenulist$[6],@Mmenulist$[7],@Mmenulist$[8],@Mmenulist$[9],@Mmenulist$[10],@Mmenulist$[11]);

	switch(@Mmenuref[@MMenu-1]+1){
	case 1:
	goto GM_Menu;
	case 2:
	warp $QW_SP_WarpMap$, $QW_SP_WarpX, $QW_SP_WarpY;
	close2;
	debugmes "Please check your special warp menu settings on the Warpra";
	end;
	case 3:
	goto L_town;
	case 4:
	goto L_dungeon;
	case 5:
	goto L_FewWarps;
	case 6:
	goto L_NoUnlock;
	case 7:
	goto L_heal_Full;
	case 8:
	goto L_heal_Part;
	case 9:
	goto L_Storage;
	case 10:
	goto L_GStorage;
	case 11:
	goto L_end;
	default:
	goto L_end;
}

//=====================GM-Menu=Functions===========================

GM_Menu:
next;
//----------------Town-Warp
	if ($QW_TW_OFF == 0) mes "Town warping = ^00FF00 On ^000000";
	if ($QW_TW_OFF == 1) mes "Town warping = ^FF0000 Off ^000000";
//----------------Dungeon-Warp
	if ($QW_DW_OFF == 0) mes "Dungeon warping = ^00FF00 On ^000000";
	if ($QW_DW_OFF == 1) mes "Dungeon warping = ^FF0000 Off ^000000";
//----------------Dungeon-Depth-Limit
	if ($QW_DL == 1) mes "Dungeon Depth limit is ^00FF00 On ^000000";
	if ($QW_DL == 0) mes "Dungeon Depth limit is ^FF0000 Off ^000000";
	mes "If on Dungeon Depth limit is set to ^0000FF"+$QW_DDL+"^000000";
//----------------ShowMapUsers
	if ($QW_MapUserShow == 1) mes "Show Map Users = ^00FF00 On ^000000";
	if ($QW_MapUserShow == 0) mes "Show Map Users = ^FF0000 Off ^000000";
//----------------Healfull
	if ($QW_HF == 1) mes "Healing full = ^00FF00 On ^000000";
//----------------Healpart
	if ($QW_HP == 1) mes "Healing partly = ^00FF00 On ^000000";
	if (($QW_HF == 0)&&($QW_HP == 0)) mes "Healing = ^FF0000 Off ^000000";
//----------------Storage
	if ($QW_Stor == 1) mes "Storage = ^00FF00 On ^000000";
	if ($QW_Stor == 0) mes "Storage = ^FF0000 Off ^000000";
//----------------GuildStorage
	if ($QW_GStor == 1) mes "Guild Storage = ^00FF00 On ^000000";
	if ($QW_GStor == 0) mes "Guild Storage = ^FF0000 Off ^000000";
//----------------KafraPoints
	if ($QW_KPoint == 1) mes "Kafra points collect = ^00FF00 On ^000000";
	if ($QW_KPoint == 0) mes "Kafra points collect = ^FF0000 Off ^000000";
//----------------GMmenu
	switch(select("Town Warping","Dungeon Warping","Dungeon Level Limit","Show Map Users","Healing full","Healing partly","Storage","Guild Storage","Kafra points collect","Set Prices","Special Warp","Exit")) {

// Using callsub and a small check to not make 1 part of the script set it on and the other turning it off again

case 1:
	if ($QW_TW_OFF == 0) {
		set $QW_TW_OFF,1;
		goto GM_Menu;
	} else
		set $QW_TW_OFF,0;
		goto GM_Menu;
case 2:
	if ($QW_DW_OFF == 0) {
		set $QW_DW_OFF,1;
		goto GM_Menu;
	} else
		set $QW_DW_OFF,0;
		goto GM_Menu;
case 3:
	goto DungeonLevelLimit;
case 4:
	if ($QW_MapUserShow == 0) {
		set $QW_MapUserShow,1;
		goto GM_Menu;
	} else
		set $QW_MapUserShow,0;
		goto GM_Menu;
case 5:
	if ($QW_HF == 0) {
		set $QW_HF,1;
		set $QW_HP,0;
		goto GM_Menu;
	} else
		set $QW_HF,0;
		goto GM_Menu;
case 6:
	if ($QW_HP == 0) {
		set $QW_HP,1;
		set $QW_HF,0;
		goto GM_Menu;
	} else
	set $QW_HP,0;
	goto GM_Menu;
case 7:
	if ($QW_Stor == 0) {
		set $QW_Stor,1;
		goto GM_Menu;
	} else
	set $QW_Stor,0;
	goto GM_Menu;
case 8:
	if ($QW_GStor == 0) {
		set $QW_GStor,1;
		goto GM_Menu;
	} else
	set $QW_GStor,0;
	goto GM_Menu;
case 9:
	if ($QW_KPoint == 0) {
		set $QW_KPoint,1;
		goto GM_Menu;
	} else
	set $QW_KPoint,0;
	goto GM_Menu;
case 10:
	goto Setprice;
case 11:
	goto SpecialWarpMenu;
default:
	close;
	end;
}


//======================GM-Menu=Pricing============================

Setprice:
	if ($QW_DW_FEE != 0) set $QW_DW_FEE,0;
	next;
	mes "Scroll thru the list to see all the options";
//----------------Warp-Basic-Price
	if ($QW_BW_PRICE != 0) mes "Basic - Warps are = ^00FF00 "+$QW_BW_PRICE+" ^000000";
	if ($QW_BW_PRICE == 0) mes "Basic - Warps are = ^FF0000 Free ^000000";
//----------------Warp-Advanced-Price
	if ($QW_AW_PRICE != 0) mes "Advanced - Warps are = ^00FF00 "+$QW_AW_PRICE+" ^000000";
	if ($QW_AW_PRICE == 0) mes "Advanced - Warps are = ^FF0000 Free ^000000";
//----------------Warp-Oversea-Price
	if ($QW_OW_PRICE != 0) mes "Overseas - Warps are = ^00FF00 "+$QW_OW_PRICE+" ^000000";
	if ($QW_OW_PRICE == 0) mes "Overseas - Warps are = ^FF0000 Free ^000000";
//----------------Basic-Dungeon-Level-Warp-Fee
	if ($QW_BW_FEE != 0) mes "Basic Dungeon level warp fee = ^00FF00 "+$QW_BW_FEE+" ^000000 zeny per level";
	if ($QW_BW_FEE == 0) mes "Basic Dungeon level warp fee = ^FF0000 NO ^000000 zeny per level";
//----------------Advanced-Dungeon-Level-Warp-Fee
	if ($QW_AW_FEE != 0) mes "Advanced Dungeon level warp fee = ^00FF00 "+$QW_AW_FEE+" ^000000 zeny per level";
	if ($QW_AW_FEE == 0) mes "Advanced Dungeon level warp fee = ^FF0000 NO ^000000 zeny per level";
//----------------Overseas-Dungeon-Level-Warp-Fee
	if ($QW_OW_FEE != 0) mes "Overseas Dungeon level warp fee = ^00FF00 "+$QW_OW_FEE+" ^000000 zeny per level";
	if ($QW_OW_FEE == 0) mes "Overseas Dungeon level warp fee = ^FF0000 NO ^000000 zeny per level";
//----------------Heal-Full
	if ($QW_HF_PRICE != 0) mes "Full Healing = ^00FF00 "+$QW_HF_PRICE+" ^000000";
	if ($QW_HF_PRICE == 0) mes "Full Healing = ^FF0000 Free ^000000";
//----------------Heal-Part
	if ($QW_HP_H_PRICE != 0) mes "^FF0000HP ^000000Part Healing = ^00FF00 "+$QW_HP_H_PRICE+" ^000000 a point";
	if ($QW_HP_H_PRICE == 0) mes "^FF0000HP ^000000Part Healing = ^FF0000 Free ^000000";
	if ($QW_HP_S_PRICE != 0) mes "^0000FFSP ^000000Part Healing = ^00FF00 "+$QW_HP_S_PRICE+" ^000000 a point";
	if ($QW_HP_S_PRICE == 0) mes "^0000FFSP ^000000Part Healing = ^FF0000 Free ^000000";
//----------------Storage
	if (($QW_S_PRICE != 0)&&($QW_S_PRICE != 60)) mes "Storage = ^00FF00 "+$QW_S_PRICE+" ^000000";
	if ($QW_S_PRICE == 0) mes "Storage = ^FF0000 Free ^000000";
	if ($QW_S_PRICE == 60) mes "Storage = ^0000FF Kafra Mode ^000000";
//----------------Guild-Storage
	if ($QW_GS_PRICE != 0) mes "Guild Storage = ^00FF00 "+$QW_GS_PRICE+" ^000000";
	if ($QW_GS_PRICE == 0) mes "Guild Storage = ^FF0000 Free ^000000";
	
	switch(select("Basic - Warps","Advanced - Warps","Overseas - Warps","Basic Dungeon warp fee","Advanced Dungeon warp fee","Overseas Dungeon warp fee","Full Healing","Part Healing","Storage","Guild Storage","Back","Exit")) {

case 1:
	next;
	if ($QW_BW_PRICE != 0) mes "Basic - Warps are = ^00FF00 "+$QW_BW_PRICE+" ^000000";
	if ($QW_BW_PRICE == 0) mes "Basic - Warps are = ^FF0000 Free ^000000";
	mes "Basic - Warps are starter towns and related dungeons";
	input $QW_BW_PRICE;
	goto Setprice;

case 2:
	next;
	if ($QW_AW_PRICE != 0) mes "Advanced - Warps are = ^00FF00 "+$QW_AW_PRICE+" ^000000";
	if ($QW_AW_PRICE == 0) mes "Advanced - Warps are = ^FF0000 Free ^000000";
	mes "Advanced - Warps are towns and dungeons on the same island but not close to any starter town";
	input $QW_AW_PRICE;
	goto Setprice;

case 3:
	next;
	if ($QW_OW_PRICE != 0) mes "Overseas - Warps are = ^00FF00 "+$QW_OW_PRICE+" ^000000";
	if ($QW_OW_PRICE == 0) mes "Overseas - Warps are = ^FF0000 Free ^000000";
	mes "Overseas - Warps are towns and dungeons overseas reachable by boat from alberta";
	input $QW_OW_PRICE;
	goto Setprice;

case 4:
	next;
	if ($QW_BW_FEE != 0) mes "Basic Dungeon level warp fee = ^00FF00 "+$QW_BW_FEE+" ^000000 zeny per level";
	if ($QW_BW_FEE == 0) mes "Basic Dungeon level warp fee = ^FF0000 NO ^000000 zeny per level";
	mes "Basic - Warps are starter town related dungeons";
	mes "Dungeon warp fees are calculated by maps away from entrance of the dungeon times Dungeon warp fee";
	mes "These costs are on top of the regular Warp costs";
	input $QW_BW_FEE;
	goto Setprice;

case 5:
	next;
	if ($QW_AW_FEE != 0) mes "Advanced Dungeon level warp fee = ^00FF00 "+$QW_AW_FEE+" ^000000 zeny per level";
	if ($QW_AW_FEE == 0) mes "Advanced Dungeon level warp fee = ^FF0000 NO ^000000 zeny per level";
	mes "Advanced - Warps are dungeons not close to any starter town";
	mes "Dungeon warp fees are calculated by maps away from entrance of the dungeon times Dungeon warp fee";
	mes "These costs are on top of the regular Warp costs";
	input $QW_AW_FEE;
	goto Setprice;

case 6:
	next;
	if ($QW_OW_FEE != 0) mes "Overseas Dungeon level warp fee = ^00FF00 "+$QW_OW_FEE+" ^000000 zeny per level";
	if ($QW_OW_FEE == 0) mes "Overseas Dungeon level warp fee = ^FF0000 NO ^000000 zeny per level";
	mes "Overseas - Warps are dungeons related to towns overseas reachable by boat from alberta";
	mes "Dungeon warp fees are calculated by maps away from entrance of the dungeon times Dungeon warp fee";
	mes "These costs are on top of the regular Warp costs";
	input $QW_OW_FEE;
	goto Setprice;

case 7:
	next;
	if ($QW_HF_PRICE != 0) mes "Full Healing = ^00FF00 "+$QW_HF_PRICE+" ^000000";
	if ($QW_HF_PRICE == 0) mes "Full Healing = ^FF0000 Free ^000000";
	mes "Instant full healing 1 price";
	input $QW_HF_PRICE;
	goto Setprice;

case 8:
	next;
	if ($QW_HP_H_PRICE != 0) mes "^FF0000HP ^000000Part Healing = ^00FF00 "+$QW_HP_H_PRICE+" ^000000 a point";
	if ($QW_HP_H_PRICE == 0) mes "^FF0000HP ^000000Part Healing = ^FF0000 Free ^000000";
	if ($QW_HP_S_PRICE != 0) mes "^0000FFSP ^000000Part Healing = ^00FF00 "+$QW_HP_S_PRICE+" ^000000 a point";
	if ($QW_HP_S_PRICE == 0) mes "^0000FFSP ^000000Part Healing = ^FF0000 Free ^000000";
	mes "Healing price per 1 HP";
	mes "Healing price per 1 SP";
	mes "2 inputs, first HP then SP";
	input $QW_HP_H_PRICE;
	input $QW_HP_S_PRICE;
	goto Setprice;

case 9:
	next;
	if (($QW_S_PRICE != 0)&&($QW_S_PRICE != 60)) mes "Storage = ^00FF00 "+$QW_S_PRICE+" ^000000";
	if ($QW_S_PRICE == 0) mes "Storage = ^FF0000 Free ^000000";
	if ($QW_S_PRICE == 60) mes "Storage = ^0000FF Kafra Mode ^000000";
	mes "Storage cost, if set to 60 Kafra pricing will be handled";
	input $QW_S_PRICE;
	goto Setprice;

case 10:
	next;
	if ($QW_GS_PRICE != 0) mes "Guild Storage = ^00FF00 "+$QW_GS_PRICE+" ^000000";
	if ($QW_GS_PRICE == 0) mes "Guild Storage = ^FF0000 Free ^000000";
	mes "Guild Storage, free on Guild Kafras";
	input $QW_GS_PRICE;
	goto Setprice;
case 11:
	goto GM_Menu;
default:
	close;
	end;
}

//======================Special=Warp=Menu==========================

SpecialWarpMenu:
	if ($QW_SP_Warpname$ == "") set $QW_SP_Warpname$,"Special Warp";
	next;
	mes "Scroll down to see all the information";
	mes "The Special warp menu option will show in the main menu when all towns & dungeons are unlocked";
	mes "And when the map for special warping has been set";
	mes "menu option name set to ^0000FF"+$QW_SP_Warpname$+"^000000";
	if ($QW_SP_WarpMap$ == "") mes "map is currently ^FF0000not^000000 set, and Special warp menu is off";
	if ($QW_SP_WarpMap$ != "") mes "map is currently set to ^0000FF"+$QW_SP_WarpMap$+"^000000 and Special Warp menu is on";
	mes "coords are set to ^0000FF"+$QW_SP_WarpX+","+$QW_SP_WarpY+"^000000";
	switch(select("Set Special Warp name to show in menu", "Set WarpMap","Set Coords","Go Back to GM_Menu","Exit")){

case 1:
	next;
	mes "set the name to show in the menu as option";
	input $QW_SP_Warpname$;
	goto SpecialWarpMenu;
case 2:
	next;
	mes "set the map in the ^0000FFmapname^000000 format";
	mes "when this warpmap is set the option for players will show once they meet the requirments";
	mes "to disable Special Warp Menu option clear this !";
	input $QW_SP_WarpMap$;
	goto SpecialWarpMenu;
case 3:
	next;
	mes "First input = Xcoord";
	mes "Second input = Ycoord";
	input $QW_SP_WarpX;
	input $QW_SP_WarpY;
	goto SpecialWarpMenu;
case 4:
	goto GM_Menu;
default:
	close;
	end;
}

//======================Dungeon=Level=Limit========================
DungeonLevelLimit:
	next;
	if ($QW_DL == 1) mes "Dungeon Depth limit is ^00FF00 On ^000000";
	if ($QW_DL == 0) mes "Dungeon Depth limit is ^FF0000 Off ^000000";
	mes "If^00FF00 On ^000000Dungeon Depth limit is set to ^0000FF"+$QW_DDL+"^000000";
	
	switch(select("Toggle Dungeon Depth Limit", "Set Dungeon Depth Limit","Go Back to GM_Menu","Exit")){

case 1:
	if ($QW_DL == 0) {
		set $QW_DL,1;
		goto DungeonLevelLimit;
	} else
		set $QW_DL,0;
		goto DungeonLevelLimit;
case 2:
	next;
	mes "set limit of Dungeon Depth 0 = entrance";
	mes "Depth 1 is a map connected to 0 and so on";
	mes "Shortest Route to map counts as depth";
	input $QW_DDL;
	goto DungeonLevelLimit;
case 3:
	goto GM_Menu;
default:
	close;
	end;
}

//===========================Towns=================================

L_town:
	callfunc "QWS_Tarray";

// Expected maximum is set to 25 items, if you add  more options add more ",@Tmenulist$[xx]"

	set @TWMenu,select(@Tmenulist$[0],@Tmenulist$[1],@Tmenulist$[2],@Tmenulist$[3],@Tmenulist$[4],@Tmenulist$[5],@Tmenulist$[6],@Tmenulist$[7],@Tmenulist$[8],@Tmenulist$[9],@Tmenulist$[10],@Tmenulist$[11],@Tmenulist$[12],@Tmenulist$[13],@Tmenulist$[14],@Tmenulist$[15],@Tmenulist$[16],@Tmenulist$[17],@Tmenulist$[18],@Tmenulist$[19],@Tmenulist$[20],@Tmenulist$[21],@Tmenulist$[22],@Tmenulist$[23],@Tmenulist$[24]);

	if (@Tmenuref[@TWMenu-1] == 57005) goto L_end; // 57005='dead' in hex

	if(Zeny<@pTprice[@Tmenuref[@TWMenu-1]]) callsub L_Short_on_zeny,0;

	set Zeny, Zeny-@pTprice[@Tmenuref[@TWMenu-1]];
	if ($QW_KPoint == 1) set RESRVPTS, RESRVPTS + (@pTprice[@Tmenuref[@TWMenu-1]]/16);
	warp @pTmap$[@Tmenuref[@TWMenu-1]],@pTXcoords[@Tmenuref[@TWMenu-1]],@pTYcoords[@Tmenuref[@TWMenu-1]];
	close2;		// this part safegaurds against errors/typos
	set Zeny, Zeny+@pTprice[@Tmenuref[@TWMenu-1]];
	end;

//=========================Dungeons================================

L_dungeon:
	callfunc "QWS_Darray";
	
// Expected maximum is set to 35 items, if you add  more options add more ",@Dmenulist$[xx]"

	set @DWMenu,select(@Dmenulist$[0],@Dmenulist$[1],@Dmenulist$[2],@Dmenulist$[3],@Dmenulist$[4],@Dmenulist$[5],@Dmenulist$[6],@Dmenulist$[7],@Dmenulist$[8],@Dmenulist$[9],@Dmenulist$[10],@Dmenulist$[11],@Dmenulist$[12],@Dmenulist$[13],@Dmenulist$[14],@Dmenulist$[15],@Dmenulist$[16],@Dmenulist$[17],@Dmenulist$[18],@Dmenulist$[19],@Dmenulist$[20],@Dmenulist$[21],@Dmenulist$[22],@Dmenulist$[23],@Dmenulist$[24],@Dmenulist$[25],@Dmenulist$[26],@Dmenulist$[27],@Dmenulist$[28],@Dmenulist$[29],@Dmenulist$[30],@Dmenulist$[31],@Dmenulist$[32],@Dmenulist$[33],@Dmenulist$[34]);

	if (@Dmenuref[@DWMenu-1] == 57005) goto L_end; // 57005='dead' in hex
	set @DwarpMenu, (@Dmenuref[@DWMenu-1]);
	callfunc "QWS_DLarray";

	next;
	mes "[Warpra]";
	mes "Please select where you want to go";

// Expected maximum is set to 18 items, if you have dungeons with more levels add more ",@DWLmenulist$[xx]"
	set @DWLMenu,select(@DWLmenulist$[0], @DWLmenulist$[1], @DWLmenulist$[2], @DWLmenulist$[3], @DWLmenulist$[4], @DWLmenulist$[5], @DWLmenulist$[6], @DWLmenulist$[7], @DWLmenulist$[8], @DWLmenulist$[9], @DWLmenulist$[10], @DWLmenulist$[11], @DWLmenulist$[12], @DWLmenulist$[13], @DWLmenulist$[14], @DWLmenulist$[15], @DWLmenulist$[16], @DWLmenulist$[17]);

	if (@DWLmenuref[@DWLMenu-1] == 57005) goto L_end; // 57005='dead' in hex

	set @Darrayref, @DWLmenuref[@DWLMenu-1];
	set @warpprice, @pDprice[@Dmenuref[@DWMenu-1]]+(getd(@pDfee$[@Dmenuref[@DWMenu-1]])*(@DDepth[@Darrayref]));

	if(Zeny<@warpprice) callsub L_Short_on_zeny,1;

	set Zeny, Zeny-(@warpprice);
	if ($QW_KPoint == 1) set RESRVPTS, RESRVPTS + (@warpprice/16);
	warp @DGat$[@Darrayref],@DXcoords[@Darrayref],@DYcoords[@Darrayref];
	close2;		// this part safegaurds against errors/typos
	set Zeny, Zeny+@pTprice[@Tmenuref[@DWMenu-1]];
	end;

//=============================Healing=============================

L_heal_Full:
	set @healfee, $QW_HF_PRICE;
	if(Zeny<@healfee) callsub L_Short_on_zeny,4;
	set Zeny, Zeny-@healfee;
	if ($QW_KPoint == 1) set RESRVPTS, RESRVPTS + (@healfee/500);
	next;
	mes "[Warpra]";
	mes "Close this window and I will Heal you.";
	close2;
	percentheal 100,100;
	end;

L_heal_Part:
	set @healchoice,select("Full heal","Health Points only","Skill Points only","Exit");
	if (@healchoice == 1) callsub PHeal,1,1;
	if (@healchoice == 2) callsub PHeal,1,0;
	if (@healchoice == 3) callsub PHeal,0,1;
	goto L_end;
	
PHeal:
	next;
	set @Hp, MaxHp-Hp;
	set @Sp, MaxSp-Sp;
	set @HpPrice, @hp*$QW_HP_H_PRICE;
	set @SpPrice, @sp*$QW_HP_S_PRICE;
	mes "[Warpra]";
	if(getarg(0) == 1) mes ""+@HpPrice+" Zeny for "+@Hp+" health points";
	if(getarg(1) == 1) mes ""+@SpPrice+" Zeny for "+@Sp+" skill points";
	set @total, @HpPrice+@SpPrice;
	mes "for a total of "+@total+" zeny";
    	if (select("Heal me","Let me see the choices again")==2) goto L_heal_Part;
    	
    	if(getarg(0) == 1)set @HpPrice, (MaxHp-Hp)*$QW_HP_H_PRICE;
	if(getarg(1) == 1)set @SpPrice, (MaxSp-Sp)*$QW_HP_S_PRICE;
	set @healfee, @HpPrice+@SpPrice;
	if (getarg(0) == 1)&&(getarg(1) == 1)&&(Zeny<@healfee) goto Zeny_Short_Both;
	if (getarg(0) == 1)&&(Zeny<@healfee) goto Zeny_short_HP;
	if (getarg(1) == 1)&&(Zeny<@healfee) goto Zeny_short_SP;
	set Zeny, Zeny-@healfee;
	if (getarg(0) == 1)&&(getarg(1) == 1) percentheal 100,100;
	if (getarg(0) == 1) percentheal 100,0;
	if (getarg(1) == 1) percentheal 0,100;
	close;
	end;

Zeny_Short_Both:
	mes "[Warpra]";
	mes "choose another option, you can afford both.";
	mes "I can heal as much as you can afford too.";
	if (select("OK","Exit") == 2) goto L_end;
	goto PHeal;

Zeny_short_HP:
	mes "[Warpra]";
	mes "do you want me to partly heal your HP ?";
	if (select("Yes","No") == 2) goto L_end;
	set @Hp, Zeny/$QW_HP_H_PRICE;
    	set @HpPrice, @Hp*$QW_HP_H_PRICE;
    	if (@Hp == 1) mes "your not worth the effort";
    	if (@Hp == 1) goto L_end;
    	set Zeny, Zeny-@HpPrice;
	heal @Hp,0;
	close;
	end;
    	
	
Zeny_short_SP:
	mes "[Warpra]";
	mes "do you want me to partly heal your SP ?";
	if (select("Yes","No") == 2) goto L_end;
	set @Sp, Zeny/$QW_HP_S_PRICE;
    	set @SpPrice, @Sp*$QW_HP_S_PRICE;
    	if (@Sp == 1) mes "your not worth the effort";
    	if (@Sp == 1) goto L_end;
    	set Zeny, Zeny-@SpPrice;
	heal 0,@Sp;
	close;
	end;


//=============================Storage=============================

L_Storage:
	next;
	if(basicskillcheck() > 0 && getskilllv("NV_BASIC") < 6) goto L_StorageJBlow;
	set @fee, $QW_S_PRICE;
	if ($QW_S_PRICE == 60)&&(BaseJob == Job_Novice) set @fee, 30;
	if ($QW_S_PRICE == 60)&&(BaseJob != Job_Novice) set @fee, 60;
	if(Zeny<@fee) callsub L_Short_on_zeny,2;
	set Zeny, Zeny-@fee;
	if ($QW_KPoint == 1) set RESRVPTS, RESRVPTS + (@fee/5);

	mes "[Warpra]";
	mes "Close this window and i will open your storage.";

	callsub F_CheckKafCode;	//check your storage password thru kafra coding, if set

	close2;
	openstorage;
	end;

F_CheckKafCode:
	if(#kafra_code==0) return;
	mes "Enter your storage password:";
	set @code_,0;
	input @code_;
	if(@code_ != #kafra_code) {
		dispbottom "Wrong storage password.";
		close;
	}
	set @kafcode_try,0;
	set @code_,0;
	return;

L_StorageJBlow:
	mes "[Warpra]";
	mes "I am sorry but you have to be at least Novice level 6 if you want to use the storage.";
	return;

L_GStorage:
	if(@GID==0) goto L_NoGuild;
	if(Zeny<$QW_GS_PRICE) callsub L_Short_on_zeny,3;
	set Zeny, Zeny-$QW_GS_PRICE;
	if ($QW_KPoint == 1) set RESRVPTS, RESRVPTS + ($QW_GS_PRICE/5);
	next;
	mes "[Warpra]";
	mes "Close this window and i will open the ^5533FF" + GetGuildName(@GID) + "^000000 storage.";
	close2;
	guildopenstorage;
	end;

L_NoGuild:
	next;
	mes "[Warpra]";
	mes "You are not a part of a guild I can't help you.";
	close;
	end;
	
L_end:
	close;
	end;

//============================Few=Warp=============================
L_FewWarps:
	next;
	mes "[Warpra ]";
	mes "You need to unlock locations before they come available to you.";
	mes "To unlock a location talk to my colleagues all over the world.";
	mes "Each account got it's own stamp card.";
	mes "Want me to check what stamps you have collected so far ?.";
	if (select("Yes","No")==1) callsub stampcard;
	close;
	end;


//============================No=Unlock============================

L_NoUnlock:
	next;
	mes "[Warpra ]";
	mes "I don't unlock this location, my assistant deeper in the dungeon will unlock this place.";
	close;
	end;
	
//=========================Short=On=Zeny===========================
L_Short_on_zeny:
	next;
	if (getarg(0) == 0) mes "you don't seem to have "+@pTprice[@Tmenuref[@TWMenu-1]]+" zeny, to pay for the warp fee to "+@pTmenuitems$[@Tmenuref[@TWMenu-1]]+"";
	if (getarg(0) == 1) mes "you don't seem to have "+@warpprice+" zeny, to pay for the warp fee to "+@DLevelName$[@DWLmenuref[@DWLMenu-1]]+" at "+@pDmenuitems$[@Dmenuref[@DWMenu-1]]+"";
	if (getarg(0) == 2) mes "you don't seem to have "+@fee+" zeny, to pay for the storage fee";
	if (getarg(0) == 3) mes "you don't seem to have "+$QW_GS_PRICE+" zeny, to pay for the guild storage fee";
	if (getarg(0) == 4) mes "you don't seem to have "+@healfee+" zeny, to pay for your healing";
	close;
	end;
	
//===========================Stamp=Card============================
stampcard:
// Counting of the ammount of places you have unlocked
	next;
	mes "Let me check what Towns you have";

	callfunc "QWS_TownStamps";

	mes "you collected^00FF00 "+@Tstamp+" of "+@MaxTstamp+" ^000000Towns.";
	if (@Tstamp == 15) mes "They say there is an island you can only get to when married";
	if (@Tstamp == 15) emotion 18;
	next;
	
	mes "Let me check what dungeons you have";

	callfunc "QWS_DungeonStamps";

	mes "you collected^00FF00 "+@Dstamp+" of "+@MaxDstamp+" ^000000Dungeons";
	mes "To unlock a dungeon, search for my colleague.";
	mes "You can usually find them near the middle or end of the dungeon";
	return;
}

function	script	QWS_TownStamps	{
	set @Tstamp,0;
	set @MaxTstamp,21; //maximum number of towns
	set @binvalue,1;
	set @Tstamploop,0;
	do {
	if ((@binvalue & ##QWS_T_Unlock) == @binvalue) set @Tstamp,@Tstamp+1;

	set @binvalue, @binvalue *2;
	set @Tstamploop, @Tstamploop + 1;

}while (@Tstamploop < @MaxTstamp);
return;
}

function	script	QWS_DungeonStamps	{
	set @Dstamp,0;
	set @MaxDstamp,29; //maximum number of dungeons
	set @binvalue,1;
	set @Dstamploop,0;
	do {
	if ((@binvalue & ##QWS_D_Unlock) == @binvalue) set @Dstamp,@Dstamp+1;

	set @binvalue, @binvalue *2;
	set @Dstamploop, @Dstamploop + 1;

}while (@Dstamploop < @MaxDstamp);
return;
}

//======================Main=Menu=Array============================

function	script	QWS_MMarray	{

// Currently 9 items

	setarray @pMmenuitems$[0], "GameMaster Menu", $QW_SP_Warpname$, "Warp to Towns", "Warp to Dungeons", "Why so few Warps ?", "Why don't you Unlock this location ?", "Heal", "Heal", "Storage", "Guild Storage", "Cancel";
	set @Mi,0; // That's our loop counter.
	set @Mj,0; // That's the menu lines counter.
//----------------GameMaster-Menu
	if (getgmlevel()>= 80) set @Mmenulist$[@Mj],@pMmenuitems$[@Mi];
	if (getgmlevel()>= 80) set @Mmenuref[@Mj],@Mi;
	if (getgmlevel()>= 80) set @Mj,@Mj+1;
	set @Mi,@Mi+1;
//----------------Special-Warp
	callfunc "QWS_TownStamps";
	callfunc "QWS_DungeonStamps";
	if (@Tstamp == @MaxTstamp)&&(@Dstamp == @MaxDstamp)&&($QW_SP_WarpMap$ != "") {
	set @Mmenulist$[@Mj],@pMmenuitems$[@Mi];
	set @Mmenuref[@Mj],@Mi;
	set @Mj,@Mj+1;
	}
	set @Mi,@Mi+1;	
//----------------Town-Warp
	if ($QW_TW_OFF == 0) set @Mmenulist$[@Mj],@pMmenuitems$[@Mi];
	if ($QW_TW_OFF == 0) set @Mmenuref[@Mj],@Mi;
	if ($QW_TW_OFF == 0) set @Mj,@Mj+1;
	set @Mi,@Mi+1;
//----------------Dungeon-Warp
	if ($QW_DW_OFF == 0) set @Mmenulist$[@Mj],@pMmenuitems$[@Mi];
	if ($QW_DW_OFF == 0) set @Mmenuref[@Mj],@Mi;
	if ($QW_DW_OFF == 0) set @Mj,@Mj+1;
	set @Mi,@Mi+1;
//----------------Why-So-Few-Warps
	set @Mmenulist$[@Mj],@pMmenuitems$[@Mi];
	set @Mmenuref[@Mj],@Mi;
	set @Mj,@Mj+1;
	set @Mi,@Mi+1;
//----------------No-Unlock
	if (getarg(0) == 1) set @Mmenulist$[@Mj],@pMmenuitems$[@Mi];
	if (getarg(0) == 1) set @Mmenuref[@Mj],@Mi;
	if (getarg(0) == 1) set @Mj,@Mj+1;
	set @Mi,@Mi+1;
//----------------Healfull
	if ($QW_HF == 1) set @Mmenulist$[@Mj],@pMmenuitems$[@Mi];
	if ($QW_HF == 1) set @Mmenuref[@Mj],@Mi;
	if ($QW_HF == 1) set @Mj,@Mj+1;
	set @Mi,@Mi+1;
//----------------Healpart
	if ($QW_HP == 1) set @Mmenulist$[@Mj],@pMmenuitems$[@Mi];
	if ($QW_HP == 1) set @Mmenuref[@Mj],@Mi;
	if ($QW_HP == 1) set @Mj,@Mj+1;
	set @Mi,@Mi+1;
//----------------Storage
	if ($QW_Stor == 1) set @Mmenulist$[@Mj],@pMmenuitems$[@Mi];
	if ($QW_Stor == 1) set @Mmenuref[@Mj],@Mi;
	if ($QW_Stor == 1) set @Mj,@Mj+1;
	set @Mi,@Mi+1;
//----------------GuildStorage
	if ($QW_GStor == 1) set @Mmenulist$[@Mj],@pMmenuitems$[@Mi];
	if ($QW_GStor == 1) set @Mmenuref[@Mj],@Mi;
	if ($QW_GStor == 1) set @Mj,@Mj+1;
	set @Mi,@Mi+1;
//----------------Cancel
	set @Mmenulist$[@Mj],@pMmenuitems$[@Mi];
	set @Mmenuref[@Mj],@Mi;
	return;
	}



//======================Town=Menu=Array============================

//----------------Prontera // I do this to find back sections quickly altho almost the same name is a line below it now
//	setarray @pTmenuitems$[@Ti], "Prontera"; // Name of Town shown in Town select Menu
//	setarray @pTprice[@Ti], $QW_BW_PRICE; // warp prices (Basic ($QW_BW_PRICE), Advanced ($QW_AW_PRICE), Overseas $QW_OW_PRICE)
//
//	setarray @pTmap$[@Ti], "prontera"; // mapfilename of town
//	setarray @pTXcoords[@Ti], 156; // X warp coords
//	setarray @pTYcoords[@Ti], 187; // Y warp coords
//
//	QWS_Make_Town_Menu XXX;
//
// the full wap commands send out by this script for these example would be
//warp example_01 123 123
//
//  use the same XXX number as you used when making your own town warpra
//  Read below how
//
// example:
//
//syntax:
//mapname,xcoord,ycoord,directionfacing	script	Name of NPC	NPC-ID,{
//
// Full example using fake map & coords
//
//example_01,213,213,4	script	Warpra	112,{
//	callfunc "QWS_Town_Warpra",XXX,"A FAKE TOWN FOR EXAMPLE";
//	close;
//	}
// use a free number for XXX, last used is 20, for Yuno

function	script	QWS_Tarray	{
	function QWS_Make_Town_Menu;

	set @Ti,0; // That's our loop counter.
	set @Tj,0; // That's the menu lines counter.
//----------------Prontera
	setarray @pTmenuitems$[@Ti], "Prontera";
	setarray @pTprice[@Ti], $QW_BW_PRICE;

	setarray @pTmap$[@Ti], "prontera";
	setarray @pTXcoords[@Ti], 156;
	setarray @pTYcoords[@Ti], 187;

	QWS_Make_Town_Menu 0;
//----------------Alberta
	setarray @pTmenuitems$[@Ti], "Alberta";
	setarray @pTprice[@Ti], $QW_BW_PRICE;

	setarray @pTmap$[@Ti], "alberta";
	setarray @pTXcoords[@Ti], 27;
	setarray @pTYcoords[@Ti], 236;

	QWS_Make_Town_Menu 1;
//----------------Aldebaran
	setarray @pTmenuitems$[@Ti], "Aldebaran";
	setarray @pTprice[@Ti], $QW_AW_PRICE;

	setarray @pTmap$[@Ti], "aldebaran";
	setarray @pTXcoords[@Ti], 145;
	setarray @pTYcoords[@Ti], 120;

	QWS_Make_Town_Menu 2;
//----------------Amatsu:
	setarray @pTmenuitems$[@Ti], "Amatsu";
	setarray @pTprice[@Ti], $QW_OW_PRICE;

	setarray @pTmap$[@Ti], "amatsu";
	setarray @pTXcoords[@Ti], 197;
	setarray @pTYcoords[@Ti], 86;

	QWS_Make_Town_Menu 3;
//----------------Ayothaya:
	setarray @pTmenuitems$[@Ti], "Ayothaya";
	setarray @pTprice[@Ti], $QW_OW_PRICE;

	setarray @pTmap$[@Ti], "ayothaya";
	setarray @pTXcoords[@Ti], 150;
	setarray @pTYcoords[@Ti], 57;

	QWS_Make_Town_Menu 4;
//----------------Comodo:
	setarray @pTmenuitems$[@Ti], "Comodo";
	setarray @pTprice[@Ti], $QW_AW_PRICE;

	setarray @pTmap$[@Ti], "comodo";
	setarray @pTXcoords[@Ti], 188;
	setarray @pTYcoords[@Ti], 161;

	QWS_Make_Town_Menu 5;
//----------------Einbech:
	setarray @pTmenuitems$[@Ti], "Einbech";
	setarray @pTprice[@Ti], $QW_AW_PRICE;

	setarray @pTmap$[@Ti], "einbech";
	setarray @pTXcoords[@Ti], 172;
	setarray @pTYcoords[@Ti], 126;

	QWS_Make_Town_Menu 6;
//----------------Einbroch:
	setarray @pTmenuitems$[@Ti], "Einbroch";
	setarray @pTprice[@Ti], $QW_AW_PRICE;

	setarray @pTmap$[@Ti], "einbroch";
	setarray @pTXcoords[@Ti], 230;
	setarray @pTYcoords[@Ti], 191;

	QWS_Make_Town_Menu 7;
//----------------Geffen:
	setarray @pTmenuitems$[@Ti], "Geffen";
	setarray @pTprice[@Ti], $QW_BW_PRICE;

	setarray @pTmap$[@Ti], "geffen";
	setarray @pTXcoords[@Ti], 119;
	setarray @pTYcoords[@Ti], 66;

	QWS_Make_Town_Menu 8;
//----------------Gonryun:
	setarray @pTmenuitems$[@Ti], "Gonryun";
	setarray @pTprice[@Ti], $QW_OW_PRICE;

	setarray @pTmap$[@Ti], "gonryun";
	setarray @pTXcoords[@Ti], 150;
	setarray @pTYcoords[@Ti], 130;

	QWS_Make_Town_Menu 9;
//----------------Hugel:
	setarray @pTmenuitems$[@Ti], "Hugel";
	setarray @pTprice[@Ti], $QW_AW_PRICE;

	setarray @pTmap$[@Ti], "hugel";
	setarray @pTXcoords[@Ti], 95;
	setarray @pTYcoords[@Ti], 121;

	QWS_Make_Town_Menu 10;
//----------------Izlude:
	setarray @pTmenuitems$[@Ti], "Izlude";
	setarray @pTprice[@Ti], $QW_BW_PRICE;

	setarray @pTmap$[@Ti], "izlude";
	setarray @pTXcoords[@Ti], 128;
	setarray @pTYcoords[@Ti], 111;

	QWS_Make_Town_Menu 11;
//----------------Jawaii:
	setarray @pTmenuitems$[@Ti], "Jawaii";
	setarray @pTprice[@Ti], $QW_AW_PRICE;

	setarray @pTmap$[@Ti], "jawaii";
	setarray @pTXcoords[@Ti], 243;
	setarray @pTYcoords[@Ti], 115;

	QWS_Make_Town_Menu 12;
//----------------Lighthalzen:
	setarray @pTmenuitems$[@Ti], "Lighthalzen";
	setarray @pTprice[@Ti], $QW_AW_PRICE;

	setarray @pTmap$[@Ti], "lighthalzen";
	setarray @pTXcoords[@Ti], 158;
	setarray @pTYcoords[@Ti], 110;

	QWS_Make_Town_Menu 13;
//----------------Louyang:
	setarray @pTmenuitems$[@Ti], "Louyang";
	setarray @pTprice[@Ti], $QW_OW_PRICE;

	setarray @pTmap$[@Ti], "louyang";
	setarray @pTXcoords[@Ti], 210;
	setarray @pTYcoords[@Ti], 108;

	QWS_Make_Town_Menu 14;
//----------------Lutie
	setarray @pTmenuitems$[@Ti], "Lutie";
	setarray @pTprice[@Ti], $QW_AW_PRICE;

	setarray @pTmap$[@Ti], "xmas";
	setarray @pTXcoords[@Ti], 148;
	setarray @pTYcoords[@Ti], 131;

	QWS_Make_Town_Menu 15;
//----------------Morroc:
	setarray @pTmenuitems$[@Ti], "Morroc";
	setarray @pTprice[@Ti], $QW_BW_PRICE;

	setarray @pTmap$[@Ti], "morocc";
	setarray @pTXcoords[@Ti], 159;
	setarray @pTYcoords[@Ti], 93;

	QWS_Make_Town_Menu 16;
//----------------Niflheim:
	setarray @pTmenuitems$[@Ti], "Niflheim";
	setarray @pTprice[@Ti], $QW_AW_PRICE;

	setarray @pTmap$[@Ti], "niflheim";
	setarray @pTXcoords[@Ti], 195;
	setarray @pTYcoords[@Ti], 186;

	QWS_Make_Town_Menu 17;
//----------------Payon:
	setarray @pTmenuitems$[@Ti], "Payon";
	setarray @pTprice[@Ti], $QW_BW_PRICE;

	setarray @pTmap$[@Ti], "payon";
	setarray @pTXcoords[@Ti], 152;
	setarray @pTYcoords[@Ti], 75;

	QWS_Make_Town_Menu 18;
//----------------Umbala:
	setarray @pTmenuitems$[@Ti], "Umbala";
	setarray @pTprice[@Ti], $QW_AW_PRICE;

	setarray @pTmap$[@Ti], "umbala";
	setarray @pTXcoords[@Ti], 130;
	setarray @pTYcoords[@Ti], 130;

	QWS_Make_Town_Menu 19;
//----------------Yuno:
	setarray @pTmenuitems$[@Ti], "Yuno";
	setarray @pTprice[@Ti], $QW_AW_PRICE;

	setarray @pTmap$[@Ti], "yuno";
	setarray @pTXcoords[@Ti], 160;
	setarray @pTYcoords[@Ti], 168;

	QWS_Make_Town_Menu 20;
//----------------Cancel
	setarray @pTmenuitems$[@Ti], "Cancel";
	setarray @pTprice[@Ti], 0;

	set @Tmenulist$[@Tj],@pTmenuitems$[@Ti];
	set @Tmenuref[@Tj],57005; // 57005='dead' in hex
	return;


//----------------Make Town Menu Function

function	QWS_Make_Town_Menu	{
	set @temptownmenubin,1;
	if (getarg(0) == 0) goto menu_item;
	set @templooptownmenu,0;
	do {
		set @temptownmenubin, @temptownmenubin * 2;
		set @templooptownmenu, @templooptownmenu + 1;
		}while (getarg(0) > @templooptownmenu);
// check marker and make menu item
menu_item:
	if ((@temptownmenubin & ##QWS_T_Unlock) != @temptownmenubin) {
	set @Ti,@Ti+1;
	return;
	}
	if (@pTprice[@Ti] != 0)&&($QW_MapUserShow == 0) set @Tmenulist$[@Tj], @pTmenuitems$[@Ti]+" -> "+@pTprice[@Ti];
	if (@pTprice[@Ti] == 0)&&($QW_MapUserShow == 0) set @Tmenulist$[@Tj], @pTmenuitems$[@Ti];
	if (@pTprice[@Ti] != 0)&&($QW_MapUserShow == 1) set @Tmenulist$[@Tj], @pTmenuitems$[@Ti]+" ["+getmapusers(@pTmap$[@Ti])+"]"+" -> "+@pTprice[@Ti];
	if (@pTprice[@Ti] == 0)&&($QW_MapUserShow == 1) set @Tmenulist$[@Tj], @pTmenuitems$[@Ti]+" ["+getmapusers(@pTmap$[@Ti])+"]";
	set @Tmenuref[@Tj],@Ti;
	set @Tj,@Tj+1;
	set @Ti,@Ti+1;
	return;

}
}

//====================Dungeon=Menu=Arrays==========================

//----------------A FAKE DUNGEON FOR EXAMPLE // I do this to find back sections quickly altho almost the same name is a line below it now
//	setarray @pDmenuitems$[@Di], "Fake Dungeon"; // Name of Dungeon shown in Dungeon select Menu
//	setarray @pDprice[@Di], $QW_BW_PRICE; // warp prices (Basic ($QW_BW_PRICE), Advanced ($QW_AW_PRICE), Overseas $QW_OW_PRICE)
//	setarray @pDfee$[@Di], "$QW_BW_FEE"; // Identifyer for the Dungeon fee caluclation (Basic ("$QW_BW_FEE"), Advanced ("$QW_AW_FEE"), Overseas ("$QW_OW_FEE")) please use setting in relation with option above (Don't forget "")
//	setarray @DLevels[@Di], 2; //number of levels in dungeon (very important if set to high will shift all leveldata!!)
//
//	setarray @DGat$[@Dref], "example_01", "example_02"; // mapfilename of dungeon level
//	setarray @DLevelName$[@Dref], "Example Level 1", "Example Level 2"; // level name shown in dungeon level select
//	setarray @DXcoords[@Dref], 123, 234; // X warp coords
//	setarray @DYcoords[@Dref], 123, 234;// Y warp coords
//	setarray @DDepth[@Dref], 0, 1; // relative depth to entrance to calculate extra warp fee
//
//	QWS_Make_Dungeon_Menu XXX
//
// the full wap commands send out by this scripts for these examples would be
// for Example Level 1:
//warp example_01 123 123
//
// for Example Level 2:
//warp example_02 234 234
//
//  use the same XXX number as you used when making your own dungeon unlocker (Warpra Helper) inside the dungeon
//  (usually half way near a warp to next level)
//  Read below how
//
// example:
//
//syntax:
//mapname,xcoord,ycoord,directionfacing	script	Name of NPC	NPC-ID,{
//
// Full example using fake map & coords
//
//example_01,213,213,4	script	Warpra Helper	112,{
//	callfunc "QWS_Dungeon_Warpra",XXX,"A FAKE DUNGEON FOR EXAMPLE";
//	close;
//	}
// use a free number for XXX, last used is 28, for Kiel Dungeon

function	script	QWS_Darray	{
	function QWS_Make_Dungeon_Menu;

	set @Di,0;
	set @Dj,0;
	set @Dref,0;
//----------------ABYSS LAKE
	setarray @pDmenuitems$[@Di], "Abyss Lake";
	setarray @pDprice[@Di], $QW_AW_PRICE;
	setarray @pDfee$[@Di], "$QW_AW_FEE";
	setarray @DLevels[@Di], 3;

	setarray @DGat$[@Dref], "abyss_01", "abyss_02", "abyss_03";
	setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3";
	setarray @DXcoords[@Dref], 265, 275, 116;
	setarray @DYcoords[@Dref], 273, 270, 27;
	setarray @DDepth[@Dref], 0, 1, 2;

	QWS_Make_Dungeon_Menu 0;

//----------------AMATSU DUNGEON
	setarray @pDmenuitems$[@Di], "Amatsu Dungeon";
	setarray @pDprice[@Di], $QW_OW_PRICE;
	setarray @pDfee$[@Di], "$QW_OW_FEE";
	setarray @DLevels[@Di], 3;

	setarray @DGat$[@Dref], "ama_dun01", "ama_dun02", "ama_dun03";
	setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3";
	setarray @DXcoords[@Dref], 227, 32, 119;
	setarray @DYcoords[@Dref], 10, 43, 15;
	setarray @DDepth[@Dref], 0, 1, 2;

	QWS_Make_Dungeon_Menu 1;

//----------------ANT HELL
	setarray @pDmenuitems$[@Di], "Ant Hell Dungeon"; 
	setarray @pDprice[@Di], $QW_BW_PRICE;
	setarray @pDfee$[@Di], "$QW_BW_FEE";
	setarray @DLevels[2], 2;

	setarray @DGat$[@Dref], "anthell01", "anthell02";
	setarray @DLevelName$[@Dref], "Level 1", "Level 2";
	setarray @DXcoords[@Dref], 32, 34;
	setarray @DYcoords[@Dref], 262, 263;
	setarray @DDepth[@Dref], 0, 1;

	QWS_Make_Dungeon_Menu 2;

//----------------AYOTAYA
	setarray @pDmenuitems$[@Di], "Ayotaya Dungeon";
	setarray @pDprice[@Di], $QW_OW_PRICE;
	setarray @pDfee$[@Di], "$QW_OW_FEE";
	setarray @DLevels[3], 2;

	setarray @DGat$[@Dref], "ayo_dun01", "ayo_dun02";
	setarray @DLevelName$[@Dref], "Level 1", "Level 2";
	setarray @DXcoords[@Dref], 275, 150;
	setarray @DYcoords[@Dref], 17, 13;
	setarray @DDepth[@Dref], 0, 1;

	QWS_Make_Dungeon_Menu 3;

//----------------BYALAN
	setarray @pDmenuitems$[@Di], "Byalan Dungeon";
	setarray @pDprice[@Di], $QW_BW_PRICE;
	setarray @pDfee$[@Di], "$QW_BW_FEE";
	setarray @DLevels[4], 5;

	setarray @DGat$[@Dref], "iz_dun00", "iz_dun01", "iz_dun02", "iz_dun03", "iz_dun04";
	setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3", "Level 4", "Level 5";
	setarray @DXcoords[@Dref], 168, 41, 236, 32, 26;
	setarray @DYcoords[@Dref], 168, 37, 204, 63, 27;
	setarray @DDepth[@Dref], 0, 1, 2, 3, 4;

	QWS_Make_Dungeon_Menu 4;

//----------------CLOCK TOWER
	setarray @pDmenuitems$[@Di], "Clock Tower Dungeon";
	setarray @pDprice[@Di], $QW_AW_PRICE;
	setarray @pDfee$[@Di], "$QW_AW_FEE";
	setarray @DLevels[5], 8;

	setarray @DGat$[@Dref], "c_tower1", "c_tower2", "c_tower3", "c_tower4", "alde_dun01", "alde_dun02", "alde_dun03", "alde_dun04";
	setarray @DLevelName$[@Dref], "Clock Tower Level 1", "Clock Tower Level 2", "Clock Tower Level 3", "Clock Tower Level 4", "Basement 1F", "Basement 2F", "Basement 3F", "Basement 4F";
	setarray @DXcoords[@Dref], 200, 268, 64, 32, 197, 262, 276, 122;
	setarray @DYcoords[@Dref], 163, 26, 148, 63, 25, 41, 53, 125;
	setarray @DDepth[@Dref], 0, 1, 2, 3, 1, 2, 3, 4;

	QWS_Make_Dungeon_Menu 5;

//----------------COAL MINE
	setarray @pDmenuitems$[@Di], "Coal Mine Dungeon";
	setarray @pDprice[@Di], $QW_AW_PRICE;
	setarray @pDfee$[@Di], "$QW_AW_FEE";
	setarray @DLevels[6], 3;

	setarray @DGat$[@Dref], "mjo_dun01", "mjo_dun02", "mjo_dun03";
	setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3";
	setarray @DXcoords[@Dref], 52, 381, 302;
	setarray @DYcoords[@Dref], 17, 343, 261;
	setarray @DDepth[@Dref], 0, 1, 2;

	QWS_Make_Dungeon_Menu 6;

//----------------CULVERT
	setarray @pDmenuitems$[@Di], "Culvert Dungeon";
	setarray @pDprice[@Di], $QW_BW_PRICE;
	setarray @pDfee$[@Di], "$QW_BW_FEE";
	setarray @DLevels[7], 4;

	setarray @DGat$[@Dref], "prt_sewb1", "prt_sewb2", "prt_sewb3", "prt_sewb4";
	setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3", "Level 4";
	setarray @DXcoords[@Dref], 132, 19, 180, 100;
	setarray @DYcoords[@Dref], 248, 19, 169, 92;
	setarray @DDepth[@Dref], 0, 1, 2, 3;

	QWS_Make_Dungeon_Menu 7;

//----------------EINBECH DUNGEON
	setarray @pDmenuitems$[@Di], "Einbech Dungeon";
	setarray @pDprice[@Di], $QW_AW_PRICE;
	setarray @pDfee$[@Di], "$QW_AW_FEE";
	setarray @DLevels[8], 2;

	setarray @DGat$[@Dref], "ein_dun01", "ein_dun02";
	setarray @DLevelName$[@Dref], "Level 1", "Level 2";
	setarray @DXcoords[@Dref], 22, 292;
	setarray @DYcoords[@Dref], 14, 290;
	setarray @DDepth[@Dref], 0, 1;

	QWS_Make_Dungeon_Menu 8;

//----------------GEFENIA DUNGEON
	setarray @pDmenuitems$[@Di], "Gefenia Dungeon";
	setarray @pDprice[@Di], $QW_BW_PRICE;
	setarray @pDfee$[@Di], "$QW_BW_FEE";
	setarray @DLevels[9], 4;

	setarray @DGat$[@Dref], "gefenia01", "gefenia02", "gefenia03", "gefenia04";
	setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3", "Level 4";
	setarray @DXcoords[@Dref], 59, 201, 264, 33;
	setarray @DYcoords[@Dref], 167, 35, 236, 270;
	setarray @DDepth[@Dref], 0, 1, 2, 3;

	QWS_Make_Dungeon_Menu 9;

//----------------GEFFEN DUNGEON
	setarray @pDmenuitems$[@Di], "Geffen Dungeon";
	setarray @pDprice[@Di], $QW_BW_PRICE;
	setarray @pDfee$[@Di], "$QW_BW_FEE";
	setarray @DLevels[@Di], 4;

	setarray @DGat$[@Dref], "gef_dun00", "gef_dun01", "gef_dun02", "gef_dun03";
	setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3", "Level 4";
	setarray @DXcoords[@Dref], 104, 115, 106, 203;
	setarray @DYcoords[@Dref], 100, 236, 132, 200;
	setarray @DDepth[@Dref], 0, 1, 2, 3;

	QWS_Make_Dungeon_Menu 10;

//----------------GLAST HEIM
	setarray @pDmenuitems$[@Di], "Glast Heim Dungeon";
	setarray @pDprice[@Di], $QW_BW_PRICE;
	setarray @pDfee$[@Di], "$QW_BW_FEE";
	setarray @DLevels[@Di], 17;

	setarray @DGat$[@Dref], "glast_01", "gl_church", "gl_chyard", "gl_in01", "gl_cas01", "gl_cas02", "gl_knt01", "gl_knt02", "gl_prison", "gl_prison1", "gl_step", "gl_sew01", "gl_sew02", "gl_sew03", "gl_sew04", "gl_dun01", "gl_dun02";
	setarray @DLevelName$[@Dref], "Glast Heim Entrance", "St. Abbey", "Churchyard", "Inside Glast Heim", "Castle 1", "Castle 2", "Chivalry 1", "Chivalry 2", "Prison 1", "Prison 2", "Steps", "Sewers 1", "Sewers 2", "Sewers 3", "Sewers 4", "Lowest Cave 1", "Lowest Cave 2";
	setarray @DXcoords[@Dref], 370, 156, 147, 121, 199, 104, 150, 157, 14, 150, 117, 258, 108, 171, 68, 133, 224;
	setarray @DYcoords[@Dref], 300, 8, 15, 59, 29, 25, 10, 287, 70, 14, 124, 255, 291, 273, 277, 271, 274;
	setarray @DDepth[@Dref], 0, 1, 2, 1, 1, 2, 1, 2, 2, 3, 1, 4, 2, 3, 4, 5, 6;

	QWS_Make_Dungeon_Menu 11;

//----------------GONRYUN DUNGEON
	setarray @pDmenuitems$[@Di], "Gonryun Dungeon";
	setarray @pDprice[@Di], $QW_OW_PRICE;
	setarray @pDfee$[@Di], "$QW_OW_FEE";
	setarray @DLevels[@Di], 3;

	setarray @DGat$[@Dref], "gon_dun01", "gon_dun02", "gon_dun03";
	setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3";
	setarray @DXcoords[@Dref], 143, 17, 68;
	setarray @DYcoords[@Dref], 59, 114, 9;
	setarray @DDepth[@Dref], 0, 1, 2;

	QWS_Make_Dungeon_Menu 12;

//----------------HIDDEN DUNGEON
	setarray @pDmenuitems$[@Di], "Hidden Dungeon";
	setarray @pDprice[@Di], $QW_BW_PRICE;
	setarray @pDfee$[@Di], "$QW_BW_FEE";
	setarray @DLevels[@Di], 3;

	setarray @DGat$[@Dref], "prt_maze01", "prt_maze02", "prt_maze03";
	setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3";
	setarray @DXcoords[@Dref], 176, 94, 23;
	setarray @DYcoords[@Dref], 6, 19, 8;
	setarray @DDepth[@Dref], 0, 1, 2;

	QWS_Make_Dungeon_Menu 13;

//----------------JUPEROS CAVE
	setarray @pDmenuitems$[@Di], "Juperos Cave";
	setarray @pDprice[@Di], $QW_AW_PRICE;
	setarray @pDfee$[@Di], "$QW_AW_FEE";
	setarray @DLevels[@Di], 2;

	setarray @DGat$[@Dref], "juperos_01", "juperos_02";
	setarray @DLevelName$[@Dref], "Level 1", "Level 2";
	setarray @DXcoords[@Dref], 53, 36;
	setarray @DYcoords[@Dref], 247, 60;
	setarray @DDepth[@Dref], 0, 1;

	QWS_Make_Dungeon_Menu 14;

//----------------KIEL DUNGEON
	setarray @pDmenuitems$[@Di], "Kiel Dungeon";
	setarray @pDprice[@Di], $QW_AW_PRICE;
	setarray @pDfee$[@Di], "$QW_AW_FEE";
	setarray @DLevels[@Di], 2;

	setarray @DGat$[@Dref], "kh_dun01", "kh_dun02";
	setarray @DLevelName$[@Dref], "1st Floor", "2nd Floor";
	setarray @DXcoords[@Dref], 63, 42;
	setarray @DYcoords[@Dref], 10, 197;
	setarray @DDepth[@Dref], 0, 1;

	QWS_Make_Dungeon_Menu 28;

//----------------LIGHTHALZEN BIO LAB
	setarray @pDmenuitems$[@Di], "Lighthalzen Bio Lab";
	setarray @pDprice[@Di], $QW_AW_PRICE;
	setarray @pDfee$[@Di], "$QW_AW_FEE";
	setarray @DLevels[@Di], 3;

	setarray @DGat$[@Dref], "lhz_dun01", "lhz_dun02", "lhz_dun03";
	setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3";
	setarray @DXcoords[@Dref], 150, 150, 140;
	setarray @DYcoords[@Dref], 287, 18, 137;
	setarray @DDepth[@Dref], 0, 1, 2;

	QWS_Make_Dungeon_Menu 15;

//----------------LOUYANG DUNGEON
	setarray @pDmenuitems$[@Di], "Louyang Dungeon";
	setarray @pDprice[@Di], $QW_OW_PRICE;
	setarray @pDfee$[@Di], "$QW_OW_FEE";
	setarray @DLevels[@Di], 2;

	setarray @DGat$[@Dref], "lou_dun02", "lou_dun03";
	setarray @DLevelName$[@Dref], "Royal Tomb Level 1", "Royal Tomb Level 2";
	setarray @DXcoords[@Dref], 282, 165;
	setarray @DYcoords[@Dref], 20, 38;
	setarray @DDepth[@Dref], 0, 1;

	QWS_Make_Dungeon_Menu 16;

//----------------MAGMA DUNGEON
	setarray @pDmenuitems$[@Di], "Magma Dungeon";
	setarray @pDprice[@Di], $QW_AW_PRICE;
	setarray @pDfee$[@Di], "$QW_AW_FEE";
	setarray @DLevels[@Di], 2;

	setarray @DGat$[@Dref], "mag_dun01", "mag_dun02";
	setarray @DLevelName$[@Dref], "Level 1", "Level 2";
	setarray @DXcoords[@Dref], 126, 47;
	setarray @DYcoords[@Dref], 69, 32;
	setarray @DDepth[@Dref], 0, 1;

	QWS_Make_Dungeon_Menu 17;

//----------------ODIN TEMPLE
	setarray @pDmenuitems$[@Di], "Odin Temple";
	setarray @pDprice[@Di], $QW_AW_PRICE;
	setarray @pDfee$[@Di], "$QW_AW_FEE";
	setarray @DLevels[@Di], 1;

	setarray @DGat$[@Dref], "odin_tem01";
	setarray @DLevelName$[@Dref], "Level 1";
	setarray @DXcoords[@Dref], 96;
	setarray @DYcoords[@Dref], 145;
	setarray @DDepth[@Dref], 0;

	QWS_Make_Dungeon_Menu 18;

//----------------ORC DUNGEON
	setarray @pDmenuitems$[@Di], "Orc Dungeon";
	setarray @pDprice[@Di], $QW_BW_PRICE;
	setarray @pDfee$[@Di], "$QW_BW_FEE";
	setarray @DLevels[@Di], 2;

	setarray @DGat$[@Dref], "orcsdun01", "orcsdun02";
	setarray @DLevelName$[@Dref], "Level 1", "Level 2";
	setarray @DXcoords[@Dref], 32, 21;
	setarray @DYcoords[@Dref], 169, 185;
	setarray @DDepth[@Dref], 0, 1;

	QWS_Make_Dungeon_Menu 19;

//----------------PAYON DUNGEON
	setarray @pDmenuitems$[@Di], "Payon Dungeon";
	setarray @pDprice[@Di], $QW_BW_PRICE;
	setarray @pDfee$[@Di], "$QW_BW_FEE";
	setarray @DLevels[@Di], 5;

	setarray @DGat$[@Dref], "pay_dun00", "pay_dun01", "pay_dun02", "pay_dun03", "pay_dun04";
	setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3", "Level 4", "Level 5";
	setarray @DXcoords[@Dref], 22, 19, 19, 155, 201;
	setarray @DYcoords[@Dref], 180, 33, 63, 159, 204;
	setarray @DDepth[@Dref], 0, 1, 2, 3, 4;

	QWS_Make_Dungeon_Menu 20;

//----------------PYRAMIDS
	setarray @pDmenuitems$[@Di], "Pyramids Dungeon";
	setarray @pDprice[@Di], $QW_BW_PRICE;
	setarray @pDfee$[@Di], "$QW_BW_FEE";
	setarray @DLevels[@Di], 6;

	setarray @DGat$[@Dref], "moc_pryd01", "moc_pryd02", "moc_pryd03", "moc_pryd04", "moc_pryd05", "moc_pryd06";
	setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3", "Level 4", "Basement 1", "Basement 2";
	setarray @DXcoords[@Dref], 192, 10, 100, 181, 94, 192;
	setarray @DYcoords[@Dref], 9, 192, 92, 11, 96, 8;
	setarray @DDepth[@Dref], 0, 1, 2, 3, 1, 2;

	QWS_Make_Dungeon_Menu 21;

//----------------SPHINX
	setarray @pDmenuitems$[@Di], "Sphinx Dungeon";
	setarray @pDprice[@Di], $QW_BW_PRICE;
	setarray @pDfee$[@Di], "$QW_BW_FEE";
	setarray @DLevels[@Di], 5;

	setarray @DGat$[@Dref], "in_sphinx1", "in_sphinx2", "in_sphinx3", "in_sphinx4", "in_sphinx5";
	setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3", "Level 4", "Level 5";
	setarray @DXcoords[@Dref], 192, 149, 210, 10, 100;
	setarray @DYcoords[@Dref], 9, 81, 54, 222, 99;
	setarray @DDepth[@Dref], 0, 1, 2, 3, 4;

	QWS_Make_Dungeon_Menu 22;

//----------------SUNKEN SHIP
	setarray @pDmenuitems$[@Di], "Sunken Ship Dungeon";
	setarray @pDprice[@Di], $QW_BW_PRICE;
	setarray @pDfee$[@Di], "$QW_BW_FEE";
	setarray @DLevels[@Di], 2;

	setarray @DGat$[@Dref], "treasure01", "treasure02";
	setarray @DLevelName$[@Dref], "Level 1", "Level 2";
	setarray @DXcoords[@Dref], 69, 102;
	setarray @DYcoords[@Dref], 24, 27;
	setarray @DDepth[@Dref], 0, 1;

	QWS_Make_Dungeon_Menu 23;

//----------------THANATOS TOWER
	setarray @pDmenuitems$[@Di], "Thanatos Tower";
	setarray @pDprice[@Di], $QW_AW_PRICE;
	setarray @pDfee$[@Di], "$QW_AW_FEE";
	setarray @DLevels[@Di], 13;

	setarray @DGat$[@Dref], "tha_t01", "tha_t02", "tha_t03", "tha_t04", "tha_t05", "tha_t06", "tha_t07", "tha_t08", "tha_t09", "tha_t10", "tha_t11", "tha_t12", "thana_boss";
	setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3", "Level 4", "Level 5", "Level 6", "Level 7", "Level 8", "Level 9", "Level 10", "Level 11", "Level 12", "Thanatos Boss";
	setarray @DXcoords[@Dref], 150, 150, 220, 59, 62, 206, 35, 105, 88, 168, 90, 129, 85;
	setarray @DYcoords[@Dref], 35, 136, 158, 143, 11, 8, 166, 44, 145, 138, 36, 83, 76;
	setarray @DDepth[@Dref], 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12;

	QWS_Make_Dungeon_Menu 24;

//----------------TOY FACTORY
	setarray @pDmenuitems$[@Di], "Toy Factory Dungeon";
	setarray @pDprice[@Di], $QW_AW_PRICE;
	setarray @pDfee$[@Di], "$QW_AW_FEE";
	setarray @DLevels[@Di], 2;

	setarray @DGat$[@Dref], "xmas_dun01", "xmas_dun02";
	setarray @DLevelName$[@Dref], "Factory Warehouse", "Classifying Room";
	setarray @DXcoords[@Dref], 205, 129;
	setarray @DYcoords[@Dref], 16, 133;
	setarray @DDepth[@Dref], 0, 1;

	QWS_Make_Dungeon_Menu 25;

//----------------TURTLE ISTLAND
	setarray @pDmenuitems$[@Di], "Turtle Island Dungeon";
	setarray @pDprice[@Di], $QW_AW_PRICE;
	setarray @pDfee$[@Di], "$QW_AW_FEE";
	setarray @DLevels[@Di], 4;

	setarray @DGat$[@Dref], "tur_dun01", "tur_dun02", "tur_dun03", "tur_dun04";
	setarray @DLevelName$[@Dref], "Outside", "Level 1", "Level 2", "Level 3";
	setarray @DXcoords[@Dref], 161, 148, 132, 100;
	setarray @DYcoords[@Dref], 34, 256, 190, 192;
	setarray @DDepth[@Dref], 0, 0, 1, 2;

	QWS_Make_Dungeon_Menu 26;

//----------------UMBALA
	setarray @pDmenuitems$[@Di], "Umbala Dungeon";
	setarray @pDprice[@Di], $QW_OW_PRICE;
	setarray @pDfee$[@Di], "$QW_OW_FEE";
	setarray @DLevels[@Di], 3;

	setarray @DGat$[@Dref], "um_dun01", "um_dun02", "yggdrasil01";
	setarray @DLevelName$[@Dref], "Carpenter's Shop in The Tree", "Passage to a Foreign World", "Hvergelmir's Fountain";
	setarray @DXcoords[@Dref], 205, 48, 40;
	setarray @DYcoords[@Dref], 26, 30, 63;
	setarray @DDepth[@Dref], 0, 1, 2;

	QWS_Make_Dungeon_Menu 27;

//----------------Cancel
	setarray @pDmenuitems$[@Di], "Cancel";
	setarray @pDprice[@Di], 0;

	set @Dmenulist$[@Dj],@pDmenuitems$[@Di];
	set @Dmenuref[@Dj],57005; // 57005='dead' in hex
	return;


//----------------Make Dungeon Menu Function

function	QWS_Make_Dungeon_Menu	{
	set @tempdungeonmenubin,1;
	if (getarg(0) == 0) goto menu_item;
	set @temploopdungeonmenu,0;
	do {
		set @tempdungeonmenubin, @tempdungeonmenubin * 2;
		set @temploopdungeonmenu, @temploopdungeonmenu + 1;
		}while (getarg(0) > @temploopdungeonmenu);
// check marker and make menu item
menu_item:
	if ((@tempdungeonmenubin & ##QWS_D_Unlock) != @tempdungeonmenubin) {
	setarray @DLocRef[@Di], @Dref;
	set @Dref, @Dref+@DLevels[@Di];
	set @Di,@Di+1;
	return;
	}
	if ($QW_MapUserShow == 1) {
		set @tempmapusers,0;
		set @mapusersloop,0;
		do {
			set @tempmapusers,(getmapusers(@DGat$[@Dref+@mapusersloop]) + @tempmapusers);
			set @mapusersloop, (@mapusersloop + 1);
		}while (@DLevels[@Di] > @mapusersloop);
	if (@pDprice[@Di] != 0) set @Dmenulist$[@Dj], @pDmenuitems$[@Di]+" ["+@tempmapusers+"] -> "+@pDprice[@Di];
	if (@pDprice[@Di] == 0) set @Dmenulist$[@Dj], @pDmenuitems$[@Di]+" ["+@tempmapusers+"]";
	set @Dmenuref[@Dj],@Di;
	set @Dj,@Dj+1;
	setarray @DLocRef[@Di], @Dref;
	set @Dref, @Dref+@DLevels[@Di];
	set @Di,@Di+1;
	return;
	}
	if (@pDprice[@Di] != 0) set @Dmenulist$[@Dj], @pDmenuitems$[@Di]+" -> "+@pDprice[@Di];
	if (@pDprice[@Di] == 0) set @Dmenulist$[@Dj], @pDmenuitems$[@Di];
	set @Dmenuref[@Dj],@Di;
	set @Dj,@Dj+1;
	setarray @DLocRef[@Di], @Dref;
	set @Dref, @Dref+@DLevels[@Di];
	set @Di,@Di+1;
	return;

}
}

function	script	QWS_DLarray	{
//----------------Start building Menu
	set @DWref,@DLocRef[@DwarpMenu]; // That's our reference to the arrays with leveldata.
	set @DWi,0;  // That's our loop counter.
	set @DWj,0; // That's the menu lines counter.
	cleararray @DWLmenulist$[0],"",20; // Clearing the array to get rid off ghost items in menu
	do {
		if ($QW_DL == 0)||($QW_DDL >= @DDepth[@DWref]) {
			
			set @warpprice, (@pDprice[@DwarpMenu]+ (getd(@pDfee$[@DwarpMenu])*@DDepth[@DWref]));

			if (@warpprice != 0)&&($QW_MapUserShow == 0) set @DWLmenulist$[@DWj], @DLevelName$[@DWref]+" -> "+@warpprice;
			if (@warpprice == 0)&&($QW_MapUserShow == 0) set @DWLmenulist$[@DWj], @DLevelName$[@DWref];
			if (@warpprice != 0)&&($QW_MapUserShow == 1) set @DWLmenulist$[@DWj], @DLevelName$[@DWref]+" ["+getmapusers(@DGat$[@DWref])+"] -> "+@warpprice;
			if (@warpprice == 0)&&($QW_MapUserShow == 1) set @DWLmenulist$[@DWj], @DLevelName$[@DWref]+" ["+getmapusers(@DGat$[@DWref])+"]";
			set @DWLmenuref[@DWj],@DWref;
		
		set @DWj,@DWj+1;
		}
		set @DWref, @DWref+1;
		set @DWi,@DWi+1;
	}while	(@DWi < @DLevels[@DwarpMenu]);
	set @DWLmenulist$[@DWj], "Exit";
	set @DWLmenuref[@DWj],57005; // 57005='dead' in hex
	return;
	}
	

//=================Backwards=Compatibility=Pre=1.8=================

function	script	QWS_BackComp	{
// reference where i put the towns: "Prontera"[0], "Alberta"[1], "Aldebaran"[2], "Amatsu"[3], "Ayothaya"[4], "Comodo"[5], "Einbech"[6], "Einbroch"[7], "Geffen"[8], "Gonryun"[9], "Hugel"[10], "Izlude"[11], "Jawaii"[12], "Lighthalzen"[13], "Louyang"[14], "Lutie"[15], "Morroc"[16], "Niflheim"[17], "Payon"[18], "Umbala"[19], "Yuno"[20];
// reference where i put the dungeons: "Abyss Lake"[0], "Amatsu Dungeon"[1], "Ant Hell Dungeon"[2], "Ayotaya Dungeon"[3], "Byalan Dungeon"[4], "Clock Tower Dungeon"[5], "Coal Mine Dungeon"[6], "Culvert Dungeon"[7], "Einbech Dungeon"[8], "Gefenia Dungeon"[9], "Geffen Dungeon"[10], "Glast Heim Dungeon"[11], "Gonryun Dungeon"[12], "Hidden Dungeon"[13], "Juperos Cave"[14], "Lighthalzen Bio Lab"[15], "Louyang Dungeon"[16], "Magma Dungeon"[17], "Odin Temple"[18], "Orc Dungeon"[19], "Payon Dungeon"[20], "Pyramids Dungeon"[21], "Sphinx Dungeon"[22], "Sunken Ship Dungeon"[23], "Thanatos Tower"[24], "Toy Factory Dungeon"[25], "Turtle Island Dungeon"[26], "Umbala Dungeon"[27], "Kiel Dungeon[28];
// also clears variables so that the account file variables can be used for something else variable 0 = variable delete on next save

// Towns
	set @towntemp,0;
	if (#prontera != 0) set @towntemp,@towntemp + 1;
	if (#alberta != 0) set @towntemp,@towntemp + 2;
	if (#aldebaran != 0) set @towntemp,@towntemp + 4;
	if (#amatsu != 0) set @towntemp,@towntemp + 8;
	if (#ayotaya != 0) set @towntemp,@towntemp + 16;
	if (#comodo != 0) set @towntemp,@towntemp + 32;
	if (#einbech != 0) set @towntemp,@towntemp + 64;
	if (#einbroch != 0) set @towntemp,@towntemp + 128;
	if (#geffen != 0) set @towntemp,@towntemp + 256;
	if (#gonryun != 0) set @towntemp,@towntemp + 512;
	if (#hugel != 0) set @towntemp,@towntemp + 1024;
	if (#izlude != 0) set @towntemp,@towntemp + 2048;
	if (#jawaii != 0) set @towntemp,@towntemp + 4096;
	if (#lighthalzen != 0) set @towntemp,@towntemp + 8192;
	if (#louyang != 0) set @towntemp,@towntemp + 16384;
	if (#xmas != 0) set @towntemp,@towntemp + 32768;
	if (#morocc != 0) set @towntemp,@towntemp + 65536;
	if (#niflheim != 0) set @towntemp,@towntemp + 131072;
	if (#payon != 0) set @towntemp,@towntemp + 262144;
	if (#umbala != 0) set @towntemp,@towntemp + 524288;
	if (#yuno != 0) set @towntemp,@towntemp + 1048576;
// Clear Town variables
	set #prontera,0;
	set #alberta,0;
	set #aldebaran,0;
	set #amatsu,0;
	set #ayotaya,0;
	set #comodo,0;
	set #einbech,0;
	set #einbroch,0;
	set #geffen,0;
	set #gonryun,0;
	set #hugel,0;
	set #izlude,0;
	set #jawaii,0;
	set #lighthalzen,0;
	set #louyang,0;
	set #xmas,0;
	set #morocc,0;
	set #niflheim,0;
	set #payon,0;
	set #umbala,0;
	set #yuno,0;
// set Town warp unlock variable
set ##QWS_T_Unlock, (##QWS_T_Unlock | @towntemp);
 //because multiple account servers now stack on 1 variable i used a 'or' to stack them
// Dungeons
	set @dungeontemp,0;
	if (#abyss != 0) set @dungeontemp,@dungeontemp + 1;
	if (#ama_dun != 0) set @dungeontemp,@dungeontemp + 2;
	if (#anthell != 0) set @dungeontemp,@dungeontemp + 4;
	if (#ayotaya_dun != 0) set @dungeontemp,@dungeontemp + 8;
	if (#iz_dun != 0) set @dungeontemp,@dungeontemp + 16;
	if (#c_tower != 0) set @dungeontemp,@dungeontemp + 32;
	if (#mjo_dun != 0) set @dungeontemp,@dungeontemp + 64;
	if (#prt_sewb != 0) set @dungeontemp,@dungeontemp + 128;
	if (#einbech_dun != 0) set @dungeontemp,@dungeontemp + 256;
	if (#gefenia != 0) set @dungeontemp,@dungeontemp + 512;
	if (#gef_dun != 0) set @dungeontemp,@dungeontemp + 1024;
	if (#gl_dun != 0) set @dungeontemp,@dungeontemp + 2048;
	if (#gon_dun != 0) set @dungeontemp,@dungeontemp + 4096;
	if (#hid_dun != 0) set @dungeontemp,@dungeontemp + 8192;
	if (#juperos != 0) set @dungeontemp,@dungeontemp + 16384;
	if (#lighthalzen_dun != 0) set @dungeontemp,@dungeontemp + 32768;
	if (#louyang_dun != 0) set @dungeontemp,@dungeontemp + 65536;
	if (#mag_dun != 0) set @dungeontemp,@dungeontemp + 131072;
	if (#odintemple != 0) set @dungeontemp,@dungeontemp + 262144;
	if (#orcsdun != 0) set @dungeontemp,@dungeontemp + 524288;
	if (#pay_dun != 0) set @dungeontemp,@dungeontemp + 1048576;
	if (#moc_pryd != 0) set @dungeontemp,@dungeontemp + 2097152;
	if (#in_sphinx != 0) set @dungeontemp,@dungeontemp + 4194304;
	if (#treasure != 0) set @dungeontemp,@dungeontemp + 8388608;
	if (#thanatos_tower != 0) set @dungeontemp,@dungeontemp + 16777216;
	if (#xmas_dun != 0) set @dungeontemp,@dungeontemp + 33554432;
	if (#tur_dun != 0) set @dungeontemp,@dungeontemp + 67108864;
	if (#um_dun != 0) set @dungeontemp,@dungeontemp + 134217728;
// Clear Dungeon variables
	set #abyss,0;
	set #ama_dun,0;
	set #anthell,0;
	set #ayotaya_dun,0;
	set #iz_dun,0;
	set #c_tower,0;
	set #mjo_dun,0;
	set #prt_sewb,0;
	set #einbech_dun,0;
	set #gefenia,0;
	set #gef_dun,0;
	set #gl_dun,0;
	set #gon_dun,0;
	set #hid_dun,0;
	set #juperos,0;
	set #lighthalzen_dun,0;
	set #louyang_dun,0;
	set #mag_dun,0;
	set #odintemple,0;
	set #orcsdun,0;
	set #pay_dun,0;
	set #moc_pryd,0;
	set #in_sphinx,0;
	set #treasure,0;
	set #thanatos_tower,0;
	set #xmas_dun,0;
	set #tur_dun,0;
	set #um_dun,0;
// set Town warp unlock variable
set ##QWS_D_Unlock, (##QWS_D_Unlock | @dungeontemp);
//mark that this character has done the upgrade to 1.8
set ##QWS_UP,18;
return;
}


//===================Extra=Variable=Clear=Pre=1.8==================
function	script	Extra_Variable_Clear	{
// Clear Town variables
	set #prontera,0;
	set #alberta,0;
	set #aldebaran,0;
	set #amatsu,0;
	set #ayotaya,0;
	set #comodo,0;
	set #einbech,0;
	set #einbroch,0;
	set #geffen,0;
	set #gonryun,0;
	set #hugel,0;
	set #izlude,0;
	set #jawaii,0;
	set #lighthalzen,0;
	set #louyang,0;
	set #xmas,0;
	set #morocc,0;
	set #niflheim,0;
	set #payon,0;
	set #umbala,0;
	set #yuno,0;

// Clear Dungeon variables
	set #abyss,0;
	set #ama_dun,0;
	set #anthell,0;
	set #ayotaya_dun,0;
	set #iz_dun,0;
	set #c_tower,0;
	set #mjo_dun,0;
	set #prt_sewb,0;
	set #einbech_dun,0;
	set #gefenia,0;
	set #gef_dun,0;
	set #gl_dun,0;
	set #gon_dun,0;
	set #hid_dun,0;
	set #juperos,0;
	set #lighthalzen_dun,0;
	set #louyang_dun,0;
	set #mag_dun,0;
	set #odintemple,0;
	set #orcsdun,0;
	set #pay_dun,0;
	set #moc_pryd,0;
	set #in_sphinx,0;
	set #treasure,0;
	set #thanatos_tower,0;
	set #xmas_dun,0;
	set #tur_dun,0;
	set #um_dun,0;

// as the account based variables are limited just run this on every character to save some variables
set QWS_ExtraVARClear,18;
return;
}

//================Dungeon=Warpras=That=Only=Unlock=================

function	script	QWS_Dungeon_Warpra	{
	function QWS_D_getbin;
	function QWS_D_setbin;
	
	if ((QWS_D_getbin(getarg(0)) == 0) && (getarg(1) != "")) {
		mes "[Warpra]";
		mes getarg(1)+" unlocked!";
		QWS_D_setbin(getarg(0));
		return;
	} else if (QWS_D_getbin(getarg(0)) == 1){
		mes "[Warpra]";
		mes "Sorry I can only unlock this location.";
	} else
		debugmes "QWS_Dungeon_Warpra error, improper syntax ?";
		return;


function	QWS_D_setbin	{
	set @tempsetbindata,1;
	if (getarg(0) == 0) goto binset;
	set @temploopsetbin,0;
	do {
		set @tempsetbindata, @tempsetbindata * 2;
		set @temploopsetbin, @temploopsetbin + 1;
	} while (getarg(0) > @temploopsetbin);
binset:
	set ##QWS_D_Unlock,(##QWS_D_Unlock | @tempsetbindata);
	return;
}

function	QWS_D_getbin	{
	set @tempgetbindata,1;
	if (getarg(0) == 0) goto binget;
	set @temploopgetbin,0;
	do {
	set @tempgetbindata, @tempgetbindata * 2;
	set @temploopgetbin, @temploopgetbin + 1;
	} while (getarg(0) > @temploopgetbin);
binget:
	if ((@tempgetbindata & ##QWS_D_Unlock) == @tempgetbindata) return 1;
	return 0;
}
}

//==========================Town=Warpras===========================

function	script	QWS_Town_Warpra	{
	function QWS_T_getbin;
	function QWS_T_setbin;
	
	if ((QWS_T_getbin(getarg(0)) == 0) && (getarg(1) != "")) {
		mes "[Warpra]";
		mes getarg(1)+" unlocked!";
		QWS_T_setbin(getarg(0));
		return;
	} else if (QWS_T_getbin(getarg(0)) == 1){
callfunc "Q_Warpra",0;
	} else
		debugmes "QWS_Town_Warpra error, improper syntax ?";
		return;


function	QWS_T_setbin	{
	set @tempsetbindata,1;
	if (getarg(0) == 0) goto binset;
	set @temploopsetbin,0;
	do {
	set @tempsetbindata, @tempsetbindata * 2;
	set @temploopsetbin, @temploopsetbin + 1;
	} while (getarg(0) > @temploopsetbin);
binset:
	set ##QWS_T_Unlock,(##QWS_T_Unlock | @tempsetbindata);
	return;
}

function	QWS_T_getbin	{
	set @tempgetbindata,1;
	if (getarg(0) == 0) goto binget;
	set @temploopgetbin,0;
	do {
	set @tempgetbindata, @tempgetbindata * 2;
	set @temploopgetbin, @temploopgetbin + 1;
	} while (getarg(0) > @temploopgetbin);
binget:
	if ((@tempgetbindata & ##QWS_T_Unlock) == @tempgetbindata) return 1;
	return 0;
}
}
//============================Warpras==============================

alb2trea,73,101,4	script	Warpra#1	113,{
	callfunc "Q_Warpra",1;
}
ama_fild01,178,325,1	script	Warpra#2	113,{
	callfunc "Q_Warpra",1;
}
gef_fild10,71,339,4	script	Warpra#3	113,{
	callfunc "Q_Warpra",1;
}
izlu2dun,104,82,4	script	Warpra#4	113,{
	callfunc "Q_Warpra",1;
}
mjolnir_02,85,363,4	script	Warpra#5	113,{
	callfunc "Q_Warpra",1;
}
moc_fild04,207,331,4	script	Warpra#6	113,{
	callfunc "Q_Warpra",1;
}
moc_fild19,106,97,4	script	Warpra#7	113,{
	callfunc "Q_Warpra",1;
}
moc_ruins,64,166,4	script	Warpra#8	113,{
	callfunc "Q_Warpra",1;
}
niflheim,197,192,3	script	Warpra#9	113,{
	callfunc "Q_Warpra",1;
}
pay_arche,39,135,4	script	Warpra#10	113,{
	callfunc "Q_Warpra",1;
}
prt_fild05,273,215,4	script	Warpra#11	113,{
	callfunc "Q_Warpra",1;
}
tur_dun01,148,239,4	script	Warpra#12	113,{
	callfunc "Q_Warpra",1;
}
valkyrie,48,35,8	script	Warpra#13	113,{
	callfunc "Q_Warpra",1;
}
yuno_fild03,37,135,4	script	Warpra#14	113,{
	callfunc "Q_Warpra",1;
}

alberta,32,240,4	script	Warpra#15	113,{
	callfunc "QWS_Town_Warpra",1,"Alberta Town";
	close;
}
aldebaran,146,118,4	script	Warpra#16	113,{
	callfunc "QWS_Town_Warpra",2,"Aldebaran Town";
	close;
}
ayothaya,216,171,5	script	Warpra#17	113,{
	callfunc "QWS_Town_Warpra",4,"Ayotaya Town";
	close;
}
amatsu,193,81,1	script	Warpra#18	113,{
	callfunc "QWS_Town_Warpra",3,"Amatsu Town";
	close;
}
comodo,195,158,4	script	Warpra#19	113,{
	callfunc "QWS_Town_Warpra",5,"Comodo Town";
	close;
}
einbroch,229,196,5	script	Warpra#20	113,{
	callfunc "QWS_Town_Warpra",7,"Einbroch Town";
	close;
}
einbech,173,131,5	script	Warpra#21	113,{
	callfunc "QWS_Town_Warpra",6,"Einbech Town";
	close;
}
geffen,116,66,4	script	Warpra#22	113,{
	callfunc "QWS_Town_Warpra",8,"Geffen Town";
	close;
}
gonryun,152,130,4	script	Warpra#23	113,{
	callfunc "QWS_Town_Warpra",9,"Gonryun Town";
	close;
}
hugel,90,127,5	script	Warpra#24	113,{
	callfunc "QWS_Town_Warpra",10,"Hugel Town";
	close;
}
jawaii,107,182,5	script	Warpra#25	113,{
	callfunc "QWS_Town_Warpra",12,"Jawaii Town";
	close;
}
izlude,132,116,4	script	Warpra#26	113,{
	callfunc "QWS_Town_Warpra",11,"Izlude Town";
	close;
}
lighthalzen,153,100,5	script	Warpra#27	113,{
	callfunc "QWS_Town_Warpra",13,"Lighthalzen Town";
	close;
}
louyang,211,106,4	script	Warpra#28	113,{
	callfunc "QWS_Town_Warpra",14,"Louyang Town";
	close;
}
morocc,157,95,4	script	Warpra#29	113,{
	callfunc "QWS_Town_Warpra",16,"Morroc Town";
	close;
}
nif_fild01,319,77,1	script	Warpra#30	113,{
	callfunc "QWS_Town_Warpra",17,"Niflheim Town";
	close;
}
payon,183,110,4	script	Warpra#31	113,{
	callfunc "QWS_Town_Warpra",18,"Payon Town";
	close;
}
prontera,147,172,5	script	Warpra#32	113,{
	callfunc "QWS_Town_Warpra",0,"Prontera Town";
	close;
}
umbala,133,130,4	script	Warpra#33	113,{
	callfunc "QWS_Town_Warpra",19,"Umbala Town";
	close;
}
xmas,151,136,4	script	Warpra#34	113,{
	callfunc "QWS_Town_Warpra",15,"Lutie Town";
	close;
}
yuno,138,162,4	script	Warpra#35	113,{
	callfunc "QWS_Town_Warpra",20,"Yuno Town";
	close;
}

abyss_02,274,266,1	script	Warpra#36	113,{
	callfunc "QWS_Dungeon_Warpra",0,"Abyss Lake";
	close;
}

ama_dun02,192,118,5	script	Warpra Helper#1	112,{
	callfunc "QWS_Dungeon_Warpra",1,"Amatsu Dungeon";
	close;
}

anthell02,170,165,3	script	Warpra Helper#2	112,{
	callfunc "QWS_Dungeon_Warpra",2,"Ant Hell Dungeon";
	close;
}

ayo_dun02,258,193,5	script	Warpra Helper#3	112,{
	callfunc "QWS_Dungeon_Warpra",3,"Ayotaya Dungeon";
	close;
}

ein_dun02,292,282,1	script	Warpra Helper#4	112,{
	callfunc "QWS_Dungeon_Warpra",8,"Einbech Dungeon";
	close;
}

iz_dun03,202,47,2	script	Warpra Helper#5	112,{
	callfunc "QWS_Dungeon_Warpra",4,"Byalan Dungeon";
	close;
}

c_tower3,129,106,4	script	Warpra Helper#6	112,{
	callfunc "QWS_Dungeon_Warpra",5,"Clock Tower Dungeon";
	close;
}

mjo_dun02,39,25,4	script	Warpra Helper#7	112,{
	callfunc "QWS_Dungeon_Warpra",6,"Coal Mine Dungeon";
	close;
}

prt_sewb2,176,30,3	script	Warpra Helper#8	112,{
	callfunc "QWS_Dungeon_Warpra",7,"Culvert Dungeon";
	close;
}

gefenia03,137,34,0	script	Warpra Helper#9	112,{
	callfunc "QWS_Dungeon_Warpra",9,"Gefenia Dungeon";
	close;
}

gef_dun02,218,61,2	script	Warpra Helper#10	112,{
	callfunc "QWS_Dungeon_Warpra",10,"Gefen Dungeon";
	close;
}

glast_01,371,308,3	script	Warpra Helper#11	112,{
	callfunc "QWS_Dungeon_Warpra",11,"Glast Heim Dungeon";
	close;
}

gon_dun01,167,273,4	script	Warpra Helper#12	112,{
	callfunc "QWS_Dungeon_Warpra",12,"Gonryun Dungeon";
	close;
}

juperos_02,127,154,5	script	Warpra Helper#13	112,{
	callfunc "QWS_Dungeon_Warpra",14,"Juperos Cave";
	close;
}

kh_dun01,14,224,3	script	Warpra Helper#14	112,{
	callfunc "QWS_Dungeon_Warpra",28,"Kiel Dungeon";
	close;
}

lhz_dun02,156,151,5	script	Warpra Helper#15	112,{
	callfunc "QWS_Dungeon_Warpra",15,"Lighthalzen Bio Lab";
	close;
}

lou_dun02,168,264,4	script	Warpra Helper#16	112,{
	callfunc "QWS_Dungeon_Warpra",16,"Louyang Dungeon";
	close;
}

mag_dun02,46,41,3	script	Warpra Helper#17	112,{
	callfunc "QWS_Dungeon_Warpra",17,"Magma Dungeon";
	close;
}

odin_tem01,115,148,3	script	Warpra Helper#18	112,{
	callfunc "QWS_Dungeon_Warpra",18,"Odin Temple";
	close;
}

orcsdun01,185,11,3	script	Warpra Helper#19	112,{
	callfunc "QWS_Dungeon_Warpra",19,"Orc Dungeon";
	close;
}

pay_dun03,162,143,3	script	Warpra Helper#20	112,{
	callfunc "QWS_Dungeon_Warpra",20,"Payon Dungeon";
	close;
}

moc_pryd02,101,95,3	script	Warpra Helper#21	112,{
	callfunc "QWS_Dungeon_Warpra",21,"Pyramides Dungeon";
	close;
}

in_sphinx2,274,268,1	script	Warpra Helper#22	112,{
	callfunc "QWS_Dungeon_Warpra",22,"Sphinx Dungeon";
	close;
}

tha_t07,111,162,3	script	Warpra Helper#23	112,{
	callfunc "QWS_Dungeon_Warpra",24,"Thanatos Tower";
	close;
}

treasure02,104,40,3	script	Warpra Helper#24	112,{
	callfunc "QWS_Dungeon_Warpra",23,"Sunken Ship Dungeon";
	close;
}

xmas_dun02,124,131,3	script	Warpra Helper#25	112,{
	callfunc "QWS_Dungeon_Warpra",25,"Toy Factory Dungeon";
	close;
}

um_dun02,44,28,3	script	Warpra Helper#26	112,{
	callfunc "QWS_Dungeon_Warpra",27,"Umbala Dungeon";
	close;
}

tur_dun02,162,23,3	script	Warpra Helper#27	112,{
	callfunc "QWS_Dungeon_Warpra",26,"Turtle Island Dungeon";
	close;
}
prt_maze02,102,69,4	script	Warpra Helper#28	112,{
	callfunc "QWS_Dungeon_Warpra",13,"Hidden Dungeon";
	close;
}