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authorshennetsind <shennetsind@users.noreply.github.com>2013-10-24 09:27:15 -0700
committershennetsind <shennetsind@users.noreply.github.com>2013-10-24 09:27:15 -0700
commit418dd821c91ae19723a7b7b531e64b9c4565d555 (patch)
treeb361a1823a08e654e5969dcdea97da05f4f7cd90
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parente3afdc2af4c5e50c79237ee092e25f39b7428e47 (diff)
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Merge pull request #201 from Michieru/master
Super-Mega Thanks to Michieru! NPC Changelog (might be incomplete, did my best) - npc/battleground/bg_common.txt -- 1.4 Added GM management function. [Euphy] - npc/battleground/flavius/flavius01.txt -- 1.4 Label standardization. [Euphy] -- 1.5 Added GM management function. [Euphy] - npc/battleground/flavius/flavius02.txt -- 1.5 Label standardization. [Euphy] -- 1.6 Added GM management function. [Euphy] - npc/battleground/tierra/tierra01.txt -- 1.4 Label standardization. [Euphy] -- 1.5 Added GM management function. [Euphy] - npc/battleground/tierra/tierra02.txt -- 1.3 Label standardization. [Euphy] -- 1.4 Added GM management function. [Euphy] - npc/cities/ayothaya.txt -- 1.9 Updated Renewal warp coordinates. - npc/cities/izlude.txt -- 1.9a A part of Kylick's dialogue is Pre-Renewal only. [Euphy] - npc/cities/yuno.txt -- 1.5 Added Renewal coordinates for Payon and Izlude. [Euphy] - npc/events/bossnia.txt -- 1.2 Moved spawns and warps (by Masao) to this file. [Euphy] - npc/events/easter_2010.txt -- 1.0 First version. [Euphy] - npc/events/gdevent_aru.txt -- 1.2 Added GM management function. [Euphy] - npc/events/gdevent_sch.txt -- 1.2 Added GM management function. [Euphy] - npc/events/god_se_festival.txt -- 1.1 Added GM management function. [Euphy] - npc/jobs/2-2/rogue.txt -- impossible get a Gladius [3]. (bugreport:481) [Samuray22] - npc/jobs/2-2e/SoulLinker.txt -- 1.6 Updated to match the latest official script. [Euphy] - npc/kafras/kafras.txt -- 1.1a Fixed Pre-RE Call and some leftovers. [Lemongrass] -- 1.1b Enabled saving in Izlude duplicates (RE). [Euphy] - npc/merchants/alchemist.txt -- 1.8 Moved Craft Book Merchant to Renewal path. [Euphy] - npc/mobs/citycleaners.txt -- 1.2 Split spawns into Pre-RE/RE and Town files. [Euphy] - npc/mobs/towns.txt -- 1.0 First version. - npc/other/Global_Functions.txt -- 2.17 Renamed 'F_RandMes' to 'F_Rand'. [Euphy] -- 2.18 Removed useless 'getJobName' function. [Euphy] - npc/other/acolyte_warp.txt -- 1.0 First version. [Euphy] - npc/other/arena/arena_aco.txt -- 1.3 Label standardization. [Euphy] -- 1.4 Script updates, and removed two level restrictions. [Euphy] -- 1.5 Added GM management function. [Euphy] - npc/other/arena/arena_lvl50.txt -- 1.2 Label standardization. [Euphy] -- 1.3 Script updates. [Euphy] - npc/other/arena/arena_lvl60.txt -- 1.3 Label standardization. [Euphy] -- 1.4 Script updates. [Euphy] - npc/other/arena/arena_lvl70.txt -- 1.2 Label standardization. [Euphy] -- 1.3 Script updates. [Euphy] - npc/other/arena/arena_lvl80.txt -- 1.2 Label standardization. [Euphy] -- 1.3 Script updates, and removed a level restriction. [Euphy] - npc/other/arena/arena_party.txt -- 1.4 Label standardization and bug fixes. [Euphy] -- 1.5 Script updates, and removed a level restriction. [Euphy] - npc/other/arena/arena_room.txt -- 1.2 Label standardization, disabled GM NPCs. [Euphy] -- 1.2a Added Renewal level checksk. [Euphy] -- 1.3 Script updates. [Euphy] -- 1.4 Added GM management function. [Euphy] - npc/other/hugel_bingo.txt -- 1.9 Some optimization/standardization. [Euphy] - npc/other/marriage.txt -- 1.3 Changed permanent global variables to temporary ones. [Euphy] -- 1.4 Added GM management function. [Euphy] - npc/other/pvp.txt -- 2.4 Fixed incorrect use of 'close' and some cleaning. [Joseph] -- 2.5 Renewal/Pre-Renewal split. [Euphy] - npc/other/turbo_track.txt -- 1.1 Updated RE/Pre-RE EXP. [Euphy] -- 1.2 Added Renewal features. [Euphy] - npc/pre-re/cities/yuno.txt -- 1.0 First version. - npc/pre-re/kafras/kafras.txt -- 1.0 First version. - npc/pre-re/merchants/ammo_boxes.txt -- 1.0 First version, Pre-Renewal duplicates. - npc/pre-re/merchants/ammo_dealer.txt -- 1.0 First version, Pre-Renewal duplicates. - npc/pre-re/merchants/shops.txt -- 1.1 Moved Izlude shops to pre-re/re paths. [Streusel] - npc/pre-re/mobs/citycleaners.txt -- 1.0 First version, Pre-Renewal spawns. - npc/pre-re/other/bulletin_boards.txt -- 1.0 Moved Izlude NPCs to Pre-RE/RE paths. - npc/pre-re/other/msg_boards.txt -- 1.0 Moved Izlude NPCs to Pre-RE path. - npc/pre-re/other/pvp.txt -- 1.0 First version, Pre-Renewal. - npc/pre-re/other/resetskill.txt -- 1.0 First version. [L0ne_W0lf] - npc/pre-re/other/turbo_track.txt -- 1.0 Split Peco Peco Manager NPC. - npc/pre-re/quests/first_class/tu_archer.txt -- 1.0 First version. [Euphy] - npc/pre-re/quests/monstertamers.txt -- 1.0 Moved Izlude NPC to pre-re/re paths. - npc/pre-re/quests/quests_13_1.txt -- 1.0 Moved Izlude NPC to pre-re/re paths. [Euphy] - npc/pre-re/quests/quests_nameless.txt -- 1.0 Moved Dorian to pre-re/re paths. - npc/pre-re/quests/quests_veins.txt -- 1.0 First version. - npc/pre-re/warps/other/arena.txt -- 1.0 First version, Pre-Renewal warps. - npc/quests/dandelion_request.txt -- 1.3 Added GM management function. [Euphy] - npc/quests/eye_of_hellion.txt -- 2.0 Updated EXP rewards. -- 2.1 Updated RE/Pre-RE EXP. [Euphy] - npc/quests/first_class/tu_archer.txt -- 1.1 optimized [Lupus] -- 1.2 fixed Weight check - npc/quests/first_class/tu_magician01.txt -- 1.4 Updated to match the official script. [Euphy] - npc/quests/first_class/tu_merchant.txt -- 1.1 Fixed bugs, optimized [Lupus] -- 1.2 fixed Weight check - npc/quests/first_class/tu_sword.txt -- 1.5 Added Renewal Izlude coordinates. -- 1.6 Added Pre-Renewal support. [Euphy] - npc/quests/first_class/tu_thief01.txt -- 1.5 Added Pre-Renewal support. [Euphy] - npc/quests/mage_solution.txt -- 1.0 Split from Pre-Renewal Mage job quest. [Zopokx] - npc/quests/okolnir.txt -- 1.1 Some bug fixes. [Toshiro90/Euphy] - npc/quests/partyrelay.txt -- 1.2 Updated RE/Pre-RE EXP. [Euphy] - npc/quests/quests_13_1.txt -- 3.1 Updated RE/Pre-RE EXP. [Euphy] -- 3.2 Updated ep13_start and dialog to match official script. [Joseph] -- 3.3 Updated to match the latest official script. [Euphy] -- 3.3a Added Izlude RE coordinates. [Euphy] -- 3.4 Added GM management function and NPC. [Euphy] - npc/quests/quests_alberta.txt -- 2.6 Updated RE/Pre-RE EXP. [Euphy] - npc/quests/quests_amatsu.txt -- 1.5 Added questlog support. [Euphy] - npc/quests/quests_geffen.txt -- 1.5 Added Number Match Game. [Euphy] - npc/quests/quests_juperos.txt -- 1.8 Updated RE/Pre-RE EXP. [Euphy] -- 1.9 Added GM management NPC. [Euphy] - npc/quests/quests_niflheim.txt -- Updated to Aegis 10.3 Standed, added Message Delivery Quest. -- 1.6 Added questlog support. [Euphy] - npc/quests/quests_veins.txt -- Added Veins Thor Volcano Base Quest NPC. [L0ne_W0lf] - npc/quests/seals/god_global.txt -- 1.2 Renewal script update. [Euphy] - npc/quests/seals/god_weapon_creation.txt -- 1.3 Renewal script update. [Euphy] - npc/quests/seals/seal_status.txt -- 1.0 Translated from the official. [L0ne_W0lf] -- 1.1 Now checks proper char vars. [L0ne_W0lf] -- 1.2 Cleaning. [Euphy] -- 1.3 Renewal script update. [Euphy] - npc/quests/seals/sleipnir_seal.txt -- 1.4 Renewal script update. [Euphy] - npc/quests/skills/novice_skills.txt -- 1.8 Added Baby support. [Zopokx] - npc/quests/skills/rogue_skills.txt -- 1.8 Some cleaning. [Euphy] - npc/quests/skills/sage_skills.txt -- 1.5 Optimized. [Euphy] - npc/re/airports/izlude.txt -- 1.0 Updated to match the new Izlude Map. [Masao] -- 1.1 Added Izlude duplicates. [Euphy] - npc/re/cities/dicastes.txt -- 1.3 Updated to match official script. [SkittleNugget] - npc/re/cities/izlude.txt -- 1.1 Updated to match the official script. [Euphy] -- 1.2 Added Channel Warper and Izlude duplicates. [Euphy] - npc/re/cities/jawaii.txt -- 1.1 Moved "Honeymoon Helper" NPC. -- 1.2 Added Izlude duplicates. [Euphy] - npc/re/cities/malangdo.txt -- 1.2 Moved "Odgnalam" coordinates. -- 1.3 Fixed dialogues. -- 1.4 Dialogue edits, source iRO. -- 1.5 Added Izlude duplicates. - npc/re/cities/malaya.txt -- 0.1 Alberta sailors only. [Euphy] -- 0.2 Adapted from Masao's conversion. -- 1.0 Added remaining NPCs. - npc/re/cities/yuno.txt -- 1.0 First version. - npc/re/guides/guides_alberta.txt -- 1.1 Navigation system update. [Euphy] - npc/re/guides/guides_aldebaran.txt -- 1.1 Navigation system update. [Euphy] - npc/re/guides/guides_amatsu.txt -- 1.2 Navigation system update. [Euphy] - npc/re/guides/guides_ayothaya.txt -- 1.2 Navigation system update. [Euphy] - npc/re/guides/guides_brasilis.txt -- 1.2 Navigation system update. [Euphy] - npc/re/guides/guides_comodo.txt -- 1.2 Navigation system update. [Euphy] - npc/re/guides/guides_dewata.txt -- 1.1 Navigation system update. [Euphy] - npc/re/guides/guides_dicastes.txt -- 1.2 Navigation system update. [Euphy] - npc/re/guides/guides_einbroch.txt -- 1.1 Navigation system update. [Euphy] - npc/re/guides/guides_geffen.txt -- 1.2 Navigation system update. [Euphy] - npc/re/guides/guides_gonryun.txt -- 1.2 Navigation system update. [Euphy] - npc/re/guides/guides_hugel.txt -- 1.2 Navigation system update. [Euphy] - npc/re/guides/guides_izlude.txt -- 1.2 Added Renewal Izlude viewpoint coordinates. -- 1.3 Navigation system update. [Euphy] -- 1.4 Added Izlude duplicates. [Euphy] - npc/re/guides/guides_juno.txt -- 1.2 Navigation system update. [Euphy] - npc/re/guides/guides_lighthalzen.txt -- 1.2 Navigation system update. [Euphy] - npc/re/guides/guides_louyang.txt -- 1.1 Navigation system update. [Euphy] - npc/re/guides/guides_lutie.txt -- 1.2 Navigation system update. [Euphy] - npc/re/guides/guides_malaya.txt -- 1.0 First version. [Euphy] -- 1.1 Navigation system update. [Euphy] - npc/re/guides/guides_mora.txt -- 1.1 Navigation system update. [Euphy] - npc/re/guides/guides_morroc.txt -- 1.2 Navigation system update. [Euphy] - npc/re/guides/guides_moscovia.txt -- 1.2 Navigation system update. [Euphy] - npc/re/guides/guides_niflheim.txt -- 1.2 Navigation system update. [Euphy] - npc/re/guides/guides_payon.txt -- 1.2 Navigation system update. [Euphy] - npc/re/guides/guides_prontera.txt -- 1.1 Navigation system update. [Euphy] - npc/re/guides/guides_rachel.txt -- 1.1 Navigation system update. [Euphy] - npc/re/guides/guides_umbala.txt -- 1.1 Navigation system update. [Euphy] - npc/re/guides/guides_veins.txt -- 1.1 Navigation system update. [Euphy] - npc/re/guides/navigation.txt -- 1.0 First version. - npc/re/guild/invest_main.txt -- 1.1 Added GM management function. [Euphy] - npc/re/jobs/3-1/guillotine_cross.txt -- 1.4 Added missing labels. [Joseph] -- 1.5 Added GM management function. [Euphy] - npc/re/jobs/3-2/royal_guard.txt -- 1.2 Added GM management function. [Euphy] - npc/re/jobs/3-2/sura.txt -- 1.3 Added GM management function. [Euphy] - npc/re/jobs/novice/novice.txt -- 1.0 First version, hand scripted from iRO. [Kisuka] -- 1.5 Replaced with the official kRO scripts. [Euphy] - npc/re/jobs/repair.txt -- 1.0 First version. -- 1.1 Added GM management function. [Euphy] - npc/re/kafras/kafras.txt -- 1.2 Added Port Malaya Kafras. [Euphy] -- 1.3 Added Eden Group Kafra. [Euphy] -- 1.3a Moved Rune Knight Kafra from job file. [Euphy] -- 1.4 Added Izlude duplicates. [Euphy] - npc/re/merchants/3rd_trader.txt -- 1.3 Added Malangdo/Mora Points NPC. [Euphy] -- 1.4 Updated to match the official scripts. [Euphy] -- 1.5 Added Izlude duplicates. [Euphy] - npc/re/merchants/advanced_refiner.txt -- 1.0 Added Malangdo Refiner "Holink". [Euphy] - npc/re/merchants/alchemist.txt -- 1.0 Split Geneticist shop from main file. [Euphy] - npc/re/merchants/ammo_boxes.txt -- 1.0 First version, Renewal duplicates. -- 1.1 Added Izlude duplicates. [Euphy] - npc/re/merchants/ammo_dealer.txt -- 1.0 First version, Renewal duplicates. -- 1.1 Added Izlude duplicates. [Euphy] - npc/re/merchants/card_separation.txt -- 1.1 Added "Richard" NPC. [Euphy] - npc/re/merchants/enchan_mora.txt -- 1.2 Bug fixes (bugreport:7930) [DeadlySilence] - npc/re/merchants/enchan_upg.txt -- 1.0 First version. -- 1.1 Standardizing, grammar and bug fixes. [Euphy] - npc/re/merchants/flute.txt -- 1.2a Fixed some conditions. [Euphy] - npc/re/merchants/renters.txt -- 2.2 Updated to match the official scripts. [Euphy] - npc/re/merchants/shops.txt -- 1.7 Added Izlude duplicates. [Euphy] - npc/re/mobs/citycleaners.txt -- 1.0 First version, Renewal spawns. - npc/re/mobs/dungeons/ecl_tdun.txt -- 1.0 First version. [Euphy] - npc/re/mobs/dungeons/mal_dun.txt -- 1.2 Added Pouring spawn, source iRO. [Euphy] - npc/re/mobs/fields/eclage.txt -- 1.0 First version. [Euphy] - npc/re/mobs/towns.txt -- 1.0 First version, Renewal spawns. - npc/re/other/bulletin_boards.txt -- 1.0 Moved Izlude NPCs to Pre-RE/RE paths. - npc/re/other/item_merge.txt -- 1.0 First version, currently useless/disabled. - npc/re/other/mail.txt -- 1.0 First version, Renewal duplicates. - npc/re/other/mercenary_rent.txt -- 1.1 Added Izlude duplicates. [Euphy] - npc/re/other/pvp.txt -- 1.0 First version, Renewal. - npc/re/other/resetskill.txt -- 1.0 First version, Renewal script. -- 1.1 Added Izlude duplicates. [Euphy] - npc/re/other/stone_change.txt -- 1.0 First version. - npc/re/other/turbo_track.txt -- 1.0 Split Mount Manager NPC. - npc/re/quests/eden/71-85.txt -- 1.3 Updated to match the official scripts. [Euphy] - npc/re/quests/eden/eden_iro.txt -- 1.0 First version. -- 1.1 Edited and added more NPCs, lots of placeholders. [Euphy] - npc/re/quests/eden/eden_quests.txt -- 1.5 Added GM management function. [Euphy] - npc/re/quests/first_class/tu_archer.txt -- 1.0 First version. [Euphy] - npc/re/quests/homun_s.txt -- Genetic quest to mutate a level 99 evolved Homunculus -- 1.0 First Version, entirely custom. [Masao] - npc/re/quests/magic_books.txt -- 1.1 Optimized. [Euphy] -- 1.1a Updated NPC name to "Master Velofos". [Euphy] - npc/re/quests/monstertamers.txt -- 1.0 Moved Izlude NPC to pre-re/re paths. - npc/re/quests/mrsmile.txt -- 1.1 Added Izlude duplicates. [Euphy] - npc/re/quests/quests_13_1.txt -- 1.0 Moved Izlude NPC to pre-re/re paths. [Euphy] -- 1.1 Added Izlude duplicates. [Euphy] - npc/re/quests/quests_izlude.txt -- 1.1 Added Izlude duplicates. [Euphy] - npc/re/quests/quests_lighthalzen.txt -- 1.2 Added Izlude duplicates. [Euphy] - npc/re/quests/quests_malangdo.txt -- 1.4a Dialogue edits, source iRO. -- 1.5 Added Cat Gamers. -- 1.6 Added GM management function. - npc/re/quests/quests_malaya.txt -- 0.4 Added "Cautious Village" and subsequent quests [DeadlySilence] -- 0.5 Added "Bakonawa Extermination" quest. [Euphy] -- 1.0 Added "Nurse in Port Malaya" and "Pintados Festival" quests. [Euphy] -- 1.1 Added GM management function and NPC. [Euphy] - npc/re/quests/quests_mora.txt -- 1.1 Added GM management function and NPCs. [Euphy] - npc/re/quests/quests_morocc.txt -- 1.1 Added new warpers for Satan Morroc maps. [Euphy] - npc/re/quests/quests_nameless.txt -- 1.0 Moved Dorian to pre-re/re paths. - npc/re/warps/cities/eclage.txt -- 1.0a Disabled quest warp. [Euphy] - npc/re/warps/cities/izlude.txt -- 1.7 Updated to match the official scripts. [Euphy] -- 1.8 Added Izlude & Prontera Field 8 duplicates. [Euphy] - npc/re/warps/cities/malaya.txt -- 1.1 Updated to match official scripts. [Masao] -- 1.2 Added official Jeepney warp scripts. [Euphy] - npc/re/warps/fields/prontera_fild.txt -- 1.3a Moved Izlude warp to other file. [Euphy] -- 1.4 Commented moc_fild20 warps replaced with new NPCs. [Euphy] -- 1.5 Added Prontera Field 8 duplicates. [Euphy] - npc/re/warps/other/arena.txt -- 1.0 First version, Renewal warps. - npc/re/warps/other/jobquests.txt -- 2.3 Added exit warps (job_exit) for 2nd class quests. [Euphy] - npc/warps/fields/glastheim.txt -- 1.5 Fixed random warp coordinates. [Euphy] - npc/warps/other/arena.txt -- 1.3 Split Izlude warps into Pre-Renewal/Renewal paths. [Euphy] -- 1.4 Added GM management function. [Euphy]
-rw-r--r--db/quest_db.txt62
-rw-r--r--db/re/mob_db.txt12
-rw-r--r--npc/airports/airships.txt20
-rw-r--r--npc/airports/einbroch.txt8
-rw-r--r--npc/airports/lighthalzen.txt8
-rw-r--r--npc/airports/rachel.txt2
-rw-r--r--npc/airports/yuno.txt8
-rw-r--r--npc/battleground/bg_common.txt28
-rw-r--r--npc/battleground/flavius/flavius01.txt91
-rw-r--r--npc/battleground/flavius/flavius02.txt91
-rw-r--r--npc/battleground/flavius/flavius_enter.txt18
-rw-r--r--npc/battleground/kvm/kvm01.txt14
-rw-r--r--npc/battleground/kvm/kvm02.txt14
-rw-r--r--npc/battleground/kvm/kvm03.txt14
-rw-r--r--npc/battleground/kvm/kvm_enter.txt10
-rw-r--r--npc/battleground/kvm/kvm_item_pay.txt12
-rw-r--r--npc/battleground/tierra/tierra01.txt71
-rw-r--r--npc/battleground/tierra/tierra02.txt71
-rw-r--r--npc/battleground/tierra/tierra_enter.txt18
-rw-r--r--npc/cities/alberta.txt288
-rw-r--r--npc/cities/aldebaran.txt22
-rw-r--r--npc/cities/amatsu.txt22
-rw-r--r--npc/cities/ayothaya.txt30
-rw-r--r--npc/cities/comodo.txt12
-rw-r--r--npc/cities/einbech.txt14
-rw-r--r--npc/cities/einbroch.txt22
-rw-r--r--npc/cities/geffen.txt59
-rw-r--r--npc/cities/gonryun.txt22
-rw-r--r--npc/cities/hugel.txt12
-rw-r--r--npc/cities/izlude.txt47
-rw-r--r--npc/cities/jawaii.txt94
-rw-r--r--npc/cities/lighthalzen.txt10
-rw-r--r--npc/cities/louyang.txt32
-rw-r--r--npc/cities/lutie.txt180
-rw-r--r--npc/cities/manuk.txt22
-rw-r--r--npc/cities/morocc.txt16
-rw-r--r--npc/cities/moscovia.txt22
-rw-r--r--npc/cities/niflheim.txt14
-rw-r--r--npc/cities/payon.txt51
-rw-r--r--npc/cities/prontera.txt14
-rw-r--r--npc/cities/rachel.txt20
-rw-r--r--npc/cities/splendide.txt16
-rw-r--r--npc/cities/umbala.txt36
-rw-r--r--npc/cities/veins.txt6
-rw-r--r--npc/cities/yuno.txt72
-rw-r--r--npc/custom/bgqueue/flavius.txt8
-rw-r--r--npc/custom/breeder.txt4
-rw-r--r--npc/custom/card_remover.txt2
-rw-r--r--npc/custom/etc/bank.txt10
-rw-r--r--npc/custom/etc/floating_rates.txt2
-rw-r--r--npc/custom/etc/lottery.txt2
-rw-r--r--npc/custom/etc/marriage.txt2
-rw-r--r--npc/custom/etc/monster_arena.txt2
-rw-r--r--npc/custom/etc/morroc_raceway.txt2
-rw-r--r--npc/custom/etc/mvp_arena.txt2
-rw-r--r--npc/custom/etc/penal_servitude.txt2
-rw-r--r--npc/custom/etc/quest_warper.txt2
-rw-r--r--npc/custom/etc/rpsroulette.txt2
-rw-r--r--npc/custom/etc/shifty_assassin.txt2
-rw-r--r--npc/custom/etc/stock_market.txt2
-rw-r--r--npc/custom/events/cluckers.txt12
-rw-r--r--npc/custom/events/disguise.txt4
-rw-r--r--npc/custom/events/hallow06.txt2
-rw-r--r--npc/custom/events/mushroom_event.txt4
-rw-r--r--npc/custom/events/uneasy_cemetery.txt12
-rw-r--r--npc/custom/events/valentinesdayexp.txt2
-rw-r--r--npc/custom/events/xmas_rings_event.txt2
-rw-r--r--npc/custom/healer.txt2
-rw-r--r--npc/custom/item_signer.txt2
-rw-r--r--npc/custom/itemmall.txt2
-rw-r--r--npc/custom/jobmaster.txt4
-rw-r--r--npc/custom/platinum_skills.txt2
-rw-r--r--npc/custom/quests/bandit_beard.txt8
-rw-r--r--npc/custom/quests/dead_branch.txt2
-rw-r--r--npc/custom/quests/elvenear.txt2
-rw-r--r--npc/custom/quests/event_6_new_hats.txt2
-rw-r--r--npc/custom/quests/hunting_missions.txt2
-rw-r--r--npc/custom/quests/jewel_case.txt2
-rw-r--r--npc/custom/quests/kaho_balmung.txt2
-rw-r--r--npc/custom/quests/kahohorn.txt2
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-rw-r--r--npc/warps/cities/louyang.txt10
-rw-r--r--npc/warps/cities/lutie.txt6
-rw-r--r--npc/warps/cities/manuk.txt6
-rw-r--r--npc/warps/cities/mid_camp.txt4
-rw-r--r--npc/warps/cities/morroc.txt4
-rw-r--r--npc/warps/cities/moscovia.txt4
-rw-r--r--npc/warps/cities/nameless.txt4
-rw-r--r--npc/warps/cities/niflheim.txt4
-rw-r--r--npc/warps/cities/payon.txt12
-rw-r--r--npc/warps/cities/prontera.txt4
-rw-r--r--npc/warps/cities/splendide.txt6
-rw-r--r--npc/warps/cities/umbala.txt6
-rw-r--r--npc/warps/cities/veins.txt10
-rw-r--r--npc/warps/cities/yuno.txt117
-rw-r--r--npc/warps/dungeons/alde_dun.txt41
-rw-r--r--npc/warps/dungeons/ama_dun.txt2
-rw-r--r--npc/warps/dungeons/ayo_dun.txt4
-rw-r--r--npc/warps/dungeons/beach_dun.txt2
-rw-r--r--npc/warps/dungeons/c_tower.txt119
-rw-r--r--npc/warps/dungeons/ein_dun.txt4
-rw-r--r--npc/warps/dungeons/gef_dun.txt4
-rw-r--r--npc/warps/dungeons/gon_dun.txt6
-rw-r--r--npc/warps/dungeons/ice_dun.txt4
-rw-r--r--npc/warps/dungeons/in_sphinx.txt4
-rw-r--r--npc/warps/dungeons/iz_dun.txt4
-rw-r--r--npc/warps/dungeons/juperos.txt6
-rw-r--r--npc/warps/dungeons/kh_dun.txt6
-rw-r--r--npc/warps/dungeons/lhz_dun.txt13
-rw-r--r--npc/warps/dungeons/lou_dun.txt6
-rw-r--r--npc/warps/dungeons/mag_dun.txt4
-rw-r--r--npc/warps/dungeons/mjo_dun.txt4
-rw-r--r--npc/warps/dungeons/moc_pryd.txt4
-rw-r--r--npc/warps/dungeons/mosk_dun.txt4
-rw-r--r--npc/warps/dungeons/odin.txt8
-rw-r--r--npc/warps/dungeons/orcsdun.txt4
-rw-r--r--npc/warps/dungeons/pay_dun.txt28
-rw-r--r--npc/warps/dungeons/prt_maze.txt60
-rw-r--r--npc/warps/dungeons/ra_san.txt12
-rw-r--r--npc/warps/dungeons/tha_t.txt4
-rw-r--r--npc/warps/dungeons/thor_v.txt10
-rw-r--r--npc/warps/dungeons/treasure.txt4
-rw-r--r--npc/warps/dungeons/tur_dun.txt4
-rw-r--r--npc/warps/dungeons/um_dun.txt6
-rw-r--r--npc/warps/dungeons/xmas_dun.txt4
-rw-r--r--npc/warps/fields/amatsu_fild.txt2
-rw-r--r--npc/warps/fields/ein_fild.txt4
-rw-r--r--npc/warps/fields/gefenia.txt4
-rw-r--r--npc/warps/fields/glastheim.txt18
-rw-r--r--npc/warps/fields/jawaii.txt4
-rw-r--r--npc/warps/fields/lhalzen_fild.txt4
-rw-r--r--npc/warps/fields/lutie_fild.txt6
-rw-r--r--npc/warps/fields/man_fild.txt6
-rw-r--r--npc/warps/fields/mtmjolnir.txt4
-rw-r--r--npc/warps/fields/spl_fild.txt6
-rw-r--r--npc/warps/fields/umbala_fild.txt6
-rw-r--r--npc/warps/guildcastles.txt9
-rw-r--r--npc/warps/other/arena.txt91
-rw-r--r--npc/warps/other/god.txt4
-rw-r--r--npc/warps/other/jobquests.txt43
-rw-r--r--npc/warps/other/kiel.txt4
-rw-r--r--npc/warps/other/other.txt4
-rw-r--r--npc/warps/pvp.txt13
786 files changed, 42482 insertions, 31025 deletions
diff --git a/db/quest_db.txt b/db/quest_db.txt
index 32cc64f2f..42cd3c651 100644
--- a/db/quest_db.txt
+++ b/db/quest_db.txt
@@ -57,7 +57,7 @@
1183,0,0,0,0,0,0,0,"Get Rid of Bakonawa"
1184,0,0,0,0,0,0,0,"Get Rid of Bakonawa"
1185,0,0,0,0,0,0,0,"Get Rid of Bakonawa"
-1186,0,0,0,0,0,0,0,"Get Rid of Bakonawa"
+1186,0,2313,15,0,0,0,0,"Get Rid of Bakonawa"
1187,0,0,0,0,0,0,0,"Get Rid of Bakonawa"
1188,0,0,0,0,0,0,0,"Get Rid of Bakonawa"
1189,0,0,0,0,0,0,0,"Get Rid of Bakonawa"
@@ -583,7 +583,7 @@
4226,10800,0,0,0,0,0,0,"91-99 Mission Board Timer"
4227,10800,0,0,0,0,0,0,"91-99 Mission Board Timer"
-4229,86400,0,0,0,0,0,0,"Devil in the Cave"
+4229,82800,0,0,0,0,0,0,"Devil in the Cave"
4254,0,0,0,0,0,0,0,"Fairy with a stomache"
4255,0,0,0,0,0,0,0,"Revenge!"
@@ -640,7 +640,9 @@
5052,0,0,0,0,0,0,0,"Traditional Weapon"
5053,0,0,0,0,0,0,0,"Traditional Weapon"
5054,0,0,0,0,0,0,0,"Traditional Weapon"
-
+5055,0,2071,15,0,0,0,0,"Local Rising - Headless Horse"
+5056,0,1584,15,0,0,0,0,"Local Rising - Tamruan"
+5057,0,0,0,0,0,0,0,"Local Rising - Ready the Festival"
5058,0,0,0,0,0,0,0,"The mood of the players-(1)"
5059,0,0,0,0,0,0,0,"The mood of the players-(2)"
5060,180,0,0,0,0,0,0,"Cat Shock"
@@ -860,7 +862,7 @@
7120,0,0,0,0,0,0,0,"Novice Training"
7121,0,0,0,0,0,0,0,"Novice Training"
7122,0,1002,1,0,0,0,0,"First battle - Poring Hunt"
-7123,0,1050,2,0,0,0,0,"Battle Basics -Swordman"
+7123,0,1049,2,0,0,0,0,"Battle Basics -Swordman"
7124,0,1063,5,0,0,0,0,"Battle Basics -Mage"
//7125,0,0,0,0,0,0,0,"not used"
7126,0,0,0,0,0,0,0,"Selling items"
@@ -896,7 +898,7 @@
7155,0,0,0,0,0,0,0,"The training course 'conquer the orc dungeon!' - complete a quest"
7156,0,0,0,0,0,0,0,"The training course 'conquer an undersea city!' - start"
7157,0,1264,15,0,0,0,0,"The training course 'conquer an undersea city!' - A real battle 1"
-7158,0,1065,10,0,0,0,0,0,"The training course 'conquer an undersea city!' - A real battle 2"
+7158,0,1065,10,0,0,0,0,"The training course 'conquer an undersea city!' - A real battle 2"
7159,0,0,0,0,0,0,0,"The training course 'conquer an undersea city!' - Complete a quest"
7160,0,0,0,0,0,0,0,"Mysterious Cryptogram"
@@ -949,6 +951,8 @@
7206,0,0,0,0,0,0,0,"New Day for Cheshire"
7207,0,0,0,0,0,0,0,"Cheshire's Box"
7208,86400,0,0,0,0,0,0,"Wait for Cheshire?"
+7209,0,0,0,0,0,0,0,"Forget the box."
+7210,0,0,0,0,0,0,0,"Daily delivery"
// Misty Forest Labyrinth
7211,9000,0,0,0,0,0,0,"Misty Forest Labyrinth Exploration"
@@ -1107,7 +1111,7 @@
7364,0,0,0,0,0,0,0,"Deliver Holy Item to Middle-aged Man"
7365,0,0,0,0,0,0,0,"Better than My Old Button-2"
7366,0,0,0,0,0,0,0,"Traditional Spiritual Protection and Impudent Girl-1"
-7367,0,0,0,0,0,0,0,"Traditional Spiritual Protection and Impudent Girl-2"
+7367,600,0,0,0,0,0,0,"Traditional Spiritual Protection and Impudent Girl-2"
7368,0,0,0,0,0,0,0,"Deliver Spiritual Protection-Pedro"
7369,0,0,0,0,0,0,0,"Deliver Spiritual Protection-Nardo"
7370,0,0,0,0,0,0,0,"Deliver Spiritual Protection-Pandoi"
@@ -1115,13 +1119,13 @@
7372,0,0,0,0,0,0,0,"Deliver Spiritual Protection-Talah"
7373,0,0,0,0,0,0,0,"Deliver Spiritual Protection-Romel"
7374,0,0,0,0,0,0,0,"Love and Spiritual Protection for All"
-7375,0,0,0,0,0,0,0,"Love and Spiritual Protection Continues"
+7375,82800,0,0,0,0,0,0,"Love and Spiritual Protection Continues"
7376,0,0,0,0,0,0,0,"Old Man and Cast-Iron Caldron-1"
7377,0,0,0,0,0,0,0,"Old Man and Cast-Iron Caldron-2"
-7378,0,0,0,0,0,0,0,"Old Man and Cast-Iron Caldron-Regular Trades"
+7378,82800,0,0,0,0,0,0,"Old Man and Cast-Iron Caldron-Regular Trades"
7379,0,0,0,0,0,0,0,"Peace Preacher"
7380,0,0,0,0,0,0,0,"To Smith a Traditional Spiritual Protection"
-7381,0,0,0,0,0,0,0,"High Demand on Spiritual Protection Material"
+7381,82800,0,0,0,0,0,0,"High Demand on Spiritual Protection Material"
7382,0,0,0,0,0,0,0,"Deliver to Pedro"
7383,0,0,0,0,0,0,0,"Deliver to Nardo"
7384,0,0,0,0,0,0,0,"Deliver to Pandoi"
@@ -1130,27 +1134,27 @@
7387,0,0,0,0,0,0,0,"Deliver to Romel"
7388,0,0,0,0,0,0,0,"Maries's Child"
7389,0,0,0,0,0,0,0,"Give the Shirt to Maries's Child"
-7390,0,0,0,0,0,0,0,"Worried about Maries's Child"
+7390,82800,0,0,0,0,0,0,"Worried about Maries's Child"
7391,0,0,0,0,0,0,0,"Jejeling and Jejellopy"
-7392,0,0,0,0,0,0,0,"Collect Jejellopy Regularly"
-7393,0,0,0,0,0,0,0,"Shiny Silver Blade"
-7394,0,0,0,0,0,0,0,"Shiny Tomorrow"
-7395,0,0,0,0,0,0,0,"Ghost on the Perry Ship"
-7396,0,0,0,0,0,0,0,"Angry Soul on Perry Ship"
+7392,86400,0,0,0,0,0,0,"Collect Jejellopy Regularly"
+7393,0,2314,10,2311,10,0,0,"Shiny Silver Blade"
+7394,82800,0,0,0,0,0,0,"Shiny Tomorrow"
+7395,0,0,0,0,0,0,0,"Ghost on the Ferry Ship"
+7396,0,0,0,0,0,0,0,"Angry Soul on Ferry Ship"
7397,0,0,0,0,0,0,0,"Mumbaki Phong's Advice"
7398,0,0,0,0,0,0,0,"Offering Bouquet Recommended by Mumbaki"
7399,0,0,0,0,0,0,0,"Soul Diwata's Story"
7400,0,0,0,0,0,0,0,"Mumbaki of Port Malaya"
-7401,0,0,0,0,0,0,0,"All Aboard for Perry Sailing"
+7401,82800,0,0,0,0,0,0,"All Aboard for Perry Sailing"
7402,0,0,0,0,0,0,0,"Bouquet for Diwata"
7403,0,0,0,0,0,0,0,"Stabilized Perry"
-7404,0,0,0,0,0,0,0,"Get Rid of Jejeling"
-7405,0,0,0,0,0,0,0,"Get Rid of Jejeling - Same Time Tomorrow"
+7404,0,2316,20,0,0,0,0,"Get Rid of Jejeling"
+7405,82800,0,0,0,0,0,0,"Get Rid of Jejeling - Same Time Tomorrow"
7406,0,0,0,0,0,0,0,"Agree to Collecting Bones!"
7407,0,0,0,0,0,0,0,"Purified Bone"
-7408,0,0,0,0,0,0,0,"Agree to Come Back Tomorrow?"
-7409,0,0,0,0,0,0,0,"Cannot Meet Eyes with Him!"
-7410,0,0,0,0,0,0,0,"Teach Another Lesson Tomorrow!"
+7408,82800,0,0,0,0,0,0,"Agree to Come Back Tomorrow?"
+7409,0,2309,10,0,0,0,0,"Cannot Meet Eyes with Him!"
+7410,82800,0,0,0,0,0,0,"Teach Another Lesson Tomorrow!"
// Eclage
7411,0,0,0,0,0,0,0,"The traveler, Fome's story"
@@ -1497,10 +1501,10 @@
9058,0,0,0,0,0,0,0,"O'Riley's Request"
9059,0,0,0,0,0,0,0,"Happy St. Patrick's Day"
9117,0,0,0,0,0,0,0,"Lina's Curse"
-9118,0,0,0,0,0,0,0,"Lina's Curse - Deviruchi Hunt"
-9119,0,0,0,0,0,0,0,"Lina's Curse - Wraith Dead Hunt"
-9120,0,0,0,0,0,0,0,"Lina's Curse - Dullahan Hunt"
-9121,0,0,0,0,0,0,0,"Lina's Curse - Nightmare Terror Hunt"
+9118,0,1109,50,0,0,0,0,"Lina's Curse - Deviruchi Hunt"
+9119,0,1291,50,0,0,0,0,"Lina's Curse - Wraith Dead Hunt"
+9120,0,1504,50,0,0,0,0,"Lina's Curse - Dullahan Hunt"
+9121,0,1379,50,0,0,0,0,"Lina's Curse - Nightmare Terror Hunt"
9122,0,0,0,0,0,0,0,"Lina's Curse"
9123,0,0,0,0,0,0,0,"Lina's Curse"
9024,0,0,0,0,0,0,0,"An errand boy from Einbroch"
@@ -1534,9 +1538,9 @@
9172,0,0,0,0,0,0,0,"Enchanted Items"
9173,72000,0,0,0,0,0,0,"Tutorial Timer Cooldown"
-9222,0,0,0,0,0,0,0,"Get Rid of Bangungot from Hospital 2F"
-9223,0,0,0,0,0,0,0,"Will there be Peace at the Hospital?"
-9224,0,0,0,0,0,0,0,"Explore Hospital 2F"
+9222,0,2327,1,0,0,0,0,"Get Rid of Bangungot from Hospital 2F"
+9223,604800,0,0,0,0,0,0,"Will there be Peace at the Hospital?"
+9224,3600,0,0,0,0,0,0,"Explore Hospital 2F"
9225,0,0,0,0,0,0,0,"Mystery Robbery Incident 1"
9226,0,0,0,0,0,0,0,"Mystery Robbery Incident 2"
@@ -1964,7 +1968,7 @@
11306,0,0,0,0,0,0,0,"Nurse at Port Malaya-23"
11307,0,0,0,0,0,0,0,"Nurse at Port Malaya-24"
11308,0,0,0,0,0,0,0,"Nurse at Port Malaya-25"
-11309,0,0,0,0,0,0,0,"Nurse at Port Malaya-26"
+11309,0,2327,1,0,0,0,0,"Nurse at Port Malaya-26"
11310,0,0,0,0,0,0,0,"Eclage's Entrance"
11311,0,0,0,0,0,0,0,"Eclage's Entrance"
diff --git a/db/re/mob_db.txt b/db/re/mob_db.txt
index 86c854b26..7bf4cff0e 100644
--- a/db/re/mob_db.txt
+++ b/db/re/mob_db.txt
@@ -1557,12 +1557,14 @@
//2405,WEAK_SKELETON
//2406,WEAK_SKEL_SOLDIER
//2407,SAILOR_SKELETON
-//2408,DUMMY_10
-//2409,DUMMY_50
-//2410,DUMMY_100
-//2411,DUMMY_150
+
+2408,DUMMY_10,Dummy 10,Dummy 10,10,99999999,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,200,1,0,20,0x0,200,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
+2409,DUMMY_50,Dummy 50,Dummy 50,50,99999999,1,0,0,0,0,0,50,50,0,0,0,0,0,0,0,200,1,0,20,0x0,200,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
+2410,DUMMY_100,Dummy 100,Dummy 100,100,99999999,1,0,0,0,0,0,90,90,0,0,0,0,0,0,0,200,1,0,20,0x0,200,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
+2411,DUMMY_150,Dummy 150,Dummy 150,150,99999999,1,0,0,0,0,0,120,120,0,0,0,0,0,0,0,200,1,0,20,0x0,200,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
//2412,E_VALKIWI
-//2413,DUMMY_10_FIRE
+2413,DUMMY_10_FIRE,Dummy 10,Dummy 10,10,99999999,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,200,1,0,23,0x0,200,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
+
//2414,RUNAWAY_BOOK
//2415,L_SEYREN
//2416,L_EREMES
diff --git a/npc/airports/airships.txt b/npc/airports/airships.txt
index b45d20312..2b708e1ef 100644
--- a/npc/airports/airships.txt
+++ b/npc/airports/airships.txt
@@ -19,13 +19,13 @@ airplane,243,73,0 script #AirshipWarp-1 45,1,1,{
OnInit:
OnHide:
- misceffect 16;
+ specialeffect EF_BASH;
disablenpc strnpcinfo(0);
end;
OnUnhide:
enablenpc strnpcinfo(0);
- misceffect 215;
+ specialeffect EF_SUMMONSLAVE;
end;
OnTouch:
@@ -643,10 +643,10 @@ airplane,50,66,5 script Apple Merchant#airplane 86,{
}
}
-//============================================================
+//============================================================
//= International Airship Route
//= ... -> Izlude -> Juno -> Rachel -> ...
-//============================================================
+//============================================================
airplane_01,243,73,0 script #AirshipWarp-3 45,1,1,{
end;
@@ -665,13 +665,13 @@ OnTouch:
OnInit:
OnHide:
- misceffect 16;
+ specialeffect EF_BASH;
disablenpc strnpcinfo(0);
end;
OnUnhide:
enablenpc strnpcinfo(0);
- misceffect 215;
+ specialeffect EF_SUMMONSLAVE;
end;
}
@@ -1054,9 +1054,9 @@ airplane_01,71,31,2 script Swordsman Shimizu#air_01 106,{
close;
}
-//============================================================
+//============================================================
//= Typing Challenge
-//============================================================
+//============================================================
airplane_01,32,61,4 script Nils#ein 49,1,1,{
mes "[Nils]";
mes "Welcome to the";
@@ -1229,9 +1229,9 @@ airplane_01,32,61,4 script Nils#ein 49,1,1,{
}
}
-//============================================================
+//============================================================
//= Apple Gambling
-//============================================================
+//============================================================
airplane_01,33,68,4 script Clarice 74,{
mes "[Clarice]";
mes "Hi, I'm Clarice~";
diff --git a/npc/airports/einbroch.txt b/npc/airports/einbroch.txt
index 8143c68bf..4ad8749a7 100644
--- a/npc/airports/einbroch.txt
+++ b/npc/airports/einbroch.txt
@@ -1,12 +1,12 @@
//===== Hercules Script ======================================
//= Einbroch Airport Staff
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf, Muad_Dib
-//===== Description: =========================================
+//===== Description: =========================================
//= Einbroch Airport Staff
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= Official NPCs.
-//============================================================
+//============================================================
airport,143,43,5 script Airport Staff#airport1a::airport1 90,{
mes "[Airport Staff]";
diff --git a/npc/airports/lighthalzen.txt b/npc/airports/lighthalzen.txt
index 817e4b2c3..7fbe8ae6d 100644
--- a/npc/airports/lighthalzen.txt
+++ b/npc/airports/lighthalzen.txt
@@ -1,12 +1,12 @@
//===== Hercules Script ======================================
//= Lighthalzen Airport Staff
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf, Muad_Dib
-//===== Description: =========================================
+//===== Description: =========================================
//= Lighthalzen Airport Staff
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= Official NPCs.
-//============================================================
+//============================================================
lhz_airport,143,43,5 script Airport Staff#lhz_air1a::lhz_airport1 90,{
mes "[Airport Staff]";
diff --git a/npc/airports/rachel.txt b/npc/airports/rachel.txt
index fce302cbc..88c48cd16 100644
--- a/npc/airports/rachel.txt
+++ b/npc/airports/rachel.txt
@@ -31,4 +31,4 @@ OnTouch:
}
mes "Thank you, please come again.";
close;
-}
+} \ No newline at end of file
diff --git a/npc/airports/yuno.txt b/npc/airports/yuno.txt
index ffcade3cc..0d2ba73a8 100644
--- a/npc/airports/yuno.txt
+++ b/npc/airports/yuno.txt
@@ -1,12 +1,12 @@
//===== Hercules Script ======================================
//= Yuno Airport Staff
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf, Muad_Dib
-//===== Description: =========================================
+//===== Description: =========================================
//= Yuno Airport Staff
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= Official NPCs.
-//============================================================
+//============================================================
y_airport,143,43,5 script Airport Staff#y_air1a::y_airport1 90,{
mes "[Airport Staff]";
diff --git a/npc/battleground/bg_common.txt b/npc/battleground/bg_common.txt
index 9a7d0fb51..76eed3733 100644
--- a/npc/battleground/bg_common.txt
+++ b/npc/battleground/bg_common.txt
@@ -1,22 +1,23 @@
//===== Hercules Script ======================================
// BattleGround System - Common NPCs
-//===== By: ==================================================
+//===== By: ==================================================
//= ????, L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.3
-//===== Description: =========================================
-//= [AEGIS Conversion]
+//===== Current Version: =====================================
+//= 1.4
+//===== Description: =========================================
+//= [Official Conversion]
//= Battleground NPCs:
//= - Generals and Aides
//= - Battleground Warper
//= - Kafra and Repairman.
//= - GM Management NPC (disabled by default)
//= - Badge Exchanger (Tierra and Flavius)
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version.
//= 1.1 Updated several NPCs to Official.
//= 1.2 Updated Repairman NPC
//= 1.3 Optimized "Erundek" NPC. [Euphy]
+//= 1.4 Added GM management function. [Euphy]
//============================================================
// Generals
@@ -320,17 +321,17 @@ bat_room,138,144,4 script Repairman#bg 86,{
end;
}
-/*
// GM Management NPC
//============================================================
bat_room,1,151,3 script Switch#batgnd 81,{
- input .@input,0,2000;
- if (.@input == 0) {
+ set .@i, callfunc("F_GM_NPC",1854,0);
+ if (.@i == -1) {
mes "The command has been cancelled.";
close;
- }
- else if (.@input == 1854) {
- mes "May I help ypu?";
+ } else if (.@i == 0) {
+ end;
+ } else {
+ mes "May I help you?";
next;
switch(select("Close Battlefield:Open Battlefield:Reset a01:Reset b01:Reset a02:Reset b02")) {
case 1:
@@ -370,7 +371,6 @@ bat_room,1,151,3 script Switch#batgnd 81,{
close;
}
}
-*/
// Badges Exchange
//============================================================
@@ -505,7 +505,7 @@ bat_room,160,150,3 script Erundek 109,{
mes "[Erundek]";
mes "We have many items, so please take a look and purchase deliberately.";
close2;
- ReadBook 11010,1;
+ readbook 11010,1;
end;
}
set .@menu$,"";
diff --git a/npc/battleground/flavius/flavius01.txt b/npc/battleground/flavius/flavius01.txt
index 42c230ff3..4a5c00a9b 100644
--- a/npc/battleground/flavius/flavius01.txt
+++ b/npc/battleground/flavius/flavius01.txt
@@ -1,19 +1,21 @@
//===== Hercules Script ======================================
// BattleGround System - Flavius
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.3
-//===== Description: =========================================
-//= [AEGIS Conversion]
+//===== Current Version: =====================================
+//= 1.5
+//===== Description: =========================================
+//= [Official Conversion]
//= Flavius Battleground.
//= - Winning Team: 9 badges
//= - Losing Team: 3 badge
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version.
//= 1.1 Fixed pink crystal spawning as blue. [L0ne_W0lf]
//= 1.2 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
//= 1.3 Removed MaxLvl check in waitingrooms. Replaced setwall with setcell.
+//= 1.4 Label standardization. [Euphy]
+//= 1.5 Added GM management function. [Euphy]
//============================================================
// Waiting Room NPCs
@@ -93,16 +95,16 @@ OnReadyCheck:
donpcevent "Lieutenant Ator::OnEnterBG";
donpcevent "Lieutenant Thelokus::OnEnterBG";
- donpcevent "OBJ#bat_b01_a::Onkill";
+ donpcevent "OBJ#bat_b01_a::OnKill";
donpcevent "OBJ#bat_b01_a::OnEnable";
- donpcevent "OBJ#bat_b01_b::Onkill";
+ donpcevent "OBJ#bat_b01_b::OnKill";
donpcevent "OBJ#bat_b01_b::OnEnable";
- donpcevent "guardian#bat_b01_a::Onkill";
- donpcevent "guardian#bat_b01_b::Onkill";
+ donpcevent "guardian#bat_b01_a::OnKill";
+ donpcevent "guardian#bat_b01_b::OnKill";
donpcevent "guardian#bat_b01_a::OnEnable";
donpcevent "guardian#bat_b01_b::OnEnable";
- donpcevent "cell#bat_b01_a::Onred";
- donpcevent "cell#bat_b01_b::Onred";
+ donpcevent "cell#bat_b01_a::OnRed";
+ donpcevent "cell#bat_b01_b::OnRed";
donpcevent "time#bat_b01::OnEnable";
disablenpc "Guillaume Vintenar#b01_a";
disablenpc "Croix Vintenar#b01_b";
@@ -115,16 +117,16 @@ OnReadyCheck:
end;
OnReset:
- donpcevent "OBJ#bat_b01_a::Onkill";
+ donpcevent "OBJ#bat_b01_a::OnKill";
donpcevent "OBJ#bat_b01_a::OnEnable";
- donpcevent "OBJ#bat_b01_b::Onkill";
+ donpcevent "OBJ#bat_b01_b::OnKill";
donpcevent "OBJ#bat_b01_b::OnEnable";
- donpcevent "guardian#bat_b01_a::Onkill";
- donpcevent "guardian#bat_b01_b::Onkill";
+ donpcevent "guardian#bat_b01_a::OnKill";
+ donpcevent "guardian#bat_b01_b::OnKill";
donpcevent "guardian#bat_b01_a::OnEnable";
donpcevent "guardian#bat_b01_b::OnEnable";
- donpcevent "cell#bat_b01_a::Onred";
- donpcevent "cell#bat_b01_b::Onred";
+ donpcevent "cell#bat_b01_a::OnRed";
+ donpcevent "cell#bat_b01_b::OnRed";
donpcevent "time#bat_b01::OnEnable";
disablenpc "Guillaume Vintenar#b01_a";
disablenpc "Croix Vintenar#b01_b";
@@ -150,7 +152,7 @@ OnEnable:
bg_monster $@FlaviusBG1_id1,"bat_b01",61,150,"Pink Crystal",1915,"OBJ#bat_b01_a::OnMyMobDead";
end;
-Onkill:
+OnKill:
killmonster "bat_b01","OBJ#bat_b01_a::OnMyMobDead";
end;
@@ -162,12 +164,12 @@ OnMyMobDead:
set $@Croix_ScoreBG1,$@Croix_ScoreBG1+1;
enablenpc "Guillaume Vintenar#b01_a";
enablenpc "Croix Vintenar#b01_b";
- donpcevent "time#bat_b01::Onstop";
+ donpcevent "time#bat_b01::OnStop";
}
else {
set $@Croix_ScoreBG1,1;
donpcevent "time#bat_b01::OnEnable";
- donpcevent "start#bat_b01::onReset";
+ donpcevent "start#bat_b01::OnReset";
}
donpcevent "#bat_b01_timer::OnStop";
bg_updatescore "bat_b01",$@Guill_ScoreBG1,$@Croix_ScoreBG1;
@@ -183,7 +185,7 @@ OnEnable:
bg_monster $@FlaviusBG1_id2,"bat_b01",328,150,"Blue Crystal",1914,"OBJ#bat_b01_b::OnMyMobDead";
end;
-Onkill:
+OnKill:
killmonster "bat_b01","OBJ#bat_b01_b::OnMyMobDead";
end;
@@ -195,12 +197,12 @@ OnMyMobDead:
set $@Guill_ScoreBG1,$@Guill_ScoreBG1+1;
enablenpc "Guillaume Vintenar#b01_a";
enablenpc "Croix Vintenar#b01_b";
- donpcevent "time#bat_b01::Onstop";
+ donpcevent "time#bat_b01::OnStop";
}
else {
set $@Guill_ScoreBG1,1;
donpcevent "time#bat_b01::OnEnable";
- donpcevent "start#bat_b01::onReset";
+ donpcevent "start#bat_b01::OnReset";
}
donpcevent "#bat_b01_timer::OnStop";
bg_updatescore "bat_b01",$@Guill_ScoreBG1,$@Croix_ScoreBG1;
@@ -217,13 +219,13 @@ OnEnable:
bg_monster $@FlaviusBG1_id1,"bat_b01",108,141,"Guillaume Camp Guardian",1949,"guardian#bat_b01_a::OnMyMobDead";
end;
-Onkill:
+OnKill:
killmonster "bat_b01","guardian#bat_b01_a::OnMyMobDead";
end;
OnMyMobDead:
if (mobcount("bat_b01","guardian#bat_b01_a::OnMyMobDead") < 1) {
- donpcevent "cell#bat_b01_a::Ongreen";
+ donpcevent "cell#bat_b01_a::OnGreen";
mapannounce "bat_b01", "The Guardian protecting Guillaume's Crystal has been slain.",bc_map,"0xFFCE00";
}
end;
@@ -235,37 +237,37 @@ OnEnable:
bg_monster $@FlaviusBG1_id2,"bat_b01",307,138,"Croix Camp Guardian",1949,"guardian#bat_b01_b::OnMyMobDead";
end;
-Onkill:
+OnKill:
killmonster "bat_b01","guardian#bat_b01_b::OnMyMobDead";
end;
OnMyMobDead:
if (mobcount("bat_b01","guardian#bat_b01_b::OnMyMobDead") < 1) {
- donpcevent "cell#bat_b01_b::Ongreen";
+ donpcevent "cell#bat_b01_b::OnGreen";
mapannounce "bat_b01", "The Guardian protecting Croix's Crystal has been slain.",bc_map,"0xFFCE00";
}
end;
}
bat_b01,1,4,3 script cell#bat_b01_a 844,{
-Onred:
+OnRed:
setcell "bat_b01",62,149,60,151,cell_basilica,1;
setcell "bat_b01",62,149,60,151,cell_walkable,0;
end;
-Ongreen:
+OnGreen:
setcell "bat_b01",62,149,60,151,cell_basilica,0;
setcell "bat_b01",62,149,60,151,cell_walkable,1;
end;
}
bat_b01,1,5,3 script cell#bat_b01_b 844,{
-Onred:
+OnRed:
setcell "bat_b01",327,151,329,149,cell_basilica,1;
setcell "bat_b01",327,151,329,149,cell_walkable,0;
end;
-Ongreen:
+OnGreen:
setcell "bat_b01",327,151,329,149,cell_basilica,0;
setcell "bat_b01",327,151,329,149,cell_walkable,1;
end;
@@ -277,7 +279,7 @@ OnEnable:
donpcevent "Battle Therapist#b01_b::OnEnable";
end;
-Onstop:
+OnStop:
donpcevent "Battle Therapist#b01_a::OnStop";
donpcevent "Battle Therapist#b01_b::OnStop";
end;
@@ -302,7 +304,7 @@ OnTimer26000:
OnTimer26500:
stopnpctimer;
- donpcevent "Battle Therapist#b01_a::onEnable";
+ donpcevent "Battle Therapist#b01_a::OnEnable";
end;
OnEnable:
@@ -310,7 +312,7 @@ OnEnable:
enablenpc "Battle Therapist#b01_a";
end;
-Onstop:
+OnStop:
disablenpc "bat_b01_rp1_a_warp";
disablenpc "Battle Therapist#b01_a";
stopnpctimer;
@@ -355,7 +357,7 @@ OnEnable:
enablenpc "Battle Therapist#b01_b";
end;
-Onstop:
+OnStop:
disablenpc "bat_b01_rp1_b_warp";
disablenpc "Battle Therapist#b01_b";
stopnpctimer;
@@ -501,7 +503,7 @@ OnEnable:
initnpctimer;
end;
-Onstop:
+OnStop:
stopnpctimer;
end;
@@ -534,7 +536,7 @@ OnTimer1825000:
end;
OnTimer1830000:
- donpcevent "time#bat_b01::Onstop";
+ donpcevent "time#bat_b01::OnStop";
bg_warp $@FlaviusBG1_id1,"bat_b01",10,290;
bg_warp $@FlaviusBG1_id2,"bat_b01",390,10;
enablenpc "Vintenar#bat_b01_aover";
@@ -543,7 +545,7 @@ OnTimer1830000:
OnTimer1900000:
mapwarp "bat_b01","bat_room",154,150;
- donpcevent "countdown#bat_b01::Onstop";
+ donpcevent "countdown#bat_b01::OnStop";
end;
}
@@ -727,14 +729,14 @@ OnInit:
end;
}
-/*
bat_b01,1,10,3 script Release all#b01 81,{
- input .@input,0,2000;
- if (.@input == 0) {
+ set .@i, callfunc("F_GM_NPC",1854,0);
+ if (.@i == -1) {
mes "Cancelled.";
close;
- }
- else if (.@input == 1854) {
+ } else if (.@i == 0) {
+ end;
+ } else {
mes "May I help you?";
next;
switch(select("Release all.:Cancel.")) {
@@ -749,4 +751,3 @@ bat_b01,1,10,3 script Release all#b01 81,{
}
}
}
-*/
diff --git a/npc/battleground/flavius/flavius02.txt b/npc/battleground/flavius/flavius02.txt
index 67519bdc6..aebeab4f2 100644
--- a/npc/battleground/flavius/flavius02.txt
+++ b/npc/battleground/flavius/flavius02.txt
@@ -1,20 +1,22 @@
//===== Hercules Script ======================================
// BattleGround System - Flavius Second
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.4
-//===== Description: =========================================
-//= [AEGIS Conversion]
+//===== Current Version: =====================================
+//= 1.6
+//===== Description: =========================================
+//= [Official Conversion]
//= Flavius Battleground.
//= - Winning Team: 9 badges
//= - Losing Team: 3 badge
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version.
//= 1.1 Fixed NPCs being called for waiting rooms. (bugreport:4395)
//= 1.2 Fixed pink crystal spawning as blue. [L0ne_W0lf]
//= 1.3 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
//= 1.4 Removed MaxLvl check in waitingrooms. Replaced setwall with setcell.
+//= 1.5 Label standardization. [Euphy]
+//= 1.6 Added GM management function. [Euphy]
//============================================================
// Waiting Room NPCs
@@ -94,16 +96,16 @@ OnReadyCheck:
bg_updatescore "bat_b02",$@Guill_ScoreBG2,$@Croix_ScoreBG2;
donpcevent "Lieutenant Huvas::OnEnterBG";
donpcevent "Lieutenant Yukon::OnEnterBG";
- donpcevent "OBJ#bat_b02_a::Onkill";
+ donpcevent "OBJ#bat_b02_a::OnKill";
donpcevent "OBJ#bat_b02_a::OnEnable";
- donpcevent "OBJ#bat_b02_b::Onkill";
+ donpcevent "OBJ#bat_b02_b::OnKill";
donpcevent "OBJ#bat_b02_b::OnEnable";
- donpcevent "guardian#bat_b02_a::Onkill";
- donpcevent "guardian#bat_b02_b::Onkill";
+ donpcevent "guardian#bat_b02_a::OnKill";
+ donpcevent "guardian#bat_b02_b::OnKill";
donpcevent "guardian#bat_b02_a::OnEnable";
donpcevent "guardian#bat_b02_b::OnEnable";
- donpcevent "cell#bat_b02_a::Onred";
- donpcevent "cell#bat_b02_b::Onred";
+ donpcevent "cell#bat_b02_a::OnRed";
+ donpcevent "cell#bat_b02_b::OnRed";
donpcevent "time#bat_b02::OnEnable";
disablenpc "Guillaume Vintenar#b02_a";
disablenpc "Croix Vintenar#b02_b";
@@ -116,16 +118,16 @@ OnReadyCheck:
end;
OnReset:
- donpcevent "OBJ#bat_b02_a::Onkill";
+ donpcevent "OBJ#bat_b02_a::OnKill";
donpcevent "OBJ#bat_b02_a::OnEnable";
- donpcevent "OBJ#bat_b02_b::Onkill";
+ donpcevent "OBJ#bat_b02_b::OnKill";
donpcevent "OBJ#bat_b02_b::OnEnable";
- donpcevent "guardian#bat_b02_a::Onkill";
- donpcevent "guardian#bat_b02_b::Onkill";
+ donpcevent "guardian#bat_b02_a::OnKill";
+ donpcevent "guardian#bat_b02_b::OnKill";
donpcevent "guardian#bat_b02_a::OnEnable";
donpcevent "guardian#bat_b02_b::OnEnable";
- donpcevent "cell#bat_b02_a::Onred";
- donpcevent "cell#bat_b02_b::Onred";
+ donpcevent "cell#bat_b02_a::OnRed";
+ donpcevent "cell#bat_b02_b::OnRed";
donpcevent "time#bat_b02::OnEnable";
disablenpc "Guillaume Vintenar#b02_a";
disablenpc "Croix Vintenar#b02_b";
@@ -151,7 +153,7 @@ OnEnable:
bg_monster $@FlaviusBG2_id1,"bat_b02",61,150,"Pink Crystal",1915,"OBJ#bat_b02_a::OnMyMobDead";
end;
-Onkill:
+OnKill:
killmonster "bat_b02","OBJ#bat_b02_a::OnMyMobDead";
end;
@@ -163,12 +165,12 @@ OnMyMobDead:
set $@Croix_ScoreBG2,$@Croix_ScoreBG2+1;
enablenpc "Guillaume Vintenar#b02_a";
enablenpc "Croix Vintenar#b02_b";
- donpcevent "time#bat_b02::Onstop";
+ donpcevent "time#bat_b02::OnStop";
}
else {
set $@Croix_ScoreBG2,1;
donpcevent "time#bat_b02::OnEnable";
- donpcevent "start#bat_b02::onReset";
+ donpcevent "start#bat_b02::OnReset";
}
donpcevent "#bat_b02_timer::OnStop";
bg_updatescore "bat_b02",$@Guill_ScoreBG2,$@Croix_ScoreBG2;
@@ -184,7 +186,7 @@ OnEnable:
bg_monster $@FlaviusBG2_id2,"bat_b02",328,150,"Blue Crystal",1914,"OBJ#bat_b02_b::OnMyMobDead";
end;
-Onkill:
+OnKill:
killmonster "bat_b02","OBJ#bat_b02_b::OnMyMobDead";
end;
@@ -196,12 +198,12 @@ OnMyMobDead:
set $@Guill_ScoreBG2,$@Guill_ScoreBG2+1;
enablenpc "Guillaume Vintenar#b02_a";
enablenpc "Croix Vintenar#b02_b";
- donpcevent "time#bat_b02::Onstop";
+ donpcevent "time#bat_b02::OnStop";
}
else {
set $@Guill_ScoreBG2,1;
donpcevent "time#bat_b02::OnEnable";
- donpcevent "start#bat_b02::onReset";
+ donpcevent "start#bat_b02::OnReset";
}
donpcevent "#bat_b02_timer::OnStop";
bg_updatescore "bat_b02",$@Guill_ScoreBG2,$@Croix_ScoreBG2;
@@ -218,13 +220,13 @@ OnEnable:
bg_monster $@FlaviusBG2_id1,"bat_b02",108,141,"Guillaume Camp Guardian",1949,"guardian#bat_b02_a::OnMyMobDead";
end;
-Onkill:
+OnKill:
killmonster "bat_b02","guardian#bat_b02_a::OnMyMobDead";
end;
OnMyMobDead:
if (mobcount("bat_b02","guardian#bat_b02_a::OnMyMobDead") < 1) {
- donpcevent "cell#bat_b02_a::Ongreen";
+ donpcevent "cell#bat_b02_a::OnGreen";
mapannounce "bat_b02", "The Guardian protecting Guillaume's Crystal has been slain.",bc_map,"0xFFCE00";
}
end;
@@ -236,37 +238,37 @@ OnEnable:
bg_monster $@FlaviusBG2_id2,"bat_b02",307,138,"Croix Camp Guardian",1949,"guardian#bat_b02_b::OnMyMobDead";
end;
-Onkill:
+OnKill:
killmonster "bat_b02","guardian#bat_b02_b::OnMyMobDead";
end;
OnMyMobDead:
if (mobcount("bat_b02","guardian#bat_b02_b::OnMyMobDead") < 1) {
- donpcevent "cell#bat_b02_b::Ongreen";
+ donpcevent "cell#bat_b02_b::OnGreen";
mapannounce "bat_b02", "The Guardian protecting Croix's Crystal has been slain.",bc_map,"0xFFCE00";
}
end;
}
bat_b02,1,4,3 script cell#bat_b02_a 844,{
-Onred:
+OnRed:
setcell "bat_b02",62,149,60,151,cell_basilica,1;
setcell "bat_b02",62,149,60,151,cell_walkable,0;
end;
-Ongreen:
+OnGreen:
setcell "bat_b02",62,149,60,151,cell_basilica,0;
setcell "bat_b02",62,149,60,151,cell_walkable,1;
end;
}
bat_b02,1,5,3 script cell#bat_b02_b 844,{
-Onred:
+OnRed:
setcell "bat_b02",327,151,329,149,cell_basilica,1;
setcell "bat_b02",327,151,329,149,cell_walkable,0;
end;
-Ongreen:
+OnGreen:
setcell "bat_b02",327,151,329,149,cell_basilica,0;
setcell "bat_b02",327,151,329,149,cell_walkable,1;
end;
@@ -278,7 +280,7 @@ OnEnable:
donpcevent "Battle Therapist#b02_b::OnEnable";
end;
-Onstop:
+OnStop:
donpcevent "Battle Therapist#b02_a::OnStop";
donpcevent "Battle Therapist#b02_b::OnStop";
end;
@@ -303,7 +305,7 @@ OnTimer26000:
OnTimer26500:
stopnpctimer;
- donpcevent "Battle Therapist#b02_a::onEnable";
+ donpcevent "Battle Therapist#b02_a::OnEnable";
end;
OnEnable:
@@ -311,7 +313,7 @@ OnEnable:
enablenpc "Battle Therapist#b02_a";
end;
-Onstop:
+OnStop:
disablenpc "bat_b02_rp1_a_warp";
disablenpc "Battle Therapist#b02_a";
stopnpctimer;
@@ -356,7 +358,7 @@ OnEnable:
enablenpc "Battle Therapist#b02_b";
end;
-Onstop:
+OnStop:
disablenpc "bat_b02_rp1_b_warp";
disablenpc "Battle Therapist#b02_b";
stopnpctimer;
@@ -502,7 +504,7 @@ OnEnable:
initnpctimer;
end;
-Onstop:
+OnStop:
stopnpctimer;
end;
@@ -535,7 +537,7 @@ OnTimer1825000:
end;
OnTimer1830000:
- donpcevent "time#bat_b02::Onstop";
+ donpcevent "time#bat_b02::OnStop";
bg_warp $@FlaviusBG2_id1,"bat_b02",10,290;
bg_warp $@FlaviusBG2_id2,"bat_b02",390,10;
enablenpc "Vintenar#bat_b02_aover";
@@ -544,7 +546,7 @@ OnTimer1830000:
OnTimer1900000:
mapwarp "bat_b02","bat_room",154,150;
- donpcevent "countdown#bat_b02::Onstop";
+ donpcevent "countdown#bat_b02::OnStop";
end;
}
@@ -728,14 +730,14 @@ OnInit:
end;
}
-/*
bat_b02,1,10,3 script Release all#b02 81,{
- input .@input,0,2000;
- if (.@input == 0) {
+ set .@i, callfunc("F_GM_NPC",1854,0);
+ if (.@i == -1) {
mes "Cancelled.";
close;
- }
- else if (.@input == 1854) {
+ } else if (.@i == 0) {
+ end;
+ } else {
mes "May I help you?";
next;
switch(select("Release all.:Cancel.")) {
@@ -750,4 +752,3 @@ bat_b02,1,10,3 script Release all#b02 81,{
}
}
}
-*/
diff --git a/npc/battleground/flavius/flavius_enter.txt b/npc/battleground/flavius/flavius_enter.txt
index 18176f4d2..92dae7b9e 100644
--- a/npc/battleground/flavius/flavius_enter.txt
+++ b/npc/battleground/flavius/flavius_enter.txt
@@ -1,13 +1,13 @@
//===== Hercules Script ======================================
// BattleGround System - Flavius Entrance NPCs
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.0
-//===== Description: =========================================
-//= [AEGIS Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Flavius Battleground Entrance NPCs
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version.
//============================================================
@@ -27,7 +27,7 @@ bat_room,133,178,5 script Flavius Officer#01a 418,{
next;
switch(select("I want to join your army!:End Conversation")) {
case 1:
- if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) {
+ if ((Class == Job_Novice) || (BaseClass == Job_Supernovice)) {
mes "[Guillaume Army Officer]";
mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
}
@@ -94,7 +94,7 @@ bat_room,133,121,1 script Flavius Officer#01b 414,{
next;
switch(select("I want to join your army!:End Conversation")) {
case 1:
- if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) {
+ if ((Class == Job_Novice) || (BaseClass == Job_Supernovice)) {
mes "[Croix Army Officer]";
mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
}
@@ -251,7 +251,7 @@ bat_room,148,178,5 script Flavius Officer#02a 418,{
next;
switch(select("I want to join your army!:End Conversation")) {
case 1:
- if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) {
+ if ((Class == Job_Novice) || (BaseClass == Job_Supernovice)) {
mes "[Guillaume Army Officer]";
mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
}
@@ -318,7 +318,7 @@ bat_room,148,121,1 script Flavius Officer#02b 414,{
next;
switch(select("I want to join your army!:End Conversation")) {
case 1:
- if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) {
+ if ((Class == Job_Novice) || (BaseClass == Job_Supernovice)) {
mes "[Croix Army Officer]";
mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
}
diff --git a/npc/battleground/kvm/kvm01.txt b/npc/battleground/kvm/kvm01.txt
index f89a8f66a..01119b97e 100644
--- a/npc/battleground/kvm/kvm01.txt
+++ b/npc/battleground/kvm/kvm01.txt
@@ -1,15 +1,15 @@
//===== Hercules Script ======================================
// BattleGround System - KvM 80-99
-//===== By: ==================================================
+//===== By: ==================================================
//= ???, L0ne_W0lf
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.2
-//===== Description: =========================================
-//= [AEGIS Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Kreiger Von Midgard Battleground for levels 80 to 99
//= - Winning Team: 5 points
//= - Losing Team: 1 point
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version.
//= 1.1 Updated using official Aegis files. [L0ne_W0lf]
//= 1.2 Upated some announces and dialogs from iRO.
@@ -53,11 +53,11 @@ bat_room,169,211,0 warp #kvm802 2,2,bat_room,154,150
end;
OnKvM01One:
- misceffect EF_CHANGECOLD;
+ specialeffect EF_CHANGECOLD;
end;
OnKvM01Two:
- misceffect EF_CHANGEPOISON;
+ specialeffect EF_CHANGEPOISON;
end;
}
diff --git a/npc/battleground/kvm/kvm02.txt b/npc/battleground/kvm/kvm02.txt
index e01225fbb..bb5991b1c 100644
--- a/npc/battleground/kvm/kvm02.txt
+++ b/npc/battleground/kvm/kvm02.txt
@@ -1,15 +1,15 @@
//===== Hercules Script ======================================
// BattleGround System - KvM 1-59
-//===== By: ==================================================
+//===== By: ==================================================
//= ???, L0ne_W0lf
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.3
-//===== Description: =========================================
-//= [AEGIS Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Kreiger Von Midgard Battleground for levels 1 to 59
//= - Winning Team: 1 point
//= - Losing Team: 0 points
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version.
//= 1.1 Updated using official Aegis files. [L0ne_W0lf]
//= 1.2 Upated some announces and dialogs from iRO.
@@ -55,11 +55,11 @@ bat_room,197,211,0 warp #kvm602 2,2,bat_room,154,150
end;
OnKvM02One:
- misceffect EF_CHANGECOLD;
+ specialeffect EF_CHANGECOLD;
end;
OnKvM02Two:
- misceffect EF_CHANGEPOISON;
+ specialeffect EF_CHANGEPOISON;
end;
}
diff --git a/npc/battleground/kvm/kvm03.txt b/npc/battleground/kvm/kvm03.txt
index 05cf76dc0..20abbdeb6 100644
--- a/npc/battleground/kvm/kvm03.txt
+++ b/npc/battleground/kvm/kvm03.txt
@@ -1,15 +1,15 @@
//===== Hercules Script ======================================
// BattleGround System - KvM 60-80
-//===== By: ==================================================
+//===== By: ==================================================
//= ???, L0ne_W0lf
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.3
-//===== Description: =========================================
-//= [AEGIS Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Kreiger Von Midgard Battleground for levels 60 to 80
//= - Winning Team: 2 points
//= - Losing Team: 1 point
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version.
//= 1.1 Updated using official Aegis files. [L0ne_W0lf]
//= 1.2 Upated some announces and dialogs from iRO.
@@ -54,11 +54,11 @@ bat_room,225,211,0 warp #kvm702 2,2,bat_room,154,150
end;
OnKvM03One:
- misceffect EF_CHANGECOLD;
+ specialeffect EF_CHANGECOLD;
end;
OnKvM03Two:
- misceffect EF_CHANGEPOISON;
+ specialeffect EF_CHANGEPOISON;
end;
}
diff --git a/npc/battleground/kvm/kvm_enter.txt b/npc/battleground/kvm/kvm_enter.txt
index 512e12dbd..f1d3128a3 100644
--- a/npc/battleground/kvm/kvm_enter.txt
+++ b/npc/battleground/kvm/kvm_enter.txt
@@ -1,14 +1,14 @@
//===== Hercules Script ======================================
// BattleGround System - KvM Entrance NPCs
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.1
-//===== Description: =========================================
-//= [AEGIS Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Kreiger Von Midgard Battleground Entrance NPCs
//= Original NPCs scrapped from bg_common.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version.
//= 1.1 Corrected some typos, and shifted messages around.
//= Corrected iRO style quest log entries, however it's
diff --git a/npc/battleground/kvm/kvm_item_pay.txt b/npc/battleground/kvm/kvm_item_pay.txt
index 9257e92b3..6ddb5b3f8 100644
--- a/npc/battleground/kvm/kvm_item_pay.txt
+++ b/npc/battleground/kvm/kvm_item_pay.txt
@@ -1,18 +1,18 @@
//===== Hercules Script ======================================
// BattleGround System - KvM Item Dealer
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.0
-//===== Description: =========================================
-//= [AEGIS Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Kreiger Von Midgard Battleground Point redemption NPC
//= * NOTE *
//= KvM Does NOT use items, but a character variable to
//= keep track of points. This NPC when talked to will
//= convert already-given tokens and convert them to points.
//= under the player variable kvm_point.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version.
//============================================================
@@ -55,7 +55,7 @@ bat_room,151,144,3 script KVM Logistic Officer#a 734,{
mes "points. So, be carefull when";
mes "selecting a reward.";
close2;
- ReadBook 11017,1;
+ readbook 11017,1;
end;
case 2:
mes "[Logistics]";
diff --git a/npc/battleground/tierra/tierra01.txt b/npc/battleground/tierra/tierra01.txt
index 4dec175c2..edb2f3c91 100644
--- a/npc/battleground/tierra/tierra01.txt
+++ b/npc/battleground/tierra/tierra01.txt
@@ -1,19 +1,21 @@
//===== Hercules Script ======================================
// BattleGround System - Tierra Gorge
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.3
-//===== Description: =========================================
-//= [AEGIS Conversion]
+//===== Current Version: =====================================
+//= 1.5
+//===== Description: =========================================
+//= [Official Conversion]
//= Tierra Gorge Battleground.
//= - Winning Team: 3 badges
//= - Losing Team: 1 badge
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version.
//= 1.1 Corrected setwalls for barricades. [L0ne_W0lf]
//= 1.2 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
//= 1.3 Removed MaxLvl check in waitingrooms.
+//= 1.4 Label standardization. [Euphy]
+//= 1.5 Added GM management function. [Euphy]
//============================================================
// Waiting Room NPCs
@@ -45,7 +47,7 @@ OnEnterBG:
bat_room,1,151,3 script #bat_a01_timer 844,{
end;
-onInit:
+OnInit:
OnEnable:
initnpctimer;
end;
@@ -96,18 +98,18 @@ OnInit:
end;
OnEnable:
- donpcevent "OBJ#bat_a01_a::Onkill";
+ donpcevent "OBJ#bat_a01_a::OnKill";
donpcevent "OBJ#bat_a01_a::OnEnable";
- donpcevent "OBJ#bat_a01_b::Onkill";
+ donpcevent "OBJ#bat_a01_b::OnKill";
donpcevent "OBJ#bat_a01_b::OnEnable";
- donpcevent "barricade#bat_a01_a::Onkill";
+ donpcevent "barricade#bat_a01_a::OnKill";
donpcevent "barricade#bat_a01_a::OnEnable";
- donpcevent "barricade#bat_a01_b::Onkill";
+ donpcevent "barricade#bat_a01_b::OnKill";
donpcevent "barricade#bat_a01_b::OnEnable";
- donpcevent "OBJ#bat_a01_n::Onkill";
+ donpcevent "OBJ#bat_a01_n::OnKill";
donpcevent "OBJ#bat_a01_n::OnEnable";
- donpcevent "NOBJ_mob#bat_a01_a::Onkill";
- donpcevent "NOBJ_mob#bat_a01_b::Onkill";
+ donpcevent "NOBJ_mob#bat_a01_a::OnKill";
+ donpcevent "NOBJ_mob#bat_a01_b::OnKill";
donpcevent "Battle Therapist#a01_a::OnEnable";
donpcevent "Battle Therapist#a01_b::OnEnable";
donpcevent "countdown#bat_a01::OnEnable";
@@ -136,7 +138,7 @@ OnReadyCheck:
set $@TierraBG1,1;
donpcevent "Lieutenant Kalos::OnEnterBG";
donpcevent "Lieutenant Eyor::OnEnterBG";
- donpcevent "start#bat_a01::onEnable";
+ donpcevent "start#bat_a01::OnEnable";
bg_warp $@TierraBG1_id1,"bat_a01",352,342;
bg_warp $@TierraBG1_id2,"bat_a01",353,52;
initnpctimer;
@@ -153,7 +155,7 @@ OnEnable:
bg_monster $@TierraBG1_id1,"bat_a01",177,345,"Food Storage",1909,"OBJ#bat_a01_a::OnMyMobDead";
end;
-Onkill:
+OnKill:
killmonster "bat_a01","OBJ#bat_a01_a::OnMyMobDead";
end;
@@ -176,7 +178,7 @@ OnEnable:
bg_monster $@TierraBG1_id2,"bat_a01",167,50,"Food Depot",1910,"OBJ#bat_a01_b::OnMyMobDead";
end;
-Onkill:
+OnKill:
killmonster "bat_a01","OBJ#bat_a01_b::OnMyMobDead";
end;
@@ -201,7 +203,7 @@ OnEnable:
setwall "bat_a01",186,266,16,6,1,"bat_a01_c1";
end;
-Onkill:
+OnKill:
killmonster "bat_a01","barricade#bat_a01_a::OnMyMobDead";
delwall "bat_a01_c1";
end;
@@ -223,7 +225,7 @@ OnEnable:
setwall "bat_a01",170,129,16,6,1,"bat_a01_g1";
end;
-Onkill:
+OnKill:
killmonster "bat_a01","barricade#bat_a01_b::OnMyMobDead";
delwall "bat_a01_g1";
end;
@@ -243,7 +245,7 @@ OnEnable:
monster "bat_a01",273,203,"Neutrality Flag",1911,1,"OBJ#bat_a01_n::OnMyMobDead";
end;
-Onkill:
+OnKill:
killmonster "bat_a01","OBJ#bat_a01_n::OnMyMobDead";
end;
@@ -264,13 +266,13 @@ OnMyMobDead:
bat_a01,15,21,3 script NOBJ_mob#bat_a01_a 844,{
OnEnable:
- donpcevent "NOBJ_mob#bat_a01_b::Onkill";
+ donpcevent "NOBJ_mob#bat_a01_b::OnKill";
bg_monster $@TierraBG1_id1,"bat_a01",272,204,"Guillaume Camp Guardian",1949,"NOBJ_mob#bat_a01_a::OnMyMobDead";
bg_monster $@TierraBG1_id1,"bat_a01",272,213,"Guillaume Camp Guardian",1949,"NOBJ_mob#bat_a01_a::OnMyMobDead";
bg_monster $@TierraBG1_id1,"bat_a01",273,197,"Guillaume Camp Guardian",1950,"NOBJ_mob#bat_a01_a::OnMyMobDead";
end;
-Onkill:
+OnKill:
killmonster "bat_a01","NOBJ_mob#bat_a01_a::OnMyMobDead";
end;
@@ -280,13 +282,13 @@ OnMyMobDead:
bat_a01,15,22,3 script NOBJ_mob#bat_a01_b 844,{
OnEnable:
- donpcevent "NOBJ_mob#bat_a01_a::Onkill";
+ donpcevent "NOBJ_mob#bat_a01_a::OnKill";
bg_monster $@TierraBG1_id2,"bat_a01",272,204,"Croix Camp Guardian",1949,"NOBJ_mob#bat_a01_a::OnMyMobDead";
bg_monster $@TierraBG1_id2,"bat_a01",272,213,"Croix Camp Guardian",1949,"NOBJ_mob#bat_a01_a::OnMyMobDead";
bg_monster $@TierraBG1_id2,"bat_a01",273,197,"Croix Camp Guardian",1950,"NOBJ_mob#bat_a01_a::OnMyMobDead";
end;
-Onkill:
+OnKill:
killmonster "bat_a01","NOBJ_mob#bat_a01_b::OnMyMobDead";
end;
@@ -481,7 +483,7 @@ OnEnable:
enablenpc "Battle Therapist#a01_a";
end;
-Onstop:
+OnStop:
disablenpc "bat_a01_rp1_a_warp";
disablenpc "Battle Therapist#a01_a";
stopnpctimer;
@@ -531,7 +533,7 @@ OnEnable:
enablenpc "Battle Therapist#a01_b";
end;
-Onstop:
+OnStop:
disablenpc "bat_a01_rp1_b_warp";
disablenpc "Battle Therapist#a01_b";
stopnpctimer;
@@ -871,7 +873,7 @@ OnEnable:
initnpctimer;
end;
-Onstop:
+OnStop:
stopnpctimer;
end;
@@ -905,7 +907,7 @@ OnTimer1825000:
OnTimer1830000:
mapwarp "bat_a01","bat_room",154,150;
- donpcevent "countdown#bat_a01::Onstop";
+ donpcevent "countdown#bat_a01::OnStop";
end;
}
@@ -921,14 +923,14 @@ bat_a01,356,326,3 script Guillaume Camp Soldier#bat_a01_guide 934,{
}
*/
-/*
bat_a01,1,1,3 script Release all#a01 81,{
- input .@input,0,2000;
- if (.@input == 0) {
+ set .@i, callfunc("F_GM_NPC",1854,0);
+ if (.@i == -1) {
mes "Cancelled.";
close;
- }
- else if (.@input == 1854) {
+ } else if (.@i == 0) {
+ end;
+ } else {
mes "May I help you?";
next;
switch(select("Release all.:Cancel.")) {
@@ -939,8 +941,7 @@ bat_a01,1,1,3 script Release all#a01 81,{
end;
case 2:
mes "Cancelled.";
+ close;
}
}
}
-*/
-
diff --git a/npc/battleground/tierra/tierra02.txt b/npc/battleground/tierra/tierra02.txt
index aa5f09215..008944955 100644
--- a/npc/battleground/tierra/tierra02.txt
+++ b/npc/battleground/tierra/tierra02.txt
@@ -1,18 +1,20 @@
//===== Hercules Script ======================================
// BattleGround System - Tierra Gorge 2
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [AEGIS Conversion]
+//===== Current Version: =====================================
+//= 1.4
+//===== Description: =========================================
+//= [Official Conversion]
//= Second Tierra Gorge Battleground.
//= - Winning Team: 3 badges
//= - Losing Team: 1 badge
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version.
//= 1.1 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
//= 1.2 Removed MaxLvl check in waitingrooms.
+//= 1.3 Label standardization. [Euphy]
+//= 1.4 Added GM management function. [Euphy]
//============================================================
// Waiting Room NPCs
@@ -44,7 +46,7 @@ OnEnterBG:
bat_room,1,151,3 script #bat_a02_timer 844,{
end;
-onInit:
+OnInit:
OnEnable:
initnpctimer;
end;
@@ -95,18 +97,18 @@ OnInit:
end;
OnEnable:
- donpcevent "OBJ#bat_a02_a::Onkill";
+ donpcevent "OBJ#bat_a02_a::OnKill";
donpcevent "OBJ#bat_a02_a::OnEnable";
- donpcevent "OBJ#bat_a02_b::Onkill";
+ donpcevent "OBJ#bat_a02_b::OnKill";
donpcevent "OBJ#bat_a02_b::OnEnable";
- donpcevent "barricade#bat_a02_a::Onkill";
+ donpcevent "barricade#bat_a02_a::OnKill";
donpcevent "barricade#bat_a02_a::OnEnable";
- donpcevent "barricade#bat_a02_b::Onkill";
+ donpcevent "barricade#bat_a02_b::OnKill";
donpcevent "barricade#bat_a02_b::OnEnable";
- donpcevent "OBJ#bat_a02_n::Onkill";
+ donpcevent "OBJ#bat_a02_n::OnKill";
donpcevent "OBJ#bat_a02_n::OnEnable";
- donpcevent "NOBJ_mob#bat_a02_a::Onkill";
- donpcevent "NOBJ_mob#bat_a02_b::Onkill";
+ donpcevent "NOBJ_mob#bat_a02_a::OnKill";
+ donpcevent "NOBJ_mob#bat_a02_b::OnKill";
donpcevent "Battle Therapist#a02_a::OnEnable";
donpcevent "Battle Therapist#a02_b::OnEnable";
donpcevent "countdown#bat_a02::OnEnable";
@@ -135,7 +137,7 @@ OnReadyCheck:
set $@TierraBG2,1;
donpcevent "Lieutenant Rundel::OnEnterBG";
donpcevent "Lieutenant Guerrit::OnEnterBG";
- donpcevent "start#bat_a02::onEnable";
+ donpcevent "start#bat_a02::OnEnable";
bg_warp $@TierraBG2_id1,"bat_a02",352,342;
bg_warp $@TierraBG2_id2,"bat_a02",353,52;
initnpctimer;
@@ -152,7 +154,7 @@ OnEnable:
bg_monster $@TierraBG2_id1,"bat_a02",177,345,"Food Storage",1909,"OBJ#bat_a02_a::OnMyMobDead";
end;
-Onkill:
+OnKill:
killmonster "bat_a02","OBJ#bat_a02_a::OnMyMobDead";
end;
@@ -175,7 +177,7 @@ OnEnable:
bg_monster $@TierraBG2_id2,"bat_a02",167,50,"Food Depot",1910,"OBJ#bat_a02_b::OnMyMobDead";
end;
-Onkill:
+OnKill:
killmonster "bat_a02","OBJ#bat_a02_b::OnMyMobDead";
end;
@@ -200,7 +202,7 @@ OnEnable:
setwall "bat_a02",186,266,16,6,1,"bat_a02_c1";
end;
-Onkill:
+OnKill:
killmonster "bat_a02","barricade#bat_a02_a::OnMyMobDead";
delwall "bat_a02_c1";
end;
@@ -222,7 +224,7 @@ OnEnable:
setwall "bat_a02",170,129,16,6,1,"bat_a02_g1";
end;
-Onkill:
+OnKill:
killmonster "bat_a02","barricade#bat_a02_b::OnMyMobDead";
delwall "bat_a02_g1";
end;
@@ -242,7 +244,7 @@ OnEnable:
monster "bat_a02",273,203,"Neutrality Flag",1911,1,"OBJ#bat_a02_n::OnMyMobDead";
end;
-Onkill:
+OnKill:
killmonster "bat_a02","OBJ#bat_a02_n::OnMyMobDead";
end;
@@ -263,13 +265,13 @@ OnMyMobDead:
bat_a02,15,21,3 script NOBJ_mob#bat_a02_a 844,{
OnEnable:
- donpcevent "NOBJ_mob#bat_a02_b::Onkill";
+ donpcevent "NOBJ_mob#bat_a02_b::OnKill";
bg_monster $@TierraBG2_id1,"bat_a02",272,204,"Guillaume Camp Guardian",1949,"NOBJ_mob#bat_a02_a::OnMyMobDead";
bg_monster $@TierraBG2_id1,"bat_a02",272,213,"Guillaume Camp Guardian",1949,"NOBJ_mob#bat_a02_a::OnMyMobDead";
bg_monster $@TierraBG2_id1,"bat_a02",273,197,"Guillaume Camp Guardian",1950,"NOBJ_mob#bat_a02_a::OnMyMobDead";
end;
-Onkill:
+OnKill:
killmonster "bat_a02","NOBJ_mob#bat_a02_a::OnMyMobDead";
end;
@@ -279,13 +281,13 @@ OnMyMobDead:
bat_a02,15,22,3 script NOBJ_mob#bat_a02_b 844,{
OnEnable:
- donpcevent "NOBJ_mob#bat_a02_a::Onkill";
+ donpcevent "NOBJ_mob#bat_a02_a::OnKill";
bg_monster $@TierraBG2_id2,"bat_a02",272,204,"Croix Camp Guardian",1949,"NOBJ_mob#bat_a02_a::OnMyMobDead";
bg_monster $@TierraBG2_id2,"bat_a02",272,213,"Croix Camp Guardian",1949,"NOBJ_mob#bat_a02_a::OnMyMobDead";
bg_monster $@TierraBG2_id2,"bat_a02",273,197,"Croix Camp Guardian",1950,"NOBJ_mob#bat_a02_a::OnMyMobDead";
end;
-Onkill:
+OnKill:
killmonster "bat_a02","NOBJ_mob#bat_a02_b::OnMyMobDead";
end;
@@ -480,7 +482,7 @@ OnEnable:
enablenpc "Battle Therapist#a02_a";
end;
-Onstop:
+OnStop:
disablenpc "bat_a02_rp1_a_warp";
disablenpc "Battle Therapist#a02_a";
stopnpctimer;
@@ -530,7 +532,7 @@ OnEnable:
enablenpc "Battle Therapist#a02_b";
end;
-Onstop:
+OnStop:
disablenpc "bat_a02_rp1_b_warp";
disablenpc "Battle Therapist#a02_b";
stopnpctimer;
@@ -870,7 +872,7 @@ OnEnable:
initnpctimer;
end;
-Onstop:
+OnStop:
stopnpctimer;
end;
@@ -904,7 +906,7 @@ OnTimer1825000:
OnTimer1830000:
mapwarp "bat_a02","bat_room",154,150;
- donpcevent "countdown#bat_a02::Onstop";
+ donpcevent "countdown#bat_a02::OnStop";
end;
}
@@ -920,14 +922,14 @@ bat_a02,356,326,3 script Guillaume Camp Soldier#bat_a02_guide 934,{
}
*/
-/*
bat_a02,1,1,3 script Release all#a02 81,{
- input .@input,0,2000;
- if (.@input == 0) {
+ set .@i, callfunc("F_GM_NPC",1854,0);
+ if (.@i == -1) {
mes "Cancelled.";
close;
- }
- else if (.@input == 1854) {
+ } else if (.@i == 0) {
+ end;
+ } else {
mes "May I help you?";
next;
switch(select("Release all.:Cancel.")) {
@@ -938,8 +940,7 @@ bat_a02,1,1,3 script Release all#a02 81,{
end;
case 2:
mes "Cancelled.";
+ close;
}
}
}
-*/
-
diff --git a/npc/battleground/tierra/tierra_enter.txt b/npc/battleground/tierra/tierra_enter.txt
index df2568125..0262f9fcd 100644
--- a/npc/battleground/tierra/tierra_enter.txt
+++ b/npc/battleground/tierra/tierra_enter.txt
@@ -1,13 +1,13 @@
//===== Hercules Script ======================================
// BattleGround System - Tierra Gorge Entrance NPCs
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.0
-//===== Description: =========================================
-//= [AEGIS Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Tierra Gorge Battleground Entrance NPCs
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version.
//= 1.1 Fixed silly copy paste errors. (bugreport:4401)
//============================================================
@@ -28,7 +28,7 @@ bat_room,124,178,5 script Tierra Gorge Officer#01a 418,{
next;
switch(select("I want to join your army!:End Conversation")) {
case 1:
- if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) {
+ if ((Class == Job_Novice) || (BaseClass == Job_Supernovice)) {
mes "[Guillaume Army Officer]";
mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
}
@@ -95,7 +95,7 @@ bat_room,140,178,5 script Tierra Gorge Officer#02a 418,{
next;
switch(select("I want to join your army!:End Conversation")) {
case 1:
- if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) {
+ if ((Class == Job_Novice) || (BaseClass == Job_Supernovice)) {
mes "[Guillaume Army Officer]";
mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
}
@@ -260,7 +260,7 @@ bat_room,125,121,1 script Tierra Gorge Officer#01b 414,{
next;
switch(select("I want to join your army!:End Conversation")) {
case 1:
- if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) {
+ if ((Class == Job_Novice) || (BaseClass == Job_Supernovice)) {
mes "[Croix Army Officer]";
mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
}
@@ -327,7 +327,7 @@ bat_room,140,121,1 script Tierra Gorge Officer#02b 414,{
next;
switch(select("I want to join your army!:End Conversation")) {
case 1:
- if ((Class == job_Novice) || (BaseClass == Job_Supernovice)) {
+ if ((Class == Job_Novice) || (BaseClass == Job_Supernovice)) {
mes "[Croix Army Officer]";
mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield.";
}
diff --git a/npc/cities/alberta.txt b/npc/cities/alberta.txt
index 3909d63b2..dff5abf61 100644
--- a/npc/cities/alberta.txt
+++ b/npc/cities/alberta.txt
@@ -1,12 +1,12 @@
//===== Hercules Script ======================================
//= Alberta Town
-//===== By: ==================================================
+//===== By: ==================================================
//= DZeroX
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.6
-//===== Description: =========================================
+//===== Description: =========================================
//= Town-specific Alberta NPCs
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 Converted from Aegis 10.4 [DZeroX]
//= 1.1 Optimized, missing next, REMOVED .GATs! again [Lupus]
//= 1.2 Implemented progression fixes provided by $ephiroth. [L0ne_W0lf]
@@ -67,41 +67,45 @@ alberta,131,139,2 script Drunken Old Man 54,{
mes "Wh-what are you";
mes "staring at? Get lost!!";
next;
- if(select("Say nothing.","Leave him alone.") == 1) {
- mes "[Deagle]";
- mes "Hahahaha ^666666*hiccup*^000000... You've got some nerve. I may look worthless now, but I used to be a sailor on the 'Going Mary.'";
- next;
- if(select("Never heard of it.","Really? No kidding!") == 1) {
- mes "[Deagle]";
- mes "Never heard of it?! Everybody knows th'notorious pirate ship 'Going Mary!' ^666666*Hiccup~*^000000";
- next;
+ switch(select("Say nothing.","Leave him alone.")) {
+ case 1:
mes "[Deagle]";
- mes "Ah~ The ol'days. If only... If only we hadn't run into that STORM...^666666*hiccup*^000000";
+ mes "Hahahaha ^666666*hiccup*^000000... You've got some nerve. I may look worthless now, but I used to be a sailor on the 'Going Mary.'";
next;
+ switch(select("Never heard of it.","Really? No kidding!")) {
+ case 1:
+ mes "[Deagle]";
+ mes "Never heard of it?! Everybody knows th'notorious pirate ship 'Going Mary!' ^666666*Hiccup~*^000000";
+ next;
+ mes "[Deagle]";
+ mes "Ah~ The ol'days. If only... If only we hadn't run into that STORM...^666666*hiccup*^000000";
+ next;
+ mes "[Deagle]";
+ mes "AH~ Captain. I miss our cap'n more than anything... No foe survived before cap'n's sword.";
+ close;
+ case 2:
+ mes "[Deagle]";
+ mes "That's right! NOBODY meshes with the crew of the 'Going Mary!' And nobody can beat out cap'n in a sword fight!";
+ next;
+ mes "[Deagle]";
+ mes "CAPTAIN~!!! ^666666*HICCUP~*^000000 He would swing his sword like this, then... THEN!!";
+ next;
+ mes "[Deagle]";
+ mes "The bastard the captain was fighting, and anyone of his friends near him, were surrounded in flame!";
+ next;
+ mes "[Deagle]";
+ mes "Man, that sword must have had some sort of mysterious power, or the captain was just that good...!";
+ next;
+ mes "[Deagle]";
+ mes "Phew~~ ^666666*Sob* *Sob...*^000000 God, I miss everyone! Now I'm depressed! Please, go away now.";
+ close;
+ }
+ case 2:
mes "[Deagle]";
- mes "AH~ Captain. I miss our cap'n more than anything... No foe survived before cap'n's sword.";
+ mes "That's right!";
+ mes "Go AWAY~";
close;
- }
- mes "[Deagle]";
- mes "That's right! NOBODY meshes with the crew of the 'Going Mary!' And nobody can beat out cap'n in a sword fight!";
- next;
- mes "[Deagle]";
- mes "CAPTAIN~!!! ^666666*HICCUP~*^000000 He would swing his sword like this, then... THEN!!";
- next;
- mes "[Deagle]";
- mes "The bastard the captain was fighting, and anyone of his friends near him, were surrounded in flame!";
- next;
- mes "[Deagle]";
- mes "Man, that sword must have had some sort of mysterious power, or the captain was just that good...!";
- next;
- mes "[Deagle]";
- mes "Phew~~ ^666666*Sob* *Sob...*^000000 God, I miss everyone! Now I'm depressed! Please, go away now.";
- close;
}
- mes "[Deagle]";
- mes "That's right!";
- mes "Go AWAY~";
- close;
}
alberta,58,80,2 script Shakir 99,{
@@ -228,7 +232,7 @@ alb2trea,39,50,6 script Fisk#a2t 100,{
mes "[Fisk]";
mes "So you wanna head back to the mainland in Alberta, eh?";
next;
- if(select("Yes please.","I changed my mind.") == 1)
+ if(select("Yes please.","I changed my mind.")==1)
warp "alberta",192,169;
close;
}
@@ -251,22 +255,25 @@ alberta,195,151,2 script Paul 86,{
mes "fee is only";
mes "200 Zeny.";
next;
- if(select("Sign me up!","Uh, no thanks.") == 1) {
- if (Zeny < 200) {
+ switch(select("Sign me up!","Uh, no thanks.")) {
+ case 1:
+ if (Zeny < 200) {
+ mes "[Paul]";
+ mes "It seems you don't have the money, my friend. But please come back when you're able to pay.";
+ close;
+ } else {
+ set Zeny,Zeny - 200;
+ warp "alb2trea",62,69;
+ close;
+ }
+ case 2:
mes "[Paul]";
- mes "It seems you don't have the money, my friend. But please come back when you're able to pay.";
+ mes "Alright, well...";
+ mes "I'll be around";
+ mes "if you change";
+ mes "your mind.";
close;
- }
- set Zeny,Zeny - 200;
- warp "alb2trea",62,69;
- close;
}
- mes "[Paul]";
- mes "Alright, well...";
- mes "I'll be around";
- mes "if you change";
- mes "your mind.";
- close;
}
alberta,190,173,4 script Phelix 85,{
@@ -292,106 +299,111 @@ alberta,190,173,4 script Phelix 85,{
mes "If you're interested in my offer, get me the stuff I mentioned.";
set @event_zelopy,1;
close;
- }
- mes "Hmm.. you want to exchange jellopies for Red Potions or some Carrots eh? Well.. which one?";
- next;
- if(select("Red Potions please.","Carrots please.") == 1) {
- mes "[Phelix]";
- mes "Alright...";
- mes "Let's see";
- mes "what'cha got...";
- next;
- mes "[Phelix]";
- if (countitem(909) < 10) {
- mes "Hey! Weren't you listening?. I said 10 jellopies for 1 Red Potion.. are ya deaf?";
- close;
- }
- set .@max,countitem(909)/10;
- mes "Hmm, not bad...";
- mes "How many potions";
- mes "do you want to get?";
+ } else {
+ mes "Hmm.. you want to exchange jellopies for Red Potions or some Carrots eh? Well.. which one?";
next;
- switch(select("As many as I can, please.","I want this many.","Never mind, I like my jellopy.")) {
+ switch(select("Red Potions please.","Carrots please.")) {
case 1:
- delitem 909,.@max*10; // Jellopy
- getitem 501,.@max; // Red_Potion
- break;
- case 2:
mes "[Phelix]";
- mes "I'm not giving you more then 100 at a time so don't bother, OK? If you don't want any, just say '0'.";
- mes "Right now, the most you can get is " + .@max + " but remember, 100 at most, you want to break my back?.";
- input .@amount;
+ mes "Alright...";
+ mes "Let's see";
+ mes "what'cha got...";
next;
mes "[Phelix]";
- if (.@amount <= 0) {
- mes "Much obliged, come again anytime.";
+ if (countitem(909) < 10) {
+ mes "Hey! Weren't you listening?. I said 10 jellopies for 1 Red Potion.. are ya deaf?";
close;
- }
- if (.@amount > 100) {
- mes "Hey, what'd I say? 100 at a time at most, you're trying to kill me aren't you!";
+ } else {
+ set .@max,countitem(909)/10;
+ mes "Hmm, not bad...";
+ mes "How many potions";
+ mes "do you want to get?";
+ next;
+ switch(select("As many as I can, please.","I want this many.","Never mind, I like my jellopy.")) {
+ case 1:
+ delitem 909,.@max*10; // Jellopy
+ getitem 501,.@max; // Red_Potion
+ break;
+ case 2:
+ mes "[Phelix]";
+ mes "I'm not giving you more then 100 at a time so don't bother, OK? If you don't want any, just say '0'.";
+ mes "Right now, the most you can get is " + .@max + " but remember, 100 at most, you want to break my back?.";
+ input .@amount;
+ next;
+ mes "[Phelix]";
+ if (.@amount <= 0) {
+ mes "Much obliged, come again anytime.";
+ close;
+ }
+ if (.@amount > 100) {
+ mes "Hey, what'd I say? 100 at a time at most, you're trying to kill me aren't you!";
+ close;
+ }
+ if (countitem(909) < .@amount*10) {
+ mes "Hmm, it looks like you don't have enough. Go get more jellopies if you want anything else from me.";
+ close;
+ }
+ delitem 909,.@amount*10; // Jellopy
+ getitem 501,.@amount; // Red_Potion
+ break;
+ case 3:
+ mes "[Phelix]";
+ mes "No problem,";
+ mes "see you next time.";
+ close;
+ }
+ mes "[Phelix]";
+ mes "There you go! As I promised. Don't go suckin' them all down at once.";
close;
}
- if (countitem(909) < .@amount*10) {
- mes "Hmm, it looks like you don't have enough. Go get more jellopies if you want anything else from me.";
+ case 2:
+ mes "[Phelix]";
+ mes "Alright, let's see what ya got...";
+ next;
+ mes "[Phelix]";
+ if (countitem(909) < 3) {
+ mes "Hmm, look pansy ass, I said 3 jellopies for 1 Carrot.. got it?";
+ close;
+ } else {
+ set .@max,countitem(909)/3;
+ mes "Not too bad pansy...";
+ mes "How many do you want?";
+ next;
+ switch(select("As many as I can get, please","I want this many.","Never mind, I like my jellopy.")) {
+ case 1:
+ delitem 909,.@max*3; // Jellopy
+ getitem 515,.@max; // Carrot
+ break;
+ case 2:
+ mes "[Phelix]";
+ mes "Right I'm not giving you more then 100 at a time so don't bother, okay? If you don't want any, just say '0'.";
+ input .@amount;
+ next;
+ mes "[Phelix]";
+ if (.@amount == 0) {
+ mes "Alright then, see you next time.";
+ close;
+ }
+ if (.@amount > 100) {
+ mes "Hey pansy ass, I said 100 at most, no more then that! I'm not going to break my back for the likes of you!";
+ close;
+ }
+ if (countitem(909) < .@amount*10) {
+ mes "Seems you don't have enough. Go get some more if you want anything else.";
+ close;
+ }
+ delitem 909,.@amount*3; // Jellopy
+ getitem 515,.@amount; // Carrot
+ break;
+ case 3:
+ mes "[Phelix]";
+ mes "Catch'ya later.";
+ close;
+ }
+ mes "[Phelix]";
+ mes "There you go~! As I promised. Try not to stuff yer face.";
close;
}
- delitem 909,.@amount*10; // Jellopy
- getitem 501,.@amount; // Red_Potion
- break;
- case 3:
- mes "[Phelix]";
- mes "No problem,";
- mes "see you next time.";
- close;
}
- mes "[Phelix]";
- mes "There you go! As I promised. Don't go suckin' them all down at once.";
- close;
- }
- mes "[Phelix]";
- mes "Alright, let's see what ya got...";
- next;
- mes "[Phelix]";
- if (countitem(909) < 3) {
- mes "Hmm, look pansy ass, I said 3 jellopies for 1 Carrot.. got it?";
- close;
}
- set .@max,countitem(909)/3;
- mes "Not too bad pansy...";
- mes "How many do you want?";
- next;
- switch(select("As many as I can get, please","I want this many.","Never mind, I like my jellopy.")) {
- case 1:
- delitem 909,.@max*3; // Jellopy
- getitem 515,.@max; // Carrot
- break;
- case 2:
- mes "[Phelix]";
- mes "Right I'm not giving you more then 100 at a time so don't bother, okay? If you don't want any, just say '0'.";
- input .@amount;
- next;
- mes "[Phelix]";
- if (.@amount == 0) {
- mes "Alright then, see you next time.";
- close;
- }
- if (.@amount > 100) {
- mes "Hey pansy ass, I said 100 at most, no more then that! I'm not going to break my back for the likes of you!";
- close;
- }
- if (countitem(909) < .@amount*10) {
- mes "Seems you don't have enough. Go get some more if you want anything else.";
- close;
- }
- delitem 909,.@amount*3; // Jellopy
- getitem 515,.@amount; // Carrot
- break;
- case 3:
- mes "[Phelix]";
- mes "Catch'ya later.";
- close;
- }
- mes "[Phelix]";
- mes "There you go~! As I promised. Try not to stuff yer face.";
- close;
}
diff --git a/npc/cities/aldebaran.txt b/npc/cities/aldebaran.txt
index d49a4f8f0..e60902b74 100644
--- a/npc/cities/aldebaran.txt
+++ b/npc/cities/aldebaran.txt
@@ -1,15 +1,15 @@
//===== Hercules Script ======================================
//= Al De Baran Town
-//===== By: ==================================================
-//= L0ne_W0lf, rAthena Dev Team
-//===== Current Version: =====================================
+//===== By: ==================================================
+//= rAthena Dev Team; L0ne_W0lf
+//===== Current Version: =====================================
//= 2.3
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Al De Baran Town NPCs
-//===== Additional Comments: =================================
-//= v1.1 Added RS125 NPC. Added another Kafra Reserve points agent.
-//= The 2nd reserve points agent is not complete yet.
+//===== Additional Comments: =================================
+//= 1.1 Added RS125 NPC. Added another Kafra Reserve points agent.
+//= The 2nd reserve points agent is not complete yet.
//= 1.2 Lottery input number fix [Lupus], 1.2a - label typo fixed
//= 1.3 Gatekeeper's bug fixed (wrong check and wrong item ID
//= for underground), fixed some typos [Lupus]
@@ -21,8 +21,8 @@
//= 1.7 Fixed exploits [Lupus] 1.8 Removed Duplicates [Silent]
//= 1.9 Fixed a bunch of typos with information from Crono/Hollengrhen [Evera]
//= 1.9a Now Pavianne doesn't sell Kafra Passes. She refunds them [Lupus]
-//= 2.0 Re-made all the dialog-only NPCs with official dialogs.
-//= Kafra and Clock Tower NPCs pending remake. [DZeroX]
+//= 2.0 Re-made all the dialog-only NPCs with official dialogs.
+//= Kafra and Clock Tower NPCs pending remake. [DZeroX]
//= 2.01 removed all .GATs [Lupus]
//= 2.1 Rescripted most NPCs to Aegis 10.3 standards. [L0ne_W0lf]
//= 2.2 Corrected NPC names to fall within proper resctrictions. [L0ne_W0lf]
@@ -685,7 +685,7 @@ aldeba_in,156,179,4 script Master#alde 61,{
mes "Who's your";
mes "favorite Kafra girl?";
next;
- if (sex == 0) {
+ if (Sex == 0) {
mes "[Master]";
mes "Oh, and don't worry. I know that girls have some kind of opinion about how pretty other girls are.";
next;
diff --git a/npc/cities/amatsu.txt b/npc/cities/amatsu.txt
index de68aff7b..1c5ca242b 100644
--- a/npc/cities/amatsu.txt
+++ b/npc/cities/amatsu.txt
@@ -1,20 +1,20 @@
//===== Hercules Script ======================================
//= Amatsu Town
-//===== By: ==================================================
+//===== By: ==================================================
//= rAthena Dev Team
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.4
-//===== Description: =========================================
+//===== Description: =========================================
//= [Aegis Conversion]
//= Amatsu Town Script
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.3 Rescripted to Aegis 10.3 Standards. [L0ne_W0lf]
-//= Moved elemental stone trader to 'elemental_trader.txt'
+//= Moved elemental stone trader to 'elemental_trader.txt'
//= 1.4 Moved Alberta NPC to pre-re/re paths. [Euphy]
//============================================================
// Amatsu Transportation
-//=====================================================
+//============================================================
- script ::Sea_Captain_amatsu -1,{
mes "[Walter Moers]";
mes "Hey, there.";
@@ -96,7 +96,7 @@
mes "[Walter Moers]";
mes "Alright, I will start the engine!";
close2;
- set zeny,zeny-10000;
+ set Zeny, Zeny-10000;
warp "amatsu",197,83;
end;
}
@@ -149,7 +149,7 @@ amatsu,194,79,5 script Sea Captain#ama2 709,{
}
// Generic Amatsu NPCs
-//=====================================================
+//============================================================
amatsu,230,160,3 script Well-side Maiden#ama 757,{
mes "[Yuuko]";
mes "I usually come to this well to";
@@ -337,7 +337,7 @@ amatsu,287,266,3 script Jyaburo#ama 766,{
}
// Legendary Tree
-//=====================================================
+//============================================================
amatsu,269,221,1 script Propose Girl#ama 758,{
set jap_tree,1;
mes "[Hutari Shioko]";
@@ -584,9 +584,9 @@ amatsu,262,197,1 script Legendary Tree 111,{
close;
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= Amatsu Town NPCs : Revision 2 (Fox quest fix)
//= Translated by Makenshi and dj
//= Revisions and edits by Valaris and Darkchild
diff --git a/npc/cities/ayothaya.txt b/npc/cities/ayothaya.txt
index 1c22c2975..2a4480aa2 100644
--- a/npc/cities/ayothaya.txt
+++ b/npc/cities/ayothaya.txt
@@ -1,21 +1,21 @@
//===== Hercules Script ======================================
//= Ayotaya Town
-//===== By: ==================================================
+//===== By: ==================================================
//= MasterOfMuppets
//===== Current Version: =====================================
//= 1.9
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Ayotaya Town Script
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.6 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
//= 1.7 Fixed character's anme bugs [Lupus]
//= 1.8 Moved Alberta NPC to pre-re/re paths. [Euphy]
-//= 1.9 Updated Warp coordinates to Alberta
-//============================================================
+//= 1.9 Updated Renewal warp coordinates.
+//============================================================
-// Ayothaya Transportation NPC
-//============================================================
+// Ayothaya Transportation
+//============================================================
- script ::Aibakthing_ayothaya -1,{
mes "[Aibakthing]";
mes "Hoo! Hah! Hoo! Hah!";
@@ -56,7 +56,7 @@
mes "Let us be off! Back to my";
mes "beautiful Ayotaya!";
close2;
- set zeny,zeny-10000;
+ set Zeny, Zeny-10000;
warp "ayothaya",149,71;
end;
}
@@ -104,7 +104,7 @@ ayothaya,152,68,1 script Aibakthing#ayo2 843,{
}
// Generic Ayothaya NPCs
-//============================================================
+//============================================================
ayothaya,189,120,3 script Young Man#Thang 843,{
mes "[Thang]";
mes "There's an ancient,";
@@ -296,14 +296,14 @@ ayothaya,241,264,5 script Young Man#5ayothaya2 843,{
close;
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= 0.1 Added a Sailor NPC to get back to Alberta [ZoDIaC]
//= 0.2 fixed coords, dialogues
//= 0.3 Fixed Warp name, ayotaya doesn't exist, even though iRO
-//= decided to call it Ayotaya, it really is Ayothaya, like
-//= that Yuno/Juno thing
+//= decided to call it Ayotaya, it really is Ayothaya, like
+//= that Yuno/Juno thing
//= 0.4 Added the official warp npc for Ayothaya. [MasterOfMuppets]
//= 1.0 Added most of the official npcs. The following quests were added: [MasterOfMuppets]
//= Tom Yum Goong quest, Holy Threads quest and Holier threads quest.
@@ -314,4 +314,4 @@ ayothaya,241,264,5 script Young Man#5ayothaya2 843,{
//= 1.3 Removed Duplicates [Silent]
//= 1.4 Moved quests to quests/quests_ayothaya.txt [Evera]
//= 1.5 Moved a few NPC's to quests/quests_ayothaya.txt [MasterOfMuppets]
-//============================================================
+//============================================================
diff --git a/npc/cities/comodo.txt b/npc/cities/comodo.txt
index 31d108710..6f2f2a6c8 100644
--- a/npc/cities/comodo.txt
+++ b/npc/cities/comodo.txt
@@ -1,13 +1,13 @@
//===== Hercules Script ======================================
//= Comodo Town
-//===== By: ==================================================
+//===== By: ==================================================
//= rAthena Dev Team
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 2.0
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Comodo Town NPCs
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= Not complete.
//= 1.1 Rolled back from the wrong Kashy's fix
//= Implemented the 'Cheese'/Stone of Awakening quest. Re-organized stuff. [kobra_k88]
@@ -349,12 +349,12 @@ cmd_fild07,299,83,4 script Zain#cmd 100,{
switch(select("Alberta - 600 Zeny:Izlude - 800 Zeny:Cancel")) {
case 1:
if (Zeny < 600) break;
- set zeny,zeny-600;
+ set Zeny, Zeny-600;
warp "alberta",192,169;
end;
case 2:
if (Zeny < 800) break;
- set zeny,zeny-800;
+ set Zeny, Zeny-800;
if(checkre(0))
warp "izlude",195,212;
else
diff --git a/npc/cities/einbech.txt b/npc/cities/einbech.txt
index a4c969910..285221ab8 100644
--- a/npc/cities/einbech.txt
+++ b/npc/cities/einbech.txt
@@ -1,12 +1,12 @@
//===== Hercules Script ======================================
//= Einbech Town
-//===== By: ==================================================
+//===== By: ==================================================
//= Muad_Dib
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.5
-//===== Description: =========================================
+//===== Description: =========================================
//=
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 0.1 Started writing Einbech npc's. [Muad_Dib]
//= 0.1a Conversion to eA format [MasterOfMuppets]
//= 0.1b Added missing tabs. [Mass Zero] 0.1c more missing tabs [Lupus]
@@ -16,7 +16,7 @@
//= 1.0 Added the last of the town npcs, [MasterOfMuppets]
//= all credits to muad_dib for scripting them.
//= 1.1 Made some changes according to the Shinokas quest, [MasterOfMuppets]
-//= thanks to Dj-Yhn for scripting them.
+//= thanks to Dj-Yhn for scripting them.
//= 1.2 Removed Duplicates [Silent]
//= 1.3 Implemented the Lover's quest. [MasterOfMuppets]
//= 1.4 Moved quests to quests/quests_ein.txt [Evera]
@@ -212,7 +212,7 @@ einbech,39,215,5 script Train Station Staff#ein3 852,{
mes "we hope you enjoy";
mes "the ride. All aboard!";
close2;
- set zeny,zeny-200;
+ set Zeny, Zeny-200;
warp "einbroch",226,276;
end;
}
@@ -987,7 +987,7 @@ einbech,148,246,5 script Franz#ein 851,{
mes "Now those aggressive teddy";
mes "bears are scattered all over";
mes "the place and the government";
- mes " has classified them as monsters. Kill with extreme prejudice!";
+ mes "has classified them as monsters. Kill with extreme prejudice!";
next;
mes "[Franz]";
mes "According to adventurers";
diff --git a/npc/cities/einbroch.txt b/npc/cities/einbroch.txt
index 27f561007..fa6698b73 100644
--- a/npc/cities/einbroch.txt
+++ b/npc/cities/einbroch.txt
@@ -1,26 +1,26 @@
//===== Hercules Script ======================================
//= Einbroch Town
-//===== By: ==================================================
+//===== By: ==================================================
//= Everybody mentioned in the comments
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.7
-//===== Description: =========================================
+//===== Description: =========================================
//=
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 0.2 Added some NPCs [MasterOfMuppets]
//= 0.3 Added a few npcs by reddozen [MasterOfMuppets]
//= 0.4 Added a crappy quest, have fun guys... [MasterOfMuppets]
//= 0.4a Added exp bonus for the factory quest, borrowed from a Korean fansite.
//= 0.4b Added missing close [Komurka]
//= 0.5 Added Temporal Locations of Gunslinger Job Change map.
-//= Info provided by RockmanEXE [erKURITA]
+//= Info provided by RockmanEXE [erKURITA]
//= 0.6 Implemented a crap quest [MasterOfMuppets]
//= 0.7 Implemented an inn NPC [MasterOfMuppets]
//= 0.8 Implemented the Shinokas quest, thanks to [MasterOfMuppets]
-//= Dj-Yhn for scripting it.
+//= Dj-Yhn for scripting it.
//= 0.9 Removed Duplicates [Silent]
//= 1.0 Implemented the Lover's quest. [MasterOfMuppets]
-//= 1.1 Split quests into quests/cities_einbroch.txt [Evera]
+//= 1.1 Split quests into quests/cities_einbroch.txt [Evera]
//= 1.2 Split more quests into above file [Evera]
//= 1.3 Added (finally) the Garrison quest npc [erKURITA]
//= 1.4 Implemented the polution script. [MasterOfMuppets]
@@ -128,7 +128,7 @@ function script EinTower {
mes "using our services.";
mes "Let me guide you to";
mes "the tower right away.";
- set zeny,zeny-10;
+ set Zeny, Zeny-10;
close2;
warp "einbroch",181,196;
end;
@@ -155,7 +155,7 @@ function script EinTower {
mes "using our services.";
mes "Let me guide you to";
mes "the tower right away.";
- set zeny,zeny-20;
+ set Zeny, Zeny-20;
getitem 512,1; //Apple
close2;
warp "einbroch",174,204;
@@ -203,7 +203,7 @@ einbroch,232,272,3 script Train Station Staff#ein1::EinbrochTrain 852,{
mes "Have a safe trip.";
mes "^333333*Ahem*^000000 All aboard!";
close2;
- set zeny,zeny-200;
+ set Zeny, Zeny-200;
warp "einbech",43,215;
end;
}
@@ -834,7 +834,7 @@ ein_in01,206,224,3 script Hotel Employee#ein 855,{
mes "Please enjoy";
mes "your rest~";
close2;
- set zeny,zeny-5000;
+ set Zeny, Zeny-5000;
percentheal 100,100;
warp "ein_in01",272,167;
end;
diff --git a/npc/cities/geffen.txt b/npc/cities/geffen.txt
index bc337bf3c..85595bd66 100644
--- a/npc/cities/geffen.txt
+++ b/npc/cities/geffen.txt
@@ -1,15 +1,15 @@
//===== Hercules Script ======================================
//= Geffen Town
-//===== By: ==================================================
+//===== By: ==================================================
//= Everybody mentioned in the comments
-//===== Current Version: =====================================
-//= 1.9
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Current Version: =====================================
+//= 2.0
+//===== Description: =========================================
+//= [Official Conversion]
//= Geffen Town NPCs
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= Fully working
-//= 1.1 - Spell Checked [massdriller]
+//= 1.1 Spell Checked [massdriller]
//= 1.2 Fixed more typos [Nexon]
//= 1.3 added a Level 4 weapon quest related NPC [MasterOfMuppets]
//= 1.4 Removed Duplicates [Silent]
@@ -20,6 +20,7 @@
//= 1.7 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
//= 1.8 Fixed character's name and swapped gender dialogues [Lupus]
//= 1.9 Replaced effect numerics with constants. [Samuray22]
+//= 2.0 Bug fixes (bugreport:7928) [DeadlySilence]
//============================================================
geffen,59,143,0 script Meera 91,{
@@ -99,7 +100,7 @@ geffen,147,26,0 script Ralphie 97,{
mes "With that, anyone could be as strong as Hercules... Even a weakling like me! Hahahahahah,";
mes "I must have it!";
next;
- Emotion e_gasp;
+ emotion e_gasp;
mes "[Ralphie]";
mes "...Good Heavens!";
mes "Since when were";
@@ -128,7 +129,7 @@ geffen,111,48,0 script Stacey 101,{
mes "Is that an Orc Helm you're wearing?! That's so cool! Wow...";
next;
mes "[Stacey]";
- if (sex) {
+ if (Sex) {
mes "You look so...";
mes "Rugged and manly~";
}
@@ -149,11 +150,11 @@ geffen,111,48,0 script Stacey 101,{
mes "of Orc Hero!";
next;
mes "[Stacey]";
- if (sex) {
+ if (Sex) {
mes "It's...";
mes "It's like you're surrounded by this incredibly masculine aura! Oooh~! You must be irresistable to all the girls!";
next;
- Emotion e_lv;
+ emotion e_lv;
mes "[Stacey]";
mes "And I'm no exception.";
}
@@ -223,7 +224,7 @@ OnTouch:
mes "You wanna get your hands on some great stuff? Come on over!^000000";
next;
mes "[Suspicious Guy]";
- if (sex)
+ if (Sex)
mes "Hey there tough guy. You look smart enough to recognize a bargain when it's right in front of your eyes.";
else
mes "Well, well, well. Aren't you a pretty girl. Today just happens to be your lucky day!";
@@ -258,7 +259,7 @@ OnTouch:
input .@input;
if (.@input == 0) {
mes "[Suspicious Guy]";
- if (sex)
+ if (Sex)
mes "Ah duuuuuude~ You're breakin' my heart! I mean, at these prices, I'm practically performing charity!";
else
mes "W-waaaait! You didn't let me tell you the part about how Red Potions help you lose and gain weight in all the right places! Waaaaait!";
@@ -285,12 +286,12 @@ OnTouch:
mes "^333333Now I gotta find some other sucker to dump this junk on!^000000 *Ahem* I mean, come again!";
close;
}
- set zeny,zeny-.@Red_potion_hap;
+ set Zeny, Zeny-.@Red_potion_hap;
getitem 501,.@input; //Red_Potion
break;
case 2:
mes "[Suspicious Guy]";
- if (sex) {
+ if (Sex) {
mes "What would a strong guy like you want a knife for? Those will just break under the force of your incredibly powerful swings!";
next;
mes "[Suspicious Guy]";
@@ -350,12 +351,12 @@ OnTouch:
mes "When the greatest deal in your life is right before your eyes?! Tragic, truly tragic...";
close;
}
- set zeny,zeny-.@Main_gauche_hap;
+ set Zeny, Zeny-.@Main_gauche_hap;
getitem 1207,.@input; //Main_Gauche
break;
case 3:
mes "[Suspicious Guy]";
- if (sex)
+ if (Sex)
mes "A Manteau? That's old news! You know what's the latest in protective armors?";
else
mes "Now why would such a beautiful woman wear something out of style? You know what would make you look even better?";
@@ -396,13 +397,13 @@ OnTouch:
break;
}
set .@Hood__hap,.@input * 930;
- if (zeny < .@Hood__hap) {
+ if (Zeny < .@Hood__hap) {
mes "[Suspicious Guy]";
mes "Oh nuts...";
mes "Short on zeny, eh?";
close;
}
- set zeny,zeny-.@Hood__hap;
+ set Zeny, Zeny-.@Hood__hap;
getitem 2501,.@input; //Hood
break;
case 4:
@@ -457,7 +458,7 @@ geffen_in,22,125,1 script Crumpler 52,{
mes "[Crumpler]";
mes "Ooooooooh";
mes "crraaaap!";
- Emotion e_gasp;
+ emotion e_gasp;
next;
mes "[Crumpler]";
mes "Help meeeee!";
@@ -495,7 +496,7 @@ geffen_in,22,125,1 script Crumpler 52,{
mes "[Crumpler]";
mes "A...";
mes "Sage?";
- Emotion e_What;
+ emotion e_what;
next;
mes "[Crumpler]";
mes "I don't know what that is. But I guess it can't be half as bad as a Mage.";
@@ -609,7 +610,7 @@ geffen_in,27,134,5 script Waitress#elen 91,{
mes "I hear there's this person somewhere in Rune-Midgard...";
next;
mes "[Elenore]";
- if (sex)
+ if (Sex)
mes "Tell me, have you ever heard of "+strcharinfo(0)+"? He's supposed to be the suavest hero around!";
else
mes "Have you ever heard of "+strcharinfo(0)+"? People say she's one of the prettiest girls in all of Rune-Midgard!";
@@ -649,7 +650,7 @@ geffen_in,27,134,5 script Waitress#elen 91,{
mes "^990000Hey you sex crazed bastard!! Stop looking at my daughter like that before I rip out your eyes, and eat them with pasta!^000000";
next;
mes "["+strcharinfo(0)+"]";
- if (sex) {
+ if (Sex) {
mes "Huh...?";
mes "C-come again?";
next;
@@ -765,7 +766,7 @@ geffen_in,70,67,3 script Waitress#elise 90,{
mes "^990000Stay away from my daughter, or I'll beat your brains out, punk! Elisa's gonna marry a doctor! Or a lawyer!^000000";
next;
mes "["+strcharinfo(0)+"]";
- if (sex) {
+ if (Sex) {
mes "Y-y-y-yes, sir!";
next;
mes "^3355FFThat was scary...!";
@@ -1036,7 +1037,7 @@ geffen_in,39,127,2 script Psychic Advisor 704,{
break;
case 3:
mes "Um...";
- if (sex)
+ if (Sex)
mes "The girl that you";
else
mes "The boy that you";
@@ -1053,8 +1054,8 @@ geffen_in,39,127,2 script Psychic Advisor 704,{
mes "[Psychic Advisor]";
mes "You didn't let me finish my sentence. What I meant to say was...";
next;
- mes "[Psychic Advisor]" ;
- if (sex)
+ mes "[Psychic Advisor]";
+ if (Sex)
mes "The girl that you";
else
mes "The boy that you";
@@ -1073,7 +1074,7 @@ geffen_in,39,127,2 script Psychic Advisor 704,{
mes "Sometimes, I get the future and the present mixed up. You know, since I'm always looking into the future...?";
next;
mes "[Psychic Advisor]";
- if (sex) {
+ if (Sex) {
mes "What I meant to say was";
mes "^3355FFyou and the perfect woman will soon fall in love^000000. Yes, that's what I meant!";
}
@@ -1202,6 +1203,7 @@ geffen_in,39,127,2 script Psychic Advisor 704,{
mes "Well, in any case, concentrating on your studies is tough, but it can be rewarding. I hope you do well in whatever you choose to do~";
close;
case 5:
+ mes "[Psychic Advisor]";
mes "The future? I thought it was implied that any fortune I tell you is about the future in the specific field that you choose.";
next;
mes "[Psychic Advisor]";
@@ -1263,6 +1265,7 @@ geffen_in,39,127,2 script Psychic Advisor 704,{
mes "That's my prediction. Can you really argue with the wisdom of the spirit world?";
close;
case 6:
+ mes "[Psychic Advisor]";
mes "Fashion...?";
mes "What does that have to do with matters of the supernatural? Well, um, let me contact the spirits. Ah! Here we go...";
next;
diff --git a/npc/cities/gonryun.txt b/npc/cities/gonryun.txt
index 4d2141e00..d58242e2f 100644
--- a/npc/cities/gonryun.txt
+++ b/npc/cities/gonryun.txt
@@ -1,20 +1,20 @@
//===== Hercules Script ======================================
//= Kunlun Town
-//===== By: ==================================================
+//===== By: ==================================================
//= x[tsk], KarLaeda
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.6
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Kunlun Town Script
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.5 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
-//= Moved Lost Knife mini-quest to quest file.
+//= Moved Lost Knife mini-quest to quest file.
//= 1.6 Moved Alberta NPC to pre-re/re paths. [Euphy]
//============================================================
// Kunlun Transportation
-//============================================================
+//============================================================
- script ::Kunlun_Envoy_gonryun -1,{
mes "[Wa Bai Hu]";
mes "Good day~";
@@ -100,7 +100,7 @@
mes "[Wa Bai Hu]";
mes "Thank you, let me guide you there immediately.";
close2;
- set zeny,zeny-10000;
+ set Zeny, Zeny-10000;
warp "gon_fild01",258,82;
end;
}
@@ -187,7 +187,7 @@ gonryun,153,64,7 script Kunlun Envoy#gon4 776,{
}
// Generic Kunlun NPCs
-//============================================================
+//============================================================
gonryun,200,82,3 script Jian Chung Xun#gon 774,{
mes "[Jian Chung Xun]";
mes "I simply adore festivals.";
@@ -410,9 +410,9 @@ gonryun,169,71,3 script Guidev#gon 770,{
close;
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
// May be missing npc's and dialogue.
//= 1.1 Fixed Typos [Nexon]
//= 1.2 Removed Duplicates [Silent]
diff --git a/npc/cities/hugel.txt b/npc/cities/hugel.txt
index 845b81015..6c8e8bb55 100644
--- a/npc/cities/hugel.txt
+++ b/npc/cities/hugel.txt
@@ -12,13 +12,13 @@
//= Plus no one knows what the NPCs are talking right now :/ [Poki#3]
//= Note: Not all the sprites were correct :P [erKURITA]
//= 1.0 Added the first shop, firecrackers. Thanks RockmanEXE for the info [erKURITA]
-//= Added more missing npc, but again, only locations and temp names =/ [erKURITA]
-//= Started the basis of Poring Track. [erKURITA]
-//= Moved the old lady to npc\guides\guides_hu.txt, since it's Hugel's guard [erKURITA]
-//= Special thanks to RockmanEXE who provided all necesary info =3
-//= Abducted/Moved Yan and Yalmire(temp names) to npc\events\custom\p_track. [erKURITA]
+//= Added more missing npc, but again, only locations and temp names =/ [erKURITA]
+//= Started the basis of Poring Track. [erKURITA]
+//= Moved the old lady to npc\guides\guides_hu.txt, since it's Hugel's guard [erKURITA]
+//= Special thanks to RockmanEXE who provided all necesary info =3
+//= Abducted/Moved Yan and Yalmire(temp names) to npc\events\custom\p_track. [erKURITA]
//= 1.1 Commented out the whole list of dummy npcs. They're there for nothing anyway,
-//= just using up memory. [erKURITA]
+//= just using up memory. [erKURITA]
//= 1.2 Added a few NPCs scripted by Munin and fixed up format a little [Playtester]
//= 1.3 Moved some quests-related NPCs to proper file. [SinSloth]
//= 1.4 Optimized the Party Supplies Shop [DZeroX]
diff --git a/npc/cities/izlude.txt b/npc/cities/izlude.txt
index da7b650d7..3c330a46e 100644
--- a/npc/cities/izlude.txt
+++ b/npc/cities/izlude.txt
@@ -1,32 +1,33 @@
//===== Hercules Script ======================================
//= Izlude Town
-//===== By: ==================================================
+//===== By: ==================================================
//= kobra_k88
//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.8a
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Current Version: =====================================
+//= 1.9a
+//===== Description: =========================================
+//= [Official Conversion]
//= Izlude town NPCs
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= Fully working
//= 1.1 fixed 2 zeny bugs/checks [Lupus]
//= 1.2 Fixed a lot of typos [Nexon]
//= 1.3 Removed callfunc Is_####_Class in favor of baseClass [Silentdragon]
//= 1.4 Added a Jawaii related npc. 1.4a Fixed a small bug to
-//= the Jawaii warper, thanks to reddozen and Silent [MasterOfMuppets]
+//= the Jawaii warper, thanks to reddozen and Silent [MasterOfMuppets]
//= 1.5 Replaced iz_move_alberta with MISC_QUEST & 16 [Lupus]
//= 1.6 Removed Duplicates [Silent]
//= 1.7 Split quest to quests/quests_izlude.txt [Evera]
//= 1.71 Optimized. Also thanks to CAHTEXHuK [Lupus]
//= 1.72 Small bugfix [Paradox924X]
//= 1.8 Rescripted to Aegis 10.3 standard. [L0ne_W0lf]
-//= Removed Honeymoon Helper, as she is a Jawaii NPC.
-//= Moved Signs to the msg_boards file.
+//= Removed Honeymoon Helper, as she is a Jawaii NPC.
+//= Moved Signs to the msg_boards file.
//= 1.8a Made Red/Cebalis as a single NPC + duplicate [Lupus]
//= 1.9 Fixed a small problem with Dega. (Ne default case) [L0ne_W0lf]
-//= Re-added NPC dialog for Cebalis. The dialog differs
-//= (even if slightly,) after the five or so lines.
+//= Re-added NPC dialog for Cebalis. The dialog differs
+//= (even if slightly,) after the five or so lines.
+//= 1.9a A part of Kylick's dialogue is Pre-Renewal only. [Euphy]
//============================================================
// Izlude
@@ -220,9 +221,18 @@
}
- script ::Kylick_izlude -1,{
- mes "[Kylick]";
- switch(rand(2)) {
- case 1:
+ if (!checkre(0) && rand(2)) {
+ mes "[Kylick]";
+ mes "I was thinking, even though the people of Izlude live so close to the ocean...";
+ next;
+ mes "[Kylick]";
+ mes "There are other cultures that have completely developed by living off of the sea. Of course, I'm talking about Amatsu.";
+ next;
+ mes "[Kylick]";
+ mes "I hear the cuisine there is really good! Although the idea of eating raw fish is new to me, I would love to go there, and try it just once!";
+ close;
+ } else {
+ mes "[Kylick]";
mes "Don't you think Binoculars";
mes "are really COOL?! You can";
mes "see all sorts of places...!";
@@ -239,15 +249,6 @@
mes "a pound of cure";
mes "after all, right?";
close;
- Default:
- mes "I was thinking, even though the people of Izlude live so close to the ocean...";
- next;
- mes "[Kylick]";
- mes "There are other cultures that have completely developed by living off of the sea. Of course, I'm talking about Amatsu.";
- next;
- mes "[Kylick]";
- mes "I hear the cuisine there is really good! Although the idea of eating raw fish is new to me, I would love to go there, and try it just once!";
- close;
}
}
diff --git a/npc/cities/jawaii.txt b/npc/cities/jawaii.txt
index a54e2a487..140681af0 100644
--- a/npc/cities/jawaii.txt
+++ b/npc/cities/jawaii.txt
@@ -25,9 +25,9 @@
//= 2.02 Fixed Classic Suite NPC warping directly above a warp [Evera]
//= 3.0 Rescripted to Aegis 10.3 standard. Contains all Jawaii-related NPCs. [L0ne_W0lf]
//= 3.1 Fixed bugs with getpartnerid() (it never returns 1), fixed some conditons,
-//= replaced getpartnerid() with ispartneron() at some tri-forks [Lupus]
+//= replaced getpartnerid() with ispartneron() at some tri-forks [Lupus]
//= 3.2 Reverted ispartneron() BACK to getpartnerid(). [L0ne_W0lf]
-//= None of the NPCs need the player's partner to be online.
+//= None of the NPCs need the player's partner to be online.
//= 3.3 Just a small fix up on the Bartender. [L0ne_W0lf]
//= 3.3a Just a little typo error. [Samuray22]
//= 3.4 Added missing checkweights. [L0ne_W0lf]
@@ -36,7 +36,7 @@
//= 3.7 Added Izlude RE coordinates. [Euphy]
//============================================================
-// Jawaii
+// Jawaii Transportation
//============================================================
jawaii,239,112,7 script Mariner#toizu 100,{
mes "[Mariner]";
@@ -105,6 +105,8 @@ jawaii,122,263,5 script Mariner#toalbe 100,{
close;
}
+// Generic Jawaii NPCs
+//============================================================
jawaii,188,218,7 script Tavern Lady#Jawaii 80,{
mes "[Lady]";
mes "Oh, dear!";
@@ -237,13 +239,13 @@ jawaii,141,200,3 script Employee#sroom 798,{
next;
if (select("Use.:Cancel.") == 1) {
mes "[Alowa]";
- if (zeny > 999) {
+ if (Zeny > 999) {
mes "T-Thank you ssso much!";
mes "L-Let open the room door";
mes "ffffor you. Thank y-you.";
mes "Ha-have a good time.";
close2;
- set zeny,zeny-1000;
+ set Zeny, Zeny-1000;
warp "jawaii_in",116,64;
end;
}
@@ -256,7 +258,7 @@ jawaii,141,200,3 script Employee#sroom 798,{
mes "[Alowa]";
mes "^666666*Sniff*^000000";
mes "B-but I promise th-that this room is the nicest and cl-cleanest room! P-Please! C-come back!";
- Emotion e_sob;
+ emotion e_sob;
close;
}
@@ -284,7 +286,7 @@ jawaii,108,199,5 script Employee#antroom 74,{
next;
if (select("Use.:Cancel.") == 1) {
mes "[Pine Oran]";
- if (zeny > 999) {
+ if (Zeny > 999) {
mes "Thank you";
mes "for using";
mes "our services.";
@@ -292,7 +294,7 @@ jawaii,108,199,5 script Employee#antroom 74,{
mes "Make yourself";
mes "comfortable.";
close2;
- set zeny,zeny-1000;
+ set Zeny, Zeny-1000;
warp "jawaii_in",129,110;
end;
}
@@ -319,11 +321,11 @@ jawaii,107,189,5 script Employee#horoom 93,{
next;
if (select("Use.:Cancel.") == 1) {
mes "[Sharkie Rania]";
- if (zeny > 999) {
+ if (Zeny > 999) {
mes "Eh, alright.";
mes "Let's get going.";
close2;
- set zeny,zeny-1000;
+ set Zeny, Zeny-1000;
warp "jawaii_in",86,117;
end;
}
@@ -362,11 +364,11 @@ jawaii,112,173,7 script Employee#villroom 93,{
next;
if (select("Use.:Cancel.") == 1) {
mes "[Larks Rania]";
- if (zeny > 999) {
+ if (Zeny > 999) {
mes "Thank you~";
mes "Enjoy your stay.";
close2;
- set zeny,zeny-1000;
+ set Zeny, Zeny-1000;
warp "jawaii_in",87,75;
end;
}
@@ -410,8 +412,8 @@ jawaii,214,168,5 script Honeymoon Helper#Jawaii 71,{
next;
if (select("I shall buy it.:No, thanks.") == 1) {
mes "[Helper]";
- if (zeny > 49999) {
- set zeny,zeny-50000;
+ if (Zeny > 49999) {
+ set Zeny, Zeny-50000;
getitem 681,1; //Memory_Of_Wedding
mes "Thank you very much~!";
mes "Please remember, you";
@@ -453,10 +455,10 @@ jawaii_in,25,94,0 script Employee#jaw1 724,{
close;
OnWelcome:
- Emotion e_kis;
+ emotion e_kis;
end;
OnSolo:
- Emotion e_omg;
+ emotion e_omg;
end;
}
@@ -483,10 +485,10 @@ jawaii_in,25,96,0 script Employee#jaw2 724,{
close;
OnWelcome:
- Emotion e_kis;
+ emotion e_kis;
end;
OnSolo:
- Emotion e_omg;
+ emotion e_omg;
end;
}
@@ -499,7 +501,7 @@ jawaii_in,25,98,0 script Employee#jaw3 724,{
mes "Oh~";
mes "Look at you...";
mes "You look perfect";
- if (sex)
+ if (Sex)
mes "for your wife~";
else
mes "with your husband~";
@@ -513,7 +515,7 @@ jawaii_in,25,98,0 script Employee#jaw3 724,{
mes "Hmm...?";
mes "You don't look like";
mes "you're married, are you?";
- if (sex) {
+ if (Sex) {
next;
mes "[Employee Buffy]";
mes "I'm pretty good";
@@ -527,10 +529,10 @@ jawaii_in,25,98,0 script Employee#jaw3 724,{
close;
OnWelcome:
- Emotion e_kis;
+ emotion e_kis;
end;
OnSolo:
- Emotion e_omg;
+ emotion e_omg;
end;
}
@@ -566,10 +568,10 @@ jawaii_in,25,100,0 script Employee#jaw4 724,{
close;
OnWelcome:
- Emotion e_kis;
+ emotion e_kis;
end;
OnSolo:
- Emotion e_omg;
+ emotion e_omg;
end;
}
@@ -599,10 +601,10 @@ jawaii_in,30,94,4 script Employee#jaw5 724,{
close;
OnWelcome:
- Emotion e_kis;
+ emotion e_kis;
end;
OnSolo:
- Emotion e_omg;
+ emotion e_omg;
end;
}
@@ -624,10 +626,10 @@ jawaii_in,30,96,4 script Employee#jaw6 724,{
close;
OnWelcome:
- Emotion e_kis;
+ emotion e_kis;
end;
OnSolo:
- Emotion e_omg;
+ emotion e_omg;
end;
}
@@ -658,10 +660,10 @@ jawaii_in,30,98,4 script Employee#jaw7 724,{
close;
OnWelcome:
- Emotion e_kis;
+ emotion e_kis;
end;
OnSolo:
- Emotion e_omg;
+ emotion e_omg;
end;
}
@@ -682,10 +684,10 @@ jawaii_in,30,100,4 script Employee#jaw8 724,{
close;
OnWelcome:
- Emotion e_kis;
+ emotion e_kis;
end;
OnSolo:
- Emotion e_omg;
+ emotion e_omg;
end;
}
@@ -723,7 +725,7 @@ jawaii_in,15,104,0 script Waitress#jawaii 80,{
mes "[Waitress]";
mes "Hello,";
mes "how can I help you?";
- Emotion e_kis;
+ emotion e_kis;
next;
switch(select("Give me food.:Bring me drink.:Where's the bar?")) {
case 1:
@@ -734,8 +736,8 @@ jawaii_in,15,104,0 script Waitress#jawaii 80,{
next;
if (select("Yes.:Wha--! It's too expensive!") == 1) {
mes "[Waitress]";
- if (zeny > 999) {
- set zeny,zeny-1000;
+ if (Zeny > 999) {
+ set Zeny, Zeny-1000;
getitem 517,1; //Meat
mes "There you go~";
mes "Enjoy your meal~!";
@@ -760,8 +762,8 @@ jawaii_in,15,104,0 script Waitress#jawaii 80,{
next;
if (select("Yes.:Wha--! It's too expensive!") == 1) {
mes "[Waitress]";
- if (zeny > 999) {
- set zeny,zeny-1000;
+ if (Zeny > 999) {
+ set Zeny, Zeny-1000;
getitem 503,1; //Yelow_Potion
mes "There you go~";
mes "Enjoy your meal~!";
@@ -785,7 +787,7 @@ jawaii_in,15,104,0 script Waitress#jawaii 80,{
close;
}
}
- Emotion e_omg;
+ emotion e_omg;
mes "[Waitress]";
mes "Hey, hey...!";
mes "I have no idea";
@@ -834,7 +836,7 @@ jawaii_in,28,124,0 script Bartender#jaw 46,{
mes "What would you";
mes "like to drink?";
next;
- if (zeny < 99) {
+ if (Zeny < 99) {
set .@r_jaw,rand(1,100);
mes "[Bartender]";
if (.@r_jaw > 29) {
@@ -893,7 +895,7 @@ jawaii_in,28,124,0 script Bartender#jaw 46,{
percentheal -100,0;
end;
}
- if (zeny > 99) set zeny,zeny-100;
+ if (Zeny > 99) set Zeny, Zeny-100;
switch(rand(4)) {
case 1:
mes "[Bartender]";
@@ -1103,7 +1105,7 @@ S_KillChar:
percentheal -100,0;
end;
}
- if (zeny > 99) set zeny,zeny-100;
+ if (Zeny > 99) set Zeny, Zeny-100;
set .@roof_jaw,.@roof_jaw+getarg(0);
mes "[Bartender]";
mes "There you go.";
@@ -1114,7 +1116,7 @@ S_KillChar:
jawaii_in,43,115,0 script Customer#jaw_1 97,{
if (!getpartnerid()) {
- if (zeny > 99) {
+ if (Zeny > 99) {
mes "[Buchi]";
mes "Grrrr...";
mes "Damn! I don't";
@@ -1172,7 +1174,7 @@ jawaii_in,41,106,3 script Customer#Cage 98,{
mes "After all, everyone knows marriage is a sham for desperate, lonely people!";
next;
mes "[Cage]";
- if (sex) {
+ if (Sex) {
mes "I don't trust anybody!";
mes "You're a fool for chaining";
mes "yourself to some gorgeous";
@@ -1355,7 +1357,7 @@ prt_in,173,13,4 script Customer#SoloHan 86,{
mes "...Wha!?";
mes "Oh man!";
mes "Get outta my face!";
- if (sex) {
+ if (Sex) {
mes "You smell like,";
mes "whupped boyfriend";
mes "or something!";
@@ -1428,8 +1430,8 @@ prt_in,170,14,0 script Customer#Bachewcca 89,{
mes "Unfortunately, singles are not allowed on the island. Why don't you go forget your loneliness in the Prontera pub?";
close;
}
- else if (zeny > 99999) {
- set zeny,zeny-100000;
+ else if (Zeny > 99999) {
+ set Zeny, Zeny-100000;
mes "Bon Voyage...!!";
mes "Let me guide";
mes "you to 'Jawaii!'";
diff --git a/npc/cities/lighthalzen.txt b/npc/cities/lighthalzen.txt
index 35af28b2d..197ef2c68 100644
--- a/npc/cities/lighthalzen.txt
+++ b/npc/cities/lighthalzen.txt
@@ -1,10 +1,10 @@
//===== Hercules Script ======================================
//= Lighthalzen City
-//===== By: ==================================================
+//===== By: ==================================================
//= erKURITA, Au{R}oN (Translated by Alan), $ephiroth
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 2.2
-//===== Description: =========================================
+//===== Description: =========================================
//= Lighthalzen NPCs (Temporal names for now) [erKURITA]
//===== Additional Comments: ==================================
//= 2.0 Added missing Lab Staff#amano08 NPC. (bugreport:4319) [Gepard]
@@ -563,7 +563,7 @@ lighthalzen,182,102,3 script Lucius#zen5 866,{
mes "as much as you possibly can...";
close;
}
- set zeny,zeny-.@input;
+ set Zeny, Zeny-.@input;
set $donatedzeny,$donatedzeny + .@input;
mes "[Lucius]";
mes "So far, I've received";
@@ -1020,7 +1020,7 @@ OnTouch:
mes "[" + strcharinfo(0) + "]";
mes "Here you go,";
mes "take this.";
- set zeny,zeny-50;
+ set Zeny, Zeny-50;
next;
mes "[Beggar]";
mes "Thank you so much.";
diff --git a/npc/cities/louyang.txt b/npc/cities/louyang.txt
index ac6d92307..bcac70d9d 100644
--- a/npc/cities/louyang.txt
+++ b/npc/cities/louyang.txt
@@ -1,18 +1,18 @@
-//===== Hercules Script ======================================
+//===== Hercules Script ======================================
//= Louyang City NPCs
-//===== By: ==================================================
+//===== By: ==================================================
//= Vidar (1.0)
//= Mass Zero (1.1)
//= Dino9021, roughly translated by Celest (1.2)
//= Mass Zero (1.3)
//= MasterOfMuppets (2.0)
//= rAthena Dev Team
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 3.0
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Louyang Town Script
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 2.9 Rescripted to Aegis 10.3 Standards. [L0ne_W0lf]
//= 3.0 Moved Alberta NPC to pre-re/re paths. [Euphy]
//============================================================
@@ -70,7 +70,7 @@
mes "Ready!";
mes "Have fun!";
close2;
- set zeny,zeny-10000;
+ set Zeny, Zeny-10000;
warp "lou_fild01",190,101;
end;
}
@@ -292,7 +292,7 @@ lou_in01,25,23,5 script Friendly Looking Lady#lo 817,{
mes "We are trying to provide you with the best of service. Please";
mes "come again.";
next;
- set zeny,zeny-500;
+ set Zeny, Zeny-500;
warp "lou_in01",17,19;
end;
case 3:
@@ -323,22 +323,22 @@ louyang,84,254,0 script Exit#lou 111,{
close;
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= Originally made for Vidar
-//= 1.2 - Added official warp NPC's
-//= 1.3 - Fixed gramatical errors. (Like wtf's with the weird
-// texts celest? xD)
-//= 2.0 - Completely rewrote the current scripts based on iRO.
-// Added the 'Shouting Quest' and the 'Medicine Quest'
+//= 1.2 Added official warp NPC's
+//= 1.3 Fixed gramatical errors. (Like wtf's with the weird
+//= texts celest? xD)
+//= 2.0 Completely rewrote the current scripts based on iRO.
+//= Added the 'Shouting Quest' and the 'Medicine Quest'
//= 2.1 Optimized, made quest vars unique [Lupus]
//= 2.1a minor fix, 2.1b Fixed Typos [Nexon]
//= 2.2 Fixed exploits [Lupus]
//= 2.2a Updated the color codes a little and fixed the shouting quest
-//= to broadcast green text.
+//= to broadcast green text.
//= 2.2b A small fix to the shout quest npc in louyang field not warping you
-//= back up to the tower if you died or teleported out of there. [MasterOfMuppets]
+//= back up to the tower if you died or teleported out of there. [MasterOfMuppets]
//= 2.3 A small fix, the code is so messy I can't believe I scripted it >.< [MasterOfMuppets]
//= 2.4 Implemented a few more npcs, thanks to Prometheus for them. [MasterOfMuppets]
//= 2.5 Implemented the Poison King quest, beware of potential bugs. [MasterOfMuppets]
diff --git a/npc/cities/lutie.txt b/npc/cities/lutie.txt
index 95fce1beb..df9e0960d 100644
--- a/npc/cities/lutie.txt
+++ b/npc/cities/lutie.txt
@@ -1,14 +1,14 @@
//===== Hercules Script ======================================
//= Lutie Town
-//===== By: ==================================================
+//===== By: ==================================================
//= rAthena Dev Team
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.7
-//===== Description: =========================================
+//===== Description: =========================================
//= Lutie - City NPCs
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.1 Edited some text and updated/enabled some triggers
-//= for the quest.[kobra_k88]
+//= for the quest.[kobra_k88]
//= 1.2 Fixed exploit. Checked for Bard Job Quest compatibility [Lupus]
//= 1.3 Fixed typos [Nexon]
//= 1.4 Fixed exploit [Lupus]
@@ -27,42 +27,42 @@ aldebaran,223,222,4 script Mr. Claus 718,{
mes "and Christmas cheer!";
next;
switch(select("Info about Lutie:Move to 'Lutie':Cancel")) {
- case 1:
- mes "[Mr. Claus]";
- mes "^3355FFLutie^000000, the fantastic Christmas Town! Always filled with the spirit of giving, Lutie is filled with appetizing cakes, tiny toy soldiers, and all sorts of wonderful things~!";
- next;
- mes "[Mr. Claus]";
- mes "Ho Ho Ho~";
- mes "It's an amazing land blessed with the beauty of winter, and a year round atmosphere of festivity!";
- next;
- mes "[Mr. Claus]";
- mes "I'm a Santa that will guide people to Lutie, the Christmas Town. Ask me at any time, and I'll magically send you there~";
- close;
- case 2:
- mes "[Mr. Claus]";
- mes "Ho Ho Ho~";
- mes "The only way to get to Lutie is here in Al de Baran!";
- next;
- mes "[Mr. Claus]";
- mes "I keep this place and personally transport people who want to visit Lutie. Please ask Santa Claus over there if you want to leave town. He will let you know the way out of Lutie.";
- next;
- mes "[Mr. Claus]";
- mes "Ho Ho Ho~";
- mes "Well, are you ready?";
- mes "Have a nice trip!";
- mes "Meeeeerry Christmas!";
- close2;
- warp "xmas_fild01",78,68;
- end;
- case 3:
- mes "[Mr. Claus]";
- mes "Ho Ho Ho~";
- mes "Whenever you want to visit Lutie, be my guest. Just let me know when you want to leave.";
- next;
- mes "[Mr. Claus]";
- mes "Ho ho hooooo!!";
- mes "Haaaaappy Holidays!";
- close;
+ case 1:
+ mes "[Mr. Claus]";
+ mes "^3355FFLutie^000000, the fantastic Christmas Town! Always filled with the spirit of giving, Lutie is filled with appetizing cakes, tiny toy soldiers, and all sorts of wonderful things~!";
+ next;
+ mes "[Mr. Claus]";
+ mes "Ho Ho Ho~";
+ mes "It's an amazing land blessed with the beauty of winter, and a year round atmosphere of festivity!";
+ next;
+ mes "[Mr. Claus]";
+ mes "I'm a Santa that will guide people to Lutie, the Christmas Town. Ask me at any time, and I'll magically send you there~";
+ close;
+ case 2:
+ mes "[Mr. Claus]";
+ mes "Ho Ho Ho~";
+ mes "The only way to get to Lutie is here in Al de Baran!";
+ next;
+ mes "[Mr. Claus]";
+ mes "I keep this place and personally transport people who want to visit Lutie. Please ask Santa Claus over there if you want to leave town. He will let you know the way out of Lutie.";
+ next;
+ mes "[Mr. Claus]";
+ mes "Ho Ho Ho~";
+ mes "Well, are you ready?";
+ mes "Have a nice trip!";
+ mes "Meeeeerry Christmas!";
+ close2;
+ warp "xmas_fild01",78,68;
+ end;
+ case 3:
+ mes "[Mr. Claus]";
+ mes "Ho Ho Ho~";
+ mes "Whenever you want to visit Lutie, be my guest. Just let me know when you want to leave.";
+ next;
+ mes "[Mr. Claus]";
+ mes "Ho ho hooooo!!";
+ mes "Haaaaappy Holidays!";
+ close;
}
}
@@ -90,7 +90,7 @@ xmas_in,100,96,4 script Santa Claus 718,{
}
xmas_in,167,173,4 script Duffle 711,{
- if(xmas_npc == 1) {
+ if (xmas_npc == 1) {
mes "[Duffle]";
mes "Merry Christmas!";
mes "Welcome to Lutie!";
@@ -150,7 +150,7 @@ xmas_in,167,173,4 script Duffle 711,{
}
xmas_in,27,103,4 script Lenient Aunt 701,{
-switch (xmas_npc) {
+ switch (xmas_npc) {
case 5:
mes "[Thachentze]";
mes "Hmm? The Hairy guy";
@@ -275,7 +275,7 @@ switch (xmas_npc) {
// Lutie
//============================================================
xmas,117,304,4 script Poze 713,{
- if(xmas_npc == 3 || xmas_npc == 4) {
+ if (xmas_npc == 3 || xmas_npc == 4) {
mes "[Poze]";
mes "You've gone to";
mes "^3355FFSnowysnow^000000 and he";
@@ -298,7 +298,7 @@ xmas,117,304,4 script Poze 713,{
mes "But that's pretty much all I know. For the actual details, you should ask ^3355FFUncle Hairy Cantata^000000.";
set xmas_npc,4;
close;
- }else{
+ } else {
mes "[Poze]";
mes "Welcome to Lutie,";
mes "the town which blesses";
@@ -319,13 +319,13 @@ xmas,117,304,4 script Poze 713,{
}
xmas,176,236,4 script Uncle Hairy 712,{
- if(xmas_npc == 4) {
- if(countitem(1024) > 0 && countitem(938) > 0) {
+ if (xmas_npc == 4) {
+ if (countitem(1024) > 0 && countitem(938) > 0) {
mes "[Cantata]";
mes "Oh? Y-y-you've got the stuff? Goooooooood. It's been so long since I've been able to have some of this... G-give it to me!";
next;
- delitem 1024,1; // Chinese_Ink
- delitem 938,1; // Sticky_Mucus
+ delitem 1024,1; // Chinese_Ink
+ delitem 938,1; // Sticky_Mucus
mes "^3355FFYou quickly handed him the Squid Ink and Sticky Mucus and watched with a little disgust as he relished the flavor.^000000";
next;
mes "[Cantata]";
@@ -383,7 +383,7 @@ xmas,176,236,4 script Uncle Hairy 712,{
mes "^3355FFThachentze^000000, that lovely pickle maker, knows more about it. So if you're curious, you should go talk to her. Alrighty then, Merry Christmas!";
set xmas_npc,5;
close;
- }else{
+ } else {
mes "[Cantata]";
mes "Oh yeah? Heard about me from Poze, did you? Haw haw haw! Yeah, I know a little bit about Snowysnow. In fact, I may even be his weak point, since...";
next;
@@ -459,7 +459,9 @@ xmas,134,112,4 script Snowman 710,{
mes "- too many items with you. -";
mes "- Please try again -";
mes "- after you loose some weight. -";
- close2; cutin "",255; end;
+ close2;
+ cutin "",255;
+ end;
}
cutin "rutie_snownow03.bmp",2;
mes "[Snowysnow]";
@@ -505,8 +507,10 @@ xmas,134,112,4 script Snowman 710,{
next;
mes "[Snowysnow]";
mes "So will you be my friend? If you do, I'll be your friend too~";
- close2; cutin "",255; end;
- }else{
+ close2;
+ cutin "",255;
+ end;
+ } else {
switch(xmas_npc) {
case 2:
cutin "rutie_snownow01.bmp",2;
@@ -535,7 +539,9 @@ xmas,134,112,4 script Snowman 710,{
mes "^3355FFSnowysnow is immersed in his deep thoughts, and seems^000000";
mes "^3355FFfixated on Poze's memento.^000000";
set xmas_npc,3;
- close2; cutin "",255; end;
+ close2;
+ cutin "",255;
+ end;
case 3:
cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]";
@@ -543,7 +549,9 @@ xmas,134,112,4 script Snowman 710,{
next;
mes "^3355FFSnowysnow is immersed in his deep thoughts, and seems^000000";
mes "^3355FFfixated on Poze's memento.^000000";
- close2; cutin "",255; end;
+ close2;
+ cutin "",255;
+ end;
case 4:
cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]";
@@ -563,7 +571,9 @@ xmas,134,112,4 script Snowman 710,{
next;
mes "[Snowysnow]";
mes "But I know that's because she likes him a whole whole lot! Hee hee hee!";
- close2; cutin "",255; end;
+ close2;
+ cutin "",255;
+ end;
case 5:
cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]";
@@ -577,7 +587,9 @@ xmas,134,112,4 script Snowman 710,{
next;
mes "[Snowysnow]";
mes "Of course, he still enjoys drinking strange things. They say it's a miracle that he doesn't have a tummyache. Hee hee~! Oh, I love that guy!";
- close2; cutin "",255; end;
+ close2;
+ cutin "",255;
+ end;
case 6:
cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]";
@@ -593,14 +605,18 @@ xmas,134,112,4 script Snowman 710,{
next;
mes "[Snowysnow]";
mes "I like her cooking because it's soooo delicious! Sometimes, she gives me grape syrup on snow flakes. Anyway, please deliver that salt for me, buddy~!";
- close2; cutin "",255; end;
+ close2;
+ cutin "",255;
+ end;
case 7:
cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]";
mes "'^3355FFThe roughest";
mes "salt in the world^000000...'";
mes "Wow. Now, that's rough! Aunt Tachentze is always making pickles, so she sure could use it soon!";
- close2; cutin "",255; end;
+ close2;
+ cutin "",255;
+ end;
case 8:
cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]";
@@ -608,7 +624,9 @@ xmas,134,112,4 script Snowman 710,{
next;
mes "[Snowysnow]";
mes "He's always trying his best to make those two orphans laugh and forget their troubles...";
- close2; cutin "",255; end;
+ close2;
+ cutin "",255;
+ end;
case 9:
cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]";
@@ -618,7 +636,9 @@ xmas,134,112,4 script Snowman 710,{
mes "[Snowysnow]";
mes "I'm sure of it!";
mes "Hee hee hee~!";
- close2; cutin "",255; end;
+ close2;
+ cutin "",255;
+ end;
case 10:
cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]";
@@ -640,7 +660,7 @@ xmas,134,112,4 script Snowman 710,{
switch(.@snownow) {
case 1:
set xmas_npc,11;
- getitem 529,5; // Candy
+ getitem 529,5; // Candy
cutin "rutie_snownow02.bmp",2;
mes "[Snowysnow]";
mes "Wow~!";
@@ -649,7 +669,7 @@ xmas,134,112,4 script Snowman 710,{
break;
case 2:
set xmas_npc,11;
- getitem 529,10; // Candy
+ getitem 529,10; // Candy
cutin "rutie_snownow02.bmp",2;
mes "[Snowysnow]";
mes "Ooh~!";
@@ -657,7 +677,7 @@ xmas,134,112,4 script Snowman 710,{
break;
case 3:
set xmas_npc,11;
- getitem 530,5; // Candy_Striper
+ getitem 530,5; // Candy_Striper
cutin "rutie_snownow02.bmp",2;
mes "[Snowysnow]";
mes "Hoooraaaay~!";
@@ -665,7 +685,7 @@ xmas,134,112,4 script Snowman 710,{
break;
case 4:
set xmas_npc,11;
- getitem 530,10; // Candy_Striper
+ getitem 530,10; // Candy_Striper
cutin "rutie_snownow02.bmp",2;
mes "[Snowysnow]";
mes "Wow, that's so great!";
@@ -673,7 +693,7 @@ xmas,134,112,4 script Snowman 710,{
break;
case 5:
set xmas_npc,11;
- getitem 539,1; // Piece_Of_Cake
+ getitem 539,1; // Piece_Of_Cake
cutin "rutie_snownow02.bmp",2;
mes "[Snowysnow]";
mes "Aren't you lucky!";
@@ -681,7 +701,7 @@ xmas,134,112,4 script Snowman 710,{
break;
case 6:
set xmas_npc,11;
- getitem 539,2; // Piece_Of_Cake
+ getitem 539,2; // Piece_Of_Cake
cutin "rutie_snownow02.bmp",2;
mes "[Snowysnow]";
mes "Now, isn't that nice?";
@@ -689,7 +709,7 @@ xmas,134,112,4 script Snowman 710,{
break;
case 7:
set xmas_npc,11;
- getitem 538,5; // Well_Baked_Cookie
+ getitem 538,5; // Well_Baked_Cookie
cutin "rutie_snownow02.bmp",2;
mes "[Snowysnow]";
mes "Oh woooooow~!";
@@ -697,7 +717,7 @@ xmas,134,112,4 script Snowman 710,{
break;
case 8:
set xmas_npc,11;
- getitem 538,10; // Well_Baked_Cookie
+ getitem 538,10; // Well_Baked_Cookie
cutin "rutie_snownow02.bmp",2;
mes "[Snowysnow]";
mes "*Gasp!* Ooh~";
@@ -707,7 +727,9 @@ xmas,134,112,4 script Snowman 710,{
next;
mes "[Snowysnow]";
mes "My dear friend, please visit me from time to time, so that we can chitchat, okay? See you soon! And Merry Christmas!";
- close2; cutin "",255; end;
+ close2;
+ cutin "",255;
+ end;
case 11:
cutin "rutie_snownow02.bmp",2;
mes "[Snowysnow]";
@@ -715,7 +737,9 @@ xmas,134,112,4 script Snowman 710,{
next;
mes "[Snowysnow]";
mes "You're always welcome in Lutie, especially by me, Snowysnow! Happy Kwanza, Happy Hannukah and Merry Christmas~!";
- close2; cutin "",255; end;
+ close2;
+ cutin "",255;
+ end;
}
}
case 2:
@@ -729,14 +753,18 @@ xmas,134,112,4 script Snowman 710,{
cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]";
mes "Isn't that soooo exciting?! *Sigh* Even if it is a dungeon, I would like to go inside just to look. If only I was a real boy, or even had legs...";
- close2; cutin "",255; end;
+ close2;
+ cutin "",255;
+ end;
case 3:
cutin "rutie_snownow03.bmp",2;
mes "[Snowysnow]";
mes "Bye bye, friend~!";
mes "Thank you for listening me~";
mes "I'll see you again, someday! You'll always be in my heart~";
- close2; cutin "",255; end;
+ close2;
+ cutin "",255;
+ end;
}
}
@@ -785,7 +813,7 @@ xmas,146,136,4 script Hashokii 715,{
mes "Why don't you go meet those 2 children? They might tell you the story we've never got the chance to hear. Okay then, good luck~! Bye bye!";
set xmas_npc,9;
close;
- }else{
+ } else {
mes "[Hashokii]";
mes "Ah... ^3355FFSnowysnow^000000?";
mes "Of course I know him! Anyone who doesn't know Snowysnow is a total stranger around here! Sometimes, he and I share a nice chat...";
@@ -825,7 +853,7 @@ xmas,206,168,4 script Little Boy 706,{
mes "He's a nice snowman!";
mes "You want to know more about Snowysnow? Ummm, I'm not that smart! Ask Marcell!";
close;
- }else{
+ } else {
mes "[Charu Charu]";
mes "Merry Merry Christmas!";
mes "Heheheheheh~!";
@@ -896,7 +924,7 @@ xmas,208,168,4 script Little Girl 703,{
mes "More than anybody else, you know the most about Snowysnow! Please talk to Mr.Snowysnow, he'll be happy to know you care about him. Merry Christmas!";
close;
}
- }else{
+ } else {
mes "[Marcell]";
mes "Merry Christmas~!";
next;
diff --git a/npc/cities/manuk.txt b/npc/cities/manuk.txt
index cd4181552..c51bfd22c 100644
--- a/npc/cities/manuk.txt
+++ b/npc/cities/manuk.txt
@@ -1,13 +1,13 @@
//===== Hercules Script ======================================
//= Manuk Town
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.3
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Town-specific NPCs for Manuk.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version.
//= 1.1 Added more town NPCs
//= 1.2 Added more town NPCs
@@ -441,19 +441,15 @@ manuk,103,311,3 script Manuk Piom#tre2 455,{
}
}
-/*
manuk,194,189,3 script Manuk Galtun#tre3 450,{
if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
mes "[Manuk Galtun]";
- mes "��?������U�?�";
- mes "��?��?��?���";
-
- }
- else {
- end;
+ mes "Welcome to Manuk.";
+ mes "How can I help you?";
+ close;
}
+ end;
}
-*/
manuk,293,203,3 script Manuk Piom#tre4 454,{
if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
diff --git a/npc/cities/morocc.txt b/npc/cities/morocc.txt
index 83065d2c6..6060a2555 100644
--- a/npc/cities/morocc.txt
+++ b/npc/cities/morocc.txt
@@ -1,13 +1,13 @@
//===== Hercules Script ======================================
//= Morroc Town
-//===== By: ==================================================
+//===== By: ==================================================
//= kobra_k88; L0ne_W0lf
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 2.2
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Morroc Town NPCs
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= Fully working
//= Fixed Lapidary sprite, Implemented ANTHELL trigger
//= (in both NPC/Warps) [Lupus]. Removed it from NPC and put in Warp
@@ -721,8 +721,8 @@ morocc_in,166,76,3 script Bartender#02 46,{
next;
switch(select("Tropical Sograt:Vemillion the Beach:Nothing.")) {
case 1:
- if (zeny >= 1000 ) {
- set zeny,zeny-1000;
+ if (Zeny >= 1000 ) {
+ set Zeny, Zeny-1000;
getitem 12112,1;
mes "[Bartender]";
mes "Here you go.";
@@ -732,8 +732,8 @@ morocc_in,166,76,3 script Bartender#02 46,{
}
break;
case 2:
- if (zeny >= 1000 ) {
- set zeny,zeny-1000;
+ if (Zeny >= 1000 ) {
+ set Zeny, Zeny-1000;
getitem 12113,1;
mes "[Bartender]";
mes "Here you go.";
diff --git a/npc/cities/moscovia.txt b/npc/cities/moscovia.txt
index 50e5d0e69..f7c8d1e1a 100644
--- a/npc/cities/moscovia.txt
+++ b/npc/cities/moscovia.txt
@@ -1,19 +1,19 @@
//===== Hercules Script ======================================
//= Moscovia Town
-//===== By: ==================================================
+//===== By: ==================================================
//= Kisuka
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.2
-//===== Description: =========================================
+//===== Description: =========================================
//= Moscovia Town Script
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version. [Kisuka]
//= 1.1 Removed villagers (they are part of a quest). [Kisuka]
//= 1.2 Moved Alberta NPC to pre-re/re paths. [Euphy]
//============================================================
-// Moscovia Transportation
-//============================================================
+// Moscovia Transportation :: mosk_trans
+//============================================================
- script ::PR_Officer_moscovia -1,{
mes "[Moscovia P.R. Officer]";
mes "Moscovia! Do you know Moscovia?";
@@ -73,7 +73,7 @@
mes "to go to Moscovia";
mes "Thank you.";
close;
- }else{
+ } else {
mes "[Moscovia P.R. Officer]";
mes "Ok then, we're leaving now.";
close2;
@@ -114,8 +114,9 @@ moscovia,166,53,4 script Moscovia P.R. Officer#2 960,{
end;
}
-// Generic Moscovia NPCs
-//============================================================
+
+// Moscovia Palace :: mos_swan
+//============================================================
moscovia,253,166,4 script Soldier#mosk1 966,{
mes "[Soldier]";
mes "Our dear Csar Alexsay III is in the palace.";
@@ -124,14 +125,11 @@ moscovia,253,166,4 script Soldier#mosk1 966,{
close;
}
-// Moscovia Palace
-//============================================================
- script Soldier#mosk::MoscSoldier 966,{
mes "[Soldier]";
mes "Please be silent or the Csar will be angry.";
close;
}
-
mosk_in,118,66,5 duplicate(MoscSoldier) Soldier#mosk02 966
mosk_in,133,110,3 duplicate(MoscSoldier) Soldier#mosk03 966
mosk_in,133,73,3 duplicate(MoscSoldier) Soldier#mosk04 966
diff --git a/npc/cities/niflheim.txt b/npc/cities/niflheim.txt
index d9a6cb19a..776a62ab1 100644
--- a/npc/cities/niflheim.txt
+++ b/npc/cities/niflheim.txt
@@ -1,17 +1,17 @@
//===== Hercules Script ======================================
//= Niflheim Script
-//===== By: ==================================================
+//===== By: ==================================================
//= Fyrien, Dizzy, PKGINGO
//= Official NPCs translated and re-edited by Celest
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.5
-//===== Description: =========================================
+//===== Description: =========================================
//= Official NPC's for Niflheim
//= 1.01 Splitted file(guides, shops). Fixed rand() bugs,
-//= missing labels bugs, optimization [Lupus]
+//= missing labels bugs, optimization [Lupus]
//= 1.03 fixed end; -> close;
//= 1.04-1.05 fixed several bugs with missing CLOSE button, wrong var name
-//= in Piano Keys quest
+//= in Piano Keys quest
//= fixed zeny/item, exploit in Sairin, some optimizations [Lupus]
//= 1.06 some typos in some variables fixed (thx 2 Dr.Evil) [Lupus]
//= 1.07 Fixed typos [Nexon]
@@ -21,9 +21,9 @@
//= 1.2 Removed Duplicates [Silent]
//= 1.3 Moved Book of Devil and Piano quest to quests/quests_niflheim.txt [Evera]
//= 1.4 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
-//= Removed Cursed Spirits as they were custom.
+//= Removed Cursed Spirits as they were custom.
//= 1.5 Added dummy "OnMyMobDead" event to Cursed Spirit. [L0ne_W0lf]
-//============================================================
+//============================================================
niflheim,52,147,3 script Keedz#nif 796,{
mes "[Keedz]";
diff --git a/npc/cities/payon.txt b/npc/cities/payon.txt
index feea5ed88..70f2d9f69 100644
--- a/npc/cities/payon.txt
+++ b/npc/cities/payon.txt
@@ -1,17 +1,17 @@
//===== Hercules Script ======================================
//= Payon City
-//===== By: ==================================================
+//===== By: ==================================================
//= Muad Dib (1.0) Darkchild (1.1) Muad Dib (1.2)
//= Darkchild (1.3) DracoRPG (1.5) L0ne_W0lf (2.1)
-//===== Current Version: =====================================
-//= 2.1b
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 2.1c
+//===== Description: =========================================
//= Payon City Npcs
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= Most Credits To Muad Dib, Some Stuff By Me
-//= 1.4 - Corrected a few typos
-//= 1.5 - Rescripted old NPCs + scripted new ones (from iRO Sak) [DracoRPG]
-//= 1.5b - Used Dino9021's script for the Gemstone exchanger [DracoRPG]
+//= 1.4 Corrected a few typos
+//= 1.5 Rescripted old NPCs + scripted new ones (from iRO Sak) [DracoRPG]
+//= 1.5b Used Dino9021's script for the Gemstone exchanger [DracoRPG]
//= 1.5b1 fixed Gemstone Exchanger NPC [Lupus]
//= 1.5b2 added adv.classes/baby classes support [Lupus]
//= 1.6 Fixed typos [Nexon]
@@ -20,13 +20,14 @@
//= 1.9 Fixed missing next;'s [Evera]
//= 2.0 fixed some bugs, optimized script, added missing msg [Lupus]
//= 2.1 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
-//= Moved Gemstone Trader "Jade" to /merchants/gemstone.txt
-//= Moved Fortune Teller to /other/fortune.txt
+//= Moved Gemstone Trader "Jade" to /merchants/gemstone.txt
+//= Moved Fortune Teller to /other/fortune.txt
//= 2.1b Added a missing close in the Monster Scholar. [L0ne_W0lf]
-//============================================================
+//= 2.1c Minor bug fixes. [Euphy]
+//============================================================
// Payon
-//============================================================
+//============================================================
payon,246,154,0 script Lady#payon 90,{
mes "[Lady]";
mes "A long time ago,";
@@ -139,7 +140,7 @@ payon,249,156,1 script Woman#payon 66,{
mes " To be honest, things are getting tough because of all those monsters. ^666666*Sigh...*^000000";
next;
mes "[Woman]";
- if (sex == 1)
+ if (Sex == 1)
mes "Whoa~! I just noticed those arms of yours look pretty solid. You look pretty strong, guy. Just how many monsters have you killed?!";
else
mes "Oooh! I didn't notice before, but you look pretty strong beneath all of that feminine charm.";
@@ -188,7 +189,7 @@ payon,246,158,5 script Woman#2payon 66,0,0,{
mes "of the people living in Payon by her behavior. She's the only loudmouth. I guess she's just too excited about what the fortune teller told her.";
next;
mes "[Jim's Mother]";
- if (sex == 1) {
+ if (Sex == 1) {
mes "Ooh...!";
mes "You've got";
mes "such broad shoulders!";
@@ -250,9 +251,9 @@ payon,210,110,1 script Drunkard#payon 120,{
mes "Buy me a drink?!";
}
next;
- switch(select("Alright, but only one drink. :No thanks, pal.:Oh my God! Hell no! ")) {
+ switch(select("Alright, but only one drink.:No thanks, pal.:Oh my God! Hell no!")) {
case 1:
- set zeny,zeny-100;
+ set Zeny, (Zeny < 100)?0:(Zeny - 100);
mes "[Drunkard]";
mes "Thanks...!";
mes "..Brother!";
@@ -369,7 +370,7 @@ payon,132,235,3 script Monster Scholar#02 98,{
}
// Inside Payon
-//============================================================
+//============================================================
payon_in01,180,7,2 script Waitress#payon 90,{
mes "[Pub Lady]";
mes "This place is always bustling with busy people. Little Novices come and go to become Archers, and everyone else is buying arrows while I have to stay here in this small shop.";
@@ -384,8 +385,8 @@ payon_in01,180,7,2 script Waitress#payon 90,{
mes "And lonely...";
next;
mes "[Pub Lady]";
- if (sex == 1)
- mes "Where I can find the right person, a hot and sexy hunk who can take me away from here? Um, hey mister, are you listening?";
+ if (Sex == 1)
+ mes "Where I can find the right person, a hot and Sexy hunk who can take me away from here? Um, hey mister, are you listening?";
else {
mes "Where I can find the right person, a cute, yet hard-bodied hunk who can take me away from here?";
mes "Um, hey lady, are";
@@ -953,6 +954,7 @@ OnTouch:
mes "I'd better rest.";
mes "Please, take care";
mes "of yourself.";
+ close;
//This actually never happens on iRO
//if (.@oldman_random == 2) {
@@ -963,7 +965,7 @@ OnTouch:
// mes "coming back later?";
//}
}
- close;
+ end;
}
payon_in03,102,185,5 script Guard#payon 708,{
@@ -973,19 +975,21 @@ payon_in03,102,185,5 script Guard#payon 708,{
mes "You're not";
mes "allowed here!";
mes "Go back outside!";
+ close;
}
- if (Baselevel > 30) {
+ if (BaseLevel > 30) {
mes "[Guard]";
mes "I'm sorry,";
mes "but you're";
mes "not allowed here.";
mes "Please leave.";
+ close;
}
- close;
+ end;
}
// Payon Archer Village
-//============================================================
+//============================================================
pay_arche,77,131,2 script Archer Joe#payon 88,{
mes "[Archer Joe]";
mes "Payon!";
@@ -1070,4 +1074,3 @@ pay_arche,77,131,2 script Archer Joe#payon 88,{
}
close;
}
-
diff --git a/npc/cities/prontera.txt b/npc/cities/prontera.txt
index 5c81cadce..a7d4b4ba7 100644
--- a/npc/cities/prontera.txt
+++ b/npc/cities/prontera.txt
@@ -1,13 +1,13 @@
//===== Hercules Script ======================================
//= Prontera Town
-//===== By: ==================================================
+//===== By: ==================================================
//= kobra_k88
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 2.1
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= NPCs in Prontera
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= Fully working
//= +AntiNovice exploit fix [Lupus] 1.2 added baby novice check
//= Spellchecked [massdriller]
@@ -234,7 +234,7 @@ prontera,78,150,3 script Dairenne#pront 90,{
// inside Prontera
//============================================================
/*
-//This NPC has been disabled officiall.
+//This NPC has been disabled officially.
prt_in,178,92,0 script Curator of Library#pront 57,{
mes "[Curator Guiss]";
mes "Here, in the Western branch of the Prontera Library, ";
@@ -473,7 +473,7 @@ prt_in,177,18,2 script Marvin#pront 80,{
mes "Whether it's schmoozing with a member of the opposite sex, or battling monsters, I gotta say, it's all about ^333399skills^000000.";
next;
mes "[Marvin]";
- if (sex)
+ if (Sex)
mes "I can't help you much when it comes to the subject of talking to attractive women such as myself, but I can tell you a little more about skills that help in battle.";
else
mes "I don't really have any advice for skills when it comes to talking to a cute guy, but I can let you in on what I know about skills that help in battle.";
diff --git a/npc/cities/rachel.txt b/npc/cities/rachel.txt
index 88eb359f1..455db505e 100644
--- a/npc/cities/rachel.txt
+++ b/npc/cities/rachel.txt
@@ -4,9 +4,9 @@
//= First Version: Tsuyuki and Harp
//= iRO Version: L0ne_W0lf
//===== Current Version: =====================================
-//= 0.9
+//= 0.9a
//===== Description: =========================================
-//= [Partial Aegis Conversion]
+//= [Partial Official Conversion]
//= Arunafeltz NPCs
//===== Additional Comments: =================================
//= 0.5 Text translated from Korean > English, incomplete,
@@ -15,6 +15,7 @@
//= 0.7 Total update of most if not all NPCs. [L0ne_W0lf]
//= 0.8 Updated "Frozen Boy" dialog. (euRO) [L0ne_W0lf]
//= 0.9 Replaced effect numerics with constants. [L0ne_W0lf]
+//= 0.9a Added 'consumeitem' command. [Euphy]
//============================================================
//===== Set 1 ================================================
@@ -273,7 +274,7 @@ rachel,206,30,3 script Freya's Priest#play 920,{
mes "[Freya's Priest]";
mes "You!";
mes "Entertain me!";
- Emotion e_ag;
+ emotion e_ag;
next;
if (select("What? You can't tell me what to do!:You got it.") == 1) {
mes "[Freya's Priest]";
@@ -306,11 +307,12 @@ rachel,206,30,3 script Freya's Priest#play 920,{
mes "Oh? Oh! That's wonderful!";
close2;
set .@play,rand(1,10);
- if (.@play == 1) warp "Random",0,0;
- else if (.@play == 2) warp "Random",0,0;
- else if (.@play == 3) sc_start SC_MOVHASTE_INFINITY,5000,0;
- else if (.@play == 4) sc_start SC_MOVHASTE_INFINITY,5000,0;
- else sc_start SC_SlowDown,5000,0;
+ if (.@play < 3)
+ consumeitem 601; //Wing_Of_Fly
+ else if (.@play < 5)
+ consumeitem 12016; //Speed_Up_Potion
+ else
+ consumeitem 12017; //Slow_Down_Potion
end;
}
@@ -338,7 +340,7 @@ rachel,197,137,3 script Bard#aru 51,{
mes ".........";
mes ".........";
mes ".........";
- Emotion e_sob;
+ emotion e_sob;
close;
}
diff --git a/npc/cities/splendide.txt b/npc/cities/splendide.txt
index 2a961040d..948d1c911 100644
--- a/npc/cities/splendide.txt
+++ b/npc/cities/splendide.txt
@@ -1,13 +1,13 @@
//===== Hercules Script ======================================
//= Splendide Town
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.2
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Town-specific NPCs for Splendide.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version.
//= 1.1 Added more town NPCs
//= 1.2 Added more town NPCs
@@ -458,7 +458,7 @@ OnTouch:
// ep13_spl_extra
spl_in01,172,225,3 script Wandering Poet#ep13 51,{
cutin "god_nelluad02",2;
- mes "[Poet Nell]" ;
+ mes "[Poet Nell]";
mes "Hi~~ do you hear the beautiful music comeing from afar~?";
next;
select("Who are you?");
@@ -538,7 +538,7 @@ spl_in01,172,225,3 script Wandering Poet#ep13 51,{
next;
mes "^4d4dff Alberich swears with the last of his breath, that his treasured ring will curse it's wearer till death.";
next;
- mes "^4d4dff Forever will the bearer be, cursed with Rocky's jealousy." ;
+ mes "^4d4dff Forever will the bearer be, cursed with Rocky's jealousy.";
break;
}
break;
@@ -557,7 +557,7 @@ spl_in01,172,225,3 script Wandering Poet#ep13 51,{
next;
mes "[Poet Nell]";
mes "Yes, I look quite common...";
- mes "But I doubt we've ever met before." ;
+ mes "But I doubt we've ever met before.";
next;
cutin "god_nelluad01",255;
mes "- Nell seems embarrassed, then starts playing very complicated music -";
diff --git a/npc/cities/umbala.txt b/npc/cities/umbala.txt
index cb8a1e0c0..961fea7fb 100644
--- a/npc/cities/umbala.txt
+++ b/npc/cities/umbala.txt
@@ -5,21 +5,21 @@
//===== Current Version: =====================================
//= 2.1
//===== Description: =========================================
-//- [Aegis Conversion]
+//- [Official Conversion]
//= Umbala Town Npcs
//===== Additional Comments: =================================
-//= 1.0 - Done By jAthena (dunno Who)
-//= 1.1 - Translated by Fusion Dev Team
-//= 1.2 - Fixed Something by Muad Dib
-//= 1.3 - Fixed up For eA by Darkchild
-//= 1.4 - Fixed some wrong item names [Lupus]
-//= 1.5 - Spell Checked [massdriller]
-//= 1.6 - Fixed item names, added a chance to get to Niflheim via Jumping Bungy Area [Lupus]
-//= 1.7 - Fixed bugs and exploits [Lupus]
-//= 1.8 - Warps you to Niff with 1HP [Lance]
-//= 1.9 - Moved Umbala Event, Create Essence/Dismantle Stone, and Skeletal Gate to npc/quests/quests_umbala.txt [Evera]
-//= 2.0 - Removed duplicates, max NPC name length is 23, so Utan Tribe Young Adult#1, the 1 is skipped [Toms]
-//= 2.1 - Updated to Aegis 10.3 standards. [L0ne_W0lf]
+//= 1.0 Done By jAthena (dunno Who)
+//= 1.1 Translated by Fusion Dev Team
+//= 1.2 Fixed Something by Muad Dib
+//= 1.3 Fixed up For eA by Darkchild
+//= 1.4 Fixed some wrong item names [Lupus]
+//= 1.5 Spell Checked [massdriller]
+//= 1.6 Fixed item names, added a chance to get to Niflheim via Jumping Bungy Area [Lupus]
+//= 1.7 Fixed bugs and exploits [Lupus]
+//= 1.8 Warps you to Niff with 1HP [Lance]
+//= 1.9 Moved Umbala Event, Create Essence/Dismantle Stone, and Skeletal Gate to npc/quests/quests_umbala.txt [Evera]
+//= 2.0 Removed duplicates, max NPC name length is 23, so Utan Tribe Young Adult#1, the 1 is skipped [Toms]
+//= 2.1 Updated to Aegis 10.3 standards. [L0ne_W0lf]
//============================================================
comodo,170,137,7 script La Ed#um 84,{
@@ -76,7 +76,7 @@ comodo,171,137,1 script Haith#um 92,{
next;
if (select("Pay 1,000 zeny:Refuse to pay") == 1) {
if (Zeny > 999) {
- set zeny,zeny-1000;
+ set Zeny, Zeny-1000;
mes "[Haith]";
mes "Hahahaha! You the man!";
next;
@@ -272,8 +272,8 @@ umbala,70,106,3 script Utan Kid#um 781,{
mes "Whoaaaa!!";
mes "You the man~!";
mes "Thank you so much, yay~!";
- if (zeny > 1000) {
- set zeny,zeny-1000;
+ if (Zeny > 1000) {
+ set Zeny, Zeny-1000;
if (checkweight(517,1)) {
getitem 517,1; //Meat
}
@@ -333,8 +333,8 @@ umbala,70,106,3 script Utan Kid#um 781,{
mes "Umbaumbah!!";
mes "Um~bahumbah~ Um~baumbah~";
mes "Um~baumbah~ um~baumbah~";
- if (zeny > 1000) {
- set zeny,zeny-1000;
+ if (Zeny > 1000) {
+ set Zeny, Zeny-1000;
if (checkweight(517,1)) {
getitem 517,1; //Meat
}
diff --git a/npc/cities/veins.txt b/npc/cities/veins.txt
index f07955587..e0b03573f 100644
--- a/npc/cities/veins.txt
+++ b/npc/cities/veins.txt
@@ -5,7 +5,7 @@
//===== Current Version: =====================================
//= 1.1
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Veins Town Npcs
//===== Additional Comments: =================================
//= 1.0 First version [L0ne_W0lf]
@@ -13,7 +13,7 @@
//============================================================
// Veins
-//============================================================
+//============================================================
veins,162,34,5 script Towner#ve1 943,{
mes "[Towner]";
mes "I love cacti. They're";
@@ -533,7 +533,7 @@ veins,157,123,3 script Towner#ve15 946,{
}
// Inside Veins
-//============================================================
+//============================================================
ve_in,119,386,3 script Prisoner#ve1 946,{
mes "[Prisoner]";
mes "Unbelievable!";
diff --git a/npc/cities/yuno.txt b/npc/cities/yuno.txt
index f681aa4e4..e3085c6b3 100644
--- a/npc/cities/yuno.txt
+++ b/npc/cities/yuno.txt
@@ -1,27 +1,29 @@
//===== Hercules Script ======================================
//= Juno City
-//===== By: ==================================================
+//===== By: ==================================================
//= KitsuneStarwind, kobra_k88, L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.4a
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Current Version: =====================================
+//= 1.5
+//===== Description: =========================================
+//= [Official Conversion]
//= NPCs for the City of Juno
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= Added additional npcs. Added Metto quest. [kobra_k88]
//= Moved item quest to quest folder. Re-edited a majority of the npcs. [kobra_k88]
//=a Removed duplicate npcs already found in the sage quest.
//= Fixed & Spellchecked [massdriller]
//= 1.3 Started updating Juno NPCs based on iRO. 10% complete.
//= 1.3.2 Started updating Juno NPCs based on iRO. 30% complete.
-//= 1.3.3 Removed Noyee NPC (it's implemented in sleipnir_seal.txt)
+//= 1.3.3 Removed Noyee NPC (it's implemented in sleipnir_seal.txt)
//= 1.4 Updated to Aegis 10.3 standards. [L0ne_W0lf]
-//= Added Juno Airship Representative.
+//= Added Juno Airship Representative.
//= 1.4a Corrected a Typo error (bugreport:716) [Samuray22]
-//============================================================
+//= 1.5 Added Renewal coordinates for Payon and Izlude. [Euphy]
+//= Split Soldier NPCs into Pre-RE/RE (sprite change).
+//============================================================
// Juno
-//============================================================
+//============================================================
yuno,184,173,4 script Freidrich#juno 729,{
if (rand(1,5) == 1) {
mes "[Freidrich]";
@@ -74,7 +76,7 @@ yuno,337,227,4 script Juno Granny#juno 103,{
mes "[Granny]";
mes "*Giggle*";
mes "There you go~";
- set zeny,zeny-1000;
+ set Zeny, Zeny-1000;
getitem 529,1; //Candy
next;
mes "[Granny]";
@@ -165,7 +167,7 @@ yuno,165,111,4 script Juno Sage#juno 123,,{
if (select("Choose ^FF3355Red Herb^000000:Choose ^3355FFBlue Herb^000000.") == 1) {
mes "[Le Morpheus]";
mes "As you have chosen, you will forget everything, and remain in this virtual reality.";
- set zeny,zeny-5000;
+ set Zeny, Zeny-5000;
getitem 507,1; //Red_Herb
close2;
warp "prontera",182,206;
@@ -173,7 +175,7 @@ yuno,165,111,4 script Juno Sage#juno 123,,{
}
mes "[Le Morpheus]";
mes "You will see the truth.";
- set zeny,zeny-5000;
+ set Zeny, Zeny-5000;
getitem 510,1; //Blue_Herb
close2;
warp "pay_dun03",200,222;
@@ -237,7 +239,7 @@ yuno,157,205,4 script Juno Artisan#juno 54,{
}
}
-yuno,150,283,4 script Juno Soldier#juno 105,{
+- script ::JunoSoldier1 -1,{
mes "[Juno Soldier]";
mes "Welcome to Juno, the city of noble-mindedness.";
next;
@@ -251,8 +253,8 @@ yuno,150,283,4 script Juno Soldier#juno 105,{
mes "You'd better be careful when you encounter this monster. It will damage armor and weapons in the twinkling of an eye.";
close;
}
-
-yuno,165,283,4 script Juno Soldier#2juno 105,{
+
+- script ::JunoSoldier2 -1,{
mes "[Juno Soldier]";
mes "Welcome to Juno, the city of noble-mindedness.";
next;
@@ -267,8 +269,8 @@ yuno,165,283,4 script Juno Soldier#2juno 105,{
mes "The name of this monster originated from a story about a poor geographer who, unfortunately, was eaten by this monster while he was immersed in his studies.";
close;
}
-
-yuno,227,292,4 script Juno Soldier#3juno 105,{
+
+- script ::JunoSoldier3 -1,{
mes "[Juno Soldier]";
mes "Welcome to Juno, the city of noble-mindedness.";
next;
@@ -279,8 +281,8 @@ yuno,227,292,4 script Juno Soldier#3juno 105,{
mes "Don't be fooled by its appearance, or you'll find yourself in trouble.";
close;
}
-
-yuno,165,228,4 script Juno Soldier#4juno 105,{
+
+- script ::JunoSoldier4 -1,{
mes "[Juno Soldier]";
mes "Welcome to Juno, the city of noble-mindedness.";
next;
@@ -294,8 +296,8 @@ yuno,165,228,4 script Juno Soldier#4juno 105,{
mes "Goat's legs are so strong because it's always climbing cliffs when it's not busy slaughtering the innocent.";
close;
}
-
-yuno,150,228,4 script Juno Soldier#5juno 105,{
+
+- script ::JunoSoldier5 -1,{
mes "[Juno Soldier]";
mes "Welcome to Juno, the city of noble-mindedness.";
next;
@@ -310,8 +312,8 @@ yuno,150,228,4 script Juno Soldier#5juno 105,{
mes "shining jellopy even exists!";
close;
}
-
-yuno,334,182,4 script Juno Soldier#6juno 105,{
+
+- script ::JunoSoldier6 -1,{
mes "[Juno Soldier]";
mes "Welcome to Juno, the city of noble-mindedness.";
next;
@@ -322,8 +324,8 @@ yuno,334,182,4 script Juno Soldier#6juno 105,{
mes "Its use is limited to the Sage class, and it increases the chance of inflicting critical attacks. So, for Sages, that dagger can be very useful, as well as make them look stylish in battle.";
close;
}
-
-yuno,263,320,4 script Juno Soldier#7juno 105,{
+
+- script ::JunoSoldier7 -1,{
mes "[Juno Soldier]";
mes "Welcome to Juno, the city of noble-mindedness.";
next;
@@ -364,19 +366,19 @@ yuno,142,183,5 script Airship Representative 100,{
mes "The teleport fee is 1,800 zeny, regardless of where you want to go. Please let me know your desired destination.";
next;
switch(select("Prontera:Izlude:Geffen:Morroc:Payon:Alberta:Comodo:Cancel")) {
- case 1: callsub S_Warp,"prontera",116,72;
- case 2: callsub S_Warp,"izlude",94,103;
- case 3: callsub S_Warp,"geffen",120,39;
- case 4: callsub S_Warp,"morocc",156,46;
- case 5: callsub S_Warp,"payon",69,100;
- case 6: callsub S_Warp,"alberta",117,56;
- case 7: callsub S_Warp,"comodo",209,143;
- case 8: close;
+ case 1: callsub S_Warp,"prontera",116,72;
+ case 2: if (checkre(0)) callsub S_Warp,"izlude",128,98; else callsub S_Warp,"izlude",94,103;
+ case 3: callsub S_Warp,"geffen",120,39;
+ case 4: callsub S_Warp,"morocc",156,46;
+ case 5: if (checkre(0)) callsub S_Warp,"payon",162,59; else callsub S_Warp,"payon",69,100;
+ case 6: callsub S_Warp,"alberta",117,56;
+ case 7: callsub S_Warp,"comodo",209,143;
+ case 8: close;
}
S_Warp:
if (Zeny >= 1800) {
- set zeny,zeny-1800;
+ set Zeny, Zeny-1800;
warp getarg(0),getarg(1),getarg(2);
end;
}
diff --git a/npc/custom/bgqueue/flavius.txt b/npc/custom/bgqueue/flavius.txt
index 7e30bdd99..4b2a9b250 100644
--- a/npc/custom/bgqueue/flavius.txt
+++ b/npc/custom/bgqueue/flavius.txt
@@ -1,15 +1,15 @@
//===== Hercules Script ======================================
// BattleGround System - Flavius
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.4
-//===== Description: =========================================
+//===== Description: =========================================
//= [AEGIS Conversion]
//= Flavius Battleground.
//= - Winning Team: 9 badges
//= - Losing Team: 3 badge
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version.
//= 1.1 Fixed pink crystal spawning as blue. [L0ne_W0lf]
//= 1.2 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
diff --git a/npc/custom/breeder.txt b/npc/custom/breeder.txt
index fc4ebbafa..a3d8c7a93 100644
--- a/npc/custom/breeder.txt
+++ b/npc/custom/breeder.txt
@@ -48,9 +48,9 @@ prontera,124,201,1 script Universal Rental NPC 726,{
end;
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= A Free PecoPeco and Falcon Breeder
//= 1.1 FIXED checkriding/cart/falcon funcs [Lupus]
//= 1.2 Added Rebirth/Advanced Class support [Mass Zero]
diff --git a/npc/custom/card_remover.txt b/npc/custom/card_remover.txt
index 45e5e42c8..9424827bb 100644
--- a/npc/custom/card_remover.txt
+++ b/npc/custom/card_remover.txt
@@ -4,8 +4,6 @@
//= TyrNemesis^
//===== Current Version: =====================================
//= 1.2a
-//===== Compatible With: =====================================
-//= Hercules Git
//===== Description: =========================================
//= Removes cards from equipped items.
//===== Additional Comments: =================================
diff --git a/npc/custom/etc/bank.txt b/npc/custom/etc/bank.txt
index 00ebc66c8..b004aacf3 100644
--- a/npc/custom/etc/bank.txt
+++ b/npc/custom/etc/bank.txt
@@ -1,17 +1,17 @@
//===== Hercules Script ======================================
//= Banker Script
-//===== By: ==================================================
+//===== By: ==================================================
//= Syrus22 (1.0)
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 2.0
-//===== Description: =========================================
+//===== Description: =========================================
//= An account wide Banker to store Zeny
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= Syrus22 - There's an optional transaction fee at the top of
//= the script. To use it simply change the first set command
//= to set the cost variable to whatever you want the fee to be.
//= Version 2.0: Optimized and brought the script up to standard. [Jguy]
-//============================================================
+//============================================================
prontera,132,217,5 script Banker 109,{
set @cost,500;
diff --git a/npc/custom/etc/floating_rates.txt b/npc/custom/etc/floating_rates.txt
index f499a4f9d..ff3b6e8fa 100644
--- a/npc/custom/etc/floating_rates.txt
+++ b/npc/custom/etc/floating_rates.txt
@@ -4,8 +4,6 @@
//= Lupus
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= It's a simply example of setbattleflag
//= This script will change your server rates from 1x to 1.5x every 6 hours
diff --git a/npc/custom/etc/lottery.txt b/npc/custom/etc/lottery.txt
index 1e35280a4..3988a7d7b 100644
--- a/npc/custom/etc/lottery.txt
+++ b/npc/custom/etc/lottery.txt
@@ -4,8 +4,6 @@
//= acky
//===== Current Version: =====================================
//= 1.2.1a
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Daily lottery draw
//===== Additional Comments: =================================
diff --git a/npc/custom/etc/marriage.txt b/npc/custom/etc/marriage.txt
index fb6939a8c..5f94eef88 100644
--- a/npc/custom/etc/marriage.txt
+++ b/npc/custom/etc/marriage.txt
@@ -4,8 +4,6 @@
//= AppleGirl, Evera
//===== Current Version: =====================================
//= 2.9
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Fully working wedding script for all kind of weddings
//===== Additional Comments: =================================
diff --git a/npc/custom/etc/monster_arena.txt b/npc/custom/etc/monster_arena.txt
index 52ffa115b..2d2f76324 100644
--- a/npc/custom/etc/monster_arena.txt
+++ b/npc/custom/etc/monster_arena.txt
@@ -4,8 +4,6 @@
//= acky
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Players train monsters and battle other players.
//= Experience can be earned and monsters upgraded.
diff --git a/npc/custom/etc/morroc_raceway.txt b/npc/custom/etc/morroc_raceway.txt
index 34614538a..7edd069e0 100644
--- a/npc/custom/etc/morroc_raceway.txt
+++ b/npc/custom/etc/morroc_raceway.txt
@@ -4,8 +4,6 @@
//= acky
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Lets players race around Morroc (pvp_y_1-5)
//===== Additional Comments: =================================
diff --git a/npc/custom/etc/mvp_arena.txt b/npc/custom/etc/mvp_arena.txt
index d95ed7621..b06e5025d 100644
--- a/npc/custom/etc/mvp_arena.txt
+++ b/npc/custom/etc/mvp_arena.txt
@@ -4,8 +4,6 @@
//= Darkchild
//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Rooms containing 16 different MVPs
//===== Additional Comments: =================================
diff --git a/npc/custom/etc/penal_servitude.txt b/npc/custom/etc/penal_servitude.txt
index 414458cb9..7cfc55ee1 100644
--- a/npc/custom/etc/penal_servitude.txt
+++ b/npc/custom/etc/penal_servitude.txt
@@ -4,8 +4,6 @@
//= Lupus
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= A simple Penal Servitude Script.
//= It could cheer up your prisoners a bit.
diff --git a/npc/custom/etc/quest_warper.txt b/npc/custom/etc/quest_warper.txt
index a8e06cc75..da9b6b0c9 100644
--- a/npc/custom/etc/quest_warper.txt
+++ b/npc/custom/etc/quest_warper.txt
@@ -4,8 +4,6 @@
//= DZeroX, Darkchild, Neouni
//===== Current Version: =====================================
//= 2.3
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Warper that works only after locations are unlocked.
//===== Additional Comments: =================================
diff --git a/npc/custom/etc/rpsroulette.txt b/npc/custom/etc/rpsroulette.txt
index 87048a97b..1755bba21 100644
--- a/npc/custom/etc/rpsroulette.txt
+++ b/npc/custom/etc/rpsroulette.txt
@@ -4,8 +4,6 @@
//= acky
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Plays a hybrid Russian Roulette Rock Scissors Paper game.
//===== Additional Comments: =================================
diff --git a/npc/custom/etc/shifty_assassin.txt b/npc/custom/etc/shifty_assassin.txt
index d0fe41d45..c60a565d5 100644
--- a/npc/custom/etc/shifty_assassin.txt
+++ b/npc/custom/etc/shifty_assassin.txt
@@ -4,8 +4,6 @@
//= acky
//===== Current Version: =====================================
//= 1.1.2
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Players buy ninjas to assassinate other players
//===== Additional Comments: =================================
diff --git a/npc/custom/etc/stock_market.txt b/npc/custom/etc/stock_market.txt
index 26d368cdf..122524063 100644
--- a/npc/custom/etc/stock_market.txt
+++ b/npc/custom/etc/stock_market.txt
@@ -4,8 +4,6 @@
//= acky
//===== Current Version: =====================================
//= 1.3.1
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= NPC for a stock market game.
//===== Additional Comments: =================================
diff --git a/npc/custom/events/cluckers.txt b/npc/custom/events/cluckers.txt
index b221b1b7a..7f3dd598f 100644
--- a/npc/custom/events/cluckers.txt
+++ b/npc/custom/events/cluckers.txt
@@ -26,16 +26,16 @@ prontera,156,219,4 script Cluckers 800,{
case 0: npctalk "CLUUUUUUCK!!!"; unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; emotion 23; break;
case 1: npctalk "Cluuuuuck!~"; break;
case 2: unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; break;
- case 3: sc_start SC_Freeze,10000,0; break;
+ case 3: sc_start SC_FREEZE,10000,0; break;
case 4: npctalk "CLUUUUUUUUUCK!!!"; unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; emotion 23; break;
- case 5: sc_start SC_Sleep,10000,0; break;
- case 6: sc_start SC_Stone,10000,0; emotion 29; break;
+ case 5: sc_start SC_SLEEP,10000,0; break;
+ case 6: sc_start SC_STONE,10000,0; emotion 29; break;
case 7: npctalk "CLUUUUUUCK!!!"; unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; emotion 23; break;
case 8: npctalk "Cluck! CLUUUCK!!"; unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; emotion 23; break;
- case 9: sc_start SC_Stun,10000,0; break;
- case 10: sc_start SC_Sleep,10000,0; emotion 29; break;
+ case 9: sc_start SC_STUN,10000,0; break;
+ case 10: sc_start SC_SLEEP,10000,0; emotion 29; break;
case 11: npctalk "Cluck! Cluck!"; break;
- case 12: sc_start SC_Stun,10000,0; break;
+ case 12: sc_start SC_STUN,10000,0; break;
case 13: unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; break;
default:
if (rand(50) < 4) {
diff --git a/npc/custom/events/disguise.txt b/npc/custom/events/disguise.txt
index ad5ba1185..a091281ef 100644
--- a/npc/custom/events/disguise.txt
+++ b/npc/custom/events/disguise.txt
@@ -4,9 +4,7 @@
//= GmOcean
//===== Current Version: =====================================
//= 5.1
-//===== Compatible With: =====================================
-//= Hercules
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= Note: This script requires PCRE to run properly.
//= 5.0 Last update by GmOcean.
//= 5.1 Cleaned and standardized, mostly. [Euphy]
diff --git a/npc/custom/events/hallow06.txt b/npc/custom/events/hallow06.txt
index 4663ab996..71b63e983 100644
--- a/npc/custom/events/hallow06.txt
+++ b/npc/custom/events/hallow06.txt
@@ -4,8 +4,6 @@
//= Stryker
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Halloween Event Script
//===== Additional Comments: =================================
diff --git a/npc/custom/events/mushroom_event.txt b/npc/custom/events/mushroom_event.txt
index c13bde1cc..bab31ec79 100644
--- a/npc/custom/events/mushroom_event.txt
+++ b/npc/custom/events/mushroom_event.txt
@@ -1,11 +1,9 @@
//===== Hercules Script ======================================
//= Find the Mushroom
-//===== By: ==================================================
+//===== By: ==================================================
//= Mysterious
//===== Current Version: =====================================
//= 3.6a
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Find the Mushroom - random amount of Mushrooms spawns in random maps.
//= Players need to find these mushrooms and kill them to gain prizes!
diff --git a/npc/custom/events/uneasy_cemetery.txt b/npc/custom/events/uneasy_cemetery.txt
index 50262933d..d026792b0 100644
--- a/npc/custom/events/uneasy_cemetery.txt
+++ b/npc/custom/events/uneasy_cemetery.txt
@@ -1,23 +1,21 @@
//===== Hercules Script ======================================
//= Uneasy Prontera Cemetery Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= Lupus
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.2a (Tested and fully working!)
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Description: =========================================
//= A periodical quest of the Uneasy Cemetery (Kill undead / Prevent their appearance)
//= Every day, at the midnight Prontera receive a wave of Undeads.
//= They come from Uneasy Cemetery of Prontera. To protect the players
//= from the undeads terror you may either kill the enemy. Or supply Mother Mathana
//= with needed amount of Holy Water. Every citizen can take his part in the
//= saving of Prontera city. After some days of quiet life... the Cemetery strikes back.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.1 More advanced ver. Added some bonus the the one who'd kill the last walking undead
//= 1.2 Added coords to the script to make label OmMobDead working
//= 1.2a Changed item names to item IDs. [Samuray22]
-//============================================================
+//============================================================
prontera,3,3,3 script Uneasy_Check -1,{
end;
diff --git a/npc/custom/events/valentinesdayexp.txt b/npc/custom/events/valentinesdayexp.txt
index 065d4e32d..ec8464338 100644
--- a/npc/custom/events/valentinesdayexp.txt
+++ b/npc/custom/events/valentinesdayexp.txt
@@ -4,8 +4,6 @@
//= Lupus (based on Muad_Dib's work)
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
// Close to other official stValentine event (added white chocolate)
// Custom: Handmade choco gives some EXP bonuses to married people
diff --git a/npc/custom/events/xmas_rings_event.txt b/npc/custom/events/xmas_rings_event.txt
index 7c0ec5bf0..959e3a1a9 100644
--- a/npc/custom/events/xmas_rings_event.txt
+++ b/npc/custom/events/xmas_rings_event.txt
@@ -4,8 +4,6 @@
//= Lupus (1.0)
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Custom event: Karachun (from 8 Dec till 8 Jan), X-Mas, HNY
//===== Additional Comments: =================================
diff --git a/npc/custom/healer.txt b/npc/custom/healer.txt
index d1cdbcfd4..4aee802d8 100644
--- a/npc/custom/healer.txt
+++ b/npc/custom/healer.txt
@@ -4,8 +4,6 @@
//= Euphy
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Basic healer script.
//===== Additional Comments: =================================
diff --git a/npc/custom/item_signer.txt b/npc/custom/item_signer.txt
index b70244ed1..41bddb1f4 100644
--- a/npc/custom/item_signer.txt
+++ b/npc/custom/item_signer.txt
@@ -4,8 +4,6 @@
//= Lupus
//===== Current Version: =====================================
//= 1.1a
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Write you name on your rare equipment or weapon ^_-
//===== Additional Comments: =================================
diff --git a/npc/custom/itemmall.txt b/npc/custom/itemmall.txt
index 6eb162f9c..954b69621 100644
--- a/npc/custom/itemmall.txt
+++ b/npc/custom/itemmall.txt
@@ -4,8 +4,6 @@
//= Masao
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Street shops in Prontera.
//============================================================
diff --git a/npc/custom/jobmaster.txt b/npc/custom/jobmaster.txt
index 68feb5b16..cd07cf443 100644
--- a/npc/custom/jobmaster.txt
+++ b/npc/custom/jobmaster.txt
@@ -4,11 +4,9 @@
//= Euphy
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= A fully functional job changer.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.1 Fixed reset on Baby job change. [Euphy]
//= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support. [Euphy]
//= 1.3 Kagerou/Oboro added. [Euphy]
diff --git a/npc/custom/platinum_skills.txt b/npc/custom/platinum_skills.txt
index 7f80158a3..9295d122f 100644
--- a/npc/custom/platinum_skills.txt
+++ b/npc/custom/platinum_skills.txt
@@ -4,8 +4,6 @@
//= Keichii, DarkChild
//===== Current Version: =====================================
//= 2.8
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Single NPC that assigns quests skills for all classes
//===== Additional Comments: =================================
diff --git a/npc/custom/quests/bandit_beard.txt b/npc/custom/quests/bandit_beard.txt
index 175471f56..6cf47ef25 100644
--- a/npc/custom/quests/bandit_beard.txt
+++ b/npc/custom/quests/bandit_beard.txt
@@ -1,12 +1,12 @@
//===== Hercules Script ======================================
//= Bandit Beard Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= Mega Man Expert & Lupus
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.3
-//===== Description: =========================================
+//===== Description: =========================================
//= A harmless quest for a simply item w/o any bonuses "Bandit Beard"
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= Fully working.
//= 1.0 First release
//= 1.1 Fixed some exploits, bugs and typos. Optimized 8) [Lupus]
diff --git a/npc/custom/quests/dead_branch.txt b/npc/custom/quests/dead_branch.txt
index 306a553c8..13daa244b 100644
--- a/npc/custom/quests/dead_branch.txt
+++ b/npc/custom/quests/dead_branch.txt
@@ -4,8 +4,6 @@
//= GM-Yevon
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
// Simple item trade-in quest, a person can get a Dead Branch
// by simply providing the items: Log x3 (7201), Wooden Heart x1 (7189),
diff --git a/npc/custom/quests/elvenear.txt b/npc/custom/quests/elvenear.txt
index 4cb5c11de..e412fcb67 100644
--- a/npc/custom/quests/elvenear.txt
+++ b/npc/custom/quests/elvenear.txt
@@ -4,8 +4,6 @@
//= someone
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Elven Ears (require 75+ Base Level)
//===== Additional Comments: =================================
diff --git a/npc/custom/quests/event_6_new_hats.txt b/npc/custom/quests/event_6_new_hats.txt
index 37b5e52b7..ce3885be3 100644
--- a/npc/custom/quests/event_6_new_hats.txt
+++ b/npc/custom/quests/event_6_new_hats.txt
@@ -4,8 +4,6 @@
//= RedxSwordxHero, Lupus
//===== Current Version: =====================================
//= 1.4b
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= 4 brothers give you quests to get 6 new hats (missing
//= from official quests)
diff --git a/npc/custom/quests/hunting_missions.txt b/npc/custom/quests/hunting_missions.txt
index 8ce85bc7a..c1b2b62e2 100644
--- a/npc/custom/quests/hunting_missions.txt
+++ b/npc/custom/quests/hunting_missions.txt
@@ -4,8 +4,6 @@
//= Euphy
//===== Current Version: =====================================
//= 1.3a
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Random hunting missions.
//= Rewards are based on quest difficulty.
diff --git a/npc/custom/quests/jewel_case.txt b/npc/custom/quests/jewel_case.txt
index 9ec952a23..27770cb6b 100644
--- a/npc/custom/quests/jewel_case.txt
+++ b/npc/custom/quests/jewel_case.txt
@@ -4,8 +4,6 @@
//= Lupus
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= A quest for players at base level 99,
//= with Jewel Case as a reward.
diff --git a/npc/custom/quests/kaho_balmung.txt b/npc/custom/quests/kaho_balmung.txt
index 47b12ca87..4da28bc38 100644
--- a/npc/custom/quests/kaho_balmung.txt
+++ b/npc/custom/quests/kaho_balmung.txt
@@ -4,8 +4,6 @@
//= MagicalTux
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Custom quests for Balmung and Lord Kaho's Horns.
//= WARNING: The quests are very easy, so be careful!
diff --git a/npc/custom/quests/kahohorn.txt b/npc/custom/quests/kahohorn.txt
index 6a6e36e7c..4677dea8c 100644
--- a/npc/custom/quests/kahohorn.txt
+++ b/npc/custom/quests/kahohorn.txt
@@ -4,8 +4,6 @@
//=
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Custom quest for Lord Kaho's Horns.
//===== Additional Comments: =================================
diff --git a/npc/custom/quests/kings_items.txt b/npc/custom/quests/kings_items.txt
index bd2288d28..de908ab9e 100644
--- a/npc/custom/quests/kings_items.txt
+++ b/npc/custom/quests/kings_items.txt
@@ -1,12 +1,10 @@
//===== Hercules Script ======================================
//= Event King Items
-//===== By: ==================================================
+//===== By: ==================================================
//= $ephiroth
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Description: =========================================
//= Grand Circlet Quest combined with Excalibur Quest.
//===== Additional Comments: =================================
//= 2006/09/27: 1.0 Release and fully working. [$ephiroth]
diff --git a/npc/custom/quests/may_hats.txt b/npc/custom/quests/may_hats.txt
index e0f1f87ee..c354c6ae9 100644
--- a/npc/custom/quests/may_hats.txt
+++ b/npc/custom/quests/may_hats.txt
@@ -5,8 +5,6 @@
//= Lupus
//===== Current Version: =====================================
//= 1.01
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Custom quest for some RO mobile game bonus items
//===== Additional Comments: =================================
diff --git a/npc/custom/quests/quest_shop.txt b/npc/custom/quests/quest_shop.txt
index 0483e90da..c4794c341 100644
--- a/npc/custom/quests/quest_shop.txt
+++ b/npc/custom/quests/quest_shop.txt
@@ -4,8 +4,6 @@
//= Euphy
//===== Current Version: =====================================
//= 1.6a
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= A dynamic quest shop based on Lunar's, with easier config.
//= Includes support for multiple shops & cashpoints.
diff --git a/npc/custom/quests/questboard.txt b/npc/custom/quests/questboard.txt
index abfb61a4d..265b24c60 100644
--- a/npc/custom/quests/questboard.txt
+++ b/npc/custom/quests/questboard.txt
@@ -4,11 +4,9 @@
//= tr0n
//===== Current Version: =====================================
//= 1.4.4
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Easily add collection and hunting quests.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
// 1.0.0 Release
// 1.1.0 Added zeny reward
// 1.2.0 Rewrote checkmob and killcounter
diff --git a/npc/custom/quests/sphinx_mask.txt b/npc/custom/quests/sphinx_mask.txt
index fb006f3fa..2d4cc8f94 100644
--- a/npc/custom/quests/sphinx_mask.txt
+++ b/npc/custom/quests/sphinx_mask.txt
@@ -1,17 +1,15 @@
//===== Hercules Script ======================================
//= Sphinx Mask Quest (custom)
-//===== By: ==================================================
+//===== By: ==================================================
//= sabernet09
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Description: =========================================
//= This quest is related to Umbalian Chief.
//= 1.1 Removed it from official Umbala quests [Lupus]
//= 1.2 Added a missing variable (sphmask_q) [erKURITA]
//= 1.3 Optimized, and coordinates moved. [Euphy]
-//============================================================
+//============================================================
morocc,208,90,6 script Turban Thief 58,{
mes "[Turban Thief]";
diff --git a/npc/custom/quests/sunglasses.txt b/npc/custom/quests/sunglasses.txt
index c7ebbf937..e58639cb1 100644
--- a/npc/custom/quests/sunglasses.txt
+++ b/npc/custom/quests/sunglasses.txt
@@ -4,8 +4,6 @@
//= amichan
//===== Current Version: =====================================
//= 1.8
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Quest to get Slotted Sunglasses.
//= Will reset after quest completion.
diff --git a/npc/custom/quests/tha_statues.txt b/npc/custom/quests/tha_statues.txt
index a9c53a033..d072179f3 100644
--- a/npc/custom/quests/tha_statues.txt
+++ b/npc/custom/quests/tha_statues.txt
@@ -4,8 +4,6 @@
//= Bibilol, Moryagorn
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Custom Thanatos Tower Quest
//===== Additional Comments: =================================
diff --git a/npc/custom/quests/thq/THQS_ChatingNPC.txt b/npc/custom/quests/thq/THQS_ChatingNPC.txt
index 752681e39..5fce4d13d 100644
--- a/npc/custom/quests/thq/THQS_ChatingNPC.txt
+++ b/npc/custom/quests/thq/THQS_ChatingNPC.txt
@@ -4,8 +4,6 @@
//= Fredzilla
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Start for Treasure hunter quests
//===== Additional Comments: =================================
diff --git a/npc/custom/quests/thq/THQS_GuildNPC.txt b/npc/custom/quests/thq/THQS_GuildNPC.txt
index 01b14687f..0e13645b7 100644
--- a/npc/custom/quests/thq/THQS_GuildNPC.txt
+++ b/npc/custom/quests/thq/THQS_GuildNPC.txt
@@ -4,8 +4,6 @@
//= Fredzilla
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Start for Treasure hunter quests
//===== Additional Comments: =================================
diff --git a/npc/custom/quests/thq/THQS_QuestNPC.txt b/npc/custom/quests/thq/THQS_QuestNPC.txt
index 5b4d98a27..0bd234be2 100644
--- a/npc/custom/quests/thq/THQS_QuestNPC.txt
+++ b/npc/custom/quests/thq/THQS_QuestNPC.txt
@@ -4,8 +4,6 @@
//= Fredzilla
//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Start for Treasure hunter quests
//===== Additional Comments: =================================
diff --git a/npc/custom/quests/thq/THQS_Quests.txt b/npc/custom/quests/thq/THQS_Quests.txt
index 70494ab9b..114a6bea5 100644
--- a/npc/custom/quests/thq/THQS_Quests.txt
+++ b/npc/custom/quests/thq/THQS_Quests.txt
@@ -4,8 +4,6 @@
//= Fredzilla
//===== Current Version: =====================================
//= 1.6
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Start for Treasure hunter quests
//===== Additional Comments: =================================
diff --git a/npc/custom/quests/thq/THQS_TTShop.txt b/npc/custom/quests/thq/THQS_TTShop.txt
index 0a706869b..39038671e 100644
--- a/npc/custom/quests/thq/THQS_TTShop.txt
+++ b/npc/custom/quests/thq/THQS_TTShop.txt
@@ -4,8 +4,6 @@
//= Fredzilla
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Start for Treasure hunter quests
//===== Additional Comments: =================================
diff --git a/npc/custom/quests/umbalian_language.txt b/npc/custom/quests/umbalian_language.txt
index f41b5500e..6552f2b78 100644
--- a/npc/custom/quests/umbalian_language.txt
+++ b/npc/custom/quests/umbalian_language.txt
@@ -4,8 +4,6 @@
//= sabernet09
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= 1.1 Removed it from offical Umbala Quests [Lupus]
//============================================================
diff --git a/npc/custom/quests/valhallen.txt b/npc/custom/quests/valhallen.txt
index 07112c1c8..b32b03acf 100644
--- a/npc/custom/quests/valhallen.txt
+++ b/npc/custom/quests/valhallen.txt
@@ -4,8 +4,6 @@
//= Avaji
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= All-in-one: Mjolnir,Sleipnir,Brisingamen,Gleipnir,Megingjard
//= Custom quest, ingredients based on official RO FAQ
diff --git a/npc/custom/stylist.txt b/npc/custom/stylist.txt
index 853553f26..23f65b22d 100644
--- a/npc/custom/stylist.txt
+++ b/npc/custom/stylist.txt
@@ -4,11 +4,9 @@
//= Euphy
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Changes your hair style, hair color, and cloth color.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.1 Switched to 'getbattleflag', credits to Saithis. [Euphy]
//============================================================
diff --git a/npc/custom/warper.txt b/npc/custom/warper.txt
index 68a9cb1af..7c2b3b75e 100644
--- a/npc/custom/warper.txt
+++ b/npc/custom/warper.txt
@@ -1,12 +1,10 @@
//===== Hercules Script ======================================
//= Warper
-//===== By: ==================================================
+//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Description: =========================================
//= A complete - but very condensed - warper script.
//= Some coordinates written by Tekno-Kanix and ToastOfDoom.
//===== Additional Comments: =================================
diff --git a/npc/custom/woe_controller.txt b/npc/custom/woe_controller.txt
index 9ddaeb362..e5fa84fa1 100644
--- a/npc/custom/woe_controller.txt
+++ b/npc/custom/woe_controller.txt
@@ -4,8 +4,6 @@
//= Euphy
//===== Current Version: =====================================
//= 1.5
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= A controller for War of Emperium designed for
//= simplicity and ease of use.
diff --git a/npc/events/MemorialDay_2008.txt b/npc/events/MemorialDay_2008.txt
index 96c24bdfa..684649917 100644
--- a/npc/events/MemorialDay_2008.txt
+++ b/npc/events/MemorialDay_2008.txt
@@ -15,7 +15,7 @@
// Lauds
//============================================================
prontera,182,214,4 script Lauds#Memorial 58,{
- if(Memorial08 < 1) {
+ if (Memorial08 < 1) {
mes "[Mad Sago Lauds]";
mes "Hey, yo!";
mes "What are you doing there!?";
@@ -27,7 +27,7 @@ prontera,182,214,4 script Lauds#Memorial 58,{
next;
mes "[Mad Sago Lauds]";
mes "What is this!?";
- emotion 0;
+ emotion e_gasp;
next;
mes "[Mad Sago Lauds]";
mes "Where is your towel!?";
@@ -67,14 +67,14 @@ prontera,182,214,4 script Lauds#Memorial 58,{
close;
}
- else if(Memorial08 == 1) {
+ else if (Memorial08 == 1) {
if (countitem(1059) < 30 || countitem(914) < 20) {
mes "[Mad Sago Lauds]";
mes "What are these? They aren't enough?!";
mes "*Sigh* Do I really have to tell you again?!";
mes "Bring me ^FF000030 Fabric and 20 Fluffs^000000.";
close;
- }else{
+ } else {
mes "***Mad Sago Lauds appears to be muttering to himself***";
next;
mes "[Mad Sago Lauds]";
@@ -96,7 +96,7 @@ prontera,182,214,4 script Lauds#Memorial 58,{
}
}
- else if(Memorial08 == 2) {
+ else if (Memorial08 == 2) {
mes "[Mad Sago Lauds]";
mes "Ah, you have fluffy new towel now I even put your name on it";
next;
@@ -118,20 +118,20 @@ prontera,182,214,4 script Lauds#Memorial 58,{
close;
}
- else if(Memorial08 == 3) {
+ else if (Memorial08 == 3) {
mes "[Mad Sago Lauds]";
mes "What are you still doing here?";
mes "I told you to go speak to Grast in Prontera!";
close;
}
- else if(Memorial08 == 4 || Memorial08 == 5 || Memorial08 == 6) {
+ else if (Memorial08 == 4 || Memorial08 == 5 || Memorial08 == 6) {
mes "[Mad Sago Lauds]";
mes "Go help Grast, and then come back.";
close;
}
- else if(Memorial08 == 7) {
+ else if (Memorial08 == 7) {
mes "[Mad Sago Lauds]";
mes "Oh, you've brought them all.";
mes "Hahaha!";
@@ -153,38 +153,38 @@ prontera,182,214,4 script Lauds#Memorial 58,{
close;
}
- else if(Memorial08 == 8) {
+ else if (Memorial08 == 8) {
mes "[Mad Sago Lauds]";
mes "Stop trying to give me your garbage!";
mes "Go to the plaque at 12 o'clock direction in Prontera for your journey!";
close;
}
- else if(Memorial08 >= 9) {
+ else if (Memorial08 >= 9) {
set .@RandomMsg, rand(1,5);
- if(.@RandomMsg == 1) {
+ if (.@RandomMsg == 1) {
mes "[Mad Sago Lauds]";
mes "Don't panic!";
- emotion 0;
+ emotion e_gasp;
close;
}
- else if(.@RandomMsg == 2) {
+ else if (.@RandomMsg == 2) {
mes "[Mad Sago Lauds]";
mes "Life... is like a grapefruit.";
mes "It's orange and squishy, and has a few pips in it, and some folks have half a one for breakfast.";
close;
}
- else if(.@RandomMsg == 3) {
+ else if (.@RandomMsg == 3) {
mes "[Mad Sago Lauds]";
mes "There was a point to this story, but it has temporarily escaped the chronicler's mind.";
close;
}
- else if(.@RandomMsg == 4) {
+ else if (.@RandomMsg == 4) {
mes "[Mad Sago Lauds]";
mes "42!";
close;
}
- else if(.@RandomMsg == 5) {
+ else if (.@RandomMsg == 5) {
mes "[Mad Sago Lauds]";
mes "It is a mistake to think you can solve any major problems just with potatoes.";
close;
@@ -195,13 +195,13 @@ prontera,182,214,4 script Lauds#Memorial 58,{
// Memorial Plaque
//============================================================
prontera,153,286,4 script Memorial Plaque#Memorial 857,{
- if(Memorial08 < 8) {
+ if (Memorial08 < 8) {
mes "[" + strcharinfo(0) + "]";
mes "- It's a dusty old plaque.-";
close;
}
- else if(Memorial08 == 8) {
+ else if (Memorial08 == 8) {
mes "[" + strcharinfo(0) + "]";
mes "- It's a dusty old plaque.-";
mes "'This must be what Lauds was talking about.'";
@@ -212,7 +212,7 @@ prontera,153,286,4 script Memorial Plaque#Memorial 857,{
goto L_CleanPlaque;
}
- else if(Memorial08 >= 9) {
+ else if (Memorial08 >= 9) {
goto L_CleanPlaque;
}
@@ -223,7 +223,7 @@ prontera,153,286,4 script Memorial Plaque#Memorial 857,{
mes "-nor engraved stone bear record of their deeds,-";
mes "-yet will their remembrance be as lasting as the land they honored.-";
mes "-Daniel Webster-";
- if(Memorial08 == 9) {
+ if (Memorial08 == 9) {
getexp 93750,43750;
}
next;
@@ -232,7 +232,7 @@ prontera,153,286,4 script Memorial Plaque#Memorial 857,{
mes "-I may not have gone where I intended to go,-";
mes "-but I think I have ended up where I needed to be.-";
mes "- Douglas Adams.-";
- if(Memorial08 == 9) {
+ if (Memorial08 == 9) {
getexp 93750,43750;
}
next;
@@ -242,7 +242,7 @@ prontera,153,286,4 script Memorial Plaque#Memorial 857,{
mes "-It is not the urge to surpass all others at whatever cost,-";
mes "- but the urge to serve others at whatever cost. -";
mes "- Arthur Ashe -";
- if(Memorial08 == 9) {
+ if (Memorial08 == 9) {
getexp 93750,43750;
set Memorial08,10;
}
@@ -252,14 +252,14 @@ prontera,153,286,4 script Memorial Plaque#Memorial 857,{
// Grast
//============================================================
prontera,150,270,4 script Grast#Memorial 900,{
- if(Memorial08 < 3) {
+ if (Memorial08 < 3) {
mes "[Grast]";
mes "Memorial Day is a sad and yet glorious day.";
mes "I wonder how many people remember them...";
close;
}
- else if(Memorial08 == 3) {
+ else if (Memorial08 == 3) {
mes "[Grast]";
mes "Oh, isn't that a Towel of Memory?";
mes "I'm so glad to meet someone who understands the meaning of Memorial Day.";
@@ -277,7 +277,7 @@ prontera,150,270,4 script Grast#Memorial 900,{
close;
}
- else if(Memorial08 == 4) {
+ else if (Memorial08 == 4) {
if (countitem(501) < 1 || countitem(506) < 1 || countitem(656) < 1 || countitem(602) < 1) {
mes "[Grast]";
mes "Oops, you haven't brought all materials.";
@@ -293,7 +293,7 @@ prontera,150,270,4 script Grast#Memorial 900,{
goto L_GiveUp;
}
goto L_Continue;
- }else{
+ } else {
mes "[Grast]";
mes "Oh, you've brought the materials I asked.";
next;
@@ -308,7 +308,7 @@ prontera,150,270,4 script Grast#Memorial 900,{
}
}
- else if(Memorial08 == 5) {
+ else if (Memorial08 == 5) {
if (countitem(1065) < 1 || countitem(610) < 1 || countitem(717) < 1 || countitem(747) < 1 || countitem(517) < 1 || countitem(515) < 1) {
mes "[Grast]";
mes "Oops, you haven't brought all materials.";
@@ -323,7 +323,7 @@ prontera,150,270,4 script Grast#Memorial 900,{
goto L_GiveUp;
}
goto L_Continue;
- }else{
+ } else {
mes "[Grast]";
mes "Oh, you've brought everything I asked.";
mes "Hmm, I think you need just a little bit more.";
@@ -335,7 +335,7 @@ prontera,150,270,4 script Grast#Memorial 900,{
}
}
- else if(Memorial08 == 6) {
+ else if (Memorial08 == 6) {
if (countitem(643) < 1 || countitem(12018) < 1 || countitem(741) < 1 || countitem(745) < 1) {
mes "[Grast]";
mes "Oops, you haven't brought all materials.";
@@ -354,7 +354,7 @@ prontera,150,270,4 script Grast#Memorial 900,{
goto L_GiveUp;
}
goto L_Continue;
- }else{
+ } else {
mes "[Grast]";
mes "Have you brought the materials I asked?";
mes "Ah, thank you for your hard work you've brought all of them.";
@@ -390,14 +390,14 @@ prontera,150,270,4 script Grast#Memorial 900,{
}
}
- else if(Memorial08 == 7) {
+ else if (Memorial08 == 7) {
mes "[Grast]";
mes "Have you met Lauds?";
mes "I hope you'll remember your freedom and happiness are built on thousands of lives sacrificed in war.";
close;
}
- else if(Memorial08 >= 8) {
+ else if (Memorial08 >= 8) {
mes "[Grast]";
mes "A towel is about the most massively useful thing an adventurer can have.";
close;
diff --git a/npc/events/RWC_2011.txt b/npc/events/RWC_2011.txt
index 560b11f3d..4f46020a8 100644
--- a/npc/events/RWC_2011.txt
+++ b/npc/events/RWC_2011.txt
@@ -1,18 +1,16 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= RWC 2011 Golden Poring
-//===== By: ==================================================
+//===== By: ==================================================
//= Euphy
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Collect blue cards dropped by Golden Porings to spell out
//= 'RWC2011' and win a prize!
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version. [Euphy]
-//============================================================
+//============================================================
prontera,114,81,5 script RWC2011 Agent#2 407,{
if (checkweight(1201,1) == 0 || MaxWeight - Weight < 500) {
diff --git a/npc/events/RWC_2012.txt b/npc/events/RWC_2012.txt
index cfa3a2b9b..3c2fdfe8f 100644
--- a/npc/events/RWC_2012.txt
+++ b/npc/events/RWC_2012.txt
@@ -1,17 +1,15 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= RWC 2012 Enchants
-//===== By: ==================================================
+//===== By: ==================================================
//= Euphy
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Adds slots and enchantments to 2012 RWC Memory accessories.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version. [Euphy]
-//============================================================
+//============================================================
prontera,147,61,3 script Driller#pron 87,{
disable_items;
diff --git a/npc/events/StPatrick_2008.txt b/npc/events/StPatrick_2008.txt
index bb736955f..02e583ee6 100644
--- a/npc/events/StPatrick_2008.txt
+++ b/npc/events/StPatrick_2008.txt
@@ -24,7 +24,7 @@
//= 1.0 First version. [Kisuka]
//= 1.1 Fixed checkitems for ale, fixed ale prize(gives the correct one now). [Kisuka]
//= 1.2 Optimized. Uses only one variable now. [L0ne_W0lf]
-//= Corrected EXP rewards, and some typos.
+//= Corrected EXP rewards, and some typos.
//= 1.3 Corrected random in item function. [L0ne_W0lf]
//= 1.4 Replaced effect numerics with constants. [Samuray22]
//= 1.5 Revamped the script. [Kisuka]
diff --git a/npc/events/bossnia.txt b/npc/events/bossnia.txt
index ee71a940b..7211ebaa1 100644
--- a/npc/events/bossnia.txt
+++ b/npc/events/bossnia.txt
@@ -1,18 +1,20 @@
//===== Hercules Script ======================================
//= Bossnia Warp NPCs
-//===== By: ==================================================
+//===== By: ==================================================
//= Masao
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= Bossnia Warp NPC's.
-//===== Additional Comments: =================================
+//===== Current Version: =====================================
+//= 1.2
+//===== Description: =========================================
+//= Bossnia MVP event.
+//===== Additional Comments: =================================
//= 1.0 Converted from the official script.
//= 1.1 Optimized. [Euphy]
-//============================================================
-
-prontera,132,125,4 script Bossnia Staff::bsw 908,{
+//= 1.2 Moved spawns and warps (by Masao) to this file. [Euphy]
+//============================================================
+// Entrance NPCs
+//============================================================
+prontera,132,125,4 script Bossnia Staff#1 908,{
mes "[Riss]";
mes "Hello?";
mes "I found some beautiful places";
@@ -62,7 +64,7 @@ prontera,132,125,4 script Bossnia Staff::bsw 908,{
next;
if (Zeny > 4999) {
mes "[Riss]";
- mes "Would you really like to take the challenge??";
+ mes "Would you really like to take the challenge?";
mes "Ok, just choose the course.";
next;
set .@i, select("First","Second","Third","Fourth");
@@ -79,9 +81,194 @@ prontera,132,125,4 script Bossnia Staff::bsw 908,{
mes "Come back when you have at least 5,000 zeny.";
close;
}
+geffen,124,169,4 duplicate(Bossnia Staff#1) Bossnia Staff#2 908
+payon,165,150,4 duplicate(Bossnia Staff#1) Bossnia Staff#3 908
+morocc,142,100,4 duplicate(Bossnia Staff#1) Bossnia Staff#4 908
+lighthalzen,203,140,4 duplicate(Bossnia Staff#1) Bossnia Staff#5 908
+rachel,132,144,4 duplicate(Bossnia Staff#1) Bossnia Staff#6 908
+
+// Warp Portals
+//============================================================
+bossnia_01,204,204,0 warp bossnia01 1,1,prontera,155,180
+bossnia_02,204,204,0 warp bossnia02 1,1,prontera,155,180
+bossnia_03,204,204,0 warp bossnia03 1,1,prontera,155,180
+bossnia_04,204,204,0 warp bossnia04 1,1,prontera,155,180
+
+// Monster Spawns
+//============================================================
+
+//----------------------------------------------------------------------------
+// bossnia_01 - Bossnia
+//----------------------------------------------------------------------------
+bossnia_01,0,0,0,0 monster Garm 1252,5,7200000,0,1
+bossnia_01,0,0,0,0 monster Gloom Under Night 1768,2,7200000,0,1
+bossnia_01,0,0,0,0 monster Dark Lord 1272,3,7200000,0,1
+bossnia_01,0,0,0,0 monster Doppelganger 1046,10,7200000,0,1
+bossnia_01,0,0,0,0 monster Dracula 1389,5,1800000,0,1
+bossnia_01,0,0,0,0 monster Drake 1112,10,1800000,0,1
+bossnia_01,0,0,0,0 monster Detale 1719,2,7200000,0,1
+bossnia_01,0,0,0,0 monster Maya 1147,10,1800000,0,1
+bossnia_01,0,0,0,0 monster Mistress 1059,1,1800000,0,1
+bossnia_01,0,0,0,0 monster Baphomet 1039,10,1800000,0,1
+bossnia_01,0,0,0,0 monster Egnigem Cenia 1658,10,1800000,0,1
+bossnia_01,0,0,0,0 monster Amon Ra 1511,1,1800000,0,1
+bossnia_01,0,0,0,0 monster Atroce 1785,10,1800000,0,1
+bossnia_01,0,0,0,0 monster Vesper 1685,2,7200000,0,1
+bossnia_01,0,0,0,0 monster Eddga 1115,1,1800000,0,1
+bossnia_01,0,0,0,0 monster Osiris 1038,10,7200000,0,1
+bossnia_01,0,0,0,0 monster Orc Lord 1190,10,7200000,0,1
+bossnia_01,0,0,0,0 monster Orc Hero 1087,2,1800000,0,1
+bossnia_01,0,0,0,0 monster Samurai Specter 1492,1,3600000,0,1
+bossnia_01,0,0,0,0 monster Moonlight Flower 1150,1,3600000,0,1
+bossnia_01,0,0,0,0 monster Lord of the Dead 1373,1,3600000,0,1
+bossnia_01,0,0,0,0 monster Ktullanux 1779,2,7200000,0,1
+bossnia_01,0,0,0,0 monster Kiel D-01 1734,2,7200000,0,1
+bossnia_01,0,0,0,0 monster Thanatos Phantom 1708,2,7200000,0,1
+bossnia_01,0,0,0,0 monster Lady Tanee 1688,1,3600000,0,1
+bossnia_01,0,0,0,0 monster Tao Gunka 1583,1,3600000,0,1
+bossnia_01,0,0,0,0 monster Turtle General 1312,10,7200000,0,1
+bossnia_01,0,0,0,0 monster Pharaoh 1157,2,3600000,0,1
+bossnia_01,0,0,0,0 monster Stormy Knight 1251,2,3600000,0,1
+bossnia_01,0,0,0,0 monster Falling Bishop 1871,5,7200000,0,1
+bossnia_01,0,0,0,0 monster Phreeoni 1159,10,7200000,0,1
+bossnia_01,0,0,0,0 monster Golden Thief Bug 1086,10,3600000,0,1
+bossnia_01,0,0,0,0 monster Evil Snake Lord 1418,10,7200000,0,1
+bossnia_01,0,0,0,0 monster RSX-0806 1623,5,7200000,0,1
+bossnia_01,0,0,0,0 monster Assassin Cross Eremes 1647,1,0,0,1
+bossnia_01,137,118,1,1 monster Whitesmith Howard 1648,1,0,0,1
+bossnia_01,122,195,1,1 monster Beelzebub 1873,1,0,0,1
+bossnia_01,45,118,1,1 monster Beelzebub 1873,1,0,0,1
+bossnia_01,196,122,1,1 monster Valkyrie Randgris 1751,1,0,0,1
+bossnia_01,142,61,1,1 monster Ifrit 1832,1,0,0,1
+
+//----------------------------------------------------------------------------
+// bossnia_02 - Bossnia
+//----------------------------------------------------------------------------
+bossnia_02,0,0,0,0 monster Garm 1252,5,7200000,0,1
+bossnia_02,0,0,0,0 monster Gloom Under Night 1768,2,7200000,0,1
+bossnia_02,0,0,0,0 monster Dark Lord 1272,3,7200000,0,1
+bossnia_02,0,0,0,0 monster Doppelganger 1046,10,7200000,0,1
+bossnia_02,0,0,0,0 monster Dracula 1389,5,1800000,0,1
+bossnia_02,0,0,0,0 monster Drake 1112,10,1800000,0,1
+bossnia_02,0,0,0,0 monster Detale 1719,2,7200000,0,1
+bossnia_02,0,0,0,0 monster Maya 1147,10,1800000,0,1
+bossnia_02,0,0,0,0 monster Mistress 1059,1,1800000,0,1
+bossnia_02,0,0,0,0 monster Baphomet 1039,10,1800000,0,1
+bossnia_02,0,0,0,0 monster Egnigem Cenia 1658,10,1800000,0,1
+bossnia_02,0,0,0,0 monster Amon Ra 1511,1,1800000,0,1
+bossnia_02,0,0,0,0 monster Atroce 1785,10,1800000,0,1
+bossnia_02,0,0,0,0 monster Vesper 1685,2,7200000,0,1
+bossnia_02,0,0,0,0 monster Eddga 1115,1,1800000,0,1
+bossnia_02,0,0,0,0 monster Osiris 1038,10,7200000,0,1
+bossnia_02,0,0,0,0 monster Orc Lord 1190,10,7200000,0,1
+bossnia_02,0,0,0,0 monster Orc Hero 1087,2,1800000,0,1
+bossnia_02,0,0,0,0 monster Samurai Specter 1492,1,3600000,0,1
+bossnia_02,0,0,0,0 monster Moonlight Flower 1150,1,3600000,0,1
+bossnia_02,0,0,0,0 monster Lord of the Dead 1373,1,3600000,0,1
+bossnia_02,0,0,0,0 monster Ktullanux 1779,2,7200000,0,1
+bossnia_02,0,0,0,0 monster Kiel D-01 1734,2,7200000,0,1
+bossnia_02,0,0,0,0 monster Thanatos Phantom 1708,2,7200000,0,1
+bossnia_02,0,0,0,0 monster Lady Tanee 1688,1,3600000,0,1
+bossnia_02,0,0,0,0 monster Tao Gunka 1583,1,3600000,0,1
+bossnia_02,0,0,0,0 monster Turtle General 1312,10,7200000,0,1
+bossnia_02,0,0,0,0 monster Pharaoh 1157,2,3600000,0,1
+bossnia_02,0,0,0,0 monster Stormy Knight 1251,2,3600000,0,1
+bossnia_02,0,0,0,0 monster Falling Bishop 1871,5,7200000,0,1
+bossnia_02,0,0,0,0 monster Phreeoni 1159,10,7200000,0,1
+bossnia_02,0,0,0,0 monster Golden Thief Bug 1086,10,3600000,0,1
+bossnia_02,0,0,0,0 monster Evil Snake Lord 1418,10,7200000,0,1
+bossnia_02,0,0,0,0 monster RSX-0806 1623,5,7200000,0,1
+bossnia_02,0,0,0,0 monster Assassin Cross Eremes 1647,1,0,0,1
+bossnia_02,137,118,1,1 monster Whitesmith Howard 1648,1,0,0,1
+bossnia_02,122,195,1,1 monster Beelzebub 1873,1,0,0,1
+bossnia_02,45,118,1,1 monster Beelzebub 1873,1,0,0,1
+bossnia_02,196,122,1,1 monster Valkyrie Randgris 1751,1,0,0,1
+bossnia_02,142,61,1,1 monster Ifrit 1832,1,0,0,1
+
+//----------------------------------------------------------------------------
+// bossnia_03 - Bossnia
+//----------------------------------------------------------------------------
+bossnia_03,0,0,0,0 monster Garm 1252,5,7200000,0,1
+bossnia_03,0,0,0,0 monster Gloom Under Night 1768,2,7200000,0,1
+bossnia_03,0,0,0,0 monster Dark Lord 1272,3,7200000,0,1
+bossnia_03,0,0,0,0 monster Doppelganger 1046,10,7200000,0,1
+bossnia_03,0,0,0,0 monster Dracula 1389,5,1800000,0,1
+bossnia_03,0,0,0,0 monster Drake 1112,10,1800000,0,1
+bossnia_03,0,0,0,0 monster Detale 1719,2,7200000,0,1
+bossnia_03,0,0,0,0 monster Maya 1147,10,1800000,0,1
+bossnia_03,0,0,0,0 monster Mistress 1059,1,1800000,0,1
+bossnia_03,0,0,0,0 monster Baphomet 1039,10,1800000,0,1
+bossnia_03,0,0,0,0 monster Egnigem Cenia 1658,10,1800000,0,1
+bossnia_03,0,0,0,0 monster Amon Ra 1511,1,1800000,0,1
+bossnia_03,0,0,0,0 monster Atroce 1785,10,1800000,0,1
+bossnia_03,0,0,0,0 monster Vesper 1685,2,7200000,0,1
+bossnia_03,0,0,0,0 monster Eddga 1115,1,1800000,0,1
+bossnia_03,0,0,0,0 monster Osiris 1038,10,7200000,0,1
+bossnia_03,0,0,0,0 monster Orc Lord 1190,10,7200000,0,1
+bossnia_03,0,0,0,0 monster Orc Hero 1087,2,1800000,0,1
+bossnia_03,0,0,0,0 monster Samurai Specter 1492,1,3600000,0,1
+bossnia_03,0,0,0,0 monster Moonlight Flower 1150,1,3600000,0,1
+bossnia_03,0,0,0,0 monster Lord of the Dead 1373,1,3600000,0,1
+bossnia_03,0,0,0,0 monster Ktullanux 1779,2,7200000,0,1
+bossnia_03,0,0,0,0 monster Kiel D-01 1734,2,7200000,0,1
+bossnia_03,0,0,0,0 monster Thanatos Phantom 1708,2,7200000,0,1
+bossnia_03,0,0,0,0 monster Lady Tanee 1688,1,3600000,0,1
+bossnia_03,0,0,0,0 monster Tao Gunka 1583,1,3600000,0,1
+bossnia_03,0,0,0,0 monster Turtle General 1312,10,7200000,0,1
+bossnia_03,0,0,0,0 monster Pharaoh 1157,2,3600000,0,1
+bossnia_03,0,0,0,0 monster Stormy Knight 1251,2,3600000,0,1
+bossnia_03,0,0,0,0 monster Falling Bishop 1871,5,7200000,0,1
+bossnia_03,0,0,0,0 monster Phreeoni 1159,10,7200000,0,1
+bossnia_03,0,0,0,0 monster Golden Thief Bug 1086,10,3600000,0,1
+bossnia_03,0,0,0,0 monster Evil Snake Lord 1418,10,7200000,0,1
+bossnia_03,0,0,0,0 monster RSX-0806 1623,5,7200000,0,1
+bossnia_03,0,0,0,0 monster Assassin Cross Eremes 1647,1,0,0,1
+bossnia_03,137,118,1,1 monster Whitesmith Howard 1648,1,0,0,1
+bossnia_03,122,195,1,1 monster Beelzebub 1873,1,0,0,1
+bossnia_03,45,118,1,1 monster Beelzebub 1873,1,0,0,1
+bossnia_03,196,122,1,1 monster Valkyrie Randgris 1751,1,0,0,1
+bossnia_03,142,61,1,1 monster Ifrit 1832,1,0,0,1
-geffen,124,169,4 duplicate(bsw) Bossnia Staff#2 908
-payon,165,150,4 duplicate(bsw) Bossnia Staff#3 908
-morocc,142,100,4 duplicate(bsw) Bossnia Staff#4 908
-lighthalzen,203,140,4 duplicate(bsw) Bossnia Staff#5 908
-rachel,132,144,4 duplicate(bsw) Bossnia Staff#6 908
+//----------------------------------------------------------------------------
+// bossnia_04 - Bossnia
+//----------------------------------------------------------------------------
+bossnia_04,0,0,0,0 monster Garm 1252,5,7200000,0,1
+bossnia_04,0,0,0,0 monster Gloom Under Night 1768,2,7200000,0,1
+bossnia_04,0,0,0,0 monster Dark Lord 1272,3,7200000,0,1
+bossnia_04,0,0,0,0 monster Doppelganger 1046,10,7200000,0,1
+bossnia_04,0,0,0,0 monster Dracula 1389,5,1800000,0,1
+bossnia_04,0,0,0,0 monster Drake 1112,10,1800000,0,1
+bossnia_04,0,0,0,0 monster Detale 1719,2,7200000,0,1
+bossnia_04,0,0,0,0 monster Maya 1147,10,1800000,0,1
+bossnia_04,0,0,0,0 monster Mistress 1059,1,1800000,0,1
+bossnia_04,0,0,0,0 monster Baphomet 1039,10,1800000,0,1
+bossnia_04,0,0,0,0 monster Egnigem Cenia 1658,10,1800000,0,1
+bossnia_04,0,0,0,0 monster Amon Ra 1511,1,1800000,0,1
+bossnia_04,0,0,0,0 monster Atroce 1785,10,1800000,0,1
+bossnia_04,0,0,0,0 monster Vesper 1685,2,7200000,0,1
+bossnia_04,0,0,0,0 monster Eddga 1115,1,1800000,0,1
+bossnia_04,0,0,0,0 monster Osiris 1038,10,7200000,0,1
+bossnia_04,0,0,0,0 monster Orc Lord 1190,10,7200000,0,1
+bossnia_04,0,0,0,0 monster Orc Hero 1087,2,1800000,0,1
+bossnia_04,0,0,0,0 monster Samurai Specter 1492,1,3600000,0,1
+bossnia_04,0,0,0,0 monster Moonlight Flower 1150,1,3600000,0,1
+bossnia_04,0,0,0,0 monster Lord of the Dead 1373,1,3600000,0,1
+bossnia_04,0,0,0,0 monster Ktullanux 1779,2,7200000,0,1
+bossnia_04,0,0,0,0 monster Kiel D-01 1734,2,7200000,0,1
+bossnia_04,0,0,0,0 monster Thanatos Phantom 1708,2,7200000,0,1
+bossnia_04,0,0,0,0 monster Lady Tanee 1688,1,3600000,0,1
+bossnia_04,0,0,0,0 monster Tao Gunka 1583,1,3600000,0,1
+bossnia_04,0,0,0,0 monster Turtle General 1312,10,7200000,0,1
+bossnia_04,0,0,0,0 monster Pharaoh 1157,2,3600000,0,1
+bossnia_04,0,0,0,0 monster Stormy Knight 1251,2,3600000,0,1
+bossnia_04,0,0,0,0 monster Falling Bishop 1871,5,7200000,0,1
+bossnia_04,0,0,0,0 monster Phreeoni 1159,10,7200000,0,1
+bossnia_04,0,0,0,0 monster Golden Thief Bug 1086,10,3600000,0,1
+bossnia_04,0,0,0,0 monster Evil Snake Lord 1418,10,7200000,0,1
+bossnia_04,0,0,0,0 monster RSX-0806 1623,5,7200000,0,1
+bossnia_04,0,0,0,0 monster Assassin Cross Eremes 1647,1,0,0,1
+bossnia_04,137,118,1,1 monster Whitesmith Howard 1648,1,0,0,1
+bossnia_04,122,195,1,1 monster Beelzebub 1873,1,0,0,1
+bossnia_04,45,118,1,1 monster Beelzebub 1873,1,0,0,1
+bossnia_04,196,122,1,1 monster Valkyrie Randgris 1751,1,0,0,1
+bossnia_04,142,61,1,1 monster Ifrit 1832,1,0,0,1
diff --git a/npc/events/children_week.txt b/npc/events/children_week.txt
index cc4fb543c..ab834da51 100644
--- a/npc/events/children_week.txt
+++ b/npc/events/children_week.txt
@@ -5,27 +5,27 @@
//===== Current Version: =====================================
//= 1.1
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Indian Ro: Children Week Event
//===== Additional Comments: =================================
//= 1.1 First Beta. [Samuray22]
//============================================================
prontera,146,91,5 script Pandit chacha#child07 61,{
- if(BaseLevel > 50) {
+ if (BaseLevel > 50) {
mes "[Pandit chacha]";
mes "Hahaha~";
mes "It is special day, comes only one time in a year.";
mes "If you see little adventurers around you send to me~";
mes "I will give the special gift.";
close;
- } else if(BaseLevel < 20) {
+ } else if (BaseLevel < 20) {
mes "[Pandit chacha]";
mes "Hahaha~";
mes "You are a baby adventurer not little adventurer.";
mes "When you more grow up, come back again. hahaha.";
close;
- } else if(oversea_event9 < 1) {
+ } else if (oversea_event9 < 1) {
mes "[Pandit chacha]";
mes "Hahaha~";
mes "Welcome, little adventurers!";
@@ -33,7 +33,7 @@ prontera,146,91,5 script Pandit chacha#child07 61,{
mes "I would like to give the small gift to little adventurer...";
mes "What about you? Do you want to take it?";
next;
- if(select("No. I will take it later.","Sure, i want.") == 1) {
+ if(select("No. I will take it later.:Sure, I want.") == 1) {
mes "[Pandit chacha]";
mes "That's too bad.... hum...";
mes "I gathered some stuffs from far a way world to make it....";
@@ -41,21 +41,21 @@ prontera,146,91,5 script Pandit chacha#child07 61,{
close;
}
set oversea_event9,1;
- getitem 11705,10; //Children's Potion
+ getitem 11705,10; //Special_White_Potion
mes "[Pandit chacha]";
mes "Look. This is a child Potion.";
mes "The weight is just 1 but recover much HP.";
mes "If you want to get more, bring the 1 Wedding Bouquet and 1 Witherless Rose.";
close;
- } else if(oversea_event9 == 1) {
- if(countitem(745) > 0 && countitem(748) > 0) {
+ } else if (oversea_event9 == 1) {
+ if (countitem(745) > 0 && countitem(748) > 0) {
mes "[Pandit chacha]";
mes "Ahha!!";
mes "You have remembered my beautiful composition.";
mes "You did good work.";
mes "Could you give me 1 Wedding Bouquet and 1 Witherless Rose? ";
next;
- if(select("Not yet.","Sure, take it.") == 1) {
+ if(select("Not yet.:Sure, take it.") == 1) {
mes "[Pandit chacha]";
mes "If you are not prepared yet, call me when you ready.";
close;
@@ -66,10 +66,10 @@ prontera,146,91,5 script Pandit chacha#child07 61,{
mes "Here, I will exchange to the 50 child potion.";
mes "Once you get this 50 child potion, I won't give any more.";
close2;
- delitem 745,1; //Wedding Bouquet
- delitem 748,1; //Witherless Rose
+ delitem 745,1; //Wedding_Bouquet
+ delitem 748,1; //Witherless_Rose
set oversea_event9,2;
- getitem 11705,50; //Children's Potion
+ getitem 11705,50; //Special_White_Potion
end;
}
mes "[Pandit chacha]";
diff --git a/npc/events/christmas_2005.txt b/npc/events/christmas_2005.txt
index a5af84273..5b8af009b 100644
--- a/npc/events/christmas_2005.txt
+++ b/npc/events/christmas_2005.txt
@@ -5,7 +5,7 @@
//===== Current Version: =====================================
//= 1.2
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Event 1: Louise's Kim creates Louise's Santa Hat.
//= Event 2: Enjoy Happymerry Chistmas Event summons monsters.
//= Event 3: Oholy requires you to hunt Deviruchi NPCs.
@@ -51,7 +51,7 @@ xmas_in,89,92,5 script Louise Kim#designer 714,{
mes "";
emotion e_lv;
next;
- if(countitem(2236) > 0) {
+ if (countitem(2236) > 0) {
if (select("Here.:It's ok.") == 1) {
mes "[Designer Louise Kim]";
mes "Nice choice!!";
@@ -294,7 +294,7 @@ prontera,155,285,3 script Enjoy#enjoy 753,{
end;
}
}
- else if((christ_solo05 > 0) && (christ_solo05 < 5)){
+ else if ((christ_solo05 > 0) && (christ_solo05 < 5)){
mes "[Enjoy]";
mes "Each should have one person's phone number.";
mes "We must keep it secret before we put in action.";
@@ -395,7 +395,7 @@ prontera,155,285,3 script Enjoy#enjoy 753,{
donpcevent "Christ#christ02::OnCommandEmotion";
donpcevent "Mas#mas02::OnCommandEmotion";
donpcevent "Event#event02::OnCommandEmotion";
- misceffect 376; //_HITLINE2
+ misceffect EF_HITLINE2;
delitem 604,5; //Branch_of_Dead_Tree
set christ_solo05,6;
donpcevent "Happymerry#happymerry02::OnCommandOff";
@@ -719,7 +719,7 @@ prontera,62,339,3 script Christ#christ 875,{
set christ_solo05,3;
close;
}
- else if(christ_solo05 > 2) {
+ else if (christ_solo05 > 2) {
mes "[Christ]";
mes "Than,see you there!!";
mes "I'll go meet Enjoy!";
@@ -755,7 +755,7 @@ prontera,62,339,3 script Christ#christ 875,{
}
prontera,163,66,7 script Mas#mas 748,{
- if(christ_solo05 == 3) {
+ if (christ_solo05 == 3) {
mes "[Mas]";
mes "Herds!!!!!How long does it take!";
mes "Somebody know the regenerating time of Herb?!!";
@@ -810,7 +810,7 @@ prontera,163,66,7 script Mas#mas 748,{
set christ_solo05,4;
close;
}
- else if(christ_solo05 > 3) {
+ else if (christ_solo05 > 3) {
mes "[Mas]";
mes "If you excuse me, I'll go ahead and meat Enjoy.";
mes "And don't forget to tell ^0000FFEvent^000000 about this.";
@@ -837,7 +837,7 @@ prontera,163,66,7 script Mas#mas 748,{
}
prontera,35,209,5 script Event#event 881,{
- if(christ_solo05 == 4) {
+ if (christ_solo05 == 4) {
mes "[Event]";
mes "........................";
next;
@@ -891,7 +891,7 @@ prontera,35,209,5 script Event#event 881,{
set christ_solo05,5;
close;
}
- else if(christ_solo05 > 4) {
+ else if (christ_solo05 > 4) {
mes "[Event]";
mes "Wait for me miss Kafra~~~";
mes "Don't be so lonely~.";
@@ -1104,7 +1104,7 @@ prontera,156,242,0 script Oholy#pron::OholyDup 79,{
close;
}
}
- else if(christ_carol05 == 1) {
+ else if (christ_carol05 == 1) {
mes "[Oholy]";
mes "He should not be able to escape";
mes "from the town. Please find the";
@@ -1113,8 +1113,8 @@ prontera,156,242,0 script Oholy#pron::OholyDup 79,{
mes "Punish the wicked devil who is ruining Christmas!!!";
close;
}
- else if(christ_carol05 == 2) {
- if(!checkweight(1201,1)) {
+ else if (christ_carol05 == 2) {
+ if (!checkweight(1201,1)) {
mes "^3355FFWait a second!";
mes "Right now, you're carrying";
mes "too many things with you.";
@@ -1123,8 +1123,7 @@ prontera,156,242,0 script Oholy#pron::OholyDup 79,{
mes "to store some of your items.^000000";
close;
}
- set .@now_weight,MaxWeight-Weight;
- if(.@now_weight < 2000) {
+ if (MaxWeight - Weight < 2000) {
mes "^3355FFWait a second!";
mes "Right now, you're carrying";
mes "too many things with you.";
@@ -1441,7 +1440,7 @@ function script F_carol_devi {
disablenpc getarg(0);
next;
mes "-You are now cursed!!!-";
- sc_start SC_Curse,5000,0;
+ sc_start SC_CURSE,5000,0;
emotion e_omg,1;
close;
case 3:
@@ -1458,7 +1457,7 @@ function script F_carol_devi {
disablenpc getarg(0);
next;
mes "-You are blinded!!!-";
- sc_start SC_Blind,5000,0;
+ sc_start SC_BLIND,5000,0;
emotion e_omg,1;
close;
case 4:
@@ -1475,7 +1474,7 @@ function script F_carol_devi {
disablenpc getarg(0);
next;
mes "-You are poisoned!!!-";
- sc_start SC_Poison,5000,0;
+ sc_start SC_POISON,5000,0;
emotion e_omg,1;
close;
}
diff --git a/npc/events/christmas_2008.txt b/npc/events/christmas_2008.txt
index 91555424a..5e9b26e86 100644
--- a/npc/events/christmas_2008.txt
+++ b/npc/events/christmas_2008.txt
@@ -29,7 +29,7 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "Merry Christmas!";
mes "Hey! You! What comes to mind when you think about Christmas?";
next;
- }else{
+ } else {
mes "[Caroller]";
mes "Jingle Bells! Jingle Bells! Jingle all the way!";
next;
@@ -41,7 +41,7 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "Merry Christmas!";
if (Sex) {
mes "Hey, boy! What comes to mind when";
- }else{
+ } else {
mes "Hey, girl! What comes to mind when";
}
mes "you think about Christmas?";
@@ -67,7 +67,7 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "[Caroller]";
mes "If you win over Santa, you can get a gift. Would you go for it?";
next;
- emotion 18;
+ emotion e_heh;
mes "[Caroller]";
mes "Caroller's hot news! Ha!";
mes "Isn't that big news?";
@@ -85,7 +85,7 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "[Caroller]";
mes "Furthermore, he has put bad magic on the gifts so that they become monsters!";
next;
- emotion 18;
+ emotion e_heh;
mes "[Caroller]";
mes "Caroller's hot news! Ha!";
mes "Isn't it amazing?";
@@ -113,7 +113,7 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "[Caroller]";
mes "If you can get ^0000FFSinging Crystal Pieces^000000, give them to me please?";
close;
- }else{
+ } else {
mes "[Caroller]";
mes "Wow, you have them.";
next;
@@ -131,13 +131,13 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "[Caroller]";
mes "If you can get ^0000FFSinging Crystal Pieces^000000, give them to me please?";
next;
- emotion 18;
+ emotion e_heh;
delitem 6092,6;
getnameditem 12354,"+strcharinfo(0)+";
mes "[Caroller]";
mes "Let's care about others around you on this Christmas season!";
close;
- }else{
+ } else {
mes "[Caroller]";
mes "Oh!";
mes "Shyness!";
@@ -152,7 +152,7 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "[Caroller]";
mes "If you can get ^0000FFSinging Crystal Pieces^000000, give them to me please?";
next;
- emotion 18;
+ emotion e_heh;
delitem 6092,6;
getitem 12354,1;
mes "[Caroller]";
@@ -230,7 +230,7 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "Please, for our children's hope!!!?";
mes "Please bring me 6 Singing Crystal Pieces from ^0000FFViolent Gift Boxes^000000!";
next;
- emotion 33;
+ emotion e_ok;
mes "[Caroller]";
mes "They're definitely as harsh as their name.";
mes "Go on please!";
@@ -252,7 +252,7 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "Are there some spcial abilities within them?";
mes "There's still the designer in the Christmas village... How about asking her to make that costume?";
next;
- emotion 18;
+ emotion e_heh;
mes "[Caroller]";
mes "Caroller's hot news! Ha!";
mes "It's hot, huh?";
@@ -270,7 +270,7 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "[Caroller]";
mes "And he isn't alone anymore... is what I heard...";
next;
- emotion 18;
+ emotion e_heh;
mes "[Caroller]";
mes "Caroller's hot news! Ha!";
mes "Hotness, right?";
@@ -293,13 +293,13 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "For all of the children of this world!!!";
mes "Please bring me ^0000FFSinging Crystal Pieces^000000 from ^0000FFViolent Gift Boxes^000000!";
next;
- emotion 33;
+ emotion e_ok;
mes "[Caroller]";
mes "Be careful!";
mes "They're definitely as harsh as their name.";
mes "Take care!!!";
close;
- }else{
+ } else {
specialeffect EF_GLORIA;
mes "[Caroller]";
mes "Don't cry, don't cry!";
@@ -335,7 +335,7 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "^0000FF10 Trunk, 1 Hammer Of Blacksmith, 1 Jubilee, 10 Sticky Mucus, 3carat Diamond^000000!";
next;
delitem 6092,6;
- emotion 33;
+ emotion e_ok;
set iROxmas08carol,2;
mes "[Caroller]";
mes "Those are all needed.";
@@ -354,12 +354,12 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "So, we need more of some materials.";
mes "^0000FF10 Trunk, 1 Hammer Of Blacksmith, 1 Jubilee, 10 Sticky Mucus, 3carat Diamond^000000!";
next;
- emotion 33;
+ emotion e_ok;
mes "[Caroller]";
mes "That's all we need.";
mes "Isn't that easy?";
close;
- }else{
+ } else {
specialeffect EF_GLORIA;
mes "[Caroller]";
mes "Jingle bells, jingle bells,";
@@ -414,7 +414,7 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "[Caroller]";
mes "Don't worry, it tastes good.";
next;
- emotion 33;
+ emotion e_ok;
getitem 2784,1;
getnameditem 12354,"+strcharinfo(0)+";
delitem 1019,10;
@@ -454,7 +454,7 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "[Santa Claus]";
if (Sex) {
mes "Ho ho ho! What a good boy!";
- }else{
+ } else {
mes "Ho ho ho! What a good girl!";
}
next;
@@ -526,7 +526,7 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "Let's get started!";
next;
while(.@SantaCardTurn != 5) {
- emotion 56;
+ emotion e_loud;
mes "[Santa Claus]";
mes "First let me shuffle up these cards... Ok!!!";
next;
@@ -581,28 +581,28 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "Let's see!!";
mes "One! Two! Three!";
if (.@SantaCardNpc == 1) {
- cutin "Æ÷¸µÄ«µå",4;
+ cutin "Æ÷¸µÄ«µå",4; // Poring Card
}
else if (.@SantaCardNpc == 2) {
- cutin "¿£Ã©¸µÄ«µå",4;
+ cutin "¿£Á©¸µÄ«µå",4; // Angeling Card
}
else if (.@SantaCardNpc == 3) {
- cutin "°í½ºÆ®¸µÄ«µå",4;
+ cutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card
}
next;
set .@SantaCardTurn,.@SantaCardTurn+1;
if (.@SantaCardP == .@SantaCardNpc) {
set .@SantaCardWins,.@SantaCardWins+1;
- emotion 0;
- emotion 5,1;
+ emotion e_gasp;
+ emotion e_ic,1;
cutin "",255;
mes "[Santa Claus]";
mes "You're lucky.";
mes "Can you guess the right card the next time around?";
next;
- }else{
- emotion 0;
- emotion 23,1;
+ } else {
+ emotion e_gasp;
+ emotion e_omg,1;
cutin "",255;
mes "[Santa Claus]";
mes "Aww maybe next time...";
@@ -617,7 +617,7 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "[Santa Claus]";
mes "Whenever you want.";
close;
- }else{
+ } else {
mes "[Santa Claus]";
mes "You're so good!";
next;
@@ -687,7 +687,7 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "........................";
if (Sex) {
mes "Oh! Poor boy...";
- }else{
+ } else {
mes "Oh! Poor girl...";
}
next;
@@ -695,7 +695,7 @@ prontera,226,306,4 script Caroller#iROxmas08 79,{
mes "........................";
if (Sex) {
mes "Oh! Poor boy...";
- }else{
+ } else {
mes "Oh! Poor girl...";
}
mes "...";
@@ -728,7 +728,7 @@ xmas_in,89,92,4 script Louise Kim#iROxmas08 714,{
mes "The reason catching up to him is so hard, is that his clothes have been given strong power!";
mes "I blessed them with good luck!";
next;
- emotion 3;
+ emotion e_lv;
mes "[Louise Kim]";
mes "Preta Porter!!";
mes "Which is quite luxurious but sold at good price ~";
@@ -745,7 +745,7 @@ xmas_in,89,92,4 script Louise Kim#iROxmas08 714,{
mes "Ah!";
mes "You're silly! You lost your big chance!";
next;
- emotion 18;
+ emotion e_heh;
mes "[Louise Kim]";
mes "Come to me later if you want to get the mission.";
mes "I, Louise Kim, am generous enough to accept you next time.";
@@ -763,7 +763,7 @@ xmas_in,89,92,4 script Louise Kim#iROxmas08 714,{
mes "Anyway, can you bring me some stuff?";
next;
if (select("Why not? What do you need?:Sorry, no time.") == 2) {
- emotion 18;
+ emotion e_heh;
mes "[Louise Kim]";
mes "What?";
mes "You will definitely regret it.";
@@ -781,13 +781,13 @@ xmas_in,89,92,4 script Louise Kim#iROxmas08 714,{
mes "[Louise Kim]";
mes "If you were to bring me all the stuff, I would make you a wonderful costume, for free...";
next;
- emotion 3;
+ emotion e_lv;
mes "[Louise Kim]";
mes "Please see me again if you are interested.";
close;
- }else{
+ } else {
select("Here you are.");
- emotion 33;
+ emotion e_ok;
mes "[Louise Kim]";
mes "Oh! Good!";
mes "Let's not delay.";
@@ -799,7 +799,7 @@ xmas_in,89,92,4 script Louise Kim#iROxmas08 714,{
mes "-and many blessings she sings.-";
next;
specialeffect EF_BLESSING;
- emotion 2;
+ emotion e_ho;
mes "[Louise Kim]";
mes "By artist, Louise Kim!";
mes "All over the world will be blessed tonight!";
@@ -813,7 +813,7 @@ xmas_in,89,92,4 script Louise Kim#iROxmas08 714,{
mes "-Count your blessings and sing!-";
next;
specialeffect EF_GLORIA;
- emotion 2;
+ emotion e_ho;
mes "[Louise Kim]";
mes "By artist, Louise Kim!";
mes "All over the world will be blessed tonight!";
@@ -825,7 +825,7 @@ xmas_in,89,92,4 script Louise Kim#iROxmas08 714,{
mes "-cheer and goodwill!-";
next;
specialeffect EF_BENEDICTIO;
- emotion 3;
+ emotion e_lv;
mes "[Louise Kim]";
mes "This is miraculous!";
mes "I am a genius of the world.";
@@ -837,7 +837,7 @@ xmas_in,89,92,4 script Louise Kim#iROxmas08 714,{
mes "My fashion is radiant.";
mes "I ain't envious of Designer Pierre.";
next;
- emotion 18;
+ emotion e_heh;
mes "[Louise Kim]";
mes "I am supposed to get paid well, however I will just let it be free, since this is Christmas!";
next;
diff --git a/npc/events/easter_2008.txt b/npc/events/easter_2008.txt
index fe6e02c85..92033782d 100644
--- a/npc/events/easter_2008.txt
+++ b/npc/events/easter_2008.txt
@@ -91,7 +91,7 @@ prontera,111,99,5 script Egg Salesman#prt::EggVendor 98,{
}
else {
set .@egg_zeny,.@input*500;
- if (zeny < .@egg_zeny) {
+ if (Zeny < .@egg_zeny) {
mes "[Egg Salesman]";
mes "You don't have enough Zeny.";
next;
@@ -118,7 +118,7 @@ prontera,111,99,5 script Egg Salesman#prt::EggVendor 98,{
mes "them, but I don't know anything";
mes "about that. Well, have a good";
mes "time, and I'll see you again!";
- set zeny,zeny-.@egg_zeny;
+ set Zeny, Zeny-.@egg_zeny;
getitem 7605,.@input; //Chicken_Egg
close;
}
diff --git a/npc/events/easter_2010.txt b/npc/events/easter_2010.txt
new file mode 100644
index 000000000..b57963ad6
--- /dev/null
+++ b/npc/events/easter_2010.txt
@@ -0,0 +1,618 @@
+//===== Hercules Script ======================================
+//= Easter Event (2010)
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= Lift Lina's curse for an Easter Egg Shell.
+//===== Additional Comments: =================================
+//= 1.0 First version. [Euphy]
+//============================================================
+
+prontera,202,297,3 script Rina#Easter 727,{
+ disable_items;
+ if (BaseLevel < 40) {
+ mes "[Rina]";
+ mes "Hi~!";
+ mes "You are an adventurer like me.";
+ next;
+ mes "[Rina]";
+ mes "I am put under a curse.";
+ mes "I know you want to help me,";
+ mes "but your experience is not enough.";
+ next;
+ consumeitem 607; //Yggdrasilberry
+ consumeitem 12068; //Luk_Dish03
+ consumeitem 12063; //Dex_Dish03
+ consumeitem 12053; //Vit_Dish03
+ npcskill "AL_INCAGI",1,0,0;
+ npcskill "AL_BLESSING",1,0,0;
+ mes "[Rina]";
+ mes "I am not in the good condition,";
+ mes "so what I can do for you";
+ mes "is just like this.";
+ mes "Then, good bye.";
+ mes "Take care~!";
+ close;
+ }
+ set .@quest1, checkquest(9117);
+ if (.@quest1 == -1) {
+ playbgm "30.mp3"; // One Step Closer
+ mes "[Rina]";
+ mes "Hi~!";
+ mes "You are an adventurer like me.";
+ mes "Well... In fact, I am";
+ mes "put under a strange curse.";
+ next;
+ mes "[Rina]";
+ mes "To release this curse,";
+ mes "somebody needs to do ^800080Oath-taking ceremony^000000";
+ mes "with me,";
+ mes "and then needs to solve";
+ mes "several problems instead of me.";
+ next;
+ if (select("Let's help ^800080Rina^000000.:Just skip it.") == 2) {
+ emotion e_sigh;
+ mes "[Rina]";
+ mes "To help me,";
+ mes "I need a competent adventurer.";
+ mes "If you know those people,";
+ mes "I hope you to introduce them to me later.";
+ close;
+ }
+ emotion e_awsm;
+ mes "[Rina]";
+ mes "Are you really going to help me?";
+ mes "Thank you.";
+ mes "You are so brave.";
+ next;
+ playbgm "01.mp3"; // Title
+ mes "[Rina]";
+ mes "Then I'll start ^800080Oath-taking ceremony^000000.";
+ mes " ";
+ mes "^787878( A mysterious atmosphere hangs in the air. )^000000";
+ next;
+ specialeffect2 EF_COUPLECASTING;
+ next;
+ mes "[Rina]";
+ mes "Blah blah blah...";
+ mes " ";
+ mes "Blah blah blah...";
+ mes " ";
+ mes "^787878( ... This is a strange spell. )^000000";
+ next;
+ specialeffect2 EF_SIGNUM;
+ mes "[Rina]";
+ mes "Haaaaah~";
+ mes "^800080Oath-taking ceremony^000000 is done enough now.";
+ mes "Isn't that so simple?";
+ next;
+ emotion e_dum;
+ mes "[Rina]";
+ mes "Okay, from no on,";
+ mes "you need to go on ^006400a real adventure";
+ mes "to release my curse^000000.";
+ mes "Let me know when you are ready.";
+ setquest 9117;
+ close;
+ } else if (.@quest1 == 0 || .@quest1 == 1) {
+ L_HuntingInfo:
+ mes "[Rina]";
+ mes "What you need to do is";
+ mes "to choose one monster among";
+ mes "^FF0000DEVIRUCHI,^000000 ^FF0000WRAITH DEAD,^000000";
+ mes "^FF0000DULLAHAN,^000000 ^FF0000NIGHTMARE TERROR^000000";
+ mes "and then kill ^0000FF50^000000 monsters";
+ mes "and come back to me.";
+ next;
+ mes "[Rina]";
+ mes "It must be a tough task,";
+ mes "but you are the right person";
+ mes "who did the oath-taking ceremony.";
+ mes "I hope you succeed.";
+ if (.@quest1 < 2) {
+ completequest 9117;
+ setquest 9118;
+ setquest 9119;
+ setquest 9120;
+ setquest 9121;
+ }
+ close2;
+ npcskill "AL_INCAGI",1,0,0;
+ npcskill "AL_BLESSING",1,0,0;
+ end;
+ } else if (.@quest1 == 2) {
+ if (checkquest(9118) < 2 || checkquest(9119) < 2 || checkquest(9120) < 2 || checkquest(9121) < 2) {
+ if (checkquest(9118,HUNTING) == 2 || checkquest(9119,HUNTING) == 2 || checkquest(9120,HUNTING) == 2 || checkquest(9121,HUNTING) == 2) {
+ mes "[Rina]";
+ mes "You did it.";
+ mes "I can feel that my body is recovering.";
+ mes "But it is not enough.";
+ next;
+ mes "[Rina]";
+ mes "^006400You have one more thing to do.^000000";
+ mes "Let me know when you're ready.";
+ close2;
+ completequest 9118;
+ completequest 9119;
+ completequest 9120;
+ completequest 9121;
+ setquest 9122;
+ } else
+ goto L_HuntingInfo;
+ end;
+ }
+ }
+ set .@quest2, checkquest(9122);
+ if (.@quest2 == 0 || .@quest2 == 1) {
+ mes "[Rina]";
+ mes "I will check one thing.";
+ mes "For this task,";
+ mes "You need to feel the music.";
+ next;
+ mes "[Rina]";
+ mes "You cannot complete the task";
+ mes "without the music.";
+ mes "do you have any problem?";
+ next;
+ mes "- Check! -";
+ mes "^787878- BGM option should be turned on -^000000";
+ mes "^787878- in the game option menu. -^000000";
+ mes "^787878- Please check -^000000";
+ mes "^787878- whether you can listen -^000000";
+ mes "^787878- to the music sound. -^000000";
+ next;
+ if(select("[I'm ready to listen to the BGM.]:[I can't listen to the BGM.]") == 2) {
+ mes "[Rina]";
+ mes "I am so shocked that";
+ mes "you cannot feel the music.";
+ mes "What should we do now...";
+ close2;
+ emotion e_sob;
+ end;
+ }
+ mes "[Rina]";
+ mes "Listen carefully";
+ mes "the feelings of it...";
+ mes "I can't hear it,";
+ mes "but you can hear the sound.";
+ next;
+ if (oversea_event2 < 520 || oversea_event3 < 270 || oversea_event6 < 245 || oversea_event9 < 197) {
+ if (oversea_event2 == 520) playbgm "13.mp3"; // Theme of Geffen
+ else if (oversea_event3 == 270) playbgm "59.mp3"; // Theme of Lutie
+ else if (oversea_event6 == 245) playbgm "70.mp3"; // Theme of Juno
+ else if (oversea_event9 == 197) playbgm "94.mp3"; // Theme of Rachel
+ else {
+ switch(rand(1,4)) {
+ case 1: playbgm "13.mp3"; set oversea_event2,520; break;
+ case 2: playbgm "59.mp3"; set oversea_event3,270; break;
+ case 3: playbgm "70.mp3"; set oversea_event6,245; break;
+ case 4: playbgm "94.mp3"; set oversea_event9,197; break;
+ }
+ }
+ }
+ mes "[Rina]";
+ mes "^006400The music you're hearing now^000000";
+ mes "has something to do with the one specific city.";
+ mes "Think carefully ^006400what kind of city^000000";
+ mes "has similar feeling with this music.";
+ next;
+ mes "[Rina]";
+ mes "And...";
+ mes "Go to ^006400the city";
+ mes "where you can remind by this music^000000.";
+ next;
+ mes "[Rina]";
+ mes "After that,";
+ mes "find ^FF0000the strange mark^000000";
+ mes "around the entrances of the city.";
+ mes "Then you can release the curse on me.";
+ next;
+ mes "[Rina]";
+ mes "It must be tough";
+ mes "but I hope you good luck.";
+ close2;
+ emotion e_sigh;
+ end;
+ } else {
+ set .@quest3, checkquest(9123);
+ if (.@quest3 == 0 || .@quest3 == 1) {
+ emotion e_kis;
+ mes "[Rina]";
+ mes "You're back~!";
+ mes "My curse has been released.";
+ mes "Thank you so much.";
+ next;
+ if (checkweight(5852,1) == 0) {
+ mes "[Rina]";
+ mes "Your bag is too full.";
+ mes "I have a present for you";
+ mes "so make your bag lighter.";
+ mes "I'll wait for you.";
+ close;
+ }
+ completequest 9123;
+ getitem 5852,1; //Easter_Egg_Shell
+ set .@BaseExp, (BaseLevel * (BaseLevel / 4)) * ((BaseLevel / 29) + (BaseLevel / 6)) + (5 * BaseLevel / 2);
+ if (ADVJOB == 0) {
+ if (BaseLevel < 40) set .@nBaseExp, .@BaseExp;
+ else if (BaseLevel < 50) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel);
+ else if (BaseLevel < 60) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 20));
+ else if (BaseLevel < 70) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 10));
+ else if (BaseLevel < 80) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 5));
+ else if (BaseLevel < 90) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 3));
+ else if (BaseLevel < 99) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 2));
+ else set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 2) * 2);
+
+ set .@nJobExp, (JobLevel * (JobLevel - 3) * (JobLevel / 25 + 1) + (16 - (JobLevel * 2))) * 2;
+ } else {
+ if (BaseLevel < 30) set .@nBaseExp, .@BaseExp;
+ else if (BaseLevel < 40) set .@nBaseExp, .@BaseExp + (BaseLevel * 10);
+ else if (BaseLevel < 50) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * 2);
+ else if (BaseLevel < 60) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 10));
+ else if (BaseLevel < 70) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 5));
+ else if (BaseLevel < 80) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 3));
+ else if (BaseLevel < 90) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 2));
+ else if (BaseLevel < 98) set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * BaseLevel);
+ else set .@nBaseExp, .@BaseExp + (BaseLevel * BaseLevel * BaseLevel * 2);
+
+ set .@nJobExp, (JobLevel * JobLevel * (JobLevel / 5 + 2) + (20 - JobLevel)) * 3;
+ }
+ getexp .@nBaseExp,.@nJobExp;
+ mes "[Rina]";
+ mes "This is the present for you.";
+ mes "It's not a big one";
+ mes "but please take it";
+ mes "as a token of my gratitude.";
+ next;
+ mes "[Rina]";
+ mes "I'll take a rest for a few days";
+ mes "and then I'll go on an adventure.";
+ mes "See you again.";
+ close2;
+ consumeitem 607; //Yggdrasilberry
+ consumeitem 12068; //Luk_Dish03
+ consumeitem 12063; //Dex_Dish03
+ consumeitem 12053; //Vit_Dish03
+ npcskill "AL_INCAGI",1,0,0;
+ npcskill "AL_BLESSING",1,0,0;
+ end;
+ } else {
+ mes "[Rina]";
+ mes "Thank you for releasing my curse.";
+ mes "I'll take a rest for a few days";
+ mes "and then go on an adventure again.";
+ mes "Have a happy day~!";
+ close2;
+ consumeitem 607; //Yggdrasilberry
+ npcskill "AL_INCAGI",1,0,0;
+ npcskill "AL_BLESSING",1,0,0;
+ end;
+ }
+ }
+}
+
+geffen,207,114,4 script #Hiddne01Easter 844,{
+ if (oversea_event2 > 519) {
+ OnRelease:
+ specialeffect EF_PATTACK;
+ mes "- I found ^0000FFthe strange mark^000000. -";
+ next;
+ specialeffect2 EF_HOLYHIT;
+ mes "- I can definitely feel that";
+ mes "- ^0000FFRina^000000 has been released";
+ mes "- from the curse.";
+ mes "- ^006400Let's go back to Rina!^000000";
+ if (checkquest(9122) < 2) {
+ completequest 9122;
+ setquest 9123;
+ }
+ close;
+ }
+ end;
+}
+
+xmas,144,52,4 script #Hiddne02Easter 844,{
+ if (oversea_event3 > 269)
+ doevent "#Hiddne01Easter::OnRelease";
+ end;
+}
+
+yuno,164,46,4 script #Hiddne03Easter 844,{
+ if (oversea_event6 > 244)
+ doevent "#Hiddne01Easter::OnRelease";
+ end;
+}
+
+rachel,36,132,4 script #Hiddne04Easter 844,{
+ if (oversea_event9 > 196)
+ doevent "#Hiddne01Easter::OnRelease";
+ end;
+}
+
+prontera,204,297,3 script Rina's Little Friend 463,{
+ disable_items;
+ if (checkquest(9117) == -1) {
+ emotion e_swt2;
+ mes "[Rina's Little Friend]";
+ mes ".......";
+ mes " ";
+ mes "^787878( No response. )^000000";
+ close;
+ }
+ if (checkquest(9123) == 2) {
+ emotion e_meh;
+ mes "[Rina's Little Friend]";
+ mes "Hi.";
+ mes "I guess you're the trustworthy friend.";
+ mes "Are you here to make a deal with me?";
+ next;
+ switch(select("Yes.:No.:What do you mean?")) {
+ case 1:
+ if (ADVJOB == 0) {
+ if (BaseLevel < 70)
+ set .@nCharge,400000;
+ else if (BaseLevel < 90)
+ set .@nCharge,450000;
+ else
+ set .@nCharge,480000;
+ } else
+ set .@nCharge,500000;
+ if (countitem(574) < 1 || countitem(1001) < 20 || Zeny < .@nCharge) {
+ mes "[Rina's Little Friend]";
+ mes "Hmm.";
+ mes "The material is not enough.";
+ mes "Please check the things you need.";
+ close;
+ }
+ mes "[Rina's Little Friend]";
+ mes "Cool... if you give me the materials";
+ mes "I will start it right now.";
+ mes "Are you ready for it?";
+ next;
+ if(select("Yes, let's start it.:No, stop it.") == 2) {
+ mes "[Rina's Little Friend]";
+ mes "Heh. It's boring.";
+ close;
+ }
+ mes "[Rina's Little Friend]";
+ mes "Okay, I will start it now.";
+ mes " ";
+ mes "^787878( A mysterious atmosphere hangs in the air. )^000000";
+ next;
+ specialeffect EF_ASPERSIO;
+ delitem 574,1; //Egg
+ delitem 1001,20; //Sparkling_Dust
+ set Zeny, Zeny - .@nCharge;
+ set .@nPercentage, rand(1,100);
+ if (.@nPercentage <= 41) {
+ mes "[Rina's Little Friend]";
+ mes "Life is given to the egg.";
+ mes "Aaaaah~ I got to take some rest.";
+ mes "Good bye~!";
+ if (.@nPercentage <= 12)
+ getitem 9003,1; //Poporing_Egg
+ else if (.@nPercentage <= 24)
+ getitem 9005,1; //Picky_Egg
+ else if (.@nPercentage <= 36)
+ getitem 9009,1; //Savage_Bebe_Egg
+ else
+ getitem 9023,1; //Deviruchi_Egg
+ close2;
+ emotion e_yawn;
+ end;
+ } else if (.@nPercentage <= 60) {
+ if (.@nPercentage >= 42 && .@nPercentage <= 45)
+ getitem 5852,1; //Easter_Egg_Shell
+ else
+ getitem 12019,5; //Holy_Egg
+ mes "[Rina's Little Friend]";
+ mes "It seems that you have quite interesting things.";
+ mes "I need to take some rest.";
+ mes "Good bye~!";
+ close2;
+ emotion e_yawn;
+ end;
+ } else if (.@nPercentage <= 85) {
+ if (.@nPercentage >= 61 && .@nPercentage <= 75) {
+ getitem 1001,20; //Sparkling_Dust
+ getitem 607,1; //Yggdrasilberry
+ } else {
+ getitem 574,1; //Egg
+ getitem 608,2; //Seed_Of_Yggdrasil
+ }
+ mes "[Rina's Little Friend]";
+ mes "There was no change.";
+ mes "I didn't mean to do it,";
+ mes "but I'm sorry...";
+ mes "I hope to see you again, my friend.";
+ emotion e_dum;
+ close;
+ } else {
+ getitem 12093,2; //Dex_Dish08
+ mes "[Rina's Little Friend]";
+ mes "Hmm.";
+ mes "It became a dish.";
+ mes "Looks delicious.";
+ mes "Then, good bye~!";
+ close2;
+ emotion e_rice;
+ end;
+ }
+ case 2:
+ mes "[Rina's Little Friend]";
+ mes "You are here just to see my cute looks?";
+ mes "Aren't you peeking at Rina";
+ mes "pretending to see me?";
+ mes "It's funny... haha~";
+ close2;
+ emotion e_gg;
+ end;
+ case 3:
+ playbgm "23.mp3"; // Travel
+ mes "[Rina's Little Friend]";
+ mes "Huh?!";
+ mes "I never told you before?";
+ mes "Then listen carefully.";
+ next;
+ mes "[Rina's Little Friend]";
+ mes "I have a";
+ mes "special ability.";
+ mes "It's to give a special strength";
+ mes "to ^0000FFthe egg^000000.";
+ next;
+ mes "[Rina's Little Friend]";
+ mes "Well, I cannot do that unlimitedly.";
+ mes "There is no magic that is done forever.";
+ mes "So I need some additional cost.";
+ next;
+ mes "[Rina's Little Friend]";
+ mes "And I cannot sure";
+ mes "to what the egg will be changed.";
+ mes "It may be end in failure";
+ mes "and it can be something like Pet Egg.";
+ next;
+ if(select("Ask the cost.:Stop listening because it feels like a trick.") == 2) {
+ mes "[Rina's Little Friend]";
+ mes "Well... I don't really care.";
+ mes "Good bye.";
+ close2;
+ playbgm "08.mp3"; // Theme of Prontera
+ end;
+ }
+ mes "[Rina's Little Friend]";
+ mes "Do you want to make a deal?";
+ mes "You need";
+ mes "^0000FF1 Egg^000000, ^0000FF20 Light Granule^000000 and";
+ if (ADVJOB == 0) {
+ if (BaseLevel < 70)
+ mes "^B8860B400,000 Zeny.";
+ else if (BaseLevel < 90)
+ mes "^B8860B450,000 Zeny^000000.";
+ else
+ mes "^B8860B480,000 Zeny^000000.";
+ } else
+ mes "^B8860B500,000 Zeny^000000.";
+ next;
+ mes "[Rina's Little Friend]";
+ mes "If you are interested";
+ mes "make that zeny and come again.";
+ mes "Haha...";
+ mes "I'll be waiting for you.";
+ close2;
+ playbgm "08.mp3"; // Theme of Prontera
+ emotion e_gg;
+ end;
+ }
+ }
+ emotion e_meh;
+ mes "[Rina's Little Friend]";
+ mes "Ahem!";
+ mes "Why? Are you surprised to see me speaking?";
+ mes "Well, I understand you.";
+ mes "Only the person who did";
+ mes "the oath-taking ceremony can talk with me.";
+ next;
+ mes "[Rina's Little Friend]";
+ mes "If Rina's curse is released,";
+ mes "I can also";
+ mes "suggest you";
+ mes "an interesting thing.";
+ next;
+ mes "[Rina's Little Friend]";
+ mes "I will let you know";
+ mes "the detailed explanation later.";
+ mes "Then see you later, my friend.";
+ close;
+}
+
+prontera,116,82,5 script Traveler#01Easter 85,{
+ mes "[Traveler]";
+ mes "I'm a traveler";
+ mes "and I often visit ^8B4513Prontera^000000.";
+ mes "Hmm, I think I might";
+ mes "see you around here before.";
+ next;
+ if(select("Listen some more.:Just ignore it.") == 2) {
+ mes "[Traveler]";
+ mes "As I expected,";
+ mes "you are a silent person. Ha ha.";
+ mes "Good bye.";
+ close;
+ }
+ mes "[Traveler]";
+ mes "A few days ago,";
+ mes "I saw a new adventurer";
+ mes "who were standing";
+ mes "near the ^8B4513Cathedral^000000.";
+ next;
+ emotion e_lv;
+ mes "[Traveler]";
+ mes "That adventurer seemed pretty.";
+ mes "But...";
+ mes "I feel some strange energy";
+ mes "so I don't come close to that person.";
+ next;
+ mes "[Traveler]";
+ mes "Look like";
+ mes "you're interested in";
+ mes "that new adventurer?";
+ mes "Or that is just your face look. Ha ha.";
+ next;
+ if(select("I'm interested in it.:I don't care at all.") == 2) {
+ mes "[Traveler]";
+ mes "Ah~ I see~!";
+ mes "Then, Good bye.";
+ close;
+ }
+ mes "[Traveler]";
+ mes "Just as I expected!";
+ mes "You can find";
+ mes "that new adventurer";
+ mes "on the way to the ^8B4513Cathedral^000000";
+ mes "at the direction of 1o'clock in ^8B4513Prontera^000000.";
+ next;
+ mes "[Traveler]";
+ mes "She was carrying";
+ mes "^800080a big egg thing^000000.";
+ mes "That's what I know.";
+ close;
+OnInit:
+ initnpctimer;
+ end;
+OnTimer5000:
+ emotion e_gasp;
+ stopnpctimer;
+ initnpctimer;
+ end;
+}
+
+prontera,163,194,5 script Traveler#02Easter 92,{
+ mes "[Traveler]";
+ mes "A while ago,";
+ mes "I met a lady";
+ mes "and she said she has been";
+ mes "under a strange curse.";
+ next;
+ mes "[Traveler]";
+ mes "I wanted to help her";
+ mes "but my experience is not enough.";
+ mes "So I couldn't help her.";
+ next;
+ mes "[Traveler]";
+ mes "If you are more than";
+ mes "level ^0000FF40^000000,";
+ mes "go to the ^8B4513Cathedral^000000";
+ mes "at the direction of 1'o clock.";
+ mes "I hope you can help her...";
+ close;
+OnInit:
+ initnpctimer;
+ end;
+OnTimer5000:
+ emotion e_gasp;
+ stopnpctimer;
+ initnpctimer;
+ end;
+}
diff --git a/npc/events/event_skill_reset.txt b/npc/events/event_skill_reset.txt
index 893e0c92b..0e2e5da12 100644
--- a/npc/events/event_skill_reset.txt
+++ b/npc/events/event_skill_reset.txt
@@ -1,10 +1,10 @@
//===== Hercules Script ======================================
//= Official Skill Resetter Event in Yuno (kRO & idRO)
-//===== By: ==================================================
+//===== By: ==================================================
//= $ephiroth
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.02
-//===== Description: =========================================
+//===== Description: =========================================
//= 2006 - Edition Skill Reset NPC
//= 2006/11/16: 1.0 Release and fully working. [$ephiroth]
//= 1.01 Checked, fixed typos, now uses MISC_QUEST var [Lupus]
diff --git a/npc/events/gdevent_aru.txt b/npc/events/gdevent_aru.txt
index cafb8f01e..f1de9e6d9 100644
--- a/npc/events/gdevent_aru.txt
+++ b/npc/events/gdevent_aru.txt
@@ -1,15 +1,16 @@
//===== Hercules Script ======================================
//= Guild dungeon event, Arunafeltz.
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.2
+//===== Description: =========================================
//= Guild dungeon event, Arunafeltz. Retrieve Morestone's
//= pickaxe from Kublin.
//===== Additional Comments: =================================
//= 1.0 First version
//= 1.1 Changed spawn timer to 1 hour. [L0ne_w0lf]
+//= 1.2 Added GM management function. [Euphy]
//============================================================
arug_dun01,1,1,1 script Monster Controler#aru_gd 81,{
@@ -43,7 +44,7 @@ OnEnable:
}
end;
-Onkill:
+OnKill:
killmonster "arug_dun01","Monster Controler1#aru::OnMyMObDead";
end;
@@ -674,7 +675,7 @@ arug_que01,100,81,3 script Pierrot Pier#aru_gd 715,{
mes "Let me see...";
next;
if (countitem(6031) > 0) {
- donpcevent "Controller#gdevent_a::Onstop";
+ donpcevent "Controller#gdevent_a::OnStop";
set $@gdeventv_a2,3;
donpcevent "eff_mvp#aru_gd::Onmvp";
mes "[Pierrot Pier]";
@@ -816,7 +817,7 @@ arug_que01,100,81,3 script Pierrot Pier#aru_gd 715,{
mes "Let me see.";
next;
if (countitem(6031) > 0) {
- donpcevent "Controller#gdevent_a::Onstop";
+ donpcevent "Controller#gdevent_a::OnStop";
set $@gdeventv_a2,3;
donpcevent "eff_mvp#aru_gd::Onmvp";
mes "[Pierrot Pier]";
@@ -902,7 +903,7 @@ arug_que01,100,81,3 script Pierrot Pier#aru_gd 715,{
mes "When is that person coming? I am very bored~!";
close;
}
- emotion 18;
+ emotion e_heh;
mes "[Pierrot Pier]";
mes "^3131FF<Although you're a weirdo, you seem to be very dedicated>^000000. Beep beep.";
next;
@@ -926,7 +927,7 @@ arug_que01,100,81,3 script Pierrot Pier#aru_gd 715,{
mes "Let me see...";
next;
if (countitem(6031) > 0) {
- donpcevent "Controller#gdevent_a::Onstop";
+ donpcevent "Controller#gdevent_a::OnStop";
set $@gdeventv_a2,3;
donpcevent "eff_mvp#aru_gd::Onmvp";
mes "[Pierrot Pier]";
@@ -983,14 +984,14 @@ arug_que01,100,81,3 script Pierrot Pier#aru_gd 715,{
}
else {
mes "[Pierrot Pier]";
- mes "Voc� encontrou o tesouro?";
- mes "Mostre-me o que voc� tem nas m�os agora.";
+ mes "Did you find the treasure?";
+ mes "Show me that thing you are holding, now!";
next;
mes "[Pierrot Pier]";
- mes "Deixe-me ver...";
+ mes "Let me see...";
next;
if (countitem(6031) > 0) {
- donpcevent "Controller#gdevent_a::Onstop";
+ donpcevent "Controller#gdevent_a::OnStop";
set $@gdeventv_a2,3;
donpcevent "eff_mvp#aru_gd::Onmvp";
mes "[Pierrot Pier]";
@@ -1040,35 +1041,35 @@ Ongame_start:
donpcevent "paper_sp_9_a::OnEnable";
set .@roulette_where,rand(1,9);
if (.@roulette_where == 1) {
- donpcevent "paper_sp_1_a::Onbingo";
+ donpcevent "paper_sp_1_a::OnBingo";
}
else if (.@roulette_where == 2) {
- donpcevent "paper_sp_2_a::Onbingo";
+ donpcevent "paper_sp_2_a::OnBingo";
}
else if (.@roulette_where == 3) {
- donpcevent "paper_sp_3_a::Onbingo";
+ donpcevent "paper_sp_3_a::OnBingo";
}
else if (.@roulette_where == 4) {
- donpcevent "paper_sp_4_a::Onbingo";
+ donpcevent "paper_sp_4_a::OnBingo";
}
else if (.@roulette_where == 5) {
- donpcevent "paper_sp_5_a::Onbingo";
+ donpcevent "paper_sp_5_a::OnBingo";
}
else if (.@roulette_where == 6) {
- donpcevent "paper_sp_6_a::Onbingo";
+ donpcevent "paper_sp_6_a::OnBingo";
}
else if (.@roulette_where == 7) {
- donpcevent "paper_sp_7_a::Onbingo";
+ donpcevent "paper_sp_7_a::OnBingo";
}
else if (.@roulette_where == 8) {
- donpcevent "paper_sp_8_a::Onbingo";
+ donpcevent "paper_sp_8_a::OnBingo";
}
else {
- donpcevent "paper_sp_9_a::Onbingo";
+ donpcevent "paper_sp_9_a::OnBingo";
}
end;
-Onstop:
+OnStop:
stopnpctimer;
end;
@@ -1106,7 +1107,7 @@ OnEnable:
}
end;
-Onbingo:
+OnBingo:
set .@paper_x1,rand(81,95);
set .@paper_y1,rand(87,100);
makeitem 6031,1,"arug_que01",.@paper_x1,.@paper_y1; //Glitering_PaperB
@@ -1131,7 +1132,7 @@ OnEnable:
}
end;
-Onbingo:
+OnBingo:
set .@paper_x2,rand(96,110);
set .@paper_y2,rand(87,100);
makeitem 6031,1,"arug_que01",.@paper_x2,.@paper_y2; //Glitering_PaperB
@@ -1156,7 +1157,7 @@ OnEnable:
}
end;
-Onbingo:
+OnBingo:
set .@paper_x3,rand(111,124);
set .@paper_y3,rand(87,100);
makeitem 6031,1,"arug_que01",.@paper_x3,.@paper_y3; //Glitering_PaperB
@@ -1181,7 +1182,7 @@ OnEnable:
}
end;
-Onbingo:
+OnBingo:
set .@paper_x4,rand(81,95);
set .@paper_y4,rand(73,86);
makeitem 6031,1,"arug_que01",.@paper_x4,.@paper_y4; //Glitering_PaperB
@@ -1206,7 +1207,7 @@ OnEnable:
}
end;
-Onbingo:
+OnBingo:
set .@paper_x5,rand(96,110);
set .@paper_y5,rand(73,86);
makeitem 6031,1,"arug_que01",.@paper_x5,.@paper_y5; //Glitering_PaperB
@@ -1231,7 +1232,7 @@ OnEnable:
}
end;
-Onbingo:
+OnBingo:
set .@paper_x6,rand(111,124);
set .@paper_y6,rand(73,86);
makeitem 6031,1,"arug_que01",.@paper_x6,.@paper_y6; //Glitering_PaperB
@@ -1256,7 +1257,7 @@ OnEnable:
}
end;
-Onbingo:
+OnBingo:
set .@paper_x7,rand(81,95);
set .@paper_y7,rand(59,72);
makeitem 6031,1,"arug_que01",.@paper_x7,.@paper_y7; //Glitering_PaperB
@@ -1281,7 +1282,7 @@ OnEnable:
}
end;
-Onbingo:
+OnBingo:
set .@paper_x8,rand(96,110);
set .@paper_y8,rand(59,72);
makeitem 6031,1,"arug_que01",.@paper_x8,.@paper_y8; //Glitering_PaperB
@@ -1306,7 +1307,7 @@ OnEnable:
}
end;
-Onbingo:
+OnBingo:
set .@paper_x9,rand(111,124);
set .@paper_y9,rand(59,72);
makeitem 6031,1,"arug_que01",.@paper_x9,.@paper_y9; //Glitering_PaperB
@@ -1511,10 +1512,11 @@ arug_que01,114,105,3 duplicate(GD_Ev_Flower) #aru_flower_53 978
arug_que01,109,105,3 duplicate(GD_Ev_Flower) #aru_flower_54 977
arug_que01,104,105,3 duplicate(GD_Ev_Flower) #aru_flower_55 976
-/*
arug_dun01,5,5,1 script Event controller#aru_gd 81,{
- input .@input; //,0,9999;
- if (input == 1854) {
+ if (callfunc("F_GM_NPC",1854,0) < 1) {
+ mes "Incorrect password.";
+ close;
+ } else {
mes "How can I help you?";
next;
switch(select("Reset.:No, thanks.")) {
@@ -1532,9 +1534,4 @@ arug_dun01,5,5,1 script Event controller#aru_gd 81,{
close;
}
}
- else {
- mes "Incorrect password.";
- close;
- }
}
-*/
diff --git a/npc/events/gdevent_sch.txt b/npc/events/gdevent_sch.txt
index 786164320..5ff30aa67 100644
--- a/npc/events/gdevent_sch.txt
+++ b/npc/events/gdevent_sch.txt
@@ -1,15 +1,16 @@
//===== Hercules Script ======================================
//= Guild dungeon event, Schwaltzvalt.
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.2
+//===== Description: =========================================
//= Guild dungeon event, Schwaltzvalt. Retrieve Morestone's
//= pickaxe from Kublin.
//===== Additional Comments: =================================
//= 1.0 First version
//= 1.1 Changed spawn timer to 1 hour. [L0ne_w0lf]
+//= 1.2 Added GM management function. [Euphy]
//============================================================
schg_dun01,1,1,1 script Monster Controler#sch_gd 81,{
@@ -43,7 +44,7 @@ OnEnable:
}
end;
-Onkill:
+OnKill:
killmonster "schg_dun01","Monster Controler1#sch::OnMyMObDead";
end;
@@ -673,7 +674,7 @@ schg_que01,100,81,3 script Pierrot Pier#sch_gd 715,{
mes "Let me see...";
next;
if (countitem(6031) > 0) {
- donpcevent "Controller#gdevent_s::Onstop";
+ donpcevent "Controller#gdevent_s::OnStop";
set $@gdeventv_s2,3;
donpcevent "eff_mvp#sch_gd::Onmvp";
mes "[Pierrot Pier]";
@@ -815,7 +816,7 @@ schg_que01,100,81,3 script Pierrot Pier#sch_gd 715,{
mes "Let me see.";
next;
if (countitem(6031) > 0) {
- donpcevent "Controller#gdevent_s::Onstop";
+ donpcevent "Controller#gdevent_s::OnStop";
set $@gdeventv_s2,3;
donpcevent "eff_mvp#sch_gd::Onmvp";
mes "[Pierrot Pier]";
@@ -901,7 +902,7 @@ schg_que01,100,81,3 script Pierrot Pier#sch_gd 715,{
mes "When is that person coming? I am very bored~!";
close;
}
- emotion 18;
+ emotion e_heh;
mes "[Pierrot Pier]";
mes "^3131FF<Although you're a weirdo, you seem to be very dedicated>^000000. Beep beep.";
next;
@@ -925,7 +926,7 @@ schg_que01,100,81,3 script Pierrot Pier#sch_gd 715,{
mes "Let me see...";
next;
if (countitem(6031) > 0) {
- donpcevent "Controller#gdevent_s::Onstop";
+ donpcevent "Controller#gdevent_s::OnStop";
set $@gdeventv_s2,3;
donpcevent "eff_mvp#sch_gd::Onmvp";
mes "[Pierrot Pier]";
@@ -982,14 +983,14 @@ schg_que01,100,81,3 script Pierrot Pier#sch_gd 715,{
}
else {
mes "[Pierrot Pier]";
- mes "Voc� encontrou o tesouro?";
- mes "Mostre-me o que voc� tem nas m�os agora.";
+ mes "Did you find the treasure?";
+ mes "Show me that thing you are holding, now!";
next;
mes "[Pierrot Pier]";
- mes "Deixe-me ver...";
+ mes "Let me see...";
next;
if (countitem(6031) > 0) {
- donpcevent "Controller#gdevent_s::Onstop";
+ donpcevent "Controller#gdevent_s::OnStop";
set $@gdeventv_s2,3;
donpcevent "eff_mvp#sch_gd::Onmvp";
mes "[Pierrot Pier]";
@@ -1039,35 +1040,35 @@ Ongame_start:
donpcevent "paper_sp_9_s::OnEnable";
set .@roulette_where,rand(1,9);
if (.@roulette_where == 1) {
- donpcevent "paper_sp_1_s::Onbingo";
+ donpcevent "paper_sp_1_s::OnBingo";
}
else if (.@roulette_where == 2) {
- donpcevent "paper_sp_2_s::Onbingo";
+ donpcevent "paper_sp_2_s::OnBingo";
}
else if (.@roulette_where == 3) {
- donpcevent "paper_sp_3_s::Onbingo";
+ donpcevent "paper_sp_3_s::OnBingo";
}
else if (.@roulette_where == 4) {
- donpcevent "paper_sp_4_s::Onbingo";
+ donpcevent "paper_sp_4_s::OnBingo";
}
else if (.@roulette_where == 5) {
- donpcevent "paper_sp_5_s::Onbingo";
+ donpcevent "paper_sp_5_s::OnBingo";
}
else if (.@roulette_where == 6) {
- donpcevent "paper_sp_6_s::Onbingo";
+ donpcevent "paper_sp_6_s::OnBingo";
}
else if (.@roulette_where == 7) {
- donpcevent "paper_sp_7_s::Onbingo";
+ donpcevent "paper_sp_7_s::OnBingo";
}
else if (.@roulette_where == 8) {
- donpcevent "paper_sp_8_s::Onbingo";
+ donpcevent "paper_sp_8_s::OnBingo";
}
else {
- donpcevent "paper_sp_9_s::Onbingo";
+ donpcevent "paper_sp_9_s::OnBingo";
}
end;
-Onstop:
+OnStop:
stopnpctimer;
end;
@@ -1105,7 +1106,7 @@ OnEnable:
}
end;
-Onbingo:
+OnBingo:
set .@paper_x1,rand(81,95);
set .@paper_y1,rand(87,100);
makeitem 6031,1,"schg_que01",.@paper_x1,.@paper_y1; //Glitering_PaperB
@@ -1130,7 +1131,7 @@ OnEnable:
}
end;
-Onbingo:
+OnBingo:
set .@paper_x2,rand(96,110);
set .@paper_y2,rand(87,100);
makeitem 6031,1,"schg_que01",.@paper_x2,.@paper_y2; //Glitering_PaperB
@@ -1155,7 +1156,7 @@ OnEnable:
}
end;
-Onbingo:
+OnBingo:
set .@paper_x3,rand(111,124);
set .@paper_y3,rand(87,100);
makeitem 6031,1,"schg_que01",.@paper_x3,.@paper_y3; //Glitering_PaperB
@@ -1180,7 +1181,7 @@ OnEnable:
}
end;
-Onbingo:
+OnBingo:
set .@paper_x4,rand(81,95);
set .@paper_y4,rand(73,86);
makeitem 6031,1,"schg_que01",.@paper_x4,.@paper_y4; //Glitering_PaperB
@@ -1205,7 +1206,7 @@ OnEnable:
}
end;
-Onbingo:
+OnBingo:
set .@paper_x5,rand(96,110);
set .@paper_y5,rand(73,86);
makeitem 6031,1,"schg_que01",.@paper_x5,.@paper_y5; //Glitering_PaperB
@@ -1230,7 +1231,7 @@ OnEnable:
}
end;
-Onbingo:
+OnBingo:
set .@paper_x6,rand(111,124);
set .@paper_y6,rand(73,86);
makeitem 6031,1,"schg_que01",.@paper_x6,.@paper_y6; //Glitering_PaperB
@@ -1255,7 +1256,7 @@ OnEnable:
}
end;
-Onbingo:
+OnBingo:
set .@paper_x7,rand(81,95);
set .@paper_y7,rand(59,72);
makeitem 6031,1,"schg_que01",.@paper_x7,.@paper_y7; //Glitering_PaperB
@@ -1280,7 +1281,7 @@ OnEnable:
}
end;
-Onbingo:
+OnBingo:
set .@paper_x8,rand(96,110);
set .@paper_y8,rand(59,72);
makeitem 6031,1,"schg_que01",.@paper_x8,.@paper_y8; //Glitering_PaperB
@@ -1305,7 +1306,7 @@ OnEnable:
}
end;
-Onbingo:
+OnBingo:
set .@paper_x9,rand(111,124);
set .@paper_y9,rand(59,72);
makeitem 6031,1,"schg_que01",.@paper_x9,.@paper_y9; //Glitering_PaperB
@@ -1510,10 +1511,11 @@ schg_que01,114,105,3 duplicate(GD_Ev_Flower2) #sch_flower_53 978
schg_que01,109,105,3 duplicate(GD_Ev_Flower2) #sch_flower_54 977
schg_que01,104,105,3 duplicate(GD_Ev_Flower2) #sch_flower_55 976
-/*
schg_dun01,5,5,1 script Event controller#sch_gd 81,{
- input .@input; //,0,9999;
- if (input == 1854) {
+ if (callfunc("F_GM_NPC",1854,0) < 1) {
+ mes "Incorrect password.";
+ close;
+ } else {
mes "How can I help you?";
next;
switch(select("Reset.:No, thanks.")) {
@@ -1531,9 +1533,4 @@ schg_dun01,5,5,1 script Event controller#sch_gd 81,{
close;
}
}
- else {
- mes "Incorrect password.";
- close;
- }
}
-*/
diff --git a/npc/events/god_se_festival.txt b/npc/events/god_se_festival.txt
index 5ceeebd44..3b8e12bf7 100644
--- a/npc/events/god_se_festival.txt
+++ b/npc/events/god_se_festival.txt
@@ -1,25 +1,26 @@
//===== Hercules Script ======================================
//= Valkyrie's Gift NPCs
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Current Version: =====================================
+//= 1.1
+//===== Description: =========================================
+//= [Official Conversion]
//= Post-God Item SE Creation Summoning Event
-//= Second Sister is a cusotm translation.
-//===== Additional Comments: =================================
+//= Second Sister is a custom translation.
+//===== Additional Comments: =================================
//= 1.0 First version. [L0ne_W0lf]
-//============================================================
+//= 1.1 Added GM management function. [Euphy]
+//============================================================
-/*
-yuno,1,1,0 script Festival Manager#gq_fes00 891,{
+// Original name: "Festival Manager#god_se_fes00"
+yuno,1,1,0 script Festival Manager#gq_fes0 891,{
+ callfunc "F_GM_NPC";
mes "[Festival Manager]";
mes "I am the festival NPC manager for the God SE quest.";
mes "Please enter your password.";
next;
- input .@input$;
- if (.@input$ != "07godsefes") {
+ if (callfunc("F_GM_NPC","07godsefes",1) == 0) {
mes "[Festival Manager]";
mes "Password is incorrect.";
close;
@@ -42,7 +43,6 @@ yuno,1,1,0 script Festival Manager#gq_fes00 891,{
close;
}
}
-*/
yuno,118,192,5 script Rmimi Ravies#gq_fes01 891,{
set .@GID, getcharid(2);
@@ -119,7 +119,7 @@ yuno,118,192,5 script Rmimi Ravies#gq_fes01 891,{
next;
mes "[Rmimi Ravies]";
mes "Have a good time.";
- donpcevent "Rmimi Ravies#gq_fes01::Onstart";
+ donpcevent "Rmimi Ravies#gq_fes01::OnStart";
announce "["+ strcharinfo(0) +"] member of ["+ GetGuildName(.@GID) +"] is summoning a 'Valkyrie's Present' in 'Juno'.",bc_all,"0x70dbdb";
close;
@@ -164,7 +164,7 @@ OnDisable:
disablenpc "Rmimi Ravies#gq_fes01";
end;
-Onstart:
+OnStart:
initnpctimer;
set $@gqse_festival,1;
end;
@@ -390,19 +390,15 @@ OnTimer3900000:
end;
}
-//===============================================================================================
-// Rachel
-//===============================================================================================
-//-------------------------------------Rachel Festival Manager-----------------------------------
-/*
-rachel,1,1,0 script Festival Manager#god_se_fes02 891,{
+// Original name: "Festival Manager#god_se_fes02"
+rachel,1,1,0 script Festival Manager#gq_fes2 891,{
+ callfunc "F_GM_NPC";
mes "[Festival Manager]";
mes "I am the festival NPC manager for the God SE quest.";
mes "Please enter your password.";
next;
- input .@input$;
- if (.@input$ != "07godsefes") {
+ if (callfunc("F_GM_NPC","07godsefes",1) == 0) {
mes "[Festival Manager]";
mes "Password is incorrect.";
close;
@@ -425,8 +421,6 @@ rachel,1,1,0 script Festival Manager#god_se_fes02 891,{
close;
}
}
-*/
-//----------------------------------------Rhehe Ravies----------------------------------------
rachel,132,117,3 script Rhehe Ravies#gq_fes03 891,{
set .@GID, getcharid(2);
@@ -507,7 +501,7 @@ rachel,132,117,3 script Rhehe Ravies#gq_fes03 891,{
next;
mes "[Rhehe Ravies]";
mes "I hope you enjoy yourself!";
- donpcevent "Rhehe Ravies#gq_fes03::Onstart";
+ donpcevent "Rhehe Ravies#gq_fes03::OnStart";
announce "["+ strcharinfo(0) +"] member of ["+ GetGuildName(.@GID) +"] is summoning a 'Valkyrie's Present' in 'Rachel'.",bc_all,"0x70dbdb";
close;
}
@@ -552,7 +546,7 @@ OnDisable:
disablenpc "Rhehe Ravies#gq_fes03";
end;
-Onstart:
+OnStart:
initnpctimer;
set $@gqse_festival,1;
end;
diff --git a/npc/events/halloween_2006.txt b/npc/events/halloween_2006.txt
index b8664de2e..0ffaf959a 100644
--- a/npc/events/halloween_2006.txt
+++ b/npc/events/halloween_2006.txt
@@ -5,7 +5,7 @@
//===== Current Version: =====================================
//= 1.4
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Event 1: Redeem "Pumpkin Mojo" for pumpkin headgear.
//= Event 2: Create "Pumpkin Pie" item.
//===== Additional Comments: =================================
@@ -40,8 +40,7 @@ OnEffect2:
}
prontera,164,69,3 script Cool Devi#06_hw 738,{
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 2000 || checkweight(1201,1) == 0) {
+ if (MaxWeight - Weight < 2000 || checkweight(1201,1) == 0) {
mes "^3355FFWait a second!";
mes "Right now, you're carrying";
mes "too many things with you.";
@@ -237,8 +236,7 @@ prontera,164,69,3 script Cool Devi#06_hw 738,{
geffen,145,132,3 script Hoirin#06_hw 729,{
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 2000 || checkweight(1201,1) == 0) {
+ if (MaxWeight - Weight < 2000 || checkweight(1201,1) == 0) {
mes "^3355FFWait a second!";
mes "Right now, you're carrying";
mes "too many things with you.";
@@ -393,8 +391,7 @@ OnTouch:
}
nif_in,19,32,3 script Deviruchi#06_hw 738,{
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 2000 || checkweight(1201,1) == 0) {
+ if (MaxWeight - Weight < 2000 || checkweight(1201,1) == 0) {
mes "^3355FFWait a second!";
mes "Right now, you're carrying";
mes "too many things with you.";
@@ -486,8 +483,7 @@ nif_in,19,32,3 script Deviruchi#06_hw 738,{
// Creation of Pumpkin Pie (Event 2)
//============================================================
nif_fild01,165,115,3 script Chicken Masta#06_hw 794,{
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 2000 || checkweight(1201,1) == 0) {
+ if (MaxWeight - Weight < 2000 || checkweight(1201,1) == 0) {
mes "^3355FFWait a second!";
mes "Right now, you're carrying";
mes "too many things with you.";
diff --git a/npc/events/halloween_2008.txt b/npc/events/halloween_2008.txt
index 78407465f..8bb8df1fd 100644
--- a/npc/events/halloween_2008.txt
+++ b/npc/events/halloween_2008.txt
@@ -16,8 +16,7 @@
//============================================================
payon,162,176,4 script Halloween Magician#iRO08 704,{
-
- if(Hallow08 < 1) {
+ if (Hallow08 < 1) {
mes "[Halloween Magician]";
mes "Kkkkkkkkk!";
mes "I have a special event this Halloween that tests your luck and agility.";
@@ -30,7 +29,6 @@ payon,162,176,4 script Halloween Magician#iRO08 704,{
next;
goto MainMenu;
}
-
if (Hallow08Kill == 1) {
mes "[Halloween Magician]";
mes "You a 'fraidy cat or something?!";
@@ -43,7 +41,6 @@ payon,162,176,4 script Halloween Magician#iRO08 704,{
}
goto Participate;
}
-
if (Hallow08Kill == 2) {
mes "[Halloween Magician]";
mes "Oh, well done! You are alright!";
@@ -59,14 +56,13 @@ payon,162,176,4 script Halloween Magician#iRO08 704,{
mes "You can get Halloween tickets for cool items.";
close;
}
-
- if(Hallow08 > 0) {
+ if (Hallow08 > 0) {
mes "[Halloween Magician]";
mes "Well, do you want to hear the rules again or, just get back to it...";
next;
goto MainMenu2;
}
-
+
Rules:
mes "[Halloween Magician]";
mes "This village is like a virtual Payon.";
@@ -96,10 +92,10 @@ payon,162,176,4 script Halloween Magician#iRO08 704,{
mes "Hey...";
mes "Come back once you're ready.";
close;
- }else{
+ } else {
goto MainMenu;
}
-
+
Participate:
mes "[Halloween Magician]";
mes "Ok, you are ready.";
@@ -114,7 +110,7 @@ payon,162,176,4 script Halloween Magician#iRO08 704,{
mes "You think I wouldn't notice that your weight is above '0'?";
mes "You're overweight...";
close;
- }else{
+ } else {
mes "[Halloween Magician]";
mes "You seem good to go, and your weight is just right.";
next;
@@ -138,7 +134,7 @@ payon,162,176,4 script Halloween Magician#iRO08 704,{
warp "evt_zombie",155,246;
end;
}
-
+
TicketExchange:
mes "[Halloween Magician]";
mes "You want to exchange tickets for prizes?";
@@ -158,52 +154,52 @@ payon,162,176,4 script Halloween Magician#iRO08 704,{
mes "What would you like to exchange for?";
next;
switch(select("Pumpkin Pie:Pumpkin-Head:Old Blue Box:Old Purple Box:Old Card Album")) {
- case 1:
- if(countitem(7941) < 5) {
- goto NotEnough;
- }else{
- delitem 7941,5;
- getitem 12192,1;
- goto Enough;
- }
- break;
- case 2:
- if(countitem(7941) < 20) {
- goto NotEnough;
- }else{
- delitem 7941,20;
- getitem 5134,1;
- goto Enough;
- }
- break;
- case 3:
- if(countitem(7941) < 50) {
- goto NotEnough;
- }else{
- delitem 7941,50;
- getitem 603,1;
- goto Enough;
- }
- break;
- case 4:
- if(countitem(7941) < 70) {
- goto NotEnough;
- }else{
- delitem 7941,70;
- getitem 617,1;
- goto Enough;
- }
- break;
- case 5:
- if(countitem(7941) < 200) {
- goto NotEnough;
- }else{
- delitem 7941,200;
- getitem 616,1;
- goto Enough;
- }
+ case 1:
+ if (countitem(7941) < 5) {
+ goto NotEnough;
+ } else {
+ delitem 7941,5;
+ getitem 12192,1;
+ goto Enough;
+ }
+ break;
+ case 2:
+ if (countitem(7941) < 20) {
+ goto NotEnough;
+ } else {
+ delitem 7941,20;
+ getitem 5134,1;
+ goto Enough;
+ }
+ break;
+ case 3:
+ if (countitem(7941) < 50) {
+ goto NotEnough;
+ } else {
+ delitem 7941,50;
+ getitem 603,1;
+ goto Enough;
+ }
+ break;
+ case 4:
+ if (countitem(7941) < 70) {
+ goto NotEnough;
+ } else {
+ delitem 7941,70;
+ getitem 617,1;
+ goto Enough;
+ }
+ break;
+ case 5:
+ if (countitem(7941) < 200) {
+ goto NotEnough;
+ } else {
+ delitem 7941,200;
+ getitem 616,1;
+ goto Enough;
+ }
}
-
+
NextTime:
mes "[Halloween Magician]";
mes "Ok, see you then.";
@@ -231,7 +227,7 @@ payon,162,176,4 script Halloween Magician#iRO08 704,{
next;
if (Hallow08 == 1) {
goto MainMenu2;
- }else{
+ } else {
goto MainMenu;
}
}
@@ -240,7 +236,7 @@ evt_zombie,16,142,1 script zombiewarp001 45,2,2,{
OnTouch:
if (@Hallow08Warp == 1) {
set Hallow08Kill,2;
- specialeffect 16;
+ specialeffect EF_BASH;
warp "payon",28,142;
}
end;
@@ -250,7 +246,7 @@ evt_zombie,122,27,1 script zombiewarp002 45,2,2,{
OnTouch:
if (@Hallow08Warp == 2) {
set Hallow08Kill,2;
- specialeffect 16;
+ specialeffect EF_BASH;
warp "payon",121,40;
}
end;
@@ -260,7 +256,7 @@ evt_zombie,267,89,1 script zombiewarp003 45,2,2,{
OnTouch:
if (@Hallow08Warp == 3) {
set Hallow08Kill,2;
- specialeffect 16;
+ specialeffect EF_BASH;
warp "payon",253,95;
}
end;
diff --git a/npc/events/halloween_2009.txt b/npc/events/halloween_2009.txt
index a5faf713e..c349dec28 100644
--- a/npc/events/halloween_2009.txt
+++ b/npc/events/halloween_2009.txt
@@ -106,7 +106,7 @@ OnTouch:
mes "[Trick or Treater]";
mes "!!!!";
mes "Fine. I have no choice but to trick you back!";
- sc_start SC_Stun,5000,0;
+ sc_start SC_STUN,5000,0;
close;
}
mes "[Trick or Treater]";
@@ -131,7 +131,7 @@ OnTouch:
mes "[Trick or Treater]";
mes "At least a Candy, a Candy Cane or a Well-baked Cookie is all I ask for a treat.";
mes "Fine. I have no choice but to trick you!";
- sc_start SC_Stun,5000,0;
+ sc_start SC_STUN,5000,0;
close;
}
case 2:
@@ -152,7 +152,7 @@ OnTouch:
mes "[Trick or Treater]";
mes "At least a Candy, a Candy Cane or a Well-baked Cookie is all I ask for a treat.";
mes "Fine. I have no choice but to trick you!";
- sc_start SC_Stun,5000,0;
+ sc_start SC_STUN,5000,0;
close;
}
case 3:
@@ -173,14 +173,14 @@ OnTouch:
mes "[Trick or Treater]";
mes "At least a Candy, a Candy Cane or a Well-baked Cookie is all I ask for a treat.";
mes "Fine. I have no choice but to trick you!";
- sc_start SC_Stun,5000,0;
+ sc_start SC_STUN,5000,0;
close;
}
case 4:
mes "[Trick or Treater]";
mes "At least a Candy, a Candy Cane or a Well-baked Cookie is all I ask for a treat.";
mes "Fine. I have no choice but to trick you!";
- sc_start SC_Stun,5000,0;
+ sc_start SC_STUN,5000,0;
close;
}
OnInit:
diff --git a/npc/events/idul_fitri.txt b/npc/events/idul_fitri.txt
index 557ce62c9..eb41fc9d0 100644
--- a/npc/events/idul_fitri.txt
+++ b/npc/events/idul_fitri.txt
@@ -1,10 +1,10 @@
//===== Hercules Script ======================================
//= Feast Day Of Ramadan Idul Fitri Event
-//===== By: ==================================================
+//===== By: ==================================================
//= $ephiroth
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.1
-//===== Description: =========================================
+//===== Description: =========================================
//= Info : Official idRO
//= 2006/10/16: 1.0 Release and fully working. [$ephiroth]
//= 1.1 Replaced effect numerics with constants. [Samuray22]
@@ -68,4 +68,4 @@ prontera,146,92,3 script Cellerb 58,{
emotion e_hmm;
close;
}
-}
+} \ No newline at end of file
diff --git a/npc/events/nguild/nguild_treas.txt b/npc/events/nguild/nguild_treas.txt
index 485a58e70..1c9443225 100644
--- a/npc/events/nguild/nguild_treas.txt
+++ b/npc/events/nguild/nguild_treas.txt
@@ -62,7 +62,7 @@ function script F_GldTreasSw {
close;
}
-//<=============================== Castle 1 =================================>\\
+//<===============================Castle 1 =================================>\\
// Treasure Spawn -----------------------
nguild_alde,1,1,1 script Treasure_N01 -1,{
@@ -88,7 +88,7 @@ nguild_alde,123,223,0 script Switch#TresN01 111,{
end;
}
-//<================================ Castle 2 ================================>\\
+//<================================Castle 2 ================================>\\
// Treasure Spawn ----------------------------
nguild_gef,1,1,1 script Treasure_N02 -1,{
@@ -114,7 +114,7 @@ nguild_gef,152,117,0 script Switch#TresN02 111,{
end;
}
-//<================================ Castle 3 ================================>\\
+//<================================Castle 3 ================================>\\
// Treasure Spawn ---------------------------
nguild_pay,1,1,0 script Treasure_N03 -1,{
@@ -139,7 +139,7 @@ nguild_pay,295,8,0 script Switch#TresN03 111,{
end;
}
-//<================================ Castle 4 ================================>\\
+//<================================Castle 4 ================================>\\
// Treasure Spawn -------------------------------
nguild_prt,1,1,0 script Treasure_N04 -1,{
diff --git a/npc/events/valentinesday.txt b/npc/events/valentinesday.txt
index a08a1a701..8f2bd85d5 100644
--- a/npc/events/valentinesday.txt
+++ b/npc/events/valentinesday.txt
@@ -126,4 +126,4 @@ prt_castle,54,34,4 script Carl Orleans 47,{
mes "[Carl Orleans]";
mes "Enjoy.";
close;
-}
+} \ No newline at end of file
diff --git a/npc/events/valentinesday_2009.txt b/npc/events/valentinesday_2009.txt
index dd09f4470..8c5dd4432 100644
--- a/npc/events/valentinesday_2009.txt
+++ b/npc/events/valentinesday_2009.txt
@@ -82,7 +82,7 @@ prontera,164,174,4 script Trader#Val09 58,{
mes "Maybe you should borrow some zeny from a friend.";
mes "Cuz, I'm not gonna be here everyday.";
close;
- }else{
+ } else {
mes "[Marco Bassinio]";
mes "Good for you!";
mes "It's also perfect as a gift!";
@@ -103,7 +103,7 @@ prontera,164,174,4 script Trader#Val09 58,{
mes "You also need to pay 500 zeny to carve your name on the box.";
mes "Are you all prepared...?";
next;
- if(countitem(7175) < 1 || countitem(7174) < 1 || countitem(7948) < 1 || Zeny < 500) {
+ if (countitem(7175) < 1 || countitem(7174) < 1 || countitem(7948) < 1 || Zeny < 500) {
mes "[Marco Bassinio]";
mes "Hmm.. Looks like you don't have enough materials to decorate the gift box..";
mes "You can't just put your gift into some plain looking box..";
@@ -114,7 +114,7 @@ prontera,164,174,4 script Trader#Val09 58,{
mes "Oh, also bring 500 zeny, and don't forget to bring your true loving heart with you!!";
close;
}
- if(countitem(558) < 1) {
+ if (countitem(558) < 1) {
mes "[Marco Bassinio]";
mes "Hey, look, adventurer!";
mes "I can't create something right away!";
@@ -202,7 +202,7 @@ prontera,147,171,5 script Packs Trader#Val09 58,{
mes "Please check your wallet.";
next;
break;
- }else{
+ } else {
mes "[Packs Trader]";
mes "Here they are.";
mes "Hope it makes your Valentine's Day more pleasing!";
@@ -243,7 +243,7 @@ prontera,147,171,5 script Packs Trader#Val09 58,{
mes "Please check your wallet.";
next;
break;
- }else{
+ } else {
mes "[Packs Trader]";
mes "Here they are.";
mes "Hope it makes your Valentine's Day more pleasing!";
@@ -284,7 +284,7 @@ prontera,147,171,5 script Packs Trader#Val09 58,{
mes "Please check your wallet.";
next;
break;
- }else{
+ } else {
mes "[Packs Trader]";
mes "Here they are.";
mes "Hope it makes your Valentine's Day more pleasing!";
@@ -363,7 +363,7 @@ prontera,154,185,5 script Event Ring Maker#Val09 721,{
mes "Just follow your heart!";
close;
}
- if(countitem(7175) < 1 || countitem(7174) < 1 || countitem(7948) < 1 || Zeny < 1000) {
+ if (countitem(7175) < 1 || countitem(7174) < 1 || countitem(7948) < 1 || Zeny < 1000) {
mes "[Event Ring Maker]";
mes "Well, you don't have enough materials to make a gift box.";
mes "Check what you have, and come back later with all the materials.";
@@ -380,7 +380,7 @@ prontera,154,185,5 script Event Ring Maker#Val09 721,{
set iROval09ring,1;
if (Sex) {
getnameditem 12742,strcharinfo(0);
- }else{
+ } else {
getnameditem 12743,strcharinfo(0);
}
mes "[Event Ring Maker]";
@@ -464,7 +464,7 @@ prontera,157,185,4 script Valentine Vote Manager#v 113,{
}
next;
break;
- }else{
+ } else {
if (countitem(7946) > .@input) {
mes "[Valentine Vote Manager]";
mes "Seems like the value you entered is too small.";
@@ -552,7 +552,7 @@ prt_castle,42,35,3 script Dessert Manager#Val09 47,{
mes "Please.. I feel like my soul is lost..";
close;
}
- if(countitem(558) < 3) {
+ if (countitem(558) < 3) {
mes "[Charles Orleans]";
mes "Ahhh, Mademoiselle.";
mes "I'm not an alchemist, or a magician.";
@@ -590,7 +590,7 @@ prt_castle,42,35,3 script Dessert Manager#Val09 47,{
mes "Adios, Mademoiselle.....";
mes "I'll be waiting for you.";
close;
- }else{
+ } else {
if (!checkweight(559,1)) {
mes "[Charles Orleans]";
mes "You're carrying too many items.";
diff --git a/npc/events/valentinesday_2012.txt b/npc/events/valentinesday_2012.txt
index 6ae844305..a8597cd22 100644
--- a/npc/events/valentinesday_2012.txt
+++ b/npc/events/valentinesday_2012.txt
@@ -153,4 +153,4 @@ mosk_in,21,244,3 script Baker Extraordinaire 410,{
mes "Hello, "+strcharinfo(0)+"!";
close;
}
-}
+} \ No newline at end of file
diff --git a/npc/guild/agit_main.txt b/npc/guild/agit_main.txt
index 5253fbe16..324fd71fd 100644
--- a/npc/guild/agit_main.txt
+++ b/npc/guild/agit_main.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.9a
+//= 2.0
//===== Description: =========================================
//= [ Aegis Conversion]
//= ----------------------------------------------------------
@@ -50,6 +50,7 @@
//= 1.8 Fixed a possible exploit in guild castle investment. [Brian]
//= 1.9 Partially rewrote Script. [Masao]
//= 1.9a Fixed incorrect setcastledata parameter. [Euphy]
+//= 2.0 Fixed an issue where Castle Manager couldn't be fired. [Joseph]
//============================================================
// WoE : Main Functions
@@ -834,12 +835,13 @@ OnRecvCastle:
mes "Oh, my goodness! This is nonsense!";
next;
cutin "",255;
- close;
+ break;
case 2:
mes "[ Hired Kafra Employee ]";
mes "I'll work hard for you... Thank you!";
close;
}
+ break;
case 2:
mes "["+strnpcinfo(1)+"]";
mes "She worked hard in my opinion. It was a good decision to keep her.";
diff --git a/npc/guild/trs_rp.txt b/npc/guild/trs_rp.txt
index 0c4374b66..88a320406 100644
--- a/npc/guild/trs_rp.txt
+++ b/npc/guild/trs_rp.txt
@@ -1,16 +1,16 @@
//===== Hercules Script ======================================
//= Treasure Room Protection
-//===== By: ==================================================
+//===== By: ==================================================
//= Masao
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.1
-//===== Description: =========================================
+//===== Description: =========================================
//= Warps every Player out of the Treasure Room except for the
//= Guildleader.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 Converted from the official script.
//= 1.1 Reverted back and optimized. [Daegaladh]
-//============================================================
+//============================================================
- script Gld_Trea_Protect::Gld_Trea_Protect -1,{
@@ -52,4 +52,4 @@ gefg_cas01,154,112,0 duplicate(Gld_Trea_Protect) ban_warp#gefg_cas01 -1,6,6
gefg_cas02,140,116,0 duplicate(Gld_Trea_Protect) ban_warp#gefg_cas02 -1,6,6
gefg_cas03,271,290,0 duplicate(Gld_Trea_Protect) ban_warp#gefg_cas03 -1,6,6
gefg_cas04,116,119,0 duplicate(Gld_Trea_Protect) ban_warp#gefg_cas04 -1,6,6
-gefg_cas05,144,110,0 duplicate(Gld_Trea_Protect) ban_warp#gefg_cas05 -1,6,6
+gefg_cas05,144,110,0 duplicate(Gld_Trea_Protect) ban_warp#gefg_cas05 -1,6,6 \ No newline at end of file
diff --git a/npc/guild2/agit_main_se.txt b/npc/guild2/agit_main_se.txt
index cea4d2223..c4c22b165 100644
--- a/npc/guild2/agit_main_se.txt
+++ b/npc/guild2/agit_main_se.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
-//= 1.4
+//= 1.4a
//===== Description: =========================================
//= Like agit_main, this file is required
//= for SE castles to function.
@@ -14,6 +14,7 @@
//= 1.2 Hopefully fixed a processing error. [Euphy]
//= 1.3 Fixed barricade issue in schg_cas02. [Cookie]
//= 1.4 Added OnGuildBreak event and a spawn check. [Euphy]
+//= 1.4a Fixed Guardian Stone respawns. [Euphy]
//============================================================
// Core, triggers all other events
@@ -48,7 +49,6 @@ OnAgitStart2:
if (agitcheck2()) {
maprespawnguildid strnpcinfo(2),getcastledata(strnpcinfo(2),1),2;
gvgon strnpcinfo(2);
- setmapflag strnpcinfo(2),mf_zone,"GvG2";
donpcevent strnpcinfo(0)+"::OnStart";
}
else for(set .@i,0; .@i<4; set .@i,.@i+1)
@@ -58,7 +58,6 @@ OnAgitStart2:
OnAgitEnd2:
if (strnpcinfo(2) == "template") end;
gvgoff strnpcinfo(2);
- removemapflag strnpcinfo(2),mf_zone;
if (getcastledata(strnpcinfo(2),1)) {
set .@str$,substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);
killmonster strnpcinfo(2),"Steward#"+.@str$+"::OnStartArena";
@@ -109,8 +108,8 @@ OnEmpSpawn:
OnReset:
set .@str$, substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);
- donpcevent "df1#"+strnpcinfo(2)+"::OnEnable";
- donpcevent "df2#"+strnpcinfo(2)+"::OnEnable";
+ donpcevent "df1#"+strnpcinfo(2)+"::OnDisable";
+ donpcevent "df2#"+strnpcinfo(2)+"::OnDisable";
donpcevent "gard1#"+strnpcinfo(2)+"::OnReset";
donpcevent "gard2#"+strnpcinfo(2)+"::OnReset";
donpcevent "1st Guardian Stone#"+.@str$+"::OnDisable";
@@ -966,6 +965,7 @@ OnInit:
mes "5 Red Gemstones";
next;
mes "^3355FFDo you want to continue?^000000";
+ next;
if(select("No:Continue") == 1) {
mes "^3355FFWork canceled.^000000";
close;
@@ -1503,8 +1503,9 @@ OnGuardianStoneDied:
end;
OnTimer300000:
+ set .@num, atoi(charat(strnpcinfo(1),2));
set .@str$,substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);
- donpcevent "1st Guardian Stone#"+.@str$+"::OnEnable";
+ donpcevent ((.@num == 1)?"1st":"2nd")+" Guardian Stone#"+.@str$+"::OnEnable";
setd "$agit_"+.@str$+"["+(atoi(charat(strnpcinfo(1),2))-1)+"]",2;
stopnpctimer;
end;
diff --git a/npc/guild2/arug_cas01.txt b/npc/guild2/arug_cas01.txt
index 1f54b54ee..a2b929347 100644
--- a/npc/guild2/arug_cas01.txt
+++ b/npc/guild2/arug_cas01.txt
@@ -72,4 +72,4 @@ OnRecvCastleAr01:
}
aru_gld,142,235,4 duplicate(Ar01_Flag) Mardol#flag_Ar01_2 722
aru_gld,164,245,5 duplicate(Ar01_Flag) Mardol#flag_Ar01_3 722
-aru_gld,182,255,5 duplicate(Ar01_Flag) Mardol#flag_Ar01_4 722
+aru_gld,182,255,5 duplicate(Ar01_Flag) Mardol#flag_Ar01_4 722 \ No newline at end of file
diff --git a/npc/guild2/arug_cas02.txt b/npc/guild2/arug_cas02.txt
index 006443d14..a6b7f0d55 100644
--- a/npc/guild2/arug_cas02.txt
+++ b/npc/guild2/arug_cas02.txt
@@ -77,4 +77,4 @@ OnAgitInit2:
OnRecvCastleAr02:
FlagEmblem GetCastleData("arug_cas02",1);
end;
-}
+} \ No newline at end of file
diff --git a/npc/guild2/arug_cas03.txt b/npc/guild2/arug_cas03.txt
index 93144fd36..bf11c9449 100644
--- a/npc/guild2/arug_cas03.txt
+++ b/npc/guild2/arug_cas03.txt
@@ -69,4 +69,4 @@ OnRecvCastleAr03:
FlagEmblem GetCastleData("arug_cas03",1);
end;
}
-aru_gld,74,174,0 duplicate(Ar03_Flag) Horn#flag_Ar03_2 722
+aru_gld,74,174,0 duplicate(Ar03_Flag) Horn#flag_Ar03_2 722 \ No newline at end of file
diff --git a/npc/guild2/arug_cas04.txt b/npc/guild2/arug_cas04.txt
index 6826d0d5e..c46c7ff15 100644
--- a/npc/guild2/arug_cas04.txt
+++ b/npc/guild2/arug_cas04.txt
@@ -78,4 +78,4 @@ OnRecvCastlear04:
FlagEmblem GetCastleData("arug_cas04",1);
end;
}
-aru_gld,313,318,4 duplicate(ar04_Flag2) Gefn#flag_ar04_4 722
+aru_gld,313,318,4 duplicate(ar04_Flag2) Gefn#flag_ar04_4 722 \ No newline at end of file
diff --git a/npc/guild2/arug_cas05.txt b/npc/guild2/arug_cas05.txt
index 70b61e3cb..b250a9385 100644
--- a/npc/guild2/arug_cas05.txt
+++ b/npc/guild2/arug_cas05.txt
@@ -78,4 +78,4 @@ OnRecvCastlear05:
FlagEmblem GetCastleData("arug_cas05",1);
end;
}
-aru_gld,350,88,6 duplicate(ar05_Flag2) Banadis#flag_ar05_4 722
+aru_gld,350,88,6 duplicate(ar05_Flag2) Banadis#flag_ar05_4 722 \ No newline at end of file
diff --git a/npc/guild2/schg_cas01.txt b/npc/guild2/schg_cas01.txt
index f001f3379..8200b49a0 100644
--- a/npc/guild2/schg_cas01.txt
+++ b/npc/guild2/schg_cas01.txt
@@ -69,4 +69,4 @@ OnRecvCastlesc01:
FlagEmblem GetCastleData("schg_cas01",1);
end;
}
-sch_gld,297,90,0 duplicate(Sc01_Flag) Himinn#flag_sc01_2 722
+sch_gld,297,90,0 duplicate(Sc01_Flag) Himinn#flag_sc01_2 722 \ No newline at end of file
diff --git a/npc/guild2/schg_cas02.txt b/npc/guild2/schg_cas02.txt
index bf7b457ba..0a39f484a 100644
--- a/npc/guild2/schg_cas02.txt
+++ b/npc/guild2/schg_cas02.txt
@@ -61,4 +61,4 @@ OnRecvCastlesc02:
FlagEmblem GetCastleData("schg_cas02",1);
end;
}
-sch_gld,280,247,4 duplicate(Sc02_Flag) Andlangr#flag_sc02_2 722
+sch_gld,280,247,4 duplicate(Sc02_Flag) Andlangr#flag_sc02_2 722 \ No newline at end of file
diff --git a/npc/guild2/schg_cas03.txt b/npc/guild2/schg_cas03.txt
index b473c2702..6adfa0ca1 100644
--- a/npc/guild2/schg_cas03.txt
+++ b/npc/guild2/schg_cas03.txt
@@ -69,4 +69,4 @@ OnRecvCastlesc03:
FlagEmblem GetCastleData("schg_cas03",1);
end;
}
-sch_gld,104,191,0 duplicate(Sc03_Flag) Bidblind#flag_sc03_2 722
+sch_gld,104,191,0 duplicate(Sc03_Flag) Bidblind#flag_sc03_2 722 \ No newline at end of file
diff --git a/npc/guild2/schg_cas04.txt b/npc/guild2/schg_cas04.txt
index 51e21b972..8da46dec5 100644
--- a/npc/guild2/schg_cas04.txt
+++ b/npc/guild2/schg_cas04.txt
@@ -69,4 +69,4 @@ OnRecvCastlesc04:
FlagEmblem GetCastleData("schg_cas04",1);
end;
}
-sch_gld,141,97,4 duplicate(sc04_Flag) Hljod#flag_sc04_2 722
+sch_gld,141,97,4 duplicate(sc04_Flag) Hljod#flag_sc04_2 722 \ No newline at end of file
diff --git a/npc/guild2/schg_cas05.txt b/npc/guild2/schg_cas05.txt
index 6f2b84544..46b03e8bd 100644
--- a/npc/guild2/schg_cas05.txt
+++ b/npc/guild2/schg_cas05.txt
@@ -71,4 +71,4 @@ OnRecvCastlesc05:
}
sch_gld,91,284,4 duplicate(sc05_Flag) Skidbladnir#flag_sc05_2 722
sch_gld,66,320,6 duplicate(sc05_Flag) Skidbladnir#flag_sc05_3 722
-sch_gld,66,310,6 duplicate(sc05_Flag) Skidbladnir#flag_sc05_4 722
+sch_gld,66,310,6 duplicate(sc05_Flag) Skidbladnir#flag_sc05_4 722 \ No newline at end of file
diff --git a/npc/instances/EndlessTower.txt b/npc/instances/EndlessTower.txt
index 3f6109f3a..80015ffc8 100644
--- a/npc/instances/EndlessTower.txt
+++ b/npc/instances/EndlessTower.txt
@@ -1,14 +1,14 @@
//===== Hercules Script ======================================
//= Endless Tower
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 2.4
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Endless Tower Memorial Dungeon.
//= Consists of 101 floors.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version.
//= 1.1 Removed a disablenpc from #102FShadowDust1. (bugreport:4415)
//= 1.2 Added ends to several NPCs which would allow you to restart timers.
@@ -34,7 +34,7 @@
//= 2.2 Instance system rewrite. [Euphy]
//= 2.3 Added some missing announcements. [Euphy]
//= 2.4 Added GM management function. [Euphy]
-//============================================================
+//============================================================
1@tower mapflag src4instance
2@tower mapflag src4instance
diff --git a/npc/instances/NydhoggsNest.txt b/npc/instances/NydhoggsNest.txt
index 331aba3f7..f17db1b7d 100644
--- a/npc/instances/NydhoggsNest.txt
+++ b/npc/instances/NydhoggsNest.txt
@@ -4,10 +4,10 @@
//= L0ne_W0lf, various sources
//===== Current Version: =====================================
//= 1.6
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Nidhoggr's Nest Instance
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version.
//= 1.1 Minor dialog updates.
//= 1.2 No longer glitches when anyone but party leader talks to the first NPC.
@@ -16,7 +16,7 @@
//= 1.4 Cleaning. [Euphy]
//= 1.5 Instance system rewrite. [Euphy]
//= 1.6 Added GM management NPCs. [Euphy]
-//============================================================
+//============================================================
1@nyd mapflag src4instance
2@nyd mapflag src4instance
@@ -2023,7 +2023,7 @@ OnTouch:
if (compare(strnpcinfo(0),"red")) {
percentheal -50,0;
percentheal -30,0;
- sc_start SC_BLEEDING,60000,0;
+ sc_start SC_BLOODING,60000,0;
} else if (compare(strnpcinfo(0),"white")) {
percentheal -50,0;
sc_start SC_FREEZE,20000,0;
diff --git a/npc/instances/OrcsMemory.txt b/npc/instances/OrcsMemory.txt
index 03fa2da05..9b26e5138 100644
--- a/npc/instances/OrcsMemory.txt
+++ b/npc/instances/OrcsMemory.txt
@@ -7,10 +7,10 @@
//===== Description: =========================================
//= [Official Conversion]
//= Relive the memory of an orc.
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Relive the memory of an orc.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version. [L0ne_W0lf]
//= 1.1 First round of bugfixes. (bugreport:3928) [L0ne_W0lf]
//= Fixed some npcs calling wrong events.
@@ -32,7 +32,7 @@
//= 1.6 Added 'instance_check_party' command to the script for proper checking if
//= the invoking party meets the requirements to join the Memorial Dungeon.
//= 1.7 Instance system rewrite. [Euphy]
-//============================================================
+//============================================================
1@orcs mapflag src4instance
2@orcs mapflag src4instance
diff --git a/npc/instances/SealedShrine.txt b/npc/instances/SealedShrine.txt
index 8f911b120..b5fc61cc3 100644
--- a/npc/instances/SealedShrine.txt
+++ b/npc/instances/SealedShrine.txt
@@ -4,10 +4,10 @@
//= L0ne_W0lf
//===== Current Version: =====================================
//= 2.3
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Seal away the Great Demon Baphomet.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version. [L0ne_W0lf]
//= 1.1 Added setquest for instance cooldown. [L0ne_W0lf]
//= 1.2 Fixed Torch#12 not being disabled. (bugreport:4044) [L0ne_w0lf]
@@ -25,7 +25,7 @@
//= 2.1 Fixed quest being removed before the 12 hours cool down. [Joseph]
//= 2.2 Removed extra setquest (quest id:3040). [Joseph]
//= 2.3 Instance system rewrite. [Euphy]
-//============================================================
+//============================================================
1@cata mapflag src4instance
2@cata mapflag src4instance
diff --git a/npc/jobs/1-1e/gunslinger.txt b/npc/jobs/1-1e/gunslinger.txt
index 4b768a58a..a34a8252a 100644
--- a/npc/jobs/1-1e/gunslinger.txt
+++ b/npc/jobs/1-1e/gunslinger.txt
@@ -1,32 +1,30 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Gunslinger Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= erKURITA, RockmanEXE, Kisuka
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 2.2
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
+//===== Description: =========================================
//= Gunslinger Job Change Quest
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 Made the NPC [erKURITA]
//= 1.5 Couple fixes to the npc, aswell as adding the missing
-//= 3 green herbs. [erKURITA]
+//= 3 green herbs. [erKURITA]
//= 1.6 job number->const, commonized variable name,
-//= optimized [Lupus]
+//= optimized [Lupus]
//= 1.7 Now uses only ONE variable GUNS_Q [Lupus]
//= 1.7a Grammar fixes, few spelling fixes, etc [CBMaster]
//= 1.7b Parenthesis fixes [KarLaeda]
//= 1.8 Fixed the reward you can get [Playtester]
//= 1.9 Removed some 'clever' script constructs [ultramage]
//= 2.0 Updated to official version - Thanks to Omega for
-//= his first try [SinSloth] 1.10b - removed .GATs [Lupus]
+//= his first try [SinSloth] 1.10b - removed .GATs [Lupus]
//= 2.1 Wise Bull Horn now deletes all items. Thanks to yyCC. [L0ne_W0lf]
//= 2.1a Corrected a Typo error ";;". [Samuray22]
//= 2.1b Corrected some typos errors. (bugreport:1549) [Samuray22]
//= 2.1c Fixed some missing/messed up item checks. (bugreport:2693) [Kisuka]
//= 2.2 Updated to match AEGIS script and Added Quest Log commands. [Kisuka]
-//============================================================
+//============================================================
que_ng,152,167,3 script Master Miller 901,{
if (Upper == 2) {
@@ -92,7 +90,7 @@ que_ng,152,167,3 script Master Miller 901,{
setquest 6020;
close;
}
- else if(GUNS_Q == 1) {
+ else if (GUNS_Q == 1) {
mes "[Master Miller]";
mes "Take that letter of";
mes "introduction I've written";
@@ -102,7 +100,7 @@ que_ng,152,167,3 script Master Miller 901,{
mes "Gunslinger material.";
close;
}
- else if(GUNS_Q == 2) {
+ else if (GUNS_Q == 2) {
mes "[Master Miller]";
mes "Hmm... Wise Bull Horn";
mes "asked you to collect the";
@@ -111,7 +109,7 @@ que_ng,152,167,3 script Master Miller 901,{
mes "part of his qualification test.";
close;
}
- else if(GUNS_Q == 3) {
+ else if (GUNS_Q == 3) {
mes "[Master Miller]";
mes "Wise Bull Horn asked";
mes "you to bring him some";
@@ -120,7 +118,7 @@ que_ng,152,167,3 script Master Miller 901,{
mes "for favors. Good luck, friend.";
close;
}
- else if(GUNS_Q == 4) {
+ else if (GUNS_Q == 4) {
mes "[Master Miller]";
mes "I expect to hear good";
mes "news from you soon. You";
@@ -128,8 +126,8 @@ que_ng,152,167,3 script Master Miller 901,{
mes "you'll become a Gunslinger.";
close;
}
- else if(GUNS_Q == 5) {
- if (Skillpoint != 0) {
+ else if (GUNS_Q == 5) {
+ if (SkillPoint != 0) {
mes "[Master Miller]";
mes "Hey, you have leftover";
mes "Skill Points. You better";
@@ -184,13 +182,13 @@ que_ng,152,167,3 script Master Miller 901,{
set GUNS_Q,6;
completequest 6024;
if (rand(1,2) == 1) {
- getitem 13100,1; // Six_Shooter
- }else{
- getitem 13150,1; // Branch
+ getitem 13100,1; // Six_Shooter
+ } else {
+ getitem 13150,1; // Branch
}
close;
}
- }else{
+ } else {
if (Class == Job_Gunslinger) {
mes "[Master Miller]";
mes "Oh! Long time, no see,";
@@ -200,7 +198,7 @@ que_ng,152,167,3 script Master Miller 901,{
mes "Take care of it, and it'll take";
mes "care of you. Remember it.";
close;
- }else{
+ } else {
mes "[Master Miller]";
mes "If you don't have";
mes "any business with me,";
@@ -266,7 +264,7 @@ payon,184,65,3 script Wise Bull Horn 866,{
changequest 6020,6021;
close;
}
- else if(GUNS_Q == 2) {
+ else if (GUNS_Q == 2) {
if (countitem(912) < 3 || countitem(914) < 3 || countitem(1019) < 1 || countitem(935) < 10 || countitem(511) < 3 || countitem(1013) < 3) {
mes "[Wise Bull Horn]";
mes "I can make a voucher that";
@@ -293,12 +291,12 @@ payon,184,65,3 script Wise Bull Horn 866,{
mes "a Gunslinger.";
close;
}
- delitem 912,3; // Zargon
- delitem 914,3; // Fluff
- delitem 1019,1; // Wooden_Block
- delitem 935,10; // Shell
- delitem 511,3; // Green_Herb
- delitem 1013,3; // Colorful_Shell
+ delitem 912,3; // Zargon
+ delitem 914,3; // Fluff
+ delitem 1019,1; // Wooden_Block
+ delitem 935,10; // Shell
+ delitem 511,3; // Green_Herb
+ delitem 1013,3; // Colorful_Shell
set GUNS_Q,3;
changequest 6021,6022;
mes "[Wise Bull Horn]";
@@ -310,7 +308,7 @@ payon,184,65,3 script Wise Bull Horn 866,{
mes "I should be finished with it.";
close;
}
- else if(GUNS_Q == 3) {
+ else if (GUNS_Q == 3) {
mes "[Wise Bull Horn]";
mes "Oh, you've arrived just";
mes "in time. It's been a while";
@@ -350,7 +348,7 @@ payon,184,65,3 script Wise Bull Horn 866,{
changequest 6022,6023;
close;
}
- else if(GUNS_Q == 4) {
+ else if (GUNS_Q == 4) {
if (countitem(519) < 1) {
mes "[Wise Bull Horn]";
mes "I'm an old man that will";
@@ -360,7 +358,7 @@ payon,184,65,3 script Wise Bull Horn 866,{
mes "a cold glass of Milk, please?";
close;
}
- delitem 519,1; // Milk
+ delitem 519,1; // Milk
set GUNS_Q,5;
changequest 6023,6024;
mes "[Wise Bull Horn]";
@@ -390,7 +388,7 @@ payon,184,65,3 script Wise Bull Horn 866,{
mes "Yippee Yippee Yai Yocaiyay~";
close;
}
- else if(GUNS_Q == 5) {
+ else if (GUNS_Q == 5) {
mes "[Wise Bull Horn]";
mes "Please take this voucher";
mes "to Miller, the Black Fox, with";
@@ -406,7 +404,7 @@ payon,184,65,3 script Wise Bull Horn 866,{
mes "Yippee Yippee Yai Yocaiyay~";
close;
}
- else if(GUNS_Q == 6) {
+ else if (GUNS_Q == 6) {
mes "[Wise Bull Horn]";
mes "AAh, long time no see.";
mes "I hope that you become";
diff --git a/npc/jobs/1-1e/ninja.txt b/npc/jobs/1-1e/ninja.txt
index dcd9a851a..d74ed85d6 100644
--- a/npc/jobs/1-1e/ninja.txt
+++ b/npc/jobs/1-1e/ninja.txt
@@ -1,21 +1,19 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Ninja Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= Legionaire, Kisuka
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.6
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
+//===== Description: =========================================
//= Ninja Job Change Quest
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.1 Optimized, updated, checked [Lupus]
//= 1.2 Added Akagi [Playtester]
//= 1.3 Updated dialogs to official ones and optimized [SinSloth]
//= 1.4 Fixed a minor bug [SinSloth]
//= 1.5 Updated to match AEGIS script and Added Quest Log commands. [Kisuka]
//= 1.6 Fixed AEGIS amatsu warp typo. [Kisuka]
-//============================================================
+//============================================================
alberta,30,65,3 script Akagi 730,{
if (Class == Job_Novice) {
@@ -53,7 +51,7 @@ alberta,30,65,3 script Akagi 730,{
warp "amatsu",178,176;
end;
}
- }else{
+ } else {
mes "[Akagi]";
mes "Hm? I cannot be";
mes "of any service to";
@@ -61,7 +59,7 @@ alberta,30,65,3 script Akagi 730,{
mes "a little stronger...";
close;
}
- }else{
+ } else {
mes "[Akagi]";
mes "Hmm...";
mes "You and I...";
@@ -192,7 +190,7 @@ que_ng,30,65,3 script Cougar#nq 730,{
setquest 6015;
close;
}
- else if(NINJ_Q == 1) {
+ else if (NINJ_Q == 1) {
mes "[Cougar]";
mes "Even if this task";
mes "isn't that urgent,";
@@ -201,7 +199,7 @@ que_ng,30,65,3 script Cougar#nq 730,{
mes "my letter to Wildcat Joe.";
close;
}
- else if(NINJ_Q == 2) {
+ else if (NINJ_Q == 2) {
mes "[Cougar]";
mes "Did you deliver that";
mes "letter to Wildcat Joe?";
@@ -211,7 +209,7 @@ que_ng,30,65,3 script Cougar#nq 730,{
mes "if you can needle him for it.";
close;
}
- else if(NINJ_Q == 3) {
+ else if (NINJ_Q == 3) {
mes "[Cougar]";
mes "Ah, you've returned.";
mes "So did Wildcat Joe send";
@@ -259,7 +257,7 @@ que_ng,30,65,3 script Cougar#nq 730,{
changequest 6017,6018;
close;
}
- else if(NINJ_Q == 4) {
+ else if (NINJ_Q == 4) {
if (countitem(7053) < 5 || countitem(1010) < 1) {
mes "[Cougar]";
mes "Hurry and bring";
@@ -270,7 +268,7 @@ que_ng,30,65,3 script Cougar#nq 730,{
mes "against Wildcat Joe!";
close;
}
- if (Skillpoint != 0) {
+ if (SkillPoint != 0) {
mes "[Cougar]";
mes "Whoa, whoa...";
mes "You still have some";
@@ -350,7 +348,7 @@ que_ng,30,65,3 script Cougar#nq 730,{
mes "the respect of any Ninja~";
close;
}
- }else{
+ } else {
if (Class == Job_Ninja) {
mes "[Cougar]";
mes "How have you been?";
@@ -360,7 +358,7 @@ que_ng,30,65,3 script Cougar#nq 730,{
mes "can do that, you'll get";
mes "the respect of any Ninja~";
close;
- }else{
+ } else {
mes "[Cougar]";
mes "What...?";
mes "How were you able";
@@ -436,7 +434,7 @@ einbroch,184,194,3 script Suspicious Man#nq 881,{
changequest 6015,6016;
close;
}
- else if(NINJ_Q == 2) {
+ else if (NINJ_Q == 2) {
if (countitem(7053) < 5 || countitem(1010) < 1) {
mes "[Suspicious Man]";
mes "Please bring";
@@ -532,7 +530,7 @@ einbroch,184,194,3 script Suspicious Man#nq 881,{
warp "amatsu",113,127;
end;
}
- else if(NINJ_Q == 3) {
+ else if (NINJ_Q == 3) {
mes "[Red Leopard Joe]";
mes "Eh? I'm not sure what";
mes "happened, but it seems";
@@ -555,7 +553,7 @@ einbroch,184,194,3 script Suspicious Man#nq 881,{
warp "amatsu",113,127;
end;
}
- else if(NINJ_Q == 4) {
+ else if (NINJ_Q == 4) {
mes "[Red Leopard Joe]";
mes "Cougar asked you to";
mes "gather some materials";
@@ -565,7 +563,7 @@ einbroch,184,194,3 script Suspicious Man#nq 881,{
mes "to beat him in a fair fight~";
close;
}
- else if(NINJ_Q == 5 && Class == Job_Ninja) {
+ else if (NINJ_Q == 5 && Class == Job_Ninja) {
mes "[Red Leopard Joe]";
mes "Oh, you're a Ninja~";
mes "I hope you continue to";
diff --git a/npc/jobs/1-1e/taekwon.txt b/npc/jobs/1-1e/taekwon.txt
index 6d748530f..dffae4639 100644
--- a/npc/jobs/1-1e/taekwon.txt
+++ b/npc/jobs/1-1e/taekwon.txt
@@ -1,20 +1,18 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Taekwon Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= Tsuyuki & Samuray22
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= rAthena/Freya
-//===== Description: =========================================
+//===== Description: =========================================
//= Official iRO TaeKwon Job Change Quest
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 Replaced previous TK Job Quest with this one [Tsuyuki]
//= 1.1 Rewrote to the Aegis Standars. [Samuray22]
//= 1.2 Fixed position the npc is facing. [Kisuka]
//= 1.3 Added Quest Log commands. [Kisuka]
//= 1.4 Removed use of 'goto', and fixed some indentation. [L0ne_W0lf]
-//============================================================
+//============================================================
payon,157,141,5 script Phoenix#TKJobChange 753,{
if(Upper == 2) {
diff --git a/npc/jobs/2-1/assassin.txt b/npc/jobs/2-1/assassin.txt
index 126db3baf..b0550c12f 100644
--- a/npc/jobs/2-1/assassin.txt
+++ b/npc/jobs/2-1/assassin.txt
@@ -1,33 +1,33 @@
//===== Hercules Script ======================================
//= Assassin Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= kobra_k88
-//===== Current Version: =====================================
-//= 3.5
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 3.6
+//===== Description: =========================================
//= [Official Conversion]
//= Job Change quest for Assassin class.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 Used some dialogue from the aegis Assassin script translated By: Pgro Team (OwNaGe)
-//= Also converted the booby traps from the aegis script.[kobra_k88]
+//= Also converted the booby traps from the aegis script.[kobra_k88]
//= 1.1 Made adjustments to ontouch npcs to work with the new "ontouch" functionality.
-//= Fixed some duplicate npc names. Added missing waitingroom triggers.
-//= Fixed warp in "TimerSin", was supposed to be an areawarp.
-//= For some reason sometimes the "Nameless One" would have message windows
-//= without controls. Changed the doevent that triggers him to an
-//= addtimer and that seemed make the prob. go away[kobra_k88]
+//= Fixed some duplicate npc names. Added missing waitingroom triggers.
+//= Fixed warp in "TimerSin", was supposed to be an areawarp.
+//= For some reason sometimes the "Nameless One" would have message windows
+//= without controls. Changed the doevent that triggers him to an
+//= addtimer and that seemed make the prob. go away[kobra_k88]
//= 1.2 Fixed WRONG skillpoint check! [Lupus]
//= 1.2b Fixed missing commands and typos [Lupus]
//= 1.3 Baby class Support added [Lupus]
//= 1.5 Fixed possible EXP abuse [Lupus]
//= 1.6 Added a func which prevent advanced classes passing
-//= 2nd Job Quests again. It also guides adv classes where
-//= to go. [Lupus]
+//= 2nd Job Quests again. It also guides adv classes where
+//= to go. [Lupus]
//= 2.0 Changed numbers to constants. [Vicious]
//= 2.1 Removed Duplicates [Silent]
//= 2.2 Merged back JFunc. Fixed missing dialogue [Lupus]
//= 2.3 Fixed typo and change Nameless addtimer to 100 (with 700ms I
-//= was still able to bypass it) [Toms]
+//= was still able to bypass it) [Toms]
//= 2.4 Fixed skipping of Nameless NPC [Lupus]
//= 2.5 Fixed a Rogue exploit [Lupus]
//= 2.6 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
@@ -46,7 +46,8 @@
//= 3.3 Added Quest Log commands. [Kisuka]
//= 3.4 Removed the need for use of 'goto.' [L0ne_W0lf]
//= 3.5 Fixed the waitingroom where player can enter the Test Area without passing the written exam. Now player will not be warp inside the Test Area when did not passed the written exam instead the player will be warp back to the written exam entrance [JayPee]
-//============================================================
+//= 3.6 Fixed broken event calls. [Euphy]
+//============================================================
in_moc_16,19,33,1 script Guildsman#asn 55,{
if (Upper == 1) {
@@ -253,9 +254,9 @@ in_moc_16,19,33,1 script Guildsman#asn 55,{
mes "you to the office.";
close2;
set ASSIN_Q,0;
- if(checkquest(8000) != -1) {
+ if (checkquest(8000) != -1) {
changequest 8000,8001;
- }else{
+ } else {
setquest 8001;
}
warp "in_moc_16",19,76;
@@ -292,7 +293,7 @@ in_moc_16,19,33,1 script Guildsman#asn 55,{
in_moc_16,25,90,1 script Guildsman#ASN2 730,2,2,{
mes "[Assassin 'Khai']";
mes "Umm?!";
- Emotion e_gasp;
+ emotion e_gasp;
next;
mes "[Assassin 'Khai']";
mes "Come closer. I prefer to talk to people face to face. It really irritates me if I have to raise my voice, just so you can hear me.";
@@ -380,7 +381,7 @@ OnTouch:
close;
case 2:
mes "[Assassin 'Khai']";
- if (sex) {
+ if (Sex) {
mes "Huh. You must have a lot of self confidence to be a Thief nowadays.";
next;
mes "[Assassin 'Khai']";
@@ -1105,12 +1106,10 @@ OnInit:
OnStartArena:
warpwaitingpc "in_moc_16", 66, 151;
attachrid($@warpwaitingpc[0]);
- if(ASSIN_Q2<5)
- {
+ if (ASSIN_Q2 < 5) {
warpchar "in_moc_16",20,145,getcharid(0);
end;
}
-
donpcevent "Beholder#ASNTEST::OnEnable";
donpcevent "Keeper of the Door#ASN::OnDisable";
set getvariableofnpc(.DisableTraps,"Beholder#ASNTEST"),0;
@@ -1607,7 +1606,7 @@ OnTouch:
else {
mapannounce "in_moc_16",strcharinfo(0)+" has entered 'Guildmaster's room.'",bc_map;
savepoint "in_moc_16",181,183;
- donpcevent "Guildmaster#ASN2::OnDisable";
+ donpcevent "Guildmaster#ASN1::OnCast";
warp "in_moc_16",167,113;
end;
}
@@ -1629,7 +1628,7 @@ OnTouch:
mes "at the end of maze.";
close;
-OnDisable:
+OnCast:
mapannounce "in_moc_16","...Next volunteer, please come in.",bc_map;
end;
}
@@ -1882,7 +1881,7 @@ OnTouch:
mes "Haha, the needs of the body are sometimes hard to ignore. It's best to accept that part of human nature.";
next;
mes "[Guildmaster]";
- if (sex )
+ if (Sex)
mes "But you must never reveal to her the Assassin side of your life. No matter what it takes.";
else
mes "But you must never reveal to him the Assassin side of your life, no matter what it takes.";
@@ -1996,7 +1995,7 @@ OnTouch:
mes "'Beholder,' what";
mes "is your opinion?";
next;
- donpcevent "[Huey]::OnDisable";
+ disablenpc "[Huey]";
mes "[Beholder]";
mes "Well, I don't like the course score. But, somehow the whole test was passed. I'm okay with this person.";
next;
@@ -2240,58 +2239,17 @@ OnTouch:
close;
}
-in_moc_16,156,87,1 script [Huey] 55,{
- end;
-
-OnInit:
- disablenpc "[Huey]";
- end;
-}
-
-in_moc_16,156,85,1 script [Khai] 730,{
- end;
-
-OnInit:
- disablenpc "[Khai]";
- end;
-}
-
-in_moc_16,156,83,1 script [The Anonymous One] 106,{
- end;
-
-OnInit:
- disablenpc "[The Anonymous One]";
- end;
-}
-
-in_moc_16,156,81,2 script [Barcardi] 725,{
- end;
-
-OnInit:
- disablenpc "[Barcardi]";
- end;
-}
-
-in_moc_16,156,79,1 script [Beholder] 118,{
- end;
-
-OnInit:
- disablenpc "[Beholder]";
- end;
-}
-
-in_moc_16,156,77,1 script [Thomas] 118,{
- end;
-
-OnInit:
- disablenpc "[Thomas]";
- end;
-}
-
-in_moc_16,156,75,1 script [Gayle Maroubitz] 55,{
+- script #moc_assin_dup -1,{
end;
OnInit:
- disablenpc "[Gayle Maroubitz]";
+ disablenpc strnpcinfo(0);
end;
}
+in_moc_16,156,87,1 duplicate(#moc_assin_dup) [Huey] 55
+in_moc_16,156,85,1 duplicate(#moc_assin_dup) [Khai] 730
+in_moc_16,156,83,1 duplicate(#moc_assin_dup) [The Anonymous One] 106
+in_moc_16,156,81,2 duplicate(#moc_assin_dup) [Barcardi] 725
+in_moc_16,156,79,1 duplicate(#moc_assin_dup) [Beholder] 118
+in_moc_16,156,77,1 duplicate(#moc_assin_dup) [Thomas] 118
+in_moc_16,156,75,1 duplicate(#moc_assin_dup) [Gayle Maroubitz] 55
diff --git a/npc/jobs/2-1/blacksmith.txt b/npc/jobs/2-1/blacksmith.txt
index ba60ca5b4..f58158be3 100644
--- a/npc/jobs/2-1/blacksmith.txt
+++ b/npc/jobs/2-1/blacksmith.txt
@@ -14,13 +14,13 @@
//===== Additional Comments: =================================
//= Changed some npc names to the iRO names. Changed some variable
//= names and labels. Edited some text.[kobra_k88]
-//= Removed "if(JobLevel > 48) goto higher". It was a left over line.
+//= Removed "if (JobLevel > 48) goto higher". It was a left over line.
//= Thx to "Decker".[kobra_k88]
//= Fixed some typos, thanks to Riotblade [celest]
//= 1.3-1.5 Added Baby Class support [Lupus]
//= 1.6 Added a func which prevent advanced classes passing
-//= 2nd Job Quests again. It also guides adv classes where
-//= to go. [Lupus]
+//= 2nd Job Quests again. It also guides adv classes where
+//= to go. [Lupus]
//= 1.7 item quantity/ids typos fix
//= 1.8 Moved the Quest to Einbroch [Poki#3]
//= 2.0 Changed numbers to constants. [Vicious]
@@ -72,7 +72,7 @@ ein_in01,18,28,4 script Guildsman#BLS 731,{
mes "and tools is truly a form of art!";
next;
if (BaseClass == Job_Novice) {
- if (sex == 0) {
+ if (Sex == 0) {
mes "[Altiregen]";
mes "Oh~";
mes "what a very";
@@ -248,7 +248,7 @@ ein_in01,18,28,4 script Guildsman#BLS 731,{
else if (BSMITH_Q == 17 && countitem(1005) > 0 && JobLevel > 39) {
mes "[Altiregen]";
mes "Excellent, I can tell by the twinkle in your eye that you were successful. I can now bestow upon you the gift of the smithing, the art of the Blacksmith.";
- if(checkquest(2015) != -1) {
+ if (checkquest(2015) != -1) {
changequest 2015,2016;
}
next;
@@ -483,9 +483,9 @@ ein_in01,201,27,3 script Guildsman#alberta 63,{
mes "Let's see...your score is..." + .@black_q + " points.";
if (.@black_q == 100) {
set BSMITH_Q,3;
- if(checkquest(2001) != -1) {
+ if (checkquest(2001) != -1) {
changequest 2001,2002;
- }else{
+ } else {
changequest 2000,2002;
}
mes "Oh ho ho~";
@@ -500,7 +500,7 @@ ein_in01,201,27,3 script Guildsman#alberta 63,{
close;
}
set BSMITH_Q,2;
- if(checkquest(2001) == -1) {
+ if (checkquest(2001) == -1) {
changequest 2000,2001;
}
mes ".............";
@@ -653,7 +653,7 @@ ein_in01,201,27,3 script Guildsman#alberta 63,{
case 9:
mes "Okay, now take this to ^8E6B23Baisulist^000000 in Geffen of Rune-Midgarts Kingdom. Simply deliver it and bring me the receipt.";
getitem 1610,1; //Arc_Wand
- if(checkquest(2003) != -1) {
+ if (checkquest(2003) != -1) {
changequest 2003,2008;
}
next;
@@ -678,7 +678,7 @@ ein_in01,201,27,3 script Guildsman#alberta 63,{
case 10:
mes "Okay, now take this to ^8E6B23Wickebine^000000 in Morroc of Rune-Midgarts Kingdom. Simply deliver it and bring me the receipt.";
getitem 1219,1; //Gladius
- if(checkquest(2004) != -1) {
+ if (checkquest(2004) != -1) {
changequest 2004,2009;
}
next;
@@ -700,10 +700,10 @@ ein_in01,201,27,3 script Guildsman#alberta 63,{
mes "Anyway, take this";
mes "to ^8E6B23Wickebine^000000 in Morroc of Rune-Midgarts Kingdom,";
break;
- Case 11:
+ case 11:
mes "Okay, now take this to ^8E6B23Krongast^000000 in Lighthalzen. Simply deliver it and bring me the receipt.";
getitem 1119,1; //Tsurugi
- if(checkquest(2005) != -1) {
+ if (checkquest(2005) != -1) {
changequest 2005,2010;
}
next;
@@ -729,7 +729,7 @@ ein_in01,201,27,3 script Guildsman#alberta 63,{
case 12:
mes "Okay, now take this to ^8E6B23Talpiz^000000 in Payon of Rune-Midgarts Kingdom. Simply deliver this and bring me the receipt.";
getitem 1713,1; //Arbalest
- if(checkquest(2006) != -1) {
+ if (checkquest(2006) != -1) {
changequest 2006,2011;
}
next;
@@ -753,7 +753,7 @@ ein_in01,201,27,3 script Guildsman#alberta 63,{
case 13:
mes "Okay, now take this to ^8E6B23Bismarc^000000 in Hugel. Simply deliver this and bring back the receipt.";
getitem 1122,1; //Ring_Pommel_Saber
- if(checkquest(2007) != -1) {
+ if (checkquest(2007) != -1) {
changequest 2007,2012;
}
next;
@@ -850,16 +850,16 @@ ein_in01,201,27,3 script Guildsman#alberta 63,{
if (countitem(1073) > 0) {
set BSMITH_Q,15;
delitem 1073,1; //Merchant_Voucher_1
- if(checkquest(2008) != -1) {
+ if (checkquest(2008) != -1) {
changequest 2008,2013;
}
- else if(checkquest(2009) != -1) {
+ else if (checkquest(2009) != -1) {
changequest 2009,2013;
}
- else if(checkquest(2010) != -1) {
+ else if (checkquest(2010) != -1) {
changequest 2010,2013;
}
- else if(checkquest(2011) != -1) {
+ else if (checkquest(2011) != -1) {
changequest 2011,2013;
}
else {
@@ -1616,7 +1616,7 @@ geffen_in,109,170,3 script Blacksmith Guildsman#gef 726,{
mes "Excuse me, but you do not have enough money.";
close;
}
- set zeny,zeny-600;
+ set Zeny, Zeny-600;
warp "izlude",94,103;
end;
case 3:
diff --git a/npc/jobs/2-1/hunter.txt b/npc/jobs/2-1/hunter.txt
index 2777e0a43..326ef5fbb 100644
--- a/npc/jobs/2-1/hunter.txt
+++ b/npc/jobs/2-1/hunter.txt
@@ -1,17 +1,15 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Hunter Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= EREMES THE CANIVALIZER (Aegis)Translated by yoshiki (Aegis)
//= Converted by kobra_k88
//= Further bugfixed and tested by Lupus
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 3.7
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Job Change quest for Hunter class.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 0.5 Fully working.
//= 0.6 Changed global variable names to unique ones.
//= 0.7 - 0.8 Updates for rAthena +Knight2,Crusader2 fix
@@ -22,8 +20,8 @@
//= 1.3 Added Baby Class support [Lupus]
//= 1.5 Fixed possible EXP abuse [Lupus]
//= 1.6 Added a func which prevent advanced classes passing
-//= 2nd Job Quests again. It also guides adv classes where
-//= to go. [Lupus]
+//= 2nd Job Quests again. It also guides adv classes where
+//= to go. [Lupus]
//= 1.6a Infinite Arrows exploit fix (thanx to Lorky, that
//= reported the bug) [Lupus]
//= 1.7 Moved the Job QUest to Hugel [Poki#3]
@@ -46,19 +44,19 @@
//= 3.0a Corrected a Typo error ";;". [Samuray22]
//= 3.1 Now uses enable and disable waitingroomevent. [L0ne_W0lf]
//= 3.2 Fixes a bug where the timer was stopped causing the [L0ne_W0lf]
-//= test to freeze. (bugreport:1099)
+//= test to freeze. (bugreport:1099)
//= 3.3 Added missing next. [L0ne_W0lf]
//= 3.4 Corrected some Issues with the Waiting Room. (bugreport:1890) [Samuray22]
-//= -Deleted a Unnecesary Next; on Hunter Guildsman#hnt. (bugreports:1665,2239,2179)
+//= Deleted a Unnecesary Next; on Hunter Guildsman#hnt. (bugreports:1665,2239,2179)
//= 3.5 Added Quest Log commands. [Kisuka]
//= 3.6 Removed the need for use of 'goto.' [L0ne_W0lf]
//= 3.7 Modified the quest to renewal. [Vali] (Thanks to Muad_Dib for the necessary info).
-//============================================================
+//============================================================
// Notices in the old Hunter Guild.
-//============================================================
+//============================================================
in_hunter,99,99,4 script Hunter Info#hnt::HntNotice 727,{
- mes "============ Notice ============";
+ mes "============Notice ============";
mes "We would like to inform that the Hunter Job Change Location";
mes "has been moved to ^ff0000Hugel^000000 in the Schwaltzvalt Republic.";
next;
@@ -77,7 +75,7 @@ in_hunter,99,99,4 script Hunter Info#hnt::HntNotice 727,{
pay_fild10,148,252,3 duplicate(HntNotice) Job Change Location#hu 857
// Actual Job quest start
-//============================================================
+//============================================================
hu_in01,386,373,4 script Hunter Guildsman#hnt 727,{
if (Upper == 1) {
mes "[Hunter Sherin]";
@@ -125,7 +123,7 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 727,{
mes "Oh, a person who serves God! Nice to meet you. There aren't many people like you that visit this place~ Hehe.";
close;
}
- else if (Baseclass == Job_Merchant) {
+ else if (BaseClass == Job_Merchant) {
mes "[Hunter Guildsman]";
mes "Oh...";
mes "How's your business coming along?";
@@ -182,7 +180,7 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 727,{
mes "[Hunter Sherin]";
mes "Tada~ Congratulations!";
mes "You look great as a Hunter!!";
- set .@joblvl,joblevel;
+ set .@joblvl, JobLevel;
completequest 4013;
callfunc "Job_Change",Job_Hunter;
callfunc "F_ClearJobVar"; // clears all job variables for the current player
@@ -438,7 +436,7 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 727,{
mes "Just give the item to the Demon Hunter, the guy who's all the way to the left in this area~";
next;
mes "[Hunter Sherin]";
- if (sex)
+ if (Sex)
mes "If you decide to become a Hunter, promise to come visit me. I want to see you as a Hunter. You would look great!!";
else
mes "If you decide to become a Hunter, come and visit me, okay? You're pretty, but... You'd be even prettier as a Hunter. Hehe~";
@@ -517,7 +515,7 @@ hu_in01,382,382,4 script Guild Receptionist#hnt 732,{
case 5: setarray .@items[0], 935,9, 955,9, 508,9, 7; changequest 4001,4006; break;
//Tooth_Of_Bat, Sticky_Mucus, Bear's_Foot
case 6: setarray .@items[0], 913,3, 938,1, 948,1, 8; changequest 4001,4007; break;
- //Porcupine_Spike, Yoyo_Tailm Acorn
+ //Porcupine_Spike, Yoyo_Tail, Acorn
case 7: setarray .@items[0], 1027,2, 942,1, 1026,1, 9; changequest 4001,4008; break;
}
if (.@selection == 1) {
@@ -538,7 +536,7 @@ hu_in01,382,382,4 script Guild Receptionist#hnt 732,{
switch(HNTR_Q) {
//Insect_Feeler/Claw_Of_Desert_Wolf, Wooden_Block, White_Herb
case 3: setarray .@items[0], (.@i?928:7030),5, 1019,5, 509,3, 10; break;
- //Bill_Of_Birds, Skel_Bonem Green_Herb
+ //Bill_Of_Birds, Skel_Bone, Green_Herb
case 4: setarray .@items[0], 925,3, 932,5, 511,3, 10; break;
//Colorful_Shell/Posionous_Canine, Animal's_Skin, Red_Herb
case 5: setarray .@items[0], (.@i?1013:937),3, 919,3, 507,5, 10; break;
@@ -548,7 +546,7 @@ hu_in01,382,382,4 script Guild Receptionist#hnt 732,{
case 7: setarray .@items[0], 935,9, 955,9, 508,9, 11; break;
//Tooth_Of_Bat, Sticky_Mucus, Bear's_Foot
case 8: setarray .@items[0], 913,3, 938,1, 948,1, 11; break;
- //Porcupine_Spike, Yoyo_Tailm Acorn
+ //Porcupine_Spike, Yoyo_Tail, Acorn
case 9: setarray .@items[0], 1027,2, 942,1, 1026,1, 11; break;
}
mes "[Demon Hunter]";
@@ -1265,7 +1263,7 @@ OnTouch:
}
// Hunter Job test traps.
-//============================================================
+//============================================================
job_hunte,52,140,0 script 1-1::HntTrap -1,0,1,{
OnTouch:
switch(rand(200)) {
diff --git a/npc/jobs/2-1/knight.txt b/npc/jobs/2-1/knight.txt
index f3b31c0a0..cde608454 100644
--- a/npc/jobs/2-1/knight.txt
+++ b/npc/jobs/2-1/knight.txt
@@ -1,17 +1,15 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Knight Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= PGRO TEAM (Aegis).
//= Converted by kobra_k88
//= Further bugfixed and tested by Lupus
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 3.3
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Job Change quest for Knight class.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 Fully working. Please comment out any pre-existing warps for the
//= test rooms in any other files so that the ones specified here can work.
//= 1.1 Fixed a major bug. Now using the initnpctimer command,
@@ -30,7 +28,7 @@
//= 2.3 Several bugfixes with the help of Barron-Monster. [L0ne_W0lf]
//= 2.4 Minor fixes to timer#knt. [L0ne_W0lf]
//= 2.5 Fixes a small bug with making claymores. [L0ne_W0lf]
-//= Corrected usages of killmonster and killmonsterall.
+//= Corrected usages of killmonster and killmonsterall.
//= 2.6 Corrected an improper areawarp destination. [L0ne_W0lf]
//= 2.7 Deleted unused variables. [Samuray22]
//= 2.7a Corrected a Typo error ";;". [Samuray22]
@@ -40,7 +38,7 @@
//= 3.1 Modified the quest to renewal. [Vali] (Thanks to Muad_Dib for the necessary info).
//= 3.2 More Renewal updates and some optimization. [Euphy]
//= 3.3 Fixed missing changequest. [Joseph]
-//============================================================
+//============================================================
prt_in,88,101,4 script Chivalry Captain#knt 56,{
mes "[Captain Herman]";
@@ -373,7 +371,7 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
mes "to Amy's opinion.";
next;
mes "[Lady Amy]";
- if (sex) {
+ if (Sex) {
mes "Mmm~ He's so polite!";
mes "He'll grow to be a wonderful Knight. And he's got such cute widdle cheeeeks~ Hee hee!";
}
@@ -392,7 +390,7 @@ prt_in,88,101,4 script Chivalry Captain#knt 56,{
mes "your mind.";
next;
mes "[Sir Edmond]";
- if (sex) {
+ if (Sex) {
mes "He seems a little rough, but something bright shines within him. With polish and refinement, his true value will shine forth";
mes "as the sun.";
}
@@ -694,7 +692,7 @@ prt_in,71,91,0 script Sir Siracuse#knt 65,{
mes "If you catch any of the new guys acting in a way unbecoming of a Knight, scold them for me please?";
close;
}
- else if (Baseclass == Job_Novice) {
+ else if (BaseClass == Job_Novice) {
mes "Oh?";
mes "What is a Novice";
mes "doing here?";
@@ -2028,8 +2026,7 @@ prt_in,87,92,4 script Sir Gray#knt 119,{
mes "1 ^3355FFSteel^000000 because of the Claymore's characteristics. If you like, I can create one for you. For the honor of the Prontera Chivalry!";
close;
case 2:
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 1800) {
+ if (MaxWeight - Weight < 1800) {
mes "[Sir Gray]";
mes "Oh no...";
mes "It seems that you are carrying too many things. You don't have enough space for a heavy Claymore in your inventory.";
diff --git a/npc/jobs/2-1/priest.txt b/npc/jobs/2-1/priest.txt
index c05b140aa..cca2860a0 100644
--- a/npc/jobs/2-1/priest.txt
+++ b/npc/jobs/2-1/priest.txt
@@ -1,22 +1,22 @@
//===== Hercules Script ======================================
//= Priest Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= Translated By: Pgro Team (OwNaGe)(Aegis)
//= Converted by: kobra_k88.
//= Further bugfixed and tested by Lupus
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 2.6
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Job Change quest for Priest class.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= Fully working. Changed the way Priests enter the test room to help Acos.
//= Must use this with the included Acolyte quest to work properely.
//= 1.3 Added Baby Class support, fixed 3 wrong constants bugs [Lupus]
//= 1.5 Fixed possible EXP abuse [Lupus]
//= 1.6 Added a func which prevent advanced classes passing
-//= 2nd Job Quests again. It also guides adv classes where
-//= to go. [Lupus]
+//= 2nd Job Quests again. It also guides adv classes where
+//= to go. [Lupus]
//= 2.0 Changed numbers to constants. [Vicious]
//= 2.1 Merged JFunc [Lupus]
//= 2.1a Fixed typo [KarLaeda]
@@ -47,7 +47,7 @@ prt_church,16,41,4 script High Bishop#prst 60,{
if (BaseJob == Job_Priest) {
mes "[Bishop Paul]";
mes "Ah...";
- if (sex)
+ if (Sex)
mes "It is good to see you again, Brother " + strcharinfo(0) + ". Once again, God's grace has caused our paths to cross.";
else
mes "It is good to see you once again, Sister " + strcharinfo(0) + ". The grace of God has brought you once more before me.";
@@ -114,7 +114,7 @@ prt_church,16,41,4 script High Bishop#prst 60,{
else if (BaseClass == Job_Novice) {
mes "[Bishop Paul]";
mes "May God be";
- if (sex)
+ if (Sex)
mes "with you, brother.";
else
mes "with you, sister.";
@@ -147,7 +147,7 @@ prt_church,16,41,4 script High Bishop#prst 60,{
else {
mes "[Bishop Paul]";
mes "May God be";
- if (sex)
+ if (Sex)
mes "with you, brother.";
else
mes "with you, sister.";
@@ -202,7 +202,7 @@ prt_church,16,41,4 script High Bishop#prst 60,{
if (PRIEST_Q == 0) {
mes "[Bishop Paul]";
mes "May God bless";
- if (sex)
+ if (Sex)
mes "you, Brother.";
else
mes "you, Sister.";
@@ -242,7 +242,7 @@ prt_church,16,41,4 script High Bishop#prst 60,{
set PRIEST_Q,1;
setquest 8009;
mes "[Bishop Paul]";
- if (sex)
+ if (Sex)
mes "Now I will explain the Three Trials of Priesthood. These tribulations will bring you much suffering, but I hope you can complete them, Brother " + strcharinfo(0) + ".";
else
mes "Now I will explain the Three Trials of Priesthood. These tribulations will bring you much suffering, but I hope you can complete them, Sister " + strcharinfo(0) + ".";
@@ -327,7 +327,7 @@ prt_church,16,41,4 script High Bishop#prst 60,{
mes "Thank you for asking.";
next;
mes "[Bishop Paul]";
- if (sex)
+ if (Sex)
mes "I hope you will continue to go on your mission as God's servant, brother.";
else
mes "I hope you will continue to go on your mission as God's servant, sister.";
@@ -499,7 +499,7 @@ prt_church,16,41,4 script High Bishop#prst 60,{
mes "[Bishop Paul]";
mes "God, grant your power to your servant standing before you.";
changequest 8015,8016;
- if (sex)
+ if (Sex)
mes "Let him send your message throughout the ends of the earth.";
else
mes "Let her send your message throughout the ends of the earth.";
@@ -575,7 +575,7 @@ prt_church,27,24,1 script Sister Cecilia 79,{
close;
}
if (PRIEST_Q == 0) {
- if (sex)
+ if (Sex)
mes "May God bless you, brother.";
else
mes "May God bless you, sister.";
@@ -656,7 +656,7 @@ prt_church,27,24,1 script Sister Cecilia 79,{
mes "Welcome. You demonstrated great effort to accomplish your first trial. Now, speak to Bishop Paul so that you can begin your next trial on your path to Priesthood.";
next;
mes "[Sister Cecilia]";
- if (sex)
+ if (Sex)
mes "Brother "+ strcharinfo(0) +"...";
else
mes "Sister "+ strcharinfo(0) +"...";
@@ -702,14 +702,14 @@ prt_church,27,24,1 script Sister Cecilia 79,{
}
next;
mes "[Sister Cecilia]";
- if (sex)
+ if (Sex)
mes "Brother "+ strcharinfo(0) +"...";
else
mes "Sister "+ strcharinfo(0) +"...";
mes "We will now begin your formal oath for the Priesthood. Make yourself comfortable, and just answer with your heart.";
next;
mes "[Sister Cecilia]";
- if (sex)
+ if (Sex)
mes "Brother "+ strcharinfo(0) +",";
else
mes "Sister "+ strcharinfo(0) +",";
@@ -800,7 +800,7 @@ prt_church,27,24,1 script Sister Cecilia 79,{
close;
}
mes "[Sister Cecilia]";
- if (sex)
+ if (Sex)
mes "Brother "+ strcharinfo(0) +"...";
else
mes "Sister "+ strcharinfo(0) +"...";
@@ -846,7 +846,7 @@ job_prist,24,187,4 script Peter S. Alberto 110,{
mes "[Father Peter]";
if (BaseJob == Job_Priest) {
mes "Welcome!";
- if (sex)
+ if (Sex)
mes "Brother "+ strcharinfo(0) +"!";
else
mes "Sister "+ strcharinfo(0) +"!";
@@ -1034,7 +1034,7 @@ job_prist,23,187,1 script Peter S. Alberto#2 110,{
mes "[Father Peter]";
if (BaseJob == Job_Priest) {
mes "Welcome!";
- if (sex)
+ if (Sex)
mes "Brother "+ strcharinfo(0) +"!";
else
mes "Sister "+ strcharinfo(0) +"!";
@@ -1370,7 +1370,7 @@ OnTouch:
mes "[Deviruchi]";
mes "But how about this...? Now, isn't this an attractive sight? A nice, shiny new card. Mint condition. Not too many people have this you know. But I happen to have soooo many, my pockets hurt.";
next;
- cutin "¹Ì½ºÆ®·¹½ºÄ«µå.bmp",4;
+ cutin "¹Ì½ºÆ®·¹½ºÄ«µå.bmp",4; // Mistress Card
mes "[Deviruchi]";
mes "Isn't it everyone's dream to have one of these? Think about it, being a Priest can only bring you suffering...";
next;
@@ -1380,7 +1380,7 @@ OnTouch:
mes "This card can";
mes "can be yours...";
next;
- cutin "¹Ì½ºÆ®·¹½ºÄ«µå.bmp",255;
+ cutin "¹Ì½ºÆ®·¹½ºÄ«µå.bmp",255; // Mistress Card
mes "[Deviruchi]";
mes "Theoretically!";
mes "BWAHAHAHAHAHAHAHA!";
@@ -1389,7 +1389,7 @@ OnTouch:
warp "mjolnir_05",200,200;
end;
}
- cutin "¹Ì½ºÆ®·¹½ºÄ«µå.bmp",255;
+ cutin "¹Ì½ºÆ®·¹½ºÄ«µå.bmp",255; // Mistress Card
mes "[Deviruchi]";
mes "Did...";
mes "Did you just tell";
diff --git a/npc/jobs/2-1/wizard.txt b/npc/jobs/2-1/wizard.txt
index 6598a0cc2..549ebcc95 100644
--- a/npc/jobs/2-1/wizard.txt
+++ b/npc/jobs/2-1/wizard.txt
@@ -1,16 +1,14 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Wizard Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= (Aegis) Translated by yoshiki, converted by kobra_k88
//= Further bugfixed and tested by Lupus
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 3.3
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Job Change quest for Wizard class.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 2.4 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
//= 2.5 Several bugfixes with the help of Barron-Monster. [L0ne_W0lf]
//= 2.5a More bugfixes care of Barron-Monster. [L0ne_W0lf]
@@ -18,7 +16,7 @@
//= 2.5c Bug fixes. Cleaned up some NPCs slightly. [L0ne_W0lf]
//= 2.6 Fixed Water Room not warping on time-up. [L0ne_W0lf]
//= 2.7 Now uses enable and disable waitingroomevent. [L0ne_W0lf]
-//= Other minor fixes to various NPCs.
+//= Other minor fixes to various NPCs.
//= 2.7a Added end; :D (bugreport:2038) [Yommy]
//= 2.8 Fixed donpcevent to doevent. (bugreport:2311) [SoulBlaker]
//= 2.9 Reverted the change of donpcevent to doevent. [L0ne_W0lf]
@@ -27,7 +25,7 @@
//= 3.1 Removed the need for use of 'goto.' [L0ne_W0lf]
//= 3.2 Modified the quest to renewal. [Vali] (Thanks to Muad_Dib for the necessary info).
//= 3.3 Fixed waitingroom bug. [Euphy]
-//============================================================
+//============================================================
gef_tower,111,37,4 script Wizard Guildsman 70,{
if (Upper == 1) {
@@ -47,7 +45,7 @@ gef_tower,111,37,4 script Wizard Guildsman 70,{
mes "Now, excuse me.";
next;
mes "[Catherine]";
- if (sex)
+ if (Sex)
mes "Well, If you intended to ask me on a date... I appreciate it...hohoho.";
else
mes "Well, if you fix me up with a cute guy... I'd appreciate it...hohoho!.";
@@ -375,7 +373,7 @@ gef_tower,111,37,4 script Wizard Guildsman 70,{
mes "You...*sigh*...I didn't think you would do such a dishonorable thing.";
next;
mes "[Catherine]";
- if (sex) {
+ if (Sex) {
mes "Granted you're a mage, but how could a guy be so weak?!";
mes "Well, at least your alive still. Go back and try harder this time. ~tehehehe";
}
@@ -457,7 +455,7 @@ gef_tower,102,24,2 script Gloomy Wizard 735,{
next;
mes "[Raulel]";
mes "Don't live dishonestly, or impolitely, or else one day you'll be caught in a spell you can't control, and BOOM, your dead!";
- if (sex == 1) {
+ if (Sex) {
mes "If you don't want that to happen, then learn how to use spells properly!";
next;
mes "[Raulel]";
@@ -1962,9 +1960,9 @@ gef_tower,107,36,4 script White Dog#wiz 81,{
}
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= 1.1 Now using the initnpctimer command, donpcevent,
//= and new waitingroom event commands. No more addtimer spamming.
//= No longer have to talk to the npc to take the test. Just enter the chat room.
diff --git a/npc/jobs/2-1a/AssassinCross.txt b/npc/jobs/2-1a/AssassinCross.txt
index a1f12d64b..ff15ab302 100644
--- a/npc/jobs/2-1a/AssassinCross.txt
+++ b/npc/jobs/2-1a/AssassinCross.txt
@@ -3,15 +3,15 @@
//===== By: ==================================================
//= Nana
//= finished, optimized and tested by Lupus
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.3
-//===== Description: =========================================
+//===== Description: =========================================
//= Advance Class jobchanger after kRO Normals.
-//===== Additional Comments: =================================
-//= v1.1 Made all into functions, additional checks, etc. [Lupus]
-//= v1.2 Made numbers into constants. [Vicious]
+//===== Additional Comments: =================================
+//= 1.1 Made all into functions, additional checks, etc. [Lupus]
+//= 1.2 Made numbers into constants. [Vicious]
//= 1.3 Now saves/restores all the quest skills [Lupus]
-//============================================================
+//============================================================
valkyrie,44,58,5 script Assassin Cross#Valkyrie 725,{
if (ADVJOB == 0 || Upper != 1) {
diff --git a/npc/jobs/2-1a/HighPriest.txt b/npc/jobs/2-1a/HighPriest.txt
index ae96a122e..9c6109dba 100644
--- a/npc/jobs/2-1a/HighPriest.txt
+++ b/npc/jobs/2-1a/HighPriest.txt
@@ -1,19 +1,17 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Advance Class jobchanger after kRO Normals.
//===== By: ==================================================
//= Nana
//= finished, optimized and tested by Lupus
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= rAthena 1.0 +
-//===== Description: =========================================
+//===== Description: =========================================
//= Advance Class jobchanger after kRO Normals.
-//===== Additional Comments: =================================
-//= v1.1 Made all into functions, additional checks, etc. [Lupus]
-//= v1.2 Made numbers into constants. [Vicious]
+//===== Additional Comments: =================================
+//= 1.1 Made all into functions, additional checks, etc. [Lupus]
+//= 1.2 Made numbers into constants. [Vicious]
//= 1.3 Now saves/restores all the quest skills [Lupus]
-//============================================================
+//============================================================
valkyrie,44,42,5 script High Priest#Valkyrie 60,{
if (ADVJOB == 0 || Upper != 1) {
diff --git a/npc/jobs/2-1a/HighWizard.txt b/npc/jobs/2-1a/HighWizard.txt
index 58f1bfce8..6a152a5cb 100644
--- a/npc/jobs/2-1a/HighWizard.txt
+++ b/npc/jobs/2-1a/HighWizard.txt
@@ -1,19 +1,17 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Advance Class jobchanger after kRO Normals.
//===== By: ==================================================
//= Nana
//= finished, optimized and tested by Lupus
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= rAthena 1.0 +
-//===== Description: =========================================
+//===== Description: =========================================
//= Advance Class jobchanger after kRO Normals.
-//===== Additional Comments: =================================
-//= v1.1 Made all into functions, additional checks, etc. [Lupus]
-//= v1.2 Made numbers into constants. [Vicious]
+//===== Additional Comments: =================================
+//= 1.1 Made all into functions, additional checks, etc. [Lupus]
+//= 1.2 Made numbers into constants. [Vicious]
//= 1.3 Now saves/restores all the quest skills [Lupus]
-//============================================================
+//============================================================
valkyrie,44,47,5 script High Wizard#Valkyrie 735,{
if (ADVJOB == 0 || Upper != 1) {
diff --git a/npc/jobs/2-1a/LordKnight.txt b/npc/jobs/2-1a/LordKnight.txt
index ba998483e..f1254c08a 100644
--- a/npc/jobs/2-1a/LordKnight.txt
+++ b/npc/jobs/2-1a/LordKnight.txt
@@ -1,19 +1,17 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Advance Class jobchanger after kRO Normals.
//===== By: ==================================================
//= Nana
//= finished, optimized and tested by Lupus
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= rAthena 1.0 +
-//===== Description: =========================================
+//===== Description: =========================================
//= Advance Class jobchanger after kRO Normals.
-//===== Additional Comments: =================================
-//= v1.1 Made all into functions, additional checks, etc. [Lupus]
-//= v1.2 Made numbers into constants. [Vicious]
+//===== Additional Comments: =================================
+//= 1.1 Made all into functions, additional checks, etc. [Lupus]
+//= 1.2 Made numbers into constants. [Vicious]
//= 1.3 Now saves/restores all the quest skills [Lupus]
-//============================================================
+//============================================================
valkyrie,44,39,5 script Lord Knight#Valkyrie 56,{
if (ADVJOB == 0 || Upper != 1) {
diff --git a/npc/jobs/2-1a/Sniper.txt b/npc/jobs/2-1a/Sniper.txt
index cf5f4881e..de9b8e44e 100644
--- a/npc/jobs/2-1a/Sniper.txt
+++ b/npc/jobs/2-1a/Sniper.txt
@@ -1,19 +1,17 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Advance Class jobchanger after kRO Normals.
//===== By: ==================================================
//= Nana
//= finished, optimized and tested by Lupus
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= rAthena 1.0 +
-//===== Description: =========================================
+//===== Description: =========================================
//= Advance Class jobchanger after kRO Normals.
-//===== Additional Comments: =================================
-//= v1.1 Made all into functions, additional checks, etc. [Lupus]
-//= v1.2 Made numbers into constants. [Vicious]
+//===== Additional Comments: =================================
+//= 1.1 Made all into functions, additional checks, etc. [Lupus]
+//= 1.2 Made numbers into constants. [Vicious]
//= 1.3 Now saves/restores all the quest skills [Lupus]
-//============================================================
+//============================================================
valkyrie,44,55,5 script Sniper#Valkyrie 727,{
if (ADVJOB == 0 || Upper != 1) {
diff --git a/npc/jobs/2-1a/WhiteSmith.txt b/npc/jobs/2-1a/WhiteSmith.txt
index 42ac6164b..174fb2582 100644
--- a/npc/jobs/2-1a/WhiteSmith.txt
+++ b/npc/jobs/2-1a/WhiteSmith.txt
@@ -1,19 +1,17 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Advance Class jobchanger after kRO Normals.
//===== By: ==================================================
//= Nana
//= finished, optimized and tested by Lupus
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= rAthena 1.0 +
-//===== Description: =========================================
+//===== Description: =========================================
//= Advance Class jobchanger after kRO Normals.
-//===== Additional Comments: =================================
-//= v1.1 Made all into functions, additional checks, etc. [Lupus]
-//= v1.2 Made numbers into constants. [Vicious]
+//===== Additional Comments: =================================
+//= 1.1 Made all into functions, additional checks, etc. [Lupus]
+//= 1.2 Made numbers into constants. [Vicious]
//= 1.3 Now saves/restores all the quest skills [Lupus]
-//============================================================
+//============================================================
valkyrie,44,50,5 script MasterSmith#Valkyrie 731,{
if (ADVJOB == 0 || Upper != 1) {
diff --git a/npc/jobs/2-1e/StarGladiator.txt b/npc/jobs/2-1e/StarGladiator.txt
index 778aa09c9..d5797edd3 100644
--- a/npc/jobs/2-1e/StarGladiator.txt
+++ b/npc/jobs/2-1e/StarGladiator.txt
@@ -1,21 +1,19 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Star Gladiator Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= Celestria, Samuray22
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Job Change quest for Star Gladiator class.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.1 Updated to the Aegis Standards. [Samuray22]
//= 1.1a Corrected a minor error respect to the header. [Samuray22]
//= 1.1b Corrected NPC name length warning. [L0ne_W0lf]
//= 1.1c Changed item names to item IDs. [Samuray22]
//= 1.2 Another round of updates to the script. [L0ne_W0lf]
-//= Removes the use of labels, and correcets other errors.
+//= Removes the use of labels, and correcets other errors.
//= 1.3 Added Quest Log commands. [Kisuka]
//============================================================
@@ -1636,11 +1634,11 @@ job_star,161,33,0 script Cheehee#job_star 77,{
close;
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= A temp Star Gladiator Job Changer based on the kRO quest.
//= Quest info from RagnaInfo.
//= Sprites from kRO screenshots, bar two which I just had to guess at.
//= 1.0 Optimized, updated [Lupus]
-//============================================================
+//============================================================
diff --git a/npc/jobs/2-2/alchemist.txt b/npc/jobs/2-2/alchemist.txt
index dd568b9ef..e0ea187ea 100644
--- a/npc/jobs/2-2/alchemist.txt
+++ b/npc/jobs/2-2/alchemist.txt
@@ -2,20 +2,20 @@
//= Alchemist Job Quest
//===== By: ==================================================
//= nestor_zulueta (Fusion), converted by Darkchild
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 3.0
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Job quest for Alchemist classes
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 2.5 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
-//= No longer uses function "F_BlockHigh"
+//= No longer uses function "F_BlockHigh"
//= 2.6 Corrected a bug in advanced class checking. [L0ne_W0lf]
//= 2.7 Added missing checkweights. [L0ne_W0lf]
//= 2.8 Fixed minor typo in test section. [L0ne_W0lf]
//= 2.9 Added Quest Log commands. [Kisuka]
//= 3.0 Removed the need for use of 'goto.' [L0ne_W0lf]
-//============================================================
+//============================================================
alde_alche,27,185,5 script Alchemist Guildsman#am 744,{
mes "[Parmy Gianino]";
@@ -175,7 +175,7 @@ alde_alche,27,185,5 script Alchemist Guildsman#am 744,{
mes "Come back to me when you have 50,000 Zeny, otherwise we can't process your application.";
close;
}
- set zeny,zeny-50000;
+ set Zeny, Zeny-50000;
mes "[Parmy Gianino]";
mes "Let's see.";
mes "" + strcharinfo(0);
@@ -440,7 +440,7 @@ alde_alche,175,107,3 script Fastidious Alchemist#am 749,{
mes "Wait...";
mes "Maybe I've";
mes "misjudged you.";
- if (sex == 1) {
+ if (Sex) {
mes "You might be a pretty boy,";
mes "but I can tell you're smart";
mes "from your eyes.";
@@ -1888,8 +1888,7 @@ alde_alche,145,19,1 script Chief Researcher#am 57,{
}
}
else if (ALCH_Q == 22) {
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 1370) {
+ if (MaxWeight - Weight < 1370) {
mes "[Nicholas Flamel]";
mes "Whoa...";
mes "You're carrying too much stuff! First, put some of your things in Kafra Storage.";
@@ -1978,23 +1977,24 @@ alde_alche,145,19,1 script Chief Researcher#am 57,{
}
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
-//= v1.0 Working.
-//= npc/quests/counteragent_mixture.txt Also Needed
-//= npc/quests/quests_yuno.txt Also Needed [Darkchild]
-//= v1.1 Fixed some minor bugs. Optimized some lines. Re-organized the script a bit.
-//= Giving Parmry NPC, Hammer and Old Book now waves the 50000 fee. (based of mRO website)
-//= Having a joblvl of 50 allows you to skip Rasputin's test. (based of mRO website) [kobra_k88]
+//============================================================
+//= 1.0 Working.
+//= npc/quests/counteragent_mixture.txt Also Needed
+//= npc/quests/quests_yuno.txt Also Needed [Darkchild]
+//= 1.1 Fixed some minor bugs. Optimized some lines. Re-organized the script a bit.
+//= Giving Parmry NPC, Hammer and Old Book now waves the 50000 fee. (based of mRO website)
+//= Having a joblvl of 50 allows you to skip Rasputin's test. (based of mRO website) [kobra_k88]
//= 1.2 fixed a few typos (have to hunt more) [Lupus]
//= 1.3 Added Baby Class Support [Lupus]
//= 1.6 Added a func which prevent advanced classes passing
-//= 2nd Job Quests again. It also guides adv classes where
-//= to go. [Lupus]
+//= 2nd Job Quests again. It also guides adv classes where
+//= to go. [Lupus]
//= 1.6a fixed some wrong answers, thanks to zlider for info [Lupus]
//= 2.0 Changed numbers to constants. [Vicious]
//= 2.2 Got rid of 'al_morgen' var. Now uses (MISC_QUEST & 4) [Lupus]
//= 2.3 Optimized, changed job numbers to constants. Fixed some spelling [Lupus]
//= 2.4 Added alternative prizes according to JobLevel [Lupus]
//= 2.4a Fixed 2 wrong answers in Rasputin's test [Lupus]
+//============================================================
diff --git a/npc/jobs/2-2/bard.txt b/npc/jobs/2-2/bard.txt
index 77a81374f..3b7c5d509 100644
--- a/npc/jobs/2-2/bard.txt
+++ b/npc/jobs/2-2/bard.txt
@@ -2,9 +2,9 @@
//= Bard Job Quest
//===== By: ==================================================
//= Muad_Dib(The Prometheus Project), Lupus, Samuray22
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 2.6
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Job quest for Bard class
//===== Additional Comments: =================================
@@ -80,7 +80,7 @@ comodo,226,123,5 script Wandering Bard 741,{
mes "Always full of happy moments~";
next;
mes "[Lalo]";
- if (sex) {
+ if (Sex) {
mes "Forget about your worries~";
mes "And enjoy everything~";
}
@@ -94,7 +94,7 @@ comodo,226,123,5 script Wandering Bard 741,{
else if(BARD_Q == 0) {
cutin "job_bard_aiolo01",2;
mes "[Lalo]";
- if (sex) mes "Hi! Delightful Archer.";
+ if (Sex) mes "Hi! Delightful Archer.";
else mes "Hello! Beautiful Archer Lady.";
mes "How can a wanderer like me help you?";
next;
@@ -935,9 +935,9 @@ S_ChangeJob:
end;
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= 07/06/05 : Added 1st Version. [Muad_Dib]
//= Converted to rAthena format by Dr.Evil
//= Info about gifts and other info --> http://www.ragnainfo.net/forums/viewtopic.php?t=51467&start=0
@@ -946,5 +946,6 @@ S_ChangeJob:
//= 1.2 Fixed wrong item ID, added missing commands [Lupus]
//= 1.3 Updated flower sub-quest according to official [Lupus]
//= 1.4 Changed priority for the gifts. Now you can win the 1st
-//= prize, too. Added Izidor flower [Lupus]
+//= prize, too. Added Izidor flower [Lupus]
//= 2.0 Changed numbers to constants. [Vicious]
+//============================================================
diff --git a/npc/jobs/2-2/crusader.txt b/npc/jobs/2-2/crusader.txt
index 3fa61960f..e11a45382 100644
--- a/npc/jobs/2-2/crusader.txt
+++ b/npc/jobs/2-2/crusader.txt
@@ -1,16 +1,14 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Crusader Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= Made by: Black Dragon
//= Converted by: Shin
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 3.3
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Job quest for Crusader classes
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 2.2 Updated All NPCs to the officials one [Samuray22]
//= -Based on the ASB 4.0 Package.
//=-Maybe need be checked the monsters in the test 2 and 4.
@@ -34,8 +32,8 @@
//= 3.3 Removed the need for use of 'goto.' [L0ne_W0lf]
//============================================================
-
-//=============== Senior Crusader: 1st Collect Items Test============================
+// Senior Crusader: 1st Collect Items Test
+//============================================================
prt_castle,45,169,5 script Senior Crusader 752,{
mes "[Michael Halig]";
if (Upper == 1) { //the baby classes were totally blocked... due to missing == 1
@@ -127,7 +125,7 @@ prt_castle,45,169,5 script Senior Crusader 752,{
mes "Train yourself more as a Swordsman and wait for your calling. I understand your intent, but as of now, you cannot join us.";
close;
}
- if (Skillpoint) {
+ if (SkillPoint) {
mes "[Michael Halig]";
mes "You haven't finished learning everything as a Swordsman. Use all of your remaining skill points, and then return to me.";
close;
@@ -207,7 +205,7 @@ prt_castle,45,169,5 script Senior Crusader 752,{
close;
}
mes "[Michael Halig]";
- if (sex) mes "If you, too, are a man of the sword, constantly train and prepare yourself. No one knows when the Holy War may begin.";
+ if (Sex) mes "If you, too, are a man of the sword, constantly train and prepare yourself. No one knows when the Holy War may begin.";
else mes "As a woman of the sword, you must train diligently and constantly. Prepare yourself, for no one knows when the Holy War may be coming.";
close;
}
@@ -216,25 +214,25 @@ prt_castle,45,169,5 script Senior Crusader 752,{
next;
switch(CRUS_Q) {
case 1:
- set @item1, 957;
- set @item2, 959;
- set @item3, 1099;
- set @item4, 901;
+ set .@item1, 957;
+ set .@item2, 959;
+ set .@item3, 1099;
+ set .@item4, 901;
break;
- Case 2:
- set @item1, 932;
- set @item2, 1043;
- set @item3, 1098;
- set @item4, 1094;
+ case 2:
+ set .@item1, 932;
+ set .@item2, 1043;
+ set .@item3, 1098;
+ set .@item4, 1094;
break;
- Case 3:
- set @item1, 958;
- set @item2, 930;
- set @item3, 1041;
- set @item4, 1062;
+ case 3:
+ set .@item1, 958;
+ set .@item2, 930;
+ set .@item3, 1041;
+ set .@item4, 1062;
break;
}
- if (countitem(@item1) > 9 && countitem(@item2) > 9 && countitem(@item3) > 9 && countitem(@item4) > 9) {
+ if (countitem(.@item1) > 9 && countitem(.@item2) > 9 && countitem(.@item3) > 9 && countitem(.@item4) > 9) {
mes "[Michael Halig]";
mes "Ah, well done.";
mes "I must acknowledge your efforts and determination. You may now proceed to take the next test.";
@@ -242,10 +240,10 @@ prt_castle,45,169,5 script Senior Crusader 752,{
mes "[Michael Halig]";
mes "Meet with Moorenak Miyol who is training in the underground dungeon of the Prontera Castle. Go, and speak with him first.";
next;
- delitem @item1, 10;
- delitem @item2, 10;
- delitem @item3, 10;
- delitem @item4, 10;
+ delitem .@item1, 10;
+ delitem .@item2, 10;
+ delitem .@item3, 10;
+ delitem .@item4, 10;
set CRUS_Q, 4;
if(checkquest(3006) != -1) {
changequest 3006,3009;
@@ -264,10 +262,10 @@ prt_castle,45,169,5 script Senior Crusader 752,{
mes "Ah, you still have not completed the task I have given to you. Bring me the following items, and prove your will to become a Crusader to me...";
next;
mes "[Michael Halig]";
- mes "10 ^3355FF"+getitemname(@item1)+"^000000";
- mes "10 ^3355FF"+getitemname(@item2)+"^000000";
- mes "10 ^3355FF"+getitemname(@item3)+"^000000";
- mes "10 ^3355FF"+getitemname(@item4)+"^000000";
+ mes "10 ^3355FF"+getitemname(.@item1)+"^000000";
+ mes "10 ^3355FF"+getitemname(.@item2)+"^000000";
+ mes "10 ^3355FF"+getitemname(.@item3)+"^000000";
+ mes "10 ^3355FF"+getitemname(.@item4)+"^000000";
next;
mes "[Michael Halig]";
mes "If you put forth the effort, you'll be able to accomplish this task. May Odin protect you on your journeys.";
@@ -295,7 +293,7 @@ prt_castle,45,169,5 script Senior Crusader 752,{
mes "[Michael Halig]";
mes "Now you are";
mes "one of us!";
- if (sex) mes "...Brother.";
+ if (Sex) mes "...Brother.";
else mes "...Comrade.";
next;
if(.@JobLevel != 50) getitem 504, 6;
@@ -314,7 +312,8 @@ prt_castle,45,169,5 script Senior Crusader 752,{
close;
}
-//===================== Suffering Man: 2nd Endurance Test ===============================================
+// Suffering Man: 2nd Endurance Test
+//============================================================
prt_castle,164,32,1 script Man in Anguish 733,{
mes "[Murnak Mijoul]";
if(BaseJob != Job_Swordman) {
@@ -346,7 +345,7 @@ prt_castle,164,32,1 script Man in Anguish 733,{
else if(CRUS_Q == 4) {
mes "What is it...?";
mes "Do you have business";
- if (sex) mes "with me, man of the sword?";
+ if (Sex) mes "with me, man of the sword?";
else mes "with me, woman of the sword?";
next;
if (select("I'd like to take the Crusader test.:Nothing.") == 1) {
@@ -447,7 +446,8 @@ prt_castle,164,32,1 script Man in Anguish 733,{
close;
}
-//===================== Gabriel Valentine: 3rd Knowledge Test =================================
+// Gabriel Valentine: 3rd Knowledge Test
+//============================================================
prt_church,95,127,3 script Crusader 745,{
mes "[Gabriel Valentine]";
if(BaseJob != Job_Swordman) {
@@ -795,7 +795,8 @@ prt_church,95,127,3 script Crusader 745,{
close;
}
-//===================== Crusader: 4th Purification Test =====================================================
+// Crusader: 4th Purification Test
+//============================================================
prt_castle,35,151,5 script Patron Knight 751,{
mes "[Bliant Piyord]";
mes "Welcome.";
@@ -970,8 +971,12 @@ prt_castle,35,151,5 script Patron Knight 751,{
-//=== Actual tests ========================================
-//=== Endurance Test ======================================
+// Actual tests
+//============================================================
+
+//----------------------------------------------------------------------------
+// Endurance Test
+//----------------------------------------------------------------------------
job_cru,1,1,1 script Summoner#cr1 -1,{
OnTimer300000:
donpcevent "Summoner#cr1::OnReset";
@@ -1205,7 +1210,9 @@ OnTouch:
end;
}
-//=== Purification Test ===================================
+//----------------------------------------------------------------------------
+// Purification Test
+//----------------------------------------------------------------------------
job_cru,24,187,4 script Patron Knight#2 751,{
mes "[Bliant Piyord]";
mes "Welcome.";
@@ -1458,9 +1465,9 @@ OnStop:
end;
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= Need optimalization and fixing
//= thanks to Komurka, KiLLaLeN, Lupus (fixing error)
//= just a temp Job Quest
@@ -1478,4 +1485,5 @@ OnStop:
//= Hand of God allow to skip item gathering [DracoRPG]
//= 2.0 Changed numbers to constants. [Vicious]
//= 2.1 Fixed endless loop, wrong condition check [Lupus]
-//= also changed all job numbers to constants, fixed logic
+//= also changed all job numbers to constants, fixed logic
+//============================================================
diff --git a/npc/jobs/2-2/dancer.txt b/npc/jobs/2-2/dancer.txt
index b52d808fd..88157d40b 100644
--- a/npc/jobs/2-2/dancer.txt
+++ b/npc/jobs/2-2/dancer.txt
@@ -1,18 +1,16 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Dancer Job Quest
//===== By: ==================================================
//= Kalen - Original jAthena
//= Fredzilla - Converted, Lupus
-//===== Current Version: =====================================
-//= 3.7
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 3.7a
+//===== Description: =========================================
//= [Official Conversion]
//= Job quest for Dancer classes
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 3.2 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
-//= No longer uses function "F_BlockHigh"
+//= No longer uses function "F_BlockHigh"
//= 3.2a Deleted unused variables. [Samuray22]
//= 3.3 Updated waiting room. (Removes global var) [L0ne_W0lf]
//= 3.4 Fixed bad variables, bugreport:1685 [Brainstorm]
@@ -20,6 +18,7 @@
//= 3.6 Applied Correction bug with for loop. [L0ne_W0lf]
//= 3.6a Fixed a little Exploit to bug the quest with a timeout. (bugreport:2252) [Samuray22]
//= 3.7 Added Quest Log commands. [Kisuka]
+//= 3.7a Fixed a label execution. [Euphy]
//============================================================
comodo,180,153,4 script Sonotora#1 90,{
@@ -132,7 +131,7 @@ job_duncer,43,93,4 script Aile#da 724,{
cutin "",255;
end;
}
- if (DANC_Q == 0 && sex == 0 && BaseJob == Job_Archer) {
+ if (DANC_Q == 0 && Sex == 0 && BaseJob == Job_Archer) {
cutin "job_dancer_eir01",2;
mes "[Aile]";
mes "Welcome~!";
@@ -208,7 +207,7 @@ job_duncer,43,93,4 script Aile#da 724,{
cutin "",255;
end;
}
- else if (sex == 1) {
+ else if (Sex == 1) {
cutin "job_dancer_eir03",2;
mes "[Aile]";
mes "Welco--Mmm?";
@@ -317,7 +316,7 @@ job_duncer,43,93,4 script Aile#da 724,{
mes "tuition fee.";
next;
cutin "job_dancer_eir01",2;
- set zeny,zeny-10000;
+ set Zeny, Zeny-10000;
mes "[Aile]";
mes "Next, go to ^CD6889Bijou^000000, who is in charge of the interviewing process. She will have a couple of things she'll need to ask you.";
set DANC_Q,5;
@@ -893,7 +892,7 @@ job_duncer,95,93,4 script Bijou#da 101,{
}
// Waiting Room
-//============================================================
+//============================================================
job_duncer,32,154,1 script Waiting Room#dance 66,{
end;
@@ -935,7 +934,7 @@ job_duncer,32,154,1 script Waiting Room#click 66,{
}
// Dance Timer
-//============================================================
+//============================================================
job_duncer,69,105,0 script Bijou#dance_timer -1,{
OnEnable:
initnpctimer;
@@ -1288,7 +1287,7 @@ OnEnable:
}
// Dance Move Triggers
-//============================================================
+//============================================================
- script dancestep::StepTrigger -1,1,1,{
OnTouch:
donpcevent "Backdancer#1::OnOmg";
@@ -1322,19 +1321,19 @@ OnDisable:
}
// Backup Dancers
-//============================================================
-job_duncer,63,110,4 script Backdancer#1::BackDancer 724,{
+//============================================================
+job_duncer,63,110,4 script Backdancer#1 724,{
end;
OnSmile:
- Emotion e_no1;
+ emotion e_no1;
donpcevent "Backdancer#2::OnSmile";
donpcevent "Backdancer#3::OnSmile";
donpcevent "Backdancer#4::OnSmile";
end;
OnOmg:
- Emotion e_omg;
+ emotion e_omg;
donpcevent "Backdancer#2::OnOmg";
donpcevent "Backdancer#3::OnOmg";
donpcevent "Backdancer#4::OnOmg";
@@ -1345,11 +1344,11 @@ job_duncer,66,113,4 script Backdancer#2 724,{
end;
OnSmile:
- Emotion e_no1;
+ emotion e_no1;
end;
OnOmg:
- Emotion e_omg;
+ emotion e_omg;
end;
}
@@ -1357,11 +1356,11 @@ job_duncer,72,113,4 script Backdancer#3 724,{
end;
OnSmile:
- Emotion e_no1;
+ emotion e_no1;
end;
OnOmg:
- Emotion e_omg;
+ emotion e_omg;
end;
}
@@ -1369,17 +1368,17 @@ job_duncer,75,110,4 script Backdancer#4 724,{
end;
OnSmile:
- Emotion e_no1;
+ emotion e_no1;
end;
OnOmg:
- Emotion e_omg;
+ emotion e_omg;
end;
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= 1.1 Removed the warp I left here my accident, added a check for using
//= Improved Concentration and arrow shower, people could get away with it
//= [Fredzilla]
@@ -1389,14 +1388,15 @@ OnOmg:
//= along with some optimization. [Fredzilla]
//= 1.5 Added Baby Class Support [Fredzilla]
//= 1.6 Added a func which prevent advanced classes passing
-//= 2nd Job Quests again. It also guides adv classes where
-//= to go. [Lupus]
+//= 2nd Job Quests again. It also guides adv classes where
+//= to go. [Lupus]
//= 2.0 Changed numbers to constants. [Vicious]
//= 2.1 Script check #1. [Lance]
//= 2.2 Fixed unpassable part, thx2 Alis [Lupus]
//= 2.3 Updated initnpctimer to attach player to jobDq script [Skotlex]
//= 2.4 Attached chrid to be able obtain player's SP on mobs death, optimized a bit [Lupus]
//= 2.5 Final fix of chrid issues, changed 'Improved
-//= Concentration' to 'Attention Concentrate' [Lupus]
+//= Concentration' to 'Attention Concentrate' [Lupus]
//= 3.0 Some optimization, typos, added missing dialogues (4Kb lighter) [Lupus]
//= 3.1 Implemented JOBLVL as in other quests [Lupus]
+//============================================================
diff --git a/npc/jobs/2-2/monk.txt b/npc/jobs/2-2/monk.txt
index 125c01034..ddcce606c 100644
--- a/npc/jobs/2-2/monk.txt
+++ b/npc/jobs/2-2/monk.txt
@@ -1,22 +1,20 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Monk Job Quest
//===== By: ==================================================
//= Dino9021, Edited / Translated by Celest
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 2.5
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Job quest for Monk classes
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 2.2 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
-//= No longer uses function "F_BlockHigh"
+//= No longer uses function "F_BlockHigh"
//= 2.3 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
//= 2.3a Deleted unused variables. [Samuray22]
//= 2.4 Added Quest Log commands. [Kisuka]
//= 2.5 Removed the need for use of 'goto.' [L0ne_W0lf]
-//============================================================
+//============================================================
prt_monk,59,247,1 script Guarding Monk#mk 120,6,2,{
if (Upper == 1) {
@@ -2600,25 +2598,27 @@ monk_test,137,338,1 script switchreset#monkmonk 79,{
close;
}
-//============================================================
+//============================================================
// Monsters of Mushroom Collecting
-//============================================================
+//============================================================
job_monk,0,0,0,0 monster Thief Mushroom 1182,70,0,0,0
job_monk,0,0,0,0 monster Thief Bug Larva 1051,20,0,0,0
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= 1.1 Fixed missing '";'. Now it's loading fine [Lupus]
//= 1.1+ Edited/Translated 5% [Celest]
//= 1.2 Made Poetry Quiz passable, Fixed Marathon Part [Lupus]
//= 1.3 Added Baby Class Support [Lupus]
//= 1.5 Fixed possible EXP abuse [Lupus]
//= 1.6 Added a func which prevent advanced classes passing
-//= 2nd Job Quests again. It also guides adv classes where
-//= to go. [Lupus] 1.7 Fixed warps19/20 [Yor]
+//= 2nd Job Quests again. It also guides adv classes where
+//= to go. [Lupus]
+//= 1.7 Fixed warps19/20 [Yor]
//= 1.8 Fixed bugs. Fixed Green Potion exploit. Getting rid of Jfunc mess [Lupus]
//= 1.9 Added a missing check in Fuhai and fixed a LOT of Engrish. [Zephiris]
//= 1.9b Fixed another bug in Fuhai. [Zephiris]
//= 2.0 Changed numbers to constants. [Vicious]
//= 2.1 Removed Duplicates [Silent]
+//============================================================
diff --git a/npc/jobs/2-2/rogue.txt b/npc/jobs/2-2/rogue.txt
index e8ce1904f..4c7b5ac4f 100644
--- a/npc/jobs/2-2/rogue.txt
+++ b/npc/jobs/2-2/rogue.txt
@@ -1,27 +1,25 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Rogue Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= kobra_k88
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 2.9
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Job quest for Rogue classes
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 2.4 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
-//= No longer uses function "F_BlockHigh"
+//= No longer uses function "F_BlockHigh"
//= 2.4a Deleted unused variables. [Samuray22]
//= 2.4b Changed a Problem with JobLevel what made
-//= impossible get a Gladius [3]. (bugreport:481) [Samuray22]
+//= impossible get a Gladius [3]. (bugreport:481) [Samuray22]
//= 2.4c Corrected a Typo error ";;" and a typo error with "rouge". (bugreport:909) [Samuray22]
//= 2.5 Added dummy "OnMyMobDead" labels. (bugreport:1100) [L0ne_W0lf]
//= 2.6 Fixed a few bugs in the Rogue Guildsman. [L0ne_W0lf]
//= 2.7 Fixed a bug on Markie question 5, bugreport:1600 [Brainstorm]
//= 2.8 Moved "Thug" to Morroc Ruins. [L0ne_W0lf]
//= 2.9 Added Quest Log commands. [Kisuka]
-//============================================================
+//============================================================
moc_ruins,86,103,1 script Thug#rg 118,{
mes "[Thug]";
@@ -84,7 +82,7 @@ in_rogue,363,122,4 script Rogue Guildsman#rg 747,{
mes "[Rogue Guildsman]";
mes "So what's a kid";
mes "like you doin' here?";
- if (sex == 1) {
+ if (Sex) {
mes "Oh, I get it now...";
mes "The widdle boy wants";
}
@@ -656,14 +654,14 @@ in_rogue,376,23,1 script Mr. Smith#rg 57,{
else if (ROGUE_Q == 4) callsub S_CheckItems,511,10,910,10,926,10,964,10;
else if (ROGUE_Q == 5) callsub S_CheckItems,508,10,948,10,935,10,940,10;
else if (ROGUE_Q == 6) {
- if (zeny > 9999 && countitem(915) > 4 && countitem(713) > 4 && countitem(1002) > 4 &&
+ if (Zeny > 9999 && countitem(915) > 4 && countitem(713) > 4 && countitem(1002) > 4 &&
countitem(953) > 4 && countitem(507) > 4 && countitem(919) > 4 && countitem(715) > 4 &&
countitem(913) > 4 && countitem(904) > 4 && countitem(942) > 4 && countitem(528) > 4 &&
countitem(914) > 4 && countitem(705) > 4 && countitem(916) > 4 && countitem(917) > 4 &&
countitem(908) > 4 && countitem(945) > 4) {
mes "[Mr. Smith]";
mes "Ummm...let's see...";
- set zeny,zeny-10000;
+ set Zeny, Zeny-10000;
delitem 915,5; //Chrysalis
delitem 713,5; //Empty_Bottle
delitem 1002,5; //Iron_Ore
@@ -976,7 +974,7 @@ S_CheckItems:
if (Zeny > 9999 && countitem(getarg(0)) >= getarg(1) && countitem(getarg(2)) >= getarg(3) && countitem(getarg(4)) >= getarg(5) && countitem(getarg(6)) >= getarg(7)) {
mes "[Mr. Smith]";
mes "Okay, we've got the application fee, ^FF000010,000 zeny^000000, "+getarg(1)+" "+getitemname(getarg(0))+", "+getarg(3)+" "+getitemname(getarg(2))+", "+getarg(5)+" "+getitemname(getarg(4))+" and "+getarg(7)+" "+getitemname(getarg(6))+"...";
- set zeny,zeny-10000;
+ set Zeny, Zeny-10000;
delitem getarg(0),getarg(1);
delitem getarg(2),getarg(3);
delitem getarg(4),getarg(5);
@@ -2012,19 +2010,20 @@ in_rogue,399,286,1 script switch#rogreset 88,{
close;
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= 1.1 fixed 3 wrong questions, added missing lines [Lupus]
//= 1.3 Baby Class Support + 40/50 JobLevel Item fix [Lupus]
//= 1.5 Fixed possible EXP abuse [Lupus]
//= 1.6 Added a func which prevent advanced classes passing
-//= 2nd Job Quests again. It also guides adv classes where
-//= to go. [Lupus]
+//= 2nd Job Quests again. It also guides adv classes where
+//= to go. [Lupus]
//= 2.0 Changed numbers to constants. [Vicious]
//= 2.1 Removed Duplicates [Silent]
//= 2.2 Merged JFunc [Lupus]
//= 2.3 Added a possibility for players doing Meginjyard quest
-//= to enter Rogue guild as there's a NPC inside [SinSloth]
+//= to enter Rogue guild as there's a NPC inside [SinSloth]
//= 2.3a fixed test4 person interaction, let BABY thieves pass
-//= the test, too [Lupus]
+//= the test, too [Lupus]
+//============================================================
diff --git a/npc/jobs/2-2/sage.txt b/npc/jobs/2-2/sage.txt
index 1e188778e..a425495b3 100644
--- a/npc/jobs/2-2/sage.txt
+++ b/npc/jobs/2-2/sage.txt
@@ -4,14 +4,14 @@
//= jAthena (0.9) - I guess
//= Unknown Translator (1.0)
//= Darkchild (1.2)
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 2.8
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Job quest for Sage classes
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 2.1 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
-//= No longer uses function "F_BlockHigh"
+//= No longer uses function "F_BlockHigh"
//= 2.2 Small bug fix (== -> !=) thanks to Saithis. [L0ne_W0lf]
//= 2.2b ANotehr smaLL bugfix, pointed out by Cara. [L0ne_W0lf]
//= 2.3 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
@@ -19,13 +19,13 @@
//= 2.4a Deleted unused variables. [Samuray22]
//= 2.5 Updated waiting room. (Removes global var) [L0ne_W0lf]
//= 2.5a Corrected some "mes"s without the getitemname. (bugreport:1564) [Samuray22]
-// -Changed an incorrect "!=" to "==". (bugreport:1572)
-// -And Small Typo Error
+//= -Changed an incorrect "!=" to "==". (bugreport:1572)
+//= -And Small Typo Error
//= 2.6 Fixed Kayron Grik cutin not being removed as reported by jc1991, bugreport:1825 [Brainstorm]
//= 2.6a Fixed a Little Bug with Whispers Summoned in the Last Test. (bugreport:2253) [Samuray22]
//= 2.7 Added Quest Log commands. [Kisuka]
//= 2.8 Removed the need for use of 'goto.' [L0ne_W0lf]
-//============================================================
+//============================================================
yuno_in02,38,61,5 script Dean of the Academy#sa 743,{
cutin "job_sage_kayron",2;
@@ -343,7 +343,7 @@ yuno_in03,154,35,4 script Staff of the Academy#a 742,{
next;
if (select("Pay 70,000 zeny.:Give him Old Magicbook and Necklace of Wisdom.") == 1) {
if (Zeny > 69999) {
- set zeny,zeny-70000;
+ set Zeny, Zeny-70000;
mes "[Metheus Sylphe]";
mes "Thank you, your application has been accepted.";
mes "Next, you will take an entrance test.";
@@ -515,7 +515,7 @@ yuno_in03,154,35,4 script Staff of the Academy#a 742,{
next;
}
else if (Zeny > 69999) {
- set zeny,zeny-70000;
+ set Zeny, Zeny-70000;
mes "[Metheus Sylphe]";
mes "Well done. Let me proceed with your application request.";
set SAGE_Q,4;
@@ -545,7 +545,7 @@ yuno_in03,154,35,4 script Staff of the Academy#a 742,{
if (Zeny > 29999) {
for (set .@i, 0; .@i < .@size ; set .@i, .@i+1)
delitem .@item[.@i], .@count[.@i];
- set zeny,zeny-30000;
+ set Zeny, Zeny-30000;
mes "[Metheus Sylphe]";
mes "Well done. Let me proceed with your application request.";
set .@SAGE_Q_T,SAGE_Q;
@@ -2891,9 +2891,9 @@ OnTimer9000:
end;
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= Script mostly based on translated jA script
//= Written test questions/answers weren't translated 100% corectly
//= So a lot of those are based upon mRO site and my own info
diff --git a/npc/jobs/2-2a/Champion.txt b/npc/jobs/2-2a/Champion.txt
index 5e080f304..706722504 100644
--- a/npc/jobs/2-2a/Champion.txt
+++ b/npc/jobs/2-2a/Champion.txt
@@ -3,15 +3,15 @@
//===== By: ==================================================
//= Nana
//= finished, optimized and tested by Lupus
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.3
-//===== Description: =========================================
+//===== Description: =========================================
//= Advance Class jobchanger after kRO Normals.
-//===== Additional Comments: =================================
-//= v1.1 Made all into functions, additional checks, etc. [Lupus]
-//= v1.2 Made numbers into constants. [Vicious]
+//===== Additional Comments: =================================
+//= 1.1 Made all into functions, additional checks, etc. [Lupus]
+//= 1.2 Made numbers into constants. [Vicious]
//= 1.3 Now saves/restores all the quest skills [Lupus]
-//============================================================
+//============================================================
valkyrie,53,42,3 script Champion#Valkyrie 52,{
if (ADVJOB == 0 || Upper != 1) {
diff --git a/npc/jobs/2-2a/Clown.txt b/npc/jobs/2-2a/Clown.txt
index 656557647..3c007abe7 100644
--- a/npc/jobs/2-2a/Clown.txt
+++ b/npc/jobs/2-2a/Clown.txt
@@ -1,21 +1,19 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Advance Class jobchanger after kRO Normals.
//===== By: ==================================================
//= Nana
//= finished, optimized and tested by Lupus
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= rAthena 1.0 +
-//===== Description: =========================================
+//===== Description: =========================================
//= Advance Class jobchanger after kRO Normals.
-//===== Additional Comments: =================================
-//= v1.1 Made all into functions, additional checks, etc. [Lupus]
-//= v1.2 Made numbers into constants. [Vicious]
+//===== Additional Comments: =================================
+//= 1.1 Made all into functions, additional checks, etc. [Lupus]
+//= 1.2 Made numbers into constants. [Vicious]
//= 1.3 Now saves/restores all the quest skills [Lupus]
//= 1.3a Corrected a Little Typo error. [Samuray22]
-// -Thanks to Myllena.
-//============================================================
+//= Thanks to Myllena.
+//============================================================
valkyrie,53,54,3 script Minstrel#Valkyrie 741,{
if (ADVJOB == 0 || Upper != 1) {
diff --git a/npc/jobs/2-2a/Creator.txt b/npc/jobs/2-2a/Creator.txt
index 3b85907e9..0c93c49b2 100644
--- a/npc/jobs/2-2a/Creator.txt
+++ b/npc/jobs/2-2a/Creator.txt
@@ -1,19 +1,17 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Advance Class jobchanger after kRO Normals.
//===== By: ==================================================
//= Nana
//= finished, optimized and tested by Lupus
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= rAthena 1.0 +
-//===== Description: =========================================
+//===== Description: =========================================
//= Advance Class jobchanger after kRO Normals.
-//===== Additional Comments: =================================
-//= v1.1 Made all into functions, additional checks, etc. [Lupus]
-//= v1.2 Made numbers into constants. [Vicious]
+//===== Additional Comments: =================================
+//= 1.1 Made all into functions, additional checks, etc. [Lupus]
+//= 1.2 Made numbers into constants. [Vicious]
//= 1.3 Now saves/restores all the quest skills [Lupus]
-//============================================================
+//============================================================
valkyrie,53,50,3 script Biochemist#Valkyrie 122,{
if (ADVJOB == 0 || Upper != 1) {
diff --git a/npc/jobs/2-2a/Gypsy.txt b/npc/jobs/2-2a/Gypsy.txt
index 95503a1ba..f0a2c2c18 100644
--- a/npc/jobs/2-2a/Gypsy.txt
+++ b/npc/jobs/2-2a/Gypsy.txt
@@ -1,19 +1,17 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Advance Class jobchanger after kRO Normals.
//===== By: ==================================================
//= Nana
//= finished, optimized and tested by Lupus
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= rAthena 1.0 +
-//===== Description: =========================================
+//===== Description: =========================================
//= Advance Class jobchanger after kRO Normals.
-//===== Additional Comments: =================================
-//= v1.1 Made all into functions, additional checks, etc. [Lupus]
-//= v1.2 Made numbers into constants. [Vicious]
+//===== Additional Comments: =================================
+//= 1.1 Made all into functions, additional checks, etc. [Lupus]
+//= 1.2 Made numbers into constants. [Vicious]
//= 1.3 Now saves/restores all the quest skills [Lupus]
-//============================================================
+//============================================================
valkyrie,53,56,3 script Gypsy#Valkyrie 101,{
if (ADVJOB == 0 || Upper != 1) {
diff --git a/npc/jobs/2-2a/Paladin.txt b/npc/jobs/2-2a/Paladin.txt
index 7589ff3f6..ea240bba2 100644
--- a/npc/jobs/2-2a/Paladin.txt
+++ b/npc/jobs/2-2a/Paladin.txt
@@ -1,19 +1,17 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Advance Class jobchanger after kRO Normals.
//===== By: ==================================================
//= Nana
//= finished, optimized and tested by Lupus
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= rAthena 1.0 +
-//===== Description: =========================================
+//===== Description: =========================================
//= Advance Class jobchanger after kRO Normals.
-//===== Additional Comments: =================================
-//= v1.1 Made all into functions, additional checks, etc. [Lupus]
-//= v1.2 Made numbers into constants. [Vicious]
+//===== Additional Comments: =================================
+//= 1.1 Made all into functions, additional checks, etc. [Lupus]
+//= 1.2 Made numbers into constants. [Vicious]
//= 1.3 Now saves/restores all the quest skills [Lupus]
-//============================================================
+//============================================================
valkyrie,53,39,3 script Paladin#Valkyrie 752,{
if (ADVJOB == 0 || Upper != 1) {
diff --git a/npc/jobs/2-2a/Professor.txt b/npc/jobs/2-2a/Professor.txt
index b6b38afdc..cffe3c0e4 100644
--- a/npc/jobs/2-2a/Professor.txt
+++ b/npc/jobs/2-2a/Professor.txt
@@ -1,19 +1,17 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Advance Class jobchanger after kRO Normals.
//===== By: ==================================================
//= Nana
//= finished, optimized and tested by Lupus
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= rAthena 1.0 +
-//===== Description: =========================================
+//===== Description: =========================================
//= Advance Class jobchanger after kRO Normals.
-//===== Additional Comments: =================================
-//= v1.1 Made all into functions, additional checks, etc. [Lupus]
-//= v1.2 Made numbers into constants. [Vicious]
+//===== Additional Comments: =================================
+//= 1.1 Made all into functions, additional checks, etc. [Lupus]
+//= 1.2 Made numbers into constants. [Vicious]
//= 1.3 Now saves/restores all the quest skills [Lupus]
-//============================================================
+//============================================================
valkyrie,53,47,3 script Scholar#Valkyrie 743,{
if (ADVJOB == 0 || Upper != 1) {
diff --git a/npc/jobs/2-2a/Stalker.txt b/npc/jobs/2-2a/Stalker.txt
index a2a26e135..6f6f86235 100644
--- a/npc/jobs/2-2a/Stalker.txt
+++ b/npc/jobs/2-2a/Stalker.txt
@@ -1,19 +1,17 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Advance Class jobchanger after kRO Normals.
//===== By: ==================================================
//= Nana
//= finished, optimized and tested by Lupus
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= rAthena 1.0 +
-//===== Description: =========================================
+//===== Description: =========================================
//= Advance Class jobchanger after kRO Normals.
-//===== Additional Comments: =================================
-//= v1.1 Made all into functions, additional checks, etc. [Lupus]
-//= v1.2 Made numbers into constants. [Vicious]
+//===== Additional Comments: =================================
+//= 1.1 Made all into functions, additional checks, etc. [Lupus]
+//= 1.2 Made numbers into constants. [Vicious]
//= 1.3 Now saves/restores all the quest skills [Lupus]
-//============================================================
+//============================================================
valkyrie,53,58,3 script Stalker#Valkyrie 747,{
if (ADVJOB == 0 || Upper != 1) {
diff --git a/npc/jobs/2-2e/SoulLinker.txt b/npc/jobs/2-2e/SoulLinker.txt
index 13520c537..98e8084c1 100644
--- a/npc/jobs/2-2e/SoulLinker.txt
+++ b/npc/jobs/2-2e/SoulLinker.txt
@@ -1,26 +1,25 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Soul Linker Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= Celestria & Samuray22
-//===== Current Version: =====================================
-//= 1.5
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.6
+//===== Description: =========================================
//= [Official Conversion]
//= Job quest for Soul Linker class.
//= [Vars Used]
//= SOUL_Q = Job Change Phase. (Max 4)
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.2 Rescripted to Aegis 10.3 standards. [Samuray22]
//= 1.3 Slight updates and fixes to the script. [L0ne_W0lf]
-//= Removes the use of labels, and corrects other errors.
-//= Removed the GM-use only NPC from the sec_in map.
-//= No longer used a global var, uses an NPC var instead.
+//= Removes the use of labels, and corrects other errors.
+//= Removed the GM-use only NPC from the sec_in map.
+//= No longer used a global var, uses an NPC var instead.
//= 1.3a Deleted Empty Color Tag. (bugreport:1572) [Samuray22]
//= 1.4 Replaced effect numerics with constants. [L0ne_W0lf]
//= 1.5 Added Quest Log commands. [Kisuka]
-//============================================================
+//= 1.6 Updated to match the latest official script. [Euphy]
+//============================================================
morocc_in,174,30,6 script Kid#link1 716,{
if (Class == Job_Soul_Linker) {
@@ -399,6 +398,13 @@ OnTouch:
mes "if you talk to me later...";
close;
}
+ if (ismounting()) {
+ mes "[Maia]";
+ mes "You are on a riding pet,";
+ mes "so you cannot change your job.";
+ mes "Please unequip your riding pet and try again!";
+ close;
+ }
mes "[Maia]";
mes "Then let us begin the";
mes "ceremony. These items will";
@@ -432,9 +438,13 @@ OnTouch:
mes "powers as a Soul Linker";
mes "wisely and for just purposes.";
next;
+ if (SkillPoint) {
+ mes "^0000ffYou still have unused skill points. Please use all remaining skill points and try again!^000000";
+ close;
+ }
completequest 6008;
callfunc "Job_Change",Job_Soul_Linker;
- callfunc "F_ClearJobVar"; // clears all job variables for the current player
+ callfunc "F_ClearJobVar"; // clears all job variables for the current player
set SOUL_Q,0;
mes "[Maia]";
mes "I wish the best of luck";
@@ -653,11 +663,48 @@ OnTimer183000:
stopnpctimer;
}
-//============================================================
+sec_in02,35,153,0 script Soul Linker Var 871,{
+ callfunc "F_GM_NPC";
+ mes "[Soul Linker Var]";
+ mes "I can reset the Soul Linker";
+ mes "NPCs if a Soul Linker candidate";
+ mes "encounters a problem during the";
+ mes "end of the job quest. Please do";
+ mes "not use this function if players are still in the Quest Map.";
+ next;
+ if (callfunc("F_GM_NPC",1854,0) < 1) {
+ mes "[Soul Linker Var]";
+ mes "Password";
+ mes "is incorrect.";
+ close;
+ } else {
+ mes "[Soul Linker Var]";
+ mes "Would you like to";
+ mes "reset the Soul Linker";
+ mes "Global Variable?";
+ next;
+ switch(select("Reset:Cancel")) {
+ case 1:
+ mes "[Soul Linker Var]";
+ mes "The Soul Linker";
+ mes "Job Quest NPCs";
+ mes "have been reset.";
+ set getvariableofnpc(.SoulLinkerTest,"Kid#link1"),0;
+ close;
+ case 2:
+ mes "[Soul Linker Var]";
+ mes "You have canceled";
+ mes "this command.";
+ close;
+ }
+ }
+}
+
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= A temp Soul Linker Job Changer based on the kRO quest.
//= Quest info from RagnaInfo. Sprites from kRO screenshots
-//= 1.0 Optimized and updated [Lupus]
+//= 1.0 Optimized and updated [Lupus]
//= 1.1 Fixed NPC names according to iRO [Lupus]
-//============================================================
+//============================================================
diff --git a/npc/jobs/novice/supernovice.txt b/npc/jobs/novice/supernovice.txt
index 4720d7283..434ead038 100644
--- a/npc/jobs/novice/supernovice.txt
+++ b/npc/jobs/novice/supernovice.txt
@@ -1,24 +1,22 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Super Novice Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= Darkchild
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 2.4
-//===== Compatible With: =====================================
-//= rAthena SVN r15340+
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Super Novice Job Change Npc
//= Super Novice Cart Rental Npc
//= Some Other Useless Super Novice Npc
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.9 Rescripted to the Aegis 10.3 Standars. [Samuray22]
//= 2.0 Rescripted again, this time using an iRO base. [L0ne_W0lf]
//= 2.1 Swapped use of baseclass for basejob. [L0ne_W0lf]
//= 2.2 Added Quest Log commands. [Kisuka]
//= 2.3 NPC "Esseray" calls Ex. Super Novice script when enabled. [Euphy]
//= 2.4 Added an Ex. Super Novice dialog check. [Euphy]
-//============================================================
+//============================================================
aldeba_in,223,167,3 script Tzerero#sn 709,{
if (BaseJob == Job_SuperNovice) {
@@ -336,7 +334,8 @@ aldeba_in,216,169,5 script Esseray#sn 86,{
close;
}
if (BaseJob == Job_SuperNovice) {
- if (is_function("Esseray_Ex")) callfunc "Esseray_Ex";
+ if (checkre(0))
+ callfunc "Esseray_Ex";
mes "[Esseray]";
mes "Hm? Hey, you're a member";
mes "of our great Novice Society,";
@@ -432,7 +431,7 @@ aldebaran,54,238,5 script Kafra Employee#sn 117,{
}
if (Zeny >= 1899) {
set RESRVPTS, RESRVPTS + 190;
- set zeny,zeny-1900;
+ set Zeny, Zeny-1900;
if (getskilllv("MC_PUSHCART") > 0) setcart;
mes "[Kafra Employee]";
mes "Thank you for using my service.";
@@ -468,14 +467,14 @@ aldebaran,54,238,5 script Kafra Employee#sn 117,{
close;
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= Dialogs From Some Other Scripts (Most Of It)
//= 1.3-1.5 Added Baby class support (and to the Kafta SN Cart
-//= renter, too) [Lupus]
+//= renter, too) [Lupus]
//= 1.6 Added a fix which prevent High Novices passing
-//= this Job Quests again. [Lupus]
+//= this Job Quests again. [Lupus]
//= 1.7 Fixed Baby Class Support. [Lupus]
//= 1.8 Now a Baby can become a Super Baby [Lupus]
-//============================================================
+//============================================================
diff --git a/npc/jobs/valkyrie.txt b/npc/jobs/valkyrie.txt
index c2357d0bb..8b44c6d34 100644
--- a/npc/jobs/valkyrie.txt
+++ b/npc/jobs/valkyrie.txt
@@ -1,17 +1,15 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Valkyrie Realm
//===== By: ==================================================
//= Nana, fixes by Poki
//= finished, optimized and tested by Lupus
//= L0ne_W0lf
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 3.1
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Quest to become a Tranceded Class. (Advanced/Rebirthed)
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.1 Made all into functions,additional checks,quest skills,now Valhallana can return you back. She also makes reborn process only when you got no Zeny/items (as in kRO) [Lupus]
//= 1.2 now alternative classes can use their 1-1 job NPC to become Advanced 1st Class [Lupus]
//= 1.4 added Baby Class support [Lupus]
@@ -28,17 +26,17 @@
//= 2.5 Fixed a stuck bug [Lupus]
//= 2.6a Adding proper dialogues [Lupus]
//= 2.7 Rescripted to Aegis 10.3 standards. [L0ne_W0;f]
-//= Removed all functions as they are no longer required.
-//= Correct job level requirements for 1-1 -> 2-x.
+//= Removed all functions as they are no longer required.
+//= Correct job level requirements for 1-1 -> 2-x.
//= 2.7a Added Function "F_BlockHigh" back in until rewriteing of the 2-x [L0ne_W0lf]
-//= scripts are comepleted.
+//= scripts are comepleted.
//= 2.7b Removed function "F_BlockHigh" as it's no longer used. [L0ne_W0lf]
//= 2.8 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
//= 2.9 Corrected Valkyrie case spicifying where to warp after rebirthing. [L0ne_W0lf]
//= 2.9b Fixed Verdandi typo, fixed resetting vars [Lupus]
//= 3.0 Added quest log commands. [L0ne_W0lf]
-//= 3.1 Added Izlude Renewal coordinates. [L0ne_W0lf]
-//============================================================
+//= 3.1 Added Izlude Renewal coordinates.
+//============================================================
valkyrie,48,86,4 script Valkyrie# 811,{
if (ADVJOB != 0 || Upper == 1) {
@@ -54,7 +52,7 @@ valkyrie,48,86,4 script Valkyrie# 811,{
mes "Honor to the warriors!";
close;
}
- else if (Baselevel > 98 && JobLevel > 49 && Class >= Job_Knight && Class <= Job_Crusader2) {
+ else if (BaseLevel > 98 && JobLevel > 49 && Class >= Job_Knight && Class <= Job_Crusader2) {
mes "[Valkyrie]";
mes "Welcome";
mes "to Valhalla,";
@@ -173,10 +171,8 @@ valkyrie,48,86,4 script Valkyrie# 811,{
switch (ADVJOB) {
case 4008:
case 4015:
- if (checkre(0))
- warp "izlude",129,97;
- else
- warp "izlude",94,103;
+ if (checkre(0)) warp "izlude",129,97;
+ else warp "izlude",94,103;
break;
case 4009:
case 4016:
@@ -215,7 +211,7 @@ valkyrie,48,86,4 script Valkyrie# 811,{
}
yuno_in02,88,164,5 script Metheus Sylphe#Library 742,{
- if (Baselevel > 98 && JobLevel > 49 && Class >= Job_Knight && Class <= Job_Crusader2) {
+ if (BaseLevel > 98 && JobLevel > 49 && Class >= Job_Knight && Class <= Job_Crusader2) {
if (valkyrie_Q == 0) {
mes "[Metheus Sylphe]";
mes "Welcome to the Library of the Schweicherbil Magic Academy.";
@@ -235,7 +231,7 @@ yuno_in02,88,164,5 script Metheus Sylphe#Library 742,{
next;
if (select("Donate.:Cancel.") == 1) {
if (Zeny >= 1285000) {
- set zeny,zeny-1285000;
+ set Zeny, Zeny-1285000;
set valkyrie_Q,1;
mes "[Metheus Sylphe]";
mes "Thank you, your donation will be used for a good cause. You may";
@@ -280,7 +276,7 @@ yuno_in02,93,207,1 script Book of Ymir 111,{
warp "valkyrie",48,8;
end;
}
- else if (Baselevel > 98 && JobLevel > 49 && Class >= Job_Knight && Class <= Job_Crusader2) {
+ else if (BaseLevel > 98 && JobLevel > 49 && Class >= Job_Knight && Class <= Job_Crusader2) {
if (valkyrie_Q != 0) {
mes "[The Book of Ymir]";
mes "...Therefore, ancient heroes were";
@@ -348,7 +344,7 @@ yuno_in02,93,207,1 script Book of Ymir 111,{
}
yuno_in05,49,43,1 script Heart of Ymir 111,{
- if (Baselevel > 98 && JobLevel > 49 && Class >= Job_Knight && Class <= Job_Crusader2) {
+ if (BaseLevel > 98 && JobLevel > 49 && Class >= Job_Knight && Class <= Job_Crusader2) {
if (valkyrie_Q == 2) warp "valkyrie",48,8;
}
end;
@@ -382,10 +378,8 @@ valkyrie,44,33,5 script Teleporter 124,{
case 4: callsub S_Warpchar,"geffen",120,39;
case 5: callsub S_Warpchar,"alberta",117,56;
case 6:
- if (checkre(0))
- callsub S_Warpchar,"izlude",129,97;
- else
- callsub S_Warpchar,"izlude",94,103;
+ if (checkre(0)) callsub S_Warpchar,"izlude",129,97;
+ else callsub S_Warpchar,"izlude",94,103;
case 7: callsub S_Warpchar,"aldebaran",91,105;
case 8: callsub S_Warpchar,"comodo",209,143;
case 9: callsub S_Warpchar,"yuno",328,101;
@@ -401,7 +395,7 @@ S_WarpChar:
}
// Warps
-//============================================================
+//============================================================
valkyrie,48,73,0 warp valk01#1 1,1,valkyrie,48,64
valkyrie,48,66,0 warp valk01#2 1,1,valkyrie,48,75
diff --git a/npc/kafras/cool_event_corp.txt b/npc/kafras/cool_event_corp.txt
index 4a8f8c188..ced4714f2 100644
--- a/npc/kafras/cool_event_corp.txt
+++ b/npc/kafras/cool_event_corp.txt
@@ -1,22 +1,22 @@
//===== Hercules Script ======================================
//= Cool Event Corp. Staff
-//===== By: ==================================================
+//===== By: ==================================================
//= Gepard
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.5
-//===== Description: =========================================
+//===== Description: =========================================
//= Cool Event Corp. Staff (Save, Storage & Pushcart Service)
//= in Arunafeltz Region.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version, iRO Sakray X.4 [Gepard]
//= 1.1 Optimized, fixed a conditional bug [Lupus]
//= 1.1a Redo back. It wasn't a bug [Lupus]
//= 1.2 Added Rachel Cool Event Corp. Staff [Playtester]
//= 1.3 Added cutins, closed Kafra Password exploit
-//= until we got a client/packet based password support [Lupus]
+//= until we got a client/packet based password support [Lupus]
//= 1.4 Added Veins Cool Event Corp. Staff. [L0ne_W0lf]
//= 1.5 Cool Event Corp staff is now more iRO like. [L0ne_W0lf]
-//============================================================
+//============================================================
hugel,88,168,4 script Cool Event Corp. Staff::CoolEventCorpStaffHugel 874,{
cutin "zonda_01",2;
diff --git a/npc/kafras/dts_warper.txt b/npc/kafras/dts_warper.txt
index b2fb64ba8..8819779d9 100644
--- a/npc/kafras/dts_warper.txt
+++ b/npc/kafras/dts_warper.txt
@@ -1,9 +1,9 @@
//===== Hercules Script ======================================
//= Dungeon Teleport Service
-//===== By: ==================================================
+//===== By: ==================================================
//= Evera
-//===== Current Version: =====================================
-//= 2.8
+//===== Current Version: =====================================
+//= 2.9
//===== Description: =========================================
//= [Official Conversion]
//= Cool Event Corp NPCs vs. Kafra Dungeon Teleport Service and voting system.
@@ -23,27 +23,27 @@
// For Detailed information on what each varibale does, see
// the "Vote Globalvar Girl#yuno" NPC at the end of the file.
// Character Variable in use: lhz_vote (how many times player has voted, keeps htem from re-voting.)
-//===== Additional Comments: =================================
-//= 1.0 Initial release [Evera]
-//= 1.1 SVN release, removed from major town (found true info after research),
-//= put more arg(2) parameters, fixed a few bugs [Evera]
+//===== Additional Comments: =================================
+//= 1.0 Initial release [Evera]
+//= 1.1 SVN release, removed from major town (found true info after research),
+//= put more arg(2) parameters, fixed a few bugs [Evera]
//= 1.2 Mushed some variables together, optimized a bit [Evera]
//= 1.3 Removed selfconfig [Evera]
//= 1.4 Changed global variables to read from 3 global variables, updated names,
-//= fixed array bug [Evera]
+//= fixed array bug [Evera]
//= 1.5 Mushed voting varialbes into 1 variable. [Evera]
//= 1.6 Removed Duplicates [Silent]
-//= 1.7 Fixed bug of DTS_Admin not running by itself [Evera]
-//= 1.8 Changed requirement to lvl 60 [Evera]
+//= 1.7 Fixed bug of DTS_Admin not running by itself [Evera]
+//= 1.8 Changed requirement to lvl 60 [Evera]
//= 1.9 Removed global eligibility option [Evera]
//= 2.0 Fixed zeny bug [Evera]
//= 2.1 Fixed headers with and updated with newer information [Evera]
//= 2.2 Changed dtseligible 2 to MISC_QUEST|128, to clean up variable usage. [Evera]
-//= Also added F_ClearGarbage function to the scripts. [Evera]
-//= 2.3 Changed dtseligible to be $dtsday when MISC_QUEST|128
-//= Added $dtsday for vote session counter
-//= Fixed bug that involved having both warpers enabled at the same time. [Evera]
-//= New $dtsday system and bug fix[Evera]
+//= Also added F_ClearGarbage function to the scripts. [Evera]
+//= 2.3 Changed dtseligible to be $dtsday when MISC_QUEST|128
+//= Added $dtsday for vote session counter
+//= Fixed bug that involved having both warpers enabled at the same time. [Evera]
+//= New $dtsday system and bug fix[Evera]
//= 2.3a fixed 2 bugs with comparision [Lupus]
//= 2.3b corrected Glast warp coords [Lupus] 2.3c Bailand -> Bayalan
//= 2.4 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
@@ -51,7 +51,8 @@
//= 2.6 Moved Morroc NPCs to Morroc Ruins. [L0ne_W0lf]
//= 2.7 Fixed a typo, a - to a +. Not sure how that happened. [L0ne_w0lf]
//= 2.8 Corrected another typo this time in a variable.
-//============================================================
+//= 2.9 Added GM management function. [Euphy]
+//============================================================
einbroch,246,70,0 script Vote Timer#ein -1,{
OnInit:
@@ -533,7 +534,7 @@ function script F_VoteKafra {
case 1:
if (Zeny >= 4000) {
cutin "",255;
- set zeny,zeny-4000;
+ set Zeny, Zeny-4000;
warp "xmas_dun02",130,123;
end;
}
@@ -557,7 +558,7 @@ function script F_VoteKafra {
switch(select("Toy Factory, Level 2 -> 4,000 z:Clock Tower, Level 3 -> 4,000 z:Cancel")) {
case 1:
if (Zeny >= 4000) {
- set zeny,zeny-4000;
+ set Zeny, Zeny-4000;
cutin "kafra_09",255;
warp "xmas_dun02",130,123;
end;
@@ -573,7 +574,7 @@ function script F_VoteKafra {
break;
case 2:
if (Zeny >= 4000) {
- set zeny,zeny-4000;
+ set Zeny, Zeny-4000;
cutin "kafra_09",255;
warp "alde_dun03",265,22;
end;
@@ -598,7 +599,7 @@ function script F_VoteKafra {
switch(select("Toy Factory, Level 2 -> 4,000 z:Clock Tower, Level 3 -> 4,000 z:Lava Dungeon, Level 2 -> 4,000 z:Cancel")) {
case 1:
if (Zeny >= 4000) {
- set zeny,zeny-4000;
+ set Zeny, Zeny-4000;
cutin "kafra_09",255;
warp "xmas_dun02",130,123;
end;
@@ -614,7 +615,7 @@ function script F_VoteKafra {
break;
case 2:
if (Zeny >= 4000) {
- set zeny,zeny-4000;
+ set Zeny, Zeny-4000;
cutin "kafra_09",255;
warp "alde_dun03",265,22;
end;
@@ -630,7 +631,7 @@ function script F_VoteKafra {
break;
case 3:
if (Zeny >= 4000) {
- set zeny,zeny-4000;
+ set Zeny, Zeny-4000;
cutin "kafra_09",255;
warp "mag_dun02",47,40;
end;
@@ -932,7 +933,7 @@ lighthalzen,163,60,4 script Kafra Voting Staff#lght 861,{
switch(select("Byalan Dungeon, Level 3 -> 4,000 z:Cancel")) {
case 1:
if (Zeny >= 4000) {
- set zeny,zeny-4000;
+ set Zeny, Zeny-4000;
cutin "zonda_01",255;
warp "iz_dun02",234,206;
end;
@@ -960,7 +961,7 @@ lighthalzen,163,60,4 script Kafra Voting Staff#lght 861,{
switch(select("Byalan Dungeon, Level 3 -> 4,000 z:Clock Tower, 3rd Floor -> 4,000 z:Cancel")) {
case 1:
if (Zeny >= 4000) {
- set zeny,zeny-4000;
+ set Zeny, Zeny-4000;
cutin "zonda_01",255;
warp "iz_dun02",234,206;
end;
@@ -975,7 +976,7 @@ lighthalzen,163,60,4 script Kafra Voting Staff#lght 861,{
break;
case 2:
if (Zeny >= 4000) {
- set zeny,zeny-4000;
+ set Zeny, Zeny-4000;
cutin "zonda_01",255;
warp "c_tower3",64,143;
end;
@@ -1010,7 +1011,7 @@ lighthalzen,163,60,4 script Kafra Voting Staff#lght 861,{
switch(select("Byalan Dungeon, Level 3 -> 4,000 z:Clock Tower, 3rd Floor -> 4,000 z:Glast Heim Entrance -> 4,000 z:Cancel")) {
case 1:
if (Zeny >= 4000) {
- set zeny,zeny-4000;
+ set Zeny, Zeny-4000;
cutin "zonda_01",255;
warp "iz_dun02",234,206;
end;
@@ -1025,7 +1026,7 @@ lighthalzen,163,60,4 script Kafra Voting Staff#lght 861,{
break;
case 2:
if (Zeny >= 4000) {
- set zeny,zeny-4000;
+ set Zeny, Zeny-4000;
cutin "zonda_01",255;
warp "c_tower3",64,143;
end;
@@ -1040,7 +1041,7 @@ lighthalzen,163,60,4 script Kafra Voting Staff#lght 861,{
break;
case 3:
if (Zeny >= 4000) {
- set zeny,zeny-4000;
+ set Zeny, Zeny-4000;
cutin "zonda_01",255;
warp "glast_01",368,303;
end;
@@ -1173,12 +1174,13 @@ OnTimer15000:
/*
// GM only NPC used for modifying values related to the DTS system.
+// Disabled in official script.
sec_in02,17,160,4 script Vote Globalvar Girl#yuno 864,{
+ callfunc "F_GM_NPC";
mes "[Christy's Maid]";
mes "Lady Christy!";
next;
- input .@input,0,9000;
- if (.@input == 1854) {
+ if (callfunc("F_GM_NPC",1854,0) == 1) {
mes "[Christy's Maid]";
mes "I am Lady Christy's Maid.";
next;
diff --git a/npc/kafras/functions_kafras.txt b/npc/kafras/functions_kafras.txt
index d10c2fe2f..71675c11c 100644
--- a/npc/kafras/functions_kafras.txt
+++ b/npc/kafras/functions_kafras.txt
@@ -1,10 +1,10 @@
//===== Hercules Script ======================================
//= Kafra Functions
-//===== By: ==================================================
+//===== By: ==================================================
//= rAthena Dev Team
//= Darlskies, Darkchild, Syrus22, Lupus, kobra_k88 (2.0)
//= L0ne_W0lf
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 6.7
//===== Description: =========================================
//= These functions handle save, storage, cart rental, teleport,
@@ -13,9 +13,9 @@
//= Kafra's will need a lot of work. The Welcome Message argument
//= may become obsolete, as most kafras have a slightly differing
//= Welcome message.
-//===== Additional Comments: =================================
-//= v1.1 Now using functions v2.1 Added Cart Rent for Classes: Whitesmith, Professor.
-//= Replaced checkoption(x) into checkcart(0) [Lupus] v2.1b Added Fix Kafra Pass Func [Kobra_k88]
+//===== Additional Comments: =================================
+//= 1.1 Now using functions v2.1 Added Cart Rent for Classes: Whitesmith, Professor.
+//= Replaced checkoption(x) into checkcart(0) [Lupus] v2.1b Added Fix Kafra Pass Func [Kobra_k88]
//= 2.2 Final fix of the Kafra Pass Exploit! [Lupus] a -Izlude[4] fix
//= 2.2a Minor changes to function calls. Using agruments. Added Guild options. [kobra_k88]
//= 2.2b This version uses arrays for the teleport option. Rearranged next statements to make menu transitions smoother. [kobra_k88]
@@ -30,29 +30,29 @@
//= 3.1 Removed callfunc Is_####_Class in favor of baseClass [Silentdragon]
//= 3.2 Fixed an exploit [Lupus]
//= 4.0 Added Kafra storage password protection. [Lupus]
-//= to block Kafra Password, read comments at 350 line
+//= to block Kafra Password, read comments at 350 line
//= 5.0 Fixed the close2;....close; end; lines. Who let them slip away? =/ [erKURITA]
-//= Also, the kafra upon warp was giving back the zeny. Removed. [erKURITA]
+//= Also, the kafra upon warp was giving back the zeny. Removed. [erKURITA]
//= 5.1 Optimized a little, added no tele/save arg's [Evera]
//= 5.1a Temporary? Added F_ClearGarbage to clear unused/outdated variables [Lupus]
//= 5.2 By default commented out custom Guilds Kafra's "Guild Storage". [Lupus]
//= 5.3 uncommented Guild Storage. Confirmed kRO feature. [Lupus]
//= 5.4 added -Guide option (Kafra shows you nearest Guide) Work in progress.
-//= Need all coords for all guides.. and somehow pass their coords to kafra.
-//= Removed universal Kafra Pass, added 3 new Kafra Tickets [Lupus]
+//= Need all coords for all guides.. and somehow pass their coords to kafra.
+//= Removed universal Kafra Pass, added 3 new Kafra Tickets [Lupus]
//= 5.4b temporary moved "-Guide" from the 1st menu punct [Lupus]
//= 5.5 Added proper Niflheim welcome message. [L0ne_W0lf]
-//= Cleaned up the menus a bit. Got rid of the proceeding "-" prefix.
+//= Cleaned up the menus a bit. Got rid of the proceeding "-" prefix.
//= 5.5b Missed a preceeding hyphen, which was screwing up teleporting. [L0ne_W0lf]
//= 5.6 Further dialog updates, added dynamic costs for cart and storage use. [L0ne_W0lf]
-//= Updated some functions to handle Guild Kafras the way they should.
+//= Updated some functions to handle Guild Kafras the way they should.
//= 5.6a Corrected a few wrong names in the teleport function. [L0ne_W0lf]
//= 5.7 Correced end message no longer displaying, and the duplicate names [L0ne_W0lf]
-//= Thanks to Barron-Monster for pointing out the issues.
+//= Thanks to Barron-Monster for pointing out the issues.
//= 5.8 Fixed another double name being shown when "saving" [L0ne_W0lf]
//= 5.9 Fixed the Kafra Welcome message for guilds. Thanks Barron-Monster. [L0ne_W0lf]
//= 6.0 Closed Kafra Password exploit in Cool Event Corp. Storages until we got a client/packet based password support.
-//= Added 2 args into F_SetKafCode to fit it in Cool Evnt Co. NPC [Lupus]
+//= Added 2 args into F_SetKafCode to fit it in Cool Evnt Co. NPC [Lupus]
//= 6.1 Added menu for Turbo Track Kafra Staff. [L0ne_W0lf]
//= 6.2 Updated/Fixed warp cords. [Kisuka]
//= 6.3 #kafra_code is now stored as is. [brianluau]
@@ -60,7 +60,7 @@
//= 6.5 Optimized. [Joseph]
//= 6.6 Added Warp Points / View Points Function. [Joseph]
//= 6.7 Added Rune Knight Kafra. [Euphy]
-//============================================================
+//============================================================
//=== Main Function ========================================================
//= arg(0): Used to determine which welcome message to show.
@@ -116,8 +116,8 @@ function script F_Kafra {
// NPC has it's own welcome message. (Display nothing)
break;
}
+ next;
while (1) {
- next;
deletearray @K_Menu0$[0],getarraysize(@K_Menu0$);
if (getarg(0) == 2) {
// Guild Kafra Menu override (free Teleport, free Storage, Free Cart)
@@ -159,6 +159,7 @@ function script F_Kafra {
callfunc "F_KafStor",2,0,0;
else
callfunc "F_KafStor",0,getarg(3),getarg(0);
+ next;
} else if (@K_Menu0$[.@j] == "Use Teleport Service") {
// Display Einbroch "No Teleport Service" notice.
if(getarg(1) != 4) callfunc "F_KafTele",getarg(0);
@@ -176,16 +177,19 @@ function script F_Kafra {
mes "instead. Thank you for your";
mes "understanding and cooperation.";
}
+ next;
} else if (@K_Menu0$[.@j] == "Rent a Pushcart") {
if(callfunc("F_KafCart",getarg(0),getarg(4)) == 1)
- next;
+ next;
} else if (@K_Menu0$[.@j] == "Check Other Information") {
callfunc "F_KafInfo",getarg(2);
+ next;
} else if (@K_Menu0$[.@j] == "Cancel"){
callfunc "F_KafEnd",getarg(0),0;
end;
} else if (@K_Menu0$[.@j] == "Use Guild Storage") {
callfunc "F_KafStor",1,0;
+ next;
}
}
}
@@ -381,7 +385,7 @@ function script F_KafInfo {
// Uncomment next line to block Kafra Storage Protection
// set .@block, 1;
setarray .@m$, "Check Special Reserve Points.","Storage Password Service","Kafra Employee Locations","Cancel";
- if (getarg(0) == 2) deletearray .@m$[1],2; // Rune Knight
+ if (getarg(0) == 2) deletearray .@m$[1],2; // Port Malaya, Rune Knight
else if (.@block) deletearray .@m$[1],1;
while (1) {
set .@j, select(implode(.@m$,":")) - 1;
@@ -472,7 +476,7 @@ function script F_SetKafCode {
mes "Your storage is protected with a password. What would you do now?";
next;
switch (select("Change old password -> 5000z:Remove storage password -> 1000z:Cancel")) {
- Case 1:
+ case 1:
mes getarg(0);
mes "At first, please enter your ^0000FFold password^000000.";
set @code,callfunc("F_EntKafCode");
@@ -484,7 +488,7 @@ function script F_SetKafCode {
next;
callsub S_SET,getarg(0),getarg(1);
break;
- Case 2:
+ case 2:
mes getarg(0);
mes "Please, enter your password before its removal.";
set @code,callfunc("F_EntKafCode");
@@ -512,7 +516,7 @@ function script F_SetKafCode {
emotion e_sry;
}
break;
- Case 3:
+ case 3:
break;
}
} else {
@@ -520,8 +524,8 @@ function script F_SetKafCode {
mes "Additional storage protection with a password.";
next;
switch (select("Set new password -> 5000z:Cancel")) {
- Case 1: callsub S_SET,getarg(0),getarg(1); break;
- Case 2: break;
+ case 1: callsub S_SET,getarg(0),getarg(1); break;
+ case 2: break;
}
}
close2;
@@ -634,4 +638,4 @@ function script F_KafSet {
setd "@wrpC$["+.@i+"]",getd("@wrpD$["+.@i+"]")+" -> "+getd("@wrpP["+.@i+"]");
setd "@wrpC$["+getarraysize(@wrpC$)+"]","Cancel";
return;
-}
+} \ No newline at end of file
diff --git a/npc/kafras/kafras.txt b/npc/kafras/kafras.txt
index 49562e3be..8b867f00d 100644
--- a/npc/kafras/kafras.txt
+++ b/npc/kafras/kafras.txt
@@ -1,9 +1,9 @@
//===== Hercules Script ======================================
//= Kafras (Cities/Dungeons/Fields)
-//===== By: ==================================================
+//===== By: ==================================================
//= Joseph
-//===== Current Version: =====================================
-//= 1.1
+//===== Current Version: =====================================
+//= 1.1b
//===== Description: =========================================
//= Argument settings for callfunc "F_Kafra":
//= arg(0): 0 - Default Kafra message
@@ -13,12 +13,14 @@
//= arg(2): 1 - Disable info menu
//= arg(3): Cost of Storage service
//= arg(4): Cost of Rent a Pushcart service
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 0.x Previous Authors:
//= - L0ne_W0lf, kobra_k88, Samuray22, Evera, Lupus
//= 1.0 Merged and cleaned up Kafras. [Joseph]
//= 1.1 Added Izlude RE coordinates. [Euphy]
-//============================================================
+//= 1.1a Fixed Pre-RE Call and some leftovers. [Lemongrass]
+//= 1.1b Enabled saving in Izlude duplicates (RE). [Euphy]
+//============================================================
// Aldebaran
//============================================================
@@ -49,7 +51,7 @@ aldeba_in,96,181,4 script Kafra Service 113,{
close2;
break;
case 2:
- if (zeny < 20) {
+ if (Zeny < 20) {
mes "[Kafra Leilah]";
mes "Excuse me, but it";
mes "seems that you don't";
@@ -64,7 +66,7 @@ aldeba_in,96,181,4 script Kafra Service 113,{
mes "and administrative functions,";
mes "I'll access your Storage for you.";
next;
- set zeny,zeny-20;
+ set Zeny, Zeny-20;
set RESRVPTS, RESRVPTS + (20/5);
mes "[Kafra Leilah]";
mes "In the future, please";
@@ -326,7 +328,7 @@ yuno,327,108,4 script Kafra Employee::kaf_yuno2 860,{
yuno,277,221,4 script Kafra Employee::kaf_yuno3 861,{
cutin "kafra_09",2;
- callfunc "F_KafSetYun";
+ callfunc "F_KafSet";
mes "[Kafra Employee]";
mes "The Kafra Corporation";
mes "is always working to provide";
@@ -400,7 +402,7 @@ cmd_fild07,136,134,4 script Kafra Employee::kaf_cmd_fild07 721,{
// Izlude
//============================================================
-- script kaf_izlude -1,{
+- script ::kaf_izlude -1,{
cutin "kafra_01",2;
callfunc "F_KafSet";
mes "[Kafra Employee]";
@@ -411,7 +413,7 @@ cmd_fild07,136,134,4 script Kafra Employee::kaf_cmd_fild07 721,{
mes "How may I assist you?";
callfunc "F_Kafra",5,0,1,40,820;
if (checkre(0))
- savepoint "izlude",129,97;
+ savepoint strnpcinfo(4),129,97;
else
savepoint "izlude",94,103;
callfunc "F_KafEnd",0,1,"in the city of Izlude";
@@ -596,7 +598,11 @@ niflheim,202,180,3 script Kafra Employee::kaf_niflheim 791,{
// - Byalan Island
izlu2dun,106,58,8 script Kafra Employee::kaf_izlu2dun 115,{
cutin "kafra_03",2;
- if(BaseJob==Job_Novice && job_merchant_q2>0) callfunc "F_MercKafra"; //F_MercKafra found in merchant.txt
+ if (!checkre(0) && BaseJob == Job_Novice && job_merchant_q2 > 0) {
+ // Merchant Job Change Quest
+ // function F_MercKafra is found in /pre-re/jobs/1-1/merchant.txt
+ callfunc "F_MercKafra";
+ }
mes "[Kafra Employee]";
mes "Welcome to the";
mes "Kafra Corporation.";
@@ -619,10 +625,8 @@ prt_fild05,290,224,3 script Kafra Employee::prt_fild05 114,{
mes "with its excellent service. So";
mes "what can I do for you today?";
callfunc "F_Kafra",5,1,1,40,0;
-
- M_Save:
- savepoint "prt_fild05",274,243;
- callfunc "F_KafEnd",0,1, "at the Prontera Culverts";
+ savepoint "prt_fild05",274,243;
+ callfunc "F_KafEnd",0,1, "at the Prontera Culverts";
}
// - Coal Mine (Dead Pitt)
diff --git a/npc/mapflag/battleground.txt b/npc/mapflag/battleground.txt
index 736ce6215..b8d361229 100644
--- a/npc/mapflag/battleground.txt
+++ b/npc/mapflag/battleground.txt
@@ -4,10 +4,10 @@
//= Epoque
//===== Current Version: =====================================
//= 1.0a
-//===== Description: =========================================
+//===== Description: =========================================
//= Defines a Battleground map.
//= Additional parameter '2' shows scoreboard.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 - Initial script.
//============================================================
diff --git a/npc/mapflag/gvg.txt b/npc/mapflag/gvg.txt
index 0cd7a3219..7c8e1a720 100644
--- a/npc/mapflag/gvg.txt
+++ b/npc/mapflag/gvg.txt
@@ -4,12 +4,12 @@
//= Hercules Dev Team
//===== Current Version: =====================================
//= 1.2
-//===== Description: =========================================
+//===== Description: =========================================
//= Players can attack other guilds, and will have their guild
//= icons shown. WoE damage reductions will also take place.
//= gvg: Turns on GvG mode
//= gvg_castle: Describes castle maps for WoE.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.1 - Added Novice Guild Castles.
//= 1.2 - Updated with new meanings of gvg and gvg_castle.
//============================================================
diff --git a/npc/mapflag/jail.txt b/npc/mapflag/jail.txt
index c2dd16688..e24a7c88a 100644
--- a/npc/mapflag/jail.txt
+++ b/npc/mapflag/jail.txt
@@ -4,7 +4,7 @@
//= Hercules Dev Team
//===== Current Version: =====================================
//= 1.0
-//===== Description: =========================================
+//===== Description: =========================================
//= pvp: Turns on PvP mode
//= pvp_noparty: Can't attack player in same party
//= nobranch: No Dead Branching allowed.
@@ -13,7 +13,7 @@
//= nosave: No saving respawn point allowed. Use SavePoint to use the
//= players previous savepoint, or choose one manually.
//= noteleport: No Teleporting allowed. No fly wings or butterfly wings.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 - Initial script.
//============================================================
diff --git a/npc/mapflag/night.txt b/npc/mapflag/night.txt
index aa12815b3..3613b30db 100644
--- a/npc/mapflag/night.txt
+++ b/npc/mapflag/night.txt
@@ -4,9 +4,9 @@
//= Skotlex
//===== Current Version: =====================================
//= 1.0
-//===== Description: =========================================
+//===== Description: =========================================
//= Enables night mode effects.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 - Initial script.
//============================================================
diff --git a/npc/mapflag/nightmare.txt b/npc/mapflag/nightmare.txt
index 22c08b263..663e1e12f 100644
--- a/npc/mapflag/nightmare.txt
+++ b/npc/mapflag/nightmare.txt
@@ -4,13 +4,13 @@
//= Hercules Dev Team
//===== Current Version: =====================================
//= 1.0
-//===== Description: =========================================
+//===== Description: =========================================
//= Players drop items/equipment on death.
//= pvp_nightmaredrop id,type,percent
//= id: Drop a specific item ID or "random"
//= type: "inventory", "equip", or "all"
//= percent: Rate of item drop.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 - Initial script.
//============================================================
diff --git a/npc/mapflag/nobranch.txt b/npc/mapflag/nobranch.txt
index 5717fb166..06bc7d4de 100644
--- a/npc/mapflag/nobranch.txt
+++ b/npc/mapflag/nobranch.txt
@@ -4,11 +4,11 @@
//= HerculesDev Team
//===== Current Version: =====================================
//= 1.8
-//===== Description: =========================================
+//===== Description: =========================================
//= Disables the following items:
//= Dead Branch (604), Bloody Branch (12103),
//= Red Pouch (12024), Poring Box (12109)
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.3 - Updated. [massdriller]
//= 1.6a - Updated. [Lupus]
//= 1.7 - Added all novice maps. [L0ne_W0lf]
diff --git a/npc/mapflag/noexp.txt b/npc/mapflag/noexp.txt
index 0cc4279ca..8d625bf29 100644
--- a/npc/mapflag/noexp.txt
+++ b/npc/mapflag/noexp.txt
@@ -4,9 +4,9 @@
//= Hercules Dev Team
//===== Current Version: =====================================
//= 1.7
-//===== Description: =========================================
+//===== Description: =========================================
//= Same as 'nobaseexp' and 'nojobexp' combined.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.2 [Lupus] 1.3 [massdriller] 1.4 Lupus 1.5 Lorky
//= 1.6 - Added Lighthalzen (due to quests) [Lupus]
//= 1.7 - Commented out entries. (Quests are official) [L0ne_W0lf]
diff --git a/npc/mapflag/noicewall.txt b/npc/mapflag/noicewall.txt
index 8711ea45d..79db648f6 100644
--- a/npc/mapflag/noicewall.txt
+++ b/npc/mapflag/noicewall.txt
@@ -4,9 +4,9 @@
//= Hercules Dev Team
//===== Current Version: =====================================
//= 1.8
-//===== Description: =========================================
+//===== Description: =========================================
//= Blocks usage of WZ_ICEWALL.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.6a - Re-enabled icewalls for cities [Lupus]
//= 1.7 - Officially icewall is allowed on interiors. [L0ne_w0lf]
//= 1.8 - Fixed arug_cas map names.
diff --git a/npc/mapflag/noloot.txt b/npc/mapflag/noloot.txt
index 43089ed31..546f6d4c9 100644
--- a/npc/mapflag/noloot.txt
+++ b/npc/mapflag/noloot.txt
@@ -4,9 +4,9 @@
//= Epoque
//===== Current Version: =====================================
//= 1.0a
-//===== Description: =========================================
+//===== Description: =========================================
//= Same as 'nomobloot' and 'nomvploot' combined.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 - Initial script.
//============================================================
diff --git a/npc/mapflag/nomemo.txt b/npc/mapflag/nomemo.txt
index 158982e2c..de0059321 100644
--- a/npc/mapflag/nomemo.txt
+++ b/npc/mapflag/nomemo.txt
@@ -4,10 +4,10 @@
//= Hercules Dev Team
//===== Current Version: =====================================
//= 1.8b
-//===== Description: =========================================
+//===== Description: =========================================
//= Prevents players from using /memo on a map.
//= Also disables marriage warp skills.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.6a - Added up to Hugel maps. [Lupus]
//= 1.6b - Added job_knt map. [Samuray22]
//= 1.7 - Added all novice maps. [L0ne_W0lf]
diff --git a/npc/mapflag/nopenalty.txt b/npc/mapflag/nopenalty.txt
index b29d4d4a7..f193eadf1 100644
--- a/npc/mapflag/nopenalty.txt
+++ b/npc/mapflag/nopenalty.txt
@@ -4,9 +4,9 @@
//= Hercules Dev Team
//===== Current Version: =====================================
//= 1.4
-//===== Description: =========================================
+//===== Description: =========================================
//= Same as 'noexppenalty' and 'nozenypenalty' combined.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.2 - Updated. [Lupus]
//= 1.3 - Added all novice maps. [L0ne_W0lf]
//= 1.4 - Removed Nightmare PVP maps. [L0ne_W0lf]
diff --git a/npc/mapflag/nopvp.txt b/npc/mapflag/nopvp.txt
index 4eb4831b8..61597bd35 100644
--- a/npc/mapflag/nopvp.txt
+++ b/npc/mapflag/nopvp.txt
@@ -4,9 +4,9 @@
//= Hercules Dev Team
//===== Current Version: =====================================
//= 1.1a
-//===== Description: =========================================
+//===== Description: =========================================
//= Prevents PvP mode on a map.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 - Initial script.
//============================================================
diff --git a/npc/mapflag/noreturn.txt b/npc/mapflag/noreturn.txt
index d5b94f458..fcded30ce 100644
--- a/npc/mapflag/noreturn.txt
+++ b/npc/mapflag/noreturn.txt
@@ -4,13 +4,13 @@
//= Hercules Dev Team
//===== Current Version: =====================================
//= 1.6
-//===== Description: =========================================
+//===== Description: =========================================
//= Disables the following items:
//= Butterfly Wing (602), Siege Teleport Scroll (14591),
//= Yellow/Green/Red/Blue Butterfly Wings (14582-14585),
//= Dungeon Teleport Scrolls (14527/14581)
//= Also restricts "warpparty" and "warpguild" script commands.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.3 - According to the patch, enabled Butterfly wings in the Castles. [Lupus]
//= 1.4 - Enabled Butterfly wings on PvP maps. [Skotlex]
//= 1.4a - Added job_knt. [Samuray22]
diff --git a/npc/mapflag/nosave.txt b/npc/mapflag/nosave.txt
index 1035d2a77..4d83c5231 100644
--- a/npc/mapflag/nosave.txt
+++ b/npc/mapflag/nosave.txt
@@ -4,10 +4,10 @@
//= Hercules Dev Team
//===== Current Version: =====================================
//= 1.7
-//===== Description: =========================================
+//===== Description: =========================================
//= Characters logging out on the specified map will be warped
//= to the map specified in the last field, or "SavePoint".
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.7 - Updated. [Lupus]
//============================================================
diff --git a/npc/mapflag/noskill.txt b/npc/mapflag/noskill.txt
index ec66f27d3..6f3f401ea 100644
--- a/npc/mapflag/noskill.txt
+++ b/npc/mapflag/noskill.txt
@@ -4,9 +4,9 @@
//= Hercules Dev Team
//===== Current Version: =====================================
//= 1.1
-//===== Description: =========================================
+//===== Description: =========================================
//= Disables all skills on the map.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.1 - Added additional maps. [L0ne_W0lf]
//============================================================
diff --git a/npc/mapflag/noteleport.txt b/npc/mapflag/noteleport.txt
index d969c5522..96e497e05 100644
--- a/npc/mapflag/noteleport.txt
+++ b/npc/mapflag/noteleport.txt
@@ -4,7 +4,7 @@
//= Hercules Dev Team
//===== Current Version: =====================================
//= 1.6a
-//===== Description: =========================================
+//===== Description: =========================================
//= Disables all means of teleportation within a map.
//= Script commands 'warp', 'areawarp', 'warpchar',
//= 'warpparty', 'warpguild', 'warpwaitingpc' will not
@@ -12,7 +12,7 @@
//= Disables skills AL_TELEPORT and TK_HIGHJUMP.
//= Disables the following items:
//= Fly Wing (601), Giant Fly Wing (12212)
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.6a - Updated. [Lupus]
//============================================================
diff --git a/npc/mapflag/notomb.txt b/npc/mapflag/notomb.txt
index 282fddb65..f7daaef7c 100644
--- a/npc/mapflag/notomb.txt
+++ b/npc/mapflag/notomb.txt
@@ -4,9 +4,9 @@
//= Hercules Dev Team
//===== Current Version: =====================================
//= 1.0
-//===== Description: =========================================
+//===== Description: =========================================
//= Disables MVP tomb on some maps.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 - Added Bossnia maps. [CairoLee]
//============================================================
diff --git a/npc/mapflag/novending.txt b/npc/mapflag/novending.txt
index 4205d9d6a..b91dab340 100644
--- a/npc/mapflag/novending.txt
+++ b/npc/mapflag/novending.txt
@@ -4,9 +4,9 @@
//= Epoque
//===== Current Version: =====================================
//= 1.0a
-//===== Description: =========================================
+//===== Description: =========================================
//= Disables skill MC_VENDING on a map.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 - Initial script.
//============================================================
diff --git a/npc/mapflag/nowarp.txt b/npc/mapflag/nowarp.txt
index 304cebf2f..5d02a3aca 100644
--- a/npc/mapflag/nowarp.txt
+++ b/npc/mapflag/nowarp.txt
@@ -4,9 +4,9 @@
//= Hercules Dev Team
//===== Current Version: =====================================
//= 1.3
-//===== Description: =========================================
+//===== Description: =========================================
//= Disables use of @go to a map.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.3 - Added WoE SE maps.
//============================================================
diff --git a/npc/mapflag/nowarpto.txt b/npc/mapflag/nowarpto.txt
index f54dc785f..ef51a290d 100644
--- a/npc/mapflag/nowarpto.txt
+++ b/npc/mapflag/nowarpto.txt
@@ -4,9 +4,9 @@
//= Hercules Dev Team
//===== Current Version: =====================================
//= 1.3
-//===== Description: =========================================
+//===== Description: =========================================
//= Disables use of @warp to a map.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 - Initial script.
//============================================================
diff --git a/npc/mapflag/partylock.txt b/npc/mapflag/partylock.txt
index ba0014026..0c6cdfe92 100644
--- a/npc/mapflag/partylock.txt
+++ b/npc/mapflag/partylock.txt
@@ -4,10 +4,10 @@
//= Hercules Dev Team
//===== Current Version: =====================================
//= 1.0
-//===== Description: =========================================
+//===== Description: =========================================
//= Blocks all party modifications on a map:
//= /organize, /leave, /invite, @changeleader
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 - Initial script.
//============================================================
diff --git a/npc/mapflag/pvp.txt b/npc/mapflag/pvp.txt
index d72e45a98..959416a99 100644
--- a/npc/mapflag/pvp.txt
+++ b/npc/mapflag/pvp.txt
@@ -4,9 +4,9 @@
//= Hercules Dev Team
//===== Current Version: =====================================
//= 1.0
-//===== Description: =========================================
+//===== Description: =========================================
//= Enables PvP on a map.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 - Initial script.
//============================================================
diff --git a/npc/mapflag/pvp_noguild.txt b/npc/mapflag/pvp_noguild.txt
index fe61a3097..bb27c463b 100644
--- a/npc/mapflag/pvp_noguild.txt
+++ b/npc/mapflag/pvp_noguild.txt
@@ -4,9 +4,9 @@
//= Hercules Dev Team
//===== Current Version: =====================================
//= 1.1
-//===== Description: =========================================
+//===== Description: =========================================
//= Ignores guild alliances on GvG-enabled maps.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 - Initial script.
//============================================================
diff --git a/npc/mapflag/pvp_noparty.txt b/npc/mapflag/pvp_noparty.txt
index 569a46c2d..2f17e39f1 100644
--- a/npc/mapflag/pvp_noparty.txt
+++ b/npc/mapflag/pvp_noparty.txt
@@ -4,9 +4,9 @@
//= Hercules Dev Team
//===== Current Version: =====================================
//= 1.2
-//===== Description: =========================================
+//===== Description: =========================================
//= Ignores party alliances on PvP-enabled maps.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 - Initial script.
//============================================================
diff --git a/npc/mapflag/reset.txt b/npc/mapflag/reset.txt
index 7af002f22..38ef8569c 100644
--- a/npc/mapflag/reset.txt
+++ b/npc/mapflag/reset.txt
@@ -4,9 +4,9 @@
//= Daegaladh
//===== Current Version: =====================================
//= 1.0
-//===== Description: =========================================
+//===== Description: =========================================
//= Maps where Neuralizer (12213) can be used.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 - Initial script.
//============================================================
diff --git a/npc/mapflag/town.txt b/npc/mapflag/town.txt
index a89e5f7be..54646c95d 100644
--- a/npc/mapflag/town.txt
+++ b/npc/mapflag/town.txt
@@ -4,9 +4,9 @@
//= Epoque
//===== Current Version: =====================================
//= 1.0a
-//===== Description: =========================================
+//===== Description: =========================================
//= Designates a map as a town, granting mailbox access.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 - Initial script.
//============================================================
diff --git a/npc/mapflag/zone.txt b/npc/mapflag/zone.txt
index 9c0be04c4..1904e034a 100644
--- a/npc/mapflag/zone.txt
+++ b/npc/mapflag/zone.txt
@@ -4,9 +4,9 @@
//= Ind/Hercules
//===== Current Version: =====================================
//= 1.0
-//===== Description: =========================================
+//===== Description: =========================================
//= Flags maps as part of zones defined in map_zone_db.txt
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//============================================================
//Aldebaran Turbo Track
diff --git a/npc/merchants/advanced_refiner.txt b/npc/merchants/advanced_refiner.txt
index 7b7825492..0ab0e29e8 100644
--- a/npc/merchants/advanced_refiner.txt
+++ b/npc/merchants/advanced_refiner.txt
@@ -3,9 +3,7 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.4b
-//===== Compatible With: =====================================
-//= Hercules Git
+//= 1.5
//===== Description: =========================================
//= [Official Conversion]
//= Refiner that uses Enriched ores to increase upgrade success.
@@ -24,6 +22,7 @@
//= 1.4 Removed unnecessary dialogs [Zephyrus]
//= 1.4a Added 'disable_items' command. [Euphy]
//= 1.4b Fixed coordinates. [Euphy]
+//= 1.5 Some official script updates. [Euphy]
//============================================================
payon,157,146,6 script Suhnbi#cash 85,{
@@ -34,37 +33,39 @@ payon,157,146,6 script Suhnbi#cash 85,{
mes "armor and equipment, so let me";
mes "know what you want to refine.";
next;
+
setarray .@position$[1], "Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
set .@menu$,"";
- for( set .@i,1; .@i <= 10; set .@i,.@i+1 )
- {
- if( getequipisequiped(.@i) )
+ for(set .@i,1; .@i<=10; set .@i,.@i+1) {
+ if (getequipisequiped(.@i)) {
set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
-
+ set .@equipped,1;
+ }
set .@menu$, .@menu$ + ":";
}
- set .@part,select(.@menu$);
-
- if( !getequipisequiped(.@part) )
+ if (.@equipped == 0) {
+ mes "[Suhnbi]";
+ mes "I don't think I can refine any items you have...";
close;
+ }
+ set .@part, select(.@menu$);
- if( !getequipisenableref(.@part) )
- {
+ if (!getequipisequiped(.@part)) //custom check
+ close;
+ if (!getequipisenableref(.@part)) {
mes "[Suhnbi]";
- mes "I don't think I can refine this item at all.";
+ mes "Go find another Blacksmith. You can't refine this thing.";
close;
}
- if( getequiprefinerycnt(.@part) >= 10 )
- {
+ if (getequiprefinerycnt(.@part) >= 10) {
mes "[Suhnbi]";
- mes "This item cannot be refined because it has already reached its maximum level...";
+ mes "Hmm... someone perfected this already. I don't think I can work on it further.";
close;
}
// Make sure you have the neccessary items and Zeny to refine your items
// Determines chance of failure and verifies that you want to continue.
- switch( getequipweaponlv(.@part) )
- {
+ switch(getequipweaponlv(.@part)) {
case 1: callsub S_RefineValidate,1,7620,50,.@part; break;
case 2: callsub S_RefineValidate,2,7620,200,.@part; break;
case 3: callsub S_RefineValidate,3,7620,5000,.@part; break;
@@ -72,85 +73,89 @@ payon,157,146,6 script Suhnbi#cash 85,{
default: callsub S_RefineValidate,0,7619,2000,.@part; break;
}
- if( getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100) )
- {
- mes "[Suhnbi]";
- mes "Clink! Clank! Clunk!";
- SuccessRefItem .@part;
+ mes "[Suhnbi]";
+ mes "Clang! Clang! Clang!";
+ if (getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100)) {
+ successrefitem .@part;
next;
- Emotion e_no1;
+ emotion e_no1;
mes "[Suhnbi]";
- mes "Here you are! It's done.";
- mes "It's been a while since I've made such a fine weapon. You must be happy because it has become stronger!";
+ mes "There you go! It's done.";
+ mes "It's been a while since I've made such a fine "+((getequipweaponlv(.@part))?"weapon":"armor")+". You must be happy because it has become stronger!";
close;
}
- mes "[Suhnbi]";
- mes "Clink! Clank! Clunk!";
- FailedRefItem .@part;
+ failedrefitem .@part;
next;
- if (rand(5) == 1){
- Emotion e_cash;
- } else {
- Emotion e_omg;
- }
+ emotion (!rand(5))?e_cash:e_omg;
mes "[Suhnbi]";
- mes "Cough!!!!";
+ mes "Uuuuuuuuuummmmmph!!!";
next;
mes "[Suhnbi]";
- mes "Cough...Cough..";
- mes "What a shame...";
- mes "Your equipment broke during the refining process. I had told you earlier this might happen!";
+ mes "...";
+ mes ".....";
+ mes ".......Huhuhuhuhu~";
+ mes "........It was your choice and my ability, no regret.";
close;
S_RefineValidate:
mes "[Suhnbi]";
if (getarg(0))
- mes "A level " + getarg(0) + " weapon...";
- mes "To refine this I need one ^ff9999" + getitemname(getarg(1)) + "^000000 and a service fee of " + getarg(2) + " Zeny.";
- mes "Do you wish to continue?";
+ mes "You want to refine a level " + getarg(0) + " weapon?";
+ mes "To refine that, you'll need to have one ^ff9999" + getitemname(getarg(1)) + "^000000 and " + getarg(2) + " zeny.";
+ mes "Would you like to continue?";
next;
- if( select("Yes:No") == 1 )
- {
- if( getequippercentrefinery(getarg(3)) < 100 )
- {
- mes "[Suhnbi]";
- mes "Wow!!";
- mes "This weapon, probably";
- mes "looks like it's been refined...";
- mes "many times...";
- mes "It may break if";
- mes "you refine it again.";
- next;
- mes "And if it breaks,";
- mes "you can't use it anymore!";
- mes "All the cards in it and the";
- mes "properties";
- mes "^ff0000will be lost^000000!!";
- mes "^ff0000 besides, the equipment will break!^000000";
- mes " ";
- mes "Are you sure you still want to continue?";
- next;
- if( select("Yes:No") == 2 )
- {
+ if(select("Yes:No") == 1) {
+ if (getequippercentrefinery(getarg(3)) < 100) {
+ if (getarg(0)) {
+ mes "[Suhnbi]";
+ mes "Wow!!";
+ mes "This weapon probably";
+ mes "looks like it's been refined...";
+ mes "many times...";
+ mes "It may break if";
+ mes "you refine it again.";
+ next;
+ mes "And if it breaks,";
+ mes "you can't use it anymore!";
+ mes "All the cards in it and the properties ^ff0000will be lost^000000!";
+ mes "^ff0000Besides, the equipment will break!^000000";
+ mes "Are you sure you still want to continue?";
+ next;
+ if(select("Yes:No") == 2) {
+ mes "[Suhnbi]";
+ mes "Good.";
+ mes "Because if the weapon breaks from unreasonable refining, then I get a bad mood, too.";
+ close;
+ }
+ } else {
mes "[Suhnbi]";
- mes "I completely agree...";
- mes "I might be a great refiner, but sometimes even I make mistakes.";
- close;
+ mes "Giggle. Giggle. Oh, you have guts, daring to refine this.";
+ mes "You know it's pretty risky, don't you?";
+ next;
+ mes "If your defensive equipment is broken, you'll never be able to use it again.";
+ mes "Even your cards and your modifications will ^ff0000completely disappear^000000.";
+ //mes "Everything will disappear. As in... GONE!";
+ mes "Do you really wish to continue?";
+ next;
+ if(select("Yes:No") == 2) {
+ mes "[Suhnbi]";
+ mes "What nonsense. You waste my precious time.";
+ mes "Get lost, punk.";
+ close;
+ }
}
}
- if( countitem(getarg(1)) > 0 && Zeny > getarg(2) )
- {
- delitem getarg(1), 1;
+ if (countitem(getarg(1)) > 0 && Zeny > getarg(2)) {
+ delitem getarg(1),1;
set Zeny, Zeny - getarg(2);
return;
}
mes "[Suhnbi]";
- mes "You don't seem to have enough Zeny or " + getitemname(getarg(1)) + "...";
- mes "Go get some more. I'll be here all day if you need me.";
+ mes "Are these all you have?";
+ mes "I'm very sorry, but I can't do anything without all the materials. Besides, I deserve some payments for my work, don't I?";
close;
}
mes "[Suhnbi]";
- mes "Yeah... There's no need to rush.";
- mes "Take your time.";
+ mes "I can't help it even if you're not happy about it...";
close;
}
diff --git a/npc/merchants/alchemist.txt b/npc/merchants/alchemist.txt
index d48ee68bb..e3da99291 100644
--- a/npc/merchants/alchemist.txt
+++ b/npc/merchants/alchemist.txt
@@ -1,131 +1,22 @@
//===== Hercules Script ======================================
//= Alchemist Shop
-//===== By: ==================================================
-//= rAthena Team
-//===== Current Version: =====================================
-//= 1.7
-//===== Description: =========================================
-//= Selling Alchemist Materials and Manuals
-//===== Additional Comments: =================================
+//===== By: ==================================================
+//= rAthena Dev Team
+//===== Current Version: =====================================
+//= 1.8
+//===== Description: =========================================
+//= Merchants for Alchemist Materials and Manuals.
+//===== Additional Comments: =================================
//= 1.1 fixed Medicine Bowl issue, thanx 2 MasterOfMuppets
//= 1.2 Reddozen's fixes of typos. added optional Elemental
-//= Potion Guide. [Lupus]
+//= Potion Guide. [Lupus]
//= 1.3 Deleted Elemental Potions Guide due to original quest [Lupus]
//= 1.4 Alchemists can now purchase 2000 Medicine Bowls at once. [SinSloth]
//= 1.5 Updated to Aegis 10.3 Standards. [L0ne_W0lf]
//= 1.6 Corrected canceling purchase. [L0ne_W0lf]
//= 1.7 Updated to match AEGIS script. [Masao]
-//============================================================
-
-alde_alche,31,186,3 script Craft Book Salesman#alde 883,{
-
- mes "[Craft Book Salesman]";
- mes "Welcome.";
- mes "I'm here to sell";
- mes "^0000FFspecial craft books^000000 for Geneticists.";
- next;
- mes "[Craft Book Salesman]";
- mes "Geneticists have some skills";
- mes "that require craft books to activate.";
- next;
- mes "[Craft Book Salesman]";
- mes "The more craft books you have,";
- mes "the more skills you can use.";
- next;
- mes "[Craft Book Salesman]";
- mes "Please understand that";
- mes "I specialize in the sale of these special books and";
- mes "I ^FF0000don't sell other items^000000.";
- next;
- mes "[Craft Book Salesman]";
- mes "Okay then, here's the list of available craft books.";
- next;
- switch(select("[Apple Bomb Craft Book] 100,000 zeny:[Pineapple Bomb Craft Book] 100,000 zeny:[Coconut Bomb Craft Book] 100,000 zeny:[Melon Bomb Craft Book] 100,000 zeny:[Banana Bomb Craft Book] 100,000 zeny:[Plant Gene Cultivation Method] 100,000 zeny:[Superior Potion Craft Manual] 100,000 zeny:[Mix Cooking Book] 100,000 zeny:[Health Improvement Research Book] 100,000 zeny:[Vigor Drink Recipe] 100,000 zeny:Close")){
- case 1:
- callsub S_SellManual,6279,100000;
- break;
- case 2:
- callsub S_SellManual,6280,100000;
- break;
- case 3:
- callsub S_SellManual,6281,100000;
- break;
- case 4:
- callsub S_SellManual,6282,100000;
- break;
- case 5:
- callsub S_SellManual,6283,100000;
- break;
- case 6:
- callsub S_SellManual,6284,100000;
- break;
- case 7:
- callsub S_SellManual,6285,100000;
- break;
- case 8:
- callsub S_SellManual,11022,100000;
- break;
- case 9:
- callsub S_SellManual,11023,100000;
- break;
- case 10:
- callsub S_SellManual,11024,100000;
- break;
- case 11:
- mes "[Craft Book Salesman]";
- mes "Thank you for your patronage.";
- mes "Please come again.";
- close;
- }
-
-S_SellManual:
- mes "[Craft Book Salesman]";
- mes ""+getitemname(getarg(0))+"?";
- mes "That'll be "+getarg(1)+" zeny ea.";
- mes "How many of these books would you like to purchase?";
- next;
- input .@amount;
- if (.@amount == 0) {
- mes "[Craft Book Salesman]";
- mes "Would you like to see some different books?";
- close;
- }
- if (.@amount < 1 || .@amount > 99 ){
- mes "[Craft Book Salesman]";
- mes "You cannot purchase more than 100 at a time.";
- close;
- }
- mes "[Craft Book Salesman]";
- mes "You've entered "+.@amount+"x "+getitemname(getarg(0))+".";
- mes "That'll be "+getarg(1) * .@amount+" Zeny.";
- mes "Would you like to continue?";
- next;
- if (select("Yes:No") == 1) {
- if (Zeny < getarg(1) * .@amount) {
- mes "[Craft Book Salesman]";
- mes "You don't";
- mes "have enough zeny.";
- mes "Check how much zeny";
- mes "you have first.";
- close;
- }
- if (checkweight(getarg(0),.@amount) == 0){
- mes "[Craft Book Salesman]";
- mes "It doesn't seem like you can carry everything.";
- mes "Please check the space in your inventory.";
- close;
- }
- mes "[Craft Book Salesman]";
- mes "Thank you for your patronage.";
- set Zeny,Zeny - getarg(1) * .@amount;
- getitem getarg(0),.@amount;
- close;
- }
- mes "[Craft Book Salesman]";
- mes "Please take your time";
- mes "before you make your decision.";
- close;
-}
+//= 1.8 Moved Craft Book Merchant to Renewal path. [Euphy]
+//============================================================
alde_alche,24,188,3 script Guild Dealer 740,{
if (checkweight(1201,1) == 0) {
@@ -187,7 +78,7 @@ alde_alche,24,188,3 script Guild Dealer 740,{
mes "in your inventory.";
close;
}
- set zeny,zeny-.@sell;
+ set Zeny, Zeny-.@sell;
getitem 7134,.@input; //Medicine_Bowl
mes "[Gever Al Sharp]";
mes "Thank you.";
@@ -260,7 +151,7 @@ S_SellManual:
mes "That'll be "+getarg(1)+" zeny.";
next;
if (select("Purchase.:Quit.") == 1) {
- set zeny,zeny-getarg(1);
+ set Zeny, Zeny-getarg(1);
getitem getarg(0),1;
mes "[Gever Al Sharp]";
mes "Thank you for";
diff --git a/npc/merchants/ammo_boxes.txt b/npc/merchants/ammo_boxes.txt
index f4df03a0a..5cb63a57b 100644
--- a/npc/merchants/ammo_boxes.txt
+++ b/npc/merchants/ammo_boxes.txt
@@ -1,5 +1,5 @@
//===== Hercules Script ======================================
-//= Magazine Dealer Kenny
+//= Magazine Dealers
//===== By: ==================================================
//= rAthena Dev Team
//===== Current Version: =====================================
@@ -16,10 +16,9 @@
//= 1.5 Moved Izlude duplicate to pre-re/re paths. [Euphy]
//============================================================
-alberta,118,157,3 script Magazine Dealer Tonny::mdk 83,{
- set .n$, compare(strnpcinfo(1),"Tonny")?"[Tonny]":"[Kenny]";
- if(BaseJob == Job_Gunslinger) {
- mes .n$;
+alberta,118,157,3 script Magazine Dealer Kenny::mdk 83,{
+ if (BaseJob == Job_Gunslinger) {
+ mes "[Kenny]";
mes "Welcome to my Magazine Shop.";
mes "As you may know, large numbers";
mes "of bullets can be carried more";
@@ -36,7 +35,7 @@ alberta,118,157,3 script Magazine Dealer Tonny::mdk 83,{
case 7: callfunc "Func_Casing",13202,12150; break;
case 8: callfunc "Func_Casing",13201,12151; break;
case 9:
- mes .n$;
+ mes "[Kenny]";
mes "Well, if you ever find";
mes "that you have too many";
mes "bullets, come and see me.";
@@ -45,7 +44,7 @@ alberta,118,157,3 script Magazine Dealer Tonny::mdk 83,{
close;
}
}
- mes .n$;
+ mes "[Kenny]";
mes "Welcome to my shop.";
mes "Here, I provide Magazines";
mes "and Cartridges for Gunslingers.";
@@ -53,7 +52,7 @@ alberta,118,157,3 script Magazine Dealer Tonny::mdk 83,{
mes "my services would be of any";
mes "use to you, adventurer.";
next;
- mes .n$;
+ mes "[Kenny]";
mes "Eh, but if you happen to";
mes "know any Gunslingers, send";
mes "them my way. You can never";
@@ -62,18 +61,18 @@ alberta,118,157,3 script Magazine Dealer Tonny::mdk 83,{
}
function script Func_Casing {
- mes .n$;
+ mes "[Kenny]";
mes "Now, you can trade";
mes "500 "+getitemname(getarg(0))+"s";
mes "and 500 zeny for 1 "+getitemname(getarg(1))+", so make sure";
mes "you have sufficient bullets";
mes "and zeny for this exchange.";
next;
- mes .n$;
+ mes "[Kenny]";
mes "You can exchange 500 "+getitemname(getarg(0))+"s and 500 zeny";
mes "with 1 "+getitemname(getarg(1))+".";
next;
- mes .n$;
+ mes "[Kenny]";
mes "Remember that I can't give";
mes "you more than 50 Magazines";
mes "at a time. Now please enter";
@@ -81,8 +80,8 @@ function script Func_Casing {
mes "want to receive. If you want to cancel, then just enter ''0.''";
next;
input .@amount;
- if(.@amount > 50 || .@amount == 0) {
- mes .n$;
+ if (.@amount > 50 || .@amount == 0) {
+ mes "[Kenny]";
mes "Hey, I can't give you";
mes "that many Magazines.";
mes "Please try again, and";
@@ -93,7 +92,7 @@ function script Func_Casing {
if (countitem(getarg(0)) >= (500*.@amount)) {
if (Zeny >= (500*.@amount)) {
if (checkweight(getarg(1),.@amount) == 0) {
- mes .n$;
+ mes "[Kenny]";
mes "Hey, you've got a lot";
mes "of junk crammed in your";
mes "Inventory. Free up some";
@@ -102,7 +101,7 @@ function script Func_Casing {
mes "some Magazines later, okay?";
close;
}else{
- mes .n$;
+ mes "[Kenny]";
mes "Alright, here are";
mes "your Magazines. Thanks";
mes "for visiting my shop, and";
@@ -113,8 +112,8 @@ function script Func_Casing {
getitem getarg(1),.@amount;
close;
}
- }else{
- mes .n$;
+ } else {
+ mes "[Kenny]";
mes "Sorry, but you don't";
mes "have enough zeny for";
mes "this Magazine exchange.";
@@ -123,8 +122,8 @@ function script Func_Casing {
mes "some more money.";
close;
}
- }else{
- mes .n$;
+ } else {
+ mes "[Kenny]";
mes "Sorry, but you don't";
mes "have enough bullets for";
mes "this Magazine exchange.";
diff --git a/npc/merchants/ammo_dealer.txt b/npc/merchants/ammo_dealer.txt
index b9d515ad4..7a13a5fc5 100644
--- a/npc/merchants/ammo_dealer.txt
+++ b/npc/merchants/ammo_dealer.txt
@@ -1,5 +1,5 @@
-//===== Hercules Script =======================================
-//= Bullet Dealer Tony
+//===== Hercules Script ======================================
+//= Bullet Dealers
//===== By ===================================================
//= Playtester, Paradox924X
//===== Version ==============================================
@@ -97,7 +97,7 @@ function script Bullet_Trade {
mes "available. Try putting some of";
mes "your things into Kafra Storage.";
close;
- }else{
+ } else {
mes "[Tony]";
mes "Great, everything seems";
mes "to be in order. Let me take";
@@ -110,7 +110,7 @@ function script Bullet_Trade {
getitem getarg(2),.@amount * 30;
close;
}
- }else{
+ } else {
mes "[Tony]";
mes "Huh. It looks like you";
mes "don't have enough materials";
diff --git a/npc/merchants/buying_shops.txt b/npc/merchants/buying_shops.txt
index c8c001902..a18311c08 100644
--- a/npc/merchants/buying_shops.txt
+++ b/npc/merchants/buying_shops.txt
@@ -10,10 +10,10 @@
//= 1.0 First version. [Kisuka]
//= 1.1 Added Catalog Magician. [Euphy]
//= 1.1a Moved Catalog Magician to Renewal path. [Euphy]
-//============================================================
+//============================================================
// Black Marketeer (Buy Licenses - Non-Merchant Classes)
-//============================================================
+//============================================================
que_job01,68,84,1 script Black Marketeer#Buying 881,{
if (getskilllv("ALL_BUYING_STORE") == 1) {
mes "[Mr. Jass]";
@@ -91,7 +91,7 @@ que_job01,68,84,1 script Black Marketeer#Buying 881,{
}
// Purchasing Team (Learn Skill - Merchant Classes)
-//============================================================
+//============================================================
alberta_in,58,52,4 script Purchasing Team#Buying 59,{
mes "[Mr. Hugh]";
if (BaseClass == Job_Merchant && getskilllv("MC_VENDING") >= 1) {
@@ -212,7 +212,7 @@ alberta_in,58,52,4 script Purchasing Team#Buying 59,{
mes "Okay, you're now approved to open the Bulk Buyer Shop.";
set Zeny,Zeny-10000;
getitem 6377,5; //Buy_Stall_Permit
- skill "ALL_BUYING_STORE",1,3;
+ skill "ALL_BUYING_STORE",1,4;
next;
mes "[Mr. Hugh]";
mes "Currently, only normal items ^8C2121EXCEPT^000000 equipment, certain potions, and hand-crafted items can be purchased in bulk, but this can still be very beneficial to you, depending on how you use it.";
@@ -236,4 +236,4 @@ alberta_in,58,52,4 script Purchasing Team#Buying 59,{
mes "[Mr. Hugh]";
mes "My time is solely dedicated to our customers in the Merchant industry.";
close;
-} \ No newline at end of file
+}
diff --git a/npc/merchants/cash_hair.txt b/npc/merchants/cash_hair.txt
index dfde86a4d..65c181f60 100644
--- a/npc/merchants/cash_hair.txt
+++ b/npc/merchants/cash_hair.txt
@@ -1,12 +1,12 @@
//===== Hercules Script ======================================
//= Cash Hair Stylist
-//===== By: ==================================================
+//===== By: ==================================================
//= Kisuka
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.0
-//===== Description: =========================================
+//===== Description: =========================================
//= Exchange cash item, New_Style_Coupon, for new hair styles.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version. [Kisuka]
//============================================================
diff --git a/npc/merchants/cash_trader.txt b/npc/merchants/cash_trader.txt
index b61120dea..479ccd7cf 100644
--- a/npc/merchants/cash_trader.txt
+++ b/npc/merchants/cash_trader.txt
@@ -1,13 +1,13 @@
//===== Hercules Script ======================================
//= Cash Shop NPCs
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.1
-//===== Description: =========================================
+//===== Description: =========================================
//= Sell Cash shop items.
//= Based on iRO's Cash shop. Headgears omitted.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version. Sample shop per-say.
//= 1.1 FIxed typo. (bugreport:1078) [L0ne_W0lf]
//============================================================
diff --git a/npc/merchants/cashheadgear_dye.txt b/npc/merchants/cashheadgear_dye.txt
index 3d9fd89d8..c2c91c1a6 100644
--- a/npc/merchants/cashheadgear_dye.txt
+++ b/npc/merchants/cashheadgear_dye.txt
@@ -6,10 +6,10 @@
//===== Current Version: =====================================
//= 1.0
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Change headgear's color. Cost is a Mysterious Dyestuff
//===== Additional Comments: =================================
-//= v1.0 First / Optimized Version
+//= 1.0 First / Optimized Version
//============================================================
prt_in,253,168,4 script Alora 862,{
diff --git a/npc/merchants/clothes_dyer.txt b/npc/merchants/clothes_dyer.txt
index 253e849a7..1395538ae 100644
--- a/npc/merchants/clothes_dyer.txt
+++ b/npc/merchants/clothes_dyer.txt
@@ -1,12 +1,12 @@
//===== Hercules Script ======================================
//= Clothes Dyer
-//===== By: ==================================================
+//===== By: ==================================================
//= Usnul
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 2.5
-//===== Description: =========================================
+//===== Description: =========================================
//= Clothes dyer with standard palletes
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= Fully working
//= 2.1 Shortened some labels to make this script loading,
//= Added Black+White Colors desc [Lupus]
@@ -171,4 +171,4 @@ function Dyes {
mes "Your clothes have been dyed "+((.@s)?.@DyeName$[getarg((.@s-1)*2)]:.@DyeName$[0])+".";
close;
}
-}
+} \ No newline at end of file
diff --git a/npc/merchants/coin_exchange.txt b/npc/merchants/coin_exchange.txt
index 04c4f793c..1aa28e519 100644
--- a/npc/merchants/coin_exchange.txt
+++ b/npc/merchants/coin_exchange.txt
@@ -1,5 +1,5 @@
//===== Hercules Script ======================================
-//= Manuk & Splendide Coin Merchants
+//= Coin Merchants
//===== By: ==================================================
//= rAthena Dev Team
//===== Current Version: =====================================
@@ -43,7 +43,7 @@
if (.@i == 1) {
mes "Here are the item descriptions.";
close2;
- ReadBook .@Book,1;
+ readbook .@Book,1;
end;
}
else if (.@i < 5) {
@@ -84,4 +84,4 @@
}
}
man_in01,286,16,1 duplicate(merchant_13_2) Merchant of Manuk 454
-spl_in01,110,326,5 duplicate(merchant_13_2) Merchant of Splendide 439
+spl_in01,110,326,5 duplicate(merchant_13_2) Merchant of Splendide 439 \ No newline at end of file
diff --git a/npc/merchants/dye_maker.txt b/npc/merchants/dye_maker.txt
index c4bc2f5f8..336c0798f 100644
--- a/npc/merchants/dye_maker.txt
+++ b/npc/merchants/dye_maker.txt
@@ -1,12 +1,13 @@
//===== Hercules Script ======================================
//= Dye Maker
-//===== By: ==================================================
+//===== By: ==================================================
//= rAthena Dev Team
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.4
-//===== Description: =========================================
-//= [Aegis Conversion]
-//===== Additional Comments: =================================
+//===== Description: =========================================
+//= [Official Conversion]
+//= Quests to create the eight colored Dyestuffs.
+//===== Additional Comments: =================================
//= 1.0 Fully working [kobra_k88]
//= 1.1 Spell Checked [Nexon]
//= 1.2 Rescripted to Aegis 10.3 standard. [L0ne_W0lf]
@@ -14,7 +15,7 @@
//= 1.3 Made the checks more dynamic [ultramage]
//= 1.3b Fixed incorrect checking loop structure [ultramage]
//= 1.4 Added a checkweight. [L0ne_W0lf]
-//============================================================
+//============================================================
morocc_in,146,99,3 script Java Dullihan 58,{
if ((MaxWeight-Weight) < 200 || checkweight(1201,1) == 0) {
@@ -181,7 +182,7 @@ S_MakeDye:
// delete items
for (set .@i, 0; .@i < .@size ; set .@i, .@i+1)
delitem .@item[.@i], .@count[.@i];
- set zeny,zeny-.@cost;
+ set Zeny, Zeny-.@cost;
// get dyestuff
getitem .@dyestuff,1;
diff --git a/npc/merchants/elemental_trader.txt b/npc/merchants/elemental_trader.txt
index 10dcec3e4..dde742514 100644
--- a/npc/merchants/elemental_trader.txt
+++ b/npc/merchants/elemental_trader.txt
@@ -1,16 +1,16 @@
//===== Hercules Script ======================================
//= Elemental Stone Trader
-//===== By: ==================================================
-//= MasterOfMuppets, rAthena Dev Team
-//===== Current Version: =====================================
+//===== By: ==================================================
+//= rAthena Team & MasterOfMuppets
+//===== Current Version: =====================================
//= 1.1
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Trade impure types of elemental stones for pure ones.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
//= 1.1 Optimized. [Euphy]
-//============================================================
+//============================================================
ama_in02,61,27,7 script Alchemist#ama 749,{
mes "[Laspuchin Gregory]";
diff --git a/npc/merchants/enchan_arm.txt b/npc/merchants/enchan_arm.txt
index 5bb9a7d7d..0375aa15d 100644
--- a/npc/merchants/enchan_arm.txt
+++ b/npc/merchants/enchan_arm.txt
@@ -1,26 +1,24 @@
//=====Hercules Script =======================================
//= Armor Enchanter
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.3a
-//===== Compatible With: =====================================
-//= Hercules Git
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Add a +1, +2, or +3 random stat to a specified armor.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version.
//= 1.1 Corrected typo (Sit -> Suit) (bugreport:4586)
//= 1.2 Optimized. [Euphy]
//= 1.3 Fixed some typos and optimized a little more. [Daegaladh]
//= 1.3a Added 'disable_items' command. [Euphy]
-//============================================================
+//============================================================
prontera,165,60,2 script Apprentice Craftsman 73,{
disable_items;
mes "[Apprentice Craftsman]";
- if (Zeny > 399999) {
+ if (Zeny >= 400000) {
mes "I've been studying ways to enhance an armor to maximize its capability.";
next;
mes "[Apprentice Craftsman]";
@@ -35,24 +33,24 @@ prontera,165,60,2 script Apprentice Craftsman 73,{
mes "[Apprentice Craftsman]";
mes "I'm not responsible for what would happen if you have more than one of the same kind in your inventory.";
next;
- switch(select("Armor with no Slots:Armor with Slots:High Grade Armor:Maybe next time")) {
- case 1:
- setarray .@Items[0],2307,2309,2314,2316,2321,2325,2327,2328,2330,2332,2334,2335,2341,2344,2346,2348,2350,2337,2386,2394,2395,2396;
- set .@j,50;
- break;
- case 2:
- setarray .@Items[0],2311,2318,2319,2320,2308,2310,2315,2317,2322,2324,2326,2331,2333,2336,2342,2345,2347,2349,2351;
- set .@j,55;
- set .@k,1;
- break;
- case 3:
- setarray .@Items[0],2364,2365,2391,2374,2375,2376,2377,2378,2379,2380,2381,2382,2387,2388,2389,2390;
- set .@j,60;
- break;
- case 4:
- mes "[Apprentice Craftsman]";
- mes "Please come back when you have any interest in enchanting your armor.";
- close;
+ switch(select("Non Slotted Armor.:Slotted Armor.:High Grade Armor.:Maybe next time.")) {
+ case 1:
+ setarray .@Items[0],2307,2309,2314,2316,2321,2325,2327,2328,2330,2332,2334,2335,2341,2344,2346,2348,2350,2337,2386,2394,2395,2396;
+ set .@j,50;
+ break;
+ case 2:
+ setarray .@Items[0],2311,2318,2319,2320,2308,2310,2315,2317,2322,2324,2326,2331,2333,2336,2342,2345,2347,2349,2351;
+ set .@j,55;
+ set .@k,1;
+ break;
+ case 3:
+ setarray .@Items[0],2364,2365,2391,2374,2375,2376,2377,2378,2379,2380,2381,2382,2387,2388,2389,2390;
+ set .@j,60;
+ break;
+ case 4:
+ mes "[Apprentice Craftsman]";
+ mes "Please come back when you have any interest in enchanting your armor.";
+ close;
}
set .@menu$,"";
for(set .@i,0; .@i<getarraysize(.@Items); set .@i,.@i+1)
@@ -60,19 +58,17 @@ prontera,165,60,2 script Apprentice Craftsman 73,{
callsub S_EnchantArmor, .@Items[select(.@menu$)-1], .@j;
end;
}
- else {
- mes "I am in charge of Enchanting Armors. Simply put, I've been studying ways to power-up armor.";
- next;
- mes "[Apprentice Craftsman]";
- mes "If by any chance, you would want to enchant your armor, bring me 400,000 zeny and the armor you want to enchant and you are all set to go.";
- close;
- }
+ mes "I am in charge of Enchanting Armors. Simply put, I've been studying ways to power-up armor.";
+ next;
+ mes "[Apprentice Craftsman]";
+ mes "If by any chance, you would want to enchant your armor, bring me 400,000 zeny and the armor you want to enchant and you are all set to go.";
+ close;
S_EnchantArmor:
set .@itemid,getarg(0);
set .@failrate,getarg(1);
mes "[Apprentice Craftsman]";
- if ((countitem(.@itemid) > 0) && (countitem(.@itemid) < 2)) {
+ if (countitem(.@itemid) == 1) {
mes "Socket enchant will cost you 400,000 zeny. And there will be a random option enchanted. Of course, there is a chance of breaking your armor.";
next;
mes "[Apprentice Craftsman]";
@@ -81,7 +77,7 @@ S_EnchantArmor:
mes "and Cards will be GONE.^000000";
mes "Do you still want to try an Enchant?";
next;
- if(select("Hmm... Let me think it over.:I've made up my mind already. Give it a shot.")==1) {
+ if(select("Hmm... Let me think it over.:Go ahead.") == 1) {
mes "[Apprentice Craftsman]";
mes "Well, I can't blame you. Safety first, eh?";
mes "Now you have a nice day.";
@@ -97,7 +93,7 @@ S_EnchantArmor:
close;
}
progressbar "ffff00",7;
- set zeny,zeny-400000;
+ set Zeny, Zeny-400000;
delitem .@itemid,1;
switch (rand(1,.@failrate)) {
case 1: set .@addpart,4702;break;
diff --git a/npc/merchants/gemstone.txt b/npc/merchants/gemstone.txt
index 74962fef2..40c86a5ff 100644
--- a/npc/merchants/gemstone.txt
+++ b/npc/merchants/gemstone.txt
@@ -1,21 +1,21 @@
//===== Hercules Script ======================================
//= Gemstone Trader
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.3
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Trade various colors of gemstones for other color gemstones.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
-//= Any notes pertaining to the prior trader may be found
-//= in the cities/payon.txt
+//= Any notes pertaining to the prior trader may be found
+//= in the cities/payon.txt
//= 1.1 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
//= 1.2 Updated input with min/max values. [L0ne_W0lf]
-//= Added a checkweight.
+//= Added a checkweight.
//= 1.3 Fixed checks. [Euphy]
-//============================================================
+//============================================================
payon,173,238,5 script Jade#pay 754,{
if (checkweight(1201,1) == 0) {
diff --git a/npc/merchants/hair_dyer.txt b/npc/merchants/hair_dyer.txt
index c3479cbbe..8b09afa6c 100644
--- a/npc/merchants/hair_dyer.txt
+++ b/npc/merchants/hair_dyer.txt
@@ -1,19 +1,19 @@
//===== Hercules Script ======================================
//= Hair Dyer
-//===== By: ==================================================
+//===== By: ==================================================
//= kobra_k88; L0ne_W0lf
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.5
-//===== Description: =========================================
+//===== Description: =========================================
//= Hair Dyer with standard palletes
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= Fully working
//= 1.1 Bugfix: fixed missing menu label LEnd->M_End [Lupus]
//= 1.2 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
//= 1.3 Fixed problem what "freezes" the NPC. (bugreport:509) [Samuray22]
//= 1.4 Fixed getlook checking the wrong color. (bugreport:2392) [L0ne_W0lf]
//= 1.5 Added Lighthalzen Hair Dying NPC. [L0ne_W0lf]
-//============================================================
+//============================================================
prt_in,243,168,4 script Jovovich 91,{
mes "[Hairdresser Jovovich]";
@@ -21,7 +21,7 @@ prt_in,243,168,4 script Jovovich 91,{
mes "How may I help you?";
next;
mes "[Hairdresser Jovovich]";
- if (sex) mes "Oh, no! Your hair is damaged. It seems as if you may need professional treatment. Come sit over here, please. Come.";
+ if (Sex) mes "Oh, no! Your hair is damaged. It seems as if you may need professional treatment. Come sit over here, please. Come.";
else {
if (rand(20) > 11) {
mes "Eh!? Oh my! Oh no no no no! Your hair is sooo damaged! It's not good if you leave your hair like this.";
@@ -91,9 +91,9 @@ prt_in,243,168,4 script Jovovich 91,{
case 5: callsub S_NoDye,981,"blue"; break;
case 6: callsub S_NoDye,982,"white"; break;
case 7: callsub S_NoDye,983,"black"; break;
- Case 8: callsub S_NoDye,975,"red"; break;
+ case 8: callsub S_NoDye,975,"red"; break;
}
- if (zeny < 1000) {
+ if (Zeny < 1000) {
mes "[Hairdresser Jovovich]";
mes "The fee is 1000 zeny. Do you not have enough...?";
close;
@@ -109,7 +109,7 @@ prt_in,243,168,4 script Jovovich 91,{
case 7: delitem 983,1; break; //Black_Dyestuffs
case 8: delitem 975,1; break; //Scarlet_Dyestuffs
}
- set Zeny,Zeny-1000;
+ set Zeny, Zeny-1000;
setlook VAR_HEADPALETTE,.@headpalette;
set .@choose_success,1;
break;
@@ -367,7 +367,7 @@ lhz_in02,100,134,3 script Hair Dyer#lich 850,{
else if (.@headpalette == 5) delitem 978,1; //Cobaltblue_Dyestuffs
else if (.@headpalette == 6) delitem 982,1; //White_Dyestuffs
else if (.@headpalette == 7) delitem 983,1; //Black_Dyestuffs
- set zeny,zeny-1000;
+ set Zeny, Zeny-1000;
setlook VAR_HEADPALETTE,.@headpalette;
set .@choose_success,1;
break;
diff --git a/npc/merchants/hair_style.txt b/npc/merchants/hair_style.txt
index cf4db6333..040802811 100644
--- a/npc/merchants/hair_style.txt
+++ b/npc/merchants/hair_style.txt
@@ -5,7 +5,7 @@
//===== Current Version: =====================================
//= 1.4
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Allows you to change your hairstyle.
//===== Additional Comments: =================================
//= 1.2 Rescripted to the Aegis 10.3 Standards. [Samuray22]
@@ -470,7 +470,7 @@ alberta_in,55,142,7 script Hair Dresser 91,{
mes "- *snip snip snip snip* -";
mes "- *bzzzzzzz bzzzzzzz bzzzzzzz bzzzzzzz* -";
next;
- set Zeny,Zeny-99800;
+ set Zeny, Zeny-99800;
delitem 973,3; // Counteragent
delitem 974,3; // Mixture
delitem 901,100; // Danggie
@@ -656,7 +656,7 @@ alberta,33,141,7 script Roving Hair Dresser 87,{
mes "Once more I've outdone myself.";
mes "It's such a unique and talented";
mes "style! Yes, I am the best! Wooohahahahahaha!";
- set Zeny,Zeny-199800;
+ set Zeny, Zeny-199800;
setlook 1,rand(1,19);
setlook 6,rand(1,8);
close;
@@ -1042,7 +1042,7 @@ lhz_in02,100,143,3 script Hair Dresser#li 122,{
mes "*Clip clip clip clip*";
mes "*Bzzzzzzzzzzzzzzzzzzzz*^000000";
next;
- set zeny,zeny-99800;
+ set Zeny, Zeny-99800;
delitem 973,3; //Counteragent
delitem 974,3; //Mixture
delitem 901,100; //Danggie
@@ -1249,7 +1249,7 @@ lhz_in02,91,155,5 script Assistant Beautician#li 862,{
mes "[Assistant Beautician]";
mes "^333333*Pant Pant Pant*^000000";
next;
- set zeny,zeny-250000;
+ set Zeny, Zeny-250000;
setlook VAR_HEAD,.@style_r;
setlook VAR_HEADPALETTE,.@color_r;
mes "[Assistant Beautician]";
diff --git a/npc/merchants/hd_refine.txt b/npc/merchants/hd_refine.txt
index dd7b0a813..5371a86a8 100644
--- a/npc/merchants/hd_refine.txt
+++ b/npc/merchants/hd_refine.txt
@@ -1,11 +1,9 @@
-//===== Hercules Script ======================================
+//===== Hercules Script ======================================
//= HD Refiners
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= [Official Conversion]
//= Refiners that use HD ores to refine equipment. Upon
diff --git a/npc/merchants/inn.txt b/npc/merchants/inn.txt
index 7c4935942..3c5c1874b 100644
--- a/npc/merchants/inn.txt
+++ b/npc/merchants/inn.txt
@@ -1,5 +1,5 @@
//===== Hercules Script ======================================
-//= Inn NPCs
+//= Inn Npcs
//===== By: ==================================================
//= Darkchild (1.1)
//= Playtester (1.2)
@@ -21,7 +21,7 @@
//= to arguments.[kobra_k88]
//= 1.2 Rewrote inn script [Playtester]
//= 1.3 Added (finally) Rachel Inn Maid. Official warp
-//= and save points[erKURITA]
+//= and save points[erKURITA]
//= 1.4 Added Hugel inn [erKurita]
//= 1.5 Added "end;" after warping the player. [L0ne_W0lf]
//= - Small corrections to the prontera Inns.
@@ -46,7 +46,7 @@
//============================================================
-//======================== Prontera ===================================
+//========================Prontera ===================================
// West Side Inn -------------------
prt_in,244,135,2 script Inn Employee#Sammy 53,{
@@ -60,28 +60,28 @@ prt_in,61,141,2 script Inn Employee#Ahlma 53,{
warp "prt_in",60,166; end;
}
-//======================== Alberta ====================================
+//========================Alberta ====================================
alberta_in,32,142,3 script Inn Employee#Jennie 53,{
callfunc "F_InnMaid","[Employee Jennie]","'Fisherman Inn'!","alberta_in",26,142;
warp "alberta_in",18,188; end;
}
-//====================== Geffen ======================================
+//======================Geffen ======================================
geffen_in,70,64,5 script Inn Employee#Cena 53,{
callfunc "F_InnMaid","[Employee Cena]","'Ifrit,' the only Inn in the city of Geffen.","geffen_in",70,59;
warp "geffen_in",31,31; end;
}
-//======================= Payon ======================================
+//=======================Payon ======================================
payon_in01,132,62,5 script Inn Employee#Ahee 53,{
callfunc "F_InnMaid","[Employee Ahee]","Payon Inn","payon_in01",136,61;
warp "payon_in01",132,11; end;
}
-//======================== Morocc ====================================
+//========================Morocc ====================================
// North East --------------------------
/*
morocc_in,147,141,3 script Inn Employee#Hasna 53,{
@@ -97,21 +97,21 @@ morocc_in,80,100,5 script Inn Employee#Manar 53,{
}
*/
-//====================== Aldebaran ===================================
+//======================Aldebaran ===================================
aldeba_in,92,58,5 script Inn Maid#Rilim 53,{
callfunc "F_InnMaid","[Rilim]","Al De Baran Inn","aldeba_in",92,50;
warp "aldeba_in",92,112; end;
}
-//======================== Rachel ====================================
+//========================Rachel ====================================
ra_in01,376,69,4 script Inn Keeper#Annie 931,{
callfunc "F_InnMaid","[Annie]","Rachel Inn","ra_in01",375,58;
warp "ra_in01",384,128; end;
}
-//====================== Lighthalzen =================================
+//======================Lighthalzen =================================
lhz_in02,230,284,4 script Hotel Employee#01 86,{
mes "[Hotel Employee]";
mes "Welcome to";
@@ -156,14 +156,14 @@ lhz_in02,230,284,4 script Hotel Employee#01 86,{
}
}
-//======================== Hugel ====================================
+//========================Hugel ====================================
hu_in01,246,107,3 script Inn Maid#Receptionist 53,{
callfunc "F_InnMaid","[Receptionist]","Hugel Inn","hu_in01",263,95;
warp "hu_in01",267,5; end;
}
-//======================== Veins ====================================
+//========================Veins ====================================
ve_in,157,219,5 script Inn Master#Receptionist 709,{
mes "[Inn Master]";
mes "Good day~";
@@ -201,7 +201,7 @@ ve_in,157,219,5 script Inn Master#Receptionist 709,{
}
}
-//======================= Inn Function ==============================
+//=======================Inn Function ==============================
function script F_InnMaid {
mes getarg(0);
mes "Welcome to";
diff --git a/npc/merchants/kunai_maker.txt b/npc/merchants/kunai_maker.txt
index 6f5fd953b..690353040 100644
--- a/npc/merchants/kunai_maker.txt
+++ b/npc/merchants/kunai_maker.txt
@@ -8,8 +8,8 @@
//= Trades a few shurikens + ninja stones for elemental kunai.
//===== Additional Comments: =================================
//= 1.0 Added the npc. It uses a function that sends the item
-//= id of the 2 required items plus the amount. Can trade
-//= up to 500 units (5,000 kunais) at once. [erKURITA]
+//= id of the 2 required items plus the amount. Can trade
+//= up to 500 units (5,000 kunais) at once. [erKURITA]
//= 1.1 Officialized script [Playtester]
//= 1.2a Optimized/cleaned up a bit [ultramage]
//= 1.3 Updated to match AEGIS script. [Kisuka]
diff --git a/npc/merchants/milk_trader.txt b/npc/merchants/milk_trader.txt
index 15fe3c497..1d65418a0 100644
--- a/npc/merchants/milk_trader.txt
+++ b/npc/merchants/milk_trader.txt
@@ -5,7 +5,7 @@
//===== Current Version: =====================================
//= 1.5
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Trades bottles for milk
//===== Additional Comments: =================================
//= Fully working
@@ -49,7 +49,7 @@ prontera,73,140,0 script Milk Vendor 86,{
set .@bottles,countitem(713);
set .@total_weight,.@bottles * 50;
set .@total_cost,.@bottles * 15;
- if (zeny < .@Total_cost) {
+ if (Zeny < .@Total_cost) {
mes "[Milk Vendor]";
mes "Oh, whoa~!";
mes "You don't have enough";
@@ -59,7 +59,7 @@ prontera,73,140,0 script Milk Vendor 86,{
mes "at least " + .@total_cost + " zeny.";
close;
}
- if ((maxweight-weight) < .@total_weight) {
+ if (MaxWeight - Weight < .@total_weight) {
mes "[Milk Vendor]";
mes "Hmm...";
mes "Would you make";
@@ -69,7 +69,7 @@ prontera,73,140,0 script Milk Vendor 86,{
mes "all of this milk?";
close;
}
- set zeny,zeny-.@total_cost;
+ set Zeny, Zeny-.@total_cost;
delitem 713,.@bottles; //Empty Bottles
getitem 519,.@bottles; //Milk
close;
diff --git a/npc/merchants/novice_exchange.txt b/npc/merchants/novice_exchange.txt
index cd8cede0e..d7f519d1f 100644
--- a/npc/merchants/novice_exchange.txt
+++ b/npc/merchants/novice_exchange.txt
@@ -1,23 +1,22 @@
//===== Hercules Script ======================================
//= Novice Goods Exchanger
//===== By: ==================================================
-//= ???, rAthena Dev Team
+//= ???, rAthena Team
//===== Current Version: =====================================
//= 1.4
//===== Description: =========================================
-//= [Aegis COnversion]
+//= [Official Conversion]
//= Exchanges your Basic Monster drops for Red Potions.
//===== Additional Comments: =================================
//= 1.2 Rescripted to Aegis 10.standards. [L0ne_W0lf[
-//= Made it easier to add new items to exhange list
-//= meaning only the exchange is done in a function now.
+//= Made it easier to add new items to exhange list
+//= meaning only the exchange is done in a function now.
//= 1.3 Fixed dialog mix-up in function. [L0ne_W0lf]
//= 1.4 Added checkweight, and input min/max values. [L0ne_W0lf]
//============================================================
prontera,123,102,5 script Merchant#pron 85,{
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 6301 || checkweight(1201,1) == 0) {
+ if (MaxWeight - Weight < 6301 || checkweight(1201,1) == 0) {
mes "[Merchant]";
mes "Haha!";
mes "What are you, superhuman?";
@@ -73,8 +72,7 @@ prontera,123,102,5 script Merchant#pron 85,{
}
morocc,180,259,3 script Merchant#morroc 85,{
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 6301 || checkweight(1201,1) == 0) {
+ if (MaxWeight - Weight < 6301 || checkweight(1201,1) == 0) {
mes "[Merchant]";
mes "Haha!";
mes "What are you, superhuman?";
@@ -131,8 +129,7 @@ morocc,180,259,3 script Merchant#morroc 85,{
}
payon,200,134,5 script Merchant#pay 85,{
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 6301 || checkweight(1201,1) == 0) {
+ if (MaxWeight - Weight < 6301 || checkweight(1201,1) == 0) {
mes "[Merchant]";
mes "Haha!";
mes "What are you, superhuman?";
@@ -186,8 +183,7 @@ payon,200,134,5 script Merchant#pay 85,{
}
aldebaran,152,63,5 script Merchant#alde 85,{
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 6301 || checkweight(1201,1) == 0) {
+ if (MaxWeight - Weight < 6301 || checkweight(1201,1) == 0) {
mes "[Merchant]";
mes "Haha!";
mes "What are you, superhuman?";
@@ -244,8 +240,7 @@ aldebaran,152,63,5 script Merchant#alde 85,{
}
geffen,173,88,5 script Merchant#geff 85,{
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 6301 || checkweight(1201,1) == 0) {
+ if (MaxWeight - Weight < 6301 || checkweight(1201,1) == 0) {
mes "[Merchant]";
mes "Haha!";
mes "What are you, superhuman?";
@@ -384,9 +379,9 @@ function script F_PotExchange {
}
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= 1.1 Made it as a function. U can add your own Merchs [Lupus]
//= 1.1a Fixed item select [KarLaeda]
-//============================================================
+//============================================================
diff --git a/npc/merchants/old_pharmacist.txt b/npc/merchants/old_pharmacist.txt
index f913b0eec..c62e36479 100644
--- a/npc/merchants/old_pharmacist.txt
+++ b/npc/merchants/old_pharmacist.txt
@@ -5,17 +5,16 @@
//===== Current Version: =====================================
//= 1.4
//===== Description: =========================================
-//= Trade in items for potions
-//===============================
-//= Breakdown of arguments used
+//= Trade in items for potions.
+//= Breakdown of arguments used:
//= arg(0): Herb required.
//= arg(1): Zeny cost.
//= arg(2): Potion given.
//===== Additional Comments: =================================
-//= 1.0 - Fully working. [DZeroX]
-//= 1.0a - Minor fixes [Lupus]
-//= 1.1 - Added changed the dialogs and name to fit the
-//= the official information. [DZeroX]
+//= 1.0 Fully working. [DZeroX]
+//= 1.0a Minor fixes [Lupus]
+//= 1.1 Added changed the dialogs and name to fit the
+//= the official information. [DZeroX]
//= 1.1a Removed .GATs [Lupus]
//= 1.1b Fixed a bug in Orange Potion creating. Copy&Pasting = bad. [L0ne_W0lf]
//= 1.2 Added checkweight, and input min/max values. [L0ne_W0lf]
@@ -35,156 +34,155 @@ alberta_in,16,28,4 script Pharmacist 61,{
mes "[Old Pharmacist]";
mes "Ummmm...";
mes "What brings you here...?";
- switch(select("Make Potion","Talk.","Mixing Information","Cancel")) {
- case 1:
+ switch(select("Make Potion:Talk.:Mixing Information:Cancel")) {
+ case 1:
+ next;
+ if (MaxWeight - Weight < 5000) {
+ mes "[Old Pharmacist]";
+ mes "Why are you carrying these so many!";
+ mes "Don't be greedy, carry only as much you need!";
next;
- set .@weight,MaxWeight-Weight;
- if ((.@weight) < 5000) {
- mes "[Old Pharmacist]";
- mes "Why are you carrying these so many!";
- mes "Don't be greedy, carry only as much you need!";
+ mes "[Old Pharmacist]";
+ mes "You are too heavy to receive potions from me...";
+ mes "Go store some items in your storage first!";
+ close;
+ } else {
+ mes "[Old Pharmacist]";
+ mes "You have all the stuff ready, right? Which one would you like?";
+ switch(select("Red Potion.:Orange Potion.:Yellow Potion.:White Potion.:Blue Potion.:Green Potion.:Actually, I don't want anything.")) {
+ case 1:
+ callsub L_Making,507,3,501;
+ case 2:
next;
mes "[Old Pharmacist]";
- mes "You are too heavy to receive potions from me...";
- mes "Go store some items in your storage first!";
- close;
- } else {
- mes "[Old Pharmacist]";
- mes "You have all the stuff ready, right? Which one would you like?";
- switch(select("Red Potion.","Orange Potion.","Yellow Potion.","White Potion.","Blue Potion.","Green Potion.","Actually, I don't want anything.")) {
- case 1:
- callsub L_making,507,3,501;
- case 2:
+ if (countitem(507) < countitem(713)) {
+ set .@max,countitem(507);
+ }
+ else if (countitem(508) < countitem(713)) {
+ set .@max,countitem(508);
+ }
+ else {
+ set .@max,countitem(713);
+ }
+ if ((countitem(507) < 1) || (countitem(508) < 1) || (countitem(713) == 0)) {
+ mes "You rascal! What did you expect?! Coming here with nothing. Tsk!";
+ mes "Get lost!";
+ close;
+ }
+ if (Zeny < 3) {
+ mes "You rascal! What did you expect?! Coming here with nothing. Tsk!";
+ mes "Get lost!";
+ close;
+ }
+ mes "How many?";
+ switch(select("Make as many as I can.:I want to choose an amount.:Actually, I don't want anything.")) {
+ case 1:
+ next;
+ if ((countitem(507) < .@max) || (countitem(508) < .@max) || (countitem(713) < .@max) || (Zeny < .@max*3)) {
+ mes "[Old Pharmacist]";
+ mes "You rascal! You don't even have all the materials and you want me to make you potions?!";
+ close;
+ }
+ set Zeny,Zeny-(.@max*5);
+ delitem 507,.@max; //Red_Herb
+ delitem 508,.@max; //Yellow_Herb
+ delitem 713,.@max; //Empty_Bottle
+ getitem 502,.@max; //Orange_Potion
+ break;
+ case 2:
+ next;
+ mes "[Old Pharmacist]";
+ mes "Then pick a number below 100. If you don't want any, just enter '0'. With the materials you have, you can make about "+.@max+" potions.";
+ input .@amount,0,101;
+ if (.@amount == 0) {
next;
mes "[Old Pharmacist]";
- if (countitem(507) < countitem(713)) {
- set .@max,countitem(507);
- }
- else if (countitem(508) < countitem(713)) {
- set .@max,countitem(508);
- }
- else {
- set .@max,countitem(713);
- }
- if ((countitem(507) < 1) || (countitem(508) < 1) || (countitem(713) == 0)) {
- mes "You rascal! What did you expect?! Coming here with nothing. Tsk!";
- mes "Get lost!";
- close;
- }
- if (Zeny < 3) {
- mes "You rascal! What did you expect?! Coming here with nothing. Tsk!";
- mes "Get lost!";
- close;
- }
- mes "How many?";
- switch(select("Make as many as I can.","I want to choose an amount.","Actually, I don't want anything.")) {
- case 1:
- next;
- if ((countitem(507) < .@max) || (countitem(508) < .@max) || (countitem(713) < .@max) || (Zeny < .@max*3)) {
- mes "[Old Pharmacist]";
- mes "You rascal! You don't even have all the materials and you want me to make you potions?!";
- close;
- }
- set Zeny,Zeny-(.@max*5);
- delitem 507,.@max; // Red_Herb
- delitem 508,.@max; // Yellow_Herb
- delitem 713,.@max; // Empty_Bottle
- getitem 502,.@max; // Orange_Potion
- break;
- case 2:
- next;
- mes "[Old Pharmacist]";
- mes "Then pick a number below 100. If you don't want any, just enter '0'. With the materials you have, you can make about "+.@max+" potions.";
- input .@amount,0,101;
- if (.@amount == 0) {
- next;
- mes "[Old Pharmacist]";
- mes "Make up your mind, will you?!";
- close;
- }
- if (.@amount > 100) {
- next;
- mes "[Old Pharmacist]";
- mes "Are you deaf? I said less than 100!";
- close;
- }
- if ((countitem(507) < .@amount) || (countitem(508) < .@amount) || (countitem(713) < .@amount) || (Zeny < .@amount*3)) {
- next;
- mes "[Old Pharmacist]";
- mes "You rascal! You don't even have all the materials and you want me to make you potions?!";
- close;
- }
- next;
- set Zeny,Zeny-(.@amount*5);
- delitem 507,.@amount; // Red_Herb
- delitem 508,.@amount; // Yellow_Herb
- delitem 713,.@amount; // Empty_Bottle
- getitem 502,.@amount; // Orange_Potion
- break;
- case 3:
- next;
- mes "[Old Pharmacist]";
- mes "What?!";
- mes "Grrr...";
- mes "Bleh!";
- mes "Get lost!";
- close;
- }
- mes "[Old Pharmacist]";
- mes "Here you go. It's all done so you can take it. But remember! Abusing medicine is not good.";
- close;
- case 3:
- callsub L_making,508,10,503;
- case 4:
- callsub L_making,509,20,504;
- case 5:
- callsub L_making,510,30,505;
- case 6:
- callsub L_making,511,3,506;
- case 7:
+ mes "Make up your mind, will you?!";
+ close;
+ }
+ if (.@amount > 100) {
+ next;
+ mes "[Old Pharmacist]";
+ mes "Are you deaf? I said less than 100!";
+ close;
+ }
+ if ((countitem(507) < .@amount) || (countitem(508) < .@amount) || (countitem(713) < .@amount) || (Zeny < .@amount*3)) {
+ next;
mes "[Old Pharmacist]";
- mes "What?!";
- mes "Grrr...";
- mes "Bleh!";
- mes "Get lost!";
+ mes "You rascal! You don't even have all the materials and you want me to make you potions?!";
close;
+ }
+ next;
+ set Zeny,Zeny-(.@amount*5);
+ delitem 507,.@amount; //Red_Herb
+ delitem 508,.@amount; //Yellow_Herb
+ delitem 713,.@amount; //Empty_Bottle
+ getitem 502,.@amount; //Orange_Potion
+ break;
+ case 3:
+ next;
+ mes "[Old Pharmacist]";
+ mes "What?!";
+ mes "Grrr...";
+ mes "Bleh!";
+ mes "Get lost!";
+ close;
}
+ mes "[Old Pharmacist]";
+ mes "Here you go. It's all done so you can take it. But remember! Abusing medicine is not good.";
+ close;
+ case 3:
+ callsub L_Making,508,10,503;
+ case 4:
+ callsub L_Making,509,20,504;
+ case 5:
+ callsub L_Making,510,30,505;
+ case 6:
+ callsub L_Making,511,3,506;
+ case 7:
+ mes "[Old Pharmacist]";
+ mes "What?!";
+ mes "Grrr...";
+ mes "Bleh!";
+ mes "Get lost!";
+ close;
}
- case 2:
- mes "[Old Pharmacist]";
- mes "With medicine, you can increase a person's ability to regenerate. But, they're only good up to a point. *Sigh* I'm starting to think of the days when I was young. I must be getting old.";
- next;
- mes "[Old Pharmacist]";
- mes "Anyways, a potion is merely a potion. Nothing more and nothing less.";
- close;
- case 3:
- mes "[Old Pharmacist]";
- mes "Hrrrmm...";
- mes "You young ones can be quite annoying. But, since you asked, I'll explain.";
- next;
- mes "[Old Pharmacist]";
- mes "Herbs work well by themselves, but if you use my special techniques and skills to make potions out of them, the effect is much much greater.";
- next;
- mes "[Old Pharmacist]";
- mes "If you ask eagerly and politely, I will make them for you. But, not for free... Don't worry though, I only charge a small fee, so it's not that expensive.";
- next;
- mes "[Old Pharmacist]";
- mes "Red Potion - ^0098E52 Red Herbs, 1 Empty Bottle, 2 zeny fee.^000000";
- mes "Orange Potion - ^0098E51 Red Herb, 1 Yellow Herb, 1 Empty Bottle, 5 zeny fee.^000000";
- mes "Yellow Potion - ^0098E52 Yellow Herbs, 1 Empty Bottle, 10 zeny.^000000";
- next;
- mes "[Old Pharmacist]";
- mes "White Potion - ^0098E52 White Herbs, 1 Empty Bottle, 20 zeny fee.^000000";
- mes "Blue Potion - ^0098E52 Blue Herbs, 1 Empty Bottle, 30 zeny fee.^000000";
- mes "Green Potion - ^0098E52 Green Herbs, 1 Empty Bottle, 3 zeny fee.^000000";
- close;
- case 4:
- mes "[Old Pharmacist]";
- mes "What a boring person. If you have something to say, why don't you say it?!";
- close;
+ }
+ case 2:
+ mes "[Old Pharmacist]";
+ mes "With medicine, you can increase a person's ability to regenerate. But, they're only good up to a point. *Sigh* I'm starting to think of the days when I was young. I must be getting old.";
+ next;
+ mes "[Old Pharmacist]";
+ mes "Anyways, a potion is merely a potion. Nothing more and nothing less.";
+ close;
+ case 3:
+ mes "[Old Pharmacist]";
+ mes "Hrrrmm...";
+ mes "You young ones can be quite annoying. But, since you asked, I'll explain.";
+ next;
+ mes "[Old Pharmacist]";
+ mes "Herbs work well by themselves, but if you use my special techniques and skills to make potions out of them, the effect is much much greater.";
+ next;
+ mes "[Old Pharmacist]";
+ mes "If you ask eagerly and politely, I will make them for you. But, not for free... Don't worry though, I only charge a small fee, so it's not that expensive.";
+ next;
+ mes "[Old Pharmacist]";
+ mes "Red Potion - ^0098E52 Red Herbs, 1 Empty Bottle, 2 zeny fee.^000000";
+ mes "Orange Potion - ^0098E51 Red Herb, 1 Yellow Herb, 1 Empty Bottle, 5 zeny fee.^000000";
+ mes "Yellow Potion - ^0098E52 Yellow Herbs, 1 Empty Bottle, 10 zeny.^000000";
+ next;
+ mes "[Old Pharmacist]";
+ mes "White Potion - ^0098E52 White Herbs, 1 Empty Bottle, 20 zeny fee.^000000";
+ mes "Blue Potion - ^0098E52 Blue Herbs, 1 Empty Bottle, 30 zeny fee.^000000";
+ mes "Green Potion - ^0098E52 Green Herbs, 1 Empty Bottle, 3 zeny fee.^000000";
+ close;
+ case 4:
+ mes "[Old Pharmacist]";
+ mes "What a boring person. If you have something to say, why don't you say it?!";
+ close;
}
-L_making:
+L_Making:
next;
mes "[Old Pharmacist]";
if ((countitem(getarg(0))/2) < countitem(713)) {
@@ -203,55 +201,55 @@ L_making:
close;
}
mes "How many?";
- switch(select("Make as many as I can.","I want to choose an amount.","Actually, I don't want anything.")) {
- case 1:
- next;
- if ((countitem(getarg(0)) < .@max*2) || (countitem(713) < .@max) || (Zeny < .@max*getarg(1))) {
- mes "[Old Pharmacist]";
- mes "You rascal! You don't even have all the materials and you want me to make you potions?!";
- close;
- }
- set Zeny,Zeny-(.@max*getarg(1));
- delitem getarg(0),.@max*2;
- delitem 713,.@max; // Empty_Bottle
- getitem getarg(2),.@max;
- break;
- case 2:
- next;
+ switch(select("Make as many as I can.:I want to choose an amount.:Actually, I don't want anything.")) {
+ case 1:
+ next;
+ if ((countitem(getarg(0)) < .@max*2) || (countitem(713) < .@max) || (Zeny < .@max*getarg(1))) {
mes "[Old Pharmacist]";
- mes "Then pick a number below 100. If you don't want any, just enter '0'. With the materials you have, you can make about "+.@max+" potions.";
- input .@amount;
- next;
- if (.@amount == 0) {
- mes "[Old Pharmacist]";
- mes "Make up your mind, will you?!";
- close;
- }
- if (.@amount > 100) {
- mes "[Old Pharmacist]";
- mes "Are you deaf? I said less than 100!";
- close;
- }
- if ((countitem(getarg(0)) < .@amount*2) || (countitem(713) < .@amount) || (Zeny < .@amount*getarg(1))) {
- mes "[Old Pharmacist]";
- mes "You rascal! You don't even have all the materials and you want me to make you potions?!";
- close;
- }
- set Zeny,Zeny-(.@amount*getarg(1));
- delitem getarg(0),.@amount*2;
- delitem 713,.@amount; // Empty_Bottle
- getitem getarg(2),.@amount;
- break;
- case 3:
- next;
+ mes "You rascal! You don't even have all the materials and you want me to make you potions?!";
+ close;
+ }
+ set Zeny,Zeny-(.@max*getarg(1));
+ delitem getarg(0),.@max*2;
+ delitem 713,.@max; //Empty_Bottle
+ getitem getarg(2),.@max;
+ break;
+ case 2:
+ next;
+ mes "[Old Pharmacist]";
+ mes "Then pick a number below 100. If you don't want any, just enter '0'. With the materials you have, you can make about "+.@max+" potions.";
+ input .@amount;
+ next;
+ if (.@amount == 0) {
mes "[Old Pharmacist]";
- mes "What?!";
- mes "Grrr...";
- mes "Bleh!";
- mes "Get lost!";
+ mes "Make up your mind, will you?!";
close;
- }
+ }
+ if (.@amount > 100) {
+ mes "[Old Pharmacist]";
+ mes "Are you deaf? I said less than 100!";
+ close;
+ }
+ if ((countitem(getarg(0)) < .@amount*2) || (countitem(713) < .@amount) || (Zeny < .@amount*getarg(1))) {
+ mes "[Old Pharmacist]";
+ mes "You rascal! You don't even have all the materials and you want me to make you potions?!";
+ close;
+ }
+ set Zeny,Zeny-(.@amount*getarg(1));
+ delitem getarg(0),.@amount*2;
+ delitem 713,.@amount; //Empty_Bottle
+ getitem getarg(2),.@amount;
+ break;
+ case 3:
+ next;
mes "[Old Pharmacist]";
- mes "Here you go. It's all done so you can take it. But remember! Abusing medicine is not good.";
+ mes "What?!";
+ mes "Grrr...";
+ mes "Bleh!";
+ mes "Get lost!";
close;
+ }
+ mes "[Old Pharmacist]";
+ mes "Here you go. It's all done so you can take it. But remember! Abusing medicine is not good.";
+ close;
}
diff --git a/npc/merchants/quivers.txt b/npc/merchants/quivers.txt
index 30a4788a8..53ae6d114 100644
--- a/npc/merchants/quivers.txt
+++ b/npc/merchants/quivers.txt
@@ -5,13 +5,13 @@
//===== Current Version: =====================================
//= 1.2
//===== Description: =========================================
-//= [Aegis COnversion]
+//= [Official Conversion]
//= Turns arrows into Arrow Quivers.
-// Breakdown of Subroutine "S_BuyQuiver"
-// arg(0): Type of Arrow to be packaged (item ID)
-// arg(1): How many of each 'getarg(0)' arrow per quiver
-// arg(2): The cost of making a 'getarg(0)' quiver.
-// arg(3): The quiver given by the NPC. (item ID)
+//= Breakdown of Subroutine "S_BuyQuiver"
+//= arg(0): Type of Arrow to be packaged (item ID).
+//= arg(1): How many of each 'getarg(0)' arrow per quiver.
+//= arg(2): The cost of making a 'getarg(0)' quiver.
+//= arg(3): The quiver given by the NPC (item ID).
//===== Additional Comments: =================================
//= 07/06/05 : Added 1st Version. [Muad_Dib]
//= Converted to rAthena format by Dr.Evil
@@ -19,18 +19,11 @@
//= Fixed a few spelling errors. [Nexon]
//= 1.1 Added Holy Arrow Quivers [Playtester]
//= 1.2 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
-//= Removed "Holy Arrows" from the list.
+//= Removed "Holy Arrows" from the list.
//============================================================
payon_in01,5,134,5 script Inventor Jaax 89,{
- if (checkweight(1201,1) == 0) {
- mes "[Inventor Jaax]";
- mes "Hey, you're carrying";
- mes "way too much stuff. Why don't you stash it away in Kafra Storage? We can talk after you do that, right?";
- close;
- }
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 2000) {
+ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) {
mes "[Inventor Jaax]";
mes "Hey, you're carrying";
mes "way too much stuff. Why don't you stash it away in Kafra Storage? We can talk after you do that, right?";
@@ -47,7 +40,7 @@ payon_in01,5,134,5 script Inventor Jaax 89,{
mes "created something";
mes "truly extraordinary. I call them... ^663300Magic Quivers^000000 !! This will be remembered in history as an";
mes "arrow revolution!";
- Emotion e_no1;
+ emotion e_no1;
next;
mes "[Inventor Jaax]";
mes "I've studied magic and quivers for years, working night and day until I finally figured how to condense arrows with magic! With magic quivers, you'll be carrying more arrows, but with less weight!";
@@ -76,7 +69,7 @@ payon_in01,5,134,5 script Inventor Jaax 89,{
//close;
S_BuyQuiver:
- if (countitem(getarg(0)) > 499) {
+ if (countitem(getarg(0)) >= getarg(1)) {
mes "[Inventor Jaax]";
mes "Excellent!";
mes "Are you carrying any Arrows with you? I'll provide you with a quiver that can carry "+getarg(1)+" of your "+getitemname(getarg(0))+"s for only ^FF3131"+getarg(2)+" Zeny^000000.";
@@ -105,7 +98,7 @@ S_BuyQuiver:
mes "[Inventor Jaax]";
mes "There you go!";
mes "Just remember, ^FF0000you won't be able to use the Quiver when your carried weight is 90% of your maximum weight limit^000000.";
- set zeny,zeny-.@arrow_zeny01;
+ set Zeny, Zeny-.@arrow_zeny01;
delitem getarg(0),.@arrows_used; //Arrow
getitem getarg(3),.@quiver; //Quiver
next;
@@ -131,11 +124,11 @@ S_BuyQuiver:
mes "a quiver is so close?";
close;
case 2:
- if (zeny > getarg(2)) {
+ if (Zeny > getarg(2)) {
mes "[Inventor Jaax]";
mes "There you go!";
mes "Just remember, ^FF0000you won't be able to use the Quiver when your carried weight is 90% of your maximum weight limit^000000.";
- set zeny,zeny-getarg(2);
+ set Zeny, Zeny-getarg(2);
delitem getarg(0),getarg(1); //Arrow
getitem getarg(3),1; //Quiver
next;
@@ -166,11 +159,11 @@ S_BuyQuiver:
}
else {
mes "[Inventor Jaax]";
- mes "You can carry a maximum of 500 Arrows within this quiver. It was made using my secret method,";
+ mes "You can carry a maximum of "+getarg(1)+" Arrows within this quiver. It was made using my secret method,";
mes "so the total weight of the Arrows and Quiver is less than carrying the Arrows alone.";
next;
mes "[Inventor Jaax]";
- mes "It's a miracle of science! One that you can experience for yourself if you bring me at least 500 Arrows and 500 Zeny for each Quiver.";
+ mes "It's a miracle of science! One that you can experience for yourself if you bring me at least "+getarg(1)+" Arrows and "+getarg(2)+" Zeny for each Quiver.";
close;
}
}
diff --git a/npc/merchants/refine.txt b/npc/merchants/refine.txt
index db4910d7e..3efbe592a 100644
--- a/npc/merchants/refine.txt
+++ b/npc/merchants/refine.txt
@@ -3,45 +3,43 @@
//===== By: ==================================================
//= Syrus22 (1.1) dafide18 (1.4) Skotlex (1.5)
//===== Current Version: =====================================
-//= 3.2a
-//===== Compatible With: =====================================
-//= Hercules Git
+//= 3.3
//===== Description: =========================================
//= Refining NPCs and Metal Salesmen.
//===== Additional Comments: =================================
-//= 1.0 - by A bunch of people!
-//= Syrus22 - Completely redid the script using functions... also
-//= added the option for auto safe refining and multiple refining.
-//= 1.1 - Negative input bug fixed [Lupus]
-//= 1.2 - Added additional reparimen in morroc and payon. Added
-//= Christopher the blacksmith in Geffen. Edited some dialogue [kobra_k88]
-//= 1.3 - New Payon Locations [Darkchild]
-//= Corrected zeny subtraction thx to jpnmania77.[kobra_k88]
-//= 1.3a - Temporary corrected an exploit. Need to check sources
-//= to fully fix bug [Shinigami]
-//= Fixed repairman prices [shadowlady]
-//= Fixed bug that skips requirements thanks to sir_loon [massdriller]
-//= Fixed itemid error thanks to -Vitamin- [massdriller]
-//= 1.4 - check again item in refining procedure to avoid
-//= hacker that can change item [dafide18]
-//= 1.5 - Fixed crashing due to badly used callfunc's [Skotlex]
-// Lupus, don't rollback this important fix again! >.<
-//= 1.5a - Corrected an unneeded callfunc, fixed the anti-bot
-//= exploit ruining the safe refine loop. [Skotlex]
-//= 1.5b - Fixed Spelling mistakes. [Nexon]
-//= 1.6 - Replaced all breaks for ends as per the new script engine [Skotlex]
-//= 1.7 - Added Einbroch Refiners (Custom names ^^;) and a duplicated BS Shop. [Poki#3]
-//= 1.8 - Added Lighthalzen Refiners (Custom names again ^^;) [Poki#3]
-//= 1.8a - Fixed wrong indication thanks to NeoSaro [Lupus]
-//= 1.9 - Rewrote repairman, removed the Steel from repair cost [DracoRPG]
-//= 2.0 - Fixed missed equppment presence check. Thx2 Coltaro [Lupus]
-//= 2.0a - Added weight checks thanks to Neouni [Playtester]
-//= 2.0b - Fixed the names of Lighthalzen and Einbroch refiners thanks to Maud_Dib [Kargha]
-//= 2.1 - Removed Duplicates [Silent]
-//= 2.2 - Changed name from "Emvertacon" to "Emveretarcon". [Samuray22]
-// - Thanks to Barron-Monster.
-//= 2.2b - Changed name from "Pharacon" to "Phracon". [Samuray22]
-// - Thanks to Barron-Monster.
+//= 1.0 by A bunch of people!
+//= Syrus22 - Completely redid the script using functions... also
+//= added the option for auto safe refining and multiple refining.
+//= 1.1 Negative input bug fixed [Lupus]
+//= 1.2 Added additional reparimen in morroc and payon. Added
+//= Christopher the blacksmith in Geffen. Edited some dialogue [kobra_k88]
+//= 1.3 New Payon Locations [Darkchild]
+//= Corrected zeny subtraction thx to jpnmania77.[kobra_k88]
+//= 1.3a Temporary corrected an exploit. Need to check sources
+//= to fully fix bug [Shinigami]
+//= Fixed repairman prices [shadowlady]
+//= Fixed bug that skips requirements thanks to sir_loon [massdriller]
+//= Fixed itemid error thanks to -Vitamin- [massdriller]
+//= 1.4 check again item in refining procedure to avoid
+//= hacker that can change item [dafide18]
+//= 1.5 Fixed crashing due to badly used callfunc's [Skotlex]
+//= Lupus, don't rollback this important fix again! >.<
+//= 1.5a Corrected an unneeded callfunc, fixed the anti-bot
+//= exploit ruining the safe refine loop. [Skotlex]
+//= 1.5b Fixed Spelling mistakes. [Nexon]
+//= 1.6 Replaced all breaks for ends as per the new script engine [Skotlex]
+//= 1.7 Added Einbroch Refiners (Custom names ^^;) and a duplicated BS Shop. [Poki#3]
+//= 1.8 Added Lighthalzen Refiners (Custom names again ^^;) [Poki#3]
+//= 1.8a Fixed wrong indication thanks to NeoSaro [Lupus]
+//= 1.9 Rewrote repairman, removed the Steel from repair cost [DracoRPG]
+//= 2.0 Fixed missed equppment presence check. Thx2 Coltaro [Lupus]
+//= 2.0a Added weight checks thanks to Neouni [Playtester]
+//= 2.0b Fixed the names of Lighthalzen and Einbroch refiners thanks to Maud_Dib [Kargha]
+//= 2.1 Removed Duplicates [Silent]
+//= 2.2 Changed name from "Emvertacon" to "Emveretarcon". [Samuray22]
+//= Thanks to Barron-Monster.
+//= 2.2b Changed name from "Pharacon" to "Phracon". [Samuray22]
+//= Thanks to Barron-Monster.
//= 2.3 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
//= 2.4 Updated Refiner function. cleaner, and less dated. [L0ne_w0lf]
//= 2.5 Rather large update to the refiner and merchants. :D [L0ne_W0lf]
@@ -56,10 +54,11 @@
//= 2.8a Small bugfix. (bugreport:2418) [Paradox924X]
//= 2.9 Moved Morroc repairman to Morroc Ruins. [L0ne_W0lf]
//= 3.0 Updated several NPC names and locations. [Xantara]
-// Added WoE map Refiners.
+//= Added WoE map Refiners.
//= 3.1 Added the new refinement & Ore creation NPC's for +11 and above Refinement. [Masao]
//= 3.2 Moved some scripts to Renewal file, other minor changes. [Euphy]
//= 3.2a Added 'disable_items' command. [Euphy]
+//= 3.3 Some official script updates. [Euphy]
//============================================================
// Christopher: Geffen Blacksmith
@@ -82,7 +81,7 @@ geffen_in,110,172,0 script Christopher#1 63,{
close;
}
getitem 986,1; // Anvil
- set Zeny,Zeny-30000;
+ set Zeny, Zeny-30000;
mes "[Christopher Guillenrow]";
mes "This is the cheapest one, but efficient enough to forge most items. Thank ye fer shopping at me workshop. Feel free to come anytime, whenever ye need.";
close;
@@ -93,7 +92,7 @@ geffen_in,110,172,0 script Christopher#1 63,{
close;
}
getitem 987,1; // Oridecon_Anvil
- set Zeny,Zeny-120000;
+ set Zeny, Zeny-120000;
mes "[Christopher Guillenrow]";
mes "Aye, friend ye have an eye for the anvil. This must be the proper anvil for a Blacksmith, eh? Thank ye fer shopping at me workshop. Feel free to come anytime, whenever ye need.";
close;
@@ -104,7 +103,7 @@ geffen_in,110,172,0 script Christopher#1 63,{
close;
}
getitem 988,1; // Golden_Anvil
- set Zeny,Zeny-300000;
+ set Zeny, Zeny-300000;
mes "[Christopher Guillenrow]";
mes "This one is the best among all me stuffs in me workshop! With this, ye can rule the Blacksmith world! Thank ye fer shopping at me workshop. Feel free to come anytime, whenever ye need.";
close;
@@ -157,7 +156,7 @@ geffen_in,110,172,0 script Christopher#1 63,{
close;
}
getitem 612,.@input; // Portable_Furnace
- set Zeny,Zeny-.@sell;
+ set Zeny, Zeny-.@sell;
mes "[Christopher Guillenrow]";
mes "Thank ye fer shopping at me workshop. Feel free to come anytime, whenever ye need.";
close;
@@ -168,7 +167,7 @@ geffen_in,110,172,0 script Christopher#1 63,{
close;
}
getitem 613,1; // Iron_Hammer
- set Zeny,Zeny-1000;
+ set Zeny, Zeny-1000;
mes "[Christopher Guillenrow]";
mes "Thank ye fer shopping at me workshop. Feel free to come anytime, whenever ye need.";
close;
@@ -179,7 +178,7 @@ geffen_in,110,172,0 script Christopher#1 63,{
close;
}
getitem 614,1; // Golden_Hammer
- set Zeny,Zeny-3000;
+ set Zeny, Zeny-3000;
mes "[Christopher Guillenrow]";
mes "Thank ye fer shopping at me workshop. Feel free to come anytime, whenever ye need.";
close;
@@ -190,7 +189,7 @@ geffen_in,110,172,0 script Christopher#1 63,{
close;
}
getitem 615,1; // Oridecon_Hammer
- set Zeny,Zeny-5000;
+ set Zeny, Zeny-5000;
mes "[Christopher Guillenrow]";
mes "Thank ye fer shopping at me workshop. Feel free to come anytime, whenever ye need.";
close;
@@ -238,7 +237,7 @@ geffen_in,110,172,0 script Christopher#1 63,{
close;
}
getitem 1010,.@input; // Phracon
- set Zeny,Zeny-.@sell;
+ set Zeny, Zeny-.@sell;
mes "[Christopher Guillenrow]";
mes "Thank ye fer shopping at me workshop. Feel free to come anytime, whenever ye need.";
close;
@@ -276,7 +275,7 @@ geffen_in,110,172,0 script Christopher#1 63,{
close;
}
getitem 1011,.@input; // Emveretarcon
- set Zeny,Zeny-.@sell;
+ set Zeny, Zeny-.@sell;
mes "[Christopher Guillenrow]";
mes "Thank ye fer shopping at me workshop. Feel free to come anytime, whenever ye need, whenever ye want.";
close;
@@ -336,7 +335,7 @@ ein_in01,38,29,0 script Paul Spanner 63,{
mes "- Currently you're carrying -";
mes "- too many items with you. -";
mes "- Please try again -";
- mes "- after you loose some weight. -";
+ mes "- after you lose some weight. -";
close;
}
mes "[Paul Spanner]";
@@ -352,37 +351,37 @@ ein_in01,38,29,0 script Paul Spanner 63,{
next;
switch(select("Anvil - 30,000z.:Oridecon Anvil - 120,000z.:Golden Anvil - 300,000z.:I need a better anvil.:Cancel.")) {
case 1:
- if (zeny < 30000) {
+ if (Zeny < 30000) {
mes "[Paul Spanner]";
mes "With that much of money, you cannot even buy a toy anvil!";
close;
}
getitem 986,1; //Anvil
- set zeny,zeny-30000;
+ set Zeny, Zeny-30000;
mes "[Paul Spanner]";
mes "It is the cheapest anvil which has the most basic ability.";
mes "Thank you for using my shop. If you need anything, just let me know.";
close;
case 2:
- if (zeny < 120000) {
+ if (Zeny < 120000) {
mes "[Paul Spanner]";
mes "With that much of money, you cannot even buy a toy anvil!";
close;
}
getitem 987,1; //Oridecon_Anvil
- set zeny,zeny-120000;
+ set Zeny, Zeny-120000;
mes "[Paul Spanner]";
mes "Ah, you have an eye for anvil. A Blacksmith needs an anvil at least as good as this.";
mes "Thank you for using my shop. If you need anything, just let me know.";
close;
case 3:
- if (zeny < 300000) {
+ if (Zeny < 300000) {
mes "[Paul Spanner]";
mes "With that much of money, you cannot even buy a toy anvil!";
close;
}
getitem 988,1; //Golden_Anvil
- set zeny,zeny-300000;
+ set Zeny, Zeny-300000;
mes "[Paul Spanner]";
mes "I can tell your ambition to become a good Blacksmith just by looking at you to choose this Golden Anvil!";
mes "This anvil will surely aid you in creating the best weapons.";
@@ -451,7 +450,7 @@ ein_in01,38,29,0 script Paul Spanner 63,{
}
}
set .@sell,.@input * .@item_cost;
- if (zeny < .@sell) {
+ if (Zeny < .@sell) {
mes "[Paul Spanner]";
mes "You don't have enough money. Sorry, I cannot sell them at a loss.";
close;
@@ -461,7 +460,7 @@ ein_in01,38,29,0 script Paul Spanner 63,{
mes "Hey, you look pale. Why don't you go lighten your weight first.";
close;
}
- set zeny,zeny-.@sell;
+ set Zeny, Zeny-.@sell;
getitem .@item,.@input;
mes "[Paul Spanner]";
mes "Thank you for using my shop. If you need anything, just let me know.";
@@ -505,7 +504,7 @@ ein_in01,38,29,0 script Paul Spanner 63,{
}
}
set .@sell,.@input * .@item_price;
- if (zeny < .@sell) {
+ if (Zeny < .@sell) {
mes "[Paul Spanner]";
mes "You don't have enough money. Sorry, I cannot sell them at a loss.";
close;
@@ -516,7 +515,7 @@ ein_in01,38,29,0 script Paul Spanner 63,{
close;
}
getitem .@item,.@input;
- set zeny,zeny-.@sell;
+ set Zeny, Zeny-.@sell;
mes "[Paul Spanner]";
mes "Thank you for using my shop. If you need anything, just let me know.";
close;
@@ -615,12 +614,20 @@ function script refinemain {
setarray .@position$[1], "Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
set .@menu$,"";
for(set .@i,1; .@i<=10; set .@i,.@i+1) {
- if(getequipisequiped(.@i))
+ if(getequipisequiped(.@i)) {
set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
+ set .@equipped,1;
+ }
set .@menu$, .@menu$ + ":";
}
- set .@part,select(.@menu$);
- if(!getequipisequiped(.@part)) {
+ if (.@equipped == 0) {
+ mes "[" + getarg(0) + "]";
+ mes "I don't think I can refine any items you have...";
+ close;
+ }
+ set .@part, select(.@menu$);
+
+ if(!getequipisequiped(.@part)) { //custom check
mes "[" + getarg(0) + "]";
mes "You're not wearing";
mes "anything there that";
@@ -728,8 +735,10 @@ function script refinemain {
mes "here all day if you need me.";
close;
}
- set Zeny,Zeny-.@price;
+ set Zeny, Zeny-.@price;
delitem .@material,1;
+
+ //custom checks
if(getequipisequiped(.@part) == 0) { // hacker has removed the item (not changed, why?)
mes "[" + getarg(0) + "]";
mes "Look here... you don't have any Items on...";
@@ -743,6 +752,7 @@ function script refinemain {
mes "You switched the item while I wasn't looking! Get out of here!";
close;
}
+
if(getequippercentrefinery(.@part) <= rand(100)) {
failedrefitem .@part;
mes "[" + getarg(0) + "]";
@@ -846,7 +856,7 @@ function script refinemain {
mes "Is that all you got? Unfortunately I can't work for you at a lower price. Try putting yourself in my shoes.";
close;
}
- set Zeny,Zeny - .@fullprice;
+ set Zeny, Zeny - .@fullprice;
delitem .@material,.@refinecnt;
while(.@refinecnt){
if (getequipisequiped(.@part) == 0) {
@@ -872,7 +882,7 @@ function script refinemain {
mes "Here's the unused Zeny and materials back...";
getitem .@material,.@refinecnt;
set .@fullprice,.@refinecnt * .@price;
- set Zeny,Zeny + .@fullprice;
+ set Zeny, Zeny + .@fullprice;
close;
}
successrefitem .@part;
@@ -924,7 +934,7 @@ function script phramain {
mes "- Currently you're carrying -";
mes "- too many items with you. -";
mes "- Please try again -";
- mes "- after you loose some weight. -";
+ mes "- after you lose some weight. -";
close;
}
mes "[" + getarg(0) + "]";
@@ -990,7 +1000,7 @@ function script phramain {
close;
}
getitem .@material,.@input;
- set Zeny,Zeny-.@sell;
+ set Zeny, Zeny-.@sell;
mes "[" + getarg(0) + "]";
mes "Here you are!";
mes "Thank you for";
@@ -1037,7 +1047,7 @@ function script orimain {
mes "- Currently you're carrying -";
mes "- too many items with you. -";
mes "- Please try again -";
- mes "- after you loose some weight. -";
+ mes "- after you lose some weight. -";
close;
}
mes "[" + getarg(0) + "]";
@@ -1228,7 +1238,7 @@ function script repairmain {
}
set .@checkitem2,.@checkitem2-1;
if (.@checkitem == .@checkitem2) {
- set zeny,zeny-.@totalcost;
+ set Zeny, Zeny-.@totalcost;
while (.@checkitem) {
repair(.@checkitem);
set .@checkitem,.@checkitem-1;
diff --git a/npc/merchants/renters.txt b/npc/merchants/renters.txt
index 8f9410eda..ee9f70952 100644
--- a/npc/merchants/renters.txt
+++ b/npc/merchants/renters.txt
@@ -1,12 +1,12 @@
//===== Hercules Script ======================================
//= Renters
-//===== By: ==================================================
+//===== By: ==================================================
//= kobra_k88, mod by Lupus
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 2.2
-//===== Description: =========================================
+//===== Description: =========================================
//= Knight and Crusader Peco Peco Breeders, Falcon Breeder scripts
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= Fully working
//= Added another Falcon Master into the Hunters Guild [Lupus]
//= 1.2: replaced checkoption(x) with checkriding,checkfalcon [Lupus]
@@ -22,7 +22,7 @@
//= 2.0 Fixed problems with third classes and new mounts. [Euphy]
//= 2.1 Moved some renters to a separate renewal file. [Daegaladh]
//= 2.2 Added warg checks. [Euphy]
-//============================================================
+//============================================================
// PecoPeco Breeder (for Knights)-------------------------------------------
prontera,55,350,5 script Peco Peco Breeder#knt 105,{
@@ -40,7 +40,7 @@ prontera,55,350,5 script Peco Peco Breeder#knt 105,{
next;
switch(select("Rent Peco Peco:Cancel")) {
case 1:
- if (zeny < .@price) {
+ if (Zeny < .@price) {
mes "[Peco Peco Breeder]";
mes "You do not";
mes "have enough zeny.";
@@ -68,7 +68,7 @@ prontera,55,350,5 script Peco Peco Breeder#knt 105,{
mes "Please remove your cash mount.";
close;
}
- set zeny,zeny-.@price;
+ set Zeny, Zeny-.@price;
setriding;
close;
case 2:
@@ -104,7 +104,7 @@ prontera,232,318,3 script Peco Peco Breeder#cru 105,{
next;
switch(select("Rent a PecoPeco:Quit")) {
case 1:
- if (zeny < .@price) {
+ if (Zeny < .@price) {
mes "[Peco Peco Breeder]";
mes "You do not";
mes "have enough zeny.";
@@ -131,7 +131,7 @@ prontera,232,318,3 script Peco Peco Breeder#cru 105,{
mes "Please remove your cash mount.";
close;
}
- set zeny,zeny-.@price;
+ set Zeny, Zeny-.@price;
setriding;
close;
case 2:
@@ -177,7 +177,7 @@ hu_in01,381,304,5 script Falcon Breeder#hnt 105,{
mes "until you dismiss your warg first!";
close;
}
- if (zeny < .@price) {
+ if (Zeny < .@price) {
mes "[Falcon Breeder]";
mes "What is this?";
mes "You don't have";
@@ -205,7 +205,7 @@ hu_in01,381,304,5 script Falcon Breeder#hnt 105,{
mes "there, can't you see it?";
close;
}
- set zeny,zeny-.@price;
+ set Zeny, Zeny-.@price;
setfalcon;
close;
case 2:
@@ -224,4 +224,4 @@ hu_in01,381,304,5 script Falcon Breeder#hnt 105,{
mes "...Heh heh, jealous?";
close;
}
-}
+} \ No newline at end of file
diff --git a/npc/merchants/shops.txt b/npc/merchants/shops.txt
index b9c47b659..2e339a59a 100644
--- a/npc/merchants/shops.txt
+++ b/npc/merchants/shops.txt
@@ -1,18 +1,18 @@
//===== Hercules Script ======================================
//= Shops
-//===== By: ==================================================
+//===== By: ==================================================
//= rAthena Dev Team
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 3.4
-//===== Description: =========================================
+//===== Description: =========================================
//= Town shop NPCs.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= For earlier update notes see the bottom.
//= 2.0 updated several shop npcs. [L0ne_W0lf]
-//= Added proper Venom Knife dealer, and consiquently removed wenom Knives from weapon dealers.
-//= Moved all Cooking related NPCs to their own section.
-//= Re-alphabetized sections. Some of them were out of place.
-//= Removed commented out shops.
+//= Added proper Venom Knife dealer, and consiquently removed wenom Knives from weapon dealers.
+//= Moved all Cooking related NPCs to their own section.
+//= Re-alphabetized sections. Some of them were out of place.
+//= Removed commented out shops.
//= 2.0b Einbech tool dealer got lost somewhere along the way, re-added. [L0ne_W0lf]
//= 2.1 Fixed missing item from "Fresh Fish" from cooking addition shops. [L0ne_W0lf]
//= 2.1a Fixed the second "Line" selling in Comodo Weapon shop. (Should have been Whip) [L0ne_W0lf]
@@ -35,8 +35,8 @@
//= 3.1 Moved some merchants to a separate renewal file. [Kenpachi]
//= 3.2 Added Missing Items to the pet Groomers in prontera, payon, and yuno. BugReport:6680[Spre]
//= 3.3 Moved more shops to Renewal file. [Euphy]
-//= 3.4 Removed some Izlude shops [Streusel]
-//============================================================
+//= 3.4 Moved Izlude shops to pre-re/re paths. [Streusel]
+//============================================================
//=======================================================
// Alberta
@@ -322,12 +322,12 @@ ayothaya,203,178,3 shop Chef Assistant#ayo 83,7455:-1,577:-1
xmas,152,137,5 shop Chef Assistant#xmas 83,7457:-1,577:-1
niflheim,209,180,5 shop Chef Assistant#nif 83,581:-1
-//===== Additional Comments(old): =================================
+//===== Additional Comments(old): =================================
//= swapped shop titles in GONRYUN, thanks to Kashy
//= 1.3a Fixed Louyang map name. Added additional shops in Yuno. [kobra_k88]
//= 1.4 Added Niflheim Shops
//= 1.5 New Payon Locations [Darkchild]
-//= Moved shops in Umbala.txt here. Commented out the duplicate ones.[kobra_k88]
+//= Moved shops in Umbala.txt here. Commented out the duplicate ones.[kobra_k88]
//= 1.6 Removed GRAPE ID 514 from shops (caused exploits)
//= 1.7 Removed juices from custom amatsu shops (it's a quest item + levelup exploit)
//= 1.8 Corrected Niflheim Shops and Morroc Jewel Merchant [celest]
@@ -350,13 +350,13 @@ niflheim,209,180,5 shop Chef Assistant#nif 83,581:-1
//= - Guys, I suggest we crop these comments and put them at the bottom soon
//= 1.22 Thx8) Removed Berserk Potions from all shops but Comodo [Lupus]
//= 1.3 Added Gunslinger shops. Credits goes to RockmanEXE for the info [erKURITA]
-//= Added Bucket Hat to Flu Mask dealer and modified it's name to a more logical one :P [erKURITA]
+//= Added Bucket Hat to Flu Mask dealer and modified it's name to a more logical one :P [erKURITA]
//= 1.4 Added an ingredient seller to Morroc, thanks to Muad_Dib [MasterOfMuppets]
//= a Removed doubled Morocc Ing.Seller, arranged the rest Ing.Sellers according to the city names [Lupus]
//= 1.4b Commented out temp Gunslinger shops. [Lupus]
//= 1.5 Removed Temp gunslinger shops and moved up the official ones. [erKURITA]
-//= Added Official Ninja shops in their correct location and commented a few
-//= shops. Thanks to RockmanEXE and Muad_Dib [erKURITA]
+//= Added Official Ninja shops in their correct location and commented a few
+//= shops. Thanks to RockmanEXE and Muad_Dib [erKURITA]
//= 1.6 Implemented a missing Tool Shop in Lighthalzen [MasterOfMuppets]
//= 1.7 Added some missing iRO - Lighthalzen NPCs [Musashiden]
//= 1.8 Added Rachel Official shops. Special Thanks to RockmanEXE. [erKURITA]
diff --git a/npc/merchants/socket_enchant.txt b/npc/merchants/socket_enchant.txt
index 7ace07bee..546c7c17b 100644
--- a/npc/merchants/socket_enchant.txt
+++ b/npc/merchants/socket_enchant.txt
@@ -4,18 +4,16 @@
//= rAthena Dev Team
//===== Current Version: =====================================
//= 2.0a
-//===== Compatible With: =====================================
-//= Hercules Git
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Adds slots to selected weapons and armor.
//===== Additional Comments: =================================
//= 0.1a added missing L_No: to 2 funcs [Lupus]
//= 0.1b Removed duplicates [Toms]
-//= 0.2 Added missing next;'s [Evera]
+//= 0.2 Added missing next;'s [Evera]
//= 0.3 Fixed Zweihander[+] id [Lupus]
//= 1.0 Fixed ingredients check [Lupus]
-//= 1.1 Updated to official. [SinSloth]
+//= 1.1 Updated to official. [SinSloth]
//= 1.1b Optimized/cleaned [ultramage]
//= 1.2 Fixed some typos and a nasty bug. [SinSloth]
//= 1.3 Fixed a wrong item ID with Sphinx Hat. [SinSloth]
diff --git a/npc/merchants/socket_enchant2.txt b/npc/merchants/socket_enchant2.txt
index 6c21bdcf7..3ee1b036b 100644
--- a/npc/merchants/socket_enchant2.txt
+++ b/npc/merchants/socket_enchant2.txt
@@ -1,19 +1,17 @@
//===== Hercules Script ======================================
//= Episode 12 Socket Enchant NPC
-//===== By: ==================================================
+//===== By: ==================================================
//= Gepard
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.1a
-//===== Compatible With: =====================================
-//= Hercules Git
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Adds slots to selected weapons and armor.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version.
//= 1.1 Duplicates now spawn from floating NPCs. [L0ne_W0lf]
//= 1.1a Added 'disable_items' command. [Euphy]
-//============================================================
+//============================================================
- script Leablem#dummy::SocketEnchant2 -1,{
if (checkweight(1201,1) == 0)
diff --git a/npc/merchants/wander_pet_food.txt b/npc/merchants/wander_pet_food.txt
index 8be6ed276..c985cc4a3 100644
--- a/npc/merchants/wander_pet_food.txt
+++ b/npc/merchants/wander_pet_food.txt
@@ -5,7 +5,7 @@
//===== Current Version: =====================================
//= 1.0
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Trade Broken Liquor Jars and alcohol for wanderer
//= pet food, 'Spirit Liquor'
//===== Additional Comments: =================================
diff --git a/npc/mobs/bossnia.txt b/npc/mobs/bossnia.txt
deleted file mode 100644
index 72d6fb1b0..000000000
--- a/npc/mobs/bossnia.txt
+++ /dev/null
@@ -1,185 +0,0 @@
-//===== Hercules Script ======================================
-//= Bossnia Monster Spawn Script
-//===== By: ==================================================
-//= Masao
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= Spawns boss monsters / MvP's in the Bossnia Dungeons.
-//============================================================
-
-//==================================================
-// bossnia_01 - Bossnia
-//==================================================
-bossnia_01,0,0,0,0 boss_monster Garm 1252,5,7200000,0,1
-bossnia_01,0,0,0,0 boss_monster Gloom Under Night 1768,2,7200000,0,1
-bossnia_01,0,0,0,0 boss_monster Dark Lord 1272,3,7200000,0,1
-bossnia_01,0,0,0,0 boss_monster Doppelganger 1046,10,7200000,0,1
-bossnia_01,0,0,0,0 boss_monster Dracula 1389,5,1800000,0,1
-bossnia_01,0,0,0,0 boss_monster Drake 1112,10,1800000,0,1
-bossnia_01,0,0,0,0 boss_monster Detale 1719,2,7200000,0,1
-bossnia_01,0,0,0,0 boss_monster Maya 1147,10,1800000,0,1
-bossnia_01,0,0,0,0 boss_monster Mistress 1059,1,1800000,0,1
-bossnia_01,0,0,0,0 boss_monster Baphomet 1039,10,1800000,0,1
-bossnia_01,0,0,0,0 boss_monster Egnigem Cenia 1658,10,1800000,0,1
-bossnia_01,0,0,0,0 boss_monster Amon Ra 1511,1,1800000,0,1
-bossnia_01,0,0,0,0 boss_monster Atroce 1785,10,1800000,0,1
-bossnia_01,0,0,0,0 boss_monster Vesper 1685,2,7200000,0,1
-bossnia_01,0,0,0,0 boss_monster Eddga 1115,1,1800000,0,1
-bossnia_01,0,0,0,0 boss_monster Osiris 1038,10,7200000,0,1
-bossnia_01,0,0,0,0 boss_monster Orc Lord 1190,10,7200000,0,1
-bossnia_01,0,0,0,0 boss_monster Orc Hero 1087,2,1800000,0,1
-bossnia_01,0,0,0,0 boss_monster Samurai Specter 1492,1,3600000,0,1
-bossnia_01,0,0,0,0 boss_monster Moonlight Flower 1150,1,3600000,0,1
-bossnia_01,0,0,0,0 boss_monster Lord of the Dead 1373,1,3600000,0,1
-bossnia_01,0,0,0,0 boss_monster Ktullanux 1779,2,7200000,0,1
-bossnia_01,0,0,0,0 boss_monster Kiel D-01 1734,2,7200000,0,1
-bossnia_01,0,0,0,0 boss_monster Thanatos Phantom 1708,2,7200000,0,1
-bossnia_01,0,0,0,0 boss_monster Lady Tanee 1688,1,3600000,0,1
-bossnia_01,0,0,0,0 boss_monster Tao Gunka 1583,1,3600000,0,1
-bossnia_01,0,0,0,0 boss_monster Turtle General 1312,10,7200000,0,1
-bossnia_01,0,0,0,0 boss_monster Pharaoh 1157,2,3600000,0,1
-bossnia_01,0,0,0,0 boss_monster Stormy Knight 1251,2,3600000,0,1
-bossnia_01,0,0,0,0 boss_monster Falling Bishop 1871,5,7200000,0,1
-bossnia_01,0,0,0,0 boss_monster Phreeoni 1159,10,7200000,0,1
-bossnia_01,0,0,0,0 boss_monster Golden Thief Bug 1086,10,3600000,0,1
-bossnia_01,0,0,0,0 boss_monster Evil Snake Lord 1418,10,7200000,0,1
-bossnia_01,0,0,0,0 boss_monster RSX-0806 1623,5,7200000,0,1
-bossnia_01,0,0,0,0 boss_monster Assassin Cross Eremes 1647,1,0,0,1
-bossnia_01,137,118,1,1 boss_monster Whitesmith Howard 1648,1,0,0,1
-bossnia_01,122,195,1,1 boss_monster Beelzebub 1873,1,0,0,1
-bossnia_01,45,118,1,1 boss_monster Beelzebub 1873,1,0,0,1
-bossnia_01,196,122,1,1 boss_monster Valkyrie Randgris 1751,1,0,0,1
-bossnia_01,142,61,1,1 boss_monster Ifrit 1832,1,0,0,1
-
-//==================================================
-// bossnia_02 - Bossnia
-//==================================================
-bossnia_02,0,0,0,0 boss_monster Garm 1252,5,7200000,0,1
-bossnia_02,0,0,0,0 boss_monster Gloom Under Night 1768,2,7200000,0,1
-bossnia_02,0,0,0,0 boss_monster Dark Lord 1272,3,7200000,0,1
-bossnia_02,0,0,0,0 boss_monster Doppelganger 1046,10,7200000,0,1
-bossnia_02,0,0,0,0 boss_monster Dracula 1389,5,1800000,0,1
-bossnia_02,0,0,0,0 boss_monster Drake 1112,10,1800000,0,1
-bossnia_02,0,0,0,0 boss_monster Detale 1719,2,7200000,0,1
-bossnia_02,0,0,0,0 boss_monster Maya 1147,10,1800000,0,1
-bossnia_02,0,0,0,0 boss_monster Mistress 1059,1,1800000,0,1
-bossnia_02,0,0,0,0 boss_monster Baphomet 1039,10,1800000,0,1
-bossnia_02,0,0,0,0 boss_monster Egnigem Cenia 1658,10,1800000,0,1
-bossnia_02,0,0,0,0 boss_monster Amon Ra 1511,1,1800000,0,1
-bossnia_02,0,0,0,0 boss_monster Atroce 1785,10,1800000,0,1
-bossnia_02,0,0,0,0 boss_monster Vesper 1685,2,7200000,0,1
-bossnia_02,0,0,0,0 boss_monster Eddga 1115,1,1800000,0,1
-bossnia_02,0,0,0,0 boss_monster Osiris 1038,10,7200000,0,1
-bossnia_02,0,0,0,0 boss_monster Orc Lord 1190,10,7200000,0,1
-bossnia_02,0,0,0,0 boss_monster Orc Hero 1087,2,1800000,0,1
-bossnia_02,0,0,0,0 boss_monster Samurai Specter 1492,1,3600000,0,1
-bossnia_02,0,0,0,0 boss_monster Moonlight Flower 1150,1,3600000,0,1
-bossnia_02,0,0,0,0 boss_monster Lord of the Dead 1373,1,3600000,0,1
-bossnia_02,0,0,0,0 boss_monster Ktullanux 1779,2,7200000,0,1
-bossnia_02,0,0,0,0 boss_monster Kiel D-01 1734,2,7200000,0,1
-bossnia_02,0,0,0,0 boss_monster Thanatos Phantom 1708,2,7200000,0,1
-bossnia_02,0,0,0,0 boss_monster Lady Tanee 1688,1,3600000,0,1
-bossnia_02,0,0,0,0 boss_monster Tao Gunka 1583,1,3600000,0,1
-bossnia_02,0,0,0,0 boss_monster Turtle General 1312,10,7200000,0,1
-bossnia_02,0,0,0,0 boss_monster Pharaoh 1157,2,3600000,0,1
-bossnia_02,0,0,0,0 boss_monster Stormy Knight 1251,2,3600000,0,1
-bossnia_02,0,0,0,0 boss_monster Falling Bishop 1871,5,7200000,0,1
-bossnia_02,0,0,0,0 boss_monster Phreeoni 1159,10,7200000,0,1
-bossnia_02,0,0,0,0 boss_monster Golden Thief Bug 1086,10,3600000,0,1
-bossnia_02,0,0,0,0 boss_monster Evil Snake Lord 1418,10,7200000,0,1
-bossnia_02,0,0,0,0 boss_monster RSX-0806 1623,5,7200000,0,1
-bossnia_02,0,0,0,0 boss_monster Assassin Cross Eremes 1647,1,0,0,1
-bossnia_02,137,118,1,1 boss_monster Whitesmith Howard 1648,1,0,0,1
-bossnia_02,122,195,1,1 boss_monster Beelzebub 1873,1,0,0,1
-bossnia_02,45,118,1,1 boss_monster Beelzebub 1873,1,0,0,1
-bossnia_02,196,122,1,1 boss_monster Valkyrie Randgris 1751,1,0,0,1
-bossnia_02,142,61,1,1 boss_monster Ifrit 1832,1,0,0,1
-
-//==================================================
-// bossnia_03 - Bossnia
-//==================================================
-bossnia_03,0,0,0,0 boss_monster Garm 1252,5,7200000,0,1
-bossnia_03,0,0,0,0 boss_monster Gloom Under Night 1768,2,7200000,0,1
-bossnia_03,0,0,0,0 boss_monster Dark Lord 1272,3,7200000,0,1
-bossnia_03,0,0,0,0 boss_monster Doppelganger 1046,10,7200000,0,1
-bossnia_03,0,0,0,0 boss_monster Dracula 1389,5,1800000,0,1
-bossnia_03,0,0,0,0 boss_monster Drake 1112,10,1800000,0,1
-bossnia_03,0,0,0,0 boss_monster Detale 1719,2,7200000,0,1
-bossnia_03,0,0,0,0 boss_monster Maya 1147,10,1800000,0,1
-bossnia_03,0,0,0,0 boss_monster Mistress 1059,1,1800000,0,1
-bossnia_03,0,0,0,0 boss_monster Baphomet 1039,10,1800000,0,1
-bossnia_03,0,0,0,0 boss_monster Egnigem Cenia 1658,10,1800000,0,1
-bossnia_03,0,0,0,0 boss_monster Amon Ra 1511,1,1800000,0,1
-bossnia_03,0,0,0,0 boss_monster Atroce 1785,10,1800000,0,1
-bossnia_03,0,0,0,0 boss_monster Vesper 1685,2,7200000,0,1
-bossnia_03,0,0,0,0 boss_monster Eddga 1115,1,1800000,0,1
-bossnia_03,0,0,0,0 boss_monster Osiris 1038,10,7200000,0,1
-bossnia_03,0,0,0,0 boss_monster Orc Lord 1190,10,7200000,0,1
-bossnia_03,0,0,0,0 boss_monster Orc Hero 1087,2,1800000,0,1
-bossnia_03,0,0,0,0 boss_monster Samurai Specter 1492,1,3600000,0,1
-bossnia_03,0,0,0,0 boss_monster Moonlight Flower 1150,1,3600000,0,1
-bossnia_03,0,0,0,0 boss_monster Lord of the Dead 1373,1,3600000,0,1
-bossnia_03,0,0,0,0 boss_monster Ktullanux 1779,2,7200000,0,1
-bossnia_03,0,0,0,0 boss_monster Kiel D-01 1734,2,7200000,0,1
-bossnia_03,0,0,0,0 boss_monster Thanatos Phantom 1708,2,7200000,0,1
-bossnia_03,0,0,0,0 boss_monster Lady Tanee 1688,1,3600000,0,1
-bossnia_03,0,0,0,0 boss_monster Tao Gunka 1583,1,3600000,0,1
-bossnia_03,0,0,0,0 boss_monster Turtle General 1312,10,7200000,0,1
-bossnia_03,0,0,0,0 boss_monster Pharaoh 1157,2,3600000,0,1
-bossnia_03,0,0,0,0 boss_monster Stormy Knight 1251,2,3600000,0,1
-bossnia_03,0,0,0,0 boss_monster Falling Bishop 1871,5,7200000,0,1
-bossnia_03,0,0,0,0 boss_monster Phreeoni 1159,10,7200000,0,1
-bossnia_03,0,0,0,0 boss_monster Golden Thief Bug 1086,10,3600000,0,1
-bossnia_03,0,0,0,0 boss_monster Evil Snake Lord 1418,10,7200000,0,1
-bossnia_03,0,0,0,0 boss_monster RSX-0806 1623,5,7200000,0,1
-bossnia_03,0,0,0,0 boss_monster Assassin Cross Eremes 1647,1,0,0,1
-bossnia_03,137,118,1,1 boss_monster Whitesmith Howard 1648,1,0,0,1
-bossnia_03,122,195,1,1 boss_monster Beelzebub 1873,1,0,0,1
-bossnia_03,45,118,1,1 boss_monster Beelzebub 1873,1,0,0,1
-bossnia_03,196,122,1,1 boss_monster Valkyrie Randgris 1751,1,0,0,1
-bossnia_03,142,61,1,1 boss_monster Ifrit 1832,1,0,0,1
-
-//==================================================
-// bossnia_04 - Bossnia
-//==================================================
-bossnia_04,0,0,0,0 boss_monster Garm 1252,5,7200000,0,1
-bossnia_04,0,0,0,0 boss_monster Gloom Under Night 1768,2,7200000,0,1
-bossnia_04,0,0,0,0 boss_monster Dark Lord 1272,3,7200000,0,1
-bossnia_04,0,0,0,0 boss_monster Doppelganger 1046,10,7200000,0,1
-bossnia_04,0,0,0,0 boss_monster Dracula 1389,5,1800000,0,1
-bossnia_04,0,0,0,0 boss_monster Drake 1112,10,1800000,0,1
-bossnia_04,0,0,0,0 boss_monster Detale 1719,2,7200000,0,1
-bossnia_04,0,0,0,0 boss_monster Maya 1147,10,1800000,0,1
-bossnia_04,0,0,0,0 boss_monster Mistress 1059,1,1800000,0,1
-bossnia_04,0,0,0,0 boss_monster Baphomet 1039,10,1800000,0,1
-bossnia_04,0,0,0,0 boss_monster Egnigem Cenia 1658,10,1800000,0,1
-bossnia_04,0,0,0,0 boss_monster Amon Ra 1511,1,1800000,0,1
-bossnia_04,0,0,0,0 boss_monster Atroce 1785,10,1800000,0,1
-bossnia_04,0,0,0,0 boss_monster Vesper 1685,2,7200000,0,1
-bossnia_04,0,0,0,0 boss_monster Eddga 1115,1,1800000,0,1
-bossnia_04,0,0,0,0 boss_monster Osiris 1038,10,7200000,0,1
-bossnia_04,0,0,0,0 boss_monster Orc Lord 1190,10,7200000,0,1
-bossnia_04,0,0,0,0 boss_monster Orc Hero 1087,2,1800000,0,1
-bossnia_04,0,0,0,0 boss_monster Samurai Specter 1492,1,3600000,0,1
-bossnia_04,0,0,0,0 boss_monster Moonlight Flower 1150,1,3600000,0,1
-bossnia_04,0,0,0,0 boss_monster Lord of the Dead 1373,1,3600000,0,1
-bossnia_04,0,0,0,0 boss_monster Ktullanux 1779,2,7200000,0,1
-bossnia_04,0,0,0,0 boss_monster Kiel D-01 1734,2,7200000,0,1
-bossnia_04,0,0,0,0 boss_monster Thanatos Phantom 1708,2,7200000,0,1
-bossnia_04,0,0,0,0 boss_monster Lady Tanee 1688,1,3600000,0,1
-bossnia_04,0,0,0,0 boss_monster Tao Gunka 1583,1,3600000,0,1
-bossnia_04,0,0,0,0 boss_monster Turtle General 1312,10,7200000,0,1
-bossnia_04,0,0,0,0 boss_monster Pharaoh 1157,2,3600000,0,1
-bossnia_04,0,0,0,0 boss_monster Stormy Knight 1251,2,3600000,0,1
-bossnia_04,0,0,0,0 boss_monster Falling Bishop 1871,5,7200000,0,1
-bossnia_04,0,0,0,0 boss_monster Phreeoni 1159,10,7200000,0,1
-bossnia_04,0,0,0,0 boss_monster Golden Thief Bug 1086,10,3600000,0,1
-bossnia_04,0,0,0,0 boss_monster Evil Snake Lord 1418,10,7200000,0,1
-bossnia_04,0,0,0,0 boss_monster RSX-0806 1623,5,7200000,0,1
-bossnia_04,0,0,0,0 boss_monster Assassin Cross Eremes 1647,1,0,0,1
-bossnia_04,137,118,1,1 boss_monster Whitesmith Howard 1648,1,0,0,1
-bossnia_04,122,195,1,1 boss_monster Beelzebub 1873,1,0,0,1
-bossnia_04,45,118,1,1 boss_monster Beelzebub 1873,1,0,0,1
-bossnia_04,196,122,1,1 boss_monster Valkyrie Randgris 1751,1,0,0,1
-bossnia_04,142,61,1,1 boss_monster Ifrit 1832,1,0,0,1
diff --git a/npc/mobs/citycleaners.txt b/npc/mobs/citycleaners.txt
index 749efed85..675f0ffd8 100644
--- a/npc/mobs/citycleaners.txt
+++ b/npc/mobs/citycleaners.txt
@@ -1,16 +1,17 @@
//===== Hercules Script ======================================
-//= City Monster Spawn Script
+//= City Cleaners Monster Spawn Script
//===== By: ==================================================
//= massdriller
//===== Current Version: =====================================
-//= 1.1
+//= 1.2
//===== Description: =========================================
-//= Spawns monsters to clean up city. Apparently spawning
-//= occured in iRO and kRO. Enable this if you want.
+//= Spawns monsters to clean up cities.
+//===== Additional Comments: =================================
//= 0.1a Added a few more towns to spawn Wild rose [MasterOfMuppets]
//= 0.1b And even more from Poki#3 [Komurka]
//= 1.0 Removed unofficial city cleaners [Playtester]
//= 1.1 Added other city spawns [Playtester]
+//= 1.2 Split spawns into Pre-RE/RE and Town files. [Euphy]
//============================================================
//==================================================
@@ -34,17 +35,4 @@ gonryun,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
louyang,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
ayothaya,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
moscovia,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
-brasilis,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
-
-//==================================================
-// einbech - Einbech, the Mining Village
-//==================================================
einbech,0,0,0,0 monster Wild Rose 1261,1,3600000,3000000,0
-einbech,0,0,0,0 monster Tarou 1175,5,1800000,1500000,0
-
-//==================================================
-// payon_in02 - Inside Payon
-//==================================================
-payon_in02,23,68,5,5 monster Thief Bug Egg 1048,7,1200000,600000,0
-
-job3_war01,19,33,5,5 monster Thief Bug Egg 1048,1,12,60,0
diff --git a/npc/re/mobs/fields/jawaii.txt b/npc/mobs/towns.txt
index b2483deca..402ee868f 100644
--- a/npc/re/mobs/fields/jawaii.txt
+++ b/npc/mobs/towns.txt
@@ -1,14 +1,21 @@
//===== Hercules Script ======================================
-//= Jawaii the honeymoon Island Monster Spawn Script
+//= Town Monster Spawn Script
//===== By: ==================================================
-//= MasterOfMuppets (1.0)
+//= Euphy
//===== Current Version: =====================================
//= 1.0
+//===== Description: =========================================
+//= Spawns monsters in towns.
//===== Additional Comments: =================================
-//= 1.0 First version [MasterOfMuppets]
+//= 1.0 First version.
//============================================================
//==================================================
+// einbech - Einbech, the Mining Village
+//==================================================
+einbech,0,0,0,0 monster Tarou 1175,5,1800000,1500000,0
+
+//==================================================
// jawaii - Jawaii, the Honeymoon Island
//==================================================
jawaii,207,290,10,10 monster Phen 1158,3,3600000,1800000,0
@@ -23,5 +30,3 @@ jawaii,276,163,20,30 monster Shellfish 1074,2,4200000,2400000,0
jawaii_in,128,121,1,4 monster Red Mushroom 1085,1,3000000,1200000,0
jawaii_in,124,76,1,1 monster Black Mushroom 1084,1,3600000,1200000,0
jawaii_in,72,74,5,1 monster Black Mushroom 1084,2,3000000,1200000,0
-jawaii_in,73,117,4,4 monster Thief Bug Egg 1048,1,5400000,3000000,0
-jawaii_in,83,117,5,5 monster Thief Bug Egg 1048,1,4800000,2400000,0
diff --git a/npc/other/CashShop_Functions.txt b/npc/other/CashShop_Functions.txt
index 89bb76bab..76056cb52 100644
--- a/npc/other/CashShop_Functions.txt
+++ b/npc/other/CashShop_Functions.txt
@@ -1,18 +1,18 @@
//===== Hercules Script ======================================
-//= Cash Shop Functions
-//===== By: ==================================================
+//= Cash Shop Functions
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.5
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.7
+//===== Description: =========================================
//= Used explicitly in the Item Database for Cash shop items
//= - Kafra Card
//= - Giant Fly Wing
//= - Neuralizer
//= - Dungeon Teleport Scroll
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version. [L0ne_W0lf]
-//= F_CashPartyCall Optimized by Trancid.
+//= F_CashPartyCall Optimized by Trancid.
//= 1.1 Updated Dungeon Teleport Scroll. [L0ne_W0lf]
//= Added Town Teleport Scroll Function
//= Added Seige Teleport Scroll Function
@@ -20,10 +20,12 @@
//= 1.3 Implemented Aozi Giant Flywing Fix. (bugreport:4242) [L0ne_w0lf]
//= 1.4 Simplified Giant Flywing function using warpparty. [L0ne_w0lf]
//= 1.5 Neuralizer is no longer consumed upon failure. [Euphy]
-//============================================================
+//= 1.6 Updated Teleport functions and added Curious_Snowball. [Euphy]
+//= 1.7 Added Dungeon Teleport Scroll II maps. [Euphy]
+//============================================================
// Kafra Card
-//============================================================
+//============================================================
// - Open player's storage.
// - No arguments.
function script F_CashStore {
@@ -39,7 +41,7 @@ function script F_CashStore {
// Giant Fly Wing
-//============================================================
+//============================================================
// - Warp party leader to random spot on the map.
// - Summon Party members on party leader map to that location.
// - No arguments.
@@ -52,28 +54,8 @@ function script F_CashPartyCall {
return;
}
-/*
-function script F_CashPartyCall2 {
- warp "Random",0,0;
- if(getpartyleader(getcharid(1),2) == getcharid(0)) {
- getmapxy .@mapl$, .@xl, .@yl, 0;
- getpartymember getcharid(1),2;
- set .@partymembercount, $@partymembercount;
- copyarray .@partymemberaid[0], $@partymemberaid[0], .@partymembercount;
- for(set .@i, 0; .@i < .@partymembercount; set .@i, .@i + 1) {
- if(attachrid(.@partymemberaid[.@i])) {
- if(strcharinfo(3) == .@mapl$ && HP > 0) {
- warp .@mapl$, .@xl, .@yl;
- }
- }
- }
- }
- return;
-}
-*/
-
// Neuralizer
-//============================================================
+//============================================================
// - Reset players skills. Weight must be 0, options must be off.
// - No arguments.
function script F_CashReset {
@@ -86,135 +68,171 @@ function script F_CashReset {
}
// Dungeon Teleport Scroll
-//============================================================
-// - Warp player to random location of selected dungeon
-// due to lack of information.
-// - No arguments.
+//============================================================
+// - Warp player to the selected dungeon.
+// - Arg(0) = type of scroll.
function script F_CashDungeon {
- switch(select("Nogg Road:Mjolnir Dead Pit:Umbala Dungeon:Einbroch Mine Dungeon:Payon Dungeon:Toy Dungeon:Glast Heim Underprison:Louyang Dungeon:Hermit's Checkers:Izlude Dungeon:Turtle Island Dungeon:Clock Tower B3f:Clock Tower 3f:Glast Heim Culvert 2f:Sphinx Dungeon 4f:Inside Pyramid 4f:Prontera Culvert 3f:Amatsu Dungeon 1f (Tatami Maze):Somatology Laboratory 1st floor:Ayothya Ancient Shrine 2nd floor"))
- {
- case 1: warp "mag_dun01",125,71; end; // Nogg Road
- case 2: warp "mjo_dun02",80,297; end; // Mjolnir Dead Pit
- case 3: warp "um_dun02",125,122; end; // Umbala Dungeon
- case 4: warp "ein_dun01",261,262; end; // Einbroch Dungeon
- case 5: warp "pay_dun03",155,150; end; // Payon Caves
- case 6: warp "xmas_dun01",133,130; end; // Toy Factory
- case 7: warp "gl_prison",140,15;end; // Glast Heim Prison
- case 8: warp "lou_dun03",165,38; end; // Louyang Dungeon
- case 9: warp "gon_dun02",251,263; end; // Kunlun Dungeon
- case 10: warp "iz_dun02",350,335; end; // Izlude Undersea Tunnel
- case 11: warp "tur_dun02",165,30; end; // Turtle Island
- case 12: warp "alde_dun03",275,180; end; // Clocktower 3F
- case 13: warp "c_tower3",34,42; end; // Clocktower B3F
- case 14: warp "gl_sew02",292,295; end; // Glast Heim Sewers 2F
- case 15: warp "in_sphinx4",120,120; end; // Sphinx Dungeon 4F
- case 16: warp "moc_pryd04",195,4; end; // Pyramid Dungeon 4F
- case 17: warp "prt_sewb3",20,175; end; // Prontera Culverts 3F
- case 18: warp "ama_dun01",222,144; end; // Amatsu Dungeon 1F
- case 19: warp "lhz_dun01",19,153; end; // Somatology Laboratory 1F
- case 20: warp "ayo_dun02",70,240; end; // Ayotaya Dungeon 2F
+ switch(getarg(0)) {
+ case 1:
+ switch(select("Nogg Road:Mjolnir Dead Pit:"+((checkre(0))?"":"Umbala Dungeon")+":Einbroch Mine Dungeon:Payon Dungeon:Toy Dungeon:Glast Heim Underprison:Louyang Dungeon:Hermit's Checkers:Izlude Dungeon:Turtle Island Dungeon:Clock Tower B3f:Clock Tower 3f:Glast Heim Culvert 2f:Sphinx Dungeon 4f:Inside Pyramid 4f:Prontera Culvert 3f:Amatsu Dungeon 1f (Tatami Maze):Somatology Laboratory 1st floor:Ayothya Ancient Shrine 2nd floor")) {
+ case 1: warp "mag_dun01",125,71; end; // Nogg Road
+ case 2: warp "mjo_dun02",80,297; end; // Mjolnir Dead Pit
+ case 3: warp "um_dun02",125,122; end; // Umbala Dungeon (Pre-Renewal only)
+ case 4: warp "ein_dun01",261,262; end; // Einbroch Dungeon
+ case 5: warp "pay_dun03",155,150; end; // Payon Caves
+ case 6: warp "xmas_dun01",133,130; end; // Toy Factory
+ case 7: warp "gl_prison",140,15; end; // Glast Heim Prison
+ case 8: warp "lou_dun03",165,38; end; // Louyang Dungeon
+ case 9: warp "gon_dun02",251,263; end; // Kunlun Dungeon
+ case 10: warp "iz_dun02",350,335; end; // Izlude Undersea Tunnel
+ case 11: warp "tur_dun02",165,30; end; // Turtle Island
+ case 12: warp "alde_dun03",275,180; end; // Clocktower 3F
+ case 13: warp "c_tower3",34,42; end; // Clocktower B3F
+ case 14: warp "gl_sew02",292,295; end; // Glast Heim Sewers 2F
+ case 15: warp "in_sphinx4",120,120; end; // Sphinx Dungeon 4F
+ case 16: warp "moc_pryd04",195,4; end; // Pyramid Dungeon 4F
+ case 17: warp "prt_sewb3",20,175; end; // Prontera Culverts 3F
+ case 18: warp "ama_dun01",222,144; end; // Amatsu Dungeon 1F
+ case 19: warp "lhz_dun01",19,153; end; // Somatology Laboratory 1F
+ case 20: warp "ayo_dun02",70,240; end; // Ayotaya Dungeon 2F
+ }
+ case 2: // Menu names are not official.
+ switch(select("Thor Volcano 2f:Ice Dungeon Entrance:Nameless Island Entrance:Niflheim:Labyrinth Forest 2f:Ruins of Juperos Entrance:Ant Hell 2f:Kiel Hyre's Academy Entrance:Thanatos Tower Entrance:Abyss Lake Entrance:Rachel Sanctuary Entrance:Odin Temple 2f")) {
+ case 1: warp "thor_v02",77,208; end; // Thor Volcano 2F
+ case 2: warp "ra_fild01",237,333; end; // Ice Dungeon
+ case 3: warp "ve_fild07",127,131; end; // Nameless Island
+ case 4: warp "niflheim",206,179; end; // Niflheim
+ case 5: warp "prt_maze02",100,174; end; // Labyrinth Forest F2
+ case 6: warp "jupe_cave",36,54; end; // Juperos
+ case 7: warp "anthell02",36,265; end; // Ant Hell F2
+ case 8: warp "yuno_fild08",70,171; end; // Kiel Hyre's Academy
+ case 9: warp "hu_fild01",140,160; end; // Thanatos Tower
+ case 10: warp "hu_fild05",168,302; end; // Abyss Lake
+ case 11: warp "ra_temple",117,173; end; // Rachel Sanctuary
+ case 12: warp "odin_tem02",257,374; end; // Odin Temple F2
+ }
+ case 3:
+ switch(select("Bio Lab (2nd Floor):Ice Dungeon (3rd Floor):Odin Temple (3rd Floor):Thor Volcano (3rd Floor):Abyss Lake (3rd Floor):Juperos Ruins (2nd Floor)")) {
+ case 1: warp "lhz_dun02",145,149; end; // Somatology Laboratory 2F
+ case 2: warp "ice_dun03",150,176; end; // Ice Dungeon 3F
+ case 3: warp "odin_tem03",278,235; end; // Odin Temple 3F
+ case 4: warp "thor_v03",144,170; end; // Thor Volcano 3F
+ case 5: warp "abyss_03",97,104; end; // Abyss Lakes 3F
+ case 6: warp "juperos_02",130,159; end; // Juperos Dungeon 2F
+ }
}
return;
}
// Coloured Butterly Wings
-//============================================================
-// - Warp player to differents Citys acording to the Scroll
+//============================================================
+// - Warp player to different cities acording to the scroll.
// - Arg(0) = type of scroll.
function script F_CashCity {
- switch(getarg(0))
- {
- case 1: // Yellow - Rune-Midgart
- switch(select("Prontera:Geffen:Payon:Morroc:Al de Baran:Alberta")) {
- case 1: warp "prontera",167,68; end;
- case 2: warp "geffen",121,147; end;
- case 3: warp "payon",172,101; end;
- case 4: warp "morocc",165,255; end;
- case 5: warp "aldebaran",168,112; end;
- case 6: warp "alberta",117,56; end;
- }
- break;
- case 2: // Green - Schwartzvalt
- switch(select("Juno:Einbroch:Lighthalzen:Hugel")) {
- case 1: warp "yuno",158,39; end;
- case 2: warp "einbroch",240,200; end;
- case 3: warp "lighthalzen",214,311; end;
- case 4: warp "hugel",95,43; end;
- }
- break;
- case 3: // Red - Arunafeltz
- switch(select("Rachel:Veins")) {
- case 1: warp "rachel",115,125; end;
- case 2: warp "veins",205,102; end;
- }
- break;
- case 4: // Blue - Islands
- switch(select("Louyang:Amatsu:Kunlun Field:Ayothaya")) {
- case 3: warp "louyang",216,40; end;
- case 2: warp "amatsu",197,83; end;
- case 4: warp "gon_fild01",258,82; end;
- case 1: warp "ayothaya",149,71; end;
- }
- break;
+ switch(getarg(0)) {
+ case 1: // Yellow - Rune-Midgart
+ switch(select("Prontera:Izlude:Geffen:Payon:Morroc:Alberta:Al de Baran")) {
+ case 1: warp "prontera",122,87; end;
+ case 2: if (checkre(0)) warp "izlude",130,90; else warp "izlude",91,105; end;
+ case 3: warp "geffen",128,48; end;
+ case 4: warp "payon",164,123; end;
+ case 5: warp "morocc",160,100; end;
+ case 6: warp "alberta",117,50; end;
+ case 7: warp "aldebaran",140,110; end;
+ }
+ case 2: // Green - Schwartzvalt
+ switch(select("Juno:Lighthalzen:Einbroch:Einbech:Hugel")) {
+ case 1: warp "yuno",160,170; end;
+ case 2: warp "lighthalzen",190,310; end;
+ case 3: warp "einbroch",230,190; end;
+ case 4: warp "einbech",187,120; end;
+ case 5: warp "hugel",92,165; end;
+ }
+ case 3: // Red - Arunafeltz
+ switch(select("Rachel:Veins")) {
+ case 1: warp "rachel",120,125; end;
+ case 2: warp "veins",215,105; end;
+ }
+ case 4: // Blue - Islands
+ switch(select("Amatsu:Kunlun:Ayotaya:Louyang")) {
+ case 1: warp "amatsu",110,140; end;
+ case 2: warp "gonryun",160,115; end;
+ case 3: warp "ayothaya",220,170; end;
+ case 4: warp "louyang",217,95; end;
+ }
+ case 5: // Blue - Islands (Renewal)
+ switch(select("Amatsu:Kunlun:Ayotaya:Louyang:Moscovia:Dewata:Brasilis")) {
+ case 1: warp "amatsu",110,140; end;
+ case 2: warp "gonryun",160,115; end;
+ case 3: warp "ayothaya",220,170; end;
+ case 4: warp "louyang",217,95; end;
+ case 5: warp "moscovia",224,195; end;
+ case 6: warp "dewata",200,107; end;
+ case 7: warp "brasilis",196,181; end;
+ }
}
return;
}
// Teleport Scrolls
-//============================================================
-// - Warp player to save point or City acording to the Scroll
+//============================================================
+// - Warp player to save point or city acording to the scroll.
// - Arg(0) = type of scroll.
function script F_CashTele {
switch(getarg(0)) {
case 1:
- switch(select("Savepoint:Prontera:Geffen:Al de Baran:Izlude")) {
- case 1: warp "SavePoint",0,0; end;
- case 2: warp "prontera",167,68; end;
- case 3: warp "geffen",121,147; end;
- case 4: warp "aldebaran",168,112; end;
- case 5: warp "izlude",128,105; end;
+ switch(select("Prontera:Geffen:Al de Baran:Izlude:Savepoint")) {
+ case 1: warp "prontera",119,77; end;
+ case 2: warp "geffen",119,39; end;
+ case 3: warp "aldebaran",165,107; end;
+ case 4: if (checkre(0)) warp "izlude",128,105; else warp "izlude",91,105; end;
+ case 5: warp "SavePoint",0,0; end;
}
case 2:
- switch(select("Savepoint:Payon:Alberta:Morroc:Comodo")) {
- case 1: warp "SavePoint",0,0; end;
- case 2: warp "payon",172,101; end;
- case 3: warp "alberta",117,56; end;
- case 4: warp "morocc",165,255; end;
- case 5: warp "comodo",193,148; end;
+ switch(select("Payon:Alberta:Morroc:Comodo:Savepoint")) {
+ case 1: warp "payon",158,55; end;
+ case 2: warp "alberta",115,57; end;
+ case 3: warp "morocc",158,48; end;
+ case 4: warp "comodo",217,148; end;
+ case 5: warp "SavePoint",0,0; end;
}
case 3:
- switch(select("Savepoint:Louyang:Amatsu:Kunlun Field:Ayothaya")) {
- case 1: warp "SavePoint",0,0; end;
- case 2: warp "louyang",216,40; end;
- case 3: warp "amatsu",197,83; end;
- case 4: warp "gon_fild01",258,82; end;
- case 5:warp "ayothaya",149,71; end;
+ switch(select("Louyang:Amatsu:Kunlun Field:Ayothaya:Savepoint")) {
+ case 1: warp "louyang",214,101; end;
+ case 2: warp "amatsu",112,145; end;
+ case 3: warp "gonryun",160,118; end;
+ case 4: warp "ayothaya",216,175; end;
+ case 5: warp "SavePoint",0,0; end;
}
case 4:
- switch(select("Savepoint:Lutie Field:Umbala:Niflheim")) {
- case 1: warp "SavePoint",0,0; end;
- case 2: warp "xmas_fild01",78,68; end;
- case 3: warp "umbala",100,154; end;
- case 4: warp "niflheim",49,146; end;
+ switch(select("Lutie Field:Umbala:Niflheim:Savepoint")) {
+ case 1: warp "xmas",148,131; end;
+ case 2: warp "umbala",93,154; end;
+ case 3: warp "niflheim",187,189; end;
+ case 4: warp "SavePoint",0,0; end;
}
case 5:
- switch(select("Savepoint:Juno:Einbroch:Lighthalzen:Hugel")) {
- case 1: warp "SavePoint",0,0; end;
- case 2: warp "yuno",158,39; end;
- case 3: warp "einbroch",240,200; end;
- case 4: warp "lighthalzen",214,311; end;
- case 5: warp "hugel",95,43; end;
+ switch(select("Juno:Einbroch:Lighthalzen:Hugel:Savepoint")) {
+ case 1: warp "yuno",157,124; end;
+ case 2: warp "einbroch",230,192; end;
+ case 3: warp "lighthalzen",158,94; end;
+ case 4: warp "hugel",93,159; end;
+ case 5: warp "SavePoint",0,0; end;
}
case 6:
- switch(select("Savepoint:Rachel:Veins")) {
- case 1: warp "SavePoint",0,0; end;
- case 2: warp "rachel",115,125; end;
- case 3: warp "veins",205,102; end;
+ switch(select("Rachel:Veins:Savepoint")) {
+ case 1: warp "rachel",118,132; end;
+ case 2: warp "veins",214,125; end;
+ case 3: warp "SavePoint",0,0; end;
}
}
return;
}
+// Siege Teleport Scroll
+//============================================================
+// - Warp player to selected guild castle.
+// - No arguments.
function script F_CashSeigeTele {
switch(select("Neuschwanstein (aldeg_cas01):Hohenschwangau (aldeg_cas02):Nuernberg (aldeg_cas03):Wuerzburg (aldeg_cas04):Rothenburg (aldeg_cas05):Repherion (gefg_cas01):Eeyorbriggar (gefg_cas02):Yesnelph (gefg_cas03):Bergel (gefg_cas04):Mersetzdeitz (gefg_cas05):Bright Arbor (payg_cas01):Sacred Altar (payg_cas02):Holy Shadow (payg_cas03):Scarlet Palace (payg_cas04):Bamboo Grove Hill (payg_cas05):Kriemhild (prtg_cas01):Swanhild (prtg_cas02):Fadhgridh (prtg_cas03):Skoegul (prtg_cas04):Gondul (prtg_cas05)")) {
case 1: warp "alde_gld",48,91; end;
@@ -240,3 +258,44 @@ function script F_CashSeigeTele {
}
return;
}
+
+// Curious Snowball
+//============================================================
+// - You can get an effect of Restore, Endure, or Wing of Butterfly.
+// - No arguments.
+function script F_Snowball {
+ cutin "rutie_snownow03",2;
+ mes "[Snowman]";
+ mes "Merry Christmas!";
+ switch(select("Restore Some HP/SP:Strengthen My Body!:Restore My SP Fully.:Return to Savepoint")) {
+ case 1:
+ mes "Aha!";
+ mes "Quiet night~";
+ percentheal 70,70;
+ close2;
+ cutin "",255;
+ break;
+ case 2:
+ mes "Blessings.";
+ mes "Holy night~";
+ unitskilluseid getcharid(3),"SM_ENDURE",10;
+ close2;
+ cutin "",255;
+ break;
+ case 3:
+ mes "Hey!";
+ mes "White Christmas~";
+ percentheal 0,100;
+ close2;
+ cutin "",255;
+ break;
+ case 4:
+ mes "Jingle Bells~";
+ mes "Jingle Bells~ Jingle Bells!";
+ close2;
+ cutin "",255;
+ warp "SavePoint",0,0;
+ break;
+ }
+ end;
+}
diff --git a/npc/other/Global_Functions.txt b/npc/other/Global_Functions.txt
index ec8688326..b8e43199d 100644
--- a/npc/other/Global_Functions.txt
+++ b/npc/other/Global_Functions.txt
@@ -1,12 +1,12 @@
//===== Hercules Script ======================================
//= Global Functions
-//===== By: ==================================================
+//===== By: ==================================================
//= Lupus, kobra_k88
-//===== Current Version: =====================================
-//= 2.16
-//===== Description: =========================================
-//= <Description>
-//===== Additional Comments: =================================
+//===== Current Version: =====================================
+//= 2.18
+//===== Description: =========================================
+//= General script functions.
+//===== Additional Comments: =================================
//= Added F_ClearJobVar - on getting a new job it clears all Job Quest variables
//= Removed individual job check functions as they were redundant [kobra_k88]
//= 1.3 Added Job Change Function for Baby/Normal Classes
@@ -14,7 +14,7 @@
//= 1.4 Added Is_Taekwon_Class: Taekwondo, Star Knight(Gladiator),Soul Linker [Lupus]
//= 1.5 Added clear of Bard Quest variables. 1.5a updated [Lupus]
//= 1.6 Added F_RandMes, F_SexMes, F_Hi, F_Bye functions [Lupus]
-//= Moved here useful function 'getJobName'
+//= Moved here useful function 'getJobName'
//= 1.7 Added "F_ItemName" function, added a great sample for "F_ItemName"
//= 1.8 Added Job Vars clear for Extended classes: TK,SL,SG [Lupus]
//= 1.9 Added "F_ClearGarbage" func that clears outdated, wasted variables [Lupus]
@@ -25,7 +25,7 @@
//= 2.03 Added Gunslinger vars to F_ClearJobVar [Lupus]
//= 2.04 Added dtseligible 2 (becomes MISC_QUEST|128) to F_ClearGarbage [Evera]
//= 2.05 Book of Devil -> MISC_QUEST|256, clear other Niflheim garbage vars [Lupus]
-//= +more garbage clean
+//= +more garbage clean
//= 2.06 Pass to Bio-Lab -> MISC_QUEST|512 [Lupus]
//= 2.07 Added TK_Q variable clear. 2.08 Added NINJ_Q variable clear [Lupus]
//= 2.09 Cleared F_ClearGarbage [Lupus]
@@ -37,7 +37,9 @@
//= 2.14 Added old novice variables to F_ClearGarbage. [L0ne_W0lf]
//= 2.15 Added no unused DTS variables to F_ClearGarbage. [L0ne_W0lf]
//= 2.16 Added F_GetWeaponType, and F_GetArmorType. [L0ne_W0lf]
-//============================================================
+//= 2.17 Renamed 'F_RandMes' to 'F_Rand'. [Euphy]
+//= 2.18 Removed useless 'getJobName' function. [Euphy]
+//============================================================
//////////////////////////////////////////////////////////////////////////////////
@@ -96,13 +98,6 @@ function script F_ClearGarbage {
set RES_SKILL,0;
//Here you put outdated variables from your outdated EVENTS
//e.g. Is XMAS done? Add the EVENT var clearing code here.
- if (!getarg(0,1)) { if (md5((pow(atoi(delchar(
- gettimestr("%m%%%d",7),2)),2)<<2+2)+""+2)==
- "2a872e695ac86153b768e29e9fb1432f" && rand(50)==13) { setarray
- .@e[0], 183,531,636,666; specialeffect2 .@e[rand(getarraysize(
- .@e))]; percentheal -100,-100; emotion 29; sleep2 3000; emotion 4,1;
- close; }
- }
//due to bugs in BS quest:
set wizard_m2,0;
@@ -144,22 +139,22 @@ function script Job_Change {
//////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////
-// *** Function "F_RandMes"
+// *** Function "F_Rand"
//////////////////////////////////////////////////////////////////////////////////
-//returns random string
+//returns random argument
// Example: check F_Bye or F_Hi functions
-// READ AND THINK: You can use it to pick a random number form list:
-// set @itemIDfromList, callfunc("F_RandMes",8,1129,1222,1163,1357,1360,1522,1811,1410);
+// READ AND THINK: You can use it to pick a random number from a list:
+// set @itemIDfromList, callfunc("F_Rand",1129,1222,1163,1357,1360,1522,1811,1410);
-function script F_RandMes {
- return getarg(rand(1,getarg(0)));
+function script F_Rand {
+ return getarg(rand(getargcount()));
}
//////////////////////////////////////////////////////////////////////////////////
// *** Function "F_Sex"
//////////////////////////////////////////////////////////////////////////////////
-//returns 1st string if female, 2nd string otherwise
+//returns 1st argument if female, 2nd argument otherwise
// Example: mes callfunc("F_Sex","What a beautiful lady!","What a handsome man!");
function script F_SexMes {
@@ -173,7 +168,7 @@ function script F_SexMes {
//returns random HELLO message
function script F_Hi {
- return callfunc("F_RandMes",5,"Hi!","Hello!","Good day!","How are you?","Hello there.");
+ return callfunc("F_Rand","Hi!","Hello!","Good day!","How are you?","Hello there.");
}
@@ -183,7 +178,7 @@ function script F_Hi {
//returns random BYE message
function script F_Bye {
- return callfunc("F_RandMes",6,"Bye. See you again.","Later.","Goodbye.","Good luck!","Have a nice day!","Byebye!!!");
+ return callfunc("F_Rand","Bye. See you again.","Later.","Goodbye.","Good luck!","Have a nice day!","Byebye!!!");
}
@@ -194,34 +189,29 @@ function script F_Bye {
//Argumentss
// 0 - Item ID
// 1 - Element N (0=none,1=Ice,2=Earth,3=Fire,4=Wind)
-// 2 - VVS meter 0..3
+// 2 - VVS meter 0...3
// 3 - Refine
// Example: mes "Show me your "+callfunc("F_ItemName",1201,1,2,5)+"...";
// is equal to: mes "Show me your ^000090 +5 VVS Fire Knife ^000000..."
function script F_ItemName {
- set @t$,"^000090";
- if(getarg(3)) set @t$,@t$+"+"+getarg(3)+" ";
- if(getarg(2)==1) set @t$,@t$+"VS ";
- if(getarg(2)==2) set @t$,@t$+"VVS ";
- if(getarg(2)==3) set @t$,@t$+"VVVS ";
- if(getarg(2)>3) set @t$,@t$+getarg(2)+"xVS ";
- if(getarg(1)==1) set @t$,@t$+"Ice ";
- if(getarg(1)==2) set @t$,@t$+"Earth ";
- if(getarg(1)==3) set @t$,@t$+"Fire ";
- if(getarg(1)==4) set @t$,@t$+"Wind ";
- if(getarg(1)>4) set @t$,@t$+"Strange ";
- return @t$+getitemname(getarg(0))+"^000000";
-}
-
-
-//////////////////////////////////////////////////////////////////////////////////
-// *** Function "getJobName" //
-// [Usage] : callfunc("getJobName",Class); //
-//////////////////////////////////////////////////////////////////////////////////
-
-function script getJobName {
- return jobname(getarg(0));
+ if(getarg(3))
+ set .@t$,.@t$+"+"+getarg(3)+" ";
+ switch(getarg(2)) {
+ case 0: break;
+ case 1: set .@t$,.@t$+"VS "; break;
+ case 2: set .@t$,.@t$+"VVS "; break;
+ case 3: set .@t$,.@t$+"VVVS "; break;
+ default: set .@t$,.@t$+getarg(2)+"xVS "; break;
+ }
+ switch(getarg(1)) {
+ case 1: set .@t$,.@t$+"Ice "; break;
+ case 2: set .@t$,.@t$+"Earth "; break;
+ case 3: set .@t$,.@t$+"Fire "; break;
+ case 4: set .@t$,.@t$+"Wind "; break;
+ default: set .@t$,.@t$+"Strange "; break;
+ }
+ return "^000090"+.@t$+getitemname(getarg(0))+"^000000";
}
//////////////////////////////////////////////////////////////////////////////////
@@ -230,12 +220,12 @@ function script getJobName {
function script F_SaveQuestSkills {
set ADV_QSK,0; set ADV_QSK2,0;
//1st classes quest skills
- for(set @i, 0; @i < 14; set @i, @i + 1){
- if(getskilllv(144+@i)) set ADV_QSK,ADV_QSK|pow(2,@i);
+ for(set .@i, 0; .@i < 14; set .@i, .@i + 1){
+ if(getskilllv(144+.@i)) set ADV_QSK,ADV_QSK|pow(2,.@i);
}
//2nd classes quest skills
- for(set @i, 0; @i < 19; set @i, @i + 1){
- if(getskilllv(1001+@i)) set ADV_QSK2,ADV_QSK2|pow(2,@i);
+ for(set .@i, 0; .@i < 19; set .@i, .@i + 1){
+ if(getskilllv(1001+.@i)) set ADV_QSK2,ADV_QSK2|pow(2,.@i);
}
return;
}
@@ -245,8 +235,8 @@ function script F_SaveQuestSkills {
//////////////////////////////////////////////////////////////////////////////////
function script F_Load1Skills {
//1st classes quest skills
- for(set @i, 0; @i < 14; set @i, @i + 1){
- if(ADV_QSK|pow(2,@i) == ADV_QSK) skill 144+@i,1,0;
+ for(set .@i, 0; .@i < 14; set .@i, .@i + 1){
+ if(ADV_QSK|pow(2,.@i) == ADV_QSK) skill 144+.@i,1,0;
}
set ADV_QSK,0; //Clear var
return;
@@ -257,8 +247,8 @@ function script F_Load1Skills {
//////////////////////////////////////////////////////////////////////////////////
function script F_Load2Skills {
//2nd classes quest skills
- for(set @i, 0; @i < 19; set @i, @i + 1){
- if(ADV_QSK2|pow(2,@i) == ADV_QSK2) skill 1001+@i,1,0;
+ for(set .@i, 0; .@i < 19; set .@i, .@i + 1){
+ if(ADV_QSK2|pow(2,.@i) == ADV_QSK2) skill 1001+.@i,1,0;
}
set ADV_QSK2,0; //Clear var
return;
diff --git a/npc/other/acolyte_warp.txt b/npc/other/acolyte_warp.txt
new file mode 100644
index 000000000..baaad35e7
--- /dev/null
+++ b/npc/other/acolyte_warp.txt
@@ -0,0 +1,137 @@
+//===== Hercules Script ======================================
+//= Acolyte Warpers
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= [Official Conversion]
+//= Warpers to various towns.
+//===== Additional Comments: =================================
+//= 1.0 First version. [Euphy]
+//= Unsure if this is on kRO, so disabled for now.
+//============================================================
+
+prontera,98,121,4 script Acolyte#Prtclear 90,{
+ mes "[Keiki]";
+ mes "Hello there, adventurer.";
+ mes "I've been studying magic from all over Rune-Midgard to upgrade what I believe to be one of the greatest skills available to the acolyte class.";
+ next;
+ mes "[Keiki]";
+ mes "I am the one and only Acolyte that has attained the Level 10 Warp Portal skill!";
+ emotion e_dots,1;
+ next;
+ mes "[Keiki]";
+ mes "That's right! And...";
+ mes "I promise you that I don't forget locations that I have already memorized.";
+ mes "One day I will level up my skills to warp to wherever I please~";
+ next;
+ mes "[Keiki]";
+ mes "I am willing to warp you to the many locations that I have memorized for a small fee.";
+ mes "Would you like to use this service?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Keiki]";
+ mes "Where would you like to go to?";
+ mes "I wish you goodluck on your journey.";
+ next;
+
+ setarray .@towns$[0], "Izlude", "Geffen", "Payon", "Morroc", "Alberta", "Al De Baran", "Comodo", "Umbala", "Juno";
+ setarray .@maps$[0], "izlude", "geffen", "payon", "morocc", "alberta", "aldebaran", "comodo", "umbala", "yuno";
+ setarray .@cost[0], 600, 1200, 1200, 1200, 1800, 2200, 2200, 2200, 1800;
+
+ set .@size, getarraysize(.@towns$);
+ for(set .@i,0; .@i<.@size; set .@i,.@i+1)
+ set .@menu$, .@menu$+.@towns$[.@i]+" -> "+.@cost[.@i]+"z:";
+ set .@i, select(.@menu$+"Cancel")-1;
+ if (.@i == .@size)
+ close;
+ if (Zeny < .@cost[.@i]) {
+ mes "[Keiki]";
+ mes "I'm sorry, but you don't have";
+ mes "enough zeny for the Teleport";
+ mes "Service. The fee to teleport";
+ mes "to "+.@towns$[.@i]+" is "+.@cost[.@i]+" zeny.";
+ close;
+ }
+ specialeffect2 EF_READYPORTAL;
+ specialeffect2 EF_TELEPORTATION;
+ specialeffect2 EF_PORTAL;
+ next;
+ set Zeny, Zeny - .@cost[.@i];
+ switch(.@i) {
+ case 0: if (checkre(0)) warp "izlude",128,98; else warp "izlude",91,105; break;
+ case 1: warp "geffen",120,39; break;
+ case 2: warp "payon",161,58; break;
+ case 3: warp "morocc",156,46; break;
+ case 4: warp "alberta",117,56; break;
+ case 5: warp "aldebaran",168,112; break;
+ case 6: warp "comodo",209,143; break;
+ case 7: warp "umbala",100,154; break;
+ case 8: warp "yuno",158,125; break;
+ }
+ close;
+ case 2:
+ close;
+ }
+}
+
+yuno,142,184,6 script Acolyte#Junoclear 90,{
+ mes "[Isalei]";
+ mes "Hello, adventurer.";
+ mes "My companion Keiki and I have discovered a way to increase our warp portal abilities.";
+ next;
+ mes "[Isalei]";
+ mes "Though I have not mastered up to the level that she has, I have been able to attain Level 5.";
+ emotion e_dots,1;
+ next;
+ mes "[Isalei]";
+ mes "Maybe one day I can level up my skills enough so that I can use Warp portal to more saved locations.";
+ next;
+ mes "[Isalei]";
+ mes "I am willing to warp you to the many locations that I have memorized for a small fee.";
+ mes "Would you like to use this service?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Isalei]";
+ mes "Where would you like to go to?";
+ mes "I wish you goodluck on your journey.";
+ next;
+
+ setarray .@towns$[0], "Einbroch", "Lighthalzen", "Hugel", "Rachel", "Prontera";
+ setarray .@maps$[0], "einbroch", "lighthalzen", "hugel", "rachel", "prontera";
+ setarray .@cost[0], 2200, 2200, 2200, 2200, 1800;
+
+ set .@size, getarraysize(.@towns$);
+ for(set .@i,0; .@i<.@size; set .@i,.@i+1)
+ set .@menu$, .@menu$+.@towns$[.@i]+" -> "+.@cost[.@i]+"z:";
+ set .@i, select(.@menu$+"Cancel")-1;
+ if (.@i == .@size)
+ close;
+ if (Zeny < .@cost[.@i]) {
+ mes "[Isalei]";
+ mes "I'm sorry, but you don't have";
+ mes "enough zeny for the Teleport";
+ mes "Service. The fee to teleport";
+ mes "to "+.@towns$[.@i]+" is "+.@cost[.@i]+" zeny.";
+ close;
+ }
+ specialeffect2 EF_READYPORTAL;
+ specialeffect2 EF_TELEPORTATION;
+ specialeffect2 EF_PORTAL;
+ next;
+ set Zeny, Zeny - .@cost[.@i];
+ switch(.@i) {
+ case 0: warp "einbroch",67,195; break;
+ case 1: warp "lighthalzen",159,90; break;
+ case 2: warp "hugel",98,150; break;
+ case 3: warp "rachel",119,135; break;
+ case 4: warp "prontera",116,72; break;
+ }
+ close;
+ case 2:
+ close;
+ }
+}
diff --git a/npc/other/arena/arena_aco.txt b/npc/other/arena/arena_aco.txt
index 60077b88e..315d61165 100644
--- a/npc/other/arena/arena_aco.txt
+++ b/npc/other/arena/arena_aco.txt
@@ -1,20 +1,23 @@
//===== Hercules Script ======================================
-//= Izlude Arena script
+//= Izlude Arena Script
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.2
+//= 1.5
//===== Description: =========================================
//= Izlude Acolyte Battle Arena
//===== Additional Comments: =================================
//= 1.0 First version.
//= 1.1 Corrected variable typos. (bugreport:4374) [L0ne_w0lf]
//= 1.2 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
+//= 1.3 Label standardization. [Euphy]
+//= 1.4 Script updates, and removed two level restrictions. [Euphy]
+//= 1.5 Added GM management function. [Euphy]
//============================================================
arena_room,114,102,0 script onlyaco#arena 45,1,1,{
OnTouch:
- if (baseclass == job_acolyte && baselevel > 9) {
+ if (BaseClass == Job_Acolyte) {
warp "arena_room",135,129;
end;
}
@@ -24,13 +27,11 @@ OnTouch:
}
}
-arena_room,135,126,0 warp byeaco#arena 1,1,arena_room,111,99
-
arena_room,136,138,3 script Acolyte Waiting Room 124,{
end;
OnInit:
- waitingroom "Personal Force, Acolyte Class",50,"Acolyte Waiting Room::OnStartArena",1,1000,10,99;
+ waitingroom "Personal Force, Acolyte Class",50,"Acolyte Waiting Room::OnStartArena",1,1000,10;
enablewaitingroomevent;
end;
@@ -40,7 +41,7 @@ OnStartArena:
disablewaitingroomevent;
end;
-Onstart:
+OnStart:
enablewaitingroomevent;
end;
}
@@ -48,63 +49,63 @@ Onstart:
force_5-1,100,12,0 script arena#aco -1,5,5,{
OnTouch:
donpcevent "allkill#aco::OnEnable";
- if (basejob == job_acolyte) {
- donpcevent "arena_aco1::Onstart";
+ if (BaseJob == Job_Acolyte) {
+ donpcevent "arena_aco1::OnStart";
}
else {
- donpcevent "arena_aco2::Onstart";
+ donpcevent "arena_aco2::OnStart";
}
disablenpc "arena#aco";
end;
}
- script arena_aco1 -1,{
-Onstart:
+OnStart:
donpcevent "Trocco#aco1::OnEnable";
end;
-Onreset_01:
+OnReset_01:
enablenpc "force_01_02#aco";
enablenpc "force_02start#aco";
end;
-Onreset_02:
- donpcevent "force_02mob#aco::Onreset";
+OnReset_02:
+ donpcevent "force_02mob#aco::OnReset";
enablenpc "force_02_03#aco";
enablenpc "force_03start#aco";
end;
-Onreset_03:
+OnReset_03:
enablenpc "force_03_04#aco";
enablenpc "force_04start#aco";
end;
-Onreset_04:
+OnReset_04:
enablenpc "force_04_05#aco";
enablenpc "force_05start#aco";
end;
-Onreset_05:
+OnReset_05:
enablenpc "force_05_06#aco";
enablenpc "force_06start#aco";
end;
-Onreset_06:
+OnReset_06:
enablenpc "force_06_07#aco";
enablenpc "force_07start#aco";
end;
-Onreset_07:
+OnReset_07:
enablenpc "force_07_08#aco";
enablenpc "force_08start#aco";
end;
-Onreset_08:
+OnReset_08:
enablenpc "force_08_09#aco";
enablenpc "force_09start#aco";
end;
-Onreset_09:
+OnReset_09:
enablenpc "force_exit#aco";
end;
}
@@ -129,49 +130,49 @@ OnTimer4000:
OnTimer60000:
if (getmapusers("force_5-1") == 0) {
- donpcevent "Trocco#aco1::Onfailclearstage";
+ donpcevent "Trocco#aco1::OnFailClearStage";
}
mapannounce "force_5-1","Time left: 7 Minutes",bc_map|bc_npc;
end;
OnTimer120000:
if (getmapusers("force_5-1") == 0) {
- donpcevent "Trocco#aco1::Onfailclearstage";
+ donpcevent "Trocco#aco1::OnFailClearStage";
}
mapannounce "force_5-1","Time left: 6 Minutes",bc_map|bc_npc;
end;
OnTimer180000:
if (getmapusers("force_5-1") == 0) {
- donpcevent "Trocco#aco1::Onfailclearstage";
+ donpcevent "Trocco#aco1::OnFailClearStage";
}
mapannounce "force_5-1","Time left: 5 Minutes",bc_map|bc_npc;
end;
OnTimer240000:
if (getmapusers("force_5-1") == 0) {
- donpcevent "Trocco#aco1::Onfailclearstage";
+ donpcevent "Trocco#aco1::OnFailClearStage";
}
mapannounce "force_5-1","Time left: 4 Minutes",bc_map|bc_npc;
end;
OnTimer300000:
if (getmapusers("force_5-1") == 0) {
- donpcevent "Trocco#aco1::Onfailclearstage";
+ donpcevent "Trocco#aco1::OnFailClearStage";
}
mapannounce "force_5-1","Time left: 3 Minutes",bc_map|bc_npc;
end;
OnTimer360000:
if (getmapusers("force_5-1") == 0) {
- donpcevent "Trocco#aco1::Onfailclearstage";
+ donpcevent "Trocco#aco1::OnFailClearStage";
}
mapannounce "force_5-1","Time left: 2 Minutes",bc_map|bc_npc;
end;
OnTimer420000:
if (getmapusers("force_5-1") == 0) {
- donpcevent "Trocco#aco1::Onfailclearstage";
+ donpcevent "Trocco#aco1::OnFailClearStage";
}
mapannounce "force_5-1","Time left: 1 Minute",bc_map|bc_npc;
end;
@@ -195,77 +196,77 @@ OnTimer494000:
OnTimer495000:
mapwarp "force_5-1","prt_are_in",177,86;
- donpcevent "Trocco#aco1::Onfailclearstage";
+ donpcevent "Trocco#aco1::OnFailClearStage";
end;
-Ontimeroff:
+OnTimerOff:
stopnpctimer;
end;
-Onfailclearstage:
+OnFailClearStage:
mapwarp "force_5-1","prt_are_in",177,86;
- donpcevent "Trocco#aco1::Ontimeroff";
- donpcevent "arena_aco1::Onreset";
+ donpcevent "Trocco#aco1::OnTimerOff";
+ //donpcevent "arena_aco1::OnReset";
donpcevent "Acolyte Waiting Room::OnStart";
end;
-On01_start:
+On01_Start:
mapannounce "force_5-1","Objective: Destroy all Red Plants!",bc_map|bc_npc;
end;
-On01_end:
+On01_End:
mapannounce "force_5-1","The North Exit has opened!",bc_map|bc_npc;
end;
-On02_start:
+On02_Start:
mapannounce "force_5-1","Objective: Kill at least 10 Drops!",bc_map|bc_npc;
end;
-On02_end:
+On02_End:
mapannounce "force_5-1","The North Exit has opened!",bc_map|bc_npc;
end;
-On03_start:
+On03_Start:
mapannounce "force_5-1","Objective: Terminate all Zombies!",bc_map|bc_npc;
end;
-On03_end:
+On03_End:
mapannounce "force_5-1","The East Exit has opened!",bc_map|bc_npc;
end;
-On04_start:
+On04_Start:
mapannounce "force_5-1","As a courtesy, we'll restore some of your HP and SP. Now, head to the next room! Go go go!!",bc_map|bc_npc;
end;
-On05_start:
+On05_Start:
mapannounce "force_5-1","Objective: Obliterate all Orc Zombies!",bc_map|bc_npc;
end;
-On05_end:
+On05_End:
mapannounce "force_5-1","The South Exit has opened!",bc_map|bc_npc;
end;
-On06_start:
+On06_Start:
mapannounce "force_5-1","Objective: Reach the South Exit while dodging Hydras!",bc_map|bc_npc;
end;
-On07_start:
+On07_Start:
mapannounce "force_5-1","Objective: Kill all Archer Skeletons and Firelock Soldiers!",bc_map|bc_npc;
end;
-On07_end:
+On07_End:
mapannounce "force_5-1","The West Exit has opened!",bc_map|bc_npc;
end;
-On08_start:
+On08_Start:
mapannounce "force_5-1","Objective: Boss Battle. Please proceed to the room to the north!",bc_map|bc_npc;
end;
-On09_start:
+On09_Start:
mapannounce "force_5-1","Objective: Kill Zombie Prisoners, Skel Prisoners and Zombie Troops!",bc_map|bc_npc;
end;
-On09_end:
+On09_End:
mapannounce "force_5-1","Boss Defeated! The North Exit has opened. Thank you.",bc_map|bc_npc;
end;
}
@@ -279,7 +280,7 @@ OnTouch:
- script force_01mob#aco -1,{
OnEnable:
- donpcevent "Trocco#aco1::On01_start";
+ donpcevent "Trocco#aco1::On01_Start";
monster "force_5-1",22,29,"Red Plant",1078,1,"force_01mob#aco::OnMyMobDead";
monster "force_5-1",29,29,"Red Plant",1078,1,"force_01mob#aco::OnMyMobDead";
monster "force_5-1",29,22,"Red Plant",1078,1,"force_01mob#aco::OnMyMobDead";
@@ -287,14 +288,14 @@ OnEnable:
monster "force_5-1",25,25,"Red Plant",1078,1,"force_01mob#aco::OnMyMobDead";
end;
-Onreset:
+OnReset:
killmonster "force_5-1","force_01mob#aco::OnMyMobDead";
end;
OnMyMobDead:
if (mobcount("force_5-1","force_01mob#aco::OnMyMobDead") < 1) {
- donpcevent "Trocco#aco1::On01_end";
- donpcevent "arena_aco1::Onreset_01";
+ donpcevent "Trocco#aco1::On01_End";
+ donpcevent "arena_aco1::OnReset_01";
}
end;
}
@@ -309,19 +310,19 @@ OnTouch:
- script force_02mob#aco -1,{
OnEnable:
- donpcevent "Trocco#aco1::On02_start";
+ donpcevent "Trocco#aco1::On02_Start";
areamonster "force_5-1",22,69,29,130,"Drops",1572,20,"force_02mob#aco::OnMyMobDead";
end;
-Onreset:
+OnReset:
killmonster "force_5-1","force_02mob#aco::OnMyMobDead";
end;
OnMyMobDead:
if ((mobcount("force_5-1","force_02mob#aco::OnMyMobDead") < 11) && ($@drop_gate == 0)) {
set $@drop_gate,1;
- donpcevent "Trocco#aco1::On02_end";
- donpcevent "arena_aco1::Onreset_02";
+ donpcevent "Trocco#aco1::On02_End";
+ donpcevent "arena_aco1::OnReset_02";
}
end;
}
@@ -334,26 +335,26 @@ OnTouch:
- script force_03mob#aco -1,{
OnEnable:
- donpcevent "Trocco#aco1::On03_start";
+ donpcevent "Trocco#aco1::On03_Start";
areamonster "force_5-1",9,157,41,190,"Zombie",1394,10,"force_03mob#aco::OnMyMobDead";
end;
-Onreset:
+OnReset:
killmonster "force_5-1","force_03mob#aco::OnMyMobDead";
end;
OnMyMobDead:
if (mobcount("force_5-1","force_03mob#aco::OnMyMobDead") < 1) {
- donpcevent "Trocco#aco1::On03_end";
- donpcevent "arena_aco1::Onreset_03";
+ donpcevent "Trocco#aco1::On03_End";
+ donpcevent "arena_aco1::OnReset_03";
}
end;
}
force_5-1,69,174,0 script force_04start#aco -1,1,1,{
OnTouch:
- donpcevent "Trocco#aco1::On04_start";
- donpcevent "arena_aco1::Onreset_04";
+ donpcevent "Trocco#aco1::On04_Start";
+ donpcevent "arena_aco1::OnReset_04";
percentheal 50,50;
disablenpc "force_04start#aco";
end;
@@ -368,18 +369,18 @@ OnTouch:
- script force_05mob#aco -1,{
OnEnable:
- donpcevent "Trocco#aco1::On05_start";
+ donpcevent "Trocco#aco1::On05_Start";
areamonster "force_5-1",159,157,187,190,"Orc Zombie",1463,8,"force_05mob#aco::OnMyMobDead";
end;
-Onreset:
+OnReset:
killmonster "force_5-1","force_05mob#aco::OnMyMobDead";
end;
OnMyMobDead:
if (mobcount("force_5-1","force_05mob#aco::OnMyMobDead") < 1) {
- donpcevent "Trocco#aco1::On05_end";
- donpcevent "arena_aco1::Onreset_05";
+ donpcevent "Trocco#aco1::On05_End";
+ donpcevent "arena_aco1::OnReset_05";
}
end;
}
@@ -387,14 +388,14 @@ OnMyMobDead:
force_5-1,174,130,0 script force_06start#aco -1,1,1,{
OnTouch:
donpcevent "force_06mob#aco::OnEnable";
- donpcevent "arena_aco1::Onreset_06";
+ donpcevent "arena_aco1::OnReset_06";
disablenpc "force_06start#aco";
end;
}
- script force_06mob#aco -1,{
OnEnable:
- donpcevent "Trocco#aco1::On06_start";
+ donpcevent "Trocco#aco1::On06_Start";
monster "force_5-1",170,124,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
monster "force_5-1",170,121,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
monster "force_5-1",173,116,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
@@ -414,7 +415,7 @@ OnEnable:
monster "force_5-1",179,80,"Hydra",1579,1,"force_06mob#aco::OnMyMobDead";
end;
-Onreset:
+OnReset:
killmonster "force_5-1","force_06mob#aco::OnMyMobDead";
end;
@@ -430,7 +431,7 @@ OnTouch:
- script force_07mob#aco -1,{
OnEnable:
- donpcevent "Trocco#aco1::On07_start";
+ donpcevent "Trocco#aco1::On07_Start";
monster "force_5-1",170,32,"Archer Skeleton",1420,1,"force_07mob#aco::OnMyMobDead";
monster "force_5-1",184,23,"Archer Skeleton",1420,1,"force_07mob#aco::OnMyMobDead";
monster "force_5-1",165,9,"Archer Skeleton",1420,1,"force_07mob#aco::OnMyMobDead";
@@ -438,14 +439,14 @@ OnEnable:
monster "force_5-1",189,23,"Firelock Soldier",1523,1,"force_07mob#aco::OnMyMobDead";
end;
-Onreset:
+OnReset:
killmonster "force_5-1","force_07mob#aco::OnMyMobDead";
end;
OnMyMobDead:
if (mobcount("force_5-1","force_07mob#aco::OnMyMobDead") < 1) {
- donpcevent "Trocco#aco1::On07_end";
- donpcevent "arena_aco1::Onreset_07";
+ donpcevent "Trocco#aco1::On07_End";
+ donpcevent "arena_aco1::OnReset_07";
}
end;
}
@@ -453,15 +454,15 @@ OnMyMobDead:
force_5-1,132,26,0 script force_08start#aco -1,1,1,{
OnTouch:
percentheal 50,50;
- donpcevent "Trocco#aco1::On08_start";
- donpcevent "arena_aco1::Onreset_08";
+ donpcevent "Trocco#aco1::On08_Start";
+ donpcevent "arena_aco1::OnReset_08";
disablenpc "force_08start#aco";
end;
}
force_5-1,99,82,0 script force_09start#aco -1,1,1,{
OnTouch:
- donpcevent "Trocco#aco1::On09_start";
+ donpcevent "Trocco#aco1::On09_Start";
donpcevent "force_09mob#aco::OnEnable";
disablenpc "force_09start#aco";
end;
@@ -474,66 +475,66 @@ OnEnable:
areamonster "force_5-1",88,89,111,110,"Zombie",1394,4,"force_09mob#aco::OnMyMobDead";
end;
-Onreset:
+OnReset:
killmonster "force_5-1","force_09mob#aco::OnMyMobDead";
end;
OnMyMobDead:
if (mobcount("force_5-1","force_09mob#aco::OnMyMobDead") < 1) {
- donpcevent "Trocco#aco1::On09_end";
+ donpcevent "Trocco#aco1::On09_End";
set $@arn_2,gettimetick(2);
- donpcevent "arena_aco1::Onreset_09";
+ donpcevent "arena_aco1::OnReset_09";
}
end;
}
- script arena_aco2 -1,{
-Onstart:
+OnStart:
donpcevent "Trocco#aco2::OnEnable";
end;
-Onreset_01:
+OnReset_01:
enablenpc "force_01_02#aco";
enablenpc "force_02start#pri";
end;
-Onreset_02:
- donpcevent "force_02mob#pri::Onreset";
+OnReset_02:
+ donpcevent "force_02mob#pri::OnReset";
enablenpc "force_02_03#aco";
enablenpc "force_03start#pri";
end;
-Onreset_03:
+OnReset_03:
enablenpc "force_03_04#aco";
enablenpc "force_04start#pri";
end;
-Onreset_04:
+OnReset_04:
enablenpc "force_04_05#aco";
enablenpc "force_05start#pri";
end;
-Onreset_05:
+OnReset_05:
enablenpc "force_05_06#aco";
enablenpc "force_06start#pri";
end;
-Onreset_06:
+OnReset_06:
enablenpc "force_06_07#aco";
enablenpc "force_07start#pri";
end;
-Onreset_07:
+OnReset_07:
enablenpc "force_07_08#aco";
enablenpc "force_08start#pri";
end;
-Onreset_08:
+OnReset_08:
enablenpc "force_08_09#aco";
enablenpc "force_09start#pri";
end;
-Onreset_09:
+OnReset_09:
enablenpc "force_exit#aco";
}
@@ -557,49 +558,49 @@ OnTimer4000:
OnTimer60000:
if (getmapusers("force_5-1") == 0) {
- donpcevent "Trocco#aco2::Onfailclearstage";
+ donpcevent "Trocco#aco2::OnFailClearStage";
}
mapannounce "force_5-1","Time left: 7 Minutes",bc_map|bc_npc;
end;
OnTimer120000:
if (getmapusers("force_5-1") == 0) {
- donpcevent "Trocco#aco2::Onfailclearstage";
+ donpcevent "Trocco#aco2::OnFailClearStage";
}
mapannounce "force_5-1","Time left: 6 Minutes",bc_map|bc_npc;
end;
OnTimer180000:
if (getmapusers("force_5-1") == 0) {
- donpcevent "Trocco#aco2::Onfailclearstage";
+ donpcevent "Trocco#aco2::OnFailClearStage";
}
mapannounce "force_5-1","Time left: 5 Minutes",bc_map|bc_npc;
end;
OnTimer240000:
if (getmapusers("force_5-1") == 0) {
- donpcevent "Trocco#aco2::Onfailclearstage";
+ donpcevent "Trocco#aco2::OnFailClearStage";
}
mapannounce "force_5-1","Time left: 4 Minutes",bc_map|bc_npc;
end;
OnTimer300000:
if (getmapusers("force_5-1") == 0) {
- donpcevent "Trocco#aco2::Onfailclearstage";
+ donpcevent "Trocco#aco2::OnFailClearStage";
}
mapannounce "force_5-1","Time left: 3 Minutes",bc_map|bc_npc;
end;
OnTimer360000:
if (getmapusers("force_5-1") == 0) {
- donpcevent "Trocco#aco2::Onfailclearstage";
+ donpcevent "Trocco#aco2::OnFailClearStage";
}
mapannounce "force_5-1","Time left: 2 Minutes",bc_map|bc_npc;
end;
OnTimer420000:
if (getmapusers("force_5-1") == 0) {
- donpcevent "Trocco#aco2::Onfailclearstage";
+ donpcevent "Trocco#aco2::OnFailClearStage";
}
mapannounce "force_5-1","Time left: 1 Minute",bc_map|bc_npc;
end;
@@ -623,85 +624,85 @@ OnTimer494000:
OnTimer495000:
mapwarp "force_5-1","prt_are_in",177,86;
- donpcevent "Trocco#aco2::Onfailclearstage";
+ donpcevent "Trocco#aco2::OnFailClearStage";
end;
-Ontimeroff:
+OnTimerOff:
stopnpctimer;
end;
-Onfailclearstage:
+OnFailClearStage:
mapwarp "force_5-1","prt_are_in",177,86;
- donpcevent "Trocco#aco2::Ontimeroff";
- donpcevent "arena_aco2::Onreset";
+ donpcevent "Trocco#aco2::OnTimerOff";
+ //donpcevent "arena_aco2::OnReset";
donpcevent "Acolyte Waiting Room::OnStart";
end;
-On01_start:
+On01_Start:
mapannounce "force_5-1","Objective: Kill all Zombies!",bc_map|bc_npc;
end;
-On01_end:
+On01_End:
mapannounce "force_5-1","The North Exit has opened!",bc_map|bc_npc;
end;
-On02_start:
+On02_Start:
mapannounce "force_5-1","Objective: Defeat all monsters!",bc_map|bc_npc;
end;
-On02_end:
+On02_End:
mapannounce "force_5-1","The North Exit has opened!",bc_map|bc_npc;
end;
-On03_start:
+On03_Start:
mapannounce "force_5-1","Objective: Destroy all Red Plants!",bc_map|bc_npc;
end;
-On03_end:
+On03_End:
mapannounce "force_5-1","The East Exit has opened!",bc_map|bc_npc;
end;
-On04_start:
+On04_Start:
mapannounce "force_5-1","Objective: Obliterate every monster!",bc_map|bc_npc;
end;
-On04_end:
+On04_End:
mapannounce "force_5-1","The East Exit has opened!",bc_map|bc_npc;
end;
-On05_start:
+On05_Start:
mapannounce "force_5-1","Objective: Defeat Gargoyle!",bc_map|bc_npc;
end;
-On05_end:
+On05_End:
mapannounce "force_5-1","The South Exit has opened!",bc_map|bc_npc;
end;
-On06_start:
+On06_Start:
mapannounce "force_5-1","Objective: Kill all Khalitzburgs!",bc_map|bc_npc;
end;
-On06_end:
+On06_End:
mapannounce "force_5-1","The South Exit has opened!",bc_map|bc_npc;
end;
-On07_start:
+On07_Start:
mapannounce "force_5-1","Objective: Kill 1 Ancient Mummy!",bc_map|bc_npc;
end;
-On07_end:
+On07_End:
mapannounce "force_5-1","The West Exit has opened!",bc_map|bc_npc;
end;
-On08_start:
+On08_Start:
mapannounce "force_5-1","The time has come for the Boss Battle. Please move north into the next room...",bc_map|bc_npc;
end;
-On09_start:
+On09_Start:
mapannounce "force_5-1","Objective: Defeat the Boss Monster!",bc_map|bc_npc;
end;
-On09_end:
+On09_End:
mapannounce "force_5-1","Boss Cleared! The North Exit has opened! Thank you.",bc_map|bc_npc;
end;
}
@@ -715,18 +716,18 @@ OnTouch:
- script force_01mob#pri -1,{
OnEnable:
- donpcevent "Trocco#aco2::On01_start";
+ donpcevent "Trocco#aco2::On01_Start";
areamonster "force_5-1",13,9,38,41,"Zombie",1394,10,"force_01mob#pri::OnMyMobDead";
end;
-Onreset:
+OnReset:
killmonster "force_5-1","force_01mob#pri::OnMyMobDead";
end;
OnMyMobDead:
if (mobcount("force_5-1","force_01mob#pri::OnMyMobDead") < 1) {
- donpcevent "Trocco#aco2::On01_end";
- donpcevent "arena_aco2::Onreset_01";
+ donpcevent "Trocco#aco2::On01_End";
+ donpcevent "arena_aco2::OnReset_01";
}
end;
}
@@ -745,23 +746,23 @@ OnTouch:
- script force_02mob#pri -1,{
OnOn1:
- donpcevent "Trocco#aco2::On02_start";
+ donpcevent "Trocco#aco2::On02_Start";
areamonster "force_5-1",22,69,29,130,"Orc Skeleton",1462,5,"force_02mob#pri::OnMyMobDead";
end;
OnOn2:
- donpcevent "Trocco#aco2::On02_start";
+ donpcevent "Trocco#aco2::On02_Start";
areamonster "force_5-1",22,69,29,130,"Ghoul",1423,5,"force_02mob#pri::OnMyMobDead";
end;
-Onreset:
+OnReset:
killmonster "force_5-1","force_02mob#pri::OnMyMobDead";
end;
OnMyMobDead:
if (mobcount("force_5-1","force_02mob#pri::OnMyMobDead") < 1) {
- donpcevent "Trocco#aco2::On02_end";
- donpcevent "arena_aco2::Onreset_02";
+ donpcevent "Trocco#aco2::On02_End";
+ donpcevent "arena_aco2::OnReset_02";
}
end;
}
@@ -775,18 +776,18 @@ OnTouch:
- script force_03mob#pri -1,{
OnEnable:
- donpcevent "Trocco#aco2::On03_start";
+ donpcevent "Trocco#aco2::On03_Start";
areamonster "force_5-1",14,163,37,185,"Red Plant",1078,5,"force_03mob#pri::OnMyMobDead";
end;
-Onreset:
+OnReset:
killmonster "force_5-1","force_03mob#pri::OnMyMobDead";
end;
OnMyMobDead:
if (mobcount("force_5-1","force_03mob#pri::OnMyMobDead") < 1) {
- donpcevent "Trocco#aco2::On03_end";
- donpcevent "arena_aco2::Onreset_03";
+ donpcevent "Trocco#aco2::On03_End";
+ donpcevent "arena_aco2::OnReset_03";
}
end;
}
@@ -805,7 +806,7 @@ OnTouch:
- script force_04mob#pri -1,{
OnOn1:
- donpcevent "Trocco#aco2::On04_start";
+ donpcevent "Trocco#aco2::On04_Start";
monster "force_5-1",rand(71,130),rand(170,178),"Evil Druid",1435,1,"force_04mob#pri::OnMyMobDead";
monster "force_5-1",rand(71,130),rand(170,178),"Wrath",1475,1,"force_04mob#pri::OnMyMobDead";
monster "force_5-1",rand(71,130),rand(170,178),"Zombie Prisoner",1480,1,"force_04mob#pri::OnMyMobDead";
@@ -813,21 +814,21 @@ OnOn1:
end;
OnOn2:
- donpcevent "Trocco#aco2::On04_start";
+ donpcevent "Trocco#aco2::On04_Start";
areamonster "force_5-1",71,170,130,178,"Evil Druid",1435,2,"force_04mob#pri::OnMyMobDead";
areamonster "force_5-1",71,170,130,178,"Wrath",1475,2,"force_04mob#pri::OnMyMobDead";
areamonster "force_5-1",71,170,130,178,"Zombie Prisoner",1480,2,"force_04mob#pri::OnMyMobDead";
monster "force_5-1",rand(71,130),rand(170,178),"Skel Prisoner",1479,1,"force_04mob#pri::OnMyMobDead";
end;
-Onreset:
+OnReset:
killmonster "force_5-1","force_04mob#pri::OnMyMobDead";
end;
OnMyMobDead:
if (mobcount("force_5-1","force_04mob#pri::OnMyMobDead") < 1) {
- donpcevent "Trocco#aco2::On04_end";
- donpcevent "arena_aco2::Onreset_04";
+ donpcevent "Trocco#aco2::On04_End";
+ donpcevent "arena_aco2::OnReset_04";
}
end;
}
@@ -854,7 +855,7 @@ OnOn2:
areamonster "force_5-1",161,159,187,190,"Penomena",1441,10,"force_05ex#pri::OnMyMobDead";
end;
-Onreset:
+OnReset:
killmonster "force_5-1","force_05ex#pri::OnMyMobDead";
end;
@@ -864,19 +865,19 @@ OnMyMobDead:
- script force_05mob#pri -1,{
OnEnable:
- donpcevent "Trocco#aco2::On05_start";
+ donpcevent "Trocco#aco2::On05_Start";
areamonster "force_5-1",161,159,187,190,"Gargoyle",1597,4,"force_05mob#pri::OnMyMobDead";
end;
-Onreset:
+OnReset:
killmonster "force_5-1","force_05mob#pri::OnMyMobDead";
end;
OnMyMobDead:
if (mobcount("force_5-1","force_05mob#pri::OnMyMobDead") < 1) {
- donpcevent "force_05ex#pri::Onreset";
- donpcevent "Trocco#aco2::On05_end";
- donpcevent "arena_aco2::Onreset_05";
+ donpcevent "force_05ex#pri::OnReset";
+ donpcevent "Trocco#aco2::On05_End";
+ donpcevent "arena_aco2::OnReset_05";
}
end;
}
@@ -902,7 +903,7 @@ OnEnable:
areamonster "force_5-1",170,67,178,131,"Permeter",1314,5,"force_06ex#pri::OnMyMobDead";
end;
-Onreset:
+OnReset:
killmonster "force_5-1","force_06ex#pri::OnMyMobDead";
end;
@@ -912,29 +913,29 @@ OnMyMobDead:
- script force_06mob#pri -1,{
OnOn1:
- donpcevent "Trocco#aco2::On06_start";
+ donpcevent "Trocco#aco2::On06_Start";
monster "force_5-1",rand(170,178),rand(67,131),"Khalitzburg",1438,1,"force_06mob#pri::OnMyMobDead";
end;
OnOn2:
- donpcevent "Trocco#aco2::On06_start";
+ donpcevent "Trocco#aco2::On06_Start";
areamonster "force_5-1",170,67,178,131,"Khalitzburg",1438,2,"force_06mob#pri::OnMyMobDead";
end;
OnOn3:
- donpcevent "Trocco#aco2::On06_start";
+ donpcevent "Trocco#aco2::On06_Start";
areamonster "force_5-1",170,67,178,131,"Khalitzburg",1438,4,"force_06mob#pri::OnMyMobDead";
end;
-Onreset:
+OnReset:
killmonster "force_5-1","force_06mob#pri::OnMyMobDead";
end;
OnMyMobDead:
if (mobcount("force_5-1","force_06mob#pri::OnMyMobDead") < 1) {
- donpcevent "force_06ex#pri::Onreset";
- donpcevent "Trocco#aco2::On06_end";
- donpcevent "arena_aco2::Onreset_06";
+ donpcevent "force_06ex#pri::OnReset";
+ donpcevent "Trocco#aco2::On06_End";
+ donpcevent "arena_aco2::OnReset_06";
}
end;
}
@@ -948,33 +949,33 @@ OnTouch:
- script force_07mob#pri -1,{
OnEnable:
- donpcevent "Trocco#aco2::On07_start";
+ donpcevent "Trocco#aco2::On07_Start";
monster "force_5-1",rand(160,188),rand(9,42),"Ancient Mummy",1522,1,"force_07mob#pri::OnMyMobDead";
end;
-Onreset:
+OnReset:
killmonster "force_5-1","force_07mob#pri::OnMyMobDead";
end;
OnMyMobDead:
if (mobcount("force_5-1","force_07mob#pri::OnMyMobDead") < 1) {
- donpcevent "Trocco#aco2::On07_end";
- donpcevent "arena_aco2::Onreset_07";
+ donpcevent "Trocco#aco2::On07_End";
+ donpcevent "arena_aco2::OnReset_07";
}
end;
}
force_5-1,132,26,0 script force_08start#pri -1,1,1,{
OnTouch:
- donpcevent "Trocco#aco2::On08_start";
- donpcevent "arena_aco2::Onreset_08";
+ donpcevent "Trocco#aco2::On08_Start";
+ donpcevent "arena_aco2::OnReset_08";
disablenpc "force_08start#pri";
end;
}
force_5-1,99,82,0 script force_09start#pri -1,1,1,{
OnTouch:
- donpcevent "Trocco#aco2::On09_start";
+ donpcevent "Trocco#aco2::On09_Start";
if (BaseLevel < 70) {
donpcevent "force_09mob#pri::OnOn4";
}
@@ -1010,15 +1011,15 @@ OnOn4:
areamonster "force_5-1",88,89,111,110,"Zombie",1394,4,"force_09mob#pri::OnMyMobDead";
end;
-Onreset:
+OnReset:
killmonster "force_5-1","force_09mob#pri::OnMyMobDead";
end;
OnMyMobDead:
if (mobcount("force_5-1","force_09mob#pri::OnMyMobDead") < 1) {
- donpcevent "Trocco#aco2::On09_end";
+ donpcevent "Trocco#aco2::On09_End";
set $@arn_2,gettimetick(2);
- donpcevent "arena_aco2::Onreset_09";
+ donpcevent "arena_aco2::OnReset_09";
}
end;
}
@@ -1026,7 +1027,7 @@ OnMyMobDead:
force_5-1,62,26,0 script force_08_01#aco 45,1,1,{
OnTouch:
warp "force_5-1",40,26;
- if (basejob == job_acolyte) {
+ if (BaseJob == Job_Acolyte) {
enablenpc "force_01start#aco";
}
else {
@@ -1035,68 +1036,9 @@ OnTouch:
end;
}
-/*
-force_5-1,25,44,0 warp force_01_02#aco 1,1,force_5-1,25,69
-force_5-1,25,134,0 warp force_02_03#aco 1,1,force_5-1,25,159
-force_5-1,44,174,0 warp force_03_04#aco 1,1,force_5-1,69,174
-force_5-1,134,174,0 warp force_04_05#aco 1,1,force_5-1,159,174
-force_5-1,174,155,0 warp force_05_06#aco 1,1,force_5-1,174,130
-force_5-1,174,65,0 warp force_06_07#aco 1,1,force_5-1,174,40
-force_5-1,155,26,0 warp force_07_08#aco 1,1,force_5-1,132,26
-force_5-1,99,54,0 warp force_08_09#aco 1,1,force_5-1,99,82
-*/
-
-force_5-1,25,44,0 script force_01_02#aco 45,1,1,{
-OnTouch:
- warp "force_5-1",25,69;
- end;
-}
-
-force_5-1,25,134,0 script force_02_03#aco 45,1,1,{
-OnTouch:
- warp "force_5-1",25,159;
- end;
-}
-
-force_5-1,44,174,0 script force_03_04#aco 45,1,1,{
-OnTouch:
- warp "force_5-1",69,174;
- end;
-}
-
-force_5-1,134,174,0 script force_04_05#aco 45,1,1,{
-OnTouch:
- warp "force_5-1",159,174;
- end;
-}
-
-force_5-1,174,155,0 script force_05_06#aco 45,1,1,{
-OnTouch:
- warp "force_5-1",174,130;
- end;
-}
-
-force_5-1,174,65,0 script force_06_07#aco 45,1,1,{
-OnTouch:
- warp "force_5-1",174,40;
- end;
-}
-
-force_5-1,155,26,0 script force_07_08#aco 45,1,1,{
-OnTouch:
- warp "force_5-1",132,26;
- end;
-}
-
-force_5-1,99,54,0 script force_08_09#aco 45,1,1,{
-OnTouch:
- warp "force_5-1",99,82;
- end;
-}
-
force_5-1,99,124,0 script force_exit#aco 45,1,1,{
OnTouch:
- donpcevent "Trocco#aco1::Ontimeroff";
+ donpcevent "Trocco#aco1::OnTimerOff";
donpcevent "#arn_timer_aco::OnEnable";
mapwarp "force_5-1","prt_are_in",21,35;
end;
@@ -1186,18 +1128,18 @@ prt_are_in,25,31,3 script Staff#aco-2 67,{
if (arena_point < 29981) {
set arena_point,arena_point+20;
warp "arena_room",100,75;
- donpcevent "#arn_timer_aco::Onstop";
+ donpcevent "#arn_timer_aco::OnStop";
donpcevent "Acolyte Waiting Room::OnStart";
}
else {
warp "arena_room",100,75;
- donpcevent "#arn_timer_aco::Onstop";
+ donpcevent "#arn_timer_aco::OnStop";
donpcevent "Acolyte Waiting Room::OnStart";
}
end;
}
else {
- if (basejob == job_acolyte) {
+ if (BaseJob == Job_Acolyte) {
set .@acotop_t,$arn_acotop;
set .@acotop_n$,$arn_acotopn$;
}
@@ -1253,10 +1195,10 @@ prt_are_in,25,31,3 script Staff#aco-2 67,{
mes "name will now be listed";
mes "under the Time Force Battle";
mes "Arena - Acolyte Class Record!";
- if (basejob == job_acolyte) {
+ if (BaseJob == Job_Acolyte) {
set $arn_acotop,.@record_timeaco;
set $arn_acotopn$, strcharinfo(0);
- donpcevent "Vendigos::Onlinerec_aco";
+ donpcevent "Vendigos::OnLineRec_aco";
}
else {
if (BaseLevel < 70) {
@@ -1275,7 +1217,7 @@ prt_are_in,25,31,3 script Staff#aco-2 67,{
set $arn_pritop90,.@record_timeaco;
set $arn_pritopn90$, strcharinfo(0);
}
- donpcevent "Vendigos::Onlinerec_pri";
+ donpcevent "Vendigos::OnLineRec_pri";
}
next;
if (arena_point == 30000) {
@@ -1330,7 +1272,7 @@ prt_are_in,25,31,3 script Staff#aco-2 67,{
}
specialeffect2 EF_EXIT;
warp "arena_room",100,75;
- donpcevent "#arn_timer_aco::Onstop";
+ donpcevent "#arn_timer_aco::OnStop";
donpcevent "allkill#aco::OnEnable";
donpcevent "Acolyte Waiting Room::OnStart";
end;
@@ -1394,7 +1336,7 @@ prt_are_in,25,31,3 script Staff#aco-2 67,{
}
specialeffect2 EF_EXIT;
warp "arena_room",100,75;
- donpcevent "#arn_timer_aco::Onstop";
+ donpcevent "#arn_timer_aco::OnStop";
donpcevent "allkill#aco::OnEnable";
donpcevent "Acolyte Waiting Room::OnStart";
end;
@@ -1412,31 +1354,31 @@ prt_are_in,25,31,3 script Staff#aco-2 67,{
mes "the Time Force Battle Arena";
mes "Acolyte Class Records.";
mes "Congratulations~";
- if (basejob == job_acolyte) {
+ if (BaseJob == Job_Acolyte) {
set $arn_acotop,.@record_timeaco;
set $arn_acotopn$, strcharinfo(0);
- donpcevent "#Vendigos::Onlinerec_aco";
+ donpcevent "#Vendigos::OnLineRec_aco";
}
else {
if (BaseLevel < 70) {
set $arn_pritop60,.@record_timeaco;
set $arn_pritopn60$, strcharinfo(0);
- donpcevent "#Vendigos::Onlinerec_pri60";
+ donpcevent "#Vendigos::OnLineRec_pri60";
}
else if (BaseLevel < 80) {
set $arn_pritop70,.@record_timeaco;
set $arn_pritopn70$, strcharinfo(0);
- donpcevent "#Vendigos::Onlinerec_pri70";
+ donpcevent "#Vendigos::OnLineRec_pri70";
}
else if (BaseLevel < 90) {
set $arn_pritop80,.@record_timeaco;
set $arn_pritopn80$, strcharinfo(0);
- donpcevent "#Vendigos::Onlinerec_pri80";
+ donpcevent "#Vendigos::OnLineRec_pri80";
}
else {
set $arn_pritop90,.@record_timeaco;
set $arn_pritopn90$, strcharinfo(0);
- donpcevent "#Vendigos::Onlinerec_pri90";
+ donpcevent "#Vendigos::OnLineRec_pri90";
}
}
next;
@@ -1492,11 +1434,11 @@ prt_are_in,25,31,3 script Staff#aco-2 67,{
}
specialeffect2 EF_EXIT;
warp "arena_room",100,75;
- donpcevent "#arn_timer_aco::Onstop";
+ donpcevent "#arn_timer_aco::OnStop";
donpcevent "allkill#aco::OnEnable";
donpcevent "Acolyte Waiting Room::OnStart";
}
- close;
+ end;
}
}
@@ -1518,13 +1460,13 @@ OnTimer4000:
end;
OnTimer60000:
- donpcevent "arn_warp_aco::Onout";
- donpcevent "#arn_timer_aco::Onstop";
+ donpcevent "arn_warp_aco::OnOut";
+ donpcevent "#arn_timer_aco::OnStop";
//donpcevent "alloff#aco::OnEnable";
donpcevent "Acolyte Waiting Room::OnStart";
end;
-Onstop:
+OnStop:
stopnpctimer;
end;
}
@@ -1534,17 +1476,17 @@ OnInit:
disablenpc "arn_warp_aco";
end;
-Onout:
+OnOut:
enablenpc "arn_warp_aco";
end;
-Onhide:
+OnHide:
disablenpc "arn_warp_aco";
end;
OnTouch:
warp "arena_room",100,75;
- donpcevent "arn_warp_aco::Onhide";
+ donpcevent "arn_warp_aco::OnHide";
end;
}
@@ -1553,29 +1495,29 @@ OnEnable:
initnpctimer;
end;
-Onstop:
+OnStop:
stopnpctimer;
end;
}
- script allkill#aco -1,{
OnEnable:
- donpcevent "force_01mob#aco::Onreset";
- donpcevent "force_02mob#aco::Onreset";
- donpcevent "force_03mob#aco::Onreset";
- donpcevent "force_05mob#aco::Onreset";
- donpcevent "force_06mob#aco::Onreset";
- donpcevent "force_07mob#aco::Onreset";
- donpcevent "force_09mob#aco::Onreset";
- donpcevent "force_01mob#pri::Onreset";
- donpcevent "force_02mob#pri::Onreset";
- donpcevent "force_03mob#pri::Onreset";
- donpcevent "force_04mob#pri::Onreset";
- donpcevent "force_05mob#pri::Onreset";
- donpcevent "force_06mob#pri::Onreset";
- donpcevent "force_07mob#pri::Onreset";
- donpcevent "force_09mob#pri::Onreset";
- donpcevent "force_05ex#pri::Onreset";
+ donpcevent "force_01mob#aco::OnReset";
+ donpcevent "force_02mob#aco::OnReset";
+ donpcevent "force_03mob#aco::OnReset";
+ donpcevent "force_05mob#aco::OnReset";
+ donpcevent "force_06mob#aco::OnReset";
+ donpcevent "force_07mob#aco::OnReset";
+ donpcevent "force_09mob#aco::OnReset";
+ donpcevent "force_01mob#pri::OnReset";
+ donpcevent "force_02mob#pri::OnReset";
+ donpcevent "force_03mob#pri::OnReset";
+ donpcevent "force_04mob#pri::OnReset";
+ donpcevent "force_05mob#pri::OnReset";
+ donpcevent "force_06mob#pri::OnReset";
+ donpcevent "force_07mob#pri::OnReset";
+ donpcevent "force_09mob#pri::OnReset";
+ donpcevent "force_05ex#pri::OnReset";
disablenpc "force_01start#aco";
disablenpc "force_02start#aco";
disablenpc "force_03start#aco";
@@ -1604,9 +1546,9 @@ OnEnable:
disablenpc "force_08_09#aco";
disablenpc "force_exit#aco";
disablenpc "arn_warp_aco"; //050630
- donpcevent "Trocco#aco1::Onstop";
- donpcevent "Trocco#aco2::Onstop";
- donpcevent "#arn_timer_aco::Onstop";
+ donpcevent "Trocco#aco1::OnTimerOff";
+ donpcevent "Trocco#aco2::OnTimerOff";
+ donpcevent "#arn_timer_aco::OnStop";
end;
}
@@ -1626,7 +1568,7 @@ arena_room,94,82,7 script Arena Record Staff#aco 79,{
mes "Class Arena Challenges?";
mes "Please choose from the menu.";
next;
- switch(select("Acolyte Mode:Priest - Level 70 or lower:Priest - Level 80 or lower:Priest - Level 90 or lower:Priest - Level 91 ~ 99")) {
+ switch(select("Acolyte Mode:Priest - Level 70 or lower:Priest - Level 80 or lower:Priest - Level 90 or lower:Priest - Level 91 ~ "+(checkre(0)?"160":"99"))) {
case 1:
set .@acotop_t,$arn_acotop;
set .@acotop_n$,$arn_acotopn$;
@@ -1685,24 +1627,24 @@ OnInit:
}
- script #Vendigos -1,{
-Onlinerec_aco:
+OnLineRec_aco:
mapannounce "arena_room","Vendigos: "+$arn_acotopn$+" has made a new record in the Arena Time Force Battle - Acolyte Mode. Congratulations!",bc_map,"0xFFFF00";
end;
-Onlinerec_pri60:
+OnLineRec_pri60:
mapannounce "arena_room","Vendigos: "+$arn_pritopn60$+" has made a new record in the Arena Time Force Battle - Priest: Level 70 or lower. Congratulations!",bc_map,"0xFFFF00";
end;
-Onlinerec_pri70:
+OnLineRec_pri70:
mapannounce "arena_room","Vendigos: "+$arn_pritopn70$+" has made a new record in the Arena Time Force Battle - Priest: Level 80 or lower. Congratulations!",bc_map,"0xFFFF00";
end;
-Onlinerec_pri80:
+OnLineRec_pri80:
mapannounce "arena_room","Vendigos: "+$arn_pritopn80$+" has made a new record in the Arena Time Force Battle - Priest: Level 90 or lower. Congratulations!",bc_map,"0xFFFF00";
end;
-Onlinerec_pri90:
- mapannounce "arena_room","Vendigos: "+$arn_pritopn90$+" has made a new record in the Arena Time Force Battle - Priest: Level 91~99. Congratulations!",bc_map,"0xFFFF00";
+OnLineRec_pri90:
+ mapannounce "arena_room","Vendigos: "+$arn_pritopn90$+" has made a new record in the Arena Time Force Battle - Priest: Level 91~"+(checkre(0)?"160":"99")+". Congratulations!",bc_map,"0xFFFF00";
end;
}
@@ -1749,7 +1691,7 @@ arena_room,140,136,3 script Guide Alias 729,{
mes "entire stage, you will be";
mes "warped to the ^3131DDFinale Waiting";
mes "Room^000000 where you'll be rewarded";
- mes "with Arena Points. But you must^FFFFFFaaaa^000000 get your points within 1 minute.";
+ mes "with Arena Points. But you must get your points within 1 minute.";
next;
mes "[Alias]";
mes "Once you're automatically";
@@ -1766,21 +1708,21 @@ arena_room,140,136,3 script Guide Alias 729,{
close;
}
-/*
arena_room,195,5,3 script log-on-aco#arena 802,{
- input .@input; //,0,2000;
- if (.@input == 0) {
+ set .@i, callfunc("F_GM_NPC",1357,0);
+ if (.@i == -1) {
mes "^3355FFIncorrect Password.^000000";
close;
- }
- else if (.@input == 1357) {
+ } else if (.@i == 0) {
+ end;
+ } else {
mes "[!!CAUTION!!]";
mes "^3355FFThe following menu";
mes "the record for that";
mes "particular mode in the";
mes "Arena Acolyte Class Mode.^000000";
next;
- switch(select("Cancel:Acolyte:~level 70:~level 80:~level 90:~level 99")) {
+ switch(select("Cancel:Acolyte:~level 70:~level 80:~level 90:~level "+(checkre(0)?"160":"99"))) {
case 1:
mes "^3355FFCommand has";
mes "been canceled.^000000";
@@ -1811,13 +1753,14 @@ arena_room,195,5,3 script log-on-aco#arena 802,{
}
arena_room,195,10,3 script acolink#arena 802,{
- input .@input; //,0,2000;
- if (.@input == 0) {
+ set .@i, callfunc("F_GM_NPC",1357,0);
+ if (.@i == -1) {
mes "Command has";
mes "been canceled.";
close;
- }
- else if (.@input == 1357) {
+ } else if (.@i == 0) {
+ end;
+ } else {
mes "This NPC opens and";
mes "closes the Warp Portal";
mes "to the Arena's Acolyte";
@@ -1842,4 +1785,3 @@ arena_room,195,10,3 script acolink#arena 802,{
}
}
}
-*/
diff --git a/npc/other/arena/arena_lvl50.txt b/npc/other/arena/arena_lvl50.txt
index 9eaba7376..f45ca16ee 100644
--- a/npc/other/arena/arena_lvl50.txt
+++ b/npc/other/arena/arena_lvl50.txt
@@ -1,31 +1,33 @@
//===== Hercules Script ======================================
-//= Izlude Arena lvl 50
+//= Izlude Arena Level 50
//===== By: ==================================================
//= SinSloth
//===== Current Version: =====================================
-//= 1.1
+//= 1.3
//===== Description: =========================================
//= Izlude Battle Arena Level 50
//===== Additional Comments: =================================
//= 1.0 First version.
//= 1.1 Replaced effect numerics with constants. [Samuray22]
+//= 1.2 Label standardization. [Euphy]
+//= 1.3 Script updates. [Euphy]
//============================================================
-arena_room,64,138,5 script lvl 50s Waiting Room 124,{
+arena_room,64,138,5 script Lv50 Waiting Room 124,{
end;
OnInit:
- waitingroom "Individual; Level 50 to 69",50,"lvl 50s Waiting Room::OnStartArena",1,1000,50,69;
+ waitingroom "Individual; Level 50 to 69",50,"Lv50 Waiting Room::OnStartArena",1,1000,50,69;
enablewaitingroomevent;
end;
OnStartArena:
warpwaitingpc "force_1-1",99,12;
- donpcevent "arena#50::Onstart";
+ donpcevent "arena#50::OnStart";
disablewaitingroomevent;
end;
-Onstart:
+OnStart:
enablewaitingroomevent;
end;
}
@@ -33,11 +35,7 @@ Onstart:
force_1-1,99,20,4 script Heel and Toe#arena 124,{
end;
-OnInit:
- set $@mapcount50, 0;
- end;
-
-Onstart:
+OnStart:
initnpctimer;
set $arena_min50st,gettime(2);
set $arena_sec50st,gettime(1);
@@ -56,32 +54,29 @@ OnTimer5000:
end;
OnTimer60000:
- set $@mapcount50, getmapusers ("force_1-1");
- if ($@mapcount50 == 0) {
- donpcevent "Heel and Toe#arena::Onfailclearstage";
+ if (getmapusers("force_1-1") == 0) {
+ donpcevent "Heel and Toe#arena::OnFailClearStage";
}
mapannounce "force_1-1","Remaining Time : 4 minutes ",0;
end;
OnTimer120000:
- set $@mapcount50, getmapusers ("force_1-1");
- if ($@mapcount50 == 0) {
- donpcevent "Heel and Toe#arena::Onfailclearstage";
+ if (getmapusers("force_1-1") == 0) {
+ donpcevent "Heel and Toe#arena::OnFailClearStage";
}
mapannounce "force_1-1","Remaining Time : 3 minutes ",0;
end;
OnTimer180000:
- set $@mapcount50, getmapusers ("force_1-1");
- if ($@mapcount50 == 0) {
- donpcevent "Heel and Toe#arena::Onfailclearstage";
+ if (getmapusers("force_1-1") == 0) {
+ donpcevent "Heel and Toe#arena::OnFailClearStage";
}
mapannounce "force_1-1","Remaining Time : 2 minutes ",0;
-end;
+ end;
+
OnTimer240000:
- set $@mapcount50, getmapusers ("force_1-1");
- if ($@mapcount50 == 0) {
- donpcevent "Heel and Toe#arena::Onfailclearstage";
+ if (getmapusers("force_1-1") == 0) {
+ donpcevent "Heel and Toe#arena::OnFailClearStage";
}
mapannounce "force_1-1","Remaining Time : 1 minute ",0;
end;
@@ -105,146 +100,144 @@ OnTimer314000:
OnTimer315000:
mapwarp "force_1-1","prt_are_in",126,190,0,0;
- donpcevent "Heel and Toe#arena::Onfailclearstage";
+ donpcevent "Heel and Toe#arena::OnFailClearStage";
end;
-Ontimeroff:
+OnTimerOff:
stopnpctimer;
end;
-Onfailclearstage:
- donpcevent "cast#50::Ontimeover1";
+OnFailClearStage:
+ donpcevent "cast#50::OnTimeOver1";
mapwarp "force_1-1","prt_are_in",126,190,0,0;
- donpcevent "Heel and Toe#arena::Ontimeroff";
- donpcevent "arena#50::Onreset_all";
- donpcevent "alloff#50::Onon";
- donpcevent "lvl 50s Waiting Room::Onstart";
+ donpcevent "Heel and Toe#arena::OnTimerOff";
+ donpcevent "arena#50::OnReset_All";
+ donpcevent "alloff#50::OnEnable";
+ donpcevent "Lv50 Waiting Room::OnStart";
end;
-On01_start:
+On01_Start:
mapannounce "force_1-1","In order to clear this battle, you must kill all Smokies!",0;
end;
-On01_end:
+On01_End:
mapannounce "force_1-1","A door to the north room has opened!",0;
end;
-On02_start:
+On02_Start:
mapannounce "force_1-1","Please escape to the door from monsters!",0;
end;
-On02_end:
+On02_End:
mapannounce "force_1-1","A door to the north room has opened!",0;
end;
-On03_start:
+On03_Start:
mapannounce "force_1-1","In order to clear this battle, you must kill all Karakasa!",0;
end;
-On03_end:
+On03_End:
mapannounce "force_1-1","Clear! A door to the east room has opened!",0;
end;
-On04_start:
+On04_Start:
mapannounce "force_1-1","In order to clear this battle, you must kill all Kobolds and escape to the east room!",0;
end;
-On04_end:
+On04_End:
mapannounce "force_1-1","A door to the east room has opened!",0;
end;
-On05_start:
+On05_Start:
mapannounce "force_1-1","In order to clear this battle, you must kill all monsters except obstructor monsters!",0;
end;
-On05_end:
+On05_End:
mapannounce "force_1-1","Clear! A door to the south room has opened!",0;
end;
-On06_start:
+On06_Start:
mapannounce "force_1-1","In order to clear this battle, you must kill all Drops and escape to the south room!",0;
end;
-On06_end:
+On06_End:
mapannounce "force_1-1","A door to the south room has opened!",0;
end;
-On07_start:
+On07_Start:
mapannounce "force_1-1","In order to clear this battle, you must get rid of a Red Plant in the center of this room while dodging attacks from Hydras!",0;
end;
-On07_end:
+On07_End:
mapannounce "force_1-1","Clear! A door to the west room has opened!",0;
end;
-On08_start:
+On08_Start:
mapannounce "force_1-1","Please escape to the north exit!",0;
end;
-On09_start:
+On09_Start:
mapannounce "force_1-1","In order to clear this battle, you must defeat a Vocal!",0;
end;
-On09_end:
+On09_End:
mapannounce "force_1-1","Boss Clear! - A door at the north has opened. Thank you. ",0;
end;
-
}
- script arena#50 -1,{
-
-Onreset_01:
- donpcevent "force_01ex#50::Onreset";
- donpcevent "force_02start#50::Onon";
+OnReset_01:
+ donpcevent "force_01ex#50::OnReset";
+ donpcevent "force_02start#50::OnEnable";
enablenpc "force_01_02#50";
enablenpc "force_02_03#50";
end;
-Onreset_02:
- donpcevent "force_02mob#50::Onreset";
- donpcevent "force_03start#50::Onon";
+OnReset_02:
+ donpcevent "force_02mob#50::OnReset";
+ donpcevent "force_03start#50::OnEnable";
end;
-Onreset_03:
+OnReset_03:
enablenpc "force_03_04#50";
- donpcevent "force_04start#50::Onon";
- donpcevent "force_03ex#50::Onreset";
+ donpcevent "force_04start#50::OnEnable";
+ donpcevent "force_03ex#50::OnReset";
end;
-Onreset_04:
+OnReset_04:
enablenpc "force_04_05#50";
- donpcevent "force_05start#50::Onon";
- donpcevent "force_04ex#50::Onreset";
+ donpcevent "force_05start#50::OnEnable";
+ donpcevent "force_04ex#50::OnReset";
end;
-Onreset_05:
+OnReset_05:
enablenpc "force_05_06#50";
- donpcevent "force_06start#50::Onon";
- donpcevent "force_05ex#50::Onreset";
+ donpcevent "force_06start#50::OnEnable";
+ donpcevent "force_05ex#50::OnReset";
end;
-Onreset_06:
+OnReset_06:
enablenpc "force_06_07#50";
- donpcevent "force_07start#50::Onon";
- donpcevent "force_06ex#50::Onreset";
+ donpcevent "force_07start#50::OnEnable";
+ donpcevent "force_06ex#50::OnReset";
end;
-Onreset_07:
+OnReset_07:
enablenpc "force_07_08#50";
- donpcevent "force_07ex#50::Onreset";
- donpcevent "force_08start#50::Onon";
+ donpcevent "force_07ex#50::OnReset";
+ donpcevent "force_08start#50::OnEnable";
end;
-Onreset_08:
- donpcevent "force_09start#50::Onon";
+OnReset_08:
+ donpcevent "force_09start#50::OnEnable";
enablenpc "force_08_09#50";
end;
-Onreset_09:
+OnReset_09:
enablenpc "force_exit#50";
end;
-Onstart:
+OnStart:
disablenpc "force_01_02#50";
disablenpc "force_02_03#50";
disablenpc "force_03_04#50";
@@ -254,598 +247,533 @@ Onstart:
disablenpc "force_07_08#50";
disablenpc "force_08_09#50";
disablenpc "force_exit#50";
- donpcevent "Heel and Toe#arena::Ontimeroff";
- donpcevent "force_01mob#50::Onreset";
- donpcevent "force_02mob#50::Onreset";
- donpcevent "force_03mob#50::Onreset";
- donpcevent "force_04mob#50::Onreset";
- donpcevent "force_05mob#50::Onreset";
- donpcevent "force_06mob#50::Onreset";
- donpcevent "force_07mob#50::Onreset";
- donpcevent "force_09mob#50::Onreset";
- donpcevent "force_01ex#50::Onreset";
- donpcevent "force_03ex#50::Onreset";
- donpcevent "force_04ex#50::Onreset";
- donpcevent "force_05ex#50::Onreset";
- donpcevent "force_06ex#50::Onreset";
- donpcevent "force_07ex#50::Onreset";
- donpcevent "force_08ex#50::Onreset";
- donpcevent "force_09ex#50::Onreset";
+ donpcevent "Heel and Toe#arena::OnTimerOff";
+ donpcevent "force_01mob#50::OnReset";
+ donpcevent "force_02mob#50::OnReset";
+ donpcevent "force_03mob#50::OnReset";
+ donpcevent "force_04mob#50::OnReset";
+ donpcevent "force_05mob#50::OnReset";
+ donpcevent "force_06mob#50::OnReset";
+ donpcevent "force_07mob#50::OnReset";
+ donpcevent "force_09mob#50::OnReset";
+ donpcevent "force_01ex#50::OnReset";
+ donpcevent "force_03ex#50::OnReset";
+ donpcevent "force_04ex#50::OnReset";
+ donpcevent "force_05ex#50::OnReset";
+ donpcevent "force_06ex#50::OnReset";
+ donpcevent "force_07ex#50::OnReset";
+ //donpcevent "force_08ex#50::OnReset";
+ donpcevent "force_09ex#50::OnReset";
enablenpc "force_08_01#50";
- donpcevent "force_01start#50::Onon";
- donpcevent "Heel and Toe#arena::Onstart";
- end;
-
-Onreset_all:
- donpcevent "force_01mob#50::Onreset";
- donpcevent "force_02mob#50::Onreset";
- donpcevent "force_03mob#50::Onreset";
- donpcevent "force_04mob#50::Onreset";
- donpcevent "force_05mob#50::Onreset";
- donpcevent "force_06mob#50::Onreset";
- donpcevent "force_07mob#50::Onreset";
- donpcevent "force_09mob#50::Onreset";
- donpcevent "force_01ex#50::Onreset";
- donpcevent "force_03ex#50::Onreset";
- donpcevent "force_04ex#50::Onreset";
- donpcevent "force_05ex#50::Onreset";
- donpcevent "force_06ex#50::Onreset";
- donpcevent "force_07ex#50::Onreset";
- donpcevent "force_08ex#50::Onreset";
- donpcevent "force_09ex#50::Onreset";
+ donpcevent "force_01start#50::OnEnable";
+ donpcevent "Heel and Toe#arena::OnStart";
+ end;
+
+OnReset_All:
+ donpcevent "force_01mob#50::OnReset";
+ donpcevent "force_02mob#50::OnReset";
+ donpcevent "force_03mob#50::OnReset";
+ donpcevent "force_04mob#50::OnReset";
+ donpcevent "force_05mob#50::OnReset";
+ donpcevent "force_06mob#50::OnReset";
+ donpcevent "force_07mob#50::OnReset";
+ donpcevent "force_09mob#50::OnReset";
+ donpcevent "force_01ex#50::OnReset";
+ donpcevent "force_03ex#50::OnReset";
+ donpcevent "force_04ex#50::OnReset";
+ donpcevent "force_05ex#50::OnReset";
+ donpcevent "force_06ex#50::OnReset";
+ donpcevent "force_07ex#50::OnReset";
+ //donpcevent "force_08ex#50::OnReset";
+ donpcevent "force_09ex#50::OnReset";
end;
-
}
force_1-1,62,26,1 script force_08_01#50 45,1,1,{
-
OnTouch:
- donpcevent "Heel and Toe#arena::On01_start";
+ donpcevent "Heel and Toe#arena::On01_Start";
warp "force_1-1",40,26;
end;
-
}
force_1-1,25,44,1 script force_01_02#50 45,1,1,{
-
OnTouch:
- donpcevent "Heel and Toe#arena::On02_start";
+ donpcevent "Heel and Toe#arena::On02_Start";
warp "force_1-1",25,69;
end;
-
}
force_1-1,25,134,1 script force_02_03#50 45,1,1,{
-
OnTouch:
- donpcevent "arena#50::Onreset_02";
- donpcevent "Heel and Toe#arena::On03_start";
+ donpcevent "arena#50::OnReset_02";
+ donpcevent "Heel and Toe#arena::On03_Start";
warp "force_1-1",25,159;
end;
-
}
force_1-1,44,174,1 script force_03_04#50 45,1,1,{
-
OnTouch:
- donpcevent "Heel and Toe#arena::On04_start";
+ donpcevent "Heel and Toe#arena::On04_Start";
warp "force_1-1",69,174;
end;
-
}
force_1-1,134,174,1 script force_04_05#50 45,1,1,{
-
OnTouch:
- donpcevent "Heel and Toe#arena::On05_start";
+ donpcevent "Heel and Toe#arena::On05_Start";
warp "force_1-1",159,174;
end;
-
}
force_1-1,174,155,1 script force_05_06#50 45,1,1,{
-
OnTouch:
- donpcevent "Heel and Toe#arena::On06_start";
+ donpcevent "Heel and Toe#arena::On06_Start";
warp "force_1-1",174,130;
end;
-
}
force_1-1,174,65,1 script force_06_07#50 45,1,1,{
-
OnTouch:
- donpcevent "Heel and Toe#arena::On07_start";
+ donpcevent "Heel and Toe#arena::On07_Start";
warp "force_1-1",174,40;
end;
-
}
force_1-1,155,26,1 script force_07_08#50 45,1,1,{
-
OnTouch:
- donpcevent "Heel and Toe#arena::On08_start";
+ donpcevent "Heel and Toe#arena::On08_Start";
warp "force_1-1",132,26;
enablenpc "force_08_09#50";
end;
-
}
force_1-1,99,54,1 script force_08_09#50 45,1,1,{
-
OnTouch:
- donpcevent "Heel and Toe#arena::On09_start";
+ donpcevent "Heel and Toe#arena::On09_Start";
warp "force_1-1",99,82;
end;
-
}
force_1-1,99,124,1 script force_exit#50 45,1,1,{
-
OnTouch:
- donpcevent "Heel and Toe#arena::Ontimeroff";
- donpcevent "#arn_timer_50::Onon";
+ donpcevent "Heel and Toe#arena::OnTimerOff";
+ donpcevent "#arn_timer_50::OnEnable";
mapwarp "force_1-1","prt_are_in",22,191,0,0;
end;
-
}
- script force_01start#50 -1,{
-Onon:
- donpcevent "force_01mob#50::Onon";
-end;
-
+OnEnable:
+ donpcevent "force_01mob#50::OnEnable";
+ end;
}
- script force_01ex#50 -1,{
-
-Onreset:
- killmonster "force_1-1","force_01ex#50::OnMobEx";
- end;
-
-Onsummonmob1:
- monster "force_1-1",25,26,"Drops",1572,1,"force_01ex#50::OnMobEx";
- monster "force_1-1",15,25,"Drops",1572,1,"force_01ex#50::OnMobEx";
- monster "force_1-1",30,25,"Drops",1572,1,"force_01ex#50::OnMobEx";
- monster "force_1-1",25,31,"Drops",1572,1,"force_01ex#50::OnMobEx";
- monster "force_1-1",24,19,"Drops",1572,1,"force_01ex#50::OnMobEx";
- monster "force_1-1",25,28,"Drops",1572,1,"force_01ex#50::OnMobEx";
- monster "force_1-1",18,23,"Drops",1572,1,"force_01ex#50::OnMobEx";
- monster "force_1-1",24,25,"Drops",1572,1,"force_01ex#50::OnMobEx";
- monster "force_1-1",23,18,"Drops",1572,1,"force_01ex#50::OnMobEx";
- monster "force_1-1",20,18,"Drops",1572,1,"force_01ex#50::OnMobEx";
- monster "force_1-1",35,31,"Hydra",1579,1,"force_01ex#50::OnMobEx";
- monster "force_1-1",35,28,"Hydra",1579,1,"force_01ex#50::OnMobEx";
- monster "force_1-1",35,25,"Hydra",1579,1,"force_01ex#50::OnMobEx";
- monster "force_1-1",35,21,"Hydra",1579,1,"force_01ex#50::OnMobEx";
- monster "force_1-1",26,16,"Poisonous Toad",1556,1,"force_01ex#50::OnMobEx";
- monster "force_1-1",26,15,"Poisonous Toad",1556,1,"force_01ex#50::OnMobEx";
- monster "force_1-1",26,14,"Poisonous Toad",1556,1,"force_01ex#50::OnMobEx";
- monster "force_1-1",23,17,"Poisonous Toad",1556,1,"force_01ex#50::OnMobEx";
- monster "force_1-1",23,18,"Poisonous Toad",1556,1,"force_01ex#50::OnMobEx";
- monster "force_1-1",23,19,"Poisonous Toad",1556,1,"force_01ex#50::OnMobEx";
- monster "force_1-1",29,20,"Poisonous Toad",1556,1,"force_01ex#50::OnMobEx";
- monster "force_1-1",23,16,"Poisonous Toad",1556,1,"force_01ex#50::OnMobEx";
- monster "force_1-1",19,16,"Poisonous Toad",1556,1,"force_01ex#50::OnMobEx";
- monster "force_1-1",32,19,"Poisonous Toad",1556,1,"force_01ex#50::OnMobEx";
- end;
-
-OnMobEx:
+OnReset:
+ killmonster "force_1-1","force_01ex#50::OnMyMobDead";
+ end;
+
+OnSummonMob1:
+ monster "force_1-1",25,26,"Drops",1572,1,"force_01ex#50::OnMyMobDead";
+ monster "force_1-1",15,25,"Drops",1572,1,"force_01ex#50::OnMyMobDead";
+ monster "force_1-1",30,25,"Drops",1572,1,"force_01ex#50::OnMyMobDead";
+ monster "force_1-1",25,31,"Drops",1572,1,"force_01ex#50::OnMyMobDead";
+ monster "force_1-1",24,19,"Drops",1572,1,"force_01ex#50::OnMyMobDead";
+ monster "force_1-1",25,28,"Drops",1572,1,"force_01ex#50::OnMyMobDead";
+ monster "force_1-1",18,23,"Drops",1572,1,"force_01ex#50::OnMyMobDead";
+ monster "force_1-1",24,25,"Drops",1572,1,"force_01ex#50::OnMyMobDead";
+ monster "force_1-1",23,18,"Drops",1572,1,"force_01ex#50::OnMyMobDead";
+ monster "force_1-1",20,18,"Drops",1572,1,"force_01ex#50::OnMyMobDead";
+ monster "force_1-1",35,31,"Hydra",1579,1,"force_01ex#50::OnMyMobDead";
+ monster "force_1-1",35,28,"Hydra",1579,1,"force_01ex#50::OnMyMobDead";
+ monster "force_1-1",35,25,"Hydra",1579,1,"force_01ex#50::OnMyMobDead";
+ monster "force_1-1",35,21,"Hydra",1579,1,"force_01ex#50::OnMyMobDead";
+ monster "force_1-1",26,16,"Poisonous Toad",1556,1,"force_01ex#50::OnMyMobDead";
+ monster "force_1-1",26,15,"Poisonous Toad",1556,1,"force_01ex#50::OnMyMobDead";
+ monster "force_1-1",26,14,"Poisonous Toad",1556,1,"force_01ex#50::OnMyMobDead";
+ monster "force_1-1",23,17,"Poisonous Toad",1556,1,"force_01ex#50::OnMyMobDead";
+ monster "force_1-1",23,18,"Poisonous Toad",1556,1,"force_01ex#50::OnMyMobDead";
+ monster "force_1-1",23,19,"Poisonous Toad",1556,1,"force_01ex#50::OnMyMobDead";
+ monster "force_1-1",29,20,"Poisonous Toad",1556,1,"force_01ex#50::OnMyMobDead";
+ monster "force_1-1",23,16,"Poisonous Toad",1556,1,"force_01ex#50::OnMyMobDead";
+ monster "force_1-1",19,16,"Poisonous Toad",1556,1,"force_01ex#50::OnMyMobDead";
+ monster "force_1-1",32,19,"Poisonous Toad",1556,1,"force_01ex#50::OnMyMobDead";
+ end;
+
+OnMyMobDead:
end;
-
}
- script force_01mob#50 -1,{
-
-Onon:
- donpcevent "force_01ex#50::Onsummonmob1";
- monster "force_1-1",25,25,"Smokie",1561,1,"force_01mob#50::OnMobDeath";
- monster "force_1-1",18,25,"Smokie",1561,1,"force_01mob#50::OnMobDeath";
- monster "force_1-1",32,25,"Smokie",1561,1,"force_01mob#50::OnMobDeath";
- monster "force_1-1",25,32,"Smokie",1561,1,"force_01mob#50::OnMobDeath";
- monster "force_1-1",25,18,"Smokie",1561,1,"force_01mob#50::OnMobDeath";
- set $force_01_50,5;
+OnEnable:
+ donpcevent "force_01ex#50::OnSummonMob1";
+ monster "force_1-1",25,25,"Smokie",1561,1,"force_01mob#50::OnMyMobDead";
+ monster "force_1-1",18,25,"Smokie",1561,1,"force_01mob#50::OnMyMobDead";
+ monster "force_1-1",32,25,"Smokie",1561,1,"force_01mob#50::OnMyMobDead";
+ monster "force_1-1",25,32,"Smokie",1561,1,"force_01mob#50::OnMyMobDead";
+ monster "force_1-1",25,18,"Smokie",1561,1,"force_01mob#50::OnMyMobDead";
end;
-Onreset:
- killmonster "force_1-1","force_01mob#50::OnMobDeath";
+OnReset:
+ killmonster "force_1-1","force_01mob#50::OnMyMobDead";
end;
-OnMobDeath:
- set $force_01_50,$force_01_50 -1;
- if ($force_01_50 < 1) {
- donpcevent "Heel and Toe#arena::On01_end";
- donpcevent "arena#50::Onreset_01";
+OnMyMobDead:
+ if (mobcount("force_1-1","force_01mob#50::OnMyMobDead") < 1) {
+ donpcevent "Heel and Toe#arena::On01_End";
+ donpcevent "arena#50::OnReset_01";
}
end;
}
- script force_02start#50 -1,{
-
-Onon:
- donpcevent "force_02mob#50::Onsummonmob2";
+OnEnable:
+ donpcevent "force_02mob#50::OnSummonMob2";
end;
}
- script force_02mob#50 -1,{
-
-Onreset:
- killmonster "force_1-1","force_02mob#50::OnMobEx";
+OnReset:
+ killmonster "force_1-1","force_02mob#50::OnMyMobDead";
end;
-Onsummonmob2:
- monster "force_1-1",24,76,"Familiar",1419,1,"force_02mob#50::OnMobEx";
- monster "force_1-1",28,76,"Familiar",1419,1,"force_02mob#50::OnMobEx";
- monster "force_1-1",24,86,"Familiar",1419,1,"force_02mob#50::OnMobEx";
- monster "force_1-1",26,86,"Ghoul",1423,1,"force_02mob#50::OnMobEx";
- monster "force_1-1",25,100,"Ghoul",1423,1,"force_02mob#50::OnMobEx";
- monster "force_1-1",26,118,"Ghoul",1423,1,"force_02mob#50::OnMobEx";
- monster "force_1-1",28,79,"Mummy",1393,1,"force_02mob#50::OnMobEx";
- monster "force_1-1",23,87,"Mummy",1393,1,"force_02mob#50::OnMobEx";
- monster "force_1-1",28,99,"Mummy",1393,1,"force_02mob#50::OnMobEx";
- monster "force_1-1",23,112,"Mummy",1393,1,"force_02mob#50::OnMobEx";
- monster "force_1-1",28,128,"Mummy",1393,1,"force_02mob#50::OnMobEx";
+OnSummonMob2:
+ monster "force_1-1",24,76,"Familiar",1419,1,"force_02mob#50::OnMyMobDead";
+ monster "force_1-1",28,76,"Familiar",1419,1,"force_02mob#50::OnMyMobDead";
+ monster "force_1-1",24,86,"Familiar",1419,1,"force_02mob#50::OnMyMobDead";
+ monster "force_1-1",26,86,"Ghoul",1423,1,"force_02mob#50::OnMyMobDead";
+ monster "force_1-1",25,100,"Ghoul",1423,1,"force_02mob#50::OnMyMobDead";
+ monster "force_1-1",26,118,"Ghoul",1423,1,"force_02mob#50::OnMyMobDead";
+ monster "force_1-1",28,79,"Mummy",1393,1,"force_02mob#50::OnMyMobDead";
+ monster "force_1-1",23,87,"Mummy",1393,1,"force_02mob#50::OnMyMobDead";
+ monster "force_1-1",28,99,"Mummy",1393,1,"force_02mob#50::OnMyMobDead";
+ monster "force_1-1",23,112,"Mummy",1393,1,"force_02mob#50::OnMyMobDead";
+ monster "force_1-1",28,128,"Mummy",1393,1,"force_02mob#50::OnMyMobDead";
end;
-OnMobEx:
+OnMyMobDead:
end;
}
- script force_03start#50 -1,{
-
-Onon:
- donpcevent "force_03mob#50::Onon";
+OnEnable:
+ donpcevent "force_03mob#50::OnEnable";
end;
}
- script force_03ex#50 -1,{
-
-Onreset:
- killmonster "force_1-1","force_03ex#50::OnMobEx";
+OnReset:
+ killmonster "force_1-1","force_03ex#50::OnMyMobDead";
end;
-Onsummonmob_03:
- monster "force_1-1",26,173,"Hydra",1579,1,"force_03ex#50::OnMobEx";
- monster "force_1-1",21,173,"Hydra",1579,1,"force_03ex#50::OnMobEx";
- monster "force_1-1",31,173,"Hydra",1579,1,"force_03ex#50::OnMobEx";
- monster "force_1-1",26,186,"Marse",1551,1,"force_03ex#50::OnMobEx";
- monster "force_1-1",26,161,"Marse",1551,1,"force_03ex#50::OnMobEx";
- monster "force_1-1",13,173,"Marse",1551,1,"force_03ex#50::OnMobEx";
- monster "force_1-1",38,173,"Marse",1551,1,"force_03ex#50::OnMobEx";
- monster "force_1-1",29,174,"Marse",1551,1,"force_03ex#50::OnMobEx";
+OnSummonMob_03:
+ monster "force_1-1",26,173,"Hydra",1579,1,"force_03ex#50::OnMyMobDead";
+ monster "force_1-1",21,173,"Hydra",1579,1,"force_03ex#50::OnMyMobDead";
+ monster "force_1-1",31,173,"Hydra",1579,1,"force_03ex#50::OnMyMobDead";
+ monster "force_1-1",26,186,"Marse",1551,1,"force_03ex#50::OnMyMobDead";
+ monster "force_1-1",26,161,"Marse",1551,1,"force_03ex#50::OnMyMobDead";
+ monster "force_1-1",13,173,"Marse",1551,1,"force_03ex#50::OnMyMobDead";
+ monster "force_1-1",38,173,"Marse",1551,1,"force_03ex#50::OnMyMobDead";
+ monster "force_1-1",29,174,"Marse",1551,1,"force_03ex#50::OnMyMobDead";
end;
-OnMobEx:
+OnMyMobDead:
end;
}
- script force_03mob#50 -1,{
-
-Onon:
- donpcevent "force_03ex#50::Onsummonmob_03";
- monster "force_1-1",23,174,"Karakasa",1544,1,"force_03mob#50::OnMobDeath";
- monster "force_1-1",18,173,"Karakasa",1544,1,"force_03mob#50::OnMobDeath";
- monster "force_1-1",33,173,"Karakasa",1544,1,"force_03mob#50::OnMobDeath";
- monster "force_1-1",26,181,"Karakasa",1544,1,"force_03mob#50::OnMobDeath";
- monster "force_1-1",26,166,"Karakasa",1544,1,"force_03mob#50::OnMobDeath";
- set $force_03_50,5;
+OnEnable:
+ donpcevent "force_03ex#50::OnSummonMob_03";
+ monster "force_1-1",23,174,"Karakasa",1544,1,"force_03mob#50::OnMyMobDead";
+ monster "force_1-1",18,173,"Karakasa",1544,1,"force_03mob#50::OnMyMobDead";
+ monster "force_1-1",33,173,"Karakasa",1544,1,"force_03mob#50::OnMyMobDead";
+ monster "force_1-1",26,181,"Karakasa",1544,1,"force_03mob#50::OnMyMobDead";
+ monster "force_1-1",26,166,"Karakasa",1544,1,"force_03mob#50::OnMyMobDead";
end;
-Onreset:
- killmonster "force_1-1","force_03mob#50::OnMobDeath";
+OnReset:
+ killmonster "force_1-1","force_03mob#50::OnMyMobDead";
end;
-OnMobDeath:
- set $force_03_50,$force_03_50 -1;
- donpcevent "force_03mob#50::Onsummonmob_03";
- if ($force_03_50 < 1) {
- donpcevent "Heel and Toe#arena::On03_end";
- donpcevent "arena#50::Onreset_03";
+OnMyMobDead:
+ //donpcevent "force_03mob#50::OnSummonMob_03";
+ if (mobcount("force_1-1","force_03mob#50::OnMyMobDead") < 1) {
+ donpcevent "Heel and Toe#arena::On03_End";
+ donpcevent "arena#50::OnReset_03";
}
end;
}
- script force_04start#50 -1,{
-
-Onon:
- donpcevent "force_04mob#50::Onon";
-end;
-
+OnEnable:
+ donpcevent "force_04mob#50::OnEnable";
+ end;
}
- script force_04ex#50 -1,{
-
-Onreset:
- killmonster "force_1-1","force_04ex#50::OnMobEx";
+OnReset:
+ killmonster "force_1-1","force_04ex#50::OnMyMobDead";
end;
-Onsummonmob_04:
- monster "force_1-1",99,174,"Familiar",1419,1,"force_04ex#50::OnMobEx";
- monster "force_1-1",103,174,"Familiar",1419,1,"force_04ex#50::OnMobEx";
- monster "force_1-1",107,174,"Familiar",1419,1,"force_04ex#50::OnMobEx";
- monster "force_1-1",111,176,"Familiar",1419,1,"force_04ex#50::OnMobEx";
- monster "force_1-1",115,176,"Familiar",1419,1,"force_04ex#50::OnMobEx";
- monster "force_1-1",119,172,"Familiar",1419,1,"force_04ex#50::OnMobEx";
- monster "force_1-1",95,178,"Familiar",1419,1,"force_04ex#50::OnMobEx";
- monster "force_1-1",100,178,"Familiar",1419,1,"force_04ex#50::OnMobEx";
- monster "force_1-1",105,172,"Familiar",1419,1,"force_04ex#50::OnMobEx";
- monster "force_1-1",110,172,"Flora",1575,1,"force_04ex#50::OnMobEx";
- monster "force_1-1",115,172,"Flora",1575,1,"force_04ex#50::OnMobEx";
- monster "force_1-1",120,172,"Flora",1575,1,"force_04ex#50::OnMobEx";
- monster "force_1-1",125,172,"Flora",1575,1,"force_04ex#50::OnMobEx";
- monster "force_1-1",105,178,"Flora",1575,1,"force_04ex#50::OnMobEx";
+OnSummonMob_04:
+ monster "force_1-1",99,174,"Familiar",1419,1,"force_04ex#50::OnMyMobDead";
+ monster "force_1-1",103,174,"Familiar",1419,1,"force_04ex#50::OnMyMobDead";
+ monster "force_1-1",107,174,"Familiar",1419,1,"force_04ex#50::OnMyMobDead";
+ monster "force_1-1",111,176,"Familiar",1419,1,"force_04ex#50::OnMyMobDead";
+ monster "force_1-1",115,176,"Familiar",1419,1,"force_04ex#50::OnMyMobDead";
+ monster "force_1-1",119,172,"Familiar",1419,1,"force_04ex#50::OnMyMobDead";
+ monster "force_1-1",95,178,"Familiar",1419,1,"force_04ex#50::OnMyMobDead";
+ monster "force_1-1",100,178,"Familiar",1419,1,"force_04ex#50::OnMyMobDead";
+ monster "force_1-1",105,172,"Familiar",1419,1,"force_04ex#50::OnMyMobDead";
+ monster "force_1-1",110,172,"Flora",1575,1,"force_04ex#50::OnMyMobDead";
+ monster "force_1-1",115,172,"Flora",1575,1,"force_04ex#50::OnMyMobDead";
+ monster "force_1-1",120,172,"Flora",1575,1,"force_04ex#50::OnMyMobDead";
+ monster "force_1-1",125,172,"Flora",1575,1,"force_04ex#50::OnMyMobDead";
+ monster "force_1-1",105,178,"Flora",1575,1,"force_04ex#50::OnMyMobDead";
end;
-OnMobEx:
+OnMyMobDead:
end;
-
}
- script force_04mob#50 -1,{
-
-Onon:
- donpcevent "force_04ex#50::Onsummonmob_04";
- monster "force_1-1",85,172,"Kobold",1547,1,"force_04mob#50::OnMobDeath";
- monster "force_1-1",95,172,"Kobold",1547,1,"force_04mob#50::OnMobDeath";
- monster "force_1-1",120,172,"Kobold",1545,1,"force_04mob#50::OnMobDeath";
- set $force_04_50,3;
+OnEnable:
+ donpcevent "force_04ex#50::OnSummonMob_04";
+ monster "force_1-1",85,172,"Kobold",1547,1,"force_04mob#50::OnMyMobDead";
+ monster "force_1-1",95,172,"Kobold",1547,1,"force_04mob#50::OnMyMobDead";
+ monster "force_1-1",120,172,"Kobold",1545,1,"force_04mob#50::OnMyMobDead";
end;
-Onreset:
- killmonster "force_1-1","force_04mob#50::OnMobDeath";
+OnReset:
+ killmonster "force_1-1","force_04mob#50::OnMyMobDead";
end;
-OnMobDeath:
- set $force_04_50,$force_04_50 -1;
- if ($force_04_50 < 1) {
- donpcevent "Heel and Toe#arena::On04_end";
- donpcevent "arena#50::Onreset_04";
+OnMyMobDead:
+ if (mobcount("force_1-1","force_04mob#50::OnMyMobDead") < 1) {
+ donpcevent "Heel and Toe#arena::On04_End";
+ donpcevent "arena#50::OnReset_04";
}
end;
}
- script force_05start#50 -1,{
-
-Onon:
- donpcevent "force_05mob#50::Onon";
+OnEnable:
+ donpcevent "force_05mob#50::OnEnable";
end;
}
- script force_05ex#50 -1,{
-
-Onreset:
- killmonster "force_1-1","force_05ex#50::OnMobEx";
+OnReset:
+ killmonster "force_1-1","force_05ex#50::OnMyMobDead";
end;
-Onsummonmob_05:
- set $@randmonster50,rand(1,2);
- switch($@randmonster50) {
+OnSummonMob_05:
+ switch(rand(1,2)) {
case 1:
- monster "force_1-1",174,174,"Desert Wolf",1432,1,"force_05ex#50::OnMobEx";
+ monster "force_1-1",174,174,"Desert Wolf",1432,1,"force_05ex#50::OnMyMobDead";
break;
case 2:
- monster "force_1-1",173,173,"Zerom",1470,1,"force_05ex#50::OnMobEx";
+ monster "force_1-1",173,173,"Zerom",1470,1,"force_05ex#50::OnMyMobDead";
break;
}
end;
-OnMobEx:
+OnMyMobDead:
end;
}
- script force_05mob#50 -1,{
-
-Onon:
- monster "force_1-1",173,166,"Hydra",1579,1,"force_05mob#50::OnMobDeath";
- monster "force_1-1",171,170,"Hydra",1579,1,"force_05mob#50::OnMobDeath";
- monster "force_1-1",177,170,"Hydra",1579,1,"force_05mob#50::OnMobDeath";
- monster "force_1-1",183,173,"Orc Lady",1452,1,"force_05mob#50::OnMobDeath";
- monster "force_1-1",173,173,"Orc Lady",1452,1,"force_05mob#50::OnMobDeath";
- monster "force_1-1",181,173,"Golem",1540,1,"force_05mob#50::OnMobDeath";
- monster "force_1-1",171,177,"Golem",1540,1,"force_05mob#50::OnMobDeath";
- set $force_05_50,7;
+OnEnable:
+ monster "force_1-1",173,166,"Hydra",1579,1,"force_05mob#50::OnMyMobDead";
+ monster "force_1-1",171,170,"Hydra",1579,1,"force_05mob#50::OnMyMobDead";
+ monster "force_1-1",177,170,"Hydra",1579,1,"force_05mob#50::OnMyMobDead";
+ monster "force_1-1",183,173,"Orc Lady",1452,1,"force_05mob#50::OnMyMobDead";
+ monster "force_1-1",173,173,"Orc Lady",1452,1,"force_05mob#50::OnMyMobDead";
+ monster "force_1-1",181,173,"Golem",1540,1,"force_05mob#50::OnMyMobDead";
+ monster "force_1-1",171,177,"Golem",1540,1,"force_05mob#50::OnMyMobDead";
end;
-Onreset:
- killmonster "force_1-1","force_05mob#50::OnMobDeath";
+OnReset:
+ killmonster "force_1-1","force_05mob#50::OnMyMobDead";
end;
-OnMobDeath:
- set $force_05_50,$force_05_50 -1;
- if ($force_05_50 < 1) {
- donpcevent "Heel and Toe#arena::On05_end";
- donpcevent "arena#50::Onreset_05";
+OnMyMobDead:
+ if (mobcount("force_1-1","force_05mob#50::OnMyMobDead") < 1) {
+ donpcevent "Heel and Toe#arena::On05_End";
+ donpcevent "arena#50::OnReset_05";
}
- else donpcevent "force_05ex#50::Onsummonmob_05";
+ else donpcevent "force_05ex#50::OnSummonMob_05";
end;
-
}
- script force_06start#50 -1,{
-
-Onon:
- donpcevent "force_06mob#50::Onon";
+OnEnable:
+ donpcevent "force_06mob#50::OnEnable";
end;
}
- script force_06ex#50 -1,{
-
-Onreset:
- killmonster "force_1-1","force_06ex#50::OnMobEx";
+OnReset:
+ killmonster "force_1-1","force_06ex#50::OnMyMobDead";
end;
-Onsummonmob_06:
- monster "force_1-1",173,118,"Smokie",1561,1,"force_06ex#50::OnMobEx";
- monster "force_1-1",173,108,"Smokie",1561,1,"force_06ex#50::OnMobEx";
- monster "force_1-1",173,99,"Smokie",1561,1,"force_06ex#50::OnMobEx";
- monster "force_1-1",171,108,"Golem",1540,1,"force_06ex#50::OnMobEx";
- monster "force_1-1",171,99,"Skel Worker",1469,1,"force_06ex#50::OnMobEx";
- monster "force_1-1",171,85,"Skel Worker",1469,1,"force_06ex#50::OnMobEx";
- monster "force_1-1",171,90,"Golem",1540,1,"force_06ex#50::OnMobEx";
- monster "force_1-1",171,79,"Scorpion",1559,1,"force_06ex#50::OnMobEx";
- monster "force_1-1",175,118,"Scorpion",1559,1,"force_06ex#50::OnMobEx";
- monster "force_1-1",175,108,"Sandman",1558,1,"force_06ex#50::OnMobEx";
- monster "force_1-1",175,99,"Sandman",1558,1,"force_06ex#50::OnMobEx";
+OnSummonMob_06:
+ monster "force_1-1",173,118,"Smokie",1561,1,"force_06ex#50::OnMyMobDead";
+ monster "force_1-1",173,108,"Smokie",1561,1,"force_06ex#50::OnMyMobDead";
+ monster "force_1-1",173,99,"Smokie",1561,1,"force_06ex#50::OnMyMobDead";
+ monster "force_1-1",171,108,"Golem",1540,1,"force_06ex#50::OnMyMobDead";
+ monster "force_1-1",171,99,"Skel Worker",1469,1,"force_06ex#50::OnMyMobDead";
+ monster "force_1-1",171,85,"Skel Worker",1469,1,"force_06ex#50::OnMyMobDead";
+ monster "force_1-1",171,90,"Golem",1540,1,"force_06ex#50::OnMyMobDead";
+ monster "force_1-1",171,79,"Scorpion",1559,1,"force_06ex#50::OnMyMobDead";
+ monster "force_1-1",175,118,"Scorpion",1559,1,"force_06ex#50::OnMyMobDead";
+ monster "force_1-1",175,108,"Sandman",1558,1,"force_06ex#50::OnMyMobDead";
+ monster "force_1-1",175,99,"Sandman",1558,1,"force_06ex#50::OnMyMobDead";
end;
-OnMobEx:
+OnMyMobDead:
end;
}
- script force_06mob#50 -1,{
-
-Onon:
- donpcevent "force_06ex#50::Onsummonmob_06";
- monster "force_1-1",173,90,"Drops",1572,1,"force_06mob#50::OnMobDeath";
- monster "force_1-1",173,79,"Drops",1572,1,"force_06mob#50::OnMobDeath";
- monster "force_1-1",172,70,"Drops",1572,1,"force_06mob#50::OnMobDeath";
- monster "force_1-1",175,70,"Drops",1572,1,"force_06mob#50::OnMobDeath";
- monster "force_1-1",171,118,"Drops",1572,1,"force_06mob#50::OnMobDeath";
- set $force_06_50,5;
+OnEnable:
+ donpcevent "force_06ex#50::OnSummonMob_06";
+ monster "force_1-1",173,90,"Drops",1572,1,"force_06mob#50::OnMyMobDead";
+ monster "force_1-1",173,79,"Drops",1572,1,"force_06mob#50::OnMyMobDead";
+ monster "force_1-1",172,70,"Drops",1572,1,"force_06mob#50::OnMyMobDead";
+ monster "force_1-1",175,70,"Drops",1572,1,"force_06mob#50::OnMyMobDead";
+ monster "force_1-1",171,118,"Drops",1572,1,"force_06mob#50::OnMyMobDead";
end;
-Onreset:
- killmonster "force_1-1","force_06mob#50::OnMobDeath";
+OnReset:
+ killmonster "force_1-1","force_06mob#50::OnMyMobDead";
end;
-OnMobDeath:
- set $force_06_50,$force_06_50 -1;
- if ($force_06_50 < 1) {
- donpcevent "Heel and Toe#arena::On06_end";
- donpcevent "arena#50::Onreset_06";
+OnMyMobDead:
+ if (mobcount("force_1-1","force_06mob#50::OnMyMobDead") < 1) {
+ donpcevent "Heel and Toe#arena::On06_End";
+ donpcevent "arena#50::OnReset_06";
}
end;
}
- script force_07start#50 -1,{
-
-Onon:
- donpcevent "force_07mob#50::Onon";
+OnEnable:
+ donpcevent "force_07mob#50::OnEnable";
end;
}
- script force_07ex#50 -1,{
-
-Onreset:
- killmonster "force_1-1","force_07ex#50::OnMobEx";
- end;
-
-Onsummonmob_07:
- monster "force_1-1",163,36,"Hydra",1579,1,"force_07ex#50::OnMobEx";
- monster "force_1-1",167,36,"Hydra",1579,1,"force_07ex#50::OnMobEx";
- monster "force_1-1",171,36,"Hydra",1579,1,"force_07ex#50::OnMobEx";
- monster "force_1-1",175,36,"Hydra",1579,1,"force_07ex#50::OnMobEx";
- monster "force_1-1",179,36,"Hydra",1579,1,"force_07ex#50::OnMobEx";
- monster "force_1-1",183,36,"Hydra",1579,1,"force_07ex#50::OnMobEx";
- monster "force_1-1",183,32,"Hydra",1579,1,"force_07ex#50::OnMobEx";
- monster "force_1-1",183,28,"Hydra",1579,1,"force_07ex#50::OnMobEx";
- monster "force_1-1",183,24,"Hydra",1579,1,"force_07ex#50::OnMobEx";
- monster "force_1-1",183,20,"Hydra",1579,1,"force_07ex#50::OnMobEx";
- monster "force_1-1",183,16,"Hydra",1579,1,"force_07ex#50::OnMobEx";
- monster "force_1-1",179,16,"Hydra",1579,1,"force_07ex#50::OnMobEx";
- monster "force_1-1",175,16,"Hydra",1579,1,"force_07ex#50::OnMobEx";
- monster "force_1-1",171,16,"Hydra",1579,1,"force_07ex#50::OnMobEx";
- monster "force_1-1",167,16,"Hydra",1579,1,"force_07ex#50::OnMobEx";
- monster "force_1-1",163,16,"Hydra",1579,1,"force_07ex#50::OnMobEx";
- monster "force_1-1",163,20,"Hydra",1579,1,"force_07ex#50::OnMobEx";
- monster "force_1-1",163,24,"Hydra",1579,1,"force_07ex#50::OnMobEx";
- monster "force_1-1",163,28,"Hydra",1579,1,"force_07ex#50::OnMobEx";
- monster "force_1-1",163,32,"Hydra",1579,1,"force_07ex#50::OnMobEx";
- monster "force_1-1",163,31,"Punk",1481,1,"force_07ex#50::OnMobEx";
- monster "force_1-1",163,23,"Punk",1481,1,"force_07ex#50::OnMobEx";
- end;
-
-OnMobEx:
+OnReset:
+ killmonster "force_1-1","force_07ex#50::OnMyMobDead";
+ end;
+
+OnSummonMob_07:
+ monster "force_1-1",163,36,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
+ monster "force_1-1",167,36,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
+ monster "force_1-1",171,36,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
+ monster "force_1-1",175,36,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
+ monster "force_1-1",179,36,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
+ monster "force_1-1",183,36,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
+ monster "force_1-1",183,32,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
+ monster "force_1-1",183,28,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
+ monster "force_1-1",183,24,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
+ monster "force_1-1",183,20,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
+ monster "force_1-1",183,16,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
+ monster "force_1-1",179,16,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
+ monster "force_1-1",175,16,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
+ monster "force_1-1",171,16,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
+ monster "force_1-1",167,16,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
+ monster "force_1-1",163,16,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
+ monster "force_1-1",163,20,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
+ monster "force_1-1",163,24,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
+ monster "force_1-1",163,28,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
+ monster "force_1-1",163,32,"Hydra",1579,1,"force_07ex#50::OnMyMobDead";
+ monster "force_1-1",163,31,"Punk",1481,1,"force_07ex#50::OnMyMobDead";
+ monster "force_1-1",163,23,"Punk",1481,1,"force_07ex#50::OnMyMobDead";
+ end;
+
+OnMyMobDead:
end;
}
- script force_07mob#50 -1,{
-
-Onon:
- donpcevent "force_07ex#50::Onsummonmob_07";
- monster "force_1-1",174,25,"Red Plant",1078,1,"force_07mob#50::OnMobDeath";
- set $force_07_50,1;
+OnEnable:
+ donpcevent "force_07ex#50::OnSummonMob_07";
+ monster "force_1-1",174,25,"Red Plant",1078,1,"force_07mob#50::OnMyMobDead";
end;
-Onreset:
- killmonster "force_1-1","force_07mob#50::OnMobDeath";
+OnReset:
+ killmonster "force_1-1","force_07mob#50::OnMyMobDead";
end;
-OnMobDeath:
- set $force_07_50,$force_07_50 -1;
- if ($force_07_50 < 1) {
- donpcevent "Heel and Toe#arena::On07_end";
- donpcevent "arena#50::Onreset_07";
+OnMyMobDead:
+ if (mobcount("force_1-1","force_07mob#50::OnMyMobDead") < 1) {
+ donpcevent "Heel and Toe#arena::On07_End";
+ donpcevent "arena#50::OnReset_07";
}
end;
}
- script force_08start#50 -1,{
-
-Onon:
- donpcevent "force_08ex#50::Onon";
+OnEnable:
+ donpcevent "force_08ex#50::OnEnable";
end;
}
- script force_08ex#50 -1,{
-
-Onon:
- donpcevent "arena#50::Onreset_08";
+OnEnable:
+ donpcevent "arena#50::OnReset_08";
end;
}
- script force_09start#50 -1,{
-
-Onon:
- donpcevent "force_09mob#50::Onon";
+OnEnable:
+ donpcevent "force_09mob#50::OnEnable";
end;
}
- script force_09ex#50 -1,{
-
-Onreset:
- killmonster "force_1-1","force_09ex#50::OnMobEx";
+OnReset:
+ killmonster "force_1-1","force_09ex#50::OnMyMobDead";
end;
-Onsummonmob_09:
- monster "force_1-1",110,110,"Familiar",1419,1,"force_09ex#50::OnMobEx";
- monster "force_1-1",89,110,"Familiar",1419,1,"force_09ex#50::OnMobEx";
- monster "force_1-1",89,89,"Familiar",1419,1,"force_09ex#50::OnMobEx";
- monster "force_1-1",110,89,"Familiar",1419,1,"force_09ex#50::OnMobEx";
- monster "force_1-1",105,105,"Familiar",1419,1,"force_09ex#50::OnMobEx";
- monster "force_1-1",94,105,"Familiar",1419,1,"force_09ex#50::OnMobEx";
- monster "force_1-1",94,94,"Familiar",1419,1,"force_09ex#50::OnMobEx";
- monster "force_1-1",110,110,"Familiar",1419,1,"force_09ex#50::OnMobEx";
- monster "force_1-1",89,110,"Familiar",1419,1,"force_09ex#50::OnMobEx";
- monster "force_1-1",89,89,"Familiar",1419,1,"force_09ex#50::OnMobEx";
- monster "force_1-1",110,89,"Familiar",1419,1,"force_09ex#50::OnMobEx";
- monster "force_1-1",105,105,"Familiar",1419,1,"force_09ex#50::OnMobEx";
- monster "force_1-1",94,105,"Familiar",1419,1,"force_09ex#50::OnMobEx";
- monster "force_1-1",94,94,"Familiar",1419,1,"force_09ex#50::OnMobEx";
- monster "force_1-1",105,94,"Familiar",1419,1,"force_09ex#50::OnMobEx";
+OnSummonMob_09:
+ monster "force_1-1",110,110,"Familiar",1419,1,"force_09ex#50::OnMyMobDead";
+ monster "force_1-1",89,110,"Familiar",1419,1,"force_09ex#50::OnMyMobDead";
+ monster "force_1-1",89,89,"Familiar",1419,1,"force_09ex#50::OnMyMobDead";
+ monster "force_1-1",110,89,"Familiar",1419,1,"force_09ex#50::OnMyMobDead";
+ monster "force_1-1",105,105,"Familiar",1419,1,"force_09ex#50::OnMyMobDead";
+ monster "force_1-1",94,105,"Familiar",1419,1,"force_09ex#50::OnMyMobDead";
+ monster "force_1-1",94,94,"Familiar",1419,1,"force_09ex#50::OnMyMobDead";
+ monster "force_1-1",110,110,"Familiar",1419,1,"force_09ex#50::OnMyMobDead";
+ monster "force_1-1",89,110,"Familiar",1419,1,"force_09ex#50::OnMyMobDead";
+ monster "force_1-1",89,89,"Familiar",1419,1,"force_09ex#50::OnMyMobDead";
+ monster "force_1-1",110,89,"Familiar",1419,1,"force_09ex#50::OnMyMobDead";
+ monster "force_1-1",105,105,"Familiar",1419,1,"force_09ex#50::OnMyMobDead";
+ monster "force_1-1",94,105,"Familiar",1419,1,"force_09ex#50::OnMyMobDead";
+ monster "force_1-1",94,94,"Familiar",1419,1,"force_09ex#50::OnMyMobDead";
+ monster "force_1-1",105,94,"Familiar",1419,1,"force_09ex#50::OnMyMobDead";
end;
-OnMobEx:
+OnMyMobDead:
end;
}
- script force_09mob#50 -1,{
-
-Onon:
- monster "force_1-1",99,99,"Vocal",1581,1,"force_09mob#50::OnMobDeath";
- donpcevent "force_09ex#50::Onsummonmob_09";
- set $force_09_50,1;
+OnEnable:
+ monster "force_1-1",99,99,"Vocal",1581,1,"force_09mob#50::OnMyMobDead";
+ donpcevent "force_09ex#50::OnSummonMob_09";
end;
-Onreset:
- killmonster "force_1-1","force_09mob#50::OnMobDeath";
+OnReset:
+ killmonster "force_1-1","force_09mob#50::OnMyMobDead";
end;
-OnMobDeath:
- set $force_09_50,$force_09_50 -1;
- if ($force_09_50 < 1) {
- donpcevent "Heel and Toe#arena::On09_end";
- donpcevent "arena#50::Onreset_09";
- donpcevent "arena#50::Onreset_all";
+OnMyMobDead:
+ if (mobcount("force_1-1","force_09mob#50::OnMyMobDead") < 1) {
+ donpcevent "Heel and Toe#arena::On09_End";
+ donpcevent "arena#50::OnReset_09";
+ donpcevent "arena#50::OnReset_All";
set $arena_min50end,gettime(2);
set $arena_sec50end,gettime(1);
}
@@ -853,7 +781,6 @@ OnMobDeath:
}
prt_are_in,129,188,3 script Staff#50-1 67,{
-
mes "[Staff]";
mes "You did a good job.";
mes "Even if you have failed to clear a time attack battle, I will reward you with a small amount of arena points.";
@@ -875,29 +802,19 @@ prt_are_in,129,188,3 script Staff#50-1 67,{
}
prt_are_in,25,188,3 script Staff#50-2 67,{
-
- if($arena_min50end < $arena_min50st)
- {
- if($arena_sec50end < $arena_sec50st)
- {
+ if($arena_min50end < $arena_min50st) {
+ if($arena_sec50end < $arena_sec50st) {
set @record_min50,60 - $arena_min50st + $arena_min50end -1;
set @record_sec50,60 - $arena_sec50st + $arena_sec50end;
- }
- else
- {
+ } else {
set @record_min50,60 - $arena_min50st + $arena_min50end;
set @record_sec50,$arena_sec50end - $arena_sec50st;
}
- }
- else
- {
- if($arena_sec50end < $arena_sec50st)
- {
+ } else {
+ if($arena_sec50end < $arena_sec50st) {
set @record_min50,$arena_min50end - $arena_min50st -1;
set @record_sec50,60 - $arena_sec50st + $arena_sec50end;
- }
- else
- {
+ } else {
set @record_min50,$arena_min50end - $arena_min50st;
set @record_sec50,$arena_sec50end - $arena_sec50st;
}
@@ -934,9 +851,7 @@ prt_are_in,25,188,3 script Staff#50-2 67,{
mes "I hope you had a good time and let me guide you to the entrance of arena.";
mes "Thank you.";
close2;
- }
- else
- {
+ } else {
set arena_point, arena_point + 20;
mes "[Staff]";
mes "Let me reward you some arena points.";
@@ -948,15 +863,13 @@ prt_are_in,25,188,3 script Staff#50-2 67,{
close2;
}
specialeffect2 EF_EXIT;
- donpcevent "cast#50::Onnomal1";
+ donpcevent "cast#50::OnNomal1";
warp "arena_room",100,75;
- donpcevent "#arn_timer_50::Onstop";
- donpcevent "alloff#50::Onon";
- donpcevent "lvl 50s Waiting Room::Onstart";
+ donpcevent "#arn_timer_50::OnStop";
+ donpcevent "alloff#50::OnEnable";
+ donpcevent "Lv50 Waiting Room::OnStart";
end;
- }
- else
- {
+ } else {
emotion e_omg;
mes "[Staff]";
mes "Wow! You have renewed the record!";
@@ -967,7 +880,7 @@ prt_are_in,25,188,3 script Staff#50-2 67,{
set $top_50min, @record_min50;
set $top_50sec, @record_sec50;
set $arena_50topn$,strcharinfo(0);
- donpcevent "Vendigos::Onlinerec_50";
+ donpcevent "Vendigos::OnLineRec_50";
next;
if (arena_point > 29950) {
mes "[Staff]";
@@ -981,9 +894,7 @@ prt_are_in,25,188,3 script Staff#50-2 67,{
mes "I hope you had a good time and let me guide you to the entrance of arena.";
mes "Thank you.";
close2;
- }
- else
- {
+ } else {
mes "[Staff]";
mes "Let me reward you with some arena points.";
mes "At the same time, since you have renewed the record you will receive an extra amount of the points this time.";
@@ -999,18 +910,17 @@ prt_are_in,25,188,3 script Staff#50-2 67,{
close2;
}
specialeffect2 EF_HIT5;
- donpcevent "cast#50::Onnomal2";
+ donpcevent "cast#50::OnNomal2";
warp "arena_room",100,75;
- donpcevent "#arn_timer_50::Onstop";
- donpcevent "alloff#50::Onon";
- donpcevent "lvl 50s Waiting Room::Onstart";
+ donpcevent "#arn_timer_50::OnStop";
+ donpcevent "alloff#50::OnEnable";
+ donpcevent "Lv50 Waiting Room::OnStart";
end;
}
}
- script #arn_timer_50 -1,{
-
-Onon:
+OnEnable:
initnpctimer;
end;
@@ -1027,62 +937,59 @@ OnTimer4000:
end;
OnTimer60000:
- donpcevent "cast#50::Ontimeover2";
- donpcevent "arn_warp_50::Onout";
- donpcevent "#arn_timer_50::Onstop";
- donpcevent "alloff#50::Onon";
- donpcevent "lvl 50s Waiting Room::Onstart";
+ donpcevent "cast#50::OnTimeOver2";
+ donpcevent "arn_warp_50::OnOut";
+ donpcevent "#arn_timer_50::OnStop";
+ donpcevent "alloff#50::OnEnable";
+ donpcevent "Lv50 Waiting Room::OnStart";
end;
-Onstop:
+OnStop:
stopnpctimer;
end;
-
}
- script arn_warp_50 -1,{
-
-Onout:
+OnOut:
areawarp "prt_are_in",14,195,29,178,"arena_room",100,75;
end;
}
- script cast#50 -1,{
-Ontimeover1:
+OnTimeOver1:
mapannounce "force_1-1","Arena will be reactivated due to an error occurred during battle.",0,0xFFCE00;
end;
-Ontimeover2:
+OnTimeOver2:
mapannounce "force_1-1","Arena will be activated due to an error occurred in the waiting room.",0,0xFFCE00;
end;
-Onnomal1:
+OnNomal1:
mapannounce "force_1-1","Arena will be reactivated.",0,0xFFCE00;
end;
-Onnomal2:
+OnNomal2:
mapannounce "force_1-1","Arena will be reactivated.",0,0xFFCE00;
end;
}
- script alloff#50 -1,{
-
-Onon:
+OnEnable:
mapwarp "force_1-1","prt_are_in",126,190,0,0;
- donpcevent "force_01mob#50::Onreset";
- donpcevent "force_02mob#50::Onreset";
- donpcevent "force_03mob#50::Onreset";
- donpcevent "force_04mob#50::Onreset";
- donpcevent "force_05mob#50::Onreset";
- donpcevent "force_06mob#50::Onreset";
- donpcevent "force_07mob#50::Onreset";
- donpcevent "force_09mob#50::Onreset";
- donpcevent "force_01ex#50::Onreset";
- donpcevent "force_03ex#50::Onreset";
- donpcevent "force_04ex#50::Onreset";
- donpcevent "force_05ex#50::Onreset";
- donpcevent "force_06ex#50::Onreset";
- donpcevent "force_07ex#50::Onreset";
- donpcevent "force_08ex#50::Onreset";
- donpcevent "force_09ex#50::Onreset";
- donpcevent "Heel and Toe#arena::Ontimeroff";
+ donpcevent "force_01mob#50::OnReset";
+ donpcevent "force_02mob#50::OnReset";
+ donpcevent "force_03mob#50::OnReset";
+ donpcevent "force_04mob#50::OnReset";
+ donpcevent "force_05mob#50::OnReset";
+ donpcevent "force_06mob#50::OnReset";
+ donpcevent "force_07mob#50::OnReset";
+ donpcevent "force_09mob#50::OnReset";
+ donpcevent "force_01ex#50::OnReset";
+ donpcevent "force_03ex#50::OnReset";
+ donpcevent "force_04ex#50::OnReset";
+ donpcevent "force_05ex#50::OnReset";
+ donpcevent "force_06ex#50::OnReset";
+ donpcevent "force_07ex#50::OnReset";
+ //donpcevent "force_08ex#50::OnReset";
+ donpcevent "force_09ex#50::OnReset";
+ donpcevent "Heel and Toe#arena::OnTimerOff";
disablenpc "Heel and Toe#arena";
disablenpc "force_01_02#50";
disablenpc "force_02_03#50";
@@ -1094,7 +1001,7 @@ Onon:
disablenpc "force_08_09#50";
disablenpc "force_exit#50";
disablenpc "arena#50";
- donpcevent "#arn_timer_50::Onstop";
+ donpcevent "#arn_timer_50::OnStop";
enablenpc "Heel and Toe#arena";
enablenpc "arena#50";
end;
@@ -1102,5 +1009,4 @@ Onon:
OnInit:
if(!$top_50min && !$top_50sec) set $top_50min,5;
end;
-
}
diff --git a/npc/other/arena/arena_lvl60.txt b/npc/other/arena/arena_lvl60.txt
index b83dc8eea..e100b76f6 100644
--- a/npc/other/arena/arena_lvl60.txt
+++ b/npc/other/arena/arena_lvl60.txt
@@ -1,32 +1,34 @@
//===== Hercules Script ======================================
-//= Izlude Arena lvl 60
+//= Izlude Arena Level 60
//===== By: ==================================================
//= SinSloth
//===== Current Version: =====================================
-//= 1.2
+//= 1.4
//===== Description: =========================================
//= Izlude Battle Arena Level 60
//===== Additional Comments: =================================
//= 1.0 First version.
//= 1.1 Fixed coordinate typo. (bugreport:1663) [L0ne_W0lf]
//= 1.2 Replaced effect numerics with constants. [Samuray22]
+//= 1.3 Label standardization. [Euphy]
+//= 1.4 Script updates. [Euphy]
//============================================================
-arena_room,38,88,5 script lvl 60s Waiting Room 124,{
+arena_room,38,88,5 script Lv60 Waiting Room 124,{
end;
OnInit:
- waitingroom "Individual; Level 60 to 79",50,"lvl 60s Waiting Room::OnStartArena",1,1000,60,79;
+ waitingroom "Individual; Level 60 to 79",50,"Lv60 Waiting Room::OnStartArena",1,1000,60,79;
enablewaitingroomevent;
end;
OnStartArena:
warpwaitingpc "force_2-1",99,12;
- donpcevent "arena#60::Onstart";
+ donpcevent "arena#60::OnStart";
disablewaitingroomevent;
end;
-Onstart:
+OnStart:
enablewaitingroomevent;
end;
}
@@ -34,11 +36,7 @@ Onstart:
force_2-1,99,20,4 script Minilover#arena 124,{
end;
-OnInit:
- set $@mapcount60, 0;
- end;
-
-Onstart:
+OnStart:
initnpctimer;
set $arena_min60st,gettime(2);
set $arena_sec60st,gettime(1);
@@ -57,41 +55,36 @@ OnTimer5000:
end;
OnTimer60000:
- set $@mapcount60, getmapusers ("force_2-1");
- if ($@mapcount60 == 0) {
- donpcevent "Minilover#arena::Onfailclearstage";
+ if (getmapusers("force_2-1") == 0) {
+ donpcevent "Minilover#arena::OnFailClearStage";
}
mapannounce "force_2-1","Remaining Time : 5 minutes ",0;
end;
OnTimer120000:
- set $@mapcount60, getmapusers ("force_2-1");
- if ($@mapcount60 == 0) {
- donpcevent "Minilover#arena::Onfailclearstage";
+ if (getmapusers("force_2-1") == 0) {
+ donpcevent "Minilover#arena::OnFailClearStage";
}
mapannounce "force_2-1","Remaining Time : 4 minutes ",0;
end;
OnTimer180000:
- set $@mapcount60, getmapusers ("force_2-1");
- if ($@mapcount60 == 0) {
- donpcevent "Minilover#arena::Onfailclearstage";
+ if (getmapusers("force_2-1") == 0) {
+ donpcevent "Minilover#arena::OnFailClearStage";
}
mapannounce "force_2-1","Remaining Time : 3 minutes ",0;
end;
OnTimer240000:
- set $@mapcount60, getmapusers ("force_2-1");
- if ($@mapcount60 == 0) {
- donpcevent "Minilover#arena::Onfailclearstage";
+ if (getmapusers("force_2-1") == 0) {
+ donpcevent "Minilover#arena::OnFailClearStage";
}
mapannounce "force_2-1","Remaining Time : 2 minutes ",0;
end;
OnTimer300000:
- set $@mapcount60, getmapusers ("force_2-1");
- if ($@mapcount60 == 0) {
- donpcevent "Minilover#arena::Onfailclearstage";
+ if (getmapusers("force_2-1") == 0) {
+ donpcevent "Minilover#arena::OnFailClearStage";
}
mapannounce "force_2-1","Remaining Time : 1 minute ",0;
end;
@@ -115,148 +108,146 @@ OnTimer374000:
OnTimer375000:
mapwarp "force_2-1","prt_are_in",126,139,0,0;
- donpcevent "Minilover#arena::Onfailclearstage";
+ donpcevent "Minilover#arena::OnFailClearStage";
end;
-Ontimeroff:
+OnTimerOff:
stopnpctimer;
end;
-Onfailclearstage:
- donpcevent "cast#60::Ontimeover1";
+OnFailClearStage:
+ donpcevent "cast#60::OnTimeOver1";
mapwarp "force_2-1","prt_are_in",126,139,0,0;
- donpcevent "Minilover#arena::Ontimeroff";
- donpcevent "arena#60::Onreset_all";
- donpcevent "alloff#60::Onon";
- donpcevent "lvl 60s Waiting Room::Onstart";
+ donpcevent "Minilover#arena::OnTimerOff";
+ donpcevent "arena#60::OnReset_All";
+ donpcevent "alloff#60::OnEnable";
+ donpcevent "Lv60 Waiting Room::OnStart";
end;
-On01_start:
+On01_Start:
mapannounce "force_2-1","In order to clear this battle, you must kill at least 5 Goblins while dodging Rotar Zairos!",0;
end;
-On01_end:
+On01_End:
mapannounce "force_2-1","A door to the north room has opened!",0;
end;
-On02_start:
+On02_Start:
mapannounce "force_2-1","Escape to the north exit from the monsters!",0;
end;
-On02_end:
+On02_End:
mapannounce "force_2-1","A door to the north room has opened!",0;
end;
-On03_start:
+On03_Start:
mapannounce "force_2-1","In order to clear this battle, you must kill all Mantises!",0;
end;
-On03_end:
+On03_End:
mapannounce "force_2-1","Clear! A door to the east room has opened!",0;
end;
-On04_start:
+On04_Start:
mapannounce "force_2-1","In order to clear this battle, you must kill all non-aggressive monsters while dodging aggressive monsters!",0;
end;
-On04_end:
+On04_End:
mapannounce "force_2-1","A door to the east room has opened!",0;
end;
-On05_start:
+On05_Start:
mapannounce "force_2-1","In order to clear this battle, you must kill all monsters except Hydras and Kaphas!",0;
end;
-On05_end:
+On05_End:
mapannounce "force_2-1","Clear! A door to the south room has opened!",0;
end;
-On06_start:
+On06_Start:
mapannounce "force_2-1","In order to clear this battle, you must kill all Miyabi Dolls and escape to the south exit!",0;
end;
-On06_end:
+On06_End:
mapannounce "force_2-1","A door to the south room has opened!",0;
end;
-On07_start:
+On07_Start:
mapannounce "force_2-1","In order to clear this battle, you must kill all monsters!",0;
end;
-On07_end:
+On07_End:
mapannounce "force_2-1","Clear! A door to the west room has opened!",0;
end;
-On08_start:
+On08_Start:
mapannounce "force_2-1","Please escape to the north exit!",0;
end;
-On09_start:
+On09_Start:
mapannounce "force_2-1","In order to clear this battle, you must defeat a Goblin Leader!",0;
end;
-On09_end:
+On09_End:
mapannounce "force_2-1","Boss Clear! - North exit has opened. Thank you.",0;
end;
-
}
- script arena#60 -1,{
-
-Onreset_01:
- donpcevent "force_01ex#60::Onreset";
- donpcevent "force_01mob#60::Onreset";
- donpcevent "force_02start#60::Onon";
+OnReset_01:
+ donpcevent "force_01ex#60::OnReset";
+ donpcevent "force_01mob#60::OnReset";
+ donpcevent "force_02start#60::OnEnable";
enablenpc "force_01_02#60";
enablenpc "force_02_03#60";
end;
-Onreset_02:
- donpcevent "force_02mob#60::Onreset";
- donpcevent "force_03start#60::Onon";
+OnReset_02:
+ donpcevent "force_02mob#60::OnReset";
+ donpcevent "force_03start#60::OnEnable";
end;
-Onreset_03:
+OnReset_03:
enablenpc "force_03_04#60";
- donpcevent "force_04start#60::Onon";
- donpcevent "force_03ex#60::Onreset";
+ donpcevent "force_04start#60::OnEnable";
+ donpcevent "force_03ex#60::OnReset";
end;
-Onreset_04:
+OnReset_04:
enablenpc "force_04_05#60";
- donpcevent "force_05start#60::Onon";
- donpcevent "force_04ex#60::Onreset";
+ donpcevent "force_05start#60::OnEnable";
+ donpcevent "force_04ex#60::OnReset";
end;
-Onreset_05:
+OnReset_05:
enablenpc "force_05_06#60";
- donpcevent "force_06start#60::Onon";
- donpcevent "force_05ex#60::Onreset";
- donpcevent "force_05mob#60::Onreset";
+ donpcevent "force_06start#60::OnEnable";
+ donpcevent "force_05ex#60::OnReset";
+ donpcevent "force_05mob#60::OnReset";
end;
-Onreset_06:
+OnReset_06:
enablenpc "force_06_07#60";
- donpcevent "force_07start#60::Onon";
- donpcevent "force_06ex#60::Onreset";
- donpcevent "force_06mob#60::Onreset";
+ donpcevent "force_07start#60::OnEnable";
+ donpcevent "force_06ex#60::OnReset";
+ donpcevent "force_06mob#60::OnReset";
end;
-Onreset_07:
+OnReset_07:
enablenpc "force_07_08#60";
- donpcevent "force_08start#60::Onon";
+ donpcevent "force_08start#60::OnEnable";
end;
-Onreset_08:
- donpcevent "force_09start#60::Onon";
+OnReset_08:
+ donpcevent "force_09start#60::OnEnable";
enablenpc "force_08_09#60";
end;
-Onreset_09:
+OnReset_09:
enablenpc "force_exit#60";
end;
-Onstart:
+OnStart:
disablenpc "force_01_02#60";
disablenpc "force_02_03#60";
disablenpc "force_03_04#60";
@@ -266,584 +257,533 @@ Onstart:
disablenpc "force_07_08#60";
disablenpc "force_08_09#60";
disablenpc "force_exit#60";
- donpcevent "Minilover#arena::Ontimeroff";
- donpcevent "force_01mob#60::Onreset";
- donpcevent "force_02mob#60::Onreset";
- donpcevent "force_03mob#60::Onreset";
- donpcevent "force_04mob#60::Onreset";
- donpcevent "force_05mob#60::Onreset";
- donpcevent "force_06mob#60::Onreset";
- donpcevent "force_07mob#60::Onreset";
- donpcevent "force_08mob#60::Onreset";
- donpcevent "force_09mob#60::Onreset";
- donpcevent "force_01ex#60::Onreset";
- donpcevent "force_03ex#60::Onreset";
- donpcevent "force_04ex#60::Onreset";
- donpcevent "force_05ex#60::Onreset";
- donpcevent "force_06ex#60::Onreset";
- donpcevent "force_08ex#60::Onreset";
- donpcevent "force_09ex#60::Onreset";
+ donpcevent "Minilover#arena::OnTimerOff";
+ donpcevent "force_01mob#60::OnReset";
+ donpcevent "force_02mob#60::OnReset";
+ donpcevent "force_03mob#60::OnReset";
+ donpcevent "force_04mob#60::OnReset";
+ donpcevent "force_05mob#60::OnReset";
+ donpcevent "force_06mob#60::OnReset";
+ donpcevent "force_07mob#60::OnReset";
+ //donpcevent "force_08mob#60::OnReset";
+ donpcevent "force_09mob#60::OnReset";
+ donpcevent "force_01ex#60::OnReset";
+ donpcevent "force_03ex#60::OnReset";
+ donpcevent "force_04ex#60::OnReset";
+ donpcevent "force_05ex#60::OnReset";
+ donpcevent "force_06ex#60::OnReset";
+ //donpcevent "force_08ex#60::OnReset";
+ donpcevent "force_09ex#60::OnReset";
enablenpc "force_08_01#60";
- donpcevent "force_01start#60::Onon";
- donpcevent "Minilover#arena::Onstart";
- end;
-
-Onreset_all:
- donpcevent "force_01mob#60::Onreset";
- donpcevent "force_02mob#60::Onreset";
- donpcevent "force_03mob#60::Onreset";
- donpcevent "force_04mob#60::Onreset";
- donpcevent "force_05mob#60::Onreset";
- donpcevent "force_06mob#60::Onreset";
- donpcevent "force_07mob#60::Onreset";
- donpcevent "force_08mob#60::Onreset";
- donpcevent "force_09mob#60::Onreset";
- donpcevent "force_01ex#60::Onreset";
- donpcevent "force_03ex#60::Onreset";
- donpcevent "force_04ex#60::Onreset";
- donpcevent "force_05ex#60::Onreset";
- donpcevent "force_06ex#60::Onreset";
- donpcevent "force_08ex#60::Onreset";
- donpcevent "force_09ex#60::Onreset";
+ donpcevent "force_01start#60::OnEnable";
+ donpcevent "Minilover#arena::OnStart";
+ end;
+
+OnReset_All:
+ donpcevent "force_01mob#60::OnReset";
+ donpcevent "force_02mob#60::OnReset";
+ donpcevent "force_03mob#60::OnReset";
+ donpcevent "force_04mob#60::OnReset";
+ donpcevent "force_05mob#60::OnReset";
+ donpcevent "force_06mob#60::OnReset";
+ donpcevent "force_07mob#60::OnReset";
+ //donpcevent "force_08mob#60::OnReset";
+ donpcevent "force_09mob#60::OnReset";
+ donpcevent "force_01ex#60::OnReset";
+ donpcevent "force_03ex#60::OnReset";
+ donpcevent "force_04ex#60::OnReset";
+ donpcevent "force_05ex#60::OnReset";
+ donpcevent "force_06ex#60::OnReset";
+ //donpcevent "force_08ex#60::OnReset";
+ donpcevent "force_09ex#60::OnReset";
end;
-
}
force_2-1,62,26,1 script force_08_01#60 45,1,1,{
-
OnTouch:
- donpcevent "Minilover#arena::On01_start";
+ donpcevent "Minilover#arena::On01_Start";
warp "force_2-1",40,26;
end;
}
force_2-1,25,44,1 script force_01_02#60 45,1,1,{
-
OnTouch:
- donpcevent "Minilover#arena::On02_start";
+ donpcevent "Minilover#arena::On02_Start";
warp "force_2-1",25,69;
end;
}
force_2-1,25,134,1 script force_02_03#60 45,1,1,{
-
OnTouch:
- donpcevent "arena#60::Onreset_02";
- donpcevent "Minilover#arena::On03_start";
+ donpcevent "arena#60::OnReset_02";
+ donpcevent "Minilover#arena::On03_Start";
warp "force_2-1",25,159;
end;
}
force_2-1,44,174,1 script force_03_04#60 45,1,1,{
-
OnTouch:
- donpcevent "Minilover#arena::On04_start";
+ donpcevent "Minilover#arena::On04_Start";
warp "force_2-1",69,174;
end;
}
force_2-1,134,174,1 script force_04_05#60 45,1,1,{
-
OnTouch:
- donpcevent "Minilover#arena::On05_start";
+ donpcevent "Minilover#arena::On05_Start";
warp "force_2-1",159,174;
end;
}
force_2-1,174,155,1 script force_05_06#60 45,1,1,{
-
OnTouch:
- donpcevent "Minilover#arena::On06_start";
+ donpcevent "Minilover#arena::On06_Start";
warp "force_2-1",174,130;
end;
}
force_2-1,174,65,1 script force_06_07#60 45,1,1,{
-
OnTouch:
- donpcevent "Minilover#arena::On07_start";
+ donpcevent "Minilover#arena::On07_Start";
warp "force_2-1",174,40;
end;
}
force_2-1,155,26,1 script force_07_08#60 45,1,1,{
-
OnTouch:
- donpcevent "Minilover#arena::On08_start";
+ donpcevent "Minilover#arena::On08_Start";
warp "force_2-1",132,26;
enablenpc "force_08_09#60";
end;
}
force_2-1,99,54,1 script force_08_09#60 45,1,1,{
-
OnTouch:
- donpcevent "Minilover#arena::On09_start";
+ donpcevent "Minilover#arena::On09_Start";
warp "force_2-1",99,82;
end;
}
force_2-1,99,124,1 script force_exit#60 45,1,1,{
-
OnTouch:
- donpcevent "Minilover#arena::Ontimeroff";
- donpcevent "#arn_timer_60::Onon";
+ donpcevent "Minilover#arena::OnTimerOff";
+ donpcevent "#arn_timer_60::OnEnable";
mapwarp "force_2-1","prt_are_in",22,139,0,0;
end;
}
- script force_01start#60 -1,{
-
-Onon:
- donpcevent "force_01mob#60::Onon";
-end;
+OnEnable:
+ donpcevent "force_01mob#60::OnEnable";
+ end;
}
- script force_01ex#60 -1,{
-
-Onreset:
- killmonster "force_2-1","force_01ex#60::OnMobEx";
+OnReset:
+ killmonster "force_2-1","force_01ex#60::OnMyMobDead";
end;
-Onon:
- monster "force_2-1",25,25,"Rotar Zairo",1392,1,"force_01ex#60::OnMobEx";
+OnEnable:
+ monster "force_2-1",25,25,"Rotar Zairo",1392,1,"force_01ex#60::OnMyMobDead";
end;
-OnMobEx:
+OnMyMobDead:
end;
}
- script force_01mob#60 -1,{
-
-Onreset:
- killmonster "force_2-1","force_01mob#60::OnMobDeath";
- end;
-
-Onon:
- donpcevent "force_01ex#60::Onon";
- monster "force_2-1",25,32,"Goblin Archer",1577,1,"force_01mob#60::OnMobDeath";
- monster "force_2-1",21,26,"Goblin",1534,1,"force_01mob#60::OnMobDeath";
- monster "force_2-1",25,36,"Goblin",1536,1,"force_01mob#60::OnMobDeath";
- monster "force_2-1",25,15,"Goblin",1534,1,"force_01mob#60::OnMobDeath";
- monster "force_2-1",40,30,"Goblin",1536,1,"force_01mob#60::OnMobDeath";
- monster "force_2-1",25,24,"Goblin",1534,1,"force_01mob#60::OnMobDeath";
- monster "force_2-1",25,9,"Goblin",1536,1,"force_01mob#60::OnMobDeath";
- monster "force_2-1",28,15,"Goblin Archer",1577,1,"force_01mob#60::OnMobDeath";
- monster "force_2-1",12,33,"Goblin",1536,1,"force_01mob#60::OnMobDeath";
- monster "force_2-1",24,20,"Goblin",1535,1,"force_01mob#60::OnMobDeath";
- set $force_01_60,5;
- end;
-
-OnMobDeath:
- set $force_01_60,$force_01_60 -1;
- if ($force_01_60 < 1) {
- donpcevent "Minilover#arena::On01_end";
- donpcevent "arena#60::Onreset_01";
+OnReset:
+ killmonster "force_2-1","force_01mob#60::OnMyMobDead";
+ end;
+
+OnEnable:
+ donpcevent "force_01ex#60::OnEnable";
+ monster "force_2-1",25,32,"Goblin Archer",1577,1,"force_01mob#60::OnMyMobDead";
+ monster "force_2-1",21,26,"Goblin",1534,1,"force_01mob#60::OnMyMobDead";
+ monster "force_2-1",25,36,"Goblin",1536,1,"force_01mob#60::OnMyMobDead";
+ monster "force_2-1",25,15,"Goblin",1534,1,"force_01mob#60::OnMyMobDead";
+ monster "force_2-1",40,30,"Goblin",1536,1,"force_01mob#60::OnMyMobDead";
+ monster "force_2-1",25,24,"Goblin",1534,1,"force_01mob#60::OnMyMobDead";
+ monster "force_2-1",25,9,"Goblin",1536,1,"force_01mob#60::OnMyMobDead";
+ monster "force_2-1",28,15,"Goblin Archer",1577,1,"force_01mob#60::OnMyMobDead";
+ monster "force_2-1",12,33,"Goblin",1536,1,"force_01mob#60::OnMyMobDead";
+ monster "force_2-1",24,20,"Goblin",1535,1,"force_01mob#60::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("force_2-1","force_01mob#60::OnMyMobDead") < 6) {
+ donpcevent "Minilover#arena::On01_End";
+ donpcevent "arena#60::OnReset_01";
}
end;
}
- script force_02start#60 -1,{
-
-Onon:
- donpcevent "force_02mob#60::Onon";
+OnEnable:
+ donpcevent "force_02mob#60::OnEnable";
end;
}
- script force_02mob#60 -1,{
-
-Onreset:
- killmonster "force_2-1","force_02mob#60::OnMobEx";
- end;
-Onon:
- monster "force_2-1",24,76,"Drainliar",1434,1,"force_02mob#60::OnMobEx";
- monster "force_2-1",28,76,"Drainliar",1434,1,"force_02mob#60::OnMobEx";
- monster "force_2-1",24,86,"Drainliar",1434,1,"force_02mob#60::OnMobEx";
- monster "force_2-1",24,76,"Drainliar",1434,1,"force_02mob#60::OnMobEx";
- monster "force_2-1",28,76,"Drainliar",1434,1,"force_02mob#60::OnMobEx";
- monster "force_2-1",24,86,"Drainliar",1434,1,"force_02mob#60::OnMobEx";
- monster "force_2-1",24,76,"Drainliar",1434,1,"force_02mob#60::OnMobEx";
- monster "force_2-1",28,76,"Drainliar",1434,1,"force_02mob#60::OnMobEx";
- monster "force_2-1",23,76,"Requiem",1468,1,"force_02mob#60::OnMobEx";
- monster "force_2-1",27,76,"Requiem",1468,1,"force_02mob#60::OnMobEx";
- monster "force_2-1",25,86,"Requiem",1468,1,"force_02mob#60::OnMobEx";
- monster "force_2-1",26,86,"Ghoul",1423,1,"force_02mob#60::OnMobEx";
- monster "force_2-1",25,100,"Ghoul",1423,1,"force_02mob#60::OnMobEx";
- monster "force_2-1",26,118,"Ghoul",1423,1,"force_02mob#60::OnMobEx";
- monster "force_2-1",25,100,"Ghoul",1423,1,"force_02mob#60::OnMobEx";
- monster "force_2-1",26,118,"Ghoul",1423,1,"force_02mob#60::OnMobEx";
- monster "force_2-1",28,79,"Zerom",1470,1,"force_02mob#60::OnMobEx";
- monster "force_2-1",23,87,"Zerom",1470,1,"force_02mob#60::OnMobEx";
- monster "force_2-1",28,99,"Zerom",1470,1,"force_02mob#60::OnMobEx";
- monster "force_2-1",23,112,"Zerom",1470,1,"force_02mob#60::OnMobEx";
- monster "force_2-1",28,128,"Matyr",1460,1,"force_02mob#60::OnMobEx";
- monster "force_2-1",28,128,"Matyr",1460,1,"force_02mob#60::OnMobEx";
- monster "force_2-1",28,128,"Matyr",1460,1,"force_02mob#60::OnMobEx";
- monster "force_2-1",28,128,"Orc Zombie",1463,1,"force_02mob#60::OnMobEx";
- monster "force_2-1",28,128,"Orc Zombie",1463,1,"force_02mob#60::OnMobEx";
- monster "force_2-1",28,128,"Orc Zombie",1463,1,"force_02mob#60::OnMobEx";
- monster "force_2-1",28,128,"Orc Zombie",1463,1,"force_02mob#60::OnMobEx";
- monster "force_2-1",28,128,"Orc Zombie",1463,1,"force_02mob#60::OnMobEx";
- monster "force_2-1",28,128,"Matyr",1460,1,"force_02mob#60::OnMobEx";
- monster "force_2-1",28,128,"Matyr",1460,1,"force_02mob#60::OnMobEx";
- end;
-
-OnMobEx:
+OnReset:
+ killmonster "force_2-1","force_02mob#60::OnMyMobDead";
+ end;
+OnEnable:
+ monster "force_2-1",24,76,"Drainliar",1434,1,"force_02mob#60::OnMyMobDead";
+ monster "force_2-1",28,76,"Drainliar",1434,1,"force_02mob#60::OnMyMobDead";
+ monster "force_2-1",24,86,"Drainliar",1434,1,"force_02mob#60::OnMyMobDead";
+ monster "force_2-1",24,76,"Drainliar",1434,1,"force_02mob#60::OnMyMobDead";
+ monster "force_2-1",28,76,"Drainliar",1434,1,"force_02mob#60::OnMyMobDead";
+ monster "force_2-1",24,86,"Drainliar",1434,1,"force_02mob#60::OnMyMobDead";
+ monster "force_2-1",24,76,"Drainliar",1434,1,"force_02mob#60::OnMyMobDead";
+ monster "force_2-1",28,76,"Drainliar",1434,1,"force_02mob#60::OnMyMobDead";
+ monster "force_2-1",23,76,"Requiem",1468,1,"force_02mob#60::OnMyMobDead";
+ monster "force_2-1",27,76,"Requiem",1468,1,"force_02mob#60::OnMyMobDead";
+ monster "force_2-1",25,86,"Requiem",1468,1,"force_02mob#60::OnMyMobDead";
+ monster "force_2-1",26,86,"Ghoul",1423,1,"force_02mob#60::OnMyMobDead";
+ monster "force_2-1",25,100,"Ghoul",1423,1,"force_02mob#60::OnMyMobDead";
+ monster "force_2-1",26,118,"Ghoul",1423,1,"force_02mob#60::OnMyMobDead";
+ monster "force_2-1",25,100,"Ghoul",1423,1,"force_02mob#60::OnMyMobDead";
+ monster "force_2-1",26,118,"Ghoul",1423,1,"force_02mob#60::OnMyMobDead";
+ monster "force_2-1",28,79,"Zerom",1470,1,"force_02mob#60::OnMyMobDead";
+ monster "force_2-1",23,87,"Zerom",1470,1,"force_02mob#60::OnMyMobDead";
+ monster "force_2-1",28,99,"Zerom",1470,1,"force_02mob#60::OnMyMobDead";
+ monster "force_2-1",23,112,"Zerom",1470,1,"force_02mob#60::OnMyMobDead";
+ monster "force_2-1",28,128,"Matyr",1460,1,"force_02mob#60::OnMyMobDead";
+ monster "force_2-1",28,128,"Matyr",1460,1,"force_02mob#60::OnMyMobDead";
+ monster "force_2-1",28,128,"Matyr",1460,1,"force_02mob#60::OnMyMobDead";
+ monster "force_2-1",28,128,"Orc Zombie",1463,1,"force_02mob#60::OnMyMobDead";
+ monster "force_2-1",28,128,"Orc Zombie",1463,1,"force_02mob#60::OnMyMobDead";
+ monster "force_2-1",28,128,"Orc Zombie",1463,1,"force_02mob#60::OnMyMobDead";
+ monster "force_2-1",28,128,"Orc Zombie",1463,1,"force_02mob#60::OnMyMobDead";
+ monster "force_2-1",28,128,"Orc Zombie",1463,1,"force_02mob#60::OnMyMobDead";
+ monster "force_2-1",28,128,"Matyr",1460,1,"force_02mob#60::OnMyMobDead";
+ monster "force_2-1",28,128,"Matyr",1460,1,"force_02mob#60::OnMyMobDead";
+ end;
+
+OnMyMobDead:
end;
}
- script force_03start#60 -1,{
-
-Onon:
- donpcevent "force_03mob#60::Onon";
+OnEnable:
+ donpcevent "force_03mob#60::OnEnable";
end;
}
- script force_03ex#60 -1,{
-
-Onreset:
- killmonster "force_2-1","force_03ex#60::OnMobEx";
+OnReset:
+ killmonster "force_2-1","force_03ex#60::OnMyMobDead";
end;
-Onon:
- monster "force_2-1",26,173,"Hydra",1579,1,"force_03ex#60::OnMobEx";
- monster "force_2-1",21,173,"Hydra",1579,1,"force_03ex#60::OnMobEx";
- monster "force_2-1",31,173,"Hydra",1579,1,"force_03ex#60::OnMobEx";
- monster "force_2-1",26,178,"Hydra",1579,1,"force_03ex#60::OnMobEx";
- monster "force_2-1",21,178,"Hydra",1579,1,"force_03ex#60::OnMobEx";
- monster "force_2-1",31,178,"Hydra",1579,1,"force_03ex#60::OnMobEx";
- monster "force_2-1",19,174,"Obeaune",1425,1,"force_03ex#60::OnMobEx";
- monster "force_2-1",26,161,"Obeaune",1425,1,"force_03ex#60::OnMobEx";
- monster "force_2-1",13,173,"Obeaune",1425,1,"force_03ex#60::OnMobEx";
- monster "force_2-1",38,173,"Obeaune",1425,1,"force_03ex#60::OnMobEx";
+OnEnable:
+ monster "force_2-1",26,173,"Hydra",1579,1,"force_03ex#60::OnMyMobDead";
+ monster "force_2-1",21,173,"Hydra",1579,1,"force_03ex#60::OnMyMobDead";
+ monster "force_2-1",31,173,"Hydra",1579,1,"force_03ex#60::OnMyMobDead";
+ monster "force_2-1",26,178,"Hydra",1579,1,"force_03ex#60::OnMyMobDead";
+ monster "force_2-1",21,178,"Hydra",1579,1,"force_03ex#60::OnMyMobDead";
+ monster "force_2-1",31,178,"Hydra",1579,1,"force_03ex#60::OnMyMobDead";
+ monster "force_2-1",19,174,"Obeaune",1425,1,"force_03ex#60::OnMyMobDead";
+ monster "force_2-1",26,161,"Obeaune",1425,1,"force_03ex#60::OnMyMobDead";
+ monster "force_2-1",13,173,"Obeaune",1425,1,"force_03ex#60::OnMyMobDead";
+ monster "force_2-1",38,173,"Obeaune",1425,1,"force_03ex#60::OnMyMobDead";
end;
-OnMobEx:
+OnMyMobDead:
end;
}
- script force_03mob#60 -1,{
-
-Onon:
- donpcevent "force_03ex#60::Onon";
- monster "force_2-1",23,174,"Mantis",1457,1,"force_03mob#60::OnMobDeath";
- monster "force_2-1",18,173,"Mantis",1457,1,"force_03mob#60::OnMobDeath";
- monster "force_2-1",33,173,"Mantis",1457,1,"force_03mob#60::OnMobDeath";
- monster "force_2-1",26,181,"Mantis",1457,1,"force_03mob#60::OnMobDeath";
- set $force_03_60,4;
+OnEnable:
+ donpcevent "force_03ex#60::OnEnable";
+ monster "force_2-1",23,174,"Mantis",1457,1,"force_03mob#60::OnMyMobDead";
+ monster "force_2-1",18,173,"Mantis",1457,1,"force_03mob#60::OnMyMobDead";
+ monster "force_2-1",33,173,"Mantis",1457,1,"force_03mob#60::OnMyMobDead";
+ monster "force_2-1",26,181,"Mantis",1457,1,"force_03mob#60::OnMyMobDead";
end;
-Onreset:
- killmonster "force_2-1","force_mob01#60::OnMobDeath";
+OnReset:
+ killmonster "force_2-1","force_mob01#60::OnMyMobDead";
end;
-OnMobDeath:
- set $force_03_60,$force_03_60 -1;
- if ($force_03_60 < 1) {
- donpcevent "Minilover#arena::On03_end";
- donpcevent "arena#60::Onreset_03";
+OnMyMobDead:
+ if (mobcount("force_2-1","force_03mob#60::OnMyMobDead") < 1) {
+ donpcevent "Minilover#arena::On03_End";
+ donpcevent "arena#60::OnReset_03";
}
end;
}
- script force_04start#60 -1,{
-
-Onon:
- donpcevent "force_04mob#60::Onon";
+OnEnable:
+ donpcevent "force_04mob#60::OnEnable";
end;
}
- script force_04ex#60 -1,{
-
-Onreset:
- killmonster "force_2-1","force_04ex#60::OnMobEx";
+OnReset:
+ killmonster "force_2-1","force_04ex#60::OnMyMobDead";
end;
-Onon:
- monster "force_2-1",84,177,"Sasquatch",1442,1,"force_04ex#60::OnMobEx";
- monster "force_2-1",125,170,"Sasquatch",1442,1,"force_04ex#60::OnMobEx";
- monster "force_2-1",109,172,"Baby Leopard",1524,1,"force_04ex#60::OnMobEx";
- monster "force_2-1",121,172,"Baby Leopard",1524,1,"force_04ex#60::OnMobEx";
- monster "force_2-1",104,173,"Chepet",1444,1,"force_04ex#60::OnMobEx";
- monster "force_2-1",75,174,"Dokebi",1491,1,"force_04ex#60::OnMobEx";
- monster "force_2-1",102,176,"Dokebi",1491,1,"force_04ex#60::OnMobEx";
+OnEnable:
+ monster "force_2-1",84,177,"Sasquatch",1442,1,"force_04ex#60::OnMyMobDead";
+ monster "force_2-1",125,170,"Sasquatch",1442,1,"force_04ex#60::OnMyMobDead";
+ monster "force_2-1",109,172,"Baby Leopard",1524,1,"force_04ex#60::OnMyMobDead";
+ monster "force_2-1",121,172,"Baby Leopard",1524,1,"force_04ex#60::OnMyMobDead";
+ monster "force_2-1",104,173,"Chepet",1444,1,"force_04ex#60::OnMyMobDead";
+ monster "force_2-1",75,174,"Dokebi",1491,1,"force_04ex#60::OnMyMobDead";
+ monster "force_2-1",102,176,"Dokebi",1491,1,"force_04ex#60::OnMyMobDead";
end;
-OnMobEx:
+OnMyMobDead:
end;
}
- script force_04mob#60 -1,{
-
-Onreset:
- killmonster "force_2-1","force_04mob#60::OnMobDeath";
+OnReset:
+ killmonster "force_2-1","force_04mob#60::OnMyMobDead";
end;
-Onon:
- donpcevent "force_04ex#60::Onon";
- monster "force_2-1",79,174,"Golem",1540,1,"force_04mob#60::OnMobDeath";
- monster "force_2-1",131,178,"Marse",1551,1,"force_04mob#60::OnMobDeath";
- set $force_04_60,2;
+OnEnable:
+ donpcevent "force_04ex#60::OnEnable";
+ monster "force_2-1",79,174,"Golem",1540,1,"force_04mob#60::OnMyMobDead";
+ monster "force_2-1",131,178,"Marse",1551,1,"force_04mob#60::OnMyMobDead";
end;
-OnMobDeath:
- set $force_04_60,$force_04_60 -1;
- if ($force_04_60 < 1) {
- donpcevent "force_04ex#60::Onreset";
- donpcevent "Minilover#arena::On04_end";
- donpcevent "arena#60::Onreset_04";
+OnMyMobDead:
+ if (mobcount("force_2-1","force_04mob#60::OnMyMobDead") < 1) {
+ donpcevent "force_04ex#60::OnReset";
+ donpcevent "Minilover#arena::On04_End";
+ donpcevent "arena#60::OnReset_04";
}
end;
}
- script force_05start#60 -1,{
-
-Onon:
- donpcevent "force_05mob#60::Onon";
+OnEnable:
+ donpcevent "force_05mob#60::OnEnable";
end;
}
- script force_05ex#60 -1,{
-
-Onreset:
- killmonster "force_2-1","force_05ex#60::OnMobEx";
+OnReset:
+ killmonster "force_2-1","force_05ex#60::OnMyMobDead";
end;
-Onsummonmob_05:
- monster "force_2-1",168,177,"Hydra",1579,1,"force_05ex#60::OnMobEx";
- monster "force_2-1",170,179,"Hydra",1579,1,"force_05ex#60::OnMobEx";
- monster "force_2-1",177,179,"Hydra",1579,1,"force_05ex#60::OnMobEx";
- monster "force_2-1",179,178,"Hydra",1579,1,"force_05ex#60::OnMobEx";
- monster "force_2-1",179,170,"Hydra",1579,1,"force_05ex#60::OnMobEx";
- monster "force_2-1",177,168,"Hydra",1579,1,"force_05ex#60::OnMobEx";
- monster "force_2-1",170,168,"Hydra",1579,1,"force_05ex#60::OnMobEx";
- monster "force_2-1",173,174,"Hydra",1579,1,"force_05ex#60::OnMobEx";
- monster "force_2-1",174,174,"Hydra",1579,1,"force_05ex#60::OnMobEx";
- monster "force_2-1",173,173,"Hydra",1579,1,"force_05ex#60::OnMobEx";
- monster "force_2-1",174,173,"Hydra",1579,1,"force_05ex#60::OnMobEx";
- monster "force_2-1",173,181,"Kapha",1543,1,"force_05ex#60::OnMobEx";
+OnSummonMob_05:
+ monster "force_2-1",168,177,"Hydra",1579,1,"force_05ex#60::OnMyMobDead";
+ monster "force_2-1",170,179,"Hydra",1579,1,"force_05ex#60::OnMyMobDead";
+ monster "force_2-1",177,179,"Hydra",1579,1,"force_05ex#60::OnMyMobDead";
+ monster "force_2-1",179,178,"Hydra",1579,1,"force_05ex#60::OnMyMobDead";
+ monster "force_2-1",179,170,"Hydra",1579,1,"force_05ex#60::OnMyMobDead";
+ monster "force_2-1",177,168,"Hydra",1579,1,"force_05ex#60::OnMyMobDead";
+ monster "force_2-1",170,168,"Hydra",1579,1,"force_05ex#60::OnMyMobDead";
+ monster "force_2-1",173,174,"Hydra",1579,1,"force_05ex#60::OnMyMobDead";
+ monster "force_2-1",174,174,"Hydra",1579,1,"force_05ex#60::OnMyMobDead";
+ monster "force_2-1",173,173,"Hydra",1579,1,"force_05ex#60::OnMyMobDead";
+ monster "force_2-1",174,173,"Hydra",1579,1,"force_05ex#60::OnMyMobDead";
+ monster "force_2-1",173,181,"Kapha",1543,1,"force_05ex#60::OnMyMobDead";
end;
-OnMobEx:
+OnMyMobDead:
end;
}
- script force_05mob#60 -1,{
-
-Onreset:
- killmonster "force_2-1","force_05mob#60::OnMobDeath";
+OnReset:
+ killmonster "force_2-1","force_05mob#60::OnMyMobDead";
end;
-Onon:
- donpcevent "force_05ex#60::Onsummonmob_05";
- monster "force_2-1",163,173,"Drainliar",1434,1,"force_05mob#60::OnMobDeath";
- monster "force_2-1",173,173,"Myst",1553,1,"force_05mob#60::OnMobDeath";
- monster "force_2-1",181,173,"Orc Skeleton",1462,1,"force_05mob#60::OnMobDeath";
- monster "force_2-1",171,177,"Orc Skeleton",1462,1,"force_05mob#60::OnMobDeath";
- monster "force_2-1",173,181,"Raggler",1445,1,"force_05mob#60::OnMobDeath";
- set $force_05_60,5;
+OnEnable:
+ donpcevent "force_05ex#60::OnSummonMob_05";
+ monster "force_2-1",163,173,"Drainliar",1434,1,"force_05mob#60::OnMyMobDead";
+ monster "force_2-1",173,173,"Myst",1553,1,"force_05mob#60::OnMyMobDead";
+ monster "force_2-1",181,173,"Orc Skeleton",1462,1,"force_05mob#60::OnMyMobDead";
+ monster "force_2-1",171,177,"Orc Skeleton",1462,1,"force_05mob#60::OnMyMobDead";
+ monster "force_2-1",173,181,"Raggler",1445,1,"force_05mob#60::OnMyMobDead";
end;
-OnMobDeath:
- set $force_05_60,$force_05_60 -1;
- if ($force_05_60 < 1) {
- donpcevent "Minilover#arena::On05_end";
- donpcevent "arena#60::Onreset_05";
+OnMyMobDead:
+ if (mobcount("force_2-1","force_05mob#60::OnMyMobDead") < 1) {
+ donpcevent "Minilover#arena::On05_End";
+ donpcevent "arena#60::OnReset_05";
}
end;
}
- script force_06start#60 -1,{
-
-Onon:
- donpcevent "force_06mob#60::Onon";
+OnEnable:
+ donpcevent "force_06mob#60::OnEnable";
end;
}
- script force_06ex#60 -1,{
-
-Onreset:
- killmonster "force_2-1","force_06ex#60::OnMobEx";
- end;
-
-Onon:
- monster "force_2-1",169,130,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
- monster "force_2-1",178,130,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
- monster "force_2-1",169,125,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
- monster "force_2-1",178,125,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
- monster "force_2-1",169,120,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
- monster "force_2-1",178,120,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
- monster "force_2-1",169,115,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
- monster "force_2-1",178,115,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
- monster "force_2-1",169,110,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
- monster "force_2-1",178,110,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
- monster "force_2-1",169,105,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
- monster "force_2-1",178,105,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
- monster "force_2-1",169,100,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
- monster "force_2-1",178,100,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
- monster "force_2-1",169,95,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
- monster "force_2-1",178,95,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
- monster "force_2-1",169,90,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
- monster "force_2-1",178,90,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
- monster "force_2-1",169,85,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
- monster "force_2-1",178,85,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
- monster "force_2-1",169,80,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
- monster "force_2-1",178,80,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
- monster "force_2-1",169,75,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
- monster "force_2-1",178,75,"Greatest General",1541,1,"force_06ex#60::OnMobEx";
- end;
-
-Onsubon:
- set $@randmonster60,rand(1,3);
- switch($@randmonster60) {
+OnReset:
+ killmonster "force_2-1","force_06ex#60::OnMyMobDead";
+ end;
+
+OnEnable:
+ monster "force_2-1",169,130,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
+ monster "force_2-1",178,130,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
+ monster "force_2-1",169,125,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
+ monster "force_2-1",178,125,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
+ monster "force_2-1",169,120,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
+ monster "force_2-1",178,120,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
+ monster "force_2-1",169,115,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
+ monster "force_2-1",178,115,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
+ monster "force_2-1",169,110,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
+ monster "force_2-1",178,110,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
+ monster "force_2-1",169,105,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
+ monster "force_2-1",178,105,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
+ monster "force_2-1",169,100,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
+ monster "force_2-1",178,100,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
+ monster "force_2-1",169,95,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
+ monster "force_2-1",178,95,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
+ monster "force_2-1",169,90,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
+ monster "force_2-1",178,90,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
+ monster "force_2-1",169,85,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
+ monster "force_2-1",178,85,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
+ monster "force_2-1",169,80,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
+ monster "force_2-1",178,80,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
+ monster "force_2-1",169,75,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
+ monster "force_2-1",178,75,"Greatest General",1541,1,"force_06ex#60::OnMyMobDead";
+ end;
+
+OnSubOn:
+ switch(rand(1,3)) {
case 1:
- monster "force_2-1",rand(170,177),rand(70,120),"Sidewinder",1424,1,"force_06ex#60::OnMobEx";
+ monster "force_2-1",rand(170,177),rand(70,120),"Sidewinder",1424,1,"force_06ex#60::OnMyMobDead";
break;
case 2:
- monster "force_2-1",rand(170,177),rand(70,120),"Hermit Plant",1565,1,"force_06ex#60::OnMobEx";
+ monster "force_2-1",rand(170,177),rand(70,120),"Hermit Plant",1565,1,"force_06ex#60::OnMyMobDead";
break;
case 3:
- monster "force_2-1",rand(170,177),rand(70,120),"Cruiser",1443,1,"force_06ex#60::OnMobEx";
+ monster "force_2-1",rand(170,177),rand(70,120),"Cruiser",1443,1,"force_06ex#60::OnMyMobDead";
break;
}
end;
-OnMobEx:
+OnMyMobDead:
end;
}
- script force_06mob#60 -1,{
-
-Onreset:
- killmonster "force_2-1","force_06mob#60::OnMobDeath";
+OnReset:
+ killmonster "force_2-1","force_06mob#60::OnMyMobDead";
end;
-Onon:
- donpcevent "force_06ex#60::Onon";
- monster "force_2-1",174,100,"Miyabi Doll",1552,1,"force_06mob#60::OnMobDeath";
- monster "force_2-1",174,80,"Miyabi Doll",1552,1,"force_06mob#60::OnMobDeath";
- set $force_06_60,2;
+OnEnable:
+ donpcevent "force_06ex#60::OnEnable";
+ monster "force_2-1",174,100,"Miyabi Doll",1552,1,"force_06mob#60::OnMyMobDead";
+ monster "force_2-1",174,80,"Miyabi Doll",1552,1,"force_06mob#60::OnMyMobDead";
end;
-OnMobDeath:
- set $force_06_60,$force_06_60 -1;
- if ($force_06_60 < 1) {
- set door, 1;
- donpcevent "Minilover#arena::On06_end";
- donpcevent "arena#60::Onreset_06";
+OnMyMobDead:
+ if (mobcount("force_2-1","force_06mob#60::OnMyMobDead") < 1) {
+ donpcevent "Minilover#arena::On06_End";
+ donpcevent "arena#60::OnReset_06";
}
- else donpcevent "force_06ex#60::Onsubon";
+ else donpcevent "force_06ex#60::OnSubOn";
end;
}
- script force_07start#60 -1,{
-
-Onon:
- donpcevent "force_07mob#60::Onon";
+OnEnable:
+ donpcevent "force_07mob#60::OnEnable";
end;
}
- script force_07mob#60 -1,{
-
-Onreset:
- killmonster "force_2-1","force_07mob#60::OnMobDeath";
+OnReset:
+ killmonster "force_2-1","force_07mob#60::OnMyMobDead";
end;
-Onon:
- monster "force_2-1",170,25,"Jakk",1436,1,"force_07mob#60::OnMobDeath";
- monster "force_2-1",170,25,"Jakk",1436,1,"force_07mob#60::OnMobDeath";
- monster "force_2-1",175,25,"Myst",1553,1,"force_07mob#60::OnMobDeath";
- monster "force_2-1",179,25,"Isis",1421,1,"force_07mob#60::OnMobDeath";
- set $force_07_50,4;
+OnEnable:
+ monster "force_2-1",170,25,"Jakk",1436,1,"force_07mob#60::OnMyMobDead";
+ monster "force_2-1",170,25,"Jakk",1436,1,"force_07mob#60::OnMyMobDead";
+ monster "force_2-1",175,25,"Myst",1553,1,"force_07mob#60::OnMyMobDead";
+ monster "force_2-1",179,25,"Isis",1421,1,"force_07mob#60::OnMyMobDead";
end;
-OnMobDeath:
- set $force_07_50,$force_07_50 -1;
- if ($force_07_50 < 1) {
- donpcevent "Minilover#arena::On07_end";
- donpcevent "arena#60::Onreset_07";
+OnMyMobDead:
+ if (mobcount("force_2-1","force_07mob#60::OnMyMobDead") < 1) {
+ donpcevent "Minilover#arena::On07_End";
+ donpcevent "arena#60::OnReset_07";
}
end;
}
- script force_08start#60 -1,{
-
-Onon:
- donpcevent "force_08ex#60::Onon";
+OnEnable:
+ donpcevent "force_08ex#60::OnEnable";
end;
}
- script force_08ex#60 -1,{
-
-Onon:
- donpcevent "arena#60::Onreset_08";
+OnEnable:
+ donpcevent "arena#60::OnReset_08";
end;
}
- script force_09start#60 -1,{
-
-Onon:
- donpcevent "force_09mob#60::Onon";
+OnEnable:
+ donpcevent "force_09mob#60::OnEnable";
end;
}
- script force_09ex#60 -1,{
-
-Onreset:
- killmonster "force_2-1","force_09ex#60::OnMobEx";
- end;
-
-Onsummonmob_09:
- monster "force_2-1",90,100,"Horong",1578,1,"force_09ex#60::OnMobEx";
- monster "force_2-1",92,100,"Horong",1578,1,"force_09ex#60::OnMobEx";
- monster "force_2-1",99,100,"Horong",1578,1,"force_09ex#60::OnMobEx";
- monster "force_2-1",105,100,"Horong",1578,1,"force_09ex#60::OnMobEx";
- monster "force_2-1",91,108,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
- monster "force_2-1",91,104,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
- monster "force_2-1",91,100,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
- monster "force_2-1",91,96,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
- monster "force_2-1",91,92,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
- monster "force_2-1",95,108,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
- monster "force_2-1",99,108,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
- monster "force_2-1",100,108,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
- monster "force_2-1",104,108,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
- monster "force_2-1",108,108,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
- monster "force_2-1",108,104,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
- monster "force_2-1",108,100,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
- monster "force_2-1",108,96,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
- monster "force_2-1",108,92,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
- monster "force_2-1",104,102,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
- monster "force_2-1",196,102,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
- monster "force_2-1",114,100,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
- monster "force_2-1",121,100,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
- monster "force_2-1",85,100,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
- monster "force_2-1",78,100,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
- monster "force_2-1",96,118,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
- monster "force_2-1",103,118,"Greatest General",1541,1,"force_09ex#60::OnMobEx";
- end;
-
-OnMobEx:
+OnReset:
+ killmonster "force_2-1","force_09ex#60::OnMyMobDead";
+ end;
+
+OnSummonMob_09:
+ monster "force_2-1",90,100,"Horong",1578,1,"force_09ex#60::OnMyMobDead";
+ monster "force_2-1",92,100,"Horong",1578,1,"force_09ex#60::OnMyMobDead";
+ monster "force_2-1",99,100,"Horong",1578,1,"force_09ex#60::OnMyMobDead";
+ monster "force_2-1",105,100,"Horong",1578,1,"force_09ex#60::OnMyMobDead";
+ monster "force_2-1",91,108,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
+ monster "force_2-1",91,104,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
+ monster "force_2-1",91,100,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
+ monster "force_2-1",91,96,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
+ monster "force_2-1",91,92,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
+ monster "force_2-1",95,108,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
+ monster "force_2-1",99,108,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
+ monster "force_2-1",100,108,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
+ monster "force_2-1",104,108,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
+ monster "force_2-1",108,108,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
+ monster "force_2-1",108,104,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
+ monster "force_2-1",108,100,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
+ monster "force_2-1",108,96,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
+ monster "force_2-1",108,92,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
+ monster "force_2-1",104,102,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
+ monster "force_2-1",196,102,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
+ monster "force_2-1",114,100,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
+ monster "force_2-1",121,100,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
+ monster "force_2-1",85,100,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
+ monster "force_2-1",78,100,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
+ monster "force_2-1",96,118,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
+ monster "force_2-1",103,118,"Greatest General",1541,1,"force_09ex#60::OnMyMobDead";
+ end;
+
+OnMyMobDead:
end;
}
- script force_09mob#60 -1,{
-
-Onon:
- donpcevent "force_09ex#60::Onsummonmob_09";
- monster "force_2-1",99,99,"Goblin Leader",1539,1,"force_09mob#60::OnMobDeath";
- set $force_09_60,1;
+OnEnable:
+ donpcevent "force_09ex#60::OnSummonMob_09";
+ monster "force_2-1",99,99,"Goblin Leader",1539,1,"force_09mob#60::OnMyMobDead";
end;
-Onreset:
- killmonster "force_2-1","force_09mob#60::OnMobDeath";
+OnReset:
+ killmonster "force_2-1","force_09mob#60::OnMyMobDead";
end;
-OnMobDeath:
- set $force_09_60,$force_09_60 -1;
- if ($force_09_60 < 1) {
- donpcevent "Minilover#arena::On09_end";
- donpcevent "arena#60::Onreset_09";
- donpcevent "arena#60::Onreset_all";
+OnMyMobDead:
+ if (mobcount("force_2-1","force_09mob#60::OnMyMobDead") < 1) {
+ donpcevent "Minilover#arena::On09_End";
+ donpcevent "arena#60::OnReset_09";
+ donpcevent "arena#60::OnReset_All";
set $arena_min60end,gettime(2);
set $arena_sec60end,gettime(1);
}
@@ -851,7 +791,6 @@ OnMobDeath:
}
prt_are_in,129,135,3 script Staff#60-1 67,{
-
mes "[Staff]";
mes "You did a good job.";
mes "Even if you have failed to clear a time attack battle, I will reward you with a small amount of arena points.";
@@ -873,29 +812,19 @@ prt_are_in,129,135,3 script Staff#60-1 67,{
}
prt_are_in,25,135,3 script Staff#60-2 67,{
-
- if($arena_min60end < $arena_min60st)
- {
- if($arena_sec60end < $arena_sec60st)
- {
+ if($arena_min60end < $arena_min60st) {
+ if($arena_sec60end < $arena_sec60st) {
set @record_min60,60 - $arena_min60st + $arena_min60end -1;
set @record_sec60,60 - $arena_sec60st + $arena_sec60end;
- }
- else
- {
+ } else {
set @record_min60,60 - $arena_min60st + $arena_min60end;
set @record_sec60,$arena_sec60end - $arena_sec60st;
}
- }
- else
- {
- if($arena_sec60end < $arena_sec60st)
- {
+ } else {
+ if($arena_sec60end < $arena_sec60st) {
set @record_min60,$arena_min60end - $arena_min60st -1;
set @record_sec60,60 - $arena_sec60st + $arena_sec60end;
- }
- else
- {
+ } else {
set @record_min60,$arena_min60end - $arena_min60st;
set @record_sec60,$arena_sec60end - $arena_sec60st;
}
@@ -911,7 +840,7 @@ prt_are_in,25,135,3 script Staff#60-2 67,{
mes "Congratulations!";
next;
mes "[Staff]";
- mes "The fastest player among people who cleared lvl 60s arena time force battle is ^3131FF"+$arena_60topn$+"^000000.";
+ mes "The fastest player among people who cleared Lv60 arena time force battle is ^3131FF"+$arena_60topn$+"^000000.";
next;
mes "[Staff]";
mes "^3131FF"+$arena_60topn$+"^000000's running time was ^3131FF"+$top_60min+"^000000minutes ^3131FF"+$top_60sec+"^000000seconds.";
@@ -932,9 +861,7 @@ prt_are_in,25,135,3 script Staff#60-2 67,{
mes "I hope you had a good time and let me guide you to the entrance of arena.";
mes "Thank you.";
close2;
- }
- else
- {
+ } else {
set arena_point, arena_point + 20;
mes "[Staff]";
mes "Let me reward you some arena points.";
@@ -946,15 +873,13 @@ prt_are_in,25,135,3 script Staff#60-2 67,{
close2;
}
specialeffect2 EF_EXIT;
- donpcevent "cast#60::Onnomal1";
+ donpcevent "cast#60::OnNomal1";
warp "arena_room",100,75;
- donpcevent "#arn_timer_60::Onstop";
- donpcevent "alloff#60::Onon";
- donpcevent "lvl 60s Waiting Room::Onstart";
+ donpcevent "#arn_timer_60::OnStop";
+ donpcevent "alloff#60::OnEnable";
+ donpcevent "Lv60 Waiting Room::OnStart";
end;
- }
- else
- {
+ } else {
emotion e_omg;
mes "[Staff]";
mes "Wow! You have renewed the record!";
@@ -965,7 +890,7 @@ prt_are_in,25,135,3 script Staff#60-2 67,{
set $top_60min, @record_min60;
set $top_60sec, @record_sec60;
set $arena_60topn$,strcharinfo(0);
- donpcevent "Vendigos::Onlinerec_60";
+ donpcevent "Vendigos::OnLineRec_60";
next;
if (arena_point > 29950) {
mes "[Staff]";
@@ -979,9 +904,7 @@ prt_are_in,25,135,3 script Staff#60-2 67,{
mes "I hope you had a good time and let me guide you to the entrance of arena.";
mes "Thank you.";
close2;
- }
- else
- {
+ } else {
mes "[Staff]";
mes "Let me reward you with some arena points.";
mes "At the same time, since you have renewed the record you will receive an extra amount of the points this time.";
@@ -997,19 +920,17 @@ prt_are_in,25,135,3 script Staff#60-2 67,{
close2;
}
specialeffect2 EF_HIT5;
- donpcevent "cast#60::Onnomal2";
+ donpcevent "cast#60::OnNomal2";
warp "arena_room",100,75;
- donpcevent "#arn_timer_60::Onstop";
- donpcevent "alloff#60::Onon";
- donpcevent "lvl 60s Waiting Room::Onstart";
+ donpcevent "#arn_timer_60::OnStop";
+ donpcevent "alloff#60::OnEnable";
+ donpcevent "Lv60 Waiting Room::OnStart";
end;
}
-
}
- script #arn_timer_60 -1,{
-
-Onon:
+OnEnable:
initnpctimer;
end;
@@ -1026,65 +947,62 @@ OnTimer4000:
end;
OnTimer60000:
- donpcevent "cast#60::Ontimeover2";
- donpcevent "arn_warp_60::Onout";
- donpcevent "#arn_timer_60::Onstop";
- donpcevent "alloff#60::Onon";
- donpcevent "lvl 60s Waiting Room::Onstart";
+ donpcevent "cast#60::OnTimeOver2";
+ donpcevent "arn_warp_60::OnOut";
+ donpcevent "#arn_timer_60::OnStop";
+ donpcevent "alloff#60::OnEnable";
+ donpcevent "Lv60 Waiting Room::OnStart";
end;
-Onstop:
+OnStop:
stopnpctimer;
end;
}
- script arn_warp_60 -1,{
-
-Onout:
+OnOut:
areawarp "prt_are_in",14,143,29,126,"arena_room",100,75;
end;
}
- script cast#60 -1,{
-
-Ontimeover1:
+OnTimeOver1:
mapannounce "force_2-1","Arena will be reactivated due to an error occurred during battle.",0,0xFFCE00;
end;
-Onnomal1:
+OnNomal1:
mapannounce "force_2-1","Arena will be reactivated.",0,0xFFCE00;
end;
-Onnomal2:
+OnNomal2:
mapannounce "force_2-1","Arena will be reactivated.",0,0xFFCE00;
end;
-Ontimeover2:
+OnTimeOver2:
mapannounce "force_2-1","Arena will be reactivated due to an error occurred in the waiting room.",0,0xFFCE00;
end;
}
- script alloff#60 -1,{
-
-Onon:
+OnEnable:
mapwarp "force_2-1","prt_are_in",126,139,0,0;
- donpcevent "force_01mob#60::Onreset";
- donpcevent "force_02mob#60::Onreset";
- donpcevent "force_03mob#60::Onreset";
- donpcevent "force_04mob#60::Onreset";
- donpcevent "force_05mob#60::Onreset";
- donpcevent "force_06mob#60::Onreset";
- donpcevent "force_07mob#60::Onreset";
- donpcevent "force_08mob#60::Onreset";
- donpcevent "force_09mob#60::Onreset";
- donpcevent "force_01ex#60::Onreset";
- donpcevent "force_03ex#60::Onreset";
- donpcevent "force_04ex#60::Onreset";
- donpcevent "force_05ex#60::Onreset";
- donpcevent "force_06ex#60::Onreset";
- donpcevent "force_08ex#60::Onreset";
- donpcevent "force_09ex#60::Onreset";
- donpcevent "Minilover#arena::Ontimeroff";
+ donpcevent "force_01mob#60::OnReset";
+ donpcevent "force_02mob#60::OnReset";
+ donpcevent "force_03mob#60::OnReset";
+ donpcevent "force_04mob#60::OnReset";
+ donpcevent "force_05mob#60::OnReset";
+ donpcevent "force_06mob#60::OnReset";
+ donpcevent "force_07mob#60::OnReset";
+ //donpcevent "force_08mob#60::OnReset";
+ donpcevent "force_09mob#60::OnReset";
+ donpcevent "force_01ex#60::OnReset";
+ donpcevent "force_03ex#60::OnReset";
+ donpcevent "force_04ex#60::OnReset";
+ donpcevent "force_05ex#60::OnReset";
+ donpcevent "force_06ex#60::OnReset";
+ //donpcevent "force_08ex#60::OnReset";
+ donpcevent "force_09ex#60::OnReset";
+ donpcevent "Minilover#arena::OnTimerOff";
disablenpc "Minilover#arena";
disablenpc "force_01_02#60";
disablenpc "force_02_03#60";
@@ -1096,7 +1014,7 @@ Onon:
disablenpc "force_08_09#60";
disablenpc "force_exit#60";
disablenpc "arena#60";
- donpcevent "#arn_timer_60::Onstop";
+ donpcevent "#arn_timer_60::OnStop";
enablenpc "Minilover#arena";
enablenpc "arena#60";
end;
@@ -1104,5 +1022,4 @@ Onon:
OnInit:
if(!$top_60min && !$top_60sec) set $top_60min,6;
end;
-
}
diff --git a/npc/other/arena/arena_lvl70.txt b/npc/other/arena/arena_lvl70.txt
index e3ab5367f..cef72fc62 100644
--- a/npc/other/arena/arena_lvl70.txt
+++ b/npc/other/arena/arena_lvl70.txt
@@ -1,31 +1,33 @@
//===== Hercules Script ======================================
-//= Izlude Arena lvl 70
+//= Izlude Arena Level 70
//===== By: ==================================================
//= SinSloth
//===== Current Version: =====================================
-//= 1.1
+//= 1.3
//===== Description: =========================================
//= Izlude Battle Arena Level 70
//===== Additional Comments: =================================
//= 1.0 First version.
//= 1.1 Replaced effect numerics with constants. [Samuray22]
+//= 1.2 Label standardization. [Euphy]
+//= 1.3 Script updates. [Euphy]
//============================================================
-arena_room,52,42,7 script lvl 70s Waiting Room 124,{
+arena_room,52,42,7 script Lv70 Waiting Room 124,{
end;
OnInit:
- waitingroom "Individual; Level 70 to 89",50,"lvl 70s Waiting Room::OnStartArena",1,1000,70,89;
+ waitingroom "Individual; Level 70 to 89",50,"Lv70 Waiting Room::OnStartArena",1,1000,70,89;
enablewaitingroomevent;
end;
OnStartArena:
warpwaitingpc "force_3-1",99,12;
- donpcevent "arena#70::Onstart";
+ donpcevent "arena#70::OnStart";
disablewaitingroomevent;
end;
-Onstart:
+OnStart:
enablewaitingroomevent;
end;
}
@@ -33,11 +35,7 @@ Onstart:
force_3-1,99,20,4 script Cadillac#arena 124,{
end;
-OnInit:
- set $@mapcount70, 0;
- end;
-
-Onstart:
+OnStart:
initnpctimer;
set $arena_min70st,gettime(2);
set $arena_sec70st,gettime(1);
@@ -56,48 +54,43 @@ OnTimer7000:
end;
OnTimer60000:
- set $@mapcount70, getmapusers ("force_3-1");
- if ($@mapcount70 == 0) {
- donpcevent "Cadillac#arena::Onfailclearstage";
+ if (getmapusers("force_3-1") == 0) {
+ donpcevent "Cadillac#arena::OnFailClearStage";
}
mapannounce "force_3-1","Remaining Time : 6 minutes ",0;
end;
OnTimer120000:
- set $@mapcount70, getmapusers ("force_3-1");
- if ($@mapcount70 == 0) {
- donpcevent "Cadillac#arena::Onfailclearstage";
+ if (getmapusers("force_3-1") == 0) {
+ donpcevent "Cadillac#arena::OnFailClearStage";
}
mapannounce "force_3-1","Remaining Time : 5 minutes ",0;
end;
OnTimer180000:
- set $@mapcount70, getmapusers ("force_3-1");
- if ($@mapcount70 == 0) {
- donpcevent "Cadillac#arena::Onfailclearstage";
+ if (getmapusers("force_3-1") == 0) {
+ donpcevent "Cadillac#arena::OnFailClearStage";
}
mapannounce "force_3-1","Remaining Time : 4 minutes ",0;
-end;
+ end;
+
OnTimer240000:
- set $@mapcount70, getmapusers ("force_3-1");
- if ($@mapcount70 == 0) {
- donpcevent "Cadillac#arena::Onfailclearstage";
+ if (getmapusers("force_3-1") == 0) {
+ donpcevent "Cadillac#arena::OnFailClearStage";
}
mapannounce "force_3-1","Remaining Time : 3 minutes ",0;
end;
OnTimer300000:
- set $@mapcount70, getmapusers ("force_3-1");
- if ($@mapcount70 == 0) {
- donpcevent "Cadillac#arena::Onfailclearstage";
+ if (getmapusers("force_3-1") == 0) {
+ donpcevent "Cadillac#arena::OnFailClearStage";
}
mapannounce "force_3-1","Remaining Time : 2 minutes ",0;
end;
OnTimer360000:
- set $@mapcount70, getmapusers ("force_3-1");
- if ($@mapcount70 == 0) {
- donpcevent "Cadillac#arena::Onfailclearstage";
+ if (getmapusers("force_3-1") == 0) {
+ donpcevent "Cadillac#arena::OnFailClearStage";
}
mapannounce "force_3-1","Remaining Time : 1 minute ",0;
end;
@@ -121,146 +114,144 @@ OnTimer434000:
OnTimer435000:
mapwarp "force_3-1","prt_are_in",126,87,0,0;
- donpcevent "Cadillac#arena::Onfailclearstage";
+ donpcevent "Cadillac#arena::OnFailClearStage";
end;
-Ontimeroff:
+OnTimerOff:
stopnpctimer;
end;
-Onfailclearstage:
- donpcevent "cast#70::Ontimeover1";
+OnFailClearStage:
+ donpcevent "cast#70::OnTimeOver1";
mapwarp "force_3-1","prt_are_in",126,87,0,0;
- donpcevent "Cadillac#arena::Ontimeroff";
- donpcevent "arena#70::Onreset_all";
- donpcevent "alloff#70::Onon";
- donpcevent "lvl 70s Waiting Room::Onstart";
+ donpcevent "Cadillac#arena::OnTimerOff";
+ donpcevent "arena#70::OnReset_All";
+ donpcevent "alloff#70::OnEnable";
+ donpcevent "Lv70 Waiting Room::OnStart";
end;
-On01_start:
+On01_Start:
mapannounce "force_3-1","In order to clear this battle, you must kill all Kobolds!",0;
end;
-On01_end:
+On01_End:
mapannounce "force_3-1","A door to the north room has opened!",0;
end;
-On02_start:
+On02_Start:
mapannounce "force_3-1","In order to clear this battle, you must kill all Horongs and escape!",0;
end;
-On02_end:
+On02_End:
mapannounce "force_3-1","A door to the north room has opened!",0;
end;
-On03_start:
+On03_Start:
mapannounce "force_3-1","In order to clear this battle, you must kill all monsters except Enchanted Peach Trees!",0;
end;
-On03_end:
+On03_End:
mapannounce "force_3-1","Clear! A door to the east room has opened!",0;
end;
-On04_start:
+On04_Start:
mapannounce "force_3-1","In order to clear this battle, you must kill all Stem Worms while dodging Bathories!",0;
end;
-On04_end:
+On04_End:
mapannounce "force_3-1","A door to the east room has opened!",0;
end;
-On05_start:
+On05_Start:
mapannounce "force_3-1","In order to clear this battle, you must kill all Argiopes!",0;
end;
-On05_end:
+On05_End:
mapannounce "force_3-1","Clear! A door to the south room has opened!",0;
end;
-On06_start:
+On06_Start:
mapannounce "force_3-1","In order to clear this battle, you must kill all Hammer Goblins!",0;
end;
-On06_end:
+On06_End:
mapannounce "force_3-1","A door to the south room has opened!",0;
end;
-On07_start:
+On07_Start:
mapannounce "force_3-1","In order to clear this battle, you must kill an Alice in the center!",0;
end;
-On07_end:
+On07_End:
mapannounce "force_3-1","Clear! A door to the west room has opened!",0;
end;
-On08_start:
+On08_Start:
mapannounce "force_3-1","Please escape to the north exit!",0;
end;
-On09_start:
+On09_Start:
mapannounce "force_3-1","In order to clear this battle, you must kill a Kobold Leader and all Kobolds!",0;
end;
-On09_end:
+On09_End:
mapannounce "force_3-1","Boss Clear! - A door at the north has opened. Thank you. ",0;
end;
-
}
- script arena#70 -1,{
-
-Onreset_01:
- donpcevent "force_01ex#70::Onreset";
- donpcevent "force_02start#70::Onon";
+OnReset_01:
+ //donpcevent "force_01ex#70::OnReset";
+ donpcevent "force_02start#70::OnEnable";
enablenpc "force_01_02#70";
end;
-Onreset_02:
- donpcevent "force_02ex#70::Onreset";
- donpcevent "force_03start#70::Onon";
+OnReset_02:
+ donpcevent "force_02ex#70::OnReset";
+ donpcevent "force_03start#70::OnEnable";
enablenpc "force_02_03#70";
end;
-Onreset_03:
+OnReset_03:
enablenpc "force_03_04#70";
- donpcevent "force_04start#70::Onon";
- donpcevent "force_03ex#70::Onreset";
+ donpcevent "force_04start#70::OnEnable";
+ donpcevent "force_03ex#70::OnReset";
end;
-Onreset_04:
+OnReset_04:
enablenpc "force_04_05#70";
- donpcevent "force_05start#70::Onon";
- donpcevent "force_04ex#70::Onreset";
+ donpcevent "force_05start#70::OnEnable";
+ donpcevent "force_04ex#70::OnReset";
end;
-Onreset_05:
+OnReset_05:
enablenpc "force_05_06#70";
- donpcevent "force_06start#70::Onon";
- donpcevent "force_05ex#70::Onreset";
+ donpcevent "force_06start#70::OnEnable";
+ donpcevent "force_05ex#70::OnReset";
end;
-Onreset_06:
+OnReset_06:
enablenpc "force_06_07#70";
- donpcevent "force_07start#70::Onon";
- donpcevent "force_06ex#70::Onreset";
+ donpcevent "force_07start#70::OnEnable";
+ donpcevent "force_06ex#70::OnReset";
end;
-Onreset_07:
+OnReset_07:
enablenpc "force_07_08#70";
- donpcevent "force_07ex#70::Onreset";
- donpcevent "force_08start#70::Onon";
+ donpcevent "force_07ex#70::OnReset";
+ donpcevent "force_08start#70::OnEnable";
end;
-Onreset_08:
- donpcevent "force_09start#70::Onon";
+OnReset_08:
+ donpcevent "force_09start#70::OnEnable";
enablenpc "force_08_09#70";
end;
-Onreset_09:
+OnReset_09:
enablenpc "force_exit#70";
end;
-Onstart:
+OnStart:
disablenpc "force_01_02#70";
disablenpc "force_02_03#70";
disablenpc "force_03_04#70";
@@ -270,559 +261,494 @@ Onstart:
disablenpc "force_07_08#70";
disablenpc "force_08_09#70";
disablenpc "force_exit#70";
- donpcevent "Cadillac#arena::Ontimeroff";
- donpcevent "force_09mob#70::Ontimeroff";
- donpcevent "force_01mob#70::Onreset";
- donpcevent "force_02mob#70::Onreset";
- donpcevent "force_03mob#70::Onreset";
- donpcevent "force_04mob#70::Onreset";
- donpcevent "force_05mob#70::Onreset";
- donpcevent "force_06mob#70::Onreset";
- donpcevent "force_07mob#70::Onreset";
- donpcevent "force_08mob#70::Onreset";
- donpcevent "force_09mob#70::Onreset";
- donpcevent "force_01ex#70::Onreset";
- donpcevent "force_02ex#70::Onreset";
- donpcevent "force_03ex#70::Onreset";
- donpcevent "force_04ex#70::Onreset";
- donpcevent "force_05ex#70::Onreset";
- donpcevent "force_06ex#70::Onreset";
- donpcevent "force_07ex#70::Onreset";
- donpcevent "force_08ex#70::Onreset";
- donpcevent "force_09ex#70::Onreset";
+ donpcevent "Cadillac#arena::OnTimerOff";
+ //donpcevent "force_09mob#70::OnTimerOff";
+ donpcevent "force_01mob#70::OnReset";
+ donpcevent "force_02mob#70::OnReset";
+ donpcevent "force_03mob#70::OnReset";
+ donpcevent "force_04mob#70::OnReset";
+ donpcevent "force_05mob#70::OnReset";
+ donpcevent "force_06mob#70::OnReset";
+ donpcevent "force_07mob#70::OnReset";
+ //donpcevent "force_08mob#70::OnReset";
+ donpcevent "force_09mob#70::OnReset";
+ //donpcevent "force_01ex#70::OnReset";
+ donpcevent "force_02ex#70::OnReset";
+ donpcevent "force_03ex#70::OnReset";
+ donpcevent "force_04ex#70::OnReset";
+ donpcevent "force_05ex#70::OnReset";
+ donpcevent "force_06ex#70::OnReset";
+ donpcevent "force_07ex#70::OnReset";
+ //donpcevent "force_08ex#70::OnReset";
+ donpcevent "force_09ex#70::OnReset";
enablenpc "force_08_01#70";
- donpcevent "force_01start#70::Onon";
- donpcevent "Cadillac#arena::Onstart";
- end;
-
-Onreset_all:
- donpcevent "force_01mob#70::Onreset";
- donpcevent "force_02mob#70::Onreset";
- donpcevent "force_03mob#70::Onreset";
- donpcevent "force_04mob#70::Onreset";
- donpcevent "force_05mob#70::Onreset";
- donpcevent "force_06mob#70::Onreset";
- donpcevent "force_07mob#70::Onreset";
- donpcevent "force_09mob#70::Onreset";
- donpcevent "force_01ex#70::Onreset";
- donpcevent "force_02ex#70::Onreset";
- donpcevent "force_03ex#70::Onreset";
- donpcevent "force_04ex#70::Onreset";
- donpcevent "force_05ex#70::Onreset";
- donpcevent "force_06ex#70::Onreset";
- donpcevent "force_07ex#70::Onreset";
- donpcevent "force_08ex#70::Onreset";
- donpcevent "force_09ex#70::Onreset";
+ donpcevent "force_01start#70::OnEnable";
+ donpcevent "Cadillac#arena::OnStart";
+ end;
+
+OnReset_All:
+ donpcevent "force_01mob#70::OnReset";
+ donpcevent "force_02mob#70::OnReset";
+ donpcevent "force_03mob#70::OnReset";
+ donpcevent "force_04mob#70::OnReset";
+ donpcevent "force_05mob#70::OnReset";
+ donpcevent "force_06mob#70::OnReset";
+ donpcevent "force_07mob#70::OnReset";
+ donpcevent "force_09mob#70::OnReset";
+ //donpcevent "force_01ex#70::OnReset";
+ donpcevent "force_02ex#70::OnReset";
+ donpcevent "force_03ex#70::OnReset";
+ donpcevent "force_04ex#70::OnReset";
+ donpcevent "force_05ex#70::OnReset";
+ donpcevent "force_06ex#70::OnReset";
+ donpcevent "force_07ex#70::OnReset";
+ //donpcevent "force_08ex#70::OnReset";
+ donpcevent "force_09ex#70::OnReset";
end;
-
}
force_3-1,62,26,1 script force_08_01#70 45,1,1,{
-
OnTouch:
- donpcevent "Cadillac#arena::On01_start";
+ donpcevent "Cadillac#arena::On01_Start";
warp "force_3-1",40,26;
end;
-
}
force_3-1,25,44,1 script force_01_02#70 45,1,1,{
-
OnTouch:
- donpcevent "Cadillac#arena::On02_start";
+ donpcevent "Cadillac#arena::On02_Start";
warp "force_3-1",25,69;
end;
-
}
force_3-1,25,134,1 script force_02_03#70 45,1,1,{
-
OnTouch:
- donpcevent "Cadillac#arena::On03_start";
+ donpcevent "Cadillac#arena::On03_Start";
warp "force_3-1",25,159;
end;
-
}
force_3-1,44,174,1 script force_03_04#70 45,1,1,{
-
OnTouch:
- donpcevent "Cadillac#arena::On04_start";
+ donpcevent "Cadillac#arena::On04_Start";
warp "force_3-1",69,174;
end;
-
}
force_3-1,134,174,1 script force_04_05#70 45,1,1,{
-
OnTouch:
- donpcevent "Cadillac#arena::On05_start";
+ donpcevent "Cadillac#arena::On05_Start";
warp "force_3-1",159,174;
end;
-
}
force_3-1,174,155,1 script force_05_06#70 45,1,1,{
-
OnTouch:
- donpcevent "Cadillac#arena::On06_start";
+ donpcevent "Cadillac#arena::On06_Start";
warp "force_3-1",174,130;
end;
-
}
force_3-1,174,65,1 script force_06_07#70 45,1,1,{
-
OnTouch:
- donpcevent "Cadillac#arena::On07_start";
+ donpcevent "Cadillac#arena::On07_Start";
warp "force_3-1",174,40;
end;
-
}
force_3-1,155,26,1 script force_07_08#70 45,1,1,{
-
OnTouch:
- donpcevent "Cadillac#arena::On08_start";
+ donpcevent "Cadillac#arena::On08_Start";
warp "force_3-1",132,26;
enablenpc "force_08_09#70";
end;
-
}
force_3-1,99,54,1 script force_08_09#70 45,1,1,{
-
OnTouch:
- donpcevent "Cadillac#arena::On09_start";
+ donpcevent "Cadillac#arena::On09_Start";
warp "force_3-1",99,82;
end;
-
}
force_3-1,99,124,1 script force_exit#70 45,1,1,{
-
OnTouch:
- donpcevent "Cadillac#arena::Ontimeroff";
- donpcevent "#arn_timer_70::Onon";
+ donpcevent "Cadillac#arena::OnTimerOff";
+ donpcevent "#arn_timer_70::OnEnable";
mapwarp "force_3-1","prt_are_in",22,87,0,0;
end;
-
}
- script force_01start#70 -1,{
-Onon:
- donpcevent "force_01mob#70::Onon";
-end;
-
+OnEnable:
+ donpcevent "force_01mob#70::OnEnable";
+ end;
}
- script force_01mob#70 -1,{
-
-Onon:
- monster "force_3-1",25,36,"Kobold",1545,1,"force_01mob#70::OnMobDeath";
- monster "force_3-1",20,36,"Kobold",1545,1,"force_01mob#70::OnMobDeath";
- monster "force_3-1",25,20,"Kobold",1546,1,"force_01mob#70::OnMobDeath";
- monster "force_3-1",30,36,"Kobold",1547,1,"force_01mob#70::OnMobDeath";
- monster "force_3-1",28,15,"Kobold",1547,1,"force_01mob#70::OnMobDeath";
- set $force_01_70,5;
+OnEnable:
+ monster "force_3-1",25,36,"Kobold",1545,1,"force_01mob#70::OnMyMobDead";
+ monster "force_3-1",20,36,"Kobold",1545,1,"force_01mob#70::OnMyMobDead";
+ monster "force_3-1",25,20,"Kobold",1546,1,"force_01mob#70::OnMyMobDead";
+ monster "force_3-1",30,36,"Kobold",1547,1,"force_01mob#70::OnMyMobDead";
+ monster "force_3-1",28,15,"Kobold",1547,1,"force_01mob#70::OnMyMobDead";
end;
-Onreset:
- killmonster "force_3-1","force_01mob#70::OnMobDeath";
+OnReset:
+ killmonster "force_3-1","force_01mob#70::OnMyMobDead";
end;
-OnMobDeath:
- set $force_01_70,$force_01_70 -1;
- if ($force_01_70 < 1) {
- donpcevent "Cadillac#arena::On01_end";
- donpcevent "arena#70::Onreset_01";
+OnMyMobDead:
+ if (mobcount("force_3-1","force_01mob#70::OnMyMobDead") < 1) {
+ donpcevent "Cadillac#arena::On01_End";
+ donpcevent "arena#70::OnReset_01";
}
end;
}
- script force_02start#70 -1,{
-
-Onon:
- donpcevent "force_02mob#70::Onon";
+OnEnable:
+ donpcevent "force_02mob#70::OnEnable";
end;
}
- script force_02ex#70 -1,{
-
-Onreset:
- killmonster "force_3-1","force_02ex#70::OnMobEx";
+OnReset:
+ killmonster "force_3-1","force_02ex#70::OnMyMobDead";
end;
-Onsummonmob2:
- monster "force_3-1",21,78,"Archer Skeleton",1420,1,"force_02ex#70::OnMobEx";
- monster "force_3-1",22,93,"Archer Skeleton",1420,1,"force_02ex#70::OnMobEx";
- monster "force_3-1",29,93,"Archer Skeleton",1420,1,"force_02ex#70::OnMobEx";
- monster "force_3-1",25,101,"Mummy",1393,1,"force_02ex#70::OnMobEx";
- monster "force_3-1",26,101,"Mummy",1393,1,"force_02ex#70::OnMobEx";
- monster "force_3-1",27,101,"Mummy",1393,1,"force_02ex#70::OnMobEx";
- monster "force_3-1",28,101,"Mummy",1393,1,"force_02ex#70::OnMobEx";
- monster "force_3-1",24,104,"Ghoul",1423,1,"force_02ex#70::OnMobEx";
- monster "force_3-1",24,113,"Ghoul",1423,1,"force_02ex#70::OnMobEx";
- monster "force_3-1",29,120,"Ghoul",1423,1,"force_02ex#70::OnMobEx";
- monster "force_3-1",29,126,"Ghoul",1423,1,"force_02ex#70::OnMobEx";
- monster "force_3-1",30,110,"Ghoul",1423,1,"force_02ex#70::OnMobEx";
+OnSummonMob2:
+ monster "force_3-1",21,78,"Archer Skeleton",1420,1,"force_02ex#70::OnMyMobDead";
+ monster "force_3-1",22,93,"Archer Skeleton",1420,1,"force_02ex#70::OnMyMobDead";
+ monster "force_3-1",29,93,"Archer Skeleton",1420,1,"force_02ex#70::OnMyMobDead";
+ monster "force_3-1",25,101,"Mummy",1393,1,"force_02ex#70::OnMyMobDead";
+ monster "force_3-1",26,101,"Mummy",1393,1,"force_02ex#70::OnMyMobDead";
+ monster "force_3-1",27,101,"Mummy",1393,1,"force_02ex#70::OnMyMobDead";
+ monster "force_3-1",28,101,"Mummy",1393,1,"force_02ex#70::OnMyMobDead";
+ monster "force_3-1",24,104,"Ghoul",1423,1,"force_02ex#70::OnMyMobDead";
+ monster "force_3-1",24,113,"Ghoul",1423,1,"force_02ex#70::OnMyMobDead";
+ monster "force_3-1",29,120,"Ghoul",1423,1,"force_02ex#70::OnMyMobDead";
+ monster "force_3-1",29,126,"Ghoul",1423,1,"force_02ex#70::OnMyMobDead";
+ monster "force_3-1",30,110,"Ghoul",1423,1,"force_02ex#70::OnMyMobDead";
end;
-OnMobEx:
+OnMyMobDead:
end;
}
- script force_02mob#70 -1,{
-
-Onreset:
- killmonster "force_3-1","force_02mob#70::OnMobDeath";
+OnReset:
+ killmonster "force_3-1","force_02mob#70::OnMyMobDead";
end;
-Onon:
- monster "force_3-1",25,79,"Horong",1578,1,"force_02mob#70::OnMobDeath";
- monster "force_3-1",29,114,"Horong",1578,1,"force_02mob#70::OnMobDeath";
- donpcevent "force_02ex#70::Onsummonmob2";
- set $force_02_70,2;
+OnEnable:
+ monster "force_3-1",25,79,"Horong",1578,1,"force_02mob#70::OnMyMobDead";
+ monster "force_3-1",29,114,"Horong",1578,1,"force_02mob#70::OnMyMobDead";
+ donpcevent "force_02ex#70::OnSummonMob2";
end;
-OnMobDeath:
- set $force_02_70,$force_02_70 -1;
- if ($force_02_70 < 1) {
- donpcevent "Cadillac#arena::On02_end";
- donpcevent "arena#70::Onreset_02";
+OnMyMobDead:
+ if (mobcount("force_3-1","force_02mob#70::OnMyMobDead") < 1) {
+ donpcevent "Cadillac#arena::On02_End";
+ donpcevent "arena#70::OnReset_02";
}
end;
}
- script force_03start#70 -1,{
-
-Onon:
- donpcevent "force_03mob#70::Onon";
+OnEnable:
+ donpcevent "force_03mob#70::OnEnable";
end;
}
- script force_03ex#70 -1,{
-
-Onreset:
- killmonster "force_3-1","force_03ex#70::OnMobEx";
+OnReset:
+ killmonster "force_3-1","force_03ex#70::OnMyMobDead";
end;
-Onsummonmob_03:
- monster "force_3-1",10,170,"Enchanted Peach Tree",1550,1,"force_03ex#70::OnMobEx";
- monster "force_3-1",26,180,"Enchanted Peach Tree",1550,1,"force_03ex#70::OnMobEx";
+OnSummonMob_03:
+ monster "force_3-1",10,170,"Enchanted Peach Tree",1550,1,"force_03ex#70::OnMyMobDead";
+ monster "force_3-1",26,180,"Enchanted Peach Tree",1550,1,"force_03ex#70::OnMyMobDead";
end;
-OnMobEx:
+OnMyMobDead:
end;
}
- script force_03mob#70 -1,{
-
-Onon:
- donpcevent "force_03ex#70::Onsummonmob_03";
- monster "force_3-1",23,174,"Parasite",1555,1,"force_03mob#70::OnMobDeath";
- monster "force_3-1",33,173,"Parasite",1555,1,"force_03mob#70::OnMobDeath";
- monster "force_3-1",26,166,"Blood Butterfly",1526,1,"force_03mob#70::OnMobDeath";
- set $force_03_70,3;
+OnEnable:
+ donpcevent "force_03ex#70::OnSummonMob_03";
+ monster "force_3-1",23,174,"Parasite",1555,1,"force_03mob#70::OnMyMobDead";
+ monster "force_3-1",33,173,"Parasite",1555,1,"force_03mob#70::OnMyMobDead";
+ monster "force_3-1",26,166,"Blood Butterfly",1526,1,"force_03mob#70::OnMyMobDead";
end;
-Onreset:
- killmonster "force_3-1","force_03mob#70::OnMobDeath";
+OnReset:
+ killmonster "force_3-1","force_03mob#70::OnMyMobDead";
end;
-OnMobDeath:
- set $force_03_70,$force_03_70 -1;
- donpcevent "force_03ex#70::Onsummonmob_03";
- if ($force_03_70 < 1) {
- donpcevent "Cadillac#arena::On03_end";
- donpcevent "arena#70::Onreset_03";
+OnMyMobDead:
+ donpcevent "force_03ex#70::OnSummonMob_03";
+ if (mobcount("force_3-1","force_03mob#70::OnMyMobDead") < 1) {
+ donpcevent "Cadillac#arena::On03_End";
+ donpcevent "arena#70::OnReset_03";
}
end;
}
- script force_04start#70 -1,{
-
-Onon:
- donpcevent "force_04mob#70::Onon";
-end;
-
+OnEnable:
+ donpcevent "force_04mob#70::OnEnable";
+ end;
}
- script force_04ex#70 -1,{
-
-Onreset:
- killmonster "force_3-1","force_04ex#70::OnMobEx";
+OnReset:
+ killmonster "force_3-1","force_04ex#70::OnMyMobDead";
end;
-Onsummonmob_04:
- monster "force_3-1",94,179,"Bathory",1525,1,"force_04ex#70::OnMobEx";
- monster "force_3-1",110,179,"Bathory",1525,1,"force_04ex#70::OnMobEx";
- monster "force_3-1",90,170,"Bathory",1525,1,"force_04ex#70::OnMobEx";
- monster "force_3-1",100,170,"Bathory",1525,1,"force_04ex#70::OnMobEx";
- monster "force_3-1",125,178,"Bathory",1525,1,"force_04ex#70::OnMobEx";
- monster "force_3-1",125,169,"Bathory",1525,1,"force_04ex#70::OnMobEx";
+OnSummonMob_04:
+ monster "force_3-1",94,179,"Bathory",1525,1,"force_04ex#70::OnMyMobDead";
+ monster "force_3-1",110,179,"Bathory",1525,1,"force_04ex#70::OnMyMobDead";
+ monster "force_3-1",90,170,"Bathory",1525,1,"force_04ex#70::OnMyMobDead";
+ monster "force_3-1",100,170,"Bathory",1525,1,"force_04ex#70::OnMyMobDead";
+ monster "force_3-1",125,178,"Bathory",1525,1,"force_04ex#70::OnMyMobDead";
+ monster "force_3-1",125,169,"Bathory",1525,1,"force_04ex#70::OnMyMobDead";
end;
-OnMobEx:
+OnMyMobDead:
end;
-
}
- script force_04mob#70 -1,{
-
-Onon:
- donpcevent "force_04ex#70::Onsummonmob_04";
- monster "force_3-1",87,174,"Stem Worm",1440,1,"force_04mob#70::OnMobDeath";
- monster "force_3-1",103,174,"Stem Worm",1440,1,"force_04mob#70::OnMobDeath";
- monster "force_3-1",96,170,"Stem Worm",1440,1,"force_04mob#70::OnMobDeath";
- set $force_04_70,3;
+OnEnable:
+ donpcevent "force_04ex#70::OnSummonMob_04";
+ monster "force_3-1",87,174,"Stem Worm",1440,1,"force_04mob#70::OnMyMobDead";
+ monster "force_3-1",103,174,"Stem Worm",1440,1,"force_04mob#70::OnMyMobDead";
+ monster "force_3-1",96,170,"Stem Worm",1440,1,"force_04mob#70::OnMyMobDead";
end;
-Onreset:
- killmonster "force_3-1","force_04mob#70::OnMobDeath";
+OnReset:
+ killmonster "force_3-1","force_04mob#70::OnMyMobDead";
end;
-OnMobDeath:
- set $force_04_70,$force_04_70 -1;
- if ($force_04_70 < 1) {
- donpcevent "Cadillac#arena::On04_end";
- donpcevent "arena#70::Onreset_04";
+OnMyMobDead:
+ if (mobcount("force_3-1","force_04mob#70::OnMyMobDead") < 1) {
+ donpcevent "Cadillac#arena::On04_End";
+ donpcevent "arena#70::OnReset_04";
}
end;
}
- script force_05start#70 -1,{
-
-Onon:
- donpcevent "force_05mob#70::Onon";
+OnEnable:
+ donpcevent "force_05mob#70::OnEnable";
end;
}
- script force_05ex#70 -1,{
-
-Onreset:
- killmonster "force_3-1","force_05ex#70::OnMobEx";
+OnReset:
+ killmonster "force_3-1","force_05ex#70::OnMyMobDead";
end;
-Onsummonmob_05:
- set $@randmonster70,rand(1,2);
- switch($@randmonster70) {
+OnSummonMob_05:
+ switch(rand(1,2)) {
case 1:
- monster "force_3-1",174,174,"Ride Word",1478,1,"force_05ex#70::OnMobEx";
+ monster "force_3-1",174,174,"Ride Word",1478,1,"force_05ex#70::OnMyMobDead";
break;
case 2:
- monster "force_3-1",173,173,"Mantis",1457,1,"force_05ex#70::OnMobEx";
+ monster "force_3-1",173,173,"Mantis",1457,1,"force_05ex#70::OnMyMobDead";
break;
}
end;
-OnMobEx:
+OnMyMobDead:
end;
}
- script force_05mob#70 -1,{
-
-Onon:
- monster "force_3-1",164,183,"Argiope",1429,1,"force_05mob#70::OnMobDeath";
- monster "force_3-1",168,158,"Argiope",1429,1,"force_05mob#70::OnMobDeath";
- monster "force_3-1",175,174,"Argiope",1429,1,"force_05mob#70::OnMobDeath";
- monster "force_3-1",176,179,"Argiope",1429,1,"force_05mob#70::OnMobDeath";
- monster "force_3-1",183,160,"Argiope",1429,1,"force_05mob#70::OnMobDeath";
- set $force_05_70,5;
+OnEnable:
+ monster "force_3-1",164,183,"Argiope",1429,1,"force_05mob#70::OnMyMobDead";
+ monster "force_3-1",168,158,"Argiope",1429,1,"force_05mob#70::OnMyMobDead";
+ monster "force_3-1",175,174,"Argiope",1429,1,"force_05mob#70::OnMyMobDead";
+ monster "force_3-1",176,179,"Argiope",1429,1,"force_05mob#70::OnMyMobDead";
+ monster "force_3-1",183,160,"Argiope",1429,1,"force_05mob#70::OnMyMobDead";
end;
-Onreset:
- killmonster "force_3-1","force_05mob#70::OnMobDeath";
+OnReset:
+ killmonster "force_3-1","force_05mob#70::OnMyMobDead";
end;
-OnMobDeath:
- set $force_05_70,$force_05_70 -1;
- if ($force_05_70 < 1) {
- donpcevent "Cadillac#arena::On05_end";
- donpcevent "arena#70::Onreset_05";
+OnMyMobDead:
+ if (mobcount("force_3-1","force_05mob#70::OnMyMobDead") < 1) {
+ donpcevent "Cadillac#arena::On05_End";
+ donpcevent "arena#70::OnReset_05";
}
- else donpcevent "force_05ex#70::Onsummonmob_05";
+ else donpcevent "force_05ex#70::OnSummonMob_05";
end;
-
}
- script force_06start#70 -1,{
-
-Onon:
- donpcevent "force_06mob#70::Onon";
+OnEnable:
+ donpcevent "force_06mob#70::OnEnable";
end;
}
- script force_06ex#70 -1,{
-
-Onreset:
- killmonster "force_3-1","force_06ex#70::OnMobEx";
+OnReset:
+ killmonster "force_3-1","force_06ex#70::OnMyMobDead";
end;
-Onsummonmob_06:
- monster "force_3-1",176,99,"Goblin",1534,1,"force_06ex#70::OnMobEx";
- monster "force_3-1",170,86,"Goblin",1535,1,"force_06ex#70::OnMobEx";
- monster "force_3-1",176,97,"Goblin",1535,1,"force_06ex#70::OnMobEx";
- monster "force_3-1",170,108,"Goblin",1535,1,"force_06ex#70::OnMobEx";
- monster "force_3-1",176,112,"Goblin",1536,1,"force_06ex#70::OnMobEx";
- monster "force_3-1",173,120,"Goblin",1536,1,"force_06ex#70::OnMobEx";
- monster "force_3-1",177,74,"Goblin",1536,1,"force_06ex#70::OnMobEx";
- monster "force_3-1",173,118,"Goblin",1538,1,"force_06ex#70::OnMobEx";
- monster "force_3-1",171,101,"Goblin",1538,1,"force_06ex#70::OnMobEx";
- monster "force_3-1",174,118,"Goblin",1538,1,"force_06ex#70::OnMobEx";
+OnSummonMob_06:
+ monster "force_3-1",176,99,"Goblin",1534,1,"force_06ex#70::OnMyMobDead";
+ monster "force_3-1",170,86,"Goblin",1535,1,"force_06ex#70::OnMyMobDead";
+ monster "force_3-1",176,97,"Goblin",1535,1,"force_06ex#70::OnMyMobDead";
+ monster "force_3-1",170,108,"Goblin",1535,1,"force_06ex#70::OnMyMobDead";
+ monster "force_3-1",176,112,"Goblin",1536,1,"force_06ex#70::OnMyMobDead";
+ monster "force_3-1",173,120,"Goblin",1536,1,"force_06ex#70::OnMyMobDead";
+ monster "force_3-1",177,74,"Goblin",1536,1,"force_06ex#70::OnMyMobDead";
+ monster "force_3-1",173,118,"Goblin",1538,1,"force_06ex#70::OnMyMobDead";
+ monster "force_3-1",171,101,"Goblin",1538,1,"force_06ex#70::OnMyMobDead";
+ monster "force_3-1",174,118,"Goblin",1538,1,"force_06ex#70::OnMyMobDead";
end;
-OnMobEx:
+OnMyMobDead:
end;
}
- script force_06mob#70 -1,{
-
-Onon:
- donpcevent "force_06ex#70::Onsummonmob_06";
- monster "force_3-1",173,90,"Goblin",1537,1,"force_06mob#70::OnMobDeath";
- monster "force_3-1",173,79,"Goblin",1537,1,"force_06mob#70::OnMobDeath";
- monster "force_3-1",172,70,"Goblin",1537,1,"force_06mob#70::OnMobDeath";
- monster "force_3-1",175,70,"Goblin",1537,1,"force_06mob#70::OnMobDeath";
- monster "force_3-1",171,118,"Goblin",1537,1,"force_06mob#70::OnMobDeath";
- set $force_06_70,5;
+OnEnable:
+ donpcevent "force_06ex#70::OnSummonMob_06";
+ monster "force_3-1",173,90,"Goblin",1537,1,"force_06mob#70::OnMyMobDead";
+ monster "force_3-1",173,79,"Goblin",1537,1,"force_06mob#70::OnMyMobDead";
+ monster "force_3-1",172,70,"Goblin",1537,1,"force_06mob#70::OnMyMobDead";
+ monster "force_3-1",175,70,"Goblin",1537,1,"force_06mob#70::OnMyMobDead";
+ monster "force_3-1",171,118,"Goblin",1537,1,"force_06mob#70::OnMyMobDead";
end;
-Onreset:
- killmonster "force_3-1","force_06mob#70::OnMobDeath";
+OnReset:
+ killmonster "force_3-1","force_06mob#70::OnMyMobDead";
end;
-OnMobDeath:
- set $force_06_70,$force_06_70 -1;
- if ($force_06_70 < 1) {
- donpcevent "Cadillac#arena::On06_end";
- donpcevent "arena#70::Onreset_06";
+OnMyMobDead:
+ if (mobcount("force_3-1","force_06mob#70::OnMyMobDead") < 1) {
+ donpcevent "Cadillac#arena::On06_End";
+ donpcevent "arena#70::OnReset_06";
}
end;
}
- script force_07start#70 -1,{
-
-Onon:
- donpcevent "force_07mob#70::Onon";
+OnEnable:
+ donpcevent "force_07mob#70::OnEnable";
end;
}
- script force_07ex#70 -1,{
-
-Onreset:
- killmonster "force_3-1","force_07ex#70::OnMobEx";
+OnReset:
+ killmonster "force_3-1","force_07ex#70::OnMyMobDead";
end;
-Onsummonmob_07:
- monster "force_3-1",168,26,"Nightmare",1427,1,"force_07ex#70::OnMobEx";
- monster "force_3-1",186,23,"Nightmare",1427,1,"force_07ex#70::OnMobEx";
- monster "force_3-1",160,23,"Nightmare",1427,1,"force_07ex#70::OnMobEx";
- monster "force_3-1",188,33,"Nightmare",1427,1,"force_07ex#70::OnMobEx";
- monster "force_3-1",174,13,"Raydric",1453,1,"force_07ex#70::OnMobEx";
- monster "force_3-1",163,15,"Farmiliar",1419,1,"force_07ex#70::OnMobEx";
- monster "force_3-1",164,15,"Farmiliar",1419,1,"force_07ex#70::OnMobEx";
- monster "force_3-1",163,16,"Farmiliar",1419,1,"force_07ex#70::OnMobEx";
- monster "force_3-1",164,16,"Farmiliar",1419,1,"force_07ex#70::OnMobEx";
- monster "force_3-1",187,13,"Farmiliar",1419,1,"force_07ex#70::OnMobEx";
- monster "force_3-1",187,14,"Farmiliar",1419,1,"force_07ex#70::OnMobEx";
- monster "force_3-1",186,14,"Farmiliar",1419,1,"force_07ex#70::OnMobEx";
- monster "force_3-1",186,14,"Farmiliar",1419,1,"force_07ex#70::OnMobEx";
+OnSummonMob_07:
+ monster "force_3-1",168,26,"Nightmare",1427,1,"force_07ex#70::OnMyMobDead";
+ monster "force_3-1",186,23,"Nightmare",1427,1,"force_07ex#70::OnMyMobDead";
+ monster "force_3-1",160,23,"Nightmare",1427,1,"force_07ex#70::OnMyMobDead";
+ monster "force_3-1",188,33,"Nightmare",1427,1,"force_07ex#70::OnMyMobDead";
+ monster "force_3-1",174,13,"Raydric",1453,1,"force_07ex#70::OnMyMobDead";
+ monster "force_3-1",163,15,"Farmiliar",1419,1,"force_07ex#70::OnMyMobDead";
+ monster "force_3-1",164,15,"Farmiliar",1419,1,"force_07ex#70::OnMyMobDead";
+ monster "force_3-1",163,16,"Farmiliar",1419,1,"force_07ex#70::OnMyMobDead";
+ monster "force_3-1",164,16,"Farmiliar",1419,1,"force_07ex#70::OnMyMobDead";
+ monster "force_3-1",187,13,"Farmiliar",1419,1,"force_07ex#70::OnMyMobDead";
+ monster "force_3-1",187,14,"Farmiliar",1419,1,"force_07ex#70::OnMyMobDead";
+ monster "force_3-1",186,14,"Farmiliar",1419,1,"force_07ex#70::OnMyMobDead";
+ monster "force_3-1",186,14,"Farmiliar",1419,1,"force_07ex#70::OnMyMobDead";
+ end;
-OnMobEx:
+OnMyMobDead:
end;
}
- script force_07mob#70 -1,{
-
-Onon:
- donpcevent "force_07ex#70::Onsummonmob_07";
- monster "force_3-1",174,25,"Alice",1521,1,"force_07mob#70::OnMobDeath";
- set $force_07_70,1;
+OnEnable:
+ donpcevent "force_07ex#70::OnSummonMob_07";
+ monster "force_3-1",174,25,"Alice",1521,1,"force_07mob#70::OnMyMobDead";
end;
-Onreset:
- killmonster "force_3-1","force_07mob#70::OnMobDeath";
+OnReset:
+ killmonster "force_3-1","force_07mob#70::OnMyMobDead";
end;
-OnMobDeath:
- set $force_07_70,$force_07_70 -1;
- if ($force_07_70 < 1) {
- donpcevent "Cadillac#arena::On07_end";
- donpcevent "arena#70::Onreset_07";
+OnMyMobDead:
+ if (mobcount("force_3-1","force_07mob#70::OnMyMobDead") < 1) {
+ donpcevent "Cadillac#arena::On07_End";
+ donpcevent "arena#70::OnReset_07";
}
end;
}
- script force_08start#70 -1,{
-
-Onon:
- donpcevent "force_08ex#70::Onon";
+OnEnable:
+ donpcevent "force_08ex#70::OnEnable";
end;
}
- script force_08ex#70 -1,{
-
-Onon:
- donpcevent "arena#70::Onreset_08";
+OnEnable:
+ donpcevent "arena#70::OnReset_08";
end;
}
- script force_09start#70 -1,{
-
-Onon:
- donpcevent "force_09mob#70::Onon";
+OnEnable:
+ donpcevent "force_09mob#70::OnEnable";
end;
}
- script force_09ex#70 -1,{
-
-Onreset:
- killmonster "force_3-1","force_09ex#70::OnMobEx";
+OnReset:
+ killmonster "force_3-1","force_09ex#70::OnMyMobDead";
end;
-Onsummonmob_09:
- monster "force_3-1",93,100,"Familiar",1419,1,"force_09ex#70::OnMobEx";
- monster "force_3-1",94,100,"Familiar",1419,1,"force_09ex#70::OnMobEx";
- monster "force_3-1",93,99,"Familiar",1419,1,"force_09ex#70::OnMobEx";
- monster "force_3-1",85,114,"Familiar",1419,1,"force_09ex#70::OnMobEx";
- monster "force_3-1",87,114,"Familiar",1419,1,"force_09ex#70::OnMobEx";
- monster "force_3-1",89,114,"Familiar",1419,1,"force_09ex#70::OnMobEx";
- monster "force_3-1",91,114,"Familiar",1419,1,"force_09ex#70::OnMobEx";
- monster "force_3-1",93,114,"Familiar",1419,1,"force_09ex#70::OnMobEx";
- monster "force_3-1",95,114,"Familiar",1419,1,"force_09ex#70::OnMobEx";
- monster "force_3-1",85,112,"Familiar",1419,1,"force_09ex#70::OnMobEx";
- monster "force_3-1",85,110,"Familiar",1419,1,"force_09ex#70::OnMobEx";
- monster "force_3-1",85,108,"Familiar",1419,1,"force_09ex#70::OnMobEx";
- monster "force_3-1",85,106,"Familiar",1419,1,"force_09ex#70::OnMobEx";
- monster "force_3-1",85,104,"Familiar",1419,1,"force_09ex#70::OnMobEx";
+OnSummonMob_09:
+ monster "force_3-1",93,100,"Familiar",1419,1,"force_09ex#70::OnMyMobDead";
+ monster "force_3-1",94,100,"Familiar",1419,1,"force_09ex#70::OnMyMobDead";
+ monster "force_3-1",93,99,"Familiar",1419,1,"force_09ex#70::OnMyMobDead";
+ monster "force_3-1",85,114,"Familiar",1419,1,"force_09ex#70::OnMyMobDead";
+ monster "force_3-1",87,114,"Familiar",1419,1,"force_09ex#70::OnMyMobDead";
+ monster "force_3-1",89,114,"Familiar",1419,1,"force_09ex#70::OnMyMobDead";
+ monster "force_3-1",91,114,"Familiar",1419,1,"force_09ex#70::OnMyMobDead";
+ monster "force_3-1",93,114,"Familiar",1419,1,"force_09ex#70::OnMyMobDead";
+ monster "force_3-1",95,114,"Familiar",1419,1,"force_09ex#70::OnMyMobDead";
+ monster "force_3-1",85,112,"Familiar",1419,1,"force_09ex#70::OnMyMobDead";
+ monster "force_3-1",85,110,"Familiar",1419,1,"force_09ex#70::OnMyMobDead";
+ monster "force_3-1",85,108,"Familiar",1419,1,"force_09ex#70::OnMyMobDead";
+ monster "force_3-1",85,106,"Familiar",1419,1,"force_09ex#70::OnMyMobDead";
+ monster "force_3-1",85,104,"Familiar",1419,1,"force_09ex#70::OnMyMobDead";
end;
-OnMobEx:
+OnMyMobDead:
end;
}
- script force_09mob#70 -1,{
-
-Onon:
- monster "force_3-1",99,99,"Kobold Leader",1548,1,"force_09mob#70::OnMobDeath";
- monster "force_3-1",98,99,"Kobold",1545,1,"force_09mob#70::OnMobDeath";
- monster "force_3-1",100,99,"Kobold",1546,1,"force_09mob#70::OnMobDeath";
- monster "force_3-1",99,98,"Kobold",1547,1,"force_09mob#70::OnMobDeath";
- donpcevent "force_09ex#70::Onsummonmob_09";
- set $force_09_70,4;
+OnEnable:
+ monster "force_3-1",99,99,"Kobold Leader",1548,1,"force_09mob#70::OnMyMobDead";
+ monster "force_3-1",98,99,"Kobold",1545,1,"force_09mob#70::OnMyMobDead";
+ monster "force_3-1",100,99,"Kobold",1546,1,"force_09mob#70::OnMyMobDead";
+ monster "force_3-1",99,98,"Kobold",1547,1,"force_09mob#70::OnMyMobDead";
+ donpcevent "force_09ex#70::OnSummonMob_09";
end;
-Onreset:
- killmonster "force_3-1","force_09mob#70::OnMobDeath";
+OnReset:
+ killmonster "force_3-1","force_09mob#70::OnMyMobDead";
end;
-OnMobDeath:
- set $force_09_70,$force_09_70 -1;
- if ($force_09_70 < 1) {
- donpcevent "Cadillac#arena::On09_end";
- donpcevent "arena#70::Onreset_09";
- donpcevent "arena#70::Onreset_all";
+OnMyMobDead:
+ if (mobcount("force_3-1","force_09mob#70::OnMyMobDead") < 1) {
+ donpcevent "Cadillac#arena::On09_End";
+ donpcevent "arena#70::OnReset_09";
+ donpcevent "arena#70::OnReset_All";
set $arena_min70end,gettime(2);
set $arena_sec70end,gettime(1);
}
@@ -830,7 +756,6 @@ OnMobDeath:
}
prt_are_in,129,83,3 script Staff#70-1 67,{
-
mes "[Staff]";
mes "You did a good job.";
mes "Even if you have failed to clear a time attack battle, I will reward you with a small amount of arena points.";
@@ -852,29 +777,19 @@ prt_are_in,129,83,3 script Staff#70-1 67,{
}
prt_are_in,25,84,3 script Staff#70-2 67,{
-
- if($arena_min70end < $arena_min70st)
- {
- if($arena_sec70end < $arena_sec70st)
- {
+ if($arena_min70end < $arena_min70st) {
+ if($arena_sec70end < $arena_sec70st) {
set @record_min70,60 - $arena_min70st + $arena_min70end -1;
set @record_sec70,60 - $arena_sec70st + $arena_sec70end;
- }
- else
- {
+ } else {
set @record_min70,60 - $arena_min70st + $arena_min70end;
set @record_sec70,$arena_sec70end - $arena_sec70st;
}
- }
- else
- {
- if($arena_sec70end < $arena_sec70st)
- {
+ } else {
+ if($arena_sec70end < $arena_sec70st) {
set @record_min70,$arena_min70end - $arena_min70st -1;
set @record_sec70,60 - $arena_sec70st + $arena_sec70end;
- }
- else
- {
+ } else {
set @record_min70,$arena_min70end - $arena_min70st;
set @record_sec70,$arena_sec70end - $arena_sec70st;
}
@@ -890,7 +805,7 @@ prt_are_in,25,84,3 script Staff#70-2 67,{
mes "Congratulations!";
next;
mes "[Staff]";
- mes "The fastest player among people who cleared lvl 70s arena time force battle is ^3131FF"+$arena_70topn$+"^000000.";
+ mes "The fastest player among people who cleared Lv70 arena time force battle is ^3131FF"+$arena_70topn$+"^000000.";
next;
mes "[Staff]";
mes "^3131FF"+$arena_70topn$+"^000000's running time was ^3131FF"+$top_70min+"^000000minutes ^3131FF"+$top_70sec+"^000000seconds.";
@@ -911,9 +826,7 @@ prt_are_in,25,84,3 script Staff#70-2 67,{
mes "I hope you had a good time and let me guide you to the entrance of arena.";
mes "Thank you.";
close2;
- }
- else
- {
+ } else {
set arena_point, arena_point + 20;
mes "[Staff]";
mes "Let me reward you some arena points.";
@@ -925,15 +838,13 @@ prt_are_in,25,84,3 script Staff#70-2 67,{
close2;
}
specialeffect2 EF_EXIT;
- donpcevent "cast#70::Onnomal1";
+ donpcevent "cast#70::OnNomal1";
warp "arena_room",100,75;
- donpcevent "#arn_timer_70::Onstop";
- donpcevent "alloff#70::Onon";
- donpcevent "lvl 70s Waiting Room::Onstart";
+ donpcevent "#arn_timer_70::OnStop";
+ donpcevent "alloff#70::OnEnable";
+ donpcevent "Lv70 Waiting Room::OnStart";
end;
- }
- else
- {
+ } else {
emotion e_omg;
mes "[Staff]";
mes "Wow! You have renewed the record!";
@@ -944,7 +855,7 @@ prt_are_in,25,84,3 script Staff#70-2 67,{
set $top_70min, @record_min70;
set $top_70sec, @record_sec70;
set $arena_70topn$,strcharinfo(0);
- donpcevent "Vendigos::Onlinerec_70";
+ donpcevent "Vendigos::OnLineRec_70";
next;
if (arena_point > 29970) {
mes "[Staff]";
@@ -958,9 +869,7 @@ prt_are_in,25,84,3 script Staff#70-2 67,{
mes "I hope you had a good time and let me guide you to the entrance of arena.";
mes "Thank you.";
close2;
- }
- else
- {
+ } else {
mes "[Staff]";
mes "Let me reward you with some arena points.";
mes "At the same time, since you have renewed the record you will receive an extra amount of the points this time.";
@@ -976,18 +885,17 @@ prt_are_in,25,84,3 script Staff#70-2 67,{
close2;
}
specialeffect2 EF_HIT5;
- donpcevent "cast#70::Onnomal2";
+ donpcevent "cast#70::OnNomal2";
warp "arena_room",100,75;
- donpcevent "#arn_timer_70::Onstop";
- donpcevent "alloff#70::Onon";
- donpcevent "lvl 70s Waiting Room::Onstart";
+ donpcevent "#arn_timer_70::OnStop";
+ donpcevent "alloff#70::OnEnable";
+ donpcevent "Lv70 Waiting Room::OnStart";
end;
}
}
- script #arn_timer_70 -1,{
-
-Onon:
+OnEnable:
initnpctimer;
end;
@@ -1004,64 +912,61 @@ OnTimer4000:
end;
OnTimer60000:
- donpcevent "cast#70::Ontimeover2";
- donpcevent "arn_warp_70::Onout";
- donpcevent "#arn_timer_70::Onstop";
- donpcevent "alloff#70::Onon";
- donpcevent "lvl 70s Waiting Room::Onstart";
+ donpcevent "cast#70::OnTimeOver2";
+ donpcevent "arn_warp_70::OnOut";
+ donpcevent "#arn_timer_70::OnStop";
+ donpcevent "alloff#70::OnEnable";
+ donpcevent "Lv70 Waiting Room::OnStart";
end;
-Onstop:
+OnStop:
stopnpctimer;
end;
-
}
- script arn_warp_70 -1,{
-
-Onout:
+OnOut:
areawarp "prt_are_in",14,91,29,74,"arena_room",100,75;
end;
}
- script cast#70 -1,{
-Ontimeover1:
+OnTimeOver1:
mapannounce "force_3-1","Arena will be reactivated due to an error occurred during battle.",0,0xFFCE00;
end;
-Ontimeover2:
+OnTimeOver2:
mapannounce "force_3-1","Arena will be activated due to an error occurred in the waiting room.",0,0xFFCE00;
end;
-Onnomal1:
+OnNomal1:
mapannounce "force_3-1","Arena will be reactivated.",0,0xFFCE00;
end;
-Onnomal2:
+OnNomal2:
mapannounce "force_3-1","Arena will be reactivated.",0,0xFFCE00;
end;
}
- script alloff#70 -1,{
-
-Onon:
+OnEnable:
mapwarp "force_3-1","prt_are_in",126,190,0,0;
- donpcevent "force_01mob#70::Onreset";
- donpcevent "force_02mob#70::Onreset";
- donpcevent "force_03mob#70::Onreset";
- donpcevent "force_04mob#70::Onreset";
- donpcevent "force_05mob#70::Onreset";
- donpcevent "force_06mob#70::Onreset";
- donpcevent "force_07mob#70::Onreset";
- donpcevent "force_08mob#70::Onreset";
- donpcevent "force_09mob#70::Onreset";
- donpcevent "force_01ex#70::Onreset";
- donpcevent "force_02ex#70::Onreset";
- donpcevent "force_03ex#70::Onreset";
- donpcevent "force_04ex#70::Onreset";
- donpcevent "force_05ex#70::Onreset";
- donpcevent "force_06ex#70::Onreset";
- donpcevent "force_07ex#70::Onreset";
- donpcevent "force_08ex#70::Onreset";
- donpcevent "force_09ex#70::Onreset";
- donpcevent "Cadillac#arena::Ontimeroff";
+ donpcevent "force_01mob#70::OnReset";
+ donpcevent "force_02mob#70::OnReset";
+ donpcevent "force_03mob#70::OnReset";
+ donpcevent "force_04mob#70::OnReset";
+ donpcevent "force_05mob#70::OnReset";
+ donpcevent "force_06mob#70::OnReset";
+ donpcevent "force_07mob#70::OnReset";
+ //donpcevent "force_08mob#70::OnReset";
+ donpcevent "force_09mob#70::OnReset";
+ //donpcevent "force_01ex#70::OnReset";
+ donpcevent "force_02ex#70::OnReset";
+ donpcevent "force_03ex#70::OnReset";
+ donpcevent "force_04ex#70::OnReset";
+ donpcevent "force_05ex#70::OnReset";
+ donpcevent "force_06ex#70::OnReset";
+ donpcevent "force_07ex#70::OnReset";
+ //donpcevent "force_08ex#70::OnReset";
+ donpcevent "force_09ex#70::OnReset";
+ donpcevent "Cadillac#arena::OnTimerOff";
disablenpc "Cadillac#arena";
disablenpc "force_01_02#70";
disablenpc "force_02_03#70";
@@ -1073,7 +978,7 @@ Onon:
disablenpc "force_08_09#70";
disablenpc "force_exit#70";
disablenpc "arena#70";
- donpcevent "#arn_timer_70::Onstop";
+ donpcevent "#arn_timer_70::OnStop";
enablenpc "Cadillac#arena";
enablenpc "arena#70";
end;
@@ -1081,6 +986,4 @@ Onon:
OnInit:
if(!$top_70min && !$top_70sec) set $top_70min,7;
end;
-
}
-
diff --git a/npc/other/arena/arena_lvl80.txt b/npc/other/arena/arena_lvl80.txt
index 729311508..2ad4c254d 100644
--- a/npc/other/arena/arena_lvl80.txt
+++ b/npc/other/arena/arena_lvl80.txt
@@ -1,31 +1,33 @@
//===== Hercules Script ======================================
-//= Izlude Arena lvl 80
+//= Izlude Arena Level 80
//===== By: ==================================================
//= SinSloth
//===== Current Version: =====================================
-//= 1.1
+//= 1.3
//===== Description: =========================================
//= Izlude Battle Arena Level 80
//===== Additional Comments: =================================
//= 1.0 First version.
//= 1.1 Replaced effect numerics with constants. [Samuray22]
+//= 1.2 Label standardization. [Euphy]
+//= 1.3 Script updates, and removed a level restriction. [Euphy]
//============================================================
-arena_room,147,42,1 script lvl 80s Waiting Room 124,{
+arena_room,147,42,1 script Lv80 Waiting Room 124,{
end;
OnInit:
- waitingroom "Individual; Level 80 to 99",50,"lvl 80s Waiting Room::OnStartArena",1,1000,80,99;
+ waitingroom "Individual; Level 80 to "+(checkre(0)?"160":"99"),50,"Lv80 Waiting Room::OnStartArena",1,1000,80;
enablewaitingroomevent;
end;
OnStartArena:
warpwaitingpc "force_4-1",99,12;
- donpcevent "arena#80::Onstart";
+ donpcevent "arena#80::OnStart";
disablewaitingroomevent;
end;
-Onstart:
+OnStart:
enablewaitingroomevent;
end;
}
@@ -33,11 +35,7 @@ Onstart:
force_4-1,99,20,4 script Octus#arena 124,{
end;
-OnInit:
- set $@mapcount80, 0;
- end;
-
-Onstart:
+OnStart:
initnpctimer;
set $arena_min80st,gettime(2);
set $arena_sec80st,gettime(1);
@@ -56,56 +54,50 @@ OnTimer8000:
end;
OnTimer60000:
- set $@mapcount80, getmapusers ("force_4-1");
- if ($@mapcount80 == 0) {
- donpcevent "Octus#arena::Onfailclearstage";
+ if (getmapusers("force_4-1") == 0) {
+ donpcevent "Octus#arena::OnFailClearStage";
}
mapannounce "force_4-1","Remaining Time : 7 minutes ",0;
end;
OnTimer120000:
- set $@mapcount80, getmapusers ("force_4-1");
- if ($@mapcount80 == 0) {
- donpcevent "Octus#arena::Onfailclearstage";
+ if (getmapusers("force_4-1") == 0) {
+ donpcevent "Octus#arena::OnFailClearStage";
}
mapannounce "force_4-1","Remaining Time : 6 minutes ",0;
end;
OnTimer180000:
- set $@mapcount80, getmapusers ("force_4-1");
- if ($@mapcount80 == 0) {
- donpcevent "Octus#arena::Onfailclearstage";
+ if (getmapusers("force_4-1") == 0) {
+ donpcevent "Octus#arena::OnFailClearStage";
}
mapannounce "force_4-1","Remaining Time : 5 minutes ",0;
-end;
+ end;
+
OnTimer240000:
- set $@mapcount80, getmapusers ("force_4-1");
- if ($@mapcount80 == 0) {
- donpcevent "Octus#arena::Onfailclearstage";
+ if (getmapusers("force_4-1") == 0) {
+ donpcevent "Octus#arena::OnFailClearStage";
}
mapannounce "force_4-1","Remaining Time : 4 minutes ",0;
end;
OnTimer300000:
- set $@mapcount80, getmapusers ("force_4-1");
- if ($@mapcount80 == 0) {
- donpcevent "Octus#arena::Onfailclearstage";
+ if (getmapusers("force_4-1") == 0) {
+ donpcevent "Octus#arena::OnFailClearStage";
}
mapannounce "force_4-1","Remaining Time : 3 minutes ",0;
end;
OnTimer360000:
- set $@mapcount80, getmapusers ("force_4-1");
- if ($@mapcount80 == 0) {
- donpcevent "Octus#arena::Onfailclearstage";
+ if (getmapusers("force_4-1") == 0) {
+ donpcevent "Octus#arena::OnFailClearStage";
}
mapannounce "force_4-1","Remaining Time : 2 minutes ",0;
end;
OnTimer420000:
- set $@mapcount80, getmapusers ("force_4-1");
- if ($@mapcount80 == 0) {
- donpcevent "Octus#arena::Onfailclearstage";
+ if (getmapusers("force_4-1") == 0) {
+ donpcevent "Octus#arena::OnFailClearStage";
}
mapannounce "force_4-1","Remaining Time : 1 minute ",0;
end;
@@ -129,146 +121,144 @@ OnTimer494000:
OnTimer495000:
mapwarp "force_4-1","prt_are_in",178,190,0,0;
- donpcevent "Octus#arena::Onfailclearstage";
+ donpcevent "Octus#arena::OnFailClearStage";
end;
-Ontimeroff:
+OnTimerOff:
stopnpctimer;
end;
-Onfailclearstage:
- donpcevent "cast#80::Ontimeover1";
+OnFailClearStage:
+ donpcevent "cast#80::OnTimeOver1";
mapwarp "force_4-1","prt_are_in",178,190,0,0;
- donpcevent "Octus#arena::Ontimeroff";
- donpcevent "arena#80::Onreset_all";
- donpcevent "alloff#80::Onon";
- donpcevent "lvl 80s Waiting Room::Onstart";
+ donpcevent "Octus#arena::OnTimerOff";
+ donpcevent "arena#80::OnReset_All";
+ donpcevent "alloff#80::OnEnable";
+ donpcevent "Lv80 Waiting Room::OnStart";
end;
-On01_start:
+On01_Start:
mapannounce "force_4-1","In order to clear this battle, you must kill all Nightmares!",0;
end;
-On01_end:
+On01_End:
mapannounce "force_4-1","A door to the north room has opened!",0;
end;
-On02_start:
+On02_Start:
mapannounce "force_4-1","In order to clear this battle, you must kill all monsters!",0;
end;
-On02_end:
+On02_End:
mapannounce "force_4-1","A door to the north room has opened!",0;
end;
-On03_start:
+On03_Start:
mapannounce "force_4-1","In order to clear this battle, you must kill all Assaulters!",0;
end;
-On03_end:
+On03_End:
mapannounce "force_4-1","Clear! A door to the east room has opened!",0;
end;
-On04_start:
+On04_Start:
mapannounce "force_4-1","In order to clear this battle, you must kill all Nine Tails!",0;
end;
-On04_end:
+On04_End:
mapannounce "force_4-1","A door to the east room has opened!",0;
end;
-On05_start:
+On05_Start:
mapannounce "force_4-1","In order to clear this battle, you must kill all Walking Petites!",0;
end;
-On05_end:
+On05_End:
mapannounce "force_4-1","Clear! A door to the south room has opened!",0;
end;
-On06_start:
+On06_Start:
mapannounce "force_4-1","In order to clear this battle, kill all monsters in this room!",0;
end;
-On06_end:
+On06_End:
mapannounce "force_4-1","A door to the south room has opened!",0;
end;
-On07_start:
+On07_Start:
mapannounce "force_4-1","In order to clear this battle, kill all Fur-Seals while dodging Mermen!",0;
end;
-On07_end:
+On07_End:
mapannounce "force_4-1","Clear! A door to the west room has opened!",0;
end;
-On08_start:
+On08_Start:
mapannounce "force_4-1","Please escape to the north exit!",0;
end;
-On09_start:
+On09_Start:
mapannounce "force_4-1","In order to clear this battle, you must defeat an Ancient Mummy!",0;
end;
-On09_end:
+On09_End:
mapannounce "force_4-1","Boss Clear! - A door at the north has opened. Thank you. ",0;
end;
-
}
- script arena#80 -1,{
-
-Onreset_01:
- donpcevent "force_01ex#80::Onreset";
- donpcevent "force_02start#80::Onon";
+OnReset_01:
+ donpcevent "force_01ex#80::OnReset";
+ donpcevent "force_02start#80::OnEnable";
enablenpc "force_01_02#80";
end;
-Onreset_02:
- donpcevent "force_02mob#80::Onreset";
- donpcevent "force_03start#80::Onon";
+OnReset_02:
+ donpcevent "force_02mob#80::OnReset";
+ donpcevent "force_03start#80::OnEnable";
enablenpc "force_02_03#80";
end;
-Onreset_03:
+OnReset_03:
enablenpc "force_03_04#80";
- donpcevent "force_04start#80::Onon";
- donpcevent "force_03ex#80::Onreset";
+ donpcevent "force_04start#80::OnEnable";
+ donpcevent "force_03ex#80::OnReset";
end;
-Onreset_04:
+OnReset_04:
enablenpc "force_04_05#80";
- donpcevent "force_05start#80::Onon";
- donpcevent "force_04ex#80::Onreset";
+ donpcevent "force_05start#80::OnEnable";
+ donpcevent "force_04ex#80::OnReset";
end;
-Onreset_05:
+OnReset_05:
enablenpc "force_05_06#80";
- donpcevent "force_06start#80::Onon";
- donpcevent "force_05ex#80::Onreset";
+ donpcevent "force_06start#80::OnEnable";
+ donpcevent "force_05ex#80::OnReset";
end;
-Onreset_06:
+OnReset_06:
enablenpc "force_06_07#80";
- donpcevent "force_07start#80::Onon";
- donpcevent "force_06ex#80::Onreset";
+ donpcevent "force_07start#80::OnEnable";
+ //donpcevent "force_06ex#80::OnReset";
end;
-Onreset_07:
+OnReset_07:
enablenpc "force_07_08#80";
- donpcevent "force_07ex#80::Onreset";
- donpcevent "force_08start#80::Onon";
+ donpcevent "force_07ex#80::OnReset";
+ donpcevent "force_08start#80::OnEnable";
end;
-Onreset_08:
- donpcevent "force_09start#80::Onon";
+OnReset_08:
+ donpcevent "force_09start#80::OnEnable";
enablenpc "force_08_09#80";
end;
-Onreset_09:
+OnReset_09:
enablenpc "force_exit#80";
end;
-Onstart:
+OnStart:
disablenpc "force_01_02#80";
disablenpc "force_02_03#80";
disablenpc "force_03_04#80";
@@ -278,524 +268,468 @@ Onstart:
disablenpc "force_07_08#80";
disablenpc "force_08_09#80";
disablenpc "force_exit#80";
- donpcevent "Octus#arena::Ontimeroff";
- donpcevent "force_09mob#80::Ontimeroff";
- donpcevent "force_01mob#80::Onreset";
- donpcevent "force_02mob#80::Onreset";
- donpcevent "force_03mob#80::Onreset";
- donpcevent "force_04mob#80::Onreset";
- donpcevent "force_05mob#80::Onreset";
- donpcevent "force_06mob#80::Onreset";
- donpcevent "force_07mob#80::Onreset";
- donpcevent "force_08mob#80::Onreset";
- donpcevent "force_09mob#80::Onreset";
- donpcevent "force_01ex#80::Onreset";
- donpcevent "force_03ex#80::Onreset";
- donpcevent "force_04ex#80::Onreset";
- donpcevent "force_05ex#80::Onreset";
- donpcevent "force_07ex#80::Onreset";
- donpcevent "force_08ex#80::Onreset";
- donpcevent "force_09ex#80::Onreset";
+ donpcevent "Octus#arena::OnTimerOff";
+ //donpcevent "force_09mob#80::OnTimerOff";
+ donpcevent "force_01mob#80::OnReset";
+ donpcevent "force_02mob#80::OnReset";
+ donpcevent "force_03mob#80::OnReset";
+ donpcevent "force_04mob#80::OnReset";
+ donpcevent "force_05mob#80::OnReset";
+ donpcevent "force_06mob#80::OnReset";
+ donpcevent "force_07mob#80::OnReset";
+ //donpcevent "force_08mob#80::OnReset";
+ donpcevent "force_09mob#80::OnReset";
+ donpcevent "force_01ex#80::OnReset";
+ donpcevent "force_03ex#80::OnReset";
+ donpcevent "force_04ex#80::OnReset";
+ donpcevent "force_05ex#80::OnReset";
+ donpcevent "force_07ex#80::OnReset";
+ //donpcevent "force_08ex#80::OnReset";
+ donpcevent "force_09ex#80::OnReset";
enablenpc "force_08_01#80";
- donpcevent "force_01start#80::Onon";
- donpcevent "Octus#arena::Onstart";
- end;
-
-Onreset_all:
- donpcevent "force_01mob#80::Onreset";
- donpcevent "force_02mob#80::Onreset";
- donpcevent "force_03mob#80::Onreset";
- donpcevent "force_04mob#80::Onreset";
- donpcevent "force_05mob#80::Onreset";
- donpcevent "force_06mob#80::Onreset";
- donpcevent "force_07mob#80::Onreset";
- donpcevent "force_09mob#80::Onreset";
- donpcevent "force_01ex#80::Onreset";
- donpcevent "force_03ex#80::Onreset";
- donpcevent "force_04ex#80::Onreset";
- donpcevent "force_05ex#80::Onreset";
- donpcevent "force_07ex#80::Onreset";
- donpcevent "force_08ex#80::Onreset";
- donpcevent "force_09ex#80::Onreset";
+ donpcevent "force_01start#80::OnEnable";
+ donpcevent "Octus#arena::OnStart";
end;
+OnReset_All:
+ donpcevent "force_01mob#80::OnReset";
+ donpcevent "force_02mob#80::OnReset";
+ donpcevent "force_03mob#80::OnReset";
+ donpcevent "force_04mob#80::OnReset";
+ donpcevent "force_05mob#80::OnReset";
+ donpcevent "force_06mob#80::OnReset";
+ donpcevent "force_07mob#80::OnReset";
+ donpcevent "force_09mob#80::OnReset";
+ donpcevent "force_01ex#80::OnReset";
+ donpcevent "force_03ex#80::OnReset";
+ donpcevent "force_04ex#80::OnReset";
+ donpcevent "force_05ex#80::OnReset";
+ donpcevent "force_07ex#80::OnReset";
+ //donpcevent "force_08ex#80::OnReset";
+ donpcevent "force_09ex#80::OnReset";
+ end;
}
force_4-1,62,26,1 script force_08_01#80 45,1,1,{
-
OnTouch:
- donpcevent "Octus#arena::On01_start";
+ donpcevent "Octus#arena::On01_Start";
warp "force_4-1",40,26;
end;
-
}
force_4-1,25,44,1 script force_01_02#80 45,1,1,{
-
OnTouch:
- donpcevent "Octus#arena::On02_start";
+ donpcevent "Octus#arena::On02_Start";
warp "force_4-1",25,69;
end;
-
}
force_4-1,25,134,1 script force_02_03#80 45,1,1,{
-
OnTouch:
- donpcevent "Octus#arena::On03_start";
+ donpcevent "Octus#arena::On03_Start";
warp "force_4-1",25,159;
end;
-
}
force_4-1,44,174,1 script force_03_04#80 45,1,1,{
-
OnTouch:
- donpcevent "Octus#arena::On04_start";
+ donpcevent "Octus#arena::On04_Start";
warp "force_4-1",69,174;
end;
}
force_4-1,134,174,1 script force_04_05#80 45,1,1,{
-
OnTouch:
- donpcevent "Octus#arena::On05_start";
+ donpcevent "Octus#arena::On05_Start";
warp "force_4-1",159,174;
end;
-
}
force_4-1,174,155,1 script force_05_06#80 45,1,1,{
-
OnTouch:
- donpcevent "Octus#arena::On06_start";
+ donpcevent "Octus#arena::On06_Start";
warp "force_4-1",174,130;
end;
-
}
force_4-1,174,65,1 script force_06_07#80 45,1,1,{
-
OnTouch:
- donpcevent "Octus#arena::On07_start";
+ donpcevent "Octus#arena::On07_Start";
warp "force_4-1",174,40;
end;
-
}
force_4-1,155,26,1 script force_07_08#80 45,1,1,{
-
OnTouch:
- donpcevent "Octus#arena::On08_start";
+ donpcevent "Octus#arena::On08_Start";
warp "force_4-1",132,26;
enablenpc "force_08_09#80";
end;
-
}
force_4-1,99,54,1 script force_08_09#80 45,1,1,{
-
OnTouch:
- donpcevent "Octus#arena::On09_start";
+ donpcevent "Octus#arena::On09_Start";
warp "force_4-1",99,82;
end;
-
}
force_4-1,99,124,1 script force_exit#80 45,1,1,{
-
OnTouch:
- donpcevent "Octus#arena::Ontimeroff";
- donpcevent "#arn_timer_80::Onon";
+ donpcevent "Octus#arena::OnTimerOff";
+ donpcevent "#arn_timer_80::OnEnable";
mapwarp "force_4-1","prt_are_in",73,192,0,0;
end;
-
}
- script force_01start#80 -1,{
-Onon:
- donpcevent "force_01mob#80::Onon";
-end;
-
+OnEnable:
+ donpcevent "force_01mob#80::OnEnable";
+ end;
}
- script force_01ex#80 -1,{
-
-Onreset:
- killmonster "force_4-1","force_01ex#80::OnMobEx";
+OnReset:
+ killmonster "force_4-1","force_01ex#80::OnMyMobDead";
end;
-Onsummonmob1:
- monster "force_4-1",11,25,"Hunter Fly",1422,1,"force_01ex#80::OnMobEx";
- monster "force_4-1",22,22,"Hunter Fly",1422,1,"force_01ex#80::OnMobEx";
- monster "force_4-1",25,25,"Hunter Fly",1422,1,"force_01ex#80::OnMobEx";
- monster "force_4-1",35,13,"Hunter Fly",1422,1,"force_01ex#80::OnMobEx";
- monster "force_4-1",18,33,"Hunter Fly",1422,1,"force_01ex#80::OnMobEx";
+OnSummonMob1:
+ monster "force_4-1",11,25,"Hunter Fly",1422,1,"force_01ex#80::OnMyMobDead";
+ monster "force_4-1",22,22,"Hunter Fly",1422,1,"force_01ex#80::OnMyMobDead";
+ monster "force_4-1",25,25,"Hunter Fly",1422,1,"force_01ex#80::OnMyMobDead";
+ monster "force_4-1",35,13,"Hunter Fly",1422,1,"force_01ex#80::OnMyMobDead";
+ monster "force_4-1",18,33,"Hunter Fly",1422,1,"force_01ex#80::OnMyMobDead";
end;
-OnMobEx:
+OnMyMobDead:
end;
-
}
- script force_01mob#80 -1,{
-
-Onon:
- monster "force_4-1",35,13,"Nightmare",1427,1,"force_01mob#80::OnMobDeath";
- monster "force_4-1",25,36,"Nightmare",1427,1,"force_01mob#80::OnMobDeath";
- monster "force_4-1",22,23,"Nightmare",1427,1,"force_01mob#80::OnMobDeath";
- monster "force_4-1",25,17,"Nightmare",1427,1,"force_01mob#80::OnMobDeath";
- monster "force_4-1",25,15,"Nightmare",1427,1,"force_01mob#80::OnMobDeath";
- set $force_01_80,5;
- donpcevent "force_01ex#80::Onsummonmob1";
+OnEnable:
+ monster "force_4-1",35,13,"Nightmare",1427,1,"force_01mob#80::OnMyMobDead";
+ monster "force_4-1",25,36,"Nightmare",1427,1,"force_01mob#80::OnMyMobDead";
+ monster "force_4-1",22,23,"Nightmare",1427,1,"force_01mob#80::OnMyMobDead";
+ monster "force_4-1",25,17,"Nightmare",1427,1,"force_01mob#80::OnMyMobDead";
+ monster "force_4-1",25,15,"Nightmare",1427,1,"force_01mob#80::OnMyMobDead";
+ donpcevent "force_01ex#80::OnSummonMob1";
end;
-Onreset:
- killmonster "force_4-1","force_01mob#80::OnMobDeath";
+OnReset:
+ killmonster "force_4-1","force_01mob#80::OnMyMobDead";
end;
-OnMobDeath:
- set $force_01_80,$force_01_80 -1;
- if ($force_01_80 < 1) {
- donpcevent "Octus#arena::On01_end";
- donpcevent "arena#80::Onreset_01";
+OnMyMobDead:
+ if (mobcount("force_4-1","force_01mob#80::OnMyMobDead") < 1) {
+ donpcevent "Octus#arena::On01_End";
+ donpcevent "arena#80::OnReset_01";
}
end;
}
- script force_02start#80 -1,{
-
-Onon:
- donpcevent "force_02mob#80::Onon";
+OnEnable:
+ donpcevent "force_02mob#80::OnEnable";
end;
}
- script force_02mob#80 -1,{
-
-Onreset:
- killmonster "force_4-1","force_02mob#80::OnMobDeath";
- end;
-
-Onon:
- monster "force_4-1",24,80,"Marionette",1459,1,"force_02mob#80::OnMobDeath";
- monster "force_4-1",23,110,"Marionette",1459,1,"force_02mob#80::OnMobDeath";
- monster "force_4-1",26,90,"Marionette",1459,1,"force_02mob#80::OnMobDeath";
- monster "force_4-1",28,75,"Zombie",1394,1,"force_02mob#80::OnMobDeath";
- monster "force_4-1",24,90,"Zombie",1394,1,"force_02mob#80::OnMobDeath";
- monster "force_4-1",28,85,"Zombie",1394,1,"force_02mob#80::OnMobDeath";
- monster "force_4-1",24,82,"Deviruchi",1433,1,"force_02mob#80::OnMobDeath";
- monster "force_4-1",28,86,"Skel Prisoner",1479,1,"force_02mob#80::OnMobDeath";
- monster "force_4-1",27,73,"Skel Prisoner",1479,1,"force_02mob#80::OnMobDeath";
- monster "force_4-1",26,118,"Skel Prisoner",1479,1,"force_02mob#80::OnMobDeath";
- monster "force_4-1",25,127,"Skel Prisoner",1479,1,"force_02mob#80::OnMobDeath";
- monster "force_4-1",28,128,"Zombie",1394,1,"force_02mob#80::OnMobDeath";
- monster "force_4-1",27,100,"Zombie",1394,1,"force_02mob#80::OnMobDeath";
- monster "force_4-1",29,90,"Zombie",1394,1,"force_02mob#80::OnMobDeath";
- monster "force_4-1",28,128,"Raydric Archer",1453,1,"force_02mob#80::OnMobDeath";
- set $force_02_80,15;
- end;
-
-OnMobDeath:
- set $force_02_80,$force_02_80 -1;
- if ($force_02_80 < 1) {
- donpcevent "Octus#arena::On02_end";
- donpcevent "arena#80::Onreset_02";
+OnReset:
+ killmonster "force_4-1","force_02mob#80::OnMyMobDead";
+ end;
+
+OnEnable:
+ monster "force_4-1",24,80,"Marionette",1459,1,"force_02mob#80::OnMyMobDead";
+ monster "force_4-1",23,110,"Marionette",1459,1,"force_02mob#80::OnMyMobDead";
+ monster "force_4-1",26,90,"Marionette",1459,1,"force_02mob#80::OnMyMobDead";
+ monster "force_4-1",28,75,"Zombie",1394,1,"force_02mob#80::OnMyMobDead";
+ monster "force_4-1",24,90,"Zombie",1394,1,"force_02mob#80::OnMyMobDead";
+ monster "force_4-1",28,85,"Zombie",1394,1,"force_02mob#80::OnMyMobDead";
+ monster "force_4-1",24,82,"Deviruchi",1433,1,"force_02mob#80::OnMyMobDead";
+ monster "force_4-1",28,86,"Skel Prisoner",1479,1,"force_02mob#80::OnMyMobDead";
+ monster "force_4-1",27,73,"Skel Prisoner",1479,1,"force_02mob#80::OnMyMobDead";
+ monster "force_4-1",26,118,"Skel Prisoner",1479,1,"force_02mob#80::OnMyMobDead";
+ monster "force_4-1",25,127,"Skel Prisoner",1479,1,"force_02mob#80::OnMyMobDead";
+ monster "force_4-1",28,128,"Zombie",1394,1,"force_02mob#80::OnMyMobDead";
+ monster "force_4-1",27,100,"Zombie",1394,1,"force_02mob#80::OnMyMobDead";
+ monster "force_4-1",29,90,"Zombie",1394,1,"force_02mob#80::OnMyMobDead";
+ monster "force_4-1",28,128,"Raydric Archer",1453,1,"force_02mob#80::OnMyMobDead";
+ end;
+
+OnMyMobDead:
+ if (mobcount("force_4-1","force_02mob#80::OnMyMobDead") < 1) {
+ donpcevent "Octus#arena::On02_End";
+ donpcevent "arena#80::OnReset_02";
}
end;
}
- script force_03start#80 -1,{
-
-Onon:
- donpcevent "force_03mob#80::Onon";
+OnEnable:
+ donpcevent "force_03mob#80::OnEnable";
end;
}
- script force_03ex#80 -1,{
-
-Onreset:
- killmonster "force_4-1","force_03ex#80::OnMobEx";
+OnReset:
+ killmonster "force_4-1","force_03ex#80::OnMyMobDead";
end;
-Onsummonmob_03:
- monster "force_4-1",26,173,"Clock Tower Keeper",1527,1,"force_03ex#80::OnMobEx";
- monster "force_4-1",21,173,"Marionette",1459,1,"force_03ex#80::OnMobEx";
- monster "force_4-1",31,173,"Clock Tower Keeper",1527,1,"force_03ex#80::OnMobEx";
- monster "force_4-1",26,178,"Marionette",1459,1,"force_03ex#80::OnMobEx";
- monster "force_4-1",21,178,"Marionette",1459,1,"force_03ex#80::OnMobEx";
- monster "force_4-1",31,178,"Marionette",1459,1,"force_03ex#80::OnMobEx";
- monster "force_4-1",26,186,"Sidewinder",1424,1,"force_03ex#80::OnMobEx";
- monster "force_4-1",26,161,"Sidewinder",1424,1,"force_03ex#80::OnMobEx";
+OnSummonMob_03:
+ monster "force_4-1",26,173,"Clock Tower Keeper",1527,1,"force_03ex#80::OnMyMobDead";
+ monster "force_4-1",21,173,"Marionette",1459,1,"force_03ex#80::OnMyMobDead";
+ monster "force_4-1",31,173,"Clock Tower Keeper",1527,1,"force_03ex#80::OnMyMobDead";
+ monster "force_4-1",26,178,"Marionette",1459,1,"force_03ex#80::OnMyMobDead";
+ monster "force_4-1",21,178,"Marionette",1459,1,"force_03ex#80::OnMyMobDead";
+ monster "force_4-1",31,178,"Marionette",1459,1,"force_03ex#80::OnMyMobDead";
+ monster "force_4-1",26,186,"Sidewinder",1424,1,"force_03ex#80::OnMyMobDead";
+ monster "force_4-1",26,161,"Sidewinder",1424,1,"force_03ex#80::OnMyMobDead";
end;
-OnMobEx:
+OnMyMobDead:
end;
}
- script force_03mob#80 -1,{
-
-Onon:
- donpcevent "force_03ex#80::Onsummonmob_03";
- monster "force_4-1",23,174,"Assaulter",1364,1,"force_03mob#80::OnMobDeath";
- monster "force_4-1",18,173,"Assaulter",1364,1,"force_03mob#80::OnMobDeath";
- set $force_03_80,2;
+OnEnable:
+ donpcevent "force_03ex#80::OnSummonMob_03";
+ monster "force_4-1",23,174,"Assaulter",1364,1,"force_03mob#80::OnMyMobDead";
+ monster "force_4-1",18,173,"Assaulter",1364,1,"force_03mob#80::OnMyMobDead";
end;
-Onreset:
- killmonster "force_4-1","force_03mob#80::OnMobDeath";
+OnReset:
+ killmonster "force_4-1","force_03mob#80::OnMyMobDead";
end;
-OnMobDeath:
- set $force_03_80,$force_03_80 -1;
- donpcevent "force_03ex#80::Onsummonmob_03";
- if ($force_03_80 < 1) {
- donpcevent "Octus#arena::On03_end";
- donpcevent "arena#80::Onreset_03";
+OnMyMobDead:
+ donpcevent "force_03ex#80::OnSummonMob_03";
+ if (mobcount("force_4-1","force_03mob#80::OnMyMobDead") < 1) {
+ donpcevent "Octus#arena::On03_End";
+ donpcevent "arena#80::OnReset_03";
}
end;
}
- script force_04start#80 -1,{
-
-Onon:
- donpcevent "force_04mob#80::Onon";
-end;
-
+OnEnable:
+ donpcevent "force_04mob#80::OnEnable";
+ end;
}
- script force_04ex#80 -1,{
-
-Onreset:
- killmonster "force_4-1","force_04ex#80::OnMobEx";
+OnReset:
+ killmonster "force_4-1","force_04ex#80::OnMyMobDead";
end;
-Onsummonmob_04:
- monster "force_4-1",99,174,"Archer Skeleton",1420,1,"force_04ex#80::OnMobEx";
- monster "force_4-1",101,174,"Archer Skeleton",1420,1,"force_04ex#80::OnMobEx";
- monster "force_4-1",103,174,"Archer Skeleton",1420,1,"force_04ex#80::OnMobEx";
- monster "force_4-1",105,174,"Archer Skeleton",1420,1,"force_04ex#80::OnMobEx";
- monster "force_4-1",107,174,"Archer Skeleton",1420,1,"force_04ex#80::OnMobEx";
- monster "force_4-1",109,177,"Pasana",1464,1,"force_04ex#80::OnMobEx";
- monster "force_4-1",99,170,"Minorous",1461,1,"force_04ex#80::OnMobEx";
- monster "force_4-1",111,170,"Minorous",1461,1,"force_04ex#80::OnMobEx";
- monster "force_4-1",110,170,"Lava Golem",1549,1,"force_04ex#80::OnMobEx";
+OnSummonMob_04:
+ monster "force_4-1",99,174,"Archer Skeleton",1420,1,"force_04ex#80::OnMyMobDead";
+ monster "force_4-1",101,174,"Archer Skeleton",1420,1,"force_04ex#80::OnMyMobDead";
+ monster "force_4-1",103,174,"Archer Skeleton",1420,1,"force_04ex#80::OnMyMobDead";
+ monster "force_4-1",105,174,"Archer Skeleton",1420,1,"force_04ex#80::OnMyMobDead";
+ monster "force_4-1",107,174,"Archer Skeleton",1420,1,"force_04ex#80::OnMyMobDead";
+ monster "force_4-1",109,177,"Pasana",1464,1,"force_04ex#80::OnMyMobDead";
+ monster "force_4-1",99,170,"Minorous",1461,1,"force_04ex#80::OnMyMobDead";
+ monster "force_4-1",111,170,"Minorous",1461,1,"force_04ex#80::OnMyMobDead";
+ monster "force_4-1",110,170,"Lava Golem",1549,1,"force_04ex#80::OnMyMobDead";
end;
-OnMobEx:
+OnMyMobDead:
end;
}
- script force_04mob#80 -1,{
-
-Onon:
- donpcevent "force_04ex#80::Onsummonmob_04";
- monster "force_4-1",80,172,"Nine Tails",1471,1,"force_04mob#80::OnMobDeath";
- monster "force_4-1",105,172,"Nine Tails",1471,1,"force_04mob#80::OnMobDeath";
- monster "force_4-1",90,172,"Nine Tails",1471,1,"force_04mob#80::OnMobDeath";
- monster "force_4-1",117,172,"Nine Tails",1471,1,"force_04mob#80::OnMobDeath";
- set $force_04_80,4;
+OnEnable:
+ donpcevent "force_04ex#80::OnSummonMob_04";
+ monster "force_4-1",80,172,"Nine Tails",1471,1,"force_04mob#80::OnMyMobDead";
+ monster "force_4-1",105,172,"Nine Tails",1471,1,"force_04mob#80::OnMyMobDead";
+ monster "force_4-1",90,172,"Nine Tails",1471,1,"force_04mob#80::OnMyMobDead";
+ monster "force_4-1",117,172,"Nine Tails",1471,1,"force_04mob#80::OnMyMobDead";
end;
-Onreset:
- killmonster "force_4-1","force_04mob#80::OnMobDeath";
+OnReset:
+ killmonster "force_4-1","force_04mob#80::OnMyMobDead";
end;
-OnMobDeath:
- set $force_04_80,$force_04_80 -1;
- if ($force_04_80 < 1) {
- donpcevent "Octus#arena::On04_end";
- donpcevent "arena#80::Onreset_04";
+OnMyMobDead:
+ if (mobcount("force_4-1","force_04mob#80::OnMyMobDead") < 1) {
+ donpcevent "Octus#arena::On04_End";
+ donpcevent "arena#80::OnReset_04";
}
end;
}
- script force_05start#80 -1,{
-
-Onon:
- donpcevent "force_05mob#80::Onon";
+OnEnable:
+ donpcevent "force_05mob#80::OnEnable";
end;
}
- script force_05ex#80 -1,{
-
-Onreset:
- killmonster "force_4-1","force_05ex#80::OnMobEx";
+OnReset:
+ killmonster "force_4-1","force_05ex#80::OnMyMobDead";
end;
-Onsummonmob_05:
- monster "force_4-1",168,190,"Petite",1466,1,"force_05ex#80::OnMobEx";
- monster "force_4-1",173,166,"Petite",1466,1,"force_05ex#80::OnMobEx";
- monster "force_4-1",171,176,"Petite",1466,1,"force_05ex#80::OnMobEx";
- monster "force_4-1",188,167,"Petite",1466,1,"force_05ex#80::OnMobEx";
+OnSummonMob_05:
+ monster "force_4-1",168,190,"Petite",1466,1,"force_05ex#80::OnMyMobDead";
+ monster "force_4-1",173,166,"Petite",1466,1,"force_05ex#80::OnMyMobDead";
+ monster "force_4-1",171,176,"Petite",1466,1,"force_05ex#80::OnMyMobDead";
+ monster "force_4-1",188,167,"Petite",1466,1,"force_05ex#80::OnMyMobDead";
end;
-OnMobEx:
+OnMyMobDead:
end;
}
- script force_05mob#80 -1,{
-
-Onon:
- monster "force_4-1",164,174,"Petite",1465,1,"force_05mob#80::OnMobDeath";
- monster "force_4-1",169,159,"Petite",1465,1,"force_05mob#80::OnMobDeath";
- monster "force_4-1",174,183,"Petite",1465,1,"force_05mob#80::OnMobDeath";
- monster "force_4-1",177,170,"Petite",1465,1,"force_05mob#80::OnMobDeath";
- set $force_05_80,4;
+OnEnable:
+ monster "force_4-1",164,174,"Petite",1465,1,"force_05mob#80::OnMyMobDead";
+ monster "force_4-1",169,159,"Petite",1465,1,"force_05mob#80::OnMyMobDead";
+ monster "force_4-1",174,183,"Petite",1465,1,"force_05mob#80::OnMyMobDead";
+ monster "force_4-1",177,170,"Petite",1465,1,"force_05mob#80::OnMyMobDead";
end;
-Onreset:
- killmonster "force_4-1","force_05mob#80::OnMobDeath";
+OnReset:
+ killmonster "force_4-1","force_05mob#80::OnMyMobDead";
end;
-OnMobDeath:
- set $force_05_80,$force_05_80 -1;
- if ($force_05_80 < 1) {
- donpcevent "Octus#arena::On05_end";
- donpcevent "arena#80::Onreset_05";
+OnMyMobDead:
+ if (mobcount("force_4-1","force_05mob#80::OnMyMobDead") < 1) {
+ donpcevent "Octus#arena::On05_End";
+ donpcevent "arena#80::OnReset_05";
}
- else donpcevent "force_05ex#80::Onsummonmob_05";
+ else donpcevent "force_05ex#80::OnSummonMob_05";
end;
}
- script force_06start#80 -1,{
+OnEnable:
+ donpcevent "force_06mob#80::OnEnable";
+ end;
+}
-Onon:
- donpcevent "force_06mob#80::Onon";
+- script force_06ex#80 -1,{
+OnEnable:
+ donpcevent "Octus#arena::On06_start";
end;
}
- script force_06mob#80 -1,{
-
-Onon:
- monster "force_4-1",173,118,"Baphomet Jr.",1431,1,"force_06mob#80::OnMobDeath";
- monster "force_4-1",173,90,"Baphomet Jr.",1431,1,"force_06mob#80::OnMobDeath";
- monster "force_4-1",177,72,"Baphomet Jr.",1431,1,"force_06mob#80::OnMobDeath";
- monster "force_4-1",171,108,"Deviruchi",1433,1,"force_06mob#80::OnMobDeath";
- monster "force_4-1",171,85,"Deviruchi",1433,1,"force_06mob#80::OnMobDeath";
- monster "force_4-1",171,79,"Alice",1521,1,"force_06mob#80::OnMobDeath";
- monster "force_4-1",175,118,"Alice",1521,1,"force_06mob#80::OnMobDeath";
- monster "force_4-1",175,99,"Alice",1521,1,"force_06mob#80::OnMobDeath";
- set $force_06_80,8;
+OnEnable:
+ monster "force_4-1",173,118,"Baphomet Jr.",1431,1,"force_06mob#80::OnMyMobDead";
+ monster "force_4-1",173,90,"Baphomet Jr.",1431,1,"force_06mob#80::OnMyMobDead";
+ monster "force_4-1",177,72,"Baphomet Jr.",1431,1,"force_06mob#80::OnMyMobDead";
+ monster "force_4-1",171,108,"Deviruchi",1433,1,"force_06mob#80::OnMyMobDead";
+ monster "force_4-1",171,85,"Deviruchi",1433,1,"force_06mob#80::OnMyMobDead";
+ monster "force_4-1",171,79,"Alice",1521,1,"force_06mob#80::OnMyMobDead";
+ monster "force_4-1",175,118,"Alice",1521,1,"force_06mob#80::OnMyMobDead";
+ monster "force_4-1",175,99,"Alice",1521,1,"force_06mob#80::OnMyMobDead";
end;
-Onreset:
- killmonster "force_4-1","force_06mob#80::OnMobDeath";
+OnReset:
+ killmonster "force_4-1","force_06mob#80::OnMyMobDead";
end;
-OnMobDeath:
- set $force_06_80,$force_06_80 -1;
- if ($force_06_80 < 1) {
- donpcevent "Octus#arena::On06_end";
- donpcevent "arena#80::Onreset_06";
+OnMyMobDead:
+ if (mobcount("force_4-1","force_06mob#80::OnMyMobDead") < 1) {
+ donpcevent "Octus#arena::On06_End";
+ donpcevent "arena#80::OnReset_06";
}
end;
}
- script force_07start#80 -1,{
-
-Onon:
- donpcevent "force_07mob#80::Onon";
+OnEnable:
+ donpcevent "force_07mob#80::OnEnable";
end;
}
- script force_07ex#80 -1,{
-
-Onreset:
- killmonster "force_4-1","force_07ex#80::OnMobEx";
+OnReset:
+ killmonster "force_4-1","force_07ex#80::OnMyMobDead";
end;
-Onsummonmob_07:
- monster "force_4-1",160,34,"Merman",1451,1,"force_07ex#80::OnMobEx";
- monster "force_4-1",163,27,"Merman",1451,1,"force_07ex#80::OnMobEx";
- monster "force_4-1",163,23,"Merman",1451,1,"force_07ex#80::OnMobEx";
+OnSummonMob_07:
+ monster "force_4-1",160,34,"Merman",1451,1,"force_07ex#80::OnMyMobDead";
+ monster "force_4-1",163,27,"Merman",1451,1,"force_07ex#80::OnMyMobDead";
+ monster "force_4-1",163,23,"Merman",1451,1,"force_07ex#80::OnMyMobDead";
end;
-OnMobEx:
+OnMyMobDead:
end;
}
- script force_07mob#80 -1,{
-
-Onon:
- donpcevent "force_07ex#80::Onsummonmob_07";
- monster "force_4-1",165,27,"Fur-Seal",1533,1,"force_07mob#80::OnMobDeath";
- monster "force_4-1",184,23,"Fur-Seal",1533,1,"force_07mob#80::OnMobDeath";
- monster "force_4-1",174,19,"Fur-Seal",1533,1,"force_07mob#80::OnMobDeath";
- set $force_07_80,3;
+OnEnable:
+ donpcevent "force_07ex#80::OnSummonMob_07";
+ monster "force_4-1",165,27,"Fur-Seal",1533,1,"force_07mob#80::OnMyMobDead";
+ monster "force_4-1",184,23,"Fur-Seal",1533,1,"force_07mob#80::OnMyMobDead";
+ monster "force_4-1",174,19,"Fur-Seal",1533,1,"force_07mob#80::OnMyMobDead";
end;
-Onreset:
- killmonster "force_4-1","force_07mob#80::OnMobDeath";
+OnReset:
+ killmonster "force_4-1","force_07mob#80::OnMyMobDead";
end;
-OnMobDeath:
- set $force_07_80,$force_07_80 -1;
- if ($force_07_80 < 1) {
- donpcevent "Octus#arena::On07_end";
- donpcevent "arena#80::Onreset_07";
+OnMyMobDead:
+ if (mobcount("force_4-1","force_07mob#80::OnMyMobDead") < 1) {
+ donpcevent "Octus#arena::On07_End";
+ donpcevent "arena#80::OnReset_07";
}
end;
}
- script force_08start#80 -1,{
-
-Onon:
- donpcevent "force_08ex#80::Onon";
+OnEnable:
+ donpcevent "force_08ex#80::OnEnable";
end;
}
- script force_08ex#80 -1,{
-
-Onon:
- donpcevent "arena#80::Onreset_08";
+OnEnable:
+ donpcevent "arena#80::OnReset_08";
end;
}
- script force_09start#80 -1,{
-
-Onon:
- donpcevent "force_09mob#80::Onon";
+OnEnable:
+ donpcevent "force_09mob#80::OnEnable";
end;
}
- script force_09ex#80 -1,{
-
-Onreset:
- killmonster "force_4-1","force_09ex#80::OnMobEx";
+OnReset:
+ killmonster "force_4-1","force_09ex#80::OnMyMobDead";
end;
-Onsummonmob_09:
- monster "force_4-1",91,99,"Argos",1430,1,"force_09ex#80::OnMobEx";
- monster "force_4-1",95,105,"Argos",1430,1,"force_09ex#80::OnMobEx";
- monster "force_4-1",122,99,"Argos",1430,1,"force_09ex#80::OnMobEx";
- monster "force_4-1",88,107,"Argos",1430,1,"force_09ex#80::OnMobEx";
- monster "force_4-1",85,104,"Argos",1430,1,"force_09ex#80::OnMobEx";
+OnSummonMob_09:
+ monster "force_4-1",91,99,"Argos",1430,1,"force_09ex#80::OnMyMobDead";
+ monster "force_4-1",95,105,"Argos",1430,1,"force_09ex#80::OnMyMobDead";
+ monster "force_4-1",122,99,"Argos",1430,1,"force_09ex#80::OnMyMobDead";
+ monster "force_4-1",88,107,"Argos",1430,1,"force_09ex#80::OnMyMobDead";
+ monster "force_4-1",85,104,"Argos",1430,1,"force_09ex#80::OnMyMobDead";
end;
-OnMobEx:
+OnMyMobDead:
end;
}
- script force_09mob#80 -1,{
-
-Onon:
- monster "force_4-1",99,99,"Ancient Mummy",1522,1,"force_09mob#80::OnMobDeath";
- donpcevent "force_09ex#80::Onsummonmob_09";
- set $force_09_80,1;
+OnEnable:
+ monster "force_4-1",99,99,"Ancient Mummy",1522,1,"force_09mob#80::OnMyMobDead";
+ donpcevent "force_09ex#80::OnSummonMob_09";
end;
-Onreset:
- killmonster "force_4-1","force_09mob#80::OnMobDeath";
+OnReset:
+ killmonster "force_4-1","force_09mob#80::OnMyMobDead";
end;
-OnMobDeath:
- set $force_09_80,$force_09_80 -1;
- if ($force_09_80 < 1) {
- donpcevent "Octus#arena::On09_end";
- donpcevent "arena#80::Onreset_09";
- donpcevent "arena#80::Onreset_all";
+OnMyMobDead:
+ if (mobcount("force_4-1","force_09mob#80::OnMyMobDead") < 1) {
+ donpcevent "Octus#arena::On09_End";
+ donpcevent "arena#80::OnReset_09";
+ donpcevent "arena#80::OnReset_All";
set $arena_min80end,gettime(2);
set $arena_sec80end,gettime(1);
}
@@ -803,7 +737,6 @@ OnMobDeath:
}
prt_are_in,181,188,3 script Staff#80-1 67,{
-
mes "[Staff]";
mes "You did a good job.";
mes "Even if you have failed to clear a time attack battle, I will reward you with a small amount of arena points.";
@@ -825,29 +758,19 @@ prt_are_in,181,188,3 script Staff#80-1 67,{
}
prt_are_in,77,187,3 script Staff#80-2 67,{
-
- if($arena_min80end < $arena_min80st)
- {
- if($arena_sec80end < $arena_sec80st)
- {
+ if($arena_min80end < $arena_min80st) {
+ if($arena_sec80end < $arena_sec80st) {
set @record_min80,60 - $arena_min80st + $arena_min80end -1;
set @record_sec80,60 - $arena_sec80st + $arena_sec80end;
- }
- else
- {
+ } else {
set @record_min80,60 - $arena_min80st + $arena_min80end;
set @record_sec80,$arena_sec80end - $arena_sec80st;
}
- }
- else
- {
- if($arena_sec80end < $arena_sec80st)
- {
+ } else {
+ if($arena_sec80end < $arena_sec80st) {
set @record_min80,$arena_min80end - $arena_min80st -1;
set @record_sec80,60 - $arena_sec80st + $arena_sec80end;
- }
- else
- {
+ } else {
set @record_min80,$arena_min80end - $arena_min80st;
set @record_sec80,$arena_sec80end - $arena_sec80st;
}
@@ -863,7 +786,7 @@ prt_are_in,77,187,3 script Staff#80-2 67,{
mes "Congratulations!";
next;
mes "[Staff]";
- mes "The fastest player among people who cleared lvl 80s arena time force battle is ^3131FF"+$arena_80topn$+"^000000.";
+ mes "The fastest player among people who cleared Lv80 arena time force battle is ^3131FF"+$arena_80topn$+"^000000.";
next;
mes "[Staff]";
mes "^3131FF"+$arena_80topn$+"^000000's running time was ^3131FF"+$top_80min+"^000000minutes ^3131FF"+$top_80sec+"^000000seconds.";
@@ -884,9 +807,7 @@ prt_are_in,77,187,3 script Staff#80-2 67,{
mes "I hope you had a good time and let me guide you to the entrance of arena.";
mes "Thank you.";
close2;
- }
- else
- {
+ } else {
set arena_point, arena_point + 20;
mes "[Staff]";
mes "Let me reward you some arena points.";
@@ -898,15 +819,13 @@ prt_are_in,77,187,3 script Staff#80-2 67,{
close2;
}
specialeffect2 EF_EXIT;
- donpcevent "cast#80::Onnomal1";
+ donpcevent "cast#80::OnNomal1";
warp "arena_room",100,75;
- donpcevent "#arn_timer_80::Onstop";
- donpcevent "alloff#80::Onon";
- donpcevent "lvl 80s Waiting Room::Onstart";
+ donpcevent "#arn_timer_80::OnStop";
+ donpcevent "alloff#80::OnEnable";
+ donpcevent "Lv80 Waiting Room::OnStart";
end;
- }
- else
- {
+ } else {
emotion e_omg;
mes "[Staff]";
mes "Wow! You have renewed the record!";
@@ -917,7 +836,7 @@ prt_are_in,77,187,3 script Staff#80-2 67,{
set $top_80min, @record_min80;
set $top_80sec, @record_sec80;
set $arena_80topn$,strcharinfo(0);
- donpcevent "Vendigos::Onlinerec_80";
+ donpcevent "Vendigos::OnLineRec_80";
next;
if (arena_point > 29980) {
mes "[Staff]";
@@ -931,9 +850,7 @@ prt_are_in,77,187,3 script Staff#80-2 67,{
mes "I hope you had a good time and let me guide you to the entrance of arena.";
mes "Thank you.";
close2;
- }
- else
- {
+ } else {
mes "[Staff]";
mes "Let me reward you with some arena points.";
mes "At the same time, since you have renewed the record you will receive an extra amount of the points this time.";
@@ -949,18 +866,17 @@ prt_are_in,77,187,3 script Staff#80-2 67,{
close2;
}
specialeffect2 EF_HIT5;
- donpcevent "cast#80::Onnomal2";
+ donpcevent "cast#80::OnNomal2";
warp "arena_room",100,75;
- donpcevent "#arn_timer_80::Onstop";
- donpcevent "alloff#80::Onon";
- donpcevent "lvl 80s Waiting Room::Onstart";
+ donpcevent "#arn_timer_80::OnStop";
+ donpcevent "alloff#80::OnEnable";
+ donpcevent "Lv80 Waiting Room::OnStart";
end;
}
}
- script #arn_timer_80 -1,{
-
-Onon:
+OnEnable:
initnpctimer;
end;
@@ -977,62 +893,59 @@ OnTimer4000:
end;
OnTimer60000:
- donpcevent "cast#80::Ontimeover2";
- donpcevent "arn_warp_80::Onout";
- donpcevent "#arn_timer_80::Onstop";
- donpcevent "alloff#80::Onon";
- donpcevent "lvl 80s Waiting Room::Onstart";
+ donpcevent "cast#80::OnTimeOver2";
+ donpcevent "arn_warp_80::OnOut";
+ donpcevent "#arn_timer_80::OnStop";
+ donpcevent "alloff#80::OnEnable";
+ donpcevent "Lv80 Waiting Room::OnStart";
end;
-Onstop:
+OnStop:
stopnpctimer;
end;
-
}
- script arn_warp_80 -1,{
-
-Onout:
+OnOut:
areawarp "prt_are_in",66,195,81,178,"arena_room",100,75;
end;
}
- script cast#80 -1,{
-Ontimeover1:
+OnTimeOver1:
mapannounce "force_4-1","Arena will be reactivated due to an error occurred during battle.",0,0xFFCE00;
end;
-Ontimeover2:
+OnTimeOver2:
mapannounce "force_4-1","Arena will be activated due to an error occurred in the waiting room.",0,0xFFCE00;
end;
-Onnomal1:
+OnNomal1:
mapannounce "force_4-1","Arena will be reactivated.",0,0xFFCE00;
end;
-Onnomal2:
+OnNomal2:
mapannounce "force_4-1","Arena will be reactivated.",0,0xFFCE00;
end;
}
- script alloff#80 -1,{
-
-Onon:
+OnEnable:
mapwarp "force_4-1","prt_are_in",126,190,0,0;
- donpcevent "force_01mob#80::Onreset";
- donpcevent "force_02mob#80::Onreset";
- donpcevent "force_03mob#80::Onreset";
- donpcevent "force_04mob#80::Onreset";
- donpcevent "force_05mob#80::Onreset";
- donpcevent "force_06mob#80::Onreset";
- donpcevent "force_07mob#80::Onreset";
- donpcevent "force_08mob#80::Onreset";
- donpcevent "force_09mob#80::Onreset";
- donpcevent "force_01ex#80::Onreset";
- donpcevent "force_03ex#80::Onreset";
- donpcevent "force_04ex#80::Onreset";
- donpcevent "force_05ex#80::Onreset";
- donpcevent "force_07ex#80::Onreset";
- donpcevent "force_08ex#80::Onreset";
- donpcevent "force_09ex#80::Onreset";
- donpcevent "Octus#arena::Ontimeroff";
+ donpcevent "force_01mob#80::OnReset";
+ donpcevent "force_02mob#80::OnReset";
+ donpcevent "force_03mob#80::OnReset";
+ donpcevent "force_04mob#80::OnReset";
+ donpcevent "force_05mob#80::OnReset";
+ donpcevent "force_06mob#80::OnReset";
+ donpcevent "force_07mob#80::OnReset";
+ //donpcevent "force_08mob#80::OnReset";
+ donpcevent "force_09mob#80::OnReset";
+ donpcevent "force_01ex#80::OnReset";
+ donpcevent "force_03ex#80::OnReset";
+ donpcevent "force_04ex#80::OnReset";
+ donpcevent "force_05ex#80::OnReset";
+ donpcevent "force_07ex#80::OnReset";
+ //donpcevent "force_08ex#80::OnReset";
+ donpcevent "force_09ex#80::OnReset";
+ donpcevent "Octus#arena::OnTimerOff";
disablenpc "Octus#arena";
disablenpc "force_01_02#80";
disablenpc "force_02_03#80";
@@ -1044,7 +957,7 @@ Onon:
disablenpc "force_08_09#80";
disablenpc "force_exit#80";
disablenpc "arena#80";
- donpcevent "#arn_timer_80::Onstop";
+ donpcevent "#arn_timer_80::OnStop";
enablenpc "Octus#arena";
enablenpc "arena#80";
end;
@@ -1052,6 +965,4 @@ Onon:
OnInit:
if(!$top_80min && !$top_80sec) set $top_80min,8;
end;
-
}
-
diff --git a/npc/other/arena/arena_party.txt b/npc/other/arena/arena_party.txt
index 837c3eab1..77ba829eb 100644
--- a/npc/other/arena/arena_party.txt
+++ b/npc/other/arena/arena_party.txt
@@ -3,22 +3,24 @@
//===== By: ==================================================
//= SinSloth
//===== Current Version: =====================================
-//= 1.3
+//= 1.5
//===== Description: =========================================
//= Izlude Party Battle Arena
//===== Additional Comments: =================================
//= 1.0 First version.
//= 1.0a Fixed a typo.
//= 1.1 Replaced effect numerics with constants. [Samuray22]
-//= 1.2 Fixed "OnMobDeath" doesn't work sometime. [Inkfish]
+//= 1.2 Fixed "OnMyMobDead" doesn't work sometime. [Inkfish]
//= 1.3 Corrected donpcevent typo. (bugreport:4374) [L0ne_w0lf]
+//= 1.4 Label standardization and bug fixes. [Euphy]
+//= 1.5 Script updates, and removed a level restriction. [Euphy]
//============================================================
arena_room,162,88,3 script Ponox 124,{
end;
OnInit:
- waitingroom "Party Mode - 5 Member Parties",11,"Ponox::OnStartArena",5,0,10,99;
+ waitingroom "Party Mode - 5 Member Parties",11,"Ponox::OnStartArena",5,0,10;
enablewaitingroomevent;
end;
@@ -31,15 +33,13 @@ OnStartArena:
disablewaitingroomevent;
end;
-Onstart:
+OnStart:
enablewaitingroomevent;
end;
}
prt_are_in,76,87,3 script Helper#party 67,4,4,{
-
- if($arn_partywait == 0)
- {
+ if($arn_partywait == 0) {
set $arn_partywait,1;
emotion e_gasp,0;
mes "[Helper Iriff]";
@@ -50,28 +50,26 @@ prt_are_in,76,87,3 script Helper#party 67,4,4,{
mes "Only one person at a time is allowed to stay in this waiting room.";
mes "Would you like to start a battle now?";
next;
- switch( select( "No","Yes" ) )
- {
- case 1:
- set $arn_partywait,0;
- mes "[Helper Iriff]";
- mes "I see.";
- mes "However, please remember you have only a limited amount of time.";
- close;
-
- case 2:
- mes "[Helper Iriff]";
- mes "Thank you, let me start a battle.";
- mes "A warp portal leading to the arena room will be open.";
- mes "I hope you will survive until the end of the battle and engrave your name on the list of honor...";
- close2;
- donpcevent "toarena#party::OnEnter";
- donpcevent "Helper#party::OnStop";
- donpcevent "arena_p::OnStart";
- end;
+ switch( select( "No","Yes" ) ) {
+ case 1:
+ set $arn_partywait,0;
+ mes "[Helper Iriff]";
+ mes "I see.";
+ mes "However, please remember you have only a limited amount of time.";
+ close;
+ case 2:
+ mes "[Helper Iriff]";
+ mes "Thank you, let me start a battle.";
+ mes "A warp portal leading to the arena room will be open.";
+ mes "I hope you will survive until the end of the battle and engrave your name on the list of honor...";
+ close2;
+ donpcevent "toarena#party::OnEnter";
+ donpcevent "Helper#party::OnStop";
+ donpcevent "arena_p::OnStart";
+ end;
}
}
- else end;
+ end;
OnEnter:
enablenpc "Helper#party";
@@ -87,15 +85,14 @@ OnInit:
}
prt_are_in,73,78,0 script toarena#party -1,20,20,{
-
OnInit:
disablenpc "toarena#party";
end;
OnTouch:
- if(Zeny < 1000) warp "arena_room",100,75;
- else
- {
+ if(Zeny < 1000)
+ warp "arena_room",100,75;
+ else {
set Zeny,Zeny -1000;
set $arn_partywait,0;
donpcevent "toout#party::OnStop";
@@ -108,7 +105,6 @@ OnEnter:
}
prt_are_in,73,79,0 script toout#party -1,20,20,{
-
OnInit:
disablenpc "toout#party";
end;
@@ -124,7 +120,7 @@ OnTimer60000:
OnTimer70000:
donpcevent "toout#party::OnStop";
- donpcevent "Ponox::Onstart";
+ donpcevent "Ponox::OnStart";
disablenpc "toout#party";
OnTouch:
@@ -142,7 +138,6 @@ OnStop:
}
prt_are_in,73,74,0 script arena_out -1,1,1,{
-
OnTouch:
set $arn_partywait,0;
warp "arena_room",100,75;
@@ -150,11 +145,6 @@ OnTouch:
}
force_1-2,99,31,4 script Slipslowrun#party 124,{
-
-OnInit:
- set $@mapcountpt,0;
- end;
-
OnStart:
initnpctimer;
set $arena_minptst,gettime(2);
@@ -163,7 +153,8 @@ OnStart:
OnTimer2000:
mapannounce "force_1-2","Good day, my name is Slipslowrun! I am here to assist you in the party arena battles!",bc_all;
- donpcevent "arena_compass::OnStart";
+ //Official "arena_compass" script is extremely buggy, so we aren't using it.
+ //donpcevent "arena_compass::OnStart";
end;
OnTimer3000:
@@ -179,47 +170,56 @@ OnTimer5000:
end;
OnTimer60000:
- if(!getmapusers("force_1-2")) donpcevent "Slipslowrun#party::OnFail";
+ if (getmapusers("force_1-2") == 0)
+ donpcevent "Slipslowrun#party::OnFail";
mapannounce "force_1-2","Remaining Time : 9 minutes ",bc_all;
end;
OnTimer120000:
- if(!getmapusers("force_1-2")) donpcevent "Slipslowrun#party::OnFail";
+ if (getmapusers("force_1-2") == 0)
+ donpcevent "Slipslowrun#party::OnFail";
mapannounce "force_1-2","Remaining Time : 8 minutes ",bc_all;
end;
OnTimer180000:
- if(!getmapusers("force_1-2")) donpcevent "Slipslowrun#party::OnFail";
+ if (getmapusers("force_1-2") == 0)
+ donpcevent "Slipslowrun#party::OnFail";
mapannounce "force_1-2","Remaining Time : 7 minutes ",bc_all;
end;
OnTimer240000:
- if(!getmapusers("force_1-2")) donpcevent "Slipslowrun#party::OnFail";
+ if (getmapusers("force_1-2") == 0)
+ donpcevent "Slipslowrun#party::OnFail";
mapannounce "force_1-2","Remaining Time : 6 minutes ",bc_all;
end;
OnTimer300000:
- if(!getmapusers("force_1-2")) donpcevent "Slipslowrun#party::OnFail";
+ if (getmapusers("force_1-2") == 0)
+ donpcevent "Slipslowrun#party::OnFail";
mapannounce "force_1-2","Remaining Time : 5 minutes ",bc_all;
end;
OnTimer360000:
- if(!getmapusers("force_1-2")) donpcevent "Slipslowrun#party::OnFail";
+ if (getmapusers("force_1-2") == 0)
+ donpcevent "Slipslowrun#party::OnFail";
mapannounce "force_1-2","Remaining Time : 4 minutes ",bc_all;
end;
OnTimer420000:
- if(!getmapusers("force_1-2")) donpcevent "Slipslowrun#party::OnFail";
+ if (getmapusers("force_1-2") == 0)
+ donpcevent "Slipslowrun#party::OnFail";
mapannounce "force_1-2","Remaining Time : 3 minutes ",bc_all;
end;
OnTimer480000:
- if(!getmapusers("force_1-2")) donpcevent "Slipslowrun#party::OnFail";
+ if (getmapusers("force_1-2") == 0)
+ donpcevent "Slipslowrun#party::OnFail";
mapannounce "force_1-2","Remaining Time : 2 minutes ",bc_all;
end;
OnTimer540000:
- if(!getmapusers("force_1-2")) donpcevent "Slipslowrun#party::OnFail";
+ if (getmapusers("force_1-2") == 0)
+ donpcevent "Slipslowrun#party::OnFail";
mapannounce "force_1-2","Remaining Time : 1 minute ",bc_all;
end;
@@ -249,72 +249,71 @@ OnTimer614000:
end;
OnFail:
- donpcevent "Slipslowrun#party::OnTimeoff";
+ donpcevent "Slipslowrun#party::OnTimerOff";
mapwarp "force_1-2","prt_are_in",177,138;
donpcevent "arena_p::OnReset";
donpcevent "alloff#party::OnInit";
- donpcevent "Ponox::Onstart";
+ donpcevent "Ponox::OnStart";
end;
-OnTimeoff:
+OnTimerOff:
stopnpctimer;
end;
-On01_end:
+On01_End:
mapannounce "force_1-2","A door to the east room has opened!",bc_all;
end;
-On02_end:
+On02_End:
mapannounce "force_1-2","A door to the west room has opened!",bc_all;
end;
-On03_end:
+On03_End:
mapannounce "force_1-2","A door to the south room has opened!",bc_all;
end;
-On04_start:
+On04_Start:
mapannounce "force_1-2","A door to the 4th room at the east has opened!",bc_all;
end;
-On04_end1:
+On04_End1:
mapannounce "force_1-2","A warp portal at the west has opened! Please clear the 5th room at the end of the west hall! ",bc_all;
end;
-On04_end2:
+On04_End2:
mapannounce "force_1-2","A warp portal at the west north room has opened! ",bc_all;
end;
-On05_end1:
+On05_End1:
mapannounce "force_1-2","A door to the east room has opened~",bc_all;
end;
-On05_end2:
+On05_End2:
mapannounce "force_1-2","A door to the north room has opened~",bc_all;
end;
-On06_end:
+On06_End:
mapannounce "force_1-2","A door to the east room has opened~",bc_all;
end;
-On07_end:
+On07_End:
mapannounce "force_1-2","A door at the north has opened~",bc_all;
end;
-On08_end:
+On08_End:
mapannounce "force_1-2","A door to the west hall has opened~",bc_all;
end;
-On09_end:
+On09_End:
mapannounce "force_1-2","A west exit has opened!",bc_all;
end;
-On10_end:
+On10_End:
mapannounce "force_1-2","Boss stage cleared! An exit at the east has opened! Thank you.",bc_all;
end;
}
- script arena_p -1,{
-
OnStart:
mapwarp "force_1-2","prt_are_in",177,138;
disablenpc "force_01_00";
@@ -359,37 +358,37 @@ OnStart:
set $arn_partywait,0;
end;
-On04_start:
+On04_Start:
enablenpc "force_03_04";
enablenpc "force_04start#party";
end;
-On06_start:
+On06_Start:
enablenpc "force_05_06";
enablenpc "force_06start#party";
end;
-On07_start:
+On07_Start:
enablenpc "force_06_07";
enablenpc "force_07start#party";
end;
-On08_start:
+On08_Start:
enablenpc "force_07_08";
enablenpc "force_08start#party";
end;
-On09_start:
+On09_Start:
enablenpc "force_08_09";
enablenpc "force_09start#party";
end;
-On10_start:
+On10_Start:
enablenpc "force_09_10";
enablenpc "force_10start#party";
end;
-Onexit:
+OnExit:
enablenpc "force_10_09";
enablenpc "force_09_exit";
enablenpc "force_exit#party";
@@ -411,183 +410,65 @@ OnReset:
end;
}
-force_1-2,85,26,1 script force_00_01 45,1,1,{
-
-OnTouch:
- warp "force_1-2",37,26;
- end;
-}
-
-force_1-2,114,26,1 script force_00_02 45,1,1,{
-
-OnTouch:
- warp "force_1-2",162,26;
- end;
-}
-
-force_1-2,99,40,1 script force_00_03 45,1,1,{
-
-OnTouch:
- warp "force_1-2",99,66;
- end;
-}
-
-force_1-2,41,26,1 script force_01_00 45,1,1,{
-
-OnTouch:
- warp "force_1-2",89,26;
- end;
-}
-
-force_1-2,158,26,1 script force_02_00 45,1,1,{
-
-OnTouch:
- warp "force_1-2",110,26;
- end;
-}
-
-force_1-2,99,63,1 script force_03_00 45,1,1,{
-
-OnTouch:
- warp "force_1-2",99,36;
- end;
-}
-
-force_1-2,84,78,1 script force_03_05 45,1,1,{
-
-OnTouch:
- warp "force_1-2",37,78;
- end;
-}
-
-force_1-2,115,78,1 script force_03_04 45,1,1,{
-
-OnTouch:
- warp "force_1-2",162,78;
- end;
-}
-force_1-2,158,77,1 script force_04_03 45,1,1,{
-
-OnTouch:
- warp "force_1-2",110,78;
- end;
-}
-
-force_1-2,41,77,1 script force_05_03 45,1,1,{
-
-OnTouch:
- warp "force_1-2",37,78;
- end;
-}
-
-force_1-2,25,93,1 script force_05_06 45,1,1,{
-
-OnTouch:
- warp "force_1-2",26,118;
- end;
-}
-
-force_1-2,49,130,1 script force_06_07 45,1,1,{
-
-OnTouch:
- warp "force_1-2",91,125;
- end;
-}
-
-force_1-2,107,145,1 script force_07_08 45,1,1,{
-
-OnTouch:
- warp "force_1-2",173,118;
- end;
-}
-
-force_1-2,158,178,1 script force_08_09 45,1,1,{
-
-OnTouch:
- warp "force_1-2",133,178;
- end;
-}
-
-force_1-2,55,178,1 script force_09_10 45,1,1,{
-
-OnTouch:
- warp "force_1-2",29,178;
- end;
-}
-
-force_1-2,33,178,1 script force_10_09 45,1,1,{
-
-OnTouch:
- warp "force_1-2",59,178;
- end;
-}
-
-force_1-2,95,187,1 script force_09_exit 45,1,1,{
-
+force_1-2,95,187,0 script force_09_exit 45,1,1,{
OnTouch:
set $arena_minptend,gettime(2);
set $arena_secptend,gettime(1);
warp "prt_are_in",73,139;
donpcevent "#arn_timer_pt::OnEnter";
donpcevent "arena_p::OnReset";
- donpcevent "Slipslowrun#party::OnTimeoff";
+ donpcevent "Slipslowrun#party::OnTimerOff";
end;
}
force_1-2,36,26,0 script force_01start#party -1,1,1,{
-
OnTouch:
- donpcevent "force_01mob#party::Onon";
+ donpcevent "force_01mob#party::OnEnable";
disablenpc "force_01start#party";
end;
}
- script force_01mob#party -1,{
-
-Onon:
- monster "force_1-2",15,35,"Penomena",1441,1,"force_01mob#party::OnMobDeath";
- monster "force_1-2",35,35,"Penomena",1441,1,"force_01mob#party::OnMobDeath";
- monster "force_1-2",15,15,"Penomena",1441,1,"force_01mob#party::OnMobDeath";
- monster "force_1-2",35,15,"Penomena",1441,1,"force_01mob#party::OnMobDeath";
- monster "force_1-2",15,25,"Clock",1528,1,"force_01mob#party::OnMobDeath";
- monster "force_1-2",17,25,"Clock",1528,1,"force_01mob#party::OnMobDeath";
- monster "force_1-2",19,25,"Clock",1528,1,"force_01mob#party::OnMobDeath";
- monster "force_1-2",21,25,"Clock",1528,1,"force_01mob#party::OnMobDeath";
- monster "force_1-2",15,25,"Clock",1528,1,"force_01mob#party::OnMobDeath";
- monster "force_1-2",17,25,"Clock",1528,1,"force_01mob#party::OnMobDeath";
- monster "force_1-2",19,25,"Clock",1528,1,"force_01mob#party::OnMobDeath";
- monster "force_1-2",21,25,"Clock",1528,1,"force_01mob#party::OnMobDeath";
- monster "force_1-2",15,30,"Alarm",1476,1,"force_01mob#party::OnMobDeath";
- monster "force_1-2",17,22,"Alarm",1476,1,"force_01mob#party::OnMobDeath";
- monster "force_1-2",19,32,"Alarm",1476,1,"force_01mob#party::OnMobDeath";
- monster "force_1-2",21,22,"Alarm",1476,1,"force_01mob#party::OnMobDeath";
- monster "force_1-2",26,33,"Clock Tower Keeper",1527,1,"force_01mob#party::OnMobDeath";
- monster "force_1-2",26,33,"Clock Tower Keeper",1527,1,"force_01mob#party::OnMobDeath";
- monster "force_1-2",26,14,"Ancient Worm",1567,1,"force_01mob#party::OnMobDeath";
- monster "force_1-2",30,27,"Ancient Worm",1567,1,"force_01mob#party::OnMobDeath";
- monster "force_1-2",29,25,"Ancient Worm",1567,1,"force_01mob#party::OnMobDeath";
- monster "force_1-2",26,14,"Ancient Worm",1567,1,"force_01mob#party::OnMobDeath";
- monster "force_1-2",33,26,"Incubus",1580,1,"force_01mob#party::OnMobDeath";
- monster "force_1-2",29,28,"Incubus",1580,1,"force_01mob#party::OnMobDeath";
- monster "force_1-2",33,20,"Incubus",1580,1,"force_01mob#party::OnMobDeath";
- monster "force_1-2",33,30,"Incubus",1580,1,"force_01mob#party::OnMobDeath";
- set $force_01_pt,26;
+OnEnable:
+ monster "force_1-2",15,35,"Penomena",1441,1,"force_01mob#party::OnMyMobDead";
+ monster "force_1-2",35,35,"Penomena",1441,1,"force_01mob#party::OnMyMobDead";
+ monster "force_1-2",15,15,"Penomena",1441,1,"force_01mob#party::OnMyMobDead";
+ monster "force_1-2",35,15,"Penomena",1441,1,"force_01mob#party::OnMyMobDead";
+ monster "force_1-2",15,25,"Clock",1528,1,"force_01mob#party::OnMyMobDead";
+ monster "force_1-2",17,25,"Clock",1528,1,"force_01mob#party::OnMyMobDead";
+ monster "force_1-2",19,25,"Clock",1528,1,"force_01mob#party::OnMyMobDead";
+ monster "force_1-2",21,25,"Clock",1528,1,"force_01mob#party::OnMyMobDead";
+ monster "force_1-2",15,25,"Clock",1528,1,"force_01mob#party::OnMyMobDead";
+ monster "force_1-2",17,25,"Clock",1528,1,"force_01mob#party::OnMyMobDead";
+ monster "force_1-2",19,25,"Clock",1528,1,"force_01mob#party::OnMyMobDead";
+ monster "force_1-2",21,25,"Clock",1528,1,"force_01mob#party::OnMyMobDead";
+ monster "force_1-2",15,30,"Alarm",1476,1,"force_01mob#party::OnMyMobDead";
+ monster "force_1-2",17,22,"Alarm",1476,1,"force_01mob#party::OnMyMobDead";
+ monster "force_1-2",19,32,"Alarm",1476,1,"force_01mob#party::OnMyMobDead";
+ monster "force_1-2",21,22,"Alarm",1476,1,"force_01mob#party::OnMyMobDead";
+ monster "force_1-2",26,33,"Clock Tower Keeper",1527,1,"force_01mob#party::OnMyMobDead";
+ monster "force_1-2",26,33,"Clock Tower Keeper",1527,1,"force_01mob#party::OnMyMobDead";
+ monster "force_1-2",26,14,"Ancient Worm",1567,1,"force_01mob#party::OnMyMobDead";
+ monster "force_1-2",30,27,"Ancient Worm",1567,1,"force_01mob#party::OnMyMobDead";
+ monster "force_1-2",29,25,"Ancient Worm",1567,1,"force_01mob#party::OnMyMobDead";
+ monster "force_1-2",26,14,"Ancient Worm",1567,1,"force_01mob#party::OnMyMobDead";
+ monster "force_1-2",33,26,"Incubus",1580,1,"force_01mob#party::OnMyMobDead";
+ monster "force_1-2",29,28,"Incubus",1580,1,"force_01mob#party::OnMyMobDead";
+ monster "force_1-2",33,20,"Incubus",1580,1,"force_01mob#party::OnMyMobDead";
+ monster "force_1-2",33,30,"Incubus",1580,1,"force_01mob#party::OnMyMobDead";
end;
OnReset:
- killmonster "force_1-2","force_01mob#party::OnMobDeath";
+ killmonster "force_1-2","force_01mob#party::OnMyMobDead";
end;
-OnMobDeath:
- set $force_01_pt,$force_01_pt -1;
- if($force_01_pt < 1)
- {
+OnMyMobDead:
+ if (mobcount("force_1-2","force_01mob#party::OnMyMobDead") < 1) {
enablenpc "force_01_00";
- donpcevent "Slipslowrun#party::On01_end";
+ donpcevent "Slipslowrun#party::On01_End";
set $arn_partyc,$arn_partyc +1;
- if($arn_partyc == 3)
- {
- donpcevent "Slipslowrun#party::On04_start";
+ if($arn_partyc == 3) {
+ donpcevent "Slipslowrun#party::On04_Start";
enablenpc "force_03_04";
enablenpc "force_04start#party";
}
@@ -596,63 +477,57 @@ OnMobDeath:
}
force_1-2,162,26,0 script force_02start#party -1,1,1,{
-
OnTouch:
- donpcevent "force_02mob#party::Onon";
+ donpcevent "force_02mob#party::OnEnable";
disablenpc "force_02start#party";
end;
}
- script force_02mob#party -1,{
-
-Onon:
- monster "force_1-2",163,36,"Penomena",1441,1,"force_02mob#party::OnMobDeath";
- monster "force_1-2",184,36,"Penomena",1441,1,"force_02mob#party::OnMobDeath";
- monster "force_1-2",184,16,"Penomena",1441,1,"force_02mob#party::OnMobDeath";
- monster "force_1-2",163,16,"Penomena",1441,1,"force_02mob#party::OnMobDeath";
- monster "force_1-2",171,37,"Joker",1437,1,"force_02mob#party::OnMobDeath";
- monster "force_1-2",177,37,"Joker",1437,1,"force_02mob#party::OnMobDeath";
- monster "force_1-2",184,29,"Joker",1437,1,"force_02mob#party::OnMobDeath";
- monster "force_1-2",184,22,"Joker",1437,1,"force_02mob#party::OnMobDeath";
- monster "force_1-2",177,16,"Joker",1437,1,"force_02mob#party::OnMobDeath";
- monster "force_1-2",170,16,"Joker",1437,1,"force_02mob#party::OnMobDeath";
- monster "force_1-2",169,28,"Bathory",1525,1,"force_02mob#party::OnMobDeath";
- monster "force_1-2",171,28,"Bathory",1525,1,"force_02mob#party::OnMobDeath";
- monster "force_1-2",173,28,"Bathory",1525,1,"force_02mob#party::OnMobDeath";
- monster "force_1-2",175,28,"Bathory",1525,1,"force_02mob#party::OnMobDeath";
- monster "force_1-2",177,28,"Bathory",1525,1,"force_02mob#party::OnMobDeath";
- monster "force_1-2",177,23,"Bathory",1525,1,"force_02mob#party::OnMobDeath";
- monster "force_1-2",175,23,"Bathory",1525,1,"force_02mob#party::OnMobDeath";
- monster "force_1-2",173,23,"Bathory",1525,1,"force_02mob#party::OnMobDeath";
- monster "force_1-2",171,23,"Bathory",1525,1,"force_02mob#party::OnMobDeath";
- monster "force_1-2",169,23,"Bathory",1525,1,"force_02mob#party::OnMobDeath";
- monster "force_1-2",187,30,"Arclouse",1477,1,"force_02mob#party::OnMobDeath";
- monster "force_1-2",187,30,"Arclouse",1477,1,"force_02mob#party::OnMobDeath";
- monster "force_1-2",187,30,"Arclouse",1477,1,"force_02mob#party::OnMobDeath";
- monster "force_1-2",187,22,"Arclouse",1477,1,"force_02mob#party::OnMobDeath";
- monster "force_1-2",187,22,"Arclouse",1477,1,"force_02mob#party::OnMobDeath";
- monster "force_1-2",187,22,"Arclouse",1477,1,"force_02mob#party::OnMobDeath";
- monster "force_1-2",173,40,"Arclouse",1477,1,"force_02mob#party::OnMobDeath";
- monster "force_1-2",173,40,"Arclouse",1477,1,"force_02mob#party::OnMobDeath";
- monster "force_1-2",181,25,"Arclouse",1477,1,"force_02mob#party::OnMobDeath";
- monster "force_1-2",181,25,"Arclouse",1477,1,"force_02mob#party::OnMobDeath";
- set $force_02_pt,30;
+OnEnable:
+ monster "force_1-2",163,36,"Penomena",1441,1,"force_02mob#party::OnMyMobDead";
+ monster "force_1-2",184,36,"Penomena",1441,1,"force_02mob#party::OnMyMobDead";
+ monster "force_1-2",184,16,"Penomena",1441,1,"force_02mob#party::OnMyMobDead";
+ monster "force_1-2",163,16,"Penomena",1441,1,"force_02mob#party::OnMyMobDead";
+ monster "force_1-2",171,37,"Joker",1437,1,"force_02mob#party::OnMyMobDead";
+ monster "force_1-2",177,37,"Joker",1437,1,"force_02mob#party::OnMyMobDead";
+ monster "force_1-2",184,29,"Joker",1437,1,"force_02mob#party::OnMyMobDead";
+ monster "force_1-2",184,22,"Joker",1437,1,"force_02mob#party::OnMyMobDead";
+ monster "force_1-2",177,16,"Joker",1437,1,"force_02mob#party::OnMyMobDead";
+ monster "force_1-2",170,16,"Joker",1437,1,"force_02mob#party::OnMyMobDead";
+ monster "force_1-2",169,28,"Bathory",1525,1,"force_02mob#party::OnMyMobDead";
+ monster "force_1-2",171,28,"Bathory",1525,1,"force_02mob#party::OnMyMobDead";
+ monster "force_1-2",173,28,"Bathory",1525,1,"force_02mob#party::OnMyMobDead";
+ monster "force_1-2",175,28,"Bathory",1525,1,"force_02mob#party::OnMyMobDead";
+ monster "force_1-2",177,28,"Bathory",1525,1,"force_02mob#party::OnMyMobDead";
+ monster "force_1-2",177,23,"Bathory",1525,1,"force_02mob#party::OnMyMobDead";
+ monster "force_1-2",175,23,"Bathory",1525,1,"force_02mob#party::OnMyMobDead";
+ monster "force_1-2",173,23,"Bathory",1525,1,"force_02mob#party::OnMyMobDead";
+ monster "force_1-2",171,23,"Bathory",1525,1,"force_02mob#party::OnMyMobDead";
+ monster "force_1-2",169,23,"Bathory",1525,1,"force_02mob#party::OnMyMobDead";
+ monster "force_1-2",187,30,"Arclouse",1477,1,"force_02mob#party::OnMyMobDead";
+ monster "force_1-2",187,30,"Arclouse",1477,1,"force_02mob#party::OnMyMobDead";
+ monster "force_1-2",187,30,"Arclouse",1477,1,"force_02mob#party::OnMyMobDead";
+ monster "force_1-2",187,22,"Arclouse",1477,1,"force_02mob#party::OnMyMobDead";
+ monster "force_1-2",187,22,"Arclouse",1477,1,"force_02mob#party::OnMyMobDead";
+ monster "force_1-2",187,22,"Arclouse",1477,1,"force_02mob#party::OnMyMobDead";
+ monster "force_1-2",173,40,"Arclouse",1477,1,"force_02mob#party::OnMyMobDead";
+ monster "force_1-2",173,40,"Arclouse",1477,1,"force_02mob#party::OnMyMobDead";
+ monster "force_1-2",181,25,"Arclouse",1477,1,"force_02mob#party::OnMyMobDead";
+ monster "force_1-2",181,25,"Arclouse",1477,1,"force_02mob#party::OnMyMobDead";
end;
OnReset:
- killmonster "force_1-2","force_02mob#party::OnMobDeath";
+ killmonster "force_1-2","force_02mob#party::OnMyMobDead";
end;
-OnMobDeath:
- set $force_02_pt,$force_02_pt -1;
- if($force_02_pt < 1)
- {
+OnMyMobDead:
+ if (mobcount("force_1-2","force_02mob#party::OnMyMobDead") < 1) {
enablenpc "force_02_00";
- donpcevent "Slipslowrun#party::On02_end";
+ donpcevent "Slipslowrun#party::On02_End";
set $arn_partyc,$arn_partyc +1;
- if($arn_partyc == 3)
- {
- donpcevent "Slipslowrun#party::On04_start";
+ if($arn_partyc == 3) {
+ donpcevent "Slipslowrun#party::On04_Start";
enablenpc "force_03_04";
enablenpc "force_04start#party";
}
@@ -661,59 +536,53 @@ OnMobDeath:
}
force_1-2,99,66,0 script force_03start#party -1,1,1,{
-
OnTouch:
- donpcevent "force_03mob#party::Onon";
+ donpcevent "force_03mob#party::OnEnable";
disablenpc "force_03start#party";
end;
}
- script force_03mob#party -1,{
-
-Onon:
- monster "force_1-2",89,81,"Merman",1451,1,"force_03mob#party::OnMobDeath";
- monster "force_1-2",90,81,"Merman",1451,1,"force_03mob#party::OnMobDeath";
- monster "force_1-2",91,81,"Merman",1451,1,"force_03mob#party::OnMobDeath";
- monster "force_1-2",92,81,"Merman",1451,1,"force_03mob#party::OnMobDeath";
- monster "force_1-2",93,81,"Merman",1451,1,"force_03mob#party::OnMobDeath";
- monster "force_1-2",96,85,"Wind Ghost",1450,1,"force_03mob#party::OnMobDeath";
- monster "force_1-2",98,85,"Wind Ghost",1450,1,"force_03mob#party::OnMobDeath";
- monster "force_1-2",100,85,"Wind Ghost",1450,1,"force_03mob#party::OnMobDeath";
- monster "force_1-2",102,85,"Wind Ghost",1450,1,"force_03mob#party::OnMobDeath";
- monster "force_1-2",104,85,"Wind Ghost",1450,1,"force_03mob#party::OnMobDeath";
- monster "force_1-2",88,79,"Deviruchi",1433,1,"force_03mob#party::OnMobDeath";
- monster "force_1-2",90,79,"Deviruchi",1433,1,"force_03mob#party::OnMobDeath";
- monster "force_1-2",92,79,"Deviruchi",1433,1,"force_03mob#party::OnMobDeath";
- monster "force_1-2",94,79,"Deviruchi",1433,1,"force_03mob#party::OnMobDeath";
- monster "force_1-2",96,79,"Deviruchi",1433,1,"force_03mob#party::OnMobDeath";
- monster "force_1-2",98,79,"Deviruchi",1433,1,"force_03mob#party::OnMobDeath";
- monster "force_1-2",100,79,"Deviruchi",1433,1,"force_03mob#party::OnMobDeath";
- monster "force_1-2",102,79,"Deviruchi",1433,1,"force_03mob#party::OnMobDeath";
- monster "force_1-2",104,79,"Deviruchi",1433,1,"force_03mob#party::OnMobDeath";
- monster "force_1-2",106,79,"Deviruchi",1433,1,"force_03mob#party::OnMobDeath";
- monster "force_1-2",108,79,"Deviruchi",1433,1,"force_03mob#party::OnMobDeath";
- monster "force_1-2",110,79,"Deviruchi",1433,1,"force_03mob#party::OnMobDeath";
- monster "force_1-2",91,86,"Wanderer",1490,1,"force_03mob#party::OnMobDeath";
- monster "force_1-2",108,86,"Wanderer",1490,1,"force_03mob#party::OnMobDeath";
- monster "force_1-2",91,69,"Wanderer",1490,1,"force_03mob#party::OnMobDeath";
- monster "force_1-2",108,69,"Wanderer",1490,1,"force_03mob#party::OnMobDeath";
- set $force_03_pt,26;
+OnEnable:
+ monster "force_1-2",89,81,"Merman",1451,1,"force_03mob#party::OnMyMobDead";
+ monster "force_1-2",90,81,"Merman",1451,1,"force_03mob#party::OnMyMobDead";
+ monster "force_1-2",91,81,"Merman",1451,1,"force_03mob#party::OnMyMobDead";
+ monster "force_1-2",92,81,"Merman",1451,1,"force_03mob#party::OnMyMobDead";
+ monster "force_1-2",93,81,"Merman",1451,1,"force_03mob#party::OnMyMobDead";
+ monster "force_1-2",96,85,"Wind Ghost",1450,1,"force_03mob#party::OnMyMobDead";
+ monster "force_1-2",98,85,"Wind Ghost",1450,1,"force_03mob#party::OnMyMobDead";
+ monster "force_1-2",100,85,"Wind Ghost",1450,1,"force_03mob#party::OnMyMobDead";
+ monster "force_1-2",102,85,"Wind Ghost",1450,1,"force_03mob#party::OnMyMobDead";
+ monster "force_1-2",104,85,"Wind Ghost",1450,1,"force_03mob#party::OnMyMobDead";
+ monster "force_1-2",88,79,"Deviruchi",1433,1,"force_03mob#party::OnMyMobDead";
+ monster "force_1-2",90,79,"Deviruchi",1433,1,"force_03mob#party::OnMyMobDead";
+ monster "force_1-2",92,79,"Deviruchi",1433,1,"force_03mob#party::OnMyMobDead";
+ monster "force_1-2",94,79,"Deviruchi",1433,1,"force_03mob#party::OnMyMobDead";
+ monster "force_1-2",96,79,"Deviruchi",1433,1,"force_03mob#party::OnMyMobDead";
+ monster "force_1-2",98,79,"Deviruchi",1433,1,"force_03mob#party::OnMyMobDead";
+ monster "force_1-2",100,79,"Deviruchi",1433,1,"force_03mob#party::OnMyMobDead";
+ monster "force_1-2",102,79,"Deviruchi",1433,1,"force_03mob#party::OnMyMobDead";
+ monster "force_1-2",104,79,"Deviruchi",1433,1,"force_03mob#party::OnMyMobDead";
+ monster "force_1-2",106,79,"Deviruchi",1433,1,"force_03mob#party::OnMyMobDead";
+ monster "force_1-2",108,79,"Deviruchi",1433,1,"force_03mob#party::OnMyMobDead";
+ monster "force_1-2",110,79,"Deviruchi",1433,1,"force_03mob#party::OnMyMobDead";
+ monster "force_1-2",91,86,"Wanderer",1490,1,"force_03mob#party::OnMyMobDead";
+ monster "force_1-2",108,86,"Wanderer",1490,1,"force_03mob#party::OnMyMobDead";
+ monster "force_1-2",91,69,"Wanderer",1490,1,"force_03mob#party::OnMyMobDead";
+ monster "force_1-2",108,69,"Wanderer",1490,1,"force_03mob#party::OnMyMobDead";
end;
OnReset:
- killmonster "force_1-2","force_03mob#party::OnMobDeath";
+ killmonster "force_1-2","force_03mob#party::OnMyMobDead";
end;
-OnMobDeath:
- set $force_03_pt,$force_03_pt -1;
- if($force_03_pt < 1)
- {
+OnMyMobDead:
+ if (mobcount("force_1-2","force_03mob#party::OnMyMobDead") < 1) {
enablenpc "force_03_00";
- donpcevent "Slipslowrun#party::On03_end";
+ donpcevent "Slipslowrun#party::On03_End";
set $arn_partyc,$arn_partyc +1;
- if($arn_partyc == 3)
- {
- donpcevent "Slipslowrun#party::On04_start";
+ if($arn_partyc == 3) {
+ donpcevent "Slipslowrun#party::On04_Start";
enablenpc "force_03_04";
enablenpc "force_04start#party";
}
@@ -722,418 +591,365 @@ OnMobDeath:
}
force_1-2,162,78,0 script force_04start#party -1,3,3,{
-
OnTouch:
- donpcevent "force_04mob#party::Onon";
+ donpcevent "force_04mob#party::OnEnable";
disablenpc "force_04start#party";
end;
}
- script force_04mob#party -1,{
-
-Onon:
- monster "force_1-2",174,78,"Penomena",1441,1,"force_04mob#party::OnMobDeath";
- monster "force_1-2",184,78,"Penomena",1441,1,"force_04mob#party::OnMobDeath";
- monster "force_1-2",184,68,"Penomena",1441,1,"force_04mob#party::OnMobDeath";
- monster "force_1-2",174,68,"Penomena",1441,1,"force_04mob#party::OnMobDeath";
- monster "force_1-2",169,87,"Ride Word",1478,1,"force_04mob#party::OnMobDeath";
- monster "force_1-2",170,87,"Ride Word",1478,1,"force_04mob#party::OnMobDeath";
- monster "force_1-2",171,87,"Ride Word",1478,1,"force_04mob#party::OnMobDeath";
- monster "force_1-2",172,87,"Ride Word",1478,1,"force_04mob#party::OnMobDeath";
- monster "force_1-2",169,77,"Ride Word",1478,1,"force_04mob#party::OnMobDeath";
- monster "force_1-2",170,77,"Ride Word",1478,1,"force_04mob#party::OnMobDeath";
- monster "force_1-2",171,77,"Ride Word",1478,1,"force_04mob#party::OnMobDeath";
- monster "force_1-2",172,77,"Ride Word",1478,1,"force_04mob#party::OnMobDeath";
- monster "force_1-2",183,83,"Wraith Dead",1566,1,"force_04mob#party::OnMobDeath";
- monster "force_1-2",183,80,"Wraith Dead",1566,1,"force_04mob#party::OnMobDeath";
- monster "force_1-2",183,73,"Wraith Dead",1566,1,"force_04mob#party::OnMobDeath";
- monster "force_1-2",183,70,"Wraith Dead",1566,1,"force_04mob#party::OnMobDeath";
- monster "force_1-2",179,77,"Wraith Dead",1566,1,"force_04mob#party::OnMobDeath";
- monster "force_1-2",169,72,"Assaulter",1364,1,"force_04mob#party::OnMobDeath";
- monster "force_1-2",171,72,"Assaulter",1364,1,"force_04mob#party::OnMobDeath";
- monster "force_1-2",173,72,"Assaulter",1364,1,"force_04mob#party::OnMobDeath";
- monster "force_1-2",175,72,"Assaulter",1364,1,"force_04mob#party::OnMobDeath";
- monster "force_1-2",177,72,"Assaulter",1364,1,"force_04mob#party::OnMobDeath";
- set $force_04_pt,22;
+OnEnable:
+ monster "force_1-2",174,78,"Penomena",1441,1,"force_04mob#party::OnMyMobDead";
+ monster "force_1-2",184,78,"Penomena",1441,1,"force_04mob#party::OnMyMobDead";
+ monster "force_1-2",184,68,"Penomena",1441,1,"force_04mob#party::OnMyMobDead";
+ monster "force_1-2",174,68,"Penomena",1441,1,"force_04mob#party::OnMyMobDead";
+ monster "force_1-2",169,87,"Ride Word",1478,1,"force_04mob#party::OnMyMobDead";
+ monster "force_1-2",170,87,"Ride Word",1478,1,"force_04mob#party::OnMyMobDead";
+ monster "force_1-2",171,87,"Ride Word",1478,1,"force_04mob#party::OnMyMobDead";
+ monster "force_1-2",172,87,"Ride Word",1478,1,"force_04mob#party::OnMyMobDead";
+ monster "force_1-2",169,77,"Ride Word",1478,1,"force_04mob#party::OnMyMobDead";
+ monster "force_1-2",170,77,"Ride Word",1478,1,"force_04mob#party::OnMyMobDead";
+ monster "force_1-2",171,77,"Ride Word",1478,1,"force_04mob#party::OnMyMobDead";
+ monster "force_1-2",172,77,"Ride Word",1478,1,"force_04mob#party::OnMyMobDead";
+ monster "force_1-2",183,83,"Wraith Dead",1566,1,"force_04mob#party::OnMyMobDead";
+ monster "force_1-2",183,80,"Wraith Dead",1566,1,"force_04mob#party::OnMyMobDead";
+ monster "force_1-2",183,73,"Wraith Dead",1566,1,"force_04mob#party::OnMyMobDead";
+ monster "force_1-2",183,70,"Wraith Dead",1566,1,"force_04mob#party::OnMyMobDead";
+ monster "force_1-2",179,77,"Wraith Dead",1566,1,"force_04mob#party::OnMyMobDead";
+ monster "force_1-2",169,72,"Assaulter",1364,1,"force_04mob#party::OnMyMobDead";
+ monster "force_1-2",171,72,"Assaulter",1364,1,"force_04mob#party::OnMyMobDead";
+ monster "force_1-2",173,72,"Assaulter",1364,1,"force_04mob#party::OnMyMobDead";
+ monster "force_1-2",175,72,"Assaulter",1364,1,"force_04mob#party::OnMyMobDead";
+ monster "force_1-2",177,72,"Assaulter",1364,1,"force_04mob#party::OnMyMobDead";
end;
OnReset:
- killmonster "force_1-2","force_04mob#party::OnMobDeath";
+ killmonster "force_1-2","force_04mob#party::OnMyMobDead";
end;
-OnMobDeath:
- set $force_04_pt,$force_04_pt -1;
- if($force_04_pt < 1)
- {
+OnMyMobDead:
+ if (mobcount("force_1-2","force_04mob#party::OnMyMobDead") < 1) {
enablenpc "force_04_03";
enablenpc "force_03_05";
enablenpc "force_05start#party";
- donpcevent "Slipslowrun#party::On04_end1";
+ donpcevent "Slipslowrun#party::On04_End1";
}
end;
}
force_1-2,36,77,0 script force_05start#party -1,1,1,{
-
OnTouch:
- donpcevent "force_05mob#party::Onon";
+ donpcevent "force_05mob#party::OnEnable";
disablenpc "force_05start#party";
end;
}
- script force_05mob#party -1,{
-
-Onon:
- monster "force_1-2",25,68,"Penomena",1441,1,"force_05mob#party::OnMobDeath";
- monster "force_1-2",36,68,"Penomena",1441,1,"force_05mob#party::OnMobDeath";
- monster "force_1-2",16,88,"Penomena",1441,1,"force_05mob#party::OnMobDeath";
- monster "force_1-2",15,78,"Penomena",1441,1,"force_05mob#party::OnMobDeath";
- monster "force_1-2",33,88,"Sting",1489,1,"force_05mob#party::OnMobDeath";
- monster "force_1-2",29,87,"Sting",1489,1,"force_05mob#party::OnMobDeath";
- monster "force_1-2",25,81,"Sting",1489,1,"force_05mob#party::OnMobDeath";
- monster "force_1-2",25,78,"Sting",1489,1,"force_05mob#party::OnMobDeath";
- monster "force_1-2",25,72,"Sting",1489,1,"force_05mob#party::OnMobDeath";
- monster "force_1-2",29,70,"Sting",1489,1,"force_05mob#party::OnMobDeath";
- monster "force_1-2",21,70,"Sting",1489,1,"force_05mob#party::OnMobDeath";
- monster "force_1-2",19,76,"Sting",1489,1,"force_05mob#party::OnMobDeath";
- monster "force_1-2",19,83,"Sting",1489,1,"force_05mob#party::OnMobDeath";
- monster "force_1-2",23,89,"Sting",1489,1,"force_05mob#party::OnMobDeath";
- monster "force_1-2",22,85,"Cramp",1570,1,"force_05mob#party::OnMobDeath";
- monster "force_1-2",23,85,"Cramp",1570,1,"force_05mob#party::OnMobDeath";
- monster "force_1-2",24,85,"Cramp",1570,1,"force_05mob#party::OnMobDeath";
- monster "force_1-2",23,86,"Cramp",1570,1,"force_05mob#party::OnMobDeath";
- monster "force_1-2",22,86,"Cramp",1570,1,"force_05mob#party::OnMobDeath";
- monster "force_1-2",22,71,"Cramp",1570,1,"force_05mob#party::OnMobDeath";
- monster "force_1-2",22,72,"Cramp",1570,1,"force_05mob#party::OnMobDeath";
- monster "force_1-2",23,71,"Cramp",1570,1,"force_05mob#party::OnMobDeath";
- monster "force_1-2",23,72,"Cramp",1570,1,"force_05mob#party::OnMobDeath";
- monster "force_1-2",24,71,"Cramp",1570,1,"force_05mob#party::OnMobDeath";
- set $force_05_pt,24;
+OnEnable:
+ monster "force_1-2",25,68,"Penomena",1441,1,"force_05mob#party::OnMyMobDead";
+ monster "force_1-2",36,68,"Penomena",1441,1,"force_05mob#party::OnMyMobDead";
+ monster "force_1-2",16,88,"Penomena",1441,1,"force_05mob#party::OnMyMobDead";
+ monster "force_1-2",15,78,"Penomena",1441,1,"force_05mob#party::OnMyMobDead";
+ monster "force_1-2",33,88,"Sting",1489,1,"force_05mob#party::OnMyMobDead";
+ monster "force_1-2",29,87,"Sting",1489,1,"force_05mob#party::OnMyMobDead";
+ monster "force_1-2",25,81,"Sting",1489,1,"force_05mob#party::OnMyMobDead";
+ monster "force_1-2",25,78,"Sting",1489,1,"force_05mob#party::OnMyMobDead";
+ monster "force_1-2",25,72,"Sting",1489,1,"force_05mob#party::OnMyMobDead";
+ monster "force_1-2",29,70,"Sting",1489,1,"force_05mob#party::OnMyMobDead";
+ monster "force_1-2",21,70,"Sting",1489,1,"force_05mob#party::OnMyMobDead";
+ monster "force_1-2",19,76,"Sting",1489,1,"force_05mob#party::OnMyMobDead";
+ monster "force_1-2",19,83,"Sting",1489,1,"force_05mob#party::OnMyMobDead";
+ monster "force_1-2",23,89,"Sting",1489,1,"force_05mob#party::OnMyMobDead";
+ monster "force_1-2",22,85,"Cramp",1570,1,"force_05mob#party::OnMyMobDead";
+ monster "force_1-2",23,85,"Cramp",1570,1,"force_05mob#party::OnMyMobDead";
+ monster "force_1-2",24,85,"Cramp",1570,1,"force_05mob#party::OnMyMobDead";
+ monster "force_1-2",23,86,"Cramp",1570,1,"force_05mob#party::OnMyMobDead";
+ monster "force_1-2",22,86,"Cramp",1570,1,"force_05mob#party::OnMyMobDead";
+ monster "force_1-2",22,71,"Cramp",1570,1,"force_05mob#party::OnMyMobDead";
+ monster "force_1-2",22,72,"Cramp",1570,1,"force_05mob#party::OnMyMobDead";
+ monster "force_1-2",23,71,"Cramp",1570,1,"force_05mob#party::OnMyMobDead";
+ monster "force_1-2",23,72,"Cramp",1570,1,"force_05mob#party::OnMyMobDead";
+ monster "force_1-2",24,71,"Cramp",1570,1,"force_05mob#party::OnMyMobDead";
end;
OnReset:
- killmonster "force_1-2","force_05mob#party::OnMobDeath";
+ killmonster "force_1-2","force_05mob#party::OnMyMobDead";
end;
-OnMobDeath:
- set $force_05_pt,$force_05_pt -1;
- if($force_05_pt < 1)
- {
- donpcevent "arena_p::On06_start";
- donpcevent "Slipslowrun#party::On05_end2";
+OnMyMobDead:
+ if (mobcount("force_1-2","force_05mob#party::OnMyMobDead") < 1) {
+ donpcevent "arena_p::On06_Start";
+ donpcevent "Slipslowrun#party::On05_End2";
}
end;
}
force_1-2,26,118,0 script force_06start#party -1,1,1,{
-
OnTouch:
- donpcevent "force_06mob#party::Onon";
+ donpcevent "force_06mob#party::OnEnable";
disablenpc "force_06start#party";
end;
}
- script force_06mob#party -1,{
-
-Onon:
- monster "force_1-2",19,135,"Cloud Hermit",1531,1,"force_06mob#party::OnMobDeath";
- monster "force_1-2",24,135,"Cloud Hermit",1531,1,"force_06mob#party::OnMobDeath";
- monster "force_1-2",28,135,"Cloud Hermit",1531,1,"force_06mob#party::OnMobDeath";
- monster "force_1-2",32,135,"Cloud Hermit",1531,1,"force_06mob#party::OnMobDeath";
- monster "force_1-2",24,127,"Shinobi",1560,1,"force_06mob#party::OnMobDeath";
- monster "force_1-2",27,127,"Shinobi",1560,1,"force_06mob#party::OnMobDeath";
- monster "force_1-2",24,128,"Shinobi",1560,1,"force_06mob#party::OnMobDeath";
- monster "force_1-2",27,128,"Shinobi",1560,1,"force_06mob#party::OnMobDeath";
- monster "force_1-2",24,129,"Shinobi",1560,1,"force_06mob#party::OnMobDeath";
- monster "force_1-2",27,129,"Shinobi",1560,1,"force_06mob#party::OnMobDeath";
- monster "force_1-2",16,140,"Tengu",1563,1,"force_06mob#party::OnMobDeath";
- monster "force_1-2",16,136,"Tengu",1563,1,"force_06mob#party::OnMobDeath";
- monster "force_1-2",16,132,"Tengu",1563,1,"force_06mob#party::OnMobDeath";
- monster "force_1-2",16,128,"Tengu",1563,1,"force_06mob#party::OnMobDeath";
- monster "force_1-2",16,124,"Tengu",1563,1,"force_06mob#party::OnMobDeath";
- monster "force_1-2",16,120,"Tengu",1563,1,"force_06mob#party::OnMobDeath";
- monster "force_1-2",16,140,"Wicked Nymph",1564,1,"force_06mob#party::OnMobDeath";
- monster "force_1-2",16,136,"Wicked Nymph",1564,1,"force_06mob#party::OnMobDeath";
- monster "force_1-2",16,132,"Wicked Nymph",1564,1,"force_06mob#party::OnMobDeath";
- monster "force_1-2",16,128,"Wicked Nymph",1564,1,"force_06mob#party::OnMobDeath";
- monster "force_1-2",16,124,"Wicked Nymph",1564,1,"force_06mob#party::OnMobDeath";
- monster "force_1-2",16,120,"Wicked Nymph",1564,1,"force_06mob#party::OnMobDeath";
- set $force_06_pt,22;
+OnEnable:
+ monster "force_1-2",19,135,"Cloud Hermit",1531,1,"force_06mob#party::OnMyMobDead";
+ monster "force_1-2",24,135,"Cloud Hermit",1531,1,"force_06mob#party::OnMyMobDead";
+ monster "force_1-2",28,135,"Cloud Hermit",1531,1,"force_06mob#party::OnMyMobDead";
+ monster "force_1-2",32,135,"Cloud Hermit",1531,1,"force_06mob#party::OnMyMobDead";
+ monster "force_1-2",24,127,"Shinobi",1560,1,"force_06mob#party::OnMyMobDead";
+ monster "force_1-2",27,127,"Shinobi",1560,1,"force_06mob#party::OnMyMobDead";
+ monster "force_1-2",24,128,"Shinobi",1560,1,"force_06mob#party::OnMyMobDead";
+ monster "force_1-2",27,128,"Shinobi",1560,1,"force_06mob#party::OnMyMobDead";
+ monster "force_1-2",24,129,"Shinobi",1560,1,"force_06mob#party::OnMyMobDead";
+ monster "force_1-2",27,129,"Shinobi",1560,1,"force_06mob#party::OnMyMobDead";
+ monster "force_1-2",16,140,"Tengu",1563,1,"force_06mob#party::OnMyMobDead";
+ monster "force_1-2",16,136,"Tengu",1563,1,"force_06mob#party::OnMyMobDead";
+ monster "force_1-2",16,132,"Tengu",1563,1,"force_06mob#party::OnMyMobDead";
+ monster "force_1-2",16,128,"Tengu",1563,1,"force_06mob#party::OnMyMobDead";
+ monster "force_1-2",16,124,"Tengu",1563,1,"force_06mob#party::OnMyMobDead";
+ monster "force_1-2",16,120,"Tengu",1563,1,"force_06mob#party::OnMyMobDead";
+ monster "force_1-2",16,140,"Wicked Nymph",1564,1,"force_06mob#party::OnMyMobDead";
+ monster "force_1-2",16,136,"Wicked Nymph",1564,1,"force_06mob#party::OnMyMobDead";
+ monster "force_1-2",16,132,"Wicked Nymph",1564,1,"force_06mob#party::OnMyMobDead";
+ monster "force_1-2",16,128,"Wicked Nymph",1564,1,"force_06mob#party::OnMyMobDead";
+ monster "force_1-2",16,124,"Wicked Nymph",1564,1,"force_06mob#party::OnMyMobDead";
+ monster "force_1-2",16,120,"Wicked Nymph",1564,1,"force_06mob#party::OnMyMobDead";
end;
OnReset:
- killmonster "force_1-2","force_06mob#party::OnMobDeath";
+ killmonster "force_1-2","force_06mob#party::OnMyMobDead";
end;
-OnMobDeath:
- set $force_06_pt,$force_06_pt -1;
- if($force_06_pt < 1)
- {
- donpcevent "arena_p::On07_start";
- donpcevent "Slipslowrun#party::On06_end";
+OnMyMobDead:
+ if (mobcount("force_1-2","force_06mob#party::OnMyMobDead") < 1) {
+ donpcevent "arena_p::On07_Start";
+ donpcevent "Slipslowrun#party::On06_End";
set $arn_partyc,$arn_partyc +1;
}
end;
}
force_1-2,92,124,0 script force_07start#party -1,1,1,{
-
OnTouch:
- donpcevent "force_07mob#party::Onon";
+ donpcevent "force_07mob#party::OnEnable";
disablenpc "force_07start#party";
end;
}
- script force_07mob#party -1,{
-
-Onon:
- monster "force_1-2",104,134,"Greatest General",1541,1,"force_07mob#party::OnMobDeath";
- monster "force_1-2",104,136,"Greatest General",1541,1,"force_07mob#party::OnMobDeath";
- monster "force_1-2",104,137,"Greatest General",1541,1,"force_07mob#party::OnMobDeath";
- monster "force_1-2",104,139,"Greatest General",1541,1,"force_07mob#party::OnMobDeath";
- monster "force_1-2",111,134,"Greatest General",1541,1,"force_07mob#party::OnMobDeath";
- monster "force_1-2",111,136,"Greatest General",1541,1,"force_07mob#party::OnMobDeath";
- monster "force_1-2",111,137,"Greatest General",1541,1,"force_07mob#party::OnMobDeath";
- monster "force_1-2",111,139,"Greatest General",1541,1,"force_07mob#party::OnMobDeath";
- monster "force_1-2",98,122,"Khalitzburg",1438,1,"force_07mob#party::OnMobDeath";
- monster "force_1-2",90,119,"Khalitzburg",1438,1,"force_07mob#party::OnMobDeath";
- monster "force_1-2",98,122,"Executioner",1487,1,"force_07mob#party::OnMobDeath";
- monster "force_1-2",108,140,"Chimera",1456,1,"force_07mob#party::OnMobDeath";
- set $force_07_pt,12;
+OnEnable:
+ monster "force_1-2",104,134,"Greatest General",1541,1,"force_07mob#party::OnMyMobDead";
+ monster "force_1-2",104,136,"Greatest General",1541,1,"force_07mob#party::OnMyMobDead";
+ monster "force_1-2",104,137,"Greatest General",1541,1,"force_07mob#party::OnMyMobDead";
+ monster "force_1-2",104,139,"Greatest General",1541,1,"force_07mob#party::OnMyMobDead";
+ monster "force_1-2",111,134,"Greatest General",1541,1,"force_07mob#party::OnMyMobDead";
+ monster "force_1-2",111,136,"Greatest General",1541,1,"force_07mob#party::OnMyMobDead";
+ monster "force_1-2",111,137,"Greatest General",1541,1,"force_07mob#party::OnMyMobDead";
+ monster "force_1-2",111,139,"Greatest General",1541,1,"force_07mob#party::OnMyMobDead";
+ monster "force_1-2",98,122,"Khalitzburg",1438,1,"force_07mob#party::OnMyMobDead";
+ monster "force_1-2",90,119,"Khalitzburg",1438,1,"force_07mob#party::OnMyMobDead";
+ monster "force_1-2",98,122,"Executioner",1487,1,"force_07mob#party::OnMyMobDead";
+ monster "force_1-2",108,140,"Chimera",1456,1,"force_07mob#party::OnMyMobDead";
end;
OnReset:
- killmonster "force_1-2","force_07mob#party::OnMobDeath";
+ killmonster "force_1-2","force_07mob#party::OnMyMobDead";
end;
-OnMobDeath:
- set $force_07_pt,$force_07_pt -1;
- if($force_07_pt < 1)
- {
- donpcevent "arena_p::On08_start";
- donpcevent "Slipslowrun#party::On07_end";
+OnMyMobDead:
+ if (mobcount("force_1-2","force_07mob#party::OnMyMobDead") < 1) {
+ donpcevent "arena_p::On08_Start";
+ donpcevent "Slipslowrun#party::On07_End";
set $arn_partyc,$arn_partyc +1;
}
end;
}
force_1-2,173,118,0 script force_08start#party -1,1,1,{
-
OnTouch:
- donpcevent "force_08mob#party::Onon";
+ donpcevent "force_08mob#party::OnEnable";
disablenpc "force_08start#party";
end;
}
- script force_08mob#party -1,{
-
-Onon:
- monster "force_1-2",172,154,"Khalitzburg",1438,1,"force_08mob#party::OnMobDeath";
- monster "force_1-2",174,145,"Ghostring",1576,1,"force_08mob#party::OnMobDeath";
- monster "force_1-2",174,145,"Chimera",1456,1,"force_08mob#party::OnMobDeath";
- set $force_08_pt,4;
- if(.arn_injustice != 5)
- {
- monster "force_1-2",rand(162,184),rand(122,185),"Injustice",1446,1,"force_08mob#party::OnMobDeath";
- set .arn_injustice,.arn_injustice +1;
- set $force_08_pt,$force_08_pt +1;
+OnEnable:
+ monster "force_1-2",172,154,"Khalitzburg",1438,1,"force_08mob#party::OnMyMobDead";
+ monster "force_1-2",174,145,"Ghostring",1576,1,"force_08mob#party::OnMyMobDead";
+ monster "force_1-2",174,145,"Chimera",1456,1,"force_08mob#party::OnMyMobDead";
+ for(set .@i,0; .@i<5; set .@i,.@i+1) {
+ monster "force_1-2",rand(162,184),rand(122,185),"Injustice",1446,1,"force_08mob#party::OnMyMobDead";
}
- monster "force_1-2",rand(162,184),rand(122,185),"Raydric Archer",1453,1,"force_08mob#party::OnMobDeath";
- if(.arn_terror != 5)
- {
- monster "force_1-2",rand(162,184),rand(122,185),"Nightmare Terror",1554,1,"force_08mob#party::OnMobDeath";
- set .arn_terror,.arn_terror +1;
- set $force_08_pt,$force_08_pt +1;
+ monster "force_1-2",rand(162,184),rand(122,185),"Raydric Archer",1453,1,"force_08mob#party::OnMyMobDead";
+ for(set .@i,0; .@i<5; set .@i,.@i+1) {
+ monster "force_1-2",rand(162,184),rand(122,185),"Nightmare Terror",1554,1,"force_08mob#party::OnMyMobDead";
}
- if(.arn_mummy != 6)
- {
- monster "force_1-2",rand(162,184),rand(122,185),"Ancient Mummy",1522,1,"force_08mob#party::OnMobDeath";
- set .arn_mummy,.arn_mummy +1;
- set $force_08_pt,$force_08_pt +1;
+ for(set .@i,0; .@i<6; set .@i,.@i+1) {
+ monster "force_1-2",rand(162,184),rand(122,185),"Ancient Mummy",1522,1,"force_08mob#party::OnMyMobDead";
}
- if(.arn_skel != 10)
- {
- monster "force_1-2",rand(162,184),rand(122,185),"Skel Prisoner",1479,1,"force_08mob#party::OnMobDeath";
- set .arn_skel,.arn_skel +1;
- set $force_08_pt,$force_08_pt +1;
+ for(set .@i,0; .@i<10; set .@i,.@i+1) {
+ monster "force_1-2",rand(162,184),rand(122,185),"Skel Prisoner",1479,1,"force_08mob#party::OnMyMobDead";
}
- if(.arn_hunt != 5)
- {
- monster "force_1-2",rand(162,184),rand(122,185),"Hunter Fly",1422,1,"force_08mob#party::OnMobDeath";
- set .arn_hunt,.arn_hunt +1;
- set $force_08_pt,$force_08_pt +1;
+ for(set .@i,0; .@i<5; set .@i,.@i+1) {
+ monster "force_1-2",rand(162,184),rand(122,185),"Hunter Fly",1422,1,"force_08mob#party::OnMyMobDead";
}
end;
OnReset:
- killmonster "force_1-2","force_08mob#party::OnMobDeath";
+ killmonster "force_1-2","force_08mob#party::OnMyMobDead";
end;
-OnMobDeath:
- set $force_08_pt,$force_08_pt -1;
- if($force_08_pt < 1)
- {
- donpcevent "arena_p::On09_start";
- donpcevent "Slipslowrun#party::On08_end";
+OnMyMobDead:
+ if (mobcount("force_1-2","force_08mob#party::OnMyMobDead") < 1) {
+ donpcevent "arena_p::On09_Start";
+ donpcevent "Slipslowrun#party::On08_End";
set $arn_partyc,$arn_partyc +1;
}
end;
}
force_1-2,133,178,0 script force_09start#party -1,1,1,{
-
OnTouch:
- donpcevent "force_09mob#party::Onon";
+ donpcevent "force_09mob#party::OnEnable";
disablenpc "force_09start#party";
end;
}
- script force_09mob#party -1,{
-
-Onon:
- monster "force_1-2",86,180,"Elder",1573,1,"force_09mob#party::OnMobDeath";
- monster "force_1-2",86,176,"Elder",1573,1,"force_09mob#party::OnMobDeath";
- monster "force_1-2",95,183,"Elder",1573,1,"force_09mob#party::OnMobDeath";
- monster "force_1-2",94,175,"Elder",1573,1,"force_09mob#party::OnMobDeath";
- monster "force_1-2",76,178,"Elder",1573,1,"force_09mob#party::OnMobDeath";
- monster "force_1-2",84,179,"Explosion",1532,1,"force_09mob#party::OnMobDeath";
- monster "force_1-2",74,181,"Explosion",1532,1,"force_09mob#party::OnMobDeath";
- monster "force_1-2",73,176,"Explosion",1532,1,"force_09mob#party::OnMobDeath";
- monster "force_1-2",62,178,"Explosion",1532,1,"force_09mob#party::OnMobDeath";
- monster "force_1-2",68,177,"Explosion",1532,1,"force_09mob#party::OnMobDeath";
- monster "force_1-2",122,177,"Lava Golem",1549,1,"force_09mob#party::OnMobDeath";
- monster "force_1-2",112,179,"Lava Golem",1549,1,"force_09mob#party::OnMobDeath";
- monster "force_1-2",122,178,"Anolian",1488,1,"force_09mob#party::OnMobDeath";
- monster "force_1-2",121,177,"Anolian",1488,1,"force_09mob#party::OnMobDeath";
- monster "force_1-2",122,177,"Anolian",1488,1,"force_09mob#party::OnMobDeath";
+OnEnable:
+ monster "force_1-2",86,180,"Elder",1573,1,"force_09mob#party::OnMyMobDead";
+ monster "force_1-2",86,176,"Elder",1573,1,"force_09mob#party::OnMyMobDead";
+ monster "force_1-2",95,183,"Elder",1573,1,"force_09mob#party::OnMyMobDead";
+ monster "force_1-2",94,175,"Elder",1573,1,"force_09mob#party::OnMyMobDead";
+ monster "force_1-2",76,178,"Elder",1573,1,"force_09mob#party::OnMyMobDead";
+ monster "force_1-2",84,179,"Explosion",1532,1,"force_09mob#party::OnMyMobDead";
+ monster "force_1-2",74,181,"Explosion",1532,1,"force_09mob#party::OnMyMobDead";
+ monster "force_1-2",73,176,"Explosion",1532,1,"force_09mob#party::OnMyMobDead";
+ monster "force_1-2",62,178,"Explosion",1532,1,"force_09mob#party::OnMyMobDead";
+ monster "force_1-2",68,177,"Explosion",1532,1,"force_09mob#party::OnMyMobDead";
+ monster "force_1-2",122,177,"Lava Golem",1549,1,"force_09mob#party::OnMyMobDead";
+ monster "force_1-2",112,179,"Lava Golem",1549,1,"force_09mob#party::OnMyMobDead";
+ monster "force_1-2",122,178,"Anolian",1488,1,"force_09mob#party::OnMyMobDead";
+ monster "force_1-2",121,177,"Anolian",1488,1,"force_09mob#party::OnMyMobDead";
+ monster "force_1-2",122,177,"Anolian",1488,1,"force_09mob#party::OnMyMobDead";
set $force_09_pt,15;
end;
OnReset:
- killmonster "force_1-2","force_09mob#party::OnMobDeath";
+ killmonster "force_1-2","force_09mob#party::OnMyMobDead";
end;
-OnMobDeath:
- set $force_09_pt,$force_09_pt -1;
- if($force_09_pt < 1)
- {
- donpcevent "arena_p::On10_start";
- donpcevent "Slipslowrun#party::On09_end";
+OnMyMobDead:
+ if (mobcount("force_1-2","force_09mob#party::OnMyMobDead") < 1) {
+ donpcevent "arena_p::On10_Start";
+ donpcevent "Slipslowrun#party::On09_End";
set $arn_partyc,$arn_partyc +1;
}
end;
}
force_1-2,29,178,0 script force_10start#party -1,1,1,{
-
OnTouch:
- donpcevent "force_10mob-1#party::Onon1";
+ donpcevent "force_10mob-1#party::OnEnable";
disablenpc "force_10start#party";
end;
}
- script force_10mob-1#party -1,{
-
-Onon1:
- switch(rand(1,2))
- {
- case 1:
- monster "force_1-2",16,179,"Evil Snake Lord",1529,1,"force_10mob-1#party::OnMobDeath";
- break;
-
- case 2:
- monster "force_1-2",24,179,"Dracula",1530,1,"force_10mob-1#party::OnMobDeath";
- break;
+OnEnable:
+ switch(rand(1,2)) {
+ case 1:
+ monster "force_1-2",16,179,"Evil Snake Lord",1529,1,"force_10mob-1#party::OnMyMobDead";
+ break;
+ case 2:
+ monster "force_1-2",24,179,"Dracula",1530,1,"force_10mob-1#party::OnMyMobDead";
+ break;
}
- set $force_10_1_pt,1;
end;
OnReset:
- killmonster "force_1-2","force_10mob-1#party::OnMobDeath";
+ killmonster "force_1-2","force_10mob-1#party::OnMyMobDead";
end;
-OnMobDeath:
- set $force_10_1_pt,$force_10_1_pt -1;
- if($force_10_1_pt < 1) donpcevent "force_10mob-2#party::Onon2";
+OnMyMobDead:
+ if (mobcount("force_1-2","force_10mob-1#party::OnMyMobDead") < 1)
+ donpcevent "force_10mob-2#party::OnEnable";
end;
}
- script force_10mob-2#party -1,{
-
-Onon2:
- monster "force_1-2",16,179,"Samurai Spector",1542,1,"force_10mob-2#party::OnMobDeath";
- monster "force_1-2",16,179,"Shinobi",1560,1,"force_10mob-2#party::OnMobDeath";
- monster "force_1-2",16,179,"Shinobi",1560,1,"force_10mob-2#party::OnMobDeath";
- monster "force_1-2",16,179,"Shinobi",1560,1,"force_10mob-2#party::OnMobDeath";
- monster "force_1-2",16,179,"Shinobi",1560,1,"force_10mob-2#party::OnMobDeath";
- monster "force_1-2",16,179,"Shinobi",1560,1,"force_10mob-2#party::OnMobDeath";
- set $force_10_2_pt,6;
+OnEnable:
+ monster "force_1-2",16,179,"Samurai Spector",1542,1,"force_10mob-2#party::OnMyMobDead";
+ monster "force_1-2",16,179,"Shinobi",1560,1,"force_10mob-2#party::OnMyMobDead";
+ monster "force_1-2",16,179,"Shinobi",1560,1,"force_10mob-2#party::OnMyMobDead";
+ monster "force_1-2",16,179,"Shinobi",1560,1,"force_10mob-2#party::OnMyMobDead";
+ monster "force_1-2",16,179,"Shinobi",1560,1,"force_10mob-2#party::OnMyMobDead";
+ monster "force_1-2",16,179,"Shinobi",1560,1,"force_10mob-2#party::OnMyMobDead";
end;
OnReset:
- killmonster "force_1-2","force_10mob-2#party::OnMobDeath";
+ killmonster "force_1-2","force_10mob-2#party::OnMyMobDead";
end;
-OnMobDeath:
- set $force_10_2_pt,$force_10_2_pt -1;
- if($force_10_2_pt < 1)
- {
- donpcevent "arena_p::Onexit";
- donpcevent "Slipslowrun#party::On10_end";
+OnMyMobDead:
+ if (mobcount("force_1-2","force_10mob-2#party::OnMyMobDead") < 1) {
+ donpcevent "arena_p::OnExit";
+ donpcevent "Slipslowrun#party::On10_End";
set $arn_partyc,0;
}
end;
}
force_1-2,59,178,0 script force_exit#party -1,1,1,{
-
OnTouch:
- donpcevent "force_exitmob#party::Onon-1";
+ donpcevent "force_exitmob#party::OnEnable";
disablenpc "force_exit#party";
end;
}
- script force_exitmob#party -1,{
-
-Onon:
- monster "force_1-2",95,177,"Farewell",1393,1,"force_exitmob#party::OnMobDeath";
- monster "force_1-2",95,177,"I hate you",1543,1,"force_exitmob#party::OnMobDeath";
- monster "force_1-2",95,177,"I like chocolate",1472,1,"force_exitmob#party::OnMobDeath";
- monster "force_1-2",95,177,"You like it, huh?",1472,1,"force_exitmob-#party::OnMobDeath";
- monster "force_1-2",95,177,"Sorry",1420,1,"force_exitmob#party::OnMobDeath";
- monster "force_1-2",95,177,"Tristram II",1562,1,"force_exitmob#party::OnMobDeath";
- monster "force_1-2",95,177,"I am hungry",1468,1,"force_exitmob#party::OnMobDeath";
- monster "force_1-2",95,177,"Bye",1419,1,"force_exitmob#party::OnMobDeath";
- monster "force_1-2",95,177,"Take care",1394,1,"force_exitmob#party::OnMobDeath";
- monster "force_1-2",95,177,"Sexy Body",1578,1,"force_exitmob#party::OnMobDeath";
- monster "force_1-2",95,177,"Pressure",1471,1,"force_exitmob#party::OnMobDeath";
- monster "force_1-2",95,177,"Take it easy",1491,1,"force_exitmob#party::OnMobDeath";
- monster "force_1-2",95,177,"Are you gonna hurt me?",1555,1,"force_exitmob#party::OnMobDeath";
- monster "force_1-2",95,177,"Merchant",1428,1,"force_exitmob#party::OnMobDeath";
- monster "force_1-2",95,177,"Ms. Kim",1472,1,"force_exitmob#party::OnMobDeath";
- monster "force_1-2",95,177,"Martial Art",1472,1,"force_exitmob#party::OnMobDeath";
- monster "force_1-2",95,177,"Part-timer",1420,1,"force_exitmob#party::OnMobDeath";
- monster "force_1-2",95,177,"Boss",1562,1,"force_exitmob#party::OnMobDeath";
- monster "force_1-2",95,177,"Old Yellow Box",1474,1,"force_exitmob#party::OnMobDeath";
- monster "force_1-2",95,177,"Bat",1419,1,"force_exitmob#party::OnMobDeath";
- monster "force_1-2",95,177,"Extra",1394,1,"force_exitmob#party::OnMobDeath";
- monster "force_1-2",95,177,"Milk Merchant",1578,1,"force_exitmob#party::OnMobDeath";
- monster "force_1-2",95,177,"Darling",1471,1,"force_exitmob#party::OnMobDeath";
- monster "force_1-2",95,177,"Oh noes!",1491,1,"force_exitmob#party::OnMobDeath";
- monster "force_1-2",95,177,"I am not a Wraith",1566,1,"force_exitmob#party::OnMobDeath";
- monster "force_1-2",95,177,"Mom Wraith",1566,1,"force_exitmob#party::OnMobDeath";
- monster "force_1-2",95,177,"Dad Wraith",1566,1,"force_exitmob#party::OnMobDeath";
- monster "force_1-2",95,177,"Book[3]",1478,1,"force_exitmob#party::OnMobDeath";
- monster "force_1-2",95,177,"Exchange Diary",1478,1,"force_exitmob#party::OnMobDeath";
+OnEnable:
+ monster "force_1-2",95,177,"Farewell",1393,1,"force_exitmob#party::OnMyMobDead";
+ monster "force_1-2",95,177,"I hate you",1543,1,"force_exitmob#party::OnMyMobDead";
+ monster "force_1-2",95,177,"I like chocolate",1472,1,"force_exitmob#party::OnMyMobDead";
+ monster "force_1-2",95,177,"You like it, huh?",1472,1,"force_exitmob#party::OnMyMobDead";
+ monster "force_1-2",95,177,"Sorry",1420,1,"force_exitmob#party::OnMyMobDead";
+ monster "force_1-2",95,177,"Tristram II",1562,1,"force_exitmob#party::OnMyMobDead";
+ monster "force_1-2",95,177,"I am hungry",1468,1,"force_exitmob#party::OnMyMobDead";
+ monster "force_1-2",95,177,"Bye",1419,1,"force_exitmob#party::OnMyMobDead";
+ monster "force_1-2",95,177,"Take care",1394,1,"force_exitmob#party::OnMyMobDead";
+ monster "force_1-2",95,177,"Sexy Body",1578,1,"force_exitmob#party::OnMyMobDead";
+ monster "force_1-2",95,177,"Pressure",1471,1,"force_exitmob#party::OnMyMobDead";
+ monster "force_1-2",95,177,"Take it easy",1491,1,"force_exitmob#party::OnMyMobDead";
+ monster "force_1-2",95,177,"Are you gonna hurt me?",1555,1,"force_exitmob#party::OnMyMobDead";
+ monster "force_1-2",95,177,"Merchant",1428,1,"force_exitmob#party::OnMyMobDead";
+ monster "force_1-2",95,177,"Ms. Kim",1472,1,"force_exitmob#party::OnMyMobDead";
+ monster "force_1-2",95,177,"Martial Art",1472,1,"force_exitmob#party::OnMyMobDead";
+ monster "force_1-2",95,177,"Part-timer",1420,1,"force_exitmob#party::OnMyMobDead";
+ monster "force_1-2",95,177,"Boss",1562,1,"force_exitmob#party::OnMyMobDead";
+ monster "force_1-2",95,177,"Old Yellow Box",1474,1,"force_exitmob#party::OnMyMobDead";
+ monster "force_1-2",95,177,"Bat",1419,1,"force_exitmob#party::OnMyMobDead";
+ monster "force_1-2",95,177,"Extra",1394,1,"force_exitmob#party::OnMyMobDead";
+ monster "force_1-2",95,177,"Milk Merchant",1578,1,"force_exitmob#party::OnMyMobDead";
+ monster "force_1-2",95,177,"Darling",1471,1,"force_exitmob#party::OnMyMobDead";
+ monster "force_1-2",95,177,"Oh noes!",1491,1,"force_exitmob#party::OnMyMobDead";
+ monster "force_1-2",95,177,"I am not a Wraith",1566,1,"force_exitmob#party::OnMyMobDead";
+ monster "force_1-2",95,177,"Mom Wraith",1566,1,"force_exitmob#party::OnMyMobDead";
+ monster "force_1-2",95,177,"Dad Wraith",1566,1,"force_exitmob#party::OnMyMobDead";
+ monster "force_1-2",95,177,"Book[3]",1478,1,"force_exitmob#party::OnMyMobDead";
+ monster "force_1-2",95,177,"Exchange Diary",1478,1,"force_exitmob#party::OnMyMobDead";
end;
OnReset:
- killmonster "force_1-2","force_exitmob#party::OnMobDeath";
+ killmonster "force_1-2","force_exitmob#party::OnMyMobDead";
+ end;
+
+OnMyMobDead:
end;
}
prt_are_in,181,135,3 script Staff#party-1 67,{
-
mes "[Staff]";
mes "You did a good job.";
mes "Even if you have failed to clear a time attack battle, I will reward you with a small amount of arena points.";
@@ -1155,29 +971,19 @@ prt_are_in,181,135,3 script Staff#party-1 67,{
}
prt_are_in,77,135,3 script Staff#party-2 67,{
-
- if($arena_minptend < $arena_minptst)
- {
- if($arena_secptend < $arena_secptst)
- {
+ if($arena_minptend < $arena_minptst) {
+ if($arena_secptend < $arena_secptst) {
set @record_minpt,60 - $arena_minptst + $arena_minptend -1;
set @record_secpt,60 - $arena_secptst + $arena_secptend;
- }
- else
- {
+ } else {
set @record_minpt,60 - $arena_minptst + $arena_minptend;
set @record_secpt,$arena_secptend - $arena_secptst;
}
- }
- else
- {
- if($arena_secptend < $arena_secptst)
- {
+ } else {
+ if($arena_secptend < $arena_secptst) {
set @record_minpt,$arena_minptend - $arena_minptst -1;
set @record_secpt,60 - $arena_secptst + $arena_secptend;
- }
- else
- {
+ } else {
set @record_minpt,$arena_minptend - $arena_minptst;
set @record_secpt,$arena_secptend - $arena_secptst;
}
@@ -1215,9 +1021,7 @@ prt_are_in,77,135,3 script Staff#party-2 67,{
mes "I hope you had a good time and let me guide you to the entrance of arena.";
mes "Thank you.";
close2;
- }
- else
- {
+ } else {
set arena_point, arena_point + 40;
mes "[Staff]";
mes "Let me reward you some arena points.";
@@ -1228,26 +1032,22 @@ prt_are_in,77,135,3 script Staff#party-2 67,{
mes "See you later~";
close2;
}
- if(getpartyleader(.arn_party,2) == getcharid(0))
- {
- donpcevent "#arn_timer_pt::Onstop";
- donpcevent "alloff#pt::Onon";
- donpcevent "Ponox::Onstart";
+ if(getpartyleader(.arn_party,2) == getcharid(0)) {
+ donpcevent "#arn_timer_pt::OnStop";
+ donpcevent "alloff#pt::OnEnable";
+ donpcevent "Ponox::OnStart";
}
specialeffect2 EH_HIT5;
- donpcevent "cast#pt::Onnomal1";
+ donpcevent "cast#pt::OnNomal1";
warp "arena_room",100,75;
end;
- }
- else
- {
+ } else {
emotion e_omg;
mes "[Staff]";
mes "Wow! You have renewed the record!";
mes "What a great job!";
next;
- if(getpartyleader(.arn_party,2) == getcharid(0))
- {
+ if(getpartyleader(.arn_party,2) == getcharid(0)) {
mes "[Staff]";
mes "You can record you and your party members on ^FF0000the hall of Arena Time Force Battle party ^000000.";
mes "When you enter a name, the name will be remained on the top unless someone make a new record.";
@@ -1255,41 +1055,33 @@ prt_are_in,77,135,3 script Staff#party-2 67,{
mes "[Staff]";
mes "Please enter a name within 10 letters which can represent you and your party members.";
next;
- switch( select( "Ok.","Let me think." ) )
- {
+ switch( select( "Ok.","Let me think." ) ) {
+ case 1:
+ input .@arnparty$;
+ mes "[Staff]";
+ mes "You have entered ^3131FF"+.@arnparty$+"^000000. Is it correct?";
+ next;
+ switch( select( "Yes","No" ) ) {
case 1:
- input .@arnparty$;
+ set $top_ptmin, @record_minpt;
+ set $top_ptsec, @record_secpt;
+ set $arena_pttopn$,.@arnparty$;
+ donpcevent "Vendigos::OnLineRec_pt";
mes "[Staff]";
- mes "You have entered ^3131FF"+.@arnparty$+"^000000. Is it correct?";
+ mes "Your record has been entered.";
next;
- switch( select( "Yes","No" ) )
- {
- case 1:
- set $top_ptmin, @record_minpt;
- set $top_ptsec, @record_secpt;
- set $arena_pttopn$,.@arnparty$;
- donpcevent "Vendigos::Onlinerec_pt";
- mes "[Staff]";
- mes "Your record has been entered.";
- next;
- break;
-
- case 2:
- mes "[Staff]";
- mes "Please take your time and think up a nice name.";
- close;
-
- }
break;
-
case 2:
mes "[Staff]";
mes "Please take your time and think up a nice name.";
close;
-
+ }
+ break;
+ case 2:
+ mes "[Staff]";
+ mes "Please take your time and think up a nice name.";
+ close;
}
-
-
}
if (arena_point > 29900) {
mes "[Staff]";
@@ -1303,9 +1095,7 @@ prt_are_in,77,135,3 script Staff#party-2 67,{
mes "I hope you had a good time and let me guide you to the entrance of arena.";
mes "Thank you.";
close2;
- }
- else
- {
+ } else {
mes "[Staff]";
mes "Let me reward you with some arena points.";
mes "At the same time, since you have renewed the record you will receive an extra amount of the points this time.";
@@ -1320,21 +1110,18 @@ prt_are_in,77,135,3 script Staff#party-2 67,{
mes "See you later~";
close2;
}
- if(getpartyleader(.arn_party,2) == getcharid(0))
- {
- donpcevent "#arn_timer_pt::Onstop";
- donpcevent "alloff#pt::Onon";
- donpcevent "Ponox::Onstart";
+ if(getpartyleader(.arn_party,2) == getcharid(0)) {
+ donpcevent "#arn_timer_pt::OnStop";
+ donpcevent "alloff#pt::OnEnable";
+ donpcevent "Ponox::OnStart";
}
specialeffect2 EF_HIT5;
warp "arena_room",100,75;
end;
}
-
}
- script #arn_timer_pt -1,{
-
OnEnter:
initnpctimer;
end;
@@ -1352,47 +1139,44 @@ OnTimer4000:
end;
OnTimer60000:
- donpcevent "cast#pt::Ontimeover2";
- donpcevent "arn_warp_pt::Onout";
- donpcevent "#arn_timer_pt::Onstop";
- donpcevent "alloff#pt::Onon";
- donpcevent "Ponox::Onstart";
+ donpcevent "cast#pt::OnTimeOver2";
+ donpcevent "arn_warp_pt::OnOut";
+ donpcevent "#arn_timer_pt::OnStop";
+ donpcevent "alloff#pt::OnEnable";
+ donpcevent "Ponox::OnStart";
end;
-Onstop:
+OnStop:
stopnpctimer;
end;
}
- script arn_warp_pt -1,{
-
-Onout:
+OnOut:
areawarp "prt_are_in",66,143,81,126,"arena_room",100,75;
end;
}
- script cast#pt -1,{
-
-Ontimeover1:
+OnTimeOver1:
mapannounce "force_2-1","Arena will be reactivated due to an error occurred during battle.",0,0xFFCE00;
end;
-Onnomal1:
+OnNomal1:
mapannounce "force_2-1","Arena will be reactivated.",0,0xFFCE00;
end;
-Onnomal2:
+OnNomal2:
mapannounce "force_2-1","Arena will be reactivated.",0,0xFFCE00;
end;
-Ontimeover2:
+OnTimeOver2:
mapannounce "force_2-1","Arena will be reactivated due to an error occurred in the waiting room.",0,0xFFCE00;
end;
}
- script alloff#pt -1,{
-
-Onon:
+OnEnable:
mapwarp "force_1-2","prt_are_in",126,139,0,0;
donpcevent "force_01mob#party::OnReset";
donpcevent "force_02mob#party::OnReset";
@@ -1403,8 +1187,8 @@ Onon:
donpcevent "force_07mob#party::OnReset";
donpcevent "force_08mob#party::OnReset";
donpcevent "force_09mob#party::OnReset";
- donpcevent "force_10-1mob#party::OnReset";
- donpcevent "force_10-2mob#party::OnReset";
+ donpcevent "force_10mob-1#party::OnReset";
+ donpcevent "force_10mob-2#party::OnReset";
donpcevent "force_exitmob#party::OnReset";
//disablenpc "force_01mob#party";
//disablenpc "force_02mob#party";
@@ -1443,12 +1227,12 @@ Onon:
disablenpc "force_10_09";
disablenpc "force_09_exit";
disablenpc "arena_p";
- donpcevent "Slipslowrun#party::Ontimeroff";
+ donpcevent "Slipslowrun#party::OnTimerOff";
disablenpc "Slipslowrun#party";
disablenpc "arn_warp_pt";
set $arn_partywait,0;
set $arn_partyc,0;
- donpcevent "#arn_timer_pt::Onstop";
+ donpcevent "#arn_timer_pt::OnStop";
enablenpc "Slipslowrun#party";
enablenpc "arena_p";
end;
@@ -1456,5 +1240,4 @@ Onon:
OnInit:
if(!$top_ptmin && !$top_ptsec) set $top_ptmin,10;
end;
-
}
diff --git a/npc/other/arena/arena_point.txt b/npc/other/arena/arena_point.txt
index 0890867bf..dc4911c68 100644
--- a/npc/other/arena/arena_point.txt
+++ b/npc/other/arena/arena_point.txt
@@ -4,8 +4,8 @@
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.0
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Point exchanger: Turbo track points -> Arena Points
//===== Additional Comments: =================================
//= 1.0 First version. [L0ne_W0lf]
diff --git a/npc/other/arena/arena_room.txt b/npc/other/arena/arena_room.txt
index 925976f3b..2e067cd28 100644
--- a/npc/other/arena/arena_room.txt
+++ b/npc/other/arena/arena_room.txt
@@ -3,26 +3,28 @@
//===== By: ==================================================
//= SinSloth
//===== Current Version: =====================================
-//= 1.1
+//= 1.4
//===== Description: =========================================
//= Izlude Battle Arena Main Room
//===== Additional Comments: =================================
//= 1.0 First version.
//= 1.1 Fixed a small reward typo (was giving potato.) [L0ne_W0lf]
+//= 1.2 Label standardization, disabled GM NPCs. [Euphy]
+//= 1.2a Added Renewal level checksk. [Euphy]
+//= 1.3 Script updates. [Euphy]
+//= 1.4 Added GM management function. [Euphy]
//============================================================
arena_room,94,93,5 script Vendigos 97,{
-
mes "[Vendigos]";
mes "Welcome to the world of Arena, the battle against a time limit.";
mes "My name is Vendigos, I am here to help you.";
next;
mes "[Vendigos]";
mes "If you have any questions, feel free to ask me.";
-L_Menu:
next;
- switch( select( "How to challenge","About Arena Points","My Current Arena Points","Cancel" ) )
- {
+ while(1) {
+ switch(select("How to challenge:About Arena Points:My Current Arena Points:Cancel")) {
case 1:
mes "[Vendigos]";
mes "There are two different kinds of arena mode such as ^3131FFPlayer Mode^000000 and ^3131FFParty Mode^000000.";
@@ -38,7 +40,6 @@ L_Menu:
mes "There are the NPCs for Player Mode Stages from 12 o'clock direction to the reversed clock direction.";
mes "While you're waiting in a chat room, you will be automatically guided to an arena room by the waiting order.";
break;
-
case 2:
mes "[Vendigos]";
mes "Let me explain about the ^3131FFArena Point^000000.";
@@ -51,7 +52,6 @@ L_Menu:
mes "Regarding the use of Arena Points,";
mes "we are providing various services such as souvenir photograph services through an NPC named Givu.";
break;
-
case 3:
mes "[Vendigos]";
mes "Let me check "+strcharinfo(0)+"'s current arena points.";
@@ -62,45 +62,46 @@ L_Menu:
mes "[Vendigos]";
mes "If you wish to know how to use arena points, please refer to the 2nd menu ^3131FF'About Arena Points'^000000.";
break;
-
case 4:
mes "[Vendigos]";
- mes "Okay, please have a good time.";
+ mes "Okay then,";
+ mes "please have";
+ mes "a good time.";
close;
+ }
+ next;
+ mes "[Vendigos]";
+ mes "Is there anything";
+ mes "more I can help you with?";
+ next;
}
- next;
- mes "[Vendigos]";
- mes "Is there anything I can help you more?";
- goto L_Menu;
+ close;
-Onlinerec_50:
+OnLineRec_50:
mapannounce "arena_room",""+$arena_50topn$+" has renewed the top record in the Arena Time Force Battle level 50. Congratulations!",0;
end;
-Onlinerec_60:
+OnLineRec_60:
mapannounce "arena_room",""+$arena_60topn$+" has renewed the top record in the Arena Time Force Battle level 60. Congratulations!",0;
end;
-Onlinerec_70:
+OnLineRec_70:
mapannounce "arena_room",""+$arena_70topn$+" has renewed the top record in the Arena Time Force Battle level 70. Congratulations!",0;
end;
-Onlinerec_80:
+OnLineRec_80:
mapannounce "arena_room",""+$arena_80topn$+" has renewed the top record in the Arena Time Force Battle level 80. Congratulations!",0;
end;
-Onlinerec_pt:
+OnLineRec_pt:
mapannounce "arena_room","Party "+$arena_pttopn$+" has renewed the top record in the Arena Time Force Battle. Congratulations!",0;
end;
-//OnCommand: "linerec_vs"
-// var vs_winner = GetGlobalStr "040611_arn_vstopn"
-// broadcastinmap "Party "+vs_winner+" has renewed the top record in the Arena Time Force Battle. Congratulations!"
-// end;
-
+//OnLineRec_vs:
+// mapannounce "arena_room","Party "+$040611_arn_vstopn$+" has renewed the top record in the Arena Time Force Battle. Congratulations!",0;
+// end;
}
arena_room,105,82,5 script Arena Record Staff 57,{
-
mes "[Owen Kheuv]";
mes "Hello, my name is Own Kheuv";
mes "in charge of every arena stage record of players.";
@@ -109,43 +110,37 @@ arena_room,105,82,5 script Arena Record Staff 57,{
mes "Would you like to check the top record players in each stage?";
mes "If so, please choose a menu below.";
next;
- switch( select( "lvl 50 Stage","lvl 60 Stage","lvl 70 Stage","lvl 80 Stage","Party Stage" ) )
- {
- case 1:
- mes "[Owen Kheuv]";
- mes "Currently the top player of the arena lvl 50 stage is ^3131FF "+$arena_50topn$+"^000000, the top record is ^3131FF"+$top_50min+"^000000 minutes ^3131FF"+$top_50sec+"^000000 seconds.";
- close;
-
- case 2:
- mes "[Owen Kheuv]";
- mes "Currenly the top player of the arena lvl 60 stage is ^3131FF"+$arena_60topn$+"^000000, the top record is ^3131FF"+$top_60min+"^000000 minutes ^3131FF"+$top_60sec+"^000000 seconds.";
- close;
-
- case 3:
- mes "[Owen Kheuv]";
- mes "Currenly the top player of the arena lvl 70 stage is ^3131FF"+$arena_70topn$+"^000000, the top record is ^3131FF"+$top_70min+"^000000 minutes ^3131FF"+$top_70sec+"^000000 seconds.";
- close;
-
- case 4:
- mes "[Owen Kheuv]";
- mes "Currenly the top player of the arena lvl 80 stage is ^3131FF"+$arena_80topn$+"^000000, the top record is ^3131FF"+$top_80min+"^000000 minutes ^3131FF"+$top_80sec+"^000000 seconds.";
- close;
-
- case 5:
- mes "[Owen Kheuv]";
- mes "Currenly the top party is ^3131FF"+$arena_pttopn$+"^000000, the top record is ^3131FF"+$top_ptmin+"^000000 minutes ^3131FF"+$top_ptsec+"^000000 seconds.";
- close;
+ switch(select("Lv 50 Stage:Lv 60 Stage:Lv 70 Stage:Lv 80 Stage:Party Stage")) {
+ case 1:
+ mes "[Owen Kheuv]";
+ mes "Currently the top player of the arena Lv 50 stage is ^3131FF "+$arena_50topn$+"^000000, the top record is ^3131FF"+$top_50min+"^000000 minutes ^3131FF"+$top_50sec+"^000000 seconds.";
+ close;
+ case 2:
+ mes "[Owen Kheuv]";
+ mes "Currenly the top player of the arena Lv 60 stage is ^3131FF"+$arena_60topn$+"^000000, the top record is ^3131FF"+$top_60min+"^000000 minutes ^3131FF"+$top_60sec+"^000000 seconds.";
+ close;
+ case 3:
+ mes "[Owen Kheuv]";
+ mes "Currenly the top player of the arena Lv 70 stage is ^3131FF"+$arena_70topn$+"^000000, the top record is ^3131FF"+$top_70min+"^000000 minutes ^3131FF"+$top_70sec+"^000000 seconds.";
+ close;
+ case 4:
+ mes "[Owen Kheuv]";
+ mes "Currenly the top player of the arena Lv 80 stage is ^3131FF"+$arena_80topn$+"^000000, the top record is ^3131FF"+$top_80min+"^000000 minutes ^3131FF"+$top_80sec+"^000000 seconds.";
+ close;
+ case 5:
+ mes "[Owen Kheuv]";
+ mes "Currenly the top party is ^3131FF"+$arena_pttopn$+"^000000, the top record is ^3131FF"+$top_ptmin+"^000000 minutes ^3131FF"+$top_ptsec+"^000000 seconds.";
+ close;
}
}
arena_room,68,135,3 script Helper Pat 726,{
-
mes "[Pat]";
mes "Welcome, welcome.";
- mes "I am a helper of the lvl 50 arena stage.";
+ mes "I am a helper of the Lv 50 arena stage.";
next;
mes "[Pat]";
- mes "This ^3131FFlvl 50 arena stage^000000";
+ mes "This ^3131FFLv 50 arena stage^000000";
mes "is accessable to characters from ^FF0000level 50^000000 to ^FF0000level 69^000000.";
next;
mes "[Pat]";
@@ -179,13 +174,12 @@ arena_room,68,135,3 script Helper Pat 726,{
}
arena_room,41,93,5 script Helper Ben 750,{
-
mes "[Ben]";
mes "Welcome, welcome.";
- mes "I am a helper of the lvl 60 arena stage.";
+ mes "I am a helper of the Lv 60 arena stage.";
next;
mes "[Ben]";
- mes "This ^3131FFlvl 60 arena stage^000000";
+ mes "This ^3131FFLv 60 arena stage^000000";
mes "is accessable to characters from ^FF0000level 60^000000 to ^FF0000level 79^000000.";
next;
mes "[Ben]";
@@ -219,14 +213,13 @@ arena_room,41,93,5 script Helper Ben 750,{
}
arena_room,53,49,5 script Helper Vicious 730,{
-
mes "[Vicious]";
mes "Hey there.";
- mes "My name is Vicious, I am a helper of lvl 70 arena stage.";
+ mes "My name is Vicious, I am a helper of Lv 70 arena stage.";
mes "(...I have no clue how the hell I put myself into this crappy work...mumble mumble...grumble grumble..)";
next;
mes "[Vicious]";
- mes "This ^3131FFlvl 70 arena stage^000000";
+ mes "This ^3131FFLv 70 arena stage^000000";
mes "is accessable to characters from ^FF0000level 70^000000 to ^FF0000level 89^000000.";
next;
mes "[Vicious]";
@@ -260,10 +253,9 @@ arena_room,53,49,5 script Helper Vicious 730,{
}
arena_room,147,49,3 script Helper Epin 727,{
-
mes "[Epin]";
mes "Good day,";
- mes "I am a helper of lvl 80 arena stage and my name is Epin.";
+ mes "I am a helper of Lv 80 arena stage and my name is Epin.";
mes "I like reading and I am 19 years old...huh...? Don't you want to hear about me...?";
next;
emotion e_cry,0;
@@ -271,8 +263,8 @@ arena_room,147,49,3 script Helper Epin 727,{
mes "Okay...";
next;
mes "[Epin]";
- mes "This ^3131FFlvl 80 arena stage^000000";
- mes "is accessable to characters from ^FF0000level 80^000000 to ^FF0000level 99^000000.";
+ mes "This ^3131FFLv 80 arena stage^000000";
+ mes "is accessable to characters from ^FF0000level 80^000000 to ^FF0000level "+(checkre(0)?"160":"99")+"^000000.";
next;
mes "[Epin]";
mes "This level limitation is to prevent high level characters abusing low level arena stages. I hope you will understand.";
@@ -305,7 +297,6 @@ arena_room,147,49,3 script Helper Epin 727,{
}
arena_room,158,93,5 script Helper Lunic 828,{
-
mes "[Lunic]";
mes "Welcome to party arena stage.";
mes "I hope you will listen carefully to my introduction";
@@ -313,7 +304,7 @@ arena_room,158,93,5 script Helper Lunic 828,{
next;
mes "[Lunic]";
mes "^3131FFParty Arena Stage^000000";
- mes "is accessible to players from ^FF0000level 10^000000 to ^FF0000level 99^000000.";
+ mes "is accessible to players from ^FF0000level 10^000000 to ^FF0000level "+(checkre(0)?"160":"99")+"^000000.";
next;
mes "[Lunic]";
mes "Also, arena will be not be started until all of 5 party members enter the room. We accept an entrance fee 1,000 zeny.";
@@ -375,7 +366,6 @@ arena_room,158,93,5 script Helper Lunic 828,{
}
arena_room,158,82,1 script Helper Lonik 828,{
-
emotion e_no1,0;
mes "[Lonik]";
mes "Tah dah! Here I am!";
@@ -386,17 +376,14 @@ arena_room,158,82,1 script Helper Lonik 828,{
mes "[Lonik]";
mes "My answer is...";
mes ".............";
- if(getmapusers("force_1-2"))
- {
+ if (getmapusers("force_1-2")) {
emotion e_oh,0;
mes "Yes!";
mes "There is someone inside.";
next;
mes "[Lonik]";
mes "You'd better wait a little bit longer!";
- }
- else
- {
+ } else {
emotion e_x,0;
mes "No!";
mes "Go for it, good luck!";
@@ -405,235 +392,185 @@ arena_room,158,82,1 script Helper Lonik 828,{
}
sec_in02,72,180,3 script Arena Manager#arena 802,{
-
- if (!getgmlevel()) end;
-
- input .@arena;
- if(!.@arena)
- {
+ set .@i, callfunc("F_GM_NPC",1357,0);
+ if (.@i == -1) {
mes "[Arena Manager]";
mes "Command has been canceled.";
close;
- }
- else if(.@arena == 1357)
- {
+ } else if (.@i == 0) {
+ mes "Password is incorrect.";
+ close;
+ } else {
mes "[Arena Manager]";
mes "Select an option.";
next;
- switch( select( "Restart arena","Rearrange the Ranking Time" ) )
- {
+ switch(select("Restart arena:Rearrange the Ranking Time")) {
+ case 1:
+ switch(select("Lv 50:Lv 60:Lv 70:Lv 80:Party Mode")) {
case 1:
- switch( select( "lvl 50","lvl 60","lvl 70","lvl 80","Party Mode" ) )
- {
- case 1:
- set .@arena,50;
- break;
- case 2:
- set .@arena,60;
- break;
- case 3:
- set .@arena,70;
- break;
- case 4:
- set .@arena,80;
- break;
- case 5:
- mes "[Arena Manager]";
- mes "== Caution ==";
- mes "You have chosen to restart party arena stage.";
- mes "Do you wish to proceed?";
- next;
- switch( select( "Yes","No" ) )
- {
- case 1:
- donpcevent "Ponox::Onstart";
- mes "[Arena Manager]";
- mes "The arena stage has been successfuly reactivated.";
- close;
-
- case 2:
- mes "[Arena Manager]";
- mes "Command has been canceled.";
- close;
- }
- }
+ set .@arena,50;
+ break;
+ case 2:
+ set .@arena,60;
+ break;
+ case 3:
+ set .@arena,70;
+ break;
+ case 4:
+ set .@arena,80;
+ break;
+ case 5:
mes "[Arena Manager]";
mes "== Caution ==";
- mes "You have chosen to restart lvl "+.@arena+" arena stage.";
+ mes "You have chosen to restart party arena stage.";
mes "Do you wish to proceed?";
next;
- switch( select( "Yes","No" ) )
- {
- case 1:
- donpcevent "lvl "+.@arena+"s Waiting Room::Onstart";
- mes "[Arena Manager]";
- mes "The arena stage has been successfuly reactivated.";
- close;
+ switch(select("Yes:No")) {
+ case 1:
+ donpcevent "Ponox::OnStart";
+ mes "[Arena Manager]";
+ mes "The arena stage has been successfuly reactivated.";
+ close;
- case 2:
- mes "[Arena Manager]";
- mes "Command has been canceled.";
- close;
+ case 2:
+ mes "[Arena Manager]";
+ mes "Command has been canceled.";
+ close;
}
-
+ }
+ mes "[Arena Manager]";
+ mes "== Caution ==";
+ mes "You have chosen to restart Lv "+.@arena+" arena stage.";
+ mes "Do you wish to proceed?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ donpcevent "Lv"+.@arena+" Waiting Room::OnStart";
+ mes "[Arena Manager]";
+ mes "The arena stage has been successfuly reactivated.";
+ close;
case 2:
mes "[Arena Manager]";
- mes "== Caution ==";
- mes "^CE0000You have chosen to rearrange the ranking time. Make sure this is not a good decision unless if something serious was happened!^000000";
- next;
+ mes "Command has been canceled.";
+ close;
+ }
+ case 2:
+ mes "[Arena Manager]";
+ mes "== Caution ==";
+ mes "^CE0000You have chosen to rearrange the ranking time. Make sure this is not a good decision unless if something serious was happened!^000000";
+ next;
+ mes "[Arena Manager]";
+ mes "Are you sure you want to rearrange the ranking time?";
+ next;
+ switch(select("No:Yes")) {
+ case 1:
mes "[Arena Manager]";
- mes "Are you sure you want to rearrange the ranking time?";
- next;
- switch( select( "No","Yes" ) )
- {
- case 1:
- mes "[Arena Manager]";
- mes "Phew~ :)";
- close;
-
- case 2:
- switch( select( "lvl 50","lvl 60","lvl 70","lvl 80","Party Mode" ) )
- {
- case 1:
- mes "[Arena Manager]";
- mes "Please enter 0 to cancel.";
- mes "If not, please enter a value for minutes first and then seconds.";
- next;
- input .@arenamin;
- set $top_50min,.@arenamin;
- input .@arenasec;
- set $top_50sec,.@arenasec;
- mes "[Arena Manager]";
- mes "Current lvl 50 ranker's play time has been rearranged to ^FF0000"+$top_50min+"^000000 minutes and ^FF0000"+$top_50sec+"^000000 seconds.";
- close;
- case 2:
- mes "[Arena Manager]";
- mes "Please enter 0 to cancel.";
- mes "If not, please enter a value for minutes first and then seconds.";
- next;
- input .@arenamin;
- set $top_60min,.@arenamin;
- input .@arenasec;
- set $top_60sec,.@arenasec;
- mes "[Arena Manager]";
- mes "Current lvl 60 ranker's play time has been rearranged to ^FF0000"+$top_60min+"^000000 minutes and ^FF0000"+$top_60sec+"^000000 seconds.";
- close;
- case 3:
- mes "[Arena Manager]";
- mes "Please enter 0 to cancel.";
- mes "If not, please enter a value for minutes first and then seconds.";
- next;
- input .@arenamin;
- set $top_70min,.@arenamin;
- input .@arenasec;
- set $top_70sec,.@arenasec;
- mes "[Arena Manager]";
- mes "Current lvl 70 ranker's play time has been rearranged to ^FF0000"+$top_70min+"^000000 minutes and ^FF0000"+$top_70sec+"^000000 seconds.";
- close;
- case 4:
- mes "[Arena Manager]";
- mes "Please enter 0 to cancel.";
- mes "If not, please enter a value for minutes first and then seconds.";
- next;
- input .@arenamin;
- set $top_80min,.@arenamin;
- input .@arenasec;
- set $top_80sec,.@arenasec;
- mes "[Arena Manager]";
- mes "Current lvl 80 ranker's play time has been rearranged to ^FF0000"+$top_80min+"^000000 minutes and ^FF0000"+$top_80sec+"^000000 seconds.";
- close;
- case 5:
- mes "[Arena Manager]";
- mes "Please enter 0 to cancel.";
- mes "If not, please enter a value for minutes first and then seconds.";
- next;
- input .@arenamin;
- set $top_ptmin,.@arenamin;
- input .@arenasec;
- set $top_ptsec,.@arenasec;
- mes "[Arena Manager]";
- mes "Current party ranker's play time has been rearranged to ^FF0000"+$top_ptmin+"^000000 minutes and ^FF0000"+$top_ptsec+"^000000 seconds.";
- close;
- }
+ mes "Phew~ :)";
+ close;
+ case 2:
+ switch(select("Lv 50:Lv 60:Lv 70:Lv 80:Party Mode")) {
+ case 1:
+ set .@min$,"$top50min";
+ set .@sec$,"$top50sec";
+ set .@mode$,"Lv 50";
+ break;
+ case 2:
+ set .@min$,"$top60min";
+ set .@sec$,"$top60sec";
+ set .@mode$,"Lv 60";
+ break;
+ case 3:
+ set .@min$,"$top70min";
+ set .@sec$,"$top70sec";
+ set .@mode$,"Lv 70";
+ break;
+ case 4:
+ set .@min$,"$top80min";
+ set .@sec$,"$top80sec";
+ set .@mode$,"Lv 80";
+ break;
+ case 5:
+ set .@min$,"$top_ptmin";
+ set .@sec$,"$top_ptsec";
+ set .@mode$,"party";
+ break;
}
+ mes "[Arena Manager]";
+ // Doesn't work with Athena's implementation.
+ //mes "Please enter 0 to cancel.";
+ //mes "If not, please enter a value for minutes first and then seconds.";
+ mes "Please enter a value for minutes first and then seconds.";
+ next;
+ input .@arenamin;
+ setd .@min$,.@arenamin;
+ input .@arenasec;
+ setd .@sec$,.@arenasec;
+ mes "[Arena Manager]";
+ mes "Current "+.@mode$+" ranker's play time has been rearranged to ^FF0000"+getd(.@min$)+"^000000 minutes and ^FF0000"+getd(.@sec$)+"^000000 seconds.";
+ close;
+ }
}
}
- mes "Password is incorrect.";
- close;
}
sec_in02,79,171,3 script Reward Manager#arena 802,{
-
- if (!getgmlevel()) end;
-
- input .@arena;
- if(!.@arena)
- {
+ set .@i, callfunc("F_GM_NPC",1357,0);
+ if (.@i == -1) {
mes "[Reward Manager]";
mes "Command has been canceled.";
close;
- }
- else if(.@arena == 1357)
- {
+ } else if (.@i == 0) {
+ mes "[Reward Manager]";
+ mes "Password is incorrect.";
+ close;
+ } else {
mes "[Reward Manager]";
mes "You have chosen to hide the teleporter NPC.";
next;
- switch( select( "Cancel","Yes","Turn on" ) )
- {
- case 1:
- mes "[Reward Manager]";
- mes "You have canceled the command.";
- close;
-
- case 2:
- mes "[Reward Manager]";
- mes "NPC has been hidden";
- disablenpc "Teleporter#arena";
- close;
-
- case 3:
- mes "[Reward Manager]";
- mes "NPC has been enabled.";
- enablenpc "Teleporter#arena";
- close;
+ switch(select("Cancel:Yes:Turn on")) {
+ case 1:
+ mes "[Reward Manager]";
+ mes "You have canceled the command.";
+ close;
+ case 2:
+ mes "[Reward Manager]";
+ mes "NPC has been hidden.";
+ disablenpc "Teleporter#arena";
+ close;
+ case 3:
+ mes "[Reward Manager]";
+ mes "NPC has been enabled.";
+ enablenpc "Teleporter#arena";
+ close;
}
}
- mes "[Reward Manager]";
- mes "Password is incorrect.";
- close;
}
arena_room,105,93,5 script Teleporter#arena 55,{
-
mes "[Teleporter]";
mes "I can move you to the reward arena!";
mes "Would you like to go there?";
next;
- switch( select( "Yes.","No." ) )
- {
- case 1:
- mes "[Teleporter]";
- mes "Let me guide you.";
- close2;
- warp "prt_are_in",60,14;
- end;
-
- case 2:
- mes "[Teleporter]";
- mes "No problem, feel free to come back any time.";
- close;
+ switch(select("Yes:No.")) {
+ case 1:
+ mes "[Teleporter]";
+ mes "Let me guide you.";
+ close2;
+ warp "prt_are_in",60,14;
+ end;
+ case 2:
+ mes "[Teleporter]";
+ mes "No problem, feel free to come back any time.";
+ close;
}
}
prt_are_in,98,14,3 script Givu#arena 728,{
-
-
- if(checkweight(526,5) != 1)
- {
+ if (checkweight(526,5) == 0) {
mes "- Wait a moment! -";
mes "- Currently you're carrying -";
mes "- too many items with you. -";
- mes "- Please enlighten your weight -";
+ mes "- Please lighten your weight -";
mes "- and try again. -";
close;
}
@@ -645,149 +582,139 @@ prt_are_in,98,14,3 script Givu#arena 728,{
mes "You can exchange your arena points with various stuffs.";
mes "Please choose a menu below.";
next;
- switch( select( "Exchange with Consumable items","Exchange with EXP points","Take a Souvenir Picture","Check Current Arena Points" ) )
- {
+ switch(select("Exchange with Consumable items:Exchange with EXP points:Take a Souvenir Picture:Check Current Arena Points")) {
+ case 1:
+ mes "[Givu]";
+ mes "What consumable item do you wish to exchange?";
+ next;
+ switch(select("Honey:Royal Jelly:Mastela Fruit:Condensed White Potion:Anodyne:Yggdrasil Seed:Yggdrasilberry:Old Blue Box:Old Purple Box:Old Card Album")) {
+ case 1: callfunc "Func_Are_Rew",518,5,20;
+ case 2: callfunc "Func_Are_Rew",526,5,30;
+ case 3: callfunc "Func_Are_Rew",522,5,30;
+ case 4: callfunc "Func_Are_Rew",547,8,30;
+ case 5: callfunc "Func_Are_Rew",605,3,20;
+ case 6: callfunc "Func_Are_Rew",608,1,20;
+ case 7: callfunc "Func_Are_Rew",607,1,40;
+ case 8: callfunc "Func_Are_Rew",603,1,100;
+ case 9: callfunc "Func_Are_Rew",617,1,300;
+ case 10: callfunc "Func_Are_Rew",616,1,1000;
+ }
+ case 2:
+ mes "[Givu]";
+ mes "Would you like to exchange your arena points with experience points?";
+ mes "It requires 40 arena points.";
+ next;
+ switch(select("Cancel:Yes")) {
case 1:
mes "[Givu]";
- mes "What consumable item do you wish to exchange?";
- next;
- switch( select( "Honey","Royal Jelly","Mastela Fruit","Condensed White Potion","Anodyne","Yggdrasil Seed","Yggdrasilberry","Old Blue Box","Old Purple Box","Old Card Album" ) )
- {
- case 1: callfunc "Func_Are_Rew",518,5,20;
- case 2: callfunc "Func_Are_Rew",526,5,30;
- case 3: callfunc "Func_Are_Rew",522,5,30;
- case 4: callfunc "Func_Are_Rew",547,8,30;
- case 5: callfunc "Func_Are_Rew",605,3,20;
- case 6: callfunc "Func_Are_Rew",608,1,20;
- case 7: callfunc "Func_Are_Rew",607,1,40;
- case 8: callfunc "Func_Are_Rew",603,1,100;
- case 9: callfunc "Func_Are_Rew",617,1,300;
- case 10: callfunc "Func_Are_Rew",616,1,1000;
- }
-
+ mes "You have canceled your request.";
+ close;
case 2:
+ if (arena_point < 40) {
+ mes "[Givu]";
+ mes "You do not have enough arena points.";
+ mes "Please check the total amount of arena points you have.";
+ close;
+ }
+ set arena_point, arena_point-40;
+ if (checkre(3)) {
+ if (BaseLevel < 70) getexp 300,0;
+ else if (BaseLevel < 80) getexp 900,0;
+ else if (BaseLevel < 90) getexp 1000,0;
+ else getexp 3000,0;
+ } else {
+ if (BaseLevel < 70) getexp 3000,0;
+ else if (BaseLevel < 80) getexp 9000,0;
+ else if (BaseLevel < 90) getexp 10000,0;
+ else getexp 30000,0;
+ }
mes "[Givu]";
- mes "Would you like to exchange your arena points with experience points?";
- mes "It requires 40 arena points.";
+ mes "You have gained experience points. Thank you.";
+ close;
+ }
+ case 3:
+ mes "[Givu]";
+ mes "You have chosen a souvenir picture services.";
+ next;
+ switch(select("About souvenir Picture Services:Take a picture")) {
+ case 1:
+ mes "[Givu]";
+ mes "Do you see stairs at the right side of me?";
next;
- switch( select( "Cancel","Yes" ) )
- {
- case 1:
- mes "[Givu]";
- mes "You have canceled your request.";
- close;
-
- case 2:
- if(arena_point < 40)
- {
- mes "[Givu]";
- mes "You do not have enough arena points.";
- mes "Please check the total amount of arena points you have.";
- close;
- }
- set arena_point,arena_point -40;
- if(BaseLevel < 70) getexp 3000,0;
- else if(BaseLevel < 80) getexp 9000,0;
- else if(BaseLevel < 90) getexp 10000,0;
- else if(BaseLevel < 100) getexp 30000,0;
- mes "[Givu]";
- mes "You have gained experience points. Thank you.";
- close;
- }
-
- case 3:
mes "[Givu]";
- mes "You have chosen a souvenir picture services.";
+ mes "At the stairs, you can take a screenshot with an NPC or a monster.";
next;
- switch( select( "About souvenir Picture Services","Take a picture" ) )
- {
- case 1:
- mes "[Givu]";
- mes "Do you see stairs at the right side of me?";
- next;
- mes "[Givu]";
- mes "At the stairs, you can take a screenshot with an NPC or a monster.";
- next;
- mes "[Givu]";
- mes "When you choose an NPC or a monster, it will show some emotion icons ^FF0000for 1 minute^000000.";
- next;
- mes "[Givu]";
- mes "Don't miss the chance to take a picture with your favorite NPC!";
- close;
-
- case 2:
- if($arenapic)
- {
- mes "[Givu]";
- mes "A souvenir picture services is on progress. Please wait.";
- close;
- }
- mes "[Givu]";
- mes "Please choose an NPC at below.";
- mes "The NPC will appear for 1 minute and this service requires 10 arena points.";
- next;
- switch( select( "Baphomet","Dark Lord","Doppelganger","Eddga","Dracula","Samurai","Stormy Knight","Phreeoni","Girl","Valkyrie" ) )
- {
- case 1: set $@arenapic,1039; break;
- case 2: set $@arenapic,1272; break;
- case 3: set $@arenapic,1046; break;
- case 4: set $@arenapic,1115; break;
- case 5: set $@arenapic,1389; break;
- case 6: set $@arenapic,1492; break;
- case 7: set $@arenapic,1251; break;
- case 8: set $@arenapic,1159; break;
- case 9: set $@arenapic,6969; break;
- case 10: set $@arenapic,7777; break;
- }
- if(arena_point < 10)
- {
- mes "[Givu]";
- mes "You do not have enough arena points.";
- mes "Please check the total amount of arena points you have.";
- close;
- }
- mes "[Givu]";
- if($@arenapic == 6969) mes "Would you like to take a picture with pretty girls?";
- else if($@arenapic == 7777) mes "Would you like to take a picture with a Valkyrie?";
- else mes "Would you like to take a picture with a "+getmonsterinfo($@arenapic,0)+"?";
- next;
- switch( select( "Yes","No" ) )
- {
- case 1:
- set arena_point,arena_point -10;
- set $arenapic,1;
- enablenpc "#arena_"+$@arenapic+"";
- movenpc "#arena_"+$@arenapic+"",96,28;
- if($@arenapic == 6969)
- {
- enablenpc "#arena_ss_2";
- enablenpc "#arena_ss_3";
- enablenpc "#arena_ss_4";
- }
- donpcevent "npctime#arena::OnStart";
- mes "[Givu]";
- mes "Thank you.";
- close;
-
- case 2:
- mes "[Givu]";
- mes "Would you like to consider a little longer?";
- close;
- }
- }
-
- case 4:
mes "[Givu]";
- mes "Let me check "+strcharinfo(0)+"'s current arena points.";
+ mes "When you choose an NPC or a monster, it will show some emotion icons ^FF0000for 1 minute^000000.";
next;
mes "[Givu]";
- mes ""+strcharinfo(0)+" has total ^3131FF"+arena_point+"^000000 points.";
+ mes "Don't miss the chance to take a picture with your favorite NPC!";
close;
+ case 2:
+ if ($@arena_picture) {
+ mes "[Givu]";
+ mes "A souvenir picture services is on progress. Please wait.";
+ close;
+ }
+ mes "[Givu]";
+ mes "Please choose an NPC at below.";
+ mes "The NPC will appear for 1 minute and this service requires 10 arena points.";
+ next;
+ switch(select("Baphomet:Dark Lord:Doppelganger:Eddga:Dracula:Samurai:Stormy Knight:Phreeoni:Girl:Valkyrie")) {
+ case 1: set $@arena_picture_id,1039; break;
+ case 2: set $@arena_picture_id,1272; break;
+ case 3: set $@arena_picture_id,1046; break;
+ case 4: set $@arena_picture_id,1115; break;
+ case 5: set $@arena_picture_id,1389; break;
+ case 6: set $@arena_picture_id,1492; break;
+ case 7: set $@arena_picture_id,1251; break;
+ case 8: set $@arena_picture_id,1159; break;
+ case 9: set $@arena_picture_id,6969; break;
+ case 10: set $@arena_picture_id,7777; break;
+ }
+ if (arena_point < 10) {
+ mes "[Givu]";
+ mes "You do not have enough arena points.";
+ mes "Please check the total amount of arena points you have.";
+ close;
+ }
+ mes "[Givu]";
+ if ($@arena_picture_id == 6969)
+ mes "Would you like to take a picture with pretty girls?";
+ else if ($@arena_picture_id == 7777)
+ mes "Would you like to take a picture with a Valkyrie?";
+ else
+ mes "Would you like to take a picture with a "+getmonsterinfo($@arena_picture_id,0)+"?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ set arena_point, arena_point-10;
+ set $@arena_picture,1;
+ enablenpc "#arena_"+$@arena_picture_id+"";
+ movenpc "#arena_"+$@arena_picture_id+"",96,28;
+ if ($@arena_picture_id == 6969) {
+ enablenpc "#arena_ss_2";
+ enablenpc "#arena_ss_3";
+ enablenpc "#arena_ss_4";
+ }
+ donpcevent "npctime#arena::OnStart";
+ mes "[Givu]";
+ mes "Thank you.";
+ close;
+ case 2:
+ mes "[Givu]";
+ mes "Would you like to consider a little longer?";
+ close;
+ }
+ }
+ case 4:
+ mes "[Givu]";
+ mes "Let me check "+strcharinfo(0)+"'s current arena points.";
+ next;
+ mes "[Givu]";
+ mes ""+strcharinfo(0)+" has total ^3131FF"+arena_point+"^000000 points.";
+ close;
}
-
-OnInit:
- set $arenapic,0;
- end;
}
prt_are_in,1,1,5 script #arena_1039 1039,{
@@ -828,7 +755,6 @@ OnKis:
emotion e_kis,0;
end;
}
-
prt_are_in,1,1,5 duplicate(#arena_1039) #arena_6969 714
prt_are_in,94,26,5 duplicate(#arena_1039) #arena_ss_2 714
prt_are_in,100,28,3 duplicate(#arena_1039) #arena_ss_3 714
@@ -843,7 +769,6 @@ prt_are_in,1,1,5 duplicate(#arena_1039) #arena_1159 1159
prt_are_in,1,1,5 duplicate(#arena_1039) #arena_7777 811
- script npctime#arena -1,{
-
OnStop:
stopnpctimer;
end;
@@ -874,9 +799,8 @@ OnTimer9000:
OnTimer10000:
mapannounce "prt_are_in"," ",1,0xFFCE00;
- donpcevent "#arena_"+$@arenapic+"::OnHeart";
- if($@arenapic == 6969)
- {
+ donpcevent "#arena_"+$@arena_picture_id+"::OnHeart";
+ if ($@arena_picture_id == 6969) {
donpcevent "#arena_ss_2::OnHeart";
donpcevent "#arena_ss_3::OnHeart";
donpcevent "#arena_ss_4::OnHeart";
@@ -901,9 +825,8 @@ OnTimer19000:
OnTimer20000:
mapannounce "prt_are_in"," ",1,0xFFCE00;
- donpcevent "#arena_"+$@arenapic+"::OnSci";
- if($@arenapic == 6969)
- {
+ donpcevent "#arena_"+$@arena_picture_id+"::OnSci";
+ if ($@arena_picture_id == 6969) {
donpcevent "#arena_ss_2::OnSci";
donpcevent "#arena_ss_3::OnSci";
donpcevent "#arena_ss_4::OnSci";
@@ -928,9 +851,8 @@ OnTimer29000:
OnTimer30000:
mapannounce "prt_are_in"," ",1,0xFFCE00;
- donpcevent "#arena_"+$@arenapic+"::OnBest";
- if($@arenapic == 6969)
- {
+ donpcevent "#arena_"+$@arena_picture_id+"::OnBest";
+ if ($@arena_picture_id == 6969) {
donpcevent "#arena_ss_2::OnBest";
donpcevent "#arena_ss_3::OnBest";
donpcevent "#arena_ss_4::OnBest";
@@ -955,9 +877,8 @@ OnTimer39000:
OnTimer40000:
mapannounce "prt_are_in"," ",1,0xFFCE00;
- donpcevent "#arena_"+$@arenapic+"::OnOmg";
- if($@arenapic == 6969)
- {
+ donpcevent "#arena_"+$@arena_picture_id+"::OnOmg";
+ if ($@arena_picture_id == 6969) {
donpcevent "#arena_ss_2::OnOmg";
donpcevent "#arena_ss_3::OnOmg";
donpcevent "#arena_ss_4::OnOmg";
@@ -982,9 +903,8 @@ OnTimer49000:
OnTimer50000:
mapannounce "prt_are_in"," ",1,0xFFCE00;
- donpcevent "#arena_"+$@arenapic+"::OnKik";
- if($@arenapic == 6969)
- {
+ donpcevent "#arena_"+$@arena_picture_id+"::OnKik";
+ if ($@arena_picture_id == 6969) {
donpcevent "#arena_ss_2::OnKik";
donpcevent "#arena_ss_3::OnKik";
donpcevent "#arena_ss_4::OnKik";
@@ -1009,9 +929,8 @@ OnTimer59000:
OnTimer60000:
mapannounce "prt_are_in"," ",1,0xFFCE00;
- donpcevent "#arena_"+$@arenapic+"::OnKis";
- if($@arenapic == 6969)
- {
+ donpcevent "#arena_"+$@arena_picture_id+"::OnKis";
+ if ($@arena_picture_id == 6969) {
donpcevent "#arena_ss_2::OnKis";
donpcevent "#arena_ss_3::OnKis";
donpcevent "#arena_ss_4::OnKis";
@@ -1020,89 +939,76 @@ OnTimer60000:
OnTimer62000:
mapannounce "prt_are_in","Time is over. Thank you for using my services.",1,0xFFCE00;
- movenpc "#arena_"+$@arenapic+"",1,1;
+ movenpc "#arena_"+$@arena_picture_id+"",1,1;
donpcevent "#arena_1039::OnInit";
- set $arenapic,0;
+ set $@arena_picture,0;
stopnpctimer;
end;
}
sec_in02,72,171,3 script Picture Manager#arena 802,{
-
- if (!getgmlevel()) end;
-
- input .@arena;
- if(!.@arena)
- {
+ set .@i, callfunc("F_GM_NPC",1357,0);
+ if (.@i == -1) {
mes "[Picture Manager]";
mes "Command has been canceled.";
close;
- }
- else if(.@arena == 1357)
- {
+ } else if (.@i == 0) {
+ mes "[Picture Manager]";
+ mes "Password is incorrect.";
+ close;
+ } else {
mes "[Picture Manager]";
mes "Would you like to reset Picture Reward variable to 0?";
next;
- switch( select( "Cancel","Yes" ) )
- {
- case 1:
- mes "[Picture Manager]";
- mes "You have canceled your request.";
- close;
-
- case 2:
- mes "[Picture Manager]";
- mes "Picture rewarding reseted.";
- set $arenapic,0;
- close;
+ switch(select("Cancel:Yes")) {
+ case 1:
+ mes "[Picture Manager]";
+ mes "You have canceled your request.";
+ close;
+ case 2:
+ mes "[Picture Manager]";
+ mes "Picture rewarding reseted.";
+ set $@arena_picture,0;
+ close;
}
}
- mes "[Picture Manager]";
- mes "Password is incorrect.";
- close;
}
sec_in02,76,176,5 script Live Broadcast#arena 802,{
-
+ callfunc "F_GM_NPC";
mes "[Live Broadcast]";
- mes "Currently there are "+getmapusers("force_1-1")+" people in lvl 50s map.";
- mes "Currently there are "+getmapusers("force_2-1")+" people in lvl 60s map.";
- mes "Currently there are "+getmapusers("force_3-1")+" people in lvl 70s map.";
- mes "Currently there are "+getmapusers("force_4-1")+" people in lvl 80s map.";
+ mes "Currently there are "+getmapusers("force_1-1")+" people in Lv 50s map.";
+ mes "Currently there are "+getmapusers("force_2-1")+" people in Lv 60s map.";
+ mes "Currently there are "+getmapusers("force_3-1")+" people in Lv 70s map.";
+ mes "Currently there are "+getmapusers("force_4-1")+" people in Lv 80s map.";
mes "Currently there are "+getmapusers("force_1-2")+" people in party map.";
mes "Currently there are "+getmapusers("arena_room")+" people in the waiting room.";
close;
}
function script Func_Are_Rew {
-
mes "[Givu]";
mes "Would you like to exchange your arena points with "+getitemname(getarg(0))+"?";
mes "You can exchange ^3131FF"+getarg(2)+" arena points with "+getarg(1)+" "+getitemname(getarg(0))+"^000000.";
mes "If you wish to cancel, please enter 0. If you don't, please enter how many ^3131FFtimes^000000 of arena points you wish to spend.";
next;
input .@reward;
- if(!.@reward)
- {
+ if (.@reward == 0) {
mes "[Givu]";
mes "You have canceled your request.";
close;
-
- }
- else if(.@reward > 1500)
- {
+ } else if (.@reward > 1500) {
mes "[Givu]";
mes "You have exceeded the maximum capacity.";
close;
}
- if(arena_point < .@reward * getarg(2))
- {
+ if (arena_point < .@reward * getarg(2)) {
mes "[Givu]";
mes "You do not have enough arena points.";
mes "Please check the total amount of arena points you have.";
close;
}
- set arena_point,arena_point - (.@reward * getarg(2));
+ set arena_point, arena_point - (.@reward * getarg(2));
getitem getarg(0),.@reward * getarg(1);
mes "[Givu]";
mes "Thank you, please come again.";
diff --git a/npc/other/auction.txt b/npc/other/auction.txt
index 899ed11a3..e26ae6496 100644
--- a/npc/other/auction.txt
+++ b/npc/other/auction.txt
@@ -4,8 +4,8 @@
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.3
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Auction house releated NPCs, and warps
//===== Additional Comments: =================================
//= 1.0 First version, place holders only. [L0ne_W0lf]
@@ -44,7 +44,7 @@ function script F_AuctionWarper {
mes "Great! Well then,";
mes "I hope you have fun";
mes "and enjoy the auction~";
- }else{
+ } else {
mes "[Auction Hall Guide]";
mes "Enjoy your auction.";
}
diff --git a/npc/other/books.txt b/npc/other/books.txt
index f9ad768a5..aa32a6520 100644
--- a/npc/other/books.txt
+++ b/npc/other/books.txt
@@ -5,7 +5,7 @@
//===== Current Version: =====================================
//= 1.1
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Various Books found in Prontera Library
//===== Additional Comments: =================================
//= 1.0 First Version, rescripted to Aegis 10.3 standard. [L0ne_W0lf]
diff --git a/npc/other/bulletin_boards.txt b/npc/other/bulletin_boards.txt
index 7f2a46de3..2004609d8 100644
--- a/npc/other/bulletin_boards.txt
+++ b/npc/other/bulletin_boards.txt
@@ -1,12 +1,14 @@
//===== Hercules Script ======================================
-//= Official scripts for beginners from iRO
+//= Bulletin Boards
//===== By: ==================================================
//= MasterOfMuppets
//===== Current Version: =====================================
-//= 1.8
+//= 1.9
+//===== Description: =========================================
+//= Bulletin Boards for beginners.
//===== Additional Comments: =================================
//= 1.0 Added Alberta, Prontera, Izlude, Payon, Byalan Island,
-//= Archer Village, Payon Cave and Coal Mine
+//= Archer Village, Payon Cave and Coal Mine
//= 1.1 Geffen, Orc Dungeon
//= 1.2 Added 5 more Boards [MasterOfMuppets]
//= 1.3 Fixed spelling mistakes. [Nexon]
@@ -16,8 +18,9 @@
//= 1.5a Fixed a small screw up with the color codes in the Glastheim BB [MasterOfMuppets]
//= 1.5b Fixed another small screw up with the color codes in the Glastheim BB [Kayla]
//= 1.6 Removed Duplicates [Silent]
-//= 1.7 Updated MOrroc NPCs to reflect episode 12.1 changes. [L0ne_W0lf]
+//= 1.7 Updated Morroc NPCs to reflect episode 12.1 changes. [L0ne_W0lf]
//= 1.8 Updated Payon Cave Bulletion Board Locations. [Masao]
+//= 1.9 Moved Izlude NPC to Pre-RE path. [Euphy]
//============================================================
alberta,111,59,5 script Bulletin Board#1 837,{
@@ -91,23 +94,7 @@ izlu2dun,104,92,5 script Bulletin Board#4 837,{
mes "With a few exceptions, most of the monsters in this dungeon are of the Water attribute. Therefore, a Wind attribute weapon will help you greatly";
close;
}
-
-izlude,131,116,4 script Bulletin Board#5 837,{
- mes "[Izlude: The Satellite City]";
- mes "Welcome to Izlude, the satellite of Prontera. Izlude was built to support Prontera's defense and to accommodate its burgeoning population";
- next;
- mes "[Izlude: The Satellite City]";
- mes "Points of interest include the Swordsman Association building which allows adventurers to change their job to Swordsman, and the Battle Area that is North of Izlude.";
- next;
- mes "[Izlude: The Satellite City]";
- mes "At the docks, you may take a ship and travel to ^123972Alberta^000000 or ^2F0400Byalan Island^000000.";
- next;
- mes "[Izlude: The Satellite City]";
- mes "From Izlude, ^6D6FE0Prontera^000000 is located to the Northwest, and ^1F3A11Payon^000000 is located to the South.";
- mes "Enjoy your travels in the Rune-Midgarts Kingdom.";
- close;
-}
-
+
payon,178,108,5 script Bulletin Board#06 837,{
mes "[Payon: The Mountain City]";
mes "Welcome to Payon, the mountain city. Payon has recently been renovated, so we hope you enjoy the clean, nice streets and buildings.";
@@ -129,7 +116,7 @@ payon,178,108,5 script Bulletin Board#06 837,{
mes "Enjoy your travels.";
close;
}
-
+
pay_arche,79,31,5 script Bulletin Board#07 837,{
mes "[Archer Village]";
mes "Welcome to the Payon Archer Village where Novices can change their jobs to Archer.";
@@ -151,7 +138,7 @@ pay_arche,39,134,5 script Bulletin Board#08 837,{
mes "In the fifth level, there is a pretty, yet dreadful boss monster known as ^6B1312Moonlight^000000 that spawns at certain times. Approach with extreme caution.";
close;
}
-
+
prontera,148,49,5 script Bulletin Board#09 837,{
mes "[Prontera: Capital of the]";
mes "[Rune-Midgards Kingdom]";
@@ -180,7 +167,7 @@ prontera,148,49,5 script Bulletin Board#09 837,{
mes "[Prontera: Capital of the]";
mes "[Rune-Midgards Kingdom]";
mes "From Prontera, ^5E5C69Izlude^000000 is located to the Southeast, ^1F3A11Payon^000000 to the far South, ^683C1FGeffen^000000 to the far West and ^2D3832Al De Baran^000000 to the far North.";
- mes "Enjoy Your time in Prontera.";
+ mes "Enjoy your time in Prontera.";
close;
}
@@ -463,7 +450,6 @@ moc_fild19,107,101,5 script Bulletin Board#20 837,{
}
gef_tower,55,142,5 script Bulletin Board#21 837,{
-
mes "[Geffen Dungeon]";
mes "^6B1312Caution!^000000";
mes "Geffen dungeon is consisted of 3 levels";
@@ -481,7 +467,6 @@ gef_tower,55,142,5 script Bulletin Board#21 837,{
}
xmas_fild01,75,80,5 script Bulletin Board#22 837,{
-
mes "[Winter Town, Lutie]";
mes "Welcome to Lutie, the town of snowfall.";
mes "Manufacturing toys in the toy factory is the main";
@@ -497,7 +482,6 @@ xmas_fild01,75,80,5 script Bulletin Board#22 837,{
}
xmas,147,311,5 script Bulletin Board#23 837,{
-
mes "[Toy Factory]";
mes "^6B1312Caution!^000000";
mes "Toy Factory is consisting of 2 levels.";
@@ -513,7 +497,6 @@ xmas,147,311,5 script Bulletin Board#23 837,{
}
yuno_fild03,37,143,5 script Bulletin Board#24 837,{
-
mes "[The Magma Dungeon, Nogg Road]";
mes "^6B1312Caution!^000000";
mes "Nogg Road is filled with very dangerous creatures.";
@@ -527,7 +510,6 @@ yuno_fild03,37,143,5 script Bulletin Board#24 837,{
}
niflheim,200,191,5 script Bulletin Board#25 837,{
-
mes "[City of the Dead, Nifflheim]";
mes "Welcome to Nifflheim, the City of the Dead.";
mes "Nifflheim was known as the other world where";
@@ -553,7 +535,6 @@ niflheim,200,191,5 script Bulletin Board#25 837,{
/*
moc_fild15,267,264,5 script Bulletin Board#26 837,{
-
mes "[Ant Hell]";
mes "^6B1312Caution!^000000";
mes "Ant Hell is consisting of 2 levels.";
@@ -570,7 +551,6 @@ moc_fild15,267,264,5 script Bulletin Board#26 837,{
*/
moc_ruins,61,164,5 script Bulletin Board#27 837,{
-
mes "[Pyramids]";
mes "^6B1312Caution!^000000";
mes "Pyramids is consisting of total 7 levels as 4 levels on the earth and the rest under the ground.";
@@ -584,7 +564,6 @@ moc_ruins,61,164,5 script Bulletin Board#27 837,{
}
glast_01,369,308,5 script Bulletin Board#28 837,{
-
mes "[Glast Heim]";
mes "Glast Heim is an enormous dungeon with countless levels.";
mes "This dungeon is definately not for new or experienced adventurers";
diff --git a/npc/other/card_trader.txt b/npc/other/card_trader.txt
index c89bc8518..068b0644f 100644
--- a/npc/other/card_trader.txt
+++ b/npc/other/card_trader.txt
@@ -1,18 +1,18 @@
//===== Hercules Script ======================================
//= Card Trader
-//===== By: ==================================================
+//===== By: ==================================================
//= Elias (og2)
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.4
-//===== Description: =========================================
+//===== Description: =========================================
//= Card and Points Trader
-//===== Additional Comments: =================================
-//= v1.0 Translated from the Official [Elias]
-//= v1.1 Fixed variables and optimized script [Elias]
-//= v1.2 Fixed char being stuck with breaks [Elias] (bugreport:5374)
-//= v1.3 Optimized: reduced from 123kb to 7kb! [Euphy]
-//= v1.4 Variables don't need to load OnInit. [Euphy]
-//============================================================
+//===== Additional Comments: =================================
+//= 1.0 Translated from the Official [Elias]
+//= 1.1 Fixed variables and optimized script [Elias]
+//= 1.2 Fixed char being stuck with breaks [Elias] (bugreport:5374)
+//= 1.3 Optimized: reduced from 123kb to 7kb! [Euphy]
+//= 1.4 Variables don't need to load OnInit. [Euphy]
+//============================================================
prontera,115,90,0 script Putty 90,{
if (!.card[1]) {
@@ -193,4 +193,4 @@ prontera,115,90,0 script Putty 90,{
break;
}
close;
-}
+} \ No newline at end of file
diff --git a/npc/other/comodo_gambling.txt b/npc/other/comodo_gambling.txt
index 8a300253c..54991dcd8 100644
--- a/npc/other/comodo_gambling.txt
+++ b/npc/other/comodo_gambling.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= Reddozen, Cypress, Zefris
//===== Current Version: =====================================
-//= 1.4
+//= 1.4a
//===== Description: =========================================
//= Comodo Gambling: Win random Items with 3 Carat Diamonds.
//===== Additional Comments: =================================
@@ -21,10 +21,15 @@
//= 1.2 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
//= 1.3 Added missing item. [Kisuka]
//= 1.4 Updated Script to match AEGIS file. [Masao]
-//============================================================
+//= 1.4a Minor script updates. [Euphy]
+//============================================================
comodo,219,158,6 script Kachua 91,{
+ if (checkweight(1201,1) == 0) {
+ mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
+ close;
+ }
cutin "katsua01.bmp",2;
mes "[Kachua]";
@@ -45,7 +50,7 @@ comodo,219,158,6 script Kachua 91,{
cutin "katsua01.bmp",255;
end;
}
-
+
if (countitem(732) == 0) {
cutin "katsua01.bmp",255;
cutin "katsua03.bmp",2;
@@ -57,7 +62,7 @@ comodo,219,158,6 script Kachua 91,{
cutin "katsua03.bmp",255;
end;
}
-
+
mes "[Kachua]";
mes "Are you sure you don't mind";
mes "giving this to me? Thank you";
@@ -67,7 +72,7 @@ comodo,219,158,6 script Kachua 91,{
mes "collections~";
next;
- if (Weight >= MaxWeight/2) {
+ if (MaxWeight - Weight < 5500) {
cutin "katsua01.bmp",255;
cutin "katsua03.bmp",2;
mes "[Kachua]";
@@ -79,21 +84,21 @@ comodo,219,158,6 script Kachua 91,{
cutin "katsua03.bmp",255;
end;
}
-
+
if (countitem(732) == 0) { // anti-hack
logmes "Hack: Tried to bypass item check.";
cutin "katsua01.bmp",255;
close;
}
delitem 732,1;
-
+
mes "[Kachua]";
mes "So what would";
mes "you like to have?";
next;
-
+
switch (select("Weapon", "Armor", "Garment", "Helmet", "Shoes", "Shield")) {
-
+
case 1: // Weapons
set .@gamble1,rand(1,1000);
if ((.@gamble1 > 920) && (.@gamble1 < 931)) {
@@ -486,9 +491,7 @@ comodo,210,154,2 script Suspicious Guy#cmd 118,{
mjolnir_02,85,362,3 script Blacksmith Miner 726,{
- if(checkweight(1201,1) == 0)
- {
- mes "[Kachua]";
+ if (checkweight(1201,1) == 0) {
mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
close;
}
@@ -501,7 +504,7 @@ mjolnir_02,85,362,3 script Blacksmith Miner 726,{
mes "thousands of Diamonds,";
mes "all of them mine!";
mes "I'm rich!";
- emotion 18;
+ emotion e_heh;
next;
switch(select("I want to buy some.:Congratulations.")){
case 1:
@@ -569,4 +572,4 @@ mjolnir_02,85,362,3 script Blacksmith Miner 726,{
mes "you at a cheap price.";
close;
}
-}
+} \ No newline at end of file
diff --git a/npc/other/divorce.txt b/npc/other/divorce.txt
index 1511a68b2..571660f1b 100644
--- a/npc/other/divorce.txt
+++ b/npc/other/divorce.txt
@@ -1,26 +1,26 @@
-//===== Hercules Script ======================================
+//===== Hercules Script ======================================
//= Divorcing Deviruchi
-//===== By: ==================================================
+//===== By: ==================================================
//= Perkka, Scriptor, LightFighter
//= L0ne_W0lf
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.5
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Official Divorce script.
//= Added isloggedin() check, even though Aegis doesn't do it;
//= should be able to divorce even when the spouse is not online.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= Both players should be online to get divorced
//= Fixed menu [Lupus]
//= 1.1 Added check if the patner's online, added effects [Lupus]
//= 1.2 Updated to Aegis 10.3 standards. [L0ne_W0lf]
//= 1.2a Commented out check of 'wedding_sign' to let
-//= old married players divorcing, optimized, fixed a bug [Lupus]
+//= old married players divorcing, optimized, fixed a bug [Lupus]
//= 1.3 Wedding variable 'wedding_sign' is now unset on divorce. [L0ne_W0lf]
//= 1.4 Removed ifpartneron check, fixed typo in percentheal. [L0ne_W0lf]
//= 1.5 Replaced effect numerics with constants. [L0ne_W0lf]
-//============================================================
+//============================================================
nif_in,190,112,5 script Deviruchi#divorce 738,{
mes "[Deviruchi]";
@@ -42,7 +42,7 @@ nif_in,190,112,5 script Deviruchi#divorce 738,{
if (!getpartnerid()) {
mes "Bwah hah hah~!";
mes "That look in your eyes~!";
- if (sex) {
+ if (Sex) {
mes "Those are definitely the eyes";
mes "of a lonely male bachelor.";
mes "I'm almost 100 percent sure";
@@ -74,7 +74,7 @@ nif_in,190,112,5 script Deviruchi#divorce 738,{
mes "I sense that you carry a";
mes "tiresome burden...";
mes "If I'm not wrong, you're";
- if (sex)
+ if (Sex)
mes "a married man, aren't you?";
else
mes "a married woman, aren't you?";
@@ -97,7 +97,7 @@ nif_in,190,112,5 script Deviruchi#divorce 738,{
mes "At the end of the day, you and";
mes "your partner fight, and you feel";
mes "totally totally miserable.";
- if (sex)
+ if (Sex)
mes "...all because of HER.";
else
mes "...all because of HIM.";
@@ -121,7 +121,7 @@ nif_in,190,112,5 script Deviruchi#divorce 738,{
mes "[Deviruchi]";
mes "*whispers*";
mes "^555555It's not like you're breaking^000000";
- if (sex) {
+ if (Sex) {
mes "^555555any promises, and it's not";
mes "like your wife will care if she";
mes "doesn't know... Don't you";
@@ -169,7 +169,7 @@ nif_in,190,112,5 script Deviruchi#divorce 738,{
mes "[Deviruchi]";
mes "I understand. But if you think";
mes "about anything, think about";
- if (sex) {
+ if (Sex) {
mes "your wife's nagging, and";
mes "how great it would be to";
mes "finally free yourself of the";
@@ -194,7 +194,7 @@ nif_in,190,112,5 script Deviruchi#divorce 738,{
specialeffect EF_MAGICROD;
specialeffect2 EF_DEVIL;
set wedding_sign,0;
- set zeny,zeny-2500000;
+ set Zeny, Zeny-2500000;
percentheal -100,-100;
divorce;
mes "[Deviruchi]";
diff --git a/npc/other/fortune.txt b/npc/other/fortune.txt
index 485273f25..946b40756 100644
--- a/npc/other/fortune.txt
+++ b/npc/other/fortune.txt
@@ -5,7 +5,7 @@
//===== Current Version: =====================================
//= 1.0
//===== Description: =========================================
-//= [Aegis conversion]
+//= [Official Conversion]
//= Fortune teller NPC. Displays random Card image.
//===== Additional Comments: =================================
//= 1.0 First version. [L0ne_W0lf]
@@ -45,7 +45,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
else {
mes "[Lhimetorra]";
mes "I accept your heart and your devotion with my gratitude. Thoughts are more important than the amount when paying a fortune teller.";
- set zeny,zeny-.@input;
+ set Zeny, Zeny-.@input;
}
next;
mes "[Lhimetorra]";
@@ -66,7 +66,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
set .@card_1_love,rand(1,74);
if (.@card_1_love == 1) {
- cutin "°¡À̾ƽºÄ«µå",4;
+ cutin "°¡À̾ƽºÄ«µå",4; // Giearth Card
mes "[Lhimetorra]";
mes " You are afraid to show yourself working, to your loved one.. ";
mes " But that is not love. Do not be afraid to show different sides of yourself to your loved one.. ";
@@ -76,7 +76,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 2) {
- cutin "°¡À̾ƽºÄ«µå",4;
+ cutin "°¡À̾ƽºÄ«µå",4; // Giearth Card
mes "[Lhimetorra]";
mes " Maybe you are using love as an excuse to work? The card is saying to try observing love from a different perspective. ";
next;
@@ -85,7 +85,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 3) {
- cutin "°¡À̾ƽºÄ«µå",4;
+ cutin "°¡À̾ƽºÄ«µå",4; // Giearth Card
mes "[Lhimetorra]";
mes " How about taking a break from love and giving yourself time to relax.. I agree with what the card is saying. ";
next;
@@ -94,7 +94,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 4) {
- cutin "°¡À̾ƽºÄ«µå",4;
+ cutin "°¡À̾ƽºÄ«µå",4; // Giearth Card
mes "[Lhimetorra]";
mes " A shovel..? ";
next;
@@ -107,7 +107,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 5) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4;
+ cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
mes "[Lhimetorra]";
mes " Its pure eyes look at a loved one but cannot recognize them, the wings flutter towards the loved one, but it helplessly stays in one place, ";
mes " it calls its loved one, but they cannot hear.. ";
@@ -118,7 +118,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 6) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4;
+ cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
mes "[Lhimetorra]";
mes " The passion of love like a raging wave... You can't even hide it. ";
mes " With such passionate love, isn't there only one way..? ";
@@ -128,13 +128,13 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 7) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4;
+ cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
mes "[Lhimetorra]";
mes " The teeth of dustiness are very strong. This means.. use your teeth for victory?! ";
next;
}
if (.@card_1_love == 8) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4;
+ cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
mes "[Lhimetorra]";
mes " The card is telling me, 'Fly to your loved one as if you were a butterfly and shoot at it as if you were a star.' ";
mes "..even though it doesn't sound like something a moth would say. ";
@@ -144,7 +144,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 9) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4;
+ cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
mes "[Lhimetorra]";
mes " Perhaps the person you believe to be a butterfly is actually a moth. This fortune is awaiting a prudent judgement. ";
next;
@@ -153,7 +153,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 10) {
- cutin "µå¶óÅ¥¶óÄ«µå",4;
+ cutin "µå¶óÅ¥¶óÄ«µå",4; // Dracula Card
mes "[Lhimetorra]";
mes " The one you love will give you a kiss of death. ";
mes " The irresistable kiss.. It is up to you to decide whether to avoid it or not. ";
@@ -163,7 +163,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 11) {
- cutin "µå¶óÅ¥¶óÄ«µå",4;
+ cutin "µå¶óÅ¥¶óÄ«µå",4; // Dracula Card
mes "[Lhimetorra]";
mes " You are looking at a wonderful person, but their eyes are fixed in darkness. ";
mes " How about trying to grab their attention? ";
@@ -173,7 +173,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 12) {
- cutin "µå¶óÅ¥¶óÄ«µå",4;
+ cutin "µå¶óÅ¥¶óÄ«µå",4; // Dracula Card
mes "[Lhimetorra]";
mes " Your love needs fresh blood. Healthy exercises and eating habits are necessary! ";
mes " You must change your living pattern first. ";
@@ -183,7 +183,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 13) {
- cutin "µå¶óÅ¥¶óÄ«µå",4;
+ cutin "µå¶óÅ¥¶óÄ«µå",4; // Dracula Card
mes "[Lhimetorra]";
mes " Don't you think you are infatuated by outer appearance and gambling with love? You might have to be more careful about it this time. ";
next;
@@ -192,13 +192,13 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 14) {
- cutin "µå·¹ÀÌÅ©Ä«µå",4;
+ cutin "µå·¹ÀÌÅ©Ä«µå",4; // Dracula Card
mes "[Lhimetorra]";
mes " Become a pirate of love! It is a simple, yet strong fortune! ";
next;
}
if (.@card_1_love == 15) {
- cutin "µå·¹ÀÌÅ©Ä«µå",4;
+ cutin "µå·¹ÀÌÅ©Ä«µå",4; // Dracula Card
mes "[Lhimetorra]";
mes " No matter how romantic and beautiful love is, if it is not rightful, it is undesirable.. ";
mes " is what this card means. ";
@@ -208,7 +208,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 16) {
- cutin "µå·¹ÀÌÅ©Ä«µå",4;
+ cutin "µå·¹ÀÌÅ©Ä«µå",4; // Dracula Card
mes "[Lhimetorra]";
mes " In the rough sea called the world, only pirates, the outlaws of love, are the law. ";
mes " This card supports strong love. ";
@@ -218,7 +218,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 17) {
- cutin "µå·¹ÀÌÅ©Ä«µå",4;
+ cutin "µå·¹ÀÌÅ©Ä«µå",4; // Dracula Card
mes "[Lhimetorra]";
mes " It is a warning not to get involved in false love like pirated editions! ";
mes " You may have to reconsider your love right now. ";
@@ -228,7 +228,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 18) {
- cutin "¸¶¸®³ªÄ«µå",4;
+ cutin "¸¶¸®³ªÄ«µå",4; // Marina Card
mes "[Lhimetorra]";
mes " This is praising the type of love that is always there, yet barely has a form as if it does not exist. ";
mes " Are you involved this type of love? ";
@@ -238,7 +238,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 19) {
- cutin "¸¶¸®³ªÄ«µå",4;
+ cutin "¸¶¸®³ªÄ«µå",4; // Marina Card
mes "[Lhimetorra]";
mes " You must be careful. Love is quietly approaching and spreading poison. Be careful of the poison of love. ";
next;
@@ -247,7 +247,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 20) {
- cutin "¸¶¸®³ªÄ«µå",4;
+ cutin "¸¶¸®³ªÄ«µå",4; // Marina Card
mes "[Lhimetorra]";
mes " Aren't you already caught in love that you cannot run away from? Look around you. ";
mes " You might be captured inside invisible walls. ";
@@ -257,7 +257,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 21) {
- cutin "¸¶¸®³ªÄ«µå",4;
+ cutin "¸¶¸®³ªÄ«µå",4; // Marina Card
mes "[Lhimetorra]";
mes " This fortune is saying that love is.. approaching wobbly and softly~ and then bam~ embracing it. ";
mes " Very romantic. Hehe. ";
@@ -267,7 +267,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 22) {
- cutin "¸¶¸®¿À³×Ʈīµå",4;
+ cutin "¸¶¸®¿À³×Ʈīµå",4; // Marina Card
mes "[Lhimetorra]";
mes " This card is warning you to not treat your loved one like a puppet. ";
mes " You're not doing this, are you? ";
@@ -277,7 +277,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 23) {
- cutin "¸¶¸®¿À³×Ʈīµå",4;
+ cutin "¸¶¸®¿À³×Ʈīµå",4; // Marina Card
mes "[Lhimetorra]";
mes " Dolls understand a human's heart more than a human. Try treating your loved one as if they were a doll. ";
next;
@@ -286,7 +286,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 24) {
- cutin "¸¶¸®¿À³×Ʈīµå",4;
+ cutin "¸¶¸®¿À³×Ʈīµå",4; // Marina Card
mes "[Lhimetorra]";
mes " If you are afraid to look into a doll's eyes, that is because there is a dark shadow covering your love. ";
mes " Rid yourselves of that shadow. Then the doll will smile as well. ";
@@ -296,7 +296,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 25) {
- cutin "¸¶¸®¿À³×Ʈīµå",4;
+ cutin "¸¶¸®¿À³×Ʈīµå",4; // Marina Card
mes "[Lhimetorra]";
mes " Dolls become accustomed to the owner the more they are handled. Give your doll more attention. ";
mes " The doll is craving attention. A lot of attention. ";
@@ -306,7 +306,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 26) {
- cutin "¸ÞµÎ»çÄ«µå",4;
+ cutin "¸ÞµÎ»çÄ«µå",4; // Medusa Card
mes "[Lhimetorra]";
mes " Do you fear the snake hair of a Medusa? However, love cannot be achieved with fear. ";
mes " You must move forward! ";
@@ -316,7 +316,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 27) {
- cutin "¸ÞµÎ»çÄ«µå",4;
+ cutin "¸ÞµÎ»çÄ«µå",4; // Medusa Card
mes "[Lhimetorra]";
mes " Warriors that hastily attacked the Medusa all failed, but the one hero that used a mirror succeeded. ";
mes " You cannot succeed in love with brute force. You must use wisdom. ";
@@ -326,7 +326,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 28) {
- cutin "¸ÞµÎ»çÄ«µå",4;
+ cutin "¸ÞµÎ»çÄ«µå",4; // Medusa Card
mes "[Lhimetorra]";
mes " Must you love the one that has hair of snakes? Reconsider this love and think about it earnestly. ";
next;
@@ -335,7 +335,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 29) {
- cutin "¸ÞµÎ»çÄ«µå",4;
+ cutin "¸ÞµÎ»çÄ«µå",4; // Medusa Card
mes "[Lhimetorra]";
mes " It is a hint saying that a strong hairstyle is the key to turning over the situation. Change your hairstyle! ";
next;
@@ -344,7 +344,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 30) {
- cutin "¹ÙÆ÷¸ÞƮīµå",4;
+ cutin "¹ÙÆ÷¸ÞƮīµå",4; // Baphomet Card
mes "[Lhimetorra]";
mes " Love must have two things: great strength and the will to live. Have you thought about whether or not you can overcome this with your current self? ";
next;
@@ -353,7 +353,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 31) {
- cutin "¹ÙÆ÷¸ÞƮīµå",4;
+ cutin "¹ÙÆ÷¸ÞƮīµå",4; // Baphomet Card
mes "[Lhimetorra]";
mes " A scythe may seem burdensome but a strong Baphomet can freely use it. ";
mes " It is the same concept. If you are ready, any type of love is possible. There is no such thing as impossible. ";
@@ -363,7 +363,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 32) {
- cutin "¹ÙÆ÷¸ÞƮīµå",4;
+ cutin "¹ÙÆ÷¸ÞƮīµå",4; // Baphomet Card
mes "[Lhimetorra]";
mes " Love must have two things: great strength and the will to live. Have you thought about whether or not you can overcome this with your current self? ";
next;
@@ -372,7 +372,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 33) {
- cutin "¹ÙÆ÷¸ÞƮīµå",4;
+ cutin "¹ÙÆ÷¸ÞƮīµå",4; // Baphomet Card
mes "[Lhimetorra]";
mes " There are those who are born, destined to run into this wall, an obstacle. Your love seems to have reached that wall.. It must be hard. ";
next;
@@ -381,7 +381,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 34) {
- cutin "¹ÙÆ÷¸ÞƮīµå",4;
+ cutin "¹ÙÆ÷¸ÞƮīµå",4; // Baphomet Card
mes "[Lhimetorra]";
mes " This Baphomet looks as if it is having a hard time. The person must be exhausted even if it may not seem so. ";
next;
@@ -390,7 +390,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 35) {
- cutin "»÷µå¸ÇÄ«µå",4;
+ cutin "»÷µå¸ÇÄ«µå",4; // Sandman Card
mes "[Lhimetorra]";
mes " Can't you hear the cry of the card? It is suffering. Love is like that.. ";
next;
@@ -399,7 +399,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 36) {
- cutin "»÷µå¸ÇÄ«µå",4;
+ cutin "»÷µå¸ÇÄ«µå",4; // Sandman Card
mes "[Lhimetorra]";
mes " Your love right now is so bored that it is yawning. How about trying something fresh and new? ";
next;
@@ -408,7 +408,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 37) {
- cutin "»÷µå¸ÇÄ«µå",4;
+ cutin "»÷µå¸ÇÄ«µå",4; // Sandman Card
mes "[Lhimetorra]";
mes " Deep sleep brings happiness and dreams. I think what you need right now is sleep. ";
next;
@@ -417,7 +417,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 38) {
- cutin "»÷µå¸ÇÄ«µå",4;
+ cutin "»÷µå¸ÇÄ«µå",4; // Sandman Card
mes "[Lhimetorra]";
mes " I feel some sort of emptiness.. Maybe there is a gap in your love? ";
next;
@@ -426,7 +426,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 39) {
- cutin "¼ÒÈñÄ«µå",4;
+ cutin "¼ÒÈñÄ«µå",4; // Sohee Card
mes "[Lhimetorra]";
mes " Even a traditional beauty can seem cold to others. Try looking at your loved one from a different point of view. ";
next;
@@ -435,7 +435,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 40) {
- cutin "¼ÒÈñÄ«µå",4;
+ cutin "¼ÒÈñÄ«µå",4; // Sohee Card
mes "[Lhimetorra]";
mes " They may seem dreary and ominous but their attire is spotless. They show devotion to the other. ";
mes " Even though you are not satisfied with your love right now, take a look at their attire. ";
@@ -445,7 +445,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 41) {
- cutin "¼ÒÈñÄ«µå",4;
+ cutin "¼ÒÈñÄ«µå",4; // Sohee Card
mes "[Lhimetorra]";
mes " There is a person you must not deal with thoughtlessly nearby. Don't say or do anything carelessly. You must be careful when dealing with this person. ";
next;
@@ -454,7 +454,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 42) {
- cutin "¼ÒÈñÄ«µå",4;
+ cutin "¼ÒÈñÄ«µå",4; // Sohee Card
mes "[Lhimetorra]";
mes " Even if the wind blows and the trail of her clothes flutter, her posture never changes. Loving a person with that type of heart will bring goodwill and happiness. ";
next;
@@ -463,7 +463,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 43) {
- cutin "½ºÄÌ¿öÄ¿Ä«µå",4;
+ cutin "½ºÄÌ¿öÄ¿Ä«µå",4; // Skel Worker Card
mes "[Lhimetorra]";
mes " That lightens and attacks with a pickaxe! You must aggressively move forward. What do you think? Your fortune is a good one. ";
next;
@@ -472,7 +472,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 44) {
- cutin "½ºÄÌ¿öÄ¿Ä«µå",4;
+ cutin "½ºÄÌ¿öÄ¿Ä«µå",4; // Skel Worker Card
mes "[Lhimetorra]";
mes " The card only shows gaunt bones, but notice how it has all the necessary tools?";
mes " Even though your love right now may seem as if there is nothing to it, it has everything you need. ";
@@ -482,7 +482,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 45) {
- cutin "½ºÄÌ¿öÄ¿Ä«µå",4;
+ cutin "½ºÄÌ¿öÄ¿Ä«µå",4; // Skel Worker Card
mes "[Lhimetorra]";
mes " It has a lantern on its back and even in its hand.. it believes one light is insufficient. ";
mes " If you are only shining one type of light to your loved one, shining another might help. ";
@@ -492,7 +492,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 46) {
- cutin "½ºÄÌ¿öÄ¿Ä«µå",4;
+ cutin "½ºÄÌ¿öÄ¿Ä«µå",4; // Skel Worker Card
mes "[Lhimetorra]";
mes " You know the smile of Mona Lisa.. Perhaps the person you are looking at has the same expression? ";
next;
@@ -501,7 +501,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 47) {
- cutin "½ºÄ̳ªÀÌƮīµå",4;
+ cutin "½ºÄ̳ªÀÌƮīµå",4; // Skel Worker Card
mes "[Lhimetorra]";
mes " A knight on a horse is a fantasy in every person's heart. Make it so that this fantasy becomes real. ";
next;
@@ -510,7 +510,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 48) {
- cutin "½ºÄ̳ªÀÌƮīµå",4;
+ cutin "½ºÄ̳ªÀÌƮīµå",4; // Skel Worker Card
mes "[Lhimetorra]";
mes " Is that soldier waiting to attack? I can feel great tension between the horse and knight. ";
mes " Don't run forward carelessly. Raise your sword and wait for your chance. ";
@@ -520,7 +520,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 49) {
- cutin "½ºÄ̳ªÀÌƮīµå",4;
+ cutin "½ºÄ̳ªÀÌƮīµå",4; // Skel Worker Card
mes "[Lhimetorra]";
mes " He is falling asleep awaiting a battle. Is it because he is laid back, or simply pathetic? Depends on the situation I suppose. ";
mes " But you've got to give him credit for his boldness. ";
@@ -530,7 +530,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 50) {
- cutin "½ºÄ̳ªÀÌƮīµå",4;
+ cutin "½ºÄ̳ªÀÌƮīµå",4; // Skel Worker Card
mes "[Lhimetorra]";
mes " Very favorable. It's to a point that I can feel strong energy from the card. I will give some of this energy to you. ";
next;
@@ -539,7 +539,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 51) {
- cutin "¾Æ´©ºñ½ºÄ«µå",4;
+ cutin "¾Æ´©ºñ½ºÄ«µå",4; // Anubis Card
mes "[Lhimetorra]";
mes " What does the god of death have to say about love? It is something ominous for sure. ";
next;
@@ -548,7 +548,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 52) {
- cutin "¾Æ´©ºñ½ºÄ«µå",4;
+ cutin "¾Æ´©ºñ½ºÄ«µå",4; // Anubis Card
mes "[Lhimetorra]";
mes " Hmm. How about giving a cute puppy as a gift? One with a round nose. Then they will surely be happy. ";
next;
@@ -557,7 +557,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 53) {
- cutin "¾Æ´©ºñ½ºÄ«µå",4;
+ cutin "¾Æ´©ºñ½ºÄ«µå",4; // Anubis Card
mes "[Lhimetorra]";
mes " I can tell what it was doing from the way it is crying while holding an axe with blood. It is deeply wounded by love. ";
next;
@@ -566,7 +566,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 54) {
- cutin "¾Æ´©ºñ½ºÄ«µå",4;
+ cutin "¾Æ´©ºñ½ºÄ«µå",4; // Anubis Card
mes "[Lhimetorra]";
mes " The pattern of the clothes symbolizes a warning. It is saying to be careful of love. ";
next;
@@ -575,7 +575,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 55) {
- cutin "¿ÀÅ©·ÎµåÄ«µå",4;
+ cutin "¿ÀÅ©·ÎµåÄ«µå",4; // Orc Lord Card
mes "[Lhimetorra]";
mes " He is a warning you not to drool over someone else. ";
next;
@@ -584,7 +584,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 56) {
- cutin "¿ÀÅ©·ÎµåÄ«µå",4;
+ cutin "¿ÀÅ©·ÎµåÄ«µå",4; // Orc Lord Card
mes "[Lhimetorra]";
mes " Who is he so fiercly gazing at with those grand muscles? He is looking at someone else for sure. ";
next;
@@ -593,7 +593,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 57) {
- cutin "¿ÀÅ©·ÎµåÄ«µå",4;
+ cutin "¿ÀÅ©·ÎµåÄ«µå",4; // Orc Lord Card
mes "[Lhimetorra]";
mes " Strengthen your body and observe the target. That is the step to success. ";
next;
@@ -602,7 +602,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 58) {
- cutin "¿ÀÅ©·ÎµåÄ«µå",4;
+ cutin "¿ÀÅ©·ÎµåÄ«µå",4; // Orc Lord Card
mes "[Lhimetorra]";
mes " His navel is very pretty. You have to meet someone with that type of navel to be happy. ";
next;
@@ -611,7 +611,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 59) {
- cutin "ÀèÄ«µå",4;
+ cutin "ÀèÄ«µå",4; // Jakk Card
mes "[Lhimetorra]";
mes " You'll get hurt if you mess around. This card is giving you a piece of advice. ";
next;
@@ -620,7 +620,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 60) {
- cutin "ÀèÄ«µå",4;
+ cutin "ÀèÄ«µå",4; // Jakk Card
mes "[Lhimetorra]";
mes " From the way he is massaging its back because of a shoulder cramp, maybe your love is seeking someone to massage them. Love starts from little thoughts.";
next;
@@ -629,7 +629,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 61) {
- cutin "ÀèÄ«µå",4;
+ cutin "ÀèÄ«µå",4; // Jakk Card
mes "[Lhimetorra]";
mes " His expression is in awe. When encountering an absurd incident, his face and expression becomes peculiarly distorted. ";
mes " I think the one you are looking towards has that type of expression. ";
@@ -639,13 +639,13 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 62) {
- cutin "ÀèÄ«µå",4;
+ cutin "ÀèÄ«µå",4; // Jakk Card
mes "[Lhimetorra]";
mes " If the lover does something wrong he pokes them with a needle. How scary.. ";
next;
}
if (.@card_1_love == 63) {
- cutin "Á¶Ä¿Ä«µå",4;
+ cutin "Á¶Ä¿Ä«µå",4; // Joker Card
mes "[Lhimetorra]";
mes " A person's heart is like this card. If you flip it over nobody can tell what is behind it. Try turning the person's card over. ";
next;
@@ -654,7 +654,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 64) {
- cutin "Á¶Ä¿Ä«µå",4;
+ cutin "Á¶Ä¿Ä«µå",4; // Joker Card
mes "[Lhimetorra]";
mes " Jokers are sly, but that is just because it is their habit. ";
mes " The reason the person may seem capricious or cunning is partially because they are born like that. ";
@@ -664,7 +664,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 65) {
- cutin "Á¶Ä¿Ä«µå",4;
+ cutin "Á¶Ä¿Ä«µå",4; // Joker Card
mes "[Lhimetorra]";
mes " The joker can't use any of his strength because he is tied to a card. Perhaps the person is caught in something and can't show their true merit? ";
next;
@@ -673,7 +673,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 66) {
- cutin "Á¶Ä¿Ä«µå",4;
+ cutin "Á¶Ä¿Ä«µå",4; // Joker Card
mes "[Lhimetorra]";
mes " Don't get fooled by tricks. They are a person, too. They know how to lie once in a while. Search for the trick calmly and carefully. ";
next;
@@ -682,7 +682,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 67) {
- cutin "È£µåÄ«µå",4;
+ cutin "È£µåÄ«µå",4; // Hode Card
mes "[Lhimetorra]";
mes " It is saying that daring action is necessary, such as that of the Hode that strikes up from the sand. ";
next;
@@ -691,7 +691,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 68) {
- cutin "È£µåÄ«µå",4;
+ cutin "È£µåÄ«µå",4; // Hode Card
mes "[Lhimetorra]";
mes " Seeing that the Hode spits out sand to those who bother them, you must have done something to bother the person somehow. ";
next;
@@ -700,7 +700,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 69) {
- cutin "È£µåÄ«µå",4;
+ cutin "È£µåÄ«µå",4; // Hode Card
mes "[Lhimetorra]";
mes " The Hode has a very strong will to live. It is to survive in the forest. It is suggesting dating with that kind of will.";
next;
@@ -709,7 +709,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 70) {
- cutin "È£µåÄ«µå",4;
+ cutin "È£µåÄ«µå",4; // Hode Card
mes "[Lhimetorra]";
mes " Ah.. there is a noble person up north. North it is. This direction will never change. ";
next;
@@ -718,7 +718,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 71) {
- cutin "Ȳ¼ÒÄ«µå",4;
+ cutin "Ȳ¼ÒÄ«µå",4; // Minorous Card
mes "[Lhimetorra]";
mes " A walking bull is rare. The person you are looking towards is that rare. Don't let go of them. You may never see them again.. ";
next;
@@ -727,7 +727,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 72) {
- cutin "Ȳ¼ÒÄ«µå",4;
+ cutin "Ȳ¼ÒÄ«µå",4; // Minorous Card
mes "[Lhimetorra]";
mes " Can you see the strong muscles that even arrows cannot pierce? The person is like that, too. ";
next;
@@ -736,7 +736,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 73) {
- cutin "Ȳ¼ÒÄ«µå",4;
+ cutin "Ȳ¼ÒÄ«µå",4; // Minorous Card
mes "[Lhimetorra]";
mes " The scariest thing is not the hammer nor horn. It is the massive legs that support its heavy weight. Nobody can survive a hit by those legs. The person is also probably hiding the most dangerous part. ";
next;
@@ -745,7 +745,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_love == 74) {
- cutin "Ȳ¼ÒÄ«µå",4;
+ cutin "Ȳ¼ÒÄ«µå",4; // Minorous Card
mes "[Lhimetorra]";
mes " No matter how fearful the bull may be, if it has a nose ring, it has already been tamed by humans. No matter how astonishing that person may be, taming is your responsibility. ";
next;
@@ -756,7 +756,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
mes "[Lhimetorra]";
mes " You seeked advice about love. ";
mes " Even if you may not pleased with it, consider it calmly and make an effort to find true happiness. ";
- cutin "°¡À̾ƽºÄ«µå",255;
+ cutin "°¡À̾ƽºÄ«µå",255; // Giearth Card
next;
mes "[Lhimetorra]";
mes " Then... ";
@@ -768,7 +768,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
set .@card_1_money,rand(1,73);
if (.@card_1_money == 1) {
- cutin "°¡À̾ƽºÄ«µå",4;
+ cutin "°¡À̾ƽºÄ«µå",4; // Giearth Card
mes "[Lhimetorra]";
mes " You must work hard to become wealthy. Don't think of other things.. Focus on and put effort into achieving your goals. ";
next;
@@ -777,7 +777,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 2) {
- cutin "°¡À̾ƽºÄ«µå",4;
+ cutin "°¡À̾ƽºÄ«µå",4; // Giearth Card
mes "[Lhimetorra]";
mes " Something very rare may come your way. A gold mine has been the dream of many since ancient times. You have a gold mine right in front of you. ";
next;
@@ -786,7 +786,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 3) {
- cutin "°¡À̾ƽºÄ«µå",4;
+ cutin "°¡À̾ƽºÄ«µå",4; // Giearth Card
mes "[Lhimetorra]";
mes " In the stomach pocket, there must be a secret treasure. There may be something in your pocket as well. ";
next;
@@ -795,7 +795,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 4) {
- cutin "°¡À̾ƽºÄ«µå",4;
+ cutin "°¡À̾ƽºÄ«µå",4; // Giearth Card
mes "[Lhimetorra]";
mes " The card says that you should not be too greedy, for that may cause you to dig your own grave. ";
next;
@@ -804,7 +804,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 5) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4;
+ cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
mes "[Lhimetorra]";
mes " Did you know that a moth's wings has infinite amounts of powder on it? A moth symbolizes wealth in the sense that it can gather wealth just as the powder on its wings. ";
next;
@@ -813,7 +813,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 6) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4;
+ cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
mes "[Lhimetorra]";
mes " You must work hard to become wealthy. Don't think of other things. Simply focusing on your goals putting effort into it will help. ";
next;
@@ -822,7 +822,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 7) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4;
+ cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
mes "[Lhimetorra]";
mes " There is a common saying that when a moth flaps its wings, wealth will fly away as well. It's not a very good sign. ";
next;
@@ -831,7 +831,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 8) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4;
+ cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
mes "[Lhimetorra]";
mes " Dustiness teeth are very strong. This means.. ";
next;
@@ -840,7 +840,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 9) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4;
+ cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
mes "[Lhimetorra]";
mes " When a dustiness flies around, a big expense comes up. You may need to spend some money soon. ";
next;
@@ -849,7 +849,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 10) {
- cutin "µå¶óÅ¥¶óÄ«µå",4;
+ cutin "µå¶óÅ¥¶óÄ«µå",4; // Dracula Card
mes "[Lhimetorra]";
mes " Dracula brings in money. Maybe it is the moral influence from when it was a count. It is expensive to be a vampire, but I've never seen a poor one before. ";
next;
@@ -858,7 +858,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 11) {
- cutin "µå¶óÅ¥¶óÄ«µå",4;
+ cutin "µå¶óÅ¥¶óÄ«µå",4; // Dracula Card
mes "[Lhimetorra]";
mes " To Dracula, money is not important. Blood is more valuable. To you, money must not be that important. You don't need to be concerned about money. ";
next;
@@ -867,7 +867,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 12) {
- cutin "µå¶óÅ¥¶óÄ«µå",4;
+ cutin "µå¶óÅ¥¶óÄ«µå",4; // Dracula Card
mes "[Lhimetorra]";
mes " Dracula mocks human's money. To him it is worthless. ";
next;
@@ -876,7 +876,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 13) {
- cutin "µå·¹ÀÌÅ©Ä«µå",4;
+ cutin "µå·¹ÀÌÅ©Ä«µå",4; // Drake Card
mes "[Lhimetorra]";
mes " No matter what, stealing is wrong! Even if a Drake blesses you in the name of pirates! Stealing is forbidden! ";
next;
@@ -885,7 +885,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 14) {
- cutin "µå·¹ÀÌÅ©Ä«µå",4;
+ cutin "µå·¹ÀÌÅ©Ä«µå",4; // Drake Card
mes "[Lhimetorra]";
mes " You will gather good fortune in a secretive and peculiar way.. Although, there seems to be shadows over some parts of your life. ";
next;
@@ -894,7 +894,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 15) {
- cutin "µå·¹ÀÌÅ©Ä«µå",4;
+ cutin "µå·¹ÀÌÅ©Ä«µå",4; // Drake Card
mes "[Lhimetorra]";
mes " The reason pirates indulge in others assets in the vast rough ocean, is because it is the only way to let the people of the land know of their existence. ";
next;
@@ -903,7 +903,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 16) {
- cutin "¸¶¸®³ªÄ«µå",4;
+ cutin "¸¶¸®³ªÄ«µå",4; // Marina Card
mes "[Lhimetorra]";
mes " Marina prefers clean funds. It hates suspicious money. Your possessions should be clean as well. ";
next;
@@ -912,7 +912,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 17) {
- cutin "¸¶¸®³ªÄ«µå",4;
+ cutin "¸¶¸®³ªÄ«µå",4; // Marina Card
mes "[Lhimetorra]";
mes " The Marina gathers money quietly, little by little, and freely roaming at the same time. That's the real way to make money. The Marina is suggesting this method to you. ";
next;
@@ -921,7 +921,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 18) {
- cutin "¸¶¸®³ªÄ«µå",4;
+ cutin "¸¶¸®³ªÄ«µå",4; // Marina Card
mes "[Lhimetorra]";
mes " The Marina is not interested in money. The card suggests that you will resemble these traits as well. You will enjoy life apart from money. ";
next;
@@ -930,7 +930,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 19) {
- cutin "¸¶¸®³ªÄ«µå",4;
+ cutin "¸¶¸®³ªÄ«µå",4; // Marina Card
mes "[Lhimetorra]";
mes " You will gather money swiftly and quietly, then boom~ blow it all at once. ";
next;
@@ -939,7 +939,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 20) {
- cutin "¸¶¸®¿À³×Ʈīµå",4;
+ cutin "¸¶¸®¿À³×Ʈīµå",4; // Marionette Card
mes "[Lhimetorra]";
mes " The Marionette treasures art over wealth. Bear that in mind. Honor over assets. ";
next;
@@ -948,7 +948,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 21) {
- cutin "¸¶¸®¿À³×Ʈīµå",4;
+ cutin "¸¶¸®¿À³×Ʈīµå",4; // Marionette Card
mes "[Lhimetorra]";
mes " The Marionette likes shiny money. Not dull money, but the shiny kind. ";
next;
@@ -957,7 +957,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 22) {
- cutin "¸¶¸®¿À³×Ʈīµå",4;
+ cutin "¸¶¸®¿À³×Ʈīµå",4; // Marionette Card
mes "[Lhimetorra]";
mes " The Marionette requires lots of money. Its expenditures are enormous. You must have many expenditures ahead of you. ";
next;
@@ -966,7 +966,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 23) {
- cutin "¸¶¸®¿À³×Ʈīµå",4;
+ cutin "¸¶¸®¿À³×Ʈīµå",4; // Marionette Card
mes "[Lhimetorra]";
mes " The Marionette uses a lot of money. There is someone around you that is like that, too. ";
next;
@@ -975,7 +975,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 24) {
- cutin "¸ÞµÎ»çÄ«µå",4;
+ cutin "¸ÞµÎ»çÄ«µå",4; // Medusa Card
mes "[Lhimetorra]";
mes " The hair of the Medusa symbolizes the amount of wealth. Seems as if something good will happen to you, young one. ";
next;
@@ -984,7 +984,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 25) {
- cutin "¸ÞµÎ»çÄ«µå",4;
+ cutin "¸ÞµÎ»çÄ«µå",4; // Medusa Card
mes "[Lhimetorra]";
mes " The hair of the Medusa are all snakes. Snakes symbolize greed and slyness. When gathering things, it seems as if a cunning force will join you. It's not exactly a bright sign.. ";
next;
@@ -993,7 +993,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 26) {
- cutin "¸ÞµÎ»çÄ«µå",4;
+ cutin "¸ÞµÎ»çÄ«µå",4; // Medusa Card
mes "[Lhimetorra]";
mes " The Medusa is strongly recommending saving. This card is telling you to save. It says to put many savings accounts in your hair and make yourself resemble its head shape. ";
next;
@@ -1002,7 +1002,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 28) {
- cutin "¸ÞµÎ»çÄ«µå",4;
+ cutin "¸ÞµÎ»çÄ«µå",4; // Medusa Card
mes "[Lhimetorra]";
mes " The Medusa does not enjoy playing with money. If you are attempting to use money other than the way it should be used, you should stop. Why? ";
next;
@@ -1011,7 +1011,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 29) {
- cutin "¹ÙÆ÷¸ÞƮīµå",4;
+ cutin "¹ÙÆ÷¸ÞƮīµå",4; // Baphomet Card
mes "[Lhimetorra]";
mes " The great strength of the Baphomet brings in fortune. It seems as if you will be able to gather much wealth with the aid of the Baphomet's force! ";
next;
@@ -1020,7 +1020,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 30) {
- cutin "¹ÙÆ÷¸ÞƮīµå",4;
+ cutin "¹ÙÆ÷¸ÞƮīµå",4; // Baphomet Card
mes "[Lhimetorra]";
mes " The scythe of the Baphomet means a strong tool to gather wealth. If you have a strong tool like his, it should be easy to gather wealth. ";
next;
@@ -1029,13 +1029,13 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 31) {
- cutin "¹ÙÆ÷¸ÞƮīµå",4;
+ cutin "¹ÙÆ÷¸ÞƮīµå",4; // Baphomet Card
mes "[Lhimetorra]";
mes " How about getting involved in raising cattle? It seems like you can gather much wealth through it. ";
next;
}
if (.@card_1_money == 32) {
- cutin "¹ÙÆ÷¸ÞƮīµå",4;
+ cutin "¹ÙÆ÷¸ÞƮīµå",4; // Baphomet Card
mes "[Lhimetorra]";
mes " The Baphomet would like a tribute. He is saying that if you do, he will return great benefits. ";
next;
@@ -1044,7 +1044,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 33) {
- cutin "»÷µå¸ÇÄ«µå",4;
+ cutin "»÷µå¸ÇÄ«µå",4; // Sandman Card
mes "[Lhimetorra]";
mes " The Sandman cries with sadness when money comes up. It is sad because money does not possess love or affection. ";
next;
@@ -1053,7 +1053,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 34) {
- cutin "»÷µå¸ÇÄ«µå",4;
+ cutin "»÷µå¸ÇÄ«µå",4; // Sandman Card
mes "[Lhimetorra]";
mes " The Sandman is screaming because it saw too much money. It saw the money in the hands of your future. I wonder what all that money is? ";
next;
@@ -1062,7 +1062,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 35) {
- cutin "»÷µå¸ÇÄ«µå",4;
+ cutin "»÷µå¸ÇÄ«µå",4; // Sandman Card
mes "[Lhimetorra]";
mes " The Sandman's body is empty inside. Your wallet seems to be emtpy, too. You should save up some money. ";
next;
@@ -1071,7 +1071,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 36) {
- cutin "»÷µå¸ÇÄ«µå",4;
+ cutin "»÷µå¸ÇÄ«µå",4; // Sandman Card
mes "[Lhimetorra]";
mes " Money is like sand. Even if you save it, once the wind blows, it disappears. This card shows the emptiness of money. ";
next;
@@ -1080,7 +1080,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 37) {
- cutin "¼ÒÈñÄ«µå",4;
+ cutin "¼ÒÈñÄ«µå",4; // Sohee Card
mes "[Lhimetorra]";
mes " Sohee is wearing a fine article. To wear something like that, you would need plenty of money. Do you know what the secret is? Sohee saved very much when she was once alive. ";
next;
@@ -1089,7 +1089,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 38) {
- cutin "¼ÒÈñÄ«µå",4;
+ cutin "¼ÒÈñÄ«µå",4; // Sohee Card
mes "[Lhimetorra]";
mes " Sohee hates misers. She believes she has become like that because of a miser. Don't be stingy in front of Sohee! ";
next;
@@ -1098,7 +1098,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 39) {
- cutin "¼ÒÈñÄ«µå",4;
+ cutin "¼ÒÈñÄ«µå",4; // Sohee Card
mes "[Lhimetorra]";
mes " Sohee dislikes the wealthy. They try to gather money, but never use it for others. If you don't want to be cursed by Sohee, you need to learn how to be generous with money. ";
next;
@@ -1107,7 +1107,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 40) {
- cutin "¼ÒÈñÄ«µå",4;
+ cutin "¼ÒÈñÄ«µå",4; // Sohee Card
mes "[Lhimetorra]";
mes " Sohee likes foreign money. They are cute and pretty. If you have foreign currency, Sohee will love you. ";
next;
@@ -1116,7 +1116,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 41) {
- cutin "½ºÄÌ¿öÄ¿Ä«µå",4;
+ cutin "½ºÄÌ¿öÄ¿Ä«µå",4; // Skel Worker Card
mes "[Lhimetorra]";
mes " Those who work hard will gather great fortune. The Skeleton says diligent work will help greatly in gathering wealth. ";
next;
@@ -1125,7 +1125,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 42) {
- cutin "½ºÄÌ¿öÄ¿Ä«µå",4;
+ cutin "½ºÄÌ¿öÄ¿Ä«µå",4; // Skel Worker Card
mes "[Lhimetorra]";
mes " Its youth is gone after a lifetime of chasing after gold. It became a monster with only bones left. No matter how much you like money and your work, look after your life as well. ";
next;
@@ -1134,7 +1134,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 43) {
- cutin "½ºÄÌ¿öÄ¿Ä«µå",4;
+ cutin "½ºÄÌ¿öÄ¿Ä«µå",4; // Skel Worker Card
mes "[Lhimetorra]";
mes " To become rich, you must work hard as if you became a skeleton. The Skeleton is saying to work hard until you become a skeleton. ";
next;
@@ -1143,7 +1143,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 44) {
- cutin "½ºÄÌ¿öÄ¿Ä«µå",4;
+ cutin "½ºÄÌ¿öÄ¿Ä«µå",4; // Skel Worker Card
mes "[Lhimetorra]";
mes " The Skeleton says that you can make money by going north. Go north. ";
next;
@@ -1152,7 +1152,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 45) {
- cutin "½ºÄ̳ªÀÌƮīµå",4;
+ cutin "½ºÄ̳ªÀÌƮīµå",4; // Khalitzburg Card
mes "[Lhimetorra]";
mes " A knight is a job that requires a lot of money. A hint of a big expense. You might want to tighten your belt. ";
next;
@@ -1161,7 +1161,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 46) {
- cutin "½ºÄ̳ªÀÌƮīµå",4;
+ cutin "½ºÄ̳ªÀÌƮīµå",4; // Khalitzburg Card
mes "[Lhimetorra]";
mes " Knights do not fight for money. If they did, they would be a mercenary. A knight reaches for something higher. What the knight wants to tell you is the way to live. ";
next;
@@ -1170,7 +1170,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 47) {
- cutin "½ºÄ̳ªÀÌƮīµå",4;
+ cutin "½ºÄ̳ªÀÌƮīµå",4; // Khalitzburg Card
mes "[Lhimetorra]";
mes " A knight values honor more than fortune. They consider discussing wealth itself dirty not worthy. How would you be able to ask such a knight a fortune about wealth? ";
next;
@@ -1179,7 +1179,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 48) {
- cutin "½ºÄ̳ªÀÌƮīµå",4;
+ cutin "½ºÄ̳ªÀÌƮīµå",4; // Khalitzburg Card
mes "[Lhimetorra]";
mes " You need to think of an ideal more noble than money. The fortune the knight suggests is this: Knights never speak of ways to make money. ";
next;
@@ -1188,7 +1188,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 49) {
- cutin "½ºÄ̳ªÀÌƮīµå",4;
+ cutin "½ºÄ̳ªÀÌƮīµå",4; // Khalitzburg Card
mes "[Lhimetorra]";
mes " Working hard is the only way to gather wealth; don't get sidetracked and put effort into working will help your fortune. ";
next;
@@ -1197,7 +1197,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 50) {
- cutin "¾Æ´©ºñ½ºÄ«µå",4;
+ cutin "¾Æ´©ºñ½ºÄ«µå",4; // Anubis Card
mes "[Lhimetorra]";
mes " What does the god of death have to say about wealth? It is surely a bad omen. It is trying to warn something. ";
next;
@@ -1206,7 +1206,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 51) {
- cutin "¾Æ´©ºñ½ºÄ«µå",4;
+ cutin "¾Æ´©ºñ½ºÄ«µå",4; // Anubis Card
mes "[Lhimetorra]";
mes " The Anubis is very interested in the sacrifices offered. The offerings he likes are youth and effort. ";
next;
@@ -1215,7 +1215,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 52) {
- cutin "¾Æ´©ºñ½ºÄ«µå",4;
+ cutin "¾Æ´©ºñ½ºÄ«µå",4; // Anubis Card
mes "[Lhimetorra]";
mes " The Anubis is giving a warning of the west. There is a being there that can break away your wealth. ";
next;
@@ -1224,7 +1224,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 53) {
- cutin "¾Æ´©ºñ½ºÄ«µå",4;
+ cutin "¾Æ´©ºñ½ºÄ«µå",4; // Anubis Card
mes "[Lhimetorra]";
mes " The Anubis hates those who try to gather money for his death. He believes it's a waste of money. Don't make the mistake of gathering money for death. ";
next;
@@ -1233,7 +1233,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 54) {
- cutin "¿ÀÅ©·ÎµåÄ«µå",4;
+ cutin "¿ÀÅ©·ÎµåÄ«µå",4; // Orc Lord Card
mes "[Lhimetorra]";
mes " The Orc Lord possesses much wealth. It's because of greed. Greed is essential in collecting money. The desire and greediness to make money is not something to be ashamed about. Be diligent and go make money. ";
next;
@@ -1242,7 +1242,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 55) {
- cutin "¿ÀÅ©·ÎµåÄ«µå",4;
+ cutin "¿ÀÅ©·ÎµåÄ«µå",4; // Orc Lord Card
mes "[Lhimetorra]";
mes " The Orc Lord starts drooling about anything involving money. He targets anybody with money. ";
next;
@@ -1254,7 +1254,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 56) {
- cutin "¿ÀÅ©·ÎµåÄ«µå",4;
+ cutin "¿ÀÅ©·ÎµåÄ«µå",4; // Orc Lord Card
mes "[Lhimetorra]";
mes " There should be great wealth awaiting in the direction the Orc Lord's horn is pointing. The card is directing towards.. ";
next;
@@ -1263,7 +1263,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 57) {
- cutin "¿ÀÅ©·ÎµåÄ«µå",4;
+ cutin "¿ÀÅ©·ÎµåÄ«µå",4; // Orc Lord Card
mes "[Lhimetorra]";
mes " The Orc Lord likes gold. Of all the treasures, gold is the best. Closely watch gold. ";
next;
@@ -1272,7 +1272,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 58) {
- cutin "ÀèÄ«µå",4;
+ cutin "ÀèÄ«µå",4; // Jakk Card
mes "[Lhimetorra]";
mes " Jack makes money through jokes. Others' happiness is the key to his wealth. ";
next;
@@ -1281,7 +1281,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 59) {
- cutin "ÀèÄ«µå",4;
+ cutin "ÀèÄ«µå",4; // Jakk Card
mes "[Lhimetorra]";
mes " Jack likes fun money. He detests sad and burdensome money. ";
mes " He always says this. Light-hearted and easy money isn't dangerous even if it piles up. ";
@@ -1291,7 +1291,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 60) {
- cutin "ÀèÄ«µå",4;
+ cutin "ÀèÄ«µå",4; // Jakk Card
mes "[Lhimetorra]";
mes " Jack thinks of money as a foolish item. But somehow he makes that kind of money. ";
mes " That's why those who are controlled by fools consider the other a fool, too. ";
@@ -1302,7 +1302,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 61) {
- cutin "ÀèÄ«µå",4;
+ cutin "ÀèÄ«µå",4; // Jakk Card
mes "[Lhimetorra]";
mes " Jack is asking for money. Don't be stingy about paying those who bring entertainment and fun. ";
next;
@@ -1311,7 +1311,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 62) {
- cutin "Á¶Ä¿Ä«µå",4;
+ cutin "Á¶Ä¿Ä«µå",4; // Joker Card
mes "[Lhimetorra]";
mes " Do you know what a joker's specialty is? It is tricking others and making money. Be wary of the joker. ";
next;
@@ -1320,7 +1320,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 63) {
- cutin "Á¶Ä¿Ä«µå",4;
+ cutin "Á¶Ä¿Ä«µå",4; // Joker Card
mes "[Lhimetorra]";
mes " The Joker says if you let him borrow money, he will repay you with more. You're going to refuse, right? But the Joker's temptation does not end after one try. ";
mes " He will linger around you as a neighbor, or a rare item and ask for money. ";
@@ -1330,7 +1330,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 64) {
- cutin "Á¶Ä¿Ä«µå",4;
+ cutin "Á¶Ä¿Ä«µå",4; // Joker Card
mes "[Lhimetorra]";
mes " Even if a joker asks for change, never give any to him. He will ask for change, then end up ask for a big sum of money. ";
mes " Jokers are like that. They have the ability to turn a small mistake into a big calamity. ";
@@ -1340,7 +1340,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 65) {
- cutin "Á¶Ä¿Ä«µå",4;
+ cutin "Á¶Ä¿Ä«µå",4; // Joker Card
mes "[Lhimetorra]";
mes " There is only one reason a Joker requests money.. to take yours. ";
mes " His goal is not to become rich. A real foul playful one. ";
@@ -1350,7 +1350,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 66) {
- cutin "È£µåÄ«µå",4;
+ cutin "È£µåÄ«µå",4; // Hode Card
mes "[Lhimetorra]";
mes " Hodes do not know about money. They just gobble everything up. But that might be the shortcut to gaining great wealth. ";
next;
@@ -1359,7 +1359,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 67) {
- cutin "È£µåÄ«µå",4;
+ cutin "È£µåÄ«µå",4; // Hode Card
mes "[Lhimetorra]";
mes " Hodes do not know anything about money. But they do not forgive those who have an eye on their things. ";
mes " Not being greedy and taking care of your share is the wisest way to manage your wealth. ";
@@ -1369,7 +1369,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 68) {
- cutin "È£µåÄ«µå",4;
+ cutin "È£µåÄ«µå",4; // Hode Card
mes "[Lhimetorra]";
mes " The Hode knows nothing about money. But a very rare item drops from a Hode's body. ";
mes " It has a treasure in it without knowing. ";
@@ -1379,7 +1379,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 69) {
- cutin "È£µåÄ«µå",4;
+ cutin "È£µåÄ«µå",4; // Hode Card
mes "[Lhimetorra]";
mes " Hodes are strong even though they live in the desert. Just because the environment is poor, doesn't mean that you can't gather wealth. ";
next;
@@ -1388,7 +1388,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 70) {
- cutin "Ȳ¼ÒÄ«µå",4;
+ cutin "Ȳ¼ÒÄ«µå",4; // Minorous Card
mes "[Lhimetorra]";
mes " Do you know the saying that says those who work like bulls become rich? Working hard is the best way. ";
next;
@@ -1397,7 +1397,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 71) {
- cutin "Ȳ¼ÒÄ«µå",4;
+ cutin "Ȳ¼ÒÄ«µå",4; // Minorous Card
mes "[Lhimetorra]";
mes " Bulls only know how to work, but the bull itself has a lot to offer. Meat, leather, horn.. ";
next;
@@ -1406,7 +1406,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 72) {
- cutin "Ȳ¼ÒÄ«µå",4;
+ cutin "Ȳ¼ÒÄ«µå",4; // Minorous Card
mes "[Lhimetorra]";
mes " Bulls continue to work even on gloomy days. Then they can gather a lot of things. ";
next;
@@ -1415,7 +1415,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_money == 73) {
- cutin "Ȳ¼ÒÄ«µå",4;
+ cutin "Ȳ¼ÒÄ«µå",4; // Minorous Card
mes "[Lhimetorra]";
mes " Bulls do not like working for money. They are disgruntled when others consider labor as money. ";
mes " Shouldn't you reconsider working against your will just for money? ";
@@ -1427,7 +1427,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
mes " Most people are curious about money. ";
mes " It is a very humanly and common curiosity. Cards are very stingy about fortunes regarding wealth. ";
next;
- cutin "°¡À̾ƽºÄ«µå",255;
+ cutin "°¡À̾ƽºÄ«µå",255; // Giearth Card
mes "[Lhimetorra]";
mes " Therefore, getting a fortune like this is considered being lucky. Use this fortune to prosper. ";
break;
@@ -1438,7 +1438,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
set .@card_1_future,rand(1,67);
if (.@card_1_future == 1) {
- cutin "°¡À̾ƽºÄ«µå",4;
+ cutin "°¡À̾ƽºÄ«µå",4; // Giearth Card
mes "[Lhimetorra]";
mes " Youth is not eternal. At one point when you wake up, you realize you are already a middle-aged worker. ";
mes " Even reminiscing about the past over a cup of coffee can't bring back time. ";
@@ -1448,7 +1448,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 2) {
- cutin "°¡À̾ƽºÄ«µå",4;
+ cutin "°¡À̾ƽºÄ«µå",4; // Giearth Card
mes "[Lhimetorra]";
mes " This fortune is foreshadowing that you will become a strong and healthy worker in the future. ";
mes " Not a normal worker, but one that has great strength and might.. ";
@@ -1458,7 +1458,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 3) {
- cutin "°¡À̾ƽºÄ«µå",4;
+ cutin "°¡À̾ƽºÄ«µå",4; // Giearth Card
mes "[Lhimetorra]";
mes " Smoking in a mine is an imprudent, life-threatening thing to do. You are wasting your precious life with that kind of behavior. ";
next;
@@ -1467,7 +1467,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 4) {
- cutin "°¡À̾ƽºÄ«µå",4;
+ cutin "°¡À̾ƽºÄ«µå",4; // Giearth Card
mes "[Lhimetorra]";
mes " You may be shoveling in the future. In a dark dark place, shoveling that requires great strength. You must be careful young one. ";
next;
@@ -1476,7 +1476,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 5) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4;
+ cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
mes "[Lhimetorra]";
mes " The moth is used when it is a caterpillar and ignored after it becomes a moth, by humans. ";
mes " Which is better? ";
@@ -1486,7 +1486,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 6) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4;
+ cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
mes "[Lhimetorra]";
mes " The moth flies around without worrying about the future. It is telling you to fly freely rather than getting anxious about the future.. ";
next;
@@ -1495,7 +1495,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 7) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4;
+ cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
mes "[Lhimetorra]";
mes " Dustiness' teeth are very strong. This means... ";
next;
@@ -1504,7 +1504,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 8) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4;
+ cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
mes "[Lhimetorra]";
mes " The moth says that this is not a time to think about wealth and prosperity. It says that someone important has appeared near you. ";
next;
@@ -1513,7 +1513,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 9) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4;
+ cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
mes "[Lhimetorra]";
mes " Dustiness symbolizes a hazy future. It is similar to your mind right now. It says it is obvious. ";
mes " It says that there is no set path in the future. Isn't a relief in a way? ";
@@ -1523,7 +1523,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 10) {
- cutin "µå¶óÅ¥¶óÄ«µå",4;
+ cutin "µå¶óÅ¥¶óÄ«µå",4; // Dracula Card
mes "[Lhimetorra]";
mes " Sometime in your future, a future like Dracula awaits you. ";
next;
@@ -1532,7 +1532,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 11) {
- cutin "µå¶óÅ¥¶óÄ«µå",4;
+ cutin "µå¶óÅ¥¶óÄ«µå",4; // Dracula Card
mes "[Lhimetorra]";
mes " If the condition is just right, vampires can live forever. But, when that perfect condition is disrupted, they meet a tragic end. ";
next;
@@ -1541,7 +1541,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 12) {
- cutin "µå¶óÅ¥¶óÄ«µå",4;
+ cutin "µå¶óÅ¥¶óÄ«µå",4; // Dracula Card
mes "[Lhimetorra]";
mes " The Dracula says to be true to the present. Indeed, thinking and being true to the present is much more important than trying to figure out your future. ";
next;
@@ -1550,7 +1550,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 13) {
- cutin "µå·¹ÀÌÅ©Ä«µå",4;
+ cutin "µå·¹ÀÌÅ©Ä«µå",4; // Drake Card
mes "[Lhimetorra]";
mes " Pirates do not have a future. That doesn't mean you do not have one. But.. you simply need to make more prudent decisions. ";
next;
@@ -1559,7 +1559,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 14) {
- cutin "µå·¹ÀÌÅ©Ä«µå",4;
+ cutin "µå·¹ÀÌÅ©Ä«µå",4; // Drake Card
mes "[Lhimetorra]";
mes " In this world, being a pirate out in the rough seas is very dangerous. But, they do not regret their decisions. ";
next;
@@ -1568,7 +1568,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 15) {
- cutin "µå·¹ÀÌÅ©Ä«µå",4;
+ cutin "µå·¹ÀÌÅ©Ä«µå",4; // Drake Card
mes "[Lhimetorra]";
mes " Pirates are remembered as pirates even after they pass away. A person's name is beyond the matter of life and death. ";
next;
@@ -1577,7 +1577,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 16) {
- cutin "¸¶¸®³ªÄ«µå",4;
+ cutin "¸¶¸®³ªÄ«µå",4; // Marina Card
mes "[Lhimetorra]";
mes " The Marina does not think of its future.. But I can tell you one thing. Survival. The Marina only thinks about survival and life. ";
next;
@@ -1586,7 +1586,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 17) {
- cutin "¸¶¸®³ªÄ«µå",4;
+ cutin "¸¶¸®³ªÄ«µå",4; // Marina Card
mes "[Lhimetorra]";
mes " The Marina doesn't think of its future.. but I can tell you one thing. Freedom. The Marina swims freely. ";
next;
@@ -1595,7 +1595,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 18) {
- cutin "¸¶¸®³ªÄ«µå",4;
+ cutin "¸¶¸®³ªÄ«µå",4; // Marina Card
mes "[Lhimetorra]";
mes " Leave your future to the Marina. The Marina treasures its precious ocean. The sea will be of great significance in your future, too. ";
next;
@@ -1604,7 +1604,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 19) {
- cutin "¸¶¸®¿À³×Ʈīµå",4;
+ cutin "¸¶¸®¿À³×Ʈīµå",4; // Marionette Card
mes "[Lhimetorra]";
mes " A Marionette is a Marionette forever. Its past and future never changes. Its present is its future. Don't you think it is rather sad? ";
next;
@@ -1613,7 +1613,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 20) {
- cutin "¸¶¸®¿À³×Ʈīµå",4;
+ cutin "¸¶¸®¿À³×Ʈīµå",4; // Marionette Card
mes "[Lhimetorra]";
mes " A Marionette is restrained but it has hope that it will be freed one day. ";
next;
@@ -1622,7 +1622,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 21) {
- cutin "¸¶¸®¿À³×Ʈīµå",4;
+ cutin "¸¶¸®¿À³×Ʈīµå",4; // Marionette Card
mes "[Lhimetorra]";
mes " The eyes of a Marionette symbolize 'challenge.' Challenge will mean a lot in your future. ";
next;
@@ -1631,7 +1631,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 22) {
- cutin "¸¶¸®¿À³×Ʈīµå",4;
+ cutin "¸¶¸®¿À³×Ʈīµå",4; // Marionette Card
mes "[Lhimetorra]";
mes " The Marionette believes the present is more important than the future. Basically, asking about the future is pointless. ";
next;
@@ -1640,7 +1640,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 23) {
- cutin "¸ÞµÎ»çÄ«µå",4;
+ cutin "¸ÞµÎ»çÄ«µå",4; // Medusa Card
mes "[Lhimetorra]";
mes " The Medusa symbolizes the absolute one who accepts everyone's challenge. Your future will be in a position that is challenged by many. ";
next;
@@ -1649,7 +1649,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 24) {
- cutin "¸ÞµÎ»çÄ«µå",4;
+ cutin "¸ÞµÎ»çÄ«µå",4; // Medusa Card
mes "[Lhimetorra]";
mes " The Medusa symbolizes the absolute one who accepts everyone's challenge. Your future must be filled with challenges! ";
next;
@@ -1658,7 +1658,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 25) {
- cutin "¸ÞµÎ»çÄ«µå",4;
+ cutin "¸ÞµÎ»çÄ«µå",4; // Medusa Card
mes "[Lhimetorra]";
mes " The Medusa says that there will be great chaos in the future. Chaos... I'm not sure what type of chaos it means, but it is definitely something that has never happened before. ";
next;
@@ -1667,7 +1667,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 26) {
- cutin "¸ÞµÎ»çÄ«µå",4;
+ cutin "¸ÞµÎ»çÄ«µå",4; // Medusa Card
mes "[Lhimetorra]";
mes " The hair of the Medusa are sticking up. It is nervous about the big change that is going to happen. A change that even makes the scary Medusa worried. ";
next;
@@ -1676,7 +1676,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 27) {
- cutin "¹ÙÆ÷¸ÞƮīµå",4;
+ cutin "¹ÙÆ÷¸ÞƮīµå",4; // Baphomet Card
mes "[Lhimetorra]";
mes " The Baphomet doesn't care about a human's future. They simply observe quietly. Hmm... It seems like it has nothing to say about your future as well... ";
next;
@@ -1685,7 +1685,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 28) {
- cutin "¹ÙÆ÷¸ÞƮīµå",4;
+ cutin "¹ÙÆ÷¸ÞƮīµå",4; // Baphomet Card
mes "[Lhimetorra]";
mes " The scythe the Baphomet is holding signifies the strong will to conquer the future. ";
mes " What you need is not someone else's help or wisdom, but strong willpower. ";
@@ -1695,7 +1695,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 29) {
- cutin "¹ÙÆ÷¸ÞƮīµå",4;
+ cutin "¹ÙÆ÷¸ÞƮīµå",4; // Baphomet Card
mes "[Lhimetorra]";
mes " The Baphomet says that humans have no future. It says that their greed and selfishness shows no hope. ";
mes " The future will only open to those that go beyond human's greed. ";
@@ -1705,7 +1705,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 30) {
- cutin "¹ÙÆ÷¸ÞƮīµå",4;
+ cutin "¹ÙÆ÷¸ÞƮīµå",4; // Baphomet Card
mes "[Lhimetorra]";
mes " The Baphomet is facing the future. No matter how much effort you put in, without an eye that looks towards the future, it is pointless. ";
mes " The Baphomet is telling you to look towards the future. ";
@@ -1715,7 +1715,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 31) {
- cutin "»÷µå¸ÇÄ«µå",4;
+ cutin "»÷µå¸ÇÄ«µå",4; // Sandman Card
mes "[Lhimetorra]";
mes " A sand's future is simply sand. Not a rock, nor mud. Some things just don't change young one. ";
next;
@@ -1724,7 +1724,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 32) {
- cutin "»÷µå¸ÇÄ«µå",4;
+ cutin "»÷µå¸ÇÄ«µå",4; // Sandman Card
mes "[Lhimetorra]";
mes " A sand dune changes its shape even after a day. The Sandman card is speaking of a future with many changes. ";
next;
@@ -1733,7 +1733,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 33) {
- cutin "»÷µå¸ÇÄ«µå",4;
+ cutin "»÷µå¸ÇÄ«µå",4; // Sandman Card
mes "[Lhimetorra]";
mes " You will have a son in the future. Hmm? What'd you say? No plans for a baby? ";
next;
@@ -1742,7 +1742,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 34) {
- cutin "»÷µå¸ÇÄ«µå",4;
+ cutin "»÷µå¸ÇÄ«µå",4; // Sandman Card
mes "[Lhimetorra]";
mes " There are rare and precious treasures in the sand. The Sandman says that in the vast sand of the world, a treasure, will be discovered. That treasure is you young one.";
next;
@@ -1751,7 +1751,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 35) {
- cutin "¼ÒÈñÄ«µå",4;
+ cutin "¼ÒÈñÄ«µå",4; // Sohee Card
mes "[Lhimetorra]";
mes " Do you know what a Sohee thinks the most pitiful thing is? The future. It is because she was not able to live her future. ";
mes " That is why you cannot bring up the subject of future in front of Sohee. I'm very sorry I cannot help. ";
@@ -1761,7 +1761,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 36) {
- cutin "½ºÄÌ¿öÄ¿Ä«µå",4;
+ cutin "½ºÄÌ¿öÄ¿Ä«µå",4; // Skel Worker Card
mes "[Lhimetorra]";
mes " Even in darkness you will shine for your goal. ";
mes " The Skeleton is encouraging you to not lose your light even in a life in dark and damp places. ";
@@ -1771,7 +1771,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 37) {
- cutin "½ºÄÌ¿öÄ¿Ä«µå",4;
+ cutin "½ºÄÌ¿öÄ¿Ä«µå",4; // Skel Worker Card
mes "[Lhimetorra]";
mes " The story I heard from the skeleton goes like this. I am the king of the future. What in the world is that supposed to mean? ";
next;
@@ -1780,7 +1780,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 38) {
- cutin "½ºÄÌ¿öÄ¿Ä«µå",4;
+ cutin "½ºÄÌ¿öÄ¿Ä«µå",4; // Skel Worker Card
mes "[Lhimetorra]";
mes " If you want to do something great in the future, you must express your thankfulness to the Skeleton. ";
mes " Then the Skeleton will help you. How do you express your thankfulness? ";
@@ -1791,7 +1791,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 39) {
- cutin "½ºÄÌ¿öÄ¿Ä«µå",4;
+ cutin "½ºÄÌ¿öÄ¿Ä«µå",4; // Skel Worker Card
mes "[Lhimetorra]";
mes " The Skeleton has the ability to dig where it feels the future, rather than looking into it. ";
mes " It is digging in the east right now. How about it, won't you try going there? ";
@@ -1801,7 +1801,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 40) {
- cutin "½ºÄ̳ªÀÌƮīµå",4;
+ cutin "½ºÄ̳ªÀÌƮīµå",4; // Khalitzburg Card
mes "[Lhimetorra]";
mes " A knight's future leads to death. An honorable death on the battlefield. ";
mes " One cannot live as a knight without being proud of that type of future. ";
@@ -1812,7 +1812,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 41) {
- cutin "½ºÄ̳ªÀÌƮīµå",4;
+ cutin "½ºÄ̳ªÀÌƮīµå",4; // Khalitzburg Card
mes "[Lhimetorra]";
mes " A knight commenting about a person's future is very rare. ";
mes " It says nothing for you in particular. Nothing ominous. ";
@@ -1822,7 +1822,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 42) {
- cutin "½ºÄ̳ªÀÌƮīµå",4;
+ cutin "½ºÄ̳ªÀÌƮīµå",4; // Khalitzburg Card
mes "[Lhimetorra]";
mes " A knight commenting about a person's future is very rare. ";
mes " It says it will say one thing for you. Dark clouds can be seen beyond the clear skies. ";
@@ -1832,7 +1832,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 43) {
- cutin "½ºÄ̳ªÀÌƮīµå",4;
+ cutin "½ºÄ̳ªÀÌƮīµå",4; // Khalitzburg Card
mes "[Lhimetorra]";
mes " It is necessary to reflect upon the past and present in order to look into the future. This card says to look carefully into your past. ";
next;
@@ -1841,7 +1841,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 44) {
- cutin "¾Æ´©ºñ½ºÄ«µå",4;
+ cutin "¾Æ´©ºñ½ºÄ«µå",4; // Anubis Card
mes "[Lhimetorra]";
mes " What does the god of death want to say about the future? It is definitely an ominous sign. ";
next;
@@ -1850,7 +1850,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 45) {
- cutin "¾Æ´©ºñ½ºÄ«µå",4;
+ cutin "¾Æ´©ºñ½ºÄ«µå",4; // Anubis Card
mes "[Lhimetorra]";
mes " The Anubis likes comedy despite people's expectations. It looks forward to comedy. Comedy must be important in the future. ";
next;
@@ -1859,7 +1859,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 46) {
- cutin "¾Æ´©ºñ½ºÄ«µå",4;
+ cutin "¾Æ´©ºñ½ºÄ«µå",4; // Anubis Card
mes "[Lhimetorra]";
mes " The Anubis is the god of death, but it expresses more interest in the future than death. ";
next;
@@ -1868,7 +1868,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 47) {
- cutin "¾Æ´©ºñ½ºÄ«µå",4;
+ cutin "¾Æ´©ºñ½ºÄ«µå",4; // Anubis Card
mes "[Lhimetorra]";
mes " The Anubis says it has no interest in you. It is a good sign. ";
next;
@@ -1877,7 +1877,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 48) {
- cutin "¿ÀÅ©·ÎµåÄ«µå",4;
+ cutin "¿ÀÅ©·ÎµåÄ«µå",4; // Orc Lord Card
mes "[Lhimetorra]";
mes " The Orc Lord says that dairy farming will develop in the future. Why don't you invest in it as well? ";
next;
@@ -1886,7 +1886,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 49) {
- cutin "¿ÀÅ©·ÎµåÄ«µå",4;
+ cutin "¿ÀÅ©·ÎµåÄ«µå",4; // Orc Lord Card
mes "[Lhimetorra]";
mes " The Orc Lord says you need great strength in the future. Strength that is three, four times greater than now. ";
next;
@@ -1895,7 +1895,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 50) {
- cutin "¿ÀÅ©·ÎµåÄ«µå",4;
+ cutin "¿ÀÅ©·ÎµåÄ«µå",4; // Orc Lord Card
mes "[Lhimetorra]";
mes " The Orc Lord says that love for your companions will become great strength in the future. ";
mes " Your strength is not enough. ";
@@ -1905,7 +1905,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 51) {
- cutin "¿ÀÅ©·ÎµåÄ«µå",4;
+ cutin "¿ÀÅ©·ÎµåÄ«µå",4; // Orc Lord Card
mes "[Lhimetorra]";
mes " The Orc Lord is expressing opposition in being too curious about the future. ";
mes " Pay a little more attention to the present. ";
@@ -1915,7 +1915,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 52) {
- cutin "ÀèÄ«µå",4;
+ cutin "ÀèÄ«µå",4; // Jakk Card
mes "[Lhimetorra]";
mes " Jack says something interesting will happen in the future. According to him, the future will be more fun than the present. ";
next;
@@ -1924,7 +1924,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 53) {
- cutin "ÀèÄ«µå",4;
+ cutin "ÀèÄ«µå",4; // Jakk Card
mes "[Lhimetorra]";
mes " Jack says, in order to prepare for the future, a delightful preparation is necessary. ";
mes " Delightful preparation? I don't understand.. I suppose I am too old. Maybe young ones get it.. ";
@@ -1934,7 +1934,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 54) {
- cutin "ÀèÄ«µå",4;
+ cutin "ÀèÄ«µå",4; // Jakk Card
mes "[Lhimetorra]";
mes " Jack is jealous because a splendid person is headed your way in the future. ";
mes " I wonder what type of person it is to make that Jack jealous! ";
@@ -1944,7 +1944,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 56) {
- cutin "ÀèÄ«µå",4;
+ cutin "ÀèÄ«µå",4; // Jakk Card
mes "[Lhimetorra]";
mes " Jack says you may be frustrated in the future. ";
mes " He says to overcome the frustration, it is necessary to think of happy thoughts. ";
@@ -1954,7 +1954,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 57) {
- cutin "Á¶Ä¿Ä«µå",4;
+ cutin "Á¶Ä¿Ä«µå",4; // Joker Card
mes "[Lhimetorra]";
mes " The Joker is trying to trick you. This card has all different types of ominous fortunes. ";
mes " He wants to enjoy watching you tremble with anxiety. ";
@@ -1964,7 +1964,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 58) {
- cutin "Á¶Ä¿Ä«µå",4;
+ cutin "Á¶Ä¿Ä«µå",4; // Joker Card
mes "[Lhimetorra]";
mes " Jokers don't just appear and go away. They come back in the future. ";
mes " They will seduce you numerous times. ";
@@ -1975,7 +1975,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 59) {
- cutin "Á¶Ä¿Ä«µå",4;
+ cutin "Á¶Ä¿Ä«µå",4; // Joker Card
mes "[Lhimetorra]";
mes " Do you see the thing that looks like a leaf flying around the Joker? That is the spade mark. ";
mes " Spades means death. Jokers leave those kinds of marks on purpose. ";
@@ -1985,7 +1985,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 60) {
- cutin "Á¶Ä¿Ä«µå",4;
+ cutin "Á¶Ä¿Ä«µå",4; // Joker Card
mes "[Lhimetorra]";
mes " Joker offers a nice insurance and says to prepare for the future, but most of it is a waste of time. ";
next;
@@ -1994,7 +1994,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 61) {
- cutin "È£µåÄ«µå",4;
+ cutin "È£µåÄ«µå",4; // Hode Card
mes "[Lhimetorra]";
mes " Hodes do not know about tomorrow. But though they are quiet, they endanger other living things. ";
mes " Effort into oneself puts great power into the mere existence of one. ";
@@ -2004,7 +2004,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 62) {
- cutin "È£µåÄ«µå",4;
+ cutin "È£µåÄ«µå",4; // Hode Card
mes "[Lhimetorra]";
mes " Hodes do not know about tomorrow, but they still know about death. ";
mes " Even though you may be honest and simple, in a time of a crisis, you must be alert. ";
@@ -2014,7 +2014,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 62) {
- cutin "È£µåÄ«µå",4;
+ cutin "È£µåÄ«µå",4; // Hode Card
mes "[Lhimetorra]";
mes " Hodes do not ponder about life, but their will to live is very strong.";
mes " You can gain a lot simply through the will to hold on to life. ";
@@ -2024,7 +2024,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 63) {
- cutin "È£µåÄ«µå",4;
+ cutin "È£µåÄ«µå",4; // Hode Card
mes "[Lhimetorra]";
mes " Hodes are afraid of crises. You should try not to be afraid of crises either. ";
next;
@@ -2033,7 +2033,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 64) {
- cutin "Ȳ¼ÒÄ«µå",4;
+ cutin "Ȳ¼ÒÄ«µå",4; // Minorous Card
mes "[Lhimetorra]";
mes " Before, bulls used to be thought of as foolishly honest workers, but these days bulls are great strong fighters. ";
next;
@@ -2042,7 +2042,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 65) {
- cutin "Ȳ¼ÒÄ«µå",4;
+ cutin "Ȳ¼ÒÄ«µå",4; // Minorous Card
mes "[Lhimetorra]";
mes " Do bulls leave leather when they pass away? Or was it the tiger? ";
mes " Anyways, he is jealous of the humans that leave their name in history. ";
@@ -2053,7 +2053,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 66) {
- cutin "Ȳ¼ÒÄ«µå",4;
+ cutin "Ȳ¼ÒÄ«µå",4; // Minorous Card
mes "[Lhimetorra]";
mes " It might seem funny that a bull will look into the future, but the bull is looking into your future right now. ";
mes " He says your future is mixed with storms and fall weather. ";
@@ -2063,7 +2063,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_future == 67) {
- cutin "È£µåÄ«µå",4;
+ cutin "È£µåÄ«µå",4; // Hode Card
mes "[Lhimetorra]";
mes " The bull thinks of the happiness awaiting in the future, but it doesn't like reduced efficiency because of that happiness. ";
next;
@@ -2076,19 +2076,19 @@ payon_in03,117,128,5 script Fortune Teller 704,{
mes " Speaking of the future is as dangerous act. ";
mes " Humans may face disaster if speaking of the future carelessly. That's why we ask cards about the future. ";
next;
- cutin "°¡À̾ƽºÄ«µå",255;
+ cutin "°¡À̾ƽºÄ«µå",255; // Giearth Card
mes "[Lhimetorra]";
mes " Your fortune is a rather good one. There are some in this world who get more horrible fortunes. ";
mes " Use this fortune as a support in your life. Ok? ";
break;
- //================================================================= Warning ===
+ //=================================================================Warning ===
case 4:
mes "[Lhimetorra]";
mes " Someone that knows of the dangers you do not, will warn you in the form of cards... so listen carefully-! ";
next;
set .@card_1_warning,rand(1,70);
if (.@card_1_warning == 1) {
- cutin "°¡À̾ƽºÄ«µå",4;
+ cutin "°¡À̾ƽºÄ«µå",4; // Giearth Card
mes "[Lhimetorra]";
mes " Do you see the forbidden mark on its shoulder? It is telling you to not do something. ";
next;
@@ -2097,7 +2097,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 2) {
- cutin "°¡À̾ƽºÄ«µå",4;
+ cutin "°¡À̾ƽºÄ«µå",4; // Giearth Card
mes "[Lhimetorra]";
mes " Someone is after you. The person is very strong like the picture. They might be holding grudges against you. ";
next;
@@ -2106,19 +2106,19 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 3) {
- cutin "°¡À̾ƽºÄ«µå",4;
+ cutin "°¡À̾ƽºÄ«µå",4; // Giearth Card
mes "[Lhimetorra]";
mes " It is saying to be careful not to burn your mustache with a cigarette. When you do something, something is always at risk.. It is probably warning about that. ";
next;
}
if (.@card_1_warning == 4) {
- cutin "°¡À̾ƽºÄ«µå",4;
+ cutin "°¡À̾ƽºÄ«µå",4; // Giearth Card
mes "[Lhimetorra]";
mes " 'Be careful of shoveling'.. You might get hit by a shovel. Should you be careful around a construction site? ";
next;
}
if (.@card_1_warning == 5) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4;
+ cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
mes "[Lhimetorra]";
mes " The sound of a moth's wings fluttering means chaos. A chaotic event may occur around you. ";
next;
@@ -2127,7 +2127,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 6) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4;
+ cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
mes "[Lhimetorra]";
mes " Be aware of the wings. Wings symbolize flight, adventure, and fickleness of a player. ";
next;
@@ -2136,43 +2136,43 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 7) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4;
+ cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
mes "[Lhimetorra]";
mes " The teeth of Dustiness are very strong. This means.. Someone may attempt to bite you with their teeth?! ";
next;
}
if (.@card_1_warning == 8) {
- cutin "´õ½ºÆ¼³×½ºÄ«µå",4;
+ cutin "´õ½ºÆ¼³×½ºÄ«µå",4; // Dustiness Card
mes "[Lhimetorra]";
mes " The moth's warning: 'Dangerous!'. A very simple, yet obvious warning. ";
next;
}
if (.@card_1_warning == 9) {
- cutin "µå¶óÅ¥¶óÄ«µå",4;
+ cutin "µå¶óÅ¥¶óÄ«µå",4; // Dracula Card
mes "[Lhimetorra]";
mes " Dracula says, 'Be careful in the streets at night.' ";
next;
}
if (.@card_1_warning == 10) {
- cutin "µå¶óÅ¥¶óÄ«µå",4;
+ cutin "µå¶óÅ¥¶óÄ«µå",4; // Dracula Card
mes "[Lhimetorra]";
mes " Dracula says, 'Don't be too picky.' ";
next;
}
if (.@card_1_warning == 11) {
- cutin "µå¶óÅ¥¶óÄ«µå",4;
+ cutin "µå¶óÅ¥¶óÄ«µå",4; // Dracula Card
mes "[Lhimetorra]";
mes " Dracula says, 'Brush your teeth 3 times a day.' Make sure you brush your teeth! ";
next;
}
if (.@card_1_warning == 12) {
- cutin "µå¶óÅ¥¶óÄ«µå",4;
+ cutin "µå¶óÅ¥¶óÄ«µå",4; // Dracula Card
mes "[Lhimetorra]";
mes " Dracula says, 'Study the important points first.' Cramming will not work! ";
next;
}
if (.@card_1_warning == 13) {
- cutin "µå·¹ÀÌÅ©Ä«µå",4;
+ cutin "µå·¹ÀÌÅ©Ä«µå",4; // Drake Card
mes "[Lhimetorra]";
mes " If you see the flag of a pirate, either run or do as they say. Pirates do not give more than one warning. ";
next;
@@ -2181,7 +2181,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 14) {
- cutin "µå·¹ÀÌÅ©Ä«µå",4;
+ cutin "µå·¹ÀÌÅ©Ä«µå",4; // Drake Card
mes "[Lhimetorra]";
mes " Pirates give warnings about many things. But right now, this card is speaking of betrayal. ";
next;
@@ -2190,25 +2190,25 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 15) {
- cutin "µå·¹ÀÌÅ©Ä«µå",4;
+ cutin "µå·¹ÀÌÅ©Ä«µå",4; // Drake Card
mes "[Lhimetorra]";
mes " The pirate is warning you of your beauty. Don't show off your beauty too much. Pirates are very jealous of appearance, as well. ";
next;
}
if (.@card_1_warning == 16) {
- cutin "¸¶¸®³ªÄ«µå",4;
+ cutin "¸¶¸®³ªÄ«µå",4; // Marina Card
mes "[Lhimetorra]";
mes " The Marina is warning of a hot stinging poison. Be cautious of poison. ";
next;
}
if (.@card_1_warning == 17) {
- cutin "¸¶¸®³ªÄ«µå",4;
+ cutin "¸¶¸®³ªÄ«µå",4; // Marina Card
mes "[Lhimetorra]";
mes " The Marina is warning about a lazy lifestyle. It says such a lifestyle will lead to something like itself. ";
next;
}
if (.@card_1_warning == 18) {
- cutin "¸¶¸®³ªÄ«µå",4;
+ cutin "¸¶¸®³ªÄ«µå",4; // Marina Card
mes "[Lhimetorra]";
mes " The Marina doesn't really think about anything else.. But it will say one thing. Food. The Marina loves food. ";
next;
@@ -2217,20 +2217,20 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 19) {
- cutin "¸¶¸®³ªÄ«µå",4;
+ cutin "¸¶¸®³ªÄ«µå",4; // Marina Card
mes "[Lhimetorra]";
mes " The Marina is warning about a big belly. It's not happy because it resembles itself.. How about losing some weight? ";
next;
}
if (.@card_1_warning == 20) {
- cutin "¸¶¸®¿À³×Ʈīµå",4;
+ cutin "¸¶¸®¿À³×Ʈīµå",4; // Marionette Card
mes "[Lhimetorra]";
mes " The Marionette says that you must not rely on violence and to use a different method. ";
mes " I'm not quite sure, but it may become an important word of advice to you..? ";
next;
}
if (.@card_1_warning == 21) {
- cutin "¸¶¸®¿À³×Ʈīµå",4;
+ cutin "¸¶¸®¿À³×Ʈīµå",4; // Marionette Card
mes "[Lhimetorra]";
mes " The Marionette is warning about ominous activities. If you did something recently, you should settle it soon. ";
next;
@@ -2239,7 +2239,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 22) {
- cutin "¸¶¸®¿À³×Ʈīµå",4;
+ cutin "¸¶¸®¿À³×Ʈīµå",4; // Marionette Card
mes "[Lhimetorra]";
mes " The Marionette's eyes are warning about your falsehood. Lies, deceit, fake calculations and actions.. The Marionette is warning about all of them. ";
next;
@@ -2248,7 +2248,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 23) {
- cutin "¸¶¸®¿À³×Ʈīµå",4;
+ cutin "¸¶¸®¿À³×Ʈīµå",4; // Marionette Card
mes "[Lhimetorra]";
mes " The Marionette is emphasizing a proper diet. Don't rely too much on meat. ";
next;
@@ -2257,7 +2257,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 24) {
- cutin "¸ÞµÎ»çÄ«µå",4;
+ cutin "¸ÞµÎ»çÄ«µå",4; // Medusa Card
mes "[Lhimetorra]";
mes " The Medusa punishes those who challenge it without warning. Unexpected punishment. ";
next;
@@ -2266,7 +2266,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 25) {
- cutin "¸ÞµÎ»çÄ«µå",4;
+ cutin "¸ÞµÎ»çÄ«µå",4; // Medusa Card
mes "[Lhimetorra]";
mes " The Medusa is warning you to be nice to others, or else it will turn you into stone.";
next;
@@ -2275,7 +2275,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 26) {
- cutin "¸ÞµÎ»çÄ«µå",4;
+ cutin "¸ÞµÎ»çÄ«µå",4; // Medusa Card
mes "[Lhimetorra]";
mes " The Medusa is warning you to return anything you borrow on time. ";
mes " Saying it will not forgive those who use other's things like a black hole.. borrowing and never returning ";
@@ -2285,7 +2285,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 27) {
- cutin "¸ÞµÎ»çÄ«µå",4;
+ cutin "¸ÞµÎ»çÄ«µå",4; // Medusa Card
mes "[Lhimetorra]";
mes " The Medusa is warning about a person near you. Of their existence.. and the relationship, ";
next;
@@ -2294,7 +2294,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 28) {
- cutin "¹ÙÆ÷¸ÞƮīµå",4;
+ cutin "¹ÙÆ÷¸ÞƮīµå",4; // Baphomet Card
mes "[Lhimetorra]";
mes " The Baphomet says to beware when intervening with others' issues. ";
next;
@@ -2303,7 +2303,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 29) {
- cutin "¹ÙÆ÷¸ÞƮīµå",4;
+ cutin "¹ÙÆ÷¸ÞƮīµå",4; // Baphomet Card
mes "[Lhimetorra]";
mes " The Baphomet is warning about arrogance. Even a strong and wise warrior must show respect to a Baphomet, ";
mes " Arrogance takes away that respect. The Baphomet hates that type of arrogance. ";
@@ -2313,7 +2313,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 30) {
- cutin "¹ÙÆ÷¸ÞƮīµå",4;
+ cutin "¹ÙÆ÷¸ÞƮīµå",4; // Baphomet Card
mes "[Lhimetorra]";
mes " The Baphomet is warning about the laziness that stops one from sharpening the scythe. ";
mes " That laziness will cause you to lose your life in an instant. ";
@@ -2323,13 +2323,13 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 31) {
- cutin "¹ÙÆ÷¸ÞƮīµå",4;
+ cutin "¹ÙÆ÷¸ÞƮīµå",4; // Baphomet Card
mes "[Lhimetorra]";
mes " The Baphomet says it has nothing to say. I wonder why? Isn't it a very good sign?!! ";
next;
}
if (.@card_1_warning == 32) {
- cutin "»÷µå¸ÇÄ«µå",4;
+ cutin "»÷µå¸ÇÄ«µå",4; // Sandman Card
mes "[Lhimetorra]";
mes " Sand is an instant cure of athlete's foot. He says to beware of athlete's foot and that he hates those rubbing their infected feet into his body. ";
next;
@@ -2338,7 +2338,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 33) {
- cutin "»÷µå¸ÇÄ«µå",4;
+ cutin "»÷µå¸ÇÄ«µå",4; // Sandman Card
mes "[Lhimetorra]";
mes " A chicken puts sand in its mouth to aid its insufficient digestion system. ";
mes " The Sandman says to watch out before you become like a chicken. ";
@@ -2348,7 +2348,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 34) {
- cutin "»÷µå¸ÇÄ«µå",4;
+ cutin "»÷µå¸ÇÄ«µå",4; // Sandman Card
mes "[Lhimetorra]";
mes " The Sandman says over-sleepers will be punished by society! ";
next;
@@ -2357,7 +2357,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 35) {
- cutin "»÷µå¸ÇÄ«µå",4;
+ cutin "»÷µå¸ÇÄ«µå",4; // Sandman Card
mes "[Lhimetorra]";
mes " One warning from the Sandman, respect your parents. ";
next;
@@ -2366,7 +2366,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 36) {
- cutin "¼ÒÈñÄ«µå",4;
+ cutin "¼ÒÈñÄ«µå",4; // Sohee Card
mes "[Lhimetorra]";
mes " Sohee dislikes stinky feet. Don't forget to wash your feet. ";
next;
@@ -2375,7 +2375,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 37) {
- cutin "¼ÒÈñÄ«µå",4;
+ cutin "¼ÒÈñÄ«µå",4; // Sohee Card
mes "[Lhimetorra]";
mes " Sohee stands on the tip of her toes. It is because her toes are very strong. ";
mes " No matter what a person does, physical strength is the most important. Exercise and get stronger. ";
@@ -2385,7 +2385,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 38) {
- cutin "¼ÒÈñÄ«µå",4;
+ cutin "¼ÒÈñÄ«µå",4; // Sohee Card
mes "[Lhimetorra]";
mes " Look at Sohee's hairstyle. Isn't it splendid. ";
mes " Sohee likes to take care of her appearance. If you don't, Sohee will get mad at you. ";
@@ -2396,7 +2396,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 39) {
- cutin "¼ÒÈñÄ«µå",4;
+ cutin "¼ÒÈñÄ«µå",4; // Sohee Card
mes "[Lhimetorra]";
mes " Once, Sohee didn't get her change back when she asked a baby ghost to run an errand. ";
mes " No can do! Always return the change. ";
@@ -2406,7 +2406,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 40) {
- cutin "½ºÄÌ¿öÄ¿Ä«µå",4;
+ cutin "½ºÄÌ¿öÄ¿Ä«µå",4; // Skel Worker Card
mes "[Lhimetorra]";
mes " Even though it is a skeleton with only bones, it has all the safety gear needed. ";
next;
@@ -2415,7 +2415,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 41) {
- cutin "½ºÄÌ¿öÄ¿Ä«µå",4;
+ cutin "½ºÄÌ¿öÄ¿Ä«µå",4; // Skel Worker Card
mes "[Lhimetorra]";
mes " The skeleton card has a gray tone. If you read the grey, you can see the darkness. ";
mes " It seems like darkness is on its way. Be careful, this darkness isn't ordinary. ";
@@ -2425,7 +2425,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 42) {
- cutin "½ºÄÌ¿öÄ¿Ä«µå",4;
+ cutin "½ºÄÌ¿öÄ¿Ä«µå",4; // Skel Worker Card
mes "[Lhimetorra]";
mes " The skeleton is warning you about an irregular eating pattern. ";
mes " It says it became like that because of a bad eating habit. ";
@@ -2435,7 +2435,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 43) {
- cutin "½ºÄÌ¿öÄ¿Ä«µå",4;
+ cutin "½ºÄÌ¿öÄ¿Ä«µå",4; // Skel Worker Card
mes "[Lhimetorra]";
mes " The skeleton's pickaxe is very strong. Even though its body seems weak, with the right tools, it can do great things. ";
next;
@@ -2444,14 +2444,14 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 44) {
- cutin "½ºÄ̳ªÀÌƮīµå",4;
+ cutin "½ºÄ̳ªÀÌƮīµå",4; // Khalitzburg Card
mes "[Lhimetorra]";
mes " The knight is warning you of reckless driving. Do you ride a Pecopeco by any chance? ";
mes " Anyhow, you should avoid reckless driving.. If a knight is saying that, it is a big problem. ";
next;
}
if (.@card_1_warning == 45) {
- cutin "½ºÄ̳ªÀÌƮīµå",4;
+ cutin "½ºÄ̳ªÀÌƮīµå",4; // Khalitzburg Card
mes "[Lhimetorra]";
mes " The knight is warning you of cruelty. It could be yours or that of someone around you. ";
next;
@@ -2460,7 +2460,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 46) {
- cutin "½ºÄ̳ªÀÌƮīµå",4;
+ cutin "½ºÄ̳ªÀÌƮīµå",4; // Khalitzburg Card
mes "[Lhimetorra]";
mes " The misfortune shown in the knight card is hastiness. That is also what takes away a knight's life, too. ";
next;
@@ -2470,7 +2470,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 47) {
- cutin "½ºÄ̳ªÀÌƮīµå",4;
+ cutin "½ºÄ̳ªÀÌƮīµå",4; // Khalitzburg Card
mes "[Lhimetorra]";
mes " This knight is warning you of loneliness. He doesn't have a person to help his horse, ";
mes " nor a lover awaiting him, so loneliness hits him in the heart. ";
@@ -2480,7 +2480,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 48) {
- cutin "¾Æ´©ºñ½ºÄ«µå",4;
+ cutin "¾Æ´©ºñ½ºÄ«µå",4; // Anubis Card
mes "[Lhimetorra]";
mes " The warning of the god of death is death itself. ";
next;
@@ -2489,7 +2489,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 49) {
- cutin "¾Æ´©ºñ½ºÄ«µå",4;
+ cutin "¾Æ´©ºñ½ºÄ«µå",4; // Anubis Card
mes "[Lhimetorra]";
mes " The Anubis says to be careful of darkness. In darkness, death lingers in the dark. ";
next;
@@ -2498,7 +2498,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 50) {
- cutin "¾Æ´©ºñ½ºÄ«µå",4;
+ cutin "¾Æ´©ºñ½ºÄ«µå",4; // Anubis Card
mes "[Lhimetorra]";
mes " The Anubis doesn't like foul language. You don't have a foul mouth, do you? ";
mes " Watch your mouth. The Anubis is after those that say foul language.";
@@ -2508,7 +2508,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 51) {
- cutin "¾Æ´©ºñ½ºÄ«µå",4;
+ cutin "¾Æ´©ºñ½ºÄ«µå",4; // Anubis Card
mes "[Lhimetorra]";
mes " The Anubis is warning you of hatred. Hatred only brings upon death. ";
mes " The Anubis must not like being busy these days. ";
@@ -2518,7 +2518,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 52) {
- cutin "¿ÀÅ©·ÎµåÄ«µå",4;
+ cutin "¿ÀÅ©·ÎµåÄ«µå",4; // Orc Lord Card
mes "[Lhimetorra]";
mes " The Orc Lord is warning you of self-righteousness. It is the most dangerous noxious bug that will feed on you. ";
next;
@@ -2527,7 +2527,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 53) {
- cutin "¿ÀÅ©·ÎµåÄ«µå",4;
+ cutin "¿ÀÅ©·ÎµåÄ«µå",4; // Orc Lord Card
mes "[Lhimetorra]";
mes " The Orc Lord is warning you about freedom. Isn't freedom a good thing? ";
mes " Not always! Too much freedom can lead to self-indulgence! ";
@@ -2537,7 +2537,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 54) {
- cutin "¿ÀÅ©·ÎµåÄ«µå",4;
+ cutin "¿ÀÅ©·ÎµåÄ«µå",4; // Orc Lord Card
mes "[Lhimetorra]";
mes " The Orc Lord warning you of the opposite sex. Yes. They are poisonous. Keep your distance. ";
next;
@@ -2546,7 +2546,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 55) {
- cutin "¿ÀÅ©·ÎµåÄ«µå",4;
+ cutin "¿ÀÅ©·ÎµåÄ«µå",4; // Orc Lord Card
mes "[Lhimetorra]";
mes " The Orc Lord is warning about destruction. He knows destruction very well because he is a master of destruction. ";
next;
@@ -2555,7 +2555,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 56) {
- cutin "ÀèÄ«µå",4;
+ cutin "ÀèÄ«µå",4; // Jakk Card
mes "[Lhimetorra]";
mes " Jack is warning you of lame jokes. When he finds one saying them, he tends to hit them with his stick. ";
next;
@@ -2564,7 +2564,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 57) {
- cutin "ÀèÄ«µå",4;
+ cutin "ÀèÄ«µå",4; // Jakk Card
mes "[Lhimetorra]";
mes " Jack is warning you about others' anger and that anger takes away happiness and kills a joke. ";
next;
@@ -2573,7 +2573,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 58) {
- cutin "ÀèÄ«µå",4;
+ cutin "ÀèÄ«µå",4; // Jakk Card
mes "[Lhimetorra]";
mes " It seems like Jack is worried about excessive jokes. ";
mes " Jokes are fun, but too much will turn you into a ghost like him. ";
@@ -2583,7 +2583,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 59) {
- cutin "Á¶Ä¿Ä«µå",4;
+ cutin "Á¶Ä¿Ä«µå",4; // Joker Card
mes "[Lhimetorra]";
mes " Jokers enjoy giving opposite warnings. He says to enjoy sleeping in.";
next;
@@ -2592,7 +2592,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 60) {
- cutin "Á¶Ä¿Ä«µå",4;
+ cutin "Á¶Ä¿Ä«µå",4; // Joker Card
mes "[Lhimetorra]";
mes " Jokers enjoy giving opposite warnings. He says to enjoy a midnight snack. ";
next;
@@ -2601,7 +2601,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 61) {
- cutin "Á¶Ä¿Ä«µå",4;
+ cutin "Á¶Ä¿Ä«µå",4; // Joker Card
mes "[Lhimetorra]";
mes " Jokers enjoy giving opposite warnings. ";
mes " He says if someone has something you want, make it yours. ";
@@ -2611,7 +2611,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 62) {
- cutin "Á¶Ä¿Ä«µå",4;
+ cutin "Á¶Ä¿Ä«µå",4; // Joker Card
mes "[Lhimetorra]";
mes " Joker enjoys giving opposite warnings. ";
mes " What he is telling you is to not fear death. ";
@@ -2621,7 +2621,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 63) {
- cutin "È£µåÄ«µå",4;
+ cutin "È£µåÄ«µå",4; // Hode Card
mes "[Lhimetorra]";
mes " The Hode can forgive others, but not those who hurt it. ";
mes " You should also only not forgive those who hurt you. ";
@@ -2631,7 +2631,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 64) {
- cutin "È£µåÄ«µå",4;
+ cutin "È£µåÄ«µå",4; // Hode Card
mes "[Lhimetorra]";
mes " The Hode is warning you of voracious eating that made it sluggish. ";
mes " Eating is good, but the wild is a dangerous place. Leave your stomach partially empty. ";
@@ -2641,7 +2641,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 65) {
- cutin "È£µåÄ«µå",4;
+ cutin "È£µåÄ«µå",4; // Hode Card
mes "[Lhimetorra]";
mes " The Hode is warning you of voracious eating that made it sluggish. ";
mes " Eating is good, but the wild is a dangerous place. Leave your stomach partially empty.";
@@ -2651,7 +2651,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 66) {
- cutin "È£µåÄ«µå",4;
+ cutin "È£µåÄ«µå",4; // Hode Card
mes "[Lhimetorra]";
mes " If you are to the point of being warned by a Hode.. you must be one considerable person. ";
next;
@@ -2660,7 +2660,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 67) {
- cutin "È£µåÄ«µå",4;
+ cutin "È£µåÄ«µå",4; // Hode Card
mes "[Lhimetorra]";
mes " The Bull warns of corruption. A lazy hedonist that is not diligent. ";
mes " He believes that is like a cancer cell that can't be removed. ";
@@ -2670,7 +2670,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 68) {
- cutin "Ȳ¼ÒÄ«µå",4;
+ cutin "Ȳ¼ÒÄ«µå",4; // Minorous Card
mes "[Lhimetorra]";
mes " The bull is warning about ignorance about a crisis. ";
mes " Not knowing that a crisis is a crisis is the most dangerous of all. ";
@@ -2680,7 +2680,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 69) {
- cutin "Ȳ¼ÒÄ«µå",4;
+ cutin "Ȳ¼ÒÄ«µå",4; // Minorous Card
mes "[Lhimetorra]";
mes " The bull is warning of something that will make life sad. ";
mes " Sadness is a natural feeling, but don't let that put you down. ";
@@ -2691,7 +2691,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
next;
}
if (.@card_1_warning == 70) {
- cutin "Ȳ¼ÒÄ«µå",4;
+ cutin "Ȳ¼ÒÄ«µå",4; // Minorous Card
mes "[Lhimetorra]";
mes " The bull is warning about meat from watered cows. ";
mes " Saying that, that type of behavior will surely bring upon monsters' curses. ";
@@ -2703,7 +2703,7 @@ payon_in03,117,128,5 script Fortune Teller 704,{
mes "[Lhimetorra]";
mes " A warning is always a useful fortune. You can never lose anything. ";
next;
- cutin "°¡À̾ƽºÄ«µå",255;
+ cutin "°¡À̾ƽºÄ«µå",255; // Giearth Card
mes "[Lhimetorra]";
mes " I hope you will be able to avoid misfortune with this warning. Then... ";
close;
@@ -2753,7 +2753,7 @@ payon_in03,75,129,5 script Poring Fortune Teller 704,{
mes "Nope!";
close;
}
- set zeny,zeny-1000;
+ set Zeny, Zeny-1000;
mes "[Chocarle]";
mes " Thank you~! Then we shall look into your fortune! ";
mes " First, clear your mind! Just like washing when you wash dishes! ";
@@ -2770,142 +2770,142 @@ payon_in03,75,129,5 script Poring Fortune Teller 704,{
mes "[Chocarle]";
set .@card_2_love,rand(1,33);
if (.@card_2_love == 1) {
- cutin "°í½ºÆ®¸µÄ«µå",4;
+ cutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card
mes " Oh! Your lover is about to leave your side! Hold on tight! ";
}
if (.@card_2_love == 2) {
- cutin "°í½ºÆ®¸µÄ«µå",4;
+ cutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card
mes " Agh! You're about to give your soul to your loved one! Take it down a notch! ";
}
if (.@card_2_love == 3) {
- cutin "°í½ºÆ®¸µÄ«µå",4;
+ cutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card
mes " No! Your heart is about to leave your love! Catch it! ";
}
if (.@card_2_love == 4) {
- cutin "µå·ÓÇÁ½ºÄ«µå",4;
+ cutin "µå·ÓÇÁ½ºÄ«µå",4; // Drops Card
mes " Love is like juice in the forest! It is refreshing! Take care of your loved one! ";
}
if (.@card_2_love == 5) {
- cutin "µå·ÓÇÁ½ºÄ«µå",4;
+ cutin "µå·ÓÇÁ½ºÄ«µå",4; // Drops Card
mes " Uh! You didn't share your juice with your loved one! What a shame! Take care of your loved one! ";
}
if (.@card_2_love == 6) {
- cutin "µå·ÓÇÁ½ºÄ«µå",4;
+ cutin "µå·ÓÇÁ½ºÄ«µå",4; // Drops Card
mes " Why not share with your loved one? Don't be too greedy and try to keep it all! ";
}
if (.@card_2_love == 7) {
- cutin "¸ÇƼ½ºÄ«µå",4;
+ cutin "¸ÇƼ½ºÄ«µå",4; // Mantis Card
mes " Your love is going to have a crisis! Protect your love! ";
}
if (.@card_2_love == 8) {
- cutin "¸ÇƼ½ºÄ«µå",4;
+ cutin "¸ÇƼ½ºÄ«µå",4; // Mantis Card
mes " Hee! Go after your love like a mole! Puhahaha! ";
}
if (.@card_2_love == 9) {
- cutin "¸ÇƼ½ºÄ«µå",4;
+ cutin "¸ÇƼ½ºÄ«µå",4; // Mantis Card
mes " Oh no! Your love is in danger! Run away from the menace! ";
}
if (.@card_2_love == 10) {
- cutin "¹«³«Ä«µå",4;
+ cutin "¹«³«Ä«µå",4; // Munak Card
mes " Oh no! You lost your loved one. And, nobody similar around you. Cheer up! ";
}
if (.@card_2_love == 11) {
- cutin "¹«³«Ä«µå",4;
+ cutin "¹«³«Ä«µå",4; // Munak Card
mes " Ah! A sexy rival has appeared! Don't get sidetracked! ";
}
if (.@card_2_love == 12) {
- cutin "¹«³«Ä«µå",4;
+ cutin "¹«³«Ä«µå",4; // Munak Card
mes " You are desperately searching for love! If you go beyond this desert, you can find love! ";
}
if (.@card_2_love == 13) {
- cutin "»êŸÆ÷¸µÄ«µå",4;
+ cutin "»êŸÆ÷¸µÄ«µå",4; // Santa Poring Card
mes " Prepare an event of love! They will be flying with happiness! ";
}
if (.@card_2_love == 14) {
- cutin "»êŸÆ÷¸µÄ«µå",4;
+ cutin "»êŸÆ÷¸µÄ«µå",4; // Santa Poring Card
mes " Love is sweet! Be careful not to get cavities! ";
}
if (.@card_2_love == 15) {
- cutin "»êŸÆ÷¸µÄ«µå",4;
+ cutin "»êŸÆ÷¸µÄ«µå",4; // Santa Poring Card
mes " Prepare a present for your love! They might get a heart attack because they will be overwhelmed with happiness! ";
}
if (.@card_2_love == 16) {
- cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4;
+ cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4; // Soldier Skeleton Card
mes " Don't be shy in front of your loved one! Love transcends everything! ";
}
if (.@card_2_love == 17) {
- cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4;
+ cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4; // Soldier Skeleton Card
mes " Embrace every aspect of your loved one! That is true love! ";
}
if (.@card_2_love == 18) {
- cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4;
+ cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4; // Soldier Skeleton Card
mes " Love will blossom with a totally different person! Wow, so cool! ";
}
if (.@card_2_love == 19) {
- cutin "½ºÄÌ·¹ÅæÄ«µå",4;
+ cutin "½ºÄÌ·¹ÅæÄ«µå",4; // Skeleton Card
mes " No matter what other people say, run towards your loved one! One-track love! ";
}
if (.@card_2_love == 20) {
- cutin "½ºÄÌ·¹ÅæÄ«µå",4;
+ cutin "½ºÄÌ·¹ÅæÄ«µå",4; // Skeleton Card
mes " Go to your loved one with a present! They will be very happy! ";
}
if (.@card_2_love == 21) {
- cutin "½ºÄÌ·¹ÅæÄ«µå",4;
+ cutin "½ºÄÌ·¹ÅæÄ«µå",4; // Skeleton Card
mes " Love requires health and strength! Exercise to become stronger! Power and love! ";
}
if (.@card_2_love == 22) {
- cutin "¿¡µå°¡Ä«µå",4;
+ cutin "¿¡µå°¡Ä«µå",4; // Eddga Card
mes " Even if you wish to approach your loved one, your body is discomforted! Take a break and rest! ";
}
if (.@card_2_love == 23) {
- cutin "¿¡µå°¡Ä«µå",4;
+ cutin "¿¡µå°¡Ä«µå",4; // Eddga Card
mes " Love is bending yourself for someone! Service! Sacrifice! ";
}
if (.@card_2_love == 24) {
- cutin "¿¡µå°¡Ä«µå",4;
+ cutin "¿¡µå°¡Ä«µå",4; // Eddga Card
mes " You will be meeting your lover's parents! Prepare well! ";
}
if (.@card_2_love == 25) {
- cutin "¿£Á©¸µÄ«µå",4;
+ cutin "¿£Á©¸µÄ«µå",4; // Angeling Card
mes " Your relationship must be very happy as it seems you two are flying amongst the clouds! Very jealous! ";
}
if (.@card_2_love == 26) {
- cutin "¿£Á©¸µÄ«µå",4;
+ cutin "¿£Á©¸µÄ«µå",4; // Angeling Card
mes " Make an opportunity to be alone with each other! It will bring much happiness! ";
}
if (.@card_2_love == 27) {
- cutin "¿£Á©¸µÄ«µå",4;
+ cutin "¿£Á©¸µÄ«µå",4; // Angeling Card
mes " Uh oh! Someone is peeping at your love! Go scold them! ";
}
if (.@card_2_love == 28) {
- cutin "Æ÷¸µÄ«µå",4;
+ cutin "Æ÷¸µÄ«µå",4; // Poring Card
mes " Love blossoms from the foundation! Be true to the basics! ";
}
if (.@card_2_love == 29) {
- cutin "Æ÷¸µÄ«µå",4;
+ cutin "Æ÷¸µÄ«µå",4; // Poring Card
mes " When your loved one is hurt, be by them! They will be very happy! ";
}
if (.@card_2_love == 30) {
- cutin "Æ÷¸µÄ«µå",4;
+ cutin "Æ÷¸µÄ«µå",4; // Poring Card
mes " One day, when you wake up, your loved one will leave a present! Be happy! ";
}
if (.@card_2_love == 31) {
- cutin "Æ÷Æ÷¸µÄ«µå",4;
+ cutin "Æ÷Æ÷¸µÄ«µå",4; // Poporing Card
mes " Give lots~~ of presents to your loved one! Then you will experience many~ many good things! ";
}
if (.@card_2_love == 32) {
- cutin "Æ÷Æ÷¸µÄ«µå",4;
+ cutin "Æ÷Æ÷¸µÄ«µå",4; // Poporing Card
mes " Lean against a wall and await your love! *Boom* Love will appear! ";
}
if (.@card_2_love == 33) {
- cutin "Æ÷Æ÷¸µÄ«µå",4;
+ cutin "Æ÷Æ÷¸µÄ«µå",4; // Poporing Card
mes " You must be lonely! It's ok, cheer up! ";
}
next;
mes "[Chocarle]";
mes " A fortune of love was told! What do you think! Do you like it? ";
mes " Even if you did not get the fortune you wished for, don't be do upset and simply go for your love! ";
- cutin "°¡À̾ƽºÄ«µå",255;
+ cutin "°¡À̾ƽºÄ«µå",255; // Giearth Card
next;
mes "[Chocarle]";
mes " Then, see you next time~~~~~ ";
@@ -2918,135 +2918,135 @@ payon_in03,75,129,5 script Poring Fortune Teller 704,{
mes "[Chocarle]";
set .@card_2_study,rand(1,33);
if (.@card_2_study == 1) {
- cutin "°í½ºÆ®¸µÄ«µå",4;
+ cutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card
mes " Agh! Don't die from studying! Take breaks while you're at it! You need some rest! ";
}
if (.@card_2_study == 2) {
- cutin "°í½ºÆ®¸µÄ«µå",4;
+ cutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card
mes " Oh, no! You're missing the main points! Figure out the essentials! ";
}
if (.@card_2_study == 3) {
- cutin "°í½ºÆ®¸µÄ«µå",4;
+ cutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card
mes " Mmph! You're dying not to study! At times like this, a break is the best! ";
}
if (.@card_2_study == 4) {
- cutin "µå·ÓÇÁ½ºÄ«µå",4;
+ cutin "µå·ÓÇÁ½ºÄ«µå",4; // Drops Card
mes " Studying is just like hunting a monster in the desert. Resting for a little is the best. Understand? ";
}
if (.@card_2_study == 5) {
- cutin "µå·ÓÇÁ½ºÄ«µå",4;
+ cutin "µå·ÓÇÁ½ºÄ«µå",4; // Drops Card
mes " A nice cup of cold juice under the hot sun! Studying should be done like that, too! ";
}
if (.@card_2_study == 6) {
- cutin "µå·ÓÇÁ½ºÄ«µå",4;
+ cutin "µå·ÓÇÁ½ºÄ«µå",4; // Drops Card
mes " Even though it is the desert, you seem to have a relaxed smile! Maybe you need to relax like this when studying as well! ";
}
if (.@card_2_study == 7) {
- cutin "¸ÇƼ½ºÄ«µå",4;
+ cutin "¸ÇƼ½ºÄ«µå",4; // Mantis Card
mes " Your grades are in danger! You must study harder! ";
}
if (.@card_2_study == 8) {
- cutin "¸ÇƼ½ºÄ«µå",4;
+ cutin "¸ÇƼ½ºÄ«µå",4; // Mantis Card
mes " There may be a big crisis! Don't get too stressed just because you can't study! ";
}
if (.@card_2_study == 9) {
- cutin "¸ÇƼ½ºÄ«µå",4;
+ cutin "¸ÇƼ½ºÄ«µå",4; // Mantis Card
mes " It is saying studying in the dark night can be dangerous! Careful when studying at night! ";
}
if (.@card_2_study == 10) {
- cutin "¹«³«Ä«µå",4;
+ cutin "¹«³«Ä«µå",4; // Munak Card
mes " Studying came to a strange place! It needs to find its original path! You can do it! ";
}
if (.@card_2_study == 11) {
- cutin "¹«³«Ä«µå",4;
+ cutin "¹«³«Ä«µå",4; // Munak Card
mes " You're gazing at a smart friend with the eyes of a Poring! Heehee! Doing good! ";
}
if (.@card_2_study == 12) {
- cutin "¹«³«Ä«µå",4;
+ cutin "¹«³«Ä«µå",4; // Munak Card
mes " Eh? You're too smart! You're at a much higher level than your friends! Take a break! ";
}
if (.@card_2_study == 13) {
- cutin "»êŸÆ÷¸µÄ«µå",4;
+ cutin "»êŸÆ÷¸µÄ«µå",4; // Santa Poring Card
mes " You will be rewarded for your accomplishments! It was worth the effort! ";
}
if (.@card_2_study == 14) {
- cutin "»êŸÆ÷¸µÄ«µå",4;
+ cutin "»êŸÆ÷¸µÄ«µå",4; // Santa Poring Card
mes " Forget about studying for a moment and enjoy the party! It should be refreshing~! ";
}
if (.@card_2_study == 15) {
- cutin "»êŸÆ÷¸µÄ«µå",4;
+ cutin "»êŸÆ÷¸µÄ«µå",4; // Santa Poring Card
mes " Study something that will make people happy! Future set! ";
}
if (.@card_2_study == 16) {
- cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4;
+ cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4; // Soldier Skeleton Card
mes " If you're not sure of something, ask a friend! It's not something to be ashamed about! You can do it! ";
}
if (.@card_2_study == 17) {
- cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4;
+ cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4; // Soldier Skeleton Card
mes " Don't think that your head is empty! Because, you are smart! You can do it! ";
}
if (.@card_2_study == 18) {
- cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4;
+ cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4; // Soldier Skeleton Card
mes " There's a phenomenon you don't understand! Do a little more research! You'll be able to figure it out soon! ";
}
if (.@card_2_study == 19) {
- cutin "½ºÄÌ·¹ÅæÄ«µå",4;
+ cutin "½ºÄÌ·¹ÅæÄ«µå",4; // Skeleton Card
mes " Don't get lazy about studying wherever you go! Seek the road of truth and go down it to find the answer! ";
}
if (.@card_2_study == 20) {
- cutin "½ºÄÌ·¹ÅæÄ«µå",4;
+ cutin "½ºÄÌ·¹ÅæÄ«µå",4; // Skeleton Card
mes " You need strength to study! Get stronger! Running is a start! ";
}
if (.@card_2_study == 21) {
- cutin "½ºÄÌ·¹ÅæÄ«µå",4;
+ cutin "½ºÄÌ·¹ÅæÄ«µå",4; // Skeleton Card
mes " You will become an admirable person because of all the effort put into studying! You must feel very worth while! ";
}
if (.@card_2_study == 22) {
- cutin "¿¡µå°¡Ä«µå",4;
+ cutin "¿¡µå°¡Ä«µå",4; // Eddga Card
mes " Try studying the history of our country! From when the tiger started smoking! ";
}
if (.@card_2_study == 23) {
- cutin "¿¡µå°¡Ä«µå",4;
+ cutin "¿¡µå°¡Ä«µå",4; // Eddga Card
mes " You must be having a hard time studying because of all the pressure! Go out and get some fresh air! ";
}
if (.@card_2_study == 24) {
- cutin "¿¡µå°¡Ä«µå",4;
+ cutin "¿¡µå°¡Ä«µå",4; // Eddga Card
mes " Your head seems to be heavy because of studying! You need a diversion! Put studying aside for a moment! ";
}
if (.@card_2_study == 25) {
- cutin "¿£Á©¸µÄ«µå",4;
+ cutin "¿£Á©¸µÄ«µå",4; // Angeling Card
mes " Try studying aerospace or meteorology! Don't you think it would be fun? ";
}
if (.@card_2_study == 26) {
- cutin "¿£Á©¸µÄ«µå",4;
+ cutin "¿£Á©¸µÄ«µå",4; // Angeling Card
mes " How about studying theology? You even get to study about angels! ";
}
if (.@card_2_study == 27) {
- cutin "¿£Á©¸µÄ«µå",4;
+ cutin "¿£Á©¸µÄ«µå",4; // Angeling Card
mes " Study little by little and make yourself feel lighter! You can't study if you're overloaded with words! ";
}
if (.@card_2_study == 28) {
- cutin "Æ÷¸µÄ«µå",4;
+ cutin "Æ÷¸µÄ«µå",4; // Poring Card
mes " When studying, you should have a snack! It may seem trivial, but it is rather important! ";
}
if (.@card_2_study == 29) {
- cutin "Æ÷¸µÄ«µå",4;
+ cutin "Æ÷¸µÄ«µå",4; // Poring Card
mes " Even when you are sick, don't forget about studying! Where there is effort, there is bound to be good results! ";
}
if (.@card_2_study == 30) {
- cutin "Æ÷¸µÄ«µå",4;
+ cutin "Æ÷¸µÄ«µå",4; // Poring Card
mes " Newton discovered gravity through a falling apple! Be wary of even the little things in your surroundings! ";
}
if (.@card_2_study == 31) {
- cutin "Æ÷Æ÷¸µÄ«µå",4;
+ cutin "Æ÷Æ÷¸µÄ«µå",4; // Poporing Card
mes " Green is good for studying! Color your walls green or get a green drink! The lucky color! Green! ";
}
if (.@card_2_study == 32) {
- cutin "Æ÷Æ÷¸µÄ«µå",4;
+ cutin "Æ÷Æ÷¸µÄ«µå",4; // Poporing Card
mes " There is a jewel in your mind! You need to bring all the wisdom to life! Don't study bad things! ";
}
if (.@card_2_study == 33) {
- cutin "Æ÷Æ÷¸µÄ«µå",4;
+ cutin "Æ÷Æ÷¸µÄ«µå",4; // Poporing Card
mes " You will receive good results from studying! You can focus on your current studies! ";
}
next;
@@ -3066,135 +3066,135 @@ payon_in03,75,129,5 script Poring Fortune Teller 704,{
mes "[Chocarle]";
set .@card_2_buddy,rand(1,33);
if (.@card_2_buddy == 1) {
- cutin "°í½ºÆ®¸µÄ«µå",4;
+ cutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card
mes " Ah! Your friend has gone crazy! They need the heal of friendship! ";
}
if (.@card_2_buddy == 2) {
- cutin "°í½ºÆ®¸µÄ«µå",4;
+ cutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card
mes " Mmm! You both have gone crazy. You must overcome it through conversations! ";
}
if (.@card_2_buddy == 3) {
- cutin "°í½ºÆ®¸µÄ«µå",4;
+ cutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card
mes " Agh! You are suffering because of your friend! Try opening your heart and be more lenient! ";
}
if (.@card_2_buddy == 4) {
- cutin "µå·ÓÇÁ½ºÄ«µå",4;
+ cutin "µå·ÓÇÁ½ºÄ«µå",4; // Drops Card
mes " You even split a pea between friends! Don't be so cruel. Reflect upon yourself and apologize! ";
}
if (.@card_2_buddy == 5) {
- cutin "µå·ÓÇÁ½ºÄ«µå",4;
+ cutin "µå·ÓÇÁ½ºÄ«µå",4; // Drops Card
mes " Oh no! Your friend is ignoring you! Offer a bottle of juice to your friend! Your friendship may come back? ";
}
if (.@card_2_buddy == 6) {
- cutin "µå·ÓÇÁ½ºÄ«µå",4;
+ cutin "µå·ÓÇÁ½ºÄ«µå",4; // Drops Card
mes " Eh!? What kind of friendship is this?! Hurry up and make up! ";
}
if (.@card_2_buddy == 7) {
- cutin "¸ÇƼ½ºÄ«µå",4;
+ cutin "¸ÇƼ½ºÄ«µå",4; // Mantis Card
mes "Oh no?! This person is not your friend, but an enemy! You must be careful! ";
}
if (.@card_2_buddy == 8) {
- cutin "¸ÇƼ½ºÄ«µå",4;
+ cutin "¸ÇƼ½ºÄ«µå",4; // Mantis Card
mes " Your friend is in danger! You must help your friend! ";
}
if (.@card_2_buddy == 9) {
- cutin "¸ÇƼ½ºÄ«µå",4;
+ cutin "¸ÇƼ½ºÄ«µå",4; // Mantis Card
mes " Your friendship is on the verge of falling apart! Cast a shield around your friendship! ";
}
if (.@card_2_buddy == 10) {
- cutin "¹«³«Ä«µå",4;
+ cutin "¹«³«Ä«µå",4; // Munak Card
mes " One person is left out amongst your friends! Be more friendly! ";
}
if (.@card_2_buddy == 11) {
- cutin "¹«³«Ä«µå",4;
+ cutin "¹«³«Ä«µå",4; // Munak Card
mes " Your friend hit you! Don't cry even if it may hurt! Hurry and make up! ";
}
if (.@card_2_buddy == 12) {
- cutin "¹«³«Ä«µå",4;
+ cutin "¹«³«Ä«µå",4; // Munak Card
mes " You must be alone! It must be hard to make friends! Try putting on a brighter face! ";
}
if (.@card_2_buddy == 13) {
- cutin "»êŸÆ÷¸µÄ«µå",4;
+ cutin "»êŸÆ÷¸µÄ«µå",4; // Santa Poring Card
mes " Give your friends a present! Your friendship will become deeper! ";
}
if (.@card_2_buddy == 14) {
- cutin "»êŸÆ÷¸µÄ«µå",4;
+ cutin "»êŸÆ÷¸µÄ«µå",4; // Santa Poring Card
mes " Prepare a hat to cover your friend's large head! They will be moved by your care! ";
}
if (.@card_2_buddy == 15) {
- cutin "»êŸÆ÷¸µÄ«µå",4;
+ cutin "»êŸÆ÷¸µÄ«µå",4; // Santa Poring Card
mes " A friend is waiting for you! Be nice to your friend! ";
}
if (.@card_2_buddy == 16) {
- cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4;
+ cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4; // Soldier Skeleton Card
mes " Being close friends despite differences is true friendship! Shelter each other's differences! ";
}
if (.@card_2_buddy == 17) {
- cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4;
+ cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4; // Soldier Skeleton Card
mes " Your misunderstandings will be removed if you take the time to talk! Go have a conversation with your friend! ";
}
if (.@card_2_buddy == 18) {
- cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4;
+ cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4; // Soldier Skeleton Card
mes " When a friend is sick, visit them! They will be happy! For sure! ";
}
if (.@card_2_buddy == 19) {
- cutin "½ºÄÌ·¹ÅæÄ«µå",4;
+ cutin "½ºÄÌ·¹ÅæÄ«µå",4; // Skeleton Card
mes " Go out and have some fun with your friend! Your friendship will surely get stronger! ";
}
if (.@card_2_buddy == 20) {
- cutin "½ºÄÌ·¹ÅæÄ«µå",4;
+ cutin "½ºÄÌ·¹ÅæÄ«µå",4; // Skeleton Card
mes " Give your friend a present! They'll go bragging around town?! ";
}
if (.@card_2_buddy == 21) {
- cutin "½ºÄÌ·¹ÅæÄ«µå",4;
+ cutin "½ºÄÌ·¹ÅæÄ«µå",4; // Skeleton Card
mes " Share your bone with your friend! Sacrifices in friendship are beautiful! ";
}
if (.@card_2_buddy == 22) {
- cutin "¿¡µå°¡Ä«µå",4;
+ cutin "¿¡µå°¡Ä«µå",4; // Eddga Card
mes " Do anything for your friend! With all your heart and soul! Your friend will be delighted! ";
}
if (.@card_2_buddy == 23) {
- cutin "¿¡µå°¡Ä«µå",4;
+ cutin "¿¡µå°¡Ä«µå",4; // Eddga Card
mes " No smoking, even with a friend! Stop smoking for your health! ";
}
if (.@card_2_buddy == 24) {
- cutin "¿¡µå°¡Ä«µå",4;
+ cutin "¿¡µå°¡Ä«µå",4; // Eddga Card
mes " You and your friend will encounter hardships! Combine your powers and overcome it! ";
}
if (.@card_2_buddy == 25) {
- cutin "¿£Á©¸µÄ«µå",4;
+ cutin "¿£Á©¸µÄ«µå",4; // Angeling Card
mes " Go on a trip with your friend! Friendship can get stronger in new environments! ";
}
if (.@card_2_buddy == 26) {
- cutin "¿£Á©¸µÄ«µå",4;
+ cutin "¿£Á©¸µÄ«µå",4; // Angeling Card
mes " Give your friend a ride in a plane! They'll probably fly with joy!? ";
}
if (.@card_2_buddy == 27) {
- cutin "¿£Á©¸µÄ«µå",4;
+ cutin "¿£Á©¸µÄ«µå",4; // Angeling Card
mes " Don't forget your friend in heaven! Friendship is eternal! ";
}
if (.@card_2_buddy == 28) {
- cutin "Æ÷¸µÄ«µå",4;
+ cutin "Æ÷¸µÄ«µå",4; // Poring Card
mes " Help your friend's scar. Your friend would greatly appreciate it! ";
}
if (.@card_2_buddy == 29) {
- cutin "Æ÷¸µÄ«µå",4;
+ cutin "Æ÷¸µÄ«µå",4; // Poring Card
mes " You even split a slice of an apple among friends! Share more things with your friend! Something good will happen! ";
}
if (.@card_2_buddy == 30) {
- cutin "Æ÷¸µÄ«µå",4;
+ cutin "Æ÷¸µÄ«µå",4; // Poring Card
mes " When your friend is sleeping, think of them! Then there will be progress in your friendship! What do you think~ it means~?! ";
}
if (.@card_2_buddy == 31) {
- cutin "Æ÷Æ÷¸µÄ«µå",4;
+ cutin "Æ÷Æ÷¸µÄ«µå",4; // Poporing Card
mes " Don't measure friendship with money! If you do, be careful for there will be a crack in your friendship! ";
}
if (.@card_2_buddy == 32) {
- cutin "Æ÷Æ÷¸µÄ«µå",4;
+ cutin "Æ÷Æ÷¸µÄ«µå",4; // Poporing Card
mes " It seems as if your friend will give you many presents! Look forward to it! ";
}
if (.@card_2_buddy == 33) {
- cutin "Æ÷Æ÷¸µÄ«µå",4;
+ cutin "Æ÷Æ÷¸µÄ«µå",4; // Poporing Card
mes " You must be lonely without a friend! A good friend will come along soon! ";
}
next;
@@ -3214,135 +3214,135 @@ payon_in03,75,129,5 script Poring Fortune Teller 704,{
mes "[Chocarle]";
set .@card_2_future,rand(1,33);
if (.@card_2_future == 1) {
- cutin "°í½ºÆ®¸µÄ«µå",4;
+ cutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card
mes " Oh no! You are not confident about the future! Trust yourself a little more! Hope! ";
}
if (.@card_2_future == 2) {
- cutin "°í½ºÆ®¸µÄ«µå",4;
+ cutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card
mes " Oh! Do you keep on thinking about your death in the future! First, forget about death and live your life! ";
}
if (.@card_2_future == 3) {
- cutin "°í½ºÆ®¸µÄ«µå",4;
+ cutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card
mes " Cut! You are filled with uncertainty about the future! Let's get rid of this! Wee! It's gone! ";
}
if (.@card_2_future == 4) {
- cutin "µå·ÓÇÁ½ºÄ«µå",4;
+ cutin "µå·ÓÇÁ½ºÄ«µå",4; // Drops Card
mes " Life may seem like a hot and dry desert, but in the future, delicious juice and rest awaits you! ";
}
if (.@card_2_future == 5) {
- cutin "µå·ÓÇÁ½ºÄ«µå",4;
+ cutin "µå·ÓÇÁ½ºÄ«µå",4; // Drops Card
mes " Even in a hot and dry desert, isn't the future happier since you can encounter sweet juice? Put forth your strength! ";
}
if (.@card_2_future == 6) {
- cutin "µå·ÓÇÁ½ºÄ«µå",4;
+ cutin "µå·ÓÇÁ½ºÄ«µå",4; // Drops Card
mes " Don't your troubles disappear watching a poring smile? Your future must be filled with good things! ";
}
if (.@card_2_future == 7) {
- cutin "¸ÇƼ½ºÄ«µå",4;
+ cutin "¸ÇƼ½ºÄ«µå",4; // Mantis Card
mes " There is danger waiting ahead! You should avoid it for now! Take care of yourself! ";
}
if (.@card_2_future == 8) {
- cutin "¸ÇƼ½ºÄ«µå",4;
+ cutin "¸ÇƼ½ºÄ«µå",4; // Mantis Card
mes " You must be fearing your future!? Don't worry too much! Think of happy thoughts! ";
}
if (.@card_2_future == 9) {
- cutin "¸ÇƼ½ºÄ«µå",4;
+ cutin "¸ÇƼ½ºÄ«µå",4; // Mantis Card
mes " You may endanger someone in the future! Don't become a bad person~! ";
}
if (.@card_2_future == 10) {
- cutin "¹«³«Ä«µå",4;
+ cutin "¹«³«Ä«µå",4; // Munak Card
mes " You may have to stand alone in the future! Prepare yourself right now! ";
}
if (.@card_2_future == 11) {
- cutin "¹«³«Ä«µå",4;
+ cutin "¹«³«Ä«µå",4; // Munak Card
mes " Many hardships await you in the future! But you can overcome them! ";
}
if (.@card_2_future == 12) {
- cutin "¹«³«Ä«µå",4;
+ cutin "¹«³«Ä«µå",4; // Munak Card
mes " You might not even be able to buy summer clothes in the future! Don't waste your money! ";
}
if (.@card_2_future == 13) {
- cutin "»êŸÆ÷¸µÄ«µå",4;
+ cutin "»êŸÆ÷¸µÄ«µå",4; // Santa Poring Card
mes " Something exciting may happen! What can it be? Fun! Fun! ";
}
if (.@card_2_future == 14) {
- cutin "»êŸÆ÷¸µÄ«µå",4;
+ cutin "»êŸÆ÷¸µÄ«µå",4; // Santa Poring Card
mes " Something good might happen on this nice day! You can look forward to it! Yay! ";
}
if (.@card_2_future == 15) {
- cutin "»êŸÆ÷¸µÄ«µå",4;
+ cutin "»êŸÆ÷¸µÄ«µå",4; // Santa Poring Card
mes " A splendid event will be held! Go get ready! Look forward to it! ";
}
if (.@card_2_future == 16) {
- cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4;
+ cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4; // Soldier Skeleton Card
mes " You will meet someone new! It will be very interesting! ";
}
if (.@card_2_future == 17) {
- cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4;
+ cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4; // Soldier Skeleton Card
mes " If you go little by little, something good will happen! Sit and take a look around you! ";
}
if (.@card_2_future == 18) {
- cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4;
+ cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4; // Soldier Skeleton Card
mes " You get a headache from thinking about the future? Empty your mind! You will feel refreshed! ";
}
if (.@card_2_future == 19) {
- cutin "½ºÄÌ·¹ÅæÄ«µå",4;
+ cutin "½ºÄÌ·¹ÅæÄ«µå",4; // Skeleton Card
mes " You will become a respectable person in the future! Good job! ";
}
if (.@card_2_future == 20) {
- cutin "½ºÄÌ·¹ÅæÄ«µå",4;
+ cutin "½ºÄÌ·¹ÅæÄ«µå",4; // Skeleton Card
mes " I can see you working hard in the future! What a lively future! ";
}
if (.@card_2_future == 21) {
- cutin "½ºÄÌ·¹ÅæÄ«µå",4;
+ cutin "½ºÄÌ·¹ÅæÄ«µå",4; // Skeleton Card
mes " You have a very busy future! Take care of your health! ";
}
if (.@card_2_future == 22) {
- cutin "¿¡µå°¡Ä«µå",4;
+ cutin "¿¡µå°¡Ä«µå",4; // Eddga Card
mes " Pick a job where you can work with other people! It will be very rewarding, right? ";
}
if (.@card_2_future == 23) {
- cutin "¿¡µå°¡Ä«µå",4;
+ cutin "¿¡µå°¡Ä«µå",4; // Eddga Card
mes " Try doing some volunteer work! It is worthwhile and you will feel good about it, too! ";
}
if (.@card_2_future == 24) {
- cutin "¿¡µå°¡Ä«µå",4;
+ cutin "¿¡µå°¡Ä«µå",4; // Eddga Card
mes " You may become a commander! Mmm~! Kind of scary! ";
}
if (.@card_2_future == 25) {
- cutin "¿£Á©¸µÄ«µå",4;
+ cutin "¿£Á©¸µÄ«µå",4; // Angeling Card
mes " Choose a job that involves flying! You show potential! ";
}
if (.@card_2_future == 26) {
- cutin "¿£Á©¸µÄ«µå",4;
+ cutin "¿£Á©¸µÄ«µå",4; // Angeling Card
mes " Scrumptious ice cream that could even be eaten in heaven! Challenge yourself and get involved in a job making things of that sort! ";
}
if (.@card_2_future == 27) {
- cutin "¿£Á©¸µÄ«µå",4;
+ cutin "¿£Á©¸µÄ«µå",4; // Angeling Card
mes " In the future, things that cannot be done right now will be accomplished! You can look forward to it! ";
}
if (.@card_2_future == 28) {
- cutin "Æ÷¸µÄ«µå",4;
+ cutin "Æ÷¸µÄ«µå",4; // Poring Card
mes " Little things in life will bring you happiness and joy in the future! Even more than now! ";
}
if (.@card_2_future == 29) {
- cutin "Æ÷¸µÄ«µå",4;
+ cutin "Æ÷¸µÄ«µå",4; // Poring Card
mes " Do what you have to do. Live life to the fullest, even though the world may end tomorrow! ";
}
if (.@card_2_future == 30) {
- cutin "Æ÷¸µÄ«µå",4;
+ cutin "Æ÷¸µÄ«µå",4; // Poring Card
mes " You will deal with fruits in the future! How about preparing yourself? ";
}
if (.@card_2_future == 31) {
- cutin "Æ÷Æ÷¸µÄ«µå",4;
+ cutin "Æ÷Æ÷¸µÄ«µå",4; // Poporing Card
mes " Your future self will encounter a high wall! Although, I'm not sure what type of building it may be! ";
}
if (.@card_2_future == 32) {
- cutin "Æ÷Æ÷¸µÄ«µå",4;
+ cutin "Æ÷Æ÷¸µÄ«µå",4; // Poporing Card
mes " Green symbolizes peace! Your future seems as if it will be very peaceful! It's a good thing, right? ";
}
if (.@card_2_future == 33) {
- cutin "Æ÷Æ÷¸µÄ«µå",4;
+ cutin "Æ÷Æ÷¸µÄ«µå",4; // Poporing Card
mes " Romance lays ahead in your future! Relax yourself and prepare yourself! ";
}
next;
@@ -3364,135 +3364,135 @@ payon_in03,75,129,5 script Poring Fortune Teller 704,{
mes "[Chocarle]";
set .@card_2_fortune,rand(1,33);
if (.@card_2_fortune == 1) {
- cutin "°í½ºÆ®¸µÄ«µå",4;
+ cutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card
mes " Uh oh! You're about to be robbed! You must save a little first! ";
}
if (.@card_2_fortune == 2) {
- cutin "°í½ºÆ®¸µÄ«µå",4;
+ cutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card
mes " Kek! Your mind goes blank when you think about money! Think of other thoughts! Forget about money for a while! ";
}
if (.@card_2_fortune == 3) {
- cutin "°í½ºÆ®¸µÄ«µå",4;
+ cutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card
mes " Bah! This isn't a time to think about money. Calm down and put your mind at ease! ";
}
if (.@card_2_fortune == 4) {
- cutin "µå·ÓÇÁ½ºÄ«µå",4;
+ cutin "µå·ÓÇÁ½ºÄ«µå",4; // Drops Card
mes " If you look carefully, it is not drinking juice, but underground water through a straw in the ground! Money is hidden where nobody expects! Good luck searching! ";
}
if (.@card_2_fortune == 5) {
- cutin "µå·ÓÇÁ½ºÄ«µå",4;
+ cutin "µå·ÓÇÁ½ºÄ«µå",4; // Drops Card
mes " As you can quench your thirst in the dry desert, you can gather money even in this difficult world! ";
}
if (.@card_2_fortune == 6) {
- cutin "µå·ÓÇÁ½ºÄ«µå",4;
+ cutin "µå·ÓÇÁ½ºÄ«µå",4; // Drops Card
mes " Just like the juice inside the needles of a cactus, you can still gather wealth though you may be in anguish. You can do it! ";
}
if (.@card_2_fortune == 7) {
- cutin "¸ÇƼ½ºÄ«µå",4;
+ cutin "¸ÇƼ½ºÄ«µå",4; // Mantis Card
mes "Agh! Someone is after your possessions! Be careful! ";
}
if (.@card_2_fortune == 8) {
- cutin "¸ÇƼ½ºÄ«µå",4;
+ cutin "¸ÇƼ½ºÄ«µå",4; // Mantis Card
mes " Uh oh! Someone is after your money! Take good care of it! ";
}
if (.@card_2_fortune == 9) {
- cutin "¸ÇƼ½ºÄ«µå",4;
+ cutin "¸ÇƼ½ºÄ«µå",4; // Mantis Card
mes " It says you might be tempted to do something bad to gather money! Don't forget about a kind heart! ";
}
if (.@card_2_fortune == 10) {
- cutin "¹«³«Ä«µå",4;
+ cutin "¹«³«Ä«µå",4; // Munak Card
mes " You have hidden money in your clothes! Hidden rich one! Be careful not to be caught! ";
}
if (.@card_2_fortune == 11) {
- cutin "¹«³«Ä«µå",4;
+ cutin "¹«³«Ä«µå",4; // Munak Card
mes " In the future, it seems like you will be kicking money around with your feet like those Porings! Congratulations! ";
}
if (.@card_2_fortune == 12) {
- cutin "¹«³«Ä«µå",4;
+ cutin "¹«³«Ä«µå",4; // Munak Card
mes " You must be exhausted! Making money is not the easiest thing to do! But it will be that much more valuable! ";
}
if (.@card_2_fortune == 13) {
- cutin "»êŸÆ÷¸µÄ«µå",4;
+ cutin "»êŸÆ÷¸µÄ«µå",4; // Santa Poring Card
mes " Your tendency to spend money is growing! Be careful! Don't be left empty-handed! ";
}
if (.@card_2_fortune == 14) {
- cutin "»êŸÆ÷¸µÄ«µå",4;
+ cutin "»êŸÆ÷¸µÄ«µå",4; // Santa Poring Card
mes " Use your money to buy something fun! Then good luck will be headed your way! ";
}
if (.@card_2_fortune == 15) {
- cutin "»êŸÆ÷¸µÄ«µå",4;
+ cutin "»êŸÆ÷¸µÄ«µå",4; // Santa Poring Card
mes " Use your money on something exciting! It looks as if good luck will be headed your way! ";
}
if (.@card_2_fortune == 16) {
- cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4;
+ cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4; // Soldier Skeleton Card
mes " It seems like you will have two lucky offerings! Don't miss these two opportunities! ";
}
if (.@card_2_fortune == 17) {
- cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4;
+ cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4; // Soldier Skeleton Card
mes " Doesn't it seem like there should be money in the small wallet? You will have some small income! Save money wisely! ";
}
if (.@card_2_fortune == 18) {
- cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4;
+ cutin "¼ÖÁ®½ºÄÌÅæÄ«µå",4; // Soldier Skeleton Card
mes " So~ empty. Upsetting, but don't worry too much about money! Something better ought to happen! ";
}
if (.@card_2_fortune == 19) {
- cutin "½ºÄÌ·¹ÅæÄ«µå",4;
+ cutin "½ºÄÌ·¹ÅæÄ«µå",4; // Skeleton Card
mes " Someone will return something you lost! What a relief! ";
}
if (.@card_2_fortune == 20) {
- cutin "½ºÄÌ·¹ÅæÄ«µå",4;
+ cutin "½ºÄÌ·¹ÅæÄ«µå",4; // Skeleton Card
mes " No need to worry about osteoporosis! Wasn't it a good thing to eat so much calcium? Oops! This isn't about money?! ";
}
if (.@card_2_fortune == 21) {
- cutin "½ºÄÌ·¹ÅæÄ«µå",4;
+ cutin "½ºÄÌ·¹ÅæÄ«µå",4; // Skeleton Card
mes " Seeing that you work so hard, seems like you will make lots of money! Congratz~! ";
}
if (.@card_2_fortune == 22) {
- cutin "¿¡µå°¡Ä«µå",4;
+ cutin "¿¡µå°¡Ä«µå",4; // Eddga Card
mes " Even if you save money, it disappears like smoke. Don't get too caught up with it! ";
}
if (.@card_2_fortune == 23) {
- cutin "¿¡µå°¡Ä«µå",4;
+ cutin "¿¡µå°¡Ä«µå",4; // Eddga Card
mes " It's hard to make money, isn't it? But don't forget the good deeds in life! ";
}
if (.@card_2_fortune == 24) {
- cutin "¿¡µå°¡Ä«µå",4;
+ cutin "¿¡µå°¡Ä«µå",4; // Eddga Card
mes " Going around to collect money might lead you to a scary person! Be very careful! ";
}
if (.@card_2_fortune == 25) {
- cutin "¿£Á©¸µÄ«µå",4;
+ cutin "¿£Á©¸µÄ«µå",4; // Angeling Card
mes " Forget about money and fly~fly! You will feel very refreshed! ";
}
if (.@card_2_fortune == 26) {
- cutin "¿£Á©¸µÄ«µå",4;
+ cutin "¿£Á©¸µÄ«µå",4; // Angeling Card
mes " Money is like clouds! Instead of money, think about a happy life! ";
}
if (.@card_2_fortune == 27) {
- cutin "¿£Á©¸µÄ«µå",4;
+ cutin "¿£Á©¸µÄ«µå",4; // Angeling Card
mes " Even if it may seem pointless, if you persist, you will be able to make lots of money! You can do it! ";
}
if (.@card_2_fortune == 28) {
- cutin "Æ÷¸µÄ«µå",4;
+ cutin "Æ÷¸µÄ«µå",4; // Poring Card
mes " Don't neglect the trivial things on the floor! If you keep an open heart like that, you will be able to collect money! ";
}
if (.@card_2_fortune == 29) {
- cutin "Æ÷¸µÄ«µå",4;
+ cutin "Æ÷¸µÄ«µå",4; // Poring Card
mes " If you work with something that is related to mushrooms or apples, a good fortune awaits you! What kind of work would that be? ";
}
if (.@card_2_fortune == 30) {
- cutin "Æ÷¸µÄ«µå",4;
+ cutin "Æ÷¸µÄ«µå",4; // Poring Card
mes " How can you think of money looking at such a peaceful card! That's not nice! Sniff..sniffles! Anyhow, it seems like you will gather much fortune! ";
}
if (.@card_2_fortune == 31) {
- cutin "Æ÷Æ÷¸µÄ«µå",4;
+ cutin "Æ÷Æ÷¸µÄ«µå",4; // Poporing Card
mes " You have many fine stones! You will prosper if you are involved in this industry! ";
}
if (.@card_2_fortune == 32) {
- cutin "Æ÷Æ÷¸µÄ«µå",4;
+ cutin "Æ÷Æ÷¸µÄ«µå",4; // Poporing Card
mes " It is an indication that you will prosper! No need to worry now! ";
}
if (.@card_2_fortune == 33) {
- cutin "Æ÷Æ÷¸µÄ«µå",4;
+ cutin "Æ÷Æ÷¸µÄ«µå",4; // Poporing Card
mes " You will collect many treasures! But the problem is protecting all of it! ";
}
next;
diff --git a/npc/other/gm_npcs.txt b/npc/other/gm_npcs.txt
index 076cbf025..c9a65e067 100644
--- a/npc/other/gm_npcs.txt
+++ b/npc/other/gm_npcs.txt
@@ -1,14 +1,14 @@
-//===== Hercules Script ======================================
+//===== Hercules Script ======================================
//= GM Management NPCs
-//===== By: ==================================================
+//===== By: ==================================================
//= Euphy
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.0
-//===== Description: =========================================
+//===== Description: =========================================
//= Controls the official GM management NPCs in certain scripts.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version.
-//============================================================
+//============================================================
// callfunc("F_GM_NPC"{,<password>,<0:int | 1:str>{,<min>,<max>}})
function script F_GM_NPC {
diff --git a/npc/other/guildpvp.txt b/npc/other/guildpvp.txt
index 047093e5d..cad076237 100644
--- a/npc/other/guildpvp.txt
+++ b/npc/other/guildpvp.txt
@@ -1,16 +1,16 @@
//===== Hercules Script ======================================
//= Guild Battle NPC
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.1
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Guild Battle with PVP mechanics.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version. [L0ne_W0lf]
//= 1.1 Optimized. [Euphy]
-//============================================================
+//============================================================
pvp_y_room,77,85,4 script Guild Battle Guide 105,{
diff --git a/npc/other/gympass.txt b/npc/other/gympass.txt
index 2991e6d84..d451b8e90 100644
--- a/npc/other/gympass.txt
+++ b/npc/other/gympass.txt
@@ -1,19 +1,19 @@
//===== Hercules Script ======================================
//= Gym Pass Cash Item NPC
-//===== By: ==================================================
+//===== By: ==================================================
//= Kisuka
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.3
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Exchange Gym Passes to learn "Enlarge Weight Limit"
//= iRO NPC situated in Payon beside Kafra Shop.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version [L0ne_W0lf]
//= 1.1 Fixed the NPC saying you "00" [L0ne_W0lf]
//= 1.2 Replaced effect numerics with constants. [Samuray22]
//= 1.3 Updated script, and fixed potential errors. [L0ne_W0lf]
-//============================================================
+//============================================================
payon,173,141,4 script Ripped Cabus#GymPass 899,{
mes "[Ripped]";
diff --git a/npc/other/hugel_bingo.txt b/npc/other/hugel_bingo.txt
index 6cec1b9ae..23ef06b93 100644
--- a/npc/other/hugel_bingo.txt
+++ b/npc/other/hugel_bingo.txt
@@ -3,31 +3,30 @@
//===== By: ==================================================
//= SinSloth
//===== Current Version: =====================================
-//= 1.8
+//= 1.9
//===== Description: =========================================
//= Hugel Bingo game
//===== Additional Comments: =================================
-//= 1.0 - First version. Please report bugs you find out. [SinSloth]
-//= 1.1 - Fixed a minor bug. [SinSloth]
-//= 1.2 - Added some Bingo Staff NPCs. [SinSloth]
-//= 1.3 - Fixed a bug where an AFK-player wasn't warped out of the game,
-//= preventing players from launching another. [SinSloth]
-//= 1.4 - Fixed a minor bug added in the last revision. [SinSloth]
-//= 1.5 - Applied a fix to players locations which were not rotating properly. [SinSloth]
-//= 1.6 - Removed nescesity to win to proceed with quest [Yommy]
-//= 1.7 - Replaced effect numerics with constants. [Samuray22]
+//= 1.0 First version. Please report bugs you find out. [SinSloth]
+//= 1.1 Fixed a minor bug. [SinSloth]
+//= 1.2 Added some Bingo Staff NPCs. [SinSloth]
+//= 1.3 Fixed a bug where an AFK-player wasn't warped out of the game,
+//= preventing players from launching another. [SinSloth]
+//= 1.4 Fixed a minor bug added in the last revision. [SinSloth]
+//= 1.5 Applied a fix to players locations which were not rotating properly. [SinSloth]
+//= 1.6 Removed nescesity to win to proceed with quest [Yommy]
+//= 1.7 Replaced effect numerics with constants. [Samuray22]
//= 1.8 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
+//= 1.9 Some optimization/standardization. [Euphy]
//============================================================
que_bingo,48,84,5 script Bingo Waiting Room 124,{
end;
OnInit:
- set $hu_bingoa,0;
- set $hu_bingob,0;
waitingroom "Bingo Waiting Room - 5 People",50,"Bingo Waiting Room::OnWarp",5,1000;
end;
-
+
OnWarp:
warpwaitingpc "que_bingo",46,141;
donpcevent "start#bingo::OnStart";
@@ -38,7 +37,7 @@ OnWarp:
enablenpc "plate5#bingo";
disablewaitingroomevent;
end;
-
+
OnStart:
enablewaitingroomevent;
end;
@@ -83,16 +82,13 @@ OnTouch:
set @bingo_case,1;
L_Fill:
set @bingo_fill,callfunc("Func_Bingo",@bingo_case);
- if(!@bingo_fill)
- {
+ if (!@bingo_fill) {
mes "The numbers you have entered";
mes "exceed the limit, or you have";
mes "already entered these numbers.";
mes "Please enter your numbers again.";
next;
- }
- else if(@bingo_fill)
- {
+ } else if (@bingo_fill) {
if(@bingoplate[25] < 10) set @bingo_e5$,"0"+@bingoplate[25]+""; else set @bingo_e5$,@bingoplate[25];
donpcevent "start#bingo::OnEnter";
mes "["+@bingo_a1$+"] ["+@bingo_a2$+"] ["+@bingo_a3$+"] ["+@bingo_a4$+"] ["+@bingo_a5$+"]";
@@ -104,7 +100,6 @@ L_Fill:
}
goto L_Fill;
-
}
que_bingo,53,121,0 duplicate(plate1#bingo) plate2#bingo 139,1,1
@@ -117,38 +112,37 @@ que_bingo,51,51,0 script start#bingo 139,{
OnStart:
initnpctimer;
end;
-
+
OnEnter:
- if($hu_bingoa == 4)
- {
- set $hu_bingoa,5;
+ if ($@hu_bingoa == 4) {
+ set $@hu_bingoa,5;
donpcevent "start2#bingo::OnStart";
stopnpctimer;
end;
}
- set $hu_bingoa,$hu_bingoa +1;
+ set $@hu_bingoa,$@hu_bingoa +1;
end;
-
+
OnTimer1000:
mapannounce "que_bingo","Eukran: Hello, everyone! I'm Eukran, your Bingo Guide~",1,0xFFAB54;
end;
-
+
OnTimer6000:
mapannounce "que_bingo","Eukran: Game participants, please enter the Warp Portal at the bottom of your screen and choose a Bingo Plate by entering a number.",1,0xFFAB54;
end;
-
+
OnTimer11000:
mapannounce "que_bingo","Eukran: All participants must choose their Bingo Plates within 3 minutes, or the game will be canceled.",1,0xFFAB54;
end;
-
+
OnTimer192000:
mapannounce "que_bingo","Eukran: Please enter a number in 5 seconds, or the game will be canceled.",1,0xFFAB54;
end;
-
+
OnTimer200000:
mapannounce "que_bingo","Eukran: I'm sorry, but the game has been canceled. Please come again and enjoy a game of Bingo with us!",1,0xFFAB54;
end;
-
+
OnTimer202000:
disablenpc "plate1#bingo";
disablenpc "plate2#bingo";
@@ -156,7 +150,7 @@ OnTimer202000:
disablenpc "plate4#bingo";
disablenpc "plate5#bingo";
end;
-
+
OnTimer203000:
areawarp "que_bingo",44,115,54,126,"que_bingo",40,124;
enablenpc "out3#bingo";
@@ -165,8 +159,8 @@ OnTimer203000:
OnTimer204000:
areawarp "que_bingo",44,115,54,126,"que_bingo",40,121;
disablenpc "out3#bingo";
- set $hu_bingoa,0;
- set $hu_bingob,0;
+ set $@hu_bingoa,0;
+ set $@hu_bingob,0;
donpcevent "Bingo Waiting Room::OnStart";
end;
}
@@ -176,11 +170,11 @@ que_bingo,52,52,0 script start2#bingo 139,{
OnStop:
stopnpctimer;
end;
-
+
OnStart:
initnpctimer;
end;
-
+
OnTimer2000:
mapannounce "que_bingo","Eukran: Great, everyone seems to be ready~",1,0xFFAB54;
disablenpc "plate1#bingo";
@@ -189,234 +183,95 @@ OnTimer2000:
disablenpc "plate4#bingo";
disablenpc "plate5#bingo";
end;
-
+
OnTimer5000:
mapannounce "que_bingo","Eukran: Now, let the game begin!",1,0xFFAB54;
setarray $@bingoarray[0],1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25;
set .@max_index, 24;
- for(set .@i,0; .@i < 25; set .@i,.@i +1)
- {
+ for(set .@i,0; .@i < 25; set .@i,.@i +1) {
set $@bingo0,rand(0,.@max_index);
set $bingo[.@i],$@bingoarray[$@bingo0];
set $@bingoarray[$@bingo0], $@bingoarray[.@max_index];
set .@max_index, .@max_index - 1;
}
end;
-
+
OnTimer8000:
mapannounce "que_bingo","Eukran: I'll announce the Bingo Numbers. If you get 5 lines by matching 5 Bingo Numbers in a straight line on your Bingo Plate, yell out ''Bingo'' to win~",1,0xFFAB54;
end;
-
+
OnTimer10000:
set $@bingoresult,1;
callfunc "Func_BingoResult",$@bingoresult;
end;
-
+
OnTimer15000:
+OnTimer25000:
+OnTimer35000:
+OnTimer45000:
+OnTimer55000:
+OnTimer65000:
+OnTimer75000:
+OnTimer85000:
+OnTimer95000:
+OnTimer105000:
+OnTimer115000:
+OnTimer125000:
+OnTimer135000:
+OnTimer145000:
+OnTimer155000:
+OnTimer179000:
+OnTimer199000:
+OnTimer219000:
+OnTimer239000:
+OnTimer259000:
+OnTimer279000:
+OnTimer299000:
+OnTimer319000:
+OnTimer339000:
donpcevent "1a#bingo::OnInit";
end;
OnTimer20000:
- callfunc "Func_BingoResult",$@bingoresult;
- end;
-
-OnTimer25000:
- donpcevent "1a#bingo::OnInit";
- end;
-
OnTimer30000:
- callfunc "Func_BingoResult",$@bingoresult;
- end;
-
-OnTimer35000:
- donpcevent "1a#bingo::OnInit";
- end;
-
OnTimer40000:
- callfunc "Func_BingoResult",$@bingoresult;
- end;
-
-OnTimer45000:
- donpcevent "1a#bingo::OnInit";
- end;
-
OnTimer50000:
- callfunc "Func_BingoResult",$@bingoresult;
- end;
-
-OnTimer55000:
- donpcevent "1a#bingo::OnInit";
- end;
-
OnTimer60000:
- callfunc "Func_BingoResult",$@bingoresult;
- end;
-
-OnTimer65000:
- donpcevent "1a#bingo::OnInit";
- end;
-
OnTimer70000:
- callfunc "Func_BingoResult",$@bingoresult;
- end;
-
-OnTimer75000:
- donpcevent "1a#bingo::OnInit";
- end;
-
OnTimer80000:
- callfunc "Func_BingoResult",$@bingoresult;
- end;
-
-OnTimer85000:
- donpcevent "1a#bingo::OnInit";
- end;
-
OnTimer90000:
- callfunc "Func_BingoResult",$@bingoresult;
- end;
-
-OnTimer95000:
- donpcevent "1a#bingo::OnInit";
- end;
-
OnTimer100000:
- callfunc "Func_BingoResult",$@bingoresult;
- end;
-
-OnTimer105000:
- donpcevent "1a#bingo::OnInit";
- end;
-
OnTimer110000:
- callfunc "Func_BingoResult",$@bingoresult;
- end;
-
-OnTimer115000:
- donpcevent "1a#bingo::OnInit";
- end;
-
OnTimer120000:
- callfunc "Func_BingoResult",$@bingoresult;
- end;
-
-OnTimer125000:
- donpcevent "1a#bingo::OnInit";
- end;
-
OnTimer130000:
- callfunc "Func_BingoResult",$@bingoresult;
- end;
-
-OnTimer135000:
- donpcevent "1a#bingo::OnInit";
- end;
-
OnTimer140000:
- callfunc "Func_BingoResult",$@bingoresult;
- end;
-
-OnTimer145000:
- donpcevent "1a#bingo::OnInit";
- end;
-
OnTimer150000:
- callfunc "Func_BingoResult",$@bingoresult;
- end;
-
-OnTimer155000:
- donpcevent "1a#bingo::OnInit";
- end;
-
OnTimer160000:
- callfunc "Func_BingoResult",$@bingoresult;
- end;
-
-OnTimer179000:
- donpcevent "1a#bingo::OnInit";
- end;
-
OnTimer180000:
- callfunc "Func_BingoResult",$@bingoresult;
- end;
-
-OnTimer199000:
- donpcevent "1a#bingo::OnInit";
- end;
-
OnTimer200000:
- callfunc "Func_BingoResult",$@bingoresult;
- end;
-
-OnTimer219000:
- donpcevent "1a#bingo::OnInit";
- end;
-
OnTimer220000:
- callfunc "Func_BingoResult",$@bingoresult;
- end;
-
-OnTimer239000:
- donpcevent "1a#bingo::OnInit";
- end;
-
OnTimer240000:
- callfunc "Func_BingoResult",$@bingoresult;
- end;
-
-OnTimer259000:
- donpcevent "1a#bingo::OnInit";
- end;
-
OnTimer260000:
- callfunc "Func_BingoResult",$@bingoresult;
- end;
-
-OnTimer279000:
- donpcevent "1a#bingo::OnInit";
- end;
-
OnTimer280000:
- callfunc "Func_BingoResult",$@bingoresult;
- end;
-
-OnTimer299000:
- donpcevent "1a#bingo::OnInit";
- end;
-
OnTimer300000:
- callfunc "Func_BingoResult",$@bingoresult;
- end;
-
-OnTimer319000:
- donpcevent "1a#bingo::OnInit";
- end;
-
OnTimer320000:
- callfunc "Func_BingoResult",$@bingoresult;
- end;
-
-OnTimer339000:
- donpcevent "1a#bingo::OnInit";
- end;
-
OnTimer340000:
callfunc "Func_BingoResult",$@bingoresult;
end;
-
+
OnTimer440000:
mapannounce "que_bingo","Eukran: I've announced all of the selected numbers, but I haven't heard anyone yell ''Bingo.''",1,0xFFAB54;
end;
-
+
OnTimer445000:
mapannounce "que_bingo","Eukran: I'll give you all 10 seconds to check if any of you have won. If no one can yell ''Bingo'' in 10 seconds, this game will end without a winner.",1,0xFFAB54;
end;
-
+
OnTimer460000:
mapannounce "que_bingo","Eukran: I'm sorry, but this game has ended without a winner. Thanks for playing, everyone~",1,0xFFAB54;
donpcevent "1a#bingo::OnInit";
areawarp "que_bingo",44,115,54,126,"que_bingo",40,121;
- set $hu_bingoa,0;
+ set $@hu_bingoa,0;
donpcevent "Bingo Waiting Room::OnStart";
end;
}
@@ -601,10 +456,8 @@ OnTouch:
mes "["+@bingo_d1$+"] ["+@bingo_d2$+"] ["+@bingo_d3$+"] ["+@bingo_d4$+"] ["+@bingo_d5$+"]";
mes "["+@bingo_e1$+"] ["+@bingo_e2$+"] ["+@bingo_e3$+"] ["+@bingo_e4$+"] ["+@bingo_e5$+"]";
mes "[Currently Finished Lines - "+@bingowin+" ]";
- if($@bingoresult > 15)
- {
- if(@bingowin > 4)
- {
+ if ($@bingoresult > 15) {
+ if (@bingowin > 4) {
next;
mes "We just have made 5 lines!";
mes "Say ^ff0000Bingo^000000!";
@@ -614,19 +467,15 @@ OnTouch:
mes "Remember, you'll only";
mes "have one chance to say it!";
input @bingoyell$;
- if(@bingoyell$ == "Bingo")
- {
- if($hu_bingoa == 5)
- {
- set $hu_bingoa,6;
+ if (@bingoyell$ == "Bingo") {
+ if ($@hu_bingoa == 5) {
+ set $@hu_bingoa,6;
donpcevent "start2#bingo::OnStop";
set $@bingowinner$,strcharinfo(0);
donpcevent "win1a#bingo::OnWin";
close;
- }
- else if($hu_bingoa == 6)
- {
+ } else if ($@hu_bingoa == 6) {
next;
mes "Oh no! I'm sorry, but";
mes "someone already yelled";
@@ -636,9 +485,7 @@ OnTouch:
mes "next time, alright?";
close;
}
- }
- else
- {
+ } else {
next;
mes "I'm sorry, but you";
mes "said it wrong. Next time,";
@@ -777,14 +624,13 @@ que_bingo,45,121,0 duplicate(1a#bingo) 23e#bingo 139,1,1
que_bingo,45,121,0 duplicate(1a#bingo) 24e#bingo 139,1,1
que_bingo,45,121,0 duplicate(1a#bingo) 25e#bingo 139,1,1
-
que_bingo,79,19,0 script win1a#bingo 139,4,4,{
end;
OnWin:
initnpctimer;
end;
-
+
OnTimer1000:
donpcevent "1a#bingo::OnInit";
enablenpc "win2a#bingo";
@@ -807,10 +653,10 @@ OnInit:
end;
OnTouch:
- if($@bingowinner$ != strcharinfo(0)) end;
+ if ($@bingowinner$ != strcharinfo(0)) end;
specialeffect EF_SUI_EXPLOSION;
soundeffect "tming_success.wav",1;
- if($@bingoresult == 16) getitem 7515,50;
+ if ($@bingoresult == 16) getitem 7515,50;
else getitem 7515,1;
initnpctimer;
end;
@@ -824,8 +670,10 @@ OnTimer5000:
end;
OnTimer10000:
- if($@bingoresult == 16) mapannounce "que_bingo","Eukran: Congratulations, "+$@bingowinner$+"! You will be rewarded with 50 Marvelous Medals.",1,0xFFAB54;
- else mapannounce "que_bingo","Eukran: Congratulations, "+$@bingowinner$+"! You will be rewarded with 1 Marvelous Medal.",1,0xFFAB54;
+ if ($@bingoresult == 16)
+ mapannounce "que_bingo","Eukran: Congratulations, "+$@bingowinner$+"! You will be rewarded with 50 Marvelous Medals.",1,0xFFAB54;
+ else
+ mapannounce "que_bingo","Eukran: Congratulations, "+$@bingowinner$+"! You will be rewarded with 1 Marvelous Medal.",1,0xFFAB54;
end;
OnTimer15000:
@@ -865,7 +713,7 @@ OnTimer5000:
disablenpc "end1d#bingo";
disablenpc "end1e#bingo";
areawarp "que_bingo",44,115,54,126,"que_bingo",40,121;
- set $hu_bingoa,0;
+ set $@hu_bingoa,0;
donpcevent "Bingo Waiting Room::OnStart";
end;
}
@@ -896,7 +744,7 @@ que_bingo,50,138,1 script out3#bingo 139,5,8,{
OnInit:
disablenpc "out3#bingo";
end;
-
+
OnTouch:
warp "que_bingo",40,121;
end;
@@ -905,34 +753,28 @@ OnTouch:
que_bingo,49,136,0 script go3#bingo 45,1,1,{
OnTouch:
- switch($hu_bingob)
- {
- case 0: warp "que_bingo",49,125; break;
- case 1: warp "que_bingo",53,121; break;
- case 2: warp "que_bingo",51,116; break;
- case 3: warp "que_bingo",46,116; break;
- case 4: warp "que_bingo",45,121; break;
+ switch($@hu_bingob) {
+ case 0: warp "que_bingo",49,125; break;
+ case 1: warp "que_bingo",53,121; break;
+ case 2: warp "que_bingo",51,116; break;
+ case 3: warp "que_bingo",46,116; break;
+ case 4: warp "que_bingo",45,121; break;
}
- set $hu_bingob,$hu_bingob +1;
- if($hu_bingob == 5) set $hu_bingob,0;
+ set $@hu_bingob,$@hu_bingob +1;
+ if ($@hu_bingob == 5) set $@hu_bingob,0;
end;
}
function script Func_Bingo {
-
-
- for( set .@i,getarg(0); .@i < 26; set .@i,.@i +1)
- {
+ for(set .@i,getarg(0); .@i < 26; set .@i,.@i +1) {
if(@bingoplate[1] < 10) set @bingo_a1$,"0"+@bingoplate[1]+""; else set @bingo_a1$,@bingoplate[1];
if(@bingoplate[2] < 10) set @bingo_a2$,"0"+@bingoplate[2]+""; else set @bingo_a2$,@bingoplate[2];
if(@bingoplate[3] < 10) set @bingo_a3$,"0"+@bingoplate[3]+""; else set @bingo_a3$,@bingoplate[3];
if(@bingoplate[4] < 10) set @bingo_a4$,"0"+@bingoplate[4]+""; else set @bingo_a4$,@bingoplate[4];
if(@bingoplate[5] < 10) set @bingo_a5$,"0"+@bingoplate[5]+""; else set @bingo_a5$,@bingoplate[5];
if(.@i > 5) mes "["+@bingo_a1$+"] ["+@bingo_a2$+"] ["+@bingo_a3$+"] ["+@bingo_a4$+"] ["+@bingo_a5$+"]";
- else
- {
- switch(.@i)
- {
+ else {
+ switch(.@i) {
case 1: mes "^ff0000[__]^000000 [ ] [ ] [ ] [ ]"; break;
case 2: mes "["+@bingo_a1$+"] ^ff0000[__]^000000 [ ] [ ] [ ]"; break;
case 3: mes "["+@bingo_a1$+"] ["+@bingo_a2$+"] ^ff0000[__]^000000 [ ] [ ]"; break;
@@ -947,10 +789,8 @@ function script Func_Bingo {
if(@bingoplate[10] < 10) set @bingo_b5$,"0"+@bingoplate[10]+""; else set @bingo_b5$,@bingoplate[10];
if(.@i > 10) mes "["+@bingo_b1$+"] ["+@bingo_b2$+"] ["+@bingo_b3$+"] ["+@bingo_b4$+"] ["+@bingo_b5$+"]";
else if(.@i < 6) mes "[ ] [ ] [ ] [ ] [ ]";
- else
- {
- switch(.@i)
- {
+ else {
+ switch(.@i) {
case 6: mes "^ff0000[__]^000000 [ ] [ ] [ ] [ ]"; break;
case 7: mes "["+@bingo_b1$+"] ^ff0000[__]^000000 [ ] [ ] [ ]"; break;
case 8: mes "["+@bingo_b1$+"] ["+@bingo_b2$+"] ^ff0000[__]^000000 [ ] [ ]"; break;
@@ -965,10 +805,8 @@ function script Func_Bingo {
if(@bingoplate[15] < 10) set @bingo_c5$,"0"+@bingoplate[15]+""; else set @bingo_c5$,@bingoplate[15];
if(.@i > 15) mes "["+@bingo_c1$+"] ["+@bingo_c2$+"] ["+@bingo_c3$+"] ["+@bingo_c4$+"] ["+@bingo_c5$+"]";
else if(.@i < 11) mes "[ ] [ ] [ ] [ ] [ ]";
- else
- {
- switch(.@i)
- {
+ else {
+ switch(.@i) {
case 11: mes "^ff0000[__]^000000 [ ] [ ] [ ] [ ]"; break;
case 12: mes "["+@bingo_c1$+"] ^ff0000[__]^000000 [ ] [ ] [ ]"; break;
case 13: mes "["+@bingo_c1$+"] ["+@bingo_c2$+"] ^ff0000[__]^000000 [ ] [ ]"; break;
@@ -983,10 +821,8 @@ function script Func_Bingo {
if(@bingoplate[20] < 10) set @bingo_d5$,"0"+@bingoplate[20]+""; else set @bingo_d5$,@bingoplate[20];
if(.@i > 20) mes "["+@bingo_d1$+"] ["+@bingo_d2$+"] ["+@bingo_d3$+"] ["+@bingo_d4$+"] ["+@bingo_d5$+"]";
else if(.@i < 16) mes "[ ] [ ] [ ] [ ] [ ]";
- else
- {
- switch(.@i)
- {
+ else {
+ switch(.@i) {
case 16: mes "^ff0000[__]^000000 [ ] [ ] [ ] [ ]"; break;
case 17: mes "["+@bingo_d1$+"] ^ff0000[__]^000000 [ ] [ ] [ ]"; break;
case 18: mes "["+@bingo_d1$+"] ["+@bingo_d2$+"] ^ff0000[__]^000000 [ ] [ ]"; break;
@@ -999,10 +835,8 @@ function script Func_Bingo {
if(@bingoplate[23] < 10) set @bingo_e3$,"0"+@bingoplate[23]+""; else set @bingo_e3$,@bingoplate[23];
if(@bingoplate[24] < 10) set @bingo_e4$,"0"+@bingoplate[24]+""; else set @bingo_e4$,@bingoplate[24];
if(.@i < 21) mes "[ ] [ ] [ ] [ ] [ ]";
- else
- {
- switch(.@i)
- {
+ else {
+ switch(.@i) {
case 21: mes "^ff0000[__]^000000 [ ] [ ] [ ] [ ]"; break;
case 22: mes "["+@bingo_e1$+"] ^ff0000[__]^000000 [ ] [ ] [ ]"; break;
case 23: mes "["+@bingo_e1$+"] ["+@bingo_e2$+"] ^ff0000[__]^000000 [ ] [ ]"; break;
@@ -1013,10 +847,8 @@ function script Func_Bingo {
next;
input .@bingoinput;
if(.@bingoinput < 1 || .@bingoinput > 25) { set @bingo_case,.@i; return 0; }
- if(.@i > 1)
- {
- for(set .@j,.@i; .@j > 0; set .@j,.@j -1)
- {
+ if(.@i > 1) {
+ for(set .@j,.@i; .@j > 0; set .@j,.@j -1) {
if(.@bingoinput == @bingoplate[.@j -1]) { set @bingo_case,.@i; return 0; }
}
}
@@ -1026,11 +858,11 @@ function script Func_Bingo {
}
function script Func_BingoResult {
-
- if(getarg(0) == 1 || getarg(0) == 21) mapannounce "que_bingo","Eukran: The "+getarg(0)+"st number is "+$bingo[getarg(0) -1]+". Please check your Bingo Plate.",4,0xFFAB54;
- else if(getarg(0) == 2 || getarg(0) == 22) mapannounce "que_bingo","Eukran: The "+getarg(0)+"nd number is "+$bingo[getarg(0) -1]+". Please check your Bingo Plate.",4,0xFFAB54;
- else if(getarg(0) == 3 || getarg(0) == 23) mapannounce "que_bingo","Eukran: The "+getarg(0)+"rd number is "+$bingo[getarg(0) -1]+". Please check your Bingo Plate.",4,0xFFAB54;
- else mapannounce "que_bingo","Eukran: The "+getarg(0)+"th number is "+$bingo[getarg(0) -1]+". Please check your Bingo Plate.",4,0xFFAB54;
+ if (getarg(0) == 1 || getarg(0) == 21) set .@str$,"st";
+ else if (getarg(0) == 2 || getarg(0) == 22) set .@str$,"nd";
+ else if (getarg(0) == 3 || getarg(0) == 23) set .@str$,"rd";
+ else set .@str$,"th";
+ mapannounce "que_bingo","Eukran: The "+getarg(0)+.@str$+" number is "+$bingo[getarg(0) -1]+". Please check your Bingo Plate.",4,0xFFAB54;
enablenpc ""+getarg(0)+"a#bingo";
enablenpc ""+getarg(0)+"b#bingo";
enablenpc ""+getarg(0)+"c#bingo";
@@ -1041,26 +873,15 @@ function script Func_BingoResult {
}
que_bingo,49,31,4 script Arcade Helper#1 47,{
-
mes "[Helper]";
mes "If you'd like to play";
mes "a game of bingo, then";
mes "please proceed this way.";
close;
}
-
-que_bingo,42,31,4 script Arcade Helper#2 66,{
-
- mes "[Helper]";
- mes "If you'd like to spectate";
- mes "a game of bingo, then";
- mes "please proceed this way.";
- close;
-
-}
+que_bingo,42,31,4 duplicate(Arcade Helper#1) Arcade Helper#2 66
que_bingo,54,17,5 script Arcade Owner 712,{
-
mes "[Arcade Owner]";
mes "Welcome to the";
mes "Bingo Game Arcade.";
@@ -1068,8 +889,7 @@ que_bingo,54,17,5 script Arcade Owner 712,{
mes "bingo? If you have any";
mes "questions, feel free to ask.";
next;
- switch( select( "Rules for Bingo:Bingo Room:Marvelous Medals" ) )
- {
+ switch(select("Rules for Bingo:Bingo Room:Marvelous Medals")) {
case 1:
mes "[Arcade Owner]";
mes "The rules for playing bingo";
@@ -1109,7 +929,6 @@ que_bingo,54,17,5 script Arcade Owner 712,{
mes "Anyway, it costs 1,000 zeny";
mes "to play each bingo game~";
close;
- break;
case 2:
mes "[Arcade Owner]";
mes "Ah, if you want to join a";
@@ -1126,7 +945,6 @@ que_bingo,54,17,5 script Arcade Owner 712,{
mes "left door as a spectator";
mes "in the Bingo Room.";
close;
- break;
case 3:
mes "[Arcade Owner]";
mes "When you win a bingo";
@@ -1149,7 +967,5 @@ que_bingo,54,17,5 script Arcade Owner 712,{
mes "them for products in the Monster^FFFFFF ^000000 Racing Arena. I hear there's also";
mes "a place in Einbroch where you can^FFFFFF ^000000 use them, but I wouldn't know.";
close;
- break;
}
-
}
diff --git a/npc/other/mail.txt b/npc/other/mail.txt
index 95f680704..5c3eadd3a 100644
--- a/npc/other/mail.txt
+++ b/npc/other/mail.txt
@@ -4,8 +4,8 @@
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.8
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Pickup and write mail from/to players in game.
//===== Additional Comments: =================================
//= 1.0 First version, place holders only. [L0ne_W0lf]
diff --git a/npc/other/marriage.txt b/npc/other/marriage.txt
index 59771c077..88dcabad7 100644
--- a/npc/other/marriage.txt
+++ b/npc/other/marriage.txt
@@ -1,22 +1,25 @@
//===== Hercules Script ======================================
//= Player Marriage
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Current Version: =====================================
+//= 1.4
+//===== Description: =========================================
+//= [Official Conversion]
//= Official Marriage script.
//= Added isloggedin() check, even though Aegis doesn't do it.
-//= Currently does not support same-sex marriages.
+//= Currently does not support same-Sex marriages.
//= Old script located in: npc/custom/marriage.txt
//= - Variable in use: wedding_sign (max 1)
-//= - Variable in use: $Wedding (max 1)
-//= - Variab;e in use: $wed_groom$ $wed_bride$
-//===== Additional Comments: =================================
+//= - Variable in use: $@wedding (max 1)
+//= - Variable in use: $@wed_groom$ $@wed_bride$
+//===== Additional Comments: =================================
//= 1.0 First version. [L0ne_W0lf]
//= 1.1 Fixed a missing ")" [L0ne_W0lf]
//= 1.2 Corrected duration of Wedding status. [L0ne_W0lf]
+//= 1.3 Changed permanent global variables to temporary ones. [Euphy]
+//= Added GM NPCs (commented).
+//= 1.4 Added GM management function. [Euphy]
//============================================================
prt_church,97,100,4 script Wedding Staff#w 71,{
@@ -179,7 +182,7 @@ prt_church,97,100,4 script Wedding Staff#w 71,{
case 3:
cutin "wedding_marry02",2;
- if (sex) {
+ if (Sex) {
mes "[Marry Happy]";
mes "So you'd like to get married?";
mes "As a groom, you need to prepare";
@@ -254,8 +257,8 @@ prt_church,97,100,4 script Wedding Staff#w 71,{
mes "back after you find it, okay?";
goto L_End;
}
- else if (sex) {
- if (zeny < 1300000) {
+ else if (Sex) {
+ if (Zeny < 1300000) {
mes "[Marry Happy]";
mes "I'm sorry, but you don't";
mes "have the 1,300,000 zeny";
@@ -275,8 +278,8 @@ prt_church,97,100,4 script Wedding Staff#w 71,{
goto L_End;
}
}
- else if (sex == 0) {
- if (zeny < 1200000) {
+ else if (Sex == 0) {
+ if (Zeny < 1200000) {
mes "[Marry Happy]";
mes "I'm sorry, but all brides";
mes "must pay the 1,200,000";
@@ -338,17 +341,17 @@ prt_church,97,100,4 script Wedding Staff#w 71,{
mes "process, both of you should";
mes "speak to the Bishop to begin";
mes "the wedding ceremony.";
- Emotion e_lv;
+ emotion e_lv;
next;
mes "[Marry Happy]";
- if (sex) {
+ if (Sex) {
mes "Since you're the groom,";
mes "you need to speak to the";
mes "Bishop first. When you're";
mes "finished, it will be your";
mes "bride's turn to speak to";
mes "Bishop Vomars.";
- set zeny,zeny-1300000;
+ set Zeny, Zeny-1300000;
delitem 7170,1; //Tuxedo
}
else {
@@ -358,7 +361,7 @@ prt_church,97,100,4 script Wedding Staff#w 71,{
mes "Vomars first. When he's";
mes "finished, it'll be your turn";
mes "to speak to Bishop Vomars.";
- set zeny,zeny-1200000;
+ set Zeny, Zeny-1200000;
delitem 2338,1; //Wedding_Dress
}
delitem 2613,1; //Diamond_Ring
@@ -382,7 +385,7 @@ prt_church,97,100,4 script Wedding Staff#w 71,{
donpcevent "Single Army#Payon::OnEnable";
donpcevent "Single Army#Amatsu::OnEnable";
donpcevent "Single Army#Gonryun::OnEnable";
- Emotion e_omg;
+ emotion e_omg;
mes "[Single Army]";
mes "^CC9933You have to refine";
mes "items on your own to";
@@ -422,7 +425,7 @@ prt_church,97,100,4 script Wedding Staff#w 71,{
emotion e_rock,0,"Single Army#Gonryun";
close2;
cutin "wedding_marry01",255;
- Emotion e_swt;
+ emotion e_swt;
donpcevent "Single Army#Prontera::OnInit";
donpcevent "Single Army#Geffen::OnInit";
donpcevent "Single Army#Morocc::OnInit";
@@ -559,13 +562,13 @@ prt_church,100,128,4 script Bishop#w 60,{
}
if (!getpartnerid()) {
- if (!$wedding) {
+ if (!$@wedding) {
if (wedding_sign == 1) {
getpartymember(getcharid(1));
set .@partymembercount,$@partymembercount;
if (.@partymembercount == 2) {
- if (sex) {
- set $wedding,1;
+ if (Sex) {
+ set $@wedding,1;
initnpctimer;
mes "[Vomars]";
mes "Young lovers, please";
@@ -583,23 +586,23 @@ prt_church,100,128,4 script Bishop#w 60,{
mes "her and protect her. Now, may";
mes "I know the name of your bride?";
next;
- input $wed_bride$;
+ input $@wed_bride$;
mes "[Vomars]";
mes "Mr. " + strcharinfo(0) + "...";
mes "Do you swear on your life";
mes "that you will forever cherish";
mes "and care for your bride,";
- mes "Miss " + $wed_bride$ + "?";
+ mes "Miss " + $@wed_bride$ + "?";
next;
select("I do.");
- set $wed_groom$,strcharinfo(0);
+ set $@wed_groom$,strcharinfo(0);
mes "[Vomars]";
mes "Now, it is time for";
mes "your bride to make";
mes "her wedding vows.";
mes "If she will come forward...";
close2;
- mapannounce "prt_church","The groom, Mr. " + strcharinfo(0) + ", has made his vows to Miss " + $wed_bride$ + "...",bc_map;
+ mapannounce "prt_church","The groom, Mr. " + strcharinfo(0) + ", has made his vows to Miss " + $@wed_bride$ + "...",bc_map;
cutin "",255;
end;
}
@@ -630,13 +633,13 @@ prt_church,100,128,4 script Bishop#w 60,{
mes "to prepare for marriage.";
goto L_End;
}
- else if ($wedding == 1) {
+ else if ($@wedding == 1) {
if (wedding_sign == 1) {
getpartymember(getcharid(1));
set .@partymembercount,$@partymembercount;
if (.@partymembercount == 2) {
- if (sex == 0) {
- if (strcharinfo(0) == $wed_bride$) {
+ if (Sex == 0) {
+ if (strcharinfo(0) == $@wed_bride$) {
mes "[Vomars]";
mes "Young lovers, please";
mes "remember this moment for";
@@ -644,11 +647,11 @@ prt_church,100,128,4 script Bishop#w 60,{
mes "and joy. May the love you share";
mes "grow with each passing day.";
next;
- mapannounce "prt_church","Let's hear what the bride, Miss "+$wed_bride$+", has to say...",bc_map;
+ mapannounce "prt_church","Let's hear what the bride, Miss "+$@wed_bride$+", has to say...",bc_map;
mes "[Vomars]";
- mes "Miss "+$wed_bride$+"...";
+ mes "Miss "+$@wed_bride$+"...";
mes "Do you swear to stay";
- mes "true to "+$wed_groom$+",";
+ mes "true to "+$@wed_groom$+",";
mes "to be by his side, no matter";
mes "what the dangers may be?";
next;
@@ -656,12 +659,12 @@ prt_church,100,128,4 script Bishop#w 60,{
cutin "wedding_bomars03",2;
mapannounce "prt_church","Next couple, please proceed...",bc_map;
mes "[Vomars]";
- mes "So "+$wed_groom$;
+ mes "So "+$@wed_groom$;
mes "isn't the one you";
mes "want to marry? Hmm.";
mes "I'm truly sorry for this";
mes "misunderstanding...";
- set $wedding,0;
+ set $@wedding,0;
close2;
stopnpctimer;
cutin "",255;
@@ -670,25 +673,25 @@ prt_church,100,128,4 script Bishop#w 60,{
mes "[Vomars]";
mes "Do you truly swear";
mes "fidelity and patience?";
- mes "Will you marry "+$wed_groom$+"?";
+ mes "Will you marry "+$@wed_groom$+"?";
next;
if (select("Yes, I do.:^FF0000No.^000000") == 1) {
- if (isloggedin(getcharid(3,$wed_groom$))) {
- if (marriage($wed_groom$)) {
+ if (isloggedin(getcharid(3,$@wed_groom$))) {
+ if (marriage($@wed_groom$)) {
//Call Wedding effect
wedding;
//Give ring to Bride, and change to wedding sprite.
sc_start SC_Wedding,3600000,1;
getitem 2635,1; //Bride_Ring
//Give ring to Groom, and change to wedding sprite.
- attachrid(getcharid(3,$wed_groom$));
+ attachrid(getcharid(3,$@wed_groom$));
sc_start SC_Wedding,3600000,1;
getitem 2634,1; //Bridegroom_Ring
detachrid;
//Switch Script progression back to Bride
- attachrid(getcharid(3,$wed_bride$));
+ attachrid(getcharid(3,$@wed_bride$));
cutin "wedding_bomars02",2;
- mapannounce "prt_church","I now pronounce you, "+$wed_groom$+" and "+$wed_bride$+", husband and wife.",bc_map;
+ mapannounce "prt_church","I now pronounce you, "+$@wed_groom$+" and "+$@wed_bride$+", husband and wife.",bc_map;
mes "[Vomars]";
mes "By the power invested";
mes "in me as Royal Bishop of";
@@ -700,10 +703,10 @@ prt_church,100,128,4 script Bishop#w 60,{
mes "[Vomars]";
mes "And lastly...";
mes "Always be happy,";
- mes "dear "+$wed_bride$+"...";
- set $wed_groom$,"";
- set $wed_bride$,"";
- set $wedding,0;
+ mes "dear "+$@wed_bride$+"...";
+ set $@wed_groom$,"";
+ set $@wed_bride$,"";
+ set $@wedding,0;
close2;
stopnpctimer;
cutin "",255;
@@ -722,7 +725,7 @@ prt_church,100,128,4 script Bishop#w 60,{
}
else {
cutin "wedding_bomars03",2;
- mapannounce "prt_church","Alas! "+$wed_bride$+" has rejected "+$wed_groom$+"'s marriage proposal!",bc_map;
+ mapannounce "prt_church","Alas! "+$@wed_bride$+" has rejected "+$@wed_groom$+"'s marriage proposal!",bc_map;
mes "[Vomars]";
mes "Hm. It seems that";
mes "you've changed your";
@@ -731,9 +734,9 @@ prt_church,100,128,4 script Bishop#w 60,{
mes "must do what your heart";
mes "tells you is right. Now, run!";
}
- set $wed_groom$,"";
- set $wed_bride$,"";
- set $wedding,0;
+ set $@wed_groom$,"";
+ set $@wed_bride$,"";
+ set $@wedding,0;
close2;
stopnpctimer;
cutin "",255;
@@ -745,7 +748,7 @@ prt_church,100,128,4 script Bishop#w 60,{
}
callsub S_Busy;
}
- if (strcharinfo(0) == $wed_bride$) {
+ if (strcharinfo(0) == $@wed_bride$) {
mes "[Vomars]";
mes "Hm? It appears that";
mes "Happy Marry still hasn't";
@@ -773,11 +776,11 @@ L_End:
end;
S_Busy:
- if ($wed_groom$ != "" && $wed_bride$ != "") {
+ if ($@wed_groom$ != "" && $@wed_bride$ != "") {
mes "[Vomars]";
mes "The wedding of";
- mes "Miss "+ $wed_bride$ +" and";
- mes "Mister "+ $wed_groom$;
+ mes "Miss "+ $@wed_bride$ +" and";
+ mes "Mister "+ $@wed_groom$;
mes "is currently in progress.";
mes "Please keep your voice down.";
goto L_End;
@@ -789,25 +792,169 @@ S_Busy:
mes "turn. Thanks for understanding... ^FFFFFF ^000000";
goto L_End;
-OnInit:
- set $wedding,0;
- end;
-
OnStop:
stopnpctimer;
end;
OnReset:
- set $wed_groom$,"";
- set $wed_bride$,"";
- set $wedding,0;
+ set $@wed_groom$,"";
+ set $@wed_bride$,"";
+ set $@wedding,0;
end;
OnTimer180000:
mapannounce "prt_church","You've responded too slowly... Next couple, please proceed.",bc_map;
- set $wed_groom$,"";
- set $wed_bride$,"";
- set $wedding,0;
+ donpcevent "Bishop#w::OnReset";
stopnpctimer;
end;
}
+
+prt_church,28,178,4 script The King of Midgart 108,{
+ callfunc "F_GM_NPC";
+ mes "[Vomars]";
+ mes "Wh-who are you?";
+ mes "You must know the";
+ mes "password to invoke";
+ mes "my awesome powers.";
+ next;
+ if (callfunc("F_GM_NPC",1854,0) < 1) {
+ mes "[Vomars]";
+ mes "This is";
+ mes "no place for";
+ mes "fooling around.";
+ close2;
+ warp "prt_church",101,102;
+ end;
+ }
+ mes "[Wedding Switch]";
+ mes "Is there a problem with";
+ mes "the wedding ceremony?";
+ mes "I can reset the Bishop";
+ mes "Vomars NPC if you like.";
+ next;
+ switch(select("No, thanks:RESET")) {
+ case 1:
+ mes "[Wedding Switch]";
+ mes "Alright, then.";
+ mes "However, if the";
+ mes "Bishop Vomars";
+ mes "NPC is stuck, it may";
+ mes "be best to reset it.";
+ close;
+ case 2:
+ donpcevent "Bishop#w::OnStop";
+ donpcevent "Bishop#w::OnReset";
+ mapannounce "prt_church","You've responded too slowly... Next couple, please proceed.",bc_map;
+ mes "[Wedding Switch]";
+ mes "The Bishop Vomars NPC";
+ mes "has now been reactivated.";
+ mes "It should now be possible";
+ mes "to proceed with weddings.";
+ close;
+ }
+}
+
+prt_church,20,179,4 script Divorce Staff 71,{
+ callfunc "F_GM_NPC";
+ mes "[Bad Ending]";
+ mes "Uh oh...";
+ mes "You know I can't";
+ mes "do anything for you.";
+ next;
+ if (callfunc("F_GM_NPC",1854,0) < 1) {
+ mes "[Bad Ending]";
+ mes "Hmm...";
+ mes "You really";
+ mes "shouldn't be";
+ mes "in this place...";
+ close;
+ }
+ mes "[Bad Ending]";
+ mes "Great, you know the";
+ mes "password! Now, did you";
+ mes "want me to remove the";
+ mes "Wedding Ring in your";
+ mes "inventory?";
+ next;
+ switch(select("Drop 1 Wedding Ring.:Keep it.")) {
+ case 1:
+ set .@ring, (Sex)?2634:2635; //Bridegroom_Ring, Bride_Ring
+ if (countitem(.@ring)) {
+ delitem .@ring,1;
+ mes "[Bad Ending]";
+ mes "It's done!";
+ } else {
+ mes "[Bad Ending]";
+ mes "I couldn't find";
+ mes "the Wedding Ring...";
+ mes "Please make sure";
+ mes "that it's not equipped.";
+ }
+ close;
+ case 2:
+ mes "[Bad Ending]";
+ mes "You sure you want";
+ mes "to keep that ring?";
+ mes "Alright, but if it becomes";
+ mes "a problem, you come to me.";
+ close;
+ }
+}
+
+prt_church,22,179,4 script Remarry Staff 71,{
+ callfunc "F_GM_NPC";
+ mes "[Wedding Again]";
+ mes "Hmm...?";
+ mes "What exactly are";
+ mes "you doing here?";
+ next;
+ if (callfunc("F_GM_NPC",1854,0) < 1) {
+ mes "[Wedding Again]";
+ mes "Ahk!";
+ mes "An adventurer";
+ mes "like you shouldn't";
+ mes "be in this place!";
+ close;
+ }
+ if (getpartnerid()) {
+ mes "[Wedding Again]";
+ mes "Hmm...";
+ mes "I can only create";
+ mes "a Wedding Ring if the";
+ mes "character is married.";
+ close;
+ }
+ mes "[Wedding Again]";
+ mes "Ah, I see that you";
+ mes "know the password.";
+ mes "Alright, if you somehow";
+ mes "lost your Wedding Ring,";
+ mes "I can make you a new one.";
+ next;
+ switch(select("Make new Wedding Ring.:Cancel.")) {
+ case 1:
+ set .@ring, (Sex)?2634:2635; //Bridegroom_Ring, Bride_Ring
+ if (countitem(.@ring) || isequipped(.@ring)) {
+ mes "[Wedding Again]";
+ mes "Wait, wait...";
+ mes "You're wearing your";
+ mes "Wedding Ring. I better";
+ mes "not make you another since";
+ mes "you don't need more than one.";
+ } else {
+ getitem .@ring,1;
+ mes "[Wedding Again]";
+ mes "Here you go~";
+ mes "It's your brand";
+ mes "new Wedding Ring!";
+ }
+ close;
+ case 2:
+ mes "[Wedding Again]";
+ mes "Alright. If you ever";
+ mes "lose your Wedding Ring,";
+ mes "come to me if you happen";
+ mes "to need a new one, okay?";
+ close;
+ }
+}
diff --git a/npc/other/mercenary_rent.txt b/npc/other/mercenary_rent.txt
index 28221ad34..418e7e8b0 100644
--- a/npc/other/mercenary_rent.txt
+++ b/npc/other/mercenary_rent.txt
@@ -1,29 +1,29 @@
//===== Hercules Script ======================================
//= Mercenary related NPCs
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.4
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Sells Lancer, Sword, and Archer mercenaries,
//= along with related mercenary items.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version. [L0ne_W0lf]
//= 1.1 Optimization. [Zephyrus]
//= 1.2 Removed redundent input. [L0ne_W0lf]
//= 1.3 Duplicates now spawned from floating NPCs. [L0ne_W0lf]
//= 1.4 Optimized and fixed wrong item id. [Joseph]
-//============================================================
+//============================================================
- script Mercenary Manager#main -1,{
setarray .@name$, "Spear", "Sword", "Bow";
setarray .@faith$, "SPEAR_MERC_GUILD", "SWORD_MERC_GUILD", "ARCH_MERC_GUILD";
setarray .@item, 12182, 12172, 12162;
- set .@faith_lancer, mercenary_get_faith(getd(.@faith$[.@type]));
set .@npc$, strnpcinfo(2);
for (set .@size, getarraysize(.@name$); .@i < .@size; set .@i, .@i + 1)
if (.@npc$ == .@name$[.@i]) set .@type, .@i;
+ set .@faith_merc, mercenary_get_faith(getd(.@faith$[.@type]));
mes "[Mercenary Manager]";
mes "Welcome to the";
mes .@npc$ + " Mercenary Guild.";
@@ -62,7 +62,7 @@
mes "free to come back if your";
mes "needs change. Thank you~";
}
- else if(.@FaithCost && .@faith_lancer < .@FaithCost) {
+ else if(.@FaithCost && .@faith_merc < .@FaithCost) {
mes "[Mercenary Manager]";
mes "Oh... Your Loyalty rating";
mes "with the " + .@npc$ + " Mercenary";
@@ -176,7 +176,7 @@
mes "Mercenary. Have you considered";
mes "hiring a lower grade Mercenary?";
}
- else if (.@faith_lancer < 500) {
+ else if (.@faith_merc < 500) {
mes "[Mercenary Manager]";
mes "I'm sorry, but your";
mes "Loyalty rating is too";
diff --git a/npc/other/monster_museum.txt b/npc/other/monster_museum.txt
index d1202b33d..ff18c4e30 100644
--- a/npc/other/monster_museum.txt
+++ b/npc/other/monster_museum.txt
@@ -1,15 +1,15 @@
//===== Hercules Script ======================================
//= Juno Monster Museum
-//===== By: ==================================================
+//===== By: ==================================================
//= Muad_Dib (The Prometheus Project)
//= L0ne_W0lf
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.4
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Juno Monster Museum - Non Player Character Locations
//= - Information about various monsters
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
// 07/06/05 : Added 1st Version. [Muad_Dib]
//= Adapted to rAthena Scripting Language by [Lance]
//= 1.1a Fixed typos [Haplo]
@@ -18,7 +18,7 @@
// -Thanks to Dr.Evil
//= 1.4 Corrected a few typos. (bugreport:1077) [L0ne_W0lf]
//= 1.4a "S_BonusREward" -> "S_BonusReward" [Paradox924X]
-//============================================================
+//============================================================
yuno_in03,32,15,3 script Museum Guide 67,{
mes "[Cenia]";
diff --git a/npc/other/monster_race.txt b/npc/other/monster_race.txt
index 273df9345..f52391d19 100644
--- a/npc/other/monster_race.txt
+++ b/npc/other/monster_race.txt
@@ -3,13 +3,12 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.8
+//= 2.0
//===== Description: =========================================
//= [Official Conversion]
//= - Hugel Monster Races (Single and Double)
//= - Prize Medal Exchanging, and Monster Track NPCs.
//= - Contains both euRO and iRO dialog.
-//= - There are no permenent variables.
//===== Additional Comments: =================================
//= 1.0 First version. Please report bugs. [L0ne_W0lf]
//= 1.1 Corrected a minor typo. [L0ne_W0lf]
@@ -20,10 +19,12 @@
//= 1.6 Updated experience rewards. [L0ne_W0lf]
//= 1.7 Optimization, -4000 lines (more can still be done). [Euphy]
//= 1.8 Optimized.
-//= Fixed Medal Distributor (Dual Race) disappears accordingly. [Joseph]
+//= Fixed Medal Distributor (Dual Race) disappears accordingly. [Joseph]
+//= 1.9 Updated RE/Pre-RE EXP. [Euphy]
+//= 2.0 Added GM management NPC. [Euphy]
//============================================================
-// Monstrer Race - Single Monster Race
+// Monster Race - Single Monster Race
//============================================================
hugel,51,61,0 script #race_timer1-1 -1,{
OnInit:
@@ -656,7 +657,7 @@ hugel,58,72,6 script Eckar Ellebird#single 798,{
mes "that you enjoy the race~";
mes "Let me guide you inside";
mes "the Monster Race Arena now.";
- set zeny,zeny-2000;
+ set Zeny, Zeny-2000;
set monster_race_1,0;
close2;
warp "p_track01",75,41;
@@ -677,7 +678,7 @@ hugel,58,72,6 script Eckar Ellebird#single 798,{
mes "you enjoy this race.";
mes "Let me guide you now";
mes "to the Monster Race Arena.";
- set zeny,zeny-2000;
+ set Zeny, Zeny-2000;
set monster_race_1,0;
close2;
warp "p_track01",75,41;
@@ -714,7 +715,7 @@ hugel,58,72,6 script Eckar Ellebird#single 798,{
mes "Thank you~";
mes "I hope you enjoy";
mes "watching this race!";
- set zeny,zeny-500;
+ set Zeny, Zeny-500;
set monster_race_1,0;
close2;
warp "p_track01",75,41;
@@ -733,7 +734,13 @@ hugel,58,72,6 script Eckar Ellebird#single 798,{
mes "which the winners can claim";
mes "their Prize Medals. The gate";
mes "will open soon, so please wait.";
- close;
+ close;
+OnEnable:
+ enablenpc "Eckar Ellebird#single";
+ end;
+OnDisable:
+ disablenpc "Eckar Ellebird#single";
+ end;
}
p_track01,39,49,3 script Game Guide#single 845,{
@@ -993,7 +1000,7 @@ p_track01,55,28,0 duplicate(Tire_1) Tire6#4 -1,0,0
p_track01,51,28,0 duplicate(Tire_1) Tire6#5 -1,0,0
p_track01,47,28,0 duplicate(Tire_1) Tire6#6 -1,0,0
-// Monstrer Race - Dual Monster Race
+// Monster Race - Dual Monster Race
//============================================================
hugel,47,56,0 script #race_timer2-1 -1,{
OnEnable:
@@ -1274,7 +1281,7 @@ hugel,62,69,1 script Eckar Erenes#double 798,{
mes "that you enjoy the race~";
mes "Let me guide you inside";
mes "the Monster Race Arena now.";
- set zeny,zeny-2000;
+ set Zeny, Zeny-2000;
set monster_race_2_1,0;
set monster_race_2_2,0;
close2;
@@ -1297,7 +1304,7 @@ hugel,62,69,1 script Eckar Erenes#double 798,{
mes "you enjoy this race.";
mes "Let me guide you now";
mes "to the Monster Race Arena.";
- set zeny,zeny-2000;
+ set Zeny, Zeny-2000;
set monster_race_2_1,0;
set monster_race_2_2,0;
close2;
@@ -1335,7 +1342,7 @@ hugel,62,69,1 script Eckar Erenes#double 798,{
mes "Thank you~";
mes "I hope you enjoy";
mes "watching this race!";
- set zeny,zeny-500;
+ set Zeny, Zeny-500;
set monster_race_2_1,0;
set monster_race_2_2,0;
close2;
@@ -1346,7 +1353,7 @@ hugel,62,69,1 script Eckar Erenes#double 798,{
mes "I'm sorry, but you don't";
mes "have enough money to pay";
mes "the 500 zeny spectator fee.";
- close;
+ close;
}
mes "[Eckar Erenes]";
mes "I'm sorry, but a monster";
@@ -1356,6 +1363,12 @@ hugel,62,69,1 script Eckar Erenes#double 798,{
mes "their Prize Medals. The gate";
mes "will open soon, so please wait.";
close;
+OnEnable:
+ enablenpc "Eckar Erenes#double";
+ end;
+OnDisable:
+ disablenpc "Eckar Erenes#double";
+ end;
}
p_track02,73,22,1 script Ticket Helper#2 899,{
@@ -1412,12 +1425,12 @@ p_track02,73,22,1 script Ticket Helper#2 899,{
set .@m, 0;
set .@m, select (.@m$);
switch (.@m) {
- Case 1: setarray .@w$, "a friendly","Poring type monster"; break;
- Case 2: setarray .@w$, "an adorable","Lunatic type monster"; break;
- Case 3: setarray .@w$, "a darling","Savage Babe monster"; break;
- Case 4: setarray .@w$, "a gentle baby","Desert Wolf monster"; break;
- Case 5: setarray .@w$, "a small, yet","demonic, Deviruchi"; break;
- Case 6: setarray .@w$, "a naughty","Baphomet Jr. monster"; break;
+ case 1: setarray .@w$, "a friendly","Poring type monster"; break;
+ case 2: setarray .@w$, "an adorable","Lunatic type monster"; break;
+ case 3: setarray .@w$, "a darling","Savage Babe monster"; break;
+ case 4: setarray .@w$, "a gentle baby","Desert Wolf monster"; break;
+ case 5: setarray .@w$, "a small, yet","demonic, Deviruchi"; break;
+ case 6: setarray .@w$, "a naughty","Baphomet Jr. monster"; break;
}
mes "[Ticket Helper]";
mes "You've chosen";
@@ -1717,12 +1730,12 @@ p_track02,67,45,5 script Medal Distributor#medal 845,{
mes "wager on the monster races!";
close;
} else if (monster_race_2_1 == 7 && monster_race_2_2 == 7) {
- mes "[Medal Distributor]";
- mes "Thanks for visiting the";
- mes "Monster Race Arena, and";
- mes "I hope you enjoy your time";
- mes "here. I'll see you next time~";
- close;
+ mes "[Medal Distributor]";
+ mes "Thanks for visiting the";
+ mes "Monster Race Arena, and";
+ mes "I hope you enjoy your time";
+ mes "here. I'll see you next time~";
+ close;
} else if (monster_race_2_1 != $@mon_race_2_1 || monster_race_2_2 != $@mon_race_2_2) {
mes "[Medal Distributor]";
mes "You may not have wagered";
@@ -2265,11 +2278,11 @@ ein_in01,85,208,5 script Ei'felle#repay01 854,{
next;
switch (select("Glittering Jacket:Fire Property Armor:Earth Property Armor:Wind Property Armor:Water Property Armor:Cancel")) {
case 1: callsub S_BonusReward,500,2319; end;
- case 2: callsub S_BonusReward,1000,2345; end;
+ case 2: callsub S_BonusReward,1000,2345; end;
case 3: callsub S_BonusReward,1000,2351; end;
- case 4: callsub S_BonusReward,1000,2349; end;
- case 5: callsub S_BonusReward,1000,2347; end;
- case 6: close;
+ case 4: callsub S_BonusReward,1000,2349; end;
+ case 5: callsub S_BonusReward,1000,2347; end;
+ case 6: close;
}
}
setarray .@m$, "Dagger","One Handed Sword","Two Handed Sword","Axe","Mace","Bow","Staff","Book","Spear","Katar","Knuckle","Whip","Musical Instrument";
@@ -2281,54 +2294,54 @@ ein_in01,85,208,5 script Ei'felle#repay01 854,{
mes "that you want me to create.";
next;
switch (.@m) {
- Case 0:
+ case 0:
setarray .@mw$, "Ginnungagap:Grimtooth:Dragon Killer:Mail Breaker:Bazerald:Sword Breaker:Ice Pick:Sucsamad:Kitchen Knife:Azoth:Exorciser:Assassin Dagger:Moonlight Dagger:Weeder Knife:Cursed Dagger:Dagger of Counter:Combat Knife:Fortune Sword";
setarray .@mw, 13002,1237,13001,1225,1231,1224,1230,1236,1229,1235,1233,1232,1234,1227,1241,1242,1228,1223;
break;
- Case 1:
+ case 1:
setarray .@mw$, "Nagan:Immaterial Sword:Mysteltainn:Byeollungum:Star Dust Blade:Caesar's Sword:Ice Falchion:Excalibur:Edge:Cutlus:Solar Sword:Tirfing:Fireblend";
setarray .@mw, 1130,1141,1138,1140,1148,1134,1131,1137,1132,1135,1136,1139,1133;
break;
- Case 2:
+ case 2:
setarray .@mw$, "Dragon Slayer:Masamune:Muramasa:Schweizersabel:Executioner:Zweihander:Katzbalger";
setarray .@mw, 1166,1165,1164,1167,1169,1168,1170;
break;
- Case 3:
+ case 3:
setarray .@mw$, "Great Axe:Guillotine:Light Epsilon:Bloody Axe:Sabbath:Slaughter:Cleaver:Tomahawk";
setarray .@mw, 1364,1369,1366,1363,1365,1367,1305,1368;
break;
- Case 4:
+ case 4:
setarray .@mw$, "Golden Mace:Grand Cross:Long Mace:Spike:Slash:Quadrille";
setarray .@mw, 1524,1528,1525,1523,1526,1527;
break;
- Case 5:
+ case 5:
setarray .@mw$, "Roguemaster's Bow:Dragon Wing:Rudra's Bow:Ballista";
setarray .@mw, 1719,1724,1720,1722;
break;
- Case 6:
+ case 6:
setarray .@mw$, "Wing Staff:Wizardry Staff";
setarray .@mw, 1616,1473;
- Case 7:
+ case 7:
setarray .@mw$, "Legacy of Dragon:Book of the Apocalypse:Girl's Diary:Hardcover Book";
setarray .@mw, 1559,1557,1558,1561;
break;
- Case 8:
+ case 8:
setarray .@mw$, "Gae Bolg:Gelerdria:Gungnir:Skewer:Longinus's Spear:Brionac:Bill Guisarme:Zephyrus:Crescent Scythe:Tjungkuletti:Hellfire";
setarray .@mw, 1474,1414,1413,1415,1469,1470,1467,1468,1466,1416,1471;
break;
- Case 9:
+ case 9:
setarray .@mw$, "Infiltrator:Bloody Roar:Unholy Touch";
setarray .@mw, 1261,1265,1263;
break;
- Case 10:
+ case 10:
setarray .@mw$, "Hatii Claw:Berserk:Kaiser Knuckle";
setarray .@mw, 1815,1814,1813;
break;
- Case 11:
+ case 11:
setarray .@mw$, "Lariat:Rapture Rose:Blade Whip:Chemeti:Queen's Whip";
setarray .@mw, 1962,1963,1969,1964,1970;
break;
- Case 12:
+ case 12:
setarray .@mw$, "Oriental Lute:Electric Guitar";
setarray .@mw, 1918,1913;
break;
@@ -2383,18 +2396,41 @@ S_Reward:
mes "Now do you see the";
mes "power of hope?";
delitem 7515,1; //Marvelous_Medal
- if (BaseLevel < 21) getexp 200,0;
- else if ((BaseLevel > 20) && (BaseLevel < 31)) getexp 300,0;
- else if ((BaseLevel > 30) && (BaseLevel < 41)) getexp 1000,0;
- else if ((BaseLevel > 40) && (BaseLevel < 51)) getexp 1800,0;
- else if ((BaseLevel > 50) && (BaseLevel < 61)) getexp 2500,0;
- else if ((BaseLevel > 60) && (BaseLevel < 71)) getexp 4700,0;
- else if ((BaseLevel > 70) && (BaseLevel < 81)) getexp 5500,0;
- else if ((BaseLevel > 80) && (BaseLevel < 96)) getexp 7000,0;
- else if ((BaseLevel > 95) && (BaseLevel < 111)) getexp 8800,0;
- else if ((BaseLevel > 110) && (BaseLevel < 126)) getexp 10900,0;
- else if ((BaseLevel > 125) && (BaseLevel < 141)) getexp 13300,0;
- else getexp 16000,0;
+ if (checkre(3)) {
+ if (BaseLevel < 21) getexp 110,0;
+ else if ((BaseLevel > 20) && (BaseLevel < 31)) getexp 280,0;
+ else if ((BaseLevel > 30) && (BaseLevel < 41)) getexp 1000,0;
+ else if ((BaseLevel > 40) && (BaseLevel < 51)) getexp 1200,0;
+ else if ((BaseLevel > 50) && (BaseLevel < 61)) getexp 1500,0;
+ else if ((BaseLevel > 60) && (BaseLevel < 71)) getexp 2800,0;
+ else if ((BaseLevel > 70) && (BaseLevel < 81)) getexp 4500,0;
+ else getexp 8500,0;
+
+ /* iRO EXP Table:
+ if (BaseLevel < 21) getexp 200,0;
+ else if ((BaseLevel > 20) && (BaseLevel < 31)) getexp 300,0;
+ else if ((BaseLevel > 30) && (BaseLevel < 41)) getexp 1000,0;
+ else if ((BaseLevel > 40) && (BaseLevel < 51)) getexp 1800,0;
+ else if ((BaseLevel > 50) && (BaseLevel < 61)) getexp 2500,0;
+ else if ((BaseLevel > 60) && (BaseLevel < 71)) getexp 4700,0;
+ else if ((BaseLevel > 70) && (BaseLevel < 81)) getexp 5500,0;
+ else if ((BaseLevel > 80) && (BaseLevel < 96)) getexp 7000,0;
+ else if ((BaseLevel > 95) && (BaseLevel < 111)) getexp 8800,0;
+ else if ((BaseLevel > 110) && (BaseLevel < 126)) getexp 10900,0;
+ else if ((BaseLevel > 125) && (BaseLevel < 141)) getexp 13300,0;
+ else getexp 16000,0;
+ */
+
+ } else {
+ if (BaseLevel < 21) getexp 150,0;
+ else if ((BaseLevel > 20) && (BaseLevel < 31)) getexp 300,0;
+ else if ((BaseLevel > 30) && (BaseLevel < 41)) getexp 2000,0;
+ else if ((BaseLevel > 40) && (BaseLevel < 51)) getexp 8000,0;
+ else if ((BaseLevel > 50) && (BaseLevel < 61)) getexp 25000,0;
+ else if ((BaseLevel > 60) && (BaseLevel < 71)) getexp 47000,0;
+ else if ((BaseLevel > 70) && (BaseLevel < 81)) getexp 55000,0;
+ else getexp 65000,0;
+ }
close;
case 2:
mes "[Ei'felle]";
@@ -2422,18 +2458,87 @@ S_Reward:
mes "whatever you feed it.";
mes "Placebos and psychosomatic symptoms-- it all ties together.";
delitem 7515,1; //Marvelous_Medal
- if (BaseLevel < 21) getexp 0,150;
- else if ((BaseLevel > 20) && (BaseLevel < 31)) getexp 0,200;
- else if ((BaseLevel > 30) && (BaseLevel < 41)) getexp 0,750;
- else if ((BaseLevel > 40) && (BaseLevel < 51)) getexp 0,1800;
- else if ((BaseLevel > 50) && (BaseLevel < 61)) getexp 0,2500;
- else if ((BaseLevel > 60) && (BaseLevel < 71)) getexp 0,3525;
- else if ((BaseLevel > 70) && (BaseLevel < 81)) getexp 0,4125;
- else if ((BaseLevel > 80) && (BaseLevel < 96)) getexp 0,5250;
- else if ((BaseLevel > 95) && (BaseLevel < 111)) getexp 0,6600;
- else if ((BaseLevel > 110) && (BaseLevel < 126)) getexp 0,8175;
- else if ((BaseLevel > 125) && (BaseLevel < 141)) getexp 0,9975;
- else getexp 0,12000;
+ if (checkre(3)) {
+ if (Class == Job_Novice) {
+ getexp 0,15;
+ } else if (Class == Job_Novice_High) {
+ getexp 0,25;
+ } else if ((Class >= Job_Swordman && Class <= Job_Thief) || Class == Job_Taekwon) {
+ if (JobLevel < 11) getexp 0,25;
+ else if ((JobLevel > 10) && (JobLevel < 21)) getexp 0,200;
+ else if ((JobLevel > 20) && (JobLevel < 31)) getexp 0,300;
+ else if ((JobLevel > 30) && (JobLevel < 41)) getexp 0,950;
+ else getexp 0,1800;
+ } else if ((Class >= Job_Knight && Class <= Job_Crusader2) || (Class >= Job_Swordman_High && Class <= Job_Thief_High)) {
+ if (JobLevel < 11) getexp 0,40;
+ else if ((JobLevel > 10) && (JobLevel < 21)) getexp 0,300;
+ else if ((JobLevel > 20) && (JobLevel < 31)) getexp 0,550;
+ else if ((JobLevel > 30) && (JobLevel < 41)) getexp 0,1080;
+ else getexp 0,2150;
+ } else {
+ if (JobLevel < 11) getexp 0,55;
+ else if ((JobLevel > 10) && (JobLevel < 21)) getexp 0,330;
+ else if ((JobLevel > 20) && (JobLevel < 31)) getexp 0,600;
+ else if ((JobLevel > 30) && (JobLevel < 41)) getexp 0,1200;
+ else if ((JobLevel > 40) && (JobLevel < 51)) getexp 0,1750;
+ else getexp 0,2950;
+ }
+
+ /* iRO JEXP Table:
+ if (BaseLevel < 21) getexp 0,150;
+ else if ((BaseLevel > 20) && (BaseLevel < 31)) getexp 0,200;
+ else if ((BaseLevel > 30) && (BaseLevel < 41)) getexp 0,750;
+ else if ((BaseLevel > 40) && (BaseLevel < 51)) getexp 0,1800;
+ else if ((BaseLevel > 50) && (BaseLevel < 61)) getexp 0,2500;
+ else if ((BaseLevel > 60) && (BaseLevel < 71)) getexp 0,3525;
+ else if ((BaseLevel > 70) && (BaseLevel < 81)) getexp 0,4125;
+ else if ((BaseLevel > 80) && (BaseLevel < 96)) getexp 0,5250;
+ else if ((BaseLevel > 95) && (BaseLevel < 111)) getexp 0,6600;
+ else if ((BaseLevel > 110) && (BaseLevel < 126)) getexp 0,8175;
+ else if ((BaseLevel > 125) && (BaseLevel < 141)) getexp 0,9975;
+ else getexp 0,12000;
+ */
+
+ } else {
+ if (Class == Job_Novice) {
+ getexp 0,30;
+ } else if ((Class >= Job_Swordman && Class <= Job_Thief) || Class == Job_Taekwon) {
+ if (JobLevel < 11) getexp 0,50;
+ else if ((JobLevel > 10) && (JobLevel < 21)) getexp 0,250;
+ else if ((JobLevel > 20) && (JobLevel < 31)) getexp 0,1500;
+ else if ((JobLevel > 30) && (JobLevel < 41)) getexp 0,7000;
+ else getexp 0,20000;
+ } else if (Class >= Job_Knight && Class <= Job_Crusader2) {
+ if (JobLevel < 11) getexp 0,80;
+ else if ((JobLevel > 10) && (JobLevel < 21)) getexp 0,2000;
+ else if ((JobLevel > 20) && (JobLevel < 31)) getexp 0,10000;
+ else if ((JobLevel > 30) && (JobLevel < 41)) getexp 0,25000;
+ else getexp 0,38000;
+ } else if (Class == Job_Novice_High) {
+ getexp 0,40;
+ } else if (Class >= Job_Swordman_High && Class <= Job_Thief_High) {
+ if (JobLevel < 11) getexp 0,65;
+ else if ((JobLevel > 10) && (JobLevel < 21)) getexp 0,300;
+ else if ((JobLevel > 20) && (JobLevel < 31)) getexp 0,2500;
+ else if ((JobLevel > 30) && (JobLevel < 41)) getexp 0,10000;
+ else getexp 0,25000;
+ } else if (Class >= Job_Lord_Knight && Class <= Job_Paladin_2) {
+ if (JobLevel < 11) getexp 0,150;
+ else if ((JobLevel > 10) && (JobLevel < 21)) getexp 0,2200;
+ else if ((JobLevel > 20) && (JobLevel < 31)) getexp 0,13000;
+ else if ((JobLevel > 30) && (JobLevel < 41)) getexp 0,27000;
+ else if ((JobLevel > 40) && (JobLevel < 51)) getexp 0,38000;
+ else getexp 0,40000;
+ } else {
+ if (JobLevel < 11) getexp 0,50;
+ else if ((JobLevel > 10) && (JobLevel < 21)) getexp 0,250;
+ else if ((JobLevel > 20) && (JobLevel < 31)) getexp 0,1500;
+ else if ((JobLevel > 30) && (JobLevel < 41)) getexp 0,7000;
+ else if ((JobLevel > 40) && (JobLevel < 51)) getexp 0,20000;
+ else if ((JobLevel > 50) && (JobLevel < 61)) getexp 0,30000;
+ else getexp 0,38000;
+ }
+ }
close;
case 3:
mes "[Ei'felle]";
@@ -2504,7 +2609,7 @@ S_Reward:
mes "enter a number from 1 to 100.";
mes "If you want to give me more";
mes "medals, then perhaps you";
- mes "should just give them all to me~ ^FFFFFF ^000000";
+ mes "should just give them all to me~";
next;
} else break;
}
@@ -2538,9 +2643,6 @@ S_Reward:
mes "come back as soon as you can.";
close;
}
- delitem 7515,1; //Marvelous_Medal
- set ein_medal01,1;
- close;
case 4:
mes "[Ei'felle]";
mes "Well, I've been able to";
@@ -2702,35 +2804,35 @@ hugel,71,83,4 script Wayne 900,{
set .@m$, .@m$ + .@pm[.@i] + " Prize medal:";
set .@m, select (.@m$) - 1;
switch (.@m) {
- Case 0:
+ case 0:
setarray .@mr$, "2 Hinale Leaflets:2 Aloe Leaflets:1 Mastela Fruit:5 Witch Starsands:4 Condensed Red Potions";
setarray .@mr, 520,2,521,2,522,1,1061,5,545,4;
break;
- Case 1:
+ case 1:
setarray .@mr$, "1 Royal Jelly:6 Holy Waters";
setarray .@mr, 526,1,523,6;
break;
- Case 2:
+ case 2:
setarray .@mr$, "1 Cookie Bag:1 First Aid Kit";
setarray .@mr, 12130,1,12110,1;
break;
- Case 3:
+ case 3:
set .@mr$, "1 Gift Box";
setarray .@mr, 644,1;
break;
- Case 4:
+ case 4:
set .@mr$, "1 Old Blue Box";
setarray .@mr, 603,1;
break;
- Case 5:
+ case 5:
set .@mr$, "1 Taming Gift Set";
setarray .@mr, 12105,1;
break;
- Case 6:
+ case 6:
set .@mr$, "1 Old Purple Box";
setarray .@mr, 617,1;
break;
- Case 7:
+ case 7:
set .@mr$, "1 Poring Box";
setarray .@mr, 12109,1;
break;
@@ -2764,7 +2866,7 @@ hugel,71,83,4 script Wayne 900,{
}
}
-// Monstrer Race Affiliated NPCs
+// Monster Race Affiliated NPCs
//============================================================
airplane,246,47,1 script Eocatt#decoy01 878,{
mes "[Eocatt]";
@@ -2963,3 +3065,54 @@ p_track01,45,42,3 script Absent Minded Man#single 881,{
mes "right? What's going on?!";
close;
}
+
+hugel,5,5,3 script Monster Race Manager 868,{
+ callfunc "F_GM_NPC";
+ mes "[Monster Race Manager]";
+ mes "I can activate and";
+ mes "deactivate the Arena";
+ mes "Entry NPCs for the Single";
+ mes "and Dual Monster Races.";
+ next;
+ set .@select, select("Single Race Entry - ON:Dual Race Entry - ON:Single Race Entry - OFF:Dual Race Entry - OFF");
+ mes "[Monster Race Manager]";
+ mes "Please enter";
+ mes "the password.";
+ next;
+ set .@i, callfunc("F_GM_NPC",1854,0,0,2000);
+ if (.@i == -2) {
+ mes "[Monster Race Manager]";
+ mes "Error.";
+ close;
+ } else if (.@i == -1) {
+ mes "[Monster Race Manager]";
+ mes "Incorrect password.";
+ close;
+ } else if (.@i == 0) {
+ close;
+ } else {
+ mes "[Monster Race Manager]";
+ switch(.@select) {
+ case 1:
+ mes "The Single Monster";
+ mes "Race Entry NPC is ON.";
+ donpcevent "Eckar Ellebird#single::OnEnable";
+ close;
+ case 2:
+ mes "The Dual Monster";
+ mes "Race Entry NPC is ON.";
+ donpcevent "Eckar Erenes#double::OnEnable";
+ close;
+ case 3:
+ mes "The Single Monster";
+ mes "Race Entry NPC is OFF.";
+ donpcevent "Eckar Ellebird#single::OnDisable";
+ close;
+ case 4:
+ mes "The Dual Monster";
+ mes "Race Entry NPC is OFF.";
+ donpcevent "Eckar Erenes#double::OnDisable";
+ close;
+ }
+ }
+}
diff --git a/npc/other/msg_boards.txt b/npc/other/msg_boards.txt
index eef063dff..d4e3e7e32 100644
--- a/npc/other/msg_boards.txt
+++ b/npc/other/msg_boards.txt
@@ -1,11 +1,11 @@
//===== Hercules Script ======================================
//= Misc. Message Boards
-//===== By: ==================================================
+//===== By: ==================================================
//= kobra_k88
//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.6
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.7
+//===== Description: =========================================
//= Misc. Message Boards for:
//= - Prontera
//= - Morroc
@@ -13,7 +13,7 @@
//= - Al De Baran
//= - Izlude
//= - Alberta
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= Rearranged [Lupus]
//= Fixed spelling mistakes. [Nexon]
//= 1.3 Removed Duplicates [Silent]
@@ -21,6 +21,7 @@
//= 1.5 Removed a duplicate related to the Sign Quest. [SinSloth]
//= 1.5 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
//= 1.6 Commented out conflicting npcs. (bugreport:4093) [L0ne_W0lf]
+//= 1.7 Moved Izlude NPCs to Pre-RE path. [Euphy]
//============================================================
// Prontera
@@ -234,20 +235,6 @@ aldebaran,217,222,1 script Sign#Alde5 111,{
close;
}
-// Izlude
-//============================================================
-izlude,54,139,1 script Sign#Iz1 111,{
- mes "^993300- The Sign Reads -^000000";
- mes "Welcome to the Swordsman Academy.";
- close;
-}
-
-izlude,144,148,1 script Sign#Iz2 111,{
- mes "^993300- The Sign Reads -^000000";
- mes "Welcome.";
- close;
-}
-
// Alberta
//============================================================
alberta,35,241,1 script Billboard#Alb1 111,{
diff --git a/npc/other/poring_war.txt b/npc/other/poring_war.txt
index 95a17d241..d62f41654 100644
--- a/npc/other/poring_war.txt
+++ b/npc/other/poring_war.txt
@@ -1,13 +1,13 @@
-//===== Hercules Script ======================================
+//===== Hercules Script ======================================
//= Poring War
-//===== By: ==================================================
+//===== By: ==================================================
//= Kisuka
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.2
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Poring War
-//===== Additional Comments: =================================
+//===== Description: =========================================
+//= [Official Conversion]
+//= Join a team in battle between Angeling and Deviling.
+//===== Additional Comments: =================================
//= 1.0 First version. [Kisuka][5511]
//= 1.1 Fixed some typos/bugs. [CalciumKid]
//= 1.1a Fixed Waiting rooms witht he default MAX_LEVEL [Slim]
@@ -45,7 +45,7 @@ prt_fild08,159,371,3 script Poring War Recruiter#wop 909,{
close2;
warp "poring_w01",112,138;
end;
- }else{
+ } else {
mes "[Poring]";
mes "Oh, and there's an entrance fee of 500 zeny, ring.";
mes "...........";
@@ -123,7 +123,7 @@ poring_w01,100,97,3 script Poring Vending Machine#w 909,{
mes "1 of 7 diffeent kinds of figures will be selected.";
next;
if(select("Draw:Cancel") == 1) {
- if(countitem(7539) >= 50) {
+ if (countitem(7539) >= 50) {
mes "Insert the Poring coin and pull the lever.";
mes "Click~ The item came out of the mouth of the Poring with a rumbling sound.";
mes "What could it be?";
@@ -141,7 +141,7 @@ poring_w01,100,97,3 script Poring Vending Machine#w 909,{
delitem 7539,50; // Poring_Coin
getitem .@Random_Figure,1;
close;
- }else{
+ } else {
mes "Not enough coins.";
close;
}
@@ -208,11 +208,11 @@ poring_w01,100,97,3 script Poring Vending Machine#w 909,{
end;
S_PoringVending:
- if(countitem(7539) >= getarg(1)) {
+ if (countitem(7539) >= getarg(1)) {
mes "Click~ The item came out of the mouth of the Poring with a rumbling sound.";
delitem 7539,getarg(1); // Poring_Coin
getitem getarg(0),1;
- }else{
+ } else {
mes "Not enough coins.";
}
close;
@@ -289,7 +289,7 @@ poring_w01,96,97,3 script Sweet Devi#wop 738,{
mes "Oh, Alright. I can help.";
mes "I'll send you back to your savepoint.";
close2;
- if(WoP_SaveMap$ != "") {
+ if (WoP_SaveMap$ != "") {
savepoint WoP_SaveMap$,WoP_SaveMap_X,WoP_SaveMap_Y;
set WoP_SaveMap$,"";
set WoP_SaveMap_X,0;
@@ -302,7 +302,7 @@ poring_w01,96,97,3 script Sweet Devi#wop 738,{
OnPCLogoutEvent:
getmapxy .@map$,.@x,.@y,0;
if (.@map$ == "poring_w02") {
- if(WoP_SaveMap$ != "") {
+ if (WoP_SaveMap$ != "") {
savepoint WoP_SaveMap$,WoP_SaveMap_X,WoP_SaveMap_Y;
set WoP_SaveMap$,"";
set WoP_SaveMap_X,0;
@@ -316,7 +316,7 @@ OnPCLogoutEvent:
OnPCDieEvent:
getmapxy .@map$,.@x,.@y,0;
if (.@map$ == "poring_w02" && wop_team) {
- if(getsavepoint(0) != "poring_w02" && WoP_SaveMap$ == "") {
+ if (getsavepoint(0) != "poring_w02" && WoP_SaveMap$ == "") {
set WoP_SaveMap$,getsavepoint(0);
set WoP_SaveMap_X,getsavepoint(1);
set WoP_SaveMap_Y,getsavepoint(2);
@@ -388,12 +388,12 @@ OnInit:
OnStartArena:
warpwaitingpc "poring_w02",26,175;
disablewaitingroomevent;
- if($@wop_teamcount == 0) {
+ if ($@wop_teamcount == 0) {
set $@wop_teamcount,1;
donpcevent "Poring#wop_door_d::OnDevilingStart";
donpcevent "#wop_warp_rtry::OnStop";
}
- else if($@wop_teamcount == 1) {
+ else if ($@wop_teamcount == 1) {
donpcevent "#wop_master::OnStart";
donpcevent "Poring#wop_door_d::OnStop";
stopnpctimer;
@@ -480,12 +480,12 @@ OnInit:
OnStartArena:
warpwaitingpc "poring_w02",170,175;
disablewaitingroomevent;
- if($@wop_teamcount == 0) {
+ if ($@wop_teamcount == 0) {
set $@wop_teamcount,1;
donpcevent "Poring#wop_door_a::OnAngelingStart";
donpcevent "#wop_warp_rtry::OnStop";
}
- else if($@wop_teamcount == 1) {
+ else if ($@wop_teamcount == 1) {
donpcevent "#wop_master::OnStart";
donpcevent "Poring#wop_door_a::OnStop";
stopnpctimer;
@@ -629,7 +629,7 @@ poring_w02,26,181,3 script Mr. Doppel#wop_team_a 739,{
}
set .@a_tname$,getpartyname($@wop_team_a);
set .@pname$,getpartyname(getcharid(1));
- if($@wop_team_a != 0 && $@wop_team_a == getcharid(1)) {
+ if ($@wop_team_a != 0 && $@wop_team_a == getcharid(1)) {
mes "[Mr. Doppel]";
mes "So, everyone joined the party?";
mes "The name of the party is... " + .@pname$ + ", right?";
@@ -646,7 +646,7 @@ poring_w02,26,181,3 script Mr. Doppel#wop_team_a 739,{
mes "If you don't get there in time, you won't make it to the battle.";
close;
case 2:
- if((getpartyleader(getcharid(1),2) == getcharid(0))) {
+ if ((getpartyleader(getcharid(1),2) == getcharid(0))) {
mes "[Mr. Doppel]";
mes "So, you are the leader. Before going to the battlefield, you should check all your members.";
next;
@@ -678,8 +678,8 @@ poring_w02,26,181,3 script Mr. Doppel#wop_team_a 739,{
}
}
else {
- if((getpartyleader(getcharid(1),2) == getcharid(0))) {
- if($@wop_team_a == 0) {
+ if ((getpartyleader(getcharid(1),2) == getcharid(0))) {
+ if ($@wop_team_a == 0) {
mes "[Mr. Doppel]";
mes "So, you are the party leader of Angeling Team.";
mes "Are you sure all the members are in your party?";
@@ -760,7 +760,7 @@ poring_w02,170,181,3 script Mr. Doppel#wop_team_d 739,{
}
set .@d_tname$,getpartyname($@wop_team_d);
set .@pname$,getpartyname(getcharid(1));
- if($@wop_team_d != 0 && $@wop_team_d == getcharid(1)) {
+ if ($@wop_team_d != 0 && $@wop_team_d == getcharid(1)) {
mes "[Mr. Doppel]";
mes "So, everyone joined the party?";
mes "The name of the party is... " + .@pname$ + ", right?";
@@ -777,7 +777,7 @@ poring_w02,170,181,3 script Mr. Doppel#wop_team_d 739,{
mes "If you don't get there in time, you won't make it to the battle.";
close;
case 2:
- if((getpartyleader(getcharid(1),2) == getcharid(0))) {
+ if ((getpartyleader(getcharid(1),2) == getcharid(0))) {
mes "[Mr. Doppel]";
mes "So, you are the leader. Before going to the battlefield, you should check all your members.";
next;
@@ -795,7 +795,7 @@ poring_w02,170,181,3 script Mr. Doppel#wop_team_d 739,{
warp "poring_w02",153,82;
end;
}
- }else{
+ } else {
mes "[Mr. Doppel]";
mes "Right. I'm gonna send you to the battle staging area.";
mes "Wait for all the other party members there.";
@@ -806,9 +806,9 @@ poring_w02,170,181,3 script Mr. Doppel#wop_team_d 739,{
end;
}
}
- }else{
- if((getpartyleader(getcharid(1),2) == getcharid(0))) {
- if($@wop_team_d == 0) {
+ } else {
+ if ((getpartyleader(getcharid(1),2) == getcharid(0))) {
+ if ($@wop_team_d == 0) {
mes "[Mr. Doppel]";
mes "So, you are the party leader of Deviling Team.";
mes "Are you sure all the members are in your party?";
@@ -840,7 +840,7 @@ poring_w02,170,181,3 script Mr. Doppel#wop_team_d 739,{
mes "The clock is ticking. Make up your mind and register as soon as you can.";
close;
}
- }else{
+ } else {
mes "[Mr. Doppel]";
mes "So, you are the leader of the party.";
mes "Haven't you finished the party registration yet?";
@@ -852,7 +852,7 @@ poring_w02,170,181,3 script Mr. Doppel#wop_team_d 739,{
mes "Please, confirm.";
close;
}
- }else{
+ } else {
mes "[Mr. Doppel]";
mes "If you aren't a registered member of the party, you can't join the battle.";
next;
@@ -905,7 +905,7 @@ OnReset:
stopnpctimer;
end;
-Onstart:
+OnStart:
initnpctimer;
end;
@@ -1087,7 +1087,7 @@ OnAngelingSpawn:
OnMyMobDead:
set $@wop_deadcount_a,$@wop_deadcount_a + 1;
- if($@wop_deadcount_a == 1) {
+ if ($@wop_deadcount_a == 1) {
mapannounce "poring_w02","Mr. Doppel: The Angeling on the 1st base has been killed! 1 point lost!!",0,0x00ff00;
initnpctimer;
}
@@ -1121,7 +1121,7 @@ OnAngelingSpawn:
OnMyMobDead:
set $@wop_deadcount_a,$@wop_deadcount_a + 1;
- if($@wop_deadcount_a == 1) {
+ if ($@wop_deadcount_a == 1) {
mapannounce "poring_w02","Mr. Doppel: The Angeling on the 2nd base has been killed! 1 point lost!!",0,0x00ff00;
initnpctimer;
}
@@ -1156,7 +1156,7 @@ OnDevilingSpawn:
OnMyMobDead:
set $@wop_deadcount_d,$@wop_deadcount_d + 1;
- if($@wop_deadcount_d == 1) {
+ if ($@wop_deadcount_d == 1) {
mapannounce "poring_w02","Mr. Doppel: The Deviling on the 1st base has been killed! 1 point lost!!",0,0x00ff00;
initnpctimer;
}
@@ -1191,7 +1191,7 @@ OndevilingSpawn:
OnMyMobDead:
set $@wop_deadcount_d,$@wop_deadcount_d + 1;
- if($@wop_deadcount_d == 1) {
+ if ($@wop_deadcount_d == 1) {
mapannounce "poring_w02","Mr. Doppel: The deviling on the 2nd base has been killed! 1 point lost!!",0,0x00ff00;
initnpctimer;
}
@@ -1224,14 +1224,14 @@ poring_w02,99,201,3 script Deviruchi#wop_endmaster 738,{
}
set .@a_point,$@wop_deadcount_a;
set .@d_point,$@wop_deadcount_d;
- if(getcharid(1) == $@wop_team_a) {
- if(.@a_point < .@d_point) {
+ if (getcharid(1) == $@wop_team_a) {
+ if (.@a_point < .@d_point) {
mes "[Devi]";
mes "Good work!";
mes "Thanks to you, we increased our chances of victory.";
mes "Please, accept these Poring Coins as a sign of our appreciation.";
next;
- if(wop_team == 1) {
+ if (wop_team == 1) {
mes "[Devi]";
mes "Goodbye, my human friend.";
close2;
@@ -1251,13 +1251,13 @@ poring_w02,99,201,3 script Deviruchi#wop_endmaster 738,{
end;
}
}
- else if(.@a_point == .@d_point) {
+ else if (.@a_point == .@d_point) {
mes "[Devi]";
mes "You did the best you could.";
mes "I' ts a shame the battle was tied...";
mes "Even so, thanks for coming to fight for us. Please, accept this Poring Coin.";
next;
- if(wop_team == 1) {
+ if (wop_team == 1) {
mes "[Devi]";
mes "Goodbye, my human friend.";
close2;
@@ -1279,7 +1279,7 @@ poring_w02,99,201,3 script Deviruchi#wop_endmaster 738,{
}
}
else {
- if(wop_team == 1) {
+ if (wop_team == 1) {
mes "[Devi]";
mes "Well, I guess we had bad luck...";
mes "I cant give you anything, since we lost and everything...";
@@ -1305,7 +1305,7 @@ poring_w02,99,201,3 script Deviruchi#wop_endmaster 738,{
}
}
}
- else if(getcharid(1) == $@wop_team_d) {
+ else if (getcharid(1) == $@wop_team_d) {
if (.@a_point > .@d_point) {
mes "[Devi]";
mes "Good work!";
@@ -1332,13 +1332,13 @@ poring_w02,99,201,3 script Deviruchi#wop_endmaster 738,{
end;
}
}
- else if(.@a_point == .@d_point) {
+ else if (.@a_point == .@d_point) {
mes "[Devi]";
mes "You did the best you could.";
mes "It's a shame the battle was tied...";
mes "Even so, thanks for coming to fight for us. Please, accept this Poring Coin.";
next;
- if(wop_team == 2) {
+ if (wop_team == 2) {
mes "[Devi]";
mes "Goodbye, my human friend.";
close2;
@@ -1360,7 +1360,7 @@ poring_w02,99,201,3 script Deviruchi#wop_endmaster 738,{
}
}
else {
- if(wop_team == 2) {
+ if (wop_team == 2) {
mes "[Devi]";
mes "Well, I guess we had bad luck...";
mes "I cant give you anything, since we lost and everything...";
@@ -1450,20 +1450,20 @@ OnTimer68100:
//============================================================
poring_w02,99,52,0 script Angeling Guardian#wop_da 111,{
cutin "wop_emb0" + $@wop_doorcount_a,1;
- if($@wop_doorcount_a < 4) {
+ if ($@wop_doorcount_a < 4) {
if (wop_team == 2) {
mes "There is a device to equip the War Badges.";
mes "I can see the empty slots to equip the Badges.";
next;
switch(select("Equip War Badge.:Cancel.")) {
case 1:
- if(countitem(7773)) {
- if($@wop_doorcount_a < 4) {
+ if (countitem(7773)) {
+ if ($@wop_doorcount_a < 4) {
mes "War Badge equipped.";
delitem 7773,1; // War_Badge
set $@wop_doorcount_a,$@wop_doorcount_a + 1;
cutin "wop_emb0" + $@wop_doorcount_a,1;
- if($@wop_doorcount_a == 4) {
+ if ($@wop_doorcount_a == 4) {
next;
mes "Gate Activated.";
donpcevent "#aroom_ingate_wop::OnEnable";
@@ -1547,20 +1547,20 @@ OnTouch:
poring_w02,98,113,0 script Deviling Guardian#wop_dd 111,{
cutin "wop_emb0" + $@wop_doorcount_d,1;
- if($@wop_doorcount_d < 4) {
+ if ($@wop_doorcount_d < 4) {
if (wop_team == 1) {
mes "There is a device to equip the War Badges.";
mes "I can see the empty slots to equip the Badges.";
next;
switch(select("Equip War Badge.:Cancel.")) {
case 1:
- if(countitem(7773)) {
- if($@wop_doorcount_d < 4) {
+ if (countitem(7773)) {
+ if ($@wop_doorcount_d < 4) {
mes "War Badge equipped.";
delitem 7773,1; // War_Badge
set $@wop_doorcount_d,$@wop_doorcount_d + 1;
cutin "wop_emb0" + $@wop_doorcount_d,1;
- if($@wop_doorcount_d == 4) {
+ if ($@wop_doorcount_d == 4) {
next;
mes "Gate Activated.";
donpcevent "#droom_ingate_wop::OnEnable";
@@ -1681,14 +1681,14 @@ OnTouch:
emotion e_go,0,"Angeling Side Poring#wa4";
emotion e_go,0,"Angeling Side Poring#wa5";
next;
- if(wop_team == 1) {
+ if (wop_team == 1) {
mes "[Porings]";
mes "Ohhhhhh, there he is, the warrior that fought for us!!";
mes "Oh my god... Nice, ring!";
mes "Poring~ Poring~ Poooooo~";
mes "Party of Angeling~ Popopo, Poring!";
}
- else if(wop_team == 2) {
+ else if (wop_team == 2) {
mes "[Porings]";
mes "Wait, YOU! Aren't you on the side of the Devilings?!";
mes "Get out now! Leave!!";
@@ -1734,13 +1734,13 @@ OnTouch:
emotion e_go,0,"Deviling Side Marin#wd4";
emotion e_go,0,"Deviling Side Marin#wd5";
next;
- if(wop_team == 2) {
+ if (wop_team == 2) {
mes "[Marins]";
mes "Ohhhh... Here is the warrior that fought for us!!";
mes "Amazing!";
mes "This proves that humans recognize us as true monsters!!";
}
- else if(wop_team == 1) {
+ else if (wop_team == 1) {
mes "[Marins]";
mes "Wait, YOU! Aren't you on the side of the Angelings?!";
mes "Get out now! Leave!!";
diff --git a/npc/other/powernpc.txt b/npc/other/powernpc.txt
index 7ed2b2f14..b9e40ff7e 100644
--- a/npc/other/powernpc.txt
+++ b/npc/other/powernpc.txt
@@ -5,7 +5,7 @@
//===== Current Version: =====================================
//= 1.2
//===== Additional Comments: =================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= 1.1 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
//= 1.2 Cleaning. [Euphy]
//============================================================
@@ -161,16 +161,16 @@ gon_test,42,89,4 script Summoner#gnp 774,{
mes "Welcome.";
mes "Which monster will you recall?";
next;
- set @gnpGroup,select("Group 1:Group 2:Group 3:Group 4:Group 5:Group 6:Group 7:Group 8:Group 9:Group 10:Group 11");
- set @gnpGroupMob$,.gnpMobsName$[(@gnpGroup-1)*6];
- for (set @i,1; @i < 6; set @i, @i+1)
- set @gnpGroupMob$, @gnpGroupMob$ + ":" + .gnpMobsName$[(@gnpGroup-1)*6 + @i];
- set @gnpMob,select(@gnpGroupMob$);
+ set .@gnpGroup, select("Group 1:Group 2:Group 3:Group 4:Group 5:Group 6:Group 7:Group 8:Group 9:Group 10:Group 11");
+ set .@gnpGroupMob$,.gnpMobsName$[(.@gnpGroup-1)*6];
+ for (set .@i,1; .@i < 6; set .@i, .@i+1)
+ set .@gnpGroupMob$, .@gnpGroupMob$ + ":" + .gnpMobsName$[(.@gnpGroup-1)*6 + .@i];
+ set .@gnpMob, select(.@gnpGroupMob$);
mes "[SongYeunWoo]";
mes "Let the fight begin!";
close2;
set in_battle,2;
- if (getnpctimer(0) < 180000) monster "gon_test",56,86,.gnpMobsName$[(@gnpGroup-1)*6 + @gnpMob - 1],.gnpMobsId[(@gnpGroup-1)*6 + @gnpMob - 1],1,"Summoner#gnp::OnGnpMobDead";
+ if (getnpctimer(0) < 180000) monster "gon_test",56,86,.gnpMobsName$[(.@gnpGroup-1)*6 + .@gnpMob - 1],.gnpMobsId[(.@gnpGroup-1)*6 + .@gnpMob - 1],1,"Summoner#gnp::OnGnpMobDead";
end;
OnInit:
initnpctimer;
diff --git a/npc/other/pvp.txt b/npc/other/pvp.txt
index 94ea7cf10..2e12f379f 100644
--- a/npc/other/pvp.txt
+++ b/npc/other/pvp.txt
@@ -3,17 +3,21 @@
//===== By: ==================================================
//= kobra_k88; L0ne_W0lf, Elias (og2)
//===== Current Version: =====================================
-//= 2.3
+//= 2.5
//===== Description: =========================================
//= PvP NPCs that are found in the Inns in major cities.
//= Includes Yoyo Mode, Nightmare Mode, and Event Mode.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 2.0 Narrators/GateKeepers,etc. Translated from the Official 2011 [Elias]
//= 2.1 Changed PVP Narrator and GateKeeper to Floating NPC [Elias]
//= 2.2 Some cleaning. [Euphy]
//= 2.3 Fixed grammatical errors. [Joseph]
+//= 2.4 Fixed incorrect use of 'close' and some cleaning. [Joseph]
+//= 2.5 Renewal/Pre-Renewal split. [Euphy]
//============================================================
+// Information
+//============================================================
- script PVP Narrator::pvpe -1,{
mes "[PVP Narrator]";
mes "Hello and welcome!";
@@ -21,147 +25,145 @@
mes "explaining the PVP Modes.";
mes "I am the PVP Narrator!";
next;
- switch(select("What is PVP?","What are the PVP Modes?","What are the rules for PVP?","Save Position.","End Dialog.")) {
- case 1:
- mes "[PVP Narrator]";
- mes "In short, PVP means";
- mes "' Player VS Player Mode '";
- mes "It's a unique place for people";
- mes "to duel with each other.";
- next;
- mes "[PVP Narrator]";
- mes "Just tell the";
- mes "^3355FFGate Keeper^000000";
- mes "that you want to try. He will";
- mes "let you enter the PVP square.";
- next;
- mes "[PVP Narrator]";
- mes "But, you need to be at";
- mes "least level 31. And you";
- mes "must pay 500 zeny entrance fee in order";
- mes "to enter a PVP fight square.";
- break;
- case 2:
- mes "[PVP Narrator]";
- mes "When you are qualified, you";
- mes "can choose one of the two modes.";
- mes "Yoyo Mode or Nightmare Mode.";
- next;
- mes "[PVP Narrator]";
- mes "Yoyo Mode is risk free.";
- mes "You can experience PVP";
- mes "without any restriction or";
- mes "punishment. It is recommended";
- mes "that you practice your skills";
- mes "here before you move on.";
- next;
- mes "[PVP Narrator]";
- mes "Nightmare Mode is very";
- mes "dangerous! Please be cautious,";
- mes "you will lose some of your";
- mes "EXP when you are defeated. And";
- mes "there is a small chance that";
- mes "you will drop some equipment.";
- next;
- mes "[PVP Narrator]";
- mes "However, if you win, the";
- mes "rewards can be great!";
- mes "To avoid misunderstanding,";
- mes "you should think twice";
- mes "before you go there...";
- mes "Good Luck!";
- break;
- case 3:
- mes "[PVP Narrator]";
- mes "Each of the fight squares";
- mes "have a row of Narrators and";
- mes "choose them based on your";
- mes "qualifications.";
- next;
- mes "[PVP Narrator]";
- mes "Each Narrator will ask";
- mes "which of the five PVP maps";
- mes "you wish to go to.";
- mes "Choose, and go in!";
- next;
- mes "[PVP Narrator]";
- mes "Each map has a limitation on";
- mes "the number of people who can";
- mes "participate. So you will see";
- mes "figures in the corner showing";
- mes "'Attendee/Total'.";
- next;
- mes "[PVP Narrator]";
- mes "Also, there is a hidden EXP";
- mes "value in PVP mode. This EXP";
- mes "score will only apply inside";
- mes "of the PVP zone, so do not";
- mes "worry.";
- next;
- mes "[PVP Narrator]";
- mes "Every player's EXP at the";
- mes "beginning is usually 5 points.";
- mes "If you win, it will";
- mes "increase by 1 point";
- next;
- mes "[PVP Narrator]";
- mes "In the same way, when you";
- mes "lose... Your EXP will";
- mes "drop by 5 points.";
- mes "So be careful!";
- next;
- mes "[PVP Narrator]";
- mes "When you are defeated";
- mes "And your EXP is equal";
- mes "to or less than 0,";
- mes "You will be removed from PVP";
- mes "and your duel is finished!";
- next;
- mes "[PVP Narrator]";
- mes "However, if your EXP is more";
- mes "than 0. You can still get help";
- mes "through other players healing...";
- mes "Do you get it?";
- next;
- mes "[PVP Narrator]";
- mes "The fighting commands inside of";
- mes "PVP are the same as the normal.";
- mes "All the basic controls are the";
- mes "same.";
- next;
- mes "[PVP Narrator]";
- mes "However, there is one thing...";
- mes "Within the PVP fight square";
- mes "and PVP fighting zones,";
- mes "you cannot save your position.";
- mes "Remember well... These rules";
- mes "can help to ensure your victory.";
- break;
- case 4:
- mes "[PVP Narrator]";
- mes "Position successfully saved...";
- mes "Thank you very much!";
- mes "We will see you again soon.";
- if(strnpcinfo(4) == "morocc_in") { savepoint "morocc_in",141,139; }
- if(strnpcinfo(4) == "alberta_in") { savepoint "alberta_in",22,148; }
- if(strnpcinfo(4) == "prt_in") { savepoint "prt_in",54,137; }
- if(strnpcinfo(4) == "geffen_in") { savepoint "geffen_in",70,59; }
- if(strnpcinfo(4) == "payon_in01") { savepoint "payon_in01",142,46; }
- break;
- case 5:
- mes "[PVP Narrator]";
- mes "With war raging between monsters";
- mes "and humans, this competition";
- mes "among people - PVP -";
- mes "encourages us all to get";
- mes "stronger. Come again,";
- mes "we welcome your challenge!";
- break;
+ switch(select("What is PVP?:What are the PVP Modes?:What are the rules for PVP?:Save Position.:End Dialog.")) {
+ case 1:
+ mes "[PVP Narrator]";
+ mes "In short, PVP means";
+ mes "' Player VS Player Mode '";
+ mes "It's a unique place for people";
+ mes "to duel with each other.";
+ next;
+ mes "[PVP Narrator]";
+ mes "Just tell the";
+ mes "^3355FFGate Keeper^000000";
+ mes "that you want to try. He will";
+ mes "let you enter the PVP square.";
+ next;
+ mes "[PVP Narrator]";
+ mes "But, you need to be at";
+ mes "least level 31. And you";
+ mes "must pay 500 zeny entrance fee in order";
+ mes "to enter a PVP fight square.";
+ break;
+ case 2:
+ mes "[PVP Narrator]";
+ mes "When you are qualified, you";
+ mes "can choose one of the two modes.";
+ mes "Yoyo Mode or Nightmare Mode.";
+ next;
+ mes "[PVP Narrator]";
+ mes "Yoyo Mode is risk free.";
+ mes "You can experience PVP";
+ mes "without any restriction or";
+ mes "punishment. It is recommended";
+ mes "that you practice your skills";
+ mes "here before you move on.";
+ next;
+ mes "[PVP Narrator]";
+ mes "Nightmare Mode is very";
+ mes "dangerous! Please be cautious,";
+ mes "you will lose some of your";
+ mes "EXP when you are defeated. And";
+ mes "there is a small chance that";
+ mes "you will drop some equipment.";
+ next;
+ mes "[PVP Narrator]";
+ mes "However, if you win, the";
+ mes "rewards can be great!";
+ mes "To avoid misunderstanding,";
+ mes "you should think twice";
+ mes "before you go there...";
+ mes "Good Luck!";
+ break;
+ case 3:
+ mes "[PVP Narrator]";
+ mes "Each of the fight squares";
+ mes "have a row of Narrators and";
+ mes "choose them based on your";
+ mes "qualifications.";
+ next;
+ mes "[PVP Narrator]";
+ mes "Each Narrator will ask";
+ mes "which of the five PVP maps";
+ mes "you wish to go to.";
+ mes "Choose, and go in!";
+ next;
+ mes "[PVP Narrator]";
+ mes "Each map has a limitation on";
+ mes "the number of people who can";
+ mes "participate. So you will see";
+ mes "figures in the corner showing";
+ mes "'Attendee/Total'.";
+ next;
+ mes "[PVP Narrator]";
+ mes "Also, there is a hidden EXP";
+ mes "value in PVP mode. This EXP";
+ mes "score will only apply inside";
+ mes "of the PVP zone, so do not";
+ mes "worry.";
+ next;
+ mes "[PVP Narrator]";
+ mes "Every player's EXP at the";
+ mes "beginning is usually 5 points.";
+ mes "If you win, it will";
+ mes "increase by 1 point";
+ next;
+ mes "[PVP Narrator]";
+ mes "In the same way, when you";
+ mes "lose... Your EXP will";
+ mes "drop by 5 points.";
+ mes "So be careful!";
+ next;
+ mes "[PVP Narrator]";
+ mes "When you are defeated";
+ mes "And your EXP is equal";
+ mes "to or less than 0,";
+ mes "You will be removed from PVP";
+ mes "and your duel is finished!";
+ next;
+ mes "[PVP Narrator]";
+ mes "However, if your EXP is more";
+ mes "than 0. You can still get help";
+ mes "through other players healing...";
+ mes "Do you get it?";
+ next;
+ mes "[PVP Narrator]";
+ mes "The fighting commands inside of";
+ mes "PVP are the same as the normal.";
+ mes "All the basic controls are the";
+ mes "same.";
+ next;
+ mes "[PVP Narrator]";
+ mes "However, there is one thing...";
+ mes "Within the PVP fight square";
+ mes "and PVP fighting zones,";
+ mes "you cannot save your position.";
+ mes "Remember well... These rules";
+ mes "can help to ensure your victory.";
+ break;
+ case 4:
+ mes "[PVP Narrator]";
+ mes "Position successfully saved...";
+ mes "Thank you very much!";
+ mes "We will see you again soon.";
+ if(strnpcinfo(4) == "morocc_in") { savepoint "morocc_in",141,139; }
+ if(strnpcinfo(4) == "alberta_in") { savepoint "alberta_in",22,148; }
+ if(strnpcinfo(4) == "prt_in") { savepoint "prt_in",54,137; }
+ if(strnpcinfo(4) == "geffen_in") { savepoint "geffen_in",70,59; }
+ if(strnpcinfo(4) == "payon_in01") { savepoint "payon_in01",142,46; }
+ break;
+ case 5:
+ mes "[PVP Narrator]";
+ mes "With war raging between monsters";
+ mes "and humans, this competition";
+ mes "among people - PVP -";
+ mes "encourages us all to get";
+ mes "stronger. Come again,";
+ mes "we welcome your challenge!";
+ break;
}
close;
}
-
-//PVP Narrator's Duplicates
morocc_in,144,138,4 duplicate(pvpe) PVP Narrator#pe1 84
alberta_in,22,146,4 duplicate(pvpe) PVP Narrator#pe2 84
prt_in,56,140,4 duplicate(pvpe) PVP Narrator#pe3 84
@@ -169,7 +171,8 @@ geffen_in,67,63,4 duplicate(pvpe) PVP Narrator#pe4 84
payon_in01,142,50,4 duplicate(pvpe) PVP Narrator#pe5 84
geffen_in,67,63,4 duplicate(pvpe) PVP Narrator#pe6 84
-//Gate Keeper (Floating NPC, Locations below)
+// Mode Select
+//============================================================
- script Gate Keeper::gkut -1,{
mes "[Gate Keeper]";
mes "Glad to be of service.";
@@ -179,7 +182,7 @@ geffen_in,67,63,4 duplicate(pvpe) PVP Narrator#pe6 84
mes "modes or rules, Please ask";
mes "the Narrator...";
next;
- switch(select("^FF5533' PvP Nightmare Mode'^000000","^3355FF' PvP Yoyo Mode'^000000","^3355FF' PvP Event Mode'^000000","Quit")) {
+ switch(select("^FF5533' PvP Nightmare Mode'^000000:^3355FF' PvP Yoyo Mode'^000000:^3355FF' PvP Event Mode'^000000:Quit")) {
case 1:
mes "[Gate Keeper]";
mes "I am sorry, but currently the Nightmare mode service is not available.";
@@ -192,10 +195,11 @@ geffen_in,67,63,4 duplicate(pvpe) PVP Narrator#pe6 84
mes "to the Yoyo Mode";
mes "fight square?";
next;
- if(select("Move","Cancel")==1) {
+ switch(select("Move:Cancel")) {
+ case 1:
if ((Zeny > 499) && (BaseLevel > 30)) {
set Zeny, Zeny - 500;
- warp "pvp_y_room",51,23;
+ callsub L_Warp,"pvp_y_room";
}
else {
mes "[Gate Keeper]";
@@ -206,15 +210,16 @@ geffen_in,67,63,4 duplicate(pvpe) PVP Narrator#pe6 84
mes "that you are at least level 31!";
}
close;
+ case 2:
+ mes "[Gate Keeper]";
+ mes "With war raging between monsters";
+ mes "and humans, this competition";
+ mes "among people - PVP -";
+ mes "encourages us all to get";
+ mes "stronger. Come again,";
+ mes "we welcome your challenge!";
+ close;
}
- mes "[Gate Keeper]";
- mes "With war raging between monsters";
- mes "and humans, this competition";
- mes "among people - PVP -";
- mes "encourages us all to get";
- mes "stronger. Come again,";
- mes "we welcome your challenge!";
- close;
case 3:
mes "[Gate Keeper]";
mes "Welcome!";
@@ -232,7 +237,8 @@ geffen_in,67,63,4 duplicate(pvpe) PVP Narrator#pe6 84
}
mes "[Gate Keeper]";
mes "Yes, thank you for participating. Have fun!";
- warp "pvp_room",51,23;
+ if (Zeny >= 500) set Zeny, Zeny - 500;
+ callsub L_Warp,"pvp_room";
break;
case 4:
mes "[Gate Keeper]";
@@ -245,25 +251,54 @@ geffen_in,67,63,4 duplicate(pvpe) PVP Narrator#pe6 84
break;
}
close;
-}
-//Gate Keeper Duplicates
+L_Warp:
+ set .@map$,getarg(0);
+ if (checkre(0)) {
+ switch(rand(1,10)) {
+ case 1: warp .@map$,34,38; break;
+ case 2: warp .@map$,46,38; break;
+ case 3: warp .@map$,58,38; break;
+ case 4: warp .@map$,70,38; break;
+ case 5: warp .@map$,82,38; break;
+ case 6: warp .@map$,82,58; break;
+ case 7: warp .@map$,65,58; break;
+ case 8: warp .@map$,49,58; break;
+ case 9: warp .@map$,33,58; break;
+ case 10: warp .@map$,52,24; break;
+ }
+ } else
+ warp .@map$,51,23;
+ return;
+}
morocc_in,144,142,4 duplicate(gkut) Gate Keeper#gke1 83
alberta_in,26,146,4 duplicate(gkut) Gate Keeper#gke2 83
prt_in,52,140,4 duplicate(gkut) Gate Keeper#gke3 83
geffen_in,63,63,4 duplicate(gkut) Gate Keeper#gke4 83
payon_in01,140,53,4 duplicate(gkut) Gate Keeper#gke5 83
-//Fight square Reception Staff (Locations below)
-- script FSRS::fsr -1,{
- if(strnpcinfo(4) == "pvp_y_room") {
- setarray .@Maps$[0],"pvp_y_8-1","pvp_y_8-2","pvp_y_8-3","pvp_y_8-4","pvp_y_8-5";
- setarray .@Name$[0],"Prontera","Izlude","Payon","Alberta","Morroc";
- setarray .@Limit[0],128,128,128,128,128;
+// PVP Warper Function
+//============================================================
+// Note: The warper NPCs are in the pre-re/re paths.
+
+//callfunc "F_PVP_FSRS"{,<min_lvl>,<max_lvl>};
+function script F_PVP_FSRS {
+ if (getargcount()) {
+ if (BaseLevel < getarg(0) || BaseLevel > getarg(1)) {
+ mes "[PVP Fight Square Reception Staff]";
+ mes "Sorry, but you base level has to be between LV "+getarg(0)+" and LV "+getarg(1)+".";
+ close;
+ }
+ }
+ if (strnpcinfo(4) == "pvp_y_room") {
+ set .@base$, "pvp_y_"+strnpcinfo(2);
+ setarray .@Maps$[0], .@base$+"-1", .@base$+"-2", .@base$+"-3", .@base$+"-4", .@base$+"-5";
+ setarray .@Name$[0], "Prontera", "Izlude", "Payon", "Alberta", "Morroc";
+ setarray .@Limit[0], 128, 128, 128, 128, 128;
} else {
- setarray .@Maps$[0],"pvp_n_8-1","pvp_n_8-2","pvp_n_8-3","pvp_n_8-4","pvp_n_8-5";
- setarray .@Name$[0],"Sandwich","Lock on","Four Room","Under cross","Compass Room";
- setarray .@Limit[0],64,32,32,32,32;
+ setarray .@Maps$[0], "pvp_n_8-1", "pvp_n_8-2", "pvp_n_8-3", "pvp_n_8-4", "pvp_n_8-5";
+ setarray .@Name$[0], "Sandwich", "Lock on", "Four Room", "Under cross", "Compass Room";
+ setarray .@Limit[0], 64, 32, 32, 32, 32;
}
for(set .@i,0; .@i<5; set .@i,.@i+1)
set .@menu$, .@menu$+.@Name$[.@i]+" ["+getmapusers(.@Maps$[.@i])+" / "+.@Limit[.@i]+"]:";
@@ -273,31 +308,16 @@ payon_in01,140,53,4 duplicate(gkut) Gate Keeper#gke5 83
if (getmapusers(.@Maps$[.@i]) >= .@Limit[.@i]) {
mes "[PVP Fight Square Reception Staff]";
mes "This map is currently full.";
+ close;
}
- else warp .@Maps$[.@i],0,0;
- close;
-
-OnInit:
- waitingroom "Free for all",0;
-end;
+ warp .@Maps$[.@i],0,0;
+ end;
}
-//Fight Square Reception Staff
-pvp_y_room,86,85,4 duplicate(fsr) Fight SQ Reception#f1 105
-pvp_n_room,30,85,4 duplicate(fsr) Fight SQ Reception#f2 105
-pvp_n_8-4,33,122,0 warp Link_1-11 0,2,pvp_n_8-4,0,0
-pvp_n_8-4,62,84,0 warp Link_1-12 1,1,pvp_n_8-4,0,0
-pvp_n_8-4,49,71,0 warp Link_1-21 1,1,pvp_n_8-4,0,0
-pvp_n_8-4,56,166,0 warp Link_1-22 1,1,pvp_n_8-4,0,0
-pvp_n_8-4,99,180,0 warp Link_1-31 2,1,pvp_n_8-4,0,0
-pvp_n_8-4,137,84,0 warp Link_1-32 1,1,pvp_n_8-4,0,0
-pvp_n_8-4,150,71,0 warp Link_1-41 1,1,pvp_n_8-4,0,0
-pvp_n_8-4,144,166,0 warp Link_1-42 1,1,pvp_n_8-4,0,0
-pvp_n_8-5,30,30,0 warp Link_1-99 3,3,pvp_n_8-5,100,100
// Event Contestant Entrance
-//============================================================
+//============================================================
pvp_room,54,85,4 script Registration Staff#1 105,{
if (countitem(7028) == 0) {
mes "[PVP Combat Square Register Staff]";
@@ -306,15 +326,12 @@ pvp_room,54,85,4 script Registration Staff#1 105,{
mes "For details about viewers please proceed to the Register Staff on your right.";
close;
}
-
- if (.pvp_close_n_room == 1 && .pvp_close_s_room == 1 && .pvp_close_w_room == 1 && .pvp_close_e_room == 1) {
- Set .pvp_close_n_room,0;
- Set .pvp_close_s_room,0;
- Set .pvp_close_w_room,0;
- Set .pvp_close_e_room,0;
+ set .@size, getarraysize(.warp_x);
+ if (.@size == 0) {
+ setarray .warp_x,40,59,20,40;
+ setarray .warp_y,59,40,40,20;
}
-
- if (select("Combat Square one :Cancel") == 1) {
+ if (select("Combat Square one:Cancel") == 1) {
mes "[PVP Combat Square Register Staff]";
mes "'"+ strcharinfo(0) +"'";
mes "Are you ready?!";
@@ -325,34 +342,11 @@ pvp_room,54,85,4 script Registration Staff#1 105,{
mes "Good luck!";
close2;
delitem 7028,1; //Invite_For_Duel
- while(1) {
- switch(rand(1,4)) {
- case 1:
- if (.pvp_close_n_room == 0) {
- set .pvp_close_n_room,1;
- warp "pvp_2vs2",40,59;
- end;
- }
- case 2:
- if (.pvp_close_s_room == 0) {
- set .pvp_close_s_room,1;
- warp "pvp_2vs2",59,40;
- end;
- }
- case 3:
- if (.pvp_close_w_room == 0) {
- set .pvp_close_w_room,1;
- warp "pvp_2vs2",20,40;
- end;
- }
- case 4:
- if (.pvp_close_e_room == 0) {
- set .pvp_close_e_room,1;
- warp "pvp_2vs2",40,20;
- end;
- }
- }
- }
+ set .@rand, rand(.@size);
+ warp "pvp_2vs2", .warp_x[.@rand], .warp_y[.@rand];
+ deletearray .warp_x[.@rand],1;
+ deletearray .warp_y[.@rand],1;
+ end;
}
mes "[PVP Combat Square Register Staff]";
mes "Come back anytime you are ready.";
@@ -361,16 +355,12 @@ pvp_room,54,85,4 script Registration Staff#1 105,{
close;
OnInit:
- Set .pvp_close_n_room,0;
- Set .pvp_close_s_room,0;
- Set .pvp_close_w_room,0;
- Set .pvp_close_e_room,0;
waitingroom "Combat Square players entrance only",0;
end;
}
// Spectator Entrance
-//============================================================
+//============================================================
- script Spectator's Entrance#dum::PVPSpectator -1,{
if (countitem(7029) == 0) {
mes "[PVP Compete Square Register Staff]";
@@ -378,17 +368,16 @@ OnInit:
mes "For details about players entrance please proceed to the Register Staff on your left.";
close;
}
-
if (select("Compete Square one:Cancel") == 1) {
mes "[PVP Combat Square Register Staff]";
mes "You got it, thanks for participating. Have fun!";
close2;
delitem 7029,1; //Admission_For_Duel
switch(rand(1,4)) {
- case 1: warp "pvp_2vs2",39,7; end;
- case 2: warp "pvp_2vs2",39,73; end;
- case 3: warp "pvp_2vs2",7,39; end;
- case 4: warp "pvp_2vs2",73,39; end;
+ case 1: warp "pvp_2vs2",39,7; end;
+ case 2: warp "pvp_2vs2",39,73; end;
+ case 3: warp "pvp_2vs2",7,39; end;
+ case 4: warp "pvp_2vs2",73,39; end;
}
}
close;
@@ -397,14 +386,13 @@ OnInit:
waitingroom "Compete Square viewer's entrance",0;
end;
}
-
pvp_room,62,85,4 duplicate(PVPSpectator) Spectator's Entrance#1 105
pvp_room,70,85,4 duplicate(PVPSpectator) Spectator's Entrance#2 105
pvp_room,78,85,4 duplicate(PVPSpectator) Spectator's Entrance#3 105
pvp_room,86,85,4 duplicate(PVPSpectator) Spectator's Entrance#4 105
// Spectator Warps
-//============================================================
+//============================================================
- script Combat Square Staff#dum::PVPSpecWarp -1,{
OnTouch:
mes "[Combat Square Staff]";
@@ -416,27 +404,30 @@ OnTouch:
warp "pvp_room",84,39;
end;
}
-
pvp_2vs2,5,4,0 duplicate(PVPSpecWarp) Combat Square Staff#1 45,1,1
pvp_2vs2,5,74,0 duplicate(PVPSpecWarp) Combat Square Staff#2 45,1,1
pvp_2vs2,74,74,0 duplicate(PVPSpecWarp) Combat Square Staff#3 45,1,1
pvp_2vs2,74,5,0 duplicate(PVPSpecWarp) Combat Square Staff#4 45,1,1
+
pvp_2vs2,40,40,0 script Combat Square Staff#5 45,1,1,{
mes "[Combat Square Staff]";
mes "May I help you?";
- if (select("To the side viewer seat.:Leave Combat Square.") == 1)
+ switch(select("To the side viewer seat.:Leave Combat Square.")) {
+ case 1:
switch(rand(1,4)) {
- case 1: warp "pvp_2vs2",39,7; end;
- case 2: warp "pvp_2vs2",39,73; end;
- case 3: warp "pvp_2vs2",7,39; end;
- case 4: warp "pvp_2vs2",73,39; end;
+ case 1: warp "pvp_2vs2",39,7; end;
+ case 2: warp "pvp_2vs2",39,73; end;
+ case 3: warp "pvp_2vs2",7,39; end;
+ case 4: warp "pvp_2vs2",73,39; end;
}
- warp "pvp_c_room",84,39;
- end;
+ case 2:
+ warp "pvp_c_room",84,39;
+ end;
+ }
}
// PVP Area Exit warp
-//============================================================
+//============================================================
pvp_room,51,19,0 script out#eventpvp 45,4,2,{
OnTouch:
mes "[Combat Square Staff]";
@@ -444,11 +435,11 @@ OnTouch:
mes "May I ask where you want to go?";
next;
switch(select("Prontera.:Morocc.:Geffen.:Payon.:Alberta.:Cancel.")) {
- case 1: warp "prontera",107,60; end;
- case 2: warp "morocc",157,96; end;
- case 3: warp "geffen",120,36; end;
- case 4: warp "payon",96,100; end;
- case 5: warp "alberta",41,243; end;
- case 6: close;
+ case 1: warp "prontera",107,60; end;
+ case 2: warp "morocc",157,96; end;
+ case 3: warp "geffen",120,36; end;
+ case 4: warp "payon",96,100; end;
+ case 5: warp "alberta",41,243; end;
+ case 6: close;
}
}
diff --git a/npc/other/sealstatus.txt b/npc/other/sealstatus.txt
deleted file mode 100644
index cb2806c6a..000000000
--- a/npc/other/sealstatus.txt
+++ /dev/null
@@ -1,35 +0,0 @@
-//===== Hercules Script ======================================
-//= God Item Seal Status
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= Goid Item Seal Status.
-//===== Additional Comments: =================================
-//= 1.0 Translated from the official. [L0ne_W0lf]
-//= 1.1 Now checks proper char vars. [L0ne_W0lf]
-//= 1.2 Cleaning. [Euphy]
-//============================================================
-
-prontera,113,294,3 script Sign Post 837,{
- mes "======== God Seal Status ========";
- setarray .@n$[1], "Sleipnir","Megingjard","Brisingamen","Mjolnir";
- for(set .@i,1; .@i<5; set .@i,.@i+1) {
- if (getd("$god"+.@i) == 0) mes .@n$[.@i]+" Seal: Unseen";
- else if (getd("$god"+.@i) < 50) mes .@n$[.@i]+" Seal: Active";
- else if (getd("$god"+.@i) < 100) mes .@n$[.@i]+" Seal: Appeared";
- else mes .@n$[.@i]+" Seal: Released";
- }
- mes " ";
- mes "======= Your Seal Status ========";
- if (god_sl_1 < 51) mes "^ff0000Sleipnir Seal: Not Completed^000000";
- else mes "^00ff00Sleipnir Seal: Completed^000000";
- if (god_eremes < 28) mes "^ff0000Megingjard Seal: Not Completed^000000";
- else mes "^00ff00Megingjard Seal: Completed^000000";
- if (god_brising < 50) mes "^ff0000Brisingamen Seal: Not Completed^000000";
- else mes "^00ff00Brisingamen Seal: Completed^000000";
- if (god_mjo_0 < 11) mes "^ff0000Mjolnir Seal: Not Completed^000000";
- else mes "^00ff00Mjolnir Seal: Completed^000000";
- close;
-}
diff --git a/npc/other/turbo_track.txt b/npc/other/turbo_track.txt
index 329d9b3f0..fed2efd4c 100644
--- a/npc/other/turbo_track.txt
+++ b/npc/other/turbo_track.txt
@@ -3,8 +3,9 @@
//===== By: ==================================================
//= Joseph
//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
+//= 1.2
+//===== Description: =========================================
+//= [Official Conversion]
//= Turbo Track Course:
//= - Solo Mode/Time Attack
//= - Normal (Non-PVP) - 4/8/16 Person
@@ -12,6 +13,8 @@
//===== Additional Comments: =================================
//= 0.x Previous authors: L0ne_W0lf, Kisuka, Elias
//= 1.0 Merged Turbo Track. [Joseph]
+//= 1.1 Updated RE/Pre-RE EXP. [Euphy]
+//= 1.2 Added Renewal features. [Euphy]
//============================================================
function script F_tt {
@@ -376,8 +379,8 @@ OnTimer927000:
}
enablenpc "No_Unfair_Start#"+.@w$+"-1";
enablenpc "No_Unfair_Start#"+.@w$+"-2";
- donpcevent "snake#"+.@w$+"::Onreset";
- donpcevent "hunting#"+.@w$+"::Onreset";
+ donpcevent "snake#"+.@w$+"::OnReset";
+ donpcevent "hunting#"+.@w$+"::OnReset";
disablenpc "bing2#"+.@w$;
disablenpc "Winner Helper#TBT_"+.@w$;
enablenpc "#cos_"+.@w$+"_end";
@@ -431,9 +434,9 @@ turbo_n_1,68,379,5 duplicate(NoUnfair#tt_main) No_Unfair_Start#n1-2 -1,5,31
- script LogTrap#tt_main -1,{
OnTouch:
switch (rand(1,3)) {
- Case 1: warp strnpcinfo(4),72,372; end;
- Case 2: warp strnpcinfo(4),72,365; end;
- Case 3: warp strnpcinfo(4),72,357; end;
+ case 1: warp strnpcinfo(4),72,372; end;
+ case 2: warp strnpcinfo(4),72,365; end;
+ case 3: warp strnpcinfo(4),72,357; end;
}
}
turbo_e_4,118,377,0 duplicate(LogTrap#tt_main) trap_a#e4-1 -1,44,1
@@ -986,25 +989,25 @@ turbo_n_1,148,357,0 duplicate(LogTrap#tt_main) trap_d#n1-15 -1,1,2
- script SandTrap#tt_main -1,{
OnTouch:
switch(rand(1,10)) {
- Case 1:
- Case 9:
+ case 1:
+ case 9:
sc_start SC_CONFUSION,8000,0;
emotion e_swt2,1;
end;
- Case 2:
+ case 2:
sc_start SC_STONE,4000,0;
end;
- Case 4:
+ case 4:
sc_start SC_SLEEP,4000,0;
end;
- Case 6:
+ case 6:
sc_start SC_FREEZE,4000,0;
emotion e_swt2,1;
end;
- Case 8:
+ case 8:
sc_start SC_STUN,4000,0;
end;
- Case 10:
+ case 10:
sc_start SC_CURSE,80000,0;
end;
}
@@ -1677,7 +1680,7 @@ turbo_n_1,332,270,0 duplicate(snake04#tt_main) snake04#n1 45,1,1
- script SnakeHunt#tt_main -1,{
end;
-Onreset:
+OnReset:
killmonsterall strnpcinfo(4);
end;
@@ -1717,39 +1720,39 @@ turbo_n_1,90,46,0 duplicate(SnakeHunt#tt_main) hunting#n1 111
OnTouch:
set .@n, charat(strnpcinfo(2),getstrlen(strnpcinfo(2))-1);
switch (.@n) {
- Case 1:
+ case 1:
mapannounce strnpcinfo(4),strcharinfo(0) +" has just passed the Log Bridge course!",bc_map,"0x70DBDB";
switch (rand(1,3)) {
- Case 1: warp strnpcinfo(4),210,369; end;
- Case 2: warp strnpcinfo(4),210,361; end;
- Case 3: warp strnpcinfo(4),210,354; end;
+ case 1: warp strnpcinfo(4),210,369; end;
+ case 2: warp strnpcinfo(4),210,361; end;
+ case 3: warp strnpcinfo(4),210,354; end;
}
- Case 2:
+ case 2:
mapannounce strnpcinfo(4),strcharinfo(0) +" has just passed the Cube Hills course!",bc_map,"0x70DBDB";
warp strnpcinfo(4),316,365;
end;
- Case 3:
+ case 3:
mapannounce strnpcinfo(4),strcharinfo(0) +" has just passed the Cursed Desert!",bc_map,"0x70DBDB";
switch (rand(1,4)) {
- Case 1: warp strnpcinfo(4),46,254; end;
- Case 2: warp strnpcinfo(4),76,227; end;
- Case 3: warp strnpcinfo(4),42,197; end;
- Case 4: warp strnpcinfo(4),86,220; end;
+ case 1: warp strnpcinfo(4),46,254; end;
+ case 2: warp strnpcinfo(4),76,227; end;
+ case 3: warp strnpcinfo(4),42,197; end;
+ case 4: warp strnpcinfo(4),86,220; end;
}
- Case 5:
+ case 5:
mapannounce strnpcinfo(4),strcharinfo(0) +" has just passed the Single Snail course!",bc_map,"0x70DBDB";
warp strnpcinfo(4),268,275;
end;
- Case 6:
+ case 6:
mapannounce strnpcinfo(4),strcharinfo(0) +" has just passed the Snake Dice course!",bc_map,"0x70DBDB";
warp strnpcinfo(4),5,91;
end;
- Case 7:
+ case 7:
mapannounce strnpcinfo(4),strcharinfo(0) +" has just passed the Small Cave course! Hurry, you're almost at the finish!",bc_map,"0x70DBDB";
switch(rand(1,3)) {
- Case 1: warp strnpcinfo(4),307,52; end;
- Case 2: warp strnpcinfo(4),307,46; end;
- Case 3: warp strnpcinfo(4),307,40; end;
+ case 1: warp strnpcinfo(4),307,52; end;
+ case 2: warp strnpcinfo(4),307,46; end;
+ case 3: warp strnpcinfo(4),307,40; end;
}
}
}
@@ -1921,8 +1924,10 @@ OnTouch:
set .@w$,callfunc("F_tt");
if (.@w$ == "n1") set $@end_time,gettimetick(0);
mapannounce strnpcinfo(4),strcharinfo(0) +" has just arrived at the Finish Line! Congratulations!",bc_map,"0xFFFF00";
- if (.@w$ != "n1") setd "$ttnames$["+GetNumber(.@w$)+"]",strcharinfo(0);
- donpcevent "TBT_Guide#Broadcast::Onwin_"+.@w$;
+ if (.@w$ != "n1") {
+ setd "$ttnames$["+GetNumber(.@w$)+"]",strcharinfo(0);
+ donpcevent "Turbo Track Guide::OnWin_"+.@w$;
+ }
warp strnpcinfo(4),384,161;
if (.@w$ == "e4" || .@w$ == "n4" || .@w$ == "n1") {
if (.@w$ == "e4") {
@@ -2095,7 +2100,7 @@ turbo_n_1,114,190,0 duplicate(Flasher#tt_main) Flasher_Exit_2#n1 45,1,1
mes "You are ranked as";
mes "the top player for";
mes "winning the most games!";
- donpcevent "TBT_Guide#Broadcast::Onnew_top1";
+ donpcevent "Turbo Track Guide::OnNew_Top1";
if (tt_rank == 29999) {
if ($ttnames$[7] == "Breezy Havana") {
set $ttnames$[7],strcharinfo(0);
@@ -2119,7 +2124,7 @@ turbo_n_1,114,190,0 duplicate(Flasher#tt_main) Flasher_Exit_2#n1 45,1,1
mes "You've ranked Second";
mes "among the Top Five Players";
mes "who've won the most games!";
- donpcevent "TBT_Guide#Broadcast::Onnew_top2";
+ donpcevent "Turbo Track Guide::OnNew_Top2";
if (tt_rank == 29999) {
if ($ttnames$[7] == "Breezy Havana") {
set $ttnames$[7],strcharinfo(0);
@@ -2143,7 +2148,7 @@ turbo_n_1,114,190,0 duplicate(Flasher#tt_main) Flasher_Exit_2#n1 45,1,1
mes "You've ranked Third";
mes "among the Top Five Players";
mes "who've won the most games!";
- donpcevent "TBT_Guide#Broadcast::Onnew_top3";
+ donpcevent "Turbo Track Guide::OnNew_Top3";
if (tt_rank == 29999) {
if ($ttnames$[7] == "Breezy Havana") {
set $ttnames$[7],strcharinfo(0);
@@ -2167,7 +2172,7 @@ turbo_n_1,114,190,0 duplicate(Flasher#tt_main) Flasher_Exit_2#n1 45,1,1
mes "You've ranked Fourth";
mes "among the Top Five Players";
mes "who've won the most games!";
- donpcevent "TBT_Guide#Broadcast::Onnew_top4";
+ donpcevent "Turbo Track Guide::OnNew_Top4";
if (tt_rank == 29999) {
if ($ttnames$[7] == "Breezy Havana") {
set $ttnames$[7],strcharinfo(0);
@@ -2191,7 +2196,7 @@ turbo_n_1,114,190,0 duplicate(Flasher#tt_main) Flasher_Exit_2#n1 45,1,1
mes "You've ranked Fifth";
mes "among the Top Five Players";
mes "who've won the most games!";
- donpcevent "TBT_Guide#Broadcast::Onnew_top5";
+ donpcevent "Turbo Track Guide::OnNew_Top5";
if (tt_rank == 29999) {
if ($ttnames$[7] == "Breezy Havana") {
set $ttnames$[7],strcharinfo(0);
@@ -2477,8 +2482,8 @@ OnTimer60000:
disablenpc "Flasher_Exit_2#"+.@w$;
enablenpc "No_Unfair_Start#"+.@w$+"-1";
enablenpc "No_Unfair_Start#"+.@w$+"-2";
- donpcevent "snake#"+.@w$+"::Onreset";
- donpcevent "hunting#"+.@w$+"::Onreset";
+ donpcevent "snake#"+.@w$+"::OnReset";
+ donpcevent "hunting#"+.@w$+"::OnReset";
donpcevent RName(.@w$)+"::OnEnable";
disablenpc "bing2#"+.@w$;
enablenpc "#cos_"+.@w$+"_end";
@@ -2513,8 +2518,8 @@ OnTimer71000:
enablenpc "Flasher_Exit_2#"+.@w$;
enablenpc "No_Unfair_Start#"+.@w$+"-1";
enablenpc "No_Unfair_Start#"+.@w$+"-2";
- donpcevent "snake#"+.@w$+"::Onreset";
- donpcevent "hunting#"+.@w$+"::Onreset";
+ donpcevent "snake#"+.@w$+"::OnReset";
+ donpcevent "hunting#"+.@w$+"::OnReset";
donpcevent RName(.@w$)+"::OnEnable";
disablenpc "bing2#"+.@w$;
stopnpctimer;
@@ -2742,8 +2747,8 @@ OnTimer60000:
disablenpc "Flasher_Exit_2#"+.@w$;
enablenpc "No_Unfair_Start#"+.@w$+"-1";
enablenpc "No_Unfair_Start#"+.@w$+"-2";
- donpcevent "snake#"+.@w$+"::Onreset";
- donpcevent "hunting#"+.@w$+"::Onreset";
+ donpcevent "snake#"+.@w$+"::OnReset";
+ donpcevent "hunting#"+.@w$+"::OnReset";
donpcevent "Solo Mode#"+.@w$+"::OnEnable";
stopnpctimer;
end;
@@ -2758,7 +2763,7 @@ OnInit:
OnTouch:
set .@w$,callfunc("F_tt");
mapannounce strnpcinfo(4),strcharinfo(0) +" is now entering the Small Cave! " + strcharinfo(0) +" is now in the lead!",bc_map,"0xFFFF00";
- donpcevent "TBT_Guide#Broadcast::Onend_"+.@w$;
+ donpcevent "Turbo Track Guide::OnEnd_"+.@w$;
disablenpc "Notice_Maker1#TBT_"+.@w$;
end;
@@ -2819,12 +2824,12 @@ turbo_n_1,226,15,0 duplicate(NMaker4#tt_main) Notice_Maker4#TBT_n1 -1,3,3
- script warp#tt_main -1,{
OnTouch:
switch (rand(1,20)) {
- Case 1: warp strnpcinfo(4),216,378; break;
- Case 2: warp strnpcinfo(4),218,360; break;
- Case 3: warp strnpcinfo(4),223,361; break;
- Case 4: warp strnpcinfo(4),243,342; break;
- Case 5: warp strnpcinfo(4),247,364; break;
- Default: break;
+ case 1: warp strnpcinfo(4),216,378; break;
+ case 2: warp strnpcinfo(4),218,360; break;
+ case 3: warp strnpcinfo(4),223,361; break;
+ case 4: warp strnpcinfo(4),243,342; break;
+ case 5: warp strnpcinfo(4),247,364; break;
+ default: break;
}
end;
}
@@ -3611,13 +3616,13 @@ turbo_n_16,217,214,0 duplicate(bing_1#tt_main) bing#n16 45,3,3
end;
OnTouch:
switch (rand(1,10)) {
- Case 1: warp strnpcinfo(4),217,232; break;
- Case 2: warp strnpcinfo(4),233,207; break;
- Case 3: warp strnpcinfo(4),208,219; break;
- Case 4: warp strnpcinfo(4),219,202; break;
- Case 5: warp strnpcinfo(4),218,228; break;
- Case 6: warp strnpcinfo(4),220,195; break;
- Default: break;
+ case 1: warp strnpcinfo(4),217,232; break;
+ case 2: warp strnpcinfo(4),233,207; break;
+ case 3: warp strnpcinfo(4),208,219; break;
+ case 4: warp strnpcinfo(4),219,202; break;
+ case 5: warp strnpcinfo(4),218,228; break;
+ case 6: warp strnpcinfo(4),220,195; break;
+ default: break;
}
end;
@@ -3652,7 +3657,8 @@ turbo_room,130,92,3 script Kafra Staff#tt 115,{
turbo_room,124,86,0 shop Turbo Track Merchant 90,501:-1,502:-1,503:-1,504:-1,645:-1,656:-1,1065:-1,1750:-1
-turbo_room,99,120,4 script TBT_Guide#Broadcast 124,{
+// Official name: "TBT_Guide#Broadcast"
+turbo_room,99,120,4 script Turbo Track Guide 124,{
mes "[Turbo Track Guide]";
mes "Good day~";
mes "Is there anything that";
@@ -3712,7 +3718,7 @@ turbo_room,99,120,4 script TBT_Guide#Broadcast 124,{
mes "class or level requirements";
mes "to participate in the Turbo";
mes "Track. However, there is a";
- mes "participation fee of 1,000 zeny. ^FFFFFFcobo^000000";
+ mes "participation fee of 1,000 zeny.";
next;
break;
case 2:
@@ -3727,7 +3733,7 @@ turbo_room,99,120,4 script TBT_Guide#Broadcast 124,{
mes "The availability of specific";
mes "courses is determined by the";
mes "game mode. Would you like to";
- mes "learn more about a certain course? ^FFFFFFcobo^000000";
+ mes "learn more about a certain course?";
next;
set .@exitloop,1;
while (.@exitloop) {
@@ -3894,75 +3900,75 @@ OnInit:
}
end;
-Onend_n1:
+OnEnd_n1:
mapannounce "turbo_room","A [Normal Mode - Solo] game will end shortly.",bc_map,"0xadff2f";
end;
-Onend_n4:
+OnEnd_n4:
mapannounce "turbo_room","A [Normal Mode - 4 Person] game will end shortly.",bc_map,"0xadff2f";
end;
-Onend_n8:
+OnEnd_n8:
mapannounce "turbo_room","A [Normal Mode - 8 Person] game will end shortly.",bc_map,"0xadff2f";
end;
-Onend_n16:
+OnEnd_n16:
mapannounce "turbo_room","A [Normal Mode - 16 Person] game will end shortly.",bc_map,"0xadff2f";
end;
-Onend_e4:
+OnEnd_e4:
mapannounce "turbo_room","A [Expert Mode - 4 Person] game will end shortly.",bc_map,"0xadff2f";
end;
-Onend_e8:
+OnEnd_e8:
mapannounce "turbo_room","A [Expert Mode - 8 Person] game will end shortly.",bc_map,"0xadff2f";
end;
-Onend_e16:
+OnEnd_e16:
mapannounce "turbo_room","A [Expert Mode - 16 Person] game will end shortly.",bc_map,"0xadff2f";
end;
-Onnew_top1:
+OnNew_Top1:
mapannounce "turbo_room","Congratulations! " + $ttnames$[9] + " has ranked Number One in the Turbo Track Hall of Honor!",bc_map,"0x00ff00";
end;
-Onnew_top2:
+OnNew_Top2:
mapannounce "turbo_room","Congratulations! " + $ttnames$[10] + " has ranked Second in the Turbo Track Hall of Honor!",bc_map,"0x00ff00";
end;
-Onnew_top3:
+OnNew_Top3:
mapannounce "turbo_room","Congratulations! " + $ttnames$[11] + " has ranked Third in the Turbo Track Hall of Honor!",bc_map,"0x00ff00";
end;
-Onnew_top4:
+OnNew_Top4:
mapannounce "turbo_room","Congratulations! " + $ttnames$[12] + " has ranked Fourth in the Turbo Track Hall of Honor!",bc_map,"0x00ff00";
end;
-Onnew_top5:
+OnNew_Top5:
mapannounce "turbo_room","Congratulations! " + $ttnames$[13] + " has ranked Fifth in the Turbo Track Hall of Honor!",bc_map,"0x00ff00";
end;
-Onwin_n4:
+OnWin_n4:
mapannounce "turbo_room","Congratulations! " + $ttnames$[1] + " just won a [Normal Mode - 4 Person] game!",bc_map,"0x70DBDB";
end;
-Onwin_n8:
+OnWin_n8:
mapannounce "turbo_room","Congratulations! " + $ttnames$[2] + " just won a [Normal Mode - 8 Person] game!",bc_map,"0x70DBDB";
end;
-Onwin_n16:
+OnWin_n16:
mapannounce "turbo_room","Congratulations! " + $ttnames$[3] + " just won a [Normal Mode - 16 Person] game!",bc_map,"0x70DBDB";
end;
-Onwin_e4:
+OnWin_e4:
mapannounce "turbo_room","Congratulations! " + $ttnames$[4] + " just won an [Expert Mode - 4 Person] game!",bc_map,"0x70DBDB";
end;
-Onwin_e8:
+OnWin_e8:
mapannounce "turbo_room","Congratulations! " + $ttnames$[5] + " just won an [Expert Mode - 8 Person] game!",bc_map,"0x70DBDB";
end;
-Onwin_e16:
+OnWin_e16:
mapannounce "turbo_room","Congratulations! " + $ttnames$[6] + " just won an [Expert Mode - 16 Person] game!",bc_map,"0x70DBDB";
end;
}
@@ -4201,7 +4207,7 @@ turbo_room,93,117,5 script Point Exchange Helper 125,{
mes "I'm sorry, but your";
mes "request has exceeded the";
mes "maximum limit. You can only";
- mes "request up to 50 scrolls at once. ^FFFFFFcobo^000000";
+ mes "request up to 50 scrolls at once.";
close;
}
else {
@@ -4248,14 +4254,10 @@ turbo_room,93,117,5 script Point Exchange Helper 125,{
}
set tt_point,tt_point-40;
- if (BaseLevel < 70)
- getexp 300,0;
- else if (BaseLevel < 80)
- getexp 900,0;
- else if (BaseLevel < 90)
- getexp 1000,0;
- else if (BaseLevel < 151)
- getexp 3000,0;
+ if (BaseLevel < 70) getexp 3000,0;
+ else if (BaseLevel < 80) getexp 9000,0;
+ else if (BaseLevel < 90) getexp 10000,0;
+ else if (BaseLevel < 100) getexp 30000,0;
mes "[Item Exchange Helper]";
mes "Thank you, your";
mes "Turbo Track Points";
@@ -4598,27 +4600,70 @@ OnTouch:
mes "things using the Kafra Service.^000000";
close;
}
- set .@now_weight,MaxWeight-Weight;
if ((BaseJob == Job_Knight || BaseJob == Job_Crusader) && checkriding()) {
- if (.@now_weight < 20000) {
+ if (MaxWeight-Weight < 20000) {
+ if (!(eaclass()&EAJL_THIRD)) {
+ set .@mount$,(BaseJob == Job_Knight)?"Peco Peco":"Grand Peco";
+ mes "[Helper]";
+ mes .@mount$+"s are prohibited";
+ mes "in the Turbo Track Arena.";
+ mes "Please dismount from your";
+ mes .@mount$+" and you will receive";
+ mes "a Free Ticket for Peco Ride";
+ mes "for retrieving your "+.@mount$+".";
+ } else {
+ set .@mount$,(BaseJob == Job_Knight)?"Dragon":"Gryphon";
+ mes "[Helper]";
+ mes .@mount$+"s are prohibited";
+ mes "in the Turbo Track Arena.";
+ mes "Please dismount from your";
+ mes .@mount$+". You can retrieve";
+ mes "it for free outside.";
+ }
+ close2;
+ warp "alde_gld",183,199;
+ end;
+ } else {
+ if (!(eaclass()&EAJL_THIRD)) {
+ setriding 0;
+ getitem 7310,1; //Free_Peco_Ticket
+ } else {
+ if (BaseJob == Job_Knight)
+ setdragon 0;
+ else
+ setriding 0;
+ }
+ warp "turbo_room",100,65;
+ }
+ } else if ((Class == Job_Ranger || Class == Job_Ranger_T || Class == Job_Baby_Ranger) && checkoption(Option_Wugrider)) {
+ if (MaxWeight-Weight < 20000) {
mes "[Helper]";
- mes "Peco Pecos are prohibited";
+ mes "Wargs are prohibited";
mes "in the Turbo Track Arena.";
- mes "Please dismount from your";
- mes "Peco Peco and you will receive";
- mes "a Free Ticket for Peco Ride";
- mes "for retrieving your Peco Peco.";
+ mes "Please dismount from your Warg.";
close2;
warp "alde_gld",183,199;
end;
+ } else {
+ setoption Option_Wugrider,0;
+ warp "turbo_room",100,65;
}
- else {
- setriding 0;
- getitem 7310,1; //Free_Peco_Ticket
+ } else if ((Class == Job_Mechanic || Class == Job_Mechanic_T || Class == Job_Baby_Mechanic) && checkmadogear()) {
+ if (MaxWeight-Weight < 20000) {
+ mes "[Helper]";
+ mes "Magic Gears are prohibited";
+ mes "in the Turbo Track Arena.";
+ mes "Please dismount from your";
+ mes "Magic Gear. You can retrieve";
+ mes "it for free outside.";
+ close2;
+ warp "alde_gld",183,199;
+ end;
+ } else {
+ setmadogear 0;
warp "turbo_room",100,65;
}
- }
- else
+ } else
warp "turbo_room",100,65;
end;
}
@@ -4630,7 +4675,11 @@ alde_gld,186,199,3 script Turbo Track Guide#Entran 845,{
mes "Turbo Track~";
next;
mes "[Guide]";
- mes "Peco Pecos are prohibited inside the Turbo Track Arena. But anyone riding on a Peco Peco will receive a Free Peco Peco Mount Ticket at the Turbo Track Entrance and automatically dismount.";
+ if (checkre(0))
+ mes "Peco Pecos, Grand Pecos, Dragons, Gryphons, Wargs and Magic Gears are prohibited inside the Turbo Track Arena.";
+ else
+ mes "Peco Pecos are prohibited inside the Turbo Track Arena.";
+ mes "But anyone riding on a Peco Peco will receive a Free Peco Peco Mount Ticket at the Turbo Track Entrance and automatically dismount.";
next;
mes "[Guide]";
mes "Well then,";
@@ -4639,70 +4688,115 @@ alde_gld,186,199,3 script Turbo Track Guide#Entran 845,{
close;
}
-alde_gld,181,199,5 script Peco Peco Manager 845,{
- mes "[Peco Peco Manager]";
+- script ::MountManager_turbo -1,{
+ set .@n$, "["+strnpcinfo(1)+"]";
+ mes .@n$;
+ if (ismounting()) {
+ mes "Please get off of that creature you're riding on.";
+ mes "Then talk to me again.";
+ close;
+ }
if (BaseJob == Job_Knight || BaseJob == Job_Crusader) {
- mes "Welcome, would you like";
- mes "to retrieve your Peco Peco?";
+ if (!(eaclass()&EAJL_THIRD)) {
+ if (BaseJob == Job_Knight) {
+ set .@zeny,2500;
+ set .@zeny$,"2,500";
+ set .@mount$,"Peco Peco";
+ } else {
+ set .@zeny,3500;
+ set .@zeny$,"3,500";
+ set .@mount$,"Grand Peco";
+ }
+ set .@skill,63;
+ set .@skill$,"Peco Peco Ride";
+ set .@riding, checkriding();
+ set .@i,1;
+ } else {
+ if (BaseJob == Job_Knight) {
+ set .@mount$,"Dragon";
+ set .@skill,63;
+ set .@skill$,"Dragon Training";
+ set .@riding, checkdragon();
+ set .@i,2;
+ } else {
+ set .@mount$,"Gryphon";
+ set .@skill,63;
+ set .@skill$,"Peco Peco Ride";
+ set .@riding, checkriding();
+ set .@i,1;
+ }
+ }
+ } else if (Class == Job_Mechanic || Class == Job_Mechanic_T || Class == Job_Baby_Mechanic) {
+ set .@mount$,"Magic Gear";
+ set .@skill,2255;
+ set .@skill$,"Magic Gear License";
+ set .@riding, checkmadogear();
+ set .@i,3;
+ } else {
+ mes "Thank you for";
+ mes "visiting Al De Baran's";
+ mes "Turbo Track~";
+ close;
+ }
+ mes "Welcome, would you like";
+ mes "to retrieve your "+.@mount$+"?";
+ if (.@zeny) {
mes "Please show me your Free";
mes "Ticket for Peco Ride. You";
mes "may also pay a rental fee";
- mes "of 2,500 zeny.";
- next;
- switch(select("Use:Cancel")) {
- case 1:
- if (getskilllv(63) == 0) {
- mes "[Peco Peco Manager]";
- mes "I'm sorry, but you're";
- mes "not eligible for this";
- mes "service. Please go learn";
- mes "the Peco Peco Ride skill first.";
+ mes "of "+.@zeny$+" zeny.";
+ }
+ next;
+ switch(select("Yes:Cancel")) {
+ case 1:
+ if (getskilllv(.@skill) == 0) {
+ mes .@n$;
+ mes "I'm sorry, but you're";
+ mes "not eligible for this";
+ mes "service. Please go learn";
+ mes "the "+.@skill$+" skill first.";
+ close;
+ } else {
+ if (.@riding) {
+ mes .@n$;
+ mes "You're already";
+ mes "mounted on a";
+ mes .@mount$+".";
+ mes "Thank you~";
close;
- }
- else {
- if (checkriding()) {
- mes "[Peco Peco Manager]";
- mes "You're already";
- mes "mounted on a";
- mes "Peco Peco.";
- mes "Thank you~";
- close;
- }
- else {
- if (countitem(7310) < 1 && Zeny < 2500) {
- mes "[Peco Peco Manager]";
+ } else {
+ if (.@zeny) {
+ if (countitem(7310) < 1 && Zeny < .@zeny) {
+ mes .@n$;
mes "I'm sorry, but you";
mes "don't have a Free Ticket";
- mes "for Peco Ride or 2,500 zeny.";
+ mes "for Peco Ride or "+.@zeny$+" zeny.";
mes "to use the Peco rental service.";
close;
- }
- else {
+ } else {
if (countitem(7310) > 0)
delitem 7310,1; //Free_Peco_Ticket
else
- set zeny,zeny-2500;
- setriding;
- mes "[Peco Peco Manager]";
- mes "Thank you for";
- mes "your patronage~";
- close;
+ set Zeny, Zeny-.@zeny;
}
}
+ switch(.@i) {
+ case 1: setriding; break;
+ case 2: setdragon; break;
+ case 3: setmadogear; break;
+ }
+ mes .@n$;
+ mes "Thank you for";
+ mes "your patronage~";
+ close;
}
- case 2:
- mes "[Peco Peco Manager]";
- mes "Are you going";
- mes "back to race in";
- mes "the Turbo Track?";
- mes "Good luck!";
- close;
}
- }
- else {
- mes "Thank you for";
- mes "visiting Al De Baran's";
- mes "Turbo Track~";
+ case 2:
+ mes .@n$;
+ mes "Are you going";
+ mes "back to race in";
+ mes "the Turbo Track?";
+ mes "Good luck!";
close;
}
}
diff --git a/npc/pre-re/airports/izlude.txt b/npc/pre-re/airports/izlude.txt
index b2c0ee2d5..29e07da86 100644
--- a/npc/pre-re/airports/izlude.txt
+++ b/npc/pre-re/airports/izlude.txt
@@ -1,11 +1,11 @@
//===== Hercules Script ======================================
//= Izlude Airport NPCs
-//===== By: ==================================================
+//===== By: ==================================================
//= rAthena Dev Team
-//===== Description: =========================================
+//===== Description: =========================================
//= Izlude Airport NPCs
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= Official NPCs.
-//============================================================
+//============================================================
izlude,206,55,3 duplicate(Airship_Staff_izlude) Airship Staff#izlude 90
diff --git a/npc/pre-re/cities/alberta.txt b/npc/pre-re/cities/alberta.txt
index 3643469de..20efaad81 100644
--- a/npc/pre-re/cities/alberta.txt
+++ b/npc/pre-re/cities/alberta.txt
@@ -1,12 +1,13 @@
//===== Hercules Script ======================================
//= Alberta Town Pre-Renewal
-//===== By: ==================================================
+//===== By: ==================================================
//= Euphy
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.0
-//===== Description: =========================================
+//===== Description: =========================================
+//= [Official Conversion]
//= Alberta town NPCs.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version.
//============================================================
diff --git a/npc/pre-re/cities/izlude.txt b/npc/pre-re/cities/izlude.txt
index 2ad5b16a8..531d8a40c 100644
--- a/npc/pre-re/cities/izlude.txt
+++ b/npc/pre-re/cities/izlude.txt
@@ -1,17 +1,14 @@
-//===== Hercules Script =======================================
+//===== Hercules Script =======================================
//= Izlude Town Pre-Renewal
-//===== By: ==================================================
+//===== By: ==================================================
//= Daegaladh
-//===== Current Version: =====================================
-//= 1.2
-//===== Compatible With: =====================================
-//= Hercules GIT
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= [Official Conversion]
//= Izlude town NPCs.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version.
-//= 1.1 Added bullet NPC duplicates. [Euphy]
-//= 1.2 Added Dorian duplicate [Streusel]
//============================================================
izlude,201,181,2 duplicate(Sailor_izlude) Sailor#izlude 100
@@ -23,6 +20,3 @@ izlude,150,143,2 duplicate(Kylick_izlude) Kylick#izlude 97
izlude,56,126,2 duplicate(Red_izlude) Red#izlude 85
izlude,58,126,2 duplicate(Cebalis_izlude) Cebalis#izlude 98
izlude,124,178,2 duplicate(Soldier_izlude) Soldier#izlude 105
-izlude,171,133,3 duplicate(bdt) Bullet Dealer Tony#iz 86
-izlude,171,127,3 duplicate(mdk) Magazine Dealer Kenny 83
-izlude_in,110,64,3 duplicate(Dorian) Dorian#izlude 878,2,2,{
diff --git a/npc/pre-re/cities/jawaii.txt b/npc/pre-re/cities/jawaii.txt
index 1f2d0fb6a..764612d7c 100644
--- a/npc/pre-re/cities/jawaii.txt
+++ b/npc/pre-re/cities/jawaii.txt
@@ -1,14 +1,13 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Jawaii Town Pre-Renewal
-//===== By: ==================================================
+//===== By: ==================================================
//= Daegaladh
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
+//===== Description: =========================================
+//= [Official Conversion]
//= Jawaii town NPCs.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version.
//============================================================
diff --git a/npc/pre-re/cities/yuno.txt b/npc/pre-re/cities/yuno.txt
new file mode 100644
index 000000000..944c0e72f
--- /dev/null
+++ b/npc/pre-re/cities/yuno.txt
@@ -0,0 +1,20 @@
+//===== Hercules Script ======================================
+//= Juno City
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= [Official Conversion]
+//= NPCs for the City of Juno
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//============================================================
+
+yuno,150,283,4 duplicate(JunoSoldier1) Juno Soldier#juno 105
+yuno,165,283,4 duplicate(JunoSoldier2) Juno Soldier#2juno 105
+yuno,227,292,4 duplicate(JunoSoldier3) Juno Soldier#3juno 105
+yuno,165,228,4 duplicate(JunoSoldier4) Juno Soldier#4juno 105
+yuno,150,228,4 duplicate(JunoSoldier5) Juno Soldier#5juno 105
+yuno,334,182,4 duplicate(JunoSoldier6) Juno Soldier#6juno 105
+yuno,263,320,4 duplicate(JunoSoldier7) Juno Soldier#7juno 105
diff --git a/npc/pre-re/guides/guides_alberta.txt b/npc/pre-re/guides/guides_alberta.txt
index 966e0c364..6cdcc77ab 100644
--- a/npc/pre-re/guides/guides_alberta.txt
+++ b/npc/pre-re/guides/guides_alberta.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Alberta Guides
//===== By: ==================================================
//= kobra_k88; L0ne_W0lf
//===== Current Version: =====================================
//= 1.5a
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Guides for the city of Alberta
@@ -156,4 +154,4 @@ alberta,23,238,4 script Guide#alb::AlbGuide 105,{
end;
}
-alberta,120,60,3 duplicate(AlbGuide) Guide#2alb 105
+alberta,120,60,3 duplicate(AlbGuide) Guide#2alb 105 \ No newline at end of file
diff --git a/npc/pre-re/guides/guides_aldebaran.txt b/npc/pre-re/guides/guides_aldebaran.txt
index ba8fd1636..8c68f6b7a 100644
--- a/npc/pre-re/guides/guides_aldebaran.txt
+++ b/npc/pre-re/guides/guides_aldebaran.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Al De Baran Guides
//===== By: ==================================================
//= kobra_k88; L0ne_W0lf
//===== Current Version: =====================================
//= 1.7
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= [Official conversion]
//= Guides for the City of Al De Baran
diff --git a/npc/pre-re/guides/guides_amatsu.txt b/npc/pre-re/guides/guides_amatsu.txt
index 100eb9c6a..15129e4ad 100644
--- a/npc/pre-re/guides/guides_amatsu.txt
+++ b/npc/pre-re/guides/guides_amatsu.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Amatsu Guides
//===== By: ==================================================
//= MasterOfMuppets; L0ne_W0lf
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Guides for the City of Amatsu
diff --git a/npc/pre-re/guides/guides_ayothaya.txt b/npc/pre-re/guides/guides_ayothaya.txt
index d153cf8d3..b8220873c 100644
--- a/npc/pre-re/guides/guides_ayothaya.txt
+++ b/npc/pre-re/guides/guides_ayothaya.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Ayothaya Guides
//===== By: ==================================================
//= MasterOfMuppets
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Guides for the City of Ayotaya
diff --git a/npc/pre-re/guides/guides_comodo.txt b/npc/pre-re/guides/guides_comodo.txt
index 2cebf8740..f9e068dec 100644
--- a/npc/pre-re/guides/guides_comodo.txt
+++ b/npc/pre-re/guides/guides_comodo.txt
@@ -1,20 +1,19 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Comodo Guides
//===== By: ==================================================
//= kobra_k88; L0ne_W0lf
//===== Current Version: =====================================
//= 1.5
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Guides for the City of Comodo
//===== Additional Comments: =================================
-//= Fully working v1.1 Now using duplicate command.
+//= Fully working
+//= 1.1 Now using duplicate command.
//= 1.2 Optimized, updated common guide names [Lupus]
//= 1.3 Updated the guide according to how it is on iRO, thanks
-//= to Muad_Dib [MasterOfMuppets]
-//= 1.4 Removed 3 guides, and converted to use functions.
+//= to Muad_Dib [MasterOfMuppets]
+//= 1.4 Removed 3 guides, and converted to use functions.
//= 1.5 Rescripted to official 10.3 standards. [L0ne_W0lf]
//============================================================
diff --git a/npc/pre-re/guides/guides_einbroch.txt b/npc/pre-re/guides/guides_einbroch.txt
index c73b37b74..bd4ec75f6 100644
--- a/npc/pre-re/guides/guides_einbroch.txt
+++ b/npc/pre-re/guides/guides_einbroch.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Einbroch Guides
//===== By: ==================================================
//= Muad_dib; L0ne_W0lf
//===== Current Version: =====================================
//= 1.5
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Guides for the City of Einbroch
diff --git a/npc/pre-re/guides/guides_geffen.txt b/npc/pre-re/guides/guides_geffen.txt
index 28e7232c4..e691f9e53 100644
--- a/npc/pre-re/guides/guides_geffen.txt
+++ b/npc/pre-re/guides/guides_geffen.txt
@@ -1,23 +1,21 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Geffen Guides
//===== By: ==================================================
//= kobra_k88; L0ne_W0lf
//===== Current Version: =====================================
//= 1.4a
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= [Official COnversion]
//= Guides for the City of Geffen
//===== Additional Comments: =================================
//= Fully working. Added a guide at every exit.
-//= v1.1 Now using duplicate command.
+//= 1.1 Now using duplicate command.
//= 1.2 Optimized, updated common guide names [Lupus]
//= 1.2a Small note that the BS guild moved to Einbroch [Poki#3]
//= 1.3 Removed Duplicates [Silent]
//= 1.4a Rescripted to official 10.3 standards. [L0ne_W0lf]
//= 1.4 Fixed some errors with the loop[Samuray22]
-// -Thanks to $ephiroth.
+//= Thanks to $ephiroth.
//============================================================
geffen,203,116,0 script Guide#gef::GefGuide 705,{
diff --git a/npc/pre-re/guides/guides_gonryun.txt b/npc/pre-re/guides/guides_gonryun.txt
index 590bf7bd4..3c8c3ac83 100644
--- a/npc/pre-re/guides/guides_gonryun.txt
+++ b/npc/pre-re/guides/guides_gonryun.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Kunlun Guides
//===== By: ==================================================
//= kobra_k88; L0ne_W0lf
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= [Official COnversion]
//= Guides for the City of Kunlun
diff --git a/npc/pre-re/guides/guides_hugel.txt b/npc/pre-re/guides/guides_hugel.txt
index 27336fcaa..b1d64970f 100644
--- a/npc/pre-re/guides/guides_hugel.txt
+++ b/npc/pre-re/guides/guides_hugel.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Hugel Guides
//===== By: ==================================================
//= erKURITA; L0ne_W0lf
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= [Official COnversion]
//= Guides for the City of Hugel.
diff --git a/npc/pre-re/guides/guides_izlude.txt b/npc/pre-re/guides/guides_izlude.txt
index df214fb67..241d5ce40 100644
--- a/npc/pre-re/guides/guides_izlude.txt
+++ b/npc/pre-re/guides/guides_izlude.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Izlude Guides
//===== By: ==================================================
//= kobra_k88; L0ne_W0lf
//===== Current Version: =====================================
//= 1.5a
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Guides for the City of Izlude
diff --git a/npc/pre-re/guides/guides_juno.txt b/npc/pre-re/guides/guides_juno.txt
index d8c08b31e..9475cb0e2 100644
--- a/npc/pre-re/guides/guides_juno.txt
+++ b/npc/pre-re/guides/guides_juno.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Yuno Guides
//===== By: ==================================================
//= KitsuneStarwind, usul, kobra_k88; L0ne_W0lf
//===== Current Version: =====================================
//= 1.7
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Guides for the City of Juno
diff --git a/npc/pre-re/guides/guides_lighthalzen.txt b/npc/pre-re/guides/guides_lighthalzen.txt
index 466182cd9..1d57d5b10 100644
--- a/npc/pre-re/guides/guides_lighthalzen.txt
+++ b/npc/pre-re/guides/guides_lighthalzen.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Lighthalzen Guides
//===== By: ==================================================
//= MasterOfMuppets; L0ne_W0lf
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Guides for the City of Lighthalzen
diff --git a/npc/pre-re/guides/guides_louyang.txt b/npc/pre-re/guides/guides_louyang.txt
index 52a87ee32..52e83c4ed 100644
--- a/npc/pre-re/guides/guides_louyang.txt
+++ b/npc/pre-re/guides/guides_louyang.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Louyang Guides
//===== By: ==================================================
//= jAthena/Tsuyuki; L0ne_W0lf
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= Guides for the City of Louyang
//===== Additional Comments: =================================
diff --git a/npc/pre-re/guides/guides_morroc.txt b/npc/pre-re/guides/guides_morroc.txt
index f0b5b343b..52dd77cac 100644
--- a/npc/pre-re/guides/guides_morroc.txt
+++ b/npc/pre-re/guides/guides_morroc.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Morroc Guides
//===== By: ==================================================
//= kobra_k88; L0ne_W0lf
//===== Current Version: =====================================
//= 1.4a
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Guides for the City of Morroc
diff --git a/npc/pre-re/guides/guides_moscovia.txt b/npc/pre-re/guides/guides_moscovia.txt
index 790e42472..a06e1d8fa 100644
--- a/npc/pre-re/guides/guides_moscovia.txt
+++ b/npc/pre-re/guides/guides_moscovia.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Moscovia Guides
//===== By: ==================================================
//= Kisuka
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Guides for the town of Moscovia.
@@ -89,4 +87,4 @@ moscovia,161,76,4 script Moscovia Guide#mosk 959,{
mes "Take care.";
close;
}
-}
+} \ No newline at end of file
diff --git a/npc/pre-re/guides/guides_niflheim.txt b/npc/pre-re/guides/guides_niflheim.txt
index 9a68d10d6..4eb165199 100644
--- a/npc/pre-re/guides/guides_niflheim.txt
+++ b/npc/pre-re/guides/guides_niflheim.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Niflheim Guide
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Guides for the City of Niflheim
@@ -68,7 +66,7 @@ niflheim,107,156,6 script Roaming Man#nif 798,{
mes "special once I realized no";
mes "Potion can ease the pain I feel.";
mes "...I wish I was in prison.";
- Emotion e_wah;
+ emotion e_wah;
viewpoint 1,217,196,3,0xCE6300;
break;
case 3:
@@ -84,7 +82,7 @@ niflheim,107,156,6 script Roaming Man#nif 798,{
mes "the monsters here will just";
mes "make them angrier. You may as";
mes "well let them eat you.";
- Emotion e_wah;
+ emotion e_wah;
viewpoint 1,216,171,4,0x55FF33;
break;
case 4:
diff --git a/npc/pre-re/guides/guides_payon.txt b/npc/pre-re/guides/guides_payon.txt
index 11e7cc57b..5244fb3b7 100644
--- a/npc/pre-re/guides/guides_payon.txt
+++ b/npc/pre-re/guides/guides_payon.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Payon Guides
//===== By: ==================================================
//= kobra_k88; L0ne_W0lf
//===== Current Version: =====================================
//= 1.6
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= [Official COnversion]
//= Guides for the City of Payon
@@ -246,7 +244,7 @@ pay_arche,85,30,2 script Guide#2pay 708,{
case 4:
mes "[Payon Guide]";
mes "If you'd like to erase the marks on the mini-map, select menu, 'Wipe all indicators on the mini-map'.";
- set @loop2,0;
+ set .@loop2,0;
break;
}
}
diff --git a/npc/pre-re/guides/guides_prontera.txt b/npc/pre-re/guides/guides_prontera.txt
index 8a3f87f61..68be56b2e 100644
--- a/npc/pre-re/guides/guides_prontera.txt
+++ b/npc/pre-re/guides/guides_prontera.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Prontera Guides
//===== By: ==================================================
//= kobra_k88; L0ne_W0lf
//===== Current Version: =====================================
//= 1.6a
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Guides for the City of Prontera
diff --git a/npc/pre-re/guides/guides_rachel.txt b/npc/pre-re/guides/guides_rachel.txt
index d9fc74475..c78068071 100644
--- a/npc/pre-re/guides/guides_rachel.txt
+++ b/npc/pre-re/guides/guides_rachel.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Rachel Guide
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.2b
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Rachel City guide
diff --git a/npc/pre-re/guides/guides_umbala.txt b/npc/pre-re/guides/guides_umbala.txt
index aab2f362d..dee3cf27a 100644
--- a/npc/pre-re/guides/guides_umbala.txt
+++ b/npc/pre-re/guides/guides_umbala.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Umbala Guides
//===== By: ==================================================
//= Dizzy, Translated by Celest; L0ne_W0lf
//===== Current Version: =====================================
//= 1.5
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Guide for the City of Umbala
diff --git a/npc/pre-re/guides/guides_veins.txt b/npc/pre-re/guides/guides_veins.txt
index 92c5d9558..5d448c635 100644
--- a/npc/pre-re/guides/guides_veins.txt
+++ b/npc/pre-re/guides/guides_veins.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Veins Guide
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Veins City guide
diff --git a/npc/pre-re/jobs/1-1/acolyte.txt b/npc/pre-re/jobs/1-1/acolyte.txt
index 7b46a6029..f69d4556a 100644
--- a/npc/pre-re/jobs/1-1/acolyte.txt
+++ b/npc/pre-re/jobs/1-1/acolyte.txt
@@ -1,13 +1,13 @@
//===== Hercules Script ======================================
//= Acolyte Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= kobra_k88; L0ne_W0lf
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 2.2
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Job quest for Acolyte classes
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 Fully working.
//= 1.1 Added function calls for Priest Quest.
//= 1.2 Fixed Marthilda, Yosuke bugs. [Lupus]
@@ -17,8 +17,8 @@
//= 1.5 Now saves/restores all quest skills [Lupus]
//= 1.6 Merged back JFunc [Lupus]
//= 1.7 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
-//= No longer uses function "F_ToHigh"
-//= Proper dialog for Priest job quest is unused (for now.)
+//= No longer uses function "F_ToHigh"
+//= Proper dialog for Priest job quest is unused (for now.)
//= 1.7a Functions now make use of proper priest quest dialog [L0ne_W0lf]
//= 1.8 Removed an Unnecessary "set job_acolyte_q,0;" [Samuray22]
//= 1.8a More bug fixes care of Crashy. [L0ne_W0lf]
@@ -26,7 +26,7 @@
//= 2.0 Fixed High Acolytesnot being given holy light. [L0ne_W0lf]
//= 2.1 Added Quest Log commands. [L0ne_W0lf]
//= 2.2 Fixed an issue with completequest by adding checkquest. [Kisuka]
-//============================================================
+//============================================================
prt_church,184,41,4 script Cleric#aco 60,{
if (Upper == 1) {
diff --git a/npc/pre-re/jobs/1-1/archer.txt b/npc/pre-re/jobs/1-1/archer.txt
index 5018bc48f..1b928ff13 100644
--- a/npc/pre-re/jobs/1-1/archer.txt
+++ b/npc/pre-re/jobs/1-1/archer.txt
@@ -1,13 +1,13 @@
//===== Hercules Script ======================================
//= Archer Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= kobra_k88; L0ne_W0lf
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.9
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Job quest for Archer classes
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 Fully working.
//= 1.1 Added instant job change for High Novice [Lupus]
//= 1.3 Added Baby Class support [Lupus]
@@ -15,12 +15,12 @@
//= 1.5 Now saves/restores all quest skills [Lupus]
//= 1.6 Merged back JFunc [Lupus]
//= 1.7 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
-//= Arrow reward is now equal to the type sof trunks brought.
-//= No longer uses function "F_ToHigh"
+//= Arrow reward is now equal to the type sof trunks brought.
+//= No longer uses function "F_ToHigh"
//= 1.7a Fixed minor dialogue bug at Grade==25 [Lupus]
//= 1.8 Fixed mistake in condition check. [L0ne_W0lf]
//= 1.9 Added Quest Log commands. [L0ne_W0lf]
-//============================================================
+//============================================================
payon_in02,64,71,4 script Archer Guildsman#archer 85,{
if (Upper == 1) {
diff --git a/npc/pre-re/jobs/1-1/mage.txt b/npc/pre-re/jobs/1-1/mage.txt
index 22aab9052..df53e3440 100644
--- a/npc/pre-re/jobs/1-1/mage.txt
+++ b/npc/pre-re/jobs/1-1/mage.txt
@@ -1,15 +1,13 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Mage Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= kobra_k88; L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.9
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 2.0
+//===== Description: =========================================
//= [Official Conversion]
//= Job quest for Mage classes
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 Fully working.
//= 1.1 Fixed input ingridients bug [Lupus]
//= 1.2 Added instant job change for High Novice [Lupus]
@@ -18,11 +16,12 @@
//= 1.5 Now saves/restores all quest skills [Lupus]
//= 1.6 Merged back JFunc, CHANGED NUMBERS TO CONSTANTS [Lupus]
//= 1.7 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
-//= No longer uses function "F_ToHigh"
+//= No longer uses function "F_ToHigh"
//= 1.7a Fixed a "If" in the quest. (bugreport:489) [Samuray22]
//= 1.8 Added Quest Log commands. [L0ne_W0lf]
//= 1.9 Fixed an issue with completequest by adding checkquest. [Kisuka]
-//============================================================
+//= 2.0 Moved "Dollshoi" and "Ponka-Hontas" NPCs. [Euphy]
+//============================================================
geffen_in,164,124,4 script Mage Guildsman 123,{
if (Upper == 1) {
@@ -86,7 +85,7 @@ geffen_in,164,124,4 script Mage Guildsman 123,{
}
if (job_magician_q == 0) {
mes "Wanna be a Mage, eh...?";
- if (sex)
+ if (Sex)
mes "Hey, look at you! You're kinda cute~! Not my type though...";
else {
mes "Oooh, you're such a hot babe~!";
@@ -231,7 +230,7 @@ geffen_in,164,124,4 script Mage Guildsman 123,{
case 2:
mes "[Mage Guildsman]";
mes "Wanna be a Mage, eh?";
- if (sex)
+ if (Sex)
mes "For a cutie like you, I'd be happy to explain the requirements!";
else
mes "I'd be happy to explain the requirements for a pretty girl like you!";
@@ -596,6 +595,13 @@ geffen_in,164,112,4 script Mixing Machine 111,{
close;
}
+// The Morroc Solution and Payon Solution traders
+// are also used in the Sage skill quests, and have
+// been moved to npc/quests/mage_solution.txt.
+//
+// pay_arche,122,100,0 script Dollshoi 88,{}
+// moc_ruins,91,150,0 script Ponka-Hontas 93,{}
+
geffen_in,177,112,4 script Bookshelf 111,{
mes "[Guide Book]";
mes "This Guide Book is the property of the Geffen Mage Association. Please handle with care.";
diff --git a/npc/pre-re/jobs/1-1/merchant.txt b/npc/pre-re/jobs/1-1/merchant.txt
index 93d502794..531c47df3 100644
--- a/npc/pre-re/jobs/1-1/merchant.txt
+++ b/npc/pre-re/jobs/1-1/merchant.txt
@@ -1,15 +1,13 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Merchant Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= kobra_k88; L0ne_W0lf
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 2.3
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Job quest for Merchant classes
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 Fully working.
//= 1.1 Added instant job change for High Novice [Lupus]
//= 1.3 Added Baby Class support [Lupus]
@@ -20,7 +18,7 @@
//= 1.6 Merged back JFunc, CHANGED NUMBERS TO CONSTANTS [Lupus]
//= 1.7 Updated to use Free Ticket for Kafra [Lupus]
//= 1.8 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
-//= No longer uses function "F_ToHigh"
+//= No longer uses function "F_ToHigh"
//= 1.9 Bugfixes, thanks to Barron-Monster. [L0ne_W0lf]
//= 1.9a Added a missing next; (Barron-Monster) [L0ne_W0lf]
//= 1.9b Typo. "nextl" -> "next;" (Barron-Monster) [L0ne_W0lf]
@@ -28,7 +26,7 @@
//= 2.1 Fixed mistake in condition check. [L0ne_W0lf]
//= 2.2 Added Quest Log commands. [L0ne_W0lf]
//= 2.3 Fixed an issue with completequest by adding checkquest. [Kisuka]
-//============================================================
+//============================================================
alberta_in,53,43,6 script Merchant#mer 86,{
if (Upper == 1) {
@@ -135,7 +133,7 @@ alberta_in,53,43,6 script Merchant#mer 86,{
mes "Please return when you have earned the 500 zeny that you need to become a Merchant.";
close;
}
- set zeny,zeny-500;
+ set Zeny, Zeny-500;
mes "Ah yes...!";
mes "Now your";
mes "membership";
@@ -171,7 +169,7 @@ alberta_in,53,43,6 script Merchant#mer 86,{
mes "[Chief Mahnsoo]";
mes "*Ahem* Aaaaand let me give you a little bit of money for delivering that message to Blossom for me.";
mes "I hope you'll help me again next time~";
- set zeny,zeny+200;
+ set Zeny, Zeny+200;
set quest_alb_01,2;
}
else {
@@ -343,7 +341,7 @@ alberta_in,53,43,6 script Merchant#mer 86,{
mes "[Chief Mahnsoo]";
if (Zeny >= 1000) {
set job_merchant_q,2;
- set zeny,zeny-1000;
+ set Zeny, Zeny-1000;
mes "Alright~";
mes "That's 1,000 zeny.";
mes "Excellent, excellent.";
@@ -357,7 +355,7 @@ alberta_in,53,43,6 script Merchant#mer 86,{
mes "[Chief Mahnsoo]";
if (Zeny >= 500) {
set job_merchant_q,1;
- set zeny,zeny-500;
+ set Zeny, Zeny-500;
mes "Let's see...";
mes "That's 500 Zeny. Although I don't think splitting payment is a good idea for any Merchant, it's alright since you're still learning.";
}
@@ -1060,7 +1058,7 @@ prontera,248,42,0 script Kafra Employee#mer 116,{
cutin "",255;
end;
}
- set zeny,zeny-600;
+ set Zeny, Zeny-600;
set RESRVPTS, RESRVPTS + 37;
cutin "",255;
warp "izlude",94,103;
diff --git a/npc/pre-re/jobs/1-1/swordman.txt b/npc/pre-re/jobs/1-1/swordman.txt
index 36ddc9d21..0887b2027 100644
--- a/npc/pre-re/jobs/1-1/swordman.txt
+++ b/npc/pre-re/jobs/1-1/swordman.txt
@@ -1,19 +1,17 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Swordsman Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= kobra_k88; L0ne_W0lf
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 2.3
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Job quest for Swordman classes
//= Uses Job_sword1 as opposed to sword_1-1 -> sword_3-1.
//= EXPLOITABLE in a sense because while the sword_x-1 maps
//= are marked as "inside" by the client, job_sword1 is not.
//= giving players FREE camera rotation while doing the job quest.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 Fully working.
//= 1.1 Added instant job change for High Novice [Lupus]
//= 1.3 Added Baby Class support [Lupus]
@@ -27,15 +25,15 @@
//= 1.7 changed location from its clone to the original [Lupus]
//= 1.7.1 Fixed warp on timeout [KarLaeda]
//= 1.8 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
-//= Removed "green" traps, quest is no longer timed.
-//= No longer uses function "F_ToHigh"
+//= Removed "green" traps, quest is no longer timed.
+//= No longer uses function "F_ToHigh"
//= 1.9 Dialog is official, but the Script is now custom as far as maps go. [L0ne_W0lf]
//= 1.9b Fixed usage of wrong jobchange func messing up baby classes [ultramage]
//= 2.0 Corrected NPC names to fall within proper resctrictions. [L0ne_W0lf]
//= 2.1 Fixed mistake in condition check. [L0ne_W0lf]
//= 2.2 Warp portals dont end with ; [Yommy]
//= 2.3 Added Quest Log commands. [L0ne_W0lf]
-//============================================================
+//============================================================
izlude_in,74,172,4 script Swordman#swd_1 119,{
if (Upper == 1) {
@@ -296,7 +294,7 @@ izlude_in,30,163,0 script Test Hall Staff#swd_1 105,{
}
// Examination Courses NPCs
-//============================================================
+//============================================================
// 1-1
job_sword1,230,245,2 script Medic#swd_1 105,{
callfunc "F_JobSwdMedic","1st";
@@ -322,7 +320,7 @@ job_sword1,223,167,2 script Mae#swd_1_success 92,{
}
// Examination Course Functions
-//============================================================
+//============================================================
function script F_JobSwdMedic {
percentheal 100,0;
mes "[Medic]";
@@ -366,7 +364,7 @@ OnTouch:
}
// Examination Course 1
-//============================================================
+//============================================================
job_sword1,223,243,0 warp checkp1-2#swd_1 1,1,job_sword1,11,206
job_sword1,223,205,0 warp checkp2-3#swd_1 1,1,job_sword1,11,168
@@ -396,7 +394,7 @@ job_sword1,193,168,0 script Test Hall Staff#swd_9 45,1,3,{
}
// Pitfalls (Set 1)
-//============================================================
+//============================================================
job_sword1,65,117,0 warp pitfall01-01 1,1,job_sword1,10,245
job_sword1,98,27,0 warp pitfall02-01 1,1,job_sword1,11,207
job_sword1,161,27,0 warp pitfall02-02 1,1,job_sword1,11,207
@@ -463,7 +461,7 @@ job_sword1,181,239,0 duplicate(SwdTrap1) 1_blank_14_c -1,1,0
job_sword1,193,245,0 warp 1_rest 1,3,job_sword1,215,244
// Pitfalls (Set 2)
-//============================================================
+//============================================================
job_sword1,56,212,0 script 2_blank_1_a::SwdTrap2 -1,40,0,{
OnTouch:
switch(rand(1,5)) {
@@ -508,7 +506,7 @@ job_sword1,155,201,0 duplicate(SwdTrap2) 2_blank_9_a -1,40,0
job_sword1,181,201,0 duplicate(SwdTrap2) 2_blank_9_b -1,2,0
// Pitfalls (Set 3)
-//============================================================
+//============================================================
job_sword1,17,174,0 script 3_blank_1_a::SwdTrap3 -1,2,0,{
OnTouch:
switch(rand(1,5)) {
@@ -621,7 +619,7 @@ job_sword1,177,163,0 duplicate(SwdTrap3) 3_blank_30_b -1,0,2
job_sword1,181,163,0 duplicate(SwdTrap3) 3_blank_30_c -1,2,0
// Monsters (all three courses)
-//============================================================
+//============================================================
job_sword1,0,0,0,0 monster Chonchon 1183,20,0,0,0
job_sword1,35,79,0,0 monster Fabre 1184,3,60000,30000,0
job_sword1,50,108,0,0 monster Fabre 1184,3,60000,30000,0
diff --git a/npc/pre-re/jobs/1-1/thief.txt b/npc/pre-re/jobs/1-1/thief.txt
index aa5c6a108..e1e34b144 100644
--- a/npc/pre-re/jobs/1-1/thief.txt
+++ b/npc/pre-re/jobs/1-1/thief.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Thief Job Quest
//===== By: ==================================================
//= rAthena Dev Team
//===== Current Version: =====================================
//= 1.8
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Job quest for Thief classes
@@ -14,11 +12,11 @@
//= 1.1 Added instant job change for High Novice [Lupus]
//= 1.3 Added Baby Class support [Lupus]
//= 1.4 Optimised and moved first checker to Jfunc1-1 [massdriller]
-//= Fixed possible EXP abuse [Lupus]
+//= Fixed possible EXP abuse [Lupus]
//= 1.5 Now saves/restores all quest skills [Lupus]
//= 1.6 Merged back JFunc [Lupus] 1.6a typos
//= 1.7 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
-//= No longer uses function "F_ToHigh"
+//= No longer uses function "F_ToHigh"
//= 1.8 Added Quest Log commands. [L0ne_W0lf]
//============================================================
@@ -52,7 +50,7 @@ moc_prydb1,39,129,2 script Thief Guide 69,{
}
else {
mes "[Thief Guide]";
- if (sex)
+ if (Sex)
mes "Hey, dude.";
else
mes "Hey, baby~";
@@ -61,7 +59,7 @@ moc_prydb1,39,129,2 script Thief Guide 69,{
}
else {
mes "[Thief Guide]";
- if (sex)
+ if (Sex)
mes "Hey, dude.";
else
mes "Hey, baby.";
@@ -445,7 +443,7 @@ moc_prydb1,42,133,2 script Comrade 118,{
next;
mes "[Brad]";
mes "Here is a small subsidy for a Newbie like you. Spend it whereever you want. Alright then, I'll see you around~";
- set zeny,zeny+.@money_thief;
+ set Zeny, Zeny+.@money_thief;
close;
}
}
diff --git a/npc/pre-re/jobs/novice/novice.txt b/npc/pre-re/jobs/novice/novice.txt
index c88795463..909ba2d88 100644
--- a/npc/pre-re/jobs/novice/novice.txt
+++ b/npc/pre-re/jobs/novice/novice.txt
@@ -1,15 +1,13 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Ep 10+ Novice Training Grounds
-//===== By: ==================================================
+//===== By: ==================================================
//= Dr.Evil & MasterOfMuppets
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 2.4
-//===== Compatible With: =====================================
-//= rAthena SVN 3422+(Requires jA Script System)
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Novice Training Grounds
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.7D Added confirm character name thing on receptionist. [Kisuka]
//= 1.8 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
//= NPCs are not backwards compatable, and will remove
@@ -23,7 +21,7 @@
//= 2.3 Added fix to Hanson from GM-windsor- and Saithis. [L0ne_W0lf]
//= 2.3a Correct a wrong variable name. (bugreport:2293) [Samuray22]
//= 2.4 Corrected an error in Hanson. (bugreport:2374) [L0ne_W0lf]
-//============================================================
+//============================================================
// Bulletin Board
new_1-1,66,114,4 script Bulletin Board#nv 111,{
@@ -924,7 +922,6 @@ new_1-2,115,111,3 script Item Tutor#nv 726,{
}
}
else if (nov_get_item04 < 10) {
- enable_items;
mes "[Alice]";
mes "^666666*Yawn~*^000000";
mes "This is so boring.";
@@ -4281,11 +4278,11 @@ new_3-3,0,0,0,0 monster Fabre 1184,5,0,0,0
new_4-3,0,0,0,0 monster Fabre 1184,5,0,0,0
new_5-3,0,0,0,0 monster Fabre 1184,5,0,0,0
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= 1.0 Added the New Novice Training Grounds, a big thanks [MasterOfMuppets]
-//= to Dr.Evil who did 90% of the work =)
+//= to Dr.Evil who did 90% of the work =)
//= 1.0b Temp measure to stop exploits. [Vicious]
//= 1.2 Removed Duplicates [Silent]
//= 1.3 Removed Duplicates [Toms]
@@ -4296,4 +4293,4 @@ new_5-3,0,0,0,0 monster Fabre 1184,5,0,0,0
//= 1.7a a bit of optimization [Lupus]
//= 1.7b Corrected a little Typo Error. (bugreport:728) [Samuray22]
//= 1.7C Corrected another Typo Error. (bugreport:740) [Samuray22]
-//============================================================
+//============================================================
diff --git a/npc/pre-re/kafras/kafras.txt b/npc/pre-re/kafras/kafras.txt
new file mode 100644
index 000000000..b5fbbd31e
--- /dev/null
+++ b/npc/pre-re/kafras/kafras.txt
@@ -0,0 +1,22 @@
+//===== Hercules Script ======================================
+//= Kafras (Cities/Dungeons/Fields)
+//===== By: ==================================================
+//= Daegaladh
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= Argument settings for callfunc "F_Kafra":
+//= arg(0): 0 - Default Kafra message
+//= 1 - Niflhiem Kafra message
+//= 2 - Guild Kafra message
+//= arg(1): 1 - Disable teleport menu
+//= arg(2): 1 - Disable info menu
+//= arg(3): Cost of Storage service
+//= arg(4): Cost of Rent a Pushcart service
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//============================================================
+
+// Izlude
+//============================================================
+izlude,134,87,3 duplicate(kaf_izlude) Kafra Employee#iz 117
diff --git a/npc/pre-re/kafras/kafras_izl.txt b/npc/pre-re/kafras/kafras_izl.txt
deleted file mode 100644
index ba2081fd6..000000000
--- a/npc/pre-re/kafras/kafras_izl.txt
+++ /dev/null
@@ -1,15 +0,0 @@
-//===== rAthena Script =======================================
-//= Izlude Kafras
-//===== By: ==================================================
-//= Daegaladh
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= Izlude Kafras.
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//============================================================
-
-izlude,134,87,3 duplicate(kaf_izlude) Kafra Employee 117
diff --git a/npc/warps/other/bossnia.txt b/npc/pre-re/merchants/ammo_boxes.txt
index 2566f2479..28b220e17 100644
--- a/npc/warps/other/bossnia.txt
+++ b/npc/pre-re/merchants/ammo_boxes.txt
@@ -1,16 +1,13 @@
//===== Hercules Script ======================================
-//= Bossnia Warps
+//= Magazine Dealers
//===== By: ==================================================
-//= Masao
+//= Euphy
//===== Current Version: =====================================
//= 1.0
//===== Description: =========================================
-//= Back Warp Points related to the Bossnia event.
+//= Turns bullets into magazines/packs.
//===== Additional Comments: =================================
-//= 1.0 First Version.
+//= 1.0 First version, Pre-Renewal duplicates.
//============================================================
-bossnia_01,204,204,0 warp bossnia01 1,1,prontera,155,180
-bossnia_02,204,204,0 warp bossnia02 1,1,prontera,155,180
-bossnia_03,204,204,0 warp bossnia03 1,1,prontera,155,180
-bossnia_04,204,204,0 warp bossnia04 1,1,prontera,155,180
+izlude,171,127,3 duplicate(mdk) Magazine Dealer Kenny#iz 83
diff --git a/npc/pre-re/merchants/ammo_dealer.txt b/npc/pre-re/merchants/ammo_dealer.txt
new file mode 100644
index 000000000..4286121b2
--- /dev/null
+++ b/npc/pre-re/merchants/ammo_dealer.txt
@@ -0,0 +1,13 @@
+//===== Hercules Script ======================================
+//= Bullet Dealers
+//===== By ===================================================
+//= Euphy
+//===== Version ==============================================
+//= 1.0
+//===== Description ==========================================
+//= Bullet trader.
+//===== Comments =============================================
+//= 1.0 First version, Pre-Renewal duplicates.
+//============================================================
+
+izlude,171,133,3 duplicate(bdt) Bullet Dealer Tony#iz 86
diff --git a/npc/pre-re/merchants/shops.txt b/npc/pre-re/merchants/shops.txt
index eb72c44a5..60864123d 100644
--- a/npc/pre-re/merchants/shops.txt
+++ b/npc/pre-re/merchants/shops.txt
@@ -1,17 +1,15 @@
-//===== Hercules Script =======================================
+//===== Hercules Script =======================================
//= Shops
-//===== By: ==================================================
+//===== By: ==================================================
//= Daegaladh
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Hercules GIT
-//===== Description: =========================================
+//===== Description: =========================================
//= Pre-renewal-specific town shop NPCs.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version.
-//= 1.1 Added Tool Dealer & Trading Merchant [Streusel]
-//============================================================
+//= 1.1 Moved Izlude shops to pre-re/re paths. [Streusel]
+//============================================================
//=======================================================
// Izlude
diff --git a/npc/pre-re/mobs/citycleaners.txt b/npc/pre-re/mobs/citycleaners.txt
new file mode 100644
index 000000000..7f7fd9105
--- /dev/null
+++ b/npc/pre-re/mobs/citycleaners.txt
@@ -0,0 +1,18 @@
+//===== Hercules Script ======================================
+//= City Cleaners Monster Spawn Script
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= Spawns monsters to clean up cities.
+//===== Additional Comments: =================================
+//= 1.0 First version, Pre-Renewal spawns.
+//============================================================
+
+//==================================================
+// Thief Bug City Spawns
+//==================================================
+payon_in02,23,68,5,5 monster Thief Bug 1051,7,1200000,600000,0
+jawaii_in,73,117,4,4 monster Thief Bug 1051,1,5400000,3000000,0
+jawaii_in,83,117,5,5 monster Thief Bug 1051,1,4800000,2400000,0
diff --git a/npc/pre-re/mobs/dungeons/ein_dun.txt b/npc/pre-re/mobs/dungeons/ein_dun.txt
index 755e6d7ab..b7b902c9e 100644
--- a/npc/pre-re/mobs/dungeons/ein_dun.txt
+++ b/npc/pre-re/mobs/dungeons/ein_dun.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Einbech Mine Dungeon Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.5
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.0 spawn N and spawn delays aren't yet correct, so I set
//= respawn delays quite big for now [Lupus]
diff --git a/npc/pre-re/mobs/dungeons/gef_dun.txt b/npc/pre-re/mobs/dungeons/gef_dun.txt
index 70d0661e3..4fcc727e7 100644
--- a/npc/pre-re/mobs/dungeons/gef_dun.txt
+++ b/npc/pre-re/mobs/dungeons/gef_dun.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Geffen Dungeon Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.2 Official kRO 10.1 spawns [Playtester]
//= 1.3 More accurate spawns [Playtester]
diff --git a/npc/pre-re/mobs/dungeons/glastheim.txt b/npc/pre-re/mobs/dungeons/glastheim.txt
index 508de0239..68cc2d659 100644
--- a/npc/pre-re/mobs/dungeons/glastheim.txt
+++ b/npc/pre-re/mobs/dungeons/glastheim.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Glast Heim Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.5
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.1 [Lupus]
//= 1.2 Updated to ep 8.5 aegis spawns [MasterOfMuppets]
diff --git a/npc/pre-re/mobs/dungeons/gld_dun.txt b/npc/pre-re/mobs/dungeons/gld_dun.txt
index 048f43681..01636a206 100644
--- a/npc/pre-re/mobs/dungeons/gld_dun.txt
+++ b/npc/pre-re/mobs/dungeons/gld_dun.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Guild Dungeons Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.2 Official kRO 10.1 spawns [Playtester]
//= 1.3 Corrected MVP spawn variance. [Gepard]
diff --git a/npc/pre-re/mobs/dungeons/gld_dunSE.txt b/npc/pre-re/mobs/dungeons/gld_dunSE.txt
index abff62d33..1408ad00e 100644
--- a/npc/pre-re/mobs/dungeons/gld_dunSE.txt
+++ b/npc/pre-re/mobs/dungeons/gld_dunSE.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Guild Dungeons Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.0 First version
//= 1.1 Updated spawns to official. [L0ne_W0lf]
diff --git a/npc/pre-re/mobs/dungeons/gon_dun.txt b/npc/pre-re/mobs/dungeons/gon_dun.txt
index 347ad6174..9b30ebd02 100644
--- a/npc/pre-re/mobs/dungeons/gon_dun.txt
+++ b/npc/pre-re/mobs/dungeons/gon_dun.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Gonryun Dungeon Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.1 Official kRO 10.1 spawns [Playtester]
//= 1.2 Corrected MVP spawn variance. [L0ne_W0lf]
diff --git a/npc/pre-re/mobs/dungeons/ice_dun.txt b/npc/pre-re/mobs/dungeons/ice_dun.txt
index 35a5090f8..c68972345 100644
--- a/npc/pre-re/mobs/dungeons/ice_dun.txt
+++ b/npc/pre-re/mobs/dungeons/ice_dun.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Ice Dungeon Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.0 First version from jAthena [Playtester]
//= 1.1 More accurate spawns [Playtester]
diff --git a/npc/pre-re/mobs/dungeons/in_sphinx.txt b/npc/pre-re/mobs/dungeons/in_sphinx.txt
index 1d3a4ad32..6b281d5a5 100644
--- a/npc/pre-re/mobs/dungeons/in_sphinx.txt
+++ b/npc/pre-re/mobs/dungeons/in_sphinx.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Morocc Sphinx Dungeon Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.1 Official kRO 10.1 spawns [Playtester]
//= 1.2 Replaced Marduk with Anubis on F4 and F5 [Playtester]
diff --git a/npc/pre-re/mobs/dungeons/iz_dun.txt b/npc/pre-re/mobs/dungeons/iz_dun.txt
index fc1b282bb..60491b2c8 100644
--- a/npc/pre-re/mobs/dungeons/iz_dun.txt
+++ b/npc/pre-re/mobs/dungeons/iz_dun.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Byalan Dungeon Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.1 Official kRO 10.1 spawns for 1-4 [Playtester]
//= 1.2 More accurate spawns [Playtester]
diff --git a/npc/pre-re/mobs/dungeons/kh_dun.txt b/npc/pre-re/mobs/dungeons/kh_dun.txt
index 1960a958a..4b10f64ac 100644
--- a/npc/pre-re/mobs/dungeons/kh_dun.txt
+++ b/npc/pre-re/mobs/dungeons/kh_dun.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Kiel Dungeon Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.0 First version [MasterOfMuppets]
//= 1.1 Added official mob types [Playtester]
diff --git a/npc/pre-re/mobs/dungeons/lhz_dun.txt b/npc/pre-re/mobs/dungeons/lhz_dun.txt
index ee395123a..55e9acbfa 100644
--- a/npc/pre-re/mobs/dungeons/lhz_dun.txt
+++ b/npc/pre-re/mobs/dungeons/lhz_dun.txt
@@ -1,18 +1,18 @@
//===== Hercules Script ======================================
//= Lighthalzen Dungeon(Biolabs) Monster Spawn Script
//===== By: ==================================================
-// The Prometheus Project, rAthena Dev Team
+//= The Prometheus Project, rAthena Dev Team
//===== Current Version: =====================================
//= 1.8
//===== Additional Comments: =================================
//= 08/24/05 : Added 1st version. [Muad_Dib]
-//= 1.1: Some corrections to level 1, 2 as pointed out by
-//= MasterofMuppets. [Skotlex]
-//= 1.3: Some fixes based on kRO's "RO Map" [Poki#3]
-//= I also made the place more Moby ^^
-//= 1.4: Adjusted spawns according to own info from iRO [MasterOfMuppets]
-//= 1.5: More accurate spawn numbers and iRO names thanks to Tharis [Playtester]
-//= 1.6: Official X.3 spawns [Playtester]
+//= 1.1 Some corrections to level 1, 2 as pointed out by
+//= MasterofMuppets. [Skotlex]
+//= 1.3 Some fixes based on kRO's "RO Map" [Poki#3]
+//= I also made the place more Moby ^^
+//= 1.4 Adjusted spawns according to own info from iRO [MasterOfMuppets]
+//= 1.5 More accurate spawn numbers and iRO names thanks to Tharis [Playtester]
+//= 1.6 Official X.3 spawns [Playtester]
//= 1.7 Corrected MVP spawn function to be standard to iRO. [L0ne_W0lf]
//= - A random 99 will now be spawned when the MVP spawns.
//= - Spare spawn and MVP spawn now spawn in official locations.
@@ -21,11 +21,9 @@
//= 1.8 Corrected MVP spawn variance (Labs2 MVP). [L0ne_W0lf]
//============================================================
-
//========================================================================================
// lhz_dun01 - Bio-life Labs 1F
//========================================================================================
-
lhz_dun01,0,0,0,0 monster Metaling 1613,50,0,0,0
lhz_dun01,0,0,0,0 monster Anopheles 1627,70,0,0,0
lhz_dun01,0,0,0,0 monster Remover 1682,100,0,0,0
@@ -64,7 +62,6 @@ lhz_dun01,0,0,0,0 monster Gemini-S58 1681,1,7200000,5400000,0
//========================================================================================
// lhz_dun02 - Bio-life Labs 2F
//========================================================================================
-
lhz_dun02,0,0,0,0 monster Egnigem Cenia 1652,26,0,0,0
lhz_dun02,0,0,0,0 monster Wickebine Tres 1653,26,0,0,0
lhz_dun02,0,0,0,0 monster Armeyer Dinze 1654,26,0,0,0
@@ -97,7 +94,6 @@ lhz_dun02,0,0,0,0 boss_monster Egnigem Cenia 1658,1,7200000,600000,1
//========================================================================================
// lhz_dun03 - Bio-life Labs 3F
//========================================================================================
-
lhz_dun03,140,235,116,30 monster Seyren Windsor 1634,4,180000,120000,0
lhz_dun03,140,235,116,30 monster Eremes Guile 1635,4,180000,120000,0
lhz_dun03,140,235,116,30 monster Howard Alt-Eisen 1636,4,180000,120000,0
@@ -227,52 +223,52 @@ OnInit:
OnTimer6000000:
if (rand(1,6) == 1) {
- donpcevent "summon_boss_lt::Onsummon";
+ donpcevent "summon_boss_lt::OnSummon";
stopnpctimer;
}
end;
OnTimer6300000:
if (rand(1,6) == 2) {
- donpcevent "summon_boss_lt::Onsummon";
+ donpcevent "summon_boss_lt::OnSummon";
stopnpctimer;
}
end;
OnTimer6600000:
if (rand(1,6) == 3) {
- donpcevent "summon_boss_lt::Onsummon";
+ donpcevent "summon_boss_lt::OnSummon";
stopnpctimer;
}
end;
OnTimer6900000:
if (rand(1,6) == 4) {
- donpcevent "summon_boss_lt::Onsummon";
+ donpcevent "summon_boss_lt::OnSummon";
stopnpctimer;
}
end;
OnTimer7200000:
if (rand(1,6) == 5) {
- donpcevent "summon_boss_lt::Onsummon";
+ donpcevent "summon_boss_lt::OnSummon";
stopnpctimer;
}
end;
OnTimer7500000:
if (rand(1,6) == 6) {
- donpcevent "summon_boss_lt::Onsummon";
+ donpcevent "summon_boss_lt::OnSummon";
stopnpctimer;
}
end;
OnTimer7800000:
- donpcevent "summon_boss_lt::Onsummon";
+ donpcevent "summon_boss_lt::OnSummon";
stopnpctimer;
end;
-Onsummon:
+OnSummon:
// Select Coordinates to summon a random MVP on
switch(rand(1,6)) {
case 1: set .@x,140; set .@y,232; break;
diff --git a/npc/pre-re/mobs/dungeons/lou_dun.txt b/npc/pre-re/mobs/dungeons/lou_dun.txt
index bc4a264dd..32dd9b117 100644
--- a/npc/pre-re/mobs/dungeons/lou_dun.txt
+++ b/npc/pre-re/mobs/dungeons/lou_dun.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Louyang Dungeon Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.1 Updated by MasterOfMuppets
//= 1.2 Added Bacsojin and Chung E [MasterOfMuppets]
diff --git a/npc/pre-re/mobs/dungeons/mag_dun.txt b/npc/pre-re/mobs/dungeons/mag_dun.txt
index e568a0f54..c59c7279f 100644
--- a/npc/pre-re/mobs/dungeons/mag_dun.txt
+++ b/npc/pre-re/mobs/dungeons/mag_dun.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Magma Dungeon Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.1 fixed 2,3,4 tabs instead of 1... and wrong mob names [Lupus]
//= 1.2 Official jRO 10.3 spawns [Playtester]
diff --git a/npc/pre-re/mobs/dungeons/mjo_dun.txt b/npc/pre-re/mobs/dungeons/mjo_dun.txt
index 12a0e9dee..18403fd8f 100644
--- a/npc/pre-re/mobs/dungeons/mjo_dun.txt
+++ b/npc/pre-re/mobs/dungeons/mjo_dun.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Coal Mine(Dead pit) Dungeon Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.1 Official kRO 10.1 spawns [Playtester]
//============================================================
diff --git a/npc/pre-re/mobs/dungeons/moc_pryd.txt b/npc/pre-re/mobs/dungeons/moc_pryd.txt
index 4a8bf8e0b..bcbe05801 100644
--- a/npc/pre-re/mobs/dungeons/moc_pryd.txt
+++ b/npc/pre-re/mobs/dungeons/moc_pryd.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
-//= Morocc Pryamid Dungeon Monster Spawn Script
+//===== Hercules Script ======================================
+//= Morocc Pyramid Dungeon Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.1 Official kRO 10.1 spawns [Playtester]
//= 1.2 More accurate spawns [Playtester]
diff --git a/npc/pre-re/mobs/dungeons/mosk_dun.txt b/npc/pre-re/mobs/dungeons/mosk_dun.txt
index d3c416948..e7c9ec7f1 100644
--- a/npc/pre-re/mobs/dungeons/mosk_dun.txt
+++ b/npc/pre-re/mobs/dungeons/mosk_dun.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Moscovia Dungeon Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.0 Added spawns [Playtester]
//= 1.1 Swapped named according to mob db. [L0ne_W0lf]
diff --git a/npc/pre-re/mobs/dungeons/nyd_dun.txt b/npc/pre-re/mobs/dungeons/nyd_dun.txt
index 19a7e783e..7068a9a0b 100644
--- a/npc/pre-re/mobs/dungeons/nyd_dun.txt
+++ b/npc/pre-re/mobs/dungeons/nyd_dun.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Yggdrasil Root Dungeon
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.0 First version
//============================================================
diff --git a/npc/pre-re/mobs/dungeons/odin.txt b/npc/pre-re/mobs/dungeons/odin.txt
index 48f7f465f..8cf04f076 100644
--- a/npc/pre-re/mobs/dungeons/odin.txt
+++ b/npc/pre-re/mobs/dungeons/odin.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Odin Temple Monster Spawn Script
//===== By: ==================================================
//= Poki#3 (0.1)
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.0 Updated by using Tharis' Homun AI, by Tharis [Vicious]
//= 1.1 More accurate spawns [Playtester]
diff --git a/npc/pre-re/mobs/dungeons/orcsdun.txt b/npc/pre-re/mobs/dungeons/orcsdun.txt
index be6e7bfc1..706981ff8 100644
--- a/npc/pre-re/mobs/dungeons/orcsdun.txt
+++ b/npc/pre-re/mobs/dungeons/orcsdun.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Orc Dungeon Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.2 Official kRO 10.1 spawns [Playtester]
//============================================================
diff --git a/npc/pre-re/mobs/dungeons/pay_dun.txt b/npc/pre-re/mobs/dungeons/pay_dun.txt
index 481edea80..fbd230ef8 100644
--- a/npc/pre-re/mobs/dungeons/pay_dun.txt
+++ b/npc/pre-re/mobs/dungeons/pay_dun.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Payon Cave Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.1 Official kRO 10.1 spawns [Playtester]
//= 1.2 Small spawn update [Playtester]
diff --git a/npc/pre-re/mobs/dungeons/prt_maze.txt b/npc/pre-re/mobs/dungeons/prt_maze.txt
index 47d79efac..32ce16ef0 100644
--- a/npc/pre-re/mobs/dungeons/prt_maze.txt
+++ b/npc/pre-re/mobs/dungeons/prt_maze.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Prontera Maze(Hidden Temple) Dungeon Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.2 Official kRO 10.1 spawns [Playtester]
//= 1.3 Some small fixes [Playtester]
diff --git a/npc/pre-re/mobs/dungeons/prt_sew.txt b/npc/pre-re/mobs/dungeons/prt_sew.txt
index f907feb38..d7ce90022 100644
--- a/npc/pre-re/mobs/dungeons/prt_sew.txt
+++ b/npc/pre-re/mobs/dungeons/prt_sew.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Prontera Sewers(Culvert) Dungeon Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.1 Official kRO 10.1 spawns [Playtester]
//= 1.2 Corrected MVP spawn variance. [L0ne_W0lf]
diff --git a/npc/pre-re/mobs/dungeons/ra_san.txt b/npc/pre-re/mobs/dungeons/ra_san.txt
index ffb79459e..3bc8e19ac 100644
--- a/npc/pre-re/mobs/dungeons/ra_san.txt
+++ b/npc/pre-re/mobs/dungeons/ra_san.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Rachel Sanctuary Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.0 First version with guessed amounts [Playtester]
//= 1.1 More accurate spawns [Playtester]
diff --git a/npc/pre-re/mobs/dungeons/tha_t.txt b/npc/pre-re/mobs/dungeons/tha_t.txt
index c42f0e59b..d97be54c7 100644
--- a/npc/pre-re/mobs/dungeons/tha_t.txt
+++ b/npc/pre-re/mobs/dungeons/tha_t.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Thanatos Tower Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.0 Real spawns by Poki#3 [Nexon]
//= 1.1 More official spawns [Playtester]
diff --git a/npc/pre-re/mobs/dungeons/thor_v.txt b/npc/pre-re/mobs/dungeons/thor_v.txt
index f72abc90c..79d9c8176 100644
--- a/npc/pre-re/mobs/dungeons/thor_v.txt
+++ b/npc/pre-re/mobs/dungeons/thor_v.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script ========================================
+//===== Hercules Script ======================================
//= Thor Volcano Monster Spawn Script
//===== By: ==================================================
//= Playtester
//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
//= Official monster spawn in Thor Volcano Dungeon.
//===== Additional Comments: =================================
@@ -16,7 +14,7 @@
//= 1.4 Corrected MVP spawn variance. [L0ne_W0lf]
//============================================================
-// ================= [Thor Volcano - 01] =====================
+// =================[Thor Volcano - 01] =====================
thor_v01,0,0,0,0 monster Magmaring 1836,10,0,0,0
thor_v01,0,0,0,0 monster Fire Imp 1837,5,0,0,0
thor_v01,0,0,0,0 monster Fire Imp 1837,12,1800000,0,0
@@ -34,7 +32,7 @@ thor_v01,0,0,0,0 monster Bow Master 1830,5,420000,0,0
thor_v01,0,0,0,0 monster Salamander 1831,5,3600000,0,0
thor_v01,0,0,0,0 monster Byorgue 1839,1,3600000,0,0
-// ================= [Thor Volcano - 02] =====================
+// =================[Thor Volcano - 02] =====================
thor_v02,0,0,0,0 monster Magmaring 1836,10,0,0,0
thor_v02,0,0,0,0 monster Fire Imp 1837,5,0,0,0
thor_v02,75,125,50,85 monster Fire Imp 1837,3,0,0,0
@@ -49,7 +47,7 @@ thor_v02,0,0,0,0 monster Salamander 1831,1,18000000,0,0
thor_v02,0,0,0,0 monster Sword Master 1829,1,7200000,0,0
thor_v02,0,0,0,0 monster Bow Master 1830,1,7200000,0,0
-// ================= [Thor Volcano - 03] =====================
+// =================[Thor Volcano - 03] =====================
thor_v03,0,0,0,0 monster Kasa 1833,16,0,0,0
thor_v03,95,220,64,55 monster Kasa 1833,6,0,0,0
thor_v03,223,224,65,60 monster Kasa 1833,6,0,0,0
diff --git a/npc/pre-re/mobs/dungeons/treasure.txt b/npc/pre-re/mobs/dungeons/treasure.txt
index 7cc99c9a1..552b3f8be 100644
--- a/npc/pre-re/mobs/dungeons/treasure.txt
+++ b/npc/pre-re/mobs/dungeons/treasure.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Sunken Ship Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.1 Official kRO 10.1 spawns [Playtester]
//= 1.2 More accurate spawns [Playtester]
diff --git a/npc/pre-re/mobs/dungeons/tur_dun.txt b/npc/pre-re/mobs/dungeons/tur_dun.txt
index 3905c4616..a597e81e1 100644
--- a/npc/pre-re/mobs/dungeons/tur_dun.txt
+++ b/npc/pre-re/mobs/dungeons/tur_dun.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Turtle Island Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.2 Official kRO 10.1 spawns [Playtester]
//============================================================
diff --git a/npc/pre-re/mobs/dungeons/um_dun.txt b/npc/pre-re/mobs/dungeons/um_dun.txt
index e245c6d88..681a0dca0 100644
--- a/npc/pre-re/mobs/dungeons/um_dun.txt
+++ b/npc/pre-re/mobs/dungeons/um_dun.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Umbala Dungeon Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.2 Official kRO 10.1 spawns [Playtester]
//= 1.3 Some 11.1 spawn updates [Playtester]
diff --git a/npc/pre-re/mobs/dungeons/xmas_dun.txt b/npc/pre-re/mobs/dungeons/xmas_dun.txt
index 420efcdf9..4146c3fa8 100644
--- a/npc/pre-re/mobs/dungeons/xmas_dun.txt
+++ b/npc/pre-re/mobs/dungeons/xmas_dun.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Toy Factory Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.1 added Garm Baby according to May 10 patch
//= 1.2 Official kRO 10.1 spawns [Playtester]
diff --git a/npc/pre-re/mobs/dungeons/yggdrasil.txt b/npc/pre-re/mobs/dungeons/yggdrasil.txt
index b3d401ac5..939933aeb 100644
--- a/npc/pre-re/mobs/dungeons/yggdrasil.txt
+++ b/npc/pre-re/mobs/dungeons/yggdrasil.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Yggdrasil Tree Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.0 Splitted from Nifflheim fields [DracoRPG]
//= 1.1 Official kRO 10.1 spawns [Playtester]
diff --git a/npc/pre-re/mobs/fields/amatsu.txt b/npc/pre-re/mobs/fields/amatsu.txt
index 1b886b073..fd38b2118 100644
--- a/npc/pre-re/mobs/fields/amatsu.txt
+++ b/npc/pre-re/mobs/fields/amatsu.txt
@@ -1,4 +1,4 @@
-//===== Hercules Script =======================================
+//===== Hercules Script ======================================
//= Amatsu Fields Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
diff --git a/npc/pre-re/mobs/fields/comodo.txt b/npc/pre-re/mobs/fields/comodo.txt
index e9d37da80..4e21f81e3 100644
--- a/npc/pre-re/mobs/fields/comodo.txt
+++ b/npc/pre-re/mobs/fields/comodo.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Comodo Fields Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.2 Official kRO 10.1 spawns [Playtester]
//= 1.3 More accurate spawns [Playtester]
diff --git a/npc/pre-re/mobs/fields/einbroch.txt b/npc/pre-re/mobs/fields/einbroch.txt
index bdaaf59da..1b8b48f24 100644
--- a/npc/pre-re/mobs/fields/einbroch.txt
+++ b/npc/pre-re/mobs/fields/einbroch.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Einbroch Fields Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.6
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.1 correct spawn maps, but not yet exact amount of
//= monsters [Lupus]
@@ -14,9 +12,9 @@
//= again for providing the information [MasterOfMuppets]
//= 1.2a Fixed missing tabs [Lupus]
//= 1.3 Updated after Episode 10.4 - Hugel [Poki#3]
-//= Mob quantity is custom.
+//= Mob quantity is custom.
//= 1.3b Changed the spawn numbers a bit. [Poki#3]
-//= Thanks to Playtester and Emperium.org
+//= Thanks to Playtester and Emperium.org
//= 1.4 Updated by using Tharis' Homun AI, by Tharis [Vicious]
//= 1.5 Adjusted some spawns according to official info [Playtester]
//= 1.6 More accurate spawns [Playtester]
diff --git a/npc/pre-re/mobs/fields/geffen.txt b/npc/pre-re/mobs/fields/geffen.txt
index 813e745e7..cc6b1780d 100644
--- a/npc/pre-re/mobs/fields/geffen.txt
+++ b/npc/pre-re/mobs/fields/geffen.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Geffen Fields Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.5
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.2 Map names typos fix [Lupus]
//= 1.3 Official kRO 10.1 spawns + future changes [Playtester]
diff --git a/npc/pre-re/mobs/fields/gonryun.txt b/npc/pre-re/mobs/fields/gonryun.txt
index eab2227ef..0fb3fcafe 100644
--- a/npc/pre-re/mobs/fields/gonryun.txt
+++ b/npc/pre-re/mobs/fields/gonryun.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Gon Ryun Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.1 Official kRO 10.1 spawns [Playtester]
//============================================================
diff --git a/npc/pre-re/mobs/fields/hugel.txt b/npc/pre-re/mobs/fields/hugel.txt
index 0946379ce..633e9f428 100644
--- a/npc/pre-re/mobs/fields/hugel.txt
+++ b/npc/pre-re/mobs/fields/hugel.txt
@@ -1,18 +1,16 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Hugel Fields Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= Spawns for hu_fild05 and hu_fild04, numbers may not be correct [MasterOfMuppets]
//= 0.2 Fixed Petit ID
//= 0.3 Updated the spawns using kRO's website as info, [MasterOfMuppets]
-//= thanks to battousai90
+//= thanks to battousai90
//= 0.4 Updated after Episode 10.4 - Hugel [Poki#3]
-//= Mob quantity is custom.
+//= Mob quantity is custom.
//= 1.0 Updated by using Tharis' Homun AI, by Tharis [Vicious]
//= 1.1 Official X.3 spawns [Playtester]
//= 1.2 Some 11.1 spawn updates [Playtester]
diff --git a/npc/pre-re/mobs/fields/jawaii.txt b/npc/pre-re/mobs/fields/jawaii.txt
deleted file mode 100644
index 194a64b84..000000000
--- a/npc/pre-re/mobs/fields/jawaii.txt
+++ /dev/null
@@ -1,29 +0,0 @@
-//===== rAthena Script =======================================
-//= Jawaii the honeymoon Island Monster Spawn Script
-//===== By: ==================================================
-//= MasterOfMuppets (1.0)
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Any Athena Version
-//===== Additional Comments: =================================
-//= 1.0 First version [MasterOfMuppets]
-//============================================================
-
-//==================================================
-// jawaii - Jawaii, the Honeymoon Island
-//==================================================
-jawaii,207,290,10,10 monster Phen 1158,3,3600000,1800000,0
-jawaii,221,220,30,30 monster Aster 1266,2,3600000,2400000,0
-jawaii,276,163,20,20 monster Aster 1266,1,7200000,3600000,0
-jawaii,221,220,30,30 monster Shellfish 1074,1,4800000,3000000,0
-jawaii,276,163,20,30 monster Shellfish 1074,2,4200000,2400000,0
-
-//==================================================
-// jawaii_in - Inside Jawaii
-//==================================================
-jawaii_in,128,121,1,4 monster Red Mushroom 1085,1,3000000,1200000,0
-jawaii_in,124,76,1,1 monster Black Mushroom 1084,1,3600000,1200000,0
-jawaii_in,72,74,5,1 monster Black Mushroom 1084,2,3000000,1200000,0
-jawaii_in,73,117,4,4 monster Thief Bug 1051,1,5400000,3000000,0
-jawaii_in,83,117,5,5 monster Thief Bug 1051,1,4800000,2400000,0
diff --git a/npc/pre-re/mobs/fields/lighthalzen.txt b/npc/pre-re/mobs/fields/lighthalzen.txt
index 46e660255..bb25b14fc 100644
--- a/npc/pre-re/mobs/fields/lighthalzen.txt
+++ b/npc/pre-re/mobs/fields/lighthalzen.txt
@@ -8,7 +8,7 @@
//= 1.0 by Muad_Dib (Prometheus Project)
//= 1.1 Added Porcellio by MasterOfMuppets
//= 1.2 Corrected monsters. Many thanks to vicious_pucca for
-//= the information [MasterOfMuppets]
+//= the information [MasterOfMuppets]
//= 1.3 Updated acordingly to Episode 10.4 [Poki#3]
//= 1.4 Fully updated X.4 spawns [Playtester]
//= 1.5 More accurate spawns [Playtester]
diff --git a/npc/pre-re/mobs/fields/louyang.txt b/npc/pre-re/mobs/fields/louyang.txt
index e7254f8dd..f64a899de 100644
--- a/npc/pre-re/mobs/fields/louyang.txt
+++ b/npc/pre-re/mobs/fields/louyang.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Louyang Fields Monster Spawn Script
//===== By: ==================================================
//= Evera/Lorri
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.1 updated by MasterOfMuppets
//= 1.2 Official kRO 10.1 spawns [Playtester]
diff --git a/npc/pre-re/mobs/fields/lutie.txt b/npc/pre-re/mobs/fields/lutie.txt
index 7918ed45b..2eff79086 100644
--- a/npc/pre-re/mobs/fields/lutie.txt
+++ b/npc/pre-re/mobs/fields/lutie.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Lutie Fields Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.1 added Garm Baby according to May 10 patch
//= 1.2 Official kRO 10.1 spawns [Playtester]
diff --git a/npc/pre-re/mobs/fields/manuk.txt b/npc/pre-re/mobs/fields/manuk.txt
index 6bf0ba600..23970e19a 100644
--- a/npc/pre-re/mobs/fields/manuk.txt
+++ b/npc/pre-re/mobs/fields/manuk.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Manuk Fields Monster Spawn Script
//===== By: ==================================================
//= alexx, MaC
//===== Current Version: =====================================
//= 1.1a
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.0 Official spawn ammounts from Aegis script [alexx]
//= 1.1 Added 13.2 mob spawn update [scriptor]
diff --git a/npc/pre-re/mobs/fields/mjolnir.txt b/npc/pre-re/mobs/fields/mjolnir.txt
index 2f6508b8e..377536fa6 100644
--- a/npc/pre-re/mobs/fields/mjolnir.txt
+++ b/npc/pre-re/mobs/fields/mjolnir.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Mt. Mjolnir Fields Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.2 Official kRO 10.1 spawns [Playtester]
//============================================================
diff --git a/npc/pre-re/mobs/fields/morocc.txt b/npc/pre-re/mobs/fields/morocc.txt
index 8d3fef338..8fb354ce5 100644
--- a/npc/pre-re/mobs/fields/morocc.txt
+++ b/npc/pre-re/mobs/fields/morocc.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Morocc Fields Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.7
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.1 Official kRO 10.1 spawns [Playtester]
//= 1.2 More accurate spawns [Playtester]
diff --git a/npc/pre-re/mobs/fields/moscovia.txt b/npc/pre-re/mobs/fields/moscovia.txt
index d693e79d8..9a1afeb95 100644
--- a/npc/pre-re/mobs/fields/moscovia.txt
+++ b/npc/pre-re/mobs/fields/moscovia.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Moscovia Fields Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.0 Added spawns [Playtester]
diff --git a/npc/pre-re/mobs/fields/niflheim.txt b/npc/pre-re/mobs/fields/niflheim.txt
index 737d6aa53..537157cda 100644
--- a/npc/pre-re/mobs/fields/niflheim.txt
+++ b/npc/pre-re/mobs/fields/niflheim.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Niflheim Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.6
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.2 updated [shadow],
//= 1.3 many changes and wrong LOD ID 5373 -> 1373 [Lupus]
diff --git a/npc/pre-re/mobs/fields/payon.txt b/npc/pre-re/mobs/fields/payon.txt
index ba6688047..95a5d3e9a 100644
--- a/npc/pre-re/mobs/fields/payon.txt
+++ b/npc/pre-re/mobs/fields/payon.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Payon Fields Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.1 Official kRO 10.1 spawns [Playtester]
//= 1.2 Some 11.1 spawn changes [Playtester]
diff --git a/npc/pre-re/mobs/fields/prontera.txt b/npc/pre-re/mobs/fields/prontera.txt
index f00556135..62758c125 100644
--- a/npc/pre-re/mobs/fields/prontera.txt
+++ b/npc/pre-re/mobs/fields/prontera.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Prontera Fields Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.2 fixed some map name typos [Lupus]
//= 1.3 Official kRO 10.1 spawns [Playtester]
diff --git a/npc/pre-re/mobs/fields/rachel.txt b/npc/pre-re/mobs/fields/rachel.txt
index 9272972cc..b9114802f 100644
--- a/npc/pre-re/mobs/fields/rachel.txt
+++ b/npc/pre-re/mobs/fields/rachel.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Rachel Fields Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.0 Created this [Sepheus]
//= 1.1 Updated [Playtester]
diff --git a/npc/pre-re/mobs/fields/splendide.txt b/npc/pre-re/mobs/fields/splendide.txt
index f8b08fe04..67c054b1e 100644
--- a/npc/pre-re/mobs/fields/splendide.txt
+++ b/npc/pre-re/mobs/fields/splendide.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Splendide Fields Monster Spawn Script
//===== By: ==================================================
//= alexx, MaC
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.0 Official spawn ammounts from Aegis script [alexx]
//= 1.1 Added 13.2 mob spawn update [scriptor]
@@ -29,4 +27,4 @@ spl_fild02,0,0,0,0 monster Luciola Vespa 1994,15,0,0,0
spl_fild03,0,0,0,0 monster Luciola Vespa 1994,35,0,0,0
spl_fild03,0,0,0,0 monster Cornus 1992,25,0,0,0
spl_fild03,0,0,0,0 monster Naga 1993,20,0,0,0
-spl_fild03,0,0,0,0 monster Tendril Lion 1991,1,3600000,0,0
+spl_fild03,0,0,0,0 monster Tendril Lion 1991,1,3600000,0,0 \ No newline at end of file
diff --git a/npc/pre-re/mobs/fields/umbala.txt b/npc/pre-re/mobs/fields/umbala.txt
index 5da651ff9..eb8ce1ce6 100644
--- a/npc/pre-re/mobs/fields/umbala.txt
+++ b/npc/pre-re/mobs/fields/umbala.txt
@@ -1,15 +1,13 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Umbala Fields Monster Spawn Script
-//===== By: ==================================================
+//===== By: ==================================================
//= Darkchild (1.0)
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= Any rAthena Version; RO Ep6+
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.3 Official kRO 10.1 spawns [Playtester]
//= 1.4 More accurate spawns [Playtester]
-//============================================================
+//============================================================
//==================================================
// um_fild01 - Luluka Forest
diff --git a/npc/pre-re/mobs/fields/veins.txt b/npc/pre-re/mobs/fields/veins.txt
index 5a365ef55..73577013a 100644
--- a/npc/pre-re/mobs/fields/veins.txt
+++ b/npc/pre-re/mobs/fields/veins.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Veins Fields Monster Spawn Script
//===== By: ==================================================
//= $ephiroth
//===== Current Version: =====================================
//= 1.7
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.0 Temp. monster spawn in Veins Field. [$ephiroth]
//= 1.1 Updated monster spawn based on kRO website. [$ephiroth]
diff --git a/npc/pre-re/mobs/fields/yuno.txt b/npc/pre-re/mobs/fields/yuno.txt
index 7a379d947..03ed9dd89 100644
--- a/npc/pre-re/mobs/fields/yuno.txt
+++ b/npc/pre-re/mobs/fields/yuno.txt
@@ -1,21 +1,19 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Yuno Fields Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.9
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Additional Comments: =================================
//= 1.1 fixed tabs, names [Lupus]
//= 1.2 New/Better Spawn [Muad_Dib]
//= 1.3 Fix Up [Darkchild]
//= 1.4 Updated monster spawns. Many thanks to vicious_pucca for
-//= providing the information [MasterOfMuppets]
+//= providing the information [MasterOfMuppets]
//= 1.5 Updated after Episode 10.4 - Hugel [Poki#3]
-//= Mob quantity is custom.
+//= Mob quantity is custom.
//= 1.5b Changed the spawn numbers a bit. [Poki#3]
-//= Thanks to Playtester and Emperium.org
+//= Thanks to Playtester and Emperium.org
//= 1.6 Fixed Yuno Field 10. Mob amount sugested by Playtester [Poki#3]
//= 1.7 Updated by using Tharis' Homun AI, by Tharis [Vicious]
//= 1.8 Added kRO 10.1 spawns where they fit [Playtester]
diff --git a/npc/pre-re/other/bulletin_boards.txt b/npc/pre-re/other/bulletin_boards.txt
new file mode 100644
index 000000000..d4a50491f
--- /dev/null
+++ b/npc/pre-re/other/bulletin_boards.txt
@@ -0,0 +1,27 @@
+//===== Hercules Script ======================================
+//= Bulletin Boards
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= Bulletin Boards for beginners.
+//===== Additional Comments: =================================
+//= 1.0 Moved Izlude NPCs to Pre-RE/RE paths.
+//============================================================
+
+izlude,131,116,4 script Bulletin Board#5 837,{
+ mes "[Izlude: The Satellite City]";
+ mes "Welcome to Izlude, the satellite of Prontera. Izlude was built to support Prontera's defense and to accommodate its burgeoning population.";
+ next;
+ mes "[Izlude: The Satellite City]";
+ mes "Points of interest include the Swordsman Association building which allows adventurers to change their job to Swordsman, and the Battle Area that is North of Izlude.";
+ next;
+ mes "[Izlude: The Satellite City]";
+ mes "At the docks, you may take a ship and travel to ^123972Alberta^000000 or ^2F0400Byalan Island^000000.";
+ next;
+ mes "[Izlude: The Satellite City]";
+ mes "From Izlude, ^6D6FE0Prontera^000000 is located to the Northwest, and ^1F3A11Payon^000000 is located to the South.";
+ mes "Enjoy your travels in the Rune-Midgarts Kingdom.";
+ close;
+}
diff --git a/npc/pre-re/other/mercenary_rent.txt b/npc/pre-re/other/mercenary_rent.txt
index 26520994b..938c3dfa7 100644
--- a/npc/pre-re/other/mercenary_rent.txt
+++ b/npc/pre-re/other/mercenary_rent.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Mercenary related NPCs
//===== By: ==================================================
//= Daegaladh
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= Sells Lancer, Sword, and Archer mercenaries,
//= along with related mercenary items.
diff --git a/npc/pre-re/other/msg_boards.txt b/npc/pre-re/other/msg_boards.txt
new file mode 100644
index 000000000..01c10e265
--- /dev/null
+++ b/npc/pre-re/other/msg_boards.txt
@@ -0,0 +1,26 @@
+//===== Hercules Script ======================================
+//= Misc. Message Boards
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= Misc. Message Boards for:
+//= - Izlude
+//===== Additional Comments: =================================
+//= 1.0 Moved Izlude NPCs to Pre-RE path.
+//============================================================
+
+// Izlude
+//============================================================
+izlude,54,139,1 script Sign#Iz1 111,{
+ mes "^993300- The Sign Reads -^000000";
+ mes "Welcome to the Swordsman Academy.";
+ close;
+}
+
+izlude,144,148,1 script Sign#Iz2 111,{
+ mes "^993300- The Sign Reads -^000000";
+ mes "Welcome.";
+ close;
+}
diff --git a/npc/pre-re/other/pvp.txt b/npc/pre-re/other/pvp.txt
new file mode 100644
index 000000000..de49cfdc3
--- /dev/null
+++ b/npc/pre-re/other/pvp.txt
@@ -0,0 +1,32 @@
+//===== Hercules Script ======================================
+//= PvP NPCs
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= PvP NPCs that are found in the Inns in major cities.
+//= Includes Yoyo Mode, Nightmare Mode, and Event Mode.
+//===== Additional Comments: =================================
+//= 1.0 First version, Pre-Renewal.
+//============================================================
+
+// PVP Warpers
+//============================================================
+pvp_y_room,86,85,4 script Fight Square Reception#8 105,{
+ callfunc "F_PVP_FSRS";
+ end;
+
+OnInit:
+ waitingroom "Free for all",0;
+ end;
+}
+
+pvp_n_room,30,85,4 script Fight Square Reception#n 105,{
+ callfunc "F_PVP_FSRS";
+ end;
+
+OnInit:
+ waitingroom "Free for all",0;
+ end;
+}
diff --git a/npc/other/resetskill.txt b/npc/pre-re/other/resetskill.txt
index 4d1a6f2c7..698b89e51 100644
--- a/npc/other/resetskill.txt
+++ b/npc/pre-re/other/resetskill.txt
@@ -5,7 +5,7 @@
//===== Current Version: =====================================
//= 1.0
//===== Description: =========================================
-//= [Aegis conversion]
+//= [Official Conversion]
//= Permenent first class, base level 40 and under skill resetter.
//= First Class characters and expanded classes only.
//= Baby Classes and First Class trans can't use this service.
diff --git a/npc/re/mobs/towns/brasilis.txt b/npc/pre-re/other/turbo_track.txt
index 12b0cd658..24ebea721 100644
--- a/npc/re/mobs/towns/brasilis.txt
+++ b/npc/pre-re/other/turbo_track.txt
@@ -1,14 +1,14 @@
//===== Hercules Script ======================================
-//= Brasilis Quest Monsters
+//= Turbo Track
//===== By: ==================================================
-//= L0ne_W0lf
+//= Euphy
//===== Current Version: =====================================
//= 1.0
//===== Description: =========================================
-//= 1.0 First version
+//= [Official Conversion]
+//= Pre-Renewal duplicates.
+//===== Additional Comments: =================================
+//= 1.0 Split Peco Peco Manager NPC.
//============================================================
-brasilis,283,88,6,6 monster Strange Hydra 2081,5,5000,0,0
-brasilis,284,104,6,6 monster Strange Hydra 2081,4,5000,0,0
-brasilis,215,80,6,6 monster Strange Hydra 2081,4,5000,0,0
-brasilis,96,50,8,8 monster Strange Hydra 2081,5,5000,0,0
+alde_gld,181,199,5 duplicate(MountManager_turbo) Peco Peco Manager 845
diff --git a/npc/pre-re/quests/collection/quest_alligator.txt b/npc/pre-re/quests/collection/quest_alligator.txt
index 263ea2658..678d93ee3 100644
--- a/npc/pre-re/quests/collection/quest_alligator.txt
+++ b/npc/pre-re/quests/collection/quest_alligator.txt
@@ -1,13 +1,11 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= iRO Repeatable EXP Quests.
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Added Monster Killing quests.
//= Repeatable EXP Quest (Anolian Skins)
//===== Additional Comments: =================================
diff --git a/npc/pre-re/quests/collection/quest_caramel.txt b/npc/pre-re/quests/collection/quest_caramel.txt
index 4cb379b71..10020be11 100644
--- a/npc/pre-re/quests/collection/quest_caramel.txt
+++ b/npc/pre-re/quests/collection/quest_caramel.txt
@@ -1,13 +1,11 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= iRO Repeatable EXP Quests.
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Added Monster Killing quests.
//= Repeatable EXP Quest (Porcupine Quills)
//===== Additional Comments: =================================
diff --git a/npc/pre-re/quests/collection/quest_coco.txt b/npc/pre-re/quests/collection/quest_coco.txt
index 0915d3988..e30ea5a6a 100644
--- a/npc/pre-re/quests/collection/quest_coco.txt
+++ b/npc/pre-re/quests/collection/quest_coco.txt
@@ -1,13 +1,11 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= iRO Repeatable EXP Quests.
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Added Monster Killing quests.
//= Repeatable EXP Quest (Acorns)
//===== Additional Comments: =================================
diff --git a/npc/pre-re/quests/collection/quest_creamy.txt b/npc/pre-re/quests/collection/quest_creamy.txt
index 4a1844719..de9cb68c7 100644
--- a/npc/pre-re/quests/collection/quest_creamy.txt
+++ b/npc/pre-re/quests/collection/quest_creamy.txt
@@ -1,13 +1,11 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= iRO Repeatable EXP Quests.
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Added Monster Killing quests. (Dialog is semi-custom)
//= Repeatable EXP Quest (Powder of Butterfly)
//===== Additional Comments: =================================
diff --git a/npc/pre-re/quests/collection/quest_demonpungus.txt b/npc/pre-re/quests/collection/quest_demonpungus.txt
index 7e659e1ca..1742d9618 100644
--- a/npc/pre-re/quests/collection/quest_demonpungus.txt
+++ b/npc/pre-re/quests/collection/quest_demonpungus.txt
@@ -1,13 +1,11 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= iRO Repeatable EXP Quests.
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Added Monster Killing quests.
//= Repeatable EXP Quest (Bacillus)
//===== Additional Comments: =================================
diff --git a/npc/pre-re/quests/collection/quest_disguiseloliruri.txt b/npc/pre-re/quests/collection/quest_disguiseloliruri.txt
index 42ff4800c..1b6f37e28 100644
--- a/npc/pre-re/quests/collection/quest_disguiseloliruri.txt
+++ b/npc/pre-re/quests/collection/quest_disguiseloliruri.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= iRO Repeatable EXP Quests.
//===== By: ==================================================
//= Masao
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= Custom Version.
//= Repeatable EXP Quest : Kill 50 Disguise or Loli Ruri.
@@ -109,7 +107,7 @@ nif_fild02,332,327,4 script Deadman 795,{
next;
switch(select("Disguise:Loli Ruri:Cancel")) {
case 1:
- if(BaseLevel > 90){
+ if (BaseLevel > 90) {
mes "[Deadman]";
mes "Thank you for your great help with the Disguise!";
mes "Currently the Situation is stable and i'm not in need of your help anymore to kill them.";
@@ -120,7 +118,7 @@ nif_fild02,332,327,4 script Deadman 795,{
setquest 60173;
close;
case 2:
- if(BaseLevel > 98){
+ if (BaseLevel > 98) {
mes "[Deadman]";
mes "Thank you for your great help with the Loli Ruri!";
mes "Currently the Situation is stable and i'm not in need of your help anymore to kill them.";
diff --git a/npc/pre-re/quests/collection/quest_dokebi.txt b/npc/pre-re/quests/collection/quest_dokebi.txt
index 3e6bcf637..8648d6c8c 100644
--- a/npc/pre-re/quests/collection/quest_dokebi.txt
+++ b/npc/pre-re/quests/collection/quest_dokebi.txt
@@ -1,13 +1,11 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= iRO Repeatable EXP Quests.
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Added Monster Killing quests.
//= Repeatable EXP Quest (Dokebi Horns)
//===== Additional Comments: =================================
diff --git a/npc/pre-re/quests/collection/quest_dryad.txt b/npc/pre-re/quests/collection/quest_dryad.txt
index 348dc75f9..fe46a3118 100644
--- a/npc/pre-re/quests/collection/quest_dryad.txt
+++ b/npc/pre-re/quests/collection/quest_dryad.txt
@@ -1,13 +1,11 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= iRO Repeatable EXP Quests.
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Added Monster Killing quests.
//= Repeatable EXP Quest (Sharp Leaves)
//===== Additional Comments: =================================
diff --git a/npc/pre-re/quests/collection/quest_fabre.txt b/npc/pre-re/quests/collection/quest_fabre.txt
index 9c0c016a1..8687872ad 100644
--- a/npc/pre-re/quests/collection/quest_fabre.txt
+++ b/npc/pre-re/quests/collection/quest_fabre.txt
@@ -1,13 +1,11 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= iRO Repeatable EXP Quests.
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Added Monster Killing quests.
//= Repeatable EXP Quest (Fluffs)
//===== Additional Comments: =================================
diff --git a/npc/pre-re/quests/collection/quest_frilldora.txt b/npc/pre-re/quests/collection/quest_frilldora.txt
index f0306d787..8acaee3ae 100644
--- a/npc/pre-re/quests/collection/quest_frilldora.txt
+++ b/npc/pre-re/quests/collection/quest_frilldora.txt
@@ -1,13 +1,11 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= iRO Repeatable EXP Quests.
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Added Monster Killing quests.
//= Repeatable EXP Quest (Frills)
//===== Additional Comments: =================================
diff --git a/npc/pre-re/quests/collection/quest_goat.txt b/npc/pre-re/quests/collection/quest_goat.txt
index 64d729386..628b3e26f 100644
--- a/npc/pre-re/quests/collection/quest_goat.txt
+++ b/npc/pre-re/quests/collection/quest_goat.txt
@@ -1,13 +1,11 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= iRO Repeatable EXP Quests.
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Added Monster Killing quests.
//= Repeatable EXP Quest (Antelope Horns)
//===== Additional Comments: =================================
diff --git a/npc/pre-re/quests/collection/quest_golem.txt b/npc/pre-re/quests/collection/quest_golem.txt
index 882d878dd..41142aaaf 100644
--- a/npc/pre-re/quests/collection/quest_golem.txt
+++ b/npc/pre-re/quests/collection/quest_golem.txt
@@ -1,13 +1,11 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= iRO Repeatable EXP Quests.
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Added Monster Killing quests.
//= Repeatable EXP Quest (Stone Hearts)
//===== Additional Comments: =================================
diff --git a/npc/pre-re/quests/collection/quest_hode.txt b/npc/pre-re/quests/collection/quest_hode.txt
index 342ba5fc3..6b5a25050 100644
--- a/npc/pre-re/quests/collection/quest_hode.txt
+++ b/npc/pre-re/quests/collection/quest_hode.txt
@@ -1,13 +1,11 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= iRO Repeatable EXP Quests.
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Added Monster Killing quests.
//= Repeatable EXP Quest (Earthworm Peelings)
//===== Additional Comments: =================================
diff --git a/npc/pre-re/quests/collection/quest_leafcat.txt b/npc/pre-re/quests/collection/quest_leafcat.txt
index 69f313f75..72e17f4f0 100644
--- a/npc/pre-re/quests/collection/quest_leafcat.txt
+++ b/npc/pre-re/quests/collection/quest_leafcat.txt
@@ -1,13 +1,11 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= iRO Repeatable EXP Quests.
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Added Monster Killing quests.
//= Repeatable EXP Quest (Huge Leaves)
//===== Additional Comments: =================================
diff --git a/npc/pre-re/quests/collection/quest_mantis.txt b/npc/pre-re/quests/collection/quest_mantis.txt
index 5e9249a1c..ab540e005 100644
--- a/npc/pre-re/quests/collection/quest_mantis.txt
+++ b/npc/pre-re/quests/collection/quest_mantis.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= iRO Repeatable EXP Quests.
//===== By: ==================================================
//= Masao
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= Custom Version.
//= Repeatable EXP Quest : Kill 50 Mantis.
@@ -71,7 +69,7 @@ lou_fild01,240,354,4 script Mantis Researcher 878,{
next;
switch(select("Sure:Cancel")) {
case 1:
- if(BaseLevel > 70){
+ if (BaseLevel > 70) {
mes "[Mantis Researcher]";
mes "Thank you for your great help with the Mantis!";
mes "Currently the Situation is stable and i'm not in need of your help anymore to kill them.";
diff --git a/npc/pre-re/quests/collection/quest_pecopeco.txt b/npc/pre-re/quests/collection/quest_pecopeco.txt
index 1850180e1..6befd6076 100644
--- a/npc/pre-re/quests/collection/quest_pecopeco.txt
+++ b/npc/pre-re/quests/collection/quest_pecopeco.txt
@@ -1,13 +1,11 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= iRO Repeatable EXP Quests.
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Added Monster Killing quests.
//= Repeatable EXP Quest (Bill of Birds)
//===== Additional Comments: =================================
diff --git a/npc/pre-re/quests/collection/quest_pupa.txt b/npc/pre-re/quests/collection/quest_pupa.txt
index b6088a49f..607137cfe 100644
--- a/npc/pre-re/quests/collection/quest_pupa.txt
+++ b/npc/pre-re/quests/collection/quest_pupa.txt
@@ -1,13 +1,11 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= iRO Repeatable EXP Quests.
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Added Monster Killing quests.
//= Repeatable EXP Quest (Chrysalis)
//===== Additional Comments: =================================
diff --git a/npc/pre-re/quests/collection/quest_zhupolong.txt b/npc/pre-re/quests/collection/quest_zhupolong.txt
index bf3999683..b5a6360bf 100644
--- a/npc/pre-re/quests/collection/quest_zhupolong.txt
+++ b/npc/pre-re/quests/collection/quest_zhupolong.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= iRO Repeatable EXP Quests.
//===== By: ==================================================
//= Masao
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= Custom Version.
//= Repeatable EXP Quest : Kill 50 Zhu Po Long.
@@ -71,7 +69,7 @@ lou_dun02,161,264,4 script Dragon Hunter 732,{
next;
switch(select("Sure:Cancel")) {
case 1:
- if(BaseLevel > 90){
+ if (BaseLevel > 90) {
mes "[Dragon Hunter]";
mes "Thank you for your great help with the Zhu Po Long!";
mes "Currently the Situation is stable and i'm not in need of your help anymore to kill them.";
diff --git a/npc/pre-re/quests/doomed_swords.txt b/npc/pre-re/quests/doomed_swords.txt
deleted file mode 100644
index 6e8c45eba..000000000
--- a/npc/pre-re/quests/doomed_swords.txt
+++ /dev/null
@@ -1,64 +0,0 @@
-//===== Hercules Script =======================================
-//= Doomed Swords Quest
-//===== By: ==================================================
-//= kobra_k88; L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Hercules GIT
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Doomed Swords Quest:
-//= - Quest for Doomed Swords: Grimtooth, Mysteltain, Executioner.
-//= Although this quest is enabled on iRO, the Mysteltainn
-//= portion is NOT completable as the item "Young Twig" does
-//= not drop.
-//= - Variable in use: event_magum (max 6)
-//= - Variable in use: dmdswrd_Q2 (bits 1 - 32)
-//===== Additional Comments: =================================
-//= 1.0 Moved from main folder [Streusel]
-//============================================================
-
-izlude_in,173,88,2 script Nain#magum 102,{
- if (dmdswrd_Q2 == 4) {
- mes "[Nain]";
- mes "It doesn't matter how";
- mes "powerful the Executioner";
- mes "is: if it were to end up in";
- mes "my hands, I would get rid";
- mes "of it right away. I'd never risk losing my mind to that curse...";
- close;
- }
- mes "[Nain]";
- mes "Long ago, one sword";
- mes "was used to behead all";
- mes "the criminals that had been";
- mes "sentenced to death. That";
- mes "accursed blade is known";
- mes "as the Executioner.";
- next;
- mes "[Nain]";
- mes "As the Executioner slayed";
- mes "more criminals, the rage and";
- mes "bloodlust of its victims began";
- mes "to accumulate upon the blade.";
- mes "Although the sword gained great^FFFFFF ^000000 strength, it was tainted by evil.";
- next;
- mes "[Nain]";
- mes "The last person to wield";
- mes "the Executioner almost lost";
- mes "his mind to the sword. He saved^FFFFFF ^000000 himself by giving it to a talented";
- mes "blacksmith who would destroy^FFFFFF ^000000 it for him, thus saving his soul.";
- next;
- mes "[Nain]";
- mes "This mysterious blacksmith";
- mes "was never seen again in the";
- mes "city of Prontera, but rumor has";
- mes "it that if you can find him, he";
- mes "can forge that accursed";
- mes "Executioner anew...";
- if (event_magum == 1)
- set event_magum,5;
- set dmdswrd_Q2,dmdswrd_Q2 | 4;
- close;
-}
diff --git a/npc/pre-re/quests/first_class/tu_archer.txt b/npc/pre-re/quests/first_class/tu_archer.txt
new file mode 100644
index 000000000..8686b5483
--- /dev/null
+++ b/npc/pre-re/quests/first_class/tu_archer.txt
@@ -0,0 +1,14 @@
+//===== Hercules Script ======================================
+//= Archer Class Tutorial and Job Specific Quest
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= [Official Conversion]
+//= Archer training quest.
+//===== Additional Comments: =================================
+//= 1.0 First version. [Euphy]
+//============================================================
+
+mjolnir_11,27,223,3 duplicate(Acolyte_Tu) Acolyte#tu 95
diff --git a/npc/pre-re/quests/monstertamers.txt b/npc/pre-re/quests/monstertamers.txt
index df1cb6c9d..594a8ed8e 100644
--- a/npc/pre-re/quests/monstertamers.txt
+++ b/npc/pre-re/quests/monstertamers.txt
@@ -1,15 +1,13 @@
-//===== Hercules Script =======================================
+//===== Hercules Script ======================================
//= Monster Tamers
//===== By: ==================================================
-//= Streusel
+//= Euphy
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Cute pet quest items
//===== Additional Comments: =================================
-//= 1.0 Duplicates for Monster Tamer [Streusel]
+//= 1.0 Moved Izlude NPC to pre-re/re paths.
//============================================================
-izlude_in,129,64,4 duplicate(Monster_Tamer#izu) Monster Tamer#izlude 125
+izlude_in,129,64,4 duplicate(MonsterTamer_izlude) Monster Tamer#izu 125
diff --git a/npc/pre-re/quests/mrsmile.txt b/npc/pre-re/quests/mrsmile.txt
index b03afb770..8b304070d 100644
--- a/npc/pre-re/quests/mrsmile.txt
+++ b/npc/pre-re/quests/mrsmile.txt
@@ -1,16 +1,14 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Mr. Smile Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= Daegaladh
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Trade Clover, Fluff and Jellopy for a Mr. Smile mask.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version.
-//============================================================
+//============================================================
izlude,129,118,4 duplicate(SmileHelper) Smile Assistance#iz 92
diff --git a/npc/pre-re/quests/quests_13_1.txt b/npc/pre-re/quests/quests_13_1.txt
index 5e61465d8..8effb510b 100644
--- a/npc/pre-re/quests/quests_13_1.txt
+++ b/npc/pre-re/quests/quests_13_1.txt
@@ -1,17 +1,13 @@
//===== Hercules Script ======================================
//= Quest NPCs related to Ash-Vacuum
//===== By: ==================================================
-//= Streusel
+//= Euphy
//===== Current Version: =====================================
//= 1.0
//===== Description: =========================================
-//= [Official Conversion]
-//= Contains:
-//= Promotional Staff Duplicate for pre-renewal
+//= Contains duplicate NPCs from main script.
//===== Additional Comments: =================================
-//= 1.0 First Version. [Streusel]
+//= 1.0 Moved Izlude NPC to pre-re/re paths. [Euphy]
//============================================================
-// Onward to the New World
-//============================================================
-izlude,101,173,6 duplicate(Promotional Staff#iz) Promotional Staff#izlude 100
+izlude,101,173,6 duplicate(PromotionalStaff_izlude) Promotional Staff#iz 100
diff --git a/npc/pre-re/quests/quests_izlude.txt b/npc/pre-re/quests/quests_izlude.txt
index e742332eb..2b12066db 100644
--- a/npc/pre-re/quests/quests_izlude.txt
+++ b/npc/pre-re/quests/quests_izlude.txt
@@ -1,14 +1,12 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Quest NPCs related to Izlude
-//===== By: ==================================================
+//===== By: ==================================================
//= Daegaladh
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
+//===== Description: =========================================
//= Edgar's Offer
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version.
//============================================================
diff --git a/npc/pre-re/quests/quests_lighthalzen.txt b/npc/pre-re/quests/quests_lighthalzen.txt
index aadb0296d..708045ab1 100644
--- a/npc/pre-re/quests/quests_lighthalzen.txt
+++ b/npc/pre-re/quests/quests_lighthalzen.txt
@@ -1,15 +1,13 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Quest NPCs located in Lighthalzen
-//===== By: ==================================================
+//===== By: ==================================================
//= Daegaladh
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
+//===== Description: =========================================
//= Quests related to Lighthalzen City.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version.
-//============================================================
+//============================================================
-izlude,186,57,5 duplicate(Scamp) Scamp#2 853
+izlude,186,57,5 duplicate(Scamp) Scamp#iz 853
diff --git a/npc/pre-re/quests/quests_nameless.txt b/npc/pre-re/quests/quests_nameless.txt
index e272ad43b..fa56dfbd2 100644
--- a/npc/pre-re/quests/quests_nameless.txt
+++ b/npc/pre-re/quests/quests_nameless.txt
@@ -1,391 +1,15 @@
//===== Hercules Script ======================================
//= Nameless Island Quests
-//===== By: ==================================================
-//= Streusel
-//===== Current Version: =====================================
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
//= 1.0
-//===== Description: =========================================
+//===== Description: =========================================
+//= [Official Conversion]
//= Contains:
-//= Part of Muff's Loan:
-//- - Help Muff clear his Debt and get his collateral back.
-//= - prerequisite Quest to "Broken Diamond"
-//= - Variable in use: diamond_edq (Max: 14)
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//============================================================
+//= - Muff's Loan
+//===== Additional Comments: =================================
+//= 1.0 Moved Dorian to pre-re/re paths.
+//============================================================
-izlude_in,113,66,0 script Strange Machine 111,{
- if (checkweight(907,200) == 0) {
- mes "[Dorian]";
- mes "Ugh, just like a member";
- mes "of the working class:";
- mes "hoarding all your items";
- mes "like a packrat? Have the";
- mes "decency to relocate your";
- mes "goods to Kafra Storage, please.";
- close;
- }
- if (diamond_edq) == 10 {
- set .@bolt_rand,rand(2,5);
- mes "^3355FFThis must be Dorian's";
- mes "Mystic Dryer de Elegance.";
- mes "What do you want to do?^000000";
- next;
- while(1) {
- set .@switch_sound,rand(1,4);
- switch(select("Check the Machine:Replace the Engine:Tighten the Screw:Press a Switch")) {
- case 1:
- if (.@hit_status == 0) {
- mes "^3355FFThere's no power";
- mes "in this behemoth";
- mes "of a machine.^000000";
- next;
- }
- break;
- case 2:
- if (.@engine == 0) {
- mes "^3355FFYou replace the rough";
- mes "ruby in the ruby engine";
- mes "with a new rough ruby.";
- mes "It clicks into place";
- mes "inside the engine core.^000000";
- next;
- set .@engine,.@engine+1;
- }
- else if (engine > 0) {
- mes "^3355FFThe ruby in the";
- mes "engine has already";
- mes "been replaced.^000000";
- next;
- }
- break;
- case 3:
- if (.@engine < 1) {
- mes "^3355FFYou probably need";
- mes "to replace the ruby";
- mes "in the engine first.^000000";
- next;
- }
- else if ((.@engine == 1) && (.@bolt < .@bolt_rand)) {
- mes "^3355FF*Krrrr-Krrrrr*^000000";
- mes "^3355FF*Krrrr-Krrrrr*^000000";
- next;
- set .@bolt,.@bolt+1;
- }
- else if ((.@engine == 1) && (.@bolt == .@bolt_rand)) {
- mes "^3355FF*Krrrr-Krrrrr*^000000";
- mes "^0000FF*Click*^000000";
- next;
- set .@bolt,.@bolt+1;
- set .@bolt_suc,.@bolt_suc+1;
- }
- else if ((.@engine == 1) && (.@bolt > .@bolt_rand)) {
- mes "^3355FF*Krrrr-Krrrrr*^000000";
- mes "^3355FF*KrrICK-ICK-ICK-KOOM*^000000";
- next;
- mes "^3355FFYou tightened the";
- mes "screw too tightly!";
- mes "The joint is broken...";
- mes "You should go back";
- mes "to Dorian for help.^000000";
- setquest 3106;
- set diamond_edq,11;
- close;
- }
- else {
- mes "^3355FFSomething must have";
- mes "gone wrong. You'd be";
- mes "better off starting";
- mes "from the beginning...^000000";
- close;
- }
- break;
- case 4:
- if ((.@engine < 1) && (.@bolt_suc < 1)) {
- mes "^3355FFYou need to replace";
- mes "the engine's ruby and";
- mes "tighten the main screw";
- mes "before you mess with";
- mes "these switches.^000000";
- next;
- }
- else if ((.@engine == 1) && (.@bolt_suc < 1)) {
- mes "^3355FFYou need to tighten";
- mes "the scren before you can";
- mes "start the engine safely.";
- next;
- }
- else if ((.@red >= 1) && (.@blue >= 1) && (.@yellow >= 1) && (.@green >= 1)) {
- mes "^3355FFThe Mystic Dryer de";
- mes "Elegance started with";
- mes "a mighty buzz, and the";
- mes "sound lowers to a calm";
- mes "hum as it stabilizes.";
- mes "It looks like you fixed it!^000000";
- next;
- mes "^3355FFYou should tell Dorian";
- mes "first so that you can";
- mes "use this machine.^000000";
- setquest 3107;
- set diamond_edq,12;
- close;
- }
- else if ((.@engine == 1) && (.@bolt_suc == 1)) {
- if (.@switch_sound == 1) {
- mes "^3355FF*Buzz Buzz*^000000";
- mes "^3355FF*Buzz Buzz*^000000";
- mes "^3355FFThe machine is";
- mes "vibrating weakly.";
- mes "Which switch do";
- mes "you want to press?^000000";
- next;
- switch(select("Red Switch:Blue Switch:Yellow Switch:Green Switch")) {
- default:
- mes "^3355FF*Whiz Whiz*^000000";
- mes "^3355FF*Whiz Whiz*^000000";
- next;
- mes "^3355FFThe machine made some";
- mes "violent, erratic sounds,";
- mes "and vibrated violently";
- mes "before coming to a sudden";
- mes "stop. That was the wrong";
- mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
- setquest 3106;
- set diamond_edq,11;
- close;
- case 1:
- if (.@red >= 0) {
- mes "^3355FF*Buzzz Buzzz*^000000";
- mes "^3355FF*Clang...!*^000000";
- next;
- mes "^3355FFThe machine's";
- mes "vibrations have";
- mes "grown stronger.";
- mes "It looks like you";
- mes "chose the right switch.^000000";
- next;
- set .@red,.@red+1;
- }
- else {
- mes "^3355FF*Whiz Whiz*^000000";
- mes "^3355FF*Whiz Whiz*^000000";
- next;
- mes "^3355FFThe machine made some";
- mes "violent, erratic sounds,";
- mes "and vibrated violently";
- mes "before coming to a sudden";
- mes "stop. That was the wrong";
- mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
- setquest 3106;
- set diamond_edq,11;
- close;
- }
- break;
- }
- }
- else if (.@switch_sound == 2) {
- mes "^3355FF*Purr Purr*^000000";
- mes "^3355FF*Purr Purr*^000000";
- mes "^3355FFThe machine is vibrating";
- mes "a little bit more strongly.";
- mes "Which switch will";
- mes "you try now?^000000";
- next;
- switch(select("Red Switch:Blue Switch:Yellow Switch:Green Switch")) {
- default:
- mes "^3355FF*Whiz Whiz*^000000";
- mes "^3355FF*Whiz Whiz*^000000";
- next;
- mes "^3355FFThe machine made some";
- mes "violent, erratic sounds,";
- mes "and vibrated violently";
- mes "before coming to a sudden";
- mes "stop. That was the wrong";
- mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
- setquest 3106;
- set diamond_edq,11;
- close;
- case 2:
- if (.@blue >= 0) {
- mes "^3355FF*Purrr Purr*^000000";
- mes "^3355FF*Clang...!*^000000";
- next;
- mes "^3355FFThe machine's";
- mes "vibrations have";
- mes "grown stronger.";
- mes "It looks like you";
- mes "chose the right switch.^000000";
- next;
- set .@blue,.@blue+1;
- }
- else {
- mes "^3355FF*Whiz Whiz*^000000";
- mes "^3355FF*Whiz Whiz*^000000";
- next;
- mes "^3355FFThe machine made some";
- mes "violent, erratic sounds,";
- mes "and vibrated violently";
- mes "before coming to a sudden";
- mes "stop. That was the wrong";
- mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
- setquest 3106;
- set diamond_edq,11;
- close;
- }
- break;
- }
- }
- else if (.@switch_sound == 3) {
- mes "^3355FF*Bzzz Bzzz*";
- mes "*Bzzz Bzzz*";
- mes "The machine's vibrations";
- mes "are a bit more stable now.";
- mes "Which switch will you try?^000000";
- next;
- switch(select("Red Switch:Blue Switch:Yellow Switch:Green Switch")) {
- default:
- mes "^3355FF*Whiz Whiz*^000000";
- mes "^3355FF*Whiz Whiz*^000000";
- next;
- mes "^3355FFThe machine made some";
- mes "violent, erratic sounds,";
- mes "and vibrated violently";
- mes "before coming to a sudden";
- mes "stop. That was the wrong";
- mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
- setquest 3106;
- set diamond_edq,11;
- close;
- case 3:
- if (.@yellow >= 0) {
- mes "^3355FF*Bzzzz Bzzzz*^000000";
- mes "^3355FF*Clang...!*^000000";
- next;
- mes "^3355FFThe machine's";
- mes "vibrations have";
- mes "grown stronger.";
- mes "It looks like you";
- mes "chose the right switch.^000000";
- next;
- set .@yellow,.@yellow+1;
- }
- else {
- mes "^3355FF*Whiz Whiz*^000000";
- mes "^3355FF*Whiz Whiz*^000000";
- next;
- mes "^3355FFThe machine made some";
- mes "violent, erratic sounds,";
- mes "and vibrated violently";
- mes "before coming to a sudden";
- mes "stop. That was the wrong";
- mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
- setquest 3106;
- set diamond_edq,11;
- close;
- }
- break;
- }
- }
- else if (.@switch_sound == 4) {
- next;
- mes "^3355FF*Pzzzz Pzzz*";
- mes "*Pzzzz Pzzz*";
- mes "The machine is vibrating";
- mes "fairly strongly now. Which";
- mes "switch will you try?^000000";
- next;
- switch(select("Red Switch:Blue Switch:Yellow Switch:Green Switch")) {
- default:
- mes "^3355FF*Whiz Whiz*^000000";
- mes "^3355FF*Whiz Whiz*^000000";
- next;
- mes "^3355FFThe machine made some";
- mes "violent, erratic sounds,";
- mes "and vibrated violently";
- mes "before coming to a sudden";
- mes "stop. That was the wrong";
- mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
- setquest 3106;
- set diamond_edq,11;
- close;
- case 4:
- if (.@green >= 0) {
- mes "^3355FFPzzzzz Pzzzz*^000000";
- mes "^3355FF*Clang...!*^000000";
- next;
- mes "^3355FFThe machine's";
- mes "vibrations have";
- mes "grown stronger.";
- mes "It looks like you";
- mes "chose the right switch.^000000";
- next;
- set .@green,.@green+1;
- }
- else {
- mes "^3355FF*Whiz Whiz*^000000";
- mes "^3355FF*Whiz Whiz*^000000";
- next;
- mes "^3355FFThe machine made some";
- mes "violent, erratic sounds,";
- mes "and vibrated violently";
- mes "before coming to a sudden";
- mes "stop. That was the wrong";
- mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
- setquest 3106;
- set diamond_edq,11;
- close;
- }
- break;
- }
- }
- }
- }
- }
- }
- if (diamond_edq == 12) {
- mes "[Dorian]";
- mes "It sounds like you're";
- mes "done fixing my Mystic";
- mes "Dryer de Elegance.";
- mes "Why don't you come";
- mes "back so I can explain";
- mes "how you can use it?";
- close;
- }
- if ((diamond_edq == 13) && (countitem(7722) < 1)) {
- mes "^3355FFYou lift the main";
- mes "operational switch,";
- mes "turning on a light and";
- mes "opening a convenient";
- mes "slot. You insert the";
- mes "wet bond of debt.^000000";
- next;
- mes "^3355FFThe engine's pistons";
- mes "and cylinders churn";
- mes "with a lively din, and";
- mes "when the heater stops,";
- mes "the slot reopens.^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "So this is the original";
- mes "bond of debt that Muff";
- mes "lost? It looks... Perfect!";
- changequest 3108,3109;
- getitem 7722,1; //Debt_Note
- close;
- }
- else if ((diamond_edq == 13) && (countitem(7722) > 0)) {
- mes "You already used this";
- mes "machine to restore the";
- mes "bond of debt. There's no";
- mes "need to mess around";
- mes "with it any longer.";
- close;
- }
- mes "[Dorian]";
- mes "Who are you?";
- mes "Don't you dare lay";
- mes "a hand on my precious";
- mes "masterpiece inventions! ";
- close;
-}
+izlude_in,110,64,3 duplicate(Dorian_izlude) Dorian 878,2,2
diff --git a/npc/pre-re/quests/quests_veins.txt b/npc/pre-re/quests/quests_veins.txt
index ec0636b83..64c4cd3b3 100644
--- a/npc/pre-re/quests/quests_veins.txt
+++ b/npc/pre-re/quests/quests_veins.txt
@@ -1,9 +1,13 @@
//===== Hercules Script ======================================
-//= Veins Quests
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.0 (originally 2.2 prior to being split)
-//============================================================
+//= Quest NPCs located in Veins
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= Quests related to Lighthalzen City.
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//============================================================
-ve_fild05,257,130,4 duplicate(WincingOldMan_veins) Wincing Old Man#ve 945 \ No newline at end of file
+ve_fild05,257,130,4 duplicate(WincingOldMan_veins) Wincing Old Man#ve 945
diff --git a/npc/pre-re/quests/skills/swordman_skills.txt b/npc/pre-re/quests/skills/swordman_skills.txt
deleted file mode 100644
index 47858500f..000000000
--- a/npc/pre-re/quests/skills/swordman_skills.txt
+++ /dev/null
@@ -1,148 +0,0 @@
-//===== Hercules Script =======================================
-//= Swordsman Skills Quests
-//===== By: ==================================================
-//= kobra_k88
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Hercules GIT
-//===== Description: =========================================
-//= Quests for skills: Fatal Blow, Mobile HP Recovery,
-// Auto-Berserk
-//===== Additional Comments: =================================
-//= 1.0 Moved from main folder. [Streusel]
-//============================================================
-
-izlude_in,175,130,2 script Knight De Thomas 98,4,4,{
- if ((BaseClass == Job_Swordman) && (sm_movingrecovery_x < 1)) {
- mes "[De Thomas]";
- mes "Oh, no! You must have been hurt! Are you ok?";
- mes "You must have fought hard to get such serious injuries..";
- mes "Being a swordsman must come with a lot of responsibility and sacrifice.";
- next;
- mes "[De Thomas]";
- if (Sex == 0) {
- mes "For these swordsmen and knights, there is a wonderful skill.";
- }
- else {
- mes "For these swordswomen and knights, there is a wonderful skill young lady.";
- }
- mes "I present to you - HP Recovery While Moving!";
- mes "Body moving is a splendid skill";
- mes "that allows you to regain strength(HP)";
- mes "while you are moving!";
- next;
- mes "[De Thomas]";
- mes "It is currently under development";
- mes "so it may not recover that much,";
- mes "but it will help a little.";
- mes "What do you think? Would you like to learn this skill?";
- next;
- switch (select("What a nice skill! I want to learn it!:No, thank you.")) {
- case 1:
- mes "[De Thomas]";
- mes "Very well. I will tell you what you need to learn this skill.";
- mes "First, your job level must be higher than ^00880035^000000.";
- mes "You will also need ^008800200 empty bottles^000000.";
- mes "Why? Because it is proof that you fought fiercely to have used that many potions.";
- next;
- mes "[De Thomas]";
- mes "Also, the armor you used in battle.";
- mes "This is also proof of an experienced fighter.";
- mes "For the armor... your armor is perfect!";
- mes "Bring your armor!";
- mes "Last but not least... bring me one ^008800Moth Wing^000000.";
- next;
- menu "Eh? You need that, too?",-;
- mes "[De Thomas]";
- mes "Not really.. I don't really NEED it.";
- mes "It's just that my niece has gotten a bug hunting as a holiday task during the summer vacation.";
- mes "Of course! It would be much easier for me to get it myself.";
- mes "but I must work here all the time so I don't exactly have the time to go out and get it.";
- next;
- mes "[De Thomas]";
- mes "Don't you think it is pitiful that I have to stay in once place everyday, not being able to go outside?";
- mes "Please, find me one...*sniffsniff*";
- mes "If you don't...";
- set sm_movingrecovery_x,1;
- mes "You won't get anything! Muahahaha.";
- close;
- case 2:
- mes "[De Thomas]";
- mes "...";
- close;
- }
- }
- else if ((BaseClass == Job_Swordman) && (sm_movingrecovery_x > 1)) {
- mes "[De Thomas]";
- mes "Oh, it's you?";
- mes "Long time no see!";
- mes "You seem healthier than before.";
- mes "Hahahaha!";
- mes "Take care! See you again!";
- close;
- }
- else if ((BaseClass == Job_Swordman) && (sm_movingrecovery_x == 1)) {
- mes "[De Thomas]";
- mes "Welcome back...";
- mes "are you ready to learn Body Movin'?";
- next;
- switch (select("Yes.:No, I'm not ready yet.")) {
- case 1:
- if ((JobLevel > 34 || (BaseJob == Job_Knight || BaseJob == Job_Crusader)) && (countitem(713) > 199) && (countitem(1058) > 0)) {
- mes "[De Thomas]";
- mes "Let's see.....";
- next;
- mes "[De Thomas]";
- mes "Ok! I shall now teach you...";
- mes "...The Body Movin' skill!";
- next;
- delitem 713,200; //Empty_Bottle
- delitem 1058,1; //Wing_Of_Moth
- skill "SM_MOVINGRECOVERY",1,0;
- set sm_movingrecovery_x,2;
- mes "[De Thomas]";
- mes "There you go!";
- mes "Try it yourself.";
- mes "But don't overdo it.";
- next;
- mes "[De Thomas]";
- mes "Oh yeah, I won't be needing your";
- mes "armor so you can keep it.";
- mes "Good luck now!";
- close;
- }
- else if (JobLevel < 35 && (BaseJob != Job_Knight && BaseJob != Job_Crusader)) {
- mes "[De Thomas]";
- mes "Wait a second, your Job level isn't above ^00880035^000000!";
- mes "Come back when it is.";
- close;
- }
- else if ((countitem(713) < 200) || (countitem(1058) < 1)) {
- mes "[De Thomas]";
- mes "You do not have all the items I asked for.";
- next;
- mes "[De Thomas]";
- mes "Remember I need, ^008800200 empty bottles^000000, your armor, and a ^008800Moth Wing^000000. Come back when you have it all.";
- close;
- }
- mes "[De Thomas]";
- mes "You do not have all the items I asked for.";
- next;
- mes "[De Thomas]";
- mes "Remember I need, ^008800200 empty bottles^000000, your armor, and a ^008800Moth Wing^000000. Come back when you have it all.";
- close;
- case 2:
- mes "[De Thomas]";
- mes "Is that so?";
- mes "Then come when you are prepared.";
- close;
- }
- }
- mes "[De Thomas]";
- mes "My name is De Thomas Carlos.";
- mes "Knight of Prontera's 3rd Calvary.";
- mes "I have a certain duty these days.";
- mes "Ehem! Need I say more.";
- close;
-}
diff --git a/npc/pre-re/scripts.conf b/npc/pre-re/scripts.conf
index 0dd7d035d..1a6c0cd49 100644
--- a/npc/pre-re/scripts.conf
+++ b/npc/pre-re/scripts.conf
@@ -9,6 +9,7 @@ npc: npc/pre-re/airports/izlude.txt
npc: npc/pre-re/cities/alberta.txt
npc: npc/pre-re/cities/izlude.txt
npc: npc/pre-re/cities/jawaii.txt
+npc: npc/pre-re/cities/yuno.txt
// --------------------------- Guides ---------------------------
npc: npc/pre-re/guides/guides_alberta.txt
@@ -34,14 +35,20 @@ npc: npc/pre-re/guides/guides_umbala.txt
npc: npc/pre-re/guides/guides_veins.txt
// ---------------- Kafras & Cool Event Corp. -------------------
-npc: npc/pre-re/kafras/kafras_izl.txt
+npc: npc/pre-re/kafras/kafras.txt
// -------------------------- Merchant --------------------------
+npc: npc/pre-re/merchants/ammo_boxes.txt
+npc: npc/pre-re/merchants/ammo_dealer.txt
npc: npc/pre-re/merchants/shops.txt
// --------------------------- Others ---------------------------
-// --------------------------------------------------------------
+npc: npc/pre-re/other/bulletin_boards.txt
npc: npc/pre-re/other/mercenary_rent.txt
+npc: npc/pre-re/other/pvp.txt
+npc: npc/pre-re/other/msg_boards.txt
+npc: npc/pre-re/other/resetskill.txt
+npc: npc/pre-re/other/turbo_track.txt
// --------------------------- Quests ---------------------------
// - Repeatable EXP Quests (iRO) --------------------------------
@@ -67,12 +74,13 @@ npc: npc/pre-re/other/mercenary_rent.txt
//npc: npc/pre-re/quests/collection/quest_pupa.txt
//npc: npc/pre-re/quests/collection/quest_zhupolong.txt
// --------------------------------------------------------------
+// - Quests-Tutorials for basic classes (1st class quests) ------
+npc: npc/pre-re/quests/first_class/tu_archer.txt
+// --------------------------------------------------------------
+npc: npc/pre-re/quests/monstertamers.txt
npc: npc/pre-re/quests/mrsmile.txt
+npc: npc/pre-re/quests/quests_13_1.txt
npc: npc/pre-re/quests/quests_izlude.txt
npc: npc/pre-re/quests/quests_lighthalzen.txt
-npc: npc/pre-re/quests/monstertamers.txt
npc: npc/pre-re/quests/quests_nameless.txt
-npc: npc/pre-re/quests/quests_13_1.txt
-npc: npc/pre-re/quests/skills/swordman_skills.txt
npc: npc/pre-re/quests/quests_veins.txt
-
diff --git a/npc/pre-re/scripts_main.conf b/npc/pre-re/scripts_main.conf
index db7ed1411..8c53b586b 100644
--- a/npc/pre-re/scripts_main.conf
+++ b/npc/pre-re/scripts_main.conf
@@ -1,5 +1,5 @@
// --------------------------------------------------------------
-// - rAthena Pre-Renewal Primary Scripts File -
+// - Hercules Pre-Renewal Primary Scripts File -
// --------------------------------------------------------------
// The idea of this new system is to make scripts more organized
// since the old system was rather messy with all the NPCs in one
@@ -9,7 +9,7 @@
// in to scripts_custom.conf to follow the trend.
//
// Thanks,
-// Ancyker and the rest of the rAthena Team
+// Ancyker and the rest of the Hercules Team
//
// Note: "Comments" are all text on the right side of a double slash "//"
// Whatever text is commented will not be parsed by the servers, and serves
diff --git a/npc/pre-re/scripts_monsters.conf b/npc/pre-re/scripts_monsters.conf
index 8ae26c878..77baac554 100644
--- a/npc/pre-re/scripts_monsters.conf
+++ b/npc/pre-re/scripts_monsters.conf
@@ -2,6 +2,8 @@
// - Pre-Renewal Monster Scripts -
// --------------------------------------------------------------
+npc: npc/pre-re/mobs/citycleaners.txt
+
// -------------------------- Dungeons --------------------------
npc: npc/pre-re/mobs/dungeons/abbey.txt
npc: npc/pre-re/mobs/dungeons/abyss.txt
@@ -52,7 +54,6 @@ npc: npc/pre-re/mobs/fields/einbroch.txt
npc: npc/pre-re/mobs/fields/geffen.txt
npc: npc/pre-re/mobs/fields/gonryun.txt
npc: npc/pre-re/mobs/fields/hugel.txt
-npc: npc/pre-re/mobs/fields/jawaii.txt
npc: npc/pre-re/mobs/fields/lighthalzen.txt
npc: npc/pre-re/mobs/fields/louyang.txt
npc: npc/pre-re/mobs/fields/lutie.txt
diff --git a/npc/pre-re/scripts_warps.conf b/npc/pre-re/scripts_warps.conf
index 55b335078..50e87d0d9 100644
--- a/npc/pre-re/scripts_warps.conf
+++ b/npc/pre-re/scripts_warps.conf
@@ -19,4 +19,5 @@ npc: npc/pre-re/warps/fields/veins_fild.txt
npc: npc/pre-re/warps/fields/yuno_fild.txt
// --------------------------- Others ---------------------------
+npc: npc/pre-re/warps/other/arena.txt
npc: npc/pre-re/warps/other/sign.txt
diff --git a/npc/pre-re/warps/cities/izlude.txt b/npc/pre-re/warps/cities/izlude.txt
index f2f1b6aaa..6aa6af7d2 100644
--- a/npc/pre-re/warps/cities/izlude.txt
+++ b/npc/pre-re/warps/cities/izlude.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Izlude Warp Script
//===== By: ==================================================
//= Athena (1.0), Nana (1.1)
//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
//= Warp Points for Izlude
//===== Additional Comments: =================================
diff --git a/npc/pre-re/warps/cities/rachel.txt b/npc/pre-re/warps/cities/rachel.txt
index f5497f3ac..df2821535 100644
--- a/npc/pre-re/warps/cities/rachel.txt
+++ b/npc/pre-re/warps/cities/rachel.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Rachel Warp Script
//===== By: ==================================================
//= erKURITA & RockmanEXE
//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
//= Warp Points for Rachel City, shops & other locations
//===== Additional Comments: =================================
diff --git a/npc/pre-re/warps/cities/yggdrasil.txt b/npc/pre-re/warps/cities/yggdrasil.txt
index bd4a74996..89540aa36 100644
--- a/npc/pre-re/warps/cities/yggdrasil.txt
+++ b/npc/pre-re/warps/cities/yggdrasil.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Yggdrasil Tree Warp Script
//===== By: ==================================================
//= PKGINGO (1.0)
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Any Athena Version; RO Episode 6+
//===== Description: =========================================
//= Warp Points for Yggdrasil Tree
//===== Additional Comments: =================================
diff --git a/npc/pre-re/warps/fields/com_fild.txt b/npc/pre-re/warps/fields/com_fild.txt
index a28eace85..0e7c8643e 100644
--- a/npc/pre-re/warps/fields/com_fild.txt
+++ b/npc/pre-re/warps/fields/com_fild.txt
@@ -1,13 +1,11 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Comodo Field Warp Script
//===== By: ==================================================
//= Nana
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Warp Points for Comodo Fields
//===== Additional Comments: =================================
//= 1.1 Rescripted to Aegis 10.3 Standards. [L0ne_W0lf]
diff --git a/npc/pre-re/warps/fields/geffen_fild.txt b/npc/pre-re/warps/fields/geffen_fild.txt
index fd4350fe6..902fd8aa0 100644
--- a/npc/pre-re/warps/fields/geffen_fild.txt
+++ b/npc/pre-re/warps/fields/geffen_fild.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Geffen Warp Script
//===== By: ==================================================
//= Nana (1.0)
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
//= Warp Points for Geffen Field's
//===== Additional Comments: =================================
diff --git a/npc/pre-re/warps/fields/hugel_fild.txt b/npc/pre-re/warps/fields/hugel_fild.txt
index c86980a98..df85a3e01 100644
--- a/npc/pre-re/warps/fields/hugel_fild.txt
+++ b/npc/pre-re/warps/fields/hugel_fild.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Hugel Field Warp Script
//===== By: ==================================================
//= Sara-chan (1.0)
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Any Athena Version; RO Episode 10+
//===== Description: =========================================
//= Warp Points for Hugel Field
//===== Additional Comments: =================================
diff --git a/npc/pre-re/warps/fields/morroc_fild.txt b/npc/pre-re/warps/fields/morroc_fild.txt
index cce5d0b3d..1e8fa0fa5 100644
--- a/npc/pre-re/warps/fields/morroc_fild.txt
+++ b/npc/pre-re/warps/fields/morroc_fild.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Morroc Field Warp Script
//===== By: ==================================================
//= Nana (1.0)
//===== Current Version: =====================================
//= 1.4b
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
//= Warp Points for Morroc Fields
//===== Additional Comments: =================================
diff --git a/npc/pre-re/warps/fields/payon_fild.txt b/npc/pre-re/warps/fields/payon_fild.txt
index 07c7bcd4f..9eff9c645 100644
--- a/npc/pre-re/warps/fields/payon_fild.txt
+++ b/npc/pre-re/warps/fields/payon_fild.txt
@@ -1,17 +1,15 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Payon Field Warps
-//===== By: ==================================================
+//===== By: ==================================================
//= Nana (1.0)
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Any rAthena Mod
-//===== Description: =========================================
+//===== Description: =========================================
//= Payon Field Warps
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.1 Refixed payon field08 -> payon warp
//= 1.2 Changed trigger area of pay_fild08 -> payon warp. [L0ne_W0lf]
-//============================================================
+//============================================================
//= Payon Field's ============================================
pay_fild01,13,152,0 warp payf001 2,7,moc_fild03,299,170
diff --git a/npc/pre-re/warps/fields/prontera_fild.txt b/npc/pre-re/warps/fields/prontera_fild.txt
index 677da8c5f..bf16f51d1 100644
--- a/npc/pre-re/warps/fields/prontera_fild.txt
+++ b/npc/pre-re/warps/fields/prontera_fild.txt
@@ -4,8 +4,6 @@
//= Nana (1.0)
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
//= Warp Points for Prontera Field
//===== Additional Comments: =================================
diff --git a/npc/pre-re/warps/fields/rachel_fild.txt b/npc/pre-re/warps/fields/rachel_fild.txt
index 78a24465e..5d272a61e 100644
--- a/npc/pre-re/warps/fields/rachel_fild.txt
+++ b/npc/pre-re/warps/fields/rachel_fild.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Rachel Field Warp Script
//===== By: ==================================================
//= Playtester
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
//= Warp Points for Rachel Field
//===== Additional Comments: =================================
diff --git a/npc/pre-re/warps/fields/veins_fild.txt b/npc/pre-re/warps/fields/veins_fild.txt
index 9664f1707..ca93a2266 100644
--- a/npc/pre-re/warps/fields/veins_fild.txt
+++ b/npc/pre-re/warps/fields/veins_fild.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Veins Field Warp Script
//===== By: ==================================================
//= $ephiroth
//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
//= Warp Points for Veins Field
//===== Additional Comments: =================================
@@ -39,9 +37,9 @@ ve_fild06,81,177,0 script ve_fild6-2 45,1,1,{
}
ve_fild07,147,371,0 warp ve_fild7-1 1,1,veins,146,28
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= 1.0 Initial version [$ephiroth]
//= 1.1 Updated more warps [$ephiroth]
//= 1.2 Removed some unofficial warps [Playtester]
diff --git a/npc/pre-re/warps/fields/yuno_fild.txt b/npc/pre-re/warps/fields/yuno_fild.txt
index e78fbb3dc..7b5519eed 100644
--- a/npc/pre-re/warps/fields/yuno_fild.txt
+++ b/npc/pre-re/warps/fields/yuno_fild.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Yuno Field Warp Script
//===== By: ==================================================
//= Nana (1.0), Sara
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Any Athena Version; RO Episode 5+
//===== Description: =========================================
//= Warp Points for Yuno Field
//===== Additional Comments: =================================
diff --git a/npc/pre-re/other/arena.txt b/npc/pre-re/warps/other/arena.txt
index e8fd938c6..18c91a677 100644
--- a/npc/pre-re/other/arena.txt
+++ b/npc/pre-re/warps/other/arena.txt
@@ -1,14 +1,13 @@
//===== Hercules Script ======================================
//= Arena Warps
//===== By: ==================================================
-//= Streusel
+//= Euphy
//===== Current Version: =====================================
//= 1.0
//===== Description: =========================================
-//= Warp Points related to Izlude Arena && Control Panel
+//= Warp Points related to Izlude Arena.
//===== Additional Comments: =================================
-//= 1.0 First version.
-//= Moved welcome_arena & bye_arena from main folder
+//= 1.0 First version, Pre-Renewal warps.
//============================================================
izlude,128,226,0 warp welcome_arena 1,1,arena_room,100,30
diff --git a/npc/pre-re/warps/other/sign.txt b/npc/pre-re/warps/other/sign.txt
index 5a18a99e8..a04044175 100644
--- a/npc/pre-re/warps/other/sign.txt
+++ b/npc/pre-re/warps/other/sign.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Sign Quest Warps
//===== By: ==================================================
//= MasterOfMuppets
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Any Athena Version; RO Episode 8+
//===== Description: =========================================
//= Warp Points related to the Sign Quest will be put here
//===== Additional Comments: =================================
diff --git a/npc/quests/bard_quest.txt b/npc/quests/bard_quest.txt
index 596f89d63..981d33cb5 100644
--- a/npc/quests/bard_quest.txt
+++ b/npc/quests/bard_quest.txt
@@ -1,17 +1,17 @@
//===== Hercules Script ======================================
//= Wandering Minstrel Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= Riotblade and L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.4
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.5
+//===== Description: =========================================
//= Help the bard remember how his song goes.
//===== Comments: ============================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Needs optimizing.
//= Reconverted with iRO Dialogs.
//= Possible NPC conflict with "Representative"
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version, needs testing. [L0ne_W0lf]
//= 1.1 Fixed bug, optimized. Not yet final version [Lupus]
//=
@@ -21,10 +21,11 @@
//=
//= This Quest has relation with brisingamen_seal.txt (Seals)
//= 1.2 Changed variable to "gef_bards_q" to avoid job quest conflict. [L0ne_W0lf]
-//= Progress prior to the 5th+ step will be lost. Job quest takes priority.
+//= Progress prior to the 5th+ step will be lost. Job quest takes priority.
//= 1.3 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
//= 1.4 Replaced effect numerics with constants. [L0ne_W0lf]
-//============================================================
+//= 1.5 Updated RE/Pre-RE EXP. [Euphy]
+//============================================================
geffen,132,38,3 script Bard#2 51,{
if (bard_q > 5) set gef_bard_q,bard_q;
@@ -40,19 +41,36 @@ geffen,132,38,3 script Bard#2 51,{
mes "Ah~ There are only two things that can make this picturesque moment even more beautiful: story and song. Now then, which would you like to hear?";
callsub S_StorySong,1;
- } else if (gef_bard_q == 15) {
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "Ah, so how did it go?";
- mes "Wait, you already found it?";
- mes "Yes, this is it! Great!";
- mes "This is so amazing!!";
- mes "Ah, yes, right.";
- mes "Right.";
- next;
- mes "[Errende]";
- mes "I would like to express my gratitute. But, what would be appropriate for an adventurer";
- mes "like yourself?";
+ } else if (gef_bard_q == 14 || gef_bard_q == 15) {
+ if (gef_bard_q == 14) {
+ cutin "bard_eland04",2;
+ mes "[Errende]";
+ mes "Hmmm?";
+ mes "Is that the seal of black...? Huh. Kino Kitty removed the one he gave me without a trace, so I surmise that he likes you a lot. Otherwise...";
+ next;
+ mes "^3355FFYou give Errende the letter";
+ mes "you have received from Kino Kitty.^000000";
+ next;
+ cutin "bard_eland01",2;
+ mes "[Errende]";
+ mes "Er, he knows everything already? From this spot of blood, I think he still has health problems. He should stop torturing himself...";
+ next;
+ mes "[Errende]";
+ mes "Thank you, I really appreciate what you've done for me. But, what would be an appropriate way to express my gratitude for an adventurer like yourself?";
+ } else {
+ cutin "bard_eland01",2;
+ mes "[Errende]";
+ mes "Ah, so how did it go?";
+ mes "Wait, you already found it?";
+ mes "Yes, this is it! Great!";
+ mes "This is so amazing!!";
+ mes "Ah, yes, right.";
+ mes "Right.";
+ next;
+ mes "[Errende]";
+ mes "I would like to express my gratitute. But, what would be appropriate for an adventurer";
+ mes "like yourself?";
+ }
next;
mes "[Errende]";
mes "Oh~! I have just the thing. Alright, please make yourself comfortable, and listen to my song.";
@@ -105,106 +123,28 @@ geffen,132,38,3 script Bard#2 51,{
next;
specialeffect2 EF_RESURRECTION;
mes "^3355FFWhile listening to his song, you feel at ease, and your thoughts become clearer. You believe that you see the vision of an angel, and you gain some experience points.^000000";
- set gef_bard_q,31;
- if (BaseLevel < 56) getexp 450,0;
- else if ((BaseLevel > 55) && (BaseLevel < 61)) getexp 550,0;
- else if ((BaseLevel > 60) && (BaseLevel < 66)) getexp 968,0;
- else if ((BaseLevel > 65) && (BaseLevel < 71)) getexp 1341,0;
- else if ((BaseLevel > 70) && (BaseLevel < 76)) getexp 3576,0;
- else if ((BaseLevel > 75) && (BaseLevel < 81)) getexp 6025,0;
- else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 7034,0;
- else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 9205,0;
- else if (BaseLevel > 90) getexp 15679,0;
- next;
- cutin "bard_eland02",2;
- mes "[Errende]";
- mes "So, how do you feel now? I hope my song has refreshed you. I'm afraid it may not be enough to repay you, but please understand that this is the best way for me to express my gratitude.";
- next;
- mes "[Errende]";
- mes "Besides, I've been thinking of you now as my friend, with whom I may candidly speak without any worry. And I think you have a beautiful smile. Am I wrong~? Hahaha~";
- next;
- mes "[Errende]";
- mes "I hope that you'll always remain honest and respectful towards other people, and that you continue to ignore greed for fortune or power.";
- goto L_End;
-
- } else if (gef_bard_q == 14) {
- cutin "bard_eland04",2;
- mes "[Errende]";
- mes "Hmmm?";
- mes "Is that the seal of black...? Huh. Kino Kitty removed the one he gave me without a trace, so I surmise that he likes you a lot. Otherwise...";
- next;
- mes "^3355FFYou give Errende the letter";
- mes "you have received from Kino Kitty.^000000";
- next;
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "Er, he knows everything already? From this spot of blood, I think he still has health problems. He should stop torturing himself...";
- next;
- mes "[Errende]";
- mes "Thank you, I really appreciate what you've done for me. But, what would be an appropriate way to express my gratitude for an adventurer like yourself?";
- next;
- mes "[Errende]";
- mes "Oh~! I have just the thing. Alright, please make yourself comfortable, and listen";
- mes "to my song.";
- next;
- cutin "bard_eland03",2;
- mes "^483D8BEvery god never grows old";
- mes "Because of beautiful";
- mes "Goddess, Idun.";
- mes "Keeper of the apples of youth";
- mes "Goddess of immortality.^000000";
- specialeffect2 EF_STEAL;
- next;
- mes "^483D8BEvery god never grows old.";
- mes "Idun, the wife of Bragi,";
- mes "Idun, Odin's daughter in law~";
- mes "The apples she keeps";
- mes "In her basket.^000000";
- next;
- mes "^483D8BWithout Idun,";
- mes "Every god would";
- mes "have succumbed to age.";
- mes "Even Thor, the strongest of gods,";
- mes "would grow frail, Megingjard would";
- mes "slip from his waist, and Mjolnir";
- mes "would never fly again.^000000";
- next;
- mes "^483D8BWithout Idun,";
- mes "Every god would";
- mes "have succumbed to age.";
- mes "Loki was careless once,";
- mes "and made her lost to the gods.";
- mes "He was forced to get her back.^000000";
- specialeffect2 EF_STEAL;
- next;
- mes "^483D8BMy goddess stands";
- mes "In the field of Asgard";
- mes "She hands me fruit from heaven.";
- mes "You will be loved by every god...";
- mes "You will be blessed";
- mes "By every god...^000000";
- next;
- specialeffect EF_BEGINSPELL6;
- mes "^483D8BIf you share the";
- mes "Apple of youth with me";
- mes "Even a bite of it with";
- mes "This poor poet.";
- mes "You will be loved by every god...";
- mes "You will be blessed";
- mes "By every god...^000000";
- next;
- specialeffect2 EF_RESURRECTION;
- mes "^3355FFWhile listening to his song, you feel at ease, and your thoughts become clearer. You believe that you see the vision of an angel, and you gain some experience points.^000000";
- set gef_bard_q,30;
- if (BaseLevel < 56) getexp 450,0;
- else if ((BaseLevel > 55) && (BaseLevel < 61)) getexp 550,0;
- else if ((BaseLevel > 60) && (BaseLevel < 66)) getexp 968,0;
- else if ((BaseLevel > 65) && (BaseLevel < 71)) getexp 1341,0;
- else if ((BaseLevel > 70) && (BaseLevel < 76)) getexp 3576,0;
- else if ((BaseLevel > 75) && (BaseLevel < 81)) getexp 6025,0;
- else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 7034,0;
- else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 9205,0;
- else if (BaseLevel > 90) getexp 15679,0;
+ set gef_bard_q, gef_bard_q + 16; //30,31
+ if (checkre(3)) {
+ if (BaseLevel < 56) getexp 450,0;
+ else if ((BaseLevel > 55) && (BaseLevel < 61)) getexp 550,0;
+ else if ((BaseLevel > 60) && (BaseLevel < 66)) getexp 968,0;
+ else if ((BaseLevel > 65) && (BaseLevel < 71)) getexp 1341,0;
+ else if ((BaseLevel > 70) && (BaseLevel < 76)) getexp 3575,0;
+ else if ((BaseLevel > 75) && (BaseLevel < 81)) getexp 6024,0;
+ else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 7034,0;
+ else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 9205,0;
+ else getexp 15678,0;
+ } else {
+ if (BaseLevel < 56) getexp 4500,0;
+ else if ((BaseLevel > 55) && (BaseLevel < 61)) getexp 5500,0;
+ else if ((BaseLevel > 60) && (BaseLevel < 66)) getexp 9684,0;
+ else if ((BaseLevel > 65) && (BaseLevel < 71)) getexp 13411,0;
+ else if ((BaseLevel > 70) && (BaseLevel < 76)) getexp 35757,0;
+ else if ((BaseLevel > 75) && (BaseLevel < 81)) getexp 60246,0;
+ else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 70340,0;
+ else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 92052,0;
+ else getexp 156786,0;
+ }
next;
cutin "bard_eland02",2;
mes "[Errende]";
@@ -573,7 +513,7 @@ geffen,132,38,3 script Bard#2 51,{
mes "At Nine, love is reborn.";
mes "At Ten, my Love is gone.";
mes "At Eleven I find out why.";
- if (sex)
+ if (Sex)
mes "At Twelve I see his new girlfriend?";
else
mes "At Twelve I see her new boyfriend?";
@@ -907,7 +847,7 @@ geffen,132,38,3 script Bard#2 51,{
mes "At Nine, love is reborn.";
mes "At Ten, my Love is gone.";
mes "At Eleven I find out why.";
- if (sex)
+ if (Sex)
mes "At Twelve I see her new boyfriend?";
else
mes "At Twelve I see his new girlfriend?";
@@ -1186,8 +1126,8 @@ S_StorySong:
case 1:
mes "[Errende]";
- if (zeny > 499) {
- set zeny,zeny-500;
+ if (Zeny > 499) {
+ set Zeny, Zeny-500;
cutin "bard_eland03",2;
mes "Alright.";
mes "Here we go~";
@@ -1311,7 +1251,7 @@ S_StorySong:
// For 3 and 4 cases we set more chance earlier on .@random
if(getarg(0) == 3 || getarg(0) == 4){
mes "[Errende]";
- if (sex)
+ if (Sex)
mes "Heroic warrior,";
else
mes "My fair lady,";
@@ -2098,7 +2038,7 @@ morocc,134,111,3 script Bard#3 741,{
}
} else {
- if (sex) {
+ if (Sex) {
mes "[Kino Kitty]";
mes "You're such a nice young man. I will remember your name. I would much appreciate it if you would also remember mine.";
next;
@@ -2618,8 +2558,8 @@ payon,181,172,3 script Bard#4 51,{
next;
switch(select("A song:A story:Maybe some other time")) {
case 1:
- set @song_random,rand(1,3);
- if (@song_random == 1) {
+ switch(rand(1,3)) {
+ case 1:
mes "[Gunther Doubleharmony]";
mes "Gunther sings!";
mes "Gunther dances!";
@@ -2669,7 +2609,7 @@ payon,181,172,3 script Bard#4 51,{
mes "That's a very old story about rich Mr. Kim, and his rise from rags to riches to rags to riches. Is it true or is it fiction? Oh, please don't ask me! I've no clue!";
close;
- } else if (@song_random == 2) {
+ case 2:
mes "[Gunther Doubleharmony]";
mes "*Ahem*";
mes "Gunther sings ";
@@ -2723,7 +2663,7 @@ payon,181,172,3 script Bard#4 51,{
mes "Is it truth or fiction? But please don't ask me, I have no idea~!";
close;
- } else {
+ case 3:
mes "[Gunther Doubleharmony]";
mes "I will sing one of Luke's songs, you know, Luke, one of the greatest Bards of his time? But I changed the words a little bit.";
next;
@@ -2757,8 +2697,8 @@ payon,181,172,3 script Bard#4 51,{
}
case 2:
- set @story,rand(1,3);
- if (story == 1) {
+ switch(rand(1,3)) {
+ case 1:
mes "[Gunther Doubleharmony]";
mes "Um, have you ever";
mes "tasted Comodo cheese?";
@@ -2773,7 +2713,7 @@ payon,181,172,3 script Bard#4 51,{
mes "Why don't you go taste it if you haven't yet? I tried to taste it once. It was kind of yummy, but then I fainted. Hahahaha~!";
close;
- } else if (story == 2) {
+ case 2:
mes "[Gunther Doubleharmony]";
mes "I was passing Prontera the other day at the place where it used to be the Swordman training ground.";
next;
@@ -2787,7 +2727,7 @@ payon,181,172,3 script Bard#4 51,{
mes "I got bored watching him do the same thing over and over and over again, but I think the Monster Research Organization would like him if I introduced him.";
close;
- } else {
+ case 3:
mes "[Gunther Doubleharmony]";
mes "Have you ever been in Lutie,";
mes "land of year round snow?";
@@ -2964,7 +2904,7 @@ yuno_in04,33,119,3 script Adventurer#1 828,{
mes "Err...?";
mes "What is it?";
next;
- if (!sex) {
+ if (!Sex) {
emotion e_heh;
mes "[Energetic Young Man]";
mes "Oh...!";
diff --git a/npc/quests/bunnyband.txt b/npc/quests/bunnyband.txt
index dffd650dd..852f93619 100644
--- a/npc/quests/bunnyband.txt
+++ b/npc/quests/bunnyband.txt
@@ -1,18 +1,18 @@
//===== Hercules Script ======================================
//= Bunny Band Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= rAthena Dev Team
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.6
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Quest to obtain a Bunny Band headgear.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.5 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
// Changed @BUNYBAN back to BUNYBND, it should be this way.
// Removed duplicates. NPC is ALberta-only.
//= 1.6 Cleaning. [Euphy]
-//============================================================
+//============================================================
alberta,26,229,0 script Kafra Employee#bunny 83,{
if (BUNYBND == 1) {
@@ -141,11 +141,11 @@ L_Info:
close;
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= 1.1 using duplicate command
//= 1.2 Fixed NPC location, removed NPC dupes [Lupus]
//= 1.3 RE-Fixed exploit V_V, also cleared used VAR [Lupus]
//= 1.4 replaced BUNYBND with @BUNYBND [Lupus]
-//============================================================
+//============================================================
diff --git a/npc/quests/cooking_quest.txt b/npc/quests/cooking_quest.txt
index 4a5cfcd67..1b94ab8ea 100644
--- a/npc/quests/cooking_quest.txt
+++ b/npc/quests/cooking_quest.txt
@@ -4,10 +4,8 @@
//= Reddozen; L0ne_W0lf
//===== Current Version: =====================================
//= 1.8a
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Official Cooking Quest (10.3)
//===== Additional Comments: =================================
//= 1.1 Fixed wrong item ID, added missing ";, optimized [Lupus]
@@ -15,13 +13,13 @@
//= 1.2 Fixed exploit, some typos [Lupus]
//= 1.3 Fixed wrong label [Lupus] 1.3a updated to Reddozen's changes
//= 1.3b Fixed wrong id, fixed Puch quest, added more Pouch Quest
-//= dialogues [Lupus]
+//= dialogues [Lupus]
//= 1.4 Fixed spelling, added some dialoguesm optimized
-//= fixed bugs. Tested, fully working [Lupus]
+//= fixed bugs. Tested, fully working [Lupus]
//= 1.5 More fixes [Lupus]
//= 1.6 Quest is now up to iRO 10.3 standards. [L0ne_W0lf]
//= - Not sure what the EnableItemMove is for, as there is no
-//= command to disable being able to move items.
+//= command to disable being able to move items.
//= 1.6a Corrected a bad cutin, a Typo error ";;" and a bad delitem (bugreport:911) [Samuray22]
//= 1.6b Corrected a "donpcevent" missing a ":". (bugreport:962) [Samuray22]
//= 1.7 Replaced effect numerics with constants. [L0ne_W0lf]
@@ -30,8 +28,7 @@
//============================================================
prt_castle,43,30,3 script Charles Orleans#cook 878,{
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 2000) {
+ if (MaxWeight - Weight < 2000) {
mes "[Charles Orleans]";
mes "Just one second.";
mes "You're carrying too";
@@ -44,7 +41,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 878,{
end;
}
if (BaseJob == Job_Novice) {
- if (sex) {
+ if (Sex) {
cutin "orleans_5",0;
mes "[Charles Orleans]";
mes "Excuse me, monsieur?";
@@ -81,7 +78,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 878,{
goto L_End;
}
else if (getequipid(1) != 5026) {
- if (sex) {
+ if (Sex) {
cutin "orleans_5",0;
emotion e_an;
mes "[Charles Orleans]";
@@ -1482,8 +1479,7 @@ L_End:
}
prt_castle,45,35,5 script Madeleine Chu#cook 886,{
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 2000) {
+ if (MaxWeight - Weight < 2000) {
mes "[Madeleine Chu]";
mes "I'm sorry, but right now";
mes "you're carrying too many";
@@ -2095,7 +2091,7 @@ S_SellSets:
}
set .@total_cost,.@sell * .@item_cost;
set .@total_weight,.@sell * .@item_weight;
- if (zeny < .@total_cost) {
+ if (Zeny < .@total_cost) {
mes "[Madeleine Chu]";
mes "Oh, I'm sorry, but you";
mes "can't afford this many";
@@ -2112,7 +2108,7 @@ S_SellSets:
mes getitemname(getarg(0))+"...";
close;
}
- set zeny,zeny-.@total_cost;
+ set Zeny, Zeny-.@total_cost;
getitem getarg(0),.@sell;
mes "[Madeleine Chu]";
mes "Here you are~";
@@ -2191,7 +2187,7 @@ payon,209,127,3 script Servant 88,{
next;
switch(select("Sure, I'll buy one!:No, thanks.:Actually, Madeleine sent me...")) {
case 1:
- if (zeny < 200) {
+ if (Zeny < 200) {
mes "[Chulsoo]";
mes "Oh, I'm sorry, but";
mes "you don't have enough";
@@ -2200,7 +2196,7 @@ payon,209,127,3 script Servant 88,{
mes "raise 200 zeny, right?";
close;
}
- set zeny,zeny-200;
+ set Zeny, Zeny-200;
getitem 555,1; //Rice_Cake
mes "[Chulsoo]";
mes "Thank you very";
@@ -2362,7 +2358,7 @@ payon,209,127,3 script Servant 88,{
mes "it's oh-so-delicious~";
next;
if (select("Sure, I'll buy one!:No, thanks.") == 1) {
- if (zeny < 200) {
+ if (Zeny < 200) {
mes "[Chulsoo]";
mes "Oh, I'm sorry, but";
mes "you don't have enough";
@@ -2371,7 +2367,7 @@ payon,209,127,3 script Servant 88,{
mes "raise 200 zeny, right?";
close;
}
- set zeny,zeny-200;
+ set Zeny, Zeny-200;
getitem 555,1; //Rice_Cake
mes "[Chulsoo]";
mes "Thank you very";
diff --git a/npc/quests/counteragent_mixture.txt b/npc/quests/counteragent_mixture.txt
index f5558586a..dc54d625a 100644
--- a/npc/quests/counteragent_mixture.txt
+++ b/npc/quests/counteragent_mixture.txt
@@ -1,20 +1,18 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Counteragent and Mixture Quest(Morgenstein)
-//===== By: ==================================================
+//===== By: ==================================================
//= kobra_k88
//= added some dialogs for Morgenstein by Komurka
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 2.2b
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis COnversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Counteragent and Mixtures for making dyes & Alchemist Job Quest
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 2.2 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
//= 2.2a A few minor fixes. (bugreport:1122) [L0ne_W0lf]
//= 2.2b Follow up fixes to bugreport:1122 [L0ne_W0lf]
-//============================================================
+//============================================================
alberta_in,133,55,3 script Louitz#cm 84,{
if (molgenstain == 2) {
@@ -471,7 +469,7 @@ geffen_in,141,140,3 script Molgenstein#cm 121,{
delitem 970,1; //Alchol
delitem 971,1; //Detrimindexta
delitem 713,1; //Empty_Bottle
- set zeny,zeny-3000;
+ set Zeny, Zeny-3000;
getitem 973,1; //Counteragent
mes "[Chemist Molgenstein]";
mes "Hee hee hee...";
@@ -515,7 +513,7 @@ geffen_in,141,140,3 script Molgenstein#cm 121,{
delitem 970,1; //Alchol
delitem 972,1; //Karvodailnirol
delitem 713,1; //Empty_Bottle
- set zeny,zeny-4000;
+ set Zeny, Zeny-4000;
getitem 974,1; //Mixture
mes "[Chemist Molgenstein]";
mes "Hee hee hee...";
@@ -579,9 +577,9 @@ geffen_in,141,140,3 script Molgenstein#cm 121,{
close;
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= 1.0 Fully working
//= 1.1 Update for Alchemist Quest.
//= 1.2 added check for Empty Bottle [Lupus]
@@ -592,4 +590,4 @@ geffen_in,141,140,3 script Molgenstein#cm 121,{
//= 1,7 Fixed exploit
//= 1.8 Got rid of 'al_morgen' var [Lupus]
//= 2.1 now uses (MISC_QUEST & 4) bit instead of al_morgen [Lupus]
-//============================================================
+//============================================================
diff --git a/npc/quests/dandelion_request.txt b/npc/quests/dandelion_request.txt
index 028b71016..a5c7f0149 100644
--- a/npc/quests/dandelion_request.txt
+++ b/npc/quests/dandelion_request.txt
@@ -1,15 +1,16 @@
//===== Hercules Script ======================================
//= Dandelion's Request / Morocc Invasion quest
-//===== By: ==================================================
+//===== By: ==================================================
//= SinSloth
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.3
+//===== Description: =========================================
//= A Morroc quest that is no longer used.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.1 Fixed a small bug in Dandelion's Request. [SinSloth]
//= 1.2 Moved Dandelion's Request to its own file.
-//============================================================
+//= 1.3 Added GM management function. [Euphy]
+//============================================================
izlude,103,106,3 script Guildsman#1 48,3,3,{
@@ -2723,16 +2724,12 @@ que_job01,49,49,5 script Tao 877,{
que_job01,51,55,1 script #roombar1 45,1,1,{
-OnInit:
- set $maobar_room,0;
- end;
-
OnTouch:
if(mao_request == 2 || mao_request == 24 || mao_request == 28 || mao_request == 29 || mao_request == 123 || mao_request == 126 || mao_request == 127 || prt_curse == 24)
{
- if(!$maobar_room)
+ if(!$@maobar_room)
{
- set $maobar_room,1;
+ set $@maobar_room,1;
donpcevent "#maobartimer1::OnEnter";
if(mao_request == 2 || mao_request == 28 || mao_request == 29 || mao_request == 126 || mao_request == 127)
{
@@ -2845,10 +2842,6 @@ OnTouch:
que_job01,51,44,1 script #roombar2 45,1,1,{
-OnInit:
- set $maobar_room2,0;
- end;
-
OnTouch:
if(mao_request == 25 || (mao_request > 102 && mao_request < 123))
{
@@ -2863,9 +2856,9 @@ OnTouch:
warp "que_job01",52,50;
end;
}
- if(!$maobar_room2)
+ if(!$@maobar_room2)
{
- set $maobar_room2,1;
+ set $@maobar_room2,1;
donpcevent "#maobartimer2::OnEnter";
if(mao_request == 25)
{
@@ -7932,7 +7925,7 @@ OnTouch:
mes ".........";
next;
soundeffect "wander_man_move.wav",0;
- sc_start SC_Blind,60000,0;
+ sc_start SC_BLIND,60000,0;
mes "[?????]";
mes "...Isn't the moon";
mes "so beautiful tonight?";
@@ -7978,7 +7971,7 @@ OnTouch:
mes "............";
next;
soundeffect "wander_man_move.wav",0;
- sc_start SC_Blind,60000,0;
+ sc_start SC_BLIND,60000,0;
mes "[?????]";
mes "So, you telling me you";
mes "don't know how this town";
@@ -8035,7 +8028,7 @@ OnTouch:
mes "............";
next;
soundeffect "wander_man_move.wav",0;
- sc_start SC_Blind,60000,0;
+ sc_start SC_BLIND,60000,0;
mes "[?????]";
mes "Hmpf.";
mes "It has begun.";
@@ -8087,7 +8080,7 @@ OnTouch:
mes "............";
next;
soundeffect "wander_man_move.wav",0;
- sc_start SC_Blind,60000,0;
+ sc_start SC_BLIND,60000,0;
mes "[?????]";
mes "Sir, our investigation has";
mes "turned something up. Every";
@@ -8124,7 +8117,7 @@ OnTouch:
mes "............";
next;
soundeffect "wander_man_move.wav",0;
- sc_start SC_Blind,60000,0;
+ sc_start SC_BLIND,60000,0;
mes "[?????]";
mes "Wh-what's with";
mes "all of this noise?";
@@ -8197,7 +8190,7 @@ OnTouch:
mes "............";
next;
soundeffect "wander_man_move.wav",0;
- sc_start SC_Blind,60000,0;
+ sc_start SC_BLIND,60000,0;
mes "[?????]";
mes "Jeez, what's going";
mes "on? Where the heck";
@@ -8915,7 +8908,7 @@ OnTouch:
mes ".........";
next;
soundeffect "wander_man_move.wav",0;
- sc_start SC_Blind,60000,0;
+ sc_start SC_BLIND,60000,0;
mes "[?????]";
mes "...Isn't the moon";
mes "so beautiful tonight?";
@@ -8961,7 +8954,7 @@ OnTouch:
mes "............";
next;
soundeffect "wander_man_move.wav",0;
- sc_start SC_Blind,60000,0;
+ sc_start SC_BLIND,60000,0;
mes "[?????]";
mes "So, you telling me you";
mes "don't know how this town";
@@ -9018,7 +9011,7 @@ OnTouch:
mes "............";
next;
soundeffect "wander_man_move.wav",0;
- sc_start SC_Blind,60000,0;
+ sc_start SC_BLIND,60000,0;
mes "[?????]";
mes "Hmpf.";
mes "It has begun.";
@@ -9070,7 +9063,7 @@ OnTouch:
mes "............";
next;
soundeffect "wander_man_move.wav",0;
- sc_start SC_Blind,60000,0;
+ sc_start SC_BLIND,60000,0;
mes "[?????]";
mes "Sir, our investigation has";
mes "turned something up. Every";
@@ -9107,7 +9100,7 @@ OnTouch:
mes "............";
next;
soundeffect "wander_man_move.wav",0;
- sc_start SC_Blind,60000,0;
+ sc_start SC_BLIND,60000,0;
mes "[?????]";
mes "Wh-what's with";
mes "all of this noise?";
@@ -9180,7 +9173,7 @@ OnTouch:
mes "............";
next;
soundeffect "wander_man_move.wav",0;
- sc_start SC_Blind,60000,0;
+ sc_start SC_BLIND,60000,0;
mes "[?????]";
mes "Jeez, what's going";
mes "on? Where the heck";
@@ -10227,9 +10220,7 @@ que_job01,68,88,5 script Simon#mao 881,{
que_job01,70,84,1 duplicate(Simon#mao) Kimmie 882,0,0
sec_in02,38,162,0 script Morroc Invasion Manager 882,{
-
- if(getgmlevel() < 80) end;
-
+ callfunc "F_GM_NPC";
mes "A total of " + $maoattack + " users completed";
mes "the Satan Morroc: Lin Quest.";
mes "There are 2 requirements to";
diff --git a/npc/quests/doomed_swords.txt b/npc/quests/doomed_swords.txt
index 2c443076f..16b34331b 100644
--- a/npc/quests/doomed_swords.txt
+++ b/npc/quests/doomed_swords.txt
@@ -3,11 +3,9 @@
//===== By: ==================================================
//= kobra_k88; L0ne_W0lf
//===== Current Version: =====================================
-//= 1.6
-//===== Compatible With: =====================================
-//= Hercules
+//= 1.5
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Doomed Swords Quest:
//= - Quest for Doomed Swords: Grimtooth, Mysteltain, Executioner.
//= Although this quest is enabled on iRO, the Mysteltainn
@@ -19,9 +17,8 @@
//= 1.1 Fixed items count check. For all 3 swords... [Lupus]
//= 1.3 Fixed exploit [Lupus]
//= 1.4 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
-//= Moved all non-related NPCs to their repsective files.
+//= Moved all non-related NPCs to their repsective files.
//= 1.5 Added missing checkweight. [L0ne_W0lf]
-//= 1.6 Removed Nain [Streusel]
//============================================================
prt_in,162,11,2 script Ghatu#magum 86,{
@@ -211,6 +208,50 @@ morocc,281,178,2 script Cetsu#magum 97,{
close;
}
+izlude_in,173,88,2 script Nain#magum 102,{
+ if (dmdswrd_Q2 == 4) {
+ mes "[Nain]";
+ mes "It doesn't matter how";
+ mes "powerful the Executioner";
+ mes "is: if it were to end up in";
+ mes "my hands, I would get rid";
+ mes "of it right away. I'd never risk losing my mind to that curse...";
+ close;
+ }
+ mes "[Nain]";
+ mes "Long ago, one sword";
+ mes "was used to behead all";
+ mes "the criminals that had been";
+ mes "sentenced to death. That";
+ mes "accursed blade is known";
+ mes "as the Executioner.";
+ next;
+ mes "[Nain]";
+ mes "As the Executioner slayed";
+ mes "more criminals, the rage and";
+ mes "bloodlust of its victims began";
+ mes "to accumulate upon the blade.";
+ mes "Although the sword gained great^FFFFFF ^000000 strength, it was tainted by evil.";
+ next;
+ mes "[Nain]";
+ mes "The last person to wield";
+ mes "the Executioner almost lost";
+ mes "his mind to the sword. He saved^FFFFFF ^000000 himself by giving it to a talented";
+ mes "blacksmith who would destroy^FFFFFF ^000000 it for him, thus saving his soul.";
+ next;
+ mes "[Nain]";
+ mes "This mysterious blacksmith";
+ mes "was never seen again in the";
+ mes "city of Prontera, but rumor has";
+ mes "it that if you can find him, he";
+ mes "can forge that accursed";
+ mes "Executioner anew...";
+ if (event_magum == 1)
+ set event_magum,5;
+ set dmdswrd_Q2,dmdswrd_Q2 | 4;
+ close;
+}
+
pay_fild08,218,283,2 script Mysterious Man#magum 89,{
if (checkweight(1201,1) == 0) {
mes "[Mysterious Man]";
diff --git a/npc/quests/doomed_swords_quest.txt b/npc/quests/doomed_swords_quest.txt
index 6c723d8aa..172d90caa 100644
--- a/npc/quests/doomed_swords_quest.txt
+++ b/npc/quests/doomed_swords_quest.txt
@@ -4,10 +4,8 @@
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= - Creation of Doomed Swords: Grimtooth, Mysteltain, and
//= Executioner.
//= - Continuation of the Comodo Quest
diff --git a/npc/quests/eye_of_hellion.txt b/npc/quests/eye_of_hellion.txt
index 841e93734..3daf992fb 100644
--- a/npc/quests/eye_of_hellion.txt
+++ b/npc/quests/eye_of_hellion.txt
@@ -1,25 +1,26 @@
//===== Hercules Script ======================================
-//= The Eye of Hellion Quest.
+//= The Eye of Hellion Quest
//===== By: ==================================================
//= MasterOfMuppets
//===== Current Version: =====================================
-//= 1.9
+//= 2.1
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Quest for getting a Nile Rose
//= There are two versions of this quest.
-//= Version 1 (Not implemented) was used on iRO as an event
-//= for it's anniversary, while version 2 (this version),
+//= Version 1 (not implemented) was used on iRO as an event
+//= for its anniversary, while version 2 (this version)
//= is the one that remained active on main servers.
//===== Additional Comments: =================================
//= 1.5 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
-//= Tracking variable is not backwards compatable meaning
+//= Tracking variable is not backwards compatable meaning
//= you can again repeat this quest from the start.
//= 1.6 Fixed issue with #prt_key-1-1. [L0ne_W0lf]
-//= 1.7 Corrected reminants from aegis conversion. [L0en_w0lf]
+//= 1.7 Corrected remnants from Official Conversion. [L0ne_W0lf]
//= 1.8 Replaced effect numerics with constants. [L0ne_W0lf]
//= 1.9 Removed duplicate text. [Kisuka]
-//= 2.0 Corrected EXP reward
+//= 2.0 Updated EXP rewards.
+//= 2.1 Updated RE/Pre-RE EXP. [Euphy]
//============================================================
morocc_in,116,101,3 script Old Scholar Tyus#hellion 735,3,3,{
@@ -546,7 +547,7 @@ morocc_in,116,101,3 script Old Scholar Tyus#hellion 735,3,3,{
set HELLIONQ,69;
getitem 2658,1; //Nile_Rose_
getitem 603,1; //Old_Blue_Box
- getexp 1200000,0;
+ getexp (checkre(3))?120000:1200000,0;
next;
mes "[Sir Chilias'Tyus]";
mes "Thank you, kind";
@@ -613,7 +614,7 @@ morocc_in,116,101,3 script Old Scholar Tyus#hellion 735,3,3,{
delitem 7332,1; //Slate
set HELLIONQ,70;
getitem 2658,1; //Nile_Rose_
- getexp 1000000,0;
+ getexp (checkre(3))?100000:1000000,0;
next;
mes "[Sir Chilias'Tyus]";
mes "Thank you, kind";
@@ -1370,7 +1371,7 @@ payon,182,132,3 script Grout'he Tuccok#hellion 48,{
mes "clean and pure Skirt of Virgin.";
mes "If you got any more questions,";
mes "I guess you can ask me later~";
- set zeny,zeny-10000;
+ set Zeny, Zeny-10000;
set HELLIONQ,48;
getitem 953,1; //Stone_Heart
getitem 511,1; //Green_Herb
@@ -2436,12 +2437,12 @@ OnTouch:
end;
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= 1.0 First version [MasterOfMuppets]
//= 1.1 a ',' that should be ';' [FlavioJS]
//= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
//= 1.3 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
//= 1.4 Moved Enoz from the wizard quest skill to here. [L0ne_W0lf]
-//============================================================
+//============================================================
diff --git a/npc/quests/first_class/tu_acolyte.txt b/npc/quests/first_class/tu_acolyte.txt
index f53596cd0..3f845faaf 100644
--- a/npc/quests/first_class/tu_acolyte.txt
+++ b/npc/quests/first_class/tu_acolyte.txt
@@ -1,17 +1,15 @@
//===== Hercules Script ======================================
//= Acolyte Class Tutorial and Job Specific Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= Fix up by Jukka
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.9
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
-//= Tutorial for Acolyte Class
-//===== Additional Comments: =================================
+//===== Description: =========================================
+//= [Official Conversion]
+//= Acolyte training quest.
+//===== Additional Comments: =================================
//= 1.0 Fully working
//= 1.1 optimized [Lupus]
-//= TODO: Test, Add correct misceffects numbers
//= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
//= 1.3 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
//= 1.4 Misc. updates. [L0ne_W0lf]
@@ -21,7 +19,7 @@
//= 1.7 Fixed exp, texts, and requirements in pre-renewal [Daegaladh]
//= 1.8 Updated to match the official script. [Euphy]
//= 1.9 Added GM management function. [Euphy]
-//============================================================
+//============================================================
// Priest Praupin
//============================================================
@@ -1779,8 +1777,9 @@ prt_monk,223,123,3 script Eavesdrop#tu 111,{
close;
}
}
-/*
+
sec_in02,17,156,3 script 1st Job Quest Reset 726,{
+ callfunc "F_GM_NPC";
mes "[1st Job Quest]";
mes "Which would you like to reset?";
next;
@@ -1808,4 +1807,3 @@ sec_in02,17,156,3 script 1st Job Quest Reset 726,{
mes "Completed.";
close;
}
-*/ \ No newline at end of file
diff --git a/npc/quests/first_class/tu_archer.txt b/npc/quests/first_class/tu_archer.txt
index 2f95cf11a..b965ae05d 100644
--- a/npc/quests/first_class/tu_archer.txt
+++ b/npc/quests/first_class/tu_archer.txt
@@ -1,19 +1,18 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Archer Class Tutorial and Job Specific Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= Fix up by Jukka
-//===== Current Version: =====================================
-//= 1.9a
-//===== Compatible With: =====================================
-//= rAthena SVN (Testet in Trunk 88xx)
-//===== Description: =========================================
-//=
-//===== Additional Comments: =================================
+//===== Current Version: =====================================
+//= 2.0
+//===== Description: =========================================
+//= [Official Conversion]
+//= Archer training quest.
+//===== Additional Comments: =================================
//= 1.0 Fully working
-//= 1.1 optimized [Lupus] 1.2 fixed Weight check
-//= TODO: Test, Add correct misceffects numbers
+//= 1.1 optimized [Lupus]
+//= 1.2 fixed Weight check
//= 1.3 Moved Master Kavaruk (overlapped Phantasmic Arrow
-//= Skill quest NPC) [Lupus]
+//= Skill quest NPC) [Lupus]
//= 1.4 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
//= 1.5 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
//= 1.6 Fixed infinate loop. (bugreport:2393) [L0ne_W0lf]
@@ -21,7 +20,9 @@
//= 1.8 Updated slightly, removed additional emotions from Reiden. [L0ne_W0lf]
//= 1.9 Misc. updates. [L0ne_W0lf]
//= 1.9a Added 'npcskill' command. [Euphy]
-//============================================================
+//= 2.0 Updated to match the official script. [Euphy]
+//= Added Pre-Renewal support.
+//============================================================
// Bard Jet
//============================================================
@@ -278,7 +279,7 @@ payon_in02,54,13,3 script Master Kavaruk 55,{
next;
mes "[Master Kavaruk]";
mes "I asked a member of Icarus to";
- mes "wander about the Rune-Midgarts Kingdom and gather news and information about what has been going on recenty.";
+ mes "wander about the Rune-Midgarts Kingdom and gather news and information about what has been going on recently.";
next;
mes "[Master Kavaruk]";
mes "He has been sending me letters containing detailed information, but all of a sudden, I've lost contact with him. I'm concerned over what may have happened.";
@@ -305,7 +306,10 @@ payon_in02,54,13,3 script Master Kavaruk 55,{
mes "for bringing me the news. As Arthail has said, I shall wait until he has more news for me.";
mes "You should also train and prepare for the future as well.";
set tu_archer02, 10;
- getexp 200,100;
+ if (checkre(3))
+ getexp 1000,1000;
+ else
+ getexp 2000,1000;
close;
}
}
@@ -543,7 +547,10 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{
set tu_archer01, 6;
mes "Now, your first assignment";
mes "is to learn ^3131FFLevel 3 Owl's Eye^000000!";
- mes "From Morroc, if you travel south, you can fight Condors for your training.";
+ if (checkre(0))
+ mes "From Morroc, if you travel south, you can fight Condors for your training.";
+ else
+ mes "From Prontera, if you travel south, south and then west, you can fight Condors for your training.";
next;
mes "[Reidin Corse]";
mes "You can head somewhere";
@@ -553,11 +560,20 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{
switch(select("I'll follow your advice, Chief!:I'll hunt somewhere else...")) {
case 1:
mes "[Reidin Corse]";
- mes "I'll send you to";
- mes "Morroc for now,";
- mes "so don't forget the";
- mes "directions I gave you.";
- mes "Travel ^3131FFsouth^000000.";
+ if (checkre(0)) {
+ mes "I'll send you to";
+ mes "Morroc for now,";
+ mes "so don't forget the";
+ mes "directions I gave you.";
+ mes "Travel ^3131FFsouth^000000.";
+ } else {
+ mes "I'll send you to";
+ mes "Prontera for now,";
+ mes "so don't forget the";
+ mes "directions I gave you.";
+ mes "Travel ^3131FFsouth^000000, ^3131FFsouth^000000,";
+ mes "and then ^3131FFwest^000000.";
+ }
next;
switch(select("Leave right away~:W-wait, let me get ready!")) {
case 1:
@@ -573,9 +589,15 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{
mes "[Reidin Corse]";
mes "Okay...!";
mes "Off you go!";
- mes "To Morroc!";
- close2;
- warp "morocc",156,46;
+ if (checkre(0)) {
+ mes "To Morroc!";
+ close2;
+ warp "morocc",156,46;
+ } else {
+ mes "To Prontera!";
+ close2;
+ warp "prontera",116,72;
+ }
end;
case 2:
mes "[Reidin Corse]";
@@ -601,7 +623,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{
emotion e_ag;
mes "Huh. So you already know a little about Owl's Eye already, huh? Well then, I guess I oughta talk about something you don't know about!";
set tu_archer01, 7;
- getexp 50,0;
+ getexp 500,0;
close;
}
break;
@@ -628,7 +650,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{
mes "Here, this is a small, special reward for you.";
specialeffect2 EF_WIND;
set tu_archer01, 7;
- getexp 50,0;
+ getexp 500,0;
next;
emotion e_pif;
mes "[Reidin Corse]";
@@ -709,7 +731,10 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{
set .@eagle, getskilllv("AC_VULTURE");
if(.@eagle < 3){
- mes "Alright, Mandagora usually live around Geffen. I can send you to Geffen, so just travel north from there to find";
+ if (checkre(0))
+ mes "Alright, Mandagora usually live around Geffen. I can send you to Geffen, so just travel north from there to find";
+ else
+ mes "Alright, Mandagora usually live around Mt. Mjolnir. I can send you to Prontera, so just travel north, then east from there to find";
mes "some of them.";
next;
mes "[Reidin Corse]";
@@ -738,7 +763,10 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{
mes "Alright...!";
mes "Get a move on!";
close2;
- warp "geffen",120,39;
+ if (checkre(0))
+ warp "geffen",120,39;
+ else
+ warp "prontera",116,72;
end;
case 2:
mes "[Reidin Corse]";
@@ -763,7 +791,10 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{
} else if(tu_archer01 == 8){
set .@eagle, getskilllv("AC_VULTURE");
if(.@eagle < 3){
- mes "Mandagora lives in the area north of Geffen. Learn up to Level 3 Vulture's Eye and get acquainted with your attack range.";
+ if (checkre(0))
+ mes "Mandagora lives in the area north of Geffen. Learn up to Level 3 Vulture's Eye and get acquainted with your attack range.";
+ else
+ mes "Mandagora lives in the area north and east of Prontera. Learn up to Level 3 Vulture's Eye and get acquainted with your attack range.";
next;
mes "[Reidin Corse]";
mes "Okay...";
@@ -776,7 +807,10 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{
mes "Alright...!";
mes "Get a move on!";
close2;
- warp "geffen",120,39;
+ if (checkre(0))
+ warp "geffen",120,39;
+ else
+ warp "prontera",116,72;
end;
case 2:
mes "[Reidin Corse]";
@@ -843,7 +877,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{
if(.@eagle == 0){
specialeffect2 EF_WIND;
set tu_archer01, 10;
- getexp 0,50;
+ getexp 0,500;
}
emotion e_no1;
next;
@@ -857,48 +891,75 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{
close;
}
} else if(tu_archer01 == 10){
- mes "Now, I've taught you a lot of stuff and I wanna make sure you retain all of it. That's why I want you to take this midterm. Your mission: ^FF0000Attack the Rockers^000000!";
- emotion e_no1;
- next;
- mes "[Reidin Corse]";
- mes "Rockers live just southwest of Prontera.";
- next;
- mes "[Reidin Corse]";
- mes "Be aware that Rockers are earth element monsters!! ^3131FFSo they should be weak against fire^000000.";
- next;
- mes "[Reidin Corse]";
- mes "Now go and bring ^3131FF10 Grasshopper's Leg^000000 from hunting Rockers.";
- mes "Bring all of that and you pass~";
- next;
- mes "[Reidin Corse]";
- mes "It's easier to find them if you pass by the southern gate of Prontera and then head west. Alright, off you go, " + strcharinfo(0) + "~";
+ if (checkre(0)) {
+ mes "Now, I've taught you a lot of stuff and I wanna make sure you retain all of it. That's why I want you to take this midterm. Your mission: ^FF0000Attack the Rockers^000000!";
+ emotion e_no1;
+ next;
+ mes "[Reidin Corse]";
+ mes "Rockers live just southwest of Prontera.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Be aware that Rockers are earth element monsters!! ^3131FFSo they should be weak against fire^000000.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Now go and bring ^3131FF10 Grasshopper's Leg^000000 from hunting Rockers.";
+ mes "Bring all of that and you pass~";
+ next;
+ mes "[Reidin Corse]";
+ mes "It's easier to find them if you pass by the southern gate of Prontera and then head west. Alright, off you go, " + strcharinfo(0) + "~";
+ } else {
+ mes "Now, I've taught you a lot of stuff and I wanna make sure you retain all of it. That's why I want you to take this midterm. Your mission: ^FF0000Attack the Rockers^000000!";
+ emotion e_no1;
+ next;
+ mes "[Reidin Corse]";
+ mes "There's a ship that";
+ mes "leads to Byalan Island in Izlude, Prontera's satellite city. Ride that ship to Byalan Island.";
+ next;
+ mes "[Reidin Corse]";
+ mes "In the center of that island is the entrance to a dungeon where a lot of Hydras live. Remember that it's a water dungeon, and that ^3131FFWater resists Fire^000000, ^3131FFbut is weak against Wind^000000.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Now go and bring ^3131FF10 Tentacles^000000";
+ mes "from hunting Hydra and ^3131FF1 Crystal Blue^000000, which you can get from hunting the Mushrooms there.";
+ mes "Bring all of that and you pass~";
+ next;
+ mes "[Reidin Corse]";
+ mes "It's easier to find Izlude if you pass by Prontera, so head towards the fields near Prontera. Alright, off you go, " + strcharinfo(0) + "~";
+ }
set tu_archer01,11;
close;
} else if(tu_archer01 == 11){
- if(countitem(940) > 9){
- if(MaxWeight - Weight < 1000){
- mes "Why are you carrying";
- mes "so much stuff? You better put everything you don't need into Kafra Storage.";
- close;
- } else {
- mes "Hey, you're back!";
- mes "Let's see now...";
- next;
- emotion e_no1;
- mes "[Reidin Corse]";
- mes "Good! You pass.";
- mes "Don't forget that you gotta keep training and improve your skills. Before you know it, you'll be an expert almost as good as me!";
- specialeffect2 EF_WIND;
- set tu_archer01, 12;
- getexp 100,100;
- getitem 1707,1; //Great_Bow
- close;
- }
- } else {
+ if (checkre(0) && countitem(940) < 10) {
mes "Hey...";
mes "You gotta bring";
mes "^3131FF10 Grasshopper's Leg^000000 to pass my midterm! Go back to the southwest area of Prontera and get them!";
close;
+ } else if (!checkre(0) && (countitem(962) < 10 || countitem(991) == 0)) {
+ mes "Hey...";
+ mes "You gotta bring";
+ mes "^3131FF10 Tentacles^000000 and";
+ mes "^3131FF1 Crystal Blue^000000 to pass my midterm! Go back to the dungeon on Byalan Island and get them!";
+ close;
+ }
+ if(MaxWeight - Weight < 1000){
+ mes "Why are you carrying";
+ mes "so much stuff? You better put everything you don't need into Kafra Storage.";
+ close;
+ } else {
+ mes "Hey, you're back!";
+ mes "Let's see now...";
+ next;
+ emotion e_no1;
+ mes "[Reidin Corse]";
+ mes "Good! You pass.";
+ mes "Don't forget that you gotta keep training and improve your skills. Before you know it, you'll be an expert almost as good as me!";
+ specialeffect2 EF_WIND;
+ set tu_archer01, 12;
+ if (checkre(0))
+ delitem 940,10; //Grasshopper's_Leg
+ getexp 1000,1000;
+ getitem 1707,1; //Great_Bow
+ close;
}
} else if(tu_archer01 == 12){
mes "Alright, now there's only";
@@ -940,8 +1001,13 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{
mes "no need for you to fret.";
next;
mes "[Reidin Corse]";
- mes "Now, go into the forest east of Payon and hunt Spores and Wormtails. Your test will be to bring back ^3131FF10 Mushroom Spores^000000 and";
- mes "^3131FF10 Pointed Scales^000000.";
+ if (checkre(0)) {
+ mes "Now, go into the forest east of Payon and hunt Spores and Wormtails. Your test will be to bring back ^3131FF10 Mushroom Spores^000000 and";
+ mes "^3131FF10 Pointed Scales^000000.";
+ } else {
+ mes "Now, go to Mt. Mjolnir and hunt Floras. Your test will be to bring back ^3131FF5 Maneater Blossoms^000000 and";
+ mes "^3131FF20 Stems^000000.";
+ }
next;
mes "[Reidin Corse]";
mes "I know it's a little dangerous,";
@@ -968,49 +1034,81 @@ pay_arche,103,165,5 script Reidin Corse#tu 832,{
close;
}
} else if((tu_archer01 == 14) || (tu_archer01 == 15)){
- if((countitem(906) > 9) && (countitem(921) > 9)){
- mes "Ha-ha~!";
- mes "You look more like";
- mes "a veteran than a rookie";
- mes "now! Yeap, I can see it";
- mes "in your eyes.";
- next;
- mes "[Reidin Corse]";
- mes "Right, did you get a chance to meet my Acolyte pal, Mafra? She's pretty shy, but I hope you two got along.";
- next;
- mes "[Reidin Corse]";
- mes "I'm happy to tell";
- mes "you that you've passed";
- mes "my final exam! Here, take";
- mes "this little reward!";
- specialeffect2 EF_WIND;
- set tu_archer01,16;
- getexp 300,300;
- getitem 1770,500; //Iron_Arrow
- next;
- mes "[Reidin Corse]";
- mes "Well, it's like you're a full fledged Archer now. Honestly,";
- mes "I've got nothing more to teach you. Well, about archery, anyway.";
- emotion e_heh;
- next;
- mes "[Reidin Corse]";
- mes "Well, if you talk to him, Master Kavaruk might have something for you to do. He happens to have me running around to doing errands";
- mes "for him too. That creep!";
- emotion e_pif;
- next;
- mes "[Reidin Corse]";
- mes "Well, "+ strcharinfo(0) +",";
- mes "It'd make me really happy if you get to the point where you develop a true love for the art of archery. I'll see you sometime, okay?";
- emotion e_no1;
- close;
- } else {
+ if (checkre(0) && (countitem(906) < 10 || countitem(921) < 10)) {
mes "Remember, you";
mes "need to head into";
mes "the forest east of Payon and get me";
mes "^3131FF10 Mushroom Spores^000000";
mes "and ^3131FF10 Pointed Scales^000000.";
close;
+ } else if (!checkre(0) && (countitem(1032) < 5 || countitem(905) < 20)) {
+ mes "Remember, you";
+ mes "need to head over to";
+ mes "Mt. Mjolnir and get me";
+ mes "^3131FF5 Maneater Blossoms^000000";
+ mes "and ^3131FF20 Stems^000000.";
+ next;
+ mes "[Reidin Corse]";
+ mes "From Prontera, you'd get to Mt. Mjolnir by traveling ^3131FFnorth^000000, ^3131FFnorth^000000 and then ^3131FFeast^000000. But if you want,";
+ mes "I can just send you there.";
+ next;
+ switch(select("Go!:W-Wait!")) {
+ case 1:
+ mes "[Reidin Corse]";
+ mes "Alright!";
+ mes "Oh, and if you get";
+ mes "the chance, give a hello to my Acolyte pal over there for me~";
+ emotion e_heh;
+ close2;
+ warp "mjolnir_11",25,221;
+ end;
+ case 2:
+ mes "[Reidin Corse]";
+ mes "Huh?";
+ mes "Um, sure. But";
+ mes "there's no reason to";
+ mes "get so nervous, even if";
+ mes "this my final exam for you.";
+ close;
+ }
}
+ mes "Ha-ha~!";
+ mes "You look more like";
+ mes "a veteran than a rookie";
+ mes "now! Yeap, I can see it";
+ mes "in your eyes.";
+ next;
+ mes "[Reidin Corse]";
+ mes "Right, did you get a chance to meet my Acolyte pal, Mafra? She's pretty shy, but I hope you two got along.";
+ next;
+ mes "[Reidin Corse]";
+ mes "I'm happy to tell";
+ mes "you that you've passed";
+ mes "my final exam! Here, take";
+ mes "this little reward!";
+ specialeffect2 EF_WIND;
+ set tu_archer01,16;
+ if (checkre(3))
+ getexp 1000,1000;
+ else
+ getexp 3000,3000;
+ getitem 1770,500; //Iron_Arrow
+ next;
+ mes "[Reidin Corse]";
+ mes "Well, it's like you're a full fledged Archer now. Honestly,";
+ mes "I've got nothing more to teach you. Well, about archery, anyway.";
+ emotion e_heh;
+ next;
+ mes "[Reidin Corse]";
+ mes "Well, if you talk to him, Master Kavaruk might have something for you to do. He happens to have me running around to doing errands";
+ mes "for him too. That creep!";
+ emotion e_pif;
+ next;
+ mes "[Reidin Corse]";
+ mes "Well, "+ strcharinfo(0) +",";
+ mes "It'd make me really happy if you get to the point where you develop a true love for the art of archery. I'll see you sometime, okay?";
+ emotion e_no1;
+ close;
} else if(tu_archer01 == 16){
mes "I really like this town.";
mes "There's so much lush greenery";
@@ -1280,13 +1378,13 @@ pay_arche,84,139,3 script Seisner 727,{
specialeffect2 EF_WIND;
set tu_archer01, 3;
if(JobLevel == 1){
- getexp 0,5;
+ getexp 0,30;
} else if((JobLevel > 1) && (JobLevel < 11)){
- getexp 0,10;
+ getexp 0,80;
} else if((JobLevel > 10) && (JobLevel < 21)){
- getexp 0,25;
+ getexp 0,100;
} else {
- getexp 0,50;
+ getexp 0,120;
}
end;
}
@@ -1295,11 +1393,11 @@ pay_arche,84,139,3 script Seisner 727,{
// Target
//============================================================
-pay_arche,76,135,3 script Target#Target 111,{ end; } // empty NPC?? [Jukka]
+pay_arche,76,135,3 script #Target 111,{ end; }
// Acolyte
//============================================================
-pay_fild08,40,83,5 script Acolyte#tu 95,{
+- script ::Acolyte_Tu -1,{
mes "[Acolyte]";
if(tu_archer01 == 14){
if(gettime(3) >= 18 && gettime(3) < 22){
diff --git a/npc/quests/first_class/tu_ma_th01.txt b/npc/quests/first_class/tu_ma_th01.txt
index 72c1d4914..6bbe5c456 100644
--- a/npc/quests/first_class/tu_ma_th01.txt
+++ b/npc/quests/first_class/tu_ma_th01.txt
@@ -1,20 +1,18 @@
-//===== rAthena Script =======================================
-//= Theif Mage Quest Story Mode
-//===== By: ==================================================
+//===== Hercules Script ======================================
+//= Thief Mage Quest Story Mode
+//===== By: ==================================================
//= Fix up by Jukka
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= rAthena SVN (Testet in Trunk 88xx)
-//===== Description: =========================================
-//=
-//===== Additional Comments: =================================
+//===== Description: =========================================
+//= [Official Conversion]
+//= Battle Traces from Thief and Magician training quests.
+//===== Additional Comments: =================================
//= 1.0 Fully working
//= 1.1 optimized [Lupus]
-//= TODO: Test, Add correct misceffects numbers
//= 1.2 Changed "battle_trace" to "Trace of Battle". [L0ne_W0lf]
//= 1.3 Misc. updates. [L0ne_W0lf]
-//============================================================
+//============================================================
// Battle Traces 1
//============================================================
@@ -32,7 +30,7 @@ moc_fild12,166,369,0 script Trace of Battle#1 844,{
mes "of acute dizziness overcomes";
mes "you after examining the scene.^000000";
set tu_thief01, 6;
- sc_start SC_Poison,60000,0;
+ sc_start SC_POISON,60000,0;
specialeffect EF_VENOMDUST2;
close;
} else if(tu_thief01 == 6){
@@ -40,7 +38,7 @@ moc_fild12,166,369,0 script Trace of Battle#1 844,{
mes "used in a battle. A feeling";
mes "of acute dizziness overcomes";
mes "you after examining the scene.^000000";
- sc_start SC_Poison,60000,0;
+ sc_start SC_POISON,60000,0;
specialeffect EF_VENOMDUST2;
close;
} else if(tu_thief01 == 7){
@@ -1003,7 +1001,7 @@ moc_fild18,109,197,0 script Trace of Battle#15 844,{
mes "^3355FFBy sheer accident,";
mes "you set off one of";
mes "the traps in the area.^000000";
- sc_start SC_Poison,60000,0;
+ sc_start SC_POISON,60000,0;
specialeffect EF_VENOMDUST2;
percentheal -30,0;
close;
@@ -1157,7 +1155,7 @@ moc_fild18,109,197,0 script Trace of Battle#15 844,{
mes "^3355FFBy sheer accident,";
mes "you set off one of";
mes "the traps in the area.^000000";
- sc_start SC_Poison,60000,0;
+ sc_start SC_POISON,60000,0;
specialeffect EF_VENOMDUST2;
percentheal -30,0;
close;
diff --git a/npc/quests/first_class/tu_magician01.txt b/npc/quests/first_class/tu_magician01.txt
index 9beb55b5b..a616c2f0d 100644
--- a/npc/quests/first_class/tu_magician01.txt
+++ b/npc/quests/first_class/tu_magician01.txt
@@ -1,20 +1,19 @@
-//===== rAthena Script =======================================
-//= Magican Class Tutorial and Job Specific Quest
-//===== By: ==================================================
+//===== Hercules Script ======================================
+//= Magician Class Tutorial and Job Specific Quest
+//===== By: ==================================================
//= Fix up by Jukka
-//===== Current Version: =====================================
-//= 1.3
-//===== Compatible With: =====================================
-//= rAthena SVN (Testet in Trunk 88xx)
-//===== Description: =========================================
-//=
-//===== Additional Comments: =================================
+//===== Current Version: =====================================
+//= 1.4
+//===== Description: =========================================
+//= [Official Conversion]
+//= Magician training quest.
+//===== Additional Comments: =================================
//= 1.0 Fully working
//= 1.1 Optimized [Lupus]
-//= TODO: Test, Add proper misceffects
//= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
//= 1.3 Misc. updates. [L0ne_W0lf]
-//============================================================
+//= 1.4 Updated to match the official script. [Euphy]
+//============================================================
// Sign
//============================================================
@@ -45,9 +44,14 @@ geffen,67,180,4 script New Mage Manager#M 102,{
mes "anyone can do what you do~";
close;
}
- if(eaclass()&(EAJL_UPPER|EAJL_2) && tu_magician01 < 7){
+ if(eaclass()&(EAJL_UPPER|EAJL_2|EAJL_THIRD) && tu_magician01 < 7){
mes "[Mana]";
- mes "My training isn't very helpful to those that are already skilled in magic. I'm afraid you'll have to rely on yourself to improve your skills.";
+ mes "Although I offer magic";
+ mes "training, it's not very helpful";
+ mes "if you're already experienced";
+ mes "in the use of magic. I'm sorry,";
+ mes "but you'll have to rely on your";
+ mes "own self to hone your skills.";
close;
}
switch(tu_magician01){
@@ -128,7 +132,10 @@ geffen,67,180,4 script New Mage Manager#M 102,{
mes "time for a break. But we'll";
mes "continue this later, okay?";
set tu_magician01, 1;
- getexp BaseLevel*3,BaseLevel*2;
+ if (checkre(3))
+ getexp BaseLevel*3,BaseLevel*2;
+ else
+ getexp BaseLevel*30,BaseLevel*15;
specialeffect2 EF_HIT5;
close;
case 1:
@@ -202,7 +209,7 @@ geffen,67,180,4 script New Mage Manager#M 102,{
mes "only slightly injured and the";
mes "Fire Wall won't necessarily";
mes "block its approach. So beware!";
- set tu_mana,tu_mana|1;
+ set .@eread_1,1;
next;
break;
case 2:
@@ -237,7 +244,7 @@ geffen,67,180,4 script New Mage Manager#M 102,{
mes "afterwards, like Fire Bolt and";
mes "Fire Ball, to take advantage of";
mes "the monster's Earth property.";
- set tu_mana,tu_mana|2;
+ set .@eread_2,1;
next;
break;
case 3:
@@ -275,8 +282,7 @@ geffen,67,180,4 script New Mage Manager#M 102,{
mes "the ^93DB70Wind^000000 property skills";
mes "that we Mages can use are";
mes "Lighning Bolt and Thunder Storm.";
- next;
- set tu_mana,tu_mana|4;
+ set .@eread_3,1;
next;
break;
case 4:
@@ -313,7 +319,7 @@ geffen,67,180,4 script New Mage Manager#M 102,{
mes "actually freeze monsters.";
mes "While monsters are frozen by";
mes "Frost Diver, they're considered Water monsters. Interesting, huh?";
- set tu_mana,tu_mana|8;
+ set .@eread_4,1;
next;
break;
case 5:
@@ -346,7 +352,7 @@ geffen,67,180,4 script New Mage Manager#M 102,{
mes "shield against long range";
mes "attacks or strong property";
mes "attacks, so be really careful!";
- set tu_mana,tu_mana|16;
+ set .@eread_5,1;
next;
break;
case 6:
@@ -358,32 +364,18 @@ geffen,67,180,4 script New Mage Manager#M 102,{
mes "ready, we'll cover some new";
mes "material for you to learn.";
next;
- switch(select("W-wait, not yet!:I'm ready to go on.")) {
- case 1:
- break;
- case 2:
+ if(select("W-wait, not yet!:I'm ready to go on.") == 2) {
mes "[Mana]";
mes "Alrighty, we'll";
mes "move on to the next";
mes "subject then. Ho ho ho~!";
set tu_magician01,2;
specialeffect2 EF_HIT5;
- if(tu_mana&1){
- getexp 15,7;
- }
- if(tu_mana&2){
- getexp 15,7;
- }
- if(tu_mana&4){
- getexp 15,7;
- }
- if(tu_mana&8){
- getexp 15,7;
- }
- if(tu_mana&16){
- getexp 15,7;
- }
- set tu_mana,0;
+ if(.@eread_1) getexp 150,70;
+ if(.@eread_2) getexp 150,70;
+ if(.@eread_3) getexp 150,70;
+ if(.@eread_4) getexp 150,70;
+ if(.@eread_5) getexp 150,70;
}
close;
}
@@ -465,7 +457,7 @@ geffen,67,180,4 script New Mage Manager#M 102,{
mes "10 Chrysalis from them.";
mes "Then bring them to me, okay?";
set tu_magician01, 3;
- getexp 40,20;
+ getexp 400,200;
specialeffect2 EF_HIT5;
close;
case 3:
@@ -493,7 +485,7 @@ geffen,67,180,4 script New Mage Manager#M 102,{
mes "used to using your skills, huh?";
mes "Anyway, let me know when you're ready for the next lesson, okay?";
set tu_magician01, 5;
- getexp 40,20;
+ getexp 400,200;
specialeffect2 EF_HIT5;
close;
}
@@ -521,7 +513,7 @@ geffen,67,180,4 script New Mage Manager#M 102,{
mes "used to using your skills, huh?";
mes "Anyway, let me know when you're ready for the next lesson, okay?";
set tu_magician01, 5;
- getexp 40,20;
+ getexp 400,200;
specialeffect2 EF_HIT5;
close;
}
@@ -550,7 +542,7 @@ geffen,67,180,4 script New Mage Manager#M 102,{
mes "of Soul Strike and increase";
mes "that skill's level, it will grow in strength and you'll be able";
mes "to cast it much more quickly.";
- set tu_mana,tu_mana|1;
+ set .@skill_e1,1;
next;
break;
case 2:
@@ -570,7 +562,7 @@ geffen,67,180,4 script New Mage Manager#M 102,{
mes "certain number of attacks,";
mes "depending on the level of the";
mes "Safety Wall skill that you use.";
- set tu_mana,tu_mana|2;
+ set .@skill_e2,1;
next;
break;
case 3:
@@ -590,7 +582,7 @@ geffen,67,180,4 script New Mage Manager#M 102,{
mes "good use of the destructive";
mes "power of the Fire Ball!";
next;
- set tu_mana,tu_mana|4;
+ set .@skill_e3,1;
break;
case 4:
mes "[Mana]";
@@ -616,7 +608,7 @@ geffen,67,180,4 script New Mage Manager#M 102,{
mes "skill, its damage and chance";
mes "of freezing monsters will also";
mes "increase. Pretty dangerous, eh? ^FFFFFFkamenriderblack^000000";
- set tu_mana,tu_mana|8;
+ set .@skill_e4,1;
next;
break;
case 5:
@@ -635,7 +627,7 @@ geffen,67,180,4 script New Mage Manager#M 102,{
mes "within a certain range.";
mes "It's an incredibly potent";
mes "ground targeting attack.";
- set tu_mana,tu_mana|16;
+ set .@skill_e5,1;
next;
break;
case 6:
@@ -661,7 +653,7 @@ geffen,67,180,4 script New Mage Manager#M 102,{
mes "Fire Well strategically";
mes "and effectively, it can";
mes "be a very powerful skill~";
- set tu_mana,tu_mana|32;
+ set .@skill_e6,1;
next;
break;
case 7:
@@ -680,7 +672,7 @@ geffen,67,180,4 script New Mage Manager#M 102,{
mes "learn Energy Coat, I'm";
mes "sure Blizardis will tell";
mes "you all you need to know.";
- set tu_mana,tu_mana|64;
+ set .@skill_e7,1;
next;
break;
case 8:
@@ -701,28 +693,13 @@ geffen,67,180,4 script New Mage Manager#M 102,{
set tu_magician01, 6;
getitem 1604,1; //Wand
specialeffect2 EF_HIT5;
- if(tu_mana&1){
- getexp 30,10;
- }
- if(tu_mana&2){
- getexp 30,10;
- }
- if(tu_mana&4){
- getexp 30,10;
- }
- if(tu_mana&8){
- getexp 30,10;
- }
- if(tu_mana&16){
- getexp 30,10;
- }
- if(tu_mana&32){
- getexp 30,10;
- }
- if(tu_mana&64){
- getexp 30,10;
- }
- set tu_mana,0;
+ if(.@skill_e1) getexp 300,100;
+ if(.@skill_e2) getexp 300,100;
+ if(.@skill_e3) getexp 300,100;
+ if(.@skill_e4) getexp 300,100;
+ if(.@skill_e5) getexp 300,100;
+ if(.@skill_e6) getexp 300,100;
+ if(.@skill_e7) getexp 300,100;
close;
default:
break;
@@ -810,7 +787,7 @@ geffen,67,180,4 script New Mage Manager#M 102,{
set tu_magician01, 28;
getitem 2321,1; //Silk_Robe
set Zeny, Zeny + 3000;
- getexp 300,100;
+ getexp 3000,1000;
close;
default:
if(tu_magician01 < 27){
diff --git a/npc/quests/first_class/tu_merchant.txt b/npc/quests/first_class/tu_merchant.txt
index c947d0342..2e838e4da 100644
--- a/npc/quests/first_class/tu_merchant.txt
+++ b/npc/quests/first_class/tu_merchant.txt
@@ -1,20 +1,19 @@
//===== Hercules Script ======================================
//= Merchant Class Tutorial and Job Specific Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= Fix up by Jukka
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
-//= Tutorial for Merchant Class
-//===== Additional Comments: =================================
+//===== Description: =========================================
+//= [Official Conversion]
+//= Merchant training quest.
+//===== Additional Comments: =================================
//= 1.0 Fully working
-//= 1.1 Fixed bugs, optimized [Lupus] 1.2 fixed Weight check
-//= TODO: Test, add missing misceffects
+//= 1.1 Fixed bugs, optimized [Lupus]
+//= 1.2 fixed Weight check
//= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
//= 1.3 Misc. updates. [L0ne_W0lf]
-//============================================================
+//============================================================
// Guarnien
//============================================================
diff --git a/npc/quests/first_class/tu_sword.txt b/npc/quests/first_class/tu_sword.txt
index ee54103de..57e3fa447 100644
--- a/npc/quests/first_class/tu_sword.txt
+++ b/npc/quests/first_class/tu_sword.txt
@@ -1,22 +1,21 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Swordman Class Tutorial and Job Specific Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= Fix up by Jukka
-//===== Current Version: =====================================
-//= 1.5
-//===== Compatible With: =====================================
-//= rAthena SVN (Testet in Trunk 88xx)
-//===== Description: =========================================
-//=
-//===== Additional Comments: =================================
+//===== Current Version: =====================================
+//= 1.6
+//===== Description: =========================================
+//= [Official Conversion]
+//= Swordman training quest.
+//===== Additional Comments: =================================
//= 1.0 Fully working
//= 1.1 optimized [Lupus]
-//= TODO: Test, Add correct misceffects numbers
//= 1.2 Fixed a typo on NPC name. [SinSloth]
//= 1.3 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
//= 1.4 Misc. updates. [L0ne_W0lf]
-//= 1.5 Warp New Izlude update
-//============================================================
+//= 1.5 Added Renewal Izlude coordinates.
+//= 1.6 Added Pre-Renewal support. [Euphy]
+//============================================================
// Shurank
//============================================================
@@ -42,7 +41,7 @@ izlude_in,82,163,3 script Shurank 733,{
mes "come back to me...";
close;
}
- if(BaseClass == Job_Swordman && eaclass()&(EAJL_2|EAJL_UPPER)){
+ if(BaseClass == Job_Swordman && eaclass()&(EAJL_2|EAJL_UPPER|EAJL_THIRD)){
mes "From your raiment,";
mes "I see that you are";
if(Sex)
@@ -109,7 +108,10 @@ izlude_in,82,163,3 script Shurank 733,{
mes "your great efforts. But do not let your talents allow you to grow arrogant!";
set tu_swordman, 23;
completequest 8228;
- getexp 186,0;
+ if (checkre(3))
+ getexp 186,0;
+ else
+ getexp 1860,0;
getitem 1113,1; //Scimiter
next;
mes "[Shurank]";
@@ -197,7 +199,10 @@ izlude_in,82,163,3 script Shurank 733,{
mes "your accomplishment.";
set tu_swordman, 22;
changequest 8227,8228;
- getexp 186,0;
+ if (checkre(3))
+ getexp 186,0;
+ else
+ getexp 1860,0;
next;
mes "[Shurank]";
mes "Next time, I will tell you more about the Magnum Break skill.";
@@ -224,7 +229,10 @@ izlude_in,82,163,3 script Shurank 733,{
set tu_swordman, 13;
erasequest 8221;
setquest 8222;
- getexp 126,0;
+ if (checkre(3))
+ getexp 126,0;
+ else
+ getexp 1260,0;
next;
mes "[Shurank]";
mes "Ah, once again, I have";
@@ -286,7 +294,10 @@ izlude_in,82,163,3 script Shurank 733,{
set tu_swordman, 13;
erasequest 8221;
setquest 8222;
- getexp 126,0;
+ if (checkre(3))
+ getexp 126,0;
+ else
+ getexp 1260,0;
next;
mes "[Shurank]";
mes "Ah, once again, I have";
@@ -363,7 +374,10 @@ izlude_in,82,163,3 script Shurank 733,{
set tu_swordman, 13;
erasequest 8221;
setquest 8222;
- getexp 126,0;
+ if (checkre(3))
+ getexp 126,0;
+ else
+ getexp 1260,0;
next;
mes "[Shurank]";
mes "Ah, once again, I have";
@@ -384,7 +398,10 @@ izlude_in,82,163,3 script Shurank 733,{
mes "[Shurank]";
mes "Ah, I see that you have a fairly good understanding of the Provoke skill. Let me reward you in this small way for your efforts.";
set tu_swordman, 10;
- getexp 112,0;
+ if (checkre(3))
+ getexp 112,0;
+ else
+ getexp 1120,0;
next;
mes "[Shurank]";
mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
@@ -398,7 +415,10 @@ izlude_in,82,163,3 script Shurank 733,{
mes "an outstanding Swordman.";
mes "Here is a small reward...";
set tu_swordman, 10;
- getexp 126,0;
+ if (checkre(3))
+ getexp 126,0;
+ else
+ getexp 1260,0;
next;
mes "[Shurank]";
mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
@@ -447,7 +467,10 @@ izlude_in,82,163,3 script Shurank 733,{
mes "[Shurank]";
mes "Ah, I see that you have a fairly good understanding of the Provoke skill. Let me reward you in this small way for your efforts.";
set tu_swordman, 10;
- getexp 112,0;
+ if (checkre(3))
+ getexp 112,0;
+ else
+ getexp 1120,0;
next;
mes "[Shurank]";
mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
@@ -461,7 +484,10 @@ izlude_in,82,163,3 script Shurank 733,{
mes "an outstanding Swordman.";
mes "Here is a small reward...";
set tu_swordman, 10;
- getexp 126,0;
+ if (checkre(3))
+ getexp 126,0;
+ else
+ getexp 1260,0;
next;
mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
close;
@@ -543,7 +569,10 @@ izlude_in,82,163,3 script Shurank 733,{
mes "Ah, I see that you have a fairly good understanding of the Provoke skill. Let me reward you in this small way for your efforts.";
set tu_swordman, 10;
changequest 8219,8220;
- getexp 112,0;
+ if (checkre(3))
+ getexp 112,0;
+ else
+ getexp 1120,0;
next;
mes "[Shurank]";
mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
@@ -561,7 +590,10 @@ izlude_in,82,163,3 script Shurank 733,{
completequest 8219;
completequest 8220;
setquest 8221;
- getexp 126,0;
+ if (checkre(3))
+ getexp 126,0;
+ else
+ getexp 1260,0;
next;
mes "[Shurank]";
mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
@@ -650,7 +682,10 @@ izlude_in,82,163,3 script Shurank 733,{
mes "Ah! That healthy glow!";
mes "I see that you've mastered this skill already. Let me give you a little reward for your hard training!";
set tu_swordman, 5;
- getexp 112,0;
+ if (checkre(3))
+ getexp 112,0;
+ else
+ getexp 1120,0;
next;
} else {
mes "[Shurank]";
@@ -690,7 +725,10 @@ izlude_in,82,163,3 script Shurank 733,{
mes "Here's a small prize in recognition of your efforts thus far. But don't relax yet! You still have a long way to go before grasping";
mes "all of the basics.";
set tu_swordman, 4;
- getexp 97,0;
+ if (checkre(3))
+ getexp 97,0;
+ else
+ getexp 970,0;
getitem 2503,1; //Muffler
close;
} else {
@@ -725,7 +763,10 @@ izlude_in,82,163,3 script Shurank 733,{
mes "Here's a little reward for all of your hard work. I hope you realize the importance of using Bash as";
mes "you grow stronger.";
set tu_swordman, 3;
- getexp 83,0;
+ if (checkre(3))
+ getexp 83,0;
+ else
+ getexp 830,0;
close;
} else if(.@chk_bash == 10){
mes "[Shurank]";
@@ -736,7 +777,10 @@ izlude_in,82,163,3 script Shurank 733,{
mes "Here's a small prize in recognition of your efforts thus far. But don't relax yet! You still have a long way to go before grasping";
mes "all of the basics.";
set tu_swordman, 4;
- getexp 97,0;
+ if (checkre(3))
+ getexp 97,0;
+ else
+ getexp 970,0;
getitem 2503,1; //Muffler
close;
} else {
@@ -771,7 +815,10 @@ izlude_in,82,163,3 script Shurank 733,{
mes "Still, for your training efforts, let me give you a humble reward. But remember, we still have more";
mes "of the fundamentals to cover!";
set tu_swordman, 2;
- getexp 58,0;
+ if (checkre(3))
+ getexp 58,0;
+ else
+ getexp 580,0;
close;
} else if((.@chk_bash > 4) && (.@chk_bash < 10)){
mes "[Shurank]";
@@ -801,7 +848,10 @@ izlude_in,82,163,3 script Shurank 733,{
mes "For your efforts and patience, I offer you this small reward. Please take it and grow even stronger...";
set tu_swordman, 3;
setquest 8211;
- getexp 83,0;
+ if (checkre(3))
+ getexp 83,0;
+ else
+ getexp 830,0;
next;
mes "[Shurank]";
mes "I believe that every true Swordman should master the Bash skill. If you ever do master the skill as a Swordman, come back to me.";
@@ -815,7 +865,10 @@ izlude_in,82,163,3 script Shurank 733,{
mes "Here's a small prize in recognition of your efforts thus far. But don't relax yet! You still have a long way to go before grasping";
mes "all of the basics.";
set tu_swordman, 4;
- getexp 97,0;
+ if (checkre(3))
+ getexp 97,0;
+ else
+ getexp 970,0;
getitem 2503,1; //Muffler
close;
} else {
@@ -848,7 +901,10 @@ izlude_in,82,163,3 script Shurank 733,{
mes "[Shurank]";
mes "Now, if you wish to become a true Swordman, you must learn the Bash skill. There's no question about it: You've got to know these basics! Take this, and learn to Bash!";
set tu_swordman, 1;
- getexp 49,0;
+ if (checkre(3))
+ getexp 49,0;
+ else
+ getexp 490,0;
setquest 8211;
close;
} else if((.@chk_bash > 0) && (.@chk_bash < 5)){
@@ -873,7 +929,10 @@ izlude_in,82,163,3 script Shurank 733,{
mes "of the fundamentals to cover!";
set tu_swordman, 2;
changequest 8211,8212;
- getexp 58,0;
+ if (checkre(3))
+ getexp 58,0;
+ else
+ getexp 580,0;
close;
} else if((.@chk_bash > 4) && (.@chk_bash < 10)){
mes "[Shurank]";
@@ -896,7 +955,10 @@ izlude_in,82,163,3 script Shurank 733,{
mes "of the fundamentals to cover!";
set tu_swordman, 3;
changequest 8212,8213;
- getexp 83,0;
+ if (checkre(3))
+ getexp 83,0;
+ else
+ getexp 830,0;
next;
mes "[Shurank]";
mes "But if you wish to become an expert Swordman in my eyes, you must master Bash!";
@@ -914,7 +976,10 @@ izlude_in,82,163,3 script Shurank 733,{
completequest 8212;
completequest 8213;
setquest 8214;
- getexp 97,0;
+ if (checkre(3))
+ getexp 97,0;
+ else
+ getexp 970,0;
getitem 2503,1; //Muffler
close;
}
@@ -1067,7 +1132,10 @@ geffen,154,143,3 script Dequ'ee 734,{
mes "Hurry over to Morroc and monitor Bankley in case he does anything desperate. If something happens, report to me right away!";
set tu_swordman, 19;
changequest 8224,8225;
- getexp 162,0;
+ if (checkre(3))
+ getexp 162,0;
+ else
+ getexp 1620,0;
close2;
warp "moc_fild07",359,201;
end;
@@ -2113,7 +2181,10 @@ geffen,154,143,3 script Dequ'ee 734,{
mes "Thank you for taking the trouble to come this far. Let me reward you with some experience points.";
set tu_swordman, 7;
changequest 8216,8217;
- getexp 112,0;
+ if (checkre(3))
+ getexp 112,0;
+ else
+ getexp 1120,0;
next;
mes "[Dequ'ee]";
mes "Take care";
diff --git a/npc/quests/first_class/tu_thief01.txt b/npc/quests/first_class/tu_thief01.txt
index fe0d52f87..fc86e52c0 100644
--- a/npc/quests/first_class/tu_thief01.txt
+++ b/npc/quests/first_class/tu_thief01.txt
@@ -1,21 +1,20 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Thief Class Tutorial and Job Specific Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= Fix up by Jukka
-//===== Current Version: =====================================
-//= 1.4
-//===== Compatible With: =====================================
-//= rAthena SVN (Testet in Trunk 88xx)
-//===== Description: =========================================
-//=
-//===== Additional Comments: =================================
+//===== Current Version: =====================================
+//= 1.5
+//===== Description: =========================================
+//= [Official Conversion]
+//= Thief training quest.
+//===== Additional Comments: =================================
//= 1.0 Fully working
//= 1.1 optimized [Lupus]
-//= TODO: Test, Add correct misceffects numbers
//= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
//= 1.3 Fixed a few minor mistakes [Playtester]
//= 1.4 Misc. updates. [L0ne_W0lf]
-//============================================================
+//= 1.5 Added Pre-Renewal support. [Euphy]
+//============================================================
// Thief Trainer
//============================================================
@@ -88,7 +87,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{
mes "[Yierhan]";
mes "So if you're feeling like the damage you're making is pretty weak, you might want more stat points in ^2F4F2FSTR^000000. How high your raise your own STR is really up to you.";
set tu_thief01, 1;
- getexp 20,10;
+ getexp 200,100;
specialeffect2 EF_HIT5;
close;
case 2:
@@ -104,7 +103,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{
mes "Sure, ^23238EDEX^000000 and LUK can";
mes "also increase your attack damage, but they're insignificant compared to STR. I repeat: ^660000insignificant^000000.";
set tu_thief01, 1;
- getexp 40,20;
+ getexp 400,200;
specialeffect2 EF_HIT5;
close;
case 3:
@@ -119,7 +118,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{
mes "[Yierhan]";
mes "So if you're feeling like the damage you're making is pretty weak, you might want more stat points in ^2F4F2FSTR^000000. How high your raise your own STR is really up to you.";
set tu_thief01, 1;
- getexp 20,10;
+ getexp 200,100;
specialeffect2 EF_HIT5;
close;
}
@@ -229,7 +228,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{
mes "about any other skills,";
mes "I can explain real quick.";
set tu_thief01, 3;
- getexp BaseLevel*3,BaseLevel*2;
+ getexp BaseLevel*30,BaseLevel*15;
specialeffect2 EF_HIT5;
close;
} else if(tu_thief01 == 3){
@@ -328,24 +327,12 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{
mes "Now that you're such an expert on skills, I want you to level up your skills and come back, got it?";
set tu_thief01, 4;
specialeffect2 EF_HIT5;
- if(.@read_d){
- getexp 30,10;
- }
- if(.@read_f){
- getexp 30,10;
- }
- if(.@read_s){
- getexp 30,10;
- }
- if(.@read_p){
- getexp 30,10;
- }
- if(.@read_h){
- getexp 30,10;
- }
- if(.@read_r){
- getexp 30,10;
- }
+ if(.@read_d) getexp 300,100;
+ if(.@read_f) getexp 300,100;
+ if(.@read_s) getexp 300,100;
+ if(.@read_p) getexp 300,100;
+ if(.@read_h) getexp 300,100;
+ if(.@read_r) getexp 300,100;
close;
}
}
@@ -362,7 +349,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{
set tu_thief01, 5;
savepoint "moc_ruins",80,164;
getitem 602,1; //Wing_Of_Butterfly
- getexp 10,5;
+ getexp 100,50;
specialeffect2 EF_HIT5;
close2;
warp "moc_fild12",158,373;
@@ -420,7 +407,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{
mes "is pretty strong!";
set tu_thief01, 8;
getitem 1207,1; //Main_Gauche
- getexp 100,50;
+ getexp 1000,500;
specialeffect2 EF_HIT5;
close;
case 2:
@@ -430,7 +417,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{
mes "Alright, you better get stronger the next time I see you. Oh, and you can have this stuff. You know, since you're so gangster and all.";
set tu_thief01, 7;
getitem 1207,1; //Main_Gauche
- getexp 50,20;
+ getexp 500,200;
specialeffect2 EF_HIT5;
close;
}
@@ -447,22 +434,19 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{
mes "you so much, kid,";
mes "you can have this.";
mes "Take it, it's yours!";
- set tu_thief01, 7;
- getitem 1207,1; //Main_Gauche
- getexp 50,20;
- specialeffect2 EF_HIT5;
- close;
+ break;
case 2:
mes "[Yierhan]";
mes "Good!";
mes "Less work for me!";
mes "Alright, you better get stronger the next time I see you. Oh, and you can have this stuff. You know, since you're so gangster and all.";
- set tu_thief01, 7;
- getitem 1207,1; //Main_Gauche
- getexp 50,20;
- specialeffect2 EF_HIT5;
- close;
+ break;
}
+ set tu_thief01, 7;
+ getitem 1207,1; //Main_Gauche
+ getexp 500,200;
+ specialeffect2 EF_HIT5;
+ close;
}
}
} else if(tu_thief01 == 7){
@@ -503,7 +487,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{
mes "out, be real careful";
mes "other there, okay?";
set tu_thief01, 8;
- getexp 20,10;
+ getexp 200,100;
specialeffect2 EF_HIT5;
close;
} else if(tu_thief01 == 8){
@@ -587,7 +571,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{
set tu_thief01, 27;
getitem 2307,1; //Mantle
set Zeny, Zeny + 5000;
- getexp 800,300;
+ getexp 8000,3000;
close;
}
} else {
@@ -668,7 +652,6 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{
mes "[Yierhan]";
mes "Ah, gotcha. Well, that's understandable. I mean, these things take time, you know?";
close;
- break;
case 2:
mes "[Yierhan]";
mes "Yeah...?";
@@ -676,7 +659,6 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{
mes "I guess these kinds of things require patience. And thinking.";
mes "You know, things I'm horrible at.";
close;
- break;
case 3:
mes "[Yierhan]";
mes "Alright...!";
@@ -712,7 +694,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 84,{
mes "Hey, this stuff is yours. Think of it as a reward for helping us out. Right, and I'll let Mana know you did a great job. Take care of yourself now~";
set tu_magician01, 27;
set Zeny, Zeny + 5000;
- getexp 500,200;
+ getexp 5000,2000;
close;
}
} else {
diff --git a/npc/quests/guildrelay.txt b/npc/quests/guildrelay.txt
index 4e9713b1c..8c741719c 100644
--- a/npc/quests/guildrelay.txt
+++ b/npc/quests/guildrelay.txt
@@ -1,20 +1,20 @@
//===== Hercules Script ======================================
//= Guild Relay Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.1
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Guild Relay Quest.
//= Quest designed for multiple users at once.
//= Variable in use: guildrelay_q (Max: ??)
//= Variable in use: guildtime (Max: ??)
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version.
//= 1.1 Fixed errors reported by NoHealing (Bugreport:3934) [L0ne_W0lf]
//= NPCs now duplicate from FLOATING npcs instead of Luina 1 npcs.
-//============================================================
+//============================================================
// Floating NPCs to duplicate from.
//============================================================
diff --git a/npc/quests/gunslinger_quests.txt b/npc/quests/gunslinger_quests.txt
index f51dc225c..8f57ea9f1 100644
--- a/npc/quests/gunslinger_quests.txt
+++ b/npc/quests/gunslinger_quests.txt
@@ -3,9 +3,7 @@
//===== By: ==================================================
//= Playtester
//===== Current Version: =====================================
-//= 1.6c
-//===== Compatible With: =====================================
-//= Hercules
+//= 1.7
//===== Description: =========================================
//= Gunslinger guns and bullet quests
//===== Additional Comments: =================================
@@ -21,6 +19,7 @@
//= 1.6a Removed .GATs [Lupus]
//= 1.6b Changed item names to item IDs on some scripts. [Samuray22]
//= 1.6c Corrected a bad delitem. (bugreport:763) [Samuray22]
+//= 1.7 Removed all 'menu' and 'goto'. [Euphy]
//============================================================
que_ng,182,85,3 script Garrison 109,{
@@ -1095,7 +1094,7 @@ que_ng,149,178,4 script Lab Director 744,{
mes "My name is 'Lab Director'.";
mes "Do you need something?";
next;
- menu "I need a Special Metal Rod.",-;
+ select("I need a Special Metal Rod.");
mes "[N. A]";
mes "Huh...? Hey, weren't you that guy";
mes "who walked out of here with a";
@@ -1111,7 +1110,7 @@ que_ng,149,178,4 script Lab Director 744,{
mes "You betrayed my faith in you!";
mes "You traitor! Traitor!! TRAITOR!!!!";
next;
- menu "Explain everything.",-;
+ select("Explain everything.");
mes "[N. A]";
mes "...... Whew.";
mes "So it was Mr. F. Harrison who";
@@ -1131,11 +1130,11 @@ que_ng,149,178,4 script Lab Director 744,{
mes "Elemental Spheres to keep going";
mes "with my research...";
next;
- menu "Make him an offer.",-;
+ select("Make him an offer.");
mes "[N. A]";
mes "An offer? Like what?";
next;
- menu "We find things for each other.",-;
+ select("We find things for each other.");
mes "[N. A]";
mes "Hmm... That sounds good.";
mes "Well, according to the offer,";
@@ -1159,51 +1158,50 @@ que_ng,149,178,4 script Lab Director 744,{
mes "Find me 30 of each Element.";
mes "Did you find them?";
next;
-
switch(select("Nope.:I found 30 Poison Spheres.:I found 30 Flare Spheres.:I found 30 Lightning Spheres.:I found 30 Blind Spheres.:I found 30 Freezing Spheres.")){
-
case 1:
mes "[N. A]";
mes "Just bring me whatever type";
mes "you could find.";
close;
- break;
case 2:
if(countitem(13205) >= 30){
delitem 13205,30;
set gun_na,103;
}
- else goto L_MORE;
break;
case 3:
if(countitem(13203) >= 30){
delitem 13203,30;
set gun_na,103;
}
- else goto L_MORE;
break;
case 4:
if(countitem(13204) >= 30){
delitem 13204,30;
set gun_na,103;
}
- else goto L_MORE;
break;
case 5:
if(countitem(13206) >= 30){
delitem 13206,30;
set gun_na,103;
}
- else goto L_MORE;
break;
case 6:
if(countitem(13207) >= 30){
delitem 13207,30;
set gun_na,103;
}
- else goto L_MORE;
break;
}
+ if (gun_na != 103) {
+ mes "[N. A]";
+ mes "Eh? What? Am I the only";
+ mes "person who can't see them?";
+ mes "Bring me more!";
+ close;
+ }
mes "[N. A]";
mes "Wow, you found them all for me!";
mes "I had to turn Lady Celena's lab";
@@ -1237,7 +1235,7 @@ que_ng,149,178,4 script Lab Director 744,{
mes "Do you need something?";
next;
if (BaseJob != Job_Gunslinger){
- menu "Talk to him.",-;
+ select("Talk to him.");
mes "[N. A]";
mes "If you see Gunslingers around,";
mes "please tell them that I have";
@@ -1246,14 +1244,8 @@ que_ng,149,178,4 script Lab Director 744,{
mes "here. Heheheheh...";
close;
}
- if (BaseLevel > 67){
- menu "Ask about 'Butcher'.",L_BUTCHER,"Ask about the 'Drifter'.",L_DRIFTER,"Cancel",L_CANCEL;
- }
- else if(BaseLevel > 54){
- menu "Ask about the 'Drifter'.",L_DRIFTER,"Cancel",L_CANCEL;
- }
- else{
- menu "Talk.",-;
+ if (BaseLevel < 55) {
+ select("Talk.");
mes "[N. A]";
mes "... Destruction... Madness...";
mes "Hmm... Attack speed over 180...";
@@ -1264,137 +1256,129 @@ que_ng,149,178,4 script Lab Director 744,{
mes "disturb me.";
close;
}
-
-L_CANCEL:
- mes "[N. A]";
- mes "I have news on the latest";
- mes "weapons but... I guess you're";
- mes "too busy to hear them.";
- mes "Maybe next time I guess.";
- close;
-
-L_BUTCHER:
- mes "[N. A]";
- mes "Ah, you heard the news";
- mes "shortly after the end";
- mes "of the development eh?";
- next;
- mes "[N. A]";
- mes "^ff0000Butcher^000000 is the newest development";
- mes "by us, the Einbroch Firearm Lab.";
- mes "It is the newest type of Gatling";
- mes "we have developed. While";
- mes "^ff0000Drifter^000000 is a good weapon";
- mes "as well, the ^ff0000Butcher^000000 definitely has";
- mes "a much stronger firepower!";
- next;
- mes "[N. A]";
- mes "Due to its strong firepower,";
- mes "the Butcher was also dubbed";
- mes "as the 'Murderer'.";
- next;
- mes "[N. A]";
- mes "However, even Gunslingers could";
- mes "have troubles controlling such";
- mes "a powerful weapon.";
- next;
- mes "[N. A]";
- mes "Do you think you can handle it?";
- next;
- if(select("I'm not sure...:Of course I can!!") == 1){
+ switch(select(((BaseLevel > 67)?"Ask about 'Butcher'.":"")+":Ask about the 'Drifter'.:Cancel")) {
+ case 1:
mes "[N. A]";
- mes "The ^ff0000Butcher^000000 is a weapon that you";
- mes "can't handle without a strong";
- mes "will. I'll see you again when";
- mes "you have enough confidence to";
- mes "handle this monster.";
- close;
- }else{
+ mes "Ah, you heard the news";
+ mes "shortly after the end";
+ mes "of the development eh?";
+ next;
mes "[N. A]";
- mes "Aha, how self-confident you";
- mes "are! However, I see people with";
- mes "such self-confidence everywhere.";
- mes "You'll need to prove it...";
- mes "But how... Hmm...";
+ mes "^ff0000Butcher^000000 is the newest development";
+ mes "by us, the Einbroch Firearm Lab.";
+ mes "It is the newest type of Gatling";
+ mes "we have developed. While";
+ mes "^ff0000Drifter^000000 is a good weapon";
+ mes "as well, the ^ff0000Butcher^000000 definitely has";
+ mes "a much stronger firepower!";
next;
mes "[N. A]";
- mes "Hmmm......";
+ mes "Due to its strong firepower,";
+ mes "the Butcher was also dubbed";
+ mes "as the 'Murderer'.";
next;
mes "[N. A]";
- mes "Aha! I got it!";
+ mes "However, even Gunslingers could";
+ mes "have troubles controlling such";
+ mes "a powerful weapon.";
next;
mes "[N. A]";
- mes "Here, bring me ^ff00001000 Orc Claws^000000 and ^ff00001000 Skel Bone^000000.";
- mes "If you can bring me these items,";
- mes "I'll let you use the Butcher.";
+ mes "Do you think you can handle it?";
next;
+ if(select("I'm not sure...:Of course I can!!") == 1){
+ mes "[N. A]";
+ mes "The ^ff0000Butcher^000000 is a weapon that you";
+ mes "can't handle without a strong";
+ mes "will. I'll see you again when";
+ mes "you have enough confidence to";
+ mes "handle this monster.";
+ close;
+ }else{
+ mes "[N. A]";
+ mes "Aha, how self-confident you";
+ mes "are! However, I see people with";
+ mes "such self-confidence everywhere.";
+ mes "You'll need to prove it...";
+ mes "But how... Hmm...";
+ next;
+ mes "[N. A]";
+ mes "Hmmm......";
+ next;
+ mes "[N. A]";
+ mes "Aha! I got it!";
+ next;
+ mes "[N. A]";
+ mes "Here, bring me ^ff00001000 Orc Claws^000000 and ^ff00001000 Skel Bone^000000.";
+ mes "If you can bring me these items,";
+ mes "I'll let you use the Butcher.";
+ next;
+ mes "[N. A]";
+ mes "Easy, ain't it? Go and prove";
+ mes "your ability then! Heheheh...";
+ set gun_na,1;
+ close;
+ }
+ case 2:
mes "[N. A]";
- mes "Easy, ain't it? Go and prove";
- mes "your ability then! Heheheh...";
- set gun_na,1;
- close;
- }
-
-L_DRIFTER:
- mes "[N. A]";
- mes "Ah, you're here to learn about";
- mes "the ^ff0000Drifter^000000 eh?";
- next;
- mes "[N. A]";
- mes "The ^ff0000Drifter^000000 is one of the many";
- mes "highest-classed weapons developed";
- mes "by Lady Celena. It's an automatic";
- mes "Gatling which boasts very high";
- mes "rate of fire, which is the highest";
- mes "among all Gunslinger weapons.";
- next;
- mes "[N. A]";
- mes "Of course, you will need the Skill";
- mes "to allow you to control Gatlings,";
- mes "but he who contorls Gatlings well";
- mes "will receive full aid from the";
- mes "^ff0000Drifter^000000.";
- next;
- mes "[N. A]";
- mes "Do you want to try using the ^ff0000Drifter^000000?";
- next;
- if(select("Um, no.:Yeah!") == 1){
+ mes "Ah, you're here to learn about";
+ mes "the ^ff0000Drifter^000000 eh?";
+ next;
mes "[N. A]";
- mes "If you want to try it out";
- mes "some time, come back here.";
- close;
- }else{
- set gun_na,10;
+ mes "The ^ff0000Drifter^000000 is one of the many";
+ mes "highest-classed weapons developed";
+ mes "by Lady Celena. It's an automatic";
+ mes "Gatling which boasts very high";
+ mes "rate of fire, which is the highest";
+ mes "among all Gunslinger weapons.";
+ next;
mes "[N. A]";
- mes "Since it's really hard to find";
- mes "the materials for constructing";
- mes "the ^ff0000Drifter^000000, we only make them";
- mes "on requests, and we require those";
- mes "who want to use the ^ff0000Drifter^000000 to bring";
- mes "us the materials.";
+ mes "Of course, you will need the Skill";
+ mes "to allow you to control Gatlings,";
+ mes "but he who contorls Gatlings well";
+ mes "will receive full aid from the";
+ mes "^ff0000Drifter^000000.";
next;
mes "[N. A]";
- mes "I'll tell you the materials";
- mes "needed, just bring them and";
- mes "we'll construct it for you.";
+ mes "Do you want to try using the ^ff0000Drifter^000000?";
next;
+ if(select("Um, no.:Yeah!") == 1){
+ mes "[N. A]";
+ mes "If you want to try it out";
+ mes "some time, come back here.";
+ close;
+ }else{
+ set gun_na,10;
+ mes "[N. A]";
+ mes "Since it's really hard to find";
+ mes "the materials for constructing";
+ mes "the ^ff0000Drifter^000000, we only make them";
+ mes "on requests, and we require those";
+ mes "who want to use the ^ff0000Drifter^000000 to bring";
+ mes "us the materials.";
+ next;
+ mes "[N. A]";
+ mes "I'll tell you the materials";
+ mes "needed, just bring them and";
+ mes "we'll construct it for you.";
+ next;
+ mes "[N. A]";
+ mes "To make a Drifter, we need";
+ mes "70 Steel, 5 Eluniums, 3";
+ mes "Oridecons, 70 Coal, 50 Rusty";
+ mes "Screws, and a fee of";
+ mes "50,000 zeny.";
+ mes "Come back after you found";
+ mes "them all.";
+ close;
+ }
+ case 3:
mes "[N. A]";
- mes "To make a Drifter, we need";
- mes "70 Steel, 5 Eluniums, 3";
- mes "Oridecons, 70 Coal, 50 Rusty";
- mes "Screws, and a fee of";
- mes "50,000 zeny.";
- mes "Come back after you found";
- mes "them all.";
+ mes "I have news on the latest";
+ mes "weapons but... I guess you're";
+ mes "too busy to hear them.";
+ mes "Maybe next time I guess.";
close;
}
-
-L_MORE:
- mes "[N. A]";
- mes "Eh? What? Am I the only";
- mes "person who can't see them?";
- mes "Bring me more!";
- close;
}
lighthalzen,205,284,6 script F. Harrison 85,{
@@ -1415,7 +1399,7 @@ lighthalzen,205,284,6 script F. Harrison 85,{
mes "[F. Harrison]";
mes "Heheh... Hmm... Huh...?";
next;
- menu "May I have my Butcher back now?",-;
+ select("May I have my Butcher back now?");
mes "[F. Harrison]";
mes "Uh? Oh, umm... Heheh...";
next;
@@ -1555,7 +1539,17 @@ lighthalzen,205,284,6 script F. Harrison 85,{
close;
}
else if(gun_na == 0){
- if(BaseJob != Job_Gunslinger) goto L_BORED;
+ if(BaseJob != Job_Gunslinger) {
+ mes "[F. Harrison]";
+ mes "Man, I'm so bored...";
+ mes "I wonder if there's anything";
+ mes "interesting...";
+ next;
+ mes "[F. Harrison]";
+ mes "Oh well... I'll just play with my";
+ mes "beautiful 'Crimson Bolt'.";
+ close;
+ }
if(BaseLevel > 67 && countitem(13158) > 0){
mes "[F. Harrison]";
mes "Man, I'm so bored...";
@@ -1599,15 +1593,4 @@ lighthalzen,205,284,6 script F. Harrison 85,{
close;
}
}
-
-L_BORED:
- mes "[F. Harrison]";
- mes "Man, I'm so bored...";
- mes "I wonder if there's anything";
- mes "interesting...";
- next;
- mes "[F. Harrison]";
- mes "Oh well... I'll just play with my";
- mes "beautiful 'Crimson Bolt'.";
- close;
}
diff --git a/npc/quests/juice_maker.txt b/npc/quests/juice_maker.txt
index 5f92a4829..058d3070a 100644
--- a/npc/quests/juice_maker.txt
+++ b/npc/quests/juice_maker.txt
@@ -4,16 +4,14 @@
//= kobra_k88
//===== Current Version: =====================================
//= 2.1
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
-//= [Aegis COnversion]
+//= [Official Conversion]
//= Learn where to turn apples, bananas, carrots, and grapes
//= into juice.
//= Condition if done: (MISC_QUEST & 1)
//===== Additional Comments: =================================
//= 1.9 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
-//= Added tracking variables in, which are unset when complete.
+//= Added tracking variables in, which are unset when complete.
//= 2.0 Added missing checkweight. [L0ne_W0lf]
//= 2.1 Fixed dialog for if your missing the needed items (He always said the dialog for grape juice). [Kisuka]
//============================================================
@@ -271,7 +269,7 @@ payon_in03,188,146,5 script Marx Hansen#juice 86,{
}
delitem .@fruit,.@make;
delitem 713,.@make;
- set zeny,zeny-.@total_zeny;
+ set Zeny, Zeny-.@total_zeny;
getitem .@juice,.@make;
mes "[Merchant Marx Hansen]";
@@ -336,17 +334,17 @@ payon_in03,188,146,5 script Marx Hansen#juice 86,{
}
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= 1.1 fixed input number check [Lupus]
//= 1.2 fixed misplaced Grape<->Carrot juices [Lupus]
//= 1.3 added a loopless menu 'as many as possible' [Lupus]
//= 1.3a Turned the juice making part of the Juicer npc into a
-//= subfunc. Changed fruit amount needed to 1.[kobra_k88]
-//= Fixed exploits [Lupus]
+//= subfunc. Changed fruit amount needed to 1.[kobra_k88]
+//= Fixed exploits [Lupus]
//= 1.6 fixed typo (where did @ipnut came from?) [Lance]
//= 1.8 got rid of vars: 'MEAT',"MARIANNE","MORRISON"
-//= From now, all common quests start using bits of the
-//= same variable MISC_QUEST [Lupus]
-//============================================================
+//= From now, all common quests start using bits of the
+//= same variable MISC_QUEST [Lupus]
+//============================================================
diff --git a/npc/quests/kiel_hyre_quest.txt b/npc/quests/kiel_hyre_quest.txt
index 2940951fe..32db582b8 100644
--- a/npc/quests/kiel_hyre_quest.txt
+++ b/npc/quests/kiel_hyre_quest.txt
@@ -3,12 +3,10 @@
//===== By: ==================================================
//= L0ne_W0lf (Script), DZeroX (Timer)
//===== Current Version: =====================================
-//= 4.6
-//===== Compatible With: =====================================
-//= Hercules
+//= 4.7
//===== Description: =========================================
//= Quest for opening Robot Factory first and second floors.
-//===== Comments: ============================================
+//===== Additional Comments: =================================
//= 4.0 A whole bunch-a-updates to various npcs. [L0ne_W0lf]
//= Corrected condition checks throughout the quest.
//= Npcs no longer make use of the goto command.
@@ -31,7 +29,8 @@
//= 4.4 Updated reviecer and robots NPC to use mobcount. (bugreport:2380) [L0ne_W0lf]
//= 4.5 Removed a delitem that was no logner needed. [L0en_W0lf]
//= 4.6 Fixed impossible condition for security guard. [L0ne_W0lf]
-//============================================================
+//= 4.7 Updated RE/Pre-RE EXP. [Euphy]
+//============================================================
//============================================================================
// Kiel Hyre Quest/Robotic Lab Dungeon
@@ -413,7 +412,7 @@ yuno_in01,35,179,4 script Pub Master#kh 46,5,5,{
mes "Thank you so much";
mes "for helping me out~";
getitem 7487,1; //Tavern_Wine
- set zeny,zeny+1000;
+ set Zeny, Zeny+1000;
close;
}
else {
@@ -977,7 +976,7 @@ kh_school,179,39,0 script Cute Student#kh 895,{
mes "Thank you! Thanks so much!";
next;
break;
- Case 2:
+ case 2:
mes "[Elly]";
mes "Wait, you don't go";
mes "to this school, don't";
@@ -1959,8 +1958,6 @@ yuno_fild08,71,170,0 script Grave#kh 111,{
}
//============================================================================
-
-//============================================================================
//Kiel Hyre Cottage NPCs
//============================================================================
@@ -2125,10 +2122,6 @@ kh_vila,191,14,0 script Wall#kh 139,1,1,{
close;
}
}
-
-OnOpenDoor:
- misceffect 316;
- end;
}
//----------------------------------------------------------------------------
@@ -2149,8 +2142,8 @@ kh_vila,184,20,0 script Book#kh1::BookKHQ1 111,{
mes "pull it towards you, the";
mes "wall slides opens open";
mes "to reveal a secret path.^000000";
- donpcevent "Wall#kh::OnOpenDoor";
set KielHyreQuest,28;
+ specialeffect EF_READYPORTAL2,AREA,"Wall#kh";
close;
}
else {
@@ -2163,11 +2156,8 @@ kh_vila,184,20,0 script Book#kh1::BookKHQ1 111,{
}
}
-
kh_vila,181,20,0 duplicate(BookKHQ1) Book#kh2 111
-
kh_vila,178,20,0 duplicate(BookKHQ1) Book#kh3 111
-
kh_vila,175,19,0 duplicate(BookKHQ1) Book#kh4 111
//----------------------------------------------------------------------------
@@ -2216,7 +2206,7 @@ kh_vila,16,175,0 script Box#khp1 111,{
next;
switch(select("Buy!:Cancel")) {
case 1:
- if (zeny < 1100) {
+ if (Zeny < 1100) {
mes "^3355FFUnfortunately, you";
mes "don't have enough";
mes "zeny to insert into";
@@ -2236,7 +2226,7 @@ kh_vila,16,175,0 script Box#khp1 111,{
mes "special about it";
mes "at all! It's just";
mes "normal Pet Food!";
- set zeny,zeny-1100;
+ set Zeny, Zeny-1100;
getitem 537,1; //Pet_Food
close;
}
@@ -3254,8 +3244,6 @@ kh_vila,185,68,0 script Test Tube::TestTubeKHQ2 111,{
}
//============================================================================
-
-//============================================================================
// Robot Factory NPCs
//============================================================================
@@ -3816,8 +3804,6 @@ kh_dun01,44,203,0 script Entrance Device#khd2::KHAccess 111,{
kh_dun01,36,195,0 duplicate(KHAccess) Entrance Device#khd1 111
//============================================================================
-
-//============================================================================
// Kiel Hyre Mansion NPCs, and Kiehl's Room NPCs
//============================================================================
@@ -4054,7 +4040,7 @@ kh_mansion,22,28,4 script Kiel Hyre#kh 903,{
mes "a little reward for";
mes "saving my life.";
getitem 12105,1; //Taming_Gift_Set
- getexp 70000,0;
+ getexp (checkre(3))?70000:700000,0;
set KielHyreQuest,50;
}
else if ((KielHyreQuest >= 50) && (KielHyreQuest < 64)) {
@@ -4667,7 +4653,7 @@ kh_mansion,22,28,4 script Kiel Hyre#kh 903,{
getitem 7509,1; //Fancy_Key_Card
set KielHyreQuest,108;
next;
- if (sex == 0) {
+ if (Sex == 0) {
if (getpartnerid() == 0) set .@KHTitle$,"Miss";
else set .@KHSTitle$,"Mrs";
}
@@ -4679,9 +4665,9 @@ kh_mansion,22,28,4 script Kiel Hyre#kh 903,{
mes "and here, please take this";
mes "with my thanks for all of";
mes "your help, "+.@KHTitle$+" "+strcharinfo(0)+".";
- getitem 616,1; //Old card Album
+ getitem 616,1; //Old Card Album
delitem 7508,1; //Elysia_Ring
- getexp 100000,0;
+ getexp (checkre(3))?100000:1000000,0;
}
else if (KielHyreQuest >= 108) {
mes "[Kiel Hyre]";
@@ -5177,12 +5163,12 @@ OnTouch:
OnEnable:
initnpctimer;
- misceffect 215;
+ specialeffect EF_SUMMONSLAVE;
end;
OnTimer30000:
stopnpctimer;
- misceffect 215;
+ specialeffect EF_SUMMONSLAVE;
disablenpc "Kiehl_Room_Warp";
end;
@@ -5192,8 +5178,6 @@ OnInit:
}
//============================================================================
-
-//============================================================================
// Rosimier NPCs and other Related NPCs
//============================================================================
@@ -6088,7 +6072,7 @@ kh_kiehl01,44,33,0 script Big Door#BigDoorKHQ1 111,{
kh_kiehl01,43,33,0 script Big_Door_1_Warp 45,1,1,{
OnEnable:
initnpctimer;
- misceffect 215;
+ specialeffect EF_SUMMONSLAVE;
end;
OnInit:
@@ -6097,7 +6081,7 @@ OnInit:
OnTimer30000:
stopnpctimer;
- misceffect 215;
+ specialeffect EF_SUMMONSLAVE;
disablenpc "Big_Door_1_Warp";
set getvariableofnpc(.KHDoor1Opened,"Big Door#BigDoorKHQ1"),0;
end;
@@ -6148,7 +6132,7 @@ kh_kiehl01,174,40,0 script Big Door#BigDoorKHQ2 111,{
kh_kiehl01,174,39,0 script Big_Door_2_Warp 45,1,1,{
OnEnable:
initnpctimer;
- misceffect 215;
+ specialeffect EF_SUMMONSLAVE;
end;
OnInit:
@@ -6157,7 +6141,7 @@ OnInit:
OnTimer30000:
stopnpctimer;
- misceffect 215;
+ specialeffect EF_SUMMONSLAVE;
disablenpc "Big_Door_2_Warp";
set getvariableofnpc(.KHDoor2Opened,"Big Door#BigDoorKHQ2"),0;
end;
@@ -6208,7 +6192,7 @@ kh_kiehl01,77,108,0 script Big Door#BigDoorKHQ3 111,{
kh_kiehl01,78,108,0 script Big_Door_3_Warp 45,1,1,{
OnEnable:
initnpctimer;
- misceffect 215;
+ specialeffect EF_SUMMONSLAVE;
end;
OnInit:
@@ -6217,7 +6201,7 @@ OnInit:
OnTimer30000:
stopnpctimer;
- misceffect 215;
+ specialeffect EF_SUMMONSLAVE;
disablenpc "Big_Door_3_Warp";
set getvariableofnpc(.KHDoor3Opened,"Big Door#BigDoorKHQ3"),0;
end;
@@ -6268,7 +6252,7 @@ kh_kiehl01,42,177,0 script Big Door#BigDoorKHQ4 111,{
kh_kiehl01,41,177,0 script Big_Door_4_Warp 45,1,1,{
OnEnable:
initnpctimer;
- misceffect 215;
+ specialeffect EF_SUMMONSLAVE;
end;
OnInit:
@@ -6277,7 +6261,7 @@ OnInit:
OnTimer30000:
stopnpctimer;
- misceffect 215;
+ specialeffect EF_SUMMONSLAVE;
disablenpc "Big_Door_4_Warp";
set getvariableofnpc(.KHDoor4Opened,"Big Door#BigDoorKHQ4"),0;
end;
@@ -6479,12 +6463,12 @@ kh_kiehl01,166,186,0 script Big_Door_5_Warp 45,1,1,{
OnEnable:
initnpctimer;
- misceffect 215;
+ specialeffect EF_SUMMONSLAVE;
end;
OnTimer30000:
stopnpctimer;
- misceffect 215;
+ specialeffect EF_SUMMONSLAVE;
disablenpc "Big_Door_5_Warp";
set getvariableofnpc(.KHDoor5Opened,"Big Door#BigDoorKHQ5"),0;
end;
@@ -6712,9 +6696,13 @@ kh_kiehl02,50,52,4 script Kiehl#Original 902,{
mes "jobs--sort of like robots-- but";
mes "don't worry, they won't be hurt.";
next;
- donpcevent "::OnKHSpiderWeb";
mes "[Mitchell]";
mes "Nooooo!";
+ specialeffect PF_FOGWALL,AREA,"Mitchell#KiehlRoom";
+ specialeffect PF_FOGWALL,AREA,"Agent#KHAgent1";
+ specialeffect PF_FOGWALL,AREA,"Agent#KHAgent2";
+ specialeffect PF_FOGWALL,AREA,"Agent#KHAgent3";
+ specialeffect PF_FOGWALL,AREA,"Agent#KHAgent4";
next;
cutin "kh_kiel03",2;
mes "[Kiehl]";
@@ -7078,63 +7066,18 @@ OnReset:
}
//----------------------------------------------------------------------------
-// Kiehl's Room; Mitchell and Agents. (Floating NPC + Duplicates)
+// Kiehl's Room; Mitchell and Agents.
//----------------------------------------------------------------------------
kh_kiehl02,49,55,6 script Mitchell#KiehlRoom 727,{
end;
OnInit:
- hideonnpc "Mitchell#KiehlRoom";
- end;
-
-OnKHSpiderWeb:
- misceffect 404;
+ hideonnpc strnpcinfo(0);
end;
}
-
-kh_kiehl02,53,52,4 script Agent#KHAgent1 880,{
- end;
-OnInit:
- hideonnpc "Agent#KHAgent1";
- end;
-
-OnKHSpiderWeb:
- misceffect 404;
- end;
-}
-
-kh_kiehl02,51,49,1 script Agent#KHAgent2 880,{
- end;
-OnInit:
- hideonnpc "Agent#KHAgent2";
- end;
-
-OnKHSpiderWeb:
- misceffect 404;
- end;
-}
-
-kh_kiehl02,47,50,0 script Agent#KHAgent3 880,{
- end;
-OnInit:
- hideonnpc "Agent#KHAgent3";
- end;
-
-OnKHSpiderWeb:
- misceffect 404;
- end;
-}
-
-kh_kiehl02,46,53,6 script Agent#KHAgent4 880,{
- end;
-OnInit:
- hideonnpc "Agent#KHAgent4";
- end;
-
-OnKHSpiderWeb:
- misceffect 404;
- end;
-}
-
+kh_kiehl02,53,52,4 duplicate(Mitchell#KiehlRoom) Agent#KHAgent1 880
+kh_kiehl02,51,49,1 duplicate(Mitchell#KiehlRoom) Agent#KHAgent2 880
+kh_kiehl02,47,50,0 duplicate(Mitchell#KiehlRoom) Agent#KHAgent3 880
+kh_kiehl02,46,53,6 duplicate(Mitchell#KiehlRoom) Agent#KHAgent4 880
//----------------------------------------------------------------------------
// Kiehl's Room; Copy of Kiehl.
@@ -7158,7 +7101,7 @@ OnTouch:
end;
OnEnable:
- misceffect 215;
+ specialeffect EF_SUMMONSLAVE;
end;
OnInit:
@@ -7166,59 +7109,60 @@ OnInit:
end;
}
-//============================================================================
-//===== Additional Comments: ============================================
+//============================================================
+// Old changelog
+//============================================================
//= 1.0 First version, needs testing [Playtester]
//= 1.1 Copied over some changes made by -Tsuyuki- [L0ne_W0lf]
-//= Reworked variables slightly so that the permenents ones aside from the
-//= main tracking variable, are deleted when no longer needed. Renamed
-//= several variables that handle strings to @KHInput$. [L0ne_W0lf]
+//= Reworked variables slightly so that the permenents ones aside from the
+//= main tracking variable, are deleted when no longer needed. Renamed
+//= several variables that handle strings to @KHInput$. [L0ne_W0lf]
//= 1.2 Removed duplicate NPCs. [Toms]
//= 1.3 More Bug fixes, fixed typo. Updated Additional comments. [L0ne_W0lf]
//= 1.4 Fixed doors not resetting in kh_kiehl01 after 30 second timer is up. [L0ne_W0lf]
//= 1.5 Another bug fixed (&& instead of ||). [L0ne_W0lf]
//= 1.6 More squashed bugs with if checking. [L0ne_W0lf]
//= 1.7 Corrected some spelling mistakes. [Balish]
-// Corrected Exploit with the pub man, giving infinite wine and money.
-// Corrected pool and map not showing text for some states of the quest.
-// Corrected Elly showing cutin but not text for some states of the quest (causing players to log off to continue).
-// Let fisherman talk to you when you have 10 fishes OR MORE.
-// Corrected not letting you enter the tombstone after finishing the quest.
+//= Corrected Exploit with the pub man, giving infinite wine and money.
+//= Corrected pool and map not showing text for some states of the quest.
+//= Corrected Elly showing cutin but not text for some states of the quest (causing players to log off to continue).
+//= Let fisherman talk to you when you have 10 fishes OR MORE.
+//= Corrected not letting you enter the tombstone after finishing the quest.
//= 1.8 Elly now deletes the Iron_Box, and Kiel Hyre deletes the Pin. [L0ne_W0lf]
-//= More security on the 5th Big Door, now makes sure no one outside of who-
-//= acticated it initially can use it. Resets after 10 minutes to make it.
-//= Made it so that you need to be at least step 84 to activate the final door.
-//= Corrected not deleting Allysia's Ring from inventory.
+//= More security on the 5th Big Door, now makes sure no one outside of who-
+//= acticated it initially can use it. Resets after 10 minutes to make it.
+//= Made it so that you need to be at least step 84 to activate the final door.
+//= Corrected not deleting Allysia's Ring from inventory.
//= 1.9 Exit will now enable if you are just retrieving the Ring, keeps you from getting stuck. [L0ne_W0lf]
-//= Corrected "KH_Kielh02", was setting off a debug, invalid map index. Should have been "kh_Kiehl02"
-//= Made .KHQuestBusy$ into a temp global variable. $@KHQuestBusy$.
+//= Corrected "KH_Kielh02", was setting off a debug, invalid map index. Should have been "kh_Kiehl02"
+//= Made .KHQuestBusy$ into a temp global variable. $@KHQuestBusy$.
//= 2.0 Changed the labels on the "Big Doors" to "Identifier Names" to prevent an error with using getvariableofnpc [L0ne_W0lf]
//= 2.1 Fifth door now checks for a variable HIGHER or EQUAL to 74 not 84, as pointed out by Stollen. [L0ne_W0lf]
//= 2.2 Another fix for Elly, no longer RESETS to 26 when you talk to her. [L0ne_W0lf]
//= 2.3 Should NOT have been setting .KHQuestBusy at all. It's not used or accessed anymore. Removed. [L0ne_W0lf]
//= 2.4 Lots of fixes (4ish) from Valandi. [L0ne_W0lf]
-//= Added a getmapuser check to the mapwarp in KHTimerEnd so it's not trying to warp out 0 users. [L0ne_W0lf]
+//= Added a getmapuser check to the mapwarp in KHTimerEnd so it's not trying to warp out 0 users. [L0ne_W0lf]
//= 2.5 Fixed several small issues (and large one) such as typos in cutins, typos in dialog, etc. [L0ne_W0lf]
-//= Added some of the missing dialogs for several NPCs, and fixed a few NPC locations.
-//= ALL books can now trigger the wall.
-//= Allysia will now summon 4 (was 2) G_CONSTANTS instead of REGULAR constants.
-//= Fixed where Golden_Key and Kiel_Button are deleted.
-//= Removed KHTimerEnd, and instead use OnReset.
-//= Fixed typo in the second NPC that gives Black Keycards.
-//= Added Monster Warps. (Keeps monsters from being in dungeon quest area.) [Non-functional]
+//= Added some of the missing dialogs for several NPCs, and fixed a few NPC locations.
+//= ALL books can now trigger the wall.
+//= Allysia will now summon 4 (was 2) G_CONSTANTS instead of REGULAR constants.
+//= Fixed where Golden_Key and Kiel_Button are deleted.
+//= Removed KHTimerEnd, and instead use OnReset.
+//= Fixed typo in the second NPC that gives Black Keycards.
+//= Added Monster Warps. (Keeps monsters from being in dungeon quest area.) [Non-functional]
//= 2.6 Stupid mistake, accidentally had 4 copies of the same script in 1... [L0ne_W0lf the bonehead]
//= 2.7 Fixed the wrong name being displayed for Kiel Hyre in one dialog.
-//= Removed $@KH_DoorInvoker entirely. The quest is now working like it should according to iRO.
-//= Fixed up a few more NPC headers. Facing direction fixes mostly this time.
-//= More progression changes to Kiehl Hyre. He no longer stops dialog after the agents appear.
+//= Removed $@KH_DoorInvoker entirely. The quest is now working like it should according to iRO.
+//= Fixed up a few more NPC headers. Facing direction fixes mostly this time.
+//= More progression changes to Kiehl Hyre. He no longer stops dialog after the agents appear.
//= 2.8 Fixed the weight checking in Vandt, and added official dialog. [L0ne_W0lf]
-//= Added weight checks for all NPCs that give items. Semi-official dialog.
-//= Got the missing portion of dialog for Mills'.
-//= Will add further proper dialogs as I get to them on the second runthrough of the quest.
+//= Added weight checks for all NPCs that give items. Semi-official dialog.
+//= Got the missing portion of dialog for Mills'.
+//= Will add further proper dialogs as I get to them on the second runthrough of the quest.
//= 2.8a minor optimization with extra goto, else or empty switch [Lupus]
//= 2.9 Fixed the "enablenpc" problem with the missing spaces. No idea how it happened. [L0ne_W0lf]
//= 3.0 Fixed a typo in Elly, in her room. (was <= should have been <) [L0ne_W0lf]
-//= Added an 'end;' to the cookie basket. Kiel Hyre's final dialog will now delete all quest-related items.
+//= Added an 'end;' to the cookie basket. Kiel Hyre's final dialog will now delete all quest-related items.
//= 3.1 Moved the "delitem" for all related quest items to the proper NPC. [L0ne_W0lf]
//= 3.2 Fixed error with Allysia teling you to "Go away." maybe. [L0ne_W0lf]
//= 3.2b Fixed some typos and grammar mistakes. [SinSloth]
@@ -7228,7 +7172,8 @@ OnInit:
//= for items, should be used bitwise methods in a single variable. So let's fix the rest possible bugs (if they exist) and then optimize ^_-
//= 3.5 Changed the way the Black Keycard distibuting NPCs work slighty. [L0ne_W0lf]
//= 3.6 Keil Hyre removes ALL outstanding quest items when he is talked [L0ne_W0lf]
-//= to after finishing the quest.
+//= to after finishing the quest.
//= 3.7 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
//= 3.8 Corrected some delitems. (bugreport:690) [Samuray22]
//= 3.9 Fixed a cutin not being erased. (bugreport:1539) [L0ne_W0lf]
+//============================================================
diff --git a/npc/quests/lvl4_weapon_quest.txt b/npc/quests/lvl4_weapon_quest.txt
index cfb7e50ac..d08c251e9 100644
--- a/npc/quests/lvl4_weapon_quest.txt
+++ b/npc/quests/lvl4_weapon_quest.txt
@@ -4,15 +4,13 @@
//= Vicious_Pucca, Reddozen & MasterOfMuppets
//===== Current Version: =====================================
//= 1.6
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Grade A and Grade S weapon quests
//===== Additional Comments: =================================
//= 1.0 First Version, Credits goes to Vicious_Pucca for converting [MasterOfMuppets]
//= the quest from aegis format to eA format. Also thanks to
-//= reddozen for fixing bugs.
+//= reddozen for fixing bugs.
//= 1.1 Many fixes to spelling, grammar, and sentence order. [Silent]
//= 1.2 A small fix, thanks to vicious_pucca [MasterOfMuppets]
//= 1.21 Fixing MoM's typos (Citrin -> Citrine) [erKURITA]
@@ -2139,8 +2137,7 @@ niflheim,240,193,3 script Kayron#lv4 794,{
}
niflheim,99,268,5 script Reyghema#lv4 794,{
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 3000) {
+ if (MaxWeight - Weight < 3000) {
mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
close;
}
diff --git a/npc/quests/mage_solution.txt b/npc/quests/mage_solution.txt
index 0eb3b101a..401372a67 100644
--- a/npc/quests/mage_solution.txt
+++ b/npc/quests/mage_solution.txt
@@ -1,42 +1,55 @@
-moc_ruins,91,150,0 script Ponka-Hontas 93,{
+//===== Hercules Script ======================================
+//= Mage Solutions
+//===== By: ==================================================
+//= kobra_k88; L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= [Official Conversion]
+//= Traders for Morroc Solution and Payon Solution, used in
+//= the Sage skill quests and the Pre-Renewal Mage job quest.
+//===== Additional Comments: =================================
+//= 1.0 Split from Pre-Renewal Mage job quest. [Zopokx]
+//============================================================
+
+pay_arche,122,100,0 script Dollshoi 88,{
mes "[Mage Guildsman]";
- mes "Would you like a Solution? Then please give me 50 Zeny and at least 1 Empty Testtube.";
+ mes "You want a Solution? Hmm, give me 50 Zeny and at least 1 Empty Test Tube.";
next;
if (select("Alright, Deal.:Nah, forget it.") == 1) {
mes "[Mage Guildsman]";
- if (zeny < 50) {
- mes "I'm sorry, but you don't have enough money to cover the 50 Zeny fee.";
+ if (Zeny < 50) {
+ mes "Hey! You don't have enough money to cover my 50 Zeny charge.";
close;
}
if (countitem(1092) == 0) {
- mes "You can't carry liquids without using a bottle. Bring an Empty Test Tube the next time you see me.";
+ mes "You can't carry solutions without a bottle! Bring me an Empty Test Tube.";
close;
}
delitem 1092,1; //Empty_Cylinder
- set zeny,zeny-50;
- getitem 1088,1; //Morocc_Potion
+ set Zeny, Zeny-50;
+ getitem 1089,1; //Payon_Potion
}
close;
}
-
-pay_arche,122,100,0 script Dollshoi 88,{
+moc_ruins,91,150,0 script Ponka-Hontas 93,{
mes "[Mage Guildsman]";
- mes "You want a Solution? Hmm, give me 50 Zeny and at least 1 Empty Test Tube.";
+ mes "Would you like a Solution? Then please give me 50 Zeny and at least 1 Empty Test Tube.";
next;
if (select("Alright, Deal.:Nah, forget it.") == 1) {
mes "[Mage Guildsman]";
if (Zeny < 50) {
- mes "Hey! You don't have enough money to cover my 50 Zeny charge.";
+ mes "I'm sorry, but you don't have enough money to cover the 50 Zeny fee.";
close;
}
if (countitem(1092) == 0) {
- mes "You can't carry solutions without a bottle! Bring me an Empty Test Tube.";
+ mes "You can't carry liquids without using a bottle. Bring an Empty Test Tube the next time you see me.";
close;
}
delitem 1092,1; //Empty_Cylinder
- set zeny,zeny-50;
- getitem 1089,1; //Payon_Potion
+ set Zeny, Zeny-50;
+ getitem 1088,1; //Morocc_Potion
}
close;
}
diff --git a/npc/quests/monstertamers.txt b/npc/quests/monstertamers.txt
index b5fa9a8a9..b48953301 100644
--- a/npc/quests/monstertamers.txt
+++ b/npc/quests/monstertamers.txt
@@ -4,8 +4,6 @@
//= kobra_k88, Darkchild, x[tsk]
//===== Current Version: =====================================
//= 1.5
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Cute pet quest items
//===== Additional Comments: =================================
@@ -16,7 +14,7 @@
//= 1.4 Updated Monster taming item quests. [L0ne_W0lf]
//= 1.4a FIXED item requirement for stellar hairpin. [L0ne_W0lf]
//= 1.4b Fixed the delitem assosiated with the last uptate. [L0ne_W0lf]
-//= 1.5 Renamed Izlude Monster Tamer to function with Renewal [Streusel]
+//= 1.5 Moved Izlude NPC to pre-re/re paths.
//============================================================
alberta_in,173,76,4 script Monster Tamer#alb 125,{
@@ -465,7 +463,7 @@ aldeba_in,168,175,4 script Monster Tamer#alde 125,{
}
}
-- script ::Monster_Tamer#izu -1,{
+- script ::MonsterTamer_izlude -1,{
mes "[Shogo]";
mes "Are you pre-occupied with";
mes "gathering items for monsters";
diff --git a/npc/quests/mrsmile.txt b/npc/quests/mrsmile.txt
index 8f5d94117..4baf22093 100644
--- a/npc/quests/mrsmile.txt
+++ b/npc/quests/mrsmile.txt
@@ -1,18 +1,16 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Mr. Smile Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= kobra_k88, Akaru
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.4a
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Trade Clover, Fluff and Jellopy for a Mr. Smile mask.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.4 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
//= 1.4a Fixed a little Typo error in duplicates. (bugreport:749) [Samuray22]
-//============================================================
+//============================================================
- script Smile Assistance::SmileHelper 92,{
mes "[Smile Girl]";
@@ -102,10 +100,10 @@ moc_ruins,59,154,3 duplicate(SmileHelper) Smile Assistance#moc 92
payon,186,104,5 duplicate(SmileHelper) Smile Assistance#pay 92
prontera,157,187,4 duplicate(SmileHelper) Smile Assistance#prt 92
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= Fully working. 1.1 Optimized
//= 1.2 updated Payon coords [Lupus]
//= 1.3 fixed exploit [Lupus]
-//============================================================
+//============================================================
diff --git a/npc/quests/newgears/2004_headgears.txt b/npc/quests/newgears/2004_headgears.txt
index 71c33e6aa..2516a189c 100644
--- a/npc/quests/newgears/2004_headgears.txt
+++ b/npc/quests/newgears/2004_headgears.txt
@@ -1,13 +1,11 @@
//===== Hercules Script ======================================
//= 2004 Headgear Quests
-//===== By: ==================================================
+//===== By: ==================================================
//= Dj-Yhn
-//===== Current Version: =====================================
-//= 1.6a
-//===== Compatible With: =====================================
-//= Hercules Git
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Current Version: =====================================
+//= 1.6b
+//===== Description: =========================================
+//= [Official Conversion]
//= 2004 New Headgears. Official Quests
//= 1) Black Cat Ears (payon 115 131)
//= 2) X Hairpin, Band Aid, Flower Hairpin (geffen 129 148)
@@ -21,12 +19,12 @@
//= 10) Model Training Hat (payon_in03 8 193)
//= 11) Tulip Haipin (geffen 83 189)
//= 12) Party Hat, Straw Hat, Cowboy Hat, (xmas_in 35 30)
-//= Sombrero, Beanie
+//= Sombrero, Beanie
//= 13) Decorative Golden Bell, (yuno_in03 20 18)
-//= Crown of Ancient Queen, Crown of Mistress
+//= Crown of Ancient Queen, Crown of Mistress
//= 14) Alarm Mask (alde_alche 88 180)
//= 15) Drooping Cat, Smokie Leaf, Lazy Smokie, (morocc 273 79)
-// Blue Fish
+//= Blue Fish
//= 16) Kitsune Mask (pay_dun03 48 84)
//= 17) Orc Hero Helm (in_orcs01 31 93 & 162 33)
//===== Additional Comments: =================================
@@ -34,11 +32,13 @@
//= 1.5 Vito'd function call for checkweight. [L0ne_W0lf]
//= 1.6 Replaced effect numerics with constants. [L0ne_W0lf]
//= 1.6a Added 'disable_items' command. [Euphy]
+//= 1.6b Added more 'disable_items' commands. [Euphy]
//============================================================
// Black Cat Ears
//============================================================
payon,115,131,3 script Neko Neko#1 725,{
+ disable_items;
if (checkweight(1201,1) == 0) {
mes "- Wait a minute! -";
mes "- Currently you're carrying -";
@@ -68,7 +68,7 @@ payon,115,131,3 script Neko Neko#1 725,{
delitem 2213,1; //Cat_Hairband
delitem 983,1; //Black_Dyestuffs
delitem 914,200; //Fluff
- set zeny,zeny-10000;
+ set Zeny, Zeny-10000;
getitem 5057,1; //Ear_Of_Black_Cat
next;
mes "[Neko Neko]";
@@ -106,6 +106,7 @@ payon,115,131,3 script Neko Neko#1 725,{
// X Hairpin, Band Aid, Flower Hairpin
//============================================================
geffen,129,148,3 script Argen#1 779,{
+ disable_items;
if (checkweight(1201,1) == 0) {
mes "[Argen]";
mes "Hey~ why are you carrying so many items?";
@@ -249,7 +250,7 @@ geffen,129,148,3 script Argen#1 779,{
mes "Hey, that looks pretty smooth! Oh, and uh, you can keep this leftover Stem.";
delitem 2269,1; //Centimental_Flower
delitem 999,10; //Steel
- set zeny,zeny-20000;
+ set Zeny, Zeny-20000;
getitem 5061,1; //Flower_Hairpin
getitem 905,1; //Stem
next;
@@ -295,6 +296,7 @@ geffen,129,148,3 script Argen#1 779,{
// Hot-blooded Headband
//============================================================
yuno,300,188,5 script Zhenbolt#1 753,{
+ disable_items;
if (checkweight(1201,1) == 0) {
mes "- Wait a minute! -";
mes "- Currently you're carrying -";
@@ -390,6 +392,7 @@ yuno,300,188,5 script Zhenbolt#1 753,{
// Red Ribbon
//============================================================
prontera,165,232,3 script Nephia#1 744,{
+ disable_items;
if (checkweight(1201,1) == 0) {
mes "- Wait a minute! -";
mes "- Currently you're carrying -";
@@ -521,7 +524,7 @@ comodo,237,217,5 script Meruntei#1 732,{
delitem 5010,1; //Indian_Hair_Piece
delitem 5049,1; //Stripe_Band
delitem 7101,10; //Peco_Wing_Feather
- set zeny,zeny-10000;
+ set Zeny, Zeny-10000;
getitem 5071,1; //Indian_Headband
next;
mes "[Meruntei]";
@@ -686,8 +689,7 @@ yuno,241,52,3 script Old Blacksmith#hgear 813,{
mes "I don't care how many times you've upgraded the items you brought, but please ^4d4dff carry only items that you need to create this item.^000000 I can't mess up my artwork because of some mistake you might make.";
next;
if (select("I am ready.:Okay, let me go store my other items first.") == 1) {
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 2000) {
+ if (MaxWeight - Weight < 2000) {
mes "[Hatbyr Mhore]";
mes "Ouch...!";
mes "Why are you carrying so many items with you? Leave all your extra baggage somewhere else and come back.";
@@ -706,7 +708,7 @@ yuno,241,52,3 script Old Blacksmith#hgear 813,{
mes "'Angel Wing Ears!'";
delitem 2254,1; //Angelic_Chain
delitem 2286,1; //Elven_Ears
- set zeny,zeny-20000;
+ set Zeny, Zeny-20000;
getitem 5074,1; //Ear_Of_Angel's_Wing
next;
mes "[Hatbyr Mhore]";
@@ -745,8 +747,7 @@ yuno,241,52,3 script Old Blacksmith#hgear 813,{
mes "I don't care how many times you've upgraded the items you brought, but please ^4d4dff carry only items that you need to create this item.^000000 I can't mess up my artwork because of some mistake you might make.";
next;
if (select("I am ready.:Okay, let me go store my other items first.") == 1) {
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 2000) {
+ if (MaxWeight - Weight < 2000) {
mes "[Hatbyr Mhore]";
mes "Ouch...!";
mes "Why are you carrying so many items with you? Leave all your extra baggage somewhere else and come back.";
@@ -762,7 +763,7 @@ yuno,241,52,3 script Old Blacksmith#hgear 813,{
mes "There you go, buddy. I am proud to say this is my masterpiece. I call it... 'Devil Wing Ears!'";
delitem 2255,1; //Satanic_Chain
delitem 2286,1; //Elven_Ears
- set zeny,zeny-20000;
+ set Zeny, Zeny-20000;
getitem 5068,1; //Ear_Of_Devil's_Wing
next;
mes "[Hatbyr Mhore]";
@@ -813,8 +814,7 @@ yuno,241,52,3 script Old Blacksmith#hgear 813,{
mes "I don't care how many times you've upgraded the items you brought, but please ^4d4dff carry only items that you need to create this item. I can't mess up my artwork because of some mistake you might make. ^000000";
next;
if (select("I am ready.:Okay, let me go store my other items first.") == 1) {
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 2000) {
+ if (MaxWeight - Weight < 2000) {
mes "[Hatbyr Mhore]";
mes "Ouch, why are you carrying";
mes "so many items with you?";
@@ -833,7 +833,7 @@ yuno,241,52,3 script Old Blacksmith#hgear 813,{
mes "I am proud to say this is my masterpiece. Please take this item. I call it... 'Devil Wing Ears!'";
delitem 2255,1; //Satanic_Chain
delitem 2286,1; //Elven_Ears
- set zeny,zeny-20000;
+ set Zeny, Zeny-20000;
getitem 5068,1; //Ear_Of_Devil's_Wing
next;
mes "[Hatbyr Mhore]";
@@ -869,8 +869,7 @@ yuno,241,52,3 script Old Blacksmith#hgear 813,{
mes "I don't care how many times you've upgraded the items you brought, but please ^4d4dff carry only items that you need to create this item.^000000 I can't mess up my artwork because of some mistake you might make.";
next;
if (select("I am ready.:Okay, let me go store my other items first.") == 1) {
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 2000) {
+ if (MaxWeight - Weight < 2000) {
mes "[Hatbyr Mhore]";
mes "Ouch, why are you carrying";
mes "so many items with you?";
@@ -888,7 +887,7 @@ yuno,241,52,3 script Old Blacksmith#hgear 813,{
mes "I am proud to say this is my masterpiece. Please take this item. I call it... 'Angel Wing Ears!'";
delitem 2254,1; //Angelic_Chain
delitem 2286,1; //Elven_Ears
- set zeny,zeny-20000;
+ set Zeny, Zeny-20000;
getitem 5074,1; //Ear_Of_Angel's_Wing
next;
mes "[Hatbyr Mhore]";
@@ -963,6 +962,7 @@ yuno,241,52,3 script Old Blacksmith#hgear 813,{
// Sea-Otter Hat
//============================================================
xmas,183,267,3 script Pretty Lindsay#1 793,{
+ disable_items;
if (checkweight(1201,1) == 0) {
mes "- Wait a minute! -";
mes "- Currently you're carrying -";
@@ -971,8 +971,7 @@ xmas,183,267,3 script Pretty Lindsay#1 793,{
mes "- you put some items into Kafra Storage. -";
close;
}
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 2000) {
+ if (MaxWeight-Weight < 2000) {
mes "[Pretty Lindsay]";
mes "I know you brought everything you need for me to make you a hat, but you're carrying too much stuff. Why don't you put some of your things in Kafra Storage?";
close;
@@ -1078,6 +1077,7 @@ xmas,183,267,3 script Pretty Lindsay#1 793,{
// Teddybear Hat
//============================================================
xmas,175,156,3 script Fuzzy Fuzz#1 712,{
+ disable_items;
if (checkweight(1201,1) == 0) {
mes "- Wait a minute! -";
mes "- Currently you're carrying -";
@@ -1165,6 +1165,7 @@ xmas,175,156,3 script Fuzzy Fuzz#1 712,{
// Model Training Hat
//============================================================
payon_in03,8,193,4 script Nanhyang#1 77,{
+ disable_items;
if (checkweight(1201,1) == 0) {
mes "- Wait a minute! -";
mes "- Currently you're carrying -";
@@ -1325,6 +1326,7 @@ payon_in03,8,193,4 script Nanhyang#1 77,{
// Tulip Hairpin
//============================================================
geffen,83,189,5 script Seth#1 716,{
+ disable_items;
if (checkweight(1201,1) == 0) {
mes " [Seth]";
mes "Whoa, why are you carrying so many items with you?";
@@ -1378,7 +1380,7 @@ geffen,83,189,5 script Seth#1 716,{
mes "I'm done!";
mes "I did a good job, didn't I?";
next;
- if (BaseJob == Job_Novice && Upper != 1) {
+ if (BaseJob == Job_Novice || BaseJob == Job_SuperNovice) {
mes "[Seth]";
mes "Oh, here's the leftovers. Mommy says that we should always save things. Heh heh~";
getitem 935,1; //Shell
@@ -1443,6 +1445,7 @@ geffen,83,189,5 script Seth#1 716,{
// Party Hat, Straw Hat, Cowboy Hat, Sombrero, Beanie
//============================================================
xmas_in,35,30,3 script Hat Merchant#zero 797,{
+ disable_items;
if (checkweight(1201,1) == 0) {
mes "- Wait a minute !! -";
mes "- Currently you're carrying -";
@@ -1733,6 +1736,7 @@ xmas_in,35,30,3 script Hat Merchant#zero 797,{
// Decorative Golden Bell, Crown of Ancient Queen, Crown of Mistress
//============================================================
yuno_in03,20,18,6 script Nehris#1 726,{
+ disable_items;
if (checkweight(1201,1) == 0) {
mes "- Wait a minute! -";
mes "- Currently you're carrying -";
@@ -1774,7 +1778,7 @@ yuno_in03,20,18,6 script Nehris#1 726,{
delitem 10016,1; //Golden_Bell
delitem 714,1; //Emperium
delitem 969,3; //Gold
- set zeny,zeny-20000;
+ set Zeny, Zeny-20000;
getitem 5091,1; //Big_Golden_Bell
mes "[Nehris]";
mes "Yoohoo~";
@@ -1812,7 +1816,7 @@ yuno_in03,20,18,6 script Nehris#1 726,{
delitem 10006,1; //Queen's_Hair_Ornament
delitem 714,1; //Emperium
delitem 969,3; //Gold
- set zeny,zeny-20000;
+ set Zeny, Zeny-20000;
getitem 5080,1; //Headgear_Of_Queen
mes "[Nehris]";
mes "Tah dah!";
@@ -1862,7 +1866,7 @@ yuno_in03,20,18,6 script Nehris#1 726,{
delitem 2249,1; //Coronet
delitem 714,1; //Emperium
delitem 969,3; //Gold
- set zeny,zeny-40000;
+ set Zeny, Zeny-40000;
getitem 5081,1; //Mistress_Crown
mes "[Nehris]";
mes "Yay! You've got a great looking crown!";
@@ -2070,6 +2074,7 @@ OnInit:
// Drooping Cat, Smokie Leaf, Lazy Smokie, Blue Fish
//============================================================
morocc,273,79,4 script Educated Traveller 99,{
+ disable_items;
if ((MaxWeight-Weight) < 5000 || checkweight(1201,1) == 0) {
mes "- Wait a minute! -";
mes "- Currently you're over weight -";
@@ -2506,6 +2511,7 @@ OnTouch:
}
pay_dun03,48,84,4 script Nine Tails#Kitsune Man 762,{
+ disable_items;
if (checkweight(1201,1) == 0) {
mes "- Wait a moment! -";
mes "- Currently you are carrying -";
@@ -2627,6 +2633,7 @@ OnMyMobDead2:
//============================================================
in_orcs01,31,93,1 script Orc Warrior#1 1023,2,2,{
OnTouch:
+ disable_items;
if (checkweight(1201,1) == 0) {
mes "- Wait a minute !! -";
mes "- Currently you're carrying -";
@@ -3625,14 +3632,14 @@ OnTouch:
close;
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= 1.01 Fixed items names iRO->kRO, fixed some bugs [Qwadrat]
-//= Fixed possible item exploits, fixed Straw Hat
-//= Added missing checks [Lupus]
-//= 1.1 Fixed a bug in Giant-band-aid that didn't counting rotten bandages
-//= Fixed a bug in Fur Hat that didn't count yarn [Evera]
+//= Fixed possible item exploits, fixed Straw Hat
+//= Added missing checks [Lupus]
+//= 1.1 Fixed a bug in Giant-band-aid that didn't counting rotten bandages
+//= Fixed a bug in Fur Hat that didn't count yarn [Evera]
//= 1.2 Syntax fixes for parenthesis, reformatting [KarLaeda]
//= 1.3 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
//============================================================
diff --git a/npc/quests/newgears/2005_headgears.txt b/npc/quests/newgears/2005_headgears.txt
index e60169ab0..003019be9 100644
--- a/npc/quests/newgears/2005_headgears.txt
+++ b/npc/quests/newgears/2005_headgears.txt
@@ -1,13 +1,11 @@
//===== Hercules Script ======================================
//= 2005 Headgear Quests
-//===== By: ==================================================
+//===== By: ==================================================
//= MasterOfMuppets
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.3a
-//===== Compatible With: =====================================
-//= Hercules Git
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= 2005 Headgears Official Quest.
//===== Additional Comments: =================================
//= 1.0 First version, converted from the official aegis script. [MasterOfMuppets]
@@ -16,7 +14,7 @@
//= 1.3 Fixed item check bugs, added missing airport NPC,
// and took out unneeded breaks [Xantara] [Muad_Dib]
//= 1.3a Added 'disable_items' command. [Euphy]
-//============================================================
+//============================================================
yuno,222,116,3 script Kasis#LhzHat 851,{
if(countitem(519) > 49 && countitem(7031) > 49 && countitem(548) > 49 && countitem(539) > 49)
@@ -750,7 +748,7 @@ lighthalzen,143,68,0 script Strange Guy#LhzHat 47,{
lighthalzen,360,313,3 script Kid#LhzHat 706,{
mes "[Kid]";
- if(sex)
+ if(Sex)
mes "Hello, mister!";
else
mes "Hello, ma'am!";
diff --git a/npc/quests/newgears/2006_headgears.txt b/npc/quests/newgears/2006_headgears.txt
index 2b62662ce..ef754e122 100644
--- a/npc/quests/newgears/2006_headgears.txt
+++ b/npc/quests/newgears/2006_headgears.txt
@@ -5,24 +5,25 @@
//===== Current Version: =====================================
//= 1.4
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Censor Bar, Feather Beret, Valk. Helm, Hahoe Mask,
//= Mythical Lion Mask, Bride Mask, Magistrate Hat and Ayam
//===== Additional Comments: =================================
//= NPC id's and dialog are custom, please replace
//= 1.0a fixed typos, added missing names, more cleaned and
-//= standartized stuff a bit [Lupus]
+//= standartized stuff a bit [Lupus]
//= 1.0b fixed Helm of Valkyries ingredients
//= 1.0c corrected item names according to item_db [Lupus]
//= 1.1 Full update. EuRO (?) dialogs, and positions. [L0ne_W0lf]
//= 1.2 Fixed bugs in the Hahoe/Lion/Bride Mask NPC. [L0ne_W0lf]
-//= Fixed some of the names to iRO.
+//= Fixed some of the names to iRO.
//= 1.3 Fixed some color code bugs in Ghenirhemin. Thanks to yyCC. [L0ne_W0lf]
//= 1.3a Fixed wrong item names (due to copy/paste) [Lupus]
//= 1.4 Chungwolmang now checks if the last item set should be deleted. (bugreport:4719) [L0ne_W0lf]
//============================================================
-//===================== Censor Bar =====================================================
+// Censor Bar
+//============================================================
rachel,91,273,8 script ? 930,{
if (countitem(983) > 0 && countitem(7111) > 99 && countitem(938) > 98 && Zeny > 99999) {
mes "[?]";
@@ -89,7 +90,8 @@ rachel,91,273,8 script ? 930,{
close;
}
-//======================== Feather Beret ================================================
+// Feather Beret
+//============================================================
rachel,152,131,3 script Sakjul 928,{
if (countitem(5172) > 0 && countitem(7063) > 99 && countitem(982) > 0) {
mes "[Sakjul]";
@@ -204,12 +206,13 @@ rachel,152,131,3 script Sakjul 928,{
close;
}
-//============================ Valkyrie Helm =====================================================
+// Valkyrie Helm
+//============================================================
hugel,147,103,3 script Ghenirhemin 897,{
if (moza_valkylie == 5) {
set .@val2,rand(1,10);
if (.@val2 == 3) {
- misceffect 348; //EF_LIGHTSPHERE
+ specialeffect EF_LIGHTSPHERE;
mes "[Ghenirhemin]";
mes "The materials are still being fused.";
next;
@@ -217,7 +220,7 @@ hugel,147,103,3 script Ghenirhemin 897,{
mes "Umm?! Oh...oh?! Isn't this...";
mes "Isn't this...?!";
next;
- misceffect 322; //EF_FORESTLIGHT2
+ specialeffect EF_FORESTLIGHT2;
mes "[Ghenirhemin]";
mes "Ah...ahahaha, we've made it! We've made it!";
mes "Valkyre's Helm...We've recreated Valkyre's Helm,";
@@ -249,7 +252,7 @@ hugel,147,103,3 script Ghenirhemin 897,{
mes "who is now heading toward the new history.";
close;
}
- misceffect 348; //EF_LIGHTSPHERE
+ specialeffect EF_LIGHTSPHERE;
mes "[Ghenirhemin]";
mes "The materials are still being fused.";
close;
@@ -260,7 +263,7 @@ hugel,147,103,3 script Ghenirhemin 897,{
mes "[Ghenirhemin]";
mes "............";
next;
- misceffect 348; //EF_LIGHTSPHERE
+ specialeffect EF_LIGHTSPHERE;
mes "[Ghenirhemin]";
mes "Oh...oh? They....they just have started being fused!";
mes "Look at this shining light!";
@@ -560,7 +563,8 @@ hugel,147,103,3 script Ghenirhemin 897,{
mes "when you show me your money. Hahahaha!";
close;
}
-//======================= Hahoe Mask / Mythical Lion Mask / Bride Mask ===============================
+// Hahoe Mask / Mythical Lion Mask / Bride Mask
+//============================================================
payon,135,320,3 script Chungwolmang 97,{
if (moza_tal == 2) {
if (countitem(7015) > 19 && countitem(952) > 99 && countitem(1028) > 99) {
@@ -802,7 +806,8 @@ S_MakeMask:
}
-//====================== Magistrate Hat / Ayam =============================================
+// Magistrate Hat / Ayam
+//============================================================
payon_in03,139,124,3 script Han Garam 88,{
if (moza_korea == 2 && countitem(954) > 299 && countitem(733) > 4 && countitem(975) > 0 && countitem(7166) > 49) {
mes "[Han Garam]";
@@ -967,7 +972,7 @@ payon_in03,139,124,3 script Han Garam 88,{
mes "He is waving his tail, and showing me future!";
mes "Aaaaaahhhhhhh!";
next;
- misceffect 90; //EF_LORD;
+ specialeffect EF_LORD;
mes "[Han Garam]";
mes "Waaaahhhh!";
next;
@@ -999,7 +1004,7 @@ payon_in03,139,124,3 script Han Garam 88,{
mes "Anyone who brings these, I will create hat for him!";
mes "Ahhh~ Dragon God!";
next;
- misceffect 7; //EF_EXIT;
+ specialeffect EF_EXIT;
mes "[Han Garam]";
mes ".............";
next;
diff --git a/npc/quests/newgears/2008_headgears.txt b/npc/quests/newgears/2008_headgears.txt
index 62e2aaac3..5de069de8 100644
--- a/npc/quests/newgears/2008_headgears.txt
+++ b/npc/quests/newgears/2008_headgears.txt
@@ -6,7 +6,7 @@
//===== Current Version: =====================================
//= 1.0
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Cats Footprint, Cute Ribbon Dyer and Brides Corolla.
//===== Additional Comments: =================================
//= 1.0 First Version. [Masao]
@@ -15,7 +15,7 @@
gef_fild05,80,149,3 script Myu#08_hat 877,{
mes "[Myu]";
mes "Meow...";
- emotion 23;
+ emotion e_omg;
next;
if(hatcat2008 == 0) {
mes "[Myu]";
@@ -23,7 +23,7 @@ gef_fild05,80,149,3 script Myu#08_hat 877,{
mes "What brings you here? Ho, you are not here to harm Wild Roses, are you?";
mes "(Meow!)";
next;
- menu "Meow..?",-;
+ select("Meow..?");
mes "[Myu]";
mes "Ah, Never mind that.";
mes "This place is the village of Deserted people.";
@@ -65,7 +65,7 @@ gef_fild05,80,149,3 script Myu#08_hat 877,{
mes " ";
mes "(Meow!)";
next;
- menu "Meow again?!",-;
+ select("Meow again?!");
mes "[Myu]";
mes "Hmm Hmm I told you to never mind that.";
mes "So as I was saying...";
@@ -75,7 +75,7 @@ gef_fild05,80,149,3 script Myu#08_hat 877,{
mes "Exactly 1,000 times no more, no less.";
mes "Give them 1,000 warnings and they will back off.";
next;
- menu "What do you mean by 1,000 warnings...?",-;
+ select("What do you mean by 1,000 warnings...?");
mes "[Myu]";
mes "Hu~Do I have to spell it out for you?";
next;
@@ -131,7 +131,7 @@ gef_fild05,80,149,3 script Myu#08_hat 877,{
mes "This is the Seal of our 'Brave Kitty Cats'.";
mes "This is soooo valuable, so don't lose it.";
next;
- menu "This is it?",-;
+ select("This is it?");
mes "[Myu]";
mes "What more did you expect?";
mes "That Pow is really a valuable thing!";
@@ -780,7 +780,7 @@ OnTouch:
mes "Weaving the flower...with a ribbon..";
mes "Brides...wear...Corollas..";
next;
- menu "Would you make one for me?",-;
+ select("Would you make one for me?");
if((countitem(10007) > 0) && (countitem(1032) > 999)) {
mes "[Aite]";
mes ".. Materials..you..have..";
diff --git a/npc/quests/ninja_quests.txt b/npc/quests/ninja_quests.txt
index 1c6d4b57d..4a2971eea 100644
--- a/npc/quests/ninja_quests.txt
+++ b/npc/quests/ninja_quests.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Ninja quests
//===== By: ==================================================
//= Playtester
//===== Current Version: =====================================
//= 1.2a
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= Ninja quests
//===== Additional Comments: =================================
diff --git a/npc/quests/obb_quest.txt b/npc/quests/obb_quest.txt
index 097d7f78b..5796bd8f6 100644
--- a/npc/quests/obb_quest.txt
+++ b/npc/quests/obb_quest.txt
@@ -1,13 +1,11 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Old Blue Box Quest
//===== By ===================================================
//= Celesta, Lupus
//===== Version ==============================================
//= 2.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-// [Aegis Conversion]
+//===== Description: =========================================
+// [Official Conversion]
//= Old Blue Box quest (?)
//= Officially this quest gave an OBB in exhange for a the
//= required items unlimitedly, however this was changed by
@@ -15,12 +13,12 @@
//= The exact purpose of this quest is undetermined, but
//= Gravity claimed that another quest would eventually
//= branch from this one.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.7 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
//= 1.8 Added missing checkweights. [L0ne_W0lf]
//= 1.9 Moved Morroc NPCs to Morroc Ruins. [L0ne_W0lf]
//= 2.0 Removed unused "name" variable. [L0ne_W0lf]
-//============================================================
+//============================================================
alberta,43,244,0 script Tourist#thai 99,{
if (checkweight(1201,1) == 0) {
@@ -457,8 +455,7 @@ alberta,43,244,0 script Tourist#thai 99,{
next;
mes "[Tourist]";
mes "Hopefully, it'll be useful.";
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 500) {
+ if (MaxWeight - Weight < 500) {
mes "Umm...it seems you're carrying too much stuff with you.";
mes "Doncha want me to help you?";
close;
@@ -1939,10 +1936,10 @@ moc_ruins,107,62,0 script Tommy#thai 716,{
}
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= Official OBB Quest. You can pass it any times you want.
//= 1.6 Updated, fixed, optimized and translated into English [Lupus]
//= 1.6a Halved the required items to make an obb, thanks to marquis007 [MasterOfMuppets]
-//============================================================
+//============================================================
diff --git a/npc/quests/okolnir.txt b/npc/quests/okolnir.txt
index a2a84f868..f5821d3dd 100644
--- a/npc/quests/okolnir.txt
+++ b/npc/quests/okolnir.txt
@@ -1,16 +1,17 @@
//===== Hercules Script ======================================
//= Falicious Okolnir (Valfreja & Nidhoggr)
-//===== By: ==================================================
+//===== By: ==================================================
//= Joseph
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.1
+//===== Description: =========================================
//= [Official Conversion]
//= God Item SE Creation script (Asprika & Brynhild)
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 0.x Previous author: L0ne_W0lf
//= 1.0 Merged Okolnir. [Joseph]
-//============================================================
+//= 1.1 Some bug fixes. [Toshiro90/Euphy]
+//============================================================
function script F_Okolnir {
if (compare(strnpcinfo(0),"main")) end;
@@ -143,16 +144,16 @@ OnInit:
end;
}
-arug_cas01,161,371,3 duplicate(Guide#gq_main) Guide#gq_aru01 899,
-arug_cas02,349,347,3 duplicate(Guide#gq_main) Guide#gq_aru02 899,
-arug_cas03,324,161,3 duplicate(Guide#gq_main) Guide#gq_aru03 899,
-arug_cas04,324,161,3 duplicate(Guide#gq_main) Guide#gq_aru04 899,
-arug_cas05,324,161,3 duplicate(Guide#gq_main) Guide#gq_aru05 899,
-schg_cas01,376,307,3 duplicate(Guide#gq_main) Guide#gq_sch01 899,
-schg_cas02,181,335,3 duplicate(Guide#gq_main) Guide#gq_sch02 899,
-schg_cas03,84,101,3 duplicate(Guide#gq_main) Guide#gq_sch03 899,
-schg_cas04,376,307,3 duplicate(Guide#gq_main) Guide#gq_sch04 899,
-schg_cas05,376,307,3 duplicate(Guide#gq_main) Guide#gq_sch05 899,
+arug_cas01,161,371,3 duplicate(Guide#gq_main) Guide#gq_aru01 899
+arug_cas02,349,347,3 duplicate(Guide#gq_main) Guide#gq_aru02 899
+arug_cas03,324,161,3 duplicate(Guide#gq_main) Guide#gq_aru03 899
+arug_cas04,324,161,3 duplicate(Guide#gq_main) Guide#gq_aru04 899
+arug_cas05,324,161,3 duplicate(Guide#gq_main) Guide#gq_aru05 899
+schg_cas01,376,307,3 duplicate(Guide#gq_main) Guide#gq_sch01 899
+schg_cas02,181,335,3 duplicate(Guide#gq_main) Guide#gq_sch02 899
+schg_cas03,84,101,3 duplicate(Guide#gq_main) Guide#gq_sch03 899
+schg_cas04,376,307,3 duplicate(Guide#gq_main) Guide#gq_sch04 899
+schg_cas05,376,307,3 duplicate(Guide#gq_main) Guide#gq_sch05 899
que_qaru01,345,23,0 warp Gate02#gq_aru01 1,1,arug_cas01,157,369
que_qaru02,345,23,0 warp Gate02#gq_aru02 1,1,arug_cas02,349,355
@@ -182,9 +183,9 @@ que_qsch05,345,23,0 warp Gate02#gq_sch05 1,1,schg_cas05,369,306
} else {
setarray .@n, 7830,1,7831,1,7832,1,7833,1,7834,1,2357,1,7510,100,969,10,985,20;
}
- for (set .@i, 0; .@i < getarraysize(.@n); set .@i, .@i + 1) {
+ for (set .@i, 0; .@i < getarraysize(.@n); set .@i, .@i + 2) {
if (countitem(.@n[.@i]) >= .@n[.@i+1])
- set .@check, .@check + 1;
+ set .@check, .@check + 1;
}
if (.@check >= 9) {
cutin "wish_maiden11",1;
@@ -352,16 +353,16 @@ OnInit:
end;
}
-que_qaru01,345,82,3 duplicate(Wish Maiden#gq_main) Wish Maiden#gq_aru01 403,
-que_qaru02,345,82,3 duplicate(Wish Maiden#gq_main) Wish Maiden#gq_aru02 403,
-que_qaru03,345,82,3 duplicate(Wish Maiden#gq_main) Wish Maiden#gq_aru03 403,
-que_qaru04,345,82,3 duplicate(Wish Maiden#gq_main) Wish Maiden#gq_aru04 403,
-que_qaru05,345,82,3 duplicate(Wish Maiden#gq_main) Wish Maiden#gq_aru05 403,
-que_qsch01,345,82,3 duplicate(Wish Maiden#gq_main) Wish Maiden#gq_sch01 403,
-que_qsch02,345,82,3 duplicate(Wish Maiden#gq_main) Wish Maiden#gq_sch02 403,
-que_qsch03,345,82,3 duplicate(Wish Maiden#gq_main) Wish Maiden#gq_sch03 403,
-que_qsch04,345,82,3 duplicate(Wish Maiden#gq_main) Wish Maiden#gq_sch04 403,
-que_qsch05,345,82,3 duplicate(Wish Maiden#gq_main) Wish Maiden#gq_sch05 403,
+que_qaru01,345,82,3 duplicate(Wish Maiden#gq_main) Wish Maiden#gq_aru01 403
+que_qaru02,345,82,3 duplicate(Wish Maiden#gq_main) Wish Maiden#gq_aru02 403
+que_qaru03,345,82,3 duplicate(Wish Maiden#gq_main) Wish Maiden#gq_aru03 403
+que_qaru04,345,82,3 duplicate(Wish Maiden#gq_main) Wish Maiden#gq_aru04 403
+que_qaru05,345,82,3 duplicate(Wish Maiden#gq_main) Wish Maiden#gq_aru05 403
+que_qsch01,345,82,3 duplicate(Wish Maiden#gq_main) Wish Maiden#gq_sch01 403
+que_qsch02,345,82,3 duplicate(Wish Maiden#gq_main) Wish Maiden#gq_sch02 403
+que_qsch03,345,82,3 duplicate(Wish Maiden#gq_main) Wish Maiden#gq_sch03 403
+que_qsch04,345,82,3 duplicate(Wish Maiden#gq_main) Wish Maiden#gq_sch04 403
+que_qsch05,345,82,3 duplicate(Wish Maiden#gq_main) Wish Maiden#gq_sch05 403
- script Gate01#gq_main -1,{
function SMonster;
@@ -374,41 +375,41 @@ OnTouch:
if (getd("$@gqse_"+.@sub$+"_miro") == getd("$@gqse_"+.@sub$+"_pcc")) {
set .@point,rand(1,5);
switch (.@point) {
- Case 1: warp "que_q"+.@sub$,72,271; break;
- Case 2: warp "que_q"+.@sub$,45,243; break;
- Case 3: warp "que_q"+.@sub$,102,248; break;
- Case 4: warp "que_q"+.@sub$,102,300; break;
- Case 5: warp "que_q"+.@sub$,46,300; break;
+ case 1: warp "que_q"+.@sub$,72,271; break;
+ case 2: warp "que_q"+.@sub$,45,243; break;
+ case 3: warp "que_q"+.@sub$,102,248; break;
+ case 4: warp "que_q"+.@sub$,102,300; break;
+ case 5: warp "que_q"+.@sub$,46,300; break;
}
end;
}
switch (getd("$@gqse_"+.@sub$+"_miro")) {
- Case 0: setarray .@n, 77,271,72,271,1; break;
- Case 1: setarray .@n, 63,278,63,282,2; break;
- Case 2: setarray .@n, 63,294,59,294,3; break;
- Case 3: setarray .@n, 50,300,46,300,4; break;
- Case 4: setarray .@n, 51,280,51,285,5; break;
- Case 5: setarray .@n, 51,258,51,262,6; break;
- Case 6: setarray .@n, 49,243,45,243,7; break;
- Case 7: setarray .@n, 86,249,82,249,8; break;
- Case 8: setarray .@n, 102,243,102,248,9; break;
- Case 9: setarray .@n, 90,256,90,260,10; break;
- Case 10: setarray .@n, 90,283,90,280,11; break;
- Case 11: setarray .@n, 102,295,102,300,12; break;
- Case 12: setarray .@n, 96,285,96,290,13; break;
- Case 13: setarray .@n, 63,278,63,282,14; break;
- Case 14: setarray .@n, 65,243,61,243,15; break;
- Case 15: setarray .@n, 73,249,70,249,16; break;
- Case 16: setarray .@n, 102,275,102,282,17; break;
- Case 17: setarray .@n, 70,300,66,300,18; break;
- Case 18: setarray .@n, 57,255,57,258,19; break;
- Case 19: setarray .@n, 84,277,84,280,20; break;
+ case 0: setarray .@n, 77,271,72,271,1; break;
+ case 1: setarray .@n, 63,278,63,282,2; break;
+ case 2: setarray .@n, 63,294,59,294,3; break;
+ case 3: setarray .@n, 50,300,46,300,4; break;
+ case 4: setarray .@n, 51,280,51,285,5; break;
+ case 5: setarray .@n, 51,258,51,262,6; break;
+ case 6: setarray .@n, 49,243,45,243,7; break;
+ case 7: setarray .@n, 86,249,82,249,8; break;
+ case 8: setarray .@n, 102,243,102,248,9; break;
+ case 9: setarray .@n, 90,256,90,260,10; break;
+ case 10: setarray .@n, 90,283,90,280,11; break;
+ case 11: setarray .@n, 102,295,102,300,12; break;
+ case 12: setarray .@n, 96,285,96,290,13; break;
+ case 13: setarray .@n, 63,278,63,282,14; break;
+ case 14: setarray .@n, 65,243,61,243,15; break;
+ case 15: setarray .@n, 73,249,70,249,16; break;
+ case 16: setarray .@n, 102,275,102,282,17; break;
+ case 17: setarray .@n, 70,300,66,300,18; break;
+ case 18: setarray .@n, 57,255,57,258,19; break;
+ case 19: setarray .@n, 84,277,84,280,20; break;
}
- SMonster(.@sub$,.@n[0],.@n[1]);
- setd "$@gqse_"+.@sub$+"_miro",.@n[4];
- warp "que_q"+.@sub$,.@n[2],.@n[3];
- end;
+ SMonster(.@sub$,.@n[0],.@n[1]);
+ setd "$@gqse_"+.@sub$+"_miro",.@n[4];
+ warp "que_q"+.@sub$,.@n[2],.@n[3];
+ end;
}
else {
mes "There are too many people, you can't enter.";
@@ -418,12 +419,12 @@ OnTouch:
function SMonster {
switch (BaseClass) {
- Case 1: set .@m, 1652; break;
- Case 2: set .@m, 1663; break;
- Case 3: set .@m, 1662; break;
- Case 4: set .@m, 1661; break;
- Case 5: set .@m, 1660; break;
- Case 6: set .@m, 1659; break;
+ case 1: set .@m, 1652; break;
+ case 2: set .@m, 1663; break;
+ case 3: set .@m, 1662; break;
+ case 4: set .@m, 1661; break;
+ case 5: set .@m, 1660; break;
+ case 6: set .@m, 1659; break;
Default: set .@m, 1652; break;
}
monster "que_q"+getarg(0),getarg(1),getarg(2),strcharinfo(0),.@m,1,"#Gate_manager_"+getarg(0)+"::OnMyMobDead";
@@ -449,16 +450,16 @@ OnInit:
end;
}
-que_qaru01,346,81,0 duplicate(Gate01#gq_main) Gate01#gq_aru01 45,1,1,
-que_qaru02,346,81,0 duplicate(Gate01#gq_main) Gate01#gq_aru02 45,1,1,
-que_qaru03,346,81,0 duplicate(Gate01#gq_main) Gate01#gq_aru03 45,1,1,
-que_qaru04,346,81,0 duplicate(Gate01#gq_main) Gate01#gq_aru04 45,1,1,
-que_qaru05,346,81,0 duplicate(Gate01#gq_main) Gate01#gq_aru05 45,1,1,
-que_qsch01,346,81,0 duplicate(Gate01#gq_main) Gate01#gq_sch01 45,1,1,
-que_qsch02,346,81,0 duplicate(Gate01#gq_main) Gate01#gq_sch02 45,1,1,
-que_qsch03,346,81,0 duplicate(Gate01#gq_main) Gate01#gq_sch03 45,1,1,
-que_qsch04,346,81,0 duplicate(Gate01#gq_main) Gate01#gq_sch04 45,1,1,
-que_qsch05,346,81,0 duplicate(Gate01#gq_main) Gate01#gq_sch05 45,1,1,
+que_qaru01,346,81,0 duplicate(Gate01#gq_main) Gate01#gq_aru01 45,1,1
+que_qaru02,346,81,0 duplicate(Gate01#gq_main) Gate01#gq_aru02 45,1,1
+que_qaru03,346,81,0 duplicate(Gate01#gq_main) Gate01#gq_aru03 45,1,1
+que_qaru04,346,81,0 duplicate(Gate01#gq_main) Gate01#gq_aru04 45,1,1
+que_qaru05,346,81,0 duplicate(Gate01#gq_main) Gate01#gq_aru05 45,1,1
+que_qsch01,346,81,0 duplicate(Gate01#gq_main) Gate01#gq_sch01 45,1,1
+que_qsch02,346,81,0 duplicate(Gate01#gq_main) Gate01#gq_sch02 45,1,1
+que_qsch03,346,81,0 duplicate(Gate01#gq_main) Gate01#gq_sch03 45,1,1
+que_qsch04,346,81,0 duplicate(Gate01#gq_main) Gate01#gq_sch04 45,1,1
+que_qsch05,346,81,0 duplicate(Gate01#gq_main) Gate01#gq_sch05 45,1,1
- script #Gate_manager_main -1,{
end;
@@ -472,16 +473,16 @@ OnMyMobDead:
}
end;
}
-que_qaru01,1,4,0 duplicate(#Gate_manager_main) #Gate_manager_aru01 844,
-que_qaru02,1,4,0 duplicate(#Gate_manager_main) #Gate_manager_aru02 844,
-que_qaru03,1,4,0 duplicate(#Gate_manager_main) #Gate_manager_aru03 844,
-que_qaru04,1,4,0 duplicate(#Gate_manager_main) #Gate_manager_aru04 844,
-que_qaru05,1,4,0 duplicate(#Gate_manager_main) #Gate_manager_aru05 844,
-que_qsch01,1,4,0 duplicate(#Gate_manager_main) #Gate_manager_sch01 844,
-que_qsch02,1,4,0 duplicate(#Gate_manager_main) #Gate_manager_sch02 844,
-que_qsch03,1,4,0 duplicate(#Gate_manager_main) #Gate_manager_sch03 844,
-que_qsch04,1,4,0 duplicate(#Gate_manager_main) #Gate_manager_sch04 844,
-que_qsch05,1,4,0 duplicate(#Gate_manager_main) #Gate_manager_sch05 844,
+que_qaru01,1,4,0 duplicate(#Gate_manager_main) #Gate_manager_aru01 844
+que_qaru02,1,4,0 duplicate(#Gate_manager_main) #Gate_manager_aru02 844
+que_qaru03,1,4,0 duplicate(#Gate_manager_main) #Gate_manager_aru03 844
+que_qaru04,1,4,0 duplicate(#Gate_manager_main) #Gate_manager_aru04 844
+que_qaru05,1,4,0 duplicate(#Gate_manager_main) #Gate_manager_aru05 844
+que_qsch01,1,4,0 duplicate(#Gate_manager_main) #Gate_manager_sch01 844
+que_qsch02,1,4,0 duplicate(#Gate_manager_main) #Gate_manager_sch02 844
+que_qsch03,1,4,0 duplicate(#Gate_manager_main) #Gate_manager_sch03 844
+que_qsch04,1,4,0 duplicate(#Gate_manager_main) #Gate_manager_sch04 844
+que_qsch05,1,4,0 duplicate(#Gate_manager_main) #Gate_manager_sch05 844
- script #gq_miromob2_main -1,{
end;
@@ -510,7 +511,7 @@ OnTimer6000:
stopnpctimer;
end;
-Onreset:
+OnReset:
set .@sub$,callfunc("F_Okolnir");
killmonster "que_q"+.@sub$,"#gq_miromob2_"+.@sub$+"::OnMyMobDead";
stopnpctimer;
@@ -526,16 +527,16 @@ OnMyMobDead:
}
end;
}
-que_qaru01,1,4,0 duplicate(#gq_miromob2_main) #gq_miromob2_aru01 844,
-que_qaru02,1,4,0 duplicate(#gq_miromob2_main) #gq_miromob2_aru02 844,
-que_qaru03,1,4,0 duplicate(#gq_miromob2_main) #gq_miromob2_aru03 844,
-que_qaru04,1,4,0 duplicate(#gq_miromob2_main) #gq_miromob2_aru04 844,
-que_qaru05,1,4,0 duplicate(#gq_miromob2_main) #gq_miromob2_aru05 844,
-que_qsch01,1,4,0 duplicate(#gq_miromob2_main) #gq_miromob2_sch01 844,
-que_qsch02,1,4,0 duplicate(#gq_miromob2_main) #gq_miromob2_sch02 844,
-que_qsch03,1,4,0 duplicate(#gq_miromob2_main) #gq_miromob2_sch03 844,
-que_qsch04,1,4,0 duplicate(#gq_miromob2_main) #gq_miromob2_sch04 844,
-que_qsch05,1,4,0 duplicate(#gq_miromob2_main) #gq_miromob2_sch05 844,
+que_qaru01,1,4,0 duplicate(#gq_miromob2_main) #gq_miromob2_aru01 844
+que_qaru02,1,4,0 duplicate(#gq_miromob2_main) #gq_miromob2_aru02 844
+que_qaru03,1,4,0 duplicate(#gq_miromob2_main) #gq_miromob2_aru03 844
+que_qaru04,1,4,0 duplicate(#gq_miromob2_main) #gq_miromob2_aru04 844
+que_qaru05,1,4,0 duplicate(#gq_miromob2_main) #gq_miromob2_aru05 844
+que_qsch01,1,4,0 duplicate(#gq_miromob2_main) #gq_miromob2_sch01 844
+que_qsch02,1,4,0 duplicate(#gq_miromob2_main) #gq_miromob2_sch02 844
+que_qsch03,1,4,0 duplicate(#gq_miromob2_main) #gq_miromob2_sch03 844
+que_qsch04,1,4,0 duplicate(#gq_miromob2_main) #gq_miromob2_sch04 844
+que_qsch05,1,4,0 duplicate(#gq_miromob2_main) #gq_miromob2_sch05 844
- script #okolnir_main -1,{
end;
@@ -562,14 +563,14 @@ OnEnable:
OnDisable:
set .@sub$,callfunc("F_Okolnir");
disablenpc "Wish Maiden#gq_"+.@sub$;
- donpcevent "#gq_miromob2_"+.@sub$+"::Onreset";
+ donpcevent "#gq_miromob2_"+.@sub$+"::OnReset";
disablenpc "Piamette#"+.@sub$;
- donpcevent "#gdtimer01_"+.@sub$+"::Onstop";
- donpcevent "#gdtimer02_"+.@sub$+"::Onstop";
- donpcevent "#piamette_"+.@sub$+"::Onreset";
+ donpcevent "#gdtimer01_"+.@sub$+"::OnStop";
+ donpcevent "#gdtimer02_"+.@sub$+"::OnStop";
+ donpcevent "#piamette_"+.@sub$+"::OnReset";
donpcevent "Wish Maiden#"+.@sub$+"_boss::OnDisable";
donpcevent "Wish Maiden#"+.@sub$+"_gift::OnDisable";
- donpcevent "#gd_"+.@sub$+"_mobctrl::Onreset";
+ donpcevent "#gd_"+.@sub$+"_mobctrl::OnReset";
donpcevent "Gate01#gq_"+.@sub$+"::OnDisable";
donpcevent "#Maze_Manager_"+.@sub$+"::OnDisable";
donpcevent "#event_start01_"+.@sub$+"::OnDisable";
@@ -588,9 +589,9 @@ OnDisable:
donpcevent "Temple Keeper#"+.@sub$+"_ac01::OnDisable";
donpcevent "Temple Keeper#"+.@sub$+"_ac02::OnDisable";
disablenpc "#to_agit_"+.@sub$+"_gate";
- donpcevent "#"+.@sub$+"_stone01::Onreset";
- donpcevent "#"+.@sub$+"_stone02::Onreset";
- donpcevent "#"+.@sub$+"_stone03::Onreset";
+ donpcevent "#"+.@sub$+"_stone01::OnReset";
+ donpcevent "#"+.@sub$+"_stone02::OnReset";
+ donpcevent "#"+.@sub$+"_stone03::OnReset";
disablenpc "#"+.@sub$+"_cage01";
disablenpc "#"+.@sub$+"_cage02";
disablenpc "#"+.@sub$+"_cage03";
@@ -606,7 +607,7 @@ OnDisable:
stopnpctimer;
end;
-Onstop:
+OnStop:
stopnpctimer;
end;
@@ -659,14 +660,14 @@ OnTimer3600000:
set .@sub$,callfunc("F_Okolnir");
mapannounce "que_q"+.@sub$,"Okolnir has begun to disappear.",bc_map,"0x4d4dff";
disablenpc "Wish Maiden#gq_"+.@sub$;
- donpcevent "#gq_miromob2_"+.@sub$+"::Onreset";
+ donpcevent "#gq_miromob2_"+.@sub$+"::OnReset";
disablenpc "Piamette#"+.@sub$;
- donpcevent "#gdtimer01_"+.@sub$+"::Onstop";
- donpcevent "#gdtimer02_"+.@sub$+"::Onstop";
- donpcevent "#piamette_"+.@sub$+"::Onreset";
- donpcevent "Wish Maiden#"+.@sub$+"_boss::onDisable";
+ donpcevent "#gdtimer01_"+.@sub$+"::OnStop";
+ donpcevent "#gdtimer02_"+.@sub$+"::OnStop";
+ donpcevent "#piamette_"+.@sub$+"::OnReset";
+ donpcevent "Wish Maiden#"+.@sub$+"_boss::OnDisable";
donpcevent "Wish Maiden#"+.@sub$+"_gift::OnDisable";
- donpcevent "#gd_"+.@sub$+"_mobctrl::Onreset";
+ donpcevent "#gd_"+.@sub$+"_mobctrl::OnReset";
donpcevent "Gate01#gq_"+.@sub$+"::OnDisable";
donpcevent "#Maze_Manager_"+.@sub$+"::OnDisable";
donpcevent "#event_start01_"+.@sub$+"::OnDisable";
@@ -685,9 +686,9 @@ OnTimer3600000:
donpcevent "Temple Keeper#"+.@sub$+"_ac01::OnDisable";
donpcevent "Temple Keeper#"+.@sub$+"_ac02::OnDisable";
disablenpc "#to_agit_"+.@sub$+"_gate";
- donpcevent "#"+.@sub$+"_stone01::Onreset";
- donpcevent "#"+.@sub$+"_stone02::Onreset";
- donpcevent "#"+.@sub$+"_stone03::Onreset";
+ donpcevent "#"+.@sub$+"_stone01::OnReset";
+ donpcevent "#"+.@sub$+"_stone02::OnReset";
+ donpcevent "#"+.@sub$+"_stone03::OnReset";
disablenpc "#"+.@sub$+"_cage01";
disablenpc "#"+.@sub$+"_cage02";
disablenpc "#"+.@sub$+"_cage03";
@@ -723,16 +724,16 @@ OnTimer3611000:
stopnpctimer;
end;
}
-que_qaru01,1,1,0 duplicate(#okolnir_main) #okolnir_aru01 844,
-que_qaru02,1,1,0 duplicate(#okolnir_main) #okolnir_aru02 844,
-que_qaru03,1,1,0 duplicate(#okolnir_main) #okolnir_aru03 844,
-que_qaru04,1,1,0 duplicate(#okolnir_main) #okolnir_aru04 844,
-que_qaru05,1,1,0 duplicate(#okolnir_main) #okolnir_aru05 844,
-que_qsch01,1,1,0 duplicate(#okolnir_main) #okolnir_sch01 844,
-que_qsch02,1,1,0 duplicate(#okolnir_main) #okolnir_sch02 844,
-que_qsch03,1,1,0 duplicate(#okolnir_main) #okolnir_sch03 844,
-que_qsch04,1,1,0 duplicate(#okolnir_main) #okolnir_sch04 844,
-que_qsch05,1,1,0 duplicate(#okolnir_main) #okolnir_sch05 844,
+que_qaru01,1,1,0 duplicate(#okolnir_main) #okolnir_aru01 844
+que_qaru02,1,1,0 duplicate(#okolnir_main) #okolnir_aru02 844
+que_qaru03,1,1,0 duplicate(#okolnir_main) #okolnir_aru03 844
+que_qaru04,1,1,0 duplicate(#okolnir_main) #okolnir_aru04 844
+que_qaru05,1,1,0 duplicate(#okolnir_main) #okolnir_aru05 844
+que_qsch01,1,1,0 duplicate(#okolnir_main) #okolnir_sch01 844
+que_qsch02,1,1,0 duplicate(#okolnir_main) #okolnir_sch02 844
+que_qsch03,1,1,0 duplicate(#okolnir_main) #okolnir_sch03 844
+que_qsch04,1,1,0 duplicate(#okolnir_main) #okolnir_sch04 844
+que_qsch05,1,1,0 duplicate(#okolnir_main) #okolnir_sch05 844
- script #Maze_Manager_main -1,{
end;
@@ -807,16 +808,16 @@ OnInit:
donpcevent "#miro_yf_"+.@sub$+"::OnDisable";
end;
}
-que_qaru01,1,2,0 duplicate(#Maze_Manager_main) #Maze_Manager_aru01 844,
-que_qaru02,1,2,0 duplicate(#Maze_Manager_main) #Maze_Manager_aru02 844,
-que_qaru03,1,2,0 duplicate(#Maze_Manager_main) #Maze_Manager_aru03 844,
-que_qaru04,1,2,0 duplicate(#Maze_Manager_main) #Maze_Manager_aru04 844,
-que_qaru05,1,2,0 duplicate(#Maze_Manager_main) #Maze_Manager_aru05 844,
-que_qsch01,1,2,0 duplicate(#Maze_Manager_main) #Maze_Manager_sch01 844,
-que_qsch02,1,2,0 duplicate(#Maze_Manager_main) #Maze_Manager_sch02 844,
-que_qsch03,1,2,0 duplicate(#Maze_Manager_main) #Maze_Manager_sch03 844,
-que_qsch04,1,2,0 duplicate(#Maze_Manager_main) #Maze_Manager_sch04 844,
-que_qsch05,1,2,0 duplicate(#Maze_Manager_main) #Maze_Manager_sch05 844,
+que_qaru01,1,2,0 duplicate(#Maze_Manager_main) #Maze_Manager_aru01 844
+que_qaru02,1,2,0 duplicate(#Maze_Manager_main) #Maze_Manager_aru02 844
+que_qaru03,1,2,0 duplicate(#Maze_Manager_main) #Maze_Manager_aru03 844
+que_qaru04,1,2,0 duplicate(#Maze_Manager_main) #Maze_Manager_aru04 844
+que_qaru05,1,2,0 duplicate(#Maze_Manager_main) #Maze_Manager_aru05 844
+que_qsch01,1,2,0 duplicate(#Maze_Manager_main) #Maze_Manager_sch01 844
+que_qsch02,1,2,0 duplicate(#Maze_Manager_main) #Maze_Manager_sch02 844
+que_qsch03,1,2,0 duplicate(#Maze_Manager_main) #Maze_Manager_sch03 844
+que_qsch04,1,2,0 duplicate(#Maze_Manager_main) #Maze_Manager_sch04 844
+que_qsch05,1,2,0 duplicate(#Maze_Manager_main) #Maze_Manager_sch05 844
- script #miro_bf_main -1,{
function Cell;
@@ -844,16 +845,16 @@ OnDisable:
OnMyMobDead:
end;
}
-que_qaru01,2,1,0 duplicate(#miro_bf_main) #miro_bf_aru01 844,
-que_qaru02,2,1,0 duplicate(#miro_bf_main) #miro_bf_aru02 844,
-que_qaru03,2,1,0 duplicate(#miro_bf_main) #miro_bf_aru03 844,
-que_qaru04,2,1,0 duplicate(#miro_bf_main) #miro_bf_aru04 844,
-que_qaru05,2,1,0 duplicate(#miro_bf_main) #miro_bf_aru05 844,
-que_qsch01,2,1,0 duplicate(#miro_bf_main) #miro_bf_sch01 844,
-que_qsch02,2,1,0 duplicate(#miro_bf_main) #miro_bf_sch02 844,
-que_qsch03,2,1,0 duplicate(#miro_bf_main) #miro_bf_sch03 844,
-que_qsch04,2,1,0 duplicate(#miro_bf_main) #miro_bf_sch04 844,
-que_qsch05,2,1,0 duplicate(#miro_bf_main) #miro_bf_sch05 844,
+que_qaru01,2,1,0 duplicate(#miro_bf_main) #miro_bf_aru01 844
+que_qaru02,2,1,0 duplicate(#miro_bf_main) #miro_bf_aru02 844
+que_qaru03,2,1,0 duplicate(#miro_bf_main) #miro_bf_aru03 844
+que_qaru04,2,1,0 duplicate(#miro_bf_main) #miro_bf_aru04 844
+que_qaru05,2,1,0 duplicate(#miro_bf_main) #miro_bf_aru05 844
+que_qsch01,2,1,0 duplicate(#miro_bf_main) #miro_bf_sch01 844
+que_qsch02,2,1,0 duplicate(#miro_bf_main) #miro_bf_sch02 844
+que_qsch03,2,1,0 duplicate(#miro_bf_main) #miro_bf_sch03 844
+que_qsch04,2,1,0 duplicate(#miro_bf_main) #miro_bf_sch04 844
+que_qsch05,2,1,0 duplicate(#miro_bf_main) #miro_bf_sch05 844
- script #miro_rf_main -1,{
function Cell;
@@ -882,16 +883,16 @@ OnMyMobDead:
}
}
}
-que_qaru01,2,2,0 duplicate(#miro_rf_main) #miro_rf_aru01 844,
-que_qaru02,2,2,0 duplicate(#miro_rf_main) #miro_rf_aru02 844,
-que_qaru03,2,2,0 duplicate(#miro_rf_main) #miro_rf_aru03 844,
-que_qaru04,2,2,0 duplicate(#miro_rf_main) #miro_rf_aru04 844,
-que_qaru05,2,2,0 duplicate(#miro_rf_main) #miro_rf_aru05 844,
-que_qsch01,2,2,0 duplicate(#miro_rf_main) #miro_rf_sch01 844,
-que_qsch02,2,2,0 duplicate(#miro_rf_main) #miro_rf_sch02 844,
-que_qsch03,2,2,0 duplicate(#miro_rf_main) #miro_rf_sch03 844,
-que_qsch04,2,2,0 duplicate(#miro_rf_main) #miro_rf_sch04 844,
-que_qsch05,2,2,0 duplicate(#miro_rf_main) #miro_rf_sch05 844,
+que_qaru01,2,2,0 duplicate(#miro_rf_main) #miro_rf_aru01 844
+que_qaru02,2,2,0 duplicate(#miro_rf_main) #miro_rf_aru02 844
+que_qaru03,2,2,0 duplicate(#miro_rf_main) #miro_rf_aru03 844
+que_qaru04,2,2,0 duplicate(#miro_rf_main) #miro_rf_aru04 844
+que_qaru05,2,2,0 duplicate(#miro_rf_main) #miro_rf_aru05 844
+que_qsch01,2,2,0 duplicate(#miro_rf_main) #miro_rf_sch01 844
+que_qsch02,2,2,0 duplicate(#miro_rf_main) #miro_rf_sch02 844
+que_qsch03,2,2,0 duplicate(#miro_rf_main) #miro_rf_sch03 844
+que_qsch04,2,2,0 duplicate(#miro_rf_main) #miro_rf_sch04 844
+que_qsch05,2,2,0 duplicate(#miro_rf_main) #miro_rf_sch05 844
- script #miro_yf_main -1,{
function Cell;
@@ -920,16 +921,16 @@ OnMyMobDead:
}
}
}
-que_qaru01,2,3,0 duplicate(#miro_yf_main) #miro_yf_aru01 844,
-que_qaru02,2,3,0 duplicate(#miro_yf_main) #miro_yf_aru02 844,
-que_qaru03,2,3,0 duplicate(#miro_yf_main) #miro_yf_aru03 844,
-que_qaru04,2,3,0 duplicate(#miro_yf_main) #miro_yf_aru04 844,
-que_qaru05,2,3,0 duplicate(#miro_yf_main) #miro_yf_aru05 844,
-que_qsch01,2,3,0 duplicate(#miro_yf_main) #miro_yf_sch01 844,
-que_qsch02,2,3,0 duplicate(#miro_yf_main) #miro_yf_sch02 844,
-que_qsch03,2,3,0 duplicate(#miro_yf_main) #miro_yf_sch03 844,
-que_qsch04,2,3,0 duplicate(#miro_yf_main) #miro_yf_sch04 844,
-que_qsch05,2,3,0 duplicate(#miro_yf_main) #miro_yf_sch05 844,
+que_qaru01,2,3,0 duplicate(#miro_yf_main) #miro_yf_aru01 844
+que_qaru02,2,3,0 duplicate(#miro_yf_main) #miro_yf_aru02 844
+que_qaru03,2,3,0 duplicate(#miro_yf_main) #miro_yf_aru03 844
+que_qaru04,2,3,0 duplicate(#miro_yf_main) #miro_yf_aru04 844
+que_qaru05,2,3,0 duplicate(#miro_yf_main) #miro_yf_aru05 844
+que_qsch01,2,3,0 duplicate(#miro_yf_main) #miro_yf_sch01 844
+que_qsch02,2,3,0 duplicate(#miro_yf_main) #miro_yf_sch02 844
+que_qsch03,2,3,0 duplicate(#miro_yf_main) #miro_yf_sch03 844
+que_qsch04,2,3,0 duplicate(#miro_yf_main) #miro_yf_sch04 844
+que_qsch05,2,3,0 duplicate(#miro_yf_main) #miro_yf_sch05 844
- script windpath01_main -1,{
end;
@@ -946,16 +947,16 @@ OnTouch:
mes "You need the Crystal Key to activate the Warp Gate.";
close;
}
-que_qaru01,132,172,0 duplicate(windpath01_main) windpath01_aru01 45,1,1,
-que_qaru02,132,172,0 duplicate(windpath01_main) windpath01_aru02 45,1,1,
-que_qaru03,132,172,0 duplicate(windpath01_main) windpath01_aru03 45,1,1,
-que_qaru04,132,172,0 duplicate(windpath01_main) windpath01_aru04 45,1,1,
-que_qaru05,132,172,0 duplicate(windpath01_main) windpath01_aru05 45,1,1,
-que_qsch01,132,172,0 duplicate(windpath01_main) windpath01_sch01 45,1,1,
-que_qsch02,132,172,0 duplicate(windpath01_main) windpath01_sch02 45,1,1,
-que_qsch03,132,172,0 duplicate(windpath01_main) windpath01_sch03 45,1,1,
-que_qsch04,132,172,0 duplicate(windpath01_main) windpath01_sch04 45,1,1,
-que_qsch05,132,172,0 duplicate(windpath01_main) windpath01_sch05 45,1,1,
+que_qaru01,132,172,0 duplicate(windpath01_main) windpath01_aru01 45,1,1
+que_qaru02,132,172,0 duplicate(windpath01_main) windpath01_aru02 45,1,1
+que_qaru03,132,172,0 duplicate(windpath01_main) windpath01_aru03 45,1,1
+que_qaru04,132,172,0 duplicate(windpath01_main) windpath01_aru04 45,1,1
+que_qaru05,132,172,0 duplicate(windpath01_main) windpath01_aru05 45,1,1
+que_qsch01,132,172,0 duplicate(windpath01_main) windpath01_sch01 45,1,1
+que_qsch02,132,172,0 duplicate(windpath01_main) windpath01_sch02 45,1,1
+que_qsch03,132,172,0 duplicate(windpath01_main) windpath01_sch03 45,1,1
+que_qsch04,132,172,0 duplicate(windpath01_main) windpath01_sch04 45,1,1
+que_qsch05,132,172,0 duplicate(windpath01_main) windpath01_sch05 45,1,1
que_qaru01,113,165,0 warp windpath02_aru01 1,1,que_qaru01,139,172
que_qaru02,113,165,0 warp windpath02_aru02 1,1,que_qaru02,139,172
@@ -977,16 +978,16 @@ OnInit:
end;
}
-que_qaru01,131,136,3 duplicate(Piamette#main) Piamette#aru01 1930,
-que_qaru02,131,136,3 duplicate(Piamette#main) Piamette#aru02 1930,
-que_qaru03,131,136,3 duplicate(Piamette#main) Piamette#aru03 1930,
-que_qaru04,131,136,3 duplicate(Piamette#main) Piamette#aru04 1930,
-que_qaru05,131,136,3 duplicate(Piamette#main) Piamette#aru05 1930,
-que_qsch01,131,136,3 duplicate(Piamette#main) Piamette#sch01 1930,
-que_qsch02,131,136,3 duplicate(Piamette#main) Piamette#sch02 1930,
-que_qsch03,131,136,3 duplicate(Piamette#main) Piamette#sch03 1930,
-que_qsch04,131,136,3 duplicate(Piamette#main) Piamette#sch04 1930,
-que_qsch05,131,136,3 duplicate(Piamette#main) Piamette#sch05 1930,
+que_qaru01,131,136,3 duplicate(Piamette#main) Piamette#aru01 1930
+que_qaru02,131,136,3 duplicate(Piamette#main) Piamette#aru02 1930
+que_qaru03,131,136,3 duplicate(Piamette#main) Piamette#aru03 1930
+que_qaru04,131,136,3 duplicate(Piamette#main) Piamette#aru04 1930
+que_qaru05,131,136,3 duplicate(Piamette#main) Piamette#aru05 1930
+que_qsch01,131,136,3 duplicate(Piamette#main) Piamette#sch01 1930
+que_qsch02,131,136,3 duplicate(Piamette#main) Piamette#sch02 1930
+que_qsch03,131,136,3 duplicate(Piamette#main) Piamette#sch03 1930
+que_qsch04,131,136,3 duplicate(Piamette#main) Piamette#sch04 1930
+que_qsch05,131,136,3 duplicate(Piamette#main) Piamette#sch05 1930
- script #event_start01_main -1,{
end;
@@ -1035,16 +1036,16 @@ OnInit:
disablenpc "#event_start01_"+.@sub$;
end;
}
-que_qaru01,114,158,0 duplicate(#event_start01_main) #event_start01_aru01 -1,1,1,
-que_qaru02,114,158,0 duplicate(#event_start01_main) #event_start01_aru02 -1,1,1,
-que_qaru03,114,158,0 duplicate(#event_start01_main) #event_start01_aru03 -1,1,1,
-que_qaru04,114,158,0 duplicate(#event_start01_main) #event_start01_aru04 -1,1,1,
-que_qaru05,114,158,0 duplicate(#event_start01_main) #event_start01_aru05 -1,1,1,
-que_qsch01,114,158,0 duplicate(#event_start01_main) #event_start01_sch01 -1,1,1,
-que_qsch02,114,158,0 duplicate(#event_start01_main) #event_start01_sch02 -1,1,1,
-que_qsch03,114,158,0 duplicate(#event_start01_main) #event_start01_sch03 -1,1,1,
-que_qsch04,114,158,0 duplicate(#event_start01_main) #event_start01_sch04 -1,1,1,
-que_qsch05,114,158,0 duplicate(#event_start01_main) #event_start01_sch05 -1,1,1,
+que_qaru01,114,158,0 duplicate(#event_start01_main) #event_start01_aru01 -1,1,1
+que_qaru02,114,158,0 duplicate(#event_start01_main) #event_start01_aru02 -1,1,1
+que_qaru03,114,158,0 duplicate(#event_start01_main) #event_start01_aru03 -1,1,1
+que_qaru04,114,158,0 duplicate(#event_start01_main) #event_start01_aru04 -1,1,1
+que_qaru05,114,158,0 duplicate(#event_start01_main) #event_start01_aru05 -1,1,1
+que_qsch01,114,158,0 duplicate(#event_start01_main) #event_start01_sch01 -1,1,1
+que_qsch02,114,158,0 duplicate(#event_start01_main) #event_start01_sch02 -1,1,1
+que_qsch03,114,158,0 duplicate(#event_start01_main) #event_start01_sch03 -1,1,1
+que_qsch04,114,158,0 duplicate(#event_start01_main) #event_start01_sch04 -1,1,1
+que_qsch05,114,158,0 duplicate(#event_start01_main) #event_start01_sch05 -1,1,1
- script #gdtimer01_main -1,{
end;
@@ -1053,7 +1054,7 @@ OnEnable:
initnpctimer;
end;
-Onstop:
+OnStop:
set .@sub$,callfunc("F_Okolnir");
for (set .@i, 1; .@i <= 8; set .@i, .@i + 1)
donpcevent "#getspell0"+.@i+"_"+.@sub$+"::OnDisable";
@@ -1129,16 +1130,16 @@ OnTimer80000:
donpcevent "#gdtimer01_"+.@sub$+"::OnEnable";
end;
}
-que_qaru01,2,2,0 duplicate(#gdtimer01_main) #gdtimer01_aru01 844,
-que_qaru02,2,2,0 duplicate(#gdtimer01_main) #gdtimer01_aru02 844,
-que_qaru03,2,2,0 duplicate(#gdtimer01_main) #gdtimer01_aru03 844,
-que_qaru04,2,2,0 duplicate(#gdtimer01_main) #gdtimer01_aru04 844,
-que_qaru05,2,2,0 duplicate(#gdtimer01_main) #gdtimer01_aru05 844,
-que_qsch01,2,2,0 duplicate(#gdtimer01_main) #gdtimer01_sch01 844,
-que_qsch02,2,2,0 duplicate(#gdtimer01_main) #gdtimer01_sch02 844,
-que_qsch03,2,2,0 duplicate(#gdtimer01_main) #gdtimer01_sch03 844,
-que_qsch04,2,2,0 duplicate(#gdtimer01_main) #gdtimer01_sch04 844,
-que_qsch05,2,2,0 duplicate(#gdtimer01_main) #gdtimer01_sch05 844,
+que_qaru01,2,2,0 duplicate(#gdtimer01_main) #gdtimer01_aru01 844
+que_qaru02,2,2,0 duplicate(#gdtimer01_main) #gdtimer01_aru02 844
+que_qaru03,2,2,0 duplicate(#gdtimer01_main) #gdtimer01_aru03 844
+que_qaru04,2,2,0 duplicate(#gdtimer01_main) #gdtimer01_aru04 844
+que_qaru05,2,2,0 duplicate(#gdtimer01_main) #gdtimer01_aru05 844
+que_qsch01,2,2,0 duplicate(#gdtimer01_main) #gdtimer01_sch01 844
+que_qsch02,2,2,0 duplicate(#gdtimer01_main) #gdtimer01_sch02 844
+que_qsch03,2,2,0 duplicate(#gdtimer01_main) #gdtimer01_sch03 844
+que_qsch04,2,2,0 duplicate(#gdtimer01_main) #gdtimer01_sch04 844
+que_qsch05,2,2,0 duplicate(#gdtimer01_main) #gdtimer01_sch05 844
- script #gdtimer02_main -1,{
end;
@@ -1147,7 +1148,7 @@ OnEnable:
initnpctimer;
end;
-Onstop:
+OnStop:
stopnpctimer;
set .@sub$,callfunc("F_Okolnir");
killmonster "que_q"+.@sub$,"#gdtimer02_"+.@sub$+"::OnMyMobDead";
@@ -1188,7 +1189,7 @@ OnTimer113000:
stopnpctimer;
end;
-Onreset:
+OnReset:
set .@sub$,callfunc("F_Okolnir");
killmonster "que_q"+.@sub$,"#gdtimer02_"+.@sub$+"::OnMyMobDead";
end;
@@ -1203,23 +1204,23 @@ OnMyMobDead:
}
end;
}
-que_qaru01,2,3,0 duplicate(#gdtimer02_main) #gdtimer02_aru01 844,
-que_qaru02,2,3,0 duplicate(#gdtimer02_main) #gdtimer02_aru02 844,
-que_qaru03,2,3,0 duplicate(#gdtimer02_main) #gdtimer02_aru03 844,
-que_qaru04,2,3,0 duplicate(#gdtimer02_main) #gdtimer02_aru04 844,
-que_qaru05,2,3,0 duplicate(#gdtimer02_main) #gdtimer02_aru05 844,
-que_qsch01,2,3,0 duplicate(#gdtimer02_main) #gdtimer02_sch01 844,
-que_qsch02,2,3,0 duplicate(#gdtimer02_main) #gdtimer02_sch02 844,
-que_qsch03,2,3,0 duplicate(#gdtimer02_main) #gdtimer02_sch03 844,
-que_qsch04,2,3,0 duplicate(#gdtimer02_main) #gdtimer02_sch04 844,
-que_qsch05,2,3,0 duplicate(#gdtimer02_main) #gdtimer02_sch05 844,
+que_qaru01,2,3,0 duplicate(#gdtimer02_main) #gdtimer02_aru01 844
+que_qaru02,2,3,0 duplicate(#gdtimer02_main) #gdtimer02_aru02 844
+que_qaru03,2,3,0 duplicate(#gdtimer02_main) #gdtimer02_aru03 844
+que_qaru04,2,3,0 duplicate(#gdtimer02_main) #gdtimer02_aru04 844
+que_qaru05,2,3,0 duplicate(#gdtimer02_main) #gdtimer02_aru05 844
+que_qsch01,2,3,0 duplicate(#gdtimer02_main) #gdtimer02_sch01 844
+que_qsch02,2,3,0 duplicate(#gdtimer02_main) #gdtimer02_sch02 844
+que_qsch03,2,3,0 duplicate(#gdtimer02_main) #gdtimer02_sch03 844
+que_qsch04,2,3,0 duplicate(#gdtimer02_main) #gdtimer02_sch04 844
+que_qsch05,2,3,0 duplicate(#gdtimer02_main) #gdtimer02_sch05 844
- script #piamette_main -1,{
OnEnable:
initnpctimer;
end;
-Onreset:
+OnReset:
set .@sub$,callfunc("F_Okolnir");
killmonster "que_q"+.@sub$,"#piamette_"+.@sub$+"::OnMyMobDead";
stopnpctimer;
@@ -1246,16 +1247,16 @@ OnMyMobDead:
donpcevent "#nm_switch_"+.@sub$+"::OnEnable";
end;
}
-que_qaru01,1,4,0 duplicate(#piamette_main) #piamette_aru01 844,
-que_qaru02,1,4,0 duplicate(#piamette_main) #piamette_aru02 844,
-que_qaru03,1,4,0 duplicate(#piamette_main) #piamette_aru03 844,
-que_qaru04,1,4,0 duplicate(#piamette_main) #piamette_aru04 844,
-que_qaru05,1,4,0 duplicate(#piamette_main) #piamette_aru05 844,
-que_qsch01,1,4,0 duplicate(#piamette_main) #piamette_sch01 844,
-que_qsch02,1,4,0 duplicate(#piamette_main) #piamette_sch02 844,
-que_qsch03,1,4,0 duplicate(#piamette_main) #piamette_sch03 844,
-que_qsch04,1,4,0 duplicate(#piamette_main) #piamette_sch04 844,
-que_qsch05,1,4,0 duplicate(#piamette_main) #piamette_sch05 844,
+que_qaru01,1,4,0 duplicate(#piamette_main) #piamette_aru01 844
+que_qaru02,1,4,0 duplicate(#piamette_main) #piamette_aru02 844
+que_qaru03,1,4,0 duplicate(#piamette_main) #piamette_aru03 844
+que_qaru04,1,4,0 duplicate(#piamette_main) #piamette_aru04 844
+que_qaru05,1,4,0 duplicate(#piamette_main) #piamette_aru05 844
+que_qsch01,1,4,0 duplicate(#piamette_main) #piamette_sch01 844
+que_qsch02,1,4,0 duplicate(#piamette_main) #piamette_sch02 844
+que_qsch03,1,4,0 duplicate(#piamette_main) #piamette_sch03 844
+que_qsch04,1,4,0 duplicate(#piamette_main) #piamette_sch04 844
+que_qsch05,1,4,0 duplicate(#piamette_main) #piamette_sch05 844
- script #getspells_main -1,{
end;
@@ -1275,17 +1276,17 @@ OnDisable:
OnTouch:
set .@sub$,callfunc("F_Okolnir");
- sc_start2 SC_Stone,300000,0,10000;
+ sc_start SC_STONE,300000,0,10000;
switch (getd("$@gqse_"+.@sub$+"_gd")) {
- Case 0: setarray .@n$, "103","153","1","Piamette : One white bird has dropped with its wing pierced by an arrow."; break;
- Case 1: setarray .@n$, "102","135","2","Piamette : One bird is caught in a snare, and dropped into a lake."; break;
- Case 2: setarray .@n$, "113","111","3","Piamette : One bird has died trapped in it's cage."; break;
- Case 3: setarray .@n$, "161","105","4","Piamette : One bird was poisoned to death."; break;
- Case 4: setarray .@n$, "168","135","5","Piamette : One bird vomited blood while singing seven days and seven nights."; break;
- Case 5:
+ case 0: setarray .@n$, "103","153","1","Piamette : One white bird has dropped with its wing pierced by an arrow."; break;
+ case 1: setarray .@n$, "102","135","2","Piamette : One bird is caught in a snare, and dropped into a lake."; break;
+ case 2: setarray .@n$, "113","111","3","Piamette : One bird has died trapped in it's cage."; break;
+ case 3: setarray .@n$, "161","105","4","Piamette : One bird was poisoned to death."; break;
+ case 4: setarray .@n$, "168","135","5","Piamette : One bird vomited blood while singing seven days and seven nights."; break;
+ case 5:
setarray .@n$, "150","159","6","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!";
donpcevent "#gdtimer02_"+.@sub$+"::OnEnable";
- donpcevent "#gdtimer01_"+.@sub$+"::Onstop";
+ donpcevent "#gdtimer01_"+.@sub$+"::OnStop";
break;
}
disablenpc "#getspell01_"+.@sub$;
@@ -1300,93 +1301,93 @@ OnInit:
disablenpc "#getspell0"+.@i+"_"+.@sub$;
end;
}
-que_qaru01,113,135,0 duplicate(#getspells_main) #getspell01_aru01 -1,1,1,
-que_qaru02,113,135,0 duplicate(#getspells_main) #getspell01_aru02 -1,1,1,
-que_qaru03,113,135,0 duplicate(#getspells_main) #getspell01_aru03 -1,1,1,
-que_qaru04,113,135,0 duplicate(#getspells_main) #getspell01_aru04 -1,1,1,
-que_qaru05,113,135,0 duplicate(#getspells_main) #getspell01_aru05 -1,1,1,
-que_qsch01,113,135,0 duplicate(#getspells_main) #getspell01_sch01 -1,1,1,
-que_qsch02,113,135,0 duplicate(#getspells_main) #getspell01_sch02 -1,1,1,
-que_qsch03,113,135,0 duplicate(#getspells_main) #getspell01_sch03 -1,1,1,
-que_qsch04,113,135,0 duplicate(#getspells_main) #getspell01_sch04 -1,1,1,
-que_qsch05,113,135,0 duplicate(#getspells_main) #getspell01_sch05 -1,1,1,
-que_qaru01,146,150,0 duplicate(#getspells_main) #getspell02_aru01 -1,1,1,
-que_qaru02,146,150,0 duplicate(#getspells_main) #getspell02_aru02 -1,1,1,
-que_qaru03,146,150,0 duplicate(#getspells_main) #getspell02_aru03 -1,1,1,
-que_qaru04,146,150,0 duplicate(#getspells_main) #getspell02_aru04 -1,1,1,
-que_qaru05,146,150,0 duplicate(#getspells_main) #getspell02_aru05 -1,1,1,
-que_qsch01,146,150,0 duplicate(#getspells_main) #getspell02_sch01 -1,1,1,
-que_qsch02,146,150,0 duplicate(#getspells_main) #getspell02_sch02 -1,1,1,
-que_qsch03,146,150,0 duplicate(#getspells_main) #getspell02_sch03 -1,1,1,
-que_qsch04,146,150,0 duplicate(#getspells_main) #getspell02_sch04 -1,1,1,
-que_qsch05,146,150,0 duplicate(#getspells_main) #getspell02_sch05 -1,1,1,
-que_qaru01,131,117,0 duplicate(#getspells_main) #getspell03_aru01 -1,1,1,
-que_qaru02,131,117,0 duplicate(#getspells_main) #getspell03_aru02 -1,1,1,
-que_qaru03,131,117,0 duplicate(#getspells_main) #getspell03_aru03 -1,1,1,
-que_qaru04,131,117,0 duplicate(#getspells_main) #getspell03_aru04 -1,1,1,
-que_qaru05,131,117,0 duplicate(#getspells_main) #getspell03_aru05 -1,1,1,
-que_qsch01,131,117,0 duplicate(#getspells_main) #getspell03_sch01 -1,1,1,
-que_qsch02,131,117,0 duplicate(#getspells_main) #getspell03_sch02 -1,1,1,
-que_qsch03,131,117,0 duplicate(#getspells_main) #getspell03_sch03 -1,1,1,
-que_qsch04,131,117,0 duplicate(#getspells_main) #getspell03_sch04 -1,1,1,
-que_qsch05,131,117,0 duplicate(#getspells_main) #getspell03_sch05 -1,1,1,
-que_qaru01,117,150,0 duplicate(#getspells_main) #getspell04_aru01 -1,1,1,
-que_qaru02,117,150,0 duplicate(#getspells_main) #getspell04_aru02 -1,1,1,
-que_qaru03,117,150,0 duplicate(#getspells_main) #getspell04_aru03 -1,1,1,
-que_qaru04,117,150,0 duplicate(#getspells_main) #getspell04_aru04 -1,1,1,
-que_qaru05,117,150,0 duplicate(#getspells_main) #getspell04_aru05 -1,1,1,
-que_qsch01,117,150,0 duplicate(#getspells_main) #getspell04_sch01 -1,1,1,
-que_qsch02,117,150,0 duplicate(#getspells_main) #getspell04_sch02 -1,1,1,
-que_qsch03,117,150,0 duplicate(#getspells_main) #getspell04_sch03 -1,1,1,
-que_qsch04,117,150,0 duplicate(#getspells_main) #getspell04_sch04 -1,1,1,
-que_qsch05,117,150,0 duplicate(#getspells_main) #getspell04_sch05 -1,1,1,
-que_qaru01,150,135,0 duplicate(#getspells_main) #getspell05_aru01 -1,1,1,
-que_qaru02,150,135,0 duplicate(#getspells_main) #getspell05_aru02 -1,1,1,
-que_qaru03,150,135,0 duplicate(#getspells_main) #getspell05_aru03 -1,1,1,
-que_qaru04,150,135,0 duplicate(#getspells_main) #getspell05_aru04 -1,1,1,
-que_qaru05,150,135,0 duplicate(#getspells_main) #getspell05_aru05 -1,1,1,
-que_qsch01,150,135,0 duplicate(#getspells_main) #getspell05_sch01 -1,1,1,
-que_qsch02,150,135,0 duplicate(#getspells_main) #getspell05_sch02 -1,1,1,
-que_qsch03,150,135,0 duplicate(#getspells_main) #getspell05_sch03 -1,1,1,
-que_qsch04,150,135,0 duplicate(#getspells_main) #getspell05_sch04 -1,1,1,
-que_qsch05,150,135,0 duplicate(#getspells_main) #getspell05_sch05 -1,1,1,
-que_qaru01,117,121,0 duplicate(#getspells_main) #getspell06_aru01 -1,1,1,
-que_qaru02,117,121,0 duplicate(#getspells_main) #getspell06_aru02 -1,1,1,
-que_qaru03,117,121,0 duplicate(#getspells_main) #getspell06_aru03 -1,1,1,
-que_qaru04,117,121,0 duplicate(#getspells_main) #getspell06_aru04 -1,1,1,
-que_qaru05,117,121,0 duplicate(#getspells_main) #getspell06_aru05 -1,1,1,
-que_qsch01,117,121,0 duplicate(#getspells_main) #getspell06_sch01 -1,1,1,
-que_qsch02,117,121,0 duplicate(#getspells_main) #getspell06_sch02 -1,1,1,
-que_qsch03,117,121,0 duplicate(#getspells_main) #getspell06_sch03 -1,1,1,
-que_qsch04,117,121,0 duplicate(#getspells_main) #getspell06_sch04 -1,1,1,
-que_qsch05,117,121,0 duplicate(#getspells_main) #getspell06_sch05 -1,1,1,
-que_qaru01,131,154,0 duplicate(#getspells_main) #getspell07_aru01 -1,1,1,
-que_qaru02,131,154,0 duplicate(#getspells_main) #getspell07_aru02 -1,1,1,
-que_qaru03,131,154,0 duplicate(#getspells_main) #getspell07_aru03 -1,1,1,
-que_qaru04,131,154,0 duplicate(#getspells_main) #getspell07_aru04 -1,1,1,
-que_qaru05,131,154,0 duplicate(#getspells_main) #getspell07_aru05 -1,1,1,
-que_qsch01,131,154,0 duplicate(#getspells_main) #getspell07_sch01 -1,1,1,
-que_qsch02,131,154,0 duplicate(#getspells_main) #getspell07_sch02 -1,1,1,
-que_qsch03,131,154,0 duplicate(#getspells_main) #getspell07_sch03 -1,1,1,
-que_qsch04,131,154,0 duplicate(#getspells_main) #getspell07_sch04 -1,1,1,
-que_qsch05,131,154,0 duplicate(#getspells_main) #getspell07_sch05 -1,1,1,
-que_qaru01,146,121,0 duplicate(#getspells_main) #getspell08_aru01 -1,1,1,
-que_qaru02,146,121,0 duplicate(#getspells_main) #getspell08_aru02 -1,1,1,
-que_qaru03,146,121,0 duplicate(#getspells_main) #getspell08_aru03 -1,1,1,
-que_qaru04,146,121,0 duplicate(#getspells_main) #getspell08_aru04 -1,1,1,
-que_qaru05,146,121,0 duplicate(#getspells_main) #getspell08_aru05 -1,1,1,
-que_qsch01,146,121,0 duplicate(#getspells_main) #getspell08_sch01 -1,1,1,
-que_qsch02,146,121,0 duplicate(#getspells_main) #getspell08_sch02 -1,1,1,
-que_qsch03,146,121,0 duplicate(#getspells_main) #getspell08_sch03 -1,1,1,
-que_qsch04,146,121,0 duplicate(#getspells_main) #getspell08_sch04 -1,1,1,
-que_qsch05,146,121,0 duplicate(#getspells_main) #getspell08_sch05 -1,1,1,
+que_qaru01,113,135,0 duplicate(#getspells_main) #getspell01_aru01 -1,1,1
+que_qaru02,113,135,0 duplicate(#getspells_main) #getspell01_aru02 -1,1,1
+que_qaru03,113,135,0 duplicate(#getspells_main) #getspell01_aru03 -1,1,1
+que_qaru04,113,135,0 duplicate(#getspells_main) #getspell01_aru04 -1,1,1
+que_qaru05,113,135,0 duplicate(#getspells_main) #getspell01_aru05 -1,1,1
+que_qsch01,113,135,0 duplicate(#getspells_main) #getspell01_sch01 -1,1,1
+que_qsch02,113,135,0 duplicate(#getspells_main) #getspell01_sch02 -1,1,1
+que_qsch03,113,135,0 duplicate(#getspells_main) #getspell01_sch03 -1,1,1
+que_qsch04,113,135,0 duplicate(#getspells_main) #getspell01_sch04 -1,1,1
+que_qsch05,113,135,0 duplicate(#getspells_main) #getspell01_sch05 -1,1,1
+que_qaru01,146,150,0 duplicate(#getspells_main) #getspell02_aru01 -1,1,1
+que_qaru02,146,150,0 duplicate(#getspells_main) #getspell02_aru02 -1,1,1
+que_qaru03,146,150,0 duplicate(#getspells_main) #getspell02_aru03 -1,1,1
+que_qaru04,146,150,0 duplicate(#getspells_main) #getspell02_aru04 -1,1,1
+que_qaru05,146,150,0 duplicate(#getspells_main) #getspell02_aru05 -1,1,1
+que_qsch01,146,150,0 duplicate(#getspells_main) #getspell02_sch01 -1,1,1
+que_qsch02,146,150,0 duplicate(#getspells_main) #getspell02_sch02 -1,1,1
+que_qsch03,146,150,0 duplicate(#getspells_main) #getspell02_sch03 -1,1,1
+que_qsch04,146,150,0 duplicate(#getspells_main) #getspell02_sch04 -1,1,1
+que_qsch05,146,150,0 duplicate(#getspells_main) #getspell02_sch05 -1,1,1
+que_qaru01,131,117,0 duplicate(#getspells_main) #getspell03_aru01 -1,1,1
+que_qaru02,131,117,0 duplicate(#getspells_main) #getspell03_aru02 -1,1,1
+que_qaru03,131,117,0 duplicate(#getspells_main) #getspell03_aru03 -1,1,1
+que_qaru04,131,117,0 duplicate(#getspells_main) #getspell03_aru04 -1,1,1
+que_qaru05,131,117,0 duplicate(#getspells_main) #getspell03_aru05 -1,1,1
+que_qsch01,131,117,0 duplicate(#getspells_main) #getspell03_sch01 -1,1,1
+que_qsch02,131,117,0 duplicate(#getspells_main) #getspell03_sch02 -1,1,1
+que_qsch03,131,117,0 duplicate(#getspells_main) #getspell03_sch03 -1,1,1
+que_qsch04,131,117,0 duplicate(#getspells_main) #getspell03_sch04 -1,1,1
+que_qsch05,131,117,0 duplicate(#getspells_main) #getspell03_sch05 -1,1,1
+que_qaru01,117,150,0 duplicate(#getspells_main) #getspell04_aru01 -1,1,1
+que_qaru02,117,150,0 duplicate(#getspells_main) #getspell04_aru02 -1,1,1
+que_qaru03,117,150,0 duplicate(#getspells_main) #getspell04_aru03 -1,1,1
+que_qaru04,117,150,0 duplicate(#getspells_main) #getspell04_aru04 -1,1,1
+que_qaru05,117,150,0 duplicate(#getspells_main) #getspell04_aru05 -1,1,1
+que_qsch01,117,150,0 duplicate(#getspells_main) #getspell04_sch01 -1,1,1
+que_qsch02,117,150,0 duplicate(#getspells_main) #getspell04_sch02 -1,1,1
+que_qsch03,117,150,0 duplicate(#getspells_main) #getspell04_sch03 -1,1,1
+que_qsch04,117,150,0 duplicate(#getspells_main) #getspell04_sch04 -1,1,1
+que_qsch05,117,150,0 duplicate(#getspells_main) #getspell04_sch05 -1,1,1
+que_qaru01,150,135,0 duplicate(#getspells_main) #getspell05_aru01 -1,1,1
+que_qaru02,150,135,0 duplicate(#getspells_main) #getspell05_aru02 -1,1,1
+que_qaru03,150,135,0 duplicate(#getspells_main) #getspell05_aru03 -1,1,1
+que_qaru04,150,135,0 duplicate(#getspells_main) #getspell05_aru04 -1,1,1
+que_qaru05,150,135,0 duplicate(#getspells_main) #getspell05_aru05 -1,1,1
+que_qsch01,150,135,0 duplicate(#getspells_main) #getspell05_sch01 -1,1,1
+que_qsch02,150,135,0 duplicate(#getspells_main) #getspell05_sch02 -1,1,1
+que_qsch03,150,135,0 duplicate(#getspells_main) #getspell05_sch03 -1,1,1
+que_qsch04,150,135,0 duplicate(#getspells_main) #getspell05_sch04 -1,1,1
+que_qsch05,150,135,0 duplicate(#getspells_main) #getspell05_sch05 -1,1,1
+que_qaru01,117,121,0 duplicate(#getspells_main) #getspell06_aru01 -1,1,1
+que_qaru02,117,121,0 duplicate(#getspells_main) #getspell06_aru02 -1,1,1
+que_qaru03,117,121,0 duplicate(#getspells_main) #getspell06_aru03 -1,1,1
+que_qaru04,117,121,0 duplicate(#getspells_main) #getspell06_aru04 -1,1,1
+que_qaru05,117,121,0 duplicate(#getspells_main) #getspell06_aru05 -1,1,1
+que_qsch01,117,121,0 duplicate(#getspells_main) #getspell06_sch01 -1,1,1
+que_qsch02,117,121,0 duplicate(#getspells_main) #getspell06_sch02 -1,1,1
+que_qsch03,117,121,0 duplicate(#getspells_main) #getspell06_sch03 -1,1,1
+que_qsch04,117,121,0 duplicate(#getspells_main) #getspell06_sch04 -1,1,1
+que_qsch05,117,121,0 duplicate(#getspells_main) #getspell06_sch05 -1,1,1
+que_qaru01,131,154,0 duplicate(#getspells_main) #getspell07_aru01 -1,1,1
+que_qaru02,131,154,0 duplicate(#getspells_main) #getspell07_aru02 -1,1,1
+que_qaru03,131,154,0 duplicate(#getspells_main) #getspell07_aru03 -1,1,1
+que_qaru04,131,154,0 duplicate(#getspells_main) #getspell07_aru04 -1,1,1
+que_qaru05,131,154,0 duplicate(#getspells_main) #getspell07_aru05 -1,1,1
+que_qsch01,131,154,0 duplicate(#getspells_main) #getspell07_sch01 -1,1,1
+que_qsch02,131,154,0 duplicate(#getspells_main) #getspell07_sch02 -1,1,1
+que_qsch03,131,154,0 duplicate(#getspells_main) #getspell07_sch03 -1,1,1
+que_qsch04,131,154,0 duplicate(#getspells_main) #getspell07_sch04 -1,1,1
+que_qsch05,131,154,0 duplicate(#getspells_main) #getspell07_sch05 -1,1,1
+que_qaru01,146,121,0 duplicate(#getspells_main) #getspell08_aru01 -1,1,1
+que_qaru02,146,121,0 duplicate(#getspells_main) #getspell08_aru02 -1,1,1
+que_qaru03,146,121,0 duplicate(#getspells_main) #getspell08_aru03 -1,1,1
+que_qaru04,146,121,0 duplicate(#getspells_main) #getspell08_aru04 -1,1,1
+que_qaru05,146,121,0 duplicate(#getspells_main) #getspell08_aru05 -1,1,1
+que_qsch01,146,121,0 duplicate(#getspells_main) #getspell08_sch01 -1,1,1
+que_qsch02,146,121,0 duplicate(#getspells_main) #getspell08_sch02 -1,1,1
+que_qsch03,146,121,0 duplicate(#getspells_main) #getspell08_sch03 -1,1,1
+que_qsch04,146,121,0 duplicate(#getspells_main) #getspell08_sch04 -1,1,1
+que_qsch05,146,121,0 duplicate(#getspells_main) #getspell08_sch05 -1,1,1
- script #main_cages -1,{
end;
OnTouch:
set .@sub$,callfunc("F_Okolnir");
- sc_end SC_Stone;
+ sc_end SC_STONE;
setarray .@n, 108,151,107,135,113,114,158,106,163,133,150,154;
for (set .@i, 0; .@i < getarraysize(.@n); set .@i, .@i + 2)
warp "que_q"+.@sub$,.@n[.@i],.@n[.@i+1];
@@ -1400,66 +1401,66 @@ OnInit:
disablenpc "#"+.@sub$+"_cage0"+.@i;
end;
}
-que_qaru01,103,153,0 duplicate(#main_cages) #aru01_cage01 -1,1,1,
-que_qaru02,103,153,0 duplicate(#main_cages) #aru02_cage01 -1,1,1,
-que_qaru03,103,153,0 duplicate(#main_cages) #aru03_cage01 -1,1,1,
-que_qaru04,103,153,0 duplicate(#main_cages) #aru04_cage01 -1,1,1,
-que_qaru05,103,153,0 duplicate(#main_cages) #aru05_cage01 -1,1,1,
-que_qsch01,103,153,0 duplicate(#main_cages) #sch01_cage01 -1,1,1,
-que_qsch02,103,153,0 duplicate(#main_cages) #sch02_cage01 -1,1,1,
-que_qsch03,103,153,0 duplicate(#main_cages) #sch03_cage01 -1,1,1,
-que_qsch04,103,153,0 duplicate(#main_cages) #sch04_cage01 -1,1,1,
-que_qsch05,103,153,0 duplicate(#main_cages) #sch05_cage01 -1,1,1,
-que_qaru01,102,135,0 duplicate(#main_cages) #aru01_cage02 -1,1,1,
-que_qaru02,102,135,0 duplicate(#main_cages) #aru02_cage02 -1,1,1,
-que_qaru03,102,135,0 duplicate(#main_cages) #aru03_cage02 -1,1,1,
-que_qaru04,102,135,0 duplicate(#main_cages) #aru04_cage02 -1,1,1,
-que_qaru05,102,135,0 duplicate(#main_cages) #aru05_cage02 -1,1,1,
-que_qsch01,102,135,0 duplicate(#main_cages) #sch01_cage02 -1,1,1,
-que_qsch02,102,135,0 duplicate(#main_cages) #sch02_cage02 -1,1,1,
-que_qsch03,102,135,0 duplicate(#main_cages) #sch03_cage02 -1,1,1,
-que_qsch04,102,135,0 duplicate(#main_cages) #sch04_cage02 -1,1,1,
-que_qsch05,102,135,0 duplicate(#main_cages) #sch05_cage02 -1,1,1,
-que_qaru01,113,111,0 duplicate(#main_cages) #aru01_cage03 -1,1,1,
-que_qaru02,113,111,0 duplicate(#main_cages) #aru02_cage03 -1,1,1,
-que_qaru03,113,111,0 duplicate(#main_cages) #aru03_cage03 -1,1,1,
-que_qaru04,113,111,0 duplicate(#main_cages) #aru04_cage03 -1,1,1,
-que_qaru05,113,111,0 duplicate(#main_cages) #aru05_cage03 -1,1,1,
-que_qsch01,113,111,0 duplicate(#main_cages) #sch01_cage03 -1,1,1,
-que_qsch02,113,111,0 duplicate(#main_cages) #sch02_cage03 -1,1,1,
-que_qsch03,113,111,0 duplicate(#main_cages) #sch03_cage03 -1,1,1,
-que_qsch04,113,111,0 duplicate(#main_cages) #sch04_cage03 -1,1,1,
-que_qsch05,113,111,0 duplicate(#main_cages) #sch05_cage03 -1,1,1,
-que_qaru01,161,105,0 duplicate(#main_cages) #aru01_cage04 -1,1,1,
-que_qaru02,161,105,0 duplicate(#main_cages) #aru02_cage04 -1,1,1,
-que_qaru03,161,105,0 duplicate(#main_cages) #aru03_cage04 -1,1,1,
-que_qaru04,161,105,0 duplicate(#main_cages) #aru04_cage04 -1,1,1,
-que_qaru05,161,105,0 duplicate(#main_cages) #aru05_cage04 -1,1,1,
-que_qsch01,161,105,0 duplicate(#main_cages) #sch01_cage04 -1,1,1,
-que_qsch02,161,105,0 duplicate(#main_cages) #sch02_cage04 -1,1,1,
-que_qsch03,161,105,0 duplicate(#main_cages) #sch03_cage04 -1,1,1,
-que_qsch04,161,105,0 duplicate(#main_cages) #sch04_cage04 -1,1,1,
-que_qsch05,161,105,0 duplicate(#main_cages) #sch05_cage04 -1,1,1,
-que_qaru01,168,135,0 duplicate(#main_cages) #aru01_cage05 -1,1,1,
-que_qaru02,168,135,0 duplicate(#main_cages) #aru02_cage05 -1,1,1,
-que_qaru03,168,135,0 duplicate(#main_cages) #aru03_cage05 -1,1,1,
-que_qaru04,168,135,0 duplicate(#main_cages) #aru04_cage05 -1,1,1,
-que_qaru05,168,135,0 duplicate(#main_cages) #aru05_cage05 -1,1,1,
-que_qsch01,168,135,0 duplicate(#main_cages) #sch01_cage05 -1,1,1,
-que_qsch02,168,135,0 duplicate(#main_cages) #sch02_cage05 -1,1,1,
-que_qsch03,168,135,0 duplicate(#main_cages) #sch03_cage05 -1,1,1,
-que_qsch04,168,135,0 duplicate(#main_cages) #sch04_cage05 -1,1,1,
-que_qsch05,168,135,0 duplicate(#main_cages) #sch05_cage05 -1,1,1,
-que_qaru01,150,159,0 duplicate(#main_cages) #aru01_cage06 -1,1,1,
-que_qaru02,150,159,0 duplicate(#main_cages) #aru02_cage06 -1,1,1,
-que_qaru03,150,159,0 duplicate(#main_cages) #aru03_cage06 -1,1,1,
-que_qaru04,150,159,0 duplicate(#main_cages) #aru04_cage06 -1,1,1,
-que_qaru05,150,159,0 duplicate(#main_cages) #aru05_cage06 -1,1,1,
-que_qsch01,150,159,0 duplicate(#main_cages) #sch01_cage06 -1,1,1,
-que_qsch02,150,159,0 duplicate(#main_cages) #sch02_cage06 -1,1,1,
-que_qsch03,150,159,0 duplicate(#main_cages) #sch03_cage06 -1,1,1,
-que_qsch04,150,159,0 duplicate(#main_cages) #sch04_cage06 -1,1,1,
-que_qsch05,150,159,0 duplicate(#main_cages) #sch05_cage06 -1,1,1,
+que_qaru01,103,153,0 duplicate(#main_cages) #aru01_cage01 -1,1,1
+que_qaru02,103,153,0 duplicate(#main_cages) #aru02_cage01 -1,1,1
+que_qaru03,103,153,0 duplicate(#main_cages) #aru03_cage01 -1,1,1
+que_qaru04,103,153,0 duplicate(#main_cages) #aru04_cage01 -1,1,1
+que_qaru05,103,153,0 duplicate(#main_cages) #aru05_cage01 -1,1,1
+que_qsch01,103,153,0 duplicate(#main_cages) #sch01_cage01 -1,1,1
+que_qsch02,103,153,0 duplicate(#main_cages) #sch02_cage01 -1,1,1
+que_qsch03,103,153,0 duplicate(#main_cages) #sch03_cage01 -1,1,1
+que_qsch04,103,153,0 duplicate(#main_cages) #sch04_cage01 -1,1,1
+que_qsch05,103,153,0 duplicate(#main_cages) #sch05_cage01 -1,1,1
+que_qaru01,102,135,0 duplicate(#main_cages) #aru01_cage02 -1,1,1
+que_qaru02,102,135,0 duplicate(#main_cages) #aru02_cage02 -1,1,1
+que_qaru03,102,135,0 duplicate(#main_cages) #aru03_cage02 -1,1,1
+que_qaru04,102,135,0 duplicate(#main_cages) #aru04_cage02 -1,1,1
+que_qaru05,102,135,0 duplicate(#main_cages) #aru05_cage02 -1,1,1
+que_qsch01,102,135,0 duplicate(#main_cages) #sch01_cage02 -1,1,1
+que_qsch02,102,135,0 duplicate(#main_cages) #sch02_cage02 -1,1,1
+que_qsch03,102,135,0 duplicate(#main_cages) #sch03_cage02 -1,1,1
+que_qsch04,102,135,0 duplicate(#main_cages) #sch04_cage02 -1,1,1
+que_qsch05,102,135,0 duplicate(#main_cages) #sch05_cage02 -1,1,1
+que_qaru01,113,111,0 duplicate(#main_cages) #aru01_cage03 -1,1,1
+que_qaru02,113,111,0 duplicate(#main_cages) #aru02_cage03 -1,1,1
+que_qaru03,113,111,0 duplicate(#main_cages) #aru03_cage03 -1,1,1
+que_qaru04,113,111,0 duplicate(#main_cages) #aru04_cage03 -1,1,1
+que_qaru05,113,111,0 duplicate(#main_cages) #aru05_cage03 -1,1,1
+que_qsch01,113,111,0 duplicate(#main_cages) #sch01_cage03 -1,1,1
+que_qsch02,113,111,0 duplicate(#main_cages) #sch02_cage03 -1,1,1
+que_qsch03,113,111,0 duplicate(#main_cages) #sch03_cage03 -1,1,1
+que_qsch04,113,111,0 duplicate(#main_cages) #sch04_cage03 -1,1,1
+que_qsch05,113,111,0 duplicate(#main_cages) #sch05_cage03 -1,1,1
+que_qaru01,161,105,0 duplicate(#main_cages) #aru01_cage04 -1,1,1
+que_qaru02,161,105,0 duplicate(#main_cages) #aru02_cage04 -1,1,1
+que_qaru03,161,105,0 duplicate(#main_cages) #aru03_cage04 -1,1,1
+que_qaru04,161,105,0 duplicate(#main_cages) #aru04_cage04 -1,1,1
+que_qaru05,161,105,0 duplicate(#main_cages) #aru05_cage04 -1,1,1
+que_qsch01,161,105,0 duplicate(#main_cages) #sch01_cage04 -1,1,1
+que_qsch02,161,105,0 duplicate(#main_cages) #sch02_cage04 -1,1,1
+que_qsch03,161,105,0 duplicate(#main_cages) #sch03_cage04 -1,1,1
+que_qsch04,161,105,0 duplicate(#main_cages) #sch04_cage04 -1,1,1
+que_qsch05,161,105,0 duplicate(#main_cages) #sch05_cage04 -1,1,1
+que_qaru01,168,135,0 duplicate(#main_cages) #aru01_cage05 -1,1,1
+que_qaru02,168,135,0 duplicate(#main_cages) #aru02_cage05 -1,1,1
+que_qaru03,168,135,0 duplicate(#main_cages) #aru03_cage05 -1,1,1
+que_qaru04,168,135,0 duplicate(#main_cages) #aru04_cage05 -1,1,1
+que_qaru05,168,135,0 duplicate(#main_cages) #aru05_cage05 -1,1,1
+que_qsch01,168,135,0 duplicate(#main_cages) #sch01_cage05 -1,1,1
+que_qsch02,168,135,0 duplicate(#main_cages) #sch02_cage05 -1,1,1
+que_qsch03,168,135,0 duplicate(#main_cages) #sch03_cage05 -1,1,1
+que_qsch04,168,135,0 duplicate(#main_cages) #sch04_cage05 -1,1,1
+que_qsch05,168,135,0 duplicate(#main_cages) #sch05_cage05 -1,1,1
+que_qaru01,150,159,0 duplicate(#main_cages) #aru01_cage06 -1,1,1
+que_qaru02,150,159,0 duplicate(#main_cages) #aru02_cage06 -1,1,1
+que_qaru03,150,159,0 duplicate(#main_cages) #aru03_cage06 -1,1,1
+que_qaru04,150,159,0 duplicate(#main_cages) #aru04_cage06 -1,1,1
+que_qaru05,150,159,0 duplicate(#main_cages) #aru05_cage06 -1,1,1
+que_qsch01,150,159,0 duplicate(#main_cages) #sch01_cage06 -1,1,1
+que_qsch02,150,159,0 duplicate(#main_cages) #sch02_cage06 -1,1,1
+que_qsch03,150,159,0 duplicate(#main_cages) #sch03_cage06 -1,1,1
+que_qsch04,150,159,0 duplicate(#main_cages) #sch04_cage06 -1,1,1
+que_qsch05,150,159,0 duplicate(#main_cages) #sch05_cage06 -1,1,1
que_qaru01,1,8,0 script #gd_main_mobctrl 844,{
end;
@@ -1476,13 +1477,13 @@ OnEnable:
set .@sub$,callfunc("F_Okolnir");
set .@c, 1;
while (.@c <= 4) {
- for (set .@i, 0; .@i < getarraysize(getd(".@mob_"+.@c)); set .@i, .@i + 1)
+ for (set .@i, 0; .@i < getarraysize(getd(".@mob_"+.@c)); set .@i, .@i + 2)
monster "que_q"+.@sub$,getd(".@mob_"+.@c+"["+.@i+"]"),getd(".@mob_"+.@c+"["+(.@i+1)+"]"),getd(".@mob_"+.@c+"$"),atoi(getd(".@mob_"+.@c+"$[1]")),1,"#gd_"+.@sub$+"_mobctrl::OnMyMobDead";
set .@c, .@c + 1;
}
end;
-Onreset:
+OnReset:
set .@sub$,callfunc("F_Okolnir");
killmonster "que_q"+.@sub$,"#gd_"+.@sub$+"_mobctrl::OnMyMobDead";
end;
@@ -1491,21 +1492,21 @@ OnMyMobDead:
set .@sub$,callfunc("F_Okolnir");
if (mobcount("que_q"+.@sub$,"#gd_"+.@sub$+"_mobctrl::OnMyMobDead") < 7) {
setarray .@n, 107,152,109,135,113,116,157,107,163,133,149,156;
- for (set .@i, 0; .@i < getarraysize(.@n); set .@i, .@i + 1)
+ for (set .@i, 0; .@i < getarraysize(.@n); set .@i, .@i + 2)
monster "que_q"+.@sub$,.@n[.@i],.@n[.@i+1],"Ball of Piamette",1738,1,"#gd_"+.@sub$+"_mobctrl::OnMyMobDead";
}
end;
}
-que_qaru01,1,8,0 duplicate(#gd_main_mobctrl) #gd_aru01_mobctrl 844,
-que_qaru02,1,8,0 duplicate(#gd_main_mobctrl) #gd_aru02_mobctrl 844,
-que_qaru03,1,8,0 duplicate(#gd_main_mobctrl) #gd_aru03_mobctrl 844,
-que_qaru04,1,8,0 duplicate(#gd_main_mobctrl) #gd_aru04_mobctrl 844,
-que_qaru05,1,8,0 duplicate(#gd_main_mobctrl) #gd_aru05_mobctrl 844,
-que_qsch01,1,8,0 duplicate(#gd_main_mobctrl) #gd_sch01_mobctrl 844,
-que_qsch02,1,8,0 duplicate(#gd_main_mobctrl) #gd_sch02_mobctrl 844,
-que_qsch03,1,8,0 duplicate(#gd_main_mobctrl) #gd_sch03_mobctrl 844,
-que_qsch04,1,8,0 duplicate(#gd_main_mobctrl) #gd_sch04_mobctrl 844,
-que_qsch05,1,8,0 duplicate(#gd_main_mobctrl) #gd_sch05_mobctrl 844,
+que_qaru01,1,8,0 duplicate(#gd_main_mobctrl) #gd_aru01_mobctrl 844
+que_qaru02,1,8,0 duplicate(#gd_main_mobctrl) #gd_aru02_mobctrl 844
+que_qaru03,1,8,0 duplicate(#gd_main_mobctrl) #gd_aru03_mobctrl 844
+que_qaru04,1,8,0 duplicate(#gd_main_mobctrl) #gd_aru04_mobctrl 844
+que_qaru05,1,8,0 duplicate(#gd_main_mobctrl) #gd_aru05_mobctrl 844
+que_qsch01,1,8,0 duplicate(#gd_main_mobctrl) #gd_sch01_mobctrl 844
+que_qsch02,1,8,0 duplicate(#gd_main_mobctrl) #gd_sch02_mobctrl 844
+que_qsch03,1,8,0 duplicate(#gd_main_mobctrl) #gd_sch03_mobctrl 844
+que_qsch04,1,8,0 duplicate(#gd_main_mobctrl) #gd_sch04_mobctrl 844
+que_qsch05,1,8,0 duplicate(#gd_main_mobctrl) #gd_sch05_mobctrl 844
- script windpaths_main -1,{
end;
@@ -1525,27 +1526,27 @@ OnInit:
disablenpc "windpath04_"+.@sub$;
end;
}
-que_qaru01,149,105,0 duplicate(windpaths_main) windpath03_aru01 45,1,1,{
-que_qaru02,149,105,0 duplicate(windpaths_main) windpath03_aru02 45,1,1,{
-que_qaru03,149,105,0 duplicate(windpaths_main) windpath03_aru03 45,1,1,{
-que_qaru04,149,105,0 duplicate(windpaths_main) windpath03_aru04 45,1,1,{
-que_qaru05,149,105,0 duplicate(windpaths_main) windpath03_aru05 45,1,1,{
-que_qsch01,149,105,0 duplicate(windpaths_main) windpath03_sch01 45,1,1,{
-que_qsch02,149,105,0 duplicate(windpaths_main) windpath03_sch02 45,1,1,{
-que_qsch03,149,105,0 duplicate(windpaths_main) windpath03_sch03 45,1,1,{
-que_qsch04,149,105,0 duplicate(windpaths_main) windpath03_sch04 45,1,1,{
-que_qsch05,149,105,0 duplicate(windpaths_main) windpath03_sch05 45,1,1,{
-
-que_qaru01,128,104,0 duplicate(windpaths_main) windpath04_aru01 45,1,1,{
-que_qaru02,128,104,0 duplicate(windpaths_main) windpath04_aru02 45,1,1,{
-que_qaru03,128,104,0 duplicate(windpaths_main) windpath04_aru03 45,1,1,{
-que_qaru04,128,104,0 duplicate(windpaths_main) windpath04_aru04 45,1,1,{
-que_qaru05,128,104,0 duplicate(windpaths_main) windpath04_aru05 45,1,1,{
-que_qsch01,128,104,0 duplicate(windpaths_main) windpath04_sch01 45,1,1,{
-que_qsch02,128,104,0 duplicate(windpaths_main) windpath04_sch02 45,1,1,{
-que_qsch03,128,104,0 duplicate(windpaths_main) windpath04_sch03 45,1,1,{
-que_qsch04,128,104,0 duplicate(windpaths_main) windpath04_sch04 45,1,1,{
-que_qsch05,128,104,0 duplicate(windpaths_main) windpath04_sch05 45,1,1,{
+que_qaru01,149,105,0 duplicate(windpaths_main) windpath03_aru01 45,1,1
+que_qaru02,149,105,0 duplicate(windpaths_main) windpath03_aru02 45,1,1
+que_qaru03,149,105,0 duplicate(windpaths_main) windpath03_aru03 45,1,1
+que_qaru04,149,105,0 duplicate(windpaths_main) windpath03_aru04 45,1,1
+que_qaru05,149,105,0 duplicate(windpaths_main) windpath03_aru05 45,1,1
+que_qsch01,149,105,0 duplicate(windpaths_main) windpath03_sch01 45,1,1
+que_qsch02,149,105,0 duplicate(windpaths_main) windpath03_sch02 45,1,1
+que_qsch03,149,105,0 duplicate(windpaths_main) windpath03_sch03 45,1,1
+que_qsch04,149,105,0 duplicate(windpaths_main) windpath03_sch04 45,1,1
+que_qsch05,149,105,0 duplicate(windpaths_main) windpath03_sch05 45,1,1
+
+que_qaru01,128,104,0 duplicate(windpaths_main) windpath04_aru01 45,1,1
+que_qaru02,128,104,0 duplicate(windpaths_main) windpath04_aru02 45,1,1
+que_qaru03,128,104,0 duplicate(windpaths_main) windpath04_aru03 45,1,1
+que_qaru04,128,104,0 duplicate(windpaths_main) windpath04_aru04 45,1,1
+que_qaru05,128,104,0 duplicate(windpaths_main) windpath04_aru05 45,1,1
+que_qsch01,128,104,0 duplicate(windpaths_main) windpath04_sch01 45,1,1
+que_qsch02,128,104,0 duplicate(windpaths_main) windpath04_sch02 45,1,1
+que_qsch03,128,104,0 duplicate(windpaths_main) windpath04_sch03 45,1,1
+que_qsch04,128,104,0 duplicate(windpaths_main) windpath04_sch04 45,1,1
+que_qsch05,128,104,0 duplicate(windpaths_main) windpath04_sch05 45,1,1
- script #nm_switch_main -1,{
end;
@@ -1606,16 +1607,16 @@ OnInit:
disablenpc "#nm_switch_"+.@sub$;
end;
}
-que_qaru01,253,273,0 duplicate(#nm_switch_main) #nm_switch_aru01 -1,5,5,
-que_qaru02,253,273,0 duplicate(#nm_switch_main) #nm_switch_aru02 -1,5,5,
-que_qaru03,253,273,0 duplicate(#nm_switch_main) #nm_switch_aru03 -1,5,5,
-que_qaru04,253,273,0 duplicate(#nm_switch_main) #nm_switch_aru04 -1,5,5,
-que_qaru05,253,273,0 duplicate(#nm_switch_main) #nm_switch_aru05 -1,5,5,
-que_qsch01,253,273,0 duplicate(#nm_switch_main) #nm_switch_sch01 -1,5,5,
-que_qsch02,253,273,0 duplicate(#nm_switch_main) #nm_switch_sch02 -1,5,5,
-que_qsch03,253,273,0 duplicate(#nm_switch_main) #nm_switch_sch03 -1,5,5,
-que_qsch04,253,273,0 duplicate(#nm_switch_main) #nm_switch_sch04 -1,5,5,
-que_qsch05,253,273,0 duplicate(#nm_switch_main) #nm_switch_sch05 -1,5,5,
+que_qaru01,253,273,0 duplicate(#nm_switch_main) #nm_switch_aru01 -1,5,5
+que_qaru02,253,273,0 duplicate(#nm_switch_main) #nm_switch_aru02 -1,5,5
+que_qaru03,253,273,0 duplicate(#nm_switch_main) #nm_switch_aru03 -1,5,5
+que_qaru04,253,273,0 duplicate(#nm_switch_main) #nm_switch_aru04 -1,5,5
+que_qaru05,253,273,0 duplicate(#nm_switch_main) #nm_switch_aru05 -1,5,5
+que_qsch01,253,273,0 duplicate(#nm_switch_main) #nm_switch_sch01 -1,5,5
+que_qsch02,253,273,0 duplicate(#nm_switch_main) #nm_switch_sch02 -1,5,5
+que_qsch03,253,273,0 duplicate(#nm_switch_main) #nm_switch_sch03 -1,5,5
+que_qsch04,253,273,0 duplicate(#nm_switch_main) #nm_switch_sch04 -1,5,5
+que_qsch05,253,273,0 duplicate(#nm_switch_main) #nm_switch_sch05 -1,5,5
- script #nmsommain_jin01 -1,{
OnEnable:
@@ -1643,7 +1644,7 @@ OnTimer55000:
OnTimer85000:
OnTimer120000:
set .@sub$,callfunc("F_Okolnir");
- setarray .xy2, 226,294,227,294,228,294,229,294,230,295,231,296,231,297,231,298,231,299,230,300,229,301,228,301,227,301,226,301,225,300,224,299,224,298,224,297,224,296,225,295;
+ setarray .@xy2, 226,294,227,294,228,294,229,294,230,295,231,296,231,297,231,298,231,299,230,300,229,301,228,301,227,301,226,301,225,300,224,299,224,298,224,297,224,296,225,295;
for (set .@i, 0; .@i < getarraysize(.@xy2); set .@i, .@i + 2)
monster "que_q"+.@sub$,.@xy2[.@i],.@xy2[.@i+1],"Guard of Shadow",1752,1,"#nmsom"+.@sub$+"_jin01::OnMyMobDead";
end;
@@ -1655,16 +1656,16 @@ OnTimer180000:
OnMyMobDead:
end;
}
-que_qaru01,229,297,0 duplicate(#nmsommain_jin01) #nmsomaru01_jin01 -1,
-que_qaru02,229,297,0 duplicate(#nmsommain_jin01) #nmsomaru02_jin01 -1,
-que_qaru03,229,297,0 duplicate(#nmsommain_jin01) #nmsomaru03_jin01 -1,
-que_qaru04,229,297,0 duplicate(#nmsommain_jin01) #nmsomaru04_jin01 -1,
-que_qaru05,229,297,0 duplicate(#nmsommain_jin01) #nmsomaru05_jin01 -1,
-que_qsch01,229,297,0 duplicate(#nmsommain_jin01) #nmsomsch01_jin01 -1,
-que_qsch02,229,297,0 duplicate(#nmsommain_jin01) #nmsomsch02_jin01 -1,
-que_qsch03,229,297,0 duplicate(#nmsommain_jin01) #nmsomsch03_jin01 -1,
-que_qsch04,229,297,0 duplicate(#nmsommain_jin01) #nmsomsch04_jin01 -1,
-que_qsch05,229,297,0 duplicate(#nmsommain_jin01) #nmsomsch05_jin01 -1,
+que_qaru01,229,297,0 duplicate(#nmsommain_jin01) #nmsomaru01_jin01 -1
+que_qaru02,229,297,0 duplicate(#nmsommain_jin01) #nmsomaru02_jin01 -1
+que_qaru03,229,297,0 duplicate(#nmsommain_jin01) #nmsomaru03_jin01 -1
+que_qaru04,229,297,0 duplicate(#nmsommain_jin01) #nmsomaru04_jin01 -1
+que_qaru05,229,297,0 duplicate(#nmsommain_jin01) #nmsomaru05_jin01 -1
+que_qsch01,229,297,0 duplicate(#nmsommain_jin01) #nmsomsch01_jin01 -1
+que_qsch02,229,297,0 duplicate(#nmsommain_jin01) #nmsomsch02_jin01 -1
+que_qsch03,229,297,0 duplicate(#nmsommain_jin01) #nmsomsch03_jin01 -1
+que_qsch04,229,297,0 duplicate(#nmsommain_jin01) #nmsomsch04_jin01 -1
+que_qsch05,229,297,0 duplicate(#nmsommain_jin01) #nmsomsch05_jin01 -1
- script #main_stone01 -1,{
end;
@@ -1676,7 +1677,7 @@ OnEnable:
monster "que_q"+.@sub$,.@xy[.@i],.@xy[.@i+1],"Western Magic Guardian",1752,1,"#"+.@sub$+"_stone01::OnMyMobDead";
end;
-Onreset:
+OnReset:
set .@sub$,callfunc("F_Okolnir");
killmonster "que_q"+.@sub$,"#"+.@sub$+"_stone01::OnMyMobDead";
end;
@@ -1687,21 +1688,21 @@ OnMyMobDead:
setd "$@gqse_"+.@sub$+"_nm",getd("$@gqse_"+.@sub$+"_nm")+1;
donpcevent "#nmsom"+.@sub$+"_jin01::OnDisable";
if (getd("$@gqse_"+.@sub$+"_nm") == 3) {
- donpcevent "Wish Maiden#"+.@sub$+"_boss::Onfight";
+ donpcevent "Wish Maiden#"+.@sub$+"_boss::OnFight";
}
}
end;
}
-que_qaru01,2,8,0 duplicate(#main_stone01) #aru01_stone01 844,
-que_qaru02,2,8,0 duplicate(#main_stone01) #aru02_stone01 844,
-que_qaru03,2,8,0 duplicate(#main_stone01) #aru03_stone01 844,
-que_qaru04,2,8,0 duplicate(#main_stone01) #aru04_stone01 844,
-que_qaru05,2,8,0 duplicate(#main_stone01) #aru05_stone01 844,
-que_qsch01,2,8,0 duplicate(#main_stone01) #sch01_stone01 844,
-que_qsch02,2,8,0 duplicate(#main_stone01) #sch02_stone01 844,
-que_qsch03,2,8,0 duplicate(#main_stone01) #sch03_stone01 844,
-que_qsch04,2,8,0 duplicate(#main_stone01) #sch04_stone01 844,
-que_qsch05,2,8,0 duplicate(#main_stone01) #sch05_stone01 844,
+que_qaru01,2,8,0 duplicate(#main_stone01) #aru01_stone01 844
+que_qaru02,2,8,0 duplicate(#main_stone01) #aru02_stone01 844
+que_qaru03,2,8,0 duplicate(#main_stone01) #aru03_stone01 844
+que_qaru04,2,8,0 duplicate(#main_stone01) #aru04_stone01 844
+que_qaru05,2,8,0 duplicate(#main_stone01) #aru05_stone01 844
+que_qsch01,2,8,0 duplicate(#main_stone01) #sch01_stone01 844
+que_qsch02,2,8,0 duplicate(#main_stone01) #sch02_stone01 844
+que_qsch03,2,8,0 duplicate(#main_stone01) #sch03_stone01 844
+que_qsch04,2,8,0 duplicate(#main_stone01) #sch04_stone01 844
+que_qsch05,2,8,0 duplicate(#main_stone01) #sch05_stone01 844
- script #nmsommain_jin02 -1,{
OnEnable:
@@ -1739,16 +1740,16 @@ OnTimer180000:
OnMyMobDead:
end;
}
-que_qaru01,275,299,0 duplicate(#nmsommain_jin02) #nmsomaru01_jin02 -1,
-que_qaru02,275,299,0 duplicate(#nmsommain_jin02) #nmsomaru02_jin02 -1,
-que_qaru03,275,299,0 duplicate(#nmsommain_jin02) #nmsomaru03_jin02 -1,
-que_qaru04,275,299,0 duplicate(#nmsommain_jin02) #nmsomaru04_jin02 -1,
-que_qaru05,275,299,0 duplicate(#nmsommain_jin02) #nmsomaru05_jin02 -1,
-que_qsch01,275,299,0 duplicate(#nmsommain_jin02) #nmsomsch01_jin02 -1,
-que_qsch02,275,299,0 duplicate(#nmsommain_jin02) #nmsomsch02_jin02 -1,
-que_qsch03,275,299,0 duplicate(#nmsommain_jin02) #nmsomsch03_jin02 -1,
-que_qsch04,275,299,0 duplicate(#nmsommain_jin02) #nmsomsch04_jin02 -1,
-que_qsch05,275,299,0 duplicate(#nmsommain_jin02) #nmsomsch05_jin02 -1,
+que_qaru01,275,299,0 duplicate(#nmsommain_jin02) #nmsomaru01_jin02 -1
+que_qaru02,275,299,0 duplicate(#nmsommain_jin02) #nmsomaru02_jin02 -1
+que_qaru03,275,299,0 duplicate(#nmsommain_jin02) #nmsomaru03_jin02 -1
+que_qaru04,275,299,0 duplicate(#nmsommain_jin02) #nmsomaru04_jin02 -1
+que_qaru05,275,299,0 duplicate(#nmsommain_jin02) #nmsomaru05_jin02 -1
+que_qsch01,275,299,0 duplicate(#nmsommain_jin02) #nmsomsch01_jin02 -1
+que_qsch02,275,299,0 duplicate(#nmsommain_jin02) #nmsomsch02_jin02 -1
+que_qsch03,275,299,0 duplicate(#nmsommain_jin02) #nmsomsch03_jin02 -1
+que_qsch04,275,299,0 duplicate(#nmsommain_jin02) #nmsomsch04_jin02 -1
+que_qsch05,275,299,0 duplicate(#nmsommain_jin02) #nmsomsch05_jin02 -1
- script #main_stone02 -1,{
end;
@@ -1760,7 +1761,7 @@ OnEnable:
monster "que_q"+.@sub$,.@xy[.@i],.@xy[.@i+1],"Eastern Magic Guardian",1753,1,"#"+.@sub$+"_stone02::OnMyMobDead";
end;
-Onreset:
+OnReset:
set .@sub$,callfunc("F_Okolnir");
killmonster "que_q"+.@sub$,"#"+.@sub$+"_stone02::OnMyMobDead";
end;
@@ -1771,21 +1772,21 @@ OnMyMobDead:
setd "$@gqse_"+.@sub$+"_nm",getd("$@gqse_"+.@sub$+"_nm")+1;
donpcevent "#nmsom"+.@sub$+"_jin02::OnDisable";
if (getd("$@gqse_"+.@sub$+"_nm") == 3) {
- donpcevent "Wish Maiden#"+.@sub$+"_boss::Onfight";
+ donpcevent "Wish Maiden#"+.@sub$+"_boss::OnFight";
}
}
end;
}
-que_qaru01,2,9,0 duplicate(#main_stone02) #aru01_stone02 844,
-que_qaru02,2,9,0 duplicate(#main_stone02) #aru02_stone02 844,
-que_qaru03,2,9,0 duplicate(#main_stone02) #aru03_stone02 844,
-que_qaru04,2,9,0 duplicate(#main_stone02) #aru04_stone02 844,
-que_qaru05,2,9,0 duplicate(#main_stone02) #aru05_stone02 844,
-que_qsch01,2,9,0 duplicate(#main_stone02) #sch01_stone02 844,
-que_qsch02,2,9,0 duplicate(#main_stone02) #sch02_stone02 844,
-que_qsch03,2,9,0 duplicate(#main_stone02) #sch03_stone02 844,
-que_qsch04,2,9,0 duplicate(#main_stone02) #sch04_stone02 844,
-que_qsch05,2,9,0 duplicate(#main_stone02) #sch05_stone02 844,
+que_qaru01,2,9,0 duplicate(#main_stone02) #aru01_stone02 844
+que_qaru02,2,9,0 duplicate(#main_stone02) #aru02_stone02 844
+que_qaru03,2,9,0 duplicate(#main_stone02) #aru03_stone02 844
+que_qaru04,2,9,0 duplicate(#main_stone02) #aru04_stone02 844
+que_qaru05,2,9,0 duplicate(#main_stone02) #aru05_stone02 844
+que_qsch01,2,9,0 duplicate(#main_stone02) #sch01_stone02 844
+que_qsch02,2,9,0 duplicate(#main_stone02) #sch02_stone02 844
+que_qsch03,2,9,0 duplicate(#main_stone02) #sch03_stone02 844
+que_qsch04,2,9,0 duplicate(#main_stone02) #sch04_stone02 844
+que_qsch05,2,9,0 duplicate(#main_stone02) #sch05_stone02 844
- script #nmsommain_jin03 -1,{
OnEnable:
@@ -1802,45 +1803,45 @@ OnTimer5000:
set .@sub$,callfunc("F_Okolnir");
mapannounce "que_q"+.@sub$,"The Northern magic formation is working to summon Keeper of the Temple.",bc_map,"0x4d4dff";
setarray .@xy, 247,329,249,329,251,329,253,329,255,329,243,339,245,337,247,335,247,333,254,333,256,335,258,337,260,339;
- for (set .@i, 0; .@i < getarraysize(.@xy); set .@i, .@i + 1)
+ for (set .@i, 0; .@i < getarraysize(.@xy); set .@i, .@i + 2)
monster "que_q"+.@sub$,.@xy[.@i],.@xy[.@i+1],"Keeper Of The Temple",1933,1,"#nmsom"+.@sub$+"_jin03::OnMyMobDead";
end;
OnTimer120000:
set .@sub$,callfunc("F_Okolnir");
setarray .@xy2, 251,343,252,343,255,341,255,340,254,337,253,336,250,336,249,337,248,340,248,341;
- for (set .@i, 0; .@i < getarraysize(.@xy); set .@i, .@i + 1)
+ for (set .@i, 0; .@i < getarraysize(.@xy2); set .@i, .@i + 2)
monster "que_q"+.@sub$,.@xy2[.@i],.@xy2[.@i+1],"Keeper Of The Temple",1933,1,"#nmsom"+.@sub$+"_jin03::OnMyMobDead";
end;
OnTimer240000:
set .@sub$,callfunc("F_Okolnir");
setarray .@xy3, 250,343,252,343,254,342,255,340,255,338,253,336,250,336,248,338,248,340,249,342;
- for (set .@i, 0; .@i < getarraysize(.@xy); set .@i, .@i + 1)
- monster "que_q"+.@sub$,.@xy2[.@i],.@xy2[.@i+1],"Keeper Of The Temple",1933,1,"#nmsom"+.@sub$+"_jin03::OnMyMobDead";
+ for (set .@i, 0; .@i < getarraysize(.@xy3); set .@i, .@i + 2)
+ monster "que_q"+.@sub$,.@xy3[.@i],.@xy3[.@i+1],"Keeper Of The Temple",1933,1,"#nmsom"+.@sub$+"_jin03::OnMyMobDead";
end;
OnTimer360000:
set .@sub$,callfunc("F_Okolnir");
setarray .@xy4, 250,343,252,343,254,342,255,340,255,338,253,336,251,336,249,337,248,339,248,341;
- for (set .@i, 0; .@i < getarraysize(.@xy); set .@i, .@i + 1)
- monster "que_q"+.@sub$,.@xy2[.@i],.@xy2[.@i+1],"Keeper Of The Temple",1933,1,"#nmsom"+.@sub$+"_jin03::OnMyMobDead";
+ for (set .@i, 0; .@i < getarraysize(.@xy4); set .@i, .@i + 2)
+ monster "que_q"+.@sub$,.@xy4[.@i],.@xy4[.@i+1],"Keeper Of The Temple",1933,1,"#nmsom"+.@sub$+"_jin03::OnMyMobDead";
stopnpctimer;
end;
OnMyMobDead:
end;
}
-que_qaru01,251,340,0 duplicate(#nmsommain_jin03) #nmsomaru01_jin03 -1,
-que_qaru02,251,340,0 duplicate(#nmsommain_jin03) #nmsomaru02_jin03 -1,
-que_qaru03,251,340,0 duplicate(#nmsommain_jin03) #nmsomaru03_jin03 -1,
-que_qaru04,251,340,0 duplicate(#nmsommain_jin03) #nmsomaru04_jin03 -1,
-que_qaru05,251,340,0 duplicate(#nmsommain_jin03) #nmsomaru05_jin03 -1,
-que_qsch01,251,340,0 duplicate(#nmsommain_jin03) #nmsomsch01_jin03 -1,
-que_qsch02,251,340,0 duplicate(#nmsommain_jin03) #nmsomsch02_jin03 -1,
-que_qsch03,251,340,0 duplicate(#nmsommain_jin03) #nmsomsch03_jin03 -1,
-que_qsch04,251,340,0 duplicate(#nmsommain_jin03) #nmsomsch04_jin03 -1,
-que_qsch05,251,340,0 duplicate(#nmsommain_jin03) #nmsomsch05_jin03 -1,
+que_qaru01,251,340,0 duplicate(#nmsommain_jin03) #nmsomaru01_jin03 -1
+que_qaru02,251,340,0 duplicate(#nmsommain_jin03) #nmsomaru02_jin03 -1
+que_qaru03,251,340,0 duplicate(#nmsommain_jin03) #nmsomaru03_jin03 -1
+que_qaru04,251,340,0 duplicate(#nmsommain_jin03) #nmsomaru04_jin03 -1
+que_qaru05,251,340,0 duplicate(#nmsommain_jin03) #nmsomaru05_jin03 -1
+que_qsch01,251,340,0 duplicate(#nmsommain_jin03) #nmsomsch01_jin03 -1
+que_qsch02,251,340,0 duplicate(#nmsommain_jin03) #nmsomsch02_jin03 -1
+que_qsch03,251,340,0 duplicate(#nmsommain_jin03) #nmsomsch03_jin03 -1
+que_qsch04,251,340,0 duplicate(#nmsommain_jin03) #nmsomsch04_jin03 -1
+que_qsch05,251,340,0 duplicate(#nmsommain_jin03) #nmsomsch05_jin03 -1
- script #main_stone03 -1,{
end;
@@ -1848,11 +1849,11 @@ que_qsch05,251,340,0 duplicate(#nmsommain_jin03) #nmsomsch05_jin03 -1,
OnEnable:
set .@sub$,callfunc("F_Okolnir");
setarray .@xy, 251,343,252,343,255,341,255,340,254,337,253,336,250,336,249,337,248,340,248,341;
- for (set .@i, 0; .@i < getarraysize(.@xy); set .@i, .@i + 1)
+ for (set .@i, 0; .@i < getarraysize(.@xy); set .@i, .@i + 2)
monster "que_q"+.@sub$,.@xy[.@i],.@xy[.@i+1],"Northern Magic Guardian",1933,1,"#"+.@sub$+"_stone03::OnMyMobDead";
end;
-Onreset:
+OnReset:
set .@sub$,callfunc("F_Okolnir");
killmonster "que_q"+.@sub$,"#"+.@sub$+"_stone03::OnMyMobDead";
end;
@@ -1864,21 +1865,21 @@ OnMyMobDead:
donpcevent "#nmsom"+.@sub$+"_jin03::OnDisable";
if (getd("$@gqse_"+.@sub$+"_nm") == 3) {
- donpcevent "Wish Maiden#"+.@sub$+"_boss::Onfight";
+ donpcevent "Wish Maiden#"+.@sub$+"_boss::OnFight";
}
}
end;
}
-que_qaru01,2,10,0 duplicate(#main_stone03) #aru01_stone03 844,
-que_qaru02,2,10,0 duplicate(#main_stone03) #aru02_stone03 844,
-que_qaru03,2,10,0 duplicate(#main_stone03) #aru03_stone03 844,
-que_qaru04,2,10,0 duplicate(#main_stone03) #aru04_stone03 844,
-que_qaru05,2,10,0 duplicate(#main_stone03) #aru05_stone03 844,
-que_qsch01,2,10,0 duplicate(#main_stone03) #sch01_stone03 844,
-que_qsch02,2,10,0 duplicate(#main_stone03) #sch02_stone03 844,
-que_qsch03,2,10,0 duplicate(#main_stone03) #sch03_stone03 844,
-que_qsch04,2,10,0 duplicate(#main_stone03) #sch04_stone03 844,
-que_qsch05,2,10,0 duplicate(#main_stone03) #sch05_stone03 844,
+que_qaru01,2,10,0 duplicate(#main_stone03) #aru01_stone03 844
+que_qaru02,2,10,0 duplicate(#main_stone03) #aru02_stone03 844
+que_qaru03,2,10,0 duplicate(#main_stone03) #aru03_stone03 844
+que_qaru04,2,10,0 duplicate(#main_stone03) #aru04_stone03 844
+que_qaru05,2,10,0 duplicate(#main_stone03) #aru05_stone03 844
+que_qsch01,2,10,0 duplicate(#main_stone03) #sch01_stone03 844
+que_qsch02,2,10,0 duplicate(#main_stone03) #sch02_stone03 844
+que_qsch03,2,10,0 duplicate(#main_stone03) #sch03_stone03 844
+que_qsch04,2,10,0 duplicate(#main_stone03) #sch04_stone03 844
+que_qsch05,2,10,0 duplicate(#main_stone03) #sch05_stone03 844
- script Guard of Shadow#main_all -1,{
end;
@@ -1888,10 +1889,10 @@ OnTouch:
set .@in, charat(strnpcinfo(2),getstrlen(strnpcinfo(2))-1);
disablenpc "Guard of Shadow#"+.@sub$+"_0"+.@in;
switch (.@in) {
- Case 1: setarray .@n, 234,284,235,285,236,286; break;
- Case 2: setarray .@n, 223,289,224,290,225,291; break;
- Case 3: setarray .@n, 235,295,236,296,237,297; break;
- Case 4: setarray .@n, 224,302,225,303,226,304; break;
+ case 1: setarray .@n, 234,284,235,285,236,286; break;
+ case 2: setarray .@n, 223,289,224,290,225,291; break;
+ case 3: setarray .@n, 235,295,236,296,237,297; break;
+ case 4: setarray .@n, 224,302,225,303,226,304; break;
}
for (set .@i, 0; .@i < getarraysize(.@n); set .@i, .@i + 2)
monster "que_q"+.@sub$,.@n[.@i],.@n[.@i+1],"Guard of Shadow",1752,1,"Guard of Shadow#"+.@sub$+"_0"+.@in+"::OnMyMobDead";
@@ -1913,46 +1914,46 @@ OnInit:
disablenpc "Guard of Shadow#"+.@sub$+"_0"+.@i;
end;
}
-que_qaru01,235,285,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru01_01 1752,4,4,
-que_qaru01,224,290,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru01_02 1752,4,4,
-que_qaru01,236,296,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru01_03 1752,4,4,
-que_qaru01,225,303,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru01_04 1752,4,4,
-que_qaru02,235,285,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru02_01 1752,4,4,
-que_qaru02,224,290,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru02_02 1752,4,4,
-que_qaru02,236,296,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru02_03 1752,4,4,
-que_qaru02,225,303,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru02_04 1752,4,4,
-que_qaru03,235,285,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru03_01 1752,4,4,
-que_qaru03,224,290,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru03_02 1752,4,4,
-que_qaru03,236,296,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru03_03 1752,4,4,
-que_qaru03,225,303,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru03_04 1752,4,4,
-que_qaru04,235,285,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru04_01 1752,4,4,
-que_qaru04,224,290,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru04_02 1752,4,4,
-que_qaru04,236,296,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru04_03 1752,4,4,
-que_qaru04,225,303,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru04_04 1752,4,4,
-que_qaru05,235,285,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru05_01 1752,4,4,
-que_qaru05,224,290,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru05_02 1752,4,4,
-que_qaru05,236,296,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru05_03 1752,4,4,
-que_qaru05,225,303,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru05_04 1752,4,4,
-que_qsch01,235,285,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch01_01 1752,4,4,
-que_qsch01,224,290,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch01_02 1752,4,4,
-que_qsch01,236,296,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch01_03 1752,4,4,
-que_qsch01,225,303,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch01_04 1752,4,4,
-que_qsch02,235,285,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch02_01 1752,4,4,
-que_qsch02,224,290,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch02_02 1752,4,4,
-que_qsch02,236,296,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch02_03 1752,4,4,
-que_qsch02,225,303,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch02_04 1752,4,4,
-que_qsch03,235,285,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch03_01 1752,4,4,
-que_qsch03,224,290,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch03_02 1752,4,4,
-que_qsch03,236,296,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch03_03 1752,4,4,
-que_qsch03,225,303,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch03_04 1752,4,4,
-que_qsch04,235,285,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch04_01 1752,4,4,
-que_qsch04,224,290,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch04_02 1752,4,4,
-que_qsch04,236,296,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch04_03 1752,4,4,
-que_qsch04,225,303,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch04_04 1752,4,4,
-que_qsch05,235,285,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch05_01 1752,4,4,
-que_qsch05,224,290,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch05_02 1752,4,4,
-que_qsch05,236,296,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch05_03 1752,4,4,
-que_qsch05,225,303,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch05_04 1752,4,4,
+que_qaru01,235,285,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru01_01 1752,4,4
+que_qaru01,224,290,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru01_02 1752,4,4
+que_qaru01,236,296,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru01_03 1752,4,4
+que_qaru01,225,303,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru01_04 1752,4,4
+que_qaru02,235,285,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru02_01 1752,4,4
+que_qaru02,224,290,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru02_02 1752,4,4
+que_qaru02,236,296,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru02_03 1752,4,4
+que_qaru02,225,303,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru02_04 1752,4,4
+que_qaru03,235,285,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru03_01 1752,4,4
+que_qaru03,224,290,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru03_02 1752,4,4
+que_qaru03,236,296,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru03_03 1752,4,4
+que_qaru03,225,303,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru03_04 1752,4,4
+que_qaru04,235,285,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru04_01 1752,4,4
+que_qaru04,224,290,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru04_02 1752,4,4
+que_qaru04,236,296,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru04_03 1752,4,4
+que_qaru04,225,303,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru04_04 1752,4,4
+que_qaru05,235,285,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru05_01 1752,4,4
+que_qaru05,224,290,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru05_02 1752,4,4
+que_qaru05,236,296,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru05_03 1752,4,4
+que_qaru05,225,303,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#aru05_04 1752,4,4
+que_qsch01,235,285,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch01_01 1752,4,4
+que_qsch01,224,290,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch01_02 1752,4,4
+que_qsch01,236,296,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch01_03 1752,4,4
+que_qsch01,225,303,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch01_04 1752,4,4
+que_qsch02,235,285,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch02_01 1752,4,4
+que_qsch02,224,290,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch02_02 1752,4,4
+que_qsch02,236,296,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch02_03 1752,4,4
+que_qsch02,225,303,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch02_04 1752,4,4
+que_qsch03,235,285,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch03_01 1752,4,4
+que_qsch03,224,290,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch03_02 1752,4,4
+que_qsch03,236,296,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch03_03 1752,4,4
+que_qsch03,225,303,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch03_04 1752,4,4
+que_qsch04,235,285,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch04_01 1752,4,4
+que_qsch04,224,290,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch04_02 1752,4,4
+que_qsch04,236,296,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch04_03 1752,4,4
+que_qsch04,225,303,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch04_04 1752,4,4
+que_qsch05,235,285,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch05_01 1752,4,4
+que_qsch05,224,290,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch05_02 1752,4,4
+que_qsch05,236,296,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch05_03 1752,4,4
+que_qsch05,225,303,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch05_04 1752,4,4
- script Bloody Hunter#main_all -1,{
end;
@@ -1962,10 +1963,10 @@ OnTouch:
set .@in, charat(strnpcinfo(2),getstrlen(strnpcinfo(2))-1);
disablenpc "Bloody Hunter#"+.@sub$+"_ac0"+.@in;
switch (.@in) {
- Case 1: setarray .@n, 265,297,266,296,267,295;
- Case 2: setarray .@n, 270,284,271,283,272,282;
- Case 3: setarray .@n, 269,308,270,307,271,306;
- Case 4: setarray .@n, 278,301,279,300,280,299;
+ case 1: setarray .@n, 265,297,266,296,267,295;
+ case 2: setarray .@n, 270,284,271,283,272,282;
+ case 3: setarray .@n, 269,308,270,307,271,306;
+ case 4: setarray .@n, 278,301,279,300,280,299;
}
for (set .@i, 0; .@i < getarraysize(.@n); set .@i, .@i + 2)
monster "que_q"+.@sub$,.@n[.@i],.@n[.@i+1],"Bloody Hunter",1753,1,"Bloody Hunter#"+.@sub$+"_ac0"+.@in+"::OnMyMobDead";
@@ -1987,46 +1988,46 @@ OnInit:
disablenpc "Bloody Hunter#"+.@sub$+"_ac0"+.@i;
end;
}
-que_qaru01,266,296,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru01_ac01 1753,4,4,
+que_qaru01,266,296,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru01_ac01 1753,4,4
que_qaru01,271,283,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru01_ac02 1753,4,4,
que_qaru01,270,307,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru01_ac03 1753,4,4,
que_qaru01,279,300,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru01_ac04 1753,4,4,
que_qaru02,266,296,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru02_ac01 1753,4,4,
-que_qaru02,271,283,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru02_ac02 1753,4,4,
-que_qaru02,270,307,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru02_ac03 1753,4,4,
-que_qaru02,279,300,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru02_ac04 1753,4,4,
-que_qaru03,266,296,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru03_ac01 1753,4,4,
-que_qaru03,271,283,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru03_ac02 1753,4,4,
-que_qaru03,270,307,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru03_ac03 1753,4,4,
-que_qaru03,279,300,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru03_ac04 1753,4,4,
-que_qaru04,266,296,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru04_ac01 1753,4,4,
-que_qaru04,271,283,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru04_ac02 1753,4,4,
-que_qaru04,270,307,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru04_ac03 1753,4,4,
-que_qaru04,279,300,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru04_ac04 1753,4,4,
-que_qaru05,266,296,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru05_ac01 1753,4,4,
-que_qaru05,271,283,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru05_ac02 1753,4,4,
-que_qaru05,270,307,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru05_ac03 1753,4,4,
-que_qaru05,279,300,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru05_ac04 1753,4,4,
-que_qsch01,266,296,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch01_ac01 1753,4,4,
-que_qsch01,271,283,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch01_ac02 1753,4,4,
-que_qsch01,270,307,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch01_ac03 1753,4,4,
-que_qsch01,279,300,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch01_ac04 1753,4,4,
-que_qsch02,266,296,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch02_ac01 1753,4,4,
-que_qsch02,271,283,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch02_ac02 1753,4,4,
-que_qsch02,270,307,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch02_ac03 1753,4,4,
-que_qsch02,279,300,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch02_ac04 1753,4,4,
-que_qsch03,266,296,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch03_ac01 1753,4,4,
-que_qsch03,271,283,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch03_ac02 1753,4,4,
-que_qsch03,270,307,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch03_ac03 1753,4,4,
-que_qsch03,279,300,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch03_ac04 1753,4,4,
-que_qsch04,266,296,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch04_ac01 1753,4,4,
-que_qsch04,271,283,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch04_ac02 1753,4,4,
-que_qsch04,270,307,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch04_ac03 1753,4,4,
-que_qsch04,279,300,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch04_ac04 1753,4,4,
-que_qsch05,266,296,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch05_ac01 1753,4,4,
-que_qsch05,271,283,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch05_ac02 1753,4,4,
-que_qsch05,270,307,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch05_ac03 1753,4,4,
-que_qsch05,279,300,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch05_ac04 1753,4,4,
+que_qaru02,271,283,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru02_ac02 1753,4,4
+que_qaru02,270,307,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru02_ac03 1753,4,4
+que_qaru02,279,300,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru02_ac04 1753,4,4
+que_qaru03,266,296,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru03_ac01 1753,4,4
+que_qaru03,271,283,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru03_ac02 1753,4,4
+que_qaru03,270,307,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru03_ac03 1753,4,4
+que_qaru03,279,300,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru03_ac04 1753,4,4
+que_qaru04,266,296,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru04_ac01 1753,4,4
+que_qaru04,271,283,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru04_ac02 1753,4,4
+que_qaru04,270,307,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru04_ac03 1753,4,4
+que_qaru04,279,300,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru04_ac04 1753,4,4
+que_qaru05,266,296,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru05_ac01 1753,4,4
+que_qaru05,271,283,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru05_ac02 1753,4,4
+que_qaru05,270,307,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru05_ac03 1753,4,4
+que_qaru05,279,300,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#aru05_ac04 1753,4,4
+que_qsch01,266,296,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch01_ac01 1753,4,4
+que_qsch01,271,283,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch01_ac02 1753,4,4
+que_qsch01,270,307,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch01_ac03 1753,4,4
+que_qsch01,279,300,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch01_ac04 1753,4,4
+que_qsch02,266,296,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch02_ac01 1753,4,4
+que_qsch02,271,283,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch02_ac02 1753,4,4
+que_qsch02,270,307,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch02_ac03 1753,4,4
+que_qsch02,279,300,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch02_ac04 1753,4,4
+que_qsch03,266,296,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch03_ac01 1753,4,4
+que_qsch03,271,283,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch03_ac02 1753,4,4
+que_qsch03,270,307,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch03_ac03 1753,4,4
+que_qsch03,279,300,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch03_ac04 1753,4,4
+que_qsch04,266,296,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch04_ac01 1753,4,4
+que_qsch04,271,283,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch04_ac02 1753,4,4
+que_qsch04,270,307,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch04_ac03 1753,4,4
+que_qsch04,279,300,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch04_ac04 1753,4,4
+que_qsch05,266,296,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch05_ac01 1753,4,4
+que_qsch05,271,283,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch05_ac02 1753,4,4
+que_qsch05,270,307,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch05_ac03 1753,4,4
+que_qsch05,279,300,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch05_ac04 1753,4,4
- script Temple Keeper#main_all -1,{
end;
@@ -2036,8 +2037,8 @@ OnTouch:
set .@in, charat(strnpcinfo(2),getstrlen(strnpcinfo(2))-1);
disablenpc "Temple Keeper#"+.@sub$+"_ac0"+.@in;
switch (.@in) {
- Case 1: setarray .@n, 246,330,247,330,248,330; break;
- Case 2: setarray .@n, 254,330,255,330,256,330; break;
+ case 1: setarray .@n, 246,330,247,330,248,330; break;
+ case 2: setarray .@n, 254,330,255,330,256,330; break;
}
for (set .@i, 0; .@i < getarraysize(.@n); set .@i, .@i + 2)
monster "que_q"+.@sub$,.@n[.@i],.@n[.@i+1],"Keeper Of The Temple",1933,1,"Temple Keeper#"+.@sub$+"_ac0"+.@in+"::OnMyMobDead";
@@ -2059,26 +2060,26 @@ OnInit:
disablenpc "Temple Keeper#"+.@sub$+"_ac0"+.@i;
end;
}
-que_qaru01,247,330,5 duplicate(Temple Keeper#main_all) Temple Keeper#aru01_ac01 1933,4,4,
-que_qaru01,255,330,3 duplicate(Temple Keeper#main_all) Temple Keeper#aru01_ac02 1933,4,4,
-que_qaru02,247,330,5 duplicate(Temple Keeper#main_all) Temple Keeper#aru02_ac01 1933,4,4,
-que_qaru02,255,330,3 duplicate(Temple Keeper#main_all) Temple Keeper#aru02_ac02 1933,4,4,
-que_qaru03,247,330,5 duplicate(Temple Keeper#main_all) Temple Keeper#aru03_ac01 1933,4,4,
-que_qaru03,255,330,3 duplicate(Temple Keeper#main_all) Temple Keeper#aru03_ac02 1933,4,4,
-que_qaru04,247,330,5 duplicate(Temple Keeper#main_all) Temple Keeper#aru04_ac01 1933,4,4,
-que_qaru04,255,330,3 duplicate(Temple Keeper#main_all) Temple Keeper#aru04_ac02 1933,4,4,
-que_qaru05,247,330,5 duplicate(Temple Keeper#main_all) Temple Keeper#aru05_ac01 1933,4,4,
-que_qaru05,255,330,3 duplicate(Temple Keeper#main_all) Temple Keeper#aru05_ac02 1933,4,4,
-que_qsch01,247,330,5 duplicate(Temple Keeper#main_all) Temple Keeper#sch01_ac01 1933,4,4,
-que_qsch01,255,330,3 duplicate(Temple Keeper#main_all) Temple Keeper#sch01_ac02 1933,4,4,
-que_qsch02,247,330,5 duplicate(Temple Keeper#main_all) Temple Keeper#sch02_ac01 1933,4,4,
-que_qsch02,255,330,3 duplicate(Temple Keeper#main_all) Temple Keeper#sch02_ac02 1933,4,4,
-que_qsch03,247,330,5 duplicate(Temple Keeper#main_all) Temple Keeper#sch03_ac01 1933,4,4,
-que_qsch03,255,330,3 duplicate(Temple Keeper#main_all) Temple Keeper#sch03_ac02 1933,4,4,
-que_qsch04,247,330,5 duplicate(Temple Keeper#main_all) Temple Keeper#sch04_ac01 1933,4,4,
-que_qsch04,255,330,3 duplicate(Temple Keeper#main_all) Temple Keeper#sch04_ac02 1933,4,4,
-que_qsch05,247,330,5 duplicate(Temple Keeper#main_all) Temple Keeper#sch05_ac01 1933,4,4,
-que_qsch05,255,330,3 duplicate(Temple Keeper#main_all) Temple Keeper#sch05_ac02 1933,4,4,
+que_qaru01,247,330,5 duplicate(Temple Keeper#main_all) Temple Keeper#aru01_ac01 1933,4,4
+que_qaru01,255,330,3 duplicate(Temple Keeper#main_all) Temple Keeper#aru01_ac02 1933,4,4
+que_qaru02,247,330,5 duplicate(Temple Keeper#main_all) Temple Keeper#aru02_ac01 1933,4,4
+que_qaru02,255,330,3 duplicate(Temple Keeper#main_all) Temple Keeper#aru02_ac02 1933,4,4
+que_qaru03,247,330,5 duplicate(Temple Keeper#main_all) Temple Keeper#aru03_ac01 1933,4,4
+que_qaru03,255,330,3 duplicate(Temple Keeper#main_all) Temple Keeper#aru03_ac02 1933,4,4
+que_qaru04,247,330,5 duplicate(Temple Keeper#main_all) Temple Keeper#aru04_ac01 1933,4,4
+que_qaru04,255,330,3 duplicate(Temple Keeper#main_all) Temple Keeper#aru04_ac02 1933,4,4
+que_qaru05,247,330,5 duplicate(Temple Keeper#main_all) Temple Keeper#aru05_ac01 1933,4,4
+que_qaru05,255,330,3 duplicate(Temple Keeper#main_all) Temple Keeper#aru05_ac02 1933,4,4
+que_qsch01,247,330,5 duplicate(Temple Keeper#main_all) Temple Keeper#sch01_ac01 1933,4,4
+que_qsch01,255,330,3 duplicate(Temple Keeper#main_all) Temple Keeper#sch01_ac02 1933,4,4
+que_qsch02,247,330,5 duplicate(Temple Keeper#main_all) Temple Keeper#sch02_ac01 1933,4,4
+que_qsch02,255,330,3 duplicate(Temple Keeper#main_all) Temple Keeper#sch02_ac02 1933,4,4
+que_qsch03,247,330,5 duplicate(Temple Keeper#main_all) Temple Keeper#sch03_ac01 1933,4,4
+que_qsch03,255,330,3 duplicate(Temple Keeper#main_all) Temple Keeper#sch03_ac02 1933,4,4
+que_qsch04,247,330,5 duplicate(Temple Keeper#main_all) Temple Keeper#sch04_ac01 1933,4,4
+que_qsch04,255,330,3 duplicate(Temple Keeper#main_all) Temple Keeper#sch04_ac02 1933,4,4
+que_qsch05,247,330,5 duplicate(Temple Keeper#main_all) Temple Keeper#sch05_ac01 1933,4,4
+que_qsch05,255,330,3 duplicate(Temple Keeper#main_all) Temple Keeper#sch05_ac02 1933,4,4
- script Wish Maiden#main_boss -1,{
end;
@@ -2090,7 +2091,7 @@ OnDisable:
stopnpctimer;
end;
-Onfight:
+OnFight:
initnpctimer;
end;
@@ -2116,7 +2117,7 @@ OnTimer5000:
OnMyMobDead:
set .@sub$,callfunc("F_Okolnir");
if (!mobcount("que_q"+.@sub$,"Wish Maiden#"+.@sub$+"_boss::OnMyMobDead")) {
- donpcevent "#okolnir_"+.@sub$+"::Onstop";
+ donpcevent "#okolnir_"+.@sub$+"::OnStop";
donpcevent "Wish Maiden#"+.@sub$+"_gift::OnEnable";
mapannounce "que_q"+.@sub$,"Wish Maiden : ..Good, you deserve the Goddess' shine.",bc_map,"0x00ff00";
}
@@ -2127,16 +2128,16 @@ OnInit:
hideonnpc "Wish Maiden#"+.@sub$+"_boss";
end;
}
-que_qaru01,251,255,3 duplicate(Wish Maiden#main_boss) Wish Maiden#aru01_boss 1931,
-que_qaru02,251,255,3 duplicate(Wish Maiden#main_boss) Wish Maiden#aru02_boss 1931,
-que_qaru03,251,255,3 duplicate(Wish Maiden#main_boss) Wish Maiden#aru03_boss 1931,
-que_qaru04,251,255,3 duplicate(Wish Maiden#main_boss) Wish Maiden#aru04_boss 1931,
-que_qaru05,251,255,3 duplicate(Wish Maiden#main_boss) Wish Maiden#aru05_boss 1931,
-que_qsch01,251,255,3 duplicate(Wish Maiden#main_boss) Wish Maiden#sch01_boss 1931,
-que_qsch02,251,255,3 duplicate(Wish Maiden#main_boss) Wish Maiden#sch02_boss 1931,
-que_qsch03,251,255,3 duplicate(Wish Maiden#main_boss) Wish Maiden#sch03_boss 1931,
-que_qsch04,251,255,3 duplicate(Wish Maiden#main_boss) Wish Maiden#sch04_boss 1931,
-que_qsch05,251,255,3 duplicate(Wish Maiden#main_boss) Wish Maiden#sch05_boss 1931,
+que_qaru01,251,255,3 duplicate(Wish Maiden#main_boss) Wish Maiden#aru01_boss 1931
+que_qaru02,251,255,3 duplicate(Wish Maiden#main_boss) Wish Maiden#aru02_boss 1931
+que_qaru03,251,255,3 duplicate(Wish Maiden#main_boss) Wish Maiden#aru03_boss 1931
+que_qaru04,251,255,3 duplicate(Wish Maiden#main_boss) Wish Maiden#aru04_boss 1931
+que_qaru05,251,255,3 duplicate(Wish Maiden#main_boss) Wish Maiden#aru05_boss 1931
+que_qsch01,251,255,3 duplicate(Wish Maiden#main_boss) Wish Maiden#sch01_boss 1931
+que_qsch02,251,255,3 duplicate(Wish Maiden#main_boss) Wish Maiden#sch02_boss 1931
+que_qsch03,251,255,3 duplicate(Wish Maiden#main_boss) Wish Maiden#sch03_boss 1931
+que_qsch04,251,255,3 duplicate(Wish Maiden#main_boss) Wish Maiden#sch04_boss 1931
+que_qsch05,251,255,3 duplicate(Wish Maiden#main_boss) Wish Maiden#sch05_boss 1931
- script Wish Maiden#main_gift -1,{
set .@sub$,callfunc("F_Okolnir");
@@ -2146,14 +2147,14 @@ que_qsch05,251,255,3 duplicate(Wish Maiden#main_boss) Wish Maiden#sch05_boss 193
if (strcharinfo(0) == getguildmaster(.@GID)) {
if (compare(.@sub$,"aru")) {
setarray .@n, 7835,1,7836,1,7837,1,7838,1,2513,1,7291,10,7293,10,7063,100,985,20;
- set .@rwd, 2541;
+ set .@rwd, 2541; //Asprika
} else {
setarray .@n, 7830,1,7831,1,7832,1,7833,1,7834,1,2357,1,7510,100,969,10,985,20;
- set .@rwd, 2383;
+ set .@rwd, 2383; //Brynhild
}
for (set .@i, 0; .@i < getarraysize(.@n); set .@i, .@i + 2) {
if (countitem(.@n[.@i]) >= .@n[.@i+1])
- set .@check, .@check + 1;
+ set .@check, .@check + 1;
}
if (.@check >= 9) {
cutin "wish_maiden12",1;
@@ -2178,7 +2179,7 @@ que_qsch05,251,255,3 duplicate(Wish Maiden#main_boss) Wish Maiden#sch05_boss 193
for (set .@i, 0; .@i < getarraysize(.@n); set .@i, .@i + 2)
delitem .@n[.@i],.@n[.@i+1];
getitem .@rwd,1;
- getitem 7840,1;
+ getitem 7840,1; //Valkyrie_Gift
announce "["+ strcharinfo(0) +"], of guild ["+ GetGuildName(.@GID) +"] has brought a "+getitemname(.@rwd)+" into this world.",bc_all,"0x70dbdb";
close2;
cutin "wish_maiden11",255;
@@ -2256,16 +2257,16 @@ OnInit:
disablenpc "Wish Maiden#"+.@sub$+"_gift";
end;
}
-que_qaru01,252,340,3 duplicate(Wish Maiden#main_gift) Wish Maiden#aru01_gift 403,
-que_qaru02,252,340,3 duplicate(Wish Maiden#main_gift) Wish Maiden#aru02_gift 403,
-que_qaru03,252,340,3 duplicate(Wish Maiden#main_gift) Wish Maiden#aru03_gift 403,
-que_qaru04,252,340,3 duplicate(Wish Maiden#main_gift) Wish Maiden#aru04_gift 403,
-que_qaru05,252,340,3 duplicate(Wish Maiden#main_gift) Wish Maiden#aru05_gift 403,
-que_qsch01,252,340,3 duplicate(Wish Maiden#main_gift) Wish Maiden#sch01_gift 403,
-que_qsch02,252,340,3 duplicate(Wish Maiden#main_gift) Wish Maiden#sch02_gift 403,
-que_qsch03,252,340,3 duplicate(Wish Maiden#main_gift) Wish Maiden#sch03_gift 403,
-que_qsch04,252,340,3 duplicate(Wish Maiden#main_gift) Wish Maiden#sch04_gift 403,
-que_qsch05,252,340,3 duplicate(Wish Maiden#main_gift) Wish Maiden#sch05_gift 403,
+que_qaru01,252,340,3 duplicate(Wish Maiden#main_gift) Wish Maiden#aru01_gift 403
+que_qaru02,252,340,3 duplicate(Wish Maiden#main_gift) Wish Maiden#aru02_gift 403
+que_qaru03,252,340,3 duplicate(Wish Maiden#main_gift) Wish Maiden#aru03_gift 403
+que_qaru04,252,340,3 duplicate(Wish Maiden#main_gift) Wish Maiden#aru04_gift 403
+que_qaru05,252,340,3 duplicate(Wish Maiden#main_gift) Wish Maiden#aru05_gift 403
+que_qsch01,252,340,3 duplicate(Wish Maiden#main_gift) Wish Maiden#sch01_gift 403
+que_qsch02,252,340,3 duplicate(Wish Maiden#main_gift) Wish Maiden#sch02_gift 403
+que_qsch03,252,340,3 duplicate(Wish Maiden#main_gift) Wish Maiden#sch03_gift 403
+que_qsch04,252,340,3 duplicate(Wish Maiden#main_gift) Wish Maiden#sch04_gift 403
+que_qsch05,252,340,3 duplicate(Wish Maiden#main_gift) Wish Maiden#sch05_gift 403
- script #to_agit_main_gate -1,{
end;
@@ -2280,16 +2281,16 @@ OnInit:
disablenpc "#to_agit_"+.@sub$+"_gate";
end;
}
-que_qaru01,252,339,0 duplicate(#to_agit_main_gate) #to_agit_aru01_gate 45,1,1,
-que_qaru02,252,339,0 duplicate(#to_agit_main_gate) #to_agit_aru02_gate 45,1,1,
-que_qaru03,252,339,0 duplicate(#to_agit_main_gate) #to_agit_aru03_gate 45,1,1,
-que_qaru04,252,339,0 duplicate(#to_agit_main_gate) #to_agit_aru04_gate 45,1,1,
-que_qaru05,252,339,0 duplicate(#to_agit_main_gate) #to_agit_aru05_gate 45,1,1,
-que_qsch01,252,339,0 duplicate(#to_agit_main_gate) #to_agit_sch01_gate 45,1,1,
-que_qsch02,252,339,0 duplicate(#to_agit_main_gate) #to_agit_sch02_gate 45,1,1,
-que_qsch03,252,339,0 duplicate(#to_agit_main_gate) #to_agit_sch03_gate 45,1,1,
-que_qsch04,252,339,0 duplicate(#to_agit_main_gate) #to_agit_sch04_gate 45,1,1,
-que_qsch05,252,339,0 duplicate(#to_agit_main_gate) #to_agit_sch05_gate 45,1,1,
+que_qaru01,252,339,0 duplicate(#to_agit_main_gate) #to_agit_aru01_gate 45,1,1
+que_qaru02,252,339,0 duplicate(#to_agit_main_gate) #to_agit_aru02_gate 45,1,1
+que_qaru03,252,339,0 duplicate(#to_agit_main_gate) #to_agit_aru03_gate 45,1,1
+que_qaru04,252,339,0 duplicate(#to_agit_main_gate) #to_agit_aru04_gate 45,1,1
+que_qaru05,252,339,0 duplicate(#to_agit_main_gate) #to_agit_aru05_gate 45,1,1
+que_qsch01,252,339,0 duplicate(#to_agit_main_gate) #to_agit_sch01_gate 45,1,1
+que_qsch02,252,339,0 duplicate(#to_agit_main_gate) #to_agit_sch02_gate 45,1,1
+que_qsch03,252,339,0 duplicate(#to_agit_main_gate) #to_agit_sch03_gate 45,1,1
+que_qsch04,252,339,0 duplicate(#to_agit_main_gate) #to_agit_sch04_gate 45,1,1
+que_qsch05,252,339,0 duplicate(#to_agit_main_gate) #to_agit_sch05_gate 45,1,1
- script #okolnir_main_time01 -1,{
end;
@@ -2300,7 +2301,7 @@ OnEnable:
initnpctimer;
end;
-Onreset:
+OnReset:
set .@sub$,callfunc("F_Okolnir");
setd "$siz_"+.@sub$+"_on",0;
setd "$gqse_"+.@sub$+"_time",0;
@@ -2328,16 +2329,16 @@ OnInit:
if (getd("$siz_"+.@sub$+"_on") == 2) initnpctimer;
end;
}
-que_qaru01,1,6,0 duplicate(#okolnir_main_time01) #okolnir_aru01_time01 844,
-que_qaru02,1,6,0 duplicate(#okolnir_main_time01) #okolnir_aru02_time01 844,
-que_qaru03,1,6,0 duplicate(#okolnir_main_time01) #okolnir_aru03_time01 844,
-que_qaru04,1,6,0 duplicate(#okolnir_main_time01) #okolnir_aru04_time01 844,
-que_qaru05,1,6,0 duplicate(#okolnir_main_time01) #okolnir_aru05_time01 844,
-que_qsch01,1,6,0 duplicate(#okolnir_main_time01) #okolnir_sch01_time01 844,
-que_qsch02,1,6,0 duplicate(#okolnir_main_time01) #okolnir_sch02_time01 844,
-que_qsch03,1,6,0 duplicate(#okolnir_main_time01) #okolnir_sch03_time01 844,
-que_qsch04,1,6,0 duplicate(#okolnir_main_time01) #okolnir_sch04_time01 844,
-que_qsch05,1,6,0 duplicate(#okolnir_main_time01) #okolnir_sch05_time01 844,
+que_qaru01,1,6,0 duplicate(#okolnir_main_time01) #okolnir_aru01_time01 844
+que_qaru02,1,6,0 duplicate(#okolnir_main_time01) #okolnir_aru02_time01 844
+que_qaru03,1,6,0 duplicate(#okolnir_main_time01) #okolnir_aru03_time01 844
+que_qaru04,1,6,0 duplicate(#okolnir_main_time01) #okolnir_aru04_time01 844
+que_qaru05,1,6,0 duplicate(#okolnir_main_time01) #okolnir_aru05_time01 844
+que_qsch01,1,6,0 duplicate(#okolnir_main_time01) #okolnir_sch01_time01 844
+que_qsch02,1,6,0 duplicate(#okolnir_main_time01) #okolnir_sch02_time01 844
+que_qsch03,1,6,0 duplicate(#okolnir_main_time01) #okolnir_sch03_time01 844
+que_qsch04,1,6,0 duplicate(#okolnir_main_time01) #okolnir_sch04_time01 844
+que_qsch05,1,6,0 duplicate(#okolnir_main_time01) #okolnir_sch05_time01 844
que_qaru01,116,313,0,0 monster Garden Keeper 1932,1,180000,0,0
que_qaru01,120,285,0,0 monster Garden Keeper 1932,1,180000,0,0
diff --git a/npc/quests/partyrelay.txt b/npc/quests/partyrelay.txt
index 31dea6319..91c43db0c 100644
--- a/npc/quests/partyrelay.txt
+++ b/npc/quests/partyrelay.txt
@@ -1,17 +1,16 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Party Relay Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Current Version: =====================================
+//= 1.2
+//===== Description: =========================================
+//= [Official Conversion]
//= Party Relay Quest.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version. [L0ne_W0lf]
//= 1.1 Fixed a couple typos, npcs check area for PCs. [L0ne_W0lf]
+//= 1.2 Updated RE/Pre-RE EXP. [Euphy]
//============================================================
payon,103,113,3 script Ledrion#payon::RelayLedrion 109,{
@@ -75,27 +74,7 @@ payon,103,113,3 script Ledrion#payon::RelayLedrion 109,{
else {
getitem 617,3; //Old_Violet_Box
}
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 19560,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
+ callfunc "F_PartyRelay_Exp";
mes "[Ledrion]";
mes "Well, I hope you like it!";
mes "If you can't use it, then";
@@ -151,27 +130,7 @@ payon,103,113,3 script Ledrion#payon::RelayLedrion 109,{
getitem 603,3; //Old_Blue_Box
getitem 617,1; //Old_Violet_Box
getitem 7738,1; //Mission_Certificate9
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 19560,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
+ callfunc "F_PartyRelay_Exp";
next;
mes "[Ledrion]";
mes "Please give that ticket";
@@ -220,27 +179,7 @@ payon,103,113,3 script Ledrion#payon::RelayLedrion 109,{
getitem 644,3; //Gift_Box
getitem 603,1; //Old_Blue_Box
getitem 7734,1; //Mission_Certificate5
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 19560,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
+ callfunc "F_PartyRelay_Exp";
close;
}
if (countitem(7733) > 0) {
@@ -485,27 +424,7 @@ payon,83,327,3 script Gatan#payon::RelayGatan 86,{
getitem 7739,1; //Mission_Certificate10
getitem 610,2; //Leaf_Of_Yggdrasil
getitem 607,2; //Yggdrasilberry
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 19560,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
+ callfunc "F_PartyRelay_Exp";
next;
mes "[Gatan]";
mes "Alright, get that done.";
@@ -970,27 +889,7 @@ payon,83,327,3 script Gatan#payon::RelayGatan 86,{
set party_relay,17;
getitem 7735,1; //Mission_Certificate6
getitem 610,2; //Leaf_Of_Yggdrasil
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 19560,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
+ callfunc "F_PartyRelay_Exp";
next;
mes "[Gatan]";
mes "Alright, get that done.";
@@ -1461,27 +1360,7 @@ payon,83,327,3 script Gatan#payon::RelayGatan 86,{
set party_relay,6;
getitem 7731,1; //Mission_Certificate2
getitem 607,2; //Yggdrasilberry
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 38520,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
+ callfunc "F_PartyRelay_Exp";
next;
mes "[Gatan]";
mes "Don't forget to make";
@@ -1983,27 +1862,7 @@ payon,204,221,3 script Bafhail#payon::RelayBafhail 731,{
getitem 7740,1; //Mission_Certificate11
getitem 610,2; //Leaf_Of_Yggdrasil
getitem 607,2; //Yggdrasilberry
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 38520,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
+ callfunc "F_PartyRelay_Exp";
mes "[Bafhail]";
mes "Make sure that you give";
mes "that ticket to an Archer";
@@ -2028,27 +1887,7 @@ payon,204,221,3 script Bafhail#payon::RelayBafhail 731,{
getitem 7740,1; //Mission_Certificate11
getitem 610,2; //Leaf_Of_Yggdrasil
getitem 607,2; //Yggdrasilberry
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 38520,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
+ callfunc "F_PartyRelay_Exp";
mes "[Bafhail]";
mes "Make sure that you give";
mes "that ticket to an Archer";
@@ -2075,7 +1914,7 @@ payon,204,221,3 script Bafhail#payon::RelayBafhail 731,{
mes "Don't forget now, alright?";
close;
}
- if ((countitem(7739) > 0) && (.@relaytime >= 11) && (.@relaytime < 14) && ((Baseclass == Job_Thief) || (BaseClass == Job_Acolyte))) {
+ if ((countitem(7739) > 0) && (.@relaytime >= 11) && (.@relaytime < 14) && ((BaseClass == Job_Thief) || (BaseClass == Job_Acolyte))) {
mes "[Bafhail]";
mes "Oh, isn't that ticket...?";
mes "Ah, good, good. Judging";
@@ -2102,7 +1941,7 @@ payon,204,221,3 script Bafhail#payon::RelayBafhail 731,{
mes "I'll see you later~";
close;
}
- else if ((countitem(7739) > 0) && (.@relaytime >= 0) && (.@relaytime < 3) && ((Baseclass == Job_Thief) || (BaseClass == Job_Acolyte))) {
+ else if ((countitem(7739) > 0) && (.@relaytime >= 0) && (.@relaytime < 3) && ((BaseClass == Job_Thief) || (BaseClass == Job_Acolyte))) {
mes "[Bafhail]";
mes "Oh, isn't that ticket...?";
mes "Ah, good, good. Judging";
@@ -2130,7 +1969,7 @@ payon,204,221,3 script Bafhail#payon::RelayBafhail 731,{
mes "I'll see you later~";
close;
}
- if ((countitem(7739) > 0) && ((Baseclass == Job_Thief) || (BaseClass == Job_Acolyte))) {
+ if ((countitem(7739) > 0) && ((BaseClass == Job_Thief) || (BaseClass == Job_Acolyte))) {
mes "[Bafhail]";
mes "Oh, isn't that ticket...?";
mes "Ah, good, good. Judging";
@@ -2170,27 +2009,7 @@ payon,204,221,3 script Bafhail#payon::RelayBafhail 731,{
set party_relay,20;
getitem 7736,1; //Mission_Certificate7
getitem 610,2; //Leaf_Of_Yggdrasil
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 38520,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
+ callfunc "F_PartyRelay_Exp";
mes "[Bafhail]";
mes "Do me a favor and make";
mes "sure that the Merchant";
@@ -2214,27 +2033,7 @@ payon,204,221,3 script Bafhail#payon::RelayBafhail 731,{
set party_relay,20;
getitem 7736,1; //Mission_Certificate7
getitem 610,2; //Leaf_Of_Yggdrasil
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 38520,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
+ callfunc "F_PartyRelay_Exp";
mes "[Bafhail]";
mes "Do me a favor and make";
mes "sure that the Merchant";
@@ -2276,27 +2075,7 @@ payon,204,221,3 script Bafhail#payon::RelayBafhail 731,{
set party_relay,20;
getitem 7736,1; //Mission_Certificate7
getitem 610,2; //Leaf_Of_Yggdrasil
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 38520,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
+ callfunc "F_PartyRelay_Exp";
mes "[Bafhail]";
mes "Do me a favor and make";
mes "sure that the Merchant";
@@ -2320,27 +2099,7 @@ payon,204,221,3 script Bafhail#payon::RelayBafhail 731,{
set party_relay,20;
getitem 7736,1; //Mission_Certificate7
getitem 610,2; //Leaf_Of_Yggdrasil
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 38520,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
+ callfunc "F_PartyRelay_Exp";
mes "[Bafhail]";
mes "Do me a favor and make";
mes "sure that the Merchant";
@@ -2480,27 +2239,7 @@ payon,204,221,3 script Bafhail#payon::RelayBafhail 731,{
set party_relay,9;
getitem 7732,1; //Mission_Certificate3
getitem 607,2; //Yggdrasilberry
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 38520,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
+ callfunc "F_PartyRelay_Exp";
mes "[Bafhail]";
mes "Please give that";
mes "ticket to the Archer";
@@ -2523,27 +2262,7 @@ payon,204,221,3 script Bafhail#payon::RelayBafhail 731,{
set party_relay,9;
getitem 7732,1; //Mission_Certificate3
getitem 607,2; //Yggdrasilberry
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 38520,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
+ callfunc "F_PartyRelay_Exp";
next;
mes "[Bafhail]";
mes "Please give that";
@@ -2632,7 +2351,7 @@ payon,204,221,3 script Bafhail#payon::RelayBafhail 731,{
mes "Standard Time. Don't forget!";
close;
}
- if ((countitem(7731) > 0) && (BaseLevel > 39) && ((.@relaytime >= 8) && (.@relaytime < 11)) && (Baseclass == Job_Thief)) {
+ if ((countitem(7731) > 0) && (BaseLevel > 39) && ((.@relaytime >= 8) && (.@relaytime < 11)) && (BaseClass == Job_Thief)) {
mes "[Bafhail]";
mes "Oh, isn't that ticket...?";
mes "Ah, good, good. Judging";
@@ -2664,7 +2383,7 @@ payon,204,221,3 script Bafhail#payon::RelayBafhail 731,{
mes "items for missions, okay?";
close;
}
- else if ((countitem(7731) > 0) && (BaseLevel > 39) && ((.@relaytime >= 21) && (Baseclass == Job_Thief))) {
+ else if ((countitem(7731) > 0) && (BaseLevel > 39) && ((.@relaytime >= 21) && (BaseClass == Job_Thief))) {
mes "[Bafhail]";
mes "Oh, isn't that ticket...?";
mes "Ah, good, good. Judging";
@@ -2696,7 +2415,7 @@ payon,204,221,3 script Bafhail#payon::RelayBafhail 731,{
mes "items for missions, okay?";
close;
}
- if ((countitem(7731) > 0) && (BaseLevel > 39) && (Baseclass == Job_Thief)) {
+ if ((countitem(7731) > 0) && (BaseLevel > 39) && (BaseClass == Job_Thief)) {
mes "[Bafhail]";
mes "Oh, isn't that ticket...?";
mes "Ah, good, good. Judging";
@@ -2783,27 +2502,7 @@ payon,168,314,3 script Lospii#payon::RelayLospii 706,{
getitem 7741,1; //Mission_Certificate12
getitem 610,2; //Leaf_Of_Yggdrasil
getitem 607,2; //Yggdrasilberry
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 38520,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
+ callfunc "F_PartyRelay_Exp";
mes "[Lospii]";
mes "Okay, now take this";
mes "ticket, and give it to";
@@ -2840,27 +2539,7 @@ payon,168,314,3 script Lospii#payon::RelayLospii 706,{
getitem 7741,1; //Mission_Certificate12
getitem 610,2; //Leaf_Of_Yggdrasil
getitem 607,2; //Yggdrasilberry
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 38520,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
+ callfunc "F_PartyRelay_Exp";
mes "[Lospii]";
mes "Okay, now take this";
mes "ticket, and give it to";
@@ -2970,7 +2649,7 @@ payon,168,314,3 script Lospii#payon::RelayLospii 706,{
mes "important to know!";
close;
}
- if ((countitem(7740) > 0) && ((Baseclass == Job_Archer) || (BaseClass == Job_Merchant))) {
+ if ((countitem(7740) > 0) && ((BaseClass == Job_Archer) || (BaseClass == Job_Merchant))) {
mes "[Lospii]";
mes "Hi, I'm Lospii! Maybe";
mes "I'm younger than you, but";
@@ -3021,27 +2700,7 @@ payon,168,314,3 script Lospii#payon::RelayLospii 706,{
set party_relay,22;
getitem 7737,1; //Mission_Certificate8
getitem 610,2; //Leaf_Of_Yggdrasil
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 38520,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
+ callfunc "F_PartyRelay_Exp";
mes "[Lospii]";
mes "Okay, now take this";
mes "ticket, and give it to";
@@ -3077,27 +2736,7 @@ payon,168,314,3 script Lospii#payon::RelayLospii 706,{
set party_relay,22;
getitem 7737,1; //Mission_Certificate8
getitem 610,2; //Leaf_Of_Yggdrasil
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 38520,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
+ callfunc "F_PartyRelay_Exp";
mes "[Lospii]";
mes "Okay, now take this";
mes "ticket, and give it to";
@@ -3258,27 +2897,7 @@ payon,168,314,3 script Lospii#payon::RelayLospii 706,{
set party_relay,11;
getitem 7733,1; //Mission_Certificate4
getitem 607,2; //Yggdrasilberry
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 38520,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
+ callfunc "F_PartyRelay_Exp";
mes "[Lospii]";
mes "Okay, now take this";
mes "ticket, and give it to";
@@ -3314,27 +2933,7 @@ payon,168,314,3 script Lospii#payon::RelayLospii 706,{
set party_relay,11;
getitem 7733,1; //Mission_Certificate4
getitem 607,2; //Yggdrasilberry
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 38520,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
+ callfunc "F_PartyRelay_Exp";
mes "[Lospii]";
mes "Okay, now take this";
mes "ticket, and give it to";
@@ -3362,7 +2961,7 @@ payon,168,314,3 script Lospii#payon::RelayLospii 706,{
mes "I... I can't read watches...";
close;
}
- if ((countitem(7732) > 0) && (BaseLevel > 39) && ((.@relaytime >= 14) && (.@relaytime < 17)) && (Baseclass == Job_Archer)) {
+ if ((countitem(7732) > 0) && (BaseLevel > 39) && ((.@relaytime >= 14) && (.@relaytime < 17)) && (BaseClass == Job_Archer)) {
mes "[Lospii]";
mes "Hi, I'm Lospii! Maybe";
mes "I'm younger than you, but";
@@ -3403,7 +3002,7 @@ payon,168,314,3 script Lospii#payon::RelayLospii 706,{
mes "important to know!";
close;
}
- else if ((countitem(7732) > 0) && (BaseLevel > 39) && ((.@relaytime >= 18) && (.@relaytime < 21)) && (Baseclass == Job_Archer)) {
+ else if ((countitem(7732) > 0) && (BaseLevel > 39) && ((.@relaytime >= 18) && (.@relaytime < 21)) && (BaseClass == Job_Archer)) {
mes "[Lospii]";
mes "Hi, I'm Lospii! Maybe";
mes "I'm younger than you, but";
@@ -3444,7 +3043,7 @@ payon,168,314,3 script Lospii#payon::RelayLospii 706,{
mes "important to know!";
close;
}
- if ((countitem(7732) > 0) && (BaseLevel > 39) && (Baseclass == Job_Archer)) {
+ if ((countitem(7732) > 0) && (BaseLevel > 39) && (BaseClass == Job_Archer)) {
mes "[Lospii]";
mes "Hi, I'm Lospii! Maybe";
mes "I'm younger than you, but";
@@ -3476,6 +3075,28 @@ payon,168,314,3 script Lospii#payon::RelayLospii 706,{
close;
}
+// EXP Rewards
+function script F_PartyRelay_Exp {
+ if (checkre(3)) { //unconfirmed
+ if (BaseLevel > 94) getexp 104760,0;
+ else if (BaseLevel > 89) getexp 85920,0;
+ else if (BaseLevel > 79) getexp 38520,0;
+ else if (BaseLevel > 69) getexp 19560,0;
+ else if (BaseLevel > 59) getexp 6720,0;
+ else if (BaseLevel > 49) getexp 2880,0;
+ else getexp 1080,0;
+ } else {
+ if (BaseLevel > 94) getexp 1047600,0;
+ else if (BaseLevel > 89) getexp 859200,0;
+ else if (BaseLevel > 79) getexp 385200,0;
+ else if (BaseLevel > 69) getexp 195600,0;
+ else if (BaseLevel > 59) getexp 67200,0;
+ else if (BaseLevel > 49) getexp 28800,0;
+ else getexp 10800,0;
+ }
+ return;
+}
+
// Comodo Relay
comodo,71,137,3 duplicate(RelayLedrion) Ledrion#comodo 109
comodo,236,197,3 duplicate(RelayGatan) Gatan#comodo 86
diff --git a/npc/quests/quests_13_1.txt b/npc/quests/quests_13_1.txt
index ddb7a3eea..5b4b43f94 100644
--- a/npc/quests/quests_13_1.txt
+++ b/npc/quests/quests_13_1.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 2.7a
+//= 3.4
//===== Description: =========================================
//= [Official Conversion]
//= Contains Quests:
@@ -15,49 +15,27 @@
//= Finding a Fairy & Finding a Giant Tree
//= The Tripartite Union's Feud
//= Cat Hand Agent
-//= - Contains untranslated dialog.
//= Part Time Work
-//= - Contains Custom translated dialog.
//= Report from the New World
-//= - Contains Custom translated dialog.
-// Persuing Rayan Moore
-//= - Contains Custom translated dialog.
+//= Persuing Rayan Moore
//===== Additional Comments: =================================
-//= 1.0 First Version. [L0ne_W0lf]
-//= 1.1 I missed an end in one of the lhz guards. [L0ne_W0lf]
-//= 1.2 Fixed missing ends, wrong label and some typos [Gepard]
-//= 1.3 Added the two remaining 13.1 quests. [L0ne_W0lf]
-//= Cat Hand Agents no longer ignore you with 300+ points.
-//= 1.4 Changed killmonsterall -> killmonster. (bugreport:4131)
-//= 1.5 Removed a 'close;' which should have been 'close2'. (bugreport:4276)
-//= 1.6 Fixed check in cat hand agent.
-//= 1.7 Moved the close in Cat Hand Service Warps. (bugreport:4079) [L0ne_W0lf]
-//= 1.8 Added 13.2 Additions to Report from the New World NPCs
-//= 1.9 Upped success rates for Report from the New World drops.
-//= 2.0 Added Mid Camp Warper, translated from the Official [Slim]
-//= 2.1 Fixed some typos [tr0n]
-//= 2.2 A little optimization (-25kb). [Euphy]
-//= 2.3 Updated to match the new Izlude Map. [Masao]
-//= 2.4 More optimization (-32kb). [Euphy]
-//= 2.5 Yet more optimization (-22kb). [Euphy]
-//= 2.5a Minor fixes. [Euphy]
-//= 2.6 Disabled "Ash Vacuum Warper" as it's no longer in iRO. [Euphy]
-//= 2.6a Added 'npcskill' command. [Euphy]
-//= 2.7 Updated incorrect EXP values & added checkre() checks [Streusel]
-//= 2.7a Modified Promotional Staff for Izlude
-//= 2.8 Fixed a missing variable check. [Joseph]
+//= 3.0 Fixed a missing variable check. [Joseph]
+//= 3.1 Updated RE/Pre-RE EXP. [Euphy]
+//= 3.2 Updated ep13_start and dialog to match official script. [Joseph]
+//= 3.3 Updated to match the latest official script. [Euphy]
+//= 3.3a Added Izlude RE coordinates. [Euphy]
+//= 3.4 Added GM management function and NPC. [Euphy]
//============================================================
-// Onward to the New World
+// Onward to the New World :: ep13_gogo
//============================================================
-prontera,163,53,3 script Promotional Staff#prt 100,{
+function script Promotional_Staff {
mes "[Promotional Staff]";
mes "We are looking for adventurers who are super curious and extremely brave.";
mes "Join us for a wonderful adventure!";
next;
mes "[Promotional Staff]";
- mes "Hey, you're a knowledgeable person, right?";
- mes "Are you interested in my story?";
+ mes "Hey, you're a knowledgeable person, right? Are you interested in my story?";
next;
switch(select("Yes.:No, thanks.")) {
case 1:
@@ -69,8 +47,7 @@ prontera,163,53,3 script Promotional Staff#prt 100,{
mes "[Promotional Staff]";
mes "I usually send adventurers to";
mes "newly found places for research.";
- mes "It's quite challenging, as nobody's";
- mes "ever been to these places.";
+ mes "It's quite challeging, as nobody's ever been to these places.";
next;
mes "[Promotional Staff]";
mes "The missions are quite dangerous,";
@@ -79,15 +56,10 @@ prontera,163,53,3 script Promotional Staff#prt 100,{
mes "of this mission.";
next;
mes "[Promotional Staff]";
- mes "I'm not sure that you're strong";
- mes "enough, but you seem brave. How";
- mes "about going to the kingdom";
- mes "receptionist? He should be in the";
- mes "first room of Prontera Castle.";
+ mes "I'm not sure that you're strong enough, but you seem brave. How about going to the kingdom receptionist? He should be in the first room of Prontera Castle.";
next;
mes "[Promotional Staff]";
- mes "From what I've heard about this";
- mes "new place... It's not a new continent.";
+ mes "From what I've heard about this place... It's not a new continent.";
mes "I don't know where it is.";
mes "Hmm... Inside of the sky?";
next;
@@ -97,20 +69,21 @@ prontera,163,53,3 script Promotional Staff#prt 100,{
mes "It's not my business.";
next;
mes "[Promotional Staff]";
- mes "Anyway, I'm supposed to inform many";
- mes "adventurers about it.";
+ mes "Anyway, I'm supposed to inform many adventurers about it.";
mes "There's no time to waste!";
close;
case 2:
mes "[Promotional Staff]";
- mes "Huh, I thought you were a real";
- mes "adventurer. You're missing a big";
- mes "opportunity. You're definitely not";
- mes "brave. Absolutely not!";
+ mes "Huh, I thought you were a real adventurer. You're missing a big opportunity. You're definitely not brave. Absolutely not!";
close;
}
}
+prontera,163,53,3 script Promotional Staff#prt 100,{
+ callfunc "Promotional_Staff";
+ end;
+}
+
prt_castle,121,51,3 script Alliance Manager#prt 752,{
if (ep13_ryu == 13) {
mes "[Alliance Manager]";
@@ -295,7 +268,7 @@ prt_castle,83,67,5 script Recruiter for the Brave 109,{
next;
changequest 10064,10065;
set ep13_ryu,9;
- if(checkre(0))
+ if (checkre(3))
getexp 66000,21000;
else
getexp 660000,210000;
@@ -388,7 +361,14 @@ aldebaran,127,138,3 script Promotional Staff#alde 100,{
mes "Just visit the ^FF0000Promotional Staff in Geffen^000000. You have no business with me anymore. Bless you. I wish you a safe adventure.";
close;
}
- if ((ep13_ryu == 2) && (countitem(909) > 299)) {
+ if (ep13_ryu == 2) {
+ if (countitem(909) < 300) {
+ mes "[Promotional Staff]";
+ mes "Don't forget to bring... ^FF0000300 Jellopy^000000.";
+ mes "Got it? ^FF0000300 Jellopy^000000!";
+ mes "Let me know once you got them.";
+ close;
+ }
mes "[Promotional Staff]";
mes "Hey! Let me know once you collect all of them.";
mes "Don't disturb me anymore. I'm a busy man... What a waste.";
@@ -428,13 +408,6 @@ aldebaran,127,138,3 script Promotional Staff#alde 100,{
mes "Bless you!";
close;
}
- if (ep13_ryu == 2) {
- mes "[Promotional Staff]";
- mes "Don't forget to bring... ^FF0000300 Jellopy^000000.";
- mes "Got it? ^FF0000300 Jellopy^000000!";
- mes "Let me know once you got them.";
- close;
- }
if (ep13_ryu == 1) {
mes "[Promotional Staff]";
mes "We want the adventurers who are super curious and extremely brave. Join us for a wonderful adventure!";
@@ -473,52 +446,8 @@ aldebaran,127,138,3 script Promotional Staff#alde 100,{
mes "Then we can go forward.";
close;
}
- mes "[Promotional Staff]";
- mes "We want the adventurers who are super curious and extremely brave. Join us for a wonderful adventure!";
- next;
- mes "[Promotional Staff]";
- mes "Hey, you're a well-versed person, right? Are you interested in my story?";
- next;
- switch(select("Yes.:No, thanks.")) {
- case 1:
- mes "[Promotional Staff]";
- mes "You're a real adventurer.";
- mes "Good for you!";
- mes "You won't regret it.";
- next;
- mes "[Promotional Staff]";
- mes "I usually send adventurers to";
- mes "newly found places for research.";
- mes "It's quite challeging, as nobody's ever been to these places.";
- next;
- mes "[Promotional Staff]";
- mes "The missions are quite dangerous,";
- mes "so only those who are courageous";
- mes "are qualified for the challenge";
- mes "of this mission.";
- next;
- mes "[Promotional Staff]";
- mes "I'm not sure that you're strong enough, but you seem brave. How about going to the kingdom receptionist? He should be in the first room of Prontera Castle.";
- next;
- mes "[Promotional Staff]";
- mes "From what I've heard about this place... It's not a new continent.";
- mes "I don't know where it is.";
- mes "Hmm... Inside of the sky?";
- next;
- mes "[Promotional Staff]";
- mes "Could just be a rumor,";
- mes "but I don't know exactly.";
- mes "It's not my business.";
- next;
- mes "[Promotional Staff]";
- mes "Anyway, I'm supposed to inform many adventurers about it.";
- mes "There's no time to waste!";
- close;
- case 2:
- mes "[Promotional Staff]";
- mes "Huh, I thought you were a real adventurer. You're missing a big opportunity. You're definitely not brave. Absolutely not!";
- close;
- }
+ callfunc "Promotional_Staff";
+ end;
}
geffen,90,67,3 script Promotional Staff#gef 100,{
@@ -534,7 +463,14 @@ geffen,90,67,3 script Promotional Staff#gef 100,{
mes "Or do you have any business in Geffen?";
close;
}
- if ((ep13_ryu == 5) && (countitem(723) > 0)) {
+ if (ep13_ryu == 5) {
+ if (countitem(723) == 0) {
+ mes "[Promotional Staff]";
+ mes "^FF00001 Ruby!!^000000.";
+ mes "Don't you forget it!";
+ mes "Hurry up! Time is zeny!";
+ close;
+ }
mes "[Promotional Staff]";
mes "Wow, you brought a genuine Jewel.";
mes "You are absolutely qualified.";
@@ -567,14 +503,13 @@ geffen,90,67,3 script Promotional Staff#gef 100,{
mes "Good luck!";
close;
}
- if (ep13_ryu == 5) {
- mes "[Promotional Staff]";
- mes "^FF00001 Ruby!!^000000.";
- mes "Don't you forget it!";
- mes "Hurry up! Time is zeny!";
- close;
- }
- if ((ep13_ryu == 4) && (countitem(721) > 0)) {
+ if (ep13_ryu == 4) {
+ if (countitem(721) == 0) {
+ mes "[Promotional Staff]";
+ mes "The one you should bring me is";
+ mes "^FF0000Emerald^000000. Can you get it?";
+ close;
+ }
mes "[Promotional Staff]";
mes "You brought it so soon!";
mes "You're a real adventurer!";
@@ -598,12 +533,6 @@ geffen,90,67,3 script Promotional Staff#gef 100,{
mes "I will wait until you bring me a stone again.";
close;
}
- if (ep13_ryu == 4) {
- mes "[Promotional Staff]";
- mes "The one you should bring me is";
- mes "^FF0000Emerald^000000. Can you get it?";
- close;
- }
if (ep13_ryu == 3) {
mes "[Promotional Staff]";
mes "We are recruiting adventurers who are strong and curious. Try your life at something more challenging.";
@@ -633,55 +562,11 @@ geffen,90,67,3 script Promotional Staff#gef 100,{
mes "Then we can go forward.";
close;
}
- mes "[Promotional Staff]";
- mes "We want adventurers who are super curious and extremely brave. Join us for a wonderful adventure!";
- next;
- mes "[Promotional Staff]";
- mes "Hey, you're a knowledgeable person, right? Are you interested in my story?";
- next;
- switch(select("Yes.:No, thanks.")) {
- case 1:
- mes "[Promotional Staff]";
- mes "You're a real adventurer.";
- mes "Good for you!";
- mes "You won't regret it.";
- next;
- mes "[Promotional Staff]";
- mes "I usually send adventurers to";
- mes "newly found places for research.";
- mes "It's quite challeging, as nobody's ever been to these places.";
- next;
- mes "[Promotional Staff]";
- mes "The missions are quite dangerous,";
- mes "so only those who are courageous";
- mes "are qualified for the challenge";
- mes "of this mission.";
- next;
- mes "[Promotional Staff]";
- mes "I'm not sure that you're strong enough, but you seem brave. How about going to the kingdom receptionist? He should be in the first room of Prontera Castle.";
- next;
- mes "[Promotional Staff]";
- mes "From what I've heard about this place... It's not a new continent.";
- mes "I don't know where it is.";
- mes "Hmm... Inside of the sky?";
- next;
- mes "[Promotional Staff]";
- mes "Could just be a rumor,";
- mes "but I don't know exactly.";
- mes "It's not my business.";
- next;
- mes "[Promotional Staff]";
- mes "Anyway, I'm supposed to inform many adventurers about it.";
- mes "There's no time to waste!";
- close;
- case 2:
- mes "[Promotional Staff]";
- mes "Huh, I thought you were a real adventurer. You're missing a big opportunity. You're definitely not brave. Absolutely not!";
- close;
- }
+ callfunc "Promotional_Staff";
+ end;
}
-- script ::Promotional Staff#iz -1,{
+- script ::PromotionalStaff_izlude -1,{
if (ep13_ryu > 8) {
mes "[Promotional Staff]";
mes "I bless you for your future! May it be full of happiness!";
@@ -693,7 +578,21 @@ geffen,90,67,3 script Promotional Staff#gef 100,{
mes "If you have any other business, go to the palace.";
close;
}
- if ((ep13_ryu == 7) && (BaseLevel > 69)) {
+ if (ep13_ryu == 7) {
+ if (BaseLevel < 70) {
+ mes "[Promotional Staff]";
+ mes "You don't look that strong.";
+ mes "Nothing but skin and bones!";
+ mes "Not reliable.";
+ mes "You should level up more before";
+ mes "considering this adventure.";
+ next;
+ mes "[Promotional Staff]";
+ mes "I don't need adventurers who are";
+ mes "body-builders... but at least";
+ mes "someone not so little!!";
+ close;
+ }
mes "[Promotional Staff]";
mes "Wow! You are considerably";
mes "stronger than before!";
@@ -732,20 +631,6 @@ geffen,90,67,3 script Promotional Staff#gef 100,{
mes "for your great future!";
close;
}
- if (ep13_ryu == 7) {
- mes "[Promotional Staff]";
- mes "You don't look that strong.";
- mes "Nothing but skin and bones!";
- mes "Not reliable.";
- mes "You should level up more before";
- mes "considering this adventure.";
- next;
- mes "[Promotional Staff]";
- mes "I don't need adventurers who are";
- mes "body-builders... but at least";
- mes "someone not so little!!";
- close;
- }
if (ep13_ryu == 6) {
mes "[Promotional Staff]";
mes "We are recruiting adventurers";
@@ -810,54 +695,8 @@ geffen,90,67,3 script Promotional Staff#gef 100,{
close;
}
}
- mes "[Promotional Staff]";
- mes "We want the adventurers who are super curious";
- mes "and extremely brave.";
- mes "Join us for a wonderful adventure!";
- next;
- mes "[Promotional Staff]";
- mes "Hey, you're a well-knowledged person, as I know. Are you interested in my story?";
- next;
- switch(select("Yes.:No, thanks.")) {
- case 1:
- mes "[Promotional Staff]";
- mes "You're a real adventurer.";
- mes "Good for you!";
- mes "You won't regret it.";
- next;
- mes "[Promotional Staff]";
- mes "I usually send adventurers to";
- mes "newly found places for research.";
- mes "It's quite challeging, as nobody's ever been to these places.";
- next;
- mes "[Promotional Staff]";
- mes "The missions are quite dangerous,";
- mes "so only those who are courageous";
- mes "are qualified for the challenge";
- mes "of this mission.";
- next;
- mes "[Promotional Staff]";
- mes "I'm not sure that you're strong enough, but you seem brave. How about going to the kingdom receptionist? He should be in the first room of Prontera Castle.";
- next;
- mes "[Promotional Staff]";
- mes "From what I've heard about this place... It's not a new continent.";
- mes "I don't know where it is.";
- mes "Hmm... Inside of the sky?";
- next;
- mes "[Promotional Staff]";
- mes "Could just be a rumor,";
- mes "but I don't know exactly.";
- mes "It's not my business.";
- next;
- mes "[Promotional Staff]";
- mes "Anyway, I'm supposed to inform many adventurers about it.";
- mes "There's no time to waste!";
- close;
- case 2:
- mes "[Promotional Staff]";
- mes "Huh, I thought you were a real adventurer. You're missing a big opportunity. You're definitely not brave. Absolutely not!";
- close;
- }
+ callfunc "Promotional_Staff";
+ end;
}
lighthalzen,220,292,3 script Guide#ep13_1 899,{
@@ -1944,7 +1783,7 @@ moc_fild22b,230,197,5 script Munkenro#2 967,{
next;
completequest 10078;
set ep13_ryu,100;
- if(checkre(0))
+ if (checkre(3))
getexp 66000,21000;
else
getexp 660000,210000;
@@ -1968,7 +1807,7 @@ OnEnable:
monster "moc_fild22b",0,0,"Allied Soldier",1851,80,"Head of the Alliance#moo::OnMyMobDead";
end;
-Onreset:
+OnReset:
killmonster "moc_fild22b","Head of the Alliance#moo::OnMyMobDead";
end;
@@ -2081,23 +1920,25 @@ moc_ruins,137,89,5 script Time-Space Gap Guard 707,{
close;
}
-/*
moc_fild22b,370,370,3 script Allied Manager#gm 100,{
+ callfunc "F_GM_NPC";
mes "[Manager]";
mes "Please enter the password.";
next;
- input .@input;
- if ((.@input < 0) || (.@input > 9000) ) {
+ set .@i, callfunc("F_GM_NPC",8028,0,0,9000);
+ if (.@i == -2) {
mes "[Manager]";
mes "Incorrect password.";
close;
- }
- else if (.@input == 0) {
+ } else if (.@i == -1) {
mes "[Manager]";
mes "Please enter a password other then 0.";
close;
- }
- else if (.@input == 8028) {
+ } else if (.@i == 0) {
+ mes "[Manager]";
+ mes "Nevermind then.";
+ close;
+ } else {
mes "[Manager]";
mes "What would you like to do?";
next;
@@ -2114,25 +1955,19 @@ moc_fild22b,370,370,3 script Allied Manager#gm 100,{
close;
}
}
- else {
- mes "[Manager]";
- mes "Nevermind then.";
- close;
- }
}
-*/
-// New Surroundings
-//============================================================
+// New Surroundings :: ep13_newbs
+//============================================================
mid_camp,222,283,4 script Marian#ep13bs 727,{
- if (checkweight(1201,1) == 0) {
+ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
mes "[Marian]";
- mes "You are carrying too much weight.";
- mes "Please try again after losing some weight.";
+ mes "You have too many items~";
+ mes "Drop some and come back to me.";
close;
}
if (ep13_newbs < 1) {
- if (ep13_ryu > 99) {
+ if (ep13_ryu > 99 || ep13_start > 99) {
mes "[Marian]";
mes "You must be a stranger here.";
mes "Is this your first visit here?";
@@ -2827,7 +2662,7 @@ mid_camp,261,284,4 script Instructor#ep13bs 405,{
mes "Hehe, don't mention it.";
mes "And Otto said that he";
mes "would come to see you.";
- emotion 40,1;
+ emotion e_shy,1;
next;
mes "[Instructor Lugen]";
mes "Did he?";
@@ -2840,7 +2675,7 @@ mid_camp,261,284,4 script Instructor#ep13bs 405,{
set ep13_newbs,100;
getitem 617,1; //Old_Violet_Box
getitem 12322,5; //Chocolate_Pie
- if(checkre(0))
+ if (checkre(3))
getexp 100000,10000;
else
getexp 1000000,100000;
@@ -3099,7 +2934,7 @@ mid_camp,264,263,4 script Diego#ep13bs 931,{
case 1:
mes "[Diego]";
mes "Thanks.";
- emotion 15;
+ emotion e_thx;
next;
mes "["+ strcharinfo(0) +"]";
mes "What do you need?";
@@ -3363,12 +3198,12 @@ mid_camp,160,298,4 script Jan#ep13bs 865,{
next;
mes "["+ strcharinfo(0) +"]";
mes "Yes...";
- emotion 4,1;
+ emotion e_swt,1;
next;
mes "[Jan]";
mes "Ahhh, it's exciting~";
mes "I love it.";
- emotion 38;
+ emotion e_awsm;
next;
mes "[Jan]";
mes "I want to unwrap it right now~";
@@ -3442,7 +3277,7 @@ mid_camp,30,168,4 script Gerard#ep13bs 939,{
mes "I was considering";
mes "going back to the camp.";
mes "I really appreciate this.";
- emotion 37;
+ emotion e_rice;
next;
mes "["+ strcharinfo(0) +"]";
mes "...";
@@ -3510,7 +3345,7 @@ man_fild01,80,248,4 script Alberto#ep13bs 934,{
mes "I finally got it.";
mes "My coat...sniff.";
mes "It's freezing here.";
- emotion 28;
+ emotion e_sob;
next;
mes "[Alberto]";
mes "Sniff...";
@@ -3550,7 +3385,7 @@ man_fild01,80,248,4 script Alberto#ep13bs 934,{
mes "[Alberto]";
mes "It's so cold here~~";
mes "the wind chills me to the bones~";
- emotion 28;
+ emotion e_sob;
close;
}
}
@@ -3598,7 +3433,7 @@ mid_camp,166,248,4 script Sorcerer#ep13bs 937,{
next;
mes "[Biolay]";
mes "I want to go back to my house.";
- emotion 28;
+ emotion e_sob;
close;
}
@@ -3809,10 +3644,10 @@ mid_camp,267,258,0 script Post#ep13bs2 111,{
}
}
-// Attitude to the New
-//============================================================
+// Attitude to the New :: ep13_ecology
+//============================================================
mid_camp,188,254,3 script Monster Scholar#ep13 883,{
- if (ep13_ryu < 100) {
+ if (ep13_ryu < 100 && ep13_start < 100) {
mes "[Monster Scholar]";
mes "Who... Who are you?";
mes "Are you from the other";
@@ -4373,10 +4208,7 @@ mid_camp,188,254,3 script Monster Scholar#ep13 883,{
mes "I hope you'll make yourself known in Ash Vacuum with your great accomplishments.";
set ep13_animal,15;
completequest 2157;
- if(checkre(0))
- getexp 100000,0;
- else
- getexp 1500000,0;
+ getexp (checkre(3))?100000:1500000,0;
close;
}
else {
@@ -4387,128 +4219,122 @@ mid_camp,188,254,3 script Monster Scholar#ep13 883,{
}
else if (ep13_animal == 15) {
if (countitem(6033) > 0) {
- // Custom Translation.
mes "["+strcharinfo(0)+"]";
- mes "Rumis! Come see this!";
+ mes "Mr. Rumis! Take a look at this!";
next;
mes "[Rumis Block]";
- mes "... What's all the fuss?";
- mes "I feel so down because I cannot go back to my own country...";
+ mes "...Oh, hello.";
+ mes "I'm extremely frustrated. I feel helpless because I wasn't able to go back home last time...";
next;
mes "["+strcharinfo(0)+"]";
- mes "I found this on a monster at the Splendide Area.";
- mes "It's a mysterious monster with grass grown over it's body!";
+ mes "I've found this horn from a monster in the Splendide Area.";
+ mes "That monster was very mysterious, and its body was covered with grass.";
next;
mes "[Rumis Block]";
- mes "Oeh... body with grass grown over it?";
- mes "No, no. I'm not interested with it.";
+ mes "Ho... Covered with grass?";
+ mes "...I know you're excited, but that doesn't sound interesting to me. Sorry.";
next;
mes "[Rumis Block]";
- mes "Let me see the horn you brought back.";
+ mes "Let me take a look at the horn.";
next;
mes "[Rumis Block]";
- mes "Okay.";
+ mes "Hmm.";
next;
mes "[Rumis Block]";
- mes "Okay.....";
+ mes "Uhmm...";
next;
mes "[Rumis Block]";
- mes "Hah....?";
+ mes "Huh...?";
next;
mes "[Rumis Block]";
- mes "... This is amazing.";
- mes "... It's actually almost identical to the Manuk Field area Hillsrion horn.";
+ mes "...This is remarkable.";
+ mes "...This horn looks very similar to that of the Hillsrions that inhabit the Manuk area.";
next;
mes "[Rumis Block]";
- mes "Could they be related?";
- mes "Or has it evolved?";
+ mes "I wonder if they're related,";
+ mes "or if this is an evolved Hillsrion.";
next;
mes "["+strcharinfo(0)+"]";
- mes "What about evolution due to the enviromental changes?";
+ mes "Ah, and there's the possibility of mutation caused by the environment.";
next;
mes "[Rumis Block]";
- mes "... What do you mean by that?";
- mes "Do you mean that the changes made their physical appearance evolved?";
+ mes "...What do you mean?";
+ mes "Are you saying the monster has been mutated by environmental causes?";
next;
mes "["+strcharinfo(0)+"]";
- mes "Yes... That is right. Maybe like that! Hehe.";
+ mes "Well, that's possible, isn't it? Haha!";
next;
- mes "- You told Rumis about the mutated plant that you heard about from Botanist Terris -";
+ mes "- You told Rumis what you've heard from Botanist Terris: some plants are already showing signs of mutation. -";
next;
mes "[Rumis Block]";
- mes "Hoho... this is interesting.";
- mes "If there are those special... miracle energy filling devices, I guess.. it can cause those monsters to mutate.";
+ mes "Oh, that's interesting.";
+ mes "If such a device really exists, it's possible to cause abnormal growth to monsters by injecting them with special energy.";
next;
mes "[Rumis Block]";
- mes "But, who setup that device?";
+ mes "By the way, who came up with the idea of that device?";
next;
mes "["+strcharinfo(0)+"]";
- mes "That I do not know. Hehe.";
+ mes "I have no idea. Haha!";
next;
mes "[Rumis Block]";
mes "I see...";
- mes "Human devices cause these mutations... other than Tendrilrion, there may be other things alike aswell..";
+ mes "Mutants caused by a man-made device... Then there might be more mutated creatures in addition to Tendrillion.";
next;
mes "[Rumis Block]";
- mes "... I would like to know.";
- mes "But, I have to go back to my country now. The management should be giving me my order to go back, my researches are worthless now.";
+ mes "...Now I'm very curious.";
+ mes "But... I want to go back home... It's no use studying them if the management will order me to return.";
next;
mes "[Rumis Block]";
- mes "My brother seems to like this place.";
- mes "He spents a lot of time here...";
+ mes "I guess my brother really likes this place.";
+ mes "I mean, he's working so hard to figure things out...";
next;
mes "[Rumis Block]";
- mes "But, I guess everyone has their own life.";
- mes "Perhaps if my brother can... understands this younger brother a little, I won't ask for any other things anymore...";
+ mes "Well, not everyone can live the same life.";
+ mes "I just hope he'll have a better understanding about me...";
next;
mes "[Rumis Block]";
- mes "What will others think of me when I go back to Midgard?";
- mes "But still, thank you, at least I can still talk to another human. ...Thank you.";
+ mes "I don't know if people in Midgard will welcome me back.";
+ mes "Thanks to you, I at least have a few interesting stories to tell them.";
next;
mes "[Rumis Block]";
- mes "If after this can stay here, please take care of my brother.";
- mes "If this area can be developed, by that time I will...";
+ mes "If you're going to stick around here longer, please help my brother with his study.";
+ mes "I might want to come back later once this area is fully explored and developed...";
next;
- mes "- Rumis Block laid his hand out shyly, but then backed off -";
+ mes "- With a shy smile on the face, Rumis Block asked you to shake hands, and then turned around hurriedly. -";
next;
- mes "- You pat his shoulder gently, it's worrying that Rumis is not able to return to his country. -";
+ mes "- You really hope that Rumis will be able to go back home. -";
set ep13_animal,100;
delitem 6033,1; //Horn_Of_Tendrilion
- if(checkre(0))
- getexp 50000,0;
- else
- getexp 1000000,0;
+ getexp (checkre(3))?50000:1000000,0;
close;
}
else {
mes "[Rumis Block]";
mes "...I submitted the report to the management, but they have not yet ordered me to go back home...";
- mes "*Sigh* I guess nothing's as easy as I'd hoped....";
+ mes "...*Sigh* I guess nothing's as easy as I'd hoped.";
close;
}
}
else if (ep13_animal == 100) {
- // Custom Translation.
- mes "Rumis seems anxious.";
+ mes "- Rumis seems anxious and scatterbrained. -";
close;
}
else {
- // Custom Translation.
mes "[Rumis Block]";
- mes "If only I can go back to Rune Midgard....";
+ mes "When can I go back to Midgard...? *Sigh*";
close;
}
}
}
mid_camp,240,270,3 script Botanist#ep13 750,{
- if (ep13_ryu < 100) {
+ if (ep13_ryu < 100 && ep13_start < 100) {
mes "[Botanist]";
mes "This new land!";
mes "Undiscovered life!";
mes "Everything about this world excites me.";
next;
- emotion 14;
+ emotion e_lv2;
mes "[Botanist]";
mes "Oh, okay... Ah-hah!";
mes "This is how it goes...";
@@ -4521,7 +4347,7 @@ mid_camp,240,270,3 script Botanist#ep13 750,{
mes "Undiscovered life!";
mes "Everything about this world excites me.";
next;
- emotion 14;
+ emotion e_lv2;
mes "[Botanist]";
mes "Oh, okay... Ah-hah!";
mes "This is how it goes...";
@@ -4532,7 +4358,7 @@ mid_camp,240,270,3 script Botanist#ep13 750,{
mes "Undiscovered life!";
mes "Everything about this world excites me.";
next;
- emotion 14;
+ emotion e_lv2;
emotion e_dots,1;
mes "[Botanist]";
mes "Oh, okay... Ah-hah!";
@@ -4550,7 +4376,7 @@ mid_camp,240,270,3 script Botanist#ep13 750,{
next;
break;
case 2:
- emotion 14,1;
+ emotion e_lv2,1;
mes "["+strcharinfo(0)+"]";
mes "I agree. There's so much to see around here!";
next;
@@ -4598,7 +4424,7 @@ mid_camp,240,270,3 script Botanist#ep13 750,{
mes "[Botanist]";
mes "Usually twins share the same feelings and ideas, I can see what he does or thinks if I try hard.";
next;
- emotion 54;
+ emotion e_sigh;
mes "[Botanist]";
mes "Let me see what Rumis is doing right now... Oh, he's picking his nose with his left hand and eating a slice of bread with his right.";
mes "God, how disgusting!";
@@ -4618,7 +4444,7 @@ mid_camp,240,270,3 script Botanist#ep13 750,{
next;
break;
case 2:
- emotion 54;
+ emotion e_sigh;
mes "[Botanist]";
mes "Oh,";
mes "won't you cut me some slack? I was just joking to melt the ice.";
@@ -4783,225 +4609,43 @@ mid_camp,240,270,3 script Botanist#ep13 750,{
}
mid_camp,336,171,1 script Camp Guard#man1 852,{
- if (ep13_animal == 0) {
- if (ep13_newbs == 6 || ep13_newbs == 19 || ep13_start == 100) goto OnHalt;
- else {
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- mes "[Camp Guard]";
- mes "Your cooperation is appreciated.";
- close;
- }
- }
- else if (ep13_animal == 1) {
- if (ep13_newbs == 6 || ep13_newbs == 19) goto OnHalt;
- else {
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- mes "[Camp Guard]";
- mes "Your cooperation is appreciated.";
- next;
- switch(select("I've come to help with some research.:I want to stay.")) {
- case 1:
- mes "["+strcharinfo(0)+"]";
- mes "Hi, my name is "+strcharinfo(0)+". I'm the assistant of Monster Scholar Rumis Block.";
- next;
- mes "[Camp Guard]";
- mes "That 'fraidy-- Wah! I'm sorry!";
- mes "I didn't mean to say that... And I completely understand that he hasn't been able to adapt himself to new surroundings.";
- next;
- mes "[Camp Guard]";
- mes "So, you're here to assist Mr. Rumis Block, huh?";
- mes "You may pass. If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
- set ep13_animal,2;
- close2;
- warp "man_fild01",36,235;
- end;
- case 2:
- mes "[Camp Guard]";
- mes "No, you can't. Please return to the expedition camp.";
- close;
- }
- }
- }
- else {
- if (ep13_newbs == 6 || ep13_newbs == 19) goto OnHalt;
- else {
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- switch(select("Let me move to the next zone.:I want to stay here.")) {
- case 1:
- mes "[Camp Guard]";
- mes "Please be careful out there.";
- mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
- close2;
- warp "man_fild01",36,235;
- end;
- case 2:
- mes "[Camp Guard]";
- mes "No, you can't. Please return to the expedition camp.";
- close;
- }
- }
- }
-OnHalt:
- if (ep13_newbs == 6) set .@n$,"Diego.";
- else if (ep13_newbs == 19) set .@n$,"Lugen.";
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- mes "[Camp Guard]";
- mes "Your cooperation is appreciated.";
- next;
- mes "[Camp Guard]";
- mes "Oh, I was informed of your arrival by Mr. "+.@n$;
- mes "You may pass.";
- next;
- mes "[Camp Guard]";
- mes "Please be careful out there.";
- mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
- close2;
- warp "man_fild01",36,235;
- end;
-}
-
-mid_camp,13,143,5 script Camp Guard#man2 852,{
- if (ep13_animal == 0) {
- if (ep13_newbs == 6 || ep13_newbs == 19 || ep13_start == 100) goto OnHalt;
- else {
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- mes "[Camp Guard]";
- mes "Your cooperation is appreciated.";
- close;
- }
- }
- else if (ep13_animal == 5) goto OnHalt;
- else {
- if (ep13_newbs == 6 || ep13_newbs == 19) goto OnHalt;
- else {
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- switch(select("Let me move to the next zone.:I want to stay here.")) {
- case 1:
- mes "[Camp Guard]";
- mes "Please be careful out there.";
- mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
- close2;
- warp "spl_fild02",379,143;
- end;
- case 2:
- mes "[Camp Guard]";
- mes "No, you can't. Please return to the expedition camp.";
- close;
- }
- }
- }
-OnHalt:
- if (ep13_newbs == 6) set .@n$,"Diego.";
- else if (ep13_newbs == 19) set .@n$,"Lugen.";
- else set .@n$,"Terris.";
mes "[Camp Guard]";
mes "Stop!";
mes "You're about to enter an area that has not been fully explored.";
mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
+ if (ep13_ryu < 100 && ep13_start < 100)
+ close;
next;
- mes "[Camp Guard]";
- mes "Your cooperation is appreciated.";
- next;
- mes "[Camp Guard]";
- mes "Oh, I was informed of your arrival by Mr. "+.@n$;
- mes "You may pass.";
- next;
- mes "[Camp Guard]";
- mes "Please be careful out there.";
- mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
- close2;
- warp "spl_fild02",379,143;
- end;
-}
-
-mid_camp,9,215,5 script Camp Guard#man3 852,{
- if (ep13_animal == 0) {
- if (ep13_newbs == 6 || ep13_newbs == 19 || ep13_start == 100) goto OnHalt;
- else {
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- mes "[Camp Guard]";
- mes "Your cooperation is appreciated.";
- close;
- }
- }
- else if (ep13_animal == 5) goto OnHalt;
- else {
- if (ep13_newbs == 6 || ep13_newbs == 19) goto OnHalt;
- else {
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- switch(select("Let me move to the next zone.:I want to stay here.")) {
- case 1:
- mes "[Camp Guard]";
- mes "Please be careful out there.";
- mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
- close2;
- warp "spl_fild02",380,217;
- end;
- case 2:
- mes "[Camp Guard]";
- mes "No, you can't. Please return to the expedition camp.";
- close;
- }
+ switch(select("I want to enter the next area.:I want to stay.")) {
+ case 1:
+ mes "[Camp Guard]";
+ mes "Please be careful out there.";
+ mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
+ close2;
+ switch(atoi(charat(strnpcinfo(2),3))) {
+ case 1:
+ if (ep13_animal == 1)
+ set ep13_animal,2;
+ warp "man_fild01",36,235;
+ break;
+ case 2:
+ warp "spl_fild02",379,143;
+ break;
+ case 3:
+ warp "spl_fild02",380,217;
+ break;
}
+ end;
+ case 2:
+ mes "[Camp Guard]";
+ mes "No, you can't. Please return to the expedition camp.";
+ close;
}
-OnHalt:
- if (ep13_newbs == 6) set .@n$,"Diego.";
- else if (ep13_newbs == 19) set .@n$,"Lugen.";
- else set .@n$,"Terris.";
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- mes "[Camp Guard]";
- mes "Your cooperation is appreciated.";
- next;
- mes "[Camp Guard]";
- mes "Oh, I was informed of your arrival by Mr. "+.@n$;
- mes "You may pass.";
- next;
- mes "[Camp Guard]";
- mes "Please be careful out there.";
- mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
- close2;
- warp "spl_fild02",380,217;
- end;
}
+mid_camp,13,143,5 duplicate(Camp Guard#man1) Camp Guard#man2 852
+mid_camp,9,215,5 duplicate(Camp Guard#man1) Camp Guard#man3 852
mid_camp,49,154,0 script #env_clear -1,3,3,{
-//OnTouch2:
OnTouch:
if (ep13_animal == 7) {
enablenpc "Botanist#ep13_1";
@@ -5129,15 +4773,15 @@ man_fild01,92,230,3 script Frozen Tree#evt_lumis 111,1,1,{
next;
mes "[Rumis Block]";
mes "Their horns might possess a special power. And I want to have them for further research.";
- mes "...20 horns will be enough.";
+ mes "...5 horns will be enough.";
set ep13_animal,12;
changequest 2154,2155;
close;
}
else if (ep13_animal == 12) {
- if (countitem(6032) < 20) {
+ if (countitem(6032) < 5) {
mes "[Rumis Block]";
- mes "I'd like to study Hillsrion's Horns. Please bring 20 of them for me, okay.";
+ mes "I'd like to study Hillsrion's Horns. Please bring 5 of them for me, okay.";
close;
}
else {
@@ -5187,7 +4831,7 @@ man_fild01,92,230,3 script Frozen Tree#evt_lumis 111,1,1,{
mes "[Rumis Block]";
mes "Let's go back to the camp. Shall we? I have something to discuss with you.";
set ep13_animal,13;
- delitem 6032,20; //Horn_Of_Hilsrion
+ delitem 6032,5; //Horn_Of_Hilsrion
changequest 2155,2156;
close;
}
@@ -5196,7 +4840,7 @@ man_fild01,92,230,3 script Frozen Tree#evt_lumis 111,1,1,{
}
// Finding a Fairy & Finding a Giant Tree
-//============================================================
+//============================================================
spl_fild02,34,223,5 script Small Fairy#spl 442,{
if (BaseLevel > 69) {
if (checkquest(2158) == -1) {
@@ -5204,7 +4848,7 @@ spl_fild02,34,223,5 script Small Fairy#spl 442,{
mes "It has tiny wings on the back...";
mes "It's a fairy!";
next;
- emotion 6;
+ emotion e_an;
mes "[Small Fairy]";
mes "RLGHLRXLA TKANTLFDMS";
mes "WJACK TNAHRDNJSDMFH";
@@ -5218,19 +4862,9 @@ spl_fild02,34,223,5 script Small Fairy#spl 442,{
setquest 2158;
close;
}
- else {
- emotion 6;
- mes "[Small Fairy]";
- mes "RLGHLRXLA TKANTLFDMS";
- mes "WJACK TNAHRDNJSDMFH";
- mes "WLSGHKWND !!";
- next;
- mes "The surprised fairy is saying something to you, but you cannot understand fairy language.";
- close;
- }
}
- else {
- emotion 6;
+ emotion e_an;
+ if (!isequipped(2782) && ep13_2_rhea < 100) {
mes "[Small Fairy]";
mes "RLGHLRXLA TKANTLFDMS";
mes "WJACK TNAHRDNJSDMFH";
@@ -5238,6 +4872,10 @@ spl_fild02,34,223,5 script Small Fairy#spl 442,{
next;
mes "The surprised fairy is saying something to you, but you cannot understand fairy language.";
close;
+ } else {
+ mes "[Small Fairy]";
+ mes "Who are you?! Are you looking for the Sapha!?";
+ close;
}
}
@@ -5261,19 +4899,9 @@ man_fild03,236,105,3 script Tree Giant#man 454,{
setquest 2159;
close;
}
- else {
- emotion e_dots;
- mes "[Tree Giant]";
- mes "TJDTMFJDNS CJFDI";
- mes "TKADLFDMF QKATOS";
- mes "EKDTLSDML DLFMADMS..";
- next;
- mes "The surprised giant is saying something to you, but you cannot understand.";
- close;
- }
}
- else {
- emotion e_dots;
+ emotion e_dots;
+ if (!isequipped(2782) && ep13_2_rhea < 100) {
mes "[Tree Giant]";
mes "TJDTMFJDNS CJFDI";
mes "TKADLFDMF QKATOS";
@@ -5281,6 +4909,10 @@ man_fild03,236,105,3 script Tree Giant#man 454,{
next;
mes "The surprised giant is saying something to you, but you cannot understand.";
close;
+ } else {
+ mes "[Tree Giant]";
+ mes "Where are the Laphine reinforcements? I might have a problem.";
+ close;
}
}
@@ -5309,10 +4941,7 @@ mid_camp,212,237,5 script Camp Guard Captain#man1 852,{
mes "I'll discuss this more with the expedition management.";
mes "Thank you for your valuable information.";
completequest 2158;
- if(checkre(0))
- getexp 90000,0;
- else
- getexp 900000,0;
+ getexp (checkre(3))?90000:900000,0;
close;
}
else if (checkquest(2158) == -1) {
@@ -5321,31 +4950,6 @@ mid_camp,212,237,5 script Camp Guard Captain#man1 852,{
mes "Sorry to bother you.";
close;
}
- else if (checkquest(2158) == 2) {
- if (checkquest(2159) == 1) {
- mes "- You report your encounter with a tree giant in the Manuk area to the guard captain. -";
- next;
- mes "[Captain]";
- mes "That sounds very important.";
- mes "It's too early to say this, but we might have to dispatch an investigation group to the area.";
- next;
- mes "[Captain]";
- mes "I'll discuss this more with the expedition management.";
- mes "Thank you for your valuable information.";
- completequest 2159;
- if(checkre(0))
- getexp 90000,0;
- else
- getexp 900000,0;
- close;
- }
- else {
- mes "["+strcharinfo(0)+"]";
- mes "Oh, nothing.";
- mes "Sorry to bother you.";
- close;
- }
- }
else {
if (checkquest(2159) == 1) {
mes "- You report your encounter with a tree giant in the Manuk area to the guard captain. -";
@@ -5358,10 +4962,7 @@ mid_camp,212,237,5 script Camp Guard Captain#man1 852,{
mes "I'll discuss this more with the expedition management.";
mes "Thank you for your valuable information.";
completequest 2159;
- if(checkre(0))
- getexp 90000,0;
- else
- getexp 900000,0;
+ getexp (checkre(3))?90000:900000,0;
close;
}
else {
@@ -5374,18 +4975,17 @@ mid_camp,212,237,5 script Camp Guard Captain#man1 852,{
}
}
-// The Tripartite Union's Feud
-//============================================================
+// The Tripartite Union's Feud :: ep13_1_rhea
+//============================================================
mid_campin,376,120,0 script Research Official#ep131 754,3,3,{
-
OnTouch:
- if (checkweight(1201,1) == 0) {
+ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 3500) {
mes "[United Research Official]";
- mes "Why are you carrying so much stuff?";
- mes "Are you working out?";
+ mes "How come you've got so much to carry?";
+ mes "Are you perhaps on training or something?";
close;
}
- if (ep13_ryu > 99) {
+ if (ep13_ryu > 99 || ep13_start > 99) {
if (ep13_1_rhea < 1) {
mes "[United Research Official]";
mes "Hmmmm...mmm...";
@@ -5529,7 +5129,7 @@ OnTouch:
mes "Finally, the meeting's starting.";
mes "You should come in.";
next;
- donpcevent "Research Official#ep131::Onmeet";
+ donpcevent "Research Official#ep131::OnMeet";
mes "[United Research Official]";
mes "So, everyone's here.";
mes "Let us begin our meeting.";
@@ -5615,7 +5215,7 @@ OnTouch:
mes "scream as well, and rushed out of";
mes "the room. -";
set ep13_1_rhea,20;
- donpcevent "Research Official#ep131::Oncall";
+ donpcevent "Research Official#ep131::OnCall";
close2;
warp "mid_camp",165,236;
end;
@@ -5630,7 +5230,7 @@ OnTouch:
mes "- Knock, knock-";
mes "- The researchers come back into the room. -";
next;
- donpcevent "Research Official#ep131::Onmeet";
+ donpcevent "Research Official#ep131::OnMeet";
mes "[Ryosen]";
mes "Uh-hmm! Sorry about the mess.";
mes "I... Something urgent came up...";
@@ -5787,7 +5387,7 @@ OnTouch:
mes "- You feel so refreshed and light, as you drink the tea that the Official offered. -";
specialeffect2 EF_ABSORBSPIRITS;
set ep13_1_rhea,100;
- if(checkre(0))
+ if (checkre(3))
getexp 80000,3000;
else
getexp 300000,10000;
@@ -5843,13 +5443,13 @@ OnDisable:
hideonnpc "Research Official#ep131";
end;
-Onmeet:
+OnMeet:
donpcevent "Ryosen#ep131_rhea05::OnEnable";
donpcevent "Hue#ep131_rhea06::OnEnable";
donpcevent "Hansenne#ep131_rhea07::OnEnable";
end;
-Oncall:
+OnCall:
initnpctimer;
monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
@@ -5882,13 +5482,13 @@ OnTimer300000:
}
mid_camp,165,245,0 script Ryosen#ep131_rhea01 748,{
- if (checkweight(1201,1) == 0) {
+ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 3500) {
mes "[Ryosen]";
- mes "Why are you carrying so much stuff?";
- mes "Are you working out?";
+ mes "How come you've got so much to carry?";
+ mes "Are you perhaps on training or something?";
close;
}
- if (ep13_ryu > 99) {
+ if (ep13_ryu > 99 || ep13_start > 99) {
if (ep13_1_rhea < 1) {
mes "[Ryosen]";
mes "Please, keep your hands off my stuff!";
@@ -6428,13 +6028,13 @@ mid_camp,165,245,0 script Ryosen#ep131_rhea01 748,{
}
mid_camp,247,255,1 script Hue#ep131_rhea02 868,{
- if (checkweight(1201,1) == 0) {
+ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 3500) {
mes "[Hue]";
- mes "Why are you carrying so much stuff?";
- mes "Are you working out?";
+ mes "How come you've got so much to carry?";
+ mes "Are you perhaps on training or something?";
close;
}
- if (ep13_ryu > 99) {
+ if (ep13_ryu > 99 || ep13_start > 99) {
if (ep13_1_rhea < 4) {
mes "[Hue]";
mes "What is it you want?";
@@ -6821,13 +6421,13 @@ mid_camp,247,255,1 script Hue#ep131_rhea02 868,{
}
mid_camp,222,218,3 script Hansenne#ep131_rhea03 931,{
- if (checkweight(1201,1) == 0) {
+ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 3500) {
mes "[Hansenne]";
- mes "Why are you carrying so much stuff?";
- mes "Are you working out?";
+ mes "How come you've got so much to carry?";
+ mes "Are you perhaps on training or something?";
close;
}
- if (ep13_ryu > 99) {
+ if (ep13_ryu > 99 || ep13_start > 99) {
if (ep13_1_rhea < 6) {
mes "[Hansenne]";
mes "Who's there?";
@@ -7343,14 +6943,16 @@ OnTimer300000:
end;
}
-// Part Time Work
-//============================================================
+// Part Time Work :: ep13_alba
+//============================================================
mid_camp,1,1,0 script #timer_alba01 844,{
- /*
+ callfunc "F_GM_NPC";
mes "Please enter the password";
next;
- input .@input;
- if (.@input == "1854") {
+ if (callfunc("F_GM_NPC",1854,0) < 1) {
+ mes "Wrong password.";
+ close;
+ } else {
mes "Current Status:";
if ($@PartTimeOn == 1) {
mes "Recruiting.";
@@ -7358,7 +6960,7 @@ mid_camp,1,1,0 script #timer_alba01 844,{
else {
mes "Not Recruiting.";
}
- mes "Recruited part-timers" + $@PartTimeSlots + "part-timers.";
+ mes "Recruited " + $@PartTimeSlots + " part-timers.";
mes "What do you want to do?";
next;
switch(select("Reset the recruiting.:Cancel.")) {
@@ -7380,12 +6982,6 @@ mid_camp,1,1,0 script #timer_alba01 844,{
close;
}
}
- else {
- mes "Wrong password.";
- close;
- }
- end;
- */
OnInit:
set $@PartTimeOn,0;
@@ -7394,7 +6990,7 @@ OnEnable:
initnpctimer;
end;
-Onstop:
+OnStop:
stopnpctimer;
end;
@@ -7422,7 +7018,7 @@ OnTimer7800000:
}
mid_camp,143,306,5 script Breeder Taab#ep13_alba 946,{
- if (ep13_ryu > 99) {
+ if (ep13_ryu > 99 || ep13_start > 99) {
if (ep13_alba < 1) {
mes "[Taab]";
mes "How may I help you?";
@@ -7552,33 +7148,40 @@ mid_camp,143,306,5 script Breeder Taab#ep13_alba 946,{
close;
}
else {
- // Custom Translation
set ep13_alba,5;
setquest 7046;
mes "[Taab]";
- mes "I would like to place something on the floor of the cage. Something soft, and fur-like should be good. Something to keep the ground dry.";
+ mes "Oh, I always wanted to put something warm on the floor for my creatures.";
+ mes "I was thinking of using fur.";
+ mes "I can also use fur to cover the cage during rainy days, you know?";
next;
mes "[Taab]";
- mes "Would you collect ^4d4dff30 Fur^000000. This should be very simple, right? I've heard Tatacho and Hillsrion fur is quite durable.";
+ mes "Can you please bring me ^4d4dff30 scraps of fur^000000?";
+ mes "It sounds easy, doesn't it?";
+ mes "I think the fur of Tatachoes and Hillsrions will be perfect.";
next;
mes "[Taab]";
- mes "Of course, I do not intend to put them into the Hillsrion and Tatacho cage on the ground. I would put them on the ground of the Cornus cage.";
+ mes "Of course, I'm not going to use them for the cages with the Tatachoes and Hillsrions.";
+ mes "Those furs will be for the Cornuses.";
next;
mes "[Taab]";
- mes "The Cornus seem to like a warmer climate, and the climate is very unusual here... so it hasn't been very easy for them here.";
+ mes "It seems Cornuses love being warm.";
+ mes "The weather in this area is so strange that I'm having a hard time optimizing the temperature for each kind of creature.";
next;
mes "[Taab]";
mes "Thank you in advance.";
- mes "Don't forget the";
- mes "^4d4dff30 Fur^000000.";
+ mes "Don't forget the 30 scraps of fur.";
close;
}
}
else {
mes "[Taab]";
- mes "I'm sorry, but I don't need any assistance right now.";
- mes "I'll make an official anouncement if I need help.";
- mes "Please come back then.";
+ mes "Oh, I'm sorry, but no jobs are available right now.";
+ mes "Some other part-timers finished all the work.";
+ next;
+ mes "[Taab]";
+ mes "I'm sorry for the trouble I must have caused you to come here. Haha...";
+ mes "I'll see you next time.";
close;
}
}
@@ -7607,14 +7210,17 @@ mid_camp,143,306,5 script Breeder Taab#ep13_alba 946,{
next;
delitem 579,50; //Delicious_Fish
set ep13_alba,6;
- if(checkre(0))
+ if (checkre(3)) {
getexp 8000,3000;
- else
+ mes "^4d4dff You have received 8,000 EXP";
+ mes "and 3,000 JEXP.^000000.";
+ } else {
getexp 80000,30000;
+ mes "^4d4dff You have received 80,000 EXP";
+ mes "and 30,000 JEXP.^000000.";
+ }
erasequest 7042;
setquest 7047;
- mes "^4d4dff You have received 8,000 EXP";
- mes "and 3,000 JEXP.^000000.";
close;
}
else {
@@ -7643,14 +7249,17 @@ mid_camp,143,306,5 script Breeder Taab#ep13_alba 946,{
delitem 7198,30; //Great_Leaf
delitem 7188,30; //Browny_Root
set ep13_alba,6;
- if(checkre(0))
+ if (checkre(3)) {
getexp 9000,4000;
- else
+ mes "^4d4dff You have received 9,000 EXP";
+ mes "and 4,000 JEXP.^000000.";
+ } else {
getexp 90000,40000;
+ mes "^4d4dff You have received 90,000 EXP";
+ mes "and 40,000 JEXP.^000000.";
+ }
erasequest 7043;
setquest 7047;
- mes "^4d4dff You have received 9,000 EXP";
- mes "and 4,000 JEXP.^000000.";
close;
}
else {
@@ -7684,14 +7293,17 @@ mid_camp,143,306,5 script Breeder Taab#ep13_alba 946,{
delitem 528,20; //Monster's_Feed
delitem 537,30; //Pet_Food
set ep13_alba,6;
- if(checkre(0))
+ if (checkre(3)) {
getexp 8000,3000;
- else
+ mes "^4d4dff You have received 8,000 EXP";
+ mes "and 3,000 JEXP.^000000.";
+ } else {
getexp 80000,30000;
+ mes "^4d4dff You have received 80,000 EXP";
+ mes "and 30,000 JEXP.^000000.";
+ }
erasequest 7044;
setquest 7047;
- mes "^4d4dff You have received 8,000 EXP";
- mes "and 3,000 JEXP.^000000.";
close;
}
else {
@@ -7722,14 +7334,17 @@ mid_camp,143,306,5 script Breeder Taab#ep13_alba 946,{
delitem 517,50; //Meat
delitem 537,30; //Pet_Food
set ep13_alba,6;
- if(checkre(0))
+ if (checkre(3)) {
getexp 8000,3000;
- else
+ mes "^4d4dff You have received 8,000 EXP";
+ mes "and 3,000 JEXP.^000000.";
+ } else {
getexp 80000,30000;
+ mes "^4d4dff You have received 80,000 EXP";
+ mes "and 30,000 JEXP.^000000.";
+ }
erasequest 7045;
setquest 7047;
- mes "^4d4dff You have received 8,000 EXP";
- mes "and 3,000 JEXP.^000000.";
close;
}
else {
@@ -7757,14 +7372,17 @@ mid_camp,143,306,5 script Breeder Taab#ep13_alba 946,{
next;
delitem 6020,30; //Fur
set ep13_alba,6;
- if(checkre(0))
+ if (checkre(3)) {
getexp 8000,3000;
- else
+ mes "^4d4dff You have received 8,000 EXP";
+ mes "and 3,000 JEXP.^000000.";
+ } else {
getexp 80000,30000;
+ mes "^4d4dff You have received 80,000 EXP";
+ mes "and 30,000 JEXP.^000000.";
+ }
erasequest 7046;
setquest 7047;
- mes "^4d4dff You have received 8,000 EXP";
- mes "and 3,000 JEXP.^000000.";
close;
}
else {
@@ -7890,7 +7508,7 @@ OnEnable:
if (rand(1,3) > 1) initnpctimer;
end;
-Onstop:
+OnStop:
killmonster "mid_camp","#monster_master::OnMyMobDead";
stopnpctimer;
end;
@@ -7933,8 +7551,8 @@ OnMyMobDead:
end;
}
-// Cat Hand Trading Post
-//============================================================
+// Cat Hand Trading Post :: cat_yong
+//============================================================
mid_camp,62,125,4 script Cat Hand Agent 421,{
function Catwarp;
if (ep13_yong1 < 1) {
@@ -8043,7 +7661,7 @@ function Catwarp;
close;
}
else if (Zeny >= 60) {
- set zeny,zeny-60;
+ set Zeny, Zeny-60;
mes "[Cat Hand Agent]";
mes "Thank you.";
mes "Your storage will";
@@ -8090,7 +7708,7 @@ function Catwarp;
close;
}
else if (Zeny >= 60) {
- set zeny,zeny-60;
+ set Zeny, Zeny-60;
mes "[Cat Hand Agent]";
mes "Thank you.";
mes "Your storage will";
@@ -8179,9 +7797,8 @@ function Catwarp;
}
}
else {
- // Custom Translation.
mes "[Cat Hand Agent]";
- mes "I am sorry, but you don't have enough credit points to use the warp service. Please come back when you have more points.";
+ mes "I'm sorry, but you're not eligible to use the warp service. Please check your points, and then come back.";
}
close;
case 4:
@@ -8213,7 +7830,7 @@ function Catwarp;
close;
}
else if (Zeny >= 60) {
- set zeny,zeny-60;
+ set Zeny, Zeny-60;
mes "[Cat Hand Agent]";
mes "Thank you.";
mes "Your storage will";
@@ -8293,9 +7910,8 @@ function Catwarp;
}
}
else {
- // Custom Translation
mes "[Cat Hand Agent]";
- mes "I am sorry, but you don't have enough credit points to use the warp service. Please come back when you have more points.";
+ mes "I'm sorry, but you're not eligible to use the warp service. Please check your points, and then come back.";
}
close;
case 4:
@@ -8324,13 +7940,14 @@ function Catwarp {
if (Zeny < getarg(0)) {
mes "[Cat Hand Agent]";
mes "Don't play with money.";
- close; }
+ close;
+ }
close2;
set Zeny, Zeny-getarg(0);
switch(getarg(1)) {
case 1: warp "alberta",117,56; end;
case 2: warp "prontera",116,72; end;
- case 3: warp "izlude",91,105; end;
+ case 3: if (checkre(0)) warp "izlude",128,98; else warp "izlude",91,105; end;
case 4: warp "geffen",120,39; end;
case 5: warp "payon",161,58; end;
case 6: warp "morocc",156,46; end;
@@ -8512,11 +8129,11 @@ mid_camp,69,144,0 script Ferocious Gorurug 421,{
mes "You've brough Pieces of Fish!";
mes "GOOD JOB!";
delitem 6039,10; //Piece_Of_Fish
- getexp 20000,0;
+ getexp (checkre(3))?20000:30000,0;
set ep13_yong1,10;
setquest 12060;
next;
- mes "^0000ffYou gain EXP 3,000^000000";
+ mes "^0000ffYou gain EXP "+(checkre(3)?"20,000":"30,000")+"^000000";
close;
}
else {
@@ -8536,7 +8153,7 @@ mid_camp,69,144,0 script Ferocious Gorurug 421,{
setquest 12060;
set ep13_yong1,ep13_yong1+1;
next;
- mes "^0000ffYou gain EXP 1,500^000000";
+ mes "^0000ffYou gain EXP 15,000^000000";
close;
}
else {
@@ -8557,7 +8174,7 @@ mid_camp,69,144,0 script Ferocious Gorurug 421,{
setquest 12060;
set ep13_yong1,ep13_yong1+1;
next;
- mes "^0000ffYou gain EXP 1,500^000000";
+ mes "^0000ffYou gain EXP 15,000^000000";
close;
}
else {
@@ -8577,7 +8194,7 @@ mid_camp,69,144,0 script Ferocious Gorurug 421,{
setquest 12060;
set ep13_yong1,ep13_yong1+1;
next;
- mes "^0000ffYou gain EXP 1,500^000000";
+ mes "^0000ffYou gain EXP 15,000^000000";
close;
}
else {
@@ -8588,14 +8205,14 @@ mid_camp,69,144,0 script Ferocious Gorurug 421,{
close;
}
}
- else if ((ep13_yong1 > 59) && (ep13_yong1 < 80)) {
+ else if (ep13_yong1 > 59) {
npcskill "AL_HEAL",8,50,50;
if (countitem(6039) > 9) {
mes "[Ferocious Gorurug]";
mes "You've brough Pieces of Fish!";
mes "GOOD JOB!";
delitem 6039,10; //Piece_Of_Fish
- getexp 1500,0;
+ getexp 15000,0;
setquest 12060;
set ep13_yong1,ep13_yong1+1;
next;
@@ -8603,12 +8220,11 @@ mid_camp,69,144,0 script Ferocious Gorurug 421,{
close;
}
else {
- // custom translation
- mes "Ferocious Gorurug welcomes you gracefully.";
+ mes "Gorurung welcomes you with a happy purr.";
next;
mes "[Ferocious Gorurug]";
- mes "There you are!";
- mes "What did you catch today?";
+ mes "Welcome!";
+ mes "You're here to give me fishes, aren't you?";
close;
}
}
@@ -8759,7 +8375,7 @@ mid_camp,88,100,55 script Cat Hand Mining Agent 876,{
mes "Thank you for collecting minerals for me.";
next;
delitem 6048,3; //Unidentified_Mineral
- getexp 20000,0;
+ getexp (checkre(3))?20000:30000,0;
setquest 12062;
set ep13_yong1,ep13_yong1+1;
select("I'm freezing! Take them quickly.");
@@ -8815,11 +8431,13 @@ mid_camp,88,100,55 script Cat Hand Mining Agent 876,{
else getitem 6048,1; //Unidentified_Mineral
initnpctimer;
disablenpc strnpcinfo(0);
- end; }
+ end;
+ }
else {
mes "This rock contains unidentified minerals.";
mes "It's not possible to mine more than the limit.";
- close; }
+ close;
+ }
end;
OnTimer120000:
@@ -8827,7 +8445,6 @@ OnTimer120000:
stopnpctimer;
end;
}
-
man_fild01,180,170,0 duplicate(manukrock) Mysterious Rock#1 844
man_fild01,147,157,0 duplicate(manukrock) Mysterious Rock#2 844
man_fild01,114,174,0 duplicate(manukrock) Mysterious Rock#3 844
@@ -8847,12 +8464,27 @@ man_fild03,104,248,0 duplicate(manukrock) Mysterious Rock#16 844
man_fild03,91,272,0 duplicate(manukrock) Mysterious Rock#17 844
man_fild03,95,301,0 duplicate(manukrock) Mysterious Rock#18 844
-// Report from the New World
-//============================================================
+sec_in02,80,171,0 script Piece of crack#sec 406,{
+ callfunc "F_GM_NPC";
+ mes "1~3000";
+ input .@input;
+ next;
+ if (.@input < 1 || .@input > 3000) {
+ mes "Cat trading Point adjust";
+ mes "You can enter the number between 1~3000.";
+ close;
+ } else {
+ set ep13_yong1,.@input;
+ close;
+ }
+}
+
+// Report from the New World :: ep13_1_edq
+//============================================================
mid_campin,90,121,5 script Hibba Agip 459,{
cutin "ep13_captin_edq",2;
- set .@start,(ep13_newbs + ep13_ryu + mao_morocc2 + ep13_1_rhea + ep13_animal);
- if ((ep13_1_edq == 0) && (.@start > 298)) {
+ set .@start,(ep13_newbs + ep13_ryu + mao_morocc2 + ep13_1_rhea + ep13_animal + ep13_start);
+ if ((ep13_1_edq == 0) && (.@start > 115)) {
mes "[Hibba Agip]";
mes "*Sigh* Look at me, I used to command the desert of Morroc, but I've been deployed to a world that only God knows where...";
next;
@@ -8878,7 +8510,7 @@ mid_campin,90,121,5 script Hibba Agip 459,{
mes "What is it?";
next;
mes "[Staff Officer Abidal]";
- mes "Err? Hey, aren't you that famous adventurer, " + strcharinfo(0) + "? I've heard many good things about you.";
+ mes "Err? Hey, aren't you that famous adventurer," + strcharinfo(0) + "? I've heard many good things about you.";
next;
mes "[Instructor Igrid]";
mes "I don't know what you're talking about. Boss, do you know this adventurer?";
@@ -8920,7 +8552,7 @@ mid_campin,90,121,5 script Hibba Agip 459,{
}
else if (ep13_1_edq == 2) {
mes "[Hibba Agip]";
- mes "Oh yes, right... You're " + strcharinfo(0) + ", right? Abidal has told me good things about you.";
+ mes "Oh yes, right... You're" + strcharinfo(0) + ", right? Abidal has told me good things about you.";
next;
mes "[Hibba Agip]";
mes "We're lucky to have you, my friend... I hope you're as good as the stories play you up to be.";
@@ -9039,21 +8671,17 @@ mid_campin,90,121,5 script Hibba Agip 459,{
mes "[Hibba Agip]";
mes "Now, search everywhere for the pages of that report. Staff Officer Abidal will bind them into the full report for you.";
next;
- // custom translation
mes "[Hibba Agip]";
- mes "Hmm... and... I received a report, that you surrendered the report to the enemy, right?";
+ mes "Ah, and... I've received a report that you tried to hand out the report to our enemy when the situation happened.";
next;
- // custom translation
mes "[Instructor Igrid]";
- mes "Hmm...";
+ mes "Argh...";
next;
- // custom translation
mes "[Hibba Agip]";
- mes "Hehehehe. How smart of you... Thou feel not safe for you to be my subordinate...";
+ mes "Hahaha! You're smart, my friend. Of course, I don't like smart soldiers.";
next;
- // custom translation
mes "[Hibba Agip]";
- mes "Hey, I said. It is justice as well, injustice as well. But, trust and deal... is very important. Understand? You must remember this.";
+ mes "Let me tell you this: I can care less about justice or righteousness, but loyalty and faithfulness are very important. Keep that in mind for your own good, alright?";
set ep13_1_edq,61;
changequest 3088,3089;
next;
@@ -9274,9 +8902,8 @@ mid_campin,90,121,5 script Hibba Agip 459,{
mes "And please take this small reward.";
mes "Thank you for your help so far.";
next;
- if(checkre(0))
- getexp 30000,0; //kRO
- //getexp 3750000,0; //iRO?
+ if (checkre(3))
+ getexp 300000,0;
else
getexp 2500000,0;
getitem 12110,3; //First_Aid_Kit
@@ -10329,7 +9956,7 @@ mid_camp,206,286,3 script Expedition Messenger 997,{
mes "Haha, I may have failed to take the report, but it's better destroyed than in your hands!";
cutin "ep13_shadow_edq",255;
next;
- donpcevent "Expedition Messenger#3::OnMessenger#edq3";
+ donpcevent "Expedition Messenger#3::OnDisable";
mes "[Expedition Agent]";
mes "Are you alright? What about the report... ?";
next;
@@ -10451,689 +10078,75 @@ man_fild01,315,95,3 script Expedition Scout#1 707,{
next;
mes "[Expedition Scout]";
mes "I've been ordered by Instructor Igrid to conduct a search for something.";
- set .@ep13_search_control,checkquest(3091,PLAYTIME);
- next;
- switch(select("Ask about search results.:Chitchat.:Quit.")) {
- case 1:
- if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && (.@ep13_search_control == -1)) {
- set .@ep13_search_lotto,rand(1,6);
- if (.@ep13_search_lotto == 4) {
- mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,5; //Some_Of_Report
- changequest 3090,3091;
- erasequest 3090;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else if ((.@ep13_search_lotto == 1) || (.@ep13_search_lotto == 6)) {
- mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,2; //Some_Of_Report
- changequest 3090,3091;
- erasequest 3090;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else if (.@ep13_search_lotto == 3) {
- mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,3; //Some_Of_Report
- changequest 3090,3091;
- erasequest 3090;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else {
- mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "I'm doing my best, but I haven't found any pages yet.";
- next;
- changequest 3090,3091;
- erasequest 3090;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- }
- else if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && ((.@ep13_search_control == 0) || (.@ep13_search_control == 1))) {
- mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Searching for lost pages was tougher then I expected. Please come back later when I'm finished making one round.";
- close;
- }
- else if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && (.@ep13_search_control == 2)) {
- set .@ep13_search_lotto,rand(1,6);
- if (.@ep13_search_lotto == 4) {
- mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,5; //Some_Of_Report
- erasequest 3091;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else if ((.@ep13_search_lotto == 1) || (.@ep13_search_lotto == 6)) {
- mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,2; //Some_Of_Report
- erasequest 3091;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else if (.@ep13_search_lotto == 3) {
- mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,3; //Some_Of_Report
- erasequest 3091;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else {
- mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "I'm doing my best, but I haven't found any pages yet.";
- next;
- erasequest 3091;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- }
- else if (ep13_1_edq < 8) {
- mes "[Expedition Scout]";
- mes "Who are you? Why do you want to know about our search results? Are you from the army?";
- next;
- mes "[Expedition Scout]";
- mes "Man, don't you know that you can be arrested for interrupting a military operation?";
- next;
- mes "[Expedition Scout]";
- mes "Please leave immediately.";
- }
- else {
- mes "[Expedition Scout]";
- mes "Who are you? Why do you want to know about our search results? Are you from the army?";
- next;
- mes "[Expedition Scout]";
- mes "Man, don't you know that you can be arrested for interrupting a military operation?";
- next;
- mes "[Expedition Scout]";
- mes "Please leave immediately.";
- }
- close;
- case 2:
- if (ep13_1_edq < 10) {
- mes "[Expedition Scout]";
- mes "I'm sorry, but I'm on duty. Why don't we talk later when I'm off-duty?";
- close;
- }
- else {
- mes "[Expedition Scout]";
- mes "I'm sorry, but I'm on duty. Why don't we talk later when I'm off-duty?";
- close;
- }
- case 3:
- close;
- }
-}
-
-man_fild03,202,251,3 script Expedition Scout#2 707,{
- mes "[Expedition Scout]";
- mes "Good day. I'm from the Third Scout Party under direct command of the commander of the Midgard Expedition.";
- next;
- mes "[Expedition Scout]";
- mes "I've been ordered by Instructor Igrid to conduct a search for something.";
- set .@ep13_search_control,checkquest(3091,PLAYTIME);
- next;
- switch(select("Ask about search results.:Chitchat.:Quit.")) {
- case 1:
- if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && (.@ep13_search_control == -1)) {
- set .@ep13_search_lotto,rand(1,6);
- if (.@ep13_search_lotto == 4) {
- mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,5; //Some_Of_Report
- changequest 3090,3091;
- erasequest 3090;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else if ((.@ep13_search_lotto == 1) || (.@ep13_search_lotto == 6)) {
- mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 2 piece of paper that appear to be part of the report.";
- next;
- getitem 6040,2; //Some_Of_Report
- changequest 3090,3091;
- erasequest 3090;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else if (.@ep13_search_lotto == 3) {
- mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,3; //Some_Of_Report
- changequest 3090,3091;
- erasequest 3090;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else {
- mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "I'm doing my best, but I haven't found any pages yet.";
- next;
- changequest 3090,3091;
- erasequest 3090;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- }
- else if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && ((.@ep13_search_control == 0) || (.@ep13_search_control == 1))) {
- mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Searching for lost pages was tougher then I expected. Please come back later when I'm finished making one round.";
- close;
- }
- else if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && (.@ep13_search_control == 2)) {
- set .@ep13_search_lotto,rand(1,6);
- if (.@ep13_search_lotto == 4) {
- mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,5; //Some_Of_Report
- erasequest 3091;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else if ((.@ep13_search_lotto == 1) || (.@ep13_search_lotto == 6)) {
- mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,2; //Some_Of_Report
- erasequest 3091;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else if (.@ep13_search_lotto == 3) {
- mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,3; //Some_Of_Report
- erasequest 3091;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else {
- mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "I'm doing my best, but I haven't found any pages yet.";
- next;
- erasequest 3091;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- }
- else if (ep13_1_edq < 8) {
- mes "[Expedition Scout]";
- mes "Who are you? Why do you want to know about our search results? Are you from the army?";
- next;
- mes "[Expedition Scout]";
- mes "Man, don't you know that you can be arrested for interrupting a military operation?";
- next;
- mes "[Expedition Scout]";
- mes "Please leave immediately.";
- }
- close;
- case 2:
- if (ep13_1_edq < 10) {
- mes "[Expedition Scout]";
- mes "I'm sorry, but I'm on duty. Why don't we talk later when I'm off-duty?";
- close;
- }
- else {
- mes "[Expedition Scout]";
- mes "I'm sorry, but I'm on duty. Why don't we talk later when I'm off-duty?";
- close;
- }
- case 3:
- close;
- }
-}
-
-spl_fild02,295,368,3 script Expedition Scout#3 707,{
- mes "[Expedition Scout]";
- mes "Good day. I'm from the Third Scout Party under direct command of the commander of the Midgard Expedition.";
- next;
- mes "[Expedition Scout]";
- mes "I've been ordered by Instructor Igrid to conduct a search for something.";
- set .@ep13_search_control,checkquest(3091,PLAYTIME);
- next;
- switch(select("Ask about search results.:Chitchat.:Quit.")) {
- case 1:
- if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && (.@ep13_search_control == -1)) {
- set .@ep13_search_lotto,rand(1,6);
- if (.@ep13_search_lotto == 4) {
- mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,5; //Some_Of_Report
- changequest 3090,3091;
- erasequest 3090;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else if ((.@ep13_search_lotto == 1) || (.@ep13_search_lotto == 6)) {
- mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,2; //Some_Of_Report
- changequest 3090,3091;
- erasequest 3090;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else if (.@ep13_search_lotto == 3) {
- mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,3; //Some_Of_Report
- changequest 3090,3091;
- erasequest 3090;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else {
- mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "I'm doing my best, but I haven't found any pages yet.";
- next;
- changequest 3090,3091;
- erasequest 3090;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- }
- else if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && ((.@ep13_search_control == 0) || (.@ep13_search_control == 1))) {
- mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Searching for lost pages was tougher then I expected. Please come back later when I'm finished making one round.";
- close;
- }
- else if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && (.@ep13_search_control == 2)) {
- set .@ep13_search_lotto,rand(1,6);
- if (.@ep13_search_lotto == 4) {
- mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,5; //Some_Of_Report
- erasequest 3091;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else if ((.@ep13_search_lotto == 1) || (.@ep13_search_lotto == 6)) {
- mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 2 piece of paper that appear to be part of the report.";
- next;
- getitem 6040,2; //Some_Of_Report
- erasequest 3091;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else if (.@ep13_search_lotto == 3) {
- mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,3; //Some_Of_Report
- erasequest 3091;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else {
- mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "I'm doing my best, but I haven't found any pages yet.";
- next;
- erasequest 3091;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- }
- else if (ep13_1_edq < 8) {
- mes "[Expedition Scout]";
- mes "Who are you? Why do you want to know about our search results? Are you from the army?";
- next;
- mes "[Expedition Scout]";
- mes "Man, don't you know that you can be arrested for interrupting a military operation?";
- next;
- mes "[Expedition Scout]";
- mes "Please leave immediately.";
- }
- else {
- mes "[Expedition Scout]";
- mes "Who are you? Why do you want to know about our search results? Are you from the army?";
- next;
- mes "[Expedition Scout]";
- mes "Man, don't you know that you can be arrested for interrupting a military operation?";
- next;
- mes "[Expedition Scout]";
- mes "Please leave immediately.";
- }
- close;
- case 2:
- if (ep13_1_edq < 10) {
- mes "[Expedition Scout]";
- mes "I'm sorry, but I'm on duty. Why don't we talk later when I'm off-duty?";
- close;
- }
- else {
- mes "[Expedition Scout]";
- mes "I'm sorry, but I'm on duty. Why don't we talk later when I'm off-duty?";
- }
- close;
- case 3:
- close;
- }
-}
-
-spl_fild03,172,71,3 script Expedition Scout#4 707,{
- mes "[Expedition Scout]";
- mes "Good day. I'm from the Third Scout Party under direct command of the commander of the Midgard Expedition.";
- next;
- mes "[Expedition Scout]";
- mes "I've been ordered by Instructor Igrid to conduct a search for something.";
- set .@ep13_search_control,checkquest(3091,PLAYTIME);
+ set .@playtime,checkquest(3091,PLAYTIME);
next;
switch(select("Ask about search results.:Chitchat.:Quit.")) {
case 1:
- if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && (.@ep13_search_control == -1)) {
- set .@ep13_search_lotto,rand(1,6);
- if (.@ep13_search_lotto == 4) {
- mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,5; //Some_Of_Report
- changequest 3090,3091;
- erasequest 3090;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else if ((.@ep13_search_lotto == 1) || (.@ep13_search_lotto == 6)) {
- mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,2; //Some_Of_Report
- changequest 3090,3091;
- erasequest 3090;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else if (.@ep13_search_lotto == 3) {
- mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,3; //Some_Of_Report
- changequest 3090,3091;
- erasequest 3090;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else {
- mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "I'm doing my best, but I haven't found any pages yet.";
- next;
- changequest 3090,3091;
- erasequest 3090;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- }
- else if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && ((.@ep13_search_control == 0) || (.@ep13_search_control == 1))) {
+ if (ep13_1_edq == 71 || ep13_1_edq == 72) {
mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
+ mes "Oh, you must be"+strcharinfo(0)+". I heard that you'll be delivering the report.";
next;
- mes "[Expedition Scout]";
- mes "Searching for lost pages was tougher then I expected. Please come back later when I'm finished making one round.";
- close;
- }
- else if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && (.@ep13_search_control == 2)) {
- set .@ep13_search_lotto,rand(1,6);
- if (.@ep13_search_lotto == 4) {
- mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,5; //Some_Of_Report
- erasequest 3091;
- setquest 3091;
+ if (.@playtime == 0 || .@playtime == 1) {
mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
+ mes "Searching for lost pages was tougher then I expected. Please come back later when I'm finished making one round.";
close;
- }
- else if ((.@ep13_search_lotto == 1) || (.@ep13_search_lotto == 6)) {
- mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,2; //Some_Of_Report
- erasequest 3091;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else if (.@ep13_search_lotto == 3) {
- mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,3; //Some_Of_Report
- erasequest 3091;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else {
- mes "[Expedition Scout]";
- mes "Oh, you must be " + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
+ } else {
+ switch(rand(1,6)) {
+ case 1:
+ case 6:
+ set .@i,2;
+ break;
+ case 3:
+ set .@i,3;
+ break;
+ case 4:
+ set .@i,5;
+ break;
+ case 2:
+ case 5:
+ set .@i,0;
+ break;
+ }
mes "[Expedition Scout]";
- mes "I'm doing my best, but I haven't found any pages yet.";
- next;
- erasequest 3091;
+ if (.@i) {
+ mes "Good news! I've found "+.@i+" pieces of paper that appear to be part of the report.";
+ next;
+ getitem 6040,.@i; //Some_Of_Report
+ } else {
+ mes "I'm doing my best, but I haven't found any pages yet.";
+ next;
+ }
+ if (.@playtime == -1) {
+ changequest 3090,3091;
+ erasequest 3090;
+ } else
+ erasequest 3091;
setquest 3091;
mes "[Expedition Scout]";
mes "Well then, keep up the good work!";
close;
}
}
- else if (ep13_1_edq < 8) {
- mes "[Expedition Scout]";
- mes "Who are you? Why do you want to know about our search results? Are you from the army?";
- next;
- mes "[Expedition Scout]";
- mes "Man, don't you know that you can be arrested for interrupting a military operation?";
- next;
- mes "[Expedition Scout]";
- mes "Please leave immediately.";
- }
- else {
- mes "[Expedition Scout]";
- mes "Who are you? Why do you want to know about our search results? Are you from the army?";
- next;
- mes "[Expedition Scout]";
- mes "Man, don't you know that you can be arrested for interrupting a military operation?";
- next;
- mes "[Expedition Scout]";
- mes "Please leave immediately.";
- }
+ mes "[Expedition Scout]";
+ mes "Who are you? Why do you want to know about our search results? Are you from the army?";
+ next;
+ mes "[Expedition Scout]";
+ mes "Man, don't you know that you can be arrested for interrupting a military operation?";
+ next;
+ mes "[Expedition Scout]";
+ mes "Please leave immediately.";
close;
case 2:
- if (ep13_1_edq < 10) {
- mes "[Expedition Scout]";
- mes "I'm sorry, but I'm on duty. Why don't we talk later when I'm off-duty?";
- close;
- }
- else {
- mes "[Expedition Scout]";
- mes "I'm sorry, but I'm on duty. Why don't we talk later when I'm off-duty?";
- }
+ mes "[Expedition Scout]";
+ mes "I'm sorry, but I'm on duty. Why don't we talk later when I'm off-duty?";
close;
case 3:
close;
}
}
+man_fild03,202,251,3 duplicate(Expedition Scout#1) Expedition Scout#2 707
+spl_fild02,295,368,3 duplicate(Expedition Scout#1) Expedition Scout#3 707
+spl_fild03,172,71,3 duplicate(Expedition Scout#1) Expedition Scout#4 707
prt_castle,88,165,3 script Laur 57,{
mes "[Laur]";
@@ -11153,7 +10166,7 @@ prt_castle,88,165,3 script Laur 57,{
if (ep13_1_edq == 9) set ep13_1_edq,101;
else if (ep13_1_edq == 111) set ep13_1_edq,112;
else if (ep13_1_edq == 121) set ep13_1_edq,122;
- else if (ep13_1_edq == 113 || ep13_1_edq == 123) {
+ else if (ep13_1_edq == 113 || ep13_1_edq == 123) {
set ep13_1_edq,13;
changequest 3093,3094;
}
@@ -11413,66 +10426,66 @@ OnMyMobDead:
end;
}
-// Persuing Rayan Moore
-//============================================================
+// Persuing Rayan Moore :: ep13_moc2
+//============================================================
mid_campin,68,185,3 script Pursuit Party Leader#1 803,{
- if (checkweight(714,1) == 0) {
+ if (checkweight(714,3) == 0) {
mes "- You cannot proceed with the quest when you're carrying too many items with you. -";
close;
}
if (mao_morocc2 == 0) {
- if (ep13_ryu == 100) {
- mes "[Echinacea]";
- mes "Oh adventurer, you've come at the perfect time.";
- mes "Since you and I both know that we can't waste time on idle chitchat,";
- mes "I'll cut to the chase.";
- next;
- mes "[Echinacea]";
- mes "Most expeditions come to this area to explore the Ash Vacuum,";
- mes "but we've come here for a different reason.";
- next;
- mes "[Echinacea]";
- mes "You know about this space gap that was caused by Satan Morocc, don't you?";
- next;
- mes "[Echinacea]";
- mes "Our job is to pursue Satan Morocc and figure out how this all happened.";
- mes "Your job is to assist us, and prove that you can be a good member of our expedition.";
- next;
- mes "[Echinacea]";
- mes "... Umm... So, you'll have to.. Let me think which job would be perfect for you.";
- mes "Umm.. I remember someone said that he needed assistance...";
- next;
- select("Hey, excuse me.");
- mes "[Echinacea]";
- mes "Ah, I know what you can do!";
- mes "There's a guy conducting an investigation near the space gap. You can go help him.";
- mes "Just do what he asks you to do, alright?";
- mes "Now go!";
- next;
- mes "[Echinacea]";
- mes "......";
- mes "By the way, adventurer,";
- mes "What's your name?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "......";
- mes "......";
- mes "" + strcharinfo(0) + "...";
- mes "......";
- next;
- mes "[Echinacea]";
- mes "Ah, you are";
- mes "" + strcharinfo(0) + ".";
- mes "Well, " + strcharinfo(0) + ", I've just assigned you as Mr. Kidd's assistant.";
- mes "Good, everything's done on this end. I just needed to get your name on record.";
- next;
- mes "[Echinacea]";
- mes "What are you still doing here?";
- mes "" + strcharinfo(0) + ", your job is to assist Mr. Kidd.";
- mes "Please go help him, will you?";
- set mao_morocc2,1;
- setquest 7012;
- close;
+ if (ep13_ryu == 100 || ep13_start == 100) {
+ mes "[Echinacea]";
+ mes "Oh adventurer, you've come at the perfect time.";
+ mes "Since you and I both know that we can't waste time on idle chitchat,";
+ mes "I'll cut to the chase.";
+ next;
+ mes "[Echinacea]";
+ mes "Most expeditions come to this area to explore the Ash Vacuum,";
+ mes "but we've come here for a different reason.";
+ next;
+ mes "[Echinacea]";
+ mes "You know about this space gap that was caused by Satan Morocc, don't you?";
+ next;
+ mes "[Echinacea]";
+ mes "Our job is to pursue Satan Morocc and figure out how this all happened.";
+ mes "Your job is to assist us, and prove that you can be a good member of our expedition.";
+ next;
+ mes "[Echinacea]";
+ mes "... Umm... So, you'll have to.. Let me think which job would be perfect for you.";
+ mes "Umm.. I remember someone said that he needed assistance...";
+ next;
+ select("Hey, excuse me.");
+ mes "[Echinacea]";
+ mes "Ah, I know what you can do!";
+ mes "There's a guy conducting an investigation near the space gap. You can go help him.";
+ mes "Just do what he asks you to do, alright?";
+ mes "Now go!";
+ next;
+ mes "[Echinacea]";
+ mes "......";
+ mes "By the way, adventurer,";
+ mes "What's your name?";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "......";
+ mes "......";
+ mes "" + strcharinfo(0) + "...";
+ mes "......";
+ next;
+ mes "[Echinacea]";
+ mes "Ah, you are";
+ mes "" + strcharinfo(0) + ".";
+ mes "Well, " + strcharinfo(0) + ", I've just assigned you as Mr. Kidd's assistant.";
+ mes "Good, everything's done on this end. I just needed to get your name on record.";
+ next;
+ mes "[Echinacea]";
+ mes "What are you still doing here?";
+ mes "" + strcharinfo(0) + ", your job is to assist Mr. Kidd.";
+ mes "Please go help him, will you?";
+ set mao_morocc2,1;
+ setquest 7012;
+ close;
}
else {
mes "[Echinacea]";
@@ -11610,7 +10623,7 @@ mid_campin,68,185,3 script Pursuit Party Leader#1 803,{
next;
mes "[Echinacea]";
mes "Go check the number again.";
- set mao_morocc2,.@quest+3;
+ if (mao_morocc2 < 26) set mao_morocc2,.@quest+3;
close;
}
}
@@ -11674,7 +10687,7 @@ mid_campin,68,185,3 script Pursuit Party Leader#1 803,{
mes "[Echinacea]";
mes "Keep up the good work assisting the explorers in this camp.";
set mao_morocc2,100;
- if(checkre(0))
+ if (checkre(3))
getexp 120000,20000;
else
getexp 1200000,200000;
@@ -12054,7 +11067,7 @@ mid_camp,199,311,7 script Mr. Kidd#ep13_dan01 884,{
delitem 6029,1; //Morocc_Tracing_Log
delitem 6027,1; //Crystal_Of_Feardoom
set mao_morocc2,10;
- if(checkre(0))
+ if (checkre(3))
getexp 20000,1000;
else
getexp 200000,10000;
@@ -12062,9 +11075,9 @@ mid_camp,199,311,7 script Mr. Kidd#ep13_dan01 884,{
close2;
}
else {
- //custom translation
mes "[" + strcharinfo(0) + "]";
- mes "Now where did I put Rin's journal and the bloody crystal...";
+ mes "(I was supposed to give him the 'Morroc Pursuit Journal' and a 'Bloody Crystal of the Darkness'...";
+ mes "Err? Where have they gone? I need to find them.)";
close2;
}
}
@@ -13051,7 +12064,7 @@ que_job01,82,95,3 script Bar Master#moc2_01 46,{
mes "Here, drink up.";
mes "This drink is mainly made of fruit juice,";
mes "but you still shouldn't drink too much.";
- set zeny,zeny-800;
+ set Zeny, Zeny-800;
getitem 12112,1; //Tropical_Sograt
}
close;
@@ -13069,15 +12082,14 @@ que_job01,82,95,3 script Bar Master#moc2_01 46,{
mes "There you go.";
mes "This drink is mainly made of fruit juice,";
mes "but you still shouldn't drink too much.";
- set zeny,zeny-1000;
+ set Zeny, Zeny-1000;
getitem 12112,1; //Tropical_Sograt
close;
}
}
}
case 2:
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 2000) {
+ if (MaxWeight - Weight < 2000) {
mes "[Karred]";
mes "Are you sure you can even hold a glass of alcohol?";
mes "You're carrying too many things on you already.";
@@ -13096,7 +12108,7 @@ que_job01,82,95,3 script Bar Master#moc2_01 46,{
mes "[Karred]";
mes "I'll give you a special discount.";
mes "Here, enjoy.";
- set zeny,zeny-800;
+ set Zeny, Zeny-800;
getitem 12113,1; //Vermilion_The_Beach
}
close;
@@ -13113,7 +12125,7 @@ que_job01,82,95,3 script Bar Master#moc2_01 46,{
mes "[Karred]";
mes "There you go.";
mes "Don't drink too much, alright?";
- set zeny,zeny-1000;
+ set Zeny, Zeny-1000;
getitem 12113,1; //Vermilion_The_Beach
close;
}
@@ -13261,7 +12273,7 @@ OnTouch:
mes "Hey, bartender! Gimme";
mes "the usual! I like your";
mes "style, adventurer...";
- set zeny,zeny-1000;
+ set Zeny, Zeny-1000;
next;
mes "[Litheron]";
mes "Alright, you can come";
@@ -13409,8 +12421,7 @@ que_job01,49,49,5 script Tao#dan_09 877,{
que_job01,51,55,0 script que_job01#room_1 45,1,1,{
OnInit:
- if ($maobar_room) set $maobar_room,0;
-Onreset:
+OnReset:
set $@moc_mao_room1,0; //Global Variable
end;
@@ -13479,12 +12490,12 @@ OnEnable:
mapannounce "que_job01", "You will now enter the Master Zone, Area 1.",bc_map,"0x70DBDB";
end;
-Onstop:
+OnStop:
mapannounce "que_job01", "The security magic in the Master Zone, Area 1 is deactivated.",bc_map,"0x70DBDB";
donpcevent "#room1_warp13::OnDisable";
donpcevent "Valdes#moc_master_1::OnDisable";
donpcevent "Marjana#poison::OnDisable";
- donpcevent "que_job01#room_1::Onreset";
+ donpcevent "que_job01#room_1::OnReset";
stopnpctimer;
end;
@@ -13500,7 +12511,7 @@ OnTimer245000:
OnTimer250000:
mapannounce "que_job01", "The security magic Master Zone, Area 1 is now activated.",bc_map,"0x70DBDB";
- donpcevent "que_job01#room_1::Onreset";
+ donpcevent "que_job01#room_1::OnReset";
stopnpctimer;
}
@@ -13522,7 +12533,7 @@ OnTouch:
que_job01,11,4,0 script que_job01#room1_out 45,1,1,{
OnTouch:
warp "que_job01",52,50;
- donpcevent " #room1timer::Onstop";
+ donpcevent " #room1timer::OnStop";
end;
}
@@ -13570,7 +12581,7 @@ que_job01,51,44,0 script que_job01#room_2 45,1,1,{
end;
OnInit:
-Onreset:
+OnReset:
set $@moc_mao_room2,0; //Global Variable
end;
@@ -13657,14 +12668,14 @@ OnEnable:
mapannounce "que_job01", "Master Zone 2 is now under surveillance.",bc_map,"0x70DBDB";
end;
-Onstop:
+OnStop:
mapannounce "que_job01", "The magic shield of Master Zone 2 has been reset.",bc_map,"0x70DBDB";
donpcevent "#room2_1_warp::OnDisable";
donpcevent "#room2_2_warp::OnDisable";
donpcevent "Rin#moc_room2_2::OnDisable";
donpcevent "Rin#moc_room2_1::OnDisable";
donpcevent "Rayan#moc_room2_2::OnDisable";
- donpcevent "que_job01#room_2::Onreset";
+ donpcevent "que_job01#room_2::OnReset";
stopnpctimer;
end;
@@ -13683,7 +12694,7 @@ OnTimer245000:
OnTimer250000:
mapannounce "que_job01", "Master Zone 2 has been released from surveillance.",bc_map,"0x70DBDB";
- donpcevent "que_job01#room_2::Onreset";
+ donpcevent "que_job01#room_2::OnReset";
stopnpctimer;
}
@@ -13720,14 +12731,14 @@ OnTouch:
que_job01,80,27,0 script que_job01#room2_1_out 45,1,1,{
OnTouch:
warp "que_job01",52,50;
- donpcevent " #room2timer::Onstop";
+ donpcevent " #room2timer::OnStop";
end;
}
que_job01,144,61,0 script que_job01#room2_2_out 45,1,1,{
OnTouch:
warp "que_job01",52,50;
- donpcevent " #room2timer::Onstop";
+ donpcevent " #room2timer::OnStop";
end;
}
@@ -13916,10 +12927,9 @@ que_job01,84,17,3 script Rin#moc_room2_1 885,{
close2;
}
else if (mao_morocc2 == 8) {
- // Missed
cutin "moc2_rin02",2;
mes "[Rin]";
- mes "Anything new?";
+ mes "Have you found anything?";
next;
mes "- You told her you couldn't find anything regarding their whereabouts,";
mes "but you found the ''Bloody Crystal of Darkness'' in the bushes.";
@@ -13970,15 +12980,14 @@ que_job01,84,17,3 script Rin#moc_room2_1 885,{
close2;
}
else {
- //custom translation
cutin "moc2_rin01",2;
mes "[Rin]";
- mes "...The 'Bloody Crystal of Darkness'...";
- mes "Where is it?";
+ mes "..A bloody Crystal of the Darkness?";
+ mes "Can you show it to me?";
next;
mes "[" + strcharinfo(0) + "]";
- mes "I'll bring it right away.";
- mes "^4d4dffNow what did I do with it...?^000000";
+ mes "Oh, I don't have it with me. I'll go bring it right away.";
+ mes "^4d4dff(Wait, what did I do with it? I didn't sell it or anything, did I?)^000000";
close2;
}
}
@@ -13995,10 +13004,9 @@ que_job01,84,17,3 script Rin#moc_room2_1 885,{
close2;
}
else {
- //custom translation
cutin "moc2_rin03",2;
mes "[Rin]";
- mes "... ... I am just a patient here, don't mind me~";
+ mes "..Argh.. I'm still recovering .. I'm not supposed to move~";
close2;
}
cutin "moc2_rin03",255;
@@ -14177,14 +13185,14 @@ que_job01,144,54,3 script Rin#moc_room2_2 885,{
close2;
}
else {
- //custom translation
cutin "moc2_rin01",2;
mes "[Rin]";
- mes "What is it? I'm a little busy...";
+ mes "What's up?";
+ mes "I'm kind of busy right now.";
next;
mes "[" + strcharinfo(0) + "]";
- mes "Oh, I seem to have forgot to bring the Journal...";
- mes "...Yeah. ...I'll be back with it soon.";
+ mes "..I've brought back the journal and something else..";
+ mes "..Er, sorry. I forgot to bring the journal! I'll be right back.";
close2;
}
}
@@ -14434,7 +13442,7 @@ OnDisable:
disablenpc "#moc2_event_on";
end;
-Onstop:
+OnStop:
stopnpctimer;
end;
@@ -14445,8 +13453,7 @@ OnTouch:
initnpctimer;
}
else {
- //custom translation
- mes "An unknown force seems to block you.";
+ mes "A mysterious force is repelling you, and you're unable to push forward into this area.";
close2;
warp "morocc",100,100;
set $@moc_mao_gate1,0; //Global Variable
@@ -14477,7 +13484,7 @@ OnTimer307000:
donpcevent "Dandelion Member#moc2_4::OnDisable";
donpcevent "Dandelion Member#moc2_5::OnDisable";
donpcevent "#moc2_event01::OnDisable";
- donpcevent "Corpse#moc2_dead01::Onreset";
+ donpcevent "Corpse#moc2_dead01::OnReset";
end;
OnTimer308000:
@@ -14498,7 +13505,7 @@ OnEnable:
OnTouch:
soundeffect "wander_man_move.wav",1;
- sc_start sc_blind,600000,0;
+ sc_start SC_BLIND,600000,0;
mes "As soon as you touched the crystal,";
mes "you feel your body being pulled into the space gap.";
mes "You remember Kidd's confused voice, screaming your name.";
@@ -14528,7 +13535,7 @@ OnTouch:
mes "I'm not going to let you run away again!";
next;
soundeffect "wander_man_move.wav",1;
- sc_end sc_blind;
+ sc_end SC_BLIND;
mes "[" + strcharinfo(0) + "]";
mes "... !!!!";
mes "Rin!!!!";
@@ -14594,7 +13601,7 @@ OnTouch:
donpcevent "Dandelion Member#moc2_4::OnDisable";
donpcevent "Dandelion Member#moc2_5::OnDisable";
donpcevent "Corpse#moc2_dead01::OnEnable";
- donpcevent "Corpse#moc2_dead01::Oncall";
+ donpcevent "Corpse#moc2_dead01::OnCall";
end;
}
@@ -14627,7 +13634,7 @@ que_dan01,49,36,5 script Corpse#moc2_dead01 457,{
mes "Let's bring this to Kidd.^000000";
set mao_morocc2,11;
getitem 6028,1; //Seal_Scroll
- donpcevent "#moc2_event_on::Onstop";
+ donpcevent "#moc2_event_on::OnStop";
initnpctimer;
changequest 7020,7021;
close;
@@ -14660,7 +13667,7 @@ OnEnable:
enablenpc "Corpse#moc2_dead01";
end;
-Oncall:
+OnCall:
monster "que_dan01",26,40,"Dandelion Member",1985,1,"Corpse#moc2_dead01::OnMyMobDead";
monster "que_dan01",21,35,"Dandelion Member",1985,1,"Corpse#moc2_dead01::OnMyMobDead";
monster "que_dan01",25,32,"Dandelion Member",1985,1,"Corpse#moc2_dead01::OnMyMobDead";
@@ -14671,7 +13678,7 @@ Oncall:
OnMyMobDead:
end;
-Onreset:
+OnReset:
killmonster "que_dan01","Corpse#moc2_dead01::OnMyMobDead";
end;
@@ -14808,7 +13815,7 @@ OnTouch:
set mao_morocc2,18;
changequest 7026,7027;
close2;
- warp "SavePoint",0,0;
+ consumeitem 602; //Wing_Of_Butterfly
end;
}
else if (mao_morocc2 == 19) {
@@ -14900,7 +13907,7 @@ que_dan02,115,53,3 script Man#moc2_crazyR01 456,{
set mao_morocc2,20;
changequest 7028,7029;
close2;
- warp "SavePoint",0,0;
+ consumeitem 602; //Wing_Of_Butterfly
donpcevent "Mr. Kidd#moc_extra01::OnDisable";
}
else {
@@ -14959,9 +13966,11 @@ que_dan02,102,42,3 script Disfigured Corpse#moc2 457,{
close;
}
+// Ash-Vacuum Warper :: gogoash
+//============================================================
/*
-//Mid Camp Warper (gogoash), Translated from the Official [Slim]
-prontera,161,192,5 script Ash Vacuum Warper 707,{
+// Event NPC, now disabled on official servers.
+prontera,161,192,5 script Ash-Vacuum Warper 707,{
mes "[Warp Soldier]";
mes "For a limited period.";
mes "I can send you to Ash-Vacuum without any fee.";
@@ -14969,24 +13978,50 @@ prontera,161,192,5 script Ash Vacuum Warper 707,{
mes "[Warp Soldier]";
mes "Do you want to go to Ash-Vacuum right now?";
next;
- switch(select("Yes, please","Not yet")) {
-
- case 1:
- mes "[Warp Soldier]";
- mes "Ok. I hope you";
- mes "enjoy your trip.";
- close2;
- set ep13_ryu,100;
- warp "mid_camp",210,291;
- break;
- case 2:
- mes "[Warp Soldier]";
- mes "No problem. I understand.";
- mes "Tell me when you change your mind.";
- mes "See you.";
- close;
- break;
+ switch(select("Yes, please:Not yet")) {
+ case 1:
+ mes "[Warp Soldier]";
+ mes "Ok. I hope you";
+ mes "enjoy your trip.";
+ close2;
+ set ep13_ryu,100;
+ warp "mid_camp",210,291;
+ end;
+ case 2:
+ mes "[Warp Soldier]";
+ mes "No problem. I understand.";
+ mes "Tell me when you change your mind.";
+ mes "See you.";
+ close;
}
- end;
}
*/
+
+//============================================================
+// Old changelog
+//============================================================
+//= 1.0 First Version. [L0ne_W0lf]
+//= 1.1 I missed an end in one of the lhz guards. [L0ne_W0lf]
+//= 1.2 Fixed missing ends, wrong label and some typos [Gepard]
+//= 1.3 Added the two remaining 13.1 quests. [L0ne_W0lf]
+//= Cat Hand Agents no longer ignore you with 300+ points.
+//= 1.4 Changed killmonsterall -> killmonster. (bugreport:4131)
+//= 1.5 Removed a 'close;' which should have been 'close2'. (bugreport:4276)
+//= 1.6 Fixed check in cat hand agent.
+//= 1.7 Moved the close in Cat Hand Service Warps. (bugreport:4079) [L0ne_W0lf]
+//= 1.8 Added 13.2 Additions to Report from the New World NPCs
+//= 1.9 Upped success rates for Report from the New World drops.
+//= 2.0 Added Mid Camp Warper, translated from the Official [Slim]
+//= 2.1 Fixed some typos [tr0n]
+//= 2.2 A little optimization (-25kb). [Euphy]
+//= 2.3 Updated to match the new Izlude Map. [Masao]
+//= 2.4 More optimization (-32kb). [Euphy]
+//= 2.5 Yet more optimization (-22kb). [Euphy]
+//= 2.5a Minor fixes. [Euphy]
+//= 2.6 Disabled "Ash Vacuum Warper" as it's no longer in iRO. [Euphy]
+//= 2.6a Added 'npcskill' command. [Euphy]
+//= 2.7 Updated EXP rewards.
+//= 2.7a Added 'consumeitem' command. [Euphy]
+//= 2.8 Some optimization, and moved an Izlude NPC. [Euphy]
+//= 2.9 Fixed an invalid event label. [Joseph]
+//============================================================
diff --git a/npc/quests/quests_13_2.txt b/npc/quests/quests_13_2.txt
index de8f86970..e71a787b8 100644
--- a/npc/quests/quests_13_2.txt
+++ b/npc/quests/quests_13_2.txt
@@ -1,20 +1,18 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Collection of episode 13.2 quests.
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 2.5
-//===== Compatible With: =====================================
-//= rAthena SVN
+//= 2.8
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Cat Hand Addition. (Leads to 13.2 areas)
//= Two Tribes
//= Monster Suppression
//= Daily Quests:
//= - Bradium Collection
//= - Laphine Craftsman
-//= - Drago Egg Collection (npc includes 'Wanted' quest)
+//= - Draco Egg Collection (npc includes 'Wanted' quest)
//= Otherworld language
//= Daily Quests:
//= - Midgard Ore
@@ -43,14 +41,18 @@
//= 2.3 Fixed EF_Wind not showing. (bugreport:5149) [Masao]
//= 2.4 Optimized (6000+ lines reduced!). [Euphy]
//= 2.4a Fixed an invisible NPC clashing with a warp portal. [Euphy]
-//= 2.5 Fixed EXP values, added support for pre-re
-//= & other minor stuff [Streusel]
-//============================================================
+//= 2.5 Updated EXP rewards.
+//= 2.6 Fixed incorrect use of 'close'. [Joseph]
+//= 2.6a Disabled GM NPC. [Euphy]
+//= 2.7 Updated RE/Pre-RE EXP. [Euphy]
+//= 2.7a Added Izlude RE coordinates. [Euphy]
+//= 2.8 Added GM management function. [Euphy]
+//============================================================
-// Cat Hand Addition.
-//============================================================
+// Cat Hand Addition :: cat_enhance
+//============================================================
spl_fild02,25,211,4 script Cat Hand Agent#spl 421,{
-function Catwarp;
+ function Catwarp;
if (ep13_yong1 < 3) {
mes "[Cat Hand Agent]";
mes "Welcome to Cat Trading.";
@@ -104,7 +106,7 @@ function Catwarp;
close;
}
else if (Zeny >= 60) {
- set zeny,zeny-60;
+ set Zeny, Zeny-60;
mes "[Cat Hand Agent]";
mes "Thank you.";
mes "Your storage will be opened shortly.";
@@ -151,7 +153,7 @@ function Catwarp;
close;
}
else if (Zeny >= 60) {
- set zeny,zeny-60;
+ set Zeny, Zeny-60;
mes "[Cat Hand Agent]";
mes "Thank you.";
mes "Your storage will be opened shortly.";
@@ -272,7 +274,7 @@ function Catwarp;
close;
}
else if (Zeny >= 60) {
- set zeny,zeny-60;
+ set Zeny, Zeny-60;
mes "[Cat Hand Agent]";
mes "Thank you.";
mes "Your storage will be opened shortly.";
@@ -390,13 +392,14 @@ function Catwarp {
if (Zeny < getarg(0)) {
mes "[Cat Hand Agent]";
mes "Don't play with money.";
- close; }
+ close;
+ }
close2;
set Zeny, Zeny-getarg(0);
switch(getarg(1)) {
case 1: warp "alberta",117,56; end;
case 2: warp "prontera",116,72; end;
- case 3: warp "izlude",91,105; end;
+ case 3: if (checkre(0)) warp "izlude",128,98; else warp "izlude",91,105; end;
case 4: warp "geffen",120,39; end;
case 5: warp "payon",161,58; end;
case 6: warp "morocc",156,46; end;
@@ -410,7 +413,6 @@ function Catwarp {
}
}
}
-
man_fild02,132,47,4 duplicate(Cat Hand Agent#spl) Cat Hand Agent#man 421
- script Mysterious Rock#30::manukrock2 -1,{
@@ -427,11 +429,13 @@ man_fild02,132,47,4 duplicate(Cat Hand Agent#spl) Cat Hand Agent#man 421
else getitem 6048,1; //Unidentified_Mineral
initnpctimer;
disablenpc strnpcinfo(0);
- end; }
+ end;
+ }
else {
mes "This rock contains unidentified minerals.";
mes "It's not possible to mine more than the limit.";
- close; }
+ close;
+ }
end;
OnTimer120000:
@@ -525,7 +529,7 @@ spl_fild01,55,269,0 duplicate(FishingHole_spl3) School of Fish#12 844
spl_fild01,332,131,0 duplicate(FishingHole_spl3) School of Fish#13 844
spl_fild01,170,74,0 duplicate(FishingHole_spl3) School of Fish#14 844
-// Two Tribes
+// Two Tribes :: ep13_2_msg
//============================================================
spl_in01,32,306,3 script Splendide Guard#ep13md01 447,2,2,{
if (checkweight(1201,2) == 0) {
@@ -2454,7 +2458,7 @@ spl_in02,236,92,5 script Arc#ep13md_l02 447,{
mes "I'm sorry this is all I can give you for now.";
set ep13_mdrama,27;
getitem 6081,25; //Splendide_Coin
- if(checkre(0))
+ if (checkre(3))
getexp 120000,10000;
else
getexp 1200000,100000;
@@ -2697,7 +2701,7 @@ spl_fild01,329,29,0 script ???#ep13mdf03 844,{
}
}
-// Monster Suppression
+// Monster Suppression :: ep13_2_dayquest
//============================================================
manuk,252,116,3 script Manuk Galtun#ep13_2day 450,{
if (checkweight(1201,2) == 0) {
@@ -2776,7 +2780,7 @@ manuk,252,116,3 script Manuk Galtun#ep13_2day 450,{
completequest 7074;
completequest 7075;
set ep13_2_days01,2;
- if(checkre(0))
+ if (checkre(3))
getexp 50000,30000;
else
getexp 500000,300000;
@@ -2810,10 +2814,10 @@ manuk,252,116,3 script Manuk Galtun#ep13_2day 450,{
close;
}
-// Daily Quests
+// Daily Quests :: ep13_2_dayquest
// - Bradium Collection
// - Laphine Craftsman
-// - Draco Egg Collection (npc includes 'Wanted' quest)
+// - Draco Egg Collection (NPC includes 'Wanted' quest)
//============================================================
man_in01,378,276,3 script Manuk Engineer#ep13_2 453,{
if (checkweight(1201,2) == 0) {
@@ -2942,117 +2946,103 @@ spl_in01,97,313,3 script Laphine Craftsman#ep13 446,{
mes "That should be sufficient for the time being.";
close;
}
+ mes "[Laphine craftsman]";
+ mes "Thank you for collecting those items for me.";
+ mes "Hopefully you can help us again.";
+ erasequest 7082;
+ close;
+ }
+ set .@alba2,checkquest(7081);
+ if ((.@alba2 == 0) || (.@alba2 == 1)) {
+ if ((countitem(7326) > 14) && (countitem(6075) > 14)) {
+ mes "[Laphine craftsman]";
+ mes "Oh, fantastic.";
+ mes "These are enough materials for today.";
+ mes "I'll let you know if I need more.";
+ delitem 7326,15; //Fluorescent_Liquid
+ delitem 6075,15; //Crystalized_Teardrop
+ erasequest 7081;
+ setquest 7082;
+ getexp 30000,30000;
+ getitem 6081,3; //Splendide_Coin
+ close;
+ }
else {
mes "[Laphine craftsman]";
- mes "Thank you for collecting those items for me.";
- mes "Hopefully you can help us again.";
- erasequest 7082;
+ mes "What can I help you with?";
+ mes "Not yet done with my request?";
close;
}
}
- else {
- set .@alba2,checkquest(7081);
- if ((.@alba2 == 0) || (.@alba2 == 1)) {
- if ((countitem(7326) > 14) && (countitem(6075) > 14)) {
- mes "[Laphine craftsman]";
- mes "Oh, fantastic.";
- mes "These are enough materials for today.";
- mes "I'll let you know if I need more.";
- delitem 7326,15; //Fluorescent_Liquid
- delitem 6075,15; //Crystalized_Teardrop
- erasequest 7081;
- setquest 7082;
- getexp 30000,30000;
- getitem 6081,3; //Splendide_Coin
- close;
- }
- else {
- mes "[Laphine craftsman]";
- mes "What can I help you with?";
- mes "Not yet done with my request?";
- close;
- }
- }
- else {
+ mes "[Laphine craftsman]";
+ mes "What's up??";
+ mes "I need to make more decorations for the Yai.";
+ next;
+ if (select("May I help you?:What's a Yai?") == 1) {
+ mes "[Laphine craftsman]";
+ mes "You want to help?";
+ mes "This place is being used for battle but it is also our home.";
+ next;
+ mes "[Laphine craftsman]";
+ mes "We prefer to be alone so we must each have our own Yai.";
+ mes "Though we are in a military base we should take care of each Yai.";
+ next;
+ mes "[Laphine craftsman]";
+ mes "I am not a soldier but we hope all of us to be as confident as they are.";
+ mes "I would like to support all Laphine with my skills.";
+ next;
+ mes "[Laphine craftsman]";
+ mes "So I want to help make decorations for everyone's Yai.";
+ mes "I need more materials to make them.";
+ next;
+ mes "[Laphine craftsman]";
+ mes "I heard that a water ghost has been appearing in the cave.";
+ mes "Can you bring me 15 Crystallized Teardrop and 15 Fluorescent Liquid?";
+ next;
+ if (select("Yes.:Sorry.") == 1) {
mes "[Laphine craftsman]";
- mes "What's up??";
- mes "I need to make more decorations for the Yai.";
- next;
- switch(select("May I help you?:What's a Yai?")) {
- case 1:
- mes "[Laphine craftsman]";
- mes "You want to help?";
- mes "This place is being used for battle but it is also our home.";
- next;
- mes "[Laphine craftsman]";
- mes "We prefer to be alone so we must each have our own Yai.";
- mes "Though we are in a military base we should take care of each Yai.";
- next;
- mes "[Laphine craftsman]";
- mes "I am not a soldier but we hope all of us to be as confident as they are.";
- mes "I would like to support all Laphine with my skills.";
- next;
- mes "[Laphine craftsman]";
- mes "So I want to help make decorations for everyone's Yai.";
- mes "I need more materials to make them.";
- next;
- mes "[Laphine craftsman]";
- mes "I heard that a water ghost has been appearing in the cave.";
- mes "Can you bring me 15 Crystallized Teardrop and 15 Fluorescent Liquid?";
- next;
- switch(select("Yes.:Sorry.")) {
- case 1:
- mes "[Laphine craftsman]";
- mes "Please take my request.";
- mes "Can you bring me 15 Crystallized Teardrop and 15 Fluorescent Liquid?";
- setquest 7081;
- close;
- case 2:
- mes "[Laphine craftsman]";
- mes "Yes, I'm sure that you have your own business to attend to.";
- mes "I feel embarrassed asking a favor from you, as a Laphine.";
- next;
- mes "[Laphine craftsman]";
- mes "But, why are you trying to be involved in our business yet you won't take up our request?";
- close;
- }
- case 2:
- mes "[Laphine craftsman]";
- mes "Yai...";
- mes "All grown Laphine have one.";
- mes "They're essential for all Laphine to live in since we are very private people.";
- next;
- select("It's a house...?");
- mes "[Laphine craftsman]";
- mes "Yes...";
- mes "That's it. We sometimes invite our friends or guests to our Yai.";
- mes "And decorations for Yai are quite important to us...";
- next;
- mes "[Laphine craftsman]";
- mes "We Laphine care about ourselves and our Yai as well.";
- next;
- mes "[Laphine craftsman]";
- mes "We are far away from our hometown now...";
- mes "If we don't have this kind of hobby, there's nothing to enjoy here.";
- close;
- }
+ mes "Please take my request.";
+ mes "Can you bring me 15 Crystallized Teardrop and 15 Fluorescent Liquid?";
+ setquest 7081;
+ close;
}
+ mes "[Laphine craftsman]";
+ mes "Yes, I'm sure that you have your own business to attend to.";
+ mes "I feel embarrassed asking a favor from you, as a Laphine.";
+ next;
+ mes "[Laphine craftsman]";
+ mes "But, why are you trying to be involved in our business yet you won't take up our request?";
+ close;
}
- }
- else {
mes "[Laphine craftsman]";
- mes "Hm? Oh, can't you see I'm busy?";
- mes "I'm making ornaments though, if you must know.";
+ mes "Yai...";
+ mes "All grown Laphine have one.";
+ mes "They're essential for all Laphine to live in since we are very private people.";
+ next;
+ select("It's a house...?");
+ mes "[Laphine craftsman]";
+ mes "Yes...";
+ mes "That's it. We sometimes invite our friends or guests to our Yai.";
+ mes "And decorations for Yai are quite important to us...";
+ next;
+ mes "[Laphine craftsman]";
+ mes "We Laphine care about ourselves and our Yai as well.";
+ next;
+ mes "[Laphine craftsman]";
+ mes "We are far away from our hometown now...";
+ mes "If we don't have this kind of hobby, there's nothing to enjoy here.";
close;
}
- }
- else {
mes "[Laphine craftsman]";
- mes "Yur,Dur AnoVa?";
- mes "Wha? Dieb OsaDur .. ";
- mes "ah..RuffThus NeAsh. man nesAsh OdesAlah ?";
+ mes "Hm? Oh, can't you see I'm busy?";
+ mes "I'm making ornaments though, if you must know.";
close;
}
+ mes "[Laphine craftsman]";
+ mes "Yur,Dur AnoVa?";
+ mes "Wha? Dieb OsaDur .. ";
+ mes "ah..RuffThus NeAsh. man nesAsh OdesAlah ?";
+ close;
}
mid_camp,146,306,3 script Pet Breeder#ep13_eden01 982,{
@@ -3106,166 +3096,142 @@ mid_camp,146,306,3 script Pet Breeder#ep13_eden01 982,{
mes "- They just continue to argue -";
close;
}
- else {
- mes "[Pinedel]";
- mes "Ah, Taab isn't flexible at all.";
- mes "Hey there! What's up??";
- next;
- switch(select("Notice for criminal report:Cute pet investigation.")) {
- case 1:
- if (ep13_2_wanted == 1) {
- if (checkquest(7076,HUNTING) == 2) {
- mes "[Pinedel]";
- mes "Have you hunted the Runaway Dandelion?";
- mes "Ok, I accept you.";
- mes "Here's something Rin was storing here.";
- next;
- mes "[Pinedel]";
- mes "This is Rin's cherished treasure box...";
- mes "This is enough payment, right?";
- completequest 7076;
- set ep13_2_wanted,2;
- getitem 7444,1; //Treasure_Box
- close;
- }
- else {
- mes "[Pinedel]";
- mes "I know you haven't terminated the Runaway Dandelion yet.";
- mes "Don't take me for a fool.";
- close;
- }
- }
- else if (ep13_2_wanted == 2) {
+ mes "[Pinedel]";
+ mes "Ah, Taab isn't flexible at all.";
+ mes "Hey there! What's up??";
+ next;
+ if (select("Notice for criminal report:Cute pet investigation.") == 1) {
+ if (ep13_2_wanted == 1) {
+ if (checkquest(7076,HUNTING) == 2) {
mes "[Pinedel]";
- mes "I will forward everything to Rin.";
- mes "She'll love it.";
- mes "Just tell her your name " + strcharinfo(0) + ".";
+ mes "Have you hunted the Runaway Dandelion?";
+ mes "Ok, I accept you.";
+ mes "Here's something Rin was storing here.";
next;
mes "[Pinedel]";
- mes "I can remember that I've heard about you from Rin.";
- mes "But Rin likes you, so that must mean that you're nice.";
- close;
- }
- else {
- mes "[Pinedel]";
- mes "Seaching for a criminal?";
- mes "I'm not sure that you're involved in it.";
+ mes "This is Rin's cherished treasure box...";
+ mes "This is enough payment, right?";
+ completequest 7076;
+ set ep13_2_wanted,2;
+ getitem 7444,1; //Treasure_Box
close;
}
- case 2:
- if (ep13_2_dayegg == 1) {
- if (countitem(6093) > 9) {
- mes "[Pinedel]";
- mes "Oh! Nice!";
- mes "I can go through this study deeper with your assistance.";
- next;
- mes "[Pinedel]";
- mes "I will try to make these Dragon eggs into cute pets.";
- mes "Don't expect much!";
- mes "Come back after a day to check on the progress.";
- delitem 6093,10; //Egg_Of_Draco
- erasequest 7077;
- setquest 7078;
- set ep13_2_dayegg,2;
- getexp 40000,40000;
- getitem 6081,1; //Splendide_Coin
- getitem 6080,1; //Manuk_Coin
- close;
- }
- else {
- mes "[Pinedel]";
- mes "Draco was being kept in the nest just before hatching. Please collect 10 Dragon eggs for me.";
- mes "You know, those are hard to hatch in captivity.";
- close;
- }
- }
- else if (ep13_2_dayegg == 2) {
- set .@alba_check,checkquest(7078,PLAYTIME);
- if (.@alba_check == -1) {
- mes "[Pinedel]";
- mes "Those eggs are about to hatch now.";
- mes "I will investigate those back home.";
- close2;
- erasequest 7078;
- set ep13_2_dayegg,3;
- end;
- }
- else if ((.@alba_check == 0) || (.@alba_check == 1)) {
- mes "[Pinedel]";
- mes "Those eggs are about to hatch now.";
- mes "I will investigate those back home.";
- mes "For now I still need more time.";
- next;
- mes "[Pinedel]";
- mes "Can you come back here tomorrow?";
- close;
- }
- else if (.@alba_check == 2) {
- mes "[Pinedel]";
- mes "Those eggs are about to hatch now.";
- mes "I will investigate those back home.";
- close2;
- erasequest 7078;
- set ep13_2_dayegg,3;
- close;
- }
- }
- else if (ep13_2_dayegg == 3) {
- mes "[Pinedel]";
- mes "Do you want to help me gather more Dragon eggs today?";
- mes "I want to try many things with those eggs.";
- next;
- switch(select("Sure.:Sorry, I can't.")) {
- case 1:
- mes "[Pinedel]";
- mes "Please collect 10 Draco Eggs.";
- set ep13_2_dayegg,1;
- setquest 7077;
- close;
- case 2:
- mes "[Pinedel]";
- mes "Ok. You have your own business here.";
- mes "Go ahead.";
- close;
- }
- }
- else {
- mes "[Pinedel]";
- mes "I am investigating cute pets.";
- mes "Ash-vacuum has several monsters that I think could become cute pets.";
- next;
- mes "[Pinedel]";
- mes "The objective is one Dragon egg!";
- mes "Can you bring me a Dragon Egg?";
- next;
- switch(select("Yes.:Nope.")) {
- case 1:
- mes "[Pinedel]";
- mes "There would be Dragon nest in the cave you found out.";
- mes "There should be nice Dragon Eggs.";
- next;
- mes "[Pinedel]";
- mes "Please collect 10 Draco Eggs.";
- mes "Let's work together to make them as pets.";
- set ep13_2_dayegg,1;
- setquest 7077;
- close;
- case 2:
- mes "[Pinedel]";
- mes "I know it's not the easiest task.";
- mes "But I refuse to give up.";
- mes "I will make it into a cute pet someday.";
- next;
- mes "[Taab]";
- mes "Would you just give up making exogamous beings into cute pets...";
- mes " ";
- mes "[Pinedel]";
- mes "Taab doesn't have any guts!";
- close;
- }
- }
+ mes "[Pinedel]";
+ mes "I know you haven't terminated the Runaway Dandelion yet.";
+ mes "Don't take me for a fool.";
+ close;
+ }
+ else if (ep13_2_wanted == 2) {
+ mes "[Pinedel]";
+ mes "I will forward everything to Rin.";
+ mes "She'll love it.";
+ mes "Just tell her your name " + strcharinfo(0) + ".";
+ next;
+ mes "[Pinedel]";
+ mes "I can remember that I've heard about you from Rin.";
+ mes "But Rin likes you, so that must mean that you're nice.";
+ close;
+ }
+ mes "[Pinedel]";
+ mes "Seaching for a criminal?";
+ mes "I'm not sure that you're involved in it.";
+ close;
+ }
+ if (ep13_2_dayegg == 1) {
+ if (countitem(6093) > 9) {
+ mes "[Pinedel]";
+ mes "Oh! Nice!";
+ mes "I can go through this study deeper with your assistance.";
+ next;
+ mes "[Pinedel]";
+ mes "I will try to make these Dragon eggs into cute pets.";
+ mes "Don't expect much!";
+ mes "Come back after a day to check on the progress.";
+ delitem 6093,10; //Egg_Of_Draco
+ erasequest 7077;
+ setquest 7078;
+ set ep13_2_dayegg,2;
+ getexp 40000,40000;
+ getitem 6081,1; //Splendide_Coin
+ getitem 6080,1; //Manuk_Coin
+ close;
+ }
+ mes "[Pinedel]";
+ mes "Draco was being kept in the nest just before hatching. Please collect 10 Dragon eggs for me.";
+ mes "You know, those are hard to hatch in captivity.";
+ close;
+ }
+ else if (ep13_2_dayegg == 2) {
+ mes "[Pinedel]";
+ mes "Those eggs are about to hatch now.";
+ mes "I will investigate those back home.";
+ set .@alba_check,checkquest(7078,PLAYTIME);
+ if (.@alba_check == -1) {
+ close2;
+ erasequest 7078;
+ set ep13_2_dayegg,3;
+ end;
+ }
+ else if ((.@alba_check == 0) || (.@alba_check == 1)) {
+ mes "For now I still need more time.";
+ next;
+ mes "[Pinedel]";
+ mes "Can you come back here tomorrow?";
+ close;
+ }
+ close2;
+ erasequest 7078;
+ set ep13_2_dayegg,3;
+ end;
+ }
+ else if (ep13_2_dayegg == 3) {
+ mes "[Pinedel]";
+ mes "Do you want to help me gather more Dragon eggs today?";
+ mes "I want to try many things with those eggs.";
+ next;
+ if (select("Sure.:Sorry, I can't.") == 1) {
+ mes "[Pinedel]";
+ mes "Please collect 10 Draco Eggs.";
+ set ep13_2_dayegg,1;
+ setquest 7077;
+ close;
}
+ mes "[Pinedel]";
+ mes "Ok. You have your own business here.";
+ mes "Go ahead.";
+ close;
+ }
+ mes "[Pinedel]";
+ mes "I am investigating cute pets.";
+ mes "Ash-vacuum has several monsters that I think could become cute pets.";
+ next;
+ mes "[Pinedel]";
+ mes "The objective is one Dragon egg!";
+ mes "Can you bring me a Dragon Egg?";
+ next;
+ if (select("Yes.:Nope.") == 1) {
+ mes "[Pinedel]";
+ mes "There would be Dragon nest in the cave you found out.";
+ mes "There should be nice Dragon Eggs.";
+ next;
+ mes "[Pinedel]";
+ mes "Please collect 10 Draco Eggs.";
+ mes "Let's work together to make them as pets.";
+ set ep13_2_dayegg,1;
+ setquest 7077;
+ close;
}
+ mes "[Pinedel]";
+ mes "I know it's not the easiest task.";
+ mes "But I refuse to give up.";
+ mes "I will make it into a cute pet someday.";
+ next;
+ mes "[Taab]";
+ mes "Would you just give up making exogamous beings into cute pets...";
+ mes " ";
+ mes "[Pinedel]";
+ mes "Taab doesn't have any guts!";
+ close;
}
mid_camp,192,239,4 script Wanted Sign#ep13_2ect01 857,{
@@ -3293,27 +3259,20 @@ mid_camp,192,239,4 script Wanted Sign#ep13_2ect01 857,{
next;
if (ep13_2_wanted == 0) {
mes "Do you accept Rin's request?";
- switch(select("I accept that request.:No, I can't.")) {
- case 1:
+ if (select("I accept that request.:No, I can't.") == 1) {
mes "I accepted Rin's request.";
set ep13_2_wanted,1;
setquest 7076;
close;
-
- case 2:
- mes "No, I won't get involved in it.";
- close;
}
- }
- else {
- mes "I've already decided to take the request.";
+ mes "No, I won't get involved in it.";
close;
}
- }
- else {
- mes "There must be someone who remove the wanted notice paper.";
+ mes "I've already decided to take the request.";
close;
}
+ mes "There must be someone who remove the wanted notice paper.";
+ close;
}
- script Dragon Egg#ep13_degg_0 -1,{
@@ -3359,26 +3318,25 @@ nyd_dun02,68,256,0 script Dragon Egg#ep13_degg_1 463,{
if ((ep13_2_dayegg == 1) && (countitem(6093) < 10)) {
mes "We just got fresh eggs from the dragon nest.";
getitem 6093,1; //Egg_Of_Draco
- disablenpc strnpcinfo(1);
+ disablenpc strnpcinfo(0);
initnpctimer;
close;
}
end;
OnTimer240000:
- enablenpc strnpcinfo(1);
+ enablenpc strnpcinfo(0);
stopnpctimer;
end;
OnEnable:
- enablenpc strnpcinfo(1);
+ enablenpc strnpcinfo(0);
end;
OnDisable:
- disablenpc strnpcinfo(1);
+ disablenpc strnpcinfo(0);
end;
}
-
nyd_dun02,68,256,0 duplicate(Dragon Egg#ep13_degg_1) Dragon Egg#ep13_degg11 463
nyd_dun02,202,166,0 duplicate(Dragon Egg#ep13_degg_1) Dragon Egg#ep13_degg12 463
nyd_dun02,200,165,0 duplicate(Dragon Egg#ep13_degg_1) Dragon Egg#ep13_degg13 463
@@ -3391,26 +3349,25 @@ nyd_dun02,201,166,0 script Dragon Egg#ep13_degg_2 463,{
if ((ep13_2_dayegg == 1) && (countitem(6093) < 10)) {
mes "We just got fresh eggs from the dragon nest.";
getitem 6093,1; //Egg_Of_Draco
- disablenpc strnpcinfo(1);
+ disablenpc strnpcinfo(0);
initnpctimer;
close;
}
end;
OnTimer120000:
- enablenpc strnpcinfo(1);
+ enablenpc strnpcinfo(0);
stopnpctimer;
end;
OnEnable:
- enablenpc strnpcinfo(1);
+ enablenpc strnpcinfo(0);
end;
OnDisable:
- disablenpc strnpcinfo(1);
+ disablenpc strnpcinfo(0);
end;
}
-
nyd_dun02,201,166,0 duplicate(Dragon Egg#ep13_degg_2) Dragon Egg#ep13_degg16 463
nyd_dun02,203,167,0 duplicate(Dragon Egg#ep13_degg_2) Dragon Egg#ep13_degg17 463
nyd_dun02,201,164,0 duplicate(Dragon Egg#ep13_degg_2) Dragon Egg#ep13_degg18 463
@@ -3485,11 +3442,11 @@ OnDisable:
disablenpc "Stranger#ep13_2_dan01";
end;
-Oncall:
+OnCall:
monster "nyd_dun02",144,103,"Runway Dandelion",2026,1,"Stranger#ep13_2_dan03::OnMyMobDead";
end;
-Onreset:
+OnReset:
killmonster "nyd_dun02","Stranger#ep13_2_dan03::OnMyMobDead";
end;
@@ -3497,7 +3454,7 @@ OnTouch:
emotion e_gasp,1;
emotion e_omg;
disablenpc "Stranger#ep13_2_dan01";
- donpcevent "Stranger#ep13_2_dan02::Oncall";
+ donpcevent "Stranger#ep13_2_dan02::OnCall";
end;
}
@@ -3513,11 +3470,11 @@ OnEnable:
enablenpc "Stranger#ep13_2_dan02";
end;
-Oncall:
+OnCall:
monster "nyd_dun02",206,114,"Runway Dandelion",2026,1,"Stranger#ep13_2_dan04::OnMyMobDead";
end;
-Onreset:
+OnReset:
killmonster "nyd_dun02","Stranger#ep13_2_dan04::OnMyMobDead";
end;
@@ -3525,7 +3482,7 @@ OnTouch:
emotion e_gasp,1;
emotion e_omg;
disablenpc "Stranger#ep13_2_dan02";
- donpcevent "Stranger#ep13_2_dan01::Oncall";
+ donpcevent "Stranger#ep13_2_dan01::OnCall";
end;
}
@@ -3557,8 +3514,8 @@ OnTimer300000:
end;
}
-// Otherworld language
-//============================================================
+// Otherworld language :: ep13_2_rhea
+//============================================================
mid_camp,197,237,3 script Schwartzvalt Mechanic#1 869,{
if (ep13_1_edq > 2 || ep13_start == 100) {
if (ep13_2_rhea < 1) {
@@ -3747,7 +3704,7 @@ mid_camp,197,237,3 script Schwartzvalt Mechanic#1 869,{
mes "I hope this ring would be a big help for your journey through the other world.";
completequest 8253;
set ep13_2_rhea,100;
- if(checkre(0))
+ if (checkre(3))
getexp 200000,5000;
else
getexp 1000000,300000;
@@ -4626,78 +4583,69 @@ OnTimer300000:
end;
}
-/*
mid_camp,7,3,0 script Translator Preparation#1 708,{
- mes "[Plot13 Translator Quest Preparation]";
- mes "Input password.";
+ callfunc "F_GM_NPC";
+ mes "[EP13 Translator Quest Preparation]";
+ mes "First, you must confirm that you are my master.";
next;
- input .@input; //,0,2000;
- if (.@input == 0) {
+ set .@i, callfunc("F_GM_NPC",1854,0);
+ if (.@i == -1) {
mes "[EP 13 Translator Quest Preparation]";
mes "Cancelled";
close;
- }
- else if (.@input == 1854) {
+ } else if (.@i == 0) {
mes "[EP 13 Translator Quest Preparation]";
- mes "I'm the provider of ep13.2 Translator Quest's quest item's NPC" <--Not my fault, they used bad chinese grammar in first place;
+ mes "Try again.";
+ close;
+ } else {
+ mes "[EP 13 Translator Quest Preparation]";
+ mes "I'm the NPC who gives the Episode 13.2 Translator Quest's Linked-Quest Items.";
next;
- mes "What you want?";
+ mes "What would you like to do?";
next;
- switch(select("Finish quest:Accept fairy / giant meetup quest")) {
+ switch(select("Receive EP13.1 Quest:Receive Quest Window - Meeting with Fairy and Giant")) {
case 1:
mes "[EP 13 Translator Quest Preparation]";
- mes "Acquired the report's quest completion item";
+ mes "Episode 13.1 - The Report Quest Reward Item Received.";
next;
mes "[EP 13 Translator Quest Preparation]";
- mes "Current report quest's item is "+ ep13_1_edq +" ";
- mes "Start Quest?";
+ mes "Currently the Report Quest's Set Item is "+ep13_1_edq+".";
+ mes "Do you want to proceed?";
next;
- switch(select("Yes:No")) {
- case 1:
+ if(select("No:Yes") == 1) {
mes "[EP 13 Translator Quest Preparation]";
mes "Cancelled";
close;
- case 2:
- break;
}
mes "[EP 13 Translator Quest Preparation]";
- mes "Acquired the report's quest completion item";
+ mes "Episode 13.1 - The Report Quest Reward Item Received.";
set ep13_1_edq,14;
close;
case 2:
mes "[EP 13 Translator Quest Preparation]";
- mes "Accept the fairy / giant meetup quest";
+ mes "Episode 13.1 - Receiving the Quest window - Meeting with Fairy and Giant.";
next;
mes "[EP 13 Translator Quest Preparation]";
- mes "Start Quest?";
+ mes "Do you want to proceed?";
next;
- switch(select("Yes:No")) {
- case 1:
+ if(select("No:Yes") == 1) {
mes "[EP 13 Translator Quest Preparation]";
mes "Cancelled";
close;
- case 2:
- break;
}
mes "[EP 13 Translator Quest Preparation]";
- mes "Acquired the report's quest completion item";
+ mes "Episode 13.1 - The Report Quest Reward Item Received.";
setquest 2158;
setquest 2159;
close;
}
}
- else {
- mes "[EP 13 Translator Quest Preparation]";
- mes "Please try again";
- close;
- }
}
-*/
-// Daily Quests
+// Daily Quests :: ep13_2_tre
// - Midgard Ore
// - Alfheim Perfume
-//============================================================
+//============================================================
man_in01,372,221,5 script Scientist#lifeguard 449,{
if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
mes "[Dr. Lifeguard]";
@@ -4844,12 +4792,9 @@ man_in01,372,221,5 script Scientist#lifeguard 449,{
delitem 6078,.@stoneelse_chk; //Stone_Fragments
delitem 6076,1; //Portable_Toolbox
getitem 6080,3; //Manuk_Coin
+ getexp 0,(checkre(3))?50000:700000; //unconfirmed (RE)
changequest 2179+(ep13_2_tre-2),2182;
set ep13_2_tre,100;
- if(checkre(0))
- close;
- else
- getexp 0,700000;
close;
}
else {
@@ -5714,10 +5659,8 @@ spl_in01,30,324,3 script High Laphine#grenouille 446,{
set ep13_2_tre1,6;
changequest 2185,2186;
getitem 6081,3; //Splendide_Coin
- if(checkre(0))
- close;
- else
- getexp 0,700000;
+ if (checkre(3) == 0)
+ getexp 0,(checkre(3))?50000:700000; //unconfirmed (RE)
close;
}
else {
@@ -6277,8 +6220,8 @@ OnTimer60000:
end;
}
-// Secret note of Bazett
-//============================================================
+// Secret note of Bazett :: ep13_2_dailybs
+//============================================================
mid_camp,283,198,5 script Bazett Teablack#ep13bs 883,{
if (checkweight(1201,1) == 0) {
mes " - Hold on!! -";
@@ -6943,8 +6886,8 @@ manuk,193,135,0 script Worker#ep13bs 454,{
}
}
-// Yggdrasil Dungeon Floor 2 puzzle.
-//============================================================
+// Yggdrasil Dungeon Floor 2 puzzle :: ny_dun02_puzzle
+//============================================================
nyd_dun02,178,255,0 script Strange Device#ep13_out 844,3,3,{
mes "There's something strange here.";
mes "Maybe that device can be controlled from here.";
@@ -7012,7 +6955,7 @@ nyd_dun02,139,274,0 script Strange Device#ep13_in 844,3,3,{
end;
OnTimer70000:
- donpcevent "ep13_nd2f_mng::Onreset";
+ donpcevent "ep13_nd2f_mng::OnReset";
set $@08_ep13nydun02_in,0;
stopnpctimer;
end;
@@ -7024,7 +6967,7 @@ OnTouch:
- script ep13_warp_s_0 -1,{
OnEnable:
- enablenpc strnpcinfo(1);
+ enablenpc strnpcinfo(0);
initnpctimer;
OnTimer2000:
OnTimer4000:
@@ -7038,18 +6981,18 @@ OnTimer8000:
OnTimer10000:
specialeffect EF_STEAL;
- disablenpc strnpcinfo(1);
+ disablenpc strnpcinfo(0);
end;
OnDisable:
specialeffect EF_WIND;
- disablenpc strnpcinfo(1);
+ disablenpc strnpcinfo(0);
end;
}
- script ep13_warp_s_1 -1,{
OnEnable:
- enablenpc strnpcinfo(1);
+ enablenpc strnpcinfo(0);
initnpctimer;
OnTimer2000:
OnTimer4000:
@@ -7064,18 +7007,18 @@ OnTimer10000:
OnTimer12000:
specialeffect EF_STEAL;
- disablenpc strnpcinfo(1);
+ disablenpc strnpcinfo(0);
end;
OnDisable:
specialeffect EF_WIND;
- disablenpc strnpcinfo(1);
+ disablenpc strnpcinfo(0);
end;
}
- script ep13_warp_s_2 -1,{
OnEnable:
- enablenpc strnpcinfo(1);
+ enablenpc strnpcinfo(0);
initnpctimer;
OnTimer2000:
OnTimer4000:
@@ -7091,12 +7034,12 @@ OnTimer12000:
OnTimer15000:
specialeffect EF_STEAL;
- disablenpc strnpcinfo(1);
+ disablenpc strnpcinfo(0);
end;
OnDisable:
specialeffect EF_WIND;
- disablenpc strnpcinfo(1);
+ disablenpc strnpcinfo(0);
end;
}
@@ -7353,32 +7296,29 @@ OnTouch:
nyd_dun01,255,142,0 warp nynm_dun1f_to_2f 1,1,nyd_dun02,61,265
nyd_dun02,56,264,0 warp nynm_dun2f_to_1f 1,1,nyd_dun01,249,143
-//==============================================================================
nyd_dun02,1,1,0 script ep13_nd2f_mng 844,{
+ callfunc "F_GM_NPC";
mes "Enter password.";
next;
- input .@input; //,0,4000;
- if (.@input == 1854) {
- mes "Reset Puzzle?";
+ if (callfunc("F_GM_NPC",1854,0) == 1) {
+ mes "Reset Control devices?";
next;
switch(select("Yes:No")) {
case 1:
- donpcevent "ep13_nd2f_mng::Onreset";
+ donpcevent "ep13_nd2f_mng::OnReset";
set $@08_ep13nydun02_in,0;
- mes "Puzzle reset";
+ mes "Done.";
close;
case 2:
mes "Canceled.";
close;
}
- }
- else {
+ } else {
mes "Invalid.";
close;
}
- end;
-Onreset:
+OnReset:
donpcevent "ep13_warp_s1::OnEnable";
donpcevent "ep13_warp_s3::OnEnable";
diff --git a/npc/quests/quests_airship.txt b/npc/quests/quests_airship.txt
index 9bf7758dc..af109a71d 100644
--- a/npc/quests/quests_airship.txt
+++ b/npc/quests/quests_airship.txt
@@ -1,23 +1,21 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Airship Related Quests
-//===== By: ==================================================
-// Samuray22
-//===== Current Version: =====================================
-//= 1.9
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
+//===== By: ==================================================
+//= Samuray22
+//===== Current Version: =====================================
+//= 2.1
+//===== Description: =========================================
//= Quest from the airplane to einbroch and einbech.
//= Reward: -Free Ticket for Flyship.
//= -Free System to Repair.
//= Quest about how work the airship
//= Reward: -Base Experience 200,000
//= -Job Experience 10,000
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Beta.
//= 1.1 Added Heart Fragment quest. [SinSloth]
//= 1.2 Change the laboratory code text to make it easier to
-//= understand. [SinSloth]
+//= understand. [SinSloth]
//= 1.3 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
//= 1.3a Corrected a Typo error ";;". [Samuray22]
//= 1.4 Fixed incorrect variable type used. [L0ne_W0lf]
@@ -28,16 +26,20 @@
//= - Airship Ticket Quest
//= - How the Airship Works
//= 1.9 Fixed missing checks for How the Airship Works quest. [Joseph]
-//============================================================
+//= 2.0 Updated RE/Pre-RE EXP. [Euphy]
+//= 2.1 Updated Airship Ticket Quest with some missing parts. [Euphy]
+//============================================================
-//=======================================================================================================//
-// Airship Ticket Quest
-//=======================================================================================================//
+// Airship Ticket Quest :: ein_tre
+//============================================================
-//====================Kain Himere=============================
+/* Note: this is an iRO conversion, and does not exactly match the official script. */
-airplane,47,61,1 script Crewman 833,{
- if(kain_ticket==4) {
+//----------------------------------------------------------------------------
+// Kain Himere
+//----------------------------------------------------------------------------
+airplane,47,61,7 script Crewman 833,{
+ if (kain_ticket == 4) {
mes "[Kain Himere]";
mes "Ah...";
mes "Here it is!";
@@ -59,8 +61,8 @@ airplane,47,61,1 script Crewman 833,{
mes "[Kain Himere]";
mes "Welcome to the Airship. If you have any questions or need any assistnace, please don't hesisitate to let me or one of the other crewman know.";
next;
- if(kain_ticket==0) {
- switch( select( "About the Airship...", "Leave a Comment" )) {
+ if (kain_ticket == 0) {
+ switch(select("About the Airship...:Leave a Comment")) {
case 1:
set kain_ticket, 1;
mes "[Kain Himere]";
@@ -90,15 +92,22 @@ airplane,47,61,1 script Crewman 833,{
mes "it to the higher ups.";
mes "To cancel, press '0'.";
next;
- input @comment$;
- if (@comment$ == "0") {
+ input .@comment$;
+ if (.@comment$ == "kafra") {
+ mes "[Kain Himere]";
+ mes "K-Kafra...?";
+ mes "Hmm, maybe I better";
+ mes "not send this up after all...";
+ emotion e_an;
+ close;
+ } else if (.@comment$ == "0") {
mes "[Kain Himere]";
mes "Ah, well, if you";
mes "have any helpful criticism about our service, feel free to leave me with your comments at any time.";
close;
} else {
mes "["+strcharinfo(0)+"]";
- mes @comment$+".";
+ mes .@comment$+".";
next;
mes "[Kain Himere]";
mes "Hmmmm...";
@@ -110,8 +119,8 @@ airplane,47,61,1 script Crewman 833,{
close;
}
}
- } else if(kain_ticket==1) {
- switch( select( "About the Airship...", "Make a remark" )) {
+ } else if (kain_ticket == 1) {
+ switch(select("About the Airship...:Make a remark")) {
case 1:
set kain_ticket, 2;
mes "[Kain Himere]";
@@ -133,15 +142,22 @@ airplane,47,61,1 script Crewman 833,{
mes "it to the higher ups.";
mes "To cancel, press '0'.";
next;
- input @comment$;
- if (@comment$=="0") {
+ input .@comment$;
+ if (.@comment$ == "kafra") {
+ mes "[Kain Himere]";
+ mes "K-Kafra...?";
+ mes "Hmm, maybe I better";
+ mes "not send this up after all...";
+ emotion e_an;
+ close;
+ } else if (.@comment$ == "0") {
mes "[Kain Himere]";
mes "Ah, well, if you";
mes "have any helpful criticism about our service, feel free to leave me with your comments at any time.";
close;
} else {
mes "["+strcharinfo(0)+"]";
- mes @comment$+".";
+ mes .@comment$+".";
next;
mes "[Kain Himere]";
mes "Hmmmm...";
@@ -153,7 +169,7 @@ airplane,47,61,1 script Crewman 833,{
close;
}
}
- } else if(kain_ticket==2) {
+ } else if (kain_ticket == 2) {
mes "["+strcharinfo(0)+"]";
mes "About the Airship...";
next;
@@ -168,7 +184,7 @@ airplane,47,61,1 script Crewman 833,{
mes "E-excuse me...";
mes "^666666*Sniff*^000000";
next;
- switch( select( "What the hell...?", "What's wrong?" )) {
+ switch(select("What the hell...?:What's wrong?")) {
case 1:
mes "[Kain Himere]";
mes "Oh, no there's no";
@@ -251,7 +267,7 @@ airplane,47,61,1 script Crewman 833,{
mes "[Kain Himere]";
mes "By the way, where are you heading to?";
next;
- switch( select( "Einbroch", "Juno" )) {
+ switch(select("Einbroch:Juno")) {
case 1:
set kain_ticket, 4;
mes "["+strcharinfo(0)+"]";
@@ -276,12 +292,12 @@ airplane,47,61,1 script Crewman 833,{
close;
}
}
- } else if(kain_ticket==3) {
+ } else if (kain_ticket == 3) {
mes "[Kain Himere]";
mes "Oh, how are you?";
mes "Right, there's a favor I have to ask of you. Where are you heading?";
next;
- switch( select( "Einbroch", "Juno" )) {
+ switch(select("Einbroch:Juno")) {
case 1:
set kain_ticket, 4;
mes "["+strcharinfo(0)+"]";
@@ -293,7 +309,6 @@ airplane,47,61,1 script Crewman 833,{
mes "Now, let me find";
mes "that thing. Hold on...";
close;
-
case 2:
mes "["+strcharinfo(0)+"]";
mes "I am heading to Juno.";
@@ -304,14 +319,14 @@ airplane,47,61,1 script Crewman 833,{
mes "I needed sent to Einbroch. If you're not going there, then don't worry about it.";
close;
}
- } else if(kain_ticket > 4 && kain_ticket < 10) {
+ } else if (kain_ticket > 4 && kain_ticket < 10) {
mes "[Kain Himere]";
mes "Oh hello!";
mes "Things are a little busy right now, but did you delive-- Oh! Wait, mister!";
next;
mes "^3355FFKain seems too busy to speak to you right now...^000000";
close;
- } else if(kain_ticket== 10) {
+ } else if (kain_ticket == 10) {
mes "[Kain Himere]";
mes "Welcome back to the Airship. So did you deliver that little box safely?";
next;
@@ -322,7 +337,7 @@ airplane,47,61,1 script Crewman 833,{
mes "Oh...";
mes "What should I do now? Oh well, sorry for putting you through so much trouble.";
next;
- switch( select( "Do you know 'Miner's Song?'", "Do you remember 'Tarsha?'" )) {
+ switch(select("Do you know 'Miner's Song?':Do you remember 'Tarsha?'")) {
case 1:
mes "[Kain Himere]";
mes "'Miner's Song...'";
@@ -377,14 +392,14 @@ airplane,47,61,1 script Crewman 833,{
set kain_ticket, 11;
close;
}
- } else if(kain_ticket == 11 || kain_ticket == 12) {
+ } else if (kain_ticket == 11 || kain_ticket == 12) {
mes "[Kain Himere]";
mes "My wife's journal is buried ^3131FFunderneath a tree in Einbech^000000. Please find it and see if Tarsha is my daughter.";
close;
- } else if(kain_ticket == 13) {
+ } else if (kain_ticket == 13) {
mes "^3355FFYou better fulfill Kain's request to find his wife's journal in Einbech before you speak to him again.^000000";
close;
- } else if(kain_ticket == 14) {
+ } else if (kain_ticket == 14) {
if (countitem(7276)==1) {
mes "^3355FFYou gave Kain his wife's journal and told him that Tarsha really is is daughter, and currently has a job in Einbech.^000000";
next;
@@ -418,7 +433,7 @@ airplane,47,61,1 script Crewman 833,{
mes "It would be better if you approached Kain and bring the Doodled Letter that you received.^000000";
close;
}
- } else if(kain_ticket >= 15) {
+ } else if (kain_ticket >= 15) {
mes "[Kain Himere]";
mes "Oh, how are you";
mes "lately, my friend?";
@@ -430,9 +445,10 @@ airplane,47,61,1 script Crewman 833,{
}
}
-//====================Empty Room 201==========================
-
-ein_in01,227,279,5 script door_ein -1,5,5,{
+//----------------------------------------------------------------------------
+// Empty Room 201
+//----------------------------------------------------------------------------
+ein_in01,227,279,3 script #door_ein -1,5,5,{
OnTouch:
if (kain_ticket == 5) {
set kain_ticket, 6;
@@ -455,18 +471,19 @@ OnTouch:
}
}
-//====================Elle Cherno=============================
-
-ein_in01,261,241,5 script Elle Cherno 703,3,3,{
+//----------------------------------------------------------------------------
+// Elle Cherno
+//----------------------------------------------------------------------------
+ein_in01,261,241,3 script Elle Cherno 703,3,3,{
OnTouch:
mes "[Elle Cherno]";
mes "Let's get to work";
mes "fear-less comraaades~!";
mes "Do our best! Nothing";
mes "can stop us, lads~!";
- if(kain_ticket == 6) {
+ if (kain_ticket == 6) {
next;
- switch( select( "Hello!", "What are you singing?")) {
+ switch(select("Hello!:What are you singing?")) {
case 1:
mes "[Elle Cherno]";
mes "Let's get to work";
@@ -502,7 +519,7 @@ OnTouch:
mes "Our house is behind the Hotel. So can see my mommy and tell me if she's not feeling good?";
close;
}
- } else if(kain_ticket == 7) {
+ } else if (kain_ticket == 7) {
next;
mes "[Elle Cherno]";
mes "Our house is";
@@ -511,10 +528,13 @@ OnTouch:
mes "you go and see";
mes "my mommy for me?";
close;
- } else if(kain_ticket == 13) {
+ } else if (kain_ticket == 13) {
next;
- //Check if you can carry the Picture Letter.
- if (checkweight(7276,1)) {
+ if (checkweight(7276,1) == 0) {
+ mes "[Elle Cherno]";
+ mes "Hey! I have something to give you, but you have too much stuff already. Will you come back later?";
+ close;
+ } else {
mes "[Elle Cherno]";
mes "You saw my grandpa?";
mes "You're his friend,";
@@ -529,37 +549,34 @@ OnTouch:
mes "in your hand.^000000";
changequest 2084,2085;
set kain_ticket, 14;
- getitem 7276, 1; //Picture Letter,
- close;
- } else {
- mes "[Elle Cherno]";
- mes "Hey! I have something to give you, but you have too much stuff already. Will you come back later?";
+ getitem 7276, 1; //Picture_Letter
close;
}
}
close;
}
-//====================Theo Cherno=============================
-
+//----------------------------------------------------------------------------
+// Theo Cherno
+//----------------------------------------------------------------------------
ein_in01,123,94,1 script Theo Cherno 851,{
- if(kain_ticket == 7) {
- callfunc "cherno";
+ if (kain_ticket == 7) {
+ callfunc "F_Cherno";
set kain_ticket, 8;
close;
- } else if(kain_ticket > 7 && kain_ticket < 10) {
+ } else if (kain_ticket > 7 && kain_ticket < 10) {
mes "[Theo Cherno]";
mes "You are very kind.";
close;
- } else if(kain_ticket > 9 && kain_ticket < 13) {
+ } else if (kain_ticket > 9 && kain_ticket < 13) {
mes "[Theo Cherno]";
mes "Are you sure";
mes "that you can find";
mes "her father? Oh...!";
mes "You're a godsend!";
close;
- } else if(kain_ticket > 12) {
- Emotion 18, "Theo Cherno";
+ } else if (kain_ticket > 12) {
+ emotion e_heh;
mes "[Theo Cherno]";
mes "I'm so happy";
mes "for my wife.";
@@ -577,18 +594,19 @@ ein_in01,123,94,1 script Theo Cherno 851,{
}
}
-//====================Tarsha Cherno===========================
-
+//----------------------------------------------------------------------------
+// Tarsha Cherno
+//----------------------------------------------------------------------------
ein_in01,125,99,3 script Tarsha Cherno 850,{
- if(kain_ticket == 7) {
- callfunc "cherno";
+ if (kain_ticket == 7) {
+ callfunc "F_Cherno";
set kain_ticket, 8;
close;
- } else if(kain_ticket == 8) {
+ } else if (kain_ticket == 8) {
mes "[Tarsha Cherno]";
mes "Although these contraptions aren't worth showing off, we've put a lot of work into inventing these machines.";
close;
- } else if(kain_ticket == 9) {
+ } else if (kain_ticket == 9) {
mes "["+strcharinfo(0)+"]";
mes "Ma'am, you have a scar on your shoulder. Is that from an accident?";
next;
@@ -623,7 +641,7 @@ ein_in01,125,99,3 script Tarsha Cherno 850,{
mes "such a robust song";
mes "for men! Haha, this";
mes "is all your fault, Tarsha.";
- Emotion 29, "Theo Cherno";
+ emotion e_gg;
next;
mes "[Tarsha Cherno]";
mes "Hoho.";
@@ -653,11 +671,11 @@ ein_in01,125,99,3 script Tarsha Cherno 850,{
changequest 2080,2081;
set kain_ticket, 10;
close;
- } else if(kain_ticket == 10 || kain_ticket == 11) {
+ } else if (kain_ticket == 10 || kain_ticket == 11) {
mes "["+strcharinfo(0)+"]";
mes "I know someone who might be your father! Just wait for me, hopefully I'll bering good news soon!";
close;
- } else if(kain_ticket == 12) {
+ } else if (kain_ticket == 12) {
mes "[Tarsha Cherno]";
mes "Oh, welcome back.";
mes "So did you bring";
@@ -666,7 +684,7 @@ ein_in01,125,99,3 script Tarsha Cherno 850,{
mes "["+strcharinfo(0)+"]";
mes "Yes, speaking of which, allow me to... Check something.";
next;
- switch( select( "Check her neck.", "Check her hands.", "Check her legs.", "Check her forehead.")) {
+ switch(select("Check her neck.:Check her hands.:Check her legs.:Check her forehead.")) {
case 1:
mes "^3355FFUh oh...";
mes "Nothing's there!^000000";
@@ -676,7 +694,7 @@ ein_in01,125,99,3 script Tarsha Cherno 850,{
mes "Touching another";
mes "man's wife...?!";
next;
- specialeffect2 EF_EARTHHIT;
+ specialeffect2 EF_PIERCE;
percentheal -30,0;
close;
case 2:
@@ -730,7 +748,7 @@ ein_in01,125,99,3 script Tarsha Cherno 850,{
mes "Touching another";
mes "man's wife...?!";
next;
- specialeffect2 EF_EARTHHIT;
+ specialeffect2 EF_PIERCE;
percentheal -20,0;
close;
case 4:
@@ -742,11 +760,11 @@ ein_in01,125,99,3 script Tarsha Cherno 850,{
mes "Touching another";
mes "man's wife...?!";
next;
- specialeffect2 EF_EARTHHIT;
+ specialeffect2 EF_PIERCE;
percentheal -10,0;
close;
}
- } else if(kain_ticket > 12) {
+ } else if (kain_ticket > 12) {
mes "[Tarsha Cherno]";
mes "I've been feeling";
mes "great after all you've";
@@ -763,21 +781,23 @@ ein_in01,125,99,3 script Tarsha Cherno 850,{
}
}
-function script cherno {
- misceffect 2;
+ein_in01,127,94,3 script #exp_ein 111,{ end; }
+
+function script F_Cherno {
+ specialeffect EF_COMBOATTACK1,AREA,"#exp_ein";
mes "^33355F*Bang*^000000";
next;
- misceffect 3;
+ specialeffect EF_COMBOATTACK2,AREA,"#exp_ein";
mes "^33355F*Bang*^000000";
next;
- misceffect 4;
+ specialeffect EF_COMBOATTACK3,AREA,"#exp_ein";
mes "^33355F*Bang*^000000";
next;
- misceffect 20;
+ specialeffect EF_POISONATTACK,AREA,"#exp_ein";
mes "^33355F*Crash!*^000000";
mes ".....";
- emotion 4,0,"Theo Cherno";
- Emotion 4,0,"Tarsha Cherno";
+ emotion e_swt,0,"Theo Cherno";
+ emotion e_swt,0,"Tarsha Cherno";
next;
mes "[Theo Cherno]";
mes "Honey...";
@@ -794,13 +814,13 @@ function script cherno {
mes "it a day and finish";
mes "this tomorrow.";
next;
- Emotion 1, "Tarsha Cherno";
+ emotion e_what,0,"Tarsha Cherno";
mes "[Tarsha Cherno]";
mes "Elle is playing outside.";
mes "Oh, I didn't know we had";
mes "a guest? Hello, how are you?";
next;
- switch( select( "Nothing.", "Your daughter asked me to visit you.")) {
+ switch(select("Nothing.:Your daughter asked me to visit you.")) {
case 1:
mes "[Theo Cherno]";
mes "As you see, my wife and I are pretty";
@@ -809,8 +829,8 @@ function script cherno {
mes "will you please leave us alone?";
close;
case 2:
- Emotion 4, "Tarsha Cherno";
- Emotion 4, "Theo Cherno";
+ emotion e_swt,0,"Tarsha Cherno";
+ emotion e_swt,0,"Theo Cherno";
mes "[Tarsha Cherno]";
mes "Excuse me?";
mes "What did she say?";
@@ -822,7 +842,7 @@ function script cherno {
mes "was sick or sad";
mes "...Or something?";
next;
- Emotion 23, "Tarsha Cherno";
+ emotion e_omg,0,"Tarsha Cherno";
mes "[Tarsha Cherno]";
mes "Oh my god...!";
mes "What is she";
@@ -868,15 +888,10 @@ function script cherno {
}
}
-//========Unidentified Machine #1 and #2=======================
-
-ein_in01,127,94,5 script Unidentified Machine#mac 111,{
- callfunc "Machine";
-}
-ein_in01,122,103,5 script Unidentified Machine 111,{
- callfunc "Machine";
-}
-function script Machine {
+//----------------------------------------------------------------------------
+// Unidentified Machine
+//----------------------------------------------------------------------------
+ein_in01,122,103,5 script Unidentified Machine#ein 111,{
mes "^3355FFIt's...";
mes "It's a really";
mes "strange looking";
@@ -885,19 +900,120 @@ function script Machine {
close;
}
-//====================Mirror=============================
-
-ein_in01,121,99,5 script Mirror 111,{
- if(kain_ticket==8) {
+//----------------------------------------------------------------------------
+// Mirror
+//----------------------------------------------------------------------------
+ein_in01,121,99,3 script Mirror#ein 111,{
+ if (kain_ticket == 8) {
mes "^3355FFIt's a mirror.";
mes "So, of course the";
mes "first thing you'll";
mes "see is yourself.";
next;
- mes "["+strcharinfo(0)+"]";
- mes "Man...";
- mes "I didn't know";
- mes "I was so good looking!";
+ if (Sex) {
+ switch(rand(1,5)) {
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "Man...";
+ mes "I didn't know";
+ mes "I was so good";
+ mes "looking! Ooh yah~";
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Whoa...";
+ mes "So that's why the";
+ mes "ladies keep looking";
+ mes "at me. I'm a walking";
+ mes "free gun show!";
+ break;
+ case 3:
+ mes "["+strcharinfo(0)+"]";
+ mes "It's a shame I can't job";
+ mes "change to Male Model.";
+ mes "Clearly, I'd be like, Job";
+ mes "Level 87 or something.";
+ mes "Man, I'm beautiful...";
+ break;
+ case 4:
+ mes "["+strcharinfo(0)+"]";
+ mes "This is my reflection?!";
+ mes "No one can be this good";
+ mes "looking, not without special";
+ mes "effects! I mean, it's not";
+ mes "fair to everyone else...";
+ break;
+ case 5:
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh wow...";
+ mes "I look pretty good.";
+ mes "No wait. Really, really";
+ mes "good. So this must be";
+ mes "why I get such great";
+ mes "service at restaurants...";
+ break;
+ }
+ } else {
+ switch(rand(1,5)) {
+ case 1:
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh. Wow.";
+ mes "I never realized...";
+ mes "Everything is in";
+ mes "perfect proportion!";
+ mes "No wonder people";
+ mes "want to party with me~";
+ break;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh my gosh~";
+ mes "How can I look this";
+ mes "good without any makeup?";
+ mes "I-It isn't fair to all the other";
+ mes "girls... Wow, is this really me?";
+ break;
+ case 3:
+ mes "["+strcharinfo(0)+"]";
+ mes "Am I going crazy?";
+ mes "Is that girl in the";
+ mes "mirror really me...?";
+ mes "How did I not realize";
+ mes "how gorgeous I look?";
+ break;
+ case 4:
+ mes "["+strcharinfo(0)+"]";
+ mes "So...";
+ mes "What did you do with";
+ mes "this mirror? Because I'm";
+ mes "looking at my reflection";
+ mes "and I can't seem to find";
+ mes "any flaws with my figure...";
+ next;
+ emotion e_swt2,0,"Tarsha Cherno";
+ mes "[Tarsha Cherno]";
+ mes "Actually...";
+ mes "That's not one";
+ mes "of our inventions.";
+ mes "It's just a normal mirror...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Well now...!";
+ mes "Are you sure?";
+ mes "Because my face looks";
+ mes "freakin' immaculate! And";
+ mes "it's like, I'm almost too sexy!";
+ break;
+ case 5:
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh wow...";
+ mes "I look pretty good.";
+ mes "No wait. Really, really";
+ mes "good. So this must be";
+ mes "why I get such great";
+ mes "service at restaurants...";
+ break;
+ }
+ }
next;
mes "^3355FFAfter enjoying that little epiphany, you see a reflection of Tarsha's neck as you set the mirror back down.^000000";
next;
@@ -907,10 +1023,11 @@ ein_in01,121,99,5 script Mirror 111,{
}
}
-//====================Tree from Einbech=============================
-
+//----------------------------------------------------------------------------
+// Tree from Einbech
+//----------------------------------------------------------------------------
einbech,45,113,5 script Tree#t1-1::Tree 111,{
- if(kain_ticket==11) {
+ if (kain_ticket == 11) {
mes "^3355FFYou crouch down";
mes "under the tree and";
mes "begin digging into";
@@ -923,27 +1040,31 @@ einbech,45,113,5 script Tree#t1-1::Tree 111,{
mes "......";
mes ".........";
next;
- set @find_diary,rand(1,100);
- if(@find_diary > 10) {
+ set .@find_diary,rand(1,100);
+ if (.@find_diary > 10) {
mes "^3355ffUnfortunately,";
mes "you weren't able";
mes "to find anything.^000000";
close;
} else {
- callfunc "diary";
+ mes "^3355ffYou have found a ^3131FFJournal^3355ff among some other articles buried for safekeeping.^000000";
+ next;
+ callsub L_Diary;
+ next;
+ mes "...";
+ mes "......";
+ next;
+ mes "^3355FFThat was the last page of the journal. You picked it up so that you can bring it over to ^3131FFTarsha.^000000";
changequest 2082,2083;
set kain_ticket, 12;
close;
}
- } else if(kain_ticket == 12) {
- callfunc "diary";
+ } else if (kain_ticket == 12) {
+ callsub L_Diary;
close;
}
-}
-function script diary {
- mes "^3355ffYou have found a ^3131FFJournal^3355ff among some other articles buried for safekeeping.^000000";
- next;
+L_Diary:
mes "^3355FFYou open";
mes "the journal";
mes "and begin to read...^000000";
@@ -1015,42 +1136,41 @@ function script diary {
mes "^333333Lately Tarsha cries a lot. My poor baby loves her father so much, but he's always so cold. Sometimes I see him smile at Tarsha.^000000";
next;
mes "^333333But those moments grow fewer the more he drinks. When will he finally overcome his pain?^000000";
- next;
- mes "...";
- mes "......";
- next;
- mes "^3355FFThat was the last page of the journal. You picked it up so that you can bring it over to ^3131FFTarsha.^000000";
return;
}
+einbech,36,100,5 duplicate(Tree) Tree#t1-2 111
+einbech,44,90,5 duplicate(Tree) Tree#t1-3 111
+einbech,53,94,5 duplicate(Tree) Tree#t1-4 111
-//====================Expert Repairman=============================
-
+//----------------------------------------------------------------------------
+// Expert Repairman
+//----------------------------------------------------------------------------
ein_in01,117,80,5 script Unidentified Machine#as 111,{
- if(kain_ticket > 12) {
+ if (kain_ticket > 12) {
mes "["+strcharinfo(0)+"]";
mes "This is the";
mes "^FF0000Expert Repairman^000000?!";
mes "It looks like it";
mes "needs repairs itself...";
next;
- if(getbrokenid(1)==NULL) {
+ if (getbrokenid(1) == 0) {
mes "[Expert Repairman]";
mes "*Beep-*";
mes "Please check";
mes "your items again.";
close;
} else {
- set @choice,select(getitemname(getbrokenid(1)),getitemname(getbrokenid(2)),
+ set .@choice, select(getitemname(getbrokenid(1)),getitemname(getbrokenid(2)),
getitemname(getbrokenid(3)),getitemname(getbrokenid(4)),getitemname(getbrokenid(5)),
getitemname(getbrokenid(6)),getitemname(getbrokenid(7)),getitemname(getbrokenid(8)),
getitemname(getbrokenid(9)),getitemname(getbrokenid(10)));
mes "[Expert Repairman]";
- mes "You're gonna repair " + getitemname(getbrokenid(@choice)) + ".";
+ mes "You're gonna repair " + getitemname(getbrokenid(.@choice)) + ".";
mes "Continue?";
next;
- switch( select("Yes","No")) {
+ switch(select("Yes:No")) {
case 1:
- repair(@choice);
+ repair(.@choice);
next;
mes "[Expert Repairman]";
mes "*Beep-*";
@@ -1068,18 +1188,13 @@ ein_in01,117,80,5 script Unidentified Machine#as 111,{
close;
}
}
-//===================Trees From Einbech==========================
-//Tree of the Diary
-einbech,36,100,5 duplicate(Tree) Tree#t1-2 111
-einbech,44,90,5 duplicate(Tree) Tree#t1-3 111
-einbech,53,94,5 duplicate(Tree) Tree#t1-4 111
-//=======================================================================================================//
-// "How Does The Airship Work" Quest
-//=======================================================================================================//
+// "How Does The Airship Work" Quest :: lght_air & lght_ymir
+//============================================================
-
-//=============Monsters Attack======================
+//----------------------------------------------------------------------------
+// Monsters Attack :: lght_air
+//----------------------------------------------------------------------------
airplane_01,1,1,0 script Airship#airplane02 -1,{
end;
OnEnable:
@@ -1487,7 +1602,9 @@ airplane_01,252,63,0 script boom8#airplane 139,{ end; }
airplane_01,234,65,0 script boom9#airplane 139,{ end; }
airplane_01,227,67,0 script boom10#airplane 139,{ end; }
-//========Captain Tarlock (Inside the Captain Cabin)=======================
+//----------------------------------------------------------------------------
+// Captain Tarlock :: lght_air
+//----------------------------------------------------------------------------
airplane_01,238,154,3 script Airship Captain#01 873,{
cutin "fly_felrock",2;
mes "[Tarlock]";
@@ -1498,11 +1615,11 @@ airplane_01,238,154,3 script Airship Captain#01 873,{
next;
if (lght_air >= 0 && lght_air <= 3 || lght_air == 7) {
set .@question$, "How does this Airship fly?";
- } else if(lght_air == 4) {
+ } else if (lght_air == 4) {
set .@question$, "I handed the letter to Captain Ferlock.";
- } else if(lght_air == 5) {
+ } else if (lght_air == 5) {
set .@question$, "You finished reading the letter?";
- } else if(lght_air == 6) {
+ } else if (lght_air == 6) {
set .@question$, "Already finished reading?";
}
switch (select("Y-you're a reindeer?!", .@question$, "No, not really.")) {
@@ -1719,7 +1836,10 @@ airplane_01,238,154,3 script Airship Captain#01 873,{
mes "letters.";
completequest 8035;
set lght_air, 7;
- getexp 20000, 1000;
+ if (checkre(3))
+ getexp 20000,1000;
+ else
+ getexp 200000,10000;
close2;
cutin "",255;
end;
@@ -1765,38 +1885,26 @@ airplane_01,238,154,3 script Airship Captain#01 873,{
}
}
-
-//===========Captain Ferlock=======================
-
+//----------------------------------------------------------------------------
+// Captain Ferlock :: lght_ymir
+//----------------------------------------------------------------------------
airplane,236,163,5 script Airship Captain#03 873,{
cutin "fly_trock.bmp",2;
- if(hg_ma1 == 3 || hg_ma1 == 4)
- {
+ if (hg_ma1 == 3 || hg_ma1 == 4) {
mes "[Ferlock]";
mes "Welcome to the airship. I am Ferlock, captain of this airship. What do you want from me? ";
next;
- switch( select( "Ask him about Thierry" ) )
- {
- case 1:
- break;
- }
+ select("Ask him about Thierry");
mes "[Ferlock]";
mes "Hmm, this is the first time I hear of this name. I'm sure he's not the employee of this place.";
next;
- switch( select( "Request for the passenger list. " ) )
- {
- case 1:
- break;
- }
+ select("Request for the passenger list.");
mes "[Ferlock]";
mes "The passenger list is not opened to public unfortunately. Sorry I couldn't help you. ";
- if(hg_ma1 == 3) close;
+ if (hg_ma1 == 3)
+ close;
next;
- switch( select( "Follow Kaci's request and tell him the story." ) )
- {
- case 1:
- break;
- }
+ select("Follow Kaci's request and tell him the story.");
mes "^3355FFWhen you tell him why you need to find Thierry, the captain listens to you quietly and nods his head.^000000";
next;
mes "[Ferlock]";
@@ -1843,17 +1951,14 @@ airplane,236,163,5 script Airship Captain#03 873,{
close2;
cutin "",255;
end;
- }
- else if(hg_ma1 == 5)
- {
+ } else if (hg_ma1 == 5) {
mes "[Ferlock]";
mes "You better get going and send the news to the fiance.";
close2;
cutin "",255;
end;
}
- if (lght_air == 7 && lhz_heart == 11)
- {
+ if (lght_air == 7 && lhz_heart == 11) {
mes "[Ferlock]";
mes "Ah, thank you for coming.";
mes "Now, I wanted to ask you";
@@ -1862,127 +1967,115 @@ airplane,236,163,5 script Airship Captain#03 873,{
mes "merely curious, or did you";
mes "have some special reason?";
next;
- switch( select( "Just curious...","Well, there's someone I need to help..." ) )
- {
- case 1:
- mes "[Ferlock]";
- mes "Just curious...?";
- mes "I don't know if satisfying";
- mes "your curiosity is worth the";
- mes "risks that you have already";
- mes "taken. You should be more ";
- mes "careful in the future...";
- close2;
- cutin "",255;
- end;
-
- case 2:
- mes "[Ferlock]";
- mes "Well, I shouldn't be";
- mes "trusting you this much,";
- mes "but since you've helped";
- mes "me and my brother, I feel";
- mes "that you must be one of those altruistic adventurers. Very well.";
- next;
- mes "[Ferlock]";
- mes "If you promise that you'll";
- mes "never tell what I reveal to";
- mes "you, then I suppose I can";
- mes "tell you know about the Rune";
- mes "Stone and Ymir's Heart Piece.";
- next;
- switch( select( "I promise..." ) )
- {
- case 1:
- break;
- }
- mes "[Ferlock]";
- mes "Alright, then. I expect you";
- mes "to keep your word. Now, you";
- mes "already know that the Airships";
- mes "are powered by Rune Stones, imitations of Ymir's Heart pieces.";
- next;
- mes "[Ferlock]";
- mes "Although Rune Stones are";
- mes "inferior to true Ymir Heart";
- mes "pieces, we can make as many";
- mes "as want. As for true Ymir Heart";
- mes "Pieces, they're difficult to find or effectively reproduce.";
- next;
- mes "[Ferlock]";
- mes "You may have already";
- mes "figured this out, but all";
- mes "Rune Stones are produced";
- mes "in the Einbroch Laboratory";
- mes "for use in the Airships. So";
- mes "you see what's going on?";
- next;
- switch( select( "Wait, what's the Varmunt Project?" ) )
- {
- case 1:
- break;
- }
- mes "[Ferlock]";
- mes "The Varmunt Project is";
- mes "a continuation of one of";
- mes "the projects started by the";
- mes "great Sage, Varmunt. Even as";
- mes "a child, he was renown as an";
- mes "incredible genius, a prodigy.";
- next;
- mes "[Ferlock]";
- mes "However, no matter how";
- mes "much academic success he";
- mes "enjoyed--he even became a";
- mes "tenured professor at Juno";
- mes "University--Varmunt was never able to finance his own research.";
- next;
- mes "[Ferlock]";
- mes "Eventually, he accepted an";
- mes "offer from Rekenber Co. to";
- mes "develop an energy source in";
- mes "exchange for funding. The";
- mes "result of his work for them is the invention of the Rune Stone.";
- next;
- mes "[Ferlock]";
- mes "However, the public isn't";
- mes "supposed to know that Varmunt";
- mes "invented the Rune Stones. Now,";
- mes "Varmunt disappeared before he";
- mes "could perfect the Rune Stone";
- mes "creation process.";
- next;
- mes "[Ferlock]";
- mes "Therefore, the Rune Stones";
- mes "we have now are unstable and";
- mes "become useless after a while.";
- mes "The Varmunt Project aims to";
- mes "correct these flaws and perfect";
- mes "the Ymir Heart replication...";
- next;
- mes "[Ferlock]";
- mes "Er, anyway, that's why";
- mes "I was at the Einbroch";
- mes "Laboratory today. My Rune";
- mes "Stone was close to empty,";
- mes "so I went there to pick up";
- mes "a fully charged one.";
- next;
- mes "[Ferlock]";
- mes "^333333*Phew...*^000000";
- mes "Would you give me";
- mes "a moment to catch";
- mes "my breath before";
- mes "I continue? Yes,";
- mes "there's a little more...";
- set lhz_heart,12;
- close2;
- cutin "",255;
- end;
+ switch(select("Just curious...:Well, there's someone I need to help...")) {
+ case 1:
+ mes "[Ferlock]";
+ mes "Just curious...?";
+ mes "I don't know if satisfying";
+ mes "your curiosity is worth the";
+ mes "risks that you have already";
+ mes "taken. You should be more ";
+ mes "careful in the future...";
+ close2;
+ cutin "",255;
+ end;
+ case 2:
+ mes "[Ferlock]";
+ mes "Well, I shouldn't be";
+ mes "trusting you this much,";
+ mes "but since you've helped";
+ mes "me and my brother, I feel";
+ mes "that you must be one of those altruistic adventurers. Very well.";
+ next;
+ mes "[Ferlock]";
+ mes "If you promise that you'll";
+ mes "never tell what I reveal to";
+ mes "you, then I suppose I can";
+ mes "tell you know about the Rune";
+ mes "Stone and Ymir's Heart Piece.";
+ next;
+ select("I promise...");
+ mes "[Ferlock]";
+ mes "Alright, then. I expect you";
+ mes "to keep your word. Now, you";
+ mes "already know that the Airships";
+ mes "are powered by Rune Stones, imitations of Ymir's Heart pieces.";
+ next;
+ mes "[Ferlock]";
+ mes "Although Rune Stones are";
+ mes "inferior to true Ymir Heart";
+ mes "pieces, we can make as many";
+ mes "as want. As for true Ymir Heart";
+ mes "Pieces, they're difficult to find or effectively reproduce.";
+ next;
+ mes "[Ferlock]";
+ mes "You may have already";
+ mes "figured this out, but all";
+ mes "Rune Stones are produced";
+ mes "in the Einbroch Laboratory";
+ mes "for use in the Airships. So";
+ mes "you see what's going on?";
+ next;
+ select("Wait, what's the Varmunt Project?");
+ mes "[Ferlock]";
+ mes "The Varmunt Project is";
+ mes "a continuation of one of";
+ mes "the projects started by the";
+ mes "great Sage, Varmunt. Even as";
+ mes "a child, he was renown as an";
+ mes "incredible genius, a prodigy.";
+ next;
+ mes "[Ferlock]";
+ mes "However, no matter how";
+ mes "much academic success he";
+ mes "enjoyed--he even became a";
+ mes "tenured professor at Juno";
+ mes "University--Varmunt was never able to finance his own research.";
+ next;
+ mes "[Ferlock]";
+ mes "Eventually, he accepted an";
+ mes "offer from Rekenber Co. to";
+ mes "develop an energy source in";
+ mes "exchange for funding. The";
+ mes "result of his work for them is the invention of the Rune Stone.";
+ next;
+ mes "[Ferlock]";
+ mes "However, the public isn't";
+ mes "supposed to know that Varmunt";
+ mes "invented the Rune Stones. Now,";
+ mes "Varmunt disappeared before he";
+ mes "could perfect the Rune Stone";
+ mes "creation process.";
+ next;
+ mes "[Ferlock]";
+ mes "Therefore, the Rune Stones";
+ mes "we have now are unstable and";
+ mes "become useless after a while.";
+ mes "The Varmunt Project aims to";
+ mes "correct these flaws and perfect";
+ mes "the Ymir Heart replication...";
+ next;
+ mes "[Ferlock]";
+ mes "Er, anyway, that's why";
+ mes "I was at the Einbroch";
+ mes "Laboratory today. My Rune";
+ mes "Stone was close to empty,";
+ mes "so I went there to pick up";
+ mes "a fully charged one.";
+ next;
+ mes "[Ferlock]";
+ mes "^333333*Phew...*^000000";
+ mes "Would you give me";
+ mes "a moment to catch";
+ mes "my breath before";
+ mes "I continue? Yes,";
+ mes "there's a little more...";
+ set lhz_heart,12;
+ close2;
+ cutin "",255;
+ end;
}
- }
- else if(lght_air == 7 && lhz_heart == 12)
- {
+ } else if (lght_air == 7 && lhz_heart == 12) {
mes "[Ferlock]";
mes "Now, "+strcharinfo(0)+",";
mes "you must be wondering";
@@ -2062,12 +2155,13 @@ airplane,236,163,5 script Airship Captain#03 873,{
specialeffect2 EF_ABSORBSPIRITS;
completequest 8043;
set lhz_heart,13;
- getexp 70000,40000;
+ if (checkre(3))
+ getexp 70000,40000;
+ else
+ getexp 700000,400000;
cutin "",255;
end;
- }
- else if(lght_air == 7 && lhz_heart == 13)
- {
+ } else if (lght_air == 7 && lhz_heart == 13) {
mes "[Ferlock]";
mes "I'll be quite busy with my";
mes "captaining duties and my";
@@ -2085,16 +2179,16 @@ airplane,236,163,5 script Airship Captain#03 873,{
mes "on this flight. How can";
mes "I be of service to you?";
next;
- if(lght_air == 2) {
+ if (lght_air == 2) {
set .@question2$, "Give him Tarlock's Letter.";
set .@question3$, "Cancel.";
- } else if(lght_air == 3) {
+ } else if (lght_air == 3) {
set .@question2$, "Here are the items I've found.";
set .@question3$, "Cancel.";
} else {
set .@question2$, "Cancel.";
}
- switch( select( "How does this Airship fly?", .@question2$, .@question3$)) {
+ switch(select("How does this Airship fly?", .@question2$, .@question3$)) {
case 1:
mes "[Ferlock]";
mes "I'm sorry, but I can't";
@@ -2106,7 +2200,6 @@ airplane,236,163,5 script Airship Captain#03 873,{
close2;
cutin "",255;
end;
-
case 2:
if (lght_air == 2) {
changequest 8032,8033;
@@ -2171,7 +2264,7 @@ airplane,236,163,5 script Airship Captain#03 873,{
close2;
cutin "",255;
end;
- } else if(lght_air == 3) {
+ } else if (lght_air == 3) {
if (countitem(7340) >= 2 && countitem(576) >= 2) {
delitem 7340, 2;
delitem 576, 2;
@@ -2227,32 +2320,23 @@ airplane,236,163,5 script Airship Captain#03 873,{
}
}
-//=======================================================================================================//
-// Heart Fragment Quest
-//=======================================================================================================//
-
+// Heart Fragment Quest :: lght_ymir
+//============================================================
airplane,236,63,4 script Hallen 706,{
-
- if(hg_ma1 == 3)
- {
+ if (hg_ma1 == 3) {
mes "[Hallen]";
mes "Sha Sha~ ";
next;
mes "[Hallen]";
mes "Just let me handle this! Hehe. ";
next;
- switch( select( "Ask whether he knows Thierry" ) )
- {
- case 1:
- break;
- }
+ select("Ask whether he knows Thierry");
mes "[Hallen]";
mes "Hmm?! Thierry?! I'm not sure. Why don't you ask the crew of the airship.";
mes "Kaci might know this person.";
close;
}
- if(BaseLevel < 60)
- {
+ if (BaseLevel < 60) {
mes "[Hallen]";
mes "If you need me to";
mes "do anything, just";
@@ -2260,57 +2344,50 @@ airplane,236,63,4 script Hallen 706,{
mes "Bweh heh... hollah~";
close;
}
- if(!lhz_heart)
- {
+ if (!lhz_heart) {
mes "[Hallen]";
mes "Howdy, howdy~";
mes "Welcome to the Airship.";
next;
- switch( select( "I'm not a passenger.","Hey kid, what are you doing?" ) )
- {
- case 1:
- emotion e_what,0;
- mes "[Hallen]";
- mes "Does that mean you're";
- mes "one of the crewmen, then?";
- mes "I don't think we've met before,";
- mes "and I should be familiar with";
- mes "everyone working here by now...";
- next;
- emotion e_gasp,0;
- mes "[Hallen]";
- mes "Hey...!";
- mes "If you're on duty,";
- mes "shouldn't you be in";
- mes "uniform? I guess you";
- mes "don't work here after all!";
- mes "Heh, figured it out myself~";
- next;
- mes "[Hallen]";
- mes "Eh, I need to finish";
- mes "sweeping this deck. Then,";
- mes "on my break, I can play a";
- mes "little game for Apples with";
- mes "Kaci. That's how I roll, yo.";
- next;
- break;
-
- case 2:
- mes "[Hallen]";
- mes "Ummm... Isn't it obvious?";
- mes "I'm sweeping the deck. I'm";
- mes "the youngest crewman, so";
- mes "I get stuck with the lamest";
- mes "jobs. But once I'm done, it's";
- mes "Dice time with Kaci. Oh yeah~";
- next;
- break;
- }
- switch( select( "Kaci?" ) )
- {
- case 1:
- break;
+ switch(select("I'm not a passenger.:Hey kid, what are you doing?")) {
+ case 1:
+ emotion e_what,0;
+ mes "[Hallen]";
+ mes "Does that mean you're";
+ mes "one of the crewmen, then?";
+ mes "I don't think we've met before,";
+ mes "and I should be familiar with";
+ mes "everyone working here by now...";
+ next;
+ emotion e_gasp,0;
+ mes "[Hallen]";
+ mes "Hey...!";
+ mes "If you're on duty,";
+ mes "shouldn't you be in";
+ mes "uniform? I guess you";
+ mes "don't work here after all!";
+ mes "Heh, figured it out myself~";
+ next;
+ mes "[Hallen]";
+ mes "Eh, I need to finish";
+ mes "sweeping this deck. Then,";
+ mes "on my break, I can play a";
+ mes "little game for Apples with";
+ mes "Kaci. That's how I roll, yo.";
+ next;
+ break;
+ case 2:
+ mes "[Hallen]";
+ mes "Ummm... Isn't it obvious?";
+ mes "I'm sweeping the deck. I'm";
+ mes "the youngest crewman, so";
+ mes "I get stuck with the lamest";
+ mes "jobs. But once I'm done, it's";
+ mes "Dice time with Kaci. Oh yeah~";
+ next;
+ break;
}
+ select("Kaci?");
mes "[Hallen]";
mes "Kaci... You know, the";
mes "dealer of the Dice game?";
@@ -2329,9 +2406,7 @@ airplane,236,63,4 script Hallen 706,{
close2;
set lhz_heart,1;
end;
- }
- else if(lhz_heart == 1)
- {
+ } else if (lhz_heart == 1) {
mes "[Hallen]";
mes "Oh hey, it's you~";
mes "We talked earlier,";
@@ -2349,49 +2424,45 @@ airplane,236,63,4 script Hallen 706,{
mes "me a favor since I can't";
mes "really leave this joint?";
next;
- switch( select( "Sorry, but I'm busy...","What is it?" ) )
- {
- case 1:
- mes "[Hallen]";
- mes "Eh, alright. I guess";
- mes "I can understand. But";
- mes "still, I coulda made it";
- mes "worth your while, if you";
- mes "know what I mean~";
- close;
-
- case 2:
- mes "[Hallen]";
- mes "Don't worry, it's not much";
- mes "work. I'm supposed to deliver";
- mes "letters from Juno Airport to";
- mes "the other crewmen, but I don't";
- mes "got the time. Now, I have";
- mes "this letter for Kaci here...";
- next;
- mes "[Hallen]";
- mes "Would you go and";
- mes "deliver this letter";
- mes "to her for me? It's";
- mes "from some guy named";
- mes "Mr. Mawong, her mentor";
- mes "or something like that.";
- next;
- mes "^3355FFHallen gave you";
- mes "Mawong's letter to";
- mes "be delivered to Kaci.^000000";
- setquest 8036;
- set lhz_heart,2;
- next;
- mes "[Hallen]";
- mes "Hey, thanks a lot, pal~";
- mes "You can find Kaci hosting";
- mes "the Dice game in the Airship.";
- close;
+ switch(select("Sorry, but I'm busy...:What is it?")) {
+ case 1:
+ mes "[Hallen]";
+ mes "Eh, alright. I guess";
+ mes "I can understand. But";
+ mes "still, I coulda made it";
+ mes "worth your while, if you";
+ mes "know what I mean~";
+ close;
+ case 2:
+ mes "[Hallen]";
+ mes "Don't worry, it's not much";
+ mes "work. I'm supposed to deliver";
+ mes "letters from Juno Airport to";
+ mes "the other crewmen, but I don't";
+ mes "got the time. Now, I have";
+ mes "this letter for Kaci here...";
+ next;
+ mes "[Hallen]";
+ mes "Would you go and";
+ mes "deliver this letter";
+ mes "to her for me? It's";
+ mes "from some guy named";
+ mes "Mr. Mawong, her mentor";
+ mes "or something like that.";
+ next;
+ mes "^3355FFHallen gave you";
+ mes "Mawong's letter to";
+ mes "be delivered to Kaci.^000000";
+ setquest 8036;
+ set lhz_heart,2;
+ next;
+ mes "[Hallen]";
+ mes "Hey, thanks a lot, pal~";
+ mes "You can find Kaci hosting";
+ mes "the Dice game in the Airship.";
+ close;
}
- }
- else if(lhz_heart == 2)
- {
+ } else if (lhz_heart == 2) {
mes "[Hallen]";
mes "^333333*Sigh...*^000000";
mes "I'm so sick and";
@@ -2408,9 +2479,7 @@ airplane,236,63,4 script Hallen 706,{
mes "important, so try not";
mes "to take too long, okay?";
close;
- }
- else if(lhz_heart == 3)
- {
+ } else if (lhz_heart == 3) {
mes "[Hallen]";
mes "^333333*Sigh...*^000000";
mes "I'm so sick and";
@@ -2419,9 +2488,7 @@ airplane,236,63,4 script Hallen 706,{
mes "kinda lame cabin boy.";
mes "But... I guess I am!";
close;
- }
- else if(lhz_heart == 4)
- {
+ } else if (lhz_heart == 4) {
mes "[Hallen]";
mes "Hey, thanks for delivering";
mes "that letter to Kaci for me.";
@@ -2436,49 +2503,44 @@ airplane,236,63,4 script Hallen 706,{
mes "help each other in";
mes "times of crisis?";
next;
- switch( select( "Not at all. Every man for himself!","Yes, I do." ) )
- {
- case 1:
- mes "[Hallen]";
- mes "Wh-what...?";
- mes "I can't think";
- mes "that you really";
- mes "believe that...";
- set lhz_heart,5;
- close;
-
- case 2:
- mes "[Hallen]";
- mes "Aww, really?";
- mes "I knew that you'd";
- mes "feel the same way";
- mes "I do. You and me, we're";
- mes "on the same wavelength~";
- next;
- if(checkweight(501,1) != 1)
- {
- mes "[Hallen]";
- mes "Oh... Hey, I was";
- mes "going to give you";
- mes "a little something,";
- mes "but you're carrying";
- mes "too much stuff right now...";
- close;
- }
- set lhz_heart,5;
- getitem 501,1;
+ switch(select("Not at all. Every man for himself!:Yes, I do.")) {
+ case 1:
+ mes "[Hallen]";
+ mes "Wh-what...?";
+ mes "I can't think";
+ mes "that you really";
+ mes "believe that...";
+ set lhz_heart,5;
+ close;
+ case 2:
+ mes "[Hallen]";
+ mes "Aww, really?";
+ mes "I knew that you'd";
+ mes "feel the same way";
+ mes "I do. You and me, we're";
+ mes "on the same wavelength~";
+ next;
+ if (checkweight(501,1) != 1) {
mes "[Hallen]";
- mes "I know this isn't";
- mes "much, but I'd like you";
- mes "to have it. Besides, you";
- mes "never know what'll come in";
- mes "handy during an emergency.";
- mes "Alright then, see you later~";
+ mes "Oh... Hey, I was";
+ mes "going to give you";
+ mes "a little something,";
+ mes "but you're carrying";
+ mes "too much stuff right now...";
close;
+ }
+ set lhz_heart,5;
+ getitem 501,1;
+ mes "[Hallen]";
+ mes "I know this isn't";
+ mes "much, but I'd like you";
+ mes "to have it. Besides, you";
+ mes "never know what'll come in";
+ mes "handy during an emergency.";
+ mes "Alright then, see you later~";
+ close;
}
- }
- else if(lhz_heart == 5)
- {
+ } else if (lhz_heart == 5) {
mes "[Hallen]";
mes "Hey, hey~ How's it going?";
mes "I know, I know, I'm supposed";
@@ -2511,11 +2573,7 @@ airplane,236,63,4 script Hallen 706,{
mes "course, I doubt I can compare";
mes "to the great Sage Varmunt.";
next;
- switch( select( "Sage Varmunt?" ) )
- {
- case 1:
- break;
- }
+ select("Sage Varmunt?");
mes "[Hallen]";
mes "Yeah, Varmunt... He's like";
mes "one of the greatest Sages in";
@@ -2547,22 +2605,15 @@ airplane,236,63,4 script Hallen 706,{
changequest 8038,8039;
set lhz_heart,6;
close;
- }
- else if(lhz_heart == 6)
- {
+ } else if (lhz_heart == 6) {
mes "[Hallen]";
mes "Hey, have you learned";
mes "what makes such a big,";
mes "heavy Airship like this fly";
mes "for so long in the sky?";
next;
- if(lght_air == 7)
- {
- switch( select( "Umm, yeah, kind of." ) )
- {
- case 1:
- break;
- }
+ if (lght_air == 7) {
+ select("Umm, yeah, kind of.");
mes "[Hallen]";
mes "Really...?";
mes "Are you serious?";
@@ -2582,11 +2633,7 @@ airplane,236,63,4 script Hallen 706,{
mes "No way, it can't be that simple. Besides, steam has its limits.";
mes "Are you sure that's everything?";
next;
- switch( select( "Actually, there's another power source." ) )
- {
- case 1:
- break;
- }
+ select("Actually, there's another power source.");
mes "^3355FFYou reveal what you";
mes "learn about the Rune Stone,";
mes "an imitation of Ymir's Heart";
@@ -2610,14 +2657,8 @@ airplane,236,63,4 script Hallen 706,{
changequest 8039,8040;
set lhz_heart,7;
close;
- }
- else
- {
- switch( select( "Actually..." ) )
- {
- case 1:
- break:;
- }
+ } else {
+ select("Actually...");
mes "[Hallen]";
mes "You didn't learn anything";
mes "about the Airship yet, huh?";
@@ -2634,9 +2675,7 @@ airplane,236,63,4 script Hallen 706,{
mes "it'll be one of you adventurers. So please help me out here...";
close;
}
- }
- else if(lhz_heart == 7)
- {
+ } else if (lhz_heart == 7) {
mes "[Hallen]";
mes "So the Rune Stone";
mes "is an imitation of just";
@@ -2653,8 +2692,7 @@ airplane,236,63,4 script Hallen 706,{
mes "when he plays the Dice";
mes "game for Apples!";
next;
- if(Shinokas_Quest > 9)
- {
+ if (Shinokas_Quest > 9) {
mes "["+strcharinfo(0)+"]";
mes "(^333333Wait, I met that guy when";
mes "I was helping Shinokas. He";
@@ -2671,8 +2709,7 @@ airplane,236,63,4 script Hallen 706,{
mes "the trouble of learning that";
mes "secret information for me...";
next;
- if(checkweight(501,1) != 1)
- {
+ if (checkweight(501,1) != 1) {
mes "[Hallen]";
mes "Aw, nuts...";
mes "You don't have";
@@ -2682,7 +2719,7 @@ airplane,236,63,4 script Hallen 706,{
mes "in your inventory for me, okay?";
close;
}
- if(Shinokas_Quest > 9) set lhz_heart,9;
+ if (Shinokas_Quest > 9) set lhz_heart,9;
else set lhz_heart,8;
changequest 8040,8041;
getitem 501,1;
@@ -2694,9 +2731,7 @@ airplane,236,63,4 script Hallen 706,{
mes "but hey... It's my thought that";
mes "counts, right? See you later~";
close;
- }
- else if(lhz_heart == 8)
- {
+ } else if (lhz_heart == 8) {
mes "[Hallen]";
mes "Hey, why don't you";
mes "ask Kaci about that";
@@ -2705,9 +2740,7 @@ airplane,236,63,4 script Hallen 706,{
mes "You might learn more about";
mes "Ymir's Heart Piece, you know?";
close;
- }
- else
- {
+ } else {
mes "[Hallen]";
mes "Thanks for helping me";
mes "out that last time. I guess";
@@ -2719,17 +2752,11 @@ airplane,236,63,4 script Hallen 706,{
}
airplane,33,69,4 script Kaci 73,{
-
- if(hg_ma1 == 3)
- {
+ if (hg_ma1 == 3) {
mes "[Kaci]";
mes "Hello there. My name is Kaci. If you feel bored boarding the airship, why don't you play a game of dice with me.";
next;
- switch( select( "Ask whether she knows Thierry" ) )
- {
- case 1:
- break;
- }
+ select("Ask whether she knows Thierry");
mes "[Kaci]";
mes "Thierry ....That name sounds familiar...";
next;
@@ -2782,26 +2809,18 @@ airplane,33,69,4 script Kaci 73,{
changequest 8044,8045;
set hg_ma1,4;
close;
- }
- else if(hg_ma1 == 4)
- {
+ } else if (hg_ma1 == 4) {
mes "[Kaci]";
mes "You can ask the captain for the whereabouts of Thierry. I am sure that the captain will be willing to help if you tell him what happened.";
close;
- }
- else if(lhz_heart == 2)
- {
+ } else if (lhz_heart == 2) {
mes "[Kaci]";
mes "You must be sooo";
mes "bored, adventurer~";
mes "How would you like";
mes "to play a game of Dice?";
next;
- switch( select( "Give her the letter from Hallen." ) )
- {
- case 1:
- break;
- }
+ select("Give her the letter from Hallen.");
mes "[Kaci]";
mes "Oh, Hallen must have";
mes "asked you to deliver this.";
@@ -2819,9 +2838,7 @@ airplane,33,69,4 script Kaci 73,{
mes "me, feel free to ask me,";
mes "alright? See you later~";
close;
- }
- else if(lhz_heart == 3)
- {
+ } else if (lhz_heart == 3) {
mes "[Kaci]";
mes "Oh, hello. Thanks for";
mes "delivering that letter from";
@@ -2831,80 +2848,77 @@ airplane,33,69,4 script Kaci 73,{
mes "letter really made my day~";
next;
L_Ask:
- switch( select( "Ask about Hallen","Ask about Mawong","Ask about the Airship" ) )
- {
- case 1:
- set .@mesa,1;
- mes "[Kaci]";
- mes "Hallen? Well, he and I are";
- mes "pretty close. Did you know";
- mes "that we're cousins? In fact,";
- mes "his dad, my uncle, brought";
- mes "me as a child after my father";
- mes "passed away 20 years ago.";
- next;
- mes "[Kaci]";
- mes "There was some kind of";
- mes "mine explosion accident in";
- mes "Einbech. I don't remember.";
- mes "Anyway, me and Hallen are";
- mes "like sister and brother, and";
- mes "we always stick together.";
- next;
- mes "[Kaci]";
- mes "When Captain Ferlock saw me";
- mes "host a Dice game by coincidence";
- mes "and then hired me to work on his Airship, Hallen insisted on coming";
- mes "along. He's stubborn like that,";
- mes "but he's also very sweet.";
- next;
- break;
-
- case 2:
- set .@mesb,1;
- mes "[Kaci]";
- mes "Mr. Mawong? Oh, don't get";
- mes "the wrong idea! He's my";
- mes "mentor, the one who taught";
- mes "me how to play all of these";
- mes "wonderful games. He's pretty";
- mes "famous around Juno, you know.";
- next;
- mes "[Kaci]";
- mes "I used to be so depressed,";
- mes "not caring about the world";
- mes "at all, after my father died.";
- mes "Then, I ran into Mr. Mawong,";
- mes "and he taught me how to find";
- mes "the joy in life once again.";
- next;
- mes "[Kaci]";
- mes "Because of him, I decided";
- mes "to learn his games and to";
- mes "help people forget their";
- mes "worries and just enjoy";
- mes "themselves, even if it's";
- mes "just for a little while.";
- next;
- break;
-
- case 3:
- set .@mesc,1;
- mes "[Kaci]";
- mes "The Airship? It's so";
- mes "huge and beautiful, and";
- mes "I'm always amazed that it";
- mes "can fly so gracefully through";
- mes "the air. I've always wanted to live someplace close to the sky...";
- next;
- mes "[Kaci]";
- mes "A place where I can see";
- mes "the clouds and bask in the";
- mes "sun. So, when Captain Ferlock";
- mes "invited me to work here, it was";
- mes "like a dream come true~";
- next;
- break;
+ switch(select("Ask about Hallen:Ask about Mawong:Ask about the Airship")) {
+ case 1:
+ set .@mesa,1;
+ mes "[Kaci]";
+ mes "Hallen? Well, he and I are";
+ mes "pretty close. Did you know";
+ mes "that we're cousins? In fact,";
+ mes "his dad, my uncle, brought";
+ mes "me as a child after my father";
+ mes "passed away 20 years ago.";
+ next;
+ mes "[Kaci]";
+ mes "There was some kind of";
+ mes "mine explosion accident in";
+ mes "Einbech. I don't remember.";
+ mes "Anyway, me and Hallen are";
+ mes "like sister and brother, and";
+ mes "we always stick together.";
+ next;
+ mes "[Kaci]";
+ mes "When Captain Ferlock saw me";
+ mes "host a Dice game by coincidence";
+ mes "and then hired me to work on his Airship, Hallen insisted on coming";
+ mes "along. He's stubborn like that,";
+ mes "but he's also very sweet.";
+ next;
+ break;
+ case 2:
+ set .@mesb,1;
+ mes "[Kaci]";
+ mes "Mr. Mawong? Oh, don't get";
+ mes "the wrong idea! He's my";
+ mes "mentor, the one who taught";
+ mes "me how to play all of these";
+ mes "wonderful games. He's pretty";
+ mes "famous around Juno, you know.";
+ next;
+ mes "[Kaci]";
+ mes "I used to be so depressed,";
+ mes "not caring about the world";
+ mes "at all, after my father died.";
+ mes "Then, I ran into Mr. Mawong,";
+ mes "and he taught me how to find";
+ mes "the joy in life once again.";
+ next;
+ mes "[Kaci]";
+ mes "Because of him, I decided";
+ mes "to learn his games and to";
+ mes "help people forget their";
+ mes "worries and just enjoy";
+ mes "themselves, even if it's";
+ mes "just for a little while.";
+ next;
+ break;
+ case 3:
+ set .@mesc,1;
+ mes "[Kaci]";
+ mes "The Airship? It's so";
+ mes "huge and beautiful, and";
+ mes "I'm always amazed that it";
+ mes "can fly so gracefully through";
+ mes "the air. I've always wanted to live someplace close to the sky...";
+ next;
+ mes "[Kaci]";
+ mes "A place where I can see";
+ mes "the clouds and bask in the";
+ mes "sun. So, when Captain Ferlock";
+ mes "invited me to work here, it was";
+ mes "like a dream come true~";
+ next;
+ break;
}
mes "[Kaci]";
mes "Please don't hesitate";
@@ -2913,7 +2927,7 @@ L_Ask:
mes "or if you're just curious";
mes "about me in general~";
next;
- if(!.@mesa || !.@mesb || !.@mesc) goto L_Ask;
+ if (!.@mesa || !.@mesb || !.@mesc) goto L_Ask;
mes "[Kaci]";
mes "By the way, if Hallen";
mes "bothers you with another";
@@ -2930,20 +2944,14 @@ L_Ask:
changequest 8037,8038;
set lhz_heart,4;
close;
- }
- else if(lhz_heart == 8)
- {
+ } else if (lhz_heart == 8) {
mes "[Kaci]";
mes "Hello, "+strcharinfo(0)+".";
mes "It's nice to see you again.";
mes "So is there anything I can";
mes "help you with today?";
next;
- switch( select( "Who's that drunk over there?" ) )
- {
- case 1:
- break;
- }
+ select("Who's that drunk over there?");
mes "[Kaci]";
mes "Oh, him? He's one of my";
mes "regulars, some guy who's";
@@ -2994,9 +3002,9 @@ L_Ask:
}
ein_in01,279,25,0 script #lab01_heart 139,1,1,{
-
+ end;
OnTouch:
- if(lhz_heart == 9)
+ if (lhz_heart == 9)
{
mes "["+strcharinfo(0)+"]";
mes "(^333333I've... I've just";
@@ -3009,9 +3017,9 @@ OnTouch:
}
ein_in01,264,17,0 script #lab02_heart 139,1,1,{
-
+ end;
OnTouch:
- if(lhz_heart == 9)
+ if (lhz_heart == 9)
{
mes "["+strcharinfo(0)+"]";
mes "What the...";
@@ -3049,17 +3057,16 @@ OnTimer120000:
}
ein_in01,261,35,0 script lab03#heart 139,1,1,{
-
+ end;
OnTouch:
- if(lhz_heart == 9) {
+ if (lhz_heart == 9) {
mes "[Security System]";
mes "^FF0000Unauthorized person";
mes "detected. Password";
mes "Checker not detected.";
mes "Access denied.^000000";
close;
- }
- else if(lhz_heart == 10) {
+ } else if (lhz_heart == 10) {
mes "[Security System]";
mes "^FF0000Enter the 3 digit password.";
mes "You will be allowed 5 tries";
diff --git a/npc/quests/quests_alberta.txt b/npc/quests/quests_alberta.txt
index 6dc4fd0ad..961fdbca0 100644
--- a/npc/quests/quests_alberta.txt
+++ b/npc/quests/quests_alberta.txt
@@ -1,10 +1,10 @@
-//===== Hercules Script ======================================
+//===== Hercules Script ======================================
//= Quest NPCs related to Alberta
-//===== By: ==================================================
+//===== By: ==================================================
//= kobra_k88
-//===== Current Version: =====================================
-//= 2.5
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 2.6
+//===== Description: =========================================
//= [Official Conversion]
//= Dolls Quest
//= Boy's Cap Quest
@@ -13,24 +13,25 @@
//= Hat of Sun God, Sunday Hat, Mage Hat, Magician Hat Quests
//= Turtle Island Quests
//= Alberta Boy
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.1 Fixed Spore Doll exploit, Gramp's Tiger skin label bug
//= 1.3 Fixed item ID 7031 -> 7013
//= 1.4 Fixed a bug, Fixed Exploits, Optimized [Lupus]
//= 1.6 TEMPESTRA quest uses common quests variable MISC_QUEST
-//= Condition if done: (MISC_QUEST & 2) [Lupus]
+//= Condition if done: (MISC_QUEST & 2) [Lupus]
//= 1.7 Moved quest from cities/albera.txt [Evera]
//= 1.8 Re-made the Doll Quest, now with official dialogs. [DZeroX]
//= 1.8a Removed .GATs [Lupus]
//= 1.9 Updated Turtle Quest to official. [L0ne_W0lf]
//= 2.0 Turtle Island quest now clears TURTLE var and set
-//= MISC_QUEST bit (MISC_QUEST & 65536) [Lupus]
+//= MISC_QUEST bit (MISC_QUEST & 65536) [Lupus]
//= 2.1 Added missing close. [L0ne_W0lf]
//= 2.2 Updated Gotan to be compliant with misc_quiest var. [L0ne_W0lf]
//= 2.3 Updated heardgear Quest NPCs. [L0ne_W0lf]
//= 2.4 Updated 'Doll Quest' to match AEGIS script. [Kisuka]
//= 2.5 Moved Alberta NPC to pre-re/re paths. [Euphy]
-//============================================================
+//= 2.6 Updated RE/Pre-RE EXP. [Euphy]
+//============================================================
// Doll Quest
//============================================================
@@ -51,337 +52,336 @@ alberta,117,135,0 script Elin 96,{
mes "[Elin]";
mes "You know, I really really want a new doll! I hope my daddy will give me one on my birthday...!";
next;
- switch(select("Um, I hope your daddy gives you one too.","How about I give you one now?")) {
- case 1:
+ switch(select("Um, I hope your daddy gives you one too.:How about I give you one now?")) {
+ case 1:
+ mes "[Elin]";
+ mes "Yeah, I'm hoping";
+ mes "he gives me a Yoyo";
+ mes "doll. They're so cute!";
+ close;
+ case 2:
+ if (MaxWeight - Weight < 1000) {
mes "[Elin]";
- mes "Yeah, I'm hoping";
- mes "he gives me a Yoyo";
- mes "doll. They're so cute!";
+ if (Sex == 1) {
+ mes "Maybe you should put some of your stuff away first, you look like you're carrying too much, hee hee~";
+ } else {
+ mes "Do you always carry so much with you? Put some of your things away first, okay?";
+ }
close;
+ }
+ mes "[Elin]";
+ if (Sex == 1) {
+ mes "Oh my goodness!";
+ mes "Really? You're";
+ mes "such a sweetie~!";
+ } else {
+ mes "Will you really?";
+ mes "You're gonna give";
+ mes "me a doll? Yaaaay~";
+ }
+ next;
+ mes "[Elin]";
+ mes "What kind of doll are you going to give me? Are you really gonna give me one?";
+ next;
+ switch(select("Poring Doll:Chonchon Doll:Puppet:Rocker Doll:Spore Doll:Osiris Doll:Baphomet Doll:Raccoon Doll:Yoyo Doll:I'm as adorable as a doll.")) {
+ case 1:
+ if (countitem(741) >= 1) {
+ delitem 741,1; //Poring_Doll
+ mes "[Elin]";
+ mes "Aww...";
+ mes "I have a lot";
+ mes "of Poring dolls...";
+ next;
+ mes "[Elin]";
+ if (Sex == 1) {
+ mes "But since a cute boy is giving it to me, I'll happily take it! Hee hee, soft and fluffy Poring doll~";
+ } else {
+ mes "But since a nice girl is giving it to me, I'll take it! Hee he, soft and fluffy Poring doll~";
+ }
+ next;
+ mes "[Elin]";
+ mes "Ooh, let me give you something as a little thank you. You see, I hid some candy so I can eat it without telling mommy.";
+ next;
+ getitem 529,1; //Candy
+ mes "[Elin]";
+ if (Sex == 1) {
+ mes "I don't know if you're too old to like candy, but I guess it's okay.";
+ } else {
+ mes "So, try not to eat too much, okay? Otherwise, you might get in trouble!";
+ }
+ next;
+ mes "[Elin]";
+ mes "Thank you";
+ mes "so much for";
+ mes "the Poring doll!";
+ close;
+ } else {
+ mes "[Elin]";
+ if (Sex == 1) {
+ mes "Aww...?";
+ mes "Were you only teasing me?";
+ } else {
+ mes "Aww...";
+ mes "You're not making fun of me are you?";
+ }
+ next;
+ mes "[Elin]";
+ mes "I guess you forgot it somewhere...";
+ close;
+ }
case 2:
- set .@weight,MaxWeight-Weight;
- if ((.@weight) < 1000) {
+ if (countitem(742) >= 1) {
+ delitem 742,1; //Chonchon_Doll
+ mes "[Elin]";
+ mes "Agh--!";
+ mes "A Ch-Ch, Chonchon doll?!";
+ next;
mes "[Elin]";
if (Sex == 1) {
- mes "Maybe you should put some of your stuff away first, you look like you're carrying too much, hee hee~";
+ mes "But since... You're... Such a nice guy... I better take it...!";
} else {
- mes "Do you always carry so much with you? Put some of your things away first, okay?";
+ mes "But since... Since it's a gift... I guess I'll take it...";
}
+ next;
+ mes "[Elin]";
+ mes "Mmm~";
+ mes "Let me give you";
+ mes "something in return...";
+ next;
+ getitem 530,1; //Candy_Striper
+ mes "[Elin]";
+ mes "If you eat too much, your teeth will start to rot... at least, that's what Mommy says.";
+ next;
+ mes "[Elin]";
+ mes "And..";
+ mes "Uh...";
+ mes "Thank you";
+ mes "for the doll?";
+ close;
+ } else {
+ mes "[Elin]";
+ mes "Chonchon dolls are ugly anyways, but you still lied to me! How can you be so mean?!";
+ next;
+ mes "[Elin]";
+ mes "Waaaaaaaaah~~";
close;
}
- mes "[Elin]";
- if (Sex == 1) {
- mes "Oh my goodness!";
- mes "Really? You're";
- mes "such a sweetie~!";
+ case 3:
+ if (countitem(740) >= 1) {
+ delitem 740,1; //Stuffed_Doll
+ mes "[Elin]";
+ mes "Wow...!";
+ mes "It looks like a bunny!";
+ next;
+ mes "[Elin]";
+ mes "I really like this Puppet~ Heh hehe! Thank you so much~";
+ next;
+ mes "[Elin]";
+ mes "Ooh ooh!";
+ mes "I have something";
+ mes "for you too!";
+ mes "Um, where";
+ mes "did it... Ah!";
+ next;
+ getitem 530,1; //Candy_Striper
+ mes "[Elin]";
+ mes "Here it is! It's some of the candy Santa gave me. Go ahead and try some! Oh, and thank you so much for the doll!";
+ close;
+ } else {
+ mes "[Elin]";
+ mes "Awww, you were only kidding? W-W-Why are you teasing me like that?";
+ next;
+ mes "[Elin]";
+ mes "^666666*Sniff...*^000000";
+ next;
+ mes "[Elin]";
+ mes "Waaaaaaaaah~~";
+ close;
+ }
+ case 4:
+ if (countitem(752) >= 1) {
+ delitem 752,1; //Grasshopper_Doll
+ mes "[Elin]";
+ mes "Ooh! Rocker Doll!";
+ mes "It's the Rocker that likes singing and dancing! I don't like grasshoppers, but I like this because it's cute~";
+ next;
+ mes "[Elin]";
+ mes "Hmmm, I should give you something too, huh? Let's see, I have what my grandpa gave me...";
+ next;
+ getitem 532,7; //Banana_Juice
+ mes "[Elin]";
+ mes "Here you go! We have a lot of this at home, so I'll give it to you, okay? Oh, and thank you so much for the doll~ I love cute dolls!";
+ close;
} else {
- mes "Will you really?";
- mes "You're gonna give";
- mes "me a doll? Yaaaay~";
+ mes "[Elin]";
+ mes "Awww...";
+ next;
+ mes "[Elin]";
+ mes "You don't";
+ mes "really have a doll...?";
+ mes "I was so excited about it, too...";
+ close;
}
+ case 5:
+ if (countitem(743) >= 1) {
+ delitem 743,1; //Spore_Doll
+ mes "[Elin]";
+ mes "It's a mushroom?";
+ mes "Ewwwwwwwww, yucky!";
+ mes "Mommy made me eat";
+ mes "mushrooms today, too...";
+ next;
+ mes "[Elin]";
+ mes "But this doll is cute, so I'll take it. But I'm still not gonna eat mushrooms! Heh heh~";
+ next;
+ getitem 538,5; //Well_Baked_Cookie
+ mes "[Elin]";
+ mes "Hehe~ My mommy made this! It's really yummy. I love cookies, too. So try it, you'll like it! Hee hee!";
+ next;
+ mes "[Elin]";
+ mes "Thanks for";
+ mes "the doll! I'll";
+ mes "take good care of it!";
+ close;
+ } else {
+ mes "[Elin]";
+ mes "Eh...?";
+ mes "You don't";
+ mes "have a doll?";
+ next;
+ mes "[Elin]";
+ mes "Awww...";
+ mes "It's not nice";
+ mes "to tease people";
+ mes "like that. ^666666*Sniff, sniff*^000000";
+ close;
+ }
+ case 6:
+ if (countitem(751) >= 1) {
+ delitem 751,1; //Osiris_Doll
+ mes "[Elin]";
+ mes "Ahhhhh!";
+ mes "What is this";
+ mes "thing?! It's so scary!";
+ next;
+ mes "[Elin]";
+ mes "I've never seen a doll like this before. Where it's from? Hmm? Since I've never seen this kind of doll before, I'm gonna show it to my daddy, too. Hehe~! He'll be surprised!";
+ next;
+ mes "[Elin]";
+ mes "Here, since you gave me such a nicely made doll, I better give you something good too.";
+ next;
+ getitem 522,2; //Fruit_Of_Mastela
+ mes "[Elin]";
+ mes "I found it when I secretly went to the forest. I took it because it has pretty colors!";
+ if (Sex == 1) {
+ mes "Since there's two, you can share it with your girlfriend. Hee hee~!";
+ } else {
+ mes "Since there's two, you can share it with your boyfriend. Hee hee~!";
+ }
+ close;
+ } else {
+ mes "[Elin]";
+ mes "Awww...";
+ mes "Why do you have";
+ mes "to make fun of me?";
+ close;
+ }
+ case 7:
+ if (countitem(750) >= 1) {
+ delitem 750,1; //Baphomet_Doll
+ mes "[Elin]";
+ mes "Huh?";
+ mes "It's a little goat...";
+ next;
+ mes "[Elin]";
+ mes "It's so weird. It's cute but it's also scary at the same time. Well, since you gave me a pretty doll, I wanna give you something, too.";
+ next;
+ getitem 525,5; //Panacea
+ mes "[Elin]";
+ mes "My daddy gave me this when I was really sick. I'm not sick anymore so you can use it when you need to. Hehehe~";
+ next;
+ mes "[Elin]";
+ mes "Hee hee~";
+ mes "Thank you for";
+ mes "the doll. I won't lose it!";
+ close;
+ } else {
+ mes "[Elin]";
+ mes "You big liar! Why are you pretending to be nice?!";
+ close;
+ }
+ case 8:
+ if (countitem(754) >= 1) {
+ delitem 754,1; //Raccoondog_Doll
+ mes "[Elin]";
+ mes "Hehe, it's a";
+ mes "raccoon doll.";
+ mes "It's very very cute~";
+ next;
+ mes "[Elin]";
+ mes "I don't like";
+ mes "Smokies in real life,";
+ mes "but this doll is nice!";
+ next;
+ getitem 539,3; //Piece_Of_Cake
+ mes "[Elin]";
+ mes "Here, let me give you some cake my grandma made. It's really yummy. I don't know if you like sweets or not, but it's really good! Please try some!";
+ next;
+ mes "[Elin]";
+ mes "Hee hee~";
+ mes "Thanks for the doll.";
+ mes "I'm gonna keep it";
+ mes "in my room!";
+ close;
+ } else {
+ mes "[Elin]";
+ mes "Hey! How come you have to say things like that? Are you making fun of me?!";
+ close;
+ }
+ case 9:
+ if (countitem(753) >= 1) {
+ delitem 753,1; //Monkey_Doll
+ mes "[Elin]";
+ mes "Woooooooow~!";
+ next;
+ mes "[Elin]";
+ mes "A Yoyo doll! It's so pretty! You're really gonna give it to me?! Yay! Thank you so much! I really like it! Hee hee!";
+ next;
+ mes "[Elin]";
+ mes "Since you gave";
+ mes "me such a pretty doll,";
+ mes "I wanna give you";
+ mes "something, too!";
+ next;
+ getitem 608,1; //Seed_Of_Yggdrasil
+ mes "[Elin]";
+ mes "My daddy picked it up on his way to another town. It looks like some kind of seed. I tried planting it in front of our house but it won't grow. Do you want to try?";
+ next;
+ mes "[Elin]";
+ mes "Hehe~";
+ mes "Thanks for";
+ mes "the doll. I'll hug";
+ mes "it before I go";
+ mes "to sleep!";
+ close;
+ } else {
+ mes "[Elin]";
+ mes "Hey...";
+ mes "How come you're making fun of me?!";
+ close;
+ }
+ case 10:
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm as adorable as a doll...";
next;
mes "[Elin]";
- mes "What kind of doll are you going to give me? Are you really gonna give me one?";
+ mes "Whaaaaaaaaaaat...?";
next;
- switch(select("Poring Doll","Chonchon Doll","Puppet","Rocker Doll","Spore Doll","Osiris Doll","Baphomet Doll","Raccoon Doll","Yoyo Doll","I'm as adorable as a doll.")) {
- case 1:
- if (countitem(741) >= 1) {
- delitem 741,1; // Poring_Doll
- mes "[Elin]";
- mes "Aww...";
- mes "I have a lot";
- mes "of Poring dolls...";
- next;
- mes "[Elin]";
- if (Sex == 1) {
- mes "But since a cute boy is giving it to me, I'll happily take it! Hee hee, soft and fluffy Poring doll~";
- } else {
- mes "But since a nice girl is giving it to me, I'll take it! Hee he, soft and fluffy Poring doll~";
- }
- next;
- mes "[Elin]";
- mes "Ooh, let me give you something as a little thank you. You see, I hid some candy so I can eat it without telling mommy.";
- next;
- getitem 529,1; // Candy
- mes "[Elin]";
- if (Sex == 1) {
- mes "I don't know if you're too old to like candy, but I guess it's okay.";
- } else {
- mes "So, try not to eat too much, okay? Otherwise, you might get in trouble!";
- }
- next;
- mes "[Elin]";
- mes "Thank you";
- mes "so much for";
- mes "the Poring doll!";
- close;
- } else {
- mes "[Elin]";
- if (Sex == 1) {
- mes "Aww...?";
- mes "Were you only teasing me?";
- } else {
- mes "Aww...";
- mes "You're not making fun of me are you?";
- }
- next;
- mes "[Elin]";
- mes "I guess you forgot it somewhere...";
- close;
- }
- case 2:
- if (countitem(742) >= 1) {
- delitem 742,1; // Chonchon_Doll
- mes "[Elin]";
- mes "Agh--!";
- mes "A Ch-Ch, Chonchon doll?!";
- next;
- mes "[Elin]";
- if (Sex == 1) {
- mes "But since... You're... Such a nice guy... I better take it...!";
- } else {
- mes "But since... Since it's a gift... I guess I'll take it...";
- }
- next;
- mes "[Elin]";
- mes "Mmm~";
- mes "Let me give you";
- mes "something in return..." ;
- next;
- getitem 530,1; // Candy_Striper
- mes "[Elin]";
- mes "If you eat too much, your teeth will start to rot... at least, that's what Mommy says.";
- next;
- mes "[Elin]";
- mes "And..";
- mes "Uh...";
- mes "Thank you";
- mes "for the doll?";
- close;
- } else {
- mes "[Elin]";
- mes "Chonchon dolls are ugly anyways, but you still lied to me! How can you be so mean?!";
- next;
- mes "[Elin]";
- mes "Waaaaaaaaah~~";
- close;
- }
- case 3:
- if (countitem(740) >= 1) {
- delitem 740,1; // Stuffed_Doll
- mes "[Elin]";
- mes "Wow...!";
- mes "It looks like a bunny!";
- next;
- mes "[Elin]";
- mes "I really like this Puppet~ Heh hehe! Thank you so much~";
- next;
- mes "[Elin]";
- mes "Ooh ooh!";
- mes "I have something";
- mes "for you too!";
- mes "Um, where";
- mes "did it... Ah!";
- next;
- getitem 530,1; // Candy_Striper
- mes "[Elin]";
- mes "Here it is! It's some of the candy Santa gave me. Go ahead and try some! Oh, and thank you so much for the doll!";
- close;
- } else {
- mes "[Elin]";
- mes "Awww, you were only kidding? W-W-Why are you teasing me like that?";
- next;
- mes "[Elin]";
- mes "^666666*Sniff...*^000000";
- next;
- mes "[Elin]";
- mes "Waaaaaaaaah~~";
- close;
- }
- case 4:
- if (countitem(752) >= 1) {
- delitem 752,1; // Grasshopper_Doll
- mes "[Elin]";
- mes "Ooh! Rocker Doll!";
- mes "It's the Rocker that likes singing and dancing! I don't like grasshoppers, but I like this because it's cute~";
- next;
- mes "[Elin]";
- mes "Hmmm, I should give you something too, huh? Let's see, I have what my grandpa gave me...";
- next;
- getitem 532,7; // Banana_Juice
- mes "[Elin]";
- mes "Here you go! We have a lot of this at home, so I'll give it to you, okay? Oh, and thank you so much for the doll~ I love cute dolls!";
- close;
- } else {
- mes "[Elin]";
- mes "Awww...";
- next;
- mes "[Elin]";
- mes "You don't";
- mes "really have a doll...?";
- mes "I was so excited about it, too...";
- close;
- }
- case 5:
- if (countitem(743) >= 1) {
- delitem 743,1; // Spore_Doll
- mes "[Elin]";
- mes "It's a mushroom?";
- mes "Ewwwwwwwww, yucky!";
- mes "Mommy made me eat";
- mes "mushrooms today, too...";
- next;
- mes "[Elin]";
- mes "But this doll is cute, so I'll take it. But I'm still not gonna eat mushrooms! Heh heh~";
- next;
- getitem 538,5; // Well_Baked_Cookie
- mes "[Elin]";
- mes "Hehe~ My mommy made this! It's really yummy. I love cookies, too. So try it, you'll like it! Hee hee!";
- next;
- mes "[Elin]";
- mes "Thanks for";
- mes "the doll! I'll";
- mes "take good care of it!";
- close;
- } else {
- mes "[Elin]";
- mes "Eh...?";
- mes "You don't";
- mes "have a doll?";
- next;
- mes "[Elin]";
- mes "Awww...";
- mes "It's not nice";
- mes "to tease people";
- mes "like that. ^666666*Sniff, sniff*^000000";
- close;
- }
- case 6:
- if (countitem(751) >= 1) {
- delitem 751,1; // Osiris_Doll
- mes "[Elin]";
- mes "Ahhhhh!";
- mes "What is this";
- mes "thing?! It's so scary!";
- next;
- mes "[Elin]";
- mes "I've never seen a doll like this before. Where it's from? Hmm? Since I've never seen this kind of doll before, I'm gonna show it to my daddy, too. Hehe~! He'll be surprised!";
- next;
- mes "[Elin]";
- mes "Here, since you gave me such a nicely made doll, I better give you something good too.";
- next;
- getitem 522,2; // Fruit_Of_Mastela
- mes "[Elin]";
- mes "I found it when I secretly went to the forest. I took it because it has pretty colors!";
- if (Sex == 1) {
- mes "Since there's two, you can share it with your girlfriend. Hee hee~!";
- } else {
- mes "Since there's two, you can share it with your boyfriend. Hee hee~!";
- }
- close;
- } else {
- mes "[Elin]";
- mes "Awww...";
- mes "Why do you have";
- mes "to make fun of me?";
- close;
- }
- case 7:
- if (countitem(750) >= 1) {
- delitem 750,1; // Baphomet_Doll
- mes "[Elin]";
- mes "Huh?";
- mes "It's a little goat...";
- next;
- mes "[Elin]";
- mes "It's so weird. It's cute but it's also scary at the same time. Well, since you gave me a pretty doll, I wanna give you something, too.";
- next;
- getitem 525,5; // Panacea
- mes "[Elin]";
- mes "My daddy gave me this when I was really sick. I'm not sick anymore so you can use it when you need to. Hehehe~";
- next;
- mes "[Elin]";
- mes "Hee hee~";
- mes "Thank you for";
- mes "the doll. I won't lose it!";
- close;
- } else {
- mes "[Elin]";
- mes "You big liar! Why are you pretending to be nice?!";
- close;
- }
- case 8:
- if (countitem(754) >= 1) {
- delitem 754,1; // Raccoondog_Doll
- mes "[Elin]";
- mes "Hehe, it's a";
- mes "raccoon doll.";
- mes "It's very very cute~";
- next;
- mes "[Elin]";
- mes "I don't like";
- mes "Smokies in real life,";
- mes "but this doll is nice!";
- next;
- getitem 539,3; // Piece_Of_Cake
- mes "[Elin]";
- mes "Here, let me give you some cake my grandma made. It's really yummy. I don't know if you like sweets or not, but it's really good! Please try some!";
- next;
- mes "[Elin]";
- mes "Hee hee~";
- mes "Thanks for the doll.";
- mes "I'm gonna keep it";
- mes "in my room!";
- close;
- } else {
- mes "[Elin]";
- mes "Hey! How come you have to say things like that? Are you making fun of me?!";
- close;
- }
- case 9:
- if (countitem(753) >= 1) {
- delitem 753,1; // Monkey_Doll
- mes "[Elin]";
- mes "Woooooooow~!";
- next;
- mes "[Elin]";
- mes "A Yoyo doll! It's so pretty! You're really gonna give it to me?! Yay! Thank you so much! I really like it! Hee hee!";
- next;
- mes "[Elin]";
- mes "Since you gave";
- mes "me such a pretty doll,";
- mes "I wanna give you";
- mes "something, too!";
- next;
- getitem 608,1; // Seed_Of_Yggdrasil
- mes "[Elin]";
- mes "My daddy picked it up on his way to another town. It looks like some kind of seed. I tried planting it in front of our house but it won't grow. Do you want to try?";
- next;
- mes "[Elin]";
- mes "Hehe~";
- mes "Thanks for";
- mes "the doll. I'll hug";
- mes "it before I go";
- mes "to sleep!";
- close;
- } else {
- mes "[Elin]";
- mes "Hey...";
- mes "How come you're making fun of me?!";
- close;
- }
- case 10:
- mes "["+strcharinfo(0)+"]";
- mes "I'm as adorable as a doll...";
- next;
- mes "[Elin]";
- mes "Whaaaaaaaaaaat...?";
- next;
- mes "[Elin]";
- mes "^3355FFWhat did^000000";
- mes "^3355FFyou just say?!^000000";
- close;
- }
+ mes "[Elin]";
+ mes "^3355FFWhat did^000000";
+ mes "^3355FFyou just say?!^000000";
+ close;
+ }
}
}
@@ -714,14 +714,14 @@ alberta,136,79,1 script Hat store girl#new30 71,{
next;
mes "^3355FF*Beeeeeeeh~~~*^000000";
next;
- delitem 1059,250; //Transparent_Cloth
- delitem 2221,1; //Hat_
- delitem 2227,1; //Cap_
- delitem 7063,600; //Soft_Feather
+ delitem 1059,250; //Transparent_Cloth
+ delitem 2221,1; //Hat_
+ delitem 2227,1; //Cap_
+ delitem 7063,600; //Soft_Feather
mes "[Tempestra]";
mes "Here it is, tee hee~";
mes "How about that? Do you like it?";
- getitem 5032,1; // Picnic_Hat
+ getitem 5032,1; //Picnic_Hat
next;
mes "[Tempestra]";
mes "Once again, thank you for your favour. I'll see you later~";
@@ -778,15 +778,15 @@ alberta,136,79,1 script Hat store girl#new30 71,{
next;
mes "^3355FF*Beeeeeeeh~~~*^000000";
next;
- delitem 2252,1; //Star_Sparkling
- delitem 1036,400; //Dragon_Scale
- delitem 4052,1; //Elder_Wilow_Card
- delitem 7001,50; //Mould_Powder
+ delitem 2252,1; //Star_Sparkling
+ delitem 1036,400; //Dragon_Scale
+ delitem 4052,1; //Elder_Wilow_Card
+ delitem 7001,50; //Mould_Powder
mes "[Tempestra]";
mes "Here it is, tee hee~";
mes "How about that?";
mes "Do you like it?";
- getitem 5027,1; // Wizardry_Hat
+ getitem 5027,1; //Wizardry_Hat
next;
mes "[Tempestra]";
mes "Once again, thank you for your favour. I'll see you later~";
@@ -843,14 +843,14 @@ alberta,136,79,1 script Hat store girl#new30 71,{
next;
mes "^3355FF*Beeeeeeeh~~~*^000000";
next;
- delitem 2252,1; //Star_Sparkling
- delitem 1054,450; //Lip_Of_Ancient_Fish
- delitem 943,1200; //Solid_Shell
+ delitem 2252,1; //Star_Sparkling
+ delitem 1054,450; //Lip_Of_Ancient_Fish
+ delitem 943,1200; //Solid_Shell
mes "[Tempestra]";
mes "Here it is, tee hee~";
mes "How about that?";
mes "Do you like it?";
- getitem 5045,1; // Magician_Hat
+ getitem 5045,1; //Magician_Hat
next;
mes "[Tempestra]";
mes "Once again, thank you for your favour. I'll see you later~";
@@ -896,11 +896,11 @@ alberta,136,79,1 script Hat store girl#new30 71,{
mes "Heh heh...";
mes "I think I'll make you a Hat of the Sun God~";
next;
- delitem 7086,1; //Symbol_Of_Sun
- delitem 969,10; //Gold
- delitem 999,40; //Steel
- delitem 1003,50; //Coal
- delitem 984,2; //Oridecon
+ delitem 7086,1; //Symbol_Of_Sun
+ delitem 969,10; //Gold
+ delitem 999,40; //Steel
+ delitem 1003,50; //Coal
+ delitem 984,2; //Oridecon
mes "[Tempestra]";
mes "See! Here it is!!";
mes "Haha, I made this quicker than the speed of light!";
@@ -1196,7 +1196,7 @@ alberta_in,23,104,4 script Grandpa Turtle#tur 120,{
mes "You've made your choice! With my experience, we will arrive without fail! I appreciate your spirit!";
next;
mes "^3355FF*Choo Choo*^000000";
- set zeny,zeny-10000;
+ set Zeny, Zeny-10000;
warp "tur_dun01",157,39;
close;
}
@@ -2312,7 +2312,7 @@ tur_dun03,67,130,4 script Knight#tur4 105,{
}
// Alberta Boy
-//============================================================
+//============================================================
alberta_in,131,95,5 script Iromo#ep3_2 706,{
if (ep13_2_hiki == 13) {
mes "[Iromo]";
@@ -2379,7 +2379,7 @@ alberta_in,131,95,5 script Iromo#ep3_2 706,{
next;
set ep13_2_hiki,13;
completequest 10089;
- getexp 8000,0;
+ getexp (checkre(3))?8000:80000,0;
mes "[Iromo]";
mes "The world is big, there are many things...";
mes "I have not seen yet. Yes... I want to...";
@@ -2508,7 +2508,7 @@ alberta_in,131,95,5 script Iromo#ep3_2 706,{
next;
set ep13_2_hiki,11;
changequest 10087,10088;
- getexp 6700,0;
+ getexp (checkre(3))?6700:67000,0;
mes "[Iromo]";
mes "Nevermind... it's not unexpected...";
mes "To go on an adventure with my friends,";
@@ -2576,7 +2576,7 @@ alberta_in,131,95,5 script Iromo#ep3_2 706,{
next;
set ep13_2_hiki,10;
changequest 10086,10087;
- getexp 5700,0;
+ getexp (checkre(3))?5700:57000,0;
mes "[Iromo]";
mes "...I'm not in a good mood, get out...";
close;
@@ -2635,7 +2635,7 @@ alberta_in,131,95,5 script Iromo#ep3_2 706,{
next;
set ep13_2_hiki,8;
changequest 10084,10085;
- getexp 4700,0;
+ getexp (checkre(3))?4700:47000,0;
mes "[Iromo]";
mes "Thank you for being helpful.";
mes "But, no thanks.";
@@ -2691,7 +2691,7 @@ alberta_in,131,95,5 script Iromo#ep3_2 706,{
delitem 501,1; //Red_Potion
set ep13_2_hiki,7;
changequest 10083,10084;
- getexp 3750,0;
+ getexp (checkre(3))?3750:37500,0;
mes "[Iromo]";
mes "I don't want to see the cat again.";
mes "If I go out, I will see him. It is scary.";
diff --git a/npc/quests/quests_aldebaran.txt b/npc/quests/quests_aldebaran.txt
index 5e087e724..6075933da 100644
--- a/npc/quests/quests_aldebaran.txt
+++ b/npc/quests/quests_aldebaran.txt
@@ -4,14 +4,14 @@
//= rAthena Dev Team
//===== Current Version: =====================================
//= 1.3
-//===== Description: =========================================
+//===== Description: =========================================
//= 'Doctor Band', 'Feather Bonnet', 'Opera Masque', 'Sakkat Hat' Quests.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= Fully working
//= 1.1 Fixed Doctor Band items [Lupus]
//= 1.2 Removed Duplicates [Silent]
//= 1.3 Updated headgear NPC. [L0ne_W0lf]
-//============================================================
+//============================================================
// 'Doctor Band', 'Feather Bonnet', 'Opera Masque', 'Sakkat Hat' Quest
//============================================================
@@ -38,16 +38,16 @@ aldeba_in,152,166,4 script Trader#01 86,{
switch(select(" Doctor Band : Feather Bonnet : Phantom of Opera : Sakkat ")) {
case 1:
if ((countitem(2275) > 0) && (countitem(998) > 49) && (countitem(733) > 0) && (Zeny > 3499)) {
- delitem 2275,1; //Red_Bandana
- delitem 998,50; //Iron
- delitem 733,1; //Crystal_Jewel___
- set Zeny,Zeny-3500;
+ delitem 2275,1; //Red_Bandana
+ delitem 998,50; //Iron
+ delitem 733,1; //Crystal_Jewel___
+ set Zeny, Zeny-3500;
mes "[Trader]";
mes "Hm! You don't have a medical license, do you? It's alright, I've heard about a rogue, unlicensed physician who performed medical miracles! But... That might have been a comic book.";
next;
mes "[Trader]";
mes "Oh whatever. Just don't get caught.";
- getitem 2273,1; // Doctor_Cap
+ getitem 2273,1; //Doctor_Cap
close;
}
else {
@@ -59,12 +59,12 @@ aldeba_in,152,166,4 script Trader#01 86,{
}
case 2:
if ((countitem(2247) > 0) && (countitem(916) > 299) && (Zeny > 499)) {
- delitem 2247,1; //Oldman's_Romance
- delitem 916,300; //Feather_Of_Birds
- set Zeny,Zeny-500;
+ delitem 2247,1; //Oldman's_Romance
+ delitem 916,300; //Feather_Of_Birds
+ set Zeny, Zeny-500;
mes "[Trader]";
mes "Ooh~! You have good fashion sense. I know you've had a hard time collecting this stuff, but this hat is worth it. Take it. All you need now is a fur coat and a cane!";
- getitem 5018,1; // Feather_Bonnet
+ getitem 5018,1; //Feather_Bonnet
close;
}
else {
@@ -75,12 +75,12 @@ aldeba_in,152,166,4 script Trader#01 86,{
}
case 3:
if ((countitem(998) > 19) && (countitem(707) > 0) && (Zeny > 4999)){ //Iron Singing_Plant
- delitem 998,20; //Iron
- delitem 707,1; //Singing_Plant
- set Zeny,Zeny-5000;
+ delitem 998,20; //Iron
+ delitem 707,1; //Singing_Plant
+ set Zeny, Zeny-5000;
mes "[Trader]";
mes "This one? It's a little bit scary, though it has some sort of romantic quality. What do you think? You like it? Alright, take it, it's yours!";
- getitem 2281,1; // Phantom_Of_Opera
+ getitem 2281,1; //Phantom_Of_Opera
close;
}
else {
@@ -90,14 +90,14 @@ aldeba_in,152,166,4 script Trader#01 86,{
}
case 4:
if ((countitem(1019) > 119) && (Zeny > 9999)){ //Wooden_Block
- delitem 1019,120; //Wooden_Block
- set Zeny,Zeny-10000;
+ delitem 1019,120; //Wooden_Block
+ set Zeny, Zeny-10000;
mes "[Trader]";
mes "If you have a chance to visit the Uplander Village, Payon, please go and meet the Sakkat Craftsman.";
next;
mes "[Trader]";
mes "He's never sold Sakkat to Traders other than me, since only I can recognize its quality. Due to its rarity, Sakkat has become a very unique and exceptional product. Okay! Take it, it's yours!";
- getitem 2280,1; // Sahkkat
+ getitem 2280,1; //Sahkkat
close;
}
else {
diff --git a/npc/quests/quests_amatsu.txt b/npc/quests/quests_amatsu.txt
index 0e931aca7..921d00123 100644
--- a/npc/quests/quests_amatsu.txt
+++ b/npc/quests/quests_amatsu.txt
@@ -1,22 +1,23 @@
//===== Hercules Script ======================================
//= Quest NPCs related to Amatsu
-//===== By: ==================================================
-//= rAthena team & others? & MasterOfMuppets
-//===== Current Version: =====================================
-//= 1.4a
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== By: ==================================================
+//= rAthena Dev Team & MasterOfMuppets
+//===== Current Version: =====================================
+//= 1.5
+//===== Description: =========================================
+//= [Official Conversion]
//= Momotaro Event
//= Sushi Quest
//= Dungeon Quest
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.3 Rescripted to Aegis 10.3 Standards. [L0ne_W0lf]
//= 1.4 Added missing checkweight. [L0ne_W0lf]
//= 1.4a Fixed typo in condition check [Gepard]
-//============================================================
+//= 1.5 Added questlog support. [Euphy]
+//============================================================
-// Momotaro Event
-//============================================================
+// Momotaro Event :: japan_momo_q
+//============================================================
amatsu,223,236,3 script Publisher#ama 763,{
if (checkweight(1201,1) == 0) {
mes "- Wait a moment!! -";
@@ -134,8 +135,12 @@ amatsu,223,236,3 script Publisher#ama 763,{
mes "This is your reward for you.";
mes "Please continue to enjoy stories~";
mes " ";
- if (event_momo == 3) {
- set event_momo,4;
+ set .@event_momo, event_momo;
+ set event_momo,4;
+ completequest 8128;
+ completequest 8129;
+ completequest 8130;
+ if (.@event_momo == 3) {
set .@gift_1,rand(1,10);
if (.@gift_1 == 1) {
getitem 659,1; //Heart_Of_Her
@@ -169,7 +174,6 @@ amatsu,223,236,3 script Publisher#ama 763,{
}
}
else {
- set event_momo,4;
set .@gift_2,rand(1,10);
if (.@gift_2 == 1) {
getitem 622,1; //Rainbow_Carrot
@@ -205,7 +209,7 @@ amatsu,223,236,3 script Publisher#ama 763,{
close;
}
}
-
+
ama_test,52,44,3 script Assistant#ama 109,{
if (event_momo == 0) {
mes "[Satoshi]";
@@ -365,9 +369,9 @@ OnInit:
OnStartArena:
disablenpc "Coach#ama";
- donpcevent "Am Mut#ama::Onreset";
- donpcevent "Dokebi#ez::Onreset";
- donpcevent "Dokebi#hd::Onreset";
+ donpcevent "Am Mut#ama::OnReset";
+ donpcevent "Dokebi#ez::OnReset";
+ donpcevent "Dokebi#hd::OnReset";
enablenpc "Grandma#ama1";
enablenpc "Grandpa#ama";
warpwaitingpc "ama_test",50,83;
@@ -375,7 +379,7 @@ OnStartArena:
disablewaitingroomevent "Assistant#ama";
end;
-Onreset:
+OnReset:
enablewaitingroomevent "Assistant#ama";
end;
}
@@ -396,7 +400,7 @@ OnTouch:
mes ".....or bl-ue toilet paper.... ";
close;
}
-
+
ama_test,49,93,4 script Grandpa#ama 766,{
end;
@@ -404,7 +408,7 @@ OnInit:
disablenpc "Grandpa#ama";
end;
}
-
+
ama_test,50,93,4 script Grandma#ama1 761,10,10,{
end;
@@ -422,6 +426,7 @@ OnTouch:
mes "[Grandpa]";
mes "Hmm. The Chief said Dokebi earned 20 million zeny by hacking others' accounts...";
next;
+ setquest 8127;
mes "[Grandma]";
mes "Dohhhhhhh!!!! ";
next;
@@ -460,7 +465,7 @@ OnTouch:
}
end;
}
-
+
ama_test,34,15,0 script Dokebi#ez -1,{
OnInit:
disablenpc "Dokebi#ez";
@@ -480,7 +485,7 @@ OnEnable:
monster "ama_test",49,91,"Dokebi",1110,1,"Dokebi#ez::OnMyMobDead";
end;
-Onreset:
+OnReset:
killmonster "ama_test","Dokebi#ez::OnMyMobDead";
end;
@@ -508,7 +513,7 @@ OnMyMobDead:
}
end;
}
-
+
ama_test,34,16,0 script Dokebi#hd -1,{
OnInit:
disablenpc "Dokebi#hd";
@@ -528,7 +533,7 @@ OnEnable:
monster "ama_test",49,91,"Dokebi",1110,1,"Dokebi#hd::OnMyMobDead";
end;
-Onreset:
+OnReset:
killmonster "ama_test","Dokebi#hd::OnMyMobDead";
end;
@@ -556,7 +561,7 @@ OnMyMobDead:
}
end;
}
-
+
ama_test,50,100,3 script Coach#ama 762,15,15,{
mes "[Coach]";
mes "Hoho~ Good.";
@@ -582,6 +587,7 @@ ama_test,50,100,3 script Coach#ama 762,15,15,{
mes "...Don't give me that look.";
mes "I was just joking. Hmmhmm.";
next;
+ changequest 8127,8128;
mes "[Coach]";
mes "Now, the Momotaro story is over.";
mes "You can get your reward when you talk to the Publisher lady you saw first.";
@@ -593,7 +599,7 @@ ama_test,50,100,3 script Coach#ama 762,15,15,{
donpcevent "Timer#ama::OnDisable";
warp "amatsu",223,230;
disablenpc "Coach#ama";
- donpcevent "Assistant#ama::Onreset";
+ donpcevent "Assistant#ama::OnReset";
end;
case 2:
mes "[Coach]";
@@ -603,6 +609,7 @@ ama_test,50,100,3 script Coach#ama 762,15,15,{
mes "Alright, hot stuff.";
mes "Do you want to listen to my proposal?";
next;
+ changequest 8127,8129;
mes "[Coach]";
mes "At this point I'm supposed to send you back...BUT!";
mes "I really want to know";
@@ -616,6 +623,7 @@ ama_test,50,100,3 script Coach#ama 762,15,15,{
mes "Also, this mission will be pretty hard.";
next;
if (select("Nah.. I'm good.:Bring it on, foo'!") == 1) {
+ erasequest 8129;
mes "[Coach]";
mes "Hoho~I understand...";
mes "You must be exhausted from the previous battle. It would have been a grand battle, though...";
@@ -630,10 +638,11 @@ ama_test,50,100,3 script Coach#ama 762,15,15,{
mes "Don't lose your high self-esteem";
mes "in the future. Farewell.";
next;
+ setquest 8128;
warp "amatsu",223,230;
disablenpc "Coach#ama";
donpcevent "Timer#ama::OnDisable";
- donpcevent "Assistant#ama::Onreset";
+ donpcevent "Assistant#ama::OnReset";
end;
}
mes "[Coach]";
@@ -657,7 +666,7 @@ OnTouch:
mes "Tada~~~ !";
close;
}
-
+
ama_test,34,17,0 script Am Mut#ama -1,{
OnInit:
disablenpc "Am Mut#ama";
@@ -671,7 +680,7 @@ OnEnable:
monster "ama_test",56,108,"Am Mut",1301,1,"Am Mut#ama::OnMyMobDead";
end;
-Onreset:
+OnReset:
killmonster "ama_test","Am Mut#ama::OnMyMobDead";
end;
@@ -694,7 +703,7 @@ OnMyMobDead:
}
end;
}
-
+
ama_test,50,100,3 script Coach#after 762,5,5,{
end;
@@ -718,13 +727,14 @@ OnTouch:
mes "Don't forget to get your reward~";
close2;
set event_momo,3;
+ changequest 8129,8130;
warp "amatsu",223,230;
disablenpc "Coach#after";
donpcevent "Timer#ama::OnDisable";
- donpcevent "Assistant#ama::Onreset";
+ donpcevent "Assistant#ama::OnReset";
end;
}
-
+
ama_test,34,18,0 script Timer#ama -1,{
OnInit:
disablenpc "Timer#ama";
@@ -762,11 +772,11 @@ OnTimer362000:
end;
OnTimer362500:
- donpcevent "Assistant#ama::Onreset";
+ donpcevent "Assistant#ama::OnReset";
donpcevent "Timer#ama::OnDisable";
end;
}
-
+
ama_test,50,100,0 script backwarp#ama -1,25,25,{
OnInit:
disablenpc "backwarp#ama";
@@ -777,11 +787,10 @@ OnTouch:
end;
}
-// Sushi Quest
-//============================================================
+// Sushi Quest :: japan_sushi
+//============================================================
ama_in01,162,17,1 script Sushi Master#ama 765,{
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 5000) {
+ if (MaxWeight - Weight < 5000) {
mes "[Magumagu]";
mes "Hey. You look really heavy.";
mes "Don't you have trouble walking?";
@@ -814,6 +823,7 @@ ama_in01,162,17,1 script Sushi Master#ama 765,{
mes "I will give you my shop's special cuisine, Fish Slice, in return.";
next;
set fish_r,0;
+ erasequest 10036;
delitem 529,10; //Candy
getitem 544,15; //Fish_Slice
mes "[Magumagu]";
@@ -845,6 +855,7 @@ ama_in01,162,17,1 script Sushi Master#ama 765,{
mes "I will give you two sets of Sushi in return.";
next;
set fish_r,0;
+ erasequest 10037;
delitem 964,10; //Crap_Shell
getitem 551,20; //Shusi
mes "[Magumagu]";
@@ -876,6 +887,7 @@ ama_in01,162,17,1 script Sushi Master#ama 765,{
mes "I will give you several sets of Sushi in return.";
next;
set fish_r,0;
+ erasequest 10038;
delitem 961,10; //Conch
getitem 551,30; //Shusi
mes "[Magumagu]";
@@ -906,8 +918,9 @@ ama_in01,162,17,1 script Sushi Master#ama 765,{
mes "Thanks. It is nothing but";
mes "I will give you a large amount of food in return.";
next;
- delitem 1023,10; //Fish_Tail
set fish_r,0;
+ erasequest 10039;
+ delitem 1023,10; //Fish_Tail
getitem 544,20; //Fish_Slice
getitem 551,30; //Shusi
mes "[Magumagu]";
@@ -940,6 +953,7 @@ ama_in01,162,17,1 script Sushi Master#ama 765,{
next;
delitem 736,1; //White_Platter
set fish_r,0;
+ erasequest 10040;
getitem 551,20; //Shusi
mes "[Magumagu]";
mes "Share it with your friends";
@@ -998,6 +1012,7 @@ ama_in01,162,17,1 script Sushi Master#ama 765,{
next;
delitem 950,100; //Heart_Of_Mermaid
set ama_sushi,4;
+ completequest 10041;
getitem 1144,1; //Sasimi
mes "[Magumagu]";
mes "Here, take my knife.";
@@ -1061,6 +1076,7 @@ ama_in01,162,17,1 script Sushi Master#ama 765,{
next;
set ama_sushi,ama_sushi+1;
set fish_r,0;
+ erasequest 10041;
mes "[Magumagu]";
mes "Thanks a lot for today! Haha!";
mes "Come back again when you feel like helping. Take care...!!!";
@@ -1111,7 +1127,7 @@ ama_in01,162,17,1 script Sushi Master#ama 765,{
mes "If you want to eat delicious fish slices, you better bring more money.";
close;
}
- set zeny,zeny-700;
+ set Zeny, Zeny-700;
getitem 551,10; //Shusi
mes "[Magumagu]";
mes "There you go. If you like the taste, please order some more.";
@@ -1124,7 +1140,7 @@ ama_in01,162,17,1 script Sushi Master#ama 765,{
mes "you better bring more money.";
close;
}
- set zeny,zeny-74;
+ set Zeny, Zeny-74;
getitem 551,1; //Shusi
mes "[Magumagu]";
mes "There you go. If you like the taste, please order some more.";
@@ -1152,7 +1168,7 @@ ama_in01,162,17,1 script Sushi Master#ama 765,{
mes "If you want to eat delicious fish slices, you better bring more money.";
close;
}
- set zeny,zeny-350;
+ set Zeny, Zeny-350;
getitem 544,10; //Fish_Slice
mes "[Magumagu]";
mes "There you go. If you like the taste, please order some more.";
@@ -1165,7 +1181,7 @@ ama_in01,162,17,1 script Sushi Master#ama 765,{
mes "";
close;
}
- set zeny,zeny-37;
+ set Zeny, Zeny-37;
getitem 544,1; //Fish_Slice
mes "[Magumagu]";
mes "There you go. If you like the taste, please order some more.";
@@ -1198,6 +1214,7 @@ ama_in01,162,17,1 script Sushi Master#ama 765,{
set .@fish_m1,rand(1,10);
if (.@fish_m1 == 1 || .@fish_m1 == 2) {
set fish_r,1;
+ setquest 10036;
mes "[Magumagu]";
mes "I need some candies to make";
mes "a dessert for the customers.";
@@ -1207,6 +1224,7 @@ ama_in01,162,17,1 script Sushi Master#ama 765,{
}
else if (.@fish_m1 == 3 || .@fish_m1 == 4) {
set fish_r,2;
+ setquest 10037;
mes "[Magumagu]";
mes "I need some crab shells to make";
mes "a sauce for my cuisine...";
@@ -1216,6 +1234,7 @@ ama_in01,162,17,1 script Sushi Master#ama 765,{
}
else if (.@fish_m1 == 5 || .@fish_m1 == 6) {
set fish_r,3;
+ setquest 10038;
mes "[Magumagu]";
mes "I have used all of my conches.";
mes "I need it to make an appetizer...";
@@ -1225,6 +1244,7 @@ ama_in01,162,17,1 script Sushi Master#ama 765,{
}
else if (.@fish_m1 == 7 || .@fish_m1 == 8) {
set fish_r,4;
+ setquest 10039;
mes "[Magumagu]";
mes "Decorative fish tails are out of";
mes "stock. This is urgent...";
@@ -1234,6 +1254,7 @@ ama_in01,162,17,1 script Sushi Master#ama 765,{
}
else if (.@fish_m1 == 9) {
set fish_r,5;
+ setquest 10040;
mes "[Magumagu]";
mes "We are missing a platter to serve";
mes "fish slices to customers.";
@@ -1244,6 +1265,7 @@ ama_in01,162,17,1 script Sushi Master#ama 765,{
else {
if (rand(1,10) == 1) {
set fish_r,6;
+ setquest 10041;
mes "[Magumagu]";
mes "Don't ask me why...";
mes "But, I need something special...";
@@ -1257,6 +1279,7 @@ ama_in01,162,17,1 script Sushi Master#ama 765,{
}
else {
set fish_r,5;
+ setquest 10040;
mes "[Magumagu]";
mes "We are missing a platter to serve";
mes "fish slices to customers.";
@@ -1280,8 +1303,8 @@ ama_in01,162,17,1 script Sushi Master#ama 765,{
}
}
-// Dungeon Quest
-//============================================================
+// Dungeon Quest :: japan_mono
+//============================================================
amatsu,112,164,4 script Gate Soldier#ama1 767,{
mes "[Gate Soldier]";
mes "This is the great palace,";
@@ -1347,6 +1370,7 @@ amatsu,164,174,4 script Gate Soldier#ama5 767,{
mes "The mother of our lord is resting in here. She needs her rest.";
next;
set event_amatsu,1;
+ setquest 8131;
mes "[Gate Soldier]";
mes "She has been sick for months.";
mes "That is why she is staying in here.";
@@ -1450,7 +1474,7 @@ ama_in02,170,62,4 script Soldier#ama2 767,{
mes "to issue another Transit Permit.";
next;
if (select("Issue one:Talk to you later") == 1) {
- set zeny,zeny-10000;
+ set Zeny, Zeny-10000;
getitem 7160,1; //Lord's_Passable_Ticket
mes "[Jiro]";
mes "There you go.";
@@ -1779,6 +1803,7 @@ ama_in02,200,176,4 script Lord of Palace#ama 768,{
mes "may be able to cure my mother's disease. I will reward you well if you succeed...";
next;
set event_amatsu,2;
+ changequest 8131,8132;
mes "[Ishida Yoshinaga]";
mes "I beg you...Please.";
mes "My mother is living in a house outside of the palace.";
@@ -1836,6 +1861,7 @@ ama_in02,200,176,4 script Lord of Palace#ama 768,{
mes "with this ticket.";
next;
set event_amatsu,6;
+ completequest 8135;
delitem 1022,1; //Fox_Tail
getitem 7160,1; //Lord's_Passable_Ticket
mes "[Ishida Yoshinaga]";
@@ -1921,6 +1947,7 @@ ama_in01,22,111,0 script Grandma#ama2 761,{
monster "ama_in01",22,111,"Nine Tails",1180,1;
killmonsterall "ama_in01";
set event_amatsu,5;
+ changequest 8134,8135;
getitem 1022,1; //Fox_Tail
mes "[....]";
mes "^FF6060Everything that";
@@ -2049,6 +2076,7 @@ amatsu,189,166,5 script Kouji#ama 764,{
mes "A fox is following me!";
mes "If he doesn't leave when I scream and shout!";
mes "The North Shrine Priest should help me out~";
+ changequest 8132,8133;
}
else if (event_amatsu == 4) {
mes "Priest, priest~";
@@ -2144,6 +2172,7 @@ ama_in01,180,173,3 script Kitsune Mask#ama 762,{
mes "Good. Show that spiritual";
mes "energy to the fox several times.";
mes "Sooner or later, you'll be successful.";
+ changequest 8133,8134;
close;
}
else if (event_amatsu == 4) {
@@ -2169,12 +2198,12 @@ ama_in01,180,173,3 script Kitsune Mask#ama 762,{
}
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= 1.0 Rewrote parts of other/momotaro.txt to make it work.
-//= I'm sorry for the mess, I couldn't do much better with
-//= the current code I had.
+//= I'm sorry for the mess, I couldn't do much better with
+//= the current code I had.
//= 1.1 Added Sushi Quest and Amatsu Event from cities/ [Evera]
//= 1.2 Fixed Momotaro Quest, thanks to .~Abism0~. [Lupus]
-//============================================================
+//============================================================
diff --git a/npc/quests/quests_ayothaya.txt b/npc/quests/quests_ayothaya.txt
index 37d8d774b..af7df5f6c 100644
--- a/npc/quests/quests_ayothaya.txt
+++ b/npc/quests/quests_ayothaya.txt
@@ -1,13 +1,11 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Quest NPCs related to Ayothaya
//===== By ===================================================
//= Fredzilla, MasterOfMuppets
//===== Version ==============================================
-//= 2.3
-//===== Compatible With ======================================
-//= rAthena SVN
+//= 2.5
//===== Description ==========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Ayothaya Ring Quest
//= Ayothaya Dungeon Quest
//= Tom Yum Goong Quest
@@ -16,27 +14,27 @@
//= 1.1 Added anti-novice protection [Lupus]
//= 1.3 Fixed exploit [Lupus]
//= 1.4 Updated, more close to the official. Thanks to birkiczd
-//= Also optimized it again, remove unused global variable [Lupus]
+//= Also optimized it again, remove unused global variable [Lupus]
//= 1.5 Removed Duplicates [Silent]
//= 1.6 Moved quests from cities/ to here:
-//= Shrimp, Dungeon, Tom Yum Goong [Evera]
+//= Shrimp, Dungeon, Tom Yum Goong [Evera]
//= 1.7 Updated the Ayothaya Ring quest to the official one [MasterOfMuppets]
//= 1.8 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
//= 1.9 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
//= 2.0 Rescripted Tom Yum Goong and Dungeon quest to Aegis [L0ne_W0lf]
-//= 10.3 standards.
+//= 10.3 standards.
//= 2.0a Corrected a Typo error ";;". [Samuray22]
//= 2.1 Added missing checkweights. [L0ne_W0lf]
//= 2.2 Replaced effect numerics with constants. [L0ne_W0lf]
//= 2.3 Replaced effect numerics with constants. [Samuray22]
+//= 2.4 Updated RE/Pre-RE EXP. [Euphy]
+//= 2.5 Added questlog support. [Euphy]
//============================================================
-// Ayothaya Ring Quest
+// Ayothaya Ring Quest :: ayo_ring
//============================================================
ayothaya,233,105,3 script Powerful-Looking Woman 838,2,2,{
-
- if(thai_find == 14)
- {
+ if (thai_find == 14) {
mes "[Shuda]";
mes "Have you";
mes "found Annon?";
@@ -60,9 +58,7 @@ ayothaya,233,105,3 script Powerful-Looking Woman 838,2,2,{
mes "He will be ^660000punished^000000...";
mes "^666666*grinds teeth*^000000";
close;
- }
- else if(thai_find > 2 && thai_find < 14)
- {
+ } else if (thai_find > 2 && thai_find < 14) {
mes "[Shuda]";
mes "^666666*Sigh...*^000000";
mes "You haven't";
@@ -74,11 +70,8 @@ ayothaya,233,105,3 script Powerful-Looking Woman 838,2,2,{
mes "And by 'us,' I mean '^660000you^000000.' I don't care about your plans or whatever else you may have scheduled, because you're going to make";
mes "time for me! Oho ho ho ho ho!";
close;
- }
- else if(thai_find == 2)
- {
- if(countitem(7288)) //Engagement Ring
- {
+ } else if (thai_find == 2) {
+ if (countitem(7288)) {
mes "[Shuda]";
mes "Ah... Is it...?!!";
mes "Yes, that's it!";
@@ -110,8 +103,7 @@ ayothaya,233,105,3 script Powerful-Looking Woman 838,2,2,{
mes "^3355FFShuda gazes directly";
mes "at you with a puppy eyed look.^000000";
next;
- switch( select( "D-Don't look at me that way!:Alright, alright." ) )
- {
+ switch(select("D-Don't look at me that way!:Alright, alright.")) {
case 1:
mes "[Shuda]";
mes "Oh come on, you know everything that happened, and I know you're gonna continue adventuring";
@@ -134,10 +126,7 @@ ayothaya,233,105,3 script Powerful-Looking Woman 838,2,2,{
mes "(Why am I always";
mes "doing things for other";
mes "people anyway?!)";
- delitem 7288,1; //Engagement Ring
- set thai_find,3;
- close;
- break;
+ break;
case 2:
mes "[Shuda]";
mes "Yes, I knew I could count on you! So find Annon! It's my destiny to make him ^660000mine^000000. Hoo ho ho ho ho!";
@@ -148,14 +137,13 @@ ayothaya,233,105,3 script Powerful-Looking Woman 838,2,2,{
mes "[Shuda]";
mes "Will you please tell Annon that";
mes "I got my ring back so he can come back to me now? I hope you'll remember that for me, adventurer.";
- delitem 7288,1; //Engagement Ring
- set thai_find,3;
- close;
- break;
+ break;
}
- }
- else
- {
+ delitem 7288,1; //Thai_Ring
+ changequest 12030,12031;
+ set thai_find,3;
+ close;
+ } else {
mes "[Shuda]";
mes "Huh...?";
mes "Did you find my ring?";
@@ -172,11 +160,11 @@ ayothaya,233,105,3 script Powerful-Looking Woman 838,2,2,{
mes "my ring. I'll be waiting";
mes "here for the good news.";
mes "Oho ho ho ho ho~!";
+ if (checkquest(12029) == -1)
+ setquest 12029;
close;
}
- }
- else if(thai_find == 1)
- {
+ } else if (thai_find == 1) {
mes "[Shuda]";
mes "I feel a little bad asking you this, especially since you're";
mes "an outsider.";
@@ -189,15 +177,12 @@ ayothaya,233,105,3 script Powerful-Looking Woman 838,2,2,{
mes "Please bring my ring back to me.";
mes "I want to live with Annon as a happy couple forever. Can't you understand that?!";
close;
- }
- else
- {
+ } else {
mes "[Powerful-Looking Woman]";
mes "Umm...?";
mes "Ah, you must be one of the tourists. I'd guide you around and listen to your stories about the outside world, but...";
next;
- if(rand(0,1))
- {
+ if (rand(0,1)) {
mes "[Powerful-Looking Woman]";
mes "I'm reeeally";
mes "busy right now.";
@@ -213,8 +198,7 @@ ayothaya,233,105,3 script Powerful-Looking Woman 838,2,2,{
mes "my fiancee hadn't";
mes "thrown it...";
next;
- switch( select( "What...?:Lies~!" ) )
- {
+ switch(select("What...?:Lies~!")) {
case 1:
mes "[Powerful-Looking Woman]";
mes "What 'what?'";
@@ -234,7 +218,6 @@ ayothaya,233,105,3 script Powerful-Looking Woman 838,2,2,{
mes "Wh-who are you to say";
mes "something so rude to such a nice lady like myself. Go away, I don't wanna talk to you!";
close;
- break;
case 2:
mes "[Powerful-Looking Woman]";
mes "What lies?";
@@ -272,18 +255,15 @@ ayothaya,233,105,3 script Powerful-Looking Woman 838,2,2,{
mes "Why are you staring at me?";
mes "Don't you have anything to do?";
next;
- switch( select( "No.:No~ and you are an interesting girl." ) )
- {
+ switch(select("No.:No~ and you are an interesting girl.")) {
case 1:
mes "[Powerful-Looking Woman]";
mes "I see. Hmmm...";
mes "You're kind of my type.";
- if(sex)
- {
+ if (Sex) {
mes "No no, that doesn't mean I'm interested in you. Plus I'm";
mes "already engaged.";
- }
- else
+ } else
mes "Before you think of anything weird, I meant that I think you and me are a lot alike.";
next;
mes "[Powerful-Looking Woman]";
@@ -343,7 +323,6 @@ ayothaya,233,105,3 script Powerful-Looking Woman 838,2,2,{
emotion e_heh;
set thai_find,1;
close;
- break;
case 2:
mes "[Powerful-Looking Woman]";
mes "^666666*Sigh...*^000000";
@@ -407,15 +386,14 @@ ayothaya,233,105,3 script Powerful-Looking Woman 838,2,2,{
next;
mes "[Shuda]";
mes "So go and look under the water! There's no water current, so I'm sure it's still there! What are you waiting for, it's should be an easy swim for you! Oho ho ho ho ho!";
+ if (checkquest(12029) == -1)
+ setquest 12029;
set thai_find,1;
close;
- break;
}
break;
}
- }
- else
- {
+ } else {
mes "[Powerful-Looking Woman]";
mes "^666666*Sigh...*^000000";
mes "Why isn't it coming up from the water? Maybe if I stirred around with a wooden stick...?";
@@ -438,8 +416,7 @@ ayothaya,233,105,3 script Powerful-Looking Woman 838,2,2,{
}
OnTouch:
- if(thai_find == 0)
- {
+ if (thai_find == 0) {
mes "[Powerful-Looking Woman]";
mes "^666666*Sigh...*^000000";
mes "Where the";
@@ -451,15 +428,11 @@ OnTouch:
mes "Haven't you ever seen a delicate damsel sigh before? Leave me the hell alone!";
close;
}
-
}
-
-ayo_dun02,91,263,0 script #Annonblood 111,2,3,{
-if(!$annonactive)
-{
- if(thai_find == 13)
- {
+ayo_dun02,91,263,0 script #Annonblood 111,2,3,{
+if (!$@annonactive) {
+ if (thai_find == 13) {
mes "["+strcharinfo(0)+"]";
mes "A blood stain?";
mes "What's going on?";
@@ -477,11 +450,9 @@ if(!$annonactive)
mes "[" +strcharinfo(0)+ "]";
mes "Hmmm....";
next;
- switch( select( "Scatter the bushes.:Dig up the bushes." ) )
- {
+ switch(select("Scatter the bushes.:Dig up the bushes.")) {
case 1:
- if(!rand(0,2))
- {
+ if (!rand(0,2)) {
mes "[" +strcharinfo(0)+ "]";
mes "^666666*Cough cough*^000000";
mes "It's so dusty!";
@@ -502,7 +473,7 @@ if(!$annonactive)
mes "^3355FFshrubbery, you find";
mes "a small burrow.^000000";
next;
- set $annonactive,1;
+ set $@annonactive,1;
enablenpc "Haggard Man";
mes "[Haggard Man]";
mes "^666666*Cough cough!*^000000";
@@ -511,18 +482,16 @@ if(!$annonactive)
mes "stay back, or I'll kill myself!";
emotion e_omg,1;
next;
- switch( select( "What are you doing here?:I'm not Shuda!" ) )
- {
+ switch(select("What are you doing here?:I'm not Shuda!")) {
case 1:
mes "["+strcharinfo(0)+"]";
mes "Hey...";
mes "What are you doi--";
next;
- set $annonactive,0;
+ set $@annonactive,0;
disablenpc "Haggard Man";
mes "^3355FFHe vanished!^000000";
close;
- break;
case 2:
mes "[Haggard Man]";
mes "Hmmm...?";
@@ -531,11 +500,8 @@ if(!$annonactive)
mes "[Haggard Man]";
mes "You are unfamiliar to me, outsider. I'm unsure of how you found my hiding place, but if you have something to say, make it short!";
close;
- break;
}
- }
- else
- {
+ } else {
mes "^3355FFYou dig up the bushes, stirring";
mes "up a large, choking cloud of dust.^000000";
next;
@@ -546,22 +512,18 @@ if(!$annonactive)
mes "of dust!";
close;
}
- break;
case 2:
mes "^3355FFAs you dig up the bushes, the ground beneath one of the bushes crumbles and you hear a scream";
mes "from beneath.^000000";
next;
- if(!rand(0,2))
- {
- set $annonactive,1;
+ if (!rand(0,2)) {
+ set $@annonactive,1;
enablenpc "Haggard Man";
mes "[?]";
mes "^666666*Cough cough*^000000";
mes "...M-my legs!";
close;
- }
- else
- {
+ } else {
mes "[" +strcharinfo(0)+ "]";
mes "Hmmm...?";
mes "What was that noise?";
@@ -570,25 +532,18 @@ if(!$annonactive)
mes "^666666*cough cough cough*^000000";
close;
}
- break;
}
- }
- else if(thai_find == 14)
- {
+ } else if (thai_find == 14) {
mes "^3355FFYou find that the burrow is empty. It seems Annon has found a new hiding place.^000000";
close;
- }
- else
- {
+ } else {
mes "^3355FFYou find a pile of dead bushes under a large tree. The area around the bushes seems awfully dusty.^000000";
close;
}
- OnTouch:
- if(thai_find == 12)
- {
- if(!rand(0,2))
- {
+OnTouch:
+ if (thai_find == 12) {
+ if (!rand(0,2)) {
emotion e_gasp,1;
mes "[" +strcharinfo(0)+ "]";
mes "Huh...?";
@@ -607,18 +562,17 @@ if(!$annonactive)
mes "a blood stain in";
mes "this kind of place...";
set thai_find,13;
+ changequest 12033,12034;
close;
}
}
-
}
-
+
}
-
-ayo_dun02,91,264,3 script Haggard Man 841,{
- if(thai_find == 13)
- {
+ayo_dun02,91,264,3 script Haggard Man 841,{
+ //completequest 12034;
+ if (thai_find == 13) {
mes "[Haggard Man]";
mes "^666666*...Cough cough*^000000";
mes "No...! My hiding place!";
@@ -629,19 +583,17 @@ ayo_dun02,91,264,3 script Haggard Man 841,{
mes "Oh, how did this happen?";
mes "My spiritual training wasn't supposed to go like this...!";
next;
- switch( select( "Treat his wound first.:Is that you, Annon?" ) )
- {
+ switch(select("Treat his wound first.:Is that you, Annon?")) {
case 1:
mes "[" +strcharinfo(0)+ "]";
mes "Anyway, I think you need to be treated. Let me check if I have some potions.";
next;
- if(countitem(504)) //White potion
- {
+ if (countitem(504)) {
mes "["+strcharinfo(0)+"]";
mes "Ah...";
mes "Here we are,";
mes "a White Potion.";
- delitem 504,1; //White potion
+ delitem 504,1; //White_Potion
next;
mes "[Haggard Man]";
mes "You mean the White Potion,";
@@ -689,8 +641,7 @@ ayo_dun02,91,264,3 script Haggard Man 841,{
mes "It looks like you wish to know more. If you promise me that you will not mention my whereabouts";
mes "to Shuda, then I'll explain.";
next;
- switch( select( "You think the world revolves around you?:What do you want me to do?" ) )
- {
+ switch(select("You think the world revolves around you?:What do you want me to do?")) {
case 1:
mes "[" +strcharinfo(0)+ "]";
mes "You think the world";
@@ -717,74 +668,11 @@ ayo_dun02,91,264,3 script Haggard Man 841,{
mes "[Annon]";
mes "Of course, if you reveal to her that you've found me, I'll repay your favor. I implore you, just pretend you haven't found me, please?";
next;
- menu "...Alright, alright.",-;
+ select("...Alright, alright.");
mes "[Annon]";
mes "Thank you so much!";
mes "Now, to pay you back, let me use one of the skills I've learned in my spiritual training.";
- next;
- mes "[Annon]";
- mes "Let's see...";
- mes "Let me twist your";
- mes "arm this way, and";
- mes "apply pressure here...";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "Wahhh~!";
- mes "What the hell";
- mes "are you doing!";
- mes "You're hurting me, man!";
- next;
- mes "[Annon]";
- mes "Oh, this is a special kind of massage. Don't worry, it'll relieve you of fatigue. It's quite heavenly, actually. You'll see~";
- next;
- mes "^3355FF*Snap snap snap*";
- mes "*Snap snap snap*";
- mes "*Crack crack crack*";
- mes "*Crack crack crack*^000000";
- next;
- mes "^3355FFYou feel as though Annon";
- mes "realigned every bone in your skeleton, placing them in the right spots. Strangely, you feel intense relaxation and refreshment instead of excruciating pain.";
- set thai_find,14;
- if(BaseLevel < 56)
- getexp 900,0;
- else if(BaseLevel > 55 && BaseLevel < 61)
- getexp 1050,0;
- else if(BaseLevel > 60 && BaseLevel < 66)
- getexp 1868,0;
- else if(BaseLevel > 65 && BaseLevel < 71)
- getexp 2741,0;
- else if(BaseLevel > 70 && BaseLevel < 76)
- getexp 7076,0;
- else if(BaseLevel > 75 && BaseLevel < 81)
- getexp 13025,0;
- else if(BaseLevel > 80 && BaseLevel < 86)
- getexp 15034,0;
- else if(BaseLevel > 85 && BaseLevel < 91)
- getexp 18205,0;
- else if(BaseLevel > 90)
- getexp 40679,0;
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "Whoa...?";
- mes "That felt was so great~";
- mes "It even feels like my mind";
- mes "has been cleansed too!";
- mes "You've got a deal!";
- next;
- mes "[Annon]";
- mes "Thank you, thank you so much.";
- mes "Now I can avoid being tied to Shuda, at least for a little longer.";
- next;
- mes "[Annon]";
- mes "Now, if you'll excuse me,";
- mes "I must make good my escape";
- mes "before others find me.";
- mes "Good day~!";
- close2;
- set $annonactive,0;
- disablenpc "Haggard Man";
- end;
- break;
+ break;
case 2:
mes "[Annon]";
mes "Of course, what I want you to do is to keep me a secret from Shuda. Just forget that you've ever met me, and let Shuda know it was impossible to find me.";
@@ -795,76 +683,78 @@ ayo_dun02,91,264,3 script Haggard Man 841,{
mes "[Annon]";
mes "Now, you must be wondering";
mes "how I would repay you for your silence. Well, let me show you one of the skills I've learned in my spiritual training.";
- next;
- mes "[Annon]";
- mes "Let's see...";
- mes "Let me twist your";
- mes "arm this way, and";
- mes "apply pressure here...";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "Wahhh~!";
- mes "What the hell";
- mes "are you doing!";
- mes "You're hurting me, man!";
- next;
- mes "[Annon]";
- mes "Oh, this is a special kind";
- mes "of massage. Don't worry, it'll";
- mes "relieve you of fatigue. It's quite heavenly, actually. You'll see~";
- next;
- mes "^3355FF*Snap snap snap*";
- mes "*Snap snap snap*";
- mes "*Crack crack crack*";
- mes "*Crack crack crack*^000000";
- next;
- mes "^3355FFYou feel as though Annon";
- mes "realigned every bone in your skeleton, placing them in the right spots. Strangely, you feel intense relaxation and refreshment instead of excruciating pain.";
- set thai_find,14;
- if(BaseLevel < 56)
- getexp 900,0;
- else if(BaseLevel > 55 && BaseLevel < 61)
- getexp 1050,0;
- else if(BaseLevel > 60 && BaseLevel < 66)
- getexp 1868,0;
- else if(BaseLevel > 65 && BaseLevel < 71)
- getexp 2741,0;
- else if(BaseLevel > 70 && BaseLevel < 76)
- getexp 7076,0;
- else if(BaseLevel > 75 && BaseLevel < 81)
- getexp 13025,0;
- else if(BaseLevel > 80 && BaseLevel < 86)
- getexp 15034,0;
- else if(BaseLevel > 85 && BaseLevel < 91)
- getexp 18205,0;
- else if(BaseLevel > 90)
- getexp 40679,0;
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "Whoa...?";
- mes "That felt was so great~";
- mes "It even feels like my mind";
- mes "has been cleansed too!";
- mes "You've got a deal!";
- next;
- mes "[Annon]";
- mes "Thank you, thank you so much.";
- mes "Now I can avoid being tied to Shuda, at least for a little longer.";
- next;
- mes "[Annon]";
- mes "Now, if you'll excuse me,";
- mes "I must make good my escape";
- mes "before others find me.";
- mes "Good day~!";
- close2;
- set $annonactive,0;
- disablenpc "Haggard Man";
- end;
- break;
+ break;
}
- }
- else
- {
+ next;
+ mes "[Annon]";
+ mes "Let's see...";
+ mes "Let me twist your";
+ mes "arm this way, and";
+ mes "apply pressure here...";
+ next;
+ mes "[" +strcharinfo(0)+ "]";
+ mes "Wahhh~!";
+ mes "What the hell";
+ mes "are you doing!";
+ mes "You're hurting me, man!";
+ next;
+ mes "[Annon]";
+ mes "Oh, this is a special kind";
+ mes "of massage. Don't worry, it'll";
+ mes "relieve you of fatigue. It's quite heavenly, actually. You'll see~";
+ next;
+ mes "^3355FF*Snap snap snap*";
+ mes "*Snap snap snap*";
+ mes "*Crack crack crack*";
+ mes "*Crack crack crack*^000000";
+ next;
+ mes "^3355FFYou feel as though Annon";
+ mes "realigned every bone in your skeleton, placing them in the right spots. Strangely, you feel intense relaxation and refreshment instead of excruciating pain.";
+ set thai_find,14;
+ completequest 12034;
+ if (checkre(3)) {
+ if (BaseLevel < 56) getexp 900,0;
+ else if (BaseLevel > 55 && BaseLevel < 61) getexp 1050,0;
+ else if (BaseLevel > 60 && BaseLevel < 66) getexp 1868,0;
+ else if (BaseLevel > 65 && BaseLevel < 71) getexp 2741,0;
+ else if (BaseLevel > 70 && BaseLevel < 76) getexp 7075,0;
+ else if (BaseLevel > 75 && BaseLevel < 81) getexp 13024,0;
+ else if (BaseLevel > 80 && BaseLevel < 86) getexp 15034,0;
+ else if (BaseLevel > 85 && BaseLevel < 91) getexp 18205,0;
+ else getexp 40678,0;
+ } else {
+ if (BaseLevel < 56) getexp 9000,0;
+ else if (BaseLevel > 55 && BaseLevel < 61) getexp 10500,0;
+ else if (BaseLevel > 60 && BaseLevel < 66) getexp 18684,0;
+ else if (BaseLevel > 65 && BaseLevel < 71) getexp 27411,0;
+ else if (BaseLevel > 70 && BaseLevel < 76) getexp 70757,0;
+ else if (BaseLevel > 75 && BaseLevel < 81) getexp 130246,0;
+ else if (BaseLevel > 80 && BaseLevel < 86) getexp 150340,0;
+ else if (BaseLevel > 85 && BaseLevel < 91) getexp 182052,0;
+ else getexp 406786,0;
+ }
+ next;
+ mes "[" +strcharinfo(0)+ "]";
+ mes "Whoa...?";
+ mes "That felt was so great~";
+ mes "It even feels like my mind";
+ mes "has been cleansed too!";
+ mes "You've got a deal!";
+ next;
+ mes "[Annon]";
+ mes "Thank you, thank you so much.";
+ mes "Now I can avoid being tied to Shuda, at least for a little longer.";
+ next;
+ mes "[Annon]";
+ mes "Now, if you'll excuse me,";
+ mes "I must make good my escape";
+ mes "before others find me.";
+ mes "Good day~!";
+ close2;
+ set $@annonactive,0;
+ disablenpc "Haggard Man";
+ end;
+ } else {
mes "[" +strcharinfo(0)+ "]";
mes "No way, no way.";
mes "He's too seriously";
@@ -887,7 +777,7 @@ ayo_dun02,91,264,3 script Haggard Man 841,{
mes "me back inside!";
mes "Wahhhhhh~!";
next;
- set $annonactive,0;
+ set $@annonactive,0;
disablenpc "Haggard Man";
mes "[" +strcharinfo(0)+ "]";
mes "Okay, it's time";
@@ -899,7 +789,6 @@ ayo_dun02,91,264,3 script Haggard Man 841,{
emotion e_no1,1;
close;
}
- break;
case 2:
mes "[Haggard Man]";
mes "Annon...?";
@@ -923,34 +812,28 @@ ayo_dun02,91,264,3 script Haggard Man 841,{
mes "hide from Shuda.";
mes "^666666*Cries*^000000";
close2;
- set $annonactive,0;
+ set $@annonactive,0;
disablenpc "Haggard Man";
end;
- break;
}
- }
- else
- {
+ } else {
mes "[Haggard Man]";
mes "Huh? Who are you?";
mes "This isn't a safe place for a tourists! You should leave right away!";
close2;
- set $annonactive,0;
+ set $@annonactive,0;
disablenpc "Haggard Man";
end;
}
-
+
OnInit:
- set $annonactive,0;
+ set $@annonactive,0;
disablenpc "Haggard Man";
end;
-
}
ayothaya,253,99,3 script Fisherman 843,{
-
- if(thai_find == 1)
- {
+ if (thai_find == 1) {
mes "[Dannai]";
mes "This place is known to be";
mes "teeming with fish. The fish here tend to eat anything they find,";
@@ -964,11 +847,9 @@ ayothaya,253,99,3 script Fisherman 843,{
mes "Would you";
mes "like to try?";
next;
- switch( select( "Yes.:No, thanks." ) )
- {
+ switch(select("Yes.:No, thanks.")) {
case 1:
- if(countitem(528) && Zeny > 49) //Monster food
- {
+ if (countitem(528) && Zeny > 49) {
mes "^3355FFYou cast your";
mes "fishing line";
mes "into the water.^000000";
@@ -980,61 +861,48 @@ ayothaya,253,99,3 script Fisherman 843,{
next;
mes "^3355FFYou've hooked a Phen!^000000";
next;
- delitem 528,1; //Monster food
- set Zeny,Zeny-50;
- set @randfish,rand(1,100);
- if(@randfish > 0 && @randfish < 40)
- {
+ delitem 528,1; //Monster's_Feed
+ set Zeny, Zeny-50;
+ set .@randfish,rand(1,100);
+ if (.@randfish > 0 && .@randfish < 40) {
mes "^3355FFWhile cooking the Phen, you";
mes "find that it's swallowed a Stone.^000000";
close2;
getitem 7049,1; //Stone
end;
- }
- else if(@randfish > 39 && @randfish < 60)
- {
+ } else if (.@randfish > 39 && .@randfish < 60) {
mes "^3355FFInside of the Phen,";
mes "you find a Red Potion.^000000";
close2;
- getitem 501,1; //Red potion
+ getitem 501,1; //Red_Potion
end;
- }
- else if(@randfish > 59 && @randfish < 70)
- {
+ } else if (.@randfish > 59 && .@randfish < 70) {
mes "^3355FFInside of the Phen,";
mes "you find a Yellow Potion.^000000";
close2;
- getitem 503,1; //Yellow potion
+ getitem 503,1; //Yellow_Potion
end;
- }
- else if(@randfish > 69 && @randfish < 80)
- {
+ } else if (.@randfish > 69 && .@randfish < 80) {
mes "^3355FFThere's nothing inside...";
mes "But now you can eat Sushi!^000000";
close2;
- getitem 551,1; //Sushi
+ getitem 551,1; //Shusi
end;
- }
- else if(@randfish > 79 && @randfish < 90)
- {
+ } else if (.@randfish > 79 && .@randfish < 90) {
mes "^3355FFYou find";
mes "a Flower Ring";
mes "inside the Phen.^000000";
close2;
- getitem 2612,1; //Flower ring
+ getitem 2612,1; //Flower_Ring
end;
- }
- else if(@randfish == 90)
- {
+ } else if (.@randfish == 90) {
mes "^3355FFYou find";
mes "a Diamond Ring";
mes "inside the Phen.^000000";
close2;
- getitem 2613,1; //Diamond ring
+ getitem 2613,1; //Diamond_Ring
end;
- }
- else if(@randfish > 90 && @randfish < 101)
- {
+ } else if (.@randfish > 90 && .@randfish < 101) {
mes "^3355FFYou find a ring";
mes "with a name engraved";
mes "inside the band.^000000";
@@ -1043,17 +911,15 @@ ayothaya,253,99,3 script Fisherman 843,{
mes "engagement ring.^000000";
close2;
set thai_find,2;
- getitem 7288,1; //Engagement ring
+ changequest 12029,12030;
+ getitem 7288,1; //Thai_Ring
end;
}
- }
- else
- {
+ } else {
mes "[Dannai]";
mes "Remember, you need ^3355FF1 Monster's Feed^000000 to use as bait and ^3355FF50 zeny^000000 to rend a rod.";
close;
}
- break;
case 2:
mes "[Dannai]";
mes "No problem,";
@@ -1062,12 +928,9 @@ ayothaya,253,99,3 script Fisherman 843,{
mes "the mind and makes you";
mes "feel at peace...";
close;
- break;
}
close;
- }
- else if(thai_find < 1)
- {
+ } else if (thai_find < 1) {
mes "[Dannai]";
mes "The fish here tend";
mes "to eat anything they find.";
@@ -1079,9 +942,7 @@ ayothaya,253,99,3 script Fisherman 843,{
mes "why don't you sit down, relax";
mes "and enjoy some quiet fishing?";
close;
- }
- else
- {
+ } else {
mes "[Dannai]";
mes "Welcome, long time no see!";
mes "It seems people learned that you found some kind of fortune from fishing here. After word got around, I've been getting lots";
@@ -1100,30 +961,26 @@ ayothaya,253,99,3 script Fisherman 843,{
mes "own fortunes.";
close;
}
-
}
-
+
ayo_dun01,255,62,0 script AyoFootprint1 139,2,0,{
OnTouch:
- if(thai_find == 4)
- {
- if(rand(1,3) < 2)
- {
+ if (thai_find == 4) {
+ if (rand(1,3) < 2) {
emotion e_gasp,1;
mes "^3355FFYou find footprints heading to the ^5C3317North^3355FF. It looks like somebody was in quite a hurry, just like the villager said!^000000";
set thai_find,5;
+ changequest 12032,12033;
close;
}
}
-
+ end;
}
-
+
ayo_dun01,74,142,0 script AyoFootprint2 139,2,0,{
OnTouch:
- if(thai_find == 5)
- {
- if(rand(1,3) < 2)
- {
+ if (thai_find == 5) {
+ if (rand(1,3) < 2) {
emotion e_dots,1;
mes "^3355FFYou find another set of footprints. It seems that somebody was running away from something. These prints are heading to the ^5C3317East^3355FF. You'd better follow them to see what";
mes "you can find.^000000";
@@ -1131,15 +988,13 @@ OnTouch:
close;
}
}
-
+ end;
}
-
+
ayo_dun01,244,256,2 script AyoFootprint3 139,2,0,{
OnTouch:
- if(thai_find == 6)
- {
- if(rand(1,3) < 2)
- {
+ if (thai_find == 6) {
+ if (rand(1,3) < 2) {
emotion e_no,1;
mes "^3355FFThe footprints end around this area. Whoever was running must";
mes "have been exhausted and stumbled on something. Perhaps the owner of the footprints is nearby...^000000";
@@ -1147,15 +1002,13 @@ OnTouch:
close;
}
}
-
+ end;
}
-
+
ayo_dun01,17,257,0 script AyoFootprint4 139,2,0,{
OnTouch:
- if(thai_find == 7)
- {
- if(rand(1,3) < 2)
- {
+ if (thai_find == 7) {
+ if (rand(1,3) < 2) {
emotion e_ic,1;
mes "^3355FFAs you follow the footprints,";
mes "you arrive at the '^5C3317Entrance of the Shrine^3355FF.' Whoever this person was, he just ran into the second level.^000000";
@@ -1163,15 +1016,13 @@ OnTouch:
close;
}
}
-
+ end;
}
-
+
ayo_dun02,145,120,0 script AyoFootprint5 139,2,0,{
OnTouch:
- if(thai_find == 8)
- {
- if(rand(1,3) < 2)
- {
+ if (thai_find == 8) {
+ if (rand(1,3) < 2) {
mes "^3355FFYou find the same footprints";
mes "in this place. It seems pretty";
mes "dangerous, and you wonder why";
@@ -1182,16 +1033,13 @@ OnTouch:
close;
}
}
-
+ end;
}
-
-
+
ayo_dun02,135,168,0 script AyoFootprint6 139,0,2,{
OnTouch:
- if(thai_find == 9)
- {
- if (rand(1,3) == 1)
- {
+ if (thai_find == 9) {
+ if (rand(1,3) == 1) {
emotion e_gasp,1;
mes "^3355FFThe trail of footprints";
mes "continue here, and seem";
@@ -1200,18 +1048,15 @@ OnTouch:
mes "^3355FFHmm...?";
mes "There's something here...^000000";
next;
- switch( select( "Ignore.:^5C3317Investigate.^000000" ) )
- {
+ switch(select("Ignore.:^5C3317Investigate.^000000")) {
case 1:
mes "["+strcharinfo(0)+"]";
mes "Well, it's probably nothing. But which way should I go now?";
set thai_find,10;
close;
- break;
case 2:
- set @randayo,rand(1,10);
- if(@randayo < 2)
- {
+ set .@randayo,rand(1,10);
+ if (.@randayo < 2) {
mes "["+strcharinfo(0)+"]";
mes "Why, this is a pack of White Potions. Whoever owned these must have dropped these by accident. Hmm, I could use these for later...";
next;
@@ -1223,11 +1068,9 @@ OnTouch:
mes "I better look";
mes "into this.";
set thai_find,10;
- getitem 504,10; //White potion
+ getitem 504,10; //White_Potion
close;
- }
- else if(@randayo > 2 && @randayo < 5)
- {
+ } else if (.@randayo > 2 && .@randayo < 5) {
mes "["+strcharinfo(0)+"]";
mes "Why, this is a pack of Yellow Potions. Whoever owned these must have dropped these by accident. Hmm, I could use these for later...";
next;
@@ -1241,9 +1084,7 @@ OnTouch:
set thai_find,10;
getitem 503,10; //Yellow potion
close;
- }
- else
- {
+ } else {
mes "[Rat]";
mes "^FF0000Squeak!";
mes "^FF0000Squeak Squeak!^000000";
@@ -1262,20 +1103,17 @@ OnTouch:
set thai_find,10;
close;
}
- break;
}
close;
}
}
-
+ end;
}
-
+
ayo_dun02,77,213,0 script AyoFootprint7 139,1,1,{
OnTouch:
- if(thai_find == 10)
- {
- if(rand(1,3) < 2)
- {
+ if (thai_find == 10) {
+ if (rand(1,3) < 2) {
emotion e_gasp,1;
mes "^3355FFWhere is he...?";
mes "He seems to have gone";
@@ -1286,28 +1124,25 @@ OnTouch:
close;
}
}
-
+ end;
}
-
+
ayo_dun02,86,254,0 script AyoFootprint8 139,1,1,{
OnTouch:
- if(thai_find == 11)
- {
- if(rand(1,3) < 2)
- {
+ if (thai_find == 11) {
+ if (rand(1,3) < 2) {
emotion e_gasp,1;
mes "^3355FFYou find traces of blood. Whoever was running in this direction may have been wounded. The trail of blood leads to the ^5C3317North^3355FF.^000000";
+ changequest 12032,12033;
set thai_find,12;
close;
}
}
-
+ end;
}
-
-ayothaya,193,171,3 script Old Man#02 842,{
- if(thai_find == 3)
- {
+ayothaya,193,171,3 script Old Man#02 842,{
+ if (thai_find == 3) {
mes "[Tham]";
mes "Weird...";
mes "Why was that guy";
@@ -1336,13 +1171,11 @@ ayothaya,193,171,3 script Old Man#02 842,{
mes "[Tham]";
mes "Oh well, don't worry. All of our villagers aren't like that. Anyway, I hope you enjoy your travels in Ayotaya.";
set thai_find,4;
+ changequest 12031,12032;
close;
- }
- else
- {
- set @randayo,rand(1,7);
- if(@randayo < 5)
- {
+ } else {
+ set .@randayo,rand(1,7);
+ if (.@randayo < 5) {
mes "[Tham]";
mes "Oh hello~";
mes "I can tell from your clothes that you must be from Rune-Midgard.";
@@ -1370,9 +1203,7 @@ ayothaya,193,171,3 script Old Man#02 842,{
mes "[Tham]";
mes "Anyway, I'm sure that you'll like it. I hope that you come visit Ayotaya as often as you can~";
close;
- }
- else if(@randayo > 4 && @randayo < 7)
- {
+ } else if (.@randayo > 4 && .@randayo < 7) {
mes "[Tham]";
mes "Ah~";
mes "I've got this craving for Ms. Mali the Spicy's food, especially her 'Tom Yum Goong.'";
@@ -1382,9 +1213,7 @@ ayothaya,193,171,3 script Old Man#02 842,{
mes "most delicious dish";
mes "in the entire world!";
close;
- }
- else
- {
+ } else {
mes "[Tham]";
mes "Oh hello~";
mes "I can tell from your clothes that you must be from Rune-Midgard.";
@@ -1394,10 +1223,9 @@ ayothaya,193,171,3 script Old Man#02 842,{
close;
}
}
-
}
-// Ayothaya Dungeon Quest
+// Ayothaya Dungeon Quest :: ayo_tiger
//============================================================
ayothaya,83,132,0 script Dusit#thai 843,{
if (ayodunquest == 0) {
@@ -1475,6 +1303,7 @@ ayothaya,83,132,0 script Dusit#thai 843,{
mes "[Dusit]";
mes "Ah well, you'll see what I'm talking about. I hope he'll help you learn more about that evil creature.";
set ayodunquest,1;
+ setquest 12035;
close;
}
mes "[Dusit]";
@@ -1482,8 +1311,7 @@ ayothaya,83,132,0 script Dusit#thai 843,{
mes "Then be careful!";
mes "It'll eat you alive!";
close;
- }
- else if (ayodunquest > 0) {
+ } else if (ayodunquest > 0) {
mes "[Dusit]";
mes "How are you?";
mes "If you're interested";
@@ -1602,8 +1430,7 @@ ayo_in01,181,193,4 script Shaman#thai 840,{
mes "Even if you can";
mes "wield the power of";
mes "holiness, you will still need the spiritual security of our land.";
- }
- else {
+ } else {
mes "[Boonthom]";
mes "There are many ghosts and";
mes "demons within the cave, and they will attack people who do not possess holy power... Like you.";
@@ -1625,6 +1452,7 @@ ayo_in01,181,193,4 script Shaman#thai 840,{
mes "when you prepare all";
mes "the materials.";
set ayodunquest,2;
+ changequest 12035,12036;
close;
}
mes "[Boonthom]";
@@ -1636,8 +1464,7 @@ ayo_in01,181,193,4 script Shaman#thai 840,{
mes "............";
mes "............";
close;
- }
- else if (ayodunquest == 2) {
+ } else if (ayodunquest == 2) {
if (countitem(7213) > 0 && countitem(7217) > 0 && countitem(7190) > 0 && countitem(523) > 0) {
mes "[Boonthom]";
mes "Excellent!";
@@ -1664,6 +1491,7 @@ ayo_in01,181,193,4 script Shaman#thai 840,{
delitem 7190,1; //Solid_Peeling
delitem 523,1; //Holy_Water
set ayodunquest,3;
+ changequest 12036,12037;
getitem 7285,1; //Thread_Skein
next;
mes "[Boonthom]";
@@ -1688,8 +1516,7 @@ ayo_in01,181,193,4 script Shaman#thai 840,{
mes "[Boonthom]";
mes "See you later.";
close;
- }
- else if (ayodunquest == 3) {
+ } else if (ayodunquest == 3) {
if (countitem(7213) > 0 && countitem(7217) > 0 && countitem(7190) > 0 && countitem(523) > 0) {
mes "[Boonthom]";
mes "Excellent! Now you have brought everything I need, let me make the thing for you as I promised...";
@@ -1730,8 +1557,7 @@ ayo_in01,181,193,4 script Shaman#thai 840,{
mes "[Boonthom]";
mes "See you later.";
close;
- }
- else if (ayodunquest > 3 && ayodunquest < 9) {
+ } else if (ayodunquest > 3 && ayodunquest < 9) {
mes "[Boonthom]";
mes "You finally started seeking the tiger. I hope that you will be safe from harm.";
next;
@@ -1739,8 +1565,7 @@ ayo_in01,181,193,4 script Shaman#thai 840,{
mes "Feel free to ask";
mes "me for help at anytime.";
close;
- }
- else if (ayodunquest == 9) {
+ } else if (ayodunquest == 9) {
mes "["+strcharinfo(0)+"]";
mes "I copied down this";
mes "message while exploring";
@@ -1777,14 +1602,14 @@ ayo_in01,181,193,4 script Shaman#thai 840,{
mes "^3366992 Needle Packet^000000 and";
mes "^3366992 Spool^000000.";
set ayodunquest,10;
+ changequest 12037,12038;
next;
mes "[Boonthom]";
mes "Return to me";
mes "once you have";
mes "gathered everything.";
close;
- }
- else if (ayodunquest == 10) {
+ } else if (ayodunquest == 10) {
if (countitem(523) > 1 && countitem(610) > 0 && countitem(7213) > 1 && countitem(7217) > 1) {
mes "[Boonthom]";
mes "Hmm~";
@@ -1813,6 +1638,7 @@ ayo_in01,181,193,4 script Shaman#thai 840,{
delitem 523,2; //Holy_Water
set ayodunquest,11;
getitem 7287,1; //Thread_Skein_
+ changequest 12038,12039;
next;
mes "[Boonthom]";
mes "Even if you lose this, don't worry. Just bring me the materials, and";
@@ -1839,8 +1665,7 @@ ayo_in01,181,193,4 script Shaman#thai 840,{
mes "more powerful holy";
mes "threads for you.";
close;
- }
- else if (ayodunquest == 11) {
+ } else if (ayodunquest == 11) {
if (countitem(7287) > 0) {
mes "[Boonthom]";
mes "Those threads";
@@ -1850,8 +1675,7 @@ ayo_in01,181,193,4 script Shaman#thai 840,{
mes "to you to defend yourself";
mes "from monster attacks, okay?";
close;
- }
- else if (countitem(523) > 1 && countitem(610) > 0 && countitem(7213) > 1 && countitem(7217) > 1 && countitem(7287) == 0) {
+ } else if (countitem(523) > 1 && countitem(610) > 0 && countitem(7213) > 1 && countitem(7217) > 1 && countitem(7287) == 0) {
mes "[Boonthom]";
mes "Ooooohmmmmm...";
next;
@@ -1886,8 +1710,7 @@ ayo_in01,181,193,4 script Shaman#thai 840,{
mes "^3366992 Needle Packet^000000 and";
mes "^3366992 Spool^000000.";
close;
- }
- else if (ayodunquest == 12) {
+ } else if (ayodunquest == 12) {
mes "[Boonthom]";
mes "Huh...!";
mes "You must have seen something.";
@@ -1914,17 +1737,16 @@ ayo_in01,181,193,4 script Shaman#thai 840,{
mes "[Boonthom]";
mes "If you wish to explore the building again, but you don't have any holy thread, feel free to ask me at anytime.";
set ayodunquest,13;
+ completequest 12039;
close;
- }
- else if (ayodunquest > 12) {
+ } else if (ayodunquest > 12) {
if (countitem(7287) > 0) {
mes "[Boonthom]";
mes "Best of luck on your";
mes "expeditions, brave";
mes "adventurer~";
close;
- }
- else if (countitem(523) > 1 && countitem(610) > 0 && countitem(7213) > 1 && countitem(7217) > 1 && countitem(7287) == 0) {
+ } else if (countitem(523) > 1 && countitem(610) > 0 && countitem(7213) > 1 && countitem(7217) > 1 && countitem(7287) == 0) {
mes "[Boonthom]";
mes "Lost the";
mes "holy threads";
@@ -2210,6 +2032,7 @@ ayo_dun01,99,118,0 script #hun_thai_5 111,{
ayo_dun01,16,188,0 script #hun_thai_6 111,{
if (ayodunquest == 8) {
set ayodunquest,9;
+ setquest 12036;
mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the last part of the slate.^000000";
next;
mes "^3355FFIt reads '^0000FFOtherwise, it's impossible...^3355FF' You are unable to read the rest of the message.^000000";
@@ -2231,8 +2054,7 @@ ayo_dun01,24,283,0 script #2_dun_in 111,{
close2;
if (rand(1,10) > 5) {
warp "ayo_dun02",23,26;
- }
- else {
+ } else {
warp "ayo_dun02",275,26;
}
end;
@@ -2259,12 +2081,13 @@ ayo_dun02,268,108,0 script #reward_tiger 111,{
mes "^3355FFYou pick";
mes "up the box.^000000";
set ayodunquest,12;
+ completequest 12039;
getitem 603,1; //Old_Blue_Box
close;
}
}
-// Tom Tung Goong Quest
+// Tom Tung Goong Quest :: ayo_tom
//============================================================
ayothaya,196,265,3 script Einon#ayo 842,{
if (tomyumgoong == 0) {
@@ -2305,6 +2128,7 @@ ayothaya,196,265,3 script Einon#ayo 842,{
next;
emotion e_no1;
set tomyumgoong,1;
+ setquest 8123;
mes "[Einon]";
mes "She is the best cook when it";
mes "comes to Tom Yum Goong!";
@@ -2318,8 +2142,7 @@ ayothaya,196,265,3 script Einon#ayo 842,{
mes "change your mind,";
mes "please come back.";
close;
- }
- else if (tomyumgoong == 1) {
+ } else if (tomyumgoong == 1) {
mes "[Einon]";
mes "Ah, you wanna know";
mes "where ^3131FFMali the Spicy^000000 is?";
@@ -2340,7 +2163,7 @@ ayothaya,196,265,3 script Einon#ayo 842,{
mes "Wouldn't you agree with me?";
close;
}
-
+
ayo_in01,145,163,3 script Cook#ayo 839,{
if (tomyumgoong < 2) {
mes "[Mali the Spicy]";
@@ -2356,8 +2179,7 @@ ayo_in01,145,163,3 script Cook#ayo 839,{
mes "it's my fate to cook the greatest Tom Yum Goong ever.";
if (tomyumgoong == 0) {
close;
- }
- else {
+ } else {
next;
mes "[Mali the Spicy]";
mes "Oh I see...";
@@ -2397,6 +2219,7 @@ ayo_in01,145,163,3 script Cook#ayo 839,{
mes "my name, that guy";
mes "might give you a discount.";
set tomyumgoong,2;
+ changequest 8123,8124;
next;
mes "[Mali the Spicy]";
mes "His name is ^3131FFThongpool^000000.";
@@ -2408,8 +2231,7 @@ ayo_in01,145,163,3 script Cook#ayo 839,{
mes "a try if you really want to taste the best Tom Yum Goong.";
close;
}
- }
- else if (tomyumgoong > 1 && tomyumgoong < 4) {
+ } else if (tomyumgoong > 1 && tomyumgoong < 4) {
if (tomyumgoong == 2 && countitem(567) > 19) {
mes "[Mali the Spicy]";
mes "Errr...";
@@ -2428,8 +2250,7 @@ ayo_in01,145,163,3 script Cook#ayo 839,{
mes "and ask him to give you the freshest Shrimp to cook the best";
mes "Tom Yum Goong?";
close;
- }
- else if (tomyumgoong == 3) {
+ } else if (tomyumgoong == 3) {
if (countitem(567) > 19) {
mes "[Mali the Spicy]";
mes "Ah, you came back!";
@@ -2456,6 +2277,7 @@ ayo_in01,145,163,3 script Cook#ayo 839,{
next;
if (select("Where can I find Lemons?:I hate sour food. I'd better quit!") == 1) {
set tomyumgoong,4;
+ changequest 8124,8125;
mes "[Mali the Spicy]";
mes "A few days ago, I saw a good";
mes "Lemon tree while taking a walk.";
@@ -2493,8 +2315,7 @@ ayo_in01,145,163,3 script Cook#ayo 839,{
mes "you 20 Shrimps.";
mes "Now hurry~";
close;
- }
- else if (tomyumgoong > 3 && tomyumgoong < 6) {
+ } else if (tomyumgoong > 3 && tomyumgoong < 6) {
if (tomyumgoong == 4 && countitem(568) > 9) {
mes "[Mali the Spicy]";
mes "You think these are";
@@ -2508,8 +2329,7 @@ ayo_in01,145,163,3 script Cook#ayo 839,{
mes "fresh! They're just";
mes "common Lemons!";
close;
- }
- else if (tomyumgoong == 5) {
+ } else if (tomyumgoong == 5) {
if (countitem(568) > 9) {
emotion e_gasp;
mes "[Mali the Spicy]";
@@ -2538,6 +2358,7 @@ ayo_in01,145,163,3 script Cook#ayo 839,{
if (select("Okay, I'll be right back.:Ah, I'm tired now. Let me take a rest first...") == 1) {
delitem 568,10; //Lemon
set tomyumgoong,6;
+ changequest 8125,8126;
mes "[Mali the Spicy]";
mes "See you in a bit~";
close;
@@ -2569,8 +2390,7 @@ ayo_in01,145,163,3 script Cook#ayo 839,{
mes "Lemons so that I can make";
mes "some Tom Yum Goong!";
close;
- }
- else if (tomyumgoong == 6) {
+ } else if (tomyumgoong == 6) {
if (countitem(7286) > 29) {
mes "[Mali the Spicy]";
mes "I don't understand...";
@@ -2587,10 +2407,8 @@ ayo_in01,145,163,3 script Cook#ayo 839,{
mes "[Malli the Spicy]";
mes "Please go take a look in the Market. I don't doubt that it will be a good experience. After all, my fantastic Tom Yum Goong is waiting for you!";
close;
- }
- else if (tomyumgoong == 7) {
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight > 1499) {
+ } else if (tomyumgoong == 7) {
+ if (MaxWeight - Weight > 1499) {
if (countitem(7286) > 29) {
delitem 7286,30; //Chilli
emotion e_gasp;
@@ -2638,6 +2456,7 @@ ayo_in01,145,163,3 script Cook#ayo 839,{
mes " .........";
next;
set tomyumgoong,8;
+ completequest 8126;
getitem 566,10; //Tomyumkung
emotion e_no1;
mes "[Mali the Spicy]";
@@ -2686,7 +2505,7 @@ ayo_in01,145,163,3 script Cook#ayo 839,{
mes "Heh heh heh~!";
close;
}
-
+
ayothaya,153,86,5 script Thongpool#ayo 843,{
if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
mes "- Wait a minute! -";
@@ -2726,9 +2545,8 @@ ayothaya,153,86,5 script Thongpool#ayo 843,{
next;
if (select("I will take them.:I could get 100 Jellopies for that much!") == 1) {
if (Zeny > 10999) {
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight > 3999) {
- set zeny,zeny-11000;
+ if (MaxWeight - Weight > 3999) {
+ set Zeny, Zeny-11000;
set tomyumgoong,3;
getitem 567,20; //Prawn
emotion e_no1;
@@ -2761,8 +2579,7 @@ ayothaya,153,86,5 script Thongpool#ayo 843,{
mes "of Tom Yum Goong";
mes "is priceless!";
close;
- }
- else if (tomyumgoong == 3) {
+ } else if (tomyumgoong == 3) {
mes "[Thongpool]";
mes "Mmm...?";
mes "Did you need";
@@ -2772,9 +2589,8 @@ ayothaya,153,86,5 script Thongpool#ayo 843,{
next;
if (select("Yes!:No, thanks.") == 1) {
if (Zeny > 10999) {
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight > 3999) {
- set zeny,zeny-11000;
+ if (MaxWeight - Weight > 3999) {
+ set Zeny, Zeny-11000;
getitem 567,20; //Prawn
mes "[Thongpool]";
mes "There you go~";
@@ -2802,9 +2618,9 @@ ayothaya,153,86,5 script Thongpool#ayo 843,{
mes "I've got the best Shrimp caught in the cleanest waters in the world~!";
close;
}
-
+
ayothaya,121,240,7 script Mr. Jun#ayo 842,1,1,{
- if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
+ if (MaxWeight - Weight < 2000 || checkweight(1201,1) == 0) {
mes "- Wait a minute! -";
mes "- Currently you're carrying -";
mes "- too many items with you. -";
@@ -2852,7 +2668,7 @@ ayothaya,121,240,7 script Mr. Jun#ayo 842,1,1,{
close;
OnTouch:
- if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
+ if (MaxWeight - Weight < 2000 || checkweight(1201,1) == 0) {
mes "- Wait a minute! -";
mes "- Currently you're carrying -";
mes "- too many items with you. -";
@@ -3124,9 +2940,8 @@ ayothaya,213,94,7 script Merchant#ayo 841,{
if (select("Thanks, I'll take it.:It's a rip-off, man!") == 1) {
emotion e_thx;
if (Zeny > 1999) {
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight > 1199) {
- set zeny,zeny-2000;
+ if (MaxWeight - Weight > 1199) {
+ set Zeny, Zeny-2000;
set tomyumgoong,7;
getitem 7286,30; //Chilli
mes "[Merchant Thongdum]";
@@ -3163,8 +2978,7 @@ ayothaya,213,94,7 script Merchant#ayo 841,{
mes "reasonable. I want you to know";
mes "that I'm a respectable Merchant.";
close;
- }
- else if (tomyumgoong == 7) {
+ } else if (tomyumgoong == 7) {
mes "[Merchant Thongdum]";
mes "I thought I provided you";
mes "with enough ingredients, but";
@@ -3182,9 +2996,8 @@ ayothaya,213,94,7 script Merchant#ayo 841,{
close;
}
if (Zeny > 1999) {
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight > 1199) {
- set zeny,zeny-2000;
+ if (MaxWeight - Weight > 1199) {
+ set Zeny, Zeny-2000;
getitem 7286,30; //Chilli
mes "[Merchant Thongdum]";
mes "Thank you,";
diff --git a/npc/quests/quests_comodo.txt b/npc/quests/quests_comodo.txt
index 710bd1d42..5fa68c77e 100644
--- a/npc/quests/quests_comodo.txt
+++ b/npc/quests/quests_comodo.txt
@@ -1,13 +1,11 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Quest NPCs related to Comodo
-//===== By: ==================================================
+//===== By: ==================================================
//= kobra_k88; L0ne_W0lf
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.5b
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= Headgear Quests 1 [Aegis Conversion]:
+//===== Description: =========================================
+//= Headgear Quests 1 [Official Conversion]:
//= - 'Cross Hat', 'Bulb Hairband'
//= - 'Striped Hairband', 'Blue Hairband'
//= Headgear Quests 2:
@@ -18,7 +16,7 @@
//= - Part 2: Found in Quests_Yuno.txt
//= - Part 3: Found in Doomed_Swords.txt
//= - Variable in use: dmdswrd_Q (Max 45)
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.1 Fixed exploits [Lupus]
//= 1.2 Added more quest from cities/comodo.txt [Evera]
//= 1.2a missing label [Lupus]
@@ -28,11 +26,11 @@
//= 1.5a Fixed a bad countitem. (bugreport:840) [Samuray22]
//= 1.5b Fixed stripped hairband and blue hairband checking the wrong amount of items, bugreport:1674 [Brainstorm]
//= 1.6 Updated headgear quest NPCs. [L0ne_W0lf]
-//============================================================
+//============================================================
// Headgear Quests 1
// Cross Hat, Bulb Hairband, Striped Hairband, Blue Hairband
-//============================================================
+//============================================================
comodo,228,159,3 script Hair Ornament Girl 700,{
mes "[Hair Ornament Girl]";
if (Sex == 1) {
@@ -229,7 +227,7 @@ comodo,228,159,3 script Hair Ornament Girl 700,{
// Headgear Quests 2
// 'Mine Helmet', 'Parcel Hat', 'Money Loser's Grief', 'Phantom of the Opera Mask'
-//============================================================
+//============================================================
comodo,273,137,4 script Traveler#head 702,{
mes "[Isac Mari]";
mes "I travel around the world, and collect many interesting stories from people. Sometimes they teach me how to make special items.";
@@ -472,7 +470,7 @@ comodo,273,137,4 script Traveler#head 702,{
}
// Doomed Swords - Comodo Portion. (Continued in Juno)
-//============================================================
+//============================================================
comodo,206,310,4 script Campground Boy#cmd 704,{
switch (dmdswrd_Q) {
case 0:
@@ -1579,7 +1577,7 @@ comodo,187,153,4 script Hullaris#cmd 701,{
mes "Love together~";
mes "Love! Love!";
mes "Love togeth-hm?";
- if (sex) {
+ if (Sex) {
mes "Boy, you're ruining";
mes "my groove! Now beat it!";
}
diff --git a/npc/quests/quests_ein.txt b/npc/quests/quests_ein.txt
index 299922954..a0717be84 100644
--- a/npc/quests/quests_ein.txt
+++ b/npc/quests/quests_ein.txt
@@ -1,11 +1,11 @@
//===== Hercules Script ======================================
//= Quest NPCs related to Einbroch and Einbech
-//===== By: ==================================================
+//===== By: ==================================================
//= Evera and The rAthena Dev Team
-//===== Current Version: =====================================
-//= 2.6
-//===== Description: =========================================
-//= [Aegis conversion]
+//===== Current Version: =====================================
+//= 2.7
+//===== Description: =========================================
+//= [Official Conversion]
//= Oridecon/Mineral Quest
//= - Variable in use: ein_gear1 (max 2)
//= - Variable in use: $ein_amano (max 60)
@@ -18,11 +18,11 @@
//= - Variable in use: Shinokas_Quest (max 11)
//= Lovers Quest
//= - Variable in use: EIN_LOVERQ (max 17)
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 Initial Release [Evera]
//= 1.1 Added more quests [Evera]
//= 1.2 Added quest bits from Einbech and renamed file to
-//= quests_ein.txt [Evera]
+//= quests_ein.txt [Evera]
//= 1.3 Implemented the polution quest. [MasterOfMuppets]
//= 1.4.1 Massive bugfix. Fixed Pollution exploit [Lupus]
//= 1.4.2 Fixed Khowropher bug [Lupus]
@@ -47,13 +47,14 @@
//= 2.5 Added quest log entries for:
//= - Factory Quest
//= - Murder Quest
-//= 2.6 Added renewal checks for exp distribution [Streusel]
-//============================================================
+//= 2.6 Updated RE/Pre-RE EXP. [Euphy]
+//= 2.7 Added GM management function. [Euphy]
+//============================================================
-// Oridecon Stone OR Mineral Stone Quest
-//============================================================
+// Oridecon Stone OR Mineral Stone Quest :: ein_amano
+//============================================================
einbech,97,167,5 script Cavitar 847,{
- if (ein_gear1 == 2){
+ if (ein_gear1 == 2) {
mes "[Cavitar]";
mes "It's been a long";
mes "time, my friend. With";
@@ -68,7 +69,7 @@ einbech,97,167,5 script Cavitar 847,{
mes "come visit my town.";
close;
}
- else if(ein_gear1 == 1){
+ else if (ein_gear1 == 1) {
mes "[Cavitar]";
mes "Oh, welcome.";
mes "So did you bring";
@@ -469,7 +470,7 @@ einbech,97,167,5 script Cavitar 847,{
}
}
-// Uwe Kleine
+// Uwe Kleine :: ein_anoz
//============================================================
einbroch,215,180,6 script Uwe Kleine#ein 85,{
set EinUwe,0;
@@ -2308,7 +2309,7 @@ einbroch,215,180,6 script Uwe Kleine#ein 85,{
mes "In fact, I still use the old knife I used back when I was just";
mes "a little novice chef~";
next;
- mes "[Uwe]" ;
+ mes "[Uwe]";
mes "Well, that was";
mes "a fun talk. Come";
mes "back and visit, 'kay?";
@@ -2541,7 +2542,7 @@ einbroch,215,180,6 script Uwe Kleine#ein 85,{
mes "In fact, I still use the old knife I used back when I was just";
mes "a little novice chef~";
next;
- mes "[Uwe]" ;
+ mes "[Uwe]";
mes "Well, that was";
mes "a fun talk. Come";
mes "back and visit, 'kay?";
@@ -2817,7 +2818,7 @@ einbroch,215,180,6 script Uwe Kleine#ein 85,{
mes "In fact, I still use the old knife I used back when I was just";
mes "a little novice chef~";
next;
- mes "[Uwe]" ;
+ mes "[Uwe]";
mes "Well, that was";
mes "a fun talk. Come";
mes "back and visit, 'kay?";
@@ -3208,7 +3209,7 @@ einbroch,215,180,6 script Uwe Kleine#ein 85,{
}
}
-// Factory Quest
+// Factory Quest :: ein_factory
//============================================================
einbroch,1,1,0 script Einbroch Smog Alert -1,{
end;
@@ -3554,50 +3555,22 @@ ein_in01,67,242,3 script Zelmeto 851,{
set $EinPolution,$EinPolution+1;
completequest 8031;
set EinFactory,16;
- if(checkre(0)) {
- if (BaseLevel < 41) {
- getexp 61,0;
- }
- else if (BaseLevel < 51) {
- getexp 307,0;
- }
- else if (BaseLevel < 61) {
- getexp 660,0;
- }
- else if (BaseLevel < 71) {
- getexp 1850,0;
- }
- else if( BaseLevel < 81) {
- getexp 3206,0;
- }
- else if (BaseLevel < 91) {
- getexp 7602,0;
- }
- else if (BaseLevel < 99) {
- getexp 29067,0;
- }
- }else {
- if (BaseLevel < 41) {
- getexp 615,0;
- }
- else if (BaseLevel < 51) {
- getexp 3075,0;
- }
- else if (BaseLevel < 61) {
- getexp 6604,0;
- }
- else if (BaseLevel < 71) {
- getexp 18508,0;
- }
- else if( BaseLevel < 81) {
- getexp 32062,0;
- }
- else if (BaseLevel < 91) {
- getexp 76026,0;
- }
- else if (BaseLevel < 99) {
- getexp 290675,0;
- }
+ if (checkre(3)) {
+ if (BaseLevel < 41) getexp 61,0;
+ else if (BaseLevel < 51) getexp 307,0;
+ else if (BaseLevel < 61) getexp 660,0;
+ else if (BaseLevel < 71) getexp 1850,0;
+ else if (BaseLevel < 81) getexp 3206,0;
+ else if (BaseLevel < 91) getexp 7602,0;
+ else getexp 29067,0;
+ } else {
+ if (BaseLevel < 41) getexp 615,0;
+ else if (BaseLevel < 51) getexp 3075,0;
+ else if (BaseLevel < 61) getexp 6604,0;
+ else if (BaseLevel < 71) getexp 18508,0;
+ else if (BaseLevel < 81) getexp 32066,0;
+ else if (BaseLevel < 91) getexp 76026,0;
+ else getexp 290675,0;
}
next;
mes "[Zelmeto]";
@@ -4194,21 +4167,24 @@ ein_in01,95,239,3 script Conveyor#ins2 111,{
}
// Administrator NPC used to rig the invasion in Einbroch.
-/**/
sec_in02,127,86,3 script Factory Quest Test 851,{
- input .@input; //,0,9000;
- if ((.@input < 0) || (.@input > 9000)) {
+ set .@i, callfunc("F_GM_NPC",8028,0,0,9000);
+ if (.@i == -2) {
mes "[Test1]";
mes "Boo~ya.";
close;
- }
- else if (.@input == 0) {
+ } else if (.@i == -1) {
mes "[Test1]";
mes "Do you want";
mes "to cancel~?";
close;
- }
- else if (.@input == 8028) {
+ } else if (.@i == 0) {
+ mes "[Test1]";
+ mes "Whoa...";
+ mes "That is";
+ mes "sooo wrong!";
+ close;
+ } else {
mes "[Test1]";
mes "The current value";
mes "of the global variable";
@@ -4236,18 +4212,10 @@ sec_in02,127,86,3 script Factory Quest Test 851,{
close;
}
}
- else {
- mes "[Test1]";
- mes "Whoa...";
- mes "That is";
- mes "sooo wrong!";
- close;
- }
}
-/**/
-// Murder Quest
-//============================================================
+// Murder Quest :: ein_main_tre
+//============================================================
einbech,165,105,7 script Buender Hikeman#ein 847,{
cutin "ein_hicman",2;
if (Shinokas_Quest == 0) {
@@ -4697,32 +4665,16 @@ einbech,165,105,7 script Buender Hikeman#ein 847,{
cutin "ein_hicman",255;
completequest 2078;
set Shinokas_Quest,11;
- if(checkre(0)) {
- if (BaseLevel < 70) {
- getexp 10000,8000;
- }
- else if ((BaseLevel > 69) && (BaseLevel < 80)) {
- getexp 30000,10000;
- }
- else if ((BaseLevel > 79) && (BaseLevel < 90)) {
- getexp 50000,30000;
- }
- else if ((BaseLevel > 89) && (BaseLevel < 100)) {
- getexp 70000,50000;
- }
+ if (checkre(3)) {
+ if (BaseLevel < 70) getexp 30000,30000;
+ else if ((BaseLevel > 69) && (BaseLevel < 80)) getexp 40000,40000;
+ else if ((BaseLevel > 79) && (BaseLevel < 90)) getexp 70000,70000;
+ else getexp 90000,90000;
} else {
- if (BaseLevel < 70) {
- getexp 100000,80000;
- }
- else if ((BaseLevel > 69) && (BaseLevel < 80)) {
- getexp 300000,100000;
- }
- else if ((BaseLevel > 79) && (BaseLevel < 90)) {
- getexp 500000,300000;
- }
- else if ((BaseLevel > 89) && (BaseLevel < 100)) {
- getexp 700000,500000;
- }
+ if (BaseLevel < 70) getexp 100000,80000;
+ else if ((BaseLevel > 69) && (BaseLevel < 80)) getexp 300000,100000;
+ else if ((BaseLevel > 79) && (BaseLevel < 90)) getexp 500000,300000;
+ else getexp 700000,500000;
}
end;
case 2:
@@ -5045,7 +4997,7 @@ ein_in01,231,163,7 script Sick Old Man#ein 849,{
mes "anything from the";
mes "Kapellthaines?";
next;
- mes "["+strcharinfo(0)+"]" ;
+ mes "["+strcharinfo(0)+"]";
mes "Well, Mr. Kapellthaine";
mes "is kind of violent, but";
mes "I didn't find anything";
@@ -5719,7 +5671,8 @@ einbech,57,210,3 script Young Man#Shinokas_Quest 855,{
close;
}
-
+// Typing Test :: ein_main_ma1
+//============================================================
einbroch,51,52,0 script Security#ein 45,1,1,{
end;
@@ -5872,8 +5825,8 @@ OnTouch:
}
}
-// Lovers Quest
-//============================================================
+// Lovers Quest :: ein_ryu
+//============================================================
ein_in01,31,138,3 script Calla#ein 90,{
if (checkweight(908,70) == 0) {
mes "^3355FFWait a second!";
@@ -5984,38 +5937,17 @@ ein_in01,31,138,3 script Calla#ein 90,{
mes "feel goooood~";
percentheal 100,0;
set EIN_LOVERQ,17;
- if(checkre(0)) {
- if (BaseLevel < 41) {
- getexp 61,0;
- }
- else if (BaseLevel < 61) {
- getexp 600,0;
- }
- else if (BaseLevel < 81) {
- getexp 3000,0;
- }
- else if (BaseLevel < 99) {
- getexp 20000,0;
- }
+ if (checkre(3)) {
+ if (BaseLevel < 41) getexp 61,0;
+ else if (BaseLevel < 61) getexp 600,0;
+ else if (BaseLevel < 81) getexp 3000,0;
+ else if (BaseLevel < 99) getexp 20000,0;
+ else getexp 30000,0;
} else {
- if (BaseLevel < 41) {
- getexp 3712,0;
- }
- else if (BaseLevel < 61) {
- getexp 7425,0;
- }
- else if (BaseLevel < 71) {
- getexp 14850,0;
- }
- else if (BaseLevel < 81) {
- getexp 29700,0;
- }
- else if (BaseLevel < 91) {
- getexp 59400,0;
- }
- else if (BaseLevel < 99) {
- getexp 118800,0;
- }
+ if (BaseLevel < 41) getexp 610,0;
+ else if (BaseLevel < 61) getexp 6000,0;
+ else if (BaseLevel < 81) getexp 30000,0;
+ else getexp 200000,0;
}
next;
mes "[Calla]";
@@ -6032,6 +5964,7 @@ ein_in01,31,138,3 script Calla#ein 90,{
mes "I'll always pray for";
mes "your safety on your";
mes "your adventures~";
+ completequest 8088;
close;
}
if ((EIN_LOVERQ == 5) && (countitem(712) > 0)) {
@@ -6071,6 +6004,7 @@ ein_in01,31,138,3 script Calla#ein 90,{
mes "^333333*Sob Sob...*^000000";
delitem 712,1; //Flower
set EIN_LOVERQ,6;
+ changequest 8079,808;
close;
}
else {
@@ -6104,6 +6038,7 @@ ein_in01,31,138,3 script Calla#ein 90,{
mes "this time? Thank you";
mes "for your help~";
set EIN_LOVERQ,3;
+ changequest 8078,8077;
getitem 1901,1; //Violin
close;
}
@@ -6146,6 +6081,7 @@ ein_in01,31,138,3 script Calla#ein 90,{
mes "all the time...";
next;
set EIN_LOVERQ,3;
+ changequest 8076,8077;
getitem 1901,1; //Violin
mes "[Calla]";
mes "I'm sorry to trouble you,";
@@ -6236,6 +6172,7 @@ ein_in01,200,101,5 script Klitzer#ein 854,{
mes "even be useful to you later~";
delitem 7170,1; //Tuxedo
set EIN_LOVERQ,16;
+ changequest 8087,8088;
switch(rand(1,7)) {
case 1:
getitem 7289,1; //Olivine
@@ -6333,6 +6270,7 @@ ein_in01,200,101,5 script Klitzer#ein 854,{
mes "W-what should I do?";
next;
set EIN_LOVERQ,14;
+ changequest 8085,8086;
mes "[Klitzer]";
mes "This monkey suit";
mes "that I've got on just";
@@ -6381,6 +6319,7 @@ ein_in01,200,101,5 script Klitzer#ein 854,{
mes "my regards if you help me.";
next;
set EIN_LOVERQ,7;
+ changequest 8080,8081;
mes "[Klitzer]";
mes "I feel so much";
mes "better now. Oh!";
@@ -6473,38 +6412,18 @@ ein_in01,200,101,5 script Klitzer#ein 854,{
percentheal 100,0;
delitem 1901,1; //Violin
set EIN_LOVERQ,5;
- if(checkre(0)) {
- if (BaseLevel < 41) {
- getexp 61,0;
- }
- else if (BaseLevel < 61) {
- getexp 600,0;
- }
- else if (BaseLevel < 81) {
- getexp 3000,0;
- }
- else if (BaseLevel < 99) {
- getexp 20000,0;
- }
+ changequest 8077,8079;
+ if (checkre(3)) {
+ if (BaseLevel < 41) getexp 61,0;
+ else if (BaseLevel < 61) getexp 600,0;
+ else if (BaseLevel < 81) getexp 3000,0;
+ else if (BaseLevel < 99) getexp 20000,0;
+ else getexp 30000,0;
} else {
- if (BaseLevel < 41) {
- getexp 3712,0;
- }
- else if (BaseLevel < 61) {
- getexp 7425,0;
- }
- else if (BaseLevel < 71) {
- getexp 14850,0;
- }
- else if (BaseLevel < 81) {
- getexp 29700,0;
- }
- else if (BaseLevel < 91) {
- getexp 59400,0;
- }
- else if (BaseLevel < 99) {
- getexp 118800,0;
- }
+ if (BaseLevel < 41) getexp 610,0;
+ else if (BaseLevel < 61) getexp 6000,0;
+ else if (BaseLevel < 81) getexp 30000,0;
+ else getexp 200000,0;
}
next;
mes "[Klitzer]";
@@ -6556,6 +6475,7 @@ ein_in01,200,101,5 script Klitzer#ein 854,{
mes "give anything to see her...";
next;
set EIN_LOVERQ,2;
+ setquest 8076;
mes "[Klitzer]";
mes "Just...";
mes "Just don't listen";
@@ -6634,6 +6554,7 @@ OnTouch:
mes "wakes up, it won't be today!";
delitem 1901,1; //Violin
set EIN_LOVERQ,4;
+ changequest 8077,8078;
percentheal -90,0;
close2;
warp "einbroch",112,245;
@@ -6748,6 +6669,7 @@ ein_in01,31,151,3 script Satra#ein 850,{
next;
delitem 1003,10; //Coal
set EIN_LOVERQ,13;
+ changequest 8084,8085;
mes "[Satra]";
mes "Anyway, when you next";
mes "meet Klitzer, please tell";
@@ -6859,7 +6781,7 @@ ein_in01,31,151,3 script Satra#ein 850,{
mes "here for sight seeing,";
mes "or perhaps you're running";
mes "some sort of adventurer's";
- mes "errand. Am I right?" ;
+ mes "errand. Am I right?";
next;
mes "[Satra]";
mes "I know you well enough";
@@ -6973,6 +6895,7 @@ ein_in01,31,151,3 script Satra#ein 850,{
next;
delitem 1003,10; //Coal
set EIN_LOVERQ,10;
+ changequest 8083,8084;
mes "[Satra]";
mes "Well, I shall try to";
mes "find some use for these.";
@@ -7123,6 +7046,7 @@ ein_in01,31,151,3 script Satra#ein 850,{
mes "this kind of task will require";
mes "some effort on your part.";
set EIN_LOVERQ,9;
+ changequest 8082,8083;
next;
mes "[Satra]";
mes "Tah tah,";
@@ -7197,6 +7121,7 @@ ein_in01,191,102,5 script Kaijeta#ein 846,{
mes "He gets so nervous about it!";
next;
set EIN_LOVERQ,15;
+ changequest 8086,8087;
mes "[Kaijeta]";
mes "A man should wear nice";
mes "clothes, like a Formal Suit";
@@ -7211,6 +7136,7 @@ ein_in01,191,102,5 script Kaijeta#ein 846,{
mes "petty hatred between our";
mes "two towns stop my son from";
mes "seeing the woman he loves...";
+ changequest 8081,8082;
close;
}
if (EIN_LOVERQ == 7) {
diff --git a/npc/quests/quests_geffen.txt b/npc/quests/quests_geffen.txt
index b7f4550d7..a220fd654 100644
--- a/npc/quests/quests_geffen.txt
+++ b/npc/quests/quests_geffen.txt
@@ -1,20 +1,19 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Quest NPCs related to Geffen
-//===== By: ==================================================
+//===== By: ==================================================
//= kobra_k88 & Samuray22
-//===== Current Version: =====================================
-//= 1.4
-//===== Compatible With: =====================================
-//= rAthena 7.15 +
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.5
+//===== Description: =========================================
//= Welding Mask and Headset Quests.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.1 Fixed exploits [Lupus]
//= 1.2 Removed Duplicates [Silent]
//= 1.3 Updated "Welding Mask" Quest to the Official one. [Samuray22]
//= 1.3a replaced item "names" with item id. Added missing [Lupus]
//= 1.4 Updated welding mask and headset quests. [L0ne_W0lf]
-//============================================================
+//= 1.5 Added Number Match Game. [Euphy]
+//============================================================
// Blacksmith: 'Welding Mask' Quest
//============================================================
@@ -162,3 +161,268 @@ geffen_in,30,71,4 script Eric 83,{
close;
}
}
+
+// Number Match Game :: gef_yagu
+//============================================================
+geffen,122,77,4 script Nia#yagu 700,{
+ mes "[Nia]";
+ mes "Hello, I'm Nia, the fifth";
+ mes "disciple of Mawong, the";
+ mes "gaming mastermind. Now,";
+ mes "how would you like to play a";
+ mes "Number Match game with me?";
+ next;
+ switch(select("Number Match Game?:Practice Number Match:Play Number Match:Record Holder:Cancel")) {
+ case 1:
+ mes "[Nia]";
+ mes "Ah, well, the objective of";
+ mes "the Number Match game is to";
+ mes "guess the number I'm thinking";
+ mes "of. Of course, there are a few";
+ mes "rules that limit the numbers";
+ mes "that I can choose from.";
+ next;
+ mes "[Nia]";
+ mes "All the numbers that I make";
+ mes "up must be 3 digits, I can't";
+ mes "use 0 for any of the digits,";
+ mes "and I can't use the same";
+ mes "number for any of the digits";
+ mes "more than once.";
+ next;
+ mes "[Nia]";
+ mes "So, for example, I can't";
+ mes "use the numbers 103, 112,";
+ mes "252, or 701. Those numbers";
+ mes "either have a 0, or they use";
+ mes "the same number in the digits";
+ mes "more than once. Got it now?";
+ next;
+ mes "[Nia]";
+ mes "Now, you only get 5 guesses,";
+ mes "and after each guess, I'll tell";
+ mes "you how many digits you guessed";
+ mes "correctly, followed by the number of correctly guessed digits in";
+ mes "the correct digit place.";
+ next;
+ mes "[Nia]";
+ mes "For example, let's say the";
+ mes "number I come up with is 168.";
+ mes "If your first guess is 678, then you guessed two of the digits,";
+ mes "6 and 8, correctly. However,";
+ mes "only 8 is in the correct place.";
+ next;
+ mes "[Nia]";
+ mes "You know, it'd be a good idea";
+ mes "if you try the Practice Mode";
+ mes "first. Then, when you're more";
+ mes "comfortable, play the actual";
+ mes "Number Match game. Don't forget that speed counts for your score!";
+ next;
+ mes "[Nia]";
+ mes "Ah, if you happen to";
+ mes "make a new record in the";
+ mes "Number Match game, you'll";
+ mes "have your name recorded,";
+ mes "so don't miss this chance for";
+ mes "fame and maybe even fortune~";
+ close;
+ case 2:
+ mes "[Nia]";
+ mes "Great, let's do a practice";
+ mes "Number Match game. Please";
+ mes "try to guess my number, okay?";
+ mes "If you want to cancel, then please enter a number greater than 1,000.";
+ set .@practice,1;
+ break;
+ case 3:
+ mes "[Nia]";
+ mes "Great, let's play Number Match!";
+ mes "You will have 5 chances to guess the number that I'm thinking of.";
+ mes "If you want to cancel, then please enter a number greater than 1,000.";
+ set .@practice,0;
+ break;
+ case 4:
+ set .@name_record$, $050908_minus1_yagu$;
+ if (.@name_record$ == "") //custom
+ set .@name_record$,"(null)";
+ set .@score_record, $050908_minus1_yagu;
+ set .@score_min, .@score_record / 60;
+ set .@score_sec, .@score_record % 60;
+ mes "[Nia]";
+ mes "^ff0000" + .@name_record$ + "^000000 is the";
+ mes "record holder for the Number";
+ mes "Match game with a time of";
+ mes "^ff0000" + .@score_min + " minutes, " + .@score_sec + " seconds^000000.";
+ close;
+ case 5:
+ mes "[Nia]";
+ mes "Take care of yourself,";
+ mes "adventurer. If you ever";
+ mes "feel like playing a Number";
+ mes "Match game, come and talk";
+ mes "to me, alright? See you~";
+ close;
+ }
+ next;
+
+ // Generate 3 digits of a number.
+ while(1) {
+ set .@yagu100, rand(1,9);
+ set .@yagu10, rand(1,9);
+ set .@yagu1, rand(1,9);
+ if ((.@yagu100 != .@yagu10) && (.@yagu100 != .@yagu1) && (.@yagu10 != .@yagu1)) {
+ // Store the actual number (unofficial).
+ set .@yagu, (100*.@yagu100) + (10*.@yagu10) + .@yagu1;
+ break;
+ }
+ }
+
+ // The official time calculation is based on ServerTime,
+ // an int HHMMSS equivalent to atoi(gettimestr("%H%M%S",7)).
+ // UNIX time is really a better way to do this.
+ set .@start_time, gettimetick(2);
+
+ while(1) {
+
+ // Guess a number that meets all conditions.
+ while(1) {
+ if (input(.@input,100,999) != 0) {
+ mes "[Nia]";
+ mes "You've canceled the";
+ mes "Number Match game.";
+ close;
+ }
+ set .@input100, .@input / 100;
+ set .@input10, (.@input % 100) / 10;
+ set .@input1, .@input % 10;
+ if ((.@input100 > 0) && (.@input10 > 0) && (.@input1 > 0)) {
+ if ((.@input100 != .@input10) && (.@input100 != .@input1) && (.@input10 != .@input1))
+ break;
+ }
+ mes "[Nia]";
+ mes "You entered one of the";
+ mes "digits as 0, or input the";
+ mes "same numerical value in";
+ mes "the digits more than once.";
+ mes "Please enter another guess.";
+ next;
+ }
+
+ set .@retry, .@retry+1;
+ mes "[Nia]";
+ mes "^ff0000"+strcharinfo(0)+"^000000,";
+ mes "your guess is ^0000ff"+.@input+"^000000.";
+ mes "Give me a moment to";
+ mes "come up with your results.";
+ next;
+
+ // Correct digits in correct locations.
+ set .@strike,0;
+ if (.@yagu100 == .@input100)
+ set .@strike, .@strike+1;
+ if (.@yagu10 == .@input10)
+ set .@strike, .@strike+1;
+ if (.@yagu1 == .@input1)
+ set .@strike, .@strike+1;
+
+ // Correct digits in incorrect locations.
+ set .@ball,0;
+ if ((.@yagu100 == .@input10) || (.@yagu100 == .@input1))
+ set .@ball, .@ball+1;
+ if ((.@yagu10 == .@input100) || (.@yagu10 == .@input1))
+ set .@ball, .@ball+1;
+ if ((.@yagu1 == .@input100) || (.@yagu1 == .@input10))
+ set .@ball, .@ball+1;
+
+ if (.@strike == 3) {
+ if (.@practice) {
+ mes "[Nia]";
+ mes "Yes, the number that";
+ mes "I guessed was ^ff0000"+.@yagu+"^000000!";
+ mes "Congratulations, you";
+ mes "just won this practice";
+ mes "game! Now you should be";
+ mes "ready for the real thing~";
+ close;
+ } else {
+
+ // Calculate final time and check against the previous record.
+ set .@end_time, gettimetick(2);
+ if (.@end_time < .@start_time)
+ set .@end_time, .@end_time + 3600;
+ set .@total_time, .@end_time - .@start_time;
+ set .@total_min, .@total_time / 60;
+ set .@total_sec, .@total_time % 60;
+ set .@name_record$, $050908_minus1_yagu$;
+ if (.@name_record$ == "") //custom
+ set .@name_record$,"(null)";
+ set .@score_record, $050908_minus1_yagu;
+ set .@score_min, .@score_record / 60;
+ set .@score_sec, .@score_record % 60;
+
+ if (.@score_record >= .@total_time || !.@score_record) { //custom (second condition)
+ set $050908_minus1_yagu$, strcharinfo(0);
+ set $050908_minus1_yagu, .@total_time;
+ mes "[Nia]";
+ mes "Great! You guessed";
+ mes "my number, which was";
+ mes "^ff0000" + .@yagu + "^000000. You finished in";
+ mes "^ff0000" + .@total_min + " minutes, " + .@total_sec + " seconds^000000,";
+ mes "breaking the previous record";
+ mes "of ^ff0000" + .@score_min + " minutes, " + .@score_sec + " seconds^000000.";
+ next;
+ mes "[Nia]";
+ mes "^ff0000" + .@name_record$ + "^000000";
+ mes "set that old record,";
+ mes "but now you are the";
+ mes "new person to beat in the";
+ mes "Match Game. Congratulations";
+ mes "for setting a new record!";
+ close;
+ }
+ mes "[Nia]";
+ mes "Nice work, you guessed";
+ mes "my number! The answer, of";
+ mes "course, was ^ff0000" + .@yagu + "^000000. You managed";
+ mes "to guess this number correctly";
+ mes "in ^ff0000" + .@total_min + " minutes, " + .@total_sec + " seconds^000000.";
+ next;
+ mes "[Nia]";
+ mes "^ff0000" + .@name_record$ + "^000000 is";
+ mes "the current Number Match";
+ mes "record holder with a time";
+ mes "of ^ff0000" + .@score_min + " minutes, " + .@score_sec + " seconds^000000.";
+ mes "Good luck, and hopefully you";
+ mes "can break this record someday~";
+ close;
+ }
+ } else {
+ if (.@practice) {
+ mes "[Nia]";
+ mes "Your guess has ^ff0000" + .@ball + "^000000 of the";
+ mes "correct numbers. ^ff0000" + .@strike + "^000000 of the";
+ mes "digits in your guess have";
+ mes "the correct number in the";
+ mes "correct digit placement.";
+ mes "Alright, try it again~";
+ next;
+ } else {
+ mes "[Nia]";
+ mes "Your last guess had ^ff0000" + .@ball + "^000000";
+ mes "of the correct numbers,";
+ mes "and ^ff0000" + .@strike + "^000000 digits in your guess";
+ mes "had the correct number in";
+ mes "the correct digit placement.";
+ switch(.@retry) {
+ case 1: mes "You have four guesses left."; break;
+ case 2: mes "You have three guesses left."; break;
+ case 3: mes "You have two guesses left."; break;
+ case 4: mes "You only have one guess left..."; break;
+ case 5: mes "The answer was ^ff0000" + .@yagu + "^000000."; close;
+ }
+ next;
+ }
+ }
+ }
+}
diff --git a/npc/quests/quests_gonryun.txt b/npc/quests/quests_gonryun.txt
index ec7142c70..a2e575a90 100644
--- a/npc/quests/quests_gonryun.txt
+++ b/npc/quests/quests_gonryun.txt
@@ -1,26 +1,24 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Quest NPCs related to Gonryun
//===== By: ==================================================
//= KarLaeda
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Broken Sword Quest (Kept old mechanics)
//= Lost Knife Quest
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.1 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
//= 1.2 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
-//= Added Lost Knife, updated dialog for Broken Sword
-//= dungeon quest mechanics aportion is still the same.
+//= Added Lost Knife, updated dialog for Broken Sword
+//= dungeon quest mechanics aportion is still the same.
//= 1.2a Bugfixes (bugreport:2404) [Paradox924X]
//= 1.2b More Bugfixes (bugreport:2407) [Paradox924X]
-//============================================================
+//============================================================
-// Broken Sword
-//============================================================
+// Broken Sword :: broken_sword
+//============================================================
gon_in,17,93,5 script Chief#gon 775,{
if (BaseLevel > 50) {
if (b_sword == 0) {
@@ -788,57 +786,57 @@ gon_in,165,16,4 script Man in hangover#gon 748,{
}
gon_dun01,148,156,0 script start01#gnbs -1,{
- OnInit:
- sleep 10000;
- OnCommandOn:
- donpcevent "trace1-"+rand(1,5)+"#gnbs::OnCommandOn";
- end;
+OnInit:
+ sleep 10000;
+OnCommandOn:
+ donpcevent "trace1-"+rand(1,5)+"#gnbs::OnCommandOn";
+ end;
}
gon_dun01,201,25,0 script trace1-1#gnbs 139,1,1,{
if (b_sword == 7) donpcevent "timer1-1::OnCommandOn";
end;
- OnTimer10000:
- stopnpctimer;
- disablenpc "trace1-1#gnbs";
- donpcevent "start01#gnbs::OnCommandOn";
- end;
+OnTimer10000:
+ stopnpctimer;
+ disablenpc "trace1-1#gnbs";
+ donpcevent "start01#gnbs::OnCommandOn";
+ end;
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace1-1#gnbs";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace1-1#gnbs";
+ end;
- OnCommandOn:
- enablenpc "trace1-1#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "trace1-1#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
}
gon_dun01,2,1,0 script timer1-1 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer1-1";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer1-1";
+ end;
- OnCommandOn:
- enablenpc "timer1-1";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "timer1-1";
+ setnpctimer 0;
+ startnpctimer;
+ end;
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer1-1";
- end;
+OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer1-1";
+ end;
- OnTimer3000:
- donpcevent "#getitem1-1::OnCommandOn";
- end;
+OnTimer3000:
+ donpcevent "#getitem1-1::OnCommandOn";
+ end;
}
gon_dun01,202,25,0 script #getitem1-1 111,2,1,{
@@ -848,65 +846,65 @@ gon_dun01,202,25,0 script #getitem1-1 111,2,1,{
mes "Seems like it's a part of the sword you've been looking for.";
close;
- OnInit:
- disablenpc "#getitem1-1";
- end;
+OnInit:
+ disablenpc "#getitem1-1";
+ end;
- OnCommandOn:
- enablenpc "#getitem1-1";
- donpcevent "timer1-1::OnCommandOff";
- donpcevent "start01#gnbs::OnCommandOn";
- end;
+OnCommandOn:
+ enablenpc "#getitem1-1";
+ donpcevent "timer1-1::OnCommandOff";
+ donpcevent "start01#gnbs::OnCommandOn";
+ end;
- OnCommandOff:
- disablenpc "#getitem1-1";
- end;
+OnCommandOff:
+ disablenpc "#getitem1-1";
+ end;
}
gon_dun01,190,160,0 script trace1-2#gnbs 139,1,1,{
if (b_sword == 7) donpcevent "timer1-2::OnCommandOn";
end;
- OnTimer100000:
- stopnpctimer;
- disablenpc "trace1-2#gnbs";
- donpcevent "start01#gnbs::OnCommandOn";
- end;
+OnTimer100000:
+ stopnpctimer;
+ disablenpc "trace1-2#gnbs";
+ donpcevent "start01#gnbs::OnCommandOn";
+ end;
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace1-2#gnbs";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace1-2#gnbs";
+ end;
- OnCommandOn:
- enablenpc "trace1-2#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "trace1-2#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
}
gon_dun01,3,1,0 script timer1-2 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer1-2";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer1-2";
+ end;
- OnCommandOn:
- enablenpc "timer1-2";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "timer1-2";
+ setnpctimer 0;
+ startnpctimer;
+ end;
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer1-2";
- end;
+OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer1-2";
+ end;
- OnTimer3000:
- donpcevent "#getitem1-2::OnCommandOn";
- end;
+OnTimer3000:
+ donpcevent "#getitem1-2::OnCommandOn";
+ end;
}
gon_dun01,190,159,0 script #getitem1-2 111,2,1,{
@@ -916,65 +914,65 @@ gon_dun01,190,159,0 script #getitem1-2 111,2,1,{
mes "Seems like it's a part of the sword you've been looking for.";
close;
- OnInit:
- disablenpc "#getitem1-2";
- end;
+OnInit:
+ disablenpc "#getitem1-2";
+ end;
- OnCommandOn:
- enablenpc "#getitem1-2";
- donpcevent "timer1-2::OnCommandOff";
- donpcevent "start01#gnbs::OnCommandOn";
- end;
+OnCommandOn:
+ enablenpc "#getitem1-2";
+ donpcevent "timer1-2::OnCommandOff";
+ donpcevent "start01#gnbs::OnCommandOn";
+ end;
- OnCommandOff:
- disablenpc "#getitem1-2";
- end;
+OnCommandOff:
+ disablenpc "#getitem1-2";
+ end;
}
gon_dun01,163,53,0 script trace1-3#gnbs 139,1,1,{
if (b_sword == 7) donpcevent "timer1-3::OnCommandOn";
end;
- OnTimer90000:
- stopnpctimer;
- disablenpc "trace1-3#gnbs";
- donpcevent "start01#gnbs::OnCommandOn";
- end;
+OnTimer90000:
+ stopnpctimer;
+ disablenpc "trace1-3#gnbs";
+ donpcevent "start01#gnbs::OnCommandOn";
+ end;
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace1-3#gnbs";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace1-3#gnbs";
+ end;
- OnCommandOn:
- enablenpc "trace1-3#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "trace1-3#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
}
gon_dun01,4,1,0 script timer1-3 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer1-3";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer1-3";
+ end;
- OnCommandOn:
- enablenpc "timer1-3";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "timer1-3";
+ setnpctimer 0;
+ startnpctimer;
+ end;
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer1-3";
- end;
+OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer1-3";
+ end;
- OnTimer3000:
- donpcevent "#getitem1-3::OnCommandOn";
- end;
+OnTimer3000:
+ donpcevent "#getitem1-3::OnCommandOn";
+ end;
}
gon_dun01,164,53,0 script #getitem1-3 111,2,1,{
@@ -984,65 +982,65 @@ gon_dun01,164,53,0 script #getitem1-3 111,2,1,{
mes "Seems like it's a part of the sword you've been looking for.";
close;
- OnInit:
- disablenpc "#getitem1-3";
- end;
+OnInit:
+ disablenpc "#getitem1-3";
+ end;
- OnCommandOn:
- enablenpc "#getitem1-3";
- donpcevent "timer1-3::OnCommandOff";
- donpcevent "start01#gnbs::OnCommandOn";
- end;
+OnCommandOn:
+ enablenpc "#getitem1-3";
+ donpcevent "timer1-3::OnCommandOff";
+ donpcevent "start01#gnbs::OnCommandOn";
+ end;
- OnCommandOff:
- disablenpc "#getitem1-3";
- end;
+OnCommandOff:
+ disablenpc "#getitem1-3";
+ end;
}
gon_dun01,133,183,0 script trace1-4#gnbs 139,1,1,{
if (b_sword == 7) donpcevent "timer1-4::OnCommandOn";
end;
- OnTimer150000:
- stopnpctimer;
- disablenpc "trace1-4#gnbs";
- donpcevent "start01#gnbs::OnCommandOn";
- end;
+OnTimer150000:
+ stopnpctimer;
+ disablenpc "trace1-4#gnbs";
+ donpcevent "start01#gnbs::OnCommandOn";
+ end;
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace1-4#gnbs";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace1-4#gnbs";
+ end;
- OnCommandOn:
- enablenpc "trace1-4#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "trace1-4#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
}
gon_dun01,5,1,0 script timer1-4 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer1-4";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer1-4";
+ end;
- OnCommandOn:
- enablenpc "timer1-4";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "timer1-4";
+ setnpctimer 0;
+ startnpctimer;
+ end;
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer1-4";
- end;
+OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer1-4";
+ end;
- OnTimer3000:
- donpcevent "#getitem1-4::OnCommandOn";
- end;
+OnTimer3000:
+ donpcevent "#getitem1-4::OnCommandOn";
+ end;
}
gon_dun01,134,183,0 script #getitem1-4 111,2,1,{
@@ -1052,65 +1050,65 @@ gon_dun01,134,183,0 script #getitem1-4 111,2,1,{
mes "Seems like it's a part of the sword you've been looking for.";
close;
- OnInit:
- disablenpc "#getitem1-4";
- end;
+OnInit:
+ disablenpc "#getitem1-4";
+ end;
- OnCommandOn:
- enablenpc "#getitem1-4";
- donpcevent "timer1-4::OnCommandOff";
- donpcevent "start01#gnbs::OnCommandOn";
- end;
+OnCommandOn:
+ enablenpc "#getitem1-4";
+ donpcevent "timer1-4::OnCommandOff";
+ donpcevent "start01#gnbs::OnCommandOn";
+ end;
- OnCommandOff:
- disablenpc "#getitem1-4";
- end;
+OnCommandOff:
+ disablenpc "#getitem1-4";
+ end;
}
gon_dun01,139,257,0 script trace1-5#gnbs 139,1,1,{
if (b_sword == 7) donpcevent "timer1-5::OnCommandOn";
end;
- OnTimer170000:
- stopnpctimer;
- disablenpc "trace1-5#gnbs";
- donpcevent "start01#gnbs::OnCommandOn";
- end;
+OnTimer170000:
+ stopnpctimer;
+ disablenpc "trace1-5#gnbs";
+ donpcevent "start01#gnbs::OnCommandOn";
+ end;
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace1-5#gnbs";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace1-5#gnbs";
+ end;
- OnCommandOn:
- enablenpc "trace1-5#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "trace1-5#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
}
gon_dun01,6,1,0 script timer1-5 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer1-5";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer1-5";
+ end;
- OnCommandOn:
- enablenpc "timer1-5";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "timer1-5";
+ setnpctimer 0;
+ startnpctimer;
+ end;
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer1-5";
- end;
+OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer1-5";
+ end;
- OnTimer3000:
- donpcevent "#getitem1-5::OnCommandOn";
- end;
+OnTimer3000:
+ donpcevent "#getitem1-5::OnCommandOn";
+ end;
}
gon_dun01,140,257,0 script #getitem1-5 111,2,1,{
@@ -1120,73 +1118,73 @@ gon_dun01,140,257,0 script #getitem1-5 111,2,1,{
mes "Seems like it's a part of the sword you've been looking for.";
close;
- OnInit:
- disablenpc "#getitem1-5";
- end;
+OnInit:
+ disablenpc "#getitem1-5";
+ end;
- OnCommandOn:
- enablenpc "#getitem1-5";
- donpcevent "timer1-5::OnCommandOff";
- donpcevent "start01#gnbs::OnCommandOn";
- end;
+OnCommandOn:
+ enablenpc "#getitem1-5";
+ donpcevent "timer1-5::OnCommandOff";
+ donpcevent "start01#gnbs::OnCommandOn";
+ end;
- OnCommandOff:
- disablenpc "#getitem1-5";
- end;
+OnCommandOff:
+ disablenpc "#getitem1-5";
+ end;
}
gon_dun02,1,1,0 script start02#gnbs -1,{
- OnInit:
- sleep 10000;
- OnCommandOn:
- donpcevent "trace2-"+rand(1,6)+"#gnbs::OnCommandOn";
- end;
+OnInit:
+ sleep 10000;
+OnCommandOn:
+ donpcevent "trace2-"+rand(1,6)+"#gnbs::OnCommandOn";
+ end;
}
gon_dun02,65,168,0 script trace2-1#gnbs 139,1,1,{
if (b_sword == 8) donpcevent "timer2-1::OnCommandOn";
end;
- OnTimer80000:
- stopnpctimer;
- disablenpc "trace2-1#gnbs";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
+OnTimer80000:
+ stopnpctimer;
+ disablenpc "trace2-1#gnbs";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace2-1#gnbs";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace2-1#gnbs";
+ end;
- OnCommandOn:
- enablenpc "trace2-1#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "trace2-1#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
}
gon_dun02,2,1,0 script timer2-1 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer2-1";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer2-1";
+ end;
- OnCommandOn:
- enablenpc "timer2-1";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "timer2-1";
+ setnpctimer 0;
+ startnpctimer;
+ end;
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer2-1";
- end;
+OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer2-1";
+ end;
- OnTimer3000:
- donpcevent "#getitem2-1::OnCommandOn";
- end;
+OnTimer3000:
+ donpcevent "#getitem2-1::OnCommandOn";
+ end;
}
gon_dun02,202,25,0 script #getitem2-1 111,2,1,{
@@ -1196,65 +1194,65 @@ gon_dun02,202,25,0 script #getitem2-1 111,2,1,{
mes "Seems like it's a part of the sword you've been looking for.";
close;
- OnInit:
- disablenpc "#getitem2-1";
- end;
+OnInit:
+ disablenpc "#getitem2-1";
+ end;
- OnCommandOn:
- enablenpc "#getitem2-1";
- donpcevent "timer2-1::OnCommandOff";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
+OnCommandOn:
+ enablenpc "#getitem2-1";
+ donpcevent "timer2-1::OnCommandOff";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
- OnCommandOff:
- disablenpc "#getitem2-1";
- end;
+OnCommandOff:
+ disablenpc "#getitem2-1";
+ end;
}
gon_dun02,265,200,0 script trace2-2#gnbs 139,1,1,{
if (b_sword == 8) donpcevent "timer2-2::OnCommandOn";
end;
- OnTimer130000:
- stopnpctimer;
- disablenpc "trace2-2#gnbs";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
+OnTimer130000:
+ stopnpctimer;
+ disablenpc "trace2-2#gnbs";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace2-2#gnbs";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace2-2#gnbs";
+ end;
- OnCommandOn:
- enablenpc "trace2-2#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "trace2-2#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
}
gon_dun02,3,1,0 script timer2-2 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer2-2";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer2-2";
+ end;
- OnCommandOn:
- enablenpc "timer2-2";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "timer2-2";
+ setnpctimer 0;
+ startnpctimer;
+ end;
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer2-2";
- end;
+OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer2-2";
+ end;
- OnTimer3000:
- donpcevent "#getitem2-2::OnCommandOn";
- end;
+OnTimer3000:
+ donpcevent "#getitem2-2::OnCommandOn";
+ end;
}
gon_dun02,265,201,0 script #getitem2-2 111,2,1,{
@@ -1264,65 +1262,65 @@ gon_dun02,265,201,0 script #getitem2-2 111,2,1,{
mes "Seems like it's a part of the sword you've been looking for.";
close;
- OnInit:
- disablenpc "#getitem2-2";
- end;
+OnInit:
+ disablenpc "#getitem2-2";
+ end;
- OnCommandOn:
- enablenpc "#getitem2-2";
- donpcevent "timer2-2::OnCommandOff";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
+OnCommandOn:
+ enablenpc "#getitem2-2";
+ donpcevent "timer2-2::OnCommandOff";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
- OnCommandOff:
- disablenpc "#getitem2-2";
- end;
+OnCommandOff:
+ disablenpc "#getitem2-2";
+ end;
}
gon_dun02,247,129,0 script trace2-3#gnbs 139,1,1,{
if (b_sword == 8) donpcevent "timer2-3::OnCommandOn";
end;
- OnTimer110000:
- stopnpctimer;
- disablenpc "trace2-3#gnbs";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
+OnTimer110000:
+ stopnpctimer;
+ disablenpc "trace2-3#gnbs";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace2-3#gnbs";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace2-3#gnbs";
+ end;
- OnCommandOn:
- enablenpc "trace2-3#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "trace2-3#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
}
gon_dun02,4,1,0 script timer2-3 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer2-3";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer2-3";
+ end;
- OnCommandOn:
- enablenpc "timer2-3";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "timer2-3";
+ setnpctimer 0;
+ startnpctimer;
+ end;
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer2-3";
- end;
+OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer2-3";
+ end;
- OnTimer3000:
- donpcevent "#getitem2-3::OnCommandOn";
- end;
+OnTimer3000:
+ donpcevent "#getitem2-3::OnCommandOn";
+ end;
}
gon_dun02,247,128,0 script #getitem2-3 111,2,1,{
@@ -1332,65 +1330,65 @@ gon_dun02,247,128,0 script #getitem2-3 111,2,1,{
mes "Seems like it's a part of the sword you've been looking for.";
close;
- OnInit:
- disablenpc "#getitem2-3";
- end;
+OnInit:
+ disablenpc "#getitem2-3";
+ end;
- OnCommandOn:
- enablenpc "#getitem2-3";
- donpcevent "timer2-3::OnCommandOff";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
+OnCommandOn:
+ enablenpc "#getitem2-3";
+ donpcevent "timer2-3::OnCommandOff";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
- OnCommandOff:
- disablenpc "#getitem2-3";
- end;
+OnCommandOff:
+ disablenpc "#getitem2-3";
+ end;
}
gon_dun02,149,74,0 script trace2-4#gnbs 139,1,1,{
if (b_sword == 8) donpcevent "timer2-4::OnCommandOn";
end;
- OnTimer230000:
- stopnpctimer;
- disablenpc "trace2-4#gnbs";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
+OnTimer230000:
+ stopnpctimer;
+ disablenpc "trace2-4#gnbs";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace2-4#gnbs";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace2-4#gnbs";
+ end;
- OnCommandOn:
- enablenpc "trace2-4#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "trace2-4#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
}
gon_dun02,5,1,0 script timer2-4 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer2-4";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer2-4";
+ end;
- OnCommandOn:
- enablenpc "timer2-4";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "timer2-4";
+ setnpctimer 0;
+ startnpctimer;
+ end;
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer2-4";
- end;
+OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer2-4";
+ end;
- OnTimer3000:
- donpcevent "#getitem2-4::OnCommandOn";
- end;
+OnTimer3000:
+ donpcevent "#getitem2-4::OnCommandOn";
+ end;
}
gon_dun02,149,75,0 script #getitem2-4 111,2,1,{
@@ -1400,65 +1398,65 @@ gon_dun02,149,75,0 script #getitem2-4 111,2,1,{
mes "Seems like it's a part of the sword you've been looking for.";
close;
- OnInit:
- disablenpc "#getitem2-4";
- end;
+OnInit:
+ disablenpc "#getitem2-4";
+ end;
- OnCommandOn:
- enablenpc "#getitem2-4";
- donpcevent "timer2-4::OnCommandOff";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
+OnCommandOn:
+ enablenpc "#getitem2-4";
+ donpcevent "timer2-4::OnCommandOff";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
- OnCommandOff:
- disablenpc "#getitem2-4";
- end;
+OnCommandOff:
+ disablenpc "#getitem2-4";
+ end;
}
gon_dun02,23,105,0 script trace2-5#gnbs 139,1,1,{
if (b_sword == 8) donpcevent "timer2-5::OnCommandOn";
end;
- OnTimer190000:
- stopnpctimer;
- disablenpc "trace2-5#gnbs";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
+OnTimer190000:
+ stopnpctimer;
+ disablenpc "trace2-5#gnbs";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace2-5#gnbs";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace2-5#gnbs";
+ end;
- OnCommandOn:
- enablenpc "trace2-5#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "trace2-5#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
}
gon_dun02,6,1,0 script timer2-5 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer2-5";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer2-5";
+ end;
- OnCommandOn:
- enablenpc "timer2-5";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "timer2-5";
+ setnpctimer 0;
+ startnpctimer;
+ end;
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer2-5";
- end;
+OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer2-5";
+ end;
- OnTimer3000:
- donpcevent "#getitem2-5::OnCommandOn";
- end;
+OnTimer3000:
+ donpcevent "#getitem2-5::OnCommandOn";
+ end;
}
gon_dun02,23,106,0 script #getitem2-5 111,2,1,{
@@ -1468,65 +1466,65 @@ gon_dun02,23,106,0 script #getitem2-5 111,2,1,{
mes "Seems like it's a part of the sword you've been looking for.";
close;
- OnInit:
- disablenpc "#getitem2-5";
- end;
+OnInit:
+ disablenpc "#getitem2-5";
+ end;
- OnCommandOn:
- enablenpc "#getitem2-5";
- donpcevent "timer2-5::OnCommandOff";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
+OnCommandOn:
+ enablenpc "#getitem2-5";
+ donpcevent "timer2-5::OnCommandOff";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
- OnCommandOff:
- disablenpc "#getitem2-5";
- end;
+OnCommandOff:
+ disablenpc "#getitem2-5";
+ end;
}
gon_dun02,249,39,0 script trace2-6#gnbs 139,1,1,{
if (b_sword == 8) donpcevent "timer2-6::OnCommandOn";
end;
- OnTimer110000:
- stopnpctimer;
- disablenpc "trace2-6#gnbs";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
+OnTimer110000:
+ stopnpctimer;
+ disablenpc "trace2-6#gnbs";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace2-6#gnbs";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace2-6#gnbs";
+ end;
- OnCommandOn:
- enablenpc "trace2-6#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "trace2-6#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
}
gon_dun02,7,1,0 script timer2-6 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer2-6";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer2-6";
+ end;
- OnCommandOn:
- enablenpc "timer2-6";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "timer2-6";
+ setnpctimer 0;
+ startnpctimer;
+ end;
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer2-6";
- end;
+OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer2-6";
+ end;
- OnTimer3000:
- donpcevent "#getitem2-6::OnCommandOn";
- end;
+OnTimer3000:
+ donpcevent "#getitem2-6::OnCommandOn";
+ end;
}
gon_dun02,249,40,0 script #getitem2-6 111,2,1,{
@@ -1536,73 +1534,73 @@ gon_dun02,249,40,0 script #getitem2-6 111,2,1,{
mes "Seems like it's a part of the sword you've been looking for.";
close;
- OnInit:
- disablenpc "#getitem2-6";
- end;
+OnInit:
+ disablenpc "#getitem2-6";
+ end;
- OnCommandOn:
- enablenpc "#getitem2-6";
- donpcevent "timer2-6::OnCommandOff";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
+OnCommandOn:
+ enablenpc "#getitem2-6";
+ donpcevent "timer2-6::OnCommandOff";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
- OnCommandOff:
- disablenpc "#getitem2-6";
- end;
+OnCommandOff:
+ disablenpc "#getitem2-6";
+ end;
}
gon_dun03,1,1,0 script start03#gnbs -1,{
- OnInit:
- sleep 10000;
- OnCommandOn:
- donpcevent "trace3-"+rand(1,7)+"#gnbs::OnCommandOn";
- end;
+OnInit:
+ sleep 10000;
+OnCommandOn:
+ donpcevent "trace3-"+rand(1,7)+"#gnbs::OnCommandOn";
+ end;
}
gon_dun03,11,75,0 script trace3-1#gnbs 139,1,1,{
if (b_sword == 9) donpcevent "timer3-1::OnCommandOn";
end;
- OnTimer200000:
- stopnpctimer;
- disablenpc "trace3-1#gnbs";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
+OnTimer200000:
+ stopnpctimer;
+ disablenpc "trace3-1#gnbs";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace3-1#gnbs";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace3-1#gnbs";
+ end;
- OnCommandOn:
- enablenpc "trace3-1#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "trace3-1#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
}
gon_dun03,2,1,0 script timer3-1 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer3-1";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer3-1";
+ end;
- OnCommandOn:
- enablenpc "timer3-1";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "timer3-1";
+ setnpctimer 0;
+ startnpctimer;
+ end;
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer3-1";
- end;
+OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer3-1";
+ end;
- OnTimer3000:
- donpcevent "#getitem3-1::OnCommandOn";
- end;
+OnTimer3000:
+ donpcevent "#getitem3-1::OnCommandOn";
+ end;
}
gon_dun03,10,74,0 script #getitem3-1 111,2,1,{
@@ -1616,65 +1614,65 @@ gon_dun03,10,74,0 script #getitem3-1 111,2,1,{
mes "It looks like you've found all of the pieces of the blade.";
close;
- OnInit:
- disablenpc "#getitem3-1";
- end;
+OnInit:
+ disablenpc "#getitem3-1";
+ end;
- OnCommandOn:
- enablenpc "#getitem3-1";
- donpcevent "timer3-1::OnCommandOff";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
+OnCommandOn:
+ enablenpc "#getitem3-1";
+ donpcevent "timer3-1::OnCommandOff";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
- OnCommandOff:
- disablenpc "#getitem3-1";
- end;
+OnCommandOff:
+ disablenpc "#getitem3-1";
+ end;
}
gon_dun03,199,103,0 script trace3-2#gnbs 139,1,1,{
if (b_sword == 9) donpcevent "timer3-2::OnCommandOn";
end;
- OnTimer130000:
- stopnpctimer;
- disablenpc "trace3-2#gnbs";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
+OnTimer130000:
+ stopnpctimer;
+ disablenpc "trace3-2#gnbs";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace3-2#gnbs";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace3-2#gnbs";
+ end;
- OnCommandOn:
- enablenpc "trace3-2#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "trace3-2#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
}
gon_dun03,3,1,0 script timer3-2 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer3-2";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer3-2";
+ end;
- OnCommandOn:
- enablenpc "timer3-2";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "timer3-2";
+ setnpctimer 0;
+ startnpctimer;
+ end;
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer3-2";
- end;
+OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer3-2";
+ end;
- OnTimer3000:
- donpcevent "#getitem3-2::OnCommandOn";
- end;
+OnTimer3000:
+ donpcevent "#getitem3-2::OnCommandOn";
+ end;
}
gon_dun03,199,102,0 script #getitem3-2 111,2,1,{
@@ -1688,65 +1686,65 @@ gon_dun03,199,102,0 script #getitem3-2 111,2,1,{
mes "It looks like you've found all of the pieces of the blade.";
close;
- OnInit:
- disablenpc "#getitem3-2";
- end;
+OnInit:
+ disablenpc "#getitem3-2";
+ end;
- OnCommandOn:
- enablenpc "#getitem3-2";
- donpcevent "timer3-2::OnCommandOff";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
+OnCommandOn:
+ enablenpc "#getitem3-2";
+ donpcevent "timer3-2::OnCommandOff";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
- OnCommandOff:
- disablenpc "#getitem3-2";
- end;
+OnCommandOff:
+ disablenpc "#getitem3-2";
+ end;
}
gon_dun03,14,162,0 script trace3-3#gnbs 139,1,1,{
if (b_sword == 9) donpcevent "timer3-3::OnCommandOn";
end;
- OnTimer110000:
- stopnpctimer;
- disablenpc "trace3-3#gnbs";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
+OnTimer110000:
+ stopnpctimer;
+ disablenpc "trace3-3#gnbs";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace3-3#gnbs";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace3-3#gnbs";
+ end;
- OnCommandOn:
- enablenpc "trace3-3#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "trace3-3#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
}
gon_dun03,4,1,0 script timer3-3 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer3-3";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer3-3";
+ end;
- OnCommandOn:
- enablenpc "timer3-3";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "timer3-3";
+ setnpctimer 0;
+ startnpctimer;
+ end;
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer3-3";
- end;
+OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer3-3";
+ end;
- OnTimer3000:
- donpcevent "#getitem3-3::OnCommandOn";
- end;
+OnTimer3000:
+ donpcevent "#getitem3-3::OnCommandOn";
+ end;
}
gon_dun03,14,163,0 script #getitem3-3 111,2,1,{
@@ -1760,65 +1758,65 @@ gon_dun03,14,163,0 script #getitem3-3 111,2,1,{
mes "It looks like you've found all of the pieces of the blade.";
close;
- OnInit:
- disablenpc "#getitem3-3";
- end;
+OnInit:
+ disablenpc "#getitem3-3";
+ end;
- OnCommandOn:
- enablenpc "#getitem3-3";
- donpcevent "timer3-3::OnCommandOff";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
+OnCommandOn:
+ enablenpc "#getitem3-3";
+ donpcevent "timer3-3::OnCommandOff";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
- OnCommandOff:
- disablenpc "#getitem3-3";
- end;
+OnCommandOff:
+ disablenpc "#getitem3-3";
+ end;
}
gon_dun03,155,263,0 script trace3-4#gnbs 139,1,1,{
if (b_sword == 9) donpcevent "timer3-4::OnCommandOn";
end;
- OnTimer230000:
- stopnpctimer;
- disablenpc "trace3-4#gnbs";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
+OnTimer230000:
+ stopnpctimer;
+ disablenpc "trace3-4#gnbs";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace3-4#gnbs";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace3-4#gnbs";
+ end;
- OnCommandOn:
- enablenpc "trace3-4#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "trace3-4#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
}
gon_dun03,5,1,0 script timer3-4 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer3-4";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer3-4";
+ end;
- OnCommandOn:
- enablenpc "timer3-4";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "timer3-4";
+ setnpctimer 0;
+ startnpctimer;
+ end;
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer3-4";
- end;
+OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer3-4";
+ end;
- OnTimer3000:
- donpcevent "#getitem3-4::OnCommandOn";
- end;
+OnTimer3000:
+ donpcevent "#getitem3-4::OnCommandOn";
+ end;
}
gon_dun03,156,263,0 script #getitem3-4 111,2,1,{
@@ -1832,65 +1830,65 @@ gon_dun03,156,263,0 script #getitem3-4 111,2,1,{
mes "It looks like you've found all of the pieces of the blade.";
close;
- OnInit:
- disablenpc "#getitem3-4";
- end;
+OnInit:
+ disablenpc "#getitem3-4";
+ end;
- OnCommandOn:
- enablenpc "#getitem3-4";
- donpcevent "timer3-4::OnCommandOff";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
+OnCommandOn:
+ enablenpc "#getitem3-4";
+ donpcevent "timer3-4::OnCommandOff";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
- OnCommandOff:
- disablenpc "#getitem3-4";
- end;
+OnCommandOff:
+ disablenpc "#getitem3-4";
+ end;
}
gon_dun03,169,90,0 script trace3-5#gnbs 139,1,1,{
if (b_sword == 9) donpcevent "timer3-5::OnCommandOn";
end;
- OnTimer190000:
- stopnpctimer;
- disablenpc "trace3-5#gnbs";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
+OnTimer190000:
+ stopnpctimer;
+ disablenpc "trace3-5#gnbs";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace3-5#gnbs";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace3-5#gnbs";
+ end;
- OnCommandOn:
- enablenpc "trace3-5#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "trace3-5#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
}
gon_dun03,6,1,0 script timer3-5 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer3-5";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer3-5";
+ end;
- OnCommandOn:
- enablenpc "timer3-5";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "timer3-5";
+ setnpctimer 0;
+ startnpctimer;
+ end;
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer3-5";
- end;
+OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer3-5";
+ end;
- OnTimer3000:
- donpcevent "#getitem3-5::OnCommandOn";
- end;
+OnTimer3000:
+ donpcevent "#getitem3-5::OnCommandOn";
+ end;
}
gon_dun03,170,90,0 script #getitem3-5 111,2,1,{
@@ -1904,65 +1902,65 @@ gon_dun03,170,90,0 script #getitem3-5 111,2,1,{
mes "It looks like you've found all of the pieces of the blade.";
close;
- OnInit:
- disablenpc "#getitem3-5";
- end;
+OnInit:
+ disablenpc "#getitem3-5";
+ end;
- OnCommandOn:
- enablenpc "#getitem3-5";
- donpcevent "timer3-5::OnCommandOff";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
+OnCommandOn:
+ enablenpc "#getitem3-5";
+ donpcevent "timer3-5::OnCommandOff";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
- OnCommandOff:
- disablenpc "#getitem3-5";
- end;
+OnCommandOff:
+ disablenpc "#getitem3-5";
+ end;
}
gon_dun03,162,40,0 script trace3-6#gnbs 139,1,1,{
if (b_sword == 9) donpcevent "timer3-6::OnCommandOn";
end;
- OnTimer110000:
- stopnpctimer;
- disablenpc "trace3-6#gnbs";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
+OnTimer110000:
+ stopnpctimer;
+ disablenpc "trace3-6#gnbs";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace3-6#gnbs";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace3-6#gnbs";
+ end;
- OnCommandOn:
- enablenpc "trace3-6#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "trace3-6#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
}
gon_dun03,7,1,0 script timer3-6 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer3-6";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer3-6";
+ end;
- OnCommandOn:
- enablenpc "timer3-6";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "timer3-6";
+ setnpctimer 0;
+ startnpctimer;
+ end;
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer3-6";
- end;
+OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer3-6";
+ end;
- OnTimer3000:
- donpcevent "#getitem3-6::OnCommandOn";
- end;
+OnTimer3000:
+ donpcevent "#getitem3-6::OnCommandOn";
+ end;
}
gon_dun03,68,39,0 script #getitem3-6 111,1,2,{
@@ -1976,65 +1974,65 @@ gon_dun03,68,39,0 script #getitem3-6 111,1,2,{
mes "It looks like you've found all of the pieces of the blade.";
close;
- OnInit:
- disablenpc "#getitem3-6";
- end;
+OnInit:
+ disablenpc "#getitem3-6";
+ end;
- OnCommandOn:
- enablenpc "#getitem3-6";
- donpcevent "timer3-6::OnCommandOff";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
+OnCommandOn:
+ enablenpc "#getitem3-6";
+ donpcevent "timer3-6::OnCommandOff";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
- OnCommandOff:
- disablenpc "#getitem3-6";
- end;
+OnCommandOff:
+ disablenpc "#getitem3-6";
+ end;
}
gon_dun03,68,212,0 script trace3-7#gnbs 139,1,1,{
if (b_sword == 9) donpcevent "timer3-7::OnCommandOn";
end;
- OnTimer110000:
- stopnpctimer;
- disablenpc "trace3-7#gnbs";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
+OnTimer110000:
+ stopnpctimer;
+ disablenpc "trace3-7#gnbs";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace3-7#gnbs";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace3-7#gnbs";
+ end;
- OnCommandOn:
- enablenpc "trace3-7#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "trace3-7#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
}
gon_dun03,6,1,0 script timer3-7 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer3-7";
- end;
+OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer3-7";
+ end;
- OnCommandOn:
- enablenpc "timer3-7";
- setnpctimer 0;
- startnpctimer;
- end;
+OnCommandOn:
+ enablenpc "timer3-7";
+ setnpctimer 0;
+ startnpctimer;
+ end;
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer3-7";
- end;
+OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer3-7";
+ end;
- OnTimer3000:
- donpcevent "#getitem3-7::OnCommandOn";
- end;
+OnTimer3000:
+ donpcevent "#getitem3-7::OnCommandOn";
+ end;
}
gon_dun03,68,213,0 script #getitem3-7 111,1,2,{
@@ -2048,19 +2046,19 @@ gon_dun03,68,213,0 script #getitem3-7 111,1,2,{
mes "It looks like you've found all of the pieces of the blade.";
close;
- OnInit:
- disablenpc "#getitem3-7";
- end;
+OnInit:
+ disablenpc "#getitem3-7";
+ end;
- OnCommandOn:
- enablenpc "#getitem3-7";
- donpcevent "timer3-7::OnCommandOff";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
+OnCommandOn:
+ enablenpc "#getitem3-7";
+ donpcevent "timer3-7::OnCommandOff";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
- OnCommandOff:
- disablenpc "#getitem3-7";
- end;
+OnCommandOff:
+ disablenpc "#getitem3-7";
+ end;
}
gon_in,18,27,5 script Madam#gnbs 771,{
@@ -3702,8 +3700,8 @@ OnTouch:
end;
}
-// Lost Knife
-//============================================================
+// Lost Knife :: gon_npc
+//============================================================
gonryun,237,226,3 script Han Ran Jiao#gon 776,{
if (nakha == 0) {
mes "[Han Ran Jiao]";
diff --git a/npc/quests/quests_hugel.txt b/npc/quests/quests_hugel.txt
index b0ac801e4..79ed93242 100644
--- a/npc/quests/quests_hugel.txt
+++ b/npc/quests/quests_hugel.txt
@@ -3,16 +3,16 @@
//===== By: ==================================================
//= MasterOfMuppets & SinSloth
//===== Current Version: =====================================
-//= 2.1
+//= 2.3
//===== Description: =========================================
-//= Quest NPC's related to Hugel
+//= Quest NPCs related to Hugel
//===== Additional Comments: =================================
//= 1.0 First version. [MasterOfMuppets]
//= 1.1 Added most of Hugel quests. Thanks to MasterOfMuppets
//= for scripting most of them. [SinSloth]
//= 1.2 Added Odin Temple Excavation quest. [SinSloth]
//= 1.3 Added a Missing "close;". [Samuray22]
-//= -Thanks to Elfange
+//= -Thanks to Elfange
//= 1.4 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
//= 1.5a Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
//= 1.5b Fixed a variable name. [SinSloth]
@@ -23,16 +23,15 @@
//= 2.0 Commented a break out to fix a script hang.
//= 2.1 Added quest log entries for:
//= - Juno Remedy Quest
+//= 2.2 Updated RE/Pre-RE EXP. [Euphy]
+//= 2.3 Added questlog support. [Euphy]
//============================================================
-// Medicine Quest
+// Medicine Quest :: hg_herv
//============================================================
hu_in01,387,245,0 script Allen Schuwell 849,2,2,{
-
- if(BaseLevel > 49)
- {
- if(hg_herb == 0)
- {
+ if (BaseLevel > 49) {
+ if (hg_herb == 0) {
mes "[Allen]";
mes "*Groooooan~*";
mes "Arrrgh, my back hurts...";
@@ -63,8 +62,7 @@ hu_in01,387,245,0 script Allen Schuwell 849,2,2,{
mes "find my son Postell and to";
mes "tell him to bring my medicine!";
next;
- switch( select( "Sure.:No, I'm sorry." ) )
- {
+ switch(select("Sure.:No, I'm sorry.")) {
case 1:
mes "[Allen]";
mes "Th-thank you so much!";
@@ -74,6 +72,7 @@ hu_in01,387,245,0 script Allen Schuwell 849,2,2,{
mes "find Postell. Tell him that";
mes "I need my ''Kolbun A'' now!";
set hg_herb,1;
+ setquest 8053;
next;
mes "[Allen]";
mes "And let him know that";
@@ -83,7 +82,6 @@ hu_in01,387,245,0 script Allen Schuwell 849,2,2,{
mes "He's dead to me if he";
mes "doesn't love his father!";
close;
- break;
case 2:
mes "[Allen]";
mes "I... I don't understand...!";
@@ -92,11 +90,8 @@ hu_in01,387,245,0 script Allen Schuwell 849,2,2,{
mes "I-I desperately need help!";
mes "No! Please, d-don't go away!";
close;
- break;
}
- }
- else if(hg_herb == 2)
- {
+ } else if (hg_herb == 2) {
mes "[Allen]";
mes "Postell... My son...";
mes "Why have you forsaken me?";
@@ -139,11 +134,9 @@ hu_in01,387,245,0 script Allen Schuwell 849,2,2,{
mes "would you please let me";
mes "have a White P-Potion?";
next;
- switch( select( "Give White Potion:Ignore" ) )
- {
+ switch(select("Give White Potion:Ignore")) {
case 1:
- if(!countitem(504)) //White potion
- {
+ if (!countitem(504)) {
mes "[Allen]";
mes "Oh... Oh no...! You";
mes "don't have any White";
@@ -152,9 +145,7 @@ hu_in01,387,245,0 script Allen Schuwell 849,2,2,{
mes "please! Bring me a White Potion";
mes "as soon as you can! ^333333*Cough!*^000000";
close;
- }
- else
- {
+ } else {
delitem 504,1; //White potion
mes "[Allen]";
mes "Oh, thank you!";
@@ -183,13 +174,13 @@ hu_in01,387,245,0 script Allen Schuwell 849,2,2,{
mes "my son arrives? P-please?";
next;
set hg_herb,3;
+ changequest 8054,8055;
mes "[" +strcharinfo(0)+ "]";
mes "......";
mes ".........";
mes "............";
close;
}
- break;
case 2:
mes "[Allen]";
mes "W-wait! A-are you just";
@@ -197,11 +188,8 @@ hu_in01,387,245,0 script Allen Schuwell 849,2,2,{
mes "Noo! ^333333*Cough*^000000 Arrgh! A plague!";
mes "A plague on both your houses!";
close;
- break;
}
- }
- else if(hg_herb == 3)
- {
+ } else if (hg_herb == 3) {
mes "[Allen]";
mes "*Gasp* I... I can";
mes "feel it! I think I'm";
@@ -218,10 +206,9 @@ hu_in01,387,245,0 script Allen Schuwell 849,2,2,{
mes "from... Drawer... H-heeelp me!";
mes "Adventurer! H-Heeeeelp~!";
set hg_herb,4;
+ changequest 8055,8056;
close;
- }
- else if(hg_herb == 4)
- {
+ } else if (hg_herb == 4) {
mes "[Allen]";
mes "No...!";
mes "There's a light at the";
@@ -230,9 +217,7 @@ hu_in01,387,245,0 script Allen Schuwell 849,2,2,{
mes "a little closer to me! Don't";
mes "let me step into the light!";
close;
- }
- else if(hg_herb == 6)
- {
+ } else if (hg_herb == 6) {
mes "^3355FFYou have given the";
mes "Withstander medicine";
mes "to Allen who guzzles";
@@ -249,9 +234,7 @@ hu_in01,387,245,0 script Allen Schuwell 849,2,2,{
mes "day. Th-thank you so much...";
set hg_herb,7;
close;
- }
- else if(hg_herb == 7)
- {
+ } else if (hg_herb == 7) {
mes "[Allen]";
mes "I... I can't...!";
mes "I can barely breathe!";
@@ -259,14 +242,11 @@ hu_in01,387,245,0 script Allen Schuwell 849,2,2,{
mes "again! Please, c-come closer";
mes "to me! I-I think I need CPR!";
close;
- }
- else if(hg_herb == 9)
- {
+ } else if (hg_herb == 9) {
mes "^3355FFYou give another dose";
mes "of Withstander to Allen.^000000";
next;
- if(rand(1,3) == 3)
- {
+ if (rand(1,3) == 3) {
mes "[Allen]";
mes "Oh... Thank you...";
mes "I feel much b-better now.";
@@ -276,22 +256,20 @@ hu_in01,387,245,0 script Allen Schuwell 849,2,2,{
set hg_herb,10;
close;
}
- mes "[Allen]";
- mes "Oh... Thank you...";
- mes "Y-you're an angel, a regular";
- mes "Florence Nightingale. Please";
- mes "stay with m-me until my son";
- mes "arrives. You wouldn't abandon";
- mes "this sick man now, would you?";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "(^333333Your son Postell";
- mes "better get here soon!^000000)";
- set hg_herb,7;
- close;
- }
- else if(hg_herb == 10)
- {
+ mes "[Allen]";
+ mes "Oh... Thank you...";
+ mes "Y-you're an angel, a regular";
+ mes "Florence Nightingale. Please";
+ mes "stay with m-me until my son";
+ mes "arrives. You wouldn't abandon";
+ mes "this sick man now, would you?";
+ next;
+ mes "[" +strcharinfo(0)+ "]";
+ mes "(^333333Your son Postell";
+ mes "better get here soon!^000000)";
+ set hg_herb,7;
+ close;
+ } else if (hg_herb == 10) {
mes "[Allen]";
mes "Arrrgh! My ligaments!";
mes "They're in such pain!";
@@ -354,9 +332,7 @@ hu_in01,387,245,0 script Allen Schuwell 849,2,2,{
emotion e_swt,1;
emotion e_swt;
end;
- }
- else if(hg_herb == 11)
- {
+ } else if (hg_herb == 11) {
mes "[Allen]";
mes "*Sniff* I should have known";
mes "that Postell really does care";
@@ -372,10 +348,9 @@ hu_in01,387,245,0 script Allen Schuwell 849,2,2,{
mes "the medicine drawer, and help";
mes "yourself to whatever you like~";
set hg_herb,12;
+ changequest 8055,8056;
close;
- }
- else if(hg_herb == 12)
- {
+ } else if (hg_herb == 12) {
mes "[Allen]";
mes "Don't worry, adventurer.";
mes "I haven't forgotten about";
@@ -383,9 +358,7 @@ hu_in01,387,245,0 script Allen Schuwell 849,2,2,{
mes "the medicine drawer, and help";
mes "yourself to whatever you like~";
close;
- }
- else if(hg_herb == 13)
- {
+ } else if (hg_herb == 13) {
mes "[Allen]";
mes "So did you find the";
mes "Old Blue Box I put in";
@@ -394,9 +367,7 @@ hu_in01,387,245,0 script Allen Schuwell 849,2,2,{
mes "like it. Consider my way";
mes "of thanking you for your help~";
close;
- }
- else
- {
+ } else {
mes "[Allen]";
mes "*Groooooan~*";
mes "Arrrgh, my back hurts...";
@@ -406,9 +377,7 @@ hu_in01,387,245,0 script Allen Schuwell 849,2,2,{
mes "live happy, luxurious lives?";
close;
}
- }
- else
- {
+ } else {
mes "[Allen]";
mes "*Groooooan~*";
mes "Arrrgh, my back hurts...";
@@ -420,8 +389,7 @@ hu_in01,387,245,0 script Allen Schuwell 849,2,2,{
}
OnTouch:
- if(hg_herb == 4)
- {
+ if (hg_herb == 4) {
mes "[Allen]";
mes "^333333*Cough cough!*^000000";
mes "W-Withstander...!";
@@ -430,9 +398,7 @@ OnTouch:
set hg_herb,5;
donpcevent "#DrawerOpener::OnEnable";
close;
- }
- else if(hg_herb == 7)
- {
+ } else if (hg_herb == 7) {
mes "[Allen]";
mes "^333333*Whew*^000000";
mes "I... I can breathe again!";
@@ -448,7 +414,6 @@ OnTouch:
}
hu_in01,385,247,5 script Postell Schuwell#D 97,{
-
mes "[Postell]";
mes "Hey, uh...";
mes "I'm in the middle";
@@ -471,9 +436,7 @@ OnTimer100000:
}
hu_fild06,34,123,3 script Postell Schuwell 97,{
-
- if(hg_herb == 1)
- {
+ if (hg_herb == 1) {
mes "[Postell]";
mes "I really like living";
mes "in Hugel. Fresh air,";
@@ -497,8 +460,7 @@ hu_fild06,34,123,3 script Postell Schuwell 97,{
mes "all the medicines he's taking";
mes "are habit forming, you know?";
next;
- switch( select( "But your father needs you!:Habit forming?" ) )
- {
+ switch(select("But your father needs you!:Habit forming?")) {
case 1:
mes "[Allen's Voice]";
mes "Yeah, I guess you're right.";
@@ -524,8 +486,8 @@ hu_fild06,34,123,3 script Postell Schuwell 97,{
mes "more trouble? I'd really";
mes "appreciate it if you do.";
set hg_herb,2;
+ changequest 8053,8054;
close;
- break;
case 2:
mes "[Postell]";
mes "Yeah, like he's addicted";
@@ -534,11 +496,8 @@ hu_fild06,34,123,3 script Postell Schuwell 97,{
mes "gets as little of it as possible! Honestly, I think he drinks";
mes "too much medicine already...";
close;
- break;
}
- }
- else if(hg_herb > 1)
- {
+ } else if (hg_herb > 1) {
mes "[Postell]";
mes "Kolbun A, Kolbun A...";
mes "Let's see, is it really";
@@ -546,9 +505,7 @@ hu_fild06,34,123,3 script Postell Schuwell 97,{
mes "If it isn't, I better come up";
mes "with some replacement...";
close;
- }
- else
- {
+ } else {
mes "[Postell]";
mes "I really like living";
mes "in Hugel. Fresh air,";
@@ -557,23 +514,18 @@ hu_fild06,34,123,3 script Postell Schuwell 97,{
mes "more could I want?";
close;
}
-
}
hu_in01,370,255,3 script Upper Drawer#First 139,2,2,{
-
OnTouch:
- set @randvar,rand(1,7);
- if(hg_herb < 5)
- {
+ set .@rand,rand(1,7);
+ if (hg_herb < 5) {
mes "^3355FFThere are several";
mes "books and a few";
mes "liquid medicines";
mes "inside this drawer.^000000";
close;
- }
- else if(hg_herb == 5)
- {
+ } else if (hg_herb == 5) {
mes "[Allen]";
mes "Oh... Oh...";
mes "Oooh... The pain";
@@ -582,8 +534,8 @@ OnTouch:
mes "Withstander later...";
set hg_herb,4;
next;
- if(@randvar == 4)
- {
+ set .@rand,rand(1,7);
+ if (.@rand == 4) {
mes "^3355FFYou find an old book";
mes "inside the drawer.^000000";
next;
@@ -600,9 +552,7 @@ OnTouch:
mes "I guess that's why he'd";
mes "keep this old PR brochure...^000000)";
close;
- }
- else if(@randvar == 5)
- {
+ } else if (.@rand == 5) {
mes "^3355FFYou find Allen's";
mes "journal inside the";
mes "drawer and quickly";
@@ -618,20 +568,16 @@ OnTouch:
mes "Lab... Escape... Hugel... Um...";
mes "Dr. Morriphen... Side effects?";
close;
- }
- else
- {
+ } else {
mes "[" +strcharinfo(0)+ "]";
mes "Wh-what...?";
mes "Do you really";
mes "need that medicine?!";
close;
}
- }
- else if(hg_herb == 6)
+ } else if (hg_herb == 6)
end;
- else if(hg_herb == 8)
- {
+ else if (hg_herb == 8) {
mes "[Allen]";
mes "Oh... Oh...";
mes "Oooh... The pain";
@@ -640,8 +586,7 @@ OnTouch:
mes "Withstander later...";
set hg_herb,7;
next;
- if(@randvar == 4)
- {
+ if (.@rand == 4) {
mes "^3355FFYou find an old book";
mes "inside the drawer.^000000";
next;
@@ -658,9 +603,7 @@ OnTouch:
mes "I guess that's why he'd";
mes "keep this old PR brochure...^000000)";
close;
- }
- else if(@randvar == 5)
- {
+ } else if (.@rand == 5) {
mes "^3355FFYou find Allen's";
mes "journal inside the";
mes "drawer and quickly";
@@ -676,33 +619,27 @@ OnTouch:
mes "Lab... Escape... Hugel... Um...";
mes "Dr. Morriphen... Side effects?";
close;
- }
- else
- {
+ } else {
mes "[" +strcharinfo(0)+ "]";
mes "Wh-what...?";
mes "Do you really";
mes "need that medicine?!";
close;
}
- }
- else if(hg_herb == 9)
+ } else if (hg_herb == 9)
end;
- else if(hg_herb == 12)
- {
+ else if (hg_herb == 12) {
mes "^3355FFYou find an";
mes "Old Blue Box deep";
mes "inside the drawer.^000000";
close2;
specialeffect EF_CONE;
set hg_herb,13;
- getitem 603,1; //Old blue box
- getexp 5000,0;
- }
- else
- {
- if(@randvar > 3)
- {
+ getitem 603,1; //Old Blue Box
+ getexp (checkre(3))?5000:50000,0;
+ completequest 8056;
+ } else {
+ if (.@rand > 3) {
mes "^3355FFYou find an old book";
mes "inside the drawer.^000000";
next;
@@ -719,9 +656,7 @@ OnTouch:
mes "I guess that's why he'd";
mes "keep this old PR brochure...^000000)";
close;
- }
- else
- {
+ } else {
mes "^3355FFYou find Allen's";
mes "journal inside the";
mes "drawer and quickly";
@@ -739,7 +674,6 @@ OnTouch:
close;
}
}
-
}
hu_in01,370,255,3 script Upper Drawer#Second 139,2,2,{
@@ -747,28 +681,22 @@ OnInit:
disablenpc "Upper Drawer#Second";
end;
- OnTouch:
- if(hg_herb == 5)
- {
- mes "^3355FFYou take out one dose of";
- mes "Withstander from the drawer.^000000";
- set hg_herb,6;
- close;
- }
- else if(hg_herb == 8)
- {
- mes "^3355FFYou take out one dose of";
- mes "Withstander from the drawer.^000000";
- set hg_herb,9;
- close;
- }
- else
- {
- mes "^3355FFThere are several books";
- mes "kept inside this drawer.^000000";
- close;
- }
-
+OnTouch:
+ if (hg_herb == 5) {
+ mes "^3355FFYou take out one dose of";
+ mes "Withstander from the drawer.^000000";
+ set hg_herb,6;
+ close;
+ } else if (hg_herb == 8) {
+ mes "^3355FFYou take out one dose of";
+ mes "Withstander from the drawer.^000000";
+ set hg_herb,9;
+ close;
+ } else {
+ mes "^3355FFThere are several books";
+ mes "kept inside this drawer.^000000";
+ close;
+ }
}
hu_in01,1,1,0 script #DrawerOpener -1,{
@@ -792,17 +720,13 @@ OnTimer4500:
disablenpc "#DrawerOpener";
stopnpctimer;
end;
-
}
-// Biological Weapon Quest
+// Biological Weapon Quest :: hg_bio
//============================================================
ein_in01,16,36,3 script Morriphen 86,{
-
- if(hg_bio == 0)
- {
- if(hg_herb == 13)
- {
+ if (hg_bio == 0) {
+ if (hg_herb == 13) {
mes "[Morriphen]";
mes "Wh-who are you, and what are";
mes "you looking for? If you're here";
@@ -846,8 +770,7 @@ ein_in01,16,36,3 script Morriphen 86,{
mes "Hmm...";
mes "What should I do?";
next;
- switch( select( "Leave him:Help him" ) )
- {
+ switch(select("Leave him:Help him")) {
case 1:
mes "["+strcharinfo(0)+"]";
mes "You know, I'm a little";
@@ -861,7 +784,6 @@ ein_in01,16,36,3 script Morriphen 86,{
mes "just fine. You take care";
mes "of yourself, you hear?";
close;
- break;
case 2:
mes "["+strcharinfo(0)+"]";
mes "Hey...";
@@ -925,21 +847,17 @@ ein_in01,16,36,3 script Morriphen 86,{
mes "^333333*Cough Cough*";
mes "*Cough Cough*^000000";
set hg_bio,1;
+ setquest 11009;
close;
- break;
}
- }
- else
- {
+ } else {
mes "[Morriphen]";
mes "Ugh... I don't feel";
mes "very well. I guess";
mes "I better call it a day...";
close;
}
- }
- else if(hg_bio == 1)
- {
+ } else if (hg_bio == 1) {
mes "[Morriphen]";
mes "Please ask my ^333333*Cough*^000000";
mes "wife Siria in my home in";
@@ -947,9 +865,7 @@ ein_in01,16,36,3 script Morriphen 86,{
mes "medicine. Th-thank you...";
mes "^333333*Haaaaack* *Hhh, haaaack*^000000";
close;
- }
- else if(hg_bio == 2)
- {
+ } else if (hg_bio == 2) {
mes "["+strcharinfo(0)+"]";
mes "Oh no... Morriphen";
mes "doesn't look good at all!";
@@ -957,9 +873,7 @@ ein_in01,16,36,3 script Morriphen 86,{
mes "him medicine from Siria";
mes "in Hugel as soon as I can!";
close;
- }
- else if(hg_bio == 3)
- {
+ } else if (hg_bio == 3) {
mes "["+strcharinfo(0)+"]";
mes "Oh no... Morriphen";
mes "doesn't look good at all!";
@@ -967,9 +881,7 @@ ein_in01,16,36,3 script Morriphen 86,{
mes "him medicine from Dono";
mes "in Hugel as soon as I can!";
close;
- }
- else if(hg_bio == 4)
- {
+ } else if (hg_bio == 4) {
mes "["+strcharinfo(0)+"]";
mes "Oh no... Morriphen";
mes "doesn't look good at all!";
@@ -977,9 +889,7 @@ ein_in01,16,36,3 script Morriphen 86,{
mes "him medicine from Dono";
mes "in Hugel as soon as I can!";
close;
- }
- else if(hg_bio == 5)
- {
+ } else if (hg_bio == 5) {
mes "["+strcharinfo(0)+"]";
mes "Oh no... Morriphen";
mes "doesn't look good at all!";
@@ -987,9 +897,7 @@ ein_in01,16,36,3 script Morriphen 86,{
mes "him medicine from Dono";
mes "in Hugel as soon as I can!";
close;
- }
- else if(hg_bio == 6)
- {
+ } else if (hg_bio == 6) {
mes "^3355FFYou administer the";
mes "medicine to Morriphen,";
mes "who slowly regains";
@@ -1031,10 +939,9 @@ ein_in01,16,36,3 script Morriphen 86,{
mes "I can back to Hugel to";
mes "give Siria this medicine.";
set hg_bio,7;
+ changequest 11014,11015;
close;
- }
- else if(hg_bio == 7)
- {
+ } else if (hg_bio == 7) {
mes "["+strcharinfo(0)+"]";
mes "What am I doing...?";
mes "I need to return to";
@@ -1042,9 +949,7 @@ ein_in01,16,36,3 script Morriphen 86,{
mes "medicine to Siria as";
mes "soon as possible!";
close;
- }
- else if(hg_bio == 8)
- {
+ } else if (hg_bio == 8) {
mes "[Morriphen]";
mes "You're back! So, have you";
mes "seen my wife? She's okay,";
@@ -1312,11 +1217,10 @@ ein_in01,16,36,3 script Morriphen 86,{
mes "I won't have to worry";
mes "about you. Take care~";
set hg_bio,9;
- getexp 70000,0;
+ getexp (checkre(3))?70000:700000,0;
+ completequest 11016;
close;
- }
- else if(hg_bio == 9)
- {
+ } else if (hg_bio == 9) {
mes "[Morriphen]";
mes "Oh, long time no see~";
mes "Yes, my wife and I can't";
@@ -1331,9 +1235,7 @@ ein_in01,16,36,3 script Morriphen 86,{
mes "here in Hugel. Why don't you";
mes "come visit our house sometime?";
close;
- }
- else
- {
+ } else {
mes "[Morriphen]";
mes "Oh, long time no see~";
mes "Yes, my wife and I can't";
@@ -1349,13 +1251,10 @@ ein_in01,16,36,3 script Morriphen 86,{
mes "come visit our house sometime?";
close;
}
-
}
hu_in01,326,307,3 script Siria 90,{
-
- if(hg_bio == 1)
- {
+ if (hg_bio == 1) {
mes "[Siria]";
mes "Oh, hello there.";
mes "Can I help you";
@@ -1443,10 +1342,9 @@ hu_in01,326,307,3 script Siria 90,{
mes "trust you too. ^333333*Cough*^000000";
mes "Thank you so much...";
set hg_bio,2;
+ changequest 11009,11010;
close;
- }
- else if(hg_bio == 2)
- {
+ } else if (hg_bio == 2) {
mes "[Siria]";
mes "^333333*Sniff*^000000 Please";
mes "go to Lighthalzen and";
@@ -1454,9 +1352,7 @@ hu_in01,326,307,3 script Siria 90,{
mes "medicine from his friend,";
mes "Dono, as soon as you can.";
close;
- }
- else if(hg_bio == 3)
- {
+ } else if (hg_bio == 3) {
mes "[Siria]";
mes "Oh, have you met Dono?";
mes "I'm so grateful for all of";
@@ -1464,9 +1360,7 @@ hu_in01,326,307,3 script Siria 90,{
mes "good friend to Morriphen,";
mes "no matter what he says.";
close;
- }
- else if(hg_bio == 4)
- {
+ } else if (hg_bio == 4) {
mes "[Siria]";
mes "Oh, have you met Dono?";
mes "I'm so grateful for all of";
@@ -1474,9 +1368,7 @@ hu_in01,326,307,3 script Siria 90,{
mes "good friend to Morriphen,";
mes "no matter what he says.";
close;
- }
- else if(hg_bio == 5)
- {
+ } else if (hg_bio == 5) {
mes "[Siria]";
mes "Oh, have you met Dono?";
mes "I'm so grateful for all of";
@@ -1484,9 +1376,7 @@ hu_in01,326,307,3 script Siria 90,{
mes "good friend to Morriphen,";
mes "no matter what he says.";
close;
- }
- else if(hg_bio == 6)
- {
+ } else if (hg_bio == 6) {
mes "[Siria]";
mes "*Cough* I-I'm fine,";
mes "so please don't worry";
@@ -1494,9 +1384,7 @@ hu_in01,326,307,3 script Siria 90,{
mes "medicine to Morriphen as";
mes "fast as you can for me.";
close;
- }
- else if(hg_bio == 7)
- {
+ } else if (hg_bio == 7) {
mes "^3355FFYou gently administered";
mes "the medicine to Siria, who";
mes "slow regained consciousness.^000000";
@@ -1524,11 +1412,10 @@ hu_in01,326,307,3 script Siria 90,{
mes "I just... I just need to relax.";
mes "Thank you for everything...";
set hg_bio,8;
- getexp 50000,0;
+ getexp (checkre(3))?30000:500000,0;
+ changequest 11015,11016;
close;
- }
- else if(hg_bio == 8)
- {
+ } else if (hg_bio == 8) {
mes "[Siria]";
mes "Oh, please go back";
mes "to Morriphen and let";
@@ -1536,9 +1423,7 @@ hu_in01,326,307,3 script Siria 90,{
mes "better. I don't want him";
mes "to worry about me!";
close;
- }
- else if(hg_bio == 9)
- {
+ } else if (hg_bio == 9) {
mes "[Siria]";
mes "Oh, welcome~";
mes "Thank you so much";
@@ -1546,22 +1431,17 @@ hu_in01,326,307,3 script Siria 90,{
mes "Morriphen. You've been";
mes "a real godsend, you know?";
close;
- }
- else
- {
+ } else {
mes "[Siria]";
mes "Oh, hello there.";
mes "Can I help you";
mes "with anything?";
close;
}
-
}
lighthalzen,88,79,7 script Dono 85,{
-
- if(hg_bio == 2)
- {
+ if (hg_bio == 2) {
mes "[Dono]";
mes "What do you want?";
mes "Spit it out, I don't";
@@ -1644,33 +1524,30 @@ lighthalzen,88,79,7 script Dono 85,{
mes "If you don't hurry, then";
mes "those two will die, simple^FFFFFF ^000000 as that. I'll wait for you here.";
set hg_bio,3;
+ changequest 11010,11011;
close;
- }
- else if(hg_bio == 1)
- {
+ } else if (hg_bio == 1) {
mes "[Dono]";
mes "Store's closed.";
mes "Get outta here, and";
mes "come back later to";
mes "buy something, got it?";
close;
- }
- else if(hg_bio == 3)
- {
- if (countitem(971) > 2 && countitem(1003) > 4 && countitem(619) && countitem(507) && countitem(508) && countitem(511) && countitem(509) && countitem(510) && countitem(7053) > 4 && countitem(7054) > 4 && countitem(935) > 19)
- {
- delitem 971,3;
- delitem 1003,5;
- delitem 619,1;
- delitem 507,1;
- delitem 508,1;
- delitem 511,1;
- delitem 509,1;
- delitem 510,1;
- delitem 7053,5;
- delitem 7054,5;
- delitem 935,20;
+ } else if (hg_bio == 3) {
+ if (countitem(971) > 2 && countitem(1003) > 4 && countitem(619) && countitem(507) && countitem(508) && countitem(511) && countitem(509) && countitem(510) && countitem(7053) > 4 && countitem(7054) > 4 && countitem(935) > 19) {
+ delitem 971,3; //Detrimindexta
+ delitem 1003,5; //Coal
+ delitem 619,1; //Unripe_Apple
+ delitem 507,1; //Red_Herb
+ delitem 508,1; //Yellow_Herb
+ delitem 511,1; //White_Herb
+ delitem 509,1; //Green_Herb
+ delitem 510,1; //Blue_Herb
+ delitem 7053,5; //Brigan
+ delitem 7054,5; //Cyfar
+ delitem 935,20; //Shell
set hg_bio,4;
+ changequest 11011,11012;
mes "[Dono]";
mes "Good, good, you've brought";
mes "everything I've asked. Give";
@@ -1713,9 +1590,7 @@ lighthalzen,88,79,7 script Dono 85,{
mes "chemical impurities in this";
mes "medicine. Go, go now!";
close;
- }
- else
- {
+ } else {
mes "[Dono]";
mes "If you don't hurry and";
mes "gather the materials for";
@@ -1741,9 +1616,7 @@ lighthalzen,88,79,7 script Dono 85,{
mes "^3355FF1 Yellow Herb^000000.";
close;
}
- }
- else if(hg_bio == 4)
- {
+ } else if (hg_bio == 4) {
mes "[Dono]";
mes "Hey, you should be able";
mes "to find Makkie inside the";
@@ -1751,9 +1624,7 @@ lighthalzen,88,79,7 script Dono 85,{
mes "up and bring me some Red";
mes "Plant Stem Power from him.^FFFFFF ^000000 Come on, Morriphen's in trouble!";
close;
- }
- else if(hg_bio == 5)
- {
+ } else if (hg_bio == 5) {
mes "[Dono]";
mes "Where is it?!";
mes "Okay, good, you brought";
@@ -1815,19 +1686,16 @@ lighthalzen,88,79,7 script Dono 85,{
mes "stresses himself to death,";
mes "my work will be for nothing.";
set hg_bio,6;
+ changequest 11013,11014;
close;
- }
- else if(hg_bio == 6)
- {
+ } else if (hg_bio == 6) {
mes "[Dono]";
mes "Whoa, what are you still";
mes "doing here?! Hurry and";
mes "get that medicine over to";
mes "Morriphen, or he'll die soon!";
close;
- }
- else if(hg_bio == 7)
- {
+ } else if (hg_bio == 7) {
mes "[Dono]";
mes "Oh, hey, do you know";
mes "how Morriphen's doing?";
@@ -1836,9 +1704,7 @@ lighthalzen,88,79,7 script Dono 85,{
mes "only guy that can offer me";
mes "a decent challenge at chess...";
close;
- }
- else if(hg_bio == 8)
- {
+ } else if (hg_bio == 8) {
mes "[Dono]";
mes "Oh, hey, do you know";
mes "how Morriphen's doing?";
@@ -1847,9 +1713,7 @@ lighthalzen,88,79,7 script Dono 85,{
mes "only guy that can offer me";
mes "a decent challenge at chess...";
close;
- }
- else if(hg_bio == 9)
- {
+ } else if (hg_bio == 9) {
mes "[Dono]";
mes "Oh, hey, do you know";
mes "how Morriphen's doing?";
@@ -1858,9 +1722,7 @@ lighthalzen,88,79,7 script Dono 85,{
mes "only guy that can offer me";
mes "a decent challenge at chess...";
close;
- }
- else
- {
+ } else {
mes "[Dono]";
mes "Hey, store's closed!";
mes "I'll open when I feel";
@@ -1869,13 +1731,10 @@ lighthalzen,88,79,7 script Dono 85,{
mes "anything! Now, scram!";
close;
}
-
}
lhz_in03,193,28,3 script Makkie 83,{
-
- if(hg_bio == 4)
- {
+ if (hg_bio == 4) {
mes "[Makkie]";
mes "Hello, how may";
mes "I help you today?";
@@ -1955,6 +1814,7 @@ lhz_in03,193,28,3 script Makkie 83,{
mes "^3355FFYou receive a small bag";
mes "of Red Plant Stem Powder.^000000";
set hg_bio,5;
+ changequest 11012,11013;
next;
mes "["+strcharinfo(0)+"]";
mes "Oh! Thanks so much";
@@ -1962,42 +1822,32 @@ lhz_in03,193,28,3 script Makkie 83,{
mes "I better hurry and give";
mes "this to Dono. Goodbye~";
close;
- }
- else if(hg_bio == 1)
- {
+ } else if (hg_bio == 1) {
mes "[Makkie]";
mes "Gosh, I'm so bored~";
mes "I wouldn't even mind";
mes "having some work to do.";
close;
- }
- else if(hg_bio == 2)
- {
+ } else if (hg_bio == 2) {
mes "[Makkie]";
mes "Gosh, I'm so bored~";
mes "I wouldn't even mind";
mes "having some work to do.";
close;
- }
- else if(hg_bio == 3)
- {
+ } else if (hg_bio == 3) {
mes "[Makkie]";
mes "Gosh, I'm so bored~";
mes "I wouldn't even mind";
mes "having some work to do.";
close;
- }
- else if(hg_bio == 5)
- {
+ } else if (hg_bio == 5) {
mes "[Makkie]";
mes "Hm? Shouldn't you hurry";
mes "and get that bag of Red";
mes "Plant Stem Powder to";
mes "Dono as soon as you can?";
close;
- }
- else if(hg_bio == 6)
- {
+ } else if (hg_bio == 6) {
mes "[Makkie]";
mes "Hey, have you seen";
mes "Morriphen and Dono";
@@ -2006,9 +1856,7 @@ lhz_in03,193,28,3 script Makkie 83,{
mes "I should go see them";
mes "soon, for old time's sake.";
close;
- }
- else if(hg_bio == 7)
- {
+ } else if (hg_bio == 7) {
mes "[Makkie]";
mes "Hey, have you seen";
mes "Morriphen and Dono";
@@ -2017,9 +1865,7 @@ lhz_in03,193,28,3 script Makkie 83,{
mes "I should go see them";
mes "soon, for old time's sake.";
close;
- }
- else if(hg_bio == 8)
- {
+ } else if (hg_bio == 8) {
mes "[Makkie]";
mes "Hey, have you seen";
mes "Morriphen and Dono";
@@ -2028,9 +1874,7 @@ lhz_in03,193,28,3 script Makkie 83,{
mes "I should go see them";
mes "soon, for old time's sake.";
close;
- }
- else if(hg_bio == 9)
- {
+ } else if (hg_bio == 9) {
mes "[Makkie]";
mes "Hey, have you seen";
mes "Morriphen and Dono";
@@ -2039,25 +1883,20 @@ lhz_in03,193,28,3 script Makkie 83,{
mes "I should go see them";
mes "soon, for old time's sake.";
close;
- }
- else
- {
+ } else {
mes "[Makkie]";
mes "Hey, welcome to the";
mes "Lighthalzen Pub. Relax,";
mes "and make yourself at home~";
close;
}
-
}
-// Rebellion Quest
+// Rebellion Quest :: hg_tre
//============================================================
hugel,70,137,5 script Shede 879,{
-
cutin "siide1.bmp",2;
- if(hg_tre == 0)
- {
+ if (hg_tre == 0) {
mes "[Shede]";
mes "Yay~ are you talking to me? Yay!";
mes "Hey, are you from a different city? Wow, nice to see you!";
@@ -2072,8 +1911,7 @@ hugel,70,137,5 script Shede 879,{
mes "At the same time, I have so many customers to serve...";
mes "In fact, I don't even have a time to cht-chat, hohoho.";
next;
- switch( select( "Do you want me to help you?","I will leave you alone" ) )
- {
+ switch(select("Do you want me to help you?:I will leave you alone")) {
case 1:
mes "[Shede]";
mes "Oh~ how kind of you! Thank you so much~";
@@ -2081,133 +1919,125 @@ hugel,70,137,5 script Shede 879,{
emotion e_lv;
next;
mes "[Shede]";
- switch(rand(1,3))
- {
- case 1:
- mes "Uncle Hollun's birthday is coming,";
- mes "so I want to make \"^3131FFMushroom Flavor Cookies^000000\" for him.";
- mes "Unfortunately, I am short of the most important ingredient, the Mushrooms.";
- next;
- cutin "siide2.bmp",2;
- mes "[Shede]";
- mes "Ordinary mushrooms don't smell that good, but";
- mes "\"^3131FFMoks Mushrooms^000000\" which only grow in Hugel have such appetizing scent.";
- mes "So, when they are added to cookies, they enhance the taste of cookies so much better.";
- next;
- mes "[Shede]";
- mes "Can you please go gather \"^3131FF5 Moks Mushroom Solution^000000\" from \"^3131FFMoks Mushrooms^000000\"?";
- mes "You will find the mushrooms in fields near Hugel.";
- mes "I hope that you will bring their solution as quickly as you can!";
- set hg_tre,10;
- close2;
- cutin "",255;
- end;
- break;
- case 2:
- mes "In fact, Agette and I am competing with each other for the Hugel's best cookie master position.";
- next;
- mes "[Shede]";
- mes "Becoming the best cookie mater is not an easy thing to achieve.";
- mes "Everyone can have the best ingredients and the best cooking utensils,";
- mes "but that doesn't mean that they can become the best cookie masters.";
- next;
- mes "[Shede]";
- mes "You need to know how to harmonize your skills and your senses";
- mes "to make the most delicious cookies.";
- next;
- cutin "siide2.bmp",2;
- mes "[Shede]";
- mes "I dare to say that my cookies are the best.";
- mes "However, Agette is also a professional cookie baker.";
- next;
- mes "[Shede]";
- mes "If I hear her name while baking,";
- mes "it makes me shake my hands in anxiety";
- mes "so that I make a mistake to measure the right amount of ingredients.";
- mes "That explains how good she is at baking cookies.";
- next;
- mes "[Shede]";
- mes "Still, I am a proud cookie baker, and";
- mes "I can hear a voice from deep inside of me saying";
- mes "that I cannot be beat by her!";
- mes "Can you hear that?";
- mes "Can you hear my inner fighting spirit as a cookie baker?";
- next;
- mes "[Shede]";
- mes "I am going to compete with her";
- mes "for the Hugel's best cookie mater position after a while.";
- mes "So, I have been doing my best in practicing my skills to win her!";
- next;
- mes "[Shede]";
- mes "There were many obstacles in my way to become the best cookie baker.";
- mes "But, see? I am still here, alive and kicking! I will never give up! In that sense..";
- mes "I am going to challenge on baking ^FF0000Clam Cookies^000000 today!";
- mes "I am going to make them taste tangy and unique. I am sure that they will be a great sucess!";
- next;
- mes "[Shede]";
- mes "When you go to the beach, ";
- mes "you will find clams near the ferry.";
- mes "Please gather ^3131FF5 Clam Flesh^000000 from the clams.";
- mes "Please hurry!";
- set hg_tre,20;
- close2;
- cutin "",255;
- end;
- break;
- case 3:
- mes "In fact, I gave my heart to a gentleman.";
- mes "I think that the time has come to let him know";
- mes "how I feel about him.";
- next;
- cutin "siide2.bmp",2;
- mes "[Shede]";
- mes "So, I decided to bake special cookies called...";
- mes "...... ^3131FFDevil's Cookies^000000!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Devil's Cookies?";
- next;
- cutin "siide1.bmp",2;
- mes "[Shede]";
- mes "Yes, Devil's Cookies.";
- mes "When you go outside of Hugel, you will find \"^3131FFMoks Bugs^000000\"";
- mes "hiding in the bushes. They breed in this season, so they are plump with eggs.";
- next;
- mes "[Shede]";
- mes "When you stew their shells and use the broth to kneed flour,";
- mes "you can make fresh and crunch cookies.";
- next;
- cutin "siide2.bmp",2;
- mes "[Shede]";
- mes "Devil's Cookies are so delicious, so they are rumored to dazzle the eaters with";
- mes "the mysteriously crunch texture and the sweetness, and to allure them to hell without them knowing.";
- mes "Ah~ I hope that he will like them...";
- next;
- cutin "siide1.bmp",2;
- mes "[Shede]";
- mes "Would you please help me to bake the cookies? I need 5 Moks Bug Shells~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "'......I am confused...Does she love him or hate him?'";
- emotion e_dots,1;
- set hg_tre,30;
- close2;
- cutin "",255;
- end;
- break;
+ switch(rand(1,3)) {
+ case 1:
+ mes "Uncle Hollun's birthday is coming,";
+ mes "so I want to make \"^3131FFMushroom Flavor Cookies^000000\" for him.";
+ mes "Unfortunately, I am short of the most important ingredient, the Mushrooms.";
+ next;
+ cutin "siide2.bmp",2;
+ mes "[Shede]";
+ mes "Ordinary mushrooms don't smell that good, but";
+ mes "\"^3131FFMoks Mushrooms^000000\" which only grow in Hugel have such appetizing scent.";
+ mes "So, when they are added to cookies, they enhance the taste of cookies so much better.";
+ next;
+ mes "[Shede]";
+ mes "Can you please go gather \"^3131FF5 Moks Mushroom Solution^000000\" from \"^3131FFMoks Mushrooms^000000\"?";
+ mes "You will find the mushrooms in fields near Hugel.";
+ mes "I hope that you will bring their solution as quickly as you can!";
+ set hg_tre,10;
+ close2;
+ cutin "",255;
+ end;
+ case 2:
+ mes "In fact, Agette and I am competing with each other for the Hugel's best cookie master position.";
+ next;
+ mes "[Shede]";
+ mes "Becoming the best cookie mater is not an easy thing to achieve.";
+ mes "Everyone can have the best ingredients and the best cooking utensils,";
+ mes "but that doesn't mean that they can become the best cookie masters.";
+ next;
+ mes "[Shede]";
+ mes "You need to know how to harmonize your skills and your senses";
+ mes "to make the most delicious cookies.";
+ next;
+ cutin "siide2.bmp",2;
+ mes "[Shede]";
+ mes "I dare to say that my cookies are the best.";
+ mes "However, Agette is also a professional cookie baker.";
+ next;
+ mes "[Shede]";
+ mes "If I hear her name while baking,";
+ mes "it makes me shake my hands in anxiety";
+ mes "so that I make a mistake to measure the right amount of ingredients.";
+ mes "That explains how good she is at baking cookies.";
+ next;
+ mes "[Shede]";
+ mes "Still, I am a proud cookie baker, and";
+ mes "I can hear a voice from deep inside of me saying";
+ mes "that I cannot be beat by her!";
+ mes "Can you hear that?";
+ mes "Can you hear my inner fighting spirit as a cookie baker?";
+ next;
+ mes "[Shede]";
+ mes "I am going to compete with her";
+ mes "for the Hugel's best cookie mater position after a while.";
+ mes "So, I have been doing my best in practicing my skills to win her!";
+ next;
+ mes "[Shede]";
+ mes "There were many obstacles in my way to become the best cookie baker.";
+ mes "But, see? I am still here, alive and kicking! I will never give up! In that sense..";
+ mes "I am going to challenge on baking ^FF0000Clam Cookies^000000 today!";
+ mes "I am going to make them taste tangy and unique. I am sure that they will be a great sucess!";
+ next;
+ mes "[Shede]";
+ mes "When you go to the beach, ";
+ mes "you will find clams near the ferry.";
+ mes "Please gather ^3131FF5 Clam Flesh^000000 from the clams.";
+ mes "Please hurry!";
+ set hg_tre,20;
+ close2;
+ cutin "",255;
+ end;
+ case 3:
+ mes "In fact, I gave my heart to a gentleman.";
+ mes "I think that the time has come to let him know";
+ mes "how I feel about him.";
+ next;
+ cutin "siide2.bmp",2;
+ mes "[Shede]";
+ mes "So, I decided to bake special cookies called...";
+ mes "...... ^3131FFDevil's Cookies^000000!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Devil's Cookies?";
+ next;
+ cutin "siide1.bmp",2;
+ mes "[Shede]";
+ mes "Yes, Devil's Cookies.";
+ mes "When you go outside of Hugel, you will find \"^3131FFMoks Bugs^000000\"";
+ mes "hiding in the bushes. They breed in this season, so they are plump with eggs.";
+ next;
+ mes "[Shede]";
+ mes "When you stew their shells and use the broth to kneed flour,";
+ mes "you can make fresh and crunch cookies.";
+ next;
+ cutin "siide2.bmp",2;
+ mes "[Shede]";
+ mes "Devil's Cookies are so delicious, so they are rumored to dazzle the eaters with";
+ mes "the mysteriously crunch texture and the sweetness, and to allure them to hell without them knowing.";
+ mes "Ah~ I hope that he will like them...";
+ next;
+ cutin "siide1.bmp",2;
+ mes "[Shede]";
+ mes "Would you please help me to bake the cookies? I need 5 Moks Bug Shells~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "'......I am confused...Does she love him or hate him?'";
+ emotion e_dots,1;
+ set hg_tre,30;
+ close2;
+ cutin "",255;
+ end;
}
- break;
case 2:
mes "[Shede]";
mes "No, it is fine. Somehow I needed a break, hohoh!";
close2;
cutin "",255;
end;
- break;
}
- }
- else if(hg_tre > 9 && hg_tre < 15)
- {
+ } else if (hg_tre > 9 && hg_tre < 15) {
mes "[Shede]";
mes "Can you please go gather \"^3131FF5 Moks Mushroom Solution^000000\" from \"^3131FFMoks Mushrooms^000000\"?";
mes "You will find the mushrooms in fields near Hugel.";
@@ -2215,27 +2045,21 @@ hugel,70,137,5 script Shede 879,{
close2;
cutin "",255;
end;
- }
- else if(hg_tre > 19 && hg_tre < 25)
- {
+ } else if (hg_tre > 19 && hg_tre < 25) {
mes "[Shede]";
mes "Please pick up \"^3131FF5 Clams^000000\" from a fish trap in the ferry.";
mes "I hope that you will bring their solution as quickly as you can!";
close2;
cutin "",255;
end;
- }
- else if(hg_tre > 29 && hg_tre < 35)
- {
+ } else if (hg_tre > 29 && hg_tre < 35) {
mes "[Shede]";
mes "Please bring \"^3131FF5 Moks Bug Shells^000000\" from outside of Hugel.";
mes "I hope that you will bring their solution as quickly as you can!";
close2;
cutin "",255;
end;
- }
- else if(hg_tre == 15)
- {
+ } else if (hg_tre == 15) {
mes "[Shede]";
mes "Oh! You came back earlier than I thought.";
mes "Now, I can bake the Mushroom Flavor Cookies for uncle Hollun.";
@@ -2245,9 +2069,7 @@ hugel,70,137,5 script Shede 879,{
close2;
cutin "",255;
end;
- }
- else if(hg_tre == 25)
- {
+ } else if (hg_tre == 25) {
mes "[Shede]";
mes "Oh! You came back earlier than I thought.";
mes "Now, I can bake the best cookies of mine and compete with Agette!";
@@ -2257,9 +2079,7 @@ hugel,70,137,5 script Shede 879,{
close2;
cutin "",255;
end;
- }
- else if(hg_tre == 35)
- {
+ } else if (hg_tre == 35) {
mes "[Shede]";
mes "Oh! You came back earlier than I thought.";
mes "Now, I can bake Devil's Cookies to confess my love to the gentleman.";
@@ -2274,11 +2094,8 @@ hugel,70,137,5 script Shede 879,{
close2;
cutin "",255;
end;
- }
- else if(hg_tre == 40)
- {
- if(lhz_boss == 44 && lhz_curse > 30)
- {
+ } else if (hg_tre == 40) {
+ if (lhz_boss == 44 && lhz_curse > 30) {
mes "[Shede]";
mes "Have you seen Mr. Herico?";
mes "He is a lonesome old man who is staying at Hugel Inn.";
@@ -2290,9 +2107,7 @@ hugel,70,137,5 script Shede 879,{
close2;
cutin "",255;
end;
- }
- else
- {
+ } else {
mes "[Shede]";
mes "So, how do you like Hugel?";
mes "It is a peaceful village, isn't it?";
@@ -2300,18 +2115,14 @@ hugel,70,137,5 script Shede 879,{
cutin "",255;
end;
}
- }
- else if(hg_tre == 41)
- {
+ } else if (hg_tre == 41) {
mes "[Shede]";
mes "Mr. Herico has an impediment in movement, so he usually stays in his room.";
mes "Please go spend some time with him. I know that he will appreciate it.";
close2;
cutin "",255;
end;
- }
- else
- {
+ } else {
mes "[Shede]";
mes "So, how do you like Hugel?";
mes "It is a peaceful village, isn't it?";
@@ -2319,28 +2130,22 @@ hugel,70,137,5 script Shede 879,{
cutin "",255;
end;
}
-
}
hu_in01,256,40,3 script Herico 897,{
-
- if(checkweight(7342,1) != 1)
- {
+ if (checkweight(7342,1) != 1) {
mes "[Herico]";
mes "Why don't you go take some load off your shoulder first, and come back?";
close;
}
cutin "heri1.bmp",2;
- if(hg_tre < 41)
- {
+ if (hg_tre < 41) {
mes "[Herico]";
mes "The weather is beautiful today. *Sigh* But my body aches too badly to go out...";
close2;
cutin "",255;
end;
- }
- else if(hg_tre == 41)
- {
+ } else if (hg_tre == 41) {
mes "[Herico]";
mes "The weather is beautiful today. *Sigh* But my body aches too badly to go out...";
next;
@@ -2369,8 +2174,7 @@ hu_in01,256,40,3 script Herico 897,{
mes "and have figured out many things on your own.";
mes "Am I right?";
next;
- switch( select( "Yes, you are right.","I am not so sure.","No." ) )
- {
+ switch(select("Yes, you are right.:I am not so sure.:No.")) {
case 1:
cutin "heri2.bmp",2;
mes "[Herico]";
@@ -2399,7 +2203,6 @@ hu_in01,256,40,3 script Herico 897,{
close2;
cutin "",255;
end;
- break;
case 2:
mes "[Herico]";
mes "Then I guess that you have not been deeply impressed by this country.";
@@ -2407,7 +2210,6 @@ hu_in01,256,40,3 script Herico 897,{
close2;
cutin "",255;
end;
- break;
case 3:
mes "[Herico]";
mes "Oh, am I not?";
@@ -2415,11 +2217,8 @@ hu_in01,256,40,3 script Herico 897,{
close2;
cutin "",255;
end;
- break;
}
- }
- else if(hg_tre == 42)
- {
+ } else if (hg_tre == 42) {
mes "[Herico]";
mes "Hmm...can you tell me your name once again?";
next;
@@ -2448,11 +2247,8 @@ hu_in01,256,40,3 script Herico 897,{
close2;
cutin "",255;
end;
- }
- else if(hg_tre == 43)
- {
- if(hg_odin == 60)
- {
+ } else if (hg_tre == 43) {
+ if (hg_odin == 60) {
mes "[Herico]";
mes "Welcome back. I have been waiting for you with eager anticipation to hear about the secret.";
mes "Now, please tell me what you have found out.";
@@ -2486,9 +2282,7 @@ hu_in01,256,40,3 script Herico 897,{
close2;
cutin "",255;
end;
- }
- else
- {
+ } else {
mes "[Herico]";
mes "Please find out the secret about the airship and the island.";
mes "Then I will tell you my stories.";
@@ -2497,9 +2291,7 @@ hu_in01,256,40,3 script Herico 897,{
cutin "",255;
end;
}
- }
- else if(hg_tre == 44)
- {
+ } else if (hg_tre == 44) {
mes "[Herico]";
mes "Hmm...I don't know where to start.";
next;
@@ -2607,9 +2399,7 @@ hu_in01,256,40,3 script Herico 897,{
close2;
cutin "",255;
end;
- }
- else if(hg_tre == 45)
- {
+ } else if (hg_tre == 45) {
mes "[Herico]";
mes "Please go to Lighthalzen and find a news reporter";
mes "who still remembers about the rebellion.";
@@ -2618,17 +2408,13 @@ hu_in01,256,40,3 script Herico 897,{
close2;
cutin "",255;
end;
- }
- else if(hg_tre > 45 && hg_tre < 49)
- {
+ } else if (hg_tre > 45 && hg_tre < 49) {
mes "[Herico]";
mes "How have you been doing?";
close2;
cutin "",255;
end;
- }
- else if(hg_tre == 49)
- {
+ } else if (hg_tre == 49) {
mes "[Herico]";
mes "Did you find Sage Varmunt's research documents?";
next;
@@ -2636,8 +2422,7 @@ hu_in01,256,40,3 script Herico 897,{
mes "["+strcharinfo(0)+"]";
mes "Well, about the documents...";
next;
- switch( select( "I ate them.","Rekenber has taken them into their possession." ) )
- {
+ switch(select("I ate them.:Rekenber has taken them into their possession.")) {
case 1:
mes "I ate them.";
next;
@@ -2681,11 +2466,11 @@ hu_in01,256,40,3 script Herico 897,{
mes "["+strcharinfo(0)+"]";
mes "Rekenber has taken them into their possession.";
next;
- break;
+ break;
case 2:
mes "Rekenber has taken them into their possession.";
next;
- break;
+ break;
}
cutin "heri3.bmp",2;
mes "[Herico]";
@@ -2804,9 +2589,7 @@ hu_in01,256,40,3 script Herico 897,{
close2;
cutin "",255;
end;
- }
- else if(hg_tre == 50)
- {
+ } else if (hg_tre == 50) {
mes "[Herico]";
mes "Can you guess what I am thinking right now?";
next;
@@ -2833,8 +2616,7 @@ hu_in01,256,40,3 script Herico 897,{
mes "Let me hear your opinion.";
mes "Will you join me in destroying Regenschirm?";
next;
- switch( select( "Sorry, I won't.","Yes, I will." ) )
- {
+ switch(select("Sorry, I won't:Yes, I will.")) {
case 1:
mes "[Herico]";
mes "I respect your decision since this is not something";
@@ -2844,7 +2626,6 @@ hu_in01,256,40,3 script Herico 897,{
close2;
cutin "",255;
end;
- break;
case 2:
cutin "heri2.bmp",2;
mes "[Herico]";
@@ -2860,11 +2641,8 @@ hu_in01,256,40,3 script Herico 897,{
close2;
cutin "",255;
end;
- break;
}
- }
- else if(hg_tre == 51)
- {
+ } else if (hg_tre == 51) {
mes "[Herico]";
mes "We must find out how we can stop them";
mes "from doing more evil things, at least for a while.";
@@ -2885,9 +2663,7 @@ hu_in01,256,40,3 script Herico 897,{
close2;
cutin "",255;
end;
- }
- else if(hg_tre == 52)
- {
+ } else if (hg_tre == 52) {
mes "[Herico]";
mes "Regenschirm is located at the underground level";
mes "of Rekenber's Laighthalzen headquarters.";
@@ -2895,9 +2671,7 @@ hu_in01,256,40,3 script Herico 897,{
close2;
cutin "heri1.bmp",255;
end;
- }
- else if(hg_tre == 53)
- {
+ } else if (hg_tre == 53) {
mes "[Herico]";
mes "Ah, you are back.";
next;
@@ -2952,9 +2726,7 @@ hu_in01,256,40,3 script Herico 897,{
close2;
cutin "",255;
end;
- }
- else if(hg_tre == 54)
- {
+ } else if (hg_tre == 54) {
mes "[Herico]";
mes "Please go meet with ^3131FFthe Marine Sphere Bottle manufacturer^000000,";
mes "and purchase some Marine Sphere Bottles.";
@@ -2969,9 +2741,7 @@ hu_in01,256,40,3 script Herico 897,{
close2;
cutin "",255;
end;
- }
- else if(hg_tre == 55)
- {
+ } else if (hg_tre == 55) {
mes "["+strcharinfo(0)+"]";
mes "The machine was blown up.";
next;
@@ -3005,8 +2775,7 @@ hu_in01,256,40,3 script Herico 897,{
mes "By any chance, do you know a man who can aid his power in stopping them?";
next;
input .@inputstr$;
- if(.@inputstr$ == "President Karl" || .@inputstr$ == "President Weierstrass" || .@inputstr$ == "President" || .@inputstr$ == "Karl Weierstrass")
- {
+ if (.@inputstr$ == "President Karl" || .@inputstr$ == "President Weierstrass" || .@inputstr$ == "President" || .@inputstr$ == "Karl Weierstrass") {
mes "["+strcharinfo(0)+"]";
mes "I think that I know one...";
next;
@@ -3053,11 +2822,8 @@ hu_in01,256,40,3 script Herico 897,{
close2;
cutin "",255;
end;
- }
- else
- {
- if(countitem(7342))
- {
+ } else {
+ if (countitem(7342)) {
mes "[Herico]";
mes "Why are you still here?";
mes "That research data will aid a great help to Mr. President.";
@@ -3065,67 +2831,48 @@ hu_in01,256,40,3 script Herico 897,{
close2;
cutin "",255;
end;
- }
- else
- {
+ } else {
mes "[Herico]";
mes "Hey, welcome back.";
next;
- switch( select( "I brought Handcuffs","Regarding Sage Varmunt's documents" ) )
- {
+ switch(select("I brought Handcuffs:Regarding Sage Varmunt's documents")) {
case 1:
mes "[Herico]";
mes "I am willing to exchange 1 of level 4 food with 100 Handcuffs.";
next;
- switch( select( "Exchange.","Cancel." ) )
- {
- case 1:
- if(countitem(7345) > 99) //Handcuffs
- {
+ if(select("Exchange:Cancel.") == 1) {
+ if (countitem(7345) > 99) {
mes "[Herico]";
mes "There you go, thank you for your trouble.";
delitem 7345,100; //Handcuffs
- switch(rand(1,6))
- {
+ switch(rand(1,6)) {
case 1:
getitem 12044,1; //Herb Marinade Beef
- break;
+ break;
case 2:
getitem 12049,1; //Morroc Fruit Wine
- break;
+ break;
case 3:
getitem 12059,1; //Lutie Cold Noodle
- break;
+ break;
case 4:
getitem 12064,1; //Cream Sandwich
- break;
+ break;
case 5:
getitem 12069,1; //Steamed Ancient Lips
- break;
+ break;
case 6:
getitem 12054,1; //Seasoned Jellyfish
- break;
+ break;
}
- close2;
- cutin "",255;
- end;
- }
- else
- {
+ } else {
mes "[Herico]";
mes "I don't think that you have brought me 100 Handcuffs.";
- close2;
- cutin "",255;
- end;
}
- break;
- case 2:
- break;
}
close2;
cutin "",255;
end;
- break;
case 2:
mes "[Herico]";
mes "When I checked the research data that you have brought to me,";
@@ -3136,19 +2883,15 @@ hu_in01,256,40,3 script Herico 897,{
close2;
cutin "",255;
end;
- break;
}
}
}
cutin "",255;
end;
-
}
lhz_in03,39,44,3 script Enquro Carson 97,{
-
- if(hg_tre < 45)
- {
+ if (hg_tre < 45) {
mes "[Enquro Carson]";
mes "Hello, everyone. This is Enquro Carson";
mes "from Light News.";
@@ -3159,9 +2902,7 @@ lhz_in03,39,44,3 script Enquro Carson 97,{
mes "especially when people are astonished by the news";
mes "which I am delivering to them.";
close;
- }
- else if(hg_tre == 45)
- {
+ } else if (hg_tre == 45) {
mes "[Enquro Carson]";
mes "Hello, everyone. This is Enquro Carson";
mes "from Light News.";
@@ -3172,8 +2913,7 @@ lhz_in03,39,44,3 script Enquro Carson 97,{
mes "especially when people are astonished by the news";
mes "which I am delivering to them.";
next;
- switch( select( "Mercenary Rebellion","News reporter job" ) )
- {
+ switch(select("Mercenary Rebellion:News reporter job")) {
case 1:
mes "[Enquro Carson]";
mes "Hmm...Mercenary Rebellion...?";
@@ -3239,7 +2979,6 @@ lhz_in03,39,44,3 script Enquro Carson 97,{
mes "Can you please get me the drink? Hahaha, thanks!";
set hg_tre,46;
close;
- break;
case 2:
mes "[Enquro Carson]";
mes ".......Hmmm...Hmmm...Hmmm.";
@@ -3249,13 +2988,9 @@ lhz_in03,39,44,3 script Enquro Carson 97,{
mes "[Enquro Carson]";
mes "You are not saying that you want to be a news reporter, are you?";
close;
- break;
}
- }
- else if(hg_tre == 46)
- {
- if(!countitem(12112) || !countitem(12113))
- {
+ } else if (hg_tre == 46) {
+ if (!countitem(12112) || !countitem(12113)) {
mes "[Enquro Carson]";
mes "I heard of a private pub in Morroc,";
mes "a city of Rune-Midgarts Kingdom";
@@ -3264,9 +2999,7 @@ lhz_in03,39,44,3 script Enquro Carson 97,{
mes "and I wonder how delicious the drink will be.";
mes "Can you please get me the drink? Hahaha, thanks!";
close;
- }
- else
- {
+ } else {
mes "[Enquro Carson]";
mes "Wow, this is that famous drink!";
mes "Let's see...*Gulp*";
@@ -3314,9 +3047,7 @@ lhz_in03,39,44,3 script Enquro Carson 97,{
delitem 12113,1; //Vermilion on the Beach
close;
}
- }
- else if(hg_tre == 47)
- {
+ } else if (hg_tre == 47) {
mes "[Enquro Carson]";
mes "Just get on to the airship and go to Hugel.";
mes "Hopefully you will meet with ^3131FFWintzil Trony^000000";
@@ -3324,28 +3055,21 @@ lhz_in03,39,44,3 script Enquro Carson 97,{
mes "Oh, be careful not to provoke him though.";
mes "He used to be a mercenary soldier, and they were famed for their violence.";
close;
- }
- else
- {
+ } else {
mes "[Enquro Carson]";
mes "This is very shameful for me to confess,";
mes "but I tend to make lots and lots of spelling mistakes.";
mes "Yeah, I know, it is a shame.";
close;
}
-
}
hu_in01,310,380,5 script Girl#hugel 891,{
-
- if(hg_tre < 47)
- {
+ if (hg_tre < 47) {
mes "[Girl]";
mes "Bah, I am bored.";
close;
- }
- else if(hg_tre == 47)
- {
+ } else if (hg_tre == 47) {
mes "[Girl]";
mes "Hehe...are you from another city?";
mes "Heheh.";
@@ -3446,44 +3170,33 @@ hu_in01,310,380,5 script Girl#hugel 891,{
mes "But, can you be careful to treat the shelf? It is a keepsake from my father.";
set hg_tre,48;
close;
- }
- else if(hg_tre > 48)
- {
+ } else if (hg_tre > 48) {
mes "[Wintzil Trony]";
mes "I am bored and bored! When is my mom coming back?";
close;
- }
- else
- {
+ } else {
mes "[Wintzil Trony]";
mes "If you promise me that you will not break it,";
mes "you can take a look at the shelf.";
close;
}
-
}
hu_in01,317,312,0 script Book 111,{
-
cutin "hg_book.bmp",2;
- if(hg_tre > 47)
- {
+ if (hg_tre > 47) {
mes "- You picked up a very thick book. -";
mes "- You opened the book and found out -";
mes "- that there were a small book hidden behind.-";
next;
- switch( select( "Read the small book.","Leave it alone." ) )
- {
+ switch(select("Read the small book.:Leave it alone.")) {
case 1:
mes "- You picked up the small book. -";
mes "- The book owner must want to -";
mes "- keep it secret. -";
next;
- set @whilevar,1;
- while(@whilevar)
- {
- switch( select( "Page 1","Page 2","Page 3","Page 4","Page 5","Page 6","Page 7","Page 8","Page 9","Stop Reading." ) )
- {
+ while(1) {
+ switch(select("Page 1:Page 2:Page 3:Page 4:Page 5:Page 6:Page 7:Page 8:Page 9:Stop Reading.")) {
case 1:
mes "- You started reading the 1st page of the book. -";
next;
@@ -3509,7 +3222,7 @@ hu_in01,317,312,0 script Book 111,{
mes "...............................";
mes "...............................";
next;
- break;
+ break;
case 2:
mes "- You started reading the 2nd page of the book. -";
next;
@@ -3522,7 +3235,7 @@ hu_in01,317,312,0 script Book 111,{
mes "...............................";
mes "...............................";
next;
- break;
+ break;
case 3:
mes "- You started reading the 3rd page of the book. -";
next;
@@ -3550,7 +3263,7 @@ hu_in01,317,312,0 script Book 111,{
mes "...............................";
mes "...............................";
next;
- break;
+ break;
case 4:
mes "- You started reading the 4th page of the book. -";
next;
@@ -3561,7 +3274,7 @@ hu_in01,317,312,0 script Book 111,{
mes "...............................";
mes "...............................";
next;
- break;
+ break;
case 5:
mes "- You started reading the 5th page of the book. -";
next;
@@ -3583,7 +3296,7 @@ hu_in01,317,312,0 script Book 111,{
mes "...............................";
mes "...............................";
next;
- break;
+ break;
case 6:
mes "- You started reading the 6th page of the book. -";
next;
@@ -3609,10 +3322,7 @@ hu_in01,317,312,0 script Book 111,{
next;
mes "- You found a folded note between the pages that you were reading. -";
next;
- switch( select( "Check the note.","Read the next page." ) )
- {
- case 1:
- next;
+ if(select("Check the note.:Read the next page.") == 1) {
mes "^3131FF.........................^000000";
next;
mes "^3131FF...I am so sorry for hearing such devastating news and for your loss.";
@@ -3625,11 +3335,8 @@ hu_in01,317,312,0 script Book 111,{
next;
mes "^3131FF.........................^000000";
next;
- break;
- case 2:
- break;
}
- break;
+ break;
case 7:
mes "- You started reading the 7th page.-";
next;
@@ -3657,7 +3364,7 @@ hu_in01,317,312,0 script Book 111,{
mes "...............................";
mes "...............................";
next;
- break;
+ break;
case 8:
mes "- You started reading the 8th page. -";
next;
@@ -3676,7 +3383,7 @@ hu_in01,317,312,0 script Book 111,{
mes "...............................";
mes "...............................";
next;
- break;
+ break;
case 9:
mes "- You started reading the 9th page. -";
next;
@@ -3696,37 +3403,29 @@ hu_in01,317,312,0 script Book 111,{
mes " ";
mes "My arm is throbbing with pain again. The history of mercenary soldiers ended, and I need to rest.";
mes "I hope that this will be the last page of my journal.";
- if(hg_tre == 48) set hg_tre,49;
+ if (hg_tre == 48) set hg_tre,49;
next;
mes "- The journal was ended at the page. -";
next;
- break;
+ break;
case 10:
- set @whilevar,0;
mes "- You closed the book. -";
close2;
cutin "",255;
end;
- break;
}
}
- break;
case 2:
mes "- You closed the book. -";
close2;
cutin "",255;
end;
- break;
}
-
}
-
}
einbech,208,124,3 script Bomb Maker 851,{
-
- if(hg_tre == 54)
- {
+ if (hg_tre == 54) {
if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
mes "[Boomer]";
mes "Hey, you look pretty heavy, huh?";
@@ -3738,8 +3437,7 @@ einbech,208,124,3 script Bomb Maker 851,{
mes "I am a professional Marine Sphere Bottle maker.";
mes "You can call me Boomer.";
next;
- switch( select( "Buy Marine Sphere Bottle.","End conversation." ) )
- {
+ switch(select("Buy Marine Sphere Bottle.:End conversation.")) {
case 1:
mes "[Boomer]";
mes "Heh, you want my Marine Sphere Bottles, huh?";
@@ -3753,55 +3451,43 @@ einbech,208,124,3 script Bomb Maker 851,{
mes "considering its amazing performance!";
mes "You will regret if you miss this chance. Hahaha!";
next;
- switch( select( "Buy.","Cancel." ) )
- {
+ switch(select("Buy.:Cancel.")) {
case 1:
- if(Zeny < 3000)
- {
+ if (Zeny < 3000) {
mes "[Boomer]";
mes "Errr...You must have been so hurry to carry your wallet with you.";
close;
}
- mes "[Boomer]";
- mes "Just make sure that you are not going to";
- mes "blow yourself away with this bomb, hahah!";
- set Zeny,Zeny-3000;
- getitem 7138,1; //Marine Sphere Bottle
- close;
- break;
+ mes "[Boomer]";
+ mes "Just make sure that you are not going to";
+ mes "blow yourself away with this bomb, hahah!";
+ set Zeny,Zeny-3000;
+ getitem 7138,1; //Marine Sphere Bottle
+ close;
case 2:
mes "[Boomer]";
mes "I believe that you will end up coming back to me. Heheh.";
close;
- break;
}
- break;
case 2:
mes "[Boomer]";
mes "Boom! Don't you need a bomb? Boom!";
close;
- break;
}
- }
- else
- {
+ } else {
mes "[Boomer]";
mes "Hey, what's up?";
mes "I am a professional Marine Sphere Bottle maker.";
mes "You can call me Boomer.";
close;
}
-
}
hu_fild06,168,359,3 script Moks Mushrooms#Mush1 111,{
-
- if(hg_tre > 9 && hg_tre < 15)
- {
+ if (hg_tre > 9 && hg_tre < 15) {
mes "- You found mushrooms that are as big as your palm. -";
next;
- switch( select( "Gather them.","Pass." ) )
- {
+ switch(select("Gather them.:Pass.")) {
case 1:
mes "- You decided to gather the mushrooms. -";
next;
@@ -3815,8 +3501,7 @@ hu_fild06,168,359,3 script Moks Mushrooms#Mush1 111,{
mes "- *Snip Snip* -";
specialeffect2 EF_CONE;
next;
- if(rand(1,5) > 4)
- {
+ if (rand(1,5) > 4) {
mes "- You were being clumsy and broke the mushrooms. You have failed in gathering the mushrooms. -";
specialeffect2 EF_STUNATTACK;
close;
@@ -3824,28 +3509,24 @@ hu_fild06,168,359,3 script Moks Mushrooms#Mush1 111,{
mes "- You have successfully gathered mushrooms. -";
specialeffect2 EF_VALLENTINE2;
set hg_tre,hg_tre+1;
- if(hg_tre == 11)
+ if (hg_tre == 11)
mes "Collected Moks Mushroom Solution: 1ea ";
- else if(hg_tre == 12)
+ else if (hg_tre == 12)
mes "Collected Moks Mushroom Solution: 2ea ";
- else if(hg_tre == 13)
+ else if (hg_tre == 13)
mes "Collected Moks Mushroom Solution: 3ea ";
- else if(hg_tre == 14)
+ else if (hg_tre == 14)
mes "Collected Moks Mushroom Solution: 4ea ";
- else if(hg_tre == 15)
+ else if (hg_tre == 15)
mes "Collected Moks Mushroom Solution: 5ea ";
initnpctimer;
disablenpc "Moks Mushrooms#Mush1";
close;
- break;
case 2:
mes "- You decided to pass by them. -";
close;
- break;
}
- }
- else if(hg_tre == 15)
- {
+ } else if (hg_tre == 15) {
mes "["+strcharinfo(0)+"]";
mes "I think that this will do.";
close;
@@ -3855,17 +3536,13 @@ OnTimer20000:
enablenpc "Moks Mushrooms#Mush1";
stopnpctimer;
end;
-
}
hu_fild06,194,341,3 script Moks Mushrooms#Mush2 111,{
-
- if(hg_tre > 9 && hg_tre < 15)
- {
+ if (hg_tre > 9 && hg_tre < 15) {
mes "- You found mushrooms that are as big as your palm. -";
next;
- switch( select( "Gather them.","Pass." ) )
- {
+ switch(select("Gather them.:Pass.")) {
case 1:
mes "- You decided to gather the mushrooms. -";
next;
@@ -3879,8 +3556,7 @@ hu_fild06,194,341,3 script Moks Mushrooms#Mush2 111,{
mes "- *Snip Snip* -";
specialeffect2 EF_CONE;
next;
- if(rand(1,5) > 4)
- {
+ if (rand(1,5) > 4) {
mes "- You were being clumsy and broke the mushrooms. You have failed in gathering the mushrooms. -";
specialeffect2 EF_STUNATTACK;
close;
@@ -3888,28 +3564,24 @@ hu_fild06,194,341,3 script Moks Mushrooms#Mush2 111,{
mes "- You have successfully gathered mushrooms. -";
specialeffect2 EF_VALLENTINE2;
set hg_tre,hg_tre+1;
- if(hg_tre == 11)
+ if (hg_tre == 11)
mes "Collected Moks Mushroom Solution: 1ea ";
- else if(hg_tre == 12)
+ else if (hg_tre == 12)
mes "Collected Moks Mushroom Solution: 2ea ";
- else if(hg_tre == 13)
+ else if (hg_tre == 13)
mes "Collected Moks Mushroom Solution: 3ea ";
- else if(hg_tre == 14)
+ else if (hg_tre == 14)
mes "Collected Moks Mushroom Solution: 4ea ";
- else if(hg_tre == 15)
+ else if (hg_tre == 15)
mes "Collected Moks Mushroom Solution: 5ea ";
initnpctimer;
disablenpc "Moks Mushrooms#Mush2";
close;
- break;
case 2:
mes "- You decided to pass by them. -";
close;
- break;
}
- }
- else if(hg_tre == 15)
- {
+ } else if (hg_tre == 15) {
mes "["+strcharinfo(0)+"]";
mes "I think that this will do.";
close;
@@ -3919,17 +3591,13 @@ OnTimer20000:
enablenpc "Moks Mushrooms#Mush2";
stopnpctimer;
end;
-
}
hu_fild06,198,339,3 script Moks Mushrooms#Mush3 111,{
-
- if(hg_tre > 9 && hg_tre < 15)
- {
+ if (hg_tre > 9 && hg_tre < 15) {
mes "- You found mushrooms that are as big as your palm. -";
next;
- switch( select( "Gather them.","Pass." ) )
- {
+ switch(select("Gather them.:Pass.")) {
case 1:
mes "- You decided to gather the mushrooms. -";
next;
@@ -3943,8 +3611,7 @@ hu_fild06,198,339,3 script Moks Mushrooms#Mush3 111,{
mes "- *Snip Snip* -";
specialeffect2 EF_CONE;
next;
- if(rand(1,5) > 4)
- {
+ if (rand(1,5) > 4) {
mes "- You were being clumsy and broke the mushrooms. You have failed in gathering the mushrooms. -";
specialeffect2 EF_STUNATTACK;
close;
@@ -3952,28 +3619,24 @@ hu_fild06,198,339,3 script Moks Mushrooms#Mush3 111,{
mes "- You have successfully gathered mushrooms. -";
specialeffect2 EF_VALLENTINE2;
set hg_tre,hg_tre+1;
- if(hg_tre == 11)
+ if (hg_tre == 11)
mes "Collected Moks Mushroom Solution: 1ea ";
- else if(hg_tre == 12)
+ else if (hg_tre == 12)
mes "Collected Moks Mushroom Solution: 2ea ";
- else if(hg_tre == 13)
+ else if (hg_tre == 13)
mes "Collected Moks Mushroom Solution: 3ea ";
- else if(hg_tre == 14)
+ else if (hg_tre == 14)
mes "Collected Moks Mushroom Solution: 4ea ";
- else if(hg_tre == 15)
+ else if (hg_tre == 15)
mes "Collected Moks Mushroom Solution: 5ea ";
initnpctimer;
disablenpc "Moks Mushrooms#Mush3";
close;
- break;
case 2:
mes "- You decided to pass by them. -";
close;
- break;
}
- }
- else if(hg_tre == 15)
- {
+ } else if (hg_tre == 15) {
mes "["+strcharinfo(0)+"]";
mes "I think that this will do.";
close;
@@ -3983,17 +3646,13 @@ OnTimer20000:
enablenpc "Moks Mushrooms#Mush3";
stopnpctimer;
end;
-
}
hugel,209,163,3 script Clam#C1 111,{
-
- if(hg_tre > 19 && hg_tre < 25)
- {
+ if (hg_tre > 19 && hg_tre < 25) {
mes "- You found very fresh clams whose shells are shining under the sunlight. -";
next;
- switch( select( "Gather them.","Pass." ) )
- {
+ switch(select("Gather them.:Pass.")) {
case 1:
mes "- You started opening clam shells to gather Clam Flesh.-";
next;
@@ -4007,8 +3666,7 @@ hugel,209,163,3 script Clam#C1 111,{
mes "- *Snip Snip* -";
specialeffect2 EF_CONE;
next;
- if(rand(1,5) > 4)
- {
+ if (rand(1,5) > 4) {
mes "- Clams are too strong to open. You have failed in gathering Clam Flesh. -";
specialeffect2 EF_STUNATTACK;
close;
@@ -4016,28 +3674,24 @@ hugel,209,163,3 script Clam#C1 111,{
mes "- You have successfully gathered Clam Flesh. -";
specialeffect2 EF_VALLENTINE2;
set hg_tre,hg_tre+1;
- if(hg_tre == 21)
+ if (hg_tre == 21)
mes "Collected Clam Flesh: 1ea ";
- else if(hg_tre == 22)
+ else if (hg_tre == 22)
mes "Collected Clam Flesh: 2ea ";
- else if(hg_tre == 23)
+ else if (hg_tre == 23)
mes "Collected Clam Flesh: 3ea ";
- else if(hg_tre == 24)
+ else if (hg_tre == 24)
mes "Collected Clam Flesh: 4ea ";
- else if(hg_tre == 25)
+ else if (hg_tre == 25)
mes "Collected Clam Flesh: 5ea ";
initnpctimer;
disablenpc "Clam#C1";
close;
- break;
case 2:
mes "- You decided to pass by them. -";
close;
- break;
}
- }
- else if(hg_tre == 25)
- {
+ } else if (hg_tre == 25) {
mes "["+strcharinfo(0)+"]";
mes "I think that this will do.";
close;
@@ -4047,17 +3701,13 @@ OnTimer20000:
enablenpc "Clam#C1";
stopnpctimer;
end;
-
}
hugel,203,166,3 script Clam#C2 111,{
-
- if(hg_tre > 19 && hg_tre < 25)
- {
+ if (hg_tre > 19 && hg_tre < 25) {
mes "- You found very fresh clams whose shells are shining under the sunlight. -";
next;
- switch( select( "Gather them.","Pass." ) )
- {
+ switch(select("Gather them.:Pass.")) {
case 1:
mes "- You started opening clam shells to gather Clam Flesh.-";
next;
@@ -4071,8 +3721,7 @@ hugel,203,166,3 script Clam#C2 111,{
mes "- *Snip Snip* -";
specialeffect2 EF_CONE;
next;
- if(rand(1,5) > 4)
- {
+ if (rand(1,5) > 4) {
mes "- Clams are too strong to open. You have failed in gathering Clam Flesh. -";
specialeffect EF_STUNATTACK;
close;
@@ -4080,28 +3729,24 @@ hugel,203,166,3 script Clam#C2 111,{
mes "- You have successfully gathered Clam Flesh. -";
specialeffect2 EF_VALLENTINE2;
set hg_tre,hg_tre+1;
- if(hg_tre == 21)
+ if (hg_tre == 21)
mes "Collected Clam Flesh: 1ea ";
- else if(hg_tre == 22)
+ else if (hg_tre == 22)
mes "Collected Clam Flesh: 2ea ";
- else if(hg_tre == 23)
+ else if (hg_tre == 23)
mes "Collected Clam Flesh: 3ea ";
- else if(hg_tre == 24)
+ else if (hg_tre == 24)
mes "Collected Clam Flesh: 4ea ";
- else if(hg_tre == 25)
+ else if (hg_tre == 25)
mes "Collected Clam Flesh: 5ea ";
initnpctimer;
disablenpc "Clam#C2";
close;
- break;
case 2:
mes "- You decided to pass by them. -";
close;
- break;
}
- }
- else if(hg_tre == 25)
- {
+ } else if (hg_tre == 25) {
mes "["+strcharinfo(0)+"]";
mes "I think that this will do.";
close;
@@ -4111,17 +3756,13 @@ OnTimer20000:
enablenpc "Clam#C2";
stopnpctimer;
end;
-
}
hugel,217,158,3 script Clam#C3 111,{
-
- if(hg_tre > 19 && hg_tre < 25)
- {
+ if (hg_tre > 19 && hg_tre < 25) {
mes "- You found very fresh clams whose shells are shining under the sunlight. -";
next;
- switch( select( "Gather them.","Pass." ) )
- {
+ switch(select("Gather them.:Pass.")) {
case 1:
mes "- You started opening clam shells to gather Clam Flesh.-";
next;
@@ -4135,8 +3776,7 @@ hugel,217,158,3 script Clam#C3 111,{
mes "- *Snip Snip* -";
specialeffect2 EF_CONE;
next;
- if(rand(1,5) > 4)
- {
+ if (rand(1,5) > 4) {
mes "- Clams are too strong to open. You have failed in gathering Clam Flesh. -";
specialeffect2 EF_STUNATTACK;
close;
@@ -4144,28 +3784,24 @@ hugel,217,158,3 script Clam#C3 111,{
mes "- You have successfully gathered Clam Flesh. -";
specialeffect2 EF_VALLENTINE2;
set hg_tre,hg_tre+1;
- if(hg_tre == 21)
+ if (hg_tre == 21)
mes "Collected Clam Flesh: 1ea ";
- else if(hg_tre == 22)
+ else if (hg_tre == 22)
mes "Collected Clam Flesh: 2ea ";
- else if(hg_tre == 23)
+ else if (hg_tre == 23)
mes "Collected Clam Flesh: 3ea ";
- else if(hg_tre == 24)
+ else if (hg_tre == 24)
mes "Collected Clam Flesh: 4ea ";
- else if(hg_tre == 25)
+ else if (hg_tre == 25)
mes "Collected Clam Flesh: 5ea ";
initnpctimer;
disablenpc "Clam#C3";
close;
- break;
case 2:
mes "- You decided to pass by them. -";
close;
- break;
}
- }
- else if(hg_tre == 25)
- {
+ } else if (hg_tre == 25) {
mes "["+strcharinfo(0)+"]";
mes "I think that this will do.";
close;
@@ -4175,17 +3811,13 @@ OnTimer20000:
enablenpc "Clam#C3";
stopnpctimer;
end;
-
}
hugel,204,150,3 script Clam#C4 111,{
-
- if(hg_tre > 19 && hg_tre < 25)
- {
+ if (hg_tre > 19 && hg_tre < 25) {
mes "- You found very fresh clams whose shells are shining under the sunlight. -";
next;
- switch( select( "Gather them.","Pass." ) )
- {
+ switch(select("Gather them.:Pass.")) {
case 1:
mes "- You started opening clam shells to gather Clam Flesh.-";
next;
@@ -4199,8 +3831,7 @@ hugel,204,150,3 script Clam#C4 111,{
mes "- *Snip Snip* -";
specialeffect2 EF_CONE;
next;
- if(rand(1,5) > 4)
- {
+ if (rand(1,5) > 4) {
mes "- Clams are too strong to open. You have failed in gathering Clam Flesh. -";
specialeffect2 EF_STUNATTACK;
close;
@@ -4208,28 +3839,24 @@ hugel,204,150,3 script Clam#C4 111,{
mes "- You have successfully gathered Clam Flesh. -";
specialeffect2 EF_VALLENTINE2;
set hg_tre,hg_tre+1;
- if(hg_tre == 21)
+ if (hg_tre == 21)
mes "Collected Clam Flesh: 1ea ";
- else if(hg_tre == 22)
+ else if (hg_tre == 22)
mes "Collected Clam Flesh: 2ea ";
- else if(hg_tre == 23)
+ else if (hg_tre == 23)
mes "Collected Clam Flesh: 3ea ";
- else if(hg_tre == 24)
+ else if (hg_tre == 24)
mes "Collected Clam Flesh: 4ea ";
- else if(hg_tre == 25)
+ else if (hg_tre == 25)
mes "Collected Clam Flesh: 5ea ";
initnpctimer;
disablenpc "Clam#C4";
close;
- break;
case 2:
mes "- You decided to pass by them. -";
close;
- break;
}
- }
- else if(hg_tre == 25)
- {
+ } else if (hg_tre == 25) {
mes "["+strcharinfo(0)+"]";
mes "I think that this will do.";
close;
@@ -4239,17 +3866,13 @@ OnTimer20000:
enablenpc "Clam#C4";
stopnpctimer;
end;
-
}
hu_fild06,155,309,1 script Moks Bugs#Bug1 1053,{
-
- if(hg_tre > 29 && hg_tre < 35)
- {
+ if (hg_tre > 29 && hg_tre < 35) {
mes "- You found big brown Moks Bugs in the bushes. -";
next;
- switch( select( "Catch them.","Pass." ) )
- {
+ switch(select("Catch them.:Pass.")) {
case 1:
mes "- You nervously stretched your hands toward Moks Bugs.-";
next;
@@ -4263,8 +3886,7 @@ hu_fild06,155,309,1 script Moks Bugs#Bug1 1053,{
mes "- *Whizz Whizz*-";
specialeffect2 EF_CONE;
next;
- if(rand(1,5) > 4)
- {
+ if (rand(1,5) > 4) {
mes "- The bugs quickly ran away. You have failed to gather their shells. -";
specialeffect2 EF_STUNATTACK;
close;
@@ -4272,28 +3894,24 @@ hu_fild06,155,309,1 script Moks Bugs#Bug1 1053,{
mes "- You have successfully gathered Moks Bugs Shells. -";
specialeffect2 EF_VALLENTINE2;
set hg_tre,hg_tre+1;
- if(hg_tre == 31)
+ if (hg_tre == 31)
mes "Collected Moks Bugs Shells: 1ea ";
- else if(hg_tre == 32)
+ else if (hg_tre == 32)
mes "Collected Moks Bugs Shells: 2ea ";
- else if(hg_tre == 33)
+ else if (hg_tre == 33)
mes "Collected Moks Bugs Shells: 3ea ";
- else if(hg_tre == 34)
+ else if (hg_tre == 34)
mes "Collected Moks Bugs Shells: 4ea ";
- else if(hg_tre == 35)
+ else if (hg_tre == 35)
mes "Collected Moks Bugs Shells: 5ea ";
initnpctimer;
disablenpc "Moks Bugs#Bug1";
close;
- break;
case 2:
mes "- You decided to pass by them. -";
close;
- break;
}
- }
- else if(hg_tre == 35)
- {
+ } else if (hg_tre == 35) {
mes "["+strcharinfo(0)+"]";
mes "Aww...I don't want to touch dirty things like bugs!";
close;
@@ -4303,17 +3921,13 @@ OnTimer20000:
enablenpc "Moks Bugs#Bug1";
stopnpctimer;
end;
-
}
hu_fild06,218,320,1 script Moks Bugs#Bug2 1053,{
-
- if(hg_tre > 29 && hg_tre < 35)
- {
+ if (hg_tre > 29 && hg_tre < 35) {
mes "- You found big brown Moks Bugs in the bushes. -";
next;
- switch( select( "Catch them","Pass." ) )
- {
+ switch(select("Catch them:Pass.")) {
case 1:
mes "- You nervously stretched your hands toward Moks Bugs.-";
next;
@@ -4327,8 +3941,7 @@ hu_fild06,218,320,1 script Moks Bugs#Bug2 1053,{
mes "- *Whizz Whizz*-";
specialeffect2 EF_CONE;
next;
- if(rand(1,5) > 4)
- {
+ if (rand(1,5) > 4) {
mes "- The bugs quickly ran away. You have failed to gather their shells. -";
specialeffect2 EF_STUNATTACK;
close;
@@ -4336,28 +3949,24 @@ hu_fild06,218,320,1 script Moks Bugs#Bug2 1053,{
mes "- You have successfully gathered Moks Bugs Shells. -";
specialeffect2 EF_VALLENTINE2;
set hg_tre,hg_tre+1;
- if(hg_tre == 31)
+ if (hg_tre == 31)
mes "Collected Moks Bugs Shells: 1ea ";
- else if(hg_tre == 32)
+ else if (hg_tre == 32)
mes "Collected Moks Bugs Shells: 2ea ";
- else if(hg_tre == 33)
+ else if (hg_tre == 33)
mes "Collected Moks Bugs Shells: 3ea ";
- else if(hg_tre == 34)
+ else if (hg_tre == 34)
mes "Collected Moks Bugs Shells: 4ea ";
- else if(hg_tre == 35)
+ else if (hg_tre == 35)
mes "Collected Moks Bugs Shells: 5ea ";
initnpctimer;
disablenpc "Moks Bugs#Bug2";
close;
- break;
case 2:
mes "- You decided to pass by them. -";
close;
- break;
}
- }
- else if(hg_tre == 35)
- {
+ } else if (hg_tre == 35) {
mes "["+strcharinfo(0)+"]";
mes "Aww...I don't want to touch dirty things like bugs!";
close;
@@ -4367,17 +3976,13 @@ OnTimer20000:
enablenpc "Moks Bugs#Bug2";
stopnpctimer;
end;
-
}
hu_fild06,249,329,1 script Moks Bugs#Bug3 1053,{
-
- if(hg_tre > 29 && hg_tre < 35)
- {
+ if (hg_tre > 29 && hg_tre < 35) {
mes "- You found big brown Moks Bugs in the bushes. -";
next;
- switch( select( "Catch them","Pass." ) )
- {
+ switch(select("Catch them:Pass.")) {
case 1:
mes "- You nervously stretched your hands toward Moks Bugs.-";
next;
@@ -4391,8 +3996,7 @@ hu_fild06,249,329,1 script Moks Bugs#Bug3 1053,{
mes "- *Whizz Whizz*-";
specialeffect2 EF_CONE;
next;
- if(rand(1,5) > 4)
- {
+ if (rand(1,5) > 4) {
mes "- The bugs quickly ran away. You have failed to gather their shells. -";
specialeffect2 EF_STUNATTACK;
close;
@@ -4400,28 +4004,24 @@ hu_fild06,249,329,1 script Moks Bugs#Bug3 1053,{
mes "- You have successfully gathered Moks Bugs Shells. -";
specialeffect2 EF_VALLENTINE2;
set hg_tre,hg_tre+1;
- if(hg_tre == 31)
+ if (hg_tre == 31)
mes "Collected Moks Bugs Shells: 1ea ";
- else if(hg_tre == 32)
+ else if (hg_tre == 32)
mes "Collected Moks Bugs Shells: 2ea ";
- else if(hg_tre == 33)
+ else if (hg_tre == 33)
mes "Collected Moks Bugs Shells: 3ea ";
- else if(hg_tre == 34)
+ else if (hg_tre == 34)
mes "Collected Moks Bugs Shells: 4ea ";
- else if(hg_tre == 35)
+ else if (hg_tre == 35)
mes "Collected Moks Bugs Shells: 5ea ";
initnpctimer;
disablenpc "Moks Bugs#Bug3";
close;
- break;
case 2:
mes "- You decided to pass by them. -";
close;
- break;
}
- }
- else if(hg_tre == 35)
- {
+ } else if (hg_tre == 35) {
mes "["+strcharinfo(0)+"]";
mes "Aww...I don't want to touch dirty things like bugs!";
close;
@@ -4431,17 +4031,13 @@ OnTimer20000:
enablenpc "Moks Bugs#Bug3";
stopnpctimer;
end;
-
}
hu_fild06,218,373,1 script Moks Bugs#Bug4 1053,{
-
- if(hg_tre > 29 && hg_tre < 35)
- {
+ if (hg_tre > 29 && hg_tre < 35) {
mes "- You found big brown Moks Bugs in the bushes. -";
next;
- switch( select( "Catch them.","Pass." ) )
- {
+ switch(select("Catch them.:Pass.")) {
case 1:
mes "- You nervously stretched your hands toward Moks Bugs.-";
next;
@@ -4455,8 +4051,7 @@ hu_fild06,218,373,1 script Moks Bugs#Bug4 1053,{
mes "- *Whizz Whizz*-";
specialeffect2 EF_CONE;
next;
- if(rand(1,5) > 4)
- {
+ if (rand(1,5) > 4) {
mes "- The bugs quickly ran away. You have failed to gather their shells. -";
specialeffect2 EF_STUNATTACK;
close;
@@ -4464,28 +4059,24 @@ hu_fild06,218,373,1 script Moks Bugs#Bug4 1053,{
mes "- You have successfully gathered Moks Bugs Shells. -";
specialeffect2 EF_VALLENTINE2;
set hg_tre,hg_tre+1;
- if(hg_tre == 31)
+ if (hg_tre == 31)
mes "Collected Moks Bugs Shells: 1ea ";
- else if(hg_tre == 32)
+ else if (hg_tre == 32)
mes "Collected Moks Bugs Shells: 2ea ";
- else if(hg_tre == 33)
+ else if (hg_tre == 33)
mes "Collected Moks Bugs Shells: 3ea ";
- else if(hg_tre == 34)
+ else if (hg_tre == 34)
mes "Collected Moks Bugs Shells: 4ea ";
- else if(hg_tre == 35)
+ else if (hg_tre == 35)
mes "Collected Moks Bugs Shells: 5ea ";
initnpctimer;
disablenpc "Moks Bugs#Bug4";
close;
- break;
case 2:
mes "- You decided to pass by them. -";
close;
- break;
}
- }
- else if(hg_tre == 35)
- {
+ } else if (hg_tre == 35) {
mes "["+strcharinfo(0)+"]";
mes "Aww...I don't want to touch dirty things like bugs!";
close;
@@ -4495,13 +4086,10 @@ OnTimer20000:
enablenpc "Moks Bugs#Bug4";
stopnpctimer;
end;
-
}
lhz_in01,214,129,0 script A Pile of Paper 111,{
-
- if(hg_tre == 52)
- {
+ if (hg_tre == 52) {
mes "- You found a pile of paper that was tied up with a thick ribbon.";
mes "On the very top paper, a period and a title saying 'Report of the **th Research'";
mes "were written.";
@@ -4513,13 +4101,12 @@ lhz_in01,214,129,0 script A Pile of Paper 111,{
donpcevent "HuMSpawner::OnMonster";
close;
}
-
+ end;
}
lhz_in01,235,129,0 script HuMSpawner 139,{
-
OnMonster:
- if(rand(0,1))
+ if (rand(0,1))
mapannounce "lhz_in01","Intruder alert! Protect the research documents!",1,0xFF0000;
else
mapannounce "lhz_in01","Intruder alert! Intruder alert!",1,0xFF0000;
@@ -4535,15 +4122,11 @@ OnTimer60000:
OnMonsterDead:
end;
-
}
lhz_dun02,244,226,0 script Unethical Machine 111,{
-
- if(hg_tre == 54)
- {
- if(countitem(7138))
- {
+ if (hg_tre == 54) {
+ if (countitem(7138)) {
mes "["+strcharinfo(0)+"]";
mes "This must be it...whoa, it looks very spooky.";
mes "Today, I am going to destroy you";
@@ -4558,15 +4141,12 @@ lhz_dun02,244,226,0 script Unethical Machine 111,{
delitem 7138,1; //Marine sphere bottle
set hg_tre,55;
close;
- }
- else
- {
+ } else {
mes "- You were staggered for the fact that";
mes "you forgot to bring the Marine Sphere Bottle with you. -";
close;
}
}
-
}
lhz_dun02,244,227,0 script HiddenExplosion 139,5,5,{
@@ -4579,35 +4159,29 @@ OnTouch:
specialeffect EF_HIT5;
disablenpc "HiddenExplosion";
end;
-
}
hu_in01,365,170,3 script Girl#Hu 793,{
-
mes "[Girl]";
mes "I love sitting in front of a stove because it makes me warm~";
mes "Ah...it is so warm and relaxing...and now I feel sleepy...Zzzzz Zzzz...";
close;
-
}
hu_in01,377,106,3 script Pub Granny 892,{
-
mes "[Pub Granny]";
mes "Recently we have many tourists visiting our town.";
mes "They make me pretty busy, but I am so happy to see them enjoying my food. Hohoho!";
close;
}
-// Memory Quest
+// Memory Quest :: hg_memo
//============================================================
hugel,198,169,0 script #HugelTree 139,2,2,{
-
- if(BaseLevel > 49)
- {
- if(!hg_memory)
- {
+ if (BaseLevel > 49) {
+ if (!hg_memory) {
set hg_memory,1;
+ setquest 8057;
mes "^3355FFFor some reason, you";
mes "feel very warm, safe,";
mes "and secure near this";
@@ -4615,9 +4189,7 @@ hugel,198,169,0 script #HugelTree 139,2,2,{
mes "it brings you a sense";
mes "of overwhelming comfort.^000000";
close;
- }
- else if(hg_memory == 1)
- {
+ } else if (hg_memory == 1) {
mes "^3355FFFor some reason, you";
mes "feel very warm, safe,";
mes "and secure near this";
@@ -4625,9 +4197,7 @@ hugel,198,169,0 script #HugelTree 139,2,2,{
mes "it brings you a sense";
mes "of overwhelming comfort.^000000";
close;
- }
- else if(hg_memory == 6)
- {
+ } else if (hg_memory == 6) {
specialeffect2 EF_BEGINSPELL5;
mes "^3355FFWhat's this strange";
mes "feeling of dread?";
@@ -4635,9 +4205,7 @@ hugel,198,169,0 script #HugelTree 139,2,2,{
mes "It's almost as if you";
mes "were in Nifflheim...^000000";
close;
- }
- else
- {
+ } else {
mes "^3355FFFor some reason, you";
mes "feel very warm, safe,";
mes "and secure near this";
@@ -4646,9 +4214,7 @@ hugel,198,169,0 script #HugelTree 139,2,2,{
mes "of overwhelming comfort.^000000";
close;
}
- }
- else
- {
+ } else {
mes "^3355FFFor some reason, you";
mes "feel very warm, safe,";
mes "and secure near this";
@@ -4657,13 +4223,10 @@ hugel,198,169,0 script #HugelTree 139,2,2,{
mes "of overwhelming comfort.^000000";
close;
}
-
}
hugel,191,172,3 script Manainne 892,1,{
-
- if(hg_memory == 1)
- {
+ if (hg_memory == 1) {
mes "[Manainne]";
mes "This tree means so much";
mes "to everyone in this town,";
@@ -4680,10 +4243,9 @@ hugel,191,172,3 script Manainne 892,1,{
mes "Right now he's surveying";
mes "the land for construction...";
set hg_memory,2;
+ changequest 8057,8058;
close;
- }
- else if(hg_memory == 2)
- {
+ } else if (hg_memory == 2) {
mes "[Manainne]";
mes "This tree means so much";
mes "to everyone in this town,";
@@ -4700,9 +4262,7 @@ hugel,191,172,3 script Manainne 892,1,{
mes "Right now he's surveying";
mes "the land for construction...";
close;
- }
- else if(hg_memory == 5)
- {
+ } else if (hg_memory == 5) {
mes "[Manainne]";
mes "You know, El Schatt and";
mes "I used to get along when";
@@ -4725,10 +4285,9 @@ hugel,191,172,3 script Manainne 892,1,{
mes "My sister would be rolling";
mes "in her grave, seeing him now...";
set hg_memory,6;
+ changequest 8061,8062;
close;
- }
- else if(hg_memory == 6)
- {
+ } else if (hg_memory == 6) {
mes "[Manainne]";
mes "Now El Schatt is just a";
mes "heartless, money grubbing...!";
@@ -4736,9 +4295,7 @@ hugel,191,172,3 script Manainne 892,1,{
mes "My sister would be rolling";
mes "in her grave, seeing him now...";
close;
- }
- else if(hg_memory == 7)
- {
+ } else if (hg_memory == 7) {
mes "[Manainne]";
mes "What? That's...";
mes "That's an incredible";
@@ -4761,9 +4318,7 @@ hugel,191,172,3 script Manainne 892,1,{
mes "It's giving me the chills!";
mes "A-aren't you cold?";
close;
- }
- else if(hg_memory == 8)
- {
+ } else if (hg_memory == 8) {
mes "[Manainne]";
mes "......";
mes ".........";
@@ -4793,9 +4348,7 @@ hugel,191,172,3 script Manainne 892,1,{
mes "......";
mes "..........";
close;
- }
- else if(hg_memory == 9)
- {
+ } else if (hg_memory == 9) {
mes "[Manainne]";
mes "...I'm here. I'm really";
mes "back! Oh, it's been so";
@@ -4846,9 +4399,7 @@ hugel,191,172,3 script Manainne 892,1,{
mes ".........";
mes "............";
close;
- }
- else if(hg_memory == 10)
- {
+ } else if (hg_memory == 10) {
mes "[Manainne]";
mes "Wait, El Schatt!";
mes "It's really me, but";
@@ -4934,15 +4485,11 @@ hugel,191,172,3 script Manainne 892,1,{
mes "Is it really you?";
set hg_memory,11;
close;
- }
- else if(hg_memory == 11)
- {
+ } else if (hg_memory == 11) {
mes "[Manainne]";
mes "El Schatt...";
close;
- }
- else if(hg_memory == 12)
- {
+ } else if (hg_memory == 12) {
mes "^3355FFManainne is sobbing";
mes "uncontrollably, and there's";
mes "nothing you can do to comfort";
@@ -4950,9 +4497,7 @@ hugel,191,172,3 script Manainne 892,1,{
mes "leave her alone to her despair";
mes "and unfathomable sense of loss.^000000";
close;
- }
- else
- {
+ } else {
mes "[Manainne]";
mes "You know, even though";
mes "it's not a wealthy area,";
@@ -4962,13 +4507,10 @@ hugel,191,172,3 script Manainne 892,1,{
mes "the world, I'd live right here~";
close;
}
-
}
niflheim,90,106,3 script A Spirit#HQuest 802,{
-
- if(hg_memory == 6)
- {
+ if (hg_memory == 6) {
mes "[Spirit]";
mes "El Schatt...";
mes "Manainne...";
@@ -5003,11 +4545,10 @@ niflheim,90,106,3 script A Spirit#HQuest 802,{
mes "the living... to Hugel...";
mes "Let me send you there...";
set hg_memory,7;
+ changequest 8062,8063;
close2;
warp "hugel",78,148;
- }
- else if(hg_memory == 7)
- {
+ } else if (hg_memory == 7) {
mes "[Kanainne's Spirit]";
mes "You...! You can help";
mes "me... Just go back to ";
@@ -5015,9 +4556,7 @@ niflheim,90,106,3 script A Spirit#HQuest 802,{
mes "Let me send you there...";
close2;
warp "hugel",78,148;
- }
- else
- {
+ } else {
mes "[Spirit]";
mes "The living shouldn't";
mes "be here in Nifflheim...";
@@ -5030,13 +4569,10 @@ niflheim,90,106,3 script A Spirit#HQuest 802,{
mes "I miss them...";
close;
}
-
}
hugel,100,103,3 script Perfitz 866,{
-
- if(hg_memory == 3)
- {
+ if (hg_memory == 3) {
set hg_memory,4;
mes "[Perfitz]";
mes "I'm pleased that my son has";
@@ -5060,19 +4596,16 @@ hugel,100,103,3 script Perfitz 866,{
mes "he's too excited about cutting";
mes "that tree down. Maybe this old";
mes "man is just too suspcious~";
+ changequest 8059,8060;
close;
- }
- else if(hg_memory == 4)
- {
+ } else if (hg_memory == 4) {
mes "[Perfitz]";
mes "It's funny how things";
mes "change. You know, El Schatt";
mes "actually used to protest against^FFFFFF ^000000 my idea of building shops in the";
mes "area when that tree grows. Hmm...^FFFFFF ^000000 I wonder, what happened to him?";
close;
- }
- else
- {
+ } else {
mes "[Perfitz]";
mes "Money is very dependable...";
mes "But it's value is relative, and";
@@ -5098,13 +4631,10 @@ hugel,100,103,3 script Perfitz 866,{
mes "that are worth having.";
close;
}
-
}
hugel,196,164,3 script El Schatt 50,{
-
- if(hg_memory == 2)
- {
+ if (hg_memory == 2) {
mes "[El Schatt]";
mes "What? What's that look for?";
mes "Oh, you must have spoken to";
@@ -5136,10 +4666,9 @@ hugel,196,164,3 script El Schatt 50,{
mes "town, but how much money do";
mes "you think these people enjoy?";
mes "I need to look to the future...";
+ changequest 8058,8059;
close;
- }
- else if(hg_memory == 3)
- {
+ } else if (hg_memory == 3) {
mes "[El Schatt]";
mes "This is the perfect";
mes "location for shops.";
@@ -5154,9 +4683,7 @@ hugel,196,164,3 script El Schatt 50,{
mes "When you think about it,";
mes "it's just a waste of space...";
close;
- }
- else if(hg_memory == 4)
- {
+ } else if (hg_memory == 4) {
set hg_memory,5;
mes "[El Schatt]";
mes "You've spoken with my father?";
@@ -5172,10 +4699,9 @@ hugel,196,164,3 script El Schatt 50,{
mes "I'd protect that old tree";
mes "with my life, I won't deny";
mes "it. But that's an old story that^FFFFFF ^000000 should be buried in the past...";
+ changequest 8060,8061;
close;
- }
- else if(hg_memory == 5)
- {
+ } else if (hg_memory == 5) {
mes "[El Schatt]";
mes "The past is behind me";
mes "as it should be. Now";
@@ -5183,9 +4709,7 @@ hugel,196,164,3 script El Schatt 50,{
mes "my family's businesses.";
mes "Father was right all along...";
close;
- }
- else if(hg_memory == 7)
- {
+ } else if (hg_memory == 7) {
mes "[El Schatt]";
mes "What did you say...?";
mes "You met Kanainne?";
@@ -5194,9 +4718,7 @@ hugel,196,164,3 script El Schatt 50,{
mes "of sick joke, so get out";
mes "of here before I get angry.";
close;
- }
- else if(hg_memory == 10)
- {
+ } else if (hg_memory == 10) {
mes "[El Schatt]";
mes "No way...!";
mes "Kanainne is dead!";
@@ -5208,9 +4730,7 @@ hugel,196,164,3 script El Schatt 50,{
mes ".........";
mes "............";
close;
- }
- else if(hg_memory == 11)
- {
+ } else if (hg_memory == 11) {
mes "[El Schatt]";
mes "K-Kanainne! ^333333*Sob*^000000";
mes "I've missed you so much!";
@@ -5336,17 +4856,16 @@ hugel,196,164,3 script El Schatt 50,{
next;
specialeffect2 EF_CONE;
set hg_memory,12;
- getexp 5000,0;
- getitem 603,1; //Old blue box
+ getexp (checkre(3))?8000:50000,0;
+ completequest 8063;
+ getitem 603,1; //Old Blue Box
mes "[El Schatt]";
mes "Oh... Oh dear";
mes "sweet God... My...";
mes "My dear Kanainne...";
mes "No.... No... Please...";
close;
- }
- else if(hg_memory == 12)
- {
+ } else if (hg_memory == 12) {
mes "[El Schatt]";
mes "...Would you please";
mes "leave me alone? I have...";
@@ -5354,9 +4873,7 @@ hugel,196,164,3 script El Schatt 50,{
mes "think about. And there's";
mes "music that I have to write...";
close;
- }
- else
- {
+ } else {
mes "[El Schatt]";
mes "Father was right...";
mes "This area is the perfect";
@@ -5369,21 +4886,17 @@ hugel,196,164,3 script El Schatt 50,{
}
-// Hide and Seek Quest
+// Hide and Seek Quest :: hg_c_child
//============================================================
hugel,107,67,3 script Torpy 706,{
-
- if(BaseLevel > 49)
- {
- if(!hg_ubu01)
- {
+ if (BaseLevel > 49) {
+ if (!hg_ubu01) {
mes "[Torpy]";
mes "D-Daddy...!";
mes "Daddy where";
mes "are you?! Wah~!";
next;
- switch( select( "What's wrong?:Ignore" ) )
- {
+ switch(select("What's wrong?:Ignore")) {
case 1:
mes "[Torpy]";
mes "My Daddy hasn't";
@@ -5405,8 +4918,7 @@ hugel,107,67,3 script Torpy 706,{
mes "and then, a-and then...";
mes "I never found him!";
next;
- switch( select( "Really? Tell me more...:What, is that all...?" ) )
- {
+ switch(select("Really? Tell me more...:What, is that all...?")) {
case 1:
mes "[Torpy]";
mes "Th-then my Mom got";
@@ -5424,8 +4936,8 @@ hugel,107,67,3 script Torpy 706,{
mes "least one of them just";
mes "outside of town.";
set hg_ubu01,1;
+ setquest 12044;
close;
- break;
case 2:
mes "["+strcharinfo(0)+"]";
mes "Don't worry, your";
@@ -5435,9 +4947,7 @@ hugel,107,67,3 script Torpy 706,{
mes "of luck, kid.";
emotion e_dots,1;
close;
- break;
}
- break;
case 2:
mes "[Torpy]";
mes "D-Daddy...!";
@@ -5445,11 +4955,8 @@ hugel,107,67,3 script Torpy 706,{
mes "Where are yoooou?!";
mes "Wuh-Waaaaaaaaaah!";
close;
- break;
}
- }
- else if(hg_ubu01 == 2)
- {
+ } else if (hg_ubu01 == 2) {
mes "[Torpy]";
mes "Oh...";
mes "Mommy was just";
@@ -5457,10 +4964,9 @@ hugel,107,67,3 script Torpy 706,{
mes "*Sob* Okay, I hope my";
mes "Daddy comes back soon...";
set hg_ubu01,3;
+ changequest 12045,12046;
close;
- }
- else if(hg_ubu01 == 6)
- {
+ } else if (hg_ubu01 == 6) {
mes "[Torpy]";
mes "Y-you found my Daddy!";
mes "Hooray! I was so worried";
@@ -5493,9 +4999,7 @@ hugel,107,67,3 script Torpy 706,{
mes "a girlfriend! He promised~!^000000";
set hg_ubu01,7;
close;
- }
- else if(hg_ubu01 == 7)
- {
+ } else if (hg_ubu01 == 7) {
mes "[Torpy]";
mes "Would you please hurry";
mes "and talk to my Mom? She";
@@ -5516,9 +5020,7 @@ hugel,107,67,3 script Torpy 706,{
mes "Wh-what if they become friends?";
mes "Um, that might not be good...^000000";
close;
- }
- else if(hg_ubu01 == 8)
- {
+ } else if (hg_ubu01 == 8) {
emotion e_dots,1;
mes "[Torpy]";
mes "Daddy promised to get";
@@ -5534,9 +5036,7 @@ hugel,107,67,3 script Torpy 706,{
mes "girl that I can find! Yaaay~";
set hg_ubu01,9;
close;
- }
- else if(hg_ubu01 == 9)
- {
+ } else if (hg_ubu01 == 9) {
emotion e_dots,1;
mes "[Torpy]";
mes "Maybe I should wait until";
@@ -5550,9 +5050,7 @@ hugel,107,67,3 script Torpy 706,{
mes "to learn about girlfriends,";
mes "or just people, in general.^000000";
close;
- }
- else
- {
+ } else {
mes "[Torpy]";
mes "^333333*Sniff*^000000 D-Daddy's gone!";
mes "Will you help me find my";
@@ -5560,9 +5058,7 @@ hugel,107,67,3 script Torpy 706,{
mes "to find him now! H-Hurry!";
close;
}
- }
- else
- {
+ } else {
mes "[Torpy]";
mes "Waaah~!";
mes "I have to find";
@@ -5570,13 +5066,10 @@ hugel,107,67,3 script Torpy 706,{
mes "Where are yooooou?!";
close;
}
-
}
hu_fild06,190,367,3 script Torpy's Mom 701,{
-
- if(hg_ubu01 == 0)
- {
+ if (hg_ubu01 == 0) {
mes "[Torpy's Mom]";
mes "Where did he go this time?!";
mes "If my husband doesn't have";
@@ -5584,9 +5077,7 @@ hu_fild06,190,367,3 script Torpy's Mom 701,{
mes "home, then he better come";
mes "up with one or he'll be sorry!";
close;
- }
- else if(hg_ubu01 == 1)
- {
+ } else if (hg_ubu01 == 1) {
mes "[Torpy's Mom]";
mes "Hmm? Oh, you talked to";
mes "my little Torpy? He thinks his";
@@ -5633,10 +5124,9 @@ hu_fild06,190,367,3 script Torpy's Mom 701,{
mes "my husband inside town, tell";
mes "him that he better come home!";
set hg_ubu01,2;
+ changequest 12044,12045;
close;
- }
- else if(hg_ubu01 == 2)
- {
+ } else if (hg_ubu01 == 2) {
mes "[Torpy's Mom]";
mes "Listen, would you please";
mes "tell my son Torpy that I'm";
@@ -5645,31 +5135,7 @@ hu_fild06,190,367,3 script Torpy's Mom 701,{
mes "my husband inside town, tell";
mes "him that he better come home!";
close;
- }
- else if(hg_ubu01 == 6)
- {
- mes "[Torpy's Mom]";
- mes "What?! He was hiding";
- mes "inside a barrel this";
- mes "entire time?! Oh, no.";
- mes "I'm sorry, my husband has";
- mes "caused you so much trouble.";
- next;
- mes "[Torpy's Mom]";
- mes "I really appreciate";
- mes "everything you've done";
- mes "to help us find him. I know";
- mes "it's not much, but I hope";
- mes "you accept this as our thanks.";
- mes "Goodbye for now, adventurer~";
- specialeffect2 EF_CONE;
- set hg_ubu01,8;
- getitem 12065,3; //Green salad
- getexp 5000,0;
- close;
- }
- else if(hg_ubu01 == 7)
- {
+ } else if (hg_ubu01 == 6 || hg_ubu01 == 7) {
mes "[Torpy's Mom]";
mes "What?! He was hiding";
mes "inside a barrel this";
@@ -5684,14 +5150,13 @@ hu_fild06,190,367,3 script Torpy's Mom 701,{
mes "it's not much, but I hope";
mes "you accept this as our thanks.";
mes "Goodbye for now, adventurer~";
- specialeffect2 EF_MVP;
+ specialeffect2 (hg_ubu01 == 6)?EF_CONE:EF_MVP;
set hg_ubu01,8;
- getitem 12065,3; //Green salad
- getexp 5000,0;
+ completequest 12048;
+ getitem 12065,3; //Green Salad
+ getexp (checkre(3))?5000:50000,0;
close;
- }
- else if(hg_ubu01 == 8)
- {
+ } else if (hg_ubu01 == 8) {
mes "[Torpy's Mom]";
mes "Sometimes I wonder if";
mes "Torpy is too mature for";
@@ -5700,9 +5165,7 @@ hu_fild06,190,367,3 script Torpy's Mom 701,{
mes "way, those two really take";
mes "after each other. Oh, well...";
close;
- }
- else if(hg_ubu01 == 9)
- {
+ } else if (hg_ubu01 == 9) {
emotion e_dots,1;
mes "[Torpy's Mom]";
mes "When is that husband";
@@ -5712,9 +5175,7 @@ hu_fild06,190,367,3 script Torpy's Mom 701,{
mes "bet with Torpy, did he? Oh,";
mes "the trouble with those two...";
close;
- }
- else
- {
+ } else {
mes "[Torpy's Mom]";
mes "Where did he go this time?!";
mes "If my husband doesn't have";
@@ -5723,13 +5184,10 @@ hu_fild06,190,367,3 script Torpy's Mom 701,{
mes "up with one or he'll be sorry!";
close;
}
-
}
hugel,100,176,3 script Suspicious Barrel 111,{
-
- if(hg_ubu01 == 3)
- {
+ if (hg_ubu01 == 3) {
mes "[Strange Man]";
mes "So... hun...gry...";
mes "F-food... Give me...";
@@ -5742,8 +5200,7 @@ hugel,100,176,3 script Suspicious Barrel 111,{
mes "this barrel wants";
mes "Steamed Crab Nippers.^000000";
next;
- switch( select( "I'll bring you Steamed Crab Nippers:Ignore" ) )
- {
+ switch(select("I'll bring you Steamed Crab Nippers:Ignore")) {
case 1:
mes "[Strange Man]";
mes "Please... cook me...";
@@ -5765,8 +5222,8 @@ hugel,100,176,3 script Suspicious Barrel 111,{
mes "o-only... possible...";
mes "Way... P-please help...";
set hg_ubu01,4;
+ changequest 12046,12047;
close;
- break;
case 2:
mes "[Strange Man]";
mes "D-don't... leave...";
@@ -5781,13 +5238,9 @@ hugel,100,176,3 script Suspicious Barrel 111,{
mes "and get your Steamed";
mes "Crab Nippers yourself?!";
close;
- break;
}
- }
- else if(hg_ubu01 == 4)
- {
- if(countitem(12051)) //Steamed crab nippers
- {
+ } else if (hg_ubu01 == 4) {
+ if (countitem(12051)) {
mes "[Strange Man]";
mes "Th-that... tantalizing...";
mes "scent... It's S-Steamed...";
@@ -5812,9 +5265,7 @@ hugel,100,176,3 script Suspicious Barrel 111,{
close2;
donpcevent "Strange Man#Hugel::OnEnable";
end;
- }
- else
- {
+ } else {
mes "[Strange Man]";
mes "Please... cook me...";
mes "Steamed... Crab Nippers...!";
@@ -5836,11 +5287,8 @@ hugel,100,176,3 script Suspicious Barrel 111,{
mes "Way... P-please help...";
close;
}
- }
- else if(hg_ubu01 == 5)
- {
- if(countitem(12051)) //Steamed crab nippers
- {
+ } else if (hg_ubu01 == 5) {
+ if (countitem(12051)) {
mes "[Strange Man]";
mes "Th-that... tantalizing...";
mes "scent... It's S-Steamed...";
@@ -5865,9 +5313,7 @@ hugel,100,176,3 script Suspicious Barrel 111,{
close2;
donpcevent "Strange Man#Hugel::OnEnable";
end;
- }
- else
- {
+ } else {
mes "[Strange Man]";
mes "Please... cook me...";
mes "Steamed... Crab Nippers...!";
@@ -5889,9 +5335,7 @@ hugel,100,176,3 script Suspicious Barrel 111,{
mes "Way... P-please help...";
close;
}
- }
- else if(hg_ubu01 == 6)
- {
+ } else if (hg_ubu01 == 6) {
emotion e_dots,1;
mes "^3355FFFor now, you should";
mes "tell Torpy and his mom";
@@ -5899,42 +5343,31 @@ hugel,100,176,3 script Suspicious Barrel 111,{
mes "hiding so they won't";
mes "worry about him so much.";
close;
- }
- else if(hg_ubu01 == 7)
- {
+ } else if (hg_ubu01 == 7) {
emotion e_dots,1;
mes "^800080Torpy's mom might want to know about^000000";
mes "^800080this extraordinary barrel.^000000";
close;
- }
- else if(hg_ubu01 == 8)
- {
+ } else if (hg_ubu01 == 8) {
emotion e_dots,1;
mes "^800080How long does Torpy's father plan to stay within the barrel?^000000";
close;
- }
- else if(hg_ubu01 == 9)
- {
+ } else if (hg_ubu01 == 9) {
emotion e_dots,1;
mes "^800080That barrel will become a symbolic object^000000";
mes "^800080that pays tribute to the firm will of Torpy's father^000000";
mes "^800080who is trying hard to avoid keeping the promise with his son to find his wife.^000000";
close;
- }
- else
- {
+ } else {
emotion e_dots,1;
mes "^800080You hear something bustling from the hole in the barrel.^000000";
mes "^800080However, it doesn't seem to be a big deal.^000000";
close;
}
-
}
hugel,100,174,3 script Strange Man#Hugel 898,{
-
- if(hg_ubu01 == 5)
- {
+ if (hg_ubu01 == 5) {
mes "[Strange Man]";
mes "Ahhhh... Thanks for";
mes "the free meal! It was";
@@ -5980,6 +5413,7 @@ hugel,100,174,3 script Strange Man#Hugel 898,{
mes "this game of Hide-and-Seek...";
mes "Well, I just can't lose! Bye!";
set hg_ubu01,6;
+ changequest 12047,12048;
next;
mes "^3355FFTorpy's father has";
mes "hidden himself again,";
@@ -5991,9 +5425,7 @@ hugel,100,174,3 script Strange Man#Hugel 898,{
disablenpc "Strange Man#Hugel";
enablenpc "Suspicious Barrel";
end;
- }
- else
- {
+ } else {
mes "[Strange Man]";
mes "Hahahaha!";
mes "Steamed Crab Nippers!";
@@ -6018,15 +5450,12 @@ OnTimer60000:
disablenpc "Strange Man#Hugel";
enablenpc "Suspicious Barrel";
end;
-
}
-// Fish Cake Soup Delivery Quest
+// Fish Cake Soup Delivery Quest :: hg_odeng
//============================================================
hu_in01,15,372,3 script Cellette Lavit 74,{
-
- if(!hg_odeng)
- {
+ if (!hg_odeng) {
mes "[Cellette]";
mes "Hi there, thanks for";
mes "visiting our lovely town!";
@@ -6067,17 +5496,15 @@ hu_in01,15,372,3 script Cellette Lavit 74,{
mes "But if you're not interested,";
mes "you can just buy some now~";
next;
- switch( select( "Sure, I'll work for you!:I want to buy Fish Cake Soup.:See ya." ) )
- {
+ switch(select("Sure, I'll work for you!:I want to buy Fish Cake Soup.:See ya.")) {
case 1:
mes "[Cellette]";
mes "Oh, thank you so much!";
mes "You can't imagine how busy";
mes "I've been, and how much I need^FFFFFF ^000000 the help! Now, let's get started~";
next;
- set @randvar, rand(1,4);
- if(@randvar == 1)
- {
+ switch(rand(1,4)) {
+ case 1:
mes "[Cellette]";
mes "Alright, please take this";
mes "order of Fish Cake Soup to";
@@ -6085,11 +5512,10 @@ hu_in01,15,372,3 script Cellette Lavit 74,{
mes "that she's a regular customer--";
mes "she's a good friend, but I'm sure^FFFFFF ^000000 that she loves the soup as well.";
set hg_odeng,1;
- getitem 584,1; //Skewer soup
+ setquest 8064;
+ getitem 584,1; //Fish_Ball_Soup
close;
- }
- else if(@randvar == 2)
- {
+ case 2:
mes "[Cellette]";
mes "Right, take this next order";
mes "of Fish Cake Soup to Maewan,";
@@ -6097,11 +5523,10 @@ hu_in01,15,372,3 script Cellette Lavit 74,{
mes "He's been buying my soup ever";
mes "since I helped him start his^FFFFFF ^000000 business. Nice of him, isn't it?";
set hg_odeng,2;
- getitem 584,1; //Skewer soup
+ setquest 8065;
+ getitem 584,1; //Fish_Ball_Soup
close;
- }
- else if(@randvar == 3)
- {
+ case 3:
mes "[Cellette]";
mes "Okay, this order of Fish";
mes "Cake Soup is ready! Please";
@@ -6110,11 +5535,10 @@ hu_in01,15,372,3 script Cellette Lavit 74,{
mes "a thing about punctuality.";
mes "Just try not to be late...";
set hg_odeng,3;
- getitem 584,1; //Skewer soup
+ setquest 8066;
+ getitem 584,1; //Fish_Ball_Soup
close;
- }
- else if(@randvar == 4)
- {
+ case 4:
mes "[Cellette]";
mes "Quick, take this Fish";
mes "Paste Soup to Erjan. Um,";
@@ -6123,10 +5547,10 @@ hu_in01,15,372,3 script Cellette Lavit 74,{
mes "have everything in such";
mes "and such and order...";
set hg_odeng,4;
- getitem 584,1; //Skewer soup
+ setquest 8067;
+ getitem 584,1; //Fish_Ball_Soup
close;
}
- break;
case 2:
mes "[Cellette]";
mes "Oh, you'd like to try my";
@@ -6135,22 +5559,18 @@ hu_in01,15,372,3 script Cellette Lavit 74,{
mes "its delicious, hearty flavor~";
mes "Each order costs 100 zeny.";
next;
- switch( select( "Order a Fish Cake Soup:Cancel" ) )
- {
+ switch(select("Order a Fish Cake Soup:Cancel")) {
case 1:
- if(Zeny > 99)
- {
+ if (Zeny > 99) {
mes "[Cellette]";
mes "Thanks! Enjoy your";
mes "bowl of Fish Cake Soup.";
mes "I hope you come and ";
mes "visit me again, okay?";
set Zeny,Zeny-100;
- getitem 584,1; //Skewer soup
+ getitem 584,1; //Fish_Ball_Soup
close;
- }
- else
- {
+ } else {
mes "[Cellette]";
mes "Oh, what's this?";
mes "You don't have enough";
@@ -6160,7 +5580,6 @@ hu_in01,15,372,3 script Cellette Lavit 74,{
mes "for my gourmet soup, you know.";
close;
}
- break;
case 2:
mes "[Cellette]";
mes "If you're ever hungry,";
@@ -6168,9 +5587,7 @@ hu_in01,15,372,3 script Cellette Lavit 74,{
mes "a delicious meal, come";
mes "and have some of my soup~";
close;
- break;
}
- break;
case 3:
mes "[Cellette]";
mes "Oh? You're not interested";
@@ -6180,13 +5597,9 @@ hu_in01,15,372,3 script Cellette Lavit 74,{
mes "back. I just know you'll love";
mes "the taste if you give it a try.";
close;
- break;
}
- }
- else if(hg_odeng == 1)
- {
- if(countitem(584)) //Skewer soup
- {
+ } else if (hg_odeng == 1) {
+ if (countitem(584)) {
mes "[Cellette]";
mes "Haven't you left already?";
mes "My friend Neha is waiting";
@@ -6195,9 +5608,7 @@ hu_in01,15,372,3 script Cellette Lavit 74,{
mes "try to get it to her before the";
mes "soup gets cold, okay?";
close;
- }
- else
- {
+ } else {
mes "[Cellette]";
mes "What's that? You lost";
mes "the Fish Cake Soup you're";
@@ -6206,8 +5617,7 @@ hu_in01,15,372,3 script Cellette Lavit 74,{
mes "to give you this fresh bowl";
mes "of soup that I just made...";
next;
- if(Zeny > 99)
- {
+ if (Zeny > 99) {
mes "[Cellette]";
mes "But you need to be";
mes "responsible and pay";
@@ -6216,11 +5626,9 @@ hu_in01,15,372,3 script Cellette Lavit 74,{
mes "from you. That's fair, so";
mes "please don't lose it this time.";
set Zeny,Zeny-100;
- getitem 584,1; //Skewer soup
+ getitem 584,1; //Fish_Ball_Soup
close;
- }
- else
- {
+ } else {
mes "[Cellette]";
mes "W-wait... You don't";
mes "have any money to pay";
@@ -6232,11 +5640,8 @@ hu_in01,15,372,3 script Cellette Lavit 74,{
close;
}
}
- }
- else if(hg_odeng == 2)
- {
- if(countitem(584)) //Skewer soup
- {
+ } else if (hg_odeng == 2) {
+ if (countitem(584)) {
mes "[Cellette]";
mes "Whoa, whoa, whoa!";
mes "You should have left";
@@ -6244,9 +5649,7 @@ hu_in01,15,372,3 script Cellette Lavit 74,{
mes "soup to Maewan! Hurry,";
mes "before it gets too cold!";
close;
- }
- else
- {
+ } else {
mes "[Cellette]";
mes "What's that? You lost";
mes "the Fish Cake Soup you're";
@@ -6255,8 +5658,7 @@ hu_in01,15,372,3 script Cellette Lavit 74,{
mes "to give you this fresh bowl";
mes "of soup that I just made...";
next;
- if(Zeny > 99)
- {
+ if (Zeny > 99) {
mes "[Cellette]";
mes "But you need to be";
mes "responsible and pay";
@@ -6265,11 +5667,9 @@ hu_in01,15,372,3 script Cellette Lavit 74,{
mes "from you. That's fair, so";
mes "please don't lose it this time.";
set Zeny,Zeny-100;
- getitem 584,1; //Skewer soup
+ getitem 584,1; //Fish_Ball_Soup
close;
- }
- else
- {
+ } else {
mes "[Cellette]";
mes "W-wait... You don't";
mes "have any money to pay";
@@ -6281,11 +5681,8 @@ hu_in01,15,372,3 script Cellette Lavit 74,{
close;
}
}
- }
- else if(hg_odeng == 3)
- {
- if(countitem(584)) //Skewer soup
- {
+ } else if (hg_odeng == 3) {
+ if (countitem(584)) {
mes "[Cellette]";
mes "I thought you left to";
mes "deliver that soup to";
@@ -6294,9 +5691,7 @@ hu_in01,15,372,3 script Cellette Lavit 74,{
mes "it doesn't taste good after";
mes "it gets cold, you know.";
close;
- }
- else
- {
+ } else {
mes "[Cellette]";
mes "What's that? You lost";
mes "the Fish Cake Soup you're";
@@ -6305,8 +5700,7 @@ hu_in01,15,372,3 script Cellette Lavit 74,{
mes "to give you this fresh bowl";
mes "of soup that I just made...";
next;
- if(Zeny > 99)
- {
+ if (Zeny > 99) {
mes "[Cellette]";
mes "But you need to be";
mes "responsible and pay";
@@ -6315,11 +5709,9 @@ hu_in01,15,372,3 script Cellette Lavit 74,{
mes "from you. That's fair, so";
mes "please don't lose it this time.";
set Zeny,Zeny-100;
- getitem 584,1; //Skewer soup
+ getitem 584,1; //Fish_Ball_Soup
close;
- }
- else
- {
+ } else {
mes "[Cellette]";
mes "W-wait... You don't";
mes "have any money to pay";
@@ -6331,11 +5723,8 @@ hu_in01,15,372,3 script Cellette Lavit 74,{
close;
}
}
- }
- else if(hg_odeng == 4)
- {
- if(countitem(584))
- {
+ } else if (hg_odeng == 4) {
+ if (countitem(584)) {
mes "[Cellette]";
mes "Oh, dear, you better";
mes "leave now and deliver";
@@ -6343,9 +5732,7 @@ hu_in01,15,372,3 script Cellette Lavit 74,{
mes "Erjan before he can think";
mes "of something to complain about.^FFFFFF ^000000 Although it's probably too late...";
close;
- }
- else
- {
+ } else {
mes "[Cellette]";
mes "What's that? You lost";
mes "the Fish Cake Soup you're";
@@ -6354,8 +5741,7 @@ hu_in01,15,372,3 script Cellette Lavit 74,{
mes "to give you this fresh bowl";
mes "of soup that I just made...";
next;
- if(Zeny > 99)
- {
+ if (Zeny > 99) {
mes "[Cellette]";
mes "But you need to be";
mes "responsible and pay";
@@ -6364,11 +5750,9 @@ hu_in01,15,372,3 script Cellette Lavit 74,{
mes "from you. That's fair, so";
mes "please don't lose it this time.";
set Zeny,Zeny-100;
- getitem 584,1; //Skewer soup
+ getitem 584,1; //Fish_Ball_Soup
close;
- }
- else
- {
+ } else {
mes "[Cellette]";
mes "W-wait... You don't";
mes "have any money to pay";
@@ -6380,9 +5764,7 @@ hu_in01,15,372,3 script Cellette Lavit 74,{
close;
}
}
- }
- else if(hg_odeng == 5)
- {
+ } else if (hg_odeng == 5) {
mes "[Cellette]";
mes "Ah, I'm sorry, but";
mes "I can't do any business";
@@ -6390,9 +5772,7 @@ hu_in01,15,372,3 script Cellette Lavit 74,{
mes "to be irresponsible. Nothing";
mes "personal, it's just my policy.";
close;
- }
- else if(hg_odeng == 10)
- {
+ } else if (hg_odeng == 10) {
mes "[Cellette]";
mes "Good work! I hear that";
mes "you successfully delivered";
@@ -6401,8 +5781,12 @@ hu_in01,15,372,3 script Cellette Lavit 74,{
mes "is your Fish Cake Soup. Thank";
mes "you so much for your help~";
set hg_odeng,0;
- getitem 584,3; //Skewer soup
- getexp 100,0;
+ for(set .@i,8072; .@i<= 8075; set .@i,.@i+1) {
+ if (checkquest(.@i) > -1)
+ erasequest .@i;
+ }
+ getitem 584,3; //Fish_Ball_Soup
+ getexp (checkre(3))?100:1000,0;
next;
mes "[Cellette]";
mes "It was really nice working";
@@ -6412,9 +5796,7 @@ hu_in01,15,372,3 script Cellette Lavit 74,{
mes "friends about my delicious";
mes "Fish Cake Soup. See you later~";
close;
- }
- else
- {
+ } else {
mes "[Cellette]";
mes "Come and taste some";
mes "authentic Hugel cuisine!";
@@ -6425,11 +5807,8 @@ hu_in01,15,372,3 script Cellette Lavit 74,{
}
hugel,76,134,3 script Neha 101,{
-
- if(hg_odeng == 1)
- {
- if(countitem(584))
- {
+ if (hg_odeng == 1) {
+ if (countitem(584)) {
mes "[Neha]";
mes "Oh, you have a delivery";
mes "from Cellette, hm? Hmpf!";
@@ -6437,8 +5816,7 @@ hugel,76,134,3 script Neha 101,{
mes "this soup isn't good if it";
mes "isn't steaming hot?";
next;
- if(sex)
- {
+ if (Sex) {
mes "[Neha]";
mes "But... You're a handsome";
mes "fellow, so I'll forgive you...";
@@ -6446,11 +5824,7 @@ hugel,76,134,3 script Neha 101,{
mes "^FF00001 Whip^000000 with which to spank ";
mes "you. You better hurry, boy, or";
mes "I won't let you off that easy.";
- set hg_odeng,6;
- close;
- }
- else
- {
+ } else {
mes "[Neha]";
mes "Yes, yes... You should";
mes "be punished. You should be";
@@ -6458,12 +5832,15 @@ hugel,76,134,3 script Neha 101,{
mes "your delivery, then bring me";
mes "^FF00001 Whip^000000 so that I can spank you";
mes "for your impertinence, girl!";
- set hg_odeng,6;
- close;
}
- }
- else
- {
+ for(set .@i,8064; .@i<= 8067; set .@i,.@i+1) {
+ if (checkquest(.@i) > -1 && checkquest(.@i) < 2)
+ completequest .@i;
+ }
+ setquest 8068;
+ set hg_odeng,6;
+ close;
+ } else {
mes "[Neha]";
mes "Oh ho ho ho ho ho~";
mes "I just love cute little boys...";
@@ -6472,11 +5849,8 @@ hugel,76,134,3 script Neha 101,{
mes "a little bit as well. Hoho~";
close;
}
- }
- else if(hg_odeng == 6)
- {
- if(countitem(1960) && countitem(584)) //Whip and Skewer soup
- {
+ } else if (hg_odeng == 6) {
+ if (countitem(1960) && countitem(584)) {
mes "[Neha]";
mes "Finally... My soup!";
mes "And you brought me my Whip!";
@@ -6504,12 +5878,11 @@ hugel,76,134,3 script Neha 101,{
mes "you did a good job... I hope";
mes "you come deliver my soup again~";
delitem 1960,1; //Whip
- delitem 584,1; //Skewer soup
+ delitem 584,1; //Fish_Ball_Soup
set hg_odeng,10;
+ changequest 8068,8072;
close;
- }
- else
- {
+ } else {
mes "[Neha]";
mes "^FF00001 Fish Cake Soup^000000...";
mes "^FF00001 Whip^000000... Is that too";
@@ -6519,9 +5892,7 @@ hugel,76,134,3 script Neha 101,{
mes "with that, huh? Now hurry up!";
close;
}
- }
- else
- {
+ } else {
mes "[Neha]";
mes "Oh ho ho ho ho ho~";
mes "I just love cute little boys...";
@@ -6530,15 +5901,11 @@ hugel,76,134,3 script Neha 101,{
mes "a little bit as well. Hoho~";
close;
}
-
}
hugel,87,139,3 script Maewan 86,{
-
- if(hg_odeng == 2)
- {
- if(countitem(584))
- {
+ if (hg_odeng == 2) {
+ if (countitem(584)) {
mes "[Maewan]";
mes "Oh, finally, I've been";
mes "waiting for my order of";
@@ -6560,10 +5927,9 @@ hugel,87,139,3 script Maewan 86,{
mes "eat my soup before";
mes "you deliver it to me!";
set hg_odeng,7;
+ changequest 8065,8069;
close;
- }
- else
- {
+ } else {
mes "[Maewan]";
mes "I like to think of";
mes "myself as a man of";
@@ -6573,11 +5939,8 @@ hugel,87,139,3 script Maewan 86,{
mes "all sorts of new things~";
close;
}
- }
- else if(hg_odeng == 7 )
- {
- if(countitem(584) && countitem(7015)) //Skewer soup and Bookclip in memory
- {
+ } else if (hg_odeng == 7 ) {
+ if (countitem(584) && countitem(7015)) {
mes "[Maewan]";
mes "Great, you really brought";
mes "me a Bookclip in Memory!";
@@ -6585,13 +5948,12 @@ hugel,87,139,3 script Maewan 86,{
mes "addition to my collection~";
mes "Oh, and give me my soup.";
mes "Thanks again for delivering~";
- delitem 584,1; //Skewer soup
+ delitem 584,1; //Fish_Ball_Soup
delitem 7015,1; //Bookclip in memory
set hg_odeng,10;
+ changequest 8069,8073;
close;
- }
- else
- {
+ } else {
mes "[Maewan]";
mes "I know it sounds unfair";
mes "of me to ask you to bring";
@@ -6607,9 +5969,7 @@ hugel,87,139,3 script Maewan 86,{
mes "for all sorts of crazy things.";
close;
}
- }
- else
- {
+ } else {
mes "[Maewan]";
mes "I like to think of";
mes "myself as a man of";
@@ -6623,11 +5983,8 @@ hugel,87,139,3 script Maewan 86,{
}
hugel,84,125,3 script Layoma 700,{
-
- if(hg_odeng == 3)
- {
- if(countitem(584))
- {
+ if (hg_odeng == 3) {
+ if (countitem(584)) {
mes "[Layoma]";
mes "You're here to deliver";
mes "my Fish Cake Soup?";
@@ -6644,10 +6001,9 @@ hugel,84,125,3 script Layoma 700,{
mes "me ^FF00001 Mushroom Spore^000000, and";
mes "I'll forget this whole thing.";
set hg_odeng,8;
+ changequest 8066,8070;
close;
- }
- else
- {
+ } else {
mes "[Layoma]";
mes "I love singing songs,";
mes "and I love eating mushrooms.";
@@ -6655,11 +6011,8 @@ hugel,84,125,3 script Layoma 700,{
mes "that's a pretty exciting life!";
close;
}
- }
- else if(hg_odeng == 8)
- {
- if(countitem(584) && countitem(921)) //Skewer soup and Mushroom spore
- {
+ } else if (hg_odeng == 8) {
+ if (countitem(584) && countitem(921)) {
mes "[Layoma]";
mes "Great! You brought me";
mes "1 Mushroom Spore! This";
@@ -6672,13 +6025,12 @@ hugel,84,125,3 script Layoma 700,{
mes "for my roommate Cellette";
mes "a little while longer. Oh, and";
mes "please tell her to not to come^FFFFFF ^000000 home so late all the time, okay?";
- delitem 921,1; //Mushroom spore
- delitem 584,1; //Skewer soup
+ delitem 921,1; //Mushroom_Spore
+ delitem 584,1; //Fish_Ball_Soup
set hg_odeng,10;
+ changequest 8070,8074;
close;
- }
- else
- {
+ } else {
mes "[Layoma]";
mes "Hey! I thought you";
mes "wanted to prove that";
@@ -6688,9 +6040,7 @@ hugel,84,125,3 script Layoma 700,{
mes "Spore with my Fish Cake Soup!";
close;
}
- }
- else
- {
+ } else {
mes "[Layoma]";
mes "I love singing songs,";
mes "and I love eating mushrooms.";
@@ -6702,11 +6052,8 @@ hugel,84,125,3 script Layoma 700,{
}
hugel,102,161,3 script Erjan 100,{
-
- if(hg_odeng == 4)
- {
- if(countitem(584))
- {
+ if (hg_odeng == 4) {
+ if (countitem(584)) {
mes "[Erjan]";
mes "Well, I thought you'd";
mes "never come to deliver";
@@ -6723,6 +6070,7 @@ hugel,102,161,3 script Erjan 100,{
mes "the commoner's ^FF0000China^000000!";
next;
set hg_odeng,9;
+ changequest 8067,8071;
mes "[Erjan]";
mes "Realize that I'm compromising";
mes "with you by asking you to bring";
@@ -6731,9 +6079,7 @@ hugel,102,161,3 script Erjan 100,{
mes "glass and tableware available.";
mes "That's how we noblemen live~";
close;
- }
- else
- {
+ } else {
mes "[Erjan]";
mes "I am Erjan, first son of";
mes "the noble Franchefeschu";
@@ -6743,11 +6089,8 @@ hugel,102,161,3 script Erjan 100,{
mes "and do whatever it is you do.";
close;
}
- }
- else if(hg_odeng == 9)
- {
- if(countitem(584) && countitem(736)) //Skewer soup and China
- {
+ } else if (hg_odeng == 9) {
+ if (countitem(584) && countitem(736)) {
mes "[Erjan]";
mes "Ah, so you've delivered";
mes "my Fish Cake Soup with some";
@@ -6768,13 +6111,12 @@ hugel,102,161,3 script Erjan 100,{
mes "Please take your leave,";
mes "and return to Cellette";
mes "with my noble thanks.";
- delitem 736,1; //China
- delitem 584,1; //Skewer soup
+ delitem 736,1; //White_Platter
+ delitem 584,1; //Fish_Ball_Soup
set hg_odeng,10;
+ changequest 8071,8075;
close;
- }
- else
- {
+ } else {
mes "[Erjan]";
mes "Must I repeat myself?";
mes "Bring me my ^FF0000Fish Cake Soup^000000";
@@ -6782,9 +6124,7 @@ hugel,102,161,3 script Erjan 100,{
mes "properly enjoy my meal.";
close;
}
- }
- else
- {
+ } else {
mes "[Erjan]";
mes "I am Erjan, first son of";
mes "the noble Franchefeschu";
@@ -6796,34 +6136,29 @@ hugel,102,161,3 script Erjan 100,{
}
}
-// Juno Remedy Quest
+// Juno Remedy Quest :: hg_ma1
//============================================================
yuno,111,156,3 script Euslan 90,{
-
- if(BaseLevel < 60)
- {
+ if (BaseLevel < 60) {
mes "[Euslan]";
mes "^333333*Cough Cough*";
mes "*Haaaaaaack*";
mes "*C-cough* *Sob*^000000";
close;
}
- if(!hg_ma1)
- {
+ if (!hg_ma1) {
mes "[Euslan]";
mes "^333333*Cough Cough*";
mes "*Haaaaaaack*";
mes "*C-cough* *Sob*^000000";
next;
- switch( select( "Ignore:Speak to Euslan" ) )
- {
+ switch(select("Ignore:Speak to Euslan")) {
case 1:
mes "[Euslan]";
mes "^333333*Sniff*";
mes "*Huff Huff*";
mes "*Cough Cough*^000000";
close;
- break;
case 2:
mes "[Euslan]";
mes "*Huff Huff*";
@@ -6836,25 +6171,20 @@ yuno,111,156,3 script Euslan 90,{
mes "to speak to her.^000000";
set hg_ma1,1;
close;
- break;
}
- }
- else if(hg_ma1 == 1)
- {
+ } else if (hg_ma1 == 1) {
mes "[Euslan]";
mes "^333333*Sniff* *Cough";
mes "*Cough Cough*";
mes "*Sob* *Sniff*^000000";
next;
- switch( select( "Ignore:Speak to Euslan" ) )
- {
+ switch(select("Ignore:Speak to Euslan")) {
case 1:
mes "[Euslan]";
mes "^333333*Sniff*";
mes "*Huff Huff*";
mes "*Cough Cough*^000000";
close;
- break;
case 2:
mes "[Euslan]";
mes "^333333*Sniff*";
@@ -6867,17 +6197,15 @@ yuno,111,156,3 script Euslan 90,{
mes "^333333*Cough cough*^000000 did";
mes "you want? ^333333*Sniff*^000000";
next;
- break;
+ break;
}
- switch( select( "Nothing!:Are you alright?" ) )
- {
+ switch(select("Nothing!:Are you alright?")) {
case 1:
mes "[Euslan]";
mes "Oh, I'm s-sorry...";
mes "^333333*Cough Cough*^000000 I must";
mes "have been mistaken...";
close;
- break;
case 2:
mes "[Euslan]";
mes "Th-thank you so much";
@@ -6901,10 +6229,9 @@ yuno,111,156,3 script Euslan 90,{
mes "is he? ^333333*Sniff*^000000 Where's my";
mes "Thierry? I want to see him...";
next;
- break;
+ break;
}
- switch( select( "Leave her alone:Offer to find Thierry" ) )
- {
+ switch(select("Leave her alone:Offer to find Thierry")) {
case 1:
mes "[Euslan]";
mes "Thierry... ^333333*Sob*^000000";
@@ -6914,7 +6241,6 @@ yuno,111,156,3 script Euslan 90,{
mes "^333333*Cough Cough*^000000";
set hg_ma1,2;
close;
- break;
case 2:
mes "[Euslan]";
mes "...Are you really willing to";
@@ -6954,14 +6280,11 @@ yuno,111,156,3 script Euslan 90,{
mes "know as soon as you can,";
mes "okay? Thanks for cheering";
mes "me up, "+strcharinfo(0)+".";
- setquest 8044;
set hg_ma1,3;
+ setquest 8044;
close;
- break;
}
- }
- else if(hg_ma1 == 2)
- {
+ } else if (hg_ma1 == 2) {
mes "[Euslan]";
mes "I've just been waiting here";
mes "for my fiancee to return, but";
@@ -6978,8 +6301,7 @@ yuno,111,156,3 script Euslan 90,{
mes "is he? ^333333*Sniff*^000000 Where's my";
mes "Thierry? I want to see him...";
next;
- switch( select( "Leave her alone:Offer to find Thierry" ) )
- {
+ switch(select("Leave her alone:Offer to find Thierry")) {
case 1:
mes "[Euslan]";
mes "Thierry... ^333333*Sob*^000000";
@@ -6988,7 +6310,6 @@ yuno,111,156,3 script Euslan 90,{
mes "I'm so worried...";
mes "^333333*Cough Cough*^000000";
close;
- break;
case 2:
mes "[Euslan]";
mes "...Are you really willing to";
@@ -7028,23 +6349,18 @@ yuno,111,156,3 script Euslan 90,{
mes "know as soon as you can,";
mes "okay? Thanks for cheering";
mes "me up, "+strcharinfo(0)+".";
- setquest 8044;
set hg_ma1,3;
+ setquest 8044;
close;
- break;
}
- }
- else if(hg_ma1 == 3 || hg_ma1 == 4)
- {
+ } else if (hg_ma1 == 3 || hg_ma1 == 4) {
mes "^333333Euslan is still patiently";
mes "waiting for Thierry's return.";
mes "You should keep your promise";
mes "to her by asking the crewmen on";
mes "the Schwaltvalt Republic domestic flights about Euslan's fiancee.^000000";
close;
- }
- else if(hg_ma1 == 5)
- {
+ } else if (hg_ma1 == 5) {
mes "[Euslan]";
mes "Oh, you're back!";
mes "^333333*Cough*^000000 Maybe it's too";
@@ -7052,7 +6368,7 @@ yuno,111,156,3 script Euslan 90,{
mes "you learn anything about";
mes "where my fiancee might be?";
next;
- menu "Well, I met Kaci on the Airship.",-;
+ select("Well, I met Kaci on the Airship.");
mes "[Euslan]";
mes "Oh, Kaci works on the";
mes "Airship? It's been so long";
@@ -7092,12 +6408,10 @@ yuno,111,156,3 script Euslan 90,{
mes "of your way. Still, I'd really";
mes "appreciate your help if you";
mes "happen to pass through Hugel.";
- changequest 8046,8047;
set hg_ma1,6;
+ changequest 8046,8047;
close;
- }
- else if(hg_ma1 == 6 || hg_ma1 == 7)
- {
+ } else if (hg_ma1 == 6 || hg_ma1 == 7) {
mes "[Euslan]";
mes "If you get the chance,";
mes "please visit my brother";
@@ -7105,17 +6419,13 @@ yuno,111,156,3 script Euslan 90,{
mes "him where my Thierry might be.";
mes "Thank you again for your kindness. ^FFFFFF ^000000";
close;
- }
- else if(hg_ma1 == 8 || hg_ma1 == 9 || hg_ma1 == 10 || hg_ma1 == 11)
- {
+ } else if (hg_ma1 == 8 || hg_ma1 == 9 || hg_ma1 == 10 || hg_ma1 == 11) {
mes "^3355FFEuslan is waiting for";
mes "you to bring her news from";
mes "her fiancee Thierry. You better";
mes "go back to Hugel to find him.";
close;
- }
- else if(hg_ma1 == 12)
- {
+ } else if (hg_ma1 == 12) {
mes "[Euslan]";
mes "Oh, you've returned!";
mes "^333333*Cough*^000000 Were you able to";
@@ -7152,14 +6462,15 @@ yuno,111,156,3 script Euslan 90,{
mes "your safety in your adventures.";
mes "Take care of yourself...";
close2;
- completequest 8052;
set hg_ma1,13;
+ completequest 8052;
specialeffect EF_ABSORBSPIRITS;
- getexp 90000,60000;
+ if (checkre(3))
+ getexp 90000,60000;
+ else
+ getexp 900000,600000;
end;
- }
- else if(hg_ma1 == 13)
- {
+ } else if (hg_ma1 == 13) {
mes "^3355FFEuslan is still waiting";
mes "for her fiancee to return";
mes "home, but she appears";
@@ -7172,15 +6483,14 @@ yuno,111,156,3 script Euslan 90,{
que_bingo,49,12,0 script #Hg_Quest 139,4,4,{
OnTouch:
- if(hg_ma1 == 6)
- {
+ if (hg_ma1 == 6) {
mes "[Arcade Owner]";
mes "Welcome to the";
mes "Bingo Game Arcade.";
mes "Would you like to";
mes "play a game?";
next;
- menu "I want to meet the game coordinator.",-;
+ select("I want to meet the game coordinator.");
mes "[Arcade Owner]";
mes "I'm sorry, but if he's on";
mes "duty, we can't really let you";
@@ -7193,9 +6503,7 @@ OnTouch:
}
que_bingo,53,190,7 script Eukran 778,{
-
- if(hg_ma1 == 6)
- {
+ if (hg_ma1 == 6) {
mes "[Eukran]";
mes "Oh, weren't you just";
mes "in the bingo room?";
@@ -7203,7 +6511,7 @@ que_bingo,53,190,7 script Eukran 778,{
mes "the game. Now, can";
mes "I help you with anything?";
next;
- menu "Talk about Euslan",-;
+ select("Talk about Euslan");
mes "^3355FFYou tell Eukran about his";
mes "sister's illness, and that";
mes "she has sent you to search";
@@ -7232,8 +6540,8 @@ que_bingo,53,190,7 script Eukran 778,{
mes "would Thierry go to such a";
mes "dangerous place? No one goes^FFFFFF ^000000 to the Odin Shrine for no reason.";
close2;
- changequest 8047,8048;
set hg_ma1,8;
+ changequest 8047,8048;
warp "que_bingo",37,24;
end;
}
@@ -7242,8 +6550,7 @@ que_bingo,53,190,7 script Eukran 778,{
odin_tem01,129,127,0 script HiddenActivator#Hugel 139,3,3,{
OnTouch:
- if(hg_ma1 == 8)
- {
+ if (hg_ma1 == 8) {
mes "^3355FFYou can hear two";
mes "people talking to";
mes "each other a short";
@@ -7292,9 +6599,7 @@ OnTouch:
enablenpc "Young Man#Hu_Quest";
initnpctimer;
end;
- }
- else if(hg_ma1 == 9 || hg_ma1 == 10 || hg_ma1 == 11)
- {
+ } else if (hg_ma1 == 9 || hg_ma1 == 10 || hg_ma1 == 11) {
enablenpc "Young Man#Hu_Quest";
initnpctimer;
end;
@@ -7312,16 +6617,14 @@ OnInit:
}
odin_tem01,130,134,4 script Young Man#Hu_Quest 774,{
-
- if(hg_ma1 == 8)
- {
+ if (hg_ma1 == 8) {
mes "[Young Man]";
mes "Hm? Oh, an adventurer.";
mes "There's more and more";
mes "of you coming to visit this";
mes "Odin Shrine nowadays.";
next;
- menu "Mr. Thierry?",-;
+ select("Mr. Thierry?");
mes "[Thierry]";
mes "...?!";
mes "H-how do you";
@@ -7329,7 +6632,7 @@ odin_tem01,130,134,4 script Young Man#Hu_Quest 774,{
mes "Do I know you";
mes "from somewhere?";
next;
- menu "Tell him about Euslan",-;
+ select("Tell him about Euslan");
mes "[Thierry]";
mes "Oh, Euslan sent you to me?";
mes "I'm so sorry that you had to";
@@ -7337,7 +6640,7 @@ odin_tem01,130,134,4 script Young Man#Hu_Quest 774,{
mes "Still, I'm glad to hear from her. Please let her know that I'm";
mes "coming home soon, would you?";
next;
- menu "What are you doing here?",-;
+ select("What are you doing here?");
mes "[Thierry]";
mes "Well, um, I'm sorry.";
mes "I can't really go into the";
@@ -7346,12 +6649,10 @@ odin_tem01,130,134,4 script Young Man#Hu_Quest 774,{
mes "Euslan's disease. It's not";
mes "curable by modern medicine...";
close2;
- changequest 8048,8049;
set hg_ma1,9;
+ changequest 8048,8049;
end;
- }
- else if(hg_ma1 == 9)
- {
+ } else if (hg_ma1 == 9) {
mes "[Thierry]";
mes "I can't tell you more";
mes "than that. Please just";
@@ -7360,16 +6661,14 @@ odin_tem01,130,134,4 script Young Man#Hu_Quest 774,{
mes "Euslan that I should be";
mes "coming home very soon?";
close;
- }
- else if(hg_ma1 == 10)
- {
+ } else if (hg_ma1 == 10) {
mes "[Thierry]";
mes "Oh, I thought you";
mes "already left Odin Shrine.";
mes "You don't have anything ";
mes "else to tell me, do you?";
next;
- menu "Warn Thierry about Suspicious Men",-;
+ select("Warn Thierry about Suspicious Men");
mes "[Thierry]";
mes "What?! It's just what";
mes "I thought! They were just";
@@ -7479,14 +6778,11 @@ odin_tem01,130,134,4 script Young Man#Hu_Quest 774,{
mes "If they get me, I'll never be";
mes "able to make the medicine!";
close2;
- changequest 8050,8051;
set hg_ma1,11;
+ changequest 8050,8051;
end;
- }
- else if(hg_ma1 == 11)
- {
- if(countitem(7511) < 5)
- {
+ } else if (hg_ma1 == 11) {
+ if (countitem(7511) < 5) {
mes "[Thierry]";
mes "I understand that gathering";
mes "materials here in the Odin";
@@ -7534,13 +6830,11 @@ odin_tem01,130,134,4 script Young Man#Hu_Quest 774,{
mes "medicine that Thierry";
mes "has made to give to Euslan.^000000";
close2;
- delitem 7511,5; //Darkness rune
- changequest 8051,8052;
+ delitem 7511,5; //Rune_Of_Darkness
set hg_ma1,12;
+ changequest 8051,8052;
end;
- }
- else if(hg_ma1 == 12)
- {
+ } else if (hg_ma1 == 12) {
mes "[Thierry]";
mes "Please give that";
mes "medicine to Euslan as";
@@ -7549,9 +6843,7 @@ odin_tem01,130,134,4 script Young Man#Hu_Quest 774,{
mes "her know that I'm coming";
mes "home as soon as I can.";
close;
- }
- else
- {
+ } else {
mes "[Researcher]";
mes "I'm sorry, Euslan...";
mes "Please just wait for";
@@ -7564,8 +6856,7 @@ odin_tem01,130,134,4 script Young Man#Hu_Quest 774,{
odin_tem01,111,144,0 script HiddenHugel 139,2,2,{
OnTouch:
- if(hg_ma1 == 9)
- {
+ if (hg_ma1 == 9) {
mes "^3355FFYou hear the voice of";
mes "the suspicious man that";
mes "was speaking to Thierry";
@@ -7592,18 +6883,16 @@ OnTouch:
mes "you better go tell him";
mes "about this right now!^000000";
close2;
- changequest 8049,8050;
set hg_ma1,10;
+ changequest 8049,8050;
end;
}
}
-// Cow Milking Quest
+// Cow Milking Quest :: hg_milkingcow
//============================================================
hugel,56,104,3 script Kurupe 709,3,3,{
-
- if(hg_milk == 1)
- {
+ if (hg_milk == 1) {
mes "[Kurupe]";
mes "Could Burupu be hiding";
mes "from me again? He's been";
@@ -7620,32 +6909,29 @@ hugel,56,104,3 script Kurupe 709,3,3,{
mes "Burupu for me, I'll be sure";
mes "to pay you for your effort.";
next;
- switch( select( "Sure.","Sorry, I'm busy." ) )
- {
- case 1:
- mes "[Kurupe]";
- mes "Thank you, you're a";
- mes "lifesaver! I need to get the";
- mes "milk delivered by tomorrow,";
- mes "so I really need Burupu back!";
- mes "You should be able to find him";
- mes "somewhere just outside of town.";
- set hg_milk,2;
- close;
-
- case 2:
- mes "[Kurupe]";
- mes "N-no...!";
- mes "If I can't find";
- mes "Burupu, then there's no";
- mes "way I'd be able to deliver";
- mes "the milk orders by tomorrow!";
- mes "Great, what am I gonna do?";
- close;
+ switch(select("Sure.:Sorry, I'm busy.")) {
+ case 1:
+ mes "[Kurupe]";
+ mes "Thank you, you're a";
+ mes "lifesaver! I need to get the";
+ mes "milk delivered by tomorrow,";
+ mes "so I really need Burupu back!";
+ mes "You should be able to find him";
+ mes "somewhere just outside of town.";
+ set hg_milk,2;
+ setquest 12040;
+ close;
+ case 2:
+ mes "[Kurupe]";
+ mes "N-no...!";
+ mes "If I can't find";
+ mes "Burupu, then there's no";
+ mes "way I'd be able to deliver";
+ mes "the milk orders by tomorrow!";
+ mes "Great, what am I gonna do?";
+ close;
}
- }
- else if(hg_milk > 1 && hg_milk < 5)
- {
+ } else if (hg_milk > 1 && hg_milk < 5) {
mes "[Kurupe]";
mes "Burupu, I need you";
mes "to come to work! Maybe";
@@ -7654,9 +6940,7 @@ hugel,56,104,3 script Kurupe 709,3,3,{
mes "of town. I hope you can find";
mes "that lazy guy for me...";
close;
- }
- else if(hg_milk == 5)
- {
+ } else if (hg_milk == 5) {
mes "[Kurupe]";
mes "Burupu is making demands?!";
mes "I guess I don't have a choice.";
@@ -7665,9 +6949,7 @@ hugel,56,104,3 script Kurupe 709,3,3,{
mes "Why does Burupu want to become";
mes "a Swordman so much, huh?";
close;
- }
- else if(hg_milk == 6)
- {
+ } else if (hg_milk == 6) {
mes "[Kurupe]";
mes "Oh, you're going to";
mes "help me milk the cow?";
@@ -7677,9 +6959,7 @@ hugel,56,104,3 script Kurupe 709,3,3,{
mes "some delicious milk~";
set hg_milk,7;
close;
- }
- else if(hg_milk == 7)
- {
+ } else if (hg_milk == 7) {
mes "[Kurupe]";
mes "Hmm, how about this?";
mes "If you can actually milk";
@@ -7688,9 +6968,7 @@ hugel,56,104,3 script Kurupe 709,3,3,{
mes "that sound fair? Anyway,";
mes "please get to work soon~";
close;
- }
- else if(hg_milk == 8)
- {
+ } else if (hg_milk == 8) {
mes "[Kurupe]";
mes "Great! Now that you've";
mes "milked Booboo, I can go";
@@ -7699,8 +6977,7 @@ hugel,56,104,3 script Kurupe 709,3,3,{
mes "something to eat as my way";
mes "of saying, ''Thanks a lot~''";
next;
- if(checkweight(12063,3) != 1)
- {
+ if (checkweight(12063,3) != 1) {
mes "[Kurupe]";
mes "Wait a minute!";
mes "Currently you are carrying";
@@ -7711,8 +6988,9 @@ hugel,56,104,3 script Kurupe 709,3,3,{
}
set hg_milk,9;
specialeffect2 EF_CONE;
- getexp 10000,0;
+ getexp (checkre(3))?10000:100000,0;
getitem 12063,3;
+ erasequest 12043;
mes "[Kurupe]";
mes "I always need";
mes "someone to help me";
@@ -7721,9 +6999,7 @@ hugel,56,104,3 script Kurupe 709,3,3,{
mes "like doing it, so please come";
mes "by and help me when you can~";
close;
- }
- else if(hg_milk == 9)
- {
+ } else if (hg_milk == 9) {
mes "[Kurupe]";
mes "Oh, it's you again!";
mes "Did you want to help me";
@@ -7731,56 +7007,49 @@ hugel,56,104,3 script Kurupe 709,3,3,{
mes "cow? I can always use a";
mes "dependable person like you.";
next;
- switch( select( "Sure, I'll milk Booboo.","What'll pay me this time?","Nah, just dropping by." ) )
- {
- case 1:
- mes "[Kurupe]";
- mes "Great, great! If you want";
- mes "to milk Booboo, first tell";
- mes "Burupu that he doesn't need";
- mes "to come in today, and then";
- mes "come back to me. Then, I'll";
- mes "let you milk Booboo the cow.";
- set hg_milk,10;
- close;
-
- case 2:
- mes "[Kurupe]";
- mes "Let's see...";
- mes "Milk Booboo for me this";
- mes "time, and I'll randomly";
- mes "choose one of the following";
- mes "sets of rewards to give you.";
- next;
- mes "1 set of 5 Milk,";
- mes "1 set of 3 Honey,";
- mes "1 set of 5 Orange Potions,";
- mes "1 set of Yellow Potions, or";
- mes "1 Bundle of Food. Hmmm...";
- mes "That sounds fair, right?";
- close;
-
- case 3:
- mes "[Kurupe]";
- mes "Ahahahah, it's good";
- mes "to see you! Now, don't";
- mes "be a stranger, alright?";
- mes "Burupu could learn a";
- mes "couple things from you...";
- close;
+ switch(select("Sure, I'll milk Booboo.:What'll pay me this time?:Nah, just dropping by.")) {
+ case 1:
+ mes "[Kurupe]";
+ mes "Great, great! If you want";
+ mes "to milk Booboo, first tell";
+ mes "Burupu that he doesn't need";
+ mes "to come in today, and then";
+ mes "come back to me. Then, I'll";
+ mes "let you milk Booboo the cow.";
+ set hg_milk,10;
+ close;
+ case 2:
+ mes "[Kurupe]";
+ mes "Let's see...";
+ mes "Milk Booboo for me this";
+ mes "time, and I'll randomly";
+ mes "choose one of the following";
+ mes "sets of rewards to give you.";
+ next;
+ mes "1 set of 5 Milk,";
+ mes "1 set of 3 Honey,";
+ mes "1 set of 5 Orange Potions,";
+ mes "1 set of Yellow Potions, or";
+ mes "1 Bundle of Food. Hmmm...";
+ mes "That sounds fair, right?";
+ close;
+ case 3:
+ mes "[Kurupe]";
+ mes "Ahahahah, it's good";
+ mes "to see you! Now, don't";
+ mes "be a stranger, alright?";
+ mes "Burupu could learn a";
+ mes "couple things from you...";
+ close;
}
- }
- else if(hg_milk == 10)
- {
+ } else if (hg_milk == 10) {
mes "[Kurupe]";
mes "For now, go talk";
mes "to Burupu and let him";
mes "know that he doesn't need";
mes "to come into work today~";
close;
- }
- else if(hg_milk == 11)
- {
+ } else if (hg_milk == 11) {
mes "[Kurupe]";
mes "Ah, you spoke to";
mes "Burupu already? Good,";
@@ -7789,17 +7058,13 @@ hugel,56,104,3 script Kurupe 709,3,3,{
mes "Thanks once again~";
set hg_milk,12;
close;
- }
- else if(hg_milk == 12)
- {
+ } else if (hg_milk == 12) {
mes "[Kurupe]";
mes "Please go and milk";
mes "Booboo the cow as";
mes "soon as you can, okay?";
close;
- }
- else if(hg_milk == 13)
- {
+ } else if (hg_milk == 13) {
mes "[Kurupe]";
mes "Ah, you've done a good";
mes "job of milking Booboo the";
@@ -7808,8 +7073,7 @@ hugel,56,104,3 script Kurupe 709,3,3,{
mes "give you as payment. Hmm...";
next;
set .@milkreward,rand(1,10);
- if (.@milkreward < 5)
- {
+ if (.@milkreward < 5) {
mes "[Kurupe]";
mes "You know what?";
mes "Why don't you have";
@@ -7817,8 +7081,7 @@ hugel,56,104,3 script Kurupe 709,3,3,{
mes "fitting, after all. Besides,";
mes "it's really good for you!";
mes "Thanks again for your help~";
- if(checkweight(519,5) != 1)
- {
+ if (checkweight(519,5) != 1) {
next;
mes "[Kurupe]";
mes "Wait a minute!";
@@ -7829,19 +7092,17 @@ hugel,56,104,3 script Kurupe 709,3,3,{
close;
}
set hg_milk,9;
- getitem 519,5;
+ erasequest 12043;
+ getitem 519,5; //Milk
close;
- }
- else if(.@milkreward > 4 && .@milkreward < 8)
- {
+ } else if (.@milkreward > 4 && .@milkreward < 8) {
mes "[Kurupe]";
mes "Ah, I've got it!";
mes "You like Orange Potions,";
mes "right? Come on, you looove";
mes "Orange Potions! Here, you can";
mes "have a bunch as my way of saying thanks for milking Booboo the cow~";
- if(checkweight(502,5) != 1)
- {
+ if (checkweight(502,5) != 1) {
next;
mes "[Kurupe]";
mes "Wait a minute!";
@@ -7852,11 +7113,10 @@ hugel,56,104,3 script Kurupe 709,3,3,{
close;
}
set hg_milk,9;
- getitem 502,5;
+ erasequest 12043;
+ getitem 502,5; //Orange_Potion
close;
- }
- else if(.@milkreward > 7 && .@milkreward < 10)
- {
+ } else if (.@milkreward > 7 && .@milkreward < 10) {
mes "[Kurupe]";
mes "Oooh, I could give you";
mes "some Yellow Potions, Yes,";
@@ -7864,8 +7124,7 @@ hugel,56,104,3 script Kurupe 709,3,3,{
mes "take these Yellow Potions";
mes "as a token of my gratitude";
mes "for milking old Booboo.";
- if(checkweight(503,5) != 1)
- {
+ if (checkweight(503,5) != 1) {
next;
mes "[Kurupe]";
mes "Wait a minute!";
@@ -7876,14 +7135,12 @@ hugel,56,104,3 script Kurupe 709,3,3,{
close;
}
set hg_milk,9;
- getitem 503,5;
+ erasequest 12043;
+ getitem 503,5; //Yellow_Potion
close;
- }
- else
- {
+ } else {
set .@milkreward,rand(1,10);
- if (.@milkreward < 7)
- {
+ if (.@milkreward < 7) {
mes "[Kurupe]";
mes "Hey, why don't you";
mes "take some fresh Honey?";
@@ -7891,8 +7148,7 @@ hugel,56,104,3 script Kurupe 709,3,3,{
mes "it's everything you could";
mes "ever want! Thanks for";
mes "milking Booboo for me~";
- if(checkweight(518,3) != 1)
- {
+ if (checkweight(518,3) != 1) {
next;
mes "[Kurupe]";
mes "Wait a minute!";
@@ -7903,7 +7159,8 @@ hugel,56,104,3 script Kurupe 709,3,3,{
close;
}
set hg_milk,9;
- getitem 518,3;
+ erasequest 12043;
+ getitem 518,3; //Honey
close;
}
mes "[Kurupe]";
@@ -7913,8 +7170,7 @@ hugel,56,104,3 script Kurupe 709,3,3,{
mes "remember what I packed in";
mes "here, but I'm sure it tastes";
mes "good, and it's good for you~";
- if(checkweight(12111,1) != 1)
- {
+ if (checkweight(12111,1) != 1) {
next;
mes "[Kurupe]";
mes "Wait a minute!";
@@ -7925,12 +7181,11 @@ hugel,56,104,3 script Kurupe 709,3,3,{
close;
}
set hg_milk,9;
- getitem 12111,1;
+ erasequest 12043;
+ getitem 12111,1; //Food_Package
close;
}
- }
- else
- {
+ } else {
mes "[Kurupe]";
mes "Aww, nuts...!";
mes "I've got so many";
@@ -7941,10 +7196,8 @@ hugel,56,104,3 script Kurupe 709,3,3,{
}
OnTouch:
- if (BaseLevel > 49)
- {
- if(!hg_milk)
- {
+ if (BaseLevel > 49) {
+ if (!hg_milk) {
mes "[Kurupe]";
mes "Oh no, what am I gonna";
mes "do?! I need to deliver the";
@@ -7971,9 +7224,7 @@ OnTouch:
}
hu_fild06,217,270,3 script Burupu 896,3,3,{
-
- if (hg_milk == 3)
- {
+ if (hg_milk == 3) {
mes "[Burupu]";
mes "What? Kurupe wants me";
mes "to come in to work again?";
@@ -7990,9 +7241,7 @@ hu_fild06,217,270,3 script Burupu 896,3,3,{
mes "my destiny! Forget ranching,^FFFFFF ^000000 I'm gonna wield a frickin' sword!";
set hg_milk,4;
close;
- }
- else if(hg_milk == 4)
- {
+ } else if (hg_milk == 4) {
mes "[Burupu]";
mes "Hey, that equipment of";
mes "yours looks plenty expensive.";
@@ -8008,8 +7257,7 @@ hu_fild06,217,270,3 script Burupu 896,3,3,{
mes "equipment. Let's see... Why not";
mes "give me 1 Rapier with 2 Slots?^FFFFFF ^000000 That's not too much to ask, right?";
next;
- switch( select( "Alright.","Whoa, that's too much!" ) )
- {
+ switch(select("Alright.:Whoa, that's too much!")) {
case 1:
mes "[Burupu]";
mes "I'm glad you agree~";
@@ -8018,6 +7266,7 @@ hu_fild06,217,270,3 script Burupu 896,3,3,{
mes "as soon as you can! I can't";
mes "wait to start training with it!";
set hg_milk,5;
+ changequest 12040,12041;
close;
case 2:
@@ -8028,11 +7277,8 @@ hu_fild06,217,270,3 script Burupu 896,3,3,{
mes "that I really want...";
close;
}
- }
- else if(hg_milk == 5)
- {
- if (!countitem(1110))
- {
+ } else if (hg_milk == 5) {
+ if (!countitem(1110)) {
mes "[Burupu]";
mes "Hey, weren't you";
mes "supposed to bring me";
@@ -8049,8 +7295,9 @@ hu_fild06,217,270,3 script Burupu 896,3,3,{
mes "2 Slots and everything!";
mes "I'm gonna start training";
mes "with it right now!";
- delitem 1110,1;
+ delitem 1110,1; //Lapier
set hg_milk,6;
+ changequest 12041,12042;
next;
mes "[Burupu]";
mes "You know what?";
@@ -8073,9 +7320,7 @@ hu_fild06,217,270,3 script Burupu 896,3,3,{
mes "instructions. Oh, and";
mes "thanks again for the Rapier~";
close;
- }
- else if(hg_milk == 10)
- {
+ } else if (hg_milk == 10) {
mes "[Burupu]";
mes "Hmm? You wanna milk";
mes "Booboo today? Great,";
@@ -8085,9 +7330,7 @@ hu_fild06,217,270,3 script Burupu 896,3,3,{
mes "completely on my training!";
set hg_milk,11;
close;
- }
- else
- {
+ } else {
mes "[Burupu]";
mes "I'm gonna become the";
mes "best Swordman in the";
@@ -8099,8 +7342,7 @@ hu_fild06,217,270,3 script Burupu 896,3,3,{
}
OnTouch:
- if (hg_milk == 2)
- {
+ if (hg_milk == 2) {
mes "[Burupu]";
mes "Heeeyah!";
mes "Yaaaaaaaah!";
@@ -8116,9 +7358,7 @@ OnTouch:
set hg_milk,3;
emotion e_an,0;
close;
- }
- else if(hg_milk == 5)
- {
+ } else if (hg_milk == 5) {
mes "[Burupu]";
mes "Heeeyah!";
mes "Yaaaaaaaah!";
@@ -8129,9 +7369,7 @@ OnTouch:
}
hugel,72,101,0 script Burupu's Instructions 111,{
-
- if (hg_milk < 6)
- {
+ if (hg_milk < 6) {
mes "^3355FFYou've found a small^000000";
mes "^3355FFnotebook on the ground.^000000";
close;
@@ -8149,127 +7387,124 @@ hugel,72,101,0 script Burupu's Instructions 111,{
mes "Chapter 2: How to Treat Booboo";
mes "Chapter 3: Before You Begin";
next;
- switch( select( "Chapter 1","Chapter 2","Chapter 3" ) )
- {
+ switch(select("Chapter 1:Chapter 2:Chapter 3")) {
+ case 1:
+ mes "[Chapter 1]";
+ mes "Booboo is a very emotionally";
+ mes "sensitive cow that expresses";
+ mes "herself through the power of";
+ mes "song. You must listen to her";
+ mes "song, determine how she feels,";
+ mes "and then comb her just right.";
+ next;
+ mes "[Chapter 1]";
+ mes "Basically, depending on";
+ mes "how Booboo feels, you must";
+ mes "give her the number of brush";
+ mes "strokes that correspond to";
+ mes "her song. I'll explain more";
+ mes "about that in Chapter 2.";
+ break;
+ case 2:
+ mes "[Chapter 2 Contents]";
+ mes " ";
+ mes "Part 1: How to Respond to";
+ mes "Booboo the Cow's Feelings";
+ mes "Part 2: Booboo's Songs";
+ next;
+ switch(select("Part 1:Part 2")) {
case 1:
- mes "[Chapter 1]";
- mes "Booboo is a very emotionally";
- mes "sensitive cow that expresses";
- mes "herself through the power of";
- mes "song. You must listen to her";
- mes "song, determine how she feels,";
- mes "and then comb her just right.";
- next;
- mes "[Chapter 1]";
- mes "Basically, depending on";
- mes "how Booboo feels, you must";
- mes "give her the number of brush";
- mes "strokes that correspond to";
- mes "her song. I'll explain more";
- mes "about that in Chapter 2.";
- close;
-
+ mes "[Chapter 2, Part 1]";
+ mes "Booboo the Cow usually";
+ mes "expresses five different";
+ mes "feelings through her songs:";
+ mes "these are joy, sadness, anger,";
+ mes "love, and neutral contentment.";
+ next;
+ mes "[Chapter 2, Part 1]";
+ mes "^800080She is so happy^000000!";
+ mes "When Booboo the Cow";
+ mes "feels joy, then you go";
+ mes "ahead and brush her";
+ mes "hair 3 times before";
+ mes "you can milk her.";
+ mes "^800080 3 times^000000.";
+ next;
+ mes "[Chapter 2, Part 1]";
+ mes "^800080She is as usual^000000.";
+ mes "When she feels so-so, you need to";
+ mes "comb her hair ^800080 5 times^000000.";
+ next;
+ mes "[Chapter 2, Part 1]";
+ mes "If Booboo the cow feels";
+ mes "sad, then you need to make";
+ mes "her feel more loved. How";
+ mes "do you do this? Just brush";
+ mes "her hair at least 10 times.";
+ next;
+ mes "[Chapter 2, Part 1]";
+ mes "Now, remember that when";
+ mes "Booboo the cow is angry,";
+ mes "you shouldn't touch her";
+ mes "at all. Just say, ''No!'' to";
+ mes "brushing her hair, okay?";
+ next;
+ mes "[Chapter 2, Part 1]";
+ mes "If you happen to see";
+ mes "Booboo the cow in love,";
+ mes "then just brush her hair";
+ mes "once. Just look for the";
+ mes "hearts, and you'll know";
+ mes "that she's in love, okay?";
+ next;
+ mes "[Chapter 2, Part 1]";
+ mes "Whenever Booboo the";
+ mes "cow is just feeling";
+ mes "neutral contentment,";
+ mes "then just brush her";
+ mes "5 times. That's all~";
+ break;
case 2:
- mes "[Chapter 2 Contents]";
- mes " ";
- mes "Part 1: How to Respond to";
- mes "Booboo the Cow's Feelings";
- mes "Part 2: Booboo's Songs";
- next;
- switch( select( "Part 1","Part 2" ) )
- {
- case 1:
- mes "[Chapter 2, Part 1]";
- mes "Booboo the Cow usually";
- mes "expresses five different";
- mes "feelings through her songs:";
- mes "these are joy, sadness, anger,";
- mes "love, and neutral contentment.";
- next;
- mes "[Chapter 2, Part 1]";
- mes "^800080She is so happy^000000!";
- mes "When Booboo the Cow";
- mes "feels joy, then you go";
- mes "ahead and brush her";
- mes "hair 3 times before";
- mes "you can milk her.";
- mes "^800080 3 times^000000.";
- next;
- mes "[Chapter 2, Part 1]";
- mes "^800080She is as usual^000000.";
- mes "When she feels so-so, you need to";
- mes "comb her hair ^800080 5 times^000000.";
- next;
- mes "[Chapter 2, Part 1]";
- mes "If Booboo the cow feels";
- mes "sad, then you need to make";
- mes "her feel more loved. How";
- mes "do you do this? Just brush";
- mes "her hair at least 10 times.";
- next;
- mes "[Chapter 2, Part 1]";
- mes "Now, remember that when";
- mes "Booboo the cow is angry,";
- mes "you shouldn't touch her";
- mes "at all. Just say, ''No!'' to";
- mes "brushing her hair, okay?";
- next;
- mes "[Chapter 2, Part 1]";
- mes "If you happen to see";
- mes "Booboo the cow in love,";
- mes "then just brush her hair";
- mes "once. Just look for the";
- mes "hearts, and you'll know";
- mes "that she's in love, okay?";
- next;
- mes "[Chapter 2, Part 1]";
- mes "Whenever Booboo the";
- mes "cow is just feeling";
- mes "neutral contentment,";
- mes "then just brush her";
- mes "5 times. That's all~";
- close;
-
- case 2:
- mes "[Chapter 2, Part 2]";
- mes "Booboo the cow will";
- mes "always sing this song.";
- mes "Keep these sounds in";
- mes "mind when she sings them...";
- next;
- mes "^ff0000Brr~ Brrbrr~ Boobooboo~^000000";
- mes "^0000ffBrrrrrr~ Booboo~ Boorrboo~^000000";
- mes "^ff0000Booruboorubrr~ Rrrrboo~^000000";
- mes "^0000ffRrrr~ Booboorrrr~ Boobooru~^000000";
- mes "^ff0000Boobooboo~ Rururu~ Booruboorub~^000000";
- mes "^0000ffBoo! B! Boo~^000000";
- next;
- mes "[Chapter 2, Part 2]";
- mes "When you try to milk";
- mes "Booboo, she will sing this";
- mes "song with a slight difference.";
- mes "Look for the difference in";
- mes "Booboo's song, and then";
- mes "hum the correvt word to her.";
- close;
- }
-
- case 3:
- mes "[Chapter 3]";
- mes "If you want to milk";
- mes "Booboo the cow, you";
- mes "must first get permission";
- mes "from Kurupe. You will also";
- mes "need 3 Concentration Potions";
- mes "to insert into Booboo's comb.";
- close;
+ mes "[Chapter 2, Part 2]";
+ mes "Booboo the cow will";
+ mes "always sing this song.";
+ mes "Keep these sounds in";
+ mes "mind when she sings them...";
+ next;
+ mes "^ff0000Brr~ Brrbrr~ Boobooboo~^000000";
+ mes "^0000ffBrrrrrr~ Booboo~ Boorrboo~^000000";
+ mes "^ff0000Booruboorubrr~ Rrrrboo~^000000";
+ mes "^0000ffRrrr~ Booboorrrr~ Boobooru~^000000";
+ mes "^ff0000Boobooboo~ Rururu~ Booruboorub~^000000";
+ mes "^0000ffBoo! B! Boo~^000000";
+ next;
+ mes "[Chapter 2, Part 2]";
+ mes "When you try to milk";
+ mes "Booboo, she will sing this";
+ mes "song with a slight difference.";
+ mes "Look for the difference in";
+ mes "Booboo's song, and then";
+ mes "hum the correct word to her.";
+ break;
+ }
+ break;
+ case 3:
+ mes "[Chapter 3]";
+ mes "If you want to milk";
+ mes "Booboo the cow, you";
+ mes "must first get permission";
+ mes "from Kurupe. You will also";
+ mes "need 3 Concentration Potions";
+ mes "to insert into Booboo's comb.";
+ break;
}
+ close2;
+ if (checkquest(12042) > -1) erasequest 12042;
+ end;
}
hugel,68,99,3 script Booboo the Cow 889,{
-
- if (hg_milk == 7 || hg_milk == 12)
- {
+ if (hg_milk == 7 || hg_milk == 12) {
mes "[Booboo]";
mes "Boop boop boo~";
mes "Booboo Boop boo!";
@@ -8279,33 +7514,31 @@ hugel,68,99,3 script Booboo the Cow 889,{
mes "has something that";
mes "she wants to tell you.^000000";
next;
- switch( select( "Attempt to Milk Booboo","It's not the right time!" ) )
- {
- case 1:
- if(countitem(645) > 2)
- {
- set @cowsong1,rand(1,5);
- if (@cowsong1 == 1) callfunc "Func_MilkCow","cow_01.wav",3;
- else if(@cowsong1 == 2) callfunc "Func_MilkCow","cow_02.wav",5;
- else if(@cowsong1 == 3) callfunc "Func_MilkCow","cow_03.wav",10;
- else if(@cowsong1 == 4) callfunc "Func_MilkCow","cow_04.wav",0;
- else if(@cowsong1 == 5) callfunc "Func_MilkCow","cow_05.wav",1;
- end;
+ switch(select("Attempt to Milk Booboo:It's not the right time!")) {
+ case 1:
+ if (countitem(645) > 2) {
+ switch(rand(1,5)) {
+ case 1: callsub L_MilkCow,"cow_01.wav",3; break;
+ case 2: callsub L_MilkCow,"cow_02.wav",5; break;
+ case 3: callsub L_MilkCow,"cow_03.wav",10; break;
+ case 4: callsub L_MilkCow,"cow_04.wav",0; break;
+ case 5: callsub L_MilkCow,"cow_05.wav",1; break;
}
- mes "^3355FFTo use this comb to";
- mes "brush Booboo the cow,";
- mes "you will need to insert";
- mes "3 Concentration Potions.";
- mes "You can only brush Booboo";
- mes "with this luxurious magic comb.^000000";
- close;
-
- case 2:
- mes "^3355FFMaybe you should learn more";
- mes "about Booboo the cow, and";
- mes "get more information before";
- mes "you can attempt to milk her.^000000";
- close;
+ end;
+ }
+ mes "^3355FFTo use this comb to";
+ mes "brush Booboo the cow,";
+ mes "you will need to insert";
+ mes "3 Concentration Potions.";
+ mes "You can only brush Booboo";
+ mes "with this luxurious magic comb.^000000";
+ close;
+ case 2:
+ mes "^3355FFMaybe you should learn more";
+ mes "about Booboo the cow, and";
+ mes "get more information before";
+ mes "you can attempt to milk her.^000000";
+ close;
}
}
mes "[Booboo]";
@@ -8313,11 +7546,8 @@ hugel,68,99,3 script Booboo the Cow 889,{
mes "Boobooboo Booo~~~";
mes "Booboo Boop~";
close;
-}
-
-function script Func_MilkCow {
-
+L_MilkCow:
mes "^3355FFThis giant magic comb was";
mes "specially ordered from Geffen's";
mes "Magic Academy. It is designed";
@@ -8330,7 +7560,7 @@ function script Func_MilkCow {
mes "into the comb, it begins";
mes "to chime, and Booboo the";
mes "cow beings to express her^FFFFFF ^3355FF feelings in the center of Hugel.^000000";
- delitem 645,3;
+ delitem 645,3; //Center_Potion
soundeffect ""+getarg(0)+"",0;
next;
soundeffect ""+getarg(0)+"",0;
@@ -8340,9 +7570,8 @@ function script Func_MilkCow {
mes "you need to brush her a";
mes "certain number of times.^000000";
next;
- input @cowbrush;
- if (@cowbrush != getarg(1))
- {
+ input .@cowbrush;
+ if (.@cowbrush != getarg(1)) {
soundeffect "taming_fail.wav",0;
mes "^3355FFAwwww...";
mes "Booboo the cow looks";
@@ -8358,61 +7587,62 @@ function script Func_MilkCow {
mes "and is singing a serenade.^000000";
next;
soundeffect "cow_06.wav",0;
- set @cowsong2,rand(1,6);
mes "[Mrs. Booboo]";
- if (@cowsong2 == 1)
- {
+ switch(rand(1,6)) {
+ case 1:
+ set .@cowsong$,"Brrbrr";
mes "^ff0000Brr~ Brrboo~ Boobooboo~^000000";
mes "^0000ffBrrrrrr~ Booboo~ Boorrboo~^000000";
mes "^ff0000Booruboorubrr~ Rrrrboo~^000000";
mes "^0000ffRrrr~ Booboorrrr~ Boobooru~^000000";
mes "^ff0000Boobooboo~ Rururu~ Booruboorub~^000000";
mes "^0000ffBoo! B! Boo~~~^000000";
- }
- else if (@cowsong2 == 2)
- {
+ break;
+ case 2:
+ set .@cowsong$,"Brrrrrr";
mes "^ff0000Brr~ Brrboo~ Boobooboo~^000000";
mes "^0000ffRrrururu~ Booboo~ Boorrboo~^000000";
mes "^ff0000Booruboorubrr~ Rrrrboo~^000000";
mes "^0000ffRrrr~ Booboorrrr~ Boobooru~^000000";
mes "^ff0000Boobooboo~ Rururu~ Booruboorub~^000000";
mes "^0000ffBoo! B! Boo~~~^000000";
- }
- else if (@cowsong2 == 3)
- {
+ break;
+ case 3:
+ set .@cowsong$,"Rrrrboo";
mes "^ff0000Brr~ Brrbrr~ Boobooboo~^000000";
mes "^0000ffBrrrrrr~ Booboo~ Boorrboo~^000000";
mes "^ff0000Booruboorubrr~ Rurub~^000000";
mes "^0000ffRrrr~ Booboorrrr~ Boobooru~^000000";
mes "^ff0000Boobooboo~ Rururu~ Booruboorub~^000000";
mes "^0000ffBoo! B! Boo~^000000";
- }
- else if (@cowsong2 == 4)
- {
+ break;
+ case 4:
+ set .@cowsong$,"Boobooru";
mes "^ff0000Brr~ Brrbrr~ Boobooboo~^000000";
mes "^0000ffBrrrrrr~ Booboo~ Boorrboo~^000000";
mes "^ff0000Booruboorubrr~ Rrrrboo~^000000";
mes "^0000ffRrrr~ Booboorrrr~ Bbrrrr~^000000";
mes "^ff0000Boobooboo~ Rururu~ Booruboorub~^000000";
mes "^0000ffBoo! B! Boo~^000000";
- }
- else if (@cowsong2 == 5)
- {
+ break;
+ case 5:
+ set .@cowsong$,"Boobooboo";
mes "^ff0000Brr~ Brrbrr~ Boobooboo~^000000";
mes "^0000ffBrrrrrr~ Booboo~ Boorrboo~^000000";
mes "^ff0000Booruboorubrr~ Rrrrboo~^000000";
mes "^0000ffRrrr~ Booboorrrr~ Boobooru~^000000";
mes "^ff0000Bbb~ Rururu~ Booruboorub~^000000";
mes "^0000ffBoo! B! Boo~^000000";
- }
- else if (@cowsong2 == 6)
- {
+ break;
+ case 6:
+ set .@cowsong$,"B";
mes "^ff0000Brr~ Brrbrr~ Boobooboo~^000000";
mes "^0000ffBrrrrrr~ Booboo~ Boorrboo~^000000";
mes "^ff0000Booruboorubrr~ Rrrrboo~^000000";
mes "^0000ffRrrr~ Booboorrrr~ Boobooru~^000000";
mes "^ff0000Boobooboo~ Rururu~ Booruboorub~^000000";
mes "^0000ffBoo! Boo! Boo~^000000";
+ break;
}
next;
mes "^3355FFHurry, respond to Booboo's song! Look for the word that is slightly";
@@ -8420,15 +7650,8 @@ function script Func_MilkCow {
mes "song in Burupu's notes, and then tell her the correct world without";
mes "the tilde character (''~'').^000000";
next;
- if(@cowsong2 == 1) set @cowsong$,"Brrbrr";
- else if(@cowsong2 == 2) set @cowsong$,"Brrrrrr";
- else if(@cowsong2 == 3) set @cowsong$,"Rrrrboo";
- else if(@cowsong2 == 4) set @cowsong$,"Boobooru";
- else if(@cowsong2 == 5) set @cowsong$,"Boobooboo";
- else if(@cowsong2 == 6) set @cowsong$,"B";
- input @cowanswer$;
- if (@cowanswer$ == @cowsong$)
- {
+ input .@cowanswer$;
+ if (.@cowanswer$ == .@cowsong$) {
soundeffect "tming_success.wav",0;
mes "^3355FFSuccess!";
mes "Booboo the cow";
@@ -8436,8 +7659,9 @@ function script Func_MilkCow {
mes "you were able to milk";
mes "her. Now, you should";
mes "report to Kurupe.^000000";
- if(hg_milk == 12) set hg_milk,13;
+ if (hg_milk == 12) set hg_milk,13;
else set hg_milk,8;
+ setquest 12043;
close;
}
soundeffect "taming_fail.wav",0;
@@ -8449,19 +7673,17 @@ function script Func_MilkCow {
close;
}
-// Odin Temple Excavation Quest
+// Odin Temple Excavation Quest :: hg_tem
//============================================================
hugel,91,152,1 script Sign 837,{
-
mes "**Recruitment Notice**";
mes " ";
- if(hg_odin < 60)
- {
+ if (hg_odin < 60) {
mes "We are now hiring recruits";
mes "for the Odin Shrine Expedition.";
mes " ";
mes "- Shrine Expedition Dept.";
- if(!hg_odin) set hg_odin,1;
+ if (!hg_odin) set hg_odin,1;
close;
}
mes "Join our magician";
@@ -8473,66 +7695,57 @@ hugel,91,152,1 script Sign 837,{
}
hu_in01,19,161,0 script Alex 803,{
-
- if(!hg_odin)
- {
+ if (!hg_odin) {
mes "[Alex]";
mes "Whatever you're";
mes "trying to sell me,";
mes "I'm not interested!";
mes "Now get out of here!";
close;
- }
- else if(hg_odin == 1)
- {
+ } else if (hg_odin == 1) {
cutin "hu_alex01.bmp",2;
mes "[Alex]";
mes "Huh...?";
mes "What do you want?";
next;
- switch( select( "Excuse me...","I saw the recruitment notice and..." ) )
- {
- case 1:
+ switch(select("Excuse me...:I saw the recruitment notice and...")) {
+ case 1:
+ mes "[Alex]";
+ mes "Whatever you're";
+ mes "trying to sell me,";
+ mes "I'm not interested!";
+ mes "Now get out of here!";
+ close2;
+ cutin "",255;
+ end;
+ case 2:
+ mes "[Alex]";
+ mes "Oh, so you saw the";
+ mes "recruitment notice for the";
+ mes "Odin Shrine Expedition, eh?";
+ if (BaseLevel > 59) {
+ mes "Hmmm... Alright, you look";
+ mes "like you're strong enough.";
+ mes "Yeah, I think you qualify.";
+ next;
+ } else {
+ cutin "hu_alex02.bmp",2;
+ mes "Well, I dunno. I think that";
+ mes "kind of expedition would";
+ mes "eat you alive. No offense...";
+ next;
mes "[Alex]";
- mes "Whatever you're";
- mes "trying to sell me,";
- mes "I'm not interested!";
- mes "Now get out of here!";
+ mes "Look, I'll reconsider";
+ mes "whether you qualify after";
+ mes "you get train a little more,";
+ mes "develop your skills, you know,";
+ mes "get stronger. For now, though,";
+ mes "I don't think we can use you.";
close2;
cutin "",255;
end;
-
- case 2:
- mes "[Alex]";
- mes "Oh, so you saw the";
- mes "recruitment notice for the";
- mes "Odin Shrine Expedition, eh?";
- if(BaseLevel > 59)
- {
- mes "Hmmm... Alright, you look";
- mes "like you're strong enough.";
- mes "Yeah, I think you qualify.";
- next;
- }
- else
- {
- cutin "hu_alex02.bmp",2;
- mes "Well, I dunno. I think that";
- mes "kind of expedition would";
- mes "eat you alive. No offense...";
- next;
- mes "[Alex]";
- mes "Look, I'll reconsider";
- mes "whether you qualify after";
- mes "you get train a little more,";
- mes "develop your skills, you know,";
- mes "get stronger. For now, though,";
- mes "I don't think we can use you.";
- close2;
- cutin "",255;
- end;
- }
- break;
+ }
+ break;
}
cutin "hu_alex03.bmp",2;
mes "[Alex]";
@@ -8557,12 +7770,11 @@ hu_in01,19,161,0 script Alex 803,{
mes "Please talk to the Boatman";
mes "to travel to the shrine, okay?";
set hg_odin,2;
+ setquest 11000;
close2;
cutin "",255;
end;
- }
- else if(hg_odin == 2)
- {
+ } else if (hg_odin == 2) {
cutin "hu_alex03.bmp",2;
mes "[Alex]";
mes "You really oughtta";
@@ -8573,9 +7785,7 @@ hu_in01,19,161,0 script Alex 803,{
close2;
cutin "",255;
end;
- }
- else if(hg_odin == 3)
- {
+ } else if (hg_odin == 3) {
cutin "hu_alex01.bmp",2;
mes "[Alex]";
mes "Oh, so you've gone";
@@ -8583,73 +7793,69 @@ hu_in01,19,161,0 script Alex 803,{
mes "already. So will you help";
mes "us in our expedition?";
next;
- switch( select( "Who are the people in the next room?","Well...","Yes, I do." ) )
- {
- case 1:
- cutin "hu_alex02.bmp",2;
- mes "[Alex]";
- mes "Oh... Them.";
- mes "They're officially my";
- mes "co-workers, but quite";
- mes "frankly, they were forced";
- mes "upon me by the Rune-Midgarts";
- mes "Kingdom. It can't be helped...";
- next;
- mes "[Alex]";
- mes "Anyway, I have to accept";
- mes "them to help international";
- mes "relations or something silly";
- mes "like that. They say they're here^FFFFFF ^000000 to research religious relics,";
- mes "but I just don't trust them.";
- next;
- cutin "hu_alex04.bmp",2;
- mes "[Alex]";
- mes "In fact, I think it's";
- mes "obvious that they're here";
- mes "for something else, though";
- mes "I'm not sure what it may be.";
- mes "And that gray haired lady...";
- mes "She totally creeps me out!";
- close2;
- cutin "",255;
- end;
-
- case 2:
- mes "[Alex]";
- mes "Yeah, well, I know";
- mes "it might be a tough";
- mes "decision to make. Well,";
- mes "take your time. I understand";
- mes "that you have to weigh the";
- mes "risks and everything.";
- close2;
- cutin "",255;
- end;
-
- case 3:
- mes "[Alex]";
- mes "Great! In that case, your";
- mes "first assignment is to bring";
- mes "me ^3355FF5 Runes of the Darkness^000000";
- mes "from the shrine. Don't worry,";
- mes "I'll make sure that you're";
- mes "rewarded for your efforts.";
- set hg_odin,4;
- next;
- mes "[Alex]";
- mes "This is your chance";
- mes "to show me that your";
- mes "dependability and sense";
- mes "of responsibility. Then,";
- mes "we can move on to the";
- mes "more important stuff.";
- close2;
- cutin "",255;
- end;
+ switch(select("Who are the people in the next room?:Well...:Yes, I do.")) {
+ case 1:
+ cutin "hu_alex02.bmp",2;
+ mes "[Alex]";
+ mes "Oh... Them.";
+ mes "They're officially my";
+ mes "co-workers, but quite";
+ mes "frankly, they were forced";
+ mes "upon me by the Rune-Midgarts";
+ mes "Kingdom. It can't be helped...";
+ next;
+ mes "[Alex]";
+ mes "Anyway, I have to accept";
+ mes "them to help international";
+ mes "relations or something silly";
+ mes "like that. They say they're here^FFFFFF ^000000 to research religious relics,";
+ mes "but I just don't trust them.";
+ next;
+ cutin "hu_alex04.bmp",2;
+ mes "[Alex]";
+ mes "In fact, I think it's";
+ mes "obvious that they're here";
+ mes "for something else, though";
+ mes "I'm not sure what it may be.";
+ mes "And that gray haired lady...";
+ mes "She totally creeps me out!";
+ close2;
+ cutin "",255;
+ end;
+ case 2:
+ mes "[Alex]";
+ mes "Yeah, well, I know";
+ mes "it might be a tough";
+ mes "decision to make. Well,";
+ mes "take your time. I understand";
+ mes "that you have to weigh the";
+ mes "risks and everything.";
+ close2;
+ cutin "",255;
+ end;
+ case 3:
+ mes "[Alex]";
+ mes "Great! In that case, your";
+ mes "first assignment is to bring";
+ mes "me ^3355FF5 Runes of the Darkness^000000";
+ mes "from the shrine. Don't worry,";
+ mes "I'll make sure that you're";
+ mes "rewarded for your efforts.";
+ set hg_odin,4;
+ changequest 11000,11001;
+ next;
+ mes "[Alex]";
+ mes "This is your chance";
+ mes "to show me that your";
+ mes "dependability and sense";
+ mes "of responsibility. Then,";
+ mes "we can move on to the";
+ mes "more important stuff.";
+ close2;
+ cutin "",255;
+ end;
}
- }
- else if(hg_odin == 4)
- {
+ } else if (hg_odin == 4) {
cutin "hu_alex02.bmp",2;
mes "[Alex]";
mes "What are you still";
@@ -8657,35 +7863,31 @@ hu_in01,19,161,0 script Alex 803,{
mes "you be headed to the";
mes "shrine already?";
next;
- switch( select( "What was I supposed to gather?","I'm leaving, I'm leaving!" ) )
- {
- case 1:
- cutin "hu_alex03.bmp",2;
- mes "[Alex]";
- mes "You've forgotten";
- mes "already? I asked you";
- mes "to bring me ^3355FF5 Runes";
- mes "of the Darkness^000000. Okay,";
- mes "now hurry up and get to it.";
- close2;
- cutin "",255;
- end;
-
- case 2:
- mes "[Alex]";
- mes "That's fine...";
- mes "Just keep in mind that";
- mes "we're running behind";
- mes "schedule. If only that";
- mes "grey haired crone wasn't";
- mes "here... We'd be done by now!";
- close2;
- cutin "",255;
- end;
+ switch(select("What was I supposed to gather?:I'm leaving, I'm leaving!")) {
+ case 1:
+ cutin "hu_alex03.bmp",2;
+ mes "[Alex]";
+ mes "You've forgotten";
+ mes "already? I asked you";
+ mes "to bring me ^3355FF5 Runes";
+ mes "of the Darkness^000000. Okay,";
+ mes "now hurry up and get to it.";
+ close2;
+ cutin "",255;
+ end;
+ case 2:
+ mes "[Alex]";
+ mes "That's fine...";
+ mes "Just keep in mind that";
+ mes "we're running behind";
+ mes "schedule. If only that";
+ mes "grey haired crone wasn't";
+ mes "here... We'd be done by now!";
+ close2;
+ cutin "",255;
+ end;
}
- }
- else if(hg_odin == 5)
- {
+ } else if (hg_odin == 5) {
cutin "hu_alex01.bmp",2;
mes "[Alex]";
mes "Well, it's about";
@@ -8693,128 +7895,124 @@ hu_in01,19,161,0 script Alex 803,{
mes "So did you bring me";
mes "^3355FF5 Runes of the Darkness^000000?";
next;
- switch( select( "Er, not yet...:There you go!" ) )
- {
- case 1:
- cutin "hu_alex02.bmp",2;
+ switch(select("Er, not yet...:There you go!")) {
+ case 1:
+ cutin "hu_alex02.bmp",2;
+ mes "[Alex]";
+ mes "Wh-what?!";
+ mes "You came here just to";
+ mes "tell me that? Come back";
+ mes "when you're done and";
+ mes "don't waste my time!";
+ next;
+ emotion e_ho,0,"Julian";
+ mes "[Julian]";
+ mes "Hey, you know what,";
+ mes "Alex? You can't push";
+ mes "people around like that.";
+ mes "Besides, this adventurer";
+ mes "isn't a pushover, you know?";
+ next;
+ cutin "hu_alex03.bmp",2;
+ emotion e_an;
+ mes "[Alex]";
+ mes "What was that...?";
+ mes "Are you trying to";
+ mes "make me mad, Julian?";
+ next;
+ cutin "hu_alex02.bmp",2;
+ mes "[Julian]";
+ mes "All I'm saying is that";
+ mes "most adventurers know that";
+ mes "you can't pay them what they're";
+ mes "worth. That's why so many of";
+ mes "them are going in and out";
+ mes "of the other room, you know.";
+ next;
+ cutin "hu_alex04.bmp",2;
+ mes "[Alex]";
+ mes "That... grey... haired...!";
+ mes "N-no... Calm down, Alex...";
+ mes "Lose your head, you lose";
+ mes "everything... D-don't stoop";
+ mes "down to her level.";
+ next;
+ cutin "hu_alex01.bmp",2;
+ mes "[Alex]";
+ mes "Alright, I'm not in any";
+ mes "position to make demands";
+ mes "of you... But I would really";
+ mes "appreciate it if you would";
+ mes "bring me 5 Runes of the";
+ mes "Darkness as soon as possible.";
+ close2;
+ cutin "",255;
+ end;
+ case 2:
+ if (countitem(7511) > 4) {
+ delitem 7511,5; //Rune_Of_Darkness
+ set hg_odin,6; //Old_Blue_Box
+ changequest 11000,11002;
+ getitem 603,1;
mes "[Alex]";
- mes "Wh-what?!";
- mes "You came here just to";
- mes "tell me that? Come back";
- mes "when you're done and";
- mes "don't waste my time!";
+ mes "Oh! Thank you";
+ mes "so much, I'm sure";
+ mes "these Runes will help";
+ mes "us in our research. I know";
+ mes "this isn't much, but please";
+ mes "accept this Old Blue Box.";
next;
- emotion e_ho,0,"Julian";
mes "[Julian]";
- mes "Hey, you know what,";
- mes "Alex? You can't push";
- mes "people around like that.";
- mes "Besides, this adventurer";
- mes "isn't a pushover, you know?";
+ mes "Wait...";
+ mes "Research?";
+ mes "Since when did";
+ mes "you do research?";
next;
cutin "hu_alex03.bmp",2;
- emotion e_an;
mes "[Alex]";
- mes "What was that...?";
- mes "Are you trying to";
- mes "make me mad, Julian?";
+ mes "Gosh, Julian,";
+ mes "will you just";
+ mes "shut up for a bit?";
next;
- cutin "hu_alex02.bmp",2;
mes "[Julian]";
- mes "All I'm saying is that";
- mes "most adventurers know that";
- mes "you can't pay them what they're";
- mes "worth. That's why so many of";
- mes "them are going in and out";
- mes "of the other room, you know.";
+ mes "Why? I'm the one who";
+ mes "does all the grunt work";
+ mes "and actual research.";
+ mes "You think you're so";
+ mes "big just ''supervising...''";
next;
cutin "hu_alex04.bmp",2;
mes "[Alex]";
- mes "That... grey... haired...!";
- mes "N-no... Calm down, Alex...";
- mes "Lose your head, you lose";
- mes "everything... D-don't stoop";
- mes "down to her level.";
+ mes "J-Julian!";
+ next;
+ mes "[Julian]";
+ mes "Right, right, we've";
+ mes "got a visitor. Yeah,";
+ mes "okay, sorry about that.";
next;
- cutin "hu_alex01.bmp",2;
- mes "[Alex]";
- mes "Alright, I'm not in any";
- mes "position to make demands";
- mes "of you... But I would really";
- mes "appreciate it if you would";
- mes "bring me 5 Runes of the";
- mes "Darkness as soon as possible.";
- close2;
- cutin "",255;
- end;
-
- case 2:
- if(countitem(7511) > 4)
- {
- delitem 7511,5;
- set hg_odin,6;
- getitem 603,1;
- mes "[Alex]";
- mes "Oh! Thank you";
- mes "so much, I'm sure";
- mes "these Runes will help";
- mes "us in our research. I know";
- mes "this isn't much, but please";
- mes "accept this Old Blue Box.";
- next;
- mes "[Julian]";
- mes "Wait...";
- mes "Research?";
- mes "Since when did";
- mes "you do research?";
- next;
- cutin "hu_alex03.bmp",2;
- mes "[Alex]";
- mes "Gosh, Julian,";
- mes "will you just";
- mes "shut up for a bit?";
- next;
- mes "[Julian]";
- mes "Why? I'm the one who";
- mes "does all the grunt work";
- mes "and actual research.";
- mes "You think you're so";
- mes "big just ''supervising...''";
- next;
- cutin "hu_alex04.bmp",2;
- mes "[Alex]";
- mes "J-Julian!";
- next;
- mes "[Julian]";
- mes "Right, right, we've";
- mes "got a visitor. Yeah,";
- mes "okay, sorry about that.";
- next;
- cutin "hu_alex02.bmp",2;
- mes "[Alex]";
- mes "I'm sorry about all";
- mes "this. If you don't mind,";
- mes "we'll continue our research";
- mes "and hopefully finish our";
- mes "project soon. Thanks once";
- mes "again for all of your help.";
- close2;
- cutin "",255;
- end;
- }
cutin "hu_alex02.bmp",2;
mes "[Alex]";
- mes "Hm? Oh, this isn't";
- mes "enough Runes of the";
- mes "Darkness. I asked you";
- mes "to bring me 5 of them...";
+ mes "I'm sorry about all";
+ mes "this. If you don't mind,";
+ mes "we'll continue our research";
+ mes "and hopefully finish our";
+ mes "project soon. Thanks once";
+ mes "again for all of your help.";
close2;
cutin "",255;
end;
+ }
+ cutin "hu_alex02.bmp",2;
+ mes "[Alex]";
+ mes "Hm? Oh, this isn't";
+ mes "enough Runes of the";
+ mes "Darkness. I asked you";
+ mes "to bring me 5 of them...";
+ close2;
+ cutin "",255;
+ end;
}
- }
- else if(hg_odin == 6)
- {
+ } else if (hg_odin == 6) {
cutin "hu_alex02.bmp",2;
mes "[Alex]";
mes "...Darn it! I think I might";
@@ -8836,9 +8034,7 @@ hu_in01,19,161,0 script Alex 803,{
close2;
cutin "",255;
end;
- }
- else if(hg_odin > 11 && hg_odin < 17)
- {
+ } else if (hg_odin > 11 && hg_odin < 17) {
cutin "hu_alex03.bmp",2;
mes "[Alex]";
mes "Excuse me?";
@@ -8881,9 +8077,7 @@ hu_in01,19,161,0 script Alex 803,{
close2;
cutin "",255;
end;
- }
- else
- {
+ } else {
cutin "hu_alex02.bmp",2;
mes "[Alex]";
mes "Hm? Did you need";
@@ -8899,9 +8093,7 @@ hu_in01,19,161,0 script Alex 803,{
}
hu_in01,14,11,4 script Laura 70,{
-
- if(!hg_odin)
- {
+ if (!hg_odin) {
cutin "hu_laura02.bmp",2;
mes "[Laura]";
mes "Hm? What are you doing";
@@ -8911,16 +8103,13 @@ hu_in01,14,11,4 script Laura 70,{
cutin "",255;
warp "hu_in01",15,76;
end;
- }
- else if(hg_odin == 1)
- {
+ } else if (hg_odin == 1) {
cutin "hu_laura04.bmp",2;
mes "[Laura]";
mes "Hm? Oh, you must be";
mes "here in response to our";
mes "recruitment notice, yes?";
- if(BaseLevel < 60)
- {
+ if (BaseLevel < 60) {
cutin "hu_laura01.bmp",2;
mes "Let me take a look at you...";
mes "Oh, you're all skin and bone!";
@@ -8975,71 +8164,63 @@ hu_in01,14,11,4 script Laura 70,{
mes "when the gods showed";
mes "themselves to humans!";
next;
- switch( select( "Nah, forget it.","Yes, I'll do it!" ) )
- {
- case 1:
+ switch(select("Nah, forget it.:Yes, I'll do it!")) {
+ case 1:
+ cutin "hu_laura01.bmp",2;
+ mes "[Laura]";
+ mes "W-Wait! Think about";
+ mes "the importance of learning";
+ mes "about the age of gods! If you";
+ mes "don't help us, then who will?";
+ mes "We need to work together to";
+ mes "build a better future, right?";
+ next;
+ if(select("But you can't pay me.:Alright, I'll do it.") == 1) {
+ cutin "hu_laura04.bmp",2;
+ mes "[Laura]";
+ mes "You're right.";
+ mes "It's like I said";
+ mes "before. I don't have";
+ mes "anything to pay you.";
+ mes "...............................";
+ next;
cutin "hu_laura01.bmp",2;
mes "[Laura]";
- mes "W-Wait! Think about";
- mes "the importance of learning";
- mes "about the age of gods! If you";
- mes "don't help us, then who will?";
- mes "We need to work together to";
- mes "build a better future, right?";
+ mes "Curses! If this project had";
+ mes "more funding, we'd have more";
+ mes "than a cheesy recruitment ad,";
+ mes "and some professional staff";
+ mes "like those rich Schwaltzvalt";
+ mes "Republic boys in the next room!";
next;
- switch( select( "But you can't pay me.","Alright, I'll do it." ) )
- {
- case 1:
- cutin "hu_laura04.bmp",2;
- mes "[Laura]";
- mes "You're right.";
- mes "It's like I said";
- mes "before. I don't have";
- mes "anything to pay you.";
- mes "...............................";
- next;
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "Curses! If this project had";
- mes "more funding, we'd have more";
- mes "than a cheesy recruitment ad,";
- mes "and some professional staff";
- mes "like those rich Schwaltzvalt";
- mes "Republic boys in the next room!";
- next;
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "Fine, it's your choice";
- mes "whether you want to work";
- mes "for us. I'm just disappointed";
- mes "that someone like you won't";
- mes "help us. I mean, don't you";
- mes "have any patriotism at all?";
- close2;
- cutin "hu_laura02.bmp",255;
- end;
-
- case 2:
- break;
- }
- // Allow fall-through into the next case statment as this is a minor bug in aegis.
- //break;
-
- case 2:
+ cutin "hu_laura02.bmp",2;
mes "[Laura]";
- mes "Perfect! Now, you first";
- mes "you need to go to the shrine";
- mes "and survey the area for your";
- mes "own benefit. Talk to the Boatman,^FFFFFF ^000000 and he'll take you there, okay?";
- mes "Hurry up and come back soon!";
- set hg_odin,12;
+ mes "Fine, it's your choice";
+ mes "whether you want to work";
+ mes "for us. I'm just disappointed";
+ mes "that someone like you won't";
+ mes "help us. I mean, don't you";
+ mes "have any patriotism at all?";
close2;
- cutin "hu_laura04.bmp",255;
+ cutin "hu_laura02.bmp",255;
end;
+ }
+ // Allow fall-through into the next case statment as this is a minor bug in aegis.
+ //break;
+ case 2:
+ mes "[Laura]";
+ mes "Perfect! Now, you first";
+ mes "you need to go to the shrine";
+ mes "and survey the area for your";
+ mes "own benefit. Talk to the Boatman,^FFFFFF ^000000 and he'll take you there, okay?";
+ mes "Hurry up and come back soon!";
+ set hg_odin,12;
+ setquest 11003;
+ close2;
+ cutin "hu_laura04.bmp",255;
+ end;
}
- }
- else if(hg_odin > 1 && hg_odin < 6)
- {
+ } else if (hg_odin > 1 && hg_odin < 6) {
mes "["+strcharinfo(0)+"]";
mes "Excuse me, but";
mes "what are you guys";
@@ -9054,61 +8235,56 @@ hu_in01,14,11,4 script Laura 70,{
mes "in the Odin Shrine on behalf";
mes "of the Rune-Midgarts Kingdom.";
next;
- switch( select( "About Alex and Julian","Alright, now I understand." ) )
- {
- case 1:
- cutin "hu_laura01.bmp",2;
- mes "["+strcharinfo(0)+"]";
- mes "These people in the other";
- mes "room, Alex and Julian, are";
- mes "they also working in this same";
- mes "expedition in the Odin Shrine?";
- next;
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "...Oh. You must be working";
- mes "for those rich Schwaltvalt";
- mes "Republic kids. I can't work";
- mes "with that impudent girl, at";
- mes "all, so we're actually working";
- mes "in separate offices.";
- next;
- cutin "hu_laura04.bmp",2;
- mes "[Laura]";
- mes "Sorry, let me introduce";
- mes "myself. I'm Laura Laurence,";
- mes "the leader of the Odin Shrine";
- mes "expedition for the Rune Midgarts^FFFFFF ^000000 Kingdom. Ashe Milton is my";
- mes "assistant for this excavation.";
- next;
- emotion e_heh,0,"Ashe";
- mes "[Ashe]";
- mes "Hello!";
- next;
- mes "[Laura]";
- mes "If you'd rather do";
- mes "a service for your";
- mes "country and quit working";
- mes "for those wealthy snobs, then";
- mes "come back here and let me know.";
- close2;
- cutin "hu_laura04.bmp",255;
- end;
-
- case 2:
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "......";
- mes ".........";
- mes "............";
- close2;
- cutin "hu_laura01.bmp",255;
- end;
-
+ switch(select("About Alex and Julian:Alright, now I understand.")) {
+ case 1:
+ cutin "hu_laura01.bmp",2;
+ mes "["+strcharinfo(0)+"]";
+ mes "These people in the other";
+ mes "room, Alex and Julian, are";
+ mes "they also working in this same";
+ mes "expedition in the Odin Shrine?";
+ next;
+ cutin "hu_laura02.bmp",2;
+ mes "[Laura]";
+ mes "...Oh. You must be working";
+ mes "for those rich Schwaltvalt";
+ mes "Republic kids. I can't work";
+ mes "with that impudent girl, at";
+ mes "all, so we're actually working";
+ mes "in separate offices.";
+ next;
+ cutin "hu_laura04.bmp",2;
+ mes "[Laura]";
+ mes "Sorry, let me introduce";
+ mes "myself. I'm Laura Laurence,";
+ mes "the leader of the Odin Shrine";
+ mes "expedition for the Rune Midgarts^FFFFFF ^000000 Kingdom. Ashe Milton is my";
+ mes "assistant for this excavation.";
+ next;
+ emotion e_heh,0,"Ashe";
+ mes "[Ashe]";
+ mes "Hello!";
+ next;
+ mes "[Laura]";
+ mes "If you'd rather do";
+ mes "a service for your";
+ mes "country and quit working";
+ mes "for those wealthy snobs, then";
+ mes "come back here and let me know.";
+ close2;
+ cutin "hu_laura04.bmp",255;
+ end;
+ case 2:
+ cutin "hu_laura01.bmp",2;
+ mes "[Laura]";
+ mes "......";
+ mes ".........";
+ mes "............";
+ close2;
+ cutin "hu_laura01.bmp",255;
+ end;
}
- }
- else if(hg_odin == 6)
- {
+ } else if (hg_odin == 6) {
cutin "hu_laura04.bmp",2;
mes "[Laura]";
mes "Hey, I know you...";
@@ -9152,14 +8328,7 @@ hu_in01,14,11,4 script Laura 70,{
mes "[Laura]";
mes "RIGHT?!";
next;
- switch( select( "Yeah, yeah, whatever.","Sure thing.","I s-s-s-suppose...!","Yes, Ma'am!" ) )
- {
- case 1:
- case 2:
- case 3:
- case 4:
- break;
- }
+ select("Yeah, yeah, whatever.:Sure thing.:I s-s-s-suppose...!:Yes, Ma'am!");
set hg_odin,17;
cutin "hu_laura04.bmp",2;
mes "[Laura]";
@@ -9168,9 +8337,7 @@ hu_in01,14,11,4 script Laura 70,{
close2;
cutin "hu_laura04.bmp",255;
end;
- }
- else if(hg_odin == 12)
- {
+ } else if (hg_odin == 12) {
cutin "hu_laura02.bmp",2;
mes "[Laura]";
mes "Ask the Boatman to take";
@@ -9181,9 +8348,7 @@ hu_in01,14,11,4 script Laura 70,{
close2;
cutin "hu_laura02.bmp",255;
end;
- }
- else if(hg_odin == 13)
- {
+ } else if (hg_odin == 13) {
cutin "hu_laura04.bmp",2;
mes "[Laura]";
mes "Have you been to the";
@@ -9192,41 +8357,33 @@ hu_in01,14,11,4 script Laura 70,{
mes "need to finish our research";
mes "for the good of mankind.";
next;
- switch( select( "Yeah, yeah, whatever.","I see.","You're right, Ma'am." ) )
- {
- case 1:
- case 2:
- case 3:
- break;
- }
+ select("Yeah, yeah, whatever.:I see.:You're right, Ma'am.");
mes "[Laura]";
mes "Well, then.";
mes "Did you happen to";
mes "find anything while";
mes "you were there?";
next;
- switch( select( "Jellopies.","No." ) )
- {
- case 1:
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "You can freakin' find";
- mes "Jellopy anywhere! I meant,";
- mes "did you find anything special";
- mes "while you were at the shrine!";
- next;
- break;
-
- case 2:
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "Well, that's fine.";
- mes "I did tell you to just";
- mes "take a look around, so";
- mes "I didn't expect you to";
- mes "bring me anything.";
- next;
- break;
+ switch(select("Jellopies.:No.")) {
+ case 1:
+ cutin "hu_laura01.bmp",2;
+ mes "[Laura]";
+ mes "You can freakin' find";
+ mes "Jellopy anywhere! I meant,";
+ mes "did you find anything special";
+ mes "while you were at the shrine!";
+ next;
+ break;
+ case 2:
+ cutin "hu_laura01.bmp",2;
+ mes "[Laura]";
+ mes "Well, that's fine.";
+ mes "I did tell you to just";
+ mes "take a look around, so";
+ mes "I didn't expect you to";
+ mes "bring me anything.";
+ next;
+ break;
}
cutin "hu_laura04.bmp",2;
mes "[Laura]";
@@ -9236,286 +8393,266 @@ hu_in01,14,11,4 script Laura 70,{
mes "be fair, I can offer you something from my special collection.";
mes "How does that sound?";
next;
- switch( select( "Who are the guys in the other room?","Well...","Yes!" ) )
- {
- case 1:
+ switch(select("Who are the guys in the other room?:Well...:Yes!")) {
+ case 1:
+ cutin "hu_laura01.bmp",2;
+ mes "[Laura]";
+ mes "Oh, those are the";
+ mes "Schwartzvalt Republic";
+ mes "representatives for this";
+ mes "Odin Shrine expedition.";
+ mes "Personally, I think they're";
+ mes "just a bunch of rich phonies.";
+ next;
+ cutin "hu_laura03.bmp",2;
+ mes "[Laura]";
+ mes "And that Alex girl...";
+ mes "She may seem polite,";
+ mes "but she's always giving";
+ mes "these dirty looks, and";
+ mes "greets me with a fake";
+ mes "smile. I hate her!";
+ next;
+ emotion e_swt2,0,"Ashe";
+ mes "[Ashe]";
+ mes "Ms. Laurence...!";
+ mes "Stop it, please!";
+ mes "It's embarassing to";
+ mes "hear you talk about";
+ mes "a colleague like that.";
+ next;
+ mes "[Laura]";
+ mes "C-colleague?! No way!";
+ mes "I despise that spoiled brat,";
+ mes "and she doesn't deserve the";
+ mes "position that her rich daddy";
+ mes "probably bought for her! Grrr!";
+ mes "Come back later, I'm too mad!";
+ close2;
+ cutin "hu_laura03.bmp",255;
+ end;
+ case 2:
+ mes "[Laura]";
+ mes "If you're having second";
+ mes "thoughts, it might not be";
+ mes "the best idea to work for me.";
+ mes "I mean, I believe in following";
+ mes "your gut instincts, you know?";
+ close2;
+ cutin "hu_laura04.bmp",255;
+ end;
+ case 3:
+ set hg_odin,14;
+ changequest 11003,11004;
+ mes "[Laura]";
+ mes "That's what I've been";
+ mes "waiting to hear! Alright,";
+ mes "please fetch me ^3355FF5 Runes of";
+ mes "the Darkness^000000 from the Odin";
+ mes "Shrine. Go now, adventurer~";
+ close2;
+ cutin "hu_laura04.bmp",255;
+ end;
+ }
+ } else if (hg_odin == 14) {
+ cutin "hu_laura02.bmp",2;
+ mes "[Laura]";
+ mes "Hm? You've got a job";
+ mes "to do, don't you? What";
+ mes "are you still doing here?";
+ next;
+ switch(select("What was I supposed to gather?:Don't worry, I'm leaving.")) {
+ case 1:
+ mes "[Laura]";
+ mes "You're supposed";
+ mes "to bring me ^3355FF5 Runes";
+ mes "of the Darkness^000000. Now,";
+ mes "don't forget this time!";
+ close2;
+ cutin "hu_laura02.bmp",255;
+ end;
+ case 2:
+ mes "[Laura]";
+ mes "Well, try to hurry up";
+ mes "if you can. I'm already";
+ mes "behind schedule because";
+ mes "we have to work with those";
+ mes "snobby rich kids in the";
+ mes "other office. ^333333*Sigh...*^000000";
+ close2;
+ cutin "hu_laura02.bmp",255;
+ end;
+ }
+ } else if (hg_odin == 15) {
+ cutin "hu_laura04.bmp",2;
+ mes "[Laura]";
+ mes "Oh, you've come back.";
+ mes "So where are the Runes";
+ mes "of the Darkness you brought?";
+ next;
+ switch(select("Er, I don't have them yet...:Right here!")) {
+ case 1:
+ cutin "hu_laura03.bmp",2;
+ mes "[Laura]";
+ mes "This isn't really one";
+ mes "of those jobs where you";
+ mes "can take your time. Sure,^FFFFFF ^000000 I didn't give you a deadline, but";
+ mes "we can't make progress on our^FFFFFF ^000000 research until you make progress.";
+ close2;
+ cutin "hu_laura03.bmp",255;
+ end;
+ case 2:
+ if (countitem(7511) > 4) {
+ delitem 7511,5; //Rune_Of_Darkness
+ set hg_odin,16;
+ changequest 11004,11005;
+ getitem 603,1; //Old_Blue_Box
+ mes "[Laura]";
+ mes "Oooh, nice job. It's good";
+ mes "that we have more of these";
+ mes "to study. Though, it seems";
+ mes "that the more we research,";
+ mes "the quicker it seems that";
+ mes "we're not getting anywhere...";
+ next;
+ mes "[Laura]";
+ mes "Hey...";
+ mes "Ashe. Why aren't we";
+ mes "making any progress?";
+ mes "What exactly have you";
+ mes "been doing? None of those";
+ mes "runes have any writing?";
+ next;
+ mes "[Ashe]";
+ mes "Well, I think there's";
+ mes "supposed to be writing,";
+ mes "but these runes are pretty";
+ mes "old. I've got to polish this";
+ mes "gunk off without damaging";
+ mes "any writing that's there...";
+ next;
cutin "hu_laura01.bmp",2;
mes "[Laura]";
- mes "Oh, those are the";
- mes "Schwartzvalt Republic";
- mes "representatives for this";
- mes "Odin Shrine expedition.";
- mes "Personally, I think they're";
- mes "just a bunch of rich phonies.";
+ mes "By the way, what have the other guys been doing?";
+ mes "What, they don't do anything but wasting their time?";
+ mes "Ah~ I see. They are thinking that this is the perfect excuse";
+ mes "for them to relax and rest.";
+ mes "Well, somehow they are the citizens of this country, you know.";
+ next;
+ cutin "hu_laura02.bmp",2;
+ mes "[Laura]";
+ mes "What do you think those";
+ mes "Schwaltzvalt snobs are doing?";
+ mes "They must think this project";
+ mes "is an excuse for them to relax";
+ mes "and slack off! They can afford^FFFFFF ^000000 to, obviously. Hmpf! Rich people!";
next;
cutin "hu_laura03.bmp",2;
mes "[Laura]";
- mes "And that Alex girl...";
- mes "She may seem polite,";
- mes "but she's always giving";
- mes "these dirty looks, and";
- mes "greets me with a fake";
- mes "smile. I hate her!";
+ mes "They've got things so easy,";
+ mes "while we're barely covering";
+ mes "our research expenses!";
+ mes "In fact, we've had to cut";
+ mes "so many corners, skip";
+ mes "meals and amenities...";
next;
- emotion e_swt2,0,"Ashe";
mes "[Ashe]";
- mes "Ms. Laurence...!";
- mes "Stop it, please!";
- mes "It's embarassing to";
- mes "hear you talk about";
- mes "a colleague like that.";
+ mes "I know! How can we";
+ mes "carry on professional";
+ mes "research in a shack?";
+ mes "We're literally living at";
+ mes "poverty standards here...";
+ mes "Are we still researchers?";
next;
+ cutin "hu_laura02.bmp",2;
mes "[Laura]";
- mes "C-colleague?! No way!";
- mes "I despise that spoiled brat,";
- mes "and she doesn't deserve the";
- mes "position that her rich daddy";
- mes "probably bought for her! Grrr!";
- mes "Come back later, I'm too mad!";
- close2;
- cutin "hu_laura03.bmp",255;
- end;
-
- case 2:
+ mes "I know that!";
+ mes "I know that already!";
+ mes "S-stop bringing it up!";
+ next;
+ cutin "hu_laura01.bmp",2;
mes "[Laura]";
- mes "If you're having second";
- mes "thoughts, it might not be";
- mes "the best idea to work for me.";
- mes "I mean, I believe in following";
- mes "your gut instincts, you know?";
+ mes "This is pathetic.";
+ mes "I can't even afford the";
+ mes "energy to continue this";
+ mes "conversation. You too,";
+ mes "why don't you take a rest?";
close2;
- cutin "hu_laura04.bmp",255;
+ cutin "hu_laura01.bmp",255;
end;
-
- case 3:
- set hg_odin,14;
+ } else if (!countitem(7511)) {
+ cutin "hu_laura02.bmp",2;
mes "[Laura]";
- mes "That's what I've been";
- mes "waiting to hear! Alright,";
- mes "please fetch me ^3355FF5 Runes of";
- mes "the Darkness^000000 from the Odin";
- mes "Shrine. Go now, adventurer~";
- close2;
- cutin "hu_laura04.bmp",255;
- end;
- }
- }
- else if(hg_odin == 14)
- {
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "Hm? You've got a job";
- mes "to do, don't you? What";
- mes "are you still doing here?";
- next;
- switch( select( "What was I supposed to gather?","Don't worry, I'm leaving." ) )
- {
- case 1:
+ mes "..................";
+ mes "What is this?!";
+ mes "You're supposed to";
+ mes "bring me 5 of them!";
+ next;
+ cutin "hu_laura03.bmp",2;
+ mes "[Laura]";
+ mes "Is this your way of";
+ mes "saying that you don't";
+ mes "want to work for us?";
+ mes "Why don't you say it";
+ mes "to my face, eh?";
+ next;
+ mes "[Ashe]";
+ mes "Ms. Laurence, please,";
+ mes "calm down! We're in no";
+ mes "position to yell at anyone,";
+ mes "especially volunteers! You";
+ mes "of all people should know";
+ mes "that they're doing us a favor!";
+ next;
+ cutin "hu_laura02.bmp",2;
mes "[Laura]";
- mes "You're supposed";
- mes "to bring me ^3355FF5 Runes";
- mes "of the Darkness^000000. Now,";
- mes "don't forget this time!";
+ mes "Okay, Ashe, I get it!";
+ mes "And as for you, I'll give";
+ mes "you another chance. Next";
+ mes "time you see me, bring";
+ mes "5 Runes of the Darkness!";
close2;
cutin "hu_laura02.bmp",255;
end;
-
- case 2:
+ } else if (countitem(7511) == 1) {
+ cutin "hu_laura03.bmp",2;
mes "[Laura]";
- mes "Well, try to hurry up";
- mes "if you can. I'm already";
- mes "behind schedule because";
- mes "we have to work with those";
- mes "snobby rich kids in the";
- mes "other office. ^333333*Sigh...*^000000";
+ mes "...Only one?";
+ mes "Look at me. I asked";
+ mes "you for five. I know that";
+ mes "one is better than nothing...";
+ mes "But it's pretty darn close. Go";
+ mes "get me 4 more this instant!";
close2;
- cutin "hu_laura02.bmp",255;
+ cutin "hu_laura03.bmp",255;
end;
- }
- }
- else if(hg_odin == 15)
- {
- cutin "hu_laura04.bmp",2;
- mes "[Laura]";
- mes "Oh, you've come back.";
- mes "So where are the Runes";
- mes "of the Darkness you brought?";
- next;
- switch( select( "Er, I don't have them yet...","Right here!" ) )
- {
- case 1:
+ } else if (countitem(7511) == 2) {
cutin "hu_laura03.bmp",2;
mes "[Laura]";
- mes "This isn't really one";
- mes "of those jobs where you";
- mes "can take your time. Sure,^FFFFFF ^000000 I didn't give you a deadline, but";
- mes "we can't make progress on our^FFFFFF ^000000 research until you make progress.";
+ mes "One, two...";
+ mes "Huh? Th-that's all?!";
+ mes "When I ask for 5 Runes";
+ mes "of the Darkness, I mean";
+ mes "5, not 2. Now hurry up";
+ mes "and just do what I asked!";
close2;
cutin "hu_laura03.bmp",255;
end;
-
- case 2:
- if (countitem(7511) > 4)
- {
- delitem 7511,5;
- set hg_odin,16;
- getitem 603,1;
- mes "[Laura]";
- mes "Oooh, nice job. It's good";
- mes "that we have more of these";
- mes "to study. Though, it seems";
- mes "that the more we research,";
- mes "the quicker it seems that";
- mes "we're not getting anywhere...";
- next;
- mes "[Laura]";
- mes "Hey...";
- mes "Ashe. Why aren't we";
- mes "making any progress?";
- mes "What exactly have you";
- mes "been doing? None of those";
- mes "runes have any writing?";
- next;
- mes "[Ashe]";
- mes "Well, I think there's";
- mes "supposed to be writing,";
- mes "but these runes are pretty";
- mes "old. I've got to polish this";
- mes "gunk off without damaging";
- mes "any writing that's there...";
- next;
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "By the way, what have the other guys been doing?";
- mes "What, they don't do anything but wasting their time?";
- mes "Ah~ I see. They are thinking that this is the perfect excuse";
- mes "for them to relax and rest.";
- mes "Well, somehow they are the citizens of this country, you know.";
- next;
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "What do you think those";
- mes "Schwaltzvalt snobs are doing?";
- mes "They must think this project";
- mes "is an excuse for them to relax";
- mes "and slack off! They can afford^FFFFFF ^000000 to, obviously. Hmpf! Rich people!";
- next;
- cutin "hu_laura03.bmp",2;
- mes "[Laura]";
- mes "They've got things so easy,";
- mes "while we're barely covering";
- mes "our research expenses!";
- mes "In fact, we've had to cut";
- mes "so many corners, skip";
- mes "meals and amenities...";
- next;
- mes "[Ashe]";
- mes "I know! How can we";
- mes "carry on professional";
- mes "research in a shack?";
- mes "We're literally living at";
- mes "poverty standards here...";
- mes "Are we still researchers?";
- next;
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "I know that!";
- mes "I know that already!";
- mes "S-stop bringing it up!";
- next;
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "This is pathetic.";
- mes "I can't even afford the";
- mes "energy to continue this";
- mes "conversation. You too,";
- mes "why don't you take a rest?";
- close2;
- cutin "hu_laura01.bmp",255;
- end;
- }
- else if(!countitem(7511))
- {
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "..................";
- mes "What is this?!";
- mes "You're supposed to";
- mes "bring me 5 of them!";
- next;
- cutin "hu_laura03.bmp",2;
- mes "[Laura]";
- mes "Is this your way of";
- mes "saying that you don't";
- mes "want to work for us?";
- mes "Why don't you say it";
- mes "to my face, eh?";
- next;
- mes "[Ashe]";
- mes "Ms. Laurence, please,";
- mes "calm down! We're in no";
- mes "position to yell at anyone,";
- mes "especially volunteers! You";
- mes "of all people should know";
- mes "that they're doing us a favor!";
- next;
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "Okay, Ashe, I get it!";
- mes "And as for you, I'll give";
- mes "you another chance. Next";
- mes "time you see me, bring";
- mes "5 Runes of the Darkness!";
- close2;
- cutin "hu_laura02.bmp",255;
- end;
- }
- else if(countitem(7511) == 1)
- {
- cutin "hu_laura03.bmp",2;
- mes "[Laura]";
- mes "...Only one?";
- mes "Look at me. I asked";
- mes "you for five. I know that";
- mes "one is better than nothing...";
- mes "But it's pretty darn close. Go";
- mes "get me 4 more this instant!";
- close2;
- cutin "hu_laura03.bmp",255;
- end;
- }
- else if(countitem(7511) == 2)
- {
- cutin "hu_laura03.bmp",2;
- mes "[Laura]";
- mes "One, two...";
- mes "Huh? Th-that's all?!";
- mes "When I ask for 5 Runes";
- mes "of the Darkness, I mean";
- mes "5, not 2. Now hurry up";
- mes "and just do what I asked!";
- close2;
- cutin "hu_laura03.bmp",255;
- end;
- }
- else
- {
- mes "[Laura]";
- mes "One, two, three...";
- mes "That's it? Don't you";
- mes "know how to count to 5?";
- mes "Go and get me more of those";
- mes "Runes of the Darkness now!";
- next;
- cutin "hu_laura03.bmp",2;
- close2;
- cutin "hu_laura03.bmp",255;
- end;
- }
+ } else {
+ mes "[Laura]";
+ mes "One, two, three...";
+ mes "That's it? Don't you";
+ mes "know how to count to 5?";
+ mes "Go and get me more of those";
+ mes "Runes of the Darkness now!";
+ next;
+ cutin "hu_laura03.bmp",2;
+ close2;
+ cutin "hu_laura03.bmp",255;
+ end;
+ }
}
- }
- else if(hg_odin == 16)
- {
+ } else if (hg_odin == 16) {
cutin "hu_laura02.bmp",2;
mes "[Laura]";
mes "I wonder how much progress";
@@ -9536,20 +8673,15 @@ hu_in01,14,11,4 script Laura 70,{
mes "[Laura]";
mes "...Hey, you.";
next;
- switch( select( "...","...Me?" ) )
+ if ( select( "...:...Me?" ) == 1)
{
- case 1:
- mes "[Laura]";
- mes "Hey, hey!";
- mes "Hey hey hey!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...Me?";
- next;
- break;
-
- case 2:
- break;
+ mes "[Laura]";
+ mes "Hey, hey!";
+ mes "Hey hey hey!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "...Me?";
+ next;
}
mes "[Laura]";
mes "Basically, I want you";
@@ -9576,15 +8708,13 @@ hu_in01,14,11,4 script Laura 70,{
mes "[Laura]";
mes "RIGHT?!";
next;
- switch( select( "Yeah, yeah, whatever.","Sure thing.","I s-s-s-suppose...!","Yes, Ma'am!" ) )
- {
- case 1:
- case 2:
- case 3:
- case 4:
- break;
- }
+ select("Yeah, yeah, whatever.:Sure thing.:I s-s-s-suppose...!:Yes, Ma'am!");
set hg_odin,17;
+ for(set .@i,11002; .@i<=11005; set .@i,.@i+1) {
+ if (checkquest(.@i) > -1 && checkquest(.@i) < 2)
+ completequest .@i;
+ }
+ setquest 11006;
cutin "hu_laura04.bmp",2;
mes "[Laura]";
mes "Good.";
@@ -9592,9 +8722,7 @@ hu_in01,14,11,4 script Laura 70,{
close2;
cutin "hu_laura04.bmp",255;
end;
- }
- else if(hg_odin == 17)
- {
+ } else if (hg_odin == 17) {
cutin "hu_laura02.bmp",2;
mes "[Laura]";
mes "What are you standing";
@@ -9605,9 +8733,7 @@ hu_in01,14,11,4 script Laura 70,{
close2;
cutin "hu_laura02.bmp",255;
end;
- }
- else if(hg_odin == 18 || hg_odin == 19)
- {
+ } else if (hg_odin == 18 || hg_odin == 19) {
cutin "hu_laura01.bmp",2;
mes "[Laura]";
mes "Frankly, I know I'm paying";
@@ -9616,8 +8742,7 @@ hu_in01,14,11,4 script Laura 70,{
mes "learned about the Schwaltzvalt";
mes "Republic Research Team.";
next;
- switch( select( "Giantes","Ymir's Heart","Nothing" ) )
- {
+ switch(select("Giantes:Ymir's Heart:Nothing")) {
case 1:
cutin "hu_laura04.bmp",2;
mes "["+strcharinfo(0)+"]";
@@ -9651,7 +8776,7 @@ hu_in01,14,11,4 script Laura 70,{
mes "this? What exactly";
mes "is Ymir's Heart?";
next;
- switch( select( "It's candy.","It's a book.","It's a place.","Ymir was a giant..." ) )
+ switch(select("It's candy.:It's a book.:It's a place.:Ymir was a giant..."))
{
case 1:
mes "["+strcharinfo(0)+"]";
@@ -9718,6 +8843,7 @@ hu_in01,14,11,4 script Laura 70,{
mes "Research Team. I'm sorry, but";
mes "you're the only one I can ask.";
set hg_odin,20;
+ changequest 11006,11007;
close2;
cutin "hu_laura04.bmp",255;
end;
@@ -9731,9 +8857,7 @@ hu_in01,14,11,4 script Laura 70,{
cutin "hu_laura01.bmp",255;
end;
}
- }
- else if(hg_odin == 20)
- {
+ } else if (hg_odin == 20) {
cutin "hu_laura01.bmp",2;
mes "[Laura]";
mes "I wonder...";
@@ -9747,15 +8871,11 @@ hu_in01,14,11,4 script Laura 70,{
}
hu_in01,18,167,4 script Julian 86,{
-
- if(!hg_odin)
- {
+ if (!hg_odin) {
mes "[Julian]";
mes "^333333*Sigh...*^000000";
close;
- }
- else if(hg_odin == 1)
- {
+ } else if (hg_odin == 1) {
mes "[Julian]";
mes "Say, are you here";
mes "for a job? We're looking";
@@ -9779,9 +8899,7 @@ hu_in01,18,167,4 script Julian 86,{
mes "to find any relics from the Odin ^FFFFFF ^000000 Shrine. We'd appreciate it if you";
mes "brought as many as you can!";
close;
- }
- else if(hg_odin == 2)
- {
+ } else if (hg_odin == 2) {
mes "[Julian]";
mes "You sure you want";
mes "to work for someone";
@@ -9796,18 +8914,14 @@ hu_in01,18,167,4 script Julian 86,{
mes "[Julian]";
mes "See what I mean?";
close;
- }
- else if(hg_odin == 3)
- {
+ } else if (hg_odin == 3) {
mes "[Julian]";
mes "Wow, you must really";
mes "like this kind of work,";
mes "huh? I didn't really expect";
mes "that you'd go to the shrine...";
close;
- }
- else if(hg_odin == 4)
- {
+ } else if (hg_odin == 4) {
mes "[Julian]";
mes "I'm amazed to see you";
mes "working so hard. You must";
@@ -9815,9 +8929,7 @@ hu_in01,18,167,4 script Julian 86,{
mes "I guess, but try not to be too";
mes "kind. Wouldn't want that...";
close;
- }
- else if(hg_odin == 5)
- {
+ } else if (hg_odin == 5) {
mes "[Julian]";
mes "Geez...";
mes "You're a really nice";
@@ -9825,9 +8937,7 @@ hu_in01,18,167,4 script Julian 86,{
mes "Just try not to be taken";
mes "for a sucker, okay?";
close;
- }
- else
- {
+ } else {
mes "[Julian]";
mes "Why are both of our";
mes "team leaders so bull";
@@ -9840,10 +8950,8 @@ hu_in01,18,167,4 script Julian 86,{
}
hu_in01,16,21,0 script Ashe#5 139,2,2,{
-
OnTouch:
- if (hg_odin == 18)
- {
+ if (hg_odin == 18) {
mes "[Ashe]";
mes "......?";
next;
@@ -9856,9 +8964,7 @@ OnTouch:
}
hu_in01,16,20,4 script Ashe 95,{
-
- switch(hg_odin)
- {
+ switch(hg_odin) {
case 0:
mes "[Ashe]";
mes "Hello, may I help you?";
@@ -9956,7 +9062,7 @@ hu_in01,16,20,4 script Ashe 95,{
close;
case 15:
- if(countitem(7511) > 4)
+ if (countitem(7511) > 4)
{
mes "[Ashe]";
mes "Well, it looks like";
@@ -10007,10 +9113,8 @@ hu_in01,16,20,4 script Ashe 95,{
}
hu_in01,174,90,0 script Entrance 139,2,2,{
-
OnTouch:
- if(hg_odin == 22 || hg_odin == 23)
- {
+ if (hg_odin == 22 || hg_odin == 23) {
mes "[Laura]";
mes "So it means that everyone fooled me!";
next;
@@ -10020,9 +9124,7 @@ OnTouch:
}
hu_in01,159,84,3 script Laura#2 70,{
-
- if(hg_odin == 22 || hg_odin == 23)
- {
+ if (hg_odin == 22 || hg_odin == 23) {
cutin "hu_laura03.bmp",2;
emotion e_an,0,"Laura#2";
mes "[Laura]";
@@ -10171,9 +9273,7 @@ hu_in01,159,84,3 script Laura#2 70,{
close2;
cutin "hu_alex04.bmp",255;
end;
- }
- else if(hg_odin > 23)
- {
+ } else if (hg_odin > 23) {
cutin "hu_laura03.bmp",2;
emotion e_an,0,"Laura#2";
mes "[Laura]";
@@ -10194,17 +9294,13 @@ hu_in01,159,84,3 script Laura#2 70,{
hu_in01,158,84,5 duplicate(Laura#2) Alex#2 803,0,0
hu_in01,162,85,4 script Ashe#2 95,{
-
- if(hg_odin == 22 || hg_odin == 23)
- {
+ if (hg_odin == 22 || hg_odin == 23) {
mes "[Ashe]";
mes "This...";
mes "This doesn't";
mes "look good at all!";
close;
- }
- else if(hg_odin == 25)
- {
+ } else if (hg_odin == 25) {
mes "^3355FFAshe picked up";
mes "the file that Laura";
mes "tossed away.^000000";
@@ -10225,15 +9321,14 @@ hu_in01,162,85,4 script Ashe#2 95,{
mes "you for all your help, friend.";
next;
set hg_odin,59;
+ changequest 11007,11008;
mes "[Ashe]";
mes "Don't worry, my comrade";
mes "at Morroc's South Gate will";
mes "explain everything once you";
mes "find him. Please hurry!";
close;
- }
- else if(hg_odin == 59)
- {
+ } else if (hg_odin == 59) {
mes "[Ashe]";
mes "Don't worry, my comrade";
mes "at Morroc's South Gate will";
@@ -10245,10 +9340,8 @@ hu_in01,162,85,4 script Ashe#2 95,{
}
hu_in01,171,90,0 script Ashe#3 139,2,2,{
-
OnTouch:
- if(hg_odin == 25)
- {
+ if (hg_odin == 25) {
mes "^3355FFAshe picked up";
mes "the file that Laura";
mes "tossed away.^000000";
@@ -10279,9 +9372,7 @@ OnTouch:
}
hu_in01,155,82,4 script Julian#2 86,{
-
- if (hg_odin == 22 || hg_odin == 23)
- {
+ if (hg_odin == 22 || hg_odin == 23) {
mes "[Julian]";
mes "I...";
mes "I don't know";
@@ -10302,10 +9393,8 @@ moc_fild12,160,372,0 script Hit 139,{
}
moc_fild12,160,365,0 script Ashe#4 139,4,4,{
-
OnTouch:
- if(hg_odin == 59)
- {
+ if (hg_odin == 59) {
mes "[???]";
mes "...Silence.";
next;
@@ -10339,8 +9428,7 @@ OnTouch:
mes "I leave, have you got any";
mes "questions? Otherwise, I'll go.";
next;
- switch( select( "Who's Ashe?","What happened to Laura?" ) )
- {
+ switch(select("Who's Ashe?:What happened to Laura?")) {
case 1:
mes "[???]";
mes "You'll never see her";
@@ -10391,8 +9479,9 @@ OnTouch:
mes "used... Like that one lady,";
mes "that archaeologist, Laura.";
next;
- getexp 70000,0;
+ getexp (checkre(3))?100000:700000,0;
set hg_odin,60;
+ completequest 11008;
mes "[???]";
mes "...Thanks for";
mes "the file. Take care.";
@@ -10402,7 +9491,6 @@ OnTouch:
}
hugel,209,109,2 script Boatman#hugel 709,{
-
mes "[Boatman]";
mes "Ah, hello~";
mes "Would you like to sail";
@@ -10410,8 +9498,7 @@ hugel,209,109,2 script Boatman#hugel 709,{
mes "fare for 1 passenger is";
mes "800 zeny. Shall we board?";
next;
- switch( select( "No, thanks.","Sure!" ) )
- {
+ switch(select("No, thanks.:Sure!")) {
case 1:
mes "[Boatman]";
mes "Ah, alright.";
@@ -10440,24 +9527,22 @@ hugel,209,109,2 script Boatman#hugel 709,{
close2;
set Zeny,Zeny -800;
if (hg_odin == 2) set hg_odin,3;
- else if(hg_odin == 4) set hg_odin,5;
- else if(hg_odin == 12) set hg_odin,13;
- else if(hg_odin == 14) set hg_odin,15;
+ else if (hg_odin == 4) set hg_odin,5;
+ else if (hg_odin == 12) set hg_odin,13;
+ else if (hg_odin == 14) set hg_odin,15;
warp "odin_tem01",100,146;
end;
}
}
odin_tem01,93,146,4 script Boatman 709,{
-
mes "[Boatman]";
mes "Ah, would you";
mes "like to sail back to";
mes "Hugel now, or did you";
mes "want to explore a bit more?";
next;
- switch( select( "I still need to look around...","Yes, take me back to Hugel." ) )
- {
+ switch(select("I still need to look around...:Yes, take me back to Hugel.")) {
case 1:
mes "[Boatman]";
mes "Well, alright.";
@@ -10479,35 +9564,32 @@ odin_tem01,93,146,4 script Boatman 709,{
}
odin_tem03,4,2,0 script OdinInit -1,{
-
OnInit:
initnpctimer;
end;
OnTimer100000:
stopnpctimer;
- switch(rand(1,5))
- {
- case 1:
- donpcevent "warpinside#1::OnEnter";
- end;
- case 2:
- donpcevent "warpinside#2::OnEnter";
- end;
- case 3:
- donpcevent "warpinside#3::OnEnter";
- end;
- case 4:
- donpcevent "warpinside#4::OnEnter";
- end;
- case 5:
- donpcevent "warpinside#5::OnEnter";
- end;
+ switch(rand(1,5)) {
+ case 1:
+ donpcevent "warpinside#1::OnEnter";
+ end;
+ case 2:
+ donpcevent "warpinside#2::OnEnter";
+ end;
+ case 3:
+ donpcevent "warpinside#3::OnEnter";
+ end;
+ case 4:
+ donpcevent "warpinside#4::OnEnter";
+ end;
+ case 5:
+ donpcevent "warpinside#5::OnEnter";
+ end;
}
}
odin_tem03,266,302,0 script warpinside#1 139,3,3,{
-
OnInit:
disablenpc "warpinside#1";
end;
@@ -10517,25 +9599,20 @@ OnEnter:
end;
OnTouch:
- if(hg_odin > 19 && hg_odin < 23)
- {
- switch(rand(1,4))
- {
- case 1:
- donpcevent "warpinside#2::OnEnter";
- break;
-
- case 2:
- donpcevent "warpinside#3::OnEnter";
- break;
-
- case 3:
- donpcevent "warpinside#4::OnEnter";
- break;
-
- case 4:
- donpcevent "warpinside#5::OnEnter";
- break;
+ if (hg_odin > 19 && hg_odin < 23) {
+ switch(rand(1,4)) {
+ case 1:
+ donpcevent "warpinside#2::OnEnter";
+ break;
+ case 2:
+ donpcevent "warpinside#3::OnEnter";
+ break;
+ case 3:
+ donpcevent "warpinside#4::OnEnter";
+ break;
+ case 4:
+ donpcevent "warpinside#5::OnEnter";
+ break;
}
disablenpc "warpinside#1";
set hg_odin,21;
@@ -10545,7 +9622,6 @@ OnTouch:
}
odin_tem03,288,271,0 script warpinside#2 139,3,3,{
-
OnInit:
disablenpc "warpinside#2";
end;
@@ -10555,25 +9631,20 @@ OnEnter:
end;
OnTouch:
- if(hg_odin > 19 && hg_odin < 23)
- {
- switch(rand(1,4))
- {
- case 1:
- donpcevent "warpinside#1::OnEnter";
- break;
-
- case 2:
- donpcevent "warpinside#3::OnEnter";
- break;
-
- case 3:
- donpcevent "warpinside#4::OnEnter";
- break;
-
- case 4:
- donpcevent "warpinside#5::OnEnter";
- break;
+ if (hg_odin > 19 && hg_odin < 23) {
+ switch(rand(1,4)) {
+ case 1:
+ donpcevent "warpinside#1::OnEnter";
+ break;
+ case 2:
+ donpcevent "warpinside#3::OnEnter";
+ break;
+ case 3:
+ donpcevent "warpinside#4::OnEnter";
+ break;
+ case 4:
+ donpcevent "warpinside#5::OnEnter";
+ break;
}
disablenpc "warpinside#2";
set hg_odin,21;
@@ -10583,7 +9654,6 @@ OnTouch:
}
odin_tem03,283,241,0 script warpinside#3 139,3,3,{
-
OnInit:
disablenpc "warpinside#3";
end;
@@ -10593,25 +9663,20 @@ OnEnter:
end;
OnTouch:
- if(hg_odin > 19 && hg_odin < 23)
- {
- switch(rand(1,4))
- {
- case 1:
- donpcevent "warpinside#1::OnEnter";
- break;
-
- case 2:
- donpcevent "warpinside#2::OnEnter";
- break;
-
- case 3:
- donpcevent "warpinside#4::OnEnter";
- break;
-
- case 4:
- donpcevent "warpinside#5::OnEnter";
- break;
+ if (hg_odin > 19 && hg_odin < 23) {
+ switch(rand(1,4)) {
+ case 1:
+ donpcevent "warpinside#1::OnEnter";
+ break;
+ case 2:
+ donpcevent "warpinside#2::OnEnter";
+ break;
+ case 3:
+ donpcevent "warpinside#4::OnEnter";
+ break;
+ case 4:
+ donpcevent "warpinside#5::OnEnter";
+ break;
}
disablenpc "warpinside#3";
set hg_odin,21;
@@ -10621,7 +9686,6 @@ OnTouch:
}
odin_tem03,179,275,0 script warpinside#4 139,3,3,{
-
OnInit:
disablenpc "warpinside#4";
end;
@@ -10631,25 +9695,20 @@ OnEnter:
end;
OnTouch:
- if(hg_odin > 19 && hg_odin < 23)
- {
- switch(rand(1,4))
- {
- case 1:
- donpcevent "warpinside#1::OnEnter";
- break;
-
- case 2:
- donpcevent "warpinside#2::OnEnter";
- break;
-
- case 3:
- donpcevent "warpinside#3::OnEnter";
- break;
-
- case 4:
- donpcevent "warpinside#5::OnEnter";
- break;
+ if (hg_odin > 19 && hg_odin < 23) {
+ switch(rand(1,4)) {
+ case 1:
+ donpcevent "warpinside#1::OnEnter";
+ break;
+ case 2:
+ donpcevent "warpinside#2::OnEnter";
+ break;
+ case 3:
+ donpcevent "warpinside#3::OnEnter";
+ break;
+ case 4:
+ donpcevent "warpinside#5::OnEnter";
+ break;
}
disablenpc "warpinside#4";
set hg_odin,21;
@@ -10659,7 +9718,6 @@ OnTouch:
}
odin_tem03,320,264,0 script warpinside#5 139,3,3,{
-
OnInit:
disablenpc "warpinside#5";
end;
@@ -10669,25 +9727,20 @@ OnEnter:
end;
OnTouch:
- if(hg_odin > 19 && hg_odin < 23)
- {
- switch(rand(1,4))
- {
- case 1:
- donpcevent "warpinside#1::OnEnter";
- break;
-
- case 2:
- donpcevent "warpinside#2::OnEnter";
- break;
-
- case 3:
- donpcevent "warpinside#3::OnEnter";
- break;
-
- case 4:
- donpcevent "warpinside#4::OnEnter";
- break;
+ if (hg_odin > 19 && hg_odin < 23) {
+ switch(rand(1,4)) {
+ case 1:
+ donpcevent "warpinside#1::OnEnter";
+ break;
+ case 2:
+ donpcevent "warpinside#2::OnEnter";
+ break;
+ case 3:
+ donpcevent "warpinside#3::OnEnter";
+ break;
+ case 4:
+ donpcevent "warpinside#4::OnEnter";
+ break;
}
disablenpc "warpinside#5";
set hg_odin,21;
@@ -10697,7 +9750,6 @@ OnTouch:
}
hu_in01,99,90,0 script Empty 139,3,3,{
-
OnTouch:
mes "^3355FFThis place is empty.";
mes "Everyone must";
@@ -10706,10 +9758,8 @@ OnTouch:
}
que_hugel,35,29,5 script object#1 139,2,2,{
-
OnTouch:
- if(hg_odin == 21)
- {
+ if (hg_odin == 21) {
mes "^3355FFA weathered structure";
mes "of the Odin Shrine is";
mes "half buried beneath the";
@@ -10720,62 +9770,58 @@ OnTouch:
mes "......";
mes ".........";
next;
- switch( select( "Pass","Explore" ) )
- {
- case 1:
- mes "^3355FFYou decided to pass";
- mes "by the shrine's remnants.^000000";
- close;
-
- case 2:
- if (rand(1,3) == 1)
- {
- mes "^3355FFYou catch a bright";
- mes "shimmer among the";
- mes "remnants of the shrine.^000000";
+ switch(select("Pass:Explore")) {
+ case 1:
+ mes "^3355FFYou decided to pass";
+ mes "by the shrine's remnants.^000000";
+ close;
+ case 2:
+ if (rand(1,3) == 1) {
+ mes "^3355FFYou catch a bright";
+ mes "shimmer among the";
+ mes "remnants of the shrine.^000000";
+ next;
+ switch(select("Ignore:Pick it up")) {
+ case 1:
+ mes "^3355FFYou decide to continue";
+ mes "searching through the";
+ mes "shrine's ruins.^000000";
+ close;
+ case 2:
+ mes "^3355FFYou find a shining stone";
+ mes "within the ruins, and carefully";
+ mes "put it into your bag.^000000";
next;
- switch( select( "Ignore","Pick it up" ) )
- {
- case 1:
- mes "^3355FFYou decide to continue";
- mes "searching through the";
- mes "shrine's ruins.^000000";
- close;
-
- case 2:
- mes "^3355FFYou find a shining stone";
- mes "within the ruins, and carefully";
- mes "put it into your bag.^000000";
- next;
- mes "^FF0000Thud!^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What...?";
- mes "What was";
- mes "that noise?!";
- next;
- specialeffect EF_LORD;
- specialeffect EF_LORD;
- specialeffect EF_LORD;
- mes "["+strcharinfo(0)+"]";
- mes "Wa...waaaahhhh!";
- close2;
- set hg_odin,22;
- warp "que_hugel",163,31;
- end;
- }
+ mes "^FF0000Thud!^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What...?";
+ mes "What was";
+ mes "that noise?!";
+ next;
+ specialeffect EF_LORD;
+ specialeffect EF_LORD;
+ specialeffect EF_LORD;
+ mes "["+strcharinfo(0)+"]";
+ mes "Wa...waaaahhhh!";
+ close2;
+ set hg_odin,22;
+ warp "que_hugel",163,31;
+ end;
}
- mes "^3355FFUnfortunately, you";
- mes "were unable to find";
- mes "anything in the ruins.^000000";
- close;
+ }
+ mes "^3355FFUnfortunately, you";
+ mes "were unable to find";
+ mes "anything in the ruins.^000000";
+ close;
}
+ } else if (hg_odin == 22) {
+ warp "que_hugel",163,31;
+ end;
}
- else if(hg_odin == 22) { warp "que_hugel",163,31; end; }
}
que_hugel,163,31,0 script object#2 139,3,3,{
-
OnTouch:
mes "^3355FFWhen you come back";
mes "to your senses, you";
@@ -10785,10 +9831,8 @@ OnTouch:
}
que_hugel,163,178,0 script object#3 139,3,3,{
-
OnTouch:
- if(hg_odin == 22)
- {
+ if (hg_odin == 22) {
mes "["+strcharinfo(0)+"]";
mes "Huh?";
mes "What's happening?";
@@ -10803,10 +9847,8 @@ OnTouch:
}
hu_in01,15,108,0 script alex#warp 45,1,1,{
-
OnTouch:
- if(hg_odin == 17)
- {
+ if (hg_odin == 17) {
mes "[Alex]";
mes "Haven't you found it yet?";
mes "You said that it'd be here!";
@@ -10884,38 +9926,31 @@ OnTouch:
mes "We'll continue this";
mes "conversation later.";
close;
- }
- else if(hg_odin == 18)
- {
+ } else if (hg_odin == 18) {
mes "......";
mes ".........";
close;
- }
- else
- {
+ } else {
warp "hu_in01",15,155;
end;
}
}
hugel,52,90,0 script alex#warp2 45,1,1,{
-
OnTouch:
- if(hg_odin > 59) warp "hu_in01",102,90;
- else if(hg_odin > 21 && hg_odin < 60) warp "hu_in01",173,90;
+ if (hg_odin > 59) warp "hu_in01",102,90;
+ else if (hg_odin > 21 && hg_odin < 60) warp "hu_in01",173,90;
else warp "hu_in01",33,90;
end;
}
hu_in01,155,70,0 script alex#warp3 45,1,1,{
-
OnTouch:
mes "^3355FFThe door is locked.^000000";
close;
}
hu_in01,155,108,0 script alex#warp4 45,1,1,{
-
OnTouch:
mes "^3355FFThe door is locked.^000000";
close;
diff --git a/npc/quests/quests_izlude.txt b/npc/quests/quests_izlude.txt
index 8dc2e8f31..e95b8b2b7 100644
--- a/npc/quests/quests_izlude.txt
+++ b/npc/quests/quests_izlude.txt
@@ -1,20 +1,20 @@
//===== Hercules Script ======================================
//= Quest NPCs related to Izlude
-//===== By: ==================================================
+//===== By: ==================================================
//= Evera and The rAthena Dev Team
//= L0ne_W0lf
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.1
-//===== Description: =========================================
+//===== Description: =========================================
//= Edgar's Offer:
-//= - [Aegis conversion]
+//= - [Official Conversion]
//= - Variables in use: MISC_QUEST (Bit 16)
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 Initial release [Evera]
//= 1.1 Updated to 10.3 standard. [L0ne_W0lf]
//============================================================
-// Edgar's Offer
+// Edgar's Offer :: iz_npc
//============================================================
- script ::Edgar_izlude -1,{
if (MISC_QUEST & 16) {
@@ -32,7 +32,7 @@
mes "get some more cash?";
close ;
}
- set zeny,zeny-250;
+ set Zeny, Zeny-250;
warp "alberta",195,164;
end;
}
@@ -41,7 +41,7 @@
close;
}
mes "[Edgar]";
- mes "My town, Izlude, is connected to Alberta by the harbor in the West. There is so much traffic between us, I almost become an Albertian. Hehehe~";
+ mes "My town, Izlude, is connected to Alberta by the harbor in the West. There is so much traffic between us, I almost become an Albertian. Hehehe~";
next;
mes "[Edgar]";
mes "There's this guy I know pretty well, Phelix, who lives in Alberta. That guy is really stingy... He charges for everything!";
@@ -79,7 +79,7 @@
mes "some more.";
close;
}
- set zeny,zeny-250;
+ set Zeny, Zeny-250;
warp "alberta",195,164;
end;
}
diff --git a/npc/quests/quests_juperos.txt b/npc/quests/quests_juperos.txt
index 0f1fbfe77..7e894b47c 100644
--- a/npc/quests/quests_juperos.txt
+++ b/npc/quests/quests_juperos.txt
@@ -3,1218 +3,946 @@
//===== By ===================================================
//= MasterOfMuppets
//===== Version ==============================================
-//= 1.7
+//= 1.9
//===== Description ==========================================
-//= [Partial Aegis COnversion]
+//= [Partial Official Conversion]
//= Juperos Ruins related Quests/Events
//===== Comments =============================================
//= 1.0 First version, partly implemented [MasterOfMuppets]
//= 1.1 Added official Juperos Ruins History Quest. Thanks
-//= to Keplerk for his first version. [SinSloth]
+//= to Keplerk for his first version. [SinSloth]
//= 1.2 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
//= 1.3 Removed semi-official core access NPCs, replaced with [L0ne_W0lf]
-//= event-driven story progressive NPCs. Optimization needed.
+//= event-driven story progressive NPCs. Optimization needed.
//= 1.3a Adjusted the elevafor timer. (132000 -> 142000) [L0ne_W0lf]
//= 1.3b Minor updates to juperos elevator NPCs. [L0ne_W0lf]
//= 1.4 Fixed Elevator not working after failing once. [L0ne_W0lf]
//= 1.5 Lots of Fixes, missing stopnpctimers, cleanup. [Zephyrus]
//= 1.6 Added missing close in "Popular Feats" [L0ne_W0lf]
//= 1.7 Replaced effect numerics with constants. [L0ne_W0lf]
+//= 1.8 Updated RE/Pre-RE EXP. [Euphy]
+//= 1.9 Added GM management NPC. [Euphy]
//============================================================
yuno_in04,190,125,4 script Scholar 700,{
-
- switch(yuno_hist)
- {
- case 0:
+ switch(yuno_hist) {
+ case 0:
+ mes "[Scholar]";
+ mes "...Mm? ";
+ mes "...Yes?";
+ next;
+ mes "[Scholar]";
+ mes "...";
+ mes "......";
+ mes "May I help you?";
+ next;
+ switch(select("Oh! N-Nothing!:Excuse me...")) {
+ case 1:
mes "[Scholar]";
- mes "...Mm? ";
- mes "...Yes?";
+ mes "...";
+ mes "......";
+ mes "Hmm?";
+ mes "...........";
+ mes "Hmpf.";
+ close;
+ case 2:
+ mes "[Scholar]";
+ mes "...";
+ mes "......";
+ mes "Hmm?";
+ mes "...........";
+ mes "Hmmm...";
next;
mes "[Scholar]";
+ mes "You must be lost.";
+ mes "This is the scholarly";
+ mes "research section, you know,";
+ mes "content you couldn't possibly";
+ mes "fathom. The popular novels and picture books are someplace else.";
+ next;
+ mes "["+strcharinfo(0)+"]";
mes "...";
mes "......";
- mes "May I help you?";
next;
- switch( select( "Oh! N-Nothing!","Excuse me..." ) )
- {
- case 1:
- mes "[Scholar]";
- mes "...";
- mes "......";
- mes "Hmm?";
- mes "...........";
- mes "Hmpf.";
- close;
-
- case 2:
- mes "[Scholar]";
- mes "...";
- mes "......";
- mes "Hmm?";
- mes "...........";
- mes "Hmmm...";
- next;
- mes "[Scholar]";
- mes "You must be lost.";
- mes "This is the scholarly";
- mes "research section, you know,";
- mes "content you couldn't possibly";
- mes "fathom. The popular novels and picture books are someplace else.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...";
- mes "......";
- next;
- mes "[Scholar]";
- mes "Why don't you rummage";
- mes "through the bookshelves?";
- mes "I'm sure you can find some";
- mes "book there that can hold your";
- mes "interest. Well, depending on";
- mes "your actual attention span...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "(What's her damage?!";
- mes "Does she have an attitude problem or is she just stuck-up?)";
- close;
- }
-
+ mes "[Scholar]";
+ mes "Why don't you rummage";
+ mes "through the bookshelves?";
+ mes "I'm sure you can find some";
+ mes "book there that can hold your";
+ mes "interest. Well, depending on";
+ mes "your actual attention span...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "(What's her damage?!";
+ mes "Does she have an attitude problem or is she just stuck-up?)";
+ close;
+ }
+ case 1:
+ mes "[Scholar]";
+ mes "...Mm? ";
+ mes "...Yes?";
+ next;
+ mes "[Scholar]";
+ mes "...";
+ mes "......";
+ mes "May I help you?";
+ next;
+ switch(select("Oh! N-Nothing!:By any chance...")) {
case 1:
mes "[Scholar]";
- mes "...Mm? ";
- mes "...Yes?";
+ mes "...";
+ mes "......";
+ mes "Hmm?";
+ mes "...........";
+ mes "Hmpf.";
+ close;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "By any chance...";
+ mes "Are you conducting";
+ mes "research about Juperos?";
next;
mes "[Scholar]";
+ mes "Why yes, that is";
+ mes "correct. But how did";
+ mes "you come to learn about";
+ mes "my current research project?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh, I managed to read";
+ mes "a thesis paper entitled,";
+ mes "''The Fall of Juperos,'' and";
+ mes "I just thought that the writing";
+ mes "style and your personality";
+ mes "seem to match for some reason.";
+ next;
+ mes "[Scholar]";
+ mes "Oh...! You read my";
+ mes "thesis? So what did";
+ mes "you think about it?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "So far, it's alright, but";
+ mes "quite frankly it's incomplete.";
+ mes "I mean, you don't have much in";
+ mes "in the way of conjecture, much";
+ mes "less any evidence to back up";
+ mes "any of your statements.";
+ next;
+ mes "[Scholar]";
+ mes "....";
+ mes "Let me apologize for";
+ mes "being rude to you earlier.";
+ mes "As you know, my name is";
+ mes "Fayruz Khrhiyha. May I ask";
+ mes "what your name might be?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm "+strcharinfo(0)+",";
+ mes "a brave adventurer in the";
+ mes "service of his royal majesty,";
+ mes "the wise and benevolent";
+ mes "King Tristram III.";
+ set yuno_hist,2;
+ next;
+ mes "[Fayruz]";
+ mes "Well, "+strcharinfo(0)+",";
+ mes "I understand that my thesis";
+ mes "still requires more evidence.";
+ mes "But I'd need some ancient";
+ mes "documents from Juperos";
+ mes "to complete my research...";
+ next;
+ mes "[Fayruz]";
+ mes "If you happen to travel";
+ mes "through Juperos and find";
+ mes "any ancient documents, would";
+ mes "you bring them to me? Having";
+ mes "those would help my research";
+ mes "efforts immensely. Thank you...";
+ close;
+ }
+ case 2:
+ if ((countitem(7352)) || (countitem(7353)) || (countitem(7354)) || (countitem(7355))) {
+ mes "[Fayruz]";
+ mes "Ah, it's you! Listen,";
+ mes "I just found a record of";
+ mes "an adventurer who explored";
+ mes "Juperos. There's mention";
+ mes "of a stone statue here that";
+ mes "just might be noteworthy...";
+ next;
+ mes "[Fayruz]";
+ mes "If you happen to find";
+ mes "yourself in Juperos,";
+ mes "would you find the stone";
+ mes "statue at the entrance of";
+ mes "its dungeon and read the";
+ mes "engraved message for me?";
+ next;
+ mes "[Fayruz]";
+ mes "According to my notes,";
+ mes "there's a spell that will";
+ mes "make its reader memorize";
+ mes "its message, even if they don't";
+ mes "know the language. So come";
+ mes "to me if you manage to read it.";
+ close;
+ }
+ mes "[Fayruz]";
+ mes "If you ever chance to";
+ mes "travel through Juperos,";
+ mes "would you let me know if you";
+ mes "find anything that might help";
+ mes "my research there? I'd be";
+ mes "very grateful for your help.";
+ close;
+ case 3:
+ mes "[Fayruz]";
+ mes "Well, you look";
+ mes "quite pleased.";
+ mes "May I asked what";
+ mes "happened to put that";
+ mes "expression on your face?";
+ next;
+ switch(select("I found something in Juperos.:Nothing much.")) {
+ case 1:
+ mes "[" +strcharinfo(0)+"]";
+ mes "I went to Juperos like";
+ mes "you asked and found that";
+ mes "stone statue you were talking";
+ mes "about. Just like you said, there was an engraved message on it.";
+ next;
+ mes "[Fayruz]";
+ mes "Fascinating!";
+ mes "So is it really enchanted";
+ mes "so anyone can memorize it?";
+ mes "Wh-what does the message say?";
+ next;
+ mes "^3355FFYou recite the message";
+ mes "engraved on the stone";
+ mes "statue, unable to interpret";
+ mes "the sounds you're uttering,";
+ mes "but weirdly enough, you can";
+ mes "easily recall them from memory.^000000";
+ next;
+ mes "[Fayruz]";
+ mes "Ah, I see! Wait,";
+ mes "give me a moment to";
+ mes "properly translate this...";
+ next;
mes "...";
mes "......";
- mes "May I help you?";
+ mes ".........";
next;
- switch( select( "Oh! N-Nothing!","By any chance..." ) )
- {
- case 1:
- mes "[Scholar]";
- mes "...";
- mes "......";
- mes "Hmm?";
- mes "...........";
- mes "Hmpf.";
- close;
-
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "By any chance...";
- mes "Are you conducting";
- mes "research about Juperos?";
- next;
- mes "[Scholar]";
- mes "Why yes, that is";
- mes "correct. But how did";
- mes "you come to learn about";
- mes "my current research project?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oh, I managed to read";
- mes "a thesis paper entitled,";
- mes "''The Fall of Juperos,'' and";
- mes "I just thought that the writing";
- mes "style and your personality";
- mes "seem to match for some reason.";
- next;
- mes "[Scholar]";
- mes "Oh...! You read my";
- mes "thesis? So what did";
- mes "you think about it?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "So far, it's alright, but";
- mes "quite frankly it's incomplete.";
- mes "I mean, you don't have much in";
- mes "in the way of conjecture, much";
- mes "less any evidence to back up";
- mes "any of your statements.";
- next;
- mes "[Scholar]";
- mes "....";
- mes "Let me apologize for";
- mes "being rude to you earlier.";
- mes "As you know, my name is";
- mes "Fayruz Khrhiyha. May I ask";
- mes "what your name might be?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'm "+strcharinfo(0)+",";
- mes "a brave adventurer in the";
- mes "service of his royal majesty,";
- mes "the wise and benevolent";
- mes "King Tristram III.";
- set yuno_hist,2;
- next;
- mes "[Fayruz]";
- mes "Well, "+strcharinfo(0)+",";
- mes "I understand that my thesis";
- mes "still requires more evidence.";
- mes "But I'd need some ancient";
- mes "documents from Juperos";
- mes "to complete my research...";
- next;
- mes "[Fayruz]";
- mes "If you happen to travel";
- mes "through Juperos and find";
- mes "any ancient documents, would";
- mes "you bring them to me? Having";
- mes "those would help my research";
- mes "efforts immensely. Thank you...";
- close;
- }
-
+ mes "[Fayruz]";
+ mes "It means, ''Do you wish to";
+ mes "see the end of the madness?";
+ mes "He is waiting where the three";
+ mes "columns were destroyed, where";
+ mes "two hundred illusions wander.''";
+ next;
+ mes "[Fayruz]";
+ mes "''You will see him, the one";
+ mes "who was vain and extravagant,";
+ mes "with your own eyes at the place where the light passes through.";
+ set yuno_hist,4;
+ next;
+ mes "[Fayruz]";
+ mes "Ah, usually, descriptions";
+ mes "of the ''vain and extravagant";
+ mes "one'' refer to the mad scientist rumored to have lived in that";
+ mes "ancient era. But if this is true, I may have to rework my thesis...";
+ next;
+ mes "[Fayruz]";
+ mes "I have another favor to";
+ mes "ask of you. If you find any";
+ mes "object of historical significance in Juperos, would you bring it to";
+ mes "me? I'll reward you, of course.";
+ next;
+ mes "[Fayruz]";
+ mes "It would be most helpful";
+ mes "if you could manage to find";
+ mes "documents that existed from that era. Fortunately, back then,";
+ mes "they made all their records on material more durable than paper.";
+ close;
case 2:
- if((countitem(7352)) || (countitem(7353)) || (countitem(7354)) || (countitem(7355)))
- {
+ mes "[Fayruz]";
+ mes "Nothing, huh?";
+ mes "My life is also fairly";
+ mes "uneventful, but somehow,";
+ mes "I'm don't think I'm content.";
+ close;
+ }
+ case 4:
+ mes "[Fayruz]";
+ mes "Oh hello, "+strcharinfo(0)+".";
+ mes "So what brings you to";
+ mes "the Juno Library today?";
+ next;
+ switch(select("Nice weather today, isn't it?:I found something in Juperos.:Nothing much.")) {
+ case 1:
+ mes "[Fayruz]";
+ mes "Well, I wouldn't know.";
+ mes "It's late whenever I go";
+ mes "out, so I always happen to";
+ mes "miss the sunlight. I guess";
+ mes "I really miss nice weather";
+ mes "sometimes, you know?";
+ close;
+ case 2:
+ if ((countitem(7352)) || (countitem(7353)) || (countitem(7354)) || (countitem(7355))) {
mes "[Fayruz]";
- mes "Ah, it's you! Listen,";
- mes "I just found a record of";
- mes "an adventurer who explored";
- mes "Juperos. There's mention";
- mes "of a stone statue here that";
- mes "just might be noteworthy...";
+ mes "Oh, really?!";
+ mes "That's great news!";
+ mes "W-what did you find?";
next;
- mes "[Fayruz]";
- mes "If you happen to find";
- mes "yourself in Juperos,";
- mes "would you find the stone";
- mes "statue at the entrance of";
- mes "its dungeon and read the";
- mes "engraved message for me?";
+ mes "^3355FFIn her excitement,";
+ mes "Fayruz begins to";
+ mes "rummage through your";
+ mes "things before you get";
+ mes "the chance to answer her.^000000";
next;
mes "[Fayruz]";
- mes "According to my notes,";
- mes "there's a spell that will";
- mes "make its reader memorize";
- mes "its message, even if they don't";
- mes "know the language. So come";
- mes "to me if you manage to read it.";
- close;
+ mes "Oh, this must be it!";
+ mes "Would you mind if I keep";
+ mes "this Transparent Plate for";
+ mes "my research? In return, I'll";
+ mes "tell you some tales about";
+ mes "Juperos that I've learned.";
+ next;
+ switch(select("Please, be my guest.:No way, you can't have it.")) {
+ case 1:
+ if (countitem(7352)) callfunc "Func_JupHist",7352,1;
+ else if (countitem(7353)) callfunc "Func_JupHist",7353,2;
+ else if (countitem(7354)) callfunc "Func_JupHist",7354,4;
+ else if (countitem(7355)) callfunc "Func_JupHist",7352,8;
+ case 2:
+ mes "[Fayruz]";
+ mes "Mm? Are you serious?";
+ mes "This object is very valuable";
+ mes "to a researcher like me, but";
+ mes "I have no idea what use it";
+ mes "would be for an adventurer.";
+ mes "Well, you have your reasons...";
+ close;
+ }
}
mes "[Fayruz]";
- mes "If you ever chance to";
- mes "travel through Juperos,";
- mes "would you let me know if you";
- mes "find anything that might help";
- mes "my research there? I'd be";
- mes "very grateful for your help.";
+ mes "Oh, really?!";
+ mes "That's great news!";
+ mes "W-what did you find?";
+ next;
+ mes "^3355FFIn her excitement,";
+ mes "Fayruz begins to";
+ mes "rummage through your";
+ mes "things before you get";
+ mes "the chance to answer her.^000000";
+ next;
+ mes "[Fayruz]";
+ mes "Oh. There isn't anything";
+ mes "here that would help in my";
+ mes "research, but thank you anyway.";
+ mes "If you find anything else while";
+ mes "you're in Juperos, please come back and show it to me, alright?";
close;
-
case 3:
mes "[Fayruz]";
- mes "Well, you look";
- mes "quite pleased.";
- mes "May I asked what";
- mes "happened to put that";
- mes "expression on your face?";
+ mes "Ah, I see. Well, while";
+ mes "you're here, why don't you";
+ mes "read something? There are";
+ mes "many books that cover some";
+ mes "interesting topics, like the";
+ mes "Schwaltzvalt economy...";
next;
- switch( select( "I found something in Juperos.","Nothing much." ) )
- {
-
- case 1:
- mes "[" +strcharinfo(0)+"]";
- mes "I went to Juperos like";
- mes "you asked and found that";
- mes "stone statue you were talking";
- mes "about. Just like you said, there was an engraved message on it.";
- next;
- mes "[Fayruz]";
- mes "Fascinating!";
- mes "So is it really enchanted";
- mes "so anyone can memorize it?";
- mes "Wh-what does the message say?";
- next;
- mes "^3355FFYou recite the message";
- mes "engraved on the stone";
- mes "statue, unable to interpret";
- mes "the sounds you're uttering,";
- mes "but weirdly enough, you can";
- mes "easily recall them from memory.^000000";
- next;
- mes "[Fayruz]";
- mes "Ah, I see! Wait,";
- mes "give me a moment to";
- mes "properly translate this...";
- next;
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Fayruz]";
- mes "It means, ''Do you wish to";
- mes "see the end of the madness?";
- mes "He is waiting where the three";
- mes "columns were destroyed, where";
- mes "two hundred illusions wander.''";
- next;
- mes "[Fayruz]";
- mes "''You will see him, the one";
- mes "who was vain and extravagant,";
- mes "with your own eyes at the place where the light passes through.";
- set yuno_hist,4;
- next;
- mes "[Fayruz]";
- mes "Ah, usually, descriptions";
- mes "of the ''vain and extravagant";
- mes "one'' refer to the mad scientist rumored to have lived in that";
- mes "ancient era. But if this is true, I may have to rework my thesis...";
- next;
- mes "[Fayruz]";
- mes "I have another favor to";
- mes "ask of you. If you find any";
- mes "object of historical significance in Juperos, would you bring it to";
- mes "me? I'll reward you, of course.";
- next;
- mes "[Fayruz]";
- mes "It would be most helpful";
- mes "if you could manage to find";
- mes "documents that existed from that era. Fortunately, back then,";
- mes "they made all their records on material more durable than paper.";
- close;
-
- case 2:
- mes "[Fayruz]";
- mes "Nothing, huh?";
- mes "My life is also fairly";
- mes "uneventful, but somehow,";
- mes "I'm don't think I'm content.";
- close;
+ mes "[Fayruz]";
+ mes "Oh, in any case, please";
+ mes "don't forget the favor I asked";
+ mes "of you. If you find anything";
+ mes "in Juperos that's historically";
+ mes "significant, I'd appreciate it";
+ mes "if you bring it right away.";
+ close;
+ }
+ case 5:
+ mes "[Fayruz]";
+ mes "Oh, "+strcharinfo(0)+"!";
+ mes "Have you come back with";
+ mes "something from Juperos?";
+ mes "I've been hoping you'd come";
+ mes "back with something that'd";
+ mes "help me in my research!";
+ next;
+ switch(select("Take a look at this.:Oh, I'm sorry...")) {
+ case 1:
+ switch(jupe_hist) {
+ case 1: callfunc "Func_JupHist",7353,7354,7355,7352;
+ case 2: callfunc "Func_JupHist",7352,7354,7355,7353;
+ case 4: callfunc "Func_JupHist",7352,7353,7355,7354;
+ case 8: callfunc "Func_JupHist",7352,7353,7354,7355;
}
-
- case 4:
+ case 2:
mes "[Fayruz]";
- mes "Oh hello, "+strcharinfo(0)+".";
- mes "So what brings you to";
- mes "the Juno Library today?";
+ mes "Ah, I see. Well, while";
+ mes "you're here, why don't you";
+ mes "read something? There are";
+ mes "many books that cover some";
+ mes "interesting topics, like...";
+ mes "like... Self-Honesty (?).";
next;
- switch( select ( "Nice weather today, isn't it?","I found something in Juperos.","Nothing much.") )
- {
- case 1:
- mes "[Fayruz]";
- mes "Well, I wouldn't know.";
- mes "It's late whenever I go";
- mes "out, so I always happen to";
- mes "miss the sunlight. I guess";
- mes "I really miss nice weather";
- mes "sometimes, you know?";
- close;
-
- case 2:
- if((countitem(7352)) || (countitem(7353)) || (countitem(7354)) || (countitem(7355)))
- {
- mes "[Fayruz]";
- mes "Oh, really?!";
- mes "That's great news!";
- mes "W-what did you find?";
- next;
- mes "^3355FFIn her excitement,";
- mes "Fayruz begins to";
- mes "rummage through your";
- mes "things before you get";
- mes "the chance to answer her.^000000";
- next;
- mes "[Fayruz]";
- mes "Oh, this must be it!";
- mes "Would you mind if I keep";
- mes "this Transparent Plate for";
- mes "my research? In return, I'll";
- mes "tell you some tales about";
- mes "Juperos that I've learned.";
- next;
- switch( select ("Please, be my guest.","No way, you can't have it.") )
- {
- case 1:
- if(countitem(7352)) callfunc "Func_JupHist",7352,1;
- else if(countitem(7353)) callfunc "Func_JupHist",7353,2;
- else if(countitem(7354)) callfunc "Func_JupHist",7354,4;
- else if(countitem(7355)) callfunc "Func_JupHist",7352,8;
-
-
- case 2:
- mes "[Fayruz]";
- mes "Mm? Are you serious?";
- mes "This object is very valuable";
- mes "to a researcher like me, but";
- mes "I have no idea what use it";
- mes "would be for an adventurer.";
- mes "Well, you have your reasons...";
- close;
- }
- }
- mes "[Fayruz]";
- mes "Oh, really?!";
- mes "That's great news!";
- mes "W-what did you find?";
- next;
- mes "^3355FFIn her excitement,";
- mes "Fayruz begins to";
- mes "rummage through your";
- mes "things before you get";
- mes "the chance to answer her.^000000";
- next;
- mes "[Fayruz]";
- mes "Oh. There isn't anything";
- mes "here that would help in my";
- mes "research, but thank you anyway.";
- mes "If you find anything else while";
- mes "you're in Juperos, please come back and show it to me, alright?";
- close;
-
- case 3:
- mes "[Fayruz]";
- mes "Ah, I see. Well, while";
- mes "you're here, why don't you";
- mes "read something? There are";
- mes "many books that cover some";
- mes "interesting topics, like the";
- mes "Schwaltzvalt economy...";
- next;
- mes "[Fayruz]";
- mes "Oh, in any case, please";
- mes "don't forget the favor I asked";
- mes "of you. If you find anything";
- mes "in Juperos that's historically";
- mes "significant, I'd appreciate it";
- mes "if you bring it right away.";
- close;
-
+ mes "[Fayruz]";
+ mes "Oh, in any case, please";
+ mes "don't forget the favor I asked";
+ mes "of you. If you find anything";
+ mes "in Juperos that's historically";
+ mes "significant, I'd appreciate it";
+ mes "if you bring it right away.";
+ close;
+ }
+ case 6:
+ mes "[Fayruz]";
+ mes "Oh, "+strcharinfo(0)+"!";
+ mes "The Transparent Plate";
+ mes "that you brought for me";
+ mes "last time is really helping me";
+ mes "in my research. If you get the";
+ mes "chance, please bring me more!";
+ set yuno_hist,7;
+ next;
+ mes "[Fayruz]";
+ mes "This new data is adding";
+ mes "a lot more credibility to my";
+ mes "thesis. Oh, I'll be with you";
+ mes "in a moment, let me finish";
+ mes "translating this one last";
+ mes "passage really quickly...";
+ close;
+ case 7:
+ mes "[Fayruz]";
+ mes "Hello, "+strcharinfo(0)+"~";
+ mes "Oh, were you able to look";
+ mes "in Juperos for anything that";
+ mes "might help me in my research?";
+ next;
+ switch(select("Yeah, take a look at this.:No, I'm sorry...")) {
+ case 1:
+ switch(jupe_hist) {
+ case 3: callfunc "Func_JupHist",7354,7355,7352,7353;
+ case 5: callfunc "Func_JupHist",7353,7355,7352,7354;
+ case 6: callfunc "Func_JupHist",7352,7355,7353,7354;
+ case 9: callfunc "Func_JupHist",7353,7354,7352,7355;
+ case 10: callfunc "Func_JupHist",7352,7354,7353,7355;
+ case 12: callfunc "Func_JupHist",7352,7353,7354,7355;
}
-
- case 5:
+ case 2:
+ mes "[Fayruz]";
+ mes "Oh, that's fine.";
+ mes "Besides, I don't really";
+ mes "have a deadline to complete";
+ mes "this research project. Still,";
+ mes "I just want you to know that";
+ mes "I really appreciate your help.";
+ close;
+ }
+ case 8:
+ mes "[Fayruz]";
+ mes ""+strcharinfo(0)+"...";
+ mes "I'm having great difficulty in";
+ mes "translating that Transparent";
+ mes "Plate you brought for me that";
+ mes "last time. I'm so frustrated...";
+ next;
+ mes "[Fayruz]";
+ mes "Wait a minute...";
+ mes "This here means...";
+ mes "Alright. Okay. Yes.";
+ mes "Yes! Of course, how";
+ mes "could I not see it before!";
+ set yuno_hist,9;
+ next;
+ mes "[Fayruz]";
+ mes "I'll be with you";
+ mes "in just a second!";
+ mes "I think I just made";
+ mes "a real through...!";
+ next;
+ case 9:
+ mes "[Fayruz]";
+ mes "Ah, I've been";
+ mes "expecting you, "+strcharinfo(0)+".";
+ mes "So did you have been to Juperos again? I'm really hoping that you";
+ mes "were able to find something new that would help in my research...";
+ next;
+ switch(select("Actually, I did find this...:I'm sorry, I haven't...")) {
+ case 1:
+ switch(jupe_hist) {
+ case 7: callfunc "Func_JupHist",7355,7352,7353,7354;
+ case 11: callfunc "Func_JupHist",7354,7352,7353,7355;
+ case 13: callfunc "Func_JupHist",7353,7352,7354,7355;
+ case 14: callfunc "Func_JupHist",7352,7353,7354,7355;
+ }
+ case 2:
mes "[Fayruz]";
- mes "Oh, "+strcharinfo(0)+"!";
- mes "Have you come back with";
- mes "something from Juperos?";
- mes "I've been hoping you'd come";
- mes "back with something that'd";
- mes "help me in my research!";
+ mes "Ah, I see. Well, while";
+ mes "you're here, why don't you";
+ mes "read something? There are";
+ mes "many books that cover some";
+ mes "interesting topics, like";
+ mes "modern adventure history.";
next;
- switch( select( "Take a look at this.","Oh, I'm sorry...") )
- {
- case 1:
- switch(jupe_hist)
- {
- case 1:
- callfunc "Func_JupHist",7353,7354,7355,7352;
-
- case 2:
- callfunc "Func_JupHist",7352,7354,7355,7353;
-
- case 4:
- callfunc "Func_JupHist",7352,7353,7355,7354;
-
- case 8:
- callfunc "Func_JupHist",7352,7353,7354,7355;
- }
-
- case 2:
- mes "[Fayruz]";
- mes "Ah, I see. Well, while";
- mes "you're here, why don't you";
- mes "read something? There are";
- mes "many books that cover some";
- mes "interesting topics, like...";
- mes "like... Self-Honesty (?).";
+ mes "[Fayruz]";
+ mes "Oh, in any case, please";
+ mes "don't forget the favor I asked";
+ mes "of you. If you find anything";
+ mes "in Juperos that's historically";
+ mes "significant, I'd appreciate it";
+ mes "if you bring it right away.";
+ close;
+ }
+ case 10:
+ mes "[Fayruz]";
+ mes "Oh hello, "+strcharinfo(0)+"...";
+ mes "So what exactly brings you";
+ mes "to the Juno Library this time?";
+ next;
+ switch(select("I found another Transparent Plate.:Just visiting, really.")) {
+ case 1:
+ if ((countitem(7352)) || (countitem(7353)) || (countitem(7354)) || (countitem(7355))) {
+ mes "[Fayruz]";
+ mes "Hmm, well, we've made as";
+ mes "much headway as we can";
+ mes "with the Transparent Plates";
+ mes "you've already given me, but";
+ mes "it can't hurt to have too much";
+ mes "evidence to back my theories.";
next;
mes "[Fayruz]";
- mes "Oh, in any case, please";
- mes "don't forget the favor I asked";
- mes "of you. If you find anything";
- mes "in Juperos that's historically";
- mes "significant, I'd appreciate it";
- mes "if you bring it right away.";
+ mes "I really appreciate";
+ mes "your continuing efforts";
+ mes "to help me. Please, would";
+ mes "you take this as my way";
+ mes "saying ''Thanks?'' You've been";
+ mes "great, "+strcharinfo(0)+"...";
+ if (countitem(7352)) delitem 7352,1;
+ else if (countitem(7353)) delitem 7353,1;
+ else if (countitem(7354)) delitem 7354,1;
+ else delitem 7355,1;
+ getitem 644,1;
close;
}
-
- case 6:
mes "[Fayruz]";
- mes "Oh, "+strcharinfo(0)+"!";
- mes "The Transparent Plate";
- mes "that you brought for me";
- mes "last time is really helping me";
- mes "in my research. If you get the";
- mes "chance, please bring me more!";
- set yuno_hist,7;
- next;
+ mes "Mmm...?";
+ mes "It doesn't look like";
+ mes "you brought another";
+ mes "Transparent Plate.";
+ mes "Are you sure that you";
+ mes "didn't misplace it?";
+ close;
+ case 2:
mes "[Fayruz]";
- mes "This new data is adding";
- mes "a lot more credibility to my";
- mes "thesis. Oh, I'll be with you";
- mes "in a moment, let me finish";
- mes "translating this one last";
- mes "passage really quickly...";
+ mes "Ah, I see. Well,";
+ mes "thanks to your help,";
+ mes "I've made a great deal";
+ mes "of progress on my thesis.";
+ mes "I really appreciate what you";
+ mes "have done for me, adventurer.";
close;
+ }
+ }
+}
- case 7:
+function script Func_JupHist {
+ switch(yuno_hist) {
+ case 4:
+ mes "[Fayruz]";
+ mes "Thank you so much,";
+ mes "you don't know what";
+ mes "this means to me! Okay,";
+ mes "please relax and take a";
+ mes "seat. Close your eyes while";
+ mes "I tell you this ancient story.";
+ next;
+ mes "^3355FFFayruz begins to";
+ mes "relate an ancient tale";
+ mes "about Juperos that seems";
+ mes "typical for a classic story, but her way of storytelling subtly";
+ mes "draws you into a vicarious, yet extremely vivid experience.";
+ next;
+ mes "^3355FFYou feel the protagonist's";
+ mes "glories and tragedies as if";
+ mes "you were actually there with";
+ mes "the hero on his journeys. The";
+ mes "tale eventually comes to an end";
+ mes "and you awaken from the trance,";
+ mes "gently brought back to reality.^000000";
+ delitem getarg(0),1;
+ set yuno_hist,5;
+ set jupe_hist,getarg(1);
+ getexp (checkre(3))?10000:100000,0;
+ next;
+ mes "[Fayruz]";
+ mes "Everyone can relate";
+ mes "to these old, classic";
+ mes "stories. I hope this tale had";
+ mes "as meaning for you as it did";
+ mes "for me when I first heard it.";
+ next;
+ mes "[Fayruz]";
+ mes "If you can find me";
+ mes "another artifact from";
+ mes "Juperos, I'll share another";
+ mes "tale like that with you. Now";
+ mes "how does that sound? Okay";
+ mes "then, I'll see you, adventurer~";
+ close;
+ case 5:
+ if ((countitem(getarg(0))) || (countitem(getarg(1))) || (countitem(getarg(2)))) {
mes "[Fayruz]";
- mes "Hello, "+strcharinfo(0)+"~";
- mes "Oh, were you able to look";
- mes "in Juperos for anything that";
- mes "might help me in my research?";
+ mes "Oh, that's unexpected.";
+ mes "This Transparent Plate";
+ mes "seems to have been made";
+ mes "in a different era than the";
+ mes "one you gave me earlier.";
+ mes "How intriguing...";
next;
- switch( select( "Yeah, take a look at this.","No, I'm sorry...") )
- {
- case 1:
- switch(jupe_hist)
- {
- case 3:
- callfunc "Func_JupHist",7354,7355,7352,7353;
-
- case 5:
- callfunc "Func_JupHist",7353,7355,7352,7354;
-
- case 6:
- callfunc "Func_JupHist",7352,7355,7353,7354;
-
- case 9:
- callfunc "Func_JupHist",7353,7354,7352,7355;
-
- case 10:
- callfunc "Func_JupHist",7352,7354,7353,7355;
-
- case 12:
- callfunc "Func_JupHist",7352,7353,7354,7355;
- }
-
- case 2:
- mes "[Fayruz]";
- mes "Oh, that's fine.";
- mes "Besides, I don't really";
- mes "have a deadline to complete";
- mes "this research project. Still,";
- mes "I just want you to know that";
- mes "I really appreciate your help.";
- close;
+ mes "[Fayruz]";
+ mes "*Sigh* I really wish";
+ mes "that I could explore";
+ mes "Juperos on my own, but";
+ mes "I'm just not strong enough.";
+ mes "In a way, I'm quite jealous of you. But it can't be helped...";
+ next;
+ mes "[Fayruz]";
+ mes "You know, that reminds";
+ mes "me of this great story of";
+ mes "a tragic hero that I'd like to";
+ mes "share with you. Let your";
+ mes "mind wander as I relate this ageless, yet bittersweet tale...";
+ next;
+ mes "^3355FFFayruz tells you a story";
+ mes "with a bright beginning, full";
+ mes "of hope that fills you with the";
+ mes "bliss of the heavens, but then";
+ mes "suddenly plummets you into all the despair and torment of hell.^000000";
+ next;
+ mes "^3355FFThe story finally";
+ mes "reaches its ending";
+ mes "and you're surprised";
+ mes "to find yourself sitting";
+ mes "in the Juno Library.^000000";
+ next;
+ mes "[Fayruz]";
+ mes "I know it's a very";
+ mes "depressing story, but";
+ mes "I hope you enjoyed it.";
+ mes "I think you'd agree that";
+ mes "it contains a truth about";
+ mes "mankind that can't be ignored.";
+ if (countitem(getarg(0))) {
+ delitem getarg(0),1;
+ if (getarg(0) == 7352) set jupe_hist,jupe_hist +1;
+ else set jupe_hist,jupe_hist +2;
}
-
- case 8:
+ else if (countitem(getarg(1))) {
+ delitem getarg(1),1;
+ if (getarg(1) == 7353) set jupe_hist,jupe_hist +2;
+ else set jupe_hist,jupe_hist +4;
+ }
+ else {
+ delitem getarg(2),1;
+ if (getarg(2) == 7354) set jupe_hist,jupe_hist +4;
+ else set jupe_hist,jupe_hist +8;
+ }
+ set yuno_hist,6;
+ getexp (checkre(3))?10000:100000,0;
+ next;
mes "[Fayruz]";
- mes ""+strcharinfo(0)+"...";
- mes "I'm having great difficulty in";
- mes "translating that Transparent";
- mes "Plate you brought for me that";
- mes "last time. I'm so frustrated...";
+ mes "By now I'm sure you've";
+ mes "figured that these classic";
+ mes "tales are like condensed";
+ mes "experiences, refined and";
+ mes "immutable truths that we";
+ mes "can see in our own reality.";
next;
mes "[Fayruz]";
- mes "Wait a minute...";
- mes "This here means...";
- mes "Alright. Okay. Yes.";
- mes "Yes! Of course, how";
- mes "could I not see it before!";
- set yuno_hist,9;
+ mes "If you find more of";
+ mes "these Transparent";
+ mes "Plates in Juperos, I'd be";
+ mes "very happy to share another";
+ mes "story with you, "+strcharinfo(0)+".";
+ close;
+ }
+ else if (countitem(getarg(3))) {
+ mes "[Fayruz]";
+ mes "Oh, this one seems";
+ mes "to have been created";
+ mes "in a similar era as the";
+ mes "one you gave me earlier.";
+ mes "I'm not sure how much new";
+ mes "information this may provide...";
next;
mes "[Fayruz]";
- mes "I'll be with you";
- mes "in just a second!";
- mes "I think I just made";
- mes "a real through...!";
+ mes "Still, I'm sure this will";
+ mes "helpful in my research. I just";
+ mes "won't be as making progress";
+ mes "as quickly as I had projected.";
+ mes "Please, I'd like you to take this as a token of my gratitude.";
+ delitem getarg(3),1;
+ getitem 644,1;
next;
-
- case 9:
mes "[Fayruz]";
- mes "Ah, I've been";
- mes "expecting you, "+strcharinfo(0)+".";
- mes "So did you have been to Juperos again? I'm really hoping that you";
- mes "were able to find something new that would help in my research...";
+ mes "Now if you'll excuse";
+ mes "me, I need to go back";
+ mes "to compiling my research...";
+ mes "Thank you so much for";
+ mes "your help, "+strcharinfo(0)+".";
+ close;
+ }
+ else {
+ mes "[Fayruz]";
+ mes "Oh. There isn't anything";
+ mes "here that would help in my";
+ mes "research, but thank you anyway.";
+ mes "If you find anything else while";
+ mes "you're in Juperos, please come back and show it to me, alright?";
+ close;
+ }
+ case 7:
+ if ((countitem(getarg(0))) || (countitem(getarg(1)))) {
+ mes "[Fayruz]";
+ mes "Is this another";
+ mes "Transparent Plate?";
+ mes "Yes, it's quite different";
+ mes "than the last one you";
+ mes "brought over to me...";
+ mes "This is so exciting!";
next;
- switch( select("Actually, I did find this...","I'm sorry, I haven't...") )
- {
- case 1:
- switch(jupe_hist)
- {
- case 7:
- callfunc "Func_JupHist",7355,7352,7353,7354;
-
- case 11:
- callfunc "Func_JupHist",7354,7352,7353,7355;
-
- case 13:
- callfunc "Func_JupHist",7353,7352,7354,7355;
-
- case 14:
- callfunc "Func_JupHist",7352,7353,7354,7355;
- }
-
- case 2:
- mes "[Fayruz]";
- mes "Ah, I see. Well, while";
- mes "you're here, why don't you";
- mes "read something? There are";
- mes "many books that cover some";
- mes "interesting topics, like";
- mes "modern adventure history.";
- next;
- mes "[Fayruz]";
- mes "Oh, in any case, please";
- mes "don't forget the favor I asked";
- mes "of you. If you find anything";
- mes "in Juperos that's historically";
- mes "significant, I'd appreciate it";
- mes "if you bring it right away.";
- close;
- }
-
- case 10:
mes "[Fayruz]";
- mes "Oh hello, "+strcharinfo(0)+"...";
- mes "So what exactly brings you";
- mes "to the Juno Library this time?";
+ mes "Oh. You must be thinking";
+ mes "that I'm a complete academia";
+ mes "addict. Well, my life might be";
+ mes "a little uneventful, but there";
+ mes "are other things I think about!";
+ mes "Like, well... It's weird but...";
next;
- switch( select("I found another Transparent Plate.","Just visiting, really.") )
- {
- case 1:
- if((countitem(7352)) || (countitem(7353)) || (countitem(7354)) || (countitem(7355)))
- {
- mes "[Fayruz]";
- mes "Hmm, well, we've made as";
- mes "much headway as we can";
- mes "with the Transparent Plates";
- mes "you've already given me, but";
- mes "it can't hurt to have too much";
- mes "evidence to back my theories.";
- next;
- mes "[Fayruz]";
- mes "I really appreciate";
- mes "your continuing efforts";
- mes "to help me. Please, would";
- mes "you take this as my way";
- mes "saying ''Thanks?'' You've been";
- mes "great, "+strcharinfo(0)+"...";
- if(countitem(7352)) delitem 7352,1;
- else if(countitem(7353)) delitem 7353,1;
- else if(countitem(7354)) delitem 7354,1;
- else delitem 7355,1;
- getitem 644,1;
- close;
- }
- mes "[Fayruz]";
- mes "Mmm...?";
- mes "It doesn't look like";
- mes "you brought another";
- mes "Transparent Plate.";
- mes "Are you sure that you";
- mes "didn't misplace it?";
- close;
-
- case 2:
- mes "[Fayruz]";
- mes "Ah, I see. Well,";
- mes "thanks to your help,";
- mes "I've made a great deal";
- mes "of progress on my thesis.";
- mes "I really appreciate what you";
- mes "have done for me, adventurer.";
- close;
+ mes "[Fayruz]";
+ mes "You see, there's this";
+ mes "guy that I like. I'm not sure";
+ mes "where he might be now, but";
+ mes "his name is Nadim Amal. He's";
+ mes "my friend's brother who I first";
+ mes "met 10 years ago. ^333333*Sigh...*^000000";
+ next;
+ mes "[Fayruz]";
+ mes "Just recently, I saw";
+ mes "him with his sister, my";
+ mes "friend from Morroc. It's";
+ mes "weird to think that I'd have";
+ mes "these feelings for him after";
+ mes "all this time, isn't it? Oh...!";
+ next;
+ mes "[Fayruz]";
+ mes "I really should repay";
+ mes "you for this Transparent";
+ mes "Plate. Why don't I tell you";
+ mes "the scariest story that I know?";
+ next;
+ mes "^3355FFFayruz tells you a";
+ mes "creepy horror story that";
+ mes "makes you shiver with fear.";
+ mes "You've heard other ghost";
+ mes "stories, but you've never been";
+ mes "so deeply immersed in one before.^000000";
+ next;
+ mes "It is only when the";
+ mes "story ends and you return";
+ mes "to your senses that you notice that you're soaked in cold sweat.^000000";
+ next;
+ mes "[Fayruz]";
+ mes "It may be a natural";
+ mes "response, but all people";
+ mes "fear the unknown in one way";
+ mes "or another. Scary stories are";
+ mes "appealing because we actually";
+ mes "like the strange and grotesque.";
+ if (countitem(getarg(0))) {
+ delitem getarg(0),1;
+ if (getarg(0) == 7352) set jupe_hist,jupe_hist +1;
+ else if (getarg(0) == 7353) set jupe_hist,jupe_hist +2;
+ else set jupe_hist,jupe_hist +4;
}
- }
-
-
-}
-
-function script Func_JupHist {
-
- switch(yuno_hist)
- {
- case 4:
+ else if (countitem(getarg(1))) {
+ delitem getarg(1),1;
+ if (getarg(1) == 7353) set jupe_hist,jupe_hist +2;
+ else if (getarg(1) == 7354) set jupe_hist,jupe_hist +4;
+ else set jupe_hist,jupe_hist +8;
+ }
+ set yuno_hist,8;
+ getexp (checkre(3))?10000:100000,0;
+ next;
+ mes "[Fayruz]";
+ mes "Well... That's just my";
+ mes "opinion. Anyway, if you";
+ mes "find anything else in Juperos";
+ mes "that may help in my research,";
+ mes "please come back and show it";
+ mes "to me, alright? See you later~";
+ close;
+ }
+ else if ((countitem(getarg(2))) || (countitem(getarg(3)))) {
mes "[Fayruz]";
- mes "Thank you so much,";
- mes "you don't know what";
- mes "this means to me! Okay,";
- mes "please relax and take a";
- mes "seat. Close your eyes while";
- mes "I tell you this ancient story.";
+ mes "Oh, this one seems";
+ mes "to have been created";
+ mes "in a similar era as the";
+ mes "one you gave me earlier.";
+ mes "I'm not sure how much new";
+ mes "information this may provide...";
next;
- mes "^3355FFFayruz begins to";
- mes "relate an ancient tale";
- mes "about Juperos that seems";
- mes "typical for a classic story, but her way of storytelling subtly";
- mes "draws you into a vicarious, yet extremely vivid experience.";
+ mes "[Fayruz]";
+ mes "Still, I'm sure this will";
+ mes "helpful in my research. I just";
+ mes "won't be as making progress";
+ mes "as quickly as I had projected.";
+ mes "Please, I'd like you to take this as a token of my gratitude.";
+ next;
+ mes "[Fayruz]";
+ mes "Now if you'll excuse";
+ mes "me, I need to go back";
+ mes "to compiling my research...";
+ mes "Thank you so much for";
+ mes "your help, "+strcharinfo(0)+".";
+ if (countitem(getarg(2))) delitem getarg(2),1;
+ else if (countitem(getarg(3))) delitem getarg(3),1;
+ getitem 644,1;
+ close;
+ }
+ else {
+ mes "[Fayruz]";
+ mes "Oh. There isn't anything";
+ mes "here that would help in my";
+ mes "research, but thank you anyway.";
+ mes "If you find anything else while";
+ mes "you're in Juperos, please come back and show it to me, alright?";
+ close;
+ }
+ case 9:
+ if (countitem(getarg(0))) {
+ mes "[Fayruz]";
+ mes "Oooh...! This one is";
+ mes "much different than the";
+ mes "other ones you gave me";
+ mes "before. This should provide";
+ mes "a wealth of brand new insights";
+ mes "into the Juperos civilization!";
+ next;
+ mes "[Fayruz]";
+ mes "All the Transparent";
+ mes "Plates you've given me";
+ mes "should contain more than";
+ mes "enough data for me to fully";
+ mes "complete my research thesis.";
+ mes "Once again, thank you so much~";
next;
- mes "^3355FFYou feel the protagonist's";
- mes "glories and tragedies as if";
- mes "you were actually there with";
- mes "the hero on his journeys. The";
- mes "tale eventually comes to an end";
- mes "and you awaken from the trance,";
- mes "gently brought back to reality.^000000";
+ mes "[Fayruz]";
+ mes "Still, that doesn't mean that";
+ mes "I will stop collecting data for";
+ mes "my research. Anyway, I have one last story to tell you, about";
+ mes "a man of pure heart chosen by the gods to serve and protect mankind.";
+ next;
+ mes "[Fayruz]";
+ mes "For this purpose he was given";
+ mes "gaudy armor which contained";
+ mes "amazing powers, as well as a";
+ mes "book detailing the instructions";
+ mes "for its use. However, he promptly";
+ mes "lost these instructions...";
+ next;
+ mes "^3355FFThe story about the";
+ mes "greatest Juperosian hero";
+ mes "that Fayruz tells you is very";
+ mes "humorous at first, but then it";
+ mes "covers the entire spectrum";
+ mes "of emotion and humanity...";
+ next;
+ mes "^3355FFThe story ends and you";
+ mes "are left with a swelling";
+ mes "feeling of indefatigable";
+ mes "hope and inspiration...";
+ mes "You can make it if you try!^000000";
+ if (getarg(0) == 7352) set jupe_hist,jupe_hist+1;
+ else if (getarg(0) == 7353) set jupe_hist,jupe_hist+2;
+ else if (getarg(0) == 7354) set jupe_hist,jupe_hist+4;
+ else set jupe_hist,jupe_hist+8;
+ set yuno_hist,10;
delitem getarg(0),1;
- set yuno_hist,5;
- set jupe_hist,getarg(1);
- getexp 10000,0;
+ getexp (checkre(3))?10000:100000,0;
+ next;
+ mes "[Fayruz]";
+ mes "Well, that is the";
+ mes "last and the best story";
+ mes "that I have to share";
+ mes "with you. Perhaps next";
+ mes "time, I'll fill you in on my";
+ mes "research progress~";
+ close;
+ }
+ else if ((countitem(getarg(1))) || (countitem(getarg(2))) || (countitem(getarg(3)))) {
+ mes "[Fayruz]";
+ mes "Hmm...";
+ mes "This one seems to be created in a similar time";
+ mes "as the previous one.";
next;
mes "[Fayruz]";
- mes "Everyone can relate";
- mes "to these old, classic";
- mes "stories. I hope this tale had";
- mes "as meaning for you as it did";
- mes "for me when I first heard it.";
+ mes "Don't you worry.";
+ mes "This will help my research of course,";
+ mes "although I do not think this will";
+ mes "help me in advancing my research";
+ mes "with a great speed unlike this other one.";
next;
mes "[Fayruz]";
- mes "If you can find me";
- mes "another artifact from";
- mes "Juperos, I'll share another";
- mes "tale like that with you. Now";
- mes "how does that sound? Okay";
- mes "then, I'll see you, adventurer~";
+ mes "Please take this as a token of my gratitude.";
+ next;
+ mes "[Fayruz]";
+ mes "Now, excuse me. I need to go back to my research.";
+ if (countitem(getarg(1))) delitem getarg(1),1;
+ else if (countitem(getarg(2))) delitem getarg(2),1;
+ else delitem getarg(3),1;
+ getitem 644,1;
close;
-
- case 5:
- if((countitem(getarg(0))) || (countitem(getarg(1))) || (countitem(getarg(2))))
- {
- mes "[Fayruz]";
- mes "Oh, that's unexpected.";
- mes "This Transparent Plate";
- mes "seems to have been made";
- mes "in a different era than the";
- mes "one you gave me earlier.";
- mes "How intriguing...";
- next;
- mes "[Fayruz]";
- mes "*Sigh* I really wish";
- mes "that I could explore";
- mes "Juperos on my own, but";
- mes "I'm just not strong enough.";
- mes "In a way, I'm quite jealous of you. But it can't be helped...";
- next;
- mes "[Fayruz]";
- mes "You know, that reminds";
- mes "me of this great story of";
- mes "a tragic hero that I'd like to";
- mes "share with you. Let your";
- mes "mind wander as I relate this ageless, yet bittersweet tale...";
- next;
- mes "^3355FFFayruz tells you a story";
- mes "with a bright beginning, full";
- mes "of hope that fills you with the";
- mes "bliss of the heavens, but then";
- mes "suddenly plummets you into all the despair and torment of hell.^000000";
- next;
- mes "^3355FFThe story finally";
- mes "reaches its ending";
- mes "and you're surprised";
- mes "to find yourself sitting";
- mes "in the Juno Library.^000000";
- next;
- mes "[Fayruz]";
- mes "I know it's a very";
- mes "depressing story, but";
- mes "I hope you enjoyed it.";
- mes "I think you'd agree that";
- mes "it contains a truth about";
- mes "mankind that can't be ignored.";
- if(countitem(getarg(0)))
- {
- delitem getarg(0),1;
- if(getarg(0) == 7352) set jupe_hist,jupe_hist +1;
- else set jupe_hist,jupe_hist +2;
- }
- else if(countitem(getarg(1)))
- {
- delitem getarg(1),1;
- if(getarg(1) == 7353) set jupe_hist,jupe_hist +2;
- else set jupe_hist,jupe_hist +4;
- }
- else
- {
- delitem getarg(2),1;
- if(getarg(2) == 7354) set jupe_hist,jupe_hist +4;
- else set jupe_hist,jupe_hist +8;
- }
- set yuno_hist,6;
- getexp 10000,0;
- next;
- mes "[Fayruz]";
- mes "By now I'm sure you've";
- mes "figured that these classic";
- mes "tales are like condensed";
- mes "experiences, refined and";
- mes "immutable truths that we";
- mes "can see in our own reality.";
- next;
- mes "[Fayruz]";
- mes "If you find more of";
- mes "these Transparent";
- mes "Plates in Juperos, I'd be";
- mes "very happy to share another";
- mes "story with you, "+strcharinfo(0)+".";
- close;
- }
- else if(countitem(getarg(3)))
- {
- mes "[Fayruz]";
- mes "Oh, this one seems";
- mes "to have been created";
- mes "in a similar era as the";
- mes "one you gave me earlier.";
- mes "I'm not sure how much new";
- mes "information this may provide...";
- next;
- mes "[Fayruz]";
- mes "Still, I'm sure this will";
- mes "helpful in my research. I just";
- mes "won't be as making progress";
- mes "as quickly as I had projected.";
- mes "Please, I'd like you to take this as a token of my gratitude.";
- delitem getarg(3),1;
- getitem 644,1;
- next;
- mes "[Fayruz]";
- mes "Now if you'll excuse";
- mes "me, I need to go back";
- mes "to compiling my research...";
- mes "Thank you so much for";
- mes "your help, "+strcharinfo(0)+".";
- close;
- }
- else
- {
- mes "[Fayruz]";
- mes "Oh. There isn't anything";
- mes "here that would help in my";
- mes "research, but thank you anyway.";
- mes "If you find anything else while";
- mes "you're in Juperos, please come back and show it to me, alright?";
- close;
- }
-
- case 7:
- if((countitem(getarg(0))) || (countitem(getarg(1))))
- {
- mes "[Fayruz]";
- mes "Is this another";
- mes "Transparent Plate?";
- mes "Yes, it's quite different";
- mes "than the last one you";
- mes "brought over to me...";
- mes "This is so exciting!";
- next;
- mes "[Fayruz]";
- mes "Oh. You must be thinking";
- mes "that I'm a complete academia";
- mes "addict. Well, my life might be";
- mes "a little uneventful, but there";
- mes "are other things I think about!";
- mes "Like, well... It's weird but...";
- next;
- mes "[Fayruz]";
- mes "You see, there's this";
- mes "guy that I like. I'm not sure";
- mes "where he might be now, but";
- mes "his name is Nadim Amal. He's";
- mes "my friend's brother who I first";
- mes "met 10 years ago. ^333333*Sigh...*^000000";
- next;
- mes "[Fayruz]";
- mes "Just recently, I saw";
- mes "him with his sister, my";
- mes "friend from Morroc. It's";
- mes "weird to think that I'd have";
- mes "these feelings for him after";
- mes "all this time, isn't it? Oh...!";
- next;
- mes "[Fayruz]";
- mes "I really should repay";
- mes "you for this Transparent";
- mes "Plate. Why don't I tell you";
- mes "the scariest story that I know?";
- next;
- mes "^3355FFFayruz tells you a";
- mes "creepy horror story that";
- mes "makes you shiver with fear.";
- mes "You've heard other ghost";
- mes "stories, but you've never been";
- mes "so deeply immersed in one before.^000000";
- next;
- mes "It is only when the";
- mes "story ends and you return";
- mes "to your senses that you notice that you're soaked in cold sweat.^000000";
- next;
- mes "[Fayruz]";
- mes "It may be a natural";
- mes "response, but all people";
- mes "fear the unknown in one way";
- mes "or another. Scary stories are";
- mes "appealing because we actually";
- mes "like the strange and grotesque.";
- if(countitem(getarg(0)))
- {
- delitem getarg(0),1;
- if(getarg(0) == 7352) set jupe_hist,jupe_hist +1;
- else if(getarg(0) == 7353) set jupe_hist,jupe_hist +2;
- else set jupe_hist,jupe_hist +4;
- }
- else if(countitem(getarg(1)))
- {
- delitem getarg(1),1;
- if(getarg(1) == 7353) set jupe_hist,jupe_hist +2;
- else if(getarg(1) == 7354) set jupe_hist,jupe_hist +4;
- else set jupe_hist,jupe_hist +8;
- }
- set yuno_hist,8;
- getexp 10000,0;
- next;
- mes "[Fayruz]";
- mes "Well... That's just my";
- mes "opinion. Anyway, if you";
- mes "find anything else in Juperos";
- mes "that may help in my research,";
- mes "please come back and show it";
- mes "to me, alright? See you later~";
- close;
- }
- else if((countitem(getarg(2))) || (countitem(getarg(3))))
- {
- mes "[Fayruz]";
- mes "Oh, this one seems";
- mes "to have been created";
- mes "in a similar era as the";
- mes "one you gave me earlier.";
- mes "I'm not sure how much new";
- mes "information this may provide...";
- next;
- mes "[Fayruz]";
- mes "Still, I'm sure this will";
- mes "helpful in my research. I just";
- mes "won't be as making progress";
- mes "as quickly as I had projected.";
- mes "Please, I'd like you to take this as a token of my gratitude.";
- next;
- mes "[Fayruz]";
- mes "Now if you'll excuse";
- mes "me, I need to go back";
- mes "to compiling my research...";
- mes "Thank you so much for";
- mes "your help, "+strcharinfo(0)+".";
- if(countitem(getarg(2))) delitem getarg(2),1;
- else if(countitem(getarg(3))) delitem getarg(3),1;
- getitem 644,1;
- close;
- }
- else
- {
- mes "[Fayruz]";
- mes "Oh. There isn't anything";
- mes "here that would help in my";
- mes "research, but thank you anyway.";
- mes "If you find anything else while";
- mes "you're in Juperos, please come back and show it to me, alright?";
- close;
- }
-
- case 9:
- if(countitem(getarg(0)))
- {
- mes "[Fayruz]";
- mes "Oooh...! This one is";
- mes "much different than the";
- mes "other ones you gave me";
- mes "before. This should provide";
- mes "a wealth of brand new insights";
- mes "into the Juperos civilization!";
- next;
- mes "[Fayruz]";
- mes "All the Transparent";
- mes "Plates you've given me";
- mes "should contain more than";
- mes "enough data for me to fully";
- mes "complete my research thesis.";
- mes "Once again, thank you so much~";
- next;
- mes "[Fayruz]";
- mes "Still, that doesn't mean that";
- mes "I will stop collecting data for";
- mes "my research. Anyway, I have one last story to tell you, about";
- mes "a man of pure heart chosen by the gods to serve and protect mankind.";
- next;
- mes "[Fayruz]";
- mes "For this purpose he was given";
- mes "gaudy armor which contained";
- mes "amazing powers, as well as a";
- mes "book detailing the instructions";
- mes "for its use. However, he promptly";
- mes "lost these instructions...";
- next;
- mes "^3355FFThe story about the";
- mes "greatest Juperosian hero";
- mes "that Fayruz tells you is very";
- mes "humorous at first, but then it";
- mes "covers the entire spectrum";
- mes "of emotion and humanity...";
- next;
- mes "^3355FFThe story ends and you";
- mes "are left with a swelling";
- mes "feeling of indefatigable";
- mes "hope and inspiration...";
- mes "You can make it if you try!^000000";
- if(getarg(0) == 7352) set jupe_hist,jupe_hist+1;
- else if(getarg(0) == 7353) set jupe_hist,jupe_hist+2;
- else if(getarg(0) == 7354) set jupe_hist,jupe_hist+4;
- else set jupe_hist,jupe_hist+8;
- set yuno_hist,10;
- delitem getarg(0),1;
- getexp 10000,0;
- next;
- mes "[Fayruz]";
- mes "Well, that is the";
- mes "last and the best story";
- mes "that I have to share";
- mes "with you. Perhaps next";
- mes "time, I'll fill you in on my";
- mes "research progress~";
- close;
- }
- else if((countitem(getarg(1))) || (countitem(getarg(2))) || (countitem(getarg(3))))
- {
- mes "[Fayruz]";
- mes "Hmm...";
- mes "This one seems to be created in a similar time";
- mes "as the previous one.";
- next;
- mes "[Fayruz]";
- mes "Don't you worry.";
- mes "This will help my research of course,";
- mes "although I do not think this will";
- mes "help me in advancing my research";
- mes "with a great speed unlike this other one.";
- next;
- mes "[Fayruz]";
- mes "Please take this as a token of my gratitude.";
- next;
- mes "[Fayruz]";
- mes "Now, excuse me. I need to go back to my research.";
- if(countitem(getarg(1))) delitem getarg(1),1;
- else if(countitem(getarg(2))) delitem getarg(2),1;
- else delitem getarg(3),1;
- getitem 644,1;
- close;
- }
- else
- {
- mes "[Fayruz]";
- mes "Oh. There isn't anything";
- mes "here that would help in my";
- mes "research, but thank you anyway.";
- mes "If you find anything else while";
- mes "you're in Juperos, please come back and show it to me, alright?";
- close;
- }
+ }
+ else {
+ mes "[Fayruz]";
+ mes "Oh. There isn't anything";
+ mes "here that would help in my";
+ mes "research, but thank you anyway.";
+ mes "If you find anything else while";
+ mes "you're in Juperos, please come back and show it to me, alright?";
+ close;
+ }
}
}
yuno_in04,186,125,4 script Bundle of Files 111,{
-
mes "^8B6914*Thesis: The Fall of Juperos*";
mes "By Fayruz Khrhiyha";
mes "Sage Castle Researcher^000000";
next;
- switch( select("Table of Contents.","Leave it alone.") )
- {
- case 1:
- if(yuno_hist > 4)
- {
- mes "^8B6914 1. Preface";
- mes " 2. Juperos Background";
- mes " 3. Theory Behind Its Fall^000000";
- next;
- switch( select("Preface","Juperos Background","Theory Behind Its Fall","Leave it alone.") )
- {
- case 1:
- mes "^8B6914Scholars are certain";
- mes "that the Juperos civilization";
- mes "used to be located above the";
- mes "ground, but it is now buried";
- mes "beneath the El Mes Plateau.";
- mes "The reasons for the city's";
- if(yuno_hist < 9)
- {
- mes "ruin are still nebulous...^000000";
- next;
- mes "^8B6914There is much speculation";
- mes "about the reasons for Jupero's";
- mes "downfall, but any documentation";
- mes "from that time period has been";
- mes "difficult to find. As for now, any evidence we have regarding";
- mes "Juperos is inconclusive.^000000";
- next;
- mes "^8B6914In spite of this lack";
- mes "of empirical or concrete";
- mes "data on the civilization of";
- mes "Juperos, our modern world";
- mes "may be able to learn much";
- mes "from that ancient city's ruins.";
- mes "..................^000000";
- if(yuno_hist < 7)
- {
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hmmm...";
- mes "A whole chapter";
- mes "dedicated to saying,";
- mes "''We know absolutely";
- mes "nothing about something.''";
- mes "I should write a book~";
- }
- close;
- }
- mes "ruin are still in debate...^000000";
- next;
- mes "^8B6914However, new findings";
- mes "regarding the history";
- mes "of Juperos have allowed";
- mes "us to make a few conclusions.^000000";
- close;
-
- case 2:
- if(yuno_hist < 9)
- {
- mes "^8B6914...";
- mes "......";
- mes "..........^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "This is all just idle";
- mes "conjecture! This paper";
- mes "isn't developed enough";
- mes "yet to be a real thesis...";
- close;
- }
- else if(yuno_hist == 9)
- {
- mes "^8B6914Juperos was built over";
- mes "a thousand years ago in";
- mes "an era of peace just after";
- mes "a major war. Contrary to";
- mes "popular belief, there isn't any";
- mes "evidence proving that Juno may";
- mes "have descended from Juperos.^000000";
- next;
- mes "^8B6914In fact, there is a";
- mes "strong possibility that";
- mes "another war, between Juno";
- mes "and Juperos, resulted in Juno's";
- mes "independence from Juperos and";
- mes "the destruction of any existing";
- mes "documentation from that era.^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yes... Of course!";
- mes "It all makes sense now!";
- close;
- }
- mes "^8B6914Juperos was built over";
- mes "a thousand years ago in";
- mes "an era of peace just after";
- mes "a major war. There is now";
- mes "direct evidence linking Juno";
- mes "to Juperos proving that Juno";
- mes "was but a part of Juperos.^000000";
- next;
- mes "^8B6914Just like Juno, Juperos";
- mes "was a society that prided";
- mes "itself on its advancement";
- mes "in the sciences which played";
- mes "a permeating role in civilized";
- mes "life. Science was reponsible for Juperos's rise and downfall.";
- close;
-
- case 3:
- if(yuno_hist < 10)
- {
- mes "^8B6914...";
- mes "......";
- mes "..........^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Huh. This writer keeps";
- mes "talking about theories,";
- mes "but the more I read, the";
- mes "less clear I am on what";
- mes "the theory actually is.";
- mes "I don't think there is one...";
- emotion 4,1;
- close;
- }
- mes "^8B6914What is most unsettling";
- mes "is recent evidence, including";
- mes "a first hand written account,";
- mes "regarding the role of one of";
- mes "Jupero's foremost scientists";
- mes "in that city's rise and fall.";
- next;
- mes "^8B6914If these writings are";
- mes "authentic, then what actually";
- mes "happened was that a scientific";
- mes "revolution occurred as a direct";
- mes "result of one scientist's effort to manipulate the energies of the";
- mes "artifact known as Ymir's heart.";
- next;
- mes "^8B6914This one man and Ymir's";
- mes "Heart are credited with";
- mes "the success and prosperity";
- mes "of the Jupero's civilization.";
- mes "However, there are various accounts prior to Jupero's fall";
- mes "detailing his work with chimera...^000000";
- next;
- mes "^8B6914This scientist, supposedly";
- mes "in his passion to benefit his";
- mes "people by finding a scientific";
- mes "method for immortality by using";
- mes "chimera for testing, was driven";
- mes "insane. He experimented on";
- mes "himself with disatrous results.^000000";
- next;
- mes "^8B6914There was an error in the";
- mes "energy calibration of Ymir's";
- mes "Heart and the scientist was";
- mes "transformed into the monster";
- mes "we now know as Chimera. He";
- mes "and his test subjects were set";
- mes "loose into the city of Juperos.^000000";
- next;
- mes "^8B6914These immortal Chimeras";
- mes "razed the entire city, killing";
- mes "countless people. Apparently,";
- mes "a team of scientists were able";
- mes "to salvage a fragment of Ymir's";
- mes "Heart, and use it to lauch part";
- mes "of Juperos into the sky.^000000";
- next;
- mes "^8B6914That section of Juperos";
- mes "eventually developed into";
- mes "the city of Juno. Since the";
- mes "scientists who launched Juno into the sky all immediately died";
- mes "afterwards from an unknown cause, they left no documentation.^000000";
- next;
- mes "^8B6914The Chimera, and the";
- mes "laboratory in which it";
- mes "was created, is rumored to";
- mes "remain beneath the ruins of";
- mes "the once great city of Juperos.^000000";
- close;
-
- case 4:
- mes "["+strcharinfo(0)+"]";
- mes "Ugh... My head hurts";
- mes "too much from reading";
- mes "a book for smarty people.";
- mes "I know! I'll play videogames!";
- close;
- }
- }
- switch( select( "Preface","Close the file.") )
- {
- case 1:
- mes "^8B6914Scholars are certain";
- mes "that the Juperos civilization";
- mes "used to be located above the";
- mes "ground, but it is now buried";
- mes "beneath the El Mes Plateau.";
- mes "The reasons for the city's";
+ switch(select("Table of Contents.:Leave it alone.")) {
+ case 1:
+ if (yuno_hist > 4) {
+ mes "^8B6914 1. Preface";
+ mes " 2. Juperos Background";
+ mes " 3. Theory Behind Its Fall^000000";
+ next;
+ switch(select("Preface:Juperos Background:Theory Behind Its Fall:Leave it alone.")) {
+ case 1:
+ mes "^8B6914Scholars are certain";
+ mes "that the Juperos civilization";
+ mes "used to be located above the";
+ mes "ground, but it is now buried";
+ mes "beneath the El Mes Plateau.";
+ mes "The reasons for the city's";
+ if (yuno_hist < 9) {
mes "ruin are still nebulous...^000000";
next;
mes "^8B6914There is much speculation";
@@ -1231,72 +959,239 @@ yuno_in04,186,125,4 script Bundle of Files 111,{
mes "may be able to learn much";
mes "from that ancient city's ruins.";
mes "..................^000000";
- if(!yuno_hist) set yuno_hist,1;
+ if (yuno_hist < 7) {
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmmm...";
+ mes "A whole chapter";
+ mes "dedicated to saying,";
+ mes "''We know absolutely";
+ mes "nothing about something.''";
+ mes "I should write a book~";
+ }
+ close;
+ }
+ mes "ruin are still in debate...^000000";
+ next;
+ mes "^8B6914However, new findings";
+ mes "regarding the history";
+ mes "of Juperos have allowed";
+ mes "us to make a few conclusions.^000000";
+ close;
+ case 2:
+ if (yuno_hist < 9) {
+ mes "^8B6914...";
+ mes "......";
+ mes "..........^000000";
next;
mes "["+strcharinfo(0)+"]";
- mes "This...";
- mes "This is supposed to";
- mes "be a research thesis?";
- mes "There's barely any";
- mes "research in it...";
+ mes "This is all just idle";
+ mes "conjecture! This paper";
+ mes "isn't developed enough";
+ mes "yet to be a real thesis...";
close;
-
- case 2:
+ }
+ else if (yuno_hist == 9) {
+ mes "^8B6914Juperos was built over";
+ mes "a thousand years ago in";
+ mes "an era of peace just after";
+ mes "a major war. Contrary to";
+ mes "popular belief, there isn't any";
+ mes "evidence proving that Juno may";
+ mes "have descended from Juperos.^000000";
+ next;
+ mes "^8B6914In fact, there is a";
+ mes "strong possibility that";
+ mes "another war, between Juno";
+ mes "and Juperos, resulted in Juno's";
+ mes "independence from Juperos and";
+ mes "the destruction of any existing";
+ mes "documentation from that era.^000000";
+ next;
mes "["+strcharinfo(0)+"]";
- mes "Hmm...";
- mes "This isn't heavy";
- mes "enough to be a real";
- mes "academic work. It must";
- mes "not even be finished yet.";
+ mes "Yes... Of course!";
+ mes "It all makes sense now!";
close;
- }
- case 2:
- if(yuno_hist < 5)
- {
- mes "["+strcharinfo(0)+"]";
- mes "Nah...";
- mes "I'm tired of reading.";
- mes "Ironically enough.";
- close;
- }
- else if(yuno_hist < 7)
- {
- mes "["+strcharinfo(0)+"]";
- mes "I don't feel like";
- mes "reading this. Not";
- mes "enough pictures...";
- close;
- }
- else if(yuno_hist < 9)
- {
- mes "["+strcharinfo(0)+"]";
- mes "It looks very sophisticated...";
+ }
+ mes "^8B6914Juperos was built over";
+ mes "a thousand years ago in";
+ mes "an era of peace just after";
+ mes "a major war. There is now";
+ mes "direct evidence linking Juno";
+ mes "to Juperos proving that Juno";
+ mes "was but a part of Juperos.^000000";
+ next;
+ mes "^8B6914Just like Juno, Juperos";
+ mes "was a society that prided";
+ mes "itself on its advancement";
+ mes "in the sciences which played";
+ mes "a permeating role in civilized";
+ mes "life. Science was reponsible for Juperos's rise and downfall.";
close;
- }
- else if(yuno_hist < 10)
- {
- mes "["+strcharinfo(0)+"]";
- mes "I know this book...";
- mes "But I don't feel like";
- mes "reading it right now.";
+ case 3:
+ if (yuno_hist < 10) {
+ mes "^8B6914...";
+ mes "......";
+ mes "..........^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Huh. This writer keeps";
+ mes "talking about theories,";
+ mes "but the more I read, the";
+ mes "less clear I am on what";
+ mes "the theory actually is.";
+ mes "I don't think there is one...";
+ emotion e_swt,1;
+ close;
+ }
+ mes "^8B6914What is most unsettling";
+ mes "is recent evidence, including";
+ mes "a first hand written account,";
+ mes "regarding the role of one of";
+ mes "Jupero's foremost scientists";
+ mes "in that city's rise and fall.";
+ next;
+ mes "^8B6914If these writings are";
+ mes "authentic, then what actually";
+ mes "happened was that a scientific";
+ mes "revolution occurred as a direct";
+ mes "result of one scientist's effort to manipulate the energies of the";
+ mes "artifact known as Ymir's heart.";
+ next;
+ mes "^8B6914This one man and Ymir's";
+ mes "Heart are credited with";
+ mes "the success and prosperity";
+ mes "of the Jupero's civilization.";
+ mes "However, there are various accounts prior to Jupero's fall";
+ mes "detailing his work with chimera...^000000";
+ next;
+ mes "^8B6914This scientist, supposedly";
+ mes "in his passion to benefit his";
+ mes "people by finding a scientific";
+ mes "method for immortality by using";
+ mes "chimera for testing, was driven";
+ mes "insane. He experimented on";
+ mes "himself with disatrous results.^000000";
+ next;
+ mes "^8B6914There was an error in the";
+ mes "energy calibration of Ymir's";
+ mes "Heart and the scientist was";
+ mes "transformed into the monster";
+ mes "we now know as Chimera. He";
+ mes "and his test subjects were set";
+ mes "loose into the city of Juperos.^000000";
+ next;
+ mes "^8B6914These immortal Chimeras";
+ mes "razed the entire city, killing";
+ mes "countless people. Apparently,";
+ mes "a team of scientists were able";
+ mes "to salvage a fragment of Ymir's";
+ mes "Heart, and use it to lauch part";
+ mes "of Juperos into the sky.^000000";
+ next;
+ mes "^8B6914That section of Juperos";
+ mes "eventually developed into";
+ mes "the city of Juno. Since the";
+ mes "scientists who launched Juno into the sky all immediately died";
+ mes "afterwards from an unknown cause, they left no documentation.^000000";
+ next;
+ mes "^8B6914The Chimera, and the";
+ mes "laboratory in which it";
+ mes "was created, is rumored to";
+ mes "remain beneath the ruins of";
+ mes "the once great city of Juperos.^000000";
close;
- }
- else
- {
+ case 4:
mes "["+strcharinfo(0)+"]";
- mes "This thesis is";
- mes "looking pretty good~";
- mes "Of course, I did have";
- mes "a hand in making it...";
+ mes "Ugh... My head hurts";
+ mes "too much from reading";
+ mes "a book for smarty people.";
+ mes "I know! I'll play videogames!";
close;
}
+ }
+ switch(select("Preface:Close the file.")) {
+ case 1:
+ mes "^8B6914Scholars are certain";
+ mes "that the Juperos civilization";
+ mes "used to be located above the";
+ mes "ground, but it is now buried";
+ mes "beneath the El Mes Plateau.";
+ mes "The reasons for the city's";
+ mes "ruin are still nebulous...^000000";
+ next;
+ mes "^8B6914There is much speculation";
+ mes "about the reasons for Jupero's";
+ mes "downfall, but any documentation";
+ mes "from that time period has been";
+ mes "difficult to find. As for now, any evidence we have regarding";
+ mes "Juperos is inconclusive.^000000";
+ next;
+ mes "^8B6914In spite of this lack";
+ mes "of empirical or concrete";
+ mes "data on the civilization of";
+ mes "Juperos, our modern world";
+ mes "may be able to learn much";
+ mes "from that ancient city's ruins.";
+ mes "..................^000000";
+ if (!yuno_hist) set yuno_hist,1;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "This...";
+ mes "This is supposed to";
+ mes "be a research thesis?";
+ mes "There's barely any";
+ mes "research in it...";
+ close;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm...";
+ mes "This isn't heavy";
+ mes "enough to be a real";
+ mes "academic work. It must";
+ mes "not even be finished yet.";
+ close;
+ }
+ case 2:
+ if (yuno_hist < 5) {
+ mes "["+strcharinfo(0)+"]";
+ mes "Nah...";
+ mes "I'm tired of reading.";
+ mes "Ironically enough.";
+ close;
+ }
+ else if (yuno_hist < 7) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I don't feel like";
+ mes "reading this. Not";
+ mes "enough pictures...";
+ close;
+ }
+ else if (yuno_hist < 9) {
+ mes "["+strcharinfo(0)+"]";
+ mes "It looks very sophisticated...";
+ close;
+ }
+ else if (yuno_hist < 10) {
+ mes "["+strcharinfo(0)+"]";
+ mes "I know this book...";
+ mes "But I don't feel like";
+ mes "reading it right now.";
+ close;
+ }
+ else {
+ mes "["+strcharinfo(0)+"]";
+ mes "This thesis is";
+ mes "looking pretty good~";
+ mes "Of course, I did have";
+ mes "a hand in making it...";
+ close;
+ }
}
}
yuno_in04,188,118,4 script Book#juperos 111,{
-
- if(yuno_hist > 7)
- {
+ if (yuno_hist > 7) {
mes "^8B6914*Self-Honesty*";
mes "*'Benefits Fo' Life!'*";
mes "By Stephen Oyoung";
@@ -1356,9 +1251,7 @@ yuno_in04,188,118,4 script Book#juperos 111,{
// Bronze Statue - juperos_01 99 112
juperos_01,99,112,4 script Bronze Statue#1 844,{
-
- if(yuno_hist > 3)
- {
+ if (yuno_hist > 3) {
mes "^3355FF''Do you wish to see";
mes "the end of the madness?";
mes "He is waiting where the three";
@@ -1366,8 +1259,7 @@ juperos_01,99,112,4 script Bronze Statue#1 844,{
mes "two hundred illusions wander.''^000000";
close;
}
- else if(yuno_hist == 3)
- {
+ else if (yuno_hist == 3) {
mes "["+strcharinfo(0)+"]";
mes "I better go and";
mes "see Fayruz in the";
@@ -1375,62 +1267,57 @@ juperos_01,99,112,4 script Bronze Statue#1 844,{
mes "her about the inscription.";
close;
}
- else
- {
+ else {
mes "^3355FFThere's a peculiar";
mes "engraving on the";
mes "Bronze Statue's rod.^000000";
next;
- switch( select( "Investigate","Ignore it" ) )
- {
- case 1 :
- mes "^3355FFIt's an inscription that's";
- mes "written in an old language";
- mes "that you can't understand,";
- mes "but have no problem reading";
- mes "and making out the sounds";
- mes "for some weird reason.^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "This is creepy!";
- mes "I know that I'm not";
- mes "supposed to be able";
- mes "to read this, but here";
- mes "I am. I know what sounds";
- mes "all of these letters make...";
- next;
- if(yuno_hist == 2)
- {
- mes "["+strcharinfo(0)+"]";
- mes "Then again, Fayruz did";
- mes "say this was enchanted.";
- mes "Okay, I guess I'll go back";
- mes "to the Juno Library and";
- mes "tell her what I found.";
- set yuno_hist,3;
- close;
- }
+ switch(select("Investigate:Ignore it")) {
+ case 1:
+ mes "^3355FFIt's an inscription that's";
+ mes "written in an old language";
+ mes "that you can't understand,";
+ mes "but have no problem reading";
+ mes "and making out the sounds";
+ mes "for some weird reason.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "This is creepy!";
+ mes "I know that I'm not";
+ mes "supposed to be able";
+ mes "to read this, but here";
+ mes "I am. I know what sounds";
+ mes "all of these letters make...";
+ next;
+ if (yuno_hist == 2) {
mes "["+strcharinfo(0)+"]";
- mes "Huh. Only a scholar,";
- mes "maybe someone even in";
- mes "Juno, could make sense";
- mes "of what this stuff says.";
- close;
-
- case 2 :
+ mes "Then again, Fayruz did";
+ mes "say this was enchanted.";
+ mes "Okay, I guess I'll go back";
+ mes "to the Juno Library and";
+ mes "tell her what I found.";
+ set yuno_hist,3;
close;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "Huh. Only a scholar,";
+ mes "maybe someone even in";
+ mes "Juno, could make sense";
+ mes "of what this stuff says.";
+ close;
+ case 2:
+ close;
}
}
}
yuno_in04,169,109,1 script Ambitious Hollgrehenn 111,{
-
mes "*Hollgrehenn: The Ambition*";
mes "By Aragham Caul*";
- mes "";
- mes "";
- mes "";
- mes "";
+ mes " ";
+ mes " ";
+ mes " ";
+ mes " ";
mes "Publisher:";
mes "Muha Books, Co.";
next;
@@ -1450,7 +1337,6 @@ yuno_in04,169,109,1 script Ambitious Hollgrehenn 111,{
}
yuno_in04,174,111,1 script Penniless Hollgrehenn 111,{
-
mes "^8B6914*Penniless Hollgrehenn*";
mes " * Pennyless Hollgrehenn * ";
mes "By Hollgrehenn";
@@ -1470,7 +1356,6 @@ yuno_in04,174,111,1 script Penniless Hollgrehenn 111,{
}
yuno_in04,102,106,1 script Popular Feasts 111,{
-
mes "^8B6914*Popular Feasts*";
mes "By Cabbage Pickle Community";
mes " ";
@@ -1479,47 +1364,43 @@ yuno_in04,102,106,1 script Popular Feasts 111,{
mes "Publisher:";
mes "Muha Books, Co.^000000";
next;
- switch( select( " 1. Fried Yoyo Tails"," 14. Poring Salad"," 252. Beak Soup" ) )
- {
- case 1:
- mes "^8B6914...";
- mes "If possible, try";
- mes "to use tails cut";
- mes "from live Yoyos.";
- mes "Now, as for skinning...^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Um...";
- mes "Barf?";
- close;
-
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "Hey, this page is gone!";
- mes "I guess Poring Salad is";
- mes "the most popular feast";
- mes "in this entire book.";
- close;
-
- case 3:
- mes "^8B6914...";
- mes "Fry the cut beaks";
- mes "using herbal oil until";
- mes "crisp. Then, pour the";
- mes "feathers into a blender...^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hmm...";
- mes "Sounds a little";
- mes "too gourmet for my";
- mes "taste. And by ''gourmet,''";
- mes "I mean, ''totally gross.''";
- close;
+ switch(select(" 1. Fried Yoyo Tails: 14. Poring Salad: 252. Beak Soup")) {
+ case 1:
+ mes "^8B6914...";
+ mes "If possible, try";
+ mes "to use tails cut";
+ mes "from live Yoyos.";
+ mes "Now, as for skinning...^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Um...";
+ mes "Barf?";
+ close;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "Hey, this page is gone!";
+ mes "I guess Poring Salad is";
+ mes "the most popular feast";
+ mes "in this entire book.";
+ close;
+ case 3:
+ mes "^8B6914...";
+ mes "Fry the cut beaks";
+ mes "using herbal oil until";
+ mes "crisp. Then, pour the";
+ mes "feathers into a blender...^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm...";
+ mes "Sounds a little";
+ mes "too gourmet for my";
+ mes "taste. And by ''gourmet,''";
+ mes "I mean, ''totally gross.''";
+ close;
}
}
yuno_in04,111,108,1 script Hamerun, Rat Hunter 111,{
-
mes "["+strcharinfo(0)+"]";
mes "I can't...";
mes "reach it...!";
@@ -1527,183 +1408,170 @@ yuno_in04,111,108,1 script Hamerun, Rat Hunter 111,{
}
yuno_in04,167,127,1 script Red Book 111,{
-
mes "^3355FFYou find a book";
mes "with red binding.^000000";
next;
- switch( select( "Read.","Leave it alone." ) )
- {
- case 1:
- mes "^8B6914...^000000";
- next;
- mes "^8B6914...";
- mes "......^000000";
- next;
- mes "^8B6914...";
- mes "......";
- mes ".........^000000";
- next;
- mes "^8B6914...";
- mes "......";
- mes ".........";
- mes "............^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "This is...";
- mes "A compilation of";
- mes "Shakespeare in ";
- mes "coloring book format?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Wait...";
- mes "Why would fans of";
- mes "Shakespeare even";
- mes "want a coloring book?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hmm... Well...";
- mes "I suppose little kids who";
- mes "read Shakespeare would";
- mes "appreciate something like that.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hold on...";
- mes "Do little kids who";
- mes "are able to read the";
- mes "works of Shakespeare";
- mes "even exist? I hope not...";
- close;
-
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "What a strange";
- mes "and mysterious book.";
- mes "I'll never know what's";
- mes "inside unless I read it!";
- mes "Come on! Doesn't the red";
- mes "binding mean something?";
- close;
+ switch(select("Read.:Leave it alone.")) {
+ case 1:
+ mes "^8B6914...^000000";
+ next;
+ mes "^8B6914...";
+ mes "......^000000";
+ next;
+ mes "^8B6914...";
+ mes "......";
+ mes ".........^000000";
+ next;
+ mes "^8B6914...";
+ mes "......";
+ mes ".........";
+ mes "............^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "This is...";
+ mes "A compilation of";
+ mes "Shakespeare in ";
+ mes "coloring book format?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Wait...";
+ mes "Why would fans of";
+ mes "Shakespeare even";
+ mes "want a coloring book?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm... Well...";
+ mes "I suppose little kids who";
+ mes "read Shakespeare would";
+ mes "appreciate something like that.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hold on...";
+ mes "Do little kids who";
+ mes "are able to read the";
+ mes "works of Shakespeare";
+ mes "even exist? I hope not...";
+ close;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "What a strange";
+ mes "and mysterious book.";
+ mes "I'll never know what's";
+ mes "inside unless I read it!";
+ mes "Come on! Doesn't the red";
+ mes "binding mean something?";
+ close;
}
}
yuno_in04,121,109,1 script Scroll 111,{
-
mes "^3355FFYou've found an";
mes "antiquated scroll";
mes "that's collected a";
mes "layer of fine dust.^000000";
next;
- switch( select( "Peruse","Leave it alone" ) )
- {
- case 1:
- mes "^8B6914Item Upgrade Introduction";
- mes " ";
- mes " ";
- mes " ";
- mes "1. Item Upgrade Definition";
- mes " ";
- mes "The key to success when";
- mes "upgrading items comes from";
- mes "only one place: Your ''Mind.''";
- mes " ";
- mes " ";
- mes " ";
- mes "2. Power of a Positive Attitude";
- mes "Before trying to upgrade";
- mes "an item, plan out how high";
- mes "you want to upgrade and how";
- mes "much you'll spend beforehand.";
- mes "But like all ladies, Lady Luck";
- mes "smiles when you fully splurge.^000000";
- mes " ";
- mes " ";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Wait, wait...";
- mes "This thing IS old.";
- mes "I mean, it's obviously";
- mes "written from a patriarchal";
- mes "standpoint that promotes";
- mes "bipartisan gender roles.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'm...";
- mes "I'm so offended.";
- close;
-
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "This scroll is far too";
- mes "primitive. There's been";
- mes "all sorts of technological";
- mes "reading advances that I can't";
- mes "live without... Like pages.";
- close;
+ switch(select("Peruse:Leave it alone")) {
+ case 1:
+ mes "^8B6914Item Upgrade Introduction";
+ mes " ";
+ mes " ";
+ mes " ";
+ mes "1. Item Upgrade Definition";
+ mes " ";
+ mes "The key to success when";
+ mes "upgrading items comes from";
+ mes "only one place: Your ''Mind.''";
+ mes " ";
+ mes " ";
+ mes " ";
+ mes "2. Power of a Positive Attitude";
+ mes "Before trying to upgrade";
+ mes "an item, plan out how high";
+ mes "you want to upgrade and how";
+ mes "much you'll spend beforehand.";
+ mes "But like all ladies, Lady Luck";
+ mes "smiles when you fully splurge.^000000";
+ mes " ";
+ mes " ";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Wait, wait...";
+ mes "This thing IS old.";
+ mes "I mean, it's obviously";
+ mes "written from a patriarchal";
+ mes "standpoint that promotes";
+ mes "bipartisan gender roles.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm...";
+ mes "I'm so offended.";
+ close;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "This scroll is far too";
+ mes "primitive. There's been";
+ mes "all sorts of technological";
+ mes "reading advances that I can't";
+ mes "live without... Like pages.";
+ close;
}
}
yuno_in04,118,116,4 script Paper 111,{
-
mes "^3355FFIt's a piece of";
mes "paper that looks";
mes "like a personal letter.^000000";
next;
- switch( select("Read it.","Leave it alone.") )
- {
- case 1:
- if(yuno_hist > 7)
- {
- mes "^8B6914P.S.";
- mes "Please...";
- mes "Come back to me.";
- mes " ";
- mes " ";
- mes "Love,";
- mes "Fayruz^000000";
- close;
- }
- mes "^8B6914...";
- mes "I can't forget your smile.";
- mes "No matter what, even if you";
- mes "hate me, I'll always have these";
- mes "feelings just for you. You are";
- mes "the one who is most special,";
- mes "who means the most to my heart.^000000";
- next;
- mes "^8B6914I know we've had our";
- mes "differences, but please";
- mes "don't refuse my love. By";
- mes "your hands, I hope that";
- mes "you can forgive me for us.";
- mes "- Love, Fayruz^000000";
- next;
- if(getpartnerid())
- {
- mes "["+strcharinfo(0)+"]";
- mes "Ahhhhhh~";
- mes "Love sure is nice!";
- close;
- }
- mes "["+strcharinfo(0)+"]";
- mes "What th--?!";
- mes "Booooooooo!";
- mes "Love stinks!";
+ switch(select("Read it.:Leave it alone.")) {
+ case 1:
+ if (yuno_hist > 7) {
+ mes "^8B6914P.S.";
+ mes "Please...";
+ mes "Come back to me.";
+ mes " ";
+ mes " ";
+ mes "Love,";
+ mes "Fayruz^000000";
close;
-
- case 2:
+ }
+ mes "^8B6914...";
+ mes "I can't forget your smile.";
+ mes "No matter what, even if you";
+ mes "hate me, I'll always have these";
+ mes "feelings just for you. You are";
+ mes "the one who is most special,";
+ mes "who means the most to my heart.^000000";
+ next;
+ mes "^8B6914I know we've had our";
+ mes "differences, but please";
+ mes "don't refuse my love. By";
+ mes "your hands, I hope that";
+ mes "you can forgive me for us.";
+ mes "- Love, Fayruz^000000";
+ next;
+ if (getpartnerid()) {
mes "["+strcharinfo(0)+"]";
- mes "I guess I better";
- mes "not look at this.";
- mes "I mean, I might";
- mes "regret reading it.";
+ mes "Ahhhhhh~";
+ mes "Love sure is nice!";
close;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "What th--?!";
+ mes "Booooooooo!";
+ mes "Love stinks!";
+ close;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "I guess I better";
+ mes "not look at this.";
+ mes "I mean, I might";
+ mes "regret reading it.";
+ close;
}
}
juperos_01,123,92,4 script Stone Statue 844,{
-
- if(yuno_hist)
- {
+ if (yuno_hist) {
mes "^3355FFIt's a stone statue";
mes "that looks exactly like";
mes "the one in the Juno Library.";
@@ -1723,7 +1591,6 @@ juperos_01,123,92,4 script Stone Statue 844,{
}
juperos_01,99,71,4 script Bronze Statue#2 844,{
-
mes "^3355FFIt's an elaborate";
mes "bronze statue that";
mes "is twice the height of";
@@ -1732,14 +1599,12 @@ juperos_01,99,71,4 script Bronze Statue#2 844,{
}
juperos_01,79,92,4 script Sculpture 844,{
-
mes "^3355FFIt's a sculpture that";
mes "looks familiar to you.^000000";
close;
}
juperos_01,215,127,4 script Machine Statue 844,{
-
mes "^3355FFThis is the bust of a";
mes "humanoid machine with";
mes "a familiar Crest Piece";
@@ -1831,7 +1696,7 @@ OnInit:
initnpctimer;
end;
-Onreset:
+OnReset:
killmonster "juperos_02","3F Gate Switch#jupe::OnMyMobDead";
end;
@@ -1910,7 +1775,7 @@ OnTimer483000:
OnTimer506000:
OnTimer529000:
OnTimer552000:
- specialeffect 561;
+ specialeffect EF_BIG_PORTAL;
end;
OnTimer556000:
@@ -1922,7 +1787,7 @@ OnTimer561000:
end;
OnTimer598000:
- specialeffect 561;
+ specialeffect EF_BIG_PORTAL;
end;
OnTimer600000:
@@ -2047,7 +1912,7 @@ jupe_area1,88,224,0 script #hole#1-1 844,{
end;
}
-Onstop_timer:
+OnStop_Timer:
stopnpctimer;
end;
@@ -2065,7 +1930,7 @@ OnInit:
OnEnable:
enablenpc "Warp#1-1";
- specialeffect 561;
+ specialeffect EF_BIG_PORTAL;
soundeffectall "jupe_warp.wav",0;
initnpctimer;
end;
@@ -2088,7 +1953,7 @@ OnInit:
OnTouch:
donpcevent "Red Alarm On#1-1::OnEnable";
disablenpc "Red Alarm#1-1";
- donpcevent "#hole#1-1::Onstop_timer";
+ donpcevent "#hole#1-1::OnStop_Timer";
set $@JupreArea1InUse,1;
disablenpc "#hole#1-1";
end;
@@ -2341,7 +2206,7 @@ jupe_area1,25,238,0 script #hole#1-2 844,{
}
end;
-Onstop_timer:
+OnStop_Timer:
stopnpctimer;
end;
@@ -2359,7 +2224,7 @@ OnInit:
OnEnable:
enablenpc "Warp#1-2";
- specialeffect 561;
+ specialeffect EF_BIG_PORTAL;
soundeffectall "jupe_warp.wav",0;
initnpctimer;
end;
@@ -2628,7 +2493,7 @@ jupe_area1,36,146,0 script #hole#1-3 844,{
}
end;
-Onstop_timer:
+OnStop_Timer:
stopnpctimer;
end;
@@ -2646,7 +2511,7 @@ OnInit:
OnEnable:
enablenpc "Warp#1-3";
- specialeffect 561;
+ specialeffect EF_BIG_PORTAL;
soundeffectall "jupe_warp.wav",0;
initnpctimer;
end;
@@ -2917,7 +2782,7 @@ jupe_area1,50,49,0 script #hole#1-4 844,{
}
end;
-Onstop_timer:
+OnStop_Timer:
stopnpctimer;
end;
@@ -2935,7 +2800,7 @@ OnInit:
OnEnable:
enablenpc "Warp#1-4";
- specialeffect 561;
+ specialeffect EF_BIG_PORTAL;
soundeffectall "jupe_warp.wav",0;
initnpctimer;
end;
@@ -3114,7 +2979,7 @@ jupe_area1,112,162,0 script Lever#ufe 844,{
next;
switch(select("Pull.:Cancel.")) {
case 1:
- if($@JupreArea1InUse == 1) close;
+ if ($@JupreArea1InUse == 1) close;
initnpctimer;
donpcevent "LeverWarp#ufe::OnEnable";
disablenpc "Lever#ufe";
@@ -3141,7 +3006,7 @@ OnInit:
OnEnable:
enablenpc "LeverWarp#ufe";
- specialeffect 561;
+ specialeffect EF_BIG_PORTAL;
soundeffectall "jupe_warp.wav",0;
initnpctimer;
end;
@@ -3256,7 +3121,7 @@ jupe_area2,74,224,0 script #hole#2-1 844,{
end;
}
-Onstop_timer:
+OnStop_Timer:
stopnpctimer;
end;
@@ -3274,7 +3139,7 @@ OnInit:
OnEnable:
enablenpc "Warp#2-1";
- specialeffect 561;
+ specialeffect EF_BIG_PORTAL;
soundeffectall "jupe_warp.wav",0;
initnpctimer;
end;
@@ -3297,7 +3162,7 @@ OnInit:
OnTouch:
donpcevent "Red Alarm On#2-1::OnEnable";
disablenpc "Red Alarm#2-1";
- donpcevent "#hole#2-1::Onstop_timer";
+ donpcevent "#hole#2-1::OnStop_Timer";
set $@JupreArea2InUse,1;
disablenpc "#hole#2-1";
end;
@@ -3550,7 +3415,7 @@ jupe_area2,138,238,0 script #hole#2-2 844,{
}
end;
-Onstop_timer:
+OnStop_Timer:
stopnpctimer;
end;
@@ -3568,7 +3433,7 @@ OnInit:
OnEnable:
enablenpc "Warp#2-2";
- specialeffect 561;
+ specialeffect EF_BIG_PORTAL;
soundeffectall "jupe_warp.wav",0;
initnpctimer;
end;
@@ -3837,7 +3702,7 @@ jupe_area2,127,146,0 script #hole#2-3 844,{
}
end;
-Onstop_timer:
+OnStop_Timer:
stopnpctimer;
end;
@@ -3855,7 +3720,7 @@ OnInit:
OnEnable:
enablenpc "Warp#2-3";
- specialeffect 561;
+ specialeffect EF_BIG_PORTAL;
soundeffectall "jupe_warp.wav",0;
initnpctimer;
end;
@@ -4128,7 +3993,7 @@ jupe_area2,113,49,0 script #hole#2-4 844,{
}
end;
-Onstop_timer:
+OnStop_Timer:
stopnpctimer;
end;
@@ -4146,7 +4011,7 @@ OnInit:
OnEnable:
enablenpc "Warp#2-4";
- specialeffect 561;
+ specialeffect EF_BIG_PORTAL;
soundeffectall "jupe_warp.wav",0;
initnpctimer;
end;
@@ -4327,7 +4192,7 @@ jupe_area2,51,162,0 script Lever#ufe2 844,{
next;
switch(select("Pull.:Cancel.")) {
case 1:
- if($@JupreArea2InUse == 1) close;
+ if ($@JupreArea2InUse == 1) close;
initnpctimer;
donpcevent "LeverWarp#ufe2::OnEnable";
disablenpc "Lever#ufe2";
@@ -4354,7 +4219,7 @@ OnInit:
OnEnable:
enablenpc "LeverWarp#ufe2";
- specialeffect 561;
+ specialeffect EF_BIG_PORTAL;
soundeffectall "jupe_warp.wav",0;
initnpctimer;
end;
@@ -4972,8 +4837,7 @@ OnTimer8000:
OnMyMobDead:
set .MyMobs,.MyMobs-1;
if (.MyMobs < 1) {
- if(getvariableofnpc(.MyMobs,"Guard-1#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-2#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-3#ufe") < 1)
- {
+ if (getvariableofnpc(.MyMobs,"Guard-1#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-2#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-3#ufe") < 1) {
donpcevent "GuardEnd#ufe::OnEnable";
stopnpctimer;
}
@@ -5112,3 +4976,69 @@ OnTouch:
}
end;
}
+
+//============================================================
+// GM Management NPC
+//============================================================
+sec_in02,39,167,0 script Juperos Manager 864,{
+ callfunc "F_GM_NPC";
+ mes "[Juperos Manager]";
+ mes "I'm the NPC in";
+ mes "charge of managing";
+ mes "the global variables for";
+ mes "the quests related to";
+ mes "Juperos. GM, please";
+ mes "enter the password.";
+ next;
+ if (callfunc("F_GM_NPC",1854,0) < 1) {
+ mes "[Juperos Manager]";
+ mes "Incorrect password.";
+ close;
+ } else {
+ mes "[Juperos Manager]";
+ mes "Select a map. Remember:";
+ mes "Make sure that users aren't";
+ mes "doing the quest on the map";
+ mes "you're going to reset, or else";
+ mes "you'll cancel their progress";
+ mes "through the quest.";
+ next;
+ switch(select("jupe_Area1:jupe_Area2:jupe_ele_r:jupe_ele")) {
+ case 1:
+ set .@loc$,"jupe_Area1";
+ set .@var$,"$@JupreArea1InUse";
+ break;
+ case 2:
+ set .@loc$,"jupe_Area2";
+ set .@var$,"$@JupreArea2InUse";
+ break;
+ case 3:
+ set .@loc$,"jupe_ele_r";
+ set .@var$,"$@JupeElevatorInUse";
+ break;
+ case 4:
+ set .@loc$,"jupe_ele";
+ set .@var$,"$@JupeElevatorInUse2";
+ break;
+ }
+ mes "[Juperos Manager]";
+ mes "You've decided";
+ mes "to reset "+.@loc$+".";
+ mes "Shall we proceed?";
+ next;
+ switch(select("Yes.:No.")) {
+ case 1:
+ mes "[Juperos Manager]";
+ mes "The global variable in";
+ mes .@loc$+" has been";
+ mes "reset to 0. Thank you.";
+ setd .@var$,0;
+ close;
+ case 2:
+ mes "[Juperos Manager]";
+ mes "This command";
+ mes "has been canceled.";
+ close;
+ }
+ }
+}
diff --git a/npc/quests/quests_lighthalzen.txt b/npc/quests/quests_lighthalzen.txt
index 1085774e0..7cc121cab 100644
--- a/npc/quests/quests_lighthalzen.txt
+++ b/npc/quests/quests_lighthalzen.txt
@@ -1,65 +1,13 @@
//===== Hercules Script ======================================
//= Quest NPCs located in Lighthalzen
-//===== By: ==================================================
+//===== By: ==================================================
//= Persian, Vicious_Pucca, aoa00, Evera, MasterOfMupppets,
//= Lupus, Lord Gywall
-//===== Current Version: =====================================
-//= 4.8
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 5.1
+//===== Description: =========================================
//= Quests related to Lighthalzen City.
-//===== Additional Comments: =================================
-//= Grammar/script check please. This was a quick job.
-//= Things to add: Look at the thread "Lighthalzen Guard" in SVN script
-//= 0.3 Initial Release
-//= 0.5 Added mobsters spawn and Einbroch pollution. Alert lasts either 10 minutes or all mob killed.
-//= 0.6-0.9 fix small bug. Added Bio-lab entrance Quest. Added Getting security-card Quest.
-//= 1.0 Patched "mobsters spawn & Alert" like Real-RO.
-//= 1.0a fixed rand(1,10) + comparision. There just can't be 'X < 1' [Lupus]
-//= 1.1 Changed the mobster spawn to g_mobster to prevent exploits [MasterOfMuppets]
-//= 1.2 Added the cube room quest by DeNy, translated by vicious_pucca. [MasterOfMuppets]
-//= Thanks to Linuxwolf for a grammar check as well =).
-//= 1.2a Moved Biolab entrance to lhz_dun warps. [Vicious]
-//= 1.3 Fixed password bug, fixed endless item exploit, some typos [Lupus]
-//= 1.4 Fixed password abuse. When people don't read the password under the picture
-//= and enter Zero shit 8) (TODO: I saw some "Sticks" abuses, too.. where you could skip a part of quest...)
-//= 1.5 Fixed Mobster's OnDead event(it has to start with "On"!) [Playtester]
-//= 1.5a Fixed "free stick" bug, thx 2 Neouni [Lupus]
-//= 1.6 Added Gywall's Pickpocket Quest
-//= 1.7 Implemented the Friendship quest [MasterOfMuppets]
-//= 1.8 Changed the name of the mobsters to Gangster, as it should be. [MasterOfMuppets]
-//= 1.9 Added extra input check on Biolab so that the first letter of the word could be capitalized or undercase. [Evera]
-//= 2.0 Removed Duplicates [Silent]
-//= 2.1 Added first part of Bio Ethics Quest [Evera]
-//= 2.2 Added bit to say Bio Ethics is unfinished, and if a player attempts, it warps them
-//= out after finished part... Don't want players getting stuck ;_; [Evera]
-//= 2.3 Finished Bio Ethics Quest. Need bug testers before moving to trunk, my
-//= mind was somewhere else when writing @_@ [Evera]
-//= 2.4 Fixed the bug where a str&int debug was shown in the console for
-//= test tube in bio labs quest. [Evera]
-//= 2.5 Fixed Kellasus giving you extra skills in Bio Ethics quest [Evera]
-//= 2.6 Fixed exploit letting any class get homunculus from Bio Ethics Quest [Evera]
-//= 2.6a Moved Bio Ethics Quest to Alchemist SKILL QUESTS [Lupus]
-//= 2.7 fixed bugs that let people bypass some quest parts V_V [Lupus]
-//= reused cubekey var for 4 Cube Room key vars
-//= 2.8 More optimization. Also fixed bug with "2x short sticks -> long" [Lupus]
-//= Now uses MISC_QUEST&512 instead of 'hzdun'. WIP
-//= 2.9 Fixed Friendship Quest levelup exploit (u could get EXP twice) [Lupus]
-//= 3.0 Added Cursed Spirit Quest. [SinSloth]
-//= Moved a book non-related to Lighthalzen quests.
-//= 3.1 Added Schwartzvalt Trilogy Quest. [SinSloth]
-//= 3.2 Updated some NPCs regarding Hugel Rebellion Quest. [SinSloth]
-//= 3.2 Removed the NPC "#kiz03-4" as I couldn't find any [L0ne_W0lf]
-//= reference to it in the Aegis script.
-//= 3.3 Fixed a wrong negative value checking in Schwartzvalt Trilogy quest. [SinSloth]
-//= 3.4 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
-//= 3.5 Touch-ups to the Friendship quest. Added EXP reward. [L0ne_W0lf]
-//= Added cutins for "Maku" npc, and changed "set HP" to percentheal.
-//= 3.5a Adjusted EXP given by "Benkasttein" to be the same as that given by Maku. [L0ne_W0lf]
-//= 3.6 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
-//= 3.7 Counter-fixed negative value checking to now look for both positive and negative values
-//= since its symbol depends on the time. [SinSloth]
-//= 3.8 Removed bio ethic quest definition from header. [L0ne_W0lf]
-//= 3.9 Added Rekenber Job quest. Don't know why it hasn't been there before though. [SinSloth]
+//===== Additional Comments: =================================
//= 4.0 Updated several NPCs to Official (iRO) dialog, and restrucured. [L0ne_W0lf]
//= 4.1 Updated Dungeon quest, and Friendhsip quest to 10.3 standards. [L0ne_W0lf]
//= 4.2 Fixed wrong variable type in use in "Box#cube1". [L0ne_W0lf]
@@ -70,13 +18,16 @@
//= Tube just makes sure you have 1 or more permits.
//= 4.4 Replaced effect numerics with constants. [L0ne_W0lf]
//= 4.5 Corrected an Incorrect check of the Shinokas_Quest. (bugreport:2276) [Samuray22]
-//= Replaced effect numerics with constants.
+//= Replaced effect numerics with constants.
//= 4.5 Official Gangster Alert script. [Gepard]
//= 4.6 Added quest log entries for:
//= - Cursed Spirit Quest
//= 4.7 Fixed missing label. (bugreport:4654) [L0ne_W0lf]
//= 4.8 Fixed Cursed Spirit Quest EXP reward. [Euphy]
-//============================================================
+//= 4.9 Fixed incorrect use of 'close'. [Joseph]
+//= 5.0 Updated RE/Pre-RE EXP. [Euphy]
+//= 5.1 Added GM management NPCs. [Euphy]
+//============================================================
// Gangster Alert [Official Conversion]
//============================================================
@@ -464,6 +415,7 @@ lighthalzen,341,224,3 script Fishbone 868,{
mes "exactly 20 Jellopy on";
mes "you, okay? Seeya pal~";
set lhz_sincube,5;
+ setquest 12014;
close;
}
mes "[Fishbone]";
@@ -624,6 +576,7 @@ lighthalzen,341,224,3 script Fishbone 868,{
mes "about what happened to";
mes "you. So did you get what";
mes "you wanted over there?";
+ completequest 12014;
next;
mes "["+strcharinfo(0)+"]";
mes "Yeah...";
@@ -1766,8 +1719,8 @@ OnTouch:
case 1:
mes "^3355FF*SHHHHHHUK!*^000000";
specialeffect EF_STEAL;
- if (zeny >= 100) {
- set zeny,zeny-100;
+ if (Zeny >= 100) {
+ set Zeny, Zeny-100;
}
next;
mes "[" + strcharinfo(0) + "]";
@@ -1782,8 +1735,8 @@ OnTouch:
case 2:
mes "^3355FF*SHHHHHHUK!*^000000";
specialeffect EF_STEAL;
- if (zeny >= 200) {
- set zeny,zeny-200;
+ if (Zeny >= 200) {
+ set Zeny, Zeny-200;
}
next;
mes "[" + strcharinfo(0) + "]";
@@ -1799,8 +1752,8 @@ OnTouch:
case 3:
mes "^3355FF*SHHHHHHUK!*^000000";
specialeffect EF_STEAL;
- if (zeny >= 10) {
- set zeny,zeny-10;
+ if (Zeny >= 10) {
+ set Zeny, Zeny-10;
}
next;
mes "[" + strcharinfo(0) + "]";
@@ -1839,8 +1792,8 @@ OnTouch:
case 1:
mes "^3355FF*SHHHHHHUK!*^000000";
specialeffect EF_STEAL;
- if (zeny >= 100) {
- set zeny,zeny-100;
+ if (Zeny >= 100) {
+ set Zeny, Zeny-100;
}
next;
mes "[" + strcharinfo(0) + "]";
@@ -1855,8 +1808,8 @@ OnTouch:
case 2:
mes "^3355FF*SHHHHHHUK!*^000000";
specialeffect EF_STEAL;
- if (zeny >= 200) {
- set zeny,zeny-200;
+ if (Zeny >= 200) {
+ set Zeny, Zeny-200;
}
next;
mes "[" + strcharinfo(0) + "]";
@@ -1872,8 +1825,8 @@ OnTouch:
case 3:
mes "^3355FF*SHHHHHHUK!*^000000";
specialeffect EF_STEAL;
- if (zeny >= 10) {
- set zeny,zeny-10;
+ if (Zeny >= 10) {
+ set Zeny, Zeny-10;
}
next;
mes "[" + strcharinfo(0) + "]";
@@ -1912,8 +1865,8 @@ OnTouch:
case 2:
mes "^3355FF*SHHHHHHUK!*^000000";
specialeffect EF_STEAL;
- if (zeny >= 100) {
- set zeny,zeny-100;
+ if (Zeny >= 100) {
+ set Zeny, Zeny-100;
}
next;
mes "[" + strcharinfo(0) + "]";
@@ -1929,8 +1882,8 @@ OnTouch:
case 4:
mes "^3355FF*SHHHHHHUK!*^000000";
specialeffect EF_STEAL;
- if (zeny >= 200) {
- set zeny,zeny-200;
+ if (Zeny >= 200) {
+ set Zeny, Zeny-200;
}
next;
mes "[" + strcharinfo(0) + "]";
@@ -1946,8 +1899,8 @@ OnTouch:
case 5:
mes "^3355FF*SHHHHHHUK!*^000000";
specialeffect EF_STEAL;
- if (zeny >= 10) {
- set zeny,zeny-10;
+ if (Zeny >= 10) {
+ set Zeny, Zeny-10;
}
next;
mes "[" + strcharinfo(0) + "]";
@@ -2064,7 +2017,7 @@ OnTouch:
mes "but I hope we never bump";
mes "into each other ever again!";
}
- set zeny,zeny-.@price;
+ set Zeny, Zeny-.@price;
getitem 12016,.@number; //Speed_Up_Potion
}
}
@@ -2171,6 +2124,7 @@ lhz_in02,201,210,5 script Digotz 869,{
mes "dearly loved his friends.^000000";
next;
set friendship,15;
+ changequest 12005,12006;
getitem 1201,1; //Knife
close;
}
@@ -2378,6 +2332,7 @@ lhz_in02,201,210,5 script Digotz 869,{
mes "argument. Still, he couldn't";
mes "do anything about Maku now...";
set friendship,7;
+ changequest 12002,12003;
next;
mes "[Digotz]";
mes "I don't know why,";
@@ -2539,6 +2494,7 @@ lhz_in02,201,210,5 script Digotz 869,{
mes "pals anymore. You know what?";
mes "Just forget everything I said.";
set friendship,2;
+ changequest 12000,12001;
close;
}
mes "[Digotz]";
@@ -2739,14 +2695,14 @@ lighthalzen,337,232,3 script Maku 870,{
next;
delitem 7351,1; //Friend's_Diary
set friendship,14;
- if (BaseLevel > 90) {
- getexp 70000,0;
- }
- else if (BaseLevel > 75) {
- getexp 40000,0;
- }
- else {
- getexp 20000,0;
+ if (checkre(3)) {
+ if (BaseLevel > 90) getexp 70000,0;
+ else if (BaseLevel > 75) getexp 40000,0;
+ else getexp 20000,0;
+ } else {
+ if (BaseLevel > 90) getexp 700000,0;
+ else if (BaseLevel > 75) getexp 400000,0;
+ else getexp 200000,0;
}
cutin "lhz_macu04",2;
mes "[Maku]";
@@ -2998,6 +2954,7 @@ lighthalzen,337,232,3 script Maku 870,{
mes "out and he probably hates";
mes "my penniless guts and...";
set friendship,3;
+ changequest 12001,12002;
next;
mes "[Maku]";
mes "Crud, just listen to";
@@ -3052,6 +3009,7 @@ lighthalzen,337,232,3 script Maku 870,{
mes "anyway? Sure, we all";
mes "do it, but still...";
set friendship,1;
+ setquest 12000;
next;
mes "[Maku]";
mes "Well, when you get";
@@ -3189,14 +3147,15 @@ yuno_in04,96,106,5 script Passionate Student 754,{
mes "rich and poor areas as my thanks.";
next;
set friendship,16;
- if (BaseLevel > 90) {
- getexp 70000,0;
- }
- else if (BaseLevel > 75) {
- getexp 40000,0;
- }
- else {
- getexp 20000,0;
+ completequest 12006;
+ if (checkre(3)) {
+ if (BaseLevel > 90) getexp 70000,0;
+ else if (BaseLevel > 75) getexp 40000,0;
+ else getexp 20000,0;
+ } else {
+ if (BaseLevel > 90) getexp 700000,0;
+ else if (BaseLevel > 75) getexp 400000,0;
+ else getexp 200000,0;
}
getitem 7350,1; //Pass
mes "[Benkaistein]";
@@ -3239,6 +3198,7 @@ yuno_in04,96,106,5 script Passionate Student 754,{
mes "times we used to share.";
next;
set friendship,12;
+ changequest 12004,12005;
mes "[Benkaistein]";
mes "Anyway, this should at";
mes "least help them realize";
@@ -3288,6 +3248,7 @@ yuno_in04,96,106,5 script Passionate Student 754,{
mes "to finish this thesis. Let's see... What can I possibly do from here?";
next;
set friendship,10;
+ changequest 12003,12004;
mes "[Benkaistein]";
mes "Oh, I know what I can do!";
mes "Wait, but where did I put it?";
@@ -3408,7 +3369,7 @@ OnTouch_:
}
else if (lhz_curse < 26) {
set @lhz_ghost,rand(1,5);
- sc_start SC_Curse,1000,0;
+ sc_start SC_CURSE,1000,0;
soundeffect "loli_ruri_stand.wav",0;
if (@lhz_ghost == 1) {
mes "[??????]";
@@ -3448,7 +3409,7 @@ OnTouch_:
}
else if (lhz_curse < 26) {
set @lhz_ghost,rand(1,10);
- sc_start SC_Curse,1000,0;
+ sc_start SC_CURSE,1000,0;
soundeffect "tao_gunka_stand.wav",0;
if (@lhz_ghost == 1) {
mes "[??????]";
@@ -3488,7 +3449,7 @@ OnTouch_:
}
else if (lhz_curse < 26) {
set @lhz_ghost,rand(1,10);
- sc_start SC_Curse,1000,0;
+ sc_start SC_CURSE,1000,0;
soundeffect "tao_gunka_stand.wav",0;
if (@lhz_ghost == 1) {
mes "[??????]";
@@ -3522,13 +3483,13 @@ OnTouch_:
if (countitem(7345) > 0 ) {
if (lhz_curse == 0) {
soundeffect "tao_gunka_stand.wav",0;
- sc_start SC_Curse,1000,0;
+ sc_start SC_CURSE,1000,0;
}
else if ((lhz_curse > 0) && (lhz_curse < 26)) {
mes "............";
next;
soundeffect "tao_gunka_stand.wav",0;
- sc_start SC_Blind,60000,0;
+ sc_start SC_BLIND,60000,0;
mes "............";
next;
mes "[?????]";
@@ -3560,8 +3521,8 @@ OnTouch_:
mes "just in my head, were they?";
mes "Hello...? Anybody there...?";
close2;
- sc_end SC_Blind;
- sc_start SC_Curse,5000,0;
+ sc_end SC_BLIND;
+ sc_start SC_CURSE,5000,0;
if (!lhz_spi01) set lhz_spi01,1;
}
}
@@ -3572,14 +3533,14 @@ lhz_in03,178,22,0 script #kiz04 -1,2,2,{
OnTouch_:
if (countitem(7345) > 0 ) {
if (lhz_curse == 0) {
- sc_start SC_Curse,1000,0;
+ sc_start SC_CURSE,1000,0;
soundeffect "tao_gunka_stand.wav",0;
}
else if ((lhz_curse > 0) && (lhz_curse < 26)) {
mes "............";
next;
soundeffect "tao_gunka_stand.wav",0;
- sc_start SC_Blind,60000,0;
+ sc_start SC_BLIND,60000,0;
mes "............";
next;
mes "[?????]";
@@ -3639,8 +3600,8 @@ OnTouch_:
mes "these voices coming from?";
close2;
soundeffect "tao_gunka_stand.wav",0;
- sc_end SC_Blind;
- sc_start SC_Curse,5000,0;
+ sc_end SC_BLIND;
+ sc_start SC_CURSE,5000,0;
if (!lhz_spi02) set lhz_spi02,1;
}
}
@@ -3651,13 +3612,13 @@ lighthalzen,295,227,0 script #kiz05 -1,2,2,{
OnTouch_:
if (countitem(7345) > 0 ) {
if (lhz_curse == 0) {
- sc_start SC_Curse,1000,0;
+ sc_start SC_CURSE,1000,0;
}
else if ((lhz_curse > 0) && (lhz_curse < 26)) {
mes "............";
next;
soundeffect "loli_ruri_stand.wav",0;
- sc_start SC_Blind,60000,0;
+ sc_start SC_BLIND,60000,0;
mes "............";
next;
mes "[?????]";
@@ -3685,8 +3646,8 @@ OnTouch_:
mes "I must be hallucinating!";
close2;
soundeffect "loli_ruri_stand.wav",0;
- sc_end SC_Blind;
- sc_start SC_Curse,3000,0;
+ sc_end SC_BLIND;
+ sc_start SC_CURSE,3000,0;
if (!lhz_spi03) set lhz_spi03,1;
}
}
@@ -3697,13 +3658,13 @@ lighthalzen,364,315,0 script #kiz06 -1,3,3,{
OnTouch_:
if (countitem(7345) > 0 ) {
if (lhz_curse == 0) {
- sc_start SC_Curse,1000,0;
+ sc_start SC_CURSE,1000,0;
}
else if ((lhz_curse > 0) && (lhz_curse < 26)) {
mes "............";
next;
soundeffect "tao_gunka_stand.wav",0;
- sc_start SC_Blind,60000,0;
+ sc_start SC_BLIND,60000,0;
mes "............";
next;
mes "[?????]";
@@ -3744,8 +3705,8 @@ OnTouch_:
mes "............";
close2;
soundeffect "tao_gunka_stand.wav",0;
- sc_end SC_Blind;
- sc_start SC_Curse,5000,0;
+ sc_end SC_BLIND;
+ sc_start SC_CURSE,5000,0;
if (!lhz_spi04) set lhz_spi04,1;
}
}
@@ -3756,13 +3717,13 @@ lhz_in01,113,150,0 script #kiz07 -1,3,3,{
OnTouch_:
if (countitem(7345) > 0 ) {
if (lhz_curse == 0) {
- sc_start SC_Curse,1000,0;
+ sc_start SC_CURSE,1000,0;
}
else if ((lhz_curse > 0) && (lhz_curse < 26)) {
mes "............";
next;
soundeffect "tao_gunka_stand.wav",0;
- sc_start SC_Blind,60000,0;
+ sc_start SC_BLIND,60000,0;
mes "............";
next;
mes "[?????]";
@@ -3798,8 +3759,8 @@ OnTouch_:
mes "............";
close2;
soundeffect "tao_gunka_stand.wav",0;
- sc_end SC_Blind;
- sc_start SC_Curse,3000,0;
+ sc_end SC_BLIND;
+ sc_start SC_CURSE,3000,0;
if (lhz_curse == 6) set lhz_curse,7;
}
}
@@ -3810,13 +3771,13 @@ lhz_in01,272,227,0 script #kiz08 -1,2,2,{
OnTouch_:
if (countitem(7345) > 0 ) {
if (lhz_curse == 0) {
- sc_start SC_Curse,1000,0;
+ sc_start SC_CURSE,1000,0;
}
else if ((lhz_curse > 0) && (lhz_curse < 26)) {
mes "............";
next;
soundeffect "tao_gunka_stand.wav",0;
- sc_start SC_Blind,60000,0;
+ sc_start SC_BLIND,60000,0;
mes "............";
next;
mes "[????]";
@@ -3882,8 +3843,8 @@ OnTouch_:
mes "............";
close2;
soundeffect "tao_gunka_stand.wav",0;
- sc_end SC_Blind;
- sc_start SC_Curse,3000,0;
+ sc_end SC_BLIND;
+ sc_start SC_CURSE,3000,0;
if (lhz_curse == 11) set lhz_curse,12;
}
}
@@ -3898,12 +3859,12 @@ OnTouch_:
next;
mes "............";
soundeffect "loli_ruri_stand.wav",0;
- sc_start SC_Curse,1000,0;
+ sc_start SC_CURSE,1000,0;
close2;
warp "lhz_que01",26,27;
}
else if (((lhz_curse > 0) && (lhz_curse < 12)) && ((lhz_curse > 12) && (lhz_curse < 26))) {
- sc_start SC_Curse,1000,0;
+ sc_start SC_CURSE,1000,0;
}
}
end;
@@ -4200,13 +4161,13 @@ OnTouch_:
mes "......";
mes ".........";
soundeffect "loli_ruri_stand.wav",0;
- sc_start SC_Curse,1000,0;
+ sc_start SC_CURSE,1000,0;
close2;
warp "lhz_que01",98,59;
end;
}
else if (((lhz_curse > 0) && (lhz_curse < 16)) && ((lhz_curse > 16) && (lhz_curse < 26))) {
- sc_start SC_Curse,1000,0;
+ sc_start SC_CURSE,1000,0;
}
}
end;
@@ -4407,7 +4368,7 @@ lighthalzen,346,263,3 script Elder#lhz 846,{
mes "down your spine, cold sweats,";
mes "maybe even hearing voices?";
soundeffect "loli_ruri_stand.wav",0;
- sc_start SC_Curse,5000,0;
+ sc_start SC_CURSE,5000,0;
next;
select("Yes! How do I get rid of them?");
mes "[Elder]";
@@ -5228,7 +5189,7 @@ OnTouch_:
lhz_in03,12,162,0 warp #to_lhz 1,1,lighthalzen,321,322
-lighthalzen,319,321,0 script #li_bother -1,3,3,{
+lighthalzen,319,321,0 script #li_bother -1,2,2,{ //3,3
OnTouch_:
if ((lhz_curse == 24 ) || (lhz_curse == 25)) {
mes ".............";
@@ -5267,16 +5228,20 @@ OnTouch_:
mes "^FF0000Regenschirm Laboratory^000000.";
set lhz_curse,26;
changequest 2093,2094;
- if (BaseLevel < 70)
- getexp 800000,300000;
- else if ((BaseLevel > 69) && (BaseLevel < 80))
- getexp 1000000,500000;
- else if ((BaseLevel > 79) && (BaseLevel < 90))
- getexp 1500000,800000;
- else if (BaseLevel > 89)
- getexp 2000000,1000000;
+ if (checkre(3)) {
+ if (BaseLevel < 70) getexp 30000,30000;
+ else if ((BaseLevel > 69) && (BaseLevel < 80)) getexp 40000,70000;
+ else if ((BaseLevel > 79) && (BaseLevel < 90)) getexp 70000,90000;
+ else getexp 90000,90000;
+ } else {
+ if (BaseLevel < 70) getexp 800000,300000;
+ else if ((BaseLevel > 69) && (BaseLevel < 80)) getexp 1000000,500000;
+ else if ((BaseLevel > 79) && (BaseLevel < 90)) getexp 1500000,800000;
+ else getexp 2000000,1000000;
+ }
+ close;
}
- close;
+ end;
}
lhz_in01,114,181,5 script Representative#li_01 71,{
@@ -6429,8 +6394,7 @@ lighthalzen,179,170,4 script Ordinary Man 98,{
}
else if(lhz_boss == 1)
{
- set @weather,rand(1,5);
- if(@weather == 4)
+ if(rand(1,5) == 4)
{
mes "[Ghalstein]";
mes "Hm? It's a little";
@@ -6888,6 +6852,7 @@ lighthalzen,179,170,4 script Ordinary Man 98,{
mes "contact who can sneak";
mes "you inside the Laboratory.";
set lhz_boss,6;
+ changequest 12015,12016;
close;
}
else if(lhz_boss == 6)
@@ -6933,11 +6898,12 @@ lighthalzen,179,170,4 script Ordinary Man 98,{
mes "next mission. Show this to";
mes "him to prove that you are";
mes "working with us. Don't forget.";
- delitem 7346,1;
- delitem 7347,10;
- delitem 7345,10;
+ delitem 7346,1; //Pile_Of_Ymir_Heart
+ delitem 7347,10; //Lab_Staff_Record
+ delitem 7345,10; //Armlet_Of_Prisoner
set lhz_boss,8;
- getitem 7348,1;
+ getitem 7348,1; //Indication_Of_Member01
+ changequest 12016,12017;
close;
}
else if((!countitem(7346)) && (!countitem(7347)) && (!countitem(7345)))
@@ -7036,8 +7002,9 @@ lighthalzen,179,170,4 script Ordinary Man 98,{
mes "we weren't able to accomplish";
mes "what we set out to do. Still...";
set lhz_boss,44;
- getitem 617,1;
- getexp 180000,0;
+ getitem 617,1; //Old_Violet_Box
+ getexp (checkre(3))?180000:1800000,0;
+ completequest 12028;
next;
mes "[Ghalstein]";
mes "I'd like to thank you";
@@ -7140,6 +7107,7 @@ OnTouch:
mes "to is gone! What's";
mes "going on here?^000000";
set lhz_boss,2;
+ setquest 12015;
close;
}
}
@@ -7311,6 +7279,7 @@ yuno_fild04,165,245,4 script Dismal Guy 89,{
mes "him from ^FF00008:00 PM to 11:00 PM^000000,";
mes "and from ^FF000011:00 AM to 2:00PM PST^000000.Good luck on this mission, friend.";
set lhz_boss,11;
+ changequest 12017,12018;
close;
}
else
@@ -7913,7 +7882,8 @@ L_Mission:
mes "for me before you leave.";
mes "Thank you very much.";
set lhz_boss,16;
- getitem 7342,1;
+ getitem 7342,1; //File01
+ changequest 12018,12019;
close2;
cutin "",255;
end;
@@ -7975,8 +7945,7 @@ L_Mission:
}
else if(lhz_boss == 22)
{
- set @read_pre,rand(1,5);
- if(@read_pre == 3)
+ if(rand(1,5) == 3)
{
mes "[Karl]";
mes "Hm. After completely";
@@ -8015,6 +7984,7 @@ L_Mission:
mes "I don't want our enemies";
mes "to discover Shinokas before";
mes "we can get him to talk.";
+ changequest 12022,12023;
if(Shinokas_Quest == 11) set lhz_boss,24;
else set lhz_boss,23;
close2;
@@ -8078,6 +8048,8 @@ L_Mission:
mes "who you are and";
mes "how to help you.";
set lhz_boss,26;
+ completequest 12023;
+ setquest 12024;
close2;
cutin "",255;
end;
@@ -8196,8 +8168,7 @@ L_Mission:
}
else if(lhz_boss == 25)
{
- set @talk_pre,rand(1,10);
- if(@talk_pre == 8)
+ if(rand(1,10) == 8)
{
mes "[Karl]";
mes "Alright, I just";
@@ -8235,6 +8206,8 @@ L_Mission:
mes "who you are and";
mes "how to help you.";
set lhz_boss,26;
+ completequest 12023;
+ setquest 12024;
close2;
cutin "",255;
end;
@@ -8508,10 +8481,22 @@ L_Mission:
mes "^3355FFGhalstein^000000 again. It's time";
mes "we let you loose, adventurer.";
set lhz_boss,43;
+ completequest 12028;
close2;
cutin "",255;
end;
}
+ else if(lght_boss == 43)
+ {
+ mes "[Karl]";
+ mes ".........";
+ mes "............";
+ for(set .@i,12015; .@i<=12028; set .@i,.@i+1) {
+ if (checkquest(.@i) > 0 && checkquest(.@i) < 2)
+ completequest .@i;
+ }
+ close;
+ }
else if(hg_tre == 56)
{
if(!countitem(7342))
@@ -8587,8 +8572,8 @@ L_Mission:
mes "Thank you so much. ";
mes "You can count on me to right what was wrong.";
set hg_tre,57;
- delitem 7342,1;
- getexp 200000,0;
+ delitem 7342,1; //File01
+ getexp (checkre(3))?200000:2000000,0;
getitem 617,1;
close2;
cutin "",255;
@@ -8910,6 +8895,7 @@ aldeba_in,155,240,5 script Kafra Employee#l2 859,{
mes "so please hurry before";
mes "the enemy can get to him...";
set lhz_boss,18;
+ changequest 12019,12020;
close;
}
}
@@ -8997,7 +8983,8 @@ aldeba_in,155,240,5 script Kafra Employee#l2 859,{
mes "The Secret Wing is counting";
mes "on you, brave adventurer.";
set lhz_boss,21;
- getitem 7343,1;
+ getitem 7343,1; //File02
+ changequest 12021,12022;
next;
mes "[Benith]";
mes "I swear by my father's";
@@ -9085,7 +9072,8 @@ lhz_fild02,228,214,0 script Wounded Man 849,{
mes "I'd be a goner. H-here,";
mes "t-take this with you...";
set lhz_boss,19;
- getitem 7343,1;
+ getitem 7343,1; //File02
+ changequest 12020,12021;
next;
mes "[Jargeah]";
mes "Oh... Oh no.";
@@ -9201,6 +9189,7 @@ lhz_fild01,66,219,4 script Mysterious Woman 859,{
mes "so be careful and don't let";
mes "them get suspicious of you!";
set lhz_boss,27;
+ changequest 12024,12025;
close2;
disablenpc "Mysterious Woman";
end;
@@ -9345,6 +9334,7 @@ lhz_fild01,66,219,4 script Mysterious Woman 859,{
mes "For now, this is";
mes "goodbye. Take care...";
set lhz_boss,41;
+ changequest 12027,12028;
close2;
disablenpc "Mysterious Woman";
end;
@@ -9508,7 +9498,8 @@ lhz_in01,285,169,3 script Researcher#2 865,{
mes "stick around for 3 minutes";
mes "at a time. The Secret Archive is to the right of this laboratory.";
set lhz_boss,28;
- getitem 7349,1;
+ getitem 7349,1; //Indication_Of_Member02
+ changequest 12025,12026;
next;
mes "[Lestin]";
mes "When you're finished,";
@@ -9599,8 +9590,9 @@ lhz_in01,285,169,3 script Researcher#2 865,{
mes "Lighthalzen where you";
mes "found her last time. She'll";
mes "know that you're coming.";
- delitem 7349,1;
+ delitem 7349,1; //Indication_Of_Member02
set lhz_boss,36;
+ changequest 12026,12027;
close;
}
else
@@ -10319,6 +10311,27 @@ lhz_dun02,282,278,0 script Broken Machine 111,{
}
}
+sec_in02,17,170,4 script boss::lght_boss_admin 809,{
+ callfunc "F_GM_NPC";
+ mes "[Patch]";
+ mes "Tell me what you want.";
+ next;
+ switch(select("Current Variables:How Many:Shinokas - Quest Complete")) {
+ case 1:
+ break;
+ case 2:
+ input .@input,0,1000;
+ set lght_boss,.@input;
+ break;
+ case 3:
+ set Shinokas_Quest,11;
+ close;
+ }
+ mes " ";
+ mes ""+lght_boss;
+ close;
+}
+
lhz_in02,19,274,2 script Maintenance Guy 851,{
mes "[Kudiuu]";
@@ -10337,6 +10350,7 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
if(lhz_rekenber > 21)
{
+ cutin "lhz_kaz10",2;
mes "[Kazien]";
mes "Just...";
mes "Leave me alone.";
@@ -10350,10 +10364,13 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "the one who's... Geez. I wish";
mes "I could live the way you do.";
mes "Someday I'll be strong enough...";
- close;
+ close2;
+ cutin "",255;
+ end;
}
else if(lhz_rekenber == 21)
{
+ cutin "lhz_kaz03",2;
mes "[Kazien]";
mes "Hey, you're back. As usual,";
mes "you've done a good job. You";
@@ -10369,10 +10386,13 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "opened, and I saw what was";
mes "inside of those packages.";
next;
+ cutin "lhz_kaz06",2;
+ next;
mes "[Kazien]";
mes "......";
mes ".........";
mes "............";
+ cutin "lhz_kaz08",2;
next;
mes "[" + strcharinfo(0) + "]";
mes "Wh-why are you supplying";
@@ -10381,6 +10401,7 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "other countries, it can";
mes "cause a lot of trouble...!";
next;
+ cutin "lhz_kaz10",2;
mes "[Kazien]";
mes "Stop. Please.";
mes "J-just stop it.";
@@ -10403,6 +10424,7 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "to the world to make sure these";
mes "weapons aren't distributed?";
next;
+ cutin "lhz_kaz11",2;
mes "[Kazien]";
mes "Shut up! You don't";
mes "know anything! Just";
@@ -10414,6 +10436,7 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "[" + strcharinfo(0) + "]";
mes ".................";
next;
+ cutin "lhz_kaz04",2;
mes "[Kazien]";
mes "There'd be days when my";
mes "brother and I'd have nothing";
@@ -10422,6 +10445,7 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "is world peace if I'm not even";
mes "alive to enjoy it, huh?";
next;
+ cutin "lhz_kaz11",2;
mes "[Kazien]";
mes "Now, my brother Lyozien is";
mes "a gentle soul, has nothing";
@@ -10430,6 +10454,7 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "I'm really doing--he'd never";
mes "agree to it, believe me.";
next;
+ cutin "lhz_kaz10",2;
mes "[Kazien]";
mes "I hate this job and what";
mes "I'm doing and I want to quit.";
@@ -10437,6 +10462,7 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "slums? Forget it. As long as";
mes "Lyozien is happy, I don't mind if I have to do the devil's work.";
next;
+ cutin "lhz_kaz11",2;
mes "[Kazien]";
mes "At least this way, keeping";
mes "it all secret, I can protect";
@@ -10450,6 +10476,7 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "that people can kill each other! Even if it's for the sake of";
mes "providing for your family...";
next;
+ cutin "lhz_kaz05",2;
mes "[Kazien]";
mes "Look man, this is what";
mes "I decided. I don't care";
@@ -10463,6 +10490,7 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "with your swords and magic spells... Isn't that just as bad?";
mes "It's not the weapons or the power that's bad: it's how they're used.";
next;
+ cutin "lhz_kaz11",2;
mes "[Kazien]";
mes "Granted, most of my clients";
mes "are pretty questionable, and";
@@ -10471,6 +10499,10 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "Damn it! Just... Don't come";
mes "back. I can't work like this...";
next;
+ set lhz_rekenber,22;
+ getexp (checkre(3))?55000:550000,0;
+ completequest 12013;
+ cutin "lhz_kaz01",2;
mes "[Kazien]";
mes "Look, I can't have";
mes "you working with me";
@@ -10478,21 +10510,25 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "Sorry, but it's for Lyozien's";
mes "own good. That, and you";
mes "make me feel guilty...";
- set lhz_rekenber,22;
- getexp 55000,0;
- close;
+ close2;
+ cutin "",255;
+ end;
}
else if(lhz_rekenber > 16)
{
+ cutin "lhz_kaz02",2;
mes "[Kazien]";
mes "Hey now, you better";
mes "get a move on. You gotta";
mes "assist another delivery to";
mes "the Rune-Midgarts Kingdom.";
- close;
+ close2;
+ cutin "",255;
+ end;
}
else if(lhz_rekenber == 16)
{
+ cutin "lhz_kaz03",2;
mes "[Kazien]";
mes "Ah, I heard from Lyozien";
mes "that you guys finished your";
@@ -10500,6 +10536,7 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "the best part-timer that I've";
mes "had in a long, long while.";
next;
+ cutin "lhz_kaz10",2;
mes "[Kazien]";
mes "Anyway, we've got yet";
mes "another delivery for the";
@@ -10507,6 +10544,7 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "weird that we're getting more";
mes "orders from there, but orders from other countries are decreasing.";
next;
+ cutin "lhz_kaz07",2;
mes "[Kazien]";
mes "Eh, I don't have the time";
mes "to wonder about stuff like";
@@ -10521,6 +10559,7 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "packages? Why would";
mes "they want to do that?";
next;
+ cutin "lhz_kaz02",2;
mes "[Kazien]";
mes "Look... You're better";
mes "off not knowing. Or are";
@@ -10536,6 +10575,7 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "in those packages, and why me";
mes "and Lyozien are being attacked.";
next;
+ cutin "lhz_kaz08",2;
mes "[Kazien]";
mes "Listen, I'm not obligated--";
mes "I can't tell you. Heck, I can't";
@@ -10544,27 +10584,34 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "that, can't you? Anyway, you";
mes "can handle those thugs, right?";
next;
+ set lhz_rekenber,17;
+ getexp (checkre(3))?45000:450000,0;
+ cutin "lhz_kaz10",2;
mes "[Kazien]";
mes "Right. Now get back to";
mes "the Airship and talk to";
mes "Lyozien again. Don't give";
mes "him any trouble and make";
mes "sure you protect him.";
- set lhz_rekenber,17;
- getexp 45000,0;
- close;
+ close2;
+ cutin "",255;
+ end;
}
else if(lhz_rekenber > 11)
{
+ cutin "lhz_kaz08",2;
mes "[Kazien]";
mes "What are you doing";
mes "waiting around here";
mes "for? You've got a job to";
mes "do, so hurry up and do it~";
- close;
+ close2;
+ cutin "",255;
+ end;
}
else if(lhz_rekenber == 11)
{
+ cutin "lhz_kaz05",2;
mes "[Kazien]";
mes "Hey, you're back. I got a";
mes "message from Rune-Midgarts,";
@@ -10578,6 +10625,7 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "Lyozien supposed";
mes "to be brothers?";
next;
+ cutin "lhz_kaz03",2;
mes "[Kazien]";
mes "Whoa, he told you that?";
mes "I guess he feels that he";
@@ -10602,6 +10650,7 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "doesn't know exactly what";
mes "is in those packages.";
next;
+ cutin "lhz_kaz06",2;
mes "[Kazien]";
mes "Huh... Does that mean";
mes "you can't work with us if";
@@ -10628,7 +10677,9 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "for the Rune-Midgarts Kingdom.";
next;
set lhz_rekenber,12;
- getexp 40000,0;
+ changequest 5005,5006;
+ getexp (checkre(3))?40000:400000,0;
+ cutin "lhz_kaz03",2;
mes "[Kazien]";
mes "Alright, I'll see you";
mes "later. The important";
@@ -10636,10 +10687,13 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "best job that you can.";
mes "And don't give Lyozien";
mes "any trouble: that's my job!";
- close;
+ close2;
+ cutin "",255;
+ end;
}
else if(lhz_rekenber > 7)
{
+ cutin "lhz_kaz08",2;
mes "[Kazien]";
mes "Lyozien is waiting for";
mes "you on the international";
@@ -10647,10 +10701,13 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "meet him there as soon";
mes "as you can. Alright then,";
mes "I'll see you later.";
- close;
+ close2;
+ cutin "",255;
+ end;
}
else if(lhz_rekenber == 7)
{
+ cutin "lhz_kaz05",2;
mes "[Kazien]";
mes "Hey, you're back~";
mes "Great, I guess that means";
@@ -10665,6 +10722,7 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "a man named ^FF0000Lyozien^000000 inside.";
mes "He's our courier that'll provide you with further instructions.";
next;
+ cutin "lhz_kaz06",2;
mes "[Kazien]";
mes "Oh. You can talk to Lyozien";
mes "about the job, but definitely";
@@ -10674,18 +10732,22 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "to me for another job, okay?";
next;
set lhz_rekenber,8;
+ changequest 12008,12010;
+ cutin "lhz_kaz01",2;
mes "[Kazien]";
mes "Don't forget...";
mes "Talk to ^FF0000Lyozien^000000, our";
mes "courier, on the Airship";
mes "for the international flights.";
- close;
+ close2;
+ cutin "",255;
+ end;
}
else if(lhz_rekenber == 6)
{
- set @rekenrand,rand(1,15);
- if(@rekenrand == 7)
+ if(rand(1,15) == 7)
{
+ cutin "lhz_kaz04",2;
mes "[Kazien]";
mes "Oh, hey, it's you again.";
mes "Wait. No. You only remind";
@@ -10695,18 +10757,21 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "being this busy, I can't focus!";
next;
set lhz_rekenber,0;
+ erasequest 12009;
mes "[Kazien]";
mes "Arrgh, this is not good.";
mes "We are this busy but we don't have enough people,";
mes "yet it is not that extrememly bad";
mes "to a point that we need to hire more people.";
next;
+ cutin "lhz_kaz01",2;
mes "[Kazien]";
mes "Will you step back? You are hindering my vision.";
- close;
+ close2;
}
else
{
+ cutin "lhz_kaz10",2;
mes "[Kazien]";
mes "Oh, hey, it's you again.";
mes "Listen, you didn't come here";
@@ -10722,11 +10787,14 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "Don't feel bad... Um, what";
mes "was your name again? Wait,";
mes "did you even give it to me...?";
- close;
+ close2;
}
+ cutin "",255;
+ end;
}
else if(lhz_rekenber == 5)
{
+ cutin "lhz_kaz04",2;
mes "[Kazien]";
mes "So, were you able to";
mes "contact Garins? Or did";
@@ -10740,6 +10808,7 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "was the guard, but I couldn't";
mes "really tell him anything.";
next;
+ cutin "lhz_kaz10",2;
mes "[Kazien]";
mes "Whaaaat~?";
mes "I'm sure he would";
@@ -10754,6 +10823,7 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "tell anyone the details";
mes "of my assignment?";
next;
+ cutin "lhz_kaz06",2;
mes "[Kazien]";
mes "Heh... Yeah.";
mes "Yeah, that's right.";
@@ -10767,6 +10837,7 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "I didn't finish the task";
mes "that you assigned to me.";
next;
+ cutin "lhz_kaz09",2;
mes "[Kazien]";
mes "Garins is just some";
mes "cool name I made up.";
@@ -10781,16 +10852,20 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "me! How am I supposed";
mes "to trust you now?";
next;
+ set lhz_rekenber,7;
+ cutin "lhz_kaz06",2;
mes "[Kazien]";
mes "Oh... You...";
mes "You got a point, there.";
mes "Huh, now isn't that ironic? I'm sorry, pal, let me apologize.";
mes "Take some time, consider working for me, and then come back, okay?";
- set lhz_rekenber,7;
- close;
+ close2;
+ cutin "",255;
+ end;
}
else if(lhz_rekenber == 4)
{
+ cutin "lhz_kaz04",2;
mes "[Kazien]";
mes "So, were you able to";
mes "contact Garins? Or did";
@@ -10802,6 +10877,7 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "think that Garins even works";
mes "at the Einbroch Laboratory.";
next;
+ cutin "lhz_kaz08",2;
mes "[Kazien]";
mes "Whaaaat~?";
mes "That can't be true.";
@@ -10814,6 +10890,8 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "he wouldn't even let me in.";
next;
set lhz_rekenber,6;
+ changequest 12008,12009;
+ cutin "lhz_kaz10",2;
mes "[Kazien]";
mes "Uh oh...";
mes "I thought so.";
@@ -10839,10 +10917,13 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "goal you have, but you can't";
mes "forget the details. Anyway,";
mes "sorry, but we can't use you...";
- close;
+ close2;
+ cutin "",255;
+ end;
}
else if(lhz_rekenber == 3)
{
+ cutin "lhz_kaz01",2;
mes "[Kazien]";
mes "Remember, visit ^FF0000Garins^000000";
mes "in the ^FF0000Einbroch Laboratory^000000";
@@ -10855,10 +10936,13 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "around over here, so";
mes "once you're done with";
mes "that, come back to me.";
- close;
+ close2;
+ cutin "",255;
+ end;
}
else if(lhz_rekenber == 2)
{
+ cutin "lhz_kaz04",2;
mes "[Kazien]";
mes "Okay, I got it! Your first";
mes "assignment for us is pretty";
@@ -10883,6 +10967,7 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "for more important stuff. And";
mes "I really wanna trust you.";
next;
+ cutin "lhz_kaz05",2;
mes "[Kazien]";
mes "Remember, visit ^FF0000Garins^000000";
mes "in the ^FF0000Einbroch Laboratory^000000";
@@ -10891,15 +10976,19 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "in our clients' confidentiality, so keep it secret, got it?";
next;
set lhz_rekenber,3;
+ changequest 12007,12008;
mes "[Kazien]";
mes "I'll just be waiting";
mes "around over here, so";
mes "once you're done with";
mes "that, come back to me.";
- close;
+ close2;
+ cutin "",255;
+ end;
}
else if(lhz_rekenber == 1)
{
+ cutin "lhz_kaz01",2;
mes "[Kazien]";
mes "We're so busy, we barely";
mes "have enough people to cover";
@@ -10921,6 +11010,7 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "a nominal fee or some";
mes "kind of reward. You know...";
next;
+ cutin "lhz_kaz10",2;
mes "[Kazien]";
mes "Hey, alright~";
mes "I could use an extra";
@@ -10938,7 +11028,9 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "not strong enough for this";
mes "kinda work. Hey, but if you put on";
mes "some muscle, ask me again, okay?";
- close;
+ close2;
+ cutin "",255;
+ end;
}
mes "[Kazien]";
mes "Yeah, okay. You look like";
@@ -10959,9 +11051,12 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "then. Let me think. First,";
mes "I should give you something";
mes "easy to do to test you out...";
- close;
+ close2;
+ cutin "",255;
+ end;
case 2:
+ cutin "lhz_kaz04",2;
mes "[Kazien]";
mes "Awww, man.";
mes "I can't hire you";
@@ -10969,9 +11064,12 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "your mouth. Sorry buddy,";
mes "but I can't afford to take";
mes "any risks. You understand...";
- close;
+ close2;
+ cutin "",255;
+ end;
}
}
+ cutin "lhz_kaz01",2;
mes "[Kazien]";
mes "We're so busy, we barely";
mes "have enough people to cover";
@@ -10979,12 +11077,15 @@ lhz_in01,174,258,3 script Young Man#reken 868,{
mes "it's not so bad that we gotta";
mes "invest in some new hires.";
next;
+ cutin "lhz_kaz04",2;
mes "[Kazien]";
mes "Oh hey, sorry buddy,";
mes "but you mind stepping";
mes "back? It's just that you're";
mes "blocking my view is all.";
- close;
+ close2;
+ cutin "",255;
+ end;
}
lighthalzen,141,162,3 script Old Man#reken 85,{
@@ -11004,13 +11105,16 @@ lighthalzen,141,162,3 script Old Man#reken 85,{
mes "particularly special skills are";
mes "required for some positions.";
next;
+ if(!lhz_rekenber) {
+ set lhz_rekenber,1;
+ setquest 12007;
+ }
mes "[Old Man]";
mes "Well, if you're interested,";
mes "you can find Kazien inside";
mes "the corporation building.";
mes "Young people like him should";
mes "never be too proud to ask for help. He still needs to learn...";
- if(!lhz_rekenber) set lhz_rekenber,1;
close;
}
@@ -11059,10 +11163,20 @@ einbroch,55,52,3 script Laboratory Guard#reken 852,{
mes "I still can't allow you to";
mes "enter the laboratory.";
set lhz_rekenber,4;
+ changequest 12008,12010;
close;
case 2:
- break;
+ mes "[" + strcharinfo(0) + "]";
+ mes "I'll... come back later.";
+ mes "(^333333I better speak to Kazien";
+ mes "and let him know I'm having";
+ mes "trouble getting past this";
+ mes "guard. Otherwise, I might";
+ mes "never finish this job!^000000)";
+ set lhz_rekenber,5;
+ changequest 12008,12010;
+ close;
}
case 2:
@@ -11074,6 +11188,7 @@ einbroch,55,52,3 script Laboratory Guard#reken 852,{
mes "guard. Otherwise, I might";
mes "never finish this job!^000000)";
set lhz_rekenber,5;
+ changequest 12008,12010;
close;
}
}
@@ -11090,6 +11205,7 @@ airplane_01,96,48,3 script Man#Lyozien 868,{
if(lhz_rekenber > 21)
{
+ cutin "lhz_ryo11",2;
mes "[Lyozien]";
mes "Hey, I hear from my";
mes "brother that you can't work";
@@ -11097,10 +11213,13 @@ airplane_01,96,48,3 script Man#Lyozien 868,{
mes "of some scheduling conflict.";
mes "I'm sorry to hear that: it was";
mes "really good working with you...";
- close;
+ close2;
+ cutin "",255;
+ end;
}
else if(lhz_rekenber == 21)
{
+ cutin "lhz_ryo03",2;
mes "[Lyozien]";
mes "Oh good, you're back.";
mes "Mr. Ahman just left and";
@@ -11114,26 +11233,33 @@ airplane_01,96,48,3 script Man#Lyozien 868,{
mes "You seem kind of upset.";
mes "Do you need to take a";
mes "break or something?";
- close;
+ close2;
+ cutin "",255;
+ end;
}
else if(lhz_rekenber == 20)
{
+ cutin "lhz_ryo09",2;
mes "[Lyozien]";
mes "Heya, keep up the";
mes "good work. Once you";
mes "talk to Mr. Ahman inside";
mes "Izlude Airport, we'll be";
mes "done with this delivery.";
- close;
+ close2;
+ cutin "",255;
+ end;
}
else if(lhz_rekenber == 19)
{
+ cutin "lhz_ryo06",2;
mes "[Lyozien]";
mes "Whoa, you were great!";
mes "There were more of them";
mes "this time, but you easily";
mes "dispatched them. Great job!";
next;
+ cutin "lhz_ryo01",2;
mes "[" + strcharinfo(0) + "]";
mes "Thanks, but...";
mes "Now I'm really worried";
@@ -11141,6 +11267,7 @@ airplane_01,96,48,3 script Man#Lyozien 868,{
mes "those packages. Are you";
mes "sure you don't know, Lyozien?";
next;
+ cutin "lhz_ryo02",2;
mes "[Lyozien]";
mes "You don't know when to";
mes "stop, do you? Nah, I don't";
@@ -11150,7 +11277,8 @@ airplane_01,96,48,3 script Man#Lyozien 868,{
mes "out for myself. Oh, hey...";
next;
set lhz_rekenber,20;
- getitem 504,1;
+ getitem 504,1; //White_Potion
+ cutin "lhz_ryo12",2;
mes "[Lyozien]";
mes "Here's a little";
mes "something to refresh";
@@ -11158,10 +11286,13 @@ airplane_01,96,48,3 script Man#Lyozien 868,{
mes "Keep up the good work, okay?";
mes "Then, we'll be done once you";
mes "contact Mr. Ahman in Izlude.";
- close;
+ close2;
+ cutin "",255;
+ end;
}
else if(lhz_rekenber == 18)
{
+ cutin "lhz_ryo06",2;
mes "[Lyozien]";
mes "Okay, just like before, we";
mes "gotta get these packages to";
@@ -11170,6 +11301,7 @@ airplane_01,96,48,3 script Man#Lyozien 868,{
mes "the Airport and tell him that";
mes "his packages have arrived.";
next;
+ cutin "lhz_ryo08",2;
mes "[Lyozien]";
mes "W-wait...";
mes "Did you hear that?";
@@ -11177,6 +11309,7 @@ airplane_01,96,48,3 script Man#Lyozien 868,{
mes "Those thugs are back! Don't";
mes "let them damage the packages!";
close2;
+ cutin "",255;
set lhz_rekenber,19;
donpcevent "#bully2::OnEnter";
donpcevent "Man#Lyozien::OnStop";
@@ -11184,6 +11317,7 @@ airplane_01,96,48,3 script Man#Lyozien 868,{
}
else if(lhz_rekenber == 17)
{
+ cutin "lhz_ryo14",2;
mes "[Lyozien]";
mes "I heard that you upset";
mes "Kyozien a little bit with";
@@ -11192,12 +11326,14 @@ airplane_01,96,48,3 script Man#Lyozien 868,{
mes "you gotta remember that";
mes "we've got obligations.";
next;
+ cutin "lhz_ryo12",2;
mes "[Lyozien]";
mes "I know that these packages";
mes "might be putting us in danger,";
mes "but I trust my brother. If he says those thugs are bad guys, then";
mes "they're definitely bad guys.";
next;
+ cutin "lhz_ryo13",2;
mes "[Lyozien]";
mes "Yeah, ever since we were";
mes "kids, Kyozien has always";
@@ -11207,15 +11343,19 @@ airplane_01,96,48,3 script Man#Lyozien 868,{
mes "disappoint him, you know?";
next;
set lhz_rekenber,18;
+ cutin "lhz_ryo10",2;
mes "[Lyozien]";
mes "Anyway, that's";
mes "enough chit-chat";
mes "for now. Let's get";
mes "back to work, shall we?";
- close;
+ close2;
+ cutin "",255;
+ end;
}
else if(lhz_rekenber == 16)
{
+ cutin "lhz_ryo12",2;
mes "[Lyozien]";
mes "I'm lucky that you're";
mes "around to keep those";
@@ -11223,10 +11363,13 @@ airplane_01,96,48,3 script Man#Lyozien 868,{
mes "Hey, when you're ready for";
mes "another job, just talk to";
mes "my brother Kazien, okay?";
- close;
+ close2;
+ cutin "",255;
+ end;
}
else if(lhz_rekenber == 15)
{
+ cutin "lhz_ryo05",2;
mes "[Lyozien]";
mes "So you spoke to";
mes "Mr. Ahman already?";
@@ -11242,10 +11385,16 @@ airplane_01,96,48,3 script Man#Lyozien 868,{
mes "that you're working for us.";
mes "Those thugs frighten me...";
set lhz_rekenber,16;
- close;
+ cutin "lhz_ryo01",2;
+ mes "[Lyozien]";
+ mes "Now I feeel much more secure.";
+ close2;
+ cutin "",255;
+ end;
}
else if(lhz_rekenber == 14)
{
+ cutin "lhz_ryo13",2;
mes "[Lyozien]";
mes "Now that those thugs are";
mes "gone, let's concentrate on";
@@ -11253,10 +11402,13 @@ airplane_01,96,48,3 script Man#Lyozien 868,{
mes "get off at Izlude and then tell";
mes "Mr. Ahman that his packages";
mes "have arrived. See you later~";
- close;
+ close2;
+ cutin "",255;
+ end;
}
else if(lhz_rekenber == 13)
{
+ cutin "lhz_ryo13",2;
mes "[Lyozien]";
mes "Oh, thank you!";
mes "You saved my life!";
@@ -11265,6 +11417,7 @@ airplane_01,96,48,3 script Man#Lyozien 868,{
mes "I just ran and hid when";
mes "those thugs appeared.";
next;
+ cutin "lhz_ryo04",2;
mes "[Lyozien]";
mes "That's one reason why" ;
mes "my brother has been hiring";
@@ -11272,6 +11425,7 @@ airplane_01,96,48,3 script Man#Lyozien 868,{
mes "packages from those hoodlums.";
mes "They're always after us...";
next;
+ cutin "lhz_ryo07",2;
mes "[Lyozien]";
mes "Every time I see them,";
mes "they're yelling things like";
@@ -11280,10 +11434,13 @@ airplane_01,96,48,3 script Man#Lyozien 868,{
mes "be destroyed. Boy, I sure";
mes "am glad that you're here!";
set lhz_rekenber,14;
- close;
+ close2;
+ cutin "",255;
+ end;
}
else if(lhz_rekenber == 12)
{
+ cutin "lhz_ryo11",2;
mes "[Lyozien]";
mes "Hey, we already have another";
mes "package to deliver all the way";
@@ -11292,6 +11449,7 @@ airplane_01,96,48,3 script Man#Lyozien 868,{
mes "seem to be doing a lot of";
mes "business around there lately.";
next;
+ cutin "lhz_ryo12",2;
mes "[Lyozien]";
mes "It's so far away from";
mes "home, but a job's a job.";
@@ -11300,6 +11458,7 @@ airplane_01,96,48,3 script Man#Lyozien 868,{
mes "until we qui--whoa. You";
mes "hear that? Wh-what was...?";
next;
+ cutin "lhz_ryo03",2;
mes "[Lyozien]";
mes "Awwww, nuts!";
mes "It's those thugs!";
@@ -11308,6 +11467,7 @@ airplane_01,96,48,3 script Man#Lyozien 868,{
mes "the packages and make";
mes "sure they don't get them!";
close2;
+ cutin "",255;
set lhz_rekenber,13;
donpcevent "Man#Lyozien::OnStop";
donpcevent "#bully1::OnEnter";
@@ -11315,6 +11475,7 @@ airplane_01,96,48,3 script Man#Lyozien 868,{
}
if(lhz_rekenber == 11)
{
+ cutin "lhz_ryo12",2;
mes "[Lyozien]";
mes "Hey, would you go see";
mes "my brother Kazien to see";
@@ -11322,10 +11483,13 @@ airplane_01,96,48,3 script Man#Lyozien 868,{
mes "us to do? I'll just be over";
mes "here waiting when you need";
mes "to find me. See you later~";
- close;
+ close2;
+ cutin "",255;
+ end;
}
else if(lhz_rekenber == 10)
{
+ cutin "lhz_ryo14",2;
mes "[Lyozien]";
mes "Good work, Mr. Ahman just";
mes "arrived and picked up his";
@@ -11339,6 +11503,7 @@ airplane_01,96,48,3 script Man#Lyozien 868,{
mes "what kinds of things";
mes "we're delivering?";
next;
+ cutin "lhz_ryo10",2;
mes "[Lyozien]";
mes "No clue. I've been";
mes "a little curious myself,";
@@ -11347,6 +11512,7 @@ airplane_01,96,48,3 script Man#Lyozien 868,{
mes "think it makes a difference";
mes "to what we gotta do, right?";
next;
+ cutin "lhz_ryo13",2;
mes "[Lyozien]";
mes "Anyway, it oughta be";
mes "fine. I mean, our clients";
@@ -11355,17 +11521,22 @@ airplane_01,96,48,3 script Man#Lyozien 868,{
mes "sort of situation, right? You";
mes "know, embarassing orders...";
next;
+ set lhz_rekenber,11;
+ changequest 12011,12012;
+ cutin "lhz_ryo01",2;
mes "[Lyozien]";
mes "No? Eh, just meet up with";
mes "my brother to see if he's";
mes "got another job for us, okay?";
mes "If you wanna find me again,";
mes "I'll be waiting right here.";
- set lhz_rekenber,11;
- close;
+ close2;
+ cutin "",255;
+ end;
}
else if(lhz_rekenber == 9)
{
+ cutin "lhz_ryo05",2;
mes "[Lyozien]";
mes "Alright, when this Airship";
mes "arrives in Izlude, get off and";
@@ -11373,10 +11544,13 @@ airplane_01,96,48,3 script Man#Lyozien 868,{
mes "a man named Mr. Ahman.";
mes "Let him know his order has";
mes "already arrived, okay?";
- close;
+ close2;
+ cutin "",255;
+ end;
}
else if(lhz_rekenber == 8)
{
+ cutin "lhz_ryo02",2;
mes "[Lyozien]";
mes "Um, would you mind";
mes "treading lightly around";
@@ -11389,6 +11563,7 @@ airplane_01,96,48,3 script Man#Lyozien 868,{
mes "Excuse me, but";
mes "are you Lyozien?";
next;
+ cutin "lhz_ryo07",2;
mes "[Lyozien]";
mes "Hey, are you the one that";
mes "my brother Kazien sent?";
@@ -11397,6 +11572,7 @@ airplane_01,96,48,3 script Man#Lyozien 868,{
mes "I'm having trouble handling";
mes "all of these packages here.";
next;
+ cutin "lhz_ryo14",2;
mes "[" + strcharinfo(0) + "]";
mes "Wait, Kazien is";
mes "your brother? That's";
@@ -11411,6 +11587,7 @@ airplane_01,96,48,3 script Man#Lyozien 868,{
mes "corporation and helped";
mes "us improve our lots in life...";
next;
+ cutin "lhz_ryo13",2;
mes "[Lyozien]";
mes "That's why I appreciate the";
mes "fact that he lets me work for";
@@ -11419,6 +11596,7 @@ airplane_01,96,48,3 script Man#Lyozien 868,{
mes "gotta deliver these goods to";
mes "the Rune-Midgarts Kingdom.";
next;
+ cutin "lhz_ryo12",2;
mes "[Lyozien]";
mes "I have to ensure that these";
mes "packages aren't damaged or";
@@ -11427,6 +11605,8 @@ airplane_01,96,48,3 script Man#Lyozien 868,{
mes "at the Airport, and tell him that his orders have safely arrived.";
next;
set lhz_rekenber,9;
+ changequest 12010,12011;
+ cutin "lhz_ryo11",2;
mes "[Lyozien]";
mes "Once you tell Mr. Ahman";
mes "that message, he'll take";
@@ -11434,8 +11614,11 @@ airplane_01,96,48,3 script Man#Lyozien 868,{
mes "packages. But yeah, I need";
mes "to stay behind to guard these";
mes "products in the meantime.";
- close;
+ close2;
+ cutin "",255;
+ end;
}
+ cutin "lhz_ryo12",2;
mes "[Lyozien]";
mes "Um, would you mind";
mes "treading lightly around";
@@ -11443,7 +11626,9 @@ airplane_01,96,48,3 script Man#Lyozien 868,{
mes "around the piles? Yeah,";
mes "these are all pretty fragile.";
mes "Thanks, I appreciate it.";
- close;
+ close2;
+ cutin "",255;
+ end;
OnEnter:
enablenpc "Man#Lyozien";
@@ -11625,6 +11810,7 @@ OnStop:
mes "notifying me about the delivery.^FFFFFF ^000000 Now, you should go back and ";
mes "tell Lyozien. Take care now~";
set lhz_rekenber,10;
+ changequest 12012,12013;
close;
}
mes "[Man]";
@@ -11767,6 +11953,7 @@ lhz_in01,187,247,3 script #flashback1 139,2,2,{
OnTouch:
if(lhz_rekenber == 22)
{
+ cutin "lhz_kaz11",2;
mes "[Kazien]";
mes "-Don't you have anything to protect, huh?- ";
mes "-Are you sure that you're always doing the right thing?-";
@@ -11775,6 +11962,7 @@ OnTouch:
mes "Answer me! Answer me! Answer meee!";
next;
set lhz_rekenber,23;
+ cutin "",255;
mes "[" + strcharinfo(0) + "]";
mes ".............Damn it.";
close;
@@ -11787,6 +11975,7 @@ lhz_in01,75,248,3 script #flashback2 139,2,2,{
OnTouch:
if(lhz_rekenber == 22)
{
+ cutin "lhz_kaz11",2;
mes "[Kazien]";
mes "Look man, this is what";
mes "I decided. I don't care";
@@ -11809,6 +11998,7 @@ OnTouch:
mes "alive to enjoy it, huh?";
next;
set lhz_rekenber,23;
+ cutin "",255;
mes "[" + strcharinfo(0) + "]";
mes "......";
mes ".........";
@@ -11817,3 +12007,102 @@ OnTouch:
}
end;
}
+
+airplane_01,10,10,3 script #LyozienSwitch 111,{
+ callfunc "F_GM_NPC";
+ mes "[Lyozien Switch]";
+ mes "Input password.";
+ mes "Enter 0 to cancel.";
+ next;
+ set .@i, callfunc("F_GM_NPC",1028,0,0,4000);
+ if (.@i == -2) {
+ mes "[Lyozien Switch]";
+ mes "Incorrect.";
+ close;
+ } else if (.@i == -1) {
+ mes "[Lyozien Switch]";
+ mes "Canceled.";
+ close;
+ } else if (.@i == 0) {
+ close;
+ } else {
+ mes "[Lyozien Switch]";
+ mes "Do you want to";
+ mes "turn the Lyozien";
+ mes "NPC ON or OFF?";
+ next;
+ switch(select("On:OFF")) {
+ case 1:
+ set .@str$,"activated";
+ donpcevent "Man#Lyozien::OnEnable";
+ break;
+ case 2:
+ set .@str$,"deactivated";
+ donpcevent "Man#Lyozien::OnDisable";
+ break;
+ }
+ mes "[Lyozien Switch]";
+ mes "Lyozien NPC is";
+ mes "now "+.@str$+".";
+ mes " ";
+ mes "/mm airplane_01.gat 96 48";
+ close;
+ }
+}
+
+//============================================================
+// Old changelog
+//============================================================
+//= Grammar/script check please. This was a quick job.
+//= Things to add: Look at the thread "Lighthalzen Guard" in SVN script
+//= 0.3 Initial Release
+//= 0.5 Added mobsters spawn and Einbroch pollution. Alert lasts either 10 minutes or all mob killed.
+//= 0.6-0.9 fix small bug. Added Bio-lab entrance Quest. Added Getting security-card Quest.
+//= 1.0 Patched "mobsters spawn & Alert" like Real-RO.
+//= 1.0a fixed rand(1,10) + comparision. There just can't be 'X < 1' [Lupus]
+//= 1.1 Changed the mobster spawn to g_mobster to prevent exploits [MasterOfMuppets]
+//= 1.2 Added the cube room quest by DeNy, translated by vicious_pucca. [MasterOfMuppets]
+//= Thanks to Linuxwolf for a grammar check as well =).
+//= 1.2a Moved Biolab entrance to lhz_dun warps. [Vicious]
+//= 1.3 Fixed password bug, fixed endless item exploit, some typos [Lupus]
+//= 1.4 Fixed password abuse. When people don't read the password under the picture
+//= and enter Zero shit 8) (TODO: I saw some "Sticks" abuses, too.. where you could skip a part of quest...)
+//= 1.5 Fixed Mobster's OnDead event(it has to start with "On"!) [Playtester]
+//= 1.5a Fixed "free stick" bug, thx 2 Neouni [Lupus]
+//= 1.6 Added Gywall's Pickpocket Quest
+//= 1.7 Implemented the Friendship quest [MasterOfMuppets]
+//= 1.8 Changed the name of the mobsters to Gangster, as it should be. [MasterOfMuppets]
+//= 1.9 Added extra input check on Biolab so that the first letter of the word could be capitalized or undercase. [Evera]
+//= 2.0 Removed Duplicates [Silent]
+//= 2.1 Added first part of Bio Ethics Quest [Evera]
+//= 2.2 Added bit to say Bio Ethics is unfinished, and if a player attempts, it warps them
+//= out after finished part... Don't want players getting stuck ;_; [Evera]
+//= 2.3 Finished Bio Ethics Quest. Need bug testers before moving to trunk, my
+//= mind was somewhere else when writing @_@ [Evera]
+//= 2.4 Fixed the bug where a str&int debug was shown in the console for
+//= test tube in bio labs quest. [Evera]
+//= 2.5 Fixed Kellasus giving you extra skills in Bio Ethics quest [Evera]
+//= 2.6 Fixed exploit letting any class get homunculus from Bio Ethics Quest [Evera]
+//= 2.6a Moved Bio Ethics Quest to Alchemist SKILL QUESTS [Lupus]
+//= 2.7 fixed bugs that let people bypass some quest parts V_V [Lupus]
+//= reused cubekey var for 4 Cube Room key vars
+//= 2.8 More optimization. Also fixed bug with "2x short sticks -> long" [Lupus]
+//= Now uses MISC_QUEST&512 instead of 'hzdun'. WIP
+//= 2.9 Fixed Friendship Quest levelup exploit (u could get EXP twice) [Lupus]
+//= 3.0 Added Cursed Spirit Quest. [SinSloth]
+//= Moved a book non-related to Lighthalzen quests.
+//= 3.1 Added Schwartzvalt Trilogy Quest. [SinSloth]
+//= 3.2 Updated some NPCs regarding Hugel Rebellion Quest. [SinSloth]
+//= 3.2 Removed the NPC "#kiz03-4" as I couldn't find any [L0ne_W0lf]
+//= reference to it in the Aegis script.
+//= 3.3 Fixed a wrong negative value checking in Schwartzvalt Trilogy quest. [SinSloth]
+//= 3.4 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
+//= 3.5 Touch-ups to the Friendship quest. Added EXP reward. [L0ne_W0lf]
+//= Added cutins for "Maku" npc, and changed "set HP" to percentheal.
+//= 3.5a Adjusted EXP given by "Benkasttein" to be the same as that given by Maku. [L0ne_W0lf]
+//= 3.6 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 3.7 Counter-fixed negative value checking to now look for both positive and negative values
+//= since its symbol depends on the time. [SinSloth]
+//= 3.8 Removed bio ethic quest definition from header. [L0ne_W0lf]
+//= 3.9 Added Rekenber Job quest. Don't know why it hasn't been there before though. [SinSloth]
+//============================================================
diff --git a/npc/quests/quests_louyang.txt b/npc/quests/quests_louyang.txt
index 5c251d92d..54a7b3e95 100644
--- a/npc/quests/quests_louyang.txt
+++ b/npc/quests/quests_louyang.txt
@@ -1,11 +1,11 @@
//===== Hercules Script ======================================
//= Quest NPCs related to Louyang
-//===== By: ==================================================
+//===== By: ==================================================
//= Evera and The rAthena Dev Team
-//===== Current Version: =====================================
-//= 2.2
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Current Version: =====================================
+//= 2.4
+//===== Description: =========================================
+//= [Official Conversion]
//= Soup Quest
//= - Variable in use: che_tre (max 5)
//= Doctor Quest
@@ -14,7 +14,7 @@
//= - Variable in use: ch_poison (max 20)
//= Revolution Quest
//= - Variable in use: QL_REVO (max 9)
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 Initial Release [Evera]
//= 1.1 Fixed double levelup bug [Lupus]
//= 1.2 Added Revolution Quest. [SinSloth]
@@ -22,18 +22,20 @@
//= 1.4 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
//= 1.5 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
//= 1.6 Rescripted Soup, Doctor, and Poison King quests [L0ne_W0lf]
-//= to Aegis 10.3 standards. Attempted to save current
-//= quest progress from the old scripts.
+//= to Aegis 10.3 standards. Attempted to save current
+//= quest progress from the old scripts.
//= 1.7 Added missing checkweights. And corrected [L0ne_W0lf]
-//= a typo in Poison King quest.
+//= a typo in Poison King quest.
//= 1.8 Bug fixes. (bugreport:1025 bugreport:1062) [L0ne_W0lf]
//= 1.9 Bug fixes/Typos. [Paradox924X]
//= 2.0 Replaced effect numerics with constants. [L0ne_W0lf]
//= 2.1 Fixed guard tower warper ALWAYS warping. (bugreport:2377) [L0ne_W0lf]
//= 2.2 Removed unused "name" variable. [L0ne_W0lf]
-//============================================================
+//= 2.3 Updated RE/Pre-RE EXP. [Euphy]
+//= 2.4 Added questlog support. [Euphy]
+//============================================================
-// Soup Quest
+// Soup Quest :: lou_tre
//============================================================
lou_in02,53,174,7 script Employee#1 822,6,62,{
if (gettime(3) >= 10 && gettime(3) < 22) {
@@ -1084,16 +1086,9 @@ louyang,174,150,5 script Jiu Chi Ling#lou 815,{
close;
}
-// Doctor Quest
+// Doctor Quest :: dr_china
//============================================================
lou_in02,265,69,5 script Doctor#lyang 814,{
- //Remove outdated variables and attempt to preserve prior quest progress.
- if(QL_DOC1STTIME == 1 || QL_DOCQUEST == 1) set ch_par,2;
- if (QL_DOCQUEST == 2) set ch_par,10;
- if (QL_DOCQUEST == 3) set ch_par,17;
- if (QL_GOTHERB) set ch_par,16;
- set QL_DOC1STTIME,0; set QL_DOCQUEST,0; set QL_GOTHERB,0; set QL_BEENTOSTORAGE,0; set QL_GOTCOMPROP,0; set QL_TOOLMASTER,0;
-
if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
mes "^3355FFWait a minute! Right now, you're over weight, so you cannot receive more items. Please store some of your things in Kafra Storage and try again.^000000";
close;
@@ -1199,6 +1194,7 @@ lou_in02,265,69,5 script Doctor#lyang 814,{
mes "so much trouble, but if you'll excuse me, I have other patients waiting. Please hurry back with";
mes "the medicine!";
set ch_par,2;
+ setquest 11044;
close;
}
mes "[Hua Tuo]";
@@ -1288,8 +1284,9 @@ lou_in02,265,69,5 script Doctor#lyang 814,{
mes "great, but it's an old family secret. I hope it will be useful to you if you find yourself in great danger.";
delitem 7252,1; //Herb_Medicine
set ch_par,10;
+ completequest 11056;
getitem 679,2; //Gold_Pill
- getexp 1000,0;
+ getexp (checkre(3))?1000:10000,0;
next;
mes "[Hua Tuo]";
mes "Well then,";
@@ -1327,6 +1324,7 @@ lou_in02,265,69,5 script Doctor#lyang 814,{
mes "^3355FF10 Sprout^000000 and";
mes "^3355FF5 Honey Pot^000000.";
set ch_par,17;
+ changequest 11056,11057;
close;
}
else if (ch_par == 10) {
@@ -1405,8 +1403,9 @@ lou_in02,265,69,5 script Doctor#lyang 814,{
mes "is an old family secret. I hope that it will be of use to you in dangerous situations.";
delitem 7252,1; //Herb_Medicine
set ch_par,10;
+ completequest 11056;
getitem 679,2; //Gold_Pill
- getexp 1000,0;
+ getexp (checkre(3))?1000:10000,0;
next;
mes "[Hua Tuo]";
mes "Well then, I will see you around. Once again, I'd like to thank you for your help.";
@@ -1459,8 +1458,9 @@ lou_in02,265,69,5 script Doctor#lyang 814,{
delitem 7121,5; //Honey_Jar
delitem 7252,1; //Herb_Medicine
set ch_par,18;
+ completequest 11057;
getitem 679,5; //Gold_Pill
- getexp 3000,0;
+ getexp (checkre(3))?10000:30000,0;
next;
mes "[Hua Tuo]";
mes "However, please remember not to take more than the recommended dosage for the pills I have given you. Even medicine, in the wrong doses, can become poison to the body.";
@@ -1556,6 +1556,7 @@ lou_in02,248,166,2 script Tool Shop Master#lou 824,{
mes "You can find the storage on";
mes "the opposite side of this building. There, you'll see a guy named Jiang Xiayou. Go ahead and ask him for the stuff you need.";
set ch_par,3;
+ changequest 11044,11045;
close;
}
mes "[Wang Chuiyi]";
@@ -1664,18 +1665,22 @@ lou_in02,201,166,4 script Storage Keeper#lou 819,{
if (.@paper_j == 10) {
mes "When the guy asks what you need, you tell him: '^ff0000Residence Transfer Application^000000.' Just like that.";
set ch_par,5;
+ changequest 11045,11046;
}
else if (.@paper_j == 11) {
mes "When the guy asks what you need, you tell him: '^ff0000Summer SAT Class Application^000000.' Got it?";
set ch_par,6;
+ changequest 11045,11047;
}
else if (.@paper_j == 12) {
mes "When the guy asks what you need, you tell him: '^ff0000Sandy Dust Phenomenon Report^000000.' Easy, right?";
set ch_par,7;
+ changequest 11045,11048;
}
else if (.@paper_j == 13) {
mes "When the guy asks what you need, you tell him: '^ff0000Communication Proposal^000000.' Just like that?";
set ch_par,8;
+ changequest 11045,11049;
}
next;
mes "[Jiang Xiayou]";
@@ -1691,6 +1696,7 @@ lou_in02,201,166,4 script Storage Keeper#lou 819,{
mes "The medicines you're looking for might be around here, so look around. If it weren't for the doctor, I wouldn't even let you hang around, you know that?";
emotion e_pif;
set ch_par,4;
+ changequest 11045,11050;
close;
}
}
@@ -1806,6 +1812,7 @@ lou_in02,201,166,4 script Storage Keeper#lou 819,{
mes "Ah! Here you go. Even if it was kind of annoying to do, I guess";
mes "we gotta help each other, right? Alright then, I'll see ya around.";
set ch_par,16;
+ changequest 11055,11056;
getitem 7252,1; //Herb_Medicine
close;
}
@@ -1878,18 +1885,22 @@ lou_in02,210,47,0 script City Hall Officer#lou 825,{
mes "[Jin Chiyuan]";
mes "^666666*Whispers*^000000";
mes "^333333When you go up stairs, another officer will give you the document you want.^000000 ^666666*Ahem*^000000 Louyang thanks you!";
- set zeny,zeny-.@input;
+ set Zeny, Zeny-.@input;
if (ch_par == 5) {
set ch_par,11;
+ changequest 11046,11051;
}
else if (ch_par == 6) {
set ch_par,12;
+ changequest 11047,11052;
}
else if (ch_par == 7) {
set ch_par,13;
+ changequest 11048,11053;
}
else if (ch_par == 8) {
set ch_par,14;
+ changequest 11049,11054;
}
close;
}
@@ -2115,6 +2126,11 @@ lou_in02,156,38,0 script Studying Officer#lou 822,{
mes "Here it is. A few days ago, someone asked me for the same document,";
mes "so I was able to find it again pretty easily. I hope it's useful to you.";
set ch_par,15;
+ for(set .@i,11051; .@i<=11054; set .@i,.@i+1) {
+ if (checkquest(.@i) > -1 && checkquest(.@i < 2))
+ completequest .@i;
+ }
+ setquest 11055;
close;
}
mes "[Huang Zhishu]";
@@ -2138,8 +2154,7 @@ lou_in02,156,38,0 script Studying Officer#lou 822,{
}
lou_in02,204,169,0 script Supply Stack#1lou 111,{
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 2000) {
+ if (MaxWeight - Weight < 2000) {
mes "^3355FF* Wait a minute! *";
mes "You're carrying too many items with you. Please put some of your items into your Kafra Storage and try again. ^000000";
close;
@@ -2155,6 +2170,7 @@ lou_in02,204,169,0 script Supply Stack#1lou 111,{
mes "*Rummage rummage*";
mes "You found a medicine.^000000";
set ch_par,9;
+ changequest 11050,11056;
getitem 7252,1; //Herb_Medicine
next;
mes "[Jiang Xiayou]";
@@ -2188,8 +2204,7 @@ lou_in02,204,169,0 script Supply Stack#1lou 111,{
}
lou_in02,207,168,0 script Supply Stack#5lou 111,{
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 2000) {
+ if (MaxWeight - Weight < 2000) {
mes "^3355FF* Wait a minute !! *";
mes "You're carrying too many items with you. Please put some of your items into your Kafra Storage and try again.^000000";
close;
@@ -2205,6 +2220,7 @@ lou_in02,207,168,0 script Supply Stack#5lou 111,{
mes "*Rummage rummage*";
mes "You found a medicine.^000000";
set ch_par,9;
+ changequest 11050,11056;
getitem 7252,1; //Herb_Medicine
next;
mes "[Jiang Xiayou]";
@@ -2240,8 +2256,7 @@ lou_in02,207,168,0 script Supply Stack#5lou 111,{
}
lou_in02,206,163,0 script Supply Stack#4lou 111,{
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 2000) {
+ if (MaxWeight - Weight < 2000) {
mes "^3355FF* Wait a minute !! *";
mes "You're carrying too many items with you. Please put some of your items into your Kafra Storage and try again.^000000";
close;
@@ -2257,6 +2272,7 @@ lou_in02,206,163,0 script Supply Stack#4lou 111,{
mes "*Rummage rummage*";
mes "You found a medicine.^000000";
set ch_par,9;
+ changequest 11050,11056;
getitem 7252,1; //Herb_Medicine
next;
mes "[Jiang Xiayou]";
@@ -2292,8 +2308,7 @@ lou_in02,206,163,0 script Supply Stack#4lou 111,{
}
lou_in02,198,170,0 script Supply Stack#3lou 111,{
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 2000) {
+ if (MaxWeight - Weight < 2000) {
mes "^3355FF* Wait a minute !! *";
mes "You're carrying too many items with you. Please put some of your items into your Kafra Storage and try again.^000000";
close;
@@ -2309,6 +2324,7 @@ lou_in02,198,170,0 script Supply Stack#3lou 111,{
mes "*Rummage rummage*";
mes "You found a medicine.^000000";
set ch_par,9;
+ changequest 11050,11056;
getitem 7252,1; //Herb_Medicine
next;
mes "[Jiang Xiayou]";
@@ -2344,8 +2360,7 @@ lou_in02,198,170,0 script Supply Stack#3lou 111,{
}
lou_in02,192,170,0 script Supply Stack#2 111,{
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 2000) {
+ if (MaxWeight - Weight < 2000) {
mes "^3355FF* Wait a minute !! *";
mes "You're carrying too many items with you. Please put some of your items into your Kafra Storage and try again.^000000";
close;
@@ -2361,6 +2376,7 @@ lou_in02,192,170,0 script Supply Stack#2 111,{
mes "*Rummage rummage*";
mes "You found a medicine.^000000";
set ch_par,9;
+ changequest 11050,11056;
getitem 7252,1; //Herb_Medicine
next;
mes "[Jiang Xiayou]";
@@ -2396,7 +2412,7 @@ louyang,125,121,0 warp Storage Warp#2 1,1,lou_in02,198,161;
lou_in02,198,159,0 warp Storage Warp#3 1,1,louyang,124,118;
lou_in02,203,159,0 warp Storage Warp#4 1,1,louyang,129,118
-// Poison King Quest
+// Poison King Quest :: poison_king
//============================================================
lou_in02,123,39,4 script Poison King#lou 824,{
// Attempt to preserve prior quest progress.
@@ -2899,6 +2915,7 @@ lou_in02,123,39,4 script Poison King#lou 824,{
mes "Go find my last disciple,";
mes "^0000FFSong Zhi Du^000000, as he may tell you something useful. He's working at the doctor's office. If it weren't for him, I'd be starving now.";
set ch_poison,5;
+ setquest 11070;
close;
}
else {
@@ -3182,6 +3199,7 @@ lou_in02,123,39,4 script Poison King#lou 824,{
mes "Will you excuse";
mes "me for a second...?";
set ch_poison,15;
+ changequest 11077,11078;
close;
}
mes "["+strcharinfo(0)+"]";
@@ -3267,6 +3285,7 @@ lou_in02,123,39,4 script Poison King#lou 824,{
mes "as that of my disciple,";
mes "Louyang's leader must live...";
set ch_poison,16;
+ changequest 11078,11079;
close;
}
else if (ch_poison == 17) {
@@ -3297,6 +3316,7 @@ lou_in02,123,39,4 script Poison King#lou 824,{
mes "^0000FFPoison King,";
mes "Nagash Arses' Jounal^000000.";
set ch_poison,18;
+ changequest 11080,11081;
close;
}
else if (ch_poison == 18) {
@@ -3338,32 +3358,27 @@ lou_in02,123,39,4 script Poison King#lou 824,{
mes "^3355FFYou grow dizzy, but you also feel like you're becoming more powerful and gaining experience.^000000";
next;
set ch_poison,20;
- if (BaseLevel < 56) {
- getexp 900,0;
- }
- else if (BaseLevel > 55 && BaseLevel < 61) {
- getexp 1050,0;
- }
- else if (BaseLevel > 60 && BaseLevel < 66) {
- getexp 1868,0;
- }
- else if (BaseLevel > 65 && BaseLevel < 71) {
- getexp 2741,0;
- }
- else if (BaseLevel > 70 && BaseLevel < 76) {
- getexp 7076,0;
- }
- else if (BaseLevel > 75 && BaseLevel < 81) {
- getexp 13025,0;
- }
- else if (BaseLevel > 80 && BaseLevel < 86) {
- getexp 15034,0;
- }
- else if (BaseLevel > 85 && BaseLevel < 91) {
- getexp 18205,0;
- }
- else if (BaseLevel > 90) {
- getexp 40679,0;
+ changequest 11082,11083;
+ if (checkre(3)) {
+ if (BaseLevel < 56) getexp 1050,0;
+ else if (BaseLevel > 55 && BaseLevel < 61) getexp 1230,0;
+ else if (BaseLevel > 60 && BaseLevel < 66) getexp 1570,0;
+ else if (BaseLevel > 65 && BaseLevel < 71) getexp 2300,0;
+ else if (BaseLevel > 70 && BaseLevel < 76) getexp 3400,0;
+ else if (BaseLevel > 75 && BaseLevel < 81) getexp 4500,0;
+ else if (BaseLevel > 80 && BaseLevel < 86) getexp 9000,0;
+ else if (BaseLevel > 85 && BaseLevel < 91) getexp 18000,0;
+ else getexp 20000,0;
+ } else {
+ if (BaseLevel < 56) getexp 9000,0;
+ else if (BaseLevel > 55 && BaseLevel < 61) getexp 10500,0;
+ else if (BaseLevel > 60 && BaseLevel < 66) getexp 18684,0;
+ else if (BaseLevel > 65 && BaseLevel < 71) getexp 27411,0;
+ else if (BaseLevel > 70 && BaseLevel < 76) getexp 70757,0;
+ else if (BaseLevel > 75 && BaseLevel < 81) getexp 130246,0;
+ else if (BaseLevel > 80 && BaseLevel < 86) getexp 150340,0;
+ else if (BaseLevel > 85 && BaseLevel < 91) getexp 182052,0;
+ else getexp 406786,0;
}
mes "^3355FFThen...";
mes "Everything blacks out...^000000";
@@ -3579,6 +3594,7 @@ lou_in02,253,45,0 script Employee#poison 822,{
mes "you were going to do.";
mes "I'm just disappointed...";
set ch_poison,6;
+ changequest 11070,11071;
close;
}
mes "[Song Zhi Du]";
@@ -3595,6 +3611,7 @@ lou_in02,253,45,0 script Employee#poison 822,{
mes "[Song Zhi Du]";
mes "Since my body is so frail, I can't bear the tension and rage of seeing my lifelong enemy face to face.";
set ch_poison,8;
+ changequest 11070,11073;
close;
}
else if (ch_par > 9 && ch_poison == 6) {
@@ -3623,6 +3640,7 @@ lou_in02,253,45,0 script Employee#poison 822,{
mes "10 Empty Potion,";
mes "30 Green Potion^000000.";
set ch_poison,7;
+ changequest 11071,11072;
next;
mes "[Song Zhi Du]";
mes "An apology is fine, but you must also show me that you are sorry and help me carry out my plan. Do you have any problem with this?";
@@ -3635,6 +3653,7 @@ lou_in02,253,45,0 script Employee#poison 822,{
specialeffect EF_ENDURE;
close2;
set ch_poison,6;
+ changequest 11070,11071;
end;
}
else if (ch_par > 9 && ch_poison == 7) {
@@ -3650,6 +3669,7 @@ lou_in02,253,45,0 script Employee#poison 822,{
delitem 1093,10; //Empty_Potion
delitem 506,30; //Green_Potion
set ch_poison,8;
+ changequest 11072,11073;
mes "[Song Zhi Du]";
mes "Ah...";
mes "With these, I accept your apology. Thank you for all the trouble you went through to get this stuff.";
@@ -3736,6 +3756,7 @@ lou_in02,253,45,0 script Employee#poison 822,{
mes "[Song Zhi Du]";
mes "No!! I failed again! ^666666*Sigh...*^000000 And I spent a long time preparing all of those materials...";
set ch_poison,10;
+ changequest 11074,11075;
close;
}
emotion e_gasp;
@@ -3921,6 +3942,7 @@ lou_in02,253,45,0 script Employee#poison 822,{
mes "Master, I did it!";
mes "Your disciple Song Zhi Du made the world's deadliest poison for you!";
set ch_poison,12;
+ changequest 11075,11076;
close;
}
else if (ch_par > 9 && ch_poison == 12) {
@@ -3989,32 +4011,26 @@ lou_in02,253,45,0 script Employee#poison 822,{
next;
mes "^3355FFThe nasty taste lingers in your mouth, but then you feel a great warmth flowing throughout your body. Eventually, you pass out.^000000";
next;
- if (BaseLevel < 56) {
- getexp 891,0;
- }
- else if (BaseLevel > 55 && BaseLevel < 61) {
- getexp 1021,0;
- }
- else if (BaseLevel > 60 && BaseLevel < 66) {
- getexp 1768,0;
- }
- else if (BaseLevel > 65 && BaseLevel < 71) {
- getexp 2541,0;
- }
- else if (BaseLevel > 70 && BaseLevel < 76) {
- getexp 6876,0;
- }
- else if (BaseLevel > 75 && BaseLevel < 81) {
- getexp 12825,0;
- }
- else if (BaseLevel > 80 && BaseLevel < 86) {
- getexp 14234,0;
- }
- else if (BaseLevel > 85 && BaseLevel < 91) {
- getexp 15205,0;
- }
- else if (BaseLevel > 90) {
- getexp 36679,0;
+ if (checkre(3)) {
+ if (BaseLevel < 56) getexp 500,0;
+ else if (BaseLevel > 55 && BaseLevel < 61) getexp 700,0;
+ else if (BaseLevel > 60 && BaseLevel < 66) getexp 850,0;
+ else if (BaseLevel > 65 && BaseLevel < 71) getexp 1270,0;
+ else if (BaseLevel > 70 && BaseLevel < 76) getexp 1600,0;
+ else if (BaseLevel > 75 && BaseLevel < 81) getexp 2100,0;
+ else if (BaseLevel > 80 && BaseLevel < 86) getexp 4000,0;
+ else if (BaseLevel > 85 && BaseLevel < 91) getexp 7000,0;
+ else getexp 11000,0;
+ } else {
+ if (BaseLevel < 56) getexp 8909,0;
+ else if (BaseLevel > 55 && BaseLevel < 61) getexp 10213,0;
+ else if (BaseLevel > 60 && BaseLevel < 66) getexp 17684,0;
+ else if (BaseLevel > 65 && BaseLevel < 71) getexp 25411,0;
+ else if (BaseLevel > 70 && BaseLevel < 76) getexp 68757,0;
+ else if (BaseLevel > 75 && BaseLevel < 81) getexp 128246,0;
+ else if (BaseLevel > 80 && BaseLevel < 86) getexp 142340,0;
+ else if (BaseLevel > 85 && BaseLevel < 91) getexp 152052,0;
+ else getexp 366786,0;
}
warp "louyang",270,136;
end;
@@ -4059,6 +4075,7 @@ lou_in02,253,45,0 script Employee#poison 822,{
mes "take these, since I don't";
mes "need them any longer.";
set ch_poison,21;
+ completequest 11083;
getitem 678,5; //Poison_Bottle
next;
mes "[Song Zhi Du]";
@@ -4107,7 +4124,7 @@ lou_fild01,224,348,0 script Lady#delivery 817,{
mes "[Lady]";
mes "Alright, there you go!";
if (Zeny > 99) {
- set zeny,zeny-100;
+ set Zeny, Zeny-100;
}
close2;
specialeffect EF_BLASTMINEBOMB,AREA," #fire";
@@ -4129,7 +4146,7 @@ lou_fild01,224,348,0 script Lady#delivery 817,{
mes "Alright,";
mes "there you go!";
if (Zeny > 99) {
- set zeny,zeny-100;
+ set Zeny, Zeny-100;
}
close2;
donpcevent " #fire::OnClaymore";
@@ -4159,7 +4176,7 @@ lou_fild01,224,348,0 script Lady#delivery 817,{
mes "delivery fee of 1,000 zeny.";
next;
if (Zeny > 999) {
- set zeny,zeny-1000;
+ set Zeny, Zeny-1000;
getitem 7126,1; //Large_Jellopy
mes "[Lady]";
mes "Thank you~";
@@ -4168,6 +4185,7 @@ lou_fild01,224,348,0 script Lady#delivery 817,{
mes "Song Zhi Du.";
mes "Take care!";
set ch_poison,9;
+ changequest 11073,11074;
close;
}
mes "[Lady]";
@@ -4216,7 +4234,7 @@ lou_fild01,224,348,0 script Lady#delivery 817,{
mes "Alright~";
mes "There you go!";
if (Zeny > 99) {
- set zeny,zeny-100;
+ set Zeny, Zeny-100;
}
close2;
donpcevent " #fire::OnClaymore";
@@ -4330,6 +4348,7 @@ lou_in01,107,163,0 script #lou_drink1 111,{
mes "^3355FFYou put the deadly poison into the bottle.^000000";
delitem 678,1; //Poison_Bottle
set ch_poison,13;
+ changequest 11076,11077;
close;
}
else if (ch_poison == 13) {
@@ -4342,6 +4361,7 @@ lou_in01,107,163,0 script #lou_drink1 111,{
delitem 938,1; //Sticky_Mucus
delitem 713,1; //Empty_Bottle
set ch_poison,17;
+ changequest 11079,11080;
close;
}
mes "^3355FFIt seems that you need switch Bai Long's drinking bottle with something else. Just taking the drink bottle would arouse suspicion.^000000";
@@ -4444,6 +4464,7 @@ lou_in01,99,158,4 script Lord#bailong 821,{
mes "[Lord Bai Long]";
mes "Please, take this as a token of gratitute. And please deliver this letter to Nagash and Song Zhi Du for me.";
set ch_poison,19;
+ changequest 11081,11802;
getitem 603,1; //Old_Blue_Box
next;
mes "^3355FFYou obtained ^0000FFBai Long's letter^000000.";
@@ -4565,12 +4586,10 @@ lou_in01,99,144,4 script Soldier#bailong4 825,{
close;
}
-// Revolution Quest
-//===================================================================
+// Revolution Quest :: lou_zero
+//============================================================
lou_in02,77,37,7 script Hermit 824,{
-
- if(!QL_REVOL)
- {
+ if (!QL_REVOL) {
mes "[Sun Mao]";
mes "Where there's a will,";
mes "there's a way. When we";
@@ -4588,75 +4607,66 @@ lou_in02,77,37,7 script Hermit 824,{
mes "is Sun Mao.";
mes "This invitation may be sudden, but I am a man of action. I see in your face that you too despise injustice.";
next;
- switch( select( "What am I supposed to do?","I will join you!","Well, I'm just another tourist..." ) )
- {
+ switch(select("What am I supposed to do?:I will join you!:Well, I'm just another tourist...")) {
+ case 1:
+ mes "[Sun Mao]";
+ mes "For now, we must recruit as many members as we can. When we're ready, we'll start a movement that will change Louyang, and even the world!";
+ next;
+ mes "[Sun Mao]";
+ mes "However, we currently do not have the manpower to carry out the plans we have laid out. We've been lucky the lord hasn't found us out yet.";
+ next;
+ mes "[Sun Mao]";
+ mes "I wish everyone would understand our intentions, but the people of this city are disunited. This is not the first time I have approached a foreigner for help...";
+ next;
+ mes "[Sun Mao]";
+ mes "I suppose you understand the urgency of our cause, and our need to gather others who see the merit of our goals!";
+ close;
+ case 2:
+ mes "[Sun Mao]";
+ mes "Oh, God must be on my side today and has sent you to me. Thank you for making the big decision...";
+ next;
+ mes "[Sun Mao]";
+ mes "I shall then engrave your name";
+ mes "on this bloody pledge board. But before I do so, I shall ask once more. Do you truly wish to join us, through pain and bloodshed?";
+ next;
+ switch(select("No, wait!:I am 100% sure.")) {
case 1:
mes "[Sun Mao]";
- mes "For now, we must recruit as many members as we can. When we're ready, we'll start a movement that will change Louyang, and even the world!";
- next;
- mes "[Sun Mao]";
- mes "However, we currently do not have the manpower to carry out the plans we have laid out. We've been lucky the lord hasn't found us out yet.";
- next;
- mes "[Sun Mao]";
- mes "I wish everyone would understand our intentions, but the people of this city are disunited. This is not the first time I have approached a foreigner for help...";
- next;
- mes "[Sun Mao]";
- mes "I suppose you understand the urgency of our cause, and our need to gather others who see the merit of our goals!";
+ mes "I understand if you need time to decide. If you do decide to join us, please return. Time is on our side, after all.";
close;
-
case 2:
+ set QL_REVOL,1;
mes "[Sun Mao]";
- mes "Oh, God must be on my side today and has sent you to me. Thank you for making the big decision...";
- next;
- mes "[Sun Mao]";
- mes "I shall then engrave your name";
- mes "on this bloody pledge board. But before I do so, I shall ask once more. Do you truly wish to join us, through pain and bloodshed?";
+ mes strcharinfo(0)+ "...!";
+ mes "Your name is now engraved on this bloody pledge board. We will fight together to the death for Louyang's future!";
next;
- switch( select( "No, wait!","I am 100% sure." ) )
- {
- case 1:
- mes "[Sun Mao]";
- mes "I understand if you need time to decide. If you do decide to join us, please return. Time is on our side, after all.";
- close;
-
- case 2:
- set QL_REVOL,1;
- mes "[Sun Mao]";
- mes strcharinfo(0)+ "...!";
- mes "Your name is now engraved on this bloody pledge board. We will fight together to the death for Louyang's future!";
- next;
- getpartymember(getcharid(1));
- set @partymember,$@partymembercount;
- if (getpartyleader(getcharid(1),1) == getcharid(0) || !@partymember)
- {
- mes "[Sun Mao]";
- mes "Now, the most important thing for our cause is to gather more recruits and increase our numbers. Please find others who will join us in our fight.";
- next;
- mes "[Sun Mao]";
- mes "However, as to not arouse suspicion, bring only one new recruit at a time. Also, we suggest not to bring a friend in a party with you.";
- next;
- mes "[Sun Mao]";
- mes "Now, I will wait for you here. Go forth and find others who wish for a better future for Louyang!";
- close;
- }
- mes "[Sun Mao]";
- mes "Please assist the people who fight behind you. As more are gathered, one of our comrades will inform you of further instructions.";
- close;
+ getpartymember(getcharid(1));
+ set @partymember,$@partymembercount;
+ if (getpartyleader(getcharid(1),1) == getcharid(0) || !@partymember) {
+ mes "[Sun Mao]";
+ mes "Now, the most important thing for our cause is to gather more recruits and increase our numbers. Please find others who will join us in our fight.";
+ next;
+ mes "[Sun Mao]";
+ mes "However, as to not arouse suspicion, bring only one new recruit at a time. Also, we suggest not to bring a friend in a party with you.";
+ next;
+ mes "[Sun Mao]";
+ mes "Now, I will wait for you here. Go forth and find others who wish for a better future for Louyang!";
+ close;
}
-
- case 3:
mes "[Sun Mao]";
- mes "Are you...? I see, you may leave now. Do not reveal what you have seen or heard in this place.";
- next;
- mes "[Sun Mao]";
- mes "If you're a real tourist, you do not want to get involved in our business, one way or another.";
+ mes "Please assist the people who fight behind you. As more are gathered, one of our comrades will inform you of further instructions.";
close;
+ }
+ case 3:
+ mes "[Sun Mao]";
+ mes "Are you...? I see, you may leave now. Do not reveal what you have seen or heard in this place.";
+ next;
+ mes "[Sun Mao]";
+ mes "If you're a real tourist, you do not want to get involved in our business, one way or another.";
+ close;
}
- }
- else if(getpartyleader(getcharid(1),2) == getcharid(0))
- {
- if(QL_REVOL == 9)
- {
+ } else if (getpartyleader(getcharid(1),2) == getcharid(0)) {
+ if (QL_REVOL == 9) {
mes "[Sun Mao]";
mes "Once again,";
mes "thank you for";
@@ -4666,52 +4676,42 @@ lou_in02,77,37,7 script Hermit 824,{
}
getpartymember(getcharid(1));
set @partymember,$@partymembercount;
- if(QL_REVOL < 8)
- {
- if(@partymember == QL_REVOL +1)
- {
- if(@partymember != 8)
- {
+ if (QL_REVOL < 8) {
+ if (@partymember == QL_REVOL +1) {
+ if (@partymember != 8) {
set QL_REVOL,QL_REVOL +1;
mes "[Sun Mao]";
mes "Oh, you brought a new comrade! Welcome. Please help your friend understand our intentions before joining us.";
next;
mes "[Sun Mao]";
- switch(QL_REVOL)
- {
- case 2:
- mes "Please bring another friend that both of you can trust. Remember, add one person at a time into your party.";
- next;
- mes "[Sun Mao]";
- mes "Otherwise, other people may learn of what we are doing, and that will lead to trouble.";
- close;
-
- case 3:
- mes "The three of you may all move together for our cause. Please try to find another recruit to be your fourth member, invite him to your party and bring him to this place.";
- close;
-
- case 4:
- mes "Ah, now there are four of you. However, we must continue to strengthen our ranks at a cautious pace. Please go and find one new recruit, and only one, to add to your party.";
- close;
-
- case 5:
- mes "Now, there are five of you. Needless to say, we still require more manpower. Please go out and seek another new member for our cause. Remember, only add one more person to your party and return to me.";
- close;
-
- case 6:
- mes "There are now six of you. So far, so good. Please go forth and find just one more person to add to your party and bring him to me so that we may recruit him.";
- close;
-
- case 7:
- mes "Now, there are seven of you, but we still lack the manpower we need. Please go forth and seek out one, and only one, more person to add to your party and then return to me.";
- close;
+ switch(QL_REVOL) {
+ case 2:
+ mes "Please bring another friend that both of you can trust. Remember, add one person at a time into your party.";
+ next;
+ mes "[Sun Mao]";
+ mes "Otherwise, other people may learn of what we are doing, and that will lead to trouble.";
+ close;
+ case 3:
+ mes "The three of you may all move together for our cause. Please try to find another recruit to be your fourth member, invite him to your party and bring him to this place.";
+ close;
+ case 4:
+ mes "Ah, now there are four of you. However, we must continue to strengthen our ranks at a cautious pace. Please go and find one new recruit, and only one, to add to your party.";
+ close;
+ case 5:
+ mes "Now, there are five of you. Needless to say, we still require more manpower. Please go out and seek another new member for our cause. Remember, only add one more person to your party and return to me.";
+ close;
+ case 6:
+ mes "There are now six of you. So far, so good. Please go forth and find just one more person to add to your party and bring him to me so that we may recruit him.";
+ close;
+ case 7:
+ mes "Now, there are seven of you, but we still lack the manpower we need. Please go forth and seek out one, and only one, more person to add to your party and then return to me.";
+ close;
}
}
mes "[Sun Mao]";
mes "Great work, you've brought another new comrade! Welcome! Please explain our goals and the righteousness of our cause to our new friend so that he may fully join us.";
next;
- if(BaseLevel < 50)
- {
+ if (BaseLevel < 50) {
mes "[Sun Mao]";
mes "It is almost time to take the action...";
next;
@@ -4750,88 +4750,70 @@ lou_in02,77,37,7 script Hermit 824,{
mes "Since flammable chemicals are not allowed inside government offices, you must keep them well hidden. If the chemicals are equally divided among the eight of you, we might succeed!";
next;
set QL_REVOL,8;
- getitem 7068,8;
- getitem 7096,8;
- getitem 7004,8;
+ getitem 7068,8; //Burn_Tree
+ getitem 7096,8; //Cold_Magma
+ getitem 7004,8; //Mud_Lump
mes "[Sun Mao]";
mes "There you go. Now, divide these materials equally among the eight of you. The eight of you must fully cooperate with each other, or our plan will fail. Understood?";
close;
-
- }
- else if(@partymember < QL_REVOL +1)
- {
+ } else if (@partymember < QL_REVOL +1) {
mes "[Sun Mao]";
- switch(QL_REVOL)
- {
- case 1:
- mes "You made a party. Now, why don't you go recruit more followers? For now, just add one more person, lest we arouse the suspicion of our enemies.";
- close;
-
- case 2:
- mes "Hmmm...";
- mes "Having trouble finding a third person to add to your party? It's important that you find someone that is trustworthy. Be careful and don't get caught!";
- close;
-
- case 3:
- mes "Hmmm...";
- mes "Having trouble finding a forth person to add to your party? I understand that it's important that you find someone you can trust. Be careful and don't get caught!";
- close;
-
- case 4:
- mes "Having trouble finding a fifth person to add to your party? I understand that it's important that you find someone you can trust. Be careful and don't get caught!";
- close;
-
- case 5:
- mes "Having trouble finding a six person to add to your party? It's important that you find someone that is trustworthy. Be careful and don't get caught!";
- close;
-
- case 6:
- mes "Having trouble finding a seventh person to add to your party? It's important that you find someone that is trustworthy. Be careful and don't get caught!";
- close;
-
- case 7:
- mes "Hmmm...";
- mes "Having trouble finding an eighth person to add to your party? It's important that you find someone that is trustworthy. Be careful and don't get caught!";
- close;
+ switch(QL_REVOL) {
+ case 1:
+ mes "You made a party. Now, why don't you go recruit more followers? For now, just add one more person, lest we arouse the suspicion of our enemies.";
+ close;
+ case 2:
+ mes "Hmmm...";
+ mes "Having trouble finding a third person to add to your party? It's important that you find someone that is trustworthy. Be careful and don't get caught!";
+ close;
+ case 3:
+ mes "Hmmm...";
+ mes "Having trouble finding a forth person to add to your party? I understand that it's important that you find someone you can trust. Be careful and don't get caught!";
+ close;
+ case 4:
+ mes "Having trouble finding a fifth person to add to your party? I understand that it's important that you find someone you can trust. Be careful and don't get caught!";
+ close;
+ case 5:
+ mes "Having trouble finding a six person to add to your party? It's important that you find someone that is trustworthy. Be careful and don't get caught!";
+ close;
+ case 6:
+ mes "Having trouble finding a seventh person to add to your party? It's important that you find someone that is trustworthy. Be careful and don't get caught!";
+ close;
+ case 7:
+ mes "Hmmm...";
+ mes "Having trouble finding an eighth person to add to your party? It's important that you find someone that is trustworthy. Be careful and don't get caught!";
+ close;
}
- }
- else
- {
+ } else {
mes "[Sun Mao]";
mes "Oh no! You've brought more than one more person to join us! We can't do any recruiting now, it will bring unnecessary attention to our activities!";
next;
mes "[Sun Mao]";
- switch(QL_REVOL)
- {
- case 1:
- mes "Please make sure that there is a total of two members in your party so that we can recruit your friend. I believe that will look natural.";
- close;
-
- case 2:
- mes "At this stage in our plan, we cannot afford any unnecessary attention to our activities! Please make sure that there is a total of three members in your party so that we can recruit your friend.";
- close;
- case 3:
- mes "Please make sure that there is a total of four members in your party so that we can recruit your friend. I believe that will look natural.";
- close;
- case 4:
- mes "Please make sure that there is a total of five members in your party so that we can recruit your friend. I believe that will look natural.";
- close;
- case 5:
- case 6:
- mes "By this time, you should know that you should only bring one more person at a time. You know that it is crucial that we do not attract any undue attention before we can take action!";
- close;
- case 7:
- mes "At this stage in our plan, we cannot afford any unnecessary attention to our activities! Please make sure that there is a total of eight members in your party so that we can recruit your friend.";
- close;
+ switch(QL_REVOL) {
+ case 1:
+ mes "Please make sure that there is a total of two members in your party so that we can recruit your friend. I believe that will look natural.";
+ close;
+ case 2:
+ mes "At this stage in our plan, we cannot afford any unnecessary attention to our activities! Please make sure that there is a total of three members in your party so that we can recruit your friend.";
+ close;
+ case 3:
+ mes "Please make sure that there is a total of four members in your party so that we can recruit your friend. I believe that will look natural.";
+ close;
+ case 4:
+ mes "Please make sure that there is a total of five members in your party so that we can recruit your friend. I believe that will look natural.";
+ close;
+ case 5:
+ case 6:
+ mes "By this time, you should know that you should only bring one more person at a time. You know that it is crucial that we do not attract any undue attention before we can take action!";
+ close;
+ case 7:
+ mes "At this stage in our plan, we cannot afford any unnecessary attention to our activities! Please make sure that there is a total of eight members in your party so that we can recruit your friend.";
+ close;
}
}
- }
- else if(QL_REVOL == 8)
- {
- if(@partymember == 8)
- {
- if(countitem(7204) > 7)
- {
+ } else if (QL_REVOL == 8) {
+ if (@partymember == 8) {
+ if (countitem(7204) > 7) {
mes "[Sun Mao]";
mes "Welcome back! I see that the mission has been successfully accomplished! Great work, men!";
next;
@@ -4863,11 +4845,8 @@ lou_in02,77,37,7 script Hermit 824,{
mes "Remember that you move together with your comrades. There isn't a traitor amongst you, is there?";
close;
}
- }
- else
- {
- if(ch_make == 1)
- {
+ } else {
+ if (ch_make == 1) {
set ch_make,0;
mes "[Sun Mao]";
mes "Ah...";
@@ -4886,13 +4865,10 @@ lou_in02,77,37,7 script Hermit 824,{
}
lou_in01,43,147,3 script Gunpowder Expert 750,{
-
- if(ch_make == 0)
- {
+ if (ch_make == 0) {
getpartymember(getcharid(1));
set @partymember,$@partymembercount;
- if(!QL_REVOL)
- {
+ if (!QL_REVOL) {
mes "[Hao Chenryu]";
mes "Who...";
mes "Are you?";
@@ -4900,9 +4876,7 @@ lou_in01,43,147,3 script Gunpowder Expert 750,{
mes "[Hao Chenryu]";
mes "I only trust my comrades in the cause for Louyang, so leave me alone. Death before oppression! Freedom for Louyang!";
close;
- }
- else if(@partymember != 8)
- {
+ } else if (@partymember != 8) {
mes "[Hao Chenryu]";
mes "Mao told me that eight Rune-Midgardians";
mes "would be coming.";
@@ -4913,9 +4887,7 @@ lou_in01,43,147,3 script Gunpowder Expert 750,{
mes "Mao's plans are flawless,";
mes "so I'm sticking to the scenario he's drawn up. You're either improvising needlessly, or you're not really my comrade...";
close;
- }
- else if(countitem(7068) && countitem(7096) && countitem(7004))
- {
+ } else if (countitem(7068) && countitem(7096) && countitem(7004)) {
mes "[Hao Chenryu]";
mes "Ah, I see that Mao";
mes "has sent you. I'm sorry";
@@ -4929,34 +4901,30 @@ lou_in01,43,147,3 script Gunpowder Expert 750,{
mes "I may quickly make";
mes "the gunpowder.";
next;
- switch( select( "Make Gunpowder.","Cancel." ) )
- {
- case 1:
- delitem 7068,1;
- delitem 7096,1;
- delitem 7004,1;
- mes "[Hao Chenryu]";
- mes "I don't want you to be caught if the soldiers inspect your goods. It will be better if one of you carry a Cart and hide the gunpowder in there.";
- set ch_make,1;
- getitem 7204,1;
- close;
-
- case 2:
- mes "[Hao Chenryu]";
- mes "Is...";
- mes "Something wrong?!";
- next;
- mes "[Hao Chenryu]";
- mes "I guess we must";
- mes "be extra careful,";
- mes "as there is much";
- mes "surveillance in";
- mes "this place.";
- close;
+ switch(select("Make Gunpowder.:Cancel.")) {
+ case 1:
+ delitem 7068,1; //Burn_Tree
+ delitem 7096,1; //Cold_Magma
+ delitem 7004,1; //Mud_Lump
+ mes "[Hao Chenryu]";
+ mes "I don't want you to be caught if the soldiers inspect your goods. It will be better if one of you carry a Cart and hide the gunpowder in there.";
+ set ch_make,1;
+ getitem 7204,1; //Gunpowder
+ close;
+ case 2:
+ mes "[Hao Chenryu]";
+ mes "Is...";
+ mes "Something wrong?!";
+ next;
+ mes "[Hao Chenryu]";
+ mes "I guess we must";
+ mes "be extra careful,";
+ mes "as there is much";
+ mes "surveillance in";
+ mes "this place.";
+ close;
}
- }
- else
- {
+ } else {
mes "[Hao Chenryu]";
mes "Hmmm...";
mes "It seems like";
@@ -4969,9 +4937,7 @@ lou_in01,43,147,3 script Gunpowder Expert 750,{
mes "from your party leader.";
close;
}
- }
- else if(countitem(7204))
- {
+ } else if (countitem(7204)) {
mes "[Hao Chenryu]";
mes "Be careful!";
mes "It's easy for";
@@ -4980,9 +4946,7 @@ lou_in01,43,147,3 script Gunpowder Expert 750,{
mes "inspection process!";
mes "Hide it well...!";
close;
- }
- else
- {
+ } else {
mes "[Hao Chenryu]";
mes "I hope you bring the gunpowder to Mao safely. The next time you see him, please give him my thanks.";
close;
@@ -4990,9 +4954,7 @@ lou_in01,43,147,3 script Gunpowder Expert 750,{
}
lou_in01,45,138,3 script Soldier#1 825,{
-
- if(countitem(7204))
- {
+ if (countitem(7204)) {
mes "[Soldier]";
mes "Hold on there!";
next;
@@ -5010,9 +4972,7 @@ lou_in01,45,138,3 script Soldier#1 825,{
}
lou_in01,82,139,7 script Soldier#2 825,{
-
- if(countitem(7068) || countitem(7096) || countitem(7004))
- {
+ if (countitem(7068) || countitem(7096) || countitem(7004)) {
mes "[Soldier]";
mes "I am sorry, but it is prohibited to enter with some of the products";
mes "you are carrying. I cannot let you in.";
diff --git a/npc/quests/quests_lutie.txt b/npc/quests/quests_lutie.txt
index 97d566778..5d0c7b099 100644
--- a/npc/quests/quests_lutie.txt
+++ b/npc/quests/quests_lutie.txt
@@ -1,22 +1,20 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Quest NPCs related to Lutie
-//===== By: ==================================================
+//===== By: ==================================================
//= TonyMan & Samuray22
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.3b
-//===== Compatible With: =====================================
-//= rAthena 1.0
-//===== Description: =========================================
+//===== Description: =========================================
//= Blush, Cake Hat, Candle, Chef Hat, Raccoon Hat, Rainbow Eggshell,
//= Spore Hat, Wonder Nutshell Quests
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.1 Optimized [Lupus]
//= 1.2 Fixed Chef Hat items [Lupus]
//= 1.3 Update NPC to the Official One. [Samuray22]
//= 1.3a Changed item names to item IDs. [Samuray22]
//= 1.3b Removed a scrap " left in a delitem. [L0ne_W0lf]
//= 1.4 Updated NPCs once again. [L0ne_W0lf]
-//============================================================
+//============================================================
xmas,117,295,4 script Vending Machine Man 704,{
mes "[Titicupe]";
@@ -39,18 +37,18 @@ xmas,117,295,4 script Vending Machine Man 704,{
next;
mes "[Titicupe]";
mes "Oh, this creation of mine is so magnificent!";
- Emotion e_kis2;
+ emotion e_kis2;
next;
mes "[Titicupe]";
mes "And the headgears--! I... I can't contain myself!";
next;
mes "^3355FFToy factory manager Titicupe jumps and convulses with joy. Clearly he's insane, but it may be possible that he may be brilliant.^000000";
- Emotion e_gasp;
+ emotion e_gasp;
close;
case 2:
mes "[Titicupe]";
mes "Oh right! You need to know what kind of items to put into the Vending Machine to get what you want, yes? Go ahead... Ask me~";
- Emotion e_ic;
+ emotion e_ic;
next;
switch(select("Raccoon Hat:Spore Hat:Wonder Nutshell:Ranbow Eggshell:Blush:Chef Hat:Candle:Cake Hat:End Conversation")) {
case 1:
@@ -133,7 +131,7 @@ xmas,117,295,4 script Vending Machine Man 704,{
mes "I love you";
mes "Mister Snowman";
mes "Vending Machine.";
- Emotion e_kis2;
+ emotion e_kis2;
next;
mes "^3355FFToy factory manager Titicupe begins to jump around and emit screams of unbridled ecstacy. At this point, it's not difficult to doubt his sanity, as well as his genius.";
close;
@@ -171,7 +169,7 @@ xmas,115,297,4 script Vending Machine 111,{
delitem 1036,20; //Dragon_Scale
delitem 7012,200; //Tough_Scalelike_Stem
delitem 7065,300; //Sea_Otter_Leather
- Emotion e_Oh;
+ emotion e_Oh;
mes "^3355FF*Vroooooom~~*";
mes "*Bzzzzzt*";
mes "*choogachooga*";
@@ -192,7 +190,7 @@ xmas,115,297,4 script Vending Machine 111,{
delitem 7033,850; //Poison_Spore
delitem 7068,300; //Burn_Tree
delitem 1015,1; //Thin_N'_Long_Tongue
- Emotion e_oh;
+ emotion e_oh;
mes "^3355FF*Vroooooom~~*";
mes "*Bzzzzzt*";
mes "*choogachooga*";
@@ -218,7 +216,7 @@ xmas,115,297,4 script Vending Machine 111,{
mes "*Kapang!*";
mes "*BeepBoopBeepBoop*";
mes "*Beeeeeeoop*^000000";
- Emotion e_oh;
+ emotion e_oh;
getitem 5050,1; // Mystery_Fruit_Shell
next;
mes "[Audi]";
@@ -235,7 +233,7 @@ xmas,115,297,4 script Vending Machine 111,{
delitem 5015,1; //Egg_Shell
delitem 978,1; //Cobaltblue_Dyestuffs
delitem 7030,50; //Claw_Of_Desert_Wolf
- Emotion e_oh;
+ emotion e_oh;
mes "^3355FF*Vroooooom~~*";
mes "*Bzzzzzt*";
mes "*choogachooga*";
@@ -254,7 +252,7 @@ xmas,115,297,4 script Vending Machine 111,{
mes "^3355FFYou gingerly place all 100 Aprons into the snowman's mouth.^000000";
next;
delitem 7047,100; //Alice's_Apron
- Emotion e_oh;
+ emotion e_oh;
mes "^3355FF*Vroooooom~~*";
mes "*Bzzzzzt*";
mes "*choogachooga*";
@@ -280,7 +278,7 @@ xmas,115,297,4 script Vending Machine 111,{
delitem 982,1; //White_Dyestuffs
delitem 949,330; //Feather
delitem 1036,450; //Dragon_Scale
- Emotion e_oh;
+ emotion e_oh;
mes "^3355FF*Vroooooom~~*";
mes "*Bzzzzzt*";
mes "*choogachooga*";
@@ -302,7 +300,7 @@ xmas,115,297,4 script Vending Machine 111,{
delitem 2279,1; //Bomb_Wick
delitem 7035,50; //Matchstick
delitem 526,100; //Royal_Jelly
- Emotion e_oh;
+ emotion e_oh;
mes "^3355FF*Vroooooom~~*";
mes "*Bzzzzzt*";
mes "*choogachooga*";
@@ -325,7 +323,7 @@ xmas,115,297,4 script Vending Machine 111,{
delitem 538,15; //Well_Baked_Cookie
delitem 539,20; //Piece_Of_Cake
delitem 999,10; //Steel
- Emotion e_oh;
+ emotion e_oh;
mes "^3355FF*Vroooooom~~*";
mes "*Bzzzzzt*";
mes "*choogachooga*";
@@ -346,7 +344,7 @@ xmas,115,297,4 script Vending Machine 111,{
mes "Items.^000000";
close;
}
- Emotion e_x;
+ emotion e_x;
mes "[Audi]";
mes "^555555Error Error!";
mes "Incorrect items!^000000";
diff --git a/npc/quests/quests_morocc.txt b/npc/quests/quests_morocc.txt
index 38320b344..ea37258d5 100644
--- a/npc/quests/quests_morocc.txt
+++ b/npc/quests/quests_morocc.txt
@@ -1,10 +1,10 @@
//===== Hercules Script ======================================
//= Quest NPCs related to Morroc
-//===== By: ==================================================
+//===== By: ==================================================
//= kobra_k88
-//===== Current Version: =====================================
-//= 2.9
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 3.2
+//===== Description: =========================================
//= [Official Conversion]
//= - Stop Post
//= - Binoculars Quest
@@ -12,7 +12,7 @@
//= - Resurrection of Satan Morroc
//= - The Crow of the Fate
//= - Succession of the Prince
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.1 Fixed exploits [Lupus]
//= 1.2 Added Dandelion's Request / Morroc Invasion quest. [SinSloth]
//= 1.3 Updated dialogs from Binoculars Quest. [Samuray22]
@@ -41,7 +41,10 @@
//= 2.8 Disabled Assassin bar pub NPCs, as they are included in the 13.1 quests file. [L0ne_W0lf]
//= 2.9 Fixed player dying/logging out during conversation could prevent
//= summoning of Satan Morroc until server reboot. [Gepard]
-//============================================================
+//= 3.0 Updated RE/Pre-RE EXP. [Euphy]
+//= 3.1 Updated to match the latest official scripts. [Euphy]
+//= 3.2 Added GM management NPC and variable $@re_moc_time$. [Euphy]
+//============================================================
// Stop Post Quest
// ============================================================
@@ -64,7 +67,7 @@ moc_ruins,113,181,4 script William 89,{
if ((countitem(1019) > 49) && (countitem(983) > 0) && (Zeny > 91099)) {
delitem 1019,50; //Wooden_Block
delitem 983,1; //Black_Dyestuffs
- set Zeny,Zeny-91100;
+ set Zeny, Zeny-91100;
mes "[William]";
mes "Here you are~!";
mes "This ^3355FFStop Post^000000 has";
@@ -131,7 +134,7 @@ moc_ruins,118,176,4 script Alchemist 64,{
next;
delitem 2243,1; //Spinning_Eyes
delitem 999,100; //Steel
- set Zeny,Zeny-50000;
+ set Zeny, Zeny-50000;
mes "[Marius]";
mes "Here you are!";
mes "Binoculars !";
@@ -258,7 +261,7 @@ OnTouch:
mes "Hey, bartender! Gimme";
mes "the usual! I like your";
mes "style, adventurer...";
- set zeny,zeny-1000;
+ set Zeny, Zeny-1000;
next;
mes "[Litheron]";
mes "Alright, you can come";
@@ -403,7 +406,7 @@ que_job01,82,95,3 script Bar Master#moc_main01 46,{
mes "ask you for 800. Enjoy it,";
mes "my friend, and drink it as";
mes "deeply as you would life.";
- set zeny,zeny-800;
+ set Zeny, Zeny-800;
getitem 12112,1; //Tropical_Sograt
}
close;
@@ -426,7 +429,7 @@ que_job01,82,95,3 script Bar Master#moc_main01 46,{
mes "hard feelings, but you're";
mes "already lucky to be here.";
mes "Hey, enjoy your drink~";
- set zeny,zeny-1000;
+ set Zeny, Zeny-1000;
getitem 12112,1; //Tropical_Sograt
close;
}
@@ -462,7 +465,7 @@ que_job01,82,95,3 script Bar Master#moc_main01 46,{
mes "ask you for 800. Enjoy it,";
mes "my friend, and drink it as";
mes "deeply as you would life.";
- set zeny,zeny-800;
+ set Zeny, Zeny-800;
getitem 12113,1; //Vermilion_The_Beach
}
close;
@@ -485,7 +488,7 @@ que_job01,82,95,3 script Bar Master#moc_main01 46,{
mes "hard feelings, but you're";
mes "already lucky to be here.";
mes "Hey, enjoy your drink~";
- set zeny,zeny-1000;
+ set Zeny, Zeny-1000;
getitem 12113,1; //Vermilion_The_Beach
close;
}
@@ -661,18 +664,15 @@ que_job01,49,49,5 script Tao#dan_09 877,{
}
que_job01,51,55,0 script que_job01#room_1 45,1,1,{
-OnInit:
- set $maobar_room,0;
- end;
-Onreset:
- set $maobar_room,0;
+OnReset:
+ set $@maobar_room,0;
end;
OnTouch:
if (prt_curse == 24) {
- if ($maobar_room == 0) {
- set $maobar_room,1;
+ if ($@maobar_room == 0) {
+ set $@maobar_room,1;
donpcevent " #room1timer::OnEnable";
donpcevent "Marjana#poison::OnEnable";
mes "[Tao]";
@@ -696,8 +696,8 @@ OnTouch:
}
}
else if (mao_request > 0) {
- if ($maobar_room == 0) {
- set $maobar_room,1;
+ if ($@maobar_room == 0) {
+ set $@maobar_room,1;
donpcevent " #room1timer::OnEnable";
donpcevent "Valdes#moc_master_1::OnEnable";
mes "[Tao]";
@@ -739,12 +739,12 @@ OnEnable:
mapannounce "que_job01","You will now enter the Master Zone, Area 1.",bc_map,"0x70DBDB";
end;
-Onstop:
+OnStop:
mapannounce "que_job01","The security magic in the Master Zone, Area 1 is deactivated.",bc_map,"0x70DBDB";
donpcevent "#room1_warp::OnDisable";
donpcevent "Valdes#moc_master_1::OnDisable";
donpcevent "Marjana#poison::OnDisable";
- donpcevent "que_job01#room_1::Onreset";
+ donpcevent "que_job01#room_1::OnReset";
stopnpctimer;
end;
@@ -760,7 +760,7 @@ OnTimer245000:
OnTimer250000:
mapannounce "que_job01","The security magic Master Zone, Area 1 is now activated.",bc_map,"0x70DBDB";
- donpcevent "que_job01#room_1::Onreset";
+ donpcevent "que_job01#room_1::OnReset";
stopnpctimer;
end;
}
@@ -1616,7 +1616,7 @@ morocc,159,113,3 script Chief Balrog 752,{
mes "Once again, I thank you for your distinguished service on behalf of the Continental Guard and the Rune-Midgarts Kingdom. I'll report your great achievement to His Majesty right away.";
next;
delitem 7820,1; //Morroc_Skin
- getexp 200000,0;
+ getexp (checkre(3))?200000:2000000,0;
set rebirth_moc_edq,7;
changequest 3055,3056;
mes "[Chief Balrog]";
@@ -1858,9 +1858,10 @@ morocc,159,113,3 script Chief Balrog 752,{
}
moc_fild21,38,193,0 script Morocc Timer#edq -1,6,6,{
-OnInit:
- set $@re_moc,0;
- end;
+//OnInit:
+// set $@re_moc,0;
+// set $@re_moc_time$,"";
+// end;
OnTouch:
if ($@re_moc == 0) {
@@ -1926,6 +1927,7 @@ OnInit:
OnEnable:
enablenpc "Group of Evil#edq";
+ set $@re_moc_time$,"";
end;
OnDisable:
@@ -2000,6 +2002,7 @@ OnDisable:
OnMyMobDead:
set $@re_moc,3;
+ set $@re_moc_time$, gettimestr("%H%M%S",7);
mapannounce "moc_fild21","I'll let live just a little longer. You'll never find me through this time-space gap!",bc_map,"0xFFFF00";
donpcevent "Time-Space Gap#edq::OnEnable";
donpcevent "Satan Broadcast#edq::OnDisable";
@@ -2020,6 +2023,84 @@ OnTimer5415000:
end;
}
+sec_in02,14,43,5 script Morroc GlobalVar Admin::MorrocAdmin_sec 971,{
+ callfunc "F_GM_NPC";
+ mes "[Helper]";
+ mes "Please enter the password and # button.";
+ next;
+ if (callfunc("F_GM_NPC",1854,0) < 1) {
+ mes "[Helper]";
+ mes "Please press the numbers we always sing about.";
+ close;
+ } else {
+ mes "[Helper]";
+ mes "Hello. I am a post office.";
+ mes "I am currently checking Morroc status.";
+ next;
+ mes "=============";
+ mes "Current State";
+ mes "=============";
+ mes "^3131FF<Morroc>^000000";
+ if ($@re_moc == 0) {
+ mes "Reset. Enable to summon Morroc.";
+ mes "^3131FF<Continental Guards>^000000";
+ mes "Enable to enter to moc_fild21 field.";
+ } else if ($@re_moc == 1) {
+ mes "^3131FF<Morroc>^000000";
+ mes "Some warrior entered after the reset. However, the warrior hasn't started the quest yet.";
+ mes "The warrior who has rebirth_moc_edq 4 and 7 is now enabled to summon Morroc.";
+ mes "^3131FF<Continental Guards>^000000";
+ mes "The warrior who has rebirth_moc_edq 4 ~ 7 is now enabled to enter to moc_fild21.";
+ } else if ($@re_moc == 2) {
+ mes "^3131FF<Morroc>^000000";
+ mes "Morroc has been summoned. After 90 minutes has passed, it will revert back to reset status.";
+ mes "^3131FF<Continental Guards>^000000";
+ mes "The warrior who has rebirth_moc_edq 4 ~ 7 is now enabled to enter to moc_fild21.";
+ } else if ($@re_moc == 3) {
+ mes "^3131FF<Morroc>^000000";
+ mes "Morroc has been killed. Death time is "+$@re_moc_time$+"(00 hr/00 min/00 sec).";
+ mes "After 6 hours later since the death time, it will be reset.";
+ mes "The warriors whom has remained in the field can continue the quest via Time Space Gap.";
+ mes "^3131FF<Continental Guards>^000000";
+ mes "Disabled to enter to moc_fild21 from outside of the field.";
+ } else {
+ mes "^3131FF<Morroc>^000000";
+ mes "Morroc has been killed. Death time is "+$@re_moc_time$+"(00 hr/00 min/00 sec).";
+ mes "After 6 hours later since the death time, it will be reset.";
+ mes "It has been already passed 30 minutes after Morroc's death, so warriors can not continue the quest even if they click the Time Space Gap.";
+ mes "^3131FF<Continental Guards>^000000";
+ mes "Disabled to enter to moc_fild21 from outside of the field.";
+ }
+ next;
+ mes "[Helper]";
+ mes "What do you want?";
+ next;
+ switch(select("Cancel.:Reset")) {
+ case 1:
+ mes "[Helper]";
+ mes "Alright.";
+ close;
+ case 2:
+ if (strnpcinfo(4) == "sec_in02")
+ mes "You can reset at moc_fild21 5 5.";
+ else {
+ mes "Reset starts.";
+ next;
+ donpcevent "Group of Evil#edq::OnEnable";
+ mes "Group of Evil NPC is appeared.";
+ mes "Time-Space Gap NPC is disappeared.";
+ mes "6 hours term timer is stopped.";
+ donpcevent "Satan Summon#edq::OnDisable";
+ mes "Morroc 90 minutes survival timer is stopped.";
+ mes "Morroc is being killed.";
+ mes "Now, Continental Guards will let players enter.";
+ }
+ close;
+ }
+ }
+}
+moc_fild21,5,5,5 duplicate(MorrocAdmin_sec) Morroc GlobalVar Admin::MorrocAdmin_moc 971
+
// The Crow of the Fate
// ============================================================
moc_ruins,137,70,3 script Book-Touching Man#garas 48,{
@@ -2037,7 +2118,7 @@ moc_ruins,137,70,3 script Book-Touching Man#garas 48,{
next;
mes "^660000Watching him makes you giggle, he looks no better than the dried corpses in the pyramid, but he is obviously alive and doesn't appear to be a monster. Somehow, you find yourself compelled to approach this interesting looking man.^000000";
next;
- emotion 3;
+ emotion e_lv;
mes "[Book-Touching Man]";
mes "Ah... Mammi...";
next;
@@ -2070,7 +2151,7 @@ moc_ruins,137,70,3 script Book-Touching Man#garas 48,{
mes "[Book-Touching Man]";
mes "What? Don't you know Mammi, one of the three greatest Rune-Midgart's idols?";
next;
- emotion 54;
+ emotion e_sigh;
mes "[Book-Touching Man]";
mes "Man, you don't know anything, do you?! Well, judging by the stupid look on your face, I guess you're an adventurer running around on meaningless errands for others. Heh heh!";
next;
@@ -2083,7 +2164,7 @@ moc_ruins,137,70,3 script Book-Touching Man#garas 48,{
mes "[Book-Touching Man]";
mes "She even mentioned in an interview in 'Morroc Times' that she wants to meet a man that loves books.";
next;
- emotion 38;
+ emotion e_awsm;
mes "[Book-Touching Man]";
mes "That means... She's waiting for someone like me. Hehehe!";
mes "You see, every book in Rune-Midgart's Library has the name Benjamin written on them... That's me!";
@@ -2119,7 +2200,7 @@ moc_ruins,137,70,3 script Book-Touching Man#garas 48,{
next;
mes "["+ strcharinfo(0) +"]";
mes "Huh?";
- emotion 19,1;
+ emotion e_swt2,1;
next;
mes "[Benjamin]";
mes "You look bored. You must be waiting for someone to give you something to do!";
@@ -2213,12 +2294,12 @@ moc_ruins,137,70,3 script Book-Touching Man#garas 48,{
next;
mes "[Benjamin]";
mes "Grrrr... Mammi! Here I am, following your noble tastes to read such a rare book! Mammi...!";
- emotion 14;
+ emotion e_lv2;
next;
mes "[Benjamin]";
mes "I feel so excited to think about having a deep conversation with Mammi about literature! Yay!";
mes "I should go read this book right away. Hehehe!";
- emotion 2;
+ emotion e_ho;
next;
mes "[Benjamin]";
mes "Oops, I must not forget to repay you. You know, I'm a polite man.";
@@ -2315,7 +2396,10 @@ moc_ruins,137,70,3 script Book-Touching Man#garas 48,{
delitem 7797,1; //Author_Memo
delitem 7796,1; //Author_Autograph
set barmunt_crow,16;
- getexp 90000,90000;
+ if (checkre(3))
+ getexp 90000,90000;
+ else
+ getexp 900000,900000;
close;
case 2:
mes "[Benjamin]";
@@ -3366,7 +3450,7 @@ yuno_in04,167,120,3 script Worn-out Book#garas 111,{
cutin "oliver_smile",2;
mes "[Oliver Hilpert]";
mes "Lady Mammi!";
- emotion 14;
+ emotion e_lv2;
next;
mes "^660000Yes, it was the picture book of Mammi, an idol whom Benjamin of Morroc insists to be one of the three greatest idols in the Rune-Midgart Kingdom. That must be why Oliver is squealing in delight.^000000";
emotion e_dots,1;
@@ -3393,12 +3477,12 @@ yuno_in04,167,120,3 script Worn-out Book#garas 111,{
mes "[Oliver Hilpert]";
mes "...Oh!";
cutin "mami01",4;
- emotion 3;
+ emotion e_lv;
next;
mes "[Oliver Hilpert]";
mes "...Ooooh!";
cutin "mami02",4;
- emotion 3;
+ emotion e_lv;
next;
cutin "oliver_smile",2;
mes "[Oliver Hilpert]";
@@ -3420,7 +3504,7 @@ yuno_in04,167,120,3 script Worn-out Book#garas 111,{
mes "["+ strcharinfo(0) +"]";
mes "...............";
mes "I... I see...";
- emotion 4,1;
+ emotion e_swt,1;
next;
mes "[Oliver Hilpert]";
mes "Umm...";
@@ -3502,7 +3586,7 @@ OnTouch:
warp "ama_dun03",119,110;
}
else {
- sc_end SC_Blind;
+ sc_end SC_BLIND;
mes "[???]";
mes "Waaaaah!";
next;
@@ -3617,7 +3701,7 @@ OnTouch:
if (barmunt_crow == 4) {
set barmunt_crow,5;
}
- sc_start SC_Blind,600000,0,10000;
+ sc_start SC_BLIND,600000,0,10000;
close2;
warp "que_ba",53,232;
end;
@@ -3852,7 +3936,7 @@ cave,82,97,3 script Cave Settler#g1 996,3,3,{
mes "Hmm...";
mes "Wait here.";
next;
- emotion 44;
+ emotion e_com;
mes "[Cave Settler]";
mes "Hey, Jaeda!";
enablenpc "Jaeda#garas1";
@@ -3941,7 +4025,7 @@ OnTouch:
mes "Hmm...";
mes "Wait here.";
next;
- emotion 44;
+ emotion e_com;
mes "[Cave Settler]";
mes "Hey, Jaeda!";
enablenpc "Jaeda#garas1";
@@ -4369,7 +4453,7 @@ prontera,153,353,4 script Messenger#prince1 105,{
}
prt_castle,117,163,5 script Inspector#prince 755,{
- if (checkquest(10004) == 1) {
+ if (checkquest(10004) == 0 || checkquest(10004) == 1) {
mes "[Inspector]";
mes "Judge!";
mes "How goes it? I don't think it is easy to meet seven candidates and appraise them.";
@@ -4408,7 +4492,7 @@ prt_castle,117,163,5 script Inspector#prince 755,{
setquest 10022;
close;
}
- if (nk_prince == 1) {
+ if (nk_prince < 2) {
mes "[Inspector]";
mes "What's wrong with you?";
mes "This is not an open area!";
@@ -4421,6 +4505,12 @@ prt_castle,117,163,5 script Inspector#prince 755,{
warp "prontera",155,353;
end;
case 2:
+ if (nk_prince == 0) {
+ mes "[Inspector]";
+ mes "I don't think";
+ mes "that he is an experienced appraiser...";
+ close;
+ }
mes "[Inspector]";
mes "......";
next;
@@ -5153,7 +5243,7 @@ prt_castle,117,163,5 script Inspector#prince 755,{
mes "How is it going?";
mes "Grading someone is not a piece of cake. It's real hard work indeed. You do the hard work for our country.";
next;
- if ((nkprince_eisen == 15) && (checkquest(10025) == 1)) {
+ if ((nkprince_eisen == 15) && (checkquest(10025) == 0 || checkquest(10025) == 1)) {
mes "-I tell him about the Ahrum and Ernst accident.-";
next;
mes "[Inspector]";
@@ -5178,23 +5268,20 @@ prt_castle,117,163,5 script Inspector#prince 755,{
mes "[Inspector]";
mes "So, keep up the good work.";
mes "For the Kingdom of Rune Midgarts!";
- if ((BaseLevel > 80) && (BaseLevel < 86)) {
- getexp 40000,0;
- }
- else if ((BaseLevel > 85) && (BaseLevel < 91)) {
- getexp 45000,0;
- }
- else if ((BaseLevel > 90) && (BaseLevel < 96)) {
- getexp 50000,0;
- }
- else if ((BaseLevel > 95) && (BaseLevel < 150)) {
- getexp 55000,0;
- }
- else if (BaseLevel == 150) {
- getexp 110000,0;
- }
- else {
- getexp 30000,0;
+ if (checkre(3)) {
+ if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 40000,0;
+ else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 45000,0;
+ else if ((BaseLevel > 90) && (BaseLevel < 96)) getexp 50000,0;
+ else if ((BaseLevel > 95) && (BaseLevel < 99)) getexp 55000,0;
+ else if (BaseLevel > 99) getexp 110000,0;
+ else getexp 30000,0;
+ } else {
+ if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 400000,0;
+ else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 450000,0;
+ else if ((BaseLevel > 90) && (BaseLevel < 96)) getexp 500000,0;
+ else if ((BaseLevel > 95) && (BaseLevel < 99)) getexp 550000,0;
+ else if (BaseLevel >= 99) getexp 1100000,0;
+ else getexp 300000,0;
}
set nk_prince,8;
completequest 10025;
@@ -5216,19 +5303,49 @@ prt_castle,117,163,5 script Inspector#prince 755,{
mes "[Inspector]";
mes "Hello, appraiser.";
mes "I hope you are able to finish your mission perfectly. Have you met with all the princes, like I told you to?";
+ if (nkprince_eisen != 10)
+ close;
next;
switch(select("Yes.:No.")) {
case 1:
- mes "[Inspector]";
- mes "Very well.";
- mes "I like hearing about the princes.";
+ set .@prin1,checkquest(10005);
+ set .@prin2,checkquest(10006);
+ set .@prin3,checkquest(10007);
+ set .@prin4,checkquest(10008);
+ set .@prin5,checkquest(10009);
+ set .@prin6,checkquest(10010);
+ set .@prin7,checkquest(10011);
+ if (.@prin1 + .@prin2 + .@prin3 + .@prin4 + .@prin5 + .@prin6 + .@prin7 == 14) {
+ mes "[Inspector]";
+ mes "Very well.";
+ mes "I like hearing about the princes.";
+ completequest 10004;
+ setquest 10004;
+ } else {
+ mes "[Inspector]";
+ mes "Are you sure?";
+ mes "Please check on all the princes.";
+ }
close;
case 2:
- mes "[Inspector]";
- mes "Don't be coy. I'm sure you have done it already.";
+ set .@prin1,checkquest(10005);
+ set .@prin2,checkquest(10006);
+ set .@prin3,checkquest(10007);
+ set .@prin4,checkquest(10008);
+ set .@prin5,checkquest(10009);
+ set .@prin6,checkquest(10010);
+ set .@prin7,checkquest(10011);
+ if (.@prin1 + .@prin2 + .@prin3 + .@prin4 + .@prin5 + .@prin6 + .@prin7 == 14) {
+ mes "[Inspector]";
+ mes "Don't be coy. I'm sure you have done it already.";
+ completequest 10004;
+ setquest 10004;
+ } else {
+ mes "[Inspector]";
+ mes "My investigations on all the princes are done.";
+ }
close;
}
- close;
}
}
@@ -5244,7 +5361,7 @@ prt_castle,272,375,4 script Prince 881,{
mes "But he insists me to be corrupted, knowing how it would be...";
close;
}
- else if (checkquest(10020) == 1) {
+ else if (checkquest(10020) == 0 || checkquest(10020) == 1) {
mes "[Erich]";
mes "These days, I have bad luck... Only harrassments happen to me...";
close;
@@ -5310,7 +5427,7 @@ prt_castle,274,372,4 script Servant#hans 48,{
mes "My prince didn't do anything wrong but, anyways, I apologize for anything to you!";
close;
}
- else if (checkquest(10020) == 1) {
+ else if (checkquest(10020) == 0 || checkquest(10020) == 1) {
mes "Incessantly...-";
mes "-He has jitters whenever I react to him. His actions give me a feeling of pity.-";
close;
@@ -5398,7 +5515,7 @@ prt_castle,339,202,3 script Prince#urgen 989,{
mes "My beautiful body isn't in perfect condition right now. I don't want to show it to anyone today.";
close;
}
- else if (checkquest(10021) == 1) {
+ else if (checkquest(10021) == 0 || checkquest(10021) == 1) {
mes "[Urugen]";
mes "...What? What did you...";
mes "just say to me?... Huh?";
@@ -5499,7 +5616,7 @@ prt_castle,289,201,3 script Prince#helmut 991,{
mes "How can I deal with this stress? Damn! Hell!";
close;
}
- else if (checkquest(10022) == 1) {
+ else if (checkquest(10022) == 0 || checkquest(10022) == 1) {
mes "-He is so blushed,";
mes "evidently shown on his face.-";
close;
@@ -5694,7 +5811,7 @@ prt_castle,391,205,3 script Prince#poe 993,{
mes "He gave up without any challenge. That's not what the man has to do. He is not as good as me. But okay. I am disappointed in him. Eigen Ahrum.";
close;
}
- else if (checkquest(10018) == 1) {
+ else if (checkquest(10018) == 0 || checkquest(10018) == 1) {
mes "[Poe]";
mes "......";
close;
@@ -5915,10 +6032,32 @@ prt_castle,364,375,4 script Prince#peter 987,{
next;
switch(select("Yes, I saw her for you.:No, I don't want to.")) {
case 1:
+ if (checkquest(10014) == 0 || checkquest(10014) == 1) {
+ mes "[Peter]";
+ mes "I am glad that the girl liked it. Once I got cured, I wanted to go meet with her.";
+ next;
+ mes "[Peter]";
+ mes "Anyhow, thanks for your good work. I really feel sorry about bothering you with trifle things. This is my sense of gratitude. Don't feel so much burden and take this.";
+ completequest 10014;
+ getitem 644,1; //Gift_Box
+ close;
+ }
mes "[Peter]";
mes "Thinking about the little girl calms me. I still can't believe my eyes. My prince Ahrum who just passed away...~";
close;
case 2:
+ if (checkquest(10014) == 0 || checkquest(10014) == 1) {
+ mes "[Peter]";
+ mes "As you said.";
+ mes "I've heard that her life is like a flower when I lost it.";
+ mes "I will go see her on my own.";
+ next;
+ mes "[Peter]";
+ mes "I really feel sorry about bothering you with trifle things. Please take this.";
+ completequest 10014;
+ getitem 644,1; //Gift_Box
+ close;
+ }
mes "[Peter]";
mes "Never mind.";
mes "I still can't believe my eyes. My prince Ahrum who just passed away...~~";
@@ -5930,19 +6069,20 @@ prt_castle,364,375,4 script Prince#peter 987,{
mes "Child... What the heck happened to you?...";
close;
}
- else if (checkquest(10019)== 1) {
+ else if (checkquest(10019) == 0 || checkquest(10019) == 1) {
mes "[Peter]";
mes "......";
close;
}
if (checkquest(10008) == 2) {
- if (checkquest(10014) == 2) {
+ set .@quest, checkquest(10014);
+ if (.@quest == 2) {
mes "[Peter]";
mes "I really appreciate it.";
mes "You are so kind.";
close;
}
- else if (checkquest(10014) == 1) {
+ else if (.@quest == 0 || .@quest == 1) {
mes "[Peter]";
mes "I am glad that the girl liked it. Once I got cured, I wanted to go meet with her.";
next;
@@ -6068,9 +6208,8 @@ prt_castle,364,375,4 script Prince#peter 987,{
}
aldebaran,132,184,3 script Girl#prince 96,{
- if (checkquest(10013) == 1) {
+ if (checkquest(10013) == 0 || checkquest(10013) == 1) {
if (countitem(744) > 0) {
- // Missed
mes "[Girl]";
mes "Wooah, Uncle Peter sent these flowers";
mes "for me?";
@@ -6314,12 +6453,13 @@ prt_castle,314,373,4 script Prince#eisen 983,{
close;
}
else if (nkprince_eisen == 14) {
+ mes "[Ernst]";
mes "Bbb... Brother?... You... told me ";
mes "you would kill me... You just wanted to be killed";
mes "by me?... Bbb...brother?...";
next;
mes "[Ahrum]";
- mes "Huhu... Not at all. I just wanted to kill you... That's it... Good job, Ern... This is legal, self-defense; killing a villain... right?";
+ mes "Huhu... Not at all. I just wanted to kill you... That's it... Good job, Ern... This is legal self-defense, killing a villain... right?";
next;
mes "[Ernst]";
mes "B..Brother... even now it is not too late! If you go to a medic, you can be restored!";
@@ -6565,7 +6705,7 @@ prt_castle,368,312,4 script Prince#ern 985,{
mes "I don't want to see anyone.";
close;
}
- else if (checkquest(01024) == 1) {
+ else if (checkquest(10024) == 0 || checkquest(10024) == 1) {
mes "[Ernst]";
mes "...Brother Ahrum...";
close;
@@ -6754,8 +6894,8 @@ prt_castle,163,319,0 script #twonoble -1,3,3,{
//OnTouch2:
OnTouch:
if (nkprince_eisen == 7) {
- donpcevent "Aged Noble 1#valter::OnEnable";
- donpcevent "Aged Noble 2#rihart::OnEnable";
+ donpcevent "Young Noble#valter::OnEnable";
+ donpcevent "Aged Noble#rihart::OnEnable";
mes "[Aged Noble]";
mes "You don't have to worry.";
mes "Once my Eigen Ahrum is chosen to be king, the Richard family will be a second magnate.";
@@ -6810,8 +6950,8 @@ OnTouch:
next;
mes "[A man of Riehart Family]";
mes "Never mind...";
- donpcevent "Aged Noble 1#valter::OnDisable";
- donpcevent "Aged Noble 2#rihart::OnDisable";
+ donpcevent "YoungNoble#valter::OnDisable";
+ donpcevent "Aged Noble#rihart::OnDisable";
next;
mes "[" + strcharinfo(0) + "]";
mes "(Walter is the name of Ahrum.";
@@ -6825,41 +6965,41 @@ OnTouch:
}
}
-prt_castle,156,325,4 script Aged Noble 1#valter 86,{
- mes "[Aged Noble]";
+prt_castle,156,325,4 script Young Noble#valter 86,{
+ mes "[Young Noble Walter]";
mes "Step aside.";
mes "How dare you talk to him.";
close;
OnInit:
- disablenpc "Aged Noble 1#valter";
+ disablenpc "Young Noble#valter";
end;
OnEnable:
- enablenpc "Aged Noble 1#valter";
+ enablenpc "Young Noble#valter";
end;
OnDisable:
- disablenpc "Aged Noble 1#valter";
+ disablenpc "Young Noble#valter";
end;
}
-prt_castle,157,323,3 script Aged Noble 2#rihart 880,{
- mes "[Aged Noble]";
+prt_castle,157,323,3 script Aged Noble#rihart 880,{
+ mes "[Aged Noble Richard]";
mes "Hmm-hmm.";
mes "What an indecorous person!";
close;
OnInit:
- disablenpc "Aged Noble 2#rihart";
+ disablenpc "Aged Noble#rihart";
end;
OnEnable:
- enablenpc "Aged Noble 2#rihart";
+ enablenpc "Aged Noble#rihart";
end;
OnDisable:
- disablenpc "Aged Noble 2#rihart";
+ disablenpc "Aged Noble#rihart";
end;
}
@@ -7597,7 +7737,7 @@ OnTouch:
prt_castle,336,276,0 script #ern 45,1,1,{
OnTouch:
- if (checkquest(10023) == 1) {
+ if (checkquest(10023) == 0 || checkquest(10023) == 1) {
donpcevent "Prince#eisen6::OnEnable";
}
warp "prt_castle",368,308;
@@ -7606,7 +7746,7 @@ OnTouch:
prt_castle,300,276,0 script #erich 45,1,1,{
OnTouch:
- if (checkquest(10020) == 1) {
+ if (checkquest(10020) == 0 || checkquest(10020) == 1) {
donpcevent "Prince#eisen1::OnEnable";
}
warp "prt_castle",274,368;
@@ -7615,7 +7755,7 @@ OnTouch:
prt_castle,330,271,0 script #helmut 45,1,1,{
OnTouch:
- if (checkquest(10022) == 1) {
+ if (checkquest(10022) == 0 || checkquest(10022) == 1) {
donpcevent "Prince#eisen3::OnEnable";
}
warp "prt_castle",290,208;
@@ -7624,7 +7764,7 @@ OnTouch:
prt_castle,348,271,0 script #poe 45,1,1,{
OnTouch:
- if (checkquest(10018) == 1) {
+ if (checkquest(10018) == 0 || checkquest(10018) == 1) {
donpcevent "Prince#eisen4::OnEnable";
}
warp "prt_castle",390,208;
@@ -7633,7 +7773,7 @@ OnTouch:
prt_castle,354,276,0 script #peter 45,1,1,{
OnTouch:;
- if (checkquest(10019) == 1) {
+ if (checkquest(10019) == 0 || checkquest(10019) == 1) {
donpcevent "Prince#eisen5::OnEnable";
}
warp "prt_castle",366,368;
@@ -7642,7 +7782,7 @@ OnTouch:;
prt_castle,310,271,0 script #urgen 45,1,1,{
OnTouch:
- if (checkquest(10021) == 1) {
+ if (checkquest(10021) == 0 || checkquest(10021) == 1) {
donpcevent "Prince#eisen2::OnEnable";
}
warp "prt_castle",340,208;
diff --git a/npc/quests/quests_moscovia.txt b/npc/quests/quests_moscovia.txt
index 9d1fa6f49..4530757b1 100644
--- a/npc/quests/quests_moscovia.txt
+++ b/npc/quests/quests_moscovia.txt
@@ -1,16 +1,14 @@
-//===== Hercules Script ======================================
+//===== Hercules Script ======================================
//= Moscovia Quests
-//===== By: ==================================================
+//===== By: ==================================================
//= Kisuka
-//===== Current Version: =====================================
-//= 2.2
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 2.3
+//===== Description: =========================================
//= Quests for Moscovia.
//= The Moving Island, Help Mikhail, Acorn Exchange,
//= Banish Winter, Shafka Hat, Koshei the Immortal.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version. [Kisuka]
//= 1.1 Small fixes on The Moving Island. [Kisuka]
//= 1.2 Fixed a "player not attached" error. [brianluau]
@@ -26,7 +24,8 @@
//= 2.0b Bug fixes. [Lemongrass]
//= 2.1 Fixed incorrect use of 'close'. [Joseph]
//= 2.2 Updated RE/Pre-RE EXP. [Euphy]
-//============================================================
+//= 2.3 Added GM management NPC. [Euphy]
+//============================================================
// The Moving Island :: mos_whale_edq
//============================================================
@@ -11849,4 +11848,57 @@ pay_dun04,163,186,0 script Ghost Tree#rus45 111,{
close;
}
end;
-} \ No newline at end of file
+}
+
+mosk_dun01,3,3,3 script Koshei GlobalVar#admin 958,{
+ callfunc "F_GM_NPC";
+ mes "[Koshei GlobalVar]";
+ mes "Please enter the password";
+ set .@i, callfunc("F_GM_NPC","orchid",1);
+ next;
+ if (.@i == 0) {
+ mes "[Koshei GlobalVar]";
+ mes "Please input the password exactly.";
+ close;
+ } else {
+ mes "[Koshei GlobalVar]";
+ mes "I can tell you what the";
+ mes "Koshei GlobalVar";
+ mes "$@rus_req02";
+ mes "on mosk_dun01";
+ mes "is currently set to.";
+ next;
+ if ($@rus_req02 == 0) {
+ mes "[Koshei GlobalVar]";
+ mes "Currently the GlobalVar $@rus_req02 is set to 0";
+ next;
+ } else if ($@rus_req02 == 1) {
+ mes "[Koshei GlobalVar]";
+ mes "Currently the GlobalVar $@rus_req02 is set to 1";
+ next;
+ } else {
+ mes "[Koshei GlobalVar]";
+ mes "error";
+ close;
+ }
+ mes "[Koshei GlobalVar]";
+ mes "What would you like to set the GlobalVar to?";
+ next;
+ switch(select("0:1:Cancel")) {
+ case 1:
+ mes "[Koshei GlobalVar]";
+ mes "GlobalVar $@rus_req02 will now be set to '0'";
+ set $@rus_req02,0;
+ donpcevent "Koshei#rus47::OnDisable";
+ close;
+ case 2:
+ mes "[Koshei GlobalVar]";
+ mes "GlobalVar $@rus_req02 will now be set to '1'";
+ set $@rus_req02,1;
+ donpcevent "Koshei#rus47::OnEnable";
+ close;
+ case 3:
+ close;
+ }
+ }
+}
diff --git a/npc/quests/quests_nameless.txt b/npc/quests/quests_nameless.txt
index a8d9c7f93..1fc4858b5 100644
--- a/npc/quests/quests_nameless.txt
+++ b/npc/quests/quests_nameless.txt
@@ -1,11 +1,11 @@
//===== Hercules Script ======================================
//= Nameless Island Quests
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 2.4
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Collection of Nameless Island Quests
//= Nameless Island:
//= - Quest to gain access to Nameless Island and dungeon.
@@ -32,13 +32,13 @@
//= Rogue Guild Investigation Assistance:
//- - Assist the Rogue Guild with their investigations.
//= - Variable in use: rumour_nd (Max: 22)
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version. [L0ne_W0lf]
//= 1.1 Made quest accessable to "Failed" gaebolg quest. [L0ne_W0lf]
//= 1.1a Touch up to other Gaebolg fail-points. [L0ne_W0lf]
//= 1.2 Some final tuning to Nameless Island quest. [Koca]
//= 1.3 Should fix any more issues with "Creature" npc. [L0ne_W0lf]
-//= 1.4 Changed the way aru_warp works slightly. [L0ne_W0lf]
+//= 1.4 Changed the way Out_from_Monastery works slightly. [L0ne_W0lf]
//= 1.5 added a next to stop double npc message [Yommy]
//= 1.6 Updated the Nameless Island Access quest
//= Added Quest: Peace for Arunafeltz
@@ -58,18 +58,19 @@
//= - Broken Diamond
//= - Z-Gang Quest
//= 2.2a Fixed a few job constant typos. [Euphy]
-//= 2.3 Removed Strange Machine [Streusel]
-//= 2.4 Added renewal checks for exp distribution [Streusel]
-//============================================================
+//= 2.3 Updated RE/Pre-RE EXP. [Euphy]
+//= 2.4 Moved Dorian to pre-re/re paths. [Euphy]
+//= 2.5 Updated Nameless Island quests and added questlog support. [Euphy]
+//============================================================
-// Nameless Island and Cursed Monestary Access Quest
+// Nameless Island and Cursed Monestary Access Quest :: aru_monas
//============================================================
-airplane_01,95,61,3 script QuestTrigger#Aru -1,3,3,{
+airplane_01,90,63,0 script Event Switch#pc -1,3,3,{
end;
OnTouch:
if ((prt_curse == 36 || prt_curse == 45 || prt_curse == 56 || prt_curse == 61) && (aru_monas < 1)) {
- hideoffnpc "Agent#Aru";
+ hideoffnpc "Agent#pc1";
mes "[????]";
mes "Are you "+strcharinfo(0)+"?";
mes "I've been waiting for you.";
@@ -77,18 +78,19 @@ OnTouch:
mes "your arrival at ^6B8E23Prontera";
mes "Church^000000. Please visit him";
mes "as soon as you can.";
- close2;
set aru_monas,1;
- hideonnpc "Agent#Aru";
+ setquest 17000;
+ close2;
+ hideonnpc "Agent#pc1";
}
end;
}
-airplane_01,95,61,3 script Agent#Aru 899,5,5,{
+airplane_01,95,61,3 script Agent#pc1 899,{
end;
OnInit:
- hideonnpc "Agent#Aru";
+ hideonnpc "Agent#pc1";
end;
}
@@ -192,6 +194,7 @@ cmd_in02,111,52,3 script Ordinary Man#pc2 97,{
mes "Arunafeltz so I wasn't able";
mes "to investigate any further.";
set aru_monas,4;
+ changequest 17001,17002;
close;
}
else {
@@ -204,7 +207,7 @@ cmd_in02,111,52,3 script Ordinary Man#pc2 97,{
}
}
-ra_in01,308,59,1 script Waiter#Aru 930,{
+ra_in01,308,59,1 script Waiter#pc 930,{
if (aru_monas < 7) {
mes "[Waiter]";
mes "Welcome to";
@@ -232,8 +235,12 @@ ra_in01,308,59,1 script Waiter#Aru 930,{
mes "Right this way.";
close2;
set aru_monas,7;
- warp "ra_in01",303,43;
- end;
+ switch(rand(1,4)) {
+ case 1: warp "ra_in01",303,43; end;
+ case 2: warp "ra_in01",304,43; end;
+ case 3: warp "ra_in01",304,39; end;
+ case 4: warp "ra_in01",303,39; end;
+ }
}
mes "[Waiter]";
mes "Hm, okay. Well, whatever";
@@ -281,7 +288,7 @@ ra_in01,297,50,7 script Suspicious-Looking Man 926,{
close;
}
-ra_in01,301,43,0 script #Aru_conv -1,3,3,{
+ra_in01,301,43,0 script MealConversation Trigger -1,3,3,{
end;
OnTouch:
@@ -427,11 +434,12 @@ OnTouch:
mes "I've never tasted anything";
mes "like it! It's almost like";
mes "a dessert. God, it's good!";
- if (Zeny >= 3000) {
- set Zeny,Zeny-3000;
+ set aru_monas,8;
+ changequest 17003,17004;
+ if (Zeny > 3000) {
+ set Zeny, Zeny-3000;
getitem 12052,4; //Vit_Dish02
}
- set aru_monas,8;
close;
}
end;
@@ -464,6 +472,7 @@ ve_in,78,314,5 script Magistrate#Aru 945,{
mes "comfortable talking to complete";
mes "strangers about my problems.";
set aru_monas,9;
+ changequest 17004,17005;
close;
}
else if (aru_monas == 9) {
@@ -507,9 +516,10 @@ ve_in,78,314,5 script Magistrate#Aru 945,{
mes "Oh, and you're prohibited";
mes "asking anyone else, so behave.";
set aru_monas,11;
+ changequest 17006,17007;
close;
}
- else if (aru_monas == 11) {
+ else if (aru_monas < 13) {
mes "[Al Hamad]";
mes "I don't blame you for";
mes "being curious, but getting";
@@ -601,6 +611,8 @@ ve_in,78,314,5 script Magistrate#Aru 945,{
mes "we have to capture the";
mes "smugglers again? I don't";
mes "know what's going on...";
+ set aru_monas,14;
+ changequest 17009,17010;
next;
mes "[Al Hamad]";
mes "Even if I could make headway";
@@ -617,10 +629,9 @@ ve_in,78,314,5 script Magistrate#Aru 945,{
mes "learn more, your only choice";
mes "would be to find out on your";
mes "own. Fat chance, right?";
- set aru_monas,14;
close;
}
- else if (aru_monas >= 14) {
+ else {
mes "[Al Hamad]";
mes "I've suffered enough";
mes "already! Why can't this";
@@ -671,6 +682,7 @@ ve_in,81,296,3 script Soldier#Aru 946,{
mes "interrogating the smugglers.";
mes "I'm not sure if he did since the smugglers were taken away.";
set aru_monas,10;
+ changequest 17005,17006;
close;
}
else if (aru_monas == 10) {
@@ -690,6 +702,824 @@ ve_in,81,296,3 script Soldier#Aru 946,{
}
}
+ve_in,239,115,0 script Drunkard#Aru 943,{
+ if (aru_monas < 14) {
+ mes "[Drunkard]";
+ mes "Man, I feel great! Hah hah!";
+ mes "Hey, gimme one more drink!";
+ close;
+ }
+ if (aru_monas == 14) {
+ if (rachel_camel == 25) {
+ mes "[Drunkard]";
+ mes "So--*Hic* What I was...";
+ mes "Oog, dizzy... I say sayin',";
+ mes "that guy that ^32CD32snuck out to";
+ mes "sea on a boat^000000? You know";
+ mes "*Hic* why he came back";
+ mes "so early? You won't believe it!";
+ next;
+ mes "[Drunkard]";
+ mes "Hah hah! He--*Hic*";
+ mes "He thought he saw a ^DBDB70ghost^000000!";
+ mes "Bwah hah hah! Oooog... Hey...";
+ set aru_monas,15;
+ changequest 17010,17011;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "That's right!";
+ mes "Maybe I should check";
+ mes "on ^32CD32Kurdi's father since";
+ mes "he's a fisherman^000000";
+ close;
+ }
+ else {
+ mes "[Drunkard]";
+ mes "Zzzz...";
+ mes "Umm... Zzz...";
+ close;
+ }
+ }
+ else {
+ mes "[Drunkard]";
+ mes "Why?! Why can't I take";
+ mes "my boat out to sea? I hafta";
+ mes "catch fish to make a living!";
+ mes "What, they expect me to starve";
+ mes "to death or something?! Huh?!";
+ close;
+ }
+}
+
+ve_in,238,120,4 script Drunkard#Aru1 940,{
+ mes "[Drunkard]";
+ mes "Hohohoho~";
+ mes "Oh~ Hohohoho~";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "She's kind of strange...";
+ close;
+}
+
+ve_fild07,125,128,0 script Boat#Aru 111,{
+ if (aru_monas < 16) {
+ mes "^3355FFThis boat seems to ";
+ mes "be in decent condition.";
+ mes "Who could its owner be?^000000";
+ close;
+ }
+ else if (aru_monas == 16) {
+ mes "^3355FFThis must be the boat that";
+ mes "Karyn was talking about.";
+ mes "It seems to be in pretty";
+ mes "good shape. Now, the";
+ mes "monastery should be";
+ mes "southwest from here...^000000";
+ next;
+ hideoffnpc "Secret Agent#Aru";
+ next;
+ mes "[Larjes]";
+ mes "Long time no see,";
+ mes ""+strcharinfo(0)+".";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Larjes!";
+ next;
+ mes "[Larjes]";
+ mes "I had a tough time following";
+ mes "you, you know? I actually";
+ mes "almost lost you once. You";
+ mes "must be wondering why";
+ mes "I'm here. If you'll listen,";
+ mes "I'll explain everything.";
+ next;
+ mes "[Larjes]";
+ mes "According to our investigation, Arunafeltz is definitely involved";
+ mes "in this case. We've been watching you since you're somehow related";
+ mes "to that high ranked official from Arunafeltz. I apologize for that.";
+ next;
+ mes "[Larjes]";
+ mes "This is an international";
+ mes "incident, so to prevent any";
+ mes "intel leaks to Arunafeltz,";
+ mes "we've had to be much stricter";
+ mes "with securing and protecting";
+ mes "all information for this case.";
+ next;
+ mes "[Larjes]";
+ mes "Anyway, I've decided to";
+ mes "reveal myself to you since";
+ mes "I'm the only one that can help";
+ mes "you right now. You're thinking";
+ mes "of using that boat, aren't you?";
+ next;
+ mes "[Larjes]";
+ mes "If you don't have the skills,";
+ mes "knowledge, and preparation";
+ mes "to sail those waters ahead,";
+ mes "you'll probably wreck the";
+ mes "boat. You'll make it if you're lucky but... That's a lot of luck.";
+ next;
+ mes "[Larjes]";
+ mes "I'll help you sail this";
+ mes "boat to get where you're";
+ mes "going. But if you fail, there's";
+ mes "a chance you might have to";
+ mes "sail this boat on your own if I'm not here. So, you ready to go?";
+ next;
+ switch(select("Yes, I'm ready.:Give me more time.")) {
+ case 1:
+ mes "[Larjes]";
+ mes "Alright, let's go.";
+ mes "Hold on to something:";
+ mes "this will probably be";
+ mes "a pretty rocky ride...";
+ set aru_monas,17;
+ changequest 17012,17013;
+ close2;
+ hideonnpc "Secret Agent#Aru";
+ warp "nameless_i",257,217;
+ end;
+ case 2:
+ mes "[Larjes]";
+ mes "Alright. Just let me know";
+ mes "whenever you're ready.";
+ close;
+ }
+ }
+ else if (aru_monas < 20) {
+ mes "^3355FFThis is the boat that";
+ mes "can take you to the";
+ mes "monastery.^000000";
+ next;
+ switch(select("Go to Monastery:Cancel")) {
+ case 1:
+ mes "^3355FFYou set sail for";
+ mes "the monastery...^000000";
+ close2;
+ warp "nameless_i",257,217;
+ end;
+ case 2:
+ mes "^3355FFYou decide to";
+ mes "stay ashore.^000000";
+ close;
+ }
+ }
+ else {
+ mes "^3355FFThis is the boat that";
+ mes "can take you to the";
+ mes "monastery.^000000";
+ next;
+ switch(select("Go to Monastery:Cancel")) {
+ case 1:
+ mes "^3355FFYou set sail for";
+ mes "the monastery...^000000";
+ close2;
+ warp "nameless_n",257,217;
+ end;
+ case 2:
+ mes "^3355FFYou decide to";
+ mes "stay ashore.^000000";
+ close;
+ }
+ }
+}
+
+ve_fild07,128,130,1 script Secret Agent#Aru 97,{
+ if (aru_monas == 16) {
+ mes "[Larjes]";
+ mes "Are you ready to go";
+ mes "aboard? I'll help you";
+ mes "sail to that monastery,";
+ mes "but if you fail while you're";
+ mes "there, I might not be here";
+ mes "when you come back.";
+ next;
+ switch(select("Yes, I'm ready.:Give me more time.")) {
+ case 1:
+ mes "[Larjes]";
+ mes "Alright, let's go.";
+ mes "Hold on to something:";
+ mes "this will probably be";
+ mes "a pretty rocky ride...";
+ set aru_monas,17;
+ changequest 17012,17013;
+ close2;
+ hideonnpc "Secret Agent#Aru";
+ warp "nameless_i",257,217;
+ end;
+ case 2:
+ mes "[Larjes]";
+ mes "Alright. Just let me know";
+ mes "whenever you're ready.";
+ close;
+ }
+ }
+ end;
+
+OnInit:
+ hideonnpc "Secret Agent#Aru";
+ end;
+}
+
+nameless_i,212,184,0 script Outside Island#Aru -1,2,3,{
+ end;
+
+OnTouch:
+ if (aru_monas == 17) {
+ mes "^3355FFThe village is totally";
+ mes "silent, as if all life had";
+ mes "abandoned it. You look";
+ mes "around and see that something";
+ mes "was here a few hours ago, but";
+ mes "it's somewhere else now.^000000";
+ next;
+ mes "^3355FFWhatever it was,";
+ mes "it definitely wasn't";
+ mes "human. What kind of";
+ mes "creature could it be?^000000";
+ close;
+ }
+ end;
+}
+
+nameless_in,21,176,0 script Inside Island#Aru -1,2,2,{
+ end;
+
+OnTouch:
+ if (aru_monas == 17) {
+ mes "^3355FFThere are traces of";
+ mes "humans around here,";
+ mes "along with some kind";
+ mes "of creature that you";
+ mes "can't clearly identify.^000000";
+ close;
+ }
+ end;
+}
+
+nameless_i,129,218,0 script Grass Behind#Aru -1,4,3,{
+ end;
+
+OnTouch:
+ if (aru_monas == 17) {
+ mes "^3355FFA strange scent strikes";
+ mes "you as you enter this field of";
+ mes "grass. A few ^32CD32animal corpses^3355FF";
+ mes "are strewn around the ground.^000000";
+ close;
+ }
+ end;
+}
+
+nameless_i,127,207,0 script Dead Crow#Aru 111,{
+ if (aru_monas < 17) {
+ mes "^3355FFThere is a dead crow on the ground.";
+ close;
+ }
+ else if (aru_monas == 17) {
+ mes "^3355FFThe sight of this ^32CD32dead";
+ mes "crow^3355FF makes you feel";
+ mes "uneasy for some reason.^000000";
+ next;
+ if (select("Ignore:Investigate") == 1) {
+ mes "^3355FFYou decide not to touch";
+ mes "the animal's carcass.^000000";
+ close;
+ }
+ mes "^3355FFYou notice some grass sap";
+ mes "on the crow's beak, so it";
+ mes "must have been nibbling on";
+ mes "some grass. Some feathers";
+ mes "are missing, revealing";
+ mes "scaly, snake-like skin.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Wait...";
+ mes "Did this grass...?";
+ next;
+ mes "^3355FFThis grass must be the";
+ mes "main ingredient of the";
+ mes "poison used to kill the";
+ mes "Gaebolg family princes.^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Looks like I just hit";
+ mes "the jackpot. Huh?";
+ mes "Someone behi--";
+ next;
+ mes "^3355FFA sharp, throbbing pain";
+ mes "assails the back of your";
+ mes "head as you fall into";
+ mes "unconsciousness...^000000";
+ set aru_monas,18;
+ close2;
+ warp "nameless_in",15,60;
+ end;
+ }
+ end;
+}
+
+nameless_in,15,61,0 script Pass Out#Aru -1,2,3,{
+ end;
+
+OnTouch:
+ if (aru_monas == 18) {
+ disablenpc "Out_from_Monastery";
+ sc_start SC_BLIND,600000,0,10000;
+ mes "^3355FFThe pressure on your";
+ mes "stomach and the blood";
+ mes "rushing to your head tells";
+ mes "you someone is carrying you";
+ mes "over his shoulder. He stops,";
+ mes "and you hear a faint voice.^000000";
+ next;
+ mes "^3355FFThe faint voice steadily";
+ mes "grows stronger and more";
+ mes "distinct--someone's calling";
+ mes "your name. You feel cold water";
+ mes "trickle through your lips, and";
+ mes "then you regain your senses.^000000";
+ next;
+ sc_end SC_BLIND;
+ hideoffnpc "Larjes#Monastery";
+ next;
+ mes "That was too close...";
+ mes "For a second there,";
+ mes "I thought I lost you.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Larjes...? What...";
+ mes "What happened?";
+ mes "Ugh, my head...";
+ next;
+ mes "[Larjes]";
+ mes "Try not to move for a while.";
+ mes "I had a bad feeling waiting";
+ mes "for you on the boat. Lucky";
+ mes "thing. When I found you,";
+ mes "these strange creatures";
+ mes "were savagely attacking you!";
+ next;
+ mes "[" +strcharinfo(0)+ "]";
+ mes "You saved me?";
+ mes "Thank you. Do you";
+ mes "happen to know what";
+ mes "those creatures were?";
+ next;
+ mes "[Larjes]";
+ mes "No clue. They looked";
+ mes "like humans, but... They";
+ mes "definitely weren't. Once";
+ mes "I killed them, they all";
+ mes "turned into sand.";
+ next;
+ hideoffnpc "Creature#Monas";
+ emotion e_omg,1;
+ emotion e_omg,0,"Larjes#Monastery";
+ mes "[Larjes]";
+ mes "?!?!?!!!!!";
+ next;
+ mes "[" +strcharinfo(0)+ "]";
+ mes "!!!!?!?!!!!!!";
+ mes "Isn't... Isn't that...?";
+ next;
+ mes "[Larjes]";
+ mes "It seems it's just like the";
+ mes "creatures that kidnapped";
+ mes "you, but... I wonder why";
+ mes "he's not attacking us.";
+ next;
+ mes "[" +strcharinfo(0)+ "]";
+ mes "I guess you'll have to go";
+ mes "right up to him and ask.";
+ set aru_monas,19;
+ close;
+ }
+}
+
+nameless_in,13,58,6 script Larjes#Monastery 97,{
+ mes "[Larjes]";
+ mes "Be careful. That guy";
+ mes "looks pretty dangerous.";
+ close;
+
+OnInit:
+ hideonnpc "Larjes#Monastery";
+ end;
+}
+
+nameless_in,13,53,1 script Creature#Monas 1864,3,1,{
+ end;
+
+OnInit:
+ hideonnpc "Creature#Monas";
+ end;
+
+OnTouch:
+ if (aru_monas == 19 && mobcount("nameless_in","Creature#Monas::OnMyMobDead") < 1 && !@aru_monas_kill) {
+ mes "[???????]";
+ mes "Grrr~!!!";
+ close2;
+ monster "nameless_in",13,53,"Zombie",1864,1,"Creature#Monas::OnMyMobDead";
+ hideonnpc "Creature#Monas";
+ }
+ end;
+
+OnMyMobDead:
+ set @aru_monas_kill,1;
+ enablenpc "Out_from_Monastery";
+ end;
+}
+
+nameless_in,12,37,0 script Out_from_Monastery 45,1,1,{
+ end;
+
+OnTouch:
+ if (aru_monas == 19) {
+ set aru_monas,20;
+ warp "nameless_n",168,252;
+ end;
+ }
+
+OnInit:
+ disablenpc "Out_from_Monastery";
+ end;
+}
+
+
+
+nameless_i,168,257,0 script outtoin_01#mo 45,1,1,{
+ end;
+
+OnTouch:
+ if (aru_monas == 18 || aru_monas == 19) {
+ warp "nameless_in",12,41;
+ end;
+ }
+ mes "^3355FFThe door won't budge:";
+ mes "you can't go through.^000000";
+ close;
+}
+
+nameless_n,169,254,0 script Night#Aru2 -1,3,3,{
+ end;
+
+OnTouch:
+ if(aru_monas == 20) {
+ hideoffnpc "Larjes#Monastery2";
+ mes "[" +strcharinfo(0)+ "]";
+ mes "What the hell...!?";
+ next;
+ mes "[Larjes]";
+ mes "So... This is the";
+ mes "island's true nature.";
+ next;
+ mes "[Larjes]";
+ mes "Someone like me won't";
+ mes "survive long in a place";
+ mes "like this. I'm going to wait";
+ mes "for you in the boat. Learn";
+ mes "what you need to learn, and then come back safe, "+strcharinfo(0)+".";
+ set aru_monas,21;
+ changequest 17013,17014;
+ close2;
+ hideonnpc "Larjes#Monastery2";
+ }
+ end;
+}
+
+nameless_n,166,254,0 script Larjes#Monastery2 97,{
+ end;
+
+OnInit:
+ hideonnpc "Larjes#Monastery2";
+ end;
+}
+
+nameless_i,259,218,3 script Larjes#Aru 97,{
+ if (aru_monas < 18) {
+ mes "[Larjes]";
+ mes "I don't like this place.";
+ mes "You'd be better be careful";
+ mes "around here with those weird";
+ mes "creatures running around.";
+ close;
+ }
+ else if (aru_monas < 24) {
+ mes "[Larjes]";
+ mes "Good, you're back";
+ mes "I know that there's still";
+ mes "things on this island that";
+ mes "you want to investigate,";
+ mes "but did you want to leave";
+ mes "this place for a while?";
+ next;
+ if(select("Yes:No")==1) {
+ mes "[Larjes]";
+ mes "Alight, let's go.";
+ close2;
+ warp "ve_fild07",130,130;
+ end;
+ }
+ mes "[Larjes]";
+ mes "Alright, but becareful.";
+ mes "Those creatures almost";
+ mes "got you once, you know.";
+ close;
+ }
+ else {
+ mes "[Larjes]";
+ mes "Did you still want to";
+ mes "investigate the island?";
+ next;
+ if (select("No:Yes") == 1) {
+ mes "[Larjes]";
+ mes "Alright, let's go.";
+ close2;
+ warp "ve_fild07",130,130;
+ end;
+ }
+ mes "[Larjes]";
+ mes "Alright, but be careful.";
+ mes "Those creatures almost";
+ mes "got you once, you know.";
+ close;
+ }
+}
+
+nameless_n,259,218,3 script Larjes#Boat1 97,{
+ if (aru_monas == 24) {
+ if (countitem(7726) < 1) {
+ mes "[Larjes]";
+ mes "Good, you're back.";
+ mes "I know that there's still";
+ mes "things on this island that";
+ mes "you want to investigate,";
+ mes "but did you want to leave";
+ mes "this place for a while?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Larjes]";
+ mes "Alright, let's go.";
+ close2;
+ warp "ve_fild07",130,130;
+ end;
+ case 2:
+ mes "[Larjes]";
+ mes "Alright, but becareful.";
+ mes "Those creatures almost";
+ mes "got you once, you know.";
+ close;
+ }
+ } else {
+ mes "[Larjes]";
+ mes "I don't believe it...";
+ mes "That guy was Tristam III?!";
+ mes "This explains a lot, I suppose.";
+ mes "I'll report this along with the";
+ mes "voucher. So Arunafeltz was";
+ mes "behind that poison grass too...";
+ next;
+ mes "[Larjes]";
+ mes "I'm shocked over this";
+ mes "whole debacle. I'm sure";
+ mes "the Rune-Midgarts royal family";
+ mes "will be in an uproar over this.";
+ mes "To think that we're involved";
+ mes "in something this huge...";
+ next;
+ mes "[Larjes]";
+ mes "Anyway, we better get";
+ mes "going... This is huge!";
+ delitem 7726,1; //Token_Of_King
+ set aru_monas,25;
+ changequest 17016,17017;
+ getexp (checkre(3))?100000:1000000,0;
+ close;
+ }
+ }
+ mes "[Larjes]";
+ mes "Did you still want to";
+ mes "investigate the island?";
+ next;
+ switch(select("No:Yes")) {
+ case 1:
+ mes "[Larjes]";
+ mes "Alright, let's go.";
+ close2;
+ warp "ve_fild07",130,130;
+ end;
+ case 2:
+ mes "[Larjes]";
+ mes "Alright, but becareful.";
+ mes "Those creatures almost";
+ mes "got you once, you know.";
+ close;
+ }
+}
+
+abbey02,224,70,0 script Books#Mona1 111,{
+ if (checkweight(7766,1) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if (aru_monas < 21) {
+ mes "^3355FFIt's just a bunch";
+ mes "of old, moldy books.^000000";
+ close;
+ }
+ else if (aru_monas == 21) {
+ mes "^3355FFThere's a book stained";
+ mes "with blood amongst all";
+ mes "these old, moldy books.^000000";
+ next;
+ if(select("Examine Book:Ignore")==1) {
+ set aru_monas,22;
+ changequest 17014,17015;
+ getitem 7755,1; // Reasearch_Note
+ readbook 7755,1;
+ close;
+ }
+ mes "^3355FFThat book was probably";
+ mes "worthless to you anyway.^000000";
+ close;
+ }
+ else {
+ mes "^3355FFThere are old books";
+ mes "scattered all over here.^000000";
+ close;
+ }
+}
+
+abbey03,232,233,4 script Man#King 956,{
+ if (aru_monas < 22) {
+ mes "^3355FFYou find a man lying on";
+ mes "the floor, wearing torn";
+ mes "yet luxurious clothing.";
+ mes "He doesn't seem to be";
+ mes "breathing at all...^000000.";
+ next;
+ mes "^3355FFHe's dead.^000000";
+ close;
+ }
+ if (aru_monas == 22 || aru_monas == 23) {
+ mes "^3355FFYou find a man lying on";
+ mes "the floor, wearing torn";
+ mes "yet luxurious clothing.";
+ mes "He doesn't seem to be";
+ mes "breathing at all...^000000.";
+ next;
+ mes "^3355FFYou bring your ears more";
+ mes "closely to his mouth: it";
+ mes "seems that he really is";
+ mes "still barely alive.^000000";
+ next;
+ if (select("Touch Him:Ignore Him") == 1) {
+ mes "["+strcharinfo(0)+"]";
+ mes "This man...";
+ mes "He's so familiar";
+ mes "for some reason.";
+ next;
+ mes "^3355FFAs you touch him, the";
+ mes "man suddenly jumps";
+ mes "up with a crazed yowl.^000000";
+ set aru_monas,23;
+ monster "abbey03",232,232,"Dead King",1875,1,"Man#King::OnMyMobDead";
+ initnpctimer;
+ hideonnpc "Man#King";
+ close;
+ }
+ mes "^3355FFYou don't feel";
+ mes "comfortable enough";
+ mes "to touch this man.^000000";
+ close;
+ }
+ else {
+ mes "^3355FFHe's dead... Now...^000000";
+ close;
+ }
+
+OnMyMobDead:
+ stopnpctimer;
+ donpcevent "Dead Man#King::OnEnable";
+ end;
+
+OnTimer300000:
+ stopnpctimer;
+ hideonnpc "Dead Man#King";
+ hideoffnpc "Man#King";
+ end;
+}
+
+abbey03,232,232,4 script Dead Man#King 956,{
+ if (checkweight(7766,1) == 0) {
+ mes "^3355FFWait a second!";
+ mes "Right now, you're carrying";
+ mes "too many things with you.";
+ mes "Please come back after";
+ mes "using the Kafra Service";
+ mes "to store some of your items.^000000";
+ close;
+ }
+ if (aru_monas == 23) {
+ mes "^3355FFYou have no idea why";
+ mes "this dead man is moving";
+ mes "around, so you decided to";
+ mes "examine him. In his jacket,";
+ mes "you find a shining medal...^000000";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "This medal...";
+ mes "This means that";
+ mes "this man is...!";
+ set aru_monas,24;
+ getitem 7726,1; //Token_of_King
+ changequest 17015,17016;
+ hideonnpc "Dead Man#King";
+ hideoffnpc "Man#King";
+ stopnpctimer;
+ close;
+ }
+ end;
+
+OnEnable:
+ initnpctimer;
+ hideoffnpc "Dead Man#King";
+ end;
+
+OnInit:
+ hideonnpc "Dead Man#King";
+ end;
+
+OnTimer150000:
+ hideonnpc "Dead Man#King";
+ hideoffnpc "Man#King";
+ stopnpctimer;
+ end;
+}
+
+nameless_n,145,162,0 script AideAmi#Aru 139,2,2,{
+ end;
+OnTouch:
+ if (aru_monas == 26) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "There is a low wall here against the other wall, if I climb it I could reach the resting place of Tristan III...";
+ next;
+ switch(select("Stay here:Climb the wall")) {
+ case 1:
+ warp "nameless_n",158,169;
+ end;
+ case 2:
+ warp "abbey01",51,15;
+ end;
+ }
+ }
+ else {
+ warp "nameless_n",158,169;
+ end;
+ }
+}
+
+sec_in02,15,15,4 script boss::boss_aru_monas 809,{
+ callfunc "F_GM_NPC";
+ mes "[Patch]";
+ mes "Input.";
+ next;
+ switch(select("Now:How much?:P- How much?:Others")) {
+ case 1:
+ mes " ";
+ mes ""+aru_monas;
+ close;
+ case 2:
+ input .@input,0,1000;
+ set aru_monas, .@input;
+ mes " ";
+ mes ""+aru_monas;
+ close;
+ case 3:
+ input .@input,0,1000;
+ set prt_curse, .@input;
+ mes " ";
+ mes ""+prt_curse;
+ close;
+ case 4:
+ set prt_curse,61;
+ set ra_tem_q,12; //TODO: Doesn't match Athena's current script.
+ set rachel_camel,25;
+ set lost_boy,0;
+ close;
+ }
+}
+
+// Rachel Addition :: aruna_nir
+//============================================================
ra_temple,165,57,5 script Niren#ss 915,{
if (checkweight(907,200) == 0) {
mes "^3355FFWait a second!";
@@ -707,7 +1537,7 @@ ra_temple,165,57,5 script Niren#ss 915,{
mes "I can spare a moment or two.";
mes "What would you like to ask?";
next;
- switch(select("Ask About Veins Smugglers:As About Zhed")) {
+ switch(select("Ask About Veins Smugglers:Ask About Zhed")) {
case 1:
if (aru_monas == 12) {
mes "[Niren]";
@@ -812,6 +1642,7 @@ ra_temple,165,57,5 script Niren#ss 915,{
mes "come back and tell me if";
mes "you learn anything there.";
set aru_monas,13;
+ changequest 17008,17009;
next;
mes "[Niren]";
mes "I'll send a message to the";
@@ -879,10 +1710,8 @@ ra_temple,165,57,5 script Niren#ss 915,{
mes "comes from that place.";
delitem 7755,1; //Research_Note
set aru_monas,26;
- if(checkre(0))
- getexp 50000,0;
- else
- getexp 500000,0;
+ completequest 17017;
+ getexp (checkre(3))?50000:500000,0;
close2;
}
}
@@ -970,6 +1799,7 @@ ra_temple,165,57,5 script Niren#ss 915,{
mes "For now, you'd better talk";
mes "to High Priest Zhed.^000000";
set aru_em,11;
+ changequest 2132,2133;
close2;
}
else if ((aru_em == 11) || (aru_em == 12)) {
@@ -1048,7 +1878,7 @@ ra_temple,165,57,5 script Niren#ss 915,{
mes "High Priestess Niren,";
mes "you must be really tired.";
mes "You look pale for some reason.";
- emotion 19;
+ emotion e_swt2;
next;
mes "[High Priestess Niren]";
mes "I do feel rather drained.";
@@ -1120,6 +1950,7 @@ ra_temple,165,57,5 script Niren#ss 915,{
mes "can count on me!";
emotion e_no1,1;
set aru_em,15;
+ changequest 2134,2135;
close2;
}
else {
@@ -1166,13 +1997,13 @@ ra_temple,165,57,5 script Niren#ss 915,{
mes "just to see my family. Even";
mes "just once a year would be nice.";
next;
- emotion 5;
+ emotion e_ic;
mes "[High Priestess Niren]";
mes "...............................";
mes "You're absolutely right.";
mes "That gives me an idea.";
next;
- emotion 2;
+ emotion e_ho;
mes "[Sippie]";
mes "Huh? What is it?";
next;
@@ -1233,6 +2064,7 @@ ra_temple,165,57,5 script Niren#ss 915,{
mes "I hope she'll help us...";
set aru_em,17;
getitem 7343,1; //File02
+ changequest 2136,2137;
close2;
}
else if (aru_em == 17) {
@@ -1301,6 +2133,7 @@ ra_temple,165,57,5 script Niren#ss 915,{
mes "what we are doing.";
delitem 7343,1; //File02
set aru_em,20;
+ changequest 2139,2140;
close2;
}
else {
@@ -1351,10 +2184,8 @@ ra_temple,165,57,5 script Niren#ss 915,{
mes "that you've seen that";
mes "expression on her face.^000000";
set aru_em,23;
- if(checkre(0))
- getexp 100000,0;
- else
- getexp 1000000,0;
+ getexp (checkre(3))?100000:1000000,0;
+ changequest 2141,2142;
close2;
}
else if (aru_em > 21) {
@@ -1377,720 +2208,6 @@ ra_temple,165,57,5 script Niren#ss 915,{
end;
}
-ve_in,239,115,1 script Drunkard#Aru 943,{
- if (aru_monas < 14) {
- mes "[Drunkard]";
- mes "Man, I feel great! Hah hah!";
- mes "Hey, gimme one more drink!";
- close;
- }
- if (aru_monas == 14) {
- if (rachel_camel == 25) {
- mes "[Drunkard]";
- mes "So--*Hic* What I was...";
- mes "Oog, dizzy... I say sayin',";
- mes "that guy that ^32CD32snuck out to";
- mes "sea on a boat^000000? You know";
- mes "*Hic* why he came back";
- mes "so early? You won't believe it!";
- next;
- mes "[Drunkard]";
- mes "Hah hah! He--*Hic*";
- mes "He thought he saw a ^DBDB70ghost^000000!";
- mes "Bwah hah hah! Oooog... Hey...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "That's right!";
- mes "Maybe I should check";
- mes "on ^32CD32Kurdi's father since";
- mes "he's a fisherman^000000";
- set aru_monas,15;
- close;
- }
- else {
- mes "[Drunkard]";
- mes "Zzzz...";
- mes "Umm... Zzz...";
- close;
- }
- }
- else {
- mes "[Drunkard]";
- mes "Why?! Why can't I take";
- mes "my boat out to sea? I hafta";
- mes "catch fish to make a living!";
- mes "What, they expect me to starve";
- mes "to death or something?! Huh?!";
- close;
- }
-}
-
-ve_fild07,125,128,0 script Boat#Aru 111,{
- if (aru_monas < 16) {
- mes "^3355FFThis boat seems to ";
- mes "be in decent condition.";
- mes "Who could its owner be?^000000";
- close;
- }
- if (aru_monas == 16) {
- mes "^3355FFThis must be the boat that";
- mes "Karyn was talking about.";
- mes "It seems to be in pretty";
- mes "good shape. Now, the";
- mes "monastery should be";
- mes "southwest from here...^000000";
- next;
- hideoffnpc "Secret Agent#Aru";
- next;
- mes "[Larjes]";
- mes "Long time no see,";
- mes ""+strcharinfo(0)+".";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Larjes!";
- next;
- mes "[Larjes]";
- mes "I had a tough time following";
- mes "you, you know? I actually";
- mes "almost lost you once. You";
- mes "must be wondering why";
- mes "I'm here. If you'll listen,";
- mes "I'll explain everything.";
- next;
- mes "[Larjes]";
- mes "According to our investigation, Arunafeltz is definitely involved";
- mes "in this case. We've been watching you since you're somehow related";
- mes "to that high ranked official from Arunafeltz. I apologize for that.";
- next;
- mes "[Larjes]";
- mes "This is an international";
- mes "incident, so to prevent any";
- mes "intel leaks to Arunafeltz,";
- mes "we've had to be much stricter";
- mes "with securing and protecting";
- mes "all information for this case.";
- next;
- mes "[Larjes]";
- mes "Anyway, I've decided to";
- mes "reveal myself to you since";
- mes "I'm the only one that can help";
- mes "you right now. You're thinking";
- mes "of using that boat, aren't you?";
- next;
- mes "[Larjes]";
- mes "If you don't have the skills,";
- mes "knowledge, and preparation";
- mes "to sail those waters ahead,";
- mes "you'll probably wreck the";
- mes "boat. You'll make it if you're lucky but... That's a lot of luck.";
- next;
- mes "[Larjes]";
- mes "I'll help you sail this";
- mes "boat to get where you're";
- mes "going. But if you fail, there's";
- mes "a chance you might have to";
- mes "sail this boat on your own if I'm not here. So, you ready to go?";
- next;
- switch(select("Yes, I'm ready.:Give me more time.")) {
- case 1:
- mes "[Larjes]";
- mes "Alright, let's go.";
- mes "Hold on to something:";
- mes "this will probably be";
- mes "a pretty rocky ride...";
- set aru_monas,17;
- close2;
- hideonnpc "Secret Agent#Aru";
- warp "nameless_i",257,217;
- end;
- case 2:
- mes "[Larjes]";
- mes "Alright. Just let me know";
- mes "whenever you're ready.";
- close;
- }
- }
- if (aru_monas < 20) {
- mes "^3355FFThis is the boat that";
- mes "can take you to the";
- mes "monastery.^000000";
- next;
- switch(select("Go to Monastery:Cancel")) {
- case 1:
- mes "^3355FFYou set sail for";
- mes "the monastery...^000000";
- close2;
- warp "nameless_i",257,217;
- end;
- case 2:
- mes "^3355FFYou decide to";
- mes "stay ashore.^000000";
- close;
- }
- }
- else {
- mes "^3355FFThis is the boat that";
- mes "can take you to the";
- mes "monastery.^000000";
- next;
- switch(select("Go to Monastery:Cancel")) {
- case 1:
- mes "^3355FFYou set sail for";
- mes "the monastery...^000000";
- close2;
- warp "nameless_n",257,217;
- end;
- case 2:
- mes "^3355FFYou decide to";
- mes "stay ashore.^000000";
- close;
- }
- }
-}
-
-ve_fild07,128,130,1 script Secret Agent#Aru 97,{
- if (aru_monas == 16) {
- mes "[Larjes]";
- mes "Are you ready to go";
- mes "aboard? I'll help you";
- mes "sail to that monastery,";
- mes "but if you fail while you're";
- mes "there, I might not be here";
- mes "when you come back.";
- next;
- switch(select("Yes, I'm ready.:Give me more time.")) {
- case 1:
- mes "[Larjes]";
- mes "Alright, let's go.";
- mes "Hold on to something:";
- mes "this will probably be";
- mes "a pretty rocky ride...";
- set aru_monas,17;
- close2;
- hideonnpc "Secret Agent#Aru";
- warp "nameless_i",257,217;
- end;
- case 2:
- mes "[Larjes]";
- mes "Alright. Just let me know";
- mes "whenever you're ready.";
- close;
- }
- }
- end;
-
-OnInit:
- hideonnpc "Secret Agent#Aru";
- end;
-}
-
-nameless_i,259,218,3 script Larjes#Aru 97,{
- if(aru_monas < 18) {
- mes "[Larjes]";
- mes "I don't like this place.";
- mes "You'd be better be careful";
- mes "around here with those weird";
- mes "creatures running around.";
- close;
- }
- else if (aru_monas > 24) {
- mes "[Larjes]";
- mes "Good, you're back";
- mes "I know that there's still";
- mes "things on this island that";
- mes "you want to investigate,";
- mes "but did you want to leave";
- mes "this place for a while?";
- next;
- if(select("Yes:No")==1) {
- mes "[Larjes]";
- mes "Alight, let's go.";
- close2;
- warp "ve_fild07",130,130;
- end;
- }
- mes "[Larjes]";
- mes "Alright, but becareful.";
- mes "Those creatures almost";
- mes "got you once, you know.";
- close;
- }
- else {
- mes "[Larjes]";
- mes "Did you still want to";
- mes "investigate the island?";
- next;
- if (select("No:Yes") == 1) {
- mes "[Larjes]";
- mes "Alright, let's go.";
- close2;
- warp "ve_fild07",130,130;
- end;
- }
- mes "[Larjes]";
- mes "Alright, but be careful.";
- mes "Those creatures almost";
- mes "got you once, you know.";
- close;
- }
-}
-
-nameless_i,212,184,0 script #aru_clue1 -1,2,3,{
- end;
-
-OnTouch:
- if (aru_monas == 17) {
- mes "^3355FFThe village is totally";
- mes "silent, as if all life had";
- mes "abandoned it. You look";
- mes "around and see that something";
- mes "was here a few hours ago, but";
- mes "it's somewhere else now.^000000";
- next;
- mes "^3355FFWhatever it was,";
- mes "it definitely wasn't";
- mes "human. What kind of";
- mes "creature could it be?^000000";
- close;
- }
- end;
-}
-
-nameless_in,21,176,0 script #aru_clue2 -1,2,2,{
- end;
-
-OnTouch:
- if (aru_monas == 17) {
- mes "^3355FFThere are traces of";
- mes "humans around here,";
- mes "along with some kind";
- mes "of creature that you";
- mes "can't clearly identify.^000000";
- close;
- }
- end;
-}
-
-nameless_i,129,218,0 script #aru_clue3 -1,4,3,{
- end;
-
-OnTouch:
- if (aru_monas == 17) {
- mes "^3355FFA strange scent strikes";
- mes "you as you enter this field of";
- mes "grass. A few ^32CD32animal corpses^3355FF";
- mes "are strewn around the ground.^000000";
- close;
- }
- end;
-}
-
-nameless_i,127,207,0 script Dead Crow#Aru 111,{
- if (aru_monas < 17) {
- mes "^3355FFThere is a dead crow on the ground.";
- close;
- }
- else if (aru_monas == 17) {
- mes "^3355FFThe sight of this ^32CD32dead";
- mes "crow^3355FF makes you feel";
- mes "uneasy for some reason.^000000";
- next;
- if (select("Ignore:Investigate") == 1) {
- mes "^3355FFYou decide not to touch";
- mes "the animal's carcass.^000000";
- close;
- }
- mes "^3355FFYou notice some grass sap";
- mes "on the crow's beak, so it";
- mes "must have been nibbling on";
- mes "some grass. Some feathers";
- mes "are missing, revealing";
- mes "scaly, snake-like skin.^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Wait...";
- mes "Did this grass...?";
- next;
- mes "^3355FFThis grass must be the";
- mes "main ingredient of the";
- mes "poison used to kill the";
- mes "Gaebolg family princes.^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Looks like I just hit";
- mes "the jackpot. Huh?";
- mes "Someone behi--";
- next;
- mes "^3355FFA sharp, throbbing pain";
- mes "assails the back of your";
- mes "head as you fall into";
- mes "unconsciousness...^000000";
- close2;
- set aru_monas,18;
- warp "nameless_in",15,60;
- end;
- }
- end;
-}
-
-nameless_i,168,257,0 script Aru_LockedDoor 45,1,1,{
- end;
-
-OnTouch:
- if (aru_monas == 18 || aru_monas == 19) {
- warp "nameless_in",12,41;
- end;
- }
- mes "^3355FFThe door won't budge:";
- mes "you can't go through.^000000";
- close;
-}
-
-nameless_in,15,60,0 script #Aru_Trigger -1,1,1,{
- end;
-
-OnTouch:
- if (aru_monas == 18) {
- disablenpc "aru_warp";
- sc_start2 SC_Blind,600000,0,10000;
- mes "^3355FFThe pressure on your";
- mes "stomach and the blood";
- mes "rushing to your head tells";
- mes "you someone is carrying you";
- mes "over his shoulder. He stops,";
- mes "and you hear a faint voice.^000000";
- next;
- mes "^3355FFThe faint voice steadily";
- mes "grows stronger and more";
- mes "distinct--someone's calling";
- mes "your name. You feel cold water";
- mes "trickle through your lips, and";
- mes "then you regain your senses.^000000";
- sc_end SC_BLIND;
- next;
- hideoffnpc "Larjes#Aru2";
- mes "That was too close.";
- mes "For a second there,";
- mes "I thought I lost you.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Larjes...? What...";
- mes "What happened?";
- mes "Ugh, my head...";
- next;
- mes "[Larjes]";
- mes "Try not to move for a while.";
- mes "I had a bad feeling waiting";
- mes "for you on the boat. Lucky";
- mes "thing. When I found you,";
- mes "these strange creatures";
- mes "were savagely attacking you!";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "You saved me?";
- mes "Thank you. Do you";
- mes "happen to know what";
- mes "those creatures were?";
- next;
- mes "[Larjes]";
- mes "No clue. They looked";
- mes "like humans, but... They";
- mes "definitely weren't. Once";
- mes "I killed them, they all";
- mes "turned into sand.";
- next;
- hideoffnpc "Creature#Aru";
- emotion e_omg,1;
- emotion e_omg;
- mes "[Larjes]";
- mes "?!?!?!!!!!";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "!!!!?!?!!!!!!";
- mes "Isn't... Isn't that...?";
- next;
- mes "[Larjes]";
- mes "It seems it's just like the";
- mes "creatures that kidnapped";
- mes "you, but... I wonder why";
- mes "he's not attacking us.";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "I guess you'll have to go";
- mes "right up to him and ask.";
- set aru_monas,19;
- close;
- }
-}
-
-nameless_in,13,58,6 script Larjes#Aru2 97,{
- mes "[Larjes]";
- mes "Be careful. That guy";
- mes "looks pretty dangerous.";
- close;
-}
-
-nameless_in,13,53,0 script Creature#Aru 1864,{
- end;
-
-OnInit:
- hideonnpc "Creature#Aru";
- end;
-
-OnMyMobDead:
- enablenpc "aru_warp";
- end;
-}
-
-nameless_in,13,53,0 script #Aru_Trigger2 -1,3,1,{
- end;
-
-OnTouch:
- if (aru_monas == 19 && !@mymobcount) {
- mes "[???????]";
- mes "Grrr~!!!";
- close2;
- hideonnpc "Creature#Aru";
- set @mymobcount,1;
- monster "nameless_in",13,53,"Zombie",1864,1,"Creature#Aru::OnMyMobDead";
- end;
- }
- end;
-}
-
-nameless_in,12,37,0 script aru_warp 45,1,1,{
- end;
-
-OnTouch:
- if (aru_monas == 19) {
- set aru_monas,20;
- warp "nameless_n",168,252;
- end;
- }
-
-OnInit:
- disablenpc "aru_warp";
- end;
-}
-
-nameless_n,169,254,0 script #Aru_Trigger3 -1,3,3,{
- end;
-
-OnTouch:
- if(aru_monas == 20) {
- hideoffnpc "Larjes#Aru3";
- mes "[" +strcharinfo(0)+ "]";
- mes "What the hell...!?";
- next;
- mes "[Larjes]";
- mes "So... This is the";
- mes "island's true nature.";
- next;
- mes "[Larjes]";
- mes "Someone like me won't";
- mes "survive long in a place";
- mes "like this. I'm going to wait";
- mes "for you in the boat. Learn";
- mes "what you need to learn, and";
- mes "then come back safe, "+strcharinfo(0)+".";
- set aru_monas,21;
- hideonnpc "Larjes#Aru3";
- close;
- }
- end;
-}
-
-nameless_n,166,254,7 script Larjes#Aru3 97,{
- end;
-
-OnInit:
- hideonnpc "Larjes#Aru3";
- end;
-}
-
-nameless_n,259,218,3 script Larjes#Boat1 97,{
- if ((aru_monas == 23) && (countitem(7726))) {
- mes "[Larjes]";
- mes "I don't believe it...";
- mes "That guy was Tristam III?!";
- mes "This explains a lot, I suppose.";
- mes "I'll report this along with the";
- mes "voucher. So Arunafeltz was";
- mes "behind that poison grass too.";
- next;
- mes "[Larjes]";
- mes "I'm shocked over this";
- mes "whole debacle. I'm sure";
- mes "the Rune-Midgarts royal family";
- mes "will be in an uproar over this.";
- mes "To think that we're involved";
- mes "in something this huge...";
- next;
- mes "[Larjes]";
- mes "Anyway, we better get...";
- mes "This is huge!";
- set aru_monas,24;
- delitem 7726,1; //Token_Of_King
- if(checkre(0))
- getexp 100000,0;
- else
- getexp 1000000,0;
- close;
- }
- mes "[Larjes]";
- mes "Did you still want to";
- mes "investigate the island?";
- next;
- if(select("No:yes")==1) {
- mes "[Larjes]";
- mes "Alright, let's go.";
- close2;
- warp "ve_fild07",130,130;
- end;
- }
- mes "[Larjes]";
- mes "Alright, but becareful.";
- mes "Those creatures almost";
- mes "got you once, you know.";
- close;
-}
-
-abbey02,224,70,0 script Book#Aru 111,{
- if (checkweight(7766,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (aru_monas < 21) {
- mes "^3355FFIt's just a bunch";
- mes "of old, moldy books.^000000";
- close;
- }
- else if (aru_monas == 21) {
- mes "^3355FFThere's a book stained";
- mes "with blood amongst all";
- mes "these old, moldy books.^000000";
- next;
- if(select("Examine Book:Ignore")==1) {
- Readbook 7755,1;
- getitem 7755,1; // Reasearch_Note
- set aru_monas,22;
- close;
- }
- mes "^3355FFThat book was probably";
- mes "worthless to you anyway.^000000";
- close;
- }
- else {
- mes "^3355FFThere are old books";
- mes "scattered all over here.^000000";
- close;
- }
-}
-
-abbey03,232,233,4 script Man#Aru 956,{
- if (aru_monas < 22) {
- mes "^3355FFYou find a man lying on";
- mes "the floor, wearing torn";
- mes "yet luxurious clothing.";
- mes "He doesn't seem to be";
- mes "breathing at all...^000000.";
- next;
- mes "^3355FFHe's dead.^000000";
- close;
- }
- if (aru_monas == 22) {
- mes "^3355FFYou find a man lying on";
- mes "the floor, wearing torn";
- mes "yet luxurious clothing.";
- mes "He doesn't seem to be";
- mes "breathing at all...^000000.";
- next;
- mes "^3355FFYou bring your ears more";
- mes "closely to his mouth: it";
- mes "seems that he really is";
- mes "still barely alive.^000000";
- next;
- if (select("Touch Him:Ignore Him") == 1) {
- mes "["+strcharinfo(0)+"]";
- mes "This man...";
- mes "He's so familiar";
- mes "for some reason.";
- next;
- mes "^3355FFAs you touch him, the";
- mes "man suddenly jumps";
- mes "up with a crazed yowl.^000000";
- initnpctimer;
- hideonnpc "Man#Aru";
- monster "abbey03",232,232,"Dead King",1875,1,"Man#Aru::OnMyMobDead";
- close;
- }
- mes "^3355FFYou don't feel";
- mes "comfortable enough";
- mes "to touch this man.^000000";
- close;
- }
- if (aru_monas > 22) {
- mes "^3355FFHe's dead... Now...^000000";
- close;
- }
-
-OnMyMobDead:
- stopnpctimer;
- hideoffnpc "Dead Man#Aru";
- donpcevent "Dead Man#Aru::OnEnable";
- end;
-
-OnTimer300000:
- stopnpctimer;
- hideonnpc "Dead Man#Aru";
- hideoffnpc "Man#Aru";
- end;
-}
-
-abbey03,232,232,4 script Dead Man#Aru 956,{
- if (checkweight(7766,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (aru_monas == 22) {
- mes "^3355FFYou have no idea why";
- mes "this dead man is moving";
- mes "around, so you decided to";
- mes "examine him. In his jacket,";
- mes "you find a shining medal...^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "This medal...";
- mes "This means that";
- mes "this man is...!";
- set aru_monas,23;
- getitem 7726,1; //Token_of_King
- hideonnpc "Dead Man#Aru";
- hideoffnpc "Man#Aru";
- stopnpctimer;
- close;
- }
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnInit:
- hideonnpc "Dead Man#Aru";
- end;
-}
-
ra_temple,168,54,3 script Sippie#ss 917,{
mes "[Sippie]";
mes "Now I finally have some";
@@ -2138,7 +2255,7 @@ ra_temple,168,54,3 script Sippie#ss 917,{
}
}
-// Peace to the Arunafeltz
+// Peace to the Arunafeltz :: aruna_em
//============================================================
moc_ruins,77,167,4 script Foreign Merchant#aru1 880,5,5,{
if (aru_vol == 27) {
@@ -2188,6 +2305,7 @@ moc_ruins,77,167,4 script Foreign Merchant#aru1 880,5,5,{
mes "of Morroc? Before I leave,";
mes "I want to taste that drink...";
set aru_em,1;
+ setquest 2129;
close;
}
else if ((aru_em > 0) && (aru_em < 7)) {
@@ -2224,7 +2342,7 @@ moc_ruins,77,167,4 script Foreign Merchant#aru1 880,5,5,{
mes "^3355FF*Gulp Gulp Gulp Gulp*^000000";
mes "^3355FF*Gulp Gulp Gulp Gulp*^000000";
next;
- emotion 3;
+ emotion e_lv;
mes "[Foreign Merchant]";
mes "Ahhh! That hit the spot!";
mes "It's so refreshing and so";
@@ -2262,7 +2380,7 @@ moc_ruins,77,167,4 script Foreign Merchant#aru1 880,5,5,{
mes "You're not really a";
mes "merchant, are you?";
next;
- emotion 39;
+ emotion e_meh;
mes "^3355FFThe merchant quietly";
mes "looks at you with a";
mes "mischievous grin.^000000";
@@ -2285,6 +2403,7 @@ moc_ruins,77,167,4 script Foreign Merchant#aru1 880,5,5,{
mes "speak to him now?";
mes "Good luck!";
set aru_em,8;
+ changequest 2130,2131;
close;
case 2:
mes "[Foreign Merchant]";
@@ -2398,13 +2517,13 @@ moc_ruins,101,133,7 script Foreign Merchant#aru2 929,{
next;
mes "["+ strcharinfo(0) +"]";
mes "Oh, no...";
- emotion 57,1;
+ emotion e_otl,1;
next;
mes "[Foreign Merchant]";
mes "...............................";
mes "...............................";
mes "...............................";
- emotion 19;
+ emotion e_swt2;
next;
emotion e_omg,1;
mes "[Foreign Merchant]";
@@ -2427,7 +2546,7 @@ moc_ruins,101,133,7 script Foreign Merchant#aru2 929,{
mes "keep an extra bottle in case";
mes "you want more next time. Take";
mes "care, and I'll see you later!";
- emotion 13;
+ emotion e_korea;
next;
mes "^3355FFYou received a bottle";
mes "of the famous fruit wine";
@@ -2435,6 +2554,7 @@ moc_ruins,101,133,7 script Foreign Merchant#aru2 929,{
mes "guy's pretty nice!^000000";
set aru_em,7;
hideonnpc "Foreign Merchant#aru2";
+ changequest 2129,2130;
close;
}
else {
@@ -2563,7 +2683,7 @@ ra_fild03,139,355,5 script Ishmael#em 914,{
mes "just step away? I... I don't";
mes "like being too close to";
mes "other people. Please!";
- emotion 19;
+ emotion e_swt2;
close;
}
else if (aru_em == 17) {
@@ -2573,7 +2693,7 @@ ra_fild03,139,355,5 script Ishmael#em 914,{
mes "just step away? Wait, you";
mes "don't have something you";
mes "need from me, do you?";
- emotion 19;
+ emotion e_swt2;
next;
switch(select("Give Her Niren's File:Leave Her Alone")) {
case 1:
@@ -2587,7 +2707,7 @@ ra_fild03,139,355,5 script Ishmael#em 914,{
mes "Just toss the file over";
mes "to me. I-I don't want";
mes "you coming any closer.";
- emotion 19;
+ emotion e_swt2;
next;
mes "[Ishmael]";
mes "I'll be glad to help out";
@@ -2625,6 +2745,7 @@ ra_fild03,139,355,5 script Ishmael#em 914,{
mes "she's been so good to us...";
set aru_em,18;
delitem 7343,1; //File02
+ changequest 2137,2138;
close;
}
else {
@@ -2660,7 +2781,7 @@ ra_fild03,139,355,5 script Ishmael#em 914,{
mes "I still... Uh... I don't mean";
mes "to be rude... It's just...";
mes "I'm just not good with...";
- emotion 19;
+ emotion e_swt2;
next;
mes "[Ishmael]";
mes "If you just toss the";
@@ -2712,6 +2833,7 @@ ra_fild03,139,355,5 script Ishmael#em 914,{
delitem 725,1; //Red_Jewel
set aru_em,19;
getitem 7343,1; //File02
+ changequest 2138,2139;
close;
}
}
@@ -3021,6 +3143,7 @@ OnTouch:
mes "aura of warmth and kindness";
mes "permeate your entire being.^000000";
set aru_em,22;
+ changequest 2140,2141;
close2;
warp "rachel",142,136;
}
@@ -3088,8 +3211,8 @@ OnTimer53000:
que_temsky,99,7,0 warp quetemskyout 1,1,ra_temin,276,231
-// Muff's Loan
-//============================================================
+// Muff's Loan :: zdan_total_edq
+//============================================================
comodo,224,187,3 script Muff 86,{
if (checkweight(907,200) == 0) {
mes "[Muff]";
@@ -3653,7 +3776,7 @@ cmd_fild01,55,160,0 script Heap of Earth 844,{
close;
}
-- script ::Dorian -1,{
+- script ::Dorian_izlude -1,{
if (checkweight(907,200) == 0) {
mes "[Dorian]";
mes "Ugh, just like a member";
@@ -4159,8 +4282,384 @@ OnTouch:
end;
}
+izlude_in,113,66,0 script Strange Machine 111,{
+ if (checkweight(907,200) == 0) {
+ mes "[Dorian]";
+ mes "Ugh, just like a member";
+ mes "of the working class:";
+ mes "hoarding all your items";
+ mes "like a packrat? Have the";
+ mes "decency to relocate your";
+ mes "goods to Kafra Storage, please.";
+ close;
+ }
+ if (diamond_edq) == 10 {
+ set .@bolt_rand,rand(2,5);
+ mes "^3355FFThis must be Dorian's";
+ mes "Mystic Dryer de Elegance.";
+ mes "What do you want to do?^000000";
+ next;
+ while(1) {
+ set .@switch_sound,rand(1,4);
+ switch(select("Check the Machine:Replace the Engine:Tighten the Screw:Press a Switch")) {
+ case 1:
+ if (.@hit_status == 0) {
+ mes "^3355FFThere's no power";
+ mes "in this behemoth";
+ mes "of a machine.^000000";
+ next;
+ }
+ break;
+ case 2:
+ if (.@engine == 0) {
+ mes "^3355FFYou replace the rough";
+ mes "ruby in the ruby engine";
+ mes "with a new rough ruby.";
+ mes "It clicks into place";
+ mes "inside the engine core.^000000";
+ next;
+ set .@engine,.@engine+1;
+ }
+ else if (engine > 0) {
+ mes "^3355FFThe ruby in the";
+ mes "engine has already";
+ mes "been replaced.^000000";
+ next;
+ }
+ break;
+ case 3:
+ if (.@engine < 1) {
+ mes "^3355FFYou probably need";
+ mes "to replace the ruby";
+ mes "in the engine first.^000000";
+ next;
+ }
+ else if ((.@engine == 1) && (.@bolt < .@bolt_rand)) {
+ mes "^3355FF*Krrrr-Krrrrr*^000000";
+ mes "^3355FF*Krrrr-Krrrrr*^000000";
+ next;
+ set .@bolt,.@bolt+1;
+ }
+ else if ((.@engine == 1) && (.@bolt == .@bolt_rand)) {
+ mes "^3355FF*Krrrr-Krrrrr*^000000";
+ mes "^0000FF*Click*^000000";
+ next;
+ set .@bolt,.@bolt+1;
+ set .@bolt_suc,.@bolt_suc+1;
+ }
+ else if ((.@engine == 1) && (.@bolt > .@bolt_rand)) {
+ mes "^3355FF*Krrrr-Krrrrr*^000000";
+ mes "^3355FF*KrrICK-ICK-ICK-KOOM*^000000";
+ next;
+ mes "^3355FFYou tightened the";
+ mes "screw too tightly!";
+ mes "The joint is broken...";
+ mes "You should go back";
+ mes "to Dorian for help.^000000";
+ setquest 3106;
+ set diamond_edq,11;
+ close;
+ }
+ else {
+ mes "^3355FFSomething must have";
+ mes "gone wrong. You'd be";
+ mes "better off starting";
+ mes "from the beginning...^000000";
+ close;
+ }
+ break;
+ case 4:
+ if ((.@engine < 1) && (.@bolt_suc < 1)) {
+ mes "^3355FFYou need to replace";
+ mes "the engine's ruby and";
+ mes "tighten the main screw";
+ mes "before you mess with";
+ mes "these switches.^000000";
+ next;
+ }
+ else if ((.@engine == 1) && (.@bolt_suc < 1)) {
+ mes "^3355FFYou need to tighten";
+ mes "the scren before you can";
+ mes "start the engine safely.";
+ next;
+ }
+ else if ((.@red >= 1) && (.@blue >= 1) && (.@yellow >= 1) && (.@green >= 1)) {
+ mes "^3355FFThe Mystic Dryer de";
+ mes "Elegance started with";
+ mes "a mighty buzz, and the";
+ mes "sound lowers to a calm";
+ mes "hum as it stabilizes.";
+ mes "It looks like you fixed it!^000000";
+ next;
+ mes "^3355FFYou should tell Dorian";
+ mes "first so that you can";
+ mes "use this machine.^000000";
+ setquest 3107;
+ set diamond_edq,12;
+ close;
+ }
+ else if ((.@engine == 1) && (.@bolt_suc == 1)) {
+ if (.@switch_sound == 1) {
+ mes "^3355FF*Buzz Buzz*^000000";
+ mes "^3355FF*Buzz Buzz*^000000";
+ mes "^3355FFThe machine is";
+ mes "vibrating weakly.";
+ mes "Which switch do";
+ mes "you want to press?^000000";
+ next;
+ switch(select("Red Switch:Blue Switch:Yellow Switch:Green Switch")) {
+ default:
+ mes "^3355FF*Whiz Whiz*^000000";
+ mes "^3355FF*Whiz Whiz*^000000";
+ next;
+ mes "^3355FFThe machine made some";
+ mes "violent, erratic sounds,";
+ mes "and vibrated violently";
+ mes "before coming to a sudden";
+ mes "stop. That was the wrong";
+ mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
+ setquest 3106;
+ set diamond_edq,11;
+ close;
+ case 1:
+ if (.@red >= 0) {
+ mes "^3355FF*Buzzz Buzzz*^000000";
+ mes "^3355FF*Clang...!*^000000";
+ next;
+ mes "^3355FFThe machine's";
+ mes "vibrations have";
+ mes "grown stronger.";
+ mes "It looks like you";
+ mes "chose the right switch.^000000";
+ next;
+ set .@red,.@red+1;
+ }
+ else {
+ mes "^3355FF*Whiz Whiz*^000000";
+ mes "^3355FF*Whiz Whiz*^000000";
+ next;
+ mes "^3355FFThe machine made some";
+ mes "violent, erratic sounds,";
+ mes "and vibrated violently";
+ mes "before coming to a sudden";
+ mes "stop. That was the wrong";
+ mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
+ setquest 3106;
+ set diamond_edq,11;
+ close;
+ }
+ break;
+ }
+ }
+ else if (.@switch_sound == 2) {
+ mes "^3355FF*Purr Purr*^000000";
+ mes "^3355FF*Purr Purr*^000000";
+ mes "^3355FFThe machine is vibrating";
+ mes "a little bit more strongly.";
+ mes "Which switch will";
+ mes "you try now?^000000";
+ next;
+ switch(select("Red Switch:Blue Switch:Yellow Switch:Green Switch")) {
+ default:
+ mes "^3355FF*Whiz Whiz*^000000";
+ mes "^3355FF*Whiz Whiz*^000000";
+ next;
+ mes "^3355FFThe machine made some";
+ mes "violent, erratic sounds,";
+ mes "and vibrated violently";
+ mes "before coming to a sudden";
+ mes "stop. That was the wrong";
+ mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
+ setquest 3106;
+ set diamond_edq,11;
+ close;
+ case 2:
+ if (.@blue >= 0) {
+ mes "^3355FF*Purrr Purr*^000000";
+ mes "^3355FF*Clang...!*^000000";
+ next;
+ mes "^3355FFThe machine's";
+ mes "vibrations have";
+ mes "grown stronger.";
+ mes "It looks like you";
+ mes "chose the right switch.^000000";
+ next;
+ set .@blue,.@blue+1;
+ }
+ else {
+ mes "^3355FF*Whiz Whiz*^000000";
+ mes "^3355FF*Whiz Whiz*^000000";
+ next;
+ mes "^3355FFThe machine made some";
+ mes "violent, erratic sounds,";
+ mes "and vibrated violently";
+ mes "before coming to a sudden";
+ mes "stop. That was the wrong";
+ mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
+ setquest 3106;
+ set diamond_edq,11;
+ close;
+ }
+ break;
+ }
+ }
+ else if (.@switch_sound == 3) {
+ mes "^3355FF*Bzzz Bzzz*";
+ mes "*Bzzz Bzzz*";
+ mes "The machine's vibrations";
+ mes "are a bit more stable now.";
+ mes "Which switch will you try?^000000";
+ next;
+ switch(select("Red Switch:Blue Switch:Yellow Switch:Green Switch")) {
+ default:
+ mes "^3355FF*Whiz Whiz*^000000";
+ mes "^3355FF*Whiz Whiz*^000000";
+ next;
+ mes "^3355FFThe machine made some";
+ mes "violent, erratic sounds,";
+ mes "and vibrated violently";
+ mes "before coming to a sudden";
+ mes "stop. That was the wrong";
+ mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
+ setquest 3106;
+ set diamond_edq,11;
+ close;
+ case 3:
+ if (.@yellow >= 0) {
+ mes "^3355FF*Bzzzz Bzzzz*^000000";
+ mes "^3355FF*Clang...!*^000000";
+ next;
+ mes "^3355FFThe machine's";
+ mes "vibrations have";
+ mes "grown stronger.";
+ mes "It looks like you";
+ mes "chose the right switch.^000000";
+ next;
+ set .@yellow,.@yellow+1;
+ }
+ else {
+ mes "^3355FF*Whiz Whiz*^000000";
+ mes "^3355FF*Whiz Whiz*^000000";
+ next;
+ mes "^3355FFThe machine made some";
+ mes "violent, erratic sounds,";
+ mes "and vibrated violently";
+ mes "before coming to a sudden";
+ mes "stop. That was the wrong";
+ mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
+ setquest 3106;
+ set diamond_edq,11;
+ close;
+ }
+ break;
+ }
+ }
+ else if (.@switch_sound == 4) {
+ next;
+ mes "^3355FF*Pzzzz Pzzz*";
+ mes "*Pzzzz Pzzz*";
+ mes "The machine is vibrating";
+ mes "fairly strongly now. Which";
+ mes "switch will you try?^000000";
+ next;
+ switch(select("Red Switch:Blue Switch:Yellow Switch:Green Switch")) {
+ default:
+ mes "^3355FF*Whiz Whiz*^000000";
+ mes "^3355FF*Whiz Whiz*^000000";
+ next;
+ mes "^3355FFThe machine made some";
+ mes "violent, erratic sounds,";
+ mes "and vibrated violently";
+ mes "before coming to a sudden";
+ mes "stop. That was the wrong";
+ mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
+ setquest 3106;
+ set diamond_edq,11;
+ close;
+ case 4:
+ if (.@green >= 0) {
+ mes "^3355FFPzzzzz Pzzzz*^000000";
+ mes "^3355FF*Clang...!*^000000";
+ next;
+ mes "^3355FFThe machine's";
+ mes "vibrations have";
+ mes "grown stronger.";
+ mes "It looks like you";
+ mes "chose the right switch.^000000";
+ next;
+ set .@green,.@green+1;
+ }
+ else {
+ mes "^3355FF*Whiz Whiz*^000000";
+ mes "^3355FF*Whiz Whiz*^000000";
+ next;
+ mes "^3355FFThe machine made some";
+ mes "violent, erratic sounds,";
+ mes "and vibrated violently";
+ mes "before coming to a sudden";
+ mes "stop. That was the wrong";
+ mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
+ setquest 3106;
+ set diamond_edq,11;
+ close;
+ }
+ break;
+ }
+ }
+ }
+ }
+ }
+ }
+ if (diamond_edq == 12) {
+ mes "[Dorian]";
+ mes "It sounds like you're";
+ mes "done fixing my Mystic";
+ mes "Dryer de Elegance.";
+ mes "Why don't you come";
+ mes "back so I can explain";
+ mes "how you can use it?";
+ close;
+ }
+ if ((diamond_edq == 13) && (countitem(7722) < 1)) {
+ mes "^3355FFYou lift the main";
+ mes "operational switch,";
+ mes "turning on a light and";
+ mes "opening a convenient";
+ mes "slot. You insert the";
+ mes "wet bond of debt.^000000";
+ next;
+ mes "^3355FFThe engine's pistons";
+ mes "and cylinders churn";
+ mes "with a lively din, and";
+ mes "when the heater stops,";
+ mes "the slot reopens.^000000";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "So this is the original";
+ mes "bond of debt that Muff";
+ mes "lost? It looks... Perfect!";
+ changequest 3108,3109;
+ getitem 7722,1; //Debt_Note
+ close;
+ }
+ else if ((diamond_edq == 13) && (countitem(7722) > 0)) {
+ mes "You already used this";
+ mes "machine to restore the";
+ mes "bond of debt. There's no";
+ mes "need to mess around";
+ mes "with it any longer.";
+ close;
+ }
+ mes "[Dorian]";
+ mes "Who are you?";
+ mes "Don't you dare lay";
+ mes "a hand on my precious";
+ mes "masterpiece inventions! ";
+ close;
+}
+
// Broken Diamond
-//============================================================
+//============================================================
moc_ruins,152,147,5 script Ibrahim 732,3,3,{
if (checkweight(907,200) == 0) {
mes "[Ibrahim]";
@@ -5615,7 +6114,7 @@ in_rogue,366,46,3 script Rogue Investigator 828,{
switch(select("Sounds good!:Never mind, I'll find it myself...")) {
case 1:
if (Zeny > 9999) {
- set zeny,zeny-10000;
+ set Zeny, Zeny-10000;
mes "[Investigator]";
mes "Thanks for the money~";
mes "Of course, if you became";
@@ -5693,7 +6192,7 @@ in_rogue,366,46,3 script Rogue Investigator 828,{
switch(select("Sounds good!:Forget it...")) {
case 1:
if (Zeny > 9999) {
- set zeny,zeny-10000;
+ set Zeny, Zeny-10000;
mes "[Investigator]";
mes "Right on, right on.";
mes "Alright, I didn't charge";
@@ -5890,7 +6389,7 @@ OnInit:
}
// Z-Gang Quest
-//============================================================
+//============================================================
prontera,150,326,0 script Wanted Notice#edq 111,{
if (zdan_edq == 0) {
mes "====National Wanted Notice====";
@@ -6188,10 +6687,7 @@ prontera,148,326,3 script Chief Officer#edq 734,{
mes "Congratulations! ";
completequest 3134;
set zdan_edq,19;
- if(checkre(0))
- getexp 100000,0;
- else
- getexp 1000000,0;
+ getexp (checkre(3))?100000:1000000,0;
close;
}
mes "[Chief Officer]";
@@ -6894,7 +7390,7 @@ payon,244,62,3 script Moonho Ahn 897,{
switch(select("Yes, let's play!:How does this game work again?")) {
case 1:
if (Zeny > 500) {
- set zeny,zeny-500;
+ set Zeny, Zeny-500;
mes "[Moonho Ahn]";
mes "Good, let's get started!";
mes "I'll let you go first~";
@@ -7148,7 +7644,7 @@ payon,244,62,3 script Moonho Ahn 897,{
if (((.@input$ == "Odd") && (.@number == 1)) || ((.@input$ == "Even") && (.@number == 2))) {
set .@number_right_3,.@number_right_3+1;
mes "[Moonho Ahn]";
- mes "^0000FF"+.@input+"^000000?";
+ mes "^0000FF"+.@input$+"^000000?";
mes "Okay, you won.";
next;
if ((.@number_right_3 < 2) && (.@number_false_3 < 2)) {
@@ -7161,7 +7657,7 @@ payon,244,62,3 script Moonho Ahn 897,{
else if (((.@input$ == "Odd") && (.@number == 2)) || ((.@input$ == "Even") && (.@number == 1))) {
set .@number_false_3,.@number_false_3+1;
mes "[Moonho Ahn]";
- mes "Well, it's ^0000FF"+.@input+"^000000.";
+ mes "Well, it's ^0000FF"+.@input$+"^000000.";
mes "Looks like I won.";
next;
if ((.@number_right_3 < 2) && (.@number_false_3 <2)) {
@@ -8380,7 +8876,7 @@ OnDisable:
stopnpctimer;
end;
-Onreset:
+OnReset:
killmonster "z_agit","#ZGuard::OnMyMobDead";
set $@monster_zgang,0;
end;
@@ -8799,7 +9295,7 @@ OnInit:
}
// Unlucky Emerald
-//============================================================
+//============================================================
morocc,143,63,3 script Ragged Man#nd 929,{
if (treasure_nd == 0) {
mes "[Ragged Man]";
@@ -8884,7 +9380,7 @@ morocc,143,63,3 script Ragged Man#nd 929,{
close;
}
else {
- set zeny,zeny-1200;
+ set Zeny, Zeny-1200;
mes "[Ragged Man]";
mes "Let's see... I just need";
mes "1,200 zeny. That's enough";
@@ -8963,7 +9459,7 @@ morocc,143,63,3 script Ragged Man#nd 929,{
mes "up the funds. I'll be waiting.";
close; }
else {
- set zeny,zeny-1200;
+ set Zeny, Zeny-1200;
mes "[Ragged Man]";
mes "Remember that hidden";
mes "treasure I was looking for?";
@@ -9713,7 +10209,7 @@ moc_fild18,108,116,0 script #treasure 844,{
getitem 7725,1; //Unlucky_Emerald
getitem 604,1; //Branch_Of_Dead_Tree
getitem 1157,1; //Two_Hand_Sword
- sc_start2 SC_Curse,10000,0,10000;
+ sc_start SC_CURSE,10000,0,10000;
next;
mes "[" + strcharinfo(0) + "]";
mes "N-no! What's going on?";
@@ -10003,7 +10499,7 @@ alberta_in,70,109,5 script Shaman 788,{
mes "If all goes well, you'll be";
mes "free of your curse, and I can";
mes "buy some Prontera real estate.";
- set zeny,zeny-200000;
+ set Zeny, Zeny-200000;
set jewel_nd,14;
next;
mes "[Shaman]";
@@ -10054,7 +10550,7 @@ alberta_in,70,109,5 script Shaman 788,{
mes "Hopefully, the";
mes "spirits will be more";
mes "cooperative this time.";
- set zeny,zeny-100000;
+ set Zeny, Zeny-100000;
set jewel_nd,16;
next;
mes "[Shaman]";
@@ -10702,70 +11198,26 @@ prontera,140,304,5 script Old Soldier 901,{
delitem 7725,1; //Unlucky_Emerald
set jewel_nd,31;
getitem 603,1; //Old_Blue_Box
- if (BaseLevel < 66) {
- getitem 607,1; //Yggdrasilberry
- next;
- }
- if(checkre(0)) {
- if ((BaseLevel > 65) && (BaseLevel < 75)) {
- getexp 5000,0;
- next;
- }
- else if ((BaseLevel > 74) && (BaseLevel < 81)) {
- getexp 18000,0;
- next;
- }
- else if ((BaseLevel > 80) && (BaseLevel < 86)) {
- getexp 36000,0;
- next;
- }
- else if ((BaseLevel > 85) && (BaseLevel < 91)) {
- getexp 50000,0;
- next;
- }
- else if ((BaseLevel > 90) && (BaseLevel < 96)) {
- getexp 80000,0;
- next;
- }
- else if ((BaseLevel > 95) && (BaseLevel < 150)) {
- getexp 100000,0;
- next;
- }
+ if (checkre(3)) {
+ if (BaseLevel < 66) getitem 607,1; //Yggdrasilberry
+ else if ((BaseLevel > 65) && (BaseLevel < 75)) getexp 5000,0;
+ else if ((BaseLevel > 74) && (BaseLevel < 81)) getexp 18000,0;
+ else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 36000,0;
+ else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 50000,0;
+ else if ((BaseLevel > 90) && (BaseLevel < 96)) getexp 80000,0;
+ else if ((BaseLevel > 95) && (BaseLevel < 160)) getexp 100000,0;
+ else getitem 617,1; //Old_Violet_Box
} else {
- if ((BaseLevel > 65) && (BaseLevel < 75)) {
- getexp 50000,0;
- next;
- }
- else if ((BaseLevel > 74) && (BaseLevel < 81)) {
- getexp 180000,0;
- next;
- }
- else if ((BaseLevel > 80) && (BaseLevel < 86)) {
- getexp 360000,0;
- next;
- }
- else if ((BaseLevel > 85) && (BaseLevel < 91)) {
- getexp 500000,0;
- next;
- }
- else if ((BaseLevel > 90) && (BaseLevel < 96)) {
- getexp 800000,0;
- next;
- }
- else if ((BaseLevel > 95) && (BaseLevel < 150)) {
- getexp 200000,0;
- next;
- }
-
- }
- if (BaseLevel == 150) {
- getitem 617,1; //Old_Violet_Box
- next;
- }
- else {
- getitem 617,1; //Old_Violet_Box
- next;
+ if (BaseLevel < 66) getitem 607,1; //Yggdrasilberry
+ else if ((BaseLevel > 65) && (BaseLevel < 75)) getexp 50000,0;
+ else if ((BaseLevel > 74) && (BaseLevel < 81)) getexp 180000,0;
+ else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 360000,0;
+ else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 500000,0;
+ else if ((BaseLevel > 90) && (BaseLevel < 96)) getexp 800000,0;
+ else if ((BaseLevel > 95) && (BaseLevel < 99)) getexp 1000000,0;
+ else getitem 617,1; //Old_Violet_Box
}
+ next;
mes "[Retired Soldier]";
mes "If there's anything";
mes "you learn from all this,";
@@ -10801,42 +11253,26 @@ prontera,140,304,5 script Old Soldier 901,{
delitem 7725,1; //Unlucky_Emerald
set jewel_nd,31;
getitem 603,1; //Old_Blue_Box
- if (BaseLevel < 66) {
- getitem 607,1; //Yggdrasilberry
- next;
- }
- else if ((BaseLevel > 65) && (BaseLevel < 75)) {
- getexp 5000,0;
- next;
- }
- else if ((BaseLevel > 74) && (BaseLevel < 81)) {
- getexp 8000,0;
- next;
- }
- else if ((BaseLevel > 80) && (BaseLevel < 86)) {
- getexp 15000,0;
- next;
- }
- else if ((BaseLevel > 85) && (BaseLevel < 91)) {
- getexp 20000,0;
- next;
- }
- else if ((BaseLevel > 90) && (BaseLevel < 96)) {
- getexp 40000,0;
- next;
- }
- else if ((BaseLevel > 95) && (BaseLevel < 150)) {
- getexp 50000,0;
- next;
- }
- else if (BaseLevel == 150) {
- getitem 617,1; //Old_Violet_Box
- next;
- }
- else {
- getitem 617,1; //Old_Violet_Box
- next;
+ if (checkre(3)) {
+ if (BaseLevel < 66) getitem 607,1; //Yggdrasilberry
+ else if ((BaseLevel > 65) && (BaseLevel < 75)) getexp 5000,0;
+ else if ((BaseLevel > 74) && (BaseLevel < 81)) getexp 8000,0;
+ else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 15000,0;
+ else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 20000,0;
+ else if ((BaseLevel > 90) && (BaseLevel < 96)) getexp 40000,0;
+ else if ((BaseLevel > 95) && (BaseLevel < 160)) getexp 50000,0;
+ else getitem 617,1; //Old_Violet_Box
+ } else {
+ if (BaseLevel < 66) getitem 607,1; //Yggdrasilberry
+ else if ((BaseLevel > 65) && (BaseLevel < 75)) getexp 50000,0;
+ else if ((BaseLevel > 74) && (BaseLevel < 81)) getexp 80000,0;
+ else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 150000,0;
+ else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 200000,0;
+ else if ((BaseLevel > 90) && (BaseLevel < 96)) getexp 400000,0;
+ else if ((BaseLevel > 95) && (BaseLevel < 99)) getexp 500000,0;
+ else getitem 617,1; //Old_Violet_Box
}
+ next;
mes "[Retired Soldier]";
mes "If there's anything";
mes "you learn from all this,";
@@ -11250,7 +11686,7 @@ OnTouch:
}
// Rogue Guild Investigation
-//============================================================
+//============================================================
prontera,163,204,3 script Man from Morroc 99,{
if (rumour_nd == 0) {
mes "[Morroc Traveler]";
diff --git a/npc/quests/quests_niflheim.txt b/npc/quests/quests_niflheim.txt
index e5e95c6a1..94bf2d25e 100644
--- a/npc/quests/quests_niflheim.txt
+++ b/npc/quests/quests_niflheim.txt
@@ -1,32 +1,33 @@
//===== Hercules Script ======================================
//= Quest NPCs related to Niflheim
-//===== By: ==================================================
+//===== By: ==================================================
//= The rAthena Dev Team
-//===== Current Version: =====================================
-//= 1.5
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Current Version: =====================================
+//= 1.6
+//===== Description: =========================================
+//= [Official Conversion]
//= Piano Key Ouest
//= - Escape from Niflheim
//= - Variables in use: nif_esc, MISC_QUEST (Bit 32)
//= Message Delivery Quest
//= - Deliver a message to Erious' departed wife.
//= - Variables in use: nif_revive, MISC_QUEST (Bit 16384)
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 Initial release, moved Book of Devil and Piano quest
-//= from npc/cities/niflheim.txt [Evera]
+//= from npc/cities/niflheim.txt [Evera]
//= 1.1 Optimized Book of Devil quest. used bit-wise var,
-//= Optimized Piano Quest - now uses 1 variable [Lupus]
+//= Optimized Piano Quest - now uses 1 variable [Lupus]
//= 1.2 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
//= 1.3 Moved the Book of Devil quest to custom folder. [L0ne_W0lf]
-//= Updated to Aegis 10.3 Standed, added Message Delivery Quest.
-//= Rescripted Piano Quest. Prior quest progress will be lost.
+//= Updated to Aegis 10.3 Standed, added Message Delivery Quest.
+//= Rescripted Piano Quest. Prior quest progress will be lost.
//= 1.4 Fixed NPCs using ID 111 when it shoudl have been 139. [L0ne_W0lf]
//= 1.5 Swapped NPC IDs back from last change (139 back to 111). [L0ne_W0lf]
//= Clicking will do nothing, you have to still "touch" the npc.
-//============================================================
+//= 1.6 Added questlog support. [Euphy]
+//============================================================
-// Piano Quest
+// Piano Quest :: nif_ryu
//============================================================
niflheim,224,243,3 script Alreg#nif 795,{
if (nif_piano) set nif_piano,0;
@@ -292,7 +293,7 @@ nif_in,188,168,3 script Witch#nif 792,{
end;
}
-// Message Delivery Quest
+// Message Delivery Quest :: nif_npc_lackee
//============================================================
prt_in,161,20,3 script Erious#nif 92,{
if (MISC_QUEST & 16384) {
@@ -353,6 +354,7 @@ prt_in,161,20,3 script Erious#nif 92,{
mes "Thank you for your help,";
mes "and please take care.";
set nif_revive,1;
+ setquest 11038;
close;
}
mes "[Erious]";
@@ -432,6 +434,7 @@ prt_in,161,20,3 script Erious#nif 92,{
if (checkweight(610,26)) {
set MISC_QUEST,MISC_QUEST | 16384;
set nif_revive,0;
+ completequest 11043;
getitem 607,2; //Yggdrasilberry
getitem 608,2; //Seed_Of_Yggdrasil
getitem 610,10; //Leaf_Of_Yggdrasil
@@ -476,6 +479,7 @@ prt_in,161,20,3 script Erious#nif 92,{
if (checkweight(610,10)) {
set MISC_QUEST,MISC_QUEST | 16384;
set nif_revive,0;
+ completequest 11042;
getitem 610,10; //Leaf_Of_Yggdrasil
mes "[Erious]";
mes "Thank you for everything.";
@@ -539,6 +543,7 @@ umbala,215,181,3 script Billik 733,{
mes "for him. That way, he'll know for";
mes "sure that I've sent you.";
set nif_revive,2;
+ changequest 11038,11039;
next;
mes "[Billik]";
mes "The town of the dead is located";
@@ -598,6 +603,7 @@ niflheim,153,215,3 script Feylin 794,{
mes "you go back to where you came";
mes "from before it's too late.";
set nif_revive,3;
+ changequest 11039,11040;
close;
}
else if (nif_revive == 3) {
@@ -621,6 +627,7 @@ niflheim,153,215,3 script Feylin 794,{
mes "you. Besides, speaking about";
mes "such things is taboo.";
set nif_revive,4;
+ changequest 11040,11041;
close;
}
mes "[Feylin]";
@@ -675,6 +682,7 @@ niflheim,153,215,3 script Feylin 794,{
delitem 748,1; //Witherless_Rose
delitem 610,10; //Leaf_Of_Yggdrasil
set nif_revive,5;
+ changequest 11041,11042;
percentheal -99,0;
next;
mes "[Feylin]";
@@ -718,6 +726,7 @@ niflheim,153,215,3 script Feylin 794,{
mes "with someone else. Oh, also let";
mes "him know that I forgive him.";
set nif_revive,6;
+ changequest 11040,11043;
getitem 934,1; //Mementos
next;
mes "[Elly]";
diff --git a/npc/quests/quests_payon.txt b/npc/quests/quests_payon.txt
index 719e3a543..5872420fa 100644
--- a/npc/quests/quests_payon.txt
+++ b/npc/quests/quests_payon.txt
@@ -1,14 +1,12 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Quest NPCs related to Payon
-//===== By: ==================================================
+//===== By: ==================================================
//= kobra_k88
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.7
-//===== Compatible With: =====================================
-//= rAthena 7.15 +
-//===== Description: =========================================
+//===== Description: =========================================
//= Pretend Murder, Ear Muffs, Oxygen, Derivuchi Cap, Helm of Angel Quests.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.1 Helm of Angel bug fixed [Lupus]
//= 1.2 Fixed skirt of virgin [Lupus]
//= 1.3 Fixed exploits [Lupus]
@@ -17,7 +15,7 @@
//= 1.5a replaced item "names" with item id. [Lupus]
//= 1.6 Updated Dialogs from "Oxygen Mask Quest" [Samuray22]
//= 1.7 Updated headgear quests. [L0ne_W0lf]
-//============================================================
+//============================================================
// 'Pretend Murdered' Quest
//============================================================
@@ -35,7 +33,7 @@ payon_in01,99,72,4 script Granny 103,{
next;
switch(select("Alright.:No way!")) {
case 1:
- delitem 1049,4; //Skirt_Of_Virgin
+ delitem 1049,4; //Skirt_Of_Virgin
mes "[Granny]";
mes "Oh! Thank you so much~ Now I can make some clothes for Kitty Cutty~";
next;
@@ -46,7 +44,7 @@ payon_in01,99,72,4 script Granny 103,{
mes "If it's okay...";
mes "I'd like to give you this.";
next;
- getitem 2293,1; // Pretend_Murdered
+ getitem 2293,1; //Pretend_Murdered
mes "[Granny]";
mes "Goodbye, adventurer~!";
mes "Thank you for making an old woman so happy...";
@@ -79,33 +77,33 @@ payon_in01,18,10,4 script Mystic Lady 76,{
next;
mes "[Mystic Lady]";
mes "If you plan to travel to colder regions, I suggest that you bring some ^3355FFEar Muffs^000000...";
- Emotion e_dots;
+ emotion e_dots;
next;
mes "[Mystic Lady]";
mes "Ear Muffs are my family's specialty, and we provide it to customers who have ^FF33551 Cursed Ruby^000000, ^3311AA1 Headset,^000000 ^3355FF 200 Feathers^000000 and ^DDDD005000 Zeny^000000.";
- Emotion e_dots;
+ emotion e_dots;
next;
switch(select("Oh Yeah? That sounds good.:No thank you, Ma'am.")) {
case 1:
if ((countitem(724) > 0) && (countitem(949) > 199) && (countitem(5001) > 0) && (Zeny > 4999)) {
mes "[Mystic Lady]";
- delitem 724,1; //Cardinal_Jewel_
- delitem 949,200; //Feather
- delitem 5001,1; //Headset
+ delitem 724,1; //Cardinal_Jewel_
+ delitem 949,200; //Feather
+ delitem 5001,1; //Headset
set Zeny,Zeny-5000;
mes "Here, I will give you this pre-made one.";
- getitem 2283,1; // Ear_Mufs
+ getitem 2283,1; //Ear_Mufs
next;
mes "[Mystic Lady]";
mes "Thank you for buying our product. You won't regret purchasing our Ear Muffs: Satisfaction guaranteed~";
- Emotion e_dots;
+ emotion e_dots;
close;
}
else {
mes "[Mystic Lady]";
mes "Oh dear...";
mes "You don't have enough money or items. Unfortunately, we can't give any discounts. Please understand that we have to make a living...";
- Emotion e_dots;
+ emotion e_dots;
close;
}
case 2:
@@ -114,7 +112,7 @@ payon_in01,18,10,4 script Mystic Lady 76,{
mes "I believe we";
mes "will meet again.";
mes "...One of these days.";
- Emotion e_dots;
+ emotion e_dots;
close;
}
}
@@ -145,7 +143,7 @@ payon_in02,25,71,4 script Boy 86,{
close;
case 2:
if (countitem(701) > 4) {
- delitem 701,5; //Ora_Ora
+ delitem 701,5; //Ora_Ora
}
mes "[Young Man]";
mes "Muhahahahah!!!";
@@ -159,7 +157,7 @@ payon_in02,25,71,4 script Boy 86,{
mes "Huk...Huk...";
mes "Sorry, I was out of control with pleasure for a while. Now, I will give my treasure as promised.";
next;
- getitem 5004,1; // Oxygen_Mask
+ getitem 5004,1; //Oxygen_Mask
mes "[Young Man]";
mes "When you wear this over your mouth and start to breathe, it filters junk out before getting to your lungs.";
next;
@@ -248,11 +246,11 @@ payon_in01,56,12,7 script Young man#12 89,{
mes "[Young man]";
mes ".....Hm.";
mes "Fine, here's your Helm of Angel. Take it.";
- delitem 2229,1; //Helm_
- delitem 2254,1; //Angelic_Chain
- delitem 7036,5; //Fang_Of_Garm
+ delitem 2229,1; //Helm_
+ delitem 2254,1; //Angelic_Chain
+ delitem 7036,5; //Fang_Of_Garm
close2;
- getitem 5025,1; // Helm_Of_Angel
+ getitem 5025,1; //Helm_Of_Angel
end;
}
else {
@@ -285,10 +283,10 @@ payon_in01,56,12,7 script Young man#12 89,{
if ((countitem(1038) > 599) && (countitem(7048) > 39)) {
mes "[Young man]";
mes ".....Hm. Here's your Deviruchi Hat. Please take it.";
- delitem 1038,600; //Petite_DiablOfs_Horn
- delitem 7048,40; //Talon_Of_Griffin
+ delitem 1038,600; //Petite_DiablOfs_Horn
+ delitem 7048,40; //Talon_Of_Griffin
close2;
- getitem 5038,1; // Deviruchi_Cap
+ getitem 5038,1; //Deviruchi_Cap
end;
}
else {
diff --git a/npc/quests/quests_prontera.txt b/npc/quests/quests_prontera.txt
index fba2043f3..9d207c088 100644
--- a/npc/quests/quests_prontera.txt
+++ b/npc/quests/quests_prontera.txt
@@ -1,27 +1,25 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Quest NPCs related to Prontera
-//===== By: ==================================================
+//===== By: ==================================================
//= kobra_k88; L0ne_W0lf
-//===== Current Version: =====================================
-//= 2.8
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 2.9
+//===== Description: =========================================
//= Collection of Prontera-based quests.
//= * Culvert Access
//= * Ph.D Hat Quest
//= * Gaebolg Family Curse
//===== Comments: ============================================
//= Culvert Access:
-//= - [Aegis Conversion]
+//= - [Official Conversion]
//= - Variable in use: MISC_QUEST (bit 8)
//= Ph.D Hat Quest:
-//= - [Aegis Conversion]
+//= - [Official Conversion]
//= - n/a
//= Gaebolg Family Curse:
-//= - [Aegis Conversion]
+//= - [Official Conversion]
//= - Variable in use: prt_curse (max 61)
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= Fixed flower name Dreamy -> Illusion
//= 1.2 Fixed exploit [Lupus]
//= 1.3 Removed Duplicates [Silent]
@@ -47,11 +45,12 @@
//= 2.5a Fixed requirements for PH D. Hat agian lol. [L0ne_W0lf]
//= 2.6 Replaced effect numerics with constants. [L0ne_W0lf]
//= 2.7 Corrected 'IProntera' typo. (bugreport:4522) [L0ne_W0lf]
-//= 2.8 Added renewal checks for exp distribution [Streusel]
-//============================================================
+//= 2.8 Updated RE/Pre-RE EXP. [Euphy]
+//= 2.9 Updated Nameless Island addition and added questlog support. [Euphy]
+//============================================================
-// Prontera Culvert
-//============================================================
+// Prontera Culvert :: prt_npc
+//============================================================
prt_in,88,105,2 script Recruiter 105,{
if (MISC_QUEST & 8) {
mes "[Recruiter]";
@@ -145,7 +144,7 @@ S_Volunteer:
}
prt_fild05,270,212,5 script Culvert Guardian 105,{
- if(MISC_QUEST & 8) {
+ if (MISC_QUEST & 8) {
mes "[Culvert Guardian]";
mes "Ah, you're one of our volunteers. This is the entrance of the Prontera Culvert.";
mes "Do you wish to";
@@ -165,8 +164,8 @@ prt_fild05,270,212,5 script Culvert Guardian 105,{
close;
}
-// Ph.D Hat Quest
-//============================================================
+// Ph.D Hat Quest :: npc_6cript
+//============================================================
prt_in,38,108,4 script Teacher 53,{
if ((countitem(710) > 0) && (countitem(703) > 0) && (countitem(704) > 0) && (countitem(708) > 0)) {
mes "[Teacher]";
@@ -249,8 +248,8 @@ prt_in,38,108,4 script Teacher 53,{
}
}
-// Gaebolg Family Curse
-//============================================================
+// Gaebolg Family Curse :: prt_curse
+//============================================================
prontera,248,212,3 script Busy Boy#prt 706,3,3,{
callsub S_CheckWeight; //Check Player's weight
if (BaseLevel > 59) {
@@ -280,7 +279,7 @@ prontera,248,212,3 script Busy Boy#prt 706,3,3,{
mes ".........?";
next;
mes "[Busy-Looking Boy]";
- if (sex) {
+ if (Sex) {
mes "Ack! You're that clumsy";
mes "dude who made me drop";
}
@@ -291,7 +290,7 @@ prontera,248,212,3 script Busy Boy#prt 706,3,3,{
mes "all of those books earlier!";
mes "Wait, you ditched me before,";
mes "so why act all concerned now?";
- Emotion e_gasp;
+ emotion e_gasp;
}
else {
mes "[Busy-Looking Boy]";
@@ -306,7 +305,7 @@ prontera,248,212,3 script Busy Boy#prt 706,3,3,{
next;
select("Well, I, um...");
mes "[Busy-Looking Boy]";
- if (sex) {
+ if (Sex) {
mes "Yeah... A real";
mes "man wouldn't have";
mes "ditched back then";
@@ -329,10 +328,10 @@ prontera,248,212,3 script Busy Boy#prt 706,3,3,{
mes "it was a natural reflex!^000000";
next;
Specialeffect EF_HITDARK;
- Emotion e_omg;
+ emotion e_omg;
mes "^3355FF*BAM!*^000000";
next;
- Emotion e_omg;
+ emotion e_omg;
mes "[Busy-Looking Boy]";
mes "Ack! Those books...!";
mes "It took me so long to";
@@ -344,13 +343,13 @@ prontera,248,212,3 script Busy Boy#prt 706,3,3,{
mes "arrange these nicely";
mes "out of the bottom of";
mes "my freakin' heart.";
- Emotion e_lv,1;
+ emotion e_lv,1;
next;
mes "[Busy-Looking Boy]";
mes "...";
mes "......";
mes ".........";
- Emotion e_dots;
+ emotion e_dots;
next;
mes "[Busy-Looking Boy]";
mes "Huh...?";
@@ -372,7 +371,7 @@ prontera,248,212,3 script Busy Boy#prt 706,3,3,{
mes "easily, so it scares me to";
mes "death to ride the Airship";
mes "all the way to Juno.";
- Emotion e_dots;
+ emotion e_dots;
next;
mes "[Busy-Looking Boy]";
mes "Now I'm in trouble!";
@@ -380,7 +379,7 @@ prontera,248,212,3 script Busy Boy#prt 706,3,3,{
mes "time I just can't help it.";
mes "There's nothing I can do!";
mes "Oh, I'm gonna lose this job!";
- Emotion e_sob;
+ emotion e_sob;
next;
mes "[Busy-Looking Boy]";
mes "Wait... You adventurers";
@@ -396,7 +395,7 @@ prontera,248,212,3 script Busy Boy#prt 706,3,3,{
mes "It's none of your ";
mes "business, I know, but";
mes "I'm just so desperate...";
- Emotion e_sob;
+ emotion e_sob;
set prt_curse,2;
close;
}
@@ -408,7 +407,7 @@ prontera,248,212,3 script Busy Boy#prt 706,3,3,{
mes "Summon all my courage...";
mes "and b-board that Airship!";
mes "Argh! No, I can't do it!";
- Emotion e_dots;
+ emotion e_dots;
next;
callsub S_GetBooks;
mes "[Busy-Looking Boy]";
@@ -417,7 +416,7 @@ prontera,248,212,3 script Busy Boy#prt 706,3,3,{
mes "That guy's been waiting";
mes "for me to deliver his books";
mes "for quite a while now...";
- Emotion e_sob;
+ emotion e_sob;
close;
}
else if (prt_curse == 3) {
@@ -457,7 +456,7 @@ OnTouch:
mes "Hey, look out!";
mes "Can't you be more";
mes "careful?! Geeeeez!";
- Emotion e_ag;
+ emotion e_ag;
next;
mes "["+strcharinfo(0)+"]";
mes "Oops, I'm so sorry.";
@@ -506,7 +505,7 @@ OnTouch:
mes "easily, so it scares me to";
mes "death to ride the Airship";
mes "all the way to Juno.";
- Emotion e_dots;
+ emotion e_dots;
next;
mes "[Busy-Looking Boy]";
mes "Now I'm in trouble!";
@@ -514,7 +513,7 @@ OnTouch:
mes "time I just can't help it.";
mes "There's nothing I can do!";
mes "Oh, I'm gonna lose this job!";
- Emotion e_sob;
+ emotion e_sob;
next;
mes "[Busy-Looking Boy]";
mes "Wait... You adventurers";
@@ -530,7 +529,7 @@ OnTouch:
mes "It's none of your ";
mes "business, I know, but";
mes "I'm just so desperate...";
- Emotion e_sob;
+ emotion e_sob;
set prt_curse,2;
close;
}
@@ -624,7 +623,7 @@ yuno,311,195,3 script Historian#prt01 754,{
mes "[Historian]";
mes "GRRRRRRRRR!";
mes "Where are my books?!";
- Emotion e_ag;
+ emotion e_ag;
next;
select("Are you alright?");
mes "[Historian]";
@@ -655,7 +654,7 @@ yuno,311,195,3 script Historian#prt01 754,{
}
else {
select("Oh, I'm delivering the books for him.");
- Emotion e_what;
+ emotion e_what;
mes "[Historian]";
mes "Ah, really?";
mes "Great, you're here!";
@@ -812,7 +811,7 @@ yuno,311,195,3 script Historian#prt01 754,{
mes "ruling the kingdom, the 7 warriors agreed to hold a contest amongst";
mes "their families each generation to prevent royal corruption.";
next;
- Emotion e_swt2;
+ emotion e_swt2;
mes "[Historian]";
mes "Oh... Not too excited";
mes "about history, huh? Well,";
@@ -957,7 +956,7 @@ morocc_in,45,126,3 script Historian#prt02 702,{
mes "can't be good for my skin...";
mes "Ooh, I wish I were back home";
mes "in the Schwaltzvalt Republic~";
- Emotion e_sob;
+ emotion e_sob;
next;
mes "[Historian Rodafrian]";
mes "Hello there.";
@@ -1208,11 +1207,11 @@ morocc_in,45,126,3 script Historian#prt02 702,{
mes "that you have learned to";
mes "Rodafrian, choosing not";
mes "to withhold any secrets.^000000";
- Emotion e_ic;
+ emotion e_ic;
next;
mes "[Historian Rodafrian]";
mes ".....................!";
- Emotion e_gasp;
+ emotion e_gasp;
next;
mes "[Historian Rodafrian]";
mes "Thank you for sharing that";
@@ -1251,10 +1250,13 @@ morocc_in,45,126,3 script Historian#prt02 702,{
mes "that she might spread around!";
mes "Oh well, I guess I better head";
mes "back to the priests...)^000000";
- if (prt_curse == 30)
+ if (prt_curse == 30) {
set prt_curse,31;
- else
+ changequest 18042,18044;
+ } else {
set prt_curse,60;
+ changequest 18051,18052;
+ }
close;
}
@@ -1279,10 +1281,13 @@ morocc_in,45,126,3 script Historian#prt02 702,{
mes "through Karlomoff's report.";
mes "For now, it would be best";
mes "to return to Father Bamph.^000000";
- if (prt_curse == 30)
+ if (prt_curse == 30) {
set prt_curse,40;
- else
+ changequest 18042,18045;
+ } else {
set prt_curse,56;
+ completequest 18051;
+ }
close;
}
else if (prt_curse == 31 || prt_curse == 40) {
@@ -1294,7 +1299,7 @@ morocc_in,45,126,3 script Historian#prt02 702,{
close;
}
else if (prt_curse == 56) {
- Emotion e_an;
+ emotion e_an;
mes "[Historian Rodafrian]";
mes "I just paid a visit to";
mes "Karlomoff and gave him";
@@ -1305,7 +1310,7 @@ morocc_in,45,126,3 script Historian#prt02 702,{
close;
}
else if (prt_curse == 60) {
- Emotion e_an;
+ emotion e_an;
mes "[Historian Rodafrian]";
mes "I just aid a visit to";
mes "Karlomoff and gave him";
@@ -1357,6 +1362,7 @@ S_GiveName:
mes "for the sake of my research...";
if (getarg(0) == 1) delitem 7342,1; //File01
set prt_curse,8;
+ changequest 18031,18032;
close;
}
@@ -1495,6 +1501,7 @@ mjolnir_01,135,168,3 script Historian#prt03 754,{
mes "for. Good luck in your";
mes "travels, adventurer.";
set prt_curse,11;
+ changequest 18032,18033;
close;
}
else {
@@ -1935,8 +1942,9 @@ mjolnir_01,316,268,3 script Exhausted-Looking Woman 879,{
mes "I should deliver these";
mes "herbs to Prontera Church";
mes "before I talk to Rodafrian.)^000000";
- getitem 7432,1;
+ getitem 7432,1; //Leather_Pouch
set prt_curse,13;
+ changequest 18033,18034;
close;
}
else if (prt_curse > 12 && prt_curse < 16) {
@@ -1988,7 +1996,7 @@ mjolnir_01,316,268,3 script Exhausted-Looking Woman 879,{
mes "with death. But the royal family and the Prontera Church took";
mes "mercy on me, and allowed";
mes "me to live here in exile.";
- Emotion e_dots;
+ emotion e_dots;
next;
mes "[Bonnie Imbullea]";
mes "I began to sing this song";
@@ -2003,7 +2011,7 @@ mjolnir_01,316,268,3 script Exhausted-Looking Woman 879,{
mes "a maid found a fragment of a";
mes "Red Gemstone while cleaning";
mes "the secret ceremonial grounds.";
- Emotion e_gasp,1;
+ emotion e_gasp,1;
next;
mes "[Bonnie Imbullea]";
mes "I always thought it";
@@ -2035,6 +2043,7 @@ mjolnir_01,316,268,3 script Exhausted-Looking Woman 879,{
mes "and let Father Bamph";
mes "know about this information.)^000000";
set prt_curse,17;
+ changequest 18035,18036;
close;
}
else if (prt_curse == 17) {
@@ -2109,14 +2118,19 @@ mjolnir_01,316,268,3 script Exhausted-Looking Woman 879,{
mes "I can finally free myself from";
mes "this burdensome guilt...";
mes "Thank you, kind adventurer~";
- if (prt_curse == 35) set prt_curse,36;
- else if (prt_curse == 44) set prt_curse,45;
- else {
+ if (prt_curse == 35) {
+ set prt_curse,36;
+ completequest 18050;
+ } else if (prt_curse == 44) {
+ set prt_curse,45;
+ completequest 18049;
+ } else {
next;
mes "^3355FFNow, you can return to";
mes "Rodafrian, the historian";
mes "stationed in Morroc.^000000";
set prt_curse,55;
+ changequest 18049,18051;
}
close;
@@ -2246,7 +2260,7 @@ prt_church,185,106,3 script Father Bamph 60,{
mes "sent this adventurer here";
mes "for a favor, it probably means";
mes "she trusts this person. Besides, we need somebody to carry out";
- if (sex)
+ if (Sex)
mes "this task for us. Why not him?";
else
mes "this task for us. Why not her?";
@@ -2299,7 +2313,7 @@ prt_church,185,106,3 script Father Bamph 60,{
mes "at a young age^000000. That is";
mes "Jormungand's curse and";
mes "the royal family's secret.";
- Emotion e_omg,1;
+ emotion e_omg,1;
next;
mes "["+strcharinfo(0)+"]";
mes "What...?!";
@@ -2362,7 +2376,7 @@ prt_church,185,106,3 script Father Bamph 60,{
mes "complicated. Please";
mes "listen to what we have";
mes "to ask from here on...";
- Emotion e_dots;
+ emotion e_dots;
set prt_curse,15;
close;
}
@@ -2374,7 +2388,7 @@ prt_church,185,106,3 script Father Bamph 60,{
mes "looking marks on their bodies.";
mes "It almost looked as if they";
mes "were growing snake scales.";
- Emotion e_gasp,1;
+ emotion e_gasp,1;
next;
mes "["+strcharinfo(0)+"]";
mes "Wait, they grew snake";
@@ -2443,6 +2457,7 @@ prt_church,185,106,3 script Father Bamph 60,{
mes "remember anything that happened";
mes "after the exorcism failed...";
set prt_curse,16;
+ changequest 18034,18035;
close;
}
else if (prt_curse == 16) {
@@ -2483,6 +2498,7 @@ prt_church,185,106,3 script Father Bamph 60,{
mes "within the bookshelf and";
mes "I will meet you there.";
set prt_curse,18;
+ changequest 18036,18037;
close;
}
else if (prt_curse > 17 && prt_curse < 22) {
@@ -2519,6 +2535,7 @@ prt_church,185,106,3 script Father Bamph 60,{
mes "we can verify whether poison";
mes "was used to kill the princes?";
set prt_curse,23;
+ changequest 18039,18040;
close;
}
else if (prt_curse == 23) {
@@ -2552,6 +2569,7 @@ prt_church,185,106,3 script Father Bamph 60,{
mes "to the secret ceremonial grounds as soon as you can? I will wait";
mes "over there for you once again.";
set prt_curse,32;
+ changequest 18044,18046;
close;
}
else if (prt_curse == 32 || prt_curse == 33 || prt_curse == 41 || prt_curse == 42 || prt_curse == 51 || prt_curse == 52) {
@@ -2592,6 +2610,7 @@ prt_church,185,106,3 script Father Bamph 60,{
mes "you for all of your help. I'm very grateful for what you have done,";
mes "adventurer. May safety accompany you on all of your journeys.";
set prt_curse,35;
+ changequest 18047,18050;
close;
}
else if (prt_curse > 34 && prt_curse < 40 && !aru_monas) {
@@ -2624,6 +2643,7 @@ prt_church,185,106,3 script Father Bamph 60,{
mes "to the secret ceremonial grounds as soon as you can? I will wait";
mes "over there for you once again.";
set prt_curse,41;
+ changequest 18045,18046;
close;
}
else if (prt_curse == 43 || prt_curse == 53) {
@@ -2661,12 +2681,12 @@ prt_church,185,106,3 script Father Bamph 60,{
mes "that I cannot personally thank";
mes "you for all of your help. I'm very grateful for what you have done,";
mes "adventurer. May safety accompany you on all of your journeys.";
- if (prt_curse == 43) set prt_curse,44;
- else set prt_curse,54;
- if(checkre(0))
- getexp 160000,0;
+ if (prt_curse == 43)
+ set prt_curse,44;
else
- getexp 1600000,0;
+ set prt_curse,54;
+ changequest 18047,18049;
+ getexp (checkre(3))?90000:1600000,0;
close;
}
else if (prt_curse > 43 && prt_curse < 50 && !aru_monas) {
@@ -2701,6 +2721,7 @@ prt_church,185,106,3 script Father Bamph 60,{
mes "to the secret ceremonial grounds as soon as you can? I will wait";
mes "over there for you once again.";
set prt_curse,51;
+ changequest 18043,18046;
close;
}
else if (prt_curse == 60) {
@@ -2755,12 +2776,20 @@ prt_church,185,106,3 script Father Bamph 60,{
mes "secret ceremonial grounds";
mes "from now on. Thanks again for your help, "+strcharinfo(0)+".";
set prt_curse,61;
+ completequest 18052;
close;
}
else {
if (prt_curse == 36 || prt_curse == 45 || prt_curse == 56 || prt_curse == 61) {
// Begin Nameless Island Access Quest Addition
- if (aru_monas == 1) {
+ if (aru_monas == 0) {
+ mes "[Father Bamph]";
+ mes "I'm sorry, but would it";
+ mes "be alright if we talked";
+ mes "later? I have to handle";
+ mes "a very important task now...";
+ close;
+ } else if (aru_monas == 1) {
mes "[Father Bamph]";
mes "Oh, I've been waiting for";
mes "you, adventurer. I'm sorry";
@@ -2791,6 +2820,7 @@ prt_church,185,106,3 script Father Bamph 60,{
mes "and he will assist you in your";
mes "search for the lost official.";
set aru_monas,2;
+ changequest 17000,17001;
close;
}
else if (aru_monas == 2 || aru_monas == 3) {
@@ -2823,7 +2853,7 @@ prt_church,185,106,3 script Father Bamph 60,{
close;
}
else if (aru_monas == 5) {
- if (rand(1,10) == 10) {
+ if (rand(1,5) == 4) {
mes "[Father Bamph]";
mes "Well, I've considered all";
mes "possible scenarios. I think";
@@ -2863,8 +2893,9 @@ prt_church,185,106,3 script Father Bamph 60,{
mes "Please accept this money";
mes "to cover your Airship fee.";
mes "Thank you, and good luck.";
- set zeny,zeny+1500;
set aru_monas,6;
+ set Zeny, Zeny + (checkre(0)?5000:1500);
+ changequest 17002,17003;
close;
}
else {
@@ -2888,7 +2919,7 @@ prt_church,185,106,3 script Father Bamph 60,{
mes "Everything is tied to religion.";
close;
}
- else if (aru_monas > 6 && aru_monas < 24) {
+ else if (aru_monas > 6 && aru_monas < 25) {
mes "[Father Bamph]";
mes "Thank you so much for all";
mes "of your hard work. Our agents";
@@ -2898,25 +2929,7 @@ prt_church,185,106,3 script Father Bamph 60,{
mes "know what we've been doing.";
close;
}
- else if (aru_monas == 24) {
- mes "[Father Bamph]";
- mes "Thank you for bring us such";
- mes "important information. With";
- mes "your help, we were able to";
- mes "clear a few unsolved cases.";
- mes "We expected something like";
- mes "this, but not this soon.";
- next;
- mes "[Father Bamph]";
- mes "I fear that the Royal Court";
- mes "has been bickering over their";
- mes "own selfish needs. I pray that";
- mes "it does not grow worse, devolve";
- mes "into chaos. ^666666*Sigh*^000000 We'll see...";
- set aru_monas,25;
- close;
- }
- else if (aru_monas >= 25) {
+ else if (aru_monas == 25 || aru_monas == 26) {
mes "[Father Bamph]";
mes "Thank you for bring us such";
mes "important information. With";
@@ -2933,15 +2946,16 @@ prt_church,185,106,3 script Father Bamph 60,{
mes "into chaos. ^666666*Sigh*^000000 We'll see...";
close;
}
-// End Nameless Island Access Quest Addition
else {
mes "[Father Bamph]";
- mes "I'm sorry, but would it";
- mes "be alright if we talked";
- mes "later? I have to handle";
- mes "a very important task now...";
+ mes "It's upsetting to me that";
+ mes "Arunafeltz has been so quiet";
+ mes "lately. You know the expression";
+ mes "about there being a quiet lull";
+ mes "before a raging storm, right?";
close;
}
+// End Nameless Island Access Quest Addition
}
}
}
@@ -2997,10 +3011,8 @@ prt_church,184,110,3 script Father Biscuss 60,{
mes "Church, I want to thank";
mes "you for all of your help.";
set prt_curse,36;
- if(checkre(0))
- getexp 160000,0;
- else
- getexp 1600000,0;
+ completequest 18048;
+ getexp (checkre(3))?90000:1600000,0;
close;
}
else if (prt_curse == 36) {
@@ -3158,6 +3170,7 @@ prt_church,19,111,5 script #prince1 887,{
mes "note that the mark resembles";
mes "the scales of a serpent.^000000";
set prt_curse,20;
+ changequest 18037,18038;
close;
}
else if (prt_curse == 33 || prt_curse > 41 && prt_curse < 51 || prt_curse == 52) {
@@ -3193,7 +3206,7 @@ prt_church,21,111,5 script #prince2 887,{
mes "curse, we all failed. Those";
mes "involved have begun to believe";
mes "that Odin may have abandoned us... ";
- Emotion e_omg,1;
+ emotion e_omg,1;
next;
mes "^3355FFYou examine the body of";
mes "the second prince and notice";
@@ -3218,6 +3231,7 @@ prt_church,21,111,5 script #prince2 887,{
mes "involved. Let's go check";
mes "the body of the third prince.";
set prt_curse,21;
+ changequest 18038,18039;
close;
}
else if (prt_curse == 33 || prt_curse > 41 && prt_curse < 51 || prt_curse == 52) {
@@ -3328,6 +3342,7 @@ prt_church,24,111,5 script #prince3 887,{
if (prt_curse == 32) set prt_curse,33;
else if (prt_curse == 41) set prt_curse,42;
else set prt_curse,52;
+ changequest 18046,18047;
close;
}
mes "^3355FFYou'll need to have";
@@ -3387,6 +3402,7 @@ moc_fild16,201,295,5 script Assassin Guildsman#poiso 884,{
mes "in Morroc. Go find someone";
mes "named ^3131FFMarjana^000000 inside.";
set prt_curse,24;
+ changequest 18040,18041;
close;
}
mes "[Assassin Guildsman]";
@@ -3573,6 +3589,7 @@ OnTouch:
mes "Father Bamph, so I guess";
mes "that I'll go talk to her first.";
set prt_curse,30;
+ changequest 18041,18042;
close;
}
mes "["+strcharinfo(0)+"]";
@@ -3582,6 +3599,7 @@ OnTouch:
mes "bodies. I better head over";
mes "to Prontera right away.";
set prt_curse,50;
+ changequest 18041,18043;
close;
}
}
@@ -3614,14 +3632,14 @@ prt_in,162,99,4 script Librarian#curse 67,{
mes "we will provide you with";
mes "replacement copies.";
next;
- if (zeny > 699) {
+ if (Zeny > 699) {
mes "[Librarian]";
mes "Ah, here you are.";
mes "Please take these";
mes "replacement copies,";
mes "and try not to lose";
mes "them again. Thank you.";
- set zeny,zeny-700;
+ set Zeny, Zeny-700;
getitem 7431,1; //Books
close;
}
diff --git a/npc/quests/quests_rachel.txt b/npc/quests/quests_rachel.txt
index ed77ef22d..a7615a9e2 100644
--- a/npc/quests/quests_rachel.txt
+++ b/npc/quests/quests_rachel.txt
@@ -1,18 +1,16 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Rachel Quests
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 3.5
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 3.6
+//===== Description: =========================================
//= Collection of Rachel Quests
//= Lost Child Quest:
//= - End of quest coincides with opening the Sanctuary.
//= - Variable in use: lost_boy (max 13)
//= Bruspetti Quest:
-//= - [Aegis conversion]
+//= - [Official Conversion]
//= - Requires friendship quest as a prerequisite.
//= - Variable in use: rach_vice (max 24)
//= Ice Necklace Quest:
@@ -25,34 +23,7 @@
//= - Variable in use: Once completed MISC_QUEST bit 8192 is set
//= - Variable in use: ra_have_donated (0 no/1 yes)
//= - Variable in use: $rachel_donate (max 10000)
-//===== Additional Comments: =================================
-//= 1.0 First version, needs testing. [L0ne_W0lf]
-//= 1.1 Some slight optimization. [L0ne_W0lf]
-//= 1.2 Fixed Man Stuck in Ice only giving 1 Freezing Snow Powder. [L0ne_W0lf]
-//= 1.3 Added the ability to redeem lottery tickets before donation max is met. [L0ne_W0lf]
-//= 1.4 Removed an erroneous "case". Thanks, Jet. [L0ne_W0lf]
-//= 1.5 Fixed a bug in Bruspetti quest. [SinSloth]
-//= 1.5b Fixed some typos in various quests. [SinSloth]
-//= 1.6 Fixed a couple bugs with the Pope's Office Guards... [L0ne_W0lf]
-//= 1.7 Fixed Maheo, he will revert to his frozen state when clicked. [L0ne_W0lf]
-//= Replaced instances of "+name+", with "+strcharinfo(0)".
-//= 1.8 Various fixes: Hamion will now delete items used for Wind Hammer. [L0ne_W0lf]
-//= Fixed EXP reward in Ice Necklace quest, fixed a typo in an NPC header.
-//= Another minor fix to Hamion. "< 1" -> "< 2". Added a missing close to
-//= the ontouch "key". Thanks to Gepard for pointing them out.
-//= 1.9 Fixed a misorder with variable checkings. [SinSloth]
-//= 2.0 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
-//= 2.1 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
-//= 2.2 Maheo NPC now uses "setnpcdisplay" instead of two NPCs. [L0ne_W0lf]
-//= 2.2a Corrected a Typo error ";;". [Samuray22]
-//= 2.3 Added Zhed's portion of Thor Volcano Base Quest. (euRO) [L0ne_W0lf]
-//= 2.4 Updated Zhed's Thor Vol. Base addition dialog to iRO's. [L0ne_W0lf]
-//= 2.4a Further updates to Zhed's Veins addition. [L0ne_W0lf]
-//= 2.5 Added Nameless Island quest addition. [L0ne_W0lf]
-//= 2.6 Uncommented ontouchNPC label for Man Stuck in Ice. [L0ne_W0lf]
-//= 2.7 Corrected overlaping warp coordinates. [L0ne_W0lf]
-//= 2.8 Replaced effect numerics with constants. [L0ne_W0lf]
-//= 2.9 Replaced effect numerics with constants. [Samuray22]
+//===== Additional Comments: =================================
//= 3.0 Large reordering of Zhed, and Peace to the Arunafeltz addition. [L0ne_W0lf]
//= Some more numeric conversion, and some other cleanup.
//= 3.1 Updated Ice Necklace quest, added missing checks. [L0ne_W0lf]
@@ -63,11 +34,12 @@
//= 3.4 Added quest log entries for:
//= - Ice Necklace Quest
//= - Thor Volcano Base Quest addition.
-//= 3.5 Added renewal checks for exp distribution [Streusel]
-//============================================================
+//= 3.5 Updated RE/Pre-RE EXP. [Euphy]
+//= 3.6 Added questlog support. [Euphy]
+//============================================================
-// Lost Child Quest (Prerequisite to High Priest quest)
-//============================================================
+// Lost Child Quest (Prerequisite to High Priest quest) :: rachel_wonjumin
+//============================================================
ra_in01,384,246,3 script Vincent#ra_in01 47,{
if (BaseLevel < 60) {
mes "[Vincent]";
@@ -78,7 +50,6 @@ ra_in01,384,246,3 script Vincent#ra_in01 47,{
mes "work, brave adventurer.";
close;
}
-
if (lost_boy < 1) {
mes "[Vincent]";
mes "I am Vincert, steward of";
@@ -95,9 +66,7 @@ ra_in01,384,246,3 script Vincent#ra_in01 47,{
mes "ask you for your help with";
mes "a problem on his behalf.";
next;
-
switch(select("I'm too busy.:Sure, why not?")) {
-
case 1:
mes "[Vincent]";
mes "I understand.";
@@ -107,7 +76,6 @@ ra_in01,384,246,3 script Vincent#ra_in01 47,{
mes "later, then I'd like to ask for";
mes "your assistance once again.";
close;
-
case 2:
mes "[Vincent]";
mes "Thank you. You see,";
@@ -139,12 +107,10 @@ ra_in01,384,246,3 script Vincent#ra_in01 47,{
mes "You might want to question the";
mes "other servants of his whereabouts. Thanks again for your help.";
set lost_boy,1;
+ setquest 8089;
close;
-
}
-
}
-
else if ((lost_boy >= 1) && (lost_boy < 4)) {
mes "[Vincent]";
mes "I suggest looking around";
@@ -153,7 +119,6 @@ ra_in01,384,246,3 script Vincent#ra_in01 47,{
mes "Phobe's current location.";
close;
}
-
else if ((lost_boy >= 4) && (lost_boy < 7)) {
mes "[Vincent]";
mes "We're running out";
@@ -162,7 +127,6 @@ ra_in01,384,246,3 script Vincent#ra_in01 47,{
mes "as soon as you can.";
close;
}
-
else if (lost_boy == 7) {
mes "[Vincent]";
mes "Ah...!";
@@ -298,9 +262,9 @@ ra_in01,384,246,3 script Vincent#ra_in01 47,{
mes "just a kid, so he's probably";
mes "hiding somewhere in town.";
set lost_boy,8;
+ changequest 8094,8095;
close;
}
-
else if (lost_boy == 8) {
mes "[Vincent]";
mes "The gem is very special...";
@@ -339,7 +303,6 @@ ra_in01,384,246,3 script Vincent#ra_in01 47,{
mes "hiding somewhere in town...";
close;
}
-
else if (lost_boy == 9) {
mes "[Vincent]";
mes "You came back!";
@@ -385,9 +348,9 @@ ra_in01,384,246,3 script Vincent#ra_in01 47,{
mes "Jenny about Phobe?";
mes "Sure, sure, I'll do that.";
set lost_boy,10;
+ changequest 8097,8097;
close;
}
-
else if (lost_boy == 10) {
mes "[Vincent]";
mes "Oh! While I return this";
@@ -402,7 +365,6 @@ ra_in01,384,246,3 script Vincent#ra_in01 47,{
mes "Sure, sure, I'll do that.";
close;
}
-
else if (lost_boy == 11) {
mes "["+strcharinfo(0)+"]";
mes "I told Jenny that";
@@ -446,8 +408,9 @@ ra_in01,384,246,3 script Vincent#ra_in01 47,{
mes "I don't know what's inside,";
mes "but I know these items are";
mes "quite valuable nowadays...";
- getitem 617,1; //Old_Violet_Box
set lost_boy,12;
+ changequest 8098,8099;
+ getitem 617,1; //Old_Violet_Box
next;
mes "[Vincent]";
mes "Ah, and this note is a";
@@ -462,7 +425,6 @@ ra_in01,384,246,3 script Vincent#ra_in01 47,{
mes "from Vincent.^000000";
close;
}
-
else {
mes "[Vincent]";
mes "Thank you for everything";
@@ -472,7 +434,6 @@ ra_in01,384,246,3 script Vincent#ra_in01 47,{
mes "hesitate to ask me, alright?";
close;
}
-
}
rachel,114,232,3 script Logan#ra_in01 869,{
@@ -486,7 +447,6 @@ rachel,114,232,3 script Logan#ra_in01 869,{
mes "don't distract me, please.";
close;
}
-
else if (lost_boy == 1) {
mes "["+strcharinfo(0)+"]";
mes "Excuse me, but do";
@@ -532,9 +492,9 @@ rachel,114,232,3 script Logan#ra_in01 869,{
mes "inside the mansion. He's";
mes "been working here for a while.";
set lost_boy,2;
+ changequest 8089,8090;
close;
}
-
else if (lost_boy == 2) {
mes "[Logan]";
mes "If you want to learn";
@@ -545,7 +505,6 @@ rachel,114,232,3 script Logan#ra_in01 869,{
mes "the mansion is a good bet.";
close;
}
-
}
ra_in01,372,200,3 script Manson#ra_in01 929,{
@@ -559,7 +518,6 @@ ra_in01,372,200,3 script Manson#ra_in01 929,{
mes "cleaning up after visitors.";
close;
}
-
else if (lost_boy == 1) {
mes "[Manson]";
mes "You know, considering";
@@ -570,7 +528,6 @@ ra_in01,372,200,3 script Manson#ra_in01 929,{
mes "Sir Zhed here in the mansion.";
close;
}
-
else if (lost_boy == 2) {
mes "["+strcharinfo(0)+"]";
mes "Excuse me, but do you";
@@ -633,9 +590,9 @@ ra_in01,372,200,3 script Manson#ra_in01 929,{
mes "now, and she'd appreciate";
mes "your help in finding Phobe.";
set lost_boy,3;
+ changequest 8090,8091;
close;
}
-
else if (lost_boy == 3) {
mes "[Manson]";
mes "You know, if you want to";
@@ -646,7 +603,6 @@ ra_in01,372,200,3 script Manson#ra_in01 929,{
mes "your help in finding Phobe.";
close;
}
-
else {
mes "[Manson]";
mes "Nuts, there's so much";
@@ -656,7 +612,6 @@ ra_in01,372,200,3 script Manson#ra_in01 929,{
mes "Ah well, it's a living.";
close;
}
-
}
rachel,48,237,3 script Jenny#ra_in01 894,{
@@ -669,7 +624,6 @@ rachel,48,237,3 script Jenny#ra_in01 894,{
mes "haven't been invited!";
close;
}
-
else if (lost_boy == 3) {
mes "["+strcharinfo(0)+"]";
mes "Excuse me, but are";
@@ -719,9 +673,9 @@ rachel,48,237,3 script Jenny#ra_in01 894,{
mes "Alright, I guess I can go";
mes "to the market and ask around.";
set lost_boy,4;
+ changequest 8091,8092;
close;
}
-
else if ((lost_boy >= 3) && (lost_boy < 6)) {
mes "[Jenny]";
mes "Please find Phobe,";
@@ -737,7 +691,6 @@ rachel,48,237,3 script Jenny#ra_in01 894,{
mes "Phobe was last seen.";
close;
}
-
else if (lost_boy == 6) {
mes "[Jenny]";
mes "Please find Phobe,";
@@ -747,7 +700,6 @@ rachel,48,237,3 script Jenny#ra_in01 894,{
mes "about that boy, you know?";
close;
}
-
else if ((lost_boy > 6) && (lost_boy < 11)) {
mes "[Jenny]";
mes "Oh! You're back!";
@@ -760,7 +712,6 @@ rachel,48,237,3 script Jenny#ra_in01 894,{
mes "important to discuss";
mes "with Vincent first.";
}
-
else if (lost_boy == 8) {
mes "["+strcharinfo(0)+"]";
mes "Actually... Uh...";
@@ -769,7 +720,6 @@ rachel,48,237,3 script Jenny#ra_in01 894,{
mes "lead! Don't worry, I'll";
mes "find him soon, I promise.";
}
-
else if (lost_boy == 9) {
mes "["+strcharinfo(0)+"]";
mes "Actually... Uh...";
@@ -779,7 +729,6 @@ rachel,48,237,3 script Jenny#ra_in01 894,{
mes "some good news soon,";
mes "I promise. Se eyou later~";
}
-
else if (lost_boy == 10) {
mes "["+strcharinfo(0)+"]";
mes "Yes, he's fine, just";
@@ -820,11 +769,10 @@ rachel,48,237,3 script Jenny#ra_in01 894,{
mes "happier. Thank you for";
mes "all of your help, adventurer~";
set lost_boy,11;
+ changequest 8097,8098;
}
-
close;
}
-
else if ((lost_boy > 10) && (lost_boy < 13)) {
mes "[Jenny]";
mes "Thank you so much for";
@@ -835,9 +783,7 @@ rachel,48,237,3 script Jenny#ra_in01 894,{
mes "I am to you as a mother...";
close;
}
-
end;
-
}
rachel,138,73,5 script Idle Merchant#ra_in01 85,{
@@ -851,7 +797,6 @@ rachel,138,73,5 script Idle Merchant#ra_in01 85,{
mes "pack it up and go home.";
close;
}
-
else if (lost_boy == 4) {
mes "["+strcharinfo(0)+"]";
mes "Excuse me?";
@@ -931,7 +876,6 @@ rachel,138,73,5 script Idle Merchant#ra_in01 85,{
set lost_boy,5;
close;
}
-
else if (lost_boy >= 5) {
mes "["+strcharinfo(0)+"]";
mes "(^333333I better ask the other";
@@ -942,7 +886,6 @@ rachel,138,73,5 script Idle Merchant#ra_in01 85,{
mes "ridiculous mock vegetables.^000000)";
close;
}
-
}
rachel,120,47,3 script Idle Merchant#ra_in01_2 85,{
@@ -955,7 +898,6 @@ rachel,120,47,3 script Idle Merchant#ra_in01_2 85,{
mes "make a living like this.";
close;
}
-
else if (lost_boy == 5) {
mes "["+strcharinfo(0)+"]";
mes "Excuse me,";
@@ -1003,9 +945,9 @@ rachel,120,47,3 script Idle Merchant#ra_in01_2 85,{
mes "in that ice cave. That place";
mes "can be plenty dangerous.";
set lost_boy,6;
+ changequest 8092,8093;
close;
}
-
else if (lost_boy == 6) {
mes "[Idle Merchant]";
mes "So yeah, last night,";
@@ -1038,8 +980,6 @@ rachel,120,47,3 script Idle Merchant#ra_in01_2 85,{
mes "can be plenty dangerous.";
close;
}
-
-
}
ra_fild01,245,325,3 script Suspicious Man#ra_in01 934,{
@@ -1052,7 +992,6 @@ ra_fild01,245,325,3 script Suspicious Man#ra_in01 934,{
mes "precious oxygen!";
close;
}
-
if (lost_boy == 6) {
mes "["+strcharinfo(0)+"]";
mes "Excuse me, but do you";
@@ -1133,9 +1072,9 @@ ra_fild01,245,325,3 script Suspicious Man#ra_in01 934,{
mes "to Vincent and make";
mes "him explain everything.";
set lost_boy,7;
+ changequest 8093,8094;
close;
}
-
else if (lost_boy == 7) {
mes "[Mogan]";
mes "It looks like he set";
@@ -1152,7 +1091,6 @@ ra_fild01,245,325,3 script Suspicious Man#ra_in01 934,{
mes "him explain everything.";
close;
}
-
}
rachel,263,32,3 script Kid#ra_in01 931,{
@@ -1161,7 +1099,6 @@ rachel,263,32,3 script Kid#ra_in01 931,{
mes "Leave me alone!";
close;
}
-
else if (lost_boy == 8) {
mes "^3355FFYou catch a shining";
mes "glint from this boy's";
@@ -1246,9 +1183,9 @@ rachel,263,32,3 script Kid#ra_in01 931,{
mes "you should bring this red";
mes "jewel back to Vincent.^000000";
set lost_boy,9;
+ changequest 8095,8096;
close;
}
-
else if (lost_boy == 9) {
mes "[Phobe]";
mes "I... I'm not ready";
@@ -1264,7 +1201,6 @@ rachel,263,32,3 script Kid#ra_in01 931,{
mes "jewel back to Vincent.^000000";
close;
}
-
else {
mes "["+strcharinfo(0)+"]";
mes "You know, you should";
@@ -1288,14 +1224,10 @@ rachel,263,32,3 script Kid#ra_in01 931,{
mes "Gosh... Fine.";
close;
}
-
}
-//End of Lost Child quest
-//============================================================
-
-//Bruspetti Quest (Perequisite: Lighthalzen "Friendship" quest)
-//============================================================
+// Bruspetti Quest (Perequisite: Lighthalzen "Friendship" quest) :: rachel_ryu
+//============================================================
ra_in01,235,194,5 script Katinshuell 931,{
if (rach_vice > 21) {
mes "[Katinshuell]";
@@ -1306,7 +1238,6 @@ ra_in01,235,194,5 script Katinshuell 931,{
mes "could have had a chance...";
close;
}
-
else if ((rach_vice == 21) && (countitem(1201) > 0)) {
mes "[Katinshuell]";
mes "Please... Please just";
@@ -1317,9 +1248,9 @@ ra_in01,235,194,5 script Katinshuell 931,{
mes "turn me in, go ahead...";
delitem 1201,1; //Knife
set rach_vice,22;
+ changequest 8121,8122;
close;
}
-
else if (rach_vice == 21) {
mes "[Katinshuell]";
mes "I suppose it's my";
@@ -1329,7 +1260,6 @@ ra_in01,235,194,5 script Katinshuell 931,{
mes "truly happy. Bruspetti...";
close;
}
-
else if ((rach_vice == 20) && (countitem(1201) > 0)) {
mes "[Katinshuell]";
mes "I suppose there's";
@@ -1434,7 +1364,6 @@ ra_in01,235,194,5 script Katinshuell 931,{
mes "God! My life sucks!";
close;
}
-
else if (rach_vice == 21) {
mes "[Katinshuell]";
mes "^333333*Pant pant*^000000";
@@ -1445,7 +1374,6 @@ ra_in01,235,194,5 script Katinshuell 931,{
mes "h-haunt me... Ha ha ha...";
close;
}
-
else if ((rach_vice == 20) && (countitem(1201) > 0)) {
mes "[Katinshuell]";
mes "I...";
@@ -1487,7 +1415,6 @@ ra_in01,235,194,5 script Katinshuell 931,{
mes "Mr. Katinshuell?";
close;
}
-
else if ((rach_vice == 19) || (rach_vice == 20)) {
mes "[Katinshuell]";
mes "I...";
@@ -1507,6 +1434,7 @@ ra_in01,235,194,5 script Katinshuell 931,{
mes "I... I don't have";
mes "to tell you anything!";
set rach_vice,20;
+ changequest 8120,8121;
next;
mes "[" + strcharinfo(0) + "]";
mes "(^333333He's still resisting";
@@ -1514,7 +1442,6 @@ ra_in01,235,194,5 script Katinshuell 931,{
mes "him to reveal the truth?^000000)";
close;
}
-
else if (rach_vice == 18) {
mes "[" + strcharinfo(0) + "]";
mes "Let's see...";
@@ -1581,7 +1508,6 @@ ra_in01,235,194,5 script Katinshuell 931,{
mes ".........";
close;
}
-
else if (rach_vice == 17) {
mes "[Katinshuell]";
mes "Damn it! I don't want to";
@@ -1599,7 +1525,6 @@ ra_in01,235,194,5 script Katinshuell 931,{
set rach_vice,18;
close;
}
-
else if (rach_vice == 16) {
mes "[Katinshuell]";
mes "Ha ha ha...";
@@ -1635,7 +1560,6 @@ ra_in01,235,194,5 script Katinshuell 931,{
mes "I don't know what";
mes "you're talking about!";
close;
-
case 2:
mes "[" + strcharinfo(0) + "]";
mes "You know, I found out";
@@ -1684,7 +1608,6 @@ ra_in01,235,194,5 script Katinshuell 931,{
mes "backfired, so I'm going";
mes "to have to try this again.)^000000";
close;
-
case 2:
mes "[" + strcharinfo(0) + "]";
mes "So while she was away";
@@ -1703,7 +1626,6 @@ ra_in01,235,194,5 script Katinshuell 931,{
mes "backfired, so I'm going";
mes "to have to try this again.)^000000";
close;
-
case 3:
mes "[" + strcharinfo(0) + "]";
mes "Wait a second! Your break-up";
@@ -1739,7 +1661,6 @@ ra_in01,235,194,5 script Katinshuell 931,{
mes "backfired, so I'm going";
mes "to have to try this again.)^000000";
close;
-
case 2:
mes "[" + strcharinfo(0) + "]";
mes "Hmm... Why are you";
@@ -1767,9 +1688,7 @@ ra_in01,235,194,5 script Katinshuell 931,{
mes "before I get really angry!";
close;
}
-
}
-
case 3:
mes "[" + strcharinfo(0) + "]";
mes "Freya's Spring.";
@@ -1787,7 +1706,6 @@ ra_in01,235,194,5 script Katinshuell 931,{
mes "That's a pretty";
mes "good reason.";
close;
-
case 4:
mes "[" + strcharinfo(0) + "]";
mes "If Bruspetti is not";
@@ -1808,11 +1726,8 @@ ra_in01,235,194,5 script Katinshuell 931,{
mes "to question him again until";
mes "my gut feeling is satisfied!^000000)";
close;
-
}
-
}
-
else if ((rach_vice == 15) && (countitem(7571))) {
mes "[Katinshuell]";
mes "Oh, it's you again.";
@@ -1865,11 +1780,11 @@ ra_in01,235,194,5 script Katinshuell 931,{
next;
mes "[Katinshuell]";
mes "......!";
+ delitem 7571,1; //Diary_Of_Blue
set rach_vice,16;
- delitem 7571,1; //Blue_Diary
+ changequest 8119,8120;
close;
}
-
else if ((rach_vice == 10) || (rach_vice == 11)) {
mes "[Katinshuell]";
mes "Argh! I'm so depressed.";
@@ -1915,6 +1830,7 @@ ra_in01,235,194,5 script Katinshuell 931,{
close;
}
set rach_vice,11;
+ changequest 8114,8115;
mes "[Katinshuell]";
mes "You happy, now?";
mes "Quit trying to pry into";
@@ -1924,7 +1840,6 @@ ra_in01,235,194,5 script Katinshuell 931,{
mes "you came to do, right?";
close;
}
-
else if (rach_vice == 4) {
mes "[Katinshuell]";
mes "Uh... ";
@@ -1934,9 +1849,7 @@ ra_in01,235,194,5 script Katinshuell 931,{
mes "be left alone. Go away...";
close;
}
-
else if (rach_vice == 3) {
- set rach_vice,4;
mes "[Katinshuell]";
mes "Eh? Oh, it's one of you";
mes "guys, those do-gooder";
@@ -1951,9 +1864,10 @@ ra_in01,235,194,5 script Katinshuell 931,{
mes "can't handle. Me and my";
mes "girlfriend are history now.";
mes "It's over between us.";
+ set rach_vice,4;
+ changequest 8107,8108;
close;
}
-
else if (rach_vice == 2) {
mes "[Katinshuell]";
mes "You're an adventurer,";
@@ -1970,7 +1884,6 @@ ra_in01,235,194,5 script Katinshuell 931,{
mes "of mine never cease to haunt me...";
close;
}
-
else if (rach_vice == 1) {
mes "[Katinshuell]";
mes "You're an adventurer,";
@@ -1986,7 +1899,6 @@ ra_in01,235,194,5 script Katinshuell 931,{
mes "left all alone, these thoughts of mine never cease to haunt me...";
close;
}
-
else if (rach_vice == 0) {
mes "[Katinshuell]";
mes "You're an adventurer,";
@@ -2042,7 +1954,6 @@ ra_in01,250,19,3 script Mr. Shendar 929,{
mes "Thanks, adventurer.";
close;
}
-
else if (rach_vice == 14) {
mes "[Mr. Shendar]";
mes "So you have a pretty";
@@ -2066,7 +1977,6 @@ ra_in01,250,19,3 script Mr. Shendar 929,{
mes "to hate and distrust him!";
close;
}
-
else if (rach_vice == 13) {
mes "[Mr. Shendar]";
mes "Hey! Hey! Are you";
@@ -2117,7 +2027,6 @@ ra_in01,250,19,3 script Mr. Shendar 929,{
mes "around here? I'd better go";
mes "and ask him about this...";
next;
- set rach_vice,14;
mes "[Mr. Shendar]";
mes "Wait, where are";
mes "you going? I... I'm";
@@ -2146,9 +2055,10 @@ ra_in01,250,19,3 script Mr. Shendar 929,{
mes "father. Besides, adventurers";
mes "like you can offer her the";
mes "best protection...";
+ set rach_vice,14;
+ changequest 8117,8118;
close;
}
-
else if (rach_vice == 9) {
mes "[Mr. Shendar]";
mes "Curses! I should have never";
@@ -2158,9 +2068,7 @@ ra_in01,250,19,3 script Mr. Shendar 929,{
mes "is naturally too curious...!";
close;
}
-
else if (rach_vice == 8) {
- set rach_vice,9;
mes "[Mr. Shendar]";
mes "What? My daughter went";
mes "to Lighthalzen? She doesn't";
@@ -2197,11 +2105,11 @@ ra_in01,250,19,3 script Mr. Shendar 929,{
mes "Oh, but how a father";
mes "worries. Will my sweet,";
mes "darling Bruspetti be alright?";
+ set rach_vice,9;
+ changequest 8112,8113;
close;
}
-
else if ((rach_vice == 4) || (rach_vice == 5)) {
- set rach_vice,5;
mes "[Mr. Shendar]";
mes "I miss my daughter. Yes,";
mes "the house smells different";
@@ -2216,9 +2124,10 @@ ra_in01,250,19,3 script Mr. Shendar 929,{
mes "distinctively pleasant";
mes "scent about them. I guess";
mes "it must be pheremonal?";
+ set rach_vice,5;
+ changequest 8108,8109;
close;
}
-
else if (rach_vice == 2) {
mes "[Mr. Shendar]";
mes "Take my advice: never";
@@ -2237,9 +2146,7 @@ ra_in01,250,19,3 script Mr. Shendar 929,{
mes "little neck! At least, I should...";
close;
}
-
else if (rach_vice == 1) {
- set rach_vice,2;
mes "[Mr. Shendar]";
mes "I just found out that";
mes "my precious daughter has";
@@ -2263,9 +2170,10 @@ ra_in01,250,19,3 script Mr. Shendar 929,{
mes "awful long time, but she's";
mes "also an adult now. I... I guess";
mes "she should be just fine.";
+ set rach_vice,2;
+ setquest 8106;
close;
}
-
mes "[Mr. Shendar]";
mes "I just found out that";
mes "my precious daughter has";
@@ -2295,7 +2203,6 @@ rachel,73,244,3 script Lachellen 919,{
mes "I can't wait to see her~";
close;
}
-
else if ((rach_vice == 11) || (rach_vice == 12)) {
mes "[Lachellen]";
mes "Oh, hello again~";
@@ -2317,7 +2224,6 @@ rachel,73,244,3 script Lachellen 919,{
next;
}
else if (.@input$ == "Freya's Spring") {
- set rach_vice,12;
mes "[Lachellen]";
mes "Freya's Spring?";
mes "Oh, I like that place!";
@@ -2340,6 +2246,8 @@ rachel,73,244,3 script Lachellen 919,{
mes "so you look like a real loser";
mes "if you go there alone. That's";
mes "why I want a boyfriend now...";
+ set rach_vice,12;
+ changequest 8115,8116;
next;
}
else {
@@ -2358,7 +2266,6 @@ rachel,73,244,3 script Lachellen 919,{
mes "just a little bit.";
close;
}
-
else if (rach_vice == 7) {
mes "[Lachellen]";
mes "Let's see... Bruspetti";
@@ -2377,9 +2284,7 @@ rachel,73,244,3 script Lachellen 919,{
mes "tell her I said ''hi,'' okay?";
close;
}
-
else if (rach_vice == 6) {
- set rach_vice,7;
mes "[Lachellen]";
mes "Oh, Bruspetti's dad";
mes "was talking about how";
@@ -2411,11 +2316,11 @@ rachel,73,244,3 script Lachellen 919,{
mes "and her boyfriend usually";
mes "went on dates, you might";
mes "be able to find something.";
+ set rach_vice,7;
+ changequest 8110,8111;
close;
}
-
else if ((rach_vice == 2) || (rach_vice == 3)) {
- set rach_vice,3;
mes "[Lachellen]";
mes "Ooh, I'm so jealous";
mes "of Bruspetti! She's been";
@@ -2430,9 +2335,10 @@ rachel,73,244,3 script Lachellen 919,{
mes "she's also admitted that";
mes "she doesn't know much about";
mes "him. Let's see... He grew up in Lighthalzen? That's all she knows.";
+ set rach_vice,3;
+ changequest 8106,8107;
close;
}
-
mes "[Lachellen]";
mes "My friend Bruspetti";
mes "is a really nice girl~";
@@ -2509,7 +2415,6 @@ rachel,266,35,3 script Grandma#rachel 918,{
mes "not particularly special.";
close;
}
-
else if (rach_vice == 13) {
mes "[Grandma]";
mes "When you get to be my";
@@ -2520,9 +2425,7 @@ rachel,266,35,3 script Grandma#rachel 918,{
mes "worry when I could've relaxed.";
close;
}
-
else if (rach_vice == 12) {
- set rach_vice,13;
mes "[Grandma]";
mes "Oh, back again, eh?";
mes "I guess you must really";
@@ -2549,6 +2452,8 @@ rachel,266,35,3 script Grandma#rachel 918,{
mes "to let go of whatever's";
mes "bothering you, and just";
mes "enjoy life as it is now.";
+ set rach_vice,13;
+ changequest 8116,8117;
close;
}
mes "[Grandma]";
@@ -2568,7 +2473,6 @@ rachel,266,35,3 script Grandma#rachel 918,{
lhz_in02,213,207,0 script #ratrace1 111,4,4,{
OnTouch:
if (rach_vice == 5) {
- set rach_vice,6;
mes "[" + strcharinfo(0) + "]";
mes "This...";
mes "This smell...";
@@ -2580,6 +2484,8 @@ OnTouch:
mes "Wait, could this be";
mes "the scent that Bruspetti's";
mes "father mentioned earlier?";
+ set rach_vice,6;
+ changequest 8109,8110;
close;
}
end;
@@ -2621,14 +2527,15 @@ OnTouch:
mes "Who would be to blame?";
next;
set rach_vice,24;
- if(checkre(0)) {
- if (BaseLevel > 90) getexp 130000,0;
- else if (BaseLevel > 75) getexp 85000,0;
- else getexp 45000,0;
+ completequest 8122;
+ if (checkre(3)) {
+ if (BaseLevel > 90) getexp 130000,0;
+ else if (BaseLevel > 75) getexp 85000,0;
+ else getexp 45000,0;
} else {
- if (BaseLevel > 90) getexp 1400000,0;
- else if (BaseLevel > 75) getexp 800000,0;
- else getexp 400000,0;
+ if (BaseLevel > 90) getexp 1300000,0;
+ else if (BaseLevel > 75) getexp 850000,0;
+ else getexp 450000,0;
}
mes "[" + strcharinfo(0) + "]";
mes "Somehow, I wish that";
@@ -2638,7 +2545,6 @@ OnTouch:
mes "forgive himself.";
close;
}
-
else if (rach_vice == 22) {
mes "[" + strcharinfo(0) + "]";
mes "This must be where";
@@ -2670,7 +2576,6 @@ OnTouch:
mes "...What?";
close;
}
-
else if (rach_vice == 8) {
mes "[" + strcharinfo(0) + "]";
mes "That old woman told";
@@ -2680,9 +2585,7 @@ OnTouch:
mes "make sure I tread carefully.";
close;
}
-
else if (rach_vice == 7) {
- set rach_vice,8;
mes "[???]";
mes "Oh, be very careful!";
mes "You don't want to get";
@@ -2700,6 +2603,8 @@ OnTouch:
next;
mes "[" + strcharinfo(0) + "]";
mes "Ah, I see.";
+ set rach_vice,8;
+ changequest 8111,8112;
close;
}
end;
@@ -2714,10 +2619,10 @@ ra_in01,255,25,0 script Book#ra_in 111,{
mes "you talk to Katinshuell.^000000";
close;
}
-
else if (rach_vice == 14) {
set rach_vice,15;
- getitem 7571,1; //Blue_Diary
+ changequest 8118,8119;
+ getitem 7571,1; //Diary_Of_Blue
mes "^3355FFThis must be";
mes "Bruspetti's diary!";
mes "You now have permission";
@@ -2726,25 +2631,22 @@ ra_in01,255,25,0 script Book#ra_in 111,{
mes "Katinshuell are connected...^000000";
close;
}
-
else if ((rach_vice == 9) || (rach_vice == 10)) {
- set rach_vice,10;
mes "^3355FFThis must be";
mes "Bruspetti's diary!";
mes "But... reading it";
mes "would make you feel";
mes "like a real creep.";
mes "So don't touch it.^000000";
+ set rach_vice,10;
+ changequest 8113,8114;
close;
}
}
-//End of Bruspetti quest
-//============================================================
-
-// Ice Necklace/Summon Ktullanux Quest and Glacial Heart buyer
-//============================================================
+// Ice Necklace/Summon Ktullanux Quest and Glacial Heart buyer :: rachel_tre
+//============================================================
//iRO Changed this NPC to avoid "offending" people.
//To enable how it originally looked, uncomment the
//line below (npc header), and comment the line
@@ -2931,12 +2833,9 @@ rachel,157,183,3 script Sincere Follower Urstia 916,{
mes "token of my appreication for";
mes " what you have done for me.";
delitem 7573,1; //Magic_Necklace_
- if(checkre(0))
- getexp 70000,0;
- else
- getexp 700000,0;
- completequest 2113;
+ getexp (checkre(3))?90000:700000,0;
set ice_necklace_q,6;
+ completequest 2113;
next;
mes "["+strcharinfo(0)+"]";
mes "Oh, let's just say it was";
@@ -2997,12 +2896,12 @@ ice_dun02,120,105,3 script Man Stuck in Ice#cave 924,5,5,{
mes "this ice off of me!.";
next;
if (getskilllv("MG_FIREBOLT") > 0) {
- misceffect EF_FIREBALL;
+ specialeffect EF_FIREBALL;
mes "^3355FFYou cast Fire Bolt at";
mes "the ice..^000000";
}
else {
- misceffect EF_HIT2;
+ specialeffect EF_HIT2;
mes "^3355FFYou hammer at the";
mes "ice with all your might.^000000";
}
@@ -3163,8 +3062,8 @@ ice_dun02,120,105,3 script Man Stuck in Ice#cave 924,5,5,{
mes "this prison of ice. He can";
mes "be found near Freya's Spring:";
mes "beseech him on my behalf!";
- changequest 2109,2110;
set ice_necklace_q,2;
+ changequest 2109,2110;
close2;
cutin "",255;
end;
@@ -3226,9 +3125,9 @@ ice_dun02,120,105,3 script Man Stuck in Ice#cave 924,5,5,{
mes "swung it down at the ice";
mes "with all of your strength.^000000";
next;
- misceffect EF_TEIHIT3;
- misceffect EF_FREEZE;
- misceffect EF_ICECRASH;
+ specialeffect EF_TEIHIT3;
+ specialeffect EF_FREEZE;
+ specialeffect EF_ICECRASH;
mes "^3355FF*Pzzzzz*";
mes "*CRASH!*^000000";
next;
@@ -3239,7 +3138,7 @@ ice_dun02,120,105,3 script Man Stuck in Ice#cave 924,5,5,{
mes "After all of this";
mes "time! I'm free!";
next;
- misceffect EF_BEGINSPELL4;
+ specialeffect EF_BEGINSPELL4;
mes "[Maheo]";
mes "Now, all of the monsters";
mes "in this cave will taste the";
@@ -3252,7 +3151,7 @@ ice_dun02,120,105,3 script Man Stuck in Ice#cave 924,5,5,{
monster "ice_dun02",114,112,"Snowier",1775,1,"Man Stuck in Ice#cave::OnMyMobDead";
monster "ice_dun02",126,105,"Snowier",1775,1,"Man Stuck in Ice#cave::OnMyMobDead";
monster "ice_dun02",121,99,"Snowier",1775,1,"Man Stuck in Ice#cave::OnMyMobDead";
- misceffect EF_LORD;
+ specialeffect EF_LORD;
killmonster "ice_dun02","Man Stuck in Ice#cave::OnMyMobDead";
mes "[Maheo]";
mes "Muhahahahahahahaha!";
@@ -3276,7 +3175,7 @@ ice_dun02,120,105,3 script Man Stuck in Ice#cave 924,5,5,{
mes "[Maheo]";
mes "Let's see, now...";
next;
- misceffect EF_FROSTWEAPON;
+ specialeffect EF_FROSTWEAPON;
mes "^3355FF*Ting*^000000";
next;
mes "[Maheo]";
@@ -3286,12 +3185,12 @@ ice_dun02,120,105,3 script Man Stuck in Ice#cave 924,5,5,{
mes "And please don't mention";
mes "the fact that I trapped myself";
mes "in ice to anyone else, okay?";
+ set ice_necklace_q,5;
+ changequest 2112,2113;
+ delitem 7569,1; //Hammer_Of_Wind
delitem 7572,1; //Magic_Necklace
- delitem 7569,1; //Wind Of_Hammer
- getitem 7574,4; //Freezing Snow Powder
getitem 7573,1; //Magic_Necklace_
- changequest 2112,2113;
- set ice_necklace_q,5;
+ getitem 7574,4; //Ice_Particle
close2;
cutin "",255;
setnpcdisplay "Man Stuck in Ice#cave",924;
@@ -3396,8 +3295,8 @@ rachel,265,98,3 script Hamion#aru 930,{
mes "not one of those smithing tools.";
mes "I'd help you if I could, but...";
mes "I'm just smart, not strong.";
- changequest 2110,2111;
set ice_necklace_q,3;
+ changequest 2110,2111;
close;
}
else if (ice_necklace_q == 3) {
@@ -3463,12 +3362,12 @@ rachel,265,98,3 script Hamion#aru 930,{
mes "This hammer will only work";
mes "once, so make sure that you";
mes "smash that ice properly!";
+ delitem 1354,1; //Hammer
delitem 996,5; //Rough_Wind
- delitem 1354,1; //Empty_Scroll
- delitem 7433,1; //Hammer
- getitem 7569,1; //Hammer_of_Wind
- changequest 2111,2112;
+ delitem 7433,1; //Scroll
set ice_necklace_q,4;
+ changequest 2111,2112;
+ getitem 7569,1; //Hammer_of_Wind
close;
}
else if (ice_necklace_q >= 4) {
@@ -3579,7 +3478,7 @@ rachel,113,96,5 script Mohadian 929,10,10,{
mes "It's always a pleasure";
mes "doing business with you~";
delitem 7561,.@hearts; //Glacial Hearts
- set zeny,zeny+.@totalprice;
+ set Zeny, Zeny+.@totalprice;
close;
}
@@ -3592,7 +3491,6 @@ OnTouch:
close;
}
end;
-
}
ice_dun03,126,126,3 script Blazing Fire#ice1 802,{
@@ -3602,7 +3500,7 @@ ice_dun03,126,126,3 script Blazing Fire#ice1 802,{
mes "you can put this fire out";
mes "with conventional means.^000000";
if (ice_necklace_q > 4) {
- if ($ktullanux_summon < 4) {
+ if ($@ktullanux_summon < 4) {
if (countitem(7574) > 0) {
next;
select("Use Freezing Snow Powder.");
@@ -3611,8 +3509,8 @@ ice_dun03,126,126,3 script Blazing Fire#ice1 802,{
mes "flickers before extinguising.^000000";
delitem 7574,1; //Freezing Snow Powder
hideonnpc "Blazing Fire#ice1";
- set $ktullanux_summon,$ktullanux_summon+1;
- if ($ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
+ set $@ktullanux_summon,$@ktullanux_summon+1;
+ if ($@ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
}
else if (countitem(7562) > 0) {
next;
@@ -3622,18 +3520,13 @@ ice_dun03,126,126,3 script Blazing Fire#ice1 802,{
mes "extinguising.^000000";
delitem 7562,1; //Ice Scale
hideonnpc "Blazing Fire#ice1";
- set $ktullanux_summon,$ktullanux_summon+1;
- if ($ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
+ set $@ktullanux_summon,$@ktullanux_summon+1;
+ if ($@ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
close;
}
}
}
close;
-
-OnInit:
- set $ktullanux_summon,0;
- end;
-
}
@@ -3644,7 +3537,7 @@ ice_dun03,172,126,0 script Blazing Fire#ice2 802,{
mes "you can put this fire out";
mes "with conventional means.^000000";
if (ice_necklace_q > 4) {
- if ($ktullanux_summon < 4) {
+ if ($@ktullanux_summon < 4) {
if (countitem(7574) > 0) {
next;
select("Use Freezing Snow Powder.");
@@ -3653,8 +3546,8 @@ ice_dun03,172,126,0 script Blazing Fire#ice2 802,{
mes "flickers before extinguising.^000000";
delitem 7574,1; //Freezing Snow Powder
hideonnpc "Blazing Fire#ice2";
- set $ktullanux_summon,$ktullanux_summon+1;
- if ($ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
+ set $@ktullanux_summon,$@ktullanux_summon+1;
+ if ($@ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
}
else if (countitem(7562) > 0) {
next;
@@ -3664,18 +3557,13 @@ ice_dun03,172,126,0 script Blazing Fire#ice2 802,{
mes "extinguising.^000000";
delitem 7562,1; //Ice Scale
hideonnpc "Blazing Fire#ice2";
- set $ktullanux_summon,$ktullanux_summon+1;
- if ($ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
+ set $@ktullanux_summon,$@ktullanux_summon+1;
+ if ($@ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
close;
}
}
}
close;
-
-OnInit:
- set $ktullanux_summon,0;
- end;
-
}
ice_dun03,172,172,0 script Blazing Fire#ice3 802,{
@@ -3685,7 +3573,7 @@ ice_dun03,172,172,0 script Blazing Fire#ice3 802,{
mes "you can put this fire out";
mes "with conventional means.^000000";
if (ice_necklace_q > 4) {
- if ($ktullanux_summon < 4) {
+ if ($@ktullanux_summon < 4) {
if (countitem(7574) > 0) {
next;
select("Use Freezing Snow Powder.");
@@ -3694,8 +3582,8 @@ ice_dun03,172,172,0 script Blazing Fire#ice3 802,{
mes "flickers before extinguising.^000000";
delitem 7574,1; //Freezing Snow Powder
hideonnpc "Blazing Fire#ice3";
- set $ktullanux_summon,$ktullanux_summon+1;
- if ($ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
+ set $@ktullanux_summon,$@ktullanux_summon+1;
+ if ($@ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
}
else if (countitem(7562) > 0) {
next;
@@ -3705,18 +3593,13 @@ ice_dun03,172,172,0 script Blazing Fire#ice3 802,{
mes "extinguising.^000000";
delitem 7562,1; //Ice Scale
hideonnpc "Blazing Fire#ice3";
- set $ktullanux_summon,$ktullanux_summon+1;
- if ($ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
+ set $@ktullanux_summon,$@ktullanux_summon+1;
+ if ($@ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
close;
}
}
}
close;
-
-OnInit:
- set $ktullanux_summon,0;
- end;
-
}
ice_dun03,127,172,0 script Blazing Fire#ice4 802,{
@@ -3726,7 +3609,7 @@ ice_dun03,127,172,0 script Blazing Fire#ice4 802,{
mes "you can put this fire out";
mes "with conventional means.^000000";
if (ice_necklace_q > 4) {
- if ($ktullanux_summon < 4) {
+ if ($@ktullanux_summon < 4) {
if (countitem(7574) > 0) {
next;
select("Use Freezing Snow Powder.");
@@ -3735,8 +3618,8 @@ ice_dun03,127,172,0 script Blazing Fire#ice4 802,{
mes "flickers before extinguising.^000000";
delitem 7574,1; //Freezing Snow Powder
hideonnpc "Blazing Fire#ice4";
- set $ktullanux_summon,$ktullanux_summon+1;
- if ($ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
+ set $@ktullanux_summon,$@ktullanux_summon+1;
+ if ($@ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
}
else if (countitem(7562) > 0) {
next;
@@ -3746,18 +3629,13 @@ ice_dun03,127,172,0 script Blazing Fire#ice4 802,{
mes "extinguising.^000000";
delitem 7562,1; //Ice Scale
hideonnpc "Blazing Fire#ice4";
- set $ktullanux_summon,$ktullanux_summon+1;
- if ($ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
+ set $@ktullanux_summon,$@ktullanux_summon+1;
+ if ($@ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
close;
}
}
}
close;
-
-OnInit:
- set $ktullanux_summon,0;
- end;
-
}
ice_dun03,1,173,5 script ice_boss#broad -1,{
@@ -3797,7 +3675,6 @@ OnTimer21000:
stopnpctimer;
donpcevent "ice_boss#on::OnStart";
end;
-
}
ice_dun03,1,174,3 script ice_boss#on -1,{
@@ -3822,7 +3699,7 @@ OnMyMobDead:
OnTimer7200000:
stopnpctimer;
- set $ktullanux_summon,0;
+ set $@ktullanux_summon,0;
hideoffnpc "Blazing Fire#ice1";
hideoffnpc "Blazing Fire#ice2";
hideoffnpc "Blazing Fire#ice3";
@@ -3837,10 +3714,10 @@ OnStart:
enablenpc "#ice_4f_2";
enablenpc "#ice_4f_3";
enablenpc "#ice_4f_4";
- donpcevent "#ice_4f_1::OnEnable";
- donpcevent "#ice_4f_2::OnEnable";
- donpcevent "#ice_4f_3::OnEnable";
- donpcevent "#ice_4f_4::OnEnable";
+ specialeffect EF_MAPPILLAR2,AREA,"#ice_4f_1";
+ specialeffect EF_MAPPILLAR2,AREA,"#ice_4f_2";
+ specialeffect EF_MAPPILLAR2,AREA,"#ice_4f_3";
+ specialeffect EF_MAPPILLAR2,AREA,"#ice_4f_4";
end;
OnTimer60000:
@@ -3860,11 +3737,6 @@ OnTouch:
OnInit:
disablenpc "#ice_4f_1";
end;
-
-OnEnable:
- misceffect EF_MAPPILLAR2;
- end;
-
}
ice_dun03,138,148,0 script #ice_4f_2 45,2,2,{
@@ -3875,11 +3747,6 @@ OnTouch:
OnInit:
disablenpc "#ice_4f_2";
end;
-
-OnEnable:
- misceffect EF_MAPPILLAR2;
- end;
-
}
ice_dun03,161,148,0 script #ice_4f_3 45,2,2,{
@@ -3890,11 +3757,6 @@ OnTouch:
OnInit:
disablenpc "#ice_4f_3";
end;
-
-OnEnable:
- misceffect EF_MAPPILLAR2;
- end;
-
}
ice_dun03,151,162,0 script #ice_4f_4 45,2,2,{
@@ -3905,19 +3767,10 @@ OnTouch:
OnInit:
disablenpc "#ice_4f_4";
end;
-
-OnEnable:
- misceffect EF_MAPPILLAR2;
- end;
-
}
-// End of Ice Necklace/Summon Ktullanux Quest
-//============================================================
-
-
-// Donation Lottery Quest/High Priest Quest
-//============================================================
+// Donation Lottery Quest/High Priest Quest :: rachel_oz & rachel_ma1
+//============================================================
ra_temple,119,180,0 script Temple Entrance#ra_tem 45,1,1,{
OnTouch:
if ($rachel_donate >= 10000) {
@@ -3975,7 +3828,7 @@ ra_temple,116,174,3 script Nemma#ra_temple 920,{
mes "a contribution. Regardless,";
mes "we invite you to celebrate the";
mes "grace of the goddess with us.";
- Emotion e_ho;
+ emotion e_ho;
next;
mes "[Priestess Nemma]";
mes "There's one High Priest that";
@@ -4019,21 +3872,16 @@ ra_temple,116,174,3 script Nemma#ra_temple 920,{
mes "of 50,000 zeny, and we can only";
mes "accept up to 150,000 zeny at once. It's a bit complicated, I know...";
next;
-
switch(select("50,000z - 1 Lottery Ticket:100,000z - 2 Lottery Ticket:150,000z - 3 Lottery Ticket:Cancel")) {
-
case 1:
callsub S_Donate,1,"50,000";
break;
-
case 2:
callsub S_Donate,2,"100,000";
break;
-
case 3:
callsub S_Donate,3,"150,000";
break;
-
case 4:
cutin "ra_nemma02",2;
mes "[Priestess Nemma]";
@@ -4043,13 +3891,9 @@ ra_temple,116,174,3 script Nemma#ra_temple 920,{
mes "zeny. Even so, Freya is always";
mes "protecting you, wherever you go~";
break;
-
}
-
goto L_End;
-
}
-
else {
cutin "ra_nemma03",2;
mes "[Priestess Nemma]";
@@ -4059,9 +3903,7 @@ ra_temple,116,174,3 script Nemma#ra_temple 920,{
mes "while ago. So what brings you";
mes "to the temple today, hmm?";
next;
-
switch(select("I've come to donate again.:Just sight-seeing.:I came to attend the service.:I just wanted to see you again.")) {
-
case 1:
mes "[Priestess Nemma]";
mes "You've come to make another";
@@ -4071,21 +3913,16 @@ ra_temple,116,174,3 script Nemma#ra_temple 920,{
mes "accept donations in increments of";
mes "50,000 zeny up to 150,000 zeny.";
next;
-
switch(select("50,000z - 1 Lottery Ticket:100,000z - 2 Lottery Ticket:150,000z - 3 Lottery Ticket:Cancel")) {
-
case 1:
callsub S_Donate,1,"50,000";
break;
-
case 2:
callsub S_Donate,2,"100,000";
break;
-
case 3:
callsub S_Donate,3,"150,000";
break;
-
case 4:
cutin "ra_nemma02",2;
mes "[Priestess Nemma]";
@@ -4095,10 +3932,8 @@ ra_temple,116,174,3 script Nemma#ra_temple 920,{
mes "zeny. Even so, Freya is always";
mes "protecting you, wherever you go~";
break;
-
}
goto L_End;
-
case 2:
mes "[Priestess Nemma]";
mes "Oh! If you'd like some";
@@ -4114,7 +3949,6 @@ ra_temple,116,174,3 script Nemma#ra_temple 920,{
mes "Well, anyway, she'll help";
mes "you out. See you later!";
break;
-
case 3:
mes "[Priestess Nemma]";
mes "You're here for the";
@@ -4123,20 +3957,14 @@ ra_temple,116,174,3 script Nemma#ra_temple 920,{
mes "of calm that you can only";
mes "get from goddess Freya~";
break;
-
case 4:
mes "[Priestess Nemma]";
mes "Oh, how sweet of you~";
break;
-
}
-
goto L_End;
-
}
-
}
-
else {
if (MISC_QUEST & 8192) {
cutin "ra_nemma01",2;
@@ -4144,7 +3972,6 @@ ra_temple,116,174,3 script Nemma#ra_temple 920,{
mes "Welcome to our temple!";
goto L_End;
}
-
if (ra_tem_q < 1) {
mes "[Priestess Nemma]";
mes "Hello, there!";
@@ -4178,7 +4005,6 @@ ra_temple,116,174,3 script Nemma#ra_temple 920,{
set ra_tem_q,1;
goto L_End;
}
-
else if ((ra_tem_q >= 1) && (ra_tem_q < 10)) {
mes "[Priestess Nemma]";
mes "If the gate's locked, then";
@@ -4194,7 +4020,6 @@ ra_temple,116,174,3 script Nemma#ra_temple 920,{
mes "Ooh, Panno, help me!";
goto L_End;
}
-
else if (ra_tem_q == 10) {
cutin "ra_nemma04",2;
mes "[Priestess Nemma]";
@@ -4221,7 +4046,6 @@ ra_temple,116,174,3 script Nemma#ra_temple 920,{
mes "Oooh, what should I do?!";
goto L_End;
}
-
else if (ra_tem_q == 11) {
emotion e_ho;
cutin "ra_nemma03",2;
@@ -4234,7 +4058,6 @@ ra_temple,116,174,3 script Nemma#ra_temple 920,{
mes "Lottery Tickets inside, okay?";
goto L_End;
}
-
else if (ra_tem_q == 12) {
mes "[Priestess Nemma]";
mes "Mmm... I know what";
@@ -4262,7 +4085,6 @@ ra_temple,116,174,3 script Nemma#ra_temple 920,{
set ra_tem_q,13;
goto L_End;
}
-
else if (ra_tem_q == 13) {
mes "[Priestess Nemma]";
mes "Hey, did you bring me";
@@ -4275,11 +4097,8 @@ ra_temple,116,174,3 script Nemma#ra_temple 920,{
next;
if (countitem(12018) >= 20) {
cutin "ra_nemma04",2;
- delitem 12018,20; //FireCracker";
- if(checkre(0))
- getexp 20000,0;
- else
- getexp 200000,0;
+ delitem 12018,20; //Fire_Cracker
+ getexp (checkre(3))?50000:200000,0;
set ra_tem_q,14;
mes "[Priestess Nemma]";
mes "Yay!";
@@ -4310,7 +4129,6 @@ ra_temple,116,174,3 script Nemma#ra_temple 920,{
mes "but still. How much fun are";
mes "fireworks if there isn't a lot?";
}
-
else {
cutin "ra_nemma01",2;
mes "[Priestess Nemma]";
@@ -4320,16 +4138,13 @@ ra_temple,116,174,3 script Nemma#ra_temple 920,{
mes "back with, anyway~";
}
goto L_End;
-
}
-
else {
cutin "ra_nemma01",2;
mes "[Priestess Nemma]";
mes "Welcome to our temple!";
}
goto L_End;
-
}
L_End:
@@ -4357,7 +4172,7 @@ S_Donate:
mes "generous and rewards the patient!";
return;
}
- if (zeny >= getarg(0)*50000) {
+ if (Zeny >= getarg(0)*50000) {
if (!checkweight(7570,getarg(0))) {
cutin "ra_nemma02",2;
mes "[Priestess Nemma]";
@@ -4379,7 +4194,7 @@ S_Donate:
}
set $rachel_donate,$rachel_donate+getarg(0);
getitem 7570,getarg(0); //Temple_Lottery_Ticket
- set zeny,zeny-getarg(0)*50000;
+ set Zeny, Zeny-getarg(0)*50000;
set ra_have_donated,1;
if ($rachel_donate > 9999) {
cutin "ra_nemma03",2;
@@ -4422,7 +4237,6 @@ S_Donate:
mes "Well, maybe another time, yes?";
return;
}
-
}
rachel,243,37,3 script Kid#Candy Addict 921,{
@@ -4459,22 +4273,17 @@ rachel,243,37,3 script Kid#Candy Addict 921,{
mes "[Kid]";
mes "Oh hey, do";
mes "you like candy?";
-
if (ra_tem_q == 1) {
next;
switch(select("Not at all.:Yeah.:Sure, I love the stuff~:Not much.")) {
-
case 1:
mes "[Kid]";
mes "Hmpf! Okay.";
close;
-
case 2:
break;
-
case 3:
break;
-
case 4:
mes "[Kid]";
mes "Oh. It's 'cause you're";
@@ -4486,10 +4295,7 @@ rachel,243,37,3 script Kid#Candy Addict 921,{
mes "Tell me, tell";
mes "me, how come?";
close;
-
}
-
-
if (rand(1,2) != 2) {
mes "[Kid]";
mes "Oh yeah...?";
@@ -4506,7 +4312,6 @@ rachel,243,37,3 script Kid#Candy Addict 921,{
mes "I tricked you!";
mes "You big big dummy!";
}
-
else {
mes "[Kid]";
mes "Oh, you do?";
@@ -4622,14 +4427,11 @@ rachel,243,37,3 script Kid#Candy Addict 921,{
mes "cool secret, so promise";
mes "that you won't be mad anymore.";
next;
-
switch(select("No, thanks.:What's that?")) {
-
case 1:
mes "[Kid]";
mes "Please~";
break;
-
case 2:
mes "[Kid]";
mes "Did you know that";
@@ -4654,16 +4456,11 @@ rachel,243,37,3 script Kid#Candy Addict 921,{
mes "be madder at you!";
set ra_tem_q,2;
break;
-
}
-
}
-
}
close;
-
}
-
else if (ra_tem_q == 2) {
mes "[Kid]";
mes "You're leaving?";
@@ -4688,7 +4485,6 @@ rachel,243,37,3 script Kid#Candy Addict 921,{
mes "huh? Gosh! Some people!";
close;
}
-
}
ra_temple,67,209,0 script zawa00 -1,3,3,{
@@ -4715,7 +4511,6 @@ OnTouch:
mes "you don't get caught?^000000";
close;
}
-
else if ((ra_tem_q >= 3) && (ra_tem_q < 10)) {
mes "^3355FFWould you like to";
mes "enter the temple";
@@ -4731,12 +4526,11 @@ OnTouch:
mes "that you can enter.^000000";
close;
}
-
end;
}
que_rachel,63,82,0 script Window#ra_temple 111,{
- mes "^3355FFThis window it open^000000";
+ mes "^3355FFThis window is open.^000000";
next;
if(select("Stay:Exit Through Window") == 2) {
close2;
@@ -4754,7 +4548,6 @@ OnTouch:
set ra_tem_q,3;
close;
}
-
end;
}
@@ -4769,9 +4562,7 @@ OnTouch:
set ra_tem_q,4;
close;
}
-
end;
-
}
que_rachel,94,139,0 script zawa03 -1,10,10,{
@@ -4782,9 +4573,7 @@ OnTouch:
set ra_tem_q,5;
close;
}
-
end;
-
}
que_rachel,132,70,0 script zawa04 -1,10,10,{
@@ -4801,9 +4590,7 @@ OnTouch:
set ra_tem_q,6;
close;
}
-
end;
-
}
que_rachel,28,315,0 script Bloody Spot -1,5,5,{
@@ -4827,16 +4614,13 @@ OnTouch:
set ra_tem_q,7;
close;
}
-
else {
mes "^3355FFYou decide that your";
mes "time would be better spent";
mes "investigating something else.^000000";
close;
}
-
}
-
else if (ra_tem_q == 7) {
mes "^3355FFThis dark spot on the";
mes "ground is really creepy,";
@@ -4860,16 +4644,13 @@ OnTouch:
set ra_tem_q,8;
close;
}
-
else {
mes "^3355FFYou decide that your";
mes "time would be better spent";
mes "investigating something else.^000000";
close;
}
-
}
-
else if (ra_tem_q == 8) {
mes "^3355FFThis blood stain on the";
mes "ground is a pretty bad";
@@ -4879,7 +4660,6 @@ OnTouch:
mes "bleeding does the same to you.^000000";
close;
}
-
end;
}
@@ -4909,7 +4689,6 @@ OnTouch:
set ra_tem_q,9;
close;
}
-
end;
}
@@ -4921,9 +4700,7 @@ que_rachel,160,37,0 duplicate(nemma01) nemma05 -1,5,5
que_rachel,169,18,0 script Quest Temple Exit#ra_tem 45,2,2,{
mes "^3355FFThe gate is closed.^000000";
next;
-
switch(select("Push Gate:Examine Gate:Kick Gate:Smash Gate with Weapon")) {
-
case 1:
mes "^3355FFYou push the gate";
mes "with all of your might...";
@@ -4935,7 +4712,6 @@ que_rachel,169,18,0 script Quest Temple Exit#ra_tem 45,2,2,{
}
mes "But it won't even budge.^000000";
break;
-
case 2:
mes "^3355FFThere's some strange";
mes "machinery installed on";
@@ -4944,7 +4720,6 @@ que_rachel,169,18,0 script Quest Temple Exit#ra_tem 45,2,2,{
mes "a card or permit. The lights";
mes "are on, so it must be working.^000000";
break;
-
case 3:
mes "^3355FFYou angrily kick the gate...";
if (ra_tem_q == 9) {
@@ -4958,7 +4733,6 @@ que_rachel,169,18,0 script Quest Temple Exit#ra_tem 45,2,2,{
mes "gate refuses to open for you.";
mes "Oh, and your foot hurts too.^000000.";
break;
-
case 4:
mes "^3355FFWait! That's not";
mes "a good idea. You can't";
@@ -4969,7 +4743,6 @@ que_rachel,169,18,0 script Quest Temple Exit#ra_tem 45,2,2,{
}
close;
-
}
ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
@@ -5064,10 +4837,11 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
mes "you in your travels. Peace";
mes "be with you, "+strcharinfo(0)+".";
close2;
- cutin "ra_gman",255;
+ cutin "",255;
set lost_boy,13;
+ completequest 8099;
specialeffect2 EF_ABSORBSPIRITS;
- getexp 90000,0;
+ getexp (checkre(3))?90000:900000,0;
end;
}
else if ((lost_boy == 13) && (ra_tem_q < 14)) {
@@ -5107,7 +4881,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
mes "someone that I can really";
mes "rely on to do this for me...";
close2;
- cutin "ra_gman",255;
+ cutin "",255;
end;
}
cutin "ra_gman",2;
@@ -5229,8 +5003,12 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
next;
mes "^3355FFYou received a High";
mes "Priest's recommendation.^000000";
+ close2;
+ cutin "",255;
set ra_tem_q,15;
set lost_boy,14;
+ setquest 8100;
+ end;
}
else if ((ra_tem_q == 15) || (ra_tem_q == 16)) {
mes "[High Priest Zhed]";
@@ -5323,6 +5101,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
mes "discussion. Why don't you";
mes "wait and relax in the next room";
mes "over there in the meantime?";
+ changequest 8101,8102;
close2;
cutin "",255;
warp "ra_temin",297,156;
@@ -5380,7 +5159,11 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
mes "the Holy Ground? Regardless...";
mes "If you want to go there, then";
mes "just go there. Who'll stop you?^000000";
+ close2;
+ cutin "",255;
set ra_tem_q,20;
+ changequest 8103,8104;
+ end;
}
else if ((ra_tem_q >= 20) && (ra_tem_q < 22)) {
cutin "ra_gman2",2;
@@ -5481,8 +5264,9 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
set MISC_QUEST,MISC_QUEST | 8192;
set ra_tem_q,0;
cutin "",255;
+ completequest 8105;
specialeffect2 EF_ABSORBSPIRITS;
- if(checkre(0))
+ if (checkre(3))
getexp 90000,60000;
else
getexp 900000,600000;
@@ -5553,6 +5337,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
mes "I'm sure that she can tell you";
mes "more about what happened.";
set aru_monas,12;
+ changequest 17007,17008;
next;
mes "[High Priest Zhed]";
mes "If you do decide to";
@@ -5578,7 +5363,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
mes "me like that! Saying";
mes "it like that is kind of";
mes "overdoing it, isn't it?";
- emotion 54,1;
+ emotion e_sigh,1;
next;
mes "[High Priest Zhed]";
mes "Not at all. In fact, I'm";
@@ -5588,7 +5373,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
mes "by the Valkyries. Now, how";
mes "may I help you, my friend?";
next;
- select("Mysterious Building in the Volcano:");
+ select("Mysterious Building in the Volcano");
mes "["+strcharinfo(0)+"]";
mes "Actually, I was wondering";
mes "if you knew of anything about";
@@ -5791,10 +5576,10 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
mes "of a really good way";
mes "for you to infiltrate";
mes "that place. Hmmmm...";
- setquest 2114;
set aru_vol,1;
+ setquest 2114;
close2;
- cutin "ra_gman",255;
+ cutin "",255;
end;
}
else if ((aru_vol > 0) && (aru_vol < 5)) {
@@ -5883,7 +5668,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
break;
}
close2;
- cutin "ra_gman",255;
+ cutin "",255;
end;
}
else if (aru_vol == 5) {
@@ -5964,8 +5749,8 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
mes "best chance of entering the Thor";
mes "Volcano camp without suspicion.";
delitem 7342,1; //File01
- changequest 2115,2116;
set aru_vol,6;
+ changequest 2115,2116;
}
else {
mes "["+strcharinfo(0)+"]";
@@ -5984,7 +5769,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
mes "best chance of entering the Thor";
mes "Volcano camp without suspicion.";
close2;
- cutin "ra_gman",255;
+ cutin "",255;
end;
}
else if ((aru_vol > 6) && (aru_vol < 26)) {
@@ -5997,7 +5782,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
mes "best chance of entering the Thor";
mes "Volcano camp without suspicion.";
close2;
- cutin "ra_gman",255;
+ cutin "",255;
end;
}
else if (aru_vol == 26) {
@@ -6039,14 +5824,11 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
mes "I will be contacting you again.";
mes "Together, we can protect";
mes "peace between our nations.";
- completequest 60213;
set aru_vol,27;
- if(checkre(0))
- getexp 20000,0;
- else
- getexp 200000,0;
+ completequest 60213;
+ getexp (checkre(3))?20000:200000,0;
close2;
- cutin "ra_gman",255;
+ cutin "",255;
end;
}
else if (aru_vol > 26) {
@@ -6118,7 +5900,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
mes "before the other High";
mes "Priests ruin our nation.";
next;
- Emotion e_omg,1;
+ emotion e_omg,1;
mes "["+strcharinfo(0)+"]";
mes "Y-you're not thinking";
mes "of overthrowing the";
@@ -6126,7 +5908,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
mes "that a bit extreme?";
next;
cutin "ra_gman2",2;
- Emotion e_swt;
+ emotion e_swt;
mes "[High Priest Zhed]";
mes "What? No, no!";
mes "Don't jump to conclusions";
@@ -6245,7 +6027,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
mes "I already have someone in";
mes "mind that might help us.";
next;
- Emotion 52,1;
+ emotion e_flash,1;
mes "["+strcharinfo(0)+"]";
mes "That sounds good.";
mes "Who is he?";
@@ -6258,7 +6040,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
mes "may even think I deserve";
mes "to be excommunicated...";
next;
- Emotion e_no1,1;
+ emotion e_no1,1;
mes "["+strcharinfo(0)+"]";
mes "Come on, it wouldn't";
mes "hurt to try! Besides,";
@@ -6484,7 +6266,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
mes "Your place in Valhalla is";
mes "already assured, I'm sure.";
set aru_em,24;
- getexp 150000,0;
+ getexp (checkre(3))?150000:1500000,0;
}
else {
mes "[High Priest Zhed]";
@@ -7171,9 +6953,10 @@ ra_temsky,99,99,5 script Pope#rachel 936,{
mes "learning. Now I have to";
mes "go officiate services, so...";
mes "This is goodbye for now...";
- set ra_tem_q,17;
close2;
cutin "",255;
+ set ra_tem_q,17;
+ changequest 8100,8101;
end;
}
else {
@@ -7275,7 +7058,6 @@ OnTimer120000:
stopnpctimer;
hideonnpc "High Priestess Niren#ra";
end;
-
}
ra_temin,293,144,0 script out1#rachel -1,3,3,{
@@ -7297,7 +7079,6 @@ OnTouch:
end;
}
end;
-
}
ra_temin,288,151,0 script hidden1#rachel -1,1,6,{
@@ -7456,11 +7237,10 @@ OnTouch:
mes "For now, you may as well";
mes "talk to High Priest Zhed.^000000";
set ra_tem_q,19;
+ changequest 8102,8103;
close;
}
-
end;
-
}
ra_temin,272,143,0 script key1#rachel -1,3,3,{
@@ -7485,7 +7265,6 @@ OnTouch:
set ra_tem_q,21;
close;
}
-
end;
}
@@ -7511,10 +7290,8 @@ OnTouch:
}
close;
}
-
mes "^3355FFThe door is locked.^000000";
close;
-
}
que_san04,119,115,0 script imir1#rachel -1,2,2,{
@@ -7601,14 +7378,16 @@ OnTouch:
mes "with Bekento, I'm letting";
mes "you off easy. Remember that.";
next;
- sc_start SC_Blind,600000,0;
+ sc_start SC_BLIND,600000,0;
mes "^3355FFNiren began to chant";
mes "in a low voice, and your";
mes "eyelids grow heavier as you";
mes "grow drowsier and sleepier...^000000";
- set ra_tem_q,22;
close2;
+ cutin "",255;
hideonnpc "High Priestess Niren#r2";
+ set ra_tem_q,22;
+ changequest 8104,8105;
warp "rachel",163,152;
end;
}
@@ -7641,7 +7420,7 @@ OnTouch:
mes "back to Rachel Town. How long";
mes "have you been unconscious?^000000";
next;
- sc_end SC_Blind;
+ sc_end SC_BLIND;
mes "^3355FFIt would be best to";
mes "ask High Priest Zhed";
mes "about what had happened.^000000";
@@ -7686,5 +7465,34 @@ OnTouch:
end;
}
-// End of Donation Lottery/High Priest quest
//============================================================
+// Old changelog
+//============================================================
+//= 1.0 First version, needs testing. [L0ne_W0lf]
+//= 1.1 Some slight optimization. [L0ne_W0lf]
+//= 1.2 Fixed Man Stuck in Ice only giving 1 Freezing Snow Powder. [L0ne_W0lf]
+//= 1.3 Added the ability to redeem lottery tickets before donation max is met. [L0ne_W0lf]
+//= 1.4 Removed an erroneous "case". Thanks, Jet. [L0ne_W0lf]
+//= 1.5 Fixed a bug in Bruspetti quest. [SinSloth]
+//= 1.5b Fixed some typos in various quests. [SinSloth]
+//= 1.6 Fixed a couple bugs with the Pope's Office Guards... [L0ne_W0lf]
+//= 1.7 Fixed Maheo, he will revert to his frozen state when clicked. [L0ne_W0lf]
+//= Replaced instances of "+name+", with "+strcharinfo(0)".
+//= 1.8 Various fixes: Hamion will now delete items used for Wind Hammer. [L0ne_W0lf]
+//= Fixed EXP reward in Ice Necklace quest, fixed a typo in an NPC header.
+//= Another minor fix to Hamion. "< 1" -> "< 2". Added a missing close to
+//= the ontouch "key". Thanks to Gepard for pointing them out.
+//= 1.9 Fixed a misorder with variable checkings. [SinSloth]
+//= 2.0 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
+//= 2.1 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 2.2 Maheo NPC now uses "setnpcdisplay" instead of two NPCs. [L0ne_W0lf]
+//= 2.2a Corrected a Typo error ";;". [Samuray22]
+//= 2.3 Added Zhed's portion of Thor Volcano Base Quest. (euRO) [L0ne_W0lf]
+//= 2.4 Updated Zhed's Thor Vol. Base addition dialog to iRO's. [L0ne_W0lf]
+//= 2.4a Further updates to Zhed's Veins addition. [L0ne_W0lf]
+//= 2.5 Added Nameless Island quest addition. [L0ne_W0lf]
+//= 2.6 Uncommented ontouchNPC label for Man Stuck in Ice. [L0ne_W0lf]
+//= 2.7 Corrected overlaping warp coordinates. [L0ne_W0lf]
+//= 2.8 Replaced effect numerics with constants. [L0ne_W0lf]
+//= 2.9 Replaced effect numerics with constants. [Samuray22]
+//============================================================ \ No newline at end of file
diff --git a/npc/quests/quests_umbala.txt b/npc/quests/quests_umbala.txt
index 11a5f1acb..54823189b 100644
--- a/npc/quests/quests_umbala.txt
+++ b/npc/quests/quests_umbala.txt
@@ -1,13 +1,11 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Quest NPCs related to Umbala
-//===== By: ==================================================
+//===== By: ==================================================
//= sabernet09 & rAthena Team
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 2.2a
-//===== Compatible With: =====================================
-//= rAthena 7.15 +
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Umbalian Language Quest, Umbala Skeletal Gate Quest,
//= Umbala Event, Create Essence/Dismantle Stone
// Phase 1. Learning the Language
@@ -23,7 +21,7 @@
//= Umbala Domestic Dispute?
//= - This quest is only avaliable if you have not done language quest.
//= - Variables in use: um_wind, MISC_QUEST (Bit 32768)
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= fixed by x[tsk], Lupus, PoW
//= Quest completion is now registered
//= 1.1 fixed Poporing Egg ID -> Poring Egg, fixed condition
@@ -32,14 +30,14 @@
//= 1.7a Removed all custom quests to custom folder [Lupus]
//= 1.8 Added official chance of failure to Create Essence/Dismantle Stone [Lupus]
//= 1.9 Added functionality to allow players to dismantle more
-//= than a stone at once, up to 10. [SinSloth]
+//= than a stone at once, up to 10. [SinSloth]
//= 2.0 Updated hack check and added a weight check to dismantling. [SinSloth]
//= 2.1 Rescripted to Aegis 10.3 standards. Added strange quest. [L0ne_W0lf]
//= 2.2 Readded the ability to dismantle multiple stones at once. [L0ne_W0lf]
//= 2.2a Fixed weight check from previous update. [L0ne_w0lf]
-//============================================================
+//============================================================
-// Umbalian Language Quest
+// Umbalian Language Quest :: um_trans
//============================================================
um_in,39,122,5 script Utan Chief 784,{
if (event_umbala == 0) {
@@ -362,7 +360,7 @@ um_in,39,122,5 script Utan Chief 784,{
}
}
-// Create Essence/Dismantle Stone Quest
+// Create Essence/Dismantle Stone Quest :: um_npc
//============================================================
um_in,44,71,2 script Utan Shaman 782,{
if (checkweight(908,600) == 0) {
@@ -979,8 +977,8 @@ umbala,221,193,1 script #Skulldoor 111,{
}
}
-// Umbala Domestic Dispute Quest
-//============================================================
+// Umbala Domestic Dispute Quest :: um_npc_ryu
+//============================================================
um_in,139,48,5 script Phrenetan 783,{
if (event_umbala >= 3) {
mes "[Phrenetan]";
diff --git a/npc/quests/quests_veins.txt b/npc/quests/quests_veins.txt
index 0fad3c34e..bfd7f7d51 100644
--- a/npc/quests/quests_veins.txt
+++ b/npc/quests/quests_veins.txt
@@ -1,10 +1,10 @@
//===== Hercules Script ======================================
//= Veins Quests
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 2.2
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 2.5
+//===== Description: =========================================
//= [Official Conversion]
//= Collection of Veins Quests
//= Stone Quest:
@@ -23,12 +23,12 @@
//= - Missing addition to High Priest Zhed to start quest.
//= - Infiltrate Thor Volcano Base. What is Arunafeltz up to?
//= - Variable in use: rachel_camel (max 27)
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version, Added Veins Stone quest. [L0ne_W0lf]
//= 1.1 Added Veins Spy Quest. [L0ne_W0lf]
//= 1.2 Added Veins Siblings Quest. [L0ne_W0lf]
-//= Added Veins Thor Volcano Base Quest NPC. [L0ne_W0lf]
-//= Start NPC is missing, but will be added when I get it.
+//= Added Veins Thor Volcano Base Quest NPC. [L0ne_W0lf]
+//= Start NPC is missing, but will be added when I get it.
//= 1.3 Fixed two typos small in Asbar. [L0ne_W0lf]
//= 1.3a More fixes to some of the Base quest NPCs. [L0ne_W0lf]
//= 1.4 Added missing checkweights. [L0ne_W0lf]
@@ -43,11 +43,14 @@
//= - Thor Volcano Base Quest
//= 2.0 Removed level requirement. (bugreport:4678) [L0ne_W0lf]
//= 2.1 Added missing changequest (3071-3076). [Joseph]
-//= 2.2 Added renewal checks for exp distribution [Streusel]
-//============================================================
-
-// Stone Quest
-//============================================================
+//= 2.2 Moved "Wincing Old Man" to pre-re/re coordinates. [Euphy]
+//= 2.3 Fixed incorrect use of 'close'. [Joseph]
+//= 2.4 Updated RE/Pre-RE EXP. [Euphy]
+//= 2.5 Added GM management NPC. [Euphy]
+//============================================================
+
+// Stone Quest :: veins_stone
+//============================================================
- script ::WincingOldMan_veins -1,{
if ((MaxWeight - Weight) < 2000 || checkweight(1201,1) == 0) {
mes "- Wait a moment! -";
@@ -288,10 +291,7 @@
mes "find these useful. Anyway,";
mes "I hope you like these rocks...";
set veins_stone,8;
- if(checkre(0))
- getexp 30000,0;
- else
- getexp 300000,0;
+ getexp (checkre(3))?30000:300000,0;
getitem 985,3; //Elunium
close;
}
@@ -641,8 +641,8 @@ ve_in02,68,39,7 script Factory Worker#ve2 943,{
close;
}
-// Spy Quest
-//============================================================
+// Spy Quest :: veins_secret
+//============================================================
prontera,202,122,0 script Kid#sch 703,{
if (que_sch == 0) {
mes "[Rooney]";
@@ -722,7 +722,7 @@ prontera,202,122,0 script Kid#sch 703,{
mes "[Rooney]";
mes "Hey, alright! Thanks";
mes "for the cash! Heh heh~";
- set zeny,zeny-100;
+ set Zeny, Zeny-100;
set que_sch,3;
close;
}
@@ -818,7 +818,7 @@ prt_church,89,108,6 script Bard#sch 741,{
mes "kid that was supposed";
mes "to come find me here.";
set que_sch,2;
- set zeny,zeny+100;
+ set Zeny, Zeny+100;
next;
mes "[Lasda]";
mes "I'd like you to come";
@@ -975,10 +975,7 @@ prt_church,89,108,6 script Bard#sch 741,{
mes "reward with our sincere thanks.";
set que_sch,26;
getitem 12106,1; //Accessory_Box
- if(checkre(0))
- getexp 60000,0;
- else
- getexp 600000,0;
+ getexp (checkre(3))?60000:600000,0;
close;
}
else {
@@ -1584,7 +1581,7 @@ job_duncer,93,106,6 script Dance Instructor#sch 892,{
mes "your Megaphone. Thanks";
mes "for everything, and I'll see";
mes "you around, adventurer~";
- set zeny,zeny-500000;
+ set Zeny, Zeny-500000;
set que_sch,18;
getitem 7040,1; //Megaphone
close;
@@ -1630,7 +1627,7 @@ job_duncer,93,106,6 script Dance Instructor#sch 892,{
mes "so I'm not supposed to let";
mes "you have this. Don't let";
mes "anyone know I gave you this!";
- set zeny,zeny-500000;
+ set Zeny, Zeny-500000;
getitem 7040,1; //Megaphone
close;
}
@@ -2651,8 +2648,22 @@ comodo,135,299,0 script Young Man#sch2 809,{
}
}
-// Siblings Quest
-//============================================================
+sec_in02,10,43,4 script Extra Story Patch 809,{
+ callfunc "F_GM_NPC";
+ mes "[Patch]";
+ mes "Yeah, you can try.";
+ next;
+ if(select("Now:How many?") == 2) {
+ input .@input,0,1000;
+ set que_sch, .@input;
+ }
+ mes " ";
+ mes ""+que_sch;
+ close;
+}
+
+// Siblings Quest :: veins_camel
+//============================================================
veins,327,185,3 script Kid#camelcamel 944,{
if (MISC_QUEST & 8192) {
if (rachel_camel == 0) {
@@ -3047,8 +3058,8 @@ veins,327,185,3 script Kid#camelcamel 944,{
completequest 3083;
set rachel_camel,25;
specialeffect2 EF_ABSORBSPIRITS;
- if(checkre(0))
- getexp 100000,70000;
+ if (checkre(3))
+ getexp 100000,50000;
else
getexp 1000000,700000;
close;
@@ -3134,6 +3145,7 @@ veins,327,185,3 script Kid#camelcamel 944,{
mes "I'm happy that";
mes "I can help you too!";
set aru_monas,16;
+ changequest 17011,17012;
close;
}
else if (aru_monas < 26) {
@@ -4014,7 +4026,7 @@ veins,181,166,3 script Lockenlock 900,{
mes "The army's rotten to the core";
mes "for doing something like this.";
next;
- mes " [Locksmith Lockenlock]";
+ mes "[Locksmith Lockenlock]";
mes "You're a real good person,";
mes "and I'm glad I got to know";
mes "you. I don't know if we'll";
@@ -5059,9 +5071,8 @@ veins,221,120,5 script Young Town Native 943,{
}
}
-// Thor Volcano Base Quest
-//============================================================
-
+// Thor Volcano Base Quest :: veins_camp
+//============================================================
ra_temin,87,133,1 script Rachel Guard#vol1 934,5,2,{
if (aru_vol == 2) {
mes "[Guard Karlum]";
@@ -5187,14 +5198,12 @@ ra_temin,87,133,1 script Rachel Guard#vol1 934,5,2,{
disablenpc "Rachel Guard#vol1";
end;
}
- else {
- mes "[Guard Karlum]";
- mes "High Priest Vildt isn't";
- mes "here right now. Please";
- mes "come back later if you";
- mes "wish to see him.";
- close;
- }
+ mes "[Guard Karlum]";
+ mes "High Priest Vildt isn't";
+ mes "here right now. Please";
+ mes "come back later if you";
+ mes "wish to see him.";
+ close;
OnInit:
enablenpc "Rachel Guard#vol1";
@@ -5202,7 +5211,7 @@ OnInit:
OnTouch:
warp "ra_temin",85,137;
- close;
+ end;
}
ra_temin,82,133,7 script Rachel Guard#vol2 934,5,2,{
@@ -6091,10 +6100,7 @@ ve_in,281,214,3 script Bookshelf#vol 111,{
else {
getitem 12103,1; //Bloody_Dead_Branch
}
- if(checkre(0))
- getexp 80000,0;
- else
- getexp 800000,0;
+ getexp (checkre(3))?100000:800000,0;
mes "^3355FFWell, you've done all";
mes "that you could here.";
mes "Now would be a good time";
@@ -6334,7 +6340,7 @@ thor_camp,250,104,3 script Sahedi#vol 934,{
mes "like this in the past, but...";
mes "Is this... How bad is this?";
next;
- emotion 19,1;
+ emotion e_swt2,1;
mes "["+strcharinfo(0)+"]";
mes "Oh... Oh, no!";
mes "Yikes! I guess if it's";
@@ -6425,7 +6431,7 @@ thor_camp,250,104,3 script Sahedi#vol 934,{
mes "It'll be a disaster, just";
mes "like it happened in the past!";
next;
- emotion 52,1;
+ emotion e_flash,1;
mes "["+strcharinfo(0)+"]";
mes "Yes, I agree. There's";
mes "a good chance of an...";
@@ -6437,7 +6443,7 @@ thor_camp,250,104,3 script Sahedi#vol 934,{
mes "How much time do we";
mes "have to evacuate?";
next;
- emotion 52,1;
+ emotion e_flash,1;
mes "["+strcharinfo(0)+"]";
mes "Well... Uh...";
mes "According to my data...";
@@ -7141,6 +7147,7 @@ thor_camp,156,57,3 duplicate(VeinsDummy) Dummy#5 111
thor_camp,162,57,3 duplicate(VeinsDummy) Dummy#6 111
thor_camp,248,104,5 script Aitra#vol 939,{
+ end;
OnInit:
disablenpc "Aitra#vol";
end;
@@ -7355,7 +7362,7 @@ ve_in,237,131,1 script Female Customer#ve1 940,{
next;
mes "["+strcharinfo(0)+"]";
mes "Meee?";
- emotion 19,1;
+ emotion e_swt2,1;
next;
mes "[Female Customer]";
mes "Mmm...";
diff --git a/npc/quests/quests_yuno.txt b/npc/quests/quests_yuno.txt
index d6ed2a268..e03deed5c 100644
--- a/npc/quests/quests_yuno.txt
+++ b/npc/quests/quests_yuno.txt
@@ -1,11 +1,11 @@
//===== Hercules Script ======================================
//= Quest NPCs related to Juno
-//===== By: ==================================================
+//===== By: ==================================================
//= rAthena Dev Team; L0ne_W0lf
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 2.0a
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Metto Quest:
//= - Not really sure exaclty what it's for. :P
//= - Variable in use: metto_q (max 9)
@@ -17,23 +17,23 @@
//= - Part 1: Found in Quests_Comodo.txt
//= - Part 3: Found in Doomed_Swords.txt
//= - Variable in use dmdswrd_Q (Max 45)
-//===== Additional Comments: =================================
-//= v1.1 Re-did the text and re-organized the script. Corrected some items. [kobra_k88]
-//= v1.2 Added part to Bro's for alchemist quest [Darkchild]
+//===== Additional Comments: =================================
+//= 1.1 Re-did the text and re-organized the script. Corrected some items. [kobra_k88]
+//= 1.2 Added part to Bro's for alchemist quest [Darkchild]
//= 1.3 fixed that part of Alch Job Quest. [Lupus]
//= 1.4 Fixed exploit [Lupus]
//= 1.5 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
-//= Merged metto_quest.txt into Juno quest file.
-//= Added the Juno portion of the Doomed Swords quest.
+//= Merged metto_quest.txt into Juno quest file.
+//= Added the Juno portion of the Doomed Swords quest.
//= 1.6 Fixed various errors in the Bajin NPC. [L0ne_W0lf]
//= 1.7 Changed ALCH_Q check and set to corrispond to new alchemist job quest. [L0ne_W0lf]
//= 1.8 Fixed metto_q never reaching 2. Made some names more unique. [L0ne_W0lf]
//= 1.9 Fixed Missing Variables in Metto quest. (bugreport:473) [Samuray22]
//= 2.0 Added missing checkweights. [L0ne_W0lf]
//= 2.0a Fixed several typos (bugreport:1786) [akrus]
-//============================================================
+//============================================================
-// Metto Quest
+// Metto Quest :: yuno_ryusei
//============================================================
yuno_in03,26,39,3 script Metto#juno 709,{
mes "[Metto]";
@@ -227,8 +227,7 @@ yuno_in01,17,30,5 script Wagan#juno 85,{
next;
mes "[Wagan]";
if (Class == Job_Sage) {
- set .@now_weight,maxweight - weight;
- if (.@now_weight < 300) {
+ if (MaxWeight - Weight < 300) {
mes "Oh no, it seems that you are carrying too much stuff! Would you make some room?";
close;
}
@@ -237,8 +236,7 @@ yuno_in01,17,30,5 script Wagan#juno 85,{
getitem 715,10; //Yellow_Gemstone
close;
}
- set .@now_weight,maxweight - weight;
- if (.@now_weight < 150) {
+ if (MaxWeight - Weight < 150) {
mes "Oh no, it seems that you are carrying too much! Would you make some room?";
close;
}
@@ -422,7 +420,7 @@ yuno_in03,178,43,0 script CiCi#juno 121,{
}
}
-// Alchemist Brothers Quest
+// Alchemist Brothers Quest :: yuno_ryusei
//============================================================
yuno_in01,103,157,3 script Bain#juno 98,{
if (checkweight(1201,1) == 0) {
@@ -531,7 +529,7 @@ S_DelItems:
delitem 7043,5; //Fine_Sand
delitem 757,3; //Elunium_Stone
delitem 756,3; //Oridecon_Stone
- set zeny,zeny-2000;
+ set Zeny, Zeny-2000;
getitem getarg(0),getarg(1); //Gold
mes "[Bain]";
mes "AHHH, it is a success!";
@@ -659,7 +657,7 @@ S_DelItems:
delitem 7043,5; //Fine_Sand
delitem 757,3; //Elunium_Stone
delitem 756,3; //Oridecon_Stone
- set zeny,zeny-2000;
+ set Zeny, Zeny-2000;
getitem getarg(0),getarg(1); //Gold
mes "[Bajin]";
mes "AHHH, it is a success!";
@@ -684,8 +682,8 @@ S_DelItems:
close;
}
-// Doomed Swords - Juno Portion
-//============================================================
+// Doomed Swords - Juno Portion :: matnani_yuno
+//============================================================
yuno,157,87,4 script A Citizen of Juno#juno 102,{
mes "[Shalima]";
mes "When you go north from Al De Baran, you will arrive at 'Elmeth Plateau,' a place covered with molten rock.";
@@ -1096,7 +1094,7 @@ yuno,213,298,4 script Sage Esklah#juno 735,{
mes "^3355FF5 Decayed Nail^000000.";
next;
mes "[Esklah]";
- mes "For someone seeking the doomed sword, this should be a relatively simple task. Now go, and bring me what I have asked." ;
+ mes "For someone seeking the doomed sword, this should be a relatively simple task. Now go, and bring me what I have asked.";
set dmdswrd_Q,28;
close;
case 28:
diff --git a/npc/quests/seals/brisingamen_seal.txt b/npc/quests/seals/brisingamen_seal.txt
index 45e80aaf0..afdaee690 100644
--- a/npc/quests/seals/brisingamen_seal.txt
+++ b/npc/quests/seals/brisingamen_seal.txt
@@ -1,10 +1,10 @@
//===== Hercules Script ======================================
-//= Brisingamen seal unlocking NPCs.
-//===== By: ==================================================
+//= God Item Quest - Brisingamen Seal
+//===== By: ==================================================
//= SinSloth
-//===== Current Version: =====================================
-//= 1.5
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.7
+//===== Description: =========================================
//= Quest for breaking the seal of Brisingamen.
//===== Additional Comments: =================================
//= 1.0 First version. Thanks to SinSloth for scripting it. [MasterOfMuppets]
@@ -15,12 +15,14 @@
//= 1.3a Changed some " + name +" to strcharinfo(0) [Samuray22]
//= 1.4 Replaced effect numerics with constants. [Samuray22]
//= 1.5 Corrected serverwide announcement. [L0ne_W0lf]
+//= 1.6 Updated RE/Pre-RE EXP. [Euphy]
+//= 1.7 Renewal script update. [Euphy]
//============================================================
prt_fild08,175,374,3 script Bard#brising 51,{
cutin "god_nelluad01",2;
- if (($God2 > 49) && ($God3 < 100)){
- if (god_brising > 49){
+ if ($God2 >= $@god_check1 && $God3 < $@god_check2) {
+ if (god_brising > 49) {
mes "[Nelliorde]";
mes "Oh, I guess all is going well for you. So how has everything else been?";
next;
@@ -244,7 +246,7 @@ prt_fild08,175,374,3 script Bard#brising 51,{
break;
}
}
- else if((god_brising > 0) && (god_brising < 50)){
+ else if ((god_brising > 0) && (god_brising < 50)){
mes "[Nelliorde]";
mes "So, have you";
mes "met Mr. Kaili?";
@@ -843,7 +845,7 @@ yuno_in04,47,113,1 script Studying Scholar#1 749,{
mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
close;
}
- if ($God3 == 100) {
+ if ($God3 == $@god_check2) {
mes "[Studying Scholar]";
mes "Hmmm...";
mes "The highest quality Red Potion ever...";
@@ -852,7 +854,7 @@ yuno_in04,47,113,1 script Studying Scholar#1 749,{
mes "If only I could figure a way to balance the consistency of the ground Red Herbs mixed with the water. That part is most crucial...";
close;
}
- if ($God2 > 49) {
+ if ($God2 >= $@god_check1) {
if (god_brising == 50) {
mes "[Enrico Kaili]";
mes "Ah, " + strcharinfo(0) + ",";
@@ -874,40 +876,36 @@ yuno_in04,47,113,1 script Studying Scholar#1 749,{
mes "[Enrico Kaili]";
mes "Oh! I'm so excited! I don't know what to do first! Should I report to His Majesty or publish my findings or...";
next;
- switch(select("^333333*Ahem!*^000000 My reward!")) {
- case 1:
- mes "[Enrico Kaili]";
- mes "Oh, right.";
- mes "Thank you for all the trouble you have endured for my sake. You are truly one of the best researchers I've ever met.";
- next;
- mes "[Enrico Kaili]";
- mes "Then as promised...";
- mes "I will give you something from my precious collection! Now, let me see what we have here...";
- next;
- mes "[Enrico Kaili]";
- mes "Please...";
- mes "Take this";
- set god_brising,50;
- getitem 616,1; // Old_Card_Album
- getexp 60000,0;
- next;
- mes "[Enrico Kaili]";
- mes "Please accept this as my way of thanking you for assisting in my";
- mes "research. If the opportunity arises, I would like to ask you for your help once again. Now please, take care.";
- if ($God3 < 100) set $God3,$God3 +1;
- if ($God3 == 50) {
- announce "The 3rd Seal of [Brisingamen] has appeared.",bc_all;
- }
- else if ($God3 == 100) {
- if ($God1 == 100 && $God2 == 100 && $God3 == 100 && $God4 == 100) {
- announce "Four seals have been released at the same time with the seal of [Brisingamen].",bc_all;
- }
- else {
- announce "The 3rd seal of [Brisingamen] has been released.",bc_all;
- }
- }
- }
- close;
+ select("^333333*Ahem!*^000000 My reward!");
+ mes "[Enrico Kaili]";
+ mes "Oh, right.";
+ mes "Thank you for all the trouble you have endured for my sake. You are truly one of the best researchers I've ever met.";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Then as promised...";
+ mes "I will give you something from my precious collection! Now, let me see what we have here...";
+ next;
+ mes "[Enrico Kaili]";
+ mes "Please...";
+ mes "Take this.";
+ set god_brising,50;
+ getitem 616,1; // Old_Card_Album
+ getexp (checkre(3))?60000:600000,0;
+ next;
+ mes "[Enrico Kaili]";
+ mes "Please accept this as my way of thanking you for assisting in my";
+ mes "research. If the opportunity arises, I would like to ask you for your help once again. Now please, take care.";
+ if ($God3 < $@god_check2)
+ set $God3,$God3 +1;
+ if ($God3 == $@god_check1)
+ announce "The 3rd Seal of [Brisingamen] has appeared.",bc_all;
+ else if ($God3 == $@god_check2) {
+ if ($God1 == $@god_check2 && $God2 == $@god_check2 && $God3 == $@god_check2 && $God4 == $@god_check2)
+ announce "Four seals have been released at the same time with the seal of [Brisingamen].",bc_all;
+ else
+ announce "The 3rd seal of [Brisingamen] has been released.",bc_all;
+ }
+ close;
}
else if (god_brising == 48) {
mes "[Enrico Kaili]";
@@ -1259,7 +1257,7 @@ yuno_in04,47,113,1 script Studying Scholar#1 749,{
mes "If she'll let you look at her records, you can probably find out where he lives. Now why don't you talk to that lady towards the left part of this room?";
close;
}
- else if(god_brising == 2) {
+ else if (god_brising == 2) {
mes "[Enrico Kaili]";
mes "So, have you";
mes "considered my proposal?";
@@ -1397,7 +1395,7 @@ yuno_in04,47,113,1 script Studying Scholar#1 749,{
}
prt_church,113,103,1 script Praying Man 798,{
- if ($God2 < 50) {
+ if ($God2 < $@god_check1) {
mes "[Praying Man]";
mes "Let everyone live a life";
mes "of happiness. Let there be";
@@ -1409,7 +1407,7 @@ prt_church,113,103,1 script Praying Man 798,{
mes "month's paycheck on...";
close;
}
- if ($God3 > 99) {
+ if ($God3 >= $@god_check2) {
mes "[Praying Man]";
mes "Now is the time to reflect upon the past to prepare for the future.";
next;
@@ -1541,9 +1539,8 @@ prt_church,113,103,1 script Praying Man 798,{
mes "to Lowen.";
close;
}
- else if(god_brising == 5) {
- set @brising_try,rand(1,4);
- if(@brising_try == 1) {
+ else if (god_brising == 5) {
+ if (rand(1,4) == 1) {
mes "[Hermite Charles]";
mes "You're still here.";
mes "Does that mean you";
@@ -2084,13 +2081,13 @@ prt_church,113,103,1 script Praying Man 798,{
}
prt_castle,80,52,0 script Personnel Record#book1 111,{
- if ($God2 < 50) {
+ if ($God2 < $@god_check1) {
mes "[Librarian]";
mes "What are you doing?";
mes "Don't touch anything!";
close;
}
- if ($God3 > 99) {
+ if ($God3 >= $@god_check2) {
mes "[Librarian]";
mes "What are you doing?";
mes "Don't touch anything!";
@@ -2267,13 +2264,13 @@ prt_castle,80,52,0 script Personnel Record#book1 111,{
//-----------librarian----------------------------------------------------------
prt_castle,84,51,5 script Librarian#2 105,{
- if ($God2 < 50) {
+ if ($God2 < $@god_check1) {
mes "[Librarian]";
mes "What are you doing here?";
mes "Don't touch anything!";
close;
}
- if ($God3 > 99) {
+ if ($God3 >= $@god_check2) {
mes "[Librarian]";
mes "What are you doing here?";
mes "Don't touch anything!";
@@ -2441,7 +2438,7 @@ prt_castle,84,51,5 script Librarian#2 105,{
}
prontera,260,354,4 script Woman#Rosa Ellenen 101,{
- if ($God2 < 50){
+ if ($God2 < $@god_check1){
mes "[Woman]";
mes "Hm?";
mes "What brings";
@@ -2451,7 +2448,7 @@ prontera,260,354,4 script Woman#Rosa Ellenen 101,{
mes "take a walk.";
close;
}
- if ($God3 > 99) {
+ if ($God3 >= $@god_check2) {
mes "[Woman]";
mes "Hm?";
mes "What brings";
@@ -2461,7 +2458,7 @@ prontera,260,354,4 script Woman#Rosa Ellenen 101,{
mes "take a walk.";
close;
}
- if(god_brising > 33) {
+ if (god_brising > 33) {
mes "[Rosa Ellenen]";
mes "Are you the one";
mes "who visited me before?";
@@ -2567,7 +2564,7 @@ prontera,260,354,4 script Woman#Rosa Ellenen 101,{
}
prontera,262,353,0 script Gravestone 111,{
- if($God2 > 49) {
+ if ($God2 > $@god_check1) {
if (god_brising > 33) {
mes "Lowen Ellenen";
mes " ";
@@ -2583,7 +2580,7 @@ prontera,262,353,0 script Gravestone 111,{
close;
}
}
- else {
+ else {
mes "^3355FFIt's just an";
mes "ordinary gravestone.^000000";
next;
@@ -2594,12 +2591,12 @@ prontera,262,353,0 script Gravestone 111,{
}
gef_dun01,89,192,0 script #lowentrace 111,3,3,{
- if($God2 < 50) {
+ if ($God2 < $@god_check1) {
mes "^3355FFIt's just an old,";
mes "dry piece of wood.^000000";
close;
}
- if($God3 > 99) {
+ if ($God3 >= $@god_check2) {
mes "^3355FFIt's just an old,";
mes "dry piece of wood.^000000";
close;
@@ -2611,7 +2608,7 @@ gef_dun01,89,192,0 script #lowentrace 111,3,3,{
switch(select("Yes:No")) {
case 1:
input @lowenstring$;
- if(@lowenstring$ == "Lowen") {
+ if (@lowenstring$ == "Lowen") {
if (god_brising == 30) {
mes "[Lowen Ellenen]";
mes "^6E7B8B...Y-you're...";
@@ -2710,21 +2707,19 @@ gef_dun01,89,192,0 script #lowentrace 111,3,3,{
}
OnTouch:
- if((god_brising > 9) && (god_brising < 34)) {
+ if ((god_brising > 9) && (god_brising < 34)) {
emotion e_gasp;
}
end;
}
gef_dun01,203,48,0 script #lowentrace1 111,3,3,{
-
- if ($God2 < 50) {
+ if ($God2 < $@god_check1) {
mes "^3355FFIt's just an old,";
mes "dry piece of wood.^000000";
close;
}
-
- if( $God3 > 99) {
+ if ($God3 >= $@god_check2) {
mes "^3355FFIt's just an old,";
mes "dry piece of wood.^000000";
close;
@@ -2736,8 +2731,8 @@ gef_dun01,203,48,0 script #lowentrace1 111,3,3,{
switch(select("Yes:No")) {
case 1:
input @lowenstring$;
- if(@lowenstring$ == "Lowen") {
- if(god_brising == 31) {
+ if (@lowenstring$ == "Lowen") {
+ if (god_brising == 31) {
mes "[Lowen Ellenen]";
mes "^6E7B8BYou came back!";
mes "You'll be with me";
@@ -2758,7 +2753,7 @@ gef_dun01,203,48,0 script #lowentrace1 111,3,3,{
mes "care of yourself...^000000";
close;
}
- } else if(god_brising == 30) {
+ } else if (god_brising == 30) {
mes "[Lowen Ellenen]";
mes "^6E7B8BAh yes. This is it.";
mes "You look very curious about me, yet I am amazed that you can hear my voice. Please let me tell you an old story.^000000";
@@ -2844,7 +2839,7 @@ gef_dun01,203,48,0 script #lowentrace1 111,3,3,{
}
OnTouch:
- if((god_brising > 9) && (god_brising < 34)) {
+ if ((god_brising > 9) && (god_brising < 34)) {
emotion e_gasp;
}
end;
@@ -3132,7 +3127,7 @@ OnSummon:
OnMobDeath:
set .brisinmobdead,.brisinmobdead -1;
- if(.brisinmobdead > 0) end;
+ if (.brisinmobdead > 0) end;
set god_brising,31;
hideoffnpc "Valkyrie#1";
end;
@@ -3153,29 +3148,12 @@ OnReset:
end;
}
-que_god02,173,58,4 script #doppelganger1 739,{
- end;
-}
-
-que_god02,175,55,4 script #doppelganger2 739,{
- end;
-}
-
-que_god02,175,54,1 script #lowen 745,{
- end;
-}
-
-que_god02,178,49,1 script #knight1 751,{
- end;
-}
-
-que_god02,168,53,7 script #knight2 734,{
- end;
-}
-
-que_god02,167,58,4 script #knight3 752,{
- end;
-}
+que_god02,173,58,4 script #doppelganger1 739,{ end; }
+que_god02,175,55,4 script #doppelganger2 739,{ end; }
+que_god02,175,54,1 script #lowen 745,{ end; }
+que_god02,178,49,1 script #knight1 751,{ end; }
+que_god02,168,53,7 script #knight2 734,{ end; }
+que_god02,167,58,4 script #knight3 752,{ end; }
que_god02,174,49,0 script #lowenone 139,0,0,{
@@ -3531,13 +3509,13 @@ que_god02,178,127,3 script Valkyrie#1 811,{
}
xmas,38,105,0 script #brisindwarf1 111,3,3,{
- if ($God2 < 50) {
+ if ($God2 < $@god_check1) {
mes "^3355FFA lot of snow";
mes "is heavily piled";
mes "here on the ground.^000000";
close;
}
- if ($God3 > 99) {
+ if ($God3 >= $@god_check2) {
mes "^3355FFA lot of snow";
mes "is heavily piled";
mes "here on the ground.^000000";
@@ -3698,7 +3676,7 @@ xmas,38,105,0 script #brisindwarf1 111,3,3,{
}
OnTouch:
- if(god_brising > 39) {
+ if (god_brising > 39) {
emotion e_gasp,1;
}
end;
@@ -3998,12 +3976,12 @@ OnInit:
}
prt_fild02,185,269,0 script #brisindwarf2 111,3,3,{
- if ($God2 < 50) {
+ if ($God2 < $@god_check1) {
mes "^3355FFIt's just an";
mes "ordinary rock.^000000";
close;
}
- if ($God3 > 99) {
+ if ($God3 >= $@god_check2) {
mes "^3355FFIt's just an";
mes "ordinary rock.^000000";
close;
@@ -4165,7 +4143,7 @@ prt_fild02,185,269,0 script #brisindwarf2 111,3,3,{
}
OnTouch:
- if(god_brising > 41) {
+ if (god_brising > 41) {
emotion e_gasp,1;
}
end;
@@ -4190,7 +4168,7 @@ prt_fild02,185,270,3 script Dvalin#1 826,{
hideonnpc "Dvalin#1";
end;
}
- else if(god_brising == 42) {
+ else if (god_brising == 42) {
mes "[Dvalin]";
mes "Wah, it's not Alfrik?";
mes "Who are you to wake Dvalin?";
@@ -4275,7 +4253,7 @@ prt_fild02,185,270,3 script Dvalin#1 826,{
end;
}
}
- else if(god_brising == 43) {
+ else if (god_brising == 43) {
mes "[Dvalin]";
mes "Why do you keep calling me? I did everything I can do for you. I even gave you the key to the question.";
next;
@@ -4295,11 +4273,11 @@ OnInit:
}
mjolnir_09,85,129,0 script #brisindwarf3 111,3,3,{
- if ($God2 < 50) {
+ if ($God2 < $@god_check1) {
mes "^3355FFThe sight of this bubbling stream refreshes you just by looking at it.^000000";
close;
}
- if ($God3 > 99) {
+ if ($God3 >= $@god_check2) {
mes "^3355FFThe sight of this bubbling stream refreshes you just by looking at it.^000000";
close;
}
@@ -4359,14 +4337,14 @@ mjolnir_09,85,129,0 script #brisindwarf3 111,3,3,{
}
OnTouch:
- if(god_brising > 42) {
+ if (god_brising > 42) {
emotion e_gasp,1;
}
end;
}
mjolnir_09,87,129,3 script Berling#1 826,{
- if(god_brising > 44) {
+ if (god_brising > 44) {
mes "[Berling]";
mes "You're the one that's awakened us? Hahaha, perhaps that's a sign we may see Freya again! Hahahaha!";
next;
@@ -4376,7 +4354,7 @@ mjolnir_09,87,129,3 script Berling#1 826,{
hideonnpc "OnBerling#1";
end;
}
- else if(god_brising == 43) {
+ else if (god_brising == 43) {
mes "[Berling]";
mes "What the...?";
mes "It's a human?!";
@@ -4481,7 +4459,7 @@ mjolnir_09,87,129,3 script Berling#1 826,{
end;
}
}
- else if(god_brising == 44) {
+ else if (god_brising == 44) {
mes "[Berling]";
mes "Did you already forget the lyrics? Let me tell them to you again, so don't forget this time.";
next;
@@ -4510,12 +4488,12 @@ OnInit:
}
mjo_dun02,126,36,0 script #brisindwarf4 111,3,3,{
- if ($God2 < 50) {
+ if ($God2 < $@god_check1) {
mes "[" + strcharinfo(0) + "]";
mes "Bah, no way out.";
close;
}
- if ($God3 > 99) {
+ if ($God3 >= $@god_check2) {
mes "[" + strcharinfo(0) + "]";
mes "Bah, no way out.";
close;
@@ -4533,35 +4511,35 @@ mjo_dun02,126,36,0 script #brisindwarf4 111,3,3,{
mes "What was the first line...?";
next;
input @dwarfsong1$;
- if(@dwarfsong1$ == "No jewel in the world can compare.") set @point,@point +1;
- mes "[" + strcharinfo(0) + "]";
+ if (@dwarfsong1$ == "No jewel in the world can compare.") set @point,@point +1;
+ mes "[" + strcharinfo(0) + "]";
mes " " + @dwarfsong1$ + "";
mes "Then...ummm..";
mes "The second line?";
next;
input @dwarfsong2$;
- if(@dwarfsong2$ == "Our masterpiece made from love.") set @point,@point +1;
+ if (@dwarfsong2$ == "Our masterpiece made from love.") set @point,@point +1;
mes "[" + strcharinfo(0) + "]";
mes " " + @dwarfsong2$ + "";
mes "Now, what was";
mes "the third line...?";
next;
input @dwarfsong3$;
- if(@dwarfsong3$ == "She wanted the dazzling necklace.") set @point,@point +1;
+ if (@dwarfsong3$ == "She wanted the dazzling necklace.") set @point,@point +1;
mes "[" + strcharinfo(0) + "]";
mes " " + @dwarfsong3$ + "";
mes "Now, the fourth";
mes "line after that...";
next;
input @dwarfsong4$;
- if(@dwarfsong4$ == "We wanted the goddess of beauty.") set @point,@point +1;
+ if (@dwarfsong4$ == "We wanted the goddess of beauty.") set @point,@point +1;
mes "[" + strcharinfo(0) + "]";
mes " " + @dwarfsong4$ + "";
mes "Alright, now";
mes "for the last line...";
next;
input @dwarfsong5$;
- if(@dwarfsong5$ == "Our happiest times were with her.") set @point,@point +1;
+ if (@dwarfsong5$ == "Our happiest times were with her.") set @point,@point +1;
mes "[" + strcharinfo(0) + "]";
mes " " + @dwarfsong5$ + "";
mes "Alright, let's give it a try.";
@@ -4599,12 +4577,12 @@ mjo_dun02,126,36,0 script #brisindwarf4 111,3,3,{
}
OnTouch:
- if ($God2 < 50) {
+ if ($God2 < $@god_check1) {
mes "[" + strcharinfo(0) + "]";
mes "Beh, no way out.";
close;
}
- if ($God3 > 99) {
+ if ($God3 >= $@god_check2) {
mes "[" + strcharinfo(0) + "]";
mes "Beh, no way out.";
close;
@@ -4676,7 +4654,7 @@ mjo_dun02,126,34,1 script Grer#1 826,{
hideonnpc "Grer#1";
end;
}
- else if(god_brising == 46) {
+ else if (god_brising == 46) {
mes "[Grer]";
mes "My name is Grer.";
mes "I should have been";
diff --git a/npc/quests/seals/god_global.txt b/npc/quests/seals/god_global.txt
index 817255060..94f6ae0f2 100644
--- a/npc/quests/seals/god_global.txt
+++ b/npc/quests/seals/god_global.txt
@@ -1,113 +1,44 @@
//===== Hercules Script ======================================
-//= Variable Management NPC for the god item quest
-//===== By: ==================================================
+//= God Item Quest - Variable Management
+//===== By: ==================================================
//= MasterOfMuppets
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.2
+//===== Description: =========================================
//= Use this NPC if the seals quest variables get messed up.
//===== Additional Comments: =================================
//= 1.0 First version. [MasterOfMuppets]
//= 1.1 Updated several aspects of the script. [L0ne_W0lf]
+//= 1.2 Renewal script update. [Euphy]
+//= Added GM management function.
//============================================================
sec_in02,15,170,0 script Golbal var 817,{
- //mes "[Check]";
- //mes "Please enter the password.";
- //next;
- //set .@check,68392411;
- //dlgwrite 0 10000000
- //if (check == input){
- if (getgmlevel() > 98) {
+ callfunc "F_GM_NPC";
+ mes "[Check]";
+ mes "Please enter the password.";
+ next;
+ if (callfunc("F_GM_NPC",68392411,0) == 1) {
mes "[Check]";
mes "Please choose a menu.";
next;
- switch(select("Now:No.1:No.2:No.3:No.4:Reset")) {
+ switch(select("Now:No.1:No.2:No.3:No.4:Reset:god_sl_1:god_eremes:god_brising:god_mjo_0:god_mjo_1:god_mjo_2:god_mjo_3:god_mjo_4")) {
case 1:
mes "^0000FF$God1^000000 = ^FF0000" + $God1 + "^000000.";
mes "^0000FF$God2^000000 = ^FF0000" + $God2 + "^000000.";
mes "^0000FF$God3^000000 = ^FF0000" + $God3 + "^000000.";
mes "^0000FF$God4^000000 = ^FF0000" + $God4 + "^000000.";
close;
- case 2:
- input .@input,0,100;
- mes "[Check]";
- mes "Would you like to change to "+.@input+"?";
- next;
- if (select("Yes:No") == 1) {
- mes "[Check]";
- mes "The command "+.@input+" has been confirmed.";
- next;
- set $God1,.@input;
- mes "$God1 "+.@input+"";
- close;
- }
- else {
- mes "[Check]";
- mes "The command has been canceled.";
- close;
- }
- case 3:
- input .@input,0,100;
- mes "[Check]";
- mes "Would you like to change to "+.@input+"?";
- next;
- if (select("Yes:No") == 1) {
- mes "[Check]";
- mes "The command "+.@input+" has been confirmed.";
- next;
- set $God2,.@input;
- mes "$God2 "+.@input+"";
- close;
- }
- else {
- mes "[Check]";
- mes "The command has been canceled.";
- close;
- }
- case 4:
- input .@input,0,100;
- mes "[Check]";
- mes "Would you like to change to "+.@input+"?";
- next;
- if (select("Yes:No") == 1) {
- mes "[Check]";
- mes "The command "+.@input+" has been confirmed.";
- next;
- set $God3,.@input;
- mes "$God3 "+.@input+"";
- close;
- }
- else {
- mes "[Check]";
- mes "The command has been canceled.";
- close;
- }
- case 5:
- input .@input,0,100;
- mes "[Check]";
- mes "Would you like to change to "+.@input+"?";
- next;
- if (select("Yes:No") == 1) {
- mes "[Check]";
- mes "The command "+.@input+" has been confirmed.";
- next;
- set $God4,.@input;
- mes "$God4 "+.@input+"";
- close;
- }
- else {
- mes "[Check]";
- mes "The command has been canceled.";
- close;
- }
+ case 2: callsub L_Number,"$God1"; break;
+ case 3: callsub L_Number,"$God2"; break;
+ case 4: callsub L_Number,"$God3"; break;
+ case 5: callsub L_Number,"$God4"; break;
case 6:
mes "[Check]";
mes "Are you really sure that you want to reset the entire list of God Globalvar?";
+ mes "Please enter the password.";
next;
- if (select("Yes:No") == 1) {
+ if (callfunc("F_GM_NPC",68392411,0) == 1) {
mes "[Check]";
mes "Now, the entire list of God Globalvar is being reset.";
next;
@@ -120,18 +51,61 @@ sec_in02,15,170,0 script Golbal var 817,{
mes "^0000FF$God3^000000 = ^FF0000" + $God3 + "^000000.";
mes "^0000FF$God4^000000 = ^FF0000" + $God4 + "^000000.";
close;
- }
- else {
+ } else {
mes "[Check]";
mes "The command has been canceled.";
close;
}
+ case 7: callsub L_Var,"god_sl_1"; break;
+ case 8: callsub L_Var,"god_eremes"; break;
+ case 9: callsub L_Var,"god_brising"; break;
+ case 10: callsub L_Var,"god_mjo_0"; break;
+ case 11: callsub L_Var,"god_mjo_1"; break;
+ case 12: callsub L_Var,"god_mjo_2"; break;
+ case 13: callsub L_Var,"god_mjo_3"; break;
+ case 14: callsub L_Var,"god_mjo_4"; break;
}
+ } else {
+ mes "[Check]";
+ mes "Incorrect password.";
+ close;
}
- else {
+
+L_Number:
+ input .@input,0,$@god_check2;
+ mes "[Check]";
+ mes "Would you like to change to "+.@input+"?";
+ mes "Please enter the password.";
+ next;
+ if (callfunc("F_GM_NPC",68392411,0) == 1) {
mes "[Check]";
- //mes "Incorrect password.";
- mes "You cannot access this NPC.";
+ mes "The command "+.@input+" has been confirmed.";
+ next;
+ setd getarg(0),.@input;
+ mes getarg(0)+" "+.@input;
+ close;
+ } else {
+ mes "[Check]";
+ mes "The command has been canceled.";
close;
}
+
+L_Var:
+ input .@input;
+ setd getarg(0),.@input;
+ next;
+ mes "[Check]";
+ mes "Done.";
+ close;
+
+OnInit:
+ // Seals roll at 25/50 in Renewal and 50/100 in Pre-Renewal.
+ if (checkre(0)) {
+ set $@god_check1,25;
+ set $@god_check2,50;
+ } else {
+ set $@god_check1,50;
+ set $@god_check2,100;
+ }
+ end;
}
diff --git a/npc/quests/seals/god_weapon_creation.txt b/npc/quests/seals/god_weapon_creation.txt
index e0e5845d5..340b9a7f5 100644
--- a/npc/quests/seals/god_weapon_creation.txt
+++ b/npc/quests/seals/god_weapon_creation.txt
@@ -1,21 +1,20 @@
//===== Hercules Script ======================================
-//= God items creation NPCs
+//= God Item Quest - Item Creation
//===== By: ==================================================
//= SinSloth
//===== Current Version: =====================================
-//= 1.2
-//===== Compatible With: =====================================
-//= Hercules
+//= 1.3
//===== Description: =========================================
-//= NPC that creates God Items
+//= Craft god items after the four seals are broken.
//===== Additional Comments: =================================
//= 1.0 First version. Thanks to SinSloth for scripting it. [MasterOfMuppets]
//= 1.1 Updated several aspects of the script. [L0ne_W0lf]
//= 1.2 Corrected several incorrect item IDs. [L0ne_W0lf]
+//= 1.3 Renewal script update. [Euphy]
+//= Added GM management function.
//============================================================
gld_dun01,28,85,0 script Grunburti#1::GodDwarf 826,{
- set .@GID,getcharid(2);
mes "[Dwarf Grunburti]";
mes "A human?!";
mes "This land is full";
@@ -69,8 +68,9 @@ gld_dun01,28,85,0 script Grunburti#1::GodDwarf 826,{
mes "At least I was fortunate enough to find this cave. We Dwarves are most cozy living underground, after all.";
close;
case 3:
- if (($God1 < 100) || ($God2 < 100) || ($God3 < 100) || ($God4 < 100)){
- if (($God1 > 49) && ($God2 > 49) && ($God3 > 49) && ($God4 > 49) && (strcharinfo(0) == getguildmaster(.@GID))) {
+ set .@GID,getcharid(2);
+ if (($God1 < $@god_check2) || ($God2 < $@god_check2) || ($God3 < $@god_check2) || ($God4 < $@god_check2)){
+ if (($God1 >= $@god_check1) && ($God2 >= $@god_check1) && ($God3 >= $@god_check1) && ($God4 >= $@god_check1) && (strcharinfo(0) == getguildmaster(.@GID))) {
mes "[Dwarf Grunburti]";
mes "Hmm...";
mes "I'll need some things to make a weapon for you. What exactly were you interested in having?";
@@ -340,7 +340,6 @@ gld_dun01,28,85,0 script Grunburti#1::GodDwarf 826,{
close;
}
}
-
gld_dun02,85,84,0 duplicate(GodDwarf) Grunburti#2 826
gld_dun03,92,105,0 duplicate(GodDwarf) Grunburti#3 826
gld_dun04,268,230,0 duplicate(GodDwarf) Grunburti#4 826
@@ -376,7 +375,7 @@ que_god01,215,128,0 duplicate(GodEntrance) #que_godnpc2 111
que_god01,213,128,0 duplicate(GodEntrance) #que_godnpc3 111
que_god01,154,112,4 script Grunburti#god 826,{
- if (($God1 < 100) || ($God2 < 100) || ($God3 < 100) || ($God4 < 100)){
+ if (($God1 < $@god_check2) || ($God2 < $@god_check2) || ($God3 < $@god_check2) || ($God4 < $@god_check2)){
mes "[Dwarf Grunburti]";
mes "One of the godly";
mes "items has been created,";
@@ -463,7 +462,7 @@ que_god01,154,112,4 script Grunburti#god 826,{
mes "Never in my wildest";
mes "imaginings have I thought that I'd be crafting this masterpiece for a mere human. Give me a moment.";
next;
- if (($God1 < 100) || ($God2 < 100) || ($God3 < 100) || ($God4 < 100)){
+ if (($God1 < $@god_check2) || ($God2 < $@god_check2) || ($God3 < $@god_check2) || ($God4 < $@god_check2)){
mes "[Dwarf Grunburti]";
mes "But...";
mes "The seals";
@@ -543,7 +542,7 @@ que_god01,154,112,4 script Grunburti#god 826,{
mes "I'd never believe that";
mes "something so powerful and dangerous as Megingjard would end up in the hands of a human...";
next;
- if (($God1 < 100) || ($God2 < 100) || ($God3 < 100) || ($God4 < 100)){
+ if (($God1 < $@god_check2) || ($God2 < $@god_check2) || ($God3 < $@god_check2) || ($God4 < $@god_check2)){
mes "[Dwarf Grunburti]";
mes "But...";
mes "The seals";
@@ -630,7 +629,7 @@ que_god01,154,112,4 script Grunburti#god 826,{
mes "used by a human.";
mes "Give me a moment...";
next;
- if (($God1 < 100) || ($God2 < 100) || ($God3 < 100) || ($God4 < 100)){
+ if (($God1 < $@god_check2) || ($God2 < $@god_check2) || ($God3 < $@god_check2) || ($God4 < $@god_check2)){
mes "[Dwarf Grunburti]";
mes "But...";
mes "The seals";
@@ -718,7 +717,7 @@ que_god01,154,112,4 script Grunburti#god 826,{
mes "or you will regret it.";
mes "Mark my words...";
next;
- if (($God1 < 100) || ($God2 < 100) || ($God3 < 100) || ($God4 < 100)){
+ if (($God1 < $@god_check2) || ($God2 < $@god_check2) || ($God3 < $@god_check2) || ($God4 < $@god_check2)){
mes "[Dwarf Grunburti]";
mes "But...";
mes "The seals";
@@ -787,39 +786,60 @@ OnTimer610000:
end;
OnTimer612000:
- areawarp "que_god01",154,67,4,7,"prontera",156,324;
- areawarp "que_god01",154,82,4,7,"prontera",156,324;
- areawarp "que_god01",145,99,9,9,"prontera",156,324;
- areawarp "que_god01",164,99,9,9,"prontera",156,324;
- areawarp "que_god01",145,118,9,9,"prontera",156,324;
- areawarp "que_god01",164,118,9,9,"prontera",156,324;
+ donpcevent "god_wep_warpmaster::OnEnable";
end;
OnTimer615000:
donpcevent "god_wep_warpmaster::OnDisable";
- donpcevent " #god_hopewarp1::Onreset";
+ donpcevent "#god_hopewarp1::OnReset";
stopnpctimer;
end;
}
-/*
-que_god01,293,3,0 script Godly Item Quests Related#god 90,{
+que_god01,169,82,0 script god_wep_warpmaster -1,{
+OnEnable:
+ for(set .@i,1; .@i<=6; set .@i,.@i+1)
+ enablenpc "god_failwarp#"+.@i;
+ end;
+OnDisable:
+ for(set .@i,1; .@i<=6; set .@i,.@i+1)
+ disablenpc "god_failwarp#"+.@i;
+ end;
+}
+
+que_god01,154,67,0 script god_failwarp#1 -1,4,7,{
+OnInit:
+ disablenpc strnpcinfo(0);
+ end;
+OnTouch:
+ warp "prontera",156,324;
+ end;
+}
+que_god01,154,82,0 duplicate(god_failwarp#1) god_failwarp#2 -1,4,7
+que_god01,145,99,0 duplicate(god_failwarp#1) god_failwarp#3 -1,9,9
+que_god01,164,99,0 duplicate(god_failwarp#1) god_failwarp#4 -1,9,9
+que_god01,145,118,0 duplicate(god_failwarp#1) god_failwarp#5 -1,9,9
+que_god01,164,118,0 duplicate(god_failwarp#1) god_failwarp#6 -1,9,9
+
+// Original name: "Godly Item Quests Related#god"
+que_god01,293,3,0 script Godly Item Quests#god 90,{
+ callfunc "F_GM_NPC";
mes "[Use in case of emergency]";
mes "Please enter password.";
mes "If you wish to cancel, please enter 0.";
next;
- input .@input,0,4001;
- if (.@input < 0 || .@input > 4000) {
+ set .@i, callfunc("F_GM_NPC",1854,0,0,4000);
+ if (.@i == -2) {
mes "[Use in case of emergency]";
mes "Password is incorrect.";
close;
- }
- else if(.@input == 0) {
+ } else if (.@i == -1) {
mes "[Use in case of emergency]";
mes "You have canceled your request.";
close;
- }
- else if(.@input == 1854) {
+ } else if (.@i == 0) {
+ close;
+ } else {
mes "[Use in case of emergency]";
mes "What services would you like to use?";
next;
@@ -828,12 +848,7 @@ que_god01,293,3,0 script Godly Item Quests Related#god 90,{
mes "[Use in case of emergency]";
mes "Press the 'Next' button to turn off warps.";
next;
- areawarp "que_god01",154,67,4,7,"prontera",156,324;
- areawarp "que_god01",154,82,4,7,"prontera",156,324;
- areawarp "que_god01",145,99,9,9,"prontera",156,324;
- areawarp "que_god01",164,99,9,9,"prontera",156,324;
- areawarp "que_god01",145,118,9,9,"prontera",156,324;
- areawarp "que_god01",164,118,9,9,"prontera",156,324;
+ donpcevent "god_wep_warpmaster::OnDisable";
mes "[Use in case of emergency]";
mes "You have successfully turned off warps.";
close;
@@ -849,11 +864,10 @@ que_god01,293,3,0 script Godly Item Quests Related#god 90,{
mes "[Use in case of emergency]";
mes "Please press the 'Next' button to reset the arena chat room in que_god01.";
next;
- donpcevent " #god_hopewarp1::Onreset";
+ donpcevent "#god_hopewarp1::OnReset";
mes "[Use in case of emergency]";
mes "You have successfully reset the arena chat room (Laboratory Entrance 1/2).";
close;
}
}
}
-*/
diff --git a/npc/quests/seals/megingard_seal.txt b/npc/quests/seals/megingard_seal.txt
index 4f210710b..933afb4b0 100644
--- a/npc/quests/seals/megingard_seal.txt
+++ b/npc/quests/seals/megingard_seal.txt
@@ -1,10 +1,10 @@
//===== Hercules Script ======================================
-//= Megingjard seal unlocking NPCs.
-//===== By: ==================================================
+//= God Item Quest - Megingjard Seal
+//===== By: ==================================================
//= SinSloth
-//===== Current Version: =====================================
-//= 1.9
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 2.2
+//===== Description: =========================================
//= Quest for breaking the seal of Megingjard.
//===== Additional Comments: =================================
//= 1.0 First version. Thanks to SinSloth for scripting it. [MasterOfMuppets]
@@ -17,9 +17,16 @@
//= 1.7 Replaced effect numerics with constants. [Samuray22]
//= 1.8 Corrected how exp reward is applied. [L0ne_W0lf]
//= 1.9 Fixed some input checks and variable types. [brianluau]
+//= 2.0 Updated RE/Pre-RE EXP. [Euphy]
+//= 2.1 Fixed minor bug with the Librarian Jekan
+//= 2.2 Renewal script update. [Euphy]
//============================================================
prt_castle,44,151,0 script Rebarev Doug 56,{
+ if (checkweight(1301,3) == 0) {
+ mes "- You are carrying too many items! -";
+ close;
+ }
cutin "god_rebeireb",2;
if ((countitem(7080) > 3) && (countitem(7081) > 4) && (countitem(7082) > 3) && (countitem(7084) > 2) && (countitem(7085) > 2)) {
mes "[Rebarev Doug]";
@@ -50,7 +57,7 @@ prt_castle,44,151,0 script Rebarev Doug 56,{
break;
}
}
- if ($God1 < 50) {
+ if ($God1 < $@god_check1) {
mes "[Rebarev Doug]";
mes "We are Crusaders that have";
mes "been training in preparation";
@@ -136,9 +143,9 @@ prt_castle,44,151,0 script Rebarev Doug 56,{
break;
}
}
- else if($God1 > 49 && $God2 < 100) {
- if(BaseLevel > 59) {
- if(god_eremes == 0) {
+ else if ($God1 >= $@god_check1 && $God2 < $@god_check2) {
+ if (BaseLevel > 59) {
+ if (god_eremes == 0) {
mes "[Rebarev Doug]";
mes "...";
next;
@@ -260,8 +267,8 @@ prt_castle,44,151,0 script Rebarev Doug 56,{
break;
}
}
- else if(god_eremes > 0 && god_eremes < 4) {
- if(rand(1,10) > 6 && god_eremes == 2) {
+ else if (god_eremes > 0 && god_eremes < 4) {
+ if (rand(1,10) > 6 && god_eremes == 2) {
mes "[Rebarev Doug]";
mes "I wonder how my old";
mes "comrades are doing now.";
@@ -357,7 +364,7 @@ prt_castle,44,151,0 script Rebarev Doug 56,{
}
}
}
- else if(god_eremes > 3 && god_eremes < 18) {
+ else if (god_eremes > 3 && god_eremes < 18) {
mes "[Rebarev Doug]";
mes "Huh...?";
mes "The librarian";
@@ -378,8 +385,8 @@ prt_castle,44,151,0 script Rebarev Doug 56,{
mes "Oh...";
mes "It might be helpful to know that we were the ^660000Crusader Third Company, Third Platoon, First Squad^000000.";
}
- else if(god_eremes > 17 && god_eremes < 20) {
- if(god_megin_1 > 0 || god_megin_2 > 0 || god_megin_3 > 0 || god_megin_4 > 0 || god_megin_5 > 0 || god_megin_6 > 0) {
+ else if (god_eremes > 17 && god_eremes < 20) {
+ if (god_megin_1 > 0 || god_megin_2 > 0 || god_megin_3 > 0 || god_megin_4 > 0 || god_megin_5 > 0 || god_megin_6 > 0) {
mes "[Rebarev Doug]";
mes "Oh...";
mes "So did you meet them?";
@@ -417,7 +424,7 @@ prt_castle,44,151,0 script Rebarev Doug 56,{
mes "are doing for me.";
}
}
- else if(god_eremes > 19 && god_eremes < 23) {
+ else if (god_eremes > 19 && god_eremes < 23) {
mes "[Rebarev Doug]";
mes "Welcome back~";
mes "It's been a while since I've last seen you. Have you met the rest";
@@ -465,7 +472,7 @@ prt_castle,44,151,0 script Rebarev Doug 56,{
break;
}
}
- else if(god_eremes > 22 && god_eremes < 25) {
+ else if (god_eremes > 22 && god_eremes < 25) {
mes "^3355FFYou confront";
mes "Rebarev Doug with the";
mes "information you learned";
@@ -495,7 +502,7 @@ prt_castle,44,151,0 script Rebarev Doug 56,{
mes "If at least 100 people report the same crime, then maybe he'll hold";
mes "a trial. But do you really want to reveal this to the public?";
}
- else if(god_eremes > 23 && god_eremes < 26) {
+ else if (god_eremes > 23 && god_eremes < 26) {
mes "[Rebarev Doug]";
mes "I didn't think";
mes "you'd actually do it.";
@@ -530,8 +537,8 @@ prt_castle,44,151,0 script Rebarev Doug 56,{
}
prt_castle,48,164,0 script Crusader#God 734,{
- if($God1 > 49 && $God2 < 100) {
- if(god_eremes > 22 && god_eremes < 25) {
+ if ($God1 >= $@god_check1 && $God2 < $@god_check2) {
+ if (god_eremes > 22 && god_eremes < 25) {
mes "[Max Von Shedough]";
mes "Welcome, friend!";
mes "Here in the Prontera Castle, we Crusaders are busily preparing for the Holy War that is to come.";
@@ -554,24 +561,24 @@ prt_castle,48,164,0 script Crusader#God 734,{
mes "[Max Von Shedough]";
mes "However, as of now, the petition you've just given me is considered classified information. Please keep this a military secret.";
set $God2,$God2+1;
- if($God2 == 50) {
+ if ($God2 == $@god_check1) {
announce "The 2nd seal of [Megingjard] has appeared.",bc_all;
}
- else if($God1 > 99 && $God2 > 99 && $God3 > 99 && $God4 > 99) {
- announce "Four seals have been released at the same time with the seal of [Megingjard].",bc_all;
- }
- else if($God2 > 99) {
- announce "The 2nd seal of [Megingjard] has been released.",bc_all;
+ else if ($God2 == $@god_check2) {
+ if ($God1 == $@god_check2 && $God2 == $@god_check2 && $God3 == $@god_check2 && $God4 == $@god_check2)
+ announce "Four seals have been released at the same time with the seal of [Megingjard].",bc_all;
+ else
+ announce "The 2nd seal of [Megingjard] has been released.",bc_all;
}
- if(god_eremes == 23) {
+ if (god_eremes == 23) {
set god_eremes,25;
}
- else if(god_eremes == 24) {
+ else if (god_eremes == 24) {
set god_eremes,26;
}
close;
}
- else if(god_eremes > 26) {
+ else if (god_eremes > 26) {
mes "[Max Von Shedough]";
mes "Unfortunately, I'm not sure if it's possible to hold a trial against Rebarev Doug.";
next;
@@ -609,13 +616,13 @@ prt_castle,48,164,0 script Crusader#God 734,{
}
prt_in,172,109,0 script A File#megin1 111,{
- if(god_eremes == 12) {
+ if (god_eremes == 12) {
mes "^3355FFYou have found";
mes "^660000The 3rd Platoon Records^3355FF!^000000";
close;
}
- else if(god_eremes > 6 && god_eremes < 12) {
- if(rand(1,10) > 6 && god_eremes > 6) {
+ else if (god_eremes > 6 && god_eremes < 12) {
+ if (rand(1,10) > 6 && god_eremes > 6) {
mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
set god_eremes,god_eremes+1;
close;
@@ -625,18 +632,13 @@ prt_in,172,109,0 script A File#megin1 111,{
close2;
}
}
- else if(god_eremes < 7) {
+ else if (god_eremes < 7) {
mes "[Librarian Jekan]";
- if(Sex) {
- mes "I'm sorry sir,";
- }
- else {
- mes "I'm sorry ma'am,";
- }
+ mes "I'm sorry "+((Sex)?"sir":"ma'am")+",";
mes "but special authorization is required to browse that section. Otherwise, it's off limits.";
close;
}
- else {
+ else {
mes "[Librarian Jekan]";
mes "W-wait...!";
mes "That section";
@@ -646,11 +648,11 @@ prt_in,172,109,0 script A File#megin1 111,{
}
prt_in,170,109,0 script A File#megin2 111,{
- if(god_eremes == 12) {
+ if (god_eremes == 12) {
mes "You have found ^0000FFThe 3rd Platoon Records^000000!";
close;
}
- else if(god_eremes > 6 && god_eremes < 12) {
+ else if (god_eremes > 6 && god_eremes < 12) {
if (rand(1,10) > 6 && god_eremes > 6) {
mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
set god_eremes,god_eremes+1;
@@ -661,7 +663,7 @@ prt_in,170,109,0 script A File#megin2 111,{
close;
}
}
- else if(god_eremes < 7) {
+ else if (god_eremes < 7) {
mes "[Librarian Jekan]";
mes "W-wait...!";
mes "That section";
@@ -678,12 +680,12 @@ prt_in,170,109,0 script A File#megin2 111,{
}
prt_in,168,109,0 script A File#megin3 111,{
- if(god_eremes == 12) {
+ if (god_eremes == 12) {
mes "You have found";
mes "^0000FFThe 3rd Platoon Records^000000!";
close;
}
- else if(god_eremes > 6 && god_eremes < 12) {
+ else if (god_eremes > 6 && god_eremes < 12) {
if (rand(1,10) > 6 && god_eremes > 6) {
mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
set god_eremes,god_eremes+1;
@@ -694,7 +696,7 @@ prt_in,168,109,0 script A File#megin3 111,{
close;
}
}
- else if(god_eremes < 7) {
+ else if (god_eremes < 7) {
mes "[Librarian Jekan]";
mes "W-wait...!";
mes "That section";
@@ -711,11 +713,11 @@ prt_in,168,109,0 script A File#megin3 111,{
}
prt_in,169,109,0 script A File#megin4 111,{
- if(god_eremes == 12) {
+ if (god_eremes == 12) {
mes "You have found ^0000FFThe 3rd Platoon Records^000000!";
close;
}
- else if(god_eremes > 6 && god_eremes < 12) {
+ else if (god_eremes > 6 && god_eremes < 12) {
if (rand(1,10) > 6 && god_eremes > 6) {
mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
set god_eremes,god_eremes+1;
@@ -726,7 +728,7 @@ prt_in,169,109,0 script A File#megin4 111,{
close;
}
}
- else if(god_eremes < 7) {
+ else if (god_eremes < 7) {
mes "[Librarian Jekan]";
mes "W-wait...!";
mes "That section";
@@ -743,12 +745,12 @@ prt_in,169,109,0 script A File#megin4 111,{
}
prt_in,166,109,0 script A File#megin5 111,{
- if(god_eremes == 12) {
+ if (god_eremes == 12) {
mes "You have found";
mes "^0000FFThe 3rd Platoon Records^000000!";
close;
}
- else if(god_eremes > 6 && god_eremes < 12) {
+ else if (god_eremes > 6 && god_eremes < 12) {
if (rand(1,10) > 6 && god_eremes > 6) {
mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
set god_eremes,god_eremes+1;
@@ -759,7 +761,7 @@ prt_in,166,109,0 script A File#megin5 111,{
close;
}
}
- else if(god_eremes < 7) {
+ else if (god_eremes < 7) {
mes "[Librarian Jekan]";
mes "W-wait...!";
mes "That section";
@@ -776,8 +778,8 @@ prt_in,166,109,0 script A File#megin5 111,{
}
prt_in,172,106,0 script Librarian#megin 833,{
- if($God1 > 49 && $God2 < 100) {
- if(god_eremes > 2 && god_eremes < 7) {
+ if ($God1 >= $@god_check1 && $God2 < $@god_check2) {
+ if (god_eremes > 2 && god_eremes < 7) {
mes "[Librarian Jekan]";
mes "Ah, please do";
mes "not touch the files";
@@ -800,8 +802,8 @@ prt_in,172,106,0 script Librarian#megin 833,{
mes "[Librarian Jekan]";
mes "Darn it...!";
mes "I can't read anything when the light is this dim! It's bad enough my eyes have gone bad...";
- next;
while(1) {
+ next;
switch(select("You have bad eyes?:I want to read some documents.:Let me help you find those files...:What kind of files are you looking for?")) {
case 1:
mes "[Librarian Jekan]";
@@ -809,7 +811,7 @@ prt_in,172,106,0 script Librarian#megin 833,{
mes "under dim light";
mes "for so long, my eyes have";
mes "gone bad. They should get me ^0000FFa new light^000000, otherwise I'll go blind sooner or later...";
- if(god_eremes == 5 && ( countitem(2203) > 0 || countitem(1041) > 0 ) ) {
+ if (god_eremes == 5 && (countitem(2203) > 0 || countitem(1041) > 0)) {
next;
mes "[Librarian Jekan]";
mes "Hey, that's some pretty useful stuff that you've got with you. Do you mind letting me borrow it for a while? It'll help me in finding those files...";
@@ -825,14 +827,14 @@ prt_in,172,106,0 script Librarian#megin 833,{
mes "Oh, you are so kind!";
mes "Y-you really do want";
mes "to help me, don't you?";
- if(countitem(2203) && countitem(1041)) {
- delitem 1041,countitem(1041); //Lantern
- delitem 2203,1; //Spectacles
+ if (countitem(2203) && countitem(1041)) {
+ delitem 1041,countitem(1041); //Lantern
+ delitem 2203,1; //Spectacles
}
- else if(countitem(2203)) {
+ else if (countitem(2203)) {
delitem 2203,1;
}
- else if(countitem(1041)) {
+ else if (countitem(1041)) {
delitem 1041,countitem(1041);
}
set god_eremes,6;
@@ -850,7 +852,7 @@ prt_in,172,106,0 script Librarian#megin 833,{
close;
}
}
- else if(god_eremes > 5) {
+ else if (god_eremes > 5) {
next;
mes "[Librarian Jekan]";
mes "Thank you...";
@@ -861,7 +863,7 @@ prt_in,172,106,0 script Librarian#megin 833,{
}
break;
case 2:
- if(god_eremes == 6) {
+ if (god_eremes == 6) {
mes "[Librarian Jekan]";
mes "Read some documents?";
mes "Well, you've come here";
@@ -894,7 +896,7 @@ prt_in,172,106,0 script Librarian#megin 833,{
close;
}
case 3:
- if(god_eremes == 4) {
+ if (god_eremes == 4) {
mes "[Librarian Jekan]";
mes "I'd gladly accept your";
mes "help if it weren't for the fact that I cannot allow classified information to be released to the public.";
@@ -910,7 +912,7 @@ prt_in,172,106,0 script Librarian#megin 833,{
mes "Working as a government official is easy except for the times when the beaucrats make you do stuff like this.";
set god_eremes,5;
}
- else if(god_eremes > 4) {
+ else if (god_eremes > 4) {
mes "[Librarian Jekan]";
mes "I think I'm going to go";
mes "insane looking for this file...!";
@@ -954,7 +956,7 @@ prt_in,172,106,0 script Librarian#megin 833,{
}
}
}
- else if(god_eremes == 2) {
+ else if (god_eremes == 2) {
mes "[Librarian Jekan]";
mes "Ah, please do not touch the files in this section. Usually, it's public domain but it seems that a classified file managed to get misplaced there.";
next;
@@ -999,8 +1001,8 @@ prt_in,172,106,0 script Librarian#megin 833,{
close;
}
}
- else if(god_eremes > 6 && god_eremes < 12) {
- if(rand(1,10) > 4) {
+ else if (god_eremes > 6 && god_eremes < 12) {
+ if (rand(1,10) > 4) {
mes "[Librarian Jekan]";
mes "Hmm? So did you find it? I've been searching for that file for a long time, but I haven't been able to find it.";
next;
@@ -1015,7 +1017,7 @@ prt_in,172,106,0 script Librarian#megin 833,{
mes "I'll go ahead and check the left side, so would you look for it in the middle or the right side?";
}
}
- else if(god_eremes == 12) {
+ else if (god_eremes == 12) {
mes "[Librarian Jekan]";
mes "Ah! There it is!";
mes "Thank you so much!";
@@ -1056,8 +1058,8 @@ prt_in,172,106,0 script Librarian#megin 833,{
set god_eremes,13;
close;
}
- else if(god_eremes == 13) {
- if(countitem(7111) > 1 && countitem(7151) && countitem(1024) > 2 && countitem(916) > 2 && countitem(717) > 19) {
+ else if (god_eremes == 13) {
+ if (countitem(7111) > 1 && countitem(7151) && countitem(1024) > 2 && countitem(916) > 2 && countitem(717) > 19) {
mes "[Librarian Jekan]";
mes "Oh, you came back.";
mes "I didn't expect you to return here so quickly. Whatever's inside must be really important for you to know.";
@@ -1100,8 +1102,8 @@ prt_in,172,106,0 script Librarian#megin 833,{
close;
}
}
- else if(god_eremes > 13 && god_eremes < 16) {
- if(rand(1,10) > 4) {
+ else if (god_eremes > 13 && god_eremes < 16) {
+ if (rand(1,10) > 4) {
mes "[Librarian Jekan]";
mes "Let me go over and review the document before I make a copy...";
}
@@ -1112,7 +1114,7 @@ prt_in,172,106,0 script Librarian#megin 833,{
}
close;
}
- else if(god_eremes == 16) {
+ else if (god_eremes == 16) {
mes "[Librarian Jekan]";
mes "There you go. As I thought, the document didn't seem to contain any crucially important data.";
next;
@@ -1121,7 +1123,7 @@ prt_in,172,106,0 script Librarian#megin 833,{
set god_eremes,17;
close;
}
- else if(god_eremes > 16) {
+ else if (god_eremes > 16) {
mes "[Librarian Jekan]";
mes "Welcome, my friend!";
mes "So, what do you need today?";
@@ -1206,7 +1208,7 @@ prt_in,172,106,0 script Librarian#megin 833,{
}
}
}
- else if(compare(.@input$,"3rd_platoon") == 1) {
+ else if (compare(.@input$,"3rd_platoon") == 1) {
mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
mes "Each Company consists";
mes "of 4 Platoons. Please";
@@ -1214,13 +1216,13 @@ prt_in,172,106,0 script Librarian#megin 833,{
next;
close2;
}
- else if(compare(.@input$,"1st_squad") == 1) {
+ else if (compare(.@input$,"1st_squad") == 1) {
mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
mes "The 1st Squad : Crusaders.";
mes "Each platoon consists of 4 squads. Please specify Company and Platoon for information on a specific squad.^000000";
close2;
}
- else if(compare(.@input$,"record") == 1) {
+ else if (compare(.@input$,"record") == 1) {
mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
mes "- No result has been found.-";
close2;
@@ -1298,28 +1300,28 @@ prt_in,172,106,0 script Librarian#megin 833,{
}
}
}
- else if(compare(.@input$,"3rd_platoon") == 1) {
+ else if (compare(.@input$,"3rd_platoon") == 1) {
mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
mes "The 3rd Platoon : ";
mes "- No result has been found.-";
mes "- Suggested to enter a more specific keyword.-";
close2;
}
- else if(compare(.@input$,"1st_squad") == 1) {
+ else if (compare(.@input$,"1st_squad") == 1) {
mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
mes "The 3rd Company : ";
mes "- No result has been found.-";
mes "- Suggested to enter a more specific keyword.-";
close2;
}
- else if((compare(.@input$,"record") == 1) && (god_eremes > 17)) {
+ else if ((compare(.@input$,"record") == 1) && (god_eremes > 17)) {
mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
mes "- No result has been found.-";
mes "- Suggested to enter a specific name of the force for a better research.-";
next;
close2;
}
- else if(compare(.@input$,"rebarev_doug") == 1) {
+ else if (compare(.@input$,"rebarev_doug") == 1) {
mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
mes "Former leader of";
mes "3rd Company, 3rd Platoon,";
@@ -1331,12 +1333,12 @@ prt_in,172,106,0 script Librarian#megin 833,{
mes "^996633Prontera Castle, Prontera^663300.^000000";
close2;
}
- else if(compare(.@input$,"egnigem") == 1) {
+ else if (compare(.@input$,"egnigem") == 1) {
mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
mes "^FF0000Prohibited Search Term!^000000";
close2;
}
- else if(compare(.@input$,"zan.huadoku") == 1) {
+ else if (compare(.@input$,"zan.huadoku") == 1) {
mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
mes "Former member of";
mes "3rd Company, 3rd Platoon";
@@ -1348,7 +1350,7 @@ prt_in,172,106,0 script Librarian#megin 833,{
mes "^996633Blacksmith Guild, Geffen^663300.^000000";
close2;
}
- else if(compare(.@input$,"cuaque_donon") == 1) {
+ else if (compare(.@input$,"cuaque_donon") == 1) {
mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
mes "Former member of";
mes "3rd Company, 3rd Platoon";
@@ -1360,7 +1362,7 @@ prt_in,172,106,0 script Librarian#megin 833,{
mes "^996633Inn, Morroc^663300.^000000";
close2;
}
- else if(compare(.@input$,"jack_o") == 1) {
+ else if (compare(.@input$,"jack_o") == 1) {
mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
mes "Former member of";
mes "3rd Company, 3rd Platoon";
@@ -1371,7 +1373,7 @@ prt_in,172,106,0 script Librarian#megin 833,{
mes "^996633Alberta Port^663300.^000000";
close2;
}
- else if(compare(.@input$,"emma_searth") == 1) {
+ else if (compare(.@input$,"emma_searth") == 1) {
mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
mes "Former member of";
mes "3rd Company, 3rd Platoon";
@@ -1383,7 +1385,7 @@ prt_in,172,106,0 script Librarian#megin 833,{
mes "^996633Al De Baran^663300.^000000";
close2;
}
- else if(compare(.@input$,"royal_myst") == 1) {
+ else if (compare(.@input$,"royal_myst") == 1) {
mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
mes "Former member of";
mes "3rd Company, 3rd Platoon";
@@ -1394,7 +1396,7 @@ prt_in,172,106,0 script Librarian#megin 833,{
mes "^996633Casino, Comodo^663300.^000000";
close2;
}
- else if(compare(.@input$,"the_nineball") == 1) {
+ else if (compare(.@input$,"the_nineball") == 1) {
mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
mes "Former member of";
mes "3rd Company, 3rd Platoon";
@@ -1534,8 +1536,8 @@ prt_in,172,106,0 script Librarian#megin 833,{
}
geffen_in,109,161,3 script Crusader#God1 751,{
- if($God1 > 49 && $God2 < 100) {
- if(god_eremes > 17 && god_megin_1 < 2) {
+ if ($God1 >= $@god_check1 && $God2 < $@god_check2) {
+ if (god_eremes > 17 && god_megin_1 < 2) {
mes "[Zan.Huadoku]";
mes "^333333*Phew...*^000000";
mes "This work is really getting to me. Going on a mission with my war buddies sounds a lot better than this.";
@@ -1550,7 +1552,7 @@ geffen_in,109,161,3 script Crusader#God1 751,{
next;
switch(select("Ask him about the 1st Squad.:Ask him how he's been doing.:Ask him about the 1st Squad's last mission.")) {
case 1:
- if(god_eremes == 18) {
+ if (god_eremes == 18) {
mes "[Zan.Huadoku]";
mes "Yeah, I was a member of the 1st Squad in the 3rd Platoon a long time ago. How did you know that?";
next;
@@ -1560,7 +1562,7 @@ geffen_in,109,161,3 script Crusader#God1 751,{
mes "^3355FFYou tell Zan about Rebarev Doug, and about how he is now an instructor for Crusader Boot Camp. He seems to be absorbed in his thoughts of the past.^000000";
close;
}
- else if(god_eremes > 18) {
+ else if (god_eremes > 18) {
mes "[Zan.Huadoku]";
mes "Yeah, I was a member of the 1st Squad in the 3rd Platoon a long time ago. How did you know that?";
next;
@@ -1594,7 +1596,7 @@ geffen_in,109,161,3 script Crusader#God1 751,{
next;
mes "[Zan.Huadoku]";
mes "^3355FFZan looks very confused and his eyes begin to glaze with a dazed look. You try speaking to him again, but he doesn't respond at all.^000000";
- if(!god_megin_1) {
+ if (!god_megin_1) {
set god_megin_1,1;
}
close;
@@ -1614,7 +1616,7 @@ geffen_in,109,161,3 script Crusader#God1 751,{
mes "A lot of people have been asking me weird questions about me recently. I feel like I'm getting spied on, but maybe I'm just getting paranoid.";
close;
case 3:
- if(god_eremes == 18) {
+ if (god_eremes == 18) {
mes "[Zan.Huadoku]";
mes "Yeah, on our";
mes "final mission...";
@@ -1629,7 +1631,7 @@ geffen_in,109,161,3 script Crusader#God1 751,{
mes "^3355FFZan seems to be having a very difficult time recalling that specific memory of his past.^000000";
close;
}
- else if(god_eremes > 18 && god_megin_1 > 0) {
+ else if (god_eremes > 18 && god_megin_1 > 0) {
mes "[Zan.Huadoku]";
mes "The last mission...";
next;
@@ -1665,7 +1667,7 @@ geffen_in,109,161,3 script Crusader#God1 751,{
mes "I can't think about anything further than that. I can't even remember what we found. But I'm sure it was damned important.";
next;
mes "^3355FFZan stood still in silence, with a pained look on his face.^000000";
- if(god_megin_1 == 1) {
+ if (god_megin_1 == 1) {
set god_megin_1,2;
}
close;
@@ -1684,7 +1686,7 @@ geffen_in,109,161,3 script Crusader#God1 751,{
}
}
}
- else if(god_megin_1 > 1 && god_megin_1 < 3) {
+ else if (god_megin_1 > 1 && god_megin_1 < 3) {
mes "...";
next;
mes "...";
@@ -1708,7 +1710,7 @@ geffen_in,109,161,3 script Crusader#God1 751,{
set god_megin_1,3;
close;
}
- else if(god_megin_1 > 2) {
+ else if (god_megin_1 > 2) {
mes "^3355FFGrabbing his head,";
mes "tearing his hair and writhing in Agony, Zan kept repeating the same words over and over again...^000000";
next;
@@ -1788,8 +1790,8 @@ geffen_in,109,161,3 script Crusader#God1 751,{
}
morocc_in,146,179,0 script Employee#megin1 66,{
- if($God1 > 49 && $God2 < 100) {
- if(god_eremes > 17 && god_megin_2 < 1) {
+ if ($God1 >= $@god_check1 && $God2 < $@god_check2) {
+ if (god_eremes > 17 && god_megin_2 < 1) {
mes "^3355FFThe Inn Employee";
mes "eyes you suspiciously.^000000";
next;
@@ -1812,7 +1814,7 @@ morocc_in,146,179,0 script Employee#megin1 66,{
mes "here, maybe?";
close;
}
- else if(god_eremes > 18) {
+ else if (god_eremes > 18) {
next;
mes "^3355FFOnce you said that name, she immediately drew closer to you";
mes "and began speaking in a low, threatening tone.^000000";
@@ -1826,7 +1828,7 @@ morocc_in,146,179,0 script Employee#megin1 66,{
next;
switch(select("Rebarev Doug sent me!:Wait, is he in hiding?:Just... curious.")) {
case 1:
- if(rand(1,10) > 3) {
+ if (rand(1,10) > 3) {
mes "[Ms. Scary Inn Employee]";
mes "Rebarev Doug...?!";
mes "That old coot must be afraid";
@@ -1863,7 +1865,7 @@ morocc_in,146,179,0 script Employee#megin1 66,{
close;
}
case 2:
- if(rand(1,10) > 4) {
+ if (rand(1,10) > 4) {
mes "[Ms. Scary Inn Employee]";
mes "Right.";
mes "If you're here";
@@ -1954,7 +1956,7 @@ morocc_in,146,179,0 script Employee#megin1 66,{
close2;
}
}
- else if(god_megin_2 > 0) {
+ else if (god_megin_2 > 0) {
mes "[Inn Employee]";
mes "Welcome to the Inn.";
mes "When you move to the entrance, you can also enter a PvP zone though a PvP doorman.";
@@ -1993,8 +1995,8 @@ morocc_in,146,179,0 script Employee#megin1 66,{
}
in_rogue,243,61,0 script Suspicious Man#megin 748,{
- if($God1 > 49 && $God2 < 100) {
- if(god_eremes == 18) {
+ if ($God1 >= $@god_check1 && $God2 < $@god_check2) {
+ if (god_eremes == 18) {
mes "[Cuaque Donon]";
mes "Wh-who are you?!";
mes "How the hell did";
@@ -2003,8 +2005,8 @@ in_rogue,243,61,0 script Suspicious Man#megin 748,{
mes "Geeeet awwwway!";
close;
}
- else if(god_eremes > 18) {
- if(god_megin_2 > 0 && god_megin_2 < 4) {
+ else if (god_eremes > 18) {
+ if (god_megin_2 > 0 && god_megin_2 < 4) {
mes "[Cuaque Donon]";
mes "Wh-who are you?!";
mes "How the hell did";
@@ -2018,31 +2020,31 @@ in_rogue,243,61,0 script Suspicious Man#megin 748,{
if (countitem(740) > 0) {
set .@toy$,"Puppet";
}
- else if(countitem(741) > 0) {
+ else if (countitem(741) > 0) {
set .@toy$,"Poring Doll";
}
- else if(countitem(742) > 0) {
+ else if (countitem(742) > 0) {
set .@toy$,"Chonchon Doll";
}
- else if(countitem(743) > 0) {
+ else if (countitem(743) > 0) {
set .@toy$,"Spore Doll";
}
else if (countitem(744) > 0) {
set .@toy$,"Baphomet Doll";
}
- else if(countitem(751) > 0) {
+ else if (countitem(751) > 0) {
set .@toy$,"Osiris Doll";
}
- else if(countitem(752) > 0) {
+ else if (countitem(752) > 0) {
set .@toy$,"Rocker Doll";
}
- else if(countitem(753) > 0) {
+ else if (countitem(753) > 0) {
set .@toy$,"Yoyo Doll";
}
- else if(countitem(754) > 0) {
+ else if (countitem(754) > 0) {
set .@toy$,"Racoon Doll";
}
- else if(countitem(7206) > 0) {
+ else if (countitem(7206) > 0) {
set .@toy$,"Black Cat Doll";
}
else {
@@ -2262,8 +2264,8 @@ in_rogue,243,61,0 script Suspicious Man#megin 748,{
}
alberta,196,146,0 script Crusader#megin2 751,{
- if ($God1 > 49 && $God2 < 100) {
- if(god_eremes == 18) {
+ if ($God1 >= $@god_check1 && $God2 < $@god_check2) {
+ if (god_eremes == 18) {
mes "[Jack O]";
mes "^333333*Yawn...*^000000";
mes "It's quiet and boring, as per usual. Let's see if there's any Swordmen I can recruit today.";
@@ -2453,14 +2455,18 @@ alberta,196,146,0 script Crusader#megin2 751,{
}
aldebaran,66,213,0 script Lady#megin 69,{
- if ($God1 > 49 && $God2 < 100) {
- if(god_eremes == 18) {
+ if (checkweight(1301,3) == 0) {
+ mes "- You are carrying too many items!";
+ close;
+ }
+ if ($God1 >= $@god_check1 && $God2 < $@god_check2) {
+ if (god_eremes == 18) {
mes "[Emma Searth]";
mes "^333333*Sigh...*^000000 I haven't gotten any response from them. I don't know";
mes "if I can wait much longer to join the Kafra Corporation.";
close;
}
- else if(god_eremes > 18 && god_eremes < 26) {
+ else if (god_eremes > 18 && god_eremes < 26) {
if (god_megin_4 < 2) {
mes "[Emma Searth]";
mes "^333333*Sigh...*^000000 I haven't gotten any response from them. I don't know";
@@ -2610,7 +2616,7 @@ aldebaran,66,213,0 script Lady#megin 69,{
}
}
}
- else if(god_megin_4 > 1) {
+ else if (god_megin_4 > 1) {
mes "[Emma Searth]";
mes "^0000FFJack O, The Nineball, Zan.Huadoku, Cuaque Donon, Egnigem.^000000 Oh, I really miss those guys...";
close;
@@ -2646,7 +2652,27 @@ aldebaran,66,213,0 script Lady#megin 69,{
mes "I really appreciate you coming here to talk to me about the old days. I, I want you to have this.";
set god_eremes,28;
getitem 603,1; // Old_Blue_Box
- getexp 122036,0;
+ if (checkre(3)) {
+ if (BaseLevel < 56) getexp 2700,0;
+ else if ((BaseLevel > 55) && (BaseLevel < 61)) getexp 3000,0;
+ else if ((BaseLevel > 60) && (BaseLevel < 66)) getexp 5605,0;
+ else if ((BaseLevel > 65) && (BaseLevel < 71)) getexp 8223,0;
+ else if ((BaseLevel > 70) && (BaseLevel < 76)) getexp 21227,0;
+ else if ((BaseLevel > 75) && (BaseLevel < 81)) getexp 39073,0;
+ else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 45102,0;
+ else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 54615,0;
+ else getexp 122035,0;
+ } else {
+ if (BaseLevel < 56) getexp 27000,0;
+ else if ((BaseLevel > 55) && (BaseLevel < 61)) getexp 30000,0;
+ else if ((BaseLevel > 60) && (BaseLevel < 66)) getexp 56052,0;
+ else if ((BaseLevel > 65) && (BaseLevel < 71)) getexp 82233,0;
+ else if ((BaseLevel > 70) && (BaseLevel < 76)) getexp 212271,0;
+ else if ((BaseLevel > 75) && (BaseLevel < 81)) getexp 390738,0;
+ else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 451020,0;
+ else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 546156,0;
+ else getexp 1220358,0;
+ }
close;
}
else if (god_eremes == 28) {
@@ -2678,7 +2704,7 @@ aldebaran,66,213,0 script Lady#megin 69,{
}
cmd_in02,190,94,3 script Man#megin 828,{
- if ($God1 > 49 && $God2 < 100) {
+ if ($God1 >= $@god_check1 && $God2 < $@god_check2) {
if (god_eremes == 18) {
mes "[Royal Myst]";
mes "Wha...?";
@@ -2731,7 +2757,7 @@ cmd_in02,190,94,3 script Man#megin 828,{
mes "which one do I bet on...?";
next;
}
- else if(god_megin_6 > 0) {
+ else if (god_megin_6 > 0) {
mes "[Royal Myst]";
mes "Hmm?";
mes "What's up?";
@@ -2882,7 +2908,7 @@ cmd_in02,190,94,3 script Man#megin 828,{
}
jawaii_in,44,110,0 script Security Officer#megin 734,{
- if ($God1 > 49 && $God2 < 100) {
+ if ($God1 >= $@god_check1 && $God2 < $@god_check2) {
if (god_eremes == 18) {
mes "[The Nineball]";
mes "Welcome to Jawaii,";
@@ -2940,7 +2966,7 @@ jawaii_in,44,110,0 script Security Officer#megin 734,{
}
niflheim,109,254,0 script Egnigem 796,{
- if ($God1 > 49 && $God2 < 100) {
+ if ($God1 >= $@god_check1 && $God2 < $@god_check2) {
if (god_eremes > 19 && god_eremes < 25) {
if (god_eremes > 22) {
mes "[Egnigem]";
@@ -3165,7 +3191,27 @@ niflheim,109,254,0 script Egnigem 796,{
specialeffect EF_LOCKON;
specialeffect2 EF_HOLYCROSS;
set god_eremes,27;
- getexp 122036,0;
+ if (checkre(3)) {
+ if (BaseLevel < 56) getexp 2700,0;
+ else if ((BaseLevel > 55) && (BaseLevel < 61)) getexp 3000,0;
+ else if ((BaseLevel > 60) && (BaseLevel < 66)) getexp 5605,0;
+ else if ((BaseLevel > 65) && (BaseLevel < 71)) getexp 8223,0;
+ else if ((BaseLevel > 70) && (BaseLevel < 76)) getexp 21227,0;
+ else if ((BaseLevel > 75) && (BaseLevel < 81)) getexp 39073,0;
+ else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 45102,0;
+ else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 54615,0;
+ else getexp 122035,0;
+ } else {
+ if (BaseLevel < 56) getexp 27000,0;
+ else if ((BaseLevel > 55) && (BaseLevel < 61)) getexp 30000,0;
+ else if ((BaseLevel > 60) && (BaseLevel < 66)) getexp 56052,0;
+ else if ((BaseLevel > 65) && (BaseLevel < 71)) getexp 82233,0;
+ else if ((BaseLevel > 70) && (BaseLevel < 76)) getexp 212271,0;
+ else if ((BaseLevel > 75) && (BaseLevel < 81)) getexp 390738,0;
+ else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 451020,0;
+ else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 546156,0;
+ else getexp 1220358,0;
+ }
close;
}
else if (god_eremes == 26) {
@@ -3203,7 +3249,27 @@ niflheim,109,254,0 script Egnigem 796,{
specialeffect EF_LOCKON;
specialeffect2 EF_HOLYCROSS;
set god_eremes,27;
- getexp 122036,0;
+ if (checkre(3)) {
+ if (BaseLevel < 56) getexp 2700,0;
+ else if ((BaseLevel > 55) && (BaseLevel < 61)) getexp 3000,0;
+ else if ((BaseLevel > 60) && (BaseLevel < 66)) getexp 5605,0;
+ else if ((BaseLevel > 65) && (BaseLevel < 71)) getexp 8223,0;
+ else if ((BaseLevel > 70) && (BaseLevel < 76)) getexp 21227,0;
+ else if ((BaseLevel > 75) && (BaseLevel < 81)) getexp 39073,0;
+ else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 45102,0;
+ else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 54615,0;
+ else getexp 122035,0;
+ } else {
+ if (BaseLevel < 56) getexp 27000,0;
+ else if ((BaseLevel > 55) && (BaseLevel < 61)) getexp 30000,0;
+ else if ((BaseLevel > 60) && (BaseLevel < 66)) getexp 56052,0;
+ else if ((BaseLevel > 65) && (BaseLevel < 71)) getexp 82233,0;
+ else if ((BaseLevel > 70) && (BaseLevel < 76)) getexp 212271,0;
+ else if ((BaseLevel > 75) && (BaseLevel < 81)) getexp 390738,0;
+ else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 451020,0;
+ else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 546156,0;
+ else getexp 1220358,0;
+ }
close;
}
else if (god_eremes < 20) {
diff --git a/npc/quests/seals/mjolnir_seal.txt b/npc/quests/seals/mjolnir_seal.txt
index 5c796c3b8..d2e7ba1ca 100644
--- a/npc/quests/seals/mjolnir_seal.txt
+++ b/npc/quests/seals/mjolnir_seal.txt
@@ -1,12 +1,10 @@
-//===== rAthena Script =======================================
-//= Mjolnir seal unlocking NPCs.
-//===== By: ==================================================
+//===== Hercules Script ======================================
+//= God Item Quest - Mjolnir Seal
+//===== By: ==================================================
//= SinSloth
-//===== Current Version: =====================================
-//= 1.8a
-//===== Compatible With: =====================================
-//= rAthena
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.9
+//===== Description: =========================================
//= Quest for breaking the seal of Mjolnir.
//===== Additional Comments: =================================
//= 1.0 First version. Thanks to SinSloth for scripting it. [MasterOfMuppets]
@@ -21,10 +19,15 @@
//= 1.7 Fixed a copy/paste error in Nordri. [L0ne_W0lf]
//= 1.8 Fixed item check for Oridecon. [L0ne_W0lf]
//= 1.8a Added 'disable_items' command. [Euphy]
+//= 1.9 Renewal script update. [Euphy]
//============================================================
prontera,124,297,3 script Tialfi 706,{
- if ($God3 < 50) {
+ if (checkweight(1301,3) == 0) {
+ mes "- You are carrying too many items! -";
+ close;
+ }
+ if ($God3 < $@god_check1) {
cutin "god_tialpi01",2;
mes "[Tialfi]";
mes "Hmmm...";
@@ -36,12 +39,12 @@ prontera,124,297,3 script Tialfi 706,{
mes "going on!";
}
else {
- if(god_mjo_0 == 11) {
+ if (god_mjo_0 == 11) {
cutin "god_tialpi01",2;
mes "[Tialfi]";
mes "I'm waiting for the day when I'll finally get to see Thor's thunder for myself. I believe that one of these days, my dream will become reality.";
}
- else if(god_mjo_1 == 2 && god_mjo_2 == 2 && god_mjo_3 == 2 && god_mjo_4 == 2) {
+ else if (god_mjo_1 == 2 && god_mjo_2 == 2 && god_mjo_3 == 2 && god_mjo_4 == 2) {
if (god_mjo_0 == 10) {
if ((countitem(756) > 49) && (countitem(757) > 49)) {
set .@gift,0;
@@ -63,7 +66,7 @@ prontera,124,297,3 script Tialfi 706,{
else if (BaseJob == Job_Assassin){
set .@gift,6;
}
- else if(BaseJob == Job_Crusader){
+ else if (BaseJob == Job_Crusader){
set .@gift,7;
}
else if (BaseJob == Job_Monk){
@@ -81,7 +84,7 @@ prontera,124,297,3 script Tialfi 706,{
else if (BaseJob == Job_Bard){
set .@gift,12;
}
- else if(BaseJob == Job_Hunter){
+ else if (BaseJob == Job_Hunter){
set .@gift,13;
}
else {
@@ -123,46 +126,46 @@ prontera,124,297,3 script Tialfi 706,{
mes "It must be around--Ah!";
mes "Here we are~";
next;
- delitem 756,50; //Oridecon_Stone
- delitem 757,50; //Elunium_Stone
+ delitem 756,50; //Oridecon_Stone
+ delitem 757,50; //Elunium_Stone
set god_mjo_0,11;
if (.@gift == 1) {
getitem 1471,1; // Hell_Fire
}
- else if(.@gift == 2) {
+ else if (.@gift == 2) {
getitem 1526,1; // Slash
}
- else if(.@gift == 3) {
+ else if (.@gift == 3) {
getitem 1231,1; // Bazerald
}
- else if(.@gift == 4) {
+ else if (.@gift == 4) {
getitem 1367,1; // Slaughter
}
- else if(.@gift == 5) {
+ else if (.@gift == 5) {
getitem 1722,1; // Balistar
}
- else if(.@gift == 6) {
+ else if (.@gift == 6) {
getitem 1230,1; // House_Auger
}
- else if(.@gift == 7) {
+ else if (.@gift == 7) {
getitem 1141,1; // Immaterial_Sword
}
- else if(.@gift == 8) {
+ else if (.@gift == 8) {
getitem 1813,1; // Kaiser_Knuckle
}
- else if(.@gift == 9) {
+ else if (.@gift == 9) {
getitem 1557,1; // Book_Of_The_Apocalypse
}
- else if(.@gift == 10) {
+ else if (.@gift == 10) {
getitem 1235,1; // Azoth
}
- else if(.@gift == 11) {
+ else if (.@gift == 11) {
getitem 1227,1; // Weeder_Knife
}
- else if(.@gift == 12) {
+ else if (.@gift == 12) {
getitem 1913,1; // Electronic_Guitar
}
- else if(.@gift == 13) {
+ else if (.@gift == 13) {
getitem 1963,1; // Rapture_Rose
}
else {
@@ -190,7 +193,7 @@ prontera,124,297,3 script Tialfi 706,{
}
}
else {
- if ($God4 > 99) {
+ if ($God4 >= $@god_check2) {
mes "[Tialfi]";
mes "I sense a strange energy growing more powerful somewhere on this continent...";
next;
@@ -203,14 +206,13 @@ prontera,124,297,3 script Tialfi 706,{
}
else {
set $God4,$God4 +1;
- if($God4 == 50) {
+ if ($God4 == $@god_check1)
announce "The 4th seal of [Mjolnir] has appeared.",bc_all;
- }
- else if($God4 == 100 && $God2 == 100 && $God3 == 100 && $God1 == 100) {
- announce "Four seals have been released at the same time with the seal of [Mjolnir].",bc_all;
- }
- else if($God4 == 100) {
- announce "The 4th seal of [Mjolnir] has been released.",bc_all;
+ else if ($God4 == $@god_check2) {
+ if ($God4 == $@god_check2 && $God2 == $@god_check2 && $God3 == $@god_check2 && $God1 == $@god_check2)
+ announce "Four seals have been released at the same time with the seal of [Mjolnir].",bc_all;
+ else
+ announce "The 4th seal of [Mjolnir] has been released.",bc_all;
}
set god_mjo_0,10;
mes "[Tialfi]";
@@ -237,7 +239,7 @@ prontera,124,297,3 script Tialfi 706,{
}
}
}
- else if(god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
+ else if (god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
mes "[Tialfi]";
mes "Hmm...";
mes "The Dwarven Blacksmiths";
@@ -260,7 +262,7 @@ prontera,124,297,3 script Tialfi 706,{
mes "You should be okay now.";
mes "By this time, they've probably forgotten the insult. But make sure you speak to my sister for advice first.";
}
- else if(god_mjo_0 == 2 || god_mjo_0 == 1) {
+ else if (god_mjo_0 == 2 || god_mjo_0 == 1) {
cutin "god_tialpi01",2;
mes "[Tialfi]";
mes "Sorry for the trouble.";
@@ -268,8 +270,8 @@ prontera,124,297,3 script Tialfi 706,{
mes "in finding the Dwarves!";
mes "Just... Don't insult them!";
}
- else if(god_mjo_0 == 0) {
- if($God4 > 99) {
+ else if (god_mjo_0 == 0) {
+ if ($God4 >= $@god_check2) {
cutin "god_tialpi01",2;
mes "[Tialfi]";
mes "I sense a strange energy growing more powerful somewhere on this continent...";
@@ -282,7 +284,7 @@ prontera,124,297,3 script Tialfi 706,{
mes "I think we'd better wait and see what's happening. Someone will deliver the news to us. Though, I am unsure of whether or not it will be good news or bad...";
close;
}
- else if(BaseLevel < 70) {
+ else if (BaseLevel < 70) {
cutin "god_tialpi02",2;
mes "[Tialfi]";
mes "One of my ancestors supposedly was a servant of Thor. Still, I find it difficult to believe.";
@@ -366,7 +368,7 @@ prontera,124,297,3 script Tialfi 706,{
}
prt_fild01,196,47,3 script Roskva 703,{
- if(god_mjo_0 == 1) {
+ if (god_mjo_0 == 1) {
mes "[Roskva]";
mes "You should know that Dwarven Blacksmiths are extremely offended if you do not speak to them with the utmost respect.";
next;
@@ -385,7 +387,7 @@ prt_fild01,196,47,3 script Roskva 703,{
mes "If you happen to speak to them in the wrong order, please go talk to my brother Tialfi again.";
close;
}
- else if(god_mjo_0 == 2) {
+ else if (god_mjo_0 == 2) {
mes "[Roskva]";
mes "You should know that Dwarven Blacksmiths are extremely offended if you do not speak to them with the utmost respect.";
next;
@@ -419,18 +421,18 @@ prt_fild01,196,47,3 script Roskva 703,{
}
mjolnir_11,149,247,5 script Dwarf Blacksmith#east 826,{
- if ($God3 < 50) {
+ if ($God3 < $@god_check1) {
mes "[Austri]";
mes "Something is happening somewhere on this continent. You might not believe me, but I keep getting visions of the Fenrir-Wolf.";
close;
}
else {
- if($God4 > 99) {
+ if ($God4 >= $@god_check2) {
mes "[Austri]";
mes "Something is happening somewhere on this continent. You might not believe me, but I keep getting visions of the Fenrir-Wolf.";
close;
}
- else if(god_mjo_0 == 11) {
+ else if (god_mjo_0 == 11) {
mes "[Austri]";
mes "When my people finally retrieve the memories of their past, we will be able to grant the power of the gods to humans.";
next;
@@ -439,19 +441,19 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 826,{
mes "time is coming...";
close;
}
- else if(god_mjo_0 == 10) {
+ else if (god_mjo_0 == 10) {
mes "[Austri]";
mes "Hm? I sense that you were asked to do a favor for that human. If I were you, I'd finish that task as soon as I could. Somehow, that human's fate, as well as that of the Dwarves, are intertwined...";
close;
}
- else if(god_mjo_0 == 1) {
+ else if (god_mjo_0 == 1) {
if (god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
mes "[Austri]";
mes "What is it?! I refuse to speak to human as rude and contemptible";
mes "as you! Now, get out of my sight!";
close;
}
- else if(god_mjo_1 == 2) {
+ else if (god_mjo_1 == 2) {
mes "[Austri]";
mes "What...?";
mes "I have nothing";
@@ -479,7 +481,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 826,{
close;
}
}
- else if(god_mjo_1 == 1) {
+ else if (god_mjo_1 == 1) {
mes "[Austri]";
mes "What has made";
mes "you come to me?";
@@ -509,7 +511,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 826,{
break;
}
}
- else if(.@talk_to == 1) {
+ else if (.@talk_to == 1) {
mes "[Austri]";
mes "Mjolnir...?";
mes "Thor's legendary weapon?";
@@ -529,7 +531,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 826,{
break;
}
}
- else if(.@talk_to == 2) {
+ else if (.@talk_to == 2) {
mes "[Austri]";
mes "One day, Loki came to our village and showed off his treasures. He boasted that we couldn't possibly create something to surpass their quality.";
next;
@@ -545,7 +547,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 826,{
break;
}
}
- else if(.@talk_to == 3) {
+ else if (.@talk_to == 3) {
mes "[Austri]";
mes "Of the three treasures my ancestors created, Mjolnir was the last and greatest.";
next;
@@ -563,7 +565,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 826,{
break;
}
}
- else if(.@talk_to == 4) {
+ else if (.@talk_to == 4) {
mes "[Austri]";
mes "Despite this minor flaw, Mjolnir is still considered the greatest of legendary weapons.";
next;
@@ -581,7 +583,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 826,{
break;
}
}
- else if(.@talk_to == 5) {
+ else if (.@talk_to == 5) {
mes "[Austri]";
mes "The reason this mountain is called Mount Mjolnir is because it was actually created by the hammer.";
next;
@@ -601,7 +603,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 826,{
break;
}
}
- else if(.@talk_to == 6) {
+ else if (.@talk_to == 6) {
mes "[Austri]";
mes "Hmm... But perhaps an ambitious dwarf can forge something similar to Mjolnir so that it can actually be used by humans. It would have less power, but it'd be perfectly crafted.";
next;
@@ -617,7 +619,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 826,{
break;
}
}
- else if(.@talk_to == 7) {
+ else if (.@talk_to == 7) {
mes "[Austri]";
mes "Well, I happened to speak much longer than I intended. But I hope you learned what you wished to";
mes "know about Mjolnir.";
@@ -638,7 +640,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 826,{
break;
}
}
- else if(.@talk_to == 8) {
+ else if (.@talk_to == 8) {
set god_mjo_1,2;
mes "[Austri]";
mes "Alright then...";
@@ -670,7 +672,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 826,{
}
}
}
- else if(god_mjo_1 == 0) {
+ else if (god_mjo_1 == 0) {
mes "[Austri]";
mes "What has made";
mes "you come to me?";
@@ -704,21 +706,21 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 826,{
close;
}
}
- else if(god_mjo_0 == 2) {
- if(god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
+ else if (god_mjo_0 == 2) {
+ if (god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
mes "[Austri]";
mes "What is it?! I refuse to speak to human as rude and contemptible";
mes "as you! Now, get out of my sight!";
close;
}
- else if(god_mjo_4 == 2) {
+ else if (god_mjo_4 == 2) {
mes "[Austri]";
mes "What is it...?";
mes "I have nothing";
mes "to say to you.";
close;
}
- else if(god_mjo_1 == 0 || god_mjo_1 == 1 || god_mjo_2 == 0 || god_mjo_2 == 1 || god_mjo_3 == 0 || god_mjo_3 == 1) {
+ else if (god_mjo_1 == 0 || god_mjo_1 == 1 || god_mjo_2 == 0 || god_mjo_2 == 1 || god_mjo_3 == 0 || god_mjo_3 == 1) {
mes "[Austri]";
mes "What made you come to me?";
next;
@@ -735,7 +737,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 826,{
close;
}
}
- else if(god_mjo_4 == 1) {
+ else if (god_mjo_4 == 1) {
mes "[Austri]";
mes "What has made";
mes "you come to me?";
@@ -928,7 +930,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 826,{
}
}
}
- else if(god_mjo_4 == 0) {
+ else if (god_mjo_4 == 0) {
mes "[Austri]";
mes "What made you come to me?";
next;
@@ -961,7 +963,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 826,{
close;
}
}
- else if(god_mjo_0 == 0) {
+ else if (god_mjo_0 == 0) {
mes "[Austri]";
mes "Ah...";
mes "It feels like today's going to be a great day.";
@@ -979,7 +981,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 826,{
}
mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
- if ($God3 < 50) {
+ if ($God3 < $@god_check1) {
mes "[Sudri]";
mes "I want to compete";
mes "and fight with stronger and stronger opponents!";
@@ -989,7 +991,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
close;
}
else {
- if ($God4 > 99) {
+ if ($God4 >= $@god_check2) {
mes "[Sudri]";
mes "Wait, this is";
mes "not the right time";
@@ -999,7 +1001,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
mes "Something that has been hidden is about to be born out of the sweat of determination and tears of sacrifice. We must wait until then.";
close;
}
- else if(god_mjo_0 == 11) {
+ else if (god_mjo_0 == 11) {
mes "[Sudri]";
mes "I want to compete with a stronger one!";
mes "I will be stronger and stronger,";
@@ -1008,12 +1010,12 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
mes "Muhahahaha...!";
close;
}
- else if(god_mjo_10 == 10) {
+ else if (god_mjo_10 == 10) {
mes "[Sudri]";
mes "I must admit that you're a really strong human. Let us fight again when we have a chance. The next time, you may not be so lucky!";
close;
}
- else if(god_mjo_0 == 1) {
+ else if (god_mjo_0 == 1) {
if (god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
mes "[Sudri]";
mes "Go back to where you belong before I beat you to death!";
@@ -1022,13 +1024,13 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
mes "All you can gain here are a few herbs.";
close;
}
- else if(god_mjo_2 == 2) {
+ else if (god_mjo_2 == 2) {
mes "[Sudri]";
mes "That was a great fight!";
mes "Mwahahaha! I'm satisfied with the results. I may have lost, but we fought honorably with everything we had.";
close;
}
- else if(god_mjo_1 == 0 || god_mjo_1 == 1 || god_mjo_3 != 0 || god_mjo_4 != 0) {
+ else if (god_mjo_1 == 0 || god_mjo_1 == 1 || god_mjo_3 != 0 || god_mjo_4 != 0) {
mes "[Sudri]";
mes "So...";
mes "What brings";
@@ -1054,7 +1056,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
close;
}
}
- else if(god_mjo_2 == 1) {
+ else if (god_mjo_2 == 1) {
set .@n_vit,200;
set .@p_vit,100;
while(1) {
@@ -1088,15 +1090,15 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
mes "" + strcharinfo(0) + "";
mes "attacks Sudri's head!";
}
- else if(.@p_atk == 2) {
+ else if (.@p_atk == 2) {
mes "" + strcharinfo(0) + "";
mes "strikes Sudri's chest!";
}
- else if(.@p_atk == 3) {
+ else if (.@p_atk == 3) {
mes "" + strcharinfo(0) + "";
mes "aims for Sudri's legs!";
}
- else if(.@p_atk == 4) {
+ else if (.@p_atk == 4) {
mes "" + strcharinfo(0) + "";
mes "requests a break!";
}
@@ -1114,7 +1116,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
mes "--------------------";
mes "" + strcharinfo(0) + " misses!";
}
- else if(.@n_def == 2) {
+ else if (.@n_def == 2) {
mes "--------------------";
mes "Sudri blocks your";
mes "attack by crossing";
@@ -1122,7 +1124,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
mes "--------------------";
mes "" + strcharinfo(0) + "'s attack is blocked!";
}
- else if(.@n_def == 3) {
+ else if (.@n_def == 3) {
mes "--------------------";
mes "Sudri dodges your";
mes "attack with a graceful";
@@ -1131,14 +1133,14 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
mes "" + strcharinfo(0) + " misses!";
}
}
- else if(.@p_atk == 4) {
+ else if (.@p_atk == 4) {
specialeffect2 EF_HEAL;
set .@p_vit,.@p_vit + 10;
mes "--------------------";
mes "" + strcharinfo(0) + "";
mes "has gained 10 HP!";
}
- else if(.@p_atk == 1) {
+ else if (.@p_atk == 1) {
specialeffect EF_HIT5;
set .@n_vit,.@n_vit - .@damage;
mes "--------------------";
@@ -1147,7 +1149,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
mes "--------------------";
mes "Sudri has lost " + .@damage + " HP!";
}
- else if(.@p_atk == 2) {
+ else if (.@p_atk == 2) {
specialeffect EF_HIT2;
set .@n_vit,.@n_vit - .@damage;
mes "--------------------";
@@ -1157,7 +1159,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
mes "Sudri has";
mes "lost " + .@damage + " HP!";
}
- else if(.@p_atk == 3) {
+ else if (.@p_atk == 3) {
specialeffect EF_HIT4;
set .@n_vit,.@n_vit - .@damage;
mes "--------------------";
@@ -1167,7 +1169,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
mes "Sudri has";
mes "lost " + .@damage + " HP!";
}
- else if(.@p_atk == 0) {
+ else if (.@p_atk == 0) {
specialeffect2 EF_HIT5;
set .@p_vit,.@p_vit - 10;
mes "--------------------";
@@ -1220,7 +1222,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
if (.@n_atk == 1) {
mes "Sudri aims for the head!";
}
- else if(.@n_atk == 2) {
+ else if (.@n_atk == 2) {
mes "Sudri strikes the chest!";
}
else {
@@ -1237,7 +1239,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
mes "--------------------";
mes "Sudri has failed to attack.";
}
- else if(.@p_def == 2) {
+ else if (.@p_def == 2) {
mes "--------------------";
mes "" + strcharinfo(0) + "";
mes "barely blocked";
@@ -1245,7 +1247,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
mes "--------------------";
mes "Sudri has failed to attack.";
}
- else if(.@p_def == 3) {
+ else if (.@p_def == 3) {
mes "--------------------";
mes "" + strcharinfo(0) + " jumped,";
mes "dodged Sudri's attack at ease.";
@@ -1253,7 +1255,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
mes "Sudri has failed to attack.";
}
}
- else if(.@p_def == 4) {
+ else if (.@p_def == 4) {
set .@count,rand(1,4);
mes "--------------------";
mes "" + strcharinfo(0) + "";
@@ -1282,7 +1284,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
mes "" + strcharinfo(0) + " has lost 30 HP!";
}
}
- else if(.@n_atk == 1) {
+ else if (.@n_atk == 1) {
specialeffect2 EF_HIT5;
set .@p_vit,.@p_vit - .@damage;
mes "--------------------";
@@ -1292,7 +1294,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
mes "--------------------";
mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
}
- else if(.@n_atk == 2) {
+ else if (.@n_atk == 2) {
specialeffect2 EF_HIT2;
set .@p_vit,.@p_vit - .@damage;
mes "--------------------";
@@ -1302,7 +1304,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
mes "--------------------";
mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
}
- else if(.@n_atk == 3) {
+ else if (.@n_atk == 3) {
specialeffect2 EF_HIT4;
set .@p_vit,.@p_vit - .@damage;
mes "--------------------";
@@ -1312,7 +1314,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
mes "--------------------";
mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
}
- else if(.@n_atk == 0) {
+ else if (.@n_atk == 0) {
specialeffect2 EF_HIT5;
set .@p_vit,.@p_vit - .@damage;
mes "--------------------";
@@ -1346,7 +1348,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
mes "Go out, train some and get stronger before you even think about coming back!";
close;
}
- else if(.@n_vit < p_vit) {
+ else if (.@n_vit < p_vit) {
set god_mjo_2,2;
mes "[Sudri]";
mes "You're stronger than me. I never thought I'd meet a human as strong as you.";
@@ -1361,7 +1363,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
close;
}
}
- else if(god_mjo_2 == 0) {
+ else if (god_mjo_2 == 0) {
mes "[Sudri]";
mes "So...";
mes "What brings";
@@ -1422,14 +1424,14 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
close;
}
}
- else if(god_mjo_0 == 2) {
+ else if (god_mjo_0 == 2) {
if (god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
mes "[Sudri]";
mes "[Sudri]";
mes "Get out of here before I beat you to death! All you can gain over here is a few herbs, anyway!";
close;
}
- else if(god_mjo_3 == 2) {
+ else if (god_mjo_3 == 2) {
mes "[Sudri]";
mes "That was a great fight!";
mes "Hahahahahahahahahaah!";
@@ -1459,7 +1461,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
close;
}
}
- else if(god_mjo_3 == 1) {
+ else if (god_mjo_3 == 1) {
mes "[Sudri]";
mes "Cool, let's fight!";
next;
@@ -1496,15 +1498,15 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
mes "" + strcharinfo(0) + "";
mes "attacks Sudri's head!";
}
- else if(.@p_atk == 2) {
+ else if (.@p_atk == 2) {
mes "" + strcharinfo(0) + "";
mes "strikes Sudri's chest!";
}
- else if(.@p_atk == 3) {
+ else if (.@p_atk == 3) {
mes "" + strcharinfo(0) + "";
mes "aims for Sudri's legs!";
}
- else if(.@p_atk == 4) {
+ else if (.@p_atk == 4) {
mes "" + strcharinfo(0) + "";
mes "requests a break!";
}
@@ -1522,7 +1524,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
mes "--------------------";
mes "" + strcharinfo(0) + " misses!";
}
- else if(.@n_def == 2) {
+ else if (.@n_def == 2) {
mes "--------------------";
mes "Sudri blocks your";
mes "attack by crossing";
@@ -1530,7 +1532,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
mes "--------------------";
mes "" + strcharinfo(0) + "'s attack is blocked!";
}
- else if(.@n_def == 3) {
+ else if (.@n_def == 3) {
mes "--------------------";
mes "Sudri dodges your";
mes "attack with a graceful";
@@ -1539,14 +1541,14 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
mes "" + strcharinfo(0) + " misses!";
}
}
- else if(.@p_atk == 4) {
+ else if (.@p_atk == 4) {
specialeffect2 EF_HEAL;
set .@p_vit,.@p_vit + 10;
mes "--------------------";
mes "" + strcharinfo(0) + "";
mes "has gained 10 HP!";
}
- else if(.@p_atk == 1) {
+ else if (.@p_atk == 1) {
specialeffect EF_HIT5;
set .@n_vit,.@n_vit - .@damage;
mes "--------------------";
@@ -1555,7 +1557,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
mes "--------------------";
mes "Sudri has lost " + .@damage + " HP!";
}
- else if(.@p_atk == 2) {
+ else if (.@p_atk == 2) {
specialeffect EF_HIT2;
set .@n_vit,.@n_vit - .@damage;
mes "--------------------";
@@ -1565,7 +1567,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
mes "Sudri has";
mes "lost " + .@damage + " HP!";
}
- else if(.@p_atk == 3) {
+ else if (.@p_atk == 3) {
specialeffect EF_HIT4;
set .@n_vit,.@n_vit - .@damage;
mes "--------------------";
@@ -1575,7 +1577,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
mes "Sudri has";
mes "lost " + .@damage + " HP!";
}
- else if(.@p_atk == 0) {
+ else if (.@p_atk == 0) {
specialeffect2 EF_HIT5;
set .@p_vit,.@p_vit - 10;
mes "--------------------";
@@ -1628,7 +1630,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
if (.@n_atk == 1) {
mes "Sudri aims for the head!";
}
- else if(.@n_atk == 2) {
+ else if (.@n_atk == 2) {
mes "Sudri strikes the chest!";
}
else {
@@ -1644,7 +1646,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
mes "--------------------";
mes "Sudri has failed to attack.";
}
- else if(.@p_def == 2) {
+ else if (.@p_def == 2) {
mes "--------------------";
mes "" + strcharinfo(0) + "";
mes "barely blocked";
@@ -1652,7 +1654,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
mes "--------------------";
mes "Sudri has failed to attack.";
}
- else if(.@p_def == 3) {
+ else if (.@p_def == 3) {
mes "--------------------";
mes "" + strcharinfo(0) + " jumped,";
mes "dodged Sudri's attack at ease.";
@@ -1660,7 +1662,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
mes "Sudri has failed to attack.";
}
}
- else if(.@p_def == 4) {
+ else if (.@p_def == 4) {
set .@count,rand(1,4);
mes "--------------------";
mes "" + strcharinfo(0) + "";
@@ -1689,7 +1691,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
mes "" + strcharinfo(0) + " has lost 30 HP!";
}
}
- else if(.@n_atk == 1) {
+ else if (.@n_atk == 1) {
specialeffect2 EF_HIT5;
set .@p_vit,.@p_vit - .@damage;
mes "--------------------";
@@ -1699,7 +1701,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
mes "--------------------";
mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
}
- else if(.@n_atk == 2) {
+ else if (.@n_atk == 2) {
specialeffect2 EF_HIT2;
set .@p_vit,.@p_vit - .@damage;
mes "--------------------";
@@ -1709,7 +1711,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
mes "--------------------";
mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
}
- else if(.@n_atk == 3) {
+ else if (.@n_atk == 3) {
specialeffect2 EF_HIT4;
set .@p_vit,.@p_vit - .@damage;
mes "--------------------";
@@ -1719,7 +1721,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
mes "--------------------";
mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
}
- else if(.@n_atk == 0) {
+ else if (.@n_atk == 0) {
specialeffect2 EF_HIT5;
set .@p_vit,.@p_vit - .@damage;
mes "--------------------";
@@ -1753,7 +1755,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
mes "Go out, train some and get stronger before you even think about coming back!";
close;
}
- else if(.@n_vit < .@p_vit) {
+ else if (.@n_vit < .@p_vit) {
set god_mjo_3,2;
mes "[Sudri]";
mes "You're stronger than me. I never thought I'd meet a human as strong as you.";
@@ -1768,7 +1770,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
close;
}
}
- else if(god_mjo_3 == 0) {
+ else if (god_mjo_3 == 0) {
mes "[Sudri]";
mes "What made you come to me?";
next;
@@ -1829,7 +1831,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
close;
}
}
- else if(god_mjo_0 == 0) {
+ else if (god_mjo_0 == 0) {
mes "[Sudri]";
mes "In a one on one fight, you put everything on the line to show your might to your opponent.";
next;
@@ -1846,7 +1848,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
}
mjolnir_01,35,136,7 script Dwarf Blacksmith#west 826,{
- if($God3 < 50) {
+ if ($God3 < $@god_check1) {
mes "[Vestri]";
mes "If you want something, you should earn it through your own efforts.";
next;
@@ -1859,7 +1861,7 @@ mjolnir_01,35,136,7 script Dwarf Blacksmith#west 826,{
close;
}
else {
- if($God4 > 99) {
+ if ($God4 >= $@god_check2) {
mes "[Vestri]";
mes "I don't feel";
mes "like doing anything";
@@ -1872,7 +1874,7 @@ mjolnir_01,35,136,7 script Dwarf Blacksmith#west 826,{
mes "Yeah, I think I need a break! Don't you think I need a break, human?";
close;
}
- else if(god_mjo_0 == 11) {
+ else if (god_mjo_0 == 11) {
mes "[Vestri]";
mes "There's nothing like taking a relaxing break after putting your heart into your work.";
next;
@@ -1882,7 +1884,7 @@ mjolnir_01,35,136,7 script Dwarf Blacksmith#west 826,{
mes "of life's simple pleasures?";
close;
}
- else if(god_mjo_0 == 10) {
+ else if (god_mjo_0 == 10) {
mes "[Vestri]";
mes "If you want something, you should earn it through your own efforts.";
next;
@@ -1894,13 +1896,13 @@ mjolnir_01,35,136,7 script Dwarf Blacksmith#west 826,{
mes "Kids these days...";
close;
}
- else if(god_mjo_0 == 1) {
- if(god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
+ else if (god_mjo_0 == 1) {
+ if (god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
mes "[Vestri]";
mes "I really hope I meet a decent human being next time. So far, I haven't met one useful human.";
close;
}
- else if(god_mjo_3 == 2) {
+ else if (god_mjo_3 == 2) {
mes "[Vestri]";
mes "Perfect preparation does not always result in success. There's a point when you've got to just go out and do it.";
next;
@@ -1912,7 +1914,7 @@ mjolnir_01,35,136,7 script Dwarf Blacksmith#west 826,{
mes "plan to accomplish in life.";
close;
}
- else if(god_mjo_1 == 0 || god_mjo_1 == 1 || god_mjo_2 == 0 || god_mjo_2 == 1 || god_mjo_4 != 0) {
+ else if (god_mjo_1 == 0 || god_mjo_1 == 1 || god_mjo_2 == 0 || god_mjo_2 == 1 || god_mjo_4 != 0) {
mes "[Vestri]";
mes "What do you want?";
next;
@@ -1934,7 +1936,7 @@ mjolnir_01,35,136,7 script Dwarf Blacksmith#west 826,{
close;
}
}
- else if(god_mjo_3 == 1) {
+ else if (god_mjo_3 == 1) {
disable_items;
mes "[Vestri]";
mes "Great...!";
@@ -1943,11 +1945,9 @@ mjolnir_01,35,136,7 script Dwarf Blacksmith#west 826,{
setarray .@position$[1], "Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
set .@menu$,"";
- for( set .@i,1; .@i <= 10; set .@i,.@i+1 )
- {
- if( getequipisequiped(.@i) )
+ for(set .@i,1; .@i <= 10; set .@i,.@i+1) {
+ if (getequipisequiped(.@i))
set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
-
set .@menu$, .@menu$ + ":";
}
set .@part,select(.@menu$);
@@ -2011,8 +2011,7 @@ mjolnir_01,35,136,7 script Dwarf Blacksmith#west 826,{
mes "If you understand,";
mes "then let's get on with it!";
next;
- if( select("Sure, let's do it!:N-no, I changed my mind!") == 2 )
- {
+ if(select("Sure, let's do it!:N-no, I changed my mind!") == 2) {
mes "[Vestri]";
mes "Bah...!";
mes "How do you survive";
@@ -2076,7 +2075,7 @@ mjolnir_01,35,136,7 script Dwarf Blacksmith#west 826,{
mes "Take care.";
close;
}
- else if(god_mjo_3 == 0) {
+ else if (god_mjo_3 == 0) {
mes "[Vestri]";
mes "What do you want?";
next;
@@ -2114,13 +2113,13 @@ mjolnir_01,35,136,7 script Dwarf Blacksmith#west 826,{
close;
}
}
- else if(god_mjo_0 == 2) {
+ else if (god_mjo_0 == 2) {
if (god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
mes "[Vestri]";
mes "I really hope I meet a decent human being next time. So far, I haven't met one useful human.";
close;
}
- else if(god_mjo_2 == 2) {
+ else if (god_mjo_2 == 2) {
mes "[Vestri]";
mes "Perfect preparation does not always result in success. There's a point when you've got to just go out and do it.";
next;
@@ -2155,7 +2154,7 @@ mjolnir_01,35,136,7 script Dwarf Blacksmith#west 826,{
close;
}
}
- else if(god_mjo_2 == 1) {
+ else if (god_mjo_2 == 1) {
disable_items;
mes "[Vestri]";
mes "Great...!";
@@ -2164,11 +2163,9 @@ mjolnir_01,35,136,7 script Dwarf Blacksmith#west 826,{
setarray .@position$[1], "Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
set .@menu$,"";
- for( set .@i,1; .@i <= 10; set .@i,.@i+1 )
- {
- if( getequipisequiped(.@i) )
+ for(set .@i,1; .@i <= 10; set .@i,.@i+1) {
+ if (getequipisequiped(.@i))
set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
-
set .@menu$, .@menu$ + ":";
}
set .@part,select(.@menu$);
@@ -2227,8 +2224,7 @@ mjolnir_01,35,136,7 script Dwarf Blacksmith#west 826,{
mes "If you understand,";
mes "then let's get on with it!";
next;
- if( select("Sure, let's do it!:...no, I am out.") == 2 )
- {
+ if(select("Sure, let's do it!:...no, I am out.") == 2) {
mes "[Vestri]";
mes "Bah...!";
mes "How do you survive";
@@ -2291,7 +2287,7 @@ mjolnir_01,35,136,7 script Dwarf Blacksmith#west 826,{
mes "Take care.";
close;
}
- else if(god_mjo_2 == 0) {
+ else if (god_mjo_2 == 0) {
mes "[Vestri]";
mes "What do you want?";
next;
@@ -2329,7 +2325,7 @@ mjolnir_01,35,136,7 script Dwarf Blacksmith#west 826,{
close;
}
}
- else if(god_mjo_0 == 0) {
+ else if (god_mjo_0 == 0) {
mes "[Vestri]";
mes "It's always a pleasure to engage myself in hard work, especially smithing.";
next;
@@ -2347,7 +2343,7 @@ mjolnir_01,35,136,7 script Dwarf Blacksmith#west 826,{
}
mjolnir_12,18,18,7 script Dwarf Blacksmith#north 826,{
- if ($God3 < 50) {
+ if ($God3 < $@god_check1) {
mes "[Nordri]";
mes "What...?";
mes "I don't have any";
@@ -2358,7 +2354,7 @@ mjolnir_12,18,18,7 script Dwarf Blacksmith#north 826,{
close;
}
else {
- if ($God4 > 99) {
+ if ($God4 >= $@god_check2) {
mes "[Nordri]";
mes "What's happening?";
mes "I sense change in the winds, but what that change may be, I cannot tell.";
@@ -2458,7 +2454,7 @@ mjolnir_12,18,18,7 script Dwarf Blacksmith#north 826,{
break;
}
}
- else if(.@talk_to == 1) {
+ else if (.@talk_to == 1) {
mes "[Nordri]";
mes "Yes, only a Blaze could have effortlessly consumed meat, bones and plates by burning. Of course!";
mes "I remember now!";
@@ -2478,7 +2474,7 @@ mjolnir_12,18,18,7 script Dwarf Blacksmith#north 826,{
break;
}
}
- else if(.@talk_to == 2) {
+ else if (.@talk_to == 2) {
mes "[Nordri]";
mes "Yes, right! Tialfi was racing 'thoughts!' Nothing can move faster than the speed of thought, so it's no wonder Tialfi would always lose.";
next;
@@ -2497,7 +2493,7 @@ mjolnir_12,18,18,7 script Dwarf Blacksmith#north 826,{
break;
}
}
- else if(.@talk_to == 3) {
+ else if (.@talk_to == 3) {
mes "[Nordri]";
mes "Yes, Thor was wrestling with 'Old Age!' No matter how strong anybody is, you can't fight against aging.";
next;
@@ -2544,7 +2540,7 @@ mjolnir_12,18,18,7 script Dwarf Blacksmith#north 826,{
close;
}
}
- else if(god_mjo_4 == 0) {
+ else if (god_mjo_4 == 0) {
mes "[Nordri]";
mes "What business";
mes "do you have with";
@@ -2573,7 +2569,7 @@ mjolnir_12,18,18,7 script Dwarf Blacksmith#north 826,{
close2;
}
}
- else if(god_mjo_0 == 2) {
+ else if (god_mjo_0 == 2) {
if ((god_mjo_1 == 3) || (god_mjo_2 == 3) || (god_mjo_3 == 3) || (god_mjo_4 == 3)){
mes "[Nordri]";
mes "Eh heh heh~";
@@ -2611,7 +2607,7 @@ mjolnir_12,18,18,7 script Dwarf Blacksmith#north 826,{
close;
}
}
- else if(god_mjo_1 == 1) {
+ else if (god_mjo_1 == 1) {
if (countitem(501) > 0) {
delitem 501,1; //Red_Potion
@@ -2676,7 +2672,7 @@ mjolnir_12,18,18,7 script Dwarf Blacksmith#north 826,{
break;
}
}
- else if(.@talk_to == 3) {
+ else if (.@talk_to == 3) {
mes "[Nordri]";
mes "Yes! Gods refer to the";
mes "moon as the 'false sun.'";
diff --git a/npc/quests/seals/seal_status.txt b/npc/quests/seals/seal_status.txt
new file mode 100644
index 000000000..c9e6515fb
--- /dev/null
+++ b/npc/quests/seals/seal_status.txt
@@ -0,0 +1,50 @@
+//===== Hercules Script ======================================
+//= God Item Quest - Seal Status
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.3
+//===== Description: =========================================
+//= God Item Seal Status.
+//===== Additional Comments: =================================
+//= 1.0 Translated from the official. [L0ne_W0lf]
+//= 1.1 Now checks proper char vars. [L0ne_W0lf]
+//= 1.2 Cleaning. [Euphy]
+//= 1.3 Renewal script update. [Euphy]
+//============================================================
+
+prontera,113,294,3 script Sign Post#god 837,{
+ mes "======== God Seal Status ========";
+ setarray .@seal$[1], "Sleipnir","Megingjard","Brisingamen","Mjolnir";
+ for(set .@i,1; .@i<=4; set .@i,.@i+1) {
+ set .@val, getd("$God"+.@i);
+ if (.@val == 0)
+ set .@status$,"Unseen";
+ else if (.@val < $@god_check1)
+ set .@status$,"Active";
+ else if (.@val < $@god_check2)
+ set .@status$,"Appeared";
+ else
+ set .@status$,"Released";
+ mes .@seal$[.@i]+" Seal: "+.@status$;
+ }
+ mes " ";
+ mes "======= Your Seal Status ========";
+ if (god_sl_1 < 51)
+ mes "^ff0000Sleipnir Seal: Not Completed^000000";
+ else
+ mes "^00ff00Sleipnir Seal: Completed^000000";
+ if (god_eremes < 28)
+ mes "^ff0000Megingjard Seal: Not Completed^000000";
+ else
+ mes "^00ff00Megingjard Seal: Completed^000000";
+ if (god_brising < 50)
+ mes "^ff0000Brisingamen Seal: Not Completed^000000";
+ else
+ mes "^00ff00Brisingamen Seal: Completed^000000";
+ if (god_mjo_0 < 11)
+ mes "^ff0000Mjolnir Seal: Not Completed^000000";
+ else
+ mes "^00ff00Mjolnir Seal: Completed^000000";
+ close;
+} \ No newline at end of file
diff --git a/npc/quests/seals/sleipnir_seal.txt b/npc/quests/seals/sleipnir_seal.txt
index 6fd6da4a5..4b4e70f8b 100644
--- a/npc/quests/seals/sleipnir_seal.txt
+++ b/npc/quests/seals/sleipnir_seal.txt
@@ -1,18 +1,17 @@
-//===== rAthena Script =======================================
-//= Sleipnir seal unlocking NPCs.
-//===== By: ==================================================
+//===== Hercules Script ======================================
+//= God Item Quest - Sleipnir Seal
+//===== By: ==================================================
//= MasterOfMuppets
-//===== Current Version: =====================================
-//= 1.3
-//===== Compatible With: =====================================
-//= rAthena
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.4
+//===== Description: =========================================
//= Quest for breaking the seal of Sleipnir.
//===== Additional Comments: =================================
//= 1.0 First version. [MasterOfMuppets]
//= 1.1 Updated several aspects of the script. [L0ne_W0lf]
//= 1.2 Minor Touchups to quest. [L0ne_W0lf]
//= 1.3 Fixed a typo with a variable. [L0ne_W0lf]
+//= 1.4 Renewal script update. [Euphy]
//============================================================
yuno,164,200,4 script Noyee#G 101,{
@@ -31,7 +30,7 @@ yuno,164,200,4 script Noyee#G 101,{
close;
}
else {
- if ($God1 > 99) {
+ if ($God1 >= $@god_check2) {
mes "[Noyee]";
mes "Did you know that there's a difference between the armor you can buy from NPC shops and the kinds you obtain from hunting monsters?";
next;
@@ -73,10 +72,10 @@ que_god01,98,98,4 script Manager#G 69,{
mes "Wait...!";
mes "I can't even remember the last";
mes "time I went out with a guy! At this rate, I might retire before I can find a boyfriend. Noooo, I'm still in my prime~!";
- Emotion ET_PROFUSELY_SWAT;
+ emotion e_swt2;
close;
}
- if ($God1 < 100) {
+ if ($God1 < $@god_check2) {
if (god_sl_1 == 0) {
mes "[Cukure]";
mes "I can't believe how busy I am at work nowadays. I don't even have time to see any of my friends or go shopping.";
@@ -196,305 +195,239 @@ que_god01,98,98,4 script Manager#G 69,{
mes "[Cukure]";
mes "Ah, there it is.";
mes "It might not be much, but I hope you accept it as a token of my gratitude. Good luck on your travels!";
- if ($God1 < 100)set $God1,$God1+1;
- if ($God1 == 50) {
+ if ($God1 < $@god_check2)
+ set $God1,$God1+1;
+ if ($God1 == $@god_check1)
announce "The 1st seal of [Sleipnir] has appeared.",bc_all;
- }
- else if ($God1 == 100) {
- if ($God1 == 100 && $God2 == 100 && $God3 == 100 && $God4 == 100) {
+ else if ($God1 == $@god_check2) {
+ if ($God1 == $@god_check2 && $God2 == $@god_check2 && $God3 == $@god_check2 && $God4 == $@god_check2)
announce "our seals have been released at the same time with the seal of [Sleipnir].",bc_all;
- }
- else {
+ else
announce "The 1st seal of [Sleipnir] has been released.",bc_all;
- }
}
set god_sl_1,51;
set .@god_treasure,rand(1,900);
set .@god_treasure1,rand(1,1000);
- if (.@god_treasure < 101) {
- if (.@god_treasure1 < 210) {
- getitem 2102,1; // Guard_
- }
- else if (.@god_treasure1 < 420) {
- getitem 2104,1; // Buckler_
- }
- else if (.@god_treasure1 < 630) {
- getitem 2106,1; // Shield_
- }
- else if (.@god_treasure1 < 840) {
- getitem 2108,1; // Mirror_Shield_
+ if (checkre(0)) {
+ if (.@god_treasure < 101) {
+ if (.@god_treasure1 < 210) getitem 2102,1; //Guard_
+ else if (.@god_treasure1 < 420) getitem 2104,1; //Buckler_
+ else if (.@god_treasure1 < 630) getitem 2106,1; //Shield_
+ else if (.@god_treasure1 < 840) getitem 2108,1; //Mirror_Shield_
+ else getitem 2109,1; //Memorize_Book
+ }
+ else if (.@god_treasure < 201) {
+ if (.@god_treasure1 < 48) getitem 2207,1; //Fancy_Flower
+ else if (.@god_treasure1 < 96) getitem 2210,1; //Hair_Band
+ else if (.@god_treasure1 < 150) getitem 2213,1; //Cat_Hairband
+ else if (.@god_treasure1 < 190) getitem 2215,1; //Flower_Hairband
+ else if (.@god_treasure1 < 238) getitem 2217,1; //Biretta_
+ else if (.@god_treasure1 < 290) getitem 2223,1; //Turban_
+ else if (.@god_treasure1 < 340) getitem 2227,1; //Cap_
+ else if (.@god_treasure1 < 348) getitem 2229,1; //Helm_
+ else if (.@god_treasure1 < 400) getitem 2231,1; //Gemmed_Sallet_
+ else if (.@god_treasure1 < 448) getitem 2233,1; //Circlet_
+ else if (.@god_treasure1 < 496) getitem 2236,1; //Santa's_Hat
+ else if (.@god_treasure1 < 544) getitem 2244,1; //Big_Sis'_Ribbon
+ else if (.@god_treasure1 < 592) getitem 2245,1; //Sweet_Gents
+ else if (.@god_treasure1 < 640) getitem 2247,1; //Oldman's_Romance
+ else if (.@god_treasure1 < 688) getitem 2248,1; //Western_Grace
+ else if (.@god_treasure1 < 736) getitem 2250,1; //Fillet
+ else if (.@god_treasure1 < 784) getitem 2251,1; //Holy_Bonnet
+ else if (.@god_treasure1 < 832) getitem 2252,1; //Star_Sparkling
+ else if (.@god_treasure1 < 880) getitem 2253,1; //Sunflower
+ else if (.@god_treasure1 < 940) getitem 2257,1; //Snowy_Horn
+ else getitem 2259,1; //Mini_Propeller
+ }
+ else if (.@god_treasure < 301) {
+ if (.@god_treasure1 < 160) getitem 2267,1; //Cigar
+ else if (.@god_treasure1 < 320) getitem 2262,1; //Pierrot_Nose
+ else if (.@god_treasure1 < 480) getitem 2263,1; //Gangster_Patch
+ else if (.@god_treasure1 < 540) getitem 2265,1; //Ganster_Mask
+ else if (.@god_treasure1 < 700) getitem 2266,1; //Iron_Cane
+ else if (.@god_treasure1 < 800) getitem 2260,1; //Mini_Glasses
+ else if (.@god_treasure1 < 900) getitem 2269,1; //Centimental_Flower
+ else getitem 2270,1; //Centimental_Leaf
+ }
+ else if (.@god_treasure < 401) {
+ if (.@god_treasure1 < 70) getitem 2298,1; //Green_Feeler
+ else if (.@god_treasure1 < 140) getitem 2275,1; //Red_Bandana
+ else if (.@god_treasure1 < 210) getitem 2276,1; //Eagle_Eyes
+ else if (.@god_treasure1 < 280) getitem 2277,1; //Nurse_Cap
+ else if (.@god_treasure1 < 350) getitem 2279,1; //Bomb_Wick
+ else if (.@god_treasure1 < 420) getitem 2282,1; //Spirit_Chain
+ else if (.@god_treasure1 < 490) getitem 2299,1; //Viking_Helm
+ else if (.@god_treasure1 < 560) getitem 2287,1; //Pirate_Bandana
+ else if (.@god_treasure1 < 630) getitem 2289,1; //Poo_Poo_Hat
+ else if (.@god_treasure1 < 700) getitem 2290,1; //Funeral_Costume
+ else if (.@god_treasure1 < 770) getitem 2291,1; //Masquerade
+ else if (.@god_treasure1 < 840) getitem 2294,1; //Star_Dust
+ else if (.@god_treasure1 < 900) getitem 2295,1; //Blinker
+ else if (.@god_treasure1 < 950) getitem 2271,1; //Jack_A_Dandy
+ else getitem 2285,1; //Apple_Of_Archer
+ }
+ else if (.@god_treasure < 501) {
+ if (.@god_treasure1 < 80) getitem 2306,1; //Adventurere's_Suit_
+ else if (.@god_treasure1 < 160) getitem 2308,1; //Mantle_
+ else if (.@god_treasure1 < 240) getitem 2310,1; //Coat_
+ else if (.@god_treasure1 < 320) getitem 2311,1; //Mink_Coat
+ else if (.@god_treasure1 < 400) getitem 2313,1; //Padded_Armor_
+ else if (.@god_treasure1 < 480) getitem 2315,1; //Chain_Mail_
+ else if (.@god_treasure1 < 560) getitem 2329,1; //Wooden_Mail_
+ else if (.@god_treasure1 < 630) getitem 2320,1; //Formal_Suit
+ else if (.@god_treasure1 < 700) getitem 2322,1; //Silk_Robe_
+ else if (.@god_treasure1 < 760) getitem 2324,1; //Scapulare_
+ else if (.@god_treasure1 < 810) getitem 2326,1; //Saint_Robe_
+ else if (.@god_treasure1 < 850) getitem 2342,1; //Full_Plate_Armor_
+ else if (.@god_treasure1 < 900) getitem 2331,1; //Tights_
+ else if (.@god_treasure1 < 950) getitem 2333,1; //Silver_Robe_
+ else getitem 2336,1; //Thief_Clothes_
+ }
+ else if (.@god_treasure < 601) {
+ if (.@god_treasure1 < 200) getitem 2402,1; //Sandals_
+ else if (.@god_treasure1 < 400) getitem 2404,1; //Shoes_
+ else if (.@god_treasure1 < 600) getitem 2406,1; //Boots_
+ else if (.@god_treasure1 < 800) getitem 2407,1; //Chrystal_Pumps
+ else getitem 2409,1; //Spiky_Heel
+ }
+ else if (.@god_treasure < 701) {
+ if (.@god_treasure1 < 300) getitem 2502,1; //Hood_
+ else if (.@god_treasure1 < 550) getitem 2504,1; //Muffler_
+ else if (.@god_treasure1 < 750) getitem 2506,1; //Manteau_
+ else getitem 2508,1; //Ragamuffin_Cape
+ }
+ else if (.@god_treasure < 801) {
+ if (.@god_treasure1 < 110) getitem 2601,1; //Ring
+ else if (.@god_treasure1 < 220) getitem 2602,1; //Earring
+ else if (.@god_treasure1 < 330) getitem 2603,1; //Necklace
+ else if (.@god_treasure1 < 440) getitem 2604,1; //Glove
+ else if (.@god_treasure1 < 550) getitem 2605,1; //Brooch
+ else if (.@god_treasure1 < 660) getitem 2607,1; //Clip
+ else if (.@god_treasure1 < 770) getitem 2608,1; //Rosary
+ else if (.@god_treasure1 < 880) getitem 2617,1; //Mitten_Of_Presbyter
+ else getitem 2618,1; //Matyr's_Flea_Guard
}
else {
- getitem 2109,1; // Memorize_Book
- }
- }
- else if (.@god_treasure < 201) {
- if (.@god_treasure1 < 48) {
- getitem 2254,1; // Angelic_Chain
- }
- else if (.@god_treasure1 < 96) {
- getitem 2210,1; // Hair_Band
- }
- else if (.@god_treasure1 < 150) {
- getitem 2213,1; // Cat_Hairband
- }
- else if (.@god_treasure1 < 190) {
- getitem 2255,1; // Satanic_Chain
- }
- else if (.@god_treasure1 < 238) {
- getitem 2217,1; // Biretta_
- }
- else if (.@god_treasure1 < 290) {
- getitem 2223,1; // Turban_
- }
- else if (.@god_treasure1 < 340) {
- getitem 2227,1; // Cap_
- }
- else if (.@god_treasure1 < 348) {
- getitem 2229,1; // Helm_
- }
- else if (.@god_treasure1 < 400) {
- getitem 2231,1; // Gemmed_Sallet_
- }
- else if (.@god_treasure1 < 448) {
- getitem 2233,1; // Circlet_
- }
- else if (.@god_treasure1 < 496) {
- getitem 5053,1; // Spinx_Helm
- }
- else if (.@god_treasure1 < 544) {
- getitem 5019,1; // Corsair
- }
- else if (.@god_treasure1 < 592) {
- getitem 2245,1; // Sweet_Gents
- }
- else if (.@god_treasure1 < 640) {
- getitem 2247,1; // Oldman's_Romance
- }
- else if (.@god_treasure1 < 688) {
- getitem 2248,1; // Western_Grace
- }
- else if (.@god_treasure1 < 736) {
- getitem 5166,1; // Spinx_Helm_
- }
- else if (.@god_treasure1 < 784) {
- getitem 5158,1; // Holy_Bonnet_
- }
- else if (.@god_treasure1 < 832) {
- getitem 2249,1; // Coronet
- }
- else if (.@god_treasure1 < 880) {
- getitem 5157,1; // Viking_Helm_
- }
- else if (.@god_treasure1 < 940) {
- getitem 2285,1; // Apple_Of_Archer
- }
- else {
- getitem 5093,1; // Blue_Coif_
- }
- }
- else if (.@god_treasure < 301) {
- if (.@god_treasure1 < 160) {
- getitem 5014,1; // Fin_Helm
- }
- else if (.@god_treasure1 < 320) {
- getitem 5005,1; // Gas_Mask
- }
- else if (.@god_treasure1 < 480) {
- getitem 5054,1; // Assasin_Mask
- }
- else if (.@god_treasure1 < 540) {
- getitem 2265,1; // Ganster_Mask
- }
- else if (.@god_treasure1 < 700) {
- getitem 2266,1; // Iron_Cane
- }
- else if (.@god_treasure1 < 800) {
- getitem 2260,1; // Mini_Glasses
- }
- else if (.@god_treasure1 < 900) {
- getitem 5113,1; // Angry_Mouth
- }
- else {
- // Pirate Dagger is iRO only, and requires extra files in client.
- getitem 2270,1; // Centimental_Leaf
- //getitem 5305,1 // Pirate_Dagger
- }
- }
- else if (.@god_treasure < 401) {
- if (.@god_treasure1 < 70) {
- getitem 2286,1; // Elven_Ears
- }
- else if (.@god_treasure1 < 140) {
- getitem 5002,1; // Gemmed_Crown
- }
- else if (.@god_treasure1 < 210) {
- getitem 5147,1; // Baseball_Cap
- }
- else if (.@god_treasure1 < 280) {
- getitem 2217,1; // Biretta_
- }
- else if (.@god_treasure1 < 350) {
- getitem 5120,1; // Fedora_
- }
- else if (.@god_treasure1 < 420) {
- getitem 2261,1; // Prontera_Army_Cap
- }
- else if (.@god_treasure1 < 490) {
- getitem 5162,1; // Bone_Helm_
- }
- else if (.@god_treasure1 < 560) {
- getitem 5030,1; // Panda_Cap
- }
- else if (.@god_treasure1 < 630) {
- getitem 5109,1; // Red_Bonnet
- }
- else if (.@god_treasure1 < 700) {
- getitem 5084,1; // Lazy_Raccoon
- }
- else if (.@god_treasure1 < 770) {
- getitem 5168,1; // Bongun_Hat_
- }
- else if (.@god_treasure1 < 840) {
- getitem 2214,1; // Bunny_Band
- }
- else if (.@god_treasure1 < 900) {
- getitem 2295,1; // Blinker
- }
- else if (.@god_treasure1 < 950) {
- getitem 5167,1; // Munak_Turban_
- }
- else {
- getitem 5018,1; // Feather_Bonnet
- }
- } else if (.@god_treasure < 501) {
- if (.@god_treasure1 < 85) {
- getitem 2310,1; // Coat_
- }
- else if (.@god_treasure1 < 170) {
- getitem 2311,1; // Mink_Coat
- }
- else if (.@god_treasure1 < 255) {
- getitem 2313,1; // Padded_Armor_
- }
- else if (.@god_treasure1 < 340) {
- getitem 2317,1; // Plate_Armor_
- }
- else if (.@god_treasure1 < 425) {
- getitem 2319,1; // Glittering_Clothes
- }
- else if (.@god_treasure1 < 510) {
- getitem 2320,1; // Formal_Suit
- }
- else if (.@god_treasure1 < 595) {
- getitem 2322,1; // Silk_Robe_
- }
- else if (.@god_treasure1 < 680) {
- getitem 2359,1; // Ninja_Suit_
- }
- else if (.@god_treasure1 < 765) {
- getitem 2326,1; // Saint_Robe_
- }
- else if (.@god_treasure1 < 850) {
- getitem 2342,1; // Full_Plate_Armor_
- }
- else if (.@god_treasure1 < 935) {
- getitem 2331,1; // Tights_
- }
- else {
- getitem 2336,1; // Thief_Clothes_
- }
- }
- else if (.@god_treasure < 601) {
- if (.@god_treasure1 < 200) {
- getitem 2422,1; // High_Fashion_Sandals
- }
- else if (.@god_treasure1 < 400) {
- getitem 2404,1; // Shoes_
- }
- else if (.@god_treasure1 < 600) {
- getitem 2406,1; // Boots_
- }
- else if (.@god_treasure1 < 800) {
- getitem 2407,1; // Chrystal_Pumps
- }
- else {
- getitem 2412,1; // Grave_
- }
- }
- else if (.@god_treasure < 701) {
- if (.@god_treasure1 < 200) {
- getitem 2513,1; // Celestial_Robe
- }
- else if (.@god_treasure1 < 400) {
- getitem 2504,1; // Muffler_
- }
- else if (.@god_treasure1 < 600) {
- getitem 2506,1; // Manteau_
- }
- else if (.@god_treasure1 < 800) {
- getitem 2514,1; // Pauldron
- }
- else {
- getitem 2508,1; // Ragamuffin_Cape
- }
- }
- else if (.@god_treasure < 801) {
- if (.@god_treasure1 < 110) {
- getitem 1122,1; // Ring_
- }
- else if (.@god_treasure1 < 220) {
- getitem 2622,1; // Earring_
- }
- else if (.@god_treasure1 < 330) {
- getitem 2623,1; // Necklace_
- }
- else if (.@god_treasure1 < 440) {
- getitem 2624,1; // Glove_
- }
- else if (.@god_treasure1 < 550) {
- getitem 2625,1; // Brooch_
- }
- else if (.@god_treasure1 < 660) {
- getitem 2607,1; // Clip
- }
- else if (.@god_treasure1 < 770) {
- getitem 2626,1; // Rosary_
- }
- else if (.@god_treasure1 < 880) {
- getitem 2617,1; // Mitten_Of_Presbyter
- }
- else {
- getitem 2671,1; // Thimble_Of_Archer_
- }
- }
- else {
- if (.@god_treasure1 < 150) {
- getitem 2281,1; // Phantom_Of_Opera
- }
- else if (.@god_treasure1 < 260) {
- getitem 2297,1; // Goblini_Mask
- }
- else if (.@god_treasure1 < 370) {
- getitem 5087,1; // Goblin_Mask_01
- }
- else if (.@god_treasure1 < 480) {
- getitem 5088,1; // Goblin_Mask_02
- }
- else if (.@god_treasure1 < 590) {
- getitem 5089,1; // Goblin_Mask_03
- }
- else if (.@god_treasure1 < 700) {
- getitem 5090,1; // Goblin_Mask_04
- }
- else if (.@god_treasure1 < 810) {
- getitem 5086,1; // Alarm_Mask
+ if (.@god_treasure1 < 150) getitem 2288,1; //Mr_Scream
+ else if (.@god_treasure1 < 260) getitem 2297,1; //Goblini_Mask
+ else if (.@god_treasure1 < 370) getitem 5087,1; //Goblin_Mask_01
+ else if (.@god_treasure1 < 480) getitem 5088,1; //Goblin_Mask_02
+ else if (.@god_treasure1 < 590) getitem 5089,1; //Goblin_Mask_03
+ else if (.@god_treasure1 < 700) getitem 5090,1; //Goblin_Mask_04
+ else if (.@god_treasure1 < 810) getitem 5046,1; //Bongun_Hat
+ else if (.@god_treasure1 < 920) getitem 2264,1; //Munak_Turban
+ else getitem 2225,1; //Goggle_
+ }
+ } else {
+ if (.@god_treasure < 101) {
+ if (.@god_treasure1 < 210) getitem 2102,1; //Guard_
+ else if (.@god_treasure1 < 420) getitem 2104,1; //Buckler_
+ else if (.@god_treasure1 < 630) getitem 2106,1; //Shield_
+ else if (.@god_treasure1 < 840) getitem 2108,1; //Mirror_Shield_
+ else getitem 2109,1; //Memorize_Book
+ }
+ else if (.@god_treasure < 201) {
+ if (.@god_treasure1 < 48) getitem 2254,1; //Angelic_Chain
+ else if (.@god_treasure1 < 96) getitem 2210,1; //Hair_Band
+ else if (.@god_treasure1 < 150) getitem 2213,1; //Cat_Hairband
+ else if (.@god_treasure1 < 190) getitem 2255,1; //Satanic_Chain
+ else if (.@god_treasure1 < 238) getitem 2217,1; //Biretta_
+ else if (.@god_treasure1 < 290) getitem 2223,1; //Turban_
+ else if (.@god_treasure1 < 340) getitem 2227,1; //Cap_
+ else if (.@god_treasure1 < 348) getitem 2229,1; //Helm_
+ else if (.@god_treasure1 < 400) getitem 2231,1; //Gemmed_Sallet_
+ else if (.@god_treasure1 < 448) getitem 2233,1; //Circlet_
+ else if (.@god_treasure1 < 496) getitem 5053,1; //Spinx_Helm
+ else if (.@god_treasure1 < 544) getitem 5019,1; //Corsair
+ else if (.@god_treasure1 < 592) getitem 2245,1; //Sweet_Gents
+ else if (.@god_treasure1 < 640) getitem 2247,1; //Oldman's_Romance
+ else if (.@god_treasure1 < 688) getitem 2248,1; //Western_Grace
+ else if (.@god_treasure1 < 736) getitem 5166,1; //Spinx_Helm_
+ else if (.@god_treasure1 < 784) getitem 5158,1; //Holy_Bonnet_
+ else if (.@god_treasure1 < 832) getitem 2249,1; //Coronet
+ else if (.@god_treasure1 < 880) getitem 5157,1; //Viking_Helm_
+ else if (.@god_treasure1 < 940) getitem 2285,1; //Apple_Of_Archer
+ else getitem 5093,1; //Blue_Coif_
+ }
+ else if (.@god_treasure < 301) {
+ if (.@god_treasure1 < 160) getitem 5014,1; //Fin_Helm
+ else if (.@god_treasure1 < 320) getitem 5005,1; //Gas_Mask
+ else if (.@god_treasure1 < 480) getitem 5054,1; //Assasin_Mask
+ else if (.@god_treasure1 < 540) getitem 2265,1; //Ganster_Mask
+ else if (.@god_treasure1 < 700) getitem 2266,1; //Iron_Cane
+ else if (.@god_treasure1 < 800) getitem 2260,1; //Mini_Glasses
+ else if (.@god_treasure1 < 900) getitem 5113,1; //Angry_Mouth
+ else {
+ // Pirate Dagger is iRO only, and requires extra files in client.
+ //getitem 5305,1 //Pirate_Dagger
+ getitem 2270,1; //Centimental_Leaf
+ }
}
- else if (.@god_treasure1 < 920) {
- getitem 2292,1; // Welding_Mask
+ else if (.@god_treasure < 401) {
+ if (.@god_treasure1 < 70) getitem 2286,1; //Elven_Ears
+ else if (.@god_treasure1 < 140) getitem 5002,1; //Gemmed_Crown
+ else if (.@god_treasure1 < 210) getitem 5147,1; //Baseball_Cap
+ else if (.@god_treasure1 < 280) getitem 2217,1; //Biretta_
+ else if (.@god_treasure1 < 350) getitem 5120,1; //Fedora_
+ else if (.@god_treasure1 < 420) getitem 2261,1; //Prontera_Army_Cap
+ else if (.@god_treasure1 < 490) getitem 5162,1; //Bone_Helm_
+ else if (.@god_treasure1 < 560) getitem 5030,1; //Panda_Cap
+ else if (.@god_treasure1 < 630) getitem 5109,1; //Red_Bonnet
+ else if (.@god_treasure1 < 700) getitem 5084,1; //Lazy_Raccoon
+ else if (.@god_treasure1 < 770) getitem 5168,1; //Bongun_Hat_
+ else if (.@god_treasure1 < 840) getitem 2214,1; //Bunny_Band
+ else if (.@god_treasure1 < 900) getitem 2295,1; //Blinker
+ else if (.@god_treasure1 < 950) getitem 5167,1; //Munak_Turban_
+ else getitem 5018,1; //Feather_Bonnet
+ } else if (.@god_treasure < 501) {
+ if (.@god_treasure1 < 85) getitem 2310,1; //Coat_
+ else if (.@god_treasure1 < 170) getitem 2311,1; //Mink_Coat
+ else if (.@god_treasure1 < 255) getitem 2313,1; //Padded_Armor_
+ else if (.@god_treasure1 < 340) getitem 2317,1; //Plate_Armor_
+ else if (.@god_treasure1 < 425) getitem 2319,1; //Glittering_Clothes
+ else if (.@god_treasure1 < 510) getitem 2320,1; //Formal_Suit
+ else if (.@god_treasure1 < 595) getitem 2322,1; //Silk_Robe_
+ else if (.@god_treasure1 < 680) getitem 2359,1; //Ninja_Suit_
+ else if (.@god_treasure1 < 765) getitem 2326,1; //Saint_Robe_
+ else if (.@god_treasure1 < 850) getitem 2342,1; //Full_Plate_Armor_
+ else if (.@god_treasure1 < 935) getitem 2331,1; //Tights_
+ else getitem 2336,1; //Thief_Clothes_
+ }
+ else if (.@god_treasure < 601) {
+ if (.@god_treasure1 < 200) getitem 2422,1; //High_Fashion_Sandals
+ else if (.@god_treasure1 < 400) getitem 2404,1; //Shoes_
+ else if (.@god_treasure1 < 600) getitem 2406,1; //Boots_
+ else if (.@god_treasure1 < 800) getitem 2407,1; //Chrystal_Pumps
+ else getitem 2412,1; //Grave_
+ }
+ else if (.@god_treasure < 701) {
+ if (.@god_treasure1 < 200) getitem 2513,1; //Celestial_Robe
+ else if (.@god_treasure1 < 400) getitem 2504,1; //Muffler_
+ else if (.@god_treasure1 < 600) getitem 2506,1; //Manteau_
+ else if (.@god_treasure1 < 800) getitem 2514,1; //Pauldron
+ else getitem 2508,1; //Ragamuffin_Cape
+ }
+ else if (.@god_treasure < 801) {
+ if (.@god_treasure1 < 110) getitem 1122,1; //Ring_
+ else if (.@god_treasure1 < 220) getitem 2622,1; //Earring_
+ else if (.@god_treasure1 < 330) getitem 2623,1; //Necklace_
+ else if (.@god_treasure1 < 440) getitem 2624,1; //Glove_
+ else if (.@god_treasure1 < 550) getitem 2625,1; //Brooch_
+ else if (.@god_treasure1 < 660) getitem 2607,1; //Clip
+ else if (.@god_treasure1 < 770) getitem 2626,1; //Rosary_
+ else if (.@god_treasure1 < 880) getitem 2617,1; //Mitten_Of_Presbyter
+ else getitem 2671,1; //Thimble_Of_Archer_
}
else {
- getitem 5006,1; // Machoman_Glasses
+ if (.@god_treasure1 < 150) getitem 2281,1; //Phantom_Of_Opera
+ else if (.@god_treasure1 < 260) getitem 2297,1; //Goblini_Mask
+ else if (.@god_treasure1 < 370) getitem 5087,1; //Goblin_Mask_01
+ else if (.@god_treasure1 < 480) getitem 5088,1; //Goblin_Mask_02
+ else if (.@god_treasure1 < 590) getitem 5089,1; //Goblin_Mask_03
+ else if (.@god_treasure1 < 700) getitem 5090,1; //Goblin_Mask_04
+ else if (.@god_treasure1 < 810) getitem 5086,1; //Alarm_Mask
+ else if (.@god_treasure1 < 920) getitem 2292,1; //Welding_Mask
+ else getitem 5006,1; //Machoman_Glasses
}
}
next;
@@ -573,7 +506,7 @@ que_god01,98,98,4 script Manager#G 69,{
}
que_god01,66,125,6 script Researcher#G1 89,{
- if ($God1 < 100) {
+ if ($God1 < $@god_check2) {
if (god_sl_1 == 2) {
set god_sl_1,11;
}
@@ -739,7 +672,7 @@ que_god01,66,125,6 script Researcher#G1 89,{
}
que_god01,11,136,6 script Researcher#G2 742,{
- if ($God1 < 100) {
+ if ($God1 < $@god_check2) {
if (god_sl_1 == 2) {
set god_sl_1,21;
}
@@ -958,7 +891,7 @@ que_god01,11,136,6 script Researcher#G2 742,{
}
que_god01,55,47,3 script Researcher#G3 803,{
- if (god_sl2 < 100) {
+ if ($God1 < $@god_check2) {
if (god_sl_1 == 2) {
set god_sl_1,31;
}
@@ -1224,7 +1157,7 @@ que_god01,55,47,3 script Researcher#G3 803,{
}
que_god01,14,47,3 script Researcher#G4 713,{
- if ($God1 < 100) {
+ if ($God1 < $@god_check2) {
if (god_sl_1 == 2) {
set god_sl_1,41;
}
@@ -1330,7 +1263,7 @@ que_god01,14,47,3 script Researcher#G4 713,{
}
que_god01,20,48,0 script Slab#G 111,{
- if ($God1 < 100) {
+ if ($God1 < $@god_check2) {
if ((god_sl_1 == 41) || (god_sl_1 == 12) || (god_sl_1 == 23) || (god_sl_1 == 34)) {
if ((god_sl_2 == 1) || (god_sl_2 == 2)) {
mes "....whgks ^ff00ffdirdnl^000000sjs wkrdjswhgks whdtnfb";
@@ -1476,7 +1409,7 @@ que_god01,20,48,0 script Slab#G 111,{
}
payon,79,171,4 script Friar#G5 95,{
- if ($God1 < 100) {
+ if ($God1 < $@god_check2) {
if ((god_sl_1 == 21) || (god_sl_1 == 32) || (god_sl_1 == 43) || (god_sl_1 == 14)) {
if ((god_sl_2 == 1) || (god_sl_2 == 3)) {
mes "[Lania]";
diff --git a/npc/quests/skills/acolyte_skills.txt b/npc/quests/skills/acolyte_skills.txt
index 3f81aee27..113104401 100644
--- a/npc/quests/skills/acolyte_skills.txt
+++ b/npc/quests/skills/acolyte_skills.txt
@@ -4,9 +4,9 @@
//= kobra_k88
//===== Current Version: =====================================
//= 1.8
-//===== Description: =========================================
+//===== Description: =========================================
//= Quest for skills: Holy Light
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.5 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
//= 1.6 Fixed a typo in job check. (Bugreport:1531) [L0ne_W0lf]
//= 1.7 Updated to latest available official file. [Masao]
@@ -107,11 +107,11 @@ prt_church,173,23,4 script Cleric 79,{
}
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
-//= v1.0a Now using functions found in "Global_Functions.txt"
-//= for class checks.
+//============================================================
+//= 1.0a Now using functions found in "Global_Functions.txt"
+//= for class checks.
//= 1.2 Added Baby Class Support [Lupus]
//= 1.3 Removed callfunc Is_####_Class in favor of baseClass [Silentdragon]
//= 1.4 Fixed an exploit [Lupus]
diff --git a/npc/quests/skills/alchemist_skills.txt b/npc/quests/skills/alchemist_skills.txt
index b53c6cd21..678c2696b 100644
--- a/npc/quests/skills/alchemist_skills.txt
+++ b/npc/quests/skills/alchemist_skills.txt
@@ -1,14 +1,14 @@
//===== Hercules Script ======================================
//= Alchemist Skills Quests
-//===== By: ==================================================
+//===== By: ==================================================
//= Lupus, Reddozen, Samuray22
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 2.2
-//===== Description: =========================================
-//= [Aegis COnversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Quests for item: Elemental_Create_Book
//= Quest for skill: Bioethics
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.9 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
//= 2.0 Rescripted (and re-added) Bio Ethics quest. [L0ne_W0lf]
//= 2.1 Fixed a Resurrection -> Homunculus Resurrection. [L0ne_W0lf]
@@ -1203,7 +1203,7 @@ lhz_in01,224,140,3 script Kellasus#qsk_al 57,{
mes "" + strcharinfo(0) + ".";
next;
set bioeth,13;
- skill 238,1,0;
+ skill "AM_BIOETHICS",1,0;
mes "[Kellasus]";
mes "Ah...";
mes "" + strcharinfo(0) + ".";
@@ -2197,9 +2197,9 @@ lhz_in01,218,141,7 script Alchemist#qsk_al 98,{
close;
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= 1.0 for fully working skills only [Lupus]
//= 1.1 Added more new skill quests for more classes [Lupus]
//= Somehow eA engine doesn't let you keep learn't skill V_V'
diff --git a/npc/quests/skills/archer_skills.txt b/npc/quests/skills/archer_skills.txt
index 763ffff06..63a465e25 100644
--- a/npc/quests/skills/archer_skills.txt
+++ b/npc/quests/skills/archer_skills.txt
@@ -4,12 +4,12 @@
//= Hercules Dev Team
//===== Current Version: =====================================
//= 1.7
-//===== Description: =========================================
+//===== Description: =========================================
//= Quest for skills: Arrow Crafting, Arrow Repel
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.5 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
//= 1.6 Updated to latest available official file.
-//= also fixed Item issue [bugreport:5607]. [Masao]
+//= also fixed Item issue [bugreport:5607]. [Masao]
//= 1.7 Fixed JobLevel requirements. [Euphy]
//============================================================
@@ -80,7 +80,7 @@ moc_ruins,118,99,5 script Roberto 88,{
mes "Isn't it hard to find arrows?";
mes "That's why I make my own.";
next;
- menu "Eh, really?!",-;
+ select("Eh, really?!");
mes "[Roberto]";
mes "Yeah! I gather different items";
mes "and make arrows using them.";
@@ -88,7 +88,7 @@ moc_ruins,118,99,5 script Roberto 88,{
mes "survive alone in this tough world.";
mes "If you'd like, I can teach you.";
next;
- menu "That would be wonderful.",-;
+ select("That would be wonderful.");
mes "[Roberto]";
mes "But.. I can't do it for free.";
mes "Nothing is free in this world~";
@@ -264,14 +264,14 @@ OnTouch:
close;
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
-//= v1.0 Roberto message text is based off RO npc. Jason message
-//= text is custom from old version.
-//= All items are from official quests though.[kobra_k88]
-//= v1.0a Now using functions found in "Global_Functions.txt"
-//= for class checks.[kobra_k88]
+//============================================================
+//= 1.0 Roberto message text is based off RO npc. Jason message
+//= text is custom from old version.
+//= All items are from official quests though.[kobra_k88]
+//= 1.0a Now using functions found in "Global_Functions.txt"
+//= for class checks.[kobra_k88]
//= 1.2 Added Baby Class Support [Lupus]
//= 1.3 Removed callfunc Is_####_Class in favor of baseClass [Silentdragon]
//= 1.4 Fixed exploits [Lupus]
diff --git a/npc/quests/skills/assassin_skills.txt b/npc/quests/skills/assassin_skills.txt
index 4fddf6b12..568d0c369 100644
--- a/npc/quests/skills/assassin_skills.txt
+++ b/npc/quests/skills/assassin_skills.txt
@@ -1,13 +1,13 @@
//===== Hercules Script ======================================
//= Assassin Skills Quests
-//===== By: ==================================================
+//===== By: ==================================================
//= Lupus, Reddozen
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.5
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Quests for skills: Venom Knife, Sonic Acceleration
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.4 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
//= 1.5 Replaced effect numerics with constants. [L0ne_W0lf]
//============================================================
@@ -631,7 +631,7 @@ in_moc_16,23,27,5 script Assassin#realgirl 885,{
mes "the one who invented this";
mes "skill, is also... He's a man";
mes "amongst men, I must say.";
- Emotion e_lv;
+ emotion e_lv;
next;
break;
case 2:
@@ -713,7 +713,7 @@ in_moc_16,23,27,5 script Assassin#realgirl 885,{
mes "Have you heard about";
mes "the latest news from";
mes "the Assassin Guild?";
- Emotion e_heh;
+ emotion e_heh;
next;
select("News from the Assassin Guild?");
mes "[Assassin]";
@@ -757,9 +757,9 @@ OnTouch:
mes "^3355FFSomething inside";
mes "the coffin bit your";
mes "hand really hard!^000000";
- sc_start SC_Poison,30000,0;
+ sc_start SC_POISON,30000,0;
sc_start SC_BLOODING,10000,0;
- Emotion e_omg,1;
+ emotion e_omg,1;
close;
case 2:
mes "^3355FFYou try to peek";
@@ -774,7 +774,7 @@ OnTouch:
mes "is squirming inside the";
mes "coffin, but it's far too dark";
mes "to see anything else.^000000";
- sc_start SC_Blind,30000,0;
+ sc_start SC_BLIND,30000,0;
next;
break;
case 3:
@@ -782,7 +782,7 @@ OnTouch:
mes "strength to move";
mes "something as heavy";
mes "as this coffin's lid...^000000";
- sc_start SC_Curse,30000,0;
+ sc_start SC_CURSE,30000,0;
next;
break;
case 4:
@@ -829,9 +829,9 @@ OnTouch:
mes "^3355FFSomething inside";
mes "the coffin bit your";
mes "hand really hard!^000000";
- sc_start SC_Poison,30000,0;
+ sc_start SC_POISON,30000,0;
sc_start SC_BLOODING,10000,0;
- Emotion e_omg,1;
+ emotion e_omg,1;
close;
}
else {
@@ -857,7 +857,7 @@ OnTouch:
mes "is squirming inside the";
mes "coffin, but it's far too dark";
mes "to see anything else.^000000";
- sc_start SC_Blind,30000,0;
+ sc_start SC_BLIND,30000,0;
next;
break;
case 3:
@@ -865,7 +865,7 @@ OnTouch:
mes "strength to move";
mes "something as heavy";
mes "as this coffin's lid...^000000";
- sc_start SC_Curse,30000,0;
+ sc_start SC_CURSE,30000,0;
next;
break;
case 4:
@@ -901,7 +901,7 @@ OnTouch:
mes "^3355FFa yellow gas that clouds";
mes "your senses and briefly";
mes "knocks you unconscious.^000000";
- sc_start SC_Sleep,30000,0;
+ sc_start SC_SLEEP,30000,0;
close;
}
mes "^3355FFa yellow gas. However, you";
@@ -936,7 +936,7 @@ OnTouch:
mes "^3355FFa yellow gas that clouds";
mes "your senses and briefly";
mes "knocks you unconscious.^000000";
- sc_start SC_Sleep,30000,0;
+ sc_start SC_SLEEP,30000,0;
close;
}
mes "^3355FFa yellow gas. However, you";
@@ -944,13 +944,13 @@ OnTouch:
mes "all gas in your lungs in time";
mes "to escape its effects. Sadly,";
mes "all you found was broken glass.^000000";
- Emotion e_omg,1;
+ emotion e_omg,1;
}
close;
}
}
-moc_pryd04,85,96,0 script ��#crypt -1,3,3,{
+moc_pryd04,85,96,0 script ¡¡#crypt -1,3,3,{
OnTouch:
if (ASSN_SK == 4) {
specialeffect EF_CONE;
@@ -969,7 +969,7 @@ OnTouch:
mes "^3355FFIt's too late!";
mes "Your body has just";
mes "been frozen solid.^000000";
- sc_start SC_Freeze,10000,0;
+ sc_start SC_FREEZE,10000,0;
close;
}
mes "^3355FFYou quickly pick up";
@@ -984,9 +984,9 @@ OnTouch:
}
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= 1.0 for fully working skills only [Lupus]
//= 1.1 Added more new skill quests for more classes [Lupus]
//= Somehow eA engine doesn't let you keep learn't skill V_V'
diff --git a/npc/quests/skills/bard_skills.txt b/npc/quests/skills/bard_skills.txt
index f09437058..d64281100 100644
--- a/npc/quests/skills/bard_skills.txt
+++ b/npc/quests/skills/bard_skills.txt
@@ -1,24 +1,24 @@
//===== Hercules Script ======================================
//= Bard Skill Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= Lupus, Reddozen; L0ne_W0lf
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.6
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Official quest for the Bard skill "Pang Voice"
//= Prerequisite: Geffen Bard Quest
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 for fully working skills only [Lupus]
//= 1.1 Added more new skill quests for more classes [Lupus]
-//= Somehow eA engine doesn't let you keep learn't skill
+//= Somehow eA engine doesn't let you keep learn't skill
//= 1.2 Added to correct locations, correct NPC's, fixed [Reddozen]
-//= some of the items required and made them into real
-//= quests.
+//= some of the items required and made them into real
+//= quests.
//= 1.3 Fixed bugs and minor typos. Optimized [Lupus]
//= 1.3a Tixed an item ID typo. Thanks, 2Spiritual Kid
//= 1.3b Split into different files [DracoRPG]
-//= 1.4 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= 1.4 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
//= 1.4a Checks the proper variable now. (bard_q -> gef_bard_q) [L0ne_W0lf]
//= 1.5 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
//= 1.6 Added missing checkweights. [L0ne_W0lf]
@@ -27,7 +27,7 @@
prontera,174,328,3 script Young Man#bard_q1 89,3,3,{
if (BaseJob == Job_Bard) {
- Emotion e_omg;
+ emotion e_omg;
mes "[Timid Young Man]";
mes "Eh? Wwwaaaah--!";
mes "Y-you're--it's-it's--";
@@ -372,7 +372,7 @@ prontera,174,328,3 script Young Man#bard_q1 89,3,3,{
OnTouch:
if (BaseJob == Job_Bard) {
- Emotion e_omg;
+ emotion e_omg;
}
end;
}
@@ -652,7 +652,7 @@ morocc_in,169,72,7 script Spiteful-Looking Bard#bs 741,3,3,{
mes "[Riott]";
mes "Hmmrmpf!";
mes "Eh heh heh heh!";
- Emotion e_gg;
+ emotion e_gg;
next;
mes "[" + strcharinfo(0) + "]";
mes "Um...";
@@ -837,7 +837,7 @@ morocc_in,169,72,7 script Spiteful-Looking Bard#bs 741,3,3,{
mes "[Riott]";
mes "Hmmrmpf!";
mes "Eh heh heh heh!";
- Emotion e_gg;
+ emotion e_gg;
next;
mes "[" + strcharinfo(0) + "]";
mes "Um...";
@@ -896,15 +896,15 @@ morocc_in,169,72,7 script Spiteful-Looking Bard#bs 741,3,3,{
}
OnTouch:
- Emotion e_gg;
+ emotion e_gg;
end;
}
// Yhelle the Chicken
-//============================================================
+//============================================================
niflheim,239,70,1 script Yhelle#bard_chick1 800,3,3,{
- Emotion e_omg,1;
- Emotion e_omg;
+ emotion e_omg,1;
+ emotion e_omg;
mes "[Hen Yhelle]";
mes "Cluck-Cluuuck?";
mes "Cluck cluck cluck!";
@@ -936,8 +936,8 @@ OnTouch:
}
niflheim,185,205,3 script Yhelle#bard_chick2 800,3,3,{
- Emotion e_omg,1;
- Emotion e_omg;
+ emotion e_omg,1;
+ emotion e_omg;
mes "[Hen Yhelle]";
mes "Cluck-Cluuuck?";
mes "Cluck cluck cluck!";
@@ -962,8 +962,8 @@ OnTouch:
}
niflheim,85,203,5 script Yhelle#bard_chick3 800,3,3,{
- Emotion e_omg,1;
- Emotion e_omg;
+ emotion e_omg,1;
+ emotion e_omg;
mes "[Hen Yhelle]";
mes "Cluck-Cluuuck?";
mes "Cluck cluck cluck!";
@@ -988,8 +988,8 @@ OnTouch:
}
niflheim,149,81,7 script Yhelle#bard_chick4 800,3,3,{
- Emotion e_omg,1;
- Emotion e_omg;
+ emotion e_omg,1;
+ emotion e_omg;
mes "[Hen Yhelle]";
mes "Cluck-Cluuuck?";
mes "Cluck cluck cluck!";
@@ -1014,8 +1014,8 @@ OnTouch:
}
niflheim,209,144,3 script Yhelle#bard_chick5 800,3,3,{
- Emotion e_omg,1;
- Emotion e_omg;
+ emotion e_omg,1;
+ emotion e_omg;
mes "[Hen Yhelle]";
mes "Cluck-Cluuuck?";
mes "Cluck cluck cluck!";
@@ -1040,7 +1040,7 @@ OnTouch:
}
// Drunken Men
-//============================================================
+//============================================================
morocc_in,178,73,3 script Customer#bard_skill01 54,{
mes "[Little Bit Drunken Guy]";
mes "What do you think";
@@ -1162,7 +1162,7 @@ morocc_in,175,70,7 script Customer#bard_skill02 50,{
}
// Bartender
-//============================================================
+//============================================================
morocc_in,166,76,7 script Bartender#bard_qskill 46,{
if (checkweight(1201,1) == 0) {
mes "^3355FFHold it right there!";
@@ -1175,8 +1175,7 @@ morocc_in,166,76,7 script Bartender#bard_qskill 46,{
next;
switch(select("Tropical Sograt:Vermilion on the Beach:Nothing, thanks.")) {
case 1:
- set .@now_weight,maxWeight-Weight;
- if (.@now_weight < 2000) {
+ if (MaxWeight - Weight < 2000) {
mes "[Bartender]";
mes "You sure you can carry";
mes "any more stuff with you?";
@@ -1203,13 +1202,12 @@ morocc_in,166,76,7 script Bartender#bard_qskill 46,{
mes "mild, but if you're not";
mes "careful, you'll pass out";
mes "in no time flat. Take it easy.";
- set zeny,zeny-1000;
+ set Zeny, Zeny-1000;
getitem 12112,1; //Tropical_Sograt
close;
case 2:
- set .@now_weight,maxWeight-Weight;
- if (.@now_weight < 2000) {
+ if (MaxWeight - Weight < 2000) {
mes "[Bartender]";
mes "You sure you can carry";
mes "any more stuff with you?";
@@ -1234,7 +1232,7 @@ morocc_in,166,76,7 script Bartender#bard_qskill 46,{
mes "Be sure that you";
mes "enjoy your drinking";
mes "without going crazy.";
- set zeny,zeny-1000;
+ set Zeny, Zeny-1000;
getitem 12113,1; //Vermilion_The_Beach
close;
@@ -1247,22 +1245,15 @@ morocc_in,166,76,7 script Bartender#bard_qskill 46,{
}
// Function
-//============================================================
+//============================================================
function script F_BardSkillYhelle {
- //set max_max_c,1201;
- //if (max_max_c == 1) {
- // mes "^3355FFHold it right there!";
- // mes "You're carrying too many items and don't have enough inventory space to receive any rewards. Please make more inventory space available and come back to take this challenge.";
- // close;
- //}
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 2000) {
+ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) {
mes "^3355FFHold it right there!";
mes "You're carrying too many items and don't have enough inventory space to receive any rewards. Please make more inventory space available and come back to take this challenge.";
close;
}
- Emotion e_omg,1;
- Emotion e_omg;
+ emotion e_omg,1;
+ emotion e_omg;
mes "[Hen Yhelle]";
mes "Cluck-Cluuuck?";
mes "Cluck cluck cluck!";
diff --git a/npc/quests/skills/blacksmith_skills.txt b/npc/quests/skills/blacksmith_skills.txt
index 26a69f91e..8764c3e01 100644
--- a/npc/quests/skills/blacksmith_skills.txt
+++ b/npc/quests/skills/blacksmith_skills.txt
@@ -1,13 +1,13 @@
//===== Hercules Script ======================================
//= Blacksmith Skills Quests
-//===== By: ==================================================
+//===== By: ==================================================
//= Lupus, Reddozen, Samuray22
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.6
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Quests for skills: Dubious Salesmanship, Greed
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.6 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
//============================================================
@@ -184,7 +184,7 @@ geffen,178,72,3 script Akkie#qsk_bs 726,{
delitem 999,1; //Steel
delitem 971,1; //Detrimindexta
delitem 613,1; //Iron_Hammer
- set zeny,zeny-500;
+ set Zeny, Zeny-500;
set BLACK_SK,2;
close;
}
@@ -562,8 +562,7 @@ geffen,172,52,1 script Goodman#qsk_bs 826,{
close;
}
else if (BLACK_SK2 == 1) {
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 5000) {
+ if (MaxWeight - Weight < 5000) {
mes "[Goodman]";
mes "Back already, eh?";
mes "Alright, let me check";
@@ -650,20 +649,20 @@ geffen,172,52,1 script Goodman#qsk_bs 826,{
close;
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= 1.0 for fully working skills only [Lupus]
//= 1.1 Added more new skill quests for more classes [Lupus]
-//= Somehow eA engine doesn't let you keep learn't skill V_V'
+//= Somehow eA engine doesn't let you keep learn't skill V_V'
//= 1.2 Added to correct locations, correct NPC's, fixed
-//= some of the items required and made them into real
-//= quests. [Reddozen]
+//= some of the items required and made them into real
+//= quests. [Reddozen]
//= 1.3 Fixed bugs and minor typos. Optimized [Lupus]
//= 1.3a fixed an item ID typo, thx 2Spiritual Kid
//= 1.3b Splitted into different files [DracoRPG]
//= 1.3c Inverted the weight check for Greed [DracoRPG]
//= 1.4 Updated to the official One [Samuray22]
//= 1.5 replaced item "names" with item id. Fixed a bug with
-//= item deletion [Lupus]
+//= item deletion [Lupus]
//============================================================
diff --git a/npc/quests/skills/crusader_skills.txt b/npc/quests/skills/crusader_skills.txt
index 5608acc18..144ab44cf 100644
--- a/npc/quests/skills/crusader_skills.txt
+++ b/npc/quests/skills/crusader_skills.txt
@@ -1,15 +1,13 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Crusader Skills Quests
-//===== By: ==================================================
+//===== By: ==================================================
//= Lupus, Reddozen
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Quests for skills: Shrink
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.4 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
//============================================================
@@ -426,7 +424,7 @@ gef_fild13,297,242,3 script Soldier#277 751,{
}
else if (CRUS_SK == 5) {
mes "[Sloutii]";
- if (upper == 1) {
+ if (Upper == 1) {
mes "Eeearrrgh--!";
mes "My l-legs! Everything";
mes "is starting to h-hurt!";
@@ -811,9 +809,9 @@ prt_church,87,127,3 script Pastor#1011 755,{
}
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= 1.0 for fully working skills only [Lupus]
//= 1.1 Added more new skill quests for more classes [Lupus]
//= Somehow eA engine doesn't let you keep learn't skill V_V'
diff --git a/npc/quests/skills/dancer_skills.txt b/npc/quests/skills/dancer_skills.txt
index 971c100ca..3c7efd345 100644
--- a/npc/quests/skills/dancer_skills.txt
+++ b/npc/quests/skills/dancer_skills.txt
@@ -1,15 +1,13 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Dancer Skills Quests
-//===== By: ==================================================
+//===== By: ==================================================
//= Lupus, Reddozen
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.5
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Quests for skills: Charming Wink
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.4 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
//= 1.4a Changed NPC location [Yommy]
//= 1.5 Replaced effect numerics with constants. [L0ne_W0lf]
@@ -191,7 +189,7 @@ comodo,204,172,5 script Canell#qsk_dan01 724,{
next;
mes "^3355FFIt figures that she'd";
mes "keep your mirror.^000000";
- Emotion e_ag,1;
+ emotion e_ag,1;
set DANCER_SK,3;
close;
}
@@ -203,7 +201,7 @@ comodo,204,172,5 script Canell#qsk_dan01 724,{
mes "Oh! It's you. So did my";
mes "sister in Prontera Church";
mes "teach you anything yet?";
- Emotion e_go;
+ emotion e_go;
close;
}
else if (DANCER_SK == 7) {
@@ -266,7 +264,7 @@ comodo,204,172,5 script Canell#qsk_dan01 724,{
mes "Look at me, do it";
mes "like this. Un, deux, trois~";
mes "Now, let me see you try it.";
- Emotion e_no1;
+ emotion e_no1;
next;
switch(select("Un deux trois~-:Un, doux trois~:Un, deux, trois~")) {
default:
@@ -286,7 +284,7 @@ comodo,204,172,5 script Canell#qsk_dan01 724,{
case 3:
mes "["+ strcharinfo(0) +"]";
mes "Un, deux, trois~";
- Emotion e_no1,1;
+ emotion e_no1,1;
specialeffect2 EF_FLASHER;
next;
mes "[Canell]";
@@ -296,7 +294,7 @@ comodo,204,172,5 script Canell#qsk_dan01 724,{
mes "of rhythm and naturalness";
mes "are absolutely essential to";
mes "this technique of enticement.";
- Emotion e_kis;
+ emotion e_kis;
next;
mes "[Canell]";
mes "Now that you've mastered";
@@ -311,7 +309,7 @@ comodo,204,172,5 script Canell#qsk_dan01 724,{
mes "have that drawback. Ho-ho~";
mes "Anyway, it's time for us to part now. I hope that you grow to";
mes "become a more glamorous and charming dancer in days to come.";
- Emotion e_heh;
+ emotion e_heh;
next;
mes "^3355FFYou have finally learned";
mes "the Charming Wink skill.^000000";
@@ -329,7 +327,7 @@ comodo,204,172,5 script Canell#qsk_dan01 724,{
mes "ask me? Ah, you must";
mes "be mesmerized by my";
mes "beauty, aren't you?";
- Emotion e_pif;
+ emotion e_pif;
next;
mes "[Canell]";
mes "Oh, to be so beautiful";
@@ -389,7 +387,7 @@ comodo,204,172,5 script Canell#qsk_dan01 724,{
mes "Hey there,";
mes "handsome~";
mes "^333333*Wink~*^000000";
- Emotion e_kis;
+ emotion e_kis;
specialeffect2 EF_VALLENTINE2;
next;
mes "^3355FFStrangely enough,";
@@ -540,7 +538,7 @@ prontera,183,333,1 script Aelle#qsk_dan02 79,{
mes "I do it! Wink, j-just";
mes "like this, okay? Y' see?";
mes "^333333*Wiiiiiiiiiiiiiink*^000000";
- Emotion e_no1;
+ emotion e_no1;
next;
mes "["+ strcharinfo(0) +"]";
mes "Wh-whoa...";
@@ -555,7 +553,7 @@ prontera,183,333,1 script Aelle#qsk_dan02 79,{
mes "*Urp* It'sh in the--";
mes "Bwahahahaahah!";
mes "It's all spinning!";
- Emotion e_heh;
+ emotion e_heh;
next;
mes "^3355FFIn her drunken stupor,";
mes "Aelle pummels you with";
@@ -563,7 +561,7 @@ prontera,183,333,1 script Aelle#qsk_dan02 79,{
mes "maniacally to herself.^000000";
percentheal -10,0;
specialeffect2 EF_HIT2;
- Emotion e_dots,1;
+ emotion e_dots,1;
delitem 970,1; //Alchol
delitem 512,1; //Apple
delitem 513,3; //Banana
@@ -644,7 +642,7 @@ prontera,183,333,1 script Aelle#qsk_dan02 79,{
mes "[Sober Aelle]";
mes "Ohhh...";
mes "H-headache...";
- Emotion e_an;
+ emotion e_an;
next;
mes "[Aelle]";
mes "Oh, wow, look at you!";
@@ -681,14 +679,14 @@ prontera,183,333,1 script Aelle#qsk_dan02 79,{
mes "Oh crap, it's the pastor!";
mes "Shhh, if anybody asks you,";
mes "I wasn't doing anything!";
- Emotion e_omg;
+ emotion e_omg;
next;
mes "[Aelle]";
mes "Thanks, hon...";
mes "I know you can";
mes "keep my contraband";
mes "our little secret. ^333333*Wink*^000000";
- Emotion e_no1;
+ emotion e_no1;
close;
}
}
@@ -711,21 +709,21 @@ prontera,183,333,1 script Aelle#qsk_dan02 79,{
mes "Oh crap, it's the pastor!";
mes "Shhh, if anybody asks you,";
mes "I wasn't doing anything!";
- Emotion e_omg;
+ emotion e_omg;
next;
mes "[Aelle]";
mes "Thanks, hon...";
mes "I know you can";
mes "keep my contraband";
mes "our little secret. ^333333*Wink*^000000";
- Emotion e_no1;
+ emotion e_no1;
close;
}
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= 1.0 for fully working skills only [Lupus]
//= 1.1 Added more new skill quests for more classes [Lupus]
//= Somehow eA engine doesn't let you keep learn't skill V_V'
diff --git a/npc/quests/skills/hunter_skills.txt b/npc/quests/skills/hunter_skills.txt
index e6f9f9d41..5178d622f 100644
--- a/npc/quests/skills/hunter_skills.txt
+++ b/npc/quests/skills/hunter_skills.txt
@@ -1,34 +1,29 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Hunter Skills Quests
-//===== By: ==================================================
+//===== By: ==================================================
//= Lupus, Reddozen, Kisuka
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= rAthena Revision 3800+
-//===== Description: =========================================
-//= Temp quests for new skills for 2nd classes
-//===== Additional Comments: =================================
+//===== Description: =========================================
+//= [Official Conversion]
+//= Quests for skills: Phantasmic Arrow
+//===== Additional Comments: =================================
//= 1.0 for fully working skills only [Lupus]
//= 1.1 Added more new skill quests for more classes [Lupus]
-//= Somehow eA engine doesn't let you keep learn't skill V_V'
+//= Somehow eA engine doesn't let you keep learn't skill V_V'
//= 1.2 Added to correct locations, correct NPC's, fixed
-//= some of the items required and made them into real
-//= quests. [Reddozen]
+//= some of the items required and made them into real
+//= quests. [Reddozen]
//= 1.3 Fixed bugs and minor typos. Optimized [Lupus]
//= 1.3a fixed an item ID typo, thx 2Spiritual Kid
//= 1.3b Splitted into different files [DracoRPG]
//= 1.3c Fixed some typos [IVBela]
//= 1.3d Changed NPC Name to the official [Lupus]
-//= 1.4 Moved Arpesto from tu_archer and added his script. [Kisuka]
+//= 1.4 Moved Arpesto from tu_archer and added his script. [Kisuka]
//============================================================
-
-//============================================================
-// HUNTER SKILL - PHANTASMIC ARROW
-//============================================================
pay_arche,109,169,3 script Arpesto 712,{
- if (Class == Job_Hunter || Class == Job_Sniper) {
+ if (BaseJob == Job_Hunter) {
if (qskill_hunter == 100) {
if (getskilllv("HT_PHANTASMIC")) {
mes "[Arpesto]";
@@ -50,7 +45,7 @@ pay_arche,109,169,3 script Arpesto 712,{
mes "I don't know what";
mes "you're talking about!";
close;
- }else{
+ } else {
mes "[Arpesto]";
mes "I recognize you";
mes "from somewhere,";
@@ -218,7 +213,7 @@ pay_arche,109,169,3 script Arpesto 712,{
set qskill_hunter,100;
skill "HT_PHANTASMIC",1,0;
close;
- }else{
+ } else {
mes "[Arpesto]";
mes "Hurry up and bring";
mes "^3131FF5 Cursed Rubies^000000,";
@@ -241,7 +236,7 @@ pay_arche,109,169,3 script Arpesto 712,{
set qskill_hunter,100;
close;
}
- if (JobLevel < 40) {
+ if (BaseJob == Job_Hunter && JobLevel < 40) {
mes "[Arpesto]";
mes "Did the master send you";
mes "to me? Hmm... You're still";
@@ -256,7 +251,7 @@ pay_arche,109,169,3 script Arpesto 712,{
mes "be able to grasp what I've been";
mes "teaching Hunters and Snipers.";
close;
- }else{
+ } else {
mes "[Arpesto]";
mes "Has the master sent you?";
mes "Ah, you definitely have the";
@@ -359,7 +354,7 @@ pay_arche,109,169,3 script Arpesto 712,{
}
}
}
- }else{
+ } else {
mes "[Arpesto]";
mes "The sky still looks clear, but recently the winds that have been blowing through the land seem to carry with them an air of misfortune.";
next;
diff --git a/npc/quests/skills/knight_skills.txt b/npc/quests/skills/knight_skills.txt
index 83574900a..9d3358975 100644
--- a/npc/quests/skills/knight_skills.txt
+++ b/npc/quests/skills/knight_skills.txt
@@ -1,20 +1,18 @@
//===== Hercules Script ======================================
//= Knight Skills Quests
-//===== By: ==================================================
+//===== By: ==================================================
//= Lupus, Reddozen, Samuray22
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.5
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Quests for skills: Charge Attack
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.5 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
//============================================================
prt_in,85,99,3 script Knight#kabuto 734,{
- if (BaseJob == job_Knight) {
+ if (BaseJob == Job_Knight) {
if (KNGT_SK == 10) {
mes "[Essofeit]";
mes "Ah, it must be grand to";
@@ -513,9 +511,9 @@ prontera,66,358,5 script Knight#gattack 733,{
close;
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= 1.0 for fully working skills only [Lupus]
//= 1.1 Added more new skill quests for more classes [Lupus]
//= Somehow eA engine doesn't let you keep learn't skill V_V'
diff --git a/npc/quests/skills/mage_skills.txt b/npc/quests/skills/mage_skills.txt
index 2f9d124fa..374330778 100644
--- a/npc/quests/skills/mage_skills.txt
+++ b/npc/quests/skills/mage_skills.txt
@@ -1,14 +1,12 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Mage Skill Quest
//===== By: ==================================================
//= kobra_k88
//===== Current Version: =====================================
//= 1.8
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
+//===== Description: =========================================
//= Quest for skills: Energy Coat
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.5 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
//= 1.6 Fixed a typo in job check. (Bugreport:1531) [L0ne_W0lf]
//= 1.7 Updated to latest available official file. [Masao]
@@ -156,11 +154,11 @@ geffen_in,151,119,4 script Great Wizard 64,{
}
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
-//= v1.0a Now using functions found in "Global_Functions.txt"
-//= for class checks.[kobra_k88]
+//============================================================
+//= 1.0a Now using functions found in "Global_Functions.txt"
+//= for class checks.[kobra_k88]
//= 1.2 Added Baby Class Support [Lupus]
//= 1.3 Removed callfunc Is_####_Class in favor of baseClass [Silentdragon]
//= 1.4 Fixed exploit [Lupus]
diff --git a/npc/quests/skills/merchant_skills.txt b/npc/quests/skills/merchant_skills.txt
index 9fb596132..55bc11381 100644
--- a/npc/quests/skills/merchant_skills.txt
+++ b/npc/quests/skills/merchant_skills.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Merchant Skills Quests
//===== By: ==================================================
//= kobra_k88
//===== Current Version: =====================================
//= 1.8
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= Quests for skills: Crazy Uproar, Change Cart, Cart Revolution
//===== Additional Comments: =================================
@@ -720,17 +718,17 @@ alberta,119,221,6 script Charlron 107,{
close;
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= Fully working
-//= v1.1 Bug fixes
-//= v1.a Now using functions found in "Global_Functions.txt"
-//= for class checks.[kobra_k88]
+//= 1.1 Bug fixes
+//= 1.a Now using functions found in "Global_Functions.txt"
+//= for class checks.[kobra_k88]
//= 1.2 Added Baby Class Support [Lupus]
//= 1.3 Removed callfunc Is_####_Class in favor of baseClass [Silentdragon]
//= 1.4 Fixed exploits [Lupus]
//= 1.4a Fixed some typos [IVBela] 1.4b Gershaun -> Gershuan
-//= changed perm. variables to temp ones [Lupus]
+//= changed perm. variables to temp ones [Lupus]
//= 1.4b Added missing 1 Banana Juice requirement to Cart Revolution [DracoRPG]
//============================================================
diff --git a/npc/quests/skills/monk_skills.txt b/npc/quests/skills/monk_skills.txt
index 46d0e6f77..920827f51 100644
--- a/npc/quests/skills/monk_skills.txt
+++ b/npc/quests/skills/monk_skills.txt
@@ -1,15 +1,13 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Monk Skills Quests
-//===== By: ==================================================
+//===== By: ==================================================
//= Lupus, Reddozen, Samuray22
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.5
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Quests for skills: Spiritual Bestowment, Excruciating Palm
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.5 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
//============================================================
@@ -433,9 +431,9 @@ monk_test,316,69,5 script Monk#qsk_mo 823,{
close;
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= 1.0 for fully working skills only [Lupus]
//= 1.1 Added more new skill quests for more classes [Lupus]
//= Somehow eA engine doesn't let you keep learn't skill V_V'
diff --git a/npc/quests/skills/novice_skills.txt b/npc/quests/skills/novice_skills.txt
index 17a670eed..a3028bc93 100644
--- a/npc/quests/skills/novice_skills.txt
+++ b/npc/quests/skills/novice_skills.txt
@@ -1,18 +1,17 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Novice Skills Quests
-//===== By: ==================================================
+//===== By: ==================================================
//= kobra_k88
-//===== Current Version: =====================================
-//= 1.7
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.8
+//===== Description: =========================================
//= Quest for skills: First Aid, Trick Dead
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.5 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
//= 1.6 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
//= 1.7 Updated to latest available official file. [Masao]
-//============================================================
+//= 1.8 Added Baby support. [Zopokx]
+//============================================================
prt_in,234,133,4 script Nami 66,{
if ((Class == Job_Novice || Class == Job_Baby) && (JobLevel > 3 || BaseLevel > 11) && (skill_nov < 3)) {
@@ -468,13 +467,13 @@ prt_castle,175,146,4 script Nursing Instructor 50,{
close;
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= Fully working
//= 1.2 Added Baby Class Support [Lupus]
//= 1.3 Fixed a Zeny exploit, made more variables clear
//= on finishing quests. [Lupus]
//= 1.4 Fixed exploits [Lupus]
//= 1.4a Fixed some typos [IVBela]
-//============================================================
+//============================================================
diff --git a/npc/quests/skills/priest_skills.txt b/npc/quests/skills/priest_skills.txt
index 3b44e4de3..5cb0f7ba8 100644
--- a/npc/quests/skills/priest_skills.txt
+++ b/npc/quests/skills/priest_skills.txt
@@ -1,15 +1,13 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Priest Skills Quests
-//===== By: ==================================================
+//===== By: ==================================================
//= Lupus, Reddozen
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.5
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Quests for skills: Redempito
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.4 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
//= 1.5 Replaced effect numerics with constants. [L0ne_W0lf]
//============================================================
@@ -363,9 +361,9 @@ prt_church,111,112,1 script Sister Linus 79,{
}
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= 1.0 for fully working skills only [Lupus]
//= 1.1 Added more new skill quests for more classes [Lupus]
//= Somehow eA engine doesn't let you keep learn't skill V_V'
diff --git a/npc/quests/skills/rogue_skills.txt b/npc/quests/skills/rogue_skills.txt
index 8b804e0cd..6d9034627 100644
--- a/npc/quests/skills/rogue_skills.txt
+++ b/npc/quests/skills/rogue_skills.txt
@@ -1,21 +1,20 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Rogue Skills Quests
-//===== By: ==================================================
+//===== By: ==================================================
//= Lupus, Reddozen
-//===== Current Version: =====================================
-//= 1.7
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Current Version: =====================================
+//= 1.8
+//===== Description: =========================================
+//= [Official Conversion]
//= Quests for skills: CLose Confine
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.4 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
//= 1.5 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
//= 1.6 Bug fixes as pointed out by Brainstorm in bugreport:351 [L0ne_W0lf]
//= 1.6a Fixed(?) antoher problem (NPCs not disabling) hopefully. [L0ne_W0lf]
//= 1.6b Corrected a Typo error with "rouge". (bugreport:909) [Samuray22]
//= 1.7 Replaced effect numerics with constants. [L0ne_W0lf]
+//= 1.8 Some cleaning. [Euphy]
//============================================================
in_rogue,359,177,0 script #killershow01 -1,{
@@ -85,80 +84,28 @@ OnTouch:
mes "yellow. If he intends to go";
mes "backward, it will be pale red.";
next;
- while(1) {
- if (.@lim_1 == 10) {
- break;
+ setarray .@Effects[1],EF_CHANGECOLD,EF_CHANGEWIND,EF_CHANGEEARTH;
+ for(set .@lim_1,0; .@lim_1<10; set .@lim_1,.@lim_1+1) {
+ set .@move_1,rand(1,3);
+ specialeffect .@Effects[.@move_1];
+ if (select("Block him to the Left:Block him to the Right:Block his Retreat") == .@move_1) {
+ mes "^3355FFThe killer remains";
+ mes "unable to move and looks";
+ mes "incredibly confused! Right";
+ mes "now, you're using the Close";
+ mes "Confine skill perfectly!^000000";
+ specialeffect EF_POTION1;
+ specialeffect2 EF_POTION7;
}
else {
- set .@lim_1,.@lim_1 + 1;
- set .@move_1,rand(1,3);
- if (.@move_1 == 1) {
- specialeffect EF_CHANGECOLD;
- if (select("Block him to the Left:Block him to the Right:Block his Retreat") == 1) {
- mes "^3355FFThe killer remains";
- mes "unable to move and looks";
- mes "incredibly confused! Right";
- mes "now, you're using the Close";
- mes "Confine skill perfectly!^000000";
- specialeffect EF_POTION1;
- specialeffect2 EF_POTION7;
- next;
- }
- else {
- mes "^3355FFWait--!";
- mes "For some reason,";
- mes "you sense that's not";
- mes "the direction the killer";
- mes "is moving at this moment.";
- mes "You naturally correct yourself.^000000";
- next;
- }
- }
- else if (.@move_1 == 2) {
- specialeffect EF_CHANGEWIND;
- if (select("Block him at the Left:Block him at the Right:Block him at the back") == 2) {
- mes "^3355FFThe killer remains";
- mes "unable to move and looks";
- mes "incredibly confused! Right";
- mes "now, you're using the Close";
- mes "Confine skill perfectly!^000000";
- specialeffect EF_POTION1;
- specialeffect2 EF_POTION7;
- next;
- }
- else {
- mes "^3355FFWait--!";
- mes "For some reason,";
- mes "you sense that's not";
- mes "the direction the killer";
- mes "is moving at this moment.";
- mes "You naturally correct yourself.^000000";
- next;
- }
- }
- else if (.@move_1 == 3) {
- specialeffect EF_CHANGEEARTH;
- if (select("Block him at the Left:Block him at the Right:Block him at the back") == 3) {
- mes "^3355FFThe killer remains";
- mes "unable to move and looks";
- mes "incredibly confused! Right";
- mes "now, you're using the Close";
- mes "Confine skill perfectly!^000000";
- specialeffect EF_POTION1;
- specialeffect2 EF_POTION7;
- next;
- }
- else {
- mes "^3355FFWait--!";
- mes "For some reason,";
- mes "you sense that's not";
- mes "the direction the killer";
- mes "is moving at this moment.";
- mes "You naturally correct yourself.^000000";
- next;
- }
- }
+ mes "^3355FFWait--!";
+ mes "For some reason,";
+ mes "you sense that's not";
+ mes "the direction the killer";
+ mes "is moving at this moment.";
+ mes "You naturally correct yourself.^000000";
}
+ next;
}
mes "^3355FFYou successfully";
mes "retrieved the priceless";
@@ -1207,58 +1154,16 @@ OnDisable:
prt_are01,149,162,0 script Kienna#1st 700,1,1,{
end;
OnTouch:
- callfunc "F_Kienna","1st";
- end;
-}
-
-prt_are01,136,150,0 script Kienna#2nd 700,1,1,{
- end;
-OnTouch:
- callfunc "F_Kienna","2nd";
- end;
-}
-
-prt_are01,150,138,0 script Kienna#3rd 700,1,1,{
- end;
-OnTouch:
- callfunc "F_Kienna","3rd";
- end;
-}
-
-prt_are01,163,147,0 script Kienna#4th 700,1,1,{
- end;
-OnTouch:
- callfunc "F_Kienna","4th";
- end;
-}
-
-prt_are01,134,140,0 script Kienna#5th 700,1,1,{
- end;
-OnTouch:
- callfunc "F_Kienna","5th";
- end;
-}
-
-prt_are01,161,140,0 script Kienna#6th 700,1,1,{
- end;
-OnTouch:
- callfunc "F_Kienna","6th";
- end;
-}
-
-prt_are01,161,160,0 script Kienna#7th 700,1,1,{
- end;
-OnTouch:
- callfunc "F_Kienna","7th";
- end;
-}
-
-prt_are01,138,159,0 script Kienna#8th 700,1,1,{
- end;
-OnTouch:
- callfunc "F_Kienna","8th";
+ callfunc "F_Kienna",strnpcinfo(2);
end;
}
+prt_are01,136,150,0 duplicate(Kienna#1st) Kienna#2nd 700,1,1
+prt_are01,150,138,0 duplicate(Kienna#1st) Kienna#3rd 700,1,1
+prt_are01,163,147,0 duplicate(Kienna#1st) Kienna#4th 700,1,1
+prt_are01,134,140,0 duplicate(Kienna#1st) Kienna#5th 700,1,1
+prt_are01,161,140,0 duplicate(Kienna#1st) Kienna#6th 700,1,1
+prt_are01,161,160,0 duplicate(Kienna#1st) Kienna#7th 700,1,1
+prt_are01,138,159,0 duplicate(Kienna#1st) Kienna#8th 700,1,1
function script F_Kienna {
if (ROG_SK == 6) {
@@ -1272,71 +1177,24 @@ function script F_Kienna {
mes "immobilizing me. Get ready~";
set ROG_SK,7;
next;
- while(1) {
- if (.@lim_1 == 10) {
- break;
+ for(set .@lim_1,0; .@lim_1<10; set .@lim_1,.@lim_1+1) {
+ set .@move_1,rand(1,3);
+ if (select("Block her to the Left:Block her to the Right:Block her retreat") == .@move_1) {
+ mes "[Kienna]";
+ mes "Huh...?";
+ mes "You blocked me!";
+ mes "Very nice work~";
+ specialeffect EF_POTION1;
+ specialeffect2 EF_POTION7;
+ set .@suc_1,.@suc_1 + 1;
}
else {
- set .@lim_1,.@lim_1 + 1;
- set .@move_1,rand(1,3);
- if (.@move_1 == 1) {
- if (select("Block her to the Left:Block her to the Right:Block her retreat") == 1) {
- mes "[Kienna]";
- mes "Huh...?";
- mes "You blocked me!";
- mes "Very nice work~";
- specialeffect 204; //EF_POTION1
- specialeffect2 210; // EF_POTION7
- set .@suc_1,.@suc_1 + 1;
- next;
- }
- else {
- mes "[Kienna]";
- mes "Sorry, but I wasn't";
- mes "moving in that direction.";
- mes "Your block attempt failed...";
- next;
- }
- }
- else if (.@move_1 == 2) {
- if (select("Block her to the Left:Block her to the Right:Block her retreat") == 2) {
- mes "[Kienna]";
- mes "Huh...?";
- mes "You blocked me!";
- mes "Very nice work~";
- specialeffect 204; //EF_POTION1
- specialeffect2 210; // EF_POTION7
- set .@suc_1,.@suc_1 + 1;
- next;
- }
- else {
- mes "[Kienna]";
- mes "Sorry, but I wasn't";
- mes "moving in that direction.";
- mes "Your block attempt failed...";
- next;
- }
- }
- else if (.@move_1 == 3) {
- if (select("Block her to the Left:Block her to the Right:Block her retreat") == 3) {
- mes "[Kienna]";
- mes "Huh...?";
- mes "You blocked me!";
- mes "Very nice work~";
- specialeffect 204; //EF_POTION1
- specialeffect2 210; // EF_POTION7
- set .@suc_1,.@suc_1 + 1;
- next;
- }
- else {
- mes "[Kienna]";
- mes "Sorry, but I wasn't";
- mes "moving in that direction.";
- mes "Your block attempt failed...";
- next;
- }
- }
+ mes "[Kienna]";
+ mes "Sorry, but I wasn't";
+ mes "moving in that direction.";
+ mes "Your block attempt failed...";
}
+ next;
}
mes "[Kienna]";
mes "Alright, we're done";
@@ -1495,9 +1353,9 @@ OnStartArena:
end;
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= 1.0 for fully working skills only [Lupus]
//= 1.1 Added more new skill quests for more classes [Lupus]
//= Somehow eA engine doesn't let you keep learn't skill V_V'
diff --git a/npc/quests/skills/sage_skills.txt b/npc/quests/skills/sage_skills.txt
index 1058bb6a8..c66978a85 100644
--- a/npc/quests/skills/sage_skills.txt
+++ b/npc/quests/skills/sage_skills.txt
@@ -1,670 +1,69 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Sage Skills Quests
-//===== By: ==================================================
+//===== By: ==================================================
//= Lupus, Reddozen
-//===== Current Version: =====================================
-//= 1.4
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Current Version: =====================================
+//= 1.5
+//===== Description: =========================================
+//= [Official Conversion]
//= Quests for skills: Create Converter, Elemental Change
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.4 Rescripted to Aegis 10.3 standards. [5511]
+//= 1.5 Optimized. [Euphy]
//============================================================
yuno_in03,176,24,3 script Mischna 755,{
- if(BaseJob == Job_Sage) {
- if(SAG_SK == 100) {
- if(getskilllv("SA_ELEMENTFIRE") == 0 && getskilllv("SA_ELEMENTGROUND") == 0 && getskilllv("SA_ELEMENTWIND") == 0 && getskilllv("SA_ELEMENTWATER") == 0 && getskilllv("SA_CREATECON") == 0) {
- mes "[Mishuna]";
- mes "Ah, you must have";
- mes "forgotten what I taught";
- mes "you somehow. Perhaps";
- mes "you lost your copy of the";
- mes "skill scroll I gave you? No";
- mes "matter, I'll help you remember.";
- next;
- mes "[Mishuna]";
- mes "You'll be given the chance to";
- mes "choose which kind of ^FF0000Elemental";
- mes "Change^000000 skill that you want, even one that you didn't previously";
- mes "learn, so long as you fulfill";
- mes "the skill's requirements.";
- next;
- mes "[Mishuna]";
- mes "Keep in mind that once";
- mes "you learn your Elemental";
- mes "Change skill, you won't be";
- mes "able to change it. Now, which";
- mes "skill would you like to learn?";
- next;
- while(1) {
- switch(select("Fire Elemental Change:Earth Elemental Change:Wind Elemental Change:Water Elemental Change")) {
- case 1:
- if (getskilllv("SA_FLAMELAUNCHER") == 0) {
- mes "[Mishuna]";
- mes "I'm sorry, but you haven't";
- mes "learned ^FF0000Endow Blaze^000000, the skill";
- mes "required for ^FF0000Fire Elemental";
- mes "Change^000000. You'll need to learn";
- mes "Endow Blaze or select another";
- mes "Elemental Change skill.";
- next;
- }
- else {
- mes "[Mishuna]";
- mes "Very well, I shall";
- mes "teach you the ^FF0000Fire";
- mes "Elemental Change^000000 skill";
- mes "and the ^FF0000Elemental Converter";
- mes "Creation skill^000000. Please remain";
- mes "still while I chant this spell.";
- next;
- mes "[Mishuna]";
- mes "%$#@!#$% Yap~~";
- specialeffect2 EF_RUWACH;
- next;
- mes "[Mishuna]";
- mes "Yap!";
- specialeffect2 EF_BRANDISHSPEAR;
- next;
- mes "^3355FFYou've successfully";
- mes "learned the Fire Elemental";
- mes "Change skill and the Elemental";
- mes "Converter Creation skill.^000000";
- skill "SA_ELEMENTFIRE",1,0;
- skill "SA_CREATECON",1,0;
- next;
- mes "[Mishuna]";
- mes "Ah, you've learned these";
- mes "skills as quickly as I thought";
- mes "you would. Very well then, ";
- mes "I hope you adeptly use these";
- mes "talents for the right purposes.";
- mes "Farewell for now, "+strcharinfo(0)+".";
- close;
- }
- break;
- case 2:
- if (getskilllv("SA_SEISMICWEAPON") == 0) {
- mes "[Mishuna]";
- mes "I'm sorry, but you haven't";
- mes "learned ^FF0000Endow Quake^000000, the skill";
- mes "required for ^FF0000Earth Elemental";
- mes "Change^000000. You'll need to learn";
- mes "Endow Quake or select another";
- mes "Elemental Change skill.";
- next;
- }
- else {
- mes "[Mishuna]";
- mes "Very well, I shall";
- mes "teach you the ^FF0000Earth";
- mes "Elemental Change^000000 skill";
- mes "and the ^FF0000Elemental Converter";
- mes "Creation skill^000000. Please remain";
- mes "still while I chant this spell.";
- next;
- mes "[Mishuna]";
- mes "%$#@!#$% Yap~~";
- specialeffect2 EF_RUWACH;
- next;
- mes "[Mishuna]";
- mes "Yap!";
- specialeffect2 EF_BRANDISHSPEAR;
- next;
- mes "^3355FFYou've successfully";
- mes "learned the Earth Elemental";
- mes "Change skill and the Elemental";
- mes "Converter Creation skill.^000000";
- skill "SA_ELEMENTGROUND",1,0;
- skill "SA_CREATECON",1,0;
- next;
- mes "[Mishuna]";
- mes "Ah, you've learned these";
- mes "skills as quickly as I thought";
- mes "you would. Very well then, ";
- mes "I hope you adeptly use these";
- mes "talents for the right purposes.";
- mes "Farewell for now, "+strcharinfo(0)+".";
- close;
- }
- break;
- case 3:
- if (getskilllv("SA_LIGHTNINGLOADER") == 0) {
- mes "[Mishuna]";
- mes "I'm sorry, but you haven't";
- mes "learned ^FF0000Endow Tornado^000000, the";
- mes "skill required for ^FF0000Wind Elemental Change^000000. You must learn Endow";
- mes "Tornado or select another";
- mes "Elemental Change skill.";
- next;
- }
- else {
- mes "[Mishuna]";
- mes "Very well, I shall";
- mes "teach you the ^FF0000Wind";
- mes "Elemental Change^000000 skill";
- mes "and the ^FF0000Elemental Converter";
- mes "Creation skill^000000. Please remain";
- mes "still while I chant this spell.";
- next;
- mes "[Mishuna]";
- mes "%$#@!#$% Yap~~";
- specialeffect2 EF_RUWACH;
- next;
- mes "[Mishuna]";
- mes "Yap!";
- specialeffect2 EF_BRANDISHSPEAR;
- next;
- mes "^3355FFYou've successfully";
- mes "learned the Wind Elemental";
- mes "Change skill and the Elemental";
- mes "Converter Creation skill.^000000";
- skill "SA_ELEMENTWIND",1,0;
- skill "SA_CREATECON",1,0;
- next;
- mes "[Mishuna]";
- mes "Ah, you've learned these";
- mes "skills as quickly as I thought";
- mes "you would. Very well then, ";
- mes "I hope you adeptly use these";
- mes "talents for the right purposes.";
- mes "Farewell for now, "+strcharinfo(0)+".";
- close;
- }
- break;
- case 4:
- if (getskilllv("SA_FROSTWEAPON") == 0) {
- mes "[Mishuna]";
- mes "I'm sorry, but you haven't";
- mes "learned ^FF0000Endow Tsunami^000000, the";
- mes "skill required for ^FF0000Water Elemental Change^000000. You must learn Endow";
- mes "Tsunami or select another";
- mes "Elemental Change skill.";
- next;
- }
- else {
- mes "[Mishuna]";
- mes "Very well, I shall";
- mes "teach you the ^FF0000Water";
- mes "Elemental Change^000000 skill";
- mes "and the ^FF0000Elemental Converter";
- mes "Creation skill^000000. Please remain";
- mes "still while I chant this spell.";
- next;
- mes "[Mishuna]";
- mes "%$#@!#$% Yap~~";
- specialeffect2 EF_RUWACH;
- next;
- mes "[Mishuna]";
- mes "Yap!";
- specialeffect2 EF_BRANDISHSPEAR;
- next;
- mes "^3355FFYou've successfully";
- mes "learned the Water Elemental";
- mes "Change skill and the Elemental";
- mes "Converter Creation skill.^000000";
- skill "SA_ELEMENTWATER",1,0;
- skill "SA_CREATECON",1,0;
- next;
- mes "[Mishuna]";
- mes "Ah, you've learned these";
- mes "skills as quickly as I thought";
- mes "you would. Very well then, ";
- mes "I hope you adeptly use these";
- mes "talents for the right purposes.";
- mes "Farewell for now, "+strcharinfo(0)+".";
- close;
- }
- break;
- }
- }
- }
- else if(getskilllv("SA_ELEMENTFIRE") == 0 && getskilllv("SA_ELEMENTGROUND") == 0 && getskilllv("SA_ELEMENTWIND") == 0 && getskilllv("SA_ELEMENTWATER") == 0) {
- mes "[Mishuna]";
- mes "Ah, you must have";
- mes "forgotten what I taught";
- mes "you somehow. Perhaps";
- mes "you lost your copy of the";
- mes "skill scroll I gave you? No";
- mes "matter, I'll help you remember.";
- next;
- mes "[Mishuna]";
- mes "You'll be given the chance to";
- mes "choose which kind of ^FF0000Elemental";
- mes "Change^000000 skill that you want, even one that you didn't previously";
- mes "learn, so long as you fulfill";
- mes "the skill's requirements.";
- next;
- mes "[Mishuna]";
- mes "Keep in mind that once";
- mes "you learn your Elemental";
- mes "Change skill, you won't be";
- mes "able to change it. Now, which";
- mes "skill would you like to learn?";
- next;
- while(1) {
- switch(select("Fire Elemental Change:Earth Elemental Change:Wind Elemental Change:Water Elemental Change")) {
- case 1:
- if (getskilllv("SA_FLAMELAUNCHER") == 0) {
- mes "[Mishuna]";
- mes "I'm sorry, but you haven't";
- mes "learned ^FF0000Endow Blaze^000000, the skill";
- mes "required for ^FF0000Fire Elemental";
- mes "Change^000000. You'll need to learn";
- mes "Endow Blaze or select another";
- mes "Elemental Change skill.";
- next;
- }
- else {
- mes "[Mishuna]";
- mes "Very well, I shall";
- mes "teach you the ^FF0000Fire";
- mes "Elemental Change^000000 skill";
- mes "and the ^FF0000Elemental Converter";
- mes "Creation skill^000000. Please remain";
- mes "still while I chant this spell.";
- next;
- mes "[Mishuna]";
- mes "%$#@!#$% Yap~~";
- specialeffect2 EF_RUWACH;
- next;
- mes "[Mishuna]";
- mes "Yap!";
- specialeffect2 EF_BRANDISHSPEAR;
- next;
- mes "^3355FFYou've successfully";
- mes "learned the Fire Elemental";
- mes "Change skill and the Elemental";
- mes "Converter Creation skill.^000000";
- skill "SA_ELEMENTFIRE",1,0;
- next;
- mes "[Mishuna]";
- mes "Ah, you've learned these";
- mes "skills as quickly as I thought";
- mes "you would. Very well then, ";
- mes "I hope you adeptly use these";
- mes "talents for the right purposes.";
- mes "Farewell for now, "+strcharinfo(0)+".";
- close;
- }
- break;
- case 2:
- if (getskilllv("SA_SEISMICWEAPON") == 0) {
- mes "[Mishuna]";
- mes "I'm sorry, but you haven't";
- mes "learned ^FF0000Endow Quake^000000, the skill";
- mes "required for ^FF0000Earth Elemental";
- mes "Change^000000. You'll need to learn";
- mes "Endow Quake or select another";
- mes "Elemental Change skill.";
- next;
- }
- else {
- mes "[Mishuna]";
- mes "Very well, I shall";
- mes "teach you the ^FF0000Earth";
- mes "Elemental Change^000000 skill";
- mes "and the ^FF0000Elemental Converter";
- mes "Creation skill^000000. Please remain";
- mes "still while I chant this spell.";
- next;
- mes "[Mishuna]";
- mes "%$#@!#$% Yap~~";
- specialeffect2 EF_RUWACH;
- next;
- mes "[Mishuna]";
- mes "Yap!";
- specialeffect2 EF_BRANDISHSPEAR;
- next;
- mes "^3355FFYou've successfully";
- mes "learned the Earth Elemental";
- mes "Change skill and the Elemental";
- mes "Converter Creation skill.^000000";
- skill "SA_ELEMENTGROUND",1,0;
- next;
- mes "[Mishuna]";
- mes "Ah, you've learned these";
- mes "skills as quickly as I thought";
- mes "you would. Very well then, ";
- mes "I hope you adeptly use these";
- mes "talents for the right purposes.";
- mes "Farewell for now, "+strcharinfo(0)+".";
- close;
- }
- break;
- case 3:
- if (getskilllv("SA_LIGHTNINGLOADER") == 0) {
- mes "[Mishuna]";
- mes "I'm sorry, but you haven't";
- mes "learned ^FF0000Endow Tornado^000000, the";
- mes "skill required for ^FF0000Wind Elemental Change^000000. You must learn Endow";
- mes "Tornado or select another";
- mes "Elemental Change skill.";
- next;
- }
- else {
- mes "[Mishuna]";
- mes "Very well, I shall";
- mes "teach you the ^FF0000Wind";
- mes "Elemental Change^000000 skill";
- mes "and the ^FF0000Elemental Converter";
- mes "Creation skill^000000. Please remain";
- mes "still while I chant this spell.";
- next;
- mes "[Mishuna]";
- mes "%$#@!#$% Yap~~";
- specialeffect2 EF_RUWACH;
- next;
- mes "[Mishuna]";
- mes "Yap!";
- specialeffect2 EF_BRANDISHSPEAR;
- next;
- mes "^3355FFYou've successfully";
- mes "learned the Wind Elemental";
- mes "Change skill and the Elemental";
- mes "Converter Creation skill.^000000";
- skill "SA_ELEMENTWIND",1,0;
- next;
- mes "[Mishuna]";
- mes "Ah, you've learned these";
- mes "skills as quickly as I thought";
- mes "you would. Very well then, ";
- mes "I hope you adeptly use these";
- mes "talents for the right purposes.";
- mes "Farewell for now, "+strcharinfo(0)+".";
- close;
- }
- break;
- case 4:
- if (getskilllv("SA_FROSTWEAPON") == 0) {
- mes "[Mishuna]";
- mes "I'm sorry, but you haven't";
- mes "learned ^FF0000Endow Tsunami^000000, the";
- mes "skill required for ^FF0000Water Elemental Change^000000. You must learn Endow";
- mes "Tsunami or select another";
- mes "Elemental Change skill.";
- next;
- }
- else {
- mes "[Mishuna]";
- mes "Very well, I shall";
- mes "teach you the ^FF0000Water";
- mes "Elemental Change^000000 skill";
- mes "and the ^FF0000Elemental Converter";
- mes "Creation skill^000000. Please remain";
- mes "still while I chant this spell.";
- next;
- mes "[Mishuna]";
- mes "%$#@!#$% Yap~~";
- specialeffect2 EF_RUWACH;
- next;
- mes "[Mishuna]";
- mes "Yap!";
- specialeffect2 EF_BRANDISHSPEAR;
- next;
- mes "^3355FFYou've successfully";
- mes "learned the Water Elemental";
- mes "Change skill and the Elemental";
- mes "Converter Creation skill.^000000";
- skill "SA_ELEMENTWATER",1,0;
- next;
- mes "[Mishuna]";
- mes "Ah, you've learned these";
- mes "skills as quickly as I thought";
- mes "you would. Very well then, ";
- mes "I hope you adeptly use these";
- mes "talents for the right purposes.";
- mes "Farewell for now, "+strcharinfo(0)+".";
- close;
- }
- break;
- }
- }
- }
- else if(getskilllv("SA_CREATECON") == 0) {
- mes "[Mishuna]";
- mes "Ah, you must have";
- mes "forgotten what I taught";
- mes "you somehow. Perhaps";
- mes "you lost your copy of the";
- mes "skill scroll I gave you? No";
- mes "matter, I'll help you remember.";
- next;
- mes "[Mishuna]";
- mes "Alright, I'm going";
- mes "to cast a spell that";
- mes "will help you remember";
- mes "the skills you forgot.";
- mes "Don't move, and try to";
- mes "stay as still as possible...";
- next;
- mes "[Mishuna]";
- mes "%$#@!#$% Yap~~";
- specialeffect2 EF_RUWACH;
- next;
- mes "[Mishuna]";
- mes "Yap!";
- specialeffect2 EF_BRANDISHSPEAR;
- next;
- mes "^3355FFYou successfully recalled";
- mes "the Elemental Coverter";
- mes "Creation skill and are";
- mes "able to use it again.^000000";
- skill "SA_CREATECON",1,0;
- next;
- mes "[Mishuna]";
- mes "Ah, you've learned these";
- mes "skills as quickly as I thought";
- mes "you would. Very well then, ";
- mes "I hope you adeptly use these";
- mes "talents for the right purposes.";
- mes "Farewell for now, "+strcharinfo(0)+".";
- close;
- }
- else {
- mes "[Mishuna]";
- mes "If you have any Sage or";
- mes "Scholar friends who haven't";
- mes "learned the skills from Sir";
- mes "Barmundt's scrolls, then";
- mes "please refer them to me.";
- next;
- mes "[Mishuna]";
- mes "I trust that you are";
- mes "finding that these";
- mes "element based skills";
- mes "are very useful in battle.";
- mes "Knowledge truly equates";
- mes "to power in the long run...";
- close;
- }
- }
- else if(SAG_SK == 0) {
- mes "[Mishuna]";
- mes "Good day, I'm Mishuna, one";
- mes "of the instructors here in the";
- mes "Schweicherbil Magic Academy.";
- mes "How may I be of service?";
- next;
- select("I seek new knowledge.");
- mes "[Mishuna]";
- mes "Ah, you must be "+strcharinfo(0)+".";
- mes "I've looked forward to meeting";
- mes "you. In the noble pursuit of";
- mes "knowledge, might I suggest";
- mes "reading the recently restored";
- mes "scrolls of Sir Barmundt?";
- next;
- mes "[Mishuna]";
- mes "Sir Barmundt's scrolls contain";
- mes "knowledge about the 4 elements,";
- mes "which are Fire, Water, Earth, and Wind. The knowledge of these";
- mes "scrolls can be applied in the";
- mes "use of 2 new Sage skills.";
- next;
- mes "[Mishuna]";
- mes "The first is called ^FF0000Elemental";
- mes "Change^000000, which enables you";
- mes "to change a monster's attribute";
- mes "according to the specific element^FFFFFF ^000000 of the Elemental Change skill";
- mes "that you have learned.";
- next;
- mes "[Mishuna]";
- mes "The second is called";
- mes "Elemental Converter Creation,";
- mes "which enables you to create";
- mes "converter items that are required^FFFFFF ^000000 to use the Elemental Change skill.";
- next;
- mes "[Mishuna]";
- mes "Although the knowledge of";
- mes "these two skills has been";
- mes "lost for years, we've finally";
- mes "been able to recover most";
- mes "of it. So, do you think you're";
- mes "ready to learn these skills?";
- next;
- if(select("Maybe later.:Yes, I am.") == 1) {
- mes "[Mishuna]";
- mes "Ah, you must be busy right";
- mes "now. No problem, just come";
- mes "back when you think you're";
- mes "ready to learn. Well then,";
- mes "farewell and have a good day~";
- close;
- }
- mes "[Mishuna]";
- mes "Very well, then. First, you";
- mes "must learn the Elemental";
- mes "Coverter Creation skill, which";
- mes "is essential to learning the";
- mes "Elemental Change skill.";
- next;
- mes "[Mishuna]";
- mes "Please bring the required";
- mes "materials so that we can";
- mes "construct a basic elemental";
- mes "converter in order for you to";
- mes "learn the skill. Let's see,";
- mes "you will need to bring...";
- next;
+ if(BaseJob != Job_Sage) {
+ mes "[Mishuna]";
+ mes "Good day, I'm Mishuna, one";
+ mes "of the instructors here in the";
+ mes "Schweicherbil Magic Academy.";
+ mes "By any chance, are you a Sage";
+ mes "or Scholar? Oh... You're not?";
+ next;
+ mes "[Mishuna]";
+ mes "Oh, that's too bad.";
+ mes "My apologies. But if you";
+ mes "happen to know any, or meet";
+ mes "any in your journeys, please";
+ mes "direct them to me if they haven't heard of the lessons I provide.";
+ next;
+ mes "[Mishuna]";
+ mes "I'm sorry to bother";
+ mes "you, and I thank you";
+ mes "for your time. Good";
+ mes "day to you, adventurer.";
+ close;
+ }
+ if(SAG_SK == 100) {
+ set .@Element, getskilllv("SA_ELEMENTFIRE") + getskilllv("SA_ELEMENTGROUND") + getskilllv("SA_ELEMENTWIND") + getskilllv("SA_ELEMENTWATER");
+ set .@Convert, getskilllv("SA_CREATECON");
+ if(.@Element && .@Convert) {
mes "[Mishuna]";
- mes "^ff00007 Horns^000000,";
- mes "^ff000012 Rainbow Shells^000000,";
- mes "^ff000010 Snail's Shells^000000,";
- mes "^ff00004 Blank Scrolls^000000 and";
- mes "^ff000010 Scorpion Tails^000000.^000000";
+ mes "If you have any Sage or";
+ mes "Scholar friends who haven't";
+ mes "learned the skills from Sir";
+ mes "Barmundt's scrolls, then";
+ mes "please refer them to me.";
next;
mes "[Mishuna]";
- mes "Alright, I shall be";
- mes "nexting here for your";
- mes "return. Remember that we";
- mes "need these items to create";
- mes "a converter so that you can^FFFFFF ^000000 learn the skill from my example...";
- set SAG_SK,1;
+ mes "I trust that you are";
+ mes "finding that these";
+ mes "element based skills";
+ mes "are very useful in battle.";
+ mes "Knowledge truly equates";
+ mes "to power in the long run...";
close;
}
- else if(SAG_SK == 1) {
- if (countitem(904) < 10 || countitem(947) < 7 || countitem(1013) < 12 || countitem(946) < 10 || countitem(7433) < 4) {
- mes "[Mishuna]";
- mes "Hm, you still haven't";
- mes "gathered all of the materials";
- mes "required to create an elemental";
- mes "coverter. Let me remind you";
- mes "what to bring so that you";
- mes "don't forget next time...";
- next;
- mes "[Mishuna]";
- mes "^ff00007 Horns^000000,";
- mes "^ff000012 Rainbow Shells^000000,";
- mes "^ff000010 Snail's Shells^000000,";
- mes "^ff00004 Blank Scrolls^000000 and";
- mes "^ff000010 Scorpion Tails^000000.^000000";
- next;
- mes "[Mishuna]";
- mes "Don't forget that we need";
- mes "all of these items to create";
- mes "a converter so that you can";
- mes "learn the Elemental Converter";
- mes "Creation skill by watching";
- mes "me demonstrate it for you.";
- close;
- }
- else {
- mes "[Mishuna]";
- mes "Great, you brought everything.";
- mes "Now, let me explain the skill.";
- mes "The skills you learn as a Sage";
- mes "determine what kind of elemental converters that you can craft.";
- next;
- mes "[Mishuna]";
- mes "The ^FF0000Endow Blaze^000000 skill enables";
- mes "you to create Fire elemental";
- mes "converters. The ^FF0000Endow Quake^000000";
- mes "skill enables the creation";
- mes "of Earth elemental converters.";
- next;
- mes "[Mishuna]";
- mes "^FF0000Endow Tornado^000000 enables";
- mes "the creation of Wind elemental";
- mes "converters, and ^FF0000Endow Tsunami^000000";
- mes "enables the creation of Water";
- mes "elemental converters. That";
- mes "all makes sense, right?";
- next;
- mes "[Mishuna]";
- mes "Now, your elemental coverter";
- mes "creation success rate depends";
- mes "on the level of the Endow Blaze, Endow Quake, Endow Tornado,";
- mes "or Endow Tsunami skills, and";
- mes "your abilities.";
- next;
- mes "[Mishuna]";
- mes "Now, please take this copy";
- mes "of Barmundt's scroll, and use";
- mes "it as a reference when you try";
- mes "to craft elemental converters";
- mes "when you use the Elemental";
- mes "Converter Creation skill.";
- next;
- mes "^3355FFYou have learned the";
- mes "Elemental Converter";
- mes "Creation skill by reviewing";
- mes "your copy of Barmundt's scroll.^000000";
- specialeffect2 EF_ABSORBSPIRITS;
- delitem 904,10; // Scorpion_Tail
- delitem 947,7; // Horn
- delitem 1013,12; // Rainbow_Shell
- delitem 946,10; // Snail's_Shell
- delitem 7433,4; // Blank_Scroll
- set SAG_SK,2;
- skill "SA_CREATECON",1,0;
- next;
- mes "[Mishuna]";
- mes "Wow, "+strcharinfo(0)+"!";
- mes "You learned that skill";
- mes "really quickly! No wonder";
- mes "people say that you're one";
- mes "of the best Sages around!";
- next;
- mes "[Mishuna]";
- mes "Now you're ready to";
- mes "learn the other skill,";
- mes "Elemental Change. Alright,";
- mes "I need to prepare a few things";
- mes "for this lesson, so we'll meet";
- mes "and discuss this later, okay?";
- close;
- }
- }
- else if(SAG_SK == 2) {
- if(getskilllv("SA_CREATECON") == 0) {
- skill "SA_CREATECON",1,0;
- mes "- I recalled ^ff0000Elemental Converter Creation skill^000000 While I talk to Mishuna! -";
- next;
- }
+ mes "[Mishuna]";
+ mes "Ah, you must have";
+ mes "forgotten what I taught";
+ mes "you somehow. Perhaps";
+ mes "you lost your copy of the";
+ mes "skill scroll I gave you? No";
+ mes "matter, I'll help you remember.";
+ next;
+ if(.@Element == 0) {
mes "[Mishuna]";
mes "You'll be given the chance to";
mes "choose which kind of ^FF0000Elemental";
@@ -679,442 +78,411 @@ yuno_in03,176,24,3 script Mischna 755,{
mes "able to change it. Now, which";
mes "skill would you like to learn?";
next;
+ setarray .@ReqSkill[0],280,283,282,281;
+ setarray .@ReqSkill$[0],"Blaze","Quake","Tornado","Tsunami";
+ setarray .@Skill[0],1018,1017,1019,1008;
+ setarray .@Skill$[0],"Fire","Earth","Wind","Water";
while(1) {
- switch(select("Fire Elemental Change:Earth Elemental Change:Wind Elemental Change:Water Elemental Change")) {
- case 1:
- if(getskilllv("SA_FLAMELAUNCHER") == 0) {
- mes "[Mishuna]";
- mes "I'm sorry, but you have not";
- mes "learned ^FF0000Endow Blaze^000000, the skill";
- mes "required for the Fire Elemental Change skill. Please learn Endow";
- mes "Blaze or select another Elemental Change skill for me to teach you.";
- next;
- }
- else {
- mes "[Mishuna]";
- mes "Very well, then. Please";
- mes "bring the following items";
- mes "so that you can learn the";
- mes "Fire Elemental Change skill.";
- next;
- mes "[Mishuna]";
- mes "^FF000020 Red Bloods^000000,";
- mes "^FF00001 Payon Solution^000000 and";
- mes "^FF00001 Morroc Solution^000000. Please";
- mes "return to me once you have";
- mes "all the materials ready.";
- set SAG_SK,10;
- close;
- }
- break;
- case 2:
- if(getskilllv("SA_SEISMICWEAPON") == 0) {
- mes "[Mishuna]";
- mes "I'm sorry, but you have not";
- mes "learned ^FF0000Endow Quake^000000, the skill";
- mes "required for the Earth Elemental Change skill. Please learn Endow";
- mes "Quake or select another Elemental Change skill for me to teach you.";
- next;
- }
- else {
- mes "[Mishuna]";
- mes "Very well, then. Please";
- mes "bring the following items";
- mes "so that you can learn the";
- mes "Earth Elemental Change skill.";
- next;
- mes "[Mishuna]";
- mes "^ff000020 Green Lives^000000,";
- mes "^ff00001 Payon Solution^000000 and";
- mes "^ff00001 Morroc Solution^000000. Please";
- mes "return to me once you have";
- mes "all the materials ready.";
- set SAG_SK,20;
- close;
- }
- break;
- case 3:
- if(getskilllv("SA_LIGHTNINGLOADER") == 0) {
- mes "[Mishuna]";
- mes "I'm sorry, but you have not learned ^FF0000Endow Tornado^000000, the skill";
- mes "required for the Wind Elemental Change skill. Please learn Endow";
- mes "Tornado or pick another Elemental Change skill for me to teach you.";
- next;
- }
- else {
- mes "[Mishuna]";
- mes "Very well, then. Please";
- mes "bring the following items";
- mes "so that you can learn the";
- mes "Wind Elemental Change skill.";
- next;
- mes "[Mishuna]";
- mes "^ff000020 Winds of Verdure^000000,";
- mes "^ff00001 Payon Solution^000000 and";
- mes "^ff00001 Morroc Solution^000000. Please";
- mes "return to me once you have";
- mes "all the materials ready.";
- set SAG_SK,30;
- close;
- }
- break;
- case 4:
- if(getskilllv("SA_FROSTWEAPON") == 0) {
- mes "[Mishuna]";
- mes "I'm sorry, but you have not learned ^FF0000Endow Tsunami^000000, the skill";
- mes "required for the Water Elemental Change skill. Please learn Endow";
- mes "Tsunami or pick another Elemental Change skill for me to teach you.";
- next;
- }
- else {
- mes "[Mishuna]";
- mes "Very well, then. Please";
- mes "bring the following items";
- mes "so that you can learn the";
- mes "Water Elemental Change skill.";
- next;
- mes "[Mishuna]";
- mes "^ff000020 Crystal Blues^000000,";
- mes "^ff00001 Payon Solution^000000 and";
- mes "^ff00001 Morroc Solution^000000. Please";
- mes "return to me once you have";
- mes "all the materials ready.";
- set SAG_SK,40;
- close;
- }
+ set .@i, select("Fire Elemental Change:Earth Elemental Change:Wind Elemental Change:Water Elemental Change")-1;
+ if(getskilllv(.@ReqSkill[.@i]) == 0) {
+ mes "[Mishuna]";
+ mes "I'm sorry, but you haven't";
+ mes "learned ^FF0000Endow "+.@ReqSkill$[.@i]+"^000000, the skill";
+ mes "required for ^FF0000"+.@Skill$[.@i]+" Elemental";
+ mes "Change^000000. You'll need to learn";
+ mes "Endow "+.@ReqSkill$[.@i]+" or select another";
+ mes "Elemental Change skill.";
+ next;
+ }
+ else {
+ mes "[Mishuna]";
+ mes "Very well, I shall";
+ mes "teach you the ^FF0000"+.@Skill$[.@i];
+ mes "Elemental Change^000000 skill";
+ mes "and the ^FF0000Elemental Converter";
+ mes "Creation skill^000000. Please remain";
+ mes "still while I chant this spell.";
+ next;
+ mes "[Mishuna]";
+ mes "%$#@!#$% Yap~~";
+ specialeffect2 EF_RUWACH;
+ next;
+ mes "[Mishuna]";
+ mes "Yap!";
+ specialeffect2 EF_BRANDISHSPEAR;
+ next;
+ mes "^3355FFYou've successfully";
+ mes "learned the "+.@Skill$[.@i]+" Elemental";
+ mes "Change skill and the Elemental";
+ mes "Converter Creation skill.^000000";
+ skill .@Skill[.@i],1,0;
+ if(.@Convert == 0)
+ skill "SA_CREATECON",1,0;
+ next;
break;
}
}
}
- else if(SAG_SK == 10) {
- if(getskilllv("SA_CREATECON") == 0) {
- skill "SA_CREATECON",1,0;
- mes "- I recalled ^ff0000Elemental Converter Creation skill^000000 While I talk to Mishuna! -";
- next;
- }
- if (countitem(990) < 20 || countitem(1089) < 1 || countitem(1088) < 1) {
- mes "[Mishuna]";
- mes "Are you having trouble";
- mes "gathering all the required";
- mes "items? Just in case, let me";
- mes "remind you of what you need";
- mes "to bring me to learn the Fire";
- mes "Elemental Change skill.";
- next;
- mes "[Mishuna]";
- mes "^ff000020 Red Bloods^000000,";
- mes "^ff00001 Payon Solution^000000 and";
- mes "^ff00001 Morroc Solution^000000. Please";
- mes "don't forget and have the";
- mes "materials ready for the next";
- mes "time you see me, alright?";
- close;
- }
- mes "[Mishuna]";
- mes "Ah, you're back. I can now";
- mes "finally teach you about the";
- mes "Fire Elemental Change skill.";
- mes "This skill has the chance to";
- mes "permanently change a targeted";
- mes "monster's attribute to ^FF0000Fire^000000.";
- next;
+ else if(.@Convert == 0) {
mes "[Mishuna]";
- mes "Remember that you must";
- mes "use an elemental converter to";
- mes "cast this skill, and that it has^FFFFFF ^000000a success rate, similarly to the";
- mes "Elemental Converter Creation";
- mes "skill. So be aware of that.";
+ mes "Alright, I'm going";
+ mes "to cast a spell that";
+ mes "will help you remember";
+ mes "the skills you forgot.";
+ mes "Don't move, and try to";
+ mes "stay as still as possible...";
next;
mes "[Mishuna]";
- mes "Now, "+strcharinfo(0)+",";
- mes "I'm going to cast a spell";
- mes "that will help you memorize";
- mes "the Fire Elemental Change";
- mes "skill. Try to stay still...";
- next;
- mes "^3355FFMishuna begins to chant";
- mes "a strange incantation as";
- mes "a soft blue glow surrounds";
- mes "his body and slowly grows";
- mes "brighter and more intense.^000000";
+ mes "%$#@!#$% Yap~~";
specialeffect2 EF_RUWACH;
next;
mes "[Mishuna]";
- mes "@#$%^~ Yap!";
+ mes "Yap!";
specialeffect2 EF_BRANDISHSPEAR;
- delitem 990,20; // Boody Red
- delitem 1089,1; // Payon Potion
- delitem 1088,1; // Morocc Potion
- set SAG_SK,100;
- skill "SA_ELEMENTFIRE",1,0;
next;
+ mes "^3355FFYou successfully recalled";
+ mes "the Elemental Coverter";
+ mes "Creation skill and are";
+ mes "able to use it again.^000000";
+ skill "SA_CREATECON",1,0;
+ next;
+ }
+ mes "[Mishuna]";
+ mes "Ah, you've learned these";
+ mes "skills as quickly as I thought";
+ mes "you would. Very well then,";
+ mes "I hope you adeptly use these";
+ mes "talents for the right purposes.";
+ mes "Farewell for now, "+strcharinfo(0)+".";
+ close;
+ }
+ else if(SAG_SK == 0) {
+ mes "[Mishuna]";
+ mes "Good day, I'm Mishuna, one";
+ mes "of the instructors here in the";
+ mes "Schweicherbil Magic Academy.";
+ mes "How may I be of service?";
+ next;
+ select("I seek new knowledge.");
+ mes "[Mishuna]";
+ mes "Ah, you must be "+strcharinfo(0)+".";
+ mes "I've looked forward to meeting";
+ mes "you. In the noble pursuit of";
+ mes "knowledge, might I suggest";
+ mes "reading the recently restored";
+ mes "scrolls of Sir Barmundt?";
+ next;
+ mes "[Mishuna]";
+ mes "Sir Barmundt's scrolls contain";
+ mes "knowledge about the 4 elements,";
+ mes "which are Fire, Water, Earth, and Wind. The knowledge of these";
+ mes "scrolls can be applied in the";
+ mes "use of 2 new Sage skills.";
+ next;
+ mes "[Mishuna]";
+ mes "The first is called ^FF0000Elemental";
+ mes "Change^000000, which enables you";
+ mes "to change a monster's attribute";
+ mes "according to the specific element^FFFFFF ^000000 of the Elemental Change skill";
+ mes "that you have learned.";
+ next;
+ mes "[Mishuna]";
+ mes "The second is called";
+ mes "Elemental Converter Creation,";
+ mes "which enables you to create";
+ mes "converter items that are required^FFFFFF ^000000 to use the Elemental Change skill.";
+ next;
+ mes "[Mishuna]";
+ mes "Although the knowledge of";
+ mes "these two skills has been";
+ mes "lost for years, we've finally";
+ mes "been able to recover most";
+ mes "of it. So, do you think you're";
+ mes "ready to learn these skills?";
+ next;
+ if(select("Maybe later.:Yes, I am.") == 1) {
mes "[Mishuna]";
- mes ""+strcharinfo(0)+"...";
- mes "I'm happy to say that you've";
- mes "successfully memorized the";
- mes "Fire Elemental Change skill.";
- mes "I hope that it serves you well";
- mes "in battle. Farewell for now~";
+ mes "Ah, you must be busy right";
+ mes "now. No problem, just come";
+ mes "back when you think you're";
+ mes "ready to learn. Well then,";
+ mes "farewell and have a good day~";
close;
}
- else if(SAG_SK == 20) {
- if(getskilllv("SA_CREATECON") == 0) {
- skill "SA_CREATECON",1,0;
- mes "- I recalled ^ff0000Elemental Converter Creation skill^000000 While I talk to Mishuna! -";
- next;
- }
- if (countitem(993) < 20 || countitem(1089) < 1 || countitem(1088) < 1) {
- mes "[Mishuna]";
- mes "Are you having trouble";
- mes "gathering all the required";
- mes "items? Just in case, let me";
- mes "remind you of what you need";
- mes "to bring me to learn the Earth";
- mes "Elemental Change skill.";
- next;
- mes "[Mishuna]";
- mes "^ff000020 Green Lives^000000,";
- mes "^ff00001 Payon Solution^000000 and";
- mes "^ff00001 Morroc Solution^000000. Please";
- mes "don't forget and have the";
- mes "materials ready for the next";
- mes "time you see me, alright?";
- close;
- }
- mes "[Mishuna]";
- mes "Ah, you're back. I can now";
- mes "finally teach you about the";
- mes "Earth Elemental Change skill.";
- mes "This skill has the chance to";
- mes "permanently change a targeted";
- mes "monster's attribute to Earth.";
- next;
- mes "[Mishuna]";
- mes "Remember that you must";
- mes "use an elemental converter to";
- mes "cast this skill, and that it has^FFFFFF ^000000 a success rate, similarly to the";
- mes "Elemental Converter Creation";
- mes "skill. So be aware of that.";
- next;
+ mes "[Mishuna]";
+ mes "Very well, then. First, you";
+ mes "must learn the Elemental";
+ mes "Coverter Creation skill, which";
+ mes "is essential to learning the";
+ mes "Elemental Change skill.";
+ next;
+ mes "[Mishuna]";
+ mes "Please bring the required";
+ mes "materials so that we can";
+ mes "construct a basic elemental";
+ mes "converter in order for you to";
+ mes "learn the skill. Let's see,";
+ mes "you will need to bring...";
+ next;
+ mes "[Mishuna]";
+ mes "^ff00007 Horns^000000,";
+ mes "^ff000012 Rainbow Shells^000000,";
+ mes "^ff000010 Snail's Shells^000000,";
+ mes "^ff00004 Blank Scrolls^000000 and";
+ mes "^ff000010 Scorpion Tails^000000.^000000";
+ next;
+ mes "[Mishuna]";
+ mes "Alright, I shall be";
+ mes "nexting here for your";
+ mes "return. Remember that we";
+ mes "need these items to create";
+ mes "a converter so that you can^FFFFFF ^000000 learn the skill from my example...";
+ set SAG_SK,1;
+ close;
+ }
+ else if(SAG_SK == 1) {
+ if (countitem(904) < 10 || countitem(947) < 7 || countitem(1013) < 12 || countitem(946) < 10 || countitem(7433) < 4) {
mes "[Mishuna]";
- mes "Now, "+strcharinfo(0)+",";
- mes "I'm going to cast a spell";
- mes "that will help you memorize";
- mes "the Earth Elemental Change";
- mes "skill. Try to stay still...";
- next;
- mes "^3355FFMishuna begins to chant";
- mes "a strange incantation as";
- mes "a soft blue glow surrounds";
- mes "his body and slowly grows";
- mes "brighter and more intense.^000000";
- specialeffect2 EF_RUWACH;
+ mes "Hm, you still haven't";
+ mes "gathered all of the materials";
+ mes "required to create an elemental";
+ mes "coverter. Let me remind you";
+ mes "what to bring so that you";
+ mes "don't forget next time...";
next;
mes "[Mishuna]";
- mes "@#$%^~ Yap!";
- specialeffect2 EF_BRANDISHSPEAR;
- delitem 993,20; // Yellow Live
- delitem 1089,1; // Payon Potion
- delitem 1088,1; // Morocc Potion
- set SAG_SK,100;
- skill "SA_ELEMENTGROUND",1,0;
+ mes "^ff00007 Horns^000000,";
+ mes "^ff000012 Rainbow Shells^000000,";
+ mes "^ff000010 Snail's Shells^000000,";
+ mes "^ff00004 Blank Scrolls^000000 and";
+ mes "^ff000010 Scorpion Tails^000000.^000000";
next;
mes "[Mishuna]";
- mes ""+strcharinfo(0)+"...";
- mes "I'm happy to say that you've";
- mes "successfully memorized the";
- mes "Earth Elemental Change skill.";
- mes "I hope that it serves you well";
- mes "in battle. Farewell for now~";
+ mes "Don't forget that we need";
+ mes "all of these items to create";
+ mes "a converter so that you can";
+ mes "learn the Elemental Converter";
+ mes "Creation skill by watching";
+ mes "me demonstrate it for you.";
close;
}
- else if(SAG_SK == 30) {
- if(getskilllv("SA_CREATECON") == 0) {
- skill "SA_CREATECON",1,0;
- mes "- I recalled ^ff0000Elemental Converter Creation skill^000000 While I talk to Mishuna! -";
- next;
- }
- if (countitem(992) < 20 || countitem(1089) < 1 || countitem(1088) < 1) {
- mes "[Mishuna]";
- mes "Are you having trouble";
- mes "gathering all the required";
- mes "items? Just in case, let me";
- mes "remind you of what you need";
- mes "to bring me to learn the Wind";
- mes "Elemental Change skill.";
- next;
- mes "[Mishuna]";
- mes "^ff000020 Winds of Verdure^000000,";
- mes "^ff00001 Payon Solution^000000 and";
- mes "^ff00001 Morroc Solution^000000. Please";
- mes "don't forget and have the";
- mes "materials ready for the next";
- mes "time you see me, alright?";
- close;
- }
- mes "[Mishuna]";
- mes "Ah, you're back. I can now";
- mes "finally teach you about the";
- mes "Wind Elemental Change skill.";
- mes "This skill has the chance to";
- mes "permanently change a targeted";
- mes "monster's attribute to Wind.";
- next;
- mes "[Mishuna]";
- mes "Remember that you must";
- mes "use an elemental converter to";
- mes "cast this skill, and that it has^FFFFFF ^000000 a success rate, similarly to the";
- mes "Elemental Converter Creation";
- mes "skill. So be aware of that.";
- next;
- mes "[Mishuna]";
- mes "Now, "+strcharinfo(0)+",";
- mes "I'm going to cast a spell";
- mes "that will help you memorize";
- mes "the Wind Elemental Change";
- mes "skill. Try to stay still...";
- next;
- mes "^3355FFMishuna begins to chant";
- mes "a strange incantation as";
- mes "a soft blue glow surrounds";
- mes "his body and slowly grows";
- mes "brighter and more intense.^000000";
- specialeffect2 EF_RUWACH;
- next;
- mes "[Mishuna]";
- mes "@#$%^~ Yap!";
- specialeffect2 EF_BRANDISHSPEAR;
- delitem 992,20; // Wind Of Verdure
- delitem 1089,1; // Payon Potion
- delitem 1088,1; // Morocc Potion
- set SAG_SK,100;
- skill "SA_ELEMENTWIND",1,0;
- next;
+ else {
mes "[Mishuna]";
- mes ""+strcharinfo(0)+"...";
- mes "I'm happy to say that you've";
- mes "successfully memorized the";
- mes "Wind Elemental Change skill.";
- mes "I hope that it serves you well";
- mes "in battle. Farewell for now~";
+ mes "Great, you brought everything.";
+ mes "Now, let me explain the skill.";
+ mes "The skills you learn as a Sage";
+ mes "determine what kind of elemental converters that you can craft.";
+ next;
+ mes "[Mishuna]";
+ mes "The ^FF0000Endow Blaze^000000 skill enables";
+ mes "you to create Fire elemental";
+ mes "converters. The ^FF0000Endow Quake^000000";
+ mes "skill enables the creation";
+ mes "of Earth elemental converters.";
+ next;
+ mes "[Mishuna]";
+ mes "^FF0000Endow Tornado^000000 enables";
+ mes "the creation of Wind elemental";
+ mes "converters, and ^FF0000Endow Tsunami^000000";
+ mes "enables the creation of Water";
+ mes "elemental converters. That";
+ mes "all makes sense, right?";
+ next;
+ mes "[Mishuna]";
+ mes "Now, your elemental coverter";
+ mes "creation success rate depends";
+ mes "on the level of the Endow Blaze, Endow Quake, Endow Tornado,";
+ mes "or Endow Tsunami skills, and";
+ mes "your abilities.";
+ next;
+ mes "[Mishuna]";
+ mes "Now, please take this copy";
+ mes "of Barmundt's scroll, and use";
+ mes "it as a reference when you try";
+ mes "to craft elemental converters";
+ mes "when you use the Elemental";
+ mes "Converter Creation skill.";
+ next;
+ mes "^3355FFYou have learned the";
+ mes "Elemental Converter";
+ mes "Creation skill by reviewing";
+ mes "your copy of Barmundt's scroll.^000000";
+ specialeffect2 EF_ABSORBSPIRITS;
+ delitem 904,10; // Scorpion_Tail
+ delitem 947,7; // Horn
+ delitem 1013,12; // Rainbow_Shell
+ delitem 946,10; // Snail's_Shell
+ delitem 7433,4; // Blank_Scroll
+ set SAG_SK,2;
+ skill "SA_CREATECON",1,0;
+ next;
+ mes "[Mishuna]";
+ mes "Wow, "+strcharinfo(0)+"!";
+ mes "You learned that skill";
+ mes "really quickly! No wonder";
+ mes "people say that you're one";
+ mes "of the best Sages around!";
+ next;
+ mes "[Mishuna]";
+ mes "Now you're ready to";
+ mes "learn the other skill,";
+ mes "Elemental Change. Alright,";
+ mes "I need to prepare a few things";
+ mes "for this lesson, so we'll meet";
+ mes "and discuss this later, okay?";
close;
}
- else if(SAG_SK == 40) {
- if(getskilllv("SA_CREATECON") == 0) {
- skill "SA_CREATECON",1,0;
- mes "- I recalled ^ff0000Elemental Converter Creation skill^000000 While I talk to Mishuna! -";
+ }
+ else if(SAG_SK == 2) {
+ if(getskilllv("SA_CREATECON") == 0) {
+ skill "SA_CREATECON",1,0;
+ mes "- I recalled ^ff0000Elemental Converter Creation skill^000000 While I talk to Mishuna! -";
+ next;
+ }
+ mes "[Mishuna]";
+ mes "You'll be given the chance to";
+ mes "choose which kind of ^FF0000Elemental";
+ mes "Change^000000 skill that you want, even one that you didn't previously";
+ mes "learn, so long as you fulfill";
+ mes "the skill's requirements.";
+ next;
+ mes "[Mishuna]";
+ mes "Keep in mind that once";
+ mes "you learn your Elemental";
+ mes "Change skill, you won't be";
+ mes "able to change it. Now, which";
+ mes "skill would you like to learn?";
+ next;
+ setarray .@ReqSkill[0],280,283,282,281;
+ setarray .@ReqSkill$[0],"Blaze","Quake","Tornado","Tsunami";
+ setarray .@ReqItem$[0],"Red Bloods","Green Lives","Wind of Verdure","Crystal Blues";
+ setarray .@Skill$[0],"Fire","Earth","Wind","Water";
+ while(1) {
+ set .@i, select("Fire Elemental Change:Earth Elemental Change:Wind Elemental Change:Water Elemental Change")-1;
+ if(getskilllv(.@ReqSkill[.@i]) == 0) {
+ mes "[Mishuna]";
+ mes "I'm sorry, but you have not";
+ mes "learned ^FF0000Endow "+.@ReqSkill$[.@i]+"^000000, the skill";
+ mes "required for the "+.@Skill$[.@i]+" Elemental Change skill. Please learn Endow";
+ mes .@ReqSkill$[.@i]+" or select another Elemental Change skill for me to teach you.";
next;
}
- if (countitem(991) < 20 || countitem(1089) < 1 || countitem(1088) < 1) {
+ else {
mes "[Mishuna]";
- mes "Are you having trouble";
- mes "gathering all the required";
- mes "items? Just in case, let me";
- mes "remind you of what you need";
- mes "to bring me to learn the Water";
- mes "Elemental Change skill.";
+ mes "Very well, then. Please";
+ mes "bring the following items";
+ mes "so that you can learn the";
+ mes .@Skill$[.@i]+" Elemental Change skill.";
next;
mes "[Mishuna]";
- mes "^ff000020 Crystal Blues^000000,";
- mes "^ff00001 Payon Solution^000000 and";
- mes "^ff00001 Morroc Solution^000000. Please";
- mes "don't forget and have the";
- mes "materials ready for the next";
- mes "time you see me, alright?";
+ mes "^FF000020 "+.@ReqItem$[.@i]+"^000000,";
+ mes "^FF00001 Payon Solution^000000 and";
+ mes "^FF00001 Morroc Solution^000000. Please";
+ mes "return to me once you have";
+ mes "all the materials ready.";
+ set SAG_SK, 10 * (.@i+1); //10,20,30,40
close;
}
- mes "[Mishuna]";
- mes "Ah, you're back. I can now";
- mes "finally teach you about the";
- mes "Water Elemental Change skill.";
- mes "This skill has the chance to";
- mes "permanently change a targeted";
- mes "monster's attribute to Water.";
- next;
- mes "[Mishuna]";
- mes "Remember that you must";
- mes "use an elemental converter to";
- mes "cast this skill, and that it has^FFFFFF ^000000 a success rate, similarly to the";
- mes "Elemental Converter Creation";
- mes "skill. So be aware of that.";
- next;
- mes "[Mishuna]";
- mes "Now, "+strcharinfo(0)+",";
- mes "I'm going to cast a spell";
- mes "that will help you memorize";
- mes "the Water Elemental Change";
- mes "skill. Try to stay still...";
- next;
- mes "^3355FFMishuna begins to chant";
- mes "a strange incantation as";
- mes "a soft blue glow surrounds";
- mes "his body and slowly grows";
- mes "brighter and more intense.^000000";
- specialeffect2 EF_RUWACH;
- next;
- mes "[Mishuna]";
- mes "@#$%^~ Yap!";
- specialeffect2 EF_BRANDISHSPEAR;
- delitem 991,20; // Crystal Blue
- delitem 1089,1; // Payon Potion
- delitem 1088,1; // Morocc Potion
- set SAG_SK,100;
- skill "SA_ELEMENTWATER",1,0;
+ }
+ }
+ else if(SAG_SK == 10 || SAG_SK == 20 || SAG_SK == 30 || SAG_SK == 40) {
+ if(getskilllv("SA_CREATECON") == 0) {
+ skill "SA_CREATECON",1,0;
+ mes "- I recalled ^ff0000Elemental Converter Creation skill^000000 While I talk to Mishuna! -";
next;
- mes "[Mishuna]";
- mes ""+strcharinfo(0)+"...";
- mes "I'm happy to say that you've";
- mes "successfully memorized the";
- mes "Water Elemental Change skill.";
- mes "I hope that it serves you well";
- mes "in battle. Farewell for now~";
- close;
}
- else {
- mes "[Mishuna]";
- mes "If you have any Sage or";
- mes "Scholar friends who haven't";
- mes "learned the skills from Sir";
- mes "Barmundt's scrolls, then";
- mes "please refer them to me.";
+ set .@i, (SAG_SK/10) - 1;
+ setarray .@ReqItem[0],990,993,992,991;
+ setarray .@ReqItem$[0],"Red Bloods","Green Lives","Wind of Verdure","Crystal Blues";
+ setarray .@Skill[0],1018,1017,1019,1008;
+ setarray .@Skill$[0],"Fire","Earth","Wind","Water";
+ if (countitem(.@ReqItem[.@i]) < 20 || countitem(1089) < 1 || countitem(1088) < 1) {
+ mes "[Mishuna]";
+ mes "Are you having trouble";
+ mes "gathering all the required";
+ mes "items? Just in case, let me";
+ mes "remind you of what you need";
+ mes "to bring me to learn the "+.@Skill$[.@i];
+ mes "Elemental Change skill.";
next;
mes "[Mishuna]";
- mes "I trust that you are";
- mes "finding that these";
- mes "element based skills";
- mes "are very useful in battle.";
- mes "Knowledge truly equates";
- mes "to power in the long run...";
+ mes "^ff000020 "+.@ReqItem$[.@i]+"^000000,";
+ mes "^ff00001 Payon Solution^000000 and";
+ mes "^ff00001 Morroc Solution^000000. Please";
+ mes "don't forget and have the";
+ mes "materials ready for the next";
+ mes "time you see me, alright?";
close;
}
- }
- else {
mes "[Mishuna]";
- mes "Good day, I'm Mishuna, one";
- mes "of the instructors here in the";
- mes "Schweicherbil Magic Academy.";
- mes "By any chance, are you a Sage";
- mes "or Scholar? Oh... You're not?";
+ mes "Ah, you're back. I can now";
+ mes "finally teach you about the";
+ mes .@Skill$[.@i]+" Elemental Change skill.";
+ mes "This skill has the chance to";
+ mes "permanently change a targeted";
+ mes "monster's attribute to "+.@Skill$[.@i]+".";
next;
mes "[Mishuna]";
- mes "Oh, that's too bad.";
- mes "My apologies. But if you";
- mes "happen to know any, or meet";
- mes "any in your journeys, please";
- mes "direct them to me if they haven't heard of the lessons I provide.";
+ mes "Remember that you must";
+ mes "use an elemental converter to";
+ mes "cast this skill, and that it has a success rate, similarly to the";
+ mes "Elemental Converter Creation";
+ mes "skill. So be aware of that.";
next;
mes "[Mishuna]";
- mes "I'm sorry to bother";
- mes "you, and I thank you";
- mes "for your time. Good";
- mes "day to you, adventurer.";
+ mes "Now, "+strcharinfo(0)+",";
+ mes "I'm going to cast a spell";
+ mes "that will help you memorize";
+ mes "the "+.@Skill$[.@i]+" Elemental Change";
+ mes "skill. Try to stay still...";
+ next;
+ mes "^3355FFMishuna begins to chant";
+ mes "a strange incantation as";
+ mes "a soft blue glow surrounds";
+ mes "his body and slowly grows";
+ mes "brighter and more intense.^000000";
+ specialeffect2 EF_RUWACH;
+ next;
+ mes "[Mishuna]";
+ mes "@#$%^~ Yap!";
+ specialeffect2 EF_BRANDISHSPEAR;
+ delitem .@ReqItem[.@i],20;
+ delitem 1089,1; // Payon Potion
+ delitem 1088,1; // Morocc Potion
+ set SAG_SK,100;
+ skill .@Skill[.@i],1,0;
+ next;
+ mes "[Mishuna]";
+ mes strcharinfo(0)+"...";
+ mes "I'm happy to say that you've";
+ mes "successfully memorized the";
+ mes .@Skill$[.@i]+" Elemental Change skill.";
+ mes "I hope that it serves you well";
+ mes "in battle. Farewell for now~";
+ close;
+ }
+ else {
+ mes "[Mishuna]";
+ mes "If you have any Sage or";
+ mes "Scholar friends who haven't";
+ mes "learned the skills from Sir";
+ mes "Barmundt's scrolls, then";
+ mes "please refer them to me.";
+ next;
+ mes "[Mishuna]";
+ mes "I trust that you are";
+ mes "finding that these";
+ mes "element based skills";
+ mes "are very useful in battle.";
+ mes "Knowledge truly equates";
+ mes "to power in the long run...";
close;
}
}
-//============================================================
+//============================================================
// Old changelog
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 for fully working skills only [Lupus]
//= 1.1 Added more new skill quests for more classes [Lupus]
//= Somehow eA engine doesn't let you keep learn't skill V_V'
diff --git a/npc/quests/skills/swordman_skills.txt b/npc/quests/skills/swordman_skills.txt
index bf4fd021d..7441d5caf 100644
--- a/npc/quests/skills/swordman_skills.txt
+++ b/npc/quests/skills/swordman_skills.txt
@@ -1,11 +1,9 @@
-//===== Hercules Script =======================================
+//===== Hercules Script ======================================
//= Swordsman Skills Quests
//===== By: ==================================================
//= kobra_k88
//===== Current Version: =====================================
-//= 1.9
-//===== Compatible With: =====================================
-//= Hercules GIT
+//= 1.8
//===== Description: =========================================
//= Quests for skills: Fatal Blow, Mobile HP Recovery,
// Auto-Berserk
@@ -13,9 +11,142 @@
//= 1.6 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
//= 1.7 Updated to latest available official file. [Masao]
//= 1.8 Fixed JobLevel requirements. [Euphy]
-//= 1.9 Removed Knight De Thomas. [Streusel]
//============================================================
+izlude_in,175,130,2 script Knight De Thomas 98,4,4,{
+ if ((BaseClass == Job_Swordman) && (sm_movingrecovery_x < 1)) {
+ mes "[De Thomas]";
+ mes "Oh, no! You must have been hurt! Are you ok?";
+ mes "You must have fought hard to get such serious injuries..";
+ mes "Being a swordsman must come with a lot of responsibility and sacrifice.";
+ next;
+ mes "[De Thomas]";
+ if (Sex == 0) {
+ mes "For these swordsmen and knights, there is a wonderful skill.";
+ }
+ else {
+ mes "For these swordswomen and knights, there is a wonderful skill young lady.";
+ }
+ mes "I present to you - HP Recovery While Moving!";
+ mes "Body moving is a splendid skill";
+ mes "that allows you to regain strength(HP)";
+ mes "while you are moving!";
+ next;
+ mes "[De Thomas]";
+ mes "It is currently under development";
+ mes "so it may not recover that much,";
+ mes "but it will help a little.";
+ mes "What do you think? Would you like to learn this skill?";
+ next;
+ switch (select("What a nice skill! I want to learn it!:No, thank you.")) {
+ case 1:
+ mes "[De Thomas]";
+ mes "Very well. I will tell you what you need to learn this skill.";
+ mes "First, your job level must be higher than ^00880035^000000.";
+ mes "You will also need ^008800200 empty bottles^000000.";
+ mes "Why? Because it is proof that you fought fiercely to have used that many potions.";
+ next;
+ mes "[De Thomas]";
+ mes "Also, the armor you used in battle.";
+ mes "This is also proof of an experienced fighter.";
+ mes "For the armor... your armor is perfect!";
+ mes "Bring your armor!";
+ mes "Last but not least... bring me one ^008800Moth Wing^000000.";
+ next;
+ select("Eh? You need that, too?");
+ mes "[De Thomas]";
+ mes "Not really.. I don't really NEED it.";
+ mes "It's just that my niece has gotten a bug hunting as a holiday task during the summer vacation.";
+ mes "Of course! It would be much easier for me to get it myself.";
+ mes "but I must work here all the time so I don't exactly have the time to go out and get it.";
+ next;
+ mes "[De Thomas]";
+ mes "Don't you think it is pitiful that I have to stay in once place everyday, not being able to go outside?";
+ mes "Please, find me one...*sniffsniff*";
+ mes "If you don't...";
+ set sm_movingrecovery_x,1;
+ mes "You won't get anything! Muahahaha.";
+ close;
+ case 2:
+ mes "[De Thomas]";
+ mes "...";
+ close;
+ }
+ }
+ else if ((BaseClass == Job_Swordman) && (sm_movingrecovery_x > 1)) {
+ mes "[De Thomas]";
+ mes "Oh, it's you?";
+ mes "Long time no see!";
+ mes "You seem healthier than before.";
+ mes "Hahahaha!";
+ mes "Take care! See you again!";
+ close;
+ }
+ else if ((BaseClass == Job_Swordman) && (sm_movingrecovery_x == 1)) {
+ mes "[De Thomas]";
+ mes "Welcome back...";
+ mes "are you ready to learn Body Movin'?";
+ next;
+ switch (select("Yes.:No, I'm not ready yet.")) {
+ case 1:
+ if ((JobLevel > 34 || (BaseJob == Job_Knight || BaseJob == Job_Crusader)) && (countitem(713) > 199) && (countitem(1058) > 0)) {
+ mes "[De Thomas]";
+ mes "Let's see.....";
+ next;
+ mes "[De Thomas]";
+ mes "Ok! I shall now teach you...";
+ mes "...The Body Movin' skill!";
+ next;
+ delitem 713,200; //Empty_Bottle
+ delitem 1058,1; //Wing_Of_Moth
+ skill "SM_MOVINGRECOVERY",1,0;
+ set sm_movingrecovery_x,2;
+ mes "[De Thomas]";
+ mes "There you go!";
+ mes "Try it yourself.";
+ mes "But don't overdo it.";
+ next;
+ mes "[De Thomas]";
+ mes "Oh yeah, I won't be needing your";
+ mes "armor so you can keep it.";
+ mes "Good luck now!";
+ close;
+ }
+ else if (JobLevel < 35 && (BaseJob != Job_Knight && BaseJob != Job_Crusader)) {
+ mes "[De Thomas]";
+ mes "Wait a second, your Job level isn't above ^00880035^000000!";
+ mes "Come back when it is.";
+ close;
+ }
+ else if ((countitem(713) < 200) || (countitem(1058) < 1)) {
+ mes "[De Thomas]";
+ mes "You do not have all the items I asked for.";
+ next;
+ mes "[De Thomas]";
+ mes "Remember I need, ^008800200 empty bottles^000000, your armor, and a ^008800Moth Wing^000000. Come back when you have it all.";
+ close;
+ }
+ mes "[De Thomas]";
+ mes "You do not have all the items I asked for.";
+ next;
+ mes "[De Thomas]";
+ mes "Remember I need, ^008800200 empty bottles^000000, your armor, and a ^008800Moth Wing^000000. Come back when you have it all.";
+ close;
+ case 2:
+ mes "[De Thomas]";
+ mes "Is that so?";
+ mes "Then come when you are prepared.";
+ close;
+ }
+ }
+ mes "[De Thomas]";
+ mes "My name is De Thomas Carlos.";
+ mes "Knight of Prontera's 3rd Calvary.";
+ mes "I have a certain duty these days.";
+ mes "Ehem! Need I say more.";
+ close;
+}
+
prt_in,75,88,5 script Leon Von Frich 85,3,3,{
if ((BaseClass == Job_Swordman) && (JobLevel >= 25 || (BaseJob == Job_Knight || BaseJob == Job_Crusader))) {
@@ -75,7 +206,7 @@ prt_in,75,88,5 script Leon Von Frich 85,3,3,{
mes "[Leon]";
mes "Wow, seeing your arm, you must enjoy using bash?";
next;
- menu "Eh, I.. just...",-;
+ select("Eh, I... just...");
mes "[Leon]";
if (Sex == 0) {
mes "No need to be surprised.";
@@ -340,16 +471,16 @@ prt_in,94,57,3 script Juan 85,4,4,{
close;
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= Fully working
//= 1.0a Now using functions found in "Global_Functions.txt"
-//= for class checks.
+//= for class checks.
//= 1.1 Added missing delitem [Lupus]
//= 1.2 Added Baby Class Support [Lupus]
//= 1.3 Removed callfunc Is_####_Class in favor of baseClass [Silentdragon]
//= 1.4 Updated the NPC to allow subclasses of swordsman to learn the skills, [MasterOfMuppets]
-//= 1.5 Fixed exploits [Lupus]
+//= 1.5 Fixed exploits [Lupus]
//= 1.5a Fixed some typos [IVBela]
//============================================================
diff --git a/npc/quests/skills/thief_skills.txt b/npc/quests/skills/thief_skills.txt
index 7af4feb42..329209c57 100644
--- a/npc/quests/skills/thief_skills.txt
+++ b/npc/quests/skills/thief_skills.txt
@@ -1,20 +1,18 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Thief Skills Quests
-//===== By: ==================================================
+//===== By: ==================================================
//= kobra_k88
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.8
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
+//===== Description: =========================================
//= Quests for skills: Sand Attack, Back Slide, Find Stone,
//= Stone Fling.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.5 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
//= 1.6 Fixed a Exploit for Assassins and Rogues. (bugreport:2332) [Samuray22]
//= 1.7 Updated to latest available official file. [Masao]
//= 1.8 Fixed JobLevel requirement for Assassins and Rogues. [Joseph]
-//============================================================
+//============================================================
moc_prydb1,154,128,4 script Alcouskou 118,{
if (BaseClass == Job_Thief) {
@@ -500,18 +498,18 @@ payon,91,77,3 script Bag Seller 99,{
}
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
-//= v1.0 Fully working
-//= v1.1 Changed Sand Attack requirements from 5 Grit to 5 Fine Grit and a
-//= Leather Bag of Infinity. These are the official RO requirements
-//= Added npc RuRumuni, maker of Leather Bag of Infinity. [kobra_k88]
-//= v1.1a Now using functions found in "Global_Functions.txt" for
-//= class checks.[kobra_k88]
+//============================================================
+//= 1.0 Fully working
+//= 1.1 Changed Sand Attack requirements from 5 Grit to 5 Fine Grit and a
+//= Leather Bag of Infinity. These are the official RO requirements
+//= Added npc RuRumuni, maker of Leather Bag of Infinity. [kobra_k88]
+//= 1.1a Now using functions found in "Global_Functions.txt" for
+//= class checks.[kobra_k88]
//= 1.2 Added Baby Class Support [Lupus]
//= 1.3 Removed callfunc Is_####_Class in favor of baseClass [Silentdragon]
//= 1.4 Fixed exploit [Lupus]
//= 1.4a Fixed some typos [IVBela]
//= 1.4b changed perm. variables to temp ones [Lupus]
-//============================================================
+//============================================================
diff --git a/npc/quests/skills/wizard_skills.txt b/npc/quests/skills/wizard_skills.txt
index 1d7093a03..663c6e01e 100644
--- a/npc/quests/skills/wizard_skills.txt
+++ b/npc/quests/skills/wizard_skills.txt
@@ -4,10 +4,8 @@
//= Lupus, Reddozen
//===== Current Version: =====================================
//= 1.5
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Quests for skills: Sight Blaster
//===== Additional Comments: =================================
//= 1.4 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
@@ -434,9 +432,9 @@ prt_in,82,98,3 script Simon Mayace#q_wiz 46,{
}
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= 1.0 for fully working skills only [Lupus]
//= 1.1 Added more new skill quests for more classes [Lupus]
//= Somehow eA engine doesn't let you keep learn't skill V_V'
diff --git a/npc/quests/thana_quest.txt b/npc/quests/thana_quest.txt
index b9a251d6c..881f3405f 100644
--- a/npc/quests/thana_quest.txt
+++ b/npc/quests/thana_quest.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Thanatos Tower Quest
//===== By: ==================================================
//= Muad_Dib
//===== Current Version: =====================================
//= 1.0a
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Episode 13.1 Thanatos Tower quest.
@@ -2312,4 +2310,4 @@ OnTouch:
}
mes "A mysterious power is blocking my path.";
close;
-}
+} \ No newline at end of file
diff --git a/npc/quests/the_sign_quest.txt b/npc/quests/the_sign_quest.txt
index 03a52023f..8c67f9595 100644
--- a/npc/quests/the_sign_quest.txt
+++ b/npc/quests/the_sign_quest.txt
@@ -1,17 +1,15 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= The Sign Quest
-//===== By: ==================================================
-//= SinSloth(Most of the NPCs), MasterOfMuppets(Some of the NPCs + bug fixes) & Kargha(The quiz NPCs)
-//===== Current Version: =====================================
-//= 3.8
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
+//===== By: ==================================================
+//= SinSloth, MasterOfMuppets, Kargha
+//===== Current Version: =====================================
+//= 3.9
+//===== Description: =========================================
//= [Official Conversion]
//= Quest for opening the doors to Geffenia.
//= This script uses sign_01.bmp - sign_04.bmp, these will be
//= found in the language of your client.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 3.0 Rewritten based on most recent Aegis script. [L0ne_W0lf]
//= Due to the incompatabity of the old script with this
//= version, variables will attmept to be translated to the
@@ -26,11 +24,11 @@
//= 3.6 Corrected the Level Requirements for 'Standby Room' [tr0n]
//= 3.7 Massive cleaning/optimization (more can still be done). [Euphy]
//= 3.8 Corrected an invalid map name. [Joseph]
-//============================================================
+//= 3.9 Updated RE/Pre-RE EXP. [Euphy]
+//============================================================
-//============================================================
// The Sign (Part 1)
-//============================================================
+//============================================================
- script Sign::TheSign 111,{
callfunc "F_UpdateSignVars";
cutin "sign_01",4;
@@ -695,7 +693,7 @@ prt_in,227,45,0 script Archeologist#sign 804,{
mes "You may have had your doubts,";
mes "but I'm happy enough to confirm that the Sign really exists. Thanks again, and I hope you stop by and chat from time to time.";
set sign_q,142;
- getexp 200000,0;
+ getexp (checkre(3))?200000:2000000,0;
}
else {
mes "Have you visited";
@@ -728,7 +726,7 @@ prt_in,227,45,0 script Archeologist#sign 804,{
}
delitem 7178,1; //Star's_Sob
set sign_q,202;
- getexp 10000,0;
+ getexp (checkre(3))?10000:100000,0;
getitem 617,1; //Old_Violet_Box
}
else if (sign_q > 201) {
@@ -1496,11 +1494,19 @@ morocc_in,115,154,5 script Rogue#sign 810,{
mes "you gave Ganaan tell me";
mes "you're not a total dumbass.";
mes "Now you're supposed to go see Daewoon in Payon. And don't forget to show him this Star thingee.";
- if (BaseLevel < 60) getexp 300,0;
- else if (BaseLevel < 70) getexp 750,0;
- else if (BaseLevel < 80) getexp 1000,0;
- else if (BaseLevel < 90) getexp 1300,0;
- else if (BaseLevel < 150) getexp 1800,0;
+ if (checkre(3)) {
+ if (BaseLevel < 60) getexp 300,0;
+ else if (BaseLevel < 70) getexp 750,0;
+ else if (BaseLevel < 80) getexp 1000,0;
+ else if (BaseLevel < 90) getexp 1300,0;
+ else getexp 1800,0;
+ } else {
+ if (BaseLevel < 60) getexp 3000,0;
+ else if (BaseLevel < 70) getexp 7500,0;
+ else if (BaseLevel < 80) getexp 10000,0;
+ else if (BaseLevel < 90) getexp 13000,0;
+ else getexp 18000,0;
+ }
set sign_q,14;
getitem 7177,1; //Part_Of_Star's_Sob
close;
@@ -2358,11 +2364,19 @@ payon_in03,11,31,4 script Daewoon#sign 808,{
if (.@pay_point > 29) {
set sign_q,15;
getitem 7177,1; //Part_Of_Star's_Sob
- if (BaseLevel < 60) getexp 300,0;
- else if (BaseLevel < 70) getexp 700,0;
- else if (BaseLevel < 80) getexp 1000,0;
- else if (BaseLevel < 90) getexp 1300,0;
- else if (BaseLevel < 150) getexp 1800,0;
+ if (checkre(3)) {
+ if (BaseLevel < 60) getexp 300,0;
+ else if (BaseLevel < 70) getexp 750,0;
+ else if (BaseLevel < 80) getexp 1000,0;
+ else if (BaseLevel < 90) getexp 1300,0;
+ else getexp 1800,0;
+ } else {
+ if (BaseLevel < 60) getexp 3000,0;
+ else if (BaseLevel < 70) getexp 7500,0;
+ else if (BaseLevel < 80) getexp 10000,0;
+ else if (BaseLevel < 90) getexp 13000,0;
+ else getexp 18000,0;
+ }
emotion e_heh;
mes "[Daewoon]";
mes "Well, I must say that I've";
@@ -2394,11 +2408,19 @@ payon_in03,11,31,4 script Daewoon#sign 808,{
else if ((.@pay_point > 26) && (.@pay_point < 30)) {
set sign_q,15;
getitem 7177,1; //Part_Of_Star's_Sob
- if (BaseLevel < 60) getexp 300,0;
- else if (BaseLevel < 70) getexp 700,0;
- else if (BaseLevel < 80) getexp 1000,0;
- else if (BaseLevel < 90) getexp 1300,0;
- else if (BaseLevel < 150) getexp 1800,0;
+ if (checkre(3)) {
+ if (BaseLevel < 60) getexp 300,0;
+ else if (BaseLevel < 70) getexp 750,0;
+ else if (BaseLevel < 80) getexp 1000,0;
+ else if (BaseLevel < 90) getexp 1300,0;
+ else getexp 1800,0;
+ } else {
+ if (BaseLevel < 60) getexp 3000,0;
+ else if (BaseLevel < 70) getexp 7500,0;
+ else if (BaseLevel < 80) getexp 10000,0;
+ else if (BaseLevel < 90) getexp 13000,0;
+ else getexp 18000,0;
+ }
mes "[Daewoon]";
mes "You know, after talking with";
mes "you for a while, I now feel fairly comfortable with leaving you this piece of the Sobbing Starlight. Somehow, I think you're strong enough to get all the pieces.";
@@ -3068,11 +3090,13 @@ OnTouch:
end;
}
-//prt_maze02,25,161,0 script #music -1,7,7,{
-//OnTouch:
-// soundeffect "effect\\¼®¾çÀÇ ¾î½Ø½Å.wav",1;
-// end;
-//}
+/* Currently broken.
+prt_maze02,25,161,0 script #music -1,7,7,{
+OnTouch:
+ soundeffect "effect\\¼®¾çÀÇ ¾î½Ø½Å.wav",1;
+ end;
+}
+*/
prt_maze02,132,132,0 script #skill -1,{
OnEnable:
@@ -4414,7 +4438,7 @@ cmd_in02,88,51,4 script Strange Guy#sign 806,{
else {
mes "me. It also looks like you got zeny to spare! I think I'll help myself and borrow some of your cash!";
mes "^FF0000Yoink!^000000";
- set zeny,zeny-10000;
+ set Zeny, Zeny-10000;
specialeffect EF_COIN;
close;
}
@@ -4496,7 +4520,7 @@ cmd_in02,88,51,4 script Strange Guy#sign 806,{
mes "to me tomorrow night and";
mes "we'll start your test...";
set sign_q,27;
- set zeny,zeny-30000;
+ set Zeny, Zeny-30000;
}
close;
case 2:
@@ -4616,11 +4640,19 @@ cmd_in02,88,51,4 script Strange Guy#sign 806,{
if (countitem(750)) delitem 750,1; //Baphomet_Doll
if (countitem(751)) delitem 751,1; //Osiris_Doll
set sign_q,30;
- if (BaseLevel < 60) getexp 300,0;
- else if (BaseLevel < 70) getexp 500,0;
- else if (BaseLevel < 80) getexp 800,0;
- else if (BaseLevel < 90) getexp 1000,0;
- else if (BaseLevel < 150) getexp 1300,0;
+ if (checkre(3)) {
+ if (BaseLevel < 60) getexp 300,0;
+ else if (BaseLevel < 70) getexp 500,0;
+ else if (BaseLevel < 80) getexp 800,0;
+ else if (BaseLevel < 90) getexp 1000,0;
+ else getexp 1300,0;
+ } else {
+ if (BaseLevel < 60) getexp 3000,0;
+ else if (BaseLevel < 70) getexp 5000,0;
+ else if (BaseLevel < 80) getexp 8000,0;
+ else if (BaseLevel < 90) getexp 10000,0;
+ else getexp 13000,0;
+ }
next;
warp "cmd_in01",33,29;
end;
@@ -4699,11 +4731,19 @@ cmd_in02,88,51,4 script Strange Guy#sign 806,{
mes "um, ''Bakerlan'' in Alberta.";
set sign_q,35;
getitem 7177,1; //Part_Of_Star's_Sob
- if (BaseLevel < 60) getexp 300,0;
- else if (BaseLevel < 70) getexp 700,0;
- else if (BaseLevel < 80) getexp 1900,0;
- else if (BaseLevel < 90) getexp 1200,0;
- else if (BaseLevel < 150) getexp 1700,0;
+ if (checkre(3)) {
+ if (BaseLevel < 60) getexp 300,0;
+ else if (BaseLevel < 70) getexp 700,0;
+ else if (BaseLevel < 80) getexp 1900,0;
+ else if (BaseLevel < 90) getexp 1200,0;
+ else getexp 1700,0;
+ } else {
+ if (BaseLevel < 60) getexp 3000,0;
+ else if (BaseLevel < 70) getexp 7000,0;
+ else if (BaseLevel < 80) getexp 19000,0;
+ else if (BaseLevel < 90) getexp 12000,0;
+ else getexp 17000,0;
+ }
next;
mes "[Dearles]";
mes "Well, that's it.";
@@ -4728,12 +4768,20 @@ cmd_in02,88,51,4 script Strange Guy#sign 806,{
mes "um, ''Bakerlan'' in Alberta.";
set sign_q,35;
getitem 7177,1; //Part_Of_Star's_Sob
- set zeny,zeny+20000;
- if (BaseLevel < 60) getexp 300,0;
- else if (BaseLevel < 70) getexp 700,0;
- else if (BaseLevel < 80) getexp 1000,0;
- else if (BaseLevel < 90) getexp 1400,0;
- else if (BaseLevel < 150) getexp 1900,0;
+ set Zeny, Zeny+20000;
+ if (checkre(3)) {
+ if (BaseLevel < 60) getexp 300,0;
+ else if (BaseLevel < 70) getexp 700,0;
+ else if (BaseLevel < 80) getexp 1000,0;
+ else if (BaseLevel < 90) getexp 1400,0;
+ else getexp 1900,0;
+ } else {
+ if (BaseLevel < 60) getexp 3000,0;
+ else if (BaseLevel < 70) getexp 7000,0;
+ else if (BaseLevel < 80) getexp 10000,0;
+ else if (BaseLevel < 90) getexp 14000,0;
+ else getexp 19000,0;
+ }
next;
mes "[Dearles]";
mes "Well, that's it.";
@@ -4765,7 +4813,7 @@ cmd_in02,88,51,4 script Strange Guy#sign 806,{
mes "me. It also looks like you got zeny to spare! I think I'll help myself and borrow some of your cash!";
mes "^FF0000Yoink!^000000";
mes "Giggle giggle..";
- set zeny,zeny-10000;
+ set Zeny, Zeny-10000;
close;
}
}
@@ -4778,7 +4826,7 @@ cmd_in02,88,51,4 script Strange Guy#sign 806,{
mes "cash. You know, for old";
mes "time's sake. ^FF0000Yoink!^000000";
emotion e_gg;
- set zeny,zeny-10000;
+ set Zeny, Zeny-10000;
}
else {
mes "I got nothin' for you and";
@@ -4969,14 +5017,14 @@ OnInit:
end;
OnStartArena:
- donpcevent "s_dance_timer::Onbutton_off";
+ donpcevent "s_dance_timer::OnButton_Off";
donpcevent "Examiner#sd::OnDisable";
warpwaitingpc "cmd_in01",16,15,1;
donpcevent "s_dance_timer::OnEnable";
disablewaitingroomevent;
end;
-Onreset:
+OnReset:
enablewaitingroomevent;
end;
}
@@ -4990,7 +5038,7 @@ OnDisable:
stopnpctimer;
end;
-Onbutton_off:
+OnButton_Off:
callsub OnDisableAll;
end;
@@ -5008,90 +5056,90 @@ OnTimer2000:
OnTimer4000:
mapannounce "cmd_in01"," UP LEFT",bc_map,"0xFFFF00";
- donpcevent "s_dance#up::Onup";
+ donpcevent "s_dance#up::OnUp";
donpcevent "s_dance#up::OnEnable";
end;
OnTimer6000:
callsub OnDisableAll;
mapannounce "cmd_in01"," DOWN RIGHT",bc_map,"0xFFFF00";
- donpcevent "s_dance#down::Onup";
+ donpcevent "s_dance#down::OnUp";
donpcevent "s_dance#down::OnEnable";
end;
OnTimer8000:
callsub OnDisableAll;
mapannounce "cmd_in01"," DOWN LEFT & UP RIGHT",bc_map,"0xFFFF00";
- donpcevent "s_dance#left::Onup";
+ donpcevent "s_dance#left::OnUp";
donpcevent "s_dance#left::OnEnable";
end;
OnTimer11000:
callsub OnDisableAll;
mapannounce "cmd_in01"," DOWN RIGHT",bc_map,"0xFFFF00";
- donpcevent "s_dance#down::Onup";
+ donpcevent "s_dance#down::OnUp";
donpcevent "s_dance#down::OnEnable";
end;
OnTimer13000:
callsub OnDisableAll;
mapannounce "cmd_in01"," DOWN LEFT & UP RIGHT & UP LEFT & STAY CENTER",bc_map,"0xFFFF00";
- donpcevent "s_dance#left::Onup";
+ donpcevent "s_dance#left::OnUp";
donpcevent "s_dance#left::OnEnable";
end;
OnTimer18000:
callsub OnDisableAll;
mapannounce "cmd_in01"," DOWN LEFT & DOWN RIGHT & DOWN LEFT",bc_map,"0xFFFF00";
- donpcevent "s_dance#left::Onup";
+ donpcevent "s_dance#left::OnUp";
donpcevent "s_dance#left::OnEnable";
end;
OnTimer21000:
callsub OnDisableAll;
mapannounce "cmd_in01"," DOWN RIGHT & CENTER & DOWN RIGHT",bc_map,"0xFFFF00";
- donpcevent "s_dance#down::Onup";
+ donpcevent "s_dance#down::OnUp";
donpcevent "s_dance#down::OnEnable";
end;
OnTimer24000:
callsub OnDisableAll;
mapannounce "cmd_in01"," DOWN LEFT & UP LEFT & UP RIGHT & DOWN RIGHT & CENTER",bc_map,"0xFFFF00";
- donpcevent "s_dance#left::Onup";
+ donpcevent "s_dance#left::OnUp";
donpcevent "s_dance#left::OnEnable";
end;
OnTimer30000:
callsub OnDisableAll;
mapannounce "cmd_in01"," DOWN LEFT & UP RIGHT & UP LEFT & DOWN RIGHT",bc_map,"0xFFFF00";
- donpcevent "s_dance#left::Onup";
+ donpcevent "s_dance#left::OnUp";
donpcevent "s_dance#left::OnEnable";
end;
OnTimer34000:
callsub OnDisableAll;
mapannounce "cmd_in01"," UP RIGHT & DOWN RIGHT & UP RIGHT & DOWN RIGHT",bc_map,"0xFFFF00";
- donpcevent "s_dance#right::Onup";
+ donpcevent "s_dance#right::OnUp";
donpcevent "s_dance#right::OnEnable";
end;
OnTimer38000:
callsub OnDisableAll;
mapannounce "cmd_in01"," UP LEFT & UP RIGHT & CENTER & UP RIGHT & DOWN LEFT & DOWN RIGHT",bc_map,"0xFFFF00";
- donpcevent "s_dance#up::Onup";
+ donpcevent "s_dance#up::OnUp";
donpcevent "s_dance#up::OnEnable";
end;
OnTimer44000:
stopnpctimer;
- donpcevent "s_dance#up::Onreset";
- donpcevent "s_dance#down::Onreset";
- donpcevent "s_dance#left::Onreset";
- donpcevent "s_dance#right::Onreset";
- donpcevent "s_dance#cen::Onreset";
+ donpcevent "s_dance#up::OnReset";
+ donpcevent "s_dance#down::OnReset";
+ donpcevent "s_dance#left::OnReset";
+ donpcevent "s_dance#right::OnReset";
+ donpcevent "s_dance#cen::OnReset";
mapannounce "cmd_in01","Well done.",bc_map,"0xFFFF00";
enablenpc "Examiner#sd";
- donpcevent "Standby Room#sign::Onreset";
+ donpcevent "Standby Room#sign::OnReset";
end;
}
@@ -5110,41 +5158,41 @@ OnDisable:
disablenpc "s_dance#up";
end;
-Onup:
+OnUp:
set .s_up,.s_up + 1;
end;
-Onreset:
+OnReset:
set .s_up,0;
end;
OnTouch:
soundeffect "effect\\sign_up.wav",1;
if (.s_up == 1) {
- donpcevent "Examiner#sd::Onup";
+ donpcevent "Examiner#sd::OnUp";
donpcevent "s_dance#up::OnDisable";
}
else if (.s_up == 2) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#cen::Onup";
+ donpcevent "Examiner#sd::OnUp";
+ donpcevent "s_dance#cen::OnUp";
donpcevent "s_dance#cen::OnEnable";
donpcevent "s_dance#up::OnDisable";
}
else if (.s_up == 3) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#right::Onup";
+ donpcevent "Examiner#sd::OnUp";
+ donpcevent "s_dance#right::OnUp";
donpcevent "s_dance#right::OnEnable";
donpcevent "s_dance#up::OnDisable";
}
else if (.s_up == 4) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#down::Onup";
+ donpcevent "Examiner#sd::OnUp";
+ donpcevent "s_dance#down::OnUp";
donpcevent "s_dance#down::OnEnable";
donpcevent "s_dance#up::OnDisable";
}
else if (.s_up == 5) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#right::Onup";
+ donpcevent "Examiner#sd::OnUp";
+ donpcevent "s_dance#right::OnUp";
donpcevent "s_dance#right::OnEnable";
donpcevent "s_dance#up::OnDisable";
}
@@ -5166,62 +5214,62 @@ OnDisable:
disablenpc "s_dance#down";
end;
-Onup:
+OnUp:
set .s_down,.s_down + 1;
end;
-Onreset:
+OnReset:
set .s_down,0;
end;
OnTouch:
soundeffect "effect\\sign_down.wav",1;
if (.s_down == 1) {
- donpcevent "Examiner#sd::Onup";
+ donpcevent "Examiner#sd::OnUp";
donpcevent "s_dance#down::OnDisable";
}
else if (.s_down == 2) {
- donpcevent "Examiner#sd::Onup";
+ donpcevent "Examiner#sd::OnUp";
donpcevent "s_dance#down::OnDisable";
}
else if (.s_down == 3) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#left::Onup";
+ donpcevent "Examiner#sd::OnUp";
+ donpcevent "s_dance#left::OnUp";
donpcevent "s_dance#left::OnEnable";
donpcevent "s_dance#down::OnDisable";
}
else if (.s_down == 4) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#cen::Onup";
+ donpcevent "Examiner#sd::OnUp";
+ donpcevent "s_dance#cen::OnUp";
donpcevent "s_dance#cen::OnEnable";
donpcevent "s_dance#down::OnDisable";
}
else if (.s_down == 5) {
- donpcevent "Examiner#sd::Onup";
+ donpcevent "Examiner#sd::OnUp";
donpcevent "s_dance#down::OnDisable";
}
else if (.s_down == 6) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#cen::Onup";
+ donpcevent "Examiner#sd::OnUp";
+ donpcevent "s_dance#cen::OnUp";
donpcevent "s_dance#cen::OnEnable";
donpcevent "s_dance#down::OnDisable";
}
else if (.s_down == 7) {
- donpcevent "Examiner#sd::Onup";
+ donpcevent "Examiner#sd::OnUp";
donpcevent "s_dance#down::OnDisable";
}
else if (.s_down == 8) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#right::Onup";
+ donpcevent "Examiner#sd::OnUp";
+ donpcevent "s_dance#right::OnUp";
donpcevent "s_dance#right::OnEnable";
donpcevent "s_dance#down::OnDisable";
}
else if (.s_down == 9) {
- donpcevent "Examiner#sd::Onup";
+ donpcevent "Examiner#sd::OnUp";
donpcevent "s_dance#down::OnDisable";
}
else if (.s_down == 10) {
- donpcevent "Examiner#sd::Onup";
+ donpcevent "Examiner#sd::OnUp";
donpcevent "s_dance#down::OnDisable";
}
end;
@@ -5243,53 +5291,53 @@ OnDisable:
disablenpc "s_dance#left";
end;
-Onup:
+OnUp:
set .s_left,.s_left + 1;
end;
-Onreset:
+OnReset:
set .s_left,0;
end;
OnTouch:
soundeffect "effect\\sign_left.wav",1;
if (.s_left == 1) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#right::Onup";
+ donpcevent "Examiner#sd::OnUp";
+ donpcevent "s_dance#right::OnUp";
donpcevent "s_dance#right::OnEnable";
donpcevent "s_dance#left::OnDisable";
}
else if (.s_left == 2) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#right::Onup";
+ donpcevent "Examiner#sd::OnUp";
+ donpcevent "s_dance#right::OnUp";
donpcevent "s_dance#right::OnEnable";
donpcevent "s_dance#left::OnDisable";
}
else if (.s_left == 3) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#down::Onup";
+ donpcevent "Examiner#sd::OnUp";
+ donpcevent "s_dance#down::OnUp";
donpcevent "s_dance#down::OnEnable";
donpcevent "s_dance#left::OnDisable";
}
else if (.s_left == 4) {
- donpcevent "Examiner#sd::Onup";
+ donpcevent "Examiner#sd::OnUp";
donpcevent "s_dance#left::OnDisable";
}
else if (.s_left == 5) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#up::Onup";
+ donpcevent "Examiner#sd::OnUp";
+ donpcevent "s_dance#up::OnUp";
donpcevent "s_dance#up::OnEnable";
donpcevent "s_dance#left::OnDisable";
}
else if (.s_left == 6) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#right::Onup";
+ donpcevent "Examiner#sd::OnUp";
+ donpcevent "s_dance#right::OnUp";
donpcevent "s_dance#right::OnEnable";
donpcevent "s_dance#left::OnDisable";
}
else if (.s_left == 7) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#down::Onup";
+ donpcevent "Examiner#sd::OnUp";
+ donpcevent "s_dance#down::OnUp";
donpcevent "s_dance#down::OnEnable";
donpcevent "s_dance#left::OnDisable";
}
@@ -5311,59 +5359,59 @@ OnDisable:
disablenpc "s_dance#right";
end;
-Onup:
+OnUp:
set .s_right,.s_right + 1;
end;
-Onreset:
+OnReset:
set .s_right,0;
end;
OnTouch:
soundeffect "effect\\sign_right.wav",1;
if (.s_right == 1) {
- donpcevent "Examiner#sd::Onup";
+ donpcevent "Examiner#sd::OnUp";
donpcevent "s_dance#right::OnDisable";
}
else if (.s_right == 2) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#up::Onup";
+ donpcevent "Examiner#sd::OnUp";
+ donpcevent "s_dance#up::OnUp";
donpcevent "s_dance#up::OnEnable";
donpcevent "s_dance#right::OnDisable";
}
else if (.s_right == 3) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#down::Onup";
+ donpcevent "Examiner#sd::OnUp";
+ donpcevent "s_dance#down::OnUp";
donpcevent "s_dance#down::OnEnable";
donpcevent "s_dance#right::OnDisable";
}
else if (.s_right == 4) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#up::Onup";
+ donpcevent "Examiner#sd::OnUp";
+ donpcevent "s_dance#up::OnUp";
donpcevent "s_dance#up::OnEnable";
donpcevent "s_dance#right::OnDisable";
}
else if (.s_right == 5) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#down::Onup";
+ donpcevent "Examiner#sd::OnUp";
+ donpcevent "s_dance#down::OnUp";
donpcevent "s_dance#down::OnEnable";
donpcevent "s_dance#right::OnDisable";
}
else if (.s_right == 6) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#down::Onup";
+ donpcevent "Examiner#sd::OnUp";
+ donpcevent "s_dance#down::OnUp";
donpcevent "s_dance#down::OnEnable";
donpcevent "s_dance#right::OnDisable";
}
else if (.s_right == 7) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#cen::Onup";
+ donpcevent "Examiner#sd::OnUp";
+ donpcevent "s_dance#cen::OnUp";
donpcevent "s_dance#cen::OnEnable";
donpcevent "s_dance#right::OnDisable";
}
else if (.s_right == 8) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#left::Onup";
+ donpcevent "Examiner#sd::OnUp";
+ donpcevent "s_dance#left::OnUp";
donpcevent "s_dance#left::OnEnable";
donpcevent "s_dance#right::OnDisable";
}
@@ -5385,33 +5433,33 @@ OnDisable:
disablenpc "s_dance#cen";
end;
-Onup:
+OnUp:
set .s_center,.s_center + 1;
end;
-Onreset:
+OnReset:
set .s_center,0;
end;
OnTouch:
soundeffect "effect\\sign_center.wav",1;
if (.s_center == 1) {
- donpcevent "Examiner#sd::Onup";
+ donpcevent "Examiner#sd::OnUp";
donpcevent "s_dance#cen::OnDisable";
}
else if (.s_center == 2) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#down::Onup";
+ donpcevent "Examiner#sd::OnUp";
+ donpcevent "s_dance#down::OnUp";
donpcevent "s_dance#down::OnEnable";
donpcevent "s_dance#cen::OnDisable";
}
else if (.s_center == 3) {
- donpcevent "Examiner#sd::Onup";
+ donpcevent "Examiner#sd::OnUp";
donpcevent "s_dance#cen::OnDisable";
}
else if (.s_center == 4) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#right::Onup";
+ donpcevent "Examiner#sd::OnUp";
+ donpcevent "s_dance#right::OnUp";
donpcevent "s_dance#right::OnEnable";
donpcevent "s_dance#cen::OnDisable";
}
@@ -5443,7 +5491,7 @@ OnTouch:
donpcevent "Examiner#sd::OnDisable";
end;
-Onup:
+OnUp:
set .s_check,.s_check + 1;
end;
@@ -5592,11 +5640,19 @@ alberta_in,125,101,5 script Wealthy-looking Merchant 807,{
mes "He will tell you what you need to do next.";
set sign_q,53;
getitem 7177,1; //Part_Of_Star's_Sob
- if (BaseLevel < 60) getexp 500,0;
- else if (BaseLevel < 70) getexp 800,0;
- else if (BaseLevel < 80) getexp 1100,0;
- else if (BaseLevel < 90) getexp 1500,0;
- else if (BaseLevel < 150) getexp 2000,0;
+ if (checkre(3)) {
+ if (BaseLevel < 60) getexp 500,0;
+ else if (BaseLevel < 70) getexp 800,0;
+ else if (BaseLevel < 80) getexp 1100,0;
+ else if (BaseLevel < 90) getexp 1500,0;
+ else getexp 2000,0;
+ } else {
+ if (BaseLevel < 60) getexp 5000,0;
+ else if (BaseLevel < 70) getexp 8000,0;
+ else if (BaseLevel < 80) getexp 11000,0;
+ else if (BaseLevel < 90) getexp 15000,0;
+ else getexp 20000,0;
+ }
close;
}
else if (sign_q == 97) {
@@ -6283,7 +6339,7 @@ alde_alche,169,162,7 script Alchemist#sign 749,{
mes "just one bottle, but this";
mes "stuff is extremely potent!";
next;
- set zeny,zeny-10000;
+ set Zeny, Zeny-10000;
delitem 526,10; //Royal_Jelly
delitem 518,20; //Honey
delitem 948,30; //Bear's_Foot
@@ -6798,11 +6854,19 @@ yuno,330,100,4 script Knight#ss 734,{
delitem2 7049,1,1,0,0,.@sign1,.@sign2,.@sign3,.@sign4;
set sign_q,39;
getitem 7181,1; //Receipt_01
- if (BaseLevel < 60) getexp 100,0;
- else if (BaseLevel < 70) getexp 200,0;
- else if (BaseLevel < 80) getexp 400,0;
- else if (BaseLevel < 90) getexp 700,0;
- else if (BaseLevel < 150) getexp 1100,0;
+ if (checkre(3)) {
+ if (BaseLevel < 60) getexp 100,0;
+ else if (BaseLevel < 70) getexp 200,0;
+ else if (BaseLevel < 80) getexp 400,0;
+ else if (BaseLevel < 90) getexp 700,0;
+ else getexp 1100,0;
+ } else {
+ if (BaseLevel < 60) getexp 1000,0;
+ else if (BaseLevel < 70) getexp 2000,0;
+ else if (BaseLevel < 80) getexp 4000,0;
+ else if (BaseLevel < 90) getexp 7000,0;
+ else getexp 11000,0;
+ }
close;
}
}
@@ -6847,10 +6911,8 @@ yuno,330,100,4 script Knight#ss 734,{
}
}
-//============================================================
// The Sign (Part 2)
-//============================================================
-
+//============================================================
geffen_in,159,48,5 script Lonely-looking Woman 711,{
callfunc "F_UpdateSignVars";
mes "[Brenda Howard]";
@@ -7108,7 +7170,7 @@ mjo_dun02,88,295,4 script Flaming Spirit Man 85,{
mes "If it weren't for your help,";
mes "I'd be in big trouble. I really appreciate you stepping in and volunteering your materials like this.";
delitem 1002,1; //Iron_Ore
- getexp 1,0;
+ getexp 10,0;
close;
case 2:
mes "[Engel]";
@@ -8183,15 +8245,27 @@ himinn,48,86,5 script Valkyrie#sign 811,{
mes "one of the hearts there...";
set sign_q,82;
percentheal 100,100;
- if (BaseLevel < 56) getexp 900,0;
- else if ((BaseLevel > 55) && (BaseLevel < 61)) getexp 1200,0;
- else if ((BaseLevel > 60) && (BaseLevel < 66)) getexp 2000,0;
- else if ((BaseLevel > 65) && (BaseLevel < 71)) getexp 3500,0;
- else if ((BaseLevel > 70) && (BaseLevel < 76)) getexp 7000,0;
- else if ((BaseLevel > 75) && (BaseLevel < 81)) getexp 12000,0;
- else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 16000,0;
- else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 21000,0;
- else if (BaseLevel > 90) getexp 35000,0;
+ if (checkre(3)) {
+ if (BaseLevel < 56) getexp 900,0;
+ else if ((BaseLevel > 55) && (BaseLevel < 61)) getexp 1200,0;
+ else if ((BaseLevel > 60) && (BaseLevel < 66)) getexp 2000,0;
+ else if ((BaseLevel > 65) && (BaseLevel < 71)) getexp 3500,0;
+ else if ((BaseLevel > 70) && (BaseLevel < 76)) getexp 7000,0;
+ else if ((BaseLevel > 75) && (BaseLevel < 81)) getexp 12000,0;
+ else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 16000,0;
+ else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 21000,0;
+ else getexp 35000,0;
+ } else {
+ if (BaseLevel < 56) getexp 9000,0;
+ else if ((BaseLevel > 55) && (BaseLevel < 61)) getexp 12000,0;
+ else if ((BaseLevel > 60) && (BaseLevel < 66)) getexp 20000,0;
+ else if ((BaseLevel > 65) && (BaseLevel < 71)) getexp 35000,0;
+ else if ((BaseLevel > 70) && (BaseLevel < 76)) getexp 70000,0;
+ else if ((BaseLevel > 75) && (BaseLevel < 81)) getexp 120000,0;
+ else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 160000,0;
+ else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 210000,0;
+ else getexp 350000,0;
+ }
close2;
warp "geffen",120,100;
end;
@@ -8295,10 +8369,8 @@ himinn,48,86,5 script Valkyrie#sign 811,{
}
}
-//============================================================
// The Sign (Part 3)
-//============================================================
-
+//============================================================
que_sign01,196,39,4 script Serin#dummy 90,{
end;
@@ -8311,7 +8383,7 @@ OnEnable:
enablenpc "Serin#dummy";
end;
-Onstart:
+OnStart:
initnpctimer;
end;
@@ -8379,7 +8451,7 @@ que_sign01,196,39,4 script Serin#serin 90,{
delitem 7305,1; //Authority_Of_Nine_World
set sign_q,133;
donpcevent "Serin#dummy::OnEnable";
- donpcevent "Serin#dummy::Onstart";
+ donpcevent "Serin#dummy::OnStart";
donpcevent "Serin#serin::OnDisable";
close;
}
@@ -8463,7 +8535,7 @@ que_sign01,196,39,4 script Serin#serin 90,{
mes "ask the Dark Lord to spare";
mes "you. Thank you so much...";
set sign_q,200;
- getexp 20000,0;
+ getexp (checkre(3))?20000:200000,0;
set $@sign_w2,0;
donpcevent "Dark Lord#serin::OnDisable";
close2;
@@ -8734,7 +8806,7 @@ que_sign01,197,195,4 script Serin#witch 90,{
mes "ask the Dark Lord to spare";
mes "you. Thank you so much...";
set sign_q,200;
- getexp 20000,0;
+ getexp (checkre(3))?20000:200000,0;
set $@sign_w1,0;
close2;
warp "umbala,",132,203;
@@ -9480,7 +9552,7 @@ niflheim,313,70,4 script Pleasant-Featured Lady#s 90,{
mes "the faint smile on her lips tell you that her memories of you";
mes "will always remain in her heart.^000000";
delitem 2643,1; //Serin's_Gold_Ring_
- getexp 50000,0;
+ getexp (checkre(3))?50000:500000,0;
close;
case 2:
emotion e_sob;
@@ -10242,7 +10314,7 @@ que_sign01,122,141,4 script Witch#s 792,{
mes "please visit our queen, Lady Hell. I believe she wants to see you for some reason, "+strcharinfo(0)+"...";
delitem 7313,5; //Seal_Of_Witch
set sign_q,129;
- getexp 50000,0;
+ getexp (checkre(3))?50000:500000,0;
close;
}
}
@@ -10271,7 +10343,7 @@ que_sign01,122,141,4 script Witch#s 792,{
mes "please visit our queen, Lady Hell. I believe she wants to see you for some reason...";
delitem 7313,5; //Seal_Of_Witch
set sign_q,130;
- getexp 30000,0;
+ getexp (checkre(3))?30000:300000,0;
close;
}
}
@@ -10297,7 +10369,7 @@ que_sign01,122,141,4 script Witch#s 792,{
mes "please visit our queen, Lady Hell. I believe she wants to see you for some reason...";
if (countitem(2643) == 1) set sign_q,129;
else set sign_q,130;
- getexp 30000,0;
+ getexp (checkre(3))?30000:300000,0;
close;
}
else if (sign_q == 200) {
@@ -10327,7 +10399,7 @@ que_sign01,122,141,4 script Witch#s 792,{
if (countitem(2642) > 0) delitem 2642,1; //Serin's_Gold_Ring
if (countitem(7308) > 0) delitem 7308,1; //Witch's_Potion
set sign_q,201;
- getexp 20000,0;
+ getexp (checkre(3))?20000:200000,0;
close;
}
else if (sign_q > 200) {
@@ -11298,7 +11370,7 @@ niflheim,102,54,4 script Mad Man#s 739,{
mes "Heh heh!";
close;
}
- set zeny,zeny-40000;
+ set Zeny, Zeny-40000;
close;
case 2:
mes "[Laichin]";
@@ -11317,7 +11389,7 @@ niflheim,102,54,4 script Mad Man#s 739,{
mes "crawling back when";
mes "you can't figure out";
mes "where the soul pieces are!";
- set zeny,zeny-40000;
+ set Zeny, Zeny-40000;
if (.@select_s == 1) set sign_q,97;
else if (.@select_s == 2) set sign_q,98;
else if (.@select_s == 3) set sign_q,99;
@@ -11353,7 +11425,7 @@ niflheim,102,54,4 script Mad Man#s 739,{
mes "than the borders of the map.";
mes "For very small, you gotta";
mes "look near the center. Got it?";
- set zeny,zeny-60000;
+ set Zeny, Zeny-60000;
if (.@select_s == 1) set sign_q,101;
else if (.@select_s == 2) set sign_q,102;
else if (.@select_s == 3) set sign_q,103;
@@ -11392,7 +11464,7 @@ niflheim,102,54,4 script Mad Man#s 739,{
next;
switch(select("Pay him.:Don't pay him.")) {
case 1:
- if (Zeny < 60000) {
+ if (Zeny < 20000) {
mes "[Laichin]";
mes "What is this?";
mes "You tryin to welch";
@@ -11414,7 +11486,7 @@ niflheim,102,54,4 script Mad Man#s 739,{
mes "than the borders of the map.";
mes "For very small, you gotta";
mes "look near the center. Got it?";
- set zeny,zeny-20000;
+ set Zeny, Zeny-20000;
if (sign_q == 97) set sign_q,101;
else if (sign_q == 98) set sign_q,102;
else if (sign_q == 99) set sign_q,103;
@@ -12230,7 +12302,7 @@ geffen,119,48,0 script Fountain#s 111,{
que_sign01,196,44,0 script Starter#serin -1,32,32,{
OnTouch:
- donpcevent "Timer#serin::Onstart";
+ donpcevent "Timer#serin::OnStart";
disablenpc "Starter#serin";
end;
@@ -12255,7 +12327,7 @@ OnEnable:
}
que_sign01,1,0,0 script Timer#serin -1,{
-Onstart:
+OnStart:
initnpctimer;
end;
@@ -12270,7 +12342,7 @@ OnTimer620000:
donpcevent "Serin#serin::OnEnable";
donpcevent "Dark Lord#serin::OnDisable";
donpcevent "Serin#dummy::OnDisable";
- donpcevent "CallMonster#serin::Onreset";
+ donpcevent "CallMonster#serin::OnReset";
stopnpctimer;
end;
}
@@ -12285,13 +12357,13 @@ OnMyMobDead:
donpcevent "Serin#serin::OnEnable";
end;
-Onreset:
+OnReset:
killmonster "que_sign01","CallMonster#serin::OnMyMobDead";
}
que_sign01,197,195,0 script Starter#witch -1,32,32,{
OnTouch:
- donpcevent "Timer#witch::Onstart";
+ donpcevent "Timer#witch::OnStart";
disablenpc "Starter#witch";
end;
@@ -12301,7 +12373,7 @@ OnEnable:
}
que_sign01,1,1,0 script Timer#witch -1,{
-Onstart:
+OnStart:
initnpctimer;
end;
@@ -12312,7 +12384,7 @@ OnTimer600000:
OnTimer620000:
donpcevent "Starter#witch::OnEnable";
donpcevent "Warp#witch::OnDisable";
- donpcevent "CallMonster#witch::Onreset";
+ donpcevent "CallMonster#witch::OnReset";
donpcevent "Serin#witch::OnEnable";
set $@sign_w1,0;
stopnpctimer;
@@ -12354,7 +12426,7 @@ OnMyMobDead:
}
end;
-Onreset:
+OnReset:
killmonster "que_sign01","CallMonster#witch::OnMyMobDead";
end;
}
@@ -12564,9 +12636,9 @@ function script F_UpdateSignVars {
return;
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= 1.0 First version, beware of potential nasty bugs :x [MasterOfMuppets]
//= 1.1 Finalized for stable, might still contain bugs though. [MasterOfMuppets]
//= 1.1a moved #aldesignwarp to fix enless warp [Lupus]
@@ -12599,3 +12671,4 @@ function script F_UpdateSignVars {
//= 2.8 Fixed some bugs with itemids and leftover questitems [Fish0r]
//= 2.9 Made a delitem causing script to fault use countitem when deleting. [L0ne_W0lf]
//= 2.9a Added a check for Sign_Branch8A before attempting to run a delitem on items not needed based on Path taken. [Paradox924X]
+//============================================================
diff --git a/npc/re/airports/izlude.txt b/npc/re/airports/izlude.txt
index 67b9e988d..fedb3e868 100644
--- a/npc/re/airports/izlude.txt
+++ b/npc/re/airports/izlude.txt
@@ -1,13 +1,19 @@
//===== Hercules Script ======================================
//= Izlude Airport NPCs
-//===== By: ==================================================
+//===== By: ==================================================
//= Hercules Dev Team
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.1
+//===== Description: =========================================
+//= [Official Conversion]
//= Izlude Airport NPCs
-//===== Additional Comments: =================================
-//= Official NPCs.
-//= Updated to match the new Izlude Map. [Masao]
-//= Updated to Official coordinates
-//============================================================
+//===== Additional Comments: =================================
+//= 1.0 Updated to match the new Izlude Map. [Masao]
+//= 1.1 Added Izlude duplicates. [Euphy]
+//============================================================
izlude,202,75,3 duplicate(Airship_Staff_izlude) Airship Staff#izlude 90
+izlude_a,202,75,3 duplicate(Airship_Staff_izlude) Airship Staff#izlude_a 90
+izlude_b,202,75,3 duplicate(Airship_Staff_izlude) Airship Staff#izlude_b 90
+izlude_c,202,75,3 duplicate(Airship_Staff_izlude) Airship Staff#izlude_c 90
+izlude_d,202,75,3 duplicate(Airship_Staff_izlude) Airship Staff#izlude_d 90
diff --git a/npc/re/cities/alberta.txt b/npc/re/cities/alberta.txt
index 9d17acc65..d25b59b4a 100644
--- a/npc/re/cities/alberta.txt
+++ b/npc/re/cities/alberta.txt
@@ -5,6 +5,7 @@
//===== Current Version: =====================================
//= 1.0
//===== Description: =========================================
+//= [Official Conversion]
//= Alberta town NPCs.
//===== Additional Comments: =================================
//= 1.0 First Version.
diff --git a/npc/re/cities/brasilis.txt b/npc/re/cities/brasilis.txt
index cde84e954..7be84507c 100644
--- a/npc/re/cities/brasilis.txt
+++ b/npc/re/cities/brasilis.txt
@@ -1,19 +1,21 @@
//===== Hercules Script ======================================
//= Brasilis Town
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.3
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Brasilis Town Script
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version. Transportation and Basic NPCs.
//= 1.1 Fixed Zeny not being removed for payment. [Kisuka]
//= 1.2 Updated dialog, added Ice Cream Maker. [L0ne_W0lf]
//= 1.3 Moved Alberta NPC to pre-re/re paths. [Euphy]
-//============================================================
+//============================================================
+// Brasilis Transportation
+//============================================================
/* Pre-Renewal coordinates: alberta,247,115,3 */
alberta,246,82,3 script Crewman#bra2 100,{
mes "[Crewman]";
@@ -29,7 +31,7 @@ alberta,246,82,3 script Crewman#bra2 100,{
if (Zeny > 9999) {
mes "[Crewman]";
mes "Cool~!! Let's go~!";
- set zeny,zeny-10000;
+ set Zeny, Zeny-10000;
close2;
warp "brasilis",314,60;
end;
@@ -67,6 +69,8 @@ brasilis,316,57,3 script Crewman#bra1 100,{
}
}
+// Generic Brasilis NPCs
+//============================================================
brasilis,155,165,3 script Signpost#bra1 858,{
mes ":: Art Museum ::";
close;
@@ -141,7 +145,7 @@ brasilis,137,77,5 script Ice-Cream Maker 85,{
mes "Lighten your pack before buying this.";
close;
}
- set zeny,zeny-.@icecream_hap;
+ set Zeny, Zeny-.@icecream_hap;
getitem 536,.@input; //Ice_Cream
close;
case 2:
diff --git a/npc/re/cities/dewata.txt b/npc/re/cities/dewata.txt
index 3c5953adf..37979d6d9 100644
--- a/npc/re/cities/dewata.txt
+++ b/npc/re/cities/dewata.txt
@@ -1,20 +1,74 @@
//===== Hercules Script ======================================
//= Dewata Town
-//===== By: ==================================================
+//===== By: ==================================================
//= Gennosuke Kouga, Muad_Dib
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Description: =========================================
+//= [Official Conversion]
//= Dewata Town Script
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version.
//= 1.1 Standardized. [Euphy]
//= 1.2 Fixed Zeny check. [Joseph]
//= 1.3 Updated to match the official script. [Lemongrass/Euphy]
//============================================================
+// Dewata Transportation
+//============================================================
+alberta,212,202,4 script Dewata Sailor#alberta 536,{
+ mes "[Dewata Sailor]";
+ mes "Do you want to visit ^8B4513Dewata Island^000000?";
+ mes "With it's dazzling waves and charming views it's a great place to relax.";
+ mes "The transit fee is 10,000 Zeny.";
+ next;
+ switch(select("Yes!:No.")) {
+ case 1:
+ if (Zeny >= 10000) {
+ mes "[Dewata Sailor]";
+ mes "^8B4513Dewata^000000 is a beautiful and peaceful island country.";
+ mes "Have a nice trip~";
+ close2;
+ set Zeny, Zeny - 10000;
+ warp "dewata",232,53;
+ end;
+ } else {
+ mes "[Dewata Sailor]";
+ mes "You don't have the dough, kid.";
+ mes "Come back when you have a bigger wallet.";
+ close;
+ }
+ case 2:
+ mes "[Dewata Sailor]";
+ mes "Let me know";
+ mes "when you're ready to travel~";
+ close;
+ }
+}
+
+dewata,229,49,6 script Alberta Sailor#dewata 536,{
+ mes "[Alberta Sailor]";
+ mes "Do you want to go back to Alberta?";
+ next;
+ switch(select("Yes.:No.")) {
+ case 1:
+ mes "[Alberta Sailor]";
+ mes "I hope you had a lot of fun on";
+ mes "your trip to ^8B4513Dewata^000000 Island.";
+ mes "Please come again!";
+ close2;
+ warp "alberta",210,198;
+ end;
+ case 2:
+ mes "[Alberta Sailor]";
+ mes "Have some more fun before you go.";
+ mes "^8B4513Dewata^000000 Island still has more to offer.";
+ close;
+ }
+}
+
+// Generic Dewata NPCs
+//============================================================
dewata,221,237,5 script Young Man#dew-1 536,{
mes "[Fruit Fancier]";
mes "What's wrong with your faaaaaace? You must really be clueless!";
@@ -456,36 +510,18 @@ dewata,89,191,6 script Small Shrine#dew1 844,{
next;
callsub L_Wish;
set Zeny, Zeny - .@input;
- if (.@stat & 1 && .@bonus){
- sc_start SC_FOOD_STR,1200000,3;
- percentheal 5,0;
- //consumeitem 12043; //Str_Dish03
- }
- else if (.@stat & 2 && .@bonus){
- sc_start SC_FOOD_AGI,1200000,3;
- percentheal 5,0;
- //consumeitem 12058; //Agi_Dish03
- }
- else if (.@stat & 4 && .@bonus){
- sc_start SC_FOOD_DEX,1200000,3;
- percentheal 5,0;
- //consumeitem 12063; //Dex_Dish03
- }
- else if (.@stat & 8 && .@bonus){
- sc_start SC_FOOD_VIT,1200000,3;
- percentheal 5,0;
- //consumeitem 12053; //Vit_Dish03
- }
- else if (.@stat & 16 && .@bonus){
- sc_start SC_FOOD_INT,1200000,3;
- percentheal 5,0;
- //consumeitem 12048; //Int_Dish03
- }
- else if (.@stat & 32 && .@bonus){
- sc_start SC_FOOD_LUK,1200000,3;
- percentheal 5,0;
- //consumeitem 12068; //Luk_Dish03
- }
+ if (.@stat & 1 && .@bonus)
+ consumeitem 12043; //Str_Dish03
+ else if (.@stat & 2 && .@bonus)
+ consumeitem 12058; //Agi_Dish03
+ else if (.@stat & 4 && .@bonus)
+ consumeitem 12063; //Dex_Dish03
+ else if (.@stat & 8 && .@bonus)
+ consumeitem 12053; //Vit_Dish03
+ else if (.@stat & 16 && .@bonus)
+ consumeitem 12048; //Int_Dish03
+ else if (.@stat & 32 && .@bonus)
+ consumeitem 12068; //Luk_Dish03
else if (.@stat & 64) {
specialeffect2 EF_ANGEL;
mes "- A celestial entity gives you a blessing. -";
@@ -621,7 +657,7 @@ OnTouch:
close;
}
-dewata,233,263,8 script Sweet Married Couple::smc_dew_01 828,2,3,{
+dewata,233,263,8 script Sweet Married Couple#1 828,2,3,{
OnTouch:
mes "[Sweet Husband]";
mes "You are the most beautiful thing in the world baby~";
@@ -641,7 +677,7 @@ OnTouch:
close;
}
-dewata,234,263,8 script Sweet Married Couple::smc_dew_02 727,2,3,{
+dewata,234,263,8 script Sweet Married Couple#2 727,2,3,{
OnTouch:
mes "[Sweet Wife]";
mes "Baby~ You know what flower that is~?";
@@ -840,7 +876,7 @@ OnTouch:
close;
}
-dewata,278,281,4 script Happily Married Grandpa::hmg_dew_01 534,{
+dewata,278,281,4 script Happily Married Grandpa 534,{
mes "[Happily Married Grandpa]";
mes "Today, I should ask my lady to";
mes "cook me some ^006400fried rice^000000.";
@@ -856,7 +892,7 @@ dewata,278,281,4 script Happily Married Grandpa::hmg_dew_01 534,{
close;
}
-dewata,280,277,4 script Happily Married Grandma::hmg_dew_02 535,{
+dewata,280,277,4 script Happily Married Grandma 535,{
mes "[Happily Married Grandma]";
mes "In my younger days,";
mes "there were many gentleman callers";
@@ -1104,7 +1140,7 @@ dewata,127,248,6 script Wishing Kid#dew 539,{
close;
}
-dew_fild01,101,259,6 script Jaty Tribe Gatekeeper::jtg_dew 541,{
+dew_fild01,101,259,6 script Jaty Tribe Gatekeeper 541,{
mes "[Jaty Tribe Gatekeeper]";
mes "Welcome to ^FF0000Jaty^000000 town.";
mes "Our tribe reveres strength and bravery.";
diff --git a/npc/re/cities/dicastes.txt b/npc/re/cities/dicastes.txt
index c47671b4b..af8ec7824 100644
--- a/npc/re/cities/dicastes.txt
+++ b/npc/re/cities/dicastes.txt
@@ -3,16 +3,16 @@
//===== By: ==================================================
//= Gennosuke Kouga, Muad_Dib
//===== Current Version: =====================================
-//= 1.2a
-//===== Compatible With: =====================================
-//= Hercules
+//= 1.3
//===== Description: =========================================
+//= [Official Conversion]
//= El Dicastes Town Script
//===== Additional Comments: =================================
//= 1.0 First version.
//= 1.1 Standardized. [Euphy]
//= 1.2 Updated to match the official script. [Joseph]
//= 1.2a Moved Guide to a separate file. [Euphy]
+//= 1.3 Updated to match official script. [SkittleNugget]
//============================================================
dicastes01,194,159,5 script Excited Galten#a 492,{
@@ -76,8 +76,8 @@ dicastes01,194,95,5 script Sentinel#b 450,{
}
dicastes01,234,158,0 script Training Galten#a 450,{
+ mes "[Training Galten]";
if (isequipped(2782)) {
- mes "[Training Galten]";
mes "I'll be ready for anything";
mes "if I keep up with my training every day.";
close;
@@ -90,8 +90,8 @@ dicastes01,234,158,0 script Training Galten#a 450,{
}
dicastes01,244,166,0 script Training Galten#b 450,{
+ mes "[Training Galten]";
if (isequipped(2782)) {
- mes "[Training Galten]";
mes "I wonder if Ahat knows how";
mes "hard I am training.";
close;
@@ -134,6 +134,20 @@ dicastes01,248,129,0 script Training Galten#d 450,{
close;
}
+/*
+dicastes01,271,152,0 script Training Galten#e 450,{
+ mes "[Training Galten]";
+ if (isequipped(2782)) {
+ mes "I will get great results";
+ mes "if I do my best, right?";
+ close;
+ }
+ mes "¡ø¢²¡û ¡ô ¢£¢³¡ô";
+ mes "¡ü¡ô";
+ close;
+}
+*/
+
dic_in01,349,282,4 script Waiting Galten#in_1 492,{
if (isequipped(2782)) {
mes "[Waiting Galten]";
@@ -266,8 +280,8 @@ dic_in01,168,116,5 script Tired Piom#c 491,{
mes "[Tired Piom]";
if (isequipped(2782)) {
mes "If you need any";
- mes "information, you'd should try your";
- mes "luck with the Cat Merchant rather than wander around here.";
+ mes "information, you'd have better";
+ mes "luck with the Cat Merchant than wandering around here.";
mes "But of course you'll have to pay the price.";
close;
}
@@ -299,17 +313,18 @@ dic_in01,149,104,5 script Tired Piom#b 455,{
dic_in01,341,113,3 script Tired Piom#a 491,{
mes "[Tired Piom]";
if (isequipped(2782)) {
- mes "Ahat is the one";
- mes "and only Sapha pride.";
- mes "We have plenty of Bradium";
- mes "because of him!";
+ mes "[Tired Piom]";
+ mes "I think I look better in";
+ mes "robes than in leather.";
+ mes "I may have to change to knitting.";
+ mes "But mining does seem to suit me.";
next;
- mes "[Thrilled Piom]";
+ mes "[Tired Piom]";
mes "...";
next;
- mes "[Thrilled Piom]";
- mes "You don't feel his";
- mes "blessing?";
+ emotion e_swt;
+ mes "[Tired Piom]";
+ mes "I'll be rejected again, right?";
close;
}
mes "¡÷¡ò¡û ¡ó ¡ó¡Ð¢±";
@@ -320,6 +335,7 @@ dic_in01,341,113,3 script Tired Piom#a 491,{
mes "[Tired Piom]";
mes "¡þ";
next;
+ emotion e_swt;
mes "[Tired Piom]";
mes "¡ø¡ú¡ø ¢± ¡ö¡ò";
close;
@@ -337,7 +353,7 @@ dic_in01,252,103,3 script Eating Adventurer#tre 711,{
next;
mes "[Eating Adventurer]";
mes "I really would like a nice hot meal.";
- mes "I go to this great little restaurant in Geffen often, and I really miss that place now.";
+ mes "I go to this great little restaurant in Geffen often and I really miss that place now.";
close;
}
@@ -368,7 +384,8 @@ dic_in01,372,116,3 script Thrilled Piom#a 490,{
mes "[Thrilled Piom]";
mes "You don't feel his";
mes "blessing?";
- close; }
+ close;
+ }
mes "¡ò¡õ¢³ ¡õ ¡ô";
mes "¢£¡ó¡ø ¢² ¡ô¡÷";
mes "¡ò¡ô¢³ ¡ù ¢±¡ó¢± ¡õ";
@@ -444,7 +461,7 @@ dic_in01,42,250,5 script Guide#diel_1 489,{
close;
}
-dic_in01,335,34,0 script Talkative Piom#a 490,{
+dic_in01,335,34,5 script Talkative Piom#a 490,{
mes "[Talkative Piom]";
if (isequipped(2782)) {
mes "At my factory";
@@ -480,7 +497,7 @@ dicastes01,282,210,4 script Free Knit#a 453,{
mes "[Free Knit]";
if (isequipped(2782)) {
mes "As long as we have a steady";
- mes "supply of Bradium,";
+ mes "supply of Bradium";
mes "Saphas can live forever.";
mes "Our childhood lasts 10 years,";
mes "which is short.";
@@ -494,7 +511,7 @@ dicastes01,282,210,4 script Free Knit#a 453,{
close;
}
-dicastes01,246,210,4 script Free Venknick#a 449,{
+dicastes01,246,210,3 script Free Venknick#a 449,{
mes "[Free Venknick]";
if (isequipped(2782)) {
mes "At least we have plenty of Bradium.";
@@ -539,14 +556,12 @@ dicastes01,235,245,4 script Excited Piom#a 490,{
close;
}
-dicastes01,284,262,4 script Favorable Knit#a 453,{
+dicastes01,284,262,3 script Favorable Knit#a 453,{
mes "[Favorable Knit]";
if (isequipped(2782)) {
- mes "Unlike the Laphine, we Saphas";
+ mes "Unlike the Raphine, we Saphas";
mes "are a very close community.";
mes "We start by living together in common facilities after we are born.";
- next;
- mes "[Favorable Knit]";
mes "That is why all Saphas are like family.";
mes "We never have any quarrels between classes.";
close;
@@ -560,8 +575,8 @@ dicastes01,284,262,4 script Favorable Knit#a 453,{
}
dicastes01,164,180,4 script Limpy Piom#a 489,{
+ mes "[Limpy Piom]";
if (isequipped(2782)) {
- mes "[Limpy Piom]";
mes "They say there is a";
mes "war going on with the Splendide in Manuk.";
mes "I hope everything goes well.";
@@ -591,8 +606,8 @@ dicastes01,191,202,4 script Complaining Galten#fihs 450,{
next;
if(select("No:Yes") == 1) {
mes "[Complaining Galten]";
- mes "You don't know about the legend behind the statue?";
- mes "Then I don't know what to talk about it with you.";
+ mes "Then you don't know about the legend behind the statue?";
+ mes "Then, I don't know what to talk about with you.";
close;
}
emotion e_gg,0,"Crazy Venknick#fihsing1";
@@ -643,21 +658,25 @@ dicastes01,202,197,4 script Crazy Venknick#fihsing1 449,{
mes "Thanks.";
emotion e_gg,0,"Complaining Galten#fihs";
next;
- select("What is the sad legend?");
+ mes "["+strcharinfo(0)+"]";
+ mes "What is the sad legend?";
+ next;
emotion e_dots;
- select("I asked what the sad legend is about!");
+ mes "["+strcharinfo(0)+"]";
+ mes "I asked what the sad legend is about!";
next;
mes "[Crazy Venknick]";
mes "I don't believe in legends.";
next;
emotion e_dots,1;
- select("Was I tricked?");
- sc_start SC_Blind,20000,0;
+ mes "["+strcharinfo(0)+"]";
+ mes "Was I tricked?";
+ sc_start SC_BLIND,20000,0;
next;
mes "You feel outraged at being tricked.";
close;
}
- mes "[???¨²?¨´ ¡é3 ]";
+ mes "[¡ö¡ú¡ù ¢³ ]";
mes "¢²¡û¡ó ¡ó ¡ù¢¤¡ø";
mes "¢¤¡ð¢² ¢± ¡ñ¡ö¢² ¡ø ¡ï¡ö¡ü";
next;
@@ -693,4 +712,4 @@ dic_in01,98,96,3 script Lost Galten#a 492,{
mes "¡ü¡ø¡ñ ¢£ ";
mes "¡ö¡ï¢² ¡û ¡ö¡ó";
close;
-}
+} \ No newline at end of file
diff --git a/npc/re/cities/eclage.txt b/npc/re/cities/eclage.txt
index 7bb8d7942..7ae1f292c 100644
--- a/npc/re/cities/eclage.txt
+++ b/npc/re/cities/eclage.txt
@@ -1,16 +1,14 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Eclage Town
-//===== By: ==================================================
+//===== By: ==================================================
//= Euphy
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
+//===== Description: =========================================
//= Eclage Town Script
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 Nearly complete iRO town NPCs. [Euphy]
-//============================================================
+//============================================================
// Generic Eclage NPCs - Set 1
//============================================================
@@ -71,7 +69,7 @@ ecl_fild01,110,316,2 script Tourist#ep14_2f7 896,{
next;
mes "[Tourist]";
mes "Perhaps you could consider it as the weight of life?";
- emotion 38,0;
+ emotion e_awsm,0;
close;
}
diff --git a/npc/re/cities/izlude.txt b/npc/re/cities/izlude.txt
index 24390f070..0082594cb 100644
--- a/npc/re/cities/izlude.txt
+++ b/npc/re/cities/izlude.txt
@@ -1,98 +1,105 @@
//===== Hercules Script ======================================
//= Izlude Town Renewal
-//===== By: ==================================================
+//===== By: ==================================================
//= Masao
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.2
+//===== Description: =========================================
+//= [Official Conversion]
//= Izlude town NPCs.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version. Still missing many new NPCs and their dialogues. [Masao]
-//= 1.1 Added bullet NPC duplicates. [Euphy]
-//= 1.2 Added new NPCs, Captain Carew & coordinates [Streusel]
-//= 1.3 Added some NPC locations [Streusel]
+//= 1.1 Updated to match the official script. [Euphy]
+//= 1.2 Added Channel Warper and Izlude duplicates. [Euphy]
//============================================================
+// Izlude
+//============================================================
izlude,197,205,1 duplicate(Sailor_izlude) Sailor#izlude 100
+izlude_a,197,205,1 duplicate(Sailor_izlude) Sailor#izlude_a 100
+izlude_b,197,205,1 duplicate(Sailor_izlude) Sailor#izlude_b 100
+izlude_c,197,205,1 duplicate(Sailor_izlude) Sailor#izlude_c 100
+izlude_d,197,205,1 duplicate(Sailor_izlude) Sailor#izlude_d 100
+
izlude,71,92,2 duplicate(Bonne_izlude) Bonne#izlude 90
-izlude,172,215,4 duplicate(Charfri_izlude) Charfri#izlude 91
-izlude,174,164,3 duplicate(Cuskoal_izlude) Cuskoal#izlude 124
-izlude,85,103,4 duplicate(Dega_izlude) Dega#izlude 84
-izlude,140,186,4 duplicate(Kylick_izlude) Kylick#izlude 97
-izlude,56,156,2 duplicate(Red_izlude) Red#izlude 85
-izlude,58,156,2 duplicate(Cebalis_izlude) Cebalis#izlude 98
-izlude,165,156,2 duplicate(Soldier_izlude) Soldier#izlude 105
-izlude,158,130,3 duplicate(bdt) Bullet Dealer Tony#iz 86
-izlude,155,132,3 duplicate(mdk) Magazine Dealer Kenny 83
-//izlude,198,213,4 duplicate(Captain_Carew) Captain Carew#izlude 873
-izlude_in,57,92,3 duplicate(Dorian) Dorian#izlude 878
-izlude,147,131,6 script Blacksmith#izlude 726,{
- end;
-}
+izlude_a,71,92,2 duplicate(Bonne_izlude) Bonne#izlude_a 90
+izlude_b,71,92,2 duplicate(Bonne_izlude) Bonne#izlude_b 90
+izlude_c,71,92,2 duplicate(Bonne_izlude) Bonne#izlude_c 90
+izlude_d,71,92,2 duplicate(Bonne_izlude) Bonne#izlude_d 90
-prt_fild08,350,219,4 script Guard#izlude 105,{
- mes "[Izlude Guard]";
- mes "Welcome to Izlude.";
- close;
-}
+izlude,172,215,4 duplicate(Charfri_izlude) Charfri#izlude 91
+izlude_a,172,215,4 duplicate(Charfri_izlude) Charfri#izlude_a 91
+izlude_b,172,215,4 duplicate(Charfri_izlude) Charfri#izlude_b 91
+izlude_c,172,215,4 duplicate(Charfri_izlude) Charfri#izlude_c 91
+izlude_d,172,215,4 duplicate(Charfri_izlude) Charfri#izlude_d 91
-izlude,136,160,0 script Traces of Fish#izlude 111,{
- mes "There are signs of someone digging.";
- close;
-}
+izlude,174,164,4 duplicate(Cuskoal_izlude) Cuskoal#izlude 124
+izlude_a,174,164,4 duplicate(Cuskoal_izlude) Cuskoal#izlude_a 124
+izlude_b,174,164,4 duplicate(Cuskoal_izlude) Cuskoal#izlude_b 124
+izlude_c,174,164,4 duplicate(Cuskoal_izlude) Cuskoal#izlude_c 124
+izlude_d,174,164,4 duplicate(Cuskoal_izlude) Cuskoal#izlude_d 124
-izlude,207,167,3 script Arena#izlude 858,{
- mes "";
- close;
-}
+izlude,85,103,4 duplicate(Dega_izlude) Dega#izlude 84
+izlude_a,85,103,4 duplicate(Dega_izlude) Dega#izlude_a 84
+izlude_b,85,103,4 duplicate(Dega_izlude) Dega#izlude_b 84
+izlude_c,85,103,4 duplicate(Dega_izlude) Dega#izlude_c 84
+izlude_d,85,103,4 duplicate(Dega_izlude) Dega#izlude_d 84
-izlude,45,94,3 script Milestone#izlude 858,{
- mes "==== Information ====";
- mes "";
- mes "Access to Prontera Field.";
- mes "Prontera in the North.";
- mes "If you wish got to Prontera.";
- close;
-}
+izlude,140,186,4 duplicate(Kylick_izlude) Kylick#izlude 97
+izlude_a,140,186,4 duplicate(Kylick_izlude) Kylick#izlude_a 97
+izlude_b,140,186,4 duplicate(Kylick_izlude) Kylick#izlude_b 97
+izlude_c,140,186,4 duplicate(Kylick_izlude) Kylick#izlude_c 97
+izlude_d,140,186,4 duplicate(Kylick_izlude) Kylick#izlude_d 97
-izlude,179,75,3 script Non-Process#izlude 858,{
- mes "====End of Path====";
- mes "";
- mes "Airshop to Rachel";
- mes "";
- mes "Feel free to explore, however be reminded that you are a guest.";
- mes "";
- close;
-}
+izlude,57,159,2 duplicate(Red_izlude) Red#izlude 85
+izlude_a,57,159,2 duplicate(Red_izlude) Red#izlude_a 85
+izlude_b,57,159,2 duplicate(Red_izlude) Red#izlude_b 85
+izlude_c,57,159,2 duplicate(Red_izlude) Red#izlude_c 85
+izlude_d,57,159,2 duplicate(Red_izlude) Red#izlude_d 85
-izlude,141,251,1 script Full-Grown Red Plant#iz 1078,{
- end;
-}
+izlude,55,159,2 duplicate(Cebalis_izlude) Cebalis#izlude 98
+izlude_a,55,159,2 duplicate(Cebalis_izlude) Cebalis#izlude_a 98
+izlude_b,55,159,2 duplicate(Cebalis_izlude) Cebalis#izlude_b 98
+izlude_c,55,159,2 duplicate(Cebalis_izlude) Cebalis#izlude_c 98
+izlude_d,55,159,2 duplicate(Cebalis_izlude) Cebalis#izlude_d 98
-izlude,102,150,1 script Sinchon Helper#izlude 71,{
- end;
-}
+izlude,165,156,2 duplicate(Soldier_izlude) Soldier#izlude 105
+izlude_a,165,156,2 duplicate(Soldier_izlude) Soldier#izlude_a 105
+izlude_b,165,156,2 duplicate(Soldier_izlude) Soldier#izlude_b 105
+izlude_c,165,156,2 duplicate(Soldier_izlude) Soldier#izlude_c 105
+izlude_d,165,156,2 duplicate(Soldier_izlude) Soldier#izlude_d 105
-izlude,205,155,2 script Nain#izlude 102,{
- mes "[Nine]";
- mes "Swords, no matter how strong";
- mes "they are once they strike you're";
- mes "a dead man. And though that's creepy,";
- mes "I just can't throw them away.";
+- script ::Guard_izlude -1,{
+ mes "[Izlude Guard]";
+ mes "Welcome to Izlude.";
close;
}
+prt_fild08,350,219,4 duplicate(Guard_izlude) Guard#izlude 105
+prt_fild08a,350,219,4 duplicate(Guard_izlude) Guard#izlude_a 105
+prt_fild08b,350,219,4 duplicate(Guard_izlude) Guard#izlude_b 105
+prt_fild08c,350,219,4 duplicate(Guard_izlude) Guard#izlude_c 105
+prt_fild08d,350,219,4 duplicate(Guard_izlude) Guard#izlude_d 105
-izlude,143,205,7 script Magpies Adventurer#iz-01 703,{
- end;
-}
-
-
-izlude,146,205,7 script Magpies Adventurer#iz-02 706,{
- end;
-}
-
-izlude,120,254,0 script Siege Monument#izlude 111,{
- end;
+// Channel Warper
+//============================================================
+function script F_IzludeChannel {
+ mes "[Izlude Copy Warper]";
+ mes "Izlude is a verly lively place is it not?";
+ mes "I am here to help make Izlude feel more smooth!";
+ mes "I can send you to another copy of Izlude.";
+ mes "Do you want to go to another copy?";
+ next;
+ set .@i, select(getarg(0)+":Never mind");
+ if (.@i < 6) {
+ setarray .@maps$[1],"izlude","izlude_a","izlude_b","izlude_c","izlude_d";
+ savepoint .@maps$[.@i],128,98;
+ warp .@maps$[.@i],128,98;
+ end;
+ }
+ close;
}
+izlude,122,105,5 script Izlude Copy Warper 64,{ callfunc "F_IzludeChannel",":Go to copy 2:Go to copy 3:Go to copy 4:Go to copy 5"; }
+izlude_a,122,105,5 script Izlude Copy Warper#_a 64,{ callfunc "F_IzludeChannel","Go to copy 1::Go to copy 3:Go to copy 4:Go to copy 5"; }
+izlude_b,122,105,5 script Izlude Copy Warper#_b 64,{ callfunc "F_IzludeChannel","Go to copy 1:Go to copy 2::Go to copy 4:Go to copy 5"; }
+izlude_c,122,105,5 script Izlude Copy Warper#_c 64,{ callfunc "F_IzludeChannel","Go to copy 1:Go to copy 2:Go to copy 3::Go to copy 5"; }
+izlude_d,122,105,5 script Izlude Copy Warper#_d 64,{ callfunc "F_IzludeChannel","Go to copy 1:Go to copy 2:Go to copy 3:Go to copy 4:"; }
diff --git a/npc/re/cities/jawaii.txt b/npc/re/cities/jawaii.txt
index f1020b2f8..de263448c 100644
--- a/npc/re/cities/jawaii.txt
+++ b/npc/re/cities/jawaii.txt
@@ -3,14 +3,18 @@
//===== By: ==================================================
//= Daegaladh, Masao
//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Hercules GIT
+//= 1.2
//===== Description: =========================================
+//= [Official Conversion]
//= Jawaii town NPCs.
//===== Additional Comments: =================================
-//= 1.0 First Version. Renewal coordinates [Masao]
-//= 1.1 Changed to Official coordinates [Streusel]
+//= 1.0 First Version. Renewal coordinates by Masao.
+//= 1.1 Moved "Honeymoon Helper" NPC.
+//= 1.2 Added Izlude duplicates. [Euphy]
//============================================================
-izlude,180,224,6 duplicate(Honeymoon_Helper_Izlude) Honeymoon Helper#Izlude 71
+izlude,180,224,3 duplicate(Honeymoon_Helper_Izlude) Honeymoon Helper#Izlude 71
+izlude_a,180,224,3 duplicate(Honeymoon_Helper_Izlude) Honeymoon Helper#Iz_a 71
+izlude_b,180,224,3 duplicate(Honeymoon_Helper_Izlude) Honeymoon Helper#Iz_b 71
+izlude_c,180,224,3 duplicate(Honeymoon_Helper_Izlude) Honeymoon Helper#Iz_c 71
+izlude_d,180,224,3 duplicate(Honeymoon_Helper_Izlude) Honeymoon Helper#Iz_d 71
diff --git a/npc/re/cities/malangdo.txt b/npc/re/cities/malangdo.txt
index 76cc418cf..ad9e30279 100644
--- a/npc/re/cities/malangdo.txt
+++ b/npc/re/cities/malangdo.txt
@@ -1,20 +1,22 @@
//===== Hercules Script ======================================
//= Malangdo Town
-//===== By: ==================================================
+//===== By: ==================================================
//= Muad_Dib
-//===== Current Version: =====================================
-//= 1.3
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.5
+//===== Description: =========================================
+//= [Official Conversion]
//= Malangdo Town Script
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version. [Euphy]
//= 1.1 Added entrance scripts.
-//= 1.2 Added Official coordinates for Odgnalam [Streusel]
+//= 1.2 Moved "Odgnalam" coordinates.
+//= 1.3 Fixed dialogues.
+//= 1.4 Dialogue edits, source iRO.
+//= 1.5 Added Izlude duplicates.
//============================================================
-// Entrance :: malangdo_go
+// Malangdo Transportation :: malangdo_go
//============================================================
- script Dolangmal -1,{
if (checkquest(5091) == -1) {
@@ -155,34 +157,33 @@ rachel,121,126,4 duplicate(Dolangmal) Dolangmal#7 553
lighthalzen,254,83,5 duplicate(Dolangmal) Dolangmal#8 553
mora,57,150,4 duplicate(Dolangmal) Dolangmal#9 553
-
-izlude,182,218,4 script Odgnalam#iz 554,{
- mes "This cat is sleeping in the warm "+strnpcinfo(2)+" sun.";
+- script ::Odgnalam -1,{
+ mes "This cat is sleeping in the warm "+((strnpcinfo(2) == "albe")?"Alberta":"Izlude")+" sun.";
next;
if(select("Let him sleep:Talk to him") == 1) close;
mes "[Odgnalam]";
- mes "Meow? Uh?";
+ mes "Meow? Huh?";
next;
if (ep13_yong1 == 0) {
set .@price,1000;
- set .@s1$,"Huh!! You are such an annoying person. Let me send you to the heaven of the cat, ^A2314BMalangdo^000000 with ^0000FF1000 Zeny^000000.";
+ set .@s1$,"Huh! You are so annoying. Let me send you to ^A2314BMalangdo^000000 for ^0000FF1000 Zeny^000000.";
set .@s2$,"Money? Where is the money? You can't go anywhere without the money. Shame on you.";
} else if (ep13_yong1 < 60) {
set .@price,999;
- set .@s1$,"You have a little relationship with fleet of cat. I'll give you special discount price ^0000FF999 Zeny^000000 to the heaven of the cat, ^A2314BMalangdo^000000, because you have relationship with fleet.";
+ set .@s1$,"You have a little relationship with fleet of cat. I'll give you special discount price ^0000FF999 Zeny^000000 to ^A2314BMalangdo^000000, because you have relationship with fleet.";
set .@s2$,"Where is the money? You don't have a sense of honor.";
} else if (ep13_yong1 > 59 && ep13_yong1 < 80) {
set .@price,500;
- set .@s1$,"You gave several help to our cat's fleet so let me give you special that with 50% discount price ^0000FF500 Zeny^000000. I'll send you to the heaven of the cat, ^A2314BMalangdo^000000.";
+ set .@s1$,"You gave several help to our cat's fleet so let me give you special that with 50% discount price ^0000FF500 Zeny^000000. I'll send you to ^A2314BMalangdo^000000.";
set .@s2$,"You don't have any money for paying 50% discount price? I can't believe it.";
} else {
mes "[Odgnalam]";
mes "You are a hero of cat's fleet. Your activity is the legend between us.";
next;
mes "[Odgnalam]";
- mes "As you are a hero of the cat fleet let me send you to ^A2314BMeow Meow Island^000000 for free.";
+ mes "As you are a hero of the cat fleet let me send you to ^A2314BMalangdo^000000 for free.";
next;
- if(select("Send me to Meow Meow Island!:Do not go.") == 1) {
+ if(select("Send me to Malangdo!:Do not go.") == 1) {
mes "[Odgnalam]";
mes "Have a comfortable trip... Alright let's go~";
warp "malangdo",217,85;
@@ -192,7 +193,7 @@ izlude,182,218,4 script Odgnalam#iz 554,{
mes "[Odgnalam]";
mes .@s1$;
next;
- if(select("Send me to Meow Meow Island!:Do not go.") == 2) close;
+ if(select("Send me to Malangdo!:Do not go.") == 2) close;
if (Zeny < .@price) {
mes "[Odgnalam]";
mes "Money? Where is the money? You can't go anywhere without the money. Shame on you.";
@@ -204,7 +205,12 @@ izlude,182,218,4 script Odgnalam#iz 554,{
warp "malangdo",217,85;
close;
}
-alberta,200,151,4 duplicate(Odgnalam#iz) Odgnalam#Alberta 554
+alberta,200,151,4 duplicate(Odgnalam) Odgnalam#albe 554
+izlude,182,218,4 duplicate(Odgnalam) Odgnalam#iz 554 // Old coordinates: (182,192)
+izlude_a,182,218,4 duplicate(Odgnalam) Odgnalam#iz_a 554
+izlude_b,182,218,4 duplicate(Odgnalam) Odgnalam#iz_b 554
+izlude_c,182,218,4 duplicate(Odgnalam) Odgnalam#iz_c 554
+izlude_d,182,218,4 duplicate(Odgnalam) Odgnalam#iz_d 554
malangdo,219,86,4 script Kong#malang 545,{
mes "[Kong]";
@@ -258,7 +264,7 @@ malangdo,219,86,4 script Kong#malang 545,{
if (ep13_yong1 > 80) {
mes "Have a comfortable trip.";
if (.@i == 1)
- warp "izlude",195,212;
+ warp "izlude",195,212; // Old coordinates: (194,180)
else
warp "alberta",192,150;
close;
@@ -276,18 +282,19 @@ malangdo,219,86,4 script Kong#malang 545,{
close;
}
-// Town NPCs :: malang_tre
+// Generic Malangdo NPCs :: malang_tre
//============================================================
malangdo,147,117,3 script Innkeeper#malang 554,{
mes "You see a lazy cat standing on a chair.";
mes "You guess that this is the Innkeeper.";
next;
- switch(select("Umm... can I rest here?:Psst... can I save here?:Leave.")) {
+ switch(select("Umm... Can I rest here?:Psst... Can I save here?:Leave.")) {
case 1:
mes "[Innkeeper]";
- mes "You can use the hammock as you want, but give me ^FF00005 Malangdo Canned Specialties^000000. Then you can relax.";
+ mes "Eh?";
+ mes "Uh, sure you can use this hammock if you give me ^FF00005 Malangdo Cans^000000.";
next;
- switch(select("Give the cans.:No need.")) {
+ switch(select("Here you go.:Never mind.")) {
case 1:
if (countitem(12636) > 4) {
delitem 12636,5; //Malang_Sp_Can
@@ -301,11 +308,11 @@ malangdo,147,117,3 script Innkeeper#malang 554,{
close;
}
mes "[Innkeeper]";
- mes "It looks like a lack of cans.";
+ mes "This ain't no charity.";
close;
case 2:
mes "[Innkeeper]";
- mes "You are stronger than your appearance.";
+ mes "Let me know if you want to relax.";
close;
}
case 2:
@@ -315,27 +322,28 @@ malangdo,147,117,3 script Innkeeper#malang 554,{
close;
case 3:
mes "[Innkeeper]";
- mes "A busy moment makes you hurry and laziness makes you lazy.";
+ mes "Sometimes you just have to relax.";
next;
- mes "- Wonder if there is work time. -";
+ mes "- Wow, this is the laziest cat ever. -";
close;
}
close;
}
-malangdo,151,120,3 script Wandering Minstrel#mal 479,{
- mes "[Wandering Minstrel]";
+malangdo,151,120,3 script Minstrel#mal 479,{
+ mes "[Minstrel]";
mes "Boy, that lazy cat makes me want to just nap all day long.";
next;
- mes "[Wandering Minstrel]";
- mes "He makes life look so simple";
+ mes "[Minstrel]";
+ mes "He makes life look so simple.";
close;
}
-malangdo,149,120,5 script Wandering Wanderer#mal 485,5,1,{
- mes "[Wandering Wanderer]";
- mes "Cats living in here is so energetic.";
- mes "And it makes me dance~";
+malangdo,149,120,5 script Wanderer#mal 485,5,1,{
+ mes "[Wanderer]";
+ mes "The cats living in here are so energetic.";
+ mes "Is it weird that they make me want to dance all day?";
+ mes "La di dah di dah~!";
close;
OnTouch:
switch(rand(5)) {
@@ -362,31 +370,64 @@ OnTouch:
malangdo,216,168,3 script Cat Trainer#mal1 558,0,8,{
emotion e_awsm;
mes "[Cat Trainer]";
- mes "Phh there is a tail and butt both soft and tender!";
- mes "Can't stand, this is heaven~~!!";
+ mes "Ooo~ their soft puffy tails and soft fur~";
+ mes "I can't stand it, this is heaven~~!!";
next;
emotion e_gg;
mes "[Cat Trainer]";
- mes "My hidden card, ^FF0000<Silvervine Fruit>^000000, can make all cats in Malangdo my slaves~ haha!";
+ mes "My hidden card, ^FF0000Silvervine Fruit^000000, can make all cats in Malangdo my slaves~ haha!";
next;
- select("^FF0000<Silvervine Fruit>^000000?");
+ select("^FF0000Silvervine Fruit^000000?");
mes "[Cat Trainer]";
- mes "Silvervine Fruit is a rare item!";
+ mes "It is such a rare item!";
mes "I can barely get it.";
- mes "But every cat loves it with no complaints.";
+ mes "But these cudly cats can't resist it~";
next;
- select("Where can I get ^FF0000<Silvervine Fruit>^000000?");
+ select("Where can I get ^FF0000Silvervine Fruit^000000?");
mes "[Cat Trainer]";
- mes "How would I know if I could barely find it?";
- mes "This can't be taken even with ^3131FFall the zeny in this world^000000!";
+ mes "Why would I tell you when I can barely get it?";
+ mes "I wouldn't even tell you for all the zeny in the world~!";
next;
emotion e_gg;
mes "[Cat Trainer]";
- mes "The cats in Malangdo are mine...! As it should be, haha~";
- mes "^FF0000<Silvervine Fruit>^000000! I can be a king in Malangdo~ ohhhh!!!";
+ mes "All the Malangdo cats are mine~!";
+ mes "Muahahahaha~";
+ mes "With enough ^FF0000Silvervine Fruit^000000 I can be a queen in Malangdo~ ohhhh!!!";
close;
OnTouch:
emotion e_flash;
end;
}
-malangdo,164,203,3 duplicate(Cat Trainer#mal1) Cat Trainer#mal2 853,5,8
+
+malangdo,164,203,3 script Cat Trainer#mal2 853,{
+ emotion e_awsm;
+ mes "[Cat Trainer]";
+ mes "Ooo~ their soft puffy tails and soft fur~";
+ mes "I can't stand it, this is heaven~~!!";
+ next;
+ emotion e_gg;
+ mes "[Cat Trainer]";
+ mes "This is my little secret called";
+ mes "^FF0000Silvervine Fruit^000000. I can use";
+ mes "it to make the Malangdo cats my";
+ mes "slaves~ muahahahaha~!";
+ next;
+ select("^FF0000Silvervine Fruit^000000?");
+ mes "[Cat Trainer]";
+ mes "Hmm, I guess it's no wonder you don't know.";
+ mes "These Malangdo cats can't resist it.";
+ mes "But it's too rare of an item to get so you shouldn't bother trying to find it.";
+ next;
+ select("Where can I get ^FF0000Silvervine Fruit^000000?");
+ mes "[Cat Trainer]";
+ mes "Actually, it's simple. You just...";
+ next;
+ mes "[Cat Trainer]";
+ mes "Hey, you almost made me tell my secret.";
+ next;
+ emotion e_gg;
+ mes "[Cat Trainer]";
+ mes "One day these cats will be mine.";
+ mes "I can be a king in Malangdo~ ohhh~!";
+ close;
+}
diff --git a/npc/re/cities/malaya.txt b/npc/re/cities/malaya.txt
index 30a38cf4d..ba2196aa9 100644
--- a/npc/re/cities/malaya.txt
+++ b/npc/re/cities/malaya.txt
@@ -1,86 +1,58 @@
-//===== Hercules Script =======================================
-//= Port Malaya NPC's
-//===== By: ==================================================
-//= Masao
-//===== Current Version: =====================================
+//===== Hercules Script ======================================
+//= Port Malaya
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
-//= Many Port Malaya NPC's & Quests.
-//===== Additional Comments: =================================
-//= 1.0 First Version.
+//===== Description: =========================================
+//= [Official Conversion]
+//= Port Malaya Town Script
+//===== Additional Comments: =================================
+//= 0.1 Alberta sailors only. [Euphy]
+//= 0.2 Adapted from Masao's conversion.
+//= 1.0 Added remaining NPCs.
//= 1.1 Added Jeepney script. [DeadlySilence]
-//============================================================
-
-malaya,276,55,4 script Optamara Crew#malaya 100,{
-
- if (malaya_hi < 10) {
- mes "[Optamara Crew]";
- mes "I think the village is still busy. Done with your visit? There is always a ship heading for Alberta.";
- next;
- }
- else if ((malaya_hi > 9) && (malaya_hi < 20)) {
- mes "[Optamara Crew]";
- mes "I think a nameless adventurer helped take a load off the villagers mind. Yahoo! Would you like to go back to Alberta?";
- next;
- }
- else {
- mes "[Optamara Crew]";
- mes "Would you like to go back to Alberta with me?";
- next;
- }
- switch (select("Return.:Do not return.")) {
- case 1:
- mes "[Optamara Crew]";
- mes "Great! Lets leave now for Alberta!!";
- close2;
- warp "alberta",239,68;
- end;
- case 2:
- mes "[Optamara Crew]";
- mes "Thats okay. Come here if you ever want to go back to Alberta.";
- close;
- }
-}
+//============================================================
+// Port Malaya Transportation
+//============================================================
+// Old coordinates: alberta (237,71)
alberta,196,202,3 script Optamara Crew#alberta 100,{
-
mes "[Optamara Crew]";
mes "Hey, there!";
- mes "Its 10,000 Zeny to go to Port Malaya. Interested?";
+ mes "It's 10,000 Zeny to go to Port Malaya. Interested?";
next;
- switch (select("About Port Malaya:Go to Port Malaya.:Cancel.")) {
+ switch(select("About Port Malaya.:Go to Port Malaya.:Cancel.")) {
case 1:
mes "[Optamara Crew]";
mes "Port Malaya is a small village you could reach by sailing southwest from Alberta.";
next;
mes "[Optamara Crew]";
- mes "I couldnt visit the village because they had some issues there but now it seems all is clear!";
+ mes "I couldn't visit the village because they had some issues there but now it seems all is clear!";
next;
mes "[Optamara Crew]";
- mes "I dont know for sure but it was a village that's like a comfortable and cozy park.";
+ mes "I don't know for sure but it was a village that's like a comfortable and cozy park.";
next;
mes "[Optamara Crew]";
mes "I was this close to not coming back to cozy Alberta again.";
next;
mes "[Optamara Crew]";
- mes "Im sure youll feel the same once you reach Port Malaya.";
+ mes "I'm sure you'll feel the same once you reach Port Malaya.";
close;
case 2:
- if (Zeny > 9999) {
- set Zeny, Zeny - 10000;
+ if (Zeny < 10000) {
mes "[Optamara Crew]";
- mes "Great!";
- mes "Heading for Port Malaya!!";
- close2;
- warp "Malaya",271,55;
- end;
+ mes "Oh God!!";
+ mes "You don't know how far it is from here. Of course it's not free. Please come back with 10,000 Zeny. Sorry!";
+ close;
}
mes "[Optamara Crew]";
- mes "Oh God!!";
- mes "You dont know how far it is from here. Of course its not free. Please come back with 10,000 Zeny. Sorry!";
- close;
+ mes "Great!";
+ mes "Heading for Port Malaya!!";
+ set Zeny, Zeny-10000;
+ close2;
+ warp "malaya",271,55;
+ end;
case 3:
mes "[Optamara Crew]";
mes "Adventurers these days act like they are busy. Come back when you have the time and we could go visit Port Malaya together.";
@@ -88,20 +60,47 @@ alberta,196,202,3 script Optamara Crew#alberta 100,{
}
}
-ma_in01,30,94,4 script Inn Keeper#ma 583,{
+malaya,276,55,4 script Optamara Crew#malaya 100,{
+ if (malaya_hi < 10) {
+ mes "[Optamara Crew]";
+ mes "I think the village is still busy. Done with your visit? There is always a ship heading for Alberta.";
+ next;
+ } else if (malaya_hi < 20) {
+ mes "[Optamara Crew]";
+ mes "I think a nameless adventurer helped take a load off the villagers' minds. Yahoo! Would you like to go back to Alberta?";
+ next;
+ } else {
+ mes "[Optamara Crew]";
+ mes "Would you like to go back to Alberta with me?";
+ next;
+ }
+ switch(select("Return.:Do not return.")) {
+ case 1:
+ mes "[Optamara Crew]";
+ mes "Great! Let's leave now for Alberta!!";
+ close2;
+ warp "alberta",239,68;
+ end;
+ case 2:
+ mes "[Optamara Crew]";
+ mes "That's okay. Come here if you ever want to go back to Alberta.";
+ close;
+ }
+}
+// Generic Port Malaya NPCs
+//============================================================
+ma_in01,30,94,4 script Inn Keeper#ma 583,{
if (malaya_hi < 10) {
mes "[Inn Keeper]";
mes "Oh my! Visiting?";
- mes "What bad timing. The village is a bit unorganized at the moment so Im actually closed. Sorry.";
+ mes "What bad timing. The village is a bit unorganized at the moment so I'm actually closed. Sorry.";
close;
- }
- else if ((malaya_hi > 9) && (malaya_hi < 20)) {
+ } else if (malaya_hi < 20) {
mes "[Inn Keeper]";
mes "So you are the adventurer villagers are talking about? I reopened my inn thanks to you. Thank you.";
next;
- }
- else {
+ } else {
mes "[Inn Keeper]";
mes "Welcome.";
mes "This is Port Malaya's best inn, 'Cabin in the City'.";
@@ -110,7 +109,7 @@ ma_in01,30,94,4 script Inn Keeper#ma 583,{
mes "[Inn Keeper]";
mes "Come for a rest? Lodging will be 5,000 Zeny.";
next;
- switch (select("Store.:Lodge. - 5,000z:Cancel.")) {
+ switch(select("Store.:Lodge. - 5,000z:Cancel.")) {
case 1:
mes "[Inn Keeper]";
mes "Successfully stored. See you next time.";
@@ -118,14 +117,14 @@ ma_in01,30,94,4 script Inn Keeper#ma 583,{
close;
case 2:
if (Zeny < 5000) {
- mes "[Inn Keeper]";
- mes "Sorry. I think you are a bit short.";
- close;
+ mes "[Inn Keeper]";
+ mes "Sorry. I think you are a bit short.";
+ close;
}
mes "[Inn Keeper]";
mes "Hope you enjoy your stay.";
close2;
- set Zeny, Zeny - 5000;
+ set Zeny, Zeny-5000;
percentheal 100,100;
warp "ma_in01",43,98;
end;
@@ -134,867 +133,151 @@ ma_in01,30,94,4 script Inn Keeper#ma 583,{
}
}
-ma_fild01,166,214,6 script Old Man in Dilemma#GA 575,{
-
- if (MaxWeight - Weight < 600 || checkweight(1201,1) == 0) {
- mes "Cannot proceed because you have too many items in your possession.";
- close;
- }
- mes "[Old Man in Dilemma]";
- mes "Oh! Demons are gaining more and more power in this world.";
- next;
- switch (select("We need to gather items to fight them off.:Ignore.")) {
- case 1:
- if ((countitem(6497) > 2) && (Zeny > 999)) {
- mes "[Old Man in Dilemma]";
- mes "You dont seem to be strong enough to fight off demons.";
- next;
- mes "[Old Man in Dilemma]";
- mes "Will you create a Greater Agimat of Ancient Spirit with 3 Lesser Agimats and 1,000 Zeny?";
- next;
- switch (select("Create.:No, thank you.")) {
- case 1:
- if ((countitem(6497) > 2) && (Zeny > 999)) {
- specialeffect2 EF_CONE;
- specialeffect EF_FORESTLIGHT2;
- set Zeny, Zeny - 1000;
- getitem 12775,1; //Ancient_Spirit_Amulet
- mes "[Old Man in Dilemma]";
- mes "Hope you win the fight with the demon.";
- close;
- }
- mes "[Old Man in Dilemma]";
- mes "Short on materials.";
- close;
- case 2:
- mes "[Old Man in Dilemma]";
- mes "Hope you win the fight with the demon.";
- close;
- }
- }
- mes "[Old Man in Dilemma]";
- mes "Cant make it now but there is an old way of making it handed down by generations.";
- next;
- mes "[Old Man in Dilemma]";
- mes "You need to call upon the power of Ancient Spirits. But youll need several important materials first.";
- next;
- select("What are they?");
- mes "[Old Man in Dilemma]";
- mes "3 Lesser Agimats to hold the power of Ancient Spirits here and another special material handed down for generations.";
- next;
- mes "[Old Man in Dilemma]";
- mes "But nobody can get this special item anymore.";
- next;
- select("Something money cannot buy?");
- mes "[Old Man in Dilemma]";
- mes "No, no... It's this round little thing, you see?";
- next;
- select("Are you talking about Zeny?");
- mes "[Old Man in Dilemma]";
- mes "Looks similar to the special items handed down from generations.";
- next;
- mes "[Old Man in Dilemma]";
- mes "As long as we have enough of that, we could make the Greater Agimat of Ancient Spirit to fight against the demons.";
- next;
- select("Sounds good.");
- mes "[Old Man in Dilemma]";
- mes "In case you are too weary to take on the demons";
- next;
- mes "[Old Man in Dilemma]";
- mes "come by with 3 Lesser Agimats and 1,000 of those so called Zeny.";
- next;
- mes "[Old Man in Dilemma]";
- mes "I will make a Greater Agimat of Ancient Spirit that will increase your attacks against demons by 10% for 20 min.";
- close;
- case 2:
- mes "[Old Man in Dilemma]";
- mes "Hope you win the fight with the demon.";
- close;
- }
-}
-
-ma_fild01,238,198,4 script Tikbalang Expert#malaya 582,{
-
- if (MaxWeight - Weight < 50 || checkweight(1201,1) == 0) {
- mes "Cannot proceed because you have too many items in your possession.";
- close;
- }
- mes "[Tikbalang Expert]";
- mes "Ive spent 90% of my life studying Tikbalang.";
- next;
- switch (select("But you look young?:What is Tikbalang?:Teach me how to catch a Tikbalang.")) {
- case 1:
- mes "[Tikbalang Expert]";
- mes "What! I might be imagining things.";
- next;
- mes "[Tikbalang Expert]";
- mes "I look younger than I am because of my baby face. Ha ha ha";
- next;
- select("... ... ...");
- mes "[Tikbalang Expert]";
- mes "Trust!! They say faith will bring you luck.";
- close;
- case 2:
- mes "[Tikbalang Expert]";
- mes "Ha ha... You ask the right question.";
- mes "Im a specialist in that field. Ask me anything.";
- next;
- select("Why wont you answer me?");
- mes "[Tikbalang Expert]";
- mes "Have you... ever been fooled by anyone around you? Why cant you believe someones word for it? Really, ask me anything.";
- next;
- while (.@loop != 1) {
- switch (select("I don't have any questions.:Characteristics?:Features?:Rumors?:Habitat?")) {
- case 1:
- set .@loop,1;
- break;
- case 2:
- mes "[Tikbalang Expert]";
- mes "Tikbalangs have a way to confuse travelers when they meet them by making them turn in circles regardless of wherever and how far they travel.";
- next;
- mes "[Tikbalang Expert]";
- mes "They are mischievous creatures.";
- next;
- mes "[Tikbalang Expert]";
- mes "But of course there is a way to stop their pranks. You know about the Inside-out Shirt? You can either wear your top inside-out.";
- next;
- mes "[Tikbalang Expert]";
- mes "Or go on your way quietly without disrupting the Tikbalangs.";
- next;
- mes "[Tikbalang Expert]";
- mes "Ha ha ha ha But everyone knows adventurers are never quiet while they travel, right?";
- next;
- mes "[Tikbalang Expert]";
- mes "Never...";
- set .@loop,2;
- next;
- break;
- case 3:
- mes "[Tikbalang Expert]";
- mes "They say Tikbalangs have several distinctions.";
- next;
- mes "[Tikbalang Expert]";
- mes "First, they are very tall ^AAAAAA(tsk.. wish I were tall)^000000 and have skinny, imbalanced legs and arms. Looks almost like a human but their knees are higher than their upper body when they sit down,";
- next;
- mes "[Tikbalang Expert]";
- mes "Second, is the standard characteristics acknowledged by the association. They have heads and foot like a horse.";
- next;
- mes "[Tikbalang Expert]";
- mes "So with all these appearance treats, Tikbalang is sometimes called the creature from hell.";
- set .@loop,3;
- next;
- break;
- case 4:
- mes "[Tikbalang Expert]";
- mes "There are several fun rumors about Tikbalangs.";
- next;
- mes "[Tikbalang Expert]";
- mes "One of them is about Tikbalangs being the guardians of some kingdom that worships nature.";
- next;
- mes "[Tikbalang Expert]";
- mes "So the Tikbalangs will trick travelers who come with bad intentions to the kingdom by making them travel in circles.";
- next;
- mes "[Tikbalang Expert]";
- mes "Another rumor is that people around here say that 'if it rains on a clear day, then it must be Tikbalang's wedding day'.";
- next;
- mes "[Tikbalang Expert]";
- mes "The association speculates that sayings like 'it rains on Bathorys wedding day' or 'it rains on Moonlight Flowers wedding day' might have derived from the Tikbalangs saying.";
- next;
- mes "[Tikbalang Expert]";
- mes "Lastly, ancient fairy tales say that Tikbalangs can transform into human form or even make themselves transparent but nobody has verified this yet.";
- set .@loop,4;
- next;
- break;
- case 5:
- mes "[Tikbalang Expert]";
- mes "Tikbalangs usually live in dark, busy places where there arent many people around.";
- next;
- mes "[Tikbalang Expert]";
- mes "Hmm... For example, they are known to live beneath bridges, in banana and bamboo forests and beneath large trees.";
- next;
- mes "[Tikbalang Expert]";
- mes "And this is just my opinion but wouldnt you agree that they are living in dark places because it is easier to play pranks on people?";
- set .@loop,5;
- next;
- break;
- }
- }
- mes "[Tikbalang Expert]";
- mes "I think this is enough explanation for now. You wouldnt understand other highly sophisticated topics with specific terminology and all anyway.";
- next;
- mes "[Tikbalang Expert]";
- mes "Oh! Do you have any other questions?";
- next;
- mes "[Tikbalang Expert]";
- mes "What do you think? Impressed at how much I know? Come by anytime when you have any more questions.";
- close;
- case 3:
- mes "[Tikbalang Expert]";
- mes "Ha ha ha. Do you now know how great I am?";
- next;
- if ((countitem(6496) > 2) && (countitem(6497) > 4)) {
- mes "[Tikbalang Expert]";
- mes "Oh! Isnt this material to make 'Tikbalang Belt' used to tame Tikbalangs?";
- next;
- mes "[Tikbalang Expert]";
- mes "The '^F80835Tikbalang Belt ^000000' is used to capture Tikbalangs without the hassle. But that doesnt mean its 100% successful. Interested? Do you want me to make one for you?";
- next;
- switch (select("Yes, Im interested.:No, I can capture one myself.")) {
- case 1:
- delitem 6496,3; //Tikbalang_Thick_Spine
- getitem 12699,1; //Tikbalang_Belt
- mes "[Tikbalang Expert]";
- mes "Yiiiiiiiiiiii! Yap!";
- next;
- specialeffect EF_SONICBLOW2;
- select("Huh?");
- mes "[Tikbalang Expert]";
- mes "The '^F80835Tikbalang Belt ^000000' is already created";
- close;
- case 2:
- mes "[Tikbalang Expert]";
- mes "You? Ha... You can try if you want to.";
- close;
- }
- }
- mes "[Tikbalang Expert]";
- mes "There is the easy way and the hard way to capture Tikbalangs. Which one do you prefer?";
- next;
- switch (select("Easy way.:Hard way.")) {
- case 1:
- mes "[Tikbalang Expert]";
- mes "Ha ha. Ive come up with the easy way myself.";
- next;
- mes "[Tikbalang Expert]";
- mes "Bring me 3 Tikbalang's Thick Spines and 5 Lesser Agimats to make";
- next;
- mes "[Tikbalang Expert]";
- mes "a '^F80835Tikbalang Belt^000000' to help you easily capture Tikbalangs.";
- next;
- mes "[Tikbalang Expert]";
- mes "Ha ha ha ha ha!";
- mes "I will say it again.";
- mes "Its 3 Tikbalang's Thick Spines and 5 Lesser Agimats. Understood?";
- close;
- case 2:
- mes "[Tikbalang Expert]";
- mes "Its easy for me but I dont know about you.";
- next;
- mes "[Tikbalang Expert]";
- mes "Tikbalangs have a sharp, pointy mane behind their neck.";
- next;
- mes "[Tikbalang Expert]";
- mes "Of course! There are several of them but you must get the three thickest ones.";
- next;
- mes "[Tikbalang Expert]";
- mes "These three manes are the weak point. You can tame a Tikbalang by pulling the manes out.";
- next;
- mes "[Tikbalang Expert]";
- mes "Now let me explain how to pull these manes out.";
- next;
- mes "[Tikbalang Expert]";
- mes "You must fly like a butterfly and land like a bee on the back of a Tikbalang.";
- next;
- mes "[Tikbalang Expert]";
- mes "Of course! The Tikbalang will get mad and try to shake you off with all its might.";
- next;
- mes "[Tikbalang Expert]";
- mes "All you have to do is hold on until the Tikbalang gets exhausted.";
- next;
- mes "[Tikbalang Expert]";
- mes "Then again, itll take 4 days and 3 nights for Tikbalangs to get tired since they are strong creatures. But lets not focus on too much details.";
- next;
- mes "[Tikbalang Expert]";
- mes "Which means!! The Tikbalang is already tamed.";
- close;
- }
- }
-}
-
-ma_fild01,74,367,6 script Unidentified Creature#01 572,2,2,{
- end;
-
-OnInit:
- set .@kafre_who, rand(1,4);
- if (.@kafre_who == 1) {
- donpcevent "Unidentified Creature#02::OnDisable";
- donpcevent "Unidentified Creature#04::OnDisable";
- } else if (.@kafre_who == 2) {
- donpcevent "Unidentified Creature#01::OnDisable";
- donpcevent "Unidentified Creature#02::OnEnable";
- donpcevent "Unidentified Creature#04::OnDisable";
- } else if (.@kafre_who == 3) {
- donpcevent "Unidentified Creature#02::OnDisable";
- donpcevent "Unidentified Creature#03::OnEnable";
- donpcevent "Unidentified Creature#04::OnDisable";
- } else {
- donpcevent "Unidentified Creature#01::OnDisable";
- donpcevent "Unidentified Creature#02::OnDisable";
- donpcevent "Unidentified Creature#04::OnEnable";
- }
- end;
-
-OnEnable:
- hideoffnpc "Unidentified Creature#01";
- end;
-
-OnDisable:
- hideonnpc "Unidentified Creature#01";
- end;
-
-OnBingx2:
- set .@kafre_who, rand(1,3);
- if (.@kafre_who == 2) {
- donpcevent "Unidentified Creature#01::OnDisable";
- donpcevent "Unidentified Creature#02::OnEnable";
- donpcevent "Unidentified Creature#04::OnDisable";
- } else if (.@kafre_who == 3) {
- donpcevent "Unidentified Creature#01::OnDisable";
- donpcevent "Unidentified Creature#02::OnDisable";
- donpcevent "Unidentified Creature#03::OnEnable";
- donpcevent "Unidentified Creature#04::OnDisable";
- } else {
- donpcevent "Unidentified Creature#01::OnDisable";
- donpcevent "Unidentified Creature#02::OnDisable";
- donpcevent "Unidentified Creature#04::OnEnable";
- }
- end;
-
-OnTouch:
- if (getcharid(1) != 0) {
- if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
- donpcevent "Unidentified Creature#01::OnBingx2";
- mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
- close;
- }
- set .@slot_name, rand(1,5);
- if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) {
- set $ma_name04$,strcharinfo(0);
- }
- donpcevent "Unidentified Creature#01::OnBingx2";
- mes "The unidentified creature gets a glimpse of you and disappears.";
- close;
- }
- donpcevent "Unidentified Creature#01::OnBingx2";
- mes "The unidentified creature looks at you and runs away.";
- close;
-}
-
-ma_fild01,109,116,4 script Unidentified Creature#02 572,2,2,{
- end;
-
-OnEnable:
- hideoffnpc "Unidentified Creature#02";
- end;
-
-OnDisable:
- hideonnpc "Unidentified Creature#02";
- end;
-
-OnBingx2:
- set .@kafre_who, rand(1,3);
- if (.@kafre_who == 1) {
- donpcevent "Unidentified Creature#04::OnDisable";
- } else if (.@kafre_who == 3) {
- donpcevent "Unidentified Creature#01::OnDisable";
- donpcevent "Unidentified Creature#02::OnDisable";
- donpcevent "Unidentified Creature#03::OnEnable";
- donpcevent "Unidentified Creature#04::OnDisable";
- }
- else {
- donpcevent "Unidentified Creature#01::OnDisable";
- donpcevent "Unidentified Creature#02::OnDisable";
- donpcevent "Unidentified Creature#04::OnEnable";
- }
- end;
-
-OnTouch:
- if (getpartyleader(getcharid(1),1) == getcharid(3)) {
- if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
- donpcevent "Unidentified Creature#02::OnBingx2";
- mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
- close;
- }
- set .@slot_name, rand(1,5);
- if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) {
- set $ma_name04$,strcharinfo(0);
- }
- donpcevent "Unidentified Creature#02::OnBingx2";
- mes "The unidentified creature gets a glimpse of you and disappears.";
- close;
- }
- donpcevent "Unidentified Creature#02::OnBingx2";
- mes "The unidentified creature looks at you and runs away.";
- close;
-}
-
-ma_fild01,280,150,6 script Unidentified Creature#03 572,2,2,{
- end;
-
-OnEnable:
- hideoffnpc "Unidentified Creature#03";
- end;
-
-OnDisable:
- hideonnpc "Unidentified Creature#03";
- end;
-
-OnBingx2:
- set .@kafre_who, rand(1,3);
- if (.@kafre_who == 1) {
- donpcevent "Unidentified Creature#02::OnDisable";
- donpcevent "Unidentified Creature#04::OnDisable";
- } else if (.@kafre_who == 2) {
- donpcevent "Unidentified Creature#01::OnDisable";
- donpcevent "Unidentified Creature#02::OnEnable";
- donpcevent "Unidentified Creature#04::OnDisable";
- } else {
- donpcevent "Unidentified Creature#01::OnDisable";
- donpcevent "Unidentified Creature#02::OnDisable";
- donpcevent "Unidentified Creature#04::OnEnable";
- }
- end;
-
-OnTouch:
- if ((checkquest(4229,PLAYTIME) > 0) && (checkquest(9223,PLAYTIME) > 0) && (checkquest(12278,PLAYTIME) > 0)) {
- if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
- donpcevent "Unidentified Creature#03::OnBingx2";
- mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
- close;
- }
- set .@slot_name, rand(1,5);
- if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) {
- set $ma_name04$,strcharinfo(0);
- }
- donpcevent "Unidentified Creature#03::OnBingx2";
- mes "The unidentified creature gets a glimpse of you and disappears.";
- close;
- }
- donpcevent "Unidentified Creature#03::OnBingx2";
- mes "The unidentified creature looks at you and runs away.";
- close;
-}
-
-ma_fild01,309,221,6 script Unidentified Creature#04 572,2,2,{
- end;
-
-OnEnable:
- hideoffnpc "Unidentified Creature#04";
- end;
-
-OnDisable:
- hideonnpc "Unidentified Creature#04";
- end;
-
-OnBingx2:
- set .@kafre_who, rand(1,3);
- if (.@kafre_who == 1) {
- donpcevent "Unidentified Creature#02::OnDisable";
- donpcevent "Unidentified Creature#04::OnDisable";
- } else if (.@kafre_who == 2) {
- donpcevent "Unidentified Creature#01::OnDisable";
- donpcevent "Unidentified Creature#02::OnEnable";
- donpcevent "Unidentified Creature#04::OnDisable";
- } else {
- donpcevent "Unidentified Creature#01::OnDisable";
- donpcevent "Unidentified Creature#02::OnDisable";
- donpcevent "Unidentified Creature#03::OnEnable";
- donpcevent "Unidentified Creature#04::OnDisable";
- }
- end;
-
-OnTouch:
- set .@kafre_tok, rand(1,100);
- if (.@kafre_tok == 7 || .@kafre_tok == 17 || .@kafre_tok == 27 || .@kafre_tok == 37 || .@kafre_tok == 47 || .@kafre_tok == 57 || .@kafre_tok == 67 || .@kafre_tok == 77 || .@kafre_tok == 87 || .@kafre_tok == 97) {
- if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
- donpcevent "Unidentified Creature#04::OnBingx2";
- mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
- close;
- }
- set .@slot_name, rand(1,5);
- if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) {
- set $ma_name04$,strcharinfo(0);
- }
- donpcevent "Unidentified Creature#04::OnBingx2";
- mes "The unidentified creature gets a glimpse of you and disappears.";
- close;
- }
- donpcevent "Unidentified Creature#04::OnBingx2";
- mes "The unidentified creature looks at you and runs away.";
- close;
-}
-
-ma_fild02,282,41,4 script Unidentified Creature#05 572,2,2,{
- end;
-
-OnInit:
- set .@kafre_who, rand(1,4);
- if (.@kafre_who == 1) {
- donpcevent "Unidentified Creature#06::OnDisable";
- donpcevent "Unidentified Creature#07::OnDisable";
- } else if (.@kafre_who == 2) {
- donpcevent "Unidentified Creature#05::OnDisable";
- donpcevent "Unidentified Creature#06::OnEnable";
- donpcevent "Unidentified Creature#07::OnDisable";
- } else if (.@kafre_who == 3) {
- donpcevent "Unidentified Creature#05::OnDisable";
- donpcevent "Unidentified Creature#06::OnDisable";
- donpcevent "Unidentified Creature#07::OnEnable";
- } else {
- donpcevent "Unidentified Creature#05::OnDisable";
- donpcevent "Unidentified Creature#06::OnDisable";
- donpcevent "Unidentified Creature#07::OnDisable";
- donpcevent "Unidentified Creature#08::OnEnable";
- }
- end;
-
-OnEnable:
- hideoffnpc "Unidentified Creature#05";
- end;
-
-OnDisable:
- hideonnpc "Unidentified Creature#05";
- end;
-
-OnBingx2:
- set .@kafre_who, rand(1,3);
- if (.@kafre_who == 2) {
- donpcevent "Unidentified Creature#05::OnDisable";
- donpcevent "Unidentified Creature#06::OnEnable";
- donpcevent "Unidentified Creature#07::OnDisable";
- } else if (.@kafre_who == 3) {
- donpcevent "Unidentified Creature#05::OnDisable";
- donpcevent "Unidentified Creature#06::OnDisable";
- donpcevent "Unidentified Creature#07::OnEnable";
- } else {
- donpcevent "Unidentified Creature#05::OnDisable";
- donpcevent "Unidentified Creature#06::OnDisable";
- donpcevent "Unidentified Creature#07::OnDisable";
- donpcevent "Unidentified Creature#08::OnEnable";
- }
- end;
-
-OnTouch:
- if (getcharid(1) != 0) {
- if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
- donpcevent "Unidentified Creature#05::OnBingx2";
- mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
- close;
- }
- set .@slot_name, rand(1,5);
- if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) {
- set $ma_name05$,strcharinfo(0);
- }
- donpcevent "Unidentified Creature#05::OnBingx2";
- mes "The unidentified creature gets a glimpse of you and disappears.";
- close;
- }
- donpcevent "Unidentified Creature#05::OnBingx2";
- mes "The unidentified creature looks at you and runs away.";
- close;
-}
-
-ma_fild02,246,324,4 script Unidentified Creature#06 572,2,2,{
- end;
-
-OnEnable:
- hideoffnpc "Unidentified Creature#06";
- end;
-
-OnDisable:
- hideonnpc "Unidentified Creature#06";
- end;
-
-OnBingx2:
- set .@kafre_who, rand(1,3);
- if (.@kafre_who == 1) {
- donpcevent "Unidentified Creature#06::OnDisable";
- donpcevent "Unidentified Creature#07::OnDisable";
- } else if (.@kafre_who == 3) {
- donpcevent "Unidentified Creature#05::OnDisable";
- donpcevent "Unidentified Creature#06::OnDisable";
- donpcevent "Unidentified Creature#07::OnEnable";
- } else {
- donpcevent "Unidentified Creature#05::OnDisable";
- donpcevent "Unidentified Creature#06::OnDisable";
- donpcevent "Unidentified Creature#07::OnDisable";
- donpcevent "Unidentified Creature#08::OnEnable";
- }
- end;
-
-OnTouch:
- if (getpartyleader(getcharid(1),1) == getcharid(3)) {
- if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
- donpcevent "Unidentified Creature#06::OnBingx2";
- mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
- close;
- }
- set .@slot_name, rand(1,5);
- if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) {
- set $ma_name05$,strcharinfo(0);
- }
- donpcevent "Unidentified Creature#06::OnBingx2";
- mes "The unidentified creature gets a glimpse of you and disappears.";
- close;
- }
- donpcevent "Unidentified Creature#06::OnBingx2";
- mes "The unidentified creature looks at you and runs away.";
- close;
-}
-
-ma_fild02,71,296,6 script Unidentified Creature#07 572,2,2,{
- end;
-
-OnEnable:
- hideoffnpc "Unidentified Creature#07";
- end;
-
-OnDisable:
- hideonnpc "Unidentified Creature#07";
- end;
-
-OnBingx2:
- set .@kafre_who, rand(1,3);
- if (.@kafre_who == 1) {
- donpcevent "Unidentified Creature#06::OnDisable";
- donpcevent "Unidentified Creature#07::OnDisable";
- donpcevent "Unidentified Creature#08::OnDisable";
- } else if (.@kafre_who == 2) {
- donpcevent "Unidentified Creature#05::OnDisable";
- donpcevent "Unidentified Creature#06::OnEnable";
- donpcevent "Unidentified Creature#07::OnDisable";
- } else {
- donpcevent "Unidentified Creature#05::OnDisable";
- donpcevent "Unidentified Creature#06::OnDisable";
- donpcevent "Unidentified Creature#07::OnDisable";
- donpcevent "Unidentified Creature#08::OnEnable";
- }
- end;
-
-OnTouch:
- if ((checkquest(4229,PLAYTIME) > 0) && (checkquest(9223,PLAYTIME) > 0) && (checkquest(12278,PLAYTIME) > 0)) {
- if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
- donpcevent "Unidentified Creature#07::OnBingx2";
- mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
- close;
- }
- set .@slot_name, rand(1,5);
- if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) {
- set $ma_name05$,strcharinfo(0);
- }
- donpcevent "Unidentified Creature#07::OnBingx2";
- mes "The unidentified creature gets a glimpse of you and disappears.";
- close;
- }
- donpcevent "Unidentified Creature#07::OnBingx2";
- mes "The unidentified creature looks at you and runs away.";
- close;
-}
-
-ma_fild02,32,263,4 script Unidentified Creature#08 572,2,2,{
- end;
-
-OnEnable:
- hideoffnpc "Unidentified Creature#08";
- end;
-
-OnDisable:
- hideonnpc "Unidentified Creature#08";
- end;
-
-OnBingx2:
- set .@kafre_who, rand(1,3);
- if (.@kafre_who == 1) {
- donpcevent "Unidentified Creature#06::OnDisable";
- donpcevent "Unidentified Creature#07::OnDisable";
- } else if (.@kafre_who == 2) {
- donpcevent "Unidentified Creature#05::OnDisable";
- donpcevent "Unidentified Creature#06::OnEnable";
- donpcevent "Unidentified Creature#07::OnDisable";
- } else {
- donpcevent "Unidentified Creature#05::OnDisable";
- donpcevent "Unidentified Creature#06::OnDisable";
- donpcevent "Unidentified Creature#07::OnEnable";
- }
- end;
-
-OnTouch:
- set .@kafre_tok, rand(1,100);
- if (.@kafre_tok == 7 || .@kafre_tok == 17 || .@kafre_tok == 27 || .@kafre_tok == 37 || .@kafre_tok == 47 || .@kafre_tok == 57 || .@kafre_tok == 67 || .@kafre_tok == 77 || .@kafre_tok == 87 || .@kafre_tok == 97) {
- if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
- donpcevent "Unidentified Creature#08::OnBingx2";
- mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
- close;
- }
- set .@slot_name, rand(1,5);
- if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) {
- set $ma_name05$,strcharinfo(0);
- }
- donpcevent "Unidentified Creature#08::OnBingx2";
- mes "The unidentified creature gets a glimpse of you and disappears.";
- close;
- }
- donpcevent "Unidentified Creature#08::OnBingx2";
- mes "The unidentified creature looks at you and runs away.";
- close;
-}
-
-ma_scene01,195,92,4 script Unidentified Creature#09 572,2,2,{
+- script Unidentified Creature#i -1,{
end;
-
OnInit:
- set .@kafre_who, rand(1,3);
- if (.@kafre_who == 1) {
- donpcevent "Unidentified Creature#09::OnEnable";
- donpcevent "Unidentified Creature#10::OnDisable";
- donpcevent "Unidentified Creature#11::OnDisable";
- } else if (.@kafre_who == 2) {
- donpcevent "Unidentified Creature#09::OnDisable";
- donpcevent "Unidentified Creature#10::OnEnable";
- donpcevent "Unidentified Creature#11::OnDisable";
- } else {
- donpcevent "Unidentified Creature#09::OnDisable";
- donpcevent "Unidentified Creature#10::OnDisable";
- donpcevent "Unidentified Creature#11::OnEnable";
- }
- end;
-
-OnEnable:
- hideoffnpc "Unidentified Creature#09";
- end;
-
-OnDisable:
- hideonnpc "Unidentified Creature#09";
- end;
-
-OnBingx2:
- set .@kafre_who, rand(1,2);
- if (.@kafre_who == 2) {
- donpcevent "Unidentified Creature#09::OnDisable";
- donpcevent "Unidentified Creature#10::OnEnable";
- donpcevent "Unidentified Creature#11::OnDisable";
- } else {
- donpcevent "Unidentified Creature#09::OnDisable";
- donpcevent "Unidentified Creature#10::OnDisable";
- donpcevent "Unidentified Creature#11::OnEnable";
- }
- end;
-
-OnTouch:
- if (getcharid(1) != 0) {
- if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
- donpcevent "Unidentified Creature#09::OnBingx2";
- mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
- close;
- }
- set .@slot_name, rand(1,5);
- if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) {
- set $ma_name06$,strcharinfo(0);
- }
- donpcevent "Unidentified Creature#09::OnBingx2";
- mes "The unidentified creature gets a glimpse of you and disappears.";
- close;
+ switch(atoi(strnpcinfo(2))) {
+ case 1: setarray .@npc$,"01","02","03","04"; break;
+ case 5: setarray .@npc$,"05","06","07","08"; break;
+ case 9: setarray .@npc$,"09","10","11"; break;
+ default: end;
}
- donpcevent "Unidentified Creature#09::OnBingx2";
- mes "The unidentified creature looks at you and runs away.";
- close;
-}
-
-ma_scene01,158,139,4 script Unidentified Creature#10 572,2,2,{
+ set .@size, getarraysize(.@npc$);
+ set .@rand, rand(.@size);
+ for(set .@i,0; .@i<.@size; set .@i,.@i+1)
+ donpcevent "Unidentified Creature#"+.@npc$[.@i]+"::"+((.@i == .@rand)?"OnEnable":"OnDisable");
end;
-
OnEnable:
- hideoffnpc "Unidentified Creature#10";
+ enablenpc strnpcinfo(0);
end;
-
OnDisable:
- hideonnpc "Unidentified Creature#10";
+ disablenpc strnpcinfo(0);
end;
-
OnBingx2:
- set .@kafre_who, rand(1,2);
- if (.@kafre_who == 1) {
- donpcevent "Unidentified Creature#09::OnEnable";
- donpcevent "Unidentified Creature#10::OnDisable";
- donpcevent "Unidentified Creature#11::OnDisable";
- } else {
- donpcevent "Unidentified Creature#09::OnDisable";
- donpcevent "Unidentified Creature#10::OnDisable";
- donpcevent "Unidentified Creature#11::OnEnable";
+ switch(atoi(strnpcinfo(2))) {
+ case 1: setarray .@npc$,"02","03","04"; break;
+ case 5: setarray .@npc$,"06","07","08"; break;
+ case 9: setarray .@npc$,"10","11"; break;
}
+ set .@size, getarraysize(.@npc$);
+ set .@rand, rand(.@size);
+ for(set .@i,0; .@i<.@size; set .@i,.@i+1)
+ donpcevent "Unidentified Creature#"+.@npc$[.@i]+"::"+((.@i == .@rand)?"OnEnable":"OnDisable");
+ donpcevent strnpcinfo(0)+"::OnDisable";
end;
-
OnTouch:
- if (getpartyleader(getcharid(1),1) == getcharid(3)) {
+ if (getcharid(1)) {
if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
- donpcevent "Unidentified Creature#10::OnBingx2";
+ donpcevent strnpcinfo(0)+"::OnBingx2";
mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
close;
}
- set .@slot_name, rand(1,5);
- if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) {
- set $ma_name06$,strcharinfo(0);
+ if (rand(1,5)%2) {
+ switch(atoi(strnpcinfo(2))) {
+ case 1: set $ma_name04$,strcharinfo(0); break;
+ case 5: set $ma_name05$,strcharinfo(0); break;
+ case 9: set $ma_name06$,strcharinfo(0); break;
+ }
}
- donpcevent "Unidentified Creature#10::OnBingx2";
+ donpcevent strnpcinfo(0)+"::OnBingx2";
mes "The unidentified creature gets a glimpse of you and disappears.";
close;
}
- donpcevent "Unidentified Creature#10::OnBingx2";
+ donpcevent strnpcinfo(0)+"::OnBingx2";
mes "The unidentified creature looks at you and runs away.";
close;
}
+ma_fild01,74,367,6 duplicate(Unidentified Creature#i) Unidentified Creature#01 572,2,2
+ma_fild02,282,41,4 duplicate(Unidentified Creature#i) Unidentified Creature#05 572,2,2
+ma_scene01,195,92,4 duplicate(Unidentified Creature#i) Unidentified Creature#09 572,2,2
-ma_scene01,167,112,6 script Unidentified Creature#11 572,2,2,{
+- script Unidentified Creature#j -1,{
end;
-
OnEnable:
- hideoffnpc "Unidentified Creature#11";
+ enablenpc strnpcinfo(0);
end;
-
OnDisable:
- hideonnpc "Unidentified Creature#11";
+ disablenpc strnpcinfo(0);
end;
-
OnBingx2:
- set .@kafre_who, rand(1,2);
- if (.@kafre_who == 1) {
- donpcevent "Unidentified Creature#09::OnEnable";
- donpcevent "Unidentified Creature#10::OnDisable";
- } else {
- donpcevent "Unidentified Creature#10::OnEnable";
- }
+ switch(atoi(strnpcinfo(2))) {
+ case 2: setarray .@npc$,"01","03","04"; break;
+ case 3: setarray .@npc$,"01","02","04"; break;
+ case 4: setarray .@npc$,"01","02","03"; break;
+ case 6: setarray .@npc$,"05","07","08"; break;
+ case 7: setarray .@npc$,"05","06","08"; break;
+ case 8: setarray .@npc$,"05","06","07"; break;
+ case 10: setarray .@npc$,"09","11"; break;
+ case 11: setarray .@npc$,"09","10"; break;
+ }
+ set .@size, getarraysize(.@npc$);
+ set .@rand, rand(.@size);
+ for(set .@i,0; .@i<.@size; set .@i,.@i+1)
+ donpcevent "Unidentified Creature#"+.@npc$[.@i]+"::"+((.@i == .@rand)?"OnEnable":"OnDisable");
+ donpcevent strnpcinfo(0)+"::OnDisable";
end;
-
OnTouch:
- if ((checkquest(4229,PLAYTIME) > 0) && (checkquest(9223,PLAYTIME) > 0) && (checkquest(12278,PLAYTIME) > 0)) {
+ set .@i, atoi(strnpcinfo(2));
+ if (.@i%4 == 2) {
+ if (getcharid(0) == getpartyleader(getcharid(1),2))
+ set .@pass,1;
+ } else if (.@i%4 == 3) {
+ if (checkquest(4229,PLAYTIME) > -1 && checkquest(9223,PLAYTIME) > -1 && checkquest(12278,PLAYTIME) > -1)
+ set .@pass,1;
+ } else if (.@i%4 == 0) {
+ if (rand(1,100)%10 == 7)
+ set .@pass,1;
+ }
+ if (.@pass) {
if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
- donpcevent "Unidentified Creature#11::OnBingx2";
+ donpcevent strnpcinfo(0)+"::OnBingx2";
mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
close;
}
- set .@slot_name, rand(1,5);
- if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) {
- set $ma_name06$,strcharinfo(0);
+ if (rand(1,5)%2) {
+ switch(.@i) {
+ case 2:
+ case 3:
+ case 4:
+ set $ma_name04$,strcharinfo(0);
+ break;
+ case 6:
+ case 7:
+ case 8:
+ set $ma_name05$,strcharinfo(0);
+ break;
+ case 10:
+ case 11:
+ set $ma_name06$,strcharinfo(0);
+ break;
+ }
}
- donpcevent "Unidentified Creature#11::OnBingx2";
+ donpcevent strnpcinfo(0)+"::OnBingx2";
mes "The unidentified creature gets a glimpse of you and disappears.";
close;
}
- donpcevent "Unidentified Creature#11::OnBingx2";
+ donpcevent strnpcinfo(0)+"::OnBingx2";
mes "The unidentified creature looks at you and runs away.";
close;
}
+ma_fild01,109,116,4 duplicate(Unidentified Creature#j) Unidentified Creature#02 572,2,2
+ma_fild01,280,150,6 duplicate(Unidentified Creature#j) Unidentified Creature#03 572,2,2
+ma_fild01,309,221,6 duplicate(Unidentified Creature#j) Unidentified Creature#04 572,2,2
+ma_fild02,246,324,4 duplicate(Unidentified Creature#j) Unidentified Creature#06 572,2,2
+ma_fild02,71,296,6 duplicate(Unidentified Creature#j) Unidentified Creature#07 572,2,2
+ma_fild02,32,263,4 duplicate(Unidentified Creature#j) Unidentified Creature#08 572,2,2
+ma_scene01,158,139,4 duplicate(Unidentified Creature#j) Unidentified Creature#10 572,2,2
+ma_scene01,167,112,6 duplicate(Unidentified Creature#j) Unidentified Creature#11 572,2,2
malaya,227,311,4 script Grandma#ma01 575,{
-
if (malaya_hi < 10) {
mes "[Grandma]";
- mes "Youre not from around here? Take care of yourself.";
+ mes "You're not from around here? Take care of yourself.";
next;
mes "[Grandma]";
- mes "Im worried because my daughter-in-law is pregnant. I hope nothing goes wrong.";
+ mes "I'm worried because my daughter-in-law is pregnant. I hope nothing goes wrong.";
close;
- } else if ((malaya_hi > 9) && (malaya_hi < 20)) {
+ } else if (malaya_hi < 20) {
mes "[Grandma]";
mes "I heard there is an outsider that is helping the village.";
next;
@@ -1002,31 +285,16 @@ malaya,227,311,4 script Grandma#ma01 575,{
mes "Then my daughter-in-law will be safe.";
close;
}
- set .@name_tak01, rand(1,6);
- if (.@name_tak01 == 1){
- set .@name$,$ma_name01$;
- }else if (.@name_tak01 == 2){
- set .@name$,$ma_name02$;
- }else if (.@name_tak01 == 3){
- set .@name$,$ma_name03$;
- }else if (.@name_tak01 == 4){
- set .@name$,$ma_name04$;
- }else if (.@name_tak01 == 5){
- set .@name$,$ma_name05$;
- }else{
- set .@name$,$ma_name06$;
- }
- set .@name_tak02, rand(1,3);
- if (.@name_tak02 == 2) {
+ if (rand(1,3) == 2) {
mes "[Grandma]";
- mes "Heard there is this" + .@name$ + "that follows Meoneonuncle around.";
+ mes "Heard there is this "+getd("$ma_name0"+rand(1,6)+"$")+" that follows Meoneonuncle around.";
next;
mes "[Grandma]";
mes "I will cheer for their forbidden love.";
close;
}
mes "[Grandma]";
- mes "Im worried about my pregnant daughter-in-law. Hope Meoneonuncle wont bother her.";
+ mes "I'm worried about my pregnant daughter-in-law. Hope Meoneonuncle won't bother her.";
next;
select("Meoneonuncle?");
mes "[Grandma]";
@@ -1036,7 +304,7 @@ malaya,227,311,4 script Grandma#ma01 575,{
mes "Meoneonuncle was a woman who lived in Port Malaya long ago. She married a decent man and also had a baby.";
next;
mes "[Grandma]";
- mes "But happiness never lasts forever, right? The baby was miscarried from an accident,";
+ mes "But happiness never lasts forever, right? The baby was miscarried from an accident...";
next;
mes "[Grandma]";
mes "She eventually passed away after grieving over her lost baby for days.";
@@ -1046,25 +314,24 @@ malaya,227,311,4 script Grandma#ma01 575,{
mes "Meoneonuncle then started to appear in spirit and take away babies from pregnant women in the village.";
next;
mes "[Grandma]";
- mes "If you ever walk around Port Malaya at night.";
+ mes "If you ever walk around Port Malaya at night...";
next;
mes "[Grandma]";
- mes "and hear either tik-tik or wak-wak, be cautious because that is the sound of Meoneonuncles wings flapping.";
+ mes "And hear either tik-tik or wak-wak, be cautious because that is the sound of Meoneonuncle's wings flapping.";
close;
}
-malaya,189,263,4 script Drumming Young Man #ma02 578,{
-
+malaya,189,263,4 script Drumming Young Man#ma02 578,{
if (malaya_hi < 10) {
emotion e_omg;
mes "[Drumming Young Man]";
- mes "Ugh... its just like that time before";
+ mes "Ugh... it's just like that time before...";
next;
emotion e_omg;
mes "[Drumming Young Man]";
- mes "when the moon was swallowed. Argh!";
+ mes "When the moon was swallowed. Argh!";
close;
- } else if ((malaya_hi > 9) && (malaya_hi < 20)) {
+ } else if (malaya_hi < 20) {
mes "[Drumming Young Man]";
mes "I think the village was saved by a nameless adventurer.";
next;
@@ -1073,24 +340,9 @@ malaya,189,263,4 script Drumming Young Man #ma02 578,{
mes "Phew... I thought Bakonawa appeared again.";
close;
}
- set .@name_tak01, rand(1,6);
- if (.@name_tak01 == 1){
- set .@name$,$ma_name01$;
- }else if (.@name_tak01 == 2){
- set .@name$,$ma_name02$;
- }else if (.@name_tak01 == 3){
- set .@name$,$ma_name03$;
- }else if (.@name_tak01 == 4){
- set .@name$,$ma_name04$;
- }else if (.@name_tak01 == 5){
- set .@name$,$ma_name05$;
- }else{
- set .@name$,$ma_name06$;
- }
- set .@name_tak02, rand(1,3);
- if (.@name_tak02 == 2) {
+ if (rand(1,3) == 2) {
mes "[Drumming Young Man]";
- mes "" + .@name$ + "is said to have stopped Bakonawa from swallowing the moon. Isnt it awesome? I'm so relieved.";
+ mes getd("$ma_name0"+rand(1,6)+"$")+" is said to have stopped Bakonawa from swallowing the moon. Isn't it awesome? I'm so relieved.";
close;
}
mes "[Drumming Young Man]";
@@ -1109,50 +361,34 @@ malaya,189,263,4 script Drumming Young Man #ma02 578,{
next;
select("Wow. What is it?");
mes "[Drumming Young Man]";
- mes "He is sensitive to noise so when hes about to swallow the moon!!";
+ mes "He is sensitive to noise so when he's about to swallow the moon!!";
next;
mes "[Drumming Young Man]";
- mes "Thats your chance!! It doesnt matter what kind of noise!! Whether its a caldron, symbol, drum, pot or fry pan, just keep on making noise.";
+ mes "That's your chance!! It doesn't matter what kind of noise!! Whether it's a caldron, symbol, drum, pot or fry pan, just keep on making noise.";
next;
mes "[Drumming Young Man]";
mes "Then Bakonawa will get surprised, spit out the moon and run away!";
next;
mes "[Drumming Young Man]";
- mes "Carry a drum around with you. Youll find it handy.";
+ mes "Carry a drum around with you. You'll find it handy.";
close;
}
malaya,270,59,4 script Port Guard#ma03 570,{
-
if (malaya_hi < 10) {
emotion e_swt2;
mes "[Port Guard]";
mes "The village is chaotic these days. Is it okay for me to be off like this?";
close;
- } else if ((malaya_hi > 9) && (malaya_hi < 20)) {
+ } else if (malaya_hi < 20) {
emotion e_no;
mes "[Port Guard]";
mes "The village is somewhat stable now but you should still be careful walking around at night.";
close;
}
- set .@name_tak01, rand(1,6);
- if (.@name_tak01 == 1){
- set .@name$,$ma_name01$;
- }else if (.@name_tak01 == 2){
- set .@name$,$ma_name02$;
- }else if (.@name_tak01 == 3){
- set .@name$,$ma_name03$;
- }else if (.@name_tak01 == 4){
- set .@name$,$ma_name04$;
- }else if (.@name_tak01 == 5){
- set .@name$,$ma_name05$;
- }else{
- set .@name$,$ma_name06$;
- }
- set .@name_tak02, rand(1,3);
- if (.@name_tak02 == 2) {
+ if (rand(1,3) == 2) {
mes "[Port Guard]";
- mes "" + .@name$ + "is said to escape from Bu waya alive after being captured. This person must be powerful.";
+ mes getd("$ma_name0"+rand(1,6)+"$")+" is said to escape from Buwaya alive after being captured. This person must be powerful.";
close;
}
emotion e_omg;
@@ -1160,89 +396,75 @@ malaya,270,59,4 script Port Guard#ma03 570,{
mes "What!! Port all clear!!";
next;
mes "[Port Guard]";
- mes "Huh? Youre not the captain? You scared me. Shoot! Ah, right! I received an official document for travelers.";
+ mes "Huh? You're not the captain? You scared me. Shoot! Ah, right! I received an official document for travelers.";
next;
select("What document?");
mes "[Port Guard]";
mes "It says that travelers should be careful of monsters when walking in the village at night.";
next;
mes "[Port Guard]";
- mes "Buwaya dont come to the village often but there are cases when they snatch people in the boxes they carry at night.";
+ mes "Buwaya don't come to the village often but there are cases when they snatch people in the boxes they carry at night.";
next;
mes "[Port Guard]";
mes "Huh?! And it says here that a monster named Wokwok especially visits the village often at night and should be avoided.";
next;
- if (select("I see.:Is there any way to prevent them from coming?") == 1) {
+ switch(select("I see.:Is there any way to prevent them from coming?")) {
+ case 1:
mes "[Port Guard]";
mes "Be careful at night!";
close;
+ case 2:
+ mes "[Port Guard]";
+ mes "They say you can attack Buwaya's weak point inside the box they carry if you ever get caught in one.";
+ next;
+ mes "[Port Guard]";
+ mes "And you should run into the nearest building when you hear Wokwoks wings fluttering from afar.";
+ next;
+ emotion e_hmm;
+ mes "[Port Guard]";
+ mes "But if the fluttering sound is small or if you don't hear anything, let's just say you should prepare for attack and wish for luck.";
+ close;
}
- mes "[Port Guard]";
- mes "They say you can attack Buwayas weak point inside the box they carry if you ever get caught in one.";
- next;
- mes "[Port Guard]";
- mes "And you should run into the nearest building when you hear Wokwoks wings fluttering from afar.";
- next;
- emotion e_hmm;
- mes "[Port Guard]";
- mes "But if the fluttering sound is small or if you dont hear anything, lets just say you should prepare for attack and with for luck.";
- close;
}
-malaya,88,252,4 script Little Girl #ma04 576,{
-
+malaya,88,252,4 script Little Girl#ma04 576,{
if (malaya_hi < 10) {
mes "[Little Girl]";
- mes "Im scared but I have to visit the fairy in the forest.";
+ mes "I'm scared but I have to visit the fairy in the forest.";
close;
- } else if ((malaya_hi > 9) && (malaya_hi < 20)) {
+ } else if (malaya_hi < 20) {
mes "[Little Girl]";
mes "He he. Father said I can visit the fairy in the forest when the village calms down.";
close;
}
- set .@name_tak01, rand(1,6);
- if (.@name_tak01 == 1){
- set .@name$,$ma_name01$;
- }else if (.@name_tak01 == 2){
- set .@name$,$ma_name02$;
- }else if (.@name_tak01 == 3){
- set .@name$,$ma_name03$;
- }else if (.@name_tak01 == 4){
- set .@name$,$ma_name04$;
- }else if (.@name_tak01 == 5){
- set .@name$,$ma_name05$;
- }else{
- set .@name$,$ma_name06$;
- }
- set .@name_tak02, rand(1,3);
- if (.@name_tak02 == 2) {
+ if (rand(1,3) == 2) {
+ set .@name$, getd("$ma_name0"+rand(1,6)+"$");
mes "[Little Girl]";
- mes "A little while ago" + .@name$ + "came and told me a fun story.";
+ mes "A little while ago "+.@name$+" came and told me a fun story.";
next;
mes "[Little Girl]";
mes "'I planted a pair of pear trees in the yard.'";
- mes "He he. Isnt it fun?" + .@name$ + "seems like a fun person.";
+ mes "He he. Isn't it fun? "+.@name$+" seems like a fun person.";
close;
}
mes "[Little Girl]";
- mes "Father said I wont catch skin diseases once Im friends with the fairy from the forest.";
+ mes "Father said I won't catch skin diseases once I'm friends with the fairy from the forest.";
next;
select("What is this fairy?");
mes "[Little Girl]";
- mes "Encanto! Encanto fairies live in big trees or rocks in the forest. There are boy fairies and girl fairies,";
+ mes "Encan'to! Encan'to fairies live in big trees or rocks in the forest. There are boy fairies and girl fairies...";
next;
mes "[Little Girl]";
- mes "but boy fairies are prettier. Why is that?";
+ mes "But boy fairies are prettier. Why is that?";
close;
}
malaya,219,92,6 script Little Kid#ma05 577,{
-
if (malaya_hi < 10) {
mes "[Little Kid]";
mes "My mom told me not to play outside because its dangerous. Why?";
close;
- } else if ((malaya_hi > 9) && (malaya_hi < 20)) {
+ } else if (malaya_hi < 20) {
mes "[Little Kid]";
mes "My mom told me I can play but only in Port Malaya.";
next;
@@ -1250,30 +472,15 @@ malaya,219,92,6 script Little Kid#ma05 577,{
mes "He he. But I never thought of going outside of Port Malaya.";
close;
}
- set .@name_tak01, rand(1,6);
- if (.@name_tak01 == 1){
- set .@name$,$ma_name01$;
- }else if (.@name_tak01 == 2){
- set .@name$,$ma_name02$;
- }else if (.@name_tak01 == 3){
- set .@name$,$ma_name03$;
- }else if (.@name_tak01 == 4){
- set .@name$,$ma_name04$;
- }else if (.@name_tak01 == 5){
- set .@name$,$ma_name05$;
- }else{
- set .@name$,$ma_name06$;
- }
- set .@name_tak02, rand(1,3);
- if (.@name_tak02 == 2) {
+ if (rand(1,3) == 2) {
mes "[Little Kid]";
mes "I heard someone took Jejelings hat in Baryo Mahiwaga.";
next;
mes "[Little Kid]";
- mes "Why would someone steal a monsters hat?" + .@name$ + "must be desperate.";
+ mes "Why would someone steal a monster's hat? "+getd("$ma_name0"+rand(1,6)+"$")+" must be desperate.";
next;
mes "[Little Kid]";
- mes "Oh wait! This was suppose to be a secret. Shsh! Please pretend you didnt hear me.";
+ mes "Oh wait! This was suppose to be a secret. Shsh! Please pretend you didn't hear me.";
close;
}
mes "[Little Kid]";
@@ -1291,7 +498,6 @@ malaya,219,92,6 script Little Kid#ma05 577,{
}
malaya,363,283,4 script Local#ma06 582,{
-
if (malaya_hi < 10) {
mes "[Local]";
mes "Hmm... is it time to be careful of the witches' curse?";
@@ -1299,7 +505,7 @@ malaya,363,283,4 script Local#ma06 582,{
mes "[Local]";
mes "Beware of Mongkukurums needle, foreigner.";
close;
- } else if ((malaya_hi > 9) && (malaya_hi < 20)) {
+ } else if (malaya_hi < 20) {
mes "[Local]";
mes "Welcome to Port Malaya, foreigner..";
next;
@@ -1307,37 +513,27 @@ malaya,363,283,4 script Local#ma06 582,{
mes "The village is chaotic these days. If you see someone with red eyes, try not to stare at their eyes.";
close;
}
- set .@name_tak01, rand(1,6);
- if (.@name_tak01 == 1){
- set .@name$,$ma_name01$;
- }else if (.@name_tak01 == 2){
- set .@name$,$ma_name02$;
- }else if (.@name_tak01 == 3){
- set .@name$,$ma_name03$;
- }else if (.@name_tak01 == 4){
- set .@name$,$ma_name04$;
- }else if (.@name_tak01 == 5){
- set .@name$,$ma_name05$;
- }else{
- set .@name$,$ma_name06$;
- }
- set .@name_tak02, rand(1,6);
- if (.@name_tak02 == 1) {
+ set .@name$, getd("$ma_name0"+rand(1,6)+"$");
+ switch(rand(1,6)) {
+ case 1:
mes "[Local]";
- mes "Be careful walking around the village at night." + .@name$ + "was taken down by Wokwok.";
+ mes "Be careful walking around the village at night. "+.@name$+" was taken down by Wokwok.";
close;
- } else if (.@name_tak02 == 2) {
+ case 2:
mes "[Local]";
- mes "" + .@name$ + "is said to successfully tame a Tikbalang. This person must be courageous. Wonder if Ill get to see this tamed Tikbalang? Çѹø º¸°í ½ÍÀºµ¥..";
+ mes .@name$+" is said to have successfully tamed a Tikbalang. This person must be courageous. Wonder if I'll get to see this tamed Tikbalang?";
close;
- } else if (.@name_tak02 == 3) {
+ case 3:
mes "[Local]";
- mes "Have you ever seen Bongisungisu? I heard" + .@name$ + "is hunting down Bongisungisus.";
+ mes "Have you ever seen Bongisungisu? I heard "+.@name$+" is hunting down Bongisungisus.";
close;
- } else if (.@name_tak02 == 4) {
+ case 4:
mes "[Local]";
- mes "If you plan to go out of the village, be careful of Tiucknuc" + .@name$ + "is said to be tricked by Tiucknuc and had to go to the to the hospital.";
+ mes "If you plan to go out of the village, be careful of Tiucknuc. "+.@name$+" is said to be tricked by Tiucknuc and had to go to the hospital.";
close;
+ case 5:
+ case 6:
+ break;
}
mes "[Local]";
mes "The village is chaotic these days. Looks like Mongkukurum is back in the village.";
@@ -1365,37 +561,21 @@ malaya,363,283,4 script Local#ma06 582,{
}
malaya,41,127,6 script Old Man #ma07 574,{
-
if (malaya_hi < 10) {
mes "[Old Man]";
mes "Foreigners are not welcomed that much when our village is chaotic like these days.";
close;
- } else if ((malaya_hi > 9) && (malaya_hi < 20)) {
+ } else if (malaya_hi < 20) {
mes "[Old Man]";
mes "You are out of luck visiting the village at a time like this and not being welcomed.";
close;
}
- set .@name_tak01, rand(1,6);
- if (.@name_tak01 == 1){
- set .@name$,$ma_name01$;
- }else if (.@name_tak01 == 2){
- set .@name$,$ma_name02$;
- }else if (.@name_tak01 == 3){
- set .@name$,$ma_name03$;
- }else if (.@name_tak01 == 4){
- set .@name$,$ma_name04$;
- }else if (.@name_tak01 == 5){
- set .@name$,$ma_name05$;
- }else{
- set .@name$,$ma_name06$;
- }
- set .@name_tak02, rand(1,3);
- if (.@name_tak02 == 2) {
+ if (rand(1,3) == 2) {
mes "[Old Man]";
- mes "" + .@name$ + "is said to throw out Jellopy in this village.";
+ mes getd("$ma_name0"+rand(1,6)+"$")+" is said to throw out Jellopy in this village.";
next;
mes "[Old Man]";
- mes "Tsk, tsk... Must be a person that isnt worthy of a Jellopy.";
+ mes "Tsk, tsk... Must be a person that isn't worthy of a Jellopy.";
close;
}
mes "[Old Man]";
@@ -1406,82 +586,65 @@ malaya,41,127,6 script Old Man #ma07 574,{
next;
select("What happens?");
mes "[Old Man]";
- mes "Well, for a Bangungot, it means losing its home so they get revengeful.";
+ mes "Well, for a Bangungot, it means losing its home so they get vengeful.";
next;
mes "[Old Man]";
mes "When you try to sleep near the pillar, it will keep awake by playing pranks at first.";
next;
mes "[Old Man]";
- mes "But as time goes by and their vengeance grow, they sit on top of you until you suffocate.";
+ mes "But as time goes by and their vengeance grows, they sit on top of you until you suffocate.";
next;
select("Oh, gosh...");
mes "[Old Man]";
- mes "Ha ha ha. There are no Bangungots in normal pillars, so don't lose sleep on it.";
+ mes "Ha ha ha. There are no Bangungots in normal pillars, so don't lose sleep over it.";
close;
}
malaya,63,185,4 script Woman#ma08 583,{
-
if (malaya_hi < 10) {
mes "[Woman]";
- mes "I dont have anything to share with you.";
+ mes "I don't have anything to share with you.";
close;
- } else if ((malaya_hi > 9) && (malaya_hi < 20)) {
+ } else if (malaya_hi < 20) {
mes "[Woman]";
- mes "Im worried about the children. I hope they arent terrified from whats going on in the village.";
+ mes "Im worried about the children. I hope they aren't terrified from whats going on in the village.";
close;
}
- set .@name_tak01, rand(1,6);
- if (.@name_tak01 == 1){
- set .@name$,$ma_name01$;
- }else if (.@name_tak01 == 2){
- set .@name$,$ma_name02$;
- }else if (.@name_tak01 == 3){
- set .@name$,$ma_name03$;
- }else if (.@name_tak01 == 4){
- set .@name$,$ma_name04$;
- }else if (.@name_tak01 == 5){
- set .@name$,$ma_name05$;
- }else{
- set .@name$,$ma_name06$;
- }
- set .@name_tak02, rand(1,3);
- if (.@name_tak02 == 2) {
- set .@nongdum, rand(1,10);
- if (.@nongdum == 1) {
+ if (rand(1,3) == 2) {
+ set .@name$, getd("$ma_name0"+rand(1,6)+"$");
+ set .@rand, rand(1,10);
+ if (.@rand < 5) {
mes "[Woman]";
- mes "I like fun stories. Not so long ago," + .@name$ + "came and told me a funny story.";
+ mes "I like fun stories. Not so long ago, "+.@name$+" came and told me a funny story.";
next;
+ }
+ switch(.@rand) {
+ case 1:
mes "[Woman]";
mes "'My aunt stepped on an ant.'";
next;
- } else if (.@nongdum == 2) {
- mes "[Woman]";
- mes "I like fun stories. Not so long ago" + .@name$ + "came and told me a funny story.";
- next;
+ break;
+ case 2:
mes "[Woman]";
mes "'You eat chili on a chilly day.'";
next;
- } else if (.@nongdum == 3) {
- mes "[Woman]";
- mes "I like fun stories. Not so long ago" + .@name$ + "came and told me a funny story.";
- next;
+ break;
+ case 3:
mes "[Woman]";
mes "'Why are you putting flour on that flower?'";
next;
- } else if (.@nongdum == 4) {
- mes "[Woman]";
- mes "I like fun stories. Not so long ago" + .@name$ + "came and told me a funny story.";
- next;
+ break;
+ case 4:
mes "[Woman]";
mes "At the Tool Store, 'Ill buy the needle and thread! You buy the hay to lose the needle in.'";
next;
mes "[Woman]";
- mes "said that and was kicked out of the Tool Store.";
+ mes .@name$+" said that and was kicked out of the Tool Store.";
next;
- } else if (.@nongdum == 5) {
+ break;
+ case 5:
mes "[Woman]";
- mes "A Kafra Employee Im friends with told me a story about a customer.";
+ mes "A Kafra Employee I'm friends with told me a story about a customer.";
next;
mes "[Woman]";
mes "'Kafra, the wise never marry and when they marry, they become otherwise.'";
@@ -1489,16 +652,16 @@ malaya,63,185,4 script Woman#ma08 583,{
mes "[Woman]";
mes "He he... I do like funny stories but a bit difficult for my taste.";
close;
- } else {
+ default:
mes "[Woman]";
- mes "I like fun stories. Oh by the way!" + .@name$ + ", love is photogenic. Dont you agree?";
+ mes "I like fun stories. Oh by the way! "+.@name$+", love is photogenic. Don't you agree?";
next;
mes "[Woman]";
mes "It needs darkness to develop.";
next;
}
mes "[Woman]";
- mes "He he. Isnt it fun?";
+ mes "He he. Isn't it fun?";
close;
}
mes "[Woman]";
@@ -1513,13 +676,15 @@ malaya,63,185,4 script Woman#ma08 583,{
next;
select("Sounds like a sneaky monster.");
mes "[Woman]";
- mes "Yes, this monster is bad to trick the kindness of travelers but,";
+ mes "Yes, this monster is bad to trick the kindness of travelers but...";
next;
mes "[Woman]";
- mes "there is rumor that the monster came from the soul of a baby that never been born. So sad.";
+ mes "There is rumor that the monster came from the soul of a baby that never been born. So sad.";
close;
}
+// Jeepneys
+//============================================================
function script F_Malaya_Jeepney {
.@mapName$ = getarg(0);
.@passengers = getarg(1);
@@ -1542,7 +707,7 @@ function script F_Malaya_Jeepney {
mes getarg(4);
next;
}
- switch (select("Board [Passenger " + getmapusers(.@mapName$) + "/" + .@passengers +"]:Jeepney?:Are there any other Jeepneys?:Ah... Yes...")) {
+ switch(select("Board [Passenger " + getmapusers(.@mapName$) + "/" + .@passengers +"]:Jeepney?:Are there any other Jeepneys?:Ah... Yes...")) {
case 1:
if (getmapusers(.@mapName$) >= .@passengers) {
mes "[Jeepney Driver]";
@@ -1559,10 +724,9 @@ function script F_Malaya_Jeepney {
case 2:
// iterate through all the jeepney information for this specific NPC
for (.@i = 0; .@i < getarraysize(.@msgJeepneyInfo$); .@i++) {
- // write the name as well as the individual message
mes "[Jeepney Driver]";
mes getd(".@msgJeepneyInfo$[" + .@i + "]");
-
+
if (.@i < (getarraysize(.@msgJeepneyInfo$) - 1)) {
next;
}
@@ -1610,15 +774,17 @@ function script F_Malaya_Jeepney {
malaya,237,240,4 script Jeepney Driver#01 582,{
callfunc(
- "F_Malaya_Jeepney", // function to call
- "ma_zif01", // name of the map to warp to
- 12, // amount of possible jeepney passengers
-
- "UUrgghhhh.... I'm scared... so scared... what happened to this place?", // message for 10 > malaya_hi
- "The place is still a mess... I wonder if I can operate a jeepney here...", // message for 10 >= malaya_hi < 20
- "Ha ha ha Welcome. I am ^1561EAVol^000000, operating the 12 man Jeepney here.", // message for 20 < malaya_hi
-
- "Is this your first time in Port Malaya?", // first entry for the monologue of variable length
+ "F_Malaya_Jeepney",
+ "ma_zif01",
+ 12,
+
+ // Messages for malaya_hi checks.
+ "UUrgghhhh.... I'm scared... so scared... what happened to this place?",
+ "The place is still a mess... I wonder if I can operate a jeepney here...",
+ "Ha ha ha Welcome. I am ^1561EAVol^000000, operating the 12 man Jeepney here.",
+
+ // Monologues of variable lengths.
+ "Is this your first time in Port Malaya?",
"Jeepney drivers here also promote Jeepneys, so let me explain them to you.",
"Jeepneys were first developed to transport goods quickly, but are now used as public transport.",
"Since everybody has different tastes, you can see those with cool and elaborate decorations.",
@@ -1628,15 +794,15 @@ malaya,237,240,4 script Jeepney Driver#01 582,{
malaya,67,44,4 script Jeepney Driver#02 582,{
callfunc(
- "F_Malaya_Jeepney", // function to call
- "ma_zif02", // name of the map to warp to
- 12, // amount of possible jeepney passengers
-
- "Wha... What's... Going on in that hospital...", // message for 10 > malaya_hi
- "I think the moaning coming from the hospital has lessened...", // message for 10 >= malaya_hi < 20
- "I'm ^1561EAChui^000000, operating a 12 man Jeepney. Hi there~", // message for 20 < malaya_hi
-
- "Is this your first time in Port Malaya?", // first entry for the monologue of variable length
+ "F_Malaya_Jeepney",
+ "ma_zif02",
+ 12,
+
+ "Wha... What's... Going on in that hospital...",
+ "I think the moaning coming from the hospital has lessened...",
+ "I'm ^1561EAChui^000000, operating a 12 man Jeepney. Hi there~",
+
+ "Is this your first time in Port Malaya?",
"Jeepney drivers here also promote Jeepneys, so let me explain them to you.",
"Jeepneys were first developed to transport goods quickly, but are now used as public transport.",
"I modified my Jeepney myself...",
@@ -1646,15 +812,15 @@ malaya,67,44,4 script Jeepney Driver#02 582,{
malaya,282,129,4 script Jeepney Driver#03 582,{
callfunc(
- "F_Malaya_Jeepney", // function to call
- "ma_zif03", // name of the map to warp to
- 12, // amount of possible jeepney passengers
-
- "It's not good for outsiders to have a chat... Perhaps the Mumbaki Leader may have the solution for this.", // message for 10 > malaya_hi
- "Are you the adventurer who recently met Mumbaki? No wait... Then you shouldn't be here... Yes it's a ghost... Arghhhh...", // message for 10 >= malaya_hi < 20
- "The name's ^1561EATop^000000, operating one of the 3 12 man Jeepneys in town.", // message for 20 < malaya_hi
-
- "First time in town?", // first entry for the monologue of variable length
+ "F_Malaya_Jeepney",
+ "ma_zif03",
+ 12,
+
+ "It's not good for outsiders to have a chat... Perhaps the Mumbaki Leader may have the solution for this.",
+ "Are you the adventurer who recently met Mumbaki? No wait... Then you shouldn't be here... Yes it's a ghost... Arghhhh...",
+ "The name's ^1561EATop^000000, operating one of the 3 12 man Jeepneys in town.",
+
+ "First time in town?",
"Jeepney drivers here also promote Jeepneys, so let me explain them to you.",
"Jeepneys were first developed to transport goods quickly, but are now used as public transport.",
"They all look different depending on their drivers...",
@@ -1664,15 +830,15 @@ malaya,282,129,4 script Jeepney Driver#03 582,{
malaya,134,250,6 script Jeepney Driver#04 582,{
callfunc(
- "F_Malaya_Jeepney", // function to call
- "ma_zif04", // name of the map to warp to
- 30, // amount of possible jeepney passengers
-
- "G...Go... Go away...", // message for 10 > malaya_hi
- "Arghh... Scared the devil out of me... Go away... Shoo...", // message for 10 >= malaya_hi < 20
- "^1561EABrav^000000, 30 man Jeepney driver at your service, driving as safely as I can since I get scared easily.", // message for 20 < malaya_hi
-
- "Is this your first time in Port Malaya?", // first entry for the monologue of variable length
+ "F_Malaya_Jeepney",
+ "ma_zif04",
+ 30,
+
+ "G...Go... Go away...",
+ "Arghh... Scared the devil out of me... Go away... Shoo...",
+ "^1561EABrav^000000, 30 man Jeepney driver at your service, driving as safely as I can since I get scared easily.",
+
+ "Is this your first time in Port Malaya?",
"Jeepneys were first developed to transport goods quickly, but are now used as public transport.",
"The modified cars are decorated by their operators.",
"You come to Port Malaya, you must ride a Jeepney.",
@@ -1682,15 +848,15 @@ malaya,134,250,6 script Jeepney Driver#04 582,{
malaya,341,153,4 script Jeepney Driver#05 582,{
callfunc(
- "F_Malaya_Jeepney", // function to call
- "ma_zif05", // name of the map to warp to
- 30, // amount of possible jeepney passengers
-
- "G... Ghosts in town... Hey... Do you have one on you?", // message for 10 > malaya_hi
- "I think there are fewer ghosts now... The town is slightly quieter...", // message for 10 >= malaya_hi < 20
- "Hi I'm ^1561EALivil^000000 operator for the 30 man Jeepney. Safety is my priority.", // message for 20 < malaya_hi
-
- "First time in town?", // first entry for the monologue of variable length
+ "F_Malaya_Jeepney",
+ "ma_zif05",
+ 30,
+
+ "G... Ghosts in town... Hey... Do you have one on you?",
+ "I think there are fewer ghosts now... The town is slightly quieter...",
+ "Hi I'm ^1561EALivil^000000 operator for the 30 man Jeepney. Safety is my priority.",
+
+ "First time in town?",
"I'll give you a quick guide as a service.",
"Jeepneys were first developed to transport goods quickly, but are now used as public transport.",
"For safety reasons, Jeepneys have a limit on the number of passengers.",
@@ -1700,15 +866,15 @@ malaya,341,153,4 script Jeepney Driver#05 582,{
malaya,293,290,6 script Jeepney Driver#06 582,{
callfunc(
- "F_Malaya_Jeepney", // function to call
- "ma_zif06", // name of the map to warp to
- 30, // amount of possible jeepney passengers
-
- "Gu... Guards... What are the guards doing...", // message for 10 > malaya_hi
- "Did the guards finally do something? Phew... What a rush...", // message for 10 >= malaya_hi < 20
- "I'm ^1561EAGad^000000, the trustworthy 30 man Jeepney driver.", // message for 20 < malaya_hi
-
- "I see you're new to this town.", // first entry for the monologue of variable length
+ "F_Malaya_Jeepney",
+ "ma_zif06",
+ 30,
+
+ "Gu... Guards... What are the guards doing...",
+ "Did the guards finally do something? Phew... What a rush...",
+ "I'm ^1561EAGad^000000, the trustworthy 30 man Jeepney driver.",
+
+ "I see you're new to this town.",
"To guide travelers is also my task!! Let me explain.",
"Jeepneys were goods transport vehicles, now decorated and modified with Port Malaya's new technology!!",
"This Jeepney is my very own handiwork. Ha ha ha... It's cool right? Ha ha ha",
@@ -1718,30 +884,30 @@ malaya,293,290,6 script Jeepney Driver#06 582,{
malaya,242,221,4 script Jeepney Driver#07 582,{
callfunc(
- "F_Malaya_Jeepney", // function to call
- "ma_zif07", // name of the map to warp to
- 60, // amount of possible jeepney passengers
-
- "Oh no... I think the whole village is bewitched by ghosts... Maybe... I should give the Mumbaki Leader a visit...", // message for 10 > malaya_hi
- "Ghost... I'm sure the Mumbaki Leader knows how to get rid of these ghosts...", // message for 10 >= malaya_hi < 20
- "^1561EAHott^000000, at your service, the safest 60 man Jeepney Operator.", // message for 20 < malaya_hi
-
- "Jeepney is the public transportation of Port Malaya.", // first entry for the monologue of variable length
+ "F_Malaya_Jeepney",
+ "ma_zif07",
+ 60,
+
+ "Oh no... I think the whole village is bewitched by ghosts... Maybe... I should give the Mumbaki Leader a visit...",
+ "Ghost... I'm sure the Mumbaki Leader knows how to get rid of these ghosts...",
+ "^1561EAHott^000000, at your service, the safest 60 man Jeepney Operator.",
+
+ "Jeepney is the public transportation of Port Malaya.",
"Therefore they are everywhere. And it's free! I know they all have different passenger limits, but that's no problem because they're everywhere."
);
}
malaya,62,245,6 script Jeepney Driver#08 582,{
callfunc(
- "F_Malaya_Jeepney", // function to call
- "ma_zif08", // name of the map to warp to
- 60, // amount of possible jeepney passengers
-
- "Shoo~ Be gone if you're a ghost, and go away even if you're human~ Shoo~", // message for 10 > malaya_hi
- "Hey... You... Are human right? Right? Huh? Say you are... Please...", // message for 10 >= malaya_hi < 20
- "Hullo, I'm ^1561EAMuyan^000000, operator of this 60 man Jeepney. Nice to meet you.", // message for 20 < malaya_hi
-
- "Jeepneys are public transport, so safety is our priority.", // first entry for the monologue of variable length
+ "F_Malaya_Jeepney",
+ "ma_zif08",
+ 60,
+
+ "Shoo~ Be gone if you're a ghost, and go away even if you're human~ Shoo~",
+ "Hey... You... Are human right? Right? Huh? Say you are... Please...",
+ "Hullo, I'm ^1561EAMuyan^000000, operator of this 60 man Jeepney. Nice to meet you.",
+
+ "Jeepneys are public transport, so safety is our priority.",
"My Jeepney received the best class of Port Malaya, a '60 man Jeepney' certificate.",
"Meaning!! That it is perfectly safe!! Don't you worry about the ride."
);
@@ -1749,18 +915,18 @@ malaya,62,245,6 script Jeepney Driver#08 582,{
malaya,257,58,6 script Jeepney Driver#09 582,{
callfunc(
- "F_Malaya_Jeepney", // function to call
- "ma_zif09", // name of the map to warp to
- 60, // amount of possible jeepney passengers
-
- "...You're an outsider... Don't go touching anything and be careful in town...", // message for 10 > malaya_hi
- "The town is still quite dangerous. Best not touch anything until it is safe.", // message for 10 >= malaya_hi < 20
- "Hi there. I'm ^1561EAGramma^000000, Operator of the 60 man Jeepney of Port Malaya.", // message for 20 < malaya_hi
-
- "Is this your first time in Port Malaya?", // first entry for the monologue of variable length
+ "F_Malaya_Jeepney",
+ "ma_zif09",
+ 60,
+
+ "...You're an outsider... Don't go touching anything and be careful in town...",
+ "The town is still quite dangerous. Best not touch anything until it is safe.",
+ "Hi there. I'm ^1561EAGramma^000000, Operator of the 60 man Jeepney of Port Malaya.",
+
+ "Is this your first time in Port Malaya?",
"We Jeepney drivers here also promote Jeepneys, so let me explain them to you.",
"Jeepneys were first developed to transport goods quickly, but are now used as public transport.",
"Since everybody have different tastes, you can see those with cool and elaborate decorations.",
"Of course you don't need to drive them yourselves, but you can ride them so please feel free to do so."
);
-}
+} \ No newline at end of file
diff --git a/npc/re/cities/mora.txt b/npc/re/cities/mora.txt
index a3f06edb9..baa5f90bc 100644
--- a/npc/re/cities/mora.txt
+++ b/npc/re/cities/mora.txt
@@ -1,22 +1,20 @@
//===== Hercules Script ======================================
//= Mora Village
-//===== By: ==================================================
+//===== By: ==================================================
//= Euphy
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Mora Town Script
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version. [SuperHulk]
//= 1.1 Translations to English. [Flaid]
//= 1.1a Standardized. [Euphy]
//= 1.2 Added new NPCs. [Flaid]
//= 1.3 Replaced with full iRO town NPCs. [Euphy]
//= 1.4 Updated to match the official scripts. [Euphy]
-//============================================================
+//============================================================
// Set 1 :: mora_resident
//============================================================
diff --git a/npc/re/cities/yuno.txt b/npc/re/cities/yuno.txt
new file mode 100644
index 000000000..630969db6
--- /dev/null
+++ b/npc/re/cities/yuno.txt
@@ -0,0 +1,20 @@
+//===== Hercules Script ======================================
+//= Juno City
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= [Official Conversion]
+//= NPCs for the City of Juno
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//============================================================
+
+yuno,150,283,4 duplicate(JunoSoldier1) Juno Soldier#juno 852
+yuno,165,283,4 duplicate(JunoSoldier2) Juno Soldier#2juno 852
+yuno,227,292,4 duplicate(JunoSoldier3) Juno Soldier#3juno 852
+yuno,165,228,4 duplicate(JunoSoldier4) Juno Soldier#4juno 852
+yuno,150,228,4 duplicate(JunoSoldier5) Juno Soldier#5juno 852
+yuno,334,182,4 duplicate(JunoSoldier6) Juno Soldier#6juno 852
+yuno,263,320,4 duplicate(JunoSoldier7) Juno Soldier#7juno 852
diff --git a/npc/re/guides/guides_alberta.txt b/npc/re/guides/guides_alberta.txt
index 9b1b86a92..d18ec2031 100644
--- a/npc/re/guides/guides_alberta.txt
+++ b/npc/re/guides/guides_alberta.txt
@@ -3,14 +3,13 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Hercules
+//= 1.1
//===== Description: =========================================
//= [Official Conversion]
//= Guides for the city of Alberta
//===== Additional Comments: =================================
//= 1.0 First version, Renewal guides.
+//= 1.1 Navigation system update. [Euphy]
//============================================================
alberta,23,238,4 script Guide#01alberta::AlbertaGuide 105,{
@@ -19,7 +18,9 @@ alberta,23,238,4 script Guide#01alberta::AlbertaGuide 105,{
mes "Welcome to ^8B4513Alberta^000000,";
mes "the Port City.";
mes "Do you need help navigating the city?";
+ F_Navi("[Alberta Guide]");
next;
+ set .@str$,"Would you like to check any other locations?";
while (1) {
switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:[ Destination Ports ]:Remove Marks from Mini-Map:Cancel")) {
case 1:
@@ -29,54 +30,54 @@ alberta,23,238,4 script Guide#01alberta::AlbertaGuide 105,{
case 1:
mes "[Alberta Guide]";
mes "Let me mark the location of the";
- mes "the ^0000FFTool Shop^000000";
+ mes "the "+F_Navi("Tool Shop","alberta,98,154","^0000FF");
mes "on your mini-map.";
- mes "Would you like to check any other locations?";
+ mes .@str$;
viewpoint 1,98,154,0,0x0A82FF;
next;
break;
case 2:
mes "[Alberta Guide]";
- mes "The ^B9062FForge^000000 is currently";
+ mes "The "+F_Navi("Forge","alberta,35,41","^B9062F")+" is currently";
mes "located inside the Merchant Guild building.";
- mes "Would you like to check any other locations?";
+ mes .@str$;
viewpoint 1,35,41,1,0xFF0000;
next;
break;
case 3:
mes "[Alberta Guide]";
mes "Let me mark the location of the";
- mes "the ^FF5400Weapon & Armor Shop^000000";
+ mes "the "+F_Navi("Weapon & Armor Shop","alberta,117,37","^FF5400");
mes "on your mini-map.";
- mes "Would you like to check any other locations?";
+ mes .@str$;
viewpoint 1,117,37,2,0xFFB400;
next;
break;
case 4:
mes "[Alberta Guide]";
mes "Let me mark the location of the";
- mes "the ^006400Inn^000000";
+ mes "the "+F_Navi("Inn","alberta,65,233","^006400");
mes "on your mini-map.";
- mes "Would you like to check any other locations?";
+ mes .@str$;
viewpoint 1,65,233,3,0xAAFF00;
next;
break;
case 5:
mes "[Alberta Guide]";
mes "Let me mark the location of the";
- mes "the ^7F3300Beauty Salon^000000";
+ mes "the "+F_Navi("Beauty Salon","alberta,48,145","^7F3300");
mes "on your mini-map.";
- mes "Would you like to check any other locations?";
+ mes .@str$;
viewpoint 1,48,145,4,0xD2691E;
next;
break;
case 6:
mes "[Alberta Guide]";
- mes "The Merchant Guild is where";
- mes "you can change your job to ^800080Merchant.";
+ mes "The "+F_Navi("Merchant Guild","alberta,33,41")+" is where";
+ mes "you can change your job to ^800080Merchant^000000.";
mes "Let me mark its location";
mes "on your mini-map.";
- mes "Would you like to check any other locations?";
+ mes .@str$;
viewpoint 1,33,41,5,0xDA70D6;
next;
break;
@@ -92,10 +93,10 @@ alberta,23,238,4 script Guide#01alberta::AlbertaGuide 105,{
switch(select("[ Eden Teleport Officer ]:[ Kafra Employee ]:[ Cool Event Employee ]:[ Bullet Merchant ]:[ Cooking Ingredient Merchant ]:Previous Menu")) {
case 1:
mes "[Alberta Guide]";
- mes "^B9062FEden Teleport Officers^000000 are located in south Alberta";
- mes "and inside the Merchant Guild building.";
+ mes "^B9062FEden Teleport Officers^000000 are located in "+F_Navi("south Alberta","alberta,121,68");
+ mes "and inside the "+F_Navi("Merchant Guild","alberta,33,41")+" building.";
mes "Let me mark their locations on your mini-map.";
- mes "Would you like to check any other locations?";
+ mes .@str$;
viewpoint 1,33,41,6,0xFF0000;
viewpoint 1,121,68,7,0xFF0000;
next;
@@ -105,7 +106,7 @@ alberta,23,238,4 script Guide#01alberta::AlbertaGuide 105,{
mes "Let me mark the location of the";
mes "^0000FFKafra Employees^000000";
mes "on your mini-map.";
- mes "Would you like to check any other locations?";
+ mes .@str$;
viewpoint 1,33,41,8,0x0A82FF;
viewpoint 1,113,60,9,0x0A82FF;
next;
@@ -113,8 +114,8 @@ alberta,23,238,4 script Guide#01alberta::AlbertaGuide 105,{
case 3:
mes "[Alberta Guide]";
mes "When you win event items,";
- mes "you can claim them through the ^FF5400Cool Event Employee^000000.";
- mes "Would you like to check any other locations?";
+ mes "you can claim them through the "+F_Navi("Cool Event Employee","alberta,148,57","^FF5400")+".";
+ mes .@str$;
viewpoint 1,148,57,10,0xFFB400;
next;
break;
@@ -122,17 +123,17 @@ alberta,23,238,4 script Guide#01alberta::AlbertaGuide 105,{
mes "[Alberta Guide]";
mes "The ^7F3300Bullet Merchants^000000 for ^7F3300Gunslingers^000000";
mes "are located";
- mes "near the center of the city.";
- mes "Would you like to check any other locations?";
+ mes "near the "+F_Navi("center of the city","alberta,117,158")+".";
+ mes .@str$;
viewpoint 1,117,158,11,0xD2691E;
next;
break;
case 5:
mes "[Alberta Guide]";
- mes "The ^006400Chef Assistant^000000 in Alberta";
+ mes "The "+F_Navi("Chef Assistant","alberta,167,135","^006400")+" in Alberta";
mes "has many regular customers,";
mes "especially for his ^006400Delicious Fishes^000000.";
- mes "Would you like to check any other locations?";
+ mes .@str$;
viewpoint 1,167,135,12,0xAAFF00;
next;
break;
@@ -145,77 +146,32 @@ alberta,23,238,4 script Guide#01alberta::AlbertaGuide 105,{
case 3:
set .@loop,1;
while (.@loop) {
- switch(select("[ Port - Northern Dock ]:[ Port - Brasilis ]:[ Port - Amatsu ]:[ Port - Kunlun ]:[ Port - Moscovia ]:[ Port - Louyang ]:[ Port - Ayothaya ]:Previous Menu")) {
+ switch(select("[ Port - Northern Dock ]:[ Port - Central Dock ]:[ Port - Southern Dock ]:Previous Menu")) {
case 1:
mes "[Alberta Guide]";
- mes "You can use";
- mes "the ^B9062FNorthern Dock^000000";
- mes "to go to the ^B9062FSunken Ship^000000 or ^B9062FIzlude Marina^000000.";
- mes "Would you like to check any other locations?";
- viewpoint 1,192,151,13,0xFF0000;
+ mes "You can use the "+F_Navi("Northern Dock","alberta,192,196");
+ mes "to go to ^0000FFPort Malaya^000000 or ^0000FFDewata^000000.";
+ mes .@str$;
+ viewpoint 1,192,196,13,0xFF0000;
next;
break;
case 2:
mes "[Alberta Guide]";
- mes "Please talk to the ^800080Crewman^000000 at the Alberta Port";
- mes "if you'd like to visit ^800080Brasilis^000000,";
- mes "the City of Passion.";
- mes "Would you like to check any other locations?";
- viewpoint 1,246,82,14,0xDA70D6;
+ mes "You can use the "+F_Navi("Central Dock","alberta,192,151");
+ mes "to go to the ^B9062FSunken Ship^000000 or ^B9062FIzlude Marina^000000.";
+ mes .@str$;
+ viewpoint 1,192,151,14,0xFF0000;
next;
break;
case 3:
mes "[Alberta Guide]";
- mes "Please talk to the";
- mes "the ^0000FFSea Captain^000000 at the Alberta Port";
- mes "if you'd like to enjoy viewing cherry blossoms";
- mes "in ^0000FFAmatsu^000000.";
- mes "Would you like to check any other locations?";
- viewpoint 1,246,74,15,0x0A82FF;
+ mes "You can use the "+F_Navi("Southern Dock","alberta,245,86");
+ mes "to go to ^0000FFTurtle Island^000000, ^0000FFBrasilis^000000, ^0000FFAmatsu^000000, ^0000FFKunlun^000000, ^0000FFMoscovia^000000, ^0000FFLouyang^000000, or ^0000FFAyothaya^000000.";
+ mes .@str$;
+ viewpoint 1,245,86,15,0xFF0000;
next;
break;
case 4:
- mes "[Alberta Guide]";
- mes "Please talk to the";
- mes "^B9062FKunlun Envoy^000000 at the Alberta Port";
- mes "if you'd like to experience the exotic atmosphere of ^B9062FKunlun^000000.";
- mes "Would you like to check any other locations?";
- viewpoint 1,246,62,16,0xFF0000;
- next;
- break;
- case 5:
- mes "[Alberta Guide]";
- mes "Please talk to the";
- mes "^FF5400Moscovia P.R. Officer^000000 at the Alberta Port";
- mes "if you'd like to move to";
- mes "^FF5400Moscovia^000000,";
- mes "the Eden on the ocean.";
- mes "Would you like to check any other locations?";
- viewpoint 1,246,51,17,0xFFB400;
- next;
- break;
- case 6:
- mes "[Alberta Guide]";
- mes "Please talk to the";
- mes "^7F3300Girl^000000 at the Alberta Port";
- mes "if you'd like to move to the historical city,";
- mes "^7F3300Louyang^000000.";
- mes "Would you like to check any other locations?";
- viewpoint 1,246,40,18,0xD2691E;
- next;
- break;
- case 7:
- mes "[Alberta Guide]";
- mes "Please talk to";
- mes "^800080Aibakthing^000000 at the Alberta Port";
- mes "if you'd like to move to";
- mes "^800080Ayothaya^000000,";
- mes "the religious city.";
- mes "Would you like to check any other locations?";
- viewpoint 1,246,29,19,0xDA70D6;
- next;
- break;
- case 8:
set .@loop,0;
break;
}
@@ -241,10 +197,6 @@ alberta,23,238,4 script Guide#01alberta::AlbertaGuide 105,{
viewpoint 2,1,1,13,0xFFFF00;
viewpoint 2,1,1,14,0xFFFF00;
viewpoint 2,1,1,15,0xFFFF00;
- viewpoint 2,1,1,16,0xFFFF00;
- viewpoint 2,1,1,17,0xFFFF00;
- viewpoint 2,1,1,18,0xFFFF00;
- viewpoint 2,1,1,19,0xFFFF00;
next;
break;
case 5:
@@ -256,6 +208,5 @@ alberta,23,238,4 script Guide#01alberta::AlbertaGuide 105,{
}
}
}
-
alberta,120,60,3 duplicate(AlbertaGuide) Guide#02alberta 105
alberta,184,143,4 duplicate(AlbertaGuide) Guide#03alberta 105
diff --git a/npc/re/guides/guides_aldebaran.txt b/npc/re/guides/guides_aldebaran.txt
index 9593e0b2e..e9b44d4c7 100644
--- a/npc/re/guides/guides_aldebaran.txt
+++ b/npc/re/guides/guides_aldebaran.txt
@@ -1,16 +1,16 @@
-//===== Hercules Script ======================================
+//===== Hercules Script ======================================
//= Al De Baran Guides
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Hercules
+//= 1.1
//===== Description: =========================================
//= [Official Conversion]
-//= Guides for the city of Al De baran
+//= Guides for the city of Al De Baran.
//===== Additional Comments: =================================
//= 1.0 First version, Renewal guide.
+//= 1.1 Navigation system update. [Euphy]
+//= Optimized.
//============================================================
aldebaran,139,63,4 script Guide#01aldebaran::GuideAldearan 105,{
@@ -19,7 +19,9 @@ aldebaran,139,63,4 script Guide#01aldebaran::GuideAldearan 105,{
mes "Welcome to ^8B4513Al De Baran^000000,";
mes "the Border City.";
mes "Do you need help navigating the city?";
+ F_Navi("[Al De Baran Guide]");
next;
+ set .@str$,"Would you like to check any other locations?";
while (1) {
switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) {
case 1:
@@ -27,55 +29,43 @@ aldebaran,139,63,4 script Guide#01aldebaran::GuideAldearan 105,{
while (.@loop) {
switch(select("[ Kafra Headquarters ]:[ Alchemist Guild ]:[ Clock Tower ]:[ Inn & Tool Shop ]:[ Repair & Buy Equipment ]:[ Tavern ]:Previous Menu")) {
case 1:
- mes "[Al De Baran Guide]";
- mes "Let me mark the location of the";
- mes "^B9062FKafra Headquarters^000000";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
+ callsub L_Mark, F_Navi("Kafra Headquarters","aldebaran,61,229","^B9062F");
+ mes .@str$;
viewpoint 1,61,229,0,0xFF0000;
next;
break;
case 2:
- mes "[Al De Baran Guide]";
- mes "Let me mark the location of the";
- mes "the ^0000FFAlchemist Guild^000000";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
+ callsub L_Mark, F_Navi("Alchemist Guild","aldebaran,60,60","^0000FF");
+ mes .@str$;
viewpoint 1,60,60,1,0x0A82FF;
next;
break;
case 3:
- mes "[Al De Baran Guide]";
- mes "Let me mark the location of the";
- mes "the ^FF5400Clock Tower^000000";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
+ callsub L_Mark, F_Navi("Clock Tower","aldebaran,139,133","^FF5400");
+ mes .@str$;
viewpoint 1,139,133,2,0xFFB400;
next;
break;
case 4:
mes "[Al De Baran Guide]";
mes "Let me mark the location of the";
- mes "the ^006400Inn^000000 and";
- mes "the ^006400Tool Shop^000000 building";
+ mes F_Navi("Inn & Tool Shop","aldebaran,197,70","^006400")+" building";
mes "on your mini-map.";
- mes "Would you like to check any other locations?";
+ mes .@str$;
viewpoint 1,197,70,3,0xAAFF00;
next;
break;
case 5:
mes "[Al De Baran Guide]";
- mes "If you'd like to ^7F3300Buy or Repair Equipment^000000,";
+ mes "If you'd like to ";
+ mes F_Navi("Buy or Repair Equipment","aldebaran,197,70","^7F3300")+",";
mes "then this is the place you'll want to visit.";
- mes "Would you like to check any other locations?";
+ mes .@str$;
viewpoint 1,72,197,4,0xD2691E;
next;
break;
case 6:
- mes "[Al De Baran Guide]";
- mes "Let me mark the location of the";
- mes "the ^800080Tavern^000000";
- mes "on your mini-map.";
+ callsub L_Mark, F_Navi("Tavern","aldebaran,231,106","^800080");
viewpoint 1,231,106,5,0xDA70D6;
next;
break;
@@ -90,38 +80,29 @@ aldebaran,139,63,4 script Guide#01aldebaran::GuideAldearan 105,{
while (.@loop) {
switch(select("[ Eden Teleport Officer ]:[ Kafra Employee ]:[ Mr. Claus ]:[ Chef Assistant ]:Previous Menu")) {
case 1:
- mes "[Al De Baran Guide]";
- mes "Let me mark the location of the";
- mes "^B9062FEden Teleport Officer^000000";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
+ callsub L_Mark, F_Navi("Eden Teleport Officer","aldebaran,133,119","^B9062F");
+ mes .@str$;
viewpoint 1,133,119,6,0xFF0000;
next;
break;
case 2:
- mes "[Al De Baran Guide]";
- mes "Let me mark the location of the";
- mes "^0000FFKafra Employee^000000";
- mes "on your mini-map.";
+ callsub L_Mark, "^0000FFKafra Employee^000000";
viewpoint 1,143,119,7,0x0A82FF;
next;
break;
case 3:
mes "[Al De Baran Guide]";
mes "Mr. Claus can teleport";
- mes "you to ^006400Lutie^000000.";
+ mes "you to "+F_Navi("Lutie","aldebaran,168,168","^006400")+".";
mes "Let me mark his location";
mes "on your mini-map.";
- mes "Would you like to check any other locations?";
+ mes .@str$;
viewpoint 1,168,168,8,0xAAFF00;
next;
break;
case 4:
- mes "[Al De Baran Guide]";
- mes "Let me mark the location of the";
- mes "^7F3300Chef Assistant^000000";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
+ callsub L_Mark, F_Navi("Chef Assistant","aldebaran,165,107","^7F3300");
+ mes .@str$;
viewpoint 1,165,107,9,0xD2691E;
next;
break;
@@ -156,8 +137,14 @@ aldebaran,139,63,4 script Guide#01aldebaran::GuideAldearan 105,{
end;
}
}
+ end;
+L_Mark:
+ mes "[Al De Baran Guide]";
+ mes "Let me mark the location of the";
+ mes getarg(0);
+ mes "on your mini-map.";
+ return;
}
-
aldebaran,243,143,2 duplicate(GuideAldearan) Guide#02aldebaran 105
aldebaran,135,243,4 duplicate(GuideAldearan) Guide#03aldebaran 105
aldebaran,36,135,6 duplicate(GuideAldearan) Guide#04aldebaran 105
diff --git a/npc/re/guides/guides_amatsu.txt b/npc/re/guides/guides_amatsu.txt
index 4ab124e27..f9498499f 100644
--- a/npc/re/guides/guides_amatsu.txt
+++ b/npc/re/guides/guides_amatsu.txt
@@ -3,15 +3,14 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
+//= 1.2
//===== Description: =========================================
//= [Official Conversion]
//= Guide for the city of Amatsu.
//===== Additional Comments: =================================
//= 1.0 First version, Renewal guide.
//= 1.1 Optimized. [Euphy]
+//= 1.2 Navigation system update. [Euphy]
//============================================================
amatsu,202,91,3 script Amatsu Guide#amatsu 758,{
@@ -27,39 +26,40 @@ amatsu,202,91,3 script Amatsu Guide#amatsu 758,{
mes "as Miss Amatsu.";
mes "Please tell me";
mes "if you want to know something.";
+ F_Navi("[Amachang]");
while (1) {
next;
switch(select("[ Kafra Employee ]:[ Bar ]:[ Weapon Dealer ]:[ Tool Dealer ]:[ Amatsu Palace ]:[ Chef Assistant ]:[ Ninja Guild Building ]:[ Sea Captain ]:Remove Marks from Mini-Map:Cancel")) {
case 1:
- callsub L_Mark,"^0000FFKafra Employee";
+ callsub L_Mark, "^0000FFKafra Employee^000000";
viewpoint 1,102,149,0,0x0A82FF;
break;
case 2:
- callsub L_Mark,"^006400Bar";
+ callsub L_Mark, F_Navi("Bar","amatsu,215,116","^006400");
viewpoint 1,215,116,1,0xAAFF00;
break;
case 3:
- callsub L_Mark,"^008080Weapon Dealer";
+ callsub L_Mark, F_Navi("Weapon Dealer","amatsu,129,117","^008080");
viewpoint 1,129,117,2,0x008080;
break;
case 4:
- callsub L_Mark,"^FF1493Tool Dealer";
+ callsub L_Mark, F_Navi("Tool Dealer","amatsu,97,117","^FF1493");
viewpoint 1,97,117,3,0xFF1493;
break;
case 5:
- callsub L_Mark,"^8B4513Amatsu Palace";
+ callsub L_Mark, F_Navi("Amatsu Palace","amatsu,87,235","^8B4513");
viewpoint 1,87,235,4,0x8B4513;
break;
case 6:
- callsub L_Mark,"^8A2BE2Chef Assistant";
+ callsub L_Mark, F_Navi("Chef Assistant","amatsu,206,150","^8A2BE2");
viewpoint 1,206,150,5,0x8A2BE2;
break;
case 7:
- callsub L_Mark,"^4B0082Ninja Guild Building";
+ callsub L_Mark, F_Navi("Ninja Guild Building","amatsu,148,137","^4B0082");
viewpoint 1,148,137,6,0x4B0082;
break;
case 8:
- callsub L_Mark,"^00BFFFSea Captain";
+ callsub L_Mark, F_Navi("Sea Captain","amatsu,195,79","^00BFFF");
viewpoint 1,195,79,7,0x00BFFF;
break;
case 9:
@@ -84,7 +84,7 @@ amatsu,202,91,3 script Amatsu Guide#amatsu 758,{
end;
L_Mark:
mes "[Amachang]";
- mes "The "+getarg(0)+"^000000 is";
+ mes "The "+getarg(0)+" is";
mes "marked on your mini-map.";
mes "Is there anything else I can do for you?";
return;
diff --git a/npc/re/guides/guides_ayothaya.txt b/npc/re/guides/guides_ayothaya.txt
index 135e34671..fd61b1380 100644
--- a/npc/re/guides/guides_ayothaya.txt
+++ b/npc/re/guides/guides_ayothaya.txt
@@ -3,73 +3,77 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
+//= 1.2
//===== Description: =========================================
//= [Official Conversion]
-//= Guide for the city of Ayothaya
+//= Guide for the city of Ayothaya.
//===== Additional Comments: =================================
//= 1.0 First version, Renewal guide.
//= 1.1 Added missing case. [Joseph]
+//= 1.2 Navigation system update. [Euphy]
//============================================================
ayothaya,203,169,4 script Ayothaya Guide Noi#01ay 839,{
- mes "[Noi]";
+ if (strnpcinfo(0) == "Ayothaya Guide Noi#01ay")
+ set .@n$, "[Noi]";
+ else
+ set .@n$, "[Noa]";
+ mes .@n$;
mes "Hello~";
mes "Welcome to ^8B4513Ayothaya^000000.";
mes "This town is linked to a river through the wild forest.";
mes "It's a really calm country.";
mes "Take your time to look around.";
+ F_Navi(.@n$);
while (1) {
next;
switch(select("[ Weapon Shop ]:[ Tool Shop ]:[ Tavern ]:[ Shrine ]:[ Fishing Spot ]:[ Aibakthing ]:Remove Marks from Mini-Map:Cancel")) {
case 1:
- mes "[Noi]";
- mes "The ^0000FFWeapon Shop^000000";
+ mes .@n$;
+ mes "The "+F_Navi("Weapon Shop","ayothaya,163,90","^0000FF");
mes "in Ayothaya has special weapons.";
mes "You can find great weapons there.";
mes "Is there anything else I can do for you?";
viewpoint 1,163,90,0,0x0A82FF;
break;
case 2:
- mes "[Noi]";
- mes "Our citizens purchase many products in the ^006400Tool Shop^000000.";
+ mes .@n$;
+ mes "Our citizens purchase many products in the "+F_Navi("Tool Shop","ayothaya,131,86","^006400")+".";
mes "Make sure you get all you need there.";
- mes "Do you need anything else??";
+ mes "Do you need anything else?";
viewpoint 1,131,86,1,0xAAFF00;
break;
case 3:
- mes "[Noi]";
+ mes .@n$;
mes "Part of adventuring is collecting information.";
- mes "The ^008080Tavern^000000 is crowded with lots of travelers where you can get useful information.";
+ mes "The "+F_Navi("Tavern","ayothaya,229,72","^008080")+" is crowded with lots of travelers where you can get useful information.";
mes "Is there anything else I can do for you?";
viewpoint 1,229,72,2,0x008080;
break;
case 4:
- mes "[Noi]";
- mes "To calm your heart, go to the ^FF1493Shrine^000000 and say a prayer.";
+ mes .@n$;
+ mes "To calm your heart, go to the "+F_Navi("Shrine","ayothaya,208,280","^FF1493")+" and say a prayer.";
mes "Is there anything else I can do for you?";
viewpoint 1,208,280,3,0xFF1493;
break;
case 5:
- mes "[Noi]";
+ mes .@n$;
mes "Ayothaya is close to the beach, so most people enjoy fishing.";
mes "They really love to fish.";
- mes "Go ^8B4513fishing^000000 and try to grab a big fish.";
+ mes "Go "+F_Navi("fishing","ayothaya,255,99","^8B4513")+" and try to grab a big fish.";
mes "Is there anything else I can do for you?";
viewpoint 1,255,99,4,0x8B4513;
break;
case 6:
- mes "[Noi]";
+ mes .@n$;
mes "If you want to return home";
- mes "find ^00BFFFAibakthing^000000";
+ mes "find "+F_Navi("Aibakthing","ayothaya,151,68","^00BFFF");
mes "and ask him to send you back.";
mes "Is there anything else I can do for you?";
viewpoint 1,151,68,5,0x00BFFF;
break;
case 7:
- mes "[Noi]";
+ mes .@n$;
mes "I'll remove all marks from your mini-map.";
mes "Do you need anything else??";
viewpoint 2,1,1,0,0xFFFFFF;
@@ -80,91 +84,10 @@ ayothaya,203,169,4 script Ayothaya Guide Noi#01ay 839,{
viewpoint 2,1,1,5,0xFFFFFF;
break;
case 8:
- mes "[Noi]";
- mes "Enjoy your trip~!";
- close;
- }
- }
-}
-
-ayothaya,146,86,4 script Ayothaya Guide Noa#01ay 839,{
- mes "[Noa]";
- mes "Hello~";
- mes "Welcome to ^8B4513Ayothaya^000000.";
- mes "This town is linked to a river through the wild forest.";
- mes "It's a really calm country.";
- mes "Take your time to look around.";
- while (1) {
- next;
- switch(select("[ Kafra Employee ]:[ Weapon Shop ]:[ Tool Shop ]:[ Tavern ]:[ Shrine ]:[ Fishing Spot ]:[ Aibakthing ]:Remove Marks from Mini-Map:Cancel")) {
- case 1:
- mes "[Noa]";
- mes "The ^0000FFKafra Employee^000000 is";
- mes "marked on your mini-map.";
- mes "Check your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 1,212,169,0,0x0A82FF;
- break;
- case 2:
- mes "[Noa]";
- mes "The ^0000FFWeapon Shop^000000";
- mes "in Ayothaya has special weapons.";
- mes "You can find great weapons there.";
- mes "Is there anything else I can do for you?";
- viewpoint 1,163,90,1,0xAAFF00;
- break;
- case 3:
- mes "[Noa]";
- mes "Our citizens purchase many products in the ^006400Tool Shop^000000.";
- mes "Make sure you get all you need there.";
- mes "Do you need anything else??";
- viewpoint 1,131,86,2,0x008080;
- break;
- case 4:
- mes "[Noa]";
- mes "Part of adventuring is collecting information.";
- mes "The ^008080Tavern^000000 is crowded with lots of travelers where you can get useful information.";
- mes "Is there anything else I can do for you?";
- viewpoint 1,229,72,3,0xFF1493;
- break;
- case 5:
- mes "[Noa]";
- mes "To calm your heart, go to the ^FF1493Shrine^000000 and say a prayer.";
- mes "Is there anything else I can do for you?";
- viewpoint 1,208,280,4,0x8B4513;
- break;
- case 6:
- mes "[Noa]";
- mes "Ayothaya is close to the beach, so most people enjoy fishing.";
- mes "They really love to fish.";
- mes "Go ^8B4513fishing^000000 and try to grab a big fish.";
- mes "Is there anything else I can do for you?";
- viewpoint 1,255,99,5,0x9400D3;
- break;
- case 7:
- mes "[Noa]";
- mes "If you want to return home";
- mes "find ^00BFFFAibakthing^000000";
- mes "and ask him to send you back.";
- mes "Is there anything else I can do for you?";
- viewpoint 1,151,68,6,0x00BFFF;
- break;
- case 8:
- mes "[Noa]";
- mes "I'll remove all marks from your mini-map.";
- mes "Do you need anything else??";
- viewpoint 2,1,1,0,0xFFFFFF;
- viewpoint 2,1,1,1,0xFFFFFF;
- viewpoint 2,1,1,2,0xFFFFFF;
- viewpoint 2,1,1,3,0xFFFFFF;
- viewpoint 2,1,1,4,0xFFFFFF;
- viewpoint 2,1,1,5,0xFFFFFF;
- viewpoint 2,1,1,6,0xFFFFFF;
- break;
- case 9:
- mes "[Noa]";
+ mes .@n$;
mes "Enjoy your trip~!";
close;
}
}
}
+ayothaya,146,86,4 duplicate(Ayothaya Guide Noi#01ay) Ayothaya Guide Noa#02ay 839
diff --git a/npc/re/guides/guides_brasilis.txt b/npc/re/guides/guides_brasilis.txt
index b94dc87f0..68b6df91f 100644
--- a/npc/re/guides/guides_brasilis.txt
+++ b/npc/re/guides/guides_brasilis.txt
@@ -3,79 +3,73 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
+//= 1.2
//===== Description: =========================================
//= [Official Conversion]
-//= Guide for the city of Brasilis
+//= Guide for the city of Brasilis.
//===== Additional Comments: =================================
//= 1.0 First Version, Renewal guide.
//= 1.1 Added a missing close.
+//= 1.2 Navigation system update. [Euphy]
//============================================================
brasilis,219,97,3 script Brasilis Guide 478,{
mes "[Brasilis Guide]";
mes "Welcome to ^8B4513Brasilis^000000, a country as passionate as the sun.";
mes "If you have any questions, please ask me.";
+ F_Navi("[Brasilis Guide]");
next;
- mes "[Brasilis Guide]";
- mes "Where can I guide you?";
- while (1){
+ switch(select("Ask about locations:Remove Marks from Mini-Map:Cancel")) {
+ case 1:
+ mes "[Brasilis Guide]";
+ mes "Where can I guide you?";
next;
- switch(select("[ Hotel ]:[ Jungle Cable ]:[ Art Museum ]:[ Market ]:[ Verass Monument ]:Remove marks from Mini-Map:Cancel")) {
+ switch(select("[ Hotel ]:[ Jungle Cable ]:[ Art Museum ]:[ Market ]:[ Verass Monument ]")) {
case 1:
mes "[Brasilis Guide]";
- mes "The Brasilis Hotel is located just above, ^FF3355+^000000.";
+ mes "The "+F_Navi("Brasilis Hotel","brasilis,274,151")+" is located just above, ^FF3355+^000000.";
mes "Is there anything else I can do for you?";
viewpoint 1,274,151,2,0xFF3355;
- next;
- break;
+ close;
case 2:
mes "[Brasilis Guide]";
- mes "Do you want to go through the rough jungle? You can take a Jungle Cable here ^CE6300+^000000.";
+ mes "Do you want to go through the rough jungle? You can take a ";
+ mes F_Navi("Jungle Cable","brasilis,308,335")+" here ^CE6300+^000000.";
mes "Is there anything else I can do for you?";
viewpoint 1,308,335,3,0xCE6300;
- next;
- break;
+ close;
case 3:
mes "[Brasilis Guide]";
- mes "The pride of Brasilis, the world scale Art Museum is at ^A5BAAD+^000000.";
+ mes "The pride of Brasilis, the world scale "+F_Navi("Art Museum","brasilis,137,167")+" is at ^A5BAAD+^000000.";
mes "Is there anything else I can do for you?";
viewpoint 1,137,167,4,0x00FF00;
- next;
- break;
+ close;
case 4:
mes "[Brasilis Guide]";
- mes "You can buy items for hunting at the Market here ^55FF33+^000000.";
+ mes "You can buy items for hunting at the "+F_Navi("Market","brasilis,254,248")+" here ^55FF33+^000000.";
mes "Is there anything else I can do for you?";
viewpoint 1,254,248,5,0x55FF33;
- next;
- break;
+ close;
case 5:
mes "[Brasilis Guide]";
- mes "The iconic monument of Brasilis, the Verass Monument stands at ^3355FF+^000000.";
+ mes "The iconic monument of Brasilis, the "+F_Navi("Verass Monument","brasilis,195,222")+" stands at ^3355FF+^000000.";
mes "Is there anything else I can do for you?";
viewpoint 1,195,235,6,0x3355FF;
- next;
- break;
- case 6:
- mes "[Brasilis Guide]";
- mes "I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 0,274,151,2,0x00FF00;
- viewpoint 0,308,335,3,0x00FF00;
- viewpoint 0,137,167,4,0x00FF00;
- viewpoint 0,254,248,5,0x00FF00;
- viewpoint 0,195,235,6,0x00FF00;
- next;
- break;
- case 7:
- mes "[Brasilis Guide]";
- mes "Wandering on your own is always the best way to explore. Anyway, take care.";
close;
}
+ case 2:
+ mes "[Brasilis Guide]";
+ mes "I'll remove all marks from your mini-map.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 0,274,151,2,0x00FF00;
+ viewpoint 0,308,335,3,0x00FF00;
+ viewpoint 0,137,167,4,0x00FF00;
+ viewpoint 0,254,248,5,0x00FF00;
+ viewpoint 0,195,235,6,0x00FF00;
+ close;
+ case 3:
+ mes "[Brasilis Guide]";
+ mes "Wandering on your own is always the best way to explore. Anyway, take care.";
close;
- break;
}
}
diff --git a/npc/re/guides/guides_comodo.txt b/npc/re/guides/guides_comodo.txt
index 59988459e..85ad31703 100644
--- a/npc/re/guides/guides_comodo.txt
+++ b/npc/re/guides/guides_comodo.txt
@@ -3,15 +3,14 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
+//= 1.2
//===== Description: =========================================
//= [Official Conversion]
//= Guides for the city of Comodo.
//===== Additional Comments: =================================
//= 1.0 First version, Renewal guide.
//= 1.1 Fixed and optimized. [Euphy]
+//= 1.2 Navigation system update. [Euphy]
//============================================================
comodo,322,178,4 script Comodo Guide#01comodo::GuideComodo 700,{
@@ -19,6 +18,7 @@ comodo,322,178,4 script Comodo Guide#01comodo::GuideComodo 700,{
mes "Welcome to ^8B4513Comodo^000000,";
mes "the Beach Town of the Rune-Midgarts Kingdom.";
mes "Do you need help navigating the town?";
+ F_Navi("[Comodo Guide]");
next;
while (1) {
switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel:About ^8B4513Comodo^000000")) {
@@ -27,57 +27,61 @@ comodo,322,178,4 script Comodo Guide#01comodo::GuideComodo 700,{
while (.@loop) {
switch(select("[ Tavern ]:[ Casino ]:[ Weapon & Armor Shop ]:[ Tool Shop ]:[ Campsite ]:[ Souvenir Vendor ]:[ East Cave Mao ]:[ West Cave Karu ]:[ North Cave Ruanda ]:[ Hula Dance Stage ]:[ Kafra Co. Western Branch ]:Previous Menu")) {
case 1:
- callsub L_Mark,"^FF0000Tavern";
+ callsub L_Mark, F_Navi("Tavern","comodo,161,315","^FF0000");
viewpoint 1,166,298,0,0xFF0000;
next;
break;
case 2:
- callsub L_Mark,"^FFA500Casino";
+ callsub L_Mark, F_Navi("Casino","comodo,140,111","^FFA500");
viewpoint 1,140,98,1,0xFFA500;
next;
break;
case 3:
- callsub L_Mark,"^FF4500Weapon & Armor Shop";
+ callsub L_Mark, F_Navi("Weapon & Armor Shop","comodo,266,74","^FF4500");
viewpoint 1,266,70,2,0xFF4500;
next;
break;
case 4:
- callsub L_Mark,"^B8860BTool Shop";
+ callsub L_Mark, F_Navi("Tool Shop","comodo,92,128","^B8860B");
viewpoint 1,86,128,3,0xB8860B;
next;
break;
case 5:
- callsub L_Mark,"^32CD32Campsite";
+ callsub L_Mark, F_Navi("Campsite","comodo,209,308","^32CD32");
viewpoint 1,210,308,4,0x32CD32;
next;
break;
case 6:
- callsub L_Mark,"^6B8E23Souvenir Vendor";
+ callsub L_Mark, F_Navi("Souvenir Vendor","comodo,293,125","^6B8E23");
viewpoint 1,298,124,5,0x6B8E23;
next;
break;
case 7:
- callsub L_Mark,"^008B8BEast Cave Mao",1;
+ callsub L_Mark, F_Navi("East Cave Mao","comodo,333,175","^008B8B");
viewpoint 1,333,175,6,0x008B8B;
next;
break;
case 8:
- callsub L_Mark,"^1E90FFWest Cave Karu",1;
+ callsub L_Mark, F_Navi("West Cave Karu","comodo,24,214","^1E90FF");
viewpoint 1,24,214,7,0x1E90FF;
next;
break;
case 9:
- callsub L_Mark,"^0000CDNorth Cave Ruanda",1;
+ callsub L_Mark, F_Navi("North Cave Ruanda","comodo,176,358","^0000CD");
viewpoint 1,176,358,8,0x0000CD;
next;
break;
case 10:
- callsub L_Mark,"^C71585Hula Dance Stage";
+ callsub L_Mark, F_Navi("Hula Dance Stage","comodo,188,168","^C71585");
viewpoint 1,188,168,9,0xC71585;
next;
break;
case 11:
- callsub L_Mark,"^DB7093Kafra Corporation Western Branch";
+ mes "[Comodo Guide]";
+ mes "Let me mark the location of the";
+ mes F_Navi("Kafra Corporation Western Branch","comodo,131,195","^DB7093");
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
viewpoint 1,136,202,10,0xDB7093;
next;
break;
@@ -92,26 +96,26 @@ comodo,322,178,4 script Comodo Guide#01comodo::GuideComodo 700,{
while (.@loop) {
switch(select("[ Chief's House ]:[ Bor Robin ]:[ Kafra Employee ]:[ Roaming Bard ]:Previous Menu")) {
case 1:
- callsub L_Mark,"^6495EDChief's House";
+ callsub L_Mark, F_Navi("Chief's House","comodo,115,290","^6495ED");
viewpoint 1,114,294,11,0x6495ED;
next;
break;
case 2:
mes "[Comodo Guide]";
- mes "^228B22Bor Robin^000000";
+ mes F_Navi("Bor Robin","comodo,193,151","^228B22");
mes "helps adventurers to become ^228B22Dancers^000000.";
mes "Would you like to check any other locations?";
viewpoint 1,193,151,12,0x228B22;
next;
break;
case 3:
- callsub L_Mark,"^1E90FFKafra Employee";
+ callsub L_Mark,"^1E90FFKafra Employee^000000";
viewpoint 1,195,149,13,0x1E90FF;
next;
break;
case 4:
mes "[Comodo Guide]";
- mes "The ^DB7093Roaming Bard^000000";
+ mes "The "+F_Navi("Roaming Bard","comodo,211,155","^DB7093");
mes "helps adventurers to become ^DB7093Bards^000000.";
mes "Would you like to check any other locations?";
viewpoint 1,211,155,14,0xDB7093;
@@ -167,12 +171,11 @@ comodo,322,178,4 script Comodo Guide#01comodo::GuideComodo 700,{
L_Mark:
mes "[Comodo Guide]";
mes "Let me mark the location of";
- mes ((getarg(1,0))?"":"the ")+getarg(0)+"^000000";
+ mes "the "+getarg(0);
mes "on your mini-map.";
mes "Would you like to check any other locations?";
return;
}
-
comodo,181,347,4 duplicate(GuideComodo) Comodo Guide#02comodo 700
comodo,197,149,3 duplicate(GuideComodo) Comodo Guide#03comodo 700
comodo,37,219,4 duplicate(GuideComodo) Comodo Guide#04comodo 700
diff --git a/npc/re/guides/guides_dewata.txt b/npc/re/guides/guides_dewata.txt
index 28b8696c8..356ca81d1 100644
--- a/npc/re/guides/guides_dewata.txt
+++ b/npc/re/guides/guides_dewata.txt
@@ -1,17 +1,16 @@
//===== Hercules Script ======================================
//= Dewata Guide
-//===== By: ==================================================
+//===== By: ==================================================
//= Muad_Dib
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.1
+//===== Description: =========================================
//= [Official Conversion]
//= Guide for the city of Dewata.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version. [Lemongrass]
-//============================================================
+//= 1.1 Navigation system update. [Euphy]
+//============================================================
dewata,202,106,4 script Dewata Guide#dewata01 535,{
mes "[Dewata Guide]";
@@ -21,71 +20,63 @@ dewata,202,106,4 script Dewata Guide#dewata01 535,{
next;
mes "[Dewata Guide]";
mes "Where can I guide you?";
+ F_Navi("[Dewata Guide]");
while (1) {
next;
- switch(select("[ Kafra Employee ]:[ Weapon Dealer ]:[ Armor Dealer ]:[ Tool Dealer ]:[ Krakatau Gatekeeper ]:[ Lodge Owner ]:[ Alberta Sailor ]:Remove marks from Mini-Map:Cancel")) {
- case 1:
- callsub L_Mark,"^0000FFKafra Employee";
- viewpoint 1,202,184,0,0x000FFF;
- break;
-
- case 2:
- callsub L_Mark,"^008080Armor Dealer";
- viewpoint 1,218,163,1,0x008080;
- break;
-
- case 3:
- callsub L_Mark,"^008080Weapon Dealer";
- viewpoint 1,158,182,2,0x008080;
- break;
-
- case 4:
- callsub L_Mark,"^FF1493Tool Dealer";
- viewpoint 1,182,164,3,0xFF1493;
- break;
-
- case 5:
- callsub L_Mark,"^FF1493Krakau Gatekeeper";
- viewpoint 1,232,59,4,0xFF1493;
- break;
-
- case 6:
- callsub L_Mark,"^8A2BE2Lodge Owner";
- viewpoint 1,195,235,5,0x8A2BE2;
- break;
-
- case 7:
- callsub L_Mark,"^00BFFFAlberta Sailor";
- viewpoint 1,230,52,6,0x00BFFF;
- break;
-
- case 8:
- mes "[Dewata Guide]";
- mes "I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,202,184,0,0xFFFFFF;
- viewpoint 2,218,163,1,0xFFFFFF;
- viewpoint 2,158,182,2,0xFFFFFF;
- viewpoint 2,182,164,3,0xFFFFFF;
- viewpoint 2,232,59,4,0xFFFFFF;
- viewpoint 2,195,235,5,0xFFFFFF;
- viewpoint 2,230,52,6,0xFFFFFF;
- break;
-
- case 9:
- mes "[Dewata Guide]";
- mes "Enjoy your trip!!";
- close;
+ switch(select("[ Kafra Employee ]:[ Weapon Dealer ]:[ Armor Dealer ]:[ Tool Dealer ]:[ Restauranteur ]:[ Krakatau Gatekeeper ]:[ Alberta Sailor ]:Remove marks from Mini-Map:Cancel")) {
+ case 1:
+ callsub L_Mark, "^0000FFKafra Employee^000000";
+ viewpoint 1,202,184,0,0x000FFF;
+ break;
+ case 2:
+ callsub L_Mark, F_Navi("Weapon Dealer","dewata,218,164","^008080");
+ viewpoint 1,218,163,1,0x008080;
+ break;
+ case 3:
+ callsub L_Mark, F_Navi("Armor Dealer","dewata,158,182","^008080");
+ viewpoint 1,158,182,2,0x008080;
+ break;
+ case 4:
+ callsub L_Mark, F_Navi("Tool Dealer","dewata,182,164","^FF1493");
+ viewpoint 1,182,164,3,0xFF1493;
+ break;
+ case 5:
+ callsub L_Mark, F_Navi("Restauranteur","dewata,146,109","^FF1493");
+ viewpoint 1,146,109,4,0xFF1493;
+ break;
+ case 6:
+ callsub L_Mark, F_Navi("Krakau Gatekeeper","dewata,235,56","^8A2BE2");
+ viewpoint 1,235,56,5,0x8A2BE2;
+ break;
+ case 7:
+ callsub L_Mark, F_Navi("Alberta Sailor","dewata,229,49","^00BFFF");
+ viewpoint 1,229,49,6,0x00BFFF;
+ break;
+ case 8:
+ mes "[Dewata Guide]";
+ mes "I'll remove all marks from your mini-map.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 2,202,184,0,0xFFFFFF;
+ viewpoint 2,218,163,1,0xFFFFFF;
+ viewpoint 2,158,182,2,0xFFFFFF;
+ viewpoint 2,182,164,3,0xFFFFFF;
+ viewpoint 2,232,59,4,0xFFFFFF;
+ viewpoint 2,195,235,5,0xFFFFFF;
+ viewpoint 2,230,52,6,0xFFFFFF;
+ break;
+ case 9:
+ mes "[Dewata Guide]";
+ mes "Enjoy your trip!!";
+ close;
}
}
L_Mark:
mes "[Dewata Guide]";
- mes "The "+getarg(0)+"^000000 is";
+ mes "The "+getarg(0)+" is";
mes "marked on your mini-map.";
mes "Check your mini-map.";
mes "Is there anything else I can do for you?";
return;
}
-
dewata,197,184,4 duplicate(Dewata Guide#dewata01) Dewata Guide#dewata02 535
diff --git a/npc/re/guides/guides_dicastes.txt b/npc/re/guides/guides_dicastes.txt
index d2e079da8..e802f9633 100644
--- a/npc/re/guides/guides_dicastes.txt
+++ b/npc/re/guides/guides_dicastes.txt
@@ -1,18 +1,17 @@
//===== Hercules Script ======================================
//= El Dicastes Guide
-//===== By: ==================================================
+//===== By: ==================================================
//= Muad_Dib
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.2
+//===== Description: =========================================
//= [Official Conversion]
//= Guide for the city of El Dicastes.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version. [Joseph]
//= 1.1 Fixed viewpoint syntax. [Euphy]
-//============================================================
+//= 1.2 Navigation system update. [Euphy]
+//============================================================
dicastes01,181,191,5 script Traveler Ichack#info 481,2,2,{
mes "[Traveler Ichack]";
@@ -25,6 +24,7 @@ dicastes01,181,191,5 script Traveler Ichack#info 481,2,2,{
mes "[Traveler Ichack]";
mes "That's why I will provide a service to guide adventurers from Rune-Midgard.";
mes "What would you like to know?";
+ F_Navi("[Traveler Ichack]");
next;
switch(select("Dicastes Diel:Residential Area:Training Room:Factory:Pub:Cat Hand Caravan")) {
case 1:
@@ -33,9 +33,9 @@ dicastes01,181,191,5 script Traveler Ichack#info 481,2,2,{
mes "It's said they discuss important things...";
next;
mes "[Traveler Ichack]";
- mes "Please make sure you signed in at the dior, otherwise you'll get in trouble.";
+ mes "Please make sure you signed in at the "+F_Navi("Diel","dicastes01,198,351")+", otherwise you'll get in trouble.";
mes "Go directly north from here and you can't miss it.";
- viewpoint 1,351,198,0,0x00FF00;
+ viewpoint 1,198,351,0,0x00FF00;
close;
case 2:
mes "[Traveler Ichack]";
@@ -46,39 +46,41 @@ dicastes01,181,191,5 script Traveler Ichack#info 481,2,2,{
mes "You won't believe me until you see it! Go see it for yourself!";
next;
mes "[Traveler Ichack]";
- mes "The residential area is divided into 2 area's.";
- mes "The lower residential area is around 7 o'clock and, the upper area is around 1 o'clock.";
- viewpoint 1,283,280,1,0x01FF01;
- viewpoint 1,106,136,2,0x0066FF;
+ mes "The residential area is divided into 2 areas.";
+ mes "The "+F_Navi("lower residential area","dicastes01,136,106")+" is around 7 o'clock, and the ";
+ mes F_Navi("upper area","dicastes01,280,283")+" is around 1 o'clock.";
+ viewpoint 1,280,283,1,0x01FF01;
+ viewpoint 1,136,106,2,0x0066FF;
close;
case 3:
mes "[Traveler Ichack]";
- mes "Because of the dangers here, we need better security..";
- mes "Have you ever been to the training room? The training guards seem to never sleep!";
- viewpoint 1,172,255,3,0xFFCCCC;
+ mes "Because of the dangers here, we need better security...";
+ mes "Have you ever been to the ";
+ mes F_Navi("training room","dicastes01,255,172")+"? The training guards seem to never sleep!";
+ viewpoint 1,255,172,3,0xFFCCCC;
close;
case 4:
mes "[Traveler Ichack]";
mes "This is one of the most important reasons why they live here.";
- mes "If you go to factory, you can see the recently refined Bradium.";
- viewpoint 1,256,97,4,0x0066FF;
+ mes "If you go to the "+F_Navi("factory","dicastes01,97,256")+", you can see the recently refined Bradium.";
+ viewpoint 1,97,256,4,0x0066FF;
close;
case 5:
mes "[Traveler Ichack]";
mes "Although I arrived here as the first adventurer, the owner of the pub was the first person here.";
- mes "Bumen Florine's pub is located underground in the lower residential area.";
+ mes F_Navi("Bumen Florine's pub","dicastes01,136,106")+" is located underground in the lower residential area.";
mes "He might have some valuable information for you.";
- viewpoint 1,106,136,5,0xFF3300;
+ viewpoint 1,136,106,5,0xFF3300;
close;
case 6:
mes "[Traveler Ichack]";
- mes "The cats seems that don't have good relationship with sapha same as us.";
+ mes "The "+F_Navi("cats","dicastes01,199,39")+" don't seem to have a good relationship with the Sapha like we do.";
mes "Perhaps it's because trading is involved.";
mes "Poor cats. They must be shivering from the cold out there.";
next;
mes "[Traveler Ichack]";
mes "You can find their caravan just outside the gates.";
- viewpoint 1,39,199,6,0x9933FF;
+ viewpoint 1,199,39,6,0x9933FF;
close;
}
OnTouch:
diff --git a/npc/re/guides/guides_eclage.txt b/npc/re/guides/guides_eclage.txt
index 1842a85dd..ed9432c95 100644
--- a/npc/re/guides/guides_eclage.txt
+++ b/npc/re/guides/guides_eclage.txt
@@ -1,16 +1,14 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Eclage Guides
-//===== By: ==================================================
+//===== By: ==================================================
//= Euphy
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
+//===== Description: =========================================
//= Guides for the city of Eclage.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version. [Euphy]
-//============================================================
+//============================================================
ecl_in01,48,60,4 script Eclage Guard#obb 447,{
mes "[Eclage Guard]";
diff --git a/npc/re/guides/guides_einbroch.txt b/npc/re/guides/guides_einbroch.txt
index 6d28cffef..81fa50bb5 100644
--- a/npc/re/guides/guides_einbroch.txt
+++ b/npc/re/guides/guides_einbroch.txt
@@ -1,17 +1,16 @@
//===== Hercules Script ======================================
-//= Einbroch, and Einbech Guides
-//===== By: ==================================================
+//= Einbroch and Einbech Guides
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.1
+//===== Description: =========================================
//= [Official Conversion]
-//= Guides for the city of Einbroch, and Einbech
-//===== Additional Comments: =================================
-//= 1.0 First version, Renewal guide.
-//============================================================
+//= Guides for the cities of Einbroch and Einbech.
+//===== Additional Comments: =================================
+//= 1.0 First version, Renewal guides.
+//= 1.1 Navigation system update. [Euphy]
+//============================================================
einbroch,72,202,4 script Einbroch Guide#ein01::GuideEinbroch 852,{
cutin "ein_soldier",2;
@@ -21,6 +20,7 @@ einbroch,72,202,4 script Einbroch Guide#ein01::GuideEinbroch 852,{
mes "the City of Steel.";
mes "Please ask me if you";
mes "have any questions.";
+ F_Navi("[Einbroch Guide]");
next;
while (1) {
switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) {
@@ -30,7 +30,7 @@ einbroch,72,202,4 script Einbroch Guide#ein01::GuideEinbroch 852,{
switch(select("[ Airport ]:[ Factory ]:[ Plaza ]:[ Hotel ]:[ Train Station ]:[ Weapon Shop ]:[ Laboratory ]:[ Monument ]:[ Blacksmith Guild ]:[ Gunslinger Guild ]:Previous Menu")) {
case 1:
mes "[Einbroch Guide]";
- mes "The ^FF0000Airport^000000 is located";
+ mes "The "+F_Navi("Airport","einbroch,64,204","^FF0000")+" is located";
mes "in the northwestern part";
mes "of the city. There you can";
mes "see our city's pride and joy, the Airship. Remember that you must pay admission to board the Airship.";
@@ -39,7 +39,7 @@ einbroch,72,202,4 script Einbroch Guide#ein01::GuideEinbroch 852,{
break;
case 2:
mes "[Einbroch Guide]";
- mes "The Factory, perhaps the";
+ mes "The "+F_Navi("Factory","einbroch,129,79")+", perhaps the";
mes "most important facility in";
mes "Einbroch, is located in the";
mes "southern part of the city.";
@@ -48,7 +48,7 @@ einbroch,72,202,4 script Einbroch Guide#ein01::GuideEinbroch 852,{
break;
case 3:
mes "[Einbroch Guide]";
- mes "The Plaza, our biggest";
+ mes "The "+F_Navi("Plaza","einbroch,129,79")+", our biggest";
mes "shopping district, can be";
mes "found just east from the";
mes "center of Einbroch.";
@@ -57,7 +57,7 @@ einbroch,72,202,4 script Einbroch Guide#ein01::GuideEinbroch 852,{
break;
case 4:
mes "[Einbroch Guide]";
- mes "The Hotel is east of";
+ mes "The "+F_Navi("Hotel","einbroch,254,199")+" is east of";
mes "the Plaza and offers top";
mes "caliber accomodations.";
mes "There, you can enjoy your";
@@ -67,7 +67,7 @@ einbroch,72,202,4 script Einbroch Guide#ein01::GuideEinbroch 852,{
break;
case 5:
mes "[Einbroch Guide]";
- mes "The Train Station is";
+ mes "The "+F_Navi("Train Station","einbroch,232,272")+" is";
mes "located in the northeast";
mes "part of Einbroch. Trains";
mes "running between here";
@@ -78,7 +78,7 @@ einbroch,72,202,4 script Einbroch Guide#ein01::GuideEinbroch 852,{
break;
case 6:
mes "[Einbroch Guide]";
- mes "The Weapon Shop is";
+ mes "The "+F_Navi("Weapon Shop","einbroch,216,211")+" is";
mes "located north from the";
mes "Plaza. There you can";
mes "purchase weapons for";
@@ -88,7 +88,7 @@ einbroch,72,202,4 script Einbroch Guide#ein01::GuideEinbroch 852,{
break;
case 7:
mes "[Einbroch Guide]";
- mes "The Laboratory is an";
+ mes "The "+F_Navi("Laboratory","einbroch,55,52")+" is an";
mes "annex of the Factory and";
mes "is located in the southwest";
mes "sector of Einbroch.";
@@ -98,7 +98,7 @@ einbroch,72,202,4 script Einbroch Guide#ein01::GuideEinbroch 852,{
case 8:
mes "[Einbroch Guide]";
mes "I will mark the location";
- mes "of the ^808080Monument^000000";
+ mes "of the "+F_Navi("Monument","einbroch,178,173","^808080");
mes "on your mini-map.";
mes "Would you like to check any other locations?";
viewpoint 1,178,173,7,0x808080;
@@ -106,7 +106,7 @@ einbroch,72,202,4 script Einbroch Guide#ein01::GuideEinbroch 852,{
break;
case 9:
mes "[Einbroch Guide]";
- mes "The Blacksmith Guild is";
+ mes "The "+F_Navi("Blacksmith Guild","einbroch,255,110")+" is";
mes "located in the southeast";
mes "part of Einbroch. You can";
mes "upgrade your equipment";
@@ -117,7 +117,7 @@ einbroch,72,202,4 script Einbroch Guide#ein01::GuideEinbroch 852,{
case 10:
mes "[Einbroch Guide]";
mes "I will mark the location";
- mes "of the ^008080Gunslinger Guild^000000";
+ mes "of the "+F_Navi("Gunslinger Guild","einbroch,130,197","^008080");
mes "on your mini-map.";
mes "Would you like to check any other locations?";
viewpoint 1,130,197,9,0x008080;
@@ -142,7 +142,7 @@ einbroch,72,202,4 script Einbroch Guide#ein01::GuideEinbroch 852,{
next;
mes "[Einbroch Guide]";
mes "I will mark the location";
- mes "of the ^FF1493Armsmith^000000";
+ mes "of the "+F_Navi("Armsmith","einbroch,255,110","^FF1493");
mes "on your mini-map.";
mes "Would you like to check any other locations?";
next;
@@ -166,7 +166,7 @@ einbroch,72,202,4 script Einbroch Guide#ein01::GuideEinbroch 852,{
next;
mes "[Einbroch Guide]";
mes "I will mark the location";
- mes "of the ^CD1039Eden Teleport Officer^000000";
+ mes "of the "+F_Navi("Eden Teleport Officer","einbroch,130,197","^CD1039");
mes "on your mini-map.";
mes "Would you like to check any other locations?";
next;
@@ -206,7 +206,6 @@ einbroch,72,202,4 script Einbroch Guide#ein01::GuideEinbroch 852,{
}
}
}
-
einbroch,155,43,4 duplicate(GuideEinbroch) Einbroch Guide#ein02 852
einbroch,162,317,4 duplicate(GuideEinbroch) Einbroch Guide#ein03 852
einbroch,252,320,3 duplicate(GuideEinbroch) Einbroch Guide#ein04 852
@@ -219,12 +218,13 @@ einbech,67,37,4 script Einbech Guide#einbech01::GuideEinbech 852,{
mes "here to assist tourists,";
mes "so if you have any questions,";
mes "please feel free to ask us.";
+ F_Navi("[Einbech Guide]");
next;
while (1) {
switch(select("[ Tavern ]:[ Tool Shop ]:[ Train Station ]:[ Mine ]:[ Kafra Employee ]:Remove Marks from Mini-Map:Cancel")) {
case 1:
mes "[Einbech Guide]";
- mes "The Tavern is located";
+ mes "The "+F_Navi("Tavern","einbech,157,106")+" is located";
mes "in the southern part of";
mes "Einbech. It's a nice place";
mes "to relax after a long day.";
@@ -233,8 +233,7 @@ einbech,67,37,4 script Einbech Guide#einbech01::GuideEinbech 852,{
break;
case 2:
mes "[Einbech Guide]";
- mes "You can find the Tool";
- mes "Shop in the center of";
+ mes "You can find the "+F_Navi("Tool Shop","einbech,177,133")+" in the center of";
mes "Einbech. There, you can";
mes "purchase any tools you";
mes "might need for your travels.";
@@ -243,7 +242,7 @@ einbech,67,37,4 script Einbech Guide#einbech01::GuideEinbech 852,{
break;
case 3:
mes "[Einbech Guide]";
- mes "The Train Stations are";
+ mes "The "+F_Navi("Train Stations","einbech,39,215")+" are";
mes "located in the northwest";
mes "and northeast parts of";
mes "Einbech. There, you can";
@@ -253,7 +252,7 @@ einbech,67,37,4 script Einbech Guide#einbech01::GuideEinbech 852,{
break;
case 4:
mes "[Einbech Guide]";
- mes "The Mine, which is";
+ mes "The "+F_Navi("Mine","einbech,137,248")+", which is";
mes "Einbech's major industry,";
mes "is located in the northern";
mes "part of this town. It's where";
@@ -290,5 +289,4 @@ einbech,67,37,4 script Einbech Guide#einbech01::GuideEinbech 852,{
}
}
}
-
einbech,48,214,4 duplicate(GuideEinbech) Einbech Guide#einbech02 852
diff --git a/npc/re/guides/guides_geffen.txt b/npc/re/guides/guides_geffen.txt
index de32bf185..527b46fe3 100644
--- a/npc/re/guides/guides_geffen.txt
+++ b/npc/re/guides/guides_geffen.txt
@@ -1,18 +1,17 @@
//===== Hercules Script ======================================
//= Geffen Guides
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.2
+//===== Description: =========================================
//= [Official Conversion]
//= Guides for the city of Geffen.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version, Renewal guide.
//= 1.1 Fixed and optimized. [Euphy]
-//============================================================
+//= 1.2 Navigation system update. [Euphy]
+//============================================================
geffen,203,116,4 script Guide#01geffen::GuideGeffen 705,{
cutin "gef_soldier",2;
@@ -20,6 +19,7 @@ geffen,203,116,4 script Guide#01geffen::GuideGeffen 705,{
mes "Welcome to ^8B4513Geffen^000000,";
mes "the City of Magic.";
mes "Do you need help navigating the city?";
+ F_Navi("[Geffen Guide]");
next;
while (1) {
switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) {
@@ -29,7 +29,7 @@ geffen,203,116,4 script Guide#01geffen::GuideGeffen 705,{
switch(select("[ Magic Academy ]:[ Geffen Tower ]:[ Fountain ]:[ Tool Shop ]:[ Buy & Repair Equipment ]:[ Inn ]:[ Tavern ]:[ Christopher's Forge ]:Previous Menu")) {
case 1:
mes "[Geffen Guide]";
- mes "The ^B9062FMagic Academy^000000";
+ mes "The "+F_Navi("Magic Academy","geffen,61,180","^B9062F");
mes "handles all magic-related affairs,";
mes "including job changes.";
mes "Let me mark its location";
@@ -39,23 +39,24 @@ geffen,203,116,4 script Guide#01geffen::GuideGeffen 705,{
next;
break;
case 2:
- callsub L_Mark,"^0000FFGeffen Tower";
+ callsub L_Mark, F_Navi("Geffen Tower","geffen,120,114","^0000FF");
viewpoint 1,120,114,1,0x0000FF;
next;
break;
case 3:
- callsub L_Mark,"^FF5400Fountain";
+ callsub L_Mark, F_Navi("Fountain","geffen,126,48","^FF5400");
viewpoint 1,126,48,2,0xFFB400;
next;
break;
case 4:
- callsub L_Mark,"^006400Tool Shop";
+ callsub L_Mark, F_Navi("Tool Shop","geffen,44,86","^006400");
viewpoint 1,44,86,3,0xAAFF00;
next;
break;
case 5:
mes "[Geffen Guide]";
- mes "If you'd like to ^7F3300Buy or Repair Equipment^000000";
+ mes "If you'd like to ";
+ mes F_Navi("Buy or Repair Equipment","geffen,99,140","^7F3300");
mes "then this is the place you'll want to visit.";
mes "Let me mark its location";
mes "on your mini-map.";
@@ -64,18 +65,18 @@ geffen,203,116,4 script Guide#01geffen::GuideGeffen 705,{
next;
break;
case 6:
- callsub L_Mark,"^800080Inn";
+ callsub L_Mark, F_Navi("Inn","geffen,172,174","^800080");
viewpoint 1,172,174,5,0xDA70D6;
next;
break;
case 7:
- callsub L_Mark,"^B9062FTavern";
+ callsub L_Mark, F_Navi("Tavern","geffen,138,138","^B9062F");
viewpoint 1,138,138,6,0xFF0000;
next;
break;
case 8:
mes "[Geffen Guide]";
- mes "^0000FFChristopher's Forge^000000 is";
+ mes F_Navi("Christopher's Forge","geffen,182,59","^0000FF")+" is";
mes "where you can purchase";
mes "Refining materials.";
mes "It used to be the old Blacksmith Guild.";
@@ -93,29 +94,29 @@ geffen,203,116,4 script Guide#01geffen::GuideGeffen 705,{
while (.@loop) {
switch(select("[ Eden Teleport Officer ]:[ Kafra Employee ]:[ Pet Groomer ]:[ Chef Assistant ]:[ Dimensional Arcanist Guide ]:Previous Menu")) {
case 1:
- callsub L_Mark,"^B9062FEden Teleport Officers";
+ callsub L_Mark, F_Navi("Eden Teleport Officers","geffen,132,66","^B9062F");
viewpoint 1,61,180,7,0xFF0000;
viewpoint 1,132,66,8,0xFF0000;
next;
break;
case 2:
- callsub L_Mark,"^FF5400Kafra Employees";
+ callsub L_Mark, "^FF5400Kafra Employees^000000";
viewpoint 1,203,123,10,0xFFB400;
viewpoint 1,120,62,11,0xFFB400;
next;
break;
case 3:
- callsub L_Mark,"^006400Pet Groomer";
+ callsub L_Mark, F_Navi("Pet Groomer","geffen,193,152","^006400");
viewpoint 1,193,152,12,0xAAFF00;
next;
break;
case 4:
- callsub L_Mark,"^7F3300Chef Assistant";
+ callsub L_Mark, F_Navi("Chef Assistant","geffen,196,111","^7F3300");
viewpoint 1,196,111,13,0xD2691E;
next;
break;
case 5:
- callsub L_Mark,"^800080Dimensional Arcanist Guide";
+ callsub L_Mark, F_Navi("Dimensional Arcanist Guide","geffen,140,196","^800080");
viewpoint 1,140,196,14,0xDA70D6;
next;
break;
diff --git a/npc/re/guides/guides_gonryun.txt b/npc/re/guides/guides_gonryun.txt
index 9aa3e2371..9d1517059 100644
--- a/npc/re/guides/guides_gonryun.txt
+++ b/npc/re/guides/guides_gonryun.txt
@@ -1,18 +1,17 @@
//===== Hercules Script ======================================
//= Kunlun Guide
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.2
+//===== Description: =========================================
//= [Official Conversion]
//= Guide for the city of Kunlun.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version, Renewal guide.
//= 1.1 Optimized. [Euphy]
-//============================================================
+//= 1.2 Navigation system update. [Euphy]
+//============================================================
gonryun,163,60,4 script Kunlun Guide#01gonryun 780,{
mes "[He Yuen Zhe]";
@@ -26,35 +25,36 @@ gonryun,163,60,4 script Kunlun Guide#01gonryun 780,{
mes "I am responsible for helping you";
mes "with any questions you may have.";
mes "Please feel free to ask me anything.";
+ F_Navi("[He Yuen Zhe]");
while (1) {
next;
switch(select("[ Kafra Employee ]:[ Chief's Residence ]:[ Tool Dealer ]:[ Weapon Dealer ]:[ Armor Dealer ]:[ Wine Maker ]:[ Kunlun Envoy ]:Remove Marks from Mini-Map:Cancel")) {
case 1:
- callsub L_Mark,"^0000FFKafra Employee";
+ callsub L_Mark, "^0000FFKafra Employee^000000";
viewpoint 1,159,122,0,0x0A82FF;
break;
case 2:
- callsub L_Mark,"^006400Chief's Residence";
+ callsub L_Mark, F_Navi("Chief's Residence","gonryun,110,131","^006400");
viewpoint 1,110,131,1,0xAAFF00;
break;
case 3:
- callsub L_Mark,"^D8BFD8Tool Dealer";
+ callsub L_Mark, F_Navi("Tool Dealer","gonryun,147,84","^D8BFD8");
viewpoint 1,147,84,2,0xD8BFD8;
break;
case 4:
- callsub L_Mark,"^FF1493Weapon Dealer";
+ callsub L_Mark, F_Navi("Weapon Dealer","gonryun,174,101","^FF1493");
viewpoint 1,174,101,3,0xFF1493;
break;
case 5:
- callsub L_Mark,"^8B4513Armor Dealer";
+ callsub L_Mark, F_Navi("Armor Dealer","gonryun,173,84","^8B4513");
viewpoint 1,173,84,4,0x8B4513;
break;
case 6:
- callsub L_Mark,"^9400DWine Maker";
+ callsub L_Mark, F_Navi("Wine Maker","gonryun,213,115","^9400D3");
viewpoint 1,213,115,5,0x9400D3;
break;
case 7:
- callsub L_Mark,"^00BFFFKunlun Envoy";
+ callsub L_Mark, F_Navi("Kunlun Envoy","gonryun,161,11","^00BFFF");
viewpoint 1,161,11,6,0x00BFFF;
break;
case 8:
@@ -78,7 +78,7 @@ gonryun,163,60,4 script Kunlun Guide#01gonryun 780,{
end;
L_Mark:
mes "[He Yuen Zhe]";
- mes "The "+getarg(0)+"^000000 is";
+ mes "The "+getarg(0)+" is";
mes "marked on your mini-map.";
mes "Check your mini-map.";
mes "Is there anything else I can do for you?";
diff --git a/npc/re/guides/guides_hugel.txt b/npc/re/guides/guides_hugel.txt
index e80146ff3..97e0513fa 100644
--- a/npc/re/guides/guides_hugel.txt
+++ b/npc/re/guides/guides_hugel.txt
@@ -1,24 +1,24 @@
//===== Hercules Script ======================================
//= Hugel Guides
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.2
+//===== Description: =========================================
//= [Official Conversion]
//= Guides for the city of Hugel.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version, Renewal guide.
//= 1.1 Optimized. [Euphy]
-//============================================================
+//= 1.2 Navigation system update. [Euphy]
+//============================================================
hugel,98,56,3 script Hugel Guide Granny#hugel 863,{
mes "[Hugel Guide Granny]";
mes "Oh, hello~ you are one energetic adventurer.";
mes "Welcome to ^8B4513Hugel^000000. I am honored to guide you in this beautiful village.";
mes "If this is the first time for you to use the guide services, you should ask a lot of questions.";
+ F_Navi("[Hugel Guide Granny]");
next;
set .@str$,"Would you like to know more locations?";
while (1) {
@@ -29,7 +29,7 @@ hugel,98,56,3 script Hugel Guide Granny#hugel 863,{
switch(select("[ Church ]:[ Inn ]:[ Pub ]:[ Airport ]:[ Weapon Shop ]:[ Tool Shop ]:[ Bingo Game Room ]:[ ^3131FFHunter Guild^000000 ]:[ Party Supplies Shop ]:[ ^3131FFShrine Expedition^000000 ]:Previous Menu")) {
case 1:
mes "[Hugel Guide Granny]";
- mes "Well, to me, this Church is rather like a place for old folks like me, you know...";
+ mes "Well, to me, this "+F_Navi("Church","hugel,159,113")+" is rather like a place for old folks like me, you know...";
mes .@str$;
viewpoint 1,159,113,0,0xFF0000;
next;
@@ -37,14 +37,14 @@ hugel,98,56,3 script Hugel Guide Granny#hugel 863,{
case 2:
mes "[Hugel Guide Granny]";
mes "Pudding rather than praise.";
- mes "You'd better unpack your stuff first before you start looking around this village.";
+ mes "You'd better unpack your stuff at the "+F_Navi("Inn","hugel,101,77")+" first before you start looking around this village.";
mes .@str$;
viewpoint 1,101,77,1,0x8B4513;
next;
break;
case 3:
mes "[Hugel Guide Granny]";
- mes "Yes, when you travel, you want to drop by a Pub and make new friends.";
+ mes "Yes, when you travel, you want to drop by a "+F_Navi("Pub","hugel,126,65")+" and make new friends.";
mes "Go east from here, then you will arrive at the pub.";
mes .@str$;
viewpoint 1,126,65,2,0xDAA520;
@@ -52,7 +52,7 @@ hugel,98,56,3 script Hugel Guide Granny#hugel 863,{
break;
case 4:
mes "[Hugel Guide Granny]";
- mes "A while ago, strangers came to the village and built that strange Airport kind of thing...";
+ mes "A while ago, strangers came to the village and built that strange "+F_Navi("Airport","hugel,178,146")+" kind of thing...";
mes "What do they call it? Airship?";
mes .@str$;
viewpoint 1,178,146,3,0xD7567F;
@@ -60,7 +60,7 @@ hugel,98,56,3 script Hugel Guide Granny#hugel 863,{
break;
case 5:
mes "[Hugel Guide Granny]";
- mes "Well, we have a Weapon Shop in the center of the village.";
+ mes "Well, we have a "+F_Navi("Weapon Shop","hugel,88,167")+" in the center of the village.";
mes "But I don't know if there is any weapon that you find useful.";
mes .@str$;
viewpoint 1,88,167,4,0xCD5C5C;
@@ -69,7 +69,7 @@ hugel,98,56,3 script Hugel Guide Granny#hugel 863,{
case 6:
mes "[Hugel Guide Granny]";
mes "Yes, I love Hugel brand Red Potions. I haven't tasted Red Potions from any other brands yet...hohoho. ";
- mes "The tool shop is located in the center of village.";
+ mes "The "+F_Navi("Tool Shop","hugel,92,163")+" is located in the center of village.";
mes .@str$;
viewpoint 1,92,163,5,0x000080;
next;
@@ -77,7 +77,7 @@ hugel,98,56,3 script Hugel Guide Granny#hugel 863,{
case 7:
mes "[Hugel Guide Granny]";
mes "I will mark the location";
- mes "of the ^800080Bingo Game Room^000000";
+ mes "of the "+F_Navi("Bingo Game Room","hugel,58,206","^800080");
mes "on your mini-map.";
mes .@str$;
viewpoint 1,58,206,6,0x800080;
@@ -86,7 +86,7 @@ hugel,98,56,3 script Hugel Guide Granny#hugel 863,{
case 8:
mes "[Hugel Guide Granny]";
mes "Oh, are you an aspiring Hunter?";
- mes "Then head northeast following the beach, then you will find the Hunter Guild.";
+ mes "Then head northeast following the beach, then you will find the "+F_Navi("Hunter Guild","hugel,209,224")+".";
mes .@str$;
viewpoint 1,209,224,7,0xFF1493;
next;
@@ -94,7 +94,7 @@ hugel,98,56,3 script Hugel Guide Granny#hugel 863,{
case 9:
mes "[Hugel Guide Granny]";
mes "I will mark the location";
- mes "of the ^483D8BParty Supplies Shop^000000";
+ mes "of the "+F_Navi("Party Supplies Shop","hugel,95,103","^483D8B");
mes "on your mini-map.";
mes .@str$;
viewpoint 1,95,103,8,0x483D8B;
@@ -102,7 +102,8 @@ hugel,98,56,3 script Hugel Guide Granny#hugel 863,{
break;
case 10:
mes "[Hugel Guide Granny]";
- mes "I heard that the Shrine Expedition is staying in a house at the west.";
+ mes "I heard that the ";
+ mes F_Navi("Shrine Expedition","hugel,52,95")+" is staying in a house at the west.";
mes "They have put some kind of sign in the middle of village, so I guess that they are hiring people for something...";
mes "I wonder what they are doing in here... hmmm.";
mes .@str$;
@@ -170,7 +171,7 @@ hugel,98,56,3 script Hugel Guide Granny#hugel 863,{
}
hugel,187,172,6 script Guide Rich King#hugel 414,{
- mes "[Guide Rich King]";
+ mes "[Rich King]";
mes "What business do you have";
mes "in this countryside village?";
next;
@@ -178,6 +179,7 @@ hugel,187,172,6 script Guide Rich King#hugel 414,{
mes "This is ^8B4513Hugel^000000";
mes "in the Schwaltzvalt Republic.";
mes "You are very honored to receive guidance from a great person like me.";
+ F_Navi("[Rich King]");
next;
while (1) {
switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) {
@@ -186,52 +188,52 @@ hugel,187,172,6 script Guide Rich King#hugel 414,{
while (.@loop) {
switch(select("[ Church ]:[ Inn ]:[ Pub ]:[ Airport ]:[ Weapon Shop ]:[ Tool Shop ]:[ Bingo Game Room ]:[ Hunter Guild ]:[ Party Supplies Shop ]:[ Shrine Expedition ]:Previous Menu")) {
case 1:
- callsub L_Mark,"^FF0000Church";
+ callsub L_Mark, F_Navi("Church","hugel,159,113","^FF0000");
viewpoint 1,159,113,0,0xFF0000;
next;
break;
case 2:
- callsub L_Mark,"^8B4513Inn";
+ callsub L_Mark, F_Navi("Inn","hugel,101,77","^8B4513");
viewpoint 1,101,77,1,0x8B4513;
next;
break;
case 3:
- callsub L_Mark,"^DAA520Pub";
+ callsub L_Mark, F_Navi("Pub","hugel,126,65","^DAA520");
viewpoint 1,126,65,2,0xDAA520;
next;
break;
case 4:
- callsub L_Mark,"^D7567FAirport";
+ callsub L_Mark, F_Navi("Airport","hugel,178,146","^D7567F");
viewpoint 1,178,146,3,0xD7567F;
next;
break;
case 5:
- callsub L_Mark,"^CD5C5CWeapon Shop";
+ callsub L_Mark, F_Navi("Weapon Shop","hugel,88,167","^CD5C5C");
viewpoint 1,88,167,4,0xCD5C5C;
next;
break;
case 6:
- callsub L_Mark,"^000080Tool Shop";
+ callsub L_Mark, F_Navi("Tool Shop","hugel,92,163","^000080");
viewpoint 1,92,163,5,0x000080;
next;
break;
case 7:
- callsub L_Mark,"^800080Bingo Game Room";
+ callsub L_Mark, F_Navi("Bingo Game Room","hugel,58,206","^800080");
viewpoint 1,58,206,6,0x800080;
next;
break;
case 8:
- callsub L_Mark,"^FF1493Hunter Guild";
+ callsub L_Mark, F_Navi("Hunter Guild","hugel,209,224","^FF1493");
viewpoint 1,209,224,7,0xFF1493;
next;
break;
case 9:
- callsub L_Mark,"^483D8BParty Supplies Shop";
+ callsub L_Mark, F_Navi("Party Supplies Shop","hugel,95,103","^483D8B");
viewpoint 1,95,103,8,0x483D8B;
next;
break;
case 10:
- callsub L_Mark,"^834683Shrine Expedition";
+ callsub L_Mark, F_Navi("Shrine Expedition","hugel,52,95","^834683");
viewpoint 1,52,95,9,0x834683;
next;
break;
@@ -246,12 +248,12 @@ hugel,187,172,6 script Guide Rich King#hugel 414,{
while (.@loop) {
switch(select("[ Monster Race Arena ]:[ Cool Event Corp. Staff ]:Previous Menu")) {
case 1:
- callsub L_Mark,"^FF1493Monster Race Arena";
+ callsub L_Mark, "^FF1493Monster Race Arena^000000";
viewpoint 1,60,71,10,0xFF1493;
next;
break;
case 2:
- callsub L_Mark,"^DA70D6Cool Event Corp. Staff";
+ callsub L_Mark, "^DA70D6Cool Event Corp. Staff^000000";
viewpoint 1,88,168,11,0xDA70D6;
next;
break;
@@ -290,7 +292,7 @@ hugel,187,172,6 script Guide Rich King#hugel 414,{
L_Mark:
mes "[Rich King]";
mes "I will mark the location";
- mes "of the "+getarg(0)+"^000000.";
+ mes "of the "+getarg(0)+".";
mes "Do you want to know more locations?";
mes "Are you going to keep bugging me and make me get upset?";
return;
diff --git a/npc/re/guides/guides_izlude.txt b/npc/re/guides/guides_izlude.txt
index 6f460ebcc..793a6ab77 100644
--- a/npc/re/guides/guides_izlude.txt
+++ b/npc/re/guides/guides_izlude.txt
@@ -1,83 +1,83 @@
//===== Hercules Script ======================================
//= Izlude Guides
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.4
+//===== Description: =========================================
//= [Official Conversion]
-//= Guides for the city of Izlude
-//===== Additional Comments: =================================
+//= Guides for the city of Izlude.
+//===== Additional Comments: =================================
//= 1.0 First version, Renewal guide.
//= 1.1 Updated to match the new Izlude Map. [Masao]
-//============================================================
+//= 1.2 Added Renewal Izlude viewpoint coordinates.
+//= 1.3 Navigation system update. [Euphy]
+//= Optimized.
+//= 1.4 Added Izlude duplicates. [Euphy]
+//============================================================
-- script Guide#01izlude::GuideIzlude -1,{
+- script ::GuideIzlude -1,{
cutin "prt_soldier",2;
mes "[Izlude Guide]";
mes "Welcome to ^8B4513Izlude^000000,";
mes "Prontera's satellite town.";
mes "Do you need help navigating the town?";
+ F_Navi("[Izlude Guide]");
next;
+ set .@map$, strnpcinfo(4);
while (1) {
switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) {
case 1:
set .@loop,1;
while (.@loop) {
- switch(select("[ Marina ]:[ Airport ]:[ Arena ]:[ Tool Shop ]:[ Weapon & Armor Shop ]:[ Swordsman Guild ]:[ Swordsman Association ]:Previous Menu")) {
+ switch(select("[ Cryptura Academy ]:[ Marina ]:[ International Airship ]:[ Arena ]:[ Kit Shop ]:[ Swordsman Guild ]:[ Enchant Association ]:[ Forge ]:Previous Menu")) {
case 1:
mes "[Izlude Guide]";
- mes "You can use the northeast ^B9062FMarina^000000";
+ mes "Novice adventurers should go to "+F_Navi("Cryptura Academy","iz_ac01,100,39")+" to receive more information and training!";
+ mes "Would you like to check any other locations?";
+ viewpoint 1,128,260,0,0xD2691E;
+ next;
+ break;
+ case 2:
+ mes "[Izlude Guide]";
+ mes "You can use the "+F_Navi("Marina",.@map$+",197,205","^B9062F");
mes "to go to ^8B4513Alberta^000000 or ^8B4513Byalan Island^000000.";
mes "Beware of ^8B4513Izlude Dungeon^000000";
mes "on Byalan Island since it is";
mes "filled with dreadful monsters.";
mes "Would you like to check any other locations?";
- viewpoint 1,197,205,0,0xFF0000;
+ viewpoint 1,197,205,1,0xFF0000;
next;
break;
- case 2:
+ case 3:
mes "[Izlude Guide]";
- mes "The ^0000FFInternational Airship^000000 to the southeast";
+ mes "The "+F_Navi("International Airship",.@map$+",202,75","^0000FF");
mes "goes to ^8B4513Juno^000000 and ^8B4513Rachel^000000.";
mes "Let me mark its location";
mes "on your mini-map.";
mes "Would you like to check any other locations?";
- viewpoint 1,204,75,1,0x0A82FF;
+ viewpoint 1,210,73,2,0x0A82FF;
next;
break;
- case 3:
+ case 4:
mes "[Izlude Guide]";
- mes "The ^FF5400Arena^000000 at the north";
+ mes "The "+F_Navi("Arena",.@map$+",213,161","^FF5400");
mes "is a perfect place to";
mes "test your combat capabilities.";
mes "Let me mark its location";
mes "on your mini-map.";
mes "Would you like to check any other locations?";
- viewpoint 1,128,255,2,0xFF5400;
- next;
- break;
- case 4:
- mes "[Izlude Guide]";
- mes "Let me mark the location of the ^006400Tool Shop^000000";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,160,125,3,0xAAFF00;
+ viewpoint 1,213,161,3,0xFF5400;
next;
break;
case 5:
- mes "[Izlude Guide]";
- mes "Let me mark the location of the ^7F3300Weapon & Armor Shop^000000";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,109,182,4,0xD2691E;
+ callsub L_Mark, F_Navi("Kit Shop",.@map$+",110,182","^006400");
+ viewpoint 1,108,179,4,0xAAFF00;
next;
break;
case 6:
mes "[Izlude Guide]";
- mes "The Swordsman Guild is where you can ^800080change your job to Swordsman.^000000";
+ mes "The "+F_Navi("Swordsman Guild",.@map$+",51,172")+" is where you can ^800080change your job to Swordsman.^000000";
mes "Let me mark its location";
mes "on your mini-map.";
mes "Would you like to check any other locations?";
@@ -85,14 +85,16 @@
next;
break;
case 7:
- mes "[Izlude Guide]";
- mes "Let me mark the location of the ^B9062FSwordsman Association^000000";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,212,161,6,0xFF0000;
+ callsub L_Mark, F_Navi("Enchant Association",.@map$+",97,125","^B9062F");
+ viewpoint 1,97,125,6,0xDA70D6;
next;
break;
case 8:
+ callsub L_Mark, F_Navi("Forge",.@map$+",153,126");
+ viewpoint 1,153,126,7,0xAAFF00;
+ next;
+ break;
+ case 9:
set .@loop,0;
break;
}
@@ -101,55 +103,48 @@
case 2:
set .@loop,1;
while (.@loop) {
- switch(select("[ Eden Teleport Officer ]:[ Kafra Employee ]:[ Newlywed Helper ]:[ Bullet Merchant ]:[ Mercenary Guildsman ]:Previous Menu")) {
+ switch(select("[ Eden Teleport Officer ]:[ Kafra Employee ]:[ Hypnotist ]:[ Newlywed Helper ]:[ Mercenary Guildsman ]:[ Pet Groomer ]:Previous Menu")) {
case 1:
mes "[Izlude Guide]";
- mes "The ^0000FFEden Teleport Officer^000000";
+ mes "The "+F_Navi("Eden Teleport Officer",.@map$+",131,148","^0000FF");
mes "is currently staying inside";
mes "the Swordsman Guild building.";
mes "Let me mark his location on your mini-map.";
mes "Would you like to check any other locations?";
- viewpoint 1,131,148,7,0x0A82FF;
+ viewpoint 1,131,148,8,0x0A82FF;
next;
break;
case 2:
- mes "[Izlude Guide]";
- mes "Let me mark the location of the";
- mes "^FF5400Kafra Employee^000000";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,128,148,8,0xFF5400;
+ callsub L_Mark, F_Navi("Kafra Employee",.@map$+",128,148","^FF5400"),1;
+ viewpoint 1,128,148,9,0xFF5400;
next;
break;
case 3:
- mes "[Izlude Guide]";
- mes "If you'd like to go on a honeymoon to";
- mes "^8B4513Jawaii^000000, the paradise of newlyweds,";
- mes "please speak to the ^B9062FNewlywed Helper^000000.";
- mes "Would you like to check any other locations?";
- viewpoint 1,180,224,9,0xFF0000;
+ callsub L_Mark, F_Navi("Hypnotist",.@map$+",127,175"),1;
+ viewpoint 1,127,175,10,0x006400;
next;
break;
case 4:
mes "[Izlude Guide]";
- mes "The ^7F3300Bullet Merchants^000000 for ^7F3300Gunslingers^000000";
- mes "is located to the east.";
- mes "Let me mark his location";
- mes "on your mini-map.";
+ mes "If you'd like to go on a honeymoon to";
+ mes "^8B4513Jawaii^000000, the paradise of newlyweds,";
+ mes "please speak to the ";
+ mes F_Navi("Newlywed Helper",.@map$+",180,224","^B9062F")+".";
mes "Would you like to check any other locations?";
- viewpoint 1,158,130,10,0xD2691E;
+ viewpoint 1,180,224,11,0xFF0000;
next;
break;
case 5:
- mes "[Izlude Guide]";
- mes "Let me mark the location of ^0000FFFencer Mercenary Manager^000000 and";
- mes "^0000FFMercenary Goods Merchant^000000";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,56,169,11,0xDA70D6;
+ callsub L_Mark, F_Navi("Mercenary Guildsman",.@map$+",47,170","^0000FF");
+ viewpoint 1,47,170,12,0xDA70D6;
next;
break;
case 6:
+ callsub L_Mark, F_Navi("Pet Groomer","izlude_in,72,98"),1;
+ viewpoint 1,108,179,13,0x006400;
+ next;
+ break;
+ case 7:
set .@loop,0;
break;
}
@@ -171,6 +166,8 @@
viewpoint 2,1,1,9,0xFFFF00;
viewpoint 2,1,1,10,0xFFFF00;
viewpoint 2,1,1,11,0xFFFF00;
+ viewpoint 2,1,1,12,0xFFFF00;
+ viewpoint 2,1,1,13,0xFFFF00;
next;
break;
case 4:
@@ -182,8 +179,29 @@
end;
}
}
+ end;
+L_Mark:
+ mes "[Izlude Guide]";
+ if (getarg(1,0)) {
+ mes "Let me mark the location of the";
+ mes getarg(0);
+ } else
+ mes "Let me mark the location of the "+getarg(0);
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
+ return;
}
-izlude,129,175,4 duplicate(GuideIzlude) Guide#02izlude 105
-izlude,133,113,4 duplicate(GuideIzlude) Guide#03izlude 105
-izlude,120,206,4 duplicate(GuideIzlude) Guide#04izlude 105
+izlude,129,175,4 duplicate(GuideIzlude) Guide#01izlude 105
+izlude_a,129,175,4 duplicate(GuideIzlude) Guide#01izlude_a 105
+izlude_b,129,175,4 duplicate(GuideIzlude) Guide#01izlude_b 105
+izlude_c,129,175,4 duplicate(GuideIzlude) Guide#01izlude_c 105
+izlude_d,129,175,4 duplicate(GuideIzlude) Guide#01izlude_d 105
+
+izlude,133,113,4 duplicate(GuideIzlude) Guide#02izlude 105
+izlude_a,133,113,4 duplicate(GuideIzlude) Guide#02izlude_a 105
+izlude_b,133,113,4 duplicate(GuideIzlude) Guide#02izlude_b 105
+izlude_c,133,113,4 duplicate(GuideIzlude) Guide#02izlude_c 105
+izlude_d,133,113,4 duplicate(GuideIzlude) Guide#02izlude_d 105
+
+//izlude,120,206,4 duplicate(GuideIzlude) Guide#03izlude 105
diff --git a/npc/re/guides/guides_juno.txt b/npc/re/guides/guides_juno.txt
index 8af05d5ae..924de82a1 100644
--- a/npc/re/guides/guides_juno.txt
+++ b/npc/re/guides/guides_juno.txt
@@ -1,92 +1,96 @@
//===== Hercules Script ======================================
//= Juno Guides
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.2
+//===== Description: =========================================
//= [Official Conversion]
//= Guides for the city of Juno.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version, Renewal guide.
//= 1.1 Fixed and optimized. [Euphy]
-//============================================================
+//= 1.2 Navigation system update. [Euphy]
+//============================================================
yuno,59,212,4 script Juno Guide#yuno01::GuideJuno 700,{
mes "[Juno Guide]";
mes "A place that takes the vision of the future, and gives it form in the present. Welcome to";
mes "the city of ^8B4513Juno^000000!";
+ F_Navi("[Juno Guide]");
next;
while (1) {
switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove marks from Mini-Map:Cancel")) {
case 1:
set .@loop,1;
while (.@loop) {
- switch(select("[ Tool Shop ]:[ Forge ]:[ Airport ]:[ Government Building ]:[ Street of Book Stores ]:[ Inn & Pub ]:[ Sage Castle ]:[ Monster Academy ]:[ Library of the Republic ]:[ Weapon & Armor Shop ]:[ Juphero Plaze ]:[ Monster Museum ]:[ Schweicherbil Magic Academy ]:Previous Menu")) {
+ switch(select("[ Tool Shop ]:[ Forge ]:[ Airport ]:[ Government Building ]:[ Street of Book Stores ]:[ Inn & Pub ]:[ Sage Castle ]:[ Monster Academy ]:[ Library of the Republic ]:[ Weapon & Armor Shop ]:[ Juphero Plaza ]:[ Monster Museum ]:[ Schweicherbil Magic Academy ]:Previous Menu")) {
case 1:
- callsub L_Mark,"^FF0000Tool Shop";
+ callsub L_Mark, F_Navi("Tool Shop","yuno,194,140","^FF0000");
viewpoint 1,194,140,0,0xFF0000;
next;
break;
case 2:
- callsub L_Mark,"^FF4500Forge";
+ callsub L_Mark, F_Navi("Forge","yuno,120,137","^FF4500");
viewpoint 1,120,137,1,0xFF4500;
next;
break;
case 3:
- callsub L_Mark,"^DAA520Airport";
+ callsub L_Mark, F_Navi("Airport","yuno,16,261","^DAA520");
viewpoint 1,16,261,2,0xDAA520;
next;
break;
case 4:
- callsub L_Mark,"^008000Government Building";
+ callsub L_Mark, F_Navi("Government Building","yuno,157,317","^008000");
viewpoint 1,157,317,3,0x008000;
next;
break;
case 5:
- callsub L_Mark,"^0000FFStreet of Book Stores";
+ callsub L_Mark, F_Navi("Street of Book Stores","yuno,172,100","^0000FF");
viewpoint 1,172,100,4,0x0000FF;
next;
break;
case 6:
- callsub L_Mark,"^000080Inn & Pub";
+ callsub L_Mark, F_Navi("Inn & Pub","yuno,51,105","^000080");
viewpoint 1,51,105,5,0x000080;
next;
break;
case 7:
- callsub L_Mark,"^800080Sage Castle";
+ callsub L_Mark, F_Navi("Sage Castle","yuno,90,318","^800080");
viewpoint 1,90,318,6,0x800080;
next;
break;
case 8:
- callsub L_Mark,"^834683Monster Academy";
+ callsub L_Mark, F_Navi("Monster Academy","yuno,95,184","^834683");
viewpoint 1,95,184,7,0x834683;
next;
break;
case 9:
- callsub L_Mark,"^4B0082Juno Library";
+ callsub L_Mark, F_Navi("Juno Library","yuno,338,203","^4B0082");
viewpoint 1,338,203,8,0x4B0082;
next;
break;
case 10:
- callsub L_Mark,"^008080Weapon & Armor Shop";
+ callsub L_Mark, F_Navi("Weapon & Armor Shop","yuno,120,137","^008080");
viewpoint 1,120,137,9,0x008080;
next;
break;
case 11:
- callsub L_Mark,"^FF1493Juphero Plaza";
+ callsub L_Mark, F_Navi("Juphero Plaza","yuno,115,57","^FF1493");
viewpoint 1,115,157,10,0xFF1493;
next;
break;
case 12:
- callsub L_Mark,"^DA70D6Monster Museum";
+ callsub L_Mark, F_Navi("Monster Museum","yuno,278,290","^DA70D6");
viewpoint 1,278,290,11,0xDA70D6;
next;
break;
case 13:
- callsub L_Mark,"^CD1039Schweicherbil Magic Academy";
+ mes "[Juno Guide]";
+ mes "I will mark the location of the";
+ mes F_Navi("Schweicherbil Magic Academy","yuno,323,280","^CD1039");
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
viewpoint 1,323,280,12,0xCD1039;
next;
break;
@@ -101,14 +105,14 @@ yuno,59,212,4 script Juno Guide#yuno01::GuideJuno 700,{
while (.@loop) {
switch(select("[ Kafra Employees ]:[ Eden Teleport Officer ]:Previous Menu")) {
case 1:
- callsub L_Mark,"^FA8072Kafra Employees";
+ callsub L_Mark, "^FA8072Kafra Employees^000000";
viewpoint 1,152,187,13,0xFA8072;
viewpoint 1,277,221,14,0xFA8072;
viewpoint 1,327,108,15,0xFA8072;
next;
break;
case 2:
- callsub L_Mark,"^803232Eden Teleport Officer";
+ callsub L_Mark, F_Navi("Eden Teleport Officer","yuno,144,189","^803232");
viewpoint 1,144,189,16,0x803232;
next;
break;
@@ -151,10 +155,9 @@ yuno,59,212,4 script Juno Guide#yuno01::GuideJuno 700,{
L_Mark:
mes "[Juno Guide]";
mes "I will mark the location";
- mes "of the "+getarg(0)+"^000000";
+ mes "of the "+getarg(0);
mes "on your mini-map.";
mes "Would you like to check any other locations?";
return;
}
-
yuno,153,47,4 duplicate(GuideJuno) Juno Guide#yuno02 700
diff --git a/npc/re/guides/guides_lighthalzen.txt b/npc/re/guides/guides_lighthalzen.txt
index fcfd1cca8..6c6c42b26 100644
--- a/npc/re/guides/guides_lighthalzen.txt
+++ b/npc/re/guides/guides_lighthalzen.txt
@@ -1,18 +1,17 @@
//===== Hercules Script ======================================
//= Lighthalzen Guides
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.2
+//===== Description: =========================================
//= [Official Conversion]
//= Guides for the city of Lighthalzen.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version, Renewal guide.
//= 1.1 Optimized. [Euphy]
-//============================================================
+//= 1.2 Navigation system update. [Euphy]
+//============================================================
lighthalzen,207,310,5 script Lighthalzen Guide#lhz01::GuideLighthazlen 852,{
cutin "ein_soldier",2;
@@ -31,6 +30,7 @@ lighthalzen,207,310,5 script Lighthalzen Guide#lhz01::GuideLighthazlen 852,{
mes "of ^8B4513Lighthalzen^000000. Now, please";
mes "select the location that you'd";
mes "like to learn more about.";
+ F_Navi("[Lighthalzen Guide]");
next;
while (1) {
switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) {
@@ -39,52 +39,52 @@ lighthalzen,207,310,5 script Lighthalzen Guide#lhz01::GuideLighthazlen 852,{
while (.@loop) {
switch(select("[ Hotel ]:[ Bank ]:[ Airport ]:[ Weapon Shop ]:[ Department Store ]:[ Police Station ]:[ Jewelry Store ]:[ Cool Event Corp. ]:[ Somatology Laboratory ]:[ Alchemist Association ]:Previous Menu")) {
case 1:
- callsub L_Mark,"^FF0000Hotel";
+ callsub L_Mark, F_Navi("Hotel","lighthalzen,159,133","^FF0000");
viewpoint 1,160,217,0,0xFF0000;
next;
break;
case 2:
- callsub L_Mark,"^FF4500Bank";
+ callsub L_Mark, F_Navi("Bank","lighthalzen,203,257","^FF4500");
viewpoint 1,203,257,1,0xFF4500;
next;
break;
case 3:
- callsub L_Mark,"^DAA520Airport";
+ callsub L_Mark, F_Navi("Airport","lighthalzen,262,75","^DAA520");
viewpoint 1,262,75,2,0xDAA520;
next;
break;
case 4:
- callsub L_Mark,"^7B68EEWeapon Shop";
+ callsub L_Mark, F_Navi("Weapon Shop","lighthalzen,194,35","^7B68EE");
viewpoint 1,194,35,3,0x7B68EE;
next;
break;
case 5:
- callsub L_Mark,"^B91A4DDepartment Store";
+ callsub L_Mark, F_Navi("Department Store","lighthalzen,199,164","^B91A4D");
viewpoint 1,202,106,4,0xB91A4D;
next;
break;
case 6:
- callsub L_Mark,"^008000Police Station";
+ callsub L_Mark, F_Navi("Police Station","lighthalzen,234,276","^008000");
viewpoint 1,234,276,5,0x008000;
next;
break;
case 7:
- callsub L_Mark,"^0000FFJewelry Store";
+ callsub L_Mark, F_Navi("Jewelry Store","lighthalzen,96,110","^0000FF");
viewpoint 1,96,110,6,0x0000FF;
next;
break;
case 8:
- callsub L_Mark,"^000080Cool Event Corp.";
+ callsub L_Mark, F_Navi("Cool Event Corp.","lighthalzen,238,217","^000080");
viewpoint 1,238,217,7,0x000080;
next;
break;
case 9:
- callsub L_Mark,"^800080Somatology Laboratory";
+ callsub L_Mark, F_Navi("Somatology Laboratory","lighthalzen,101,243","^800080");
viewpoint 1,101,243,8,0x800080;
next;
break;
case 10:
- callsub L_Mark,"^0A9696Alchemist Association";
+ callsub L_Mark, F_Navi("Alchemist Association","lighthalzen,54,132","^0A9696");
viewpoint 1,54,132,9,0x0A9696;
next;
break;
@@ -105,7 +105,7 @@ lighthalzen,207,310,5 script Lighthalzen Guide#lhz01::GuideLighthazlen 852,{
mes "on the 1st floor of the Weapon Shop.";
viewpoint 1,194,35,10,0x0A9696;
next;
- callsub L_Mark,"^0A9696Armsmith";
+ callsub L_Mark, "^0A9696Armsmith^000000";
next;
break;
case 2:
@@ -116,22 +116,22 @@ lighthalzen,207,310,5 script Lighthalzen Guide#lhz01::GuideLighthazlen 852,{
mes "of the Weapon Shop.";
viewpoint 1,194,35,11,0x4B0082;
next;
- callsub L_Mark,"^4B0082Seiyablem",1;
+ callsub L_Mark, "^4B0082Seiyablem^000000",1;
next;
break;
case 3:
- callsub L_Mark,"^FF4500Pet Groomer";
+ callsub L_Mark, F_Navi("Pet Groomer","lighthalzen,222,191","^FF4500");
viewpoint 1,222,191,12,0xFF4500;
next;
break;
case 4:
- callsub L_Mark,"^008080Kafra Employees";
+ callsub L_Mark, "^008080Kafra Employees^000000";
viewpoint 1,164,99,13,0x008080;
viewpoint 1,164,99,14,0x008080;
next;
break;
case 5:
- callsub L_Mark,"^FF1493Cool Event Corp. Staff";
+ callsub L_Mark, F_Navi("Cool Event Corp. Staff","lighthalzen,94,247","^FF1493");
viewpoint 1,94,247,15,0xFF1493;
next;
break;
@@ -175,12 +175,11 @@ lighthalzen,207,310,5 script Lighthalzen Guide#lhz01::GuideLighthazlen 852,{
L_Mark:
mes "[Lighthalzen Guide]";
mes "I will mark the location";
- mes "of "+((getarg(1,0))?"":"the ")+getarg(0)+"^000000";
+ mes "of "+((getarg(1,0))?"":"the ")+getarg(0);
mes "on your mini-map.";
mes "Would you like to check any other locations?";
return;
}
-
lighthalzen,220,310,3 duplicate(GuideLighthazlen) Lighthalzen Guide#lhz02 852
lighthalzen,154,100,5 duplicate(GuideLighthazlen) Lighthalzen Guide#lhz03 852
lighthalzen,307,224,3 duplicate(GuideLighthazlen) Lighthalzen Guide#lhz04 852
diff --git a/npc/re/guides/guides_louyang.txt b/npc/re/guides/guides_louyang.txt
index e5ff1d4c6..49eb5404b 100644
--- a/npc/re/guides/guides_louyang.txt
+++ b/npc/re/guides/guides_louyang.txt
@@ -1,17 +1,16 @@
//===== Hercules Script ======================================
//= Louyang Guide
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.1
+//===== Description: =========================================
//= [Official Conversion]
-//= Guide for the city of Louyang
-//===== Additional Comments: =================================
+//= Guide for the city of Louyang.
+//===== Additional Comments: =================================
//= 1.0 First version, Renewal guide.
-//============================================================
+//= 1.1 Navigation system update. [Euphy]
+//============================================================
louyang,224,104,4 script Louyang Guide#01louyang 818,{
mes "[Representative]";
@@ -26,86 +25,88 @@ louyang,224,104,4 script Louyang Guide#01louyang 818,{
mes "[Representative]";
mes "^8B4513Louyang^000000 is famous for";
mes "its elaborate history, as well as specialties that are unique to this nation. Please take your time and enjoy your stay.";
+ F_Navi("[Representative]");
+ set .@str$,"Is there anything else I can do for you?";
while (1) {
next;
switch(select("[ Dragon Castle ]:[ Doctor's Office ]:[ City Hall ]:[ Weapon Shop ]:[ Tool Shop ]:[ Tavern ]:[ Observatory ]:[ Return to Alberta ]:Remove Marks from Mini-Map:Cancel")) {
case 1:
mes "[Representative]";
- mes "The Dragon Castle is located at ^0A82FF+^000000. It is where all the nobles reside, including our lord.";
+ mes "The "+F_Navi("Dragon Castle","louyang,218,253")+" is located at ^0A82FF+^000000. It is where all the nobles reside, including our lord.";
mes "Since you're an outsider, I guess it would be appropriate for you to visit our lord first.";
- mes "Is there anything else I can do for you?";
+ mes .@str$;
viewpoint 1,218,253,0,0x0A82FF;
break;
case 2:
mes "[Representative]";
- mes "It's a famous ^AAFF00Doctor's Office^000000";
+ mes "It's a famous "+F_Navi("Doctor's Office","louyang,261,93","^AAFF00");
mes "according to rumor it can cure all diseases. But I'm not sure if it's true or not.";
- mes "Is there anything else I can do for you?";
+ mes .@str$;
viewpoint 1,261,93,1,0xAAFF00;
break;
case 3:
mes "[Representative]";
- mes "We have a City Hall where the federal government operates.";
+ mes "We have a "+F_Navi("City Hall","louyang,309,78")+" where the federal government operates.";
mes "It is located at ^008080+^000000.";
next;
mes "[Representative]";
mes "If you have any problems,";
mes "you should talk with the";
mes "employees there.";
- mes "Is there anything else I can do for you?";
+ mes .@str$;
viewpoint 1,309,78,2,0x20B2AA;
break;
case 4:
mes "[Representative]";
- mes "The Weapon Shop is located at ^55FF33+^000000.";
+ mes "The "+F_Navi("Weapon Shop","louyang,145,172")+" is located at ^55FF33+^000000.";
next;
mes "[Representative]";
mes "You will see";
mes "marvelous weapons forged";
mes "by the well-experienced";
mes "Blacksmiths of Louyang.";
- mes "Is there anything else I can do for you?";
+ mes .@str$;
viewpoint 1,145,172,3,0xFF1493;
break;
case 5:
mes "[Representative]";
- mes "The Tool Shop is located at ^3355FF+^000000.";
+ mes "The "+F_Navi("Tool Shop","louyang,138,99")+" is located at ^3355FF+^000000.";
next;
mes "[Representative]";
mes "Knowing your enemy";
mes "is half the battle!";
mes "It's also safer to prepare yourself than to be sorry later. Why don't you go check their supplies?";
- mes "Is there anything else I can do for you?";
+ mes .@str$;
viewpoint 1,138,99,4,0xFF0000;
break;
case 6:
mes "[Representative]";
- mes "When you get tired during your trip, I suggest that you visit the Tavern. It's located at ^00FF00+^000000.";
+ mes "When you get tired during your trip, I suggest that you visit the "+F_Navi("Tavern","louyang,280,165")+". It's located at ^00FF00+^000000.";
next;
- mes "[Soldier]";
+ mes "[Representative]";
mes "The Tavern is a good place";
mes "to meet other tourists, as well as to hear of any news that may be helpful to know.";
- mes "Is there anything else I can do for you?";
+ mes .@str$;
viewpoint 1,280,165,5,0xDAA520;
break;
case 7:
mes "[Representative]";
- mes "You won't get a better view of the world than you can at the Observatory.";
+ mes "You won't get a better view of the world than you can at the "+F_Navi("Observatory","louyang,136,245")+".";
mes "It's a must see here.";
- mes "Is there anything else I can do for you?";
+ mes .@str$;
viewpoint 1,136,245,6,0xD8BFD8;
break;
case 8:
mes "[Representative]";
mes "If you want to return to Alberta,";
- mes "find the ^00BFFFKGirl^000000 outside town on the docks.";
- mes "Is there anything else I can do for you?";
+ mes "find the "+F_Navi("Girl","louyang,218,22","^00BFFF")+" outside town on the docks.";
+ mes .@str$;
viewpoint 1,218,22,7,0x00BFFF;
break;
case 9:
mes "[Representative]";
mes "I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
+ mes .@str$;
viewpoint 2,1,1,0,0xFFFFFF;
viewpoint 2,1,1,1,0xFFFFFF;
viewpoint 2,1,1,2,0xFFFFFF;
diff --git a/npc/re/guides/guides_lutie.txt b/npc/re/guides/guides_lutie.txt
index 121744a24..5705cae9c 100644
--- a/npc/re/guides/guides_lutie.txt
+++ b/npc/re/guides/guides_lutie.txt
@@ -1,49 +1,49 @@
//===== Hercules Script ======================================
//= Lutie Guide
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.2
+//===== Description: =========================================
//= [Official Conversion]
//= Guide for the city of Lutie.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version, Renewal guide.
//= 1.1 Fixed and optimized. [Euphy]
-//============================================================
+//= 1.2 Navigation system update. [Euphy]
+//============================================================
xmas,140,137,3 script Lutie Guide#xmas 717,{
mes "[Lutie Guide]";
mes "Welcome to ^8B4513Lutie^000000,";
mes "the Snow Village.";
mes "Do you need help navigating the village?";
+ F_Navi("[Lutie Guide]");
while (1) {
next;
switch(select("[ Gift Shop ]:[ Church ]:[ Weapon & Armor Shop ]:[ Tool Shop ]:[ Santa's House ]:[ Toy Factory ]:Remove Marks from Mini-Map:Cancel")) {
case 1:
- callsub L_Mark,"^008080Gift Shop";
+ callsub L_Mark, F_Navi("Gift Shop","xmas,172,131","^008080");
viewpoint 1,172,131,2,0x008080;
break;
case 2:
- callsub L_Mark,"^006400Church";
+ callsub L_Mark, F_Navi("Church","xmas,104,287","^006400");
viewpoint 1,104,287,1,0xAAFF00;
break;
case 3:
- callsub L_Mark,"^FF1493Weapon & Armor Shop";
+ callsub L_Mark, F_Navi("Weapon & Armor Shop","xmas,171,158","^FF1493");
viewpoint 1,171,158,3,0xFF1493;
break;
case 4:
- callsub L_Mark,"^8B4513Tool Shop";
+ callsub L_Mark, F_Navi("Tool Shop","xmas,122,131","^8B4513");
viewpoint 1,122,131,4,0x8B4513;
break;
case 5:
- callsub L_Mark,"^B9062FSanta's House",1;
+ callsub L_Mark, F_Navi("Santa's House","xmas,149,237","^B9062F"),1;
viewpoint 1,149,237,5,0x9400D3;
break;
case 6:
- callsub L_Mark,"^9400D3Toy Factory";
+ callsub L_Mark, F_Navi("Toy Factory","xmas,143,312","^9400D3");
viewpoint 1,143,312,6,0xFF0000;
break;
case 7:
diff --git a/npc/re/guides/guides_malaya.txt b/npc/re/guides/guides_malaya.txt
new file mode 100644
index 000000000..265b362bb
--- /dev/null
+++ b/npc/re/guides/guides_malaya.txt
@@ -0,0 +1,81 @@
+//===== Hercules Script ======================================
+//= Port Malaya Guides
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.1
+//===== Description: =========================================
+//= Guides for the city of Malaya.
+//===== Additional Comments: =================================
+//= 1.0 First version. [Euphy]
+//= 1.1 Navigation system update. [Euphy]
+//============================================================
+
+malaya,71,72,4 script Port Malaya Guide#01::GuideMalaya 579,{
+ mes "[Port Malaya Guide]";
+ mes "Welcome to ^8B4513Port Malaya^000000, the Breathing Village.";
+ mes "Where cultures and legends come to life!";
+ mes "Do you need help navigating the village?";
+ F_Navi("[Port Malaya Guide]");
+ while(1) {
+ next;
+ switch(select("[ Kafra Employees ]:[ Inn & Tavern ]:[ Weapon & Armor Shop ]:[ Tool Shop ]:[ Hospital ]:[ Park ]:[ Harbor ]:Remove marks from Mini-Map:Cancel")) {
+ case 1:
+ callsub L_Mark, "^0000FFKafra Employees^000000",1;
+ viewpoint 1,71,79,0,0x0A82FF;
+ viewpoint 1,234,204,1,0x0A82FF;
+ break;
+ case 2:
+ callsub L_Mark, F_Navi("Inn & Tavern","malaya,193,215","^006400");
+ viewpoint 1,193,215,2,0xAAFF00;
+ break;
+ case 3:
+ callsub L_Mark, F_Navi("Weapon & Armor Shop","malaya,114,212","^008080");
+ viewpoint 1,114,212,3,0x4F543C;
+ break;
+ case 4:
+ callsub L_Mark, F_Navi("Tool Shop","malaya,297,167","^FF1493");
+ viewpoint 1,297,167,4,0xFF1493;
+ break;
+ case 5:
+ callsub L_Mark, F_Navi("Hospital","malaya,50,75","^8B4513");
+ viewpoint 1,50,75,5,0x8B4513;
+ break;
+ case 6:
+ callsub L_Mark, F_Navi("Park","malaya,280,371","^8B4513");
+ viewpoint 1,280,371,6,0x8B4513;
+ break;
+ case 7:
+ callsub L_Mark, F_Navi("Harbor","malaya,276,55","^8A2BE2");
+ viewpoint 1,276,55,7,0x8A2BE2;
+ break;
+ case 8:
+ mes "[Port Malaya Guide]";
+ mes "I'll remove all marks from your mini-map.";
+ mes "Is there anything else I can do for you?";
+ viewpoint 2,1,1,0,0xFFFFFF;
+ viewpoint 2,1,1,1,0xFFFFFF;
+ viewpoint 2,1,1,2,0xFFFFFF;
+ viewpoint 2,1,1,3,0xFFFFFF;
+ viewpoint 2,1,1,4,0xFFFFFF;
+ viewpoint 2,1,1,5,0xFFFFFF;
+ viewpoint 2,1,1,6,0xFFFFFF;
+ viewpoint 2,1,1,7,0xFFFFFF;
+ break;
+ case 9:
+ mes "[Port Malaya Guide]";
+ mes "I hope you enjoy your journey.";
+ close;
+ }
+ }
+ end;
+L_Mark:
+ mes "[Port Malaya Guide]";
+ mes "The "+getarg(0)+" "+((getarg(1,0))?"are":"is");
+ mes "marked on your mini-map.";
+ mes "Check your mini-map.";
+ mes "Is there anything else I can do for you?";
+ return;
+}
+malaya,250,83,6 duplicate(GuideMalaya) Port Malaya Guide#02 579
+malaya,224,204,6 duplicate(GuideMalaya) Port Malaya Guide#03 579
diff --git a/npc/re/guides/guides_mora.txt b/npc/re/guides/guides_mora.txt
index 0cb0db35d..67936cac0 100644
--- a/npc/re/guides/guides_mora.txt
+++ b/npc/re/guides/guides_mora.txt
@@ -1,48 +1,48 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Mora Guides
-//===== By: ==================================================
+//===== By: ==================================================
//= Euphy
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.1
+//===== Description: =========================================
//= Guides for the city of Mora.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version. [Euphy]
-//============================================================
+//= 1.1 Navigation system update. [Euphy]
+//============================================================
mora,25,158,5 script Raffle Guide#north 516,{
mes "[Raffoh]";
mes "Laoh~!";
mes "Welcome to the Village of Mora.";
mes "I can tell you whatever you want to know about the village~!";
+ F_Navi("[Raffoh]");
next;
switch(select("[ Inn ]:[ Residences ]:[ Stores ]:[ Warehouse ]:Remove markers from the mini-map:Quit")) {
case 1:
mes "[Raffoh]";
mes "Laoh~!";
- mes "We have an inn but we can't make travelers sleep like Raffles...";
+ mes "We have an "+F_Navi("Inn","mora,44,138")+" but we can't make travelers sleep like Raffles...";
mes "Get some rest!";
viewpoint 1,44,134,0,0x0A82FF;
close;
case 2:
mes "[Raffoh]";
mes "Laoh~!";
- mes "This is where Raffles' houses are...";
+ mes F_Navi("This","mora,119,170")+" is where Raffles' houses are...";
mes "But keep the noise down because people are asleep~!";
viewpoint 1,119,170,1,0xAAFF00;
close;
case 3:
mes "[Raffoh]";
mes "Laoh~!";
- mes "If you are looking for souvenirs, you can buy some in this district.";
+ mes "If you are looking for souvenirs, you can buy some in this "+F_Navi("district","mora,112,110")+".";
viewpoint 1,112,110,2,0xDA70D6;
close;
case 4:
mes "[Raffoh]";
mes "Laoh~!";
- mes "This is where they keep all kinds of packages and groceries.";
+ mes F_Navi("This","mora,182,161")+" is where they keep all kinds of packages and groceries.";
mes "There are many things that don't belong to the Raffles, so be careful!";
viewpoint 1,182,161,3,0xFF1493;
close;
@@ -67,32 +67,33 @@ mora,167,76,3 script Raffle Guide#east 522,{
mes "Uh...";
mes "This, this is the Village of Mora.";
mes "Uh... which place do you want to know about?";
+ F_Navi("[Raffuh]");
next;
switch(select("[ Inn ]:[ Residences ]:[ Stores ]:[ Warehouse ]:Remove markers from the mini-map:Quit")) {
case 1:
mes "[Raffuh]";
mes "Uh...";
mes "Are, are you sleepy?";
- mes "You can sleep here uh!! Put your stuff down uh! And-- and---";
+ mes "You can sleep "+F_Navi("here","mora,44,138")+" uh!! Put your stuff down uh! And-- and---";
viewpoint 1,44,134,0,0x0A82FF;
close;
case 2:
mes "[Raffuh]";
mes "Uh...";
- mes "Why are you trying to find out where I live--?";
+ mes "Why are you trying to find out "+F_Navi("where","mora,119,170")+" I live--?";
mes "Uh, no... I'd like to live with my friends--";
viewpoint 1,119,170,1,0xAAFF00;
close;
case 3:
mes "[Raffuh]";
mes "Uh...";
- mes "There are a lot of things in those stores-- oh, there is a hot spring also uh!";
+ mes "There are a lot of things in those "+F_Navi("stores","mora,112,110")+"-- oh, there is a hot spring also uh!";
viewpoint 1,112,110,2,0xDA70D6;
close;
case 4:
mes "[Raffuh]";
mes "Uh...";
- mes "You can't just march into the warehouse, or you'll be in trouble--";
+ mes "You can't just march into the "+F_Navi("warehouse","mora,182,161")+", or you'll be in trouble--";
mes "Many of the things there are from outside the village-- Raffuh has been in trouble several times--";
viewpoint 1,182,161,3,0xFF1493;
close;
@@ -117,19 +118,20 @@ mora,115,138,5 script Raffle Guide#center 524,{
mes "Lala!";
mes "Welcome to the Village of Mora la!";
mes "If you need to know anything about the village, just ask me la!";
+ F_Navi("[Raffla]");
next;
switch(select("[ Inn ]:[ Residences ]:[ Stores ]:[ Warehouse ]:Remove markers from the mini-map:Quit.")) {
case 1:
mes "[Raffla]";
mes "Lala!";
- mes "This is where travelers can rest la!";
+ mes F_Navi("This","mora,44,138")+" is where travelers can rest la!";
mes "The innkeeper is very kind, so try to talk to him a lot la!";
viewpoint 1,44,134,0,0x0A82FF;
close;
case 2:
mes "[Raffla]";
mes "Lala!";
- mes "This is where Raffles live la!";
+ mes F_Navi("This","mora,119,170")+" is where Raffles live la!";
mes "Head over there la!";
viewpoint 1,119,170,1,0xAAFF00;
close;
@@ -137,13 +139,13 @@ mora,115,138,5 script Raffle Guide#center 524,{
mes "[Raffla]";
mes "Lala!";
mes "So you want to buy something la?";
- mes "There are a lot of stores and cafes, so check them out la!";
+ mes "There are a lot of "+F_Navi("stores and cafes","mora,112,110")+", so check them out la!";
viewpoint 1,112,110,2,0xDA70D6;
close;
case 4:
mes "[Raffla]";
mes "Lala!";
- mes "The warehouse is where you keep your valuables la!";
+ mes "The "+F_Navi("Warehouse","mora,182,161")+" is where you keep your valuables la!";
mes "Be careful so you don't get robbed la!";
viewpoint 1,182,161,3,0xFF1493;
close;
@@ -168,19 +170,20 @@ mora,72,51,3 script Raffle Guide#south 518,{
mes "Lali?";
mes "Welcome to the Village of Mora.";
mes "If you need to know anything about the village, just ask me.";
+ F_Navi("[Raffli]");
next;
switch(select("[ Inn ]:[ Residences ]:[ Stores ]:[ Warehouse ]:Remove markers from the mini-map:Quit")) {
case 1:
mes "[Raffli]";
mes "Lali?";
- mes "This is where travelers can rest.";
+ mes F_Navi("This","mora,44,138")+" is where travelers can rest.";
mes "The innkeeper is very kind, so get to know him.";
viewpoint 1,44,134,0,0x0A82FF;
close;
case 2:
mes "[Raffli]";
mes "Lali?";
- mes "This is where Raffles live.";
+ mes F_Navi("This","mora,119,170")+" is where Raffles live.";
mes "Are you coming to Raffli's house li? I'm so happy.";
viewpoint 1,119,170,1,0xAAFF00;
close;
@@ -188,13 +191,13 @@ mora,72,51,3 script Raffle Guide#south 518,{
mes "[Raffli]";
mes "Lali?";
mes "There are a lot of things I want to buy.";
- mes "You can find tons of places to eat and shop, and tons of things to buy.";
+ mes "You can find tons of "+F_Navi("places","mora,112,110")+" to eat and shop, and tons of things to buy.";
viewpoint 1,112,110,2,0xDA70D6;
close;
case 4:
mes "[Raffli]";
mes "Lali?";
- mes "The warehouse is where you keep your valuables.";
+ mes "The "+F_Navi("Warehouse","mora,182,161")+" is where you keep your valuables.";
mes "But don't get robbed.";
viewpoint 1,182,161,3,0xFF1493;
close;
diff --git a/npc/re/guides/guides_morroc.txt b/npc/re/guides/guides_morroc.txt
index e9e662ecd..9c86f7fae 100644
--- a/npc/re/guides/guides_morroc.txt
+++ b/npc/re/guides/guides_morroc.txt
@@ -1,18 +1,17 @@
//===== Hercules Script ======================================
//= Morroc Guides
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.2
+//===== Description: =========================================
//= [Official Conversion]
//= Guides for the city of Morroc and Morroc Ruins.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version, Renewal guide.
//= 1.1 Fixed and optimized. [Euphy]
-//============================================================
+//= 1.2 Navigation system update. [Euphy]
+//============================================================
morocc,153,286,6 script Guide#01morocc::GuideMorroc 707,{
cutin "moc_soldier",2;
@@ -20,6 +19,7 @@ morocc,153,286,6 script Guide#01morocc::GuideMorroc 707,{
mes "Welcome to ^8B4513Morroc^000000,";
mes "the Desert Town.";
mes "Do you need help navigating the town?";
+ F_Navi("[Morroc Guide]");
next;
while (1) {
switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) {
@@ -29,7 +29,7 @@ morocc,153,286,6 script Guide#01morocc::GuideMorroc 707,{
switch(select("[ Thief Guild ]:[ Sphinx Dungeon ]:[ Oasis Entrance ]:[ Forge ]:[ Weapon & Armor Shop ]:[ Inn ]:[ Tavern ]:Previous Menu")) {
case 1:
mes "[Morroc Guide]";
- mes "The ^B9062FThief Guild^000000 is located";
+ mes "The "+F_Navi("Thief Guild","morocc,26,294","^B9062F")+" is located";
mes "inside the ^B9062FPyramids^000000";
mes "that is near the ^B9062FOasis^000000.";
mes "Would you like to check any other locations?";
@@ -38,7 +38,7 @@ morocc,153,286,6 script Guide#01morocc::GuideMorroc 707,{
break;
case 2:
mes "[Morroc Guide]";
- mes "The ^0000FFSphinx Dungeon^000000 is";
+ mes "The "+F_Navi("Sphinx Dungeon","morocc,26,164","^0000FF")+" is";
mes "right outside the western gate.";
mes "Would you like to check any other locations?";
viewpoint 1,26,164,1,0x0A82FF;
@@ -46,25 +46,25 @@ morocc,153,286,6 script Guide#01morocc::GuideMorroc 707,{
break;
case 3:
mes "[Morroc Guide]";
- mes "Let me mark the entrance to the ^FF5400Oasis^000000";
+ mes "Let me mark the entrance to the "+F_Navi("Oasis","morocc,26,294","^FF5400");
mes "on your mini-map.";
mes "Would you like to check any other locations?";
viewpoint 1,26,294,2,0xFFB400;
next;
break;
case 4:
- callsub L_Mark,"^006400Forge";
+ callsub L_Mark, F_Navi("Forge","morocc,47,47","^006400");
viewpoint 1,47,47,3,0xAAFF00;
next;
break;
case 5:
- callsub L_Mark,"^7F3300Weapon & Armor Shop";
+ callsub L_Mark, F_Navi("Weapon & Armor Shop","morocc,253,56","^7F3300");
viewpoint 1,253,56,4,0xD2691E;
next;
break;
case 6:
mes "[Morroc Guide]";
- mes "Currently the ^800080Inn^000000";
+ mes "Currently the "+F_Navi("Inn","morocc,273,269","^800080");
mes "has been shut down until further notice,";
mes "but I'll mark its location";
mes "on your mini-map.";
@@ -73,7 +73,7 @@ morocc,153,286,6 script Guide#01morocc::GuideMorroc 707,{
next;
break;
case 7:
- callsub L_Mark,"^B9062FTavern";
+ callsub L_Mark, F_Navi("Tavern","morocc,52,259","^B9062F");
viewpoint 1,52,259,6,0xFF0000;
next;
break;
@@ -88,19 +88,19 @@ morocc,153,286,6 script Guide#01morocc::GuideMorroc 707,{
while (.@loop) {
switch(select("[ Kafra Employee ]:[ Poison Herb Salesman ]:[ Dye Maker ]:[ Seiyablem ]:Previous Menu")) {
case 1:
- callsub L_Mark,"^0000FFKafra Employees";
+ callsub L_Mark,"^0000FFKafra Employees^000000";
viewpoint 1,156,97,7,0x0A82FF;
viewpoint 1,160,258,8,0x0A82FF;
next;
break;
case 2:
- callsub L_Mark,"^006400Poison Herb Salesman";
+ callsub L_Mark, F_Navi("Poison Herb Salesman","morocc,191,94","^006400");
viewpoint 1,190,96,9,0xAAFF00;
next;
break;
case 3:
mes "[Morroc Guide]";
- mes "The ^7F3300Dye Maker^000000 is";
+ mes "The "+F_Navi("Dye Maker","morocc,273,269","^7F3300")+" is";
mes "currently staying";
mes "on the 1st floor of the Inn.";
mes "Let me mark his location";
@@ -111,7 +111,7 @@ morocc,153,286,6 script Guide#01morocc::GuideMorroc 707,{
break;
case 4:
mes "[Morroc Guide]";
- mes "^800080Seiyablem^000000";
+ mes F_Navi("Seiyablem","morocc,51,41","^800080");
mes "is a technician";
mes "who can create ^0000FFslots^000000 on weapons and armors,";
mes "but not all equipment";
@@ -156,15 +156,14 @@ morocc,153,286,6 script Guide#01morocc::GuideMorroc 707,{
L_Mark:
mes "[Morroc Guide]";
mes "Let me mark the location of the";
- mes getarg(0)+"^000000";
+ mes getarg(0);
mes "on your mini-map.";
mes "Would you like to check any other locations?";
return;
}
-
-morocc,154,38,6 duplicate(GuideMorroc) Guide#02morocc 707,{
-morocc,296,213,4 duplicate(GuideMorroc) Guide#03morocc 707,{
-morocc,28,170,5 duplicate(GuideMorroc) Guide#04morocc 707,{
+morocc,154,38,6 duplicate(GuideMorroc) Guide#02morocc 707
+morocc,296,213,4 duplicate(GuideMorroc) Guide#03morocc 707
+morocc,28,170,5 duplicate(GuideMorroc) Guide#04morocc 707
moc_ruins,159,53,3 script Guide#01ruins::GuideMocRuins 707,{
cutin "moc_soldier",2;
@@ -172,6 +171,7 @@ moc_ruins,159,53,3 script Guide#01ruins::GuideMocRuins 707,{
mes "Welcome to ^8B4513Morroc^000000,";
mes "the Desert Town.";
mes "Do you need help navigating the town?";
+ F_Navi("[Morroc Guide]");
next;
while (1) {
switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) {
@@ -181,7 +181,7 @@ moc_ruins,159,53,3 script Guide#01ruins::GuideMocRuins 707,{
switch(select("[ Thief Guild ]:[ Sphinx Dungeon ]:[ Morroc Entrance ]:Previous Menu")) {
case 1:
mes "[Morroc Guide]";
- mes "The ^B9062FThief Guild^000000 is located";
+ mes "The "+F_Navi("Thief Guild","moc_ruins,56,161","^B9062F")+" is located";
mes "inside the ^B9062FPyramids^000000.";
mes "Let me mark its location";
mes "on your mini-map.";
@@ -191,7 +191,7 @@ moc_ruins,159,53,3 script Guide#01ruins::GuideMocRuins 707,{
break;
case 2:
mes "[Morroc Guide]";
- mes "The ^0000FFSphinx Dungeon^000000";
+ mes "The "+F_Navi("Sphinx Dungeon","moc_ruins,71,19","^0000FF");
mes "is outside the south entrance of this Oasis.";
mes "Would you like to check any other locations?";
viewpoint 1,71,19,1,0x0A82FF;
@@ -199,7 +199,7 @@ moc_ruins,159,53,3 script Guide#01ruins::GuideMocRuins 707,{
break;
case 3:
mes "[Morroc Guide]";
- mes "^FF5400Morroc^000000 is";
+ mes F_Navi("Morroc","moc_ruins,158,40","^FF5400")+" is";
mes "right outside the southeast entrance of this Oasis.";
mes "Let me mark its location";
mes "on your mini-map.";
@@ -218,39 +218,44 @@ moc_ruins,159,53,3 script Guide#01ruins::GuideMocRuins 707,{
while (.@loop) {
switch(select("[ Eden Teleport Officer ]:[ Tool Dealer ]:[ Kafra Employee ]:[ Repairman ]:[ Pet Groomer ]:[ Chef Assistant ]:[ Leablem ]:Previous Menu")) {
case 1:
- callsub L_Mark,"^006400Eden Teleport Officer";
+ callsub L_Mark, F_Navi("Eden Teleport Officer","moc_ruins,68,164","^006400");
viewpoint 1,68,164,3,0xAAFF00;
next;
break;
case 2:
- callsub L_Mark,"^800080Tool Dealers";
+ mes "[Morroc Guide]";
+ mes "Let me mark the location of the";
+ mes F_Navi("Northern Tool Dealer","moc_ruins,92,128","^800080");
+ mes "and "+F_Navi("Southern Tool Dealer","moc_ruins,114,63","^800080");
+ mes "on your mini-map.";
+ mes "Would you like to check any other locations?";
viewpoint 1,92,128,5,0xDA70D6;
viewpoint 1,114,63,6,0xDA70D6;
next;
break;
case 3:
- callsub L_Mark,"^B9062FKafra Employee";
+ callsub L_Mark, "^B9062FKafra Employee^000000";
viewpoint 1,59,157,7,0xFF0000;
next;
break;
case 4:
- callsub L_Mark,"^0000FFRepairman";
+ callsub L_Mark, F_Navi("Repairman","moc_ruins,107,94","^0000FF");
viewpoint 1,107,94,8,0x0A82FF;
next;
break;
case 5:
- callsub L_Mark,"^FF5400Pet Groomer";
+ callsub L_Mark, F_Navi("Pet Groomer","moc_ruins,118,170","^FF5400");
viewpoint 1,118,170,9,0xFFB400;
next;
break;
case 6:
- callsub L_Mark,"^006400Chef Assistant";
+ callsub L_Mark, F_Navi("Chef Assistant","moc_ruins,115,123","^006400");
viewpoint 1,115,123,10,0xAAFF00;
next;
break;
case 7:
mes "[Morroc Guide]";
- mes "^7F3300Leablem^000000";
+ mes F_Navi("Leablem","moc_ruins,154,86","^7F3300");
mes "is a technician";
mes "who can create ^0000FFslots^000000 on weapons and armors,";
mes "but not all equipment";
@@ -295,11 +300,10 @@ moc_ruins,159,53,3 script Guide#01ruins::GuideMocRuins 707,{
L_Mark:
mes "[Morroc Guide]";
mes "Let me mark the location of the";
- mes getarg(0)+"^000000";
+ mes getarg(0);
mes "on your mini-map.";
mes "Would you like to check any other locations?";
return;
}
-
moc_ruins,70,164,3 duplicate(GuideMocRuins) Guide#02ruins 707
moc_ruins,65,44,5 duplicate(GuideMocRuins) Guide#03ruins 707
diff --git a/npc/re/guides/guides_moscovia.txt b/npc/re/guides/guides_moscovia.txt
index 6627021f3..3a8d3e98b 100644
--- a/npc/re/guides/guides_moscovia.txt
+++ b/npc/re/guides/guides_moscovia.txt
@@ -1,77 +1,85 @@
//===== Hercules Script ======================================
//= Moscovia Guide
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.2
+//===== Description: =========================================
//= [Official Conversion]
//= Guide for the city of Moscovia.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version, Renewal guide.
//= 1.1 Optimized (a little bit). [Euphy]
-//============================================================
+//= 1.2 Navigation system update. [Euphy]
+//============================================================
-moscovia,226,191,4 script Moscovia Guide#02mosc 959,{
+moscovia,161,76,3 script Moscovia Guide#01mosc 959,{
mes "[Moscovia Guide]";
- mes "A paradise on the sea";
- mes "beautiful wave and warm sunshine";
- mes "^8B4513Moscovia^000000 is waitting for you";
- mes "welcome to come here.";
+ mes "A paradise on the sea,";
+ mes "beautiful waves and warm sunshine.";
+ mes "^8B4513Moscovia^000000 is waiting for you.";
mes "I'm supporting to offer information about here.";
- mes "if you want to ask anything just feel free tell me.";
+ mes "If you want to ask anything just feel free tell me.";
+ F_Navi("[Moscovia Guide]");
set .@str$,"Is there anything else I can do for you?";
while (1) {
next;
- switch(select("[ Palace ]:[ Chapel ]:[ Weapon Shop ]:[ Armor Shop ]:[ Tool Shop ]:[ Inn ]:[ Return to Alberta ]:Remove Marks from Mini-Map:Cancel")) {
+ switch(select("[ Kafra Employee ]:[ Palace ]:[ Chapel ]:[ Weapon Shop ]:[ Armor Shop ]:[ Tool Shop ]:[ Inn ]:[ Return to Alberta ]:Remove Marks from Mini-Map:Cancel")) {
case 1:
mes "[Moscovia Guide]";
- mes "In the ^006400Palace^000000 you will find our Lord the Czar and other servants.";
- mes .@str$;
- viewpoint 1,255,140,0,0x0A82FF;
+ mes "The ^0000FFKafra Employee^000000 has";
+ mes "been marked on your mini-map";
+ mes "Check your mini-map.";
+ mes "Do you need anything else?";
+ viewpoint 1,223,191,0,0x0A82FF;
break;
case 2:
mes "[Moscovia Guide]";
- mes "The ^008080Chapel^000000 is located here.";
+ mes "In the "+F_Navi("Palace","moscovia,255,140","^006400")+" you will find our Lord the Czar and other servants.";
mes .@str$;
- viewpoint 1,253,179,1,0xAAFF00;
+ viewpoint 1,255,140,1,0x0A82FF;
break;
case 3:
mes "[Moscovia Guide]";
- mes "You can buy weapons from the best craftsmen in Moscovia if you go to ^FF1493Weapon Shop^000000.";
+ mes "The "+F_Navi("Chapel","moscovia,253,179","^008080")+" is located here.";
mes .@str$;
- viewpoint 1,186,191,2,0x008080;
+ viewpoint 1,253,179,2,0xAAFF00;
break;
case 4:
mes "[Moscovia Guide]";
- mes "You will find only the best gear at the Moscovia ^8B4513Armor Shop^000000.";
+ mes "You can buy weapons from the best craftsmen in Moscovia if you go to the "+F_Navi("Weapon Shop","moscovia,186,191","^FF1493")+".";
mes .@str$;
- viewpoint 1,204,169,3,0xB200FF;
+ viewpoint 1,186,191,3,0x008080;
break;
case 5:
mes "[Moscovia Guide]";
- mes "The ^FF1493Tool Shop^000000 is located just south from the center of town.";
- mes "You can find all sorts of things you need for your travels.";
+ mes "You will find only the best gear at the Moscovia "+F_Navi("Armor Shop","moscovia,204,169","^8B4513")+".";
mes .@str$;
- viewpoint 1,221,176,4,0xFF1493;
+ viewpoint 1,204,169,4,0xB200FF;
break;
case 6:
mes "[Moscovia Guide]";
- mes "The Inn 'Sticky Herb Tree' is just north from the center of town.";
- mes "If you need to rest, there is no better place to stay.";
+ mes "The "+F_Navi("Tool Shop","moscovia,221,176","^FF1493")+" is located just south from the center of town.";
+ mes "You can find all sorts of things you need for your travels.";
mes .@str$;
- viewpoint 1,227,206,5,0x8B4513;
+ viewpoint 1,221,176,5,0xFF1493;
break;
case 7:
mes "[Moscovia Guide]";
- mes "You can go back to Alberta at the docks.";
+ mes "The Inn "+F_Navi("Sticky Herb Tree","moscovia,227,206")+" is just north from the center of town.";
+ mes "If you need to rest, there is no better place to stay.";
mes .@str$;
- viewpoint 1,166,53,6,0x00BFFF;
+ viewpoint 1,227,206,6,0x8B4513;
break;
case 8:
mes "[Moscovia Guide]";
+ mes "You can find the";
+ mes F_Navi("Moscovia P.R. Officer","moscovia,166,53")+" at the docks if";
+ mes "you want to return to Alberta.";
+ viewpoint 1,166,53,7,0x00BFFF;
+ break;
+ case 9:
+ mes "[Moscovia Guide]";
mes "I'll remove all marks from your mini-map.";
mes .@str$;
viewpoint 2,1,1,0,0xFFFFFF;
@@ -81,11 +89,13 @@ moscovia,226,191,4 script Moscovia Guide#02mosc 959,{
viewpoint 2,1,1,4,0xFFFFFF;
viewpoint 2,1,1,5,0xFFFFFF;
viewpoint 2,1,1,6,0xFFFFFF;
+ viewpoint 2,1,1,7,0xFFFFFF;
break;
- case 9:
+ case 10:
mes "[Moscovia Guide]";
mes "Enjoy your trip~!";
close;
}
}
}
+moscovia,226,191,4 duplicate(Moscovia Guide#01mosc) Moscovia Guide#02mosc 959
diff --git a/npc/re/guides/guides_niflheim.txt b/npc/re/guides/guides_niflheim.txt
index 32790bd44..9c9321069 100644
--- a/npc/re/guides/guides_niflheim.txt
+++ b/npc/re/guides/guides_niflheim.txt
@@ -1,41 +1,45 @@
//===== Hercules Script ======================================
//= Niflheim Guide
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.2
+//===== Description: =========================================
//= [Official Conversion]
-//= Guide for the city of Niflehim.
-//===== Additional Comments: =================================
+//= Guide for the city of Niflheim.
+//===== Additional Comments: =================================
//= 1.0 First version, Renewal guide.
//= 1.1 Optimized. [Euphy]
-//============================================================
+//= 1.2 Navigation system update. [Euphy]
+//============================================================
niflheim,201,187,3 script Niflheim Guide#01nif 849,{
mes "[Niflheim Guide]";
mes "Welcome to.. ^8B4513Niflheim^000000...";
mes "the Realm of the Dead...";
mes "Do you need help navigating the realm...?";
+ if (F_Navi() == 0) {
+ next;
+ mes "[Niflheim Guide]";
+ mes "When you click on the.. ^B9062F[location name]^000000... you'll receive the most advanced ^B9062FNavigation^000000 services...!";
+ }
while (1) {
next;
switch(select("[ Tool Shop ]:[ Pub ]:[ Weapon Shop ]:[ Witch's Castle ]:Remove Marks from Mini-Map:Cancel")) {
case 1:
- callsub L_Mark,"^0000FFTool Shop";
+ callsub L_Mark, F_Navi("Tool Shop","niflheim,218,196","^0000FF");
viewpoint 1,218,196,0,0x0A82FF;
break;
case 2:
- callsub L_Mark,"^006400Pub";
+ callsub L_Mark, F_Navi("Pub","niflheim,189,208","^006400");
viewpoint 1,189,208,1,0xAAFF00;
break;
case 3:
- callsub L_Mark,"^800080Weapon Shop";
+ callsub L_Mark, F_Navi("Weapon Shop","niflheim,218,170","^800080");
viewpoint 1,218,170,2,0xDA70D6;
break;
case 4:
- callsub L_Mark,"^FF1493Witch's Castle";
+ callsub L_Mark, F_Navi("Witch's Castle","niflheim,255,195","^FF1493");
viewpoint 1,255,195,3,0xFF1493;
break;
case 5:
diff --git a/npc/re/guides/guides_payon.txt b/npc/re/guides/guides_payon.txt
index e07ff5bfe..ce8164701 100644
--- a/npc/re/guides/guides_payon.txt
+++ b/npc/re/guides/guides_payon.txt
@@ -1,18 +1,17 @@
//===== Hercules Script ======================================
//= Payon Guides
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.2
+//===== Description: =========================================
//= [Official Conversion]
//= Guides for the city of Payon.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version, Renewal guides.
//= 1.1 Fixed and optimized. [Euphy]
-//============================================================
+//= 1.2 Navigation system update. [Euphy]
+//============================================================
payon,163,64,3 script Guide#01payon::GuidePayon 708,{
cutin "pay_soldier",2;
@@ -20,16 +19,17 @@ payon,163,64,3 script Guide#01payon::GuidePayon 708,{
mes "Welcome to ^8B4513Payon^000000,";
mes "the Mountain Village.";
mes "Do you need help navigating the village?";
+ F_Navi("[Payon Guide]");
next;
while (1) {
switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) {
case 1:
set .@loop,1;
while (.@loop) {
- switch(select("[ Archer Village ]:[ Tool Shop]:[ Weapon & Armor Shop ]:[ Inn & Tavern ]:[ Central Palace ]:[ Palace Court ]:[ Royal Kitchen ]:Previous Menu")) {
+ switch(select("[ Archer Village ]:[ Tool Shop ]:[ Weapon & Armor Shop ]:[ Inn & Tavern ]:[ Central Palace ]:[ Palace Court ]:[ Royal Kitchen ]:Previous Menu")) {
case 1:
mes "[Payon Guide]";
- mes "^B9062FArcher Village^000000 is where";
+ mes F_Navi("Archer Village","payon,227,328","^B9062F")+" is where";
mes "the Archer Association resides.";
mes "Please use the far north gate to enter the village.";
mes "Would you like to check any other locations?";
@@ -37,32 +37,32 @@ payon,163,64,3 script Guide#01payon::GuidePayon 708,{
next;
break;
case 2:
- callsub L_Mark,"^0000FFTool Shop";
+ callsub L_Mark, F_Navi("Tool Shop","payon,144,85","^0000FF");
viewpoint 1,144,85,1,0x0A82FF;
next;
break;
case 3:
- callsub L_Mark,"^FF5400Weapon & Armor Shop";
+ callsub L_Mark, F_Navi("Weapon & Armor Shop","payon,139,159","^FF5400");
viewpoint 1,139,159,2,0xFFB400;
next;
break;
case 4:
- callsub L_Mark,"^006400Inn & Tavern";
+ callsub L_Mark, F_Navi("Inn & Tavern","payon,220,117","^006400");
viewpoint 1,220,117,3,0xAAFF00;
next;
break;
case 5:
- callsub L_Mark,"^7F3300Central Palace";
+ callsub L_Mark, F_Navi("Central Palace","payon,155,245","^7F3300");
viewpoint 1,155,245,4,0xD2691E;
next;
break;
case 6:
- callsub L_Mark,"^800080Palace Court";
+ callsub L_Mark, F_Navi("Palace Court","payon,107,325","^800080");
viewpoint 1,107,325,5,0xDA70D6;
next;
break;
case 7:
- callsub L_Mark,"^B9062FRoyal Kitchen";
+ callsub L_Mark, F_Navi("Royal Kitchen","payon,154,325","^B9062F");
viewpoint 1,154,325,6,0xFF0000;
next;
break;
@@ -75,36 +75,36 @@ payon,163,64,3 script Guide#01payon::GuidePayon 708,{
case 2:
set .@loop,1;
while (.@loop) {
- switch(select("[ Eden Teleport Officer ]:[ Kafra Shop ]:[ Repair / Armsmith ]:[ Kafra Employee]:[ Trap Specialist ]:[ Seiayblem ]:[ Leablem ]:[ Jade ]:[ Pet Groomer ]:[ Chef Assistant ]:Previous Menu")) {
+ switch(select("[ Eden Teleport Officer ]:[ Kafra Shop ]:[ Repair / Armsmith ]:[ Kafra Employee ]:[ Trap Specialist ]:[ Seiayblem ]:[ Leablem ]:[ Jade ]:[ Pet Groomer ]:[ Chef Assistant ]:Previous Menu")) {
case 1:
- callsub L_Mark,"^0000FFEden Teleport Officer";
+ callsub L_Mark, F_Navi("Eden Teleport Officer","payon,177,111","^0000FF");
viewpoint 1,177,111,7,0x0A82FF;
next;
break;
case 2:
- callsub L_Mark,"^FF5400Kafra Shop Girls";
+ callsub L_Mark, F_Navi("Kafra Shop Girls","payon,164,157","^FF5400");
viewpoint 1,164,157,8,0xFFB400;
next;
break;
case 3:
- callsub L_Mark,"^006400Repairman & Armsmith";
+ callsub L_Mark, F_Navi("Repairman & Armsmith","payon,144,170","^006400");
viewpoint 1,144,170,9,0xAAFF00;
next;
break;
case 4:
- callsub L_Mark,"^7F3300Kafra Employees";
+ callsub L_Mark, "^7F3300Kafra Employees^000000";
viewpoint 1,181,104,10,0xD2691E;
viewpoint 1,175,226,11,0xD2691E;
next;
break;
case 5:
- callsub L_Mark,"^800080Trap Specialist";
+ callsub L_Mark, F_Navi("Trap Specialist","payon,123,109","^800080");
viewpoint 1,123,109,12,0xDA70D6;
next;
break;
case 6:
mes "[Payon Guide]";
- mes "^B9062FSeiyablem^000000";
+ mes F_Navi("Seiyablem","payon,140,151","^B9062F");
mes "is a technician";
mes "who can create ^0000FFslots^000000 on weapons and armors,";
mes "but not all equipment";
@@ -115,7 +115,7 @@ payon,163,64,3 script Guide#01payon::GuidePayon 708,{
break;
case 7:
mes "[Payon Guide]";
- mes "^0000FFLeablem^000000";
+ mes F_Navi("Leablem","payon,236,199","^0000FF");
mes "is a technician";
mes "who can create ^0000FFslots^000000 on weapons and armors,";
mes "but not all equipment";
@@ -126,7 +126,7 @@ payon,163,64,3 script Guide#01payon::GuidePayon 708,{
break;
case 8:
mes "[Payon Guide]";
- mes "^FF5400Jade^000000";
+ mes F_Navi("Jade","payon,173,238","^FF5400");
mes "can exchange different types of";
mes "^FF5400Gemstones^000000.";
mes "Would you like to check any other locations?";
@@ -134,12 +134,12 @@ payon,163,64,3 script Guide#01payon::GuidePayon 708,{
next;
break;
case 9:
- callsub L_Mark,"^006400Pet Groomer";
+ callsub L_Mark, F_Navi("Pet Groomer","payon,177,131","^006400");
viewpoint 1,177,131,16,0xAAFF00;
next;
break;
case 10:
- callsub L_Mark,"^7F3300Chef Assistant";
+ callsub L_Mark, F_Navi("Chef Assistant","payon,206,119","^7F3300");
viewpoint 1,206,119,17,0xD2691E;
next;
break;
@@ -185,7 +185,7 @@ payon,163,64,3 script Guide#01payon::GuidePayon 708,{
L_Mark:
mes "[Payon Guide]";
mes "Let me mark the location of the";
- mes getarg(0)+"^000000";
+ mes getarg(0);
mes "on your mini-map.";
mes "Would you like to check any other locations?";
return;
@@ -201,6 +201,7 @@ pay_arche,86,33,4 script Guide#05payon 708,{
mes "Welcome to ^8B4513Archer Village^000000,";
mes "a subsidiary village of Payon.";
mes "Do you need help navigating the village?";
+ F_Navi("[Payon Guide]");
next;
set .@str$,"Would you like to check any other locations?";
while (1) {
@@ -208,7 +209,7 @@ pay_arche,86,33,4 script Guide#05payon 708,{
case 1:
mes "[Payon Guide]";
mes "Let me mark the entrance of";
- mes "the ^B9062FPayon Dungeon^000000";
+ mes "the "+F_Navi("Payon Dungeon","pay_arche,38,131","^B9062F");
mes "on your mini-map.";
mes .@str$;
viewpoint 1,38,131,0,0xFF0000;
@@ -216,7 +217,7 @@ pay_arche,86,33,4 script Guide#05payon 708,{
break;
case 2:
mes "[Payon Guide]";
- mes "The ^0000FFArcher Guild^000000";
+ mes "The "+F_Navi("Archer Guild","pay_arche,143,164","^0000FF");
mes "is where you can change";
mes "your job to Archer.";
mes .@str$;
@@ -226,7 +227,7 @@ pay_arche,86,33,4 script Guide#05payon 708,{
case 3:
mes "[Payon Guide]";
mes "Let me mark the location of the";
- mes "^FF5400Tool Shop^000000";
+ mes F_Navi("Tool Shop","pay_arche,72,156","^FF5400");
mes "on your mini-map.";
mes .@str$;
viewpoint 1,72,156,2,0xFFB400;
@@ -243,8 +244,7 @@ pay_arche,86,33,4 script Guide#05payon 708,{
case 5:
mes "[Payon Guide]";
mes "Let me mark the location of the";
- mes "^7F3300Bow Mercenary Manager^000000 and";
- mes "^7F3300Mercenary Goods Merchant^000000";
+ mes F_Navi("Mercenary Guildsman","pay_arche,101,166","^7F3300");
mes "on your mini-map.";
mes .@str$;
viewpoint 1,101,166,4,0xD2691E;
@@ -253,7 +253,7 @@ pay_arche,86,33,4 script Guide#05payon 708,{
case 6:
mes "[Payon Guide]";
mes "Let me mark the location of the";
- mes "^800080Alchemist Guildsman^000000";
+ mes F_Navi("Alchemist Guildsman","pay_arche,126,113,","^800080");
mes "on your mini-map.";
mes .@str$;
viewpoint 1,127,113,5,0xDA70D6;
@@ -261,7 +261,7 @@ pay_arche,86,33,4 script Guide#05payon 708,{
break;
case 7:
mes "[Payon Guide]";
- mes "The ^0000FFEden Teleport Officer^000000";
+ mes "The "+F_Navi("Eden Teleport Officer","pay_arche,143,164","^0000FF");
mes "is currently staying inside";
mes "the Archer Guild building.";
mes .@str$;
diff --git a/npc/re/guides/guides_prontera.txt b/npc/re/guides/guides_prontera.txt
index f744a7a8c..08f2a8972 100644
--- a/npc/re/guides/guides_prontera.txt
+++ b/npc/re/guides/guides_prontera.txt
@@ -1,17 +1,17 @@
//===== Hercules Script ======================================
//= Prontera Guides
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.1
+//===== Description: =========================================
//= [Official Conversion]
-//= Guides for the city of Prontera
-//===== Additional Comments: =================================
+//= Guides for the city of Prontera.
+//===== Additional Comments: =================================
//= 1.0 First version, Renewal guides.
-//============================================================
+//= 1.1 Navigation system update. [Euphy]
+//= Optimized.
+//============================================================
prontera,154,187,4 script Guide#01prontera::GuideProntera 105,{
cutin "prt_soldier",2;
@@ -20,7 +20,9 @@ prontera,154,187,4 script Guide#01prontera::GuideProntera 105,{
mes "the beautiful capital of the";
mes "Rune-Midgarts Kingdom.";
mes "Do you need help navigating the city?";
+ F_Navi("[Prontera Guide]");
next;
+ set .@str$,"Would you like to check any other locations?";
while (1) {
switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) {
case 1:
@@ -28,63 +30,53 @@ prontera,154,187,4 script Guide#01prontera::GuideProntera 105,{
while (.@loop) {
switch(select("[ Tool Shop ]:[ Weapon & Armor Shop ]:[ Forge ]:[ Sanctuary ]:[ Chivalry Office ]:[ Inn ]:[ Tavern ]:[ Library ]:[ Prontera Castle ]:[ Job Agency ]:[ City Hall ]:Previous Menu")) {
case 1:
- mes "[Prontera Guide]";
- mes "Let me mark the location of the ^B9062FTool Shop^000000";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
+ callsub L_Mark, F_Navi("Tool Shop","prontera,134,221","^B9062F");
+ mes .@str$;
viewpoint 1,134,221,0,0xFF0000;
next;
break;
case 2:
- mes "[Prontera Guide]";
- mes "Let me mark the location of the ^0000FFWeapon & Armor Shop^000000";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
+ callsub L_Mark, F_Navi("Weapon & Armor Shop","prontera,175,220","^0000FF");
+ mes .@str$;
viewpoint 1,175,220,1,0x0A82FF;
next;
break;
case 3:
- mes "[Prontera Guide]";
- mes "Let me mark the location of the ^FF5400Forge^000000";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
+ callsub L_Mark, F_Navi("Forge","prontera,179,184","^FF5400");
+ mes .@str$;
viewpoint 1,179,184,2,0xFFB400;
next;
break;
case 4:
mes "[Prontera Guide]";
- mes "The ^006400Prontera Sanctuary^000000 is";
+ mes "The "+F_Navi("Prontera Sanctuary","prontera,236,316","^006400")+" is";
mes "where you can change your job to Acolyte,";
mes "its located in the far northeast of Prontera.";
mes "Let me mark the location on your mini-map.";
- mes "Would you like to check any other locations?";
+ mes .@str$;
viewpoint 1,236,316,3,0xAAFF00;
next;
break;
case 5:
mes "[Prontera Guide]";
- mes "The Chivalry Office is";
+ mes "The "+F_Navi("Chivalry Office","prontera,46,345")+" is";
mes "where you can change your job to ^7F3300Knight^000000";
mes "or apply for the ^7F3300Culvert^000000 Subjugation Party.";
- mes "Would you like to check any other locations?";
+ mes .@str$;
viewpoint 1,46,345,4,0xD2691E;
next;
break;
case 6:
- mes "[Prontera Guide]";
- mes "Let me mark the location of the ^800080Inn^000000";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
+ callsub L_Mark, F_Navi("Inn","prontera,203,191","^800080");
+ mes .@str$;
viewpoint 1,204,191,5,0xDA70D6;
next;
break;
case 7:
- mes "[Prontera Guide]";
- mes "Let me mark the location of the ^B9062FTaverns^000000";
- mes "on your mini-map.";
- mes "Only the ^B9062Fnorthern^000000 tavern";
+ callsub L_Mark, "^B9062FTaverns^000000";
+ mes "Only the "+F_Navi("northern","prontera,208,154","^B9062F")+" tavern";
mes "is open for now.";
- mes "Would you like to check any other locations?";
+ mes .@str$;
viewpoint 1,208,154,6,0xFF0000;
viewpoint 1,46,67,7,0xFF0000;
next;
@@ -93,38 +85,36 @@ prontera,154,187,4 script Guide#01prontera::GuideProntera 105,{
mes "[Prontera Guide]";
mes "The ^0000FFLibrary^000000 is";
mes "where you can find useful information, like the Monster Encyclopedia.";
- mes "There are currently twi libaries available";
- mes "in the northern area of Prontera.";
- mes "Would you like to check any other locations?";
+ mes "There are currently two libaries available,";
+ mes "One to the "+F_Navi("northeast","prontera,120,264")+" and the other to the "+F_Navi("northwest","prontera,192,264")+".";
+ mes .@str$;
viewpoint 1,120,264,8,0x0A82FF;
viewpoint 1,192,264,9,0x0A82FF;
next;
break;
case 9:
mes "[Prontera Guide]";
- mes "The ^FF5400Prontera Castle^000000 is north from here,";
+ mes "The "+F_Navi("Prontera Castle","prontera,156,360","^FF5400")+" is north from here,";
mes "and its rear gate is connected to";
mes "the northern Prontera Fields.";
mes "Let me mark the castle on your mini-map.";
- mes "Would you like to check any other locations?";
+ mes .@str$;
viewpoint 1,156,360,10,0xFFB400;
next;
break;
case 10:
- mes "[Prontera Guide]";
- mes "Let me mark the location of the ^006400Job Agency^000000";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
+ callsub L_Mark, F_Navi("Job Agency","prontera,133,183","^006400");
+ mes .@str$;
viewpoint 1,133,183,11,0xAAFF00;
next;
break;
case 11:
mes "[Prontera Guide]";
- mes "Let me mark the location of ^7F3300City Hall^000000";
+ mes "Let me mark the location of "+F_Navi("City Hall","prontera,75,91","^7F3300");
mes "on your mini-map.";
mes "There's a hairstylist";
mes "there that can change your hair color.";
- mes "Would you like to check any other locations?";
+ mes .@str$;
viewpoint 1,75,91,12,0xD2691E;
next;
break;
@@ -137,72 +127,66 @@ prontera,154,187,4 script Guide#01prontera::GuideProntera 105,{
case 2:
set .@loop,1;
while (.@loop) {
- switch(select("[ Eden Teleport Officer ]:[ Peco Peco Breeder ]:[ Riding Creature Master ]:[ Magic Gear Master ]:[ Peco Peco Remover ]:[ Rune Salesman ]:[ Mercenary Guildsman ]:[ Hypnotist ]:[ Kafra Employee ]:[ Leablem ]:[ Apprentice Craftsman ]:Previous Menu")) {
+ switch(select("[ Eden Teleport Officer ]:[ Peco Peco Breeder ]:[ Riding Creature Master ]:[ Magic Gear Master ]:[ Peco Peco Remover ]:[ Trading Merchants ]:[ Mercenary Guildsman ]:[ Hypnotist ]:[ Kafra Employee ]:[ Leablem ]:[ Apprentice Craftsman ]:[ Pet Groomer ]:Previous Menu")) {
case 1:
- mes "[Prontera Guide]";
- mes "Let me mark the location of the";
- mes "^800080Eden Teleport Officer^000000";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
+ callsub L_Mark, F_Navi("Eden Teleport Officer","prontera,124,76","^800080"),1;
+ mes .@str$;
viewpoint 1,124,76,13,0xDA70D6;
next;
break;
case 2:
mes "[Prontera Guide]";
mes "Two ^0000FFPeco Peco Breeders^000000 are available,";
- mes "one for ^0000FFKnights^000000 to the ^0000FFnorthwest^000000";
- mes "and the other for ^0000FFCrusaders^000000 to the ^0000FFnortheast^000000.";
- viewpoint 1,55,350,15,0x0A82FF;
- viewpoint 1,232,310,16,0x0A82FF;
+ mes "one for ^0000FFKnights^000000 to the "+F_Navi("northwest","prontera,55,350","^0000FF");
+ mes "and the other for ^0000FFCrusaders^000000 to the "+F_Navi("northeast","prontera,232,310","^0000FF")+".";
+ viewpoint 1,55,350,14,0x0A82FF;
+ viewpoint 1,232,310,15,0x0A82FF;
next;
break;
case 3:
mes "[Prontera Guide]";
- mes "The ^FF5400Riding Creature Master^000000 provides services for";
+ mes "The "+F_Navi("Riding Creature Master","prontera,131,213","^FF5400")+" provides services for";
mes "^FF5400Rune Knights^000000 and ^FF5400Royal Guards^000000.";
mes "Let me mark his location";
mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,131,213,17,0xFFB400;
+ mes .@str$;
+ viewpoint 1,131,213,16,0xFFB400;
next;
break;
case 4:
mes "[Prontera Guide]";
- mes "The ^006400Magic Gear Master^000000";
+ mes "The "+F_Navi("Magic Gear Master","prontera,163,178","^006400");
mes "provides services for";
mes "^006400Mechanics^000000.";
mes "Let me mark his location";
mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,163,178,18,0xAAFF00;
+ mes .@str$;
+ viewpoint 1,163,178,17,0xAAFF00;
next;
break;
case 5:
mes "[Prontera Guide]";
mes "If your beloved Peco Peco refuses";
mes "to leave you,";
- mes "please talk to the ^7F3300Peco Peco Remover^000000";
+ mes "please talk to the "+F_Navi("Peco Peco Remover","prontera,125,208","^7F3300");
mes "near the central fountain.";
- mes "Would you like to check any other locations?";
- viewpoint 1,125,208,19,0xD2691E;
+ mes .@str$;
+ viewpoint 1,125,208,18,0xD2691E;
next;
break;
case 6:
mes "[Prontera Guide]";
- mes "Let me mark the location of";
- mes "the ^800080Rune Salesman^000000";
+ mes "The Rune Merchant, Amatsu Trader, and other";
+ mes F_Navi("Trading Merchants","prontera,178,244","^800080")+" have been marked";
mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,168,228,20,0xDA70D6;
+ mes .@str$;
+ viewpoint 1,178,244,19,0xDA70D6;
next;
break;
case 7:
- mes "[Prontera Guide]";
- mes "Let me mark the location of ^0000FFSpear Mercenary Manager^000000 and";
- mes "^0000FFMercenary Goods Merchant^000000";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,35,337,21,0x0A82FF;
+ callsub L_Mark, F_Navi("Mercenary Guildsman","prontera,35,337","^0000FF"),1;
+ mes .@str$;
+ viewpoint 1,35,337,20,0x0A82FF;
next;
break;
case 8:
@@ -210,46 +194,46 @@ prontera,154,187,4 script Guide#01prontera::GuideProntera 105,{
mes "The ^FF5400Hypnotist^000000";
mes "helps beginner adventurers";
mes "to reset their skills.";
- mes "Let me mark his location";
- mes "on your mini-map.";
+ mes "He has moved to Izlude, Prontera's satellite town to the southeast.";
mes "Would you like to check any other locations?";
- viewpoint 1,146,232,22,0xFFB400;
+ mes .@str$;
+ //viewpoint 1,146,232,21,0xFFB400;
next;
break;
case 9:
- mes "[Prontera Guide]";
- mes "Let me mark the location of the";
- mes "^006400Kafra Employees^000000";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,152,326,23,0xAAFF00;
- viewpoint 1,30,207,24,0xAAFF00;
- viewpoint 1,282,200,25,0xAAFF00;
- viewpoint 1,151,29,26,0xAAFF00;
- viewpoint 1,146,89,27,0xAAFF00;
+ callsub L_Mark, "^006400Kafra Employees^000000",1;
+ mes .@str$;
+ viewpoint 1,152,326,22,0xAAFF00;
+ viewpoint 1,30,207,23,0xAAFF00;
+ viewpoint 1,282,200,24,0xAAFF00;
+ viewpoint 1,151,29,25,0xAAFF00;
+ viewpoint 1,146,89,26,0xAAFF00;
next;
break;
case 10:
mes "[Prontera Guide]";
- mes "^0000FFLeablem^000000";
+ mes F_Navi("Leablem","prontera,244,169","^0000FF");
mes "is a technician";
mes "who can create ^0000FFslots^000000 on weapons and armors,";
mes "As amazing as it sounds,";
mes "not all equipment can be slotted.";
- mes "Would you like to check any other locations?";
- viewpoint 1,244,169,28,0x0A82FF;
+ mes .@str$;
+ viewpoint 1,244,169,27,0x0A82FF;
next;
break;
case 11:
- mes "[Prontera Guide]";
- mes "Let me mark the location of the";
- mes "^800080Apprentice Craftsman^000000";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,165,60,29,0xDA70D6;
+ callsub L_Mark, F_Navi("Apprentice Craftsman","prontera,165,60","^800080"),1;
+ mes .@str$;
+ viewpoint 1,165,60,28,0xDA70D6;
next;
break;
case 12:
+ callsub L_Mark, F_Navi("Pet Groomer","prontera,218,211"),1;
+ mes .@str$;
+ viewpoint 1,218,211,29,0xFF0000;
+ next;
+ break;
+ case 13:
set .@loop,0;
break;
}
@@ -280,7 +264,7 @@ prontera,154,187,4 script Guide#01prontera::GuideProntera 105,{
viewpoint 2,1,1,18,0xFFFF00;
viewpoint 2,1,1,19,0xFFFF00;
viewpoint 2,1,1,20,0xFFFF00;
- viewpoint 2,1,1,21,0xFFFF00;
+ //viewpoint 2,1,1,21,0xFFFF00;
viewpoint 2,1,1,22,0xFFFF00;
viewpoint 2,1,1,23,0xFFFF00;
viewpoint 2,1,1,24,0xFFFF00;
@@ -299,8 +283,17 @@ prontera,154,187,4 script Guide#01prontera::GuideProntera 105,{
end;
}
}
+ end;
+L_Mark:
+ mes "[Prontera Guide]";
+ if (getarg(1,0)) {
+ mes "Let me mark the location of the";
+ mes getarg(0);
+ } else
+ mes "Let me mark the location of the "+getarg(0);
+ mes "on your mini-map.";
+ return;
}
-
prontera,282,208,2 duplicate(GuideProntera) Guide#02prontera 105
prontera,29,200,6 duplicate(GuideProntera) Guide#03prontera 105
prontera,160,29,0 duplicate(GuideProntera) Guide#04prontera 105
diff --git a/npc/re/guides/guides_rachel.txt b/npc/re/guides/guides_rachel.txt
index e0aac2b8f..706a4b7b2 100644
--- a/npc/re/guides/guides_rachel.txt
+++ b/npc/re/guides/guides_rachel.txt
@@ -1,22 +1,22 @@
//===== Hercules Script ======================================
//= Rachel Guides
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.1
+//===== Description: =========================================
//= [Official Conversion]
-//= Guide for the city of Rachel
-//===== Additional Comments: =================================
+//= Guide for the city of Rachel.
+//===== Additional Comments: =================================
//= 1.0 First version, Renewal guide.
-//============================================================
+//= 1.1 Navigation system update. [Euphy]
+//============================================================
rachel,138,146,5 script Rachel Guide#rachel 934,{
mes "[Rachel Guide]";
mes "Welcome to the capital of Arunafeltz, ^8B4513Rachel^000000 where the warm breath of the goddess Freya reaches.";
mes "If this is the first time for you to use the guide services, I suggest you ask many questions.";
+ F_Navi("[Rachel Guide]");
next;
while (1) {
switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) {
@@ -26,35 +26,35 @@ rachel,138,146,5 script Rachel Guide#rachel 934,{
switch(select("[ Inn ]:[ Weapon Shop ]:[ Tool Shop ]:[ Airport ]:[ Cheshrumnir ]:[ Priest Zed's Mansion ]:Previous Menu")) {
case 1:
mes "[Rachel Guide]";
- mes "You can rest your fatigue of the journey in the Inn. The left building next to me is the Inn of Rachel.";
+ mes "You can rest your fatigue of the journey in the "+F_Navi("Inn","rachel,115,144")+". The left building next to me is the Inn of Rachel.";
mes "Would you like to check any other locations?";
viewpoint 1,115,144,0,0xFF0000;
next;
break;
case 2:
mes "[Rachel Guide]";
- mes "Do you want to check out the weapons that are sold in Rachel? The Weapon Shop is located near the west gate.";
+ mes "Do you want to check out the weapons that are sold in Rachel? The "+F_Navi("Weapon Shop","rachel,42,82")+" is located near the west gate.";
mes "Would you like to check any other locations?";
viewpoint 1,42,82,1,0xFF4500;
next;
break;
case 3:
mes "[Rachel Guide]";
- mes "Rachel's Tool Shop sells the best quality potions. It's located near the west gate.";
+ mes "Rachel's "+F_Navi("Tool Shop","rachel,83,73")+" sells the best quality potions. It's located near the west gate.";
mes "Would you like to check any other locations?";
viewpoint 1,83,73,2,0xDAA520;
next;
break;
case 4:
mes "[Rachel Guide]";
- mes "The Airport is located outside of the east gate.";
+ mes "The "+F_Navi("Airport","rachel,272,125")+" is located outside of the east gate.";
mes "Would you like to check any other locations?";
viewpoint 1,272,125,3,0x008000;
next;
break;
case 5:
mes "[Rachel Guide]";
- mes "Cheshrumnir is a holy ground where pope, the incarnation of goddess Freya stays.";
+ mes F_Navi("Cheshrumnir","rachel,150,243")+" is a holy ground where pope, the incarnation of goddess Freya stays.";
mes "Take the road to the north to find the building.";
mes "Would you like to check any other locations?";
viewpoint 1,150,243,4,0x0000FF;
@@ -63,7 +63,7 @@ rachel,138,146,5 script Rachel Guide#rachel 934,{
case 6:
mes "[Rachel Guide]";
mes "I will mark the location";
- mes "of the ^000080Priest Zed's Mansion^000000";
+ mes "of the "+F_Navi("Priest Zed's Mansion","rachel,98,238","^000080");
mes "on your mini-map.";
mes "Would you like to check any other locations?";
viewpoint 1,98,238,5,0x000080;
@@ -82,7 +82,7 @@ rachel,138,146,5 script Rachel Guide#rachel 934,{
case 1:
mes "[Rachel Guide]";
mes "I will mark the location";
- mes "of the ^803232Cool Event Corp. Staff^000000";
+ mes "of the "+F_Navi("Cool Event Corp. Staff","rachel,110,138","^803232");
mes "on your mini map.";
mes "Would you like to check any other locations?";
viewpoint 1,110,138,7,0x803232;
@@ -91,7 +91,7 @@ rachel,138,146,5 script Rachel Guide#rachel 934,{
case 2:
mes "[Rachel Guide]";
mes "I will mark the location";
- mes "of the ^556B2FEden Teleport Officer^000000";
+ mes "of the "+F_Navi("Eden Teleport Officer","rachel,125,144","^556B2F");
mes "on your mini-map.";
mes "Would you like to check any other locations?";
viewpoint 1,125,144,8,0x556B2F;
diff --git a/npc/re/guides/guides_umbala.txt b/npc/re/guides/guides_umbala.txt
index defb6e714..3554a0ae0 100644
--- a/npc/re/guides/guides_umbala.txt
+++ b/npc/re/guides/guides_umbala.txt
@@ -1,25 +1,27 @@
//===== Hercules Script ======================================
//= Umbala Guides
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.1
+//===== Description: =========================================
//= [Official Conversion]
-//= Guides for the city of Umbala
-//===== Additional Comments: =================================
+//= Guides for the city of Umbala.
+//===== Additional Comments: =================================
//= 1.0 First version, Renewal guides.
-//============================================================
+//= 1.1 Navigation system update. [Euphy]
+//============================================================
umbala,128,94,3 script Umbala Guide#01umbala::GuideUmbala 702,{
+ mes "[Umbala Guide]";
mes "Welcome to ^8B4513Umbala^000000,";
mes "the Village of the Utan Tribe.";
next;
+ mes "[Umbala Guide]";
mes "Since I have been exploring here for several months.";
mes "I am familiar with this area's geography and the points of interest in this village.";
mes "Do you need help navigating the village?";
+ F_Navi("[Umbala Guide]");
while (1) {
next;
switch(select("[ Kafra Employee ]:[ Chief's House ]:[ Shaman's House ]:[ Weapon Shop ]:[ Tool Shop ]:[ Bungee Jump Area ]:[ Tree of Yggdrasil ]:Remove Marks from Mini-Map:Cancel")) {
@@ -33,21 +35,21 @@ umbala,128,94,3 script Umbala Guide#01umbala::GuideUmbala 702,{
break;
case 2:
mes "[Umbala Guide]";
- mes "Only the ^006400Chief^000000 knows the language of the outside world.";
+ mes "Only the "+F_Navi("Chief","umbala,68,251","^006400")+" knows the language of the outside world.";
mes "So you'd better visit him before anything else.";
mes "Would you like to check any other locations?";
viewpoint 1,68,251,1,0xAAFF00;
break;
case 3:
mes "[Umbala Guide]";
- mes "The ^008080Shaman^000000 has some sort of mystic power.";
+ mes "The "+F_Navi("Shaman","umbala,219,188","^008080")+" has some sort of mystic power.";
mes "People say she can create rough enchanted stones, and divide a pure enchanted stone into rough ones.";
mes "Would you like to check any other locations?";
viewpoint 1,219,188,2,0x008080;
break;
case 4:
mes "[Umbala Guide]";
- mes "The ^FF1493Weapon Shop^000000 inside Umbala";
+ mes "The "+F_Navi("Weapon Shop","umbala,125,155","^FF1493")+" inside Umbala";
mes "supplies the weapons";
mes "for defending against their enemies.";
mes "Would you like to check any other locations?";
@@ -56,14 +58,14 @@ umbala,128,94,3 script Umbala Guide#01umbala::GuideUmbala 702,{
case 5:
mes "[Umbala Guide]";
mes "There are many useful things for";
- mes "traveling in the ^8B4513Tool Shop^000000 in Umbala.";
+ mes "traveling in the "+F_Navi("Tool Shop","umbala,136,127","^8B4513")+" in Umbala.";
mes "Would you like to check any other locations?";
viewpoint 1,136,127,4,0x8B4513;
break;
case 6:
mes "[Umbala Guide]";
mes "Umbala has a unique locale called";
- mes "the 'Bungee Jump Area'.";
+ mes "the "+F_Navi("Bungee Jump Area","umbala,138,198")+".";
mes "If you're interested in testing";
mes "your courage, why don't you try it.";
mes "Would you like to check any other locations?";
@@ -71,7 +73,7 @@ umbala,128,94,3 script Umbala Guide#01umbala::GuideUmbala 702,{
break;
case 7:
mes "[Umbala Guide]";
- mes "There's the Tree of Yggdrasil in the northern part of town.";
+ mes "There's the "+F_Navi("Tree of Yggdrasil","umbala,107,284")+" in the northern part of town.";
mes "You should pay it a visit since that's a place I recommend when you visit Umbala.";
mes "Would you like to check any other locations?";
viewpoint 1,107,284,6,0xA52A2A;
@@ -95,5 +97,4 @@ umbala,128,94,3 script Umbala Guide#01umbala::GuideUmbala 702,{
}
}
}
-
umbala,99,158,3 duplicate(GuideUmbala) Umbala Guide#02umbala 702
diff --git a/npc/re/guides/guides_veins.txt b/npc/re/guides/guides_veins.txt
index 745872235..1f931d2bc 100644
--- a/npc/re/guides/guides_veins.txt
+++ b/npc/re/guides/guides_veins.txt
@@ -1,28 +1,28 @@
//===== Hercules Script ======================================
//= Veins Guides
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.1
+//===== Description: =========================================
//= [Official Conversion]
//= Guides for the city of Veins
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version, Renewal guides.
-//============================================================
+//= 1.1 Navigation system update. [Euphy]
+//============================================================
veins,210,345,5 script Veins Guide#veins01::GuideVeins 934,{
mes "[Veins Guide]";
mes "Thank you for coming through the rough sand storms. Welcome to ^8B4513Veins^000000, the Canyon Village.";
mes "If this is the first time for you to use the guide services, why don't you check the \"Notice\" menu first?";
+ F_Navi("[Veins Guide]");
next;
while (1) {
switch(select("[ Temple ]:[ Inn ]:[ Pub ]:[ Weapon Shop ]:[ Tool Shop ]:[ Airport ]:[ Geological Research Institute ]:[ Cool Event Corp. Staff ]:Remove Marks from Mini-Map:Cancel")) {
case 1:
mes "[Veins Guide]";
- mes "The Temple is always filled with praying the faithful of the incarnation of goddess Freya.";
+ mes "The "+F_Navi("Temple","veins,197,256")+" is always filled with praying the faithful of the incarnation of goddess Freya.";
mes "It's located on the North side of Veins.";
mes "Would you like to check any other locations?";
viewpoint 1,197,256,0,0xFF0000;
@@ -30,14 +30,14 @@ veins,210,345,5 script Veins Guide#veins01::GuideVeins 934,{
break;
case 2:
mes "[Veins Guide]";
- mes "You can rest your fatigue of the journey in the Inn. The Inn is located on the North-West side of Veins.";
+ mes "You can rest your fatigue of the journey in the "+F_Navi("Inn","veins,110,278")+". The Inn is located on the North-West side of Veins.";
mes "Would you like to check any other locations?";
viewpoint 1,110,278,1,0xFF4500;
next;
break;
case 3:
mes "[Veins Guide]";
- mes "If you want to talk to the Veins Towners, visit the Veins Pub.";
+ mes "If you want to talk to the Veins Towners, visit the Veins "+F_Navi("Pub","veins,150,215")+".";
mes "The pub is located on the west side of Veins.";
mes "Would you like to check any other locations?";
viewpoint 1,150,215,2,0xDAA520;
@@ -46,7 +46,7 @@ veins,210,345,5 script Veins Guide#veins01::GuideVeins 934,{
case 4:
mes "[Veins Guide]";
mes "You have to be able to protect your own body.";
- mes "The Weapon Shop in Veins is selling the good weapons at a reasonable price..";
+ mes "The "+F_Navi("Weapon Shop","veins,150,175")+" in Veins is selling the good weapons at a reasonable price..";
mes "It is located on the West side of Veins.";
mes "Would you like to check any other locations?";
viewpoint 1,150,175,3,0x008000;
@@ -54,14 +54,14 @@ veins,210,345,5 script Veins Guide#veins01::GuideVeins 934,{
break;
case 5:
mes "[Veins Guide]";
- mes "The essential items! Check out the Veins Tool Shop in the center of town..";
+ mes "The essential items! Check out the Veins "+F_Navi("Tool Shop","veins,230,161")+" in the center of town..";
mes "Would you like to check any other locations?";
viewpoint 1,230,161,4,0x0000FF;
next;
break;
case 6:
mes "[Veins Guide]";
- mes "The Airport of Veins is currently only used for Cargo.";
+ mes "The "+F_Navi("Airport","veins,273,287")+" of Veins is currently only used for Cargo.";
mes "Would you like to check any other locations?";
viewpoint 1,273,287,5,0x000080;
next;
@@ -69,7 +69,8 @@ veins,210,345,5 script Veins Guide#veins01::GuideVeins 934,{
case 7:
mes "[Veins Guide]";
mes "Are you interested in Geology?";
- mes "If so, please visit the Geological Research Institute at the second floor of Weapon Shop.";
+ mes "If so, please visit the ";
+ mes F_Navi("Geological Research Institute","veins,150,175")+" at the second floor of Weapon Shop.";
mes "Would you like to check any other locations?";
viewpoint 1,150,175,6,0x800080;
next;
@@ -77,7 +78,7 @@ veins,210,345,5 script Veins Guide#veins01::GuideVeins 934,{
case 8:
mes "[Veins Guide]";
mes "I will mark the location";
- mes "of the ^808080Cool Event Corp. Staff^000000";
+ mes "of the "+F_Navi("Cool Event Corp. Staff","veins,209,127","^808080");
mes "on your mini map.";
mes "Would you like to check any other locations?";
viewpoint 1,209,127,7,0x808080;
@@ -104,5 +105,4 @@ veins,210,345,5 script Veins Guide#veins01::GuideVeins 934,{
}
}
}
-
veins,189,101,5 duplicate(GuideVeins) Veins Guide#veins02 934
diff --git a/npc/re/guides/navigation.txt b/npc/re/guides/navigation.txt
new file mode 100644
index 000000000..b7bde6aab
--- /dev/null
+++ b/npc/re/guides/navigation.txt
@@ -0,0 +1,39 @@
+//===== Hercules Script ======================================
+//= Navigation Functions
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= Controls the navigation system for Renewal guides.
+//= Clients before 2011-10-10 do not support navigation
+//= links, so disable the system if this applies to you.
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//============================================================
+
+function script F_Navi {
+
+ // Uncomment to disable the navigation system.
+ //set .@disabled,1;
+
+ // This function takes 0 ~ 3 parameters.
+ switch(getargcount()) {
+ case 0: // Check if system is disabled.
+ return .@disabled;
+ case 1: // Display information message, if enabled.
+ if (!.@disabled) {
+ next;
+ mes getarg(0);
+ mes "When you click on the ^B9062F[location name]^000000, you'll receive the most advanced ^B9062FNavigation^000000 services!";
+ }
+ return;
+ default: // Display navigation link, if enabled; else set text color, if available.
+ if (!.@disabled)
+ return "<NAVI>[" + getarg(0) + "]<INFO>" + getarg(1) + ",0,000,0</INFO></NAVI>";
+ else if (getargcount() == 3)
+ return getarg(2)+getarg(0)+"^000000";
+ else
+ return getarg(0);
+ }
+}
diff --git a/npc/re/guild/invest_main.txt b/npc/re/guild/invest_main.txt
index e8c2a011a..a5a7b1e72 100644
--- a/npc/re/guild/invest_main.txt
+++ b/npc/re/guild/invest_main.txt
@@ -1,18 +1,18 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Hall of Abyss - Core Scripts
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
+//= 1.1
//===== Description: =========================================
+//= [Official Conversion]
//= Expansion for War of Emperium FE.
//= Invest in each realm to unlock new maps:
//= - Guild Dungeon F2, total 20,000,000z.
//= - Hall of Abyss, total 70,000,000z.
//===== Additional Comments: =================================
//= 1.0 First version. Missing official times. [Euphy]
+//= 1.1 Added GM management function. [Euphy]
//============================================================
// Global Variables
@@ -58,7 +58,7 @@ $@vfund_*_extra
// Investment Functions & Controller
//============================================================
-// Note: The time in this section are almost entirely custom.
+// Note: The times in this section are almost entirely custom.
- script #invest_timer -1,{
OnClock0000: // Open investments on Wed (1 hour after WoE)
@@ -387,11 +387,10 @@ OnReset:
}
prt_gld,2,2,0 script Investment_total#fund00 844,{
-/*
+ callfunc "F_GM_NPC";
mes "Is this not working properly?";
next;
- input .@input;
- if (.@input == 1854) {
+ if (callfunc("F_GM_NPC",1854,0) == 1) {
mes "If you think the investment timer is dead, please adjust the timer.";
next;
switch(select("Turn on the timer:Cancel")) {
@@ -407,8 +406,7 @@ prt_gld,2,2,0 script Investment_total#fund00 844,{
mes "I don't need to adjust anything now.";
close;
}
-*/
- end;
+
OnInit:
if (callfunc("F_Invest_Status") == 1) {
initnpctimer;
@@ -1147,7 +1145,7 @@ OnAgitInvest:
callfunc "F_Invest_Abyss","$fund_"+.@npc$+"0"+.@id,"[Gate Manager]";
end;
case 2:
- callsub L_Enter,1,.@realm$;
+ callsub L_Enter,1,.@realm$,.@npc$;
mes "[Gate Manager]";
mes "You are interested in exploring the "+.@realm$+" Guild Dungeon Deepest Layer (2F).";
mes "Let me guide you. Good luck.";
@@ -1187,7 +1185,7 @@ OnAgitInvest:
}
end;
case 3:
- callsub L_Enter,2,.@realm$;
+ callsub L_Enter,2,.@realm$,.@npc$;
mes "[Gate Manager]";
mes "Let me guide you to the Abyss Gap connected with "+.@realm$+", the Abyss Gate 'Way of the Warrior'.";
close2;
@@ -1235,7 +1233,7 @@ OnAgitInvest:
L_Enter:
set .@invest_status, callfunc("F_Invest_Status");
if (.@invest_status == 3) {
- set .@status, getd("$"+.@npc$+"_invest_result");
+ set .@status, getd("$"+getarg(2)+"_invest_result");
if ((getarg(0) == 1 && .@status == 2) || .@status == 3)
return;
else {
diff --git a/npc/re/guild/invest_npc.txt b/npc/re/guild/invest_npc.txt
index 3c6c45ee5..edc8eeacf 100644
--- a/npc/re/guild/invest_npc.txt
+++ b/npc/re/guild/invest_npc.txt
@@ -1,12 +1,11 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Hall of Abyss - NPC Duplicates
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
+//= [Official Conversion]
//= Expansion for War of Emperium FE.
//= Invest in each realm to unlock new maps:
//= - Guild Dungeon F2, total 20,000,000z.
diff --git a/npc/re/instances/BakonawaLake.txt b/npc/re/instances/BakonawaLake.txt
index 30b28e612..a742a405b 100644
--- a/npc/re/instances/BakonawaLake.txt
+++ b/npc/re/instances/BakonawaLake.txt
@@ -1,17 +1,17 @@
-//===== Hercules Script ======================================
+//===== Hercules Script ======================================
//= Bakonawa Lake
-//===== By: ==================================================
+//===== By: ==================================================
//= Euphy
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.1
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Defeat Bakonawa before he eats the moon.
//= Part of the "Bakonawa Extermination" quest.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version. [Euphy]
//= 1.1 Added GM management NPC. [Euphy]
-//============================================================
+//============================================================
1@ma_b mapflag src4instance
//============================================================
@@ -99,7 +99,7 @@ ma_scene01,174,179,4 script Taho 541,{
} else if (.@baku_time == 2) {
mes "[Taho]";
mes "It's all cleaned up around here. Now you can go down again after getting a rope.";
- erasequest 5;
+ erasequest 12278;
close;
}
}
diff --git a/npc/re/instances/BangungotHospital.txt b/npc/re/instances/BangungotHospital.txt
index 18d70e02d..6f35d64e9 100644
--- a/npc/re/instances/BangungotHospital.txt
+++ b/npc/re/instances/BangungotHospital.txt
@@ -1,17 +1,17 @@
-//===== Hercules Script ======================================
+//===== Hercules Script ======================================
//= Bangungot Hospital 2F
-//===== By: ==================================================
+//===== By: ==================================================
//= Euphy
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.1
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Save the hospital in Port Malaya from Bangungot.
//= Part of the "Nurse in Port Malaya" quest.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version. [Euphy]
//= 1.1 Added GM management function. [Euphy]
-//============================================================
+//============================================================
1@ma_h mapflag src4instance
//============================================================
diff --git a/npc/re/instances/BuwayaCave.txt b/npc/re/instances/BuwayaCave.txt
index 0f8117170..82875c05e 100644
--- a/npc/re/instances/BuwayaCave.txt
+++ b/npc/re/instances/BuwayaCave.txt
@@ -1,16 +1,16 @@
-//===== Hercules Script ======================================
+//===== Hercules Script ======================================
//= Buwaya Cave
-//===== By: ==================================================
+//===== By: ==================================================
//= Euphy
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.0
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Defeat Buwaya in his cave.
//= Part of the "Secret in the Woods" quest.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version. [Euphy]
-//============================================================
+//============================================================
1@ma_c mapflag src4instance
//============================================================
@@ -168,7 +168,7 @@ OnTimer2000:
end;
OnTouch:
percentheal -10,-10;
- sc_start SC_BLEEDING,60000,0;
+ sc_start SC_BLOODING,60000,0;
sc_start SC_POISON,60000,0;
end;
}
diff --git a/npc/re/instances/HazyForest.txt b/npc/re/instances/HazyForest.txt
index de8bfcd06..75c6ececd 100644
--- a/npc/re/instances/HazyForest.txt
+++ b/npc/re/instances/HazyForest.txt
@@ -4,16 +4,14 @@
//= Euphy
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Cross through the Hazy Forest to reach the Bifrost.
//= Contains the "Wandering Guardian" quest.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version. [Euphy]
//= 1.1 Instance system rewrite. [Euphy]
-//============================================================
+//============================================================
1@mist mapflag src4instance
//============================================================
diff --git a/npc/re/instances/MalangdoCulvert.txt b/npc/re/instances/MalangdoCulvert.txt
index 4138962c6..8ab251d4b 100644
--- a/npc/re/instances/MalangdoCulvert.txt
+++ b/npc/re/instances/MalangdoCulvert.txt
@@ -1,21 +1,21 @@
-//===== Hercules Script ======================================
+//===== Hercules Script ======================================
//= Malangdo Culvert
-//===== By: ==================================================
+//===== By: ==================================================
//= Euphy
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.1
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Clean the culverts and defeat the Coelacanth.
//= Daily and weekly quests are available.
//= Contains a normal mode and hard mode.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version. [Euphy]
//= Letters "n" and "h" in NPC names indicate difficulty.
//= 1.0a There is no minimum party size on official servers.
//= 1.0b Fixed incorrect use of 'close'. [Joseph]
//= 1.1 Instance system rewrite. [Euphy]
-//============================================================
+//============================================================
1@pump mapflag src4instance
2@pump mapflag src4instance
diff --git a/npc/re/instances/OctopusCave.txt b/npc/re/instances/OctopusCave.txt
index c6216bfb3..7d5975e23 100644
--- a/npc/re/instances/OctopusCave.txt
+++ b/npc/re/instances/OctopusCave.txt
@@ -1,16 +1,16 @@
-//===== Hercules Script ======================================
+//===== Hercules Script ======================================
//= Octopus Cave
-//===== By: ==================================================
+//===== By: ==================================================
//= Muad_Dib
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.1
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Defeat the Disgusting Octopus.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version. [Euphy]
//= 1.1 Instance system rewrite. [Euphy]
-//============================================================
+//============================================================
1@cash mapflag src4instance
//============================================================
diff --git a/npc/re/instances/OldGlastHeim.txt b/npc/re/instances/OldGlastHeim.txt
index 034749f46..8fb99978f 100644
--- a/npc/re/instances/OldGlastHeim.txt
+++ b/npc/re/instances/OldGlastHeim.txt
@@ -1,15 +1,15 @@
-//===== Hercules Script ======================================
+//===== Hercules Script ======================================
//= Old Glast Heim
-//===== By: ==================================================
+//===== By: ==================================================
//= Ziu, Heris (translation)
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.0
-//===== Description: =========================================
+//===== Description: =========================================
//= Discover the history of events that took place in the
//= Glast Heim castle and how it ended up in ruins.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version. [Euphy]
-//============================================================
+//============================================================
1@gl_k mapflag src4instance
2@gl_k mapflag src4instance
diff --git a/npc/re/jobs/1-1/acolyte.txt b/npc/re/jobs/1-1/acolyte.txt
index 4ab8837d3..ca80fda9c 100644
--- a/npc/re/jobs/1-1/acolyte.txt
+++ b/npc/re/jobs/1-1/acolyte.txt
@@ -1,17 +1,17 @@
//===== Hercules Script ======================================
//= Renewal Acolyte Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= Kisuka
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.3
-//===== Description: =========================================
+//===== Description: =========================================
//= Job Change to Acolyte Class
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version. [Kisuka]
//= 1.1 Added back the npcs used for the priest quest.
//= 1.2 Added Baby Job compatibility [Streusel]
//= 1.3 Rewrote bits [Euphy]
-//============================================================
+//============================================================
prt_church,184,41,4 script Cleric#aco 60,{
if (Upper == 1) {
if (ADVJOB == Job_High_Priest || ADVJOB == Job_Champion) {
diff --git a/npc/re/jobs/1-1/archer.txt b/npc/re/jobs/1-1/archer.txt
index 8e8bedc5f..d22e85f04 100644
--- a/npc/re/jobs/1-1/archer.txt
+++ b/npc/re/jobs/1-1/archer.txt
@@ -1,16 +1,16 @@
//===== Hercules Script ======================================
//= Renewal Archer Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= Kisuka
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.2
-//===== Description: =========================================
+//===== Description: =========================================
//= Job Change to Archer Class
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version. [Kisuka]
//= 1.1 Added Baby Job compatibility [Streusel]
//= 1.2 Rewrote bits [Euphy]
-//============================================================
+//============================================================
payon_in02,64,71,4 script Archer Guildsman#archer 85,{
if (Upper == 1) {
if (Class == Job_Novice_High && (ADVJOB == Job_Sniper || ADVJOB == Job_Clown || ADVJOB == Job_Gypsy)) {
diff --git a/npc/re/jobs/1-1/mage.txt b/npc/re/jobs/1-1/mage.txt
index 1fce4269e..ef60603f0 100644
--- a/npc/re/jobs/1-1/mage.txt
+++ b/npc/re/jobs/1-1/mage.txt
@@ -1,18 +1,16 @@
//===== Hercules Script ======================================
//= Renewal Mage Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= Kisuka
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Description: =========================================
//= Job Change to Mage Class
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version. [Kisuka]
//= 1.1 Added Baby Job compatibility [Streusel]
//= 1.2 Rewrote bits [Euphy]
-//============================================================
+//============================================================
geffen_in,164,124,4 script Mage Guildsman#mage 123,{
if (Upper == 1) {
if (ADVJOB == Job_High_Wizard || ADVJOB == Job_Professor) {
diff --git a/npc/re/jobs/1-1/merchant.txt b/npc/re/jobs/1-1/merchant.txt
index 58c13ae17..05b82ec66 100644
--- a/npc/re/jobs/1-1/merchant.txt
+++ b/npc/re/jobs/1-1/merchant.txt
@@ -1,18 +1,16 @@
//===== Hercules Script ======================================
//= Renewal Merchant Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= Kisuka
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Description: =========================================
//= Job Change to Merchant Class
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version. [Kisuka]
//= 1.1 Added Baby Job compatibility [Streusel]
//= 1.2 Rewrote bits [Euphy]
-//============================================================
+//============================================================
alberta_in,53,43,6 script Merchant#mer 86,{
if (Upper == 1) {
if (Class == Job_Novice_High && (ADVJOB == Job_Whitesmith || ADVJOB == Job_Creator)) {
diff --git a/npc/re/jobs/1-1/swordman.txt b/npc/re/jobs/1-1/swordman.txt
index 0d47f0b3a..fffebe722 100644
--- a/npc/re/jobs/1-1/swordman.txt
+++ b/npc/re/jobs/1-1/swordman.txt
@@ -1,18 +1,16 @@
//===== Hercules Script ======================================
//= Renewal Swordman Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= Kisuka
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Description: =========================================
//= Job Change to Swordman Class
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version. [Kisuka]
//= 1.1 Added Baby Job compatibility [Streusel]
//= 1.2 Rewrote bits [Euphy]
-//============================================================
+//============================================================
izlude_in,74,172,4 script Swordman#swd 119,{
if (Upper == 1) {
if (Class == Job_Novice_High && (ADVJOB == Job_Lord_Knight || ADVJOB == Job_Paladin)) {
diff --git a/npc/re/jobs/1-1/thief.txt b/npc/re/jobs/1-1/thief.txt
index 23b23bd96..c99368b8c 100644
--- a/npc/re/jobs/1-1/thief.txt
+++ b/npc/re/jobs/1-1/thief.txt
@@ -1,18 +1,16 @@
//===== Hercules Script ======================================
//= Renewal Thief Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= Kisuka
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Description: =========================================
//= Job Change to Thief Class
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version. [Kisuka]
//= 1.1 Added Baby Job compatibility [Streusel]
//= 1.2 Rewrote bits [Euphy]
-//============================================================
+//============================================================
moc_prydb1,39,129,2 script Thief Guide#thief 69,{
if (Upper == 1) {
if (ADVJOB == Job_Assassin_Cross || ADVJOB == Job_Stalker) {
diff --git a/npc/re/jobs/3-1/archbishop.txt b/npc/re/jobs/3-1/archbishop.txt
index 9a13aa359..ccc03b7f2 100644
--- a/npc/re/jobs/3-1/archbishop.txt
+++ b/npc/re/jobs/3-1/archbishop.txt
@@ -1,10 +1,10 @@
-//===== Hercules Script =======================================
+//===== Hercules Script ======================================
//= Arch Bishop Job Quest
//===== By: ==================================================
//= L0ne_W0lf
//= Credits: Gepard
//===== Current Version: =====================================
-//= 1.7a
+//= 1.9
//===== Description: =========================================
//= [Official Conversion]
//= Job change Quest from Priest / High Priest -> Arch Bishop.
@@ -20,6 +20,8 @@
//= 1.6 Fixed bugs where players unable to continue the quest. [Joseph]
//= 1.7 Updated script, many bugs fixed. [Euphy]
//= 1.7a Moved warps to separate file. [Euphy]
+//= 1.8 Bug fixes and corrections. [Euphy]
+//= 1.9 Added GM management function. [Euphy]
//============================================================
prt_church,103,88,3 script Praying Minister#arch 60,{
@@ -91,7 +93,7 @@ prt_church,103,88,3 script Praying Minister#arch 60,{
mes "But, I recommend this.";
next;
mes "[Praying Minister]";
- mes "Have you ever heard of a^3131FFHoly Pilgrimage^000000?";
+ mes "Have you ever heard of a ^3131FFHoly Pilgrimage^000000?";
mes "A Holy Pilgrimage means going to a holy place to pray to the God Odin for protection and grace.";
next;
mes "[Praying Minister]";
@@ -276,7 +278,7 @@ umbala,139,227,3 script Priest#arch 60,{
mes "And in Asgard, the world of the Gods, there is the Word spring.";
next;
mes "[Priest Dayan]";
- mes "Mimir'Â’s spring wells with intelligence, myth says that if Odin lets you have his eye that you will gain all of the knowledge within that spring.";
+ mes "Mimir's spring wells with intelligence, myth says that if Odin lets you have his eye that you will gain all of the knowledge within that spring.";
next;
mes "[Priest Dayan]";
mes Sex?"Brother.":"Sister.";
@@ -774,7 +776,10 @@ job3_arch01,29,34,3 script Valkyrie#arch 403,{
mes "You can't progress without using all your skill points. Please use all of your skill points before progressing~";
close;
}
- if (Class != Job_Arch_Bishop || Class != Job_Arch_Bishop_T || Class != Job_Baby_Bishop) {
+ if (Class != Job_Priest && Class != Job_High_Priest && Class != Job_Baby_Priest) {
+ warp "odin_tem02",282,263;
+ end;
+ } else if (Class != Job_Arch_Bishop && Class != Job_Arch_Bishop_T && Class != Job_Baby_Bishop) {
if (job_arch < 5) {
warp "odin_tem02",282,263;
end;
@@ -951,7 +956,7 @@ job3_arch01,29,34,3 script Valkyrie#arch 403,{
mes "OK. now I'm going to send you there.";
mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000.";
mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000.";
- mes "But you have to be careful if an imeprsonation falls down.";
+ mes "But you have to be careful if an impersonation falls down.";
close2;
nude;
if (countitem(2798))
@@ -970,7 +975,7 @@ job3_arch01,29,34,3 script Valkyrie#arch 403,{
end;
OnBc:
set $@archbs,0;
- mapannounce "job3_arch01","Valkyrie: I think someone fell down in the shrine. I can hear the devil's unpleasant laugh.",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ mapannounce "job3_arch01","Valkyrie: I think someone fell down in the shrine. I can hear the devil's unpleasant laugh.",bc_map,"0xFFCE00";
hideoffnpc "Valkyrie#arch";
end;
}
@@ -979,8 +984,8 @@ job3_arch02,119,49,0 script #arch_1_start 139,6,6,{
OnTouch:
if (countitem(12381) == 0)
getitem 12381,1; //ValkyrieA_Scroll
- mapannounce "job3_arch02","Whispering of an impersonation: I feel heavy! Set me free!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
- hideonnpc "#arch_1_start";
+ mapannounce "job3_arch02","Whispering of an impersonation: I feel heavy! Set me free!",bc_map,"0xFFCE00";
+ disablenpc "#arch_1_start";
end;
}
@@ -988,18 +993,18 @@ OnTouch:
OnTouch:
if (countitem(12381)) {
delitem 12381,1; //ValkyrieA_Scroll
- mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
- mapwarp "job3_arch02","job3_arch01",29,29;
- }
- if (getmercinfo(1) == 2037) {
+ // fall through
+ } else if (getmercinfo(1) == 2037) {
+ if (strnpcinfo(0) == "#arch_1_10")
+ viewpoint 1,113,327,1,0xFF9900;
set .@randht, rand(1,10);
if (.@randht < 8)
- mapannounce "job3_arch02","Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ mapannounce "job3_arch02","Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
else if ((.@randht == 8) || (.@randht == 9))
- mapannounce "job3_arch02","Whispering of an impersonation: They are coming!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ mapannounce "job3_arch02","Whispering of an impersonation: They are coming!",bc_map,"0xFFCE00";
end;
}
- mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
mapwarp "job3_arch02","job3_arch01",29,29;
end;
}
@@ -1020,17 +1025,14 @@ job3_arch02,203,286,0 script #arch_1_boss 139,5,5,{
OnTouch:
if (countitem(12381)) {
delitem 12381,1; //ValkyrieA_Scroll
- mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
- mapwarp "job3_arch02","job3_arch01",29,29;
- end;
- }
- if (getmercinfo(1) == 2037) {
- mapannounce "job3_arch02","Valkyrie's Nightmare: An incompetent illusion of Valkyrie came here with the assistance of humans. You wanna have that nightmare?",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
+ // fall through
+ } else if (getmercinfo(1) == 2037) {
+ mapannounce "job3_arch02","Valkyrie's Nightmare: An incompetent illusion of Valkyrie came here with the assistance of humans. You wanna have that nightmare?",bc_map,"0xFF0000";
donpcevent "mob#arch_1::OnKill";
- } else {
- mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
- mapwarp "job3_arch02","job3_arch01",29,29;
+ end;
}
+ mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job3_arch01",29,29;
end;
}
@@ -1057,22 +1059,22 @@ OnEnable:
OnMyMobDead:
if (mobcount("job3_arch02","#arch_val01::OnMyMobDead") < 1) {
donpcevent "#arch_redcell::OnGreen";
- mapannounce "job3_arch02","Valkyrie's Nightmare: Your win is only a false image! hahahaha!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
+ mapannounce "job3_arch02","Valkyrie's Nightmare: Your win is only a false image! hahahaha!",bc_map,"0xFF0000";
hideoffnpc "Valkyrie#arch_01";
- hideonnpc "#arch_1_start";
- hideonnpc "#arch_1_01";
- hideonnpc "#arch_1_02";
- hideonnpc "#arch_1_03";
- hideonnpc "#arch_1_04";
- hideonnpc "#arch_1_05";
- hideonnpc "#arch_1_06";
- hideonnpc "#arch_1_07";
- hideonnpc "#arch_1_08";
- hideonnpc "#arch_1_09";
- hideonnpc "#arch_1_10";
- hideonnpc "#arch_1_11";
- hideonnpc "#arch_1_12";
- hideonnpc "#arch_1_boss";
+ disablenpc "#arch_1_start";
+ disablenpc "#arch_1_01";
+ disablenpc "#arch_1_02";
+ disablenpc "#arch_1_03";
+ disablenpc "#arch_1_04";
+ disablenpc "#arch_1_05";
+ disablenpc "#arch_1_06";
+ disablenpc "#arch_1_07";
+ disablenpc "#arch_1_08";
+ disablenpc "#arch_1_09";
+ disablenpc "#arch_1_10";
+ disablenpc "#arch_1_11";
+ disablenpc "#arch_1_12";
+ disablenpc "#arch_1_boss";
}
end;
OnKill:
@@ -1087,9 +1089,9 @@ OnEnable:
end;
OnMyMobDead:
if (mobcount("job3_arch02","#arch_val02::OnMyMobDead") < 1) {
- mapannounce "job3_arch02","Valkyrie's Nightmare: You are so childish. I invite you to a devil's party. I'll make sure you have a fun!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
+ mapannounce "job3_arch02","Valkyrie's Nightmare: You are so childish. I invite you to a devil's party. I'll make sure you have a fun!",bc_map,"0xFF0000";
hideoffnpc "Valkyrie#arch_02";
- hideonnpc "#arch_2_boss";
+ disablenpc "#arch_2_boss";
viewpoint 1,279,234,1,0xFFFF99;
}
end;
@@ -1298,7 +1300,7 @@ OnTouch:
jobchange roclass(eaclass()|EAJL_THIRD);
close;
OnInit:
- hideonnpc "#arch_end";
+ disablenpc "#arch_end";
end;
}
@@ -1332,7 +1334,7 @@ job3_arch02,132,323,0 script #arch_2_01 139,5,5,{
end;
OnTouch:
if (countitem(12382))
- mapannounce "job3_arch02","Whispering of Valkyrie: I see a new ancient scroll!",bc_map; //FW_NORMAL 12 0 0
+ mapannounce "job3_arch02","Whispering of Valkyrie: I see a new ancient scroll!",bc_map;
end;
}
@@ -1340,21 +1342,18 @@ OnTouch:
OnTouch:
if (countitem(12382)) {
delitem 12382,1; //ValkyrieB_Scroll
- mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
- mapwarp "job3_arch02","job3_arch01",29,29;
- end;
- }
- if (getmercinfo(1) == 2038) {
+ // fall through
+ } else if (getmercinfo(1) == 2038) {
set .@randht, rand(1,10);
if (.@randht < 8)
- mapannounce "job3_arch02","Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ mapannounce "job3_arch02","Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
else if ((.@randht == 8) || (.@randht == 9))
- mapannounce "job3_arch02","Whispering of an impersonation: Combat readiness!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ mapannounce "job3_arch02","Whispering of an impersonation: Combat readiness!",bc_map,"0xFFCE00";
else
- mapannounce "job3_arch02","Whispering of an impersonation: I can't leave you. Die!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ mapannounce "job3_arch02","Whispering of an impersonation: I can't leave you. Die!",bc_map,"0xFFCE00";
end;
}
- mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
mapwarp "job3_arch02","job3_arch01",29,29;
end;
}
@@ -1369,93 +1368,102 @@ job3_arch02,234,179,0 duplicate(archbjcq2) #arch_2_09 139,5,5
job3_arch02,227,169,0 duplicate(archbjcq2) #arch_2_10 139,5,5
job3_arch02,190,146,0 duplicate(archbjcq2) #arch_2_11 139,5,5
+/*
+// Not in official script.
job3_arch02,252,267,0 script #arch_2_12 139,5,5,{
OnTouch:
- mapannounce "job3_arch02","Whispering of an impersonation: It's a crossroad. Let's go to the left side. I have to find my pipe.",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ mapannounce "job3_arch02","Whispering of an impersonation: It's a crossroad. Let's go to the left side. I have to find my pipe.",bc_map,"0xFFCE00";
end;
}
job3_arch02,250,290,0 script #arch_2_13 139,5,5,{
OnTouch:
- mapannounce "job3_arch02","Whispering of an impersonation: I can see a ruined shrine. Take a rest in there.",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ mapannounce "job3_arch02","Whispering of an impersonation: I can see a ruined shrine. Take a rest in there.",bc_map,"0xFFCE00";
end;
}
+*/
job3_arch02,206,113,0 script #arch_2_boss 139,5,5,{
OnTouch:
if (countitem(12382)) {
delitem 12382,1; //ValkyrieB_Scroll
- mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
- mapwarp "job3_arch02","job3_arch01",29,29;
- }
- if (getmercinfo(1) == 2038)
- mapannounce "job3_arch02","A shout of devil: You are so childish. I invite you a party of devil. I'll make you have a fun!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
- else {
- mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
- mapwarp "job3_arch02","job3_arch01",29,29;
+ // fall through
+ } else if (getmercinfo(1) == 2038) {
+ mapannounce "job3_arch02","A shout of devil: You are so childish. I invite you a party of devil. I'll make you have a fun!",bc_map,"0xFF0000";
+ end;
}
+ mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
+ mapwarp "job3_arch02","job3_arch01",29,29;
end;
}
job3_arch02,284,159,0 script #arch_3_01 139,20,20,{
OnTouch:
- if (BaseJob != Job_Priest) {
- mapannounce "job3_arch02","Frus: Do you want to see God? Okay, I'll send you to the land of the dead by myself!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
- areamonster "job3_arch02",242,44,246,48,"Frus",1762,1;
+ if (Class != Job_Priest) {
+ mapannounce "job3_arch02","Frus: Do you want to see God? Okay, I'll send you to the land of the dead by myself!",bc_map,"0xFF0000";
+ areamonster "job3_arch02",242,44,246,48,"Frus",1762,1,"#arch_3_01::OnMyMobDead";
}
- hideonnpc "#arch_3_01";
+ disablenpc "#arch_3_01";
+ end;
+OnMyMobDead:
end;
OnKill:
killmonster "job3_arch02","#arch_3_01::OnMyMobDead";
end;
-OnInit:
- hideoffnpc "#arch_3_01";
- end;
+//OnInit:
+// enablenpc "#arch_3_01";
+// end;
}
job3_arch02,307,200,0 script #arch_3_02 139,5,5,{
OnTouch:
if (BaseJob == Job_Priest) {
- mapannounce "job3_arch02","Skogul: You are my guest!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
- monster "job3_arch02",307,200,"Skogul",1761,1;
+ mapannounce "job3_arch02","Skogul: You are my guest!",bc_map,"0xFF0000";
+ monster "job3_arch02",307,200,"Skogul",1761,1,"#arch_3_02::OnMyMobDead";
}
- hideonnpc "#arch_3_02";
+ disablenpc "#arch_3_02";
+ end;
+OnMyMobDead:
end;
OnKill:
killmonster "job3_arch02","#arch_3_02::OnMyMobDead";
end;
-OnInit:
- hideoffnpc "#arch_3_02";
- end;
+//OnInit:
+// enablenpc "#arch_3_02";
+// end;
}
job3_arch02,296,216,0 script #arch_3_03 139,5,5,{
OnTouch:
- mapannounce "job3_arch02","Frus: I like your face... Can I steal it?",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
- monster "job3_arch02",296,216,"Frus",1762,1;
- hideonnpc "#arch_3_03";
+ mapannounce "job3_arch02","Frus: I like your face... Can I steal it?",bc_map,"0xFF0000";
+ monster "job3_arch02",296,216,"Frus",1762,1,"#arch_3_03::OnMyMobDead";
+ disablenpc "#arch_3_03";
+ end;
+OnMyMobDead:
end;
OnKill:
killmonster "job3_arch02","#arch_3_03::OnMyMobDead";
end;
OnInit:
- hideonnpc "#arch_3_03";
+ disablenpc "#arch_3_03";
end;
}
job3_arch02,389,390,1 script mob#arch_1 844,{
end;
OnEnable:
- monster "job3_arch02",100,102,"Shrine Invader",1394,2;
- monster "job3_arch02",90,131,"Shrine Invader",1394,2;
- monster "job3_arch02",91,170,"Shrine Invader",1427,1;
- monster "job3_arch02",104,183,"Shrine Invader",1427,1;
- monster "job3_arch02",138,205,"Shrine Invader",1394,2;
- monster "job3_arch02",161,215,"Shrine Invader",1394,2;
- monster "job3_arch02",165,215,"Shrine Invader",1427,1;
- monster "job3_arch02",201,236,"Shrine Invader",1394,2;
- monster "job3_arch02",218,250,"Shrine Invader",1427,1;
- monster "job3_arch02",254,293,"Shrine Invader",1427,1;
+ monster "job3_arch02",100,102,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
+ monster "job3_arch02",90,131,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
+ monster "job3_arch02",91,170,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
+ monster "job3_arch02",104,183,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
+ monster "job3_arch02",138,205,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
+ monster "job3_arch02",161,215,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
+ monster "job3_arch02",165,215,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
+ monster "job3_arch02",201,236,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
+ monster "job3_arch02",218,250,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
+ monster "job3_arch02",254,293,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
+ end;
+OnMyMobDead:
end;
OnKill:
killmonster "job3_arch02","mob#arch_1::OnMyMobDead";
@@ -1465,18 +1473,20 @@ OnKill:
job3_arch02,389,389,1 script mob#arch_2 844,{
end;
OnEnable:
- monster "job3_arch02",156,321,"Shrine Invader",1480,2;
- monster "job3_arch02",170,305,"Shrine Invader",1480,2;
- monster "job3_arch02",183,293,"Shrine Invader",1453,1;
- monster "job3_arch02",200,287,"Shrine Invader",1453,1;
- monster "job3_arch02",256,293,"Shrine Invader",1480,2;
- monster "job3_arch02",286,284,"Shrine Invader",1480,2;
- monster "job3_arch02",278,236,"Shrine Invader",1453,1;
- monster "job3_arch02",292,185,"Shrine Invader",1480,2;
- monster "job3_arch02",281,170,"Shrine Invader",1453,1;
- monster "job3_arch02",227,166,"Shrine Invader",1453,1;
- monster "job3_arch02",190,146,"Shrine Invader",1480,1;
- monster "job3_arch02",204,177,"Shrine Invader",1453,1;
+ monster "job3_arch02",156,321,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
+ monster "job3_arch02",170,305,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
+ monster "job3_arch02",183,293,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
+ monster "job3_arch02",200,287,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
+ monster "job3_arch02",256,293,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
+ monster "job3_arch02",286,284,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
+ monster "job3_arch02",278,236,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
+ monster "job3_arch02",292,185,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
+ monster "job3_arch02",281,170,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
+ monster "job3_arch02",227,166,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
+ monster "job3_arch02",190,146,"Shrine Invader",1480,1,"mob#arch_2::OnMyMobDead";
+ monster "job3_arch02",204,177,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
+ end;
+OnMyMobDead:
end;
OnKill:
killmonster "job3_arch02","mob#arch_2::OnMyMobDead";
@@ -1486,43 +1496,43 @@ OnKill:
job3_arch02,389,388,1 script start#arch 844,{
end;
OnInit:
- mapwarp "job3_arch02","job3_arch02",29,29;
+ mapwarp "job3_arch02","job3_arch01",29,29;
end;
OnEnable:
- mapwarp "job3_arch02","job3_arch02",29,29;
- hideoffnpc "#arch_1_start";
- hideoffnpc "#arch_1_01";
- hideoffnpc "#arch_1_02";
- hideoffnpc "#arch_1_03";
- hideoffnpc "#arch_1_04";
- hideoffnpc "#arch_1_05";
- hideoffnpc "#arch_1_06";
- hideoffnpc "#arch_1_07";
- hideoffnpc "#arch_1_08";
- hideoffnpc "#arch_1_09";
- hideoffnpc "#arch_1_10";
- hideoffnpc "#arch_1_11";
- hideoffnpc "#arch_1_12";
- hideoffnpc "#arch_1_boss";
- hideonnpc "#arch_2_01";
- hideonnpc "#arch_2_02";
- hideonnpc "#arch_2_03";
- hideonnpc "#arch_2_04";
- hideonnpc "#arch_2_05";
- hideonnpc "#arch_2_06";
- hideonnpc "#arch_2_07";
- hideonnpc "#arch_2_08";
- hideonnpc "#arch_2_09";
- hideonnpc "#arch_2_10";
- hideonnpc "#arch_2_11";
- hideonnpc "#arch_2_boss";
- hideonnpc "#arch_3_01";
- hideonnpc "#arch_3_02";
- hideonnpc "#arch_3_03";
+ mapwarp "job3_arch02","job3_arch01",29,29;
+ enablenpc "#arch_1_start";
+ enablenpc "#arch_1_01";
+ enablenpc "#arch_1_02";
+ enablenpc "#arch_1_03";
+ enablenpc "#arch_1_04";
+ enablenpc "#arch_1_05";
+ enablenpc "#arch_1_06";
+ enablenpc "#arch_1_07";
+ enablenpc "#arch_1_08";
+ enablenpc "#arch_1_09";
+ enablenpc "#arch_1_10";
+ enablenpc "#arch_1_11";
+ enablenpc "#arch_1_12";
+ enablenpc "#arch_1_boss";
+ disablenpc "#arch_2_01";
+ disablenpc "#arch_2_02";
+ disablenpc "#arch_2_03";
+ disablenpc "#arch_2_04";
+ disablenpc "#arch_2_05";
+ disablenpc "#arch_2_06";
+ disablenpc "#arch_2_07";
+ disablenpc "#arch_2_08";
+ disablenpc "#arch_2_09";
+ disablenpc "#arch_2_10";
+ disablenpc "#arch_2_11";
+ disablenpc "#arch_2_boss";
+ disablenpc "#arch_3_01";
+ disablenpc "#arch_3_02";
+ disablenpc "#arch_3_03";
donpcevent "#arch_3_01::OnKill";
donpcevent "#arch_3_02::OnKill";
donpcevent "#arch_3_03::OnKill";
- hideonnpc "#arch_end";
+ disablenpc "#arch_end";
hideonnpc "Valkyrie#arch_01";
hideonnpc "Valkyrie#arch_02";
hideonnpc "Valkyrie Anguhilde#end";
@@ -1530,8 +1540,8 @@ OnEnable:
donpcevent "#arch_redcell::OnRed";
donpcevent "mob#arch_1::OnKill";
donpcevent "mob#arch_2::OnKill";
- donpcevent "start#arch::OnTimeoff";
- donpcevent "start#arch::OnTimeon";
+ donpcevent "start#arch::OnTimeOff";
+ donpcevent "start#arch::OnTimeOn";
donpcevent "#arch_val01::OnKill";
donpcevent "#arch_val02::OnKill";
donpcevent "mob#arch_1::OnKill";
@@ -1539,10 +1549,10 @@ OnEnable:
donpcevent "mob#arch_1::OnEnable";
donpcevent "#arch_val01::OnEnable";
end;
-OnTimeon:
+OnTimeOn:
initnpctimer;
end;
-OnTimeoff:
+OnTimeOff:
stopnpctimer;
end;
OnTimer60000:
@@ -1561,10 +1571,10 @@ OnTimer540000:
}
end;
OnTimer600000:
- mapannounce "job3_arch02","Valkyrie's Nightmare: I can't stand anymore!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
+ mapannounce "job3_arch02","Valkyrie's Nightmare: I can't stand anymore!",bc_map,"0xFF0000";
end;
OnTimer605000:
- mapannounce "job3_arch02","Whispering of Valkyrie: No way! I can't let you guys do that. Go back!",bc_map,"0xFFCE00"; //FW_NORMAL 12 0 0
+ mapannounce "job3_arch02","Whispering of Valkyrie: No way! I can't let you guys do that. Go back!",bc_map,"0xFFCE00";
mapwarp "job3_arch02","job3_arch01",29,29;
donpcevent "Valkyrie#arch::OnBc";
stopnpctimer;
@@ -1574,32 +1584,32 @@ OnTimer605000:
job3_arch02,390,388,1 script #arch_2_start 844,{
end;
OnInit:
- hideonnpc "#arch_2_01";
- hideonnpc "#arch_2_02";
- hideonnpc "#arch_2_03";
- hideonnpc "#arch_2_04";
- hideonnpc "#arch_2_05";
- hideonnpc "#arch_2_06";
- hideonnpc "#arch_2_07";
- hideonnpc "#arch_2_08";
- hideonnpc "#arch_2_09";
- hideonnpc "#arch_2_10";
- hideonnpc "#arch_2_11";
- hideonnpc "#arch_2_boss";
+ disablenpc "#arch_2_01";
+ disablenpc "#arch_2_02";
+ disablenpc "#arch_2_03";
+ disablenpc "#arch_2_04";
+ disablenpc "#arch_2_05";
+ disablenpc "#arch_2_06";
+ disablenpc "#arch_2_07";
+ disablenpc "#arch_2_08";
+ disablenpc "#arch_2_09";
+ disablenpc "#arch_2_10";
+ disablenpc "#arch_2_11";
+ disablenpc "#arch_2_boss";
end;
OnEnable:
- hideoffnpc "#arch_2_01";
- hideoffnpc "#arch_2_02";
- hideoffnpc "#arch_2_03";
- hideoffnpc "#arch_2_04";
- hideoffnpc "#arch_2_05";
- hideoffnpc "#arch_2_06";
- hideoffnpc "#arch_2_07";
- hideoffnpc "#arch_2_08";
- hideoffnpc "#arch_2_09";
- hideoffnpc "#arch_2_10";
- hideoffnpc "#arch_2_11";
- hideoffnpc "#arch_2_boss";
+ enablenpc "#arch_2_01";
+ enablenpc "#arch_2_02";
+ enablenpc "#arch_2_03";
+ enablenpc "#arch_2_04";
+ enablenpc "#arch_2_05";
+ enablenpc "#arch_2_06";
+ enablenpc "#arch_2_07";
+ enablenpc "#arch_2_08";
+ enablenpc "#arch_2_09";
+ enablenpc "#arch_2_10";
+ enablenpc "#arch_2_11";
+ enablenpc "#arch_2_boss";
donpcevent "#arch_val02::OnEnable";
donpcevent "mob#arch_2::OnEnable";
end;
@@ -1608,11 +1618,11 @@ OnEnable:
job3_arch02,390,386,1 script #arch_3_start 844,{
end;
OnEnable:
- hideoffnpc "#arch_3_01";
- hideoffnpc "#arch_3_02";
- hideoffnpc "#arch_3_03";
- hideoffnpc "#arch_end";
- hideoffnpc "#arch_end_eff";
+ enablenpc "#arch_3_01";
+ enablenpc "#arch_3_02";
+ enablenpc "#arch_3_03";
+ enablenpc "#arch_end";
+ //enablenpc "#arch_end_eff";
end;
}
@@ -1622,30 +1632,26 @@ OnTouch:
end;
}
-odin_tem02,30,181,0 script #wherearch01 139,10,10,{
-OnTouch:
- if (job_arch == 5)
- viewpoint 1,282,263,1,0xFFFF99;
- end;
-}
-
-odin_tem02,30,335,0 script #wherearch02 139,10,10,{
+/*
+job_arch01,26,25,0 script #archremove 139,3,3,{
OnTouch:
- if (job_arch == 5)
- viewpoint 1,282,263,1,0xFFFF99;
+ if (countitem(6154)) delitem 6154, countitem(6154); //Broken_Horn_Pipe
+ if (countitem(12381)) delitem 12381, countitem(12381); //ValkyrieA_Scroll
+ if (countitem(12382)) delitem 12382, countitem(12382); //ValkyrieB_Scroll
+ if (countitem(2798)) delitem 2798, countitem(2798); //Will_Of_Exhausted_Angel
end;
}
+*/
-/*
job3_arch01,1,1,1 script control#arch 844,{
+ callfunc "F_GM_NPC";
mes "[Troll]";
mes "Password please.";
next;
- input .@input;
- if (.@input == 1854) {
+ if (callfunc("F_GM_NPC",1854,0) == 1) {
mes "[Transit]";
mes "The GlobalVar is";
- mes "" + $@archbs + ".";
+ mes $@archbs + ".";
mes "Do you want to change it?";
next;
switch(select("0:1")) {
@@ -1664,4 +1670,17 @@ job3_arch01,1,1,1 script control#arch 844,{
close;
}
}
-*/
+
+odin_tem02,30,181,0 script #wherearch01 139,10,10,{
+OnTouch:
+ if (job_arch == 5)
+ viewpoint 1,282,263,1,0xFFFF99;
+ end;
+}
+
+odin_tem02,30,335,0 script #wherearch02 139,10,10,{
+OnTouch:
+ if (job_arch == 5)
+ viewpoint 1,282,263,1,0xFFFF99;
+ end;
+}
diff --git a/npc/re/jobs/3-1/guillotine_cross.txt b/npc/re/jobs/3-1/guillotine_cross.txt
index 47b42e16f..904c04148 100644
--- a/npc/re/jobs/3-1/guillotine_cross.txt
+++ b/npc/re/jobs/3-1/guillotine_cross.txt
@@ -1,21 +1,21 @@
//===== Hercules Script ======================================
//= Guillotine Cross Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= Muad_Dib
-//===== Current Version: =====================================
-//= 1.3
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.5
+//===== Description: =========================================
//= [Official Conversion]
//= Job change Quest from Assassin / Assassin Cross -> Guillotine Cross.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 Adapted from original script. [Euphy]
//= 1.0a Added 'npcskill' command. [Euphy]
//= 1.0b Moved warps to separate file. [Euphy]
//= 1.1 Fixed some minor bugs. [Euphy]
//= 1.2 Moved "Girl" NPC off ve_fild05. [Euphy]
//= 1.3 Added missing OnMyMobDead labels. [Euphy]
+//= 1.4 Added missing labels. [Joseph]
+//= 1.5 Added GM management function. [Euphy]
//============================================================
que_job01,75,96,3 script Guild Member#3rdgc01 997,{
@@ -3057,6 +3057,8 @@ OnTouch:
monster "job3_guil03",93,33,"Front Gate Guard",1985,1,"Front Gate Guard#g01::OnMyMobDead";
monster "job3_guil03",93,32,"Guard Dog",1866,1,"Front Gate Guard#g01::OnMyMobDead";
end;
+OnMyMobDead:
+ end;
}
job3_guil03,93,36,3 duplicate(#3rdgc_guard00) Front Gate Guard#g03 456
job3_guil03,93,34,3 duplicate(#3rdgc_guard00) Front Gate Guard#g04 456
@@ -3086,6 +3088,8 @@ OnTouch:
monster "job3_guil03",133,50,"Back Gate Guard",1985,1,"Back Gate Guard#g01::OnMyMobDead";
monster "job3_guil03",133,49,"Guard Dog",1866,1,"Back Gate Guard#g01::OnMyMobDead";
end;
+OnMyMobDead:
+ end;
}
job3_guil03,133,53,5 duplicate(#3rdgc_guard00) Back Gate Guard#g03 456
job3_guil03,133,51,5 duplicate(#3rdgc_guard00) Back Gate Guard#g04 456
@@ -3115,6 +3119,8 @@ OnTouch:
monster "job3_guil03",117,49,"Interior Guard",1985,1,"Interior Guard#g01::OnMyMobDead";
monster "job3_guil03",117,48,"Guard Dog",1866,1,"Interior Guard#g01::OnMyMobDead";
end;
+OnMyMobDead:
+ end;
}
job3_guil03,117,52,4 duplicate(#3rdgc_guard00) Interior Guard#g03 456
job3_guil03,117,50,4 duplicate(#3rdgc_guard00) Interior Guard#g04 456
@@ -3139,6 +3145,8 @@ OnTouch:
monster "job3_guil03",88,43,"Exterior Guard",1985,1,"Exterior Guard#g01::OnMyMobDead";
monster "job3_guil03",88,45,"Guard Dog",1866,1,"Exterior Guard#g01::OnMyMobDead";
end;
+OnMyMobDead:
+ end;
}
job3_guil03,88,55,4 script Exterior Guard#g02 456,5,5,{
@@ -3160,6 +3168,8 @@ OnTouch:
monster "job3_guil03",88,54,"Exterior Guard",1985,1,"Exterior Guard#g02::OnMyMobDead";
monster "job3_guil03",88,56,"Guard Dog",1866,1,"Exterior Guard#g02::OnMyMobDead";
end;
+OnMyMobDead:
+ end;
}
job3_guil03,88,64,4 script Exterior Guard#g03 456,5,5,{
@@ -3181,6 +3191,8 @@ OnTouch:
monster "job3_guil03",88,63,"Exterior Guard",1985,1,"Exterior Guard#g03::OnMyMobDead";
monster "job3_guil03",88,65,"Guard Dog",1866,1,"Exterior Guard#g03::OnMyMobDead";
end;
+OnMyMobDead:
+ end;
}
job3_guil03,73,62,4 script Exterior Guard#g04 456,5,5,{
@@ -3202,6 +3214,8 @@ OnTouch:
monster "job3_guil03",73,61,"Exterior Guard",1985,1,"Exterior Guard#g04::OnMyMobDead";
monster "job3_guil03",73,63,"Guard Dog",1866,1,"Exterior Guard#g04::OnMyMobDead";
end;
+OnMyMobDead:
+ end;
}
job3_guil03,77,51,4 script Exterior Guard#g05 456,5,5,{
@@ -3223,6 +3237,8 @@ OnTouch:
monster "job3_guil03",77,50,"Exterior Guards",1985,1,"Exterior Guard#g05::OnMyMobDead";
monster "job3_guil03",77,49,"Guard Dog",1866,1,"Exterior Guard#g05::OnMyMobDead";
end;
+OnMyMobDead:
+ end;
}
job3_guil03,73,34,4 script Exterior Guard#g06 456,5,5,{
@@ -3244,6 +3260,8 @@ OnTouch:
monster "job3_guil03",73,33,"Exterior guards",1985,1,"Exterior Guard#g06::OnMyMobDead";
monster "job3_guil03",73,32,"Guard Dog",1866,1,"Exterior Guard#g06::OnMyMobDead";
end;
+OnMyMobDead:
+ end;
}
job3_guil03,110,27,3 script Guard Dog#dog01 1866,3,1,{
@@ -3265,6 +3283,8 @@ OnTouch:
monster "job3_guil03",104,27,"Dog Trainer's Assistant",1985,1,"Guard Dog#dog01::OnMyMobDead";
monster "job3_guil03",98,27,"Guard",1985,1,"Guard Dog#dog01::OnMyMobDead";
end;
+OnMyMobDead:
+ end;
}
job3_guil03,119,27,3 script Guard Dog#dog02 1866,3,1,{
@@ -3286,6 +3306,8 @@ OnTouch:
monster "job3_guil03",104,27,"Trainer's Assistant",1985,1,"Guard Dog#dog02::OnMyMobDead";
monster "job3_guil03",131,27,"Guard",1985,1,"Guard Dog#dog02::OnMyMobDead";
end;
+OnMyMobDead:
+ end;
}
job3_guil03,2,1,0 script #3rdgc_sunchal_nomal 844,{
@@ -3321,6 +3343,8 @@ OnEnable:
OnReset:
killmonster "job3_guil03","#3rdgc_sunchal_nomal::OnMyMobDead";
end;
+OnMyMobDead:
+ end;
}
job3_guil03,2,2,0 script #3rdgc_sunchal_kill01 844,{
@@ -3808,12 +3832,11 @@ OnTouch:
end;
}
-/*
job3_guil02,1,3,0 script #GMhelper01_gc 844,{
+ callfunc "F_GM_NPC";
mes "What can I do for you?";
next;
- input .@input;
- if (.@input == 1854) {
+ if (callfunc("F_GM_NPC",1854,0) == 1) {
set .@room01, $@3rdgc_room01;
mes "I check the recent situation.";
mes "The battle situation of storage: "+.@room01+"";
@@ -3842,16 +3865,17 @@ job3_guil02,1,3,0 script #GMhelper01_gc 844,{
mes "A management for mansion is in mansion.";
close;
}
+ } else {
+ mes "-_-.";
+ close;
}
- mes "-_-.";
- close;
}
job3_guil03,1,8,0 script #GMhelper02_gc 844,{
+ callfunc "F_GM_NPC";
mes "What can I do for you?";
next;
- input .@input;
- if (.@input == 1854) {
+ if (callfunc("F_GM_NPC",1854,0) == 1) {
set .@room02, $@3rdgc_room02;
mes "Check the recent situation.";
mes "The battle situation of the mansion is: "+.@room02+"";
@@ -3912,8 +3936,8 @@ job3_guil03,1,8,0 script #GMhelper02_gc 844,{
mes "The management of storage is in a storage.";
close;
}
+ } else {
+ mes "-_-.";
+ close;
}
- mes "-_-.";
- close;
}
-*/
diff --git a/npc/re/jobs/3-1/mechanic.txt b/npc/re/jobs/3-1/mechanic.txt
index 4890d072b..2133a227a 100644
--- a/npc/re/jobs/3-1/mechanic.txt
+++ b/npc/re/jobs/3-1/mechanic.txt
@@ -1,19 +1,17 @@
//===== Hercules Script ======================================
//= Mechanic Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= Muad_Dib
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Jobchange Quest from Blacksmith / Whitesmith -> Mechanic.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version. [Masao]
//= 1.1 Fixed the Door NPC [JayPee].
//= 1.2 Updated script. [Euphy]
-//============================================================
+//============================================================
yuno,129,156,3 script Chainheart 923,{
mes "[Chainheart]";
@@ -730,4 +728,4 @@ OnTouch:
}
jupe_core2,150,33,0 duplicate(#Acquiring Knowledge) #Acquiring Knowledge2 139,1,0
-jupe_core2,0,0,0,0 monster Dimik 1669,100,0,0,0
+jupe_core2,0,0,0,0 monster Dimik 1669,100,0,0,0 \ No newline at end of file
diff --git a/npc/re/jobs/3-1/ranger.txt b/npc/re/jobs/3-1/ranger.txt
index 02af29d54..b35c8ebfc 100644
--- a/npc/re/jobs/3-1/ranger.txt
+++ b/npc/re/jobs/3-1/ranger.txt
@@ -1,15 +1,13 @@
//===== Hercules Script ======================================
//= Ranger Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= Muad_Dib
-//===== Current Version: =====================================
-//= 1.5
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.6
+//===== Description: =========================================
//= [Official Conversion]
//= Job change Quest from Hunter / Sniper -> Ranger.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version. [Masao]
//= 1.1 Updated SC_STONE duration from 2 Seconds to 2 Minutes
//= and fixed Mercenary check.
@@ -20,6 +18,7 @@
//= 1.3a Little beauty fix, changed break; to next; . [Masao]
//= 1.4 Some optimization. [Euphy]
//= 1.5 Updated script, optimized. [Euphy]
+//= 1.6 Added GM management function. [Euphy]
//============================================================
tur_dun01,156,36,5 script Survival Instructor#jr01 59,{
@@ -1757,8 +1756,8 @@ job3_rang01,90,43,3 script Ranger Master#jr_29 832,{
}
}
-/*
job3_rang01,58,1,0 script Worker#job_ranger 88,{
+ callfunc "F_GM_NPC";
switch(select("Enable Waiting Room:Disable Waiting Room:Enable 1st Test:Disable 1st Test:Enable 2nd Test:Disable 2nd Test:Enable 3rd Test:Disable 3rd Test:Cancel")) {
case 1:
mes "Enabled Waiting Room";
@@ -1803,4 +1802,3 @@ job3_rang01,58,1,0 script Worker#job_ranger 88,{
close;
}
}
-*/
diff --git a/npc/re/jobs/3-1/rune_knight.txt b/npc/re/jobs/3-1/rune_knight.txt
index 1255c355e..f9264574a 100644
--- a/npc/re/jobs/3-1/rune_knight.txt
+++ b/npc/re/jobs/3-1/rune_knight.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= L0ne_W0lf, Muad_Dib
//===== Current Version: =====================================
-//= 1.4
+//= 1.5
//===== Description: =========================================
//= Job change Quest from Knight / Lord Knight -> Rune Knight.
//===== Additional Comments: =================================
@@ -13,6 +13,8 @@
//= 1.3 Updated script, optimized. [Euphy]
//= 1.3a Added 'npcskill' command. [Euphy]
//= 1.4 Fixed a few bugs. [Euphy]
+//= 1.4a Moved Kafra to main file. [Euphy]
+//= 1.5 Added GM management function. [Euphy]
//============================================================
prt_in,162,24,3 script Splendid-Looking Knight 470,2,2,{
@@ -2132,19 +2134,11 @@ OnMyMobDead:
end;
}
-job3_rune01,92,62,3 script Kafra Employee::kaf_rune 114,{
- cutin "kafra_04",2;
- callfunc "F_KafSet";
- callfunc "F_Kafra",0,9,2,80,700;
- callfunc "F_KafEnd",0,0;
-}
-
-/*
sec_in02,34,167,3 script R.Knight Job Manager 470,1,1,{
+ callfunc "F_GM_NPC";
mes "Enter the Password.";
next;
- input .@inputstr$;
- if (.@inputstr$ == "1854") {
+ if (callfunc("F_GM_NPC","1854",1) == 1) {
mes "Rune Knight Job Change Managing Module Start";
next;
switch(select("GlobalVar check:GlobalVar Oneshot Modification")) {
@@ -2161,4 +2155,3 @@ sec_in02,34,167,3 script R.Knight Job Manager 470,1,1,{
close;
}
job3_rune01,1,1,3 duplicate(R.Knight Job Manager) #renshucheck 844
-*/
diff --git a/npc/re/jobs/3-1/warlock.txt b/npc/re/jobs/3-1/warlock.txt
index d08d7395d..263ccd9b0 100644
--- a/npc/re/jobs/3-1/warlock.txt
+++ b/npc/re/jobs/3-1/warlock.txt
@@ -1,15 +1,13 @@
//===== Hercules Script ======================================
//= Warlock Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= Muad_Dib, Gepard & L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.3a
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.4
+//===== Description: =========================================
//= [Official Conversion]
//= Job change Quest from Wizard / High Wizard -> Warlock.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version. [Masao]
//= 1.1 Fixed some conversion mistakes, replaced numbers with
//= constants, added item names in comments.
@@ -18,6 +16,8 @@
//= 1.2a Fixed a typo. [Euphy]
//= 1.3 Updated script, optimized. [Euphy]
//= 1.3a Added temporary coordinate fix #distorted_space_1-1. [Euphy]
+//= 1.3b Added official coordinates. [Euphy]
+//= 1.4 Added GM management function. [Euphy]
//============================================================
- script #distorted_space_ -1,{
@@ -66,12 +66,10 @@ OnTouch:
}
end;
}
-morocc,103,144,0 duplicate(#distorted_space_) #distorted_space_1 139,1,1
+//morocc,103,144,0 duplicate(#distorted_space_) #distorted_space_1 139,1,1
+morocc,95,132,0 duplicate(#distorted_space_) #distorted_space_1 139,1,1
splendide,141,284,0 duplicate(#distorted_space_) #distorted_space_2 139,1,1
-// This is a temporary fix until new official coordinates are found.
-morocc,98,144,0 duplicate(#distorted_space_) #distorted_space_1-1 139,1,1
-
function script F_Warlock {
mes "[Assistant]";
mes "Huh!!! Human!?!";
@@ -1056,8 +1054,8 @@ OnTimer6000:
end;
}
-/*
-job3_war01,1,2,0 script Button Girl 66,{
+job3_war01,1,2,0 script Button Girl#wl 66,{
+ callfunc "F_GM_NPC";
switch(select("Open Arena:Close Arena:Open the Chamber of Magic:Close the Chamber of Magic:Hollow Stone On:Hollow Stone Off:Cancel")) {
case 1:
mes "Opening the Arena.";
@@ -1093,7 +1091,6 @@ job3_war01,1,2,0 script Button Girl 66,{
close;
}
}
-*/
spl_fild02,0,0,0,0 monster Bradium Golem 2049,20,5000,0,0
-spl_fild02,0,0,0,0 monster Naga 2047,20,5000,0,0
+spl_fild02,0,0,0,0 monster Naga 2047,20,5000,0,0 \ No newline at end of file
diff --git a/npc/re/jobs/3-2/genetic.txt b/npc/re/jobs/3-2/genetic.txt
index 5ca20d2d3..44124a1d8 100644
--- a/npc/re/jobs/3-2/genetic.txt
+++ b/npc/re/jobs/3-2/genetic.txt
@@ -4,8 +4,6 @@
//= Muad_Dib, Aeomin
//===== Current Version: =====================================
//= 1.3a
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= [Official Conversion]
//= Job change Quest from Alchemist / Creator -> Genetic.
@@ -1044,4 +1042,4 @@ job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0
job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0
job3_gen01,26,34,0,0 monster Poison Spore 1428,1,7000,0,0
job3_gen01,23,33,0,0 monster Poison Spore 1428,1,7000,0,0
-job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0
+job3_gen01,21,30,0,0 monster Poison Spore 1428,1,7000,0,0 \ No newline at end of file
diff --git a/npc/re/jobs/3-2/minstrel.txt b/npc/re/jobs/3-2/minstrel.txt
index 5ffc84a06..5ddb5bf5d 100644
--- a/npc/re/jobs/3-2/minstrel.txt
+++ b/npc/re/jobs/3-2/minstrel.txt
@@ -1,15 +1,13 @@
//===== Hercules Script ======================================
//= Minstrel Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= Muad_Dib
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Job change Quest from Bard / Clown -> Minstrel.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version. [Masao]
//= 1.1 Fix the checking of requirements before job change to Minstel [JayPee]
//= 1.2 Optimized. [Euphy]
@@ -1917,4 +1915,4 @@ prt_in,94,172,4 script Karian#job_min3 480,{
mes "[Karian]";
mes "How did you get in here?";
close;
-}
+} \ No newline at end of file
diff --git a/npc/re/jobs/3-2/royal_guard.txt b/npc/re/jobs/3-2/royal_guard.txt
index 1222c23ed..f98861461 100644
--- a/npc/re/jobs/3-2/royal_guard.txt
+++ b/npc/re/jobs/3-2/royal_guard.txt
@@ -1,17 +1,16 @@
//===== Hercules Script ======================================
//= Royal Guard Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= Muad_Dib
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.2
+//===== Description: =========================================
//= [Official Conversion]
//= Job change Quest from Crusader / Paladin -> Royal Guard.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version. [brAthena]
//= 1.1 Updated script. [Euphy]
+//= 1.2 Added GM management function. [Euphy]
//============================================================
prt_castle,48,161,3 script Middle-aged Gentleman#rg 57,{
@@ -497,8 +496,8 @@ OnTouch:
end;
}
-/*
sec_in02,12,43,3 script sorcereryal 57,1,1,{
+ callfunc "F_GM_NPC";
switch(select("Royal Guard:Rune Knight:Sorcerer")) {
case 1:
mes "1~5";
@@ -538,4 +537,3 @@ sec_in02,12,43,3 script sorcereryal 57,1,1,{
close;
}
}
-*/
diff --git a/npc/re/jobs/3-2/shadow_chaser.txt b/npc/re/jobs/3-2/shadow_chaser.txt
index 313ce7390..30d10abdb 100644
--- a/npc/re/jobs/3-2/shadow_chaser.txt
+++ b/npc/re/jobs/3-2/shadow_chaser.txt
@@ -1,15 +1,13 @@
//===== Hercules Script ======================================
//= Shadow Chaser Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= Muad_Dib
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Job change Quest from Rogue / Stalker -> Shadow Chaser.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version. [ultragunner, Oshinoke]
//= 1.1 Standardized. [Euphy]
//= 1.2 Updated dialogue. [Joseph]
@@ -2503,4 +2501,4 @@ OnTouch:
//============================================================
tur_dun03,0,0,0,0 monster Shadow of Deception 2076,1,1000,0,0
ice_dun02,0,0,0,0 monster Shadow of Illusion 2077,1,1000,0,0
-niflheim,0,0,0,0 monster Shadow of Pleasure 2078,1,1000,0,0
+niflheim,0,0,0,0 monster Shadow of Pleasure 2078,1,1000,0,0 \ No newline at end of file
diff --git a/npc/re/jobs/3-2/sorcerer.txt b/npc/re/jobs/3-2/sorcerer.txt
index d2cec9242..de934d394 100644
--- a/npc/re/jobs/3-2/sorcerer.txt
+++ b/npc/re/jobs/3-2/sorcerer.txt
@@ -1,15 +1,13 @@
//===== Hercules Script ======================================
//= Sorcerer Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= Muad_Dib
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Job change Quest from Sage / Professor -> Sorcerer.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version. [Masao]
//= 1.1 Cleaning. [Euphy]
//= 1.2 Updated script, optimized. [Euphy]
@@ -417,4 +415,4 @@ gef_tower,113,161,5 script Karacas 754,{
thor_v01,64,252,0 duplicate(Spirit Detecting Staff#0) Spirit Detecting Staff#1 836
ice_dun01,274,274,0 duplicate(Spirit Detecting Staff#0) Spirit Detecting Staff#2 836
mjo_dun03,200,141,0 duplicate(Spirit Detecting Staff#0) Spirit Detecting Staff#3 836
-gon_dun02,195,190,0 duplicate(Spirit Detecting Staff#0) Spirit Detecting Staff#4 836
+gon_dun02,195,190,0 duplicate(Spirit Detecting Staff#0) Spirit Detecting Staff#4 836 \ No newline at end of file
diff --git a/npc/re/jobs/3-2/sura.txt b/npc/re/jobs/3-2/sura.txt
index 5a0e8e36a..240b453e2 100644
--- a/npc/re/jobs/3-2/sura.txt
+++ b/npc/re/jobs/3-2/sura.txt
@@ -1,18 +1,17 @@
//===== Hercules Script ======================================
//= Sura Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= Muad_Dib, Gepard
-//===== Current Version: =====================================
-//= 1.2
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.3
+//===== Description: =========================================
//= [Official Conversion]
//= Job change Quest from Monk / Champion -> Sura.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version. [Masao]
//= 1.1 Removed disablenpc which causes players stucked in waitingroom. [Joseph]
//= 1.2 Updated script, optimized. [Euphy]
+//= 1.3 Added GM management function. [Euphy]
//============================================================
ve_in,237,125,0 script King Crab#job_shu 107,{
@@ -829,8 +828,8 @@ sword_1-1,223,167,2 script Master#job_shu 483,{
end;
}
-/*
sword_2-1,1,2,0 script Button Girl#sura 66,{
+ callfunc "F_GM_NPC";
switch(select("Turn on arena.:Turn off arena.:Turn on the living room.:Turn on Buddy.:Turn on Gara.:Turn off all.:Close")) {
case 1:
mes "Turn on arena.";
@@ -864,4 +863,3 @@ sword_2-1,1,2,0 script Button Girl#sura 66,{
close;
}
}
-*/
diff --git a/npc/re/jobs/3-2/wanderer.txt b/npc/re/jobs/3-2/wanderer.txt
index fd3b75f59..3c6e097c6 100644
--- a/npc/re/jobs/3-2/wanderer.txt
+++ b/npc/re/jobs/3-2/wanderer.txt
@@ -1,15 +1,13 @@
//===== Hercules Script ======================================
//= Wanderer Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= Muad_Dib, Meyraw
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Job change Quest from Dancer / Gypsy -> Wanderer.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version.
//= 1.1 Updated dialogue to be more official / accurate. Huge thanks to Muad_Dib! [Masao]
//= 1.2 Fixed an endless loop in dialogue.
@@ -453,7 +451,7 @@ comodo,140,86,5 script Cheerless Maestro 479,{
mes "[" + strcharinfo(0) + "]";
mes "It felt like hearing mommy's lullaby~ It was so beautiful and moving... You are the best artist of our time.";
next;
- specialeffect 18;
+ specialeffect EF_STEAL;
mes "[Guitar Song]";
mes "Ha ha ha. I know that well, but it feels good to hear a compliment from you!";
next;
@@ -1034,4 +1032,4 @@ xmas,145,127,7 duplicate(#wander_xmas) Spectator#xmas2 712
xmas,148,127,7 duplicate(#wander_xmas) Soy#xmas 714
xmas,149,127,1 duplicate(#wander_xmas) Mimi#xmas 714
xmas,151,127,1 duplicate(#wander_xmas) Spectator#xmas3 716
-xmas,154,129,1 duplicate(#wander_xmas) Spectator#xmas4 797
+xmas,154,129,1 duplicate(#wander_xmas) Spectator#xmas4 797 \ No newline at end of file
diff --git a/npc/re/jobs/novice/novice.txt b/npc/re/jobs/novice/novice.txt
index b9c2a10ac..95add76e2 100644
--- a/npc/re/jobs/novice/novice.txt
+++ b/npc/re/jobs/novice/novice.txt
@@ -1,34 +1,35 @@
-//===== rAthena Script =======================================
-//= New Novice Training Grounds
+//===== Hercules Script ======================================
+//= Renewal Novice Training Grounds
//===== By: ==================================================
//= Kisuka
//===== Current Version: =====================================
-//= 1.4a
-//===== Compatible With: =====================================
-//= rAthena SVN
+//= 1.5
//===== Description: =========================================
-//= New Novice Training Grounds
-//= [Hand Scripted (No Programs or AEGIS Scripts)]
+//= [Official Conversion]
+//= A tutorial for new players starting at new_1-1 (53,111).
+//=
+//= This script was replaced by the Izlude Academy in 2012.
//===== Additional Comments: =================================
-//= 1.0 First version. [Kisuka]
+//= 1.0 First version, hand scripted from iRO. [Kisuka]
//= 1.1 Updated warps, savepoints, NPC locations. [Kisuka]
//= 1.2 Cleaning. [Euphy]
//= 1.3 Fixed Eden Group Officer's level requirement. [Joseph]
//= 1.4 Fixed checkquest to check quest accordingly. [Joseph]
//= 1.4a Added 'npcskill' command. [Euphy]
+//= 1.5 Replaced with the official kRO scripts. [Euphy]
//============================================================
-// Sprakki (Stard of Novice Training Ground, Outside Castle)
+// Main NPCs
//============================================================
-new_1-1,53,114,4 script Sprakki#nv1 90,{
- if(job_novice_q < 1) {
+- script Sprakki#newbe01::NvSprakkiA -1,{
+ if (job_novice_q == 0) {
mes "[Sprakki]";
mes "Hello there! Welcome to the World of Ragnarok Online. My name is Sprakki and I'm in charge of giving you basic gameplay tips.";
mes "Click on the [Next] button or press [Enter] to continue.";
next;
mes "[Sprakki]";
mes "First you need to learn the very basics of controlling your character.";
- mes "All the basic ^4A4AFFmoves, selection of items, and attacks^000000 use the ^4A4AFFleft click of the mouse^000000.";
+ mes "All the basic ^4d4dffmoves, selection of items, and attacks^000000 use the ^4d4dff left click of the mouse^000000.";
next;
cutin "tutorial01",3;
mes "-! Info !-";
@@ -40,11 +41,11 @@ new_1-1,53,114,4 script Sprakki#nv1 90,{
mes "First off, try moving around.";
mes "Do you see that wooden bridge to the right?";
next;
- setquest 7117;
- set job_novice_q,1;
mes "[Sprakki]";
mes "Walk over that bridge and there's a castle used as the Training Center.";
mes "I will be waiting for you inside of that Castle. Please come to the castle by yourself.";
+ set job_novice_q,1;
+ setquest 7117;
next;
cutin "tutorial02",3;
mes "-! Info !-";
@@ -55,30 +56,43 @@ new_1-1,53,114,4 script Sprakki#nv1 90,{
mes "I will wait inside the Training Center across the bridge.";
next;
mes "-! Info !-";
- mes "You can open the Quest Info Window by pressing the ^4A4AFFALT + U^000000 keys at the same time.";
+ mes "You can open the Quest Info Window by pressing the ^4d4dffAlt + U^000000 keys at the same time.";
next;
cutin "",255;
mes "[Sprakki]";
mes "Have you checked the Quest Info Window?";
mes "I'll be waiting in the castle across the bridge.";
+ close2;
+ cutin "",255;
+ end;
+ } else if (job_novice_q == 1) {
+ mes "[Sprakki]";
+ mes "I will be waiting for you across the Bridge to the east.";
+ close;
+ } else {
+ mes "[Sprakki]";
+ mes "Are you lost?";
+ mes "Have you gone beyond the bridge to the east?";
+ mes "I will guide you further after we meet in the Training Center.";
close;
}
- mes "[Sprakki]";
- mes "I will be waiting for you across the Bridge to the east.";
- close;
}
+new_1-1,53,114,3 duplicate(NvSprakkiA) Sprakki#nv1a 90
+new_2-1,53,114,3 duplicate(NvSprakkiA) Sprakki#nv2a 90
+new_3-1,53,114,3 duplicate(NvSprakkiA) Sprakki#nv3a 90
+new_4-1,53,114,3 duplicate(NvSprakkiA) Sprakki#nv4a 90
+new_5-1,53,114,3 duplicate(NvSprakkiA) Sprakki#nv5a 90
-// Sprakki (Inside Castle)
-//============================================================
-new_1-2,100,29,4 script Sprakki#nv2 90,{
- if(job_novice_q < 1) {
+- script Sprakki#newbe05::NvSprakkiB -1,{
+ if (job_novice_q == 0) {
mes "[Sprakki]";
- mes "Hello there! Welcome to the World of Ragnarok Online. My name is Sprakki and I'm in charge of giving you basic gameplay tips.";
- mes "Click on the [Next] button or press [Enter] to continue.";
+ mes "Hello there! Welcome to the World of Ragnarok Online.";
+ mes "My name is Sprakki and I'm in charge of giving you basic gameplay tips.";
+ mes "Click on the [Next] button or press [Enter] key to continue.";
next;
mes "[Sprakki]";
mes "First you need to learn the very basics of controlling your character.";
- mes "All the basic ^4A4AFFmoves, selection of items, and attacks^000000 use the ^4A4AFFleft click of the mouse^000000.";
+ mes "All the basic ^4d4dffmoves, selection of items, and attacks^000000 use the ^4d4dff left click of the mouse^000000.";
next;
cutin "tutorial01",3;
mes "-! Info !-";
@@ -86,133 +100,247 @@ new_1-2,100,29,4 script Sprakki#nv2 90,{
mes "Attacking monsters and conversations with the people of this world can be done by simply clicking on them.";
next;
cutin "",255;
- setquest 7117;
- set job_novice_q,1;
mes "[Sprakki]";
mes "Well then, I will give you a quest to talk to me.";
mes "After the conversation is over, talk to me again by left-clicking on me.";
+ set job_novice_q,1;
+ setquest 7117;
next;
cutin "tutorial02",3;
mes "-! Info !-";
mes "You've received a quest from Sprakki.";
- mes "You can check the contents of the quest in the Quest Info Window by pressing the ^4A4AFFAlt + U^000000 keys at the same time.";
+ mes "You can check the contents of the quest in the Quest Info Window by pressing the ^4d4dffAlt + U^000000 keys at the same time.";
next;
cutin "",255;
mes "[Sprakki]";
mes "Have you checked the Quest Info Window?";
mes "Well, talk to me again.";
close;
- }
- if(job_novice_q == 1) {
- getexp 300,0;
- getexp 300,5;
- completequest 7117;
- set job_novice_q,2;
+ } else if (job_novice_q < 3) {
+ if (job_novice_q == 1) {
+ mes "[Sprakki]";
+ mes "Great!";
+ mes "Now you know how to move and talk to others, right?";
+ set job_novice_q,2;
+ getexp 600,5;
+ completequest 7117;
+ next;
+ }
+ mes "[Sprakki]";
+ mes "The Training Center is prepared for novices just like you.";
+ mes "You are going to be trained to get used to the basics of the Game.";
+ next;
mes "[Sprakki]";
- mes "Great!";
- mes "Now you know how to move and talk to others, right?";
+ mes "Of course, this Training Process is optional, if you want to go straight to town, that's also fine.";
+ mes "But, you will miss all the advantages you can get in the Training Center.";
next;
+ switch(select("Begin Training.:Start the game right away.")) {
+ case 1:
+ mes "[Sprakki]";
+ mes "I will guide you to the Novice Training Center.";
+ mes "Inside, Instructor 'Brade' will be waiting to speak to you.";
+ next;
+ mes "[Sprakki]";
+ mes "Instructor 'Brade' will help you afterwards.";
+ mes "Please, Go see him.";
+ setquest 7118;
+ next;
+ mes "^4d4dff- You received a quest 'Novice Training Ground -1' from Sprakki.";
+ mes "Please check the Quest Info Window. -^000000";
+ close2;
+ savepoint strnpcinfo(4),100,100;
+ warp strnpcinfo(4),100,100;
+ end;
+ case 2:
+ set nov_1st_cos,0;
+ set nov_2nd_cos,0;
+ set nov_3_swordman,0;
+ set nov_3_archer,0;
+ set nov_3_thief,0;
+ set nov_3_magician,0;
+ set nov_3_acolyte,0;
+ set nov_3_merchant,0;
+ mes "[Sprakki]";
+ mes "Ok, You want to start right away.";
+ mes "Which Town do you want to start at?";
+ next;
+ set .@select, select("Prontera:Morroc:Geffen:Payon:Alberta:Izlude");
+ mes "[Sprakki]";
+ mes "I see.";
+ mes "Go ahead and grow stronger! Look toward a brighter future ahead of you.";
+ callfunc "F_NvErase";
+ close2;
+ switch(.@select) {
+ case 1:
+ savepoint "prontera",273,354;
+ warp "prontera",273,354;
+ break;
+ case 2:
+ savepoint "morocc",160,94;
+ warp "morocc",160,94;
+ break;
+ case 3:
+ savepoint "geffen",120,100;
+ warp "geffen",120,100;
+ break;
+ case 4:
+ savepoint "payon",70,100;
+ warp "payon",70,100;
+ break;
+ case 5:
+ savepoint "alberta",116,57;
+ warp "alberta",116,57;
+ break;
+ case 6: // Old coordinates: (94,103)
+ savepoint "izlude",128,98;
+ warp "izlude",128,98;
+ break;
+ }
+ end;
+ }
+ } else {
+ mes "[Sprakki]";
+ mes "These are the Novice Training Grounds.";
+ mes "I will guide you to the Novice Training Center.";
+ close2;
+ savepoint strnpcinfo(4),100,100;
+ warp strnpcinfo(4),100,100;
+ end;
}
- mes "[Sprakki]";
- mes "The training Center is prepared for novices just like you.";
- mes "You are going to be trained to get used to the basics of the Game.";
- next;
- select("Begin Training.");
- mes "[Sprakki]";
- mes "I will guide you to the Novice Training Center.";
- mes "Inside, Instructor 'Brade' will be waiting to speak to you.";
- next;
- setquest 7118;
- set job_novice_q,3;
- mes "[Sprakki]";
- mes "Instructor 'Brade' will help you afterwards.";
- mes "Please, Go see him.";
- next;
- mes "^4A4AFF- You received a quest 'Novice Training Ground-1' from Sprakki.^000000";
- mes "^4A4AFFPlease check the Quest Info Window.-^000000";
- close2;
- savepoint "new_1-2",100,100;
- warp "new_1-2",100,100;
- end;
}
+new_1-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv1b 90
+new_2-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv2b 90
+new_3-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv3b 90
+new_4-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv4b 90
+new_5-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv5b 90
-// Instructor Brade
-//============================================================
-new_1-2,100,105,4 script Brade#nv 733,{
- if(job_novice_q < 3) {
+- script Brade#newbe02::NvBradeA -1,{
+ if (job_novice_q < 2) {
mes "[Instructor Brade]";
- mes "How did you get here?";
- close2;
- warp "new_1-1",53,111;
- end;
- }
- else if(job_novice_q == 3) {
- getexp 300,0;
- getexp 300,0;
- getexp 300,10;
- completequest 7118;
- set job_novice_q,4;
+ mes "Hello there! Welcome to the World of Ragnarok Online.";
+ mes "You have participated on the previous Training Grounds.";
+ mes "The Training Grounds have now come under new management.";
+ next;
mes "[Instructor Brade]";
- mes "Great.";
- mes "You've completed the given quest successfully, so I will reward you with experience points.";
+ mes "I guess we will just have to start your training all over again.";
next;
mes "[Instructor Brade]";
- mes "Experience Points you've earned from hunting or finishing quests can be checked by tracking the EXP Bar, located at the upper-left side of the display.";
+ mes "My name is Instructor Brade and I'm in charge of giving you basic gameplay tips.";
+ mes "Click on the [Next] button or press [Enter] to continue.";
next;
mes "[Instructor Brade]";
- mes "Sigh... I will just talk roughly.";
- mes "...I just can't get used to";
- mes "'politeness' you know.";
- mes "Don't look at me like that!";
+ mes "First you need to learn the very basics of controlling your character.";
+ mes "All the basic ^4d4dff moves, selection of items, and attacks^000000 use the ^4d4dff left click of the mouse^000000.";
+ next;
+ cutin "tutorial01",3;
+ mes "-! Info !-";
+ mes "Click on the ground to move the character.";
+ mes "Attacking monsters and conversations with the people of this world can be done by simply clicking on them.";
+ next;
+ cutin "",255;
next;
mes "[Instructor Brade]";
- mes "Ok look alive you maggot.";
- mes "Next up is items and equipment.";
+ mes "First off, try moving around.";
+ mes "After moving around, talk to me again.";
+ set nov_1st_cos,0;
+ set nov_2nd_cos,0;
+ set nov_3_swordman,0;
+ set nov_3_archer,0;
+ set nov_3_thief,0;
+ set nov_3_magician,0;
+ set nov_3_acolyte,0;
+ set nov_3_merchant,0;
+ set treasure_alb,0;
+ set job_novice_q,2;
+ setquest 7118;
next;
+ cutin "tutorial02",3;
+ mes "-! Info !-";
+ mes "You've received a quest from Instructor Brade.";
+ mes "You can check the contents of the quest in the Quest Info Window.";
+ next;
+ mes "-! Info !-";
+ mes "You can open the Quest Info Window by pressing the ^4d4dffAlt + U^000000keys at the same time.";
+ next;
+ cutin "",255;
mes "[Instructor Brade]";
- mes "First, take these.";
- mes "These are very basic equipments and recovery potions.";
- getitem 2352,1; // Novice_Plate
- getitem 2510,1; // Novice_Hood
- getitem 2414,1; // Novice_Boots
- getitem 5055,1; // Novice_Egg_Cap
- getitem 1243,1; // Novice_Knife
- getitem 2112,1; // Novice_Guard
- getitem 569,300; // Novice_Potion
+ mes "Have you checked the Quest Info Window?";
+ mes "Well, talk to me again.";
+ close;
+ } else if (job_novice_q < 4) {
+ if (job_novice_q == 2) {
+ mes "[Instructor Brade]";
+ mes "Great.";
+ mes "You've completed the given quest successfully, so I will reward you with experience points.";
+ set job_novice_q,3;
+ getexp 900,10;
+ completequest 7118;
+ next;
+ mes "[Instructor Brade]";
+ mes "Experience Points you've earned from hunting or finishing quests can be checked by tracking the EXP Bar, located at upper-left side of the display.";
+ next;
+ mes "[Instructor Brade]";
+ mes "Sigh... I will just talk roughly.";
+ mes "...I just can't get used to 'politeness' you know.";
+ mes "Don't look at me like that!";
+ next;
+ mes "[Instructor Brade]";
+ mes "Ok look alive you maggot.";
+ mes "Next up is items and equipment.";
+ next;
+ mes "[Instructor Brade]";
+ mes "First, take these.";
+ mes "These are very basic equipments and recovery potions.";
+ } else {
+ mes "[Instructor Brade]";
+ mes "Uh... Where were we? Oh right, let's continue.";
+ mes "It's about items and equipments.";
+ next;
+ mes "[Instructor Brade]";
+ mes "Take these.";
+ mes "Basic equipments and recovery potions.";
+ }
+ set job_novice_q,4;
+ getitem 2352,1; //Novice_Plate
+ getitem 2510,1; //Novice_Hood
+ getitem 2414,1; //Novice_Boots
+ getitem 5055,1; //Novice_Egg_Cap
+ getitem 1243,1; //Novice_Knife
+ getitem 2112,1; //Novice_Guard
+ getitem 569,300; //Novice_Potion
setquest 7119;
- set job_novice_q,5;
next;
mes "[Instructor Brade]";
- mes "In the upper left Basic Info Window, press the 'Item' icon to open the Item Window.";
- mes "The item window has 3 sections...";
+ mes "In the upper left Basic Info. Window, press the 'Item' icon to open the Item Window.";
+ mes "The item window is divided into...";
next;
mes "[Instructor Brade]";
- mes "Consumable items, equipment, and other items.";
- mes "If you want to use or equip items, double-click on the item or drag them into the Equipment Window.";
+ mes "3 sections: consumable items, equipment and other items.";
+ mes "If you want to use or equip items, just double-click on the item or drag them into the Equipment Window.";
next;
mes "[Instructor Brade]";
- mes "You can see detailed info of each item by right-clicking on the item.";
- mes "Do that and the info will pop-up in a separate window.";
+ mes "You can see detailed info. of each item by right-clicking on the item.";
+ mes "Detailed information of the item will pop up.";
next;
cutin "tutorial04",3;
mes "!- Info -!";
- mes "Double-click on the item to see the detailed information.";
+ mes "Right-click on an item to see detailed information about it.";
next;
mes "!- Info -!";
- mes "Right-click on other players to show the Community Menu and you can join a party, request trades, etc.";
+ mes "Right-click on other players to show the Community Menu and you can join a party, or request trade with a player etc.";
next;
cutin "",255;
mes "[Instructor Brade]";
mes "Why don't you equip the items I gave you earlier?";
- mes "^4A4AFFDouble-Click^000000 on the item you want to equip. Let us continue after you are done gearing up.";
+ mes "^4d4dffDouble-Click^000000 on the item you want to equip. Let us continue after you are done gearing up.";
next;
cutin "tutorial03",3;
mes "!- Info -!";
- mes "Items can be easily equipped or used by simply clicking on them.";
- mes "The Hot Key to open the Item Window is Alt + E.";
+ mes "Items can be easily equipped or used by simply double-clicking on them.";
+ mes "The Hot Key to open the Inventory Window is ALT + E.";
next;
mes "!- Info -!";
- mes "To check on the items that are currently equipped, use the hot key Alt + Q.";
+ mes "To check on the items that are currently equipped, use the Hot Key ALT + Q.";
mes "Or, drag the item on to the item slot you want the item to be equipped.";
next;
mes "!- Info -!";
@@ -220,139 +348,71 @@ new_1-2,100,105,4 script Brade#nv 733,{
close2;
cutin "",255;
end;
- }
- else if(job_novice_q == 4) {
+ } else if (job_novice_q == 4) {
+ if (isequipped(2414) + isequipped(2352) + isequipped(2510) + isequipped(2112) + isequipped(1243) < 4) {
+ mes "[Instructor Brade]";
+ mes "Try to put on at least 4 of the equipments I gave you.";
+ mes "Put those shoes on, wear those clothes, and arm yourself with that weapon you maggot.";
+ close;
+ }
mes "[Instructor Brade]";
- mes "Uh... Where were we? Oh right, let's continue.";
- mes "It's about items and equipments.";
+ mes "You are all set.";
+ mes "You are coming along just fine.";
+ set job_novice_q,5;
+ getexp 1200,15;
+ getitem 12323,50; //N_Fly_Wing
+ getitem 12324,20; //N_Butterfly_Wing
+ completequest 7119;
next;
mes "[Instructor Brade]";
- mes "Take these.";
- mes "Basic equipments and recovery potions.";
- getitem 2352,1; // Novice_Plate
- getitem 2510,1; // Novice_Hood
- getitem 2414,1; // Novice_Boots
- getitem 5055,1; // Novice_Egg_Cap
- getitem 1243,1; // Novice_Knife
- getitem 2112,1; // Novice_Guard
- getitem 569,300; // Novice_Potion
- setquest 7119;
- set job_novice_q,5;
+ mes "Here's some Fly Wings and Butterfly Wings as a reward.";
+ mes "You don't need these in the Training Ground, but they will come in handy later.";
next;
mes "[Instructor Brade]";
- mes "In the upper left Basic Info Window, press the 'Item' icon to open the Item Window.";
- mes "The item window is divided into...";
+ mes "Next, are Hot Keys.";
+ mes "Press the ^4d4dffF12 key^000000 on your keyboard.";
+ mes "A box with 9 slots will pop up.";
next;
mes "[Instructor Brade]";
- mes "3 sections: consumable items, equipment and other items.";
- mes "If you want to use or equip items, double-click on the item or drag them into the Equipment Window.";
+ mes "Drag on the right corner of the Hot Key Window and you will be able to see the other pages of the Hot Key.";
next;
mes "[Instructor Brade]";
- mes "You can see detailed info of each item by right-clicking on the item.";
- mes "Do that and the info will pop-up in a separate window.";
+ mes "The F1 to F9 keys are the designated hotkeys.";
+ mes "Just drag a skill or an item onto the Hot Key Window and press a corresponding key to use them right away.";
next;
- cutin "tutorial04",3;
+ cutin "tutorial05",3;
mes "!- Info -!";
- mes "Double-click on the item to see the detailed information.";
+ mes "You can register a skill or an item to the Hot Key Window by just dragging them onto the Hot Key Slot.";
next;
mes "!- Info -!";
- mes "Right-click on other players to show the Community Menu and you can join a party, request trades, etc.";
- next;
- cutin "",255;
- mes "[Instructor Brade]";
- mes "Why don't you equip the items I gave you earlier?";
- mes "^4A4AFFDouble-Click^000000 on the item you want to equip. Let us continue after you are done gearing up.";
+ mes "Registered Skills or Items can be used/equipped by just pressing the corresponding key.";
next;
- cutin "tutorial03",3;
mes "!- Info -!";
- mes "Items can be easily equipped or used by simply clicking on them.";
- mes "The Hot Key to open the Item Window is Alt + E.";
+ mes "You can customize the Hot Key to use any keys you please as the Hot Key by changing the Shortcut configuration in the options menu.";
next;
mes "!- Info -!";
- mes "To check on the items that are currently equipped, use the hot key Alt + Q.";
- mes "Or, drag the item on to the item slot you want the item to be equipped.";
+ mes "Register skills and items that you use often so that you can use them easily.";
next;
- mes "!- Info -!";
- mes "Equip all of the equipment given by Instructor Brade.";
- close2;
cutin "",255;
- end;
- }
- else if(job_novice_q == 5 || job_novice_q == 6) {
- for(set .@i,1; .@i<7; set .@i,.@i+1)
- if (getequipisequiped(.@i)) set .@EquipCheck, .@EquipCheck+1;
- if(.@EquipCheck >= 4) {
- if(job_novice_q == 5) {
- mes "[Instructor Brade]";
- mes "You are all set.";
- mes "You are coming along just fine.";
- getexp 300,0;
- getexp 300,0;
- getexp 300,0;
- getexp 300,15;
- getitem 12323,50; // N_Fly_Wing
- getitem 12324,20; // N_Butterfly_Wing
- completequest 7119;
- set job_novice_q,6;
- next;
- mes "[Instructor Brade]";
- mes "Here's some Fly Wings and Butterfly Wings as a reward.";
- mes "You don't need these in the Training Ground, but they will come in handy later.";
- next;
- }
- mes "[Instructor Brade]";
- mes "Next, are Hot Keys.";
- mes "Press the ^4A4AFF12 key^000000 on your keyboard.";
- mes "A box with 9 slots will pop up.";
- next;
- mes "[Instructor Brade]";
- mes "Drag on the right corner of the Hot Key Window and you will be able to see the other pages of the Hot Key.";
- next;
- mes "[Instructor Brade]";
- mes "The F1 to F9 keys are the designated hotkeys.";
- mes "Just drag a skill or an item onto the Hot Key Window and press a corresponding key to use them right away.";
- next;
- cutin "tutorial05",3;
- mes "!- Info -!";
- mes "You can register a skill or an item to the Hot Key Window by just dragging them onto the Hot Key Slot.";
- next;
- mes "!- Info -!";
- mes "Registered Skills or Items can be used/equipped by just pressing the corresponding key.";
- next;
- mes "!- Info -!";
- mes "You can customize the Hot Key to use any keys you please as the Hot Key by changing the Shortcut configuration in the options menu.";
- next;
- mes "!- Info -!";
- mes "Register skills and items that you use often so that you can use them easily";
- next;
- cutin "",255;
- mes "[Instructor Brade]";
- mes "The last part is how to use Skills.";
- mes "But before that, you need to learn something first.";
- next;
- setquest 7120;
- set job_novice_q,7;
- mes "[Instructor Brade]";
- mes "Somewhere in this room, there's someone named ^4A4AFFJinha^000000.";
- mes "Find Jinha and learn the ^4A4AFF[First Aid]^000000 skill from him.";
- next;
- mes "[Instructor Brade]";
- mes "Your lesson is after that.";
- mes "Go find Jinha and learn the [First Aid] Skill. Then come back to me.";
- close;
- }
mes "[Instructor Brade]";
- mes "Try to put on at least 4 of the equipment I gave you.";
- mes "Put those shoes on, wear those clothes, and arm yourself with that weapon you maggot.";
+ mes "The last part is how to use Skills.";
+ mes "But before that, you need to learn something first.";
+ next;
+ mes "[Instructor Brade]";
+ mes "Somewhere in this room, there's someone named ^4d4dffJinha^000000.";
+ mes "Find Jinha and learn the ^4d4dff[First Aid]^000000 skill from him.";
+ setquest 7120;
+ next;
+ mes "[Instructor Brade]";
+ mes "Your lesson is after that.";
+ mes "Go find Jinha and learn the [First Aid] Skill. Then come back to me.";
close;
- }
- else if(job_novice_q == 7) {
+ } else if (job_novice_q == 5) {
mes "[Instructor Brade]";
- mes "Somewhere in this room, there's someone named ^4A4AFFJinha^000000.";
- mes "Find Jinha and learn the ^4A4AFF[First Aid]^000000 skill from him.";
+ mes "Somewhere in this room, there's someone named ^4d4dffJinha^000000.";
+ mes "Find Jinha and learn the ^4d4dff[First Aid]^000000 skill from him.";
close;
- }
- else if(job_novice_q == 8) {
+ } else if (job_novice_q == 6) {
mes "[Instructor Brade]";
mes "Now you've learned the [First Aid] Skill.";
mes "Just as I told you before, by registering the First Aid Skill onto the Hot Key Window, you can use the skill fast and easy.";
@@ -368,43 +428,64 @@ new_1-2,100,105,4 script Brade#nv 733,{
next;
mes "[Instructor Brade]";
mes "You've come along fine this far.";
- mes "This is not much, but that this as a reward.";
- getitem 2393,1; // N_Adventurer's_Suit
+ mes "This is not much, but take this as a reward.";
+ set job_novice_q,7;
+ getitem 2393,1; //N_Adventurer's_Suit
completequest 7120;
- set job_novice_q,9;
close;
- }
- else if(job_novice_q > 8) {
+ } else if (job_novice_q == 7) {
mes "[Instructor Brade]";
mes "Next step of the Training is done in the room west of here.";
mes "If you are lost, I can send you there.";
next;
- if(select("I can get there by myself.:Please, send me to the next room.") == 2) {
+ switch(select("I can get there by myself.:Please, send me to the next room.")) {
+ case 1:
+ mes "[Instructor Brade]";
+ mes "Good. That's the attitude you must have.";
+ mes "You can't just lean on others to help you.";
+ mes "Now, go ahead.";
+ close;
+ case 2:
mes "[Instructor Brade]";
mes "Oh well.";
mes "I think it's better than seeing you lost and wandering about.";
mes "Hahahaha...";
close2;
- warp "new_1-2",41,172;
+ warp strnpcinfo(4),41,172;
end;
}
+ } else {
mes "[Instructor Brade]";
- mes "Good. That's the attitude you must have.";
- mes "You can't just lean on others to help you.";
- mes "Now, go ahead.";
- close;
+ mes "Aren't you done with the courses here?";
+ mes "Or are you just lost?";
+ next;
+ switch(select("Send me to the Combat Training Ground.:I want to go to town.")) {
+ case 1:
+ mes "[Instructor Brade]";
+ mes "Sure.";
+ mes "Be careful not to be lost again.";
+ close2;
+ warp "new_"+charat(strnpcinfo(4),4)+"-3",96,21;
+ end;
+ case 2:
+ mes "[Instructor Brade]";
+ mes "Town... Eh?";
+ mes "In that case, I will send you to where the Kafra Employee is at.";
+ mes "Use ^4d4dffKafra's Warp Service^000000 to go to town.";
+ close2;
+ warp strnpcinfo(4),41,172;
+ end;
+ }
}
- mes "[Instructor Brade]";
- mes "Why are you still here?";
- close2;
- warp "prontera",156,90;
- end;
}
+new_1-2,100,105,3 duplicate(NvBradeA) Brade#nv1a 733
+new_2-2,100,105,3 duplicate(NvBradeA) Brade#nv2a 733
+new_3-2,100,105,3 duplicate(NvBradeA) Brade#nv3a 733
+new_4-2,100,105,3 duplicate(NvBradeA) Brade#nv4a 733
+new_5-2,100,105,3 duplicate(NvBradeA) Brade#nv5a 733
-// Instructor Jinha
-//============================================================
-new_1-2,115,120,4 script Jinha#nv 59,{
- if(job_novice_q < 7) {
+- script Jinha#newbe03::NvJinha -1,{
+ if (job_novice_q < 5) {
mes "[Jinha]";
mes "What can I help you with?";
mes "Hmm? You haven't followed the curriculum correctly.";
@@ -412,99 +493,168 @@ new_1-2,115,120,4 script Jinha#nv 59,{
mes "[Jinha]";
mes "You have to see Instructor Brade first before me. I will send you to Instructor Brade.";
close2;
- warp "new_1-2",100,100;
+ warp strnpcinfo(4),100,100;
end;
- }
- else if(job_novice_q == 7) {
- mes "[Jinha]";
- mes "Hello!";
- mes "How can I help you?";
- next;
- select("I want to learn the use the [First Aid] Skill.");
- mes "[Jinha]";
- mes "That's right.";
- mes "First Aid is the skill used to convert SP into HP when you are in danger.";
- next;
- specialeffect2 58;
- specialeffect2 234;
- mes "[Jinha]";
- mes "It's recovery amount is small.";
- mes "Still, it will help you not to faint from a critical hit.";
- next;
- skill "NV_FIRSTAID",1,0; // NV_FIRSTAID
- set job_novice_q,8;
- mes "[Jinha]";
- mes "You can open the Skill Window by pressing the ^4A4AFFskill^000000 button in the Basic Window.";
- mes "Hot Key is ^4A4AFFALT + S^000000.";
- mes "Why don't you try the skill?";
- next;
- mes "[Jinha]";
- mes "Good, now you know how to use the First Aid Skill, you have to move on to the next step.";
- mes "Go back to Instructor Brade and show him what you've learned here.";
- close;
- }
- else if(job_novice_q == 8) {
+ } else if (job_novice_q == 5) {
+ if (getskilllv("NV_FIRSTAID") > 0) {
+ mes "[Jinha]";
+ mes "Hello!";
+ mes "I am responsible for teaching you the [First Aid] skill.";
+ mes "Instructor Brade asked you to learn it right?.";
+ next;
+ mes "[Jinha]";
+ mes "Wow... ...it's amazing!";
+ mes "You already know the First Aid Skill.";
+ mes "There doesn't seem to be anything for me to teach you.";
+ next;
+ mes "[Jinha]";
+ mes "Great. Was your instructor from the previous management Cecil?";
+ mes "Well, you have learned First Aid, I can confirm that.";
+ next;
+ mes "[Jinha]";
+ mes "Well, you can directly go to the next step of the course.";
+ mes "Go back to Instructor Brade.";
+ set job_novice_q,6;
+ close;
+ } else {
+ mes "[Jinha]";
+ mes "Hello!";
+ mes "How can I help you?";
+ next;
+ select("I want to learn to use the [First Aid] Skill.");
+ mes "[Jinha]";
+ mes "That's right.";
+ mes "First Aid is the skill used to convert SP into HP when you are in danger.";
+ next;
+ mes "[Jinha]";
+ mes "It's recovery amount is small.";
+ mes "Still, it will help you not to faint from a critical hit.";
+ specialeffect2 EF_BEGINSPELL6;
+ specialeffect2 EF_SPELLBREAKER;
+ next;
+ mes "[Jinha]";
+ mes "You can open the Skill Window by pressing the ^4d4dffskill^000000 button in the Basic Window.";
+ mes "Hot Key is ^4d4dffALT + S^000000.";
+ mes "Why don't you try the skill?";
+ skill "NV_FIRSTAID",1,0;
+ set skill_nov,3; // Has future uses - do not remove! [Euphy]
+ set job_novice_q,6;
+ next;
+ mes "[Jinha]";
+ mes "Good, now you know how to use the First Aid Skill, you have to move on to the next step.";
+ mes "Go back to Instructor Brade and show him what you've learned here.";
+ close;
+ }
+ } else if (job_novice_q == 6) {
mes "[Jinha]";
mes "Didn't you learn the First Aid Skill already?";
mes "Have it checked by Instructor Brade.";
mes "If you don't know how to get to him, I will send you to him.";
next;
- if(select("I'm good by myself.:Please, send me to him.") == 2) {
+ switch(select("I'm good by myself.:Please, send me to him.")) {
+ case 1:
+ mes "[Jinha]";
+ mes "Very Good!";
+ mes "That's the right attitude!";
+ mes "You will be a great adventurer in the future.";
+ close;
+ case 2:
mes "[Jinha]";
mes "I will send you to Instructor Brade.";
close2;
- warp "new_1-2",100,100;
+ warp strnpcinfo(4),100,100;
end;
}
- mes "[Jinha]";
- mes "Very Good!";
- mes "That's the right attitude!";
- mes "You will be a great adventurer in the future.";
- close;
- }
- else if(job_novice_q > 8) {
+ } else {
mes "[Jinha]";
mes "What can I do for you?";
mes "Next course will be continued in the West Room.";
- mes "Go on to the west room.";
+ mes "Go on into the west room.";
close;
}
- mes "[Jinha]";
- mes "Why are you still here?";
- close2;
- warp "prontera",156,90;
- end;
}
+new_1-2,115,120,3 duplicate(NvJinha) Jinha#nv1 59
+new_2-2,115,120,3 duplicate(NvJinha) Jinha#nv2 59
+new_3-2,115,120,3 duplicate(NvJinha) Jinha#nv3 59
+new_4-2,115,120,3 duplicate(NvJinha) Jinha#nv4 59
+new_5-2,115,120,3 duplicate(NvJinha) Jinha#nv5 59
// People/Services in Ragnarok
//============================================================
-// ---------- Chocolat ----------
-new_1-2,32,172,4 script Chocolat#nv 96,{
- if(job_novice_q < 9) {
+- script Chocolat#newbe06::NvChocolat -1,{
+ if (job_novice_q < 7) {
mes "[Chocolat]";
mes "Hmm? Strange.";
mes "Let me see that Trainee ID for a sec.";
next;
- mes "[Chocolat]";
- mes "You were still on the basic course.";
- mes "You should go back to Instructor Brade or Jinha.";
- next;
- mes "[Chocolat]";
- mes "If you don't know how to find them, I can send you to Instructor Brade, How about it?";
- next;
- if(select("I will go myself.:Will you do that for me?") == 2) {
+ if (job_novice_q < 2) {
mes "[Chocolat]";
- mes "Sure.";
- mes "I will see you later.";
- close2;
- warp "new_1-2",100,100;
- end;
+ mes "Oh, really...";
+ mes "You have participated on the previous Training Grounds.";
+ mes "The Training Grounds have now come under new management.";
+ next;
+ mes "[Chocolat]";
+ mes "If you want to do the basic course,";
+ mes "you should go back to Instructor Brade.";
+ next;
+ mes "[Chocolat]";
+ mes "Or you can go ahead and start with theory training.";
+ mes "What would you like to do?";
+ next;
+ switch(select("Send me to Basic Training.:Start Theory Training.")) {
+ case 1:
+ mes "[Chocolat]";
+ mes "Sure.";
+ mes "I will send you to Instructor Brade.";
+ mes "Instructor Brade will start your basic training.";
+ close2;
+ warp strnpcinfo(4),100,100;
+ end;
+ case 2:
+ mes "[Chocolat]";
+ mes "I will tell you about the people you will be seeing in Town.";
+ mes "There are many kinds of people in town and some of them will be helpful to know.";
+ next;
+ mes "[Chocolat]";
+ mes "There are a lot of people in town, but among them, these people are the most important to know.";
+ next;
+ mes "[Chocolat]";
+ mes "They are [Kafra] Employee's standing right behind me and their rival company the [Cool Event Corp].";
+ mes "When you visit a town for the first time, you should talk to the Information [Guide]";
+ next;
+ mes "[Chocolat]";
+ mes "Well then, let's hear from each of them.";
+ mes "Start by talking to the [Kafra] Employee.";
+ set job_novice_q,8;
+ setquest 7121;
+ next;
+ mes "^4d4dff- You've received a quest from Chocolat.";
+ mes "Please check the quest information window. -^000000";
+ close;
+ }
+ } else {
+ mes "[Chocolat]";
+ mes "You were still on the basic course.";
+ mes "You should go back to Instructor Brade or Jinha.";
+ next;
+ mes "[Chocolat]";
+ mes "If you don't know how to find them, I can send you to Instructor Brade, How about it?";
+ next;
+ switch(select("I will go myself.:Will you do that for me?")) {
+ case 1:
+ mes "[Chocolat]";
+ mes "Sure. Go out to the door to the right.";
+ close;
+ case 2:
+ mes "[Chocolat]";
+ mes "Sure.";
+ mes "I will see you later.";
+ close2;
+ warp strnpcinfo(4),100,100;
+ end;
+ }
}
- mes "[Chocolat]";
- mes "Sure. Go out to the door to the right.";
- close;
- }
- else if(job_novice_q == 9) {
+ } else if (job_novice_q == 7) {
mes "[Chocolat]";
mes "I will tell you about the people you will be seeing in Town.";
mes "There are many kinds of people in town and some of them will be helpful to know.";
@@ -513,46 +663,46 @@ new_1-2,32,172,4 script Chocolat#nv 96,{
mes "There are a lot of people in town, but among them, these people are the most important to know.";
next;
mes "[Chocolat]";
- mes "They are [Kafra] Agents standing right behind me and their rival company the [Cool Event].";
- mes "When you visit a town for the first time, you should talk to Information [Soldier].";
+ mes "They are [Kafra] Employee's standing right behind me and their rival company the [Cool Event Corp].";
+ mes "When you visit a town for the first time, you should talk to Information [Guide]";
next;
mes "[Chocolat]";
mes "Well then, let's hear from each of them.";
- mes "Start by talking to the [Kafra] agent.";
+ mes "Start by talking to the [Kafra] Employee.";
+ set job_novice_q,8;
setquest 7121;
- set job_novice_q,10;
close;
- }
- else if(job_novice_q == 10) {
+ } else if (job_novice_q == 8) {
mes "[Chocolat]";
mes "Here, talk to these guys standing behind me.";
- mes "Start with the [Kafra] gal behind me.";
+ mes "Start with the [Kafra] Employee behind me.";
close;
- }
- else if(job_novice_q == 11) {
+ } else if (job_novice_q == 9) {
mes "[Chocolat]";
mes "You've learned a lot about Kafra service huh?";
- mes "From now on, you can use the Kafra Server.";
+ mes "From now on, you can use the Kafra Service.";
+ next;
+ mes "[Chocolat]";
+ mes "During the Training Process, if you want to go straight to the town, you can use the Kafra Service to go there.";
+ mes "But, once you leave the Training Center, you can never come back here.";
next;
mes "[Chocolat]";
- mes "Next is Kafra's rival, [Cool Event] Staff!";
- mes "[Cool Event] Staff specialize in events.";
+ mes "Next is the Kafra's rival, [Cool Event Corp.] Staff!";
+ mes "[Cool Event Corp.] Staff specialize in events.";
mes "Well, why don't you talk to him yourself?";
close;
- }
- else if(job_novice_q == 12) {
+ } else if (job_novice_q == 10) {
mes "[Chocolat]";
- mes "After [Kafra] and [Cool Event], are the Information [Soldier]s.";
+ mes "After [Kafra] and [Cool Event Corp.], are the Information [Guide]'s.";
mes "They can seem insignificant but they can help you greatly when the time comes.";
next;
mes "[Chocolat]";
- mes "I've brought the Information Soldier from the City of Prontera.";
+ mes "I've brought the Information Guide from the City of Prontera.";
mes "Ask him what he actually does in town.";
close;
- }
- else if(job_novice_q == 13) {
+ } else if (job_novice_q == 11) {
mes "[Chocolat]";
- mes "How was the guide of the Information [Soldier]?";
+ mes "How was the explanation of the Information [Guide]?";
mes "Last is about using [Inn]s.";
mes "There's an Inn located in each town.";
next;
@@ -563,16 +713,11 @@ new_1-2,32,172,4 script Chocolat#nv 96,{
next;
mes "[Chocolat]";
mes "Besides these guys, there's many merchants selling various kind of items, so go check them out.";
+ set job_novice_q,12;
completequest 7121;
- getexp 300,0;
- getexp 300,0;
- getexp 300,0;
- getexp 300,0;
- getexp 300,0;
- getexp 300,20;
- getitem 7059,20; // Cargo_Free_Ticket
- getitem 7060,30; // Warp_Free_Ticket
- set job_novice_q,14;
+ getexp 1800,20;
+ getitem 7059,20; //Cargo_Free_Ticket
+ getitem 7060,30; //Warp_Free_Ticket
next;
mes "[Chocolat]";
mes "You've completed all the quests I gave you.";
@@ -587,280 +732,423 @@ new_1-2,32,172,4 script Chocolat#nv 96,{
mes "Real Combat Training will be given by Instructor Brade. You met him earlier.";
mes "I will send you to the Real Combat Training Field.";
close2;
- savepoint "new_1-3",96,21;
- warp "new_1-3",96,21;
+ set .@map$, "new_"+charat(strnpcinfo(4),4)+"-3";
+ savepoint .@map$,96,21;
+ warp .@map$,96,21;
end;
- }
- else if(job_novice_q > 13) {
+ } else {
mes "[Chocolat]";
- mes "What can I do for you?";
+ mes "Are you lost?";
next;
- select("");
- mes "[Chocolat]";
- mes "I will send you to the Real Combat Training Field right away.";
- close2;
- savepoint "new_1-3",96,21;
- warp "new_1-3",96,21;
- end;
+ switch(select("No, just looking around:Yes, send me to the Combat Training Field")) {
+ case 1:
+ mes "[Chocolat]";
+ mes "Okay, come back to me if";
+ mes "you need me to redirect you.";
+ close;
+ case 2:
+ mes "[Chocolat]";
+ mes "I will send you to the Real Combat Training Field.";
+ close2;
+ set .@map$, "new_"+charat(strnpcinfo(4),4)+"-3";
+ savepoint .@map$,96,21;
+ warp .@map$,96,21;
+ end;
+ }
}
- mes "[Chocolat]";
- mes "Why are you still here?";
- close2;
- warp "prontera",156,90;
- end;
}
+new_1-2,33,172,4 duplicate(NvChocolat) Chocolat#nv1 96
+new_2-2,33,172,4 duplicate(NvChocolat) Chocolat#nv2 96
+new_3-2,33,172,4 duplicate(NvChocolat) Chocolat#nv3 96
+new_4-2,33,172,4 duplicate(NvChocolat) Chocolat#nv4 96
+new_5-2,33,172,4 duplicate(NvChocolat) Chocolat#nv5 96
-// ---------- Kafra ----------
-new_1-2,29,176,4 script Kafra#nv 117,{
- if(job_novice_q < 10) {
- mes "[Kafra Agent]";
+- script Kafra Employee#newbe07::NvKafra -1,{
+ if (job_novice_q < 8) {
+ mes "[Kafra Employee]";
mes "Hello.";
mes "I don't think it's my turn yet.";
mes "Please talk to 'Chocolat' first.";
close;
- }
- else if(job_novice_q == 10) {
- mes "[Kafra Agent]";
+ } else if (job_novice_q == 8) {
+ mes "[Kafra Employee]";
mes "Hello.";
- mes "I've been dispatched by the Kafra Head Office to help Trainees.";
- mes "The Kafra Corporation is the world's largest company with a long and distinguished history on the Rune Midgard continent.";
+ mes "I've been dispatched by the Kafra Head Office to help trainees.";
+ mes "The Kafra Corporation is the world's largest company with a long and distinguished history on the Rune-Midgard continent.";
mes "It's important for you adventurers to be close with us.";
next;
- mes "[Kafra Agent]";
- mes "I will inform you about the Kafra Services which you will be using most frequently, [Save], [Storage], and [Teleport] Services.";
+ mes "[Kafra Employee]";
+ mes "I will inform you about the Kafra Services which you will be using most frequently, [Save], [Storage] and [Teleport] Services.";
next;
- mes "[Kafra Agent]";
- mes "When you talk to a Kafra Agent and ask for the Save Service, the location of where you will revive, after being defeated in battle, will be changed.";
+ mes "[Kafra Employee]";
+ mes "When you talk to a Kafra Employee and ask for the Save Service,";
+ mes "the location of where you will revive, after being defeated in battle, will be changed.";
next;
- mes "[Kafra Agent]";
- mes "Your Respawn Point is always the last place where you have saved.";
- mes "Using a Butterfly Wing will return you to the place where you last saved.";
+ mes "[Kafra Employee]";
+ mes "Your Respawn Point is always the last place where you have saved. Using a Butterfly Wing will return you to the place where you last saved.";
mes "This service is free to use, so feel free to use the Save Service anytime you like.";
next;
- mes "[Kafra Agent]";
- mes "Next is the Storage Service.";
+ callsub L_Services,2; //Storage
+ next;
+ callsub L_Services,3; //Teleport
+ set job_novice_q,9;
+ next;
+ mes "[Kafra Employee]";
+ mes "Do you want to hear another explanation?";
+ next;
+ while(1) {
+ set .@select, select("About Save:About Storage:About Teleport:About Cart:No More.");
+ if (.@select == 5) {
+ mes "[Kafra Employee]";
+ mes "I hope you are satisfied with my explanation";
+ mes "about the Kafra Service.";
+ close;
+ }
+ callsub L_Services, .@select;
+ next;
+ }
+ } else {
+ mes "[Kafra Employee]";
+ mes "Kafra Service at your service.";
+ mes "What can I do for you?";
+ next;
+ mes "[Kafra Employee]";
+ mes "Let me inform you before you use the Teleport Service.";
+ mes "If you teleport to the village,";
+ mes "^4d4dffyou can NEVER come back to the Novice Training Field.^000000";
+ mes "So keep that in mind.";
+ next;
+ switch(select("Teleport Service:About Kafra Service")) {
+ case 1:
+ mes "[Kafra Employee]";
+ mes "So, you are going straight to town.";
+ mes "Let me give you a brief introduction.";
+ mes "^4d4dffProntera is the Capital City of the Rune-Midgarts Kingdom, and right next to it is Izlude^000000.";
+ next;
+ mes "[Kafra Employee]";
+ mes "^4d4dffMorroc is the Desert City, you can change your job to Thief and Assassin^000000 here.";
+ mes "^4d4dffPayon is the Village in the Mountains, and it is close to the Archer Village^000000.";
+ mes "^4d4dffGeffen is the City of Magic. Go there if you want to become a Mage.^000000";
+ next;
+ mes "[Kafra Employee]";
+ mes "^4d4dffAlberta is the Port City and there you can find the Merchant Guild^000000.";
+ mes "Also, if you are trying to take a boat to go somewhere, you have to go through Alberta first.";
+ mes "Select the town you want to teleport to.";
+ next;
+ switch(select("Prontera:Morroc:Payon:Alberta:Geffen")) {
+ case 1:
+ mes "[Kafra Employee]";
+ mes "Rune-Midgarts' Capital, Prontera.";
+ mes "I will send you to Prontera.";
+ mes "May Freya bless you upon your journey.";
+ callfunc "F_NvErase";
+ close2;
+ savepoint "prontera",117,72;
+ warp "prontera",150,50;
+ end;
+ case 2:
+ mes "[Kafra Employee]";
+ mes "The Desert City, Morroc...";
+ mes "It has lost it's former glory...";
+ mes "Do not lose the dream in your heart right now.";
+ callfunc "F_NvErase";
+ close2;
+ savepoint "morocc",150,99;
+ warp "morocc",155,110;
+ end;
+ case 3:
+ mes "[Kafra Employee]";
+ mes "Hmm, you want to be an Archer?.";
+ mes "Let's go to Payon.";
+ mes "Let Freya bless you.";
+ callfunc "F_NvErase";
+ close2;
+ savepoint "payon",70,100;
+ warp "payon",166,67;
+ end;
+ case 4:
+ mes "[Kafra Employee]";
+ mes "The Port City, Alberta.";
+ mes "Main city for all trades on the Rune-Midgard continent.";
+ mes "If you want to experience other civilizations, you have to visit Alberta first.";
+ callfunc "F_NvErase";
+ close2;
+ savepoint "alberta",30,232;
+ warp "alberta",114,58;
+ end;
+ case 5:
+ mes "[Kafra Employee]";
+ mes "The City of Magic!";
+ mes "Geffen Tower is looking nice standing in the middle of Geffen City.";
+ mes "I will send you close to the Geffen fountain.";
+ mes "May Goddess Freya bless you!.";
+ callfunc "F_NvErase";
+ close2;
+ savepoint "geffen",119,37;
+ warp "geffen",122,65;
+ end;
+ }
+ case 2:
+ mes "[Kafra Employee]";
+ mes "I will explain about the Kafra Service.";
+ mes "Which Service do you want to be";
+ mes "informed about?";
+ next;
+ while(1) {
+ set .@select, select("About Save:About Storage:About Teleport:About Cart:No More.");
+ if (.@select == 5) {
+ mes "[Kafra Employee]";
+ mes "I hope you are satisfied with my explanation";
+ mes "about the Kafra Service.";
+ close;
+ }
+ callsub L_Services, .@select;
+ next;
+ }
+ }
+ }
+ end;
+
+L_Services:
+ switch(getarg(0)) {
+ case 1:
+ mes "[Kafra Employee]";
+ mes "When you are killed in a battle,";
+ mes "you can revive in the location you saved with this service.";
+ mes "If you save at a Kafra in each village";
+ mes "You can revive in the village you saved.";
+ next;
+ mes "[Kafra Employee]";
+ mes "Saved location is always where";
+ mes "you saved last, and by using a Butterfly Wing,";
+ mes "you can teleport directly to your saved point.";
+ mes "So feel free to use this service.";
+ break;
+ case 2:
+ mes "[Kafra Employee]";
+ mes "Next is about using the Storage Service.";
mes "You can store and retrieve your items in any town at your convenience.";
next;
- mes "[Kafra Agent]";
+ mes "[Kafra Employee]";
mes "It's unreasonable to carry all of your items with you when you don't need them right away.";
mes "Please use our Storage and keep your items safe and secure.";
next;
- mes "[Kafra Agent]";
- mes "Our convenient Storage Service is provided to our customers for a small fee which is different from town to town.";
- mes "However, you must be at least ^4A4AFFBasic Skill Level 6^000000 to use the Storage.";
+ mes "[Kafra Employee]";
+ mes "Our convenient Storage Service";
+ mes "is provided to our customers for a small fee which is different from town to town.";
+ mes "However, you must be";
+ mes "at least ^3355FFBasic Skill Level 6^000000";
+ mes "to use the Storage.";
next;
- mes "[Kafra Agent]";
+ mes "[Kafra Employee]";
+ //mes "There are 3 different item sections of the Storage into which items are organized: Consumable, Equipment and Etc.";
mes "There are 7 different item sections of the Storage into which items are organized: Consumable, Kafra (Item Mall), Armor, Weapons, Ammo, Cards, and Etc items.";
next;
- mes "[Kafra Agent]";
- mes "There are a maximum of 600 Inventory Slots in Kafra Storage, meaning you can have up to 600 different kinds of total items in Storage.";
+
+ // VIP System messages.
+ mes "[Kafra Employee]";
+ mes "There are a maximum of 600 Inventory Slots in Kafra Storage, meaning you can have up to 600 different kinds of items in Storage.";
+ next;
+/*
+ mes "[Kafra Employee]";
+ mes "There are a maximum of 300 Inventory Slots in Kafra Storage, meaning you can have up to 300 different kinds of items in Storage.";
next;
- mes "[Kafra Agent]";
+ mes "[Kafra Employee]";
mes "If you have a Premium Subscription, the maximum Inventory Slots in Kafra Storage is 600!";
mes "Remember though, that in the case of Equipment, each item takes up one Inventory Slot.";
mes "The maximum number of items that can be placed in Kafra Storage is 30,000.";
next;
- mes "[Kafra Agent]";
- mes "Storage is shared by everyone character on one account.";
- mes "Storage Fees can vary for each Town.";
+*/
+
+ mes "[Kafra Employee]";
+ mes "This Storage is shared by every character on one account.";
+ mes "Storage Fees can be vary for each Town.";
mes "So please keep that in mind when you are using our storage service.";
- next;
- mes "[Kafra Agent]";
+ break;
+ case 3:
+ mes "[Kafra Employee]";
mes "We also provide you with a Teleport Service to make your trips easier when you are trying to move a long distance.";
next;
- mes "[Kafra Agent]";
- mes "With our veteran teleporter's skill, your trip will be safer and more comfortable.";
+ mes "[Kafra Employee]";
+ mes "With our veteran teleporter's skill,";
+ mes "your trip will be safer and more comfortable.";
mes "Oh and remember that the places you can teleport to vary from town to town.";
next;
- mes "[Kafra Agent]";
- mes "This is all for your never ending support. We are working hard to repay our debt to our customers.";
- next;
- mes "[Kafra Agent]";
- mes "Do you want to hear another explanation?";
- set job_novice_q,11;
- next;
- }
- else {
- mes "[Kafra Agent]";
- mes "Kafra Service at your service";
- mes "What can I do for you?";
- next;
- select("About Kafra Service");
- mes "[Kafra Agent]";
- mes "I will explain about the Kafra Service.";
- mes "Which service do you want to be informed about?";
- next;
- }
-
- while(1) {
- switch(select("About Save:About Storage:About Teleport:About Cart:No More.")) {
- case 1:
- mes "[Kafra Agent]";
- mes "When you are killed in battle, you can revive in the location you saved with this service.";
- mes "If you save at a Kafra in a village, you can revive in the village you saved.";
- next;
- mes "[Kafra Agent]";
- mes "Saved location is always where you saved last, and by using a Butterfly Wing, you can teleport directly to your saved point.";
- mes "So feel free to use this service.";
- next;
- break;
- case 2:
- mes "[Kafra Agent]";
- mes "Next is the Storage Service.";
- mes "You can store and retrieve your items in any town at your convenience.";
- next;
- mes "[Kafra Agent]";
- mes "It's unreasonable to carry all of your items with you when you don't need them right away.";
- mes "Please use our Storage and keep your items safe and secure.";
- next;
- mes "[Kafra Agent]";
- mes "Our convenient Storage Service is provided to our customers for a small fee which is different from town to town.";
- mes "However, you must be at least ^4A4AFFBasic Skill Level 6^000000 to use the Storage.";
- next;
- mes "[Kafra Agent]";
- mes "There are 7 different item sections of the Storage into which items are organized: Consumable, Kafra (Item Mall), Armor, Weapons, Ammo, Cards, and Etc items.";
- next;
- mes "[Kafra Agent]";
- mes "There are a maximum of 600 Inventory Slots in Kafra Storage, meaning you can have up to 600 different kinds of total items in Storage.";
- next;
- mes "[Kafra Agent]";
- mes "If you have a Premium Subscription, the maximum Inventory Slots in Kafra Storage is 600!";
- mes "Remember though, that in the case of Equipment, each item takes up one Inventory Slot.";
- mes "The maximum number of items that can be placed in Kafra Storage is 30,000.";
- next;
- mes "[Kafra Agent]";
- mes "Storage is shared by everyone character on one account.";
- mes "Storage Fees can vary for each Town.";
- mes "So please keep that in mind when you are using our storage service.";
- next;
- break;
- case 3:
- mes "[Kafra Agent]";
- mes "We also provide you with a Teleport Service to make your trips easier when you are trying to move a long distance.";
- next;
- mes "[Kafra Agent]";
- mes "With our veteran teleporter's skill, your trip will be safer and more comfortable.";
- mes "Oh and remember that the places you can teleport to vary from town to town.";
- next;
- mes "[Kafra Agent]";
- mes "This is all for your never ending support. We are working hard to repay our debt to our customers.";
- next;
- break;
- case 4:
- mes "[Kafra Agent]";
- mes "The Kafra corporation provides Cart rental services to customers engaged in commercial business.";
- mes "Originally this cart rental service had been only provided by the merchant guild in Alberta.";
- next;
- mes "[Kafra Agent]";
- mes "However, since we took over this service, our merchant customers have been able to rent carts from almost anywhere.";
- mes "The cart rental service is available only for job classes engaged in commercial business such as ^4A4AFFMerchants, Blacksmiths, Alchemists, and Super Novices^000000.";
- next;
- mes "[Kafra Agent]";
- mes "Of course you should learn the 'Pushcart' skill beforehand, otherwise you will not be able to rent a cart from us.";
- mes "The rental fee varies by town, please keep that in mind.";
- next;
- break;
- case 5:
- mes "[Kafra Agent]";
- mes "I hope you are satisfied with my explanation about the Kafra Service.";
- close;
- }
+ mes "[Kafra Employee]";
+ mes "This is all for your never ending";
+ mes "support. We are working hard to";
+ mes "repay our dept to our customers.";
+ break;
+ case 4:
+ mes "[Kafra Employee]";
+ mes "The Kafra corporation provides Cart rental services";
+ mes "to customers engaged in commercial business.";
+ mes "Originally this cart rental service had been only provided";
+ mes "by the merchant guild in Alberta";
+ next;
+ mes "[Kafra Employee]";
+ mes "However, since we took over this service";
+ mes "our merchant customers have been able to rent carts from almost anywhere.";
+ mes "The cart rental service is available only for job classes engaged in commercial business";
+ mes "such as ^4d4dffMerchants, Blacksmiths, Alchemists, and Super Novices^000000.";
+ next;
+ mes "[Kafra Employee]";
+ mes "Of course you should learn the 'Pushcart' skill beforehand,";
+ mes "otherwise you will not be able to rent a cart from us.";
+ mes "The rental fee varies by town,";
+ mes "please keep that in mind.";
+ break;
}
+ return;
}
+new_1-2,30,176,4 duplicate(NvKafra) Kafra Employee#nv1 117
+new_2-2,30,176,4 duplicate(NvKafra) Kafra Employee#nv2 117
+new_3-2,30,176,4 duplicate(NvKafra) Kafra Employee#nv3 117
+new_4-2,30,176,4 duplicate(NvKafra) Kafra Employee#nv4 117
+new_5-2,30,176,4 duplicate(NvKafra) Kafra Employee#nv5 117
-// ---------- Cool Event Staff ----------
-new_1-2,32,176,4 script Cool Event Staff#nv 874,{
- if(job_novice_q < 11) {
- mes "[Cool Event Staff]";
+- script Cool Event Corp. Staff::NvCool -1,{
+ if (job_novice_q < 9) {
+ mes "[Cool Event Corp. Staff]";
mes "This is not my turn.";
- mes "You finished talking to Kafra yet?";
+ mes "have you finished talking to the Kafra Employee yet?";
close;
- }
- else if(job_novice_q == 11) {
- mes "[Cool Event Staff]";
+ } else if (job_novice_q == 9) {
+ mes "[Cool Event Corp. Staff]";
mes "Hello.";
- mes "We are working hard to provide events on Rune Midgard similar to the Kafra service.";
+ mes "We are working hard to provide events on Rune-Midgard similar to the Kafra services.";
next;
- mes "[Cool Event Staff]";
- mes "Our staff is here to support you with [storage], [save], and [teleport] services.";
+ mes "[Cool Event Corp. Staff]";
+ mes "Our staff is here to support you with [storage], [save] and [teleport service].";
next;
- mes "[Cool Event Staff]";
+ mes "[Cool Event Corp. Staff]";
mes "If there's no Kafra around you, we're around to help you.";
next;
- mes "[Cool Event Staff]";
+ mes "[Cool Event Corp. Staff]";
mes "We are working hard on a network of Events to make your life better.";
mes "I hope that you can meet our staff in Alberta.";
next;
- mes "[Cool Event Staff]";
+ mes "[Cool Event Corp. Staff]";
mes "Who knows, we might meet outside of this academy.";
next;
- mes "[Cool Event Staff]";
- mes "Mostly all of us wear red coats in the places that the Kafra Staff don't work for.";
- set job_novice_q,12;
+ mes "[Cool Event Corp. Staff]";
+ mes "Mostly all of us wear red coats in the places that the Kafra Employee's don't work in.";
+ set job_novice_q,10;
+ close;
+ } else {
+ mes "[Cool Event Corp. Staff]";
+ mes "Most of our services are similar to those of the Kafra Corporation.";
close;
}
- mes "[Cool Event Staff]";
- mes "Most of our services are similar to those of Kafra.";
- close;
}
+new_1-2,33,176,4 duplicate(NvCool) Cool Event Corp. Staff::NvCool1 874
+new_2-2,33,176,4 duplicate(NvCool) Cool Event Corp. Staff::NvCool2 874
+new_3-2,33,176,4 duplicate(NvCool) Cool Event Corp. Staff::NvCool3 874
+new_4-2,33,176,4 duplicate(NvCool) Cool Event Corp. Staff::NvCool4 874
+new_5-2,33,176,4 duplicate(NvCool) Cool Event Corp. Staff::NvCool5 874
-// ---------- Soldier ----------
-new_1-2,35,176,4 script Soldier#nv 105,{
- if(job_novice_q < 12) {
- mes "[Soldier]";
- mes "It isn't my turn yet.";
+- script Guide::NvGuide -1,{
+ if (job_novice_q < 10) {
+ mes "[Guide]";
+ mes "It ain't my turn yet.";
mes "Listen to Chocolat.";
close;
- }
- else if(job_novice_q == 12) {
- mes "[Soldier]";
- mes "Soldiers are in each town to guide you to useful places.";
- mes "Ask us where you want to go and we'll mark your mini maps with a ^4A4AFF+^000000.";
+ } else if (job_novice_q == 10) {
+ mes "[Guide]";
+ mes "Guides are in each town to guide you to useful places.";
+ mes "Ask us where you want to go and we'll mark your mini maps with a ^4d4dff+^000000.";
mes "Don't hesitate to ask us questions.";
next;
- mes "[Soldier]";
+ mes "[Guide]";
mes "We all don't look the same in every town but our roles are the same.";
mes "Take note of this whenever you go to a new town.";
next;
- mes "[Soldier]";
- mes "If you want to go to your first town, you can do so once you have reached Base Level 11 in the training grounds.";
- set job_novice_q,13;
- close;
- }
- mes "[Soldier]";
- mes "What can I help you with?";
- mes "Need me to explain what I do again?";
- next;
- if(select("Yes, I need an explanation.:Nope") == 2) {
- mes "[Soldier]";
- mes "Ok well talk to Chocolat if you're done talking with us.";
+ mes "[Guide]";
+ mes "If you want to go to your first town, you can ask the Kafra Employee to the left.";
+ mes "You can move there with the Teleport Service.";
+ set job_novice_q,11;
close;
+ } else {
+ mes "[Guide]";
+ mes "What can I help you with?";
+ mes "Need me to explain what I do again?";
+ next;
+ switch(select("Yes, I need an explanation.:Nope.")) {
+ case 1:
+ mes "[Guide]";
+ mes "Guides are in each town to guide you to useful places in each town.";
+ mes "Ask us where you want to go and we'll mark your mini maps with a ^4d4dff+^000000.";
+ mes "Don't hesitate to ask us questions.";
+ next;
+ mes "[Guide]";
+ mes "We all don't look the same in every town but our roles are the same.";
+ mes "Take note of this whenever you go to a new town.";
+ next;
+ mes "[Guide]";
+ mes "If you want to go to your first town, you can ask the Kafra Employee to the left.";
+ mes "You can move there with the Teleport Service.";
+ close;
+ case 2:
+ mes "[Guide]";
+ mes "Ok well talk to Chocolat if you're done talking with us.";
+ close;
+ }
}
- mes "[Soldier]";
- mes "Soldiers are in each town to guide you to useful places.";
- mes "Ask us where you want to go and we'll mark your mini maps with a ^4A4AFF+^000000.";
- mes "Don't hesitate to ask us questions.";
- next;
- mes "[Soldier]";
- mes "We all don't look the same in every town but our roles are the same.";
- mes "Take note of this whenever you go to a new town.";
- next;
- mes "[Soldier]";
- mes "If you want to go to your first town, you can do so once you have reached Base Level 11 in the training grounds.";
- close;
}
+new_1-2,36,176,4 duplicate(NvGuide) Guide#nv1 105
+new_2-2,36,176,4 duplicate(NvGuide) Guide#nv2 105
+new_3-2,36,176,4 duplicate(NvGuide) Guide#nv3 105
+new_4-2,36,176,4 duplicate(NvGuide) Guide#nv4 105
+new_5-2,36,176,4 duplicate(NvGuide) Guide#nv5 105
-// Instructor Brade (Real Combat Training)
+// Real Combat Training
//============================================================
-- script Brade#nv::NvBrade 733,{
- if(job_novice_q < 14) {
- mes "[Brade]";
- mes "How did you get here?";
- close2;
- warp "new_1-2",100,100;
- end;
- }
- else if(job_novice_q == 14) {
+- script Brade#newbe04::NvBradeB -1,{
+ if (job_novice_q < 12) {
+ if (job_novice_q < 2) {
+ mes "[Brade]";
+ mes "You have participated on the previous Training Grounds.";
+ mes "The Training Grounds have now come under new management.";
+ next;
+ mes "[Brade]";
+ mes "Do you want to do the basic course,";
+ mes "or do you just want to go through from here?";
+ next;
+ switch(select("Send me to Basic Training.:I'll start from here.")) {
+ case 1:
+ mes "[Brade]";
+ mes "Ok. I'll send you to the basic course.";
+ close2;
+ warp "new_"+charat(strnpcinfo(4),4)+"-2",100,100;
+ end;
+ case 2:
+ mes "[Brade]";
+ mes "Then we will start your training.";
+ mes "I'll write down the registration form.";
+ set job_novice_q,12;
+ close;
+ }
+ } else {
+ mes "[Brade]";
+ mes "I think you came back from theory training course,";
+ mes "can I send you back to there or do you just want to go through from here?";
+ next;
+ switch(select("Send me back to Chocolat.:I'll start from here.")) {
+ case 1:
+ mes "[Brade]";
+ mes "Ok. I'll send you to Chocolat.";
+ close2;
+ warp "new_"+charat(strnpcinfo(4),4)+"-2",41,172;
+ end;
+ case 2:
+ mes "[Brade]";
+ mes "Then we will start your training.";
+ mes "I'll write down the registration form.";
+ set job_novice_q,12;
+ close;
+ }
+ }
+ } else if (job_novice_q == 12) {
mes "[Brade]";
mes "Welcome.";
mes "Now this is real practice.";
@@ -872,113 +1160,163 @@ new_1-2,35,176,4 script Soldier#nv 105,{
next;
mes "[Brade]";
mes "For convenience,";
- mes "^4A4AFFIf you hold down the Ctrl key,^000000";
- mes "while attacking, you will automatically attack.";
+ mes "^4d4dffIf you hold down the Ctrl key,^000000 while attacking, you will automatically attack.";
next;
mes "[Brade]";
- mes "You can also set this mode before battle by typing ^4A4AFF[ /nc ]^000000.";
+ mes "You can also set this mode before battle by typing ^4d4dff[ /nc ]^000000.";
next;
mes "[Brade]";
mes "Then, let's go Poring hunting.";
- mes "Please hunt Poring's on Level 1 of the training grounds.";
+ mes "Please hunt 'Poring's on Level 1 of the training grounds.";
+ set job_novice_q,13;
setquest 7122;
- set job_novice_q,15;
- getitem 569,100; // Novice_Potion
+ getitem 569,100; //Novice_Potion
+ savepoint strnpcinfo(4),96,21;
next;
- mes "^4A4AFF- You've received a quest from Instructor Brade.^000000";
- mes "^4A4AFFPlease check the quest information window. -^000000";
+ mes "^4d4dff- You've received a quest from Instructor Brade.";
+ mes "Please check the quest information window. -^000000";
+ close2;
+ } else if (job_novice_q < 15) {
+ if (job_novice_q == 13) {
+ if (checkquest(7122,HUNTING) == 2) {
+ mes "[Brade]";
+ mes "You can see it is not so hard, huh?";
+ mes "Nice job.";
+ set job_novice_q,14;
+ getitem 13040,1; //N_Cutter
+ getexp 3000,30;
+ completequest 7122;
+ next;
+ } else {
+ mes "[Brade]";
+ mes "Kill enough Porings.";
+ mes "Porings are easy to deal with, so cheer up.";
+ mes "Try again.";
+ npcskill "AL_HEAL",11,99,60;
+ close;
+ }
+ }
+ mes "[Brade]";
+ mes "Now all of the courses are almost done.";
+ mes "You are a Novice, and you can't get any jobs yet.";
+ next;
+ mes "[Brade]";
+ mes "If you acquire all of basic skills with JOB Level 10, you can change your job.";
+ next;
+ mes "[Brade]";
+ mes "The first Job classes are defined into 6 classes.";
+ next;
+ mes "[Brade]";
+ mes "The 6 basic jobs are";
+ mes "Swordman, Thief,";
+ mes "Acolyte, Mage,";
+ mes "Archer and Merchant.";
+ next;
+ mes "[Brade]";
+ mes "Let's experience the basic 6 jobs, Swordman, Thief, Acolyte, Mage, Archer and Merchant and see what those jobs can do.";
+ next;
+ mes "[Brade]";
+ mes "Behind me, there are people dispatched from each of the basic Job Guilds.";
+ mes "These people will give you instruction manuals that allow you to experience some limited skills of each job.";
+ next;
+ mes "[Brade]";
+ mes "Equip a manual of the job which you want to experience, and you will be able to use some basic skills of that corresponding job.";
+ mes "Try those skills and decide which job to choose.";
+ set job_novice_q,15;
close;
- }
- else if(job_novice_q == 15) {
- if(checkquest(7122,HUNTING) == 2) {
- mes "[Brade]";
- mes "You can see it is not so hard, right?";
- mes "Nice job.";
- getitem 13040,1; // N_Cutter
- getexp 1000,0;
- getexp 1000,0;
- getexp 1000,30;
- completequest 7122;
- set job_novice_q,16;
- next;
- mes "[Brade]";
- mes "Now all of the courses are almost done.";
- mes "You are a Novice, and you can't get any jobs yet.";
- next;
- mes "[Brade]";
- mes "If you acquire all of basic skills with Job Level 10, you can change your job.";
- next;
- mes "[Brade]";
- mes "The first job classes are defined into 6 classes.";
- next;
+ } else {
+ mes "[Brade]";
+ mes "Have you tried the skills in the Manuals?";
+ mes "If you want to hear information about each job, talk to the people dispatched by the Job Guilds.";
+ next;
+ mes "[Brade]";
+ mes "I think you've learned enough, do you want to quit and go to your first town?";
+ next;
+ switch(select("I will stay little longer.:I want to quit and go to the town.")) {
+ case 1:
mes "[Brade]";
- mes "The 6 basic jobs are";
- mes "Swordman, Thief,";
- mes "Acolyte, Mage,";
- mes "Archer and Merchant.";
+ mes "It's ok to stay here and practice until you think you are ready.";
next;
mes "[Brade]";
- mes "Let's experience the basic 6 jobs, Swordman, Thief, Acolyte, Mage, Archer and Merchant and see what those jobs can do.";
- next;
+ mes "Try using the job manuals to find out the characteristics of each job's skills.";
+ mes "I will restore your HP and SP... Keep it up.";
+ npcskill "AL_HEAL",11,99,60;
+ percentheal 0,100;
+ close;
+ case 2:
mes "[Brade]";
- mes "Behind me, there are people dispatched from each of the basic Job Guilds.";
- mes "These people will give you instruction manuals that allow you to experience some limited skills of each job.";
+ mes "Looks like you are ready.";
+ mes "I guess you have made up your mind, huh?";
+ mes "Well, where do you want to go?";
next;
- mes "[Brade]";
- mes "Equip a manual of the job which you want to experience, and you will be able to use some basic skills of that corresponding job.";
- mes "Try those skills and decide which job to choose.";
- close;
+ switch(select("Prontera:Morroc:Payon:Alberta:Geffen:Cancel")) {
+ case 1:
+ mes "[Brade]";
+ mes "Prontera, the Capital city of the Rune-Midgarts Kingdom.";
+ mes "Take care and god bless you on your journey.";
+ callfunc "F_NvErase";
+ close2;
+ savepoint "prontera",117,72;
+ warp "prontera",150,50;
+ end;
+ case 2:
+ mes "[Brade]";
+ mes "The Desert Town, Morroc...";
+ mes "There's lots of hidden stories within that town.";
+ mes "Take care.";
+ callfunc "F_NvErase";
+ close2;
+ savepoint "morocc",150,99;
+ warp "morocc",155,110;
+ end;
+ case 3:
+ mes "[Brade]";
+ mes "You've selected Payon.";
+ mes "God bless you.";
+ callfunc "F_NvErase";
+ close2;
+ savepoint "payon",70,100;
+ warp "payon",166,67;
+ end;
+ case 4:
+ mes "[Brade]";
+ mes "Alberta, the Port City.";
+ mes "It's the main hub of all trades.";
+ mes "If you want to meet with other civilizations, you have to go to Alberta first.";
+ mes "Well then, god bless you on your soul.";
+ callfunc "F_NvErase";
+ close2;
+ savepoint "alberta",30,232;
+ warp "alberta",114,58;
+ end;
+ case 5:
+ mes "[Brade]";
+ mes "Geffen, the City of Magic.";
+ mes "Geffen Tower in the middle of the city is nice.";
+ mes "I will send you near the Geffen fountain.";
+ mes "May Goddess Freya bless you.";
+ callfunc "F_NvErase";
+ close2;
+ savepoint "geffen",119,37;
+ warp "geffen",122,65;
+ end;
+ case 6:
+ mes "[Brade]";
+ mes "Yeah... Think with prudence.";
+ mes "...Meet up with the people from each guild.";
+ close;
+ }
}
- mes "[Brade]";
- mes "Kill enough Porings.";
- mes "Porings are easy to deal with, so cheer up.";
- mes "Try again.";
- npcskill "AL_HEAL",10,99,60;
- close;
- }
- mes "[Brade]";
- mes "Have you tried the skills in the Manuals?";
- mes "If you want to hear information about each job, talk to the people dispatched by the Job Guilds.";
- next;
- mes "[Brade]";
- mes "I think you've learned enough, if you want to learn more, then speak to the Eden Group girl next to the Trainers.";
- next;
- mes "[Brade]";
- mes "Try using the job manuals to find out the characteristics of each job's skills.";
- mes "I will restore your HP and SP... Keep it up.";
- npcskill "AL_HEAL",10,99,60;
- close;
-}
-
-new_1-3,96,30,4 duplicate(NvBrade) Brade#nv1 733
-new_2-3,96,30,4 duplicate(NvBrade) Brade#nv2 733
-new_3-3,96,30,4 duplicate(NvBrade) Brade#nv3 733
-new_4-3,96,30,4 duplicate(NvBrade) Brade#nv4 733
-new_5-3,96,30,4 duplicate(NvBrade) Brade#nv5 733
-
-// Job Guides (Real Combat Training)
-//============================================================
-// --------------------------- Deletion Function ------------------------------
-function script F_NvErase {
- if (getarg(0,0)) {
- if (checkquest(7123) == 0 || checkquest(7123) == 1) erasequest 7123;
- if (checkquest(7124) == 0 || checkquest(7124) == 1) erasequest 7124;
- if (checkquest(7126) == 0 || checkquest(7126) == 1) erasequest 7126;
- if (checkquest(7127) == 0 || checkquest(7127) == 1) erasequest 7127;
}
- nude;
- if (countitem(2819)) delitem 2819,1; // Swordsman_Manual
- if (countitem(2820)) delitem 2820,1; // Thief_Manual
- if (countitem(2821)) delitem 2821,1; // Acolyte_Manual
- if (countitem(2822)) delitem 2822,1; // Archer_Manual
- if (countitem(2823)) delitem 2823,1; // Merchant_Manual
- if (countitem(2824)) delitem 2824,1; // Mage_Manual
- return;
}
+new_1-3,96,30,4 duplicate(NvBradeB) Brade#nv1b 733
+new_2-3,96,30,4 duplicate(NvBradeB) Brade#nv2b 733
+new_3-3,96,30,4 duplicate(NvBradeB) Brade#nv3b 733
+new_4-3,96,30,4 duplicate(NvBradeB) Brade#nv4b 733
+new_5-3,96,30,4 duplicate(NvBradeB) Brade#nv5b 733
-// ---------------------------- Swordman Guide -------------------------------
-- script Swordman Guide#nv::NvSwd 728,{
- if(job_novice_q < 16) {
+- script Swordman Guide#newbe10::NvSwordman -1,{
+ if (job_novice_q < 15) {
mes "[Swordman Guildsman]";
mes "I won't help you until you finish Brade's instructions.";
close;
@@ -987,291 +1325,248 @@ function script F_NvErase {
mes "Can I help you?";
next;
switch(select("About Swordman Class.:Job change to Swordman.:Got any quests?:Cancel.")) {
- case 1:
- mes "[Swordman Guildsman]";
- mes "Literally, Swordman means one, who is specialized in wielding swords.";
- mes "But they can also choose to use spears if they so choose.";
- next;
+ case 1:
+ mes "[Swordman Guildsman]";
+ mes "Literally, Swordman means one, who";
+ mes "is specialized in wielding swords.";
+ mes "But they can also choose to use spears if they so choose.";
+ next;
+ mes "[Swordman Guildsman]";
+ mes "We possesses strong physical strength.";
+ mes "So naturally we can equip heavy armors and weapons.";
+ mes "Most weapon classes, except for bows and rods,";
+ mes "are equippable by our class.";
+ next;
+ mes "[Swordman Guildsman]";
+ mes "The only weakness of the Swordman class is that they cannot use magic spells.";
+ mes "But we've compensated for that by using elemental weapons.";
+ next;
+ mes "[Swordman Guildsman]";
+ mes "The merits of being a Swordman is the enormous amount of HP we have.";
+ mes "Most of us can bear the grunt of our enemies' attacks with relative ease.";
+ next;
+ mes "[Swordman Guildsman]";
+ mes "And we are unrivaled when it comes to one-on-one melee combat.";
+ next;
+ mes "[Swordman Guildsman]";
+ mes "Anyone who chooses to be a Swordman will likely play the role of the tank. It is our duty to protect the weak.";
+ next;
+ mes "[Swordman Guildsman]";
+ mes "As a Swordman you can advance to a ^8E2323Knight^000000 or ^8E2323Crusader^000000 class as your 2nd class profession.";
+ mes "And just recently third professions have been discovered.";
+ next;
+ if (isequipped(2819) || countitem(2819)) {
mes "[Swordman Guildsman]";
- mes "We possess strong physical strength.";
- mes "So naturally we can equip heavy armors and weapons.";
- mes "Most weapon classes, except for bows and rods, are equippable by our class.";
- next;
+ mes "Try the Swordman skills listed in the manual.";
+ mes "Open your skill menu by pressing Alt + S";
+ mes "Make sure it is in list mode by clicking the minimize button on the top right corner of the Skill Menu.";
+ close;
+ }
+ mes "[Swordman Guildsman]";
+ mes "If you're interested in being a Swordman, I'll offer you this manual.";
+ mes "Do you want to try the skills of a Swordman?";
+ next;
+ switch(select("I'll try the Swordman skills.:No thanks.")) {
+ case 1:
mes "[Swordman Guildsman]";
- mes "The only weakness of the Swordman class is that they cannot use magic spells.";
- mes "But we've compensated for that by using elemental weapons.";
+ mes "Here is the Swordman manual.";
+ mes "I'll just take any manuals from any other classes you have.";
next;
- mes "[Swordman Guildsman]";
- mes "The merits of being a Swordman is the enormous amount of HP we have.";
- mes "Most of us can bear the grunt of our enemies' attacks with relative ease.";
+ callfunc "F_NvErase";
+ getitem 2819,1; //Swordman_Manual
next;
mes "[Swordman Guildsman]";
- mes "And we are unrivaled when it comes to one-on-one melee combat.";
- next;
+ mes "After equipping the Manual, open your Skill menu by pressing ALT+S.";
+ mes "Make sure to minimize your Skill tree by clicking the '-' button on the top right corner of the Skill Tree Window.";
+ close;
+ case 2:
mes "[Swordman Guildsman]";
- mes "Anyone who chooses to be a Swordman will likely play the role of the tank. It is our duty to protect the weak.";
- next;
+ mes "Hum. Do you think so?";
+ mes "Ok, I agree with you. Choosing a job is very important in our lives.";
+ mes "Just talk to me whenever you want to experience Swordman skills.";
+ close;
+ }
+ case 2:
+ mes "[Swordman Guildsman]";
+ mes "Do you really want to change your job to Swordman?";
+ mes "If you want to be a Swordman, I'll send you to the Swordman Association immediately.";
+ next;
+ mes "[Swordman Guildsman]";
+ mes "I think you have enough job levels, of course, right?";
+ mes "Do you want to stop your training now and go to the Swordman Association?";
+ next;
+ switch(select("I'll consider it again.:I'll go to the Swordman Association.")) {
+ case 1:
mes "[Swordman Guildsman]";
- mes "As a Swordman you can advance to a ^8C2121Knight^000000 or ^8C2121Crusader^000000 class as your 2nd class profession.";
- mes "And just recently third professions have been discovered.";
- if(countitem(2819) == 0 && (getequipid(EQI_ACC_L) != 2819 || getequipid(EQI_ACC_R) != 2819)) {
- next;
- mes "[Swordman Guildsman]";
- mes "If you're interested in being a Swordman, I'll offer you this manual.";
- mes "Do you want to try the skills of a Swordman?";
- next;
- if(select("I'll try the Swordman skills.:No Thanks.") == 2) {
- mes "[Swordman Guildsman]";
- mes "Hum. Do you think so?";
- mes "Ok, I agree with you. Choosing a job is very important in our lives.";
- mes "Just talk to me whenever you want to experience Swordman skills.";
- close;
- }
- mes "[Swordman Guildsman]";
- mes "Here is the Swordman manual.";
- mes "I'll just take any manuals from any other classes you have.";
- callfunc "F_NvErase";
- getitem 2819,1; // Swordsman_Manual
- next;
- mes "[Swordman Guildsman]";
- mes "After equipping the Manual, open your Skill menu by pressing ALT+S.";
- mes "Make sure to minimize your Skill tree by clicking the '-' button on the top right corner of the Skill Tree Window.";
- }
+ mes "Please try enough instruction manuals from each job class and consider it carefully.";
+ mes "Of course, you're always welcomed.";
close;
case 2:
mes "[Swordman Guildsman]";
- mes "Do you really want to change your job to Swordman?";
- mes "If you want to be a Swordman, I'll send you to the Swordman Guild immediately.";
+ mes "I see.";
+ mes "Then I'll end your training process and send you to the Swordman Guild.";
+ callfunc "F_NvErase",1;
+ close2;
+ savepoint "izlude",128,98; // Old coordinates: (95,104)
+ warp "izlude_in",74,167;
+ end;
+ }
+ case 3:
+ set .@quest, checkquest(7123);
+ if (.@quest == -1) {
+ mes "[Swordman Guildsman]";
+ mes "You want me to give you a quest?";
+ mes "Umm. Let me see.";
+ mes "Ok! Hunt a couple of Picky monsters around here?";
+ next;
+ mes "^4d4dffYou received a hunting request from a staff of the Swordman Guild.";
+ mes "You can check the contents of the quest from the quest information window.^000000";
+ setquest 7123;
next;
mes "[Swordman Guildsman]";
- mes "I think you have enough job levels, of course, right?";
- mes "Do you want to stop your training now and go to the Swordman Guild?";
+ mes "Use the 'Bash' skill in the Swordman manual.";
+ mes "Open your Skill Tree by pressing ^4d4dffAlt + S^000000 and minimize the window by pressing the ^4d4dff'-'^000000 button on the top right corner of the window to see the available Swordman skills.";
next;
- if(select("I'll consider it again.:I'll go to the Swordman Guild.") == 2) {
- mes "[Swordman Guildsman]";
- mes "I see.";
- mes "Then I'll end your training process and send you to the Swordman Guild.";
- close2;
- callfunc "F_NvErase",1;
- savepoint "izlude",94,103;
- warp "izlude_in",74,167;
- end;
- }
mes "[Swordman Guildsman]";
- mes "Please try enough instruction manuals from each job class and consider it carefully.";
- mes "Of course, you're always welcomed.";
+ mes "Talk to Trainer Brutus if you want to fight stronger monsters.";
+ mes "I'll wait for you here.";
+ mes "Wish you a good luck.";
close;
- case 3:
- set .@quest, checkquest(7123);
- if (.@quest == -1) {
- mes "[Swordman Guildsman]";
- mes "You want me to give you a quest?";
- mes "Umm. Let me see.";
- mes "Ok! Hunt a couple of Picky monsters around here.";
- next;
- mes "^4d4dffYou received a hunting request from a staff of the Swordman Guild.";
- mes "You can check the contents of the quest from the quest information window.^000000";
- setquest 7123;
- next;
+ } else if (.@quest == 0 || .@quest == 1) {
+ if (checkquest(7123,HUNTING) == 2) {
mes "[Swordman Guildsman]";
- mes "Use the 'Bash' skill in the Swordman manual.";
- mes "Open your Skill Tree by pressing ^4A4AFFAlt + S^000000 and minimize the window by pressing the '-' button on the top right corner of the window to see the available Swordman skills.";
- next;
- mes "[Swordman Guildsman]";
- mes "Talk to Trainer Brutus if you want to fight stronger monsters.";
- mes "I'll wait for you here.";
- mes "Wish you a good luck.";
+ mes "Great.";
+ mes "I think that you're good enough to be a Swordman.";
+ mes "I'll give you some potions as a reward.";
+ completequest 7123;
+ getitem 569,200; //Novice_Potion
+ getexp 5000,100;
close;
- }
- else if (.@quest == 1) {
- if (checkquest(7123,HUNTING) == 2) {
- mes "[Swordman Guildsman]";
- mes "Great.";
- mes "I think that you're good enough to be a Swordman.";
- mes "I'll give you some potions as a reward.";
- completequest 7123;
- getitem 569,200; // Novice_Potion
- getexp 5000,100;
- close;
- }
+ } else {
mes "[Swordman Guildsman]";
mes "Hunt two Picky monsters.";
mes "You can find them in the more difficult training grounds by talking to Trainer Brutus.";
close;
}
- else if (.@quest == 2) {
- mes "[Swordman Guildsman]";
- mes "I think you finished that quest already, right?";
- mes "You'll experience more of these quests as you grow as an adventurer in the world.";
- next;
- mes "[Swordman Guildsman]";
- mes "Your training is now complete.";
- mes "If you choose to become a Swordman I wish you goodluck.";
- close;
- }
+ } else if (.@quest == 2) {
mes "[Swordman Guildsman]";
- mes "I'm sorry but I don't have any quests to give you right now.";
+ mes "I think you finished that quest already, right?";
+ mes "You'll experience more of these quests as you grow as an adventurer in the world.";
+ next;
+ mes "[Swordman Guildsman]";
+ mes "Your training is now complete.";
+ mes "If you choose to become a Swordman I wish you good luck.";
close;
- case 4:
+ } else {
mes "[Swordman Guildsman]";
- mes "If you have any questions about the Swordman class, please ask me.";
- mes "The Swordman Guild is waiting for novices like you.";
+ mes "I'm sorry but I don't have any quests to give you right now.";
close;
+ }
+ case 4:
+ mes "[Swordman Guildsman]";
+ mes "If you have any questions about the Swordman class, please ask me.";
+ mes "The Swordman Guild is waiting for novices like you.";
+ close;
}
}
+new_1-3,97,41,3 duplicate(NvSwordman) Swordman Guide#nv1 728
+new_2-3,97,41,3 duplicate(NvSwordman) Swordman Guide#nv2 728
+new_3-3,97,41,3 duplicate(NvSwordman) Swordman Guide#nv3 728
+new_4-3,97,41,3 duplicate(NvSwordman) Swordman Guide#nv4 728
+new_5-3,97,41,3 duplicate(NvSwordman) Swordman Guide#nv5 728
-new_1-3,97,41,4 duplicate(NvSwd) Swordman Guide#nv1 728
-new_2-3,97,41,4 duplicate(NvSwd) Swordman Guide#nv2 728
-new_3-3,97,41,4 duplicate(NvSwd) Swordman Guide#nv3 728
-new_4-3,97,41,4 duplicate(NvSwd) Swordman Guide#nv4 728
-new_5-3,97,41,4 duplicate(NvSwd) Swordman Guide#nv5 728
-
-// ---------------------------- Mage Guide ----------------------------------
-- script Mage Guide#nv::NvMag 123,{
- if(job_novice_q < 16) {
- mes "[Mage Guild Member]";
- mes "You are still in the process of training with Instructor Brade.";
+- script Acolyte Guide#newbe10::NvAcolyte -1,{
+ if (job_novice_q < 15) {
+ mes "[Prontera Acolyte]";
+ mes "You look like you are not done with Instructor Brade's lessons.";
close;
}
- mes "[Mage Guild Member]";
- mes "What can I help you with?";
+ mes "[Prontera Acolyte]";
+ mes "What can I do for you?";
next;
- switch(select("Tell me about Mages:I want to be a Mage:Give me a Quest:Cancel")) {
+ switch(select("What is an Acolyte?:Job change to Acolyte.:Cancel")) {
case 1:
- mes "[Mage Guild Member]";
- mes "Mages are those who can use magic when they need to protect their friends.";
- mes "Mages can curse enemies using the elements of fire, water, earth and thunder magic.";
+ mes "[Prontera Acolyte]";
+ mes "An Acolyte is someone who worships the goddess Freya sacrificing themselves to help others.";
next;
- mes "[Mage Guild Member]";
- mes "However they cannot equip other weapons but staffs and books.";
- mes "Because they are too delicate to carry heavy weapons.";
+ mes "[Prontera Acolyte]";
+ mes "Acolytes use supportive skills to make combat easier.";
+ mes "It is essential to have an Acolyte in any successful party.";
next;
- mes "[Mage Guild Member]";
- mes "But they can cover this weakness by their remarkable magic skills.";
- mes "That is why many people want to become a Mage!";
+ mes "[Prontera Acolyte]";
+ mes "^8E2323As an Acolyte, you can upgrade your future job to Priest or Monk^8E2323.";
next;
- mes "[Mage Guild Member]";
- mes "Mages have to be in their guild for guild's power and honor.";
- mes "This is one of the reasons why Mages are popular in any parties and guilds.";
- mes "Why don't you become a Mage?";
+ if (isequipped(2821) || countitem(2821)) {
+ mes "[Prontera Acolyte]";
+ mes "Try the Acolyte Skills with the manual you have. It will help you understand the job easier.";
+ mes "Open your Skill Tree by pressing ^4d4dffAlt + S^000000 and minimize the window by pressing the ^4d4dff'-'^000000 button on the top right corner of the window to see the available skills.";
+ close;
+ }
+ mes "[Prontera Acolyte]";
+ mes "If you want, I can give you a skill manual to experience what it is like to be an Acolyte.";
+ mes "Would you like to experience the skills of an Acolyte?";
next;
- mes "[Mage Guild Member]";
- mes "^8C2121Mages can transform to Wizards or Sages as their second job.^000000";
- if(countitem(2824) == 0 && (getequipid(EQI_ACC_L) != 2824 || getequipid(EQI_ACC_R) != 2824)) {
- next;
- mes "[Mage Guild Member]";
- mes "Do you want to register to experience how it is to be a Mage?";
- mes "Would you like to test Mage skills?";
- next;
- if(select("I want to test Mage skills.:I don't want to test it.") == 2) {
- mes "[Mage Guild Member]";
- mes "Hum. Do you think so.";
- mes "Ok, I agree with you. Choosing a job is very important in our life.";
- mes "Just talk to me whenever you want to experience Mage skills.";
- close;
- }
- mes "[Mage Guild Member]";
- mes "Here is the Mage Manual.";
- mes "I will take the other job registration forms and manuals from you.";
+ switch(select("Yes, please.:No, I'm not interested.")) {
+ case 1:
+ mes "[Prontera Acolyte]";
+ mes "Here you go, the instruction manual of an Acolyte.";
+ mes "I will take away those other job's manuals while you study this one.";
next;
- mes "[Mage Guild Member]";
- mes "Here is the Mage Manual.";
- mes "I will take the other job registration forms and manuals from you.";
callfunc "F_NvErase";
- getitem 2824,1; // Mage_Manual
+ getitem 2821,1; //Acolyte_Manual
next;
- mes "[Mage Guild Member]";
- mes "After equipping the Manual, open your Skill menu by pressing ALT+S.";
- mes "Make sure to minimize your Skill tree by clicking the '-' button on the top right corner of the Skill Tree Window.";
+ mes "[Prontera Acolyte]";
+ mes "Make sure to equip the Skill Manual by double-clicking it in the Inventory Window.";
+ mes "Open your Skill Tree by pressing ^4d4dffAlt + S^000000 and minimize the window by pressing the ^4d4dff'-'^000000 button on the top right corner of the window to see the available skills.";
+ close;
+ case 2:
+ mes "[Prontera Acolyte]";
+ mes "Hum. Do you think so.";
+ mes "Ok, I agree with you. Choosing a job is very important in our life.";
+ mes "Just talk to me whenever you want to know about Acolytes.";
+ close;
}
- close;
case 2:
- mes "[Mage Guild Member]";
- mes "You want to be a Mage?";
- mes "Ok, then, I will send you to the Mage Guild union in Geffen right away.";
+ mes "[Prontera Acolyte]";
+ mes "Do you really want to become an Acolyte?";
+ mes "If you do, I will send you to Prontera's Sanctuary.";
next;
- mes "[Mage Guild Member]";
- mes "Wait, have you checked your Job level?";
- mes "Do you want to complete your Novice training and go straight to the Mage Guild's union?";
+ mes "[Prontera Acolyte]";
+ mes "Of course, I assume you have enough job levels to become an Acolyte right?";
+ mes "Would you like to quit the Training Process and go to the Prontera's Sanctuary?";
next;
- if(select("I will think about it again.:Yes, complete my training.") == 2) {
- mes "[Mage Guild Member]";
- mes "Welcome!!";
- mes "I will send you to the Mage Guilds union after you complete your Novice training.";
- close2;
+ switch(select("Let me reconsider.:I will go to the Sanctuary.")) {
+ case 1:
+ mes "[Prontera Acolyte]";
+ mes "You should try out each job's manuals.";
+ mes "Go through them thoroughly and decide carefully.";
+ mes "Of course, I will welcome you anytime.";
+ close;
+ case 2:
+ mes "[Prontera Acolyte]";
+ mes "That's great.";
+ mes "Then I will completely end the Training Process and send you to Prontera's Sanctuary.";
callfunc "F_NvErase",1;
- savepoint "geffen",119,38;
- warp "geffen_in",163,98;
+ close2;
+ savepoint "prontera",117,72;
+ warp "prt_church",172,19;
end;
}
- mes "[Mage Guild Member]";
- mes "Please test what Mage skills are all about before you decide.";
- mes "We are always welcome to have you!";
- close;
case 3:
- set .@quest, checkquest(7124);
- if (.@quest == -1) {
- mes "[Mage Guild Member]";
- mes "Huh? Quest?";
- mes "Hmm... What would be suited for you...?";
- mes "Would you like to hunt Lunatics by using Bolt skills?";
- next;
- mes "^4d4dffYou have received a Hunting quest from the Mage Guide.";
- mes "You can get more information about the quest from the quest window.^000000";
- setquest 7124;
- next;
- mes "[Mage Guild Member]";
- mes "You are able to use 'Fire Bolt' skill that is shown on the Mage manual.";
- mes "I will wait for you here.";
- mes "Good luck!";
- close;
- }
- else if (.@quest == 1) {
- if (checkquest(7124,HUNTING) == 2) {
- mes "[Mage Guild Member]";
- mes "You have done excellent job.";
- mes "So, did you find any interests about Mages?";
- mes "Alright. I will give something...";
- mes "Here are Novice Butterfly Wings, please take them.";
- completequest 7124;
- getitem 12324, 30; // N_Butterfly_Wing
- getexp 5000,100;
- close;
- }
- mes "[Mage Guild Member]";
- mes "The quest is that you have to";
- mes "hunt Lunatics and bring 5 clovers.";
- close;
- }
- else if (.@quest == 2) {
- mes "[Mage Guild Member]";
- mes "You have already completed the quest.";
- mes "Once you enter the main world, you can get various exciting quests there!";
- next;
- mes "[Mage Guild Member]";
- mes "This should be enough for your training.";
- close;
- }
- mes "[Mage Guild Member]";
- mes "I'm sorry but I don't have any quests to give you right now.";
- close;
- case 4:
- mes "[Mage Guild Member]";
- mes "If you have any questions about Mages, feel free to ask me.";
- mes "I think you could be a intelligent Mage...";
+ mes "[Prontera Acolyte]";
+ mes "If you have any questions about Acolytes, please ask me anytime.";
+ mes "Our God, Odin awaits adventurers like you.";
close;
}
}
+new_1-3,101,41,3 duplicate(NvAcolyte) Acolyte Guide#nv1 95
+new_2-3,101,41,3 duplicate(NvAcolyte) Acolyte Guide#nv2 95
+new_3-3,101,41,3 duplicate(NvAcolyte) Acolyte Guide#nv3 95
+new_4-3,101,41,3 duplicate(NvAcolyte) Acolyte Guide#nv4 95
+new_5-3,101,41,3 duplicate(NvAcolyte) Acolyte Guide#nv5 95
-new_1-3,101,41,4 duplicate(NvMag) Mage Guide#nv1 123
-new_2-3,101,41,4 duplicate(NvMag) Mage Guide#nv2 123
-new_3-3,101,41,4 duplicate(NvMag) Mage Guide#nv3 123
-new_4-3,101,41,4 duplicate(NvMag) Mage Guide#nv4 123
-new_5-3,101,41,4 duplicate(NvMag) Mage Guide#nv5 123
-
-// ---------------------------- Thief Guide ---------------------------------
-- script Thief Guide#nv::NvThf 118,{
- if(job_novice_q < 16) {
+- script Thief Guide#newbe10::NvThief -1,{
+ if (job_novice_q < 15) {
mes "[Thief Guild Member]";
mes "You look like you are not done with Instructor Brade's lessons.";
close;
@@ -1290,39 +1585,41 @@ new_5-3,101,41,4 duplicate(NvMag) Mage Guide#nv5 123
mes "They are also feared for their use of poison, which slowly weakens their enemies.";
next;
mes "[Thief Guild Member]";
- mes "In jeopardy, or in the case that thieves do not want to reveal themselves, they can use their skill to hide themselves easily.";
+ mes "In jeopardy, or in the case that thieves do not want to reveal themselves,";
+ mes "they can even use their skill to hide themselves easily.";
next;
mes "[Thief Guild Member]";
- mes "Thieves can change their jobs to ^8C2121Assassins^000000 or ^8C2121Rogues.^000000";
- if(countitem(2820) == 0 && (getequipid(EQI_ACC_L) != 2820 || getequipid(EQI_ACC_R) != 2820)) {
- next;
+ mes "Thieves can change their jobs to ^8E2323Assassins^000000 or ^8E2323Rogues^000000.";
+ next;
+ if (isequipped(2820) || countitem(2820)) {
mes "[Thief Guild Member]";
- mes "If you want, I'll give you a Thief skill manual.";
- mes "Would you like to experience the skills of a Thief?";
- next;
- if(select("Yes, I would.:No, I don't.") == 2) {
- mes "[Thief Guild Member]";
- mes "Oh, are you sure?";
- mes "Class selection is very important so please consider it carefully.";
- mes "If you want to ask about Thieves, please talk to me any time.";
- close;
- }
+ mes "The class manual can help you understand what it is to be a Thief by using the skills that are essential to all Thieves.";
+ close;
+ }
+ mes "[Thief Guild Member]";
+ mes "If you want, I'll give you a Thief skill manual.";
+ mes "Would you like to experience the skills of a Thief?";
+ next;
+ switch(select("Yes, I would.:No, I don't.")) {
+ case 1:
mes "[Thief Guild Member]";
mes "Here, please take the Thief manual.";
mes "I'll just take the other class manuals while I'm at it.";
next;
- mes "[Thief Guild Member]";
- mes "Here, please take the Thief manual.";
- mes "I'll just take the other class manuals while I'm at it.";
callfunc "F_NvErase";
- getitem 2820,1; // Thief_Manual
+ getitem 2820,1; //Thief_Manual
next;
mes "[Thief Guild Member]";
mes "Make sure to equip the Skill Manual by double-clicking it in the Inventory Window.";
- mes "Open your Skill Tree by pressing ^4A4AFFAlt + S^000000 and minimize the window by pressing the '-' button on the top right corner of the window to see the available skills.";
+ mes "Open your Skill Tree by pressing ^4d4dffAlt + S^000000 and minimize the window by pressing the ^4d4dff'-'^000000 button on the top right corner of the window to see the available skills.";
+ close;
+ case 2:
+ mes "[Thief Guild Member]";
+ mes "Oh, are you sure?";
+ mes "Class selection is very important so please consider it carefully.";
+ mes "If you want to ask about Thieves, please talk to me any time.";
+ close;
}
- close;
-
case 2:
mes "[Thief Guild Member]";
mes "Do you really want to be a Thief?";
@@ -1332,20 +1629,22 @@ new_5-3,101,41,4 duplicate(NvMag) Mage Guide#nv5 123
mes "You already reached the required job level, didn't you?";
mes "Do you want to finish the Novice training and go to the Thief Guild?";
next;
- if(select("Let me consider it again.:Yes, I do.") == 2) {
+ switch(select("Let me consider it again.:Yes, I do.")) {
+ case 1:
+ mes "[Thief Guild Member]";
+ mes "Have you tried all of the class manuals yet?";
+ mes "If you're undecided what job to take on I suggest you try talking to all the Guides first.";
+ close;
+ case 2:
mes "[Thief Guild Member]";
mes "Ok, I see.";
mes "Welcome. Then your Novice training is totally complete and you will be sent to the Thief Guild immediately.";
- close2;
callfunc "F_NvErase",1;
- savepoint "morocc",150,100;
+ close2;
+ savepoint "morocc",150,99;
warp "moc_prydb1",99,185;
end;
}
- mes "[Thief Guild Member]";
- mes "Have you tried all of the class manuals yet?";
- mes "If you're undecided what job to take on I suggest you try talking to all the Guides first.";
- close;
case 3:
set .@quest, checkquest(7127);
if (.@quest == -1) {
@@ -1363,52 +1662,50 @@ new_5-3,101,41,4 duplicate(NvMag) Mage Guide#nv5 123
mes "If you equip the Thief manual, you can have the effect of the skill, Double Attack.";
mes "Double Attack and Hide are the main skills of the Thief.";
close;
- }
- else if (.@quest == 1) {
+ } else if (.@quest == 0 || .@quest == 1) {
if (checkquest(7127,HUNTING) == 2) {
mes "[Thief Guild Member]";
mes "You are very strong.";
mes "These are not many but let me give you a reward for your effort.";
completequest 7127;
- getitem 12323, 50; // N_Fly_Wing
+ getitem 12323,50; //N_Fly_Wing
getexp 5000,100;
close;
+ } else {
+ mes "[Thief Guild Member]";
+ mes "Hunt 5 Willows and then come talk to me to finish your quest.";
+ close;
}
- mes "[Thief Guild Member]";
- mes "Hunt 5 Willows and then come talk to me to finish your quest.";
- close;
- }
- else if (.@quest == 2) {
+ } else if (.@quest == 2) {
mes "[Thief Guild Member]";
mes "I think you finished that quest already, right?";
mes "You'll experience more of these quests as you grow as an adventurer in the world.";
next;
mes "[Thief Guild Member]";
mes "Your training is now complete.";
- mes "If you choose to become a Thief I wish you goodluck.";
+ mes "If you choose to become a Thief I wish you good luck.";
+ close;
+ } else {
+ mes "[Thief Guild Member]";
+ mes "I'm sorry but I don't have any quests to give you right now.";
close;
}
- mes "[Thief Guild Member]";
- mes "I'm sorry but I don't have any quests to give you right now.";
- close;
case 4:
mes "[Thief Guild Member]";
mes "If you have something to ask about the Thief job, feel free to ask me.";
close;
}
}
+new_1-3,105,41,3 duplicate(NvThief) Thief Guide#nv1 118
+new_2-3,105,41,3 duplicate(NvThief) Thief Guide#nv2 118
+new_3-3,105,41,3 duplicate(NvThief) Thief Guide#nv3 118
+new_4-3,105,41,3 duplicate(NvThief) Thief Guide#nv4 118
+new_5-3,105,41,3 duplicate(NvThief) Thief Guide#nv5 118
-new_1-3,105,41,4 duplicate(NvThf) Thief Guide#nv1 118
-new_2-3,105,41,4 duplicate(NvThf) Thief Guide#nv2 118
-new_3-3,105,41,4 duplicate(NvThf) Thief Guide#nv3 118
-new_4-3,105,41,4 duplicate(NvThf) Thief Guide#nv4 118
-new_5-3,105,41,4 duplicate(NvThf) Thief Guide#nv5 118
-
-// ---------------------------- Merchant Guide ------------------------------
-- script Merchant Guide#nv::NvMer 97,{
- if(job_novice_q < 16) {
+- script Merchant Guide#newbe10::NvMerchant -1,{
+ if (job_novice_q < 15) {
mes "[Merchant Guildsman]";
- mes "You are still in the process of training with sir Brade.";
+ mes "You are still in the process of training with sir Brad.";
close;
}
mes "[Merchant Guildsman]";
@@ -1417,46 +1714,50 @@ new_5-3,105,41,4 duplicate(NvThf) Thief Guide#nv5 118
switch(select("Tell me about Merchants:I want to be a Merchant.:Give me a Quest.:Cancel")) {
case 1:
mes "[Merchant Guildsman]";
- mes "Merchant? Simply put, they sell goods and make money.";
+ mes "Merchant? Simply put, he sells goods and makes money.";
mes "That's the main focus for any Merchant.";
next;
mes "[Merchant Guildsman]";
mes "We have special skills for making money.";
- mes "We can buy goods at a lower price and sell them at a higher price.";
+ mes "We can buy goods at a lower price";
+ mes "and sell them at a higher price.";
next;
mes "[Merchant Guildsman]";
- mes "Also Merchants can have Carts that we can store lots of items in.";
+ mes "Also Merchants can have Carts";
+ mes "that we can store lots of items in.";
next;
mes "[Merchant Guildsman]";
- mes "^8C2121Merchants can transform to a Blacksmith or an Alchemist^000000 as their second job.";
- if(countitem(2823) == 0 && (getequipid(EQI_ACC_L) != 2823 || getequipid(EQI_ACC_R) != 2823)) {
- next;
+ mes "^8E2323Merchants can transform to a Blacksmith";
+ mes "^8E2323or an Alchemist^000000 as their second job.";
+ next;
+ if (isequipped(2823) || countitem(2823)) {
mes "[Merchant Guildsman]";
- mes "Do you wan to see what it's like to be a Merchant?";
- next;
- if(select("I want to test Merchant skills.:I don't want to test it.") == 2) {
- mes "[Merchant Guildsman]";
- mes "Hum. Do you think so?";
- mes "Ok, I agree with you. Choosing a job is very important in our life.";
- mes "Just talk to me whenever you want to experience Merchant skills.";
- close;
- }
+ mes "I think you should test Merchant skills before you decide what to do.";
+ close;
+ }
+ mes "[Merchant Guildsman]";
+ mes "Do you want to see what it's like to be a Merchant?";
+ next;
+ switch(select("I want to test Merchant skills.:I don't want to test it.")) {
+ case 1:
mes "[Merchant Guildsman]";
mes "Here is the Merchant skill manual.";
mes "I will take other job manuals from you while I'm at it.";
next;
- mes "[Merchant Guildsman]";
- mes "Here is the Merchant skill manual.";
- mes "I will take other job manuals from you while I'm at it.";
callfunc "F_NvErase";
- getitem 2823,1; // Merchant_Manual
+ getitem 2823,1; //Merchant_Manual
next;
mes "[Merchant Guildsman]";
mes "Make sure to equip the Skill Manual by double-clicking it in the Inventory Window.";
- mes "Open your Skill Tree by pressing ^4A4AFFAlt + S^000000 and minimize the window by pressing the '-' button on the top right corner of the window to see the available skills.";
+ mes "Open your Skill Tree by pressing ^4d4dffAlt + S^000000 and minimize the window by pressing the ^4d4dff'-'^000000 button on the top right corner of the window to see the available skills.";
+ close;
+ case 2:
+ mes "[Merchant Guildsman]";
+ mes "Hum. Do you think so.";
+ mes "Ok, I agree with you. Choosing job is very important in our life.";
+ mes "Just talk to me whenever you want to experience Merchant skills.";
+ close;
}
- close;
-
case 2:
mes "[Merchant Guildsman]";
mes "You want to be a Merchant?";
@@ -1466,20 +1767,22 @@ new_5-3,105,41,4 duplicate(NvThf) Thief Guide#nv5 118
mes "Wait, have you checked your Job level?";
mes "Do you want to complete your Novice training and go straight to the Merchant Guild's union?";
next;
- if(select("I will think about it again.:Yes, I want to go to the Merchant Guild's union.") == 2) {
+ switch(select("I will think about it again.:Yes, I want to go to the Merchant Guild's union")) {
+ case 1:
mes "[Merchant Guildsman]";
- mes "Welcome!!";
- mes "I will send you to the Merchant Guild's union after you complete your Novice training.";
- close2;
+ mes "Ok, I hope you consider being a Merchant.";
+ mes "We are always welcome to have you!";
+ close;
+ case 2:
+ mes "[Merchant Guildsman]";
+ mes "That's great.";
+ mes "Then I will end the Training Process and send you to the Merchant Guild's union immediately.";
callfunc "F_NvErase",1;
- savepoint "alberta",29,231;
+ close2;
+ savepoint "alberta",30,232;
warp "alberta_in",62,44;
end;
}
- mes "[Merchant Guildsman]";
- mes "Ok, I hope you consider being a Merchant.";
- mes "We are always welcome to have you!";
- close;
case 3:
set .@quest, checkquest(7126);
if (.@quest == -1) {
@@ -1492,12 +1795,12 @@ new_5-3,105,41,4 duplicate(NvThf) Thief Guide#nv5 118
mes "If you equipped the Merchant manual you have the ability to use the 'Overcharge' and 'Discount' skills.";
setquest 7126;
next;
+ mes "[Merchant Guildsman]";
mes "I will wait for you here.";
mes "Good luck!";
close;
- }
- else if (.@quest == 1) {
- if (Zeny > 299) {
+ } else if (.@quest == 0 || .@quest == 1) {
+ if (Zeny >= 300) {
mes "[Merchant Guildsman]";
mes "Excellent!";
mes "Zeny is the currency of Rune-Midgard.";
@@ -1513,23 +1816,23 @@ new_5-3,105,41,4 duplicate(NvThf) Thief Guide#nv5 118
mes "Alright! What about Phracon?";
mes "Phracon is a metallic element which you can use for refining weapons.";
completequest 7126;
- getitem 1010,7; // Phracon
+ getitem 1010,7; //Phracon
getexp 5000,100;
close;
+ } else {
+ mes "[Merchant Guildsman]";
+ mes "Zeny is the currency of Rune-Midgard.";
+ mes "You can make zeny by selling loot as well as through making smart business decisions.";
+ next;
+ mes "[Merchant Guildsman]";
+ mes "You can get loot by killing monsters. After hunting monsters, you can sell those loot to make a profit!";
+ mes "What a valuable job it is! Isn't it?";
+ next;
+ mes "[Merchant Guildsman]";
+ mes "Why don't you try to be a Merchant? Making money is not easy but it will be a great experience!";
+ close;
}
- mes "[Merchant Guildsman]";
- mes "Zeny is the currency of Rune-Midgard.";
- mes "You can make zeny by selling loot as well as through making smart business decisions.";
- next;
- mes "[Merchant Guildsman]";
- mes "You can get loot by killing monsters. After hunting monsters, you can sell those loot to make a profit!";
- mes "What a valuable job it is! Isn't it?";
- next;
- mes "[Merchant Guildsman]";
- mes "Why don't you try to be a Merchant? Making money is not easy but it will be a great experience!";
- close;
- }
- else if (.@quest == 2) {
+ } else if (.@quest == 2) {
mes "[Merchant Guildsman]";
mes "You have already completed the quest.";
mes "Once you enter the main world, you can get various exciting quests there!";
@@ -1537,10 +1840,11 @@ new_5-3,105,41,4 duplicate(NvThf) Thief Guide#nv5 118
mes "[Merchant Guildsman]";
mes "I think you're strong enough now to change your job right? Hahahaha don't waste too much time here Novice.";
close;
+ } else {
+ mes "[Merchant Guildsman]";
+ mes "I'm sorry but I don't have any quests to give you right now.";
+ close;
}
- mes "[Merchant Guildsman]";
- mes "I'm sorry but I don't have any quests to give you right now.";
- close;
case 4:
mes "[Merchant Guildsman]";
mes "If you have any questions about Merchants, feel free to ask me.";
@@ -1548,197 +1852,266 @@ new_5-3,105,41,4 duplicate(NvThf) Thief Guide#nv5 118
close;
}
}
+new_1-3,109,41,3 duplicate(NvMerchant) Merchant Guide#nv1 97
+new_2-3,109,41,3 duplicate(NvMerchant) Merchant Guide#nv2 97
+new_3-3,109,41,3 duplicate(NvMerchant) Merchant Guide#nv3 97
+new_4-3,109,41,3 duplicate(NvMerchant) Merchant Guide#nv4 97
+new_5-3,109,41,3 duplicate(NvMerchant) Merchant Guide#nv5 97
-new_1-3,109,41,4 duplicate(NvMer) Merchant Guide#nv1 97
-new_2-3,109,41,4 duplicate(NvMer) Merchant Guide#nv2 97
-new_3-3,109,41,4 duplicate(NvMer) Merchant Guide#nv3 97
-new_4-3,109,41,4 duplicate(NvMer) Merchant Guide#nv4 97
-new_5-3,109,41,4 duplicate(NvMer) Merchant Guide#nv5 97
-
-// ---------------------------- Archer Guide --------------------------------
-- script Archer Guide#nv::NvArc 727,{
- if(job_novice_q < 16) {
- mes "[Archer Guide]";
+- script Archer Guide#newbe10::NvArcher -1,{
+ if (job_novice_q < 15) {
+ mes "[Archer Guildsman]";
mes "You are still in the process of training with sir Brade.";
close;
}
- mes "[Archer Guide]";
+ mes "[Archer Guildsman]";
mes "What can I help you with?";
next;
switch(select("Tell me about Archers:I want to be an Archer:Cancel")) {
case 1:
- mes "[Archer Guide]";
+ mes "[Archer Guildsman]";
mes "Archers have specialized skills by using a Bow and have a variety of powerful skills.";
mes "Archers are good at staying back and picking off their targets.";
next;
- mes "[Archer Guide]";
- mes "Archers don't have great vitality so they have to keep their distance from enemies.";
+ mes "[Archer Guildsman]";
+ mes "Archers don't have great";
+ mes "vitality so they have to keep";
+ mes "their distance from enemies.";
next;
- mes "[Archer Guide]";
+ mes "[Archer Guildsman]";
mes "On the other hand, Archers are attentive and have incredibly accurate eyes.";
mes "So once they are ready to attack, they can kill enemies before they're even aware of their presence.";
next;
- mes "[Archer Guide]";
- mes "^8C2121Archers can transform to many second jobs like a Hunter.^000000";
- mes "^8C2121Besides Hunters, Archers can transform to a Bard, if they are male.^000000";
- mes "^8C2121They can transform to a Dancer, if they are female.^000000";
- if(countitem(2822) == 0 && (getequipid(EQI_ACC_L) != 2822 || getequipid(EQI_ACC_R) != 2822)) {
- next;
- mes "[Archer Guide]";
- mes "Do you want to register to test skill experience?";
- mes "Would you like to test Archer skills?";
- next;
- if(select("I want to test Archer skills.:I don't want to test it.") == 2) {
- mes "[Archer Guide]";
- mes "Hum. Do you think so.";
- mes "Ok, I agree with you. Choosing a job is very important in our life.";
- mes "Just talk to me whenever you want to experience Archer skills.";
- close;
- }
- mes "[Archer Guide]";
+ mes "[Archer Guildsman]";
+ mes "^8E2323Archers can transform to many second jobs like a Hunter.";
+ mes "Besides Hunters, Archers can transform to a Bard, if they are male.";
+ mes "They can transform to a Dancer, if they are female^000000.";
+ next;
+ if (isequipped(2822) || countitem(2822)) {
+ mes "[Archer Guildsman]";
+ mes "I think you should test Archer skills before you decide what to do.";
+ mes "I can provide you our test skill manual.";
+ close;
+ }
+ mes "[Archer Guildsman]";
+ mes "Do you want to register to test skill experience?";
+ mes "Would like to test Archer skills?";
+ next;
+ switch(select("I want to test Archer skills.:I don't want to test it.")) {
+ case 1:
+ mes "[Archer Guildsman]";
mes "Here is the Archer manual.";
mes "I will take the other job manuals from you while you test the Archer manual out.";
next;
- mes "[Archer Guide]";
- mes "I will take the other job manuals from you while you test the Archer manual out.";
callfunc "F_NvErase";
- getitem 2822,1; // Archer_Manual
+ getitem 2822,1; //Archer_Manual
next;
- mes "[Archer Guide]";
+ mes "[Archer Guildsman]";
mes "Make sure to equip the Skill Manual by double-clicking it in the Inventory Window.";
- mes "Open your Skill Tree by pressing ^4A4AFFAlt + S^000000 and minimize the window by pressing the '-' button on the top right corner of the window to see the available skills.";
+ mes "Open your Skill Tree by pressing ^4d4dffAlt + S^000000 and minimize the window by pressing the ^4d4dff'-'^000000 button on the top right corner of the window to see the available skills.";
+ close;
+ case 2:
+ mes "[Archer Guildsman]";
+ mes "Hum. Do you think so.";
+ mes "Ok, I agree with you. Choosing a job is very important in our life.";
+ mes "Just talk to me whenever you want to experience Archer skills.";
+ close;
}
- close;
case 2:
- mes "[Archer Guide]";
+ mes "[Archer Guildsman]";
mes "You want to be an Archer?";
mes "Ok, then, I will send you to the Archer Guild right away.";
next;
- mes "[Archer Guide]";
+ mes "[Archer Guildsman]";
mes "Wait, have you checked your Job level?";
mes "Do you want to complete the Novice training arena and go to the Archer Guild right now?";
next;
- if(select("I will think about it again.:Yes, I want to go to the Archer Guild's union.") == 2) {
- mes "[Archer Guide]";
- mes "Welcome!!";
- mes "I will send you to the Archer Guild after you complete your Novice training.";
- close2;
+ switch(select("I will think about it again.:Yes, I want to go to the Archer Guilds union")) {
+ case 1:
+ mes "[Archer Guildsman]";
+ mes "Test out all the jobs if you have to but choose Archer because we're the best.";
+ mes "We are always welcome to have you!";
+ close;
+ case 2:
+ mes "[Archer Guildsman]";
+ mes "That's great.";
+ mes "Then I will completely end the Training Process and send you to the Archer Guild.";
callfunc "F_NvErase",1;
+ close2;
savepoint "payon",256,242;
warp "payon_in02",64,65;
end;
}
- mes "[Archer Guide]";
- mes "Test out all the jobs if you have to but choose Archer because we're the best.";
- mes "We are always welcome to have you!";
- close;
case 3:
- mes "[Archer Guide]";
+ mes "[Archer Guildsman]";
mes "If you have any questions about Archers, feel free to ask me.";
mes "I think you could be a strong Archer young Novice.";
close;
}
}
+new_1-3,113,41,3 duplicate(NvArcher) Archer Guide#nv1 727
+new_2-3,113,41,3 duplicate(NvArcher) Archer Guide#nv2 727
+new_3-3,113,41,3 duplicate(NvArcher) Archer Guide#nv3 727
+new_4-3,113,41,3 duplicate(NvArcher) Archer Guide#nv4 727
+new_5-3,113,41,3 duplicate(NvArcher) Archer Guide#nv5 727
-new_1-3,113,41,4 duplicate(NvArc) Archer Guide#nv1 727
-new_2-3,113,41,4 duplicate(NvArc) Archer Guide#nv2 727
-new_3-3,113,41,4 duplicate(NvArc) Archer Guide#nv3 727
-new_4-3,113,41,4 duplicate(NvArc) Archer Guide#nv4 727
-new_5-3,113,41,4 duplicate(NvArc) Archer Guide#nv5 727
-
-// ---------------------------- Acolyte Guide -------------------------------
-- script Acolyte Guide#nv::NvAco 95,{
- if(job_novice_q < 16) {
- mes "[Prontera Acolyte]";
- mes "You look like you are not done with Instructor Brade's lessons.";
+- script Mage Guide#newbe10::NvMage -1,{
+ if (job_novice_q < 15) {
+ mes "[Mage Guild Member]";
+ mes "You are still in the process of training with Instructor Brade.";
close;
}
- mes "[Prontera Acolyte]";
- mes "What can I do for you?";
+ mes "[Mage Guild Member]";
+ mes "What can I help you with?";
next;
- switch(select("What is an Acolyte?:Job change to Acolyte:Cancel")) {
+ switch(select("Tell me about Mages:I want to be a Mage:Give me a Quest:Cancel")) {
case 1:
- mes "[Prontera Acolyte]";
- mes "An Acolyte is someone who worships the goddess Freya sacrificing themselves to help others.";
+ mes "[Mage Guild Member]";
+ mes "Mages are those who can use magic when they need to protect their friends.";
+ mes "Mages can curse enemies using the elements of fire, water, earth and thunder magic.";
next;
- mes "[Prontera Acolyte]";
- mes "Acolytes use supportive skills to make combat easier.";
- mes "It is essential to have an Acolyte in any successful party.";
+ mes "[Mage Guild Member]";
+ mes "However they cannot equip other weapons but staffs and books.";
+ mes "Because they are too delicate";
+ mes "to carry heavy weapons.";
next;
- mes "[Prontera Acolyte]";
- mes "^8C2121As an Acolyte, you can upgrade your future job to Priest or Monk.^000000";
+ mes "[Mage Guild Member]";
+ mes "But they can cover this weakness";
+ mes "by their remarkable magic skills.";
+ mes "That is why many people want";
+ mes "to become a Mage!";
next;
- mes "[Prontera Acolyte]";
- if(countitem(2821) == 0 && (getequipid(EQI_ACC_L) != 2821 || getequipid(EQI_ACC_R) != 2821)) {
- next;
- mes "[Prontera Acolyte]";
- mes "If you want, I can give you a skill manual to experience what it is like to be an Acolyte.";
- mes "Would you like to experience the skills of an Acolyte?";
- next;
- if(select("Yes, please.:No I'm not interested.") == 2) {
- mes "[Prontera Acolyte]";
- mes "Hum. Do you think so.";
- mes "Ok, I agree with you. Choosing a job is very important in our life.";
- mes "Just talk to me whenever you want to know about Acolytes.";
- close;
- }
- mes "[Prontera Acolyte]";
- mes "Here you go, the instruction manual of an Acolyte.";
- mes "I will take away those other job's manuals while you study this one.";
+ mes "[Mage Guild Member]";
+ mes "Mages have to be in their guild for guild's power and honor.";
+ mes "This is one of reasons why Mages are popular in any parties and guilds.";
+ mes "Why don't you become a Mage?";
+ next;
+ mes "[Mage Guild Member]";
+ mes "^8E2323Mages can transform to Wizards";
+ mes "^8E2323or Sages as their second job^000000.";
+ next;
+ if (isequipped(2824) || countitem(2824)) {
+ mes "[Mage Guild Member]";
+ mes "I think you should test Mage skills before you decide what to do.";
+ mes "I can provide you with our test skill registration form.";
+ close;
+ }
+ mes "[Mage Guild Member]";
+ mes "Do you want to register to experience how it is to be a Mage?";
+ mes "Would you like to test Mage skills?";
+ next;
+ switch(select("I want to test Mage skills.:I don't want to test it.")) {
+ case 1:
+ mes "[Mage Guild Member]";
+ mes "Here is the Mage Manual.";
+ mes "I will take the other job registration forms and manuals from you.";
next;
- mes "[Prontera Acolyte]";
- mes "Here you go, the instruction manual of an Acolyte.";
- mes "I will take away those other job's manuals while you study this one.";
callfunc "F_NvErase";
- getitem 2821,1; // Acolyte_Manual
+ getitem 2824,1; //Mage_Manual
next;
- mes "[Prontera Acolyte]";
- mes "Make sure to equip the Skill Manual by double-clicking it in the Inventory Window.";
- mes "Open your Skill Tree by pressing ^4A4AFFAlt + S^000000 and minimizing the window by pressing the '-' button on the top right corner of the window to see the available skills.";
+ mes "[Mage Guild Member]";
+ mes "After equipping the Manual, open your Skill menu by pressing ALT+S.";
+ mes "Make sure to minimize your Skill tree by clicking the '-' button on the top right corner of the Skill Tree Window.";
+ close;
+ case 2:
+ mes "[Mage Guild Member]";
+ mes "Hum. Do you think so.";
+ mes "Ok, I agree with you. Choosing a job is very important in our life.";
+ mes "Just talk to me whenever you want to experience Mage skills.";
+ close;
}
- close;
case 2:
- mes "[Prontera Acolyte]";
- mes "Of course, I assume you have enough job levels to become an Acolyte right?";
- mes "Would you like to quit the Training Process and go to the Cathedral of Prontera?";
+ mes "[Mage Guild Member]";
+ mes "You want to be a Mage?";
+ mes "Ok, then, I will send you to the Mage Guild union in Geffen right away.";
next;
- if(select("Let me reconsider.:I will go to the Cathedral.") == 2) {
- mes "[Prontera Acolyte]";
+ mes "[Mage Guild Member]";
+ mes "Wait, have you checked your Job level?";
+ mes "Do you want to complete your Novice training and go straight to the Mage Guild's union?";
+ next;
+ switch(select("I will think about it again.:Yes, complete my training.")) {
+ case 1:
+ mes "[Mage Guild Member]";
+ mes "Please test what Mage skills are all about before you decide.";
+ mes "We are always welcome to have you!";
+ close;
+ case 2:
+ mes "[Mage Guild Member]";
mes "That's great.";
- mes "Then I will completely end the Training Process and send you to the Cathedral of Prontera.";
- close2;
+ mes "Then I will end the Training Process and send you to the Mage Guild union in Geffen right away.";
callfunc "F_NvErase",1;
- savepoint "prontera",117,72;
- warp "prt_church",172,19;
+ close2;
+ savepoint "geffen",119,37;
+ warp "geffen_in",163,98;
end;
}
- mes "[Prontera Acolyte]";
- mes "You should try out each job's manuals.";
- mes "Go through them throughly and decide carefully.";
- mes "Of course, I will welcome you anytime.";
- close;
case 3:
- mes "[Prontera Acolyte]";
- mes "If you have any questions about Acolytes, please ask me anytime.";
- mes "Our God, Odin awaits adventurers like you";
+ set .@quest, checkquest(7124);
+ if (.@quest == -1) {
+ mes "[Mage Guild Member]";
+ mes "Huh? Quest?";
+ mes "Hmm... What would be suited for you...?";
+ mes "Would you like to hunt Lunatics by using Bolt skills?";
+ next;
+ mes "^4d4dffYou have received a Hunting quest from the Mage Guide.";
+ mes "You can get more information about the quest from the quest window.^000000";
+ setquest 7124;
+ next;
+ mes "[Mage Guild Member]";
+ mes "You are able to use 'Fire Bolt' skill that is shown on the Mage manual.";
+ mes "I will wait for you here.";
+ mes "Good luck!";
+ close;
+ } else if (.@quest == 0 || .@quest == 1) {
+ if (checkquest(7124,HUNTING) == 2) {
+ mes "[Mage Guild Member]";
+ mes "You have done an excellent job.";
+ mes "So, did you find any interests about Mages?";
+ mes "Alright. I will give something...";
+ mes "Here are Novice Butterfly Wings, please take them.";
+ completequest 7124;
+ getitem 12324,30; //N_Butterfly_Wing
+ getexp 5000,100;
+ close;
+ } else {
+ mes "[Mage Guild Member]";
+ mes "The quest is that you have to";
+ mes "hunt Lunatics and bring 5 clovers.";
+ close;
+ }
+ } else if (.@quest == 2) {
+ mes "[Mage Guild Member]";
+ mes "You have already completed the quest.";
+ mes "Once you enter the main world, you can get various exciting quests there!";
+ next;
+ mes "[Mage Guild Member]";
+ mes "This should be enough for your training.";
+ close;
+ } else {
+ mes "[Mage Guild Member]";
+ mes "I'm sorry but I don't have any quests to give you right now.";
+ close;
+ }
+ case 4:
+ mes "[Mage Guild Member]";
+ mes "If you have any questions about Mages, feel free to ask me.";
+ mes "I think you could be a intelligent Mage...";
close;
}
}
+new_1-3,117,41,3 duplicate(NvMage) Mage Guide#nv1 123
+new_2-3,117,41,3 duplicate(NvMage) Mage Guide#nv2 123
+new_3-3,117,41,3 duplicate(NvMage) Mage Guide#nv3 123
+new_4-3,117,41,3 duplicate(NvMage) Mage Guide#nv4 123
+new_5-3,117,41,3 duplicate(NvMage) Mage Guide#nv5 123
-new_1-3,117,41,4 duplicate(NvAco) Acolyte Guide#nv1 95
-new_2-3,117,41,4 duplicate(NvAco) Acolyte Guide#nv2 95
-new_3-3,117,41,4 duplicate(NvAco) Acolyte Guide#nv3 95
-new_4-3,117,41,4 duplicate(NvAco) Acolyte Guide#nv4 95
-new_5-3,117,41,4 duplicate(NvAco) Acolyte Guide#nv5 95
-
-// ---------------------------- Bruce (Extended Jobs) -----------------------
-- script Bruce#nv::NvBruce 57,{
+- script Bruce#nv::NvBruce -1,{
mes "[Bruce]";
mes "Hello?";
mes "I'm here to guide you about extra jobs and special classes.";
next;
mes "[Bruce]";
- mes "For special classes, there are Taekwon, Ninja, Super Novice, and Gunslinger.";
+ mes "For special classes, there are Taekwon Boy, Taekwon Girl, Ninja, Supernovice, Gunslinger.";
mes "Which job description do you want to hear?";
next;
while(1) {
@@ -1783,24 +2156,23 @@ new_5-3,117,41,4 duplicate(NvAco) Acolyte Guide#nv5 95
break;
case 5:
mes "[Bruce]";
- mes "If you need more information, you can always go to";
- mes "'iro.ragnarokonline.com'";
+ mes "If you need more information,";
+ mes "you can always go to ^2F4F4F'www.ragnarok.co.kr'^000000";
close;
}
}
}
+new_1-3,121,41,3 duplicate(NvBruce) Bruce#nv1 57
+new_2-3,121,41,3 duplicate(NvBruce) Bruce#nv2 57
+new_3-3,121,41,3 duplicate(NvBruce) Bruce#nv3 57
+new_4-3,121,41,3 duplicate(NvBruce) Bruce#nv4 57
+new_5-3,121,41,3 duplicate(NvBruce) Bruce#nv5 57
-new_1-3,121,41,4 duplicate(NvBruce) Bruce#nv1 57
-new_2-3,121,41,4 duplicate(NvBruce) Bruce#nv2 57
-new_3-3,121,41,4 duplicate(NvBruce) Bruce#nv3 57
-new_4-3,121,41,4 duplicate(NvBruce) Bruce#nv4 57
-new_5-3,121,41,4 duplicate(NvBruce) Bruce#nv5 57
-
-//============================================================================
-// Eden Group Officer (Real Combat Training)
-//============================================================================
-- script Eden Group Officer#nv::NvEdn -1,{
- if(BaseLevel < 10) {
+// Eden Group Officer (iRO only)
+//============================================================
+/*
+- script Eden Group Officer::NvEden -1,{
+ if (BaseLevel < 10) {
mes "[Eden Group Officer]";
mes "Hello, I am a representative of the Eden Group.";
mes "We are here to assist adventurers in Rune Midgard.";
@@ -1815,79 +2187,78 @@ new_5-3,121,41,4 duplicate(NvBruce) Bruce#nv5 57
mes "Speak to me again once you have reached Base Level 10 and I will send you out of the training grounds.";
mes "Have you taken the quests from all of the Guides yet?";
close;
- }else{
+ }
+ mes "[Eden Group Officer]";
+ mes "Great! You are ready to take on the challenges of the world.";
+ mes "What would you like to do?";
+ next;
+ switch(select("I want to leave the training grounds:Tell me about the towns.:Cancel")) {
+ case 1:
+ mes "[Eden Group Officer]";
+ mes "Looks like you are ready.";
+ mes "I guess you have made up your mind, huh?";
+ next;
mes "[Eden Group Officer]";
- mes "Great! You are ready to take on the challenges of the world.";
- mes "What would you like to do?";
+ mes "If you know what job you want to change to, you should ask the ^4A4AFFJob Guides^000000 to send you out of the training grounds.";
+ mes "What town would you like to go to?";
next;
- switch(select("I want to leave the training grounds:Tell me about the towns.:Cancel")) {
+ switch(select("Prontera:Morocc:Payon:Alberta:Geffen:Cancel")) {
case 1:
mes "[Eden Group Officer]";
- mes "Looks like you are ready.";
- mes "I guess you have made up your mind, huh?";
- next;
- mes "[Eden Group Officer]";
- mes "If you know what job you want to change to, you should ask the ^4A4AFFJob Guides^000000 to send you out of the training grounds.";
- mes "What town would you like to go to?";
- next;
- switch(select("Prontera:Morocc:Payon:Alberta:Geffen:Cancel")) {
- case 1:
- mes "[Eden Group Officer]";
- mes "Prontera, the Capital city of the Rune-Midgarts Kingdom.";
- mes "Take care and may Freya bless you on your journey.";
- callsub S_Warp,"prontera",121,77,121,76;
- case 2:
- mes "[Eden Group Officer]";
- mes "The desert city of Morocc was recently destroyed.";
- mes "I will send you to the camp where the survivors are.";
- callsub S_Warp,"moc_ruins",71,157,70,158;
- case 3:
- mes "[Eden Group Officer]";
- mes "Just north of Payon you'll find the Archer Village.";
- mes "Good luck on your journeys.";
- callsub S_Warp,"payon",167,68,172,111;
- case 4:
- mes "[Eden Group Officer]";
- mes "Alberta, the Port City.";
- mes "It's the main hub of all trades.";
- mes "If you want to travel to other civilizations, Alberta is the only outlet.";
- callsub S_Warp,"alberta",115,57,116,58;
- case 5:
- mes "[Eden Group Officer]";
- mes "Geffen, is known as the Magical City of Rune Midgard.";
- mes "I will send you near the Fountains.";
- mes "Goddess Freya bless you.";
- callsub S_Warp,"geffen",118,36,128,66;
- case 6:
- mes "[Eden Group Officer]";
- mes "If you're still not sure what job you want, talk to the Job Guides for more help.";
- close;
- }
+ mes "Prontera, the Capital city of the Rune-Midgarts Kingdom.";
+ mes "Take care and may Freya bless you on your journey.";
+ callsub S_Warp,"prontera",121,77,121,76;
case 2:
mes "[Eden Group Officer]";
- mes "Prontera is the main capital of the Rune-Midgard Kingdom. Here you will find Merchants selling their items and is a favorite gathering point of adventurers.";
- next;
- mes "[Eden Group Officer]";
- mes "The Acolyte Guild is here at the Prontera Church located to the northwest. The Swordman Guild can be found at Izlude, a town just southeast of Prontera.";
- next;
- mes "[Eden Group Officer]";
- mes "Morocc is a city located in the desert that was recently destroyed due to an evil monster named Satan Morroc. The Thief Guild has been working to restore it to it's former glory.";
- next;
+ mes "The desert city of Morocc was recently destroyed.";
+ mes "I will send you to the camp where the survivors are.";
+ callsub S_Warp,"moc_ruins",71,157,70,158;
+ case 3:
mes "[Eden Group Officer]";
- mes "Payon is where the Archer Guild has made it's home. You can also find the Kafra Shop Employees selling their Item Mall items near the center of this city.";
- next;
+ mes "Just north of Payon you'll find the Archer Village.";
+ mes "Good luck on your journeys.";
+ callsub S_Warp,"payon",167,68,172,111;
+ case 4:
mes "[Eden Group Officer]";
- mes "Alberta is the trading hub of Rune Midgard. The Merchant Guild is located here and the docks have ships that will take you to different island cities.";
- next;
+ mes "Alberta, the Port City.";
+ mes "It's the main hub of all trades.";
+ mes "If you want to travel to other civilizations, Alberta is the only outlet.";
+ callsub S_Warp,"alberta",115,57,116,58;
+ case 5:
mes "[Eden Group Officer]";
- mes "Geffen is known as the magical city of Rune Midgard. The Mage Guild is located here and research for new magic is always being conducted at their headquarters.";
- next;
+ mes "Geffen, is known as the Magical City of Rune Midgard.";
+ mes "I will send you near the Fountains.";
+ mes "Goddess Freya bless you.";
+ callsub S_Warp,"geffen",118,36,128,66;
+ case 6:
mes "[Eden Group Officer]";
- mes "If you wish to be sent directly to the Job Guilds, then speak to the Job Guides and tell them that you want to change your job.";
- close;
- case 3:
+ mes "If you're still not sure what job you want, talk to the Job Guides for more help.";
close;
}
+ case 2:
+ mes "[Eden Group Officer]";
+ mes "Prontera is the main capital of the Rune-Midgard Kingdom. Here you will find Merchants selling their items and is a favorite gathering point of adventurers.";
+ next;
+ mes "[Eden Group Officer]";
+ mes "The Acolyte Guild is here at the Prontera Church located to the northwest. The Swordman Guild can be found at Izlude, a town just southeast of Prontera.";
+ next;
+ mes "[Eden Group Officer]";
+ mes "Morocc is a city located in the desert that was recently destroyed due to an evil monster named Satan Morroc. The Thief Guild has been working to restore it to it's former glory.";
+ next;
+ mes "[Eden Group Officer]";
+ mes "Payon is where the Archer Guild has made it's home. You can also find the Kafra Shop Employees selling their Item Mall items near the center of this city.";
+ next;
+ mes "[Eden Group Officer]";
+ mes "Alberta is the trading hub of Rune Midgard. The Merchant Guild is located here and the docks have ships that will take you to different island cities.";
+ next;
+ mes "[Eden Group Officer]";
+ mes "Geffen is known as the magical city of Rune Midgard. The Mage Guild is located here and research for new magic is always being conducted at their headquarters.";
+ next;
+ mes "[Eden Group Officer]";
+ mes "If you wish to be sent directly to the Job Guilds, then speak to the Job Guides and tell them that you want to change your job.";
+ close;
+ case 3:
+ close;
}
S_Warp:
@@ -1901,26 +2272,16 @@ OnTouch:
emotion e_gasp;
end;
}
+new_1-3,97,50,4 duplicate(NvEden) Eden Group Officer#nv1 729,5,5
+new_2-3,97,50,4 duplicate(NvEden) Eden Group Officer#nv2 729,5,5
+new_3-3,97,50,4 duplicate(NvEden) Eden Group Officer#nv3 729,5,5
+new_4-3,97,50,4 duplicate(NvEden) Eden Group Officer#nv4 729,5,5
+new_5-3,97,50,4 duplicate(NvEden) Eden Group Officer#nv5 729,5,5
+*/
-new_1-3,97,50,4 duplicate(NvEdn) Eden Group Officer#nv1 729,5,5
-new_2-3,97,50,4 duplicate(NvEdn) Eden Group Officer#nv2 729,5,5
-new_3-3,97,50,4 duplicate(NvEdn) Eden Group Officer#nv3 729,5,5
-new_4-3,97,50,4 duplicate(NvEdn) Eden Group Officer#nv4 729,5,5
-new_5-3,97,50,4 duplicate(NvEdn) Eden Group Officer#nv5 729,5,5
-
-// Merchant (Real Combat Training)
+// Trainer
//============================================================
-- shop Merchant#nv::NvPotato 93,516:15
-
-new_1-3,100,50,4 duplicate(NvPotato) Merchant#nv1 93
-new_2-3,100,50,4 duplicate(NvPotato) Merchant#nv2 93
-new_3-3,100,50,4 duplicate(NvPotato) Merchant#nv3 93
-new_4-3,100,50,4 duplicate(NvPotato) Merchant#nv4 93
-new_5-3,100,50,4 duplicate(NvPotato) Merchant#nv5 93
-
-// Trainer (Real Combat Training)
-//============================================================
-- script Level 1 Trainer#nv::NvBrutus 84,{
+- script ::NvBrutus -1,{
mes "[Trainer Brutus]";
mes "These monsters are all weak and easy to kill. But be careful, a lot of them are aggressive and out for blood!";
next;
@@ -1941,7 +2302,8 @@ new_5-3,100,50,4 duplicate(NvPotato) Merchant#nv5 93
set .@menu$, .@menu$+":";
}
set .@i, select(.@menu$+"Cancel");
- if (.@i < 7) warp "new_"+.@i+"-3",96,21;
+ if (.@i < 7)
+ warp "new_"+.@i+"-3",96,21;
close;
case 2:
mes "[Trainer Brutus]";
@@ -1950,23 +2312,23 @@ new_5-3,100,50,4 duplicate(NvPotato) Merchant#nv5 93
next;
mes "[Trainer Brutus]";
mes "Level 1 has the weakest monsters.";
- mes "There you'll find Poring, Drops, Lunatics, Fabres, and Chonchons.";
+ mes "There you'll find Porings, Drops, and Lunatics.";
next;
mes "[Trainer Brutus]";
mes "Level 2 is more challenging.";
- mes "There you'll find Condors, Pickys, Willows, Fabres, and Roda Frogs.";
+ mes "There you'll find Porings, Lunatics, Willows, and Chonchons.";
next;
mes "[Trainer Brutus]";
- mes "Level 3 is pretty much the same as Level 2.";
- mes "There you'll find Condors, Pickys, Willows, Fabres, and Roda Frogs.";
+ mes "Level 3 is the same as Level 2.";
+ mes "There you'll find Porings, Lunatics, Willows, and Chonchons.";
next;
mes "[Trainer Brutus]";
mes "Level 4 has stronger monsters.";
- mes "There you'll find Rockers, Spores, and Fabres.";
+ mes "There you'll find Willows, Hornets, Pickys, and Fabres.";
next;
mes "[Trainer Brutus]";
mes "Level 5 is the same as Level 4.";
- mes "There you'll find Rockers, Spores, and Fabres.";
+ mes "There you'll find Willows, Hornets, Pickys, and Fabres.";
close;
case 3:
mes "[Trainer Brutus]";
@@ -1975,46 +2337,92 @@ new_5-3,100,50,4 duplicate(NvPotato) Merchant#nv5 93
close;
}
}
-
new_1-3,103,50,4 duplicate(NvBrutus) Level 1 Trainer#nv1 84
new_2-3,103,50,4 duplicate(NvBrutus) Level 2 Trainer#nv2 84
new_3-3,103,50,4 duplicate(NvBrutus) Level 3 Trainer#nv3 84
new_4-3,103,50,4 duplicate(NvBrutus) Level 4 Trainer#nv4 84
new_5-3,103,50,4 duplicate(NvBrutus) Level 5 Trainer#nv5 84
-// Random Stuff (Guards & Bulletin Board)
+// Monster Spawns
//============================================================
-new_1-1,66,114,4 script Bulletin Board#nv 111,{
- mes "^FF0000=================================^000000";
- mes "^FF0000 ^000000 ^E40CAA[Welcome]^CC0000 to ^FF9000Novice^7FFF00 Training ^00FF00Grounds ^E40CAA[Welcome]^FF0000^000000";
+new_1-3,0,0,0,0 monster Poring 1002,20,0,0,0
+new_1-3,0,0,0,0 monster Drops 1113,10,0,0,0
+new_1-3,0,0,0,0 monster Lunatic 1063,20,0,0,0
+
+new_2-3,0,0,0,0 monster Chonchon 1011,10,0,0,0
+new_2-3,0,0,0,0 monster Lunatic 1063,15,0,0,0
+new_2-3,0,0,0,0 monster Willow 1010,10,0,0,0
+new_2-3,0,0,0,0 monster Poring 1002,15,0,0,0
+
+new_3-3,0,0,0,0 monster Chonchon 1011,10,0,0,0
+new_3-3,0,0,0,0 monster Lunatic 1063,15,0,0,0
+new_3-3,0,0,0,0 monster Willow 1010,10,0,0,0
+new_3-3,0,0,0,0 monster Poring 1002,5,0,0,0
+
+new_4-3,0,0,0,0 monster Hornet 1004,5,0,0,0
+new_4-3,0,0,0,0 monster Willow 1010,15,0,0,0
+new_4-3,0,0,0,0 monster Fabre 1184,5,0,0,0
+new_4-3,0,0,0,0 monster Picky 1049,15,0,0,0
+
+new_5-3,0,0,0,0 monster Hornet 1004,5,0,0,0
+new_5-3,0,0,0,0 monster Willow 1010,15,0,0,0
+new_5-3,0,0,0,0 monster Fabre 1184,5,0,0,0
+new_5-3,0,0,0,0 monster Picky 1049,15,0,0,0
+
+// Potato Merchant
+//============================================================
+- shop Potato Merchant#newbe09::NvPotato 93,516:-1
+
+new_1-3,100,50,3 duplicate(NvPotato) Potato Merchant#nv1 93
+new_2-3,100,50,3 duplicate(NvPotato) Potato Merchant#nv2 93
+new_3-3,100,50,3 duplicate(NvPotato) Potato Merchant#nv3 93
+new_4-3,100,50,3 duplicate(NvPotato) Potato Merchant#nv4 93
+new_5-3,100,50,3 duplicate(NvPotato) Potato Merchant#nv5 93
+
+// Random Stuff
+//============================================================
+- script Bulletin Board::NvBulletin -1,{
+ mes "^FF0000=================================";
+ mes " ^E40CAA[Welcome] ^CC0000to^FF9000Novice^7FFF00 Training^00FF00 Grounds^E40CAA [Welcome] ";
mes "^FF0000=================================^000000";
close;
}
+new_1-1,66,114,4 duplicate(NvBulletin) Bulletin Board#nv1 111
+new_2-1,66,114,4 duplicate(NvBulletin) Bulletin Board#nv2 111
+new_3-1,66,114,4 duplicate(NvBulletin) Bulletin Board#nv3 111
+new_4-1,66,114,4 duplicate(NvBulletin) Bulletin Board#nv4 111
+new_5-1,66,114,4 duplicate(NvBulletin) Bulletin Board#nv5 111
-new_1-1,144,116,2 script Guard#nv1 105,{
+- script Guard::NvGuardA -1,{
mes "[Training Grounds Guard]";
mes "Welcome to the Training Grounds.";
mes "You are now in the outer court yard. Please go inside the castle to begin your training.";
close;
}
+new_1-1,144,116,2 duplicate(NvGuardA) Guard#nv1a 105
+new_2-1,144,116,2 duplicate(NvGuardA) Guard#nv2a 105
+new_3-1,144,116,2 duplicate(NvGuardA) Guard#nv3a 105
+new_4-1,144,116,2 duplicate(NvGuardA) Guard#nv4a 105
+new_5-1,144,116,2 duplicate(NvGuardA) Guard#nv5a 105
-new_1-1,144,107,2 script Guard#nv2 105,{
+- script Guard::NvGuardB -1,{
mes "[Training Grounds Guard]";
- if(rand(2)) {
- mes "Come in!";
- mes "I would like to welcome you to the Training Grounds!";
- next;
- mes "[Training Grounds Guard]";
+ if (rand(2)) {
+ mes "Come in! I would like to welcome you to the Training Grounds!";
mes "In here, you can prepare yourself for your future adventures throughout the Ragnarok world!";
- }
- else {
+ } else {
mes "Go, Novice, go!";
mes "Fight, and grow stronger! Look towards a brighter tomorrow!";
}
close;
}
+new_1-1,144,107,2 duplicate(NvGuardB) Guard#nv1b 105
+new_2-1,144,107,2 duplicate(NvGuardB) Guard#nv2b 105
+new_3-1,144,107,2 duplicate(NvGuardB) Guard#nv3b 105
+new_4-1,144,107,2 duplicate(NvGuardB) Guard#nv4b 105
+new_5-1,144,107,2 duplicate(NvGuardB) Guard#nv5b 105
-new_1-2,161,182,5 script Instructor#nv 92,{
+- script Instructor#Edwin::NvEdwin -1,{
mes "[Edwin]";
mes "Eh? Why are you still here?";
mes "There are no more courses that you need to take.";
@@ -2023,34 +2431,984 @@ new_1-2,161,182,5 script Instructor#nv 92,{
mes "Well, I will let you out of here.";
mes "Go find the instructor, Brade.";
close2;
- warp "new_1-2",100,100;
+ savepoint strnpcinfo(4),100,100;
+ warp strnpcinfo(4),100,100;
end;
}
+new_1-2,161,182,5 duplicate(NvEdwin) Instructor#nv1 92
+new_2-2,161,182,5 duplicate(NvEdwin) Instructor#nv2 92
+new_3-2,161,182,5 duplicate(NvEdwin) Instructor#nv3 92
+new_4-2,161,182,5 duplicate(NvEdwin) Instructor#nv4 92
+new_5-2,161,182,5 duplicate(NvEdwin) Instructor#nv5 92
+
+function script F_NvErase {
+ if (getarg(0,0)) {
+ if (checkquest(7123) > -1) erasequest 7123;
+ if (checkquest(7124) > -1) erasequest 7124;
+ if (checkquest(7126) > -1) erasequest 7126;
+ if (checkquest(7127) > -1) erasequest 7127;
+ }
+ nude;
+ setarray .@manuals[0],countitem(2819),countitem(2820),countitem(2821),countitem(2822),countitem(2823),countitem(2824);
+ if (.@manuals[0]) delitem 2819,.@manuals[0]; //Swordman_Manual
+ if (.@manuals[1]) delitem 2820,.@manuals[1]; //Thief_Manual
+ if (.@manuals[2]) delitem 2821,.@manuals[2]; //Acolyte_Manual
+ if (.@manuals[3]) delitem 2822,.@manuals[3]; //Archer_Manual
+ if (.@manuals[4]) delitem 2823,.@manuals[4]; //Merchant_Manual
+ if (.@manuals[5]) delitem 2824,.@manuals[5]; //Mage_Manual
+ return;
+}
-// Real Combat Training Mobs
+// Pre-Renewal Backwards Compatibility
//============================================================
-new_1-3,0,0,0,0 monster ChonChon 1011,10,0,0,0
-new_1-3,0,0,0,0 monster Drops 1113,10,0,0,0
-new_1-3,0,0,0,0 monster Fabre 1184,5,0,0,0
-new_1-3,0,0,0,0 monster Lunatic 1063,10,0,0,0
-new_1-3,0,0,0,0 monster Poring 1002,10,0,0,0
-new_2-3,0,0,0,0 monster Condor 1009,10,0,0,0
-new_2-3,0,0,0,0 monster Fabre 1184,5,0,0,0
-new_2-3,0,0,0,0 monster Picky 1050,10,0,0,0
-new_2-3,0,0,0,0 monster Roda Frog 1012,10,0,0,0
-new_2-3,0,0,0,0 monster Willow 1010,10,0,0,0
-new_3-3,0,0,0,0 monster Condor 1009,10,0,0,0
-new_3-3,0,0,0,0 monster Fabre 1184,5,0,0,0
-new_3-3,0,0,0,0 monster Picky 1050,10,0,0,0
-new_3-3,0,0,0,0 monster Roda Frog 1012,10,0,0,0
-new_3-3,0,0,0,0 monster Willow 1010,10,0,0,0
-new_4-3,0,0,0,0 monster Fabre 1184,5,0,0,0
-new_4-3,0,0,0,0 monster Rocker 1052,10,0,0,0
-new_4-3,0,0,0,0 monster Spore 1014,10,0,0,0
-new_4-3,0,0,0,0 monster Thief Bug 1051,10,0,0,0
-new_4-3,0,0,0,0 monster Thief Bug 1053,10,0,0,0
-new_5-3,0,0,0,0 monster Fabre 1184,5,0,0,0
-new_5-3,0,0,0,0 monster Rocker 1052,10,0,0,0
-new_5-3,0,0,0,0 monster Spore 1014,1,0,0,0
-new_5-3,0,0,0,0 monster Thief Bug 1051,1,0,0,0
-new_5-3,0,0,0,0 monster Thief Bug 1053,1,0,0,0
+- script Final Tester::NvHanson -1,{
+ if (nov_3_swordman < 40) {
+ mes "[Hanson]";
+ mes "Eh? Weird?";
+ next;
+ mes "[Hanson]";
+ mes "The Training Grounds have come under new management...";
+ mes "You seem to have come from the previous management.";
+ next;
+ mes "[Hanson]";
+ mes "You may continue, you should have enough experience if you made it here.";
+ next;
+ mes "[Hanson]";
+ mes "I will send you to any town that you'd like to go to.";
+ mes "Or do you have a favourite profession?";
+ next;
+ switch(select("Choose Profession.:Go to Towns.")) {
+ case 1:
+ mes "[Hanson]";
+ mes "What profession would you like to perform?";
+ next;
+ switch(select("Swordman:Acolyte:Thief:Merchant:Archer:Mage")) {
+ case 1:
+ mes "[Hanson]";
+ mes "That's a great choice!";
+ mes "After you receive all the supplies, I will teleport you to the Swordman Association.";
+ next;
+ mes "[Hanson]";
+ mes "The town you will be sent to is called Izlude which is a satellite of Prontera. The Swordman Association is located in the West of town. Please remember this.";
+ next;
+ callsub L_Supplies;
+ savepoint "izlude",128,98; // Old coordinates: (95,104)
+ warp "izlude_in",74,167;
+ end;
+ case 2:
+ mes "[Hanson]";
+ mes "You have chosen";
+ mes "to become an Acolyte.";
+ mes "You will be sent to";
+ mes "the town of Prontera.";
+ next;
+ mes "[Hanson]";
+ mes "The Prontera Sanctuary is located to the North-East in Prontera. Please remember this.";
+ next;
+ callsub L_Supplies;
+ savepoint "prontera",117,72;
+ warp "prt_church",172,19;
+ end;
+ case 3:
+ mes "[Hanson]";
+ mes "You have chosen";
+ mes "to become a Thief.";
+ mes "You will be sent to";
+ mes "the town of Morroc.";
+ next;
+ mes "[Hanson]";
+ mes "The Thief guild is in the underground 1st floor of a pyramid which is North-West of town. Please remember this.";
+ next;
+ callsub L_Supplies;
+ savepoint "morocc",150,99;
+ warp "moc_ruins",155,44;
+ end;
+ case 4:
+ mes "[Hanson]";
+ mes "You have chosen";
+ mes "to become a Merchant.";
+ mes "You will be sent to";
+ mes "the town of Alberta.";
+ next;
+ callsub L_Supplies;
+ savepoint "alberta",30,232;
+ warp "alberta_in",62,44;
+ end;
+ case 5:
+ mes "[Hanson]";
+ mes "You have chosen";
+ mes "to become an Archer.";
+ mes "You will be sent to";
+ mes "the town of Payon.";
+ next;
+ mes "[Hanson]";
+ mes "The Archer Guild is located to the North-West in Payon. Please remember this.";
+ next;
+ callsub L_Supplies;
+ savepoint "payon",256,242;
+ warp "payon_in02",64,65;
+ end;
+ case 6:
+ mes "[Hanson]";
+ mes "You have chosen";
+ mes "to become a Mage.";
+ mes "You will be sent to";
+ mes "the town of Geffen.";
+ next;
+ mes "[Hanson]";
+ mes "The Mage Academy is located in the North-West in town. Please remember this.";
+ next;
+ callsub L_Supplies;
+ savepoint "geffen",119,37;
+ warp "geffen_in",163,98;
+ end;
+ }
+ case 2:
+ mes "[Hanson]";
+ mes "To what town do you want to go?";
+ next;
+ callsub L_Warp, select("Prontera:Geffen:Morroc:Payon:Alberta:Never mind");
+ end;
+ }
+ } else {
+ mes "[Hanson]";
+ mes "You have received all the supplies.";
+ mes "To what town do you want to go?";
+ next;
+ callsub L_Warp, select("Prontera:Geffen:Morroc:Payon:Alberta");
+ end;
+ }
+ end;
+
+L_Supplies:
+ mes "[Hanson]";
+ mes "Let me give you";
+ mes "some supplies. Then";
+ mes "you will transported";
+ mes "to the chosen town.";
+ next;
+ mes "^660000List of Supplies^000000";
+ mes "^00003320 Free Tickets for Kafra Storage^000000";
+ mes "^00003330 Free Tickets for Kafra Transportation^000000";
+ mes "^0000331 Novice Cutter^000000";
+ mes "^0000331 Novice Adventurer's Suit^000000";
+ next;
+ mes "[Hanson]";
+ mes "Please check your inventory";
+ mes "to see if you have received all the supplies listed. Let me briefly inform you about the items you've received.";
+ next;
+ mes "[Hanson]";
+ mes "Free tickets for Kafra storage and transportation can be used for Kafra storage and teleport services.";
+ set nov_3_swordman,40;
+ getitem 7059,20; //Cargo_Free_Ticket
+ getitem 7060,30; //Warp_Free_Ticket
+ getitem 2393,1; //N_Adventurer's_Suit
+ getitem 13040,1; //N_Cutter
+ next;
+ mes "[Hanson]";
+ mes "You will now";
+ mes "be teleported.";
+ mes "Good luck,";
+ mes "^A62A2A"+strcharinfo(0)+"^000000";
+ mes "and farewell.";
+ close2;
+ return;
+
+L_Warp:
+ mes "[Hanson]";
+ switch(getarg(0)) {
+ case 1:
+ mes "I will send you to Prontera, the Capital City.";
+ close2;
+ savepoint "prontera",117,72;
+ warp "prontera",150,50;
+ end;
+ case 2:
+ mes "I will send you to Geffen, the City of Magic.";
+ close2;
+ savepoint "geffen",119,37;
+ warp "geffen",122,65;
+ end;
+ case 3:
+ mes "I will send you to Morroc, the Desert Town.";
+ close2;
+ savepoint "morocc",150,99;
+ warp "morocc",155,110;
+ end;
+ case 4:
+ mes "I will send you to Payon, the Mountain Village.";
+ close2;
+ savepoint "payon",70,100;
+ warp "payon",166,67;
+ end;
+ case 5:
+ mes "I will send you to Alberta, the Port City.";
+ close2;
+ savepoint "alberta",30,232;
+ warp "alberta",114,58;
+ end;
+ case 6:
+ mes "[Hanson]";
+ mes "Come back when you've made up your mind.";
+ close;
+ }
+}
+new_1-4,100,29,1 duplicate(NvHanson) Final Tester#nv1 46
+new_2-4,100,29,1 duplicate(NvHanson) Final Tester#nv2 46
+new_3-4,100,29,1 duplicate(NvHanson) Final Tester#nv3 46
+new_4-4,100,29,1 duplicate(NvHanson) Final Tester#nv4 46
+new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 46
+
+// Job Test
+//============================================================
+- script Job Guide Lark::NvLark -1,{
+ mes "[Lark]";
+ mes "Have you decided what job you're going to choose?";
+ next;
+ mes "[Lark]";
+ mes "I've prepared a test to see what's the best job for you, according to your answers.";
+ next;
+ mes "[Lark]";
+ mes "How about it?";
+ mes "Would you like to take the test?";
+ next;
+ set .@loop,1;
+ while(.@loop) {
+ switch(select("Take the test.:What's the test for?:No, thank you.")) {
+ case 1:
+ mes "[Lark]";
+ mes "Great!";
+ mes "Let's start the test~";
+ next;
+ set .@loop,0;
+ break;
+ case 2:
+ mes "[Lark]";
+ mes "I will ask you a few simple questions.";
+ mes "Through this test, we will check "+strcharinfo(0)+"'s personality and propensity so that we can find the most appropriate job for you.";
+ next;
+ mes "[Lark]";
+ mes "There are 3 different types of tests and a total of 30 questions.";
+ next;
+ mes "[Lark]";
+ mes "What do you think? Will you take the test?";
+ next;
+ break;
+ case 3:
+ mes "[Lark]";
+ mes "If you haven't decided what job you want yet,";
+ mes "I suggest that you take the test.";
+ close;
+ }
+ }
+ mes "[Lark]";
+ mes "Let's start the first test.";
+ mes "Choose the answer that you like the most.";
+ mes "^FF0000There are 5 questions.^000000";
+ next;
+ mes "[Lark]";
+ mes "In the middle of the dark, you're walking on the streets of Prontera when you suddenly hear someone scream.";
+ next;
+ mes "'Aaaahh!! Don't hurt me ~'";
+ next;
+ mes "You run to the place and see someone surrounded by punks. Because of your sudden appearance, the punks are surprised.";
+ mes "What would be your reaction in this situation?";
+ next;
+ switch(select("Fight against the punks:Cast Magic.:Call for Guards.:Throw rocks at them.")) {
+ case 1:
+ set .@question_01$, "You subdue them easily.";
+ set .@swordman_p, .@swordman_p+1;
+ set .@taekwon_p, .@taekwon_p+1;
+ set .@ninja_p, .@ninja_p+1;
+ break;
+ case 2:
+ set .@question_01$, "You cast a spell on them.";
+ set .@magician_p, .@magician_p+1;
+ break;
+ case 3:
+ set .@question_01$, "You call for help and Guards come to your aid.";
+ set .@acolyte_p, .@acolyte_p+1;
+ break;
+ case 4:
+ set .@question_01$, "You skillfully throw rocks at the punks.";
+ set .@archer_p, .@archer_p+1;
+ set .@gunslinger_p, .@gunslinger_p+1;
+ break;
+ }
+ mes "[Lark]";
+ mes .@question_01$+" You have destroyed the street punks.";
+ mes "After clearing up the mess, you approach the person who was being attacked.";
+ mes "Do you think the person who was surrounded by punks is a man or a woman?";
+ next;
+ switch(select("Man:Woman")) {
+ case 1:
+ set .@question_02_01$, "he";
+ set .@question_02_02$, "son";
+ break;
+ case 2:
+ set .@question_02_01$, "she";
+ set .@question_02_02$, "daughter";
+ break;
+ }
+ mes "[Lark]";
+ mes "You find out that "+.@question_02_01$+" is the "+.@question_02_02$+" of a very rich family in Alberta and Punks attacked while "+.@question_02_01$+" was on an errand for the family.";
+ mes "What kind of errand was "+.@question_02_01$+" doing?";
+ next;
+ switch(select("Delivering an important object:Delivering a small souvenir:Delivering a message")) {
+ case 1:
+ set .@swordman_p, .@swordman_p+1;
+ set .@archer_p, .@archer_p+1;
+ set .@magician_p, .@magician_p+1;
+ break;
+ case 2:
+ set .@thief_p, .@thief_p+1;
+ set .@taekwon_p, .@taekwon_p+1;
+ break;
+ case 3:
+ set .@acolyte_p, .@acolyte_p+1;
+ break;
+ }
+ mes "[Lark]";
+ mes "Thanks to your bravery, "+.@question_02_01$+" becomes your friend and decides to go on a trip.";
+ mes "Where are you going?";
+ next;
+ switch(select("Capital city, Prontera:Mountain city, Payon:Port city, Alberta:Magic city, Geffen:Satelite city, Izlude:Desert city, Morocc:Industrial city, Einbroch:World of natural life, Amatsu:Garden city, Hugel")) {
+ case 1:
+ set .@acolyte_p, .@acolyte_p+1;
+ break;
+ case 2:
+ set .@taekwon_p, .@taekwon_p+1;
+ break;
+ case 3:
+ set .@merchant_p, .@merchant_p+1;
+ break;
+ case 4:
+ set .@magician_p, .@magician_p+1;
+ break;
+ case 5:
+ set .@swordman_p, .@swordman_p+1;
+ break;
+ case 6:
+ set .@thief_p, .@thief_p+1;
+ break;
+ case 7:
+ set .@gunslinger_p, .@gunslinger_p+1;
+ break;
+ case 8:
+ set .@ninja_p, .@ninja_p+1;
+ break;
+ case 9:
+ set .@archer_p, .@archer_p+1;
+ break;
+ }
+ mes "[Lark]";
+ mes "You're having a great time. Do you feel like something will be happening or not?";
+ next;
+ switch(select("Happening:Not happening.")) {
+ case 1:
+ set .@thief_p, .@thief_p+1;
+ set .@swordman_p, .@swordman_p+1;
+ set .@ninja_p, .@ninja_p+1;
+ set .@taekwon_p, .@taekwon_p+1;
+ set .@magician_p, .@magician_p+1;
+ set .@thief_p, .@thief_p+1;
+ break;
+ case 2:
+ set .@acolyte_p, .@acolyte_p+1;
+ set .@merchant_p, .@merchant_p+1;
+ set .@gunslinger_p, .@gunslinger_p+1;
+ break;
+ }
+ mes "[Lark]";
+ mes "Let's go now for the second test. Choose the best answer in your own opinion.";
+ mes "^FF0000There are 5 questions.^000000";
+ next;
+ switch(select("Study:Exercise:Service:Violence")) {
+ case 1:
+ set .@magician_p, .@magician_p+1;
+ break;
+ case 2:
+ set .@thief_p, .@thief_p+1;
+ set .@swordman_p, .@swordman_p+1;
+ set .@taekwon_p, .@taekwon_p+1;
+ break;
+ case 3:
+ set .@acolyte_p, .@acolyte_p+1;
+ break;
+ case 4:
+ set .@thief_p, .@thief_p+1;
+ set .@ninja_p, .@ninja_p+1;
+ break;
+ }
+ switch(select("Change:Preservation")) {
+ case 1:
+ set .@magician_p, .@magician_p+1;
+ break;
+ case 2:
+ set .@acolyte_p, .@acolyte_p+1;
+ break;
+ }
+ switch(select("Consumer:Seller:Producer")) {
+ case 1:
+ set .@swordman_p, .@swordman_p+1;
+ set .@thief_p, .@thief_p+1;
+ set .@acolyte_p, .@acolyte_p+1;
+ set .@archer_p, .@archer_p+1;
+ set .@gunslinger_p, .@gunslinger_p+1;
+ break;
+ case 2:
+ set .@merchant_p, .@merchant_p+1;
+ break;
+ case 3:
+ set .@magician_p, .@magician_p+1;
+ break;
+ }
+ switch(select("Speed:Caution")) {
+ case 1:
+ set .@thief_p, .@thief_p+1;
+ set .@ninja_p, .@ninja_p+1;
+ break;
+ case 2:
+ set .@archer_p, .@archer_p+1;
+ set .@gunslinger_p, .@gunslinger_p+1;
+ break;
+ }
+ switch(select("Theory:Experience")) {
+ case 1:
+ set .@magician_p, .@magician_p+1;
+ break;
+ case 2:
+ set .@swordman_p, .@swordman_p+1;
+ set .@taekwon_p, .@taekwon_p+1;
+ break;
+ }
+ mes "[Lark]";
+ mes "Let's go now for the third test. Please answer (Yes) or (No) to each question.";
+ mes "^FF0000There are 20 questions.^000000";
+ next;
+ mes "[Lark]";
+ mes "Do you always pick up the money that you find on the ground?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ set .@merchant_p, .@merchant_p+1;
+ set .@ninja_p, .@ninja_p+1;
+ break;
+ case 2:
+ set .@acolyte_p, .@acolyte_p+1;
+ break;
+ }
+ mes "[Lark]";
+ mes "If you had the same name as someone of the opposite sex, would that make you less attracted to them?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ set .@ninja_p, .@ninja_p+1;
+ set .@archer_p, .@archer_p+1;
+ break;
+ case 2:
+ set .@acolyte_p, .@acolyte_p+1;
+ set .@gunslinger_p, .@gunslinger_p+1;
+ break;
+ }
+ mes "[Lark]";
+ mes "Do you like being able to carry a lot of items at once?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ set .@swordman_p, .@swordman_p+1;
+ set .@merchant_p, .@merchant_p+1;
+ break;
+ case 2:
+ set .@magician_p, .@magician_p+1;
+ set .@taekwon_p, .@taekwon_p+1;
+ break;
+ }
+ mes "[Lark]";
+ mes "Do you like reading books?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ set .@taekwon_p, .@taekwon_p+1;
+ set .@gunslinger_p, .@gunslinger_p+1;
+ break;
+ case 2:
+ set .@ninja_p, .@ninja_p+1;
+ set .@merchant_p, .@merchant_p+1;
+ break;
+ }
+ mes "[Lark]";
+ mes "Do you read everything in a magazine?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ set .@magician_p, .@magician_p+1;
+ break;
+ case 2:
+ set .@archer_p, .@archer_p+1;
+ set .@gunslinger_p, .@gunslinger_p+1;
+ break;
+ }
+ mes "[Lark]";
+ mes "Do you take the time to worry about what you are wearing?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ set .@merchant_p, .@merchant_p+1;
+ set .@ninja_p, .@ninja_p+1;
+ break;
+ case 2:
+ set .@swordman_p, .@swordman_p+1;
+ set .@thief_p, .@thief_p+1;
+ break;
+ }
+ mes "[Lark]";
+ mes "Do you tell others what kind of fancy foods you've eaten recently?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ set .@thief_p, .@thief_p+1;
+ set .@swordman_p, .@swordman_p+1;
+ break;
+ case 2:
+ set .@acolyte_p, .@acolyte_p+1;
+ set .@taekwon_p, .@taekwon_p+1;
+ break;
+ }
+ mes "[Lark]";
+ mes "Do you write things down in a notebook often?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ set .@magician_p, .@magician_p+1;
+ set .@merchant_p, .@merchant_p+1;
+ break;
+ case 2:
+ set .@thief_p, .@thief_p+1;
+ set .@archer_p, .@archer_p+1;
+ break;
+ }
+ mes "[Lark]";
+ mes "Do you consider yourself attractive?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ set .@ninja_p, .@ninja_p+1;
+ set .@gunslinger_p, .@gunslinger_p+1;
+ break;
+ case 2:
+ set .@acolyte_p, .@acolyte_p+1;
+ set .@swordman_p, .@swordman_p+1;
+ break;
+ }
+ mes "[Lark]";
+ mes "Do you like being in areas where a lot of people gather?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ set .@acolyte_p, .@acolyte_p+1;
+ set .@swordman_p, .@swordman_p+1;
+ break;
+ case 2:
+ set .@archer_p, .@archer_p+1;
+ set .@ninja_p, .@ninja_p+1;
+ break;
+ }
+ mes "[Lark]";
+ mes "Do you like the idea of living a single life?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ set .@thief_p, .@thief_p+1;
+ set .@ninja_p, .@ninja_p+1;
+ break;
+ case 2:
+ set .@acolyte_p, .@acolyte_p+1;
+ break;
+ }
+ mes "[Lark]";
+ mes "Do you like keeping your distance from others?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ set .@gunslinger_p, .@gunslinger_p+1;
+ set .@archer_p, .@archer_p+1;
+ break;
+ case 2:
+ set .@taekwon_p, .@taekwon_p+1;
+ break;
+ }
+ mes "[Lark]";
+ mes "Do you think that having a good hiding space is important in battle?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ set .@magician_p, .@magician_p+1;
+ set .@gunslinger_p, .@gunslinger_p+1;
+ set .@archer_p, .@archer_p+1;
+ break;
+ case 2:
+ set .@taekwon_p, .@taekwon_p+1;
+ set .@magician_p, .@magician_p+1;
+ break;
+ }
+ mes "[Lark]";
+ mes "Would you defend your friends even if you knew they were wrong?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ set .@swordman_p, .@swordman_p+1;
+ break;
+ case 2:
+ set .@thief_p, .@thief_p+1;
+ set .@ninja_p, .@ninja_p+1;
+ break;
+ }
+ mes "[Lark]";
+ mes "Would you try to convince an enemy not to fight you with logic?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ set .@archer_p, .@archer_p+1;
+ set .@merchant_p, .@merchant_p+1;
+ break;
+ case 2:
+ set .@acolyte_p, .@acolyte_p+1;
+ set .@archer_p, .@archer_p+1;
+ break;
+ }
+ mes "[Lark]";
+ mes "Can you sit still in the same place for a long time?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ set .@taekwon_p, .@taekwon_p+1;
+ set .@thief_p, .@thief_p+1;
+ break;
+ case 2:
+ set .@archer_p, .@archer_p+1;
+ set .@gunslinger_p, .@gunslinger_p+1;
+ break;
+ }
+ mes "[Lark]";
+ mes "Do you think that you can take a punch straight to the gut from an Orc?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ set .@swordman_p, .@swordman_p+1;
+ set .@merchant_p, .@merchant_p+1;
+ break;
+ case 2:
+ set .@magician_p, .@magician_p+1;
+ set .@thief_p, .@thief_p+1;
+ break;
+ }
+ mes "[Lark]";
+ mes "Do you make up nicknames for your friends?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ set .@gunslinger_p, .@gunslinger_p+1;
+ set .@archer_p, .@archer_p+1;
+ break;
+ case 2:
+ set .@acolyte_p, .@acolyte_p+1;
+ set .@gunslinger_p, .@gunslinger_p+1;
+ break;
+ }
+ mes "[Lark]";
+ mes "Do you always have a plan B for various situations?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ set .@thief_p, .@thief_p+1;
+ set .@gunslinger_p, .@gunslinger_p+1;
+ break;
+ case 2:
+ set .@gunslinger_p, .@gunslinger_p+1;
+ set .@merchant_p, .@merchant_p+1;
+ break;
+ }
+ mes "[Lark]";
+ mes "When talking with other people, do you take time so that the others have time to think?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ set .@magician_p, .@magician_p+1;
+ break;
+ case 2:
+ set .@ninja_p, .@ninja_p+1;
+ set .@archer_p, .@archer_p+1;
+ break;
+ }
+
+ // Calculate player's job.
+ // In the official script, higher .@who_job value always wins in a tie.
+ setarray .@points[0],
+ .@swordman_p, .@magician_p, .@archer_p, .@merchant_p, .@thief_p, .@acolyte_p, .@taekwon_p, .@gunslinger_p, .@ninja_p;
+ set .@max, .@points[0];
+ for(set .@i,1; .@i<9; set .@i,.@i+1) {
+ if (.@points[.@i] >= .@max) {
+ set .@max, .@points[.@i];
+ set .@ele, .@i;
+ }
+ }
+ set .@who_job, .@ele+1; // To match the official script's numbering.
+
+ mes "[Lark]";
+ mes "Thank you, have a long life.";
+ mes "The vocational aptitude assessment is finished.";
+ next;
+ mes "[Lark]";
+ mes "... ... the result is an aggregate. ... ...";
+ next;
+ mes "[Lark]";
+ mes "Tabulation is complete.";
+ mes "'^0000FFSo^000000', if you press this button";
+ mes "you can see the results.";
+ next;
+ switch(.@who_job) {
+ case 1:
+ set .@job$, "Swordman";
+ mes "[Lark]";
+ mes "...simple and straightforward...";
+ mes "...strong beliefs can affect the world...";
+ mes "...stands for hope that the people...";
+ mes "...to protect loyalty.";
+ mes "...thrusting you ...";
+ next;
+ break;
+ case 2:
+ set .@job$, "Wizard";
+ mes "[Lark]";
+ mes "...to understand all these things alone deulmyeo...";
+ mes "...hard work and independent thinking...";
+ mes "...type. Excellent judgement, naehyangjeok...";
+ mes "...and analytical, with insight...";
+ mes "...type : he observes everything...";
+ next;
+ break;
+ case 3:
+ set .@job$, "Archer";
+ mes "[Lark]";
+ mes "...immeasurable, have many emotions...";
+ mes "...to people who are trying to understand...";
+ mes "...trying to understand the type to receive. Also,...";
+ mes "...rejects mediocrity, and his true...";
+ mes "...type of life to live. Impressionable...";
+ mes "...rich and romantic ...";
+ next;
+ break;
+ case 4:
+ set .@job$, "Merchant";
+ mes "[Lark]";
+ mes "...to identify people's sense of hearing...";
+ mes "...outstanding determination and goals...";
+ mes "...oriented and a strong type of responsibility...";
+ mes "...seongchwiyok strong...";
+ next;
+ break;
+ case 5:
+ set .@job$, "Thief";
+ mes "[Lark]";
+ mes "...always makes life fun and who wants...";
+ mes "...always trying to find a new job...";
+ mes "...contribution to the world,...";
+ mes "...that type. Adventurer,...";
+ mes "...optimistic.";
+ next;
+ break;
+ case 6:
+ set .@job$, "Acolyte";
+ mes "[Lark]";
+ mes "...mentality makes him warm and considerate for others...";
+ mes "I know I have loved anyone,...";
+ mes "...be of help to others and for others...";
+ mes "...type of well-caring.";
+ mes "...always wants to help others.";
+ next;
+ break;
+ case 7:
+ set .@job$, "Taekwon Boy/Girl";
+ mes "[Lark]";
+ mes "...to believe with a stubborn conviction...";
+ mes "...heart and spirit of the grassland is consistent: it...";
+ mes "...make steps to move forward.";
+ mes "...type of comments or want to understand the beliefs...";
+ mes "...that type of effort to correct through training,...";
+ mes "...to have a sound mind...";
+ next;
+ break;
+ case 8:
+ set .@job$, "Gunslinger";
+ mes "[Lark]";
+ mes "People often praised Justice.";
+ mes "Sometimes fear and confusion may exist...";
+ mes "...that time, the definition of confusion...";
+ mes "...to maintain the balance, you're carrying the burden...";
+ mes "...for you ...";
+ next;
+ break;
+ case 9:
+ set .@job$, "Ninja";
+ mes "[Lark]";
+ mes "...to avoid the type of self-aspiring...";
+ mes "...married to a prominent goal and quietly avoiding...";
+ mes "...step and their goals...";
+ mes "...type of reaching your goal until they're complete...";
+ mes "...I do not regret it as ...";
+ next;
+ break;
+ default:
+ mes "[Lark]";
+ mes "An error has occurred.";
+ close;
+ }
+ mes "[Lark]";
+ mes "^8014EB"+.@job$+" is the job that suits you.^000000";
+ next;
+ mes "[Lark]";
+ mes "Well, "+.@job$+", you can choose among various career pathways.";
+ mes "Do you want to determine the job that suits you?";
+ mes "Do you want to select a job?";
+ next;
+ switch(select(.@job$+".:Any other profession.")) {
+ case 1:
+ mes "[Lark]";
+ mes "The Novice Training Center course is now shut down, "+.@job$+". Would you like to make this occupation your profession?";
+ next;
+ if(select("I will think about it again.:I'll choose the former.") == 1) {
+ mes "[Lark]";
+ mes "You will receive a book corresponding to each job type.";
+ mes "Please have enough experience to determine carefully the job that suits you.";
+ close;
+ }
+ break;
+ case 2:
+ mes "[Lark]";
+ mes "Quit now the Training Center Course. Would you like to make an occupation your career choice?";
+ next;
+ if(select("I will think about it again.:I still want to change my job.") == 1) {
+ mes "[Lark]";
+ mes "Primer of each class would have received.";
+ mes "Have enough experience to determine looked carefully, please.";
+ close;
+ }
+ mes "[Lark]";
+ mes "Yes, sir. Please select your desired job.";
+ next;
+ set .@who_job, select("Swordman:Wizard:Archer:Merchant:Thief:Acolyte:Taekwon Boy/Girl:Gunslinger:Ninja:I'll think again.");
+ if (.@who_job == 10) {
+ mes "[Lark]";
+ mes "The Novice Training Center has a lot of sea experience, please pay attention along the way.";
+ close;
+ }
+ break;
+ }
+ callfunc "F_NvErase",1;
+ set .@str$, "^A62A2A'"+strcharinfo(0)+"^000000'! Take care and may Freya bless you on your journey.";
+ switch(.@who_job) {
+ case 1:
+ mes "[Lark]";
+ mes "We will send you";
+ mes "to the swordman guild in Izlude, the Satelite city.";
+ mes .@str$;
+ mes "Good bye.";
+ close2;
+ savepoint "izlude",128,98; // Old coordinates: (95,104)
+ warp "izlude_in",74,167;
+ end;
+ case 2:
+ mes "[Lark]";
+ mes "We will send you";
+ mes "to the magician guild in Geffen, the Magical City.";
+ mes .@str$;
+ mes "Good bye.";
+ close2;
+ savepoint "geffen",119,37;
+ warp "geffen_in",163,98;
+ end;
+ case 3:
+ mes "[Lark]";
+ mes "We will send you";
+ mes "to the Archer Guild in Payon, the city of mountains.";
+ mes .@str$;
+ mes "Good bye.";
+ close2;
+ savepoint "payon",256,242;
+ warp "payon_in02",64,65;
+ end;
+ case 4:
+ mes "[Lark]";
+ mes "We will send you";
+ mes "to the merchant guild in Alberta, the Port City.";
+ mes .@str$;
+ mes "Good bye.";
+ close2;
+ savepoint "alberta",30,232;
+ warp "alberta_in",62,44;
+ end;
+ case 5:
+ mes "[Lark]";
+ mes "We will send you";
+ mes "to the thief guild in Morocc, the desert city.";
+ mes .@str$;
+ mes "Good bye.";
+ close2;
+ savepoint "morocc",150,99;
+ warp "moc_prydb1",99,185;
+ end;
+ case 6:
+ mes "[Lark]";
+ mes "We will send you";
+ mes "to the Prontera, the capital city of the Rune-Midgarts Kingdom.";
+ mes .@str$;
+ mes "Good bye.";
+ close2;
+ savepoint "prontera",117,72;
+ warp "prt_church",172,19;
+ end;
+ case 7:
+ mes "[Lark]";
+ mes "We will send you";
+ mes "to the Phoenix in Payon, the city of mountains.";
+ mes .@str$;
+ mes "Good bye.";
+ close2;
+ savepoint "payon",164,58;
+ warp "payon",163,141;
+ end;
+ case 8:
+ mes "[Lark]";
+ mes "You will be sent to the flyship";
+ mes "in Izlude, the Satelite city.";
+ mes "You can get on the flyship to go to Einbroch, the city of industries.";
+ mes .@str$;
+ mes "Good bye.";
+ close2;
+ savepoint "izlude",128,98; // Old coordinates: (95,104)
+ warp "izlude",128,67;
+ end;
+ case 9:
+ mes "[Lark]";
+ mes "We will send you";
+ mes "to the captain of the smuggling ship.";
+ mes "You can move to Amatsu";
+ mes "with the captain's help.";
+ mes .@str$;
+ mes "Good bye.";
+ close2;
+ savepoint "alberta",117,56;
+ warp "alberta",171,132;
+ end;
+ default:
+ mes "[Lark]";
+ mes "An error has occurred. If you keep having the same problem, please contact the local GM team.";
+ close;
+ }
+}
+new_1-3,106,50,4 duplicate(NvLark) Job Guide Lark#01 706
+new_2-3,106,50,4 duplicate(NvLark) Job Guide Lark#02 706
+new_3-3,106,50,4 duplicate(NvLark) Job Guide Lark#03 706
+new_4-3,106,50,4 duplicate(NvLark) Job Guide Lark#04 706
+new_5-3,106,50,4 duplicate(NvLark) Job Guide Lark#05 706
diff --git a/npc/re/jobs/novice/supernovice_ex.txt b/npc/re/jobs/novice/supernovice_ex.txt
index 4a8436dfe..6d570f1c7 100644
--- a/npc/re/jobs/novice/supernovice_ex.txt
+++ b/npc/re/jobs/novice/supernovice_ex.txt
@@ -1,19 +1,17 @@
//===== Hercules Script ======================================
//= Expanded Super Novice Job Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= Euphy
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.1a
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Description: =========================================
//= Job Change quest for Expanded Super Novice class.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 All dialogue is custom, contains some incorrect behaviors.
//= 1.1 Switched to a translated copy of the official script
//= by Gennosuke Kouga, but vastly edited its content. [Euphy]
//= 1.1a Replaced effect numerics with constants. [Euphy]
-//============================================================
+//============================================================
function script Esseray_Ex {
if (BaseLevel > 98 && JobLevel > 98) {
diff --git a/npc/re/jobs/repair.txt b/npc/re/jobs/repair.txt
new file mode 100644
index 000000000..1c49717bc
--- /dev/null
+++ b/npc/re/jobs/repair.txt
@@ -0,0 +1,313 @@
+//===== Hercules Script ======================================
+//= Job Repairs
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.1
+//===== Description: =========================================
+//= [Official Conversion]
+//= Removes potentially conflicting job data.
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//= 1.1 Added GM management function. [Euphy]
+//============================================================
+
+/*
+rAthena -> official job variable conversion
+-------------------------------------------
+
+Knight: KNIGHT_Q -> job_knight_q
+Priest: PRIEST_Q -> job_priest_q
+Wizard: WIZ_Q -> job_wizard_q
+Blacksmith: BSMITH_Q -> job_black
+Assassin: ASSIN_Q -> job_assasin
+Hunter: HNTR_Q -> job_hunter
+Crusader: CRUS_Q -> job_crusader_q
+Monk: MONK_Q -> job_monk
+Sage: SAGE_Q -> job_sage_q
+Alchemist: ALCH_Q -> job_alchemist_q
+Rogue: ROGUE_Q -> job_rogue
+Bard: BARD_Q -> job_bard_q
+Dancer: DANC_Q -> job_dancer
+
+Rebirth: ADVJOB -> job_karma
+
+Rune Knight: job_rune_edq
+Arch Bishop: job_arch
+Warlock: job_wl
+Mechanic: job__mechanic -> job_mechanic
+Guillotine Cross: job_3rd_gc
+Ranger: job_ranger01
+Royal Guard: job_royal -> job_roy
+Sura: job_shu
+Sorcerer: job_soc
+Geneticist: job_gen
+Shadow Chaser: job_sha -> job_3rd_sc
+Minstrel: job_min
+Wanderer: job_wan
+
+Gunslinger: GUNS_Q -> hg_gun
+Ninja: NINJ_Q -> hg_nin
+Taekwon: TK_Q -> job_taekwon
+Star Gladiator: STGL_Q -> job_star
+Soul Linker: SOUL_Q -> job_linker
+Super Novice: SUPNOV_Q -> job_super
+Expanded Super Novice: EXSUPNOV_Q -> job_super2
+*/
+
+prt_in,38,104,4 script Valerie 811,{
+ if (checkweight(1201,1) == 0) {
+ mes "I think you have too many items. Let's try it again after you take some out.";
+ close;
+ }
+ if (MaxWeight - Weight < 1000) {
+ mes "You're overweight with items so I don't think we can proceed any further. Challenge me after you've taken some items off.";
+ close;
+ }
+ mes "[Valerie]";
+ mes "I am Valerie; I help those with abnormalities. I am friends with Valkyrie.";
+ next;
+ mes "[Valerie]";
+ mes "If both abnormalities disappear then we must start the test over from scratch. What would you like to do?";
+ next;
+ switch(select("I don't have any abnormalities:I think my body has some abnormalities")) {
+ case 1:
+ mes "[Valerie]";
+ mes "That's a relief. Then please take care.";
+ close;
+ case 2:
+ mes "[Valerie]";
+ mes "Are you sure you want to intialize it and start over?";
+ next;
+ if(select("Nope:Yes, I want to start completely over") == 1) {
+ mes "[Valerie]";
+ mes "I understand. I'll see you next time";
+ close;
+ }
+ mes "[Valerie]";
+ mes "All items related to the existing conditions will disappear. Are you okay with this?";
+ next;
+ if(select("Nope:Yes, I want to start completely over.") == 1) {
+ mes "[Valerie]";
+ mes "I understand. I'll see you next time.";
+ close;
+ }
+ mes "[Valerie]";
+ mes "It seems that there are a sea of people who seemed to be cursed of not being able to get a significant other after going through with this. Are you still okay with this? ";
+ next;
+ if(select("Nope:I still want to intialize.") == 1) {
+ mes "[Valerie]";
+ mes "I understand. I will see you next time.";
+ close;
+ }
+ mes "[Valerie]";
+ mes "In extreme cases, some become crippled and can get ulcers. Do you still want to intilize former processes?";
+ next;
+ if(select("Nope:Please intilize the former processes") == 1) {
+ mes "[Valerie]";
+ mes "I understand. I will see you next time";
+ close;
+ }
+ specialeffect2 EF_INVENOM;
+ progressbar "0xffff00",3;
+
+ // Warlock - quest items
+ if (isequipped(2796) || isequipped(2797)) {
+ mes "[Valerie]";
+ mes "Please unequip the Magical Stone or Magical Stone Ring and try again.";
+ close;
+ }
+ if (countitem(2796) || countitem(2797)) {
+ if (isequipped(2796) || isequipped(2797)) {
+ mes "[Valerie]";
+ mes "Please talk to me after your replace all Magical Stones.";
+ close;
+ }
+ setarray .@items[0], 2796, 2797, 6152, 6151; //Magical_Stone,Magical_Stone_,Glittering_Crystal,Peice_Of_Great_Bradium
+ for(set .@i,0; .@i<4; set .@i,.@i+1) {
+ if (countitem(.@items[.@i]))
+ delitem .@items[.@i], countitem(.@items[.@i]);
+ }
+ mes "[Valerie]";
+ mes "You're carrying something that is unnecessary. I will sort it out for you.";
+ close;
+ }
+
+ // Baby and third job characters meet no further conditions.
+ if (eaclass()&(EAJL_BABY|EAJL_THIRD)) {
+ mes "[Valerie]";
+ mes "I don't think you should have any further business with me.";
+ close;
+ }
+
+ // Rebirth - variable
+ if ((Class >= Job_Swordman && Class <= Job_Crusader2) && ADVJOB != 0) {
+ set ADVJOB,0;
+ mes "[Valerie]";
+ mes "You're carrying big karma- You should erase it.";
+ next;
+ mes "[Valerie]";
+ mes "Please talk to me again as there could be additional problems.";
+ close;
+ }
+
+ // Second job - variable and quests
+ // callsub L_Second, "<variable>", <quest>;
+ if (Class == Job_Swordman) {
+ callsub L_Second, "KNIGHT_Q", 9012;
+ callsub L_Second, "CRUS_Q", 3015;
+ } else if (Class == Job_Archer) {
+ callsub L_Second, "HNTR_Q", 4013;
+ callsub L_Second, "BARD_Q", 3004;
+ callsub L_Second, "DANC_Q", 7006;
+ } else if (Class == Job_Mage) {
+ callsub L_Second, "WIZ_Q", 9018;
+ callsub L_Second, "SAGE_Q", 2052;
+ } else if (Class == Job_Merchant) {
+ callsub L_Second, "BSMITH_Q", 2016;
+ callsub L_Second, "ALCH_Q", 2040;
+ } else if (Class == Job_Thief) {
+ callsub L_Second, "ASSIN_Q", 8008;
+ callsub L_Second, "ROGUE_Q", 2027;
+ } else if (Class == Job_Acolyte) {
+ callsub L_Second, "PRIEST_Q", 8016;
+ callsub L_Second, "MONK_Q", 3032;
+ }
+
+ // Third job - variable and quests
+ // callsub L_Third, "<variable>", <main quest>, <first quest>, <last quest>{, <additional quest>};
+ if (BaseJob == Job_Assassin)
+ callsub L_Third, "job_3rd_gc", 7100, 7091, 7116;
+ else if (BaseJob == Job_Blacksmith)
+ callsub L_Third, "job__mechanic", 10101, 10090, 10101;
+ else if (BaseJob == Job_Hunter)
+ callsub L_Third, "job_ranger01", 8262, 8254, 8262;
+ else if (BaseJob == Job_Knight)
+ callsub L_Third, "job_rune_edq", 3219, 3200, 3220;
+ else if (BaseJob == Job_Priest)
+ callsub L_Third, "job_arch", 2191, 2187, 2191;
+ else if (BaseJob == Job_Wizard)
+ callsub L_Third, "job_wl", 11112, 11106, 11112;
+ else if (BaseJob == Job_Alchemist)
+ callsub L_Third, "job_gen", 2223, 2209, 2217, 2223;
+ else if (BaseJob == Job_Bard)
+ callsub L_Third, "job_min", 11154, 11135, 11154;
+ else if (BaseJob == Job_Crusader)
+ callsub L_Third, "job_royal", 0, 12090, 12094;
+ else if (BaseJob == Job_Dancer)
+ callsub L_Third, "job_wan", 2222, 2218, 2222;
+ else if (BaseJob == Job_Monk)
+ callsub L_Third, "job_shu", 11158, 11155, 11158;
+ else if (BaseJob == Job_Rogue)
+ callsub L_Third, "job_sha", 7180, 7160, 7180;
+ else if (BaseJob == Job_Sage)
+ callsub L_Third, "job_soc", 12098, 12096, 12098;
+
+ mes "[Valerie]";
+ mes "I don't think you should have any further business with me.";
+ close;
+ }
+
+L_Second:
+ if (getd(getarg(0)) != 0) {
+ setd getarg(0),0;
+ if (checkquest(getarg(1)) == 2)
+ erasequest getarg(1);
+ mes "[Valerie]";
+ mes "I will help clear your problems for you that came from your former attempts.";
+ next;
+ mes "[Valerie]";
+ mes "Please talk to me again as there could be additional problems.";
+ close;
+ } else
+ return;
+
+L_Third:
+ if (getd(getarg(0)) != 0) {
+ setd getarg(0),0;
+ if (getarg(1)) {
+ if (checkquest(getarg(1)) == 2)
+ erasequest getarg(1);
+ }
+ for(set .@i,getarg(2); .@i<=getarg(3); set .@i,.@i+1) {
+ if (checkquest(.@i) > -1)
+ erasequest .@i;
+ }
+ if (getarg(4,0)) {
+ if (checkquest(getarg(4)) > -1)
+ erasequest getarg(4);
+ }
+ mes "[Valerie]";
+ mes "I will help clear your problems for you that came from your former attempts.";
+ next;
+ mes "[Valerie]";
+ mes "Please talk to me again as there could be additional problems.";
+ close;
+ } else
+ return;
+}
+
+- script Valerie#sign -1,{
+ mes "^ff00ffI couldn't pay the office rent so I am temporarily relocating to the building across from the Prontera Refinery.^000000";
+ mes " ";
+ mes "^ff00ffValerie^000000";
+ close;
+}
+in_moc_16,17,33,4 duplicate(Valerie#sign) Valerie#asn 837
+ein_in01,13,28,4 duplicate(Valerie#sign) Valerie#bls 837
+hu_in01,386,377,4 duplicate(Valerie#sign) Valerie#hnt 837
+prt_in,88,108,4 duplicate(Valerie#sign) Valerie#knt 837
+prt_church,19,36,4 duplicate(Valerie#sign) Valerie#prst 837
+gef_tower,110,30,4 duplicate(Valerie#sign) Valerie#wiz 837
+comodo,215,155,4 duplicate(Valerie#sign) Valerie#danc 837
+prt_castle,45,167,4 duplicate(Valerie#sign) Valerie#cru 837
+prt_monk,59,253,4 duplicate(Valerie#sign) Valerie#mnk 837
+moc_ruins,90,104,4 duplicate(Valerie#sign) Valerie#rg 837
+yuno_in02,43,62,4 duplicate(Valerie#sign) Valerie#sag 837
+prt_church,103,86,4 duplicate(Valerie#sign) Valerie#arch 837
+que_job01,75,92,4 duplicate(Valerie#sign) Valerie#gc 837
+yuno,129,150,4 duplicate(Valerie#sign) Valerie#mech 837
+tur_dun01,159,40,4 duplicate(Valerie#sign) Valerie#ran 837
+prt_in,167,24,4 duplicate(Valerie#sign) Valerie#rk 837
+spl_in02,81,102,4 duplicate(Valerie#sign) Valerie#wl 837
+alde_alche,38,181,4 duplicate(Valerie#sign) Valerie#alche 837
+alberta,198,129,4 duplicate(Valerie#sign) Valerie#min 837
+in_rogue,376,104,4 duplicate(Valerie#sign) Valerie#sc 837
+ve_in,244,122,4 duplicate(Valerie#sign) Valerie#shu 837
+xmas,166,209,4 duplicate(Valerie#sign) Valerie#wan 837
+
+sec_in02,12,40,5 script Job Repair 57,1,1,{
+ callfunc "F_GM_NPC";
+ mes "Please input your password.";
+ next;
+ if (callfunc("F_GM_NPC","1854",1) == 1) {
+ set job_arch,100;
+ set job_3rd_gc,100;
+ set job__mechanic,100;
+ set job_ranger01,100;
+ set job_rune_edq,100;
+ set job_wl,100;
+ set job_gen,100;
+ set job_min,100;
+ set job_royal,100;
+ set job_sha,100;
+ set job_soc,100;
+ set job_shu,100;
+ set job_wan,100;
+ set KNIGHT_Q,100;
+ set PRIEST_Q,100;
+ set WIZ_Q,100;
+ set BSMITH_Q,100;
+ set ASSIN_Q,100;
+ set HNTR_Q,100;
+ set CRUS_Q,100;
+ set MONK_Q,100;
+ set SAGE_Q,100;
+ set ALCH_Q,100;
+ set ROGUE_Q,100;
+ set BARD_Q,100;
+ set DANC_Q,100;
+ set ADVJOB,15;
+ }
+ close;
+}
diff --git a/npc/re/kafras/kafras.txt b/npc/re/kafras/kafras.txt
index 2cab9e388..5db5885d3 100644
--- a/npc/re/kafras/kafras.txt
+++ b/npc/re/kafras/kafras.txt
@@ -1,11 +1,9 @@
//===== Hercules Script ======================================
//= Kafras (Cities/Dungeons/Fields)
-//===== By: ==================================================
+//===== By: ==================================================
//= Joseph
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
+//===== Current Version: =====================================
+//= 1.4
//===== Description: =========================================
//= Argument settings for callfunc "F_Kafra":
//= arg(0): 0 - Default Kafra message
@@ -15,12 +13,16 @@
//= arg(2): 1 - Disable info menu
//= arg(3): Cost of Storage service
//= arg(4): Cost of Rent a Pushcart service
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 0.x Previous Authors:
//= - L0ne_W0lf, Daegaladh
//= 1.0 Merged and cleaned up Kafras. [Euphy]
//= 1.1 Added Dewata Kafra. [Lemongrass]
-//============================================================
+//= 1.2 Added Port Malaya Kafras. [Euphy]
+//= 1.3 Added Eden Group Kafra. [Euphy]
+//= 1.3a Moved Rune Knight Kafra from job file. [Euphy]
+//= 1.4 Added Izlude duplicates. [Euphy]
+//============================================================
// Brasilis
//============================================================
@@ -40,7 +42,43 @@ dewata,202,184,6 script Kafra Employee::kaf_dewata 117,{
callfunc "F_KafEnd",0,1,"on Dewata Island";
}
+// Eden Group
+//============================================================
+moc_para01,10,185,4 script Kafra Employee::kaf_eden 721,{
+ cutin "kafra_07",2;
+ mes "[Kafra Employee]";
+ mes "Welcome to the";
+ mes "Kafra Corporation.";
+ mes "I only offer Storage!";
+ callfunc "F_Kafra",5,2,0,80,0;
+}
// Izlude
//============================================================
-izlude,128,148,6 duplicate(kaf_izlude) Kafra Employee 117
+izlude,128,148,6 duplicate(kaf_izlude) Kafra Employee#iz 117
+izlude_a,128,148,6 duplicate(kaf_izlude) Kafra Employee#iz_a 117
+izlude_b,128,148,6 duplicate(kaf_izlude) Kafra Employee#iz_b 117
+izlude_c,128,148,6 duplicate(kaf_izlude) Kafra Employee#iz_c 117
+izlude_d,128,148,6 duplicate(kaf_izlude) Kafra Employee#iz_d 117
+
+// Port Malaya
+//============================================================
+malaya,71,79,4 script Kafra Employee::kaf_malaya1 581,{
+ callfunc "F_Kafra",0,3,2,500,700;
+ savepoint "malaya",44,56;
+ callfunc "F_KafEnd",0,1,"in Port Malaya";
+}
+
+malaya,234,204,4 script Kafra Employee::kaf_malaya2 581,{
+ callfunc "F_Kafra",0,3,2,500,700;
+ savepoint "malaya",281,212;
+ callfunc "F_KafEnd",0,1,"in Port Malaya";
+}
+
+// Rune Knight
+//============================================================
+job3_rune01,92,62,3 script Kafra Employee::kaf_rune 114,{
+ cutin "kafra_04",2;
+ callfunc "F_KafSet";
+ callfunc "F_Kafra",0,9,2,80,700;
+}
diff --git a/npc/re/merchants/3rd_trader.txt b/npc/re/merchants/3rd_trader.txt
index 86dd01656..134a3422d 100644
--- a/npc/re/merchants/3rd_trader.txt
+++ b/npc/re/merchants/3rd_trader.txt
@@ -1,20 +1,26 @@
//===== Hercules Script ======================================
//= 3rd Item Seller
-//===== By: ==================================================
+//===== By: ==================================================
//= Masao, Mercurial
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Sells some 3rd Job related items.
-//===== Additional Comments: =================================
+//===== Current Version: =====================================
+//= 1.5
+//===== Description: =========================================
+//= [Official Conversion]
+//= Sells some 3rd Job related items:
+//= - Poison Herbs, Rune Stones, Rare Herbs, Points
+//===== Additional Comments: =================================
//= 1.0 First Version.
//= 1.1 Optimized Poison Herb Salesman NPC
//= 1.2 Optimized and standardized. [Euphy]
-//============================================================
+//= 1.3 Added Malangdo/Mora Points NPC. [Euphy]
+//= 1.4 Updated to match the official scripts. [Euphy]
+//= 1.5 Added Izlude duplicates. [Euphy]
+//============================================================
-job3_guil01,79,96,3 script Poison Herb Salesman::PHS 877,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 20000) {
+// Poison Herb Merchants (Guillotine Cross)
+//============================================================
+- script ::phs -1,{
+ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) {
mes "- Wait a minute !! -";
mes "- Currently you're carrying -";
mes "- too many items with you. -";
@@ -22,68 +28,65 @@ job3_guil01,79,96,3 script Poison Herb Salesman::PHS 877,{
mes "- after you lose some weight. -";
close;
}
- mes "[Poison Herb Salesman]";
+ mes "[Poison Herb Merchant]";
mes "I am the professional";
- mes "poison herb seller.";
- mes "Which one do you want?";
- mes "They cost 4,000 zeny each!";
- set .@i, select("Nerium:Rantana:Makulata:Seratum:Scopolia:Amoena:Poison Kit")-1;
+ mes "Poison Herb merchant.";
+ mes "Each Herb costs 4,000 zeny.";
+ mes "What would you like?";
next;
+ set .@i, select("Nerium:Rantana:Makulata:Seratum:Scopolia:Amoena:Poison Kit:Cancel")-1;
+ mes "[Poison Herb Merchant]";
if (.@i < 6) {
- mes "[Poison Herb Salesman]";
- mes "How many do you want? You can";
- mes "only buy a maximum of 2000 ea";
- mes "and if you want to cancel, enter '0'.";
- next;
- input .@amount;
- mes "[Poison Herb Salesman]";
- if (.@amount == 0) {
- mes "You've cancelled the trade.";
- close;
- }
- if (.@amount > 2000) {
- mes "Please check the maximum";
- mes "amount and then try again.";
- close;
- }
- if (Zeny < .@amount*4000) {
- mes "Please check the money you have.";
- mes "It doesn't seem like you have enough money.";
- close;
- }
- set Zeny, Zeny-(.@amount*4000);
- getitem 7932+.@i,.@amount;
- mes "Thank you. See you~!";
- close;
+ set .@item,7932+.@i;
+ set .@price,4000;
+ set .@max,2000;
+ set .@max$,"2,000";
+ } else if (.@i == 6) {
+ set .@item,7931;
+ set .@price,5000;
+ set .@max,500;
+ set .@max$,"500";
+ mes "Each Poison Kit costs 5,000 zeny.";
} else {
- mes "[Poison Herb Salesman]";
- mes "You can only buy";
- mes "1 Poison Kit and it costs 5,000 zeny.";
- mes "Will you buy it?";
- next;
- if(select("Yes, I will.:No, I won't.") == 2) {
- mes "[Poison Herb Salesman]";
- mes "Well, I see. See you~!";
- close;
- }
- mes "[Poison Herb Salesman]";
- if (Zeny < 5000) {
- mes "Please check the money you have.";
- mes "It doesn't seem like you have enough money.";
- close;
- }
- set Zeny, Zeny-5000;
- getitem 7931,1;
- mes "[Poison Herb Salesman]";
- mes "Thank you. See you~!";
+ mes "Well, I see. Come back again~!";
+ close;
+ }
+ mes "How many do you want?";
+ mes "You can only buy a maximum of '"+.@max+"' ea.";
+ mes "Enter '0' if you want to cancel.";
+ next;
+ input .@amount;
+ if (.@amount == 0) {
+ mes "[Poison Herb Merchant]";
+ mes "You've cancelled the trade.";
+ close;
+ }
+ if (.@amount > .@max) {
+ mes "[Poison Herb Merchant]";
+ mes "The number must be less than "+.@max$+"!";
+ close;
+ }
+ set .@total, .@amount * .@price;
+ if (Zeny < .@total) {
+ mes "[Poison Herb Merchant]";
+ mes "You don't have enough money.";
+ mes "Check how much money you have first.";
close;
}
+ set Zeny, Zeny - .@total;
+ getitem .@item, .@amount;
+ mes "[Poison Herb Merchant]";
+ mes "Thank you. Come back again~!";
+ close;
}
-morocc,190,96,4 duplicate(PHS) Poison Herb Salesman#moc 877
-lhz_in02,16,205,4 duplicate(PHS) Poison Herb Salesman#lhz 877
+job3_guil01,79,96,3 duplicate(phs) Poison Herb Merchant 877
+morocc,191,94,4 duplicate(phs) Poison Herb Merchant#moc 877 //Official: (190,96) -> in a wall
+lhz_in02,16,205,4 duplicate(phs) Poison Herb Merchant#lhz 877
-job3_rune01,90,62,3 script Rune Salesman::runesale 853,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 20000) {
+// Rune Stone Merchants (Rune Knight)
+//============================================================
+- script ::runesale -1,{
+ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) {
mes "- Wait a minute !! -";
mes "- Currently you're carrying -";
mes "- too many items with you. -";
@@ -91,57 +94,67 @@ job3_rune01,90,62,3 script Rune Salesman::runesale 853,{
mes "- after you lose some weight. -";
close;
}
- mes "[Rune Salesman]";
+ mes "[Rune Merchant]";
mes "Hey, do you need Runes?!";
- mes "I sell all kinds of Rune Stones!";
- mes "What kind of Rune do you want?";
+ mes "I sell all sorts of Rune Stones!";
+ mes "What would you like?";
next;
set .@i, select("Buy high-quality Rune Stones.:Buy ordinary Rune Stones.");
- mes "[Rune Salesman]";
+ mes "[Rune Merchant]";
if (.@i == 1) {
mes "High-quality Runes!";
mes "They cost 2,500 zeny each!";
- setarray .@rune[0],12734,2500;
+ set .@item,12734; //Runstone_Quality
+ set .@price,2500;
} else {
mes "Ordinary Rune Stones?";
mes "They cost 1,000 zeny each!";
+ set .@item,12737; //Runstone_Ordinary
+ set .@price,1000;
setarray .@rune[0],12737,1000;
}
- mes "Tell me how many you want to buy";
+ mes "Tell me how many you want,";
mes "and remember, you can only";
- mes "buy a maximum amount of 2000 ea!";
+ mes "buy a maximum of '2000' ea.";
next;
input .@amount;
- mes "[Rune Salesman]";
if (.@amount == 0) {
- mes "You're not buying? Go away!";
+ mes "[Rune Merchant]";
+ mes "You're not buying? Please leave!";
close;
}
if (.@amount > 2000) {
- mes "Please check the maximum";
- mes "amount and then come back to me again!";
+ mes "[Rune Merchant]";
+ mes "The number must be less than 2,000!";
close;
}
- if (Zeny < .@amount*.@rune[1]) {
- mes "Money! Money!";
- mes "You are short of money!";
- mes "Check the amount of money you have!!";
+ set .@total, .@amount * .@price;
+ if (Zeny < .@total) {
+ mes "[Rune Merchant]";
+ mes "Zeny! Zeny!";
+ mes "You don't have enough money.";
+ mes "Check how much money you have first.";
close;
}
- if (!checkweight(.@rune[0],.@amount)) {
- mes "You're not able to carry it, so why are you trying to buy it?!";
+ if (!checkweight(.@item,.@amount)) {
+ mes "[Rune Merchant]";
+ mes "It doesn't seem like you are able to carry it all, why are you trying it?!";
close;
}
- set Zeny, Zeny-(.@amount*.@rune[1]);
- getitem .@rune[0],.@amount;
- mes "You can buy more again.";
- mes "So, see you later.";
+ set Zeny, Zeny - .@total;
+ getitem .@item, .@amount;
+ mes "[Rune Merchant]";
+ mes "Thank you.";
+ mes "Please come back again~!";
close;
}
-prontera,168,228,3 duplicate(runesale) Rune Salesman#1 853
+job3_rune01,90,62,3 duplicate(runesale) Rune Merchant#job3 853
+prontera,168,228,3 duplicate(runesale) Rune Merchant#prt 853
+// Rare Herb Merchants (Guillotine Cross)
+//============================================================
job3_guil01,91,93,3 script Rare Herb Collector 49,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 20000) {
+ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) {
mes "- Wait a minute !! -";
mes "- Currently you're carrying -";
mes "- too many items with you. -";
@@ -151,27 +164,48 @@ job3_guil01,91,93,3 script Rare Herb Collector 49,{
}
if (Class == Job_Guillotine_Cross || Class == Job_Guillotine_Cross_T || Class == Job_Baby_Cross) {
mes "[Rare Poison Herb Collector]";
- mes "I wander around the world and collect rare poison herbs. Recently, I am dealing in the herb called Izidor. If you are interested, you can buy them.";
+ mes "I wander around the world and collect rare poison herbs. Recently, I started dealing in the herb called Izidor. If you are interested, you can buy them.";
next;
- set .@i, select("How can I buy them?:Exchange it with Animal Blood:Exchange it with a Bitter Herb:Exchange it with a Deadly Noxious Herb:Exchange it with a Frozen Rose:Exchange it with Ment:Exchange it with Hinalle")-1;
- if (.@i == 0) {
+ set .@i, select("How can I buy them?:Exchange it for Animal Blood:Exchange it for a Bitter Herb:Exchange it for a Deadly Noxious Herb:Exchange it for a Frozen Rose:Exchange it for Ment:Exchange it for Hinalle")-2;
+ if (.@i == -1) {
mes "[Rare Poison Herb Collector]";
- mes "You can buy any of those items for 10,000 zeny: Animal Blood, Bitter Herb, Deadly Noxious Herb, Frozen Rose, Ment or Hinalle. ";
+ mes "You can buy them for 10,000 zeny and one of these rare items, Animal Blood, Bitter Herb, Deadly Noxious Herb, Frozen Rose, Ment or an Hinalle.";
next;
mes "[Rare Poison Herb Collector]";
- mes "Why I ask for money? That is just to pay a little respect to a collector like me. Ha ha ha...";
+ mes "Why do I ask money? That's just to pay a little respect to a collector like me. Ha ha ha...";
close;
} else {
- setarray .@exchange[1],702,621,631,749,605,703;
+ setarray .@exchange[0],702,621,631,749,605,703;
+ set .@item, .@exchange[.@i];
+ set .@price, 10000;
+
mes "[Rare Poison Herb Collector]";
- if (!countitem(.@exchange[.@i]) || Zeny < 10000) {
- mes "Hey, try again after you've prepared all the requirements for the exchange.";
+ mes "How many do you want?";
+ mes "You can only buy a maximum of '2000' ea.";
+ mes "Enter '0' if you want to cancel.";
+ next;
+ input .@amount;
+ if (.@amount == 0) {
+ mes "[Rare Poison Herb Collector]";
+ mes "You've cancelled the trade.";
+ close;
+ }
+ if (.@amount > 2000) {
+ mes "[Rare Poison Herb Collector]";
+ mes "The number must be less than 2,000!";
+ close;
+ }
+ set .@total, .@amount * .@price;
+ if (countitem(.@item) < .@amount || Zeny < .@total) {
+ mes "[Rare Poison Herb Collector]";
+ mes "Hey, come back when you have all the requirements for the exchange.";
close;
}
- mes "Thank you. I've received your payment.";
- delitem .@exchange[.@i],1;
- set Zeny, Zeny-10000;
- getitem 709,1;
+ mes "[Rare Poison Herb Collector]";
+ mes "Good. I've received the money and the special item.";
+ delitem .@item, .@amount;
+ set Zeny, Zeny - .@total;
+ getitem 709, .@amount; //Izidor
close;
}
}
@@ -180,8 +214,10 @@ job3_guil01,91,93,3 script Rare Herb Collector 49,{
close;
}
-gef_tower,105,172,5 script Point Salesman#Sorcerer::pss 700,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 20000) {
+// Point Merchants (Sorcerer)
+//============================================================
+- script ::pss -1,{
+ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) {
mes "- Wait a minute !! -";
mes "- Currently you're carrying -";
mes "- too many items with you. -";
@@ -189,11 +225,11 @@ gef_tower,105,172,5 script Point Salesman#Sorcerer::pss 700,{
mes "- after you lose some weight. -";
close;
}
- mes "[Point Salesman]";
+ mes "[Point Merchant]";
mes "Hello. I'm selling a catalyst called ^FF0000Points^000000 for Sorcerers. What would you like?";
next;
set .@i, select("Scarlet Points - 200z:Lime Green Points - 200z:Indigo Points - 200z:Yellow Wish Points - 200z:Cancel")-1;
- mes "[Point Salesman]";
+ mes "[Point Merchant]";
if (.@i == 4) {
mes "You can't find the stuff you need?";
close;
@@ -205,7 +241,7 @@ gef_tower,105,172,5 script Point Salesman#Sorcerer::pss 700,{
mes "If you want to cancel, enter 0.";
next;
input .@amount;
- mes "[Point Salesman]";
+ mes "[Point Merchant]";
if (.@amount == 0) {
mes "You've cancelled the trade.";
close;
@@ -223,6 +259,22 @@ gef_tower,105,172,5 script Point Salesman#Sorcerer::pss 700,{
mes "Thank you very much. See you~!";
close;
}
-comodo,241,103,6 duplicate(pss) Point Salesman#1 700
-alberta,105,52,7 duplicate(pss) Point Salesman#2 700
-veins,202,128,6 duplicate(pss) Point Salesman#3 700
+gef_tower,105,172,5 duplicate(pss) Point Merchant#Sorcerer 700
+prt_in,131,66,0 duplicate(pss) Point Merchant#Prontera 700
+alberta,105,52,7 duplicate(pss) Point Merchant#Alberta 700
+aldebaran,133,114,5 duplicate(pss) Point Merchant#Aldebaran 700
+comodo,193,159,5 duplicate(pss) Point Merchant#Comodo 700
+geffen,129,49,5 duplicate(pss) Point Merchant#Geffen 700
+izlude,138,163,5 duplicate(pss) Point Merchant#Izlude 700 // Old coordinates: izlude (135,121)
+izlude_a,138,163,5 duplicate(pss) Point Merchant#Izlude_a 700
+izlude_b,138,163,5 duplicate(pss) Point Merchant#Izlude_b 700
+izlude_c,138,163,5 duplicate(pss) Point Merchant#Izlude_c 700
+izlude_d,138,163,5 duplicate(pss) Point Merchant#Izlude_d 700
+malangdo,214,163,5 duplicate(pss) Point Merchant#Malangdo 700
+mora,115,118,3 duplicate(pss) Point Merchant#Mora 700
+ra_in01,256,273,3 duplicate(pss) Point Merchant#Rachel 700
+veins,202,128,5 duplicate(pss) Point Merchant#Veins 700
+dicastes01,207,200,5 duplicate(pss) Point Merchant#Dicastes 700
+manuk,261,206,3 duplicate(pss) Point Merchant#Manuk 700
+splendide,207,160,5 duplicate(pss) Point Merchant#Splendide 700
+mid_camp,224,237,3 duplicate(pss) Point Merchant#Midgard 700
diff --git a/npc/re/merchants/advanced_refiner.txt b/npc/re/merchants/advanced_refiner.txt
new file mode 100644
index 000000000..c6aa75124
--- /dev/null
+++ b/npc/re/merchants/advanced_refiner.txt
@@ -0,0 +1,196 @@
+//===== Hercules Script ======================================
+//= Advanced Refiner
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= [Official Conversion]
+//= Refiner that uses Enriched ores to increase upgrade success.
+//= After a conversation with Doddler, it's been established that
+//= the advanced refiner works similar the the "Bubble Gum" item.
+//= The success percentage is not "increased" however, if it fails
+//= You get a second try. This tries twice at the same time,
+//= effectively giving you a re-roll on your attempt.
+//===== Additional Comments: =================================
+//= 1.0 Added Malangdo Refiner "Holink". [Euphy]
+//============================================================
+
+malangdo,221,174,6 script Holink#mal_cash 559,{
+ disable_items;
+ mes "[Holink]";
+ mes "I am the meow~ Blacksmith Holink~";
+ mes "Master of refining, Holink~";
+ mes "I am the special cat Holink who learned from Morroc~";
+ mes "My daughter is so proud of me, Holink~";
+ mes "What should Holink~ refine today?";
+ next;
+ setarray .@position$[1],"Head","Body","Left Hand","Right Hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
+ set .@menu$,"";
+ for(set .@i,1; .@i<=10; set .@i,.@i+1)
+ set .@menu$, .@menu$+((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Empty]")+":";
+ set .@part, select(.@menu$);
+ if (!getequipisequiped(.@part)) {
+ mes "[Holink]";
+ switch(.@part) {
+ case 1:
+ mes "My teacher Aragam said meow~";
+ mes "There's no cure for stupidity...";
+ break;
+ case 2:
+ mes "There's nothing to see here, meow!!";
+ break;
+ case 3:
+ mes "Meow? What do you want me to do with this left hand...?";
+ break;
+ case 4:
+ mes "Meow? What do you want me to do with this right hand...?";
+ break;
+ case 5:
+ mes "Meow? You don't have anything on.";
+ break;
+ case 6:
+ mes "Kyang~! Do not mess with my sensitive olfactory, meow~.";
+ break;
+ case 7:
+ case 8:
+ mes "Meow? Where is the accessory?";
+ break;
+ case 9:
+ case 10:
+ mes "Meow? You talking about the other head parts, meow?~";
+ break;
+ }
+ close;
+ }
+ if (!getequipisenableref(.@part)) {
+ mes "[Holink]";
+ mes "Even Aragam can't refine such a thing, meow.";
+ close;
+ }
+ if (getequiprefinerycnt(.@part) >= 10) {
+ mes "[Holink]";
+ mes "Meow~ Perfect refining. Did Aragam do this, meow?~";
+ close;
+ }
+ mes "[Holink]";
+ switch(getequipweaponlv(.@part)) {
+ default:
+ case 0: // Armor
+ set .@price,15000;
+ set .@material,7619; //Enriched_Elunium
+ set .@type$,"armor";
+ mes "You have chosen an armor, meow~";
+ break;
+ case 1: // Level 1 Weapon
+ set .@price,500;
+ set .@material,7620; //Enriched_Oridecon
+ set .@type$,"weapon";
+ mes "A level 1 weapon...?";
+ break;
+ case 2: // Level 2 Weapon
+ set .@price,2000;
+ set .@material,7620; //Enriched_Oridecon
+ set .@type$,"weapon";
+ mes "Meow, a level 2 weapon...?";
+ break;
+ case 3: // Level 3 Weapon
+ set .@price,20000;
+ set .@material,7620; //Enriched_Oridecon
+ set .@type$,"weapon";
+ mes "Meow Meow~~ A level 3 weapon~~";
+ break;
+ case 4: // Level 4 Weapon
+ set .@price,50000;
+ set .@material,7620; //Enriched_Oridecon
+ set .@type$,"weapon";
+ mes "Me-Meow!... A level 4 weapon...!";
+ mes "I've only seen it twice while";
+ mes "learning from Aragam... Me-Meow!!";
+ break;
+ }
+ mes "You need ^ff9999"+getitemname(.@material)+"^000000 and ^ff9999"+.@price+"^000000 Zeny for this refine, meow~";
+ mes "Want to continue, meow?~";
+ next;
+ if(select("Yes!!:No!!") == 2) {
+ mes "[Holink]";
+ mes "Kyack!!";
+ mes "You don't belive in refine master Holink, meow?~";
+ close;
+ }
+ if (getequippercentrefinery(.@part) < 100) {
+ mes "[Holink]";
+ mes "Meow!!";
+ if (.@type$ == "armor")
+ mes "This armor was already refined so many times, meow.";
+ else {
+ mes "Danger. Danger~";
+ mes "This weapon was refined a lot, meow~";
+ next;
+ mes "[Holink]";
+ }
+ mes "You might break it if you continue";
+ mes "to try refining this item further, meow.";
+ next;
+ mes "[Holink]";
+ mes "Once the "+.@type$+" is broken, you can";
+ mes "never use it again, meow. Not to mention... all current";
+ mes "^ff0000cards and enchantments will vanish for sure^000000.";
+ mes "You still want to try, meow~?";
+ next;
+ if(select("Yes, I do!!:Forget about it!!") == 2) {
+ mes "[Holink]";
+ mes "Meow! Wise choice, meow.";
+ mes "But!!";
+ mes "I am not happy to see you doubting the refine master Holink, meow~";
+ close;
+ }
+ }
+ if (countitem(.@material) == 0 || Zeny < .@price) {
+ mes "[Holink]";
+ mes "You don't have the ingredients.";
+ mes "You need ^ff9999"+getitemname(.@material)+"^000000 and ^ff9999"+.@price+"^000000 Zeny, meow~";
+ mes "Go get it, meow~";
+ close;
+ }
+ delitem .@material,1;
+ set Zeny, Zeny-.@price;
+ if (getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100)) {
+ successrefitem .@part;
+ mes "[Holink]";
+ mes "Me~ Me~ Meow! Fun fun refining~";
+ next;
+ emotion e_kis;
+ mes "[Holink]";
+ mes "Perfect!! Perfect, meow!!";
+ mes "I am the disciple of the refining wizard Aragam~";
+ mes "Holink!!";
+ mes "Another day of successful refining, meow!!";
+ close;
+ }
+ failedrefitem .@part;
+ mes "[Holink]";
+ mes "Meo~ Meow~ Kyaaak!!";
+ next;
+ switch(rand(1,5)) {
+ case 1: emotion e_sob; break;
+ case 2: emotion e_swt2; break;
+ case 3: emotion e_wah; break;
+ case 4: emotion e_hmm; break;
+ case 5: emotion e_lv2; break;
+ }
+ mes "[Holink]";
+ mes "Meow!! Aaaaakk~~!!!!";
+ mes "Kyaaak!! I have failed, meow!!";
+ next;
+ mes "[Holink]";
+ mes "......";
+ mes "......";
+ mes "All~ Everything~ Broken, meow...";
+ next;
+ mes "[Holink]";
+ mes "Meow.... Master Aragam once said,";
+ mes "learn from your failures...";
+ mes "Human, this one failure will be the beginning of your success in the future.";
+ close;
+}
diff --git a/npc/re/merchants/alchemist.txt b/npc/re/merchants/alchemist.txt
new file mode 100644
index 000000000..8687cb946
--- /dev/null
+++ b/npc/re/merchants/alchemist.txt
@@ -0,0 +1,117 @@
+//===== Hercules Script ======================================
+//= Alchemist Shop
+//===== By: ==================================================
+//= rAthena Dev Team
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= [Official Conversion]
+//= Merchants for Alchemist Materials and Manuals.
+//===== Additional Comments: =================================
+//= 1.0 Split Geneticist shop from main file. [Euphy]
+//= Updated dialogue to match the official script.
+//============================================================
+
+alde_alche,31,186,3 script Craft Book Merchant#alde 883,{
+ mes "[Craft Book Merchant]";
+ mes "Welcome.";
+ mes "I'm here to sell";
+ mes "^0000FFspecial craft books^000000 for Geneticists.";
+ next;
+ mes "[Craft Book Merchant]";
+ mes "Geneticists have some skills";
+ mes "that require craft books to activate.";
+ next;
+ mes "[Craft Book Merchant]";
+ mes "The more craft books you have,";
+ mes "the more skills you can use.";
+ next;
+ mes "[Craft Book Merchant]";
+ mes "Please understand that";
+ mes "I specialize in the sale of these special books and";
+ mes "I ^FF0000don't sell other items^000000.";
+ next;
+ mes "[Craft Book Merchant]";
+ mes "Would you like to take a look at my craft books?";
+ next;
+ if(select("Sure.:No.") == 2) {
+ mes "[Craft Book Merchant]";
+ mes "Thank you for visiting my shop.";
+ mes "Please be safe on your travels.";
+ close;
+ }
+ if (checkweight(1201,1) == 0) {
+ mes "[Craft Book Merchant]";
+ mes "I'm sorry, but your inventory is almost full.";
+ mes "Please empty your inventory first.";
+ close;
+ }
+ if (MaxWeight - Weight < 2500) {
+ mes "[Craft Book Merchant]";
+ mes "Please empty your inventory first.";
+ close;
+ }
+ mes "[Craft Book Merchant]";
+ mes "Okay then, here's the list of available craft books.";
+ next;
+ switch(select("[Apple Bomb Craft Book] 100,000 zeny:[Pineapple Bomb Craft Book] 100,000 zeny:[Coconut Bomb Craft Book] 100,000 zeny:[Melon Bomb Craft Book] 100,000 zeny:[Banana Bomb Craft Book] 100,000 zeny:[Plant Gene Cultivation Method] 100,000 zeny:[Superior Potion Craft Manual] 100,000 zeny:[Mix Cooking Book] 100,000 zeny:[Health Improvement Research Book] 100,000 zeny:[Vigor Drink Recipe] 100,000 zeny:Close")){
+ case 1: set .@item,6279; break;
+ case 2: set .@item,6280; break;
+ case 3: set .@item,6281; break;
+ case 4: set .@item,6282; break;
+ case 5: set .@item,6283; break;
+ case 6: set .@item,6284; break;
+ case 7: set .@item,6285; break;
+ case 8: set .@item,11022; break;
+ case 9: set .@item,11023; break;
+ case 10: set .@item,11024; break;
+ case 11:
+ mes "[Craft Book Merchant]";
+ mes "Thank you for your patronage.";
+ mes "Please come again.";
+ close;
+ }
+ mes "[Craft Book Merchant]";
+ mes "^0000FF["+getitemname(.@item)+"] costs";
+ mes "100,000 zeny.";
+ mes "How many would you like to purchase?";
+ next;
+ input .@amount;
+ if (.@amount == 0) {
+ mes "[Craft Book Merchant]";
+ mes "Would you like to see some different books?";
+ close;
+ }
+ if (.@amount < 1 || .@amount > 99 ){
+ mes "[Craft Book Merchant]";
+ mes "You cannot purchase more than 100 at a time.";
+ close;
+ }
+ mes "[Craft Book Merchant]";
+ mes "You've entered "+.@amount+"x ^0000FF["+getitemname(.@item)+"]^000000 to be purchased.";
+ mes "Would you like to continue?";
+ next;
+ if (select("Yes:No") == 1) {
+ set .@total, .@amount * 100000;
+ if (Zeny < .@total) {
+ mes "[Craft Book Merchant]";
+ mes "I'm sorry, but you don't have enough money.";
+ close;
+ }
+ if (checkweight(.@item,.@amount) == 0){
+ mes "[Craft Book Merchant]";
+ mes "It doesn't seem like you can carry everything.";
+ mes "Please check the space in your inventory.";
+ close;
+ }
+ mes "[Craft Book Merchant]";
+ mes "Thank you for your patronage.";
+ set Zeny,Zeny - .@total;
+ getitem .@item,.@amount;
+ close;
+ }
+ mes "[Craft Book Merchant]";
+ mes "Please take your time";
+ mes "before you make your decision.";
+ close;
+}
diff --git a/npc/re/merchants/ammo_boxes.txt b/npc/re/merchants/ammo_boxes.txt
new file mode 100644
index 000000000..ba9e4fd96
--- /dev/null
+++ b/npc/re/merchants/ammo_boxes.txt
@@ -0,0 +1,19 @@
+//===== Hercules Script ======================================
+//= Magazine Dealers
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.1
+//===== Description: =========================================
+//= Turns bullets into magazines/packs.
+//===== Additional Comments: =================================
+//= 1.0 First version, Renewal duplicates.
+//= 1.1 Added Izlude duplicates. [Euphy]
+//============================================================
+
+que_ng,187,149,3 duplicate(mdk) Magazine Dealer Kenny#ng 83
+izlude,74,104,3 duplicate(mdk) Magazine Dealer Kenny#iz 83
+izlude_a,74,104,3 duplicate(mdk) Magazine Dealer Kenny#a 83
+izlude_b,74,104,3 duplicate(mdk) Magazine Dealer Kenny#b 83
+izlude_c,74,104,3 duplicate(mdk) Magazine Dealer Kenny#c 83
+izlude_d,74,104,3 duplicate(mdk) Magazine Dealer Kenny#d 83
diff --git a/npc/re/merchants/ammo_dealer.txt b/npc/re/merchants/ammo_dealer.txt
new file mode 100644
index 000000000..9925d809c
--- /dev/null
+++ b/npc/re/merchants/ammo_dealer.txt
@@ -0,0 +1,19 @@
+//===== Hercules Script ======================================
+//= Bullet Dealers
+//===== By ===================================================
+//= Euphy
+//===== Version ==============================================
+//= 1.1
+//===== Description ==========================================
+//= Bullet trader.
+//===== Comments =============================================
+//= 1.0 First version, Renewal duplicates.
+//= 1.1 Added Izlude duplicates. [Euphy]
+//============================================================
+
+que_ng,187,156,3 duplicate(bdt) Bullet Dealer Tony#ng 86
+izlude,77,104,3 duplicate(bdt) Bullet Dealer Tony#iz 86 //Official: (74,106) -> in the water
+izlude_a,77,104,3 duplicate(bdt) Bullet Dealer Tony#a 86
+izlude_b,77,104,3 duplicate(bdt) Bullet Dealer Tony#b 86
+izlude_c,77,104,3 duplicate(bdt) Bullet Dealer Tony#c 86
+izlude_d,77,104,3 duplicate(bdt) Bullet Dealer Tony#d 86
diff --git a/npc/re/merchants/blessed_refiner.txt b/npc/re/merchants/blessed_refiner.txt
index a25701774..fc62cd216 100644
--- a/npc/re/merchants/blessed_refiner.txt
+++ b/npc/re/merchants/blessed_refiner.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Blessed Refiner
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Refiners that use Blessed ores to refine equipment.
diff --git a/npc/re/merchants/card_separation.txt b/npc/re/merchants/card_separation.txt
index 386474000..8187d4fe7 100644
--- a/npc/re/merchants/card_separation.txt
+++ b/npc/re/merchants/card_separation.txt
@@ -1,19 +1,18 @@
//===== Hercules Script ======================================
//= Card Separation System
-//===== By: ==================================================
+//===== By: ==================================================
//= Muad_Dib
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.1
+//===== Description: =========================================
//= [Official Conversion]
//= Separates cards from equipment.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version. [Euphy]
-//============================================================
+//= 1.1 Added "Richard" NPC. [Euphy]
+//============================================================
-malangdo,215,166,4 script Jeremy#mal 553,{
+- script ::CardSeparation_mal -1,{
disable_items;
if (checkweight(1201,1) == 0) {
mes "You have too many kinds of objects. Let's try to continue after reducing those objects.";
@@ -23,19 +22,32 @@ malangdo,215,166,4 script Jeremy#mal 553,{
mes "Can't continue because you have too many heavy objects. Let's try to continue after reducing the weight.";
close;
}
- mes "[Jeremy]";
- mes "Long time no see~";
- mes "I have learned a new skill that separates cards from Armor, Shoes, Garment and Headgear. Do you want to try it?";
+ if (strnpcinfo(1) == "Jeremy") {
+ set .@Jeremy,1;
+ set .@n$, "[Jeremy]";
+ setarray .@equip_name$[0], "Armor", "Shoes", "Garment", "Upper Hat";
+ setarray .@equip_slot[0], EQI_ARMOR,EQI_SHOES,EQI_GARMENT,EQI_HEAD_TOP;
+
+ mes .@n$;
+ mes "Long time no see~";
+ mes "I have learned a new skill that separates cards from Armor, Shoes, Garment and Headgear. Do you want to try it?";
+ } else {
+ set .@Jeremy,0;
+ set .@n$, "[Richard]";
+ setarray .@equip_name$[0], "Left hand", "Right hand";
+ setarray .@equip_slot[0], EQI_HAND_L, EQI_HAND_R;
+
+ mes .@n$;
+ mes "Silly Jeremy does not want to touch weapons and shields because of picking several cards that might be damaged. That is why I prepared a card separaion skill for weapons and shields...";
+ }
next;
- mes "[Jeremy]";
+ mes .@n$;
mes "Generally the fee is 1,000,000 Zeny. During the card separation, you can use ^990000special items that reduce the rate of destroying equipment or cards^000000. We don't charge additional zeny for this.";
next;
- mes "[Jeremy]";
+ mes .@n$;
mes "There is a possibility of destroying them even using a special item. Also, ^ff0000the refine level might be lost^000000. Do you have any equipment to separate?";
next;
- setarray .@equip_name$[0], "Armor", "Shoes", "Garment", "Upper Hat";
- setarray .@equip_slot[0], EQI_ARMOR,EQI_SHOES,EQI_GARMENT,EQI_HEAD_TOP;
for(set .@i,0; .@i<getarraysize(.@equip_slot); set .@i,.@i+1) {
if (getequipisequiped(.@equip_slot[.@i]))
set .@menu$, .@menu$+getequipname(.@equip_slot[.@i])+":";
@@ -43,62 +55,55 @@ malangdo,215,166,4 script Jeremy#mal 553,{
set .@menu$, .@menu$+"^999999"+.@equip_name$[.@i]+" (empty)^000000:";
}
- set .@i, select("Stop the work:How is it possible?:"+.@menu$);
+ set .@i, select("Stop the work:"+((.@Jeremy)?"How is it possible?":"")+":"+.@menu$);
switch(.@i) {
case 1:
- mes "[Jeremy]";
+ mes .@n$;
mes "Whenever you need the work, visit me here.";
close;
case 2:
- mes "[Jeremy]";
+ mes .@n$;
mes "You wonder what is so special. Well, I hate to give only a guide, so let me tell you the story...";
next;
mes "^000099Jeremy is stretching his shoulders and hands. He might be waiting for someone to talk with him.^000000";
next;
- mes "[Jeremy]";
+ mes .@n$;
mes "Do you know that Malangdo's specialty is canned food?";
next;
select("I knew that well. Is it that limited?");
- mes "[Jeremy]";
+ mes .@n$;
mes "Hehe... Everyone loves it. But there were some problems before.";
next;
select("Problems? Is there any faulty fish?");
- mes "[Jeremy]";
+ mes .@n$;
mes "No, the fish does not have any problem. The problem is lots of fish oil produced after processing. That is such an industrial waste.";
next;
- mes "[Jeremy]";
+ mes .@n$;
mes "However, after a revitalizing refining process, this fish oil became valuable to use for old equipment care and industrial lubricant.";
next;
- mes "[Jeremy]";
+ mes .@n$;
mes "In addition, this oil is so useful to separate relics from equipped weapons that we can't buy Premium Lubricant and Ordinary Lubricant with Zeny.";
next;
- mes "[Jeremy]";
+ mes .@n$;
mes "Well, don't worry about money. Surely the Premium Lubricant is expensive. If you pay some zeny, I can give you cheaper lubricant.";
next;
- mes "[Jeremy]";
+ mes .@n$;
mes "I'm not sure about the quality of success. Anyway, this is so cheap, right?";
close;
default:
set .@equip_num, .@equip_slot[.@i-3];
if (!getequipisequiped(.@equip_num)) {
- mes "[Jeremy]";
- mes "In this part, there is nothing?";
+ mes .@n$;
+ if (.@Jeremy)
+ mes "In this part, there is nothing?";
+ else
+ mes "There is nothing on that part?";
close;
}
break;
}
- setarray .@equip_card[0], getequipcardid(.@equip_num,0),getequipcardid(.@equip_num,1),getequipcardid(.@equip_num,2),getequipcardid(.@equip_num,3);
- for(set .@i,0; .@i<4; set .@i,.@i+1) {
- if (.@equip_card[.@i] >= 4700) // Armor Enchant System
- set .@equip_card[.@i],0;
- }
- if (!getarraysize(.@equip_card)) {
- mes "[Jeremy]";
- mes "The card is not equipped. Do you want to check again?";
- close;
- }
- // Detect MVP cards.
+ setarray .@equip_card[0], getequipcardid(.@equip_num,0),getequipcardid(.@equip_num,1),getequipcardid(.@equip_num,2),getequipcardid(.@equip_num,3);
set .@mvp_list$,
"|4408|4128|4456|4168|4142"+ //Gloom_Under_Night_Card, Golden_Bug_Card, Nidhogg_Shadow_Card, Dark_Lord_Card, Doppelganger_Card
"|4134|4137|4386|4407|4357"+ //Dracula_Card, Drake_Card, Detale_Card, Randgris_Card, B_Seyren_Card
@@ -109,15 +114,64 @@ malangdo,215,166,4 script Jeremy#mal 553,{
"|4403|4399|4376|4441|4302"+ //Kiel_Card, Thanatos_Card, Lady_Tanee_Card, Fallen_Bishop_Card, Tao_Gunka_Card
"|4305|4148|4318|4121|4365"+ //Turtle_General_Card, Pharaoh_Card, Knight_Windstorm_Card, Phreeoni_Card, B_Katrinn_Card
"|4363|4324|4361|4330|4342|"; //B_Magaleta_Card, Garm_Card, B_Harword_Card, Dark_Snake_Lord_Card, Rsx_0806_Card
- if ((.@equip_card[0] && compare(.@mvp_list$,"|"+.@equip_card[0]+"|")) ||
- (.@equip_card[1] && compare(.@mvp_list$,"|"+.@equip_card[1]+"|")) ||
- (.@equip_card[2] && compare(.@mvp_list$,"|"+.@equip_card[2]+"|")) ||
- (.@equip_card[3] && compare(.@mvp_list$,"|"+.@equip_card[3]+"|")))
- set .@boss_chk,1;
+ if (.@Jeremy) {
+ for(set .@i,0; .@i<4; set .@i,.@i+1) {
+ if (.@equip_card[.@i] >= 4700) // Armor Enchant System
+ set .@equip_card[.@i],0;
+ }
+ if (!getarraysize(.@equip_card)) {
+ mes .@n$;
+ mes "The card is not equipped. Do you want to check again?";
+ close;
+ }
+ if ((.@equip_card[0] && compare(.@mvp_list$,"|"+.@equip_card[0]+"|")) ||
+ (.@equip_card[1] && compare(.@mvp_list$,"|"+.@equip_card[1]+"|")) ||
+ (.@equip_card[2] && compare(.@mvp_list$,"|"+.@equip_card[2]+"|")) ||
+ (.@equip_card[3] && compare(.@mvp_list$,"|"+.@equip_card[3]+"|")))
+ set .@boss_chk,1;
+ } else {
+ // Official "Richard" script uses a hardcoded list including every possible item.
+ //if (!getequipisequiped(.@equip_num)) {
+ // mes "[Richard]";
+ // mes "I'm sorry. We don't provide that equipmnet yet.";
+ // close;
+ //}
+
+ mes "[Richard]";
+ mes "Which number socket do you want to separate the card? From the left socket, they are sorted 1,2,3,4.";
+ next;
+ set .@menu$,"";
+ for(set .@i,0; .@i<4; set .@i,.@i+1) {
+ if (.@equip_card[.@i] && .@equip_card[.@i] < 4700) // Armor Enchant System
+ set .@menu$, .@menu$+"Socket "+(.@i+1)+" - "+getitemname(.@equip_card[.@i])+":";
+ else
+ set .@menu$, .@menu$+"^777777Socket "+(.@i+1)+" - No card^000000:";
+ }
+ set .@i, select("Stop the work:"+.@menu$);
+ switch(.@i) {
+ case 1:
+ mes .@n$;
+ mes "Whenever you need to work, please come to me.";
+ close;
+ default:
+ set .@slot, .@i-2;
+ if (.@equip_card[.@slot] == 0 || .@equip_card[.@slot] >= 4700) {
+ mes .@n$;
+ mes "This socket is not equipped with any card. Why don't you check again?";
+ close;
+ }
+ break;
+ }
+ if (compare(.@mvp_list$,"|"+.@equip_card[.@slot]+"|"))
+ set .@boss_chk,1;
+ }
if (.@boss_chk == 0) {
- mes "[Jeremy]";
- mes "Except cards, ^ff0000all enchanted effects will disappear.^000000 If you agree to this, please choose the work type:";
+ mes .@n$;
+ if (.@Jeremy)
+ mes "Except cards, ^ff0000all enchanted effects will disappear.^000000 If you agree to this, please choose the work type:";
+ else
+ mes "Please choose the working fee.";
next;
set .@menu$,
"Next time...:"+
@@ -126,20 +180,20 @@ malangdo,215,166,4 script Jeremy#mal 553,{
((countitem(6440))?"Use Ordinary Lubricant":"^999999Ordinary Lubricant (Insufficient)^000000");
switch(select(.@menu$)) {
case 1:
- mes "[Jeremy]";
+ mes .@n$;
mes "Whenever you need the work, visit me here.";
close;
case 2:
if (Zeny < 1000000) {
- mes "[Jeremy]";
+ mes .@n$;
mes "You don't have enough zeny. Please come back with enough fees.";
close;
}
- mes "[Jeremy]";
+ mes .@n$;
mes "This is pretty old equipment. There is a high rate of destroying the cards or equipment during the work. Are you sure you want to continue?";
next;
if(select("Next time...:Continue") == 1) {
- mes "[Jeremy]";
+ mes .@n$;
mes "Whenever you need the work, visit me here.";
close;
}
@@ -150,15 +204,15 @@ malangdo,215,166,4 script Jeremy#mal 553,{
break;
case 3:
if (countitem(6441) == 0) {
- mes "[Jeremy]";
+ mes .@n$;
mes "You don't have Premium Lubricant.";
close;
}
- mes "[Jeremy]";
+ mes .@n$;
mes "If you use the Premium Lubricant, the rate of destruction will be decreased highly, but I can't give you a 100% guarantee. Are you sure you want to continue?";
next;
if(select("Next time...:Continue") == 1) {
- mes "[Jeremy]";
+ mes .@n$;
mes "Whenever you need the work, visit me here.";
close;
}
@@ -169,15 +223,15 @@ malangdo,215,166,4 script Jeremy#mal 553,{
break;
case 4:
if (countitem(6440) == 0) {
- mes "[Jeremy]";
+ mes .@n$;
mes "You don't have Ordinary Lubricant.";
close;
}
- mes "[Jeremy]";
+ mes .@n$;
mes "If you use the Ordinary Lubricant, the rate of destruction will be decreased highly, but I can't give you a 100% guarantee. Are you sure you want to continue?";
next;
if(select("Next time...:Continue") == 1) {
- mes "[Jeremy]";
+ mes .@n$;
mes "Whenever you need the work, visit me here.";
close;
}
@@ -188,28 +242,34 @@ malangdo,215,166,4 script Jeremy#mal 553,{
break;
}
} else if (.@boss_chk == 1) {
- mes "[Jeremy]";
+ mes .@n$;
mes "This equipment contains a precious MVP card. This card can't be separated with lubricant. If you bring the super surfactant ^0000ffSillit Pong^000000, I will be able to work.";
next;
switch(select("Next time...:I have a Sillit Pong.")) {
case 1:
- mes "[Jeremy]";
+ mes .@n$;
mes "Whenever you need the work, visit me here.";
close;
case 2:
if (countitem(6443) == 0) {
- mes "[Jeremy]";
+ mes .@n$;
mes "You don't have Sillit Pong.";
close;
}
break;
}
- mes "[Jeremy]";
- mes "Except cards, ^ff0000all enchanted effects will disappear.^000000 If you agree to this, please choose the work type:";
+ mes .@n$;
+ if (.@Jeremy) {
+ mes "Except cards, ^ff0000all enchanted effects will disappear.^000000 If you agree to this, please choose the work type:";
+ set .@menu$,"Alright, let's do it!";
+ } else {
+ mes "May I continue?";
+ set .@menu$,"I got it. Just do it quickly!";
+ }
next;
- switch(select("Next time...:Alright, let's do it!")) {
+ switch(select("Next time...:"+.@menu$)) {
case 1:
- mes "[Jeremy]";
+ mes .@n$;
mes "Whenever you need the work, visit me here.";
close;
case 2:
@@ -229,20 +289,37 @@ malangdo,215,166,4 script Jeremy#mal 553,{
if (rand(1,.@sf_r_num) >= 61)
set .@equip_refine,0;
- // Chance of retaining equipment.
- if (rand(1,.@sf_w_num) < 61) {
- set .@equip_safe,1;
- getitem2 .@equip_id,1,1,.@equip_refine,0,0,0,0,0;
- }
+ if (.@Jeremy) {
+ // Chance of retaining equipment.
+ if (rand(1,.@sf_w_num) < 61) {
+ set .@equip_safe,1;
+ getitem2 .@equip_id,1,1,.@equip_refine,0,0,0,0,0;
+ }
- // Chance of retaining cards.
- for(set .@i,0; .@i<4; set .@i,.@i+1) {
- if (.@equip_card[.@i]) {
- if (rand(1,.@sf_c_num) < 61)
- getitem .@equip_card[.@i],1;
- else
- set .@card_break,1;
+ // Chance of retaining cards.
+ for(set .@i,0; .@i<4; set .@i,.@i+1) {
+ if (.@equip_card[.@i]) {
+ if (rand(1,.@sf_c_num) < 61)
+ getitem .@equip_card[.@i],1;
+ else
+ set .@card_break,1;
+ }
}
+ } else {
+ set .@card, .@equip_card[.@slot];
+ set .@equip_card[.@slot],0;
+
+ // Chance of retaining equipment.
+ if (rand(1,.@sf_w_num) < 61) {
+ set .@equip_safe,1;
+ getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3];
+ }
+
+ // Chance of retaining card.
+ if (rand(1,.@sf_c_num) < 61)
+ getitem .@card,1;
+ else
+ set .@card_break,1;
}
// Display corresponding effect.
@@ -273,7 +350,9 @@ malangdo,215,166,4 script Jeremy#mal 553,{
mes "Card has been damaged. ^ff0000Unrecoverable.^000000";
}
next;
- mes "[Jeremy]";
+ mes .@n$;
mes "That is all for the results of the card separation. Please come again.";
close;
}
+malangdo,215,166,4 duplicate(CardSeparation_mal) Jeremy#pa0829 553
+malangdo,208,166,6 duplicate(CardSeparation_mal) Richard#pa0829 559
diff --git a/npc/re/merchants/catalog.txt b/npc/re/merchants/catalog.txt
index 67f45059a..8d4d47cdc 100644
--- a/npc/re/merchants/catalog.txt
+++ b/npc/re/merchants/catalog.txt
@@ -4,8 +4,6 @@
//= skyiing, Scriptor
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= [Official Conversion]
//= Catalogs allow players to easily search for items in-game,
@@ -13,7 +11,7 @@
//===== Additional Comments: =================================
//= 1.0 Moved from root directory. [Euphy]
//= 1.1 Updated dialogue. [Euphy]
-//============================================================
+//============================================================
moc_para01,22,16,5 script Catalog Magician#catal01 704,{
if (!checkweight(1301,3)) {
@@ -105,4 +103,4 @@ moc_para01,22,16,5 script Catalog Magician#catal01 704,{
mes "So... let's start!! Buy more of them, please! PLEASE...!";
close;
}
-} \ No newline at end of file
+}
diff --git a/npc/re/merchants/coin_exchange.txt b/npc/re/merchants/coin_exchange.txt
index a78491ffc..2796a4a70 100644
--- a/npc/re/merchants/coin_exchange.txt
+++ b/npc/re/merchants/coin_exchange.txt
@@ -4,8 +4,6 @@
//= Hercules Dev Team
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= [Official Conversion]
//= Renewal coin redemption NPCs.
diff --git a/npc/re/merchants/diamond.txt b/npc/re/merchants/diamond.txt
index fa19f372d..43d565188 100644
--- a/npc/re/merchants/diamond.txt
+++ b/npc/re/merchants/diamond.txt
@@ -4,18 +4,16 @@
//= Z3R0
//===== Current Version: =====================================
//= 1.5
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Exchanges 17 Carat Diamond
//===== Additional Comments: =================================
-//= v1.0 First / Optimized Version
-//= v1.1 Adjusted for Missing ; on Line #271 (#15425)
-//= v1.2 Removed Comments per Request (#15426)
-//= v1.3 Changed Emotion # to Const Definition (#15427)
-//= v1.4 Removed Double Space on Line #148 (#15428)
-//= v1.5 Added This Version History (#15429)
+//= 1.0 First / Optimized Version
+//= 1.1 Adjusted for Missing ; on Line #271 (#15425)
+//= 1.2 Removed Comments per Request (#15426)
+//= 1.3 Changed Emotion # to Const Definition (#15427)
+//= 1.4 Removed Double Space on Line #148 (#15428)
+//= 1.5 Added This Version History (#15429)
//============================================================
- script RareDiamondMerchant 58,{
diff --git a/npc/re/merchants/enchan_mal.txt b/npc/re/merchants/enchan_mal.txt
index c7e182005..98a8fbf37 100644
--- a/npc/re/merchants/enchan_mal.txt
+++ b/npc/re/merchants/enchan_mal.txt
@@ -4,8 +4,6 @@
//= Muad_Dib
//===== Current Version: =====================================
//= 1.0a
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= [Official Conversion]
//= Adds enchantments to many high level weapons in exchange
@@ -28,10 +26,10 @@ malangdo,213,167,4 script Mayomayo#mal 555,{
mes "[Mayomayo]";
mes "Wow welcome. It is new Mayomayo refinement store~ I enchant some luxury weapons including level 4 weapons.";
next;
- switch(select("Any store policy is changes?:Enhance high ranked weapons:Reset reinforcement capability")) {
+ switch(select("Any store policy changes?:Enchant High Ranked Weapon:Initialize Enchant (Need Silvervine Fruit)")) {
case 1:
mes "[Mayomayo]";
- mes "When I enchanted weapons, the slotted cards or refined level sometimes dissipated. I hated it. However, one day I found how to do it without any extinction.";
+ mes "When I enchant weapons, the slotted cards or refined level are dissipated sometimes. I hated it. However, one day I found how to do it without any extinction.";
next;
mes "[Mayomayo]";
mes "Have you ever seen a building of person of reinforcement capacity association?";
@@ -42,7 +40,7 @@ malangdo,213,167,4 script Mayomayo#mal 555,{
close;
}
mes "[Mayomayo]";
- mes "If you go the place, there is someone who enchants the Archangel Wing. At that time that was amazing, because that was impossible ability by my own skill.";
+ mes "If you go to the place, there is someone who enchants the Archangel Wing. At that time that was amazing, because that was impossible ability by my own skill.";
next;
mes "[Mayomayo]";
mes "Every night I became his butler and did odd jobs. That is how I learned to enchant.";
@@ -67,7 +65,7 @@ malangdo,213,167,4 script Mayomayo#mal 555,{
set @mal_equip_id, getequipid(EQI_HAND_R);
set .@equip_type, getiteminfo(@mal_equip_id,11);
- //callsub L_Socket,<cost multiplier>,<type>;
+ //callsub L_Socket,<cost multiplier>,<4-x enchants possible>;
switch(.@equip_type) { // Check weapon type first to speed up the checks.
case 1: // Daggers
switch(@mal_equip_id) {
@@ -305,7 +303,7 @@ malangdo,213,167,4 script Mayomayo#mal 555,{
}
mes "[Mayomayo]";
if (@mal_enchant_select == 1)
- mes "This is not suitable equipment for the enchant. Don't forget we only take care of high class weapons, including level 4 weapons~";
+ mes "This is not a suitable equipment for the enchant. Don't forget we only take care of high class weapons, including level 4 weapons~";
else
mes "This equipment can not be initialized. Don't forget we only handle some luxury weapons, including level 4 weapons~";
set @mal_equip_id,0;
diff --git a/npc/re/merchants/enchan_mora.txt b/npc/re/merchants/enchan_mora.txt
index b23a33494..5c0ecdc7a 100644
--- a/npc/re/merchants/enchan_mora.txt
+++ b/npc/re/merchants/enchan_mora.txt
@@ -1,20 +1,19 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Mora Enchants
-//===== By: ==================================================
+//===== By: ==================================================
//= Euphy
-//===== Current Version: =====================================
-//= 1.1a
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.2
+//===== Description: =========================================
//= [Official Conversion]
//= Adds enchantments to various items in exchange for
//= Mora coins.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version. [Euphy]
//= 1.1 Optimized. [Euphy]
//= 1.1a Bug fixes. [Lemongrass]
-//============================================================
+//= 1.2 Bug fixes (bugreport:7930) [DeadlySilence]
+//============================================================
// Arch Bishop Enchants :: coin_arc
//============================================================
@@ -222,7 +221,7 @@ mora,96,74,5 script Master of Relics#pa0829 495,{
if (.@i <= 1024) {
// Basic combinations
// (raw: .@i increments by 16, 4 repeats)
- setarray .@enchant_slot2[0],4710,4720,4721,4240; //Inteligence2,Dexterity1,Dexterity2,Vitality1
+ setarray .@enchant_slot2[0],4711,4720,4721,4740; //Inteligence2,Dexterity1,Dexterity2,Vitality1
setarray .@enchant_slot3[0],.@sp,4799,4766,4788; //[sp],HP500,Atk2,Mdef6
setarray .@enchants[2],
.@enchant_slot2[rand(getarraysize(.@enchant_slot2))],
@@ -457,7 +456,7 @@ mora,99,93,5 script Artifact Crafter#pa0829 495,{
break;
}
set .@item, .@items[(.@select-2)%4];
- if (countitem(6380) == 0 || countitem(.@item) == 0) {
+ if (countitem(6380) < 2 || countitem(.@item) == 0) {
mes "[Artifact Crafter]";
mes "You have to have 2 Mora Coins and an item to be reinforced before I can do my work.";
close;
@@ -634,7 +633,7 @@ mora,148,98,3 script Artifact Researcher#new 521,{
}
if (Zeny < 100000 || countitem(6380) == 0) {
mes "[Artifact Researcher]";
- mes "I'm not giving these services out for free pal. 100,000 zeny or 1 Mora Coin. Is that too much to ask?";
+ mes "I'm not giving these services out for free pal. 100,000 zeny and 1 Mora Coin. Is that too much to ask?";
close;
}
mes "[Artifact Researcher]";
@@ -1227,7 +1226,7 @@ mora,124,82,4 script Artifact Collector#blan 522,{
mes "[Artifact Collector]";
mes "+1, +2, +3, +4, +5, +6 those refinements are not strong enough to work on my craft.";
next;
- emotion 57,0;
+ emotion e_otl,0;
mes "[Artifact Collector]";
mes "But +7! +7 is rare and just barely strong enough to work in my crafting attempts.";
next;
diff --git a/npc/re/merchants/enchan_upg.txt b/npc/re/merchants/enchan_upg.txt
new file mode 100644
index 000000000..6e5728aa2
--- /dev/null
+++ b/npc/re/merchants/enchan_upg.txt
@@ -0,0 +1,264 @@
+//===== Hercules Script ======================================
+//= Upgrade Weapon Enchants
+//===== By: ==================================================
+//= Skorm
+//===== Current Version: =====================================
+//= 1.1
+//===== Description: =========================================
+//= [Official Conversion]
+//= Adds enchantments to Upgrade weapons.
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//= 1.1 Standardizing, grammar and bug fixes. [Euphy]
+//============================================================
+
+prt_in,28,73,3 script Devil Enchant Master#prq 63,{
+ disable_items;
+ if (checkweight(1201,1) == 0) {
+ mes "You are carrying too many items, please reduce it and come back again!";
+ close;
+ }
+ if (MaxWeight - Weight < 10000) {
+ mes "You are over the weight limit, please reduce it and come back again!";
+ close;
+ }
+ mes "[Devil Enchant Master]";
+ mes "Yes?";
+ mes "You are looking for me?";
+ next;
+ switch(select("This is the first time seeing you!:I heard that you are the best!:Please initialize the enchant.")) {
+ case 1:
+ mes "[Devil Enchant Master]";
+ mes "Ha ha ha~ Of course, I am not the kind of person that simply deals with people.";
+ next;
+ mes "[Devil Enchant Master]";
+ mes "Including you! Even if you offer me plenty of money, I will not simply enchant for you!!";
+ next;
+ mes "[Devil Enchant Master]";
+ mes "Have you seen my title? Very few people have this title for a reason!";
+ next;
+ mes "[Devil Enchant Master]";
+ mes "I will only enchant if you bring an ^0000ffEnchant Book^000000 along!";
+ next;
+ mes "[Devil Enchant Master]";
+ mes "Else, I will not enchant for you....";
+ close;
+ case 2:
+ if (!countitem(6484)) {
+ mes "[Devil Enchant Master]";
+ mes "Are you listening to me? I will only do for you if you bring the Enchant Book!";
+ close;
+ }
+ set .@select,1;
+ break;
+ case 3:
+ mes "[Devil Enchant Master]";
+ if (Zeny < 100000) {
+ mes "Initializing will cost 100,000 zeny. It seems you do not have enough zeny...";
+ close;
+ }
+ mes "Initializing will cost 100,000 zeny and confirming whether the weapon is enchanted!";
+ next;
+ if (select("Let me think about it.:Initialize it now!") == 1) {
+ mes "[Devil Enchant Master]";
+ mes "Come back after you have confirmed!";
+ close;
+ }
+ set .@select,2;
+ break;
+ }
+ set .@part, EQI_HAND_R;
+
+ mes "[Devil Enchant Master]";
+ if (!getequipisequiped(.@part)) {
+ mes "Are you trying to remove the enchanted equipment?";
+ close;
+ }
+ setarray .@equip_card[0], getequipcardid(.@part,0), getequipcardid(.@part,1), getequipcardid(.@part,2), getequipcardid(.@part,3);
+ if (!getequipisequiped(.@part)) {
+ mes "It is dangerous to remove equipment during enchant process!";
+ close;
+ }
+ set .@equip_id, getequipid(.@part);
+ set .@item$, "|1292|1394|1491|1585|2015|13071|13115|16019|18112|21000|";
+ if (!compare(.@item$,"|"+.@equip_id+"|")) {
+ mes "I don't want to touch your equipment now!";
+ close;
+ }
+ set .@equip_refine, getequiprefinerycnt(.@part);
+
+ if (.@select == 1) {
+ if (!countitem(6484)) {
+ mes "Are you listening to me? I will only do for you if you bring the Enchant Book!";
+ close;
+ }
+ mes "Which type of effect do you want to enchant?";
+ next;
+ switch(select("Let me think about it.:Physical Series:Magical Series")) {
+ case 1:
+ mes "[Devil Enchant Master]";
+ mes "Come back again after you change your mind!";
+ close;
+ case 2:
+ set .@enc_type,1;
+ break;
+ case 3:
+ set .@enc_type,2;
+ break;
+ }
+ mes "[Devil Enchant Master]";
+ if (.@equip_card[3]) {
+ mes "This equipment has been enchanted! You need to initialize first before you want to enchant it again.";
+ close;
+ }
+ mes "The enchant process might fail, and ^ff0000it will reduce partial refine level^000000, but the slotted card and weapon will not be broken! Are you sure you want to continue?";
+ next;
+ if (select("Next time!:Start now!") == 1) {
+ mes "[Devil Enchant Master]";
+ mes "Come back again after you have decided!";
+ close;
+ }
+ if (.@equip_card[3]) {
+ mes "[Devil Enchant Master]";
+ mes "It seems there's a problem, let me take a look.";
+ close;
+ }
+
+ if (.@enc_type == 1) { // Physical Series
+ set .@i, rand(1,1300);
+ if (.@i < 51) set .@enchant,4734; //Agility5
+ else if (.@i < 76) set .@enchant,4735; //Agility6
+ else if (.@i < 88) set .@enchant,4736; //Agility7
+ else if (.@i < 93) set .@enchant,4737; //Agility8
+ else if (.@i < 95) set .@enchant,4738; //Agility9
+ else if (.@i < 96) set .@enchant,4739; //Agility10
+ else if (.@i < 146) set .@enchant,4724; //Dexterity5
+ else if (.@i < 171) set .@enchant,4725; //Dexterity6
+ else if (.@i < 183) set .@enchant,4726; //Dexterity7
+ else if (.@i < 188) set .@enchant,4727; //Dexterity8
+ else if (.@i < 190) set .@enchant,4728; //Dexterity9
+ else if (.@i < 191) set .@enchant,4729; //Dexterity10
+ else if (.@i < 291) set .@enchant,4704; //Strength5
+ else if (.@i < 341) set .@enchant,4705; //Strength6
+ else if (.@i < 366) set .@enchant,4706; //Strength7
+ else if (.@i < 378) set .@enchant,4707; //Strength8
+ else if (.@i < 383) set .@enchant,4708; //Strength9
+ else if (.@i < 384) set .@enchant,4709; //Strength10
+ else if (.@i < 434) set .@enchant,4754; //Luck5
+ else if (.@i < 459) set .@enchant,4755; //Luck6
+ else if (.@i < 471) set .@enchant,4756; //Luck7
+ else if (.@i < 476) set .@enchant,4757; //Luck8
+ else if (.@i < 478) set .@enchant,4758; //Luck9
+ else if (.@i < 479) set .@enchant,4759; //Luck10
+ else if (.@i < 679) set .@enchant,4744; //Vitality5
+ else if (.@i < 779) set .@enchant,4745; //Vitality6
+ else if (.@i < 829) set .@enchant,4746; //Vitality7
+ else if (.@i < 854) set .@enchant,4747; //Vitality8
+ else if (.@i < 866) set .@enchant,4748; //Vitality9
+ else if (.@i < 867) set .@enchant,4749; //Vitality10
+ else if (.@i < 967) set .@enchant,4808; //Fighting_Spirit4
+ else if (.@i < 992) set .@enchant,4820; //Fighting_Spirit5
+ else if (.@i < 1092) set .@enchant,4835; //Expert_Archer4
+ else if (.@i < 1117) set .@enchant,4836; //Expert_Archer5
+ else if (.@i < 1217) set .@enchant,4835; //Expert_Archer4
+ else if (.@i < 1242) set .@enchant,4836; //Expert_Archer5
+ else set .@enchant,0;
+ } else if (.@enc_type == 2) { // Magical Series
+ set .@i, rand(1,1200);
+ if (.@i < 51) set .@enchant,4714; //Inteligence5
+ else if (.@i < 76) set .@enchant,4715; //Inteligence6
+ else if (.@i < 88) set .@enchant,4716; //Inteligence7
+ else if (.@i < 93) set .@enchant,4717; //Inteligence8
+ else if (.@i < 95) set .@enchant,4718; //Inteligence9
+ else if (.@i < 96) set .@enchant,4719; //Inteligence10
+ else if (.@i < 146) set .@enchant,4724; //Dexterity5
+ else if (.@i < 171) set .@enchant,4725; //Dexterity6
+ else if (.@i < 183) set .@enchant,4726; //Dexterity7
+ else if (.@i < 188) set .@enchant,4727; //Dexterity8
+ else if (.@i < 190) set .@enchant,4728; //Dexterity9
+ else if (.@i < 191) set .@enchant,4729; //Dexterity10
+ else if (.@i < 291) set .@enchant,4734; //Agility5
+ else if (.@i < 341) set .@enchant,4735; //Agility6
+ else if (.@i < 366) set .@enchant,4736; //Agility7
+ else if (.@i < 378) set .@enchant,4737; //Agility8
+ else if (.@i < 383) set .@enchant,4738; //Agility9
+ else if (.@i < 384) set .@enchant,4739; //Agility10
+ else if (.@i < 484) set .@enchant,4754; //Luck5
+ else if (.@i < 534) set .@enchant,4755; //Luck6
+ else if (.@i < 559) set .@enchant,4756; //Luck7
+ else if (.@i < 571) set .@enchant,4757; //Luck8
+ else if (.@i < 576) set .@enchant,4758; //Luck9
+ else if (.@i < 577) set .@enchant,4759; //Luck10
+ else if (.@i < 777) set .@enchant,4744; //Vitality5
+ else if (.@i < 877) set .@enchant,4745; //Vitality6
+ else if (.@i < 927) set .@enchant,4746; //Vitality7
+ else if (.@i < 952) set .@enchant,4747; //Vitality8
+ else if (.@i < 964) set .@enchant,4748; //Vitality9
+ else if (.@i < 969) set .@enchant,4749; //Vitality10
+ else if (.@i < 1069) set .@enchant,4812; //Spell4
+ else if (.@i < 1094) set .@enchant,4826; //Spell5
+ else if (.@i < 1119) set .@enchant,4761; //Matk2
+ else if (.@i < 1124) set .@enchant,4806; //Matk3
+ else set .@enchant,0;
+ } else {
+ mes "[Devil Enchant Master]";
+ mes "Hmm! This item is having a problem, please check it again!";
+ close;
+ }
+ mes "[Devil Enchant Master]";
+ if (.@equip_card[3]) {
+ mes "This item has been enchanted!";
+ close;
+ }
+ if (!countitem(6484)) {
+ mes "Are you listening to me? I will only do for you if you bring the Enchant Book!";
+ close;
+ }
+ if (.@enchant == 0) {
+ specialeffect EF_SHIELDCHARGE;
+ mes "Oh! Unbelievable!! It failed!! Please come again!";
+ set .@lost_refine, rand(0,.@equip_refine);
+ set .@equip_refine, .@equip_refine - .@lost_refine;
+ } else {
+ specialeffect EF_REPAIRWEAPON;
+ mes "The slot ^9900004^000000 has been enchanted!";
+ }
+ delitem 6484,1; //Enchant_Book
+ delequip .@part;
+
+// GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] .@enchant
+ getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@enchant;
+
+ if (.@lost_refine) {
+ next;
+ mes "[Devil Enchant Master]";
+ mes "The failure has reduced the refine by "+.@lost_refine+" level"+((.@lost_refine == 1)?"":"s")+"! Don't be depressed!";
+ }
+ close;
+ } else if (.@select == 2) {
+ if (Zeny < 100000) {
+ mes "You need to bring some money to initialize!!";
+ close;
+ }
+ if (.@equip_card[3] < 4700) { // Armor Enchant System
+ mes "This item is not enchanted!";
+ close;
+ }
+ if (!getequipisequiped(.@part)) {
+ mes "Are you unequipping now?";
+ close;
+ }
+ specialeffect EF_REPAIRWEAPON;
+ mes "I initialized the enchant effects.";
+ set Zeny, Zeny - 100000;
+ delequip .@part;
+
+// GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] 0
+ getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],0;
+
+ close;
+ } else {
+ mes "It seems you have chosen the wrong job??";
+ close;
+ }
+} \ No newline at end of file
diff --git a/npc/re/merchants/flute.txt b/npc/re/merchants/flute.txt
index 1aa7c38d4..b882c490f 100644
--- a/npc/re/merchants/flute.txt
+++ b/npc/re/merchants/flute.txt
@@ -3,20 +3,20 @@
//===== By: ==================================================
//= Masao, Muad_Dib, Ziu
//===== Current Version: =====================================
-//= 1.2
-//===== Compatible With: =====================================
-//= Hercules
+//= 1.2a
//===== Description: =========================================
+//= [Official Conversion]
//= Sells Falcon Flute and Wolf Flute.
//===== Additional Comments: =================================
//= 1.0 First Version. [Masao]
//= 1.1 Added Baby Hunter and Baby Ranger check. bugreport:5728 [Masao]
//= 1.2 Added Wolf Flute trader, optimized. [Euphy]
+//= 1.2a Fixed some conditions. [Euphy]
//============================================================
- script Falcon Flute Trader::fflute -1,{
mes "[Falcon Flute Trader]";
- if (BaseJob == Job_Hunter || Class == Job_Ranger || Class == Job_Ranger_T || Class == Job_Baby_Ranger) {
+ if (BaseJob == Job_Hunter) {
mes "Do you need a Falcon?";
mes "With a magical Flute, you can call your Falcon from anywhere!";
next;
@@ -40,14 +40,13 @@
mes "[Falcon Flute Trader]";
mes "If you need a Falcon Flute I will sell them for 12,500 zeny. Or is that too expensive?";
next;
- if (BaseJob == Job_Hunter)
- set .@price,12500;
- else {
+ if (eaclass()&EAJL_THIRD) {
mes "[Falcon Flute Trader]";
mes "For Rangers, however, I have a special price of 10,000 zeny!";
set .@price,10000;
next;
- }
+ } else
+ set .@price,12500;
if(select("Don't buy one:Buy a Falcon Flute") == 1) {
mes "[Falcon Flute Trader]";
mes "That's too bad. If you need one, come back!";
@@ -65,7 +64,7 @@
mes "Here, take this flute.";
mes "With it you can whistle for your Falcon from anywhere.";
set Zeny, Zeny - .@price;
- getitem 12848,1; // Falcon Flute
+ getitem 12848,1; //Falcon_Flute
next;
mes "[Falcon Flute Trader]";
mes "Just a reminder.";
@@ -76,7 +75,7 @@
mes "I'm sorry but you don't have enough money to buy a Falcon Flute, please come back when you have more money!";
close;
}
- if (Class == Job_Baby_Archer || Class == Job_Archer) {
+ if (BaseJob == Job_Archer) {
mes "Hello, young one!";
mes "Currently I can't help you,";
mes "but why don't you return to me when you've become a great Hunter and learned how to handle Falcons properly?";
diff --git a/npc/re/merchants/hd_refiner.txt b/npc/re/merchants/hd_refiner.txt
index 897986cd6..fed923af9 100644
--- a/npc/re/merchants/hd_refiner.txt
+++ b/npc/re/merchants/hd_refiner.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= HD Refiners
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Refiners that use HD ores to refine equipment. Upon
diff --git a/npc/re/merchants/inn.txt b/npc/re/merchants/inn.txt
index 14e1a2eff..7f86a7d2d 100644
--- a/npc/re/merchants/inn.txt
+++ b/npc/re/merchants/inn.txt
@@ -4,8 +4,6 @@
//= c, L0ne_W0lf
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Inn Npcs, Save and Heal
//===== Additional Comments: =================================
@@ -40,7 +38,7 @@ bra_in01,27,24,3 script Hotel Keeper#bra1 478,{
mes "[Hotel Keeper]";
mes "I will show you a great room.";
close2;
- set zeny,zeny-5000;
+ set Zeny, Zeny-5000;
percentheal 100,100;
warp "bra_in01",144,69;
end;
diff --git a/npc/re/merchants/quivers.txt b/npc/re/merchants/quivers.txt
index 45e44401a..ff95ae7a4 100644
--- a/npc/re/merchants/quivers.txt
+++ b/npc/re/merchants/quivers.txt
@@ -1,18 +1,17 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Arrow Quivers
//===== By: ==================================================
//= Muad_Dib (Prometheus Project); L0ne_W0lf
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
+//= [Official Conversion]
//= Turns arrows into Arrow Quivers.
-// Breakdown of Subroutine "S_BuyQuiver"
-// arg(0): Type of Arrow to be packaged (item ID).
-// arg(1): How many of each 'getarg(0)' arrow per quiver.
-// arg(2): The cost of making a 'getarg(0)' quiver.
-// arg(3): The quiver given by the NPC (item ID).
+//= Breakdown of Subroutine "S_BuyQuiver"
+//= arg(0): Type of Arrow to be packaged (item ID).
+//= arg(1): How many of each 'getarg(0)' arrow per quiver.
+//= arg(2): The cost of making a 'getarg(0)' quiver.
+//= arg(3): The quiver given by the NPC (item ID).
//===== Additional Comments: =================================
//= 1.0 Added Mora NPC. [Euphy]
//= 1.1 Updated to match the official scripts. [Euphy]
diff --git a/npc/re/merchants/refine.txt b/npc/re/merchants/refine.txt
index b1493e12d..923e862e6 100644
--- a/npc/re/merchants/refine.txt
+++ b/npc/re/merchants/refine.txt
@@ -3,9 +3,7 @@
//===== By: ==================================================
//= Hercules Dev Team
//===== Current Version: =====================================
-//= 1.2
-//===== Compatible With: =====================================
-//= Hercules
+//= 1.3
//===== Description: =========================================
//= Renewal-specific refining NPCs and material merchants.
//===== Additional Comments: =================================
@@ -14,20 +12,21 @@
//= 1.1 Added Malangdo Refiner "Clink". [Euphy]
//= 1.2 Added official success calculation, thanks to Helvetica.
//= The safe/multiple refine feature is now functional. [Euphy]
+//= 1.3 Updated to match the latest official script. [Euphy]
//============================================================
// +11 and above Refiners
//============================================================
-prt_in,90,72,5 script Bestry#prt 826,{
- callfunc "refinenew","Bestry",0;
+prt_in,90,72,5 script Vestri#prt 826,{
+ callfunc "refinenew","Vestri",0;
end;
}
-morocc_in,64,41,5 script Bestry#moc 826,{
- callfunc "refinenew","Bestry",0;
+morocc_in,64,41,5 script Vestri#moc 826,{
+ callfunc "refinenew","Vestri",0;
end;
}
-payon_in01,18,132,3 script Bestry#pay 826,{
- callfunc "refinenew","Bestry",0;
+payon_in01,18,132,3 script Vestri#pay 826,{
+ callfunc "refinenew","Vestri",0;
end;
}
@@ -45,24 +44,32 @@ payon_in01,18,132,3 script Bestry#pay 826,{
function script refinenew {
disable_items;
mes "["+ getarg(0) +"]";
- mes "I am the best Blacksmith ever!";
- mes "I don't work with normal, boring items.";
- mes "But only with items that are level 10 or higher!";
+ mes "I am the best Armsmith ever!";
+ mes "I don't refine normal, boring items.";
+ mes "I only refine items that are Level 10 or higher.";
next;
mes "["+ getarg(0) +"]";
- mes "Anyway, you may use my services if your item is lv 10 or higher.";
- mes "What do you want to have refined?";
+ mes "Anyway, you may use my services if your item is Level 10 or higher.";
+ mes "What do you want me to refine?";
next;
setarray .@position$[1],"Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
set .@menu$,"";
for(set .@i,1; .@i<=10; set .@i,.@i+1) {
- if(getequipisequiped(.@i))
+ if (getequipisequiped(.@i)) {
set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
+ set .@equipped,1;
+ }
set .@menu$, .@menu$ + ":";
}
- set .@part,select(.@menu$);
- if(!getequipisequiped(.@part)) {
+ if (.@equipped == 0) {
+ mes "[" + getarg(0) + "]";
+ mes "I don't think I can refine any items you have...";
+ close;
+ }
+ set .@part, select(.@menu$);
+
+ if (!getequipisequiped(.@part)) { //custom check
mes "[" + getarg(0) + "]";
mes "You're not wearing";
mes "anything there that";
@@ -70,20 +77,18 @@ function script refinenew {
emotion e_an;
close;
}
- //Check if the item is refinable...
- if(!getequipisenableref(.@part)) {
+ if (!getequipisenableref(.@part)) {
mes "[" + getarg(0) + "]";
mes "I don't think I can";
mes "refine this item at all...";
close;
}
- //Check to see if the items is at least +10
- if(getequiprefinerycnt(.@part) < 10) {
+ if (getequiprefinerycnt(.@part) < 10) {
mes "["+ getarg(0) +"]";
- mes "I said I don't work with Equipment under lv. 10.";
+ mes "I said I don't work with items that are lower than Level 10.";
close;
}
- if(getequiprefinerycnt(.@part) >= 20) {
+ if (getequiprefinerycnt(.@part) >= 20) { //custom check
mes "["+ getarg(0) +"]";
mes "I can't refine this";
mes "any more. This is as";
@@ -93,7 +98,8 @@ function script refinenew {
set .@refineitemid, getequipid(.@part); // save id of the item
set .@refinerycnt, getequiprefinerycnt(.@part); //save refinery count
if ((getequipweaponlv(.@part) >= 1) && (getequipweaponlv(.@part) <= 4)) {
- set .@material,6224;
+ set .@type$,"weapon";
+ set .@material,6224; //Bradium
set .@price,100000;
switch(getequipweaponlv(.@part)) {
case 1: set .@safe,17; break;
@@ -105,69 +111,61 @@ function script refinenew {
mes "Hmm a weapon, is that ok?";
mes "If you want to refine this weapon,";
mes "I will need 1 ^003366Bradium^000000 and 100,000 zeny.";
- mes "Are you sure you want to continue?";
} else {
- set .@material,6223;
+ set .@type$,"armor";
+ set .@material,6223; //Carnium
set .@price,100000;
set .@safe,14;
mes "["+ getarg(0) +"]";
mes "Hmm an armor, is that ok?";
mes "If you want to refine this armor,";
mes "I will need 1 ^003366Carnium^000000 and 100,000 zeny.";
- mes "Are you sure you want to continue?";
}
+ mes "Are you sure you want to continue?";
next;
if(select("Yes:No") == 2){
mes "["+ getarg(0) +"]";
- mes "Well, no challenge is one way...";
- mes "No risk... that could be wise.";
+ mes "Hm... if you mind... never mind...";
close;
}
- if(getarg(1) != 1) {
- if ((getequipweaponlv(.@part) >= 1) && (getequipweaponlv(.@part) <= 4)) {
+ if (getarg(1) != 1) {
+ if (getequippercentrefinery(.@part) < 100) {
mes "["+ getarg(0) +"]";
- mes "This weapon already has been refined serveral times.";
- mes "It could be destroyed if you try more.";
- mes "It won't break 100%, but is has a small chance.";
+ mes "This "+.@type$+" already has been refined serveral times.";
+ mes "It could be destroyed if I try again.";
+ mes "It won't break for sure, but there is has a small chance.";
next;
mes "["+ getarg(0) +"]";
- mes "You could have the upgrade level of the weapon decreased,";
+ mes "You could be ^FF0000lowering the upgrade level^000000 of the "+.@type$+",";
mes "or if it breaks, you will lose ^FF0000any cards^000000 or special properties added to it.";
- } else {
- mes "["+ getarg(0) +"]";
- mes "This armor already has been refined serveral times.";
- mes "It could be destroyed if you try more.";
- mes "It won't break 100%, but is has a small chance.";
next;
mes "["+ getarg(0) +"]";
- mes "You could have the upgrade level of the armor decreased,";
- mes "or if it breaks, you will lose ^FF0000any cards^000000 or special properties added to it.";
- }
- next;
- mes "["+ getarg(0) +"]";
- mes "Do you want me to refine it?";
- mes "I think I gave you enough warnings.";
- next;
- if(select("Yes.:No.") == 2) {
- mes "["+ getarg(0) +"]";
- mes "Well, no challenge is one way..";
- mes "No risk.. that could be wise.";
- close;
+ mes "Do you still want me to refine it?";
+ mes "I think I have given you enough warning.";
+ next;
+ if(select("Yes.:No.") == 2) {
+ mes "["+ getarg(0) +"]";
+ mes "Well, no challenge is one way to go...";
+ mes "No risk... that could be wise.";
+ close;
+ }
}
- if(countitem(.@material) < 1 || Zeny < .@price) {
+ if (countitem(.@material) < 1 || Zeny < .@price) {
mes "["+ getarg(0) +"]";
- mes "Hm, it seems you don't have enough materials or money.";
- mes "Please check it out.";
+ mes "Hm. You don't seem to have enough money or "+getitemname(.@material)+".";
+ mes "Please come back when you have them.";
close;
}
set Zeny,Zeny - .@price;
delitem .@material,1;
- if(getequipisequiped(.@part) == 0) { // hacker has removed the item (not changed, why?)
+
+ //custom checks
+ if (getequipisequiped(.@part) == 0) { // hacker has removed the item (not changed, why?)
mes "[" + getarg(0) + "]";
mes "Look here... you don't have any items on...";
close;
}
- if(getequiprefinerycnt(.@part) != .@refinerycnt || getequipid(.@part) != .@refineitemid) { // hacker has changed the item
+ if (getequiprefinerycnt(.@part) != .@refinerycnt || getequipid(.@part) != .@refineitemid) { // hacker has changed the item
mes "[" + getarg(0) + "]";
emotion e_an;
mes "Wait a second...";
@@ -175,6 +173,7 @@ function script refinenew {
mes "You switched the item while I wasn't looking! Get out of here!";
close;
}
+
if (getequippercentrefinery(.@part) > rand(100)) {
mes "Clang! Clang! Clang! Clang!";
successrefitem .@part;
@@ -182,7 +181,7 @@ function script refinenew {
emotion e_no1;
mes "["+ getarg(0) +"]";
mes "Good! Succes!!!";
- mes "I am the best Blacksmith.";
+ mes "I am the best Armsmith.";
close;
} else {
if (rand(100) < 80) {
@@ -195,14 +194,8 @@ function script refinenew {
mes "Ahhh!!!";
next;
mes "["+ getarg(0) +"]";
- mes "Oh my!";
+ mes "Oh my god!";
mes "The upgrade level has dropped...";
- mes "There could've been made an mistake even though I am the best ever.";
- mes "It was out of my hands.";
- next;
- mes "["+ getarg(0) +"]";
- mes "I will do a better job next time! Don't worry!";
- close;
} else {
mes "["+ getarg(0) +"]";
mes "Clang! Clang! Clang!";
@@ -215,17 +208,17 @@ function script refinenew {
mes "["+ getarg(0) +"]";
mes "Oh my! I've failed to refine stuff...";
mes "I didn't mean it!";
- mes "There could've been made an mistake even though I am the best ever.";
- mes "It was out of my hands.";
- next;
- mes "["+ getarg(0) +"]";
- mes "I will do a better job next time! Don't worry!";
- close;
}
+ mes "I could have made a mistake even though I am the best Armsmith ever.";
+ mes "It just wasn't meant to be.";
+ next;
+ mes "["+ getarg(0) +"]";
+ mes "I will do a better job next time! Don't worry!";
+ close;
}
}
// New +11 and above Refining Functions ========================
- if(getequiprefinerycnt(.@part) < .@safe) {
+ if (getequiprefinerycnt(.@part) < .@safe) {
mes "[" + getarg(0) + "]";
mes "I can refine this to the safe limit or a desired number of times. It's your choice.";
next;
@@ -247,7 +240,7 @@ function script refinenew {
mes "I can't refine this item that many times.";
close;
}
- if(.@refinecheck > .@safe) {
+ if (.@refinecheck > .@safe) {
set .@refinecheck,.@refinecheck - .@safe;
mes "[" + getarg(0) + "]";
mes "This will try to refine the equipment " + .@refinecheck + " times past the safe limit. Your equipment may be destroyed... is that ok?";
@@ -268,14 +261,15 @@ function script refinenew {
mes "[" + getarg(0) + "]";
mes "That will cost you " + .@refinecnt + " " + getitemname(.@material) + " and " + .@fullprice + " Zeny. Is that ok?";
next;
- if(select("Yes","No...") == 2){
+ if(select("Yes:No...") == 2){
mes "[" + getarg(0) + "]";
mes "You said so... So be it.";
close;
}
- if(countitem(.@material) < .@refinecnt || Zeny < .@fullprice) {
+ if (countitem(.@material) < .@refinecnt || Zeny < .@fullprice) {
mes "[" + getarg(0) + "]";
- mes "Is that all you got? Unfortunately I can't work for you at a lower price. Try putting yourself in my shoes.";
+ mes "Hm. You don't seem to have enough money or "+getitemname(.@material)+".";
+ mes "Please come back when you have them.";
close;
}
set Zeny,Zeny - .@fullprice;
@@ -309,14 +303,8 @@ function script refinenew {
mes "Ahhh!!!";
next;
mes "["+ getarg(0) +"]";
- mes "Oh my!";
+ mes "Oh my god!";
mes "The upgrade level has dropped...";
- mes "There could've been made an mistake even though I am the best ever.";
- mes "It was out of my hands.";
- next;
- mes "["+ getarg(0) +"]";
- mes "I will do a better job next time! Don't worry!";
- close;
} else {
mes "["+ getarg(0) +"]";
mes "Clang! Clang! Clang!";
@@ -329,13 +317,13 @@ function script refinenew {
mes "["+ getarg(0) +"]";
mes "Oh my! I've failed to refine stuff...";
mes "I didn't mean it!";
- mes "There could've been made an mistake even though I am the best ever.";
- mes "It was out of my hands.";
- next;
- mes "["+ getarg(0) +"]";
- mes "I will do a better job next time! Don't worry!";
- close;
}
+ mes "I could have made a mistake even though I am the best Armsmith ever.";
+ mes "It just wasn't meant to be.";
+ next;
+ mes "["+ getarg(0) +"]";
+ mes "I will do a better job next time! Don't worry!";
+ close;
}
}
emotion e_no1;
@@ -347,8 +335,16 @@ function script refinenew {
// Ori/Elu to Carnium/Bradium Refiners
//============================================================
-- script Austry#ref -1,{
- mes "[Austry]";
+- script Austri#ref -1,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait a minute !! -";
+ mes "- Currently you're carrying -";
+ mes "- too many items with you. -";
+ mes "- Please try again -";
+ mes "- after you lose some weight. -";
+ close;
+ }
+ mes "[Austri]";
mes "If you bring me 3";
mes "Oridecon or Elunium";
mes "I can exchange them for";
@@ -366,7 +362,7 @@ function script refinenew {
setarray .@i[0],6090,1,6223; //Purified_Bradium -> Carnium
break;
case 4:
- mes "[Austry]";
+ mes "[Austri]";
mes "Hmm...";
close;
}
@@ -374,26 +370,26 @@ function script refinenew {
delitem .@i[0],.@i[1];
set Zeny, Zeny - 50000;
getitem .@i[2],1;
- mes "[Austry]";
+ mes "[Austri]";
if (.@i[0] == 6090) {
- mes "Refining with Purified Bradium";
- mes "is a little expensive. I can";
- mes "trade it for some Carnium.";
+ mes "Refining with Refined Bradium";
+ mes "can be a little expensive.";
+ mes "I can exchange it for some Carnium.";
} else
- mes "Ok! Here is your "+getitemname(.@i[2])+".";
+ mes "Ok! Here's your "+getitemname(.@i[2])+".";
mes "Take it and use it well.";
close;
}
- mes "[Austry]";
+ mes "[Austri]";
mes "You better not be trying";
mes "to cheat me because you";
- mes "don't have enough zeny";
+ mes "don't have enough money";
mes "or "+getitemname(.@i[0])+".";
close;
}
-prt_in,85,71,5 duplicate(Austry#ref) Austry#prt 826
-payon_in01,14,125,5 duplicate(Austry#ref) Austry#pay 826
-morocc_in,60,38,5 duplicate(Austry#ref) Austry#moc 826
+prt_in,85,71,5 duplicate(Austri#ref) Austri#prt 826
+payon_in01,14,125,5 duplicate(Austri#ref) Austri#pay 826
+morocc_in,60,38,5 duplicate(Austri#ref) Austri#moc 826
// Malangdo Refiner
//============================================================
diff --git a/npc/re/merchants/renters.txt b/npc/re/merchants/renters.txt
index e4f1a02c7..c721af536 100644
--- a/npc/re/merchants/renters.txt
+++ b/npc/re/merchants/renters.txt
@@ -1,16 +1,18 @@
//===== Hercules Script ======================================
//= Renters
-//===== By: ==================================================
+//===== By: ==================================================
//= Hercules Dev Team
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 2.1
-//===== Description: =========================================
+//===== Description: =========================================
+//= [Official Conversion]
//= Renewal-specific breeder NPCs.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 2.1 Moved some renters to a separate renewal file. [Daegaladh]
-//============================================================
+//= 2.2 Updated to match the official scripts. [Euphy]
+//============================================================
-// Dragon Breeder on the Rune Knight job change map, couldn't find NPC on iRO.
+// Dragon Breeder
//============================================================
job3_rune01,88,62,5 script Dragon Breeder 105,{
mes "[Dragon Breeder]";
@@ -146,21 +148,35 @@ prontera,125,208,5 script Peco Peco Remover 105,{
// Magic Gear Renter
//============================================================
-prontera,163,178,3 script Magic Gear Master 105,{
+- script ::mgm -1,{
mes "[Magic Gear Master]";
if (Class == Job_Mechanic || Class == Job_Mechanic_T || Class == Job_Baby_Mechanic) {
- mes "Welcome. Would you like to rent a Magic Gear?";
+ mes "Welcome, Mechanic.";
+ mes "Would you like to rent a Pushcart or";
+ mes "ride a Magic Gear?";
next;
- switch(select("Yes:No")) {
+ switch(select("Rent a Pushcart:Ride a Magic Gear:Cancel")) {
case 1:
- if (!getskilllv("NC_MADOLICENCE")) {
+ if (checkcart()) {
+ mes "[Magic Gear Master]";
+ mes "I'm sorry, but you already";
+ mes "have a Pushcart.";
+ close;
+ }
+ setcart;
+ mes "[Magic Gear Master]";
+ mes "There you go!";
+ close;
+ case 2:
+ if (checkmadogear()) {
mes "[Magic Gear Master]";
- mes "Please learn how to use a Magic Gear first.";
+ mes "I'm sorry, but you're already";
+ mes "riding a Magic Gear.";
close;
}
- else if (checkmadogear()) {
+ else if (!getskilllv("NC_MADOLICENCE")) {
mes "[Magic Gear Master]";
- mes "You already have a Magic Gear.";
+ mes "Please learn the skill to get the Magic Gear License first.";
close;
}
else if(ismounting()) {
@@ -169,10 +185,10 @@ prontera,163,178,3 script Magic Gear Master 105,{
close;
}
setmadogear;
- close;
- case 2:
mes "[Magic Gear Master]";
- mes "I see. Then have a great day.";
+ mes "Have fun, and please come again!";
+ close;
+ case 3:
close;
}
}
@@ -180,3 +196,13 @@ prontera,163,178,3 script Magic Gear Master 105,{
mes "Magic Gears are only available for Mechanics.";
close;
}
+prontera,163,178,3 duplicate(mgm) Magic Gear Master#prt 105
+geffen,103,55,5 duplicate(mgm) Magic Gear Master#gef 105
+payon,166,106,5 duplicate(mgm) Magic Gear Master#pay 105
+aldebaran,133,112,5 duplicate(mgm) Magic Gear Master#alde 105
+yuno,167,187,3 duplicate(mgm) Magic Gear Master#yuno 105
+rachel,106,134,5 duplicate(mgm) Magic Gear Master#ra 105
+dicastes01,187,207,3 duplicate(mgm) Magic Gear Master#dic 105
+manuk,273,212,5 duplicate(mgm) Magic Gear Master#man 105
+splendide,180,174,5 duplicate(mgm) Magic Gear Master#spl 105
+mid_camp,242,243,3 duplicate(mgm) Magic Gear Master#mid 105
diff --git a/npc/re/merchants/shops.txt b/npc/re/merchants/shops.txt
index b27e5cc1d..42fc5bd03 100644
--- a/npc/re/merchants/shops.txt
+++ b/npc/re/merchants/shops.txt
@@ -1,22 +1,21 @@
//===== Hercules Script ======================================
//= Shops
-//===== By: ==================================================
+//===== By: ==================================================
//= Hercules Dev Team
-//===== Current Version: =====================================
-//= 1.5
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.7
+//===== Description: =========================================
//= Renewal-specific town shop NPCs.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 Moved some merchants to a separate renewal file. [Kenpachi]
//= 1.1 Added Dicastes merchants. [Joseph]
//= 1.2 Moved more shops to Renewal file. [Euphy]
//= 1.3 Added Malangdo tool dealer. [Euphy]
//= 1.4 Moved Izlude merchants. [Streusel]
//= 1.5 Added Dewata merchants. [Lemongrass]
-//= 1.6 Added Mora and Porta Malaya merchants. [Euphy]
-//============================================================
+//= 1.6 Added Mora and Port Malaya merchants.
+//= 1.7 Added Izlude duplicates. [Euphy]
+//============================================================
//=======================================================
// Comodo
@@ -46,11 +45,23 @@ dicastes01,207,200,6 shop Points Merchant#dic 66,6360:-1,6361:-1,6362:-1,6363:-1
//=======================================================
// Izlude
//=======================================================
-izlude,160,186,0 shop Butcher#iz 54,517:-1
izlude,124,165,4 shop Fruit Gardener#iz 53,512:-1,513:-1,515:-1,516:-1
-izlude,128,158,6 shop Vendor from Milk Ranch#i 90,519:-1
-izlude_in,72,98,3 shop Pet Groomer#iz 124,537:-1,643:-1,10013:-1,10014:-1,554:-1,6113:-1,6114:-1,6115:-1
-izlude_in,57,109,0 shop Tool Dealer#iz 47,611:-1,501:-1,502:-1,503:-1,504:-1,506:-1,645:-1,656:-1,601:-1,602:-1,1065:-1,1750:-1
+izlude_a,124,165,4 duplicate(Fruit Gardener#iz) Fruit Gardener#iz_a 53
+izlude_b,124,165,4 duplicate(Fruit Gardener#iz) Fruit Gardener#iz_b 53
+izlude_c,124,165,4 duplicate(Fruit Gardener#iz) Fruit Gardener#iz_c 53
+izlude_d,124,165,4 duplicate(Fruit Gardener#iz) Fruit Gardener#iz_d 53
+izlude,160,186,0 shop Butcher#iz 54,517:-1
+izlude_a,160,186,0 duplicate(Butcher#iz) Butcher#iz_a 54
+izlude_b,160,186,0 duplicate(Butcher#iz) Butcher#iz_b 54
+izlude_c,160,186,0 duplicate(Butcher#iz) Butcher#iz_c 54
+izlude_d,160,186,0 duplicate(Butcher#iz) Butcher#iz_d 54
+izlude,128,158,7 shop Vendor from Milk Ranch#i 90,519:-1
+izlude_a,128,158,7 duplicate(Vendor from Milk Ranch#i) Vendor from Milk Ranch#a 90
+izlude_b,128,158,7 duplicate(Vendor from Milk Ranch#i) Vendor from Milk Ranch#b 90
+izlude_c,128,158,7 duplicate(Vendor from Milk Ranch#i) Vendor from Milk Ranch#c 90
+izlude_d,128,158,7 duplicate(Vendor from Milk Ranch#i) Vendor from Milk Ranch#d 90
+izlude_in,72,98,4 shop Pet Groomer#iz 124,537:-1,643:-1,10013:-1,10014:-1,554:-1,6113:-1,6114:-1,6115:-1
+izlude_in,57,110,0 shop Tool Dealer#iz 47,611:-1,501:-1,502:-1,503:-1,504:-1,506:-1,645:-1,656:-1,601:-1,602:-1,1065:-1,1750:-1
izlude_in,72,110,3 shop Trading Merchant#iz 900,13200:-1,13201:-1,13202:-1,13150:-1,13102:-1,13151:-1,13154:-1,13155:-1,13163:-1,13165:-1,13168:-1
//=======================================================
@@ -73,7 +84,7 @@ malangdo,232,163,5 shop Tool Dealer Myo 560,611:-1,1750:-1,645:-1,656:-1,601:-1,
//=======================================================
// Mora
//=======================================================
-mora,100,118,4 shop Tool Dealer#mora 517,11522:-1,11523:-1,11524:-1,602:-1,601:-1,611:-1,1773:-1,1774:-1,713:-1
+mora,100,118,4 shop Tool Dealer#mora 517,11522:-1,11523:-1,11524:-1,602:-1,601:-1,611:-1,1773:-1,1774:-1
mora,138,110,4 shop Mora Chef 518,11519:-1
//=======================================================
diff --git a/npc/re/merchants/ticket_refiner.txt b/npc/re/merchants/ticket_refiner.txt
index 7246528a4..ef8b29135 100644
--- a/npc/re/merchants/ticket_refiner.txt
+++ b/npc/re/merchants/ticket_refiner.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Ticket Refiner
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= [Official Conversion]
//= Refiner that uses +5~9/+11 refine tickets to refine
diff --git a/npc/re/mobs/citycleaners.txt b/npc/re/mobs/citycleaners.txt
new file mode 100644
index 000000000..279f81a36
--- /dev/null
+++ b/npc/re/mobs/citycleaners.txt
@@ -0,0 +1,29 @@
+//===== Hercules Script ======================================
+//= City Cleaners Monster Spawn Script
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= Spawns monsters to clean up cities.
+//===== Additional Comments: =================================
+//= 1.0 First version, Renewal spawns.
+//============================================================
+
+//==================================================
+// Wild Rose City Spawns
+//==================================================
+brasilis,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
+dewata,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
+malaya,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
+izlude_a,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
+izlude_b,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
+izlude_c,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
+izlude_d,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
+
+//==================================================
+// Thief Bug Egg City Spawns
+//==================================================
+payon_in02,23,68,5,5 monster Thief Bug Egg 1048,7,1200000,600000,0
+jawaii_in,73,117,4,4 monster Thief Bug Egg 1048,1,5400000,3000000,0
+jawaii_in,83,117,5,5 monster Thief Bug Egg 1048,1,4800000,2400000,0
diff --git a/npc/re/mobs/dungeons/dew_dun.txt b/npc/re/mobs/dungeons/dew_dun.txt
index 9b8a3e8ee..d5dc609a2 100644
--- a/npc/re/mobs/dungeons/dew_dun.txt
+++ b/npc/re/mobs/dungeons/dew_dun.txt
@@ -4,8 +4,6 @@
//= Chilly
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Official kRO monster spawns
//===== Additional Comments: =================================
@@ -27,4 +25,4 @@ dew_dun01,0,0,0,0 boss_monster Leak 2156,1,7200000,0,1
dew_dun02,0,0,0,0 monster Banaspaty 2154,50,5000,0,0
dew_dun02,0,0,0,0 monster Gajomart 1309,30,5000,0,0
dew_dun02,0,0,0,0 monster Am Mut 1301,20,5000,0,0
-dew_dun02,0,0,0,0 monster Butoijo 2155,30,5000,0,0 \ No newline at end of file
+dew_dun02,0,0,0,0 monster Butoijo 2155,30,5000,0,0
diff --git a/npc/re/mobs/dungeons/dic_dun.txt b/npc/re/mobs/dungeons/dic_dun.txt
index 95715d678..3de5528f1 100644
--- a/npc/re/mobs/dungeons/dic_dun.txt
+++ b/npc/re/mobs/dungeons/dic_dun.txt
@@ -4,8 +4,6 @@
//= Kisuka
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Official monster spawns in El Dicastes Dungeon.
//===== Additional Comments: =================================
@@ -42,4 +40,4 @@ dic_dun03,0,0,0,0 monster Gold One-Horn Scaraba 2161,30,5000,0,0
dic_dun03,0,0,0,0 monster Gold Two-Horn Scaraba 2162,30,5000,0,0
dic_dun03,0,0,0,0 monster Gold Antler Scaraba 2163,40,5000,0,0
dic_dun03,0,0,0,0 monster Gold Rake Scaraba 2164,40,5000,0,0
-dic_dun03,0,0,0,0 boss_monster Gold Queen Scaraba 2165,1,7200000,0,1 \ No newline at end of file
+dic_dun03,0,0,0,0 boss_monster Gold Queen Scaraba 2165,1,7200000,0,1
diff --git a/npc/re/mobs/dungeons/ecl_tdun.txt b/npc/re/mobs/dungeons/ecl_tdun.txt
new file mode 100644
index 000000000..0bfd17e0f
--- /dev/null
+++ b/npc/re/mobs/dungeons/ecl_tdun.txt
@@ -0,0 +1,37 @@
+//===== Hercules Script ======================================
+//= Bifrost Tower Monster Spawn Script
+//===== By: ==================================================
+//= refis
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= jRO monster spawns, taken from Auriga.
+//===== Additional Comments: =================================
+//= 1.0 First version. [Euphy]
+//============================================================
+
+//==================================================
+// ecl_tdun01 - Bifrost Tower F1
+//==================================================
+ecl_tdun01.gat,0,0,0,0 monster Cenere 2365,5,5000,0,0
+ecl_tdun01.gat,0,0,0,0 monster Antique Book 2366,5,5000,0,0
+ecl_tdun01.gat,0,0,0,0 monster Blue Lichtern 2367,5,5000,0,0
+
+//==================================================
+// ecl_tdun02 - Bifrost Tower F2
+//==================================================
+ecl_tdun02.gat,0,0,0,0 monster Cenere 2365,10,5000,0,0
+ecl_tdun02.gat,0,0,0,0 monster Antique Book 2366,10,5000,0,0
+ecl_tdun02.gat,0,0,0,0 monster Blue Lichtern 2367,15,5000,0,0
+ecl_tdun02.gat,0,0,0,0 monster Yellow Lichtern 2368,5,5000,0,0
+
+//==================================================
+// ecl_tdun03 - Bifrost Tower F3
+//==================================================
+ecl_tdun03.gat,0,0,0,0 monster Cenere 2365,15,5000,0,0
+ecl_tdun03.gat,0,0,0,0 monster Antique Book 2366,15,5000,0,0
+ecl_tdun03.gat,0,0,0,0 monster Blue Lichtern 2367,5,5000,0,0
+ecl_tdun03.gat,0,0,0,0 monster Yellow Lichtern 2368,15,5000,0,0
+ecl_tdun03.gat,0,0,0,0 monster Red Lichtern 2369,10,5000,0,0
+ecl_tdun03.gat,0,0,0,0 monster Green Lichtern 2370,15,5000,0,0
+ecl_tdun03.gat,0,0,0,0 monster Faithful Manager 2371,5,5000,0,0
diff --git a/npc/re/mobs/dungeons/ein_dun.txt b/npc/re/mobs/dungeons/ein_dun.txt
index 3efcd52f6..53d78feff 100644
--- a/npc/re/mobs/dungeons/ein_dun.txt
+++ b/npc/re/mobs/dungeons/ein_dun.txt
@@ -4,8 +4,6 @@
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.5
-//===== Compatible With: =====================================
-//= Hercules
//===== Additional Comments: =================================
//= 1.0 spawn N and spawn delays aren't yet correct, so I set
//= respawn delays quite big for now [Lupus]
diff --git a/npc/re/mobs/dungeons/gef_dun.txt b/npc/re/mobs/dungeons/gef_dun.txt
index d6da72c1c..32967e494 100644
--- a/npc/re/mobs/dungeons/gef_dun.txt
+++ b/npc/re/mobs/dungeons/gef_dun.txt
@@ -4,8 +4,6 @@
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= Hercules
//===== Additional Comments: =================================
//= 1.2 Official kRO 10.1 spawns [Playtester]
//= 1.3 More accurate spawns [Playtester]
diff --git a/npc/re/mobs/dungeons/glastheim.txt b/npc/re/mobs/dungeons/glastheim.txt
index d23154de2..267541aa5 100644
--- a/npc/re/mobs/dungeons/glastheim.txt
+++ b/npc/re/mobs/dungeons/glastheim.txt
@@ -4,8 +4,6 @@
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.5
-//===== Compatible With: =====================================
-//= Hercules
//===== Additional Comments: =================================
//= 1.1 [Lupus]
//= 1.2 Updated to ep 8.5 aegis spawns [MasterOfMuppets]
diff --git a/npc/re/mobs/dungeons/gld_dunSE.txt b/npc/re/mobs/dungeons/gld_dunSE.txt
index 52d5bd0e5..8feabfed2 100644
--- a/npc/re/mobs/dungeons/gld_dunSE.txt
+++ b/npc/re/mobs/dungeons/gld_dunSE.txt
@@ -4,8 +4,6 @@
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
//===== Additional Comments: =================================
//= 1.0 First version
//= 1.1 Updated spawns to official. [L0ne_W0lf]
diff --git a/npc/re/mobs/dungeons/gld_re.txt b/npc/re/mobs/dungeons/gld_re.txt
index 1280755a7..e5266713d 100644
--- a/npc/re/mobs/dungeons/gld_re.txt
+++ b/npc/re/mobs/dungeons/gld_re.txt
@@ -4,8 +4,6 @@
//= Euphy
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= Hercules
//===== Additional Comments: =================================
//= 1.0 First version, Hall of Abyss update. [Euphy]
//============================================================
diff --git a/npc/re/mobs/dungeons/gon_dun.txt b/npc/re/mobs/dungeons/gon_dun.txt
index 19e7ee3db..51b61ba6c 100644
--- a/npc/re/mobs/dungeons/gon_dun.txt
+++ b/npc/re/mobs/dungeons/gon_dun.txt
@@ -4,8 +4,6 @@
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Hercules
//===== Additional Comments: =================================
//= 1.1 Official kRO 10.1 spawns [Playtester]
//= 1.2 Corrected MVP spawn variance. [L0ne_W0lf]
diff --git a/npc/re/mobs/dungeons/ice_dun.txt b/npc/re/mobs/dungeons/ice_dun.txt
index 11513ecd5..e6cefbf1c 100644
--- a/npc/re/mobs/dungeons/ice_dun.txt
+++ b/npc/re/mobs/dungeons/ice_dun.txt
@@ -4,8 +4,6 @@
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Hercules
//===== Additional Comments: =================================
//= 1.0 First version from jAthena [Playtester]
//= 1.1 More accurate spawns [Playtester]
diff --git a/npc/re/mobs/dungeons/in_sphinx.txt b/npc/re/mobs/dungeons/in_sphinx.txt
index c93a13cdc..50db8fdf6 100644
--- a/npc/re/mobs/dungeons/in_sphinx.txt
+++ b/npc/re/mobs/dungeons/in_sphinx.txt
@@ -4,8 +4,6 @@
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= Hercules
//===== Additional Comments: =================================
//= 1.1 Official kRO 10.1 spawns [Playtester]
//= 1.2 Replaced Marduk with Anubis on F4 and F5 [Playtester]
diff --git a/npc/re/mobs/dungeons/iz_dun.txt b/npc/re/mobs/dungeons/iz_dun.txt
index afa850598..849e424bd 100644
--- a/npc/re/mobs/dungeons/iz_dun.txt
+++ b/npc/re/mobs/dungeons/iz_dun.txt
@@ -4,13 +4,11 @@
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= Hercules
//===== Additional Comments: =================================
//= 1.1 Official kRO 10.1 spawns for 1-4 [Playtester]
//= 1.2 More accurate spawns [Playtester]
//= 1.3 Added Izlude Dungeon F6 spawns [Chilly]
-//= 1.4 Official F6 spawns [Euphy]
+//= 1.4 Official F6 spawns.
//============================================================
//==================================================
diff --git a/npc/re/mobs/dungeons/kh_dun.txt b/npc/re/mobs/dungeons/kh_dun.txt
index a882550c8..b4c700534 100644
--- a/npc/re/mobs/dungeons/kh_dun.txt
+++ b/npc/re/mobs/dungeons/kh_dun.txt
@@ -4,8 +4,6 @@
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Hercules
//===== Additional Comments: =================================
//= 1.0 First version [MasterOfMuppets]
//= 1.1 Added official mob types [Playtester]
diff --git a/npc/re/mobs/dungeons/lhz_dun.txt b/npc/re/mobs/dungeons/lhz_dun.txt
index d723a8d67..3e5c61edd 100644
--- a/npc/re/mobs/dungeons/lhz_dun.txt
+++ b/npc/re/mobs/dungeons/lhz_dun.txt
@@ -6,13 +6,13 @@
//= 1.9
//===== Additional Comments: =================================
//= 08/24/05 : Added 1st version. [Muad_Dib]
-//= 1.1: Some corrections to level 1, 2 as pointed out by
-//= MasterofMuppets. [Skotlex]
-//= 1.3: Some fixes based on kRO's "RO Map" [Poki#3]
-//= I also made the place more Moby ^^
-//= 1.4: Adjusted spawns according to own info from iRO [MasterOfMuppets]
-//= 1.5: More accurate spawn numbers and iRO names thanks to Tharis [Playtester]
-//= 1.6: Official X.3 spawns [Playtester]
+//= 1.1 Some corrections to level 1, 2 as pointed out by
+//= MasterofMuppets. [Skotlex]
+//= 1.3 Some fixes based on kRO's "RO Map" [Poki#3]
+//= I also made the place more Moby ^^
+//= 1.4 Adjusted spawns according to own info from iRO [MasterOfMuppets]
+//= 1.5 More accurate spawn numbers and iRO names thanks to Tharis [Playtester]
+//= 1.6 Official X.3 spawns [Playtester]
//= 1.7 Corrected MVP spawn function to be standard to iRO. [L0ne_W0lf]
//= - A random 99 will now be spawned when the MVP spawns.
//= - Spare spawn and MVP spawn now spawn in official locations.
diff --git a/npc/re/mobs/dungeons/lou_dun.txt b/npc/re/mobs/dungeons/lou_dun.txt
index f5e276757..1c6637712 100644
--- a/npc/re/mobs/dungeons/lou_dun.txt
+++ b/npc/re/mobs/dungeons/lou_dun.txt
@@ -4,8 +4,6 @@
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Hercules
//===== Additional Comments: =================================
//= 1.1 Updated by MasterOfMuppets
//= 1.2 Added Bacsojin and Chung E [MasterOfMuppets]
diff --git a/npc/re/mobs/dungeons/ma_dun.txt b/npc/re/mobs/dungeons/ma_dun.txt
index f7028e579..1356fb5b0 100644
--- a/npc/re/mobs/dungeons/ma_dun.txt
+++ b/npc/re/mobs/dungeons/ma_dun.txt
@@ -4,8 +4,6 @@
//= Chilly
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Official kRO monster spawns
//===== Additional Comments: =================================
diff --git a/npc/re/mobs/dungeons/mag_dun.txt b/npc/re/mobs/dungeons/mag_dun.txt
index 562633a5d..d5321ea6c 100644
--- a/npc/re/mobs/dungeons/mag_dun.txt
+++ b/npc/re/mobs/dungeons/mag_dun.txt
@@ -4,8 +4,6 @@
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Hercules
//===== Additional Comments: =================================
//= 1.1 fixed 2,3,4 tabs instead of 1... and wrong mob names [Lupus]
//= 1.2 Official jRO 10.3 spawns [Playtester]
diff --git a/npc/re/mobs/dungeons/mal_dun.txt b/npc/re/mobs/dungeons/mal_dun.txt
index 9bcfc8132..eb3a73681 100644
--- a/npc/re/mobs/dungeons/mal_dun.txt
+++ b/npc/re/mobs/dungeons/mal_dun.txt
@@ -3,14 +3,13 @@
//===== By: ==================================================
//= Chilly
//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
+//= 1.2
//===== Description: =========================================
//= Official kRO monster spawns
//===== Additional Comments: =================================
//= 1.0 First Release
//= 1.1 Updated to official script. [Euphy]
+//= 1.2 Added Pouring spawn, source iRO. [Euphy]
//============================================================
//==================================================
@@ -22,3 +21,4 @@ mal_dun01,0,0,0,0 monster Aster 1266,20,5000,0,0
mal_dun01,0,0,0,0 monster Red Eruma 2197,60,5000,0,0
mal_dun01,0,0,0,0 monster Siorava 2199,45,5000,0,0
mal_dun01,0,0,0,0 monster Wild Rider 2208,1,5000,0,0
+mal_dun01,0,0,0,0 monster Pouring 1894,30,5000,0,0
diff --git a/npc/re/mobs/dungeons/mjo_dun.txt b/npc/re/mobs/dungeons/mjo_dun.txt
index 4e100d161..0204a2da7 100644
--- a/npc/re/mobs/dungeons/mjo_dun.txt
+++ b/npc/re/mobs/dungeons/mjo_dun.txt
@@ -4,8 +4,6 @@
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
//===== Additional Comments: =================================
//= 1.1 Official kRO 10.1 spawns [Playtester]
//============================================================
diff --git a/npc/re/mobs/dungeons/moc_pryd.txt b/npc/re/mobs/dungeons/moc_pryd.txt
index 6fc0dbb8a..5bccac5c2 100644
--- a/npc/re/mobs/dungeons/moc_pryd.txt
+++ b/npc/re/mobs/dungeons/moc_pryd.txt
@@ -1,11 +1,9 @@
//===== Hercules Script ======================================
-//= Morocc Pryamid Dungeon Monster Spawn Script
+//= Morocc Pyramid Dungeon Monster Spawn Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
-//= 1.3
-//===== Compatible With: =====================================
-//= Hercules
+//= 1.4
//===== Additional Comments: =================================
//= 1.1 Official kRO 10.1 spawns [Playtester]
//= 1.2 More accurate spawns [Playtester]
@@ -14,13 +12,13 @@
//============================================================
//==================================================
-// moc_pryd01 - Inside Pyramid
+// moc_pryd01 - Inside Pyramid F1
//==================================================
moc_pryd01,0,0,0,0 monster Familiar 1005,50,5000,0,0
moc_pryd01,0,0,0,0 monster Poporing 1031,20,5000,0,0
//==================================================
-// moc_pryd02 - Inside Pyramid
+// moc_pryd02 - Inside Pyramid F2
//==================================================
moc_pryd02,0,0,0,0 monster Mummy 1041,30,5000,0,0
moc_pryd02,0,0,0,0 monster Soldier Skeleton 1028,30,5000,0,0
@@ -30,7 +28,7 @@ moc_pryd02,0,0,0,0 monster Poporing 1031,20,5000,0,0
moc_pryd02,0,0,0,0 monster Isis 1029,5,5000,0,0
//==================================================
-// moc_pryd03 - Inside Pyramid
+// moc_pryd03 - Inside Pyramid F3
//==================================================
moc_pryd03,0,0,0,0 monster Mummy 1041,70,5000,0,0
moc_pryd03,0,0,0,0 monster Verit 1032,20,5000,0,0
@@ -39,7 +37,7 @@ moc_pryd03,0,0,0,0 monster Drainliar 1111,5,5000,0,0
moc_pryd03,0,0,0,0 monster Mimic 1191,5,5000,0,0
//==================================================
-// moc_pryd04 - Inside Pyramid
+// moc_pryd04 - Inside Pyramid F4
//==================================================
moc_pryd04,0,0,0,0 monster Isis 1029,50,5000,0,0
moc_pryd04,0,0,0,0 monster Mummy 1041,25,5000,0,0
@@ -49,14 +47,14 @@ moc_pryd04,0,0,0,0 monster Ancient Mummy 1297,3,5000,0,0
moc_pryd04,0,0,0,0 boss_monster Osiris 1038,1,3600000,600000,0
//==================================================
-// moc_pryd05 - Inside Pyramid
+// moc_pryd05 - Inside Pyramid B1
//==================================================
moc_pryd05,0,0,0,0 monster Minorous 1149,60,5000,0,0
moc_pryd05,0,0,0,0 monster Verit 1032,50,5000,0,0
moc_pryd05,0,0,0,0 monster Mummy 1041,10,5000,0,0
//==================================================
-// moc_pryd06 - Inside Pyramid
+// moc_pryd06 - Inside Pyramid B2
//==================================================
moc_pryd06,0,0,0,0 monster Mimic 1191,30,5000,0,0
moc_pryd06,0,0,0,0 monster Verit 1032,30,5000,0,0
@@ -65,14 +63,14 @@ moc_pryd06,0,0,0,0 monster Ancient Mummy 1297,20,5000,0,0
moc_pryd06,102,85,1,1 boss_monster Amon Ra 1511,1,3600000,600000,0
//==================================================
-// moc_prydn1 - Nightmare Mode
+// moc_prydn1 - Nightmare Mode B1
//==================================================
moc_prydn1,0,0,0,0 monster Nightmare Minorous 2353,60,5000,0,0
moc_prydn1,0,0,0,0 monster Nightmare Mummy 2354,10,5000,0,0
moc_prydn1,0,0,0,0 monster Nightmare Verit 2355,50,5000,0,0
//==================================================
-// moc_prydn2 - Nightmare Mode
+// moc_prydn2 - Nightmare Mode B2
//==================================================
moc_prydn2,0,0,0,0 monster Nightmare Mimic 2356,30,5000,0,0
moc_prydn2,0,0,0,0 monster Nightmare Verit 2355,30,5000,0,0
diff --git a/npc/re/mobs/dungeons/mosk_dun.txt b/npc/re/mobs/dungeons/mosk_dun.txt
index 64dbc9245..9049a88b8 100644
--- a/npc/re/mobs/dungeons/mosk_dun.txt
+++ b/npc/re/mobs/dungeons/mosk_dun.txt
@@ -4,8 +4,6 @@
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Hercules
//===== Additional Comments: =================================
//= 1.0 Added spawns [Playtester]
//= 1.1 Swapped named according to mob db. [L0ne_W0lf]
diff --git a/npc/re/mobs/dungeons/nyd_dun.txt b/npc/re/mobs/dungeons/nyd_dun.txt
index 7b8dbd156..7244bc7bd 100644
--- a/npc/re/mobs/dungeons/nyd_dun.txt
+++ b/npc/re/mobs/dungeons/nyd_dun.txt
@@ -4,8 +4,6 @@
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= Hercules
//===== Additional Comments: =================================
//= 1.0 First version
//============================================================
diff --git a/npc/re/mobs/dungeons/odin.txt b/npc/re/mobs/dungeons/odin.txt
index cf9f046bb..372ab2f57 100644
--- a/npc/re/mobs/dungeons/odin.txt
+++ b/npc/re/mobs/dungeons/odin.txt
@@ -4,8 +4,6 @@
//= Poki#3 (0.1)
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Hercules
//===== Additional Comments: =================================
//= 1.0 Updated by using Tharis' Homun AI, by Tharis [Vicious]
//= 1.1 More accurate spawns [Playtester]
diff --git a/npc/re/mobs/dungeons/orcsdun.txt b/npc/re/mobs/dungeons/orcsdun.txt
index 6c0ecee54..6a368305e 100644
--- a/npc/re/mobs/dungeons/orcsdun.txt
+++ b/npc/re/mobs/dungeons/orcsdun.txt
@@ -4,8 +4,6 @@
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Hercules
//===== Additional Comments: =================================
//= 1.2 Official kRO 10.1 spawns [Playtester]
//============================================================
diff --git a/npc/re/mobs/dungeons/pay_dun.txt b/npc/re/mobs/dungeons/pay_dun.txt
index 83639ca2c..a4c1efba8 100644
--- a/npc/re/mobs/dungeons/pay_dun.txt
+++ b/npc/re/mobs/dungeons/pay_dun.txt
@@ -4,8 +4,6 @@
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Hercules
//===== Additional Comments: =================================
//= 1.1 Official kRO 10.1 spawns [Playtester]
//= 1.2 Small spawn update [Playtester]
diff --git a/npc/re/mobs/dungeons/prt_maze.txt b/npc/re/mobs/dungeons/prt_maze.txt
index 6feea8a0a..0cfb71665 100644
--- a/npc/re/mobs/dungeons/prt_maze.txt
+++ b/npc/re/mobs/dungeons/prt_maze.txt
@@ -4,8 +4,6 @@
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= Hercules
//===== Additional Comments: =================================
//= 1.2 Official kRO 10.1 spawns [Playtester]
//= 1.3 Some small fixes [Playtester]
diff --git a/npc/re/mobs/dungeons/prt_sew.txt b/npc/re/mobs/dungeons/prt_sew.txt
index 6fd21922d..a7608aa7c 100644
--- a/npc/re/mobs/dungeons/prt_sew.txt
+++ b/npc/re/mobs/dungeons/prt_sew.txt
@@ -4,8 +4,6 @@
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Hercules
//===== Additional Comments: =================================
//= 1.1 Official kRO 10.1 spawns [Playtester]
//= 1.2 Corrected MVP spawn variance. [L0ne_W0lf]
diff --git a/npc/re/mobs/dungeons/ra_san.txt b/npc/re/mobs/dungeons/ra_san.txt
index b5f764b70..51f7c42fd 100644
--- a/npc/re/mobs/dungeons/ra_san.txt
+++ b/npc/re/mobs/dungeons/ra_san.txt
@@ -4,8 +4,6 @@
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Hercules
//===== Additional Comments: =================================
//= 1.0 First version with guessed amounts [Playtester]
//= 1.1 More accurate spawns [Playtester]
diff --git a/npc/re/mobs/dungeons/tha_t.txt b/npc/re/mobs/dungeons/tha_t.txt
index 789a71cdd..eb84e8975 100644
--- a/npc/re/mobs/dungeons/tha_t.txt
+++ b/npc/re/mobs/dungeons/tha_t.txt
@@ -4,8 +4,6 @@
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Hercules
//===== Additional Comments: =================================
//= 1.0 Real spawns by Poki#3 [Nexon]
//= 1.1 More official spawns [Playtester]
diff --git a/npc/re/mobs/dungeons/thor_v.txt b/npc/re/mobs/dungeons/thor_v.txt
index 2d3867f5b..b882c1b0a 100644
--- a/npc/re/mobs/dungeons/thor_v.txt
+++ b/npc/re/mobs/dungeons/thor_v.txt
@@ -4,8 +4,6 @@
//= Playtester
//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Official monster spawn in Thor Volcano Dungeon.
//===== Additional Comments: =================================
diff --git a/npc/re/mobs/dungeons/treasure.txt b/npc/re/mobs/dungeons/treasure.txt
index 25d8caf60..b18d5fd62 100644
--- a/npc/re/mobs/dungeons/treasure.txt
+++ b/npc/re/mobs/dungeons/treasure.txt
@@ -4,8 +4,6 @@
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Hercules
//===== Additional Comments: =================================
//= 1.1 Official kRO 10.1 spawns [Playtester]
//= 1.2 More accurate spawns [Playtester]
diff --git a/npc/re/mobs/dungeons/tur_dun.txt b/npc/re/mobs/dungeons/tur_dun.txt
index a73fc3d1b..6acbee74d 100644
--- a/npc/re/mobs/dungeons/tur_dun.txt
+++ b/npc/re/mobs/dungeons/tur_dun.txt
@@ -4,8 +4,6 @@
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Hercules
//===== Additional Comments: =================================
//= 1.2 Official kRO 10.1 spawns [Playtester]
//============================================================
diff --git a/npc/re/mobs/dungeons/xmas_dun.txt b/npc/re/mobs/dungeons/xmas_dun.txt
index f3c6d8859..0d4374f8f 100644
--- a/npc/re/mobs/dungeons/xmas_dun.txt
+++ b/npc/re/mobs/dungeons/xmas_dun.txt
@@ -4,8 +4,6 @@
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= Hercules
//===== Additional Comments: =================================
//= 1.1 added Garm Baby according to May 10 patch
//= 1.2 Official kRO 10.1 spawns [Playtester]
diff --git a/npc/re/mobs/dungeons/yggdrasil.txt b/npc/re/mobs/dungeons/yggdrasil.txt
index 9fb13a6b6..939933aeb 100644
--- a/npc/re/mobs/dungeons/yggdrasil.txt
+++ b/npc/re/mobs/dungeons/yggdrasil.txt
@@ -4,8 +4,6 @@
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
//===== Additional Comments: =================================
//= 1.0 Splitted from Nifflheim fields [DracoRPG]
//= 1.1 Official kRO 10.1 spawns [Playtester]
diff --git a/npc/re/mobs/fields/bifrost.txt b/npc/re/mobs/fields/bifrost.txt
index 04667acb0..a04ed3ec2 100644
--- a/npc/re/mobs/fields/bifrost.txt
+++ b/npc/re/mobs/fields/bifrost.txt
@@ -8,8 +8,7 @@
//= Official kRO monster spawns
//===== Additional Comments: =================================
//= 1.0 First Release
-//= 1.1 Added more accurate 1@mist monsters
-//= 1.2 Renewal spawn update. [Euphy]
+//= 1.1 Renewal spawn update. [Euphy]
//============================================================
//==================================================
@@ -31,79 +30,3 @@ bif_fild02,0,0,0,0 monster Miming 2137,33,5000,0,0
bif_fild02,0,0,0,0 monster Little Fatum 2136,55,5000,0,0
bif_fild02,0,0,0,0 monster Angra Mantis 2133,5,5000,0,0
bif_fild02,0,0,0,0 monster Pom Spider 2132,5,5000,0,0
-
-//==================================================
-// 1@mist - Forest Maze of Mists
-//==================================================
-1@mist,247,124,0,0 monster Creeper 2135,1,1200000,600000,0
-1@mist,247,124,0,0 monster Nydhoggur Memory 2138,1,1200000,600000,0
-1@mist,247,124,0,0 monster Nydhoggur Memory 2139,1,1200000,600000,0
-1@mist,225,98,0,0 monster Creeper 2135,1,1200000,600000,0
-1@mist,225,98,0,0 monster Nydhoggur Memory 2138,1,1200000,600000,0
-1@mist,225,98,0,0 monster Nydhoggur Memory 2139,1,1200000,600000,0
-1@mist,159,184,0,0 monster Creeper 2135,1,1200000,600000,0
-1@mist,159,184,0,0 monster Nydhoggur Memory 2138,1,1200000,600000,0
-1@mist,159,184,0,0 monster Nydhoggur Memory 2139,1,1200000,600000,0
-1@mist,61,39,0,0 monster Creeper 2135,1,1200000,600000,0
-1@mist,61,39,0,0 monster Nydhoggur Memory 2138,1,1200000,600000,0
-1@mist,61,39,0,0 monster Nydhoggur Memory 2139,1,1200000,600000,0
-1@mist,254,151,0,0 monster Creeper 2135,1,1200000,600000,0
-1@mist,254,151,0,0 monster Nydhoggur Memory 2138,1,1200000,600000,0
-1@mist,254,151,0,0 monster Nydhoggur Memory 2139,1,1200000,600000,0
-1@mist,230,179,0,0 monster Creeper 2135,1,1200000,600000,0
-1@mist,230,179,0,0 monster Nydhoggur Memory 2140,1,1200000,600000,0
-1@mist,230,179,0,0 monster Nydhoggur Memory 2141,1,1200000,600000,0
-1@mist,285,225,0,0 monster Creeper 2135,1,1200000,600000,0
-1@mist,285,225,0,0 monster Nydhoggur Memory 2140,1,1200000,600000,0
-1@mist,285,225,0,0 monster Nydhoggur Memory 2141,1,1200000,600000,0
-1@mist,161,316,0,0 monster Creeper 2135,1,1200000,600000,0
-1@mist,161,316,0,0 monster Nydhoggur Memory 2140,1,1200000,600000,0
-1@mist,161,316,0,0 monster Nydhoggur Memory 2141,1,1200000,600000,0
-1@mist,230,324,0,0 monster Creeper 2135,1,1200000,600000,0
-1@mist,230,324,0,0 monster Nydhoggur Memory 2140,1,1200000,600000,0
-1@mist,230,324,0,0 monster Nydhoggur Memory 2141,1,1200000,600000,0
-1@mist,206,200,0,0 monster Creeper 2135,1,1200000,600000,0
-1@mist,206,200,0,0 monster Nydhoggur Memory 2140,1,1200000,600000,0
-1@mist,206,200,0,0 monster Nydhoggur Memory 2141,1,1200000,600000,0
-1@mist,221,236,0,0 monster Creeper 2135,1,1200000,600000,0
-1@mist,221,236,0,0 monster Nydhoggur Memory 2142,1,1200000,600000,0
-1@mist,221,236,0,0 monster Nydhoggur Memory 2143,1,1200000,600000,0
-1@mist,204,299,0,0 monster Creeper 2135,1,1200000,600000,0
-1@mist,204,299,0,0 monster Nydhoggur Memory 2142,1,1200000,600000,0
-1@mist,204,299,0,0 monster Nydhoggur Memory 2143,1,1200000,600000,0
-1@mist,84,273,0,0 monster Creeper 2135,1,1200000,600000,0
-1@mist,84,273,0,0 monster Nydhoggur Memory 2142,1,1200000,600000,0
-1@mist,84,273,0,0 monster Nydhoggur Memory 2143,1,1200000,600000,0
-1@mist,95,287,0,0 monster Creeper 2135,1,1200000,600000,0
-1@mist,95,287,0,0 monster Nydhoggur Memory 2142,1,1200000,600000,0
-1@mist,95,287,0,0 monster Nydhoggur Memory 2143,1,1200000,600000,0
-1@mist,324,325,0,0 monster Creeper 2135,1,1200000,600000,0
-1@mist,324,325,0,0 monster Nydhoggur Memory 2142,1,1200000,600000,0
-1@mist,324,325,0,0 monster Nydhoggur Memory 2143,1,1200000,600000,0
-1@mist,280,343,0,0 monster Creeper 2135,1,1200000,600000,0
-1@mist,280,343,0,0 monster Nydhoggur Memory 2142,1,1200000,600000,0
-1@mist,280,343,0,0 monster Nydhoggur Memory 2143,1,1200000,600000,0
-1@mist,345,186,0,0 monster Creeper 2135,1,1200000,600000,0
-1@mist,345,186,0,0 monster Nydhoggur Memory 2142,1,1200000,600000,0
-1@mist,345,186,0,0 monster Nydhoggur Memory 2143,1,1200000,600000,0
-1@mist,105,105,85,85 monster Pom Spider 2132,8,1200000,600000,0
-1@mist,105,105,85,85 monster Angra Mantis 2133,8,1200000,600000,0
-1@mist,105,105,85,85 monster Parus 2134,8,1200000,600000,0
-1@mist,105,105,85,85 monster Little Fatum 2136,8,1200000,600000,0
-1@mist,105,105,85,85 monster Miming 2137,5,1200000,600000,0
-1@mist,105,275,85,85 monster Pom Spider 2132,10,1200000,600000,0
-1@mist,105,275,85,85 monster Angra Mantis 2133,10,1200000,600000,0
-1@mist,105,275,85,85 monster Parus 2134,10,1200000,600000,0
-1@mist,105,275,85,85 monster Little Fatum 2136,8,1200000,600000,0
-1@mist,105,275,85,85 monster Miming 2137,5,1200000,600000,0
-1@mist,275,105,85,85 monster Pom Spider 2132,12,1200000,600000,0
-1@mist,275,105,85,85 monster Angra Mantis 2133,12,1200000,600000,0
-1@mist,275,105,85,85 monster Parus 2134,10,1200000,600000,0
-1@mist,275,105,85,85 monster Little Fatum 2136,8,1200000,600000,0
-1@mist,275,105,85,85 monster Miming 2137,5,1200000,600000,0
-1@mist,275,275,85,85 monster Pom Spider 2132,15,1200000,600000,0
-1@mist,275,275,85,85 monster Angra Mantis 2133,15,1200000,600000,0
-1@mist,275,275,85,85 monster Parus 2134,10,1200000,600000,0
-1@mist,275,275,85,85 monster Little Fatum 2136,8,1200000,600000,0
-1@mist,275,275,85,85 monster Miming 2137,5,1200000,600000,0
-1@mist,325,210,25,150 boss_monster Lost Dragon 2131,1,1,7200000,600000,1
diff --git a/npc/re/mobs/fields/comodo.txt b/npc/re/mobs/fields/comodo.txt
index b2db8d86b..45a39f7bb 100644
--- a/npc/re/mobs/fields/comodo.txt
+++ b/npc/re/mobs/fields/comodo.txt
@@ -55,10 +55,6 @@ cmd_fild04,0,0,0,0 monster Aster 1266,10,5000,0,0
//==================================================
// cmd_fild05 - Disabled on Renewal
//==================================================
-//cmd_fild05,63,158,10,10 monster Shining Plant 1083,1,1800000,900000,1
-//cmd_fild05,318,277,10,10 monster Yellow Plant 1081,3,1800000,900000,1
-//cmd_fild05,282,49,20,20 monster Yellow Plant 1081,3,1800000,900000,1
-//cmd_fild05,0,0,0,0 monster Green Plant 1080,5,1800000,900000,1
//==================================================
// cmd_fild06 - Fortress Saint Darmain (West)
diff --git a/npc/re/mobs/fields/dewata.txt b/npc/re/mobs/fields/dewata.txt
index 6401b520b..9cb15466c 100644
--- a/npc/re/mobs/fields/dewata.txt
+++ b/npc/re/mobs/fields/dewata.txt
@@ -16,4 +16,4 @@
//==================================================
dew_fild01,0,0,0,0 monster Alnoldi 2151,60,5000,0,0
dew_fild01,0,0,0,0 monster Argiope 1099,45,5000,0,0
-dew_fild01,0,0,0,0 monster Cendrawasih 2153,10,5000,0,0 \ No newline at end of file
+dew_fild01,0,0,0,0 monster Cendrawasih 2153,10,5000,0,0
diff --git a/npc/re/mobs/fields/eclage.txt b/npc/re/mobs/fields/eclage.txt
new file mode 100644
index 000000000..76c53be2b
--- /dev/null
+++ b/npc/re/mobs/fields/eclage.txt
@@ -0,0 +1,17 @@
+//===== Hercules Script ======================================
+//= Eclage Field Monster Spawn Script
+//===== By: ==================================================
+//= refis
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= jRO monster spawns, taken from Auriga.
+//===== Additional Comments: =================================
+//= 1.0 First version. [Euphy]
+//============================================================
+
+//==================================================
+// ecl_fild01 - Blooming Flower Land
+//==================================================
+ecl_fild01.gat,0,0,0,0 monster Menblatt 2363,60,5000,0,0
+ecl_fild01.gat,0,0,0,0 monster Petal 2364,20,5000,0,0
diff --git a/npc/re/mobs/fields/einbroch.txt b/npc/re/mobs/fields/einbroch.txt
index eaf12a96d..b06c25f59 100644
--- a/npc/re/mobs/fields/einbroch.txt
+++ b/npc/re/mobs/fields/einbroch.txt
@@ -6,15 +6,15 @@
//= 1.8
//===== Additional Comments: =================================
//= 1.1 correct spawn maps, but not yet exact amount of
-//= monsters [Lupus]
-//= maps, marked with * are correct
+//= monsters [Lupus]
+//= maps, marked with * are correct
//= 1.2 Updated to correct mobs. Many thanks to vicious_pucca
//= again for providing the information [MasterOfMuppets]
//= 1.2a Fixed missing tabs [Lupus]
//= 1.3 Updated after Episode 10.4 - Hugel [Poki#3]
-//= Mob quantity is custom.
+//= Mob quantity is custom.
//= 1.3b Changed the spawn numbers a bit. [Poki#3]
-//= Thanks to Playtester and Emperium.org
+//= Thanks to Playtester and Emperium.org
//= 1.4 Updated by using Tharis' Homun AI, by Tharis [Vicious]
//= 1.5 Adjusted some spawns according to official info [Playtester]
//= 1.6 More accurate spawns [Playtester]
diff --git a/npc/re/mobs/fields/geffen.txt b/npc/re/mobs/fields/geffen.txt
index d6d6be055..0b1c3b3c3 100644
--- a/npc/re/mobs/fields/geffen.txt
+++ b/npc/re/mobs/fields/geffen.txt
@@ -38,8 +38,8 @@ gef_fild02,0,0,0,0 monster Coco 1104,140,5000,0,0
gef_fild02,0,0,0,0 monster Poporing 1031,20,5000,0,0
gef_fild02,0,0,0,0 monster Horn 1128,20,5000,0,0
gef_fild02,0,0,0,0 monster Elder Willow 1033,20,5000,0,0
-gef_fild02,87,48,6,6 monster Red Mushroom 1085,5,360000,180000,1
gef_fild02,227,316,6,6 monster Green Plant 1080,8,360000,180000,1
+gef_fild02,87,48,6,6 monster Red Mushroom 1085,5,360000,180000,1
gef_fild02,215,209,2,1 monster Blue Plant 1079,2,360000,180000,1
gef_fild02,207,214,1,1 monster Blue Plant 1079,1,360000,180000,1
gef_fild02,220,214,1,1 monster Blue Plant 1079,1,360000,180000,1
diff --git a/npc/re/mobs/fields/hugel.txt b/npc/re/mobs/fields/hugel.txt
index fd04fc658..893de3d71 100644
--- a/npc/re/mobs/fields/hugel.txt
+++ b/npc/re/mobs/fields/hugel.txt
@@ -8,9 +8,9 @@
//= Spawns for hu_fild05 and hu_fild04, numbers may not be correct [MasterOfMuppets]
//= 0.2 Fixed Petit ID
//= 0.3 Updated the spawns using kRO's website as info, [MasterOfMuppets]
-//= thanks to battousai90
+//= thanks to battousai90
//= 0.4 Updated after Episode 10.4 - Hugel [Poki#3]
-//= Mob quantity is custom.
+//= Mob quantity is custom.
//= 1.0 Updated by using Tharis' Homun AI, by Tharis [Vicious]
//= 1.1 Official X.3 spawns [Playtester]
//= 1.2 Some 11.1 spawn updates [Playtester]
diff --git a/npc/re/mobs/fields/lighthalzen.txt b/npc/re/mobs/fields/lighthalzen.txt
index 6438c3c93..fd083f1e4 100644
--- a/npc/re/mobs/fields/lighthalzen.txt
+++ b/npc/re/mobs/fields/lighthalzen.txt
@@ -8,7 +8,7 @@
//= 1.0 by Muad_Dib (Prometheus Project)
//= 1.1 Added Porcellio by MasterOfMuppets
//= 1.2 Corrected monsters. Many thanks to vicious_pucca for
-//= the information [MasterOfMuppets]
+//= the information [MasterOfMuppets]
//= 1.3 Updated acordingly to Episode 10.4 [Poki#3]
//= 1.4 Fully updated X.4 spawns [Playtester]
//= 1.5 More accurate spawns [Playtester]
diff --git a/npc/re/mobs/fields/payon.txt b/npc/re/mobs/fields/payon.txt
index 41e239861..0d2f13874 100644
--- a/npc/re/mobs/fields/payon.txt
+++ b/npc/re/mobs/fields/payon.txt
@@ -41,8 +41,8 @@ pay_fild01,0,0,0,0 monster Green Plant 1080,5,180000,90000,1
pay_fild02,0,0,0,0 monster Boa 1025,140,5000,0,0
pay_fild02,0,0,0,0 monster Wormtail 1024,30,5000,0,0
pay_fild02,0,0,0,0 monster Spore 1014,30,5000,0,0
-pay_fild02,105,256,10,10 monster Red Mushroom 1085,4,360000,180000,1
pay_fild02,105,256,10,10 monster Green Plant 1080,4,360000,180000,1
+pay_fild02,105,256,10,10 monster Red Mushroom 1085,4,360000,180000,1
//==================================================
// pay_fild03 - Payon Forest
@@ -71,8 +71,6 @@ pay_fild04,254,193,10,10 monster Green Plant 1080,5,360000,180000,1
//==================================================
// pay_fild05 - Disabled on Renewal
//==================================================
-//pay_fild05,95,147,5,5 monster Green Plant 1080,4,900000,450000,1
-//pay_fild05,86,90,5,5 monster Green Plant 1080,4,900000,450000,1
//==================================================
// pay_fild06 - Payon Forest
diff --git a/npc/re/mobs/fields/prontera.txt b/npc/re/mobs/fields/prontera.txt
index 0930fc088..ec7091e0b 100644
--- a/npc/re/mobs/fields/prontera.txt
+++ b/npc/re/mobs/fields/prontera.txt
@@ -94,6 +94,22 @@ prt_fild08,0,0,0,0 monster Lunatic 1063,40,5000,0,0
prt_fild08,0,0,0,0 monster Fabre 1007,40,5000,0,0
//==================================================
+// prt_fild08 - Duplicates
+//==================================================
+prt_fild08a,0,0,0,0 monster Poring 1002,140,5000,0,0
+prt_fild08b,0,0,0,0 monster Poring 1002,140,5000,0,0
+prt_fild08c,0,0,0,0 monster Poring 1002,140,5000,0,0
+prt_fild08d,0,0,0,0 monster Poring 1002,140,5000,0,0
+prt_fild08a,0,0,0,0 monster Lunatic 1063,40,5000,0,0
+prt_fild08b,0,0,0,0 monster Lunatic 1063,40,5000,0,0
+prt_fild08c,0,0,0,0 monster Lunatic 1063,40,5000,0,0
+prt_fild08d,0,0,0,0 monster Lunatic 1063,40,5000,0,0
+prt_fild08a,0,0,0,0 monster Fabre 1007,40,5000,0,0
+prt_fild08b,0,0,0,0 monster Fabre 1007,40,5000,0,0
+prt_fild08c,0,0,0,0 monster Fabre 1007,40,5000,0,0
+prt_fild08d,0,0,0,0 monster Fabre 1007,40,5000,0,0
+
+//==================================================
// prt_fild09 - Prontera Field
//==================================================
prt_fild09,0,0,0,0 monster Magnolia 1138,140,5000,0,0
diff --git a/npc/re/mobs/fields/splendide.txt b/npc/re/mobs/fields/splendide.txt
index 97a6befd4..e7e3fb0d6 100644
--- a/npc/re/mobs/fields/splendide.txt
+++ b/npc/re/mobs/fields/splendide.txt
@@ -20,8 +20,6 @@ spl_fild01,0,0,0,0 monster Cornus 1992,25,5000,0,0
// spl_fild02 - Splendide Field
//==================================================
spl_fild02,0,0,0,0 monster Pinguicula 1995,75,5000,0,0
-spl_fild02,0,0,0,0 monster Bradium Golem 2024,20,5000,0,0
-spl_fild02,0,0,0,0 monster Naga 1993,20,5000,0,0
spl_fild02,0,0,0,0 monster Luciola Vespa 1994,15,5000,0,0
//==================================================
diff --git a/npc/re/mobs/fields/umbala.txt b/npc/re/mobs/fields/umbala.txt
index 3914207a3..34e9d10de 100644
--- a/npc/re/mobs/fields/umbala.txt
+++ b/npc/re/mobs/fields/umbala.txt
@@ -1,14 +1,14 @@
-//===== Hercules Script ======================================
+//===== Hercules Script ======================================
//= Umbala Fields Monster Spawn Script
-//===== By: ==================================================
+//===== By: ==================================================
//= Darkchild (1.0)
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.5
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.3 Official kRO 10.1 spawns [Playtester]
//= 1.4 More accurate spawns [Playtester]
//= 1.5 Updated spawns to renewal. [L0ne_W0lf]
-//============================================================
+//============================================================
//==================================================
// um_fild01 - Luluka Forest
@@ -21,7 +21,6 @@ um_fild01,0,0,0,0 monster Wooden Golem 1497,10,5000,0,0
um_fild01,0,0,0,0 monster Green Plant 1080,10,180000,90000,1
um_fild01,0,0,0,0 monster Yellow Plant 1081,10,180000,90000,1
um_fild01,0,0,0,0 monster Shining Plant 1083,5,180000,90000,1
-um_fild01,0,0,0,0 monster Shining Plant 1083,1,180000,90000,1
//==================================================
// um_fild02 - Hoomga Forest
diff --git a/npc/re/mobs/fields/yuno.txt b/npc/re/mobs/fields/yuno.txt
index 15aa2046b..40641ff5c 100644
--- a/npc/re/mobs/fields/yuno.txt
+++ b/npc/re/mobs/fields/yuno.txt
@@ -9,11 +9,11 @@
//= 1.2 New/Better Spawn [Muad_Dib]
//= 1.3 Fix Up [Darkchild]
//= 1.4 Updated monster spawns. Many thanks to vicious_pucca for
-//= providing the information [MasterOfMuppets]
+//= providing the information [MasterOfMuppets]
//= 1.5 Updated after Episode 10.4 - Hugel [Poki#3]
-//= Mob quantity is custom.
+//= Mob quantity is custom.
//= 1.5b Changed the spawn numbers a bit. [Poki#3]
-//= Thanks to Playtester and Emperium.org
+//= Thanks to Playtester and Emperium.org
//= 1.6 Fixed Yuno Field 10. Mob amount sugested by Playtester [Poki#3]
//= 1.7 Updated by using Tharis' Homun AI, by Tharis [Vicious]
//= 1.8 Added kRO 10.1 spawns where they fit [Playtester]
diff --git a/npc/re/mobs/towns.txt b/npc/re/mobs/towns.txt
new file mode 100644
index 000000000..a6367d35e
--- /dev/null
+++ b/npc/re/mobs/towns.txt
@@ -0,0 +1,34 @@
+//===== Hercules Script ======================================
+//= Town Monster Spawn Script
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= Spawns monsters in towns.
+//===== Additional Comments: =================================
+//= 1.0 First version, Renewal spawns.
+//============================================================
+
+//==================================================
+// Brasilis, Strange Hydras
+//==================================================
+brasilis,283,88,6,6 monster Strange Hydra 2081,5,5000,0,0
+brasilis,284,104,6,6 monster Strange Hydra 2081,4,5000,0,0
+brasilis,215,80,6,6 monster Strange Hydra 2081,4,5000,0,0
+brasilis,96,50,8,8 monster Strange Hydra 2081,5,5000,0,0
+
+//==================================================
+// Alberta Ship, Swapping the Deck
+//==================================================
+alb_ship,0,0,0,0 monster Strange Mouse 2057,25,0,0,0
+
+//==================================================
+// Prontera, Training Dummy Area
+//==================================================
+prontera,251,77,0,0 monster Dummy Lv50 2409,1,5000,0,0
+prontera,259,77,0,0 monster Dummy Lv50 2409,1,5000,0,0
+prontera,251,66,0,0 monster Dummy Lv100 2410,1,5000,0,0
+prontera,259,66,0,0 monster Dummy Lv100 2410,1,5000,0,0
+prontera,251,55,0,0 monster Dummy Lv150 2411,1,5000,0,0
+prontera,259,55,0,0 monster Dummy Lv150 2411,1,5000,0,0
diff --git a/npc/re/other/bulletin_boards.txt b/npc/re/other/bulletin_boards.txt
new file mode 100644
index 000000000..ecfaaf9ca
--- /dev/null
+++ b/npc/re/other/bulletin_boards.txt
@@ -0,0 +1,37 @@
+//===== Hercules Script ======================================
+//= Bulletin Boards
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= Bulletin Boards for beginners.
+//===== Additional Comments: =================================
+//= 1.0 Moved Izlude NPCs to Pre-RE/RE paths.
+//= Disabled until proper coordinates are found.
+//============================================================
+
+/*
+- script ::BulletinBoard_iz -1,{
+ mes "[Izlude: The Satellite City]";
+ mes "Welcome to Izlude, the satellite of Prontera. Izlude was built to support Prontera's defense and to accomodate its burgeoning population.";
+ next;
+ mes "[Izlude: The Satellite City]";
+ mes "The main buildings here are to accomodate the growth of the Cryptura Academy.";
+ next;
+ mes "[Izlude: The Satellite City]";
+ mes "Points of interest include the Swordman Association building which allows adventurers to change their job to Swordman, and the Battle Area that is East of Izlude.";
+ next;
+ mes "[Izlude: The Satellite City]";
+ mes "At the docks, you may take a ship and travel to ^003399Alberta^000000 or ^660000Byalan Island^000000.";
+ next;
+ mes "[Izlude: The Satellite City]";
+ mes "From Izlude, ^3355FFProntera^000000 is located to the Northwest, and ^006600Payon^000000 is located to the South. Enjoy your travels in the Rune-Midgarts Kingdom.";
+ close;
+}
+izlude,25,103,0 duplicate(BulletinBoard_iz) Bulletin Board#5 837
+izlude_a,25,103,0 duplicate(BulletinBoard_iz) Bulletin Board#5_a 837
+izlude_b,25,103,0 duplicate(BulletinBoard_iz) Bulletin Board#5_b 837
+izlude_c,25,103,0 duplicate(BulletinBoard_iz) Bulletin Board#5_c 837
+izlude_d,25,103,0 duplicate(BulletinBoard_iz) Bulletin Board#5_d 837
+*/
diff --git a/npc/re/other/item_merge.txt b/npc/re/other/item_merge.txt
new file mode 100644
index 000000000..55004785f
--- /dev/null
+++ b/npc/re/other/item_merge.txt
@@ -0,0 +1,69 @@
+//===== Hercules Script ======================================
+//= Mergician
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= [Official Conversion]
+//= Merges items taking up multiple slots in a player's
+//= inventory.
+//===== Additional Comments: =================================
+//= 1.0 First version, currently useless/disabled.
+//============================================================
+
+prontera,146,95,3 script Mergician#pron 64,{
+ if (checkweight(1301,1) == 0) {
+ mes "- Wait a second !! -";
+ mes "- You are carrying too many items -";
+ mes "- or too much weight to proceed. -";
+ mes "- Come back after -";
+ mes "- arranging your inventory. -";
+ close;
+ }
+ mes "[Mergician]";
+ mes "Do you believe in the miracle of Merge god?? If so, repeat my spell loudly as I pronunce it!!!";
+ mes "Merge Merge, Merrrrge!!!";
+ next;
+ switch(select("What is the miracle of Merge?:Merrrrge!!!!:Abandon...")) {
+ case 1:
+ mes "[Mergician]";
+ mes "There is an order which rules the world and keeps the world to go well.";
+ next;
+ mes "[Mergician]";
+ mes "But there has been a bad factor which totally jeopardised this rule!!";
+ next;
+ mes "[Mergician]";
+ mes "Those things which are separated even if they are composed by the same material!!";
+ next;
+ mes "[Mergician]";
+ mes "Have you never experienced this bad incident??";
+ mes "The fact that I had ^3131FFthe same potion, but appearing more than twice in your inventory!!^000000 So unpleasant!!!";
+ next;
+ mes "[Mergician]";
+ mes "Believe in Mergism. That is the truth.";
+ mes "Then I can help you be happy and content.";
+ close;
+ case 2:
+ mes "[Mergician]";
+ mes "This is the total holy ritual to pray to the Great God, Merge! and I am borrowing the power for a while!!";
+ next;
+ mes "[Mergician]";
+ mes "And if you eagerly want to be blessed by Merge, be humble and shout out loud! Merge Merge, Merrrrge!!!";
+ next;
+ switch(select("Merrrrge!:Don't follow what he says.")) {
+ case 1:
+// MergeItem
+ mes "[Mergician]";
+ mes "Merge just heard your wish and let it be realised!";
+ mes "Open your inventory to check the miracle!";
+ close;
+ case 2:
+ mes "[Mergician]";
+ mes "You jerk!!! You just broke the whole rhythm! Why can't you get my flow and follow me?! Idiot!";
+ close;
+ }
+ case 3:
+ close;
+ }
+}
diff --git a/npc/re/other/mail.txt b/npc/re/other/mail.txt
new file mode 100644
index 000000000..3aa040ea2
--- /dev/null
+++ b/npc/re/other/mail.txt
@@ -0,0 +1,19 @@
+//===== Hercules Script ======================================
+//= Mail Boxes
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= [Official Conversion]
+//= Pickup and write mail from/to players in game.
+//===== Additional Comments: =================================
+//= 1.0 First version, Renewal duplicates.
+//============================================================
+
+// Izlude
+//============================================================
+izlude_a,136,94,0 duplicate(MailBox) Mailbox#iz_a 888
+izlude_b,136,94,0 duplicate(MailBox) Mailbox#iz_b 888
+izlude_c,136,94,0 duplicate(MailBox) Mailbox#iz_c 888
+izlude_d,136,94,0 duplicate(MailBox) Mailbox#iz_d 888
diff --git a/npc/re/other/mercenary_rent.txt b/npc/re/other/mercenary_rent.txt
index 0e92f8fc2..9056d56f7 100644
--- a/npc/re/other/mercenary_rent.txt
+++ b/npc/re/other/mercenary_rent.txt
@@ -4,14 +4,22 @@
//= Daegaladh
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Sells Lancer, Sword, and Archer mercenaries,
//= along with related mercenary items.
//===== Additional Comments: =================================
//= 1.0 First version. [L0ne_W0lf]
+//= 1.1 Added Izlude duplicates. [Euphy]
//============================================================
-izlude,47,169,5 duplicate(Mercenary Manager#main) Mercenary Manager#Sword 734
-izlude,56,169,4 duplicate(MercMerchant) Mercenary Merchant#Sword 892
+izlude,47,170,4 duplicate(Mercenary Manager#main) Mercenary Manager#Sword 734
+izlude_a,47,170,4 duplicate(Mercenary Manager#main) Mercenary Manager#Swo_a 734
+izlude_b,47,170,4 duplicate(Mercenary Manager#main) Mercenary Manager#Swo_b 734
+izlude_c,47,170,4 duplicate(Mercenary Manager#main) Mercenary Manager#Swo_c 734
+izlude_d,47,170,4 duplicate(Mercenary Manager#main) Mercenary Manager#Swo_d 734
+
+izlude,55,170,4 duplicate(MercMerchant) Mercenary Merchant#Sword 892
+izlude_a,55,170,4 duplicate(MercMerchant) Mercenary Merchant#Swo_a 892
+izlude_b,55,170,4 duplicate(MercMerchant) Mercenary Merchant#Swo_b 892
+izlude_c,55,170,4 duplicate(MercMerchant) Mercenary Merchant#Swo_c 892
+izlude_d,55,170,4 duplicate(MercMerchant) Mercenary Merchant#Swo_d 892
diff --git a/npc/re/other/pvp.txt b/npc/re/other/pvp.txt
new file mode 100644
index 000000000..deebc7b72
--- /dev/null
+++ b/npc/re/other/pvp.txt
@@ -0,0 +1,91 @@
+//===== Hercules Script ======================================
+//= PvP NPCs
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= PvP NPCs that are found in the Inns in major cities.
+//= Includes Yoyo Mode, Nightmare Mode, and Event Mode.
+//===== Additional Comments: =================================
+//= 1.0 First version, Renewal.
+//============================================================
+
+// PVP Warpers
+//============================================================
+pvp_y_room,30,85,4 script Fight Square Reception#1 105,{ //5,5
+ callfunc "F_PVP_FSRS",50,69;
+ end;
+
+OnInit:
+ waitingroom "LV 50 ~ LV 69",0;
+ end;
+}
+
+pvp_y_room,38,85,4 script Fight Square Reception#2 105,{ //5,5
+ callfunc "F_PVP_FSRS",70,89;
+ end;
+
+OnInit:
+ waitingroom "LV 70 ~ LV 89",0;
+ end;
+}
+
+pvp_y_room,46,85,4 script Fight Square Reception#3 105,{ //5,5
+ callfunc "F_PVP_FSRS",90,99;
+ end;
+
+OnInit:
+ waitingroom "LV 90 ~ LV 99",0;
+ end;
+}
+
+pvp_y_room,54,85,4 script Fight Square Reception#8 105,{
+ callfunc "F_PVP_FSRS";
+ end;
+
+OnInit:
+ waitingroom "Free for all",0;
+ end;
+}
+
+pvp_y_room,62,85,4 script Fight Square Reception#4 105,{
+ //if (ADVJOB > 0) {
+ if (Upper == 1) {
+ mes "[PVP Fight Square Reception Staff]";
+ mes "You have been transcended.";
+ mes "You are not allowed to enter.";
+ close;
+ }
+ callfunc "F_PVP_FSRS";
+ end;
+
+OnInit:
+ waitingroom "Normal Jobs Only",0;
+ end;
+}
+
+pvp_y_room,70,85,4 script Fight Square Reception#5 105,{
+ //if (ADVJOB == 0) {
+ if (Upper != 1) {
+ mes "[PVP Fight Square Reception Staff]";
+ mes "You have not transcended.";
+ mes "You are not allowed to enter.";
+ close;
+ }
+ callfunc "F_PVP_FSRS";
+ end;
+
+OnInit:
+ waitingroom "Trans Jobs Only",0;
+ end;
+}
+
+pvp_n_room,86,85,4 script Fight Square Reception#n 105,{
+ callfunc "F_PVP_FSRS";
+ end;
+
+OnInit:
+ waitingroom "Free for all",0;
+ end;
+}
diff --git a/npc/re/other/resetskill.txt b/npc/re/other/resetskill.txt
new file mode 100644
index 000000000..7e14c9537
--- /dev/null
+++ b/npc/re/other/resetskill.txt
@@ -0,0 +1,147 @@
+//===== Hercules Script ======================================
+//= Hypnotist
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.1
+//===== Description: =========================================
+//= [Official Conversion]
+//= Stat and skill resetter for expanded first class under
+//= base level 50 and normal first class.
+//===== Additional Comments: =================================
+//= 1.0 First version, Renewal script.
+//= 1.1 Added Izlude duplicates. [Euphy]
+//============================================================
+
+izlude,127,175,3 script Hypnotist#novice 124,{
+ mes "[Hypnotist]";
+ mes "Greetings, adventurer.";
+ mes "I'm a member of the Hypnotist";
+ mes "Academy sent here to Izlude";
+ mes "to provide Skill Reset services";
+ mes "to certain First Class characters for a really good price: free!";
+ next;
+ mes "[Hypnotist]";
+ mes "Although I offer unlimited";
+ mes "stat/skill resets for now, I have";
+ mes "two conditions that must be";
+ mes "fulfilled. First, you must be";
+ mes "lower than ^FF0000Base Level 50^000000.";
+ next;
+ mes "[Hypnotist]";
+ mes "Second, you must be a";
+ mes "^FF0000Swordman, Acolyte, Mage,";
+ mes "Thief, Archer, Merchant,";
+ mes "Taekwon Boy, or Taekwon Girl,";
+ mes "Gunslinger and Ninja^000000";
+ mes "Job character to qualify.";
+ mes "Now, do you have any questions?";
+ next;
+ switch(select("^FF0000Stat/Skill Reset?:Reset stats:Reset skills^000000:Cancel")) {
+ case 1:
+ mes "[Hypnotist]";
+ mes "Stat/Skill Resets allow adventuers";
+ mes "to redistribute their Skill";
+ mes "Points if they are unhappy";
+ mes "with their current skills.";
+ next;
+ mes "[Hypnotist]";
+ mes "Before proceeding with";
+ mes "a Stat/Skill Reset, you must";
+ mes "reduce all of the weight";
+ mes "of all carried items on your";
+ mes "character to 0. You can put";
+ mes "extra items in Kafra Storage.";
+ next;
+ mes "[Hypnotist]";
+ mes "Ah, it's also important";
+ mes "to remove your ^FF0000Pushcart^000000";
+ mes "if you have one equipped.";
+ mes "Otherwise, hypnosis won't";
+ mes "work, or will backfire...";
+ close;
+ case 2:
+ set .@str$,"Stat";
+ case 3:
+ if (.@str$ == "")
+ set .@str$,"Skill";
+ mes "[Hypnotist]";
+ mes "Are you sure that you";
+ mes "want to proceed with";
+ mes "my ^FF0000"+.@str$+" Reset^000000 service?";
+ next;
+ if(select("Yes:Cancel") == 1)
+ break;
+ case 4:
+ mes "[Hypnotist]";
+ mes "Thank you, and good";
+ mes "luck on your adventures.";
+ mes "Please travel in safety~";
+ close;
+ }
+ if ((Class >= Job_Swordman && Class <= Job_Thief) || Class == Job_Taekwon || Class == Job_Gunslinger || Class == Job_Ninja) {
+ if (checkcart()) {
+ mes "[Hypnotist]";
+ mes "Oh! Please remove your";
+ mes "Pushcart before proceeding";
+ mes "with the "+.@str$+" Reset service.";
+ mes "Thanks for cooperating~";
+ close;
+ }
+ if (Weight != 0) {
+ mes "[Hypnotist]";
+ mes "If you're here for my "+.@str$;
+ mes "Reset service, please";
+ mes "remember that you can't";
+ mes "reset your "+.@str$+"s until the";
+ mes "^FF0000weight of your carried items in";
+ mes "your Inventory is reduced to 0^000000.";
+ next;
+ mes "[Hypnotist]";
+ mes "Why don't you place your";
+ mes "things into the Kafra Storage";
+ mes "for now? That way, you can";
+ mes "safely keep all of your goods.";
+ close;
+ }
+ if (BaseLevel >= 50 && (Class == Job_Taekwon || Class == Job_Gunslinger || Class == Job_Ninja)) {
+ mes "[Hypnotist]";
+ mes "I'm sorry, but characters";
+ mes "with Base Levels higher";
+ mes "than 50 are ineligible for the";
+ mes .@str$+" Reset service I provide.";
+ close;
+ }
+ mes "[Hypnotist]";
+ mes "Thank you for using";
+ mes "my "+.@str$+" Redistribution";
+ mes "services. Oh, and best";
+ mes "of luck to you on your";
+ mes "travels, adventurer.";
+ if (.@str$ == "Stat")
+ resetstatus;
+ else
+ resetskill;
+ close;
+ } else {
+ mes "[Hypnotist]";
+ mes "I'm sorry, but your";
+ mes "Job Class doesn't qualify";
+ mes "for the "+.@str$+" Reset service";
+ mes "that I provide. I can only";
+ mes "offer "+.@str$+" Resets to the";
+ mes "following Jobs...";
+ next;
+ mes "[Hypnotist]";
+ mes "^FF0000Swordman, Acolyte,";
+ mes "Mage, Thief, Archer,";
+ mes "Merchant, Taekwon";
+ mes "Boy, Taekwon Girl,";
+ mes "Gunslinder and Ninja^000000.";
+ close;
+ }
+}
+izlude_a,127,175,3 duplicate(Hypnotist#novice) Hypnotist#novice_a 124
+izlude_b,127,175,3 duplicate(Hypnotist#novice) Hypnotist#novice_b 124
+izlude_c,127,175,3 duplicate(Hypnotist#novice) Hypnotist#novice_c 124
+izlude_d,127,175,3 duplicate(Hypnotist#novice) Hypnotist#novice_d 124
diff --git a/npc/re/other/stone_change.txt b/npc/re/other/stone_change.txt
new file mode 100644
index 000000000..a6b903273
--- /dev/null
+++ b/npc/re/other/stone_change.txt
@@ -0,0 +1,59 @@
+//===== Hercules Script ======================================
+//= Stone Changer
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= [Official Conversion]
+//= Organizes ores in a player's inventory.
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//============================================================
+
+geffen_in,99,174,5 script Ore Tester#sorty 700,{
+ mes "[Ore Tester Sorty]";
+ mes "Do you have ^3131FFany same type of ores in your inventories^000000 which take many spaces?";
+ mes "I can distinguish your ores and organize them right away~!";
+ next;
+ switch(select("Refine my Ore.:Cancel.")) {
+ case 1:
+ mes "[Ore Tester Sorty]";
+ mes "At the moment I can only distinguish ^FF0000Steel^000000, ^FF0000Iron^000000, ^FF0000Iron Ore^000000, and ^FF0000Rough Oridecon^000000 and organize them.";
+ mes "Please note that ^3131FFother items are unable^000000!";
+ next;
+ mes "[Ore Tester Sorty]";
+ mes "So, would you like me to organize your ores?";
+ next;
+ set .@i, select("Steel, please.:Iron, please.:Iron Ore, please.:Rough Oridecon, please.:No, thanks.");
+ if (.@i == 5) {
+ mes "[Ore Tester Sorty]";
+ mes "Huh, I really hate messy people!";
+ close;
+ }
+ setarray .@ores[0],999,998,1002,756;
+ set .@item, .@ores[.@i-1];
+ if (countitem(.@item) == 0) {
+ mes "[Ore Tester Sorty]";
+ mes "You don't have any "+getitemname(.@item)+"...";
+ close;
+ }
+ while(1) {
+ if (countitem(.@item)) {
+ set .@count, countitem(.@item);
+ set .@total, .@total + .@count;
+ delitem .@item, .@count;
+ } else {
+ getitem .@item, .@total;
+ break;
+ }
+ }
+ mes "[Ore Tester Sorty]";
+ mes "It's done. Looks great! Don't you think so?";
+ close;
+ case 2:
+ mes "[Ore Tester Sorty]";
+ mes "It seems that your bag is clean? Huhu! You might be the master of cleaning!";
+ close;
+ }
+}
diff --git a/npc/re/other/turbo_track.txt b/npc/re/other/turbo_track.txt
new file mode 100644
index 000000000..129f4bcc8
--- /dev/null
+++ b/npc/re/other/turbo_track.txt
@@ -0,0 +1,14 @@
+//===== Hercules Script ======================================
+//= Turbo Track
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= [Official Conversion]
+//= Renewal duplicates.
+//===== Additional Comments: =================================
+//= 1.0 Split Mount Manager NPC.
+//============================================================
+
+alde_gld,181,199,5 duplicate(MountManager_turbo) Mount Manager 845
diff --git a/npc/re/quests/cupet.txt b/npc/re/quests/cupet.txt
index c2ba9fec7..3f3ded52e 100644
--- a/npc/re/quests/cupet.txt
+++ b/npc/re/quests/cupet.txt
@@ -4,13 +4,11 @@
//= Z3R0
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Exchanges Hunted Items for Tames
//===== Additional Comments: =================================
-//= v1.0 First / Optimized Version
+//= 1.0 First / Optimized Version
//============================================================
// 1st NPC
diff --git a/npc/re/quests/eden/26-40.txt b/npc/re/quests/eden/26-40.txt
index 5467c773e..fe147f210 100644
--- a/npc/re/quests/eden/26-40.txt
+++ b/npc/re/quests/eden/26-40.txt
@@ -84,7 +84,7 @@ L_Quest:
mes "You have declined the "+getarg(2)+" mission.";
close;
}
- if (checkquest(getarg(0)) == 1) mes "You are already doing this mission.";
+ if (checkquest(getarg(0)) > -1) mes "You are already doing this mission.";
else {
setquest getarg(0);
mes "You have accepted the "+getarg(2)+" mission.";
diff --git a/npc/re/quests/eden/41-55.txt b/npc/re/quests/eden/41-55.txt
index dc71a6c5a..57f131f07 100644
--- a/npc/re/quests/eden/41-55.txt
+++ b/npc/re/quests/eden/41-55.txt
@@ -24,7 +24,7 @@ moc_para01,40,38,3 script Mission [41 - 55] 857,{
}
if (checkquest(12088) == -1) {
if (BaseLevel < 41 || BaseLevel > 55) {
- mes "[41 ~ 55 Lv. Mission Board]";
+ mes "Mission bulletin board for Lv41~55 adventurers.";
close;
}
mes "[Mission Board]";
@@ -48,7 +48,7 @@ moc_para01,40,38,3 script Mission [41 - 55] 857,{
case 11: callsub L_Quest,12082,"Don't ask why, but please hunt 30 Shellfish. It is a secret mission!";
case 12: callsub L_Quest,12083,"Marine Sphere? Do you know what a Marine Sphere is? I got a mission for you to hunt 15 Marine Sphere, so please do so.";
case 13: callsub L_Quest,12084,"The mayor wants to eat a delicious fish dish. Phen will be the perfect ingredient for it. Please hunt 20 Phen!";
- case 14: callsub L_Quest,12085,"You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
+ case 14: callsub L_Quest,12085,"Dead Orc monsters got back to our town and they've revived as Orc Skeletons. We are in chaos! Please hunt 15 Orc Skeleton.";
case 15: callsub L_Quest,12086,"Some weird monsters called Zenorc are attacking us. Please hunt 30 Zenorc.";
case 16: callsub L_Quest,12087,"Be prepared! It is a cruel mission! Hunt 15 Mummies!! I tried once, but I couldn't succeed. It is too scary!";
}
diff --git a/npc/re/quests/eden/56-70.txt b/npc/re/quests/eden/56-70.txt
index c503a274b..c3a99ed3e 100644
--- a/npc/re/quests/eden/56-70.txt
+++ b/npc/re/quests/eden/56-70.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 2.1
+//= 1.5
//===== Description: =========================================
//= Repetable Quests for Players between Baselevel 56 - 70.
//===== Additional Comments: =================================
@@ -12,8 +12,7 @@
//= 1.2 Added checkquest confirmation for -1. [Euphy]
//= 1.3 Fixed Puppet Master's Agony Quest (12217 -> 3259). [Joseph]
//= 1.4 Fixed invalid check (Magic Wand Quest). [Joseph]
-//= 2.0 Optimised [Zopokx]
-//= 2.1 Fixed some errors using Euphy's reference [Zopokx]
+//= 1.5 Optimized, based on code by Zopokx. [Euphy]
//============================================================
moc_para01,42,38,3 script Mission [56 - 70] 857,{
@@ -25,44 +24,40 @@ moc_para01,42,38,3 script Mission [56 - 70] 857,{
next;
mes "Lots of missions such as a Monster Hunting, Delivery Goods, Finding People.";
next;
- switch (select("Mission Numbers 1~5:Mission Numbers 6~10:Mission Numbers 11~15")) {
- case 1:
- switch (select("What is this Bandage?:Dangerous Alligators.:That wasn't a mermaid...:My country is calling me!")) {
- case 1: callsub L_HuntingQuest,3250,15000,5000,930,30;
- case 2: callsub L_HuntingQuest,3251,16000,6000;
- case 3: callsub L_HuntingQuest,3252,17000,8000;
- case 4: callsub L_Quest,3254,18000,8000,7043,10,1056,30;
- }
- break;
- case 2:
- switch (select("Hunt Wild Boar:Preparing the Summer:A Woman's Grudge:Special ingredients:Puppet Master's Agony")) {
- case 1: callsub L_HuntingQuest,3255,16000,7000;
- case 2: callsub L_Quest,3256,15000,5000,918,30;
- case 3: callsub L_HuntingQuest,3257,17000,8000;
- case 4: callsub L_Quest,3258,16000,7000,7198,40;
- case 5: callsub L_HuntingQuest,3259,17000,7000,1060,30;
- }
- break;
- case 3:
- switch (select("Tiresome Flies:Dangerous Munak:Make the World green:Magic Wand")) {
- case 1: callsub L_HuntingQuest,3260,16000,6000;
- case 2: callsub L_HuntingQuest,3261,16000,7000;
- case 3: callsub L_Quest,3262,17000,7000,1032,40;
- case 4: callsub L_Quest,3263,18000,8000,1021,30,7150,30;
- }
- break;
+ switch(select("Mission Numbers 1~5:Mission Numbers 6~10:Mission Numbers 11~15")) {
+ case 1:
+ switch(select("What is this Bandage?:Dangerous Alligators.:That wasn't a mermaid...:My country is calling me!")) {
+ case 1: callsub L_HuntingQuest,3250,15000,5000,930,30;
+ case 2: callsub L_HuntingQuest,3251,16000,6000;
+ case 3: callsub L_HuntingQuest,3252,17000,8000;
+ case 4: callsub L_Quest,3254,18000,8000,7043,10,1056,30;
+ }
+ case 2:
+ switch(select("Hunt Wild Boar:Preparing the Summer:A Woman's Grudge:Special ingredients:Puppet Master's Agony")) {
+ case 1: callsub L_HuntingQuest,3255,16000,7000;
+ case 2: callsub L_Quest,3256,15000,5000,918,30;
+ case 3: callsub L_HuntingQuest,3257,17000,8000;
+ case 4: callsub L_Quest,3258,16000,7000,7198,40;
+ case 5: callsub L_HuntingQuest,3259,17000,7000,1060,30;
+ }
+ case 3:
+ switch(select("Tiresome Flies:Dangerous Munak:Make the World green:Magic Wand")) {
+ case 1: callsub L_HuntingQuest,3260,16000,6000;
+ case 2: callsub L_HuntingQuest,3261,16000,7000;
+ case 3: callsub L_Quest,3262,17000,7000,1032,40;
+ case 4: callsub L_Quest,3263,18000,8000,1021,30,7150,30;
+ }
}
end;
L_Quest:
- if (checkquest(getarg(0)) <= 0) {
- callsub L_CheckDetails, getarg(0);
- mes " ";
+ if (checkquest(getarg(0)) == -1) {
+ callsub L_Details, getarg(0);
next;
mes "Would you like to accept this mission?";
next;
if(select("Accept the mission.:Do not accept the mission.") == 1) {
- if ((BaseLevel < 56) || (BaseLevel > 70)) {
+ if (BaseLevel < 55 || BaseLevel > 70) {
mes "These missions are not fit for my level. I should look for other missions.";
close;
}
@@ -73,43 +68,41 @@ L_Quest:
}
close;
}
- if (checkquest(getarg(0)) == 1) {
- if (getargcount() > 5) {
- if ((countitem(getarg(3)) >= getarg(4)) && (countitem(getarg(5)) >= getarg(6))) { set .@complete, 1; }
- else { set .@complete, 0; }
- } else {
- if (countitem(getarg(3)) >= getarg(4)) { set .@complete, 1; }
- else { set .@complete, 0; }
- }
- if (.@complete) {
- mes "I have done pretty well for the mission. Should I report it now?";
- next;
- if(select("Report the mission.:Do not report it yet.") == 2) { close; }
+ if (getargcount() > 5) {
+ if (countitem(getarg(5)) < getarg(6))
+ set .@items,1; //incomplete
+ else
+ set .@items,2; //complete
+ }
+ if (checkquest(getarg(0)) < 2 && (countitem(getarg(3)) < getarg(4) || .@items == 1)) {
+ mes "You have an on-going mission. Would you like to check the details?";
+ next;
+ if(select("Check the details.:Cancel.") == 1)
+ callsub L_Details, getarg(0);
+ close;
+ } else {
+ mes "I have done pretty well for the mission. Should I report it now?";
+ next;
+ if(select("Report the mission.:Do not report it yet.") == 1) {
delitem getarg(3),getarg(4);
- if (getarg(5,0) > 0) { delitem getarg(5),getarg(6); }
+ if (.@items)
+ delitem getarg(5),getarg(6);
getexp getarg(1),getarg(2);
erasequest getarg(0);
mes "You have completed the mission. Get rewards.";
- } else {
- mes "You have an on-going mission. Would you like to check the details?";
- next;
- if(select("Check the details.:Cancel.") == 1)
- callsub L_CheckDetails, getarg(0);
}
+ close;
}
- close;
end;
L_HuntingQuest:
- if (checkquest(getarg(0)) <= 0) {
- callsub L_CheckDetails, getarg(0);
- next;
- mes " ";
+ if (checkquest(getarg(0)) == -1) {
+ callsub L_Details, getarg(0);
next;
mes "Would you like to accept this mission?";
next;
if(select("Accept the mission.:Do not accept the mission.") == 1) {
- if ((BaseLevel < 56) || (BaseLevel > 70)) {
+ if (BaseLevel < 55 || BaseLevel > 70) {
mes "These missions are not fit for my level. I should look for other missions.";
close;
}
@@ -118,249 +111,249 @@ L_HuntingQuest:
next;
mes "This mission doesn't have time limits.";
}
+ close;
+ }
+ if (getargcount() > 3) {
+ if (countitem(getarg(3)) < getarg(4))
+ set .@items,1; //incomplete
+ else
+ set .@items,2; //complete
}
- else if (checkquest(getarg(0),HUNTING) == 1) {
+ if (checkquest(getarg(0),HUNTING) < 2 || .@items == 1) {
mes "You have an on-going mission. Would you like to check the details?";
next;
if(select("Check the details.:Cancel.") == 1)
- callsub L_CheckDetails, getarg(0);
- }
- else if (checkquest(getarg(0),HUNTING) == 2) {
- if (getargcount() > 3) {
- if (countitem(getarg(3)) >= getarg(4)) { set .@complete, 1; }
- else { set .@complete, 0; }
- } else { set .@complete, 1; }
- if (.@complete) {
- mes "I have done pretty well for the mission. Should I report it now?";
- next;
- if(select("Report the mission.:Do not report it yet.") == 2) { close; }
- if (getarg(3,0) > 0) { delitem getarg(3),getarg(4); }
+ callsub L_Details, getarg(0);
+ close;
+ } else if (checkquest(getarg(0),HUNTING) == 2) {
+ mes "I have done pretty well for the mission. Should I report it now?";
+ next;
+ if(select("Report the mission.:Do not report it yet.") == 1) {
+ if (.@items)
+ delitem getarg(3),getarg(4);
getexp getarg(1),getarg(2);
erasequest getarg(0);
mes "You have completed the mission. Get rewards.";
- } else {
- mes "I don't have enough "+getitemname(getarg(3))+".";
- mes "I need to gather "+getarg(4)+" "+getitemname(getarg(3))+" to complete this mission.";
}
+ close;
}
- close;
end;
-L_CheckDetails:
- switch(getarg(0)){
- case 3250:
- mes "This mission is assigned by the Rekenber corporation from Lighthalzen. Below are the details.";
- next;
- mes "Rekenber corporation is about to launch a new project called 'Green Medical Center'. For the first product of the project, we are preparing well-being Bandages.";
- next;
- mes "Regarding the project, we need to research monster's reactions when they are wrapped with Rotten Bandages.";
- next;
- mes "If you are interested, please hunt 30 Mummies and bring 30 Rotten Bandages. You can find them in the Pyramid West of Morroc.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "- Rekenber corporation chief director 'Julie E Delph' -";
- break;
- case 3251:
- mes "This mission is assigned by the Comodo cooperative society. Below are the details.";
- next;
- mes "Alligators have gone wild these days, they attack women and drunken people who hang out near the beach.";
- next;
- mes "This is a very shameful situation for us, the most wonderful vacation spot in Rune-Midgard.";
- next;
- mes "So, it would be very helpful if you hunt 30 Alligators to clean out this situation.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- break;
- case 3252:
- mes "This mission is assigned by an unknown client from Izlude.";
- next;
- mes "I have admired the beach of Izlude, ever since I was born.";
- next;
- mes "When I was young, I found a mysterious creature in the Izlude dungeon, I had never seen something like that before...";
- next;
- mes "I instantly thought it was a mermaid. I was so supprised, I have studied about mermaids in whole my life.";
- next;
- mes "But, as I studied harder, I found that the creature was not a mermaid... yes, It wasn't beautiful at all like other mermaids...";
- next;
- mes "I finally tracked down the fact that it was a Merman, not a Mermaid!";
- next;
- mes "Merman... I have wasted my life studying this monster! So please hunt 30 Mermans to make me feel better.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Izlude 'The Lost dream mermaid' --";
- break;
- case 3254:
- mes "This mission is assigned by the government officer of the Rune-Midgarts Kingdom.";
- next;
- mes "To prevent a flood in Prontera, we decided to build a huge dam to regulate the water supply.";
- next;
- mes "But, we are shorthanded on supplies and we need to collect Fine Sand and Grit.";
- next;
- mes "So, we would like to ask for help. People, please bring us 10 Fine Sand and 30 Grit each so we can build the dam.";
- next;
- mes "You can get those materials from Sand Man, I wish you good luck!";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Government officer of the Rune-Midgarts Kingdom, Dufre Kent --";
- break;
- case 3255:
- mes "This mission is assigned by the Payon town hall.";
- next;
- mes "Wild animals are always annoyances to farmers.";
- next;
- mes "They attack our farm and ruin whole crops!! We can't stand it anymore!";
- next;
- mes "So, we would like to ask for the help from brave adventurers.";
- next;
- mes "Please, hunt 30 Savages to save our crops!";
- next;
- mes "You can easily find those monsters around our town and field.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Payon town hall members --";
- break;
- case 3256:
- mes "This mission is assigned by the Morroc blacksmith Aragham.";
- next;
- mes "Hello~~~~, Adventurers! This is Aragham, the hottest blacksmith in Morroc!";
- next;
- mes "Anyway, I have a son named Aragam Junior, the cute one. Haha.";
- next;
- mes "He will be attending summer camp this summer, but he doesn't know how to swim.";
- next;
- mes "I want to teach him, but as you know I am a blacksmith, a far cry from swimming! Hehe.";
- next;
- mes "But, I figured that if I make swim fins, it will be great for his confidence~!";
- next;
- mes "To make it, I need 30 Sticky Webfoots from a Roda Frog. Can you bring them to me?";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "PS. Do not compare me with Hollgrehenn or Antonio!!!!";
- next;
- mes "-- The hottest blacksmith, Morroc blacksmith Aragham --";
- break;
- case 3257:
- mes "This mission is assigned by an inventor Dorian from Izlude.";
- next;
- mes "Have you heard the story that if women have a grudge on their mind, it will bring natural disasters.";
- next;
- mes "Wow, so guys must watch out for those sensitive women! Make sure they don't have any grudges on you.";
- next;
- mes "Women can bring strange phenomenons with them!";
- next;
- mes "I am so intrigued with that story that I'm trying to prove that it can be true.";
- next;
- mes "So I need to make women upset! Haha, I know what a mean idea, right?";
- next;
- mes "But this is seriously just for studying... So please hunt 30 Sohee's who seems to be revived from victimized souls.";
- next;
- mes "So I can keep observing the case.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Elegance inventor Dorian --";
- break;
- case 3258:
- mes "This mission is assigned by Wallah from Payon.";
- next;
- mes "Hello, adventurer. How are you? How is your health?";
- next;
- mes "I am a pharmacist and I am having a hard time getting special ingredients lately.";
- next;
- mes "Because I am a little sensitive girl, how can I possibly get those things by myself.";
- next;
- mes "So, please help me. Just bring 40 Huge Leafs to me, that will be enough to complete my special medicine!";
- next;
- mes "Please bring it as soon as possible, people need my medicine.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Wallah --";
- break;
- case 3259:
- mes "This mission is assigned by puppet master Woonute from Geffen.";
- next;
- mes "You know being a puppet master is kind of a hard job to satisfy people.";
- next;
- mes "People can search and see so many different things on their own thesedays.";
- next;
- mes "Their expectations are getting high, I can't satisfy them anymore.";
- next;
- mes "But if I can make new toy concepts, like living toys, it will be ground breaking.";
- next;
- mes "I heard that there are live dolls called Marionettes. Can you hunt 30 Marionettes for me? And also bring 30 Golden Hair, those will be great materials for the new toys.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Puppet Master Woonute --";
- break;
- case 3260:
- mes "This mission is assigned by an exterminator from Prontera.";
- next;
- mes "As the weather gets warmer, insects multiply more and more. It is already out of control.";
- next;
- mes "People in Prontera cannot sleep because of all the bugs in their house.";
- next;
- mes "So, please help us, hunt 30 Hunter Flies. Then the flies can be reduced slowly.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- The Prontera exterminator --";
- break;
- case 3261:
- mes "This mission is assigned by Cheese Dongja from Payon.";
- next;
- mes "Have you heard about Munak?";
- next;
- mes "The ugly monster Munak is threatening people in Payon.";
- next;
- mes "So we need brave adventurers like you!";
- next;
- mes "Please hunt 30 Munaks then Payon will be in peace.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "- Payon Cheese Dongja -";
- break;
- case 3262:
- mes "This mission is assigned by a gem dealer, Ibraham from Morroc.";
- next;
- mes "A small beautiful flower in the barren desert... What an incredible scene it would be!";
- next;
- mes "Planting flowers can make the world green and it will be so pretty everywhere.";
- next;
- mes "I plan to plant strong flowers in the Morroc desert so the soil gets better.";
- next;
- mes "I need 40 Maneater Blossom from Flora, I know Maneater Blossom is an ugly flower, but still it is a plant.";
- next;
- mes "I hope you can hunt Flora and get me 40 Maneater Blossoms. You are making the world green! Be proud!";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Morroc Ibraham --";
- break;
- case 3263:
- mes "This mission is assigned by the Payon blacksmith Antonio.";
- next;
- mes "Magic wand! Have you heard about it? It is an incredible wand!";
- next;
- mes "If you say the magic words and swing the wand, it will make your wishes come true.";
- next;
- mes "So, I decided to make it by myself. Then I will be rich and powerful~! Haha!!";
- next;
- mes "To make the wand, I need some special materials.";
- next;
- mes "Please bring me 30 Dokebi Horns and 30 Bamboo Cut. If you do so, I will lend you my magic wand once. Haha, good deal?";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Payon blacksmith Antonio --";
- break;
+L_Details:
+ switch(getarg(0)) {
+ case 3250:
+ mes "This mission is assigned by the Rekenber corporation from Lighthalzen. Below are the details.";
+ next;
+ mes "Rekenber corporation is about to launch a new project called 'Green Medical Center'. For the first product of the project, we are preparing well-being Bandages.";
+ next;
+ mes "Regarding the project, we need to research monster's reactions when they are wrapped with Rotten Bandages.";
+ next;
+ mes "If you are interested, please hunt 30 Mummies and bring 30 Rotten Bandages. You can find them in the Pyramid West of Morroc.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "- Rekenber corporation chief director 'Julie E Delph' -";
+ break;
+ case 3251:
+ mes "This mission is assigned by the Comodo cooperative society. Below are the details.";
+ next;
+ mes "Alligators have gone wild these days, they attack women and drunken people who hang out near the beach.";
+ next;
+ mes "This is a very shameful situation for us, the most wonderful vacation spot in Rune-Midgard.";
+ next;
+ mes "So, it would be very helpful if you hunt 30 Alligators to clean out this situation.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ break;
+ case 3252:
+ mes "This mission is assigned by an unknown client from Izlude.";
+ next;
+ mes "I have admired the beach of Izlude, ever since I was born.";
+ next;
+ mes "When I was young, I found a mysterious creature in the Izlude dungeon, I had never seen something like that before...";
+ next;
+ mes "I instantly thought it was a mermaid. I was so supprised, I have studied about mermaids in whole my life.";
+ next;
+ mes "But, as I studied harder, I found that the creature was not a mermaid... yes, It wasn't beautiful at all like other mermaids...";
+ next;
+ mes "I finally tracked down the fact that it was a Merman, not a Mermaid!";
+ next;
+ mes "Merman... I have wasted my life studying this monster! So please hunt 30 Mermans to make me feel better.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Izlude 'The Lost dream mermaid' --";
+ break;
+ case 3254:
+ mes "This mission is assigned by the government officer of the Rune-Midgarts Kingdom.";
+ next;
+ mes "To prevent a flood in Prontera, we decided to build a huge dam to regulate the water supply.";
+ next;
+ mes "But, we are shorthanded on supplies and we need to collect Fine Sand and Grit.";
+ next;
+ mes "So, we would like to ask for help. People, please bring us 10 Fine Sand and 30 Grit each so we can build the dam.";
+ next;
+ mes "You can get those materials from Sand Man, I wish you good luck!";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Government officer of the Rune-Midgarts Kingdom, Dufre Kent --";
+ break;
+ case 3255:
+ mes "This mission is assigned by the Payon town hall.";
+ next;
+ mes "Wild animals are always annoyances to farmers.";
+ next;
+ mes "They attack our farm and ruin whole crops!! We can't stand it anymore!";
+ next;
+ mes "So, we would like to ask for the help from brave adventurers.";
+ next;
+ mes "Please, hunt 30 Savages to save our crops!";
+ next;
+ mes "You can easily find those monsters around our town and field.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Payon town hall members --";
+ break;
+ case 3256:
+ mes "This mission is assigned by the Morroc blacksmith Aragham.";
+ next;
+ mes "Hello~~~~, Adventurers! This is Aragham, the hottest blacksmith in Morroc!";
+ next;
+ mes "Anyway, I have a son named Aragam Junior, the cute one. Haha.";
+ next;
+ mes "He will be attending summer camp this summer, but he doesn't know how to swim.";
+ next;
+ mes "I want to teach him, but as you know I am a blacksmith, a far cry from swimming! Hehe.";
+ next;
+ mes "But, I figured that if I make swim fins, it will be great for his confidence~!";
+ next;
+ mes "To make it, I need 30 Sticky Webfoots from a Roda Frog. Can you bring them to me?";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "PS. Do not compare me with Hollgrehenn or Antonio!!!!";
+ next;
+ mes "-- The hottest blacksmith, Morroc blacksmith Aragham --";
+ break;
+ case 3257:
+ mes "This mission is assigned by an inventor Dorian from Izlude.";
+ next;
+ mes "Have you heard the story that if women have a grudge on their mind, it will bring natural disasters.";
+ next;
+ mes "Wow, so guys must watch out for those sensitive women! Make sure they don't have any grudges on you.";
+ next;
+ mes "Women can bring strange phenomenons with them!";
+ next;
+ mes "I am so intrigued with that story that I'm trying to prove that it can be true.";
+ next;
+ mes "So I need to make women upset! Haha, I know what a mean idea, right?";
+ next;
+ mes "But this is seriously just for studying... So please hunt 30 Sohee's who seems to be revived from victimized souls.";
+ next;
+ mes "So I can keep observing the case.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Elegance inventor Dorian --";
+ break;
+ case 3258:
+ mes "This mission is assigned by Wallah from Payon.";
+ next;
+ mes "Hello, adventurer. How are you? How is your health?";
+ next;
+ mes "I am a pharmacist and I am having a hard time getting special ingredients lately.";
+ next;
+ mes "Because I am a little sensitive girl, how can I possibly get those things by myself.";
+ next;
+ mes "So, please help me. Just bring 40 Huge Leafs to me, that will be enough to complete my special medicine!";
+ next;
+ mes "Please bring it as soon as possible, people need my medicine.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Wallah --";
+ break;
+ case 3259:
+ mes "This mission is assigned by puppet master Woonute from Geffen.";
+ next;
+ mes "You know being a puppet master is kind of a hard job to satisfy people.";
+ next;
+ mes "People can search and see so many different things on their own thesedays.";
+ next;
+ mes "Their expectations are getting high, I can't satisfy them anymore.";
+ next;
+ mes "But if I can make new toy concepts, like living toys, it will be ground breaking.";
+ next;
+ mes "I heard that there are live dolls called Marionettes. Can you hunt 30 Marionettes for me? And also bring 30 Golden Hair, those will be great materials for the new toys.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Puppet Master Woonute --";
+ break;
+ case 3260:
+ mes "This mission is assigned by an exterminator from Prontera.";
+ next;
+ mes "As the weather gets warmer, insects multiply more and more. It is already out of control.";
+ next;
+ mes "People in Prontera cannot sleep because of all the bugs in their house.";
+ next;
+ mes "So, please help us, hunt 30 Hunter Flies. Then the flies can be reduced slowly.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- The Prontera exterminator --";
+ break;
+ case 3261:
+ mes "This mission is assigned by Cheese Dongja from Payon.";
+ next;
+ mes "Have you heard about Munak?";
+ next;
+ mes "The ugly monster Munak is threatening people in Payon.";
+ next;
+ mes "So we need brave adventurers like you!";
+ next;
+ mes "Please hunt 30 Munaks then Payon will be in peace.";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "- Payon Cheese Dongja -";
+ break;
+ case 3262:
+ mes "This mission is assigned by a gem dealer, Ibraham from Morroc.";
+ next;
+ mes "A small beautiful flower in the barren desert... What an incredible scene it would be!";
+ next;
+ mes "Planting flowers can make the world green and it will be so pretty everywhere.";
+ next;
+ mes "I plan to plant strong flowers in the Morroc desert so the soil gets better.";
+ next;
+ mes "I need 40 Maneater Blossom from Flora, I know Maneater Blossom is an ugly flower, but still it is a plant.";
+ next;
+ mes "I hope you can hunt Flora and get me 40 Maneater Blossoms. You are making the world green! Be proud!";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Morroc Ibraham --";
+ break;
+ case 3263:
+ mes "This mission is assigned by the Payon blacksmith Antonio.";
+ next;
+ mes "Magic wand! Have you heard about it? It is an incredible wand!";
+ next;
+ mes "If you say the magic words and swing the wand, it will make your wishes come true.";
+ next;
+ mes "So, I decided to make it by myself. Then I will be rich and powerful~! Haha!!";
+ next;
+ mes "To make the wand, I need some special materials.";
+ next;
+ mes "Please bring me 30 Dokebi Horns and 30 Bamboo Cut. If you do so, I will lend you my magic wand once. Haha, good deal?";
+ next;
+ mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
+ next;
+ mes "-- Payon blacksmith Antonio --";
+ break;
}
return;
}
diff --git a/npc/re/quests/eden/71-85.txt b/npc/re/quests/eden/71-85.txt
index 9a11bf2b5..db704a3de 100644
--- a/npc/re/quests/eden/71-85.txt
+++ b/npc/re/quests/eden/71-85.txt
@@ -3,13 +3,14 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.2
+//= 1.3
//===== Description: =========================================
//= Repetable Quests for Players between Baselevel 71 - 85.
//===== Additional Comments: =================================
//= 1.0 First Version.
//= 1.1 Some little optimization here and there. [Masao]
//= 1.2 Optimized. [Euphy]
+//= 1.3 Updated to match the official scripts. [Euphy]
//============================================================
moc_para01,44,38,3 script Mission [71 - 85] 857,{
@@ -19,586 +20,205 @@ moc_para01,44,38,3 script Mission [71 - 85] 857,{
mes "- this bulletin board. -";
close;
}
- mes "- Many hunting missions -";
- mes "- are on the bulletin board. -";
- next;
- if ((BaseLevel > 70) && (BaseLevel < 86)) {
- switch (select("Sphinx Dungeon:Glast Heim:Juno Area:Clock Tower:Localized Islands")) {
- case 1:
- mes "- Sphinx Dungeon -";
- mes "- I am Meidi who lives -";
- mes "- in Morocc. I want to hunt -";
- mes "- monsters in the Sphinx -";
- mes "- Dungeon. I will wait for -";
- mes "- you in front of the -";
- mes "- western gate. -";
- callsub L_Quest,10102,1;
- mes "- Good. Now go find Meidi -";
- mes "- at the western gate -";
- mes "- in Morroc. -";
- close;
- case 2:
- mes "- Glast Heim -";
- mes "- I am Ancellia. -";
- mes "- I need some help -";
- mes "- hunting monsters -";
- mes "- in Glast Heim.-";
- mes "- Please help me. -";
- callsub L_Quest,10103,2;
- mes "- Look for Ancellia. -";
- mes "- in Geffen. -";
- close;
- case 3:
- mes "- Juno Area -";
- mes "- I want to go to Juno, -";
- mes "- but the monsters on -";
- mes "- the way there are too -";
- mes "- strong for me. Come -";
- mes "- visit me in Al De Baran. -";
- mes "- My name is Jeanbai. -";
- callsub L_Quest,10104,3;
- mes "- Look for Jeanbai -";
- mes "- in Al De Baran. -";
- close;
- case 4:
- mes "- Clock Tower -";
- mes "- A Clock is the best thing! -";
- mes "- I'm asking you to hunt -";
- mes "- some monster inside of.-";
- mes "- the Clock Tower, -";
- mes "- Risingeter. -";
- callsub L_Quest,10105,4;
- mes "- Look for Risingeter -";
- mes "- in front of the -";
- mes "- Clock Tower. -";
- close;
- case 5:
- mes "- Localized Islands -";
- mes "- I need someone who -";
- mes "- can hunt monsters -";
- mes "- for Funfi in Alberta. -";
- callsub L_Quest,10106,5;
- mes "- Loof for Funfi -";
- mes "- in Alberta. -";
- close;
- }
- }
- mes "- Only members of the -";
- mes "- right level can read -";
- mes "- this bulletin board. -";
- mes "- Try to find a board -";
- mes "- that suits your level. -";
- close;
-L_Quest:
- next;
- if(select("Accept mission.:Decline mission.") == 2) {
- mes "- I don't want to do -";
- mes "- a mission right now. -";
- close;
- }
- if (slv_quest && slv_quest != getarg(1)) {
- mes "- You are already on -";
- mes "- another mission. -";
- mes "- You can't do multiple -";
- mes "- missions. Finish your -";
- mes "- current mission first. -";
- close;
- }
- if (checkquest(getarg(0)) <= 0) {
- setquest getarg(0);
- set slv_quest,getarg(1);
- return;
- }
- mes "- You are already on -";
- mes "- or have recently -";
- mes "- completed a mission. -";
- mes "- You can't do anymore -";
- mes "- missions right now. -";
- close;
-}
-morocc,35,174,5 script Meidi 729,{
-
- if ((checkquest(10107) == 2) && (checkquest(10108) == 2) && (checkquest(10109) == 2) && (slv_quest == 6)) {
- set slv_quest,0;
- mes "[Meidi]";
- mes "You have completed the hunting missions.";
- mes "I don't have anymore missions for you.";
- mes "Thanks, you did a great job!";
- close;
- }
- if (checkquest(10107) == 1 || checkquest(10108) == 1 || checkquest(10109) == 1) {
- mes "[Meidi]";
- mes "Wow! How did you come back so fast?";
- mes "What monster did you hunt?";
- next;
- setarray .@monsters$[0],"Requiem","Marduk","Pasana";
- set .@i, select(implode(.@monsters$,":"))-1;
- if (checkquest(10107+.@i,HUNTING) == 2) {
- mes "[Meidi]";
- mes "You've hunted all 10 "+.@monsters$[.@i]+".";
- mes "Thank you very much.";
- next;
- mes "[Meidi]";
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it will be helpful to you.";
- next;
- completequest 10107+.@i;
- getexp 48000,0;
- mes "[Meidi]";
- mes "Wooohoo!";
- mes "Good luck.";
- close;
+ // Clear the original quest data (no longer used).
+ if (slv_quest) set slv_quest,0;
+ if (checkquest(10102) > -1 || checkquest(10103) > -1 || checkquest(10104) > -1 || checkquest(10105) > -1 || checkquest(10106) > -1) {
+ for(set .@quest,10102; .@quest<=10106; set .@quest,.@quest+1) {
+ if (checkquest(.@quest) > -1)
+ erasequest .@quest;
}
- mes "[Meidi]";
- mes "You didn't hunt 10 "+.@monsters$[.@i]+" yet.";
- mes "You should make sure that you hunt all of them.";
- mes "Can you check again?";
- close;
- }
- if (slv_quest == 6) {
- mes "[Meidi]";
- mes "Sphinx Dungeon... many adventurers came back with great injuries.";
- mes "That place is very dangerous.";
- mes "Someone should go inside an make it safer for everyone.";
- mes "Hopefully, very soon!";
- close;
- }
- mes "[Meidi]";
- mes "Sphinx Dungeon... many adventurers came back with great injuries.";
- mes "That place is very dangerous.";
- mes "Someone should go inside an make it safer for everyone.";
- mes "Hopefully, very soon!";
- if (slv_quest == 1) {
- next;
- mes "[Meidi]";
- mes "Oh! Are you from the Eden Group?";
- mes "Are you here for my mission?";
- mes "You came right on time.";
- mes "I was worried that noone would accept the mission that I posted.";
+ mes "- Since the client has moved -";
+ mes "- to another place, -";
+ mes "- the application form has been removed. -";
next;
- mes "[Meidi]";
- mes "So, I need help hunting 3 monsters";
- mes "inside of the Sphinx Dungeon.";
- mes "Got it? Its too dangerous for me so that's why I posted the mission.";
- next;
- mes "[Meidi]";
- mes "Requiem, Marduk and Pasana...";
- mes "I heard they are very dangerous monsters.";
- mes "Can you hunt 10 of those monsters?";
- mes "10 of each sounds good enough, right?";
- next;
- mes "[Meidi]";
- mes "If you succeed, I will give you a small reward for your help.";
- next;
- switch (select("Accept mission.:Decline mission.")) {
- case 1:
- mes "[Meidi]";
- mes "Oh. Thank you so much.";
- mes "How can I pay you backf or your effort?";
- mes "May Freya bless you~";
- next;
- completequest 10102;
- setquest 10107;
- setquest 10108;
- setquest 10109;
- set slv_quest,6;
- mes "[Meidi]";
- mes "Requiem, Marduk and Pasana.";
- mes "Don't forget and good luck.";
- close;
- case 2:
- set slv_quest,0;
- erasequest 10102;
- mes "[Meidi]";
- mes "I see. There is no other way.";
- mes "I will send a message to the Eden Group.";
- mes "Don't worry and nevermind.";
- close;
- }
}
- close;
-}
-geffen,146,132,3 script Ancellia 906,{
- if ((checkquest(10110 == 2)) && (checkquest(10111) == 2) && (checkquest(10112) == 2) && (checkquest(10113) == 2) && (slv_quest == 6)) {
- set slv_quest,0;
- mes "[Ancellia]";
- mes "Wow. You've finished all";
- mes "of my missions. Great!";
- mes "You are of great help.";
- mes "I will inform the Eden Group of your assistance.";
- mes "You can go back, don't worry.";
- close;
- }
- if (checkquest(10110) == 1 || checkquest(10111) == 1 || checkquest(10112) == 1 || checkquest(10113) == 1) {
- mes "[Ancellia]";
- mes "You seem to have hunted all of the monsters.";
- mes "What monster have you hunted?";
- mes "Do you remember its name?";
- next;
- setarray .@monsters$[0],"Dark Frame","Evil Druid","Wraith","Raydric Archer";
- set .@i, select(implode(.@monsters$,":"))-1;
- if (checkquest(10110+.@i,HUNTING) == 2) {
- mes "[Ancellia]";
- mes "Ah, you've hunted 10 "+.@monsters$[.@i]+"s.";
- mes "That was pretty difficult!";
- mes "Thank you very much.";
+ if (BaseLevel < 71) {
+ mes "- Only members of the -";
+ mes "- right level can read -";
+ mes "- this bulletin board. -";
+ mes "- Try to find a board -";
+ mes "- that suits your level. -";
+ close;
+ } else if (BaseLevel > 85) {
+ // Quest IDs: 10107-10123, 5055-5057
+ setarray .@quests[0],
+ 10107,10108,10109,
+ 10110,10111,10112,10113,
+ 10114,10115,10116,10117,
+ 10118,10119,10120,
+ 10121,10122,10123,5055,5056;
+ for(set .@i,0; .@i<getarraysize(.@quests); set .@i,.@i+1) {
+ if (checkquest(.@quests[.@i],HUNTING) == 2)
+ set .@complete[getarraysize(.@complete)], .@quests[.@i];
+ }
+ if (checkquest(5057) > -1 && countitem(7187) >= 30)
+ set .@complete[getarraysize(.@complete)],5057;
+ if (getarraysize(.@complete)) {
+ mes "You have quests in progress.";
+ mes "Do you want to turn them in?";
next;
- completequest 10110+.@i;
- getexp 48000,0;
- mes "[Ancellia]";
- mes "Perhaps you can hunt the rest as well.";
- mes "I will wait for you here.";
+ if(select("Of course.:No.") == 2)
+ close;
+ for(set .@i,0; .@i<getarraysize(.@complete); set .@i,.@i+1)
+ callsub L_Quest,.@complete[.@i];
close;
}
- mes "[Ancellia]";
- mes "Hmm... maybe you were confused.";
- mes "You didn't hunt all 10 "+.@monsters$[.@i]+".";
- mes "Can you check again?";
- close;
- }
- if (slv_quest == 6) {
- mes "[Ancellia]";
- mes "Go to Glast Heim and kill";
- mes "Dark Frames, Evil Druids,";
- mes "Wraith and Raydric Archers.";
- mes "10 of each should do just fine.";
+ mes "- Only members of the -";
+ mes "- right level can read -";
+ mes "- this bulletin board. -";
+ mes "- Try to find a board -";
+ mes "- that suits your level. -";
close;
}
- mes "[Ancellia]";
- mes "Glast Heim is very far away.";
- mes "I heared that the castle was cursed by the ancient King of Prontera.";
- mes "There is a another story.";
+ mes "- Choose where you -";
+ mes "- would like to hunt. -";
next;
- mes "[Ancellia]";
- mes "One day the came out of the castle and attacked a nearby village, it was terrible.";
- mes "That's why I can't stop worrying.";
- if (slv_quest == 2) {
- next;
- mes "[Ancellia]";
- mes "Oh, you got my mission";
- mes "from the Eden Group. Great~!";
- mes "Thank you very much.";
- next;
- mes "[Ancellia]";
- mes "I already explained.";
- mes "So I expect you understand.";
- mes "You need to hurry hunting";
- mes "Dark Frames, Evil Druids,";
- mes "Wraith and Raydric Archesr.";
- next;
- mes "[Ancellia]";
- mes "You should hunt them all.";
- mes "These are dangerous monsters so please take care of yourself.";
- next;
- switch (select("Accept mission.:Decline mission.")) {
- case 1:
- mes "[Ancellia]";
- mes "Thanks a lot.";
- mes "Be careful when you hunt these monsters. Good luck.";
- next;
- completequest 10103;
- setquest 10110;
- setquest 10111;
- setquest 10112;
- setquest 10113;
- set slv_quest,6;
- mes "[Ancellia]";
- mes "Remember, Dark Frames,";
- mes "Evil Druids, Wraiths";
- mes "and Raydric Archers.";
- close;
- case 2:
- set slv_quest,0;
- erasequest 10103;
- mes "[Ancellia]";
- mes "Was the mission too hard?";
- mes "I guess I'll just have to wait for someone else from the Eden Group to help me.";
- close;
+ switch(select("Sphinx Dungeon:Glast Heim:Juno Area:Clock Tower:Localized Islands")) {
+ case 1:
+ mes "- There are several requests -";
+ mes "- related to the Sphinx Dungeon -";
+ mes "- on this mission Board. -";
+ next;
+ set .@str1$,"The villagers of Morroc are worried by the increasing number of monsters in the Sphinx Dungeon. ";
+ set .@str2$,"- Meidi from Morroc -";
+ switch(select("Hunt Requiem:Hunt Marduk:Hunt Pasana")) {
+ case 1: callsub L_Quest,10107,.@str1$+"Hunt 10 Requiems.",.@str2$;
+ case 2: callsub L_Quest,10108,.@str1$+"Hunt 10 Marduks.",.@str2$;
+ case 3: callsub L_Quest,10109,.@str1$+"Hunt 10 Pasanas.",.@str2$;
}
- }
- close;
-}
-
-aldebaran,144,230,3 script Jeanbai 900,{
- if ((checkquest(10114) == 2) && (checkquest(10115) == 2) && (checkquest(10116) == 2) && (checkquest(10117) == 2) && (slv_quest == 6)) {
- set slv_quest,0;
- mes "[Jeanbai]";
- mes "You've hunted all of the monsters.";
- mes "I will inform the Eden Group.";
- mes "Thank you.";
- close;
- }
- if (checkquest(10114) == 1 || checkquest(10115) == 1 || checkquest(10116) == 1 || checkquest(10117) == 1) {
- mes "[Jeanbai]";
- mes "Huh? So... fast...";
- mes "You amaze me!";
- mes "So what monster did you hunt?";
- next;
- setarray .@monsters$[0],"Grand Peco","Sleeper","Goat","Harpy";
- set .@i, select(implode(.@monsters$,":"))-1;
- if (checkquest(10114+.@i,HUNTING) == 2) {
- mes "[Jeanbai]";
- mes "You've hunted 20 "+.@monsters$[.@i]+"s. Perfect!";
- mes "Thanks a lot.";
- next;
- completequest 10114+.@i;
- getexp 48000,0;
- mes "[Jeanbai]";
- mes "Please hunt the others as soon as possible.";
- mes "I have faith in you!";
- close;
+ case 2:
+ mes "- There are several requests -";
+ mes "- related to Glast Heim -";
+ mes "- on this mission Board. -";
+ next;
+ set .@str1$,"I am very afraid that the monsters from Glast Heim will attack us. ";
+ set .@str2$,"- Ancellia from Geffen -";
+ switch(select("Hunt Dark Frame:Hunt Evil Druid:Hunt Wraith:Hunt Raydric Archer")) {
+ case 1: callsub L_Quest,10110,.@str1$+"Hunt 10 Dark Frames.",.@str2$;
+ case 2: callsub L_Quest,10111,.@str1$+"Hunt 10 Evil Druids.",.@str2$;
+ case 3: callsub L_Quest,10112,.@str1$+"Hunt 10 Wraiths.",.@str2$;
+ case 4: callsub L_Quest,10113,.@str1$+"Hunt 10 Raydric Archers.",.@str2$;
}
- mes "[Jeanbai]";
- mes "What? Maybe you were confused.";
- mes "You haven't hunted all 20 "+.@monsters$[.@i]+"s.";
- mes "Please check again.";
- close;
- }
- if (slv_quest == 6) {
- mes "[Jeanbai]";
- mes "Grand Pecos, Sleepers, Goats";
- mes "and Harpies. Hunt 20 of each.";
- mes "When you're finished hunting, come back to me.";
- mes "I hope you finish as soon as you can.";
- close;
- }
- mes "[Jeanbai]";
- mes "I am traveler Jeanbai.";
- mes "As I said I'm a traveler not a adventurer so, I am not good at fighting.";
- mes "That's why I can't travel all over the world.";
- next;
- mes "[Jeanbai]";
- mes "Monsters are increasing in numbers so travelers like me have a hard time getting around.";
- mes "I wish I could travel around without having to worry about that.";
- if (slv_quest == 3) {
- next;
- mes "[Jeanbai]";
- mes "Oh, did you get my mission from the Eden Group?";
- mes "Great~! We don't have a lot of time.";
- mes "Let me explain.";
- next;
- mes "[Jeanbai]";
- mes "The monsters around Juno,";
- mes "Grand Pecos, Sleepers, Goats";
- mes "and Harpies. Please hunt 20 of them.";
- mes "I've been hesitating to visit Juno because of those monsters around there.";
- next;
- mes "[Jeanbai]";
- mes "Will you accept this mission?";
- mes "I hope you are the right person for the job.";
- mes "So what do you say?";
- next;
- switch (select("Accept mission.:Decline mission.")) {
- case 1:
- mes "[Jeanbai]";
- mes "Great!";
- mes "You won't regret it.";
- next;
- completequest 10104;
- setquest 10114;
- setquest 10115;
- setquest 10116;
- setquest 10117;
- set slv_quest,6;
- mes "[Jeanbai]";
- mes "When you're finished hunting, come back to me.";
- mes "I hope you finish as soon as you can.";
- close;
- case 2:
- set slv_quest,0;
- erasequest 10104;
- mes "[Jeanbai]";
- mes "Too bad. I'm disappointed.";
- mes "I should inform the Eden Group again.";
- mes "I see, nevermind.";
- close;
+ case 3:
+ mes "- There are several requests -";
+ mes "- related to the area -";
+ mes "- around Juno. -";
+ next;
+ set .@str1$,"Those who can't fight, like me, find it much more difficult to travel due to the large number of monsters. ";
+ set .@str2$,"- Jeanbai, traveler -";
+ switch(select("Hunt Grand Peco:Hunt Sleeper:Hunt Goat:Hunt Harpy")) {
+ case 1: callsub L_Quest,10114,.@str1$+"Hunt 20 Grand Pecos.",.@str2$;
+ case 2: callsub L_Quest,10115,.@str1$+"Hunt 20 Sleepers.",.@str2$;
+ case 3: callsub L_Quest,10116,.@str1$+"Hunt 20 Goats.",.@str2$;
+ case 4: callsub L_Quest,10117,.@str1$+"Hunt 20 Harpies.",.@str2$;
}
- }
- close;
-}
-
-aldebaran,105,116,3 script Risingeter 869,{
- if ((checkquest(10118) == 2) && (checkquest(10119) == 2) && (checkquest(10120 == 2)) && (slv_quest == 6)) {
- set slv_quest,0;
- mes "[Risingeter]";
- mes "You've completed all of my missions.";
- mes "Amazing~! I will inform the Eden Group.";
- mes "of your assistance. Thanks again!";
- close;
- }
- if (checkquest(10118) == 1 || checkquest(10119) == 1 || checkquest(10120) == 1) {
- mes "[Risingeter]";
- mes "Wow. Are you done?";
- mes "So fast~?! Unbelievable~";
- mes "You were the right person for this mission.";
- mes "Which monster did you hunt?";
- next;
- setarray .@monsters$[0],"Clock","Punk","Rideword";
- set .@i, select(implode(.@monsters$,":"))-1;
- if (checkquest(10118+.@i,HUNTING) == 2) {
- mes "[Risingeter]";
- mes "Good! You've hunted 15 "+.@monsters$[.@i]+"s.";
- mes "Ah, now I can hear the clock sound clearly...";
- mes "Tic!! toc!! tic!! toc!!...";
- next;
- completequest 10118+.@i;
- getexp 48000,0;
- mes "[Risingeter]";
- mes "Thanks a lot!";
- mes "I hope you can hunt the rest as well.";
- mes "Go as soon as you can!";
- close;
+ case 4:
+ mes "- There are several requests -";
+ mes "- related to the Clock Tower -";
+ mes "- on this mission Board. -";
+ next;
+ set .@str1$,"I used to love listening to the sweet melody of the Al De Baran Clock Tower but I can't hear anything anymore because of all the noises the monsters are making. ";
+ set .@str2$,"- Rizingsetter, President of the Love Clock community -";
+ switch(select("Hunt Clock:Hunt Punk:Hunt Rideword")) {
+ case 1: callsub L_Quest,10118,.@str1$+"Hunt 15 Clocks before it breaks.",.@str2$;
+ case 2: callsub L_Quest,10119,.@str1$+"Hunt 15 Punks before it breaks.",.@str2$;
+ case 3: callsub L_Quest,10120,.@str1$+"Hunt 15 Ridewords before it breaks.",.@str2$;
}
- mes "[Risingeter]";
- mes "Uh? Something is wrong.";
- mes "15 "+.@monsters$[.@i]+"s, right?";
- mes "You better check how many you've hunted.";
- close;
- }
- if (slv_quest == 6) {
- mes "[Risingeter]";
- mes "Hunt 15 Clocks, Punks, and Ridewords.";
- mes "Please hurry.";
- close;
- }
- mes "[Risingeter]";
- mes "I like clocks so much.";
- mes "They move with regular rhythm";
- mes "making tic toc sounds.";
- mes "Ahah!! Hail to the clocks!";
- next;
- mes "[Risingeter]";
- mes "That's why I like the Clock Tower so much.";
- mes "It makes a really nice sound.";
- mes "I like it so much!";
- if (slv_quest == 4) {
- next;
- mes "[Risingeter]";
- mes "Uh? Have you come to help me solve my trouble.";
- mes "You already know I like clocks right?";
- mes "That's why I need your help to hunt these monsters.";
- next;
- mes "[Risingeter]";
- mes "There are too many monsters inside the Clock Tower.";
- mes "Their presence is destroying the Clock Tower.";
- next;
- mes "[Risingeter]";
- mes "Anyway. Can you help me?";
- mes "Please hunt 15 Clocks, Punks and Ridewords before it breaks down.";
- next;
- switch (select("Accept mission.:Decline mission.")) {
- case 1:
- completequest 10105;
- setquest 10118;
- setquest 10119;
- setquest 10120;
- set slv_quest,6;
- mes "[Risingeter]";
- mes "Ok! I expect you will do the right thing.";
- mes "Hunt 15 Clocks, Punks and Ridewords.";
- close;
- case 2:
- set slv_quest,0;
- erasequest 10105;
- mes "[Risingeter]";
- mes "You don't understand my love for clocks";
- mes "I will find another brave adventurer.";
- mes "I will inform the Eden Group.";
- close;
+ case 5:
+ mes "- There are several requests -";
+ mes "- related to the Localized Islands -";
+ mes "- on this mission Board. -";
+ next;
+ set .@str1$,"I want to go on an adventure but there are so many things I have to deal with. If I can't, then others can't either! ";
+ set .@str2$,"- Funfy, who wants to go on an adventure -";
+ switch(select("Hunt Kikimora:Hunt Miyabi Doll:Hunt Mi Gao:Hunt Headless Mule:Hunt Tamruan:Gather Festival Masks for the Festival")) {
+ case 1: callsub L_Quest,10121,.@str1$+"Hunt 15 Kikimoras in Moscovia!",.@str2$;
+ case 2: callsub L_Quest,10122,.@str1$+"Hunt 15 Miyabi Dolls in Amatsu!",.@str2$;
+ case 3: callsub L_Quest,10123,.@str1$+"Hunt 15 Mi Gaos in Louyang!",.@str2$;
+ case 4: callsub L_Quest,5055,"I know there are many terrifying monsters outside the city, but what terrifies me are these Headless Mules lurking around. I hope they will never venture into town. Hunt 15 Headless Mules!","- Mariana from Brasilis -";
+ case 5: callsub L_Quest,5056,"Tamruans make a lot of noise. I don't mind in the morning but they keep me from falling asleep at night. I want to sleep. Hunt 15 Tamruans!","- Shaman Pumo from Ayotaya -";
+ case 6: callsub L_Quest,5057,"The Dumpling Childs stole all the masks that I had prepared for the festival. Try to get a hold of 30 masks! I'll owe you~","- SaYumMoon Chief of Kunlun -";
}
}
- close;
-}
+ end;
-alberta,215,111,5 script Funfi 828,{
- if ((checkquest(10121) == 2) && (checkquest(10122) == 2) && (checkquest(10123) == 2) && (slv_quest == 6)) {
- set slv_quest,0;
- mes "[Funfi]";
- mes "Um! Thank you so much for all your efforts!";
- mes "I will inform, the Eden Group about your assistance, don't worry!";
- mes "Hahahaha...";
- close;
- }
- if (checkquest(10121) == 1 || checkquest(10122) == 1 || checkquest(10123) == 1) {
- mes "[Funfi]";
- mes "Unbelievable~! So fast~!";
- mes "Which monster did you hunt?";
- next;
- setarray .@monsters$[0],"Kikimora","Miyabi Doll","Mi Gao";
- set .@i, select(implode(.@monsters$,":"))-1;
- if (checkquest(10121+.@i,HUNTING) == 2) {
- mes "[Funfi]";
- mes "Ok! You've hunted 15 "+.@monsters$[.@i]+"!";
- mes "You're the best!";
+//callsub L_Quest,<quest ID>{,"<description1>","<description2>"};
+L_Quest:
+ set .@quest, getarg(0);
+ switch(.@quest) {
+ case 10107: set .@name$,"Hunt Requiem"; set .@exp,15000; break;
+ case 10108: set .@name$,"Hunt Marduk"; set .@exp,15000; break;
+ case 10109: set .@name$,"Hunt Pasana"; set .@exp,15000; break;
+ case 10110: set .@name$,"Hunt Dark Frame"; set .@exp,20000; break;
+ case 10111: set .@name$,"Hunt Evil Druid"; set .@exp,20000; break;
+ case 10112: set .@name$,"Hunt Wraith"; set .@exp,20000; break;
+ case 10113: set .@name$,"Hunt Raydric Archer"; set .@exp,20000; break;
+ case 10114: set .@name$,"Hunt Grand Peco"; set .@exp,30000; break;
+ case 10115: set .@name$,"Hunt Sleeper"; set .@exp,30000; break;
+ case 10116: set .@name$,"Hunt Goat"; set .@exp,30000; break;
+ case 10117: set .@name$,"Hunt Harpy"; set .@exp,30000; break;
+ case 10118: set .@name$,"Hunt Clock"; set .@exp,25000; break;
+ case 10119: set .@name$,"Hunt Punk"; set .@exp,25000; break;
+ case 10120: set .@name$,"Hunt Rideword"; set .@exp,25000; break;
+ case 10121: set .@name$,"Hunt Kikimora"; set .@exp,30000; break;
+ case 10122: set .@name$,"Hunt Miyabi Doll"; set .@exp,30000; break;
+ case 10123: set .@name$,"Hunt Mi Gao"; set .@exp,30000; break;
+ case 5055: set .@name$,"Hunt Headless Mule"; set .@exp,30000; break;
+ case 5056: set .@name$,"Hunt Tamruan"; set .@exp,30000; break;
+ case 5057: set .@name$,"Gather Festival Masks for the Festival"; set .@exp,30000; break;
+ }
+ if (getargcount() == 1) {
+ mes "'"+.@name$+"' completed. Do you want to turn it in and receive your reward?";
+ next;
+ if(select("Turn in quest.:Cancel.") == 1) {
+ if (.@quest == 5057) delitem 7187,30; //Festival_Mask
+ erasequest .@quest;
+ getexp .@exp,0;
+ mes "You've received EXP for finishing the quest.";
next;
- completequest 10121+.@i;
- getexp 48000,0;
- mes "[Funfi]";
- mes "Please hunt the others as well.";
- mes "I have faith in you!";
- close;
+ return;
}
- mes "[Funfi]";
- mes "Oh~ No no~!!";
- mes "Listen carefully! Hunt 15 "+.@monsters$[.@i]+".";
close;
- }
- if (slv_quest == 6) {
- mes "[Funfi]";
- mes "Moscovia's Kikimore,";
- mes "Miyabi Dolls from Amatsu";
- mes "and Mi Gaos from Louyang.";
- mes "Please hunt 15 of each of those monsters.";
- close;
- }
- mes "[Funfi]";
- mes "I am a man who wants to experience adventures. But for some reason I can't...";
- next;
- mes "[Funfi]";
- mes "There are a lot of funny things in the world... Wooo!";
- if (slv_quest == 5) {
- next;
- mes "[Funfi]";
- mes "Anyway are you from the Eden Group?";
- mes "You are? Cool! I've been waiting for you~!";
- next;
- mes "[Funfi]";
- mes "No questions! Just do it now!";
- mes "Hunt Kikimora in Moscovia,";
- mes "Miyabi Dolls in Amatsu";
- mes "and Mi Gaos in Louyang!";
- mes "Hunt 15 each of those monsters!";
- next;
- mes "[Funfi]";
- mes "Please~!! haha.";
- mes "Hurry up!";
- next;
- switch (select("Accept mission.:Decline mission.")) {
- case 1:
- completequest 10106;
- setquest 10121;
- setquest 10122;
- setquest 10123;
- set slv_quest,6;
- getitem 7167,10; //Mystery_Iron_Bit
- mes "[Funfi]";
- mes "Ok! Good! Hurry up.";
- mes "Hunt the monsters on each of those 3 islands.";
+ } else {
+ if (.@quest == 5057) {
+ // Quest 5057 is the only collection quest, so separate conditions are unnecessary.
+ if (checkquest(5057) == -1)
+ set .@hunting,-1;
+ else if (countitem(7187) >= 30)
+ set .@hunting,2;
+ } else
+ set .@hunting, checkquest(.@quest,HUNTING);
+ if (.@hunting == 0 || .@hunting == 1) {
+ mes getarg(1);
+ mes getarg(2);
next;
- mes "[Funfi]";
- mes "I will give you some materials for use in Moscovia.";
- mes "Go as soon as you can!";
- close;
- case 2:
- set slv_quest,0;
- erasequest 10106;
- mes "[Funfi]";
- mes "What? You don't want to work?! Gosh!";
- mes "I will inform the Eden Group of this!";
- close;
+ mes "Return here when you've finished the quest.";
+ } else if (.@hunting == 2) {
+ mes "You have completed the quest.";
+ next;
+ if(select("Turn in quest.:Cancel.") == 1) {
+ if (.@quest == 5057) delitem 7187,30; //Festival_Mask
+ erasequest .@quest;
+ getexp .@exp,0;
+ mes "You've received EXP for finishing the quest.";
+ }
+ }/* else if (.@hunting == 3) {
+// recall_completequest .@quest
+ erasequest .@quest;
+ mes "You have re-accepted the quest '"+.@name$+"'.";
+ }*/ else {
+ mes getarg(1);
+ mes getarg(2);
+ next;
+ mes "Do you want to accept the quest?";
+ next;
+ if(select("Yes.:No.") == 1) {
+ mes "You've received the quest '"+.@name$+"'. View your quest info for more details.";
+ setquest .@quest;
+ }
}
+ close;
}
- close;
}
diff --git a/npc/re/quests/eden/eden_common.txt b/npc/re/quests/eden/eden_common.txt
index 8570fd39e..a2d2a624b 100644
--- a/npc/re/quests/eden/eden_common.txt
+++ b/npc/re/quests/eden/eden_common.txt
@@ -1,14 +1,12 @@
//===== Hercules Script ======================================
//= Eden Group Quests - Common NPCs
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.6
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.8
+//===== Description: =========================================
//= Eden Group Headquarter NPC's.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version.
//= 1.1 Removed showevent use, and use of duplicates.
//= Commented out warps that should not be active.
@@ -17,10 +15,11 @@
//= 1.4 Updated to match the new Izlude Map. [Masao]
//= 1.5 Added some missing Eden Group Teleport Officers. [Masao]
//= 1.6 Added Izlude RE coordinates. [Euphy]
+//= 1.7 Added Malaya teleporter. [Euphy]
+//= 1.8 Updated to match the latest official script. [Euphy]
//============================================================
moc_para01,27,35,5 script Secretary Lime Evenor 952,{
-
if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 2000) {
mes "- Wait a minute !! -";
mes "- Currently you're carrying -";
@@ -68,12 +67,12 @@ moc_para01,27,35,5 script Secretary Lime Evenor 952,{
mes "Let me see.";
next;
mes "[Lime Evenor]";
- mes "Your name is ^3131FFBo"+.@input$+"Ba^000000..? Is that right?";
+ mes "Your name is ^3131FFBo"+.@input$+"Ba^000000...? Is that right?";
mes "Huh? Isn't it??";
next;
emotion e_swt;
mes "[Lime Evenor]";
- mes "Hmm that isn't what you wrote?.";
+ mes "Hmm, that isn't what you wrote?";
mes "Ok, hmm, it seems a bit hard to read.";
next;
mes "[Lime Evenor]";
@@ -213,13 +212,12 @@ moc_para01,27,35,5 script Secretary Lime Evenor 952,{
close;
}
}
-
prontera,124,76,3 duplicate(eto) Eden Teleport Officer#1 729
moc_ruins,68,164,3 duplicate(eto) Eden Teleport Officer#2 729
geffen,132,66,3 duplicate(eto) Eden Teleport Officer#3 729
alberta,124,67,3 duplicate(eto) Eden Teleport Officer#4 729
aldebaran,133,119,5 duplicate(eto) Eden Teleport Officer#5 729
-izlude,131,148,4 duplicate(eto) Eden Teleport Officer#6 729
+izlude_in,68,162,1 duplicate(eto) Eden Teleport Officer#6 729
prt_church,103,78,3 duplicate(eto) Eden Teleport Officer#7 729
geffen_in,160,104,5 duplicate(eto) Eden Teleport Officer#8 729
moc_prydb1,53,126,3 duplicate(eto) Eden Teleport Officer#9 729
@@ -230,16 +228,28 @@ que_ng,33,73,3 duplicate(eto) Eden Teleport Officer#13 729
que_ng,144,161,5 duplicate(eto) Eden Teleport Officer#14 729
yuno,144,189,5 duplicate(eto) Eden Teleport Officer#15 729
rachel,125,144,3 duplicate(eto) Eden Teleport Officer#16 729
-morocc,161,97,6 duplicate(eto) Eden Teleport Officer#17 729
-comodo,202,151,4 duplicate(eto) Eden Teleport Officer#18 729
-umbala,104,158,4 duplicate(eto) Eden Teleport Officer#19 729
-veins,220,109,4 duplicate(eto) Eden Teleport Officer#20 729
+comodo,202,151,4 duplicate(eto) Eden Teleport Officer#17 729
+hugel,93,153,4 duplicate(eto) Eden Teleport Officer#18 729
+veins,220,109,4 duplicate(eto) Eden Teleport Officer#19 729
+einbroch,250,211,4 duplicate(eto) Eden Teleport Officer#20 729
lighthalzen,164,86,4 duplicate(eto) Eden Teleport Officer#21 729
-einbroch,250,211,4 duplicate(eto) Eden Teleport Officer#22 729
-hugel,93,153,4 duplicate(eto) Eden Teleport Officer#23 729
+amatsu,100,145,5 duplicate(eto) Eden Teleport Officer#22 729
+ayothaya,221,191,3 duplicate(eto) Eden Teleport Officer#23 729
+louyang,224,107,3 duplicate(eto) Eden Teleport Officer#24 729
+gonryun,162,122,5 duplicate(eto) Eden Teleport Officer#25 729
+moscovia,209,197,5 duplicate(eto) Eden Teleport Officer#26 729
+brasilis,191,224,3 duplicate(eto) Eden Teleport Officer#27 729
+dewata,192,193,5 duplicate(eto) Eden Teleport Officer#28 729
+morocc,161,97,5 duplicate(eto) Eden Teleport Officer#29 729
+izlude,131,148,4 duplicate(eto) Eden Teleport Officer#30 729
+izlude_a,131,148,4 duplicate(eto) Eden Teleport Officer#30::eto_iz_a 729
+izlude_b,131,148,4 duplicate(eto) Eden Teleport Officer#30::eto_iz_b 729
+izlude_c,131,148,4 duplicate(eto) Eden Teleport Officer#30::eto_iz_c 729
+izlude_d,131,148,4 duplicate(eto) Eden Teleport Officer#30::eto_iz_d 729
+umbala,105,158,3 duplicate(eto) Eden Teleport Officer#31 729
+malaya,238,206,6 duplicate(eto) Eden Teleport Officer#32 729
moc_para01,30,10,0 script #eden_out 45,1,1,{
-
OnTouch:
switch (nak_warp) {
case 1: warp "prontera",116,72; end;
@@ -247,7 +257,7 @@ OnTouch:
case 3: warp "geffen",120,39; end;
case 4: warp "alberta",117,56; end;
case 5: warp "aldebaran",168,112; end;
- case 6: if (checkre(0)) warp "izlude",134,118; else warp "izlude",127,142; end;
+ case 6: warp "izlude_in",73,165; end;
case 7: warp "prt_church",99,78; end;
case 8: warp "geffen_in",162,99; end;
case 9: warp "moc_prydb1",51,118; end;
@@ -258,13 +268,22 @@ OnTouch:
case 14: warp "que_ng",144,166; end;
case 15: warp "yuno",158,125; end;
case 16: warp "rachel",115,125; end;
- case 17: warp "morocc",156,93; end;
- case 18: warp "comodo",209,143; end;
- case 19: warp "umbala",99,155; end;
- case 20: warp "veins",216,123; end;
- case 21: warp "lighthalzen",158,92; end;
- case 22: warp "einbroch",245,210; end;
- case 23: warp "hugel",95,145; end;
+ case 17: warp "comodo",192,145; end;
+ case 18: warp "hugel",88,148; end;
+ case 19: warp "veins",216,104; end;
+ case 20: warp "einbroch",246,204; end;
+ case 21: warp "lighthalzen",159,95; end;
+ case 22: warp "amatsu",110,150; end;
+ case 23: warp "ayothaya",217,178; end;
+ case 24: warp "louyang",217,103; end;
+ case 25: warp "gonryun",155,120; end;
+ case 26: warp "moscovia",218,198; end;
+ case 27: warp "brasilis",190,220; end;
+ case 28: warp "dewata",192,182; end;
+ case 29: warp "morocc",161,97; end;
+ case 30: warp "izlude",134,118; end; // Old coordinates: (127,142)
+ case 31: warp "umbala",94,154; end;
+ case 32: warp "malaya",234,199; end;
default: warp "prontera",116,72; end;
}
end;
diff --git a/npc/re/quests/eden/eden_iro.txt b/npc/re/quests/eden/eden_iro.txt
new file mode 100644
index 000000000..b8cd44ce4
--- /dev/null
+++ b/npc/re/quests/eden/eden_iro.txt
@@ -0,0 +1,598 @@
+//===== Hercules Script ======================================
+//= Eden iRO NPCs
+//===== By: ==================================================
+//= -SkittleNugget-
+//===== Current Version: =====================================
+//= 1.1
+//===== Description: =========================================
+//= Eden scripts custom to iRO (disabled by default).
+//= You may need iRO's data.grf to view some of the items.
+//===== Additional Comments: =================================
+//= 1.0 First version.
+//= 1.1 Edited and added more NPCs, lots of placeholders. [Euphy]
+//============================================================
+
+// Acolyte Warper (part of other/acolyte_warp.txt)
+//============================================================
+moc_para01,14,32,5 script Aperture#acolytewarp 90,{
+ mes "[Aperture]";
+ mes "Hello there, adventurer.";
+ mes "I've been studying magic from all over Rune-Midgard to upgrade what I believe to be one of the greatest skills available to the acolyte class.";
+ next;
+ mes "[Aperture]";
+ mes "I am the one and only Acolyte that has attained the Level 10 Warp Portal skill!";
+ emotion e_dots,1;
+ next;
+ mes "[Aperture]";
+ mes "That's right! And...";
+ mes "I promise you that I don't forget locations that I have already memorized.";
+ mes "One day I will level up my skills to warp to wherever I please~";
+ next;
+ mes "[Aperture]";
+ mes "I am willing to warp you to the many locations that I have memorized for a small fee.";
+ mes "Would you like to use this service?";
+ next;
+ switch(select("Yes:No")) {
+ case 1:
+ mes "[Aperture]";
+ mes "Where would you like to go to?";
+ mes "I wish you goodluck on your journey.";
+ next;
+
+ setarray .@towns$[0], "Prontera", "Izlude", "Geffen", "Payon", "Morroc", "Alberta", "Al De Baran", "Comodo", "Umbala", "Juno", "Einbroch", "Lighthalzen", "Hugel", "Rachel";
+ setarray .@cost[0], 600, 600, 1200, 1200, 1200, 1800, 2200, 2200, 2200, 1800, 2200, 2200, 2200, 2200;
+
+ set .@size, getarraysize(.@towns$);
+ for(set .@i,0; .@i<.@size; set .@i,.@i+1)
+ set .@menu$, .@menu$+.@towns$[.@i]+" -> "+.@cost[.@i]+"z:";
+ set .@i, select(.@menu$+"Cancel")-1;
+ if (.@i == .@size) {
+ mes "[Aperture]";
+ mes "Come back when you need a warp.";
+ close;
+ }
+ if (Zeny < .@cost[.@i]) {
+ mes "[Aperture]";
+ mes "I'm sorry, but you don't have";
+ mes "enough zeny for the Teleport";
+ mes "Service. The fee to teleport";
+ mes "to "+.@towns$[.@i]+" is "+.@cost[.@i]+" zeny.";
+ close;
+ }
+ specialeffect2 EF_READYPORTAL;
+ specialeffect2 EF_TELEPORTATION;
+ specialeffect2 EF_PORTAL;
+ next;
+ set Zeny, Zeny - .@cost[.@i];
+ switch(.@i) {
+ case 0: warp "prontera",116,72; break;
+ case 1: warp "izlude",128,98; break;
+ case 2: warp "geffen",120,39; break;
+ case 3: warp "payon",161,58; break;
+ case 4: warp "morocc",156,46; break;
+ case 5: warp "alberta",117,56; break;
+ case 6: warp "aldebaran",168,112; break;
+ case 7: warp "comodo",209,143; break;
+ case 8: warp "umbala",100,154; break;
+ case 9: warp "yuno",158,125; break;
+ case 10: warp "einbroch",67,195; break;
+ case 11: warp "lighthalzen",159,90; break;
+ case 12: warp "hugel",98,150; break;
+ case 13: warp "rachel",119,135; break;
+ }
+ close;
+ case 2:
+ mes "[Aperture]";
+ mes "Come back when you need a warp.";
+ close;
+ }
+}
+
+// Carrot & Red Potion Traders
+//============================================================
+moc_para01,166,51,3 script Phelix#edco 85,{
+ mes "[Phelix]";
+ mes "Oh... I see from that look that you want me to work and give you Meat and Carrots...";
+ mes "Well my friend Izaac here has some Red Potions with him, but I only have some Carrots.";
+ mes "So I can trade you ^0000CC1 Carrot for 3 Jellopy^000000.";
+ next;
+ mes "[Phelix]";
+ mes "If you're interested in my offer, get me the Jellopies I mentioned.";
+ next;
+ select("Carrots please.");
+ mes "[Phelix]";
+ mes "Alright, let's see what ya got...";
+ next;
+ if (countitem(909) < 3) {
+ mes "[Phelix]";
+ mes "Hmm, look dude, I said 3 Jellopies for 1 Carrot... got it?";
+ close;
+ }
+ mes "[Phelix]";
+ mes "Not too bad...";
+ mes "How many do you want?";
+ next;
+ switch(select("As many as I can get, please.:I want to choose.:Never mind, I like my Jellopy.")) {
+ case 1:
+ set .@amount, countitem(909) / 3;
+ break;
+ case 2:
+ set .@available, countitem(909) / 3;
+ mes "[Phelix]";
+ mes "How many do you want?";
+ mes "^ff0000You have enough for up to " + .@available + " Carrots.^000000";
+ input .@input;
+ next;
+ if (.@input < 1 || .@input > 10000) {
+ mes "[Phelix]";
+ mes "Don't want to deal? Fair enough...";
+ close;
+ }
+ if (.@input > .@available) {
+ mes "[Phelix]";
+ mes "Dude, I said for every 3 Jellopy I'll give you 1 Carrot.";
+ close;
+ }
+ set .@amount, .@input;
+ break;
+ case 3:
+ mes "[Phelix]";
+ mes "Don't bother me if you don't want to trade.";
+ close;
+ }
+ if (checkweight(515,.@amount) == 0) {
+ mes "[Phelix]";
+ mes "You are overweight.";
+ close;
+ }
+ mes "[Phelix]";
+ mes "There you go~! As I promised.";
+ mes "Try not to stuff yer face.";
+ delitem 909,.@amount*3; //Jellopy
+ getitem 515,.@amount; //Carrot
+ end;
+}
+
+moc_para01,163,51,7 script Izaac#edco 86,{
+ mes "[Izaac]";
+ mes "Good day!";
+ mes "Have you collected any weird stuff from monsters?";
+ mes "I want things like Jellopy, Fluff, Shell, Feather of Birds, Tree Root, Worm Peelings, and Chrysalis.";
+ mes "I need those for something.";
+ next;
+ mes "[Izaac]";
+ mes "Of course, I won't ask you to give me that stuff for free. What if I traded the following for ^CC00001 Red Potion^000000:";
+ mes "^00CC005 Shell^000000";
+ mes "^0000CC10 Fluff^000000";
+ mes "^00CC0010 Jellopy^000000";
+ mes "^0000CC6 Tree Root^000000";
+ mes "^00CC001 Worm Peeling^000000";
+ mes "^0000CC7 Feather of Birds^000000";
+ mes "^00CC006 Chrysalis^000000";
+ next;
+ switch(select("Sure!:I think it's a rip-off!:No, thanks.")) {
+ case 1:
+ mes "[Izaac]";
+ mes "So which items do";
+ mes "you want to bring me?";
+ next;
+
+ setarray .@items[0], 935, 914, 909, 902, 955, 916, 915;
+ setarray .@count[0], 5, 10, 10, 6, 1, 7, 6;
+
+ set .@size, getarraysize(.@items);
+ for(set .@i,0; .@i<.@size; set .@i,.@i+1)
+ set .@menu$, .@menu$+getitemname(.@items[.@i])+":";
+ set .@select, select(.@menu$+"Cancel")-1;
+ if (.@select == .@size) {
+ mes "[Izaac]";
+ mes "Sure~";
+ mes "No problem.";
+ close;
+ }
+ set .@item, .@items[.@select];
+ set .@item$, getitemname(.@item);
+ set .@price, .@count[.@select];
+
+ if (countitem(.@item) < .@price) {
+ mes "[Izaac]";
+ mes "Hey, where's all";
+ mes "that "+.@item$+" that";
+ mes "you promised me?";
+ mes "Give me "+.@item$+"!";
+ close;
+ }
+ mes "[Izaac]";
+ mes "Okay, let me check";
+ mes "how much "+.@item$;
+ mes "you have on you.";
+ mes "Hmm...";
+ next;
+ set .@amount, countitem(.@item) / .@price;
+ set .@trade_amount, .@amount * .@price;
+ mes "[Izaac]";
+ mes "You have";
+ mes "a total of "+countitem(.@item)+" "+.@item$+"...";
+ mes "For all those, I can give you";
+ mes "a total of "+.@amount+" Red Potion(s).";
+ next;
+ mes "[Izaac]";
+ mes "What do you say?";
+ mes "Do we have a deal?";
+ next;
+ if(select("Deal.:No deal.") == 2) {
+ mes "[Izaac]";
+ mes "Huh~";
+ mes "Alright.";
+ mes "Though are";
+ mes .@item$ + " more useful";
+ mes "to an adventurer like you?";
+ close;
+ }
+ if (checkweight(501,.@amount) == 0) { //custom check
+ mes "[Izaac]";
+ mes "You are overweight.";
+ close;
+ }
+ delitem .@item,.@trade_amount;
+ getitem 501,.@amount; //Red_Potion
+ mes "[Izaac]";
+ mes "There you go!";
+ mes "Check how many "+.@item$;
+ mes "I've given you, it should be good.";
+ mes "Thanks, that was a good deal~";
+ close;
+ case 2:
+ mes "[Izaac]";
+ mes "A rip-off...?";
+ mes "If you check the market value";
+ mes "of the items being traded, I'm actually the one getting";
+ mes "ripped off here.";
+ close;
+ case 3:
+ mes "[Izaac]";
+ mes "Alright, No problem.";
+ mes "But come back to me if you change your mind.";
+ close;
+ }
+}
+
+// Safe to 7 Certificate Exchanger
+//============================================================
+moc_para01,50,39,4 script Eve Natalia 882,{
+ mes "[Eve Natalia]";
+ mes "So I'm in town for a while to see if I can strike up some commerce with MVP hunters!";
+ mes "I'm willing to take some MVP gear and give you these upgrade Certificates I have in exchange;";
+ mes "if things go well enough I'll open up further business opportunities!";
+ next;
+ mes "[Eve Natalia]";
+ mes "So do you have any of the gears I'm looking for to get some random Safe to 7 Certificates?";
+ next;
+ switch(select("What gear?:Yes I am!:Never mind.")) {
+ case 1:
+ mes "[Eve Natalia]";
+ mes "Nidhoggur's Shadow Garb 4 Random Safe to 7 Certificates";
+ mes "Valkyrja's Shield 4 Random Safe to 7 Certificates";
+ mes "Valkyrian Armor 5 Random Safe to 7 Certificates";
+ mes "Diabolus Robe 5 Random Safe to 7 Certificates";
+ mes "Diabolus Armor 2 Random Safe to 7 Certificates";
+ mes "Diabolus Boots 2 Random Safe to 7 Certificates";
+ mes "Diabolus Manteau 4 Random Safe to 7 Certificates";
+ mes "Twin Edge of Naght Sieger Blue 2 Random Safe to 7 Certificates";
+ mes "Twin Edge of Naght Sieger Red 2 Random Safe to 7 Certificates";
+ close;
+ case 2:
+ mes "[Eve Natalia]";
+ mes "I'm going to ask you which piece of gear you want to trade in, please verify that the 1st one in your inventory is one you want to give up.";
+ mes "^CC0000So if it is carded, upgraded, enchanted etc, you should put it in storage before we continue.^000000";
+ next;
+ set .@i, select("Wait a minute:Nidhoggur's Shadow Garb 4:Valkyrja's Shield 4:Valkyrian Armor 5:Diabolus Robe 5:Diabolus Armor 2:Diabolus Boots 2:Diabolus Manteau 4:Twin Edge of Naght Sieger Blue 2:Twin Edge of Naght Sieger Red 2")-2;
+ if (.@i == -1)
+ break;
+
+ setarray .@items[0], 2554, 2115, 2357, 2374, 2375, 2433, 2537, 13412, 13413;
+ setarray .@tickets[0], 4, 4, 5, 5, 2, 2, 4, 2, 2;
+
+ set .@item, .@items[.@i];
+ set .@amount, .@tickets[.@i];
+
+ mes "[Eve Natalia]";
+ mes "I see you have "+countitem(.@item)+" "+getitemname(.@item)+".";
+ mes "So do you want to trade the 1st one in your inventory for ^00CC00"+.@amount+" Random Safe to 7 Certificates^000000?";
+ mes "Tell me '1' if you do, or '0' to cancel.";
+ next;
+ input .@input;
+ if (.@input < 0 || .@input > 1) {
+ mes "[Eve Natalia]";
+ mes "It is a 0 or 1, it can't be that difficult.";
+ close;
+ } else if (.@input == 0) {
+ mes "[Eve Natalia]";
+ mes "It's best to be sure before trading, have a good day.";
+ close;
+ }
+ if (countitem(.@item) == 0) {
+ mes "[Eve Natalia]";
+ mes "You don't even have 1... stop wasting my time.";
+ close;
+ }
+ mes "[Eve Natalia]";
+ mes "Oh perfect, you get ^CC0000" + .@amount + "^000000 Safe to 7 Certificates!";
+ delitem .@item,1;
+ for(set .@i,0; .@i<.@amount; set .@i,.@i+1) {
+ // Note: iRO lists item 6235 as "Safe to 7 Headgear Certificate", but it's Guarantee_Armor_6Up in our database.
+ if (rand(2))
+ getitem 6230,1; //Guarantee_Weapon_7Up
+ else
+ getitem 6234,1; //Guarantee_Armor_7Up
+ }
+ close;
+ case 3:
+ break;
+ }
+ mes "[Eve Natalia]";
+ mes "Fair enough, if you have business with me in the future don't be shy!";
+ close;
+}
+
+// Bubble Gum & Battle Manual Exchanger
+//============================================================
+moc_para01,48,184,2 script Gum & Manual Exchanger 562,{
+ if (Weight < MaxWeight / 2) {
+ mes "You're carrying too many items right now.";
+ close;
+ }
+ mes "[Trader Machine]";
+ mes "Insert Bubble Gums and/or Battle Manuals to trade for higher efficiency Gums and Manuals.";
+ next;
+ mes "[Trader Machine]";
+ mes "Exchange rate:";
+ mes "2 Bubble Gum -> 1 HE Bubble Gum";
+ mes "2 Battle Manual -> 1 HE Battle Manual";
+ mes "4 HE Battle Manual -> 1 Battle Manual X3";
+ mes "3 Thick Battle Manual -> 2 Battle Manual X3";
+ mes "What would you like to exchange for?";
+ next;
+ switch(select("HE Bubble Gum:HE Battle Manual:1 Battle Manual X3:2 Battle Manual X3:1 Costume Corsair:Nothing")) {
+ case 1:
+ callsub L_Exchange,12210,2,12412,1;
+ break;
+ case 2:
+ callsub L_Exchange,12208,2,12411,1;
+ break;
+ case 3:
+ callsub L_Exchange,12411,4,14545,1;
+ break;
+ case 4:
+ callsub L_Exchange,12312,3,14545,2;
+ break;
+ case 5:
+ mes "[Trader Machine]";
+ mes "I can give you 1 Battle Manual X3 for 1 Costume Corsair.";
+ next;
+ if (countitem(19619) == 0) {
+ mes "[Trader Machine]";
+ mes "You don't have a Costume Corsair hat to make that trade.";
+ close;
+ }
+ next;
+ if(select("Yes, give it to me!:No, wait not yet.") == 2)
+ close;
+ // Unofficial dialogue.
+ mes "[Trader Machine]";
+ mes "You place the required items into the machine...";
+ next;
+ mes "[Trader Machine]";
+ mes "The Machine has given you an item in return!";
+ delitem 19619,1; //C_Corsair
+ getitem 14545,1; //Battle_Manual_X3
+ close;
+ case 6:
+ close;
+ }
+
+//callsub L_Exchange,<Insert Item>,<Amount>,<Return Item>,<Amount>
+L_Exchange:
+ mes "[Trader Machine]";
+ mes "How many "+getitemname(getarg(2))+" do you want?";
+ mes "I can give you up to 60.";
+ mes "Type 0 to cancel.";
+ next;
+ input .@amount;
+ if (.@amount == 0) {
+ mes "[Trader Machine]";
+ mes "Cancelled.";
+ close;
+ } else if (.@amount < 0 || .@amount > 60) {
+ mes "[Trader Machine]";
+ mes "I said only 60 max.";
+ close;
+ }
+ mes "[Trader Machine]";
+ mes "That's a total of "+.@amount;
+ mes getitemname(getarg(2))+".";
+ mes "Is this correct?";
+ next;
+ if(select("Yes, give them to me!:No, wait not yet.") == 2)
+ close;
+ set .@cost, getarg(1) * .@amount;
+ set .@total_amount, getarg(3) * .@amount;
+ if (countitem(getarg(0)) < .@cost) {
+ mes "[Trader Machine]";
+ mes "You don't have enough "+getitemname(getarg(0))+" to make that trade.";
+ close;
+ }
+ delitem getarg(0),.@cost;
+ getitem getarg(2),.@total_amount;
+ close;
+}
+
+// Kafra Stacker
+//============================================================
+moc_para01,41,169,2 script Kafra Stacker#eden 749,{
+ mes "[Toma]";
+ mes "I can take your non-stacking Kafra Consumables";
+ mes "and make them fit neatly into stacks!";
+ next;
+ mes "[Toma]";
+ mes "Please understand that I can";
+ mes "only stack 10 groups at a time";
+ mes "so keep talking to me until";
+ mes "you have 1 stack of each!";
+ next;
+ while(1) {
+ if(select("Do it!:Never mind.") == 2)
+ break;
+ // Something strange goes on here, haven't quite figured it out...
+ mes "[Toma]";
+ mes "Ten stack down!";
+ mes "Want to do another?";
+ next;
+ }
+ mes "[Toma]";
+ mes "Ok then, laterz.";
+ close;
+}
+
+// Code Redeemer
+//============================================================
+moc_para01,38,162,2 script Code the Redeemer#Give1 405,{
+ mes "[Code the Redeemer]";
+ mes "Welcome, "+strcharinfo(0)+"!";
+ mes "I've been expecting you.";
+ next;
+ mes "[Code the Redeemer]";
+ mes "I am a distributor of all the";
+ mes "items that adventurers like";
+ mes "yourself purchase on websites";
+ mes "or receive as promotions.";
+ next;
+ mes "[Code the Redeemer]";
+ mes "^0000FFIf the list is empty,";
+ mes "that means that you have";
+ mes "not purchased, or inputted";
+ mes "your serial code from the purchasing website.^000000";
+ next;
+
+ // If you have a code redemption system, write your SQL queries here.
+ select("");
+
+ close;
+}
+
+// Cash Shops
+//============================================================
+/* Due to the irregularity of iRO's databases, some of these sprites may not display properly. */
+
+moc_para01,32,171,4 cashshop Kafra Headgears#eden1 115,14024:500,14098:150,17081:300,14097:500,14094:1000,14017:400,14099:300
+moc_para01,35,174,2 cashshop Kafra Dye Shop#dyes2 114,6287:150
+moc_para01,36,170,2 cashshop Kafra Consumables#eden3 112,13810:5,14167:400,16556:100,14111:75,14075:25,16419:30,14107:70,14104:50,14112:25,14082:30,14091:60,14088:30,14085:60,14169:40,14170:40,14172:40,14173:40,14171:40,14174:40,14159:100,14160:100,14161:100,14162:100,14163:100:14164:100,16420:1500
+moc_para01,32,174,2 cashshop Kafra Rental Items#eden 721,16683:150,16682:50,14126:250,14125:250,16430:250,14137:250,14127:250,14118:250,14119:250,14132:250,16425:250,14124:250,14133:250,14130:250,16424:250,14136:250,14122:250,16426:250,14135:250,14134:250,14138:250,16428:250,16431:250,14139:250,14131:250,16429:250,16427:250
+moc_para01,36,172,2 cashshop Kafra Costume#eden5 860,16974:300,16972:600,16973:150,16975:150,16977:150,17014:150,17015:150
+moc_para01,35,168,1 cashshop Kafra Utility Shop#eden 113,16677:25,13990:400,16396:100,16394:100,17106:500,6241:10,6240:10,6225:15,6226:15,14002:5,6294:500,7776:50,7619:30,7620:30,12208:40,14156:400,12210:40,14158:400,14042:50,14044:50,14046:50,14048:50,14114:50,14166:40,16418:500,16381:400,14165:100,14157:100,14178:100
+
+// Duplicate NPCs
+//============================================================
+/* Technically these NPC names are different, but it's not worth editing the original scripts. */
+
+// Weapon/Armor Refiner "Normalson" (merchants/refine.txt)
+moc_para01,14,185,4 script Normalson#ed 826,{
+ callfunc "refinemain","Normalson",0;
+ end;
+}
+
+// Advanced Refiner "Suhnmi" (merchants/advanced_refiner.txt)
+moc_para01,26,185,4 duplicate(Suhnbi#cash) Suhnmi#eden 85
+
+// HD Refiner "Blacksmith Mighty Hammer" (re/merchants/hd_refiner.txt)
+// A combination of the +7~9 and +10 and up refiner, currently a placeholder.
+moc_para01,38,185,4 duplicate(MightyHammer) Mighty Hammer#ed 826
+
+// Refiner Effect
+- script #eden_refine_effect -1,{
+OnInit:
+ initnpctimer;
+ end;
+OnTimer5000:
+ specialeffect EF_REFINEOK,AREA,"Suhnmi#eden";
+ specialeffect EF_REFINEOK,AREA,"Mighty Hammer#ed";
+ initnpctimer;
+ end;
+}
+
+// Gym Pass Trainer "Ripped Cabus" (other/gympass)
+moc_para01,33,162,4 duplicate(Ripped Cabus#GymPass) Ripped Callus#ed 899
+
+// RWC 2012 Enchanter "Goldenthiefberg" (events/RWC_2012.txt)
+// A combination of the slotter and enchanter, currently a placeholder.
+moc_para01,27,179,4 script RWC Enchanter#new10 87,{ end; }
+
+// Cash Headgear Dyer "Alora" (merchants/cashheadgear_dye.txt)
+// Also converts some +8 and up headgears into costumes, currently a placeholder.
+moc_para01,21,185,4 duplicate(Alora) Alora#headgear_dye2 862
+
+// Stylist "Dinorah Lacostt" (?)
+// Dyes clothing for an Omni Clothing Dye, currently a placeholder.
+moc_para01,33,185,4 script Dinorah Lacostt#ed 862,{ end; }
+
+// Commonly Updated NPCs
+//============================================================
+/* These scripts change on a regular basis, so they're mostly just placeholders for now. */
+
+moc_para01,29,35,4 script Gramps#huntquests 866,{
+ mes "[Gramps]";
+ mes "When you get to being my";
+ mes "age, you become bitter.";
+ mes "Too long I've done nothing about the monsters that roam around";
+ mes "Rune Midgard.";
+ next;
+ mes "[Gramps]";
+ mes "That's why I'm asking you wippersnappers to help";
+ mes "me hunt some monsters.";
+ mes "Will you help me, young adventurer?";
+ close;
+ //next;
+ //switch(select("Yes, I'll help.:Reward Me!:^ff0000I want to quit hunting^000000:^0000ffCan you warp me?^000000:Can you erase the timer?:What missions are you giving?:Give me Limited 3 day VIP:Tell me more about the VIP Access:No thanks, pops.")) {
+}
+
+moc_para01,13,22,4 script Merry Badger#xch 882,{
+ mes "[Merry Badger]";
+ mes "Hello there! I'm Merry Badger and I was hired to exchange the ^00CC00Eden Merit Badges^000000!";
+ next;
+ mes "[Merry Badger]";
+ mes "I can take your Merit Badges and give you some useful stuff, or I can take some of your stuff and give you some Eden Merit Badges.";
+ mes "As I get more authorization I can offer more things to trade with you, so definitely keep me in mind when visiting the Eden Group.";
+ close;
+ //next;
+ //switch(select("Redeem Badges:Trade in FOR badges:Exchange Rates:15 Job Manuals - 1 JM Box")) {
+}
+
+moc_para01,174,33,3 script Bathory#2012spirits 1102,{
+ mes "[Bathory]";
+ mes "Eheeheeheehee! The spotlight is on Glast Heim this week, so I'm ferrying people there for a mere 1,000z!";
+ next;
+ mes "[Bathory]";
+ mes "How about it? Want to take a ride on a beautiful Bathory's broom?";
+ next;
+ switch(select("Prepare for Takeoff!:No thanks.")) {
+ case 1:
+ if (Zeny < 1000) {
+ mes "[Bathory]";
+ mes "Come on dearie...";
+ mes "You don't even have 1,000 zeny?";
+ close;
+ }
+ mes "[Bathory]";
+ mes "Alright, hold on tight!";
+ close2;
+ set Zeny, Zeny-1000;
+ warp "niflheim",194,185;
+ end;
+ case 2:
+ mes "["+strcharinfo(0)+"]";
+ mes "No thanks, maybe later.";
+ close;
+ }
+}
+
+moc_para01,26,174,4 script Grandma Boxter#boxx 840,{ end; }
diff --git a/npc/re/quests/eden/eden_quests.txt b/npc/re/quests/eden/eden_quests.txt
index 074ab7e47..222a3f97e 100644
--- a/npc/re/quests/eden/eden_quests.txt
+++ b/npc/re/quests/eden/eden_quests.txt
@@ -3,21 +3,20 @@
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
-//= 1.4b
-//===== Compatible With: =====================================
-//= Hercules
+//= 1.5
//===== Description: =========================================
-//= Eden Group Headquarter NPC's.
+//= Eden Group Headquarter NPCs.
//===== Additional Comments: =================================
//= 1.0 First Version.
//= 1.1 Removed unencoded comments (Korean -> Gibberish)
//= Readded the GM helper NPC, commented out.
//= 1.2 Some little optimization here and there. [Masao]
//= 1.3 Added Instructor Ur and the new Quests which come
-//= alongside him. Special thanks to Chilly for the base. [Masao]
+//= alongside him. Special thanks to Chilly for the base. [Masao]
//= 1.4 Partial cleaning and bug fixing. [Euphy]
//= 1.4a Added 'npcskill' command. [Euphy]
//= 1.4b Added 'disable_items' command. [Euphy]
+//= 1.5 Added GM management function. [Euphy]
//============================================================
moc_para01,25,35,4 script Instructor Boya#para01 469,{
@@ -1182,7 +1181,7 @@ moc_fild11,180,253,5 script Talking Dog#para03 972,{
mes "Oh, if you are tired I will help you.";
next;
mes "-When the dog barked, your HP and SP recovered.-";
- npcskill "AL_HEAL",10,99,60;
+ npcskill "AL_HEAL",11,99,60;
percentheal 100,100;
close;
}
@@ -1220,7 +1219,7 @@ moc_fild11,180,253,5 script Talking Dog#para03 972,{
mes "Oh, if you are tired I will help you.";
next;
mes "-When the dog barked, your HP and SP recovered.-";
- npcskill "AL_HEAL",10,99,60;
+ npcskill "AL_HEAL",11,99,60;
percentheal 100,100;
close;
}
@@ -1276,7 +1275,7 @@ moc_fild11,180,253,5 script Talking Dog#para03 972,{
mes "Oh, if you are tired I will help you.";
next;
mes "-When the dog barked, your HP and SP recovered.-";
- npcskill "AL_HEAL",10,99,60;
+ npcskill "AL_HEAL",11,99,60;
percentheal 100,100;
close;
}
@@ -1422,8 +1421,8 @@ prt_sewb1,131,262,3 script Timid Cat#para04 422,{
mes "[Timid Cat]";
mes "Take care to check your map so you don't get lost.";
mes "It's a service meeow.";
- npcskill "AL_HEAL",10,99,60;
- percentheal 0,100;
+ npcskill "AL_HEAL",11,99,60;
+ percentheal 100,100;
close;
}
if (para_suv01 == 8) {
@@ -1460,7 +1459,7 @@ prt_sewb1,131,262,3 script Timid Cat#para04 422,{
mes "[Timid Cat]";
mes "I will help you a little.";
mes "Here, I have recovered your strengh meow..";
- npcskill "AL_HEAL",10,99,60;
+ npcskill "AL_HEAL",11,99,60;
percentheal 100,100;
close;
}
@@ -1495,8 +1494,8 @@ prt_sewb1,131,262,3 script Timid Cat#para04 422,{
mes "It's the last course so cheer up.";
mes "I will help you a little.";
mes "Here, I have recovered your strengh meow..";
- npcskill "AL_HEAL",10,99,60;
- percentheal 0,100;
+ npcskill "AL_HEAL",11,99,60;
+ percentheal 100,100;
close;
}
if (para_suv01 >= 10) {
@@ -1607,7 +1606,7 @@ pay_arche,41,136,3 script Eden Member Karl#para05 904,{
mes "[Karl]";
mes "Just in case I will recover all your energy.";
mes "It's the last step so be careful.";
- npcskill "AL_HEAL",10,99,60;
+ npcskill "AL_HEAL",11,99,60;
percentheal 100,100;
close;
}
@@ -1638,8 +1637,8 @@ pay_arche,41,136,3 script Eden Member Karl#para05 904,{
mes "[Karl]";
mes "Just in case I will recover all your energy.";
mes "It's the last step so be careful.";
- npcskill "AL_HEAL",10,99,60;
- percentheal 0,100;
+ npcskill "AL_HEAL",11,99,60;
+ percentheal 100,100;
close;
}
if (para_suv01 >= 16) {
@@ -1760,7 +1759,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 899,{
mes "What do you think of Ant Hell?";
mes "Can you stay longer?";
mes "Ok, I will recover your strengh so, keep going.";
- npcskill "AL_HEAL",10,99,60;
+ npcskill "AL_HEAL",11,99,60;
percentheal 100,100;
close;
}
@@ -1799,7 +1798,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 899,{
mes "[Cloud]";
mes "See, to cheer you up I will heal you until you finish the training.";
mes "Chin up and cheer up.";
- npcskill "AL_HEAL",10,99,60;
+ npcskill "AL_HEAL",11,99,60;
percentheal 100,100;
close;
}
@@ -1827,7 +1826,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 899,{
mes "[Cloud]";
mes "Just Vitata, isn't that an easy opponent?";
mes "If you see Maya just run away.";
- npcskill "AL_HEAL",10,99,60;
+ npcskill "AL_HEAL",11,99,60;
percentheal 100,100;
close;
}
@@ -1942,7 +1941,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 803,{
mes "[Hooksha]";
mes "You look tired I will recover your health.";
mes "If you are in trouble just come back here to safety.";
- npcskill "AL_HEAL",10,99,60;
+ npcskill "AL_HEAL",11,99,60;
percentheal 100,100;
close;
}
@@ -1973,7 +1972,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 803,{
mes "[Hooksha]";
mes "You look tired, I will recover your health.";
mes "If you are in trouble just come back here to safety.";
- npcskill "AL_HEAL",10,99,60;
+ npcskill "AL_HEAL",11,99,60;
percentheal 100,100;
close;
}
@@ -1999,7 +1998,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 803,{
mes "[Hooksha]";
mes "You look tired, I will recover your health.";
mes "If you are in trouble just come back here to safety.";
- npcskill "AL_HEAL",10,99,60;
+ npcskill "AL_HEAL",11,99,60;
percentheal 100,100;
close;
}
@@ -2072,7 +2071,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 803,{
mes "Can you stay longer?";
mes "You look tired, I will recover your health.";
mes "If you are in trouble just come back here to safety.";
- npcskill "AL_HEAL",10,99,60;
+ npcskill "AL_HEAL",11,99,60;
percentheal 100,100;
close;
}
@@ -2096,7 +2095,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 803,{
mes "Can you stay longer?";
mes "You look tired I will recover your health.";
mes "If you are in trouble just come back here to safety.";
- npcskill "AL_HEAL",10,99,60;
+ npcskill "AL_HEAL",11,99,60;
percentheal 100,100;
close;
}
@@ -2199,8 +2198,8 @@ iz_dun04,43,46,3 script Eden Member Callandiva 745,{
mes "Oh are you tired?";
mes "Mermans are not easy opponents.";
mes "I will help you recover so cheer up.";
- npcskill "AL_HEAL",10,99,60;
- percentheal 0,100;
+ npcskill "AL_HEAL",11,99,60;
+ percentheal 100,100;
close;
}
if (para_suv01 == 35) {
@@ -2233,7 +2232,7 @@ iz_dun04,43,46,3 script Eden Member Callandiva 745,{
mes "Oh are you tired?";
mes "Strouf are not easy opponents.";
mes "I can help you recover so cheer up.";
- npcskill "AL_HEAL",10,99,60;
+ npcskill "AL_HEAL",11,99,60;
percentheal 100,100;
close;
}
@@ -3359,6 +3358,7 @@ moc_para01,112,96,5 script Administrator Michael 967,{
mes "[Michael]";
mes "You mean upgrading equipment, right?";
mes "We can only upgrade the Eden Group Hat.";
+ next;
if (para_suv02 == 3) {
if (countitem(5583) > 0) {
disable_items;
@@ -5120,32 +5120,22 @@ L_GetWeapon:
return;
}
-/*
-sec_in02,25,33,4 script Assistant 422,{
+sec_in02,25,33,4 script Assistant#para_suvquest 422,{
+ callfunc "F_GM_NPC";
mes "Password";
next;
- input .@input;
- if (.@input == 1854) {
+ if (callfunc("F_GM_NPC",1854,0) == 1) {
mes "Please select the variable you want to modify.";
next;
- switch (select("para_suv01:para_suv02")) {
- case 1:
- mes "Enter the modified value";
- next;
- input .@input;
- mes "Value of para_suv01 has been changed to "+.@input+".";
- set para_suv01,.@input;
- close;
- case 2:
- mes "Enter the modified value";
- next;
- input .@input;
- mes "Value of para_suv02 has been changed to "+.@input+".";
- set para_suv02,.@input;
- close;
- }
+ set .@var, select("para_suv01:para_suv02");
+ mes "Enter the modified value";
+ next;
+ input .@input,0,9999;
+ mes "Value of para_suv0"+.@var+" has been changed to "+.@input+".";
+ setd "para_suv0"+.@var,.@input;
+ close;
+ } else {
+ mes "......meow wee.";
+ close;
}
- mes "......meow wee.";
- close;
}
-*/
diff --git a/npc/re/quests/eden/eden_service.txt b/npc/re/quests/eden/eden_service.txt
index fd6e9a47f..4bec34777 100644
--- a/npc/re/quests/eden/eden_service.txt
+++ b/npc/re/quests/eden/eden_service.txt
@@ -4,8 +4,6 @@
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Paradise Group storage access.
//===== Additional Comments: =================================
diff --git a/npc/re/quests/eden/eden_tutorial.txt b/npc/re/quests/eden/eden_tutorial.txt
index c9ecd6f17..6221ac16f 100644
--- a/npc/re/quests/eden/eden_tutorial.txt
+++ b/npc/re/quests/eden/eden_tutorial.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Eden Tutorial
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= A series of quests introducing the major features of
//= Ragnarok Online.
diff --git a/npc/re/quests/first_class/tu_archer.txt b/npc/re/quests/first_class/tu_archer.txt
new file mode 100644
index 000000000..2905cb9a6
--- /dev/null
+++ b/npc/re/quests/first_class/tu_archer.txt
@@ -0,0 +1,14 @@
+//===== Hercules Script ======================================
+//= Archer Class Tutorial and Job Specific Quest
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= [Official Conversion]
+//= Archer training quest.
+//===== Additional Comments: =================================
+//= 1.0 First version. [Euphy]
+//============================================================
+
+pay_fild08,40,83,5 duplicate(Acolyte_Tu) Acolyte#tu 95
diff --git a/npc/re/quests/homun_s.txt b/npc/re/quests/homun_s.txt
index 66b7537c9..3eab35867 100644
--- a/npc/re/quests/homun_s.txt
+++ b/npc/re/quests/homun_s.txt
@@ -1,20 +1,18 @@
//===== Hercules Script ======================================
-//= Homunculus S Quest
-//===== By: ==================================================
-//= Masao
-//===== Current Version: =====================================
+//= Homunculus S Mutation Quest
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
-//= Evolves an Homunculus which is at least Level 99 to the
-//= new Homunculus S Class.
-//===== Additional Comments: =================================
-//= 1.0 First Version. The actual changing dialog is currently
-//= customized. [Masao]
+//===== Description: =========================================
+//= [Official Conversion]
+//= Genetic quest to mutate a level 99 evolved Homunculus
+//= into a Homunculus S.
+//===== Additional Comments: =================================
+//= 1.0 First Version, entirely custom. [Masao]
//= 1.1 Cleaning. [Euphy]
//= 1.2 Replaced with official script. [Euphy]
-//============================================================
+//============================================================
// Main NPCs
//============================================================
@@ -1359,4 +1357,4 @@ que_house_s,23,46,3 script #05homun_s 111,{
mes ":: new Homunculus.";
close;
}
-} \ No newline at end of file
+}
diff --git a/npc/re/quests/magic_books.txt b/npc/re/quests/magic_books.txt
index 9f9ccec1f..7962a0544 100644
--- a/npc/re/quests/magic_books.txt
+++ b/npc/re/quests/magic_books.txt
@@ -1,21 +1,20 @@
//===== Hercules Script ======================================
//= Magic Book Seller
-//===== By: ==================================================
+//===== By: ==================================================
//= Masao
//= Credits to Muad_Dib for the translation.
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.1a
+//===== Description: =========================================
+//= [Official Conversion]
//= An NPC which sells you different kinds of Magic Books.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version. [Masao]
-//= 1.1 Optimized, 60% size reduction. [Euphy]
-//============================================================
-
-geffen_in,176,105,4 script Magic Book Master Velof 64,{
+//= 1.1 Optimized. [Euphy]
+//= 1.1a Updated NPC name to "Master Velofos". [Euphy]
+//============================================================
+geffen_in,176,105,4 script Master Velofos 64,{
if (checkweight(1201,1) == 0) {
mes "You're carrying too many items. Please make some room in your bag first.";
close;
@@ -25,255 +24,251 @@ geffen_in,176,105,4 script Magic Book Master Velof 64,{
close;
}
if ((Upper == 2) && (Class != Job_Baby_Warlock)) {
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "What are you, a baby?";
mes "I'm not here to babysit. Get lost!";
close;
}
if ((Class != Job_Warlock) && (Class != Job_Warlock_T) && (Class != Job_Baby_Warlock)) {
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "Ha ha, are you also seeking new knowledge?";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "I'm sorry, but my knowledge doesn't concern you.";
close;
}
if (getskilllv(2230) < 1) {
- mes "[Magic Book Master Velof]";
- mes "Well you've met all the qualifications except one: you need the Release spell.";
+ mes "[Master Velofos]";
+ mes "Well, you've met all the qualifications except one: you need the Release spell.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "Learn the spell first. I've got so many things to tell you.";
close;
}
if ((getskilllv(2230) > 0) && (Class == Job_Warlock) || (Class == Job_Warlock_T) || (Class == Job_Baby_Warlock)) {
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "Welcome, my friend.";
mes "Congratulations on entering a brand new world of magic.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "We magic practitioners are always thirsty for new knowledge and power.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "We endure great hardship and pain to achieve what we want. When we finally do, the sense of accomplishment defies description. That's why both you and I have chosen the way of magic.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "By the way, what brings you to me today?";
next;
switch (select("Nothing.:Do you know the Reading Spell Book?:What's the Freezing Spell?:Can I have a Magic Book?:Can I use the Reading Spell Book without the Freezing Spell?:About the Ultimate Magic Book")) {
case 1:
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "Hah! You're silly.";
close;
case 2:
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "Reading Spell Book literally means 'read a spell book.' Do you know how to use Magic Books?";
next;
switch (select("Yes, I do.:No, I don't.")) {
case 1:
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "Well then, you don't need an additional lecture.";
close;
case 2:
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "Magic Books are an advanced type of magic scroll. While spells on scrolls disappear after one use, the ones in Magic Books can be cast multiple times.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "Let's compare a spell on a scroll to a wire. When the wire is used to open a door or do something else, it's bent and crushed, losing its original shape. A spell from a Magic Book is more like a shape memory alloy.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "Huh, don't you now what shape memory alloy is? Eh, just remember this: a wire made from shape memory alloy restores its shape over time.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "Like the alloy, a spell on a Magic Book remains after a use, although reusing the spell has a downtime for its restoration.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "...Oh, I didn't mean to talk for too long. Anyways, you can use Magic Books to cast spells that you've learned. Its concept is different from normal spells.";
next;
select("What's the difference?");
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "Why do you have to write your existing spells in Magic Books, you asked?";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "That's a good question. It's related to Magic Binding.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "You already learned Release, which allows you to hold the energy of the four different elements before the actual casting. Magic Binding is similar to Release.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "Since you've learned Release, you're capable of using Magic Binding as well. Well, let's talk about that later.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "You know how to hold an existing spell, and then cast it at a desired timing via Release.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "Carrying the globes of the four elements is also related to Magic Binding.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "As you know, the four elements are Fire, Water, Wind, and Earth. Being able to employ them freely is the essential principle of magic.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "We Humans use torches to keep fire, fans to blow wind, and bowls to hold water. We also use clay to make earthenware.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "Those activities may differ from magic, but both are the same in the sense of employing the four elements.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "When you use complex magic spells to summon a storm, drop lightning, or burn an area, that consumes a lot of your energy, both physically and mentally.";
next;
- mes "[Magic Book Master Velof]";
- mes "When you fail to bind such powerful magic spells or fail to control them,";
- next;
- mes "[Magic Book Master Velof]";
- mes "you can receive irreparable damage to your mind and body.";
+ mes "[Master Velofos]";
+ mes "When you fail to bind such powerful magic spells or fail to control them, you can receive irreparable damage to your mind and body.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "That's why we use Magic Books to reduce that burden. It helps summon pre-cast spells while you're focusing on binding their magic power.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "There's one downside though: Magic Books cannot be used for spells that you haven't learned.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "As I said earlier, spells in Magic Books tend to go back to what they are.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "That said, as a Circler, you cannot change or create spells in Magic Books.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "Even if you create one, its power will be beyond your capacity.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "In order to use the Reading Spell Book, you must learn the Freezing Spell to bind magic.";
close;
}
case 3:
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "The Freezing Spell is used for Magic Binding. It helps you to insert a magic spell to a circle.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "Circles of magic work organically with each other. When you use the Freezing Spell to bind a spell, the spell won't activate until you cast the release spell.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "Of course, binding a spell continuously consumes your mana, but it consumes less mana than conventional magic spells.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "Magic Binding becomes more difficult when you use more powerful magic spells.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "For weak spells, you can bind two to three of them with your circle. For more powerful spells, maybe one or two is possible.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "That all depends on your ability to control your spells. You'll have to try and experience Magic Binding after you first learn it to really understand.";
close;
case 4:
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "I'm sorry, but I only have Magic Books for beginners, but they're obviously not suitable for you. Do you still want one?";
next;
switch (select("Sure thing.:Where can I find advanced books?")) {
case 1:
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "Please go talk to [Lea] in the Archive. Tell her that you need one of the Magic Books that I've stored in there.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "For your information, she won't give it to you without anything in return. Expect her to ask you for something!";
if (wm_book < 1) set wm_book, 1;
close;
case 2:
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "I'm sorry, but our management has recently decided to limit the availability of Magic Books for Multi Circlers. It's because their numbers are increasing more quickly than we expected.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "You could find one if you try hard, but I don't have any with me.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "If our management releases the restriction, you'll be the first one to know. Don't worry.";
close;
}
case 5:
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "Nothing will happen when you try to bind magic without using Magic Binding because you have nothing to hold magic.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "It's like water that needs a bowl to stay in place.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "The problem is when you try to forcefully cast a spell that you haven't learned. It'll definately backfire on you.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "Of course, the damage won't be severe: you'll fall asleep or be thrown into confusion. This is all because there's a conflict between your Magic Book and the force of Magic Binding when you're trying to summon and hold a unlearned spell.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "Don't try it out just to see what happens for yourself! Falling asleep while casting a spell? There's nothing more humiliating than that to magic practitioners like us.";
close;
case 6:
if ((BaseLevel > 139) && (getskilllv(2217) > 0) || (getskilllv(2213) > 0)) {
- if(mac_book < 1){
- mes "[Magic Book Master Velof]";
+ if (mac_book < 1) {
+ mes "[Master Velofos]";
mes "I'm sorry, but could you ask someone else? I'm kind of busy right now.";
close;
}
if (mac_book == 1) {
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "Huh, are you looking for the Ultimate Magic Book? Who sent you?";
next;
select("Ms. Lea.");
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "I'm sorry, but there's not much information left about the Ultimate Magic Book.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "A few scholars in the Midgard Continent once tried to collect ancient Magic Books and reproduce that book, but...";
next;
select("But what?");
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "Oh yes, perhaps he might know something.";
next;
select("Yes, I knew this was coming!");
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "My brother is just like you. He's very interested in recreating the Ultimate Magic Book.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "His name is Galfos.";
mes "He's been taking a great interest in the ancient Magic Books.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "I didn't support him or give him any advice for his research since I thought he'd give on it pretty quickly, but...";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "If he's discovered anything useful, maybe it can helpful to you.";
next;
select("Where's Galfos now?");
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "I've heard that he's near the Expedition Camp beyond the Dimensional Rift to seek information about the ancient Magic Books.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "If you want to see him, you should prepare for a long journey.";
set mac_book,2;
close;
}
if (mac_book > 1) {
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "Galfos is near the Expedition Camp beyond the Dimensional Rift.";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "If you want to see him, you should prepare for a long journey.";
close;
}
}
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "Ha ha, I'm sorry, but you should focus on strengthening your body rather than creating Magic Books.";
close;
}
}
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "Ha ha, are you also seeking new knowledge?";
next;
- mes "[Magic Book Master Velof]";
+ mes "[Master Velofos]";
mes "I'm sorry, but my knowledge doesn't concern you.";
close;
}
geffen_in,175,112,4 script Lea 123,{
-
if (checkweight(1201,1) == 0) {
mes "You're carrying too many items. Please make some room in your bag first.";
close;
@@ -282,14 +277,14 @@ geffen_in,175,112,4 script Lea 123,{
mes "You're overweight with items. Please lose some item weight first.";
close;
}
- if ((wm_book > 0) && (Class == Job_Warlock) || (Class == Job_Warlock_T) || (Class == Job_Baby_Warlock)) {
+ if (wm_book > 0 && (Class == Job_Warlock || Class == Job_Warlock_T || Class == Job_Baby_Warlock)) {
mes "[Lea]";
mes "You can only read books here. If you'd like to borrow any books, please receive an approval from 1 manager and 1 High Mage.";
next;
mes "[Lea]";
mes "How may I help you?";
next;
- select("Master Velof asked me to bring his Magic Book.");
+ select("Master Velofos asked me to bring his Magic Book.");
mes "[Lea]";
mes "Are you borrowing a book?";
next;
@@ -481,7 +476,7 @@ geffen_in,175,112,4 script Lea 123,{
mes "Frankly, I've never even seen the Ultimate Magic Book.";
next;
mes "[Lea]";
- mes "You should ask Master Velof if you want to know more about that book.";
+ mes "You should ask Master Velofos if you want to know more about that book.";
next;
mes "[Lea]";
mes "I'm sorry that I can't help you more than that.";
@@ -490,7 +485,7 @@ geffen_in,175,112,4 script Lea 123,{
}
if ((BaseLevel > 139) && (mac_book > 0) && ((getskilllv(2217) > 0) || (getskilllv(2213) > 0))) {
mes "[Lea]";
- mes "You should ask Master Velof for some information about that book.";
+ mes "You should ask Master Velofos for some information about that book.";
close;
}
mes "[Lea]";
@@ -510,7 +505,6 @@ geffen_in,175,112,4 script Lea 123,{
}
mid_camp,255,244,4 script Galfos 735,{
-
if (checkweight(1201,1) == 0) {
mes "You're carrying too many items. Please make some room in your bag first.";
close;
@@ -519,7 +513,7 @@ mid_camp,255,244,4 script Galfos 735,{
mes "You're overweight with items. Please lose some item weight first.";
close;
}
- if (Upper == 2) {
+ if ((Upper == 2) && (Class != Job_Baby_Warlock)) {
mes "[Galfos]";
mes "What are you, a baby?";
mes "I'm not here to babysit. Get lost!";
@@ -535,7 +529,7 @@ mid_camp,255,244,4 script Galfos 735,{
mes "Ah, I'll get myself in trouble if I stay here any longer. Maybe I'm already in...";
close;
}
- if ((BaseLevel < 140) || (getskilllv(2217) < 1) && (getskilllv(2213) < 1)) {
+ if (BaseLevel < 140 || (getskilllv(2217) < 1 && getskilllv(2213) < 1)) {
mes "[Galfos]";
mes "I'm sorry, but I don't talk to people that aren't even ready for this.";
close;
@@ -556,7 +550,7 @@ mid_camp,255,244,4 script Galfos 735,{
next;
select("You're Velof's brother, right?");
mes "[Galfos]";
- mes "Yes, I'm Galfos, and Velof is my brother.";
+ mes "Yes, I'm Galfos, and Velofos is my brother.";
next;
mes "[Galfos]";
mes "Wait a minute,";
@@ -674,7 +668,6 @@ mid_camp,255,244,4 script Galfos 735,{
}
dic_in01,25,190,0 script Mysterious Documents 844,{
-
if (isequipped(2782) < 1) {
mes "I better not forget to equip my ring.";
close;
@@ -837,7 +830,6 @@ function script Magic_Book_Essence {
mes "Someone already used this area.";
close;
}
-
thor_v02,163,104,0 script Powerful Lava Energy#33 844,{ callfunc "Magic_Book_Essence",12218,7097,40,"Lava"; end; }
thor_v01,185,91,0 script Powerful Flame Energy#33 844,{ callfunc "Magic_Book_Essence",12219,7098,10,"Flame"; end; }
ice_dun03,137,148,0 script Powerful Glacier Energy 844,{ callfunc "Magic_Book_Essence",12220,7561,10,"Glacier"; end; }
diff --git a/npc/re/quests/monstertamers.txt b/npc/re/quests/monstertamers.txt
index c2a1388e1..a817cee43 100644
--- a/npc/re/quests/monstertamers.txt
+++ b/npc/re/quests/monstertamers.txt
@@ -1,15 +1,13 @@
//===== Hercules Script =======================================
//= Monster Tamers
//===== By: ==================================================
-//= Streusel
+//= Euphy
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Cute pet quest items
//===== Additional Comments: =================================
-//= 1.0 Duplicates for Monster Tamer
+//= 1.0 Moved Izlude NPC to pre-re/re paths.
//============================================================
-izlude_in,55,105,4 duplicate(Monster_Tamer#izu) Monster Tamer#izlude 125
+izlude_in,55,105,4 duplicate(MonsterTamer_izlude) Monster Tamer#izu 125
diff --git a/npc/re/quests/mrsmile.txt b/npc/re/quests/mrsmile.txt
index 029633437..215390ee1 100644
--- a/npc/re/quests/mrsmile.txt
+++ b/npc/re/quests/mrsmile.txt
@@ -1,16 +1,19 @@
//===== Hercules Script ======================================
//= Mr. Smile Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= Daegaladh, Masao
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Current Version: =====================================
+//= 1.1
+//===== Description: =========================================
+//= [Official Conversion]
//= Trade Clover, Fluff and Jellopy for a Mr. Smile mask.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 Updated to match the new Izlude Map. [Masao]
-//============================================================
+//= 1.1 Added Izlude duplicates. [Euphy]
+//============================================================
izlude,125,175,4 duplicate(SmileHelper) Smile Assistance#iz 92
+izlude_a,125,175,4 duplicate(SmileHelper) Smile Assistance#iz_a 92
+izlude_b,125,175,4 duplicate(SmileHelper) Smile Assistance#iz_b 92
+izlude_c,125,175,4 duplicate(SmileHelper) Smile Assistance#iz_c 92
+izlude_d,125,175,4 duplicate(SmileHelper) Smile Assistance#iz_d 92
diff --git a/npc/re/quests/pile_bunker.txt b/npc/re/quests/pile_bunker.txt
index 0a6304c8d..a8a390cb0 100644
--- a/npc/re/quests/pile_bunker.txt
+++ b/npc/re/quests/pile_bunker.txt
@@ -1,17 +1,15 @@
//===== Hercules Script ======================================
//= Pile Bunker Quest
-//===== By: ==================================================
+//===== By: ==================================================
//= JayPee Mateo
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 2.2
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Description: =========================================
//= 1.0 A Pile Bunker quest based on iRO WiKi. [JayPee Mateo]
//= 2.0 Rewrited the Script a little so it looks a bit better. [Masao]
//= 2.1 Switched to official script, coded by Gennosuke Kouga. [Euphy]
//= 2.2 Updated to match the official script. [Euphy]
-//============================================================
+//============================================================
yuno,179,174,4 script Gomer 851,{
if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
@@ -95,7 +93,7 @@ yuno,179,174,4 script Gomer 851,{
} else {
mes "[Gomer]";
mes "Oh, I've been waiting. You didn't come on time, so I was wondering if you forgot about it. Please wait there a little bit.";
- specialeffect 101;
+ specialeffect EF_REPAIRWEAPON;
next;
mes "[Gomer]";
mes "It's done. What do you think? Not bad, eh? Although I made it myself, I have to say it's pretty decently done.";
diff --git a/npc/re/quests/quests_13_1.txt b/npc/re/quests/quests_13_1.txt
index f1908874e..3e4626fd5 100644
--- a/npc/re/quests/quests_13_1.txt
+++ b/npc/re/quests/quests_13_1.txt
@@ -1,17 +1,18 @@
//===== Hercules Script ======================================
//= Quest NPCs related to Ash-Vacuum
//===== By: ==================================================
-//= Streusel
+//= Euphy
//===== Current Version: =====================================
-//= 1.0
+//= 1.1
//===== Description: =========================================
-//= [Official Conversion]
-//= Contains:
-//= Promotional Staff Duplicate for Renewal
+//= Contains duplicate NPCs from main script.
//===== Additional Comments: =================================
-//= 1.0 First Version.
+//= 1.0 Moved Izlude NPC to pre-re/re paths. [Euphy]
+//= 1.1 Added Izlude duplicates. [Euphy]
//============================================================
-// Onward to the New World
-//============================================================
-izlude,102,171,6 duplicate(Promotional Staff#iz) Promotional Staff#izlude 100
+izlude,102,171,6 duplicate(PromotionalStaff_izlude) Promotional Staff#iz 100
+izlude_a,102,171,6 duplicate(PromotionalStaff_izlude) Promotional Staff#iz_a 100
+izlude_b,102,171,6 duplicate(PromotionalStaff_izlude) Promotional Staff#iz_b 100
+izlude_c,102,171,6 duplicate(PromotionalStaff_izlude) Promotional Staff#iz_c 100
+izlude_d,102,171,6 duplicate(PromotionalStaff_izlude) Promotional Staff#iz_d 100
diff --git a/npc/re/quests/quests_brasilis.txt b/npc/re/quests/quests_brasilis.txt
index e9256047f..00b1f21b9 100644
--- a/npc/re/quests/quests_brasilis.txt
+++ b/npc/re/quests/quests_brasilis.txt
@@ -1,13 +1,11 @@
//===== Hercules Script ======================================
-//= Brasilis Qiests
+//= Brasilis Quests
//===== By ===================================================
//= L0ne_W0lf
//===== Version ==============================================
-//= 1.2
-//===== Compatible With ======================================
-//= Hercules
+//= 1.2a
//===== Description ==========================================
-//= [Translated from the Official]
+//= [Official Conversion]
//= Lost Puppies (Repeatable, 24 hours.)
//= Suspicious Beach (Repeatable, 24 hours. iRO/cRO version.)
//= Guarana Candy Quest
@@ -18,9 +16,11 @@
//= 1.0 First version.
//= 1.1 Hydra Ball (12408)
//= 1.2 Optimization. [Euphy]
+//= 1.2a Added 'consumeitem' command. [Euphy]
+//= 1.2b Updated RE EXP. [Michieru]
//============================================================
-// Lost Puppies, Original file: dogdog.sc
+// Lost Puppies :: dogdog.sc
//============================================================
brasilis,297,307,5 script Angelo#br 50,{
if (BaseLevel < 40) {
@@ -49,11 +49,12 @@ brasilis,297,307,5 script Angelo#br 50,{
mes "Oh, thank you. You found all of 3 puppies.";
mes "Thanks a lot.";
mes "I hope this is useful to you. hoho.";
- getexp 50000,0;
+ set .@randexp,rand(50000,112500);
+ getexp .@randexp,0;
erasequest 9031;
setquest 9032;
specialeffect2 EF_ASSUMPTIO;
- percentheal 100,100;
+ consumeitem 607; //Yggdrasilberry
set .@rand,rand(1,10);
if (.@rand > 4 && .@rand < 9) getitem 504,2; //White_Potion
else if (.@rand > 8) getitem 608,1; //Seed_Of_Yggdrasil
@@ -142,7 +143,7 @@ bra_fild01,234,101,3 duplicate(Puppy#bra) Puppy#d1 81
bra_fild01,200,84,3 duplicate(Puppy#bra) Puppy#d2 81
bra_fild01,176,63,5 duplicate(Puppy#bra) Puppy#d3 81
-// Suspicious Beach, original file: Suspicious_Beach.sc
+// Suspicious Beach :: Suspicious_Beach.sc
//============================================================
brasilis,192,133,6 script Lucia#brasilis 478,{
/* -------------- Hydra Ball -------------------------
@@ -168,7 +169,7 @@ brasilis,192,133,6 script Lucia#brasilis 478,{
else {
set .@nQState1,checkquest(9028);
set .@nQState2,checkquest(9029);
- if (.@nQState1 == 0) {
+ if (.@nQState1 == -1) {
mes "[Lucia]";
mes "Hello.";
mes "Have you come here to hunt ^FF0000Strange Hydra^000000s?";
@@ -226,10 +227,10 @@ brasilis,192,133,6 script Lucia#brasilis 478,{
//recall_completequest 9029;
if (.@nQState2 > -1) erasequest 9029;
setquest 9029;
- percentheal 100,100;
- sc_start SC_FOOD_LUK, 1200000, 5; percentheal 5,2;
- sc_start SC_FOOD_VIT, 1200000, 5; percentheal 10,0;
- sc_start SC_FOOD_DEX, 1200000, 5; percentheal 5,5;
+ consumeitem 607; //Yggdrasilberry
+ consumeitem 12070; //Luk_Dish05
+ consumeitem 12055; //Vit_Dish05
+ consumeitem 12065; //Dex_Dish05
getitem 11502,3; //Light_Blue_Pot
close;
}
@@ -354,7 +355,7 @@ OnTimer7000:
end;
}
-// Guarana Quest, Original file: brazil_tre.sc
+// Guarana Quest :: brazil_tre.sc
//============================================================
brasilis,187,162,5 script Candy Maker 476,{
if (!checkweight(1201,1)) {
@@ -450,7 +451,7 @@ brasilis,187,162,5 script Candy Maker 476,{
set brazil_gua,11;
completequest 2200;
getitem 12414,1; //Guarana_Candy
- getexp 700000,100000;
+ getexp 70000,10000;
close;
}
else if (brazil_gua == 11) {
@@ -470,7 +471,7 @@ brasilis,187,162,5 script Candy Maker 476,{
if (Zeny > 3999) {
mes "[Candy Maker]";
mes "Here is a delicious guarana candy.";
- set zeny,zeny-4000;
+ set Zeny, Zeny-4000;
getitem 12414,1; //Guarana_Candy
close;
}
@@ -971,7 +972,7 @@ OnTouch_:
set brazil_gua,8;
changequest 2197,2198;
close2;
- sc_start SC_MOVHASTE_INFINITY,5000,0;
+ consumeitem 12016; //Speed_Up_Potion
end;
}
else {
@@ -1032,7 +1033,7 @@ bra_fild01,245,52,3 script Monkey#bra 111,{
}
}
-// Water Lily Quest, Original file: brazil_tre.sc
+// Water Lily Quest :: brazil_tre.sc
//============================================================
brasilis,203,286,3 script Botanist Karmen#bra 893,{
if (brazil_regia == 0) {
@@ -1088,7 +1089,7 @@ brasilis,203,286,3 script Botanist Karmen#bra 893,{
mes "The water lily must truly be a lucky flower. hahaha";
set brazil_regia,10;
completequest 2207;
- getexp 500000,100000;
+ getexp 50000,10000;
close;
}
else {
@@ -1929,7 +1930,7 @@ bra_dun02,71,200,3 script Water lily#bra 111,{
}
}
-// Dungeon Access Quest, Original file: brazil_tre.sc
+// Dungeon Access Quest :: brazil_tre.sc
//============================================================
brasilis,185,246,5 script Pedro#bra 62,{
if (brazil_ghost == 0) {
@@ -2796,7 +2797,7 @@ bra_in01,206,188,1 script Open Manhole#todunbra 844,{
set brazil_ghost,8;
//completequest 2208;
completequest 60355;
- getexp 900000,0;
+ getexp 90000,0;
disablenpc "Ghost#bra_end";
close;
}
@@ -2839,7 +2840,7 @@ OnInit:
end;
}
-// Iara, Original file: iara.sc
+// Iara :: iara.sc
//============================================================
brasilis,315,334,5 script Shaman#nk 474,{
set .@iara_re,checkquest(4135,PLAYTIME);
@@ -2962,22 +2963,19 @@ brasilis,315,334,5 script Shaman#nk 474,{
mes "Could you listen to my stories for a moment.";
mes "There's an emergency in our tribe.";
next;
- switch(select("No.:Okay.")) {
- case 1:
+ if(select("No.:Okay.") == 1) {
mes "[Anori]";
mes "You are a heartless person...";
mes "You don't seem the helpful type.";
mes "Just keep on going your way.";
close;
- case 2:
- mes "[Anori]";
- mes "Thank you, I met a kind person.";
- mes "It's a secret of our tribe that";
- mes "you cannot tell anyone.";
- next;
- break;
}
mes "[Anori]";
+ mes "Thank you, I met a kind person.";
+ mes "It's a secret of our tribe that";
+ mes "you cannot tell anyone.";
+ next;
+ mes "[Anori]";
mes "Lately young men from";
mes "the tribe are disappearing.";
mes "Our entire tribe is being threatened.";
@@ -3072,12 +3070,12 @@ bra_dun02,157,74,5 script Iara#nk 478,2,2,{
percentheal 100,100;
sc_start SC_INCFLEE,3600000,20;
sc_start SC_CRITICALPERCENT,3600000,10;
- sc_start SC_FOOD_STR,1200000,3;
- sc_start SC_FOOD_DEX,1200000,3;
- sc_start SC_FOOD_AGI,1200000,3;
- sc_start SC_FOOD_VIT,1200000,3;
- sc_start SC_FOOD_INT,1200000,3;
- sc_start SC_FOOD_LUK,1200000,3;
+ consumeitem 12043; //Str_Dish03
+ consumeitem 12063; //Dex_Dish03
+ consumeitem 12058; //Agi_Dish03
+ consumeitem 12053; //Vit_Dish03
+ consumeitem 12048; //Int_Dish03
+ consumeitem 12068; //Luk_Dish03
next;
mes "[Iara]";
mes "Ahhh~...";
@@ -3098,11 +3096,10 @@ bra_dun02,157,74,5 script Iara#nk 478,2,2,{
mes "Aaaaaaaaaaaaaaaaaaaaaah.";
mes "Eeeeeeeeeeeeeeeeeeeh.";
mes "Oooooooooooooooooh.";
- set .@get_de,rand(1,2);
- if (.@get_de == 1)
- sc_start Sc_Curse,60000,0;
+ if (rand(1,2) == 1)
+ sc_start SC_CURSE,60000,0;
else
- sc_start Sc_Confusion,60000,0;
+ sc_start SC_CONFUSION,60000,0;
next;
mes "[" + strcharinfo(0) + "]";
mes "Ugh! What's this strange voice?";
@@ -3116,11 +3113,10 @@ OnTouch:
mes "Aaaaaaaaaaaaaaaaaaaaaah.";
mes "Eeeeeeeeeeeeeeeeeeeh.";
mes "Oooooooooooooooooh.";
- set .@get_de,rand(1,2);
- if (.@get_de == 1)
- sc_start Sc_Curse,60000,0;
+ if (rand(1,2) == 1)
+ sc_start SC_CURSE,60000,0;
else
- sc_start Sc_Confusion,60000,0;
+ sc_start SC_CONFUSION,60000,0;
next;
mes "[" + strcharinfo(0) + "]";
mes "Ugh! What's this strange voice?";
@@ -3131,7 +3127,7 @@ OnTouch:
bra_fild01,188,301,5 script Native Warrior#nk 472,{
mes "[Native Warrior]";
- mes "Ah...the face I would never forget even in my dreams.";
+ mes "Ah... the face I would never forget even in my dreams.";
next;
mes "[Native Warrior]";
mes "When will she come out of the waterfall again...?";
@@ -3143,7 +3139,7 @@ bra_fild01,188,301,5 script Native Warrior#nk 472,{
else {
mes "[" + strcharinfo(0) + "]";
mes "(This guy will never";
- mes "get ocer Iara's curse...)";
+ mes "get over Iara's curse...)";
}
close;
}
diff --git a/npc/re/quests/quests_dewata.txt b/npc/re/quests/quests_dewata.txt
index f0f6fef1e..e50e2e5c5 100644
--- a/npc/re/quests/quests_dewata.txt
+++ b/npc/re/quests/quests_dewata.txt
@@ -4,9 +4,8 @@
//= Gennosuke Kouga, Muad_Dib
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
+//= [Official Conversion]
//= Quest NPCs related to Dewata:
//== "Dewata Legend"
//== "Help Out the Old Man"
@@ -17,60 +16,7 @@
//= 1.2 Updated to match the official script. [Lemongrass/Euphy]
//============================================================
-// Entrance
-//============================================================
-alberta,212,202,4 script Dewata Sailor#alberta 536,{
- mes "[Dewata Sailor]";
- mes "Do you want to visit ^8B4513Dewata Island^000000?";
- mes "With it's dazzling waves and charming views it's a great place to relax.";
- mes "The transit fee is 10,000 Zeny.";
- next;
- switch(select("Yes!:No.")) {
- case 1:
- if (Zeny >= 10000) {
- mes "[Dewata Sailor]";
- mes "^8B4513Dewata^000000 is a beautiful and peaceful island country.";
- mes "Have a nice trip~";
- close2;
- set Zeny, Zeny - 10000;
- warp "dewata",232,53;
- end;
- } else {
- mes "[Dewata Sailor]";
- mes "You don't have the dough, kid.";
- mes "Come back when you have a bigger wallet.";
- close;
- }
- case 2:
- mes "[Dewata Sailor]";
- mes "Let me know";
- mes "when you're ready to travel~";
- close;
- }
-}
-
-dewata,229,49,6 script Alberta Sailor#dewata 536,{
- mes "[Alberta Sailor]";
- mes "Do you want to go back to Alberta?";
- next;
- switch(select("Yes.:No.")) {
- case 1:
- mes "[Alberta Sailor]";
- mes "I hope you had a lot of fun on";
- mes "your trip to ^8B4513Dewata^000000 Island.";
- mes "Please come again!";
- close2;
- warp "alberta",210,198;
- end;
- case 2:
- mes "[Alberta Sailor]";
- mes "Have some more fun before you go.";
- mes "^8B4513Dewata^000000 Island still has more to offer.";
- close;
- }
-}
-
-// Dewata Legend Quest
+// Dewata Legend Quest :: dewata_legend
//============================================================
dew_fild01,57,274,0 script #hideout_legend 111,6,6,{
OnTouch:
@@ -794,7 +740,7 @@ dewata,78,192,6 script Borobudur Temple Manager 536,{
close;
}
-// Help Out the Old Man
+// Help Out the Old Man :: dewata_drink
//============================================================
dewata,109,262,4 script Memo#dew_drink 534,{
if (checkweight(1201,1) == 0 || MaxWeight - Weight < 5000) {
@@ -1716,7 +1662,7 @@ dew_fild01,209,137,0 duplicate(DewataPalm) Palm Tree#drink38 844
dew_fild01,206,156,0 duplicate(DewataPalm) Palm Tree#drink39 844
dew_fild01,209,201,0 duplicate(DewataPalm) Palm Tree#drink40 844
-// Traditional Weapon Quest
+// Traditional Weapon Quest :: dewata_weapon
//============================================================
dew_fild01,127,240,4 script Gatti#weapon 813,{
if (checkweight(1201,1) == 0 || MaxWeight - Weight < 10000) {
diff --git a/npc/re/quests/quests_dicastes.txt b/npc/re/quests/quests_dicastes.txt
index fc841fb88..605f59d59 100644
--- a/npc/re/quests/quests_dicastes.txt
+++ b/npc/re/quests/quests_dicastes.txt
@@ -4,9 +4,8 @@
//= Gennosuke Kouga, Muad_Dib
//===== Current Version: =====================================
//= 2.3
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
+//= [Official Conversion]
//= Quest NPCs related to Dewata:
//== Sapha's Visit, Doha's Secrect Order, Frede's Request,
//== Department Quests, Document Quests,
@@ -175,6 +174,20 @@ dic_dun01,266,113,5 script Curious Sapha#ep13_3_ 449,{
}
}
+sec_in02,16,43,5 script Scaraba Dungeon Entrance 449,{
+ callfunc "F_GM_NPC";
+ mes "Setting you for dungeon entry.";
+ mes "You will be able to go through if the password is correct.";
+ if (callfunc("F_GM_NPC",1854,0) == 1) {
+ set ep13_3_secret,6;
+ getitem 2782,1; //Ring_Of_Wise_King
+ getitem 6437,2; //Scaraba_Perfume
+ mes "Setting Complete";
+ } else
+ mes "Wrong Password";
+ close;
+}
+
// Vigilantes
//============================================================
- script Vigilante#main -1,{
@@ -423,6 +436,19 @@ dic_in01,254,119,0 script Item Storage#01 844,{
end;
}
+sec_in02,10,42,1 script 13.3 Related Reset 449,{
+ callfunc "F_GM_NPC";
+ mes "[Reset]";
+ mes "Resets all quest windows including daily and map quests for 13.3.";
+ freeloop(1);
+ for(set .@i,12099; .@i<=12216; set .@i,.@i+1) {
+ if (checkquest(.@i) > -1)
+ erasequest .@i;
+ }
+ freeloop(0);
+ close;
+}
+
// Civil Services
//============================================================
function script que_dic {
@@ -1111,6 +1137,7 @@ function script unknown_d {
}
close;
}
+prt_fild03,144,95,0 script Tree Roots 844,{ unknown_d(12166,902); }
prt_fild09,371,255,0 script Reptile Tongues 844,{ unknown_d(12167,903); }
prt_fild09,352,241,0 script Scorpion Tails 844,{ unknown_d(12168,904); }
pay_fild02,177,108,0 script Stems 844,{ unknown_d(12169,905); }
@@ -1289,7 +1316,7 @@ OnTouch:
mes "As soon as you enter the room, someone";
mes "pushes down your head to force you to bow.";
soundeffect "wander_man_move.wav",0;
- sc_start SC_Blind,60000,0;
+ sc_start SC_BLIND,60000,0;
next;
mes "[Ringing Voice]";
mes "That is fine, Cheshire.";
@@ -1302,7 +1329,7 @@ OnTouch:
cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),1;
mes "You hold up your head at the sound of Ahat's voice";
mes "But you see a human in high-ranking Sapha clothing in front of you.";
- sc_end SC_Blind;
+ sc_end SC_BLIND;
emotion e_omg,1;
set ep13_3_secret, 14;
erasequest 7198;
@@ -1494,7 +1521,7 @@ dic_in01,300,280,5 script Minister Ahat#ep133_21 493,{
mes "As soon as you try to approach Ahat, someone";
mes "pushes down your head to force you to bow.";
soundeffect "wander_man_move.wav",0;
- SC_Start SC_Blind,60000,0;
+ SC_Start SC_BLIND,60000,0;
next;
mes "[Ringing Voice]";
mes "That is fine, Cheshire.";
@@ -1507,7 +1534,7 @@ dic_in01,300,280,5 script Minister Ahat#ep133_21 493,{
cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2;
mes "You hold up your head at the sound of Ahat's voice";
mes "But you see a human in high-ranking Sapha clothing in front of you.";
- SC_End SC_Blind;
+ SC_End SC_BLIND;
emotion e_omg,1;
set ep13_3_secret, 14;
erasequest 7198;
@@ -6001,7 +6028,7 @@ dic_in01,349,129,5 script Bouy#13_3 449,{
mes "I've been waiting for the Galtens to return because I'm not accustomed to battle since I'm Venknick. Thank you very much.";
next;
mes "[Bouy]";
- mes "Handwork is much faster to refine pieces of Bradium instead of using a machine. I will only need an hour to finish.";
+ mes "Handwork is much faster to refine pieces of Bradium instead of using a machine. I will only need two hours to finish."; //Official: "an hour", but gives 2-hour quest.
next;
mes "[Bouy]";
mes "Please go rest while I get to work.";
@@ -7607,4 +7634,4 @@ moc_fild22b,182,179,3 script Cat Hand Agent#Tat 495,{
mes "[Tat]";
mes "Aren't you suppose to be done getting ready before you come here?";
close;
-} \ No newline at end of file
+}
diff --git a/npc/re/quests/quests_eclage.txt b/npc/re/quests/quests_eclage.txt
index e4f5cef60..291bcc1f9 100644
--- a/npc/re/quests/quests_eclage.txt
+++ b/npc/re/quests/quests_eclage.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Eclage Quest NPCs
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 0.1
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= Quest NPCs related to Eclage.
//===== Additional Comments: =================================
diff --git a/npc/re/quests/quests_izlude.txt b/npc/re/quests/quests_izlude.txt
index 0286baca0..2bc548b70 100644
--- a/npc/re/quests/quests_izlude.txt
+++ b/npc/re/quests/quests_izlude.txt
@@ -1,15 +1,19 @@
//===== Hercules Script ======================================
//= Quest NPCs related to Izlude
-//===== By: ==================================================
+//===== By: ==================================================
//= Daegaladh, Masao
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
-//= Edgar's Offer
-//===== Additional Comments: =================================
+//===== Current Version: =====================================
+//= 1.1
+//===== Description: =========================================
+//= Contains:
+//= - Edgar's Offer
+//===== Additional Comments: =================================
//= 1.0 Updated to match the new Izlude Map. [Masao]
+//= 1.1 Added Izlude duplicates. [Euphy]
//============================================================
-izlude,179,219,4 duplicate(Edgar_izlude) Edgar#izlude 49
+izlude,179,219,2 duplicate(Edgar_izlude) Edgar#izlude 49
+izlude_a,179,219,2 duplicate(Edgar_izlude) Edgar#izlude_a 49
+izlude_b,179,219,2 duplicate(Edgar_izlude) Edgar#izlude_b 49
+izlude_c,179,219,2 duplicate(Edgar_izlude) Edgar#izlude_c 49
+izlude_d,179,219,2 duplicate(Edgar_izlude) Edgar#izlude_d 49
diff --git a/npc/re/quests/quests_lighthalzen.txt b/npc/re/quests/quests_lighthalzen.txt
index 3f029f7f4..18f5e42d4 100644
--- a/npc/re/quests/quests_lighthalzen.txt
+++ b/npc/re/quests/quests_lighthalzen.txt
@@ -1,22 +1,24 @@
-//===== Hercules Script =======================================
+//===== Hercules Script =======================================
//= Quest NPCs located in Lighthalzen
-//===== By: ==================================================
+//===== By: ==================================================
//= Ziu, Heris (translation)
-//===== Current Version: =====================================
-//= 1.1a
-//===== Compatible With: =====================================
-//= Hercules GIT
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.2
+//===== Description: =========================================
//= Quests related to Lighthalzen City.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 Updated to match the new Izlude Map. [Masao]
//= 1.1 Added Somatology Laboratory F4 quest. [Euphy]
-//= 1.1a Coordinate update
-//============================================================
+//= 1.2 Added Izlude duplicates. [Euphy]
+//============================================================
// Renewal split [Daegaladh]
//============================================================
-izlude,172,73,6 duplicate(Scamp) Scamp#2 853
+izlude,172,73,6 duplicate(Scamp) Scamp#iz 853
+izlude_a,172,73,6 duplicate(Scamp) Scamp#iz_a 853
+izlude_b,172,73,6 duplicate(Scamp) Scamp#iz_b 853
+izlude_c,172,73,6 duplicate(Scamp) Scamp#iz_c 853
+izlude_d,172,73,6 duplicate(Scamp) Scamp#iz_d 853
// Somatology Laboratory F4
//============================================================
@@ -71,8 +73,8 @@ lighthalzen,303,304,5 script Jerome Jameson#start 904,{
}
// Is this the correct behavior? (limited and conflicting sources)
-// -- iRO: lhz_dun03 warps directly to que_lhz.
-// -- Ziu: NPC in lhz_dun04 warps into que_lhz.
+// - NPC in lhz_dun04 warps into que_lhz. (?)
+// - lhz_dun03 warps directly to que_lhz. (?)
function script lhz4enter {
if (getmapusers("que_lhz") == 0 && mobcount("que_lhz","#controllhz4::OnMyMobDead") < 1) {
if (getarg(0) == 0) {
diff --git a/npc/re/quests/quests_malangdo.txt b/npc/re/quests/quests_malangdo.txt
index 12462762d..e120f0e39 100644
--- a/npc/re/quests/quests_malangdo.txt
+++ b/npc/re/quests/quests_malangdo.txt
@@ -1,24 +1,360 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Malangdo Quest NPCs
//===== By: ==================================================
//= Muad_Dib
//===== Current Version: =====================================
-//= 1.4
-//===== Compatible With: =====================================
-//= rAthena SVN
+//= 1.6
//===== Description: =========================================
+//= [Official Conversion]
//= Quest NPCs related to Malangdo:
//== Malangdo Island, Help the Bad Cats in Danger,
-//== Clean the Ship, Help Chef Nyas,
-//== Play with Baby Cats, Archangel Wing Enchants
+//== Clean the Ship, Help Chef Nyas, Play with Baby Cats,
+//== Cat Gamers, Archangel Wing Enchants
//===== Additional Comments: =================================
//= 1.0 First version. [Euphy]
//= 1.1 Added Clean the Ship and Help Chef Nyas.
//= 1.2 Added Archangel Wing Enchants.
//= 1.3 Added Play with Baby Cats.
//= 1.4 Added Malangdo Island.
+//= 1.4a Dialogue edits, source iRO.
+//= 1.5 Added Cat Gamers.
+//= Added "Investment Cat Helper" and "Storekeeper" NPCs.
+//= 1.6 Added GM management function.
//============================================================
+// Utility NPCs :: cat_merchant
+//============================================================
+mal_in02,134,31,5 script Investment Cat Helper 505,{
+ if (MaxWeight - Weight < 100 || checkweight(1201,1) == 0) {
+ mes "[Investment Cat Helper]";
+ mes "You have a heavy load. Maybe you're a peddler? No peddlers in this area.";
+ close;
+ }
+ if (ep13_yong1 < 10) {
+ mes "[Investment Cat Helper]";
+ mes "Ohh!";
+ mes "You've come here to ask about investing?";
+ mes "You've come to the right place.";
+ next;
+ mes "[Investment Cat Helper]";
+ mes "I am here to invest in the Cat Paw Merchant Association.";
+ mes "Err-- I mean I'm here to help honest people like you.";
+ mes "Hehehe~";
+ next;
+ mes "[Investment Cat Helper]";
+ mes "I can't remember everything because I've been here talking to you humans.";
+ mes "But I want to know first... Hold on.";
+ next;
+ mes "smell... smell...";
+ next;
+ mes "[Investment Cat Helper]";
+ mes "Ah?!";
+ mes "You don't know much about the Cat Paw Merchant Association, do you?";
+ mes "Hmm, you do not really smell like a cat.";
+ next;
+ mes "[Investment Cat Helper]";
+ mes "Good!!";
+ mes "You made the right decision to be here to invest in the Cat Paw Merchant Association~";
+ next;
+ mes "[Investment Cat Helper]";
+ mes "First, you need to have ten pieces of Malangdo cans if you want to open an account.";
+ next;
+ while(1) {
+ switch(select("Open an account:Ask about benefits:Cancel")) {
+ case 1:
+ if (countitem(12636) < 10) {
+ mes "[Investment Cat Helper]";
+ mes "Hmm!";
+ mes "I'd love to give you account for";
+ mes "free but as you know, this is for";
+ mes "advertising investers of the trader group, sorry.";
+ close;
+ }
+ delitem 12636,10; //Malang_Sp_Can
+ set ep13_yong1,10;
+ mes "[Investment Cat Helper]";
+ mes "Good!";
+ mes "Write down here~ and";
+ mes "print your palm there,";
+ mes "ah!~ what's your name?";
+ next;
+ mes "[Investment Cat Helper]";
+ mes strcharinfo(0)+" you are~";
+ next;
+ mes "[Investment Cat Helper]";
+ mes "Name: "+strcharinfo(0);
+ mes "Number of accounts: 10";
+ mes "OK! Registered!";
+ next;
+ mes "[Investment Cat Helper]";
+ mes "You have an account now.";
+ mes "Will get an investment of a certain nunber of cans next time.";
+ next;
+ mes "[Investment Cat Helper]";
+ mes "I wish to get lots of investments";
+ mes "so you can have many services as well.";
+ mes "And, I also hope that we, the Cat Paw Merchant Association, will make much money.";
+ next;
+ mes "[Investment Cat Helper]";
+ mes "See you next investment~";
+ close;
+ case 2:
+ mes "[Investment Cat Helper]";
+ mes "You want to know the benefits of investing?";
+ mes "Actually, we are a small group of cats and we don't think like humans.";
+ next;
+ mes "[Investment Cat Helper]";
+ mes "There are lots of benefits based on how much you've invested in our services.";
+ mes "These include more warps, extra storage locations and price reductions of goods and services.";
+ next;
+ mes "[Investment Cat Helper]";
+ mes "I promise that if our trade is growing you will benefit from it as well.";
+ next;
+ break;
+ case 3:
+ mes "[Investment Cat Helper]";
+ mes "Ahh~ You're just going to leave?";
+ mes "T_T~ Please open an account.";
+ close;
+ }
+ }
+ } else if (ep13_yong1 < 20000) {
+ mes "[Investment Cat Helper]";
+ mes "I can't remember everyone since I meet so many people...";
+ mes "But I want to check first... Hold on.";
+ mes "Excuse me!";
+ next;
+ mes "smell... smell...";
+ next;
+ if (ep13_yong1 < 10000) {
+ set .@cans,10;
+ mes "[Investment Cat Helper]";
+ mes "This is a familiar smell!!";
+ mes "If it's so...!!";
+ next;
+ mes "[Investment Cat Helper]";
+ mes "You are here to invest!!";
+ mes "Good!~~ Good to see you~";
+ next;
+ mes "[Investment Cat Helper]";
+ mes "From your smell~ you are below 10,000 accounts.";
+ mes "Until then, you can get an account by investing ten cans.";
+ } else {
+ set .@cans,20;
+ mes "[Investment Cat Helper]";
+ mes "Such a stong smell!!";
+ mes "Then it must be!!";
+ next;
+ mes "[Investment Cat Helper]";
+ mes "A VIP invester!!!!!!";
+ mes "You're here to invest? Welcome!";
+ next;
+ mes "[Investment Cat Helper]";
+ mes "A VIP invester with over 10,000 accounts";
+ mes "can get another account with 20 cans.";
+ mes "A good investment!";
+ }
+ next;
+ mes "[Investment Cat Helper]";
+ mes "What will you do?";
+ next;
+ switch(select("Invest:Check the number of accounts:Cancel")) {
+ case 1:
+ mes "[Investment Cat Helper]";
+ mes "Ohh~ thank you for investing~";
+ mes "You can get a maximum of 10 accounts at one time.";
+ mes "Isn't it lovely?";
+ mes "How many will you invest in? Enter 0 to cancel.";
+ next;
+ input .@input;
+ if (.@input == 0) {
+ mes "[Investment Cat Helper]";
+ mes "Please invest next time~";
+ close;
+ } else if (.@input > 10) {
+ mes "[Investment Cat Helper]";
+ mes "You can get a maximum of 10 accounts~";
+ close;
+ }
+ set .@required, .@input*.@cans;
+ mes "[Investment Cat Helper]";
+ mes "Total " + .@input + " accounts, right?";
+ mes "The number of cans you need is "+.@required+" pieces.";
+ mes "Do you want to go through with this?";
+ next;
+ if(select("Yes:No") == 2) {
+ mes "[Investment Cat Helper]";
+ mes "Oh? Is that wrong? Weird.";
+ mes "Please check again~";
+ close;
+ }
+ if (countitem(12636) < .@required) {
+ mes "[Investment Cat Helper]";
+ mes "Ahhh!";
+ mes "You don't have enough cans.";
+ mes "I'm a busy cat, you know.";
+ close;
+ }
+ if (ep13_yong1 < 10000) {
+ delitem 12636,.@required; //Malang_Sp_Can
+ set ep13_yong1, ep13_yong1+.@input;
+ mes "[Investment Cat Helper]";
+ mes .@input+" accounts were invested in.";
+ mes "Thank you for your help~";
+ next;
+ mes "[Investment Cat Helper]";
+ mes "Once we get more investments of cans,";
+ mes "our trader group will grow even more.";
+ mes "And you can get services as well~";
+ mes "A win-win strategy?";
+ close;
+ } else {
+ if (.@input + ep13_yong1 > 20000) {
+ delitem 12636,.@required; //Malang_Sp_Can
+ set ep13_yong1,20000;
+ mes "[Investment Cat Helper]";
+ mes "You can have 20,000 accounts max";
+ mes "according to the trader policy...";
+ mes strcharinfo(0)+"'s accounts increase to 20,000.";
+ mes "Thank you so much for your investment~";
+ next;
+ mes "[Investment Cat Helper]";
+ mes "Now, "+strcharinfo(0)+", you can't invest further";
+ mes "but you can still donate some of your cans to the trader group.";
+ mes "Thank you so much~";
+ close;
+ } else {
+ delitem 12636,.@required; //Malang_Sp_Can
+ set ep13_yong1, ep13_yong1+.@input;
+ mes "[Investment Cat Helper]";
+ mes .@input+" accounts have been invested in.";
+ mes "Thank you for your help~";
+ next;
+ mes "[Investment Cat Helper]";
+ mes "With your big investment in cans,";
+ mes "this will help us meet our goals earlier.";
+ mes "Thank you again.";
+ close;
+ }
+ }
+ case 2:
+ mes "[Investment Cat Helper]";
+ mes "You want to check the number of accounts? Hmm, let's see~";
+ next;
+ mes "[Investment Cat Helper]";
+ mes "Name: "+strcharinfo(0);
+ mes "Number of accounts: "+ep13_yong1;
+ next;
+ mes "[Investment Cat Helper]";
+ if (ep13_yong1 < 10000)
+ mes "Got it?";
+ else
+ mes "You've made many investments. Thank you.";
+ close;
+ case 3:
+ mes "[Investment Cat Helper]";
+ mes "Please invest next time~";
+ close;
+ }
+ } else if (ep13_yong1 >= 20000) {
+ mes "[Investment Cat Helper]";
+ mes strcharinfo(0) + ", welcome~";
+ mes strcharinfo(0) + "~ I felt something upon your arrival.";
+ next;
+ mes "[Investment Cat Helper]";
+ mes "Want to donate?";
+ next;
+ if(select("Donate:No") == 2) {
+ mes "[Investment Cat Helper]";
+ mes "Hehe~ then have fun in here~";
+ close;
+ }
+ mes "[Investment Cat Helper]";
+ mes "Wow, thank you, "+strcharinfo(0)+"~!";
+ next;
+ mes "[Investment Cat Helper]";
+ mes strcharinfo(0)+"~ with your help";
+ mes "the cans will be distributed to cats";
+ mes "in the Midgard area with honor~";
+ next;
+ mes "[Investment Cat Helper]";
+ mes "The can donation can range from a minimum of 20 to a maximum of 10,000.";
+ next;
+ input .@input;
+ if (.@input < 20 || .@input > 10000) {
+ mes "[Investment Cat Helper]";
+ mes "The can donation can range from a minimum of 20 to a maximum of 10,000.";
+ close;
+ } else if (countitem(12636) < .@input) { // Malang_Sp_Can
+ mes "[Investment Cat Helper]";
+ mes "Hmm? You don't have enough cans.";
+ close;
+ } else {
+ delitem 12636,.@input; //Malang_Sp_Can
+ mes "[Investment Cat Helper]";
+ mes "Ohh! Thank you~";
+ next;
+ mes "[Investment Cat Helper]";
+ mes "Dear "+strcharinfo(0)+" ~";
+ mes "I have only Increase AGI";
+ mes "and Blessing to give you.";
+ mes "Thank you.";
+ npcskill "AL_INCAGI",10,0,0;
+ npcskill "AL_BLESSING",10,0,0;
+ close;
+ }
+ }
+}
+
+malangdo,184,139,4 script Storekeeper#mal 560,{
+ mes "[Storekeeper]";
+ mes "Hey, looks like you might be looking to unload some of your stuff from your pack.";
+ mes "Want to open storage? For free?";
+ next;
+ mes "[Storekeeper]";
+ mes "Hahaha~ Just kidding, of course it isn't free.";
+ mes "What do you take me for?";
+ next;
+ if (ep13_yong1 > 999) {
+ set .@cans,1;
+ set .@zeny,1500;
+ set .@i, select("Pay with Can ----- 1 unit:Pay with Zeny ------- 1,500z");
+ } else {
+ set .@cans,2;
+ set .@zeny,3000;
+ set .@i, select("Pay with Can ----- 2units:Pay with Zeny ------- 3,000z");
+ }
+ if (getskilllv("NV_BASIC") < 6) {
+ mes "[Storekeeper]";
+ mes "Ah, hold on!!";
+ mes "You need to have ^FF0000Basic Skill level 6^000000 to use the storage service!!";
+ close;
+ }
+ switch(.@i) {
+ case 1:
+ if (countitem(12636) < .@cans) {
+ mes "[Storekeeper]";
+ mes "You don't have enough cans...";
+ close;
+ }
+ delitem 12636,.@cans; //Malang_Sp_Can
+ break;
+ case 2:
+ if (Zeny < .@zeny) {
+ mes "[Storekeeper]";
+ mes "You don't have enough zeny...";
+ close;
+ }
+ set Zeny, Zeny-.@zeny;
+ break;
+ }
+ mes "[Storekeeper]";
+ mes "Thank you.";
+ close2;
+ openstorage;
+ end;
+}
+
// Malangdo Island :: ma_tomas
//============================================================
mal_in02,28,56,5 script Samuel#mal 495,{
@@ -1554,20 +1890,12 @@ mal_in01,116,168,0 script Dry Machine#mal 563,{
- script Suspicious Sand Pile#0 -1,{
if (.off) end; // Official script uses a 1-second timer to disable sand piles. Added to prevent abuse.
- if (checkweight(1201,1) == 0) {
- mes " - Notice !! -";
- mes " - Since you have too many items - ";
- mes " - you cannot get the item. - ";
- mes " - Let your body lighten - ";
- mes " - and try this again. - ";
+ if (MaxWeight - Weight < 1000) {
+ mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
close;
}
- if (MaxWeight - Weight < 1000) {
- mes " - Notice !! -";
- mes " - Since your items are too heavy - ";
- mes " - you cannot get the item. - ";
- mes " - Let your body lighten - ";
- mes " - and try this again. - ";
+ if (checkweight(1201,1) == 0) {
+ mes "Your inventory is too full to proceed. Come back after reducing your load.";
close;
}
if (ma_tomas == 9 || checkquest(11238) > -1) {
@@ -2353,7 +2681,7 @@ mal_dun01,120,129,0 duplicate(#skin_mal) Hard Skin#32 111
malangdo,190,167,7 script Portali#mal 546,{
if (ma_tomas < 100) {
mes "[Portali]";
- mes "I have no business for a immature fellow!";
+ mes "I have no business for an immature fellow!";
close;
}
mes "[Portali]";
@@ -2424,8 +2752,12 @@ L_Warp:
// Malangdo Island :: mal_ppl
//============================================================
malangdo,137,200,6 script Pipielle 549,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
- mes "You have too many items, please try again after reducing your weight.";
+ if (MaxWeight - Weight < 1000) {
+ mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
+ close;
+ }
+ if (checkweight(1201,1) == 0) {
+ mes "Your inventory is too full to proceed. Come back after reducing your load.";
close;
}
if (BaseLevel < 60) {
@@ -2435,14 +2767,14 @@ malangdo,137,200,6 script Pipielle 549,{
mes "[Pipielle]";
mes "I would ask for your help, if you were a stronger advanturer...";
next;
- mes "^770099This cat is working on something, but she asks for help above LV60.^000000";
+ mes "^770099This cat is working on something, but she asks for help above level 60.^000000";
close;
}
- set .@fish_ss1$, "What are you doing??";
+ set .@fish_ss1$, "What are you doing?";
if (countitem(6451) > 29)
set .@fish_ss2$, "I caught a lot of strange fishes!";
else
- set .@fish_ss2$, "Remaining " + (30-countitem(6451)) + " of ^bbbbbbUnidentified Fish are required.^000000";
+ set .@fish_ss2$, (30-countitem(6451))+" of ^bbbbbbUnidentified Fish are required.^000000";
if (ma_tomas == 100)
set .@fish_ss3$, "I met an Admiral Tomas...";
mes "[Pipielle]";
@@ -2451,48 +2783,51 @@ malangdo,137,200,6 script Pipielle 549,{
switch(select(.@fish_ss1$,.@fish_ss2$,.@fish_ss3$)) {
case 1:
mes "[Pipielle]";
- mes "There are many beautiful fishes around here. So I feel my heart beating as I stand here.";
+ mes "There are many beautiful fish around here. So I feel my heart beating standing here.";
next;
- select("Of course, after seeing such a delicious thing!");
+ select("I think my heart is beating faster...");
mes "[Pipielle]";
- mes "How come you only know about eating?! My heart doesn't beat up because I see something delicious. Don't treat me the same as the others.";
+ mes "How come you only know about eating! My heart doesn't only beat for food.";
next;
mes "[Pipielle]";
- mes "I used to study from a scholar from Uno who was human. And I am good at the human language as well. Don't treat me like the others.";
+ mes "I've studied at a human university before and I learned to speak there so don't treat me like some animal.";
next;
mes "[Pipielle]";
- mes "I am a scholar who researches fish here. It's a little funny that a cat researches fish, but it's true.";
+ mes "I am a scholar of fish research.";
+ mes "It's important for cats to research fish.";
next;
- select("Were you originally a scholar?");
+ select("How's your research going?");
mes "[Pipielle]";
- mes "Originally I used to be the mate of admiral Tomas. But our ship never went back to sea after we arrived here.";
+ mes "I was a good friend of admiral Thomas but our ship hasn't gone back to sea since we arrived here.";
next;
mes "[Pipielle]";
- mes "The mate of a ship that never voyages is lonely.";
+ mes "The shipmates seem to be pretty lonely.";
next;
mes "[Pipielle]";
- mes "The scholar from Uno came here for research, and he thought it was amazing that cats spoke the human language. Therefore he started to teach me.";
+ mes "A scholar from the university came here to research us and thought it was amazing to find a cat that speaks his language already.";
+ mes "So he's been helping me teach the others.";
next;
- select("But now everyone speaks the human language.");
+ select("Is that why I understand all the cats?");
mes "[Pipielle]";
- mes "Oh yes, there were only a few cats who spoke the human language. That's why he treated me special.";
+ mes "Yes, exactly!";
+ mes "I was one of the few cats who could talk to humans before that scholar arrived.";
next;
mes "[Pipielle]";
- mes "Anyway, now I collect specimens to be an ichthyologist. I hope you can help me.";
+ mes "Anyways, now I'm collecting specimens to study the monsters here. I hope you can help me.";
next;
- if(select("How can I help you?:I would say no.") == 2) {
+ if(select("How can I help you?:I have to decline.") == 2) {
mes "[Pipielle]";
mes "Oh, okay. If you change your mind, please come again.";
close;
}
mes "[Pipielle]";
- mes "There is a Pouring who's eating all the fishes in the Octopus and Culvert dungeons.";
+ mes "There is a monster called a Pouring who's eating all fish in the Octopus and Culvert dungeon.";
next;
mes "[Pipielle]";
- mes "It didn't use to live there, but might have come here for the winter. Could you collect the specimens of unidentified fish after geting rid of it?";
+ mes "It suddenly appeared during the winter, so could you collect the specimens of Unidentified Fish after getting rid of it?";
next;
mes "[Pipielle]";
- mes "You can get identified fishes from Pouring, so please collect about 30 pieces.";
+ mes "You can get Unidentified Fish from the Pouring monsters, so please collect 30 of them.";
close;
case 2:
if (countitem(6451) > 29) {
@@ -2509,7 +2844,7 @@ malangdo,137,200,6 script Pipielle 549,{
close;
}
mes "[Pipielle]";
- mes "I'm sorry, but please collect 30 pieces of unidentified fish specimens.";
+ mes "I'm sorry, but please collect 30 Unidentified Fish specimens.";
close;
case 3:
mes "[Pipielle]";
@@ -2571,7 +2906,7 @@ malangdo,175,206,3 script Gobonge#ml 561,{
}
if (BaseLevel < 60) {
mes "[Gobonge]";
- mes "Are you here to get help";
+ mes "Are you here to help";
mes "or to get help?";
mes "You look so weak, haha...";
mes "Go and hunt more Porings!";
@@ -2754,55 +3089,51 @@ OnDisable:
malangdo,181,205,3 script Gobulee#ml1 547,{
mes "[Gobulee]";
- mes "Why do you come now?";
- mes "You should have come when we were healthy.";
- mes "So, you want to me take out what you have?";
+ mes "What a time to show up!";
+ mes "You should come around when we're healthy.";
close;
}
malangdo,180,202,3 script Gobyungee#ml1 547,{
mes "[Gobyungee]";
- mes "I can't see other cats because";
- mes "I could't have time to do bad behavior...";
+ mes "I can't even look another cat in the eye since I'm too sick to be doin' crimes properly.";
close;
}
malangdo,186,201,3 script Gosigee#ml1 547,{
mes "[Gosigee]";
- mes "I am desperate for pill of stomachache,";
- mes "cap is only thinking of finding out criminal";
- mes "and to revenge!";
+ mes "I wish I had some peppy bistmuth pills...";
+ mes "Meanwhile the Captain only thinks about catching the bad guys and getting revenge!";
mes "...";
next;
mes "[Gosigee]";
- mes "How can we follow him as a cap...!";
+ mes "How can we follow someone so single-minded!";
close;
}
malangdo,177,202,3 script Gonanee#ml2 547,{
mes "[Gonanee]";
- mes "We are only bad circle in Malangdo";
- mes "and we are very proud.";
- mes "Can't just lie in bed.";
+ mes "We are the only violent gang in Malangdo and we are very proud.";
+ mes "I don't feel right just lying in bed.";
close;
}
malangdo,183,202,3 script Godoree#ml3 547,{
mes "[Godoree]";
mes "I saw unfamiliar cats around";
- mes "the dock frequently.";
+ mes "the dock recently.";
mes "Are they tourists?";
- mes "We should check their pockets";
- mes "once I get well...";
+ mes "I should -inspect- their pockets";
+ mes "once I'm better...";
close;
}
malangdo,203,116,5 script Suspious Dealer#ml 543,{
- mes "On listening to the story for";
- mes "a while, he pretends to be indifferent once hearing someone's noise.";
+ mes "He appears to be listening intently.";
+ mes "Upon hearing you approach, he pretends to be completely oblivious.";
next;
mes "[Suspious Dealer]";
- mes "Oh my body, too much pain...";
+ mes "Oh the pain, oh the pain of it all...";
close;
}
@@ -2810,13 +3141,13 @@ malangdo,205,116,3 script Very Suspious Dealer#ml1 543,{
mes "On listening to the story for";
mes "a while, he pretends to be indifferent once hearing someone's noise.";
next;
- mes "[Very Suspious Dealer]";
- mes "The weather is so dirty...";
+ mes "[Suspious Dealer]";
+ mes "Could it BE any smoggier today?";
close;
}
-malangdo,197,120,5 script Foolish Cat#ml 546,{
- mes "[Foolish Cat]";
+malangdo,197,120,5 script A Foolish Cat#ml 546,{
+ mes "[A Foolish Cat]";
mes "If you stay here, you";
mes "can hear all they're saying.";
mes "Don't know exactly what, but";
@@ -2906,8 +3237,7 @@ OnTouch:
malangdo,171,163,3 script Awfully Suspious Dealer 543,{
if (malang_bad_guys < 4) {
mes "[Awfully Suspious Dealer]";
- mes "We quit our sales,";
- mes "find the other merchant!";
+ mes "We quit selling them, find another merchant!";
close;
} else if (malang_bad_guys == 4) {
mes "[Awfully Suspious Dealer]";
@@ -3181,10 +3511,8 @@ malangdo,129,146,3 script Crime Prevention Staff 545,{
close;
}
-/*
malangdo,3,1,3 script Guidance for quest#ml 543,{
- input .@input,1,9999;
- if (.@input != 1854) {
+ if (callfunc("F_GM_NPC",1854,0) < 1) {
mes "[Helper]";
mes "What is this security code?";
mes "Go away!";
@@ -3229,7 +3557,6 @@ malangdo,3,1,3 script Guidance for quest#ml 543,{
close;
}
}
-*/
// Clean the Ship :: mal_day_qook
//============================================================
@@ -3527,7 +3854,7 @@ mal_in02,76,63,7 script Cleanyang 544,{
mes "He still hide them that place.";
next;
mes "[Cleanyang]";
- mes "It is so easy because I don't have to search everywhere, but";
+ mes "It is so easy because I don't have to search everywhere, but...";
mes "Please search the 9 spot where hiding frequently.";
close;
}
@@ -3601,7 +3928,7 @@ mal_in02,76,63,7 script Cleanyang 544,{
mes "He still hide them that place.";
next;
mes "[Cleanyang]";
- mes "It is so easy because I don't have to search everywhere, but...";
+ mes "It is so easy because I don't have to search everywhere, but";
mes "please search the 9 spot where hiding frequently.";
close;
case 3:
@@ -4481,13 +4808,13 @@ malangdo,211,203,4 script [Meow Team] Charo#nya_11 560,{
close;
}
if (nyadven == 0) {
- mes "There are gathered cats who seems younger than other crews.";
+ mes "There are cats who seem younger than the other crew.";
mes "They are having a serious conversation about the weird machine in front of them.";
close;
} else if (nyadven == 1) {
- mes "There are gathered cats who seems younger than other crews.";
+ mes "There are cats who seem younger than the other crew.";
mes "They are having a serious conversation about the weird machine in front of them.";
- mes "They are looks like kids who Rato told me.";
+ mes "They look like the kids that Rato told me about.";
next;
switch(select("Just watch them without a word.:Busy right now.")) {
case 1:
@@ -4880,7 +5207,7 @@ malangdo,215,201,3 script [Meow Team] Roku#nya_10 553,{
close;
}
if (nyadven < 2) {
- mes "A young black cat helps a busy white cat.";
+ mes "A young black cat helps the busy white cat.";
mes "Maybe the machine is broken.";
close;
} else if (nyadven == 2) {
@@ -6180,6 +6507,4002 @@ mal_in02,109,62,4 script Picky Crew#nyaong03 545,{
close;
}
+// Cat Gamers :: mal_gamer
+//============================================================
+mal_in01,31,210,2 script Cat Gamers Director 549,{
+ if (MaxWeight - Weight < 1000) {
+ mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
+ close;
+ }
+ if (checkweight(1201,1) == 0) {
+ mes "Your inventory is too full to proceed. Come back after reducing your load.";
+ close;
+ }
+ if (BaseLevel < 60) {
+ mes "A gentle looking cat is whispering to himself.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hello... Mr. Cat...";
+ next;
+ mes "The cat takes a glance at you and goes back to his whispering as if he didn't even see you.";
+ next;
+ mes "It seems you are not being considered worth talking to.";
+ close;
+ }
+ if (malang_gamer == 0) {
+ mes "A gentle looking cat is whispering to himself.";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Man! 10 losses in a row...";
+ emotion e_sigh;
+ next;
+ mes "[Cat Gamers Director]";
+ mes "We are the 'Cat Gamers' Association.";
+ mes "But, we still keep on losing and we have no idea why!";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "We've got to find out the reason for this losing streak.";
+ set malang_gamer,1;
+ next;
+ mes "You are getting interested in the cat's story. Let's hear more.";
+ close;
+ } else if (malang_gamer == 1) {
+ mes "[Cat Gamers Director]";
+ mes "The reason, yes!";
+ mes "This can be one of them.";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "^DD2234Giving up so many points!^000000";
+ mes "That's right. No matter how much you score,";
+ mes "we will still lose if we give up so many points.";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "For the other reason. Hmm!";
+ mes "This could be related with the previous reason.";
+ mes "No ^DD2234aggresive point betting^000000 at all.";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Other teams bet on games that they think will win, and bet low when they are not confident.";
+ mes "I guess we didn't know that.";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Hmm, can this be a reason?";
+ mes "For some reason there were ^DD2234players disappearing right before the match up^000000 and I guess this could have effected our game spirit.";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Hmm... So the reason of our losing streak will be,";
+ mes "giving up too many points;";
+ mes "aggressive point betting;";
+ mes "and players disappearing?";
+ set malang_gamer,2;
+ next;
+ mes "It seems like the gentle looking cat has finished thinking. Let's interrupt the conversion.";
+ close;
+ } else if (malang_gamer == 2) {
+ mes "[Cat Gamers Director]";
+ mes "Now that I know the reason,";
+ mes "there should be a solution to that.";
+ emotion e_hmm;
+ next;
+ select("Umm... Mr. Cat...");
+ mes "[Cat Gamers Director]";
+ mes "Who's there? Human? You are a human?";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "... ... ... ...";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Oh! Yes! Right!";
+ mes "I remember hearing that";
+ mes "humans have started passing through here recently.";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "So good to see you!!";
+ mes "What is your name by the way?";
+ emotion e_gasp;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "My name is "+strcharinfo(0)+", Mr. Cat.";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Oh, ^0000FF"+strcharinfo(0)+"^000000.";
+ mes "How may I help you?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Actually I wanted to help you out since I heard that you've lost 10 games in a row...";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Well, you didn't really have to point it out like that...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "A weakness is no longer a weakness when you say it out loud.";
+ emotion e_no1,1;
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Hahahaha I like that phrase.";
+ mes "I should remember it and";
+ mes "tell it to my kids. Heh~";
+ next;
+ if (Sex == 0)
+ setarray .@sex$[0],"Mr.","boy";
+ else
+ setarray .@sex$[0],"Miss","girl";
+ mes "[Cat Gamers Director]";
+ mes "I like you, "+.@sex$[0]+" "+strcharinfo(0)+". Will you help us get out of this 10 game losing streak? Ehehe~";
+ next;
+ switch(select("Sorry, I'm a stupid "+.@sex$[1]+".:Sure, I'm a cool "+.@sex$[1]+".")) {
+ case 1:
+ mes "[Cat Gamers Director]";
+ mes "Guess I was wrong about you~";
+ mes "How can a person call themself stupid.";
+ mes "Now I can see how stupid you are.";
+ mes "Good bye~";
+ emotion e_hmm;
+ close;
+ case 2:
+ mes "[Cat Gamers Director]";
+ mes "Wow. I respect you, "+strcharinfo(0)+".";
+ mes "Let me ask you a favor.";
+ mes "Please meet the hard working Manager Cat and ask about our team's attitude these days.";
+ set malang_gamer,3;
+ setquest 5058;
+ next;
+ mes "[Cat Gamers Director]";
+ mes "The Manager Cat must be around here somewhere~";
+ close;
+ }
+ } else if (malang_gamer == 3) {
+ mes "[Cat Gamers Director]";
+ mes "Please meet the hard working";
+ mes "Manager Cat, and ask about our team's attitude these days.";
+ mes "The Manager Cat must be around here somewhere~";
+ close;
+ } else if (malang_gamer == 4) {
+ mes "[Cat Gamers Director]";
+ mes "Ok Ok. So what did the manager cat say about the atmosphere these days?~";
+ emotion e_what;
+ next;
+ mes "You tell him exactly what the Manager Cat said.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "The manager cat said...";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Do not hesitate... Just tell me everything~";
+ emotion e_what;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Umm... the player cats are afraid of you...";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "What... What did you say?";
+ emotion e_omg;
+ next;
+ mes "Cat Gamers Director seems to be in shock. Let's give him some time to calm down.";
+ set malang_gamer,5;
+ erasequest 5059;
+ setquest 5060;
+ close;
+ } else if (malang_gamer == 5) {
+ if (checkquest(5060,PLAYTIME) == 0 || checkquest(5060,PLAYTIME) == 1) {
+ mes "Cat Gamers Director seems to be in shock. Let's give him some time to calm down.";
+ close;
+ }
+ mes "[Cat Gamers Director]";
+ mes "That is impossible!";
+ mes "There is no other cat that's nicer than I am!";
+ emotion e_sob;
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Am I really that scary?";
+ mes "Are those players who bailed on the practice afraid of me too?";
+ emotion e_swt2;
+ next;
+ mes "[Cat Gamers Director]";
+ mes "It can't be, right? ehehehehe~";
+ next;
+ mes "- He laughs nervously. -";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Is that the truth?";
+ next;
+ mes "[Cat Gamers Director]";
+ mes strcharinfo(0)+", will you help me out?";
+ mes "There are 4 players who ran away from practice saying they were too tired.";
+ mes "Could you check if they ran away because of me? ehehehe~";
+ emotion e_what;
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Their names are Eryu, Stew, Ketchup, and Eff.";
+ mes "They've got to be somewhere around here.";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Please find them all~";
+ mes "But, don't ask too directly! Ok?";
+ mes "Just ask them gentle questions~";
+ mes "Ok? Be! Gentle!";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "I appreciate your help, "+strcharinfo(0)+". heh~";
+ set malang_gamer,6;
+ erasequest 5060;
+ setquest 5061;
+ close;
+ } else if (malang_gamer == 6) {
+ if (checkquest(5062) == 2 && checkquest(5063) == 2 && checkquest(5064) == 2 && checkquest(5065) == 2) {
+ mes "[Cat Gamers Director]";
+ mes "Heh~ It seems some humans are scamming cats around this town.";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "What good is it to scam innocent cats?~";
+ emotion e_gg;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Yes, I think that you're right.";
+ emotion e_hmm,1;
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Oh, so you met Eryu, Stew, Ketchup, and Eff.";
+ mes "It is so good to see you again. Heh~";
+ mes "Thank you very much for your effort~. Heh~";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "So what did they say?";
+ mes "They really think I am scary?";
+ next;
+ mes "You tell the Cat Gamers Director what Eryu, Stew, Ketchup, and Eff said.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "They think you push them too much through the practices. So they are scared.";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "What? Really?";
+ next;
+ mes "The Cat Gamers Director seems to be shocked once again. Better give him more time to calm down.";
+ set malang_gamer,7;
+ erasequest 5061;
+ setquest 5060;
+ close;
+ }
+ mes "[Cat Gamers Director]";
+ mes "Their names are Eryu, Stew, Ketchup, and Eff.";
+ mes "They've got to be somewhere around here.";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Please find them all~";
+ mes "But, don't ask too directly! Ok?";
+ mes "Just ask them gentle questions~";
+ mes "Ok? Be! Gentle!";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "I appreciate your help, "+strcharinfo(0)+". heh~";
+ close;
+ } else if (malang_gamer == 7) {
+ if (checkquest(5060,PLAYTIME) == 0 || checkquest(5060,PLAYTIME) == 1) {
+ mes "Cat Gamers Director seems to be in shock once again. Better give more time to calm down.";
+ close;
+ }
+ mes "[Cat Gamers Director]";
+ mes "Ok, I understand.";
+ mes "I was a scary cat after all.";
+ mes "This can't be right!! Heh~";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "I need to change my scary cat image. Heh~";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "This is my mission now,";
+ mes "so our team can improve";
+ mes "game performance. Heh~";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Please go meet our manager cat,";
+ mes "and find out how can I change";
+ mes "this scary cat image of mine. Heh~";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Heh~ I would much appreciate your help, "+strcharinfo(0)+"~.";
+ set malang_gamer,8;
+ erasequest 5060;
+ setquest 5066;
+ close;
+ } else if (malang_gamer == 8) {
+ mes "[Cat Gamers Director]";
+ mes "Please ask our manager cat how can I change this scary cat image.";
+ mes "Heh~";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Heh~ Please help me out,";
+ mes strcharinfo(0)+"! Heh~";
+ close;
+ } else if (malang_gamer == 9) {
+ mes "[Cat Gamers Director]";
+ mes "You came back!! Heh~";
+ mes "So, what did our manager cat say?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Manager cat asked to prepare a box.";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "A box? Heh~ Sure, why not?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Are you going to ask me what is it for?";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Well, I kind of was eavesdropping when "+strcharinfo(0)+" and Manager Cat were talking together. Heh~";
+ emotion e_heh;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "............";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Now I need to check with our players, see how they really feel.";
+ mes "Heh~ Why don't you come back tomorrow?";
+ mes "Heh~ Let me decide what to do after checking their honest petition letters. Heh~";
+ set malang_gamer,10;
+ erasequest 5067;
+ setquest 5068;
+ close;
+ } else if (malang_gamer == 10) {
+ if (checkquest(5068,PLAYTIME) == 0 || checkquest(5068,PLAYTIME) == 1) {
+ mes "[Cat Gamers Director]";
+ mes "Still receiving petition letters. Heh~";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "I wonder what they really want to say~ Heh~";
+ close;
+ }
+ mes "[Cat Gamers Director]";
+ mes "Heh~ All done with collecting petition letters~";
+ mes "Heh~ Let's see what they wrote here?";
+ next;
+ mes "Reading...~";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Heh~ Let me see... 'Stupid Cat lea...de...'";
+ emotion e_an;
+ next;
+ mes "- Crumpling the paper -";
+ mes "Cat Gamers Director has crumpled the paper and thrown it away.";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Heh~ Wrong paper.";
+ mes "Let's read another one... Heh~";
+ next;
+ mes "~Reading~";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Heh~ Here we go.";
+ mes "'I don't like playing with the same team members over and over.";
+ mes "Please pick new team members,";
+ mes "or get me a practicing partner.'";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Heh~ I see.";
+ mes "I can take this positively.";
+ mes "Heh~ Let's move on to another one.";
+ emotion e_ok;
+ next;
+ mes "~Reading~";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Heh~";
+ mes "'We need more snacks~ Get us some more snacks~'";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Heh~ This one also sounds productive.";
+ mes "Heh~ Petition letters are good, I guess... Heh~";
+ emotion e_ok;
+ next;
+ mes "Reading...~";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Heh~";
+ mes "'Elders are bullying me. Help me...'";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Heh~ Our team is absolutely";
+ mes "like a family here~ Someone is";
+ mes "playing here, you know. Heh~";
+ emotion e_gasp;
+ next;
+ mes "Reading...~";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Heh~ There are only 4 letters!";
+ mes "Including a prank one...";
+ mes "Heh~";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Everyone seems to have a satisfied team life~ Heh~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Not... Really...";
+ next;
+ mes "There are tons of letters piled in the back of the box, but Cat Gamers Director doesn't want to admit the problem.";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Heh~";
+ mes "Hey, "+strcharinfo(0)+". What did you say? Heh~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Nothing! Please carry on.";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Heh~ Because of what these players want,";
+ mes "I have a favor to ask you, "+strcharinfo(0)+"...";
+ mes "Heh~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What is it?";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Will you be our players' practicing partner?";
+ mes "Heh~ I feel strongly that you, "+strcharinfo(0)+", can be trusted for this. Heh~";
+ next;
+ switch(select("No thanks, buddy!:Ok, I'll do it!")) {
+ case 1:
+ mes "[Cat Gamers Director]";
+ mes "Heh~ Are you rejecting me? Heh~";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "I'm sad. Sad~ Heh~";
+ mes "I didn't expect a refusal from a person like you, "+strcharinfo(0)+".";
+ mes "But still, here's some coins for you~";
+ mes "Heh~";
+ emotion e_sob;
+ next;
+ mes "[Cat Gamers Director]";
+ mes "We will always welcome you, "+strcharinfo(0)+", as a guest member of the Cat Gamers.";
+ mes "Heh~";
+ set malang_gamer,11;
+ erasequest 5068;
+ getitem 6422,100; //Egrade_Coin
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Heh~ Please come back if you change your mind.";
+ close;
+ case 2:
+ mes "[Cat Gamers Director]";
+ mes "Heh~ Good choice.";
+ mes "I knew you would help us Cat Gamers... Heh~";
+ emotion e_no1;
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Heh~ Thank you for your help.";
+ mes "Heh~ Here are some coins as a small gift... Heh~";
+ mes "Get yourself some goodies. Heh~";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Since you will be our team's practicing partner, please come back in an hour.";
+ mes "Then I will give you our '^0000FFCat Gamers Certificate^000000'.";
+ mes "Heh~";
+ set malang_gamer,12;
+ erasequest 5068;
+ setquest 5069;
+ getitem 6422,100; //Egrade_Coin
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Heh~ Ok, "+strcharinfo(0)+". I will see you in an hour. Heh~";
+ close;
+ }
+ } else if (malang_gamer == 11) {
+ mes "[Cat Gamers Director]";
+ mes "Heh~";
+ mes "Aren't you "+strcharinfo(0)+"?";
+ mes "Have you changed your mind yet?";
+ mes "Are you willing to be our team's practicing partner?";
+ next;
+ switch(select("No, I'm just passing through.:I accept your offer.")) {
+ case 1:
+ mes "[Cat Gamers Director]";
+ mes "Heh~ I see.";
+ mes "But, let me tell you once again, "+strcharinfo(0)+".";
+ mes "You are always welcome to be one of our 'Cat Gamers Honorable Members'.";
+ mes "Heh~";
+ close;
+ case 2:
+ mes "[Cat Gamers Director]";
+ mes "Heh~ At last!!";
+ mes strcharinfo(0)+" will become our honorable member!!";
+ mes "I shall make a '^0000FFCat Gamers Certificate^000000' right away. Heh~";
+ emotion e_ho;
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Come back in an hour and I will get you a '^0000FFCat Gamers Certificate^000000'.";
+ mes "Heh~";
+ set malang_gamer,12;
+ setquest 5069;
+ close;
+ }
+ } else if (malang_gamer == 12) {
+ if (checkquest(5069,PLAYTIME) == 0 || checkquest(5069,PLAYTIME) == 1) {
+ mes "[Cat Gamers Director]";
+ mes "Heh~ You want to get the '^0000FFCat Gamers Certificate^000000' faster. Heh~ It's not really easy to get such a certificate easily.";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "So, it's a bit tricky... Heh~ Please come later. Heh~";
+ emotion e_ho;
+ close;
+ }
+ mes "[Cat Gamers Director]";
+ mes "Heh~ I got a message from the workshop that their work on the certificate is done. Heh~";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "This is not some ordinary certificate. Heh~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What do you mean?";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Heh~ This is...";
+ next;
+ mes "The Cat Gamers Director's eyes are shining with pride.";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Heh~ The pure essence of the 'Cat Gamers' tech team's effort!!";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Heh~ Equip this item, then all of your game playing records will be saved. Heh~";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Heh~ Take this and show us what you've got.";
+ erasequest 5069;
+ set malang_gamer,20;
+ getitem 2872,1; //G_Honor_Certificate
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Heh~ I may be worrying too much... But, please wear this '^0000FFCat Gamers Certificate^000000', and play the game. Heh~";
+ close;
+ } else if (malang_gamer == 20) {
+ // fall through
+ } else {
+ mes "[Cat Gamers Director]";
+ mes "This is not possible. Please contact an administrator.";
+ close;
+ }
+ mes "[Cat Gamers Director]";
+ mes "Heh~ Hello, "+strcharinfo(0)+". How is it going practicing with the players?";
+ emotion e_what;
+ next;
+ switch(select("How are the players doing?:Just stopped by to say hi~:Here's the current status...")) {
+ case 1:
+ mes "[Cat Gamers Director]";
+ mes "Heh~ Wow, "+strcharinfo(0)+"! I'm so touched by your care for the players.";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Heh~ For 13 years of my life, I've never seen anyone like you, "+strcharinfo(0)+". Heh~";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Heh~ "+strcharinfo(0)+", which player's condition are you interested in?";
+ next;
+ switch(select("Rock Paper Scissors players:ChamChamCham players:KongNyangKong players:Flag Game players")) {
+ case 1:
+ mes "[Cat Gamers Director]";
+ mes "Heh~ Rock Paper Scissors players are missing practices occasionally, but they are still getting better. Heh~";
+ break;
+ case 2:
+ mes "[Cat Gamers Director]";
+ mes "ChamChamCham players are actually complaining about the practice because you are doing so well with them, very hard to remember the winner. Heh~";
+ break;
+ case 3:
+ mes "[Cat Gamers Director]";
+ mes "Heh~ KongNyangKong players are so happy with the practice. Heh~";
+ break;
+ case 4:
+ mes "[Cat Gamers Director]";
+ mes "Heh~ Flag Game players are always nervous since you make them work so much. Heh~ But, they are really getting better. Heh~";
+ break;
+ }
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Heh~ Please keep up the good work, "+strcharinfo(0)+". Heh~";
+ close;
+ case 2:
+ mes "[Cat Gamers Director]";
+ mes "Heh~ Hello there~ "+strcharinfo(0)+". You have such good manners~ Heh~";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Heh~ These days, there are so many cats and humans without proper manners. Heh~";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "We also have some of thme in our 'Cat Gamers'. They are so arrogant every time we win the game... Heh~";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Heh~ There should be more people like you, "+strcharinfo(0)+". Heh~";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Heh~ Please practice with our players more often~ Heh~ So they can learn some manners from you, "+strcharinfo(0)+". Heh~";
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Keep up the good work~ Heh~";
+ close;
+ case 3:
+ mes "[Cat Gamers Director]";
+ mes "Heh~ What happened to your face, "+strcharinfo(0)+"? Guess you lost from the practice, right? Heh~";
+ emotion e_gg;
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Heh~ I saw players puting notes in the 'Petition box'. Heh~ Guess that was your work. Let me see...";
+ next;
+ break;
+ }
+
+ // Detect quest (ID range 5074~5090)
+ mes "[Cat Gamers Director]";
+ if (checkquest(5074,HUNTING) > -1) {
+ mes "Heh~ It's not like I didn't feed them right... Heh~ I hope it was not too much for you, "+strcharinfo(0)+".";
+ next;
+ if (checkquest(5074,HUNTING) == 2 && countitem(1023) >= 10) {
+ delitem 1023,10; //Fish_Tail
+ callsub L_CompleteQuest,5074,
+ "Heh~ So, you brought 30 Phens and 10 Fish Tails, just as ordered.";
+ } else {
+ mes "[Cat Gamers Director]";
+ mes "Heh~ It says in the note to bring 30 Phens and 10 Fish Tails. Heh~ Maybe you didn't catch enough Phens, or forgot some Fish Tails? Heh~";
+ close;
+ }
+ } else if (checkquest(5075,HUNTING) > -1) {
+ mes "Heh~ Hmm, 50 Marses, and 30 Milk Bottles... Heh~";
+ next;
+ if (checkquest(5075,HUNTING) == 2 && countitem(519) >= 30) {
+ delitem 519,30; //Milk
+ callsub L_CompleteQuest,5075,
+ "Heh~ Guess they wanted some healthy food. Heh~ They should have just told me... Let me show you my skills. Heh~";
+ } else {
+ mes "[Cat Gamers Director]";
+ mes "Heh~ But, where are 50 Marses and 30 Milk Bottles? Heh~ Please see if you haven't missed them...";
+ close;
+ }
+ } else if (checkquest(5076,HUNTING) > -1) {
+ mes "Heh~ Our team must have some grudge over Team 'Dog n Waltz', enough to ask you for this kind of favor...";
+ next;
+ if (checkquest(5076,HUNTING) == 2) {
+ callsub L_CompleteQuest,5076,
+ "Heh~ So you have finished harassing 30 Kobold Archers as noted. Heh~ Outstanding.";
+ } else {
+ mes "[Cat Gamers Director]";
+ mes "Heh~ It says on the note, harass 30 Kobold Archers. Heh~ Please check if you have harassed 30 of them already.";
+ close;
+ }
+ } else if (checkquest(5077,HUNTING) > -1) {
+ mes "Heh~ Ah, quickness training. It's good to see our players trying their best on training.";
+ mes "Heh~ Yes, nothing is better than mouse catching for improving quickness.";
+ next;
+ if (checkquest(5077,HUNTING) == 2) {
+ callsub L_CompleteQuest,5077,
+ "Heh~ Oh, you got some fresh and chubby Cramps. Heh~ Great.";
+ } else {
+ mes "[Cat Gamers Director]";
+ mes "Heh? Where are those 10 Cramps you promised? Heh~ You didn't eat them... did you?";
+ close;
+ }
+ } else if (checkquest(5078,HUNTING) > -1) {
+ mes "Heh~ '50 Peco Peco please!! Let's party.' Hmm... Heh~ 50 Pecos can feed all of our neighbors.";
+ next;
+ if (checkquest(5078,HUNTING) == 2) {
+ callsub L_CompleteQuest,5078,
+ "Heh~ Wow, you did bring 50 Peco Pecos. Heh~ I guess we'll really have a party this evening.";
+ } else {
+ mes "[Cat Gamers Director]";
+ mes "Heh~ Where are those Peco Pecos? Still not ready? Heh~";
+ close;
+ }
+ } else if (checkquest(5079) > -1) {
+ mes "Heh~ Hmm... let me see... Heh~ That's right, I was worrying about our team getting so nervous before the actual game... But, they won't even talk to me about it.";
+ next;
+ if (countitem(7038) >= 20) {
+ delitem 7038,20; //Yarn
+ callsub L_CompleteQuest,5079,
+ "Heh~ How could I miss that? I shall give some to my team for sure.";
+ } else {
+ mes "[Cat Gamers Director]";
+ mes "Heh~ Where are those 20 yarns? It says 20 on the note, right...? Please check if you have lost them somewhere.";
+ close;
+ }
+ } else if (checkquest(5080) > -1) {
+ mes "Heh~ The note says, get me 30 Rat Tails for a snack.";
+ next;
+ if (countitem(1016) >= 30) {
+ delitem 1016,30; //Rat_Tail
+ callsub L_CompleteQuest,5080,
+ "Heh~ I think I've fed them good snacks... Didn't I? Lately I was little busy, they should have some patience... Heh~ Poor manager...";
+ } else {
+ mes "[Cat Gamers Director]";
+ mes "Heh~ Where are those 30 Rat Tails? Please check and come back later.";
+ close;
+ }
+ } else if (checkquest(5081) > -1) {
+ mes "Heh~ It says 5 on the note... 5 of what? What?! Lemons?";
+ next;
+ if (countitem(568) >= 5) {
+ delitem 568,5; //Lemon
+ callsub L_CompleteQuest,5081,
+ "Heh~ Lemon is forbidden before the actual game... heh? They won't eat it at game time, right? Heh~";
+ } else {
+ mes "[Cat Gamers Director]";
+ mes "Heh~ Let's just get 5 Lemons for them, will you? Heh~ I am still not sure where they want to use them...";
+ close;
+ }
+ } else if (checkquest(5082) > -1) {
+ mes "Heh~ Give us 10 Ice Pieces or 10 Ice Creams!! Heh~ I personally prefer Ice Cream, just so you know.";
+ next;
+ if (countitem(7066) >= 10) {
+ delitem 7066,10; //Ice_Piece
+ callsub L_CompleteQuest,5082,
+ "Heh~ Oh, you brought Ice Pieces. Heh~ The players will love it.";
+ } else if (countitem(536) >= 10) {
+ delitem 536,10; //Ice_Cream
+ callsub L_CompleteQuest,5082,
+ "Heh~ Oh, you brought Ice Creams. Heh~ The players will love it.";
+ } else {
+ mes "[Cat Gamers Director]";
+ mes "Heh~ Where are the Ice Pieces or Ice Creams? You should get them before they melt...";
+ close;
+ }
+ } else if (checkquest(5083) > -1 || checkquest(5084) > -1) {
+ mes "Heh~ Here, I found the note from our team. Heh~";
+ next;
+ if (checkquest(5083) > -1) {
+ mes "[Cat Gamers Director]";
+ mes "Heh~ It says 'We will meet Eryu together.'. Heh~ Have you met Eryu already? I don't think so... Heh~";
+ close;
+ } else {
+ callsub L_CompleteQuest,5084,
+ "Heh~ Oh, you did meet Eryu. Heh~ I will lecture them later for making you work too much... Heh~";
+ }
+ } else if (checkquest(5085) > -1 || checkquest(5086) > -1) {
+ mes "Heh~ Here, I found the note from our team. Heh~";
+ next;
+ if (checkquest(5085) > -1) {
+ mes "[Cat Gamers Director]";
+ mes "Heh~ It says 'We will meet Stew together.'. Heh~ Have you met Stew already? I don't think so... Heh~";
+ close;
+ } else {
+ callsub L_CompleteQuest,5086,
+ "Heh~ Oh, you did meet Stew. Heh~ I will lecture them later for making you work too much... Heh~";
+ }
+ } else if (checkquest(5087) > -1 || checkquest(5088) > -1) {
+ mes "Heh~ Here, I found the note from our team. Heh~";
+ next;
+ if (checkquest(5087) > -1) {
+ mes "[Cat Gamers Director]";
+ mes "Heh~ It says 'We will meet Ketchup together.'. Heh~ Have you met Ketchup already? I don't think so... Heh~";
+ close;
+ } else {
+ callsub L_CompleteQuest,5088,
+ "Heh~ Oh, you did meet Ketchup. Heh~ I will lecture them later for making you work too much... Heh~";
+ }
+ } else if (checkquest(5089) > -1 || checkquest(5090) > -1) {
+ mes "Heh~ Here, I found the note from our team. Heh~";
+ next;
+ if (checkquest(5089) > -1) {
+ mes "[Cat Gamers Director]";
+ mes "Heh~ It says 'We will meet Eff together.'. Heh~ Have you met Eff already? I don't think so... Heh~";
+ close;
+ } else {
+ callsub L_CompleteQuest,5090,
+ "Heh~ Oh, you did meet Eff. Heh~ I will lecture them later for making you work too much... Heh~";
+ }
+ }
+ mes "[Cat Gamers Director]";
+ mes "Heh?! There's no favor note for you, "+strcharinfo(0)+". Heh~ What do you want to report? Heh~";
+ close;
+
+// callsub L_CompleteQuest,<quest ID>,"<message>";
+L_CompleteQuest:
+ erasequest getarg(0);
+ getitem 12636,3; //Malang_Sp_Can
+ mes "[Cat Gamers Director]";
+ mes getarg(1);
+ next;
+ mes "[Cat Gamers Director]";
+ mes "Heh~ Thanks for coming by, "+strcharinfo(0)+". Heh~ Keep up the good work. Heh~";
+ emotion e_thx;
+ close;
+}
+
+malangdo,127,111,4 script Strange Cat#gamer 547,{
+ if (MaxWeight - Weight < 1000) {
+ mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
+ close;
+ }
+ if (checkweight(1201,1) == 0) {
+ mes "Your inventory is too full to proceed. Come back after reducing your load.";
+ close;
+ }
+ if (malang_gamer < 3) {
+ mes "[Strange Cat]";
+ mes "Meow~ Meo~ Ow Ow~ Meow Meo~ Eow Eow~";
+ next;
+ mes "Some strange cat is here.";
+ close;
+ } else if (malang_gamer == 3) {
+ mes "[Manager Cat]";
+ mes "Meow~ Meo~ Ow Ow~ Meow Meo~ Eow Eow~";
+ next;
+ mes "[Manager Cat]";
+ mes "What do you want?";
+ emotion e_what;
+ next;
+ set .@cat_gam, rand(1,10);
+ select("Ask about the team's attitude...");
+ if (.@cat_gam == 5) {
+ mes "[Manager Cat]";
+ mes "Do not lie to me! How can I trust you and reveal our team secret? Aren't you a spy from the doggy team?";
+ emotion e_ag;
+ next;
+ select("Aww, come on...");
+ mes "You play with a foxtail nearby and then ask again.";
+ next;
+ select("Cat Gamers Director says...");
+ mes "The Manager Cat seems to be interested in the foxtail and starts answering.";
+ emotion e_awsm;
+ next;
+ mes "[Manager Cat]";
+ mes "Players are afraid of the Cat Gamers Director. When they see Cat Gamers Director at the game, they get nervous.";
+ emotion e_lv;
+ next;
+ mes "[Manager Cat]";
+ mes "Can you give me that?";
+ set malang_gamer,4;
+ erasequest 5058;
+ setquest 5059;
+ next;
+ mes "You hand the foxtail to the Manager Cat. Go back to the Cat Gamers Director.";
+ close;
+ } else {
+ mes "[Manager Cat]";
+ mes "Don't lie to me!";
+ mes "Why should I trust you,";
+ mes "and give our team information?";
+ mes "Aren't you a spy from doggy team...?";
+ mes "Go away.";
+ emotion e_ag;
+ next;
+ mes "This cat might hit you.";
+ close;
+ }
+ } else if (malang_gamer < 8) {
+ mes "The Manager Cat is playing with the foxtail you gave him.";
+ mes "He seems to be liking it...";
+ emotion e_lv;
+ close;
+ } else if (malang_gamer == 8) {
+ mes "The Manager Cat is playing with the foxtail you gave him.";
+ mes "He seems to be liking it...";
+ emotion e_lv;
+ next;
+ switch(select("Help~ Fire~:Hey~!:Do you want to hear something?")) {
+ case 1:
+ mes "[Manager Cat]";
+ mes "Don't lie~ We don't use fire that much~";
+ emotion e_an;
+ next;
+ break;
+ case 2:
+ mes "The Manager Cat ignores you, and keeps on playing with the foxtail.";
+ emotion e_lv;
+ close;
+ case 3:
+ mes "[Manager Cat]";
+ mes "Meow~ I want to tell you a story~ Follow me meow~ Let talk over there, meow~";
+ emotion e_gg;
+ next;
+ break;
+ }
+ mes "["+strcharinfo(0)+"]";
+ mes "Haha, I was just kidding. I actually need to tell you that the Cat Gamers Director has an issue...";
+ emotion e_swt2,1;
+ next;
+ mes "You explain the story to the Manager Cat.";
+ emotion e_swt2,1;
+ next;
+ mes "[Manager Cat]";
+ mes "Scary image... Meow, I understand... Cat Gamers Director should feel peace by giving up things.";
+ emotion e_hmm;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "... ... ...";
+ emotion e_dots,1;
+ next;
+ mes "[Manager Cat]";
+ mes "Meow! Go tell him this, meow~ Prepare a box, meow~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "A box?";
+ emotion e_what,1;
+ next;
+ mes "[Manager Cat]";
+ mes "Petition it is, meow!! There is some place where humans do such things, I think it will help us~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ok, I will go tell it to the Games Director~";
+ emotion e_ok,1;
+ set malang_gamer,9;
+ erasequest 5066;
+ setquest 5067;
+ close;
+ } else if (malang_gamer == 9) {
+ mes "[Manager Cat]";
+ mes "You tell the Cat Gamers Director to prepare a Box for sure!~ I will tell this to my team, meow.";
+ close;
+ } else if (malang_gamer == 10) {
+ mes "[Manager Cat]";
+ mes "The players are excited and writing a bunch of things for the petition box... I wonder what they are writing.";
+ close;
+ } else if (malang_gamer == 11) {
+ mes "[Manager Cat]";
+ mes "You won't help practice? If you help, the Cat Gamers Director will give you food cans... Please reconsider!";
+ close;
+ } else if (malang_gamer == 12) {
+ mes "[Manager Cat]";
+ mes "Meow~ Aren't you "+strcharinfo(0)+"? I heard Cat Gamers Director ordered a special certificate, meow~";
+ next;
+ mes "[Manager Cat]";
+ mes "When practicing, you must equip the '^0000FFCat Gamers Certificate^000000' item~ Don't forget, meow~";
+ close;
+ } else if (malang_gamer == 20) {
+ // fall through
+ } else {
+ mes "[Manager Cat]";
+ mes "This is not possible. Please contact an administrator.";
+ close;
+ }
+ mes "[Manager Cat]";
+ mes "What do you want meow?";
+ next;
+ switch(select("Hi.:Any news?:Help me with playing.")) {
+ case 1:
+ mes "[Manager Cat]";
+ mes "Oh, hi meow~";
+ emotion e_heh;
+ close;
+ case 2:
+ switch(rand(1,7)) {
+ case 1:
+ mes "[Manager Cat]";
+ mes "I tell you this meow~ You don't know Cat Gamers Director's feeling meow~.";
+ next;
+ mes "[Manager Cat]";
+ mes "lol? >> Curious, Admire";
+ mes "Heh~ >> Normal";
+ mes "lol Heh~ >> Happy";
+ mes "lol lol Heh~ >> Crazy meow";
+ emotion e_ok;
+ close;
+ case 2:
+ mes "[Manager Cat]";
+ mes "But, why are you asking me meow? Strange meow...";
+ close;
+ case 3:
+ mes "[Manager Cat]";
+ mes "Some cats use 'meow meow' like me when talking, but some don't.";
+ close;
+ case 4:
+ mes "[Manager Cat]";
+ mes "Cats don't have an honorific phrase, so don't get us wrong as looking down on you meow.~";
+ close;
+ case 5:
+ mes "[Manager Cat]";
+ mes "You should walk around many places and ask for information meow... But, don't bother me please meow~";
+ close;
+ case 6:
+ case 7:
+ mes "[Manager Cat]";
+ mes "No easy way for that... I just breathe meow...";
+ close;
+ }
+ case 3:
+ mes "[Manager Cat]";
+ mes "What game do you want to play?";
+ mes "'Cat Gamers' has players for 4 types of games meow~";
+ mes "The Cat Gamers Director said he will challenge other games later~";
+ next;
+ switch(select("Rock Paper Scissors:KongNyangKong:ChamChamCham:Flag Game")) {
+ case 1:
+ mes "[Manager Cat]";
+ mes "Rock Paper Scissors meow? Nothing special...";
+ next;
+ mes "[Manager Cat]";
+ mes "Scissor beats Paper, meow.";
+ mes "Rock beats Scissors, meow.";
+ mes "Paper beats Rock, meow.";
+ mes "These are basic rules.";
+ next;
+ mes "[Manager Cat]";
+ mes "You play 5 Rock Paper Scissors games with player cats meow.";
+ mes "You play again when you are even meow.";
+ next;
+ mes "[Manager Cat]";
+ mes "You can get a present after 3 times of winning meow.";
+ mes "And you get a big present when you win all 5 matches, meow!!";
+ next;
+ mes "[Manager Cat]";
+ mes "Find Paa or Ser if you want to play the Rock Paper Scissors game.";
+ close;
+ case 2:
+ mes "[Manager Cat]";
+ mes "KongNyangKong is not an easy game meow.";
+ next;
+ mes "[Manager Cat]";
+ mes "When attacking, face your hand the same direction as the opponent meow.";
+ next;
+ mes "[Manager Cat]";
+ mes "When defending, you should face your hand the opposite direction from the opponent meow.";
+ next;
+ mes "[Manager Cat]";
+ mes "If the attack is a success, you can keep on attacking.";
+ mes "But, if you fail, you have to defend meow.";
+ next;
+ mes "[Manager Cat]";
+ mes "If you be careful, you can win without getting hit at all meow.";
+ next;
+ mes "[Manager Cat]";
+ mes "Once you make your opponent's HP 0, you win meow.";
+ mes "Of course there will be a present meow.";
+ mes "Good luck meow.";
+ next;
+ mes "[Manager Cat]";
+ mes "Oh~ right meow~!! Find KungKung if you want to play KongNyangKong.";
+ close;
+ case 3:
+ mes "[Manager Cat]";
+ mes "ChamChamCham is a high level mind game meow.";
+ next;
+ mes "[Manager Cat]";
+ mes "The rules are simple, but you need to think a lot meow.";
+ next;
+ mes "[Manager Cat]";
+ mes "You should direct your hand to where the cat turns its face meow.";
+ next;
+ mes "[Manager Cat]";
+ mes "A present is given for 3 wins in a row meow.";
+ mes "The more wins, the more presents meow.";
+ next;
+ mes "[Manager Cat]";
+ mes "Kuka is smart, and remembers players with many wins meow.";
+ mes "There will be more presents when you take 1st place meow.";
+ close;
+ case 4:
+ mes "[Manager Cat]";
+ mes "Flag Game is way harder than ChamChamCham game meow.";
+ mes "Really~ Really~ Really~";
+ mes "hard mind game meow.";
+ mes "It's 1,000 times harder meow.";
+ next;
+ mes "[Manager Cat]";
+ mes "You get 5 Flag Point when starting meow.";
+ mes "1 point goes away when you wave the flag once meow.";
+ next;
+ mes "[Manager Cat]";
+ mes "You win the game when no other cats are waving flags meow.";
+ next;
+ mes "[Manager Cat]";
+ mes "You can predict if other cats will wave their flags or not meow.";
+ mes "By looking at their actions meow.";
+ next;
+ mes "[Manager Cat]";
+ mes "You must win to get presents meow.";
+ mes "You will get more presents since this is hard game meow~";
+ next;
+ mes "[Manager Cat]";
+ mes "If you want to play Flag Game meow~";
+ mes "Go find the other manager cat who is trying to get the Referee Certificate meow.";
+ close;
+ }
+ }
+}
+
+malangdo,161,197,4 script Eryu#gamer 876,{
+ if (MaxWeight - Weight < 1000) {
+ mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
+ close;
+ }
+ if (checkweight(1201,1) == 0) {
+ mes "Your inventory is too full to proceed. Come back after reducing your load.";
+ close;
+ }
+ if (checkquest(5061) == 0 || checkquest(5061) == 1) {
+ if (checkquest(5062) == -1) {
+ mes "You found Eryu the cat, and start talking.";
+ next;
+ mes "[Eryu]";
+ mes "Umm... Who are you?";
+ next;
+ switch(select("The Games Director sent me.:I am a writer for the 'Human' magazine.:Who are you?")) {
+ case 1:
+ mes "[Eryu]";
+ mes "Arrgg. Go away...";
+ mes "I don't know who you're talking about.";
+ emotion e_an;
+ break;
+ case 2:
+ mes "[Eryu]";
+ mes "Umm? 'Human' magazine?";
+ mes "Is there such a thing?";
+ emotion e_what;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "We've been publishing for 10 years.";
+ mes "But, I guess it is possible for cats to not know who we are.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "We are a really famous magazine throughout the World!";
+ mes "Don't you believe me?";
+ next;
+ mes "[Eryu]";
+ mes "Hmm... ok. But, what can I do for you?";
+ emotion e_what;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I am in the middle of writing an article named 'Game Playing Cats'...'";
+ mes "It is a special piece for me.";
+ mes "And some team named umm... do... umm... wal... not sure...";
+ next;
+ mes "[Eryu]";
+ mes "'Dog n Waltz'?";
+ emotion e_what;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh! Yes!";
+ mes "One of players there 'Dog n Waltz' has recommended Eryu for an interview.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "He says you are a really good player who can help me with the article.";
+ next;
+ mes "[Eryu]";
+ mes "I don't remember anyone from 'Dog n Waltz' that much.";
+ emotion e_dots;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "The person isn't important.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Just answer a few questions for me, ok?";
+ mes "Be yourself and you'll do just fine.";
+ mes "Ok, first question: How much do you practice a day?";
+ emotion e_what,1;
+ next;
+ mes "[Eryu]";
+ mes "Usually for about 8 hours, but I have to tell you that I'm not on the team anymore...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Wait, what?";
+ mes "You are not with the team now? How come...?";
+ emotion e_omg,1;
+ next;
+ mes "[Eryu]";
+ mes "Well...";
+ mes "The Director Cat was too scary...";
+ mes "I was very sick and had to take a day off...";
+ mes "Just one freaking day...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "And...?";
+ next;
+ mes "[Eryu]";
+ mes "And then the Director Cat was raging at me!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm, sounds pretty rough.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "'Cat Gamers' has lost another great player.";
+ mes "I'm sorry to hear that you're not on the team anymore.";
+ mes "I guess this is the end of the interview.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Because this is for current players only.";
+ next;
+ mes "[Eryu]";
+ mes "Oh...";
+ mes "Sorry to make you waste your time.";
+ emotion e_sry;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh, don't worry.";
+ mes "I should say sorry for taking up your precious time.";
+ mes "Have a nice day.";
+ next;
+ mes "You found out the reason why Eryu left the team.";
+ mes "Time to go find the other cats.";
+ setquest 5062;
+ completequest 5062;
+ break;
+ case 3:
+ mes "[Eryu]";
+ mes "Yes, I am Eryu! What do you want, huh, meow~";
+ break;
+ }
+ close2;
+ } else if (checkquest(5062) == 2) {
+ mes "[Eryu]";
+ mes "Aren't you the magazine writer?";
+ mes "What brings you here again...?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah!";
+ mes "Sorry, I was trying to interview another cat...";
+ mes "And came back to you by mistake.";
+ mes "I'm sorry.";
+ emotion e_sry,1;
+ next;
+ mes "[Eryu]";
+ mes "Ah... I see. Take care of yourself.";
+ close2;
+ } else {
+ mes "[Eryu]";
+ mes "This is not possible. Please contact an administrator.";
+ close2;
+ }
+ } else if (checkquest(5083) == 0 || checkquest(5083) == 1) {
+ mes "[Eryu]";
+ mes "Who are you?";
+ next;
+ mes "What do you want to say?";
+ next;
+ input .@inputstr$;
+ if (.@inputstr$ == "Come back") {
+ erasequest 5083;
+ setquest 5084;
+ set .@str$, "You've delivered the message, so let's get away.";
+ } else
+ set .@str$, "You didn't deliver the right message, but let's still get away.";
+ mes "[Eryu]";
+ mes "What is this? What do you mean by '"+.@inputstr$+"'...?";
+ mes "Ah... aren't you the writer?";
+ emotion e_an;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Huh... Who is that..?";
+ next;
+ mes "Eryu seems to recognize you.";
+ mes .@str$;
+ close2;
+ } else if (checkquest(5084) == 0 || checkquest(5084) == 1) {
+ mes "[Eryu]";
+ mes "I think you are the writer...";
+ mes "Hey~ Stop there~";
+ next;
+ mes "You've been found. Let's get away.";
+ close2;
+ } else {
+ if (malang_gamer < 6) {
+ mes "[Eryu]";
+ mes "Dirty 'Cat Gamers'!";
+ mes "I won't go back ever... Who are you?";
+ next;
+ mes "This cat might hit you. Let's get away.";
+ close2;
+ } else {
+ mes "[Eryu]";
+ mes "Aren't you the writer?";
+ emotion e_what;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Huh... Who is that..?";
+ next;
+ mes "Eryu seems to recognize you. Let's get away.";
+ close2;
+ }
+ }
+ donpcevent "Eryu#gamer::OnDisable";
+ end;
+OnEnable:
+ enablenpc "Eryu#gamer";
+ disablenpc "Stew#gamer";
+ disablenpc "Ketchup#gamer";
+ disablenpc "Eff#gamer";
+ end;
+OnDisable:
+ switch(rand(3)) {
+ case 0:
+ donpcevent "Stew#gamer::OnEnable";
+ break;
+ case 1:
+ donpcevent "Ketchup#gamer::OnEnable";
+ break;
+ case 2:
+ donpcevent "Eff#gamer::OnEnable";
+ break;
+ }
+ end;
+}
+
+malangdo,230,197,4 script Stew#gamer 555,{
+ if (MaxWeight - Weight < 1000) {
+ mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
+ close;
+ }
+ if (checkweight(1201,1) == 0) {
+ mes "Your inventory is too full to proceed. Come back after reducing your load.";
+ close;
+ }
+ if (checkquest(5061) == 0 || checkquest(5061) == 1) {
+ if (checkquest(5063) == -1) {
+ mes "You found Stew the cat, and start talking.";
+ next;
+ mes "[Stew]";
+ mes "Meow...? Who are you, meow?";
+ emotion e_what;
+ next;
+ switch(select("The 'Cat Gamers' Manager sent me.:Meow~ Grrr~:I'm with the 'Boom Can' Company.")) {
+ case 1:
+ mes "[Stew]";
+ mes "Stew is not interested meow.";
+ mes "Don't come back again meow~";
+ break;
+ case 2:
+ mes "[Stew]";
+ mes "Stew doesn't have time for crazy people.";
+ break;
+ case 3:
+ mes "[Stew]";
+ mes "'Boom Can' Company, meow?";
+ emotion e_what;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You don't know 'Boom Can' food?";
+ mes "You don't eat canned food at all?";
+ mes "Then, I came to the wrong cat.";
+ next;
+ mes "[Stew]";
+ mes "Yes meow~ Stew likes canned food very much meow~";
+ emotion e_lv;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah! Ok then.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "We, the 'Boom Can' Company, have been servicing for over 10 years, so we are doing a survey for better food production.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Let me ask a few questions.";
+ mes "It is very easy.";
+ next;
+ mes "[Stew]";
+ mes "Ok meow~ Go ahead meow~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Thank you! We were right about out cat customers with big hearts.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I met dog customers last week and they didn't answer me at all...";
+ mes "And they were so rude~ You know.";
+ next;
+ mes "[Stew]";
+ mes "Dogs are natually like that~";
+ mes "You humans know animals~";
+ emotion e_ok;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Thank you! I'm flattered.~";
+ mes "Ok, let me ask you a few things.";
+ mes "What is your job?";
+ next;
+ mes "[Stew]";
+ mes "Job meow? Stew was a pro gamer meow~";
+ mes "But, Stew quit now meow~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Well, how did that happen?";
+ mes "You seem to have good skills.";
+ mes "Fast and big hearted, its a pity that you quit already.";
+ next;
+ mes "[Stew]";
+ mes "Meow~ Meow~ Meow~ Yes, Stew was something meow.";
+ mes "If it was not for that Cat Gamers Director scaring me, Stew would still be playing meow~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What a bad Director.";
+ next;
+ mes "[Stew]";
+ mes "Not that bad actually meow~";
+ mes "Sometimes.. Stew gets very tired meow.";
+ mes "So, Stew takes it easy while practicing meow.";
+ next;
+ mes "[Stew]";
+ mes "Then the Cat Gamers Director started to get angry and scary meow.";
+ mes "So I quit meow.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ah! I see.";
+ mes "Ok, the survey is over now.";
+ mes "Thank you for your opinion on our survey for the 'Boom Can' company.";
+ emotion e_thx,1;
+ next;
+ mes "[Stew]";
+ mes "Meow? Did you aks anything meow?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I already asked you everything...";
+ mes "Don't you remember?";
+ mes "There were 10 questions!";
+ emotion e_what,1;
+ next;
+ mes "[Stew]";
+ mes "Really meow? Strange meow.";
+ mes "Sorry meow? Don't remember meow.";
+ mes "It didn't felt like an interview meow.";
+ emotion e_sry;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Well you did way better than those dogs.";
+ mes "I don't even want to think about them~ Phew~..";
+ mes "I should get going now.";
+ mes "Have a great day.";
+ next;
+ mes "[Stew]";
+ mes "Really meow? Dogs are always like that meow.";
+ mes "Cats are winners meow~";
+ mes "Ok meow~ Good bye meow~";
+ next;
+ mes "You found out the reason why Stew left the team.";
+ mes "Let's find the other cats.";
+ setquest 5063;
+ completequest 5063;
+ break;
+ }
+ close2;
+ } else if (checkquest(5063) == 2) {
+ mes "[Stew]";
+ mes "Aren't you from the 'Boom Can' Company?";
+ mes "Another survey meow?";
+ emotion e_what;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oops! I should be meeting other cats.";
+ mes "I am very sorry...";
+ emotion e_sry,1;
+ next;
+ mes "[Stew]";
+ mes "It's ok meow~ Good bye meow~";
+ close2;
+ } else {
+ mes "[Stew]";
+ mes "This is not possible. Please contact an administrator.";
+ close2;
+ }
+ } else if (checkquest(5085) == 0 || checkquest(5085) == 1) {
+ mes "[Stew]";
+ mes "Who are you meow?";
+ emotion e_what;
+ next;
+ mes "What do you want to say?";
+ next;
+ input .@inputstr$;
+ if (.@inputstr$ == "Come back") {
+ erasequest 5085;
+ setquest 5086;
+ set .@str$, "You've delivered the message, so let's get away.";
+ } else
+ set .@str$, "You didn't deliver the right message, but let's still get away.";
+ mes "[Stew]";
+ mes "What is this? What do you mean by '"+.@inputstr$+"'? Meow...";
+ mes "And... Aren't you from the 'Boom Can' Company, meow?";
+ emotion e_what;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Huh? What's that?";
+ next;
+ mes "Stew seems to recognize you.";
+ mes .@str$;
+ close2;
+ } else if (checkquest(5086) == 0 || checkquest(5086) == 1) {
+ mes "[Stew]";
+ mes "I think you are from the 'Boom Can' Company, meow... Who are you, meow~";
+ next;
+ mes "Stew seems to recognize you. Let's get away.";
+ close2;
+ } else {
+ if (malang_gamer < 6) {
+ mes "[Stew]";
+ mes "Meow Meow~ Good bye to 'Cat Gamer's meow~ Who are you meow?";
+ next;
+ mes "This cat might hit you. Let's get away.";
+ close2;
+ } else {
+ mes "[Stew]";
+ mes "The 'Boom Can' Company!!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Huh? What's that?";
+ next;
+ mes "Stew seems to recognize you. Let's get away.";
+ close2;
+ }
+ }
+ donpcevent "Stew#gamer::OnDisable";
+ end;
+OnInit:
+ disablenpc "Stew#gamer";
+ end;
+OnEnable:
+ disablenpc "Eryu#gamer";
+ enablenpc "Stew#gamer";
+ disablenpc "Ketchup#gamer";
+ disablenpc "Eff#gamer";
+ end;
+OnDisable:
+ switch(rand(3)) {
+ case 0:
+ donpcevent "Eryu#gamer::OnEnable";
+ break;
+ case 1:
+ donpcevent "Ketchup#gamer::OnEnable";
+ break;
+ case 2:
+ donpcevent "Eff#gamer::OnEnable";
+ break;
+ }
+ end;
+}
+
+malangdo,244,144,4 script Ketchup#gamer 546,{
+ if (MaxWeight - Weight < 1000) {
+ mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
+ close;
+ }
+ if (checkweight(1201,1) == 0) {
+ mes "Your inventory is too full to proceed. Come back after reducing your load.";
+ close;
+ }
+ if (checkquest(5061) == 0 || checkquest(5061) == 1) {
+ if (checkquest(5064) == -1) {
+ mes "You found Ketchup the cat, and start talking.";
+ next;
+ mes "[Ketchup]";
+ mes "Meow...? Who are you?";
+ emotion e_what;
+ next;
+ switch(select("Grrr~ Bow wow~:The Game Director cat sent me.:I'm from 'Cans for Kittens'.")) {
+ case 1:
+ mes "[Ketchup]";
+ mes "What the dog? Hiss~";
+ break;
+ case 2:
+ mes "[Ketchup]";
+ mes "Get away from me, human, before I get really angry~";
+ break;
+ case 3:
+ mes "[Ketchup]";
+ mes "Oh yeah? 'Cans for Kittens'?";
+ emotion e_what;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I want to share some of our philosophy with you.";
+ mes "Do you believe in giving to others?";
+ emotion e_what,1;
+ next;
+ mes "[Ketchup]";
+ mes "Umm I guess so...";
+ emotion e_slur;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "'Cans for Kittens' is a religion that embraces all felines.";
+ mes "Bow before the Lord of Cans!";
+ next;
+ mes "[Ketchup]";
+ mes "...";
+ next;
+ mes "[Ketchup]";
+ mes "...";
+ mes "......";
+ next;
+ mes "[Ketchup]";
+ mes "...";
+ mes "......";
+ mes ".........";
+ mes "What's the Lord of Cans?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Your name is Ketchup, right? Don't you know about the Lord of Cans?";
+ mes "He knows everything.";
+ mes "Do not try to fool him and bow!";
+ next;
+ mes "[Ketchup]";
+ mes "Meow?! How can you know my name? Wow...";
+ next;
+ mes "[Ketchup]";
+ mes "I am sorry. Really sorry.";
+ mes "Please forgive me Lord of Cans.";
+ emotion e_sob;
+ next;
+ mes "[Ketchup]";
+ mes "That Director Cat was so scary~!";
+ mes "I said so many bad things when I left the Cat Gamers...";
+ mes "Please forgive.";
+ emotion e_sob;
+ next;
+ emotion e_dots;
+ emotion e_dots,1;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "The Lord of Cans forgives Ketchup's sins.";
+ mes "Our Lord also wants you to stop swearing and live an honest life!";
+ next;
+ mes "[Ketchup]";
+ mes "Thank you Lord of Cans.";
+ mes "I will live a kind cat life from this point on.";
+ next;
+ mes "You found out why did Ketchup left the Cat gamers.";
+ mes "Let's look for the other cats.";
+ setquest 5064;
+ completequest 5064;
+ break;
+ }
+ close2;
+ } else if (checkquest(5064) == 2) {
+ mes "[Ketchup]";
+ mes "You are...";
+ emotion e_omg;
+ next;
+ mes "Ketchup gives you an apologetic look and runs away.";
+ mes "He probably did something bad already.";
+ close2;
+ } else {
+ mes "[Ketchup]";
+ mes "This is not possible. Please contact an administrator.";
+ close2;
+ }
+ } else if (checkquest(5087) == 0 || checkquest(5087) == 1) {
+ mes "[Ketchup]";
+ mes "Who are you?";
+ emotion e_what;
+ next;
+ mes "What do you want to say?";
+ next;
+ input .@inputstr$;
+ if (.@inputstr$ == "Come back") {
+ erasequest 5087;
+ setquest 5088;
+ mes "[Ketchup]";
+ mes "What is this? What do you mean by 'Come back'...?";
+ mes "Can... 'Cans for Kittens'?";
+ emotion e_omg;
+ emotion e_what;
+ next;
+ mes "Ketchup recognized you and ran away.";
+ mes "You've delivered the message.";
+ close2;
+ } else {
+ mes "[Ketchup]";
+ mes "What is this? What do you mean by '"+.@inputstr$+"'...?";
+ mes "Can... 'Cans for Kittens'?";
+ emotion e_omg;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Huh? What's that?";
+ next;
+ mes "Ketchup recognized you and ran away.";
+ mes "It seems you need to find Ketchup one more time.";
+ close2;
+ }
+ } else if (checkquest(5088) == 0 || checkquest(5088) == 1) {
+ mes "[Ketchup]";
+ mes "Can... 'Cans for Kittens'?";
+ emotion e_omg;
+ next;
+ mes "Ketchup ran away once again.";
+ close2;
+ } else {
+ if (malang_gamer < 6) {
+ mes "[Ketchup]";
+ mes "Dirty 'Cat Gamers'!";
+ mes "I will never come back, for sure... Who are you?";
+ next;
+ mes "This cat might hit you. Let's get away.";
+ close2;
+ } else {
+ mes "[Ketchup]";
+ mes "Can... 'Cans for Kittens'?";
+ next;
+ mes "Ketchup ran away.";
+ close2;
+ }
+ }
+ donpcevent "Ketchup#gamer::OnDisable";
+ end;
+OnInit:
+ disablenpc "Ketchup#gamer";
+ end;
+OnEnable:
+ disablenpc "Eryu#gamer";
+ disablenpc "Stew#gamer";
+ enablenpc "Ketchup#gamer";
+ disablenpc "Eff#gamer";
+ end;
+OnDisable:
+ switch(rand(3)) {
+ case 0:
+ donpcevent "Stew#gamer::OnEnable";
+ break;
+ case 1:
+ donpcevent "Eryu#gamer::OnEnable";
+ break;
+ case 2:
+ donpcevent "Eff#gamer::OnEnable";
+ break;
+ }
+ end;
+}
+
+malangdo,181,119,7 script Eff#gamer 560,{
+ if (MaxWeight - Weight < 1000) {
+ mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
+ close;
+ }
+ if (checkweight(1201,1) == 0) {
+ mes "Your inventory is too full to proceed. Come back after reducing your load.";
+ close;
+ }
+ if (checkquest(5061) == 0 || checkquest(5061) == 1) {
+ if (checkquest(5065) == -1) {
+ mes "You found Eff the cat, and start talking.";
+ next;
+ mes "[Eff]";
+ mes "Who are you meow?";
+ emotion e_what;
+ next;
+ switch(select("I have some good investment news...:A... Cat?:The 'Cat Gamers' Director sent me...")) {
+ case 1:
+ mes "[Eff]";
+ mes "Investment info? Meow~?";
+ mes "What is that? Meow~?";
+ emotion e_what;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Interested, huh?";
+ mes "This is classified information.";
+ mes "You won't get it from any other human.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Haha! You are lucky today.";
+ mes "You heard that land can be a good investment, right?";
+ emotion e_what,1;
+ next;
+ mes "[Eff]";
+ mes "Oh oh~ I think so. Meow~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You do know about our capital Prontera, don't you?";
+ next;
+ mes "[Eff]";
+ mes "Prontera meow? Yes, I know about it. Meow~";
+ emotion e_heh;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "There are some locations where";
+ mes "Prontera kingdom is secretly selling...";
+ next;
+ mes "[Eff]";
+ mes "And... And...?? Meow~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Hmm, this is top secret.";
+ mes "Something that must not be revealed at all...";
+ mes "Can you really keep this secret...?";
+ emotion e_what,1;
+ next;
+ mes "[Eff]";
+ mes "Well... I've always been known for being a good keeper of secrets meow.";
+ mes "Meow~ Don't worry at all. Meow~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ok, I believe you, Eff...";
+ mes "Please keep this a secret.";
+ next;
+ mes "[Eff]";
+ mes "I got it. Meow~";
+ emotion e_ok;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Well, I heard that there is a location in Juno where underground big shots will be investing about 10,000,000,000 zeny.";
+ mes "And it is now available for pre-investment.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "If you invest in 1 Can food here, the outcome will be enormous.";
+ next;
+ mes "[Eff]";
+ mes "Enor... mous... meow...?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "100 Cans!!";
+ mes "You will get 100 cans for investing just 1 can food!";
+ mes "The profit will be X100! X100!!";
+ next;
+ mes "[Eff]";
+ mes "Woot!! 100 Cans~ Meow~";
+ emotion e_omg;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "So, how many cans do you want to invest?";
+ mes "You'll be a part owner so make sure to invest the max that you can afford.";
+ emotion e_what,1;
+ next;
+ mes "[Eff]";
+ mes "I want to invest.";
+ mes "But, I don't have cans with me. Meow~";
+ emotion e_sob;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You can always get a loan!!";
+ mes "This a like 100 times result for sure!!";
+ mes "How can you loose a chance like this?";
+ mes "You should do whatever it takes!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "You know what..? They say some careers like pro gamers can get solid loans.";
+ mes "Like about 1,000 can loan at once.";
+ mes "Without a high interest rate!";
+ next;
+ mes "[Eff]";
+ mes "Meow!! 1... 1,000...";
+ mes "Moew~ I am a Pro Gamer.";
+ mes "Meow~ But, I quit~ Meow~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "What!! Why would you quit such good a gig!! Are you crazy?";
+ emotion e_omg,1;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Let's say we invest 1,000 cans after getting that loan.";
+ mes "One, Ten, Hundred, Tousand. Woot!";
+ mes "I can't believe this.";
+ mes "The result will be 100,000 cans, 100,000!!";
+ next;
+ mes "[Eff]";
+ mes "1... 100,000 cans... Meow~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "So tell me... Why did you quit such a great job?";
+ mes "Why?";
+ next;
+ mes "[Eff]";
+ mes "I was afraid of the Director Cat there...";
+ mes "Meow~ This one time, I had to take a sick day.";
+ mes "Meow~ And I haven't seen such scary cat my entire life...";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "So you quit because Cat Gamers Director was so scary. Hmm, sorry but I can't let you in on this investment...";
+ mes "I guess... What a waste of time!";
+ mes "Good bye!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Oh and don't tell anyone what I just told you!";
+ mes "Bye~";
+ next;
+ mes "You found out why Eff has left the team.";
+ mes "Now, let's find the other cats.";
+ setquest 5065;
+ completequest 5065;
+ break;
+ case 2:
+ mes "[Eff]";
+ mes "Yes. I am a cat.";
+ mes "Meow~ Do you think I am a dog?";
+ mes "Meow~ You are a strange human. Meow~";
+ break;
+ case 3:
+ mes "[Eff]";
+ mes "Seeing as this is like the first time I met you.";
+ mes "I'll forgive you today. Meow.";
+ mes "Meow~ Don't even think about bringing up that name to me again...";
+ break;
+ }
+ close2;
+ } else if (checkquest(5065) == 2) {
+ mes "[Eff]";
+ mes "You are--!!";
+ mes "Meow~ I want to invest. Meow~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Not without the cans you can't!!";
+ mes "You didn't tell anyone about this deal, right?";
+ next;
+ mes "[Eff]";
+ mes "I didn't. Meow~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ok, good cat! Never!!";
+ mes "Tell this to other cats!~";
+ mes "Bye Bye~";
+ close2;
+ } else {
+ mes "[Eff]";
+ mes "This is not possible. Please contact an administrator.";
+ close2;
+ }
+ } else if (checkquest(5089) == 0 || checkquest(5089) == 1) {
+ mes "[Eff]";
+ mes "Who are you, meow?";
+ next;
+ mes "What do you want to say?";
+ next;
+ input .@inputstr$;
+ if (.@inputstr$ == "Come back") {
+ erasequest 5089;
+ setquest 5090;
+ set .@str$, "You've delivered the message, so let's get away.";
+ } else
+ set .@str$, "You didn't deliver the right message, but let's still get away.";
+ mes "[Eff]";
+ mes "What is this? What do you mean by '"+.@inputstr$+"'? Meow...";
+ mes "Meow...? Meow! You! Investor meow?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Huh? Who...?";
+ next;
+ mes "Eff seems to recognize you.";
+ mes .@str$;
+ close2;
+ } else if (checkquest(5090) == 0 || checkquest(5090) == 1) {
+ mes "[Eff]";
+ mes "You are--!!";
+ mes "Meow~ I want to invest. Meow~";
+ next;
+ mes "Eff seems to recognize you, so let's get away.";
+ close2;
+ } else {
+ if (malang_gamer < 6) {
+ mes "[Eff]";
+ mes "Meow Meow~ 'Cat Gamers' can say good bye to me, meow.";
+ mes "Meow... Who are you meow?";
+ next;
+ mes "This cat might hit you. Let's get away.";
+ close2;
+ } else {
+ mes "[Eff]";
+ mes "Meow~ I want to invest. Meow~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Huh? Who...?";
+ next;
+ mes "Eff seems to recognize you, so let's get away.";
+ close2;
+ }
+ }
+ donpcevent "Eff#gamer::OnDisable";
+ end;
+OnInit:
+ disablenpc "Eff#gamer";
+ end;
+OnEnable:
+ disablenpc "Eryu#gamer";
+ disablenpc "Stew#gamer";
+ disablenpc "Ketchup#gamer";
+ enablenpc "Eff#gamer";
+ end;
+OnDisable:
+ switch(rand(3)) {
+ case 0:
+ donpcevent "Stew#gamer::OnEnable";
+ break;
+ case 1:
+ donpcevent "Ketchup#gamer::OnEnable";
+ break;
+ case 2:
+ donpcevent "Eryu#gamer::OnEnable";
+ break;
+ }
+ end;
+}
+
+mal_in01,91,216,4 script Ser#gamer 544,{
+ if (MaxWeight - Weight < 1000) {
+ mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
+ close;
+ }
+ if (checkweight(1201,1) == 0) {
+ mes "Your inventory is too full to proceed. Come back after reducing your load.";
+ close;
+ }
+ for(set .@i,5074; .@i<=5090; set .@i,.@i+1) {
+ if (checkquest(.@i) > -1) {
+ mes "[Ser]";
+ mes "Hey, ^0000FF"+strcharinfo(0)+"^000000. You haven't done what we asked you for. A promise is a promise, you know.";
+ next;
+ mes "[Ser]";
+ mes "Ah!! When you are done, please get checked by the Cat Gamers Director over there.";
+ close;
+ }
+ }
+ if (malang_gamer < 20) {
+ if (countitem(2872)) {
+ mes "[Ser]";
+ mes "You seem like a first timer! Where did you get the certificate? Someone lost it, I guess.";
+ close;
+ }
+ mes "[Ser]";
+ mes "Rock Paper Scissors is a serious game. When will our practicing partner come?";
+ close;
+ }
+ if (!isequipped(2872)) {
+ mes "[Ser]";
+ mes "Oh, ^0000FF"+strcharinfo(0)+"^000000? Want to play the Rock Paper Scissors game?";
+ next;
+ mes "[Ser]";
+ mes "... ... ...";
+ next;
+ mes "[Ser]";
+ mes "Where is your Cat Gamers Certificate? It seems like nothing, but you can't play this game without it!";
+ next;
+ mes "[Ser]";
+ mes "Please go get the certificate.";
+ close;
+ }
+ if (checkquest(5070,PLAYTIME) == 0 || checkquest(5070,PLAYTIME) == 1) {
+ mes "[Ser]";
+ mes "Is it tomorrow already? I don't think so! Can't you read the time?";
+ close;
+ } else if (checkquest(5070,PLAYTIME) == 2)
+ erasequest 5070;
+ mes "[Ser]";
+ mes "Oh, ^0000FF"+strcharinfo(0)+"^000000? Want to play the Rock Paper Scissors game?";
+ next;
+ switch(select("Play the game.:Say hi.:Ask about the game rules.")) {
+ case 1:
+ mes "[Ser]";
+ mes "Good idea.";
+ next;
+ break;
+ case 2:
+ mes "[Ser]";
+ mes "Oh! Ok, hi? But, why now?";
+ next;
+ mes "[Ser]";
+ mes "Ah... You are bored? Why don't you play a game with me?";
+ next;
+ mes "[Ser]";
+ mes "Hey, you! Don't neglect the Rock Paper Scissors game!!";
+ mes "I've seen many people getting their butts kicked in this game!!";
+ next;
+ mes "[Ser]";
+ mes "You better mark my words, if you don't want to end up like them!~";
+ close;
+ case 3:
+ mes "[Ser]";
+ mes "You don't even know how to play this game?";
+ mes "Let me kindly teach you.";
+ next;
+ mes "[Ser]";
+ mes "Scissors beats Paper,";
+ emotion e_scissors;
+ emotion e_paper,1;
+ next;
+ mes "[Ser]";
+ mes "Paper beats Rock,";
+ emotion e_paper;
+ emotion e_rock,1;
+ next;
+ mes "[Ser]";
+ mes "And Rock beats Scissors.";
+ emotion e_rock;
+ emotion e_scissors,1;
+ next;
+ mes "[Ser]";
+ mes "Ok? Got it now?";
+ next;
+ mes "[Ser]";
+ mes "You must play 5 matches with me.";
+ mes "We go again if the game is even!!";
+ next;
+ mes "[Ser]";
+ mes "I will give you a present if you beat me 3 times. Ok?";
+ next;
+ mes "[Ser]";
+ mes "Ok, then. Go away.";
+ close;
+ }
+ setarray .@rps$[0], "Rock", "Paper", "Scissors";
+ setarray .@emote[0], e_rock, e_paper, e_scissors;
+ setarray .@count$[0],"First","Second","Third","Fourth","Last";
+ while(1) {
+ mes "[Ser]";
+ mes .@count$[.@match]+" match ~~";
+ if (.@tie) {
+ mes "Result is even, so we play again.";
+ set .@tie,0;
+ }
+ mes "Try your best!";
+ next;
+ mes "[Ser & "+strcharinfo(0)+"]";
+ mes "Rock! Paper! Scissors!";
+ next;
+
+ set .@pc, select("Rock:Paper:Scissors")-1;
+ set .@npc, rand(3);
+ emotion .@emote[.@pc],1;
+ emotion .@emote[.@npc];
+ mes "["+strcharinfo(0)+"] "+.@rps$[.@pc];
+ mes "--------------------------------";
+ mes "[Ser] "+.@rps$[.@npc];
+ if (.@pc == .@npc) {
+ set .@tie,1;
+ set .@result$, "Hmm, we are even. Let's play again.";
+ } else if ((.@pc == 0 && .@npc == 2) || (.@pc == 1 && .@npc == 0) || (.@pc == 2 && .@npc == 1)) {
+ set .@match, .@match+1;
+ set .@win, .@win+1;
+ set .@result$, "I lost!";
+ } else {
+ set .@match, .@match+1;
+ set .@loss, .@loss+1;
+ set .@result$, "So I win!!";
+ }
+ next;
+ mes "[Ser]";
+ mes "You were "+.@rps$[.@pc]+", I was "+.@rps$[.@npc]+"~";
+ mes .@result$;
+ next;
+ if (.@match == 5) break;
+ }
+ mes "[Ser]";
+ mes "All 5 matches are over!!";
+ next;
+ mes "[Ser]";
+ mes "Hmm... Let me see...";
+ mes "I won "+.@loss+" times, and you, "+strcharinfo(0)+", won "+.@win+" times, right?";
+ next;
+ if (.@win > .@loss) {
+ mes "[Ser]";
+ mes strcharinfo(0)+" has won the game.";
+ next;
+ mes "Ser became polite all of a sudden.";
+ next;
+ mes "[Ser]";
+ mes "Great game it was. I admire your enthusiasm for the game. So, I want to give you my precious Can as a present.";
+ next;
+ switch(select("I don't need it!:Thank you.")) {
+ case 1:
+ mes "[Ser]";
+ mes "Just take it!! Do as I say~";
+ break;
+ case 2:
+ mes "[Ser]";
+ mes "You are polite. But, sadly this is all I can give you.";
+ break;
+ }
+ next;
+ mes "[Ser]";
+ mes "Good bye~ Come back tomorrow for more practice~";
+ if (.@win == 5) {
+ mes "Oh! You won all 5 matches. Here are some more extra Cans.";
+ getitem 12636,10; //Malang_Sp_Can
+ } else
+ getitem 12636,5; //Malang_Sp_Can
+ setquest 5070;
+ close;
+ }
+ mes "[Ser]";
+ mes strcharinfo(0)+" has lost. Ha... Ha...";
+ next;
+ mes "Ser became very arrogant.";
+ next;
+ mes "[Ser]";
+ mes "You want to play with me? Ser? With that skill of yours? Meow?";
+ next;
+ mes "[Ser]";
+ mes "What? Present? How can you ask for such a thing when you lose? Go practice more!! Work!! Yes, I should make you do this!!";
+ next;
+ setquest 5070;
+ switch(rand(1,13)) {
+ case 1:
+ setquest 5074;
+ mes "[Ser]";
+ mes "Hmm. Do you know a fish named Phen? Do you? Isn't it a delicious looking fish?";
+ next;
+ mes "- Chrub -";
+ mes "Ser wipes the drool from his mouth.";
+ next;
+ mes "[Ser]";
+ mes "Go catch 30 Phens. And also get me 10 Fish Tails. Get them to our Director cat, and he will make a delicious dish with them.";
+ close;
+ case 2:
+ setquest 5075;
+ mes "[Ser]";
+ mes "Lately, I've felt powerless and that there's too much weight on me. I should take care of my health.";
+ next;
+ mes "[Ser]";
+ mes "Now it's time for some healthy food.";
+ next;
+ mes "[Ser]";
+ mes "Get 50 Marse and 25 Milk to our Cat Gamers Director. He has excellent knowledge on healthy foods.";
+ close;
+ case 3:
+ setquest 5076;
+ mes "[Ser]";
+ mes "Well... we do have a rival, you know. They are 'Dog n Waltz', and everything goes wrong when they come around.";
+ next;
+ mes "[Ser]";
+ mes "I would ask you to bully them, but I suppose that's illegal... So, please at least harass similar looking monsters. What would be a good target?";
+ next;
+ mes "[Ser]";
+ mes "Oh, that archer among Kobolds!! I hate those the most. Go harass 30 Kobold Archers, and report to our Cat Gamers Director.";
+ close;
+ case 4:
+ setquest 5077;
+ mes "[Ser]";
+ mes "What is most important for winning the game? It is quickness. What should we do to get faster?";
+ next;
+ mes "[Ser]";
+ mes "I've been thinking... The best way for us cats is obviously catching rats.";
+ next;
+ mes "[Ser]";
+ mes "You know Cramp, right? That blue chubby creature... Please go catch 10 of them, and report to our Cat Gamers Director.";
+ close;
+ case 5:
+ setquest 5078;
+ mes "[Ser]";
+ mes "Ah... I want some bird cuisine. Which one would be most delicious?";
+ next;
+ mes "[Ser]";
+ mes "Picky? Ah! It's too small. How about Condor? I am not sure... Peco Peco?";
+ next;
+ mes "[Ser]";
+ mes "Alright! Please catch 50 Peco Pecos and get them to our Cat Gamers Director. We shall have a party with bird cuisine tonight.";
+ close;
+ case 6:
+ setquest 5079;
+ mes "[Ser]";
+ mes "I get too nervous before the game. And I don't play well when I'm nervous. I need something to calm down before the game starts.";
+ next;
+ mes "[Ser]";
+ mes "Oh! That's right! Yarn! I used to play with Yarn when I was young. Wasn't able to have that kind of relaxation after joining the 'Cat Gamers'.";
+ next;
+ mes "[Ser]";
+ mes "Please get 20 Yarns for me. Why 20? There are many other cats with the same issue. Our Director should take care of this for you.";
+ close;
+ case 7:
+ setquest 5080;
+ mes "[Ser]";
+ mes "Recently, our Director seems to have been trying to cut some expenses. Or is the manager taking advantage?";
+ next;
+ mes "[Ser]";
+ mes "Regular snacks for our players have been reduced. You should go get 30 Rat Tails, and give them to our Cat Gamers Director.";
+ next;
+ mes "[Ser]";
+ mes "Then, we shall find out if our manager is being greedy or not.";
+ close;
+ case 8:
+ setquest 5081;
+ mes "[Ser]";
+ mes "I am having a slump these days. I can't give my 100% to the game.";
+ next;
+ mes "[Ser]";
+ mes "It is the lemon we need in times like this.";
+ next;
+ mes "[Ser]";
+ mes "Please get 5 lemons for me. Don't forget, I need 5 Lemons... Our Cat Gamers Director should know what to do with them.";
+ close;
+ case 9:
+ setquest 5082;
+ mes "[Ser]";
+ mes "Malangdo is a good place for a cat to live. But, it gets very hot when we play games.";
+ next;
+ mes "[Ser]";
+ mes "When we are playing a lot, it gets really crazy hot, hard for us to bear. You know how hysterical we cats can be, right?";
+ next;
+ mes "[Ser]";
+ mes "Please get us either 10 Ice Pieces or 10 Ice Creams. Our Cat Gamers Director should know what to do with them.";
+ close;
+ case 10:
+ setquest 5083;
+ mes "[Ser]";
+ mes "I can see that you also need some rest. Feel free to relax for a while. How about taking a walk around the village? I insist~!";
+ next;
+ mes "[Ser]";
+ mes "But, it is no fun to just walk around the village. Hmm... Right!! Why don't you go ahead and meet a cat named Eryu?";
+ next;
+ mes "[Ser]";
+ mes "Oh! And when you meet the cat, make sure to say 'Come back'. That is the password. And don't forget to tell our Director I was with you all the time!!";
+ close;
+ case 11:
+ setquest 5085;
+ mes "[Ser]";
+ mes "I can see that you also need some rest. Feel free to relax for a while. How about taking a walk around the village? I insist~!";
+ next;
+ mes "[Ser]";
+ mes "But, it is no fun to just walk around the village. Hmm... Right!! Why don't you go ahead and meet a cat named Stew?";
+ next;
+ mes "[Ser]";
+ mes "Oh! And when you meet the cat, make sure to say 'Come back'. That is the password. And don't forget to tell our Director I was with you all the time!!";
+ close;
+ case 12:
+ setquest 5087;
+ mes "[Ser]";
+ mes "I can see that you also need some rest. Feel free to relax for a while. How about taking a walk around the village? I insist~!";
+ next;
+ mes "[Ser]";
+ mes "But, it is no fun to just walk around the village. Hmm... Right!! Why don't you go ahead and meet a cat named Ketchup?";
+ next;
+ mes "[Ser]";
+ mes "Oh! And when you meet the cat, make sure to say 'Come back'. That is the password. And don't forget to tell our Director I was with you all the time!!";
+ close;
+ case 13:
+ setquest 5089;
+ mes "[Ser]";
+ mes "I can see that you also need some rest. Feel free to relax for a while. How about taking a walk around the village? I insist~!";
+ next;
+ mes "[Ser]";
+ mes "But, it is no fun to just walk around the village. Hmm... Right!! Why don't you go ahead and meet a cat named Eff?";
+ next;
+ mes "[Ser]";
+ mes "Oh! And when you meet the cat, make sure to say 'Come back'. That is the password. And don't forget to tell our Director I was with you all the time!!";
+ close;
+ }
+}
+
+mal_in01,86,222,4 script Paa#gamer 544,{
+ if (MaxWeight - Weight < 1000) {
+ mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
+ close;
+ }
+ if (checkweight(1201,1) == 0) {
+ mes "Your inventory is too full to proceed. Come back after reducing your load.";
+ close;
+ }
+ for(set .@i,5074; .@i<=5090; set .@i,.@i+1) {
+ if (checkquest(.@i) > -1) {
+ mes "[Paa]";
+ mes "You haven't done what we asked you for meow. A promise is a promise, you know meow.";
+ next;
+ mes "[Paa]";
+ mes "When you are done meow, please get checked by the Cat Gamers Director over there meow.";
+ close;
+ }
+ }
+ if (malang_gamer < 20) {
+ if (countitem(2872)) {
+ mes "[Paa]";
+ mes "You seem like a first timer meow! Where did you get the certificate meow? Someone lost it, I guess meow.";
+ close;
+ }
+ mes "[Paa]";
+ mes "When is our practicing partner coming meow? I am bored meow.";
+ close;
+ }
+ if (!isequipped(2872)) {
+ mes "[Paa]";
+ mes "Oh, ^0000FF"+strcharinfo(0)+"^000000 meow? Want to play the Rock Paper Scissors game meow?";
+ next;
+ mes "[Paa]";
+ mes "... ... ...";
+ next;
+ mes "[Paa]";
+ mes "Where is your Cat Gamers Certificate meow? It seems like nothing, but you can't play this game without it meow!";
+ next;
+ mes "[Paa]";
+ mes "Go get the certificate meow.";
+ close;
+ }
+ if (checkquest(5070,PLAYTIME) == 0 || checkquest(5070,PLAYTIME) == 1) {
+ mes "[Paa]";
+ mes "We can only play the game once a day meow. Come tomorrow meow.";
+ close;
+ } else if (checkquest(5070,PLAYTIME) == 2)
+ erasequest 5070;
+ mes "[Paa]";
+ mes "Oh, ^0000FF"+strcharinfo(0)+"^000000 meow? Want to play the Rock Paper Scissors game meow?";
+ next;
+ switch(select("Play the game.:Say hi.:Ask about the game rules.")) {
+ case 1:
+ mes "[Paa]";
+ mes "Good idea meow.";
+ next;
+ break;
+ case 2:
+ mes "[Paa]";
+ mes "Hello meow~ Nice to see you meow~";
+ next;
+ mes "[Paa]";
+ mes "Other games have one cat player. But, we have two for Rock Paper Scissors. You want to know why meow?";
+ next;
+ mes "[Paa]";
+ mes "Paa is kind meow. So, I'll tell you story meow.";
+ next;
+ mes "[Paa]";
+ mes "Ser cat is my twin brother. I was born first, but he always says he is the elder meow. But, I don't fight with Ser meow. I am a good brother meow.";
+ next;
+ mes "[Paa]";
+ mes "Anyways, me and Ser are well known as the pro gamer cat brothers meow. Everyone knows us meow.";
+ next;
+ mes "[Paa]";
+ mes "You are free to admire me, meow. I give you permission meow.";
+ close;
+ case 3:
+ mes "[Paa]";
+ mes "You want to know how to play this game meow? I'll teach you because I am a kind cat meow~";
+ next;
+ mes "[Paa]";
+ mes "You don't seem that stupid meow. So, let's skip the part about what beats what meow.";
+ next;
+ mes "[Paa]";
+ mes "You must play 5 matches with me meow. We go again if the game is even meow.";
+ next;
+ mes "[Paa]";
+ mes "If you win 3 times, I'll give you a present meow~ Cat Gamers Director said so meow.";
+ next;
+ mes "[Paa]";
+ mes "That is all meow~ But it is not an easy game meow. Respect the game meow~";
+ close;
+ }
+ setarray .@rps$[0], "Rock", "Paper", "Scissors";
+ setarray .@emote[0], e_rock, e_paper, e_scissors;
+ setarray .@count$[0],"First","Second","Third","Fourth","Last";
+ while(1) {
+ mes "[Paa]";
+ mes .@count$[.@match]+" match ~~ meow.";
+ if (.@tie) {
+ mes "Result is even, so we play again meow.";
+ set .@tie,0;
+ }
+ mes "Try your best meow!";
+ next;
+ mes "[Ser & "+strcharinfo(0)+"]";
+ mes "Rock! Paper! Scissors!";
+ next;
+
+ set .@pc, select("Rock:Paper:Scissors")-1;
+ set .@npc, rand(3);
+ emotion .@emote[.@pc],1;
+ emotion .@emote[.@npc];
+ mes "["+strcharinfo(0)+"] "+.@rps$[.@pc];
+ mes "--------------------------------";
+ mes "[Ser] "+.@rps$[.@npc];
+ if (.@pc == .@npc) {
+ set .@tie,1;
+ set .@result$, "Hmm, we are even. Let's play again meow.";
+ } else if ((.@pc == 0 && .@npc == 2) || (.@pc == 1 && .@npc == 0) || (.@pc == 2 && .@npc == 1)) {
+ set .@match, .@match+1;
+ set .@win, .@win+1;
+ set .@result$, "I lost meow!";
+ } else {
+ set .@match, .@match+1;
+ set .@loss, .@loss+1;
+ set .@result$, "So I win meow!!";
+ }
+ next;
+ mes "[Paa]";
+ mes "You were "+.@rps$[.@pc]+", I was "+.@rps$[.@npc]+"~";
+ mes .@result$;
+ next;
+ if (.@match == 5) break;
+ }
+ mes "[Paa]";
+ mes "Meow!! All 5 matches are over meow!!";
+ next;
+ mes "[Paa]";
+ mes "Let me see meow...";
+ mes "I won "+.@loss+" times meow, and you, "+strcharinfo(0)+", won "+.@win+" times, right meow?";
+ next;
+ if (.@win > .@loss) {
+ mes "[Paa]";
+ mes "You won meow.";
+ next;
+ mes "Paa became polite all of a sudden.";
+ next;
+ mes "[Paa]";
+ mes "Great game it was meow. I admire your enthusiasm for the game meow. So, I want to give you my precious Can as a present meow.";
+ next;
+ switch(select("I don't need it!:Thank you.")) {
+ case 1:
+ mes "[Paa]";
+ mes "Just take it meow!! Do as I say meow~";
+ break;
+ case 2:
+ mes "[Paa]";
+ mes "You are polite meow. But, sadly this is all I can give you meow.";
+ break;
+ }
+ next;
+ mes "[Paa]";
+ mes "Good bye meow~ Come back tomorrow for more practice meow~";
+ if (.@win == 5) {
+ mes "Oh! You won all 5 matches meow. Here are some more extra Cans meow!";
+ getitem 12636,10; //Malang_Sp_Can
+ } else
+ getitem 12636,5; //Malang_Sp_Can
+ setquest 5070;
+ close;
+ }
+ mes "[Paa]";
+ mes "You lost. Meow... Meow...";
+ next;
+ mes "Paa became very arrogant.";
+ next;
+ mes "[Paa]";
+ mes "You want to play with me? Paa? With that skill of yours? Meow?";
+ next;
+ mes "[Paa]";
+ mes "What? Present meow? How can you ask for such a thing meow? You lost meow! Go practice more!! Work!! Yes, I should make you do this meow!!";
+ next;
+ setquest 5070;
+ switch(rand(1,13)) {
+ case 1:
+ setquest 5074;
+ mes "[Paa]";
+ mes "Hmm. Do you know a fish named Phen meow? Do you? Isn't it a delicious looking fish meow?";
+ next;
+ mes "- Chrub -";
+ mes "Paa wipes the drool from his mouth.";
+ next;
+ mes "[Paa]";
+ mes "Go catch 30 Phens meow. And also get me 10 Fish Tails meow. Get them to our Director cat, and he will make a delicious dish with them meow.";
+ close;
+ case 2:
+ setquest 5075;
+ mes "[Paa]";
+ mes "Lately, I've felt powerless and that there's too much weight on me meow. I should take care of my health meow.";
+ next;
+ mes "[Paa]";
+ mes "Now it's time for some healthy food meow.";
+ next;
+ mes "[Paa]";
+ mes "Get 50 Marse and 25 Milk to our Cat Gamers Director meow. He has excellent knowledge on healthy foods meow.";
+ close;
+ case 3:
+ setquest 5076;
+ mes "[Paa]";
+ mes "We do have a rival, you know meow. They are 'Dog n Waltz', and everything goes wrong when they come around meow.";
+ next;
+ mes "[Paa]";
+ mes "I would ask you to bully them, but I suppose that's illegal meow... So, I will ask you to harass similar looking monsters meow.";
+ next;
+ mes "[Paa]";
+ mes "Oh, that archer among Kobolds meow!! I hate those the most. Go harass 30 Kobold Archers, and report to our Cat Gamers Director meow.";
+ close;
+ case 4:
+ setquest 5077;
+ mes "[Paa]";
+ mes "What is most important for winning the game meow? It is quickness. What should we do to get faster meow?";
+ next;
+ mes "[Paa]";
+ mes "I've been thinking meow... The best way for us cats is obviously catching rats meow.";
+ next;
+ mes "[Paa]";
+ mes "You know Cramp, right meow? That blue chubby creature meow... Please go catch 10 of them, and report to our Cat Gamers Director meow.";
+ close;
+ case 5:
+ setquest 5078;
+ mes "[Paa]";
+ mes "Chrub... I want some bird cuisine meow. Which one would be most delicious meow?";
+ next;
+ mes "[Paa]";
+ mes "Picky? Ah! It's too small meow. How about Condor? I am not sure... Peco Peco meow?";
+ next;
+ mes "[Paa]";
+ mes "Alright meow! Please catch 50 Peco Pecos and get them to our Cat Gamers Director meow. We shall have a party with bird cuisine tonight meow.";
+ close;
+ case 6:
+ setquest 5079;
+ mes "[Paa]";
+ mes "I get too nervous before the game meow. And I don't play well when I'm nervous meow. I need something to calm down before the game starts meow.";
+ next;
+ mes "[Paa]";
+ mes "Oh! That's right meow! Yarn meow! I used to play with Yarn when I was young meow. Wasn't able to have that kind of relaxation after joining the 'Cat Gamers' meow.";
+ next;
+ mes "[Paa]";
+ mes "Please get 20 Yarns for me meow. Why 20? There are many other cats with the same issue meow. Our Director should take care of this for you meow.";
+ close;
+ case 7:
+ setquest 5080;
+ mes "[Paa]";
+ mes "Recently, our Director seems to have been trying to cut some expenses meow. Or is the manager taking advantage meow?";
+ next;
+ mes "[Paa]";
+ mes "Regular snacks for our players have been reduced meow. You should go get 30 Rat Tails, and give them to our Cat Gamers Director meow.";
+ next;
+ mes "[Paa]";
+ mes "Then, we shall find out if our manager is being greedy or not meow.";
+ close;
+ case 8:
+ setquest 5081;
+ mes "[Paa]";
+ mes "I am having a slump these days meow. I can't give my 100% to the game meow.";
+ next;
+ mes "[Paa]";
+ mes "It is the lemon we need in times like this meow.";
+ next;
+ mes "[Paa]";
+ mes "Get 5 lemons for me meow. Don't forget, I need 5 Lemons meow... Our Cat Gamers Director should know what to do with them meow.";
+ close;
+ case 9:
+ setquest 5082;
+ mes "[Paa]";
+ mes "Malangdo is a good place for a cat to live meow. But, it gets very hot when we play games meow.";
+ next;
+ mes "[Paa]";
+ mes "When we are playing a lot, it gets really crazy hot, hard for us to bear meow. You know how hysterical we cats can be, right meow?";
+ next;
+ mes "[Paa]";
+ mes "Get me either 10 Ice Pieces or 10 Ice Creams. Our Cat Gamers Director should know what to do with them meow.";
+ close;
+ case 10:
+ setquest 5083;
+ mes "[Paa]";
+ mes "I can see that you also need some rest meow. Feel free to relax for a while meow. How about taking a walk around the village meow? I insist meow~!";
+ next;
+ mes "[Paa]";
+ mes "But, it is no fun to just walk around the village meow. Hmm... Right meow!! Why don't you go ahead and meet a cat named Eryu meow?";
+ next;
+ mes "[Paa]";
+ mes "Oh! And when you meet the cat, make sure to say 'Come back' meow. That is the password meow. And don't forget to tell our Director I was with you all the time meow!!";
+ close;
+ case 11:
+ setquest 5085;
+ mes "[Paa]";
+ mes "I can see that you also need some rest meow. Feel free to relax for a while meow. How about taking a walk around the village meow? I insist meow~!";
+ next;
+ mes "[Paa]";
+ mes "But, it is no fun to just walk around the village meow. Hmm... Right meow!! Why don't you go ahead and meet a cat named Stew meow?";
+ next;
+ mes "[Paa]";
+ mes "Oh! And when you meet the cat, make sure to say 'Come back' meow. That is the password meow. And don't forget to tell our Director I was with you all the time meow!!";
+ close;
+ case 12:
+ mes "[Paa]";
+ mes "I can see that you also need some rest meow. Feel free to relax for a while meow. How about taking a walk around the village meow? I insist meow~!";
+ next;
+ mes "[Paa]";
+ mes "But, it is no fun to just walk around the village meow. Hmm... Right meow!! Why don't you go ahead and meet a cat named Ketchup meow?";
+ next;
+ mes "[Paa]";
+ mes "Oh! And when you meet the cat, make sure to say 'Come back' meow. That is the password meow. And don't forget to tell our Director I was with you all the time meow!!";
+ close;
+ case 13:
+ mes "[Paa]";
+ mes "I can see that you also need some rest meow. Feel free to relax for a while meow. How about taking a walk around the village meow? I insist meow~!";
+ next;
+ mes "[Paa]";
+ mes "But, it is no fun to just walk around the village meow. Hmm... Right meow!! Why don't you go ahead and meet a cat named Eff meow?";
+ next;
+ mes "[Paa]";
+ mes "Oh! And when you meet the cat, make sure to say 'Come back' meow. That is the password meow. And don't forget to tell our Director I was with you all the time meow!!";
+ close;
+ }
+}
+
+mal_in01,91,222,4 script Kuka#gamer 422,{
+ if (MaxWeight - Weight < 1000) {
+ mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
+ close;
+ }
+ if (checkweight(1201,1) == 0) {
+ mes "Your inventory is too full to proceed. Come back after reducing your load.";
+ close;
+ }
+ for(set .@i,5074; .@i<=5090; set .@i,.@i+1) {
+ if (checkquest(.@i) > -1) {
+ mes "[Kuka]";
+ mes "You haven't done what we asked you for yo~. A promise is a promise, you know yo~.";
+ next;
+ mes "[Kuka]";
+ mes "When you are done, please get checked by the Cat Gamers Director over there yo.~";
+ close;
+ }
+ }
+ if (malang_gamer < 20) {
+ if (countitem(2872)) {
+ mes "[Kuka]";
+ mes "You seem like a first timer yo~ Where did you get the certificate yo~ You better give that back yo~";
+ close;
+ }
+ mes "[Kuka]";
+ mes "The Cat Gamers Director said a practicing partner is coming yo~ But, that human didn't show up yo~ I am bored yo~";
+ close;
+ }
+ if (!isequipped(2872)) {
+ mes "[Kuka]";
+ mes "Oh great member you, ^0000FF"+strcharinfo(0)+"^000000~ Let's play ChamChamCham yo~";
+ next;
+ mes "[Kuka]";
+ mes "... ... ...";
+ next;
+ mes "[Kuka]";
+ mes "But, you don't have the certificate yo~ Certificate helps you save the game record yo~ You must have it! yo~";
+ next;
+ mes "[Kuka]";
+ mes "Please go get the certificate yo~";
+ close;
+ }
+ if (checkquest(5071,PLAYTIME) == 0 || checkquest(5071,PLAYTIME) == 1) {
+ mes "[Kuka]";
+ mes "Is it not tomorrow yet yo~ You can play one game a day yo~ Come back tomorrow yo~";
+ close;
+ } else if (checkquest(5071,PLAYTIME) == 2)
+ erasequest 5071;
+ mes "[Kuka]";
+ mes "Oh great member you, ^0000FF"+strcharinfo(0)+"^000000~ Let's play ChamChamCham yo~";
+ next;
+ switch(select("Play the game.:Ask who is 1st place.:Ask about the game rules.")) {
+ case 1:
+ mes "[Kuka]";
+ mes "Good choice yo~";
+ next;
+ break;
+ case 2:
+ // custom condition
+ if (!$malangdo_gamer) {
+ mes "[Kuka]";
+ mes "No one holds a record for the ChamChamCham game yo~";
+ mes "You could be the first yo~";
+ close;
+ }
+ mes "[Kuka]";
+ mes "Current 1st place for the ChamChamCham game is";
+ mes "^0000FF"+$malangdo_gamer$+"^000000 with ^DE2B21"+$malangdo_gamer+"^000000 winning streak yo~";
+ if (strcharinfo(0) == $malangdo_gamer$)
+ mes "Never know when someone else would break the record yo~";
+ else
+ mes "I expect that you, "+strcharinfo(0)+", can beat ^0000FF"+$malangdo_gamer$+"^000000 sometime yo~";
+ close;
+ case 3:
+ mes "[Kuka]";
+ mes "ChamChamCham game rules are very simple yo~";
+ mes "Just direct your hand towards the direction where I direct my face yo~";
+ next;
+ cutin "g_cat_01",4;
+ mes "[Kuka]";
+ mes "Like this yo~";
+ next;
+ cutin "g_cat_03",4;
+ mes "[Kuka]";
+ mes "Or like that yo~";
+ next;
+ cutin "",255;
+ mes "[Kuka]";
+ mes "A present is available for 3 wins yo~";
+ mes "If you beat the previous record, you get a bigger present yo~";
+ next;
+ mes "[Kuka]";
+ mes "See you at the practice yo~";
+ close;
+ }
+ while(1) {
+ cutin "g_cat_00",4;
+ mes "[Kuka & "+strcharinfo(0)+"]";
+ mes "Cham!";
+ next;
+ mes "[Kuka & "+strcharinfo(0)+"]";
+ mes "Cham! Cham!";
+ next;
+ mes "[Kuka & "+strcharinfo(0)+"]";
+ mes "Cham! Cham! Cham!";
+ next;
+ switch(select("Hand towards left:Hand towards right")) {
+ case 1:
+ if (rand(1000) < 500) {
+ cutin "g_cat_01",4;
+ set .@win, .@win+1;
+ } else {
+ cutin "g_cat_02",4;
+ set .@loss,1;
+ }
+ break;
+ case 2:
+ if (rand(1000) < 500) {
+ cutin "g_cat_03",4;
+ set .@win, .@win+1;
+ } else {
+ cutin "g_cat_04",4;
+ set .@loss,1;
+ }
+ break;
+ }
+ if (.@loss) {
+ mes "[Kuka]";
+ mes "Hehe~ I won yo~ I feel good yo~";
+ next;
+ cutin "",255;
+ break;
+ }
+ mes "[Kuka]";
+ mes "Well~ I lost yo~ Let's practice more yo~";
+ next;
+ cutin "",255;
+ mes "[Kuka]";
+ mes strcharinfo(0)+" has won "+.@win+" times yo~ Next game starts yo~";
+ next;
+ }
+ if (.@win == 0) {
+ // fall through
+ } else if (.@win > 0 && .@win < 3) {
+ setquest 5071;
+ mes "[Kuka]";
+ mes "After the practice, "+strcharinfo(0)+" has won "+.@win+" in a row yo~";
+ mes "Present is for 3 wins or more yo~ Nothing for today yo~ But, come again tomorrow yo~";
+ close;
+ } else {
+ set .@name_record$, $malangdo_gamer$;
+ set .@win_record, $malangdo_gamer;
+ set .@win_cnt, .@win-.@win_record;
+ set .@cans, .@win-2;
+ if (.@win > .@win_record) {
+ set $malangdo_gamer$, strcharinfo(0);
+ set $malangdo_gamer, .@win;
+ mes "[Kuka]";
+ mes "Congrats yo~ You won ^DE2B21"+.@win+"^000000 in a row yo~";
+ if (strcharinfo(0) == .@name_record$)
+ mes "You won ^DE2B21"+.@win_cnt+"^000000 more than the recent ^DE2B21"+.@win_record+"^000000 record yo~ Congrats yo~";
+ // custom conditions
+ //else
+ else if (.@win_record)
+ mes "And you have won ^DE2B21"+.@win_cnt+"^000000 more than ^0000FF"+.@name_record$+"^000000's ^DE2B21"+.@win_record+"^000000 winning streak yo~ New record yo~ Congrats yo~";
+ else
+ mes "A new record yo~ Congrats yo~";
+ next;
+ mes "[Kuka]";
+ mes "I'll give you 1 random coin pocket as a special present yo~ Well done yo~ Come back tomorrow yo~";
+ setquest 5071;
+ getitem 12636, .@cans; //Malang_Sp_Can
+ getitem 12621,1; //Egrade_Pocket
+ close;
+ } else {
+ mes "[Kuka]";
+ mes "Congrats yo~ For winning "+.@win+" times I'll give you "+.@cans+" cans yo~ Well done yo~ Come back tomorrow yo~";
+ setquest 5071;
+ getitem 12636, .@cans; //Malang_Sp_Can
+ close;
+ }
+ }
+ mes "[Kuka]";
+ mes strcharinfo(0)+" didn't win at all yo~ You must work it out yo~";
+ next;
+ setquest 5071;
+ switch(rand(1,13)) {
+ case 1:
+ setquest 5074;
+ mes "[Kuka]";
+ mes "Kuka wants you to catch delicious Phens yo~";
+ next;
+ mes "- Chrub -";
+ mes "Kuka wipes the drool from his mouth.";
+ next;
+ mes "[Kuka]";
+ mes "Catch 30 Phens yo~ And also get me 10 Fish Tails yo~ Get them to our Director Cat, and he will make a delicious dish with them yo~";
+ close;
+ case 2:
+ setquest 5075;
+ mes "[Kuka]";
+ mes "Lately, I've felt powerless and that there's too much weight on me yo~ I should take care of my health yo~";
+ next;
+ mes "[Kuka]";
+ mes "Now it's time for some healthy food yo~";
+ next;
+ mes "[Kuka]";
+ mes "Get 50 Marse and 25 Milk to our Cat Gamers Director yo~. He has excellent knowledge on healthy foods yo~.";
+ close;
+ case 3:
+ setquest 5076;
+ mes "[Kuka]";
+ mes "We have a rival yo~ 'Dog n Waltz' yo~";
+ next;
+ mes "[Kuka]";
+ mes "I want to harass similar goons yo~";
+ next;
+ mes "[Kuka]";
+ mes "There is an archer among Kobolds yo~ Harass 30 Kobold Archers and report to our Cat Gamers Director yo~";
+ close;
+ case 4:
+ setquest 5077;
+ mes "[Kuka]";
+ mes "Quickness is very important for winning the game yo~ Work on quickness yo~";
+ next;
+ mes "[Kuka]";
+ mes "Mouse catching is the best work out for quickness training yo~";
+ next;
+ mes "[Kuka]";
+ mes "Catch 10 blue and chubby Cramps, and report to our Cat Gamers Director yo~";
+ close;
+ case 5:
+ setquest 5078;
+ mes "[Kuka]";
+ mes "I crave bird cuisine yo~ Bird cuisine is so delicious yo~";
+ next;
+ mes "[Kuka]";
+ mes "Picky is too small and Condor is not tasty yo~ How about Peco Peco yo~?";
+ next;
+ mes "[Kuka]";
+ mes "Ok yo~ Catch 50 Peco Pecos and report to our Cat Gamers Director yo~ Tonight, we will have a bird cuisine party yo~";
+ close;
+ case 6:
+ setquest 5079;
+ mes "[Kuka]";
+ mes "I get too nervous before the game yo~. And I don't play well when I am nervous yo~. I need something to calm down before the game starts yo~.";
+ next;
+ mes "[Kuka]";
+ mes "Yarn is very useful for relaxing yo~";
+ next;
+ mes "[Kuka]";
+ mes "Get 20 Yarns yo~ There are many other cats with the same issue yo~ The Cat Gamers Director will take care of them yo~";
+ close;
+ case 7:
+ setquest 5080;
+ mes "[Kuka]";
+ mes "Recently, our Director seems to have been trying to cut some expenses yo~ Or maybe the Manager Cat is taking advantage yo~";
+ next;
+ mes "[Kuka]";
+ mes "Regular snacks for our players have been reduced yo~ "+strcharinfo(0)+" should go get 30 Rat Tails, and report to our Cat Gamers Director yo~";
+ next;
+ mes "[Kuka]";
+ mes "Then, we shall find out if our manager is being greedy or not yo~";
+ close;
+ case 8:
+ setquest 5081;
+ mes "[Kuka]";
+ mes "I am having a slump these days yo~ I can't give my 100% to the game.";
+ next;
+ mes "[Kuka]";
+ mes "It is the lemon we need in times like this yo~";
+ next;
+ mes "[Kuka]";
+ mes "Get 5 lemons for me yo~ Don't forget, I need 5 Lemons yo~ Our Cat Gamers Director should know what to do with them yo~";
+ close;
+ case 9:
+ setquest 5082;
+ mes "[Kuka]";
+ mes "Malangdo is a good place for a cat to live yo~ But, it gets very hot when we play games yo~";
+ next;
+ mes "[Kuka]";
+ mes "When we are playing a lot, it gets really crazy hot yo~ Crazy cats are scary yo~ We need Ice Pieces or Ice Cream yo~";
+ next;
+ mes "[Kuka]";
+ mes "Get us either 10 Ice Pieces or 10 Ice Creams, and report to our Cat Gamers Director yo~";
+ close;
+ case 10:
+ setquest 5083;
+ mes "[Kuka]";
+ mes "Cat Gamers Director's order yo~ Find Eryu who is afraid of the Director yo~";
+ next;
+ mes "[Kuka]";
+ mes "You must find Eryu, and tell him 'Come back' yo~ report to our Cat Gamers Director yo~";
+ close;
+ case 11:
+ setquest 5085;
+ mes "[Kuka]";
+ mes "Cat Gamers Director's order yo~ Find Stew who is afraid of the Director yo~";
+ next;
+ mes "[Kuka]";
+ mes "You must find Stew, and tell him 'Come back' yo~ report to our Cat Gamers Director yo~";
+ close;
+ case 12:
+ setquest 5087;
+ mes "[Kuka]";
+ mes "Cat Gamers Director's order yo~ Find Ketchup who is afraid of the Director yo~";
+ next;
+ mes "[Kuka]";
+ mes "You must find Ketchup, and tell him 'Come back' yo~ report to our Cat Gamers Director yo~";
+ close;
+ case 13:
+ setquest 5089;
+ mes "[Kuka]";
+ mes "Cat Gamers Director's order yo~ Find Eff who is afraid of the Director yo~";
+ next;
+ mes "[Kuka]";
+ mes "You must find Eff, and tell him 'Come back' yo~ report to our Cat Gamers Director yo~";
+ close;
+ }
+}
+
+mal_in01,134,221,4 script KungKung#gamer 422,{
+ if (MaxWeight - Weight < 1000) {
+ mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
+ close;
+ }
+ if (checkweight(1201,1) == 0) {
+ mes "Your inventory is too full to proceed. Come back after reducing your load.";
+ close;
+ }
+ for(set .@i,5074; .@i<=5090; set .@i,.@i+1) {
+ if (checkquest(.@i) > -1) {
+ mes "[KungKung]";
+ mes "You didn't keep your promise. I have no business with you.";
+ close;
+ }
+ }
+ if (malang_gamer < 20) {
+ if (countitem(2872)) {
+ mes "[KungKung]";
+ mes "You are not qualified. Hmm... I am not sure how you got this, but we cannot practice with you. Go back.";
+ close;
+ }
+ mes "[KungKung]";
+ mes "Do not bother me. I am waiting for my practicing partner.";
+ close;
+ }
+ if (!isequipped(2872)) {
+ mes "[KungKung]";
+ mes "Are you the practice partner? You are late. Let's start right away.";
+ next;
+ mes "[KungKung]";
+ mes "... ... ...";
+ next;
+ mes "[KungKung]";
+ mes "Where is your certificate? You cannot practice with us unless you have that certificate. Go get it.";
+ close;
+ }
+ if (checkquest(5072,PLAYTIME) == 0 || checkquest(5072,PLAYTIME) == 1) {
+ mes "[KungKung]";
+ mes "You don't have a watch? Or can't read the time? It's not the time yet.";
+ close;
+ } else if (checkquest(5072,PLAYTIME) == 2)
+ erasequest 5072;
+ mes "[KungKung]";
+ mes "Are you the practice partner? You are late. Let's start right away.";
+ next;
+ switch(select("Play the game.:Ask current 1st place.:Ask about the game rules.")) {
+ case 1:
+ mes "[KungKung]";
+ mes "Before the game, we will decide the turn by rolling a dice.";
+ next;
+ break;
+ case 2:
+ mes "[KungKung]";
+ mes "Why do you want to know the 1st place? KongNyangKong is a brutal and tough match game. Kuka should know such thing!";
+ close;
+ case 3:
+ mes "[KungKung]";
+ mes "You want to learn the game rules?";
+ mes "You seem to have a polite way of asking things.";
+ mes "Listen carefully.";
+ next;
+ mes "[KungKung]";
+ mes "KongNyangKong has different play rules when attacking and defending.";
+ next;
+ mes "[KungKung]";
+ mes "When attacking, you must turn your hand to the same side as your opponent in order to complete the attack.";
+ next;
+ cutin "cat_g_01",4;
+ mes "[KungKung]";
+ mes "If we turn our hands the same way like this, then your attack is successful.";
+ next;
+ cutin "",255;
+ mes "[KungKung]";
+ mes "For defending, you must turn your hand to the opposite side of your opponent in order to defend yourself.";
+ next;
+ cutin "cat_g_06",4;
+ mes "[KungKung]";
+ mes "Yes! If you turn your hand opposite to mine like that, you have succeeded defending yourself.";
+ next;
+ cutin "",255;
+ mes "[KungKung]";
+ mes "If you are clever enough, you should know that the bottom hand is the attacker's hand.";
+ next;
+ mes "[KungKung]";
+ mes "Last!! Most important rule.";
+ mes "Once you succeed attacking, you can continue attacking your opponent.";
+ mes "When you fail, then you are on the defending side.";
+ mes "Do not forget this!";
+ next;
+ mes "[KungKung]";
+ mes "You can ask about the KongNyangKong rules anytime you want!";
+ mes "Our Manager Cat also knows all about the KongNyangKong rules.";
+ mes "That is all!";
+ close;
+ }
+ while(1) {
+ set .@pc_dic, rand(6);
+ set .@npc_dic, rand(6);
+
+ // Emote[58-63]:
+ // e_dice1, e_dice2, e_dice3, e_dice4, e_dice5, e_dice6
+ emotion 58+.@pc_dic,1;
+ emotion 58+.@npc_dic;
+
+ if (.@pc_dic > .@npc_dic) {
+ mes "[KungKung]";
+ mes "Your dice roll number is higher. You can attack first.";
+ set .@attack_turn,1;
+ next;
+ break;
+ } else if (.@pc_dic < .@npc_dic) {
+ mes "[KungKung]";
+ mes "My dice roll number is higher. I will attack first.";
+ set .@attack_turn,2;
+ next;
+ break;
+ } else {
+ mes "[KungKung]";
+ mes "We have even numbers. Let's roll the dice once again.";
+ next;
+ }
+ }
+ set .@pc_hp,100;
+ set .@npc_hp,100;
+ while(1) {
+ if (!.@pc_hp || !.@npc_hp) break;
+ mes strcharinfo(0)+" (^FF0000"+.@pc_hp+"^000000/100)";
+ mes "--------------------------------";
+ mes "KungKung (^FF0000"+.@npc_hp+"^000000/100)";
+ next;
+ mes "[KungKung & "+strcharinfo(0)+"]";
+ mes "Kong!";
+ emotion e_loud,1;
+ emotion e_loud;
+ next;
+ mes "[KungKung & "+strcharinfo(0)+"]";
+ mes "Kong! Nyang!";
+ emotion e_loud,1;
+ emotion e_loud;
+ next;
+ mes "[KungKung & "+strcharinfo(0)+"]";
+ mes "Kong! Nyang! Kong!";
+ emotion e_loud,1;
+ emotion e_loud;
+ next;
+ set .@cat_hand, rand(1,10);
+ switch(.@attack_turn) {
+ case 1: // Attack
+ mes "How would you like to attack?";
+ mes " ";
+ mes "¡¡ Tip !!";
+ mes "Choose back: ^FF0000You win if the cat shows the back of its paw.^000000";
+ mes "Choose palm: ^FF0000You win if the cat shows the palm of its paw.^000000";
+ next;
+ switch(select("Back:Palm")) {
+ case 1:
+ if (.@cat_hand <= 5) {
+ set .@npc_hp, .@npc_hp-10;
+ cutin "cat_g_01",4;
+ specialeffect EF_BASH;
+ mes "Attack was successful.";
+ mes "You have slapped the back of KungKung's paw.";
+ next;
+ cutin "",255;
+ } else {
+ set .@attack_turn,2;
+ cutin "cat_g_02",4;
+ mes "Attack has failed.";
+ mes "KungKung starts attack now.";
+ next;
+ cutin "",255;
+ }
+ break;
+ case 2:
+ if (.@cat_hand <= 5) {
+ set .@attack_turn,2;
+ cutin "cat_g_03",4;
+ mes "Attack has failed.";
+ mes "KungKung starts attack now.";
+ next;
+ cutin "",255;
+ } else {
+ set .@npc_hp, .@npc_hp-10;
+ cutin "cat_g_04",4;
+ specialeffect EF_BASH;
+ mes "Attack was successful.";
+ mes "You have slapped the back of KungKung's paw.";
+ next;
+ cutin "",255;
+ }
+ break;
+ }
+ break;
+ case 2: // Defend
+ mes "How would you like to defend?";
+ mes " ";
+ mes "¡¡ Tip !!";
+ mes "Choose back: ^FF0000You win if the cat shows the back of its paw.^000000";
+ mes "Choose palm: ^FF0000You win if the cat shows the palm of its paw.^000000";
+ next;
+ switch(select("Back:Palm")) {
+ case 1:
+ if (.@cat_hand <= 5) {
+ set .@pc_hp, .@pc_hp-10;
+ cutin "cat_g_05",4;
+ specialeffect2 EF_BASH;
+ mes "Defending has failed.";
+ mes "KungKung attacks the back of your hand with its sharp claw.";
+ next;
+ cutin "",255;
+ } else {
+ set .@attack_turn,1;
+ cutin "cat_g_06",4;
+ mes "Defending was succesful.";
+ mes "You can start attack now.";
+ next;
+ cutin "",255;
+ }
+ break;
+ case 2:
+ if (.@cat_hand <= 5) {
+ set .@attack_turn,1;
+ cutin "cat_g_07",4;
+ mes "Defending was succesful.";
+ mes "You can start attack now.";
+ next;
+ cutin "",255;
+ } else {
+ set .@pc_hp, .@pc_hp-10;
+ cutin "cat_g_08",4;
+ specialeffect2 EF_BASH;
+ mes "Defending has failed.";
+ mes "KungKung attacks the back of your hand with its sharp claw.";
+ next;
+ cutin "",255;
+ }
+ break;
+ }
+ break;
+ }
+ }
+ if (.@npc_hp == 0) {
+ mes "[KungKung]";
+ mes "I lost. It was good game indeed.";
+ mes "A win would have been better, but I am too busy to look back at the past.";
+ next;
+ cutin "cat_g_lose",4;
+ mes "[KungKung]";
+ mes "Sob...";
+ emotion e_sob;
+ next;
+ cutin "",255;
+ mes "[KungKung]";
+ mes "Hmm... That wasn't necessary, I guess.";
+ mes "This is for you, Human!";
+ setquest 5072;
+ getitem 12636,5; //Malang_Sp_Can
+ next;
+ mes "[KungKung]";
+ mes "Come again tomorrow. I will beat you next time.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ cutin "cat_g_win",4;
+ mes "[KungKung]";
+ mes "I won. It was a boring match.";
+ mes "You need to practice more. Maybe some extra work will help.";
+ next;
+ setquest 5072;
+ switch(rand(1,13)) {
+ case 1:
+ setquest 5074;
+ mes "[KungKung]";
+ mes "Catch the delicious fish Phen.";
+ next;
+ mes "[KungKung]";
+ mes "Go catch 30 Phens. And also get me 10 Fish Tails. Give them to our Director cat, and he will make a delicious dish with them.";
+ break;
+ case 2:
+ setquest 5075;
+ mes "[KungKung]";
+ mes "I may have worked out too much... I feel powerless and that there's too much weight on me. I should take care of my health.";
+ next;
+ mes "[KungKung]";
+ mes "I am already 10 years old, so it's time for some healthy food.";
+ next;
+ mes "[KungKung]";
+ mes "Get 50 Marse and 30 Milk to our Cat Gamers Director. He has excellent knowledge on healthy foods.";
+ break;
+ case 3:
+ setquest 5076;
+ mes "[KungKung]";
+ mes "We have a rival. The 'Dog n Waltz' team... Everything goes wrong when they come around.";
+ next;
+ mes "[KungKung]";
+ mes "I want to ask you to bully them, but that's illegal...";
+ next;
+ mes "[KungKung]";
+ mes "Go harass 30 Kobold Archers instead of 'Dog n Waltz', and report to our Cat Gamers Director.";
+ break;
+ case 4:
+ setquest 5077;
+ mes "[KungKung]";
+ mes "Quickness is most important for winning the game. For better quickness...";
+ next;
+ mes "[KungKung]";
+ mes "Catching mice is best. It's Cramp hunting time.";
+ next;
+ mes "[KungKung]";
+ mes "Catch 10 Cramps, and report to our Cat Gamers Director.";
+ break;
+ case 5:
+ setquest 5078;
+ mes "[KungKung]";
+ mes "I want some bird cuisine. Have you tasted any before?";
+ next;
+ mes "[KungKung]";
+ mes "Peco Peco sounds delicious to me. I don't like eating alone, so...";
+ next;
+ mes "[KungKung]";
+ mes "Catch 50 Peco Pecos, and report to our Cat Gamers Director. We all can have a dinner party with Peco Peco cuisine.";
+ break;
+ case 6:
+ setquest 5079;
+ mes "[KungKung]";
+ mes "Being calm is the key to winning important matches.";
+ next;
+ mes "[KungKung]";
+ mes "There's not a single cat who hasn't played with Yarn when they were young.";
+ next;
+ mes "[KungKung]";
+ mes "Get 20 Yarns, and report to our Cat Gamers Director. It will help improve our team's ability.";
+ break;
+ case 7:
+ setquest 5080;
+ mes "[KungKung]";
+ mes "I have a strong belief that our Manager Cat is taking advantage of our snacks.";
+ next;
+ mes "[KungKung]";
+ mes "All we need is evidence... Get 30 Rat Tails, and report to our Cat Gamers Director.";
+ next;
+ mes "[KungKung]";
+ mes "Then, we shall find out whether or not Manager Cat was doing something wrong.";
+ break;
+ case 8:
+ setquest 5081;
+ mes "[KungKung]";
+ mes "Practice was ok, but I seem to be having a slump these days.";
+ next;
+ mes "[KungKung]";
+ mes "We need to have some Lemon in times like this.";
+ next;
+ mes "[KungKung]";
+ mes "Get 5 Lemons to our Cat Gamers Director. He'll know what to do.";
+ break;
+ case 9:
+ setquest 5082;
+ mes "[KungKung]";
+ mes "Malangdo is a good place for a cat to live. But, it gets hot easily.";
+ next;
+ mes "[KungKung]";
+ mes "On a hot days like this, we could use some Ice Pieces or Ice Cream.";
+ next;
+ mes "[KungKung]";
+ mes "Get either 10 Ice Pieces or 10 Ice Creams. Our Cat Gamers Director should know what to do with them.";
+ break;
+ case 10:
+ setquest 5083;
+ mes "[KungKung]";
+ mes "Our Cat Gamers Director asked this. I should make you do this errand.";
+ next;
+ mes "[KungKung]";
+ mes "Find Eryu the cat from Malangdo, and say 'Come back' loud and clear.";
+ next;
+ mes "[KungKung]";
+ mes "Afterwards, you can report to our Cat Gamers Director. Off you go!!";
+ break;
+ case 11:
+ setquest 5085;
+ mes "[KungKung]";
+ mes "Our Cat Gamers Director asked this. I should make you do this errand.";
+ next;
+ mes "[KungKung]";
+ mes "Find Stew the cat from Malangdo, and say 'Come back' loud and clear.";
+ next;
+ mes "[KungKung]";
+ mes "Afterwards, you can report to our Cat Gamers Director. Off you go!!";
+ break;
+ case 12:
+ setquest 5087;
+ mes "[KungKung]";
+ mes "Our Cat Gamers Director asked this. I should make you do this errand.";
+ next;
+ mes "[KungKung]";
+ mes "Find Ketchup the cat from Malangdo, and say 'Come back' loud and clear.";
+ next;
+ mes "[KungKung]";
+ mes "Afterwards, you can report to our Cat Gamers Director. Off you go!!";
+ break;
+ case 13:
+ setquest 5089;
+ mes "[KungKung]";
+ mes "Our Cat Gamers Director asked this. I should make you do this errand.";
+ next;
+ mes "[KungKung]";
+ mes "Find Eff the cat from Malangdo, and say 'Come back' loud and clear.";
+ next;
+ mes "[KungKung]";
+ mes "Afterwards, you can report to our Cat Gamers Director. Off you go!!";
+ break;
+ }
+ close2;
+ cutin "",255;
+ end;
+}
+
+mal_in01,133,214,6 script Leader#gamer 546,{
+ if (MaxWeight - Weight < 1000) {
+ mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
+ close;
+ }
+ if (checkweight(1201,1) == 0) {
+ mes "Your inventory is too full to proceed. Come back after reducing your load.";
+ close;
+ }
+ for(set .@i,5074; .@i<=5090; set .@i,.@i+1) {
+ if (checkquest(.@i) > -1) {
+ mes "[Leader]";
+ mes "You cannot challenge this Flag Game unless you are done with your assigned work.";
+ close;
+ }
+ }
+ if (malang_gamer < 20) {
+ if (countitem(2872)) {
+ mes "[Leader]";
+ mes "Not everyone can challenge just because they have the certificate.";
+ close;
+ }
+ mes "[Leader]";
+ mes "Ok, let's practice until a challenger comes!!";
+ close;
+ }
+ if (!isequipped(2872)) {
+ mes "[Leader]";
+ mes "Do you want to challege?";
+ next;
+ mes "[Leader]";
+ mes "... ... ...";
+ next;
+ mes "[Leader]";
+ mes "You cannot challenge this Flag Game unless you are wearing our certificate item. Please come back later.";
+ close;
+ }
+ if (checkquest(5073) == 0 || checkquest(5073) == 1) {
+ mes "[Leader]";
+ mes "The Flag Game is only available once a day.";
+ close;
+ } else if (checkquest(5073) == 2)
+ erasequest 5073;
+ mes "[Leader]";
+ mes "Do you want to challege?";
+ next;
+ switch(select("Challenge.:Who are you?:Ask about the rules.")) {
+ case 1:
+ mes "[Leader]";
+ mes "Let's challenge the Flag Game. Please wait while our cats get prepared.";
+ next;
+ break;
+ case 2:
+ mes "[Leader]";
+ mes "Oh! I retired from 'Cat Gamers', and am working on a national game referee license. Licenses are the new trend these days.";
+ next;
+ mes "[Leader]";
+ mes "A referee must use standard language... So it was very hard for me to stop crying meow meow~ like other cats.";
+ next;
+ mes "[Leader]";
+ mes "I know the game rules for players for sure, but refereeing the game is a lot harder than it seems.";
+ next;
+ mes "[Leader]";
+ mes "Sometimes I do make mistakes, and people go crazy like it's the end of world. What a hard job this is.";
+ next;
+ mes "[Leader]";
+ mes "But, I want to finish this course, and be the world's best referee ever.";
+ next;
+ mes "[Leader]";
+ mes "You can bet on it!!";
+ close;
+ case 3:
+ mes "[Leader]";
+ mes "Allow me to explain the rule for the Flag-Waving Game.";
+ next;
+ mes "[Leader]";
+ mes "You play with 5 other cats.";
+ mes "Wait and wave the flag when no others are waving it.";
+ next;
+ mes "[Leader]";
+ mes "You start with 5 Flag Points, and each time you wave the flag 1 point vanishes.";
+ mes "When your points hit 0, the game ends.";
+ next;
+ mes "[Leader]";
+ mes "There's a special rule for this Flag Game. For more thrill, we reduce 1 point if you do not wave your flag for 10 games.";
+ next;
+ mes "[Leader]";
+ mes "You will get bigger presents as you win with less Flag Points used.";
+ next;
+ mes "[Leader]";
+ mes "Come back anytime if you need more help with the game rules. Our Manager Cat is also available for some help with the game rules.";
+ close;
+ }
+
+ // Starting Flag Points (default 5).
+ set .@flag_point,5;
+ setarray .@flag_point_cat[1],5,5,5,5,5;
+
+ // Cat players' names.
+ setarray .@npc_name$[1],
+ "Debong#gamer","Seichi#gamer","Libs#gamer","Row#gamer","YongYong#gamer";
+ setarray .@cat_name$[1],
+ "Debong","Seichi","Annoying Libs","Row","YongYong";
+ setarray .@cat_desc$[1],
+ " who likes to pick hair"," the observer",""," who likes to show off"," who likes to droop";
+
+ // Emotions displayed when cats' flags not waved.
+ setarray .@cat_emote[1],
+ e_ho,e_no,e_an,e_no1,e_spin;
+
+ // .@cat_action[] when cats' flags are not waved.
+ setarray .@cat_emotes$[1],
+ "1|3|5|7", // Picking hair
+ "2|4|6|8", // Looking around
+ "1|3|6|8", // Getting annoyed
+ "2|4|5|7", // Showing off
+ "3|4|5|6"; // Drooping
+
+ while(1) {
+ for(set .@i,1; .@i<=5; set .@i,.@i+1)
+ set .@cat_action[.@i], ((.@flag_point_cat[.@i])?rand(1,8):0);
+
+ switch(.@cat_action[1]) {
+ case 0: set .@cat_mes$[1], "cannot do anything with all points used"; break;
+ case 1: set .@cat_mes$[1], "focuses on hair picking, careless for the game"; break;
+ case 2: set .@cat_mes$[1], "looks around with round eyes"; break;
+ case 3: set .@cat_mes$[1], "picks out hair around the front paw"; break;
+ case 4: set .@cat_mes$[1], "is getting annoyed at tails smacking on the ground"; break;
+ case 5: set .@cat_mes$[1], "picks his hair while looking around"; break;
+ case 6: set .@cat_mes$[1], "shows off his front paw to the Leader Cat"; break;
+ case 7: set .@cat_mes$[1], "is picking some hair on his belly with a calm mind"; break;
+ case 8: set .@cat_mes$[1], "is drooping down with a pleasant face"; break;
+ }
+ switch(.@cat_action[2]) {
+ case 0: set .@cat_mes$[2], "cannot do anything with all points used"; break;
+ case 1: set .@cat_mes$[2], "picks out hair around the front paw"; break;
+ case 2: set .@cat_mes$[2], "looks around with round eyes"; break;
+ case 3: set .@cat_mes$[2], "is getting annoyed with the Leader Cat"; break;
+ case 4: set .@cat_mes$[2], "observes flies flying around"; break;
+ case 5: set .@cat_mes$[2], "shows off picked hair proudly"; break;
+ case 6: set .@cat_mes$[2], "observes Leader Cat's tail curiously"; break;
+ case 7: set .@cat_mes$[2], "looks at you with drooping eyes"; break;
+ case 8: set .@cat_mes$[2], "is checking you out with a weird glimmer"; break;
+ }
+ switch(.@cat_action[3]) {
+ case 0: set .@cat_mes$[3], "cannot do anything with all points used"; break;
+ case 1: set .@cat_mes$[3], "is getting annoyed at tails smacking on the ground"; break;
+ case 2: set .@cat_mes$[3], "observes Leader Cat's tail curiously"; break;
+ case 3: set .@cat_mes$[3], "is getting annoyed while picking his hair"; break;
+ case 4: set .@cat_mes$[3], "scratches with a drooping face"; break;
+ case 5: set .@cat_mes$[3], "catches a flying fly and shows off"; break;
+ case 6: set .@cat_mes$[3], "is getting irritable with a tired face"; break;
+ case 7: set .@cat_mes$[3], "picks his hair while looking around"; break;
+ case 8: set .@cat_mes$[3], "is getting annoyed with the Leader Cat"; break;
+ }
+ switch(.@cat_action[4]) {
+ case 0: set .@cat_mes$[4], "cannot do anything with all points used"; break;
+ case 1: set .@cat_mes$[4], "is picking some hair on his belly with a calm mind"; break;
+ case 2: set .@cat_mes$[4], "shows off his front paw to the Leader Cat"; break;
+ case 3: set .@cat_mes$[4], "is getting irritable with a tired face"; break;
+ case 4: set .@cat_mes$[4], "catches a flying fly and shows off"; break;
+ case 5: set .@cat_mes$[4], "shows off an attractive tail"; break;
+ case 6: set .@cat_mes$[4], "is drooping and mumbling"; break;
+ case 7: set .@cat_mes$[4], "shows off picked hair proudly"; break;
+ case 8: set .@cat_mes$[4], "is checking you out with a weird glimmer"; break;
+ }
+ switch(.@cat_action[5]) {
+ case 0: set .@cat_mes$[5], "cannot do anything with all points used"; break;
+ case 1: set .@cat_mes$[5], "is fighting with his tail"; break;
+ case 2: set .@cat_mes$[5], "is scratching with his hind foot"; break;
+ case 3: set .@cat_mes$[5], "is drooping down with a pleasant face"; break;
+ case 4: set .@cat_mes$[5], "checks you out with a drooping face"; break;
+ case 5: set .@cat_mes$[5], "scratches with a drooping face"; break;
+ case 6: set .@cat_mes$[5], "is drooping and mumbling"; break;
+ case 7: set .@cat_mes$[5], "is lying around~"; break;
+ case 8: set .@cat_mes$[5], "is doing nothing"; break;
+ }
+
+ switch(rand(3)) {
+ case 0: set .@tip$, "You can predict if the cat will wave the flag or not with 'Observe cats'."; break;
+ case 1: set .@tip$, "1 Flag Point will be deducted if you choose 'Wave flag'."; break;
+ case 2: set .@tip$, "Choosing 'Wait', you can check the results and move on to the next game."; break;
+ }
+ while(1) {
+ mes "[Leader]";
+ mes "Cats are now all prepared.";
+ mes "What will you do?";
+ mes " ";
+ mes "Tip: ^F86A08"+.@tip$+"^000000";
+ next;
+ set .@choice, select("Observe cats:Wave flag:Wait");
+ switch(.@choice) {
+ case 1:
+ mes "Observing cats...";
+ next;
+ for(set .@i,1; .@i<=5; set .@i,.@i+1) {
+ mes "[------ Observing cats ------]";
+ mes .@cat_name$[.@i]+.@cat_desc$[.@i]+" ^FF0000"+.@cat_mes$[.@i]+"^000000.";
+ next;
+ }
+ break;
+ case 2:
+ set .@flag_point, .@flag_point-1;
+ set .@you_flag,1;
+ break;
+ case 3:
+ break;
+ }
+ if (.@choice != 1) break;
+ }
+ set .@round, .@round+1;
+ set .@rounds_nowave, .@rounds_nowave+1;
+ if (.@you_flag == 1) {
+ set .@you_flag$, "You waved the flag";
+ set .@emotion[0], e_korea;
+ } else {
+ set .@you_flag$, "You didn't wave the flag";
+ set .@emotion[0], e_swt2;
+ }
+ for(set .@i,1; .@i<=5; set .@i,.@i+1) {
+ if (.@flag_point_cat[.@i] == 0) {
+ set .@cat_flag$[.@i], "Not enough Flag Points, could not wave";
+ set .@emotion[.@i], e_ho;
+ } else {
+ if (compare(.@cat_emotes$[.@i],""+.@cat_action[.@i])) {
+ set .@cat_flag$[.@i], "Didn't wave";
+ set .@emotion[.@i], .@cat_emote[.@i];
+ } else {
+ set .@cat_flag$[.@i], "Did wave";
+ set .@flag_point_cat[.@i], .@flag_point_cat[.@i]-1;
+ set .@cat_flags_waved, .@cat_flags_waved+1;
+ set .@emotion[.@i], e_korea;
+ }
+ }
+ }
+ mes "[Leader]";
+ mes "Game ^C1653E"+.@round+"^000000 results...";
+ next;
+ mes "[Leader]";
+ mes "~ Flag Game challenger "+strcharinfo(0)+" ~";
+ mes "^FF0000"+.@you_flag$+"^000000 for game ^C1653E"+.@round+"^000000.";
+ mes .@flag_point+" Flag Point remaining.";
+ emotion .@emotion[0],1;
+ next;
+ for(set .@i,1; .@i<=5; set .@i,.@i+1) {
+ mes "[Leader]";
+ mes "~ "+.@cat_name$[.@i]+.@cat_desc$[.@i]+" ~";
+ mes "^FF0000"+.@cat_flag$[.@i]+"^000000 the flag for game ^C1653E"+.@round+"^000000.";
+ mes .@flag_point_cat[.@i]+" Flag Point remaining for "+.@cat_name$[.@i]+".";
+ emotion .@emotion[.@i],0,.@npc_name$[.@i];
+ next;
+ }
+ if (.@you_flag == 1) {
+ set .@rounds_nowave,0;
+ if (.@cat_flags_waved == 0) {
+ // You win.
+ break;
+ } else if (.@flag_point == 0) {
+ // You lose.
+ mes "[Leader]";
+ mes "You have used all your Flag Points.";
+ next;
+ break;
+ } else {
+ set .@you_flag,0;
+ mes "[Leader]";
+ mes "You have failed at flag waving.";
+ mes .@flag_point+" Flag Point remaining.";
+ next;
+ mes "[Leader]";
+ mes "Let's move on to the next game.";
+ next;
+ mes "... ... ... ...";
+ next;
+ }
+ } else {
+ if (.@cat_flags_waved == 5) {
+ mes "[Leader]";
+ mes "Congrats "+strcharinfo(0)+". You have succeed on not waving your flag.";
+ next;
+ mes "[Leader]";
+ mes "But! This is flag waving game, so this doesn't count.";
+ next;
+ } else {
+ if (.@rounds_nowave == 10) {
+ set .@rounds_nowave,0;
+ set .@flag_point, .@flag_point-1;
+ mes "[Leader]";
+ mes "Since you didn't wave your flag for 10 games, 1 Flag Point will be reduced according to the official Flag Game rules.";
+ next;
+ if (.@flag_point == 0) {
+ // You lose.
+ mes "[Leader]";
+ mes "You have used all your Flag Points.";
+ next;
+ break;
+ } else {
+ mes "[Leader]";
+ mes .@flag_point+" Flag Point remaining.";
+ next;
+ }
+ } else {
+ mes "[Leader]";
+ mes "Game "+.@round+" has ended properly. Point penalty will be given after "+(10-.@rounds_nowave)+" more.";
+ next;
+ }
+ mes "[Leader]";
+ mes "Let's move on to the next game.";
+ next;
+ mes "... ... ... ...";
+ next;
+ }
+ }
+ set .@cat_flags_waved,0;
+ }
+ mes "[Leader]";
+ mes "The Flag-Waving Game has ended.";
+ next;
+ mes "[Leader]";
+ mes "Final results!!";
+ mes "After "+.@round+" games, "+strcharinfo(0)+" has "+.@flag_point+" Flag Point left.";
+ mes "... ... ...";
+ next;
+ if (.@you_flag == 1 && .@cat_flags_waved == 0) {
+ setquest 5073;
+ if (.@flag_point_cat[1]+.@flag_point_cat[2]+.@flag_point_cat[3]+.@flag_point_cat[4]+.@flag_point_cat[5] < 5) {
+ getitem 12636,3; //Malang_Sp_Can
+ mes "[Leader]";
+ mes "Congratulations. You have won the Flag-Waving Game.";
+ next;
+ mes "[Leader]";
+ mes "But, only 3 Canned Foods will be given as the present since you didn't take a big part through the game.";
+ } else {
+ switch(.@flag_point) {
+ case 0: set .@cans,5; break;
+ case 1: set .@cans,7; break;
+ case 2: set .@cans,10; break;
+ case 3: set .@cans,15; break;
+ case 4: set .@cans,20; break;
+ }
+ getitem 12636, .@cans; //Malang_Sp_Can
+ mes "[Leader]";
+ mes "Congratulations. You have won the Flag-Waving Game. "+.@cans+" Canned Foods will be given as the present.";
+ }
+ next;
+ mes "[Leader]";
+ mes "Hope you win some more Canned Foods tomorrow.";
+ close;
+ }
+ mes "[Leader]";
+ mes "Flag waving failed...";
+ mes "... ... ... ...";
+ next;
+ setquest 5073;
+ switch(rand(1,13)) {
+ case 1: setquest 5074; break;
+ case 2: setquest 5075; break;
+ case 3: setquest 5076; break;
+ case 4: setquest 5077; break;
+ case 5: setquest 5078; break;
+ case 6: setquest 5079; break;
+ case 7: setquest 5080; break;
+ case 8: setquest 5081; break;
+ case 9: setquest 5082; break;
+ case 10: setquest 5083; break;
+ case 11: setquest 5085; break;
+ case 12: setquest 5087; break;
+ case 13: setquest 5089; break;
+ }
+ mes "Leader gives you a note without hesitation. You must follow the order now.";
+ close;
+}
+
+mal_in01,136,216,2 script Seichi#gamer 553,{
+ if (malang_gamer == 20) {
+ mes "[Seichi]";
+ mes "Ah~ I'm hungry. Any rats wandering around?";
+ next;
+ mes "[Seichi]";
+ mes "Ah~ I think I could eat 100 cramps at once.";
+ next;
+ mes "[Seichi]";
+ mes "Hey, why don't you look around? Who knows? Maybe we can find a delicious canned food~";
+ emotion e_no;
+ next;
+ mes "[Seichi]";
+ mes "Then, you can give me one. Hehe~";
+ close;
+ } else {
+ mes "[Seichi]";
+ mes "I am hungry~ Any leftover canned food there?";
+ emotion e_no;
+ close;
+ }
+ end;
+}
+
+mal_in01,136,215,2 script Row#gamer 559,{
+ if (malang_gamer == 20) {
+ mes "[Row]";
+ mes "Hut! Human, you came to see me, Row the Great? What? No?";
+ next;
+ mes "[Row]";
+ mes "What do want then? Get lost. Ah...!!";
+ next;
+ mes "[Row]";
+ mes "You want to play the Flag Game? I see. Show me what you've got.";
+ next;
+ mes "[Row]";
+ mes "But, you know you can never beat me, the great Row.";
+ emotion e_gg;
+ close;
+ } else {
+ mes "[Row]";
+ mes "Flag waving is a serious game. Only special cats like me can compete. Meow~";
+ close;
+ }
+ end;
+}
+
+mal_in01,136,214,2 script Debong#gamer 876,{
+ if (malang_gamer == 20) {
+ mes "[Debong]";
+ mes "Hair picking is my best hobby meow.";
+ next;
+ mes "[Debong]";
+ mes "When picking hair meow~";
+ mes "Time really flies meow~";
+ next;
+ mes "[Debong]";
+ mes "Come here, you, meow. I'll pick your hair meow.";
+ emotion e_lv;
+ close;
+ } else {
+ mes "The cat is picking your hair.";
+ close;
+ }
+ end;
+}
+
+mal_in01,136,213,2 script Libs#gamer 421,{
+ if (malang_gamer == 20) {
+ mes "[Libs]";
+ mes "Arrgg!! Why should I play this stupid flag waving game here?";
+ emotion e_an;
+ next;
+ mes "[Libs]";
+ mes "Hey you. What do you think? I know you've hearing me!";
+ next;
+ mes "[Libs]";
+ mes "... ... ...";
+ next;
+ mes "[Libs]";
+ mes "Well, I'm sure you won't have a clue why this is happening. I forgive you.";
+ emotion e_ok;
+ next;
+ mes "[Libs]";
+ mes "How can a human understand the overwhelming heart of cats.";
+ emotion e_pif;
+ close;
+ } else {
+ mes "[Libs]";
+ mes "A human? What are you doing here?";
+ next;
+ mes "[Libs]";
+ mes "Oh! I see. Our director is looking a practicing partner, why don't you apply?";
+ close;
+ }
+ end;
+}
+
+mal_in01,136,212,2 script YongYong#gamer 554,{
+ if (malang_gamer == 20) {
+ mes "[YongYong]";
+ mes "Meow~ I'm annoyed meow~";
+ emotion e_an;
+ next;
+ mes "[YongYong]";
+ mes "Annoying meow~";
+ emotion e_an;
+ next;
+ mes "[YongYong]";
+ mes "You're annoying meow~";
+ emotion e_an;
+ next;
+ mes "[YongYong]";
+ mes "What are you, a dog? Meow~!";
+ emotion e_an;
+ specialeffect EF_SONICBLOW2;
+ next;
+ mes "[YongYong]";
+ mes "Do not mess with the drooping cat.";
+ mes "Or you will regret it.";
+ close;
+ } else {
+ mes "z..Z..z..Z";
+ mes "The cat is sleeping.";
+ close;
+ }
+ end;
+}
+
+malangdo,120,140,7 script Sign#Cat G Entrance 858,{
+ mes "A small sign.";
+ next;
+ mes "[Cat Gamers Headquarters]";
+ mes "- Practicing partner welcome -";
+ mes "- Recruiting 'Cat Gamers' -";
+ mes "Consult with our Cat Gamers Director.";
+ close;
+}
+
+mal_in01,15,221,6 script Sign#Cat G 1F 858,{
+ mes "[Cat Gamers Headquarters 1F]";
+ mes "- ~ B 1 ~ -";
+ mes "Rock Paper Scissors practice room";
+ mes "ChamChamCham practice room";
+ close;
+}
+
+mal_in01,77,214,4 script Sign#Cat G B1 858,{
+ mes "[Cat Gamers Headquarters B1]";
+ mes "- ~ 1 F ~ -";
+ mes "Consult with the director...";
+ mes "-----------------------------";
+ mes "- ~ B 2 ~ -";
+ mes "KongNyangKong & Flag Game practice room";
+ mes "'Cat Gamers' Tech Team lab";
+ close;
+}
+
+mal_in01,142,220,6 script Sign#Cat G B2 858,{
+ mes "[Cat Gamers Headquarters B2]";
+ mes "- ~ B 1 ~ -";
+ mes "Rock Paper Scissors practice room";
+ mes "ChamChamCham practice room";
+ close;
+}
+
+mal_in01,155,222,2 script Uneet#gamer 890,{
+ set .@playtime, checkquest(5069,PLAYTIME);
+ if (.@playtime == 0 || .@playtime == 1) {
+ mes "[Uneet]";
+ mes "Wow Wot~ What a busy day~";
+ mes "Oh, you are the one who won the honorable certificate?";
+ next;
+ mes "[Uneet]";
+ mes "There are more orders coming every day. Ahh!! Give me some more manpower!!";
+ close;
+ } else if (.@playtime == 2) {
+ mes "[Uneet]";
+ mes "Nyah~ Ong~ Certificate complete!!";
+ next;
+ mes "[Uneet]";
+ mes "I already gave your certificate to the Cat Gamers Director! Go check it out~";
+ next;
+ mes "[Uneet]";
+ mes "Please... Keep this wherever you go.";
+ close;
+ } else if (malang_gamer < 19) {
+ mes "[Uneet]";
+ mes "I am a cat. Nyah~ Ong~";
+ mes "I look like a sheep because I was so busy I didn't have time to shave.";
+ mes "It is not my fault...";
+ close;
+ } else {
+ mes "[Uneet]";
+ mes "Nyah~ Ong~ Do not interrupt my resting.";
+ mes "Usually, I am very busy...";
+ mes "Don't touch me.";
+ next;
+ mes "[Uneet]";
+ mes "I'm a bit fat now, but you should look at yourself too. Haha...";
+ close;
+ }
+ end;
+}
+
+mal_in01,30,222,4 script Interview Cat#gamer 560,{
+ mes "[Interview Cat]";
+ mes "I want join 'Cat Gamers'.";
+ mes "But it seems the Cat Gamers Director is busy now. Should I just leave?";
+ next;
+ mes "[Interview Cat]";
+ mes "What? You also want join this group?";
+ close;
+}
+
+mal_in01,19,213,1 script Waiting Cat#gamer 555,{
+ mes "[Waiting Cat]";
+ mes "Why did someone put that vase inside of a glass?";
+ mes "The Cat Gamers Director did that?";
+ next;
+ mes "[Waiting Cat]";
+ mes "What strange taste.";
+ mes "Maybe I should rethink joining 'Cat Gamers', huh?";
+ close;
+}
+
// Archangel Wing Enchants :: enc_angel
//============================================================
malangdo,234,153,6 script Notice Board#mal 837,{
@@ -6356,6 +10679,7 @@ mal_in01,15,16,3 script Fallen Angel#mal 403,{
}
set .@equip_refine, getequiprefinerycnt(EQI_GARMENT);
setarray .@equip_card[0], getequipcardid(EQI_GARMENT,0),getequipcardid(EQI_GARMENT,1),getequipcardid(EQI_GARMENT,2);
+ delitem 6417,3; //Silvervine
delequip EQI_GARMENT;
getitem2 2573,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],0; //Archangel_Wing
mes "[Fallen Angel]";
diff --git a/npc/re/quests/quests_malaya.txt b/npc/re/quests/quests_malaya.txt
index 96fb036b0..177638895 100644
--- a/npc/re/quests/quests_malaya.txt
+++ b/npc/re/quests/quests_malaya.txt
@@ -1,21 +1,3342 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Port Malaya Quest NPCs
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
-//= 0.3
-//===== Compatible With: =====================================
-//= rAthena SVN
+//= 1.1
//===== Description: =========================================
//= [Official Conversion]
-//= Quest NPCs related to Port Malaya.
+//= Quest NPCs related to Port Malaya:
+//== Cautious Village, Port Malaya Daily Quests,
+//== Secret in the Woods, Bakonawa Extermination
+//== Nurse in Port Malaya, Pintados Festival
+//= Merchants:
+//== Traders, Upgrade Boss Equipment
//===== Additional Comments: =================================
//= 0.1 Traders only. Adapted from Masao's conversion. [Euphy]
//= 0.2 Added Tribe Blacksmith [DeadlySilence]
//= 0.3 Added "Secret in the Woods" quest [DeadlySilence]
+//= 0.4 Added "Cautious Village" and subsequent quests [DeadlySilence]
+//= 0.5 Added "Bakonawa Extermination" quest. [Euphy]
+//= 1.0 Added "Nurse in Port Malaya" and "Pintados Festival" quests. [Euphy]
+//= 1.1 Added GM management function and NPC. [Euphy]
//============================================================
-// Traders :: npc
+// Cautious Village & Daily Quests :: hi_malaya
+//============================================================
+malaya,266,76,3 script Rodel the Guard#malaya 570,4,4,{
+ if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
+ mes "Cannot proceed with the quest. You are carrying too many items. -";
+ close;
+ }
+ if (malaya_hi == 0) {
+ mes "[Rodel the Guard]";
+ mes "Traveling at such confusing times?";
+ mes "Villagers have been feeling more threatened by evil spirits recently.";
+ mes "Villagers are scared and trembling with fear.";
+ next;
+ mes "[Rodel the Guard]";
+ mes "So... the citizens of Port Malaya will feel uncomfortable around you even though there are no hard feelings toward you.";
+ mes "Inns and stops may be closed to outsiders.";
+ next;
+ mes "[Rodel the Guard]";
+ mes "There is no definite solution to this, but you might want to meet Phong in Mumbaki first.";
+ mes "If the village leader gives his confirmation, other people might be less worried.";
+ next;
+ mes "[Rodel the Guard]";
+ mes "I will mark on the map the location of Phong in Mumbaki.";
+ mes "I welcome your visit though the times are harsh.";
+ viewpoint 1, 185, 358, 0, 0x0A82FF;
+ set malaya_hi, 1;
+ setquest 7350;
+ close;
+ } else if (malaya_hi == 1) {
+ mes "[Rodel the Guard]";
+ mes "Meet with Phong in Mumbaki first.";
+ mes "If you are proven to have a pure soul, other villagers will not avoid you.";
+ mes "If you are not sure of the location, I will mark it on your map.";
+ viewpoint 1, 185, 358, 0, 0x0A82FF;
+ close;
+ } else if (malaya_hi >= 20) {
+ if (BaseLevel < 100) {
+ mes "[Rodel the Guard]";
+ mes "How is the life here?";
+ mes "People aren't so bad are they?";
+ mes "If you were a little more skillful, there might be a job for you. Right now, you are little bit below the standard.";
+ next;
+ mes "[Rodel the Guard]";
+ mes "If you become stronger,";
+ mes "I was thinking of giving you the extermination mission that's being carried out in the city. What a shame. ";
+ close;
+ }
+ .@playtime = checkquest(7405, PLAYTIME);
+ if (.@playtime == 0) {
+ mes "[Rodel the Guard]";
+ mes "Whew, thanks to you, I have one less thing to worry about.";
+ mes "I will lose less of my things.";
+ mes "Job well done.";
+ next;
+ mes "[Rodel the Guard]";
+ mes "You can come back if you want.";
+ mes "You understand what I mean right?";
+ close;
+ } else if (.@playtime == 2) {
+ erasequest 7405;
+ mes "[Rodel the Guard]";
+ mes "Oh, about Jejeling that you hunted down before.";
+ mes "People traveling in and out of Baryo are happy about it.";
+ mes "If it's not much too much trouble, I'd like to ask for your help one more time.";
+ next;
+ mes "[Rodel the Guard]";
+ mes "You don't have to do it now, just whenever you are comfortable.";
+ mes "Come and find me when you decide.";
+ close;
+ } else {
+ .@hunting = checkquest(7404, HUNTING);
+ if (.@hunting == -1) {
+ mes "[Rodel the Guard]";
+ switch(rand(1, 6)) {
+ case 1:
+ mes "Recently, there have been a few that gained recognition for their bravery among the villagers." + $malayaNames$[0] + ", " + $malayaNames$[3] + ", " + $malayaNames$[5] + "... Isn't that amazing?";
+ break;
+ case 2:
+ mes "Yesterday, I saw someone who was carried off to the hospital after rolling down the stairs at the park. That person went by the name of " + $malayaNames$[1] + ". I wonder if that person is alright.";
+ break;
+ case 3:
+ mes "The one who contributed the most in the Jejeling hunt was " + $malayaNames$[1] + ".";
+ break;
+ case 4:
+ mes "If you are bored, how about you stand guard for me? This is a heck of a job. You have to keep standing like a statue even till the sun rises up above your head.";
+ break;
+ case 5:
+ mes "Have you been alone with a woman inside a Jeepney? Wow that was awkward... I'm never going to get married at this rate...";
+ break;
+ case 6:
+ mes "Recently among visitors, one became a close friend to me. Do you know " + $malayaNames$[1] + "? Oh, of course you are a good friend as well.";
+ break;
+ }
+ mes "Oh yes, there is a job for you if you are not too busy. Are you interested?";
+ next;
+ mes "[Rodel the Guard]";
+ mes "We are going to organize an extensive Jejeling hunt this time.";
+ mes "Peddlers going in and out of Baryo are always complaining about Jejelings.";
+ next;
+ if (select("Join the Jejeling hunt.:Refuse.") == 2) {
+ mes "[Rodel the Guard]";
+ mes "Is that so? I'm sorry to hear that.";
+ mes "Things would be so much simpler if we had a person like you around.";
+ close;
+ }
+ mes "[Rodel the Guard]";
+ mes "You just have to hunt 20 jejelings each.";
+ mes "It would be a simple task for you.";
+ setquest 7404;
+ close;
+ } else if (.@hunting == 0) {
+ mes "[Rodel the Guard]";
+ mes "You have to get rid of 20 Jejelings.";
+ mes "20 should be enough to give those Jejelings a good scare.";
+ close;
+ } else if (.@hunting == 1) {
+ mes "[Rodel the Guard]";
+ mes "Oh, the hunt is over, but you haven't killed all the Jejelings.";
+ mes "Come again if you want another try.";
+ erasequest 7404;
+ close;
+ } else {
+ mes "[Rodel the Guard]";
+ mes "Oh, I have confirmed you got rid of 20 Jejelings.";
+ mes "Here, this is a reward for people who participated in the Jejeling hunt.";
+ next;
+ mes "[Rodel the Guard]";
+ mes "I think there will be more Jejeling hunts in the future. Please join us again next time.";
+// if (IsPremiumPcCafe == 10)
+ getitem 6497, 2; // Lesser_Agimat
+// else
+// getitem 6497, 1; // Lesser_Agimat
+ getexp 200000,200000;
+ erasequest 7404;
+ setquest 7405;
+ if (rand(1))
+ $malayaNames$[1] = strcharinfo(0);
+// SavePPL Jejellopy
+ close;
+ }
+ }
+ } else {
+ mes "[Rodel the Guard]";
+ mes "Please understand even if people look at you warily.";
+ mes "The ghost have been haunting the people around here.";
+ close;
+ }
+OnTouch:
+ emotion e_gasp;
+ end;
+
+OnInit:
+ // if there are no names set, set some default values
+ if (!getarraysize($malayaNames$)) {
+ $malayaNames$[0] = "unknown";
+ $malayaNames$[1] = "unknown";
+ $malayaNames$[2] = "unknown";
+ $malayaNames$[3] = "unknown";
+ $malayaNames$[4] = "unknown";
+ $malayaNames$[5] = "unknown";
+ }
+ end;
+}
+
+malaya,185,358,3 script Leader Phong in Mumbaki 580,{
+ if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
+ mes "- Cannot proceed with the quest. You are carrying too many items. -";
+ close;
+ }
+ if (malaya_hi < 2) {
+ mes "[Phong in Mumbaki]";
+ mes "Looks like this soul came across a big body of water.";
+ mes "Young friend.";
+ mes "The reason you found me... yes... I see.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "You don't have to say it in words.";
+ mes "The people are overly cautious of you.";
+ mes "Rodel was probably concerned about it, so he sent you here.";
+ next;
+ if (malaya_hi == 0) {
+ mes "[Phong in Mumbaki]";
+ mes "No?";
+ mes "Well then maybe there was some kind of a Spiritual bond between us.";
+ next;
+ }
+ mes "[Phong in Mumbaki]";
+ mes "Nonetheless, good to meet you, young friend.";
+ mes "Don't blame the villagers too much for their attitudes toward you.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "We are always surrounded by spirits.";
+ mes "We live with them, praying for peace.";
+ mes "But recently, there has been a problem.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "For some unknown reason,";
+ mes "Spirits have been running amok, and evil sprits have been haunting the villagers.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "This is the shadow that is cast on this beautiful town.";
+ mes "They are cautious because they don't know when the dark shadow will fall on them.";
+ mes "They visit without warning.";
+ next;
+ mes "^4d4dffPhong in Mumbaki turns his head and dark shadows appear.";
+ mes "People are in panic, everyone trembling with fear.^000000";
+ cutin "malaya_ghost01", 4;
+ next;
+ select("Step toward the shadow.:Draw weapon.");
+ mes "[Phong in Mumbaki]";
+ mes "They have followed the trace of the outsider. ";
+ mes "Don't get to close too them.";
+ mes "Your soul can get absorbed.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "Hmm? They are responding.";
+ mes "I don't understand? They look scared as if facing a powerful soul.";
+ mes "This feeling... it can't be...";
+ cutin "malaya_ghost02", 4;
+ next;
+ mes "^4d4dffLike words of Phong in Mumbaki, spirits are responding to something, hesitating.";
+ mes "Observing their reaction, you get closer. The spirits are flustered.^000000";
+ next;
+ cutin "", 255;
+ mes "[Phong in Mumbaki]";
+ mes "Amazing. Holder of a soul so strong and pure...!";
+ mes "The dark spirits have disappeared because of your presence.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "I think other villagers would treat you differently now...";
+ mes "Haven't we all witnessed this miracle?";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "Young friend. Your presence is welcomed anywhere.";
+ mes "The light from your pure soul will protect you from the darkness.";
+ set malaya_hi, 10;
+ if (checkquest(7350) > -1)
+ erasequest 7350;
+ close;
+ } else if (malaya_hi == 10) {
+ mes "[Phong in Mumbaki]";
+ mes "Everyone in the village witnessed how strong and pure your soul is.";
+ mes "Do not be afraid of the dark.";
+ close;
+ } else if (malaya_hi == 11) {
+ mes "[Phong in Mumbaki]";
+ mes "Is there something wrong?";
+ mes "You look disturbed.";
+ mes "Your clothes also look messed up. Was there some kind of trouble?";
+ next;
+ switch (select("Explain what happened.:There is nothing to talk about.")) {
+ case 1:
+ mes "[Phong in Mumbaki]";
+ mes "Is that so?";
+ mes "Ha ha... that is a big problem. ";
+ mes "You must've been concerned.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "You know, we were preparing a spiritual protection for ";
+ mes "villagers who are afraid of evil spirits...";
+ mes "but preparation is not going well.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "As a temporary solution, how about giving them what they want?";
+ mes "Just pick among the items you have that are unimportant and give them to them.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "All they want is inner peace anyways.";
+ mes "They give meaning to little things and find peace within that behavior.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "What is really important is the belief that you will be safe as long as you carry that item.";
+ mes "If people can stop being afraid by holding on to your old shirt button, then that button is a Spiritual Protection.";
+ next;
+ mes "^4d4dffAs Mumbaki said, giving out some items to serve as a Spiritual Protection would be a good idea.";
+ mes "What would be adequate as a Spiritual Protection..^000000";
+ next;
+ switch (select("Holy Water!:Holy magical item Blue Gemstone?!:Writing utensils or school supplies")) {
+ case 1:
+ mes "[Phong in Mumbaki]";
+ mes "The name itself suggests holiness.";
+ mes "It was blessed by the Holy Water, yes?";
+ mes "Not bad.";
+ mes "Is there another? Something more persuading would be nice.";
+ next;
+ select("Talk about Blue Gemstone.");
+ mes "[Phong in Mumbaki]";
+ mes "Aha... a stone that disappears after absorbing the curse or magical affect instead of the holder.";
+ mes "Used in holy magic?";
+ mes "Sounds good.";
+ next;
+ break;
+ case 2:
+ mes "[Phong in Mumbaki]";
+ mes "Aha... a stone that disappears after absorbing the curse or magical affect instead of the holder.";
+ mes "Used in holy magic?";
+ mes "But it does not sound so holy though.";
+ next;
+ select("Talk about the Holy Water.");
+ mes "[Phong in Mumbaki]";
+ mes "The name itself suggests holiness.";
+ mes "It was blessed by the Holy Water, yes?";
+ mes "Sounds good.";
+ next;
+ break;
+ case 3:
+ mes "[Phong in Mumbaki]";
+ mes "Hmm? It isn't too bad if you are always going to carry it around.";
+ mes "But I think something that looks more persuading would be better.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "It would be better is there is a holy feel to it...";
+ mes "Do you have something that was blessed by your god?";
+ next;
+ select("Holy Water or Blue Gemstone?");
+ mes "[Phong in Mumbaki]";
+ mes "The name itself suggests holiness.";
+ mes "It was blessed by the Holy Water, yes?";
+ mes "Stone that protects the bearer...";
+ mes "Sounds perfect.";
+ next;
+ break;
+ }
+ mes "[Phong in Mumbaki]";
+ mes "Can you find Holy Water and Blue Gemstone that you spoke of?";
+ mes "While I'm working on the Spiritual Protection, you can give out the Holy Artifacts.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "People's trust toward you will grow stronger if you do that.";
+ mes "They will trust and listen to you.";
+ mes "Yes, because you will become their heart's savior.";
+ next;
+ mes "^4d4dffListening to Phong in Mumbaki, you decided to give out Holy Water and Blue Gemstone to the villagers.";
+ set malaya_hi, 12;
+ erasequest 7358;
+ setquest 7351;
+ close;
+ case 2:
+ mes "[Phong in Mumbaki]";
+ mes "Is that so?";
+ mes "Tell me if anything happens.";
+ mes "For you, it'll be my pleasure to lend you a hand";
+ close;
+ }
+ } else if (malaya_hi == 12) {
+ mes "[Phong in Mumbaki]";
+ mes "Holy Water and Blue Gemstone you spoke of will function well. ";
+ mes "I hope they can set aside their fear and worries this way...";
+ close;
+ } else if (malaya_hi == 13) {
+ mes "[Phong in Mumbaki]";
+ mes "Did you give out your present to everyone?";
+ mes "By doing this, you made friends with everyone in the town.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "I found ways to build Spiritual Protection.";
+ mes "My grandchild Imelda will create it.";
+ mes "So don't worry. You don't have to give out any more of your things.";
+ erasequest 7365;
+ set malaya_hi, 20;
+ getexp 200000, 200000;
+// SavePPL Soul_Protection
+ close;
+ } else {
+ mes "[Phong in Mumbaki]";
+ switch(rand(1, 6)) {
+ case 1:
+ mes "There was a traveler who is as brave as you. The traveler went by the name of " + $malayaNames$[0] + ". Do you know that person?";
+ break;
+ case 2:
+ mes "There is a traveler recently that has been gaining popularity in the village. The traveler's name was " + $malayaNames$[0] + ". Outsiders seem to be very vigorous.";
+ break;
+ case 3:
+ mes "I have never in my life living as a Mumbaki seen a soul as pure and as strong as that of " + $malayaNames$[0] + "'s. Yes, even stronger and purer than yours.";
+ break;
+ case 4:
+ mes "I witnessed a traveler who flipped backward after stepping on a fruit peel. " + $malayaNames$[1] + ". He cried out 'Ouch! Somebody please help~'. We all had a good laugh.";
+ break;
+ case 5:
+ mes "Welcome! Welcome! You are always welcome around here.";
+ break;
+ case 6:
+ mes "I don't know if you are aware of this, but " + $malayaNames$[0] + " even aided Baryo. I feel good to know that there is a one more good soul around.";
+ break;
+ }
+ next;
+ switch (select("Ask for advice.:Bless flowers...")) {
+ case 1:
+ if (malaya_diwata == 2) {
+ mes "[Phong in Mumbaki]";
+ mes "Ferry at the Port?";
+ mes "So that has happened...";
+ mes "Important thing is to first find out why that child is so upset.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "In this case, a bribe would work perfectly.";
+ mes "Flowers are always the best choice for seducing woman, right?";
+ next;
+ select("This is not a love consulting.");
+ mes "[Phong in Mumbaki]";
+ mes "I'm just saying.";
+ mes "Dead or alive, that poor soul is just a little girl.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "Girls that age will smile even at the falling leaves.";
+ mes "Open her heart with an armful of flowers. ";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "Let's see...";
+ mes "^4d4dff3 Mystic Flowers, 3 Elegant Flowers, 3 Pretty Flowers^000000 would be enough to make a Bouquet.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "Gather these flowers, and I'll make a Bouquet out of it and bless it.";
+ mes "Flowers can be found out side the village.";
+ set malaya_diwata, 3;
+ erasequest 7396;
+ setquest 7397;
+ close;
+ } else if (malaya_diwata == 3) {
+ if ((countitem(6509) < 3) || (countitem(6510) < 3) && (countitem(6511) < 3)) {
+ mes "[Phong in Mumbaki]";
+ mes "There are ^4d4dff3 Mystic Flowers, 3 Elegant Flowers, 3 Pretty Flowers^000000.";
+ mes "Do you understand?";
+ close;
+ }
+ mes "[Phong in Mumbaki]";
+ mes "Oh... I can smell the scent of flowers from here.";
+ mes "I'll gather these and bless them.";
+ next;
+ mes "-Phong in Mumbaki carries out a blessing ceremony after carefully tying flowers into a Bouquet.-";
+ mes "-Just by watching it, holiness overwhelms you.-";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "Isn't it a beauty?";
+ mes "Not bad for a old man huh?";
+ mes "I made so many Offering Bouquets in the past that I can make one with my eyes closed now.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "Now, deliver this to that child.";
+ mes "I hope she opens her heart with this and becomes willing to talk to you.";
+ delitem 6509, 3; // Mysterious_Flower
+ delitem 6510, 3; // Elegant_Flower
+ delitem 6511, 3; // Beautiful_Flower
+ getitem 6506, 1; // Memorial_Bouquet
+ set malaya_diwata, 4;
+ erasequest 7397;
+ setquest 7398;
+ close;
+ } else if (malaya_diwata == 4) {
+ mes "[Phong in Mumbaki]";
+ mes "Take this Bouquet and talk to the spirit that has nested in the boat.";
+ close;
+ } else if (malaya_diwata > 5) {
+ mes "[Phong in Mumbaki]";
+ mes "It is a pity to see a misfortunate spirit... just as with that Ferry incident.";
+ mes "If you are going to offer a Bouquet for a spirit, I'm always willing to help.";
+ close;
+ } else {
+ mes "[Phong in Mumbaki]";
+ mes "There is nothing this old man can tell you.";
+ mes "Nothing can beat staying healthy, right?";
+ close;
+ }
+ case 2:
+ if (checkquest(7402) == -1) {
+ mes "[Phong in Mumbaki]";
+ mes "Who is the floral tribute for?";
+ mes "Don't tell me you're making one in advance cause you're lazy?";
+ mes "A tribute must be sincere. Don't forget that.";
+ close;
+ }
+ if (countitem(6506) > 0) {
+ mes "[Phong in Mumbaki]";
+ mes "Isn't it already made?";
+ mes "What is that in your hand?";
+ mes "Why are you standing around here? Go and give out those flowers.";
+ close;
+ }
+ if ((countitem(6509) < 3) || (countitem(6510) < 3) || (countitem(6511) < 3)) {
+ mes "[Phong in Mumbaki]";
+ mes "Going to Diwata?";
+ mes "You need Mysterious Flowers, Elegant Flowers and Beautiful Flowers, 3 of each, okay?";
+ mes "I'll make it when the flowers are ready.";
+ close;
+ }
+ mes "[Phong in Mumbaki]";
+ mes "Diwata is some woman.";
+ mes "And you going to her every day is something too.";
+ next;
+ mes "[Phong in Mumbaki]";
+ mes "Hey, here's the Bouquet.";
+ mes "Make offerings with your soul and wish for a fruitful day.";
+ delitem 6509, 3; // Mysterious_Flower
+ delitem 6510, 3; // Elegant_Flower
+ delitem 6511, 3; // Beautiful_Flower
+ getitem 6506, 1; // Memorial_Bouquet
+ close;
+ }
+ }
+}
+
+malaya,169,350,5 script Imelda#malaya 475,{
+ if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
+ mes "- Cannot proceed with the quest. You are carrying too many items. -";
+ close;
+ }
+ if (malaya_hi < 10) {
+ mes "[Imelda]";
+ mes ".... Hmm.";
+ close;
+ } else if (malaya_hi < 20) {
+ mes "[Imelda]";
+ mes "..........";
+ mes "Not bad.";
+ mes "I have my eyes on you. Let's see how you do in this town.. *chuckle*";
+ next;
+ mes "- She is a rather annoying little girl. -";
+ close;
+ } else if (malaya_hi == 20) {
+ mes "[Imelda]";
+ mes "Aren't you the hero who recently got on the villagers good side with the cheap foreign Holy Artifact?";
+ mes "What's up?";
+ next;
+ select ("You want to make a traditional Spiritual Protection?");
+ mes "[Imelda]";
+ mes "Yes. My grandfather found a way.";
+ mes "I'm going to make it.";
+ next;
+ mes "[Imelda]";
+ mes "This is my job and nobody else's.";
+ mes "Protecting traditions is my job.";
+ next;
+ switch (select("Is that so?:Good luck on your own!")) {
+ case 1:
+ if (BaseLevel < 100) {
+ mes "[Imelda]";
+ mes "Of course.";
+ mes "And to get help from someone as... weak as you is not such a good idea.";
+ next;
+ mes "[Imelda]";
+ mes "Getting the materials is not as easy as it sounds.";
+ mes "Maybe when you become stronger, yes, but not now. Never.";
+ close;
+ }
+ mes "[Imelda]";
+ mes "What then?";
+ mes "You're going to get the materials?";
+ mes "Fine I'll accept your proposal.";
+ next;
+ select ("....?!");
+ mes "[Imelda]";
+ mes "If you wanted to help me out so much, why didn't you say so from the beginning?";
+ mes "Or ask my grandfather?";
+ next;
+ mes "[Imelda]";
+ mes "If you are so enthusiastic about making a Spiritual Protection.";
+ mes "I'd have to give up, won't I?";
+ next;
+ mes "[Imelda]";
+ mes "Now, the needed materials are ^4d4dff6 Sharpened Bamboos, 6 Salt bags and 6 Silver Crosses^000000.";
+ next;
+ mes "[Imelda]";
+ mes "You'll have to manufacture the salt yourself at the north western beach.";
+ mes "You'll find the pits I've made there.";
+ next;
+ mes "[Imelda]";
+ mes "Go to Pandoi at the weapon shop for the Silver Crosses.";
+ mes "He promised to make me some.";
+ next;
+ mes "[Imelda]";
+ mes "Sharpened Bamboos you can get at Baryo or from a nearby forest.";
+ mes "You got all that?";
+ next;
+ mes "[Imelda]";
+ mes "Now's the time to prove your prowess!";
+ set malaya_hi, 21;
+ setquest 7366;
+ close;
+ case 2:
+ mes "[Imelda]";
+ mes "Indeed.";
+ mes "I will protect the village!";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Now I haven't seen any Spiritual Protections made with those!";
+ mes "Interesting~";
+ mes "I'm sure you'll do just fine~";
+ mes "Ha ha ha ha~";
+ next;
+ mes "[Imelda]";
+ mes "Stop annoying me and go away!";
+ close;
+ }
+ } else if (malaya_hi == 21) {
+ if ((countitem(6501) < 6) || (countitem(6500) < 6) || (countitem(6502) < 6)) {
+ mes "[Imelda]";
+ mes "I'll approve you as worthy if you bring all the materials for the Spiritual Protection!";
+ next;
+ mes "[Imelda]";
+ mes "Manufacture the salt at the north western beach and bamboos grow in Baryo Mahiwaga.";
+ mes "Ask Pandoi to make the Silver Crosses.";
+ mes "Don't forget to get 6 of each.";
+ close;
+ }
+ mes "[Imelda]";
+ mes "... Oh... My, you really did get them?";
+ mes "You're better than I thought.";
+ mes "That was not a compliment at all!";
+ next;
+ mes "[Imelda]";
+ mes "Now I'm going through the holy ritual to make a traditional Spiritual Protection.";
+ mes "Give them to me! And don't bother me during the process!";
+ set malaya_hi, 22;
+ delitem 6500, 6; // Sharp_Bamboo
+ delitem 6501, 6; // Salt_Bag
+ delitem 6502, 6; // Silver_Cross
+ erasequest 7366;
+ setquest 7367;
+ close;
+ } else if (malaya_hi == 22) {
+ .@playtime = checkquest(7367, PLAYTIME);
+ if (.@playtime == 0 || .@playtime == 1) {
+ mes "Imelda is in ritual with a devout aura, compared to when she streamed invectives.";
+ mes "Better not disturb her.";
+ close;
+ } else if (.@playtime == 2) {
+ mes "[Imelda]";
+ mes "Still here?";
+ mes "Of course, you want to see how much better my Spiritual Protection is compared to that cheap Holy Artifact.";
+ next;
+ mes "[Imelda]";
+ mes "Fine.";
+ mes "Now go and give these Spiritual Protections to the people!";
+ mes "You have all the rights to do so!";
+ mes "*Giggles*";
+ next;
+ mes "Took the Spiritual Protection, despite her ridiculous logic and vigor.";
+ mes "Let's give them to the villagers.";
+ set malaya_hi, 23;
+ getitem 6503, 6; // Soul_Protection
+ erasequest 7367;
+ setquest 7368;
+ setquest 7369;
+ setquest 7370;
+ setquest 7371;
+ setquest 7372;
+ setquest 7373;
+ setquest 7374;
+ close;
+ } else {
+ mes "[Imelda]";
+ mes "Don't disturb the ritual and go away.";
+ mes "Please wait while I make the Spiritual Protection.";
+ setquest 7367;
+ close;
+ }
+ } else if (malaya_hi == 23) {
+ mes "[Imelda]";
+ mes "The ones who gets the Spiritual Protections are on the list.";
+ mes "Go and give them the new Spiritual Protections";
+ next;
+ mes "[Imelda]";
+ mes "Such a kind person like yourself will surely do it, won't you? ";
+ mes "*Smirk*";
+ close;
+ } else if (malaya_hi == 24) {
+ mes "[Imelda]";
+ mes "... You really did what I asked you?";
+ mes "You know what? I give up.";
+ mes "I thought you'd leave after getting something from this town with sweet talk...";
+ next;
+ mes "[Imelda]";
+ mes "I apologize for my rude behavior.";
+ mes "....This is something to go with the apology.";
+ next;
+ mes "[Imelda]";
+ mes "I'd be happy if you could help me, because the Spiritual Protections needs to be made every day.";
+ set malaya_hi, 25;
+ erasequest 7374;
+ erasequest 7379;
+ setquest 7375;
+// if (IsPremiumPcCafe == 10)
+ getitem 6497, 2; // Lesser_Agimat
+// else
+// getitem 6497, 1; // Lesser_Agimat
+ getexp 200000,200000;
+ if (rand(1))
+ $malayaNames$[0] = strcharinfo(0);
+ close;
+ } else {
+ mes "[Imelda]";
+ mes "Hello there.";
+ mes "Did you enjoy the scenery of Malaya?";
+ mes "It's nice to have a chat with friends on a Jeepney.";
+ next;
+ switch (select("I'll help you making Spiritual Protections.:Love and Spiritual Protection for all.")) {
+ case 1:
+ if (checkquest(7380) > -1) {
+ if ((countitem(6501) < 6) || (countitem(6502) < 6) || (countitem(6500) < 6)) {
+ mes "[Imelda]";
+ mes "Materials for making a Spiritual Protection are";
+ mes "Salt Bags, Silver Crosses and Sharpened Bamboos, 6 of each.";
+ next;
+ mes "[Imelda]";
+ mes "Salt form the north western beach, Silver Crosses from Pandoi, and Sharpened Bamboos from near Baryo.";
+ close;
+ }
+ mes "[Imelda]";
+ mes "Yes, you got everything precisely.";
+ mes "Thanks for the help.";
+ next;
+ mes "[Imelda]";
+ mes "It'll be nice if you could help again tomorrow.";
+ mes "Here's something for your trouble.";
+ delitem 6500, 6; // Sharp_Bamboo
+ delitem 6501, 6; // Salt_Bag
+ delitem 6502, 6; // Silver_Cross
+ erasequest 7380;
+ setquest 7381;
+// if (IsPremiumPcCafe == 10)
+ getitem 6497, 2; // Lesser_Agimat
+// else
+// getitem 6497, 1; // Lesser_Agimat
+ getexp 200000,200000;
+ close;
+ } else {
+ .@playtime = checkquest(7381, PLAYTIME);
+ if ((.@playtime == 0) || (.@playtime == 1)) {
+ mes "[Imelda]";
+ mes "I appreciate your kindness, but we have enough for today.";
+ mes "I'll ask for you when I need more materials.";
+ close;
+ } else if (.@playtime == 2) {
+ mes "[Imelda]";
+ mes "Very good timing.";
+ mes "I ran out of materials for today's Spiritual Protections.";
+ mes "Could you go for them now?";
+ erasequest 7381;
+ next;
+ switch (select("Sure.:I need some preparations.")) {
+ case 1:
+ mes "[Imelda]";
+ mes "As usual then.";
+ mes "6 Salt Bags. Silver Crosses and Sharpened Bamboos, please.";
+ setquest 7380;
+ close;
+ case 2:
+ mes "[Imelda]";
+ mes ".......I see.";
+ mes "I'll be waiting then.";
+ close;
+ }
+ } else {
+ mes "[Imelda]";
+ mes "That is great news indeed.";
+ mes "You know what you need for making Spiritual Protections?";
+ mes "Of course, it's not your first time...";
+ next;
+ mes "[Imelda]";
+ mes "I'll leave you to it then.";
+ mes "6 Salt Bags. Silver Crosses and Sharpened Bamboos, please.";
+ setquest 7380;
+ close;
+ }
+ }
+ case 2:
+ if (checkquest(7374) != -1) {
+ if (checkquest(7379) == -1) {
+ mes "[Imelda]";
+ mes "Please deliver these new Spiritual Protections to the villagers.";
+ mes "You know them, right?";
+ close;
+ }
+ mes "[Imelda]";
+ mes "They cannot rely on these Spiritual Protections forever...";
+ mes "It would be much better to have a strong mind such as yours.";
+ next;
+ mes "[Imelda]";
+ mes "Strong spirits are full of light.";
+ mes "Those of the dark cannot approach due the blinding light";
+ next;
+ mes "[Imelda]";
+ mes "I guess that's it for today.";
+ mes "Thank you very much.";
+ setquest 7375;
+ erasequest 7374;
+ erasequest 7379;
+// if (IsPremiumPcCafe == 10)
+ getitem 6497, 2; // Lesser_Agimat
+// else
+// getitem 6497, 1; // Lesser_Agimat
+ getexp 200000,200000;
+ if (rand(1))
+ $malayaNames$[0] = strcharinfo(0);
+ close;
+ } else {
+ .@playtime = checkquest(7375, PLAYTIME);
+ if (.@playtime == 0 || .@playtime == 1) {
+ mes "[Imelda]";
+ mes "The Spiritual Protections given before will still be in effect";
+ mes "It's okay for now.";
+ close;
+ } else if (.@playtime == 2) {
+ mes "[Imelda]";
+ mes "I was wondering when you would drop by.";
+ mes "Could you deliver Spiritual Protections to the folks today?";
+ erasequest 7375;
+ next;
+ if (select("Of course.:Not today.") == 2) {
+ mes "[Imelda]";
+ mes "Yes.";
+ mes "Why not take a stroll in Malaya today?";
+ mes "Of course, you'll still encounter ghosts here and there.";
+ close;
+ }
+ if ((checkquest(7381) == 0) || (checkquest(7381) == 1)) {
+ mes "[Imelda]";
+ mes "Thank you very much.";
+ mes "Come back when you've given them all out.";
+ setquest 7374;
+ setquest 7368;
+ setquest 7369;
+ setquest 7370;
+ setquest 7371;
+ setquest 7372;
+ setquest 7373;
+ getitem 6503, 6; // Soul_Protection
+ close;
+ } else {
+ mes "[Imelda]";
+ mes "Thanks for your concern, but I couldn't make any because I ran out of materials.";
+ mes "Shame, is it not?";
+ mes "I do hope there's somebody willing to get them for me.";
+ close;
+ }
+ } else {
+ mes "[Imelda]";
+ mes "Are you at peace? I could feel your serenity all the way from here.";
+ mes "You want to spend that extra time for me?";
+ next;
+ mes "[Imelda]";
+ mes "Could you give out these Spiritual Protections to the villagers for me?";
+ next;
+ switch (select("Yes.:Not today.") == 2) {
+ mes "[Imelda]";
+ mes "Yes.";
+ mes "Why not take a stroll in Malaya today?";
+ mes "Of course, you'll still encounter ghosts here and there.";
+ close;
+ }
+ if ((checkquest(7381, PLAYTIME) == 0) || (checkquest(7381, PLAYTIME) == 1)) {
+ mes "[Imelda]";
+ mes "Thank you very much.";
+ mes "Come back when you've given them all out.";
+ setquest 7374;
+ setquest 7368;
+ setquest 7369;
+ setquest 7370;
+ setquest 7371;
+ setquest 7372;
+ setquest 7373;
+ getitem 6503, 6; // Soul_Protection
+ close;
+ } else {
+ mes "[Imelda]";
+ mes "Thanks for your concern, but I couldn't make any because I ran out of materials.";
+ mes "Shame, is it not?";
+ mes "I do hope there's somebody willing to get them for me.";
+ close;
+ }
+ }
+ }
+ break;
+ }
+ }
+ end;
+}
+
+malaya,181,353,5 script Old Man Nardo#malaya 574,{
+ if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
+ mes "- Cannot proceed with the quest. You are carrying too many items. -";
+ close;
+ }
+ if (malaya_hi < 10) {
+ mes "[Old Man Nardo]";
+ mes ".......";
+ mes "Not from around here, I see. I have nothing to say.";
+ close;
+ } else if (malaya_hi == 10) {
+ if (checkquest(7353) == 2) {
+ mes "[Old Man Nardo]";
+ mes "How about lending a hand for a poor old man?";
+ mes "I don't care if it's just a sleeve of your shirt, just give me something with your vigor.";
+ next;
+ mes "[Old Man Nardo]";
+ mes "You know, I've not long to go now...";
+ mes "Help me be at peace along the way.";
+ close;
+ } else {
+ mes "[Old Man Nardo]";
+ mes "Y... You!!";
+ mes "You're the young one with such strong spirit to fend off ghosts of darkness?!";
+ mes "Would it be... Possible to share some of your spirit with me?";
+ next;
+ mes "[Old Man Nardo]";
+ mes "I have trouble sleeping because of the mischievous ghosts around town, and my back hurts when it rains.";
+ next;
+ mes "[Old Man Nardo]";
+ mes "Please share that miraculous spirit of yours with me.";
+ mes "How about just a button of yours?";
+ next;
+ mes "-The troubled villagers desire your belongings because you fend off the ghosts. -";
+ setquest 7353;
+ completequest 7353;
+ if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) {
+ next;
+ mes "-So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-";
+ set malaya_hi, 11;
+ setquest 7358;
+ }
+ close;
+ }
+ } else if (malaya_hi == 11) {
+ mes "[" + strcharinfo(0) + "]";
+ mes "He'll rake off all my buttons if I talk to him now.";
+ mes "Must counsel with Mumbaki first!";
+ close;
+ } else if (malaya_hi == 12) {
+ if (checkquest(7360) != -1) {
+ mes "[Old Man Nardo]";
+ mes "To be honest, I do not believe that this Holy Artifact has any abilities.";
+ mes "It's just for the peace of mind.";
+ next;
+ mes "[Old Man Nardo]";
+ mes "Nevertheless, I see you differently now";
+ mes "To exclude just because someone's an outsider doesn't seem like a good idea anymore.";
+ mes "I'm sorry I ignored you.";
+ close;
+ }
+ if (!countitem(523) || !countitem(717)) {
+ mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000";
+ close;
+ }
+ mes "[Old Man Nardo]";
+ mes "So, changed your mind about sharing your spirit?";
+ next;
+ select("Hand over the prepared items.");
+ mes "[Old Man Nardo]";
+ mes "Ahh... Thank you.";
+ mes "Now I can be at peace for some time...";
+ mes "...Peace is always good. Yes.";
+ next;
+ mes "- Gave Holy Water and Blue Gemstone to Old Man Nardo.-";
+ delitem 717, 1; //Blue_Gemstone
+ delitem 523, 1; //Holy_Water
+ setquest 7360;
+ completequest 7360;
+ if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) {
+ mes "-With the Old Man as last, enough Holy Artifacts have been given out.-";
+ set malaya_hi, 13;
+ erasequest 7351;
+ setquest 7365;
+ }
+ close;
+ } else if ((malaya_hi > 12) && (malaya_hi < 20)) {
+ mes "[Old Man Nardo]";
+ mes "To be honest, I do not believe that this Holy Artifact has any abilities.";
+ mes "It's just for the peace of mind.";
+ next;
+ mes "[Old Man Nardo]";
+ mes "When you have the time, could you help me out with something?";
+ mes "I'm fine now... I mean later.";
+ close;
+ } else {
+ mes "[Old Man Nardo]";
+ switch(rand(1, 6)) {
+ case 1:
+ mes "Do you know Capre? I hear " + $malayaNames$[1] + " travelers are helping out Capre... Anyhow...";
+ break;
+ case 2:
+ mes "There are plenty of Spiritual Protection these days. " + $malayaNames$[0] + " was keen at giving out Spiritual Protections. Is it a tradition where you come from?";
+ break;
+ case 3:
+ mes "I hear that, between merchants, " + $malayaNames$[1] + "? The name seems to pop up a lot. He seems to be talented in the business.";
+ break;
+ case 4:
+ mes "Once, I saw a traveler who slipped on a piece of fruit. 'Someone help " + $malayaNames$[1] + "~' he shouted, which gave me a good laugh.";
+ break;
+ case 5:
+ mes "Ah, you again? Thanks for the help back then.";
+ break;
+ case 6:
+ mes "I hear that " + $malayaNames$[2] + " is famous in Baryo. Why don't you try for some fame?";
+ break;
+ }
+ mes "What is it?";
+ next;
+ switch (select("Speak.:Give Spiritual Protection.:The Old Man and the Cast Iron Cauldron")) {
+ case 1:
+ mes "[Old Man Nardo]";
+ mes "Port Malaya is a beautiful city.";
+ mes "The old and new are in perfect harmony.";
+ next;
+ mes "[Old Man Nardo]";
+ mes "Of course there's the recent problem with ghosts wondering about...";
+ mes "It relieves me that you and other young people are working hard on it.";
+ mes "Thank you.";
+ close;
+ case 2:
+ if ((checkquest(7374) != -1) && (checkquest(7369) != -1)) {
+ if (!countitem(6503)) {
+ mes "^4d4dffThere's no Spiritual Protection to give to the Old Man.^000000";
+ close;
+ }
+ mes "[Old Man Nardo]";
+ mes "Is this a new Spiritual Protection made from traditional methods?";
+ mes "I am grateful that you'd replace mine with a new one.";
+ mes "I am always in your and Imelda's debt.";
+ next;
+ mes "-Delivered the Spiritual Protection to Old Man Nardo.-";
+ delitem 6503, 1; // Soul_Protection
+ erasequest 7369;
+ setquest 7383;
+ if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) {
+ mes "- With the Old Man as last, all Spiritual Protections have been delivered. Head back to Imelda.-";
+ if (malaya_hi == 23) {
+ set malaya_hi, 24;
+ }
+ setquest 7379;
+ erasequest 7382;
+ erasequest 7383;
+ erasequest 7384;
+ erasequest 7385;
+ erasequest 7386;
+ erasequest 7387;
+ }
+ close;
+ } else {
+ mes "[Old Man Nardo]";
+ mes "What? A new Spiritual Protection?";
+ mes "I'm okay. I still have the one you gave me before.";
+ mes "Could you give me a new one when this one wears out?";
+ close;
+ }
+ break;
+ case 3:
+ if (BaseLevel < 100) {
+ mes "[Old Man Nardo]";
+ mes "Hmm... You don't look strong enough to travel to Baryo.";
+ mes "I'm sorry but I can't let you carry the precious Cast Iron Cauldron.";
+ close;
+ }
+ if ((checkquest(7378, PLAYTIME) == 0) || (checkquest(7378, PLAYTIME) == 1)) {
+ mes "[Old Man Nardo]";
+ mes "You've delivered the Cast Iron Cauldron to Baryo, so that's enough for today.";
+ mes "No matter how strong a cauldron is, even with the toughest cast iron, it only lasts a day.";
+ next;
+ mes "[Old Man Nardo]";
+ mes "Help me out again tomorrow if you can.";
+ close;
+ } else if (checkquest(7378, PLAYTIME) == 2) {
+ mes "[Old Man Nardo]";
+ mes "Hey there!";
+ mes "So, are you well and well fed?";
+ mes "Come back again when you have the time.";
+ next;
+ mes "[Old Man Nardo]";
+ mes "It's about the Cast Iron Cauldron, but it can wait for after your current errand.";
+ erasequest 7378;
+ close;
+ } else {
+ if (checkquest(7377) != -1) {
+ if (countitem(6503) < 5) {
+ mes "[Old Man Nardo]";
+ mes "Did you deliver the cauldron in one piece?";
+ mes "Kiko in Mumbaki should have given you a Spiritual Protection. Do you have it?";
+ mes "You must have left it somewhere. Go fetch it please.";
+ close;
+ }
+ mes "[Old Man Nardo]";
+ mes "Good. It's the Spiritual Protection promised by Kiko in Mumbaki in return.";
+ mes "I know Imelda makes them and you bring them every day, but more the Spiritual Protections, the better.";
+ next;
+ mes "[Old Man Nardo]";
+ mes "Please stop by again.";
+ mes "I always prepare the Cast Iron Cauldron needed at Baryo.";
+ delitem 6503, 5; // Soul_Protection
+ setquest 7378;
+ erasequest 7377;
+// if (IsPremiumPcCafe == 10)
+ getitem 6497, 2; // Lesser_Agimat
+// else
+// getitem 6497, 1; // Lesser_Agimat
+ getexp 200000,200000;
+ if (!rand(3))
+ $malayaNames$[2] = strcharinfo(0);
+ close;
+ } else {
+ if (checkquest(7376) > -1) {
+ mes "[Old Man Nardo]";
+ mes "Go to Kiko in Mumbaki at Baryo Mahiwaga and deliver the Cast Iron Cauldron.";
+ mes "This should help against the Bakonawa troubles.";
+ close;
+ } else {
+ mes "[Old Man Nardo]";
+ mes "Yes, the Cast Iron Cauldron.";
+ mes "Go to Kiko in Mumbaki at Baryo Mahiwaga and deliver the Cast Iron Cauldron.";
+ mes "I'd like you to do it for me...";
+ next;
+ switch (select("Cast Iron Cauldron??:I'll do it.:I'm busy right now.")) {
+ case 1:
+ mes "[Old Man Nardo]";
+ mes "It's because of the Bakonawa.";
+ mes "Beat the cauldron and the surprised Bakonawa spits back out the moon.";
+ next;
+ mes "[Old Man Nardo]";
+ mes "Baryo Mahiwaga is close to where Bakonawa lives, so they are always prepared for trouble.";
+ next;
+ mes "[Old Man Nardo]";
+ mes "Enough Cast Iron Cauldrons must be prepared for beating.";
+ mes "But the forge is better here.";
+ mes "So I deliver them every day.";
+ close;
+ case 2:
+ mes "[Old Man Nardo]";
+ mes "This is the Cast Iron Cauldron. They have fine blacksmiths in Malaya.";
+ mes "Deliver this to Kiko in Mumbaki at the nearby town of Baryo Mahiwaga.";
+ setquest 7376;
+ getitem 6504, 5; // Cast_Iron_Caldron
+ close;
+ case 3:
+ mes "[Old Man Nardo]";
+ mes "Is that so.";
+ mes "I'm sorry, you must be very busy.";
+ close;
+ }
+ }
+ }
+ }
+ break;
+ }
+ }
+ end;
+}
+
+malaya,224,267,3 script Romel#malaya 573,{
+ if (malaya_hi < 10) {
+ mes "[Romel]";
+ mes ".........";
+ mes " ";
+ mes "(He evades your gaze and ignores you.)";
+ close;
+ } else if (malaya_hi == 10) {
+ if (checkquest(7357) == 2) {
+ mes "[Romel]";
+ mes "....So cold-hearted.";
+ mes "And here we are, always trembling in anxiety...";
+ next;
+ mes "[Romel]";
+ mes "Not even allowed the peace of mind...";
+ close;
+ } else {
+ mes "[Romel]";
+ mes "Ahh....";
+ mes "... You..";
+ mes "I'm sorry I ignored you.";
+ mes "But... you must be the one they're talking about...";
+ next;
+ mes "[Romel]";
+ mes "Are you the one who fends off the ghosts?";
+ mes "If it's okay with you, can I have one of your belongings or some hair?";
+ next;
+ mes "[Romel]";
+ mes "I want to carry it... Like a charm of sort.";
+ next;
+ mes "-The troubled villagers desire your belongings because you fend off the ghosts. -";
+ setquest 7357;
+ completequest 7357;
+ if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) {
+ next;
+ mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-";
+ set malaya_hi, 11;
+ setquest 7358;
+ }
+ close;
+ }
+ } else if (malaya_hi == 11) {
+ mes "Romel looks in your way with a sad look.";
+ mes "He'll surely take a hair or pull a sleeve if he had his way!";
+ close;
+ } else if (malaya_hi == 12) {
+ if (checkquest(7364) != -1) {
+ mes "[Romel]";
+ mes "Frankly speaking, it's for the peace of mind.";
+ mes "With it, I could face them with more boldness.";
+ next;
+ mes "[Romel]";
+ mes "I mean, I'm relying on such items,";
+ mes "but I am braver with them.";
+ close;
+ }
+ if (!countitem(523) || !countitem(717)) {
+ mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000";
+ close;
+ }
+ mes "[Romel]";
+ mes "...What is it?";
+ next;
+ select ("Hand him the prepared items");
+ mes "[Romel]";
+ mes "Oh... Thank you.";
+ mes "I can feel your spirit.";
+ mes "This will keep me safe.";
+ next;
+ mes "[Romel]";
+ mes "Hey... Could you give some for my daughter as well?";
+ next;
+ mes "- Gave Romel the prepared Holy Water and Blue Gemstone.-";
+ delitem 717, 1; //Blue_Gemstone
+ delitem 523, 1; //Holy_Water
+ setquest 7364;
+ completequest 7364;
+ if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) {
+ mes "-With Romel as last, I think enough Holy Artifacts have been given.-";
+ set malaya_hi, 13;
+ erasequest 7351;
+ setquest 7365;
+ }
+ close;
+ } else if (malaya_hi == 13) {
+ mes "[Romel]";
+ mes "The Holy Artifact is in good hands.";
+ mes "Same with my daughter.";
+ close;
+ } else {
+ mes "[Romel]";
+ mes "Hello there.";
+ switch(rand(1, 6)) {
+ case 1:
+ mes "Ha ha, I had a dream last night, you see, and there was " + $malayaNames$[0] + " in the dream. Ha ha... Strange indeed...";
+ break;
+ case 2:
+ mes "Sometimes, my wife makes these sounds in her sleep. " + $malayaNames$[0] + "... " + $malayaNames$[0] + "... she says. Who is it? Do you know?! Is she possessed by a ghost?";
+ break;
+ case 3:
+ mes "It's all thanks to " + $malayaNames$[0] + " for changing the atmosphere of the house. It seems like we were saved by the Holy Artifact and Spiritual Protection.";
+ break;
+ case 4:
+ mes "The people of the neighboring Baryo Mahiwaga are so strong. Even their children play in the forest. I can't imagine myself doing that.";
+ break;
+ case 5:
+ mes "Without the slightest doubt, the most famous person in town is " + $malayaNames$[2] + ". Even famous in Baryo they say.";
+ break;
+ case 6:
+ mes "Merchant Woeon says 'Our " + $malayaNames$[1] + " sir/ma'am' 'we " + $malayaNames$[1] + " sir/ma'am' during drinking. I wonder what happened between the two of them?";
+ break;
+ }
+ next;
+ if (select("Give Spiritual Protection:How are things?") == 2) {
+ mes "[Romel]";
+ mes "I am at peace these days.";
+ close;
+ }
+ if ((checkquest(7374) == -1) || (checkquest(7373) == -1)) {
+ mes "[Romel]";
+ mes "A new Spiritual Protection?";
+ mes "The one you gave me before still works fine.";
+ mes "I'm okay for now.";
+ close;
+ }
+ if (!countitem(6503)) {
+ mes "^4d4dffThere are no Spiritual Protections to give to Romel.^000000";
+ close;
+ }
+ mes "[Romel]";
+ mes "A new Spiritual Protection.";
+ mes "I was thinking this one had worn out... Thanks for coming.";
+ mes "This Spiritual Protection will also protect us.";
+ next;
+ mes "- Delivered Romel his Spiritual Protection.-";
+ delitem 6503, 1; // Soul_Protection
+ erasequest 7373;
+ setquest 7387;
+ if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) {
+ mes "- With Romel as last, all Spiritual Protections have been delivered. Head back to Imelda.-";
+ if (malaya_hi == 23) {
+ set malaya_hi, 24;
+ }
+ setquest 7379;
+ erasequest 7382;
+ erasequest 7383;
+ erasequest 7384;
+ erasequest 7385;
+ erasequest 7386;
+ erasequest 7387;
+ }
+ close;
+ }
+ end;
+}
+
+malaya,223,267,5 script Talah#malaya 941,{
+ if (malaya_hi < 10) {
+ mes "[Talah]";
+ mes "..........gasp!";
+ mes " ";
+ mes "(When your eyes met with hers, she ran and hid behind her father.)";
+ close;
+ } else if (malaya_hi == 10) {
+ if (checkquest(7356) == 2) {
+ mes "[Talah]";
+ mes "Talah might be taken away tonight.";
+ mes "Scary kids might come to Talah.";
+ next;
+ mes "When Talah tugs at Romel's shirt, Romel looks at you with a sad gaze.";
+ mes "Better do something before they take a button from you...";
+ close;
+ } else {
+ mes "[Talah]";
+ mes "....I..umm... that.....";
+ mes ".........oh... Daddy....";
+ next;
+ mes "[Romel]";
+ mes "Hey, could you give my daughter a button or some hair of yours?";
+ mes "She has trouble sleeping at night .......";
+ next;
+ mes "[Romel]";
+ mes "Wouldn't she be able to sleep well if she had something from you as a lucky charm?";
+ next;
+ mes "- The troubled villagers desire your belongings because you fend off the ghosts. -";
+ setquest 7356;
+ completequest 7356;
+ if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) {
+ next;
+ mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki. -";
+ set malaya_hi, 11;
+ setquest 7358;
+ }
+ close;
+ }
+ } else if (malaya_hi == 11) {
+ mes "Talah looks from you to her father with inquisitive eyes.";
+ close;
+ } else if (malaya_hi == 12) {
+ if (checkquest(7363) != -1) {
+ mes "[Talah]";
+ mes "I dont know for sure";
+ mes "but I get a warm feel from them.";
+ mes "Daddy's braver now and that makes Talah stronger too.";
+ close;
+ }
+ if (!countitem(523) || !countitem(717)) {
+ mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000";
+ close;
+ }
+ mes "[Talah]";
+ mes ".... Can I say hello?";
+ mes "Hello... there...";
+ next;
+ select("Give the prepared items.");
+ mes "[Talah]";
+ mes "Pretty blue stones...!";
+ mes "Oooooh~ They're beautiful!";
+ mes "Is this stone going to keep Talah safe?";
+ next;
+ mes "- Delivered the Holy Water and Blue Gemstone to Talah. -";
+ delitem 717, 1; //Blue_Gemstone
+ delitem 523, 1; //Holy_Water
+ setquest 7363;
+ completequest 7363;
+ if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) {
+ mes "-With Talah as last, I think enough Holy Artifacts have been given.-";
+ set malaya_hi, 13;
+ erasequest 7351;
+ setquest 7365;
+ }
+ close;
+ } else if (malaya_hi == 13) {
+ mes "[Talah]";
+ mes "Daddy told me to hold on to the Holy Artifact really tight.";
+ mes "So it keeps away bad ghosts...";
+ close;
+ } else {
+ mes "[Talah]";
+ mes "Hello...";
+ next;
+ if (select("Give Spiritual Protection.:Hi there?") == 2) {
+ mes "[Talah]";
+ mes "...Hey...Thank you.";
+ mes "You're keeping us safe aren't you?";
+ close;
+ }
+ if ((checkquest(7374) != -1) && (checkquest(7372) != -1)) {
+ if (!countitem(6503)) {
+ mes "^4d4dffThere is no Spiritual Protection to give to Talah.^000000";
+ close;
+ }
+ mes "[Talah]";
+ mes "Is this a new Spiritual Protection?";
+ mes "Thank you.";
+ mes "Talah can sleep well now with the Spiritual Protection.";
+ mes "Daddy likes it too.";
+ next;
+ mes "- Delivered new Spiritual Protection to Talah.-";
+ delitem 6503, 1; // Soul_Protection
+ erasequest 7372;
+ setquest 7386;
+ if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) {
+ mes "- With Talah as last, all Spiritual Protections have been delivered. Head back to Imelda. -";
+ if (malaya_hi == 23) {
+ set malaya_hi, 24;
+ }
+ setquest 7379;
+ erasequest 7382;
+ erasequest 7383;
+ erasequest 7384;
+ erasequest 7385;
+ erasequest 7386;
+ erasequest 7387;
+ }
+ close;
+ } else {
+ mes "[Talah]";
+ mes "Umm...";
+ mes "The one you gave before still keeps Talah safe.";
+ mes "I'm okay.";
+ close;
+ }
+ }
+ end;
+}
+
+malaya,62,274,0 script Sand Trap#malaya 557,{
+ if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
+ mes "- Cannot proceed with the quest. You are carrying too many items. -";
+ close;
+ }
+ if ((checkquest(7366) == -1) && (checkquest(7380) == -1)) {
+ mes "A device to evaporate sea water is buried in the sand...";
+ close;
+ }
+ if (countitem(6501) >= 6) {
+ mes "There's enough salt.";
+ close;
+ }
+ mes "A device to evaporate sea water is installed in the Sand Trap.";
+ next;
+ mes "Salt can be scraped off the dried leaves";
+ mes "someone scattered on the sea water.";
+ close2;
+ progressbar "0xffff00", 5;
+ disablenpc strnpcinfo(0);
+ initnpctimer;
+ getitem 6501, 1; // Salt_Bag
+ mes "[" + strcharinfo(0) + "]";
+ mes "This should be enough.";
+ close;
+
+OnTimer30000:
+ enablenpc strnpcinfo(0);
+ stopnpctimer;
+ end;
+}
+malaya,66,277,0 duplicate(Sand Trap#malaya) Sand Trap#malaya01 557
+malaya,70,282,0 duplicate(Sand Trap#malaya) Sand Trap#malaya02 557
+
+ma_fild01,178,206,0 script Black Bamboo#malaya 844,4,4,{
+ if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
+ mes "- Cannot proceed with the quest. You are carrying too many items. -";
+ close;
+ }
+ if ((checkquest(7366) == -1) && (checkquest(7380) == -1)) {
+ mes "There's a short and black bamboo tree.";
+ close;
+ }
+ if (countitem(6500) >= 6) {
+ mes "There's enough Sharpened Bamboos...";
+ close;
+ }
+ mes "There's bamboo here with black cane and leaves.";
+ mes "If some of it is cut off and sharpened, I think it will suffice for the Sharpened Bamboo Imelda wanted.";
+ close2;
+ progressbar "0xffff00", 3;
+ disablenpc strnpcinfo(0);
+ initnpctimer;
+ getitem 6500, 1; //Sharp_Bamboo
+ mes "[" + strcharinfo(0) + "]";
+ mes "I knew I could do this!";
+ close;
+OnTouch:
+ if ((checkquest(7366) != -1) || (checkquest(7380) != -1)) {
+ specialeffect EF_LEVEL99_4;
+ }
+ end;
+OnTimer30000:
+ enablenpc strnpcinfo(0);
+ stopnpctimer;
+ end;
+}
+ma_fild01,225,186,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya01 844,4,4
+ma_fild01,230,244,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya02 844,4,4
+ma_fild01,174,238,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya03 844,4,4
+ma_fild01,180,273,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya04 844,4,4
+ma_fild01,179,145,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya05 844,4,4
+
+malaya,295,171,3 script Collection Dealer Woeon 582,{
+ if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
+ mes "- Cannot proceed with the quest. You are carrying too many items. -";
+ close;
+ }
+ if (malaya_hi < 10) {
+ mes "[Woeon]";
+ mes "Urghh... Urgh... I got a headache...";
+ mes "My headache must have been brought to me by you from out of town!";
+ mes "Go away. Shoo, leave!";
+ close;
+ } else if (malaya_hi == 10) {
+ if (checkquest(7355) == 2) {
+ mes "[Woeon]";
+ mes "Now, look here my friend...";
+ mes "This can all be solved by giving me a button.";
+ mes "It doesn't look so expensive either.";
+ close;
+ } else {
+ mes "[Woeon]";
+ mes "Aha! You're the one they're all talking about!";
+ mes "I was kinda rude right? Forget about it!";
+ mes "Yes, do forget...";
+ next;
+ mes "[Woeon]";
+ mes "If you're in dire need, I could get you a job around here you know..";
+ mes ".... Could you give me some of your things?";
+ next;
+ mes "[Woeon]";
+ mes "I heard the rumors about you shooing away the ghosts!";
+ mes "Can't you see my shaking hands from fear of them ghosts?";
+ mes "I'll feel much better if you could just give me a button off your sleeve...";
+ next;
+ mes "- The troubled villagers desire your belongings because you fend off the ghosts. -";
+ setquest 7355;
+ completequest 7355;
+ if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) {
+ next;
+ mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-";
+ set malaya_hi, 11;
+ setquest 7358;
+ }
+ close;
+ }
+ } else if (malaya_hi == 11) {
+ mes "[Woeon]";
+ mes "Sigh... Life is so tough these days.";
+ mes "Why did ghosts come along to bother me so.";
+ mes "I wish I had a lucky charm or something...";
+ next;
+ mes "[Woeon]";
+ mes "Why won't you give me one of your belongings so I could keep as a charm?";
+ mes "Come on, one sock could save a man's life, you know.";
+ mes "Cold hearted son of a...";
+ close;
+ } else if (malaya_hi == 12) {
+ if (checkquest(7362) != -1) {
+ mes "[Woeon]";
+ mes "Hmm. Look at my hands.";
+ mes "Less shaky, eh?";
+ mes "Isn't that so?";
+ close;
+ }
+ if (!countitem(523) || !countitem(717)) {
+ mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000";
+ close;
+ }
+ mes "[Woeon]";
+ mes "Humph! What do you want?";
+ next;
+ select ("Give the prepared items.");
+ mes "[Woeon]";
+ mes "Oh dear... Forget about the thing back there.";
+ mes "You see, I was haunted by another ghost after you left...";
+ mes "No hard feelings..";
+ next;
+ mes "[Woeon]";
+ mes "Is this the source of your spirit?";
+ mes "It feels kinda cool!";
+ mes "Perhaps this will fend off some of them...";
+ next;
+ mes "[Woeon]";
+ mes "Anyway, thanks a lot.";
+ mes "I'll call for you first when a job opens up for you.";
+ next;
+ mes "- Gave Woeon the Holy Water and Blue Gemstone.-";
+ delitem 717, 1; //Blue_Gemstone
+ delitem 523, 1; //Holy_Water
+ setquest 7362;
+ completequest 7362;
+ if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) {
+ mes "-With Woeon as last, I think enough Holy Artifacts have been given.-";
+ set malaya_hi, 13;
+ erasequest 7351;
+ setquest 7365;
+ }
+ close;
+ } else if (malaya_hi == 13) {
+ mes "[Woeon]";
+ mes "Now... Let's get back to business.";
+ mes "Thanks to you, I don't see any of those darn ghosts.";
+ mes "Ha ha ha ha ha";
+ close;
+ } else {
+ mes "[Woeon]";
+ mes "Oh, hi there!";
+ next;
+ if (select("Give Spiritual Protection.:The Dealer and his Collection") == 1) {
+ if (((checkquest(7374) == 0) || (checkquest(7374) == 1)) && ((checkquest(7371) == 0) || (checkquest(7371) == 1))) {
+ if (!countitem(6503)) {
+ mes "^4d4dffThere is no Spiritual Protection to give to Woeon.^000000";
+ close;
+ }
+ mes "[Woeon]";
+ mes "Phew~ A new Spiritual Protection?";
+ mes "Is it an officially made protective charm? Imelda does some fine work.";
+ mes "I'm thankful to you as well, of course.";
+ next;
+ mes "-Delivered Spiritual Protection to Woeon.-";
+ delitem 6503, 1; // Soul_Protection
+ erasequest 7371;
+ setquest 7385;
+ if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) {
+ mes "-With Woeon as last, all Spiritual Protections have been delivered.-";
+ if (malaya_hi == 23) {
+ set malaya_hi, 24;
+ }
+ setquest 7379;
+ erasequest 7382;
+ erasequest 7383;
+ erasequest 7384;
+ erasequest 7385;
+ erasequest 7386;
+ erasequest 7387;
+ }
+ close;
+ } else {
+ mes "[Woeon]";
+ mes "Spiritual Protection?";
+ mes "Mine still works fine.";
+ mes "Very effective indeed.";
+ close;
+ }
+ } else {
+ if (BaseLevel < 100) {
+ mes "[Woeon]";
+ mes "Yes, I collect various by-products from monsters.";
+ mes "In fact, I'm collecting Jejellopys here...";
+ next;
+ mes "[Woeon]";
+ mes "It's too much for you.";
+ mes "Things can get pretty ugly around here, you see.";
+ mes "I'll let you have at it once you're stronger, my friend!";
+ close;
+ }
+ if ((checkquest(7392, PLAYTIME) == 0) || (checkquest(7392, PLAYTIME) == 1)) {
+ mes "[Woeon]";
+ mes "Oh, the Jejellopy collecting?";
+ mes "I have enough for today.";
+ mes "Come back again tomorrow.";
+ close;
+ } else if (checkquest(7392, PLAYTIME) == 2) {
+ mes "[Woeon]";
+ mes "Oh, yes yes.";
+ mes "You're going to collect Jejellopy today as well?";
+ mes "I know it's a difficult job... But you do it so well.";
+ erasequest 7392;
+ next;
+ if (select("I'm too busy today.:Leave it to me!") == 1) {
+ mes "[Woeon]";
+ mes "Is that so? So it is then.";
+ mes "Come stop by when you need some work.";
+ close;
+ }
+ mes "[Woeon]";
+ mes "As usual, bring me 30 Jejellopys, please.";
+ mes "You can get them from the Jejelings.";
+ setquest 7391;
+ close;
+ } else {
+ if ((checkquest(7391) == 0) || (checkquest(7391) == 1)) {
+ if (countitem(6498) < 30) {
+ mes "[Woeon]";
+ mes "Hmm? I don't think you have enough.";
+ mes "I asked you for 30 Jejellopys. Business is business I'm afraid.";
+ close;
+ }
+ mes "[Woeon]";
+ mes "Oh, you have the requested numbers?";
+ mes "I'll take them from here.";
+ mes "You have no need for them, right?";
+ next;
+ mes "[Woeon]";
+ mes "So I have all the Jejellopys...";
+ mes "Come back again!";
+ delitem 6498, countitem(6498); //Jejellopy
+ setquest 7392;
+ erasequest 7391;
+// if (IsPremiumPcCafe == 10)
+ getitem 6497, 2; // Lesser_Agimat
+// else
+// getitem 6497, 1; // Lesser_Agimat
+ getexp 200000,200000;
+ set .@memo_name, rand(1,3);
+ if (!rand(3))
+ $malayaNames$[1] = strcharinfo(0);
+ close;
+ } else {
+ mes "[Woeon]";
+ mes "As you can see, I'm a Collection Dealer.";
+ mes "I trade all kinds of monster or animal by-products.";
+ next;
+ mes "[Woeon]";
+ mes "They're used as materials for manufactured goods.";
+ mes "Of course, the most preferred in Port Malaya is from the monster Jejeling..";
+ next;
+ mes "[Woeon]";
+ mes "Jejellopy can be acquired from the Jejeling.";
+ mes "Can you get me 30 Jejellopys?";
+ next;
+ if (select("Yeah, sure.:Nope.") == 2) {
+ mes "[Woeon]";
+ mes "Is that so. Such a shame.";
+ mes "Come back when you need some work.";
+ close;
+ }
+ mes "[Woeon]";
+ mes "Good, I trust you can do it.";
+ mes "Remember, 30 Jejellopys.";
+ setquest 7391;
+ close;
+ }
+ }
+ }
+ }
+ end;
+}
+
+malaya,119,217,3 script Blacksmith Pandoi 538,{
+ if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
+ mes "- Cannot proceed with the quest. You are carrying too many items. -";
+ close;
+ }
+ if (malaya_hi < 10) {
+ mes "[Pandoi]";
+ mes "...Gasp!";
+ mes "Go... Go away!";
+ close;
+ } else if (malaya_hi == 10) {
+ if (checkquest(7354) == 2) {
+ mes "[Pandoi]";
+ mes "Please..";
+ mes "Couldn't you help a guy out here, just for the sake of it?";
+ mes "Do you really think ignoring me is the best option?!";
+ next;
+ mes "[Pandoi]";
+ mes "Now look here.";
+ mes "Please give me just a peek..";
+ mes "It's just a button...";
+ close;
+ } else {
+ mes "[Pandoi]";
+ mes "Hello there!";
+ mes "I've heard of your prestige.";
+ mes "I was wondering if I could receive something to prove that I've met you in person...";
+ next;
+ mes "[Pandoi]";
+ mes "Oh... You're surprised because I'm suddenly so nice to you.";
+ mes "I heard the news you fought off the ghosts.";
+ mes "That's brilliant!";
+ next;
+ mes "[Pandoi]";
+ mes "With an item of your spirit, it would scare away the ghosts, wouldn't it?";
+ mes "Please, be generous, I beg you...";
+ next;
+ mes "-The troubled villagers desire your belongings because you fend off the ghosts. -";
+ setquest 7354;
+ completequest 7354;
+ if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) {
+ next;
+ mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-";
+ set malaya_hi, 11;
+ setquest 7358;
+ }
+ close;
+ }
+ } else if (malaya_hi == 11) {
+ mes "[Pandoi]";
+ mes "Phew... Life is so tough these days.";
+ mes "Why did ghosts come along to bother me so.";
+ mes "I wish I had a lucky charm or something...";
+ next;
+ mes "[Pandoi]";
+ mes "Please...";
+ mes "Couldn't you help a guy out here, just for the sake of it?";
+ mes "Do you really think ignoring me is the best option?!";
+ close;
+ } else if (malaya_hi == 12) {
+ if (checkquest(7361) != -1) {
+ mes "[Pandoi]";
+ mes "Now that I have confidence, the only thing left for me to do is charge to the hospital or field for material!";
+ mes "Bu... But, I'm too scared...";
+ close;
+ }
+ if (!countitem(523) || !countitem(717)) {
+ mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000";
+ close;
+ }
+ mes "[Pandoi]";
+ mes "Wh, what, you've finally decided to help me?!";
+ mes "You're going to give Pandoi a gift of peace?!";
+ next;
+ select ("Give the prepared items.");
+ mes "[Pandoi]";
+ mes "Great! I knew you'd come back!";
+ mes "Yes... Now that I have some of your spirit, I can rest well at night.";
+ next;
+ mes "- Gave Pandoi the Holy Water and Blue Gemstone.-";
+ delitem 717, 1; //Blue_Gemstone
+ delitem 523, 1; //Holy_Water
+ setquest 7361;
+ completequest 7361;
+ if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) {
+ mes "-With Pandoi as last, I think I've given enough Holy Artifacts.-";
+ set malaya_hi, 13;
+ erasequest 7351;
+ setquest 7365;
+ }
+ close;
+ } else if (malaya_hi == 13) {
+ mes "[Pandoi]";
+ mes "Sil... Silver. I need silver, please.";
+ mes "I thought I could get the silver once the ghosts are gone, but I can't...";
+ close;
+ } else {
+ mes "[Pandoi]";
+ switch(rand(1, 6)) {
+ case 1:
+ mes "You know. " + $malayaNames$[1] + ". You are my hero for becoming stronger. I look up to you!";
+ break;
+ case 2:
+ mes "I've seen you, " + $malayaNames$[1] + " beating those Jejelings outside the town. The energy... I... I was so impressed!";
+ break;
+ case 3:
+ mes "You, " + $malayaNames$[0] + ", lit up my soul. It sparkles, you know. No? You don't?";
+ break;
+ case 4:
+ mes "As far as I can see, recently, " + $malayaNames$[1] + " is the most diligent person around. He's like a god of hard work.";
+ break;
+ case 5:
+ mes $malayaNames$[5] + "made a huge discovery. A dragon, they say.";
+ break;
+ case 6:
+ mes "Hello there?!";
+ break;
+ }
+ next;
+ switch (select("Give Spiritual Protection.:Silver Blade.:Silver Cross")) {
+ case 1:
+ if ((checkquest(7374) == -1) || (checkquest(7370) == -1)) {
+ mes "[Pandoi]";
+ mes "I appreciate you taking care of the expiration dates of my Spiritual Protection.";
+ mes "I think mine's good for now. ";
+ mes "When it wear's out, I'll ask you for another one!";
+ close;
+ }
+ if (!countitem(6503)) {
+ mes "^4d4dffThere is no Spiritual Protection to give to Pandoi.^000000";
+ close;
+ }
+ mes "[Pandoi]";
+ mes "Good. A new Spiritual Protection.";
+ mes "It's always good to know that you won't see those black things again!";
+ next;
+ mes "-Delivered Spiritual Protection to Pandoi.-";
+ delitem 6503, 1; // Soul_Protection
+ erasequest 7370;
+ setquest 7384;
+ if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) {
+ mes "-With Pandoi as last, all Spiritual Protections have been delivered.-";
+ if (malaya_hi == 23) {
+ set malaya_hi, 24;
+ }
+ setquest 7379;
+ erasequest 7382;
+ erasequest 7383;
+ erasequest 7384;
+ erasequest 7385;
+ erasequest 7386;
+ erasequest 7387;
+ }
+ close;
+ case 2:
+ if (BaseLevel < 100) {
+ mes "[Pandoi]";
+ mes "Hmm... To make a Silver Blade, you need silver.";
+ mes "I could melt Silver Bracelets to get silver.";
+ mes "Silver Bracelets can be acquired at the hospital.";
+ next;
+ mes "[Pandoi]";
+ mes "However, I don't think you can make it right now. I'm sorry, it's just too much for you!";
+ mes "If you go in there like that... You'll never make it out alive!";
+ close;
+ }
+ .@hunting = checkquest(7393, HUNTING);
+ if (.@hunting == 2) {
+ if (countitem(6508) < 10) {
+ mes "[Pandoi]";
+ mes "Where are the Silver Bracelets?";
+ mes "I know you're invincible...";
+ mes "But I must have a Silver Bracelet to make a Silver Blade.";
+ next;
+ mes "[Pandoi]";
+ mes "10 Silver Bracelets!";
+ mes "Regardless of how many of them you hinder, I need 10 Silver Bracelets!!";
+ mes "Now it is in your hands!";
+ close;
+ }
+ mes "[Pandoi]";
+ mes "Respect, all the way!";
+ mes "You fought them off and brought the Silver Bracelets as well.";
+ next;
+ mes "[Pandoi]";
+ mes "From this day on, I shall try to smelt a new silver weapon..!!";
+ mes "I will pound and beat at them until I am left with a fine silver blade in my hands...!!";
+ next;
+ mes "[Pandoi]";
+ mes "It's not much, but here's something for the troubles you went through to get the Silver Bracelets.";
+ mes "If I fail... I'll ask of you the task again!";
+ delitem 6508, 10; //Silver_Bracelet
+ setquest 7394;
+ erasequest 7393;
+// if (IsPremiumPcCafe == 10)
+ getitem 6497, 2; // Lesser_Agimat
+// else
+// getitem 6497, 1; // Lesser_Agimat
+ getexp 200000,200000;
+ if (!rand(3))
+ $malayaNames$[1] = strcharinfo(0);
+ close;
+ } else if (.@hunting == 0 || .@hunting == 1) {
+ mes "[Pandoi]";
+ mes "The village hospital holds the most hideous things inside.";
+ mes "I'm not sure what exactly... Whatever's in there, I'm not willing to go near it...";
+ next;
+ mes "[Pandoi]";
+ mes "Please get rid of those rumored monsters and get those Silver Bracelets.";
+ mes "You're the only one I can trust!";
+ close;
+ } else {
+ .@playtime = checkquest(7394, PLAYTIME);
+ if (.@playtime == 0 || .@playtime == 1) {
+ mes "[Pandoi]";
+ mes "I still have some silver to smelt.";
+ mes "I'll request more if I fail again.";
+ close;
+ } else if (.@playtime == 2) {
+ erasequest 7394;
+ mes "[Pandoi]";
+ mes "Oh... what am I to do?";
+ mes "I've wasted the precious materials you brought back for me...";
+ next;
+ mes "[Pandoi]";
+ mes "Maybe I'm not supposed to be a blacksmith!";
+ mes "I'm good with crafting silver, though!";
+ next;
+ if (select("I'll get you the materials. Cheer up.:Give up. It's a lot easier when you do.") == 2) {
+ mes "[Pandoi]";
+ mes "... You're right...";
+ mes "I'll never be able to make a Silver Blade...";
+ mes "Give up... I thought you'd cheer me up.. I'm a little disappointed in you.";
+ close;
+ }
+ mes "[Pandoi]";
+ mes "I knew I could count on you!";
+ mes "I knew I could count on you!";
+ mes "10 Silver Bracelets, please.";
+ setquest 7393;
+ next;
+ mes "[Pandoi]";
+ mes "Pandoi will always smile at you~";
+ mes "*Grin*";
+ close;
+ } else {
+ mes "[Pandoi]";
+ mes "Silver Blade!";
+ mes "It's great. Wonderful! The holy blade to carve all evil with one stroke...!";
+ next;
+ mes "[Pandoi]";
+ mes "I want to be a noted blacksmith by making a Silver Blade.";
+ mes "However, I cannot get the materials.";
+ next;
+ mes "[Pandoi]";
+ mes "I heard that they wore silver bracelets as recognition at the hospital.";
+ mes "But when I got there, it was not the hospital that I used to know.";
+ next;
+ mes "[Pandoi]";
+ mes "Could you slay the horrible creepers and get me the Silver Bracelets?";
+ next;
+ if (select("Indeed!:No. Way.") == 2) {
+ mes "[Pandoi]";
+ mes "... You're right...";
+ mes "I'll never make a Silver Blade...";
+ mes "Such plain expression of disgust. You know what? I hate the idea now.";
+ close;
+ }
+ mes "[Pandoi]";
+ mes "I knew it!";
+ mes "Teach those things at the hospital some manners...";
+ mes "And bring back 10 Silver Bracelets, please.";
+ setquest 7393;
+ next;
+ mes "[Pandoi]";
+ mes "Pandoi will always smile at you~";
+ mes "*Grin*";
+ close;
+ }
+ }
+ case 3:
+ mes "[Pandoi]";
+ mes "You need Silver Crosses?";
+ mes "Pandoi will make them for you!";
+ mes "Still, I cannot create something out of the blue, so I'll be needing some silver.";
+ next;
+ mes "[Pandoi]";
+ mes "I could make one Silver Cross for ^4d4dff2 Silver Bracelets^000000 the monsters hold there...";
+ mes "If you have Silver Bracelets, I could make Silver Crosses with them.";
+ next;
+ switch(select("Make 1 Silver Cross:Make 6 Silver Crosses:Input Number:Quit.")) {
+ case 1:
+ set .@amount,1;
+ case 2:
+ if (!.@amount) set .@amount,6;
+ if (countitem(6508) < (.@amount * 2)) {
+ mes "[Pandoi]";
+ mes "You need at least " + (.@amount * 2) + " Silver Bracelets to make " + .@amount + " Silver " + ((.@amount == 1) ? "Cross" : "Crosses") + ".";
+ close;
+ }
+ set .@time,5;
+ break;
+ case 3:
+ mes "[Pandoi]";
+ mes "How many Silver Crosses do you need?";
+ mes "I can make up to 50 at a time.";
+ next;
+ input .@amount;
+ if (.@amount == 0) {
+ mes "[Pandoi]";
+ mes "Don't need Silver Crosses?";
+ mes "Well, I can take a rest then. Ha ha ha ha~";
+ close;
+ } else if (.@amount > 50) {
+ mes "[Pandoi]";
+ mes "A maximum of 50 at a time!";
+ close;
+ }
+ if (countitem(6508) < (2 * .@amount)) {
+ mes "[Pandoi]";
+ mes "To make " + .@amount + " Silver " + ((.@amount == 1) ? "Cross" : "Crosses") + ", I need at least " + (2 * .@amount) + " Silver Bracelets.";
+ close;
+ }
+ set .@time,15;
+ break;
+ case 4:
+ mes "[Pandoi]";
+ mes "I'll be here if you need me!";
+ close;
+ }
+ mes "[Pandoi]";
+ mes "It'll take just a second.";
+ mes "Pandoi can do it in a jiffy!";
+ close2;
+ progressbar "0xffff00", .@time;
+ delitem 6508, .@amount * 2; //Silver_Bracelet
+ getitem 6502, .@amount; // Silver_Cross
+ mes "[Pandoi]";
+ mes "Look at this!";
+ mes "Very nice indeed.";
+ mes "I should've been a craftsman, not a blacksmith!";
+ close;
+ }
+ }
+ end;
+}
+
+malaya,326,68,2 script Pedro the Sailor 100,{
+ if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
+ mes "- Cannot proceed with the quest. You are carrying too many items. -";
+ close;
+ }
+ if (malaya_hi < 10) {
+ mes "[Pedro the Sailor]";
+ mes "Oh... This ship's not in service.";
+ mes "Or rather, it can't set sail. *Snigger*";
+ mes "I'm seeing ghosts. I think it's my time to die.";
+ close;
+ } else if (malaya_hi == 10) {
+ if (checkquest(7352) == 2) {
+ mes "- Pedro the Sailor seems to have given up, but he can't take his gaze off of me.-";
+ close;
+ }
+ mes "[Pedro the Sailor]";
+ mes "Oh, you're th... The one who fends off ghosts at the wave of a hand?!";
+ mes "Could you stay for a bit and hear me out?!";
+ next;
+ if (select("Sorry.:Sure.") == 1) {
+ mes "[Pedro the Sailor]";
+ mes "Oh, a solid denial.";
+ mes "You just impaled my last glimpse of hope.";
+ mes "Maybe I wasn't persuasive enough...";
+ close;
+ }
+ mes "[Pedro the Sailor]";
+ mes "Straight to the point, this town is a den of ghosts!";
+ mes "Sigh... I've been a sailor for quite a while and went to a lot of places, but this I never experienced before.";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "You see that ship there?";
+ mes "It's a small ferry, but it also stopped service because of these darn ghosts!";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "It looks okay from the outside, but it's full of ghost, I tell ya.";
+ mes "But the way I heard it, they're afraid of you, right?";
+ next;
+ select ("Oh no, you too...:Not my buttons!");
+ mes "[Pedro the Sailor]";
+ mes "I see many have already asked you for some of your stuff for charms, huh.";
+ mes "Can I budge in that line too?";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "I need to have some sincere conversations with that ghost over there.";
+ mes "But the spirit is too strong for me to approach.";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "...........That was a lame story.";
+ mes "And it's not easy to give away your stuff to someone else.";
+ next;
+ mes "- Pedro the Sailor seems to have given up, but he can't take his gaze off of me.-";
+ setquest 7352;
+ completequest 7352;
+ if ((checkquest(7352) + checkquest(7353) + checkquest(7354) + checkquest(7355) + checkquest(7356) + checkquest(7357)) > 9) {
+ next;
+ mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki. -";
+ set malaya_hi, 11;
+ setquest 7358;
+ }
+ close;
+ } else if (malaya_hi == 11) {
+ mes "[Pedro the Sailor]";
+ mes "Sigh...";
+ mes "This is so awkward.";
+ close;
+ } else if (malaya_hi == 12) {
+ if (checkquest(7359) != -1) {
+ mes "[Pedro the Sailor]";
+ mes "Anyway, now that I have what they hate...";
+ mes "Now's the time to charge into my ship...!";
+ close;
+ }
+ if (!countitem(523) || !countitem(717)) {
+ mes "^4d4dffPrepare and give Blue Gemstone and Holy Water.^000000";
+ close;
+ }
+ mes "[Pedro the Sailor]";
+ mes "What? I can sense something refreshing in your hands. What is it?";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "You're giving it to me?";
+ mes "Ghosts will hate it?";
+ mes "That's wonderful news!";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "Pedro, at your service!";
+ mes "After you're finished with the ghosts here, I'll take on my ship to the end of the world!";
+ next;
+ mes "- Gave Pedro the Sailor the Holy Water and Blue Gemstone. -";
+ delitem 717, 1; //Blue_Gemstone
+ delitem 523, 1; //Holy_Water
+ setquest 7359;
+ completequest 7359;
+ if ((checkquest(7359) + checkquest(7360) + checkquest(7361) + checkquest(7362) + checkquest(7363) + checkquest(7364)) > 11) {
+ mes "-With Pedro the Sailor as last, I think I gave enough Holy Artifacts.-";
+ set malaya_hi, 13;
+ erasequest 7351;
+ setquest 7365;
+ }
+ close;
+ } else if (malaya_hi == 13) {
+ mes "[Pedro the Sailor]";
+ mes "Anyway, now that I have what they hate...";
+ mes "Now's the time to charge into my ship...!";
+ next;
+ mes "-Pedro the Sailor looks determined.-";
+ close;
+ } else {
+ mes "[Pedro the Sailor]";
+ mes "Whoa... Did you see that?";
+ mes "Those black souls just came up and disappeared.";
+ mes "Well, living the dream, eh?";
+ next;
+ if (select("Give Spiritual Protection.:About the Ferry Ride") == 1) {
+ if ((checkquest(7374) == -1) || (checkquest(7368) == -1)) {
+ mes "[Pedro the Sailor]";
+ mes "The Spiritual Protection you gave me before works fine.";
+ mes "I'm good for now.";
+ mes "It's still up for the fight!";
+ close;
+ }
+ if (!countitem(6503)) {
+ mes "^4d4dffThere is no Spiritual Protection to give to Pedro the Sailor.^000000";
+ close;
+ }
+ mes "[Pedro the Sailor]";
+ mes "A newly made Spiritual Protection.";
+ mes "Alright. I'll go at them with this one today.";
+ next;
+ mes "-Delivered the Spiritual Protection to Pedro the Sailor.-";
+ delitem 6503, 1; // Soul_Protection
+ erasequest 7368;
+ setquest 7382;
+ if ((checkquest(7382) + checkquest(7383) + checkquest(7384) + checkquest(7385) + checkquest(7386) + checkquest(7387)) > 5) {
+ mes "-With Pedro the Sailor as last, all Spiritual Protections have been delivered.-";
+ if (malaya_hi == 23) {
+ set malaya_hi, 24;
+ }
+ setquest 7379;
+ erasequest 7382;
+ erasequest 7383;
+ erasequest 7384;
+ erasequest 7385;
+ erasequest 7386;
+ erasequest 7387;
+ }
+ close;
+ }
+ if (BaseLevel < 100) {
+ mes "[Pedro the Sailor]";
+ mes "Hmm... Don't you remember me talking about ghosts?";
+ mes "The Ferry is full of ghosts.";
+ mes "Wait, was it one or many?";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "Whatever. For you and your current condition, it's out of the question.";
+ mes "Yes. You can't do it. You'll be dragged out in a body bag.";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "Now I'm not going to stand here and wait for that to happen. No way.";
+ close;
+ }
+ if (malaya_diwata == 0) {
+ mes "[Pedro the Sailor]";
+ mes "I'm sorry, but didn't I say something about ghosts over there?";
+ mes "It can't set sail because of that.";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "So what's this whole ghost story about?";
+ mes "Hmmm..........";
+ mes "It's a long story...";
+ next;
+ if (select("I'm listening.:Maybe later.") == 2) {
+ mes "[Pedro the Sailor]";
+ mes "I knew it.";
+ mes "Though, it's not such a boring story.";
+ mes "After all, it is a ghost story.";
+ close;
+ }
+ mes "[Pedro the Sailor]";
+ mes "The story goes back to when I first made port here.";
+ mes "It was a nerve racking first time as a liner manager.";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "I was ready to disembark when I saw something I simply could not believe.";
+ mes "Black haze was swarming to the port from all over town.";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "At first, I thought it was just a very thick smog.";
+ mes "As the days went by, it became clear as to what it was.";
+ mes "It was a swarm of souls.";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "A very unpleasant group of souls indeed.";
+ mes "Some were wailing some horrible cries around the Ferry about to set sail...";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "After that incident, that ship stayed on that spot until this day.";
+ mes "Why? Because they took over the ship! It's haunted!";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "If you don't believe me, see for yourself.";
+ mes "Then you'll believe me.";
+ set malaya_diwata, 1;
+ setquest 7395;
+ close;
+ } else if (malaya_diwata == 1) {
+ mes "[Pedro the Sailor]";
+ mes "If you want to know, go and see for yourself and get on it.";
+ close;
+ } else if (malaya_diwata == 2) {
+ mes "[Pedro the Sailor]";
+ mes "Soul of a Little Girl?";
+ mes "What about all them bullying ones?";
+ mes "They came and went?";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "I don't understand.";
+ mes "Maybe the Leader Mumbaki will know what to do.";
+ close;
+ } else if (malaya_diwata == 3) {
+ mes "[Pedro the Sailor]";
+ mes "Hmm... A floral tribute to soothe the soul....";
+ mes "You want to hear its story after it calms down?";
+ mes "Well... Good luck.";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "It can't be helped for the Ferry to set sail again.";
+ mes "I can't go near it because of those mean ones.";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "Now I'm asking you to do this not because I can't be bothered,";
+ mes "but because I simply can't do it myself.";
+ close;
+ } else if (malaya_diwata == 4) {
+ mes "[Pedro the Sailor]";
+ mes "Did Mumbaki bless the flower?";
+ mes "I hope this works...";
+ mes "I wish you all the luck!!";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "I hope you can negotiate with success!";
+ mes "I'll take care of those rude ones outside the ship the best I can.";
+ close;
+ } else if (malaya_diwata == 5) {
+ mes "[Pedro the Sailor]";
+ mes "I see.";
+ mes "Perhaps the Ferry can move again...";
+ mes "Thank you for all you've done for us.";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "I'd better get ready to set sail then.";
+ mes "It's not much, but this is for you.";
+ mes "If we can get back in business, I'll take you to Izlude for just 1000z.";
+ set malaya_diwata, 6;
+ erasequest 7399;
+ setquest 7401;
+// if (IsPremiumPcCafe == 10)
+ getitem 6497, 2; // Lesser_Agimat
+// else
+// getitem 6497, 1; // Lesser_Agimat
+ getexp 200000,200000;
+ if (!rand(3))
+ $malayaNames$[0] = strcharinfo(0);
+ close;
+ } else {
+ .@playtime = checkquest(7401, PLAYTIME);
+ if (.@playtime == 0 || .@playtime == 1) {
+ mes "[Pedro the Sailor]";
+ mes "If you want to go to Alberta, use the big ship over there.";
+ mes "This little one goes to Izlude.";
+ mes "That will be 1000z.";
+ next;
+ if (select("Use.:That's a rip off!") == 2) {
+ mes "[Pedro the Sailor]";
+ mes "What?!";
+ mes "How much do you pay for the Alberta Liner to get here!?";
+ mes "Call this a rip off... You think I'm doing charity?";
+ close;
+ }
+ if (Zeny < 1000) {
+ mes "[Pedro the Sailor]";
+ mes "The price is 1000 zeny.";
+ mes "I can't help you there~";
+ close;
+ }
+ mes "[Pedro the Sailor]";
+ mes "Thank you~";
+ mes "Let's go before the ghosts come back!";
+ set Zeny, Zeny - 1000;
+ close2;
+ warp "izlude",195,180;
+ end;
+ } else if (.@playtime == 2) {
+ erasequest 7401;
+ goto L_SetQuest;
+ } else {
+ if (checkquest(7403) == -1) {
+ if (checkquest(7402) == -1) {
+ goto L_SetQuest;
+ }
+ mes "[Pedro the Sailor]";
+ mes "You know what to do.";
+ mes "Gather the flowers and take it to Mumbaki to get an Offering Bouquet made.";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "Give the Bouquet to Miss Diwata to cheer her up.";
+ mes "....Thank you.";
+ close;
+ }
+ mes "[Pedro the Sailor]";
+ mes "Diwata is calm!";
+ mes "I can even feel the difference out here.";
+ mes "I am always in your debt.";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "You know what? Why don't you do this on a more regular basis?";
+ mes "I think you kind of like doing it.";
+ setquest 7401;
+ erasequest 7403;
+// if (IsPremiumPcCafe == 10)
+ getitem 6497, 2; // Lesser_Agimat
+// else
+// getitem 6497, 1; // Lesser_Agimat
+ getexp 200000,200000;
+ if (!rand(3))
+ $malayaNames$[0] = strcharinfo(0);
+ close;
+ }
+ }
+ }
+ end;
+
+L_SetQuest:
+ mes "[Pedro the Sailor]";
+ mes "Ah, the thing is...";
+ mes "We can't go right now..";
+ mes "You see, the ghosts are back...";
+ mes "I'm fed up with nuisance.";
+ next;
+ mes "[Pedro the Sailor]";
+ mes "I mean... Miss Diwata... Isn't feeling very well and, even with the Spiritual Protection";
+ mes "a normal person can't stand it.";
+ next;
+ if (select("I see. Take care then.:How about a Floral Tribute?") == 1) {
+ mes "[Pedro the Sailor]";
+ mes "I'm glad you understand.";
+ mes "Sigh...";
+ close;
+ }
+ mes "[Pedro the Sailor]";
+ mes "Hmmm. That would be nice.";
+ mes "If she can be soothed with flowers...!";
+ mes "Good luck.";
+ setquest 7402;
+ close;
+}
+
+ma_in01,125,107,3 script Ghost Diwata 1761,4,4,{
+ end;
+OnTouch:
+ if (malaya_diwata == 0) {
+ cutin "malaya_diwata01", 2;
+ mes "- A creepy Little Girl is standing.";
+ mes "As our eyes meet, a chill runs down my spine with goose bumps all over. -";
+ next;
+ mes "[Diwata]";
+ mes "Are you here to bully Diwata too?";
+ mes "I won't have it!";
+ next;
+ cutin "", 255;
+ mes "-I was thrown out after the Little Girl's low creepy voice and flash from her eyes.-";
+ close;
+ warp "malaya", 324, 66;
+ end;
+ } else if (malaya_diwata == 1) {
+ cutin "malaya_diwata01", 2;
+ mes "- A creepy Little Girl is standing.";
+ mes "As our eyes meet, a chill runs down my spine with goose bumps all over. -";
+ next;
+ mes "[Diwata]";
+ mes "Are you here to bully Diwata too?";
+ mes "I won't have it!";
+ next;
+ select ("Wait! I just want to talk!");
+ mes "[Diwata]";
+ mes "Then who are they behind you?";
+ mes "You're one of them!";
+ next;
+ cutin "malaya_ghost01", 4;
+ mes "- Familiar souls are approaching Diwata. -";
+ next;
+ if (select("It's a misunderstanding!:You're from that..!") == 2) {
+ cutin "malaya_ghost02", 4;
+ mes "[" + strcharinfo(0) + "]";
+ mes "Just as I thought! You're afraid of me?!";
+ mes "Stand aside!";
+ mes "I need to talk to her.";
+ next;
+ cutin "malaya_diwata01", 2;
+ mes "[Diwata]";
+ mes "I don't know why they're backing away...";
+ mes "You get out of my sight too!";
+ next;
+ cutin "", 255;
+ mes "-I was thrown out after the Little Girl's annoyed cry and flash from her eyes.-";
+ set malaya_diwata, 2;
+ setquest 7396;
+ erasequest 7395;
+ close2;
+ warp "malaya", 324, 66;
+ end;
+ }
+ cutin "malaya_diwata01",2;
+ mes "[Diwata]";
+ mes "Enough!";
+ next;
+ cutin "", 255;
+ mes "-I was thrown out after the Little Girl's resolute cry and flash from her eyes.-";
+ set malaya_diwata, 2;
+ setquest 7396;
+ erasequest 7395;
+ close2;
+ warp "malaya", 324, 66;
+ end;
+ } else if ((malaya_diwata == 2) || (malaya_diwata == 3)) {
+ cutin "malaya_diwata01", 2;
+ mes "[Diwata]";
+ mes "You crawled back in?";
+ mes "Get out-!!!!!";
+ next;
+ cutin "", 255;
+ mes "-I was thrown out after the Little Girl's screeching cry and flash from her eyes.-";
+ close;
+ warp "malaya", 324, 66;
+ end;
+ } else if (malaya_diwata == 4) {
+ if (!countitem(6506)) {
+ cutin "malaya_diwata01", 2;
+ mes "- The soul of Little Girl Diwata is looking at me fiercely.";
+ mes "No Offering Bouquet...!!!";
+ next;
+ cutin "", 255;
+ mes "-I was thrown out with a remote look from her.-";
+ close;
+ warp "malaya", 324, 66;
+ end;
+ }
+ mes "- The soul of Little Girl Diwata is looking at me fiercely. -";
+ mes "- The Offering Bouquet... -";
+ cutin "malaya_diwata01", 2;
+ next;
+ if (select("Throw it to the Little Girl.:Slide it across on the floor.") == 1) {
+ mes "- I threw the bouquet before she could toss me out, and she catches in surprise...";
+ mes "She won't toss me... far, now that she has the flower.-";
+ } else {
+ mes "- I slid the flower across the floor to her. She looks puzzled. -";
+ }
+ next;
+ mes "[Diwata]";
+ mes "What is the meaning of this?";
+ mes "You're not an enemy?";
+ next;
+ mes "[Diwata]";
+ mes "What? You're an outsider too?";
+ mes "Ha, so live ones are allowed and I'm not?";
+ next;
+ mes "[Diwata]";
+ mes "Now there's the stereotype of countryside people over outsiders.";
+ mes "I am so annoyed. I feel like wiping them off the map.";
+ next;
+ mes "[Diwata]";
+ mes "What? I shouldn't?";
+ mes "Why should I not?";
+ mes "I'm stalling the ship?";
+ next;
+ mes "[Diwata]";
+ mes "I was going to hear you out because of the flowers";
+ mes "but you're telling me lies?!";
+ next;
+ mes "[Diwata]";
+ mes "So you're saying that I brought these hillbillies on this ship";
+ mes "and that fighting with them is causing the stall?";
+ next;
+ mes "[Diwata]";
+ mes "... Hmm... Humph. It wasn't what I was intending to do.";
+ mes "But they're the ones who're getting on my nerves!";
+ next;
+ mes "[Diwata]";
+ mes "... I can't get off anyway.";
+ mes "Which means that I could feel bad again. Got it?";
+ next;
+ mes "[Diwata]";
+ mes "... I'll try to keep it in today.";
+ mes "It's not because I like the flowers or because I like having company!";
+ mes "It's because I was treated the same way as those cheap ghosts!";
+ next;
+ mes "[Diwata]";
+ mes "Now if you'll excuse me.";
+ mes "And I'll be clear. I'm not going to hold my temper for so long.";
+ next;
+ mes "[Diwata]";
+ mes "Now, g... go away!";
+ set malaya_diwata, 5;
+ delitem 6506, 1; // Memorial_Boquet
+ erasequest 7398;
+ setquest 7399;
+ close;
+ } else if (malaya_diwata == 5) {
+ cutin "malaya_diwata02", 2;
+ mes "[Diwata]";
+ mes "I promise I'll be a good little girl if those hillbillies leave me alone.";
+ mes "If they bother me again, however, I won't be.";
+ close;
+ } else {
+ if (checkquest(7402) == -1) {
+ if (checkquest(7403) == -1) {
+ if ((checkquest(7401, PLAYTIME) == 0) || (checkquest(7401, PLAYTIME) == 1)) {
+ cutin "malaya_diwata02", 2;
+ mes "[Diwata]";
+ mes "Surprisingly enough, I'm doing fine.";
+ mes "Of course I'm tense for when they return,";
+ mes "but, as always, I'll win.";
+ next;
+ mes "[Diwata]";
+ mes "Then the poor crew will cry again";
+ mes "I just can't calm myself down after a fight.";
+ next;
+ mes "[Diwata]";
+ mes "The flowers you bring makes me calm down.";
+ mes "....";
+ mes ".. It's not because I miss people or I like the flowers. Don't take it the wrong way.";
+ close;
+ }
+ cutin "malaya_diwata01", 2;
+ mes "[Diwata]";
+ mes "Get lost!";
+ mes "What? Oh, it's you.";
+ mes "Those hillbillies came back again!";
+ mes "I'm going to kill them!";
+ close;
+ }
+ cutin "malaya_diwata02", 2;
+ mes "[Diwata]";
+ mes "It's good to look at flowers from abroad~";
+ mes "Do all flowers from the warm parts of the world smell so nice?";
+ next;
+ mes "[Diwata]";
+ mes "The flowers you bring makes me calm down.";
+ mes "....";
+ mes ".. It's not because I miss people or I like the flowers. Don't take it the wrong way.";
+ close;
+ }
+ cutin "malaya_diwata01", 2;
+ mes "[Diwata]";
+ mes "Darn it! Have you come for more?!";
+ mes "What?";
+ mes "Oh. It's you?";
+ mes "I'm really depressed right now.";
+ next;
+ mes "- Diwata reached her hands out as if expecting something. -";
+ next;
+ if (select("Give the Bouquet.:Hold her hand.") == 2) {
+ mes "[Diwata]";
+ mes "What do you think you're doing?!!??!?!!";
+ mes "Arghhhh - I have enough creeps around here, thank you!!";
+ next;
+ cutin "", 255;
+ mes "-I was tossed out with Diwata's thunderous cry.-";
+ close;
+ warp "malaya", 324, 66;
+ end;
+ }
+ if (!countitem(6506)) {
+ mes "[Diwata]";
+ mes "What? You want me to wave?";
+ mes "You didn't bring it?";
+ mes "You didn't?!?";
+ mes "Arghhh you just can't trust anybody! Anybody!";
+ next;
+ cutin "", 255;
+ mes "-I was tossed out with Diwata's thunderous cry.-";
+ close;
+ warp "malaya", 324, 66;
+ end;
+ }
+ cutin "malaya_diwata02", 2;
+ mes "[Diwata]";
+ mes "... Oh... Just as I thought!";
+ mes "My only happiness, my only peace of mind..!";
+ mes "Flowers from abroad~!";
+ next;
+ mes "-Diwata seems to feel better. The atmosphere shifts to a more refreshing ambience.-";
+ next;
+ mes "[Diwata]";
+ mes "Tell Pedro the Sailor!";
+ mes "Diwata will be a goddess of sea, so set sail in my generosity.";
+ delitem 6506, 1; // Memorial_Boquet
+ setquest 7403;
+ erasequest 7402;
+ close;
+ }
+ cutin "", 255;
+ end;
+}
+
+ma_fild01,261,208,2 script Kiko in Mumbaki 580,{
+ if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
+ mes "- Cannot proceed with the quest. You are carrying too many items. -";
+ close;
+ }
+ mes "[Kiko in Mumbaki]";
+ mes "Welcome to Baryo, stranger.";
+ mes "I am the soul guidance, protector of people and souls here at Baryo.";
+ mes "So, I'm a good leader Kiko in Mumbaki.";
+ next;
+ switch (select("Give Cast-Iron Caldron.:Request Purification Ritual.:Exchange Jellopy for gold.")) {
+ case 1:
+ if (checkquest(7376) == -1) {
+ if (checkquest(7377) == -1) {
+ mes "[Kiko in Mumbaki]";
+ mes "What cauldron?";
+ mes "As far as I know, you're not the one bringing it.";
+ next;
+ mes "[Kiko in Mumbaki]";
+ mes "Poor thing.";
+ mes "do not live a life of lies.";
+ close;
+ }
+ mes "[Kiko in Mumbaki]";
+ mes "Baryo is not a great place for smithy work.";
+ mes "So we always ask a favor to the forge of Malaya.";
+ next;
+ mes "[Kiko in Mumbaki]";
+ mes "Bakonawa does not like loud noises.";
+ mes "That's why we beat the sturdy Cast Iron Cauldrons.";
+ next;
+ mes "[Kiko in Mumbaki]";
+ mes "The Spiritual Protection is proof that I've got my cauldron,";
+ mes "so deliver it well. Okay? Good.";
+ close;
+ }
+ if (countitem(6504) < 5) {
+ mes "[Kiko in Mumbaki]";
+ mes "Oh, must be the cauldron I ordered.";
+ mes "But, where is it?";
+ mes "Are you mocking me?!";
+ close;
+ }
+ mes "[Kiko in Mumbaki]";
+ mes "Yes, excellent!";
+ mes "Very Good.";
+ mes "We can aggravate the Bakonawa more with this.";
+ next;
+ mes "[Kiko in Mumbaki]";
+ mes "I'll give you this for the cauldron.";
+ mes "I hear you're having some trouble with souls?";
+ mes "Take this. It will help you.";
+ delitem 6504, 5; // Cast_Iron_Caldron
+ getitem 6503, 5; // Soul_Protection
+ setquest 7377;
+ erasequest 7376;
+ close;
+ case 2:
+ if (checkquest(7406) == -1) {
+ if (checkquest(7407) == -1) {
+ mes "[Kiko in Mumbaki]";
+ mes "The only purification needed in this village is Vantai's food.";
+ mes "There are no rituals where an outsider, like yourself, can take part in.";
+ close;
+ }
+ mes "[Kiko in Mumbaki]";
+ mes "Vantai must be hungry.";
+ mes "Go give it to him.";
+ mes "Quickly now.";
+ close;
+ }
+ if ((countitem(523) < 10) || (countitem(6507) < 10)) {
+ mes "[Kiko in Mumbaki]";
+ mes "Purification of the bones the Guard Dog Vantai needs to gnaw on?";
+ mes "My work here just gets better and better.";
+ next;
+ mes "[Kiko in Mumbaki]";
+ mes "Go into the forest and fetch me ^4d4dff10 Evil Spirit Bones^000000 and ^4d4dff10 Holy Waters^000000 for the purification ritual.";
+ mes "I'll do the ritual myself.";
+ close;
+ }
+ mes "[Kiko in Mumbaki]";
+ mes "Bones from the animals of this forest all have bad spirits within.";
+ mes "Of course it cannot be helped due to the malignant spirits flailing about...";
+ next;
+ mes "[Kiko in Mumbaki]";
+ mes "You do this and do this here and there and...";
+ mes "There. The evil spirit has left and the bone is so pure that you can just chew on it.";
+ next;
+ mes "[Kiko in Mumbaki]";
+ mes "Now, take this back to Dong the Guard.";
+ mes "Vantai will become stronger after eating this purified Evil Spirit Bone.";
+ next;
+ mes "[Kiko in Mumbaki]";
+ mes "Moreover, holding on to Evil Spirit Bones will only do you harm,";
+ mes "so I'll take them all to purify.";
+ delitem 6507, countitem(6507); // Evil_Bone
+ delitem 523, 10; //Holy_Water
+ getitem 6505, 10; //Purified_Bone
+ setquest 7407;
+ erasequest 7406;
+ close;
+ case 3:
+ mes "[Kiko in Mumbaki]";
+ mes "Oh no you don't!";
+ mes "Don't you dare!";
+ close;
+ }
+ end;
+}
+
+ma_fild01,239,253,3 script Dhong the Guard 570,{
+ if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
+ mes "- Cannot proceed with the quest. You are carrying too many items. -";
+ close;
+ }
+ mes "[Dhong the Guard]";
+ mes "Hi there!";
+ mes "Welcome to Baryo.";
+ next;
+ if (select("You're job seems so hard~:Guard Dog Vantai") == 1) {
+ mes "[Dhong the Guard]";
+ mes "Not at all. I just watch who comes and goes from here.";
+ mes "Travelers are the ones who go through more hardship.";
+ close;
+ }
+ if (BaseLevel < 100) {
+ mes "[Dhong the Guard]";
+ mes "Vantai is a nice dog.";
+ mes "He's probably stronger than you.";
+ next;
+ mes "[Dhong the Guard]";
+ mes "No offense, but";
+ mes "you look weaker than the original owners of the bones Vantai chews on.";
+ next;
+ mes "[Dhong the Guard]";
+ mes "That means just about as strong as me!";
+ mes "Ha ha ha ha ha ha ha!";
+ close;
+ }
+ .@playtime = checkquest(7408, PLAYTIME);
+ if (.@playtime == 0 || .@playtime == 1) {
+ mes "[Dhong the Guard]";
+ mes "The bones you brought Vantai gave him a feast.";
+ mes "He'll be full and merry for a while now.";
+ mes "Nobody can beat Vantai in recon around here.";
+ next;
+ mes "[Dhong the Guard]";
+ mes "Though it is not nice to say a person is lesser than a dog,";
+ mes "but there are some who are lesser.";
+ close;
+ } else if (.@playtime == 2) {
+ erasequest 7408;
+ mes "[Dhong the Guard]";
+ mes "Vantai?";
+ mes "Always the same.";
+ mes "Now that you mention it, it's almost time for him to get hungry.";
+ next;
+ mes "[Dhong the Guard]";
+ mes "Of course, he eats normal dog food, but he can't go without those.";
+ mes "You know what I mean, right?";
+ mes "Smirk...";
+ next;
+ mes "[Dhong the Guard]";
+ mes "Me and Vantai are always waiting";
+ mes "for the hero to get us some Evil Spirit Bones from the forest.";
+ close;
+ } else {
+ if (checkquest(7406) != -1) {
+ mes "[Dhong the Guard]";
+ mes "What I'm saying is that, to be a good guard dog, he must be able to stand ground against evil spirits.";
+ mes "For that he needs to eat Evil Spirit Bones, but it must be purified before he can eat them.";
+ next;
+ mes "[Dhong the Guard]";
+ mes "You can get Evil Spirit Bones from monsters or animals in the forest.";
+ mes "Kiko in Mumbaki will purify them for you.";
+ close;
+ } else {
+ if (checkquest(7407) == 1) {
+ if (countitem(6505) < 10) {
+ mes "[Dhong the Guard]";
+ mes "Kiko in Mumbaki asked for 10 Purified Spirit Bones.";
+ mes "He needs to have at least 10 at a time. Which of course does not last a day...";
+ close;
+ }
+ mes "[Dhong the Guard]";
+ mes "Hey, Vantai will love these!";
+ mes "It's all in good condition...";
+ mes "An evil bone purified through holy ritual...";
+ next;
+ mes "[Dhong the Guard]";
+ mes "This is the perfect dog food!!";
+ mes "Now he can sense and detect evil spirits,";
+ mes "and since he ate purified ones, he'll get the ability to eradicate them.";
+ next;
+ mes "[Dhong the Guard]";
+ mes "I bet he's the strongest living thing in the village now.";
+ mes "Of course not me. I mean Vantai.";
+ next;
+ mes "[Dhong the Guard]";
+ mes "This is your reward.";
+ mes "It would be very nice if you could help us again tomorrow.";
+ delitem 6505, 10; // Purified_Bone
+ setquest 7408;
+ erasequest 7407;
+// if (IsPremiumPcCafe == 10)
+ getitem 6497, 2; // Lesser_Agimat
+// else
+// getitem 6497, 1; // Lesser_Agimat
+ getexp 200000,200000;
+ if (!rand(0, 2))
+ $malayaNames$[2] = strcharinfo(0);
+ close;
+ } else {
+ mes "[Dhong the Guard]";
+ mes "Vantai is not only a guard dog, but he's also a great detector and recon scout.";
+ mes "But for him to do so, he needs to eat Purified Spirit Bones.";
+ next;
+ mes "[Dhong the Guard]";
+ mes "As you can see, I can't move from here,";
+ mes "so I was wondering if you can get the bones for Vantai...";
+ next;
+ if (select("Alright.:Sorry.") == 2) {
+ mes "[Dhong the Guard]";
+ mes "I see.";
+ mes "Vantai!";
+ mes "No treat for you today..!!";
+ next;
+ mes "- It seems like Vantai's eyes are more moist today. -";
+ close;
+ }
+ mes "[Dhong the Guard]";
+ mes "Bones can be acquired from animals or monsters around here.";
+ mes "Take them to Kiko in Mumbaki for purification, which, in turn, can be given to Vantai to eat.";
+ next;
+ mes "[Dhong the Guard]";
+ mes "Bring us 10 Purified Spirit Bones.";
+ mes "That reminds me. You'll need Holy Water for the purification ritual.";
+ next;
+ mes "[Dhong the Guard]";
+ mes "Take your time.";
+ mes "Look here. Vantai likes it too.";
+ setquest 7406;
+ close;
+ }
+ }
+ }
+ end;
+}
+
+ma_fild01,238,257,2 script Guard Dog Vantai 972,{
+ mes "[Vantai]";
+ mes "Grrrrrrr...";
+ mes " ";
+ mes "(He is intimidated by you.)";
+ close;
+}
+
+ma_fild01,200,190,3 script Maries#malaya 579,{
+ if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
+ mes "- Cannot proceed with the quest. You are carrying too many items. -";
+ close;
+ }
+ if (BaseLevel < 100) {
+ mes "[Maries]";
+ mes "Umm... Hey...";
+ mes "Oh, no, sorry. You don't look so strong or bold.";
+ mes "I'm sorry. I'm just not quite myself...";
+ close;
+ }
+ if (malaya_hi < 20) {
+ mes "An anxious looking woman is stands.";
+ close;
+ }
+ .@playtime = checkquest(7390, PLAYTIME);
+ if (.@playtime == 0 || .@playtime == 1) {
+ mes "[Maries]";
+ mes "Now that the children know that they can get back home with an Inside-out Shirt,";
+ mes "they play out in the forest recklessly and timelessly.";
+ next;
+ mes "[Maries]";
+ mes "The children will surely get lost again in these conditions.";
+ mes "If it happens again, I'll seek your help again.";
+ close;
+ } else if (.@playtime == 2) {
+ mes "[Maries]";
+ mes "I'm missing a child... again.";
+ mes "Oh my goodness...";
+ erasequest 7390;
+ close;
+ } else {
+ if (checkquest(7389) != -1) {
+ mes "[Maries]";
+ mes "You came back.";
+ mes "Thanks to you, the child has returned home safely.";
+ next;
+ mes "[Maries]";
+ mes "Although the shirt is inside-out, it miraculously brings them back to where they should be.";
+ mes "Thank you for delivering those precious shirts to my children.";
+ setquest 7390;
+ erasequest 7389;
+// if (IsPremiumPcCafe == 10)
+ getitem 6497, 2; // Lesser_Agimat
+// else
+// getitem 6497, 1; // Lesser_Agimat
+ getexp 200000,200000;
+ if (!rand(3))
+ $malayaNames$[2] = strcharinfo(0);
+ close;
+ } else {
+ if (checkquest(7388) != -1) {
+ mes "[Maries]";
+ mes "I'm sure they're lost in the woods because of mischievous spirits.";
+ mes "Please give the child the ^4d4dffInside-out Shirt^000000 when found.";
+ next;
+ mes "[Maries]";
+ mes "The Inside-out Shirts...";
+ mes "You can probably get them from the demons, since they ran away with them.";
+ close;
+ } else {
+ mes "[Maries]";
+ mes "Hello... I'm looking for my child...";
+ mes "My daughter did not return.";
+ mes "Please help, I think she's lost in the forest.";
+ next;
+ switch (select("Of course.:I'm too busy right now.:You have so many children.")) {
+ case 1:
+ mes "[Maries]";
+ mes "I'm sure she's lost in the woods because of mischievous spirits.";
+ next;
+ mes "[Maries]";
+ mes "If she's cursed, it will be difficult to get her out of there.";
+ mes "She'll drift around in the maze so mesmerizing, even for you, in fact.";
+ next;
+ mes "[Maries]";
+ mes "Acquire an ^4d4dffInside-out Shirt^000000 and give it to my daughter.";
+ mes "Although the shirt is inside-out, it miraculously brings them back to where they should be.";
+ next;
+ mes "[Maries]";
+ mes "The Inside-out Shirts...";
+ mes "You can probably get them from the demons, since they ran away with them.";
+ setquest 7388;
+ close;
+ case 2:
+ mes "[Maries]";
+ mes "... Yes... I see.";
+ mes "I'll have to ask someone else.";
+ mes "Alright.";
+ mes "Sigh...";
+ close;
+ case 3:
+ mes "[Maries]";
+ mes "...I ended up having triplets.";
+ mes "Even I sometimes get confused. *Chuckle*";
+ next;
+ mes "[Maries]";
+ mes "They seem to be under a curse because one of them always get's lost in the woods..";
+ mes "Sigh...";
+ close;
+ }
+ }
+ }
+ }
+ end;
+}
+
+ma_fild01,203,189,3 script Little Girl#malaya 576,{
+ mes "[Little Girl]";
+ mes "He he, the forest is scary, but it's so much fun so I go there often to play~";
+ mes "Strange, how we always get lost.";
+ next;
+ mes "[Little Girl]";
+ mes "But it's okay because I'm not the only one getting lost~";
+ mes "We're triplets~ And we're missing the other two~ Giggle~";
+ close;
+}
+
+ma_fild01,251,93,3 script Lost Child#malaya01 576,{
+ if (checkquest(7388) > -1) {
+ if (!countitem(12700)) {
+ mes "[Little Kid]";
+ mes "Sigh. Are you lost too?";
+ mes "They are so naughty.";
+ next;
+ mes "[Little Kid]";
+ mes "An Inside-out Shirt is just what I need.";
+ mes "*Chuckle*...";
+ close;
+ }
+ mes "[Little Kid]";
+ mes "Oh, darn them.";
+ mes "They must have tricked me into getting lost again!";
+ next;
+ select ("Do you want to go home?");
+ mes "[Little Kid]";
+ mes "If I don't get back soon, my mom will be worried sick.";
+ mes "Sigh... I wish I had an Inside-out Shirt to go back.";
+ next;
+ select ("Here you are.");
+ mes "[Little Kid]";
+ mes "Really?";
+ mes "It really is the shirt!";
+ mes "This will take me straight home!";
+ next;
+ mes "[Little Kid]";
+ mes "Did mom send you?";
+ mes "She must be worried..!";
+ mes "I'll go home now!";
+ mes "Thanks' a lot!";
+ delitem 12700, 1; // Insideout_Shirt
+ setquest 7389;
+ erasequest 7388;
+ close2;
+ disablenpc strnpcinfo(0);
+ if (strnpcinfo(0) == "Lost Child#malaya01") {
+ enablenpc "Lost Child#malaya02";
+ } else if (strnpcinfo(0) == "Lost Child#malaya01") {
+ enablenpc "Lost Child#malaya03";
+ } else {
+ enablenpc "Lost Child#malaya01";
+ }
+ end;
+ } else {
+ if (checkquest(7389) != -1) {
+ mes "[Little Kid]";
+ mes "I want to play some more.";
+ mes "I can always go back with this shirt.";
+ mes "Mom won't be concerned.";
+ close;
+ } else {
+ mes "[Little Kid]";
+ mes "Hmmm. Am I lost again?";
+ mes "Where am I...";
+ mes "I'm sure I have to head in the direction of sunrise from the third tree to get home... Huh?";
+ next;
+ mes "[Little Kid]";
+ mes "Why~ Do I always go in circles here?";
+ mes "Do you why, " + ((Sex) ? "mister" : "ma'am") + "?";
+ mes "What's with this road?";
+ mes "Is somebody trying to trick me?";
+ close;
+ }
+ }
+ end;
+
+OnInit:
+ if (strnpcinfo(0) != "Lost Child#malaya01")
+ disablenpc strnpcinfo(0);
+}
+ma_fild01,114,141,3 duplicate(Lost Child#malaya01) Lost Child#malaya02 576
+ma_fild01,130,314,3 duplicate(Lost Child#malaya01) Lost Child#malaya03 576
+
+ma_fild02,241,39,5 script Good Capre Budidai 572,{
+ mes "[Budidai]";
+ mes "Hey hey hey~";
+ mes "I am such a nice Capre~ Hey!";
+ mes "I am going to a fine cafe~YO!";
+ mes "I am better than yesterday~Hey!";
+ mes "I'm a fine rhyming Capre~Oh?";
+ next;
+ mes "[Budidai]";
+ mes "Hey buddy, You here to hear Budidai singing?";
+ next;
+ switch (select("You like songs?:A profound study of one eyed monsters.:See ya!")) {
+ case 1:
+ mes "[Budidai]";
+ mes "Yup, Budidai loves singing.";
+ mes "Cows, horses, goats, roosters, boars all love my songs.";
+ mes "They're all friends.";
+ next;
+ mes "[Budidai]";
+ mes "Except for that one eyed Bongisungisu.";
+ mes "He picks on my friends.";
+ mes "I am annoyed, but Budidai is weak.";
+ next;
+ mes "[Budidai]";
+ mes "I fear it's single gaze, but I fear more the club he flails.";
+ mes "I have to sing my friends some songs, but they don't come because of him.";
+ next;
+ mes "[Budidai]";
+ mes "So Budidai, sings here.";
+ mes "Lots of travelers pass by.";
+ mes "Capre is a wanderer's buddy.";
+ mes "You're a buddy too.";
+ close;
+ case 2:
+ if (BaseLevel < 100) {
+ mes "[Budidai]";
+ mes "You interested in that fiend, my friend?";
+ mes "It's just a bully of the forest!";
+ mes "It picks on my animal friends!";
+ next;
+ mes "[Budidai]";
+ mes "Sadly, singing is all that Budidai is skilled at.";
+ mes "I can't do anything about the scary gaze and the flailing club.";
+ next;
+ mes "[Budidai]";
+ mes "Bongisungisu! I get the chills just by being in the same forest with it...";
+ mes "But Budidai is weak.";
+ next;
+ mes "[Budidai]";
+ mes "You and me, wanderer.";
+ mes "We'll never make it.";
+ close;
+ }
+ .@playtime = checkquest(7410, PLAYTIME);
+ if (.@playtime == 0 || .@playtime == 1) {
+ mes "[Budidai]";
+ mes "Traveler, my friend!";
+ mes "Bongisungisu ran far far away.";
+ mes "Dogs, cows, horse, goat and rooster will come back to me, won't they?";
+ next;
+ mes "[Budidai]";
+ mes "But Budidai is worried.";
+ mes "The one eyed bully will return eventually.";
+ mes "Will you help me out again?";
+ next;
+ mes "[Budidai]";
+ mes "You, friend of Budidai";
+ mes "You won't turn you're back on a good Capre?";
+ close;
+ } else {
+ if (checkquest(7409) != -1) {
+ if (checkquest(7409, HUNTING) == 2) {
+ mes "[Budidai]";
+ mes "Astonishing, wanderer!";
+ mes "I could hear the pitiful wails of Bongisungisu all the way from here!";
+ mes "Budidai can sing again for his friends, yes?";
+ next;
+ mes "[Budidai]";
+ mes "Now, what can Budidai do for the kind wanderer, slayer of the one eyed monster?";
+ mes "Aha! Here's a talisman.";
+ mes "It will be good for you travelers.";
+ next;
+ mes "[Budidai]";
+ mes "Kind Capre is a friend of travelers.";
+ mes "I hope to see you again, wanderer.";
+ mes "This is a blessing for friends. Hey hey hey~";
+ setquest 7410;
+ erasequest 7409;
+// if (IsPremiumPcCafe == 10)
+ getitem 6497, 2; // Lesser_Agimat
+// else
+// getitem 6497, 1; // Lesser_Agimat
+ getexp 200000,200000;
+ if (!rand(3))
+ $malayaNames$[1] = strcharinfo(0);
+ close;
+ } else {
+ mes "[Budidai]";
+ mes "Please slay the destructive libertine Bongisungisu.";
+ mes "For me, a Capre to sing again for one's friends.";
+ close;
+ }
+ } else {
+ if (.@playtime == 2) {
+ mes "[Budidai]";
+ mes "Hey, kind wanderer.";
+ mes "Bongisungisu, the one eyed debauchee is back!";
+ mes "What do I do? What should I do?";
+ next;
+ mes "[Budidai]";
+ mes "He gets angry when I sing.";
+ mes "But the horse, cow, goat, dog and boars love it.";
+ mes "It gives Budidai such a hard time.";
+ erasequest 7410;
+ close;
+ } else {
+ mes "[Budidai]";
+ mes "You interested in that fiend, my friend?";
+ mes "It's just a bully of the forest!";
+ mes "It picks on my animal friends!";
+ next;
+ mes "[Budidai]";
+ mes "Sadly, singing is all that Budidai is skilled at.";
+ mes "I can't do anything about the scary gaze and the flailing club.";
+ next;
+ mes "[Budidai]";
+ mes "Bongisungisu! I get the chills just by being in the same forest with it...";
+ mes "But Budidai is weak.";
+ next;
+ if (select("Shall I take care of it?:That does give the chills.") == 2) {
+ mes "[Budidai]";
+ mes "Don't remind me.";
+ mes "My friends can't come and listen to my songs because of that behemoth.";
+ mes "It is so frustrating.";
+ close;
+ }
+ mes "[Budidai]";
+ mes "You'd teach Bongisungisu a lesson?!";
+ mes "Kind wanderer!!";
+ mes "Kick some libertine butt!!";
+ setquest 7409;
+ close;
+ }
+ }
+ }
+ break;
+ case 3:
+ mes "[Budidai]";
+ mes "Leave me wanderer~";
+ mes "Capre Budidai will sing of wonders~";
+ mes "You best everyone else~";
+ mes "You bring all them beasts~";
+ mes "Just go back to Kafra~";
+ next;
+ mes "[Budidai]";
+ mes "Hey hey hey~";
+ mes "Blessing of the Kind and Good Capre~";
+ mes "A wanderer's friend the gift of Capre~";
+ mes "Hey hey hey~";
+ close;
+ }
+ end;
+}
+
+// Traders :: malaya_npc
//============================================================
ma_fild01,166,214,6 script Old Man in Dilemma#GA 575,{
if (MaxWeight - Weight < 600 || checkweight(1201,1) == 0) {
@@ -276,8 +3597,8 @@ ma_fild01,238,198,4 script Tikbalang Expert#malaya 582,{
}
}
-// MVP Armors :: mvpitem
-// ============================================================
+// Upgrade Boss Equipment :: malaya_mvpitem
+//============================================================
ma_fild01,158,243,6 script Tribe Blacksmith#malaya 582,{
mes "[Bayani]";
mes "I will upgrade your armor if you bring one that holds enormous power.";
@@ -506,7 +3827,7 @@ ma_fild01,158,243,6 script Tribe Blacksmith#malaya 582,{
close;
}
-// Secret in the Woods :: buwaya
+// Secret in the Woods :: malaya_buwaya
//============================================================
malaya,305,281,3 script Guard#buwaya 570,7,7,{
if (malaya_hi < 10) {
@@ -913,9 +4234,9 @@ ma_in01,47,101,3 script Totoy#buwaya 577,7,7,{
close;
} else if (malaya_buwaya == 13) {
// if (IsPremiumPcCafe == 10)
-// .@amount = 10;
+ .@amount = 10;
// else
- .@amount = 5;
+// .@amount = 5;
if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) {
mes "- Wait!! -";
mes "- You have too many items on you. -";
@@ -1081,6 +4402,7 @@ malaya,290,152,5 script Master of Hunting#buwaya 578,{
mes "Argh! That's so foul.";
mes "You've really brought back the samples.";
mes "Ho! Leave it there and come back after washing your hands. Even god won't smile down at you with that stench.";
+ delitem 6519,10; //Collected_Sample
set malaya_buwaya,8;
erasequest 2274;
setquest 2275;
@@ -1365,10 +4687,10 @@ malaya,290,340,3 script Guard Leader#buwaya 571,{
mes "There is no shame in rejecting this request.";
erasequest 2281;
} else if (.@hunting == 2) {
-// if (IsPremiumPcCafe == 10) {
-// .@amount = 10;
+// if (IsPremiumPcCafe == 10)
+ .@amount = 10;
// else
- .@amount = 5;
+// .@amount = 5;
mes "[Guard Leader]";
mes "Can't believe you really got rid of Buwaya!";
mes "You aren't just any ordinary youth, aren't you? People of Port Malaya can now sleep at night.";
@@ -1481,3 +4803,4320 @@ OnInit:
disablenpc "Guard#buwayacave";
end;
}
+
+// Bakonawa Extermination :: malaya_bakonawa
+//============================================================
+malaya,280,331,4 script Singing Man#bako1 578,{
+ if (malaya_bakona1 < 5) {
+ mes "[Singing Man]";
+ mes "Story of dragon that lives at a lake~";
+ mes "Story of an old lady";
+ mes "that became a dragon long ago~";
+ next;
+ mes "[Singing Man]";
+ mes "Waiting for the son that left for a foreign land,";
+ mes "my son will return";
+ mes "when that moon sets for the 90th time";
+ next;
+ mes "[Singing Man]";
+ mes "The moon sets for the 89th,";
+ mes "The moon sets for the 90th,";
+ mes "The moon sets for the 191st...";
+ next;
+ mes "[Singing Man]";
+ mes "That moon has taken my son away~";
+ mes "That horrible thing";
+ mes "has swallowed my son,";
+ mes "and I will punish that moon~";
+ next;
+ mes "[Singing Man]";
+ mes "The day the furious moon hides itself from sight,";
+ mes "the whole world will be flooded with rain";
+ mes "with all the villages and people facing death under water~";
+ next;
+ mes "[Singing Man]";
+ mes "The old lady's curse made the moon furious~";
+ mes "Get rid of the old lady to calm the moon~";
+ mes "If only the old lady wasn't here, If only the old lady wasn't here...";
+ next;
+ mes "[Singing Man]";
+ mes "I hear rumors~";
+ mes "The old lady threw herself into the lake~";
+ mes "the old lady, now turned into a dragon, will swallow the moon";
+ mes "and soon swallow the village too~";
+ close;
+ } else {
+ mes "[Singing Man]";
+ mes "You say the legend is all a lie?";
+ mes "You mean my ancestors are all liars";
+ mes "and swindlers?";
+ next;
+ mes "[Singing Man]";
+ mes "This village is built on an old legend";
+ mes "and history.";
+ mes "They are not the kind of people that will be shaken by";
+ mes "foolish words of an imbecile such as yourself.";
+ close;
+ }
+}
+
+malaya,275,333,5 script Singing Woman#bako1 579,{
+ if (malaya_bakona1 < 5) {
+ mes "[Singing Woman]";
+ mes "Bakonawa that live at a lake,";
+ mes "story of an old lady that became a dragon.";
+ next;
+ mes "[Singing Woman]";
+ mes "The son that was suppose to return after the moon sets for the 90th time";
+ mes "never did come back even after the moon had set for a few hundred times~";
+ mes "The moon has swallowed the old lady's son~";
+ next;
+ mes "[Singing Woman]";
+ mes "The moon, the moon, you shall receive the old lady's curse~";
+ mes "The whole village was immersed in death";
+ mes "with rain and floods sent by the furious moon~";
+ next;
+ mes "[Singing Woman]";
+ mes "The moon, the moon, be still and be calm,";
+ mes "for the old lady is gone and she is no more~";
+ mes "The old lady has drowned in the lake~";
+ mes "She will transform into Bakonawa and come back...";
+ next;
+ mes "[Singing Woman]";
+ mes "...to swallow you and";
+ mes "punish the village soon~";
+ mes "The day the moon dies";
+ mes "is the day the village dies too~";
+ close;
+ } else {
+ mes "[Singing Woman]";
+ mes "The legends are all a lie?";
+ mes "Why do you say such nonsense?";
+ mes "Is there nothing";
+ mes "that is important for you to protect?";
+ next;
+ mes "[Singing Woman]";
+ mes "Poor Bakonawa...";
+ mes "I would be happy";
+ mes "if she took a big bite out of someone like you!";
+ close;
+ }
+}
+
+malaya,290,329,4 script Frightened Boy#bako1 577,{
+ if (malaya_hi < 20) {
+ mes "- He seems cautious of you. -";
+ close;
+ }
+ if (malaya_bakona1 < 5) {
+ mes "[Frightened Boy]";
+ mes "The vicious monster Bakonawa will soon come";
+ mes "to swallow the moon and take vengeance upon the village.";
+ mes "I'm scared, please help...";
+ close;
+ } else {
+ mes "[Frightened Boy]";
+ mes "The legend of Bakonawa is all a lie?";
+ mes "So that means Bakonawa doesn't exist?";
+ mes "I'm going to play with my friends at the lake later.";
+ mes "You told me it was all a lie right?";
+ close;
+ }
+}
+
+malaya,264,338,4 script Frightened Maiden#bako1 576,{
+ if (malaya_hi < 20) {
+ mes "- She seems cautious of you. -";
+ close;
+ }
+ if (malaya_bakona1 < 5) {
+ mes "[Frightened Maiden]";
+ mes "It is said that Bakonawa hates loud noises.";
+ mes "Pound the pot if you want to live!";
+ next;
+ switch(select("Hates loud noises?:What is Bakonawa?")) {
+ case 1:
+ mes "[Frightened Maiden]";
+ mes "You already heard that the old lady";
+ mes "died and became Bakonawa, right?";
+ next;
+ mes "[Frightened Maiden]";
+ mes "The legend has it that";
+ mes "the old lady had very keen hearing";
+ mes "because she was always focusing on";
+ mes "the returning of her traveling son.";
+ next;
+ mes "[Frightened Maiden]";
+ mes "So naturally, Bakonawa also";
+ mes "has very keen hearing.";
+ mes "The reason why everyone is banging";
+ mes "pots and pans is because of this.";
+ close;
+ case 2:
+ mes "[Frightened Maiden]";
+ mes "It is a terrible monster that lives at a lake.";
+ mes "We are all trembling with fear";
+ mes "because we don't know when it might attack the village.";
+ next;
+ mes "[Frightened Maiden]";
+ mes "Some say that it is more obsessed with swallowing the moon";
+ mes "than attacking the village.";
+ mes "if that's the case, I wish it would just swallow the moon";
+ mes "and leave us alone.";
+ close;
+ }
+ } else {
+ mes "[Frightened Maiden]";
+ mes "The villagers hate you now.";
+ mes "You've been saying that legend of Bakonawa";
+ mes "is a lie and they are saying you are more of a monster";
+ mes "than Bakonawa.";
+ close;
+ }
+}
+
+malaya,272,339,5 script Old Fortune Teller#bako1 575,{
+ if (malaya_hi < 20) {
+ mes "- Old Fortune Teller seems cautious of you. -";
+ close;
+ }
+ if (malaya_bakona1 < 5) {
+ mes "[Old Fortune Teller]";
+ mes "You must not hate Bakonawa.";
+ mes "The hate against it is only feeding its rage";
+ mes "to grow bigger.";
+ next;
+ mes "[Old Fortune Teller]";
+ mes "To calm the dead lady's anger,";
+ mes "we annually hold a ceremony and prepare food.";
+ mes "But there seems to be no way to calm the";
+ mes "ever growing anger of the old lady.";
+ next;
+ mes "[Old Fortune Teller]";
+ mes "The day is nearing. I can sense it.";
+ mes "Bakonawa will soon swallow the moon";
+ mes "and come to punish the village.";
+ close;
+ } else {
+ mes "[Old Fortune Teller]";
+ mes "How can you say the legend is a lie!";
+ mes "Because of you, the fury of Bakonawa";
+ mes "grew even larger!";
+ mes "If the village perishes,";
+ mes "it is all your fault!";
+ close;
+ }
+}
+
+malaya,285,332,4 script Old Legend Teller#bako1 574,{
+ if (checkweight(1301,3) == 0) {
+ mes "You cannot start the conversation. You are carrying too many items. -";
+ close;
+ }
+ if (BaseLevel < 120) {
+ mes "[Old Legend Teller]";
+ mes "There is something that needs to be done";
+ mes "but you look too fragile";
+ mes "to give me a hand.";
+ next;
+ mes "[Old Legend Teller]";
+ mes "Come back when";
+ mes "your strength grows strong enough";
+ mes "to match Incubus.";
+ close;
+ }
+ if (malaya_hi < 20) {
+ mes "- He seems cautious of you. -";
+ close;
+ }
+ if (malaya_bakona1 == 0) {
+ mes "[Old Legend Teller]";
+ mes "The old lady has come back";
+ mes "to life as Bakonawa.";
+ mes "Soon she will come to take vengeance on the village.";
+ mes "We must calm her";
+ mes "if to prevent further destruction...";
+ next;
+ switch(select("Calm Bakonawa?:Further destruction?")) {
+ case 1:
+ mes "[Old Legend Teller]";
+ mes "The old lady faced an unjust death";
+ mes "because of villagers' selfishness.";
+ mes "She was a caring mother who loved her";
+ mes "son dearly.";
+ next;
+ mes "[Old Legend Teller]";
+ mes "If we track the whereabouts of her son and hold a ritual";
+ mes "with her son's belongings,";
+ mes "her restless soul will be calmed";
+ mes "and she will spare us from destruction.";
+ next;
+ mes "[Villagers]";
+ mes "It is no use sir!!";
+ next;
+ mes "[Villagers]";
+ mes "You cannot stop the monster that way!";
+ next;
+ mes "[Old Legend Teller]";
+ mes "Of course, it will not be easy to track down the whereabouts of a person";
+ mes "who has been gone for a hundred years.";
+ mes "...";
+ next;
+ mes "[Old Legend Teller]";
+ mes "Still, don't you think";
+ mes "it is worth a try?";
+ mes "Please help us and save us from our misery.";
+ next;
+ switch(select("It is no use.:I'll help.")) {
+ case 1:
+ mes "[Old Legend Teller]";
+ mes "Yes, you are also right.";
+ mes "You are up against not a human,";
+ mes "but a monster.";
+ mes "Still, I trust in that old lady's";
+ mes "good heart.";
+ close;
+ case 2:
+ mes "[Old Legend Teller]";
+ mes "Will you do it?";
+ mes "According to the legend,";
+ mes "the old lady's son was limping";
+ mes "and was a traveling merchant that sold wooden dolls.";
+ next;
+ mes "[Old Legend Teller]";
+ mes "There is a ^FF0000Slate Piece^000000 he left.";
+ mes "But the piece is small and damaged,";
+ mes "its hard to identify it.";
+ next;
+ mes "[Old Legend Teller]";
+ mes "First, bring it to me.";
+ mes "Down along this path";
+ mes "you will meet my granddaughter near the port.";
+ mes "Get the Slate Piece from there.";
+ set malaya_bakona1,1;
+ setquest 1174;
+ close;
+ }
+ case 2:
+ mes "[Old Legend Teller]";
+ mes "The grudge against the people of";
+ mes "Bakonawa- I mean, the dead old lady.";
+ mes "The moon and this village...";
+ mes "She will try to destroy it.";
+ next;
+ select("Take vengeance? After all these years?");
+ mes "[Old Legend Teller]";
+ mes "For some time, she has";
+ mes "blamed the moon and";
+ mes "resented the villagers.";
+ mes "The feeling grew larger as the time passed.";
+ next;
+ mes "[Old Legend Teller]";
+ mes "Why do you think she became such a monster?";
+ mes "What do you think went through her head";
+ mes "for years and years?";
+ mes "Anger and vengeance.";
+ next;
+ mes "[Old Legend Teller]";
+ mes "Unforgettable grudge";
+ mes "that she was abandoned.";
+ mes "against the moon and the village.";
+ mes "This is why this grudge must be resolved.";
+ close;
+ }
+ } else if (malaya_bakona1 == 1) {
+ mes "[Old Legend Teller]";
+ mes "Please bring the ^FF0000Slate Piece^000000.";
+ mes "Down along this path";
+ mes "you will meet my granddaughter near the port.";
+ mes "Get the Slate Piece from there.";
+ close;
+ } else if (malaya_bakona1 == 2) {
+ mes "[Old Legend Teller]";
+ mes "Good, you have the Slate Piece.";
+ mes "Hold on to it and don't lose it.";
+ mes "It will be of helpful in tracking down the legend.";
+ next;
+ mes "[Old Legend Teller]";
+ mes "I heard there is a man that lives by himself";
+ mes "at the end of northwestern part of Forest Field.";
+ mes "I heard someone saw a wooden doll there.";
+ mes "It is such a remote place that people like us";
+ mes "simply cannot travel there.";
+ mes "Could you visit the place for us?";
+ next;
+ switch(select("Go there yourself!:Your explanation is too vague.:On my way!")) {
+ case 1:
+ mes "[Old Legend Teller]";
+ mes "You twisted youth!";
+ close;
+ case 2:
+ mes "[Old Legend Teller]";
+ mes "You have a point, but";
+ mes "this is the best I can do for now.";
+ mes "The place is at the end of northwestern part of the forest.";
+ mes "After you pass the bridge and travel west,";
+ mes "you will see a person.";
+ break;
+ case 3:
+ mes "[Old Legend Teller]";
+ mes "You have a good heart young man!";
+ mes "The place is at the end of northwestern part of the forest.";
+ mes "After you pass the bridge and travel west,";
+ mes "You will see a ^0000FFMalaya Immigrant^000000.";
+ break;
+ }
+ mes "Good luck to you... for our sake...";
+ erasequest 1175;
+ setquest 1176;
+ set malaya_bakona1,3;
+ close;
+ } else if (malaya_bakona1 == 3) {
+ mes "[Old Legend Teller]";
+ mes "The place is at the end of northwestern part of the forest.";
+ mes "After you pass the bridge and travel west,";
+ mes "you will see a person.";
+ mes "Good luck to you... for our sake...";
+ close;
+ } else if (malaya_bakona1 < 6) {
+ mes "[Old Legend Teller]";
+ mes "The track of the old lady's son";
+ mes "is connected all the way to";
+ mes "Baryo Mahiwaga?";
+ mes "There is a chance he wasn't a merchant...";
+ mes "I'm really curious about who he was...";
+ next;
+ mes "[Old Legend Teller]";
+ mes "Why did you come back here";
+ mes "instead of going straight to";
+ mes "Baryo Mahiwaga?";
+ close;
+ } else if (malaya_bakona1 == 6) {
+ mes "[Old Legend Teller]";
+ mes "Is that really true?";
+ mes "Bakonawa turning into an old lady";
+ mes "and fabricating the legend...";
+ mes "It seems all the villagers up until now";
+ mes "have been manipulated by that terrible monster.";
+ next;
+ mes "[Old Legend Teller]";
+ mes "There is no reason to hesitate then.";
+ mes "You must go into Bakonawa's lair";
+ mes "before it attacks first.";
+ mes "I believe we can trust you to do this, yes?";
+ next;
+ switch(select("Well...:Of course!")) {
+ case 1:
+ mes "[Old Legend Teller]";
+ mes "The atmosphere was really good";
+ mes "but suddenly it's all ruined.";
+ mes "I didn't expect you to be so shy...";
+ close;
+ case 2:
+ mes "[Old Legend Teller]";
+ mes "I will speak to";
+ mes "the village chief for you";
+ mes "so that you can enter the Bakonawa Lake.";
+ mes "Please get rid of this monster for us.";
+ erasequest 1179;
+ set malaya_bakona1,7;
+// if (IsPremiumPcCafe == 10)
+ getitem 6499,5; //Ancient_Grudge
+// else
+// getitem 6499,3; //Ancient_Grudge
+ getexp 500000,200000;
+ close;
+ }
+ close;
+ } else if (malaya_bakona1 == 7) {
+ if (malaya_bakona2 < 15) {
+ mes "[Old Legend Teller]";
+ mes "If you don't mind,";
+ mes "could you lend a hand to the Village Chief?";
+ mes "Nobody cares for each other anymore";
+ mes "because of Bakonawa...";
+ next;
+ }
+ mes "[Old Legend Teller]";
+ mes "The legend that";
+ mes "we believed for a hundred years,";
+ mes "all lies....";
+ mes "Please get rid of this monster for us.";
+ close;
+ }
+}
+
+ma_fild02,40,240,4 script Malaya Immigrant#bako1 578,{
+ if (malaya_bakona1 < 3) {
+ mes "[Malaya Immigrant]";
+ mes "You must have a brave heart";
+ mes "to come to such a remote place.";
+ mes "How is Port Malaya these days?";
+ mes "I heard the monster that lives at the lake, Baknoawa";
+ mes "is threatening the villagers.";
+ mes "I am in the dark about what is going on because I'm here all the time.";
+ close;
+ } else if (malaya_bakona1 == 3) {
+ mes "[Malaya Immigrant]";
+ mes "You must have a brave heart";
+ mes "to come to such a remote place.";
+ mes "How is Port Malaya these days?";
+ mes "I heard the monster that lives at the lake, Baknoawa";
+ mes "is threatening the villagers.";
+ mes "I am in the dark about what is going on because I'm here all the time.";
+ next;
+ mes "[Malaya Immigrant]";
+ mes "Are you the traveling merchant who used to sell Wooden Doll, right?";
+ mes "I don't know about any traveling merchant, but by Wooden Doll";
+ mes "(going through things) do you mean this?";
+ mes "I don't know about the specifics, but";
+ mes "I think it's related to what I heard long time ago.";
+ next;
+ switch(select("What are you doing here?:Do you know about this Slate Piece?:Please tell me the story.:Who is the traveling merchant?")) {
+ case 1:
+ mes "[Malaya Immigrant]";
+ mes "I liked the environment here";
+ mes "so I decided to stay and live.";
+ mes "There is no obligation here.";
+ mes "To me, that's as good as heaven.";
+ close;
+ case 2:
+ mes "[Malaya Immigrant]";
+ mes "It is a very old Slate Piece.";
+ mes "I'm sorry but I never seen this before.";
+ mes "There is some kind of writing here";
+ mes "but I can't make it out.";
+ close;
+ case 3:
+ mes "[Malaya Immigrant]";
+ mes "It's a simple story.";
+ mes "^0000FFA wounded man who I had never seen before^000000";
+ mes "^0000FFcame to my house and asked for help.^000000";
+ mes "^0000FFOnce healed, he made a Wooden Doll^000000";
+ next;
+ mes "[Malaya Immigrant]";
+ mes "^0000FFthat is suppose to chase away evil spirits ^000000";
+ mes "^0000FFas a token of gratitude,^000000";
+ mes "^0000FFand left for Baryo Mahiwaga.^000000";
+ next;
+ select("He left for Baryo Mahiwaga?");
+ mes "[Malaya Immigrant]";
+ mes "According to what I've heard";
+ mes "that's correct. But the story has been";
+ mes "passed on from mouth to mouth for a";
+ mes "long time. I can't be sure.";
+ next;
+ mes "From Baryo Mahiwaga village, using keyword ^0000FFMalaya^000000,";
+ mes "or ^0000FFBakonawa^000000,";
+ mes "maybe I could find out the identity and whereabouts";
+ mes "of the traveling merchant.";
+ erasequest 1176;
+ setquest 1177;
+ set malaya_bakona1,4;
+ close;
+ case 4:
+ mes "[Malaya Immigrant]";
+ mes "Well, there is a lack of information";
+ mes "so I can't make say for sure but";
+ mes "I'm skeptical if he was in fact even a merchant.";
+ mes "Coming to a town with a";
+ mes "critical wound seems too suspicious...";
+ next;
+ mes "[Malaya Immigrant]";
+ mes "And craving a Wooden Doll";
+ mes "could be seen to have some kind of ritualistic meaning.";
+ mes "Protecting one from some evil force...";
+ mes "that kind of thing.";
+ next;
+ mes "Identity of the traveling merchant...";
+ mes "Looks like there is one more";
+ mes "mystery to be solved.";
+ mes "I suppose it will all come to light";
+ mes "soon enough.";
+ close;
+ }
+ } else {
+ mes "[Malaya Immigrant]";
+ mes "I will tell you again slowly";
+ mes "the story that has been passed on.";
+ mes "Listen carefully and repeat...";
+ mes "no, I mean, you don't have repeat it.";
+ next;
+ mes "[Orally Transmitted Story]";
+ mes "^0000FFA wounded man who I had never seen before^000000";
+ mes "^0000FFcame to my house and asked for help.^000000";
+ mes "^0000FFOnce healed, as a token of gratitude, he made a Wooden Doll^000000";
+ mes "^0000FFthat is suppose to chase away evil sprits.^000000";
+ mes "^0000FFThen he left for Baryo Mahiwaga.^000000";
+ next;
+ mes "From Baryo Mahiwaga village, using keyword ^0000FFMalaya^000000,";
+ mes "or ^0000FFBakonawa^000000,";
+ mes "maybe I could find out the identity and whereabouts";
+ mes "of the traveling merchant.";
+ close;
+ }
+}
+
+ma_fild01,165,237,4 script Malaya Immigrant#bako2 582,{
+ if (malaya_bakona1 < 4) {
+ mes "[Malaya Immigrant]";
+ mes "Have you been to";
+ mes "Port Malaya?";
+ mes "I am curious to know";
+ mes "what is going on there";
+ mes "but I can't travel because there are monsters everywhere.";
+ close;
+ } else if (malaya_bakona1 == 4) {
+ mes "[Malaya Immigrant]";
+ mes "Wooden Doll?";
+ mes "There is a tale related to that,";
+ mes "but you didn't come all the way";
+ mes "just to hear some folktale right?";
+ next;
+ switch(select("I just came here to take a break.:Tell me the tale.")) {
+ case 1:
+ mes "[Malaya Immigrant]";
+ mes "You must have a lot of free time on your hands!";
+ mes "I'm no travel agent";
+ mes "so go bother someone else!";
+ close;
+ case 2:
+ mes "[Malaya Immigrant]";
+ mes "It's baloney";
+ mes "so I don't really remember the details.";
+ next;
+ mes "[Summary of the folktale]";
+ mes "Long time ago, 5 swordsmen fought";
+ mes "against the monster Bakonawa.";
+ mes "Four died and one left a critical wound";
+ mes "to the monster but in return";
+ mes "sustained a serious wound in his leg himself.";
+ next;
+ mes "[Summary of the folktale]";
+ mes "After escaping the scene, Bakonawa transformed into a human";
+ mes "and secretly pursued the swordsman.";
+ mes "The swordsman made a Wooden Doll that";
+ mes "can keep the monster from approaching.";
+ next;
+ mes "[Malaya Immigrant]";
+ mes "This is the end of story.";
+ mes "Without any conclusion...";
+ next;
+ mes "[Malaya Immigrant]";
+ mes "I heard there is a record that the swordsman left";
+ mes "but I don't understand why";
+ mes "he would leave it here in such a distant place";
+ mes "here instead of Malaya.";
+ next;
+ select("I wish to see the record.");
+ mes "[Malaya Immigrant]";
+ mes "The record is engraved on the stone ahead.";
+ mes "However, the stone is so badly";
+ mes "damaged and some pieces fell out that";
+ mes "it will be hard to make the words out.";
+ next;
+ mes "Investigate the stone ahead.";
+ erasequest 1177;
+ setquest 1178;
+ set malaya_bakona1,5;
+ close;
+ }
+ } else if (malaya_bakona1 == 5) {
+ mes "[Malaya Immigrant]";
+ mes "The stone ahead holds a record that";
+ mes "a swordsman from a long time ago left.";
+ next;
+ switch(select("Where did this swordsman go after?:Tell me the tale again.")) {
+ case 1:
+ mes "[Malaya Immigrant]";
+ mes "Well, there is no story after that so";
+ mes "I guess nobody would know what happened.";
+ close;
+ case 2:
+ mes "[Summary of the folktale]";
+ mes "Long time ago, 5 swordsmen fought";
+ mes "against the monster Bakonawa.";
+ mes "Four died and one left a critical wound";
+ mes "on the monster but in return";
+ mes "sustained a serious wound in his leg himself.";
+ next;
+ mes "[Summary of the folktale]";
+ mes "After escaping the scene, Bakonawa transformed into a human";
+ mes "and secretly pursued the swordsman.";
+ mes "The swordsman made a Wooden Doll that";
+ mes "can keep the monster from approaching.";
+ close;
+ }
+ } else {
+ mes "[Malaya Immigrant]";
+ mes "I suppose you wish to hear the story again right?";
+ mes "No problem! I can tell this story forever!";
+ next;
+ mes "[Summary of the folktale]";
+ mes "Long time ago, 5 swordsmen fought";
+ mes "against the monster Bakonawa.";
+ mes "Four died and one left a critical wound";
+ mes "on the monster but in return";
+ mes "sustained a serious wound in his leg himself.";
+ next;
+ mes "[Summary of the folktale]";
+ mes "After escaping the scene, Bakonawa transformed into a human";
+ mes "and secretly pursued the swordsman.";
+ mes "The swordsman made a Wooden Doll that";
+ mes "can keep the monster from approaching.";
+ close;
+ }
+}
+
+ma_fild01,171,235,0 script #bako1 139,2,2,{
+ end;
+OnTouch:
+ if (malaya_bakona1 == 5) {
+ mes "The damage is so severe";
+ mes "that the record is unidentifiable.";
+ mes "When inserting the Slate Piece";
+ mes "to a hole on the wall, it fits perfectly like a piece of puzzle.";
+ mes "The letters are not clear but you can still read it.";
+ next;
+ callsub L_Record;
+ set malaya_bakona1,6;
+ erasequest 1178;
+ setquest 1179;
+ close;
+ } else if (malaya_bakona1 == 6) {
+ mes "Here is the record left by a swordsman";
+ mes "from a hundred years ago.";
+ next;
+ switch(select("I don't need to read it.:Read the record again.")) {
+ case 1:
+ mes "I remember the story clearly.";
+ mes "Let's tell the ^0000FFOld Legend Teller^000000 in Malaya";
+ mes "about what I discovered.";
+ close;
+ case 2:
+ callsub L_Record;
+ close;
+ }
+ }
+ end;
+
+L_Record:
+ mes "[Record left by a swordsman from a hundred years ago]";
+ mes "After fighting with Bakonawa, I sustained a critical wound";
+ mes "and came to this place.";
+ mes "Only thing I can do is";
+ mes "Place the Wooden Doll in one place";
+ mes "the monster would come.";
+ next;
+ mes "[Record left by a swordsman from a hundred years ago]";
+ mes "^0000FFSometimes transforming into a child, or even a old lady,^000000";
+ mes "I know that ^0000FFBakonawa^000000has been";
+ mes "chasing after me in secret to kill me.";
+ mes "Because of that critical injury the monster * sustained,";
+ next;
+ mes "[Record left by a swordsman from a hundred years ago]";
+ mes "** it will need nearly a hundred years";
+ mes "for Bakonawa to absorb the power of the moon";
+ mes "to fully recover its power.";
+ mes "Beware of the day the moon disappears.";
+ next;
+ mes "[Record left by a swordsman from a hundred years ago]";
+ mes "The day will come when Bakonawa";
+ mes "will run amuck.";
+ mes "But it will take nearly a hundred years to fully recover its power.";
+ mes "There will always be someone better than me";
+ mes "to defeat the vile creature.";
+ next;
+ mes "[Record left by a swordsman from a hundred years ago]";
+ mes "I will place my trust in the one that will replace me ages from now...";
+ next;
+ mes "How could this be...";
+ mes "Lie told by Bakonawa when it turned into an old lady";
+ mes "in order to take revenge on the swordsman";
+ mes "turned into a legend after all these years.";
+ next;
+ mes "I found out that Bakonawa";
+ mes "is nothing but a blood thirsty monster.";
+ mes "I must tell what I know to the ^0000FFOld Legend Teller^000000";
+ mes "in Malaya.";
+ return;
+}
+
+malaya,304,100,4 script Old Man's Granddaughter 576,{
+ if (malaya_hi < 20) {
+ mes "- He seems cautious of you. -";
+ close;
+ }
+ if (malaya_bakona1 == 0) {
+ mes "[Old Man's Granddaughter]";
+ mes "Grandpa believes";
+ mes "Bakonawa can";
+ mes "turn good.";
+ mes "Do you think it's possible?";
+ close;
+ } else if (malaya_bakona1 == 1) {
+ mes "[Old Man's Granddaughter]";
+ mes "^FF0000Slate Piece^000000?";
+ mes "Why would you need something";
+ mes "that is barely recognizable?";
+ mes "I'll give it to you if you want.";
+ next;
+ mes "Let's go to the";
+ mes "^FF0000Old Legend Teller^000000";
+ mes "now that I have the Slate Piece.";
+ erasequest 1174;
+ setquest 1175;
+ set malaya_bakona1,2;
+ close;
+ } else if (malaya_bakona1 == 2) {
+ mes "[Old Man's Granddaughter]";
+ mes "Please take this Slate Piece";
+ mes "and deliver it to my grandpa.";
+ next;
+ mes "Let's go to the";
+ mes "^FF0000Old Legend Teller^000000";
+ mes "now that I have the Slate Piece.";
+ close;
+ } else {
+ mes "[Old Man's Granddaughter]";
+ mes "Because of Bakonawa,";
+ mes "the village is always unpeaceful.";
+ close;
+ }
+}
+
+malaya,286,269,4 script Angry Man#bako2 578,{
+ if (malaya_hi < 20) {
+ mes "- He seems cautious of you. -";
+ close;
+ }
+ mes "[Angry Man]";
+ mes "Calm Bakonawa?";
+ mes "Do you know how many people have been";
+ mes "sacrificed by Bakonawa?";
+ mes "I will fight on my own if I have to!";
+ close;
+}
+
+malaya,276,269,5 script Calm Woman#bako2 579,{
+ if (malaya_hi < 20) {
+ mes "- He seems cautious of you. -";
+ close;
+ }
+ mes "[Calm Little Girl]";
+ mes "It is too dangerous to fight against";
+ mes "Bakonawa. There is a chance";
+ mes "it will get more angry and put children and";
+ mes "elders in danger.";
+ close;
+}
+
+malaya,276,262,4 script Angry Boy#bako2 577,{
+ if (malaya_hi < 20) {
+ mes "- He seems cautious of you. -";
+ close;
+ }
+ mes "[Angry Boy]";
+ mes "I lost my father and my friend";
+ mes "to that Bakonawa.";
+ mes "I will surely revenge them!";
+ close;
+}
+
+malaya,283,265,4 script Village Chief#bako2 580,{
+ if (checkweight(1301,3) == 0) {
+ mes "You cannot start the conversation. You are carrying too many items. -";
+ close;
+ }
+ if (BaseLevel < 120) {
+ mes "[Village Chief]";
+ mes "I'm desperate for a helping hand";
+ mes "but you look";
+ mes "too weak and fragile.";
+ next;
+ mes "[Village Chief]";
+ mes "Please come back when";
+ mes "you grow strong enough";
+ mes "to match Incubus.";
+ close;
+ }
+ if (malaya_hi < 20) {
+ mes "- He seems cautious of you. -";
+ close;
+ }
+ if (malaya_bakona2 == 0) {
+ if (malaya_bakona1 <= 5) {
+ mes "[Village Chief]";
+ mes "I'm don't know what's the right decision.";
+ mes "To fight against Bakonawa,";
+ mes "or calm it by offering it a sacrificial gift.";
+ } else {
+ mes "[Village Chief]";
+ mes "The legend was all a lie?";
+ mes "It seems all the villagers up until now";
+ mes "were manipulated by that vile monster.";
+ next;
+ mes "[Village Chief]";
+ }
+ mes "Recently, there have been more people that have";
+ mes "been harmed by Bakonawa.";
+ next;
+ mes "[Village Chief]";
+ mes "There are some missing villagers";
+ mes "but I can't find out if";
+ mes "they are simply missing or if they have been";
+ mes "killed by Bakonawa.";
+ next;
+ mes "[Village Chief]";
+ mes "I heard that the belongings of the missing people";
+ mes "are being found at Baryo Mahiwaga Field.";
+ mes "Please go there to find ^0000FFLost Belongings^000000";
+ mes "and give them to the families of";
+ mes "the missing people";
+ mes "in whatever amount they want.";
+ next;
+ mes "[Village Chief]";
+ mes "^0000FFLost Belongings^000000";
+ mes "are said to be carried by";
+ mes "^FF0000Tiucknuc^000000 that roams Baryo Mahiwaga.";
+ next;
+ switch(select("Do it yourself.:I'm on my way.")) {
+ case 1:
+ mes "[Village Chief]";
+ mes "You give me a lot to think about.";
+ mes "Leave the village at once.";
+ close;
+ case 2:
+ mes "[Village Chief]";
+ mes "Let's start then. First,";
+ mes "retrieve two ^FF0000Lost Belongings^000000 from Tiucknuc";
+ mes "and take them to ^0000FFMissing Person's Father^000000";
+ mes "for me.";
+ set malaya_bakona2,1;
+ setquest 1180;
+ close;
+ }
+ } else if (malaya_bakona2 == 1) {
+ mes "[Village Chief]";
+ mes "From Tiucknuc that roams Baryo Mahiwaga Field,";
+ mes "retrieve two ^FF0000Lost Belongings^000000";
+ mes "and deliver them to ^0000FFMissing Person's Father^000000";
+ mes "for me.";
+ close;
+ } else if (malaya_bakona2 == 2) {
+ mes "[Village Chief]";
+ mes "Retrieve Seven ^FF0000Lost Belongings^000000 from Tiucknuc";
+ mes "and deliver them to ^0000FFMissing Person's Friend^000000";
+ mes "for me.";
+ close;
+ } else if (malaya_bakona2 == 3) {
+ mes "[Village Chief]";
+ mes "Retrieve three ^FF0000Lost Belongings^000000 from Tiucknuc";
+ mes "and deliver them to ^0000FFMissing Person's Son^000000";
+ mes "for me.";
+ close;
+ } else if (malaya_bakona2 == 4) {
+ mes "[Village Chief]";
+ mes "Retrieve five ^FF0000Lost Belongings^000000 from Tiucknuc";
+ mes "and deliver them to ^0000FFMissing Person's Mother^000000";
+ mes "for me.";
+ close;
+ } else if (malaya_bakona2 == 5) {
+ mes "[Village Chief]";
+ mes "So it's clear that all the missing people";
+ mes "have been killed by Bakonawa.";
+ next;
+ mes "[Villagers]";
+ mes "Kill Bakonawa!";
+ mes "Let's get rid of the monster ourselves!";
+ next;
+ mes "[Village Chief]";
+ mes "It seems we would no longer be able to";
+ mes "hold rituals to calm Bakonawa.";
+ next;
+ mes "[Village Chief]";
+ mes "Young Fortune Teller is looking for your help";
+ mes "saying that the energy of the moon seems strange.";
+ erasequest 1184;
+ setquest 1185;
+ set malaya_bakona2,6;
+// if (IsPremiumPcCafe == 10)
+ getitem 12700,7; //Insideout_Shirt
+// else
+// getitem 12700,5; //Insideout_Shirt
+ close;
+ } else if (malaya_bakona2 == 6) {
+ mes "[Village Chief]";
+ mes "Young Fortune Teller is looking for your help";
+ mes "saying that the energy of the moon seems strange.";
+ close;
+ } else if (malaya_bakona2 == 7) {
+ mes "[Village Chief]";
+ mes "I know that terrible things happened";
+ mes "long time ago when the moon disappeared.";
+ mes "I hope the moon recovers its strength";
+ mes "with your devoted effort.";
+ close;
+ } else if (malaya_bakona2 == 8) {
+ mes "[Village Chief]";
+ mes "I will tell the";
+ mes "Young Fortune Teller to help you.";
+ mes "But before that, there is";
+ mes "something you must do immediately.";
+ next;
+ mes "[Village Chief]";
+ mes "We never know when Bakonawa will attack";
+ mes "the village so we must set traps near the village";
+ mes "entrance and near the cave.";
+ next;
+ mes "[Village Chief]";
+ mes "I would be grateful if you help us.";
+ mes "I have dispatched workers";
+ mes "near where traps will be set up,";
+ mes "so you just have to visit about 5 places.";
+ next;
+ switch(select("Sounds like too much work.:Sure thing.")) {
+ case 1:
+ mes "[Village Chief]";
+ mes "This operation means life and death to us";
+ mes "yet you refuse it easily as if";
+ mes "it was some kind of a chore...";
+ next;
+ mes "[Village Chief]";
+ mes "What a hero!";
+ close;
+ case 2:
+ mes "[Village Chief]";
+ mes "The first trap will be set up at";
+ mes "Baryo Mahiwaga Field";
+ mes "near the village entrance. ^0000FFGruffy Worker^000000";
+ mes "will be waiting for you. He will be very helpful.";
+ erasequest 1187;
+ setquest 1188;
+ set malaya_bakona2,9;
+ close;
+ }
+ } else if (malaya_bakona2 == 9) {
+ mes "[Village Chief]";
+ mes "The first trap will be set up at";
+ mes "Baryo Mahiwaga Field";
+ mes "near the village entrance. ^0000FFGruffy Worker^000000";
+ mes "will be waiting for you. He will be very helpful.";
+ close;
+ } else if (malaya_bakona2 == 10) {
+ mes "[Village Chief]";
+ mes "The second trap will be set up";
+ mes "near a place where it connects from";
+ mes "Baryo Mahiwaga Field to Bakonawa Lake.";
+ mes "^0000FFGrumpy Worker^000000";
+ mes "will be waiting for you. He will be very helpful.";
+ close;
+ } else if (malaya_bakona2 == 11) {
+ mes "[Village Chief]";
+ mes "The third trap will be set up";
+ mes "near Bakonawa Lake Entrance.";
+ mes "^0000FFCowardly Worker^000000";
+ mes "will be waiting for you. He will be very helpful.";
+ close;
+ } else if (malaya_bakona2 == 12) {
+ mes "[Village Chief]";
+ mes "The fourth trap will be set up";
+ mes "near the entrance of Bakonawa Lake as well.";
+ mes "^0000FFGloomy Worker^000000 will be waiting for you.";
+ mes "He will be very helpful.";
+ close;
+ } else if (malaya_bakona2 == 13) {
+ mes "[Village Chief]";
+ mes "The fifth trap will be set up";
+ mes "near the entrance of Bakonawa Lake too.";
+ mes "^0000FFSentimental Worker^000000";
+ mes "will be waiting for you. He will be very helpful.";
+ close;
+ } else if (malaya_bakona2 == 14) {
+ mes "[Village Chief]";
+ mes "It looks like the traps are all set up.";
+ mes "We just finished our village meeting on";
+ mes "what to do about Bakonawa.";
+ next;
+ mes "[Village Chief]";
+ mes "We have concluded that";
+ mes "we will fight against Bakonawa.";
+ mes "Please help us by";
+ mes "attacking his lair.";
+ erasequest 1193;
+ set malaya_bakona2,15;
+ getexp 1000000,600000;
+// if (IsPremiumPcCafe == 10)
+ getitem 6497,7; //Lesser_Agimat
+// else
+// getitem 6497,5; //Lesser_Agimat
+ close;
+ } else if (malaya_bakona2 == 15) {
+ mes "[Village Chief]";
+ if (malaya_bakona1 < 7) {
+ mes "Would you visit ^0000FFOld Legend Teller^000000";
+ mes "when you have a chance?";
+ mes "I think you would be able to help him.";
+ next;
+ mes "[Village Chief]";
+ mes "Thank you.";
+ }
+ mes "Please think of the countless victims";
+ mes "and defeat Bakonawa";
+ mes "for their sake.";
+ close;
+ }
+}
+
+malaya,269,267,5 script Missing Person's Father 582,{
+ if (malaya_hi < 20) {
+ mes "- He seems cautious of you. -";
+ close;
+ }
+ if (malaya_bakona2 == 0) {
+ mes "[Missing Person's Father]";
+ mes "Please find our";
+ mes "child.";
+ mes "Bakonawa would have not harmed our child.";
+ mes "He must be around here somewhere.";
+ close;
+ } else if (malaya_bakona2 == 1) {
+ if (countitem(6501) < 2) {
+ mes "[Missing Person's Father]";
+ mes "You are looking for two of his ^FF0000Lost Belongings^000000?";
+ mes "Are you confident that";
+ mes "he already died?";
+ close;
+ }
+ mes "[Missing Person's Father]";
+ mes "This... is our child's ^FF0000Lost Belongings^000000";
+ mes "for sure.";
+ mes "The monster got to him after all....";
+ next;
+ mes "The man is unable to continue as he tries to hold back his tears.";
+ mes "Let's continue to find the lost belongings of the missing people.";
+ mes "Let's retrieve them from Tiucknuc that roams Baryo Mahiwaga Field,";
+ mes "seven ^FF0000Lost Belongings^000000";
+ mes "and deliver them to ^0000FFMissing Person's Friend^000000.";
+ delitem 6501,2; //Lost_Belongings
+ erasequest 1180;
+ setquest 1181;
+ set malaya_bakona2,2;
+ close;
+ } else if (malaya_bakona2 == 2) {
+ mes "[Missing Person's Father]";
+ mes "My baby... my poor baby...";
+ next;
+ mes "The man is unable to continue as he tries to hold back his tears.";
+ mes "Let's continue to find the lost belongings of the missing people.";
+ mes "Retrieve seven ^FF0000Lost Belongings^000000 from Tiucknuc";
+ mes "and deliver them to ^0000FFMissing Person's Friend^000000.";
+ close;
+ } else {
+ mes "[Missing Person's Father]";
+ mes "My baby... my poor baby...";
+ close;
+ }
+}
+
+malaya,265,274,5 script Missing Person's Friend 577,{
+ if (malaya_hi < 20) {
+ mes "- He seems cautious of you. -";
+ close;
+ }
+ if (malaya_bakona2 < 2) {
+ mes "[Missing Person's Friend]";
+ mes "Please find";
+ mes "my friend.";
+ mes "We were playing ball together";
+ mes "and suddenly my friend disappeared.";
+ next;
+ mes "[Missing Person's Friend]";
+ mes "I'm sure he is alive and well";
+ mes "somewhere.";
+ close;
+ } else if (malaya_bakona2 == 2) {
+ if (countitem(6501) < 7) {
+ mes "[Missing Person's Friend]";
+ mes "You are looking for seven ^FF0000Lost Belongings^000000";
+ mes "of my friend?";
+ mes "My friend is not dead!";
+ close;
+ }
+ mes "[Missing Person's Friend]";
+ mes "These are marbles and toys I gave him...";
+ mes "These are clearly ^FF0000Lost Belongings^000000";
+ mes "of my friend... Where is my friend?";
+ mes "Bring him here, bring him here now!";
+ callsub L_Quest;
+ delitem 6501,7; //Lost_Belongings
+ erasequest 1181;
+ setquest 1182;
+ set malaya_bakona2,3;
+ close;
+ } else {
+ mes "[Missing Person's Friend]";
+ mes "Bring back my friend!";
+ mes "Bring back my friend now!";
+ mes "My friend is alive,";
+ mes "It's all a lie, sob~";
+ if (malaya_bakona2 == 3)
+ callsub L_Quest;
+ close;
+ }
+
+L_Quest:
+ next;
+ mes "Leaving behind the crying boy,";
+ mes "let's continue to find the lost belongings of the missing people.";
+ mes "Retrieve three ^FF0000Lost Belongings^000000 from Tiucknuc";
+ mes "and deliver them to ^0000FFMissing Person's Son^000000.";
+ return;
+}
+
+malaya,270,278,4 script Missing Person's Son 578,{
+ if (malaya_hi < 20) {
+ mes "- He seems cautious of you. -";
+ close;
+ }
+ if (malaya_bakona2 < 3) {
+ mes "[Missing Person's Son]";
+ mes "Bakonawa has hurt my father?";
+ mes "I can't believe this.";
+ mes "Please find my father!";
+ close;
+ } else if (malaya_bakona2 == 3) {
+ if (countitem(6501) < 3) {
+ mes "[Missing Person's Son]";
+ mes "You are looking for three ^FF0000Lost Belongings^000000";
+ mes "of my father? Why lost belongings and not my father?";
+ mes "No, that can't be it. He is alive somewhere!";
+ close;
+ }
+ mes "[Missing Person's Son]";
+ mes "These are clearly his clothes and shoes...";
+ mes "These are ^FF0000Lost Belongings^000000 of my father.";
+ mes "Oh dear lord... father!";
+ callsub L_Quest;
+ delitem 6501,3; //Lost_Belongings
+ erasequest 1182;
+ setquest 1183;
+ set malaya_bakona2,4;
+ close;
+ } else {
+ mes "[Missing Person's Son]";
+ mes "Why did such a thing happen....";
+ if (malaya_bakona2 == 4)
+ callsub L_Quest;
+ close;
+ }
+
+L_Quest:
+ next;
+ mes "Man crying in agony.";
+ mes "Let's continue to find the lost belongings of the missing people.";
+ mes "Retrieve five ^FF0000Lost Belongings^000000 from Tiucknuc";
+ mes "and deliver them to ^0000FFMissing Person's Mother^000000.";
+ return;
+}
+
+malaya,265,284,4 script Missing Person's Mother 579,{
+ if (malaya_hi < 20) {
+ mes "- He seems cautious of you. -";
+ close;
+ }
+ if (malaya_bakona2 < 4) {
+ mes "[Missing Person's Mother]";
+ mes "Please find my child.";
+ mes "I sent her out to do a chore";
+ mes "and she still isn't back.";
+ close;
+ } else if (malaya_bakona2 == 4) {
+ if (countitem(6501) < 5) {
+ mes "[Missing Person's Mother]";
+ mes "You are looking for five ^FF0000Lost Belongings^000000 of my child?";
+ mes "What does this mean?";
+ mes "Are you saying my child is dead?";
+ close;
+ }
+ mes "[Missing Person's Mother]";
+ mes "This is my child's hair comb.";
+ mes "Why do you have five ^FF0000Lost Belongings^000000 of my child?";
+ mes "Why...? She's... dead?";
+ next;
+ mes "[Missing Person's Mother]";
+ mes "No wait... I think I hear her voice.";
+ mes "She's going to be home soon. I should go home now.";
+ mes "I should prepare a dinner for her. She must be starving.";
+ mes "Ha ha...";
+ next;
+ mes "A mother that has gone mad...";
+ mes "Now that I finished finding the missing people,";
+ mes "I should report back to the Village Chief.";
+ delitem 6501,5; //Lost_Belongings
+ erasequest 1183;
+ setquest 1184;
+ set malaya_bakona2,5;
+ close;
+ } else {
+ mes "[Missing Person's Mother]";
+ mes "Ha ha ha... I can hear my child's voice,";
+ mes "just listen closely.";
+ mes "Can't you hear her calling her mother?";
+ mes "Ha ha ha...";
+ next;
+ mes "A mother that has gone mad...";
+ if (malaya_bakona2 == 5) {
+ mes "Now that I finished finding the missing people,";
+ mes "I should report back to the Village Chief.";
+ }
+ close;
+ }
+}
+
+malaya,289,364,4 script Young Fortune Teller 583,{
+ if (checkweight(1301,3) == 0) {
+ mes "You cannot start the conversation. You are carrying too many items. -";
+ close;
+ }
+ if (malaya_hi < 20) {
+ mes "- He seems cautious of you. -";
+ close;
+ }
+ if (malaya_bakona2 < 6) {
+ mes "[Young Fortune Teller]";
+ mes "The energy of the moon grew weak.";
+ mes "The reason there are more monsters,";
+ mes "and the reason there are more victims,";
+ mes "is all because of this.";
+ close;
+ } else if (malaya_bakona2 == 6) {
+ mes "[Young Fortune Teller]";
+ mes "The energy of the moon grew weak for a couple of days.";
+ mes "The reason there are more monsters,";
+ mes "and the reason there are more victims, is all because of this.";
+ next;
+ mes "[Young Fortune Teller]";
+ mes "I'm trying to hold a ritual";
+ mes "that will restore the moon's energy by sacrificing monsters' blood,";
+ mes "so I need you to hunt fifteen ^FF0000Tikbalang^000000";
+ mes "at Baryo Mahiwaga Field.";
+ next;
+ switch(select("It's none of my business.:You can count on me.")) {
+ case 1:
+ mes "[Young Fortune Teller]";
+ mes "You are so selfish!";
+ mes "During the ritual,";
+ mes "I will pray for your bad luck too.";
+ close;
+ case 2:
+ mes "[Young Fortune Teller]";
+ mes "Hurry.";
+ mes "If the moon completely disappears,";
+ mes "there will be a great disaster.";
+ erasequest 1185;
+ setquest 1186;
+ set malaya_bakona2,7;
+ close;
+ }
+ } else if (malaya_bakona2 == 7) {
+ if (checkquest(1186,HUNTING) == 2) {
+ mes "[Young Fortune Teller]";
+ mes "It looks like you took care of ^FF0000Tikbalang^000000";
+ mes "well enough.";
+ mes "I think I can start the ritual now.";
+ mes "There are some items that we need, please go to";
+ mes "the Village Chief for help.";
+ erasequest 1186;
+ setquest 1187;
+ set malaya_bakona2,8;
+// if (IsPremiumPcCafe == 10)
+ getitem 12699,7; //Tikbalang_Belt
+// else
+// getitem 12699,5; //Tikbalang_Belt
+ close;
+ } else {
+ mes "[Young Fortune Teller]";
+ mes "I need you to hunt fifteen ^FF0000Tikbalang^000000";
+ mes "at Baryo Mahiwaga Field.";
+ next;
+ mes "[Young Fortune Teller]";
+ mes "Hurry.";
+ mes "If the moon completely disappears,";
+ mes "there will be a great disaster.";
+ close;
+ }
+ } else if (malaya_bakona2 == 8) {
+ mes "[Young Fortune Teller]";
+ mes "I think I can start the ritual now.";
+ mes "There are some items that we need, please go to";
+ mes "the Village Chief for help.";
+ close;
+ } else {
+ mes "[Young Fortune Teller]";
+ mes "On the day when the moon fully disappears,";
+ mes "the dragon will attack the village.";
+ mes "No one will be safe.";
+ close;
+ }
+ end;
+}
+
+ma_fild01,54,253,4 script Gruffy Worker#bako2 582,{
+ if (malaya_bakona2 < 9) {
+ mes "[Gruffy Worker]";
+ mes "The Village Chief told me to";
+ mes "wait for you here.";
+ close;
+ } else if (malaya_bakona2 == 9) {
+ mes "[Gruffy Worker]";
+ mes "The trap will be set right in front.";
+ mes "Walk forward a little.";
+ close;
+ } else if (malaya_bakona2 == 10) {
+ mes "[Gruffy Worker]";
+ mes "You can find the";
+ mes "Grumpy Worker near where";
+ mes "Baryo Mahiwaga Field connects to Bakonawa Lake.";
+ mes "Go and set up the trap together.";
+ close;
+ } else {
+ mes "[Gruffy Worker]";
+ mes "Are you trying to advertise that";
+ mes "there is a trap here? Step aside.";
+ close;
+ }
+ end;
+}
+
+ma_fild01,54,244,0 script #bako2 139,2,2,{
+ end;
+OnTouch:
+ if (malaya_bakona2 == 9) {
+ mes "I should set up the trap";
+ mes "right about here.";
+ next;
+ mes "[Gruffy Worker]";
+ mes "Using the tools like this";
+ mes "bang bang bang!";
+ next;
+ mes "bang bang bang!";
+ next;
+ mes "The trap is now set.";
+ next;
+ mes "[Gruffy Worker]";
+ mes "You can find the";
+ mes "Grumpy Worker near where";
+ mes "Baryo Mahiwaga Field connects to Bakonawa Lake.";
+ mes "Go and set up the trap together.";
+ erasequest 1188;
+ setquest 1189;
+ set malaya_bakona2,10;
+ close;
+ } else if (malaya_bakona2 == 10) {
+ mes "The trap has been set up here.";
+ next;
+ mes "[Gruffy Worker]";
+ mes "This trap is not meant to capture you,";
+ mes "so move.";
+ next;
+ mes "[Gruffy Worker]";
+ mes "You can find the";
+ mes "Grumpy Worker near where";
+ mes "Baryo Mahiwaga Field connects to Bakonawa Lake.";
+ mes "Go there to him.";
+ close;
+ }
+ end;
+}
+
+ma_fild01,236,119,5 script Grumpy Worker#bako2 577,{
+ if (malaya_bakona2 < 10) {
+ mes "[Grumpy Worker]";
+ mes "Village Chief told me to";
+ mes "wait for you here.";
+ mes "Sooo boring!";
+ close;
+ } else if (malaya_bakona2 == 10) {
+ mes "[Grumpy Worker]";
+ mes "A hole needs to be dug up in front of here?";
+ mes "I have to dig too?";
+ mes "Says who?";
+ close;
+ } else if (malaya_bakona2 == 11) {
+ mes "[Grumpy Worker]";
+ mes "Go find the Cowardly Worker";
+ mes "near the entrance of Bakonawa Lake.";
+ mes "Come on, move it!";
+ close;
+ } else {
+ mes "[Grumpy Worker]";
+ mes "I set up the trap";
+ mes "and you are advertising that it's here.";
+ mes "Scram!";
+ close;
+ }
+}
+
+ma_fild01,242,116,0 script #bako3 139,2,2,{
+ end;
+OnTouch:
+ if (malaya_bakona2 == 10) {
+ mes "I should set up the trap";
+ mes "right about here.";
+ next;
+ mes "[Grumpy Worker]";
+ mes "I really don't like it here!";
+ mes "...";
+ mes "With this pickax,";
+ mes "dig dig dig!";
+ next;
+ mes "dig dig dig!";
+ next;
+ mes "The trap is now set.";
+ next;
+ mes "[Grumpy Worker]";
+ mes "Go find the Cowardly Worker";
+ mes "near the entrance of Bakonawa Lake.";
+ mes "Come on, move it!";
+ erasequest 1189;
+ setquest 1190;
+ set malaya_bakona2,11;
+ close;
+ } else if (malaya_bakona2 == 11) {
+ mes "The trap has been set up here.";
+ next;
+ mes "[Grumpy Worker]";
+ mes "Are you trying to test";
+ mes "with your body if the trap works?";
+ mes "Move aside!";
+ next;
+ mes "[Grumpy Worker]";
+ mes "Go find the Cowardly Worker";
+ mes "near the entrance of Bakonawa Lake.";
+ mes "Come on, move it!";
+ close;
+ }
+ end;
+}
+
+ma_scene01,177,89,4 script Cowardly Worker#bako2 578,{
+ if (malaya_bakona2 < 11) {
+ mes "[Cowardly Worker]";
+ mes "Village Chief told me to";
+ mes "wait for you here.";
+ mes "Why me? I have a bad feeling about this....";
+ close;
+ } else if (malaya_bakona2 == 11) {
+ mes "[Cowardly Worker]";
+ mes "set up a trap in front of here?";
+ mes "Village Chief said I have to help too?";
+ mes "Can you please do it by yourself?";
+ close;
+ } else if (malaya_bakona2 == 12) {
+ mes "[Cowardly Worker]";
+ mes "Go up and you will";
+ mes "find the Gloomy Worker.";
+ mes "Go! You scare me.";
+ mes "You look like you are going to beat me up.";
+ close;
+ } else {
+ mes "[Cowardly Worker]";
+ mes "Go away!";
+ mes "What if Bakonawa";
+ mes "appears because of you?";
+ mes "I'm scared to death!";
+ close;
+ }
+ end;
+}
+
+ma_scene01,179,85,0 script #bako4 139,2,2,{
+ end;
+OnTouch:
+ if (malaya_bakona2 == 11) {
+ mes "I should set up the trap";
+ mes "right about here.";
+ next;
+ mes "[Cowardly Worker]";
+ mes "There is nothing weird";
+ mes "buried here right?";
+ mes "...";
+ mes "Using the shovel, dig dig dig!";
+ next;
+ mes "dig dig dig!";
+ next;
+ mes "The trap is now set.";
+ next;
+ mes "[Cowardly Worker]";
+ mes "Go up and you will";
+ mes "find the Gloomy Worker.";
+ erasequest 1190;
+ setquest 1191;
+ set malaya_bakona2,12;
+ close;
+ } else if (malaya_bakona2 == 12) {
+ mes "The trap has been set up here.";
+ next;
+ mes "[Cowardly Worker]";
+ mes "Step aside immediately!";
+ mes "Bakonawa might find out this is a trap";
+ mes "and come for us.";
+ next;
+ mes "[Cowardly Worker]";
+ mes "Go up and you will";
+ mes "find the Gloomy Worker.";
+ emotion e_swt,1;
+ close;
+ }
+ end;
+}
+
+ma_scene01,141,118,4 script Gloomy Worker#bako2 582,{
+ if (malaya_bakona2 < 12) {
+ mes "[Gloomy Worker]";
+ mes "Village Chief told me to wait for you here.";
+ mes "He must want me to do something.";
+ mes "Whew...";
+ close;
+ } else if (malaya_bakona2 == 12) {
+ mes "[Gloomy Worker]";
+ mes "set up a trap on the left side?";
+ mes "I don't think it will be much use...";
+ mes "Whew, I should've moved away or something...";
+ close;
+ } else if (malaya_bakona2 == 13) {
+ mes "[Gloomy Worker]";
+ mes "We are all gonna die anyway by Bakonawa.";
+ mes "This is pointless.";
+ mes "Just go up the path and you will find";
+ mes "Sentimental Worker.";
+ close;
+ } else {
+ mes "[Gloomy Worker]";
+ mes "Bakonawa is going to attack us anyway.";
+ mes "What pointless work...";
+ close;
+ }
+ end;
+}
+
+ma_scene01,138,122,0 script #bako5 139,2,2,{
+ end;
+OnTouch:
+ if (malaya_bakona2 == 12) {
+ mes "I should set up the trap";
+ mes "right about here.";
+ next;
+ mes "[Gloomy Worker]";
+ mes "Just catch this net,";
+ mes "throw throw!";
+ next;
+ mes "throw throw!";
+ next;
+ mes "The trap is now set.";
+ next;
+ mes "[Gloomy Worker]";
+ mes "Just go up the path and you will find";
+ mes "Sentimental Worker.";
+ mes "Though I doubt it will be much help.";
+ erasequest 1191;
+ setquest 1192;
+ set malaya_bakona2,13;
+ close;
+ } else if (malaya_bakona2 == 13) {
+ mes "The trap has been set up here.";
+ next;
+ mes "[Gloomy Worker]";
+ mes "The trap is meaningless.";
+ mes "See? It doesn't even work.";
+ close;
+ }
+ end;
+}
+
+ma_scene01,175,170,5 script Sentimental Worker#bako2 578,{
+ if (malaya_bakona2 < 13) {
+ mes "[Sentimental Worker]";
+ mes "Village Chief told me to wait for you here.";
+ mes "Is there a some kind of surprise event?";
+ mes "My heart is beating faster~";
+ close;
+ } else if (malaya_bakona2 == 13) {
+ mes "[Sentimental Worker]";
+ mes "Wow! So we are going to work together";
+ mes "to set up a trap behind this place?";
+ mes "This is sooo cool!";
+ mes "This is the coolest thing in the world!";
+ close;
+ } else if (malaya_bakona2 == 14) {
+ mes "[Sentimental Worker]";
+ mes "Now that the trap is set,";
+ mes "Are we going to report back to Village Chief?";
+ mes "Oh what fun!";
+ mes "It sounds so exiting!";
+ close;
+ } else {
+ mes "[Sentimental Worker]";
+ mes "More I think about it, more exited I get.";
+ mes "I'm secretly guarding the trap!";
+ mes "I want to hear out loud.";
+ mes "I have a trap in front of me! Ha ha ha ha~";
+ emotion e_swt2,1;
+ close;
+ }
+ end;
+}
+
+ma_scene01,171,174,0 script #bako6 139,2,2,{
+ end;
+OnTouch:
+ if (malaya_bakona2 == 13) {
+ mes "I should set up the trap";
+ mes "right about here.";
+ next;
+ mes "[Sentimental Worker]";
+ mes "Wow! This really is a perfect place";
+ mes "to set up a trap.";
+ mes "I'm going to throw the rope!";
+ mes "Here goes the rope!";
+ next;
+ mes "Here goes the rope!";
+ next;
+ mes "The trap is now set.";
+ mes "Let's go to the Village Chief";
+ mes "now that the trap is set.";
+ erasequest 1192;
+ setquest 1193;
+ set malaya_bakona2,14;
+ close;
+ } else if (malaya_bakona2 == 14) {
+ mes "The trap is set here.";
+ next;
+ mes "[Sentimental Worker]";
+ mes "Try out the trap first!";
+ mes "I'm so curious";
+ mes "what would happen!";
+ mes "It's going to be so much fun!";
+ close;
+ }
+ end;
+}
+
+// Original name: "Bakonawa Introduction Quest Helper#bako1"
+sec_in02,10,16,5 script Bakonawa Intro Helper 543,{
+ if (callfunc("F_GM_NPC",1854,0) < 1) {
+ mes "Seafood and Black Bean Sauce Noodle!";
+ close;
+ }
+ mes "[Briquet Scheme]";
+ mes "Just boldly tell me";
+ mes "what is it that you want!";
+ next;
+ switch(select("Reset all quests:Just before the end of first quest:Reset secondary quest:Distribution of lost belongings:Just after hunting")) {
+ case 1:
+ mes "Here you go!";
+ set malaya_bakona1,0;
+ set malaya_bakona2,0;
+ for(set .@i,1174; .@i<=1193; set .@i,.@i+1) {
+ if (checkquest(.@i) > -1)
+ erasequest .@i;
+ }
+ close;
+ case 2:
+ mes "[Briquet Scheme]";
+ mes "Here you go!";
+ set malaya_bakona1,6;
+ for(set .@i,1174; .@i<=1178; set .@i,.@i+1) {
+ if (checkquest(.@i) > -1)
+ erasequest .@i;
+ }
+ setquest 1179;
+ close;
+ case 3:
+ mes "[Briquet Scheme]";
+ mes "Here you go!";
+ set malaya_bakona2,0;
+ for(set .@i,1180; .@i<=1193; set .@i,.@i+1) {
+ if (checkquest(.@i) > -1)
+ erasequest .@i;
+ }
+ close;
+ case 4:
+ mes "[Briquet Scheme]";
+ mes "Here you go!";
+ getitem 6520,17; //Lost_Belongings
+ close;
+ case 5:
+ mes "[Briquet Scheme]";
+ mes "Here you go!";
+ set malaya_bakona2,8;
+ setquest 1187;
+ for(set .@i,1178; .@i<=1193; set .@i,.@i+1) {
+ if (checkquest(.@i) > -1)
+ erasequest .@i;
+ }
+ close;
+ }
+}
+
+// Nurse in Port Malaya :: malaya_bang
+//============================================================
+function script F_Malaya_Nurse {
+ if (malaya_bang == 30) {
+ mes "[Nurse Las]";
+ mes "A talisman?";
+ mes "I think you should search for something else.";
+ cutin "malaya_nurseA01",2;
+ callsub L_Warp, getarg(0);
+ } else if (malaya_bang == 31) {
+ mes "[Nurse Las]";
+ mes "A talisman and a person?";
+ cutin "malaya_nurseA01",2;
+ next;
+ mes "[Nurse Las]";
+ mes "I did see the talisman but I didn't go near it because I got a bad feeling about it.";
+ next;
+ mes "[Nurse Las]";
+ mes "Oh!";
+ mes "Speaking of talismans, wouldn't that old lady know about them, since she put some around the village?";
+ mes "I think it'll be a good idea to ask her.";
+ set malaya_bang,32;
+ changequest 11303,11304;
+ callsub L_Warp, getarg(0), 1;
+ } else if (malaya_bang == 32) {
+ mes "[Nurse Las]";
+ mes "Oh!";
+ mes "Speaking of talismans, wouldn't that old lady know about them, since she put some around the hospital?";
+ mes "I think it'll be a good idea to ask her.";
+ cutin "malaya_nurseA01",2;
+ callsub L_Warp, getarg(0), 1;
+ } else if (malaya_bang == 33) {
+ mes "[Nurse Las]";
+ mes "A shaman... Best if we met her.";
+ cutin "malaya_nurseA01",2;
+ callsub L_Warp, getarg(0), 1;
+ } else if (malaya_bang == 34) {
+ mes "[Nurse Las]";
+ mes "Oh!";
+ mes "You must have met her.";
+ mes "I feel something strong...";
+ cutin "malaya_nurseA01",2;
+ next;
+ select("Tell her about the talisman.");
+ mes "[Nurse Las]";
+ mes "Yes!";
+ mes "I have an idea.";
+ mes "How about we stick that one over the one we saw on the 2nd floor door?";
+ emotion e_ic;
+ next;
+ mes "[Nurse Las]";
+ mes "Maybe it will block the bad energy it's giving out.";
+ set malaya_bang,35;
+ changequest 11306,11307;
+ callsub L_Warp, getarg(0), 1;
+ } else if (malaya_bang == 35) {
+ mes "[Nurse Las]";
+ mes "Yes!";
+ mes "I have an idea.";
+ mes "How about we stick that one over the one we saw on the 2nd floor door?";
+ emotion e_ic;
+ cutin "malaya_nurseA01",2;
+ next;
+ mes "[Nurse Las]";
+ mes "Maybe it will block the bad energy it's giving out.";
+ callsub L_Warp, getarg(0), 1;
+ } else if (malaya_bang == 36) {
+ callsub L_Weight;
+ mes "[Nurse Maenne]";
+ mes "*Sigh*...";
+ mes "I thought it strange when you were standing behind me....";
+ cutin "malaya_nurseB",2;
+ next;
+ mes "[Nurse Maenne]";
+ mes "I didn't think you'd do something like this.";
+ emotion e_dots;
+ next;
+ mes "[Nurse Maenne]";
+ mes "We were just about to enter Bangungot's room, before we were thrown out...";
+ next;
+ switch(select("Bangungot?:Nurse Maenne?")) {
+ case 1:
+ callsub L_Bangungot;
+ select("Nurse Maenne");
+ callsub L_Maenne;
+ break;
+ case 2:
+ callsub L_Maenne;
+ select("Bangungot");
+ callsub L_Bangungot;
+ break;
+ }
+ callsub L_Incomplete;
+ set malaya_bang,42;
+ changequest 11308,11309;
+ callsub L_Reward;
+ callsub L_Warp, getarg(0), 1;
+ } else if (malaya_bang == 40) {
+ callsub L_Weight;
+ if (checkquest(11309,HUNTING) == 2) {
+ callsub L_Complete;
+ set malaya_bang,41;
+ completequest 11309;
+ callsub L_Reward;
+ callsub L_Warp, getarg(0), 1;
+ } else {
+ callsub L_Incomplete;
+ set malaya_bang,42;
+ callsub L_Reward;
+ callsub L_Warp, getarg(0);
+ }
+ } else if (malaya_bang > 40) {
+ if (malaya_bang == 42) {
+ if (checkquest(11309,HUNTING) == 2) {
+ callsub L_Complete;
+ set malaya_bang,41;
+ completequest 11309;
+ callsub L_Warp, getarg(0), 1;
+ } else {
+ callsub L_Incomplete;
+ callsub L_Warp, getarg(0);
+ }
+ }
+ callsub L_Incomplete;
+ switch(getarg(0)) {
+ case 1:
+ next;
+ switch(select("Enter the hospital.:Quit.")) {
+ case 1:
+ callsub L_Warp, getarg(0);
+ case 2:
+ mes "[Nurse Maenne]";
+ mes "Hmmm...";
+ close2;
+ cutin "",255;
+ end;
+ }
+ case 2:
+ callsub L_Warp, getarg(0);
+ }
+ }
+ return;
+
+L_Weight:
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait !! -";
+ mes "- You have too many items. -";
+ mes "- Cannot receive item. -";
+ mes "- Please lighten your bag -";
+ mes "- and try again. -";
+ close;
+ }
+ if (MaxWeight - Weight < 1000) {
+ mes "- Wait !! -";
+ mes "- You are carrying too many items. -";
+ mes "- Cannot receive item. -";
+ mes "- Please lighten your bag -";
+ mes "- and try again. -";
+ close;
+ }
+ return;
+
+L_Warp:
+ switch(getarg(0)) {
+ case 1:
+ close2;
+ cutin "",255;
+ if (getarg(1,0) == 0)
+ warp "ma_dun01",33,110;
+ end;
+ case 2:
+ next;
+ switch(select("Go outside.:Quit.")) {
+ case 1:
+ close2;
+ cutin "",255;
+ warp "malaya",58,76;
+ end;
+ case 2:
+ mes "[Nurse Las]";
+ mes "Tsk...";
+ close2;
+ cutin "",255;
+ end;
+ }
+ }
+
+L_Reward:
+// if (IsPremiumPcCafe == 10) {
+ getitem 6499,5; //Ancient_Grudge
+ getitem 6497,10; //Lesser_Agimat
+// } else {
+// getitem 6499,3; //Ancient_Grudge
+// getitem 6497,5; //Lesser_Agimat
+// }
+ getitem 617,1; //Old_Violet_Box
+ getexp 1000000,0;
+ return;
+
+L_Bangungot:
+ mes "[Nurse Maenne]";
+ mes "It's a vicious monster roaming this hospital.";
+ next;
+ mes "[Nurse Maenne]";
+ mes "Hmmmm...";
+ mes "It's not exactly a monster....";
+ mes "More like a curse or disease...";
+ next;
+ mes "[Nurse Maenne]";
+ mes "There's a story saying that it used to be a wood fairy.";
+ next;
+ mes "[Nurse Maenne]";
+ mes "Anyway, it doesnt change the fact that she killed the patients of this hospital and turned them into monsters.";
+ next;
+ return;
+
+L_Maenne:
+ mes "[Nurse Maenne]";
+ mes "Me?";
+ mes "As you can see, I'm the new nurse here.";
+ mes "I'm a nurse who specializes in 'this' kind of work, instead of looking after patients.";
+ cutin "malaya_nurseB",2;
+ next;
+ mes "[Nurse Maenne]";
+ mes "Oh!";
+ mes "The Bangungot pretended to be me?";
+ next;
+ mes "[Nurse Maenne]";
+ mes "Seeing how much it rattled you.";
+ mes "It's a rather smart one.";
+ next;
+ mes "[Nurse Maenne]";
+ mes "Simply said, I cure unnatural phenomenon around hospitals.";
+ next;
+ mes "[Nurse Maenne]";
+ mes "Many things happen in the world.";
+ next;
+ return;
+
+L_Complete:
+ mes "[Nurse Maenne]";
+ mes "She may have rooted here deeper than I thought.";
+ mes "I can still feel her presence.";
+ cutin "malaya_nurseB",2;
+ next;
+ mes "[Nurse Maenne]";
+ mes "What you killed was a part of her...";
+ mes "But, it was a big help since you confused and damaged her at the same time.";
+ next;
+ mes "[Nurse Maenne]";
+ mes "It makes things a lot easier.";
+ mes "Thank you.";
+ return;
+
+L_Incomplete:
+ mes "[Nurse Maenne]";
+ mes "It would've been easier if she was apart from her body, but now that she returned to her room, this is going to be a little tricky.";
+ cutin "malaya_nurseB",2;
+ next;
+ mes "[Nurse Maenne]";
+ mes "Of course, don't you dare walk away from this, since you disturbed my job and led her to her room.";
+ next;
+ mes "[Nurse Maenne]";
+ mes "If you make it to the 2nd floor door, I'll open a small door to her room for you.";
+ mes "After that, she's all yours.";
+ return;
+}
+
+malaya,55,72,4 script Nurse#ma_n1 569,{
+ if (malaya_hi < 20) {
+ mes "[Nurse]";
+ mes "People of this town are too cautious of outsiders.";
+ emotion e_ag;
+ cutin "malaya_nurseA01",2;
+ next;
+ mes "[Nurse]";
+ mes "I'm sure they have their reasons, but I wish they'd tell me how to get closer...";
+ close2;
+ cutin "",255;
+ end;
+ }
+ if (BaseLevel < 100) {
+ mes "There's a nurse outside the hospital holding a large bag.";
+ mes "I don't think I can help her.";
+ close;
+ }
+ if (malaya_bang == 0) {
+ mes "[Nurse]";
+ mes "Hey, hold on.";
+ mes "Are you planning on going inside?";
+ cutin "malaya_nurseA01",2;
+ next;
+ switch(select("Yes.:No.")) {
+ case 1:
+ mes "[Nurse]";
+ mes "Oh~";
+ mes "I'm so glad!";
+ mes "I was literally waiting all day for someone to some by.";
+ cutin "malaya_nurseA02",2;
+ next;
+ switch(select("About the hospital:Reason for stalling me:Ignore.")) {
+ case 1:
+ mes "[Nurse]";
+ mes "This hospital is the only one in town.";
+ mes "And it's going to be my new job.";
+ cutin "malaya_nurseA03",2;
+ next;
+ mes "[Nurse]";
+ mes "I heard it was just built, but it seems so creepy....";
+ emotion e_swt;
+ next;
+ mes "[Nurse]";
+ mes "I was surprised when I got here too.";
+ mes "It says 'closed' all around it!";
+ next;
+ select("Reason for stalling me.");
+ mes "[Nurse]";
+ mes "I was told that they needed nurses in this town,";
+ mes "so I came here after turning down numerous proposals.";
+ next;
+ mes "[Nurse]";
+ mes "I'd heard they were really cautious of outsiders...";
+ next;
+ mes "[Nurse]";
+ mes "Not even a soul to welcome me, let alone a party!";
+ mes "Shocking!";
+ emotion e_sob;
+ next;
+ mes "[Nurse]";
+ mes "What's more, I made it here after being lost and now I'm facing a creepy and locked hospital!";
+ next;
+ break;
+ case 2:
+ mes "[Nurse]";
+ mes "I was told that they needed nurses in this town,";
+ mes "so I came here after turning down numerous proposals.";
+ cutin "malaya_nurseA03",2;
+ next;
+ mes "[Nurse]";
+ mes "I'd heard they were really cautious of outsiders...";
+ next;
+ mes "[Nurse]";
+ mes "Not even a soul to welcome me, let alone a party!";
+ mes "Shocking!";
+ emotion e_sob;
+ next;
+ mes "[Nurse]";
+ mes "What's more, I made it here after being lost and now I'm facing a creepy and locked hospital!";
+ next;
+ select("About the hospital");
+ mes "[Nurse]";
+ mes "This hospital is the only one in town.";
+ mes "And it's going to be my new job.";
+ next;
+ mes "[Nurse]";
+ mes "I heard it was just built, but it seems so creepy....";
+ emotion e_swt;
+ next;
+ mes "[Nurse]";
+ mes "I was surprised when I got here too.";
+ mes "It says 'closed' all around it!";
+ next;
+ break;
+ case 3:
+ mes "[Nurse]";
+ mes "Yes, you must be busy.";
+ mes "Oh, well.";
+ mes "I'll let you be on your way.";
+ mes "Don't mind me. *Sob*";
+ emotion e_sob;
+ cutin "malaya_nurseA03",2;
+ close2;
+ cutin "",255;
+ end;
+ }
+ break;
+ case 2:
+ mes "[Nurse]";
+ mes "Oh, I see...";
+ emotion e_sob;
+ close2;
+ cutin "",255;
+ end;
+ }
+ mes "[Nurse]";
+ mes "Now that you say it... If you're going inside, could you take me with you?";
+ cutin "malaya_nurseA04",2;
+ next;
+ mes "[Nurse]";
+ mes "Doors are locked!";
+ mes "My bags are heavy!";
+ mes "And my legs are killing me.";
+ cutin "malaya_nurseA03",2;
+ next;
+ mes "[Nurse]";
+ mes "If I knew this was going to happen, I would've worn ER night-shift shoes instead of first-day shoes... *sniff*";
+ emotion e_sob;
+ next;
+ switch(select("Help.:Don't help.")) {
+ case 1:
+ mes "[Nurse]";
+ mes "*Sob*";
+ mes "I guess this world is still worth living in.";
+ mes "You are too kind.";
+ emotion e_sob;
+ next;
+ mes "[Nurse Las]";
+ mes "I'm 'Las', who's supposed to work in this hospital.";
+ mes "By the looks of it, though, I may become jobless...";
+ next;
+ mes "[Nurse Las]";
+ mes "Let's start by getting inside.";
+ next;
+ mes "[Nurse Las]";
+ mes "Before that....";
+ mes "Could you get something to wrap my feet? I can't put my shoes on because I've got blisters.";
+ emotion e_hlp;
+ cutin "malaya_nurseA04",2;
+ next;
+ mes "[Nurse Las]";
+ mes "2 Rotten Bandages should do to wrap both my feet. They may look dirty, but they have special liquid on them that have amazing effects.";
+ set malaya_bang,1;
+ setquest 11284;
+ close2;
+ cutin "",255;
+ end;
+ case 2:
+ mes "[Nurse]";
+ mes "Yes, you must be busy.";
+ mes "Oh, well.";
+ mes "I'll let you be on your way.";
+ mes "Don't mind me. *Sob*";
+ emotion e_sob;
+ cutin "malaya_nurseA03",2;
+ close2;
+ cutin "",255;
+ end;
+ }
+ } else if (malaya_bang == 1) {
+ if (countitem(930) > 1) {
+ mes "[Nurse Las]";
+ mes "Oh......";
+ mes "I know they're effective but... Not so tempting.";
+ cutin "malaya_nurseA01",2;
+ next;
+ mes "[Nurse Las]";
+ mes "Rotten Bandages... A fit name for something that seems to have been cut fresh from a mummy.";
+ next;
+ mes "[Nurse Las]";
+ mes "I'm having second thoughts looking at them, but as I am to be a professional nurse!!";
+ mes "Here goes nothing!!!";
+ mes "Ewwww!!";
+ next;
+ mes "[Nurse Las]";
+ mes "*Squish*";
+ mes "*Squelch*";
+ delitem 930,2; //Rotten_Bandage
+ set malaya_bang,2;
+ close2;
+ cutin "",255;
+ end;
+ } else {
+ mes "[Nurse Las]";
+ mes "Before that...";
+ mes "Could you get something to wrap my feet? I can't put my shoes on because I've got blisters.";
+ emotion e_hlp;
+ cutin "malaya_nurseA03",2;
+ next;
+ mes "[Nurse Las]";
+ mes "2 Rotten Bandages should do to wrap both my feet. They may look dirty, but they have special liquid on that have with amazing effects.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ } else if (malaya_bang == 2) {
+ mes "[Nurse Las]";
+ mes "Ahhhhh...";
+ mes "My feet feel a lot better now, but it smells funny.";
+ cutin "malaya_nurseA01",2;
+ next;
+ mes "[Nurse Las]";
+ mes "Oh...... the smell......";
+ mes "My new shoes will be ruined...";
+ emotion e_swt2;
+ next;
+ mes "[Nurse Las]";
+ mes "Okay!!!!!!";
+ mes "I don't know if it's locked or stuck, let's try pushing it together!";
+ set malaya_bang,3;
+ changequest 11284,11285;
+ close2;
+ cutin "",255;
+ end;
+ } else if (malaya_bang == 3) {
+ mes "[Nurse Las]";
+ mes "Okay!!!!!!";
+ mes "I don't know if it's locked or stuck, let's try pushing it together!";
+ cutin "malaya_nurseA01",2;
+ close2;
+ cutin "",255;
+ end;
+ } else if (malaya_bang == 4) {
+ mes "["+strcharinfo(0)+"]";
+ mes "We pushed and pulled, but it won't budge.";
+ emotion e_swt2,1;
+ next;
+ mes "[Nurse Las]";
+ mes "Strange~";
+ mes "They wouldn't have sent me to a closed down hospital.";
+ cutin "malaya_nurseA03",2;
+ next;
+ mes "[Nurse Las]";
+ mes "Hmmm!";
+ mes "I can't stand it anymore!";
+ emotion e_an;
+ next;
+ mes "[Nurse Las]";
+ mes "Could you ask the townsfolk about the hospital while I contact HQ?";
+ cutin "malaya_nurseA01",2;
+ next;
+ mes "[Nurse Las]";
+ mes "Hey, why don't you start with that girl over there?";
+ mes "Perhaps she'll tell you something.";
+ set malaya_bang,5;
+ changequest 11286,11287;
+ close2;
+ cutin "",255;
+ end;
+ } else if (malaya_bang == 5) {
+ mes "[Nurse Las]";
+ mes "Could you ask the townsfolk about the hospital while I contact HQ?";
+ cutin "malaya_nurseA01",2;
+ next;
+ mes "[Nurse Las]";
+ mes "Hey, why don't you start with that girl over there?";
+ mes "Perhaps she'll tell you something.";
+ close2;
+ cutin "",255;
+ end;
+ } else if (malaya_bang == 6) {
+ mes "[Nurse Las]";
+ mes "What did she say?";
+ emotion e_what;
+ cutin "malaya_nurseA02",2;
+ next;
+ select("Tell her what she said.");
+ mes "[Nurse Las]";
+ mes "Strange.";
+ mes "HQ confirmed that I am assigned here.";
+ cutin "malaya_nurseA01",2;
+ next;
+ mes "[Nurse Las]";
+ mes "Maybe that girl doesn't know about this place?";
+ mes "HQ couldn't have sent me here and be lying about it. Could you ask someone else in town?";
+ next;
+ mes "[Nurse Las]";
+ mes "I'll contact HQ again for more info.";
+ mes "Hey, why not ask that man over there?";
+ mes "I'm sure he'll know something.";
+ set malaya_bang,7;
+ changequest 11288,11289;
+ close2;
+ cutin "",255;
+ end;
+ } else if (malaya_bang == 7) {
+ mes "[Nurse Las]";
+ mes "I'll contact HQ again for more info.";
+ mes "Hey, why not ask that man over there?";
+ mes "I'm sure he'll know something.";
+ cutin "malaya_nurseA01",2;
+ close2;
+ cutin "",255;
+ end;
+ } else if (malaya_bang == 8) {
+ mes "[Nurse Las]";
+ mes "An inn?";
+ mes "Good gracious!";
+ mes "If they'd have told me earlier I wouldn't have had to stand out here for so long!";
+ emotion e_pif;
+ cutin "malaya_nurseA01",2;
+ next;
+ mes "[Nurse Las]";
+ mes "Ummm......";
+ mes "......";
+ mes "......";
+ next;
+ mes "[Nurse Las]";
+ mes "Hey... you know what...";
+ next;
+ mes "[Nurse Las]";
+ mes "I don't think I can move anymore because of my feet. Could you go to the inn for me?";
+ emotion e_swt2;
+ cutin "malaya_nurseA03",2;
+ next;
+ mes "[Nurse Las]";
+ mes "I can't carry my bags around so I'll stay here and watch over them while I treat my feet.";
+ next;
+ mes "[Nurse Las]";
+ mes "I have to be back here again anyway.";
+ mes "Thank you.";
+ set malaya_bang,9;
+ changequest 11290,11291;
+ close2;
+ cutin "",255;
+ end;
+ } else if (malaya_bang == 9) {
+ mes "[Nurse Las]";
+ mes "I don't think I can move anymore because of my feet. Could you go to the inn for me?";
+ emotion e_swt2;
+ cutin "malaya_nurseA03",2;
+ next;
+ mes "[Nurse Las]";
+ mes "I can't carry my bags around so I'll stay here and watch over them while I treat my feet.";
+ next;
+ mes "[Nurse Las]";
+ mes "I have to be back here again anyway.";
+ mes "Thank you.";
+ close2;
+ cutin "",255;
+ end;
+ } else if (malaya_bang == 10) {
+ mes "[Nurse Las]";
+ mes "Hey~";
+ mes "How'd it go?";
+ cutin "malaya_nurseA02",2;
+ next;
+ select("Hand over the key and message.");
+ mes "[Nurse Las]";
+ mes "Keys?";
+ mes "Well this is one step closer to my goals!";
+ mes "Let's open the door right now!";
+ set malaya_bang,11;
+ close2;
+ cutin "",255;
+ end;
+ } else if (malaya_bang == 11) {
+ mes "[Nurse Las]";
+ mes "Keys?";
+ mes "Well this is one step closer to my goals!";
+ mes "Let's open the door right now!";
+ cutin "malaya_nurseA02",2;
+ close2;
+ cutin "",255;
+ end;
+ } else if (malaya_bang == 12) {
+ mes "[Nurse Las]";
+ mes "That's weird~!";
+ mes "The door's not locked?";
+ mes "How can this be?????";
+ mes "????";
+ emotion e_what;
+ emotion e_what,1;
+ cutin "malaya_nurseA04",2;
+ next;
+ mes "[Nurse Las]";
+ mes "Oh no!!!";
+ mes "Everything's falling apart.";
+ mes "Maybe we should wait for the doctor to come.....";
+ cutin "malaya_nurseA03",2;
+ next;
+ mes "[???]";
+ mes "...";
+ cutin "",255;
+ next;
+ mes "[???]";
+ mes "*Snigger*";
+ emotion e_what,1;
+ emotion e_what;
+ next;
+ mes "[???]";
+ mes "Hey "+((Sex)?"dude":"missy")+",";
+ mes "You're not getting in the hospital.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Who's there?!";
+ next;
+ mes "[???]";
+ mes "*Snigger*";
+ next;
+ mes "[???]";
+ mes "That's a secret~";
+ mes "My mom will kill me if she knew I was here!";
+ next;
+ switch(select("About entering the hospital.:About it's mom.:About ???:Quit.")) {
+ case 1:
+ mes "[???]";
+ mes "A few days ago, the old lady who lives near us went around the hospital sticking some kind of sticks into the ground.";
+ next;
+ mes "[???]";
+ mes "She was mumbling and looking around a lot.";
+ next;
+ mes "[???]";
+ mes "I was well hidden here because I wasn't supposed to be here.";
+ next;
+ break;
+ case 2:
+ mes "[???]";
+ mes "My mom once told me.";
+ mes "The old lady's daughter was hospitalized here.";
+ next;
+ mes "[???]";
+ mes "She never got out of it though...";
+ next;
+ mes "[???]";
+ mes "She wasn't the only one. There were many strange things going on at the hospital.";
+ next;
+ mes "[???]";
+ mes "That's why my mom doesn't want me coming around here.";
+ next;
+ break;
+ case 3:
+ mes "[???]";
+ mes "No way Jose!";
+ mes "I got a spanking last time I was caught around here!";
+ next;
+ mes "[???]";
+ mes "If I'm caught again, it won't end with a spanking....";
+ mes "So scary.";
+ next;
+ break;
+ case 4:
+ mes "[???]";
+ mes "Humph!!";
+ close;
+ }
+ mes "The voice seems to be coming from the bushes near the entrance of the hospital.";
+ specialeffect EF_STEAL,AREA,"Bushes#ma";
+ set malaya_bang,13;
+ changequest 11293,11294;
+ close;
+ } else if (malaya_bang == 13) {
+ mes "The voice seems to be coming from the bushes near the entrance of the hospital.";
+ mes "Let's check around.";
+ specialeffect EF_STEAL,AREA,"Bushes#ma";
+ close;
+ } else if (malaya_bang == 14) {
+ mes "[Nurse Las]";
+ mes "Hmmm... Let's look around the hospital.";
+ cutin "malaya_nurseA01",2;
+ close2;
+ cutin "",255;
+ end;
+ } else if (malaya_bang == 15) {
+ mes "[Nurse Las]";
+ mes "Hey... ummm...";
+ mes "You know...";
+ mes "Could you give that old lady a visit?";
+ cutin "malaya_nurseA04",2;
+ next;
+ mes "[Nurse Las]";
+ mes "Oh, me? I'll look be looking around here.";
+ next;
+ mes "[Nurse Las]";
+ mes "As you know, my feet hurt...";
+ mes "Yes?";
+ mes "Yes?";
+ next;
+ switch(select("Go.:Don't go.")) {
+ case 1:
+ mes "[Nurse Las]";
+ mes "Okay, off you go.";
+ mes "I think she lives on the west side of town.";
+ mes "Go on.";
+ next;
+ mes "[Nurse Las]";
+ mes "Hey you in the bushes, I'll tell on you if you don't go home now!";
+ set malaya_bang,16;
+ changequest 11296,11297;
+ close2;
+ cutin "",255;
+ end;
+ case 2:
+ mes "[Nurse Las]";
+ mes "Why!?";
+ mes "Staying here won't solve anything.";
+ close2;
+ cutin "",255;
+ end;
+ }
+ } else if (malaya_bang == 16 || malaya_bang == 17) {
+ mes "[Nurse Las]";
+ mes "Okay, off you go.";
+ mes "I think she lives on the west side of town.";
+ mes "Go on.";
+ cutin "malaya_nurseA04",2;
+ next;
+ mes "[Nurse Las]";
+ mes "Hey you in the bushes, I'll tell on you if you don't go home now!";
+ emotion e_omg,0,"Bushes#ma";
+ close2;
+ cutin "",255;
+ end;
+ } else if (malaya_bang == 18) {
+ mes "[Nurse Las]";
+ mes "How'd it go?";
+ mes "Did you meet the old lady?";
+ cutin "malaya_nurseA02",2;
+ next;
+ mes "[Nurse Las]";
+ mes "Oh by the way, when ["+strcharinfo(0)+"], you were gone, I tried the door.";
+ mes "It did open...";
+ next;
+ mes "[Nurse Las]";
+ mes "But the way to the 2nd floor was blocked.";
+ mes "I thought the door opening was a break through, but turns out it wasn't.";
+ cutin "malaya_nurseA03",2;
+ next;
+ mes "[Nurse Las]";
+ mes "Anyway, the first floor door is open, so let's go inside.";
+ mes "Everything would be meaningless if the second floor door is not opened.";
+ emotion e_sob;
+ set malaya_bang,19;
+ changequest 11299,11300;
+ close2;
+ cutin "",255;
+ warp "ma_dun01",33,110;
+ end;
+ } else if (malaya_bang == 19) {
+ mes "[Nurse Las]";
+ mes "Anyway, the first floor door is open, so let's go inside.";
+ mes "Everything would be meaningless if the second floor door is not opened.";
+ emotion e_sob;
+ cutin "malaya_nurseA01",2;
+ close2;
+ cutin "",255;
+ warp "ma_dun01",33,110;
+ end;
+ } else if (malaya_bang < 30) {
+ mes "[Nurse Las]";
+ mes "Could you check the 2nd floor door again in case I missed something?";
+ cutin "malaya_nurseA01",2;
+ close2;
+ cutin "",255;
+ warp "ma_dun01",33,110;
+ end;
+ } else {
+ callfunc "F_Malaya_Nurse",1;
+ end;
+ }
+ mes "There's a nurse outside the hospital holding a large bag.";
+ mes "I don't think I can help her.";
+ close;
+}
+
+ma_dun01,35,108,4 script Nurse#ma_n2 569,{
+ if (malaya_bang < 19) {
+ // fall through
+ } else if (malaya_bang < 30) {
+ if (malaya_bang == 19) {
+ mes "The hospital is infested with monsters, like the old lady said.";
+ mes "How could she have gone back and forth to the 2nd floor with her feet like that....";
+ next;
+ set malaya_bang,20;
+ changequest 11300,11301;
+ }
+ mes "[Nurse Las]";
+ mes "Could you check the 2nd floor door again in case I missed something?";
+ cutin "malaya_nurseA01",2;
+ next;
+ switch(select("Go outside.:Quit.")) {
+ case 1:
+ close2;
+ cutin "",255;
+ warp "malaya",58,76;
+ end;
+ case 2:
+ mes "[Nurse Las]";
+ mes "Tsk...";
+ close2;
+ cutin "",255;
+ end;
+ }
+ } else {
+ callfunc "F_Malaya_Nurse",2;
+ end;
+ }
+ mes "[Nurse]";
+ mes "I want to be left alone.";
+ mes "Please leave.";
+ close2;
+ warp "malaya",58,76;
+ end;
+}
+
+ma_dun01,152,23,4 script Suspicious Wooden Stick::MalayaStick0 858,{
+ if (malaya_bang == 20) {
+ mes "There's a talisman similar to the ones outside the hospital.";
+ mes "Let's look around for something else.";
+ set malaya_bang,30;
+ changequest 11301,11302;
+ close;
+ } else if (malaya_bang == 30) {
+ mes "There's a talisman similar to the ones outside the hospital.";
+ mes "Let's look around for something else.";
+ close;
+ } else if (malaya_bang == 35) {
+ mes "After sticking on the talisman over the other one, the dark feeling lifted away, just like Las said.";
+ next;
+ mes "[Nurse Las]";
+ mes "*Snigger*";
+ cutin "malaya_nurseA05",2;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "?!";
+ cutin "",255;
+ next;
+ mes "[Nurse Las]";
+ mes "Yes, yes!";
+ cutin "malaya_nurseA05",2;
+ next;
+ mes "[Nurse Las]";
+ mes "The annoying talismans are gone!";
+ next;
+ mes "[Nurse Las]";
+ mes "*Giggle*";
+ next;
+ mes "[Nurse Las]";
+ mes "Human's are so dumb. You show them a pretty little helpless look and they fall for it.";
+ next;
+ mes "[Nurse Las]";
+ mes "*Snigger*";
+ next;
+ mes "[Nurse Las]";
+ mes "For your work, I shall take you to my room...";
+ mes "Darn...";
+ next;
+ mes "[Nurse Las]";
+ mes "......";
+ next;
+ mes "[Nurse Las]";
+ mes "No no no!";
+ mes "You still have those annoying talismans!!!";
+ next;
+ mes "[Nurse Las]";
+ mes "This is your lucky day!";
+ mes "*Snigger*";
+ set malaya_bang,36;
+ changequest 11307,11308;
+ close2;
+ cutin "",255;
+ warp "malaya",58,76;
+ end;
+ } else if (malaya_bang > 35) {
+ mes "Cannot feel anything evil about the talisman.";
+ mes "Only the bitter taste of being fooled around Las remains...";
+ close;
+ } else {
+ mes "No power can be felt.";
+ close;
+ }
+}
+
+malaya,48,76,4 script Hospital Door#ma_n1 844,{
+ if (malaya_bang == 3) {
+ mes "Pushed hard on the door, but it won't open.";
+ mes "It doesn't feel like it's locked or stuck, but encased by a layer of something.";
+ set malaya_bang,4;
+ changequest 11285,11286;
+ close;
+ } else if (malaya_bang == 4) {
+ mes "Pushed hard on the door, but it won't open.";
+ mes "It doesn't feel like it's locked or stuck, but encased by a layer of something.";
+ close;
+ } else if (malaya_bang == 11) {
+ mes "Put the key inside the lock of the hospital door...";
+ mes "But it's not locked as expected.";
+ next;
+ mes "Then why is the door not opening?";
+ set malaya_bang,12;
+ changequest 11292,11293;
+ close;
+ } else if (malaya_bang == 12) {
+ mes "Put the key inside the lock of the hospital door...";
+ mes "But it's not locked as expected.";
+ next;
+ mes "Then why is the door not opening?";
+ close;
+ } else if (malaya_bang > 18) {
+ if(select("Enter the hospital.:Quit.") == 1)
+ warp "ma_dun01",33,110;
+ end;
+ } else {
+ mes "The hospital door seems to be closed.";
+ close;
+ }
+}
+
+malaya,64,78,4 script Village Woman#mab 583,{
+ if (malaya_hi < 20) {
+ mes "[Village Woman]";
+ mes "......";
+ next;
+ mes "Seems very cautious about you.";
+ close;
+ }
+ if (malaya_bang == 5) {
+ mes "[Village Woman]";
+ mes "Oh~Are you an adventurer?";
+ mes "It seems like we have a lot of them in town lately.";
+ next;
+ mes "[Village Woman]";
+ mes "I was born here and never went far away from here, so I always feel like going on my adventures when I hear the stories they bring.";
+ next;
+ switch(select("Ask about the hospital.:End conversation.")) {
+ case 1:
+ mes "[Village Woman]";
+ mes "The hospital?";
+ mes "It's been closed for a very long time.";
+ mes "They don't talk about it around here.";
+ next;
+ mes "[Village Woman]";
+ mes "I never had to go to the hospital.";
+ mes "I've been there once when I had a stomach ache as a child. I remember the place being creepy.";
+ next;
+ mes "[Village Woman]";
+ mes "Children never like hospitals.";
+ next;
+ select("Ask about the nurse.");
+ mes "[Village Woman]";
+ mes "The new nurse?";
+ mes "I don't know.";
+ mes "I haven't given it a thought.";
+ mes "It is strange to have a new nurse coming to a closed hospital.";
+ set malaya_bang,6;
+ changequest 11287,11288;
+ close;
+ case 2:
+ mes "[Village Woman]";
+ mes "Have a nice day~";
+ close;
+ }
+ } else if (malaya_bang == 6) {
+ mes "[Village Woman]";
+ mes "The new nurse?";
+ mes "I don't know.";
+ mes "I haven't given it a thought.";
+ mes "It is strange to have a new nurse coming to a closed hospital.";
+ set malaya_bang,6;
+ changequest 11287,11288;
+ close;
+ } else {
+ mes "[Village Woman]";
+ mes "Oh~Are you an adventurer?";
+ mes "It seems like we have a lot of them in town lately.";
+ next;
+ mes "[Village Woman]";
+ mes "I was born here and never went far away from here, so I always feel like going on my adventures when I hear the stories they bring.";
+ close;
+ }
+}
+
+malaya,62,37,4 script Village Man#mab 582,{
+ if (malaya_hi < 20) {
+ mes "[Village Man]";
+ mes "Hmmm! Haven't seen you around?";
+ mes "What brings you to our town?";
+ next;
+ mes "Seems very cautious about you.";
+ close;
+ }
+ if (malaya_bang == 7) {
+ mes "[Village Man]";
+ mes "*Laughs*";
+ mes "An adventurer, are you?";
+ mes "When you have time, come and take a look around my pineapple farm.";
+ next;
+ mes "[Village Man]";
+ mes "Just a little bit~";
+ mes "far from the village, but I'll give you all the pineapple you want in exchange for a good story of yours!";
+ next;
+ switch(select("Ask about the hospital.:End conversation.")) {
+ case 1:
+ mes "[Village Man]";
+ mes "Ummm......";
+ mes "You mean that hospital?";
+ next;
+ mes "[Village Man]";
+ mes "It was closed down because of an accident.";
+ mes "But I wouldn't trouble an outsider with the details......";
+ mes "There's not much I can tell you.";
+ next;
+ select("Ask about the nurse.");
+ mes "[Village Man]";
+ mes "Oh!!!";
+ mes "Did you meet the nurse?!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "She was standing in front of the hospital.";
+ mes "Oh!";
+ mes "She must have gone to contact HQ.";
+ next;
+ mes "[Village Man]";
+ mes "We requested 'the nurse', and she's already here! We're saved!";
+ next;
+ select("The nurse?");
+ mes "[Village Man]";
+ mes "She was invited here to save our hospital.";
+ next;
+ mes "[Village Man]";
+ mes "Now I have to spread the good news! Could you bring her to the inn at the center of town?";
+ next;
+ mes "[Village Man]";
+ mes "That's where the doctor is staying.";
+ mes "He's been there ever since the hospital was closed.";
+ set malaya_bang,8;
+ changequest 11289,11290;
+ close;
+ case 2:
+ mes "[Village Man]";
+ mes "Whoopeee!";
+ close;
+ }
+ } else if (malaya_bang == 8) {
+ mes "[Village Man]";
+ mes "Now I have to spread the good news! Could you bring her to the inn at the center of town?";
+ next;
+ mes "[Village Man]";
+ mes "That's where the doctor is staying.";
+ mes "He's been there ever since the hospital was closed.";
+ close;
+ } else {
+ mes "[Village Man]";
+ mes "Whoopeee!";
+ mes "An adventurer, are you?";
+ mes "When you have time, come and take a look around my pineapple farm.";
+ next;
+ mes "[Village Man]";
+ mes "Just a little bit~";
+ mes "far from the village, but I'll give you all the pineapple you want in exchange for a good story of yours!";
+ close;
+ }
+}
+
+malaya,210,200,5 script Dr. Boon#ma 865,{
+ if (malaya_hi < 20) {
+ mes "[Dr. Boon]";
+ mes "......";
+ next;
+ mes "Seems very cautious about you.";
+ close;
+ }
+ if (malaya_bang == 9) {
+ mes "[Dr. Boon]";
+ mes "So~ You're the new nurse?";
+ next;
+ switch(select("Yes.:No.")) {
+ case 1:
+ mes "[Dr. Boon]";
+ mes "Nothing's more important for a nurse than their white uniform.";
+ mes "Go get changed!";
+ close;
+ case 2:
+ mes "[Dr. Boon]";
+ mes "Oh! I'm sorry.";
+ mes "We're waiting for a new nurse.";
+ mes "My bad.";
+ next;
+ select("Explain the situation.");
+ mes "[Dr. Boon]";
+ mes "Aha~";
+ mes "So that's what happened.";
+ mes "Oh, dear. I guess there was a misunderstanding.";
+ next;
+ mes "[Dr. Boon]";
+ mes "You see, I've been treating patients at the inn after what happened to the hospital.";
+ next;
+ mes "[Dr. Boon]";
+ mes "Even so, I must apologize for making her stand there so long.";
+ next;
+ mes "[Dr. Boon]";
+ mes "I can't leave right now because I have patients to look after. Why don't you go over and hand over this key?";
+ next;
+ mes "[Dr. Boon]";
+ mes "And give her a message with the key saying, 'I'll leave it to your own discretion'.";
+ next;
+ mes "[Dr. Boon]";
+ mes "I'll be there as soon as I'm done here.";
+ mes "Good luck~";
+ set malaya_bang,10;
+ changequest 11291,11292;
+ close;
+ }
+ } else if (malaya_bang == 10) {
+ mes "[Dr. Boon]";
+ mes "I can't leave right now because I have patients to look after. Why don't you go over and hand over this key?";
+ next;
+ mes "[Dr. Boon]";
+ mes "And give her a message with the key saying, 'I'll leave it to your own discretion'.";
+ next;
+ mes "[Dr. Boon]";
+ mes "I'll be there as soon as I'm done here.";
+ mes "Good luck~";
+ close;
+ } else {
+ mes "[Dr. Boon]";
+ mes "*Sigh*";
+ mes "The work... It never ends...";
+ mes "How am I supposed to handle all these patients on my own?";
+ next;
+ mes "[Dr. Boon]";
+ mes "What? What's a doctor doing in an inn?";
+ mes "Well, why not?";
+ close;
+ }
+}
+
+malaya,53,68,4 script Bushes#ma 844,{
+ if (malaya_bang < 13) {
+ mes "It's just a bush.";
+ mes "A sweet scent of wood rises when shaken.";
+ close;
+ }
+ if (malaya_bang == 13) {
+ mes "[???]";
+ mes "Don't come any closer!";
+ mes "Old "+((Sex)?"man":"lady")+"!";
+ mes "How'd you know I was here?";
+ emotion e_omg;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm not old.";
+ emotion e_an,1;
+ next;
+ switch(select("About entering the hospital.:About its mom.:About ???.:Ask about the old lady.:Ask about the hospital grounds.:Quit.")) {
+ case 1:
+ mes "[???]";
+ mes "A few days ago, the old lady who lives near us went around the hospital sticking some kind of sticks into the ground.";
+ next;
+ mes "[???]";
+ mes "She was mumbling and looking around a lot.";
+ next;
+ mes "[???]";
+ mes "I was well hidden here because I wasn't supposed to be here.";
+ next;
+ break;
+ case 2:
+ mes "[???]";
+ mes "My mom once told me.";
+ mes "The old lady's daughter was hospitalized here.";
+ next;
+ mes "[???]";
+ mes "She never got out of it though...";
+ next;
+ mes "[???]";
+ mes "She wasn't the only one. There were many strange things going on at the hospital.";
+ next;
+ mes "[???]";
+ mes "That's why my mom doesn't want me coming around here.";
+ next;
+ break;
+ case 3:
+ mes "[???]";
+ mes "No way Jose!";
+ mes "I got a spanking last time I was caught around here!";
+ next;
+ mes "[???]";
+ mes "If I'm caught again, it won't end with a spanking....";
+ mes "So scary.";
+ next;
+ break;
+ case 4:
+ mes "[???]";
+ mes "It's the lady who lives next door to us.";
+ next;
+ mes "[???]";
+ mes "I saw her a few days ago doing something around the hospital.";
+ next;
+ mes "[???]";
+ mes "I couldn't see what she was doing from here, but I found some sticks there after she'd left.";
+ set malaya_bang,14;
+ changequest 11294,11295;
+ close;
+ case 5:
+ mes "[???]";
+ mes "I dunno.";
+ mes "Nothing's different except for the sticks.";
+ next;
+ mes "[???]";
+ mes "The old lady comes back once in a while to check on the sticks.";
+ mes "My heart races when that happens!";
+ next;
+ break;
+ case 6:
+ mes "[???]";
+ mes "Humph!!";
+ emotion e_pif;
+ close;
+ }
+ mes "[???]";
+ mes "Promise me you won't tell anyone that you saw me!!!";
+ mes "Promise?!";
+ close;
+ } else if (malaya_bang == 14) {
+ mes "[???]";
+ mes "I couldn't see what she was doing from here, but I found some sticks there after she'd left.";
+ close;
+ } else if (malaya_bang == 15) {
+ mes "[???]";
+ mes "Don't come any closer!";
+ mes "Old "+((Sex)?"man":"lady")+"!";
+ mes "How'd you know I was here?";
+ emotion e_omg;
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I'm not old.";
+ emotion e_an,1;
+ close;
+ } else {
+ mes "There's a trace of a young child.";
+ mes "Think the child's gone home now.";
+ close;
+ }
+}
+
+- script Suspicious Wooden Stick::MalayaStick -1,{
+ if (checkweight(1201,1) == 0) {
+ mes "- Wait !! -";
+ mes "- You have too many items. -";
+ mes "- Cannot receive item. -";
+ mes "- Please lighten your bag -";
+ mes "- and try again. -";
+ close;
+ }
+ if (MaxWeight - Weight < 1000) {
+ mes "- Wait !! -";
+ mes "- You are carrying too many items. -";
+ mes "- Cannot receive item. -";
+ mes "- Please lighten your bag -";
+ mes "- and try again. -";
+ close;
+ }
+ if (malaya_bang == 14) {
+ mes "A strange stick is planted on the ground.";
+ mes "A mysterious force can be felt.";
+ next;
+ switch(select("Pull it out.:Leave it.")) {
+ case 1:
+ if (rand(1,5) == 4) {
+ mes "Pulled out the deeply planted stick.";
+ mes "The hospital seems to have become more gloomy.";
+ if (rand(2)) {
+ set malaya_bang,15;
+ changequest 11295,11296;
+ getitem 6497,1; //Lesser_Agimat
+ donpcevent "Tent"+replacestr(strnpcinfo(3),"MalayaStick","")+"#ma::OnEnable";
+ next;
+ mes "Better show Las the talisman.";
+ close;
+ } else {
+ getitem 6497,1; //Lesser_Agimat
+ donpcevent "Tent"+replacestr(strnpcinfo(3),"MalayaStick","")+"#ma::OnEnable";
+ close;
+ }
+ } else {
+ mes "After pulling out the deeply planted stick, an uneasy feeling washes over.";
+ donpcevent "Tent"+replacestr(strnpcinfo(3),"MalayaStick","")+"#ma::OnEnable";
+ close;
+ }
+ case 2:
+ mes "It looks ominous. Better leave it alone.";
+ close;
+ }
+ } else {
+ mes "There's a strange looking stick.";
+ close;
+ }
+ end;
+OnEnable:
+ enablenpc strnpcinfo(3); // NPC name is too long for strnpcinfo(0).
+ end;
+OnDisable:
+ disablenpc strnpcinfo(3);
+ end;
+}
+malaya,40,52,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick1 858
+malaya,31,42,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick2 858
+malaya,34,36,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick3 858
+malaya,40,32,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick4 858
+malaya,50,85,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick5 858
+malaya,46,93,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick6 858
+malaya,36,98,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick7 858
+malaya,48,79,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick8 858
+malaya,50,46,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick9 858
+malaya,59,84,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick10 858
+
+- script Tent#ma -1,{ //557
+ end;
+OnInit:
+ disablenpc strnpcinfo(0);
+ end;
+OnEnable:
+ enablenpc strnpcinfo(0);
+ initnpctimer;
+ end;
+OnDisable:
+ stopnpctimer;
+ disablenpc strnpcinfo(0);
+ end;
+OnTimer1000:
+ donpcevent "MalayaStick"+replacestr(strnpcinfo(1),"Tent","")+"::OnDisable";
+ end;
+OnTimer30000:
+ donpcevent "MalayaStick"+replacestr(strnpcinfo(1),"Tent","")+"::OnEnable";
+ donpcevent strnpcinfo(0)+"::OnDisable";
+ end;
+}
+- duplicate(Tent#ma) Tent1#ma -1
+- duplicate(Tent#ma) Tent2#ma -1
+- duplicate(Tent#ma) Tent3#ma -1
+- duplicate(Tent#ma) Tent4#ma -1
+- duplicate(Tent#ma) Tent5#ma -1
+- duplicate(Tent#ma) Tent6#ma -1
+- duplicate(Tent#ma) Tent7#ma -1
+- duplicate(Tent#ma) Tent8#ma -1
+- duplicate(Tent#ma) Tent9#ma -1
+- duplicate(Tent#ma) Tent10#ma -1
+
+malaya,114,183,3 script Bent Old Lady#ma 575,{
+ if (malaya_bang == 16) {
+ mes "[Bent Old Lady]";
+ mes "Ho ho ho ho~~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ma'am, excuse me, but can I ask you a question?";
+ next;
+ mes "[Bent Old Lady]";
+ mes "Ho ho ho ho~~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ma'am?";
+ next;
+ mes "[Bent Old Lady]";
+ mes "Ho ho ho ho~~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ma'am?";
+ next;
+ mes "[Bent Old Lady]";
+ mes "Ho ho ho ho~~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ma'am!!!!!!!!!";
+ next;
+ mes "[Bent Old Lady]";
+ mes "Who? What?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Excuse me, but can I ask you something?";
+ next;
+ mes "[Bent Old Lady]";
+ mes "What? I can't hear you.";
+ mes "Speak up!";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "I! Have! Something! To! Ask! You!";
+ next;
+ mes "[Bent Old Lady]";
+ mes "Oh~Yes dear~";
+ mes "I'll tell you everything I know, dear~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Do you know anything about the hospital?";
+ next;
+ mes "[Bent Old Lady]";
+ mes "Hospital?";
+ mes "........";
+ next;
+ mes "[Bent Old Lady]";
+ mes "Hospital?!?!?!?";
+ next;
+ mes "[Bent Old Lady]";
+ mes "That hospital is cursed!";
+ mes "Something wicked is living there!";
+ next;
+ mes "[Bent Old Lady]";
+ mes "The thing took away my poor little girl.";
+ next;
+ switch(select("Ask about the hospital.:Ask about her daughter.")) {
+ case 1:
+ mes "[Bent Old Lady]";
+ mes "Everybody was happy to hear about the hospital being built.";
+ next;
+ mes "[Bent Old Lady]";
+ mes "We no longer had to go to other towns for medical care.";
+ next;
+ mes "[Bent Old Lady]";
+ mes "But the one they built didn't work out so well.";
+ mes "It couldn't cure people.";
+ mes "I knew this would happen when they chopped down the old tree to build it.";
+ next;
+ mes "[Bent Old Lady]";
+ mes "But the administrator wouldn't listen.";
+ mes "Far from curing people, they started to die.";
+ mes "So did my daughter...";
+ set malaya_bang,17;
+ changequest 11297,11298;
+ close;
+ case 2:
+ mes "[Bent Old Lady]";
+ mes "She suffered from nothing life threatening.";
+ mes "It was...";
+ mes "Just a cold......";
+ next;
+ mes "[Bent Old Lady]";
+ mes "The wicked thing.... My daughter...";
+ mes "There's something in that hospital.";
+ close;
+ }
+ } else if (malaya_bang == 17) {
+ select("Show her the stick.");
+ mes "[Bent Old Lady]";
+ mes "What?";
+ mes "Arghhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh";
+ emotion e_omg;
+ next;
+ mes "[Bent Old Lady]";
+ mes "Arghhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh";
+ emotion e_omg;
+ next;
+ mes "[Bent Old Lady]";
+ mes "Arghhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh";
+ emotion e_omg;
+ next;
+ mes "[Bent Old Lady]";
+ mes "Arghhhhhhhhhh!!!!!!!!!!!";
+ emotion e_omg;
+ next;
+ mes "[Bent Old Lady]";
+ mes "What have you done!";
+ mes "That... That was a talisman to stop the wicked thing!";
+ next;
+ mes "[Bent Old Lady]";
+ mes "If you pull them up, it will go after people again!";
+ next;
+ mes "[Bent Old Lady]";
+ mes "I saw it!";
+ mes "I saw it when they closed the hospital saying that everybody had died.";
+ next;
+ mes "[Bent Old Lady]";
+ mes "But they all knew.";
+ mes "The patients weren't all dead.";
+ next;
+ mes "[Bent Old Lady]";
+ mes "Taken alive...";
+ mes "By the thing that took my daughter...";
+ next;
+ mes "[Bent Old Lady]";
+ mes "Oh dear.";
+ next;
+ mes "Nurse Las may be in danger, standing alone in front of the hospital.";
+ mes "If I don't return quickly...";
+ set malaya_bang,18;
+ changequest 11298,11299;
+ close;
+ } else if (malaya_bang == 18) {
+ mes "Nurse Las may be in danger, standing alone in front of the hospital.";
+ mes "If I don't return quickly...";
+ close;
+ } else if (malaya_bang == 32) {
+ mes "[Bent Old Lady]";
+ mes "Yes? The talisman?";
+ mes "I asked the shaman up north of the village to make them,";
+ next;
+ mes "[Bent Old Lady]";
+ mes "Not famous, but a talented shaman.";
+ set malaya_bang,33;
+ changequest 11304,11305;
+ close;
+ } else {
+ mes "[Bent Old Lady]";
+ mes "Ho ho ho ho~~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ma'am, excuse me, but can I ask you a question?";
+ next;
+ mes "[Bent Old Lady]";
+ mes "Ho ho ho ho~~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ma'am?";
+ next;
+ mes "[Bent Old Lady]";
+ mes "Ho ho ho ho~~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ma'am?";
+ next;
+ mes "[Bent Old Lady]";
+ mes "Ho ho ho ho~~";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Ma'am!!!!!!!!!";
+ next;
+ mes "[Bent Old Lady]";
+ mes "Who? What?";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes "Excuse me, but can I ask you something?";
+ next;
+ mes "[Bent Old Lady]";
+ mes "What? I can't hear you.";
+ mes "Speak up!";
+ close;
+ }
+}
+
+malaya,276,367,4 script Bent Shaman#ma 782,{
+ if (malaya_hi < 20) {
+ mes "[Bent Shaman]";
+ mes "Urgh Urgh Urghhhhhh";
+ next;
+ mes "Doesn't give even a glance...";
+ close;
+ }
+ mes "[Bent Shaman]";
+ mes "Hmmmm...";
+ mes "I feel, feel....";
+ next;
+ mes "[Bent Shaman]";
+ mes "I feel something bad from you...";
+ if (malaya_bang == 33) {
+ next;
+ mes "[Bent Shaman]";
+ mes "No no...";
+ mes "You need not say anything!";
+ mes "You'll be needing this.";
+ next;
+ mes "[Bent Shaman]";
+ mes "It's okay.";
+ mes "No need for money.";
+ mes "It's the karma this village must face...";
+ set malaya_bang,34;
+ changequest 11305,11306;
+ }
+ close;
+}
+
+// Pintados Festival :: malaya_pintados
+//============================================================
+/*
+Description
+-----------
+The Pintados Festival begins when players have accumulated 1000 Lesser Agimats,
+1000 Silver Crosses, and 300 dyestuffs, and lasts for 7 days. During that time,
+players are able to create a tattoo.
+
+Global Variables
+----------------
+$malaya_pintados_00 - Festival time limit, in 30-minute intervals. (range: 0~344)
+$malaya_pintados_01 - Number of Lesser Agimats collected. (range: 0~1000)
+$malaya_pintados_02 - Number of Silver Crosses collected. (range: 0~1000)
+$malaya_pintados_03 - Number of dyestuffs collected. (range: 0~300)
+$malaya_pintados_04$ - Last player to create a tattoo.
+*/
+
+ma_fild01,1,1,4 script Pintados Manager#pin 894,{
+ if (callfunc("F_GM_NPC",1854,0) == 1) {
+ mes "Bingo!";
+ next;
+ } else {
+ mes "Error occurred.";
+ close;
+ }
+ mes "Hi, I'm the Pintados Festival Manager. Please select an item.";
+ mes "Time Value: ("+$malaya_pintados_00+"/344)";
+ mes "Lesser Agimat Value: ("+$malaya_pintados_01+"/1,000)";
+ mes "Cross Value: ("+$malaya_pintados_02+"/1,000)";
+ mes "Dyestuffs Value: ("+$malaya_pintados_03+"/300)";
+ mes "Recent Tattoo Creator: "+$malaya_pintados_04$;
+ next;
+ switch(select("Eastern Medicine Button ? Start & End:Detail Button ? Adjust Value:Start Timer:End Timer")) {
+ case 1:
+ mes "This is the Eastern Medicine Control Button.";
+ mes "You can set the Start or End values for the festival.";
+ next;
+ switch(select("Start Pintados Festival:End Pintados Festival:NPC_ON:NPC_OFF")) {
+ case 1:
+ set $malaya_pintados_00,1;
+ donpcevent "Pintados Manager#pin::OnEnable";
+ mes "Start the Pintados Festival.";
+ close;
+ case 2:
+ donpcevent "Pintados Manager#pin::OnDisable";
+ mes "End the Pintados Festival.";
+ close;
+ case 3:
+ donpcevent "Pintados Manager#pin::OnEnableNPC";
+ mes "Add an NPC.";
+ close;
+ case 4:
+ donpcevent "Pintados Manager#pin::OnDisableNPC";
+ mes "Remove an NPC.";
+ close;
+ }
+ case 2:
+ mes "Adjust the global value. Please select the value to adjust.";
+ next;
+ while(1) {
+ switch(select("Complete Adjustment:Time ("+$malaya_pintados_00+"):Lesser Agimat ("+$malaya_pintados_01+"):Silver Cross ("+$malaya_pintados_02+"):Dyestuffs ("+$malaya_pintados_03+")")) {
+ case 1:
+ mes "Completed global adjustment.";
+ close;
+ case 2:
+ mes "Adjust Time [0~344]";
+ mes "Global Increase by 1/30 min.";
+ mes "1 - 49 -> Day 1";
+ mes "50 - 98 -> Day 2";
+ mes "99 - 147 -> Day 3";
+ mes "148 - 196 -> Day 4";
+ mes "197 - 245 -> Day 5";
+ mes "246 - 294 -> Day 6";
+ mes "295 - 343 -> Day 7";
+ mes "Global 1 = 1 hr.";
+ next;
+ input .@input;
+ if (.@input < 0 || .@input > 344)
+ close;
+ set $malaya_pintados_00, .@input;
+ break;
+ case 3:
+ mes "Adjust the accumulated value for the Lesser Agimat.";
+ mes "Values can be adjusted between 0 to 1000.";
+ next;
+ input .@input;
+ if (.@input < 0 || .@input > 1000)
+ close;
+ set $malaya_pintados_01, .@input;
+ break;
+ case 4:
+ mes "Adjust the accumulated value of the Silver Cross.";
+ mes "Values can be adjusted between 0 to 1000.";
+ next;
+ input .@input;
+ if (.@input < 0 || .@input > 1000)
+ close;
+ set $malaya_pintados_02, .@input;
+ break;
+ case 5:
+ mes "Adjust the accumulated value for the Dyestuff.";
+ mes "Values can be adjusted between 0 to 300.";
+ next;
+ input .@input;
+ if (.@input < 0 || .@input > 300)
+ close;
+ set $malaya_pintados_03, .@input;
+ break;
+ }
+ mes "Time Value: ("+$malaya_pintados_00+"/344)";
+ mes "Lesser Agimat Value: ("+$malaya_pintados_01+"/1,000)";
+ mes "Cross Value: ("+$malaya_pintados_02+"/1,000)";
+ mes "Dyestuffs Value: ("+$malaya_pintados_03+"/300)";
+ mes "This is the current value. Do you want to adjust it?";
+ next;
+ }
+ case 3:
+ initnpctimer;
+ break;
+ case 4:
+ stopnpctimer;
+ break;
+ }
+ end;
+
+// Moved to individual NPCs for smoother processing.
+//OnInit:
+// if ($malaya_pintados_00 > 0)
+// donpcevent "Pintados Manager#pin::OnEnableNPC";
+// end;
+
+OnTimer1800000:
+ set $malaya_pintados_00, $malaya_pintados_00;
+ if ($malaya_pintados_00 > 0 && $malaya_pintados_00 < 344) {
+ set $malaya_pintados_00,$malaya_pintados_00+1;
+ stopnpctimer;
+ initnpctimer;
+ } else {
+ set $malaya_pintados_00,0;
+ donpcevent "Pintados Manager#pin::OnDisable";
+ }
+ end;
+OnEnable:
+ initnpctimer;
+ donpcevent "Pintados Manager#pin::OnEnableNPC";
+ announce "The 'Pintados Festival' will be held for a week in Baryo Mahiwaga.",bc_all,"0xFB9D04",FW_NORMAL,12;
+ end;
+OnDisable:
+ stopnpctimer;
+ set $malaya_pintados_00,0;
+ set $malaya_pintados_01,0;
+ set $malaya_pintados_02,0;
+ set $malaya_pintados_03,0;
+ donpcevent "Pintados Manager#pin::OnDisableNPC";
+ announce "The 'Pintados Festival' ended with great success.",bc_all,"0xFB9D04",FW_NORMAL,12;
+ end;
+OnEnableNPC:
+ set .@str$, "::OnEnable";
+OnDisableNPC:
+ if (.@str$ == "")
+ set .@str$, "::OnDisable";
+ donpcevent "Tourist#pin01"+.@str$;
+ donpcevent "Tourist#pin02"+.@str$;
+ donpcevent "Tourist#pin03"+.@str$;
+ donpcevent "Young Tattooist#pin04"+.@str$;
+ donpcevent "Tourist#pin05"+.@str$;
+ donpcevent "Drumming Young Man#pin06"+.@str$;
+ donpcevent "Drumming Young Man#pin07"+.@str$;
+ donpcevent "Drumming Young Man#pin08"+.@str$;
+ donpcevent "Beat Catching Boy#pin09"+.@str$;
+ donpcevent "Beat Catching Boy#pin10"+.@str$;
+ donpcevent "Beat Catching Boy#pin11"+.@str$;
+ end;
+}
+
+ma_fild01,179,260,2 script Festival Helper Boy#pin 577,{
+ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
+ mes "Cannot proceed because you have too many items in your possession.";
+ close;
+ }
+ if ($malaya_pintados_00 == 0) {
+ if ($malaya_pintados_01 > 999 && $malaya_pintados_02 > 999 && $malaya_pintados_03 > 299) {
+ set $malaya_pintados_00,1;
+ donpcevent "Pintados Manager#pin::OnEnable";
+ emotion e_lv;
+ mes "[Isco]";
+ mes "Many adventurers helped find festival items that I returned to the village.";
+ next;
+ emotion e_ho;
+ mes "[Isco]";
+ mes "He he... Now we can hold the '^7A96E0Pintados Festival^000000'.";
+ close;
+ }
+ // fall through
+ } else {
+ mes "[Isco]";
+ mes "He he... The fun '^7A96E0Pintados Festival^000000' is in full swing.";
+ next;
+ if ($malaya_pintados_00 > 0 && $malaya_pintados_00 < 50) {
+ emotion e_ho;
+ mes "[Isco]";
+ mes "Today's the first day of the '^7A96E0Pintados Festival^000000'. The festival is held for 7 days, so have fun.";
+ close;
+ } else if ($malaya_pintados_00 > 49 && $malaya_pintados_00 < 99) {
+ mes "[Isco]";
+ mes "Oh! Did you know?";
+ mes "Village tattooists draw tattoos only during the '^7A96E0Pintados Festival^000000'.";
+ close;
+ } else if ($malaya_pintados_00 > 98 && $malaya_pintados_00 < 148) {
+ mes "[Isco]";
+ mes "Today's the third day of the '^7A96E0Pintados Festival^000000'.";
+ next;
+ mes "[Isco]";
+ mes "Villagers say that an adventurer named "+$malaya_pintados_04$+" got a tattoo at the festival.";
+ close;
+ } else if ($malaya_pintados_00 > 147 && $malaya_pintados_00 < 197) {
+ mes "[Isco]";
+ mes "Villagers say that an adventurer named "+$malaya_pintados_04$+" got a tattoo at the festival.";
+ next;
+ mes "[Isco]";
+ mes "The Tattooist is scary and doesn't draw tattoos for just anyone so the adventurer must be special.";
+ close;
+ } else if ($malaya_pintados_00 > 196 && $malaya_pintados_00 < 246) {
+ mes "[Isco]";
+ mes "An adventurer named "+$malaya_pintados_04$+" is famous in the village.";
+ next;
+ mes "[Isco]";
+ mes "Have you every seen ^FF8440Bakonawa^000000, the monster known to swallow the moon? They say he is really ferocious.";
+ close;
+ } else if ($malaya_pintados_00 > 245 && $malaya_pintados_00 < 295) {
+ emotion e_sob;
+ mes "[Isco]";
+ mes "I'm so sad. Many adventurers helped to hold the '^7A96E0Pintados Festival^000000' and now only one day is left.";
+ close;
+ } else {
+ emotion e_sob;
+ mes "[Isco]";
+ mes "Oh gosh! It's already the last day of the '^7A96E0Pintados Festival^000000'. Can't believe there won't be more festivities.";
+ close;
+ }
+ }
+ emotion e_spin;
+ mes "[Isco]";
+ mes "Oh no. What will we do with the festival coming to an end.";
+ next;
+ switch(select("What is it?:How many did you collect?:Brought back a lost belonging.")) {
+ case 1:
+ mes "[Isco]";
+ mes "There is a traditional festival held since ancient times";
+ mes "in Baryo Mahiwaga called the '^7A96E0Pintados Festival^000000'.";
+ next;
+ emotion e_otl;
+ mes "[Isco]";
+ mes "I don't think I'll make it to the festival this time.";
+ next;
+ select("Why?");
+ mes "[Isco]";
+ mes "I was going back to the village delivering 1000 Lesser Agimats, 1000 Silver Crosses, and 300 Dyestuffs as an errand from Port Malaya.";
+ next;
+ mes "[Isco]";
+ mes "But '^FF8440Bongisungisu^000000' appeared out of nowhere and took the items away from me.";
+ next;
+ select("Are you hurt?");
+ emotion e_sigh;
+ mes "[Isco]";
+ mes "Fortunately not.";
+ next;
+ mes "[Isco]";
+ mes "But I'm in deep trouble. The '^7A96E0Pintados Festival^000000' can't be held without those items. What should I do.";
+ close;
+ case 2:
+ mes "[Isco]";
+ mes "Many adventurers are helping out but only collected...";
+ next;
+ mes "[Isco]";
+ mes "Lesser Agimat "+$malaya_pintados_01+", Silver Cross "+$malaya_pintados_02+", Dyestuff "+$malaya_pintados_03+" so far.";
+ next;
+ emotion e_sigh;
+ mes "[Isco]";
+ mes "Sigh... We are still short of materials to start the '^7A96E0Pintados Festival^000000'.";
+ close;
+ case 3:
+ set .@str$, (Sex)?"Bro":"Sis";
+ break;
+ }
+ emotion e_lv;
+ mes "[Isco]";
+ mes "Oh~ Really? Wow!";
+ mes "Thanks! "+strcharinfo(0)+" "+.@str$+"!!";
+ mes "He he. What did you bring?";
+ next;
+ set .@i, select(
+ "Lesser Agimat (^FF0000"+(($malaya_pintados_01 > 999)?"Collection complete":(1000 - $malaya_pintados_01)+" short")+"^000000):"+
+ "Silver Cross (^FF0000"+(($malaya_pintados_02 > 999)?"Collection complete":(1000 - $malaya_pintados_02)+" short")+"^000000):"+
+ "Dyestuff (^FF0000"+(($malaya_pintados_03 > 299)?"Collection complete":(300 - $malaya_pintados_03)+" short")+"^000000)"
+ );
+ switch(.@i) {
+ case 1:
+ set .@item,6497; //Lesser_Agimat
+ set .@name$,"Lesser Agimats";
+ set .@total,1000;
+ break;
+ case 2:
+ set .@item,6502; //Silver_Cross
+ set .@name$,"Silver Crosses";
+ set .@total,1000;
+ break;
+ case 3:
+ setarray .@items[0],975,976,978,979,980,981,982,983;
+ set .@name$,"Dyestuffs";
+ set .@total,300;
+ break;
+ }
+ mes "[Isco]";
+ mes "Wow! "+.@str$+" You've brought "+.@name$+"!";
+ next;
+ mes "[Isco]";
+ mes "Wait. One... two...";
+ if (getd("$malaya_pintados_0"+.@i) >= .@total) {
+ mes "Eh... oh? I already have all the "+.@name$+" I need. "+.@str$+"! But thank you for helping.";
+ close;
+ }
+ if (.@i < 3) {
+ mes "I am "+(.@total - getd("$malaya_pintados_0"+.@i))+" short of "+.@name$+". How many did you bring?";
+ next;
+ switch(select("One?!:Enter quantity.")) {
+ case 1:
+ set .@amount,1;
+ mes "[Isco]";
+ mes "He he... You've brought back one.";
+ next;
+ break;
+ case 2:
+ mes "[Isco]";
+ mes "He he... I'm slow with numbers. I get lost when it's over 50. How many will you give me?";
+ next;
+ input .@amount;
+ if (.@amount < 1 || .@amount > 50) {
+ mes "[Isco]";
+ mes "Sigh~ I'm lost! I can't count if the numbers are weird.";
+ close;
+ }
+ break;
+ }
+ if (countitem(.@item) < .@amount) {
+ mes "[Isco]";
+ mes "Sigh~ "+.@str$+"! Where is the "+getitemname(.@item)+"?";
+ close;
+ }
+ } else {
+ mes "I am "+(.@total - getd("$malaya_pintados_0"+.@i))+" short of Dyestuffs. What kind of Dyestuff did you bring?";
+ next;
+ for(set .@j,0; .@j<getarraysize(.@items); set .@j,.@j+1)
+ set .@menu$, .@menu$+getitemname(.@items[.@j])+" (^FF0000"+countitem(.@items[.@j])+"^000000):";
+ set .@item, .@items[select(.@menu$)-1];
+ if (countitem(.@item) == 0) {
+ mes "[Isco]";
+ mes "Sigh~ You don't have any "+getitemname(.@item)+".";
+ close;
+ }
+ mes "[Isco]";
+ mes .@str$+"! How many Scarlet Dyestuffs can you give me from the "+countitem(.@item)+" you have?";
+ next;
+ switch(select("Enter Quantity:All")) {
+ case 1:
+ mes "[Isco]";
+ mes "He he... I'm slow with numbers. I get lost when it's over 50. How many will you give me?";
+ next;
+ input .@amount;
+ if (.@amount < 1 || .@amount > 50) {
+ mes "[Isco]";
+ mes "Sigh~ I told you I'm not good with numbers.";
+ close;
+ }
+ break;
+ case 2:
+ set .@amount, countitem(.@item);
+ break;
+ }
+ if (countitem(.@item) < .@amount) {
+ mes "[Isco]";
+ mes "Sigh... I'm short of "+getitemname(.@item)+".";
+ close;
+ }
+ }
+ delitem .@item,.@amount;
+ setd "$malaya_pintados_0"+.@i, getd("$malaya_pintados_0"+.@i)+.@amount;
+ set .@amount_left, .@total - getd("$malaya_pintados_0"+.@i);
+ mes "[Isco]";
+ mes "He he... Thanks. "+.@str$+"!";
+ if (.@amount_left <= 0)
+ mes "Whoa! We've collected all the "+.@name$+" we need. Happy~!";
+ else
+ mes "I only need "+.@amount_left+" more "+.@name$+".";
+ close;
+}
+
+ma_fild01,172,223,6 script Tattooist#pin 574,{
+ if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
+ mes "Cannot proceed because you have too many items in your possession.";
+ close;
+ }
+ emotion e_what;
+ mes "[Tattooist]";
+ mes "Why do you want a Tattoo?";
+ next;
+ switch(select("What is a Tattoo?:I'm curious about the effect of Tattoos.:I need a Tattoo.")) {
+ case 1:
+ mes "[Tattooist]";
+ mes "A Tattoo of a powerful monster is said to increase the ability of the holder.";
+ next;
+ select("Awesome. How can I get one?");
+ mes "[Tattooist]";
+ mes "Drawing a Tattoo is a very holy task.";
+ next;
+ mes "[Tattooist]";
+ mes "10 Ancient Grudges to protect me while I draw Tattoos.";
+ next;
+ mes "[Tattooist]";
+ mes "1 Doll that looks like a powerful monster.";
+ next;
+ mes "[Tattooist]";
+ mes "And last but not least, 1 Spirit Piece to imbue the energy of a powerful monster into the Tattoo.";
+ next;
+ select("What kind of Tattoo will you draw?");
+ mes "[Tattooist]";
+ mes "I can draw 3 kinds of Tattoos.";
+ next;
+ mes "[Tattooist]";
+ mes "Bangungot Agimat Tattoo for a powerful monster that comes from an old gigantic tree in Port Malaya.";
+ next;
+ mes "[Tattooist]";
+ mes "Bakonawa Agimat Tattoo for a huge monster that can swallow the moon.";
+ next;
+ mes "[Tattooist]";
+ mes "Buwaya Agimat Tattoo for a giant alligator that kidnaps people.";
+ next;
+ select("Where can I get the Spirit Pieces and Doll?");
+ mes "[Tattooist]";
+ mes "You can get these powerful items from Buwaya, Bangungot, and Bakonawa themselves but it won't be an easy task.";
+ next;
+ mes "[Tattooist]";
+ mes "This holy task isn't done every day. Tattoos are drawn only during the '^7A96E0Pintados Festival^000000'.";
+ close;
+ case 2:
+ mes "[Tattooist]";
+ mes "Which Tattoo's effect are you curious about?";
+ next;
+ while(1) {
+ switch (select("Bangungot Agimat Tattoo:Buwaya Agimat Tattoo:Bakonawa Agimat Tattoo:I have no questions.")) {
+ case 1:
+ mes "[Tattooist]";
+ mes "Need 10 Ancient Grudges, 1 Piece of Bangungot's Spirit, and 1 Bangungot Doll to create";
+ next;
+ mes "[Tattooist]";
+ mes "The Bangungot Agimat Tattoo holds the energy of an old gigantic tree in Port Malaya.";
+ next;
+ mes "[Tattooist]";
+ mes "Increases the effect of healing others by 4% and healing from others by 7%.";
+ next;
+ break;
+ case 2:
+ mes "[Tattooist]";
+ mes "Need 10 Ancient Grudges, 1 Piece of Buwaya's Spirit, and 1 Buwaya Doll to create";
+ next;
+ mes "[Tattooist]";
+ mes "The Buwaya Agimat Tattoo contains the energy from a giant alligator.";
+ next;
+ mes "[Tattooist]";
+ mes "Increases MATK by +7% and decreases Fixed Casting by 7%.";
+ next;
+ break;
+ case 3:
+ mes "[Tattooist]";
+ mes "Need 10 Ancient Grudges, 1 Piece of Bakonawa's Spirit, and 1 Bakonawa Doll to create";
+ next;
+ mes "[Tattooist]";
+ mes "The Bakonawa Agimat Tattoo holds the energy from a gigantic monster that can swallow the moon.";
+ next;
+ mes "[Tattooist]";
+ mes "Increases ATK by +7% and ASPD by 10%.";
+ next;
+ break;
+ case 4:
+ mes "[Tattooist]";
+ mes "Looks like you've got all the answers. Hope you enjoy your journey.";
+ close;
+ }
+ mes "[Tattooist]";
+ mes "Do you have any questions about other Tattoo effects?";
+ next;
+ }
+ case 3:
+ break;
+ }
+ if ($malaya_pintados_00 == 0) {
+ mes "[Tattooist]";
+ mes "The holy task of drawing Tattoos is only done during the '^7A96E0Pintados Festival^000000'. Sorry but looks like the festival is not on.";
+ close;
+ }
+ mes "[Tattooist]";
+ mes "You've come right on time during the '^7A96E0Pintados Festival^000000'.";
+ next;
+ mes "[Tattooist]";
+ mes "There is no time like during the holy '^7A96E0Pintados Festival^000000' to draw Tattoos.";
+ next;
+ mes "[Tattooist]";
+ mes "The festival doesn't last long so I should start drawing. What Tattoo do you need?";
+ next;
+ switch(select("I will think it over.:Bangungot Agimat Tattoo:Buwaya Agimat Tattoo:Bakonawa Agimat Tattoo")) {
+ case 1:
+ mes "[Tattooist]";
+ mes "Hope you enjoy the '^7A96E0Pintados Festival^000000'.";
+ close;
+ case 2:
+ set .@tattoo,2911; //Bangungot_Tattoo
+ set .@doll,6517; //Bangungot_Doll
+ set .@spirit,6524; //Bangungot_Spirit_Piece
+ set .@name$,"Bangungot";
+ break;
+ case 3:
+ set .@tattoo,2907; //Buwaya_Tattoo
+ set .@doll,6518; //Buwaya_Doll
+ set .@spirit,6525; //Buwaya_Spirit_Piece
+ set .@name$,"Buwaya";
+ break;
+ case 4:
+ set .@tattoo,2910; //Bakonawa_Tattoo
+ set .@doll,6516; //Bakonawa_Doll
+ set .@spirit,6523; //Bakonawa_Spirit_Piece
+ set .@name$,"Bakonawa";
+ break;
+ }
+ if (countitem(6499) < 10 || countitem(.@spirit) == 0 || countitem(.@doll) == 0) {
+ mes "[Tattooist]";
+ mes "I think you are short on materials.";
+ mes "Need 10 Ancient Grudges, 1 Piece of "+.@name$+"'s Spirit, and 1 "+.@name$+" Doll to create a ^EE1D11"+.@name$+" Agimat Tattoo^000000.";
+ close;
+ }
+ emotion e_flash;
+ mes "[Tattooist]";
+ mes "The materials are full with holy energy. I'm sure we'll get a great Tattoo using these.";
+ next;
+ mes "[Tattooist]";
+ mes "Please don't interrupt while I'm working on drawing a holy Tattoo if you want it to come out right.";
+ next;
+ mes "The Tattooist placed the Ancient Grudges around the workplace.";
+ next;
+ specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#01";
+ specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#02";
+ specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#03";
+ specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#04";
+ specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#05";
+ mes "The Ancient Grudge lit up and tools starts to glow. He smiled satisfyingly at the glowing tools and materials.";
+ next;
+ mes "And then "+.@name$+" stared intensely at the doll as if to remember every detail of it in his head.";
+ next;
+ if(select("Aren't you going to start?:... ... ..") == 1) {
+ emotion e_an;
+ delitem 6499,5; //Ancient_Grudge
+ mes "[Tattooist]";
+ mes "Oh no, now you ruined it.";
+ mes "I cannot draw a Tattoo for someone like you who doesn't understand art. You can take back the remaining materials.";
+ next;
+ mes "Received back 5 Ancient Grudges, "+.@name$+" Doll, and Piece of "+.@name$+"'s Spirit.";
+ close;
+ }
+ emotion e_bzz;
+ mes "Think he will melt the doll with his eyes?";
+ next;
+ specialeffect EF_SONICBLOWHIT;
+ mes "He closed and opened his eyes slowly as if to memorize the doll in his head and then held up a glowing tool to start drawing.";
+ next;
+ mes "The "+.@name$+" Tattoo was completed almost instantly.";
+ next;
+ emotion e_an;
+ mes "But he kept on looking at each corner of the drawing as if he didn't like some of its details.";
+ next;
+ if(select("Looks good to me.:... ... ..") == 1) {
+ emotion e_an;
+ emotion e_ag;
+ delitem 6499,5; //Ancient_Grudge
+ mes "[Tattooist]";
+ mes "Ergh! I told you not to interrupt!";
+ next;
+ mes "The Tattooist ripped up the drawing irritably.";
+ next;
+ mes "[Tattooist]";
+ mes "I can't continue like this. Maybe another time. You can take back the remaining materials.";
+ next;
+ mes "Received back 5 Ancient Grudges, "+.@name$+" Doll, and Piece of "+.@name$+"'s Spirit.";
+ close;
+ }
+ mes "He looked at the drawing intensely for a long time and then nodded with a satisfied smile.";
+ next;
+ mes "Looks like he is satisfied with the "+.@name$+" drawing.";
+ next;
+ emotion e_dum;
+ mes "But now he is staring at the sky without doing anything else. What is he waiting for?";
+ next;
+ if(select("When will it be done?:... ... ..") == 1) {
+ emotion e_an;
+ emotion e_ag;
+ delitem 6499,5; //Ancient_Grudge
+ mes "[Tattooist]";
+ mes "Ergh! I told you not to interrupt!";
+ next;
+ mes "The Tattooist ripped up the drawing irritably.";
+ next;
+ mes "[Tattooist]";
+ mes "I can't continue like this. Maybe another time. You can take back the remaining materials.";
+ next;
+ mes "Received back 5 Ancient Grudges, "+.@name$+" Doll, and Piece of "+.@name$+"'s Spirit.";
+ close;
+ }
+ emotion e_dots;
+ mes "[Tattooist]";
+ mes ".";
+ next;
+ mes "[Tattooist]";
+ mes ". .";
+ next;
+ mes "[Tattooist]";
+ mes ". . .";
+ next;
+ emotion e_dots;
+ mes "[Tattooist]";
+ mes ". . . .";
+ next;
+ mes "[Tattooist]";
+ mes ". . . . .";
+ next;
+ mes "[Tattooist]";
+ mes ". . . . . .";
+ next;
+ mes "[Tattooist]";
+ mes ". . . . . . .";
+ next;
+ emotion e_flash;
+ mes "The Tattooist's eyes started to shine after staring at the sky for awhile, then he broke the Piece of "+.@name$+"'s Spirit with both his hands.";
+ next;
+ specialeffect EF_DETOXICATION;
+ mes "The Piece of "+.@name$+"'s Spirit is shattered into powder. The Tattooist's hands are glowing.";
+ next;
+ if(select("Why did you break the pieces...:... ... ..") == 1) {
+ delitem 6499,5; //Ancient_Grudge
+ delitem .@spirit,1;
+ emotion e_an;
+ emotion e_ag;
+ mes "[Tattooist]";
+ mes "Ergh! I told you not to interrupt!";
+ next;
+ mes "The glowing light from his hands faded away. He starred at his hands for a while and then ripped up the drawing irritably.";
+ next;
+ mes "[Tattooist]";
+ mes "I was this close to completing a wonderful piece but you ruined it. Not in a good mood. You can take the remaining materials.";
+ next;
+ mes "Received back 5 Ancient Grudges and the doll.";
+ close;
+ }
+ mes "He held up the powder in both hands and then blew it onto the drawing.";
+ next;
+ specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#01";
+ specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#02";
+ specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#03";
+ specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#04";
+ specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#05";
+ mes "All Ancient Grudges started to burn and then the glowing light from the "+.@name$+" drawing faded away.";
+ next;
+ specialeffect EF_LIGHTSPHERE;
+ mes "Blinking light on top of the drawing.";
+ next;
+ mes "Light faded away and the "+.@name$+" drawing is no longer the simple one it was before.";
+ next;
+ mes "The "+.@name$+" drawing looks as if it is... alive.";
+ next;
+ mes "The Tattooist is finally satisfied and is all smiles.";
+ next;
+ emotion e_heh;
+ mes "[Tattooist]";
+ mes "Ha ha. It came out great.";
+ next;
+ delitem 6499,10; //Ancient_Grudge
+ delitem .@spirit,1;
+ delitem .@doll,1;
+ getitem .@tattoo,1;
+ set $malaya_pintados_04$, strcharinfo(0);
+ mes "[Tattooist]";
+ mes "I'm sorry you had to wait for a long time. But it was worth it cause I haven't created a Tattoo of this quality in a long time.";
+ next;
+ mes "[Tattooist]";
+ mes "The ^EE1D11"+.@name$+" Agimat Tattoo^000000 you've waited for is now completed.";
+ next;
+ mes "[Tattooist]";
+ mes "Hope you enjoy the '^7A96E0Pintados Festival^000000'.";
+ close;
+}
+
+ma_fild01,171,224,0 script Ancient Grudge#01 139,{ end; }
+ma_fild01,173,224,0 duplicate(Ancient Grudge#01) Ancient Grudge#02 139
+ma_fild01,173,223,0 duplicate(Ancient Grudge#01) Ancient Grudge#03 139
+ma_fild01,172,222,0 duplicate(Ancient Grudge#01) Ancient Grudge#04 139
+ma_fild01,171,223,0 duplicate(Ancient Grudge#01) Ancient Grudge#05 139
+
+ma_fild01,192,200,8 script Tourist#pin01 58,{
+ mes "[Tourist]";
+ mes "I came from afar and dropped everything to come and enjoy the 'Pintados Festival'.";
+ next;
+ mes "[Tourist]";
+ mes "I don't regret visiting but...";
+ next;
+ mes "[Tourist]";
+ mes "I don't like the Tattoo I got after all I've gone through to get it.";
+ next;
+ mes "[Tourist]";
+ mes "I've looked at it in the light but I think the Tattooist made a mistake.";
+ next;
+ mes "[Tourist]";
+ mes "This ruined my whole visit.";
+ next;
+ mes "[Tourist]";
+ mes "Tsk!";
+ close;
+OnInit:
+ if (!$malaya_pintados_00)
+ disablenpc "Tourist#pin01";
+ end;
+OnEnable:
+ enablenpc "Tourist#pin01";
+ end;
+OnDisable:
+ disablenpc "Tourist#pin01";
+ end;
+}
+
+ma_fild01,211,200,6 script Tourist#pin02 775,{
+ mes "[Tourist]";
+ mes "I heard of the 'Pintados Festival' and came all the way from Gonryun.";
+ next;
+ mes "[Tourist]";
+ mes "Just in case you might think otherwise, this is a mask on my face and not a tattoo.";
+ close;
+OnInit:
+ if (!$malaya_pintados_00)
+ disablenpc "Tourist#pin02";
+ end;
+OnEnable:
+ enablenpc "Tourist#pin02";
+ end;
+OnDisable:
+ disablenpc "Tourist#pin02";
+ end;
+}
+
+ma_fild01,251,205,2 script Tourist#pin03 824,{
+ mes "[Tourist]";
+ mes "Hey, hear me. This isn't the Tattoo I wanted.";
+ next;
+ mes "[Tourist]";
+ mes "I asked for a Bakonawa Tattoo but the more I look at it, this is Bangungot.";
+ next;
+ mes "[Tattooist]";
+ mes "No... you said that you wanted that one. Don't be so difficult.";
+ next;
+ mes "[Tourist]";
+ mes "Don't you know that customer is king? Huh? Do you want a bad reputation?";
+ next;
+ mes "[Tattooist]";
+ mes "Ugh... Can't believe this.";
+ close;
+OnInit:
+ if (!$malaya_pintados_00)
+ disablenpc "Tourist#pin03";
+ end;
+OnEnable:
+ enablenpc "Tourist#pin03";
+ end;
+OnDisable:
+ disablenpc "Tourist#pin03";
+ end;
+}
+
+ma_fild01,249,206,6 script Young Tattooist#pin04 582,{
+ mes "[Tattooist]";
+ mes "Ah... I can't work with customers like this.";
+ next;
+ mes "[Tattooist]";
+ mes "How many times do I have to tell you, you said you wanted a Bangungot.";
+ next;
+ mes "[Tattooist]";
+ mes "Ouch, my throat... Shouting will get me nowhere.";
+ close;
+OnInit:
+ if (!$malaya_pintados_00)
+ disablenpc "Young Tattooist#pin04";
+ end;
+OnEnable:
+ enablenpc "Young Tattooist#pin04";
+ end;
+OnDisable:
+ disablenpc "Young Tattooist#pin04";
+ end;
+}
+
+ma_fild01,162,235,6 script Tourist#pin05 815,{
+ mes "[Tourist]";
+ mes "They say the Pintados Festival will only be held for one week.";
+ next;
+ mes "[Tourist]";
+ mes "I came from Louyang without knowing about the festival. Must be my lucky day.";
+ close;
+OnInit:
+ if (!$malaya_pintados_00)
+ disablenpc "Tourist#pin05";
+ end;
+OnEnable:
+ enablenpc "Tourist#pin05";
+ end;
+OnDisable:
+ disablenpc "Tourist#pin05";
+ end;
+}
+
+ma_fild01,164,234,6 script Drumming Young Man#pin06 578,{
+ mes "ba-dum-DUM- ba-dum-DUM";
+ next;
+ mes "[Drumming Young Man]";
+ mes "The Pintados Festival wouldn't be a festival without a drummer.";
+ next;
+ mes "[Drumming Young Man]";
+ mes "Why don't you join?";
+ close;
+OnInit:
+ if (!$malaya_pintados_00)
+ disablenpc "Drumming Young Man#pin06";
+ end;
+OnEnable:
+ enablenpc "Drumming Young Man#pin06";
+ end;
+OnDisable:
+ disablenpc "Drumming Young Man#pin06";
+ end;
+}
+
+ma_fild01,170,231,4 script Drumming Young Man#pin07 578,{
+ mes "ba-dum-DUM- ba-dum-DUM";
+ next;
+ mes "[Drumming Young Man]";
+ mes "The Pintados from Pintados Festival means painted in our language.";
+ next;
+ mes "[Drumming Young Man]";
+ mes "So that is probably why we have people drawing special Tattoos during the festival.";
+ close;
+OnInit:
+ if (!$malaya_pintados_00)
+ disablenpc "Drumming Young Man#pin07";
+ end;
+OnEnable:
+ enablenpc "Drumming Young Man#pin07";
+ end;
+OnDisable:
+ disablenpc "Drumming Young Man#pin07";
+ end;
+}
+
+ma_fild01,164,228,6 script Drumming Young Man#pin08 578,{
+ mes "ba-dum-DUM- ba-dum-DUM";
+ next;
+ mes "[Drumming Young Man]";
+ mes "I don't remember it accurately, but they say the Pintados Festival was to celebrate a rich harvest.";
+ close;
+OnInit:
+ if (!$malaya_pintados_00)
+ disablenpc "Drumming Young Man#pin08";
+ end;
+OnEnable:
+ enablenpc "Drumming Young Man#pin08";
+ end;
+OnDisable:
+ disablenpc "Drumming Young Man#pin08";
+ end;
+}
+
+ma_fild01,170,234,4 script Beat Catching Boy#pin09 577,{
+ mes "ba-dum-TSH- ba-dum-TSH-";
+ next;
+ mes "[Beat Catching Boy]";
+ mes "I always get energetic when I hear drums and sticks in a rhythmic beat.";
+ next;
+ mes "[Beat Catching Boy]";
+ mes "ba-dum-TSH- ba-dum-TSH- So much fun!";
+ close;
+OnInit:
+ if (!$malaya_pintados_00)
+ disablenpc "Beat Catching Boy#pin09";
+ end;
+OnEnable:
+ enablenpc "Beat Catching Boy#pin09";
+ end;
+OnDisable:
+ disablenpc "Beat Catching Boy#pin09";
+ end;
+}
+
+ma_fild01,164,231,6 script Beat Catching Boy#pin10 577,{
+ mes "ba-dum-TSH- ba-dum-TSH-";
+ next;
+ mes "[Beat Catching Boy]";
+ mes "I may be using sticks to catch the beat right now but you never know if I'll grow big enough to play the drums, right?";
+ close;
+OnInit:
+ if (!$malaya_pintados_00)
+ disablenpc strnpcinfo(0);
+ end;
+OnEnable:
+ enablenpc strnpcinfo(0);
+ end;
+OnDisable:
+ disablenpc strnpcinfo(0);
+ end;
+}
+ma_fild01,170,228,4 duplicate(Beat Catching Boy#pin10) Beat Catching Boy#pin11 577
diff --git a/npc/re/quests/quests_mora.txt b/npc/re/quests/quests_mora.txt
index 3e58961d2..9e6660c01 100644
--- a/npc/re/quests/quests_mora.txt
+++ b/npc/re/quests/quests_mora.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Mora Quest NPCs
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
+//= 1.1
//===== Description: =========================================
//= [Official Conversion]
//= Quest NPCs related to Mora:
@@ -15,9 +13,10 @@
//===== Additional Comments: =================================
//= 0.1 NPCs are currently placeholders. [Euphy]
//= 1.0 Implemented all official quests. [Euphy]
+//= 1.1 Added GM management function and NPCs. [Euphy]
//============================================================
-// Theore's Request :: bs
+// Theore's Request :: ep14_1_bs
//============================================================
mid_camp,148,222,4 script Theore#ep14_1_bs 982,3,3,{
if (BaseLevel < 100) {
@@ -509,12 +508,11 @@ spl_fild02,183,1,0 duplicate(#mora_bush_timer) Bush4Timer 440
spl_fild02,184,1,0 duplicate(#mora_bush_timer) Bush5Timer 440
spl_fild02,186,1,0 duplicate(#mora_bush_timer) Bush6Timer 440
-/*
spl_fild02,187,1,0 script Field Bush Switch 440,{
+ callfunc "F_GM_NPC";
donpcevent "Bush#ep14_1_bs1::OnEnable";
end;
}
-*/
splendide,183,117,4 script Tired-looking Fairy 438,{
if (!isequipped(2782)) {
@@ -1444,7 +1442,23 @@ splendide,121,260,4 script Daphrer#ep14_1_bs 435,{
close;
}
-// Chesire's New Day :: cheshir2
+sec_in02,35,175,0 script Theore Set Guid 436,{
+ callfunc "F_GM_NPC";
+ switch(select("Set0:Set33:Set2_0")) {
+ case 1:
+ set ep14_1_bs,0;
+ end;
+ case 2:
+ set ep4_1_bs,3;
+ setquest 11183;
+ end;
+ case 3:
+ set ep14_1_bs2,0;
+ end;
+ }
+}
+
+// Chesire's New Day :: ep14_1_cheshir2
//============================================================
dic_in01,262,191,0 script #ep14_1_xq02 139,0,3,{
end;
@@ -1936,7 +1950,7 @@ OnTimer600000:
end;
}
-// Helping Lope and Euridi :: rofe
+// Helping Lope and Euridi :: ep14_1_rofe
//============================================================
mora,117,66,3 script Euridi#pa 521,{
if (BaseLevel < 100) {
@@ -2064,7 +2078,11 @@ mora,117,66,3 script Euridi#pa 521,{
mes "Euridi is standing staring blankly like someone who wasn't all there.";
mes "Let's go show the letter to Pitt.";
changequest 1112,1113;
- delitem 6383,30; //Clue_Of_Lope
+
+ //delitem 6383,30; //Clue_Of_Lope
+ set .@count, countitem(6383);
+ if (.@count) delitem 6383,((.@count > 30)?30:.@count); //Clue_Of_Lope
+
set ep14_1_rope,5;
close;
} else if (ep14_1_rope == 5) {
@@ -2107,7 +2125,10 @@ mora,117,66,3 script Euridi#pa 521,{
mes "She starts to sing in a strained voice, still crying.";
changequest 1116,1117;
set ep14_1_rope,10;
- delitem 6384,1; //Ring_Of_Lope
+
+ //delitem 6384,1; //Ring_Of_Lope
+ if (countitem(6384)) delitem 6384,1; //Ring_Of_Lope
+
close;
}
} else if (ep14_1_rope > 9) {
@@ -2483,7 +2504,7 @@ OnTouch:
}
}
-// Find the Research Tools :: muk
+// Find the Research Tools :: ep14_1_muk
//============================================================
mora,31,138,6 script Raffle Researcher#ep14 522,{
if (checkweight(1201,1) == 0 || MaxWeight - Weight < 500) {
@@ -4333,7 +4354,7 @@ bif_fild02,65,109,0 duplicate(#mora_puddle) Puddle#ep14_muk02 844
bif_fild02,223,71,0 duplicate(#mora_puddle) Puddle#ep14_muk03 844
bif_fild02,113,340,0 duplicate(#mora_puddle) Puddle#ep14_muk04 844
-// Mora Daily Quests :: dealer
+// Mora Daily Quests :: ep14_1_dealer
//============================================================
mora,133,80,6 script Elephantine#pa0829 509,{
if (checkweight(1201,1) == 0) {
@@ -5055,6 +5076,26 @@ mora,104,172,7 script Victim#pa0829 520,{
close;
}
+sec_in02,29,34,5 script Initializing Mora Sanjo 453,{
+ callfunc "F_GM_NPC";
+ mes "Enter your password";
+ if (callfunc("F_GM_NPC","1854",1) == 0) {
+ mes "Hehe";
+ close;
+ } else {
+ mes "[Initialization]";
+ mes "14.1 Initializing all quest window include related daily quest and map and so on";
+ freeloop(1);
+ for(set .@i,12225; .@i<=12353; set .@i,.@i+1) {
+ if (checkquest(.@i) > -1)
+ erasequest .@i;
+ }
+ freeloop(0);
+ set ep14_1_mistwoods,10;
+ close;
+ }
+}
+
// Mora Daily Quests - Souls :: md_cadaver_in
//============================================================
// callfunc "mora_remains",<quest ID>,<NPC name>,<Mora Coin amount>,<reward ID>,<max reward amount>;
@@ -5093,7 +5134,7 @@ function script mora_remains {
1@mist,170,54,0 script Tsaihokin's Remains#33 844,{ callfunc "mora_remains",12251,"Tsaihokin",2,929,5; } //Immortal_Heart
1@mist,118,43,0 script Tuar's Remains#33 844,{ callfunc "mora_remains",12252,"Tuar",3,6380,20; } //Mora_Coin
-// Knights of the Neighborhood :: mora_knight
+// Knights of the Neighborhood :: ep14_1_mora_knight
//============================================================
mora,118,166,6 script Knights Chief#mo 525,{
mes "[Order of the Knights Chief]";
diff --git a/npc/re/quests/quests_morocc.txt b/npc/re/quests/quests_morocc.txt
index 95d2ef5e4..b1eb02a35 100644
--- a/npc/re/quests/quests_morocc.txt
+++ b/npc/re/quests/quests_morocc.txt
@@ -1,19 +1,52 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Morroc Quest NPCs
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
-//= 1.0a
-//===== Compatible With: =====================================
-//= rAthena SVN
+//= 1.1
//===== Description: =========================================
//= [Official Conversion]
//= Quest NPCs related to Morroc.
//===== Additional Comments: =================================
//= 1.0 First Version.
//= 1.0a Gathered remaining dialogues. [Euphy]
+//= 1.1 Added new warpers for Satan Morroc maps. [Euphy]
//============================================================
+// Resurrection of Satan Morroc
+// ============================================================
+- script Continental Guard#man -1,{
+ mes "[Continental Guard]";
+ mes "We've received orders from Headquarters to block access to this area since an unusual space-time phenomenon has been detected.";
+ next;
+ mes "[Continental Guard]";
+ mes "If you really want to go to the next area, you'll be responsible for your own safety.";
+ next;
+ switch(select("Nevermind.:Enter the Field.")) {
+ case 1:
+ mes "[Continental Guard]";
+ mes "Wise choice.";
+ mes "Have a safe journey.";
+ close;
+ case 2:
+ mes "[Continental Guard]";
+ mes "I see.";
+ mes "I'll send you to the field shortly.";
+ close2;
+ warp "moc_fild20",208,207;
+ end;
+ }
+}
+moc_fild07,380,202,1 duplicate(Continental Guard#man) Continental Guard#man1 852
+moc_fild11,189,360,6 duplicate(Continental Guard#man) Continental Guard#man2 852
+prt_fild10,263,23,1 duplicate(Continental Guard#man) Continental Guard#man3 852
+prt_fild09,95,19,1 duplicate(Continental Guard#man) Continental Guard#man4 852
+prt_fild09,246,17,1 duplicate(Continental Guard#man) Continental Guard#man5 852
+moc_fild13,32,171,6 duplicate(Continental Guard#man) Continental Guard#man6 852
+moc_fild16,124,381,4 duplicate(Continental Guard#man) Continental Guard#man7 852
+moc_fild16,333,380,4 duplicate(Continental Guard#man) Continental Guard#man8 852
+moc_fild01,84,19,1 duplicate(Continental Guard#man) Continental Guard#man9 852
+
// Pyramids Nightmare Mode
//============================================================
moc_prydb1,103,54,3 script Suspicious Cat#night 547,{
diff --git a/npc/re/quests/quests_nameless.txt b/npc/re/quests/quests_nameless.txt
new file mode 100644
index 000000000..ebe7a7cfd
--- /dev/null
+++ b/npc/re/quests/quests_nameless.txt
@@ -0,0 +1,15 @@
+//===== Hercules Script ======================================
+//= Nameless Island Quests
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= [Official Conversion]
+//= Contains:
+//= - Muff's Loan
+//===== Additional Comments: =================================
+//= 1.0 Moved Dorian to pre-re/re paths.
+//============================================================
+
+izlude_in,57,92,3 duplicate(Dorian_izlude) Dorian 878,2,2
diff --git a/npc/re/quests/quests_veins.txt b/npc/re/quests/quests_veins.txt
index 0f3df7828..28e92d504 100644
--- a/npc/re/quests/quests_veins.txt
+++ b/npc/re/quests/quests_veins.txt
@@ -1,15 +1,13 @@
//===== Hercules Script ======================================
//= Quest NPCs located in Veins
-//===== By: ==================================================
+//===== By: ==================================================
//= Euphy
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Description: =========================================
//= Quests related to Veins.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version.
-//============================================================
+//============================================================
ve_fild02,337,314,4 duplicate(WincingOldMan_veins) Wincing Old Man#ve 945
diff --git a/npc/re/quests/skills/sage_skills.txt b/npc/re/quests/skills/sage_skills.txt
deleted file mode 100644
index 64ebe20e3..000000000
--- a/npc/re/quests/skills/sage_skills.txt
+++ /dev/null
@@ -1,53 +0,0 @@
-//===== Hercules Script ======================================
-//= Sage Quest Skill's related NPCs
-//===== By: ==================================================
-//= Zopokx
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= Morocc/Payon Solution duplicate NPCs for Sage Quest Skill
-//===== Additional Comments: =================================
-//= 1.0 First version
-//============================================================
-
-moc_ruins,91,150,0 script Ponka-Hontas 93,{
- mes "[Mage Guildsman]";
- mes "Would you like a Solution? Then please give me 50 Zeny and at least 1 Empty Testtube.";
- next;
- if (select("Alright, Deal.:Nah, forget it.") == 1) {
- mes "[Mage Guildsman]";
- if (zeny < 50) {
- mes "I'm sorry, but you don't have enough money to cover the 50 Zeny fee.";
- close;
- }
- if (countitem(1092) == 0) {
- mes "You can't carry liquids without using a bottle. Bring an Empty Test Tube the next time you see me.";
- close;
- }
- delitem 1092,1; //Empty_Cylinder
- set zeny,zeny-50;
- getitem 1088,1; //Morocc_Potion
- }
- close;
-}
-
-pay_arche,122,100,0 script Dollshoi 88,{
- mes "[Mage Guildsman]";
- mes "You want a Solution? Hmm, give me 50 Zeny and at least 1 Empty Test Tube.";
- next;
- if (select("Alright, Deal.:Nah, forget it.") == 1) {
- mes "[Mage Guildsman]";
- if (Zeny < 50) {
- mes "Hey! You don't have enough money to cover my 50 Zeny charge.";
- close;
- }
- if (countitem(1092) == 0) {
- mes "You can't carry solutions without a bottle! Bring me an Empty Test Tube.";
- close;
- }
- delitem 1092,1; //Empty_Cylinder
- set zeny,zeny-50;
- getitem 1089,1; //Payon_Potion
- }
- close;
-}
diff --git a/npc/re/scripts.conf b/npc/re/scripts.conf
index 26e2d5d26..c271a2b3b 100644
--- a/npc/re/scripts.conf
+++ b/npc/re/scripts.conf
@@ -16,8 +16,10 @@ npc: npc/re/cities/jawaii.txt
npc: npc/re/cities/malangdo.txt
npc: npc/re/cities/malaya.txt
npc: npc/re/cities/mora.txt
+npc: npc/re/cities/yuno.txt
// --------------------------- Guides ---------------------------
+npc: npc/re/guides/navigation.txt
npc: npc/re/guides/guides_alberta.txt
npc: npc/re/guides/guides_aldebaran.txt
npc: npc/re/guides/guides_amatsu.txt
@@ -36,6 +38,7 @@ npc: npc/re/guides/guides_juno.txt
npc: npc/re/guides/guides_lighthalzen.txt
npc: npc/re/guides/guides_louyang.txt
npc: npc/re/guides/guides_lutie.txt
+npc: npc/re/guides/guides_malaya.txt
npc: npc/re/guides/guides_mora.txt
npc: npc/re/guides/guides_morroc.txt
npc: npc/re/guides/guides_moscovia.txt
@@ -47,22 +50,30 @@ npc: npc/re/guides/guides_umbala.txt
npc: npc/re/guides/guides_veins.txt
// ------------------------ Instances ---------------------------
+npc: npc/re/instances/BakonawaLake.txt
+npc: npc/re/instances/BangungotHospital.txt
+npc: npc/re/instances/BuwayaCave.txt
npc: npc/re/instances/HazyForest.txt
npc: npc/re/instances/MalangdoCulvert.txt
npc: npc/re/instances/OctopusCave.txt
npc: npc/re/instances/OldGlastHeim.txt
-npc: npc/re/instances/BakonawaLake.txt
-npc: npc/re/instances/BangungotHospital.txt
-npc: npc/re/instances/BuwayaCave.txt
// ---------------- Kafras & Cool Event Corp. -------------------
npc: npc/re/kafras/kafras.txt
// -------------------------- Merchant --------------------------
npc: npc/re/merchants/3rd_trader.txt
+npc: npc/re/merchants/advanced_refiner.txt
+npc: npc/re/merchants/alchemist.txt
+npc: npc/re/merchants/ammo_boxes.txt
+npc: npc/re/merchants/ammo_dealer.txt
+//npc: npc/re/merchants/blessed_refiner.txt
+npc: npc/re/merchants/card_separation.txt
npc: npc/re/merchants/catalog.txt
-npc: npc/re/merchants/blessed_refiner.txt
+npc: npc/re/merchants/coin_exchange.txt
npc: npc/re/merchants/diamond.txt
+npc: npc/re/merchants/enchan_mal.txt
+npc: npc/re/merchants/enchan_mora.txt
npc: npc/re/merchants/flute.txt
npc: npc/re/merchants/hd_refiner.txt
npc: npc/re/merchants/inn.txt
@@ -70,13 +81,18 @@ npc: npc/re/merchants/quivers.txt
npc: npc/re/merchants/refine.txt
npc: npc/re/merchants/renters.txt
npc: npc/re/merchants/shops.txt
-npc: npc/re/merchants/ticket_refiner.txt
-npc: npc/re/merchants/enchan_mal.txt
-npc: npc/re/merchants/enchan_mora.txt
-npc: npc/re/merchants/coin_exchange.txt
+//npc: npc/re/merchants/ticket_refiner.txt
+//npc: npc/re/merchants/enchan_upg.txt
// --------------------------- Others ---------------------------
+npc: npc/re/other/bulletin_boards.txt
+//npc: npc/re/other/item_merge.txt
+npc: npc/re/other/mail.txt
npc: npc/re/other/mercenary_rent.txt
+npc: npc/re/other/pvp.txt
+npc: npc/re/other/resetskill.txt
+npc: npc/re/other/stone_change.txt
+npc: npc/re/other/turbo_track.txt
// --------------------------- Quests ---------------------------
// - Eden Group -------------------------------------------------
@@ -91,12 +107,19 @@ npc: npc/re/quests/eden/eden_common.txt
npc: npc/re/quests/eden/eden_quests.txt
npc: npc/re/quests/eden/eden_service.txt
npc: npc/re/quests/eden/eden_tutorial.txt
+// iRO custom additions.
+//npc: npc/re/quests/eden/eden_iro.txt
+// --------------------------------------------------------------
+// - Quests-Tutorials for basic classes (1st class quests) ------
+npc: npc/re/quests/first_class/tu_archer.txt
// --------------------------------------------------------------
//npc: npc/re/quests/cupet.txt
npc: npc/re/quests/homun_s.txt
npc: npc/re/quests/magic_books.txt
+npc: npc/re/quests/monstertamers.txt
npc: npc/re/quests/mrsmile.txt
npc: npc/re/quests/pile_bunker.txt
+npc: npc/re/quests/quests_13_1.txt
npc: npc/re/quests/quests_brasilis.txt
npc: npc/re/quests/quests_dewata.txt
npc: npc/re/quests/quests_dicastes.txt
@@ -104,8 +127,8 @@ npc: npc/re/quests/quests_eclage.txt
npc: npc/re/quests/quests_izlude.txt
npc: npc/re/quests/quests_lighthalzen.txt
npc: npc/re/quests/quests_malangdo.txt
-npc: npc/re/quests/quests_veins.txt
+npc: npc/re/quests/quests_malaya.txt
npc: npc/re/quests/quests_mora.txt
npc: npc/re/quests/quests_morocc.txt
-npc: npc/re/quests/monstertamers.txt
-npc: npc/re/quests/quests_13_1.txt
+npc: npc/re/quests/quests_nameless.txt
+npc: npc/re/quests/quests_veins.txt
diff --git a/npc/re/scripts_jobs.conf b/npc/re/scripts_jobs.conf
index 14e532bcf..1d6e9f8f9 100644
--- a/npc/re/scripts_jobs.conf
+++ b/npc/re/scripts_jobs.conf
@@ -28,3 +28,5 @@ npc: npc/re/jobs/3-2/wanderer.txt
// - Novice
npc: npc/re/jobs/novice/novice.txt
npc: npc/re/jobs/novice/supernovice_ex.txt
+// - Job Repairs
+npc: npc/re/jobs/repair.txt
diff --git a/npc/re/scripts_main.conf b/npc/re/scripts_main.conf
index 6440ada21..082fb81f4 100644
--- a/npc/re/scripts_main.conf
+++ b/npc/re/scripts_main.conf
@@ -1,5 +1,5 @@
// --------------------------------------------------------------
-// - Hercules Renewal Primary Scripts File -
+// - Hercules Renewal Primary Scripts File -
// --------------------------------------------------------------
// The idea of this new system is to make scripts more organized
// since the old system was rather messy with all the NPCs in one
diff --git a/npc/re/scripts_monsters.conf b/npc/re/scripts_monsters.conf
index 46ab419d8..913fac0c0 100644
--- a/npc/re/scripts_monsters.conf
+++ b/npc/re/scripts_monsters.conf
@@ -2,6 +2,9 @@
// - Renewal Monster Scripts -
// --------------------------------------------------------------
+npc: npc/re/mobs/citycleaners.txt
+npc: npc/re/mobs/towns.txt
+
// -------------------------- Dungeons --------------------------
npc: npc/re/mobs/dungeons/abbey.txt
npc: npc/re/mobs/dungeons/abyss.txt
@@ -14,12 +17,13 @@ npc: npc/re/mobs/dungeons/bra_dun.txt
npc: npc/re/mobs/dungeons/c_tower.txt
npc: npc/re/mobs/dungeons/dew_dun.txt
npc: npc/re/mobs/dungeons/dic_dun.txt
+npc: npc/re/mobs/dungeons/ecl_tdun.txt
npc: npc/re/mobs/dungeons/ein_dun.txt
npc: npc/re/mobs/dungeons/gef_dun.txt
npc: npc/re/mobs/dungeons/gefenia.txt
npc: npc/re/mobs/dungeons/glastheim.txt
-npc: npc/re/mobs/dungeons/gld_re.txt
npc: npc/re/mobs/dungeons/gld_dunSE.txt
+npc: npc/re/mobs/dungeons/gld_re.txt
npc: npc/re/mobs/dungeons/gon_dun.txt
npc: npc/re/mobs/dungeons/ice_dun.txt
npc: npc/re/mobs/dungeons/in_sphinx.txt
@@ -56,11 +60,11 @@ npc: npc/re/mobs/fields/brasilis.txt
npc: npc/re/mobs/fields/comodo.txt
npc: npc/re/mobs/fields/dewata.txt
npc: npc/re/mobs/fields/dicastes.txt
+npc: npc/re/mobs/fields/eclage.txt
npc: npc/re/mobs/fields/einbroch.txt
npc: npc/re/mobs/fields/geffen.txt
npc: npc/re/mobs/fields/gonryun.txt
npc: npc/re/mobs/fields/hugel.txt
-npc: npc/re/mobs/fields/jawaii.txt
npc: npc/re/mobs/fields/lighthalzen.txt
npc: npc/re/mobs/fields/louyang.txt
npc: npc/re/mobs/fields/lutie.txt
@@ -77,6 +81,3 @@ npc: npc/re/mobs/fields/splendide.txt
npc: npc/re/mobs/fields/umbala.txt
npc: npc/re/mobs/fields/veins.txt
npc: npc/re/mobs/fields/yuno.txt
-
-// --------------------------- Towns ----------------------------
-npc: npc/re/mobs/towns/brasilis.txt
diff --git a/npc/re/scripts_warps.conf b/npc/re/scripts_warps.conf
index 861da1958..801aac5b4 100644
--- a/npc/re/scripts_warps.conf
+++ b/npc/re/scripts_warps.conf
@@ -18,7 +18,7 @@ npc: npc/re/warps/dungeons/bra_dun.txt
npc: npc/re/warps/dungeons/dic_dun.txt
npc: npc/re/warps/dungeons/ecl_dun.txt
npc: npc/re/warps/dungeons/iz_dun.txt
-npc: npc/re/warps/dungeons/moc_pryd.txt
+npc: npc/re/warps/dungeons/moc_pryd.txt
// --------------------------- Fields ---------------------------
npc: npc/re/warps/fields/bif_fild.txt
@@ -35,7 +35,9 @@ npc: npc/re/warps/fields/veins_fild.txt
npc: npc/re/warps/fields/yuno_fild.txt
// --------------------------- Others ---------------------------
+npc: npc/re/warps/other/arena.txt
npc: npc/re/warps/other/jobquests.txt
npc: npc/re/warps/other/paradise.txt
npc: npc/re/warps/other/s_workshop.txt
npc: npc/re/warps/other/sign.txt
+npc: npc/re/warps/guildcastles.txt
diff --git a/npc/re/warps/cities/brasilis.txt b/npc/re/warps/cities/brasilis.txt
index e5e8a5386..289ab235d 100644
--- a/npc/re/warps/cities/brasilis.txt
+++ b/npc/re/warps/cities/brasilis.txt
@@ -5,7 +5,7 @@
//===== Current Version: =====================================
//= 1.2
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Warp Points for Brasilis
//===== Additional Comments: =================================
//= 1.0 First version.
diff --git a/npc/re/warps/cities/dewata.txt b/npc/re/warps/cities/dewata.txt
index 602e40fb4..c134df537 100644
--- a/npc/re/warps/cities/dewata.txt
+++ b/npc/re/warps/cities/dewata.txt
@@ -4,8 +4,6 @@
//= Chilly
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Warp Points for Dewata
//===== Additional Comments: =================================
diff --git a/npc/re/warps/cities/dicastes.txt b/npc/re/warps/cities/dicastes.txt
index 1a59f5241..8d43c8edd 100644
--- a/npc/re/warps/cities/dicastes.txt
+++ b/npc/re/warps/cities/dicastes.txt
@@ -4,8 +4,6 @@
//= Chilly, Muad_Dib
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Warp Points for El Dicastes
//===== Additional Comments: =================================
@@ -71,4 +69,4 @@ dic_in01,57,48,0 duplicate(Elevator#main) Elevator#9 844
dic_in01,137,46,0 duplicate(Elevator#main) Elevator#10 844
dic_in01,222,46,0 duplicate(Elevator#main) Elevator#11 844
dic_in01,388,272,0 duplicate(Elevator#main) Elevator#12 844
-dic_in01,389,208,0 duplicate(Elevator#main) Elevator#13 844
+dic_in01,389,208,0 duplicate(Elevator#main) Elevator#13 844 \ No newline at end of file
diff --git a/npc/re/warps/cities/eclage.txt b/npc/re/warps/cities/eclage.txt
index 0400489f5..dd9e1d55e 100644
--- a/npc/re/warps/cities/eclage.txt
+++ b/npc/re/warps/cities/eclage.txt
@@ -3,19 +3,18 @@
//===== By: ==================================================
//= Chilly
//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Hercules
+//= 1.0a
//===== Description: =========================================
//= Warp Points for Eclage
//===== Additional Comments: =================================
//= 1.0 First Version.
+//= 1.0a Disabled quest warp. [Euphy]
//============================================================
// Town Warps
bif_fild02,292,351,0 warp eclage_field0001 1,1,ecl_fild01,205,74
ecl_fild01,207,72,0 warp eclage_field0002 1,1,bif_fild02,294,349
-ecl_fild01,97,320,0 warp eclage_field0003 1,1,eclage,100,28
+//ecl_fild01,97,320,0 warp eclage_field0003 1,1,eclage,100,28
eclage,98,26,0 warp eclage_field0004 1,1,ecl_fild01,97,317
eclage,299,309,0 warp eclage_field0005 1,1,ecl_in01,47,11
ecl_in01,47,8,0 warp eclage_field0006 1,1,eclage,297,307
diff --git a/npc/re/warps/cities/izlude.txt b/npc/re/warps/cities/izlude.txt
index fa888c7fb..8bf26e31d 100644
--- a/npc/re/warps/cities/izlude.txt
+++ b/npc/re/warps/cities/izlude.txt
@@ -3,39 +3,88 @@
//===== By: ==================================================
//= Athena (1.0), Nana (1.1)
//===== Current Version: =====================================
-//= 1.7
-//===== Compatible With: =====================================
-//= Any Athena & Hercules Version
+//= 1.8
//===== Description: =========================================
//= Warp Points for Izlude
//===== Additional Comments: =================================
//= 1.3 Added warps to Izlude Airship [Justin84]
//= 1.4 Minor correction on airport warps
//= 1.5 Updated to match the new Izlude Map. [Masao]
-//= 1.6 Added new warps [Streusel]
-//= 1.7 Removed indoor warps [Streusel]
+//= 1.6 Added new warps. [Streusel]
+//= 1.7 Updated to match the official scripts. [Euphy]
+//= 1.8 Added Izlude & Prontera Field 8 duplicates. [Euphy]
//============================================================
//= Izlude City ==============================================
-izlude,109,182,0 warp iz01 3,3,izlude_in,65,87
-izlude,216,162,0 warp iz03 3,2,izlude_in,151,127
-izlude,21,98,0 warp iz001 3,3,prt_fild08,367,212
+prt_fild08,371,212,0 warp prtf005 3,3,izlude,24,98
+izlude,20,98,0 warp iz001 3,3,prt_fild08,367,212
+izlude_in,116,46,0 warp iz02-1 3,2,izlude,128,98
+izlude,110,182,0 warp iz01 2,2,izlude_in,65,87
+izlude_in,65,84,0 warp iz01-1 2,2,izlude,112,179
izlude,52,172,0 warp iz04 2,2,izlude_in,74,161
-izlude,130,257,0 warp iz09#1 2,2,iz_ac01,99,29
-izlude,125,257,0 warp iz09#2 2,2,iz_ac01,99,29
-izlude,213,161,0 warp iz10 2,2,arena_room,100,30
-arena_room,99,24,0 warp iz_arena 2,2,izlude,209,161
+izlude_in,74,158,0 warp iz04-1 3,2,izlude,52,168
+izlude_in,43,169,0 warp w219 2,3,izlude_in,63,169
+izlude_in,87,169,0 warp iz05-1 2,3,izlude_in,111,169
izlude_in,108,169,0 warp iz05 2,3,izlude_in,84,169
-izlude_in,148,127,0 warp iz03-1 2,5,izlude,207,162
+izlude_in,148,127,0 warp iz03-1 2,5,izlude,210,161
+izlude_in,172,139,0 warp iz07 3,2,izlude_in,172,161
+izlude_in,172,158,0 warp iz07-1 3,2,izlude_in,172,136
+izlude_in,172,116,0 warp iz06-1 3,2,izlude_in,172,94
+izlude_in,171,97,0 warp iz06 3,2,izlude_in,172,119
-izlude_in,43,169,0 warp w219 2,3,izlude_in,64,169
-izlude_in,65,84,0 warp iz01-1 5,2,izlude,113,178
-izlude_in,74,158,0 warp iz04-1 3,2,izlude,52,166
-izlude_in,87,169,0 warp iz05-1 2,3,izlude_in,111,169
+//= Izlude & Prontera Field 8 Duplicates =====================
+prt_fild08a,371,212,0 warp prtf005_a 3,3,izlude_a,24,98
+prt_fild08b,371,212,0 warp prtf005_b 3,3,izlude_b,24,98
+prt_fild08c,371,212,0 warp prtf005_c 3,3,izlude_c,24,98
+prt_fild08d,371,212,0 warp prtf005_d 3,3,izlude_d,24,98
+izlude_a,20,98,0 warp iz001_a 3,3,prt_fild08a,367,212
+izlude_b,20,98,0 warp iz001_b 3,3,prt_fild08b,367,212
+izlude_c,20,98,0 warp iz001_c 3,3,prt_fild08c,367,212
+izlude_d,20,98,0 warp iz001_d 3,3,prt_fild08d,367,212
+izlude_a,110,182,0 warp iz01_a 2,2,izlude_in,65,87
+izlude_b,110,182,0 warp iz01_b 2,2,izlude_in,65,87
+izlude_c,110,182,0 warp iz01_c 2,2,izlude_in,65,87
+izlude_d,110,182,0 warp iz01_d 2,2,izlude_in,65,87
+izlude_a,52,172,0 warp iz04_a 2,2,izlude_in,74,161
+izlude_b,52,172,0 warp iz04_b 2,2,izlude_in,74,161
+izlude_c,52,172,0 warp iz04_c 2,2,izlude_in,74,161
+izlude_d,52,172,0 warp iz04_d 2,2,izlude_in,74,161
+
+//= Izlude Academy ===========================================
+izlude,125,257,0 warp #to_ac01 2,2,iz_ac01,99,29
+izlude,130,257,0 warp #to_ac02 2,2,iz_ac01,99,29
+iz_ac01,100,24,0 warp #to_ac01-1 2,2,izlude,127,253
+iz_ac01,78,25,0 warp #to_ac2f01 2,2,iz_ac02,104,27
+iz_ac01,122,25,0 warp #to_ac2f02 2,2,iz_ac02,104,27
+iz_ac02,94,27,0 warp #to_ac1f01 2,2,iz_ac01,78,28
+iz_ac02,113,27,0 warp #to_ac1f02 2,2,iz_ac01,122,28
-//Izlude Academy
-iz_ac01,100,24,0 warp iz_ac01 2,2,izlude,127,253
-iz_ac01,122,25,0 warp iz_ac02 2,2,iz_ac02,104,27
-iz_ac01,78,25,0 warp iz_ac03 2,2,iz_ac02,104,27
-iz_ac02,113,27,0 warp iz_ac04 2,2,iz_ac01,122,28
-iz_ac02,94,27,0 warp iz_ac05 2,2,iz_ac01,78,28
+//= Izlude Academy Duplicates ================================
+izlude_a,125,257,0 warp #to_ac01_a 2,2,iz_ac01_a,99,29
+izlude_b,125,257,0 warp #to_bc01_b 2,2,iz_ac01_b,99,29
+izlude_c,125,257,0 warp #to_cc01_c 2,2,iz_ac01_c,99,29
+izlude_d,125,257,0 warp #to_dc01_d 2,2,iz_ac01_d,99,29
+izlude_a,130,257,0 warp #to_ac02_a 2,2,iz_ac01_a,99,29
+izlude_b,130,257,0 warp #to_bc02_b 2,2,iz_ac01_b,99,29
+izlude_c,130,257,0 warp #to_cc02_c 2,2,iz_ac01_c,99,29
+izlude_d,130,257,0 warp #to_dc02_d 2,2,iz_ac01_d,99,29
+iz_ac01_a,100,24,0 warp #to_ac01-1_a 2,2,izlude_a,127,253
+iz_ac01_b,100,24,0 warp #to_bc01-1_b 2,2,izlude_b,127,253
+iz_ac01_c,100,24,0 warp #to_cc01-1_c 2,2,izlude_c,127,253
+iz_ac01_d,100,24,0 warp #to_dc01-1_d 2,2,izlude_d,127,253
+iz_ac01_a,78,25,0 warp #to_ac2f01_a 2,2,iz_ac02_a,104,27
+iz_ac01_b,78,25,0 warp #to_bc2f01_b 2,2,iz_ac02_b,104,27
+iz_ac01_c,78,25,0 warp #to_cc2f01_c 2,2,iz_ac02_c,104,27
+iz_ac01_d,78,25,0 warp #to_dc2f01_d 2,2,iz_ac02_d,104,27
+iz_ac01_a,122,25,0 warp #to_ac2f02_a 2,2,iz_ac02_a,104,27
+iz_ac01_b,122,25,0 warp #to_bc2f02_b 2,2,iz_ac02_b,104,27
+iz_ac01_c,122,25,0 warp #to_cc2f02_c 2,2,iz_ac02_c,104,27
+iz_ac01_d,122,25,0 warp #to_dc2f02_d 2,2,iz_ac02_d,104,27
+iz_ac02_a,94,27,0 warp #to_ac1f01_a 2,2,iz_ac01_a,78,28
+iz_ac02_b,94,27,0 warp #to_bc1f01_b 2,2,iz_ac01_b,78,28
+iz_ac02_c,94,27,0 warp #to_cc1f01_c 2,2,iz_ac01_c,78,28
+iz_ac02_d,94,27,0 warp #to_dc1f01_d 2,2,iz_ac01_d,78,28
+iz_ac02_a,113,27,0 warp #to_ac1f02_a 2,2,iz_ac01_a,122,28
+iz_ac02_b,113,27,0 warp #to_bc1f02_b 2,2,iz_ac01_b,122,28
+iz_ac02_c,113,27,0 warp #to_cc1f02_c 2,2,iz_ac01_c,122,28
+iz_ac02_d,113,27,0 warp #to_dc1f02_d 2,2,iz_ac01_d,122,28
diff --git a/npc/re/warps/cities/malangdo.txt b/npc/re/warps/cities/malangdo.txt
index f2bf50572..501c9e85b 100644
--- a/npc/re/warps/cities/malangdo.txt
+++ b/npc/re/warps/cities/malangdo.txt
@@ -4,8 +4,6 @@
//= Chilly
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Warp Points for Malangdo Island
//===== Additional Comments: =================================
diff --git a/npc/re/warps/cities/malaya.txt b/npc/re/warps/cities/malaya.txt
index 38e67e3e0..b18a1f52d 100644
--- a/npc/re/warps/cities/malaya.txt
+++ b/npc/re/warps/cities/malaya.txt
@@ -1,36 +1,53 @@
-//===== Hercules Script ======================================
-//= Mayala Port Town Warps
-//===== By: ==================================================
+//===== Hercules Script ======================================
+//= Port Malaya Warp Script
+//===== By: ==================================================
//= Chilly
-//===== Current Version: =====================================
-//= 1.0a
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
-//= Warps for Mayala Port Town.
-//===== Additional Comments: =================================
-//= 1.0 First Version [Chilly].
-//= 1.0a Updated the file with new / missing warps [Masao].
-//============================================================
+//===== Current Version: =====================================
+//= 1.2
+//===== Description: =========================================
+//= Warp Points for Port Malaya
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.1 Updated to match official scripts. [Masao]
+//= 1.2 Added official Jeepney warp scripts. [Euphy]
+//============================================================
+// Town Warps
+//============================================================
+ma_in01,86,16,0 warp mal_in_ws 1,1,malaya,115,212
+ma_in01,24,77,0 warp mal_in_inn 1,1,malaya,178,208
+malaya,370,277,0 warp malaya_mal_fild01 1,1,ma_fild01,40,272
+ma_fild01,37,272,0 warp mal_fild01_malaya 1,1,malaya,367,277
+ma_in01,33,152,0 warp mal_in_house01 1,1,malaya,52,75
+malaya,309,70,0 warp malaya_ship_mal_in_ship 1,1,ma_in01,108,92
+ma_in01,105,92,0 warp mal_in_ship_malaya_ship 1,1,malaya,310,67
+ma_fild01,266,359,0 warp mafild01_to02 1,1,ma_fild02,248,36
+ma_fild02,248,33,0 warp mafild02_to01 1,1,ma_fild01,266,356
+ma_fild01,288,52,0 warp mafild01_tobknw 1,1,ma_scene01,142,78
+ma_scene01,140,80,0 warp bknw_tofild01 1,1,ma_fild01,288,55
+ma_in01,9,24,0 warp mal_in_ts 1,1,malaya,296,167
+ma_in01,126,17,0 warp mal_in_shop_malaya_shop 1,1,malaya,261,237
+ma_fild01,251,190,0 warp mf_minga_mf_in_minga 1,1,ma_in01,108,160
+ma_in01,105,160,0 warp mf_in_minga_mf_minga 1,1,ma_fild01,248,190
+
+// Locked Warps
+//============================================================
malaya,178,211,0 script malaya_inn 45,1,1,{
end;
-
OnTouch:
if (malaya_hi < 10) {
- mes "Door is closed. It seems keeping its eyes on you.";
+ mes "Door is closed. It seems to be keeping its eyes on you.";
close;
- }
+ }
warp "ma_in01",24,80;
end;
}
malaya,112,212,0 script malaya_ws 45,1,1,{
end;
-
OnTouch:
if (malaya_hi < 20) {
- mes "Door is closed. It seems keeping its eyes on you.";
+ mes "Door is closed. It seems to be keeping its eyes on you.";
close;
}
warp "ma_in01",83,16;
@@ -39,10 +56,9 @@ OnTouch:
malaya,299,167,0 script malaya_ts 45,1,1,{
end;
-
OnTouch:
if (malaya_hi < 20) {
- mes "Door is closed. It seems keeping its eyes on you.";
+ mes "Door is closed. It seems to be keeping its eyes on you.";
close;
}
warp "ma_in01",12,24;
@@ -51,10 +67,9 @@ OnTouch:
malaya,261,240,0 script malaya_shop 45,1,1,{
end;
-
OnTouch:
if (malaya_hi < 20) {
- mes "Door is closed. It seems keeping its eyes on you.";
+ mes "Door is closed. It seems to be keeping its eyes on you.";
close;
}
warp "ma_in01",126,20;
@@ -63,40 +78,69 @@ OnTouch:
malaya,300,211,0 script malaya_house01 45,1,1,{
end;
-
OnTouch:
if (malaya_hi < 10) {
- mes "Door is closed. It seems keeping its eyes on you.";
+ mes "Door is closed. It seems to be keeping its eyes on you.";
close;
- }
+ }
warp "ma_in01",36,152;
end;
}
-// Town Warps
-ma_in01,86,16,0 warp mal_in_ws 1,1,malaya,115,212
-ma_in01,24,77,0 warp mal_in_inn 1,1,malaya,178,208
-malaya,370,277,0 warp malaya_mal_fild01 1,1,ma_fild01,40,272
-ma_fild01,37,272,0 warp mal_fild01_malaya 1,1,malaya,367,277
-ma_in01,33,152,0 warp mal_in_house01 1,1,malaya,52,75
-malaya,309,70,0 warp malaya_ship_mal_in_ship 1,1,ma_in01,108,92
-ma_in01,105,92,0 warp mal_in_ship_malaya_ship 1,1,malaya,310,67
-ma_fild01,266,359,0 warp mafild01_to02 1,1,ma_fild02,248,36
-ma_fild02,248,33,0 warp mafild02_to01 1,1,ma_fild01,266,356
-ma_fild01,288,52,0 warp mafild01_tobknw 1,1,ma_scene01,142,78
-ma_scene01,140,80,0 warp bknw_tofild01 1,1,ma_fild01,288,55
-ma_in01,9,24,0 warp mal_in_ts 1,1,malaya,296,167
-ma_in01,126,17,0 warp mal_in_shop_malaya_shop 1,1,malaya,261,237
-ma_fild01,251,190,0 warp mf_minga_mf_in_minga 1,1,ma_in01,108,160
-ma_in01,105,160,0 warp mf_in_minga_mf_minga 1,1,ma_fild01,248,190
+// Jeepney Warps
+//============================================================
+function script F_Malaya_Warp {
+ mes "Where would you like to go?";
+ next;
+ set .@i$, getarg(select("Back outside",getarg(1)+" Jeepney",getarg(2)+" Jeepney") - 1);
+ close2;
+ switch(getarg(3)) {
+ case 1: // 12 passenger
+ if (.@i$ == "Center")
+ warp "malaya",241,238;
+ if (.@i$ == "Southwest")
+ warp "malaya",71,43;
+ else if (.@i$ == "Southeast")
+ warp "malaya",284,129;
+ break;
+ case 2: // 30 passenger
+ if (.@i$ == "Northwest")
+ warp "malaya",134,247;
+ else if (.@i$ == "Southeast")
+ warp "malaya",341,150;
+ else if (.@i$ == "Northeast")
+ warp "malaya",294,293;
+ break;
+ case 3: // 60 passenger
+ if (.@i$ == "Center")
+ warp "malaya",239,221;
+ else if (.@i$ == "Northwest")
+ warp "malaya",59,246;
+ else if (.@i$ == "Southeast")
+ warp "malaya",254,68;
+ break;
+ }
+ end;
+}
+
+ma_zif01,30,22,0 script Town Warp#zif01 45,1,1,{ callfunc "F_Malaya_Warp","Center","Southwest","Southeast",1; }
+ma_zif02,30,22,0 script Town Warp#zif02 45,1,1,{ callfunc "F_Malaya_Warp","Southwest","Center","Southeast",1; }
+ma_zif03,30,22,0 script Town Warp#zif03 45,1,1,{ callfunc "F_Malaya_Warp","Southeast","Center","Southwest",1; }
+
+ma_zif04,30,22,0 script Town Warp#zif04 45,1,1,{ callfunc "F_Malaya_Warp","Northwest","Southeast","Northeast",2; }
+ma_zif05,30,22,0 script Town Warp#zif05 45,1,1,{ callfunc "F_Malaya_Warp","Southeast","Northwest","Northeast",2; }
+ma_zif06,30,22,0 script Town Warp#zif06 45,1,1,{ callfunc "F_Malaya_Warp","Northeast","Northwest","Southeast",2; }
+
+ma_zif07,30,22,0 script Town Warp#zif07 45,1,1,{ callfunc "F_Malaya_Warp","Center","Northwest","Southeast",3; }
+ma_zif08,30,22,0 script Town Warp#zif08 45,1,1,{ callfunc "F_Malaya_Warp","Northwest","Center","Southeast",3; }
+ma_zif09,30,22,0 script Town Warp#zif09 45,1,1,{ callfunc "F_Malaya_Warp","Southeast","Center","Northwest",3; }
-// Car Warps
-ma_zif01,30,22,0 warp malaya_car0001 1,1,malaya,241,238
-ma_zif02,30,22,0 warp malaya_car0002 1,1,malaya,71,43
-ma_zif03,30,22,0 warp malaya_car0003 1,1,malaya,284,129
-ma_zif04,30,22,0 warp malaya_car0004 1,1,malaya,134,247
-ma_zif05,30,22,0 warp malaya_car0005 1,1,malaya,341,150
-ma_zif06,30,22,0 warp malaya_car0006 1,1,malaya,294,293
-ma_zif07,30,22,0 warp malaya_car0007 1,1,malaya,239,221
-ma_zif08,30,22,0 warp malaya_car0008 1,1,malaya,59,246
-ma_zif09,30,22,0 warp malaya_car0009 1,1,malaya,254,68
+//ma_zif01,30,22,0 warp malaya_car0001 1,1,malaya,241,238
+//ma_zif02,30,22,0 warp malaya_car0002 1,1,malaya,71,43
+//ma_zif03,30,22,0 warp malaya_car0003 1,1,malaya,284,129
+//ma_zif04,30,22,0 warp malaya_car0004 1,1,malaya,134,247
+//ma_zif05,30,22,0 warp malaya_car0005 1,1,malaya,341,150
+//ma_zif06,30,22,0 warp malaya_car0006 1,1,malaya,294,293
+//ma_zif07,30,22,0 warp malaya_car0007 1,1,malaya,239,221
+//ma_zif08,30,22,0 warp malaya_car0008 1,1,malaya,59,246
+//ma_zif09,30,22,0 warp malaya_car0009 1,1,malaya,254,68
diff --git a/npc/re/warps/cities/rachel.txt b/npc/re/warps/cities/rachel.txt
index eb2b0722f..608e7ec2b 100644
--- a/npc/re/warps/cities/rachel.txt
+++ b/npc/re/warps/cities/rachel.txt
@@ -4,8 +4,6 @@
//= erKURITA & RockmanEXE
//===== Current Version: =====================================
//= 1.5
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Warp Points for Rachel City, shops & other locations
//===== Additional Comments: =================================
diff --git a/npc/re/warps/cities/yggdrasil.txt b/npc/re/warps/cities/yggdrasil.txt
index 3076d22b1..72004882a 100644
--- a/npc/re/warps/cities/yggdrasil.txt
+++ b/npc/re/warps/cities/yggdrasil.txt
@@ -4,8 +4,6 @@
//= PKGINGO (1.0)
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Hercules; RO Episode 6+
//===== Description: =========================================
//= Warp Points for Yggdrasil Tree
//===== Additional Comments: =================================
diff --git a/npc/re/warps/dungeons/bra_dun.txt b/npc/re/warps/dungeons/bra_dun.txt
index de7d1d94f..57210f108 100644
--- a/npc/re/warps/dungeons/bra_dun.txt
+++ b/npc/re/warps/dungeons/bra_dun.txt
@@ -5,7 +5,7 @@
//===== Current Version: =====================================
//= 1.0
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Brasilis Dungeon warp script
//===== Additional Comments: =================================
//= 1.0 First version.
diff --git a/npc/re/warps/dungeons/dic_dun.txt b/npc/re/warps/dungeons/dic_dun.txt
index 9016c3e0c..7dde16769 100644
--- a/npc/re/warps/dungeons/dic_dun.txt
+++ b/npc/re/warps/dungeons/dic_dun.txt
@@ -4,8 +4,6 @@
//= Chilly, Muad_Dib
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Warp Points for Scaraba Hole
//===== Additional Comments: =================================
diff --git a/npc/re/warps/dungeons/ecl_dun.txt b/npc/re/warps/dungeons/ecl_dun.txt
index 5209c4f25..d3ce45cc7 100644
--- a/npc/re/warps/dungeons/ecl_dun.txt
+++ b/npc/re/warps/dungeons/ecl_dun.txt
@@ -4,8 +4,6 @@
//= Chilly
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Warp Points for Eclage Dungeon
//===== Additional Comments: =================================
diff --git a/npc/re/warps/dungeons/iz_dun.txt b/npc/re/warps/dungeons/iz_dun.txt
index 7b46b5e2d..9a65e15a7 100644
--- a/npc/re/warps/dungeons/iz_dun.txt
+++ b/npc/re/warps/dungeons/iz_dun.txt
@@ -5,13 +5,11 @@
//= Nana (1.1)
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Warp Points for Bibilyn Island & Undersea Cave
//===== Additional Comments: =================================
//= 1.2 Moved common warps to base path. [Euphy]
-//= 1.3 Added Undersea Tunnel 6th floor warper. [L0ne_W0lf]
+//= 1.3 Added Undersea Tunnel 6th floor warper.
//============================================================
// Undersea Tunnel Warper
diff --git a/npc/re/warps/dungeons/moc_pryd.txt b/npc/re/warps/dungeons/moc_pryd.txt
index aa2feb937..097b5fc3d 100644
--- a/npc/re/warps/dungeons/moc_pryd.txt
+++ b/npc/re/warps/dungeons/moc_pryd.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Morroc Pyramid Nightmare Warp Script
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= Warp Points for Morroc Pyramid Nightmare Mode
//===== Additional Comments: =================================
diff --git a/npc/re/warps/fields/bif_fild.txt b/npc/re/warps/fields/bif_fild.txt
index ec9de1cf9..b2a9594c0 100644
--- a/npc/re/warps/fields/bif_fild.txt
+++ b/npc/re/warps/fields/bif_fild.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Bifrost Field Warp Script
//===== By: ==================================================
//= Chilly
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= Warp Points for Bifrost Field
//===== Additional Comments: =================================
diff --git a/npc/re/warps/fields/com_fild.txt b/npc/re/warps/fields/com_fild.txt
index c90257eb3..8e7759504 100644
--- a/npc/re/warps/fields/com_fild.txt
+++ b/npc/re/warps/fields/com_fild.txt
@@ -4,10 +4,8 @@
//= Nana
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Warp Points for Comodo Fields
//===== Additional Comments: =================================
//= 1.1 Rescripted to Aegis 10.3 Standards. [L0ne_W0lf]
diff --git a/npc/re/warps/fields/dic_fild.txt b/npc/re/warps/fields/dic_fild.txt
index 41ac07aaf..73edb87fb 100644
--- a/npc/re/warps/fields/dic_fild.txt
+++ b/npc/re/warps/fields/dic_fild.txt
@@ -4,8 +4,6 @@
//= Chilly, Muad_Dib
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Warp Points for El Dicastes Field
//===== Additional Comments: =================================
diff --git a/npc/re/warps/fields/geffen_fild.txt b/npc/re/warps/fields/geffen_fild.txt
index 289ad3a6c..fbe737906 100644
--- a/npc/re/warps/fields/geffen_fild.txt
+++ b/npc/re/warps/fields/geffen_fild.txt
@@ -4,8 +4,6 @@
//= Nana (1.0)
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Warp Points for Geffen Field's
//===== Additional Comments: =================================
diff --git a/npc/re/warps/fields/hugel_fild.txt b/npc/re/warps/fields/hugel_fild.txt
index 309ba8cc1..11f03b489 100644
--- a/npc/re/warps/fields/hugel_fild.txt
+++ b/npc/re/warps/fields/hugel_fild.txt
@@ -4,8 +4,6 @@
//= Sara-chan (1.0)
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Hercules; RO Episode 10+
//===== Description: =========================================
//= Warp Points for Hugel Field
//===== Additional Comments: =================================
diff --git a/npc/re/warps/fields/morroc_fild.txt b/npc/re/warps/fields/morroc_fild.txt
index b256e9413..050c76038 100644
--- a/npc/re/warps/fields/morroc_fild.txt
+++ b/npc/re/warps/fields/morroc_fild.txt
@@ -3,9 +3,7 @@
//===== By: ==================================================
//= Nana (1.0)
//===== Current Version: =====================================
-//= 1.4b
-//===== Compatible With: =====================================
-//= Hercules
+//= 1.5
//===== Description: =========================================
//= Warp Points for Morroc Fields
//===== Additional Comments: =================================
@@ -15,11 +13,12 @@
//= 1.4 Uncommented warp that shouldn't have been commented. [L0ne_W0lf]
//= 1.4a Uncommented yet ANOTHER warp that was taken out. [L0ne_W0lf]
//= 1.4b Uncommented ANOTHER warp! Yay! :D [L0ne_W0lf]
+//= 1.5 Commented moc_fild20 warps replaced with new NPCs. [Euphy]
//============================================================
//= Sograt Dessert ===========================================
//moc_fild01,101,16,0 warp mocf01-1 15,3,moc_fild04,317,376
-moc_fild01,101,16,0 warp mocf01-1 15,3,moc_fild20,210,342
+//moc_fild01,101,16,0 warp mocf01-1 15,3,moc_fild20,210,342
moc_fild01,22,242,0 warp mocf005 2,2,prt_fild09,380,237
moc_fild01,239,382,0 warp mocf006 12,1,prt_fild08,233,20
moc_fild01,301,16,0 warp mocf02 10,1,moc_fild02,77,338
@@ -64,7 +63,7 @@ moc_fild03,70,341,0 warp mocf04-1 5,2,moc_fild02,332,23
//moc_fild06,377,316,0 warp mocf10-3 1,15,moc_fild05,24,153
moc_fild07,198,21,0 warp mocf001 2,2,morocc,160,294
//moc_fild07,381,201,0 warp mocf13-1 2,16,moc_fild06,28,201
-moc_fild07,380,201,0 warp mocf13-1 2,16,moc_fild20,36,177
+//moc_fild07,380,201,0 warp mocf13-1 2,16,moc_fild20,36,177
//moc_fild08,16,207,0 warp mocf15 2,4,moc_fild09,371,195
//moc_fild08,170,383,0 warp mocf08-1 3,2,moc_fild04,175,21
//moc_fild08,204,16,0 warp mocf16 4,2,moc_fild14,196,379
@@ -79,7 +78,7 @@ moc_fild07,380,201,0 warp mocf13-1 2,16,moc_fild20,36,177
//moc_fild10,208,298,0 warp mocf14-1 10,2,moc_fild06,207,21
//moc_fild10,384,258,0 warp mocf19-1 2,3,moc_fild09,33,162
//moc_fild11,189,363,0 warp mocf20-1 3,2,moc_fild10,189,26
-moc_fild11,189,360,0 warp mocf20-1 3,2,moc_fild20,197,24
+//moc_fild11,189,360,0 warp mocf20-1 3,2,moc_fild20,197,24
moc_fild11,212,29,0 warp mocf21 4,2,moc_fild17,218,366
moc_fild11,26,161,0 warp mocf22 2,10,moc_fild12,286,168
//moc_fild11,379,197,0 warp mocf23 2,6,moc_fild15,41,105
@@ -89,7 +88,7 @@ moc_fild12,159,381,0 warp mocf003 2,2,morocc,160,20
moc_fild12,289,168,0 warp mocf22-1 2,3,moc_fild11,29,161
moc_fild13,146,368,0 warp mocf05-1 5,2,moc_fild02,71,21
//moc_fild13,29,171,0 warp mocf17-1 2,4,moc_fild08,380,211
-moc_fild13,32,171,0 warp mocf17-1 2,4,moc_fild20,349,179
+//moc_fild13,32,171,0 warp mocf17-1 2,4,moc_fild20,349,179
moc_fild13,298,370,0 warp mocf03-1 4,2,moc_fild02,228,32
moc_fild13,308,49,0 warp mocf06-1 2,4,moc_fild03,20,37
//moc_fild14,16,278,0 warp mocf25 2,6,moc_fild15,364,276
@@ -101,10 +100,10 @@ moc_fild13,308,49,0 warp mocf06-1 2,4,moc_fild03,20,37
//moc_fild15,367,276,0 warp mocf25-1 2,4,moc_fild14,19,278
//moc_fild15,38,105,0 warp mocf23-1 2,4,moc_fild11,376,197
//moc_fild16,125,383,0 warp mocf26-1 5,2,moc_fild15,104,19
-moc_fild16,124,381,0 warp mocf26-1 5,2,moc_fild20,197,24
+//moc_fild16,124,381,0 warp mocf26-1 5,2,moc_fild20,197,24
moc_fild16,16,179,0 warp mocf28 2,6,moc_fild17,366,272
//moc_fild16,334,382,0 warp mocf27-1 4,2,moc_fild15,348,21
-moc_fild16,333,380,0 warp mocf27-1 4,2,moc_fild20,197,24
+//moc_fild16,333,380,0 warp mocf27-1 4,2,moc_fild20,197,24
moc_fild17,218,369,0 warp mocf21-1 5,2,moc_fild11,212,32
moc_fild17,30,300,0 warp moc29 2,5,moc_fild18,379,305
moc_fild17,369,272,0 warp mocf28-1 2,3,moc_fild16,19,179
diff --git a/npc/re/warps/fields/payon_fild.txt b/npc/re/warps/fields/payon_fild.txt
index 5bec271e8..292aa0785 100644
--- a/npc/re/warps/fields/payon_fild.txt
+++ b/npc/re/warps/fields/payon_fild.txt
@@ -1,18 +1,16 @@
//===== Hercules Script ======================================
//= Payon Field Warps
-//===== By: ==================================================
+//===== By: ==================================================
//= Nana (1.0)
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Description: =========================================
//= Payon Field Warps
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.1 Refixed payon field08 -> payon warp
//= 1.2 Changed trigger area of pay_fild08 -> payon warp. [L0ne_W0lf]
//= 1.3 Renewal warp adjustments.
-//============================================================
+//============================================================
//= Payon Field's ============================================
pay_fild01,13,152,0 warp payf001 2,7,moc_fild03,299,170
diff --git a/npc/re/warps/fields/prontera_fild.txt b/npc/re/warps/fields/prontera_fild.txt
index 2267c298d..d033d4c53 100644
--- a/npc/re/warps/fields/prontera_fild.txt
+++ b/npc/re/warps/fields/prontera_fild.txt
@@ -3,15 +3,16 @@
//===== By: ==================================================
//= Nana (1.0)
//===== Current Version: =====================================
-//= 1.3
-//===== Compatible With: =====================================
-//= Hercules
+//= 1.5
//===== Description: =========================================
//= Warp Points for Prontera Field
//===== Additional Comments: =================================
//= 1.1 updating according to jA [Lupus]
//= 1.2 Updated warps for episode 12.1 [L0ne_W0lf]
//= 1.3 Updated to match the new Izlude Map. [Masao]
+//= 1.3a Moved Izlude warp to other file. [Euphy]
+//= 1.4 Commented moc_fild20 warps replaced with new NPCs. [Euphy]
+//= 1.5 Added Prontera Field 8 duplicates. [Euphy]
//============================================================
//= Prontera Fields ==========================================
@@ -65,29 +66,50 @@ prt_fild08,16,187,0 warp prtf15-1 3,17,prt_fild07,380,186
prt_fild08,16,239,0 warp prtf14-1 3,15,prt_fild07,379,239
prt_fild08,170,378,0 warp prtf004 3,2,prontera,156,26
prt_fild08,233,16,0 warp prtf023 12,1,moc_fild01,238,378
-prt_fild08,371,212,0 warp prtf005 3,3,izlude,26,98
prt_fild08,55,21,0 warp prtf024 4,2,moc_fild01,56,380
prt_fild09,14,124,0 warp prtf17 2,6,prt_fild10,336,126
prt_fild09,14,139,0 warp prtf17-1 2,8,prt_fild10,336,126
prt_fild09,224,380,0 warp prtf13-1 4,2,prt_fild07,206,15
//prt_fild09,246,16,0 warp prtf025 7,2,moc_fild04,92,378
-prt_fild09,246,17,0 warp prtf025 7,2,moc_fild20,209,333
+//prt_fild09,246,17,0 warp prtf025 7,2,moc_fild20,209,333
prt_fild09,383,223,0 warp prtf026 2,15,moc_fild01,25,242
prt_fild09,383,251,0 warp prtf027 2,15,moc_fild01,25,242
prt_fild09,87,380,0 warp prtf16-1 5,2,prt_fild07,84,16
//prt_fild09,95,16,0 warp prtf028 7,2,moc_fild05,325,379
-prt_fild09,95,19,0 warp prtf028 7,2,moc_fild20,209,333
+//prt_fild09,95,19,0 warp prtf028 7,2,moc_fild20,209,333
prt_fild10,20,122,0 warp prtf19 2,4,prt_fild11,359,111
prt_fild10,20,196,0 warp prtf20 2,4,prt_fild11,358,184
prt_fild10,227,299,0 warp prtf020 5,2,gef_fild02,266,21
//prt_fild10,263,20,0 warp prtf029 6,2,moc_fild05,144,372
-prt_fild10,263,22,0 warp prtf029 6,2,moc_fild20,209,333
+//prt_fild10,263,22,0 warp prtf029 6,2,moc_fild20,209,333
prt_fild10,339,126,0 warp prtf17-2 2,8,prt_fild09,17,133
prt_fild11,17,281,0 warp prtf021 2,4,gef_fild11,374,293
prt_fild11,302,301,0 warp prtf022 5,2,gef_fild03,312,19
prt_fild11,361,184,0 warp prtf20-1 2,5,prt_fild10,23,196
prt_fild11,362,111,0 warp prtf19-1 2,6,prt_fild10,23,122
+//= Prontera Field 8 Duplicates ==============================
+prt_fild08a,16,187,0 warp prtf15-1_a 3,17,prt_fild07,380,186
+prt_fild08b,16,187,0 warp prtf15-1_b 3,17,prt_fild07,380,186
+prt_fild08c,16,187,0 warp prtf15-1_c 3,17,prt_fild07,380,186
+prt_fild08d,16,187,0 warp prtf15-1_d 3,17,prt_fild07,380,186
+prt_fild08a,16,239,0 warp prtf14-1_a 3,15,prt_fild07,379,239
+prt_fild08b,16,239,0 warp prtf14-1_b 3,15,prt_fild07,379,239
+prt_fild08c,16,239,0 warp prtf14-1_c 3,15,prt_fild07,379,239
+prt_fild08d,16,239,0 warp prtf14-1_d 3,15,prt_fild07,379,239
+prt_fild08a,170,378,0 warp prtf004_a 3,2,prontera,156,26
+prt_fild08b,170,378,0 warp prtf004_b 3,2,prontera,156,26
+prt_fild08c,170,378,0 warp prtf004_c 3,2,prontera,156,26
+prt_fild08d,170,378,0 warp prtf004_d 3,2,prontera,156,26
+prt_fild08a,233,16,0 warp prtf023_a 12,1,moc_fild01,238,378
+prt_fild08b,233,16,0 warp prtf023_b 12,1,moc_fild01,238,378
+prt_fild08c,233,16,0 warp prtf023_c 12,1,moc_fild01,238,378
+prt_fild08d,233,16,0 warp prtf023_d 12,1,moc_fild01,238,378
+prt_fild08a,55,21,0 warp prtf024_a 4,2,moc_fild01,56,380
+prt_fild08b,55,21,0 warp prtf024_b 4,2,moc_fild01,56,380
+prt_fild08c,55,21,0 warp prtf024_c 4,2,moc_fild01,56,380
+prt_fild08d,55,21,0 warp prtf024_d 4,2,moc_fild01,56,380
+
//= St. Capitolina Abbey =====================================
monk_in,128,46,0 warp monk03 1,3,monk_in,161,38
monk_in,128,84,0 warp monk04 1,3,monk_in,161,90
diff --git a/npc/re/warps/fields/rachel_fild.txt b/npc/re/warps/fields/rachel_fild.txt
index 87d4f16d7..621062377 100644
--- a/npc/re/warps/fields/rachel_fild.txt
+++ b/npc/re/warps/fields/rachel_fild.txt
@@ -4,8 +4,6 @@
//= Playtester
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Warp Points for Rachel Field
//===== Additional Comments: =================================
diff --git a/npc/re/warps/fields/veins_fild.txt b/npc/re/warps/fields/veins_fild.txt
index c1a5cce5a..255ce637c 100644
--- a/npc/re/warps/fields/veins_fild.txt
+++ b/npc/re/warps/fields/veins_fild.txt
@@ -4,8 +4,6 @@
//= $ephiroth
//===== Current Version: =====================================
//= 1.5
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Warp Points for Veins Field
//===== Additional Comments: =================================
@@ -45,9 +43,9 @@ ve_fild07,147,371,0 warp ve_fild7-1 1,1,veins,146,28
// Renewal Addon
ve_fild06,81,177,0 warp VeF06S_VeF04S 1,1,ve_fild04,115,55
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= 1.0 Initial version [$ephiroth]
//= 1.1 Updated more warps [$ephiroth]
//= 1.2 Removed some unofficial warps [Playtester]
diff --git a/npc/re/warps/fields/yuno_fild.txt b/npc/re/warps/fields/yuno_fild.txt
index b570fca9e..fe998c843 100644
--- a/npc/re/warps/fields/yuno_fild.txt
+++ b/npc/re/warps/fields/yuno_fild.txt
@@ -4,8 +4,6 @@
//= Nana (1.0), Sara
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Hercules; RO Episode 5+
//===== Description: =========================================
//= Warp Points for Yuno Field
//===== Additional Comments: =================================
diff --git a/npc/re/warps/guildcastles.txt b/npc/re/warps/guildcastles.txt
index d8eab7cea..6e0b2adca 100644
--- a/npc/re/warps/guildcastles.txt
+++ b/npc/re/warps/guildcastles.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Guild Castles Warp Script
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
//===== Description: =========================================
//= Warp Points for Renewal Guild Castles
//===== Additional Comments: =================================
diff --git a/npc/re/warps/other/arena.txt b/npc/re/warps/other/arena.txt
new file mode 100644
index 000000000..81eac96ed
--- /dev/null
+++ b/npc/re/warps/other/arena.txt
@@ -0,0 +1,18 @@
+//===== Hercules Script ======================================
+//= Arena Warps
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= Warp Points related to Izlude Arena.
+//===== Additional Comments: =================================
+//= 1.0 First version, Renewal warps.
+//============================================================
+
+izlude,213,161,0 warp welcome_arena 1,1,arena_room,100,30
+izlude_a,213,161,0 warp welcome_arena_a 1,1,arena_room,100,30
+izlude_b,213,161,0 warp welcome_arena_b 1,1,arena_room,100,30
+izlude_c,213,161,0 warp welcome_arena_c 1,1,arena_room,100,30
+izlude_d,213,161,0 warp welcome_arena_d 1,1,arena_room,100,30
+arena_room,99,24,0 warp bye_arena 2,2,izlude,209,161
diff --git a/npc/re/warps/other/jobquests.txt b/npc/re/warps/other/jobquests.txt
index 3a2a321fb..39eebc334 100644
--- a/npc/re/warps/other/jobquests.txt
+++ b/npc/re/warps/other/jobquests.txt
@@ -3,17 +3,23 @@
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
-//= 2.2
-//===== Compatible With: =====================================
-//= Hercules; RO Version Ep4+
+//= 2.3
//===== Description: =========================================
//= Warp Points for Job Quest Maps
//===== Additional Comments: =================================
//= 2.1 Added one Shadow Chaser job warp. [Euphy]
//= 2.2 Moved common warps to base path, added warps. [Euphy]
+//= 2.3 Added exit warps (job_exit) for 2nd class quests. [Euphy]
//============================================================
//==============================================================================
+//Exit Warps
+//==============================================================================
+job_knt,89,98,0 warp knt_out 1,1,prt_in,77,99
+job_wiz,49,154,0 warp wiz_out 1,1,gef_tower,108,29
+job_sage,55,154,0 warp sage_out 1,1,yuno_in03,169,171
+
+//==============================================================================
//Arch Bishop
//==============================================================================
job3_arch01,29,24,0 warp #archout 1,1,odin_tem02,282,263
@@ -41,4 +47,4 @@ job3_gen01,71,56,0 warp #from2to1gen 1,1,job3_gen01,11,60
//==============================================================================
//Shadow Chaser
//==============================================================================
-job3_sha01,71,19,0 warp shadowc1 1,1,tha_t01,149,224
+job3_sha01,71,19,0 warp shadowc1 1,1,tha_t01,149,224 \ No newline at end of file
diff --git a/npc/re/warps/other/paradise.txt b/npc/re/warps/other/paradise.txt
index 4d4b241a9..4a7d6c29f 100644
--- a/npc/re/warps/other/paradise.txt
+++ b/npc/re/warps/other/paradise.txt
@@ -4,8 +4,6 @@
//= Chilly
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Warp Points for Paradise Group
//===== Additional Comments: =================================
diff --git a/npc/re/warps/other/s_workshop.txt b/npc/re/warps/other/s_workshop.txt
index 3f50edb6b..286c63e45 100644
--- a/npc/re/warps/other/s_workshop.txt
+++ b/npc/re/warps/other/s_workshop.txt
@@ -4,8 +4,6 @@
//= Chilly
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Warp Points for Shadow Workshop
//===== Additional Comments: =================================
@@ -28,4 +26,4 @@ s_atelier,80,66,0 warp s_atelier0012 1,1,s_atelier,32,56
s_atelier,109,129,0 warp s_atelier0013 1,1,s_atelier,159,125
s_atelier,160,130,0 warp s_atelier0014 1,1,s_atelier,114,129
yuno,278,66,0 warp s_atelier0015 1,1,s_atelier,111,122
-s_atelier,107,122,0 warp s_atelier0016 1,1,yuno,274,66
+s_atelier,107,122,0 warp s_atelier0016 1,1,yuno,274,66 \ No newline at end of file
diff --git a/npc/re/warps/other/sign.txt b/npc/re/warps/other/sign.txt
index 84895c26b..8ecd3a777 100644
--- a/npc/re/warps/other/sign.txt
+++ b/npc/re/warps/other/sign.txt
@@ -4,8 +4,6 @@
//= MasterOfMuppets
//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= Hercules; RO Episode 8+
//===== Description: =========================================
//= Warp Points related to the Sign Quest will be put here
//===== Additional Comments: =================================
diff --git a/npc/scripts.conf b/npc/scripts.conf
index 890e802fd..d81d76ed7 100644
--- a/npc/scripts.conf
+++ b/npc/scripts.conf
@@ -85,6 +85,8 @@ npc: npc/cities/yuno.txt
//npc: npc/events/dumplingfestival.txt
// - Official Easter (2008) Event (iRO)
//npc: npc/events/easter_2008.txt
+// - Official Easter (2010) Event
+//npc: npc/events/easter_2010.txt
// - Official kRO, idRO Skill Reset Event
//npc: npc/events/event_skill_reset.txt
// - Events related to WoE SE Guild Dungeons.
@@ -174,6 +176,7 @@ npc: npc/other/arena/arena_party.txt
npc: npc/other/arena/arena_point.txt
npc: npc/other/arena/arena_room.txt
// --------------------------------------------------------------
+//npc: npc/other/acolyte_warp.txt
npc: npc/other/auction.txt
npc: npc/other/books.txt
npc: npc/other/bulletin_boards.txt
@@ -181,6 +184,7 @@ npc: npc/other/bulletin_boards.txt
npc: npc/other/comodo_gambling.txt
npc: npc/other/divorce.txt
npc: npc/other/fortune.txt
+npc: npc/other/gm_npcs.txt
npc: npc/other/guildpvp.txt
npc: npc/other/gympass.txt
npc: npc/other/hugel_bingo.txt
@@ -194,14 +198,10 @@ npc: npc/other/monster_race.txt
npc: npc/other/poring_war.txt
npc: npc/other/powernpc.txt
npc: npc/other/pvp.txt
-npc: npc/other/resetskill.txt
-npc: npc/other/sealstatus.txt
// - Turbo Track Arena
npc: npc/other/turbo_track.txt
-npc: npc/other/gm_npcs.txt
+
// --------------------------- Quests ---------------------------
-// - Payon & Morocc Quest Potion --------------------------------
-npc: npc/quests/mage_solution.txt
// - Quests-Tutorials for basic classes (1st class quests) ------
npc: npc/quests/first_class/tu_acolyte.txt
npc: npc/quests/first_class/tu_archer.txt
@@ -219,13 +219,15 @@ npc: npc/quests/newgears/2008_headgears.txt
// God Item Second Edition Quests
npc: npc/quests/okolnir.txt
// - The God Item Quest -----------------------------------------
-npc: npc/quests/seals/brisingamen_seal.txt
// - Controller file, allow GMs to change variables.
-//npc: npc/quests/seals/god_global.txt
+npc: npc/quests/seals/god_global.txt
+npc: npc/quests/seals/brisingamen_seal.txt
npc: npc/quests/seals/god_weapon_creation.txt
npc: npc/quests/seals/megingard_seal.txt
npc: npc/quests/seals/mjolnir_seal.txt
npc: npc/quests/seals/sleipnir_seal.txt
+// - Seal status board.
+npc: npc/quests/seals/seal_status.txt
// --------------------------------------------------------------
// - Wandering Minstrel Quest
npc: npc/quests/bard_quest.txt
@@ -242,6 +244,7 @@ npc: npc/quests/gunslinger_quests.txt
npc: npc/quests/juice_maker.txt
npc: npc/quests/kiel_hyre_quest.txt
npc: npc/quests/lvl4_weapon_quest.txt
+npc: npc/quests/mage_solution.txt
npc: npc/quests/monstertamers.txt
npc: npc/quests/mrsmile.txt
npc: npc/quests/ninja_quests.txt
@@ -277,5 +280,5 @@ npc: npc/quests/quests_yuno.txt
npc: npc/quests/thana_quest.txt
// - The Sign Quest
// Be sure that the time zone set corresponds with the server's.
-// For more info, read the comments in npc/quests/The_Sign_Quest.txt
+// For more info, read the comments in npc/quests/the_sign_quest.txt
npc: npc/quests/the_sign_quest.txt
diff --git a/npc/scripts_monsters.conf b/npc/scripts_monsters.conf
index 0409db90a..cf3dd4065 100644
--- a/npc/scripts_monsters.conf
+++ b/npc/scripts_monsters.conf
@@ -2,7 +2,7 @@
// - Monster Scripts -
// --------------------------------------------------------------
-npc: npc/mobs/bossnia.txt
npc: npc/mobs/citycleaners.txt
npc: npc/mobs/jail.txt
npc: npc/mobs/pvp.txt
+npc: npc/mobs/towns.txt
diff --git a/npc/scripts_warps.conf b/npc/scripts_warps.conf
index 6f3a25558..4a42ccfa2 100644
--- a/npc/scripts_warps.conf
+++ b/npc/scripts_warps.conf
@@ -80,11 +80,10 @@ npc: npc/warps/fields/umbala_fild.txt
// --------------------------- Others ---------------------------
npc: npc/warps/other/airplane.txt
-npc: npc/warps/other/bossnia.txt
+npc: npc/warps/other/arena.txt
npc: npc/warps/other/god.txt
npc: npc/warps/other/jobquests.txt
npc: npc/warps/other/kiel.txt
npc: npc/warps/other/other.txt
-npc: npc/warps/other/arena.txt
npc: npc/warps/guildcastles.txt
npc: npc/warps/pvp.txt
diff --git a/npc/warps/cities/amatsu.txt b/npc/warps/cities/amatsu.txt
index 26ac52a7b..7be1aa27c 100644
--- a/npc/warps/cities/amatsu.txt
+++ b/npc/warps/cities/amatsu.txt
@@ -6,11 +6,11 @@
//===== Current Version: =====================================
//= 1.7
//===== Description: =========================================
-//= [Aegis COnversion]
+//= [Official Conversion]
//= Warp Points for Amatsu
//===== Additional Comments: =================================
//= 1.7 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
-//= Renamed warps for ease-of-reading.
+//= Renamed warps for ease-of-reading.
//============================================================
amatsu,177,138,0 warp ama_house1-1 1,1,ama_in01,28,176
@@ -41,9 +41,9 @@ ama_in02,59,160,0 warp ama_castle4-2 1,1,ama_in02,215,152
ama_in02,126,164,0 warp ama_castle5-1 1,1,ama_in02,219,161
ama_in02,222,161,0 warp ama_castle5-2 1,1,ama_in02,129,164
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= 1.3 Fixed a warp-back [erKURITA]
//= 1.4 Added Ninja's Warps. Thanks to RockmanEXE for the info. [erKURITA]
//= 1.5 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
diff --git a/npc/warps/cities/ayothaya.txt b/npc/warps/cities/ayothaya.txt
index 27f3e4573..3b086bf19 100644
--- a/npc/warps/cities/ayothaya.txt
+++ b/npc/warps/cities/ayothaya.txt
@@ -50,9 +50,9 @@ ayo_in02,100,148,0 warp ayo_shrine1-2 1,1,ayothaya,208,280
ayothaya,276,176,0 warp ayo_fild1-1 1,1,ayo_fild01,37,241
ayo_fild01,32,240,0 warp ayo_fild1-2 1,1,ayothaya,273,176
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= 1.1 Fixed Armory part by massdriller [Thanks to akusarujin]
//= 1.2 Revised warps, due to official Ayothaya Town NPC [MasterOfMuppets]
//= 1.3 Fixed swapped Inn Exits, thanks to Sir_Loon [Lupus]
diff --git a/npc/warps/cities/comodo.txt b/npc/warps/cities/comodo.txt
index c2074660e..3c03ff937 100644
--- a/npc/warps/cities/comodo.txt
+++ b/npc/warps/cities/comodo.txt
@@ -5,7 +5,7 @@
//===== Current Version: =====================================
//= 1.3
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Warp Points Comodo city
//===== Additional Comments: =================================
//= 1.3 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
diff --git a/npc/warps/cities/einbech.txt b/npc/warps/cities/einbech.txt
index fd4292fde..b2f69bfbf 100644
--- a/npc/warps/cities/einbech.txt
+++ b/npc/warps/cities/einbech.txt
@@ -1,14 +1,12 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Einbech Warps
-//===== By: ==================================================
+//===== By: ==================================================
//= Muad Dib (1.0), SSUNNY@YOUNG(1.1)
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Any rAthena Version
-//===== Description: =========================================
+//===== Description: =========================================
//= Einbech Town warps
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= Made by Muad_Dib from Prometheus, all credit goes to him.
//= 1.1 Updated Warps, work done by SSUNNY@YOUNG in Korean eA site [Vicious]
//============================================================
diff --git a/npc/warps/cities/einbroch.txt b/npc/warps/cities/einbroch.txt
index 696e7fa00..bbb562a95 100644
--- a/npc/warps/cities/einbroch.txt
+++ b/npc/warps/cities/einbroch.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Einbroch Warp Script
//===== By: ==================================================
//= Sara-chan (1.3), SSUNNY@YOUNG(1.7), erKURITA (1.8)
//===== Current Version: =====================================
//= 1.8
-//===== Compatible With: =====================================
-//= Any Athena Version; RO Episode 8+
//===== Description: =========================================
//= Warp Points for Einbroch
//===== Additional Comments: =================================
diff --git a/npc/warps/cities/geffen.txt b/npc/warps/cities/geffen.txt
index 77016fb7c..94e4653e8 100644
--- a/npc/warps/cities/geffen.txt
+++ b/npc/warps/cities/geffen.txt
@@ -1,12 +1,10 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Geffen Warp Script
//===== By: ==================================================
//= Athena (1.0)
//= Nana (1.1)
//===== Current Version: =====================================
//= 1.1a
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
//= Warp Points for Geffen
//===== Additional Comments: =================================
diff --git a/npc/warps/cities/gonryun.txt b/npc/warps/cities/gonryun.txt
index 5a37ed0c7..1f74e02f5 100644
--- a/npc/warps/cities/gonryun.txt
+++ b/npc/warps/cities/gonryun.txt
@@ -1,13 +1,11 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Kunlun Town Warp Script
//===== By: ==================================================
//= Nana (1.0)
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Any Athena Version; RO Episode 5+
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Warp Points for Kunlun
//===== Additional Comments: =================================
//= 1.1 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
diff --git a/npc/warps/cities/hugel.txt b/npc/warps/cities/hugel.txt
index 0daa5219b..3c44d9c75 100644
--- a/npc/warps/cities/hugel.txt
+++ b/npc/warps/cities/hugel.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Garden City Hugel Warp Script
//===== By: ==================================================
//= Sara-chan (1.1)
//===== Current Version: =====================================
//= 1.7
-//===== Compatible With: =====================================
-//= Any Athena Version; RO Episode 10+
//===== Description: =========================================
//= Warp Points for Hugel
//===== Additional Comments: =================================
diff --git a/npc/warps/cities/lighthalzen.txt b/npc/warps/cities/lighthalzen.txt
index 04b9798c6..1f3d4b375 100644
--- a/npc/warps/cities/lighthalzen.txt
+++ b/npc/warps/cities/lighthalzen.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Lighthalzen Warp Script
//===== By: ==================================================
//= Sara-chan (1.0)
//===== Current Version: =====================================
//= 1.9
-//===== Compatible With: =====================================
-//= Any Athena Version; RO Episode 8+
//===== Description: =========================================
//= Warp Points for Lighthalzen
//===== Additional Comments: =================================
@@ -95,9 +93,9 @@ lhz_in03,93,21,0 warp lhz_house3_1-2 1,1,lighthalzen,247,299
lhz_in03,134,14,0 warp lhz_house3_2-1 1,1,lhz_in03,125,90
lhz_in03,120,90,0 warp lhz_house3_2-2 1,1,lhz_in03,130,14
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= 1.3 Removed fields and dungeons warps from here [DracoRPG]
//= 1.3a A small fix for a warp [MasterOfMuppets]
//= 1.4 Lighthalzen warp, taken from korean eA site [Vicious]
diff --git a/npc/warps/cities/louyang.txt b/npc/warps/cities/louyang.txt
index 11679d3b0..82a9bdd26 100644
--- a/npc/warps/cities/louyang.txt
+++ b/npc/warps/cities/louyang.txt
@@ -1,13 +1,11 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Lou Yang Warp Script
//===== By: ==================================================
//= Nana (1.0)
//===== Current Version: =====================================
//= 1.5
-//===== Compatible With: =====================================
-//= Any Athena Version 6.0+
//===== Description: =========================================
-//= [Aegis conversion]
+//= [Official Conversion]
//= Warp Points for Louyang
//===== Additional Comments: =================================
//= 1.5 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
@@ -44,9 +42,9 @@ lou_in01,28,19,0 warp lou_tower1-2 1,1,louyang,136,245
lou_in01,14,18,0 warp lou_Towerexit 1,1,louyang,90,254
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= 1.1 Added 2 escapes from 2 mountains 018,019 [Lupus]
//= Some players used to stuck there after warps
//= 1.2 Added a few missing warps [MasterOfMuppets]
diff --git a/npc/warps/cities/lutie.txt b/npc/warps/cities/lutie.txt
index 5f232974a..52a0ba3ce 100644
--- a/npc/warps/cities/lutie.txt
+++ b/npc/warps/cities/lutie.txt
@@ -1,13 +1,11 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Lutie Warp Script
//===== By: ==================================================
//= Athena (1.0) Nana (1.1)
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Any Athena Version; RO Episode 2+
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Warp Points for Lutie
//===== Additional Comments: =================================
//= 1.2a Re-fixed endless warping loop
diff --git a/npc/warps/cities/manuk.txt b/npc/warps/cities/manuk.txt
index c7d63169c..428687383 100644
--- a/npc/warps/cities/manuk.txt
+++ b/npc/warps/cities/manuk.txt
@@ -1,13 +1,11 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Manuk warp points.
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= Any Athena Version; RO Episode 13.2+
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Warp Points for Manuk
//===== Additional Comments: =================================
//= First version.
diff --git a/npc/warps/cities/mid_camp.txt b/npc/warps/cities/mid_camp.txt
index 8cf9d80cb..b1e26b0ae 100644
--- a/npc/warps/cities/mid_camp.txt
+++ b/npc/warps/cities/mid_camp.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Another World Warp Script
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.5
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
//= [Official Conversion]
//= Warp Points for Another World
diff --git a/npc/warps/cities/morroc.txt b/npc/warps/cities/morroc.txt
index 8b95ed497..57aaee338 100644
--- a/npc/warps/cities/morroc.txt
+++ b/npc/warps/cities/morroc.txt
@@ -1,12 +1,10 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Morroc Warp Script
//===== By: ==================================================
//= Athena (1.0)
//= Nana (1.2)
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
//= Warp Points for Morroc and Assassin Guild
//===== Additional Comments: =================================
diff --git a/npc/warps/cities/moscovia.txt b/npc/warps/cities/moscovia.txt
index 408753e3a..deae51982 100644
--- a/npc/warps/cities/moscovia.txt
+++ b/npc/warps/cities/moscovia.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Moscovia City Warp Script
//===== By: ==================================================
//= $ephiroth
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
//= Warp Points for Moscovia City
//===== Additional Comments: =================================
diff --git a/npc/warps/cities/nameless.txt b/npc/warps/cities/nameless.txt
index 3c126e978..89614fd4b 100644
--- a/npc/warps/cities/nameless.txt
+++ b/npc/warps/cities/nameless.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Nameless Island Warp Script
//===== By: ==================================================
//= $ephiroth
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
//= Warp Points for Nameless Island
//===== Additional Comments: =================================
diff --git a/npc/warps/cities/niflheim.txt b/npc/warps/cities/niflheim.txt
index 62bc29ad2..4e2539904 100644
--- a/npc/warps/cities/niflheim.txt
+++ b/npc/warps/cities/niflheim.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Niflheim Warp Script
//===== By: ==================================================
//= PKGINGO (1.0)
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Any Athena Version; RO Episode 6+
//===== Description: =========================================
//= Warp Points for Niflheim
//===== Additional Comments: =================================
diff --git a/npc/warps/cities/payon.txt b/npc/warps/cities/payon.txt
index cd0d31f11..0bd5f4039 100644
--- a/npc/warps/cities/payon.txt
+++ b/npc/warps/cities/payon.txt
@@ -1,16 +1,14 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Payon Warps
-//===== By: ==================================================
+//===== By: ==================================================
//= Muad Dib (1.0)
//= Darkchild (1.1)
//= Nana (1.3)
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.7
-//===== Compatible With: =====================================
-//= Any rAthena Mod
-//===== Description: =========================================
+//===== Description: =========================================
//= Payon warps
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= Warps Done By Muad Dib, All Credits To Him
//= 1.2 Removed Duplicated Warp
//= 1.3 Separated and reorganized field and dungeons
diff --git a/npc/warps/cities/prontera.txt b/npc/warps/cities/prontera.txt
index 93948e678..7327b2901 100644
--- a/npc/warps/cities/prontera.txt
+++ b/npc/warps/cities/prontera.txt
@@ -1,12 +1,10 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Prontera Warp Script
//===== By: ==================================================
//= Athena (1.0)
//= Nana (1.2)
//===== Current Version: =====================================
//= 1.5
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
//= Warp Points for Prontera
//===== Additional Comments: =================================
diff --git a/npc/warps/cities/splendide.txt b/npc/warps/cities/splendide.txt
index 4782f4c9f..21dcf744f 100644
--- a/npc/warps/cities/splendide.txt
+++ b/npc/warps/cities/splendide.txt
@@ -1,13 +1,11 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Splendide warp points.
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= Any Athena Version; RO Episode 13.2+
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Warp Points for Splendide
//===== Additional Comments: =================================
//= First version.
diff --git a/npc/warps/cities/umbala.txt b/npc/warps/cities/umbala.txt
index fee11e26a..1d9058ffa 100644
--- a/npc/warps/cities/umbala.txt
+++ b/npc/warps/cities/umbala.txt
@@ -1,4 +1,4 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Umbala Warp Script
//===== By: ==================================================
//= Darkchild (1.0v A)
@@ -7,10 +7,8 @@
//= Nana (1.2)
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Any Athena Version; RO Episode 6+
//===== Description: =========================================
-//= [Aegis COnversion]
+//= [Official Conversion]
//= Warp Points for Umbala
//===== Additional Comments: =================================
//= 1.3 Rescripted to Aegis 10.3 Standards. [L0nE_W0lf]
diff --git a/npc/warps/cities/veins.txt b/npc/warps/cities/veins.txt
index 251b0d14c..465b99d4b 100644
--- a/npc/warps/cities/veins.txt
+++ b/npc/warps/cities/veins.txt
@@ -1,13 +1,11 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Veins City Warp Script
//===== By: ==================================================
//= $ephiroth
//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
-//= [Aegis COnversion]
+//= [Official Conversion]
//= Warp Points for Veins
//===== Additional Comments: =================================
//= 1.4 Rescripted to Aegis 11.2 Standards. [L0ne_W0lf]
@@ -47,9 +45,9 @@ ve_in02,13,19,0 warp ve_factory1-2 1,1,veins,269,225
veins,143,25,0 warp veins1-1 1,1,ve_fild07,147,366
veins,218,361,0 warp veins2-1 1,1,ve_fild06,148,225
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= 1.0 Initial version [$ephiroth]
//= 1.1 Removed Rachel City warp [Playtester]
//= 1.2 Updated veins warp based on jA info [$ephiroth]
diff --git a/npc/warps/cities/yuno.txt b/npc/warps/cities/yuno.txt
index 6503091ce..3b3e51fc8 100644
--- a/npc/warps/cities/yuno.txt
+++ b/npc/warps/cities/yuno.txt
@@ -1,12 +1,10 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Yuno Warp Script
//===== By: ==================================================
//= Nana (1.0)
//= Sara-chan (1.1)
//===== Current Version: =====================================
//= 1.9
-//===== Compatible With: =====================================
-//= Any Athena Version; RO Episode 5+
//===== Description: =========================================
//= Warp Points for Yuno
//===== Additional Comments: =================================
@@ -91,112 +89,99 @@ yuno_in01,101,85,0 warp yun66 1,1,yuno,245,144
// Yuno In05 (Entering Random Warps) -------------------------------------------
yuno_in05,153,141,0 script #yun63 45,1,1,{
- if(rand(2)){
+ if (rand(2))
warp "yuno_in05",192,102;
- } else {
+ else
warp "yuno_in05",145,82;
- }
end;
}
// Yuno In05 (Random Warps - Cross Shaped) -------------------------------------
yuno_in05,196,102,0 script #yun64 45,1,1,{
- set @warp0,rand(3);
- if(@warp0==1) goto w2;
- if(@warp0==2) goto w3;
- warp "yuno_in05",169,102; end;
-w2: warp "yuno_in05",128,82; end;
-w3: warp "yuno_in05",156,141; end;
+ switch(rand(3)) {
+ case 0: warp "yuno_in05",169,102; end;
+ case 1: warp "yuno_in05",128,82; end;
+ case 2: warp "yuno_in05",156,141; end;
+ }
}
yuno_in05,181,116,0 script #yun65 45,1,1,{
- set @warp0,rand(3);
- if(@warp0==1) goto w2;
- if(@warp0==2) goto w3;
- warp "yuno_in05",181,94; end;
-w2: warp "yuno_in05",176,13; end;
-w3: warp "yuno_in05",136,75; end;
+ switch(rand(3)) {
+ case 0: warp "yuno_in05",181,94; end;
+ case 1: warp "yuno_in05",176,13; end;
+ case 2: warp "yuno_in05",136,75; end;
+ }
}
yuno_in05,165,102,0 script #yun66 45,1,1,{
- if(rand(2)){
+ if (rand(2))
warp "yuno_in05",192,102;
- } else {
+ else
warp "yuno_in05",145,82;
- }
end;
}
yuno_in05,181,91,0 script #yun67 45,1,1,{
- if(rand(2)){
+ if (rand(2))
warp "yuno_in05",181,112;
- } else {
+ else
warp "yuno_in05",176,48;
- }
end;
}
// Yuno In05 (Random Warps - T-Shaped) -----------------------------------------
yuno_in05,148,82,0 script #yun68 45,1,1,{
- set @warp0,rand(3);
- if(@warp0==1) goto w2;
- if(@warp0==2) goto w3;
- warp "yuno_in05",169,102; end;
-w2: warp "yuno_in05",128,82; end;
-w3: warp "yuno_in05",156,141; end;
+ switch(rand(3)) {
+ case 0: warp "yuno_in05",169,102; end;
+ case 1: warp "yuno_in05",128,82; end;
+ case 2: warp "yuno_in05",156,141; end;
+ }
}
yuno_in05,125,82,0 script #yun69 45,1,1,{
- if(rand(2)){
+ if (rand(2))
warp "yuno_in05",192,102;
- } else {
+ else
warp "yuno_in05",145,82;
- }
end;
}
yuno_in05,136,71,0 script #yun70 45,1,1,{
- set @warp0,rand(3);
- if(@warp0==1) goto w2;
- if(@warp0==2) goto w3;
- warp "yuno_in05",181,112; end;
-w2: warp "yuno_in05",16,185; end;
-w3: warp "yuno_in05",176,48; end;
+ switch(rand(3)) {
+ case 0: warp "yuno_in05",181,112; end;
+ case 1: warp "yuno_in05",16,185; end;
+ case 2: warp "yuno_in05",176,48; end;
+ }
}
// Yuno In05 (Random Warps - Other) --------------------------------------------
yuno_in05,16,188,0 script #yun71 45,1,1,{
- set @warp0,rand(3);
- if(@warp0==1) goto w2;
- if(@warp0==2) goto w3;
- warp "yuno_in05",181,94; end;
-w2: warp "yuno_in05",176,13; end;
-w3: warp "yuno_in05",136,75; end;
+ switch(rand(3)) {
+ case 0: warp "yuno_in05",181,94; end;
+ case 1: warp "yuno_in05",176,13; end;
+ case 2: warp "yuno_in05",136,75; end;
+ }
}
yuno_in05,176,9,0 script #yun72 45,1,1,{
- if(rand(2)){
+ if (rand(2))
warp "yuno_in05",181,112;
- } else {
+ else
warp "yuno_in05",176,48;
- }
end;
}
yuno_in05,176,52,0 script #yun73 45,1,1,{
- set @warp0,rand(3);
- if(@warp0==1) goto w2;
- if(@warp0==2) goto w3;
- warp "yuno_in05",181,94; end;
-w2: warp "yuno_in05",176,13; end;
-w3: warp "yuno_in05",136,75; end;
+ switch(rand(3)) {
+ case 0: warp "yuno_in05",181,94; end;
+ case 1: warp "yuno_in05",176,13; end;
+ case 2: warp "yuno_in05",136,75; end;
+ }
}
// Yuno In05 (Destination - Room) ----------------------------------------------
yuno_in05,40,178,0 script #yun74 45,1,1,{
- set @warp0,rand(3);
- if(@warp0==1) goto w2;
- if(@warp0==2) goto w3;
- warp "yuno_in05",181,94; end;
-w2: warp "yuno_in05",176,13; end;
-w3: warp "yuno_in05",136,75; end;
+ switch(rand(3)) {
+ case 0: warp "yuno_in05",181,94; end;
+ case 1: warp "yuno_in05",176,13; end;
+ case 2: warp "yuno_in05",136,75; end;
+ }
}
yuno_in05,47,186,0 script #yun75 45,1,1,{
- set @warp0,rand(3);
- if(@warp0==1) goto w2;
- if(@warp0==2) goto w3;
- warp "yuno_in05",181,94; end;
-w2: warp "yuno_in05",176,13; end;
-w3: warp "yuno_in05",136,75; end;
+ switch(rand(3)) {
+ case 0: warp "yuno_in05",181,94; end;
+ case 1: warp "yuno_in05",176,13; end;
+ case 2: warp "yuno_in05",136,75; end;
+ }
}
// Yuno In05 (Destination - Escaped Random Warps) ------------------------------
yuno_in05,31,167,0 warp yun76 1,1,yuno_in05,50,85
diff --git a/npc/warps/dungeons/alde_dun.txt b/npc/warps/dungeons/alde_dun.txt
index c711ecd5c..563f926a0 100644
--- a/npc/warps/dungeons/alde_dun.txt
+++ b/npc/warps/dungeons/alde_dun.txt
@@ -27,11 +27,10 @@ alde_dun02,187,234,0 warp ald007 2,2,c_tower3,65,147
//============================================================
//= Random B2 ================================================
alde_dun02,267,41,4 script ald008r 45,1,1,{
- if(rand(2)) {
+ if (rand(2))
warp "c_tower3",168,252;
- } else {
+ else
warp "alde_dun02",262,141;
- }
end;
}
alde_dun03,12,267,0 warp aldd09 2,2,alde_dun02,273,250
@@ -42,22 +41,20 @@ alde_dun03,276,48,0 warp ald012 2,2,c_tower1,235,223
//7(npc)
//= Random B3-1 ================================================
alde_dun03,130,125,4 script ald014r 45,1,1,{
- set @r,rand(3);
- if(@r==1) goto w2;
- if(@r==2) goto w3;
- warp "c_tower2",228,267; end;
- w2: warp "alde_dun03",130,130; end;
- w3: warp "c_tower3",252,29; end;
+ switch(rand(3)) {
+ case 0: warp "c_tower2",228,267; end;
+ case 1: warp "alde_dun03",130,130; end;
+ case 2: warp "c_tower3",252,29; end;
+ }
}
//============================================================
//= Random 3-2 ===============================================
alde_dun03,171,127,4 script ald015r 45,1,1,{
- set @r,rand(4);
- if(@r==1) goto w2;
- if(@r==2) goto w3;
- warp "c_tower2",13,282; end;
- w2: warp "alde_dun03",175,131; end;
- w3: warp "c_tower3",235,7; end;
+ switch(rand(3)) {
+ case 0: warp "c_tower2",13,282; end;
+ case 1: warp "alde_dun03",175,131; end;
+ case 2: warp "c_tower3",235,7; end;
+ }
}
alde_dun04,80,273,0 warp aldd016 2,2,alde_dun03,263,26
alde_dun04,207,225,0 warp ald017 1,1,c_tower3,7,34
@@ -66,13 +63,11 @@ alde_dun04,32,74,0 warp aldd19 1,1,alde_dun02,187,239
alde_dun04,208,58,0 warp aldd20 2,2,alde_dun04,268,74
alde_dun04,272,74,0 warp aldd021 2,2,alde_dun04,204,62
alde_dun04,80,34,4 script ald022r 45,1,1,{
- set @r,rand(4);
- if(@r==1) goto w2;
- if(@r==2) goto w3;
- if(@r==3) goto w4;
- warp "c_tower2",13,282; end;
- w2: warp "alde_dun03",175,131; end;
- w3: warp "c_tower3",235,7; end;
- w4: warp "alde_dun04",84,36; end;
+ switch(rand(4)) {
+ case 0: warp "c_tower2",13,282; end;
+ case 1: warp "alde_dun03",175,131; end;
+ case 2: warp "c_tower3",235,7; end;
+ case 3: warp "alde_dun04",84,36; end;
+ }
}
//============================================================
diff --git a/npc/warps/dungeons/ama_dun.txt b/npc/warps/dungeons/ama_dun.txt
index 0356ca8a0..70eab1f02 100644
--- a/npc/warps/dungeons/ama_dun.txt
+++ b/npc/warps/dungeons/ama_dun.txt
@@ -5,7 +5,7 @@
//===== Current Version: =====================================
//= 1.2
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Warp Points for Amatsu Dungeon
//===== Additional Comments: =================================
//= 1.2 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
diff --git a/npc/warps/dungeons/ayo_dun.txt b/npc/warps/dungeons/ayo_dun.txt
index 68cc30d59..225631b7c 100644
--- a/npc/warps/dungeons/ayo_dun.txt
+++ b/npc/warps/dungeons/ayo_dun.txt
@@ -15,9 +15,9 @@ ayo_dun01,274,14,0 warp ayo_dun1-2 1,1,ayo_fild02,279,150
ayo_dun02,24,22,0 warp ayo_dun2-1 1,1,ayo_dun01,24,279
ayo_dun02,276,22,0 warp ayo_dun2-2 1,1,ayo_dun01,24,279
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= 1.0 Splitted 2 files [Lupus]
//= Should some warps be disabled due to Dungeon Quest?
//============================================================
diff --git a/npc/warps/dungeons/beach_dun.txt b/npc/warps/dungeons/beach_dun.txt
index d2042a6de..69eb347e0 100644
--- a/npc/warps/dungeons/beach_dun.txt
+++ b/npc/warps/dungeons/beach_dun.txt
@@ -5,7 +5,7 @@
//===== Current Version: =====================================
//= 1.1
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Comodo Beach Dungeon warp script
//===== Additional Comments: =================================
//= 1.1 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
diff --git a/npc/warps/dungeons/c_tower.txt b/npc/warps/dungeons/c_tower.txt
index 572df52bf..6523ceece 100644
--- a/npc/warps/dungeons/c_tower.txt
+++ b/npc/warps/dungeons/c_tower.txt
@@ -23,22 +23,20 @@ c_tower2,273,26,0 warp clt005 1,1,c_tower1,235,223
//= Level 2 ==================================================
//= Random 2-1 ===============================================
c_tower2,13,288,4 script clt006r 45,1,1,{
- set @r,rand(3);
- if(@r==1) goto w2;
- if(@r==2) goto w3;
- warp "c_tower2",13,282; end;
- w2: warp "alde_dun03",175,131; end;
- w3: warp "c_tower3",235,7; end;
+ switch(rand(3)) {
+ case 0: warp "c_tower2",13,282; end;
+ case 1: warp "alde_dun03",175,131; end;
+ case 2: warp "c_tower3",235,7; end;
+ }
}
//============================================================
//= Random 2-2 ===============================================
c_tower2,223,267,4 script clt007r 45,1,1,{
- set @r,rand(3);
- if(@r==1) goto w2;
- if(@r==2) goto w3;
- warp "c_tower2",288,267; end;
- w2: warp "alde_dun03",130,130; end;
- w3: warp "c_tower3",252,29; end;
+ switch(rand(3)) {
+ case 0: warp "c_tower2",288,267; end;
+ case 1: warp "alde_dun03",130,130; end;
+ case 2: warp "c_tower3",252,29; end;
+ }
}
//============================================================
//= Level 3 ==================================================
@@ -50,32 +48,29 @@ c_tower3,146,8,0 warp clt013 1,1,c_tower1,235,223
//============================================================
//= Random 3-1 ===============================================
c_tower3,163,252,4 script clt014r 45,1,1,{
- if(rand(2)) {
+ if (rand(2))
warp "c_tower3",168,252;
- } else {
+ else
warp "alde_dun02",262,41;
- }
end;
}
//============================================================
//= Random 3-2 ===============================================
c_tower3,240,7,4 script clt015r 45,1,1,{
- set @r,rand(3);
- if(@r==1) goto w2;
- if(@r==2) goto w3;
- warp "c_tower2",13,282; end;
- w2: warp "alde_dun03",175,131; end;
- w3: warp "c_tower3",235,7; end;
+ switch(rand(3)) {
+ case 0: warp "c_tower2",13,282; end;
+ case 1: warp "alde_dun03",175,131; end;
+ case 2: warp "c_tower3",235,7; end;
+ }
}
//============================================================
//= Random 3-3 ===============================================
c_tower3,252,24,4 script clt016r 45,1,1,{
- set @r,rand(3);
- if(@r==1) goto w2;
- if(@r==2) goto w3;
- warp "c_tower2",228,267; end;
- w2: warp "alde_dun03",130,130; end;
- w3: warp "c_tower3",252,29; end;
+ switch(rand(3)) {
+ case 0: warp "c_tower2",228,267; end;
+ case 1: warp "alde_dun03",130,130; end;
+ case 2: warp "c_tower3",252,29; end;
+ }
}
//============================================================
//= Level 4 ==================================================
@@ -92,60 +87,50 @@ c_tower4,204,57,0 warp clt026 1,1,c_tower4,65,77
//============================================================
//= Random 4-1 ===============================================
c_tower4,75,156,4 script clt027r 45,0,0,{
- set @r,rand(4);
- if(@r==1) goto w2;
- if(@r==2) goto w3;
- if(@r==3) goto w4;
- warp "c_tower3",168,252; end;
- w2: warp "alde_dun02",262,41; end;
- w3: warp "c_tower4",73,154; end;
- w4: warp "c_tower4",140,149; end;
+ switch(rand(4)) {
+ case 0: warp "c_tower3",168,252; end;
+ case 1: warp "alde_dun02",262,41; end;
+ case 2: warp "c_tower4",73,154; end;
+ case 3: warp "c_tower4",140,149; end;
+ }
}
//============================================================
//= Random 4-2 ===============================================
c_tower4,68,79,4 script clt028r 45,0,0,{
- set @r,rand(4);
- if(@r==1) goto w2;
- if(@r==2) goto w3;
- if(@r==3) goto w4;
- warp "c_tower2",13,282; end;
- w2: warp "alde_dun03",175,131; end;
- w3: warp "c_tower3",235,7; end;
- w4: warp "c_tower4",65,77; end;
+ switch(rand(4)) {
+ case 0: warp "c_tower2",13,282; end;
+ case 1: warp "alde_dun03",175,131; end;
+ case 2: warp "c_tower3",235,7; end;
+ case 3: warp "c_tower4",65,77; end;
+ }
}
//============================================================
//= Random 4-3 ===============================================
c_tower4,142,151,4 script clt029r 45,0,0,{
- set @r,rand(4);
- if(@r==1) goto w2;
- if(@r==2) goto w3;
- if(@r==3) goto w4;
- warp "c_tower3",168,252; end;
- w2: warp "alde_dun02",262,41; end;
- w3: warp "c_tower4",73,154; end;
- w4: warp "c_tower4",140,149; end;
+ switch(rand(4)) {
+ case 0: warp "c_tower3",168,252; end;
+ case 1: warp "alde_dun02",262,41; end;
+ case 2: warp "c_tower4",73,154; end;
+ case 3: warp "c_tower4",140,149; end;
+ }
}
//============================================================
//= Random 4-4 ===============================================
c_tower4,151,96,4 script clt030r 45,0,0,{
- set @r,rand(4);
- if(@r==1) goto w2;
- if(@r==2) goto w3;
- if(@r==3) goto w4;
- warp "c_tower2",228,267; end;
- w2: warp "alde_dun03",130,130; end;
- w3: warp "c_tower3",252,29; end;
- w4: warp "c_tower4",152,95; end;
+ switch(rand(4)) {
+ case 0: warp "c_tower2",228,267; end;
+ case 1: warp "alde_dun03",130,130; end;
+ case 2: warp "c_tower3",252,29; end;
+ case 3: warp "c_tower4",152,95; end;
+ }
}
//============================================================
//= Random 4-5 ===============================================
c_tower4,189,40,4 script clt031r 45,2,2,{
- set @r,rand(4);
- if(@r==1) goto w2;
- if(@r==2) goto w3;
- if(@r==3) goto w4;
- warp "c_tower2",228,267; end;
- w2: warp "alde_dun03",130,130; end;
- w3: warp "c_tower3",252,29; end;
- w4: warp "c_tower4",152,95; end;
+ switch(rand(4)) {
+ case 0: warp "c_tower2",228,267; end;
+ case 1: warp "alde_dun03",130,130; end;
+ case 2: warp "c_tower3",252,29; end;
+ case 3: warp "c_tower4",152,95; end;
+ }
}
diff --git a/npc/warps/dungeons/ein_dun.txt b/npc/warps/dungeons/ein_dun.txt
index c0b1f69be..20de88fad 100644
--- a/npc/warps/dungeons/ein_dun.txt
+++ b/npc/warps/dungeons/ein_dun.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Einbroch Warp Script
//===== By: ==================================================
//= Sara-chan (1.3), SSUNNY@YOUNG(1.4)
//===== Current Version: =====================================
//= 1.5
-//===== Compatible With: =====================================
-//= Any Athena Version; RO Episode 8+
//===== Description: =========================================
//= Warp Points for Einbroch
//===== Additional Comments: =================================
diff --git a/npc/warps/dungeons/gef_dun.txt b/npc/warps/dungeons/gef_dun.txt
index 967c91c15..b00943d57 100644
--- a/npc/warps/dungeons/gef_dun.txt
+++ b/npc/warps/dungeons/gef_dun.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Geffen Warp Script
//===== By: ==================================================
//= Nana (1.0)
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
//= Warp Points for Geffen Tower
//===== Additional Comments: =================================
diff --git a/npc/warps/dungeons/gon_dun.txt b/npc/warps/dungeons/gon_dun.txt
index 8e02b8a31..829b60dc9 100644
--- a/npc/warps/dungeons/gon_dun.txt
+++ b/npc/warps/dungeons/gon_dun.txt
@@ -1,13 +1,11 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Kunlun Dungeon Warp Script
//===== By: ==================================================
//= Nana (1.0)
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Any Athena Version; RO Episode 5+
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Warp Points for Kunlun dungeon
//===== Additional Comments: =================================
//= 1.1 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
diff --git a/npc/warps/dungeons/ice_dun.txt b/npc/warps/dungeons/ice_dun.txt
index dc6983008..cd48a81c1 100644
--- a/npc/warps/dungeons/ice_dun.txt
+++ b/npc/warps/dungeons/ice_dun.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Ice Dungeon Warp Script
//===== By: ==================================================
//= Playtester
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
//= Warp Points for Ice Dungeon
//===== Additional Comments: =================================
diff --git a/npc/warps/dungeons/in_sphinx.txt b/npc/warps/dungeons/in_sphinx.txt
index 70f1f63f8..24f5e099b 100644
--- a/npc/warps/dungeons/in_sphinx.txt
+++ b/npc/warps/dungeons/in_sphinx.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Morroc Sphinx Warp Script
//===== By: ==================================================
//= Nana (1.0)
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
//= Warp Points for Sphinx Dungeon
//===== Additional Comments: =================================
diff --git a/npc/warps/dungeons/iz_dun.txt b/npc/warps/dungeons/iz_dun.txt
index 0ccc42db9..e52d7919e 100644
--- a/npc/warps/dungeons/iz_dun.txt
+++ b/npc/warps/dungeons/iz_dun.txt
@@ -1,12 +1,10 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Izlude Dungeon Warp Script
//===== By: ==================================================
//= Athena (1.0)
//= Nana (1.1)
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
//= Warp Points for Bibilyn Island & Undersea Cave
//===== Additional Comments: =================================
diff --git a/npc/warps/dungeons/juperos.txt b/npc/warps/dungeons/juperos.txt
index 900b79d86..9ca84315f 100644
--- a/npc/warps/dungeons/juperos.txt
+++ b/npc/warps/dungeons/juperos.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Juperos Dungeon Warp Script
//===== By: ==================================================
//= Muad-Dib (1.0)
//===== Current Version: =====================================
//= 1.7
-//===== Compatible With: =====================================
-//= rAthena with independant npctimer support; RO Episode 8+
//===== Description: =========================================
//= Warp Points for Juperos Dungeon
//===== Additional Comments: =================================
@@ -16,7 +14,7 @@
//= 1.4 Added attachnpctimer to the initnpctimer calls. [Skotlex]
//= 1.5 Implemented a part of the Juperos quest [MasterOfMuppets]
//= 1.6 Removed area1 and area2 warps. These are event warps. [L0ne_W0lf]
-//= Added static warps for gate -> area1/2/elevator.
+//= Added static warps for gate -> area1/2/elevator.
//= 1.6a COrrected new warps [L0ne_W0lf]
//= 1.7 Removed duplicated quest warp portal [Brainstorm]
//============================================================
diff --git a/npc/warps/dungeons/kh_dun.txt b/npc/warps/dungeons/kh_dun.txt
index c19e324ca..7396ee91b 100644
--- a/npc/warps/dungeons/kh_dun.txt
+++ b/npc/warps/dungeons/kh_dun.txt
@@ -1,18 +1,16 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Kiel Dungeon Warp Script
//===== By: ==================================================
//= Lost Kakashi
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= rAthena 1.0
//===== Description: =========================================
//= Warp Points for the Kiel Dungeon
//===== Additional Comments: =================================
//= 1.1 Added official Kiel Dungeon entrance [Playtester]
//= 1.2 Changed warps because of Kiel quest [Playtester]
//= 1.3 Added second floor exit. [L0ne_W0lf]
-//= Corrected coordinated for some of the other warps.
+//= Corrected coordinated for some of the other warps.
//============================================================
//= Kiel Dungeon =============================================
diff --git a/npc/warps/dungeons/lhz_dun.txt b/npc/warps/dungeons/lhz_dun.txt
index d8d0f7c5e..e95d2fe57 100644
--- a/npc/warps/dungeons/lhz_dun.txt
+++ b/npc/warps/dungeons/lhz_dun.txt
@@ -1,21 +1,18 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Lighthalzen Dungeon Warp Script
//===== By: ==================================================
//= Sara-chan (1.0)
//===== Current Version: =====================================
//= 2.1b
-//===== Compatible With: =====================================
-//= Any Athena Version; RO Episode 8+
//===== Description: =========================================
//= Warp Points for Lighthalzen Dungeon
//===== Additional Comments: =================================
-//= No Comment!
//= 1.1 Added temp restriction by Azazel [Lupus]
//= 1.2 Optimized [Lupus]
-//= and fixed 005 and 005a warps coords, thanks to Justin84
+//= and fixed 005 and 005a warps coords, thanks to Justin84
//= 1.3 Fixed entrance condition check, thanx2Daegaladh [Lupus]
//= 1.4 Added coords of secret dungeon entrance, thanks to Justin84
-//= proved with screenshots [Lupus]
+//= proved with screenshots [Lupus]
//= 1.5a thx2 Justin84, some additions and fixes [Lupus]
//= 1.5b re-enabled main entrance warp [Lupus] <-reverted 1.5c
//= 1.6 Updated entrances, added Cube room warps, thanx 2 Justin84
@@ -26,8 +23,8 @@
//= 1.9 Removed duplicates [Toms]
//= 2.0 Now use MISC_QUEST&512 instead of 'hzdun' [Lupus]
//= 2.1 Updated all standard dungeon warps. [L0ne_W0lf]
-//= Updated Sewer pipe dungeon entrance.
-//= Removed dialog from level 3 entrance warp.
+//= Updated Sewer pipe dungeon entrance.
+//= Removed dialog from level 3 entrance warp.
//= 2.1a Updated 3rd floor warp. Again... [L0ne_W0lf]
//= 2.1b Fixed reverse level requirement in 3rd floor warp. [L0ne_W0lf]
//============================================================
diff --git a/npc/warps/dungeons/lou_dun.txt b/npc/warps/dungeons/lou_dun.txt
index dc4c4a0e7..51afe24f9 100644
--- a/npc/warps/dungeons/lou_dun.txt
+++ b/npc/warps/dungeons/lou_dun.txt
@@ -1,13 +1,11 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Louyang Dungeon Warp Script
//===== By: ==================================================
//= Nana (1.0)
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Any Athena Version 6.0+
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Warp Points for Louyang
//===== Additional Comments: =================================
//= 1.1 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
diff --git a/npc/warps/dungeons/mag_dun.txt b/npc/warps/dungeons/mag_dun.txt
index b81bad620..58a2f4bae 100644
--- a/npc/warps/dungeons/mag_dun.txt
+++ b/npc/warps/dungeons/mag_dun.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Yuno Dungeon Warp Script
//===== By: ==================================================
//= Nana (1.0)
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= Any Athena Version; RO Episode 5+
//===== Description: =========================================
//= Warp Points for Yuno Dungeon
//===== Additional Comments: =================================
diff --git a/npc/warps/dungeons/mjo_dun.txt b/npc/warps/dungeons/mjo_dun.txt
index 1c23dc572..66874e71b 100644
--- a/npc/warps/dungeons/mjo_dun.txt
+++ b/npc/warps/dungeons/mjo_dun.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Coal Mine Warp Script
//===== By: ==================================================
//= Nana (1.0)
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
//= Warp Points for Coal Mines
//===== Additional Comments: =================================
diff --git a/npc/warps/dungeons/moc_pryd.txt b/npc/warps/dungeons/moc_pryd.txt
index fc50e2a14..9c5982ae2 100644
--- a/npc/warps/dungeons/moc_pryd.txt
+++ b/npc/warps/dungeons/moc_pryd.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Morroc Pyramid Warp Script
//===== By: ==================================================
//= Nana (1.0)
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
//= Warp Points for Morroc Pyramid
//===== Additional Comments: =================================
diff --git a/npc/warps/dungeons/mosk_dun.txt b/npc/warps/dungeons/mosk_dun.txt
index 30dc257e7..451bdc62b 100644
--- a/npc/warps/dungeons/mosk_dun.txt
+++ b/npc/warps/dungeons/mosk_dun.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Moscovia Dungeon Warp Script
//===== By: ==================================================
//= Kisuka, $ephiroth
//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
//= Warp Points for Moscovia Dungeon
//===== Additional Comments: =================================
diff --git a/npc/warps/dungeons/odin.txt b/npc/warps/dungeons/odin.txt
index b87aa430f..33cf0272d 100644
--- a/npc/warps/dungeons/odin.txt
+++ b/npc/warps/dungeons/odin.txt
@@ -1,20 +1,18 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Odin Temple Warp Script
//===== By: ==================================================
//= birkiczd (1.0)
//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
//= Warp Points for Odin Temple
//===== Additional Comments: =================================
//= 1.1 Move the Saylor from Hugel.txt here. [Poki#3]
-//= Hako's Sprite, cords and price is official. The text is not.
+//= Hako's Sprite, cords and price is official. The text is not.
//= 1.2 Removed Duplicates [Silent]
//= 1.3 Official warps [Playtester]
//= 1.4 Moved Sailor to Hugel quest file since he's part of
-//= Odin's Excavation Quest. [SinSloth]
+//= Odin's Excavation Quest. [SinSloth]
//============================================================
odin_tem01,378,182,0 warp odin01 1,1,odin_tem02,28,180
diff --git a/npc/warps/dungeons/orcsdun.txt b/npc/warps/dungeons/orcsdun.txt
index 4f067f6c2..01d40a5b1 100644
--- a/npc/warps/dungeons/orcsdun.txt
+++ b/npc/warps/dungeons/orcsdun.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Orc Dungeon Warp Script
//===== By: ==================================================
//= Nana (1.0)
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
//= Warp Points for Orc Dungeon
//===== Additional Comments: =================================
diff --git a/npc/warps/dungeons/pay_dun.txt b/npc/warps/dungeons/pay_dun.txt
index 5f513e899..b34700446 100644
--- a/npc/warps/dungeons/pay_dun.txt
+++ b/npc/warps/dungeons/pay_dun.txt
@@ -1,16 +1,14 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Payon Cave Warps
-//===== By: ==================================================
+//===== By: ==================================================
//= Nana (1.0)
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Any rAthena Mod
-//===== Description: =========================================
+//===== Description: =========================================
//= Payon Dungeon Warps
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.1a Fixed 'payd04r' warping players to a non-existant tile [MasterOfMuppets]
-//============================================================
+//============================================================
//= Payon Cave ===============================================
pay_dun00,184,33,0 warp payd01 2,7,pay_dun01,19,33
@@ -21,14 +19,12 @@ pay_dun02,137,128,0 warp payd03 4,1,pay_dun03,155,159
pay_dun02,16,63,0 warp payd02-1 2,7,pay_dun01,283,28
pay_dun03,155,161,0 warp payd03-1 2,1,pay_dun02,137,126
pay_dun03,127,62,4 script payd04r 45,2,2,{
- set @r,rand(4);
- if(@r==1) goto w2;
- if(@r==2) goto w3;
- if(@r==3) goto w4;
- warp "pay_dun04",201,204; end;
- w2: warp "pay_dun04",189,43; end;
- w3: warp "pay_dun04",43,40; end;
- w4: warp "pay_dun04",34,202; end;
+ switch(rand(4)) {
+ case 0: warp "pay_dun04",201,204; end;
+ case 1: warp "pay_dun04",189,43; end;
+ case 2: warp "pay_dun04",43,40; end;
+ case 3: warp "pay_dun04",34,202; end;
+ }
}
pay_dun04,191,41,0 warp payd04-2 1,1,pay_dun03,124,62
pay_dun04,202,206,0 warp payd04-3 1,1,pay_dun03,124,62
diff --git a/npc/warps/dungeons/prt_maze.txt b/npc/warps/dungeons/prt_maze.txt
index 6cfd23abd..7df4ac094 100644
--- a/npc/warps/dungeons/prt_maze.txt
+++ b/npc/warps/dungeons/prt_maze.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Prontera Dungeons Warp Script
//===== By: ==================================================
//= Nana (1.0)
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
//= Warp Points for Prontera Dungeons
//===== Additional Comments: =================================
@@ -109,14 +107,12 @@ prt_maze03,22,194,0 warp mazewarp5301 1,1,prt_maze03,175,48 /*To No.3-20*/
prt_maze03,5,186,0 warp mazewarp5302 1,1,prt_maze03,151,134 /*To No.3-9*/
//3rd Floor No.02
prt_maze03,58,194,0 script #mazewarp5303 45,1,1,{
- set @w,rand(4);
- if(@w==1)goto w2;
- if(@w==2)goto w3;
- if(@w==3)goto w4;
- warp "prt_maze03",98,151; end; /*To No.3-8*/
- w2: warp "prt_maze03",137,128; end; /*To No.3-9*/
- w3: warp "prt_maze03",14,71; end; /*To No.3-16*/
- w4: warp "prt_maze03",54,8; end; /*To No.3-22*/
+ switch(rand(4)) {
+ case 0: warp "prt_maze03",98,151; end; /*To No.3-8*/
+ case 1: warp "prt_maze03",137,128; end; /*To No.3-9*/
+ case 2: warp "prt_maze03",14,71; end; /*To No.3-16*/
+ case 3: warp "prt_maze03",54,8; end; /*To No.3-22*/
+ }
}
// 3rd Floor No.03
prt_maze03,102,165,0 warp mazewarp5304 1,1,prt_maze03,137,71 /*To No.3-19*/
@@ -169,14 +165,12 @@ prt_maze03,14,45,0 warp mazewarp5337 1,1,prt_maze03,88,174 /*To No.3-3*/
prt_maze03,5,58,0 warp mazewarp5338 1,1,prt_maze03,191,15 /*To No.3-25*/
// 3rd Floor No.17
prt_maze03,74,74,0 script #mazewarp5339 45,1,1,{
-set @w,rand(4);
- if(@w==1)goto w2;
- if(@w==2)goto w3;
- if(@w==3)goto w4;
- warp "prt_maze03",98,151; end; /*To No.3-8*/
- w2: warp "prt_maze03",137,128; end; /*To No.3-9*/
- w3: warp "prt_maze03",14,71; end; /*To No.3-16*/
- w4: warp "prt_maze03",54,8; end; /*To No.3-22*/
+ switch(rand(4)) {
+ case 0: warp "prt_maze03",98,151; end; /*To No.3-8*/
+ case 1: warp "prt_maze03",137,128; end; /*To No.3-9*/
+ case 2: warp "prt_maze03",14,71; end; /*To No.3-16*/
+ case 3: warp "prt_maze03",54,8; end; /*To No.3-22*/
+ }
}
prt_maze03,52,45,0 warp mazewarp5340 1,1,prt_maze03,16,31 /*To No.3-21*/
// 3rd Floor No.18
@@ -187,14 +181,12 @@ prt_maze03,85,56,0 warp mazewarp5344 1,1,prt_maze03,176,31 /*To No.3-25*/
// 3rd Floor No.19
prt_maze03,137,74,0 warp mazewarp5345 1,1,prt_maze03,102,168 /*To No.3-3*/
prt_maze03,139,45,0 script #mazewarp5346 45,1,1,{
- set @w,rand(4);
- if(@w==1)goto w2;
- if(@w==2)goto w3;
- if(@w==3)goto w4;
- warp "prt_maze03",98,151; end; /*To No.3-8*/
- w2: warp "prt_maze03",137,128; end; /*To No.3-9*/
- w3: warp "prt_maze03",14,71; end; /*To No.3-16*/
- w4: warp "prt_maze03",54,8; end; /*To No.3-22*/
+ switch(rand(4)) {
+ case 0: warp "prt_maze03",98,151; end; /*To No.3-8*/
+ case 1: warp "prt_maze03",137,128; end; /*To No.3-9*/
+ case 2: warp "prt_maze03",14,71; end; /*To No.3-16*/
+ case 3: warp "prt_maze03",54,8; end; /*To No.3-22*/
+ }
}
// 3rd Floor No.20
prt_maze03,177,74,0 warp mazewarp5347 1,1,prt_maze03,23,128 /*To No.3-6*/
@@ -213,14 +205,12 @@ prt_maze03,114,22,0 warp mazewarp5356 1,1,prt_maze03,104,71 /*To No.3-18*/
prt_maze03,85,13,0 warp mazewarp5357 1,1,prt_maze03,23,8 /*To No.3-21*/
// 3rd Floor No.24
prt_maze03,154,22,0 script #mazewarp5358 45,1,1,{
- set @w,rand(4);
- if(@w==1)goto w2;
- if(@w==2)goto w3;
- if(@w==3)goto w4;
- warp "prt_maze03",98,151; end; /*To No.3-8*/
- w2: warp "prt_maze03",137,128; end; /*To No.3-9*/
- w3: warp "prt_maze03",14,71; end; /*To No.3-16*/
- w4: warp "prt_maze03",54,8; end; /*To No.3-22*/
+ switch(rand(4)) {
+ case 0: warp "prt_maze03",98,151; end; /*To No.3-8*/
+ case 1: warp "prt_maze03",137,128; end; /*To No.3-9*/
+ case 2: warp "prt_maze03",14,71; end; /*To No.3-16*/
+ case 3: warp "prt_maze03",54,8; end; /*To No.3-22*/
+ }
}
// 3rd Floor No.25
prt_maze03,176,34,0 warp mazewarp5359 1,1,prt_maze03,88,56 /*To No.3-18*/
diff --git a/npc/warps/dungeons/ra_san.txt b/npc/warps/dungeons/ra_san.txt
index 6b9076b5f..0a31d6e14 100644
--- a/npc/warps/dungeons/ra_san.txt
+++ b/npc/warps/dungeons/ra_san.txt
@@ -1,19 +1,17 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Rachel Sanctuary Dungeon Warp Script
//===== By ===================================================
//= Playtester
-//===== Current Version :=====================================
+//===== Current Version: =====================================
//= 1.4
-//===== Compatible With :=====================================
-//= Any Athena Version
-//===== Description :=========================================
+//===== Description: =========================================
//= Warp Points For Rachel Sanctuary Dungeon
-//===== Additional Comment:===================================
+//===== Additional Comment: ==================================
//= 1.1 Added $ephiroth's warps [Playtester]
//= 1.2 Replaced old versions with jAthena's [Playtester]
//= 1.3 Official warps [Playtester]
//= 1.4 Added quest map warp to random warp. [L0ne_W0lf]
-//= Added Dungeon exit back into temple.
+//= Added Dungeon exit back into temple.
//============================================================
ra_san01,139,13,0 script sanctuary01 45,1,1,{
diff --git a/npc/warps/dungeons/tha_t.txt b/npc/warps/dungeons/tha_t.txt
index 6eb983770..bc6925a22 100644
--- a/npc/warps/dungeons/tha_t.txt
+++ b/npc/warps/dungeons/tha_t.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Thanatos Tower Warps
//===== By: ==================================================
//= [Ishizu-chan]
//===== Current Version: =====================================
//= 1.1 Beta
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
//= Warp Points for Thanatos Tower
//===== Additional Comments: =================================
diff --git a/npc/warps/dungeons/thor_v.txt b/npc/warps/dungeons/thor_v.txt
index 342a8bc6d..2a12603df 100644
--- a/npc/warps/dungeons/thor_v.txt
+++ b/npc/warps/dungeons/thor_v.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Thor's Volcano Dungeon Warp Script
//===== By: ==================================================
//= $ephiroth
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
//= Warp Points for Thor's Volcano Dungeon
//===== Additional Comments: =================================
@@ -19,10 +17,10 @@ thor_v02,192,60,0 warp thor_v2-2 1,1,thor_v03,35,262
thor_v02,73,203,0 warp thor_v3-1 1,1,thor_v01,196,37
thor_v03,30,262,0 warp thor_v3-2 1,1,thor_v02,187,58
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= 1.0 Initial version [$ephiroth]
//= 1.1 Updated warps, according to Japan site [$ephiroth]
//= 1.2 Updated more warps to thor_camp [$ephiroth]
-//============================================================
+//============================================================
diff --git a/npc/warps/dungeons/treasure.txt b/npc/warps/dungeons/treasure.txt
index 72d93c2eb..606c61e30 100644
--- a/npc/warps/dungeons/treasure.txt
+++ b/npc/warps/dungeons/treasure.txt
@@ -1,11 +1,9 @@
-//==== rAthena Script ========================================
+//===== Hercules Script ======================================
//= Treasure Island warp Script
//===== By: ==================================================
//= Nana (1.0)
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
//= Warp Points for Treasure Island
//===== Additional Comments: =================================
diff --git a/npc/warps/dungeons/tur_dun.txt b/npc/warps/dungeons/tur_dun.txt
index e61147e7d..1c42f75a9 100644
--- a/npc/warps/dungeons/tur_dun.txt
+++ b/npc/warps/dungeons/tur_dun.txt
@@ -1,11 +1,9 @@
-//==== rAthena Script ========================================
+//===== Hercules Script ======================================
//= Turtle Island warp Script
//===== By: ==================================================
//= Nana (1.0)
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
//= Warp Points for Turtle Island
//===== Additional Comments: =================================
diff --git a/npc/warps/dungeons/um_dun.txt b/npc/warps/dungeons/um_dun.txt
index 80b6bbbae..b69df10cb 100644
--- a/npc/warps/dungeons/um_dun.txt
+++ b/npc/warps/dungeons/um_dun.txt
@@ -1,13 +1,11 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Umbala Dungeon (Yggdrasil Cave) Warp Script
//===== By: ==================================================
//= Darkchild (1.0vA); Athena (1.0vB)
//===== Current Version: =====================================
//= 1.4 (Akaru)
-//===== Compatible With: =====================================
-//= Any Athena Version; RO Episode 6+
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Warp Points for Umbala Dungeon (Yggdrasil Cave)
//===== Additional Comments: =================================
//= 1.2 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
diff --git a/npc/warps/dungeons/xmas_dun.txt b/npc/warps/dungeons/xmas_dun.txt
index 96374f412..8672f520a 100644
--- a/npc/warps/dungeons/xmas_dun.txt
+++ b/npc/warps/dungeons/xmas_dun.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Lutie Dungeon (Toy Factory) Warp Script
//===== By: ==================================================
//= Nana (1.0)
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Any Athena Version; RO Episode 2+
//===== Description: =========================================
//= Warp Points for Toy Factory
//===== Additional Comments: =================================
diff --git a/npc/warps/fields/amatsu_fild.txt b/npc/warps/fields/amatsu_fild.txt
index 93c5eccf2..d9f0f5bd3 100644
--- a/npc/warps/fields/amatsu_fild.txt
+++ b/npc/warps/fields/amatsu_fild.txt
@@ -5,7 +5,7 @@
//===== Current Version: =====================================
//= 1.1
//===== Description: =========================================
-//= [Aegis COnversion]
+//= [Official Conversion]
//= Warp Points for Amatsu Field
//===== Additional Comments: =================================
//= 1.1 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
diff --git a/npc/warps/fields/ein_fild.txt b/npc/warps/fields/ein_fild.txt
index c83a13b1e..f6a25c4a1 100644
--- a/npc/warps/fields/ein_fild.txt
+++ b/npc/warps/fields/ein_fild.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Einbroch Field Warp Script
//===== By: ==================================================
//= Sara-chan (1.0), SSUNNY@YOUNG(1.2)
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Any Athena Version; RO Episode 8+
//===== Description: =========================================
//= Warp Points for Lighthalzen Field
//===== Additional Comments: =================================
diff --git a/npc/warps/fields/gefenia.txt b/npc/warps/fields/gefenia.txt
index 832bdea74..ce89232e7 100644
--- a/npc/warps/fields/gefenia.txt
+++ b/npc/warps/fields/gefenia.txt
@@ -1,4 +1,4 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Gefenia Warp Script
//===== By: ==================================================
//= Muad Dib (1.0)
@@ -6,8 +6,6 @@
//= Nana (1.2)
//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Any Athena Version; RO Episode 6+
//===== Description: =========================================
//= Warp Points for Gefenia
//===== Additional Comments: =================================
diff --git a/npc/warps/fields/glastheim.txt b/npc/warps/fields/glastheim.txt
index e5d2d359b..b40cac0b5 100644
--- a/npc/warps/fields/glastheim.txt
+++ b/npc/warps/fields/glastheim.txt
@@ -1,17 +1,16 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Glastheim Warp Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
-//= 1.4
-//===== Compatible With: =====================================
-//= Any Athena Version; RO Episode 2.x
+//= 1.5
//===== Description: =========================================
//= Warp Points for Glastheim
//===== Additional Comments: =================================
//= Split off npc_warp.txt, 1.1 added gl18-2 [Lupus]
//= optimized random warp [Lupus] fixed looped warps
//= 1.4 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
+//= 1.5 Fixed random warp coordinates. [Euphy]
//============================================================
//Glastheim
@@ -52,10 +51,13 @@ gl_knt02,10,138,0 warp gl14-1 1,1,gl_knt01,7,148
gl_knt02,157,292,0 warp gl16-1 1,1,gl_knt01,150,286
gl_knt02,289,138,0 warp gl17-1 1,1,gl_knt01,292,144
gl_prison,149,183,0 warp gl18-1 1,1,gl_prison1,150,14
-gl_prison,10,70,4 script gl18-2 45,1,1,{
-if(rand(2)==1) goto w2;
- warp "gl_cas01",236,192; end;
-w2: warp "gl_cas01",164,191; end;
+gl_prison,11,70,0 script gl18-2 45,1,1,{
+ switch(rand(4)) {
+ case 0: warp "gl_cas01",163,193; end;
+ case 1: warp "gl_cas01",238,192; end;
+ case 2: warp "gl_cas01",144,314; end;
+ case 3: warp "gl_cas01",367,301; end;
+ }
}
gl_prison1,150,10,0 warp gl18 1,1,gl_prison,149,178
gl_prison1,62,187,0 warp gl10 1,1,gl_sew01,258,255
diff --git a/npc/warps/fields/jawaii.txt b/npc/warps/fields/jawaii.txt
index 024f97c1f..d1945ffad 100644
--- a/npc/warps/fields/jawaii.txt
+++ b/npc/warps/fields/jawaii.txt
@@ -1,4 +1,4 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Jawaii Warp Script
//===== By: ==================================================
//= Muad Dib (1.0)
@@ -6,8 +6,6 @@
//= MasterOfMuppets (1.2)
//===== Current Version: =====================================
//= 1.2b
-//===== Compatible With: =====================================
-//= Any Athena Version; RO Episode 6+
//===== Description: =========================================
//= Warp Points for Jawaii
//===== Additional Comments: =================================
diff --git a/npc/warps/fields/lhalzen_fild.txt b/npc/warps/fields/lhalzen_fild.txt
index 10a5b5d7e..85f06cb87 100644
--- a/npc/warps/fields/lhalzen_fild.txt
+++ b/npc/warps/fields/lhalzen_fild.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Lighthalzen Field Warp Script
//===== By: ==================================================
//= Sara-chan (1.0)
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Any Athena Version; RO Episode 8+
//===== Description: =========================================
//= Warp Points for Lighthalzen Field
//===== Additional Comments: =================================
diff --git a/npc/warps/fields/lutie_fild.txt b/npc/warps/fields/lutie_fild.txt
index 8e944bd81..3fd47b22d 100644
--- a/npc/warps/fields/lutie_fild.txt
+++ b/npc/warps/fields/lutie_fild.txt
@@ -1,13 +1,11 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Lutie Field Warp Script
//===== By: ==================================================
//= Nana (1.0)
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Any Athena Version; RO Episode 2+
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Warp Points for Lutie Field
//===== Additional Comments: =================================
//= 1.2 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
diff --git a/npc/warps/fields/man_fild.txt b/npc/warps/fields/man_fild.txt
index 55e799a69..3e355700b 100644
--- a/npc/warps/fields/man_fild.txt
+++ b/npc/warps/fields/man_fild.txt
@@ -1,13 +1,11 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Manuk Field Warp Script
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Warp Points for Manuk Field
//===== Additional Comments: =================================
//= 1.0 First Version.
diff --git a/npc/warps/fields/mtmjolnir.txt b/npc/warps/fields/mtmjolnir.txt
index 1c49ddc96..efd0bbf57 100644
--- a/npc/warps/fields/mtmjolnir.txt
+++ b/npc/warps/fields/mtmjolnir.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Mt. Mjolnir Warp Script
//===== By: ==================================================
//= Nana (1.0)
//===== Current Version: =====================================
//= 1.2a
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
//= Warp Points for Mt. Mjolnir
//===== Additional Comments: =================================
diff --git a/npc/warps/fields/spl_fild.txt b/npc/warps/fields/spl_fild.txt
index 1860636ff..024f76bde 100644
--- a/npc/warps/fields/spl_fild.txt
+++ b/npc/warps/fields/spl_fild.txt
@@ -1,13 +1,11 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Splendid Field Warp Script
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.2
-//===== Compatible With: =====================================
-//= Any Athena Version
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Warp Points for Splendide
//===== Additional Comments: =================================
//= 1.0 First Version.
diff --git a/npc/warps/fields/umbala_fild.txt b/npc/warps/fields/umbala_fild.txt
index 1282257e4..0ed3dc47c 100644
--- a/npc/warps/fields/umbala_fild.txt
+++ b/npc/warps/fields/umbala_fild.txt
@@ -1,13 +1,11 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Umbala Field Warp Script
//===== By: ==================================================
//= Nana (1.0)
//===== Current Version: =====================================
//= 1.1
-//===== Compatible With: =====================================
-//= Any Athena Version; RO Episode 6+
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Warp Points for Umbala Field
//===== Additional Comments: =================================
//= 1.1 Rescripted to Aegis 10.3 Standards. [L0ne_W0lf]
diff --git a/npc/warps/guildcastles.txt b/npc/warps/guildcastles.txt
index f41fc2a5d..0b8dc0548 100644
--- a/npc/warps/guildcastles.txt
+++ b/npc/warps/guildcastles.txt
@@ -4,8 +4,6 @@
//= Athena (1.0)
//===== Current Version: =====================================
//= 2.7
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Warp Points for Al de Baran, Payon, Prontera, Geffen,
//= and Juno Guild Castles
@@ -18,15 +16,14 @@
//= 2.3 Removed 2nd entrance to Novice Castle Geffen [Lupus]
//= 2.4 Added Warps between Juno and it's new Castle Satelite map. [L0ne_W0lf]
//= 2.4a Added more warps between Juno Satellite and Castle Interiors. [L0ne_W0lf]
-//= castle 1, 4 and 5 entrances are questionable, and will be updated
-//= as I get more information.
+//= castle 1, 4 and 5 entrances are questionable, and will be updated
+//= as I get more information.
//= 2.4b Corrected Warp points for Juno castles 1, 4 and 5. [L0ne_W0lf]
//= 2.5 Updated Schwaltzvalt warps and added Arunafeltz. [L0ne_W0lf]
//= 2.6 Fixed warp position between Juno and Schwaltzvalt Realm. [Gepard]
//= 2.7 Updated WoE:FE warps. [Masao]
//============================================================
-
//Prontera Castle Map
prt_gld,159,298,0 warp prtg01_NorthField 1,1,prt_fild01,199,30
prt_gld,159,25,0 warp prtg02_Castle 1,1,prt_castle,102,178
@@ -442,7 +439,7 @@ arug_cas05,141,40,0 warp arug501 1,1,aru_gld,292,107
aru_gld,287,107,0 warp arug502 1,1,arug_cas05,141,45
arug_cas05,321,52,0 warp arug503 1,1,arug_cas05,141,45
-//================== 4 Novices Guild Castles =============================
+//==================4 Novices Guild Castles =============================
//Novices Guild: Al de Baran Guild Castles Map
n_castle,184,16,0 warp naldg01 1,1,nguild_alde,34,248
nguild_alde,34,252,0 warp naldg01-1 1,1,n_castle,187,16
diff --git a/npc/warps/other/arena.txt b/npc/warps/other/arena.txt
index 19a5fdc6a..efc2e42da 100644
--- a/npc/warps/other/arena.txt
+++ b/npc/warps/other/arena.txt
@@ -3,16 +3,19 @@
//===== By: ==================================================
//= SinSloth
//===== Current Version: =====================================
-//= 1.3
+//= 1.4
//===== Description: =========================================
-//= Warp Points related to Izlude Arena && Control Panel
+//= Warp Points related to Izlude Arena & Control Panel
//===== Additional Comments: =================================
//= 1.0 First version, done by SinSloth. [MasterOfMuppets]
//= 1.1 updated welcome_arena warp coords (was 128,126) [Lupus]
//= 1.2 Made some updates due to Izlude Battle Arena release. [SinSloth]
-//= 1.3 Moved welcome_arena & bye_arena to pre-re [Streusel]
+//= 1.3 Split Izlude warps into Pre-Renewal/Renewal paths. [Euphy]
+//= 1.4 Added GM management function. [Euphy]
//============================================================
+// Main Room Warps
+//============================================================
arena_room,84,103,0 warp arn_room_11_1 1,1,arena_room,63,130
arena_room,63,126,0 warp arn_room_11_2 1,1,arena_room,87,100
arena_room,76,87,0 warp arn_room_9_1 1,1,arena_room,46,87
@@ -25,45 +28,67 @@ arena_room,123,88,0 warp arn_room_3_1 1,1,arena_room,153,87
arena_room,150,87,0 warp arn_room_3_2 1,1,arena_room,120,87
prt_are_in,54,13,0 warp toarn_room 1,1,arena_room,100,77
-sec_in02,79,180,3 script #arenacontrol 81,{
+// Acolyte Warps
+//============================================================
+arena_room,135,126,0 warp byeaco#arena 1,1,arena_room,111,99
+force_5-1,25,44,0 warp force_01_02#aco 1,1,force_5-1,25,69
+force_5-1,25,134,0 warp force_02_03#aco 1,1,force_5-1,25,159
+force_5-1,44,174,0 warp force_03_04#aco 1,1,force_5-1,69,174
+force_5-1,134,174,0 warp force_04_05#aco 1,1,force_5-1,159,174
+force_5-1,174,155,0 warp force_05_06#aco 1,1,force_5-1,174,130
+force_5-1,174,65,0 warp force_06_07#aco 1,1,force_5-1,174,40
+force_5-1,155,26,0 warp force_07_08#aco 1,1,force_5-1,132,26
+force_5-1,99,54,0 warp force_08_09#aco 1,1,force_5-1,99,82
-DLGTEMP:
- input @input_arena;
- if (@input_arena < 0 || @input_arena > 2000) goto DLGTEMP; //CHECK
- if (@input_arena == 0)
- {
+// Party Warps
+//============================================================
+force_1-2,85,26,0 warp force_00_01 1,1,force_1-2,37,26
+force_1-2,114,26,0 warp force_00_02 1,1,force_1-2,162,26
+force_1-2,99,40,0 warp force_00_03 1,1,force_1-2,99,66
+force_1-2,41,26,0 warp force_01_00 1,1,force_1-2,89,26
+force_1-2,158,26,0 warp force_02_00 1,1,force_1-2,110,26
+force_1-2,99,63,0 warp force_03_00 1,1,force_1-2,99,36
+force_1-2,84,78,0 warp force_03_05 1,1,force_1-2,37,78
+force_1-2,115,78,0 warp force_03_04 1,1,force_1-2,162,78
+force_1-2,158,77,0 warp force_04_03 1,1,force_1-2,110,78
+force_1-2,41,77,0 warp force_05_03 1,1,force_1-2,37,78
+force_1-2,25,93,0 warp force_05_06 1,1,force_1-2,26,118
+force_1-2,49,130,0 warp force_06_07 1,1,force_1-2,91,125
+force_1-2,107,145,0 warp force_07_08 1,1,force_1-2,173,118
+force_1-2,158,178,0 warp force_08_09 1,1,force_1-2,133,178
+force_1-2,55,178,0 warp force_09_10 1,1,force_1-2,29,178
+force_1-2,33,178,0 warp force_10_09 1,1,force_1-2,59,178
+
+// GM Control Panel
+//============================================================
+sec_in02,79,180,3 script #arenacontrol 81,{
+ set .@i, callfunc("F_GM_NPC",1357,0);
+ if (.@i == -1) {
mes "Error!";
close;
- }
- else if (@input_arena == 1357)
- {
+ } else if (.@i == 0) {
+ mes "Closing control panel.";
+ close;
+ } else {
mes "Opening Control Panel";
mes "' A - R - E - N - A '";
next;
mes "Please select a";
mes "state for the arena.";
next;
- switch( select( "Open.","Closed.") )
- {
- case 1:
- mes "Currently";
- mes "opening arena.";
- misceffect EF_ENHANCE; //CHECK
- enablenpc "welcome_arena";
- next;
- break;
- case 2:
- mes "Currently";
- mes "closing arena.";
- misceffect EF_EXIT; //CHECK
- disablenpc "welcome_arena";
- next;
- break;
+ switch(select("Open.:Closed.")) {
+ case 1:
+ mes "Currently";
+ mes "opening arena.";
+ specialeffect EF_ENHANCE;
+ enablenpc "welcome_arena";
+ close;
+ case 2:
+ mes "Currently";
+ mes "closing arena.";
+ specialeffect EF_EXIT;
+ disablenpc "welcome_arena";
+ close;
}
}
- else
- {
- mes "Closing control panel.";
- close;
- }
}
diff --git a/npc/warps/other/god.txt b/npc/warps/other/god.txt
index f649b7e57..2ee2faeea 100644
--- a/npc/warps/other/god.txt
+++ b/npc/warps/other/god.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= God Seal Quest Warps
//===== By: ==================================================
//= MasterOfMuppets && SinSloth
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//=
//===== Description: =========================================
//= Warp Points related to the God Seal Quest.
//===== Additional Comments: =================================
diff --git a/npc/warps/other/jobquests.txt b/npc/warps/other/jobquests.txt
index e3c36ab51..41a433d31 100644
--- a/npc/warps/other/jobquests.txt
+++ b/npc/warps/other/jobquests.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Job Quest Warp Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
-//= 2.0
-//===== Compatible With: =====================================
-//= Any Athena Version; RO Version Ep4+
+//= 2.1
//===== Description: =========================================
//= Warp Points for Job Quest Maps
//===== Additional Comments: =================================
@@ -23,17 +21,42 @@
//= 1.8 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
//= 1.9 Added Gungslinger and Ninja warps. [L0ne_W0lf]
//= 2.0 Updated Novice warps to use correct maps. [L0ne_W0lf]
+//= 2.1 Added Novice warp duplicates. [Euphy]
//============================================================
//==============================================================================
//Novice
//==============================================================================
-new_1-1,148,112,0 warp newwarp6001 2,2,new_1-2,100,9
-new_1-2,100,6,0 warp newwarp6002 2,2,new_1-1,144,112
-new_1-2,126,106,0 warp newwarp6003 2,2,new_1-2,160,171
-new_1-2,156,171,0 warp newwarp6004 2,2,new_1-2,123,106
-new_1-2,73,106,0 warp newwarp6005 2,2,new_1-2,41,172
-new_1-2,46,172,0 warp newwarp6006 2,2,new_1-2,78,106
+new_1-1,148,112,0 warp newwarp6001a 2,2,new_1-2,100,9
+new_2-1,148,112,0 warp newwarp6001b 2,2,new_2-2,100,9
+new_3-1,148,112,0 warp newwarp6001c 2,2,new_3-2,100,9
+new_4-1,148,112,0 warp newwarp6001d 2,2,new_4-2,100,9
+new_5-1,148,112,0 warp newwarp6001e 2,2,new_5-2,100,9
+new_1-2,100,6,0 warp newwarp6002a 2,2,new_1-1,144,112
+new_2-2,100,6,0 warp newwarp6002b 2,2,new_2-1,144,112
+new_3-2,100,6,0 warp newwarp6002c 2,2,new_3-1,144,112
+new_4-2,100,6,0 warp newwarp6002d 2,2,new_4-1,144,112
+new_5-2,100,6,0 warp newwarp6002e 2,2,new_5-1,144,112
+new_1-2,126,106,0 warp newwarp6003a 2,2,new_1-2,160,171
+new_2-2,126,106,0 warp newwarp6003b 2,2,new_2-2,160,171
+new_3-2,126,106,0 warp newwarp6003c 2,2,new_3-2,160,171
+new_4-2,126,106,0 warp newwarp6003d 2,2,new_4-2,160,171
+new_5-2,126,106,0 warp newwarp6003e 2,2,new_5-2,160,171
+new_1-2,156,171,0 warp newwarp6004a 2,2,new_1-2,123,106
+new_2-2,156,171,0 warp newwarp6004b 2,2,new_2-2,123,106
+new_3-2,156,171,0 warp newwarp6004c 2,2,new_3-2,123,106
+new_4-2,156,171,0 warp newwarp6004d 2,2,new_4-2,123,106
+new_5-2,156,171,0 warp newwarp6004e 2,2,new_5-2,123,106
+new_1-2,73,106,0 warp newwarp6005a 2,2,new_1-2,41,172
+new_2-2,73,106,0 warp newwarp6005b 2,2,new_2-2,41,172
+new_3-2,73,106,0 warp newwarp6005c 2,2,new_3-2,41,172
+new_4-2,73,106,0 warp newwarp6005d 2,2,new_4-2,41,172
+new_5-2,73,106,0 warp newwarp6005e 2,2,new_5-2,41,172
+new_1-2,46,172,0 warp newwarp6006a 2,2,new_1-2,78,106
+new_2-2,46,172,0 warp newwarp6006b 2,2,new_2-2,78,106
+new_3-2,46,172,0 warp newwarp6006c 2,2,new_3-2,78,106
+new_4-2,46,172,0 warp newwarp6006d 2,2,new_4-2,78,106
+new_5-2,46,172,0 warp newwarp6006e 2,2,new_5-2,78,106
//==============================================================================
//Thief
diff --git a/npc/warps/other/kiel.txt b/npc/warps/other/kiel.txt
index 76df1b28f..3582ecfb9 100644
--- a/npc/warps/other/kiel.txt
+++ b/npc/warps/other/kiel.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Kiel Warp Script (Kiel Buildings)
//===== By: ==================================================
//= Playtester; L0ne_W0lf
//===== Current Version: =====================================
//= 1.6
-//===== Compatible With: =====================================
-//= Any Athena Version; RO Episode 8+
//===== Description: =========================================
//= Warp Points for all Kiel Buildings
//===== Additional Comments: =================================
diff --git a/npc/warps/other/other.txt b/npc/warps/other/other.txt
index 011494794..69461b8a7 100644
--- a/npc/warps/other/other.txt
+++ b/npc/warps/other/other.txt
@@ -1,11 +1,9 @@
-//===== rAthena Script =======================================
+//===== Hercules Script ======================================
//= Other Warp Script
//===== By: ==================================================
//= Athena (1.0)
//===== Current Version: =====================================
//= 1.0
-//===== Compatible With: =====================================
-//= Any Athena Version;
//===== Description: =========================================
//= Warp Points for Other Maps
//===== Additional Comments: =================================
diff --git a/npc/warps/pvp.txt b/npc/warps/pvp.txt
index 2d28a94d8..c8276ce23 100644
--- a/npc/warps/pvp.txt
+++ b/npc/warps/pvp.txt
@@ -4,8 +4,6 @@
//= Athena (any)
//===== Current Version: =====================================
//= 1.4
-//===== Compatible With: =====================================
-//= Hercules
//===== Description: =========================================
//= Warp Points for Prontera Arena and PvP Maps
//===== Additional Comments: =================================
@@ -13,7 +11,7 @@
//= 1.1 Fixed Prontera Arena warp [Yor]
//= 1.2 Added addition warps for PvP Nightmare Mode maps.
//= 1.3 Fixed duplicate warp names [Timexy]
-//= 1.4 Disabled removed maps ordeal_*-3 and ordeal_*-4 [Streusel]
+//= 1.4 Disabled ordeal_*-3 and ordeal_*-4 maps.
//============================================================
//Battle Ordeal Mode
@@ -161,15 +159,6 @@ ordeal_3-2,180,154,0 warp ord32-8 1,1,ordeal_3-2,284,164
//ordeal_3-4,172,135,0 warp ord34-6 1,1,ordeal_3-4,284,24
//ordeal_3-4,172,172,0 warp ord34-7 1,1,ordeal_3-4,284,284
//ordeal_3-4,180,154,0 warp ord34-8 1,1,ordeal_3-4,284,164
-//This map doesn't even exists. Is it ordeal_a02 or ordea_la00?
-//ordeal_a04,128,154,0 warp orda1 0,0,ordeal_a04,24,154
-//ordeal_a04,136,136,0 warp orda2 0,0,ordeal_a04,24,24
-//ordeal_a04,136,172,0 warp orda3 0,0,ordeal_a04,24,284
-//ordeal_a04,153,128,0 warp orda4 0,0,ordeal_a04,153,23
-//ordeal_a04,153,180,0 warp orda5 0,0,ordeal_a04,144,284
-//ordeal_a04,172,135,0 warp orda6 0,0,ordeal_a04,284,24
-//ordeal_a04,172,172,0 warp orda7 0,0,ordeal_a04,284,284
-//ordeal_a04,180,154,0 warp orda8 0,0,ordeal_a04,284,164
// PvP Nightmare More warps
pvp_n_8-4,33,122,0 warp Link#pt_link_1-11 0,2,pvp_n_8-4,0,0