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authorLupus <Lupus@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-11-04 22:59:57 +0000
committerLupus <Lupus@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-11-04 22:59:57 +0000
commit9c08ebbab7841a2e210613f4e072da4ca48f331b (patch)
tree8df053e6f0423b5a3e42cdd951dd9171d4ceb7ee
parenta0ce9e7654be46ce432cf4620f366b18220419b3 (diff)
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Many small scripts fixes - tabs, parenthesis, typo
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@9137 54d463be-8e91-2dee-dedb-b68131a5f0ec
-rw-r--r--npc/Changelog.txt1
-rw-r--r--npc/airports/einbroch.txt18
-rw-r--r--npc/airports/lighthalzen.txt18
-rw-r--r--npc/airports/yuno.txt18
-rw-r--r--npc/cities/lighthalzen.txt5
-rw-r--r--npc/cities/payon.txt2
-rw-r--r--npc/cities/valkyrie.txt4
-rw-r--r--npc/custom/eAAC_Scripts/quest_warper.txt76
-rw-r--r--npc/events/custom/kings_items.txt2
-rw-r--r--npc/events/xmas.txt8
-rw-r--r--npc/guides/guides_einbe.txt5
-rw-r--r--npc/guild/ev_agit_event.txt7
-rw-r--r--npc/jobs/1-1e/gunslinger.txt9
-rw-r--r--npc/jobs/2-1/blacksmith.txt2
-rw-r--r--npc/jobs/2-1/hunter.txt2
-rw-r--r--npc/jobs/2-1/priest.txt2
-rw-r--r--npc/jobs/2-2/rogue.txt2
-rw-r--r--npc/jobs/2-2a/Clown.txt2
-rw-r--r--npc/kafras/functions_kafras.txt2
-rw-r--r--npc/merchants/kunai_maker.txt2
-rw-r--r--npc/other/arena.txt2
-rw-r--r--npc/other/dts_warper.txt2
-rw-r--r--npc/other/pvp.txt8
-rw-r--r--npc/quests/The_Sign_Quest.txt4
-rw-r--r--npc/quests/newgears/2004_headgears.txt2367
-rw-r--r--npc/quests/seals/brisingamen_seal.txt8
-rw-r--r--npc/quests/seals/megingard_seal.txt2
-rw-r--r--npc/quests/seals/mjolnir_seal.txt2
28 files changed, 1282 insertions, 1300 deletions
diff --git a/npc/Changelog.txt b/npc/Changelog.txt
index aba5a16bb..d7e2e1164 100644
--- a/npc/Changelog.txt
+++ b/npc/Changelog.txt
@@ -34,6 +34,7 @@ KarLaeda
Date Added
======
11/04
+ * Many small fixes - tabs, parenthesis [KarLaeda]
* Fixed Weight check in 1st class quests [Lupus]
- Added missing tabs to airship
11/03
diff --git a/npc/airports/einbroch.txt b/npc/airports/einbroch.txt
index 07549dbe4..a42de5e71 100644
--- a/npc/airports/einbroch.txt
+++ b/npc/airports/einbroch.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= L0ne_W0lf, Muad_Dib
//===== Current Version: =====================================
-//= 1.2
+//= 1.3
//===== Compatible With: =====================================
//= eAthena Revision 3000+
//===== Description: =========================================
@@ -12,6 +12,7 @@
//= Converted by Dr.Evil, 1.0b more typos and credits [Lupus]
//= 1.1 Fixed wrong check, added extra condition [Justin84]
//= 1.2 Removed Duplicates [Silent]
+//= 1.3 Fixed syntax errors for duplicate [KarLaeda]
//============================================================
@@ -54,12 +55,8 @@ airport.gat,126,43,4 script Airport Staff#01::AirportE 90,{
close;
}
-airport.gat,143,43,4 duplicate(AirportE) Airport Staff#02 90,{
-// script Airport_Staff_In;
-}
-airport.gat,156,43,4 duplicate(AirportE) Airport Staff#03 90,{
-// script Airport_Staff_In;
-}
+airport.gat,143,43,4 duplicate(AirportE) Airport Staff#02 90
+airport.gat,156,43,4 duplicate(AirportE) Airport Staff#03 90
airport.gat,126,51,4 script Airport Staff#04::AirportE2 90,{
mes "[Airport Staff]";
@@ -91,11 +88,8 @@ airport.gat,126,51,4 script Airport Staff#04::AirportE2 90,{
close;
}
-airport.gat,143,51,4 duplicate(AirportE2) Airport Staff#05 90,{
-}
-
-airport.gat,156,51,4 duplicate(AirportE2) Airport Staff#06 90,{
-}
+airport.gat,143,51,4 duplicate(AirportE2) Airport Staff#05 90
+airport.gat,156,51,4 duplicate(AirportE2) Airport Staff#06 90
einbroch.gat,94,267,4 script Airship Staff 91,{
mes "[Airship Staff]";
diff --git a/npc/airports/lighthalzen.txt b/npc/airports/lighthalzen.txt
index 1ae6a30ca..b2ec84b70 100644
--- a/npc/airports/lighthalzen.txt
+++ b/npc/airports/lighthalzen.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= L0ne_W0lf, Muad_Dib
//===== Current Version: =====================================
-//= 1.1
+//= 1.2
//===== Compatible With: =====================================
//= eAthena Revision 3000+
//===== Description: =========================================
@@ -11,6 +11,7 @@
//===== Additional Comments: =================================
//= 1.0 Cloned from einbroch.txt [Justin84]
//= 1.1 Removed Duplicates [Silent]
+//= 1.2 Fixed syntax errors for duplicate [KarLaeda]
//============================================================
@@ -53,12 +54,8 @@ lhz_airport.gat,126,43,4 script Airport Staff#1::AirportL 90,{
close;
}
-lhz_airport.gat,143,43,4 duplicate(AirportL) Airport Staff#2 90,{
-// script Airport_Staff_In;
-}
-lhz_airport.gat,156,43,4 duplicate(AirportL) Airport Staff#3 90,{
-// script Airport_Staff_In;
-}
+lhz_airport.gat,143,43,4 duplicate(AirportL) Airport Staff#2 90
+lhz_airport.gat,156,43,4 duplicate(AirportL) Airport Staff#3 90
lhz_airport.gat,126,51,4 script Airport Staff#4::AirportL2 90,{
mes "[Airport Staff]";
@@ -90,8 +87,5 @@ lhz_airport.gat,126,51,4 script Airport Staff#4::AirportL2 90,{
close;
}
-lhz_airport.gat,143,51,4 duplicate(AirportL2) Airport Staff#5 90,{
-}
-
-lhz_airport.gat,156,51,4 duplicate(AirportL2) Airport Staff#6 90,{
-}
+lhz_airport.gat,143,51,4 duplicate(AirportL2) Airport Staff#5 90
+lhz_airport.gat,156,51,4 duplicate(AirportL2) Airport Staff#6 90
diff --git a/npc/airports/yuno.txt b/npc/airports/yuno.txt
index 81245e170..900c97a82 100644
--- a/npc/airports/yuno.txt
+++ b/npc/airports/yuno.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= L0ne_W0lf, Muad_Dib
//===== Current Version: =====================================
-//= 1.1
+//= 1.2
//===== Compatible With: =====================================
//= eAthena Revision 3000+
//===== Description: =========================================
@@ -11,6 +11,7 @@
//===== Additional Comments: =================================
//= 1.0 Cloned from Einbroch [Justin84]
//= 1.1 Removed Duplicates [Silent]
+//= 1.2 Fixed syntax errors for duplicate [KarLaeda]
//============================================================
@@ -53,12 +54,8 @@ y_airport.gat,126,43,4 script Airport Staff#001::AirportY 90,{
close;
}
-y_airport.gat,143,43,4 duplicate(AirportY) Airport Staff#002 90,{
-// script Airport_Staff_In;
-}
-y_airport.gat,156,43,4 duplicate(AirportY) Airport Staff#003 90,{
-// script Airport_Staff_In;
-}
+y_airport.gat,143,43,4 duplicate(AirportY) Airport Staff#002 90
+y_airport.gat,156,43,4 duplicate(AirportY) Airport Staff#003 90
y_airport.gat,126,51,4 script Airport Staff#004::AirportY2 90,{
mes "[Airport Staff]";
@@ -90,8 +87,5 @@ y_airport.gat,126,51,4 script Airport Staff#004::AirportY2 90,{
close;
}
-y_airport.gat,143,51,4 duplicate(AirportY2) Airport Staff#005 90,{
-}
-
-y_airport.gat,156,51,4 duplicate(AirportY2) Airport Staff#006 90,{
-}
+y_airport.gat,143,51,4 duplicate(AirportY2) Airport Staff#005 90
+y_airport.gat,156,51,4 duplicate(AirportY2) Airport Staff#006 90
diff --git a/npc/cities/lighthalzen.txt b/npc/cities/lighthalzen.txt
index 42bee3529..c03c2c2d0 100644
--- a/npc/cities/lighthalzen.txt
+++ b/npc/cities/lighthalzen.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= erKURITA
//===== Current Version: =====================================
-//= 1.0a
+//= 1.0b
//===== Compatible With: =====================================
//= eAthena 1.0
//===== Description: =========================================
@@ -20,6 +20,7 @@
//= 0.9 Removed Duplicates [Toms]
//= 1.0 Added a missing feature to the donation NPC [MasterOfMuppets]
//= 1.0a added constants to emotions, minor optimization [Lupus]
+//= 1.0b npcid fix [KarLaeda]
//=============================================================
lighthalzen.gat,198,285,5 script Jiwon 862,{
@@ -2016,7 +2017,7 @@ OnTouch:
}
-lhz_in01.gat,23,137,0 duplicate(LhzTrig) LhzHiddenTrg2 -1,1,1
+lhz_in01.gat,23,137,0 duplicate(LhzTrig) LhzHiddenTrg2 139,1,1
lhz_in01.gat,24,131,2 duplicate(LhzTrig) Rekenber Guard#02 867
diff --git a/npc/cities/payon.txt b/npc/cities/payon.txt
index 23768539b..1ae304201 100644
--- a/npc/cities/payon.txt
+++ b/npc/cities/payon.txt
@@ -737,7 +737,7 @@ payon.gat,160,185,0 script Billboard 111,{
close;
}
-payon.gat,173,238,5 script Jade#01 754,{
+payon.gat,173,238,5 script Jade#01 754,{
mes "[Jade]";
mes "Bring me two";
mes "Gemstones of the";
diff --git a/npc/cities/valkyrie.txt b/npc/cities/valkyrie.txt
index 78dbc50bc..1aea9c3aa 100644
--- a/npc/cities/valkyrie.txt
+++ b/npc/cities/valkyrie.txt
@@ -26,8 +26,8 @@
// -== Warp's needed! ==-
-valkyrie.gat,48,73,0 warp valk01 1,1,valkyrie.gat,48,64,0
-valkyrie.gat,48,66,0 warp valk01 1,1,valkyrie.gat,48,75,0
+valkyrie.gat,48,73,0 warp valk01 1,1,valkyrie.gat,48,64
+valkyrie.gat,48,66,0 warp valk01 1,1,valkyrie.gat,48,75
// -== Book of Ymir (Heavens Door) ==-
yuno_in02.gat,93,207,0 script Book of Ymir 111,{
diff --git a/npc/custom/eAAC_Scripts/quest_warper.txt b/npc/custom/eAAC_Scripts/quest_warper.txt
index 2fbc252f7..24b61f0de 100644
--- a/npc/custom/eAAC_Scripts/quest_warper.txt
+++ b/npc/custom/eAAC_Scripts/quest_warper.txt
@@ -4,7 +4,7 @@
//= Old Warper 2 by Darkchild - Remade with quest format by DZeroX
//= Huge Rewrite by Neouni
//===== Current Version: ==========================================
-//= 2.0b
+//= 2.0c
//===== Compatible With: ==========================================
//= Any eAthena Version
//===== Description: ==============================================
@@ -70,8 +70,8 @@
// - Limits dungeon based on Depth, access special setup menu thru GM-Menu
// - Dungeon fees split up based on Basic , Advanced & Overseas
// - Old Dungeon fee system removed, all dungeon fees now set to 0
-//-2.0b
-// - Special warpname menu option name bug fixed
+//-2.0b - Special warpname menu option name bug fixed
+//-2.0c - Parenthesis fixes [KarLaeda]
//=================================================================
//========================Function=&=Script========================
@@ -145,7 +145,7 @@ next;
if ($QW_HF == 1) mes "Healing full = ^00FF00 On ^000000";
//----------------Healpart
if ($QW_HP == 1) mes "Healing partly = ^00FF00 On ^000000";
- if (($QW_HF == 0)&&($QW_HP == 0)) mes "Healing = ^FF0000 Off ^000000";
+ if ($QW_HF == 0 && $QW_HP == 0) mes "Healing = ^FF0000 Off ^000000";
//----------------Storage
if ($QW_Stor == 1) mes "Storage = ^00FF00 On ^000000";
if ($QW_Stor == 0) mes "Storage = ^FF0000 Off ^000000";
@@ -263,7 +263,7 @@ Setprice:
if ($QW_HP_S_PRICE != 0) mes "^0000FFSP ^000000Part Healing = ^00FF00 "+$QW_HP_S_PRICE+" ^000000 a point";
if ($QW_HP_S_PRICE == 0) mes "^0000FFSP ^000000Part Healing = ^FF0000 Free ^000000";
//----------------Storage
- if (($QW_S_PRICE != 0)&&($QW_S_PRICE != 60)) mes "Storage = ^00FF00 "+$QW_S_PRICE+" ^000000";
+ if ($QW_S_PRICE != 0 && $QW_S_PRICE != 60) mes "Storage = ^00FF00 "+$QW_S_PRICE+" ^000000";
if ($QW_S_PRICE == 0) mes "Storage = ^FF0000 Free ^000000";
if ($QW_S_PRICE == 60) mes "Storage = ^0000FF Kafra Mode ^000000";
//----------------Guild-Storage
@@ -349,7 +349,7 @@ case 8:
case 9:
next;
- if (($QW_S_PRICE != 0)&&($QW_S_PRICE != 60)) mes "Storage = ^00FF00 "+$QW_S_PRICE+" ^000000";
+ if ($QW_S_PRICE != 0 && $QW_S_PRICE != 60) mes "Storage = ^00FF00 "+$QW_S_PRICE+" ^000000";
if ($QW_S_PRICE == 0) mes "Storage = ^FF0000 Free ^000000";
if ($QW_S_PRICE == 60) mes "Storage = ^0000FF Kafra Mode ^000000";
mes "Storage cost, if set to 60 Kafra pricing will be handled";
@@ -526,16 +526,16 @@ PHeal:
if(getarg(1) == 1) mes ""+@SpPrice+" Zeny for "+@Sp+" skill points";
set @total, @HpPrice+@SpPrice;
mes "for a total of "+@total+" zeny";
- if (select("Heal me","Let me see the choices again")==2) goto L_heal_Part;
-
- if(getarg(0) == 1)set @HpPrice, (MaxHp-Hp)*$QW_HP_H_PRICE;
+ if (select("Heal me","Let me see the choices again")==2) goto L_heal_Part;
+
+ if(getarg(0) == 1)set @HpPrice, (MaxHp-Hp)*$QW_HP_H_PRICE;
if(getarg(1) == 1)set @SpPrice, (MaxSp-Sp)*$QW_HP_S_PRICE;
set @healfee, @HpPrice+@SpPrice;
- if (getarg(0) == 1)&&(getarg(1) == 1)&&(Zeny<@healfee) goto Zeny_Short_Both;
- if (getarg(0) == 1)&&(Zeny<@healfee) goto Zeny_short_HP;
- if (getarg(1) == 1)&&(Zeny<@healfee) goto Zeny_short_SP;
+ if (getarg(0) == 1 && getarg(1) == 1 && Zeny<@healfee) goto Zeny_Short_Both;
+ if (getarg(0) == 1 && Zeny<@healfee) goto Zeny_short_HP;
+ if (getarg(1) == 1 && Zeny<@healfee) goto Zeny_short_SP;
set Zeny, Zeny-@healfee;
- if (getarg(0) == 1)&&(getarg(1) == 1) percentheal 100,100;
+ if (getarg(0) == 1 && getarg(1) == 1) percentheal 100,100;
if (getarg(0) == 1) percentheal 100,0;
if (getarg(1) == 1) percentheal 0,100;
close;
@@ -553,37 +553,34 @@ Zeny_short_HP:
mes "do you want me to partly heal your HP ?";
if (select("Yes","No") == 2) goto L_end;
set @Hp, Zeny/$QW_HP_H_PRICE;
- set @HpPrice, @Hp*$QW_HP_H_PRICE;
- if (@Hp == 1) mes "your not worth the effort";
- if (@Hp == 1) goto L_end;
- set Zeny, Zeny-@HpPrice;
+ set @HpPrice, @Hp*$QW_HP_H_PRICE;
+ if (@Hp == 1) mes "your not worth the effort";
+ if (@Hp == 1) goto L_end;
+ set Zeny, Zeny-@HpPrice;
heal @Hp,0;
close;
end;
-
Zeny_short_SP:
mes "[Warpra]";
mes "do you want me to partly heal your SP ?";
if (select("Yes","No") == 2) goto L_end;
set @Sp, Zeny/$QW_HP_S_PRICE;
- set @SpPrice, @Sp*$QW_HP_S_PRICE;
- if (@Sp == 1) mes "your not worth the effort";
- if (@Sp == 1) goto L_end;
- set Zeny, Zeny-@SpPrice;
+ set @SpPrice, @Sp*$QW_HP_S_PRICE;
+ if (@Sp == 1) mes "your not worth the effort";
+ if (@Sp == 1) goto L_end;
+ set Zeny, Zeny-@SpPrice;
heal 0,@Sp;
close;
end;
-
//=============================Storage=============================
L_Storage:
next;
if(basicskillcheck(0) > 0 && getskilllv(1) < 6) goto L_StorageJBlow;
set @fee, $QW_S_PRICE;
- if ($QW_S_PRICE == 60)&&(BaseJob == Job_Novice) set @fee, 30;
- if ($QW_S_PRICE == 60)&&(BaseJob != Job_Novice) set @fee, 60;
+ if ($QW_S_PRICE == 60 && BaseJob == Job_Novice) set @fee, 30;
if(Zeny<@fee) callsub L_Short_on_zeny,2;
set Zeny, Zeny-@fee;
if ($QW_KPoint == 1) set RESRVPTS, RESRVPTS + (@fee/5);
@@ -742,7 +739,7 @@ function script QWS_MMarray {
//----------------Special-Warp
callfunc "QWS_TownStamps";
callfunc "QWS_DungeonStamps";
- if (@Tstamp == @MaxTstamp)&&(@Dstamp == @MaxDstamp)&&($QW_SP_WarpMap$ != "") {
+ if (@Tstamp == @MaxTstamp && @Dstamp == @MaxDstamp && $QW_SP_WarpMap$ != "") {
set @Mmenulist$[@Mj],@pMmenuitems$[@Mi];
set @Mmenuref[@Mj],@Mi;
set @Mj,@Mj+1;
@@ -1046,10 +1043,10 @@ menu_item:
set @Ti,@Ti+1;
return;
}
- if (@pTprice[@Ti] != 0)&&($QW_MapUserShow == 0) set @Tmenulist$[@Tj], @pTmenuitems$[@Ti]+" -> "+@pTprice[@Ti];
- if (@pTprice[@Ti] == 0)&&($QW_MapUserShow == 0) set @Tmenulist$[@Tj], @pTmenuitems$[@Ti];
- if (@pTprice[@Ti] != 0)&&($QW_MapUserShow == 1) set @Tmenulist$[@Tj], @pTmenuitems$[@Ti]+" ["+getmapusers(@pTmap$[@Ti])+"]"+" -> "+@pTprice[@Ti];
- if (@pTprice[@Ti] == 0)&&($QW_MapUserShow == 1) set @Tmenulist$[@Tj], @pTmenuitems$[@Ti]+" ["+getmapusers(@pTmap$[@Ti])+"]";
+ if (@pTprice[@Ti] != 0 && $QW_MapUserShow == 0) set @Tmenulist$[@Tj], @pTmenuitems$[@Ti]+" -> "+@pTprice[@Ti];
+ if (@pTprice[@Ti] == 0 && $QW_MapUserShow == 0) set @Tmenulist$[@Tj], @pTmenuitems$[@Ti];
+ if (@pTprice[@Ti] != 0 && $QW_MapUserShow == 1) set @Tmenulist$[@Tj], @pTmenuitems$[@Ti]+" ["+getmapusers(@pTmap$[@Ti])+"]"+" -> "+@pTprice[@Ti];
+ if (@pTprice[@Ti] == 0 && $QW_MapUserShow == 1) set @Tmenulist$[@Tj], @pTmenuitems$[@Ti]+" ["+getmapusers(@pTmap$[@Ti])+"]";
set @Tmenuref[@Tj],@Ti;
set @Tj,@Tj+1;
set @Ti,@Ti+1;
@@ -1572,17 +1569,16 @@ function script QWS_DLarray {
set @DWj,0; // That's the menu lines counter.
cleararray @DWLmenulist$[0],"",20; // Clearing the array to get rid off ghost items in menu
do {
- if ($QW_DL == 0)||($QW_DDL >= @DDepth[@DWref]) {
-
+ if ($QW_DL == 0 || $QW_DDL >= @DDepth[@DWref]) {
set @warpprice, (@pDprice[@DwarpMenu]+ (getd(@pDfee$[@DwarpMenu])*@DDepth[@DWref]));
- if (@warpprice != 0)&&($QW_MapUserShow == 0) set @DWLmenulist$[@DWj], @DLevelName$[@DWref]+" -> "+@warpprice;
- if (@warpprice == 0)&&($QW_MapUserShow == 0) set @DWLmenulist$[@DWj], @DLevelName$[@DWref];
- if (@warpprice != 0)&&($QW_MapUserShow == 1) set @DWLmenulist$[@DWj], @DLevelName$[@DWref]+" ["+getmapusers(@DGat$[@DWref])+"] -> "+@warpprice;
- if (@warpprice == 0)&&($QW_MapUserShow == 1) set @DWLmenulist$[@DWj], @DLevelName$[@DWref]+" ["+getmapusers(@DGat$[@DWref])+"]";
+ if (@warpprice != 0 && $QW_MapUserShow == 0) set @DWLmenulist$[@DWj], @DLevelName$[@DWref]+" -> "+@warpprice;
+ if (@warpprice == 0 && $QW_MapUserShow == 0) set @DWLmenulist$[@DWj], @DLevelName$[@DWref];
+ if (@warpprice != 0 && $QW_MapUserShow == 1) set @DWLmenulist$[@DWj], @DLevelName$[@DWref]+" ["+getmapusers(@DGat$[@DWref])+"] -> "+@warpprice;
+ if (@warpprice == 0 && $QW_MapUserShow == 1) set @DWLmenulist$[@DWj], @DLevelName$[@DWref]+" ["+getmapusers(@DGat$[@DWref])+"]";
set @DWLmenuref[@DWj],@DWref;
-
- set @DWj,@DWj+1;
+
+ set @DWj,@DWj+1;
}
set @DWref, @DWref+1;
set @DWi,@DWi+1;
@@ -1781,7 +1777,7 @@ function script QWS_Dungeon_Warpra {
function QWS_D_getbin;
function QWS_D_setbin;
- if ((QWS_D_getbin(getarg(0)) == 0) && (getarg(1) != "")) {
+ if (QWS_D_getbin(getarg(0)) == 0 && getarg(1) != "") {
mes "[Warpra]";
mes getarg(1)+" unlocked!";
QWS_D_setbin(getarg(0));
@@ -1827,7 +1823,7 @@ function script QWS_Town_Warpra {
function QWS_T_getbin;
function QWS_T_setbin;
- if ((QWS_T_getbin(getarg(0)) == 0) && (getarg(1) != "")) {
+ if (QWS_T_getbin(getarg(0)) == 0 && getarg(1) != "") {
mes "[Warpra]";
mes getarg(1)+" unlocked!";
QWS_T_setbin(getarg(0));
diff --git a/npc/events/custom/kings_items.txt b/npc/events/custom/kings_items.txt
index 3f315fdf1..66576225a 100644
--- a/npc/events/custom/kings_items.txt
+++ b/npc/events/custom/kings_items.txt
@@ -12,7 +12,7 @@
//= 2006/09/27: 1.0 Release and fully working. [$ephiroth]
//============================================================
-prt_castle.gat,80,170,4 script King of Prontera 108,{
+prt_castle.gat,80,170,4 script King of Prontera 108,{
set @npcname$,"[King of Prontera]";
mes @npcname$;
diff --git a/npc/events/xmas.txt b/npc/events/xmas.txt
index 264c864c4..7b107ec30 100644
--- a/npc/events/xmas.txt
+++ b/npc/events/xmas.txt
@@ -18,7 +18,7 @@
//= 1.2a Fixed a major problem with the monster spawns, thanks to Playtester [MasterOfMuppets]
//= 1.2b Fixed a minor problem with the mosnter spawns, thanks to Playtester [Kayla]
//= 1.3 Added Christmas Orc to the places where other orcs spawn [MasterOfMuppets]
-//= Added Christmas goblins to yuno_fild09, thanks to Playtester for pointing it out
+//= Added Christmas goblins to yuno_fild09, thanks to Playtester for pointing it out
//= 1.4 Added a fix to make Lutie & Bard quests passable during this event [Lupus]
//============================================================
@@ -342,14 +342,14 @@ yuno_fild08.gat,0,0,0,0 monster Antonio 1247,1,0,0,0
yuno_fild09.gat,0,0,0,0 monster Antonio 1247,1,0,0,0
yuno_fild11.gat,0,0,0,0 monster Antonio 1247,1,0,0,0
yuno_fild12.gat,0,0,0,0 monster Antonio 1247,1,0,0,0
-ama_fild01.gat,0,0,0,0 monster Antonio 1247,1,0,0,0
+ama_fild01.gat,0,0,0,0 monster Antonio 1247,1,0,0,0
gon_fild01.gat,0,0,0,0 monster Antonio 1247,1,0,0,0
um_fild01.gat,0,0,0,0 monster Antonio 1247,1,0,0,0
um_fild02.gat,0,0,0,0 monster Antonio 1247,1,0,0,0
um_fild03.gat,0,0,0,0 monster Antonio 1247,1,0,0,0
um_fild04.gat,0,0,0,0 monster Antonio 1247,1,0,0,0
-nif_fild01.gat,0,0,0,0 monster Antonio 1247,1,0,0,0
-nif_fild02.gat,0,0,0,0 monster Antonio 1247,1,0,0,0
+nif_fild01.gat,0,0,0,0 monster Antonio 1247,1,0,0,0
+nif_fild02.gat,0,0,0,0 monster Antonio 1247,1,0,0,0
lou_fild01.gat,0,0,0,0 monster Antonio 1247,1,0,0,0
hu_fild01.gat,0,0,0,0 monster Antonio 1247,1,0,0,0
hu_fild04.gat,0,0,0,0 monster Antonio 1247,1,0,0,0
diff --git a/npc/guides/guides_einbe.txt b/npc/guides/guides_einbe.txt
index 0d50e01a3..041de2ad2 100644
--- a/npc/guides/guides_einbe.txt
+++ b/npc/guides/guides_einbe.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= Muad_dib
//===== Current Version: =====================================
-//= 1.4
+//= 1.4a
//===== Compatible With: =====================================
//= eAthena 7.15 +
//===== Description: =========================================
@@ -15,8 +15,9 @@
//= 1.2 Optimized, updated common guide names [Lupus]
//= 1.3 Fitted the many lines into 1 or 2, and corrected some typos [erKURITA]
//= 1.4 Removed Duplicates [Silent]
+//= 1.4a missing tabs [KarLaeda]
//============================================================
-einbech.gat,67,37,4 script Guide#1::Einbech_Guide 852,{
+einbech.gat,67,37,4 script Guide#1::Einbech_Guide 852,{
cutin "ein_soldier",2;
mes "[Einbech Guide]";
mes "Welcome to Einbech, the Mining Town.";
diff --git a/npc/guild/ev_agit_event.txt b/npc/guild/ev_agit_event.txt
index 634bd6bd7..a83cb843a 100644
--- a/npc/guild/ev_agit_event.txt
+++ b/npc/guild/ev_agit_event.txt
@@ -4,7 +4,7 @@
//= kalen (1.0)
//= 1.1 by Akaru and ho|yAnge|
//===== Current Version: =====================================
-//= 1.5
+//= 1.5a
//===== Compatible With: =====================================
//= eAthena 0.1+; RO Episode 4+
//===== Description: =========================================
@@ -22,11 +22,12 @@
//= 1.4 Fixed treasure chests spawn! We had to unroll some loops
//= Now they appear in castles from 00:01 to 00:24. [Lupus]
//= 1.5 Fixed WOE end messages on non-WOE days, by Avaj
+//= 1.5a missing tabs [KarLaeda]
//============================================================
//| To know how to set up WoE times, go to doc\woe_time_explanation.txt
// WoE Start/Stop times
//======================================
-- script Agit_Event -1,{
+- script Agit_Event -1,{
end;
OnClock2100: //start time for Tues(2), Thurs(4)
@@ -59,7 +60,7 @@ L_Start:
// Treasure Spawn Time
//========================================
-- script TreasSpawn -1,{
+- script TreasSpawn -1,{
end;
OnClock0001:
diff --git a/npc/jobs/1-1e/gunslinger.txt b/npc/jobs/1-1e/gunslinger.txt
index fa739ad0b..0539f1f2c 100644
--- a/npc/jobs/1-1e/gunslinger.txt
+++ b/npc/jobs/1-1e/gunslinger.txt
@@ -7,7 +7,7 @@
//= DON'T REMOVE THIS! (by request of him, he provided all
//= the info regarding the quests and shops.)
//===== Current Version: =====================================
-//= 1.7a
+//= 1.7b
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
@@ -21,6 +21,7 @@
//= 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]
//============================================================
que_ng.gat,152,167,3 script Gunslinger Jobchanger 901,{
@@ -212,8 +213,8 @@ payon.gat,184,65,3 script Mr. Tanieh 866,{
set @npcname$,"";
end;
}
- } else if (GUNS_Q == 10003) || (GUNS_Q == 10004) {
- if (countitem(519) >= 1) && (GUNS_Q == 10004) {
+ } else if (GUNS_Q == 10003 || GUNS_Q == 10004) {
+ if (countitem(519) >= 1 && GUNS_Q == 10004) {
mes @npcname$;
mes "THAT'S IT!! I was missing the Milk! Oh yes, thanks so much, will you give it to me?";
switch(select("Sure, take it:Sorry but I need it")) {
@@ -241,7 +242,7 @@ payon.gat,184,65,3 script Mr. Tanieh 866,{
set @npcname$,"";
set GUNS_Q,10004;
end;
- } else if (Class == Job_Gunslinger) || (GUNS_Q == 10005) {
+ } else if (Class == Job_Gunslinger || GUNS_Q == 10005) {
mes @npcname$;
mes "Hi ^0000CC"+strcharinfo(0)+"^000000!, how have you been doing? My wife sends you regards and thanks for the ingredients...";
close2;
diff --git a/npc/jobs/2-1/blacksmith.txt b/npc/jobs/2-1/blacksmith.txt
index 40c8177cf..e053fcc75 100644
--- a/npc/jobs/2-1/blacksmith.txt
+++ b/npc/jobs/2-1/blacksmith.txt
@@ -27,7 +27,7 @@
//= 2.0 Changed numbers to constants. [Vicious]
//= 2.1 Removed Duplicates [Silent]
//= 2.2 Merged Jfunc, changed job numbers to constants [Lupus]
-==============================================================
+//==============================================================
diff --git a/npc/jobs/2-1/hunter.txt b/npc/jobs/2-1/hunter.txt
index 054b7226f..4986548dc 100644
--- a/npc/jobs/2-1/hunter.txt
+++ b/npc/jobs/2-1/hunter.txt
@@ -1064,7 +1064,7 @@ job_hunte.gat,76,105,1 duplicate(HntTrap) 50-1 139,0,0
job_hunte.gat,76,104,1 duplicate(HntTrap) 50-2 139,0,0
job_hunte.gat,78,101,1 duplicate(HntTrap) 50-3 139,0,2
job_hunte.gat,79,101,1 duplicate(HntTrap) 50-4 139,0,2
-job_hunte.gat,76,99,1 duplicate(HntTrap) 51-1 139,10
+job_hunte.gat,76,99,1 duplicate(HntTrap) 51-1 139,1,0
job_hunte.gat,77,98,1 duplicate(HntTrap) 51-2 139,2,0
job_hunte.gat,74,99,1 duplicate(HntTrap) 51-3 139,0,0
job_hunte.gat,74,98,1 duplicate(HntTrap) 51-4 139,0,0
diff --git a/npc/jobs/2-1/priest.txt b/npc/jobs/2-1/priest.txt
index ecc02fcd2..b8848a9ef 100644
--- a/npc/jobs/2-1/priest.txt
+++ b/npc/jobs/2-1/priest.txt
@@ -20,7 +20,7 @@
//= to go. [Lupus]
//= 2.0 Changed numbers to constants. [Vicious]
//= 2.1 Merged JFunc [Lupus]
-==========================================================
+//==========================================================
//*********************************************************************************************************************************************************************************\\
diff --git a/npc/jobs/2-2/rogue.txt b/npc/jobs/2-2/rogue.txt
index 4b0e35242..2a54aadef 100644
--- a/npc/jobs/2-2/rogue.txt
+++ b/npc/jobs/2-2/rogue.txt
@@ -967,7 +967,7 @@ in_rogue.gat,370,320,0 script rogue04 45,1,1,{
//================================================
// Timer: Keeps monsters from overspawning
//================================================
-- script RogueTest3 -1,{
+- script RogueTest3 -1,{
end;
OnMinute10:
diff --git a/npc/jobs/2-2a/Clown.txt b/npc/jobs/2-2a/Clown.txt
index 0caf3b428..02aa7d5d9 100644
--- a/npc/jobs/2-2a/Clown.txt
+++ b/npc/jobs/2-2a/Clown.txt
@@ -16,6 +16,6 @@
//============================================================
// -== Clown ==-
-valkyrie.gat,53,54,4z script Clown 741,{
+valkyrie.gat,53,54,4 script Clown 741,{
callfunc "F_Rebirth",Job_Archer_High,"High Archer",Job_Clown,"Clown";
}
diff --git a/npc/kafras/functions_kafras.txt b/npc/kafras/functions_kafras.txt
index 98b70c3be..135eccd65 100644
--- a/npc/kafras/functions_kafras.txt
+++ b/npc/kafras/functions_kafras.txt
@@ -437,7 +437,7 @@ function script F_CheckKafCode {
}
// Set / Change / Clear Storage Password Function ====================
-function script F_SetKafCode 115,{
+function script F_SetKafCode {
mes "[Kafra]";
if(#kafra_code) {
mes "Your storage is protected with a password. What would you do now?";
diff --git a/npc/merchants/kunai_maker.txt b/npc/merchants/kunai_maker.txt
index c114f1e75..f836befdf 100644
--- a/npc/merchants/kunai_maker.txt
+++ b/npc/merchants/kunai_maker.txt
@@ -47,7 +47,7 @@ L_Bye:
close;
}
-function script Kunai_Trade -1,{
+function script Kunai_Trade {
next;
mes "[Jin]";
if (MaxWeight*50/100 < Weight) {
diff --git a/npc/other/arena.txt b/npc/other/arena.txt
index 10870e323..f64398ef5 100644
--- a/npc/other/arena.txt
+++ b/npc/other/arena.txt
@@ -557,7 +557,7 @@ force_1-1.gat,25,26,0 script arenalv3fail -1,{
}
// Reminding the player of time constraints.
-force_1-1.gat,25,26,0 script tensecsleft -1,{
+force_1-1.gat,25,26,0 script tensecsleft -1,{
announce "Ten seconds remaining!",3;
}
diff --git a/npc/other/dts_warper.txt b/npc/other/dts_warper.txt
index 898f882c4..f7f71d9c2 100644
--- a/npc/other/dts_warper.txt
+++ b/npc/other/dts_warper.txt
@@ -903,7 +903,7 @@ function script F_DTS_Warp {
}
//Elections administration NPC (hidden)
-- script DTS_Admin -1,{
+- script DTS_Admin -1,{
OnSun0100: //Works only at 1am on sunday
if($dtsday<4 || $dtsday>=100) set $dtsday,4;
else set $dtsday,$dtsday+1;
diff --git a/npc/other/pvp.txt b/npc/other/pvp.txt
index 9320121d6..538e51063 100644
--- a/npc/other/pvp.txt
+++ b/npc/other/pvp.txt
@@ -42,7 +42,7 @@ morocc_in.gat,144,138,4 script PvP Narrator#4 84,{
end;
}
// Geffen --------------------------------------
-geffen_in.gat, 67,63,4 script PvP Narrator#5 84,{
+geffen_in.gat,67,63,4 script PvP Narrator#5 84,{
callfunc "F_PvPNarr", "geffen_in.gat", 64, 60;
end;
}
@@ -129,7 +129,7 @@ function script F_PvPNarr {
//==========================================================================
// Alberta -----------------------------------
-alberta_in.gat, 26,146,4 script Gate Keeper#1::GateKeep 83,{
+alberta_in.gat,26,146,4 script Gate Keeper#1::GateKeep 83,{
mes "[Gate Keeper]";
mes "Hi. I'm glad to be of service. I will open the PvP fight square for you!";
mes "If you have any questions about the PvP modes or rules, please ask the Narrator.....";
@@ -211,9 +211,9 @@ sF_Move:
}
// Geffen --------------------------------------------
-geffen_in.gat, 63,63,4 duplicate(GateKeep) Gate Keeper#2 83
+geffen_in.gat,63,63,4 duplicate(GateKeep) Gate Keeper#2 83
// Morroc----------------------------------------------
-morocc_in.gat, 144,142,4 duplicate(GateKeep) Gate Keeper#3 83
+morocc_in.gat,144,142,4 duplicate(GateKeep) Gate Keeper#3 83
// Payon ----------------------------------------------
payon_in01.gat,175,106,3 duplicate(GateKeep) Gate Keeper#4 83
// Prontera -------------------------------------------
diff --git a/npc/quests/The_Sign_Quest.txt b/npc/quests/The_Sign_Quest.txt
index 6fc60a264..f6c7c3b49 100644
--- a/npc/quests/The_Sign_Quest.txt
+++ b/npc/quests/The_Sign_Quest.txt
@@ -1985,8 +1985,6 @@ OnTouch:
}
-}
-
aldeba_in.gat,147,104,1 script PotionActivator 139,3,0,{
OnTouch:
if(@aldesigncheck == 0)
@@ -4062,8 +4060,6 @@ L_Ever:
close;
}
-}
-
cmd_in01.gat,32,25,3 script Lamadin 724,{
if(SignDance == 1)goto L_Win;
diff --git a/npc/quests/newgears/2004_headgears.txt b/npc/quests/newgears/2004_headgears.txt
index 47ca9276a..f84129c4b 100644
--- a/npc/quests/newgears/2004_headgears.txt
+++ b/npc/quests/newgears/2004_headgears.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= Dj-Yhn
//===== Current Version: =====================================
-//= 1.1
+//= 1.2
//===== Compatible With: =====================================
//= eAthena
//===== Description: =========================================
@@ -56,7 +56,8 @@
//= 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 a bug in Fur Hat that didn't count yarn [Evera]
+//= 1.2 Syntax fixes for parenthesis, reformatting [KarLaeda]
//============================================================
//Payon /=Black cat ears=/
@@ -140,7 +141,7 @@ geffen.gat,129,148,3 script Arjen 779,{
next;
switch(select("^3131FFX Hairpin:Giant Band Aid:Flower Hairpin^000000:End conversation.")) {
case 1:
- if ((countitem(2294) > 0) && (countitem(7220) > 399)) {
+ if (countitem(2294) > 0 && countitem(7220) > 399) {
mes "[Arjen]";
mes "X Hairpin!";
mes "That's very good !!";
@@ -157,9 +158,9 @@ geffen.gat,129,148,3 script Arjen 779,{
mes "it's time to show my skill after all this time !?";
next;
mes "^3131FF - Sha Sha !! - ^000000";
- mes "^3131FF - Cha Sha Haa !! - ^000000";
+ mes "^3131FF - Cha Sha Haa !! - ^000000";
next;
- if ((countitem(2294) > 0) && (countitem(7220) > 399)) {
+ if (countitem(2294) > 0 && countitem(7220) > 399) {
delitem 2294,1;
delitem 7220,400;
getitem 5079,1; //X-Hairping == crossed hair band?
@@ -178,7 +179,7 @@ geffen.gat,129,148,3 script Arjen 779,{
mes "Fine, fine, come back after you've made up your mind!";
close;
}
- } else {
+ } else {
mes "[Arjen]";
mes "Right - the ^3131FF X Hairpin!^000000";
mes "That's simple!";
@@ -190,16 +191,16 @@ geffen.gat,129,148,3 script Arjen 779,{
close;
}
case 2:
- if (countitem(970) > 0) && (countitem(930) > 499) {
+ if (countitem(970) > 0 && countitem(930) > 499) {
mes "[Arjen]";
mes "Giant Band Aid??..";
mes "Oh well- Then,";
mes "it's time to show my skill after all this time !?";
next;
- mes "^3131FF &#1038;V Sha Sha !! - ^000000";
- mes "^3131FF - Cha Sha Haa !! - ^000000";
+ mes "^3131FF - Sha Sha !! - ^000000";
+ mes "^3131FF - Cha Sha Haa !! - ^000000";
next;
- if (countitem(970) > 0) && (countitem(930) > 499) {
+ if (countitem(970) > 0 && countitem(930) > 499) {
delitem 970,1;
delitem 930,500;
getitem 5063,1; //another one in wich I love gravity for changing names =X
@@ -227,15 +228,15 @@ geffen.gat,129,148,3 script Arjen 779,{
close;
}
case 3:
- if ((countitem(2269) > 0) & (countitem(999) > 9) & (Zeny > 19999)) {
+ if (countitem(2269) > 0 && countitem(999) > 9 && Zeny > 19999) {
mes "[Arjen]";
mes "Great !! Flower Hairpin ~";
mes "it's time to show my skill after all this time !?";
next;
- mes "^3131FF &#1038;V Sha Sha !! - ^000000";
- mes "^3131FF - Cha Sha Haa !! - ^000000";
+ mes "^3131FF - Sha Sha !! - ^000000";
+ mes "^3131FF - Cha Sha Haa !! - ^000000";
next;
- if ((countitem(2269) > 0) & (countitem(999) > 9) & (Zeny > 19999)) {
+ if (countitem(2269) > 0 && countitem(999) > 9 && Zeny > 19999) {
delitem 2269,1;
delitem 999,10;
set Zeny,Zeny-20000;
@@ -252,12 +253,12 @@ geffen.gat,129,148,3 script Arjen 779,{
close;
} else {
mes "[Arjen]";
- mes "Yes - ^3131FF Flower Hairpin !^000000";
+ mes "Yes - ^3131FF Flower Hairpin !^000000";
mes "Sometimes, I see some strange girls with bare legs and a flower in their mouths.";
mes "Looking at them, I get an idea!";
next;
mes "[Arjen]";
- mes "That is ^3131FFFlower^000000, ^3131FFFlower^000000 !";
+ mes "That is ^3131FFFlower^000000, ^3131FFFlower^000000 !";
mes "Wa ha ha, isn't that a perfect match?";
mes "Some even equip it on the Orc Warrior, you should be proud of it, right?";
mes "Really ~ ~ ~";
@@ -578,135 +579,135 @@ yuno.gat,241,52,3 script Old Blacksmith 813,{
mes "an ore will become a great steel, that's the rule.";
next;
switch(select("Hmm... I'll think about it.:Can you help me make it?:Can I craft Evil headband...?")) {
+ case 1:
+ mes "[Habir Moah]";
+ mes "Hmm, what a pity!";
+ mes "I thought I can show my skill again.";
+ mes "Oh well.";
+ mes "... ... ...";
+ mes "Beautiful sky... So blue.";
+ close;
+ case 2:
+ mes "[Habir Moah]";
+ mes "Aha, thank you!";
+ mes "Let's see the material first, shall we?";
+ mes "Angel Wing and Elven Ears,";
+ mes "other miscellaneous stuffs and 20000 zeny.";
+ mes "All these items really cost something.";
+ mes "I will help you make one fine accesory.";
+ next;
+ mes "[Habir Moah]";
+ mes "Before I produce the item, let me remind you.";
+ mes "I don't care about";
+ mes "the level of refining for the item.";
+ mes "If you have worries,";
+ mes "I guess you better tidy up your items.";
+ next;
+ mes "[Habir Moah]";
+ mes "^4d4dffPlease Reserve the items,";
+ mes "that is required for making the headgear^000000";
+ mes "I do not hope that you will blame me,";
+ mes "if I fail to make that item.";
+ next;
+ switch(select("It's ok, just do it.:Hmm, I need to think about it.")) {
case 1:
mes "[Habir Moah]";
- mes "Hmm, what a pity!";
- mes "I thought I can show my skill again.";
- mes "Oh well.";
- mes "... ... ...";
- mes "Beautiful sky... So blue.";
+ mes "So, let's do it!";
+ next;
+ misceffect 154; //Success Hammer ;P
+ mes "[Habit Moah]";
+ mes "With my skills,";
+ mes "the great creation of me, Habir Moah,";
+ mes "is completed!";
+ mes "Here it is,";
+ mes "the Angel Wing Ears.";
+ if (countitem(2254) && countitem(2286) && Zeny>19999) {
+ delitem 2254,1;
+ delitem 2286,1;
+ set Zeny,Zeny-20000;
+ getitem 5074,1;
+ }
+ next;
+ mes "[Habir Moah]";
+ mes "From now on,";
+ mes "everyone will you.";
close;
case 2:
- mes "[Habir Moah]";
- mes "Aha, thank you!";
- mes "Let's see the material first, shall we?";
- mes "Angel Wing and Elven Ears,";
- mes "other miscellaneous stuffs and 20000 zeny.";
- mes "All these items really cost something.";
- mes "I will help you make one fine accesory.";
- next;
- mes "[Habir Moah]";
- mes "Before I produce the item, let me remind you.";
- mes "I don't care about";
- mes "the level of refining for the item.";
- mes "If you have worries,";
- mes "I guess you better tidy up your items.";
- next;
mes "[Habir Moah]";
- mes "^4d4dffPlease Reserve the items,";
- mes "that is required for making the headgear^000000";
- mes "I do not hope that you will blame me,";
- mes "if I fail to make that item.";
- next;
- switch(select("It's ok, just do it.:Hmm, I need to think about it.")) {
- case 1:
- mes "[Habir Moah]";
- mes "So, let's do it!";
- next;
- misceffect 154; //Success Hammer ;P
- mes "[Habit Moah]";
- mes "With my skills,";
- mes "the great creation of me, Habir Moah,";
- mes "is completed!";
- mes "Here it is,";
- mes "the Angel Wing Ears.";
- if (countitem(2254) && countitem(2286) && Zeny>19999) {
- delitem 2254,1;
- delitem 2286,1;
- set Zeny,Zeny-20000;
- getitem 5074,1;
- }
- next;
- mes "[Habir Moah]";
- mes "From now on,";
- mes "everyone will you.";
- close;
- case 2:
- mes "[Habir Moah]";
- mes "If you're interested in it in future,";
- mes "do come and find me.";
- mes " ";
- mes "Ah, what a soothing breeze.";
- close;
- }
- case 3:
- mes "[Habir Moah]";
- mes "Hoho, of couse I can craft";
- mes "Evil Wing!";
- mes "I'll make it into Devil Wing Ears!";
- next;
- mes "[Habir Moah]";
- mes "Let's see the materials required, shall we?";
- mes "Evil Wing and Elven Ears,";
- mes "in addition to that, 20,000 zeny.";
- mes "All these items really cost something.";
- mes "I will help you make one fine accesory.";
- next;
- mes "[Habir Moah]";
- mes "Before I produce the item, let me remind you.";
- mes "I don't care about";
- mes "the level of refining for the item.";
- mes "If you have worries,";
- mes "I guess you better tidy up your items.";
- next;
- mes "[Habir Moah]";
- mes "^4d4dffPlease reserve the items,";
- mes "this is required for making the headgear.^000000";
- mes "I do not hope that you will blame me,";
- mes "if I fail to make that item.";
- next;
- switch(select("It's ok. Let's do it.:I need to tidy up first.")) {
- case 1:
- if (countitem(2255) && countitem(2286) && Zeny > 19999) {
- mes "[Habir Moah]";
- mes "So, let's do it!";
- next;
- misceffect 154;
- mes "[Habir Moah]";
- mes "With my skills,";
- mes "the great creation of me, Habir Moah,";
- mes "is completed!";
- mes "Here it is,";
- mes "Devil Wing Ears";
- if (countitem(2255) && countitem(2286) && Zeny > 19999) {
- delitem 2255,1;
- delitem 2286,1;
- set Zeny,Zeny-20000;
- getitem 5068,1;
- }
- next;
- mes "[Habir Moah]";
- mes "Fromnow on,";
- mes "everyone will you.";
- close;
- } else {
- mes "[Habir Moah]";
- mes "I'm sorry. If you have not prepared all the materials,";
- mes "I won't do that for you.";
- mes "I'll need Evil Wing, Elven Ears and";
- mes "20000 zeny.";
- mes "Can you please confirm that you have all of those?";
- close;
- }
- case 2:
- mes "[Habir Moah]";
- mes "If you're interested in it in future,";
- mes "do come and find me.";
- mes " ";
- mes "Ah, what a soothing breeze.";
- close;
+ mes "If you're interested in it in future,";
+ mes "do come and find me.";
+ mes " ";
+ mes "Ah, what a soothing breeze.";
+ close;
+ }
+ case 3:
+ mes "[Habir Moah]";
+ mes "Hoho, of couse I can craft";
+ mes "Evil Wing!";
+ mes "I'll make it into Devil Wing Ears!";
+ next;
+ mes "[Habir Moah]";
+ mes "Let's see the materials required, shall we?";
+ mes "Evil Wing and Elven Ears,";
+ mes "in addition to that, 20,000 zeny.";
+ mes "All these items really cost something.";
+ mes "I will help you make one fine accesory.";
+ next;
+ mes "[Habir Moah]";
+ mes "Before I produce the item, let me remind you.";
+ mes "I don't care about";
+ mes "the level of refining for the item.";
+ mes "If you have worries,";
+ mes "I guess you better tidy up your items.";
+ next;
+ mes "[Habir Moah]";
+ mes "^4d4dffPlease reserve the items,";
+ mes "this is required for making the headgear.^000000";
+ mes "I do not hope that you will blame me,";
+ mes "if I fail to make that item.";
+ next;
+ switch(select("It's ok. Let's do it.:I need to tidy up first.")) {
+ case 1:
+ if (countitem(2255) && countitem(2286) && Zeny > 19999) {
+ mes "[Habir Moah]";
+ mes "So, let's do it!";
+ next;
+ misceffect 154;
+ mes "[Habir Moah]";
+ mes "With my skills,";
+ mes "the great creation of me, Habir Moah,";
+ mes "is completed!";
+ mes "Here it is,";
+ mes "Devil Wing Ears";
+ if (countitem(2255) && countitem(2286) && Zeny > 19999) {
+ delitem 2255,1;
+ delitem 2286,1;
+ set Zeny,Zeny-20000;
+ getitem 5068,1;
}
+ next;
+ mes "[Habir Moah]";
+ mes "Fromnow on,";
+ mes "everyone will you.";
+ close;
+ } else {
+ mes "[Habir Moah]";
+ mes "I'm sorry. If you have not prepared all the materials,";
+ mes "I won't do that for you.";
+ mes "I'll need Evil Wing, Elven Ears and";
+ mes "20000 zeny.";
+ mes "Can you please confirm that you have all of those?";
+ close;
+ }
+ case 2:
+ mes "[Habir Moah]";
+ mes "If you're interested in it in future,";
+ mes "do come and find me.";
+ mes " ";
+ mes "Ah, what a soothing breeze.";
+ close;
}
+ }
} else if (countitem(2255) && countitem(2286) && Zeny>19999) {
mes "[Habir Moah]";
mes "Hmm? You do have really good items, don't you?";
@@ -725,134 +726,134 @@ yuno.gat,241,52,3 script Old Blacksmith 813,{
mes "an ore will become a great steel, that's the rule.";
next;
switch(select("Hmm... I'll think about it.:Can you help me make it?:Can I craft Angel Wing...?")) {
+ case 1:
+ mes "[Habir Moah]";
+ mes "Hmm, what a pity!";
+ mes "I thought I can show my skill again.";
+ mes "Oh well.";
+ mes "... ... ...";
+ mes "Beautiful sky... So blue.";
+ close;
+ case 2:
+ mes "[Habir Moah]";
+ mes "Aha, thank you!";
+ mes "Let's see the material first, shall we?";
+ mes "Evil Wing and Elven Ear,";
+ mes "other miscellaneous stuffs and 20000 zeny.";
+ mes "All these items really cost something.";
+ mes "I will help you make one fine accesory.";
+ next;
+ mes "[Habir Moah]";
+ mes "Before I produce the item, let me remind you.";
+ mes "I don't care about";
+ mes "the level of refining for the item.";
+ mes "If you have worries,";
+ mes "I guess you better tidy up your items.";
+ next;
+ mes "[Habir Moah]";
+ mes "^4d4dffPlease Reserve the items,";
+ mes "that is required for making the headgear^000000";
+ mes "I do not hope that you will blame me,";
+ mes "if I fail to make that item.";
+ next;
+ switch(select("It's ok, just do it.:Hmm, I need to think about it.")) {
+ case 1:
+ mes "[Habir Moah]";
+ mes "So, let's do it!";
+ next;
+ misceffect 154; //Success Hammer ;P
+ mes "[Habit Moah]";
+ mes "With my skills,";
+ mes "the great creation of me, Habir Moah,";
+ mes "is completed!";
+ mes "Here it is,";
+ mes "the Angel Wing Ears.";
+ if (countitem(2255) && countitem(2286) && Zeny>19999) {
+ delitem 2255,1;
+ delitem 2286,1;
+ set Zeny,Zeny-20000;
+ getitem 5068,1;
+ }
+ next;
+ mes "[Habir Moah]";
+ mes "From now on,";
+ mes "everyone will you.";
+ close;
+ case 2:
+ mes "[Habir Moah]";
+ mes "If you're interested in it in future,";
+ mes "do come and find me.";
+ mes " ";
+ mes "Ah, what a soothing breeze.";
+ close;
+ }
+ case 3:
+ mes "[Habir Moah]";
+ mes "Hoho, of course I can craft";
+ mes "Angel Wing!";
+ mes "I'll make it into Angel Wing Ears!";
+ next;
+ mes "[Habir Moah]";
+ mes "Let's see the materials required, shall we?";
+ mes "Angel Wing and Elven Ears,";
+ mes "in addition to that, 20,000 zeny.";
+ mes "All these items really cost something.";
+ mes "I will help you make one fine accesory.";
+ next;
+ mes "[Habir Moah]";
+ mes "Before I produce the item, let me remind you.";
+ mes "I don't care about";
+ mes "the level of refining for the item.";
+ mes "If you have worries,";
+ mes "I guess you better tidy up your items.";
+ next;
+ mes "[Habir Moah]";
+ mes "^4d4dffPlease reserve the items,";
+ mes "this is required for making the headgear.^000000";
+ mes "I do not hope that you will blame me,";
+ mes "if I fail to make that item.";
+ next;
+ switch(select("It's ok. Let's do it.:I need to tidy up first.")) {
case 1:
- mes "[Habir Moah]";
- mes "Hmm, what a pity!";
- mes "I thought I can show my skill again.";
- mes "Oh well.";
- mes "... ... ...";
- mes "Beautiful sky... So blue.";
- close;
+ if (countitem(2254) && countitem(2286) && Zeny > 19999) {
+ delitem 2254,1;
+ delitem 2286,1;
+ set Zeny,Zeny-20000;
+ mes "[Habir Moah]";
+ mes "So, let's do it!";
+ next;
+ misceffect 154;
+ mes "[Habir Moah]";
+ mes "With my skills,";
+ mes "the great creation of me, Habir Moah,";
+ mes "is completed!";
+ mes "Here it is,";
+ mes "Angel Wing Ears";
+ getitem 5074,1;
+ next;
+ mes "[Habir Moah]";
+ mes "Fromnow on,";
+ mes "everyone will you.";
+ close;
+ } else {
+ mes "[Habir Moah]";
+ mes "I'm sorry. If you have not prepared all the materials,";
+ mes "I won't do that for you.";
+ mes "I'll need Angel Wing, Elven Ears and";
+ mes "20000 zeny.";
+ mes "Can you please confirm that you have all of those?";
+ close;
+ }
case 2:
- mes "[Habir Moah]";
- mes "Aha, thank you!";
- mes "Let's see the material first, shall we?";
- mes "Evil Wing and Elven Ear,";
- mes "other miscellaneous stuffs and 20000 zeny.";
- mes "All these items really cost something.";
- mes "I will help you make one fine accesory.";
- next;
- mes "[Habir Moah]";
- mes "Before I produce the item, let me remind you.";
- mes "I don't care about";
- mes "the level of refining for the item.";
- mes "If you have worries,";
- mes "I guess you better tidy up your items.";
- next;
mes "[Habir Moah]";
- mes "^4d4dffPlease Reserve the items,";
- mes "that is required for making the headgear^000000";
- mes "I do not hope that you will blame me,";
- mes "if I fail to make that item.";
- next;
- switch(select("It's ok, just do it.:Hmm, I need to think about it.")) {
- case 1:
- mes "[Habir Moah]";
- mes "So, let's do it!";
- next;
- misceffect 154; //Success Hammer ;P
- mes "[Habit Moah]";
- mes "With my skills,";
- mes "the great creation of me, Habir Moah,";
- mes "is completed!";
- mes "Here it is,";
- mes "the Angel Wing Ears.";
- if (countitem(2255) && countitem(2286) && Zeny>19999) {
- delitem 2255,1;
- delitem 2286,1;
- set Zeny,Zeny-20000;
- getitem 5068,1;
- }
- next;
- mes "[Habir Moah]";
- mes "From now on,";
- mes "everyone will you.";
- close;
- case 2:
- mes "[Habir Moah]";
- mes "If you're interested in it in future,";
- mes "do come and find me.";
- mes " ";
- mes "Ah, what a soothing breeze.";
- close;
- }
- case 3:
- mes "[Habir Moah]";
- mes "Hoho, of course I can craft";
- mes "Angel Wing!";
- mes "I'll make it into Angel Wing Ears!";
- next;
- mes "[Habir Moah]";
- mes "Let's see the materials required, shall we?";
- mes "Angel Wing and Elven Ears,";
- mes "in addition to that, 20,000 zeny.";
- mes "All these items really cost something.";
- mes "I will help you make one fine accesory.";
- next;
- mes "[Habir Moah]";
- mes "Before I produce the item, let me remind you.";
- mes "I don't care about";
- mes "the level of refining for the item.";
- mes "If you have worries,";
- mes "I guess you better tidy up your items.";
- next;
- mes "[Habir Moah]";
- mes "^4d4dffPlease reserve the items,";
- mes "this is required for making the headgear.^000000";
- mes "I do not hope that you will blame me,";
- mes "if I fail to make that item.";
- next;
- switch(select("It's ok. Let's do it.:I need to tidy up first.")) {
- case 1:
- if (countitem(2254) && countitem(2286) && Zeny > 19999) {
- delitem 2254,1;
- delitem 2286,1;
- set Zeny,Zeny-20000;
- mes "[Habir Moah]";
- mes "So, let's do it!";
- next;
- misceffect 154;
- mes "[Habir Moah]";
- mes "With my skills,";
- mes "the great creation of me, Habir Moah,";
- mes "is completed!";
- mes "Here it is,";
- mes "Angel Wing Ears";
- getitem 5074,1;
- next;
- mes "[Habir Moah]";
- mes "Fromnow on,";
- mes "everyone will you.";
- close;
- } else {
- mes "[Habir Moah]";
- mes "I'm sorry. If you have not prepared all the materials,";
- mes "I won't do that for you.";
- mes "I'll need Angel Wing, Elven Ears and";
- mes "20000 zeny.";
- mes "Can you please confirm that you have all of those?";
- close;
- }
- case 2:
- mes "[Habir Moah]";
- mes "If you're interested in it in future,";
- mes "do come and find me.";
- mes " ";
- mes "Ah, what a soothing breeze.";
- close;
- }
+ mes "If you're interested in it in future,";
+ mes "do come and find me.";
+ mes " ";
+ mes "Ah, what a soothing breeze.";
+ close;
}
- } else {
+ }
+ } else {
mes "[Habir Moah]";
mes "I am not sure how I have followed the wind,";
mes "that leads me to Juno...";
@@ -877,17 +878,17 @@ yuno.gat,241,52,3 script Old Blacksmith 813,{
next;
switch(select("Can you tell me about the details?:I'll consider about it.")) {
case 1:
- mes "[Habir Moah]";
- mes "Oh yes,";
- mes "I need to tell you the details about the materials.";
- mes "Angel Wing Ears requires ^4d4dffAngel Wings^000000 and";
- mes "^4d4dffElven Ears^000000 &#1038;Aand the cost for other materials is";
- mes "approximatedly ^4d4dff20000 zeny^000000";
- next;
- mes "[Habir Moah]";
- mes "Devil Wing Ears requires ^4d4dffEvil Wing^000000 and";
- mes "^4d4dffElven Ears^000000 &#1038;Awhile the cost for other materials is";
- mes "approximately ^4d4dff20000 zeny";
+ mes "[Habir Moah]";
+ mes "Oh yes,";
+ mes "I need to tell you the details about the materials.";
+ mes "Angel Wing Ears requires ^4d4dffAngel Wings^000000 and";
+ mes "^4d4dffElven Ears^000000 &#1038;Aand the cost for other materials is";
+ mes "approximatedly ^4d4dff20000 zeny^000000";
+ next;
+ mes "[Habir Moah]";
+ mes "Devil Wing Ears requires ^4d4dffEvil Wing^000000 and";
+ mes "^4d4dffElven Ears^000000 &#1038;Awhile the cost for other materials is";
+ mes "approximately ^4d4dff20000 zeny";
next;
mes "[Habir Moah]";
mes "Please come to me after you have got all the materials.";
@@ -895,10 +896,10 @@ yuno.gat,241,52,3 script Old Blacksmith 813,{
mes "as a present for you.";
close;
case 2:
- mes "[Habit Moah]";
- mes "I always look at thge sky at this location...";
- mes "So if you need me, you know where to find me.";
- close;
+ mes "[Habit Moah]";
+ mes "I always look at thge sky at this location...";
+ mes "So if you need me, you know where to find me.";
+ close;
}
}
}
@@ -907,11 +908,11 @@ xmas.gat,183,267,3 script Pretty Lindsay 793,{
if (countitem(5033) && countitem(5064)) {
delitem 5033,1;
delitem 5064,1;
- mes "[Pretty Lindsay]";
- mes "Wow~ you really have brought all the items here.";
- mes "Hang on for a while~";
- mes "Lindsay will make that for you right now.";
- next;
+ mes "[Pretty Lindsay]";
+ mes "Wow~ you really have brought all the items here.";
+ mes "Hang on for a while~";
+ mes "Lindsay will make that for you right now.";
+ next;
mes "[Pretty Lindsay]";
mes "Just like what my mom taught me,";
mes "first, place this on the ground...";
@@ -938,8 +939,8 @@ xmas.gat,183,267,3 script Pretty Lindsay 793,{
mes "Farewell~";
close;
} else {
- mes "[Pretty Lindsay]";
- mes "Hi~ Wassup?";
+ mes "[Pretty Lindsay]";
+ mes "Hi~ Wassup?";
if (sex) {
mes "Handsome boy.";
} else {
@@ -969,28 +970,28 @@ xmas.gat,183,267,3 script Pretty Lindsay 793,{
next;
switch(select("I will come again when I have collected them.:Yo..why RaccoonHat?")) {
case 1:
- mes "[Pretty Lindsay]";
- mes "Hmm~ Come back soon~";
+ mes "[Pretty Lindsay]";
+ mes "Hmm~ Come back soon~";
emotion e_heh; //ET_SMILE
close;
case 2:
- mes "[Pretty Lindsay]";
- mes "Ah..why Sea-Otter Hat production";
- mes "requires Smokie Hat?";
- mes "Hmm. .That's because. . . secrets.. .";
- next;
- mes "[Pretty Lindsay]";
- mes "When you place Smokie Leaf with RaccoonHat,";
- mes "and say the spell,";
- mes "according to what my mom had taught, the RaccoonHat will";
- mes "^003063Bang!!^000000 and turn into Sea-Otter Hat.";
- next;
- mes "[Pretty Lindsay]";
- mes "But I don't know why it can be like that.";
- mes "Mom never tell me the reason.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes ". . . . . . . . . . . . . . . . .";
+ mes "[Pretty Lindsay]";
+ mes "Ah..why Sea-Otter Hat production";
+ mes "requires Smokie Hat?";
+ mes "Hmm. .That's because. . . secrets.. .";
+ next;
+ mes "[Pretty Lindsay]";
+ mes "When you place Smokie Leaf with RaccoonHat,";
+ mes "and say the spell,";
+ mes "according to what my mom had taught, the RaccoonHat will";
+ mes "^003063Bang!!^000000 and turn into Sea-Otter Hat.";
+ next;
+ mes "[Pretty Lindsay]";
+ mes "But I don't know why it can be like that.";
+ mes "Mom never tell me the reason.";
+ next;
+ mes "["+strcharinfo(0)+"]";
+ mes ". . . . . . . . . . . . . . . . .";
next;
mes "["+strcharinfo(0)+"]";
mes "Ok..Ok, I will come again when I have collected all the items.";
@@ -1032,36 +1033,36 @@ xmas.gat,175,156,3 script Fuzzy Fuzz 712,{
getitem 5059,1;
close;
} else {
- mes "[Fuzzy Fuzz]";
+ mes "[Fuzzy Fuzz]";
if (sex) {
mes "Hey you, hold it right there!";
} else {
mes "Yoh miss, hold it right there.";
}
- mes "You who look like a slow and dumb bear,";
- mes "I have a cap that fits you,";
- mes "how about that? do you want it?";
- emotion e_omg; //ET_SURPRISE?
- next;
- mes "[Fuzzy Fuzz]";
- mes "Haha.. Looks like you're not happy";
- mes "because I said you look dumb, right?";
- mes "How sensitive . . .";
- mes "What I mean is, you're honest and easy to be tricked.";
- mes "OkOk.. don't look at me like that.";
- emotion e_sry; //ET_SORRY
- next;
- mes "[Fuzzy Fuzz]";
- mes "I can't make the cap now because I do not have the materials.";
- mes "Can you please.";
- mes "find the materials for me?";
- mes "I will help to make the 'Teddybear Hat' for you.";
- next;
- mes "[Fuzzy Fuzz]";
- mes "Come, let me tell you about the required materials.";
- mes "You won't need very much materials here.";
- mes "^0000FFPanda Hat^000000 x1 ^0000FFNeedle Packet^000000 x100";
- mes "^0000FFSpool^000000 x100 ^0000FFBlack Bear's Skin^000000 x300";
+ mes "You who look like a slow and dumb bear,";
+ mes "I have a cap that fits you,";
+ mes "how about that? do you want it?";
+ emotion e_omg; //ET_SURPRISE?
+ next;
+ mes "[Fuzzy Fuzz]";
+ mes "Haha.. Looks like you're not happy";
+ mes "because I said you look dumb, right?";
+ mes "How sensitive . . .";
+ mes "What I mean is, you're honest and easy to be tricked.";
+ mes "OkOk.. don't look at me like that.";
+ emotion e_sry; //ET_SORRY
+ next;
+ mes "[Fuzzy Fuzz]";
+ mes "I can't make the cap now because I do not have the materials.";
+ mes "Can you please.";
+ mes "find the materials for me?";
+ mes "I will help to make the 'Teddybear Hat' for you.";
+ next;
+ mes "[Fuzzy Fuzz]";
+ mes "Come, let me tell you about the required materials.";
+ mes "You won't need very much materials here.";
+ mes "^0000FFPanda Hat^000000 x1 ^0000FFNeedle Packet^000000 x100";
+ mes "^0000FFSpool^000000 x100 ^0000FFBlack Bear's Skin^000000 x300";
mes "That's all,";
mes "isn't that easy to be found?";
next;
@@ -1074,28 +1075,28 @@ xmas.gat,175,156,3 script Fuzzy Fuzz 712,{
//payon /=Cap of Concentration=/ [5073]
payon_in03.gat,8,193,4 script Nan Hyang 75,{
if (countitem(2285) && countitem(1550)) {
- mes "[Nan Hyang]";
- mes "Sigh, give that to me.";
- mes "Before I start,";
- mes "take note of this,";
- mes "In the process of production ^FF0000'Model Training Hat'^000000,";
- mes "If ^FF0000the 'Book' is slotted with card,";
- mes "or possesses refined level^000000,";
- emotion e_heh; //ET_SMILE
- next;
- mes "[Nan Hyang]";
- mes "^FF0000the effect will dissappear,";
+ mes "[Nan Hyang]";
+ mes "Sigh, give that to me.";
+ mes "Before I start,";
+ mes "take note of this,";
+ mes "In the process of production ^FF0000'Model Training Hat'^000000,";
+ mes "If ^FF0000the 'Book' is slotted with card,";
+ mes "or possesses refined level^000000,";
+ emotion e_heh; //ET_SMILE
+ next;
+ mes "[Nan Hyang]";
+ mes "^FF0000the effect will dissappear,";
mes "Of course, the same goes to the 'Apple of Archer' too^000000.";
mes "So do you want me to make it now?";
next;
switch(select("Start making it:Wait, don't.")) {
case 1:
- mes "[Nan Hyang]";
- mes "Request accepted,";
- mes "I will start it right now.";
- mes "Please have a seat,";
- mes "and wait for me, will you?";
- mes "This is to make sure that you have the correct posture.";
+ mes "[Nan Hyang]";
+ mes "Request accepted,";
+ mes "I will start it right now.";
+ mes "Please have a seat,";
+ mes "and wait for me, will you?";
+ mes "This is to make sure that you have the correct posture.";
mes "Don't worry, it's for free.";
emotion e_ok; //ET_OK
next;
@@ -1144,38 +1145,38 @@ payon_in03.gat,8,193,4 script Nan Hyang 75,{
mes "Have a balanced day.";
close;
case 2:
- mes "[Nan Hyang]";
- mes "Ah.. isn't this an item that requires a lot of equipments?";
- mes "If you've fully prepared, come and find me.";
- emotion e_hmm; //ET_THINK?
- close;
+ mes "[Nan Hyang]";
+ mes "Ah.. isn't this an item that requires a lot of equipments?";
+ mes "If you've fully prepared, come and find me.";
+ emotion e_hmm; //ET_THINK?
+ close;
}
} else {
- mes "[Nan Hyang]";
- mes "Good day.";
- mes "This place teaches manners and posture.";
- mes "May I know,";
- mes "how can I help you here?";
+ mes "[Nan Hyang]";
+ mes "Good day.";
+ mes "This place teaches manners and posture.";
+ mes "May I know,";
+ mes "how can I help you here?";
emotion e_omg; //ET_SURPRISE?
next;
switch(select("I want to learn too . .:I'm sorry. I think I came to a wrong place.")) {
case 1:
- mes "[Nan Hyang]";
- mes "Oh, I see.";
- mes "But how do I say this?";
- mes "I'm really sorry,";
- mes "we are not having any intake currently.";
- next;
- mes "[Nan Hyang]";
- mes "And since the president is going outstation,";
- mes "and we're not sure,";
- mes "when he'll return,";
- mes "(Phew..how long are you going to";
- mes "stay in the in. . . .)";
- next;
- mes "[Nan Hyang]";
- mes "Hmm, beofre you take the course of manners,";
- mes "we have to correct";
+ mes "[Nan Hyang]";
+ mes "Oh, I see.";
+ mes "But how do I say this?";
+ mes "I'm really sorry,";
+ mes "we are not having any intake currently.";
+ next;
+ mes "[Nan Hyang]";
+ mes "And since the president is going outstation,";
+ mes "and we're not sure,";
+ mes "when he'll return,";
+ mes "(Phew..how long are you going to";
+ mes "stay in the in. . . .)";
+ next;
+ mes "[Nan Hyang]";
+ mes "Hmm, beofre you take the course of manners,";
+ mes "we have to correct";
mes "your unbalance posture first.";
mes "This means that,";
mes "a correct posture is a polite action.";
@@ -1207,13 +1208,13 @@ payon_in03.gat,8,193,4 script Nan Hyang 75,{
mes "Farewell then.";
close;
case 2:
- mes "[Nan Hyang]";
- mes "Oh, I see.";
- mes "This place should be kept silent.";
- mes "If you do not have any important matters,";
- mes "can you please go out? Thank you.";
- mes "Good byethen. . .";
- close;
+ mes "[Nan Hyang]";
+ mes "Oh, I see.";
+ mes "This place should be kept silent.";
+ mes "If you do not have any important matters,";
+ mes "can you please go out? Thank you.";
+ mes "Good byethen. . .";
+ close;
}
}
}
@@ -1233,11 +1234,11 @@ geffen.gat,83,189,5 script Ses 716,{
emotion e_heh; //ET_THROB?=X
next;
if (countitem(2278) && countitem(975)) {
- mes "[Ses]";
- mes "Hehe- Mr. Smile!! Scarlet Dyestuffs!!!";
- mes "WuYeaghhhhh---";
- mes "Come, let me";
- mes "help you make a beautiful flower !!";
+ mes "[Ses]";
+ mes "Hehe- Mr. Smile!! Scarlet Dyestuffs!!!";
+ mes "WuYeaghhhhh---";
+ mes "Come, let me";
+ mes "help you make a beautiful flower !!";
emotion e_swt; //ET_SWEAT
next;
mes "[Ses]";
@@ -1246,19 +1247,19 @@ geffen.gat,83,189,5 script Ses 716,{
next;
switch(select("Allow you to do so:I reject")) {
case 1:
- mes "[Ses]";
- mes "Wahahahaha~";
- emotion e_heh;
- next;
- mes "[Ses]";
- mes "Take this Mr Smile,";
- mes "cut here a little, cut there some~~";
- mes "and a little there, and here....";
- mes "yiyik...";
- emotion e_ho; //ET_DELIGHT?
- next;
- mes "[Ses]";
- mes "Ha- !! It's done!!!!";
+ mes "[Ses]";
+ mes "Wahahahaha~";
+ emotion e_heh;
+ next;
+ mes "[Ses]";
+ mes "Take this Mr Smile,";
+ mes "cut here a little, cut there some~~";
+ mes "and a little there, and here....";
+ mes "yiyik...";
+ emotion e_ho; //ET_DELIGHT?
+ next;
+ mes "[Ses]";
+ mes "Ha- !! It's done!!!!";
if (countitem(2278) && countitem(975)) {
delitem 2278,1;
delitem 975,1;
@@ -1277,14 +1278,14 @@ geffen.gat,83,189,5 script Ses 716,{
mes "Good bye then~";
close;
case 2:
- mes "[Ses]";
- mes "Yiyee~~ I don't need to help you do it again then!!";
- close;
+ mes "[Ses]";
+ mes "Yiyee~~ I don't need to help you do it again then!!";
+ close;
}
} else {
- mes "[Ses]";
- mes "Do you want to make on too, big brother?";
- mes "I will teach you... hehehe";
+ mes "[Ses]";
+ mes "Do you want to make on too, big brother?";
+ mes "I will teach you... hehehe";
next;
mes "[Ses]";
mes "However, you need to prepare some items,";
@@ -1293,18 +1294,18 @@ geffen.gat,83,189,5 script Ses 716,{
next;
switch(select("Sure:No")) {
case 1:
- mes "[Ses]";
- mes "So please bring,";
- mes "^3131FFMr. Smile x1";
- mes "Scarlet Dyestuffs x1^000000";
+ mes "[Ses]";
+ mes "So please bring,";
+ mes "^3131FFMr. Smile x1";
+ mes "Scarlet Dyestuffs x1^000000";
mes "I will make a beautiful red flower for you.";
next;
mes "[Ses]";
mes "I will wait for you here. Remember to come, ok!?";
close;
case 2:
- mes "[Ses]";
- mes "Hooyeahyeahyeah~~~~~";
+ mes "[Ses]";
+ mes "Hooyeahyeahyeah~~~~~";
emotion e_sob;
close;
}
@@ -1332,13 +1333,13 @@ xmas_in.gat,35,30,3 script Headgear Merchant 797,{
next;
switch(select("Party Hat:Straw Hat:Cowboy Hat:Sombrero:Fur Hat")) {
case 1: //Party hat [5060]
- if(countitem(2236) && countitem(7151) > 99 && countitem(7111) > 99) {
- mes "[Mike]";
- mes "Party Hat! It is made according to the Santa's Hat,";
- mes "decorated with some papers.";
- mes "This is the best Party Hat!! Do you want it?";
- mes "(Ohhhh, beautiful! So beautiful!)";
- next;
+ if(countitem(2236) && countitem(7151) > 99 && countitem(7111) > 99) {
+ mes "[Mike]";
+ mes "Party Hat! It is made according to the Santa's Hat,";
+ mes "decorated with some papers.";
+ mes "This is the best Party Hat!! Do you want it?";
+ mes "(Ohhhh, beautiful! So beautiful!)";
+ next;
mes "[Mike]";
mes "Wait, before I start the production, let's confirm this.";
mes "I will use items regarless of whether,";
@@ -1353,53 +1354,53 @@ xmas_in.gat,35,30,3 script Headgear Merchant 797,{
next;
switch(select("No:Yes")) {
case 1:
- mes "[Mike]";
- mes "Hmm, is that so...";
- mes "Let keep wearing your Santa's Hat then.";
- mes "Hmmmhmmmhmmm....";
- close;
+ mes "[Mike]";
+ mes "Hmm, is that so...";
+ mes "Let keep wearing your Santa's Hat then.";
+ mes "Hmmmhmmmhmmm....";
+ close;
case 2:
- mes "^3355FFDeteDete ChebenCheben";
- mes "PotterPotter MeganMegan";
- mes "PosongPosong ShahaShaha";
- next;
- if(countitem(2236) && countitem(7151) > 99 && countitem(7111) > 99) {
- delitem 2236,1;
- delitem 7151,100;
- delitem 7111,100;
- getitem 5060,1;
- }
- mes "[Mike]";
- mes "Very Good!";
- mes "Force the birthday fellow to put this on,";
- mes "then you can play tricks on him. That should be fun...";
- mes "Please come again too next time~";
- next;
- mes "[Mike]";
- mes "And, this is what's left after the process.";
- mes "Here, take it!";
- mes "Maybe it might be useful to you... (Hehehehe)";
- getitem 949,10;
- close;
+ mes "^3355FFDeteDete ChebenCheben";
+ mes "PotterPotter MeganMegan";
+ mes "PosongPosong ShahaShaha";
+ next;
+ if(countitem(2236) && countitem(7151) > 99 && countitem(7111) > 99) {
+ delitem 2236,1;
+ delitem 7151,100;
+ delitem 7111,100;
+ getitem 5060,1;
+ }
+ mes "[Mike]";
+ mes "Very Good!";
+ mes "Force the birthday fellow to put this on,";
+ mes "then you can play tricks on him. That should be fun...";
+ mes "Please come again too next time~";
+ next;
+ mes "[Mike]";
+ mes "And, this is what's left after the process.";
+ mes "Here, take it!";
+ mes "Maybe it might be useful to you... (Hehehehe)";
+ getitem 949,10;
+ close;
}
} else {
- mes "[Mike]";
- mes "Party Hat! It's a necessity,";
- mes "for anyone who throws a birthday party.";
- mes "No matter how serious looking one is,";
- mes "the hat will make him look cute and funny!";
- next;
- mes "[Mike]";
- mes "In my opinion, it is suitable not only for birthday,";
- mes "but as well as entertaining event!";
- mes "This beautiful hat is just suitable for fun.";
- mes "(...How about organizing a party for adventure?!?)";
- next;
- mes "[Mike]";
- mes "Anyway, the material required are";
- mes "^3355FFSanta's Hat^000000 x1";
- mes "^3355FFOil Paper^000000 x100";
- mes "^3355FFSlick Paper^000000 x100";
+ mes "[Mike]";
+ mes "Party Hat! It's a necessity,";
+ mes "for anyone who throws a birthday party.";
+ mes "No matter how serious looking one is,";
+ mes "the hat will make him look cute and funny!";
+ next;
+ mes "[Mike]";
+ mes "In my opinion, it is suitable not only for birthday,";
+ mes "but as well as entertaining event!";
+ mes "This beautiful hat is just suitable for fun.";
+ mes "(...How about organizing a party for adventure?!?)";
+ next;
+ mes "[Mike]";
+ mes "Anyway, the material required are";
+ mes "^3355FFSanta's Hat^000000 x1";
+ mes "^3355FFOil Paper^000000 x100";
+ mes "^3355FFSlick Paper^000000 x100";
next;
mes "[Mike]";
mes "These are what I need.";
@@ -1410,11 +1411,11 @@ xmas_in.gat,35,30,3 script Headgear Merchant 797,{
}
case 2: //Straw Hat [5062]
if(countitem(2280) && countitem(7197) > 299 && countitem(7150) > 299) {
- mes "[Mike]";
- mes "Straw Hat! This hat is based on Sahkkat,";
- mes "that is make of bamboo and rattan.";
- mes "Wearing it makes you think that you're going to have a good harvesting year!";
- mes "(Look, power of farmer!!)";
+ mes "[Mike]";
+ mes "Straw Hat! This hat is based on Sahkkat,";
+ mes "that is make of bamboo and rattan.";
+ mes "Wearing it makes you think that you're going to have a good harvesting year!";
+ mes "(Look, power of farmer!!)";
next;
mes "[Mike]";
mes "Wait, before I start the production, let's confirm this.";
@@ -1430,9 +1431,9 @@ xmas_in.gat,35,30,3 script Headgear Merchant 797,{
next;
switch(select("No, thanks:Sure")) {
case 1:
- mes "[Mike]";
- mes "Hmm, is that so...";
- mes "Let keep wearing your Sahkkat then.";
+ mes "[Mike]";
+ mes "Hmm, is that so...";
+ mes "Let keep wearing your Sahkkat then.";
mes "Hmmmhmmmhmmm....";
close;
case 2:
@@ -1454,11 +1455,11 @@ xmas_in.gat,35,30,3 script Headgear Merchant 797,{
close;
}
} else {
- mes "[Mike]";
- mes "Staw Hat! It gives you energy to work,";
- mes "even under the heat of the sun";
- mes "as well as providing shades that give you a cool feeling.";
- mes "This hat will make you hope for a good harvest this year too!";
+ mes "[Mike]";
+ mes "Staw Hat! It gives you energy to work,";
+ mes "even under the heat of the sun";
+ mes "as well as providing shades that give you a cool feeling.";
+ mes "This hat will make you hope for a good harvest this year too!";
next;
mes "[Mike]";
mes "This hat is suitable for the farmers,";
@@ -1506,41 +1507,41 @@ xmas_in.gat,35,30,3 script Headgear Merchant 797,{
mes "Hmmmhmmmhmmm....";
close;
case 2:
- mes "^3355FFDudududu bangbangbangbang";
- mes "TadamTadam BiyongBiyong";
- mes "Wuuuuu Ahwuwuwuwuw^000000";
- next;
+ mes "^3355FFDudududu bangbangbangbang";
+ mes "TadamTadam BiyongBiyong";
+ mes "Wuuuuu Ahwuwuwuwuw^000000";
+ next;
if (countitem(2248) && countitem(7030) > 107 && countitem(7194) > 107 && countitem(7120) > 3) {
- delitem 2248,1;
- delitem 7030,108;
- delitem 7194,108;
- delitem 7120,4;
- getitem 5075,1;
+ delitem 2248,1;
+ delitem 7030,108;
+ delitem 7194,108;
+ delitem 7120,4;
+ getitem 5075,1;
}
- mes "[Mike]";
- mes "HeeeHaH! With that";
- mes "you can tame even the wildest stiallion!";
- mes "Please come again if you need more~";
- close;
+ mes "[Mike]";
+ mes "HeeeHaH! With that";
+ mes "you can tame even the wildest stiallion!";
+ mes "Please come again if you need more~";
+ close;
}
} else {
- mes "[Mike]";
- mes "Cowboy Hat!A hat of western feel,";
- mes "where you seem to found the boiling blood of the cowboys...";
- mes "It's as if you are going to draw something out,";
- mes "and start shooting!";
- next;
- mes "[Mike]";
- mes "The Cowboy Hat with thefeel of opening a barren land...";
- mes "It makes guys look cool!";
- mes "and it makes gals look prettier";
- mes "(Is tought the new concept of beauty...?)";
- next;
- mes "[Mike]";
- mes "Anyway, the materials required for production are";
- mes "^3355FFWestern Grace^000000 x1";
- mes "^3355FFClaw of Desert Wolf^000000 x108";
- mes "^3355FFSoft Blade of Grass^000000 x108";
+ mes "[Mike]";
+ mes "Cowboy Hat!A hat of western feel,";
+ mes "where you seem to found the boiling blood of the cowboys...";
+ mes "It's as if you are going to draw something out,";
+ mes "and start shooting!";
+ next;
+ mes "[Mike]";
+ mes "The Cowboy Hat with thefeel of opening a barren land...";
+ mes "It makes guys look cool!";
+ mes "and it makes gals look prettier";
+ mes "(Is tought the new concept of beauty...?)";
+ next;
+ mes "[Mike]";
+ mes "Anyway, the materials required for production are";
+ mes "^3355FFWestern Grace^000000 x1";
+ mes "^3355FFClaw of Desert Wolf^000000 x108";
+ mes "^3355FFSoft Blade of Grass^000000 x108";
mes "^3355FFBurning Horseshoe^000000 x4";
next;
mes "[Mike]";
@@ -1551,36 +1552,36 @@ xmas_in.gat,35,30,3 script Headgear Merchant 797,{
close;
}
case 4: //Sombrero [5067]
- if (countitem(5062) && countitem(952) > 49 && countitem(1907)) {
- mes "[Mike]";
- mes "SipoleiyeahhhhhhWoohohoh!!";
- mes "Amigo! Adios Amigo!";
- mes "If you like the sun and happy melody,";
- mes "this is the right hat for you!!";
- next;
- mes "[Mike]";
- mes "Wait, before I start the production, let's confirm this.";
- mes "I will use items regardless of wether";
- mes "it had been refined or slotted with cards.";
- mes "So you better just prepare the items required";
- mes "and put the others in the storage";
- next;
- mes "[Mike]";
- mes "You've brought all the materials...";
- mes "Great! The one who wants a Sombrero,";
- mes "so you want me to make if for you right now?";
- switch(select("No:Yes")) {
+ if (countitem(5062) && countitem(952) > 49 && countitem(1907)) {
+ mes "[Mike]";
+ mes "SipoleiyeahhhhhhWoohohoh!!";
+ mes "Amigo! Adios Amigo!";
+ mes "If you like the sun and happy melody,";
+ mes "this is the right hat for you!!";
+ next;
+ mes "[Mike]";
+ mes "Wait, before I start the production, let's confirm this.";
+ mes "I will use items regardless of wether";
+ mes "it had been refined or slotted with cards.";
+ mes "So you better just prepare the items required";
+ mes "and put the others in the storage";
+ next;
+ mes "[Mike]";
+ mes "You've brought all the materials...";
+ mes "Great! The one who wants a Sombrero,";
+ mes "so you want me to make if for you right now?";
+ switch(select("No:Yes")) {
case 1:
- mes "[Mike]";
- mes "Hmmm, is that so...";
- mes "Let keep wearing your shady Straw Hat then.";
- mes "Hmmmhmmmhmmm....";
- close;
+ mes "[Mike]";
+ mes "Hmmm, is that so...";
+ mes "Let keep wearing your shady Straw Hat then.";
+ mes "Hmmmhmmmhmmm....";
+ close;
case 2:
- mes "^3355FFQingkaQinka KiangggQiangkiang";
- mes "Diringringling kaciangkaciang";
- mes "Adios Mamamiya^000000";
- next;
+ mes "^3355FFQingkaQinka KiangggQiangkiang";
+ mes "Diringringling kaciangkaciang";
+ mes "Adios Mamamiya^000000";
+ next;
if (countitem(5062) && countitem(952) > 49 && countitem(1907)) {
delitem 5062,1;
delitem 952,50;
@@ -1594,8 +1595,8 @@ xmas_in.gat,35,30,3 script Headgear Merchant 797,{
close;
}
} else {
- mes "[Mike]";
- mes "Yibayiba, andeleh andeleh!!";
+ mes "[Mike]";
+ mes "Yibayiba, andeleh andeleh!!";
mes "Amigo! Adios, Amigo!";
mes "Come again, Morocc!";
mes "Astalacista Baby!";
@@ -1620,10 +1621,10 @@ xmas_in.gat,35,30,3 script Headgear Merchant 797,{
close;
}
case 5: //fur hat [5076]
- if (countitem(2226) && countitem(7038) > 499) {
- mes "[Mike]";
- mes "Fur Hat! Yo, Man! Check it out!";
- mes "It's good for keeping warm! But it's fashionable too!";
+ if (countitem(2226) && countitem(7038) > 499) {
+ mes "[Mike]";
+ mes "Fur Hat! Yo, Man! Check it out!";
+ mes "It's good for keeping warm! But it's fashionable too!";
mes "Even if you went to places as cold as Lutie,";
mes "you will be ok with this Beanie!!";
next;
@@ -1641,11 +1642,11 @@ xmas_in.gat,35,30,3 script Headgear Merchant 797,{
next;
switch(select("No:Yes")) {
case 1:
- mes "[Mike]";
- mes "Hmm, is that so...";
- mes "Let keep wearing your Cap that is produce in bundles then.";
- mes "Hmmmhmmmhmmm....";
- close;
+ mes "[Mike]";
+ mes "Hmm, is that so...";
+ mes "Let keep wearing your Cap that is produce in bundles then.";
+ mes "Hmmmhmmmhmmm....";
+ close;
case 2:
mes "^3355FFKafokapo Kafokapo";
mes "poterpote poterpote";
@@ -1663,29 +1664,29 @@ xmas_in.gat,35,30,3 script Headgear Merchant 797,{
close;
}
} else {
- mes "[Mike]";
- mes "Beanie! Gimme a chocolate!! Right!";
- mes "No matter who wears it,";
- mes "you will feel the snowy winter!! Event if you are from Morocc,";
- mes "you will look more like a traveller from Lutie if you put that on!";
- next;
- mes "[Mike]";
- mes "There was a rumor";
- mes "people wearing it will pull out his hard and shout Yo without knowing it-";
- mes "I think we better change a topic...";
- mes "(Hot weather, the head can't stand the heat?!?)";
- next;
- mes "[Mike]";
- mes "Anyway, the material required for production are";
- mes "^3355FFCap^000000 x1,";
- mes "^3355FFYarn^000000 x500.";
- next;
- mes "[Mike]";
- mes "These are what I need.";
- mes "So don't forget to collect the material, ok?";
- mes "I will always be around....";
- mes "So come back only after you have collected them!";
- close;
+ mes "[Mike]";
+ mes "Beanie! Gimme a chocolate!! Right!";
+ mes "No matter who wears it,";
+ mes "you will feel the snowy winter!! Event if you are from Morocc,";
+ mes "you will look more like a traveller from Lutie if you put that on!";
+ next;
+ mes "[Mike]";
+ mes "There was a rumor";
+ mes "people wearing it will pull out his hard and shout Yo without knowing it-";
+ mes "I think we better change a topic...";
+ mes "(Hot weather, the head can't stand the heat?!?)";
+ next;
+ mes "[Mike]";
+ mes "Anyway, the material required for production are";
+ mes "^3355FFCap^000000 x1,";
+ mes "^3355FFYarn^000000 x500.";
+ next;
+ mes "[Mike]";
+ mes "These are what I need.";
+ mes "So don't forget to collect the material, ok?";
+ mes "I will always be around....";
+ mes "So come back only after you have collected them!";
+ close;
}
}
}
@@ -1714,40 +1715,40 @@ yuno_in03.gat,20,18,6 script Neris 726,{
next;
switch(select("Decorative Golden Bell:Crown of Ancient Queen:Crown of Mistress")) {
case 1: //Big golden bell [5091]
- mes "[Neris]";
- mes "The Decorative Golden Bell is";
- mes "the accessory equipped by the monster 'Sohee'.";
- mes "It's very suitable and looks good on female players.";
- mes "Altough it might be a little big, I'm sure you'll like it.";
- next;
- if (countitem(10016) && countitem(714) && countitem(969) > 2 && Zeny > 19999) {
- delitem 10016,1;
- delitem 714,1;
- delitem 969,3;
- set Zeny,Zeny-20000;
- mes "[Neris]";
- mes "So you have brought all the required materials.";
- mes "Please wait for a while.";
- next;
- mes "^3355FF- Dang Dang! Qing Yi Qing Yi! Ding Ding Dang Dang! -^000000";
- getitem 5091,1;
- next;
- mes "[Neris]";
- mes "EEyaah~ The elegant golden bell is complete.";
- mes "Walk around with it.";
- mes "Altough it won't make the ding dong sounds,";
- mes "it sure is beautiful.";
- next;
- mes "[Neris]";
- mes "Don't you feel that you look like a Sohee now?";
- mes "But don't commit suicide like her.";
- mes "If you want to make anymore of it,";
- mes "do come and find me again.";
- mes "Finally, please come to visit the Monster Museum frequently.";
- close;
+ mes "[Neris]";
+ mes "The Decorative Golden Bell is";
+ mes "the accessory equipped by the monster 'Sohee'.";
+ mes "It's very suitable and looks good on female players.";
+ mes "Altough it might be a little big, I'm sure you'll like it.";
+ next;
+ if (countitem(10016) && countitem(714) && countitem(969) > 2 && Zeny > 19999) {
+ delitem 10016,1;
+ delitem 714,1;
+ delitem 969,3;
+ set Zeny,Zeny-20000;
+ mes "[Neris]";
+ mes "So you have brought all the required materials.";
+ mes "Please wait for a while.";
+ next;
+ mes "^3355FF- Dang Dang! Qing Yi Qing Yi! Ding Ding Dang Dang! -^000000";
+ getitem 5091,1;
+ next;
+ mes "[Neris]";
+ mes "EEyaah~ The elegant golden bell is complete.";
+ mes "Walk around with it.";
+ mes "Altough it won't make the ding dong sounds,";
+ mes "it sure is beautiful.";
+ next;
+ mes "[Neris]";
+ mes "Don't you feel that you look like a Sohee now?";
+ mes "But don't commit suicide like her.";
+ mes "If you want to make anymore of it,";
+ mes "do come and find me again.";
+ mes "Finally, please come to visit the Monster Museum frequently.";
+ close;
} else {
- mes "[Neris]";
- mes "The material required for the production of this item are,";
+ mes "[Neris]";
+ mes "The material required for the production of this item are,";
mes "^3355FFGolden Bell x1, Emperium x1, Gold x3^000000 and";
mes "20,000 zeny";
next;
@@ -1758,117 +1759,117 @@ yuno_in03.gat,20,18,6 script Neris 726,{
close;
}
case 2: //Headgear of Queen [5080] (Crown of ancient queen)
- mes "[Neris]";
- mes "The Crown of Ancient Queen is the equipment of";
- mes "monster 'Isis'.";
- mes "When you wear it,";
- mes "you will feel like a queen.";
- next;
- if (countitem(10006) && countitem(714) && countitem(969)>2 && Zeny>19999) {
- delitem 10006,1;
- delitem 714,1;
- delitem 969,3;
- set Zeny,Zeny-20000;
- mes "[Neris]";
- mes "So you have brought all the required materials.";
- mes "Please wait for a while.";
- next;
- mes "^3355FF- Dang Dang! Qing Yi Qing Yi! Ding Ding Dang Dang! -";
- getitem 5080,1;
- next;
- mes "[Neris]";
- mes "Here it is! The Crown of Ancient Queen!";
- mes "Altough you won't become a real queen after wearing it,";
- mes "you will surely";
- mes "have a different feeling.";
- next;
- mes "[Neris]";
- mes "After you wear this,";
- mes "I think you should really have a good figure,";
- mes "because that will be more meaningful.";
- mes "If you need to make it again,";
- mes "do come find me again.";
- mes "Finally, please come to visit the Monster Museum frequently.";
- close;
+ mes "[Neris]";
+ mes "The Crown of Ancient Queen is the equipment of";
+ mes "monster 'Isis'.";
+ mes "When you wear it,";
+ mes "you will feel like a queen.";
+ next;
+ if (countitem(10006) && countitem(714) && countitem(969)>2 && Zeny>19999) {
+ delitem 10006,1;
+ delitem 714,1;
+ delitem 969,3;
+ set Zeny,Zeny-20000;
+ mes "[Neris]";
+ mes "So you have brought all the required materials.";
+ mes "Please wait for a while.";
+ next;
+ mes "^3355FF- Dang Dang! Qing Yi Qing Yi! Ding Ding Dang Dang! -";
+ getitem 5080,1;
+ next;
+ mes "[Neris]";
+ mes "Here it is! The Crown of Ancient Queen!";
+ mes "Altough you won't become a real queen after wearing it,";
+ mes "you will surely";
+ mes "have a different feeling.";
+ next;
+ mes "[Neris]";
+ mes "After you wear this,";
+ mes "I think you should really have a good figure,";
+ mes "because that will be more meaningful.";
+ mes "If you need to make it again,";
+ mes "do come find me again.";
+ mes "Finally, please come to visit the Monster Museum frequently.";
+ close;
} else {
- mes "[Neris]";
- mes "The materials required for the production are";
- mes "^3355FFQueen's Hair Ornament x1, Emperium x1, Gold x3^000000 and";
- mes "20,000 zeny.";
- next;
- mes "[Neris]";
- mes "As long as you are prepared";
- mes "with the materials and zeny required for the production";
- mes "I will make it for you anytime.";
- close;
+ mes "[Neris]";
+ mes "The materials required for the production are";
+ mes "^3355FFQueen's Hair Ornament x1, Emperium x1, Gold x3^000000 and";
+ mes "20,000 zeny.";
+ next;
+ mes "[Neris]";
+ mes "As long as you are prepared";
+ mes "with the materials and zeny required for the production";
+ mes "I will make it for you anytime.";
+ close;
}
case 3: //crown of mistress [5081]
- mes "[Neris]";
- mes "Crown of Mistress is";
- mes "brought by monster 'Mistress'."; //Maya? riiiight!
- mes "You can feel the precence of Mistress from it.";
- next;
- if (countitem(2249) && countitem(714) && countitem(969)>2 && Zeny>39999) {
- mes "[Neris]";
- mes "So you have brought everything.";
- mes "^FF0000However, during the process of production,";
- mes "no matter how many times";
- mes "the coronet is refined,";
- mes "it does not have effect to the product.";
- next;
- mes "[Neris]";
- mes "^FF0000So,";
- mes "please bring along only the Coronet x 1 that is required for the production.";
- mes "If anything is missing,";
- mes "we will not take responsible of it.^000000";
- mes "So, are you ready?";
- next;
- switch(select("Yes, I am.:Hold on, please")) {
- case 1:
- mes "[Neris]";
- mes "Please wait for a while.";
- next;
- mes "^3355FF- Dang Dang! Qing Yi Qing Yi! Ding Ding Dang Dang! -";
+ mes "[Neris]";
+ mes "Crown of Mistress is";
+ mes "brought by monster 'Mistress'."; //Maya? riiiight!
+ mes "You can feel the precence of Mistress from it.";
+ next;
if (countitem(2249) && countitem(714) && countitem(969)>2 && Zeny>39999) {
- delitem 2249,1;
- delitem 714,1;
- delitem 969,3;
- set Zeny,Zeny-40000;
- getitem 5081,1;
- }
- next;
- mes "[Neris]";
- mes "Woohoo!";
- mes "The beautiful Crown of Mistress is completed.";
- mes "Altough you won't have any servants,";
- mes "after you've worn it,";
- mes "I am sure you're having a different feeling.";
- next;
- mes "[Neris]";
- mes "If you wear this crown,";
- mes "and takea photo with Mistress,";
- mes "it will be very interesting.";
- mes "If you want to make anymore of it,";
- mes "do come find me again.";
- mes "Finally, please come to visit the Monster Museum frequently.";
- close;
+ mes "[Neris]";
+ mes "So you have brought everything.";
+ mes "^FF0000However, during the process of production,";
+ mes "no matter how many times";
+ mes "the coronet is refined,";
+ mes "it does not have effect to the product.";
+ next;
+ mes "[Neris]";
+ mes "^FF0000So,";
+ mes "please bring along only the Coronet x 1 that is required for the production.";
+ mes "If anything is missing,";
+ mes "we will not take responsible of it.^000000";
+ mes "So, are you ready?";
+ next;
+ switch(select("Yes, I am.:Hold on, please")) {
+ case 1:
+ mes "[Neris]";
+ mes "Please wait for a while.";
+ next;
+ mes "^3355FF- Dang Dang! Qing Yi Qing Yi! Ding Ding Dang Dang! -";
+ if (countitem(2249) && countitem(714) && countitem(969)>2 && Zeny>39999) {
+ delitem 2249,1;
+ delitem 714,1;
+ delitem 969,3;
+ set Zeny,Zeny-40000;
+ getitem 5081,1;
+ }
+ next;
+ mes "[Neris]";
+ mes "Woohoo!";
+ mes "The beautiful Crown of Mistress is completed.";
+ mes "Altough you won't have any servants,";
+ mes "after you've worn it,";
+ mes "I am sure you're having a different feeling.";
+ next;
+ mes "[Neris]";
+ mes "If you wear this crown,";
+ mes "and takea photo with Mistress,";
+ mes "it will be very interesting.";
+ mes "If you want to make anymore of it,";
+ mes "do come find me again.";
+ mes "Finally, please come to visit the Monster Museum frequently.";
+ close;
case 2:
- mes "[Neris]";
- mes "Please confirm it first";
- mes "before you come to me~";
- close;
+ mes "[Neris]";
+ mes "Please confirm it first";
+ mes "before you come to me~";
+ close;
}
} else {
- mes "[Neris]";
- mes "The materials required for production are";
- mes "^3355FFCoronet x1, Emperium x1, Gold x3^000000 together with";
- mes "40,000 zeny.";
- next;
- mes "[Neris]";
- mes "As long as you are prepaired";
- mes "with the materials and zeny required for the production,";
- mes "I will make it for you anytime.";
- close;
+ mes "[Neris]";
+ mes "The materials required for production are";
+ mes "^3355FFCoronet x1, Emperium x1, Gold x3^000000 together with";
+ mes "40,000 zeny.";
+ next;
+ mes "[Neris]";
+ mes "As long as you are prepaired";
+ mes "with the materials and zeny required for the production,";
+ mes "I will make it for you anytime.";
+ close;
}
}
}
@@ -1897,13 +1898,13 @@ alde_alche.gat,88,180,1 script Muscle Man#Masked Alarm 748,{
disablenpc "Muscle Man#Alarm";
enablenpc "Muscle Man#Masked Alarm";
if (countitem(2288) && countitem(1095) > 2999) {
- switch(select("Give him the item:End")) {
- case 1:
- mes "You found... You found it. You really found it!";
- mes "That's great! That's so great!";
- next;
- mes "[Muscle Man]";
- mes "Yes... From today onwards, the Clock Hand and Mr. Scream are mine! My Precious!";
+ switch(select("Give him the item:End")) {
+ case 1:
+ mes "You found... You found it. You really found it!";
+ mes "That's great! That's so great!";
+ next;
+ mes "[Muscle Man]";
+ mes "Yes... From today onwards, the Clock Hand and Mr. Scream are mine! My Precious!";
next;
mes "[Muscle Man]";
mes "And this, this shall be your precious.";
@@ -1925,10 +1926,10 @@ alde_alche.gat,88,180,1 script Muscle Man#Masked Alarm 748,{
disablenpc "#Masked Alarm4";
close;
case 2:
- mes "[Muscle Man]";
- mes "Hmm? Do you have anything to say to me?";
- mes "I smell something. Isn't that the nice smell of the grease from Mr. Alarm that I sense now?";
- donpcevent "#Masked Alarm1::OnBlast";
+ mes "[Muscle Man]";
+ mes "Hmm? Do you have anything to say to me?";
+ mes "I smell something. Isn't that the nice smell of the grease from Mr. Alarm that I sense now?";
+ donpcevent "#Masked Alarm1::OnBlast";
donpcevent "#Masked Alarm2::OnBlast";
donpcevent "#Masked Alarm3::OnBlast";
donpcevent "#Masked Alarm4::OnBlast";
@@ -1939,85 +1940,89 @@ alde_alche.gat,88,180,1 script Muscle Man#Masked Alarm 748,{
close;
}
} else {
- mes "[Muscle Man]";
- mes "This is the item created by 'Loui Meato' that is attached to the arms and legs of Alarm.";
- mes "This is the ancient technique that can be found in the Clock Tower.";
- next;
- mes "[Muscle Man]";
- mes "If there's any skill to shrink this thing, 'Loui Meato' can be used by everyone soon!";
- next;
- mes "[Muscle Man]";
- mes "Although I've lost my arm and legs in an alchemy accident, but if I can make this technique for public, it will benefit a lot of people!";
- next;
+ mes "[Muscle Man]";
+ mes "This is the item created by 'Loui Meato' that is attached to the arms and legs of Alarm.";
+ mes "This is the ancient technique that can be found in the Clock Tower.";
+ next;
+ mes "[Muscle Man]";
+ mes "If there's any skill to shrink this thing, 'Loui Meato' can be used by everyone soon!";
+ next;
+ mes "[Muscle Man]";
+ mes "Although I've lost my arm and legs in an alchemy accident, but if I can make this technique for public, it will benefit a lot of people!";
+ next;
+ mes "[Muscle Man]";
+ mes "Therfore... I want to ask you";
+ mes "Do you have the will to help my in this research?";
+ next;
+ mes "[Muscle Man]";
+ mes "The material is not enough. I want the Alarm's ^0000FFClock Hand^000000 and that strange ^0000FFMr. Scream^000000 that is said to look like the mask of Alarm.";
+ mes "It will help a lot if you have those things.";
+ next;
+ mes "[Muscle Man]";
+ mes "However, when I saw the Alarm in the Clock Tower, I will be fascinated by the great work on the creature's mechanical parts that is so brilliantly designed and manifactured.";
+ mes "I've forgotten everything, including the materials required for the research.";
+ next;
+ mes "[Muscle Man]";
+ mes "I am telling you this, to give you the opportunity to help me.";
+ mes "So how about that? Do you wish to help me? The price is the Mask of Alarm that looks really good! It's a very important thing, you know?";
+ next;
+ donpcevent "#Masked Alarm1::OnBlast";
+ donpcevent "#Masked Alarm2::OnBlast";
+ donpcevent "#Masked Alarm3::OnBlast";
+ donpcevent "#Masked Alarm4::OnBlast";
+ disablenpc "#Masked Alarm1";
+ disablenpc "#Masked Alarm2";
+ disablenpc "#Masked Alarm3";
+ disablenpc "#Masked Alarm4";
+ switch(select("I will help you:............")) {
+ case 1:
+ case 2:
mes "[Muscle Man]";
- mes "Therfore... I want to ask you";
- mes "Do you have the will to help my in this research?";
+ mes "Ohohoh! You agree that Mr. Alarm is beautiful too!";
+ mes "Good, good!";
next;
mes "[Muscle Man]";
- mes "The material is not enough. I want the Alarm's ^0000FFClock Hand^000000 and that strange ^0000FFMr. Scream^000000 that is said to look like the mask of Alarm.";
- mes "It will help a lot if you have those things.";
+ mes "What I want is, ^0000FFClock Hand x3000^000000 and";
+ mes "^0000FFMr. Scream x1 ^000000";
+ mes "With these items, I will be able to reasearch the fascinating parts of Mr. Alarm.";
next;
mes "[Muscle Man]";
- mes "However, when I saw the Alarm in the Clock Tower, I will be fascinated by the great work on the creature's mechanical parts that is so brilliantly designed and manifactured.";
- mes "I've forgotten everything, including the materials required for the research.";
+ mes "I have said before. If you're able to find these things, I will give you Mr. Alarm's Mask.";
+ mes "You will have the chance to wear ^0000FFAlarm's Mask^000000!";
next;
mes "[Muscle Man]";
- mes "I am telling you this, to give you the opportunity to help me.";
- mes "So how about that? Do you wish to help me? The price is the Mask of Alarm that looks really good! It's a very important thing, you know?";
- next;
- donpcevent "#Masked Alarm1::OnBlast";
- donpcevent "#Masked Alarm2::OnBlast";
- donpcevent "#Masked Alarm3::OnBlast";
- donpcevent "#Masked Alarm4::OnBlast";
- disablenpc "#Masked Alarm1";
- disablenpc "#Masked Alarm2";
- disablenpc "#Masked Alarm3";
- disablenpc "#Masked Alarm4";
- switch(select("I will help you:............")) {
- case 1:
- case 2:
- mes "[Muscle Man]";
- mes "Ohohoh! You agree that Mr. Alarm is beautiful too!";
- mes "Good, good!";
- next;
- mes "[Muscle Man]";
- mes "What I want is, ^0000FFClock Hand x3000^000000 and";
- mes "^0000FFMr. Scream x1 ^000000";
- mes "With these items, I will be able to reasearch the fascinating parts of Mr. Alarm.";
- next;
- mes "[Muscle Man]";
- mes "I have said before. If you're able to find these things, I will give you Mr. Alarm's Mask.";
- mes "You will have the chance to wear ^0000FFAlarm's Mask^000000!";
- next;
- mes "[Muscle Man]";
- mes "Go! Go and find them now!";
- mes "Follower of Mr Alarm.";
- mes "The researcher of 'Loui Meato'.";
- mes "He who wants to be Mr. Alarm!";
- close;
- }
+ mes "Go! Go and find them now!";
+ mes "Follower of Mr Alarm.";
+ mes "The researcher of 'Loui Meato'.";
+ mes "He who wants to be Mr. Alarm!";
+ close;
}
+ }
OnInit:
-disablenpc "#Masked Alarm1";
-disablenpc "#Masked Alarm2";
-disablenpc "#Masked Alarm3";
-disablenpc "#Masked Alarm4";
-disablenpc "Muscle Man#Alarm";
-end;
+ disablenpc "#Masked Alarm1";
+ disablenpc "#Masked Alarm2";
+ disablenpc "#Masked Alarm3";
+ disablenpc "#Masked Alarm4";
+ disablenpc "Muscle Man#Alarm";
+ end;
}
-alde_alche.gat,86,184,3 script #Masked Alarm1 1193,{ end;
+alde_alche.gat,86,184,3 script #Masked Alarm1 1193,{
+end;
OnBlast:
misceffect 106;
end; }
-alde_alche.gat,89,184,3 script #Masked Alarm2 1193,{ end;
+alde_alche.gat,89,184,3 script #Masked Alarm2 1193,{
+end;
OnBlast:
misceffect 106;
end; }
-alde_alche.gat,92,184,3 script #Masked Alarm3 1193,{ end;
+alde_alche.gat,92,184,3 script #Masked Alarm3 1193,{
+end;
OnBlast:
misceffect 106;
end; }
-alde_alche.gat,95,184,3 script #Masked Alarm4 1193,{ end;
+alde_alche.gat,95,184,3 script #Masked Alarm4 1193,{
+end;
OnBlast:
misceffect 106;
end; }
@@ -2025,17 +2030,17 @@ end; }
morocc.gat,273,79,4 script Traveler 99,{
function creation_lines {
mes "[Human]";
- mes "Ah....So do you have all of it?";
- mes "Haha";
- mes "What an opportunity for me to show my skill.";
- mes "Please wait for a moment.";
- mes "....";
- next;
- next;
- mes "SiwuSiwu...";
- next;
- mes "SiwuSiwu...";
- mes "DudaTeda...";
+ mes "Ah....So do you have all of it?";
+ mes "Haha";
+ mes "What an opportunity for me to show my skill.";
+ mes "Please wait for a moment.";
+ mes "....";
+ next;
+ next;
+ mes "SiwuSiwu...";
+ next;
+ mes "SiwuSiwu...";
+ mes "DudaTeda...";
next;
mes "SiwuSiwu...";
mes "DudaTeda...";
@@ -2075,7 +2080,7 @@ morocc.gat,273,79,4 script Traveler 99,{
}
if(countitem(7030)) {
- mes "[Human]";
+ mes "[Human]";
mes "Ah....";
mes "Claw of the Desert Wolf...";
mes "You have this...";
@@ -2100,7 +2105,7 @@ morocc.gat,273,79,4 script Traveler 99,{
next;
switch(select("Drooping Cat:Smokie Leaf:Lazy Smokie:Blue Fish:There's nothing that I like.")) {
case 1:
- if (countitem(2233) && countitem(983) && countitem(7206) > 299 && countitem(7030)) {
+ if (countitem(2233) && countitem(983) && countitem(7206) > 299 && countitem(7030)) {
delitem 2233,1;
delitem 983,1;
delitem 7206,300;
@@ -2109,47 +2114,47 @@ morocc.gat,273,79,4 script Traveler 99,{
getitem 5058,1;
close;
} else {
- mes "[Human]";
- mes "Ah, you want the Drooping Cat.";
- mes "Well,";
- mes "I can make that for you,";
- mes "but you will have to gather the required materials by yourself.";
- mes "I heard that it is not easy to find the materials.";
- next;
- mes "[Human]";
- mes "They are..";
- mes "^FF0000One slot circlet^000000 and";
- mes "^FF0000Black Dyestuff x1^000000";
- mes "plus ^FF0000Black Cat Doll x 300^000000.";
- mes "This is all you need.";
- mes "If you bring them to me, I will make the Cat for you.";
- close;
+ mes "[Human]";
+ mes "Ah, you want the Drooping Cat.";
+ mes "Well,";
+ mes "I can make that for you,";
+ mes "but you will have to gather the required materials by yourself.";
+ mes "I heard that it is not easy to find the materials.";
+ next;
+ mes "[Human]";
+ mes "They are..";
+ mes "^FF0000One slot circlet^000000 and";
+ mes "^FF0000Black Dyestuff x1^000000";
+ mes "plus ^FF0000Black Cat Doll x 300^000000.";
+ mes "This is all you need.";
+ mes "If you bring them to me, I will make the Cat for you.";
+ close;
}
case 2: //Smokie Leaf [5064]
- if (countitem(945) > 599 && countitem(7030)) {
+ if (countitem(945) > 599 && countitem(7030)) {
delitem 945,600;
delitem 7030,1;
creation_lines;
getitem 5064,1;
close;
} else {
- mes "[Human]";
- mes "Ah, so you want the Smokie Leaf.";
- mes "Well,";
- mes "I can make that for you,";
- mes "but you will have to";
- mes "gather the required materials by yourself.";
- mes "I heard that it is not easy to find the materials.";
- next;
- mes "[Human]";
- mes "This item ..";
- mes "requires ^FF0000Raccoon Leaf x600^000000 ";
- mes "It might be a lot, but I'm sure you can get it, can't you?";
- mes "If you bring it to me, I will make the headgear for you.";
- close;
+ mes "[Human]";
+ mes "Ah, so you want the Smokie Leaf.";
+ mes "Well,";
+ mes "I can make that for you,";
+ mes "but you will have to";
+ mes "gather the required materials by yourself.";
+ mes "I heard that it is not easy to find the materials.";
+ next;
+ mes "[Human]";
+ mes "This item ..";
+ mes "requires ^FF0000Raccoon Leaf x600^000000 ";
+ mes "It might be a lot, but I'm sure you can get it, can't you?";
+ mes "If you bring it to me, I will make the headgear for you.";
+ close;
}
case 3: //Lazy Smokie [5084]
- if (countitem(1026)>999 && countitem(7065)>99 && countitem(945)>9 && countitem(7030)) {
+ if (countitem(1026)>999 && countitem(7065)>99 && countitem(945)>9 && countitem(7030)) {
delitem 1026,1000;
delitem 7065,100;
delitem 945,10;
@@ -2158,24 +2163,24 @@ morocc.gat,273,79,4 script Traveler 99,{
getitem 5084,1;
close;
} else {
- mes "[Human]";
- mes "Ah, so you want the Lazy Smokie.";
- mes "Well,";
- mes "I can make that for you,";
- mes "but you will have to";
- mes "gather the required materials by yourself.";
- mes "I heard that it is not easy to find the materials.";
- next;
- mes "[Human]";
- mes "The materials are..";
- mes "^FF0000Acorn x1000^000000 and";
- mes "^FF0000Sea-Otter Fur x100^000000, as well as ^FF0000Raccoon Leaf x10^000000";
- mes "That's all you need.";
- mes "If you bring it to me, I will make the headgear for you.";
- close;
+ mes "[Human]";
+ mes "Ah, so you want the Lazy Smokie.";
+ mes "Well,";
+ mes "I can make that for you,";
+ mes "but you will have to";
+ mes "gather the required materials by yourself.";
+ mes "I heard that it is not easy to find the materials.";
+ next;
+ mes "[Human]";
+ mes "The materials are..";
+ mes "^FF0000Acorn x1000^000000 and";
+ mes "^FF0000Sea-Otter Fur x100^000000, as well as ^FF0000Raccoon Leaf x10^000000";
+ mes "That's all you need.";
+ mes "If you bring it to me, I will make the headgear for you.";
+ close;
}
case 4: //Blue Fish [5065]
- if (countitem(624) && countitem(959)>299 && countitem(544)>49 && countitem(1023) && countitem(938)>99 && countitem(7030)) {
+ if (countitem(624) && countitem(959)>299 && countitem(544)>49 && countitem(1023) && countitem(938)>99 && countitem(7030)) {
delitem 624,1;
delitem 959,300;
delitem 544,50;
@@ -2185,12 +2190,12 @@ morocc.gat,273,79,4 script Traveler 99,{
creation_lines;
getitem 5065,1;
} else {
- mes "[Human]";
- mes "Ah, so you want the Fish.";
- mes "Well,";
- mes "I can make that for you,";
- mes "but you will have to gather the required materials by yourself.";
- mes "I heard that it is not easy to find the materials.";
+ mes "[Human]";
+ mes "Ah, so you want the Fish.";
+ mes "Well,";
+ mes "I can make that for you,";
+ mes "but you will have to gather the required materials by yourself.";
+ mes "I heard that it is not easy to find the materials.";
next;
mes "[Human]";
mes "The materials are..";
@@ -2202,22 +2207,22 @@ morocc.gat,273,79,4 script Traveler 99,{
close;
}
case 5: //cancel
- mes "[Human]";
- mes "Oh.. is that so?";
- mes "Haha...";
- mes "I thought I have the chance to do it again.";
- mes "Oh well,";
- mes "enjoy your journey then.";
- close;
+ mes "[Human]";
+ mes "Oh.. is that so?";
+ mes "Haha...";
+ mes "I thought I have the chance to do it again.";
+ mes "Oh well,";
+ mes "enjoy your journey then.";
+ close;
}
} else {
- mes "[Human]";
- mes "Hello there.";
- mes "a good day isn't it?";
- mes "Hmm... If you don't mind,";
- mes "can I tell you a little about myself?";
- mes "I know you're kind of unwilling to do so,";
- mes "but please, do listen for a while, will you?";
+ mes "[Human]";
+ mes "Hello there.";
+ mes "a good day isn't it?";
+ mes "Hmm... If you don't mind,";
+ mes "can I tell you a little about myself?";
+ mes "I know you're kind of unwilling to do so,";
+ mes "but please, do listen for a while, will you?";
next;
mes "[Human]";
mes "Hmm...";
@@ -2326,7 +2331,7 @@ pay_dun03.gat,48,84,4 script Nine Tail#2 1180,{
getitem 5069,1;
}
close2;
- disablenpc "Nine Tail#2";
+ disablenpc "Nine Tail#2";
donpcevent "Nine Tail#1::OnReset";
end;
case 2:
@@ -2335,7 +2340,7 @@ pay_dun03.gat,48,84,4 script Nine Tail#2 1180,{
donpcevent "Nine Tail#1::OnReset";
end;
}
- }
+ }
else {
mes "[Nine Tail]";
mes "......Aiyo? Isn't this the appearance of a human boy?";
@@ -2380,28 +2385,28 @@ pay_dun03.gat,48,84,4 script Nine Tail#2 1180,{
//Orc Village /=Orc Hero Helm=/
in_orcs01.gat,31,93,1 script Orc Warrior#1 1023,2,2{
if (orcs_hero_hat == 1) {
- if (countitem(909)>999) {
- delitem 909,1000;
- mes "[Orc Warrior]";
- mes "Good, you have collected it all, haven't you?";
- mes "So you really want to have a talk, hahahahaha!!";
- mes "Ok, I will talk to you then";
- next;
- mes "[Orc Warrior]";
- mes "I don't like humans.";
- mes "All of the Orcish Tribe dislike humans.";
- mes "Do you know that?";
- mes "I really hate it when you come to find us.";
- set orcs_hero_hat,2;
- next;
- mes "[Orc Warrior]";
- mes "So if you want to hear more. Prepare another ^FF0000Jellopy x1000^000000";
- mes "This means, get out of my sight...!";
- mes "Humans...";
- close;
+ if (countitem(909)>999) {
+ delitem 909,1000;
+ mes "[Orc Warrior]";
+ mes "Good, you have collected it all, haven't you?";
+ mes "So you really want to have a talk, hahahahaha!!";
+ mes "Ok, I will talk to you then";
+ next;
+ mes "[Orc Warrior]";
+ mes "I don't like humans.";
+ mes "All of the Orcish Tribe dislike humans.";
+ mes "Do you know that?";
+ mes "I really hate it when you come to find us.";
+ set orcs_hero_hat,2;
+ next;
+ mes "[Orc Warrior]";
+ mes "So if you want to hear more. Prepare another ^FF0000Jellopy x1000^000000";
+ mes "This means, get out of my sight...!";
+ mes "Humans...";
+ close;
}
} else if (orcs_hero_hat == 2) {
- if (countitem(909) > 999) {
+ if (countitem(909) > 999) {
delitem 909,1000;
mes "[Orc Warrior]";
mes "Good, you have collected it all, haven't you?";
@@ -2435,9 +2440,9 @@ in_orcs01.gat,31,93,1 script Orc Warrior#1 1023,2,2{
close;
}
} else if (orcs_hero_hat == 3) {
- if (countitem(909)>999) {
- delitem 909,1000;
- mes "[Orc Warrior]";
+ if (countitem(909)>999) {
+ delitem 909,1000;
+ mes "[Orc Warrior]";
mes "Good, you have collect it all, haven't you? ";
mes "So you really want to have a talk, hahahahaha!!";
mes "Ok, I will talk to you until you're fed up then.";
@@ -2474,17 +2479,17 @@ in_orcs01.gat,31,93,1 script Orc Warrior#1 1023,2,2{
mes "prepare ^FF0000Jellopy x 1000 again^000000";
close;
} else {
- mes "[Orc Warrior]";
- mes "Haven't I mentioned? Find ^FF0000Jellopy x1000^000000...";
- mes "If you want to talk to me";
- mes "Show your will, human.";
- mes "I don't care, just brought 2000 Jellopy.";
- close;
+ mes "[Orc Warrior]";
+ mes "Haven't I mentioned? Find ^FF0000Jellopy x1000^000000...";
+ mes "If you want to talk to me";
+ mes "Show your will, human.";
+ mes "I don't care, just brought 2000 Jellopy.";
+ close;
}
} else if (orcs_hero_hat == 4) {
- if (countitem(909)>999) {
- delitem 909,1000;
- mes "[Orc Warrior]";
+ if (countitem(909)>999) {
+ delitem 909,1000;
+ mes "[Orc Warrior]";
mes "Good, you have collect it all, haven't you? ";
mes "So you really want to have a talk, hahahahaha!!";
mes "Ok, I will talk to you until you're fed up then.";
@@ -2530,9 +2535,9 @@ in_orcs01.gat,31,93,1 script Orc Warrior#1 1023,2,2{
close;
}
} else if (orcs_hero_hat == 5) {
- if (countitem(909)>999) {
- delitem 909,1000;
- mes "[Orc Warrior]";
+ if (countitem(909)>999) {
+ delitem 909,1000;
+ mes "[Orc Warrior]";
mes "You reall have the patience to collect these things.";
mes "You really want to talk to me, don't you?... ";
mes "If that's so, I will talk about other things.";
@@ -2569,7 +2574,7 @@ in_orcs01.gat,31,93,1 script Orc Warrior#1 1023,2,2{
mes "prepare ^FF0000Jellopy x 1000 again^000000";
close;
} else {
- mes "[Orc Warrior]";
+ mes "[Orc Warrior]";
mes "Haven't I mentioned? Find ^FF0000Jellopy x1000^000000... ";
mes "If you want to talk to me,";
mes "show you will, humans.";
@@ -2577,9 +2582,9 @@ in_orcs01.gat,31,93,1 script Orc Warrior#1 1023,2,2{
close;
}
} else if (orcs_hero_hat == 6) {
- if (countitem(909)>999) {
- delitem 909,1000;
- mes "[Orc Warrior]";
+ if (countitem(909)>999) {
+ delitem 909,1000;
+ mes "[Orc Warrior]";
mes "You reall have the patience to collect these things.";
mes "You really want to talk to me, don't you?... ";
mes "If that's so, I will talk about other things.";
@@ -2635,7 +2640,7 @@ in_orcs01.gat,31,93,1 script Orc Warrior#1 1023,2,2{
} else if (orcs_hero_hat == 7) {
if (countitem(909)>999) {
delitem 909,1000;
- mes "[Orc Warrior]";
+ mes "[Orc Warrior]";
mes "I can feel you are getting tired and want to quit now.";
mes "But you have keep the promise this time.";
mes "So a promise is a promise, I shall continue to talk to you.";
@@ -2681,9 +2686,9 @@ in_orcs01.gat,31,93,1 script Orc Warrior#1 1023,2,2{
close;
}
} else if (orcs_hero_hat == 8) {
- if (countitem(909)>999) {
- delitem 909,1000;
- mes "[Orc Warrior]";
+ if (countitem(909)>999) {
+ delitem 909,1000;
+ mes "[Orc Warrior]";
mes "I can feel you are getting tired and want to quit now.";
mes "But you have keep the promise this time.";
mes "So a promise is a promise, I shall continue to talk to you.";
@@ -2728,9 +2733,9 @@ in_orcs01.gat,31,93,1 script Orc Warrior#1 1023,2,2{
close;
}
} else if (orcs_hero_hat == 9) {
- if (countitem(909)>999) {
- delitem 909,1000;
- mes "[Orc Warrior]";
+ if (countitem(909)>999) {
+ delitem 909,1000;
+ mes "[Orc Warrior]";
mes "I've never seen,";
mes "a human that won't quit like you... So I'll keep my promise";
mes "to tell you about our tribe today.";
@@ -2777,9 +2782,9 @@ in_orcs01.gat,31,93,1 script Orc Warrior#1 1023,2,2{
close;
}
} else if (orcs_hero_hat == 10) {
- if (countitem(909)>999) {
- delitem 909,1000;
- mes "[Orc Warrior]";
+ if (countitem(909)>999) {
+ delitem 909,1000;
+ mes "[Orc Warrior]";
mes "Really? Have you really gathered 10,000 Jellopy?";
mes "Good, that's enough now.";
mes "You've shown your sincerity.";
@@ -2819,92 +2824,90 @@ in_orcs01.gat,31,93,1 script Orc Warrior#1 1023,2,2{
close;
}
} else if (orcs_hero_hat == 11 || orcs_hero_hat == 12) {
- if (countitem(1304)) {
- mes "[Orc Warrior]";
- mes "If must be hard for you after all these time.";
- mes "If you want to understand more about Orcs,";
- mes "come and find me again.";
- close;
+ if (countitem(1304)) {
+ mes "[Orc Warrior]";
+ mes "If must be hard for you after all these time.";
+ mes "If you want to understand more about Orcs,";
+ mes "come and find me again.";
+ close;
} else {
set orc_hero_quest,rand(1,10);
if (orc_hero_quest > 9) {
- if (orcs_hero_hat == 12) {
- if (countitem(931)>99) {
- mes "[Orc Warrior]";
- mes "Uhoh, that is really great.";
- mes "After all these battles, I am not sure how much you understand.";
- mes "However, the voucher of Orc warrior";
- mes "is given to a true Orc Warrior.";
- next;
- mes "[Orc Warrior]";
- mes "We use 1000 thousand victories";
- mes "as a qualification to recognize one asa true Orc Warrior.";
- mes "However, you are a human...";
- mes "It is hard to cross the line between two different kinds.";
- next;
- mes "[Orc Warrior]";
- mes "Ok, come again after you've won 10 thousand victories.";
- mes "By that time, we will recognized you as the true warrior.";
- mes "However,";
- mes "you will have to walk a lonely path for such fame.";
- mes "The choise is up to you...";
- next;
- mes "[Orc Warrior]";
- mes "All you get is just fame...";
- mes "But for a human,";
- mes "you get a chance to proof and test your capability...";
- mes "So what do you want to choose?";
- next;
- switch(select("I think I don't need it.:I want to take the 10,000 challenge.")) {
- case 1:
- mes "[Orc Warrior]";
- mes "Alright, I won't force you to choose.";
- mes "Now, please return";
- mes "to your human city slowly.";
- mes "Your friends are waiting for you.";
- close;
- case 2:
- mes "[Orc Warrior]";
- mes "You have chosen a hard path";
- mes "A path of eternal battles is waiting ahead of you.";
- mes "You will have to face";
- mes "thousands,if not ten thousands of warriors.";
- next;
- mes "[Orc Warrior]";
- mes "Then, before you reach your 10,000th victories,";
- mes "Bring me the voucher of orc warrior.";
- mes "Once, ten times, or even hundreds";
- mes "please leave your record of victories.";
- if (countitem(931)>99) {
- delitem 931,100;
- set orcs_hero_hat,13;
- set orcs_hero_hat2,100;
- }
- next;
- mes "[Orc Warrior]";
- mes "If I take the voucher of Orc Warrior,";
- mes "I will record it a 100 victories.";
- mes "Please make sure you defeat 10,000 orc warrior...";
- mes "Please continue your battle, don't stop.";
- close;
+ if (orcs_hero_hat == 12 && countitem(931)>99) {
+ mes "[Orc Warrior]";
+ mes "Uhoh, that is really great.";
+ mes "After all these battles, I am not sure how much you understand.";
+ mes "However, the voucher of Orc warrior";
+ mes "is given to a true Orc Warrior.";
+ next;
+ mes "[Orc Warrior]";
+ mes "We use 1000 thousand victories";
+ mes "as a qualification to recognize one asa true Orc Warrior.";
+ mes "However, you are a human...";
+ mes "It is hard to cross the line between two different kinds.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Ok, come again after you've won 10 thousand victories.";
+ mes "By that time, we will recognized you as the true warrior.";
+ mes "However,";
+ mes "you will have to walk a lonely path for such fame.";
+ mes "The choise is up to you...";
+ next;
+ mes "[Orc Warrior]";
+ mes "All you get is just fame...";
+ mes "But for a human,";
+ mes "you get a chance to proof and test your capability...";
+ mes "So what do you want to choose?";
+ next;
+ switch(select("I think I don't need it.:I want to take the 10,000 challenge.")) {
+ case 1:
+ mes "[Orc Warrior]";
+ mes "Alright, I won't force you to choose.";
+ mes "Now, please return";
+ mes "to your human city slowly.";
+ mes "Your friends are waiting for you.";
+ close;
+ case 2:
+ mes "[Orc Warrior]";
+ mes "You have chosen a hard path";
+ mes "A path of eternal battles is waiting ahead of you.";
+ mes "You will have to face";
+ mes "thousands,if not ten thousands of warriors.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Then, before you reach your 10,000th victories,";
+ mes "Bring me the voucher of orc warrior.";
+ mes "Once, ten times, or even hundreds";
+ mes "please leave your record of victories.";
+ if (countitem(931)>99) {
+ delitem 931,100;
+ set orcs_hero_hat,13;
+ set orcs_hero_hat2,100;
}
+ next;
+ mes "[Orc Warrior]";
+ mes "If I take the voucher of Orc Warrior,";
+ mes "I will record it a 100 victories.";
+ mes "Please make sure you defeat 10,000 orc warrior...";
+ mes "Please continue your battle, don't stop.";
+ close;
}
}
- mes "[Orc Warrior]";
- mes "The best way to understand Orcs,";
- mes "is through battle.";
- mes "Thrugh collisions of strength and skills,";
- mes "improve your understanding between each other.";
- next;
- mes "[Orc Warrior]";
- mes "So, go out there and fight.";
- mes "conversation with my is just an acceptance of concepts.";
- mes "One day,";
- mes "You shall be recognized as a true warrior.";
- set orcs_hero_hat,12;
- close;
+ mes "[Orc Warrior]";
+ mes "The best way to understand Orcs,";
+ mes "is through battle.";
+ mes "Thrugh collisions of strength and skills,";
+ mes "improve your understanding between each other.";
+ next;
+ mes "[Orc Warrior]";
+ mes "So, go out there and fight.";
+ mes "conversation with my is just an acceptance of concepts.";
+ mes "One day,";
+ mes "You shall be recognized as a true warrior.";
+ set orcs_hero_hat,12;
+ close;
} else {
- mes "[Orc Warrior]";
+ mes "[Orc Warrior]";
mes "I feel that you are not statisfied?";
mes "Do you have any doubts about us?";
mes "You are a human.";
@@ -2914,12 +2917,12 @@ in_orcs01.gat,31,93,1 script Orc Warrior#1 1023,2,2{
}
}
} else if (orcs_hero_hat == 13) {
- if (countitem(931)) {
- mes "[Orc Warrior]";
- mes "Stay alive before you grab the victory...";
- mes "Rest here for a while before you leave.";
- mes "Until now, you have achieved "+orcs_hero_hat2+" times of victories.";
- next;
+ if (countitem(931)) {
+ mes "[Orc Warrior]";
+ mes "Stay alive before you grab the victory...";
+ mes "Rest here for a while before you leave.";
+ mes "Until now, you have achieved "+orcs_hero_hat2+" times of victories.";
+ next;
mes "[Orc Warrior]";
mes "Do you want to add the record of your current victory";
mes "into this record? You have won "+countitem(931)+" times this time.";
@@ -2929,21 +2932,21 @@ in_orcs01.gat,31,93,1 script Orc Warrior#1 1023,2,2{
set orcs_hero_hat2,orcs_hero_hat2+countitem(931);
delitem 931,countitem(931);
if (orcs_hero_hat2>9999) {
- mes "[Orc Warrior]";
- mes "And this, achieving more than 10,000 victories";
- mes "is an extraordinary achievement to human...";
- mes "You have completed an unusual task.";
- mes "Through the current battle,";
- mes "You must have learned a lot about the Orcish Tribe.";
- next;
- mes "[Orc Warrior]";
- mes "Although you're a human, you have walked the path of a true warrior....";
- mes "We have recognized you.";
- mes "You are a true warrior!!";
- mes "You are... Orc Lady!!";
- getitem 2299,1;
- set orcs_hero_hat,14;
- next;
+ mes "[Orc Warrior]";
+ mes "And this, achieving more than 10,000 victories";
+ mes "is an extraordinary achievement to human...";
+ mes "You have completed an unusual task.";
+ mes "Through the current battle,";
+ mes "You must have learned a lot about the Orcish Tribe.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Although you're a human, you have walked the path of a true warrior....";
+ mes "We have recognized you.";
+ mes "You are a true warrior!!";
+ mes "You are... Orc Lady!!";
+ getitem 2299,1;
+ set orcs_hero_hat,14;
+ next;
mes "[Orc Warrior]";
mes "This is your present.";
mes "I wonder if it fits your head.";
@@ -2979,60 +2982,60 @@ in_orcs01.gat,31,93,1 script Orc Warrior#1 1023,2,2{
mes "I hope that you will pull yourself together and achieve the final victory.";
close;
case 2:
- mes "[Orc Warrior]";
- mes "Hmm, as you like it.";
- mes "I will be dissapointed again,";
+ mes "[Orc Warrior]";
+ mes "Hmm, as you like it.";
+ mes "I will be dissapointed again,";
mes "If you give up in the middle.";
close;
}
} else {
- mes "[Orc Warrior]";
- mes "Rest here for a while before you leave.";
- mes "Until now, you have achieved "+orcs_hero_hat2+" times of victories.";
- close;
+ mes "[Orc Warrior]";
+ mes "Rest here for a while before you leave.";
+ mes "Until now, you have achieved "+orcs_hero_hat2+" times of victories.";
+ close;
}
} else if(orcs_hero_hat == 14) {
- if (countitem(1304)) {
- mes "[Orc Warrior]";
- mes "Hmm? Don't tell me that you assume that";
+ if (countitem(1304)) {
+ mes "[Orc Warrior]";
+ mes "Hmm? Don't tell me that you assume that";
mes "you won't be able to get back to the human villages";
mes "if you are recognized as a Orc Warrior. Hahahaha!";
mes "You better leave then.";
close;
} else {
- set @orc_hero_quest,rand(1,10);
- if (@orc_hero_quest > 9) {
- mes "[Orc Warrior]";
- mes "That? Is that thirst...?";
- mes "Although you're recognized as a warrior,";
- mes "that eyes of yours show you seek more powerful enemies...";
- mes "Maybe you are not statisfied with the current situation.";
- next;
- mes "[Orc Warrior]";
- mes "Alright, do you want to take another trial?";
- mes "Maybe all you accumulated belongings";
- mes "shall become but a dream...";
- mes "This path,";
- mes "is a process feared,";
- mes "by even the most skullful warrior.";
- next;
+ set @orc_hero_quest,rand(1,10);
+ if (@orc_hero_quest > 9) {
+ mes "[Orc Warrior]";
+ mes "That? Is that thirst...?";
+ mes "Although you're recognized as a warrior,";
+ mes "that eyes of yours show you seek more powerful enemies...";
+ mes "Maybe you are not statisfied with the current situation.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Alright, do you want to take another trial?";
+ mes "Maybe all you accumulated belongings";
+ mes "shall become but a dream...";
+ mes "This path,";
+ mes "is a process feared,";
+ mes "by even the most skullful warrior.";
+ next;
mes "[Orc Warrior]";
mes "a recognized Orc Warrior, maybe you can defeat them...";
mes "What is your choise?";
next;
switch(select("I am statisfied with the current condition:...I will challenge the trial")){
case 1:
- mes "[Orc Warrior]";
- mes "Yes, it is useful";
- mes "if you are statisfied with yourself sometimes.";
- mes "It takes greater courage,";
- mes "to admit that you can't overcome a greater obstacle.";
- close;
+ mes "[Orc Warrior]";
+ mes "Yes, it is useful";
+ mes "if you are statisfied with yourself sometimes.";
+ mes "It takes greater courage,";
+ mes "to admit that you can't overcome a greater obstacle.";
+ close;
case 2:
- mes "[Orc Warrior]";
- mes "Good, I praise your honorable spirit.";
- mes "This is an opportunity";
- mes "for a warrior who've won 10,000 victories.";
+ mes "[Orc Warrior]";
+ mes "Good, I praise your honorable spirit.";
+ mes "This is an opportunity";
+ mes "for a warrior who've won 10,000 victories.";
mes "You will face";
mes "the greatest warrior of the Orcish tribe...!";
next;
@@ -3053,59 +3056,59 @@ in_orcs01.gat,31,93,1 script Orc Warrior#1 1023,2,2{
close;
}
} else {
- mes "[Orc Warrior]";
- mes "Oh warrior, continue to shine in the victories of your battles.";
- mes "Stand up again even if you've lost.";
- mes "Show your unshaken spirit.";
- mes "You are the human that is reconized as an Orc Warrior!";
- close;
+ mes "[Orc Warrior]";
+ mes "Oh warrior, continue to shine in the victories of your battles.";
+ mes "Stand up again even if you've lost.";
+ mes "Show your unshaken spirit.";
+ mes "You are the human that is reconized as an Orc Warrior!";
+ close;
}
}
} else if(orcs_hero_hat == 15) {
- if (countitem(968)>99) {
- mes "[Orc Warrior]";
- mes "Finally... You have achive the goal.";
- mes "Those who've lost to you have admitted that";
- mes "you have shown yourself as a Hero";
- mes "by crossing the barrier of kinds as a human...";
- mes "I, on behalf of our tribe,";
- mes "pay our greatest respect to you.";
- next;
- mes "[Orc Warrior]";
- mes "Now I ask you to make you final selection,";
- mes "what will you do with the vouchers you've taken?";
- mes "It means nothing to humands,";
- mes "but to the orcs,";
- mes "Heroic Emblem is a belonging";
- mes "of a true hero.";
- next;
- mes "[Orc Warrior]";
- mes "You've obtained this through you hardship.";
- mes "You can take it with you,";
- mes "or give them back to the Orc Heroes.";
- mes "The meaning of giving them back the voucher,";
- mes "is to battle them again...";
- next;
- mes "[Orc Warrion]";
- mes "So, heroic emblem,";
- mes "what will you do with it?";
- next;
- switch(select("I will take it back as token of victories:I'll give them back to Orc Heroes")) {
- case 1:
- mes "[Ork Warrior]";
- mes "Well, that is a good choise.";
- mes "Nobody can change your right to make that decision.";
- mes "Please take good care of";
- mes "these tokens of victory.";
- close;
+ if (countitem(968)>99) {
+ mes "[Orc Warrior]";
+ mes "Finally... You have achive the goal.";
+ mes "Those who've lost to you have admitted that";
+ mes "you have shown yourself as a Hero";
+ mes "by crossing the barrier of kinds as a human...";
+ mes "I, on behalf of our tribe,";
+ mes "pay our greatest respect to you.";
+ next;
+ mes "[Orc Warrior]";
+ mes "Now I ask you to make you final selection,";
+ mes "what will you do with the vouchers you've taken?";
+ mes "It means nothing to humands,";
+ mes "but to the orcs,";
+ mes "Heroic Emblem is a belonging";
+ mes "of a true hero.";
+ next;
+ mes "[Orc Warrior]";
+ mes "You've obtained this through you hardship.";
+ mes "You can take it with you,";
+ mes "or give them back to the Orc Heroes.";
+ mes "The meaning of giving them back the voucher,";
+ mes "is to battle them again...";
+ next;
+ mes "[Orc Warrion]";
+ mes "So, heroic emblem,";
+ mes "what will you do with it?";
+ next;
+ switch(select("I will take it back as token of victories:I'll give them back to Orc Heroes")) {
+ case 1:
+ mes "[Ork Warrior]";
+ mes "Well, that is a good choise.";
+ mes "Nobody can change your right to make that decision.";
+ mes "Please take good care of";
+ mes "these tokens of victory.";
+ close;
case 2:
- mes "[Orc Warrior]";
- mes "This is the true spirit of a warrior...!";
- mes "Respecting your oppenent even after you've won,";
- mes "such deeds";
- mes "should be learned by we Orcs...!";
- if (countitem(968)<100) close;
- delitem 968,100;
+ mes "[Orc Warrior]";
+ mes "This is the true spirit of a warrior...!";
+ mes "Respecting your oppenent even after you've won,";
+ mes "such deeds";
+ mes "should be learned by we Orcs...!";
+ if (countitem(968)<100) close;
+ delitem 968,100;
set orcs_hero_hat,16;
next;
mes "[Orc Warrior]";
@@ -3139,42 +3142,42 @@ in_orcs01.gat,31,93,1 script Orc Warrior#1 1023,2,2{
close;
}
} else {
- mes "[Orc Warrior]";
- mes "Tired...? Orc Hero is";
- mes "the best warrior among our warriors.";
- mes "They are known for their capability.";
- mes "It might be to hard for";
- mes "a human to pick on them.";
- next;
- mes "[Orc Warrior]";
- mes "However, this trial is the patch you've chosen.";
- mes "Maybe you want to know you true limit,";
- mes "so you keep your promise to walk this path...!";
+ mes "[Orc Warrior]";
+ mes "Tired...? Orc Hero is";
+ mes "the best warrior among our warriors.";
+ mes "They are known for their capability.";
+ mes "It might be to hard for";
+ mes "a human to pick on them.";
+ next;
+ mes "[Orc Warrior]";
+ mes "However, this trial is the patch you've chosen.";
+ mes "Maybe you want to know you true limit,";
+ mes "so you keep your promise to walk this path...!";
mes "Don't rush for the answer,";
mes "it might lies beneath the records of your countless battles.";
close;
}
} else if (orcs_hero_hat > 15) {
- if (countitem(968)) {
+ if (countitem(968)) {
mes "[Orc Warrior]";
mes "Warrior of the Orc Warrior, the greatest Hero";
mes "You are... Orc Hero!!";
mes "May the valiant warrior be blessed with light!!";
close;
} else {
- mes "[Orc Warrior]";
- mes "Oh Hero, where have you put your voucher...?";
- mes "Without the Heroic Emblem,";
- mes "you shall not be knows as a Orc Hero.";
- mes "Please retrieve it and keep it with you.";
- close;
+ mes "[Orc Warrior]";
+ mes "Oh Hero, where have you put your voucher...?";
+ mes "Without the Heroic Emblem,";
+ mes "you shall not be knows as a Orc Hero.";
+ mes "Please retrieve it and keep it with you.";
+ close;
}
} else if (orcs_hero_hat == 0 || orcs_hero_hat ==1) {
- mes "[Orc Warrior]";
+ mes "[Orc Warrior]";
if (sex == 1) {
- mes "What does the son of a human have to do here?";
+ mes "What does the son of a human have to do here?";
} else {
- mes "What does the daughter of a human have to do here?";
+ mes "What does the daughter of a human have to do here?";
}
mes "Shouldn't you have nothing to do with us, the Orc Warriors?";
mes "Or are you tired of the endless war";
@@ -3194,9 +3197,9 @@ in_orcs01.gat,31,93,1 script Orc Warrior#1 1023,2,2{
next;
switch(select(".....","I want a conversation with you.")) {
case 1:
- close;
+ close;
case 2:
- mes "[Orc Warrior]";
+ mes "[Orc Warrior]";
mes "Converstation...? Conversation you say?Hahahaha!! ";
mes "You are really an interesting human.";
mes "Talk to a Orc Warrior? ";
@@ -3224,49 +3227,49 @@ in_orcs01.gat,31,93,1 script Orc Warrior#1 1023,2,2{
next;
switch(select("Let's battle, Orc Warrior!!:I will show you my faith")) {
case 1:
- mes "[Orc Warrior]";
- mes "Yeahyeahyee, what a noisy fella!!";
- mes "If you like to fight, go outside!";
- mes "I really hate to see humans!!";
- close;
+ mes "[Orc Warrior]";
+ mes "Yeahyeahyee, what a noisy fella!!";
+ mes "If you like to fight, go outside!";
+ mes "I really hate to see humans!!";
+ close;
case 2:
- mes "[Orc Warrior]";
- mes "Ok, keep your promise!";
- mes "I want to see how you keep that.";
- mes "You will quit eventually.";
- mes "Hahahahaha!!";
- set orcs_hero_hat,1;
- close;
+ mes "[Orc Warrior]";
+ mes "Ok, keep your promise!";
+ mes "I want to see how you keep that.";
+ mes "You will quit eventually.";
+ mes "Hahahahaha!!";
+ set orcs_hero_hat,1;
+ close;
}
}
} else {
- close;
+ close;
}
}
}
in_orcs01.gat,162,33,1 script Hero of Orc#1 1087,2,2{
if (orcs_hero_hat < 16) {
- mes "[Orc Hero]";
- mes ".....Go away, don't interrupt me!";
- mes "If you want to fight me,";
- mes "wait for me at the west forest.";
- mes "I am not in the mood to fight human now.";
- close;
+ mes "[Orc Hero]";
+ mes ".....Go away, don't interrupt me!";
+ mes "If you want to fight me,";
+ mes "wait for me at the west forest.";
+ mes "I am not in the mood to fight human now.";
+ close;
} else if (orcs_hero_hat == 17) {
- mes "[Orc Hero]";
- mes "Hahaha, interesting, really interesting.";
- mes "You are the most interesting human";
- mes "that I have seen...";
- mes "I like it, interesting...";
- close;
+ mes "[Orc Hero]";
+ mes "Hahaha, interesting, really interesting.";
+ mes "You are the most interesting human";
+ mes "that I have seen...";
+ mes "I like it, interesting...";
+ close;
} else if (orcs_hero_hat == 16) {
- if (countitem(968) && countitem(2299) && countitem(1124) && countitem(931)) {
+ if (countitem(968) && countitem(2299) && countitem(1124) && countitem(931)) {
if(rand(1,20)>19) {
- mes "[Orc Hero]";
- mes "Hmm, a human that is knows as Hero?";
- mes "DO you know the meaning of returning a Heroic Emblem?...";
- mes "When I am free later,";
- mes "I'll fight with you.";
+ mes "[Orc Hero]";
+ mes "Hmm, a human that is knows as Hero?";
+ mes "DO you know the meaning of returning a Heroic Emblem?...";
+ mes "When I am free later,";
+ mes "I'll fight with you.";
next;
mes "[Orc Hero]";
mes ".....HmmHmmm...? This iron helm...?";
@@ -3301,27 +3304,27 @@ in_orcs01.gat,162,33,1 script Hero of Orc#1 1087,2,2{
next;
switch(select("I refuse to do so:I agree")) {
case 1:
- mes "[Orc Hero]";
- mes "Hmm, how stubborn.";
- mes "If you think it's important, wear it well.";
- mes "The history of the battle is still kept";
- mes "on this headgear of a warrior.";
- close;
+ mes "[Orc Hero]";
+ mes "Hmm, how stubborn.";
+ mes "If you think it's important, wear it well.";
+ mes "The history of the battle is still kept";
+ mes "on this headgear of a warrior.";
+ close;
case 2:
- mes "[Orc Hero]";
- mes "Good, that's more like it.";
- mes "This Viking Helm,";
- mes "I'll give it to him, hahahaha...";
- mes "I never imagined to see this thing here.";
- next;
- mes "[Orc Hero]";
- mes "I'll give you a useful item though!";
- mes "Although you're human,";
- mes "you're recognizedas a Orc Hero before.";
- mes "You should at least have a suitable headgear...";
- next;
- mes "[Orc Hero]";
- mes "Here you can have this.";
+ mes "[Orc Hero]";
+ mes "Good, that's more like it.";
+ mes "This Viking Helm,";
+ mes "I'll give it to him, hahahaha...";
+ mes "I never imagined to see this thing here.";
+ next;
+ mes "[Orc Hero]";
+ mes "I'll give you a useful item though!";
+ mes "Although you're human,";
+ mes "you're recognizedas a Orc Hero before.";
+ mes "You should at least have a suitable headgear...";
+ next;
+ mes "[Orc Hero]";
+ mes "Here you can have this.";
mes "I have nade a special sign on it...";
mes "So continue to use this in the future,";
mes "understand? 'Human' Orc Warrior?";
@@ -3333,27 +3336,27 @@ in_orcs01.gat,162,33,1 script Hero of Orc#1 1087,2,2{
close;
}
} else {
- mes "[Orc Hero]";
- mes "Hmm, a human that is recognized a warrior?";
- mes "Do you know the meaning of returning a Heroic Emblem?...";
- mes "When I am free later,";
- mes "I'll fight with you.";
- close;
+ mes "[Orc Hero]";
+ mes "Hmm, a human that is recognized a warrior?";
+ mes "Do you know the meaning of returning a Heroic Emblem?...";
+ mes "When I am free later,";
+ mes "I'll fight with you.";
+ close;
}
} else {
- mes "[Orc Hero]";
- mes "Hmm, a human that is recognized a warrior?";
- mes "You don't look like one though.";
- mes "Is he really going to return the Heroic Emblem?";
- mes "I can't believe it.";
- next;
- mes "[Orc Hero]";
- mes "I won't recognize you as a Hero.";
- mes "He forgets even the most basic things.";
- mes "How can he be called warrior... Humans!!";
- mes "Go to the west forest now.";
- mes "I want you to pass the trial again...!";
- close;
+ mes "[Orc Hero]";
+ mes "Hmm, a human that is recognized a warrior?";
+ mes "You don't look like one though.";
+ mes "Is he really going to return the Heroic Emblem?";
+ mes "I can't believe it.";
+ next;
+ mes "[Orc Hero]";
+ mes "I won't recognize you as a Hero.";
+ mes "He forgets even the most basic things.";
+ mes "How can he be called warrior... Humans!!";
+ mes "Go to the west forest now.";
+ mes "I want you to pass the trial again...!";
+ close;
}
}
}
diff --git a/npc/quests/seals/brisingamen_seal.txt b/npc/quests/seals/brisingamen_seal.txt
index 39671cccc..8e79d74ad 100644
--- a/npc/quests/seals/brisingamen_seal.txt
+++ b/npc/quests/seals/brisingamen_seal.txt
@@ -5096,21 +5096,21 @@ mjolnir_09.gat,85,129,0 script #brisindwarf3 111,3,3,{
mes "Failed.";
mes "Failed...";
close;
- break
+ break;
case 2:
specialeffect 109;
mes "[Echoing Voice]";
mes "Failed.";
mes "Failed...";
close;
- break
+ break;
case 3:
specialeffect 109;
mes "[Echoing Voice]";
mes "Failed.";
mes "Failed...";
close;
- break
+ break;
case 4:
specialeffect 109;
mes "[Echoing Voice]";
@@ -5124,7 +5124,7 @@ mjolnir_09.gat,85,129,0 script #brisindwarf3 111,3,3,{
mes "gonna drown to death!";
mes "Who woke me up?";
close;
- break
+ break;
}
}
else
diff --git a/npc/quests/seals/megingard_seal.txt b/npc/quests/seals/megingard_seal.txt
index 00d9361f6..48d427c07 100644
--- a/npc/quests/seals/megingard_seal.txt
+++ b/npc/quests/seals/megingard_seal.txt
@@ -2149,7 +2149,7 @@ in_rogue.gat,243,61,0 script Suspicious Man#God 748,{
mes "You are same as others! Go away from me!";
set god_megin_2,0;
close;
- break
+ break;
case 3:
mes "[Cuaque Donon]";
mes "And...that night...I heard ^0000FFhe^000000 had an argue with the leader.";
diff --git a/npc/quests/seals/mjolnir_seal.txt b/npc/quests/seals/mjolnir_seal.txt
index 438244452..adb6b1a5f 100644
--- a/npc/quests/seals/mjolnir_seal.txt
+++ b/npc/quests/seals/mjolnir_seal.txt
@@ -2484,7 +2484,7 @@ mjolnir_01.gat,35,136,7 script Dwarf Blacksmith#west 826,{
PART16:
set @vestripart,6;
- if (getequipisequiped(6)) goto L_Check2-1;
+ if (getequipisequiped(6)) goto L_Check21;
goto M_Menu2;
PART17: