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author | Andrei Karas <akaras@inbox.ru> | 2014-10-05 11:34:32 +0300 |
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committer | Andrei Karas <akaras@inbox.ru> | 2018-06-14 19:57:44 +0300 |
commit | 38f812f73d80a9ebaf5523982fdeeabac11389dc (patch) | |
tree | af2461551869f60adaba8690abc1f36a4c41258d /npc/re/cities | |
parent | d0fc43c20eb6f8bf6cb574fe05e1b0294a407d92 (diff) | |
download | hercules-38f812f73d80a9ebaf5523982fdeeabac11389dc.tar.gz hercules-38f812f73d80a9ebaf5523982fdeeabac11389dc.tar.bz2 hercules-38f812f73d80a9ebaf5523982fdeeabac11389dc.tar.xz hercules-38f812f73d80a9ebaf5523982fdeeabac11389dc.zip |
Remove conf dir.
Diffstat (limited to 'npc/re/cities')
-rw-r--r-- | npc/re/cities/alberta.txt | 55 | ||||
-rw-r--r-- | npc/re/cities/brasilis.txt | 186 | ||||
-rw-r--r-- | npc/re/cities/dewata.txt | 1186 | ||||
-rw-r--r-- | npc/re/cities/dicastes.txt | 741 | ||||
-rw-r--r-- | npc/re/cities/eclage.txt | 126 | ||||
-rw-r--r-- | npc/re/cities/izlude.txt | 301 | ||||
-rw-r--r-- | npc/re/cities/jawaii.txt | 41 | ||||
-rw-r--r-- | npc/re/cities/malangdo.txt | 448 | ||||
-rw-r--r-- | npc/re/cities/malaya.txt | 948 | ||||
-rw-r--r-- | npc/re/cities/mora.txt | 1201 | ||||
-rw-r--r-- | npc/re/cities/yuno.txt | 41 |
11 files changed, 0 insertions, 5274 deletions
diff --git a/npc/re/cities/alberta.txt b/npc/re/cities/alberta.txt deleted file mode 100644 index e8ac3e499..000000000 --- a/npc/re/cities/alberta.txt +++ /dev/null @@ -1,55 +0,0 @@ -//================= Hercules Script ======================================= -//= _ _ _ -//= | | | | | | -//= | |_| | ___ _ __ ___ _ _| | ___ ___ -//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| -//= | | | | __/ | | (__| |_| | | __/\__ \ -//= \_| |_/\___|_| \___|\__,_|_|\___||___/ -//================= License =============================================== -//= This file is part of Hercules. -//= http://herc.ws - http://github.com/HerculesWS/Hercules -//= -//= Copyright (C) 2012-2015 Hercules Dev Team -//= Copyright (C) Euphy -//= -//= Hercules is free software: you can redistribute it and/or modify -//= it under the terms of the GNU General Public License as published by -//= the Free Software Foundation, either version 3 of the License, or -//= (at your option) any later version. -//= -//= This program is distributed in the hope that it will be useful, -//= but WITHOUT ANY WARRANTY; without even the implied warranty of -//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -//= GNU General Public License for more details. -//= -//= You should have received a copy of the GNU General Public License -//= along with this program. If not, see <http://www.gnu.org/licenses/>. -//========================================================================= -//= Alberta Town Renewal -//================= Description =========================================== -//= Alberta town NPCs. -//================= Current Version ======================================= -//= 1.0 -//========================================================================= - -//== cities/amatsu.txt ===================================== -alberta,246,74,3 duplicate(Sea_Captain_amatsu) Sea Captain#ama1 4_M_SEAMAN - -//== cities/ayothaya.txt =================================== -alberta,246,29,3 duplicate(Aibakthing_ayothaya) Aibakthing#ayo 4_M_THAIONGBAK - -//== cities/gonryun.txt ==================================== -alberta,246,62,3 duplicate(Kunlun_Envoy_gonryun) Kunlun Envoy#gon 4_M_TWMIDMAN - -//== cities/louyang.txt ==================================== -alberta,246,40,3 duplicate(Girl_louyang) Girl#0lou 4_F_CHNDRESS1 - -//== cities/moscovia.txt =================================== -alberta,246,51,4 duplicate(PR_Officer_moscovia) Moscovia P.R. Officer#1 4_F_RUSWOMAN2 - -//== quests/quests_alberta.txt ============================= -alberta,244,118,4 duplicate(Sailor_alberta) Sailor#tur 4_M_SEAMAN -alberta,246,114,4 duplicate(Turtle_Scholar_alberta) Turtle Island Scholar 2_M_MOLGENSTEIN - -//== quests/skills/merchant_skills.txt ===================== -alberta,232,103,6 duplicate(Gershaun_alberta) Gershaun 1_M_LIBRARYMASTER diff --git a/npc/re/cities/brasilis.txt b/npc/re/cities/brasilis.txt deleted file mode 100644 index eb30a3225..000000000 --- a/npc/re/cities/brasilis.txt +++ /dev/null @@ -1,186 +0,0 @@ -//================= Hercules Script ======================================= -//= _ _ _ -//= | | | | | | -//= | |_| | ___ _ __ ___ _ _| | ___ ___ -//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| -//= | | | | __/ | | (__| |_| | | __/\__ \ -//= \_| |_/\___|_| \___|\__,_|_|\___||___/ -//================= License =============================================== -//= This file is part of Hercules. -//= http://herc.ws - http://github.com/HerculesWS/Hercules -//= -//= Copyright (C) 2012-2015 Hercules Dev Team -//= Copyright (C) Euphy -//= Copyright (C) Kisuka -//= Copyright (C) L0ne_W0lf -//= -//= Hercules is free software: you can redistribute it and/or modify -//= it under the terms of the GNU General Public License as published by -//= the Free Software Foundation, either version 3 of the License, or -//= (at your option) any later version. -//= -//= This program is distributed in the hope that it will be useful, -//= but WITHOUT ANY WARRANTY; without even the implied warranty of -//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -//= GNU General Public License for more details. -//= -//= You should have received a copy of the GNU General Public License -//= along with this program. If not, see <http://www.gnu.org/licenses/>. -//========================================================================= -//= Brasilis Town -//================= Description =========================================== -//= Brasilis Town Script -//================= Current Version ======================================= -//= 1.3 -//========================================================================= - -//== Brasilis Transportation =============================== -/* Pre-Renewal coordinates: alberta,247,115,3 */ -alberta,246,82,3 script Crewman#bra2 4W_SAILOR,{ - mes "[Crewman]"; - mes "Hey, have you heard of a place called Brasilis?"; - mes "It's a tropical city that's hot like the desert but also rainy. It is a very mysterious place."; - next; - mes "[Crewman]"; - mes "We recently found a new ocean route to get there easily."; - mes "It's just 10,000 zeny for a round trip! So do you want to go?"; - next; - switch(select("Take me to Brasilis!", "I'll stay here.")) { - case 1: - if (Zeny > 9999) { - mes "[Crewman]"; - mes "Cool~!! Let's go~!"; - Zeny -= 10000; - close2; - warp "brasilis",314,60; - end; - } - else { - mes "[Crewman]"; - mes "I said 10,000 zeny."; - close; - } - case 2: - mes "[Crewman]"; - mes "Well if you're ever interested, let me know and I can take you there."; - close; - } -} - -brasilis,316,57,3 script Crewman#bra1 4W_SAILOR,{ - mes "[Crewman]"; - mes "My ship is going to back to Alberta, do you want to join us?"; - next; - switch(select("Go back to Alberta.", "Not yet~.")) { - case 1: - mes "[Crewman]"; - mes "I sure do miss home."; - close2; - if (RENEWAL) - warp "alberta",243,82; - else - warp "alberta",244,115; - end; - case 2: - mes "[Crewman]"; - mes "Ok, suit yourself. We'll see you when we get back then."; - close; - } -} - -//== Generic Brasilis NPCs ================================= -brasilis,155,165,3 script Signpost#bra1 4_BULLETIN_BOARD2,{ - mes ":: Art Museum ::"; - close; -} - -brasilis,195,231,3 script Signpost#bra2 4_BULLETIN_BOARD2,{ - mes ":: Verass Monument ::"; - close; -} - -brasilis,240,247,3 script Signpost#bra3 4_BULLETIN_BOARD2,{ - mes ":: Market ::"; - mes " "; - mes "- For your Potions and Weaponry -"; - close; -} - -brasilis,303,309,3 script Signpost#bra4 4_BULLETIN_BOARD2,{ - mes ":: Jungle Cable ::"; - mes ""; - mes "- Not for the faint of heart -"; - close; -} - -brasilis,278,137,3 script Signpost#bra5 4_BULLETIN_BOARD2,{ - mes ":: Brasilis Hotel ::"; - close; -} - -brasilis,137,77,5 script Ice-Cream Maker 4_M_03,{ - mes "[Ice Cream Maker]"; - mes "Come~come~"; - mes "Ice cream is the perfect snack for a hot day~"; - mes "It's just ^3355FF100 Zeny^000000~"; - mes "Ice Cream~"; - mes "Get 'yer Ice Cream!"; - next; - switch(select("Give me one!", "Ice Cream?", "Cancel.")) { - case 1: - mes "[Ice Cream Maker]"; - mes "Since there are so many people want to get a cool ice cream you can order only 5 at a time."; - mes "So how many d'ya want?"; - next; - while(1) { - input .@input; //,1,5; - if (.@input == 0) { - mes "[Ice Cream Maker]"; - mes "None?"; - mes "Fine get outta the way, I have customers to serve."; - close; - } - else if ((.@input < 0) || (.@input > 5)) { - mes "[Ice Cream Maker]"; - mes "Wow."; - mes "You ordered too much."; - mes "If you eat over 5 you might need to fight with a monster in your stomach. Calm down buddy."; - next; - } - else - break; - } - .@icecream_hap = .@input*100; - if (Zeny < .@icecream_hap) { - mes "[Ice Cream Maker]"; - mes "Dood~! You don't have enough money."; - mes "It's only ^3355FF100 Zeny^000000~ Seriously!"; - close; - } - if (!checkweight(Ice_Cream,.@input)) { - mes "[Ice Cream Maker]"; - mes "You seem to have too much stuff."; - mes "Lighten your pack before buying this."; - close; - } - Zeny -= .@icecream_hap; - getitem Ice_Cream,.@input; - close; - case 2: - mes "[Ice Cream Maker]"; - mes "'Ice cream is..."; - mes "Wait, don't you know"; - mes "what Ice Cream is?"; - mes "What rock have you"; - mes "been living under?"; - next; - mes "[Ice Cream Maker]"; - mes "I'm not going to even start with how weird that sounds."; - mes "Anyway, get 'yer Ice Cream right here while it's nice and cold."; - close; - case 3: - mes "[Ice Cream Maker]"; - mes "Don't miss your chance to eat the greatest Ice Cream in all the land~!"; - close; - } -} diff --git a/npc/re/cities/dewata.txt b/npc/re/cities/dewata.txt deleted file mode 100644 index 064cdc461..000000000 --- a/npc/re/cities/dewata.txt +++ /dev/null @@ -1,1186 +0,0 @@ -//================= Hercules Script ======================================= -//= _ _ _ -//= | | | | | | -//= | |_| | ___ _ __ ___ _ _| | ___ ___ -//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| -//= | | | | __/ | | (__| |_| | | __/\__ \ -//= \_| |_/\___|_| \___|\__,_|_|\___||___/ -//================= License =============================================== -//= This file is part of Hercules. -//= http://herc.ws - http://github.com/HerculesWS/Hercules -//= -//= Copyright (C) 2012-2015 Hercules Dev Team -//= Copyright (C) Lemongrass -//= Copyright (C) Joseph -//= Copyright (C) Euphy -//= Copyright (C) Muad_Dib -//= Copyright (C) Gennosuke Kouga -//= -//= Hercules is free software: you can redistribute it and/or modify -//= it under the terms of the GNU General Public License as published by -//= the Free Software Foundation, either version 3 of the License, or -//= (at your option) any later version. -//= -//= This program is distributed in the hope that it will be useful, -//= but WITHOUT ANY WARRANTY; without even the implied warranty of -//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -//= GNU General Public License for more details. -//= -//= You should have received a copy of the GNU General Public License -//= along with this program. If not, see <http://www.gnu.org/licenses/>. -//========================================================================= -//= Dewata Town -//================= Description =========================================== -//= Dewata Town Script -//================= Current Version ======================================= -//= 1.3 -//========================================================================= - -//== Dewata Transportation ================================= -alberta,212,202,4 script Dewata Sailor#alberta 4_M_DEWMAN,{ - mes "[Dewata Sailor]"; - mes "Do you want to visit ^8B4513Dewata Island^000000?"; - mes "With it's dazzling waves and charming views it's a great place to relax."; - mes "The transit fee is 10,000 Zeny."; - next; - switch(select("Yes!", "No.")) { - case 1: - if (Zeny >= 10000) { - mes "[Dewata Sailor]"; - mes "^8B4513Dewata^000000 is a beautiful and peaceful island country."; - mes "Have a nice trip~"; - close2; - Zeny -= 10000; - warp "dewata",232,53; - end; - } else { - mes "[Dewata Sailor]"; - mes "You don't have the dough, kid."; - mes "Come back when you have a bigger wallet."; - close; - } - case 2: - mes "[Dewata Sailor]"; - mes "Let me know"; - mes "when you're ready to travel~"; - close; - } -} - -dewata,229,49,6 script Alberta Sailor#dewata 4_M_DEWMAN,{ - mes "[Alberta Sailor]"; - mes "Do you want to go back to Alberta?"; - next; - switch(select("Yes.", "No.")) { - case 1: - mes "[Alberta Sailor]"; - mes "I hope you had a lot of fun on"; - mes "your trip to ^8B4513Dewata^000000 Island."; - mes "Please come again!"; - close2; - warp "alberta",210,198; - end; - case 2: - mes "[Alberta Sailor]"; - mes "Have some more fun before you go."; - mes "^8B4513Dewata^000000 Island still has more to offer."; - close; - } -} - -//== Generic Dewata NPCs =================================== -dewata,221,237,5 script Young Man#dew-1 4_M_DEWMAN,{ - mes "[Fruit Fancier]"; - mes "What's wrong with your faaaaaace? You must really be clueless!"; - next; - mes "[Fruit Fancier]"; - mes "Let me drop some knowledge on ya."; - next; - mes "[Fruit Fancier]"; - mes "I may be a youngling, but no one knows more than I do about ^777700Palm fruit^000000. All right! What do you want to know?"; - next; - switch(select("About the shell...", "About the pulp...", "About the palm kernel...", "No thanks.")) { - case 1: - mes "[Fruit Fancier]"; - mes "So you want to know about Palm fruit's pulp? Let me explain."; - next; - mes "[Fruit Fancier]"; - mes "Normally Palm fruit shell is used for making oil. Palm Oil is a useful ingredient for many dishes."; - next; - mes "[Fruit Fancier]"; - if (dew_drink > 0) - mes "Hmm... Have you met Memo already? Then it should be easy for you to understand."; - else - mes "If you want to know how to use Palm Oil, go find Memo on the north side of Dewata island. Everyday, he makes traditional drinks with Palm Oil."; - next; - mes "[Fruit Fancier]"; - mes "Anyways, we refer to the oil that comes from the Palm fruit as Palm oil or Coconut oil, which is well known for it's quality."; - next; - mes "[Fruit Fancier]"; - mes "The leftovers from oil production gets dried, and used for fuel in cooking or heating."; - next; - mes "[Fruit Fancier]"; - mes "It burns well and has a good smell, can't get better than that."; - next; - mes "[Fruit Fancier]"; - mes "Ok!! That is all about the pulp, it takes too long to explain all those useful effects for Palm fruit shells."; - next; - mes "[Fruit Fancier]"; - mes "It's not like this is the extent of my knowledge. Don't get me wrong!"; - close; - case 2: - mes "[Fruit Fancier]"; - mes "So you want to know about the Palm interior? Let me explain."; - next; - mes "[Fruit Fancier]"; - mes "Palm tree fruit has 2 layers of pulp. Outside is very rough, and the inside is smooth..."; - next; - mes "[Fruit Fancier]"; - mes "Hmm... Yes! the pulp of Palm tree fruit is a little bit harder than a walnut shell, must be the water it contains inside."; - next; - mes "[Fruit Fancier]"; - mes "Inside of the shell, there's about 300cc water which is useful in quenching people's thirst since Dewata island has very hot weather."; - next; - mes "[Fruit Fancier]"; - mes "And it's not like we just throw it away once we drink the water inside!!"; - next; - mes "[Fruit Fancier]"; - mes "We also can make a quality canteen out of it! Like I said, it has really thick outer shell enough and can act as a water bottle."; - next; - mes "[Fruit Fancier]"; - mes "It is also great to make charcoal. Charcoal made out of palm fruit is well known for long lasting and quality fire,"; - next; - mes "[Fruit Fancier]"; - mes "People love to cook seafoods and chicken with Palm fruit charcoal.."; - next; - mes "[Fruit Fancier]"; - mes "It has the extra bonus of being burning with a pleasant palm smell"; - next; - mes "[Fruit Fancier]"; - mes "Ok!! That is all for pulp information, it takes too long to explain all those useful effects."; - next; - mes "[Fruit Fancier]"; - mes "It's not like this is all I know. Don't get me wrong!"; - close; - case 3: - mes "[Fruit Fancier]"; - mes "So, you want to know about tender kernel inside? Let me explain for you"; - next; - mes "[Fruit Fancier]"; - mes "The kernel inside of the hard pulp is used as a natural digestive."; - next; - mes "[Fruit Fancier]"; - mes "Not much to say about the kernel inside.."; - next; - mes "[Fruit Fancier]"; - mes "but we do make sure to use every part of the palm fruit."; - next; - mes "[Fruit Fancier]"; - mes "Wouldn't you agree?"; - close; - case 4: - mes "[Fruit Fancier]"; - mes "Arrgg! You have no interest in the world!"; - close; - } -} - -dewata,114,243,6 script Lazy Young Man#dew 4_M_DEWMAN,1,1,{ - if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 500) { - mes "[Lazy Young Man]"; - mes "Why are you carrying so much? Isn't it heavy?"; - close; - } - if (countitem(Coco_Juice)) { - mes "[Lazy Young Man]"; - mes "Wewt~!! Isn't that Palm Juice?"; - mes "Can you give me that? I just woke"; - mes "up, and my throat is parched!"; - next; - switch(select("Give", "Do not give")) { - case 1: - mes "[Lazy Young Man]"; - mes "Really? For me?? I'll give you this in return... Thanks... Hehe~"; - delitem Coco_Juice,1; - getrandgroupitem(IG_GiftBox),1; - close; - case 2: - mes "[Lazy Young Man]"; - mes "So be it~ Ok..."; - close; - } - } - mes "[Lazy Young Man]"; - mes "Ah~ Thristy~ Anyone have some Palm"; - mes "juice for me?~"; - close; -OnTouch: - if (countitem(Coco_Juice) == 0) { - mes "[Lazy Young Man]"; - mes "Arrgg~ I'm thirsty~~ so thirsty~~"; - mes "Give me Palm juice... Palm Juuiice~~"; - emotion e_an; - next; - emotion e_an; - next; - emotion e_an; - next; - emotion e_an; - close; - } - end; -} - -dewata,159,81,4 script Tourist#dew-1 4_M_SITDOWN,{ - mes "[Nasolo]"; - mes "Wow~ Pure ocean, a warm beach..."; - mes "Perfect for a date with a girlfriend..."; - next; - mes "[Nasolo]"; - mes "If only I had one..."; - emotion e_sob; - next; - mes "[Nasolo]"; - mes "I wonder when my princess will come..."; - emotion e_sigh; - close; -} - -dewata,146,109,5 script Restauranteur#dew 4_COOK,{ - if (checkweight(Nasi_Goreng,1) == 0 || checkweight(Satay,1) == 0 || MaxWeight - Weight < 500) { - mes "[Restauranteur]"; - mes "You came to taste my dish? It is always good to eat with an empty stomach."; - close; - } - mes "[Restauranteur]"; - mes "Welcome to the island of Dewata."; - mes "I hope you behave like a noble"; - mes "traveler, unlike some of these"; - mes "teenage punks..."; - next; - switch(select("About Dewata dishes", "Today's menu?", "I'm okay.")) { - case 1: - mes "[Restauranteur]"; - mes "Need info about our foods? Well... I don't have much to talk about, but feel free to listen if you want."; - next; - mes "[Restauranteur]"; - mes "So much to cover, let me begin."; - next; - mes "[Restauranteur]"; - mes "First, Dewata dishes have special names based on each cooking recipe,"; - next; - mes "[Restauranteur]"; - mes "If dish name has 'Goreng' in it, then it is either stir or deep fried food."; - next; - mes "[Restauranteur]"; - mes "If it is a type of 'Bakar', then it is a grilled food."; - next; - mes "[Restauranteur]"; - mes "And if it's 'Satay', then you are eating a skewered dish."; - next; - mes "[Restauranteur]"; - mes "Second, we have dishes named after basic ingredients,"; - next; - mes "[Restauranteur]"; - mes "In Dewata island, we call rice as Nasi, noodle as Mie, bread as Roti, chicken as Ayam, fish as Ikan, and corn as Jagung."; - next; - mes "[Restauranteur]"; - mes "So, if rice is fried we call it 'Nasi Goreng', and fried noodle is 'Mie Goreng'."; - next; - mes "[Restauranteur]"; - mes "Well... This is enough to enjoy our foods in Dewata!! If you are hungry, we have our special set menu for only ^0000FF5000^000000 Zeny."; - close; - case 2: - mes "[Restauranteur]"; - mes "We have 2 items 'Nasi Goreng' and 'Satay'. Which one do you want?"; - next; - switch(select("Nasi Goreng", "Satay")) { - case 1: - mes "[Restauranteur]"; - mes "This is Nasi Goreng fried with my special sauce plus egg fry on the top. It only costs ^0000FF5000^000000 Zeny."; - .@food = 11532; - break; - case 2: - mes "[Restauranteur]"; - mes "This is the Satay, a slice of meat skewered and grilled over Palm fruit charcoal. It costs only ^0000FF5000^000000 Zeny."; - .@food = 11533; - break; - } - next; - switch(select("Taste", "Walk away")) { - case 1: - if (Zeny < 5000) { - mes "[Restauranteur]"; - mes "Where's the money kid? Sheesh! No free food here! Ok?"; - close; - } - mes "[Restauranteur]"; - mes "Here's your "+getitemname(.@food)+", you won't regret it!"; - Zeny -= 5000; - getitem .@food,1; - close; - case 2: - mes "[Restauranteur]"; - mes "It's a shame you won't taste this great dish..."; - close; - } - case 3: - mes "[Restauranteur]"; - mes "Are you serious? This is not even funny."; - close; - } -} - -dewata,147,107,6 script Gourmet#dew 4_M_03,{ - mes "[Gourmet]"; - mes "Oh... it's like a party in my"; - mes "mouth... and everyone's invited!"; - emotion e_sob; - next; - mes "[Gourmet]"; - mes "Master~ One more please~"; - emotion e_no1; - emotion e_ok,0,"Restauranteur#dew"; - next; - mes "[Gourmet]"; - mes "You must try this! The Food here is succulent~"; - close; -} - -dewata,154,107,4 script Sightseer#dew 4_M_04,{ - mes "[Tourist]"; - mes "Wow..."; - mes "How many has he already eaten?"; - emotion e_hmm; - next; - mes "[Tourist]"; - mes "He must be big eater, not the gourmet..."; - next; - mes "[Tourist]"; - mes "Have you been to Prontera yet? I think I've seen him somewhere.."; - close; -} - -dewata,95,203,6 script Travel Guide#dew 4_M_DEWMAN,{ - mes "[Guide]"; - mes "This temple behind me is called Borobudur."; - mes "Borobudur temple was built in the 9th century"; - mes "to venerate the Great Buddha, an ancient religious figure."; - emotion e_swt2; - next; - mes "[Guide]"; - mes "This temple is made with 6 square platforms and 3 round platforms, and 2672 hand carved relief panels as well as 504 statue of various Buddhas."; - emotion e_swt2; - next; - mes "[Guide]"; - mes "The central stupa, or shrine is located at the center of high platform, which is surrounded by 72 more statues."; - emotion e_swt2; - next; - mes "[Guide]"; - mes "Even in modern times Borobudur temple is a pilgimage site for many monks worshiping the Buddha. It's also a major tourist attraction, as you can imagine."; - emotion e_swt2; - next; - mes "[Guide]"; - mes "That is all I have on Borobudur temple, are there any questions?"; - mes "If not, we can move to the next spot."; - close; -} - -dewata,97,207,4 script Tourist#dew1 1_F_SIGNZISK,{ - mes "[Tourist]"; - mes "Oh, dag-nabbit... I've gone and"; - mes "picked the wrong tour guide..."; - next; - mes "[Tourist]"; - mes "This hombre is a real snooze..."; - mes "Why make it longer.."; - emotion e_spin; - next; - mes "[Tourist]"; - mes "I need to change my travel agent..."; - emotion e_sigh; - close; -} - -dewata,100,206,4 script Tourist#dew2 1_M_ORIENT01,{ - mes "[Tourist]"; - mes "Hey, let's go there! Hurry up,"; - mes "while the tour guide is explaining~"; - next; - mes "[Tourist]"; - mes "Come on... It doesn't sound like"; - mes "he's going to stop talking anytime soon."; - close; -} - -dewata,101,206,4 script Tourist#dew3 4_F_01,{ - mes "[Tourist]"; - mes "Aren't we going to get lost without the guide?"; - next; - mes "[Tourist]"; - mes "We got lost already last time..."; - close; -} - -dewata,99,203,4 script Tourist#dew4 4_M_SAGE_C,{ - mes "[Tourist]"; - mes "Oh~ This is very interesting. A"; - mes "temple that worships the Buddha..."; - emotion e_ok; - next; - mes "[Tourist]"; - mes "But I don't really get all the"; - mes "symbology here."; - next; - mes "[Tourist]"; - mes "So beautiful... I wonder who built"; - mes "this place?"; - close; -} - -dewata,67,186,0 script Monk#dew1 4_M_BUDDHIST,{ - mes "[Monk]"; - mes "I am a monk, content to spend my days in religious study."; - next; - mes "[Monk]"; - mes "I've just returned from a pilgrimage to Borobudur temple with my fellow monks..."; - next; - mes "[Monk]"; - mes "Borobudur temple has many pilgrims visiting, since it is one of few temples left for worshipping the Great Buddha."; - close; -} - -dewata,65,188,0 script Monk#dew2 4_M_BUDDHIST,{ - mes "[Monk]"; - mes "Borobudur temple is one of few temples left for worshiping the Great Buddha."; - next; - mes "[Monk]"; - mes "I don't understand why there are only few temples left that follow our ways..."; - close; -} - -dewata,63,190,0 script Monk#dew3 4_M_BUDDHIST,{ - mes "[Monk]"; - mes "Are you a Tourist? You can make an offering and a wish to one of the shrines."; - next; - mes "[Monk]"; - mes "Our great Buddha may grant your wish.."; - close; -} - -dewata,62,192,0 script Monk#dew4 4_M_BUDDHIST,{ - mes "[Monk]"; - mes "Our great Buddha is the king of souls and the leader of all good Gods."; - next; - mes "[Monk]"; - mes "The Dewata tribes believes in Buddha, the strange thing is they all describe Buddha as different creatures."; - next; - mes "[Monk]"; - mes "I'm not really sure about the reason for that. Maybe because there are many different tribes in Dewata with different characteristics."; - close; -} - -dewata,89,191,6 script Small Shrine#dew1 CLEAR_NPC,{ - mes "There is a small shrine here. There are many people making wishes."; - next; - switch(select("Make a donation.", "Make a wish.", "Walk away.")) { - case 1: - mes "Donation case says:"; - mes "^FF00001,000 ~ 100,000 Zeny^000000"; - mes "How much do you want to donate?"; - next; - input .@input,0,100000; - if (.@input < 1000) { - mes "- Cancelled. -"; - close; - } else if (.@input <= 50000) - .@good_luck = rand(1,10000); - else - .@good_luck = rand(1,5000); - if (.@input > Zeny) { - mes "- Not enough Zeny. -"; - close; - } - mes "What is your wish?"; - next; - input(.@wish$); - - setarray .@wishes$[0], - "Power","Strength", //1 - "Faster","Speed","Quickness","Agility", //2 - "Skillful Hands","Dex", //4 - "Healthy","Fitness","Vital", //8 - "Wisdom","Brain","Study","Int","1st place", //16 - "Luck","Wealth","Items","Get Item","Goods","Lotto", //32 - "Full Level","Level","LV", //64 - "Lover","Girl friend","Boy friend"; //128 - setarray .@index[0], - 1,1,2,2,2,2,4,4,8,8,8,16,16,16,16,16,32,32,32,32,32,32,64,64,64,128,128,128; - - if (.@good_luck == 7 || .@good_luck == 77 || .@good_luck == 777 || .@good_luck == 7777) - .@bonus = 1; - for(.@i = 0; .@i<getarraysize(.@wishes$); ++.@i) { - if (compare(.@wish$,.@wishes$[.@i])) { - .@stat |= .@index[.@i]; - break; - } - } - - mes "You make a wish for ^0000FF" + .@wish$ + "^000000 to the small shrine."; - next; - callsub L_Wish; - Zeny -= .@input; - if (.@stat & 1 && .@bonus) - consumeitem 12043; //Str_Dish03 - else if (.@stat & 2 && .@bonus) - consumeitem 12058; //Agi_Dish03 - else if (.@stat & 4 && .@bonus) - consumeitem 12063; //Dex_Dish03 - else if (.@stat & 8 && .@bonus) - consumeitem 12053; //Vit_Dish03 - else if (.@stat & 16 && .@bonus) - consumeitem 12048; //Int_Dish03 - else if (.@stat & 32 && .@bonus) - consumeitem 12068; //Luk_Dish03 - else if (.@stat & 64) { - specialeffect(EF_ANGEL, AREA, playerattached()); - mes "- A celestial entity gives you a blessing. -"; - next; - } else if (.@stat & 128) { - mes "- The shrine envelops you in a loving aura. -"; - if ((Sex == SEX_FEMALE && compare(.@wish$,.@wishes$[26])) || (Sex == SEX_MALE && compare(.@wish$,.@wishes$[27]))) - specialeffect(EF_LIGHTSPHERE, AREA, playerattached()); - next; - } - mes "It feels like this wish could come true."; - close; - case 2: - mes "What is your wish?"; - next; - input .@wish$; - mes "You have made your wish for ^0000FF" + .@wish$ + "^000000 to the small shrine."; - next; - callsub L_Wish; - mes "It feels like this wish could come true."; - close; - case 3: - close; - } - -L_Wish: - mes "Mysterious energy comes out from the shrine."; - specialeffect(EF_FLASHER, AREA, getnpcid(0, "Small Shrine#dew1")); - specialeffect(EF_FLASHER, AREA, getnpcid(0, "Small Shrine#dew2")); - specialeffect(EF_FLASHER, AREA, getnpcid(0, "Small Shrine#dew3")); - specialeffect(EF_FLASHER, AREA, getnpcid(0, "Small Shrine#dew4")); - next; - mes "You have received the shrine's blessing."; - specialeffect(EF_BLESSING, AREA, playerattached()); - next; - return; -} -dewata,89,212,6 duplicate(Small Shrine#dew1) Small Shrine#dew2 CLEAR_NPC -dewata,68,212,6 duplicate(Small Shrine#dew1) Small Shrine#dew3 CLEAR_NPC -dewata,68,191,6 duplicate(Small Shrine#dew1) Small Shrine#dew4 CLEAR_NPC - -dewata,75,122,6 script Monk#dewt1 4_M_BUDDHIST,{ - mes "[Monk]"; - mes "You are a stranger here. What brings here to this quiet place?"; - next; - switch(select("I'm sightseeing.", "No reason.")) { - case 1: - mes "[Monk]"; - mes "Oh, you are a tourist. This is the '^0000FFPagoda^000000' worshiping the great Buddha. Please be respectful of the monks praying here."; - close; - case 2: - mes "[Monk]"; - mes "Good day to you..."; - close; - } -} - -dewata,69,101,6 script Monk#dewt2 4_M_BUDDHIST,{ - mes "[Monk]"; - mes "We have a pagoda for the worship of Buddhas. Each temple has one of these towers, though not many people come here besides other monks."; - next; - switch(select("I see...", "Explain about Buddhas", "Ah, okay.")) { - case 1: - mes "[Monk]"; - mes "You must feel the compassion of our Buddha!"; - close; - case 2: - mes "[Monk]"; - mes "Buddha is our God from Dewata myth, he is the king of souls and also the leader of good Gods."; - next; - mes "[Monk]"; - mes "Buddha is the guardian of souls whom often described in traditional dance as fighting against the magician Rangda."; - next; - mes "[Monk]"; - mes "In Dewata we belive there are many deities protecting each island and tribal locale,"; - next; - mes "[Monk]"; - mes "so we do have different manifestations of the Buddha, usually described as a bear, tiger, dragon, snake, or lion"; - next; - mes "[Monk]"; - mes "Great Lion is one of famous Buddhas worshipped in Dewata."; - next; - mes "[Monk]"; - mes "Hope this was good explanation for you. Let me know if you have anything else you want to know."; - close; - case 3: - mes "[Monk]"; - mes "Good day to you..."; - close; - } -} - -dewata,71,79,6 script Monk#dewt3 4_M_BUDDHIST,{ - mes "[Monk]"; - mes "This tower is built on the edge of coastal cliff. You can pray with a cool ocean breeze in your hair."; - next; - mes "[Monk]"; - mes "Come, you should feel the compassion of our Buddha in this pleasant weather."; - close; -} - -dewata,211,272,4 script Lodge Owner#dew 4_M_DEWOLDMAN,2,3,{ -OnTouch: - mes "[Lodge Owner]"; - mes "These days, we have many honeymooners visiting here."; - next; - mes "[Lodge Owner]"; - mes "It must be the beautiful scenery, right?"; - next; - mes "[Lodge Owner]"; - mes "I'm happy with my business. Hope all we have a lot more visitors like that."; - next; - mes "[Lodge Owner]"; - mes "Ah! You should bring your lover to Dewata on your honeymoon."; - mes "I'll give you a good price-"; - close; -} - -dewata,245,244,4 script Lodge Employee#dew 4_M_DEWMAN,2,3,{ -OnTouch: - mes "[Lodge employee]"; - mes "Argg~ This is really ticking me off!"; - emotion e_an; - next; - mes "[Lodge employee]"; - mes "How come more and more couples come here?"; - next; - mes "[Lodge employee]"; - mes "And why do they have act so lovey-dovey? What's up with that?"; - next; - mes "[Lodge employee]"; - mes "C'mon, show some respect to the people who work here..."; - close; -} - -dewata,233,263,0 script Sweet Married Couple#1 4_M_ROGUE,2,3,{ -OnTouch: - mes "[Sweet Husband]"; - mes "You are the most beautiful thing in the world baby~"; - emotion e_kis; - next; - mes "[Sweet Wife]"; - mes "Really? I'm that beautiful? I love you, honey~"; - emotion e_kis2,0,"Sweet Married Couple#dew2"; - next; - mes "[Sweet Married Couple]"; - mes "Hahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahaha"; - mes "Hohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohoho"; - emotion e_heh; - emotion e_heh,0,"Sweet Married Couple#dew2"; - next; - mes "Come on now, I'm growing tired of this. Let's go."; - close; -} - -dewata,234,263,0 script Sweet Married Couple#2 4_F_JOB_HUNTER,2,3,{ -OnTouch: - mes "[Sweet Wife]"; - mes "Baby~ You know what flower that is~?"; - emotion e_what; - next; - mes "[Sweet Husband]"; - mes "Hmm? I don't know. But it's really pretty."; - next; - mes "[Sweet Wife]"; - mes "Baby~ Who's prettier, me or the flower?"; - emotion e_what; - next; - mes "[Sweet Husband]"; - mes "No matter how pretty the flower is, you are always more beautiful~"; - emotion e_kis,0,"Sweet Married Couple#dew1"; - next; - mes "[Sweet Wife]"; - mes "Really? I'm that pretty? I love you, sweetie~"; - emotion e_kis2; - next; - mes "[Sweet Married Couple]"; - mes "Hahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahaha"; - mes "Hohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohoho"; - emotion e_heh,0,"Sweet Married Couple#dew1"; - emotion e_heh; - next; - mes "Come on now, this bores me. Let's move on."; - close; -} - -dewata,279,213,4 script Tourist#dew-2 4_M_LIEMAN,2,3,{ -OnTouch: - mes "[Reclining Tourist]"; - mes "Wow~ This is really comfy~"; - next; - mes "[Reclining Tourist]"; - mes "I'm having a great time just relaxing."; - next; - mes "[Reclining Tourist]"; - mes "You should lie down here too."; - mes "Once you do, you'll never want to get up."; - next; - mes "[Reclining Tourist]"; - mes "That's why I haven't moved in a whole week! Hahahaha~"; - emotion e_heh; - close; -} - -dewata,269,208,4 script Little Kid in Town#dew 4_M_DEWBOY,2,3,{ -OnTouch: - mes "[Kid]"; - mes "Hey "+ (Sex == SEX_MALE ? "bro" : "sis") +", look at that man!"; - next; - mes "[Kid]"; - mes "He's been lying there for a week doin' nothin'..."; - next; - mes "[Kid]"; - mes "Who IS that man?"; - emotion e_what; - next; - mes "[Kid]"; - mes "I don't want to be a lazybones like him when I grow up."; - close; -} - -dewata,227,129,4 script Sarr#dew 4_M_DEWBOY,2,3,{ -OnTouch: - mes "[Sarr]"; - mes "They're hiding so I should seek."; - mes "I'll find them for sure!-"; - next; - mes "[Sarr]"; - mes "One~"; - next; - mes "[Sarr]"; - mes "Two~ Three~"; - next; - mes "[Sarr]"; - mes "Four~ Five~ Six~"; - next; - mes "[Sarr]"; - mes "... ... ... ..."; - next; - mes "[Sarr]"; - mes "Ninty nine~ One hundred!!! Now I'm coming~"; - close; -} - -dewata,239,140,4 script Siyak#dew 4_M_DEWGIRL,2,3,{ -OnTouch: - mes "[Siyak]"; - mes "Hey come on, move over~ He's gonna find me~~"; - next; - mes "[Sarr]"; - mes "I found Siyak!! Come out, come out!!"; - emotion e_gg,0,"Sarr#dew"; - emotion e_omg; - emotion e_gg,0,"Sipo#dew"; - emotion e_omg,1; - next; - mes "[Siyak]"; - mes "Arrgg!! This is all your fault~!!"; - emotion e_an; - close; -} - -dewata,193,145,4 script Sipo#dew 4_M_DEWBOY,2,3,{ -OnTouch: - mes "[Sipo]"; - mes "Sarr won't find me here, right?"; - next; - mes "[Sarr]"; - mes "I found Siyak!! Come out come out!!"; - emotion e_gg,0,"Sarr#dew"; - emotion e_omg,0,"Siyak#dew"; - emotion e_gg; - emotion e_omg,1; - next; - mes "[Sipo]"; - mes "Hehe~ Now Siyak is IT~ I'll just keep hiding in here."; - close; -} - -dewata,228,177,4 script Majya#dew 4_M_DEWBOY,2,3,{ -OnTouch: - mes "[Majya]"; - mes "I was playing hide-and-seek with my friends..."; - next; - mes "[Majya]"; - mes "I've been just standing here, and they haven't found me for 3 hours..."; - emotion e_hmm; - next; - mes "[Majya]"; - mes "What should I do? Come out? I don't want to be IT..."; - close; -} - -dewata,278,100,4 script Missing Child#dew 4_F_KID2,2,3,{ -OnTouch: - mes "[Ukki]"; - mes "WaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaa~"; - emotion e_sob; - emotion e_swt2; - next; - mes "["+strcharinfo(PC_NAME)+"]"; - mes "Hey, kid..."; - next; - mes "[Ukki]"; - mes "WaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaa~"; - emotion e_sob; - next; - mes "[Ukki]"; - mes "Mama~ Papa~ Where are youuu~ Waa~"; - emotion e_sob; - emotion e_swt2; - next; - mes "["+strcharinfo(PC_NAME)+"]"; - mes "... ... ..."; - emotion e_dots,1; - close; -} - -dewata,249,87,4 script Mum#dew 4W_F_01,2,3,{ -OnTouch: - mes "[Mum]"; - mes "Ukki~ Ukki~ Where did she go?"; - emotion e_wah; - next; - mes "[Mum]"; - mes "I can't take my eyes of her for a second..."; - next; - mes "[Mum]"; - mes "Ukki~"; - emotion e_wah; - close; -} - -dewata,251,85,6 script Poppa#dew 4W_M_01,2,3,{ -OnTouch: - mes "[Poppa]"; - mes "Honey, is Ukki lost again?"; - emotion e_what; - next; - mes "[Poppa]"; - mes "Arrgg... I can't go anywhere with her... How many times already?"; - emotion e_swt2; - next; - mes "[Daddy]"; - mes "She's gotten lost in Louyang, Amatsu, Moscovia, Brasilis, Kunlun,"; - mes "and in Ayothaya..."; - emotion e_swt2; - next; - mes "[Daddy]"; - mes "What!! It's already been 7 times including this time in Dewata... 7 times!!!!!!"; - emotion e_otl; - close; -} - -dewata,278,281,4 script Happily Married Grandpa 4_M_DEWOLDMAN,{ - mes "[Happily Married Grandpa]"; - mes "Today, I should ask my lady to"; - mes "cook me some ^006400fried rice^000000."; - next; - mes "[Happily Married Grandpa]"; - mes "My wife's ^006400fried rice^000000 is"; - mes "always very special!"; - next; - mes "[Happily Married Grandpa]"; - mes "It makes me love her even more."; - mes "You can't imagine the wonderful flavor!"; - emotion e_lv; - close; -} - -dewata,280,277,4 script Happily Married Grandma 4_M_DEWOLDWOMAN,{ - mes "[Happily Married Grandma]"; - mes "In my younger days,"; - mes "there were many gentleman callers"; - mes "who wanted to court me."; - emotion e_swt2; - next; - mes "[Happily Married Grandma]"; - mes "Yet, I met just the right guy,"; - mes "and got married."; - mes "I asked what he likes best"; - mes "about me, he said it was"; - mes "my homemade ^006400fried rice^000000"; - next; - mes "[Happily Married Grandma]"; - mes "And since then, he only asks me"; - mes "to make ^006400fried rice^000000 for dinner."; - mes "Over 40 years of marriage"; - mes "and he still doesn't get tired ot it."; - next; - mes "[Happily Married Grandma]"; - mes "I always think it was lucky"; - mes "to be growing old with a guy"; - mes "who loves what I cook."; - emotion e_lv; - close; -} - -dewata,165,103,6 script Adventurer Semangat#dew 4_M_DEWOLDMAN,{ - mes "[Adventurer Semangat]"; - mes "I also traveled around the World"; - mes "When I was young like you."; - mes "^FF0000Monkey, Cuttlefish^000000"; - mes "^FF0000Eagle, and Snake^000000,"; - mes "all were good friends I met"; - mes "during my travels."; - next; - mes "[Adventurer Semangat]"; - mes "I still have passion for adventure and traveling."; - mes "But, I can't just leave"; - mes "my beloved wife and"; - mes "grandchildren behind..."; - next; - mes "[Adventurer Semangat]"; - mes "You will also have something"; - mes "or someone that is as precious"; - mes "in your heart someday."; - close; -} - -dewata,139,114,6 script Semangat's Wife#dew 4_M_DEWOLDWOMAN,{ - mes "[Semangat's Wife]"; - mes "Where's that old man"; - mes "gone off to again?"; - mes "Have you seen my husband around?"; - next; - switch(select("I think I saw him there..", "No I haven't..")) { - case 1: - mes "[Semangat's Wife]"; - mes "He ran away when"; - mes "I was looking for him."; - mes "Should be somewhere, telling tall tales"; - mes "to some travelers, like always."; - next; - mes "[Semangat's Wife]"; - mes "I apologize"; - mes "on behalf of my husband."; - mes "Please don't believe his foolish stories"; - mes "saying he met with ^FF0000Monkeys and Snakes^000000, or"; - mes "that he fought alongside a ^FF0000Cuttlefish^000000."; - next; - mes "[Semangat's Wife]"; - mes "He has been living here"; - mes "for entire life."; - mes "Yet, always find some travelers,"; - mes "and who will listen to his made-up tales."; - close; - case 2: - mes "[Semangat's Wife]"; - mes "Oh. Please let me know"; - mes "if you ever see him around."; - close; - } -} - -dewata,181,88,6 script Young Man#dew-2 4_M_DEWMAN,{ - mes "[Young Man]"; - mes "Isn't ^8B4513Dewata^000000 beach"; - mes "really beautiful?"; - mes "The children always play"; - mes "at this beach. It really"; - mes "reminds me of my youth."; - next; - mes "[Young Man]"; - mes "At the evening, you can see"; - mes "fireworks from the beach."; - mes "With ocean breeze, the crashing waves,"; - mes "and fireworks lighting the sky,"; - mes "the nighttime is a time of beauty here!"; - close; -} - -dewata,179,204,4 script Young Lady#dew 4_M_DEWWOMAN,{ - mes "[Young Lady]"; - mes "When you are outside of the town,"; - mes "and meet ^FF0000Tiger, Monkey, or pig^000000,"; - mes "make sure to avoid them."; - next; - select("What do you mean?"); - mes "[Young Lady]"; - mes "I haven't seen yet,"; - mes "but legend says there's a"; - mes "cruel monster named ^FF0000Leak^000000"; - mes "which can transform into an animal"; - mes "and hypnotize people into killing."; - next; - mes "[Young Lady]"; - mes "You know the dangers of this world."; - mes "It's never hurts to be careful"; - mes "even if it's just an urban legend."; - //emotion ET_SCRATCH; //TODO - close; -} - -dewata,280,236,4 script Settler#dew 4_F_JOB_BLACKSMITH,{ - mes "[Settler]"; - mes "I'm not really from ^8B4513Dewata^000000."; - mes "But while traveling,"; - mes "I found this place..."; - mes "And made my decision"; - mes "to live in this beautiful town."; - next; - mes "[Settler]"; - mes "I've been happy to live here"; - mes "and to find and experience"; - mes "all these beautiful sights."; - mes "It's a dream come true."; - next; - mes "[Settler]"; - mes "Would you ever think of"; - mes "settling here too?"; - close; -} - -dewata,204,230,6 script Dieting Lady#dew 4_M_DEWWOMAN,{ - if (countitem(Satay) == 0) { - mes "[Dieting Lady]"; - mes "Ah~ I'm starving!!"; - mes "I should be on a diet now."; - mes "Why am I still hungry?"; - next; - mes "[Dieting Lady]"; - mes "Don't talk to me too much!!"; - mes "I want to try that grilled ^006400Satay^000000"; - mes "so much~!!!!!"; - close; - } - mes "[Dieting Lady]"; - mes "Is that mouth-watering"; - mes "^006400Satay^000000 for me?"; - next; - switch(select("Yes, want a taste?", "No, it's for me!")) { - case 1: - delitem Satay,1; - mes "[Dieting Lady]"; - mes "Thanks so much!"; - mes "I've been so hungry~!!"; - mes "This smell of this ^006400Satay^000000"; - mes "is so good~!"; - next; - getitem Satay,1; - mes "[Dieting Lady]"; - mes "Ah... gotta come back to my senses,"; - mes "too much of a good thing is bad..."; - mes "I should stick with my diet."; - mes "Sorry, I'll give it back to you."; - emotion e_sob; - close; - case 2: - mes "[Dieting Lady]"; - mes "Arrgg.. You are so greedy!"; - mes "Since you don't want to share."; - mes "Anyway, I shouldn't cheat on my diet"; - mes "even for something that looks and smells so good..."; - emotion e_pif; - close; - } -} - -dewata,117,156,6 script Dreaming Kid#dew 4_M_DEWBOY,{ - mes "[Dreaming Kid]"; - mes "My granny says"; - mes "There was once a bird named ^FF0000Garuda^000000"; - mes "who flew above this town."; - mes "Afterwards we had some great harvests"; - mes "and were able to live happily."; - next; - mes "[Dreaming Kid]"; - mes "I want to see that bird"; - mes "flying above our town again!"; - mes "Then my mom, dad"; - mes "granny, and grandpa"; - mes "can be happy like the old times."; - mes "What do you think?"; - close; -} - -dewata,144,216,4 script Energetic Kid#dew 4_M_DEWBOY,{ - mes "[Energetic Kid]"; - mes "My parents used to tell me..."; - next; - mes "- ^006400Son,^000000 -"; - mes "- ^006400You should study hard.^000000 -"; - mes "- ^006400Be happy.^000000 -"; - mes "- ^006400Live a slow^000000 -"; - mes "- ^006400and safe life.^000000 -"; - mes "- ^006400The mountain over yonder^000000 -"; - mes "- ^006400will always be there for you.^000000 -"; - next; - mes "[Energetic Kid]"; - mes "Isn't it a great philosophy?"; - mes "I want to live that way"; - mes "and become a great person,"; - mes "and help all of the people in our town"; - mes "live happily ever after!"; - close; -} - -dewata,127,248,6 script Wishing Kid#dew 4_M_DEWGIRL,{ - mes "[Kid wishing to be an adult]"; - mes "My family has been brewing"; - mes "traditional Dewata wine for ages."; - mes "I want to drink it myself,"; - mes "but my dad says I'm too young."; - mes "He said I can drink it"; - mes "only after I sleep for over ^FF0000100 days^000000."; - next; - mes "[Kid wishing to be an adult]"; - mes "All grown-ups love to drink"; - mes "my dad's wine."; - mes "I want to try some so bad."; - mes "But, what should I do...?"; - mes "I've forgotten how many ^FF0000nights^000000"; - mes "I've already slept... boo hoo!"; - emotion e_sob; - close; -} - -dew_fild01,101,259,6 script Jaty Tribe Gatekeeper 4_M_DEWZATIMAN,{ - mes "[Jaty Tribe Gatekeeper]"; - mes "Welcome to ^FF0000Jaty^000000 town."; - mes "Our tribe reveres strength and bravery."; - mes "We wish you a safe and restful time here."; - close; -} - -dew_fild01,106,306,4 script R. Jaty Tribe Warrior 4_M_DEWZATIMAN,{ - mes "[Reserved Jaty Warrior]"; - mes "I want to be the very best"; - mes "like no one ever was."; - next; - mes "[Reserved Jaty Warrior]"; - mes "I'm learning hunting skills"; - mes "these days. And I'm getting"; - mes "better and better"; - mes "every day!"; - next; - mes "[Reserved Jaty Warrior]"; - mes "I won't stop until"; - mes "I become a true warrior!"; - close; -} diff --git a/npc/re/cities/dicastes.txt b/npc/re/cities/dicastes.txt deleted file mode 100644 index a00a549ac..000000000 --- a/npc/re/cities/dicastes.txt +++ /dev/null @@ -1,741 +0,0 @@ -//================= Hercules Script ======================================= -//= _ _ _ -//= | | | | | | -//= | |_| | ___ _ __ ___ _ _| | ___ ___ -//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| -//= | | | | __/ | | (__| |_| | | __/\__ \ -//= \_| |_/\___|_| \___|\__,_|_|\___||___/ -//================= License =============================================== -//= This file is part of Hercules. -//= http://herc.ws - http://github.com/HerculesWS/Hercules -//= -//= Copyright (C) 2012-2015 Hercules Dev Team -//= Copyright (C) SkittleNugget -//= Copyright (C) Joseph -//= Copyright (C) Euphy -//= Copyright (C) Muad_Dib -//= Copyright (C) Gennosuke Kouga -//= -//= Hercules is free software: you can redistribute it and/or modify -//= it under the terms of the GNU General Public License as published by -//= the Free Software Foundation, either version 3 of the License, or -//= (at your option) any later version. -//= -//= This program is distributed in the hope that it will be useful, -//= but WITHOUT ANY WARRANTY; without even the implied warranty of -//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -//= GNU General Public License for more details. -//= -//= You should have received a copy of the GNU General Public License -//= along with this program. If not, see <http://www.gnu.org/licenses/>. -//========================================================================= -//= El Dicastes Town -//================= File Encoding ========================================= -//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8. -//= -If the encoding is correct, the next three lines have the same length- -//= ============ ¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä ============ -//= ============ ============================================= ============ -//= ============ ¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á ============ -//================= Description =========================================== -//= El Dicastes Town Script -//================= Current Version ======================================= -//= 1.3 -//========================================================================= - -dicastes01,194,159,5 script Excited Galten#a 4_MAN_GALTUN1,{ - mes "[Excited Galten]"; - if (isequipped(2782)) { - mes "I can't get beautiful"; - mes "Ahat's image out of my head."; - emotion e_lv; - mes "As long as we have him,"; - mes "it will only be a matter of time before Sapha"; - mes "will rule this land."; - close; - } - mes sprintf("¡ø¢²¢£ ¡Ð ¡ò¡ð¡ð"); - mes sprintf("¡÷¡ø¡ñ ¡ü ¡ü"); - mes sprintf("¡ù¢²¢³ ¢²"); - mes sprintf("¡ó¡õ¡ô ¢£ ¡Ð¡û¡ü ¡ò ¡ð¡ö¢£"); - mes sprintf("¢¤¡õ¡þ ¡÷ ¡ñ"); - close; -} - -dicastes01,202,86,3 script Sentinel#a 4_MAN_GALTUN1,{ - mes "[Sentinel]"; - if (isequipped(2782)) { - mes "El Dicastes, the"; - mes "capital city of Sapha."; - mes "The land is pretty"; - mes "rough so many outsiders can't get in. Ha ha"; - next; - mes "[Sentinel]"; - mes "..."; - next; - mes "[Sentinel]"; - mes "Hey, you are an outsider!"; - close; - } - mes sprintf("¡ô¢±¢± ¡û ¡ó¡Ð¡ñ ¢£ ¢¤¡ú"); - mes sprintf("¡ø¡ó¢² ¢¤ "); - mes sprintf("¡õ¡ó¡Ð ¢³ ¡Ð¡õ¢£ ¡û ¡ú¡ï"); - next; - mes "[Sentinel]"; - mes sprintf("¡ù"); - next; - mes "[Sentinel]"; - mes sprintf("¡ñ¡ö¡ï ¡ú ¡ó¢³¡ô"); - close; -} - -dicastes01,194,95,5 script Sentinel#b 4_MAN_GALTUN,{ - mes "[Sentinel]"; - if (isequipped(2782)) { - mes "I permit your entry."; - mes "But if you dare to cause trouble"; - mes "you won't know what hit you. Beware!"; - close; - } - mes sprintf("¡ø¡ô¡ü ¡ø ¡ó"); - mes sprintf("¡ø¡ï¡û ¡ó ¡û¢¤¢² ¡÷ ¢£"); - mes sprintf("¢¤¡ô¡ø ¢³ ¡÷¡û¡ö ¡õ ¡ø"); - close; -} - -dicastes01,234,158,0 script Training Galten#a 4_MAN_GALTUN,{ - mes "[Training Galten]"; - if (isequipped(2782)) { - mes "I'll be ready for anything"; - mes "if I keep up with my training every day."; - close; - } - mes sprintf("¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø"); - mes sprintf("¡ô ¡ø"); - next; - mes "Don't know what it means."; - close; -} - -dicastes01,244,166,0 script Training Galten#b 4_MAN_GALTUN,{ - mes "[Training Galten]"; - if (isequipped(2782)) { - mes "I wonder if Ahat knows how"; - mes "hard I am training."; - close; - } - mes sprintf("¡ø¡ô¡ü ¡ø"); - mes sprintf("¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø"); - next; - mes "Don't know what it means."; - close; -} - -dicastes01,272,166,0 script Training Galten#c 4_MAN_GALTUN,{ - mes "[Training Galten]"; - if (isequipped(2782)) { - mes "[Training Galten]"; - mes "I am a Sapha warrior."; - mes "I am never lazy with my training."; - close; - } - mes sprintf("¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø"); - mes sprintf("¡ø¡ô¡ü ¡ø"); - next; - mes "Don't know what it means."; - close; -} - -dicastes01,248,129,0 script Training Galten#d 4_MAN_GALTUN,{ - mes "[Training Galten]"; - if (isequipped(2782)) { - mes "[Training Galten]"; - mes "I heard this isn't training"; - mes "equipment but a massager"; - mes "for trainees like me."; - close; - } - mes sprintf("¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü"); - mes sprintf("¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø"); - next; - mes "Don't know what it means."; - close; -} - -/* -dicastes01,271,152,0 script Training Galten#e 4_MAN_GALTUN,{ - mes "[Training Galten]"; - if (isequipped(2782)) { - mes "I will get great results"; - mes "if I do my best, right?"; - close; - } - mes sprintf("¡ø¢²¡û ¡ô ¢£¢³¡ô"); - mes sprintf("¡ü¡ô"); - close; -} -*/ - -dic_in01,349,282,4 script Waiting Galten#in_1 4_MAN_GALTUN1,{ - if (isequipped(2782)) { - mes "[Waiting Galten]"; - mes "Here is the Battle Station."; - mes "We are all tensed up to be ready for action."; - close; - } - mes sprintf("[¢²¡Ð¡û ¡ù ¡Ð]"); - mes sprintf("¡ñ¡õ¡ü ¢£ ¡ó"); - mes sprintf("¢¤¡ó¡õ ¢£ ¢£¡ò¡ô ¡ö ¡ú¢¤¡ú ¢¤ ¡ò¡ö¡õ ¢¤ "); - close; -} - -dic_in01,370,261,1 script Waiting Galten#in_2 4_MAN_GALTUN1,{ - if (isequipped(2782)) { - mes "[Waiting Galten]"; - mes "Boring."; - close; - } - mes sprintf("[¢²¡Ð¡û ¡ù ¡Ð]"); - mes sprintf("¡ù¢¤¢±"); - close; -} - -dic_in01,381,261,1 script Waiting Galten#in_3 4_MAN_GALTUN1,{ - if (isequipped(2782)) { - mes "[Waiting Galten]"; - mes "Zzzzz..."; - close; - } - mes sprintf("[¢²¡Ð¡û ¡ù ¡Ð]"); - mes sprintf("¡ú¡ô"); - close; -} - -dic_in01,370,282,4 script Waiting Galten#in_4 4_MAN_GALTUN1,{ - if (isequipped(2782)) { - mes "[Waiting Galten]"; - mes "El Dicastes is the most peaceful place in this world as long as I am here."; - close; - } - mes sprintf("[¢²¡Ð¡û ¡ù ¡Ð]"); - mes sprintf("¡ï¡ï¢³ ¡þ ¡ö¢³¢£ ¢± ¢³¡û¡õ ¡ø ¡þ¡ï¡ï ¡ø ¡û"); - close; -} - -dic_in01,354,219,4 script Resting Galten#in_5 4_MAN_GALTUN1,{ - if (isequipped(2782)) { - mes "[Resting Galten]"; - mes "Resting is always so sweet."; - close; - } - mes sprintf("[¡õ¡ø¡ò ¡ü ¢¤]"); - mes sprintf("¡ï¡õ¡ù ¡ö ¡ò¡ð¢² ¢³ ¡ö"); - close; -} - -dic_in01,365,197,1 script Resting Galten#in_6 4_MAN_GALTUN1,{ - if (isequipped(2782)) { - mes "[Resting Galten]"; - mes "Galten can also rest while standing up like this."; - next; - mes "[Resting Galten]"; - mes "You say I don't look like I'm resting? But I'm already used to this."; - close; - } - mes sprintf("[¡õ¡ø¡ò ¡ü ¢¤]"); - mes sprintf("¡ô¡ï¢¤ ¡ö ¡ù¡ð¡ñ ¡ü ¡ó¡û¡û"); - mes sprintf("¡ï¢£¡ó ¡ù ¢³¡ô¡ð ¢£ ¡Ð¡û¡ô ¡ô ¡Ð¡ú¡ù ¡ô ¡ó"); - close; -} - -dic_in01,87,102,5 script Resting Piom#01 4_MAN_PIOM,{ - end; -} - -dic_in01,29,119,4 script Resting Piom#04 4_MAN_PIOM6,{ - if (isequipped(2782)) { - mes "[Resting Piom]"; - mes "Why is it so noisy when I'm trying to get rest?"; - close; - } - mes sprintf("[¢£¡ù¡ò ¢¤ ¡ù]"); - mes sprintf("¡ü¢²¡ð ¡Ð ¡ò¡ø¢² ¡ô ¢²¡õ"); - close; -} - -dic_in01,91,113,5 script Suspicious Piom#a 4_MAN_PIOM6,{ - mes "[Suspicious Piom]"; - if (isequipped(2782)) { - mes "Have you heard of the"; - mes "rumor about Ahat?"; - next; - if(select("Nope!", "You first.") == 1) { - mes "[Suspicious Piom]"; - mes "Never mind."; - close; - } - mes "[Suspicious Piom]"; - mes "Oh, you do seem to know?"; - mes "I need to collect information."; - mes "You first."; - mes "You heard of the rumor, right?"; - next; - if(select("Something is fishy?", "If you're not going to spill it, me neither!") == 1) { - mes "[Suspicious Piom]"; - mes "I'm only a very curious"; - mes "ordinary Piom."; - close; - } - mes "[Suspicious Piom]"; - mes "I am not going to say anything, either!"; - close; - } - mes sprintf("¡ó¢³¡ó ¡ó ¡ó¡þ¡ö"); - mes sprintf("¡õ ¢³¢²¡÷ ¡ó¡ó"); - next; - if(select("Can't tell what it means", "Is it a curse??") == 2) { - mes "[Suspicious Piom]"; - mes "Too bad."; - close; - } - mes "[Suspicious Piom]"; - mes "Be on your"; - mes "way, shoo"; - close; -} - -dic_in01,168,116,5 script Tired Piom#c 4_MAN_PIOM5,{ - mes "[Tired Piom]"; - if (isequipped(2782)) { - mes "If you need any"; - mes "information, you'd have better"; - mes "luck with the Cat Merchant than wandering around here."; - mes "But of course you'll have to pay the price."; - close; - } - mes sprintf("¡þ¡õ¡ð ¢³ ¢³¡þ"); - mes sprintf("¡þ¡ø¡ð ¡ö ¡ñ¡ú¡ð ¡ò"); - mes sprintf("¡ï¡ñ¡ú ¡ô ¡ö¡ö¡ò ¡û ¡ó¢¤¡ø ¡ø ¢² ¡ø"); - mes sprintf("¢¤¢²¡ø ¡ò ¡ú¡ó¢±"); - close; -} - -dic_in01,149,104,5 script Tired Piom#b 4_MAN_PIOM2,{ - mes "[Tired Piom]"; - if (isequipped(2782)) { - mes "I feel so stiff..."; - mes "I will need another dose of Bradium."; - mes "I think the effects are weaker than before,"; - mes "or is it just me?"; - emotion e_what; - close; - } - mes sprintf("¡ð¡Ð¡ú ¡ø ¢²"); - mes sprintf("¡ö¡õ¡ó ¢¤ ¡ò¡ò¢³ ¡ô ¡ô¡ó¡ñ"); - mes sprintf("¢£¡ñ¡þ ¡ü ¢²¡û¡ó ¡ò ¡ð¡þ"); - mes sprintf("¡ö¡ú¡ñ ¢³"); - emotion e_what; - close; -} - -dic_in01,341,113,3 script Tired Piom#a 4_MAN_PIOM5,{ - mes "[Tired Piom]"; - if (isequipped(2782)) { - mes "[Tired Piom]"; - mes "I think I look better in"; - mes "robes than in leather."; - mes "I may have to change to knitting."; - mes "But mining does seem to suit me."; - next; - mes "[Tired Piom]"; - mes "..."; - next; - emotion e_swt; - mes "[Tired Piom]"; - mes "I'll be rejected again, right?"; - close; - } - mes sprintf("¡÷¡ò¡û ¡ó ¡ó¡Ð¢±"); - mes sprintf("¡ó¡õ¡ù ¡þ ¡ò¢±¡ñ ¡õ ¢£"); - mes sprintf("¡ü¡ð¢¤ ¡ù ¡ò¡ô¡õ ¡ò ¡ñ"); - mes sprintf("¢³¡ú¢³ ¡Ð ¡ñ¡õ¡ù ¡÷ ¡÷¢±"); - next; - mes "[Tired Piom]"; - mes sprintf("¡þ"); - next; - emotion e_swt; - mes "[Tired Piom]"; - mes sprintf("¡ø¡ú¡ø ¢± ¡ö¡ò"); - close; -} - -dic_in01,252,103,3 script Eating Adventurer#tre 4_F_05,{ - mes "[Eating Adventurer]"; - mes "Hey, do you have any emergency rations on you from Midgard?"; - next; - mes "[Eating Adventurer]"; - mes "I came all the way here with a hungry stomach because I heard there was a Midgard pub but I've never tasted this food anywhere in Midgard."; - next; - mes "[Eating Adventurer]"; - mes "No, I'm sure nobody in Midgard would want to try this."; - next; - mes "[Eating Adventurer]"; - mes "I really would like a nice hot meal."; - mes "I go to this great little restaurant in Geffen often and I really miss that place now."; - close; -} - -dic_in01,32,54,5 script Venknick#el_01 4_MAN_BENKUNI,{ - if (isequipped(2782)) { - mes "[Venknick]"; - mes "Oh feels so refreshed."; - mes "The refined Bradium was the best ever. Do you want to try some?"; - close; - } - mes sprintf("[¡ó¡ò¡ð]"); - mes sprintf("¡ù¡ó¢¤ ¢± ¢£"); - mes sprintf("¡õ¡þ¡ï ¢£ ¡÷¡÷¢¤ ¡ú ¡ó¡ñ¡ö ¢² ¡þ¢²¢¤ ¢² ¢£?"); - close; -} - -dic_in01,372,116,3 script Thrilled Piom#a 4_MAN_PIOM4,{ - mes "[Thrilled Piom]"; - if (isequipped(2782)) { - mes "Ahat is the one"; - mes "and only Sapha pride."; - mes "We have plenty of Bradium"; - mes "because of him!"; - next; - mes "[Thrilled Piom]"; - mes "..."; - next; - mes "[Thrilled Piom]"; - mes "You don't feel his"; - mes "blessing?"; - close; - } - mes sprintf("¡ò¡õ¢³ ¡õ ¡ô"); - mes sprintf("¢£¡ó¡ø ¢² ¡ô¡÷"); - mes sprintf("¡ò¡ô¢³ ¡ù ¢±¡ó¢± ¡õ"); - mes sprintf("¡ó¡ü¡Ð ¡ø ¢²¡ü¡Ð ¡õ ¡ï"); - next; - mes "[Thrilled Piom]"; - mes sprintf("¢£"); - next; - mes "[Thrilled Piom]"; - mes sprintf("¡Ð¢¤¡ù ¢£ ¡ó¡ó"); - mes sprintf("¡ù¡ó¡÷ ¡û ¡þ¡ô"); - close; -} - -dic_in01,360,125,5 script Serious Venknicka 4_MAN_BENKUNI,{ - mes "[Serious Venknick]"; - if (isequipped(2782)) { - mes "A sudden increase in Bradium production."; - mes "Why?"; - mes "I will have to get more factory lines running."; - close; - } - mes sprintf("¡û¡õ¡ñ ¢² ¢²¢¤¡Ð ¢² ¡ü¡ñ¡õ"); - mes sprintf("¡þ¡ó¡ö ¢²"); - mes sprintf("¡ö¡÷¡û ¡ú ¡÷¡Ð¢³ ¢³"); - close; -} - -dic_in01,42,250,5 script Guide#diel_1 4_MAN_PIOM6,{ - if (isequipped(2782)) { - if (ep13_3_invite > 5) { - mes "[Guide]"; - mes "I'm Dior, your kind guide for El Dicastes."; - mes "How can I help you?"; - next; - mes "[Guide]"; - mes "You may submit your civil complaints here."; - mes "Civil services and El Dicastes zones are managed in the Situation Room upstairs."; - next; - mes "[Guide]"; - mes "The Administrative Office is located on the top floor and handles very important matters."; - mes "The Archive Room is in the lower level where you can obtain a vast amount of information."; - next; - mes "[Guide]"; - mes "By the way, you may use the elevator in the back to go to the other floors."; - next; - mes "[Guide]"; - mes "Oh, you didn't ask?"; - mes "But since I'm Dior, the kind guide. He he."; - close; - } - mes "- The guide looks at you with an alert expression. -"; - close; - } - mes sprintf("[¢³¡ñ]"); - mes sprintf("¡õ¢£¡ó ¡Ð ¡õ¡ñ¡ò ¢¤ ¡ø¡ø¢£ ¢± ¢²¢³¡÷ ¢±"); - mes sprintf("¡ö¡ò¡ð ¡ó ¡ô¡ô?"); - next; - mes sprintf("[¢³¡ñ]"); - mes sprintf("¡Ð¡ù¡ó ¡ù ¡ü¢²¡Ð ¢± ¡÷¡ö¡þ"); - mes sprintf("¡ñ¡þ¢² ¡ø ¡ó¡ï¡ï ¡ù ¡ð¡ñ¡Ð ¡ù ¢³¡ò¡þ ¡ù ¡ø¡ð¡õ ¡õ ¢¤"); - next; - mes sprintf("[¢³¡ñ]"); - mes sprintf("¡û¡ù¡ô ¡ø ¡ð¡þ¡÷ ¢³ ¡þ¡ù¡ñ ¡ú ¡ü¢¤¡ò ¡ú ¡ô¢£"); - mes sprintf("¡÷¡ò¢¤ ¡ø ¡û¢³"); - next; - mes sprintf("[¢³¡ñ]"); - mes sprintf("¡ô¡ð¡ñ ¢¤ ¡ó¡÷¢³ ¡þ ¡ó¡õ¡÷ ¡ö ¡ó ¡ö"); - next; - mes sprintf("[¢³¡ñ]"); - mes sprintf("¡ò¡ô¡ø ¡÷ ¡õ¡ø¡ð ¡ó ¢¤¡Ð¡ô ¡ø ¡ñ¡ñ¡ñ ¡ø ¡ú¡ö¡ø ¡ü"); - mes sprintf("¡ï¢³¡ð ¢¤ ¡ð¡ö¢£ ¢± ¡ô¡ø"); - close; -} - -dic_in01,335,34,5 script Talkative Piom#a 4_MAN_PIOM4,{ - mes "[Talkative Piom]"; - if (isequipped(2782)) { - mes "At my factory"; - mes "we not only refine Bradium,"; - mes "but we also produce various"; - mes "tools for daily use."; - mes "We manufacture war supplies"; - mes "here too."; - close; - } - mes sprintf("¡ü¡ù¢± ¢³"); - mes sprintf("¡÷¡ø¡ï ¡þ ¡ó¡ó"); - mes sprintf("¡ñ¡õ¡ò ¡ó ¡÷¡ü¡ù ¡ö"); - mes sprintf("¡ñ¡ø¡ü ¡ú ¡ô"); - mes sprintf("¡þ¡ú¡ò ¢± ¡û¡ò¡ò ¡ù ¡÷"); - mes sprintf("¢³¡ò¡ò ¡ù ¢±¢£¡ò"); - close; -} - -dic_in01,387,30,1 script Manuk Piom#a 4_MAN_PIOM,{ - mes "[Manuk Piom]"; - if (isequipped(2782)) { - mes "You! We met in Manuk, didn't we?"; - mes "I've come to pick up the weapon I ordered."; - close; - } - mes sprintf("¡ü¡ó¡þ ¡ó ¡ï¡ð¢¤ ¡ü ¡ð¢±"); - mes sprintf("¡ù¡ô¡ï ¡ú ¡ñ¡ù¢³ ¡ó ¡ò¡ö¡ó ¡ô¡ô"); - close; -} - -dicastes01,282,210,4 script Free Knit#a 4_MAN_NITT,{ - mes "[Free Knit]"; - if (isequipped(2782)) { - mes "As long as we have a steady"; - mes "supply of Bradium"; - mes "Saphas can live forever."; - mes "Our childhood lasts 10 years,"; - mes "which is short."; - close; - } - mes sprintf("¡ñ¡þ¡ð ¡ó ¡ü¡ò¡ö ¡÷"); - mes sprintf("¢³¡ð¡ï ¢£ ¡ù¡ô¡ò ¡ô ¡ó¡þ¡ñ ¢² ¡ñ¡û¢£ ¢²"); - mes sprintf("¡ô¡ó¡ð ¡þ ¢£¡ð¢¤ ¡õ ¡û¢³¡ü"); - mes sprintf("¡ó¢³¡ò ¢± ¡ô¢£¢² ¡÷ ¡÷¡ñ"); - mes sprintf("¡ò¢²¡ï ¢£ ¡ö¡ö"); - close; -} - -dicastes01,246,210,3 script Free Venknick#a 4_MAN_BENKUNI,{ - mes "[Free Venknick]"; - if (isequipped(2782)) { - mes "At least we have plenty of Bradium."; - mes "Look,"; - mes "You can see Bradium"; - mes "everywhere you go."; - next; - mes "[Free Venknick]"; - mes "?"; - next; - mes "[Free Venknick]"; - mes "The thing rolling around is a gem,"; - mes "but why are you interested in it?"; - close; - } - mes sprintf("¡ô¡ï¢£ ¢¤ ¡÷¡õ¢± ¡ü ¡ñ¡õ"); - mes sprintf("¡ü¢³"); - mes sprintf("¡ö¡ù¢¤ ¢² ¡ù¡ó¡ô"); - mes sprintf("¡ü¢£¢³ ¡ø ¡û¡ð¡ü ¡õ"); - next; - mes "[Free Venknick]"; - mes sprintf("¡ù"); - next; - mes "[Free Venknick]"; - mes sprintf("¡þ¢¤¢£ ¢± ¡ó¡ò¢³ ¡ü ¡ñ¡ð"); - mes sprintf("¢±¡û¢£ ¡ö ¡ü¡ò¡÷ ¡û ¡õ¡ò¡÷ ¢²¢²"); - close; -} - -dicastes01,235,245,4 script Excited Piom#a 4_MAN_PIOM4,{ - if (isequipped(2782)) { - mes "[Excited Piom]"; - mes "Have you seen Ahat?"; - emotion e_ho; - mes "His popularity here in El Discastes is phenomenal!"; - close; - } - mes "[Excited Piom]"; - mes sprintf("¡ú¡þ¡ó ¢³ ¡ü¢²¡ñ ¢±"); - emotion e_ho; - mes sprintf("¢³¡ó¡ñ ¡õ ¡ð¡ô¡þ ¡÷ ¡ú¡ò¡õ ¡ø ¢² ¡ø"); - close; -} - -dicastes01,284,262,3 script Favorable Knit#a 4_MAN_NITT,{ - mes "[Favorable Knit]"; - if (isequipped(2782)) { - mes "Unlike the Laphine, we Saphas"; - mes "are a very close community."; - mes "We start by living together in common facilities after we are born."; - mes "That is why all Saphas are like family."; - mes "We never have any quarrels between classes."; - close; - } - mes sprintf("¡ô¢±¡ó ¡õ ¡ú¡÷¡Ð ¡õ"); - mes sprintf("¡ü¡ï¡Ð ¡õ ¡ô¡ó¡ü ¡ó ¢³"); - mes sprintf("¡ñ¡ô¡ü ¡þ ¢¤¡ñ¢¤ ¡ô ¡û¡ï¡ù"); - mes sprintf("¡ú¡ö¡ô ¡ó ¢£¡ú¡þ ¡ø ¡ø¡ò"); - mes sprintf("¢²¢³¡û ¢¤ ¡ú¡ñ¡ù ¡û ¢³¡ò¡ø ¡õ¡õ"); - close; -} - -dicastes01,164,180,4 script Limpy Piom#a 4_MAN_PIOM6,{ - mes "[Limpy Piom]"; - if (isequipped(2782)) { - mes "They say there is a"; - mes "war going on with the Splendide in Manuk."; - mes "I hope everything goes well."; - mes "I hope it doesn't come all"; - mes "the way to the capital city here."; - emotion e_dots; - close; - } - mes sprintf("¢²¡ô¡þ ¡ù ¡õ¡Ð"); - mes sprintf("¢³¡ô¡û ¡ú ¡ø"); - mes sprintf("¢³¡þ¢¤ ¡ó ¡õ¡÷¡Ð"); - mes sprintf("¡ñ¡ò¡ü ¡ü ¡ù¡þ¢±"); - mes sprintf("¢¤¡ò¡þ ¢¤ ¢£¡ñ ¢¤ ¢£¡ñ"); - emotion e_dots; - close; -} - -dicastes01,191,202,4 script Complaining Galten#fihs 4_MAN_GALTUN,{ - if (isequipped(2782)) { - mes "[Complaining Galten]"; - mes "That crazy Vanknick always"; - mes "talks about the legend of that statue."; - next; - mes "[Complaining Galten]"; - mes "Have you ever talked"; - mes "to him?"; - next; - if(select("No", "Yes") == 1) { - mes "[Complaining Galten]"; - mes "Then you don't know about the legend behind the statue?"; - mes "Then, I don't know what to talk about with you."; - close; - } - emotion e_gg,0,"Crazy Venknick#fihsing1"; - mes "[Complaining Galten]"; - mes "You also fell for that crazy man."; - next; - mes "[" + strcharinfo(PC_NAME) + "]"; - mes "Yes"; - emotion e_sob,1; - next; - mes "[Complaining Galten]"; - mes "Just forget about it quickly for your own good."; - close; - } - mes sprintf("[¡õ¢£¡ö ¡ú ]"); - mes sprintf("¡õ¡ò¡û ¡ò ¢£¡û¡÷ ¡÷ "); - mes sprintf("¡û¡ù¡û ¡÷ ¡ü¡þ¡û ¢³ ¡ó"); - next; - mes sprintf("[¡õ¢£¡ö ¡ú ]"); - mes sprintf("¡ð¢±¡ü ¡û ¡õ¡÷¢¤"); - mes sprintf("¢¤¡þ¡ø ¢² ¡÷"); - next; - mes "Don't know what it means."; - close; -} - -dicastes01,202,197,4 script Crazy Venknick#fihsing1 4_MAN_BENKUNI,{ - if (isequipped(2782)) { - mes "[Crazy Venknick]"; - mes "At only 5000 Zeny"; - mes "I will tell you the sad legend behind that statue."; - next; - if(select("Give 5000 Zeny.", "Don't give 5000 Zeny.") == 2) { - mes "[Crazy Venknick]"; - mes "Don't come back with regrets."; - close; - } - if (Zeny < 5000) { - mes "[Crazy Venknick]"; - mes "I have"; - mes "no legend to share with"; - mes "the poor."; - close; - } - Zeny -= 5000; - mes "[Crazy Venknick]"; - mes "Thanks."; - emotion e_gg,0,"Complaining Galten#fihs"; - next; - mes "["+strcharinfo(PC_NAME)+"]"; - mes "What is the sad legend?"; - next; - emotion e_dots; - mes "["+strcharinfo(PC_NAME)+"]"; - mes "I asked what the sad legend is about!"; - next; - mes "[Crazy Venknick]"; - mes "I don't believe in legends."; - next; - emotion e_dots,1; - mes "["+strcharinfo(PC_NAME)+"]"; - mes "Was I tricked?"; - sc_start SC_BLIND,20000,0; - next; - mes "You feel outraged at being tricked."; - close; - } - mes sprintf("[¡ö¡ú¡ù ¢³ ]"); - mes sprintf("¢²¡û¡ó ¡ó ¡ù¢¤¡ø"); - mes sprintf("¢¤¡ð¢² ¢± ¡ñ¡ö¢² ¡ø ¡ï¡ö¡ü"); - next; - mes "Don't know what it means."; - close; -} - -dic_in01,98,110,5 script Worried Piom#a 4_MAN_PIOM6,{ - if (isequipped(2782)) { - mes "[Worried Piom]"; - mes "I haven't seen my friends for the last few hours."; - mes "It's about time for them to have"; - mes "their Bradium. Hmm.."; - close; - } - mes "[Worried Piom]"; - mes sprintf("¡û¢±¡÷ ¢² ¡ï¡þ¡ò ¡ü ¡ï¡û¢²"); - mes sprintf("¡ï¡÷¢¤ ¡Ð ¡ï¡ï¡Ð ¢¤ ¢£"); - mes sprintf("¡÷¡þ¡ð ¡ó ¡ñ"); - close; -} - -dic_in01,98,96,3 script Lost Galten#a 4_MAN_GALTUN1,{ - if (isequipped(2782)) { - mes "[Lost Galten]"; - mes "I've been living as a Piom for too long"; - mes "now it's like a bad habit."; - mes "and I find myself here all the time."; - close; - } - mes "[Lost Galten]"; - mes sprintf("¡ó¡ô¡ï ¡û ¢³¡ú"); - mes sprintf("¡ü¡ø¡ñ ¢£ "); - mes sprintf("¡ö¡ï¢² ¡û ¡ö¡ó"); - close; -} diff --git a/npc/re/cities/eclage.txt b/npc/re/cities/eclage.txt deleted file mode 100644 index a347b9922..000000000 --- a/npc/re/cities/eclage.txt +++ /dev/null @@ -1,126 +0,0 @@ -//================= Hercules Script ======================================= -//= _ _ _ -//= | | | | | | -//= | |_| | ___ _ __ ___ _ _| | ___ ___ -//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| -//= | | | | __/ | | (__| |_| | | __/\__ \ -//= \_| |_/\___|_| \___|\__,_|_|\___||___/ -//================= License =============================================== -//= This file is part of Hercules. -//= http://herc.ws - http://github.com/HerculesWS/Hercules -//= -//= Copyright (C) 2012-2015 Hercules Dev Team -//= Copyright (C) Dastgir -//= -//= Hercules is free software: you can redistribute it and/or modify -//= it under the terms of the GNU General Public License as published by -//= the Free Software Foundation, either version 3 of the License, or -//= (at your option) any later version. -//= -//= This program is distributed in the hope that it will be useful, -//= but WITHOUT ANY WARRANTY; without even the implied warranty of -//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -//= GNU General Public License for more details. -//= -//= You should have received a copy of the GNU General Public License -//= along with this program. If not, see <http://www.gnu.org/licenses/>. -//========================================================================= -//= General Eclage NPC. -//================= Description =========================================== -//= Eclage Town NPC -//================= Current Version ======================================= -//= 1.0 -//========================================================================= - -ecl_in02,96,22,3 script sign#prison_inn 2_BOARD1,{ - mes "[North] Prison"; - mes "[West] Clinic"; - close; -} - -ecl_in01,8,71,5 script Eclage Guard#pri_inn 4_M_FAIRYSOLDIER,{ - mes "[Eclage Guard]"; - mes "This path will take you to the lower parts of Eclage. You'll find a prison and a clinic there."; - close; -} - -ecl_in02,164,56,3 script Receptionist#Laphine 4_F_FAIRYKID2,{ - mes "[Receptionist}"; - mes "Welcome to Eclage Clinic."; - next; - switch (select("Save Location", "Rest", "Finish the conversation")) { - case 1: - mes "[Receptionist}"; - mes "Clinic has been set as your save point. Be careful though~"; - savepoint "ecl_in02",162,50; - close; - case 2: - mes "[Receptionist}"; - mes "Restore your mind and body at our clinic. It's filled with Eclage's clean energy."; - mes "We charge 1 Splendide Coin normally, but we offer a special discount for travelers. Your total is 5,000 zeny. "; - next; - switch (select("Pay with Splendide Coin", "Pay with Zeny", "Forget it")) { - case 1: - if (!countitem(Splendide_Coin)) { - mes "[Receptionist}"; - mes "It seems like you don't have enough coins. Would you check your account again, please?"; - close; - } - mes "[Receptionist}"; - mes "Make yourself at home~"; - close2; - delitem Splendide_Coin,1; //Splendide_Coin - percentheal 100,100; - warp "ecl_in02",167,49; - end; - case 2: - if (Zeny < 5000) { - mes "[Receptionist]"; - mes "Looks like you don't have enough resources to proceed. Do you mind checking your account again?"; - close; - } - mes "[Receptionist}"; - mes "Make yourself at home~"; - close2; - Zeny -= 5000; - percentheal 100,100; - warp "ecl_in02",167,49; - end; - case 3: - close; - } - case 3: - close; - } -} - -ecl_in02,135,45,5 script Injured Laphine 4_F_FAIRYKID6,{ - mes "[Injured Laphine]"; - mes "Ooww..."; - mes "Where...am...I?"; - next; - mes "[Doctor]"; - mes "You're at a clinic. Don't worry."; - mes "We stopped the bleeding and cast emergency spells."; - mes "You were bleeding a lot. That was close, you know."; - next; - mes "[Injured Laphine]"; - mes "......"; - mes "What, no, I...I don't feel anything...what's going on?"; - next; - mes "[Doctor]"; - mes "Umm...the arrow damaged your wing pretty badly..."; - next; - mes "[Injured Laphine]"; - mes "...what do you mean?"; - next; - mes "[Doctor]"; - mes "Well...I was going to tell you after you recover, but you should know. You can't decorate the Yai anymore. "; - mes "In other words, you injured your wing. The arrow went through the most critical part in the wing."; - next; - mes "[Injured Laphine]"; - mes "What? No way...please...doctor!! No!!"; - close; -} - -ecl_in02,137,44,3 duplicate(Injured Laphine) Doctor Laphine#doctor 4_M_FAIRYKID diff --git a/npc/re/cities/izlude.txt b/npc/re/cities/izlude.txt deleted file mode 100644 index beb7cd6d9..000000000 --- a/npc/re/cities/izlude.txt +++ /dev/null @@ -1,301 +0,0 @@ -//================= Hercules Script ======================================= -//= _ _ _ -//= | | | | | | -//= | |_| | ___ _ __ ___ _ _| | ___ ___ -//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| -//= | | | | __/ | | (__| |_| | | __/\__ \ -//= \_| |_/\___|_| \___|\__,_|_|\___||___/ -//================= License =============================================== -//= This file is part of Hercules. -//= http://herc.ws - http://github.com/HerculesWS/Hercules -//= -//= Copyright (C) 2012-2015 Hercules Dev Team -//= Copyright (C) Euphy -//= Copyright (C) Masao -//= -//= Hercules is free software: you can redistribute it and/or modify -//= it under the terms of the GNU General Public License as published by -//= the Free Software Foundation, either version 3 of the License, or -//= (at your option) any later version. -//= -//= This program is distributed in the hope that it will be useful, -//= but WITHOUT ANY WARRANTY; without even the implied warranty of -//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -//= GNU General Public License for more details. -//= -//= You should have received a copy of the GNU General Public License -//= along with this program. If not, see <http://www.gnu.org/licenses/>. -//========================================================================= -//= Izlude Town Renewal -//================= Description =========================================== -//= Izlude town NPCs. -//================= Current Version ======================================= -//= 1.2 -//========================================================================= - -//== Izlude ================================================ -izlude,197,205,1 duplicate(Sailor_izlude) Sailor#izlude 4W_SAILOR -izlude_a,197,205,1 duplicate(Sailor_izlude) Sailor#izlude_a 4W_SAILOR -izlude_b,197,205,1 duplicate(Sailor_izlude) Sailor#izlude_b 4W_SAILOR -izlude_c,197,205,1 duplicate(Sailor_izlude) Sailor#izlude_c 4W_SAILOR -izlude_d,197,205,1 duplicate(Sailor_izlude) Sailor#izlude_d 4W_SAILOR - -izlude,71,92,2 duplicate(Bonne_izlude) Bonne#izlude 4_F_01 -izlude_a,71,92,2 duplicate(Bonne_izlude) Bonne#izlude_a 4_F_01 -izlude_b,71,92,2 duplicate(Bonne_izlude) Bonne#izlude_b 4_F_01 -izlude_c,71,92,2 duplicate(Bonne_izlude) Bonne#izlude_c 4_F_01 -izlude_d,71,92,2 duplicate(Bonne_izlude) Bonne#izlude_d 4_F_01 - -izlude,172,215,4 duplicate(Charfri_izlude) Charfri#izlude 4_F_02 -izlude_a,172,215,4 duplicate(Charfri_izlude) Charfri#izlude_a 4_F_02 -izlude_b,172,215,4 duplicate(Charfri_izlude) Charfri#izlude_b 4_F_02 -izlude_c,172,215,4 duplicate(Charfri_izlude) Charfri#izlude_c 4_F_02 -izlude_d,172,215,4 duplicate(Charfri_izlude) Charfri#izlude_d 4_F_02 - -izlude,174,164,4 duplicate(Cuskoal_izlude) Cuskoal#izlude 4_F_TELEPORTER -izlude_a,174,164,4 duplicate(Cuskoal_izlude) Cuskoal#izlude_a 4_F_TELEPORTER -izlude_b,174,164,4 duplicate(Cuskoal_izlude) Cuskoal#izlude_b 4_F_TELEPORTER -izlude_c,174,164,4 duplicate(Cuskoal_izlude) Cuskoal#izlude_c 4_F_TELEPORTER -izlude_d,174,164,4 duplicate(Cuskoal_izlude) Cuskoal#izlude_d 4_F_TELEPORTER - -izlude,85,103,4 duplicate(Dega_izlude) Dega#izlude 4_M_02 -izlude_a,85,103,4 duplicate(Dega_izlude) Dega#izlude_a 4_M_02 -izlude_b,85,103,4 duplicate(Dega_izlude) Dega#izlude_b 4_M_02 -izlude_c,85,103,4 duplicate(Dega_izlude) Dega#izlude_c 4_M_02 -izlude_d,85,103,4 duplicate(Dega_izlude) Dega#izlude_d 4_M_02 - -izlude,140,186,4 duplicate(Kylick_izlude) Kylick#izlude 4W_M_01 -izlude_a,140,186,4 duplicate(Kylick_izlude) Kylick#izlude_a 4W_M_01 -izlude_b,140,186,4 duplicate(Kylick_izlude) Kylick#izlude_b 4W_M_01 -izlude_c,140,186,4 duplicate(Kylick_izlude) Kylick#izlude_c 4W_M_01 -izlude_d,140,186,4 duplicate(Kylick_izlude) Kylick#izlude_d 4W_M_01 - -izlude,57,159,2 duplicate(Red_izlude) Red#izlude 4_M_03 -izlude_a,57,159,2 duplicate(Red_izlude) Red#izlude_a 4_M_03 -izlude_b,57,159,2 duplicate(Red_izlude) Red#izlude_b 4_M_03 -izlude_c,57,159,2 duplicate(Red_izlude) Red#izlude_c 4_M_03 -izlude_d,57,159,2 duplicate(Red_izlude) Red#izlude_d 4_M_03 - -izlude,55,159,2 duplicate(Cebalis_izlude) Cebalis#izlude 4W_M_02 -izlude_a,55,159,2 duplicate(Cebalis_izlude) Cebalis#izlude_a 4W_M_02 -izlude_b,55,159,2 duplicate(Cebalis_izlude) Cebalis#izlude_b 4W_M_02 -izlude_c,55,159,2 duplicate(Cebalis_izlude) Cebalis#izlude_c 4W_M_02 -izlude_d,55,159,2 duplicate(Cebalis_izlude) Cebalis#izlude_d 4W_M_02 - -izlude,165,156,2 duplicate(Soldier_izlude) Soldier#izlude 8W_SOLDIER -izlude_a,165,156,2 duplicate(Soldier_izlude) Soldier#izlude_a 8W_SOLDIER -izlude_b,165,156,2 duplicate(Soldier_izlude) Soldier#izlude_b 8W_SOLDIER -izlude_c,165,156,2 duplicate(Soldier_izlude) Soldier#izlude_c 8W_SOLDIER -izlude_d,165,156,2 duplicate(Soldier_izlude) Soldier#izlude_d 8W_SOLDIER - -- script ::Guard_izlude FAKE_NPC,{ - mes "[Izlude Guard]"; - mes "Welcome to Izlude."; - close; -} -prt_fild08,350,219,4 duplicate(Guard_izlude) Guard#izlude 8W_SOLDIER -prt_fild08a,350,219,4 duplicate(Guard_izlude) Guard#izlude_a 8W_SOLDIER -prt_fild08b,350,219,4 duplicate(Guard_izlude) Guard#izlude_b 8W_SOLDIER -prt_fild08c,350,219,4 duplicate(Guard_izlude) Guard#izlude_c 8W_SOLDIER -prt_fild08d,350,219,4 duplicate(Guard_izlude) Guard#izlude_d 8W_SOLDIER - -//== Channel Warper ======================================== -function script F_IzludeChannel { - mes "[Channel Warp Official]"; - mes "Izlude is a verly lively place is it not?"; - mes "I am here to help make Izlude feel more smooth!"; - mes "I can send you to another copy of Izlude."; - mes "Do you want to go to another copy?"; - next; - .@i = select(getarg(0)+"", "Never mind"); - if (.@i < 6) { - setarray .@maps$[1],"izlude","izlude_a","izlude_b","izlude_c","izlude_d"; - savepoint .@maps$[.@i],128,98; - warp .@maps$[.@i],128,98; - end; - } - close; -} - -izlude,122,105,5 script Channel Warp Official 1_M_WIZARD,{ callfunc "F_IzludeChannel",":Go to copy 2:Go to copy 3:Go to copy 4:Go to copy 5"; } -izlude_a,122,105,5 script Channel Warp Official#_a 1_M_WIZARD,{ callfunc "F_IzludeChannel","Go to copy 1::Go to copy 3:Go to copy 4:Go to copy 5"; } -izlude_b,122,105,5 script Channel Warp Official#_b 1_M_WIZARD,{ callfunc "F_IzludeChannel","Go to copy 1:Go to copy 2::Go to copy 4:Go to copy 5"; } -izlude_c,122,105,5 script Channel Warp Official#_c 1_M_WIZARD,{ callfunc "F_IzludeChannel","Go to copy 1:Go to copy 2:Go to copy 3::Go to copy 5"; } -izlude_d,122,105,5 script Channel Warp Official#_d 1_M_WIZARD,{ callfunc "F_IzludeChannel","Go to copy 1:Go to copy 2:Go to copy 3:Go to copy 4:"; } - -//== Talking NPCs ========================================== -izlude,143,205,7 script Talkative Kid#iz 4_F_KID2,{ - end; - - OnTimer64000: - npctalk "I used all my Novice Red Potions. What should I do?"; - end; - - OnTimer72000: - npctalk "Where is the shop?"; - end; - - OnTimer136000: - npctalk "Idiot! You do not know about the 'shortcut window'?"; - end; - - OnTimer144000: - npctalk "The items in your inventory can be dragged and put in the shortcut window."; - end; - - OnTimer212000: - npctalk "I got so many beginner's items in the Academy!"; - end; - - OnTimer276000: - npctalk "They even gave me weapons and a shield!"; - end; - - OnTimer284000: - npctalk "Just press <Ctrl+~key> to open the map you have."; - end; - - OnTimer344000: - npctalk "Then do you want to go Criatura Academy with me? I'm learning how to battle from Instructor Subino!"; - end; - - OnTimer348000: - npctalk "The Academy is in North side of Izlude. Let's go~!"; - end; - - OnTimer416000: - npctalk "It's a system to guide you to a destination."; - end; - - OnTimer424000: - npctalk "In the basic menu, please click the [Navigation] button."; - end; - - OnTimer492000: - npctalk "Whee, Ain't gonna use your brain? Please type /where in the chat window now!"; - end; - - OnTimer552000: - npctalk "In this case, you can push the <Enter> key."; - end; - - OnTimer560000: - npctalk "We are just repeating the same dialog. HaHaha."; - end; - - OnTimer565000: - initnpctimer; - end; - - OnInit: - initnpctimer; - end; -} - -izlude_a,143,205,7 duplicate(Talkative Kid#iz) Talkative Kid#iza 4_F_KID2 -izlude_b,143,205,7 duplicate(Talkative Kid#iz) Talkative Kid#izb 4_F_KID2 -izlude_c,143,205,7 duplicate(Talkative Kid#iz) Talkative Kid#izc 4_F_KID2 -izlude_d,143,205,7 duplicate(Talkative Kid#iz) Talkative Kid#izd 4_F_KID2 - -izlude,146,205,7 script Talkative Adventurer#iz 4_M_KID1,{ - end; - - OnTimer69000: - npctalk "You can buy potion from Merchants."; - end; - - OnTimer77000: - npctalk "It's the Potion image in the mini map."; - end; - - OnTimer131000: - npctalk "Is there any way to use items easily?"; - end; - - OnTimer141000: - npctalk "Shortcut window? The slots at the top of the screen? How can I use it?"; - end; - - OnTimer149000: - npctalk "For inventory, do you mean 'item' menu? Oh, it is!"; - end; - - OnTimer217000: - npctalk "I have a bunch of potions?"; - end; - - OnTimer281000: - npctalk "What?! I should go to the Academy now!"; - end; - - OnTimer279000: - npctalk "Where is Izlude? In the center?"; - end; - - OnTimer339000: - npctalk "I do not know what to do."; - end; - - OnTimer349000: - npctalk "Oh yea? I want to know so many things~ I will go with you!"; - end; - - OnTimer411000: - npctalk "Navigation, What is that?"; - end; - - OnTimer421000: - npctalk "Oh-! Should I search for a Kafra Employee?"; - end; - - OnTimer487000: - npctalk "What is the town name?"; - end; - - OnTimer497000: - npctalk "I cannot see the part where I can write something in the chat window?"; - end; - - OnTimer557000: - npctalk "Oh you smarty..."; - end; - - OnTimer555000: - npctalk "A while ago, one Novice talked to me like hey 'Talkative Adventurer'?. HaHaha."; - end; - - OnTimer565000: - initnpctimer; - end; - - OnInit: - initnpctimer; - end; -} - -izlude_a,146,205,7 duplicate(Talkative Adventurer#iz) Talkative Adventurer#iza 4_M_KID1 -izlude_b,146,205,7 duplicate(Talkative Adventurer#iz) Talkative Adventurer#izb 4_M_KID1 -izlude_c,146,205,7 duplicate(Talkative Adventurer#iz) Talkative Adventurer#izc 4_M_KID1 -izlude_d,146,205,7 duplicate(Talkative Adventurer#iz) Talkative Adventurer#izd 4_M_KID1 - -prt_fild08,338,217,7 script Resting Adventurer#iz 4_F_SITDOWN,{ - end; - - OnTimer60000: - npctalk "You know what? If you are sitting, HP and SP recovery is faster."; - end; - - OnTimer65000: - npctalk "Sitting is possible if your basic job skill level is more than 3. Shortcut is pressing the <INSERT> key."; - initnpctimer; - end; - - OnInit: - initnpctimer; - end; -} - -prt_fild08a,338,217,7 duplicate(Resting Adventurer#iz) Resting Adventurer#iza 4_F_SITDOWN -prt_fild08b,338,217,7 duplicate(Resting Adventurer#iz) Resting Adventurer#izb 4_F_SITDOWN -prt_fild08c,338,217,7 duplicate(Resting Adventurer#iz) Resting Adventurer#izc 4_F_SITDOWN -prt_fild08d,338,217,7 duplicate(Resting Adventurer#iz) Resting Adventurer#izd 4_F_SITDOWN diff --git a/npc/re/cities/jawaii.txt b/npc/re/cities/jawaii.txt deleted file mode 100644 index 9b0858569..000000000 --- a/npc/re/cities/jawaii.txt +++ /dev/null @@ -1,41 +0,0 @@ -//================= Hercules Script ======================================= -//= _ _ _ -//= | | | | | | -//= | |_| | ___ _ __ ___ _ _| | ___ ___ -//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| -//= | | | | __/ | | (__| |_| | | __/\__ \ -//= \_| |_/\___|_| \___|\__,_|_|\___||___/ -//================= License =============================================== -//= This file is part of Hercules. -//= http://herc.ws - http://github.com/HerculesWS/Hercules -//= -//= Copyright (C) 2012-2015 Hercules Dev Team -//= Copyright (C) Euphy -//= Copyright (C) Masao -//= Copyright (C) Daegaladh -//= -//= Hercules is free software: you can redistribute it and/or modify -//= it under the terms of the GNU General Public License as published by -//= the Free Software Foundation, either version 3 of the License, or -//= (at your option) any later version. -//= -//= This program is distributed in the hope that it will be useful, -//= but WITHOUT ANY WARRANTY; without even the implied warranty of -//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -//= GNU General Public License for more details. -//= -//= You should have received a copy of the GNU General Public License -//= along with this program. If not, see <http://www.gnu.org/licenses/>. -//========================================================================= -//= Jawaii Town Renewal -//================= Description =========================================== -//= Jawaii town NPCs. -//================= Current Version ======================================= -//= 1.2 -//========================================================================= - -izlude,180,224,3 duplicate(Honeymoon_Helper_Izlude) Honeymoon Helper#Izlude 1_F_LIBRARYGIRL -izlude_a,180,224,3 duplicate(Honeymoon_Helper_Izlude) Honeymoon Helper#Iz_a 1_F_LIBRARYGIRL -izlude_b,180,224,3 duplicate(Honeymoon_Helper_Izlude) Honeymoon Helper#Iz_b 1_F_LIBRARYGIRL -izlude_c,180,224,3 duplicate(Honeymoon_Helper_Izlude) Honeymoon Helper#Iz_c 1_F_LIBRARYGIRL -izlude_d,180,224,3 duplicate(Honeymoon_Helper_Izlude) Honeymoon Helper#Iz_d 1_F_LIBRARYGIRL diff --git a/npc/re/cities/malangdo.txt b/npc/re/cities/malangdo.txt deleted file mode 100644 index 5ccb1577e..000000000 --- a/npc/re/cities/malangdo.txt +++ /dev/null @@ -1,448 +0,0 @@ -//================= Hercules Script ======================================= -//= _ _ _ -//= | | | | | | -//= | |_| | ___ _ __ ___ _ _| | ___ ___ -//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| -//= | | | | __/ | | (__| |_| | | __/\__ \ -//= \_| |_/\___|_| \___|\__,_|_|\___||___/ -//================= License =============================================== -//= This file is part of Hercules. -//= http://herc.ws - http://github.com/HerculesWS/Hercules -//= -//= Copyright (C) 2012-2015 Hercules Dev Team -//= Copyright (C) Euphy -//= Copyright (C) Muad_Dib -//= -//= Hercules is free software: you can redistribute it and/or modify -//= it under the terms of the GNU General Public License as published by -//= the Free Software Foundation, either version 3 of the License, or -//= (at your option) any later version. -//= -//= This program is distributed in the hope that it will be useful, -//= but WITHOUT ANY WARRANTY; without even the implied warranty of -//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -//= GNU General Public License for more details. -//= -//= You should have received a copy of the GNU General Public License -//= along with this program. If not, see <http://www.gnu.org/licenses/>. -//========================================================================= -//= Malangdo Town -//================= Description =========================================== -//= Malangdo Town Script -//================= Current Version ======================================= -//= 1.5 -//========================================================================= - -//== Malangdo Transportation :: malangdo_go ================ -- script Dolangmal FAKE_NPC,{ - if (!questprogress(5091)) { - mes "[Dolangmal]"; - mes "Hey~! Hi human~ This is Mr. Dolangmal. kakaka~"; - next; - mes "[Dolangmal]"; - mes "We are sent to here to take you to the heaven of cats, ^A2314BMalangdo^000000."; - next; - mes "[Dolangmal]"; - .@s$ = "Why don't you go to ^A2314BMalangdo^000000?"; - switch(atoi(strnpcinfo(NPC_NAME_HIDDEN))) { - case 1: mes "How is that? The crowded city of Prontera is good, but why don't you go our heaven of the cats, ^A2314BMalangdo^000000?"; break; - case 2: mes "Why don't you go to ^A2314BMalangdo^000000? That place is better than Geffen, where there are only crowds of simple honest wizards."; break; - case 3: mes "The fresh air of Payon is not bad, but why don't you go better place like the heaven of the cats, ^A2314BMalangdo^000000?"; break; - case 4: mes .@s$+"The beautiful and quiet place is better than Aldebaran, where it's so noisy with the tick-tock sound of the clock."; break; - case 5: mes .@s$+"The beautiful and quiet place is better than Morroc, with its heat and sandstorms."; break; - case 6: mes .@s$+"The beautiful place is better than Juno, which is full of books and headaches."; break; - case 7: mes .@s$+"The complex place is better than Rachel, where it's too horribly quiet."; break; - case 8: mes .@s$+"The safe place is better than Lighthalzen, which is too dangerous."; break; - case 9: mes .@s$+"The smell of this sea place is better than Mora, which is full of a grassy smell."; break; - } - next; - if(select("No", "^A2314BMalangdo^000000~ Go~ Go~") == 1) { - mes "[Dolangmal]"; - mes "What!? You don't want to go ^A2314BMalangdo^000000? Chet!"; - next; - mes "[Dolangmal]"; - mes "You're such an annoying guy. If you don't go, why did you talk to me... but..."; - next; - mes "[Dolangmal]"; - mes "^9E1837Admiral Tomas^000000 said to kidnap humans... No... Bring them politely?"; - next; - mes "[Dolangmal]"; - mes "Anyway, I got you. Whenever you want to go, just tell me."; - close; - } - mes "[Dolangmal]"; - mes "Ok! I like your attitude. Full of passion."; - next; - mes "[Dolangmal]"; - mes "Now, before you go ^A2314BMalangdo^000000, let me give you some warnings."; - next; - mes "[Dolangmal]"; - mes "First!! It is natural that when you arrive on ^A2314BMalangdo^000000, you should notify ^9E1837Admiral Tomas^000000 that you are here."; - next; - mes "[Dolangmal]"; - mes "If you don't do that, you might be attacked by scary and wild cats when you walk through dark streets."; - next; - mes "[Dolangmal]"; - mes "Secondly!! This ^A2314BMalangdo^000000 is absolutely our island of cats, even though we open to humans."; - next; - mes "[Dolangmal]"; - mes "We have a personality... no... no... respect us like one catality because we are cats."; - next; - mes "[Dolangmal]"; - mes "And the next one is..."; - next; - mes "Dolangmal proceeds and gives hundreds of warnings."; - next; - mes "[Dolangmal]"; - mes "Ok! Those are all the warnings!! They're easy and simple... right? Can you remember them?"; - next; - switch(select("Remember his warnings", "Can't remember")) { - case 1: - mes "[Dolangmal]"; - mes "Ok! Do not bite two mice with one mouth. ^9E1837Admiral Tomas^000000 is located at the ^A2314Bcenter of the ship in Malangdo^000000."; - next; - mes "[Dolangmal]"; - mes "Don't forget to give him notice of your arrival."; - next; - mes "[Dolangmal]"; - mes "Alright. Let's go to the heaven of the cats, ^A2314BMalangdo^000000~"; - setquest 5091; - completequest 5091; - warp "malangdo",217,85; - close; - case 2: - mes "[Dolangmal]"; - mes "What!? Can't you keep these easy rules? Chet!"; - next; - mes "[Dolangmal]"; - mes "You're such an annoying guy. If you can't keep these, why didn't you tell me during our conversation? I told you everything... but.."; - next; - mes "[Dolangmal]"; - mes "^9E1837Admiral Tomas^000000 said to kidnap humans... No... Bring them politely?"; - next; - mes "[Dolangmal]"; - mes "Anyway, I got you. Just tell me whenever you want to go."; - close; - } - } - mes "[Dolangmal]"; - mes "Uh? You must be the one from last time...? Alright. Did you visit ^A2314BMalangdo^000000?"; - next; - switch(select("Take me to ^A2314BMalangdo^000000 again", "I have visited")) { - case 1: - mes "[Dolangmal]"; - mes "I really want to send you there, but I can't because of the policy. It is difficult to send people who have visited ^A2314BMalangdo^000000 already."; - next; - mes "[Dolangmal]"; - mes "And that was roughly it... It's supposed to be rule 53..."; - next; - mes "[Dolangmal]"; - mes "Actually, let me tell you rule 53. I am an indulgent cat."; - next; - mes "[Dolangmal]"; - mes "If you want to go back to ^A2314BMalangdo^000000, take the ship at Izlude or Alberta."; - next; - mes "[Dolangmal]"; - mes "If you enjoy that pleasant sea trip, you will arrive at the heaven of cats, ^A2314BMalangdo^000000."; - next; - mes "[Dolangmal]"; - mes "So easy! Isn't it? Well, good bye~"; - close; - case 2: - mes "[Dolangmal]"; - mes "How was it? You liked it? I knew it. Kakaka~"; - next; - mes "[Dolangmal]"; - mes "Ah! I just want to make sure..."; - next; - mes "[Dolangmal]"; - mes "Again, if you want to go back to ^A2314BMalangdo^000000, do you know where to take a ship at Izlude or Alberta?"; - next; - mes "[Dolangmal]"; - mes "Hm~ You might know because you're a smart person. Well, see you again~"; - close; - } -} -prontera,114,77,6 duplicate(Dolangmal) Dolangmal#1 4_CAT_DOWN -geffen,109,61,6 duplicate(Dolangmal) Dolangmal#2 4_CAT_DOWN -payon,200,106,4 duplicate(Dolangmal) Dolangmal#3 4_CAT_DOWN -aldebaran,170,104,4 duplicate(Dolangmal) Dolangmal#4 4_CAT_DOWN -morocc,168,275,4 duplicate(Dolangmal) Dolangmal#5 4_CAT_DOWN -yuno,165,122,4 duplicate(Dolangmal) Dolangmal#6 4_CAT_DOWN -rachel,121,126,4 duplicate(Dolangmal) Dolangmal#7 4_CAT_DOWN -lighthalzen,254,83,5 duplicate(Dolangmal) Dolangmal#8 4_CAT_DOWN -mora,57,150,4 duplicate(Dolangmal) Dolangmal#9 4_CAT_DOWN - -- script ::Odgnalam FAKE_NPC,{ - mes "This cat is sleeping in the warm "+((strnpcinfo(NPC_NAME_HIDDEN) == "albe")?"Alberta":"Izlude")+" sun."; - next; - if(select("Let him sleep", "Talk to him") == 1) close; - mes "[Odgnalam]"; - mes "Meow? Huh?"; - next; - if (ep13_yong1 == 0) { - .@price = 1000; - .@s1$ = "Huh! You are so annoying. Let me send you to ^A2314BMalangdo^000000 for ^0000FF1000 Zeny^000000."; - .@s2$ = "Money? Where is the money? You can't go anywhere without the money. Shame on you."; - } else if (ep13_yong1 < 60) { - .@price = 999; - .@s1$ = "You have a little relationship with fleet of cat. I'll give you special discount price ^0000FF999 Zeny^000000 to ^A2314BMalangdo^000000, because you have relationship with fleet."; - .@s2$ = "Where is the money? You don't have a sense of honor."; - } else if (ep13_yong1 > 59 && ep13_yong1 < 80) { - .@price = 500; - .@s1$ = "You gave several help to our cat's fleet so let me give you special that with 50% discount price ^0000FF500 Zeny^000000. I'll send you to ^A2314BMalangdo^000000."; - .@s2$ = "You don't have any money for paying 50% discount price? I can't believe it."; - } else { - mes "[Odgnalam]"; - mes "You are a hero of cat's fleet. Your activity is the legend between us."; - next; - mes "[Odgnalam]"; - mes "As you are a hero of the cat fleet let me send you to ^A2314BMalangdo^000000 for free."; - next; - if(select("Send me to Malangdo!", "Do not go.") == 1) { - mes "[Odgnalam]"; - mes "Have a comfortable trip... Alright let's go~"; - warp "malangdo",217,85; - } - close; - } - mes "[Odgnalam]"; - mes .@s1$; - next; - if(select("Send me to Malangdo!", "Do not go.") == 2) close; - if (Zeny < .@price) { - mes "[Odgnalam]"; - mes "Money? Where is the money? You can't go anywhere without the money. Shame on you."; - close; - } - Zeny -= .@price; - mes "[Odgnalam]"; - mes "Let me send you right away. Let's go~"; - warp "malangdo",217,85; - close; -} -alberta,200,151,4 duplicate(Odgnalam) Odgnalam#albe 4_CAT_REST -izlude,182,218,4 duplicate(Odgnalam) Odgnalam#iz 4_CAT_REST // Old coordinates: (182,192) -izlude_a,182,218,4 duplicate(Odgnalam) Odgnalam#iz_a 4_CAT_REST -izlude_b,182,218,4 duplicate(Odgnalam) Odgnalam#iz_b 4_CAT_REST -izlude_c,182,218,4 duplicate(Odgnalam) Odgnalam#iz_c 4_CAT_REST -izlude_d,182,218,4 duplicate(Odgnalam) Odgnalam#iz_d 4_CAT_REST - -malangdo,219,86,4 script Kong#malang 4_CAT_SAILOR2,{ - mes "[Kong]"; - mes "Did you have fun in Malangdo?"; - mes "The fleet has a service to Izlude and Alberta."; - next; - if (ep13_yong1 == 0) { - .@price = 1000; - .@s1$ = "1000 zeny"; - .@s2$ = "Have a nice day in Malangdo."; - .@no_money$ = "It is difficult for free."; - .@yes_money$ = "Have a nice trip."; - mes "[Kong]"; - mes "The fee of ship is only 1000 zeny, where do you want to go?"; - next; - } else if (ep13_yong1 < 60) { - .@price = 999; - .@s1$ = "999 zeny"; - .@s2$ = "Have a full of fortune day in Malangdo..."; - .@no_money$ = "It is difficult even though you have a relationship with the fleet."; - .@yes_money$ = "Thanks, have a wonderful trip."; - mes "[Kong]"; - mes "You have a connection with our fleet. Apply special price 999 zeny. Where do you want to go?"; - next; - } else if (ep13_yong1 > 59 && ep13_yong1 < 80) { - .@price = 500; - .@s1$ = "500 zeny"; - .@s2$ = "There are full of fortune and jackpot in Malangdo."; - .@no_money$ = "Oh my god. You don't have 500 zeny? It is difficult for free."; - .@yes_money$ = "Have a nice trip and come again."; - mes "[Kong]"; - mes "Wow~ You contributed to our fleet a lot. Alright!! Special discount price 500 zeny. Where do you want to go?"; - next; - } else { - .@price = 0; - .@s1$ = "Free for the hero of our fleet!!"; - .@s2$ = "No one objects to the hero of our fleet staying in Malangdo..."; - mes "[Kong]"; - mes "Ah... You are the legendary hero of our cat's fleet."; - next; - mes "[Kong]"; - mes "We can't charge the hero of our fleet. What is your destination?"; - next; - } - .@i = select("- Izlude destination --- "+.@s1$+"", "- Alberta destination --- "+.@s1$+"", "- Stay on Malangdo"); - mes "[Kong]"; - if (.@i == 3) { - mes .@s2$; - close; - } - if (ep13_yong1 > 80) { - mes "Have a comfortable trip."; - if (.@i == 1) - warp "izlude",195,212; // Old coordinates: (194,180) - else - warp "alberta",192,150; - close; - } - if (Zeny < .@price) { - mes .@no_money$; - close; - } - Zeny -= .@price; - mes .@yes_money$; - if (.@i == 1) - warp "izlude",195,212; - else - warp "alberta",192,150; - close; -} - -//== Generic Malangdo NPCs :: malang_tre =================== -malangdo,147,117,3 script Innkeeper#malang 4_CAT_REST,{ - mes "You see a lazy cat standing on a chair."; - mes "You guess that this is the Innkeeper."; - next; - switch(select("Umm... Can I rest here?", "Psst... Can I save here?", "Leave.")) { - case 1: - mes "[Innkeeper]"; - mes "Eh?"; - mes "Uh, sure you can use this hammock if you give me ^FF00005 Malangdo Cans^000000."; - next; - switch(select("Here you go.", "Never mind.")) { - case 1: - if (countitem(Malang_Sp_Can) > 4) { - delitem Malang_Sp_Can,5; - percentheal 100,100; - specialeffect(EF_HEALSP, AREA, playerattached()); - mes "[Innkeeper]"; - mes "Now relax."; - emotion e_kis; - next; - warp "malangdo",140,121; - close; - } - mes "[Innkeeper]"; - mes "This ain't no charity."; - close; - case 2: - mes "[Innkeeper]"; - mes "Let me know if you want to relax."; - close; - } - case 2: - mes "[Innkeeper]"; - mes "Location saved. We should keep company, haha~"; - savepoint "malangdo",142,118; - close; - case 3: - mes "[Innkeeper]"; - mes "Sometimes you just have to relax."; - next; - mes "- Wow, this is the laziest cat ever. -"; - close; - } - close; -} - -malangdo,151,120,3 script Minstrel#mal 4_M_MINSTREL,{ - mes "[Minstrel]"; - mes "Boy, that lazy cat makes me want to just nap all day long."; - next; - mes "[Minstrel]"; - mes "He makes life look so simple."; - close; -} - -malangdo,149,120,5 script Wanderer#mal 4_F_WANDERER,5,1,{ - mes "[Wanderer]"; - mes "The cats living in here are so energetic."; - mes "Is it weird that they make me want to dance all day?"; - mes "La di dah di dah~!"; - close; -OnTouch: - switch(rand(5)) { - case 0: - soundeffect "ring_of_nibelungen.wav",0; - break; - case 1: - soundeffect "dont_forget_me_not.wav",0; - break; - case 2: - soundeffect "humming.wav",0; - break; - case 3: - soundeffect "assassin_of_sunset.wav",0; - break; - case 4: - emotion e_ho; - emotion e_ho,0,"Wandering Minstrel#mal"; - break; - } - end; -} - -malangdo,216,168,3 script Cat Trainer#mal1 4_F_ALCHE_A,0,8,{ - emotion e_awsm; - mes "[Cat Trainer]"; - mes "Ooo~ their soft puffy tails and soft fur~"; - mes "I can't stand it, this is heaven~~!!"; - next; - emotion e_gg; - mes "[Cat Trainer]"; - mes "My hidden card, ^FF0000Silvervine Fruit^000000, can make all cats in Malangdo my slaves~ haha!"; - next; - select("^FF0000Silvervine Fruit^000000?"); - mes "[Cat Trainer]"; - mes "It is such a rare item!"; - mes "I can barely get it."; - mes "But these cudly cats can't resist it~"; - next; - select("Where can I get ^FF0000Silvervine Fruit^000000?"); - mes "[Cat Trainer]"; - mes "Why would I tell you when I can barely get it?"; - mes "I wouldn't even tell you for all the zeny in the world~!"; - next; - emotion e_gg; - mes "[Cat Trainer]"; - mes "All the Malangdo cats are mine~!"; - mes "Muahahahaha~"; - mes "With enough ^FF0000Silvervine Fruit^000000 I can be a queen in Malangdo~ ohhhh!!!"; - close; -OnTouch: - emotion e_flash; - end; -} - -malangdo,164,203,3 script Cat Trainer#mal2 4_M_YURI,{ - emotion e_awsm; - mes "[Cat Trainer]"; - mes "Ooo~ their soft puffy tails and soft fur~"; - mes "I can't stand it, this is heaven~~!!"; - next; - emotion e_gg; - mes "[Cat Trainer]"; - mes "This is my little secret called"; - mes "^FF0000Silvervine Fruit^000000. I can use"; - mes "it to make the Malangdo cats my"; - mes "slaves~ muahahahaha~!"; - next; - select("^FF0000Silvervine Fruit^000000?"); - mes "[Cat Trainer]"; - mes "Hmm, I guess it's no wonder you don't know."; - mes "These Malangdo cats can't resist it."; - mes "But it's too rare of an item to get so you shouldn't bother trying to find it."; - next; - select("Where can I get ^FF0000Silvervine Fruit^000000?"); - mes "[Cat Trainer]"; - mes "Actually, it's simple. You just..."; - next; - mes "[Cat Trainer]"; - mes "Hey, you almost made me tell my secret."; - next; - emotion e_gg; - mes "[Cat Trainer]"; - mes "One day these cats will be mine."; - mes "I can be a king in Malangdo~ ohhh~!"; - close; -} diff --git a/npc/re/cities/malaya.txt b/npc/re/cities/malaya.txt deleted file mode 100644 index f18bbd0af..000000000 --- a/npc/re/cities/malaya.txt +++ /dev/null @@ -1,948 +0,0 @@ -//================= Hercules Script ======================================= -//= _ _ _ -//= | | | | | | -//= | |_| | ___ _ __ ___ _ _| | ___ ___ -//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| -//= | | | | __/ | | (__| |_| | | __/\__ \ -//= \_| |_/\___|_| \___|\__,_|_|\___||___/ -//================= License =============================================== -//= This file is part of Hercules. -//= http://herc.ws - http://github.com/HerculesWS/Hercules -//= -//= Copyright (C) 2013-2015 Hercules Dev Team -//= Copyright (C) DeadlySilence -//= Copyright (C) Euphy -//= -//= Hercules is free software: you can redistribute it and/or modify -//= it under the terms of the GNU General Public License as published by -//= the Free Software Foundation, either version 3 of the License, or -//= (at your option) any later version. -//= -//= This program is distributed in the hope that it will be useful, -//= but WITHOUT ANY WARRANTY; without even the implied warranty of -//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -//= GNU General Public License for more details. -//= -//= You should have received a copy of the GNU General Public License -//= along with this program. If not, see <http://www.gnu.org/licenses/>. -//========================================================================= -//= Port Malaya -//================= Description =========================================== -//= Port Malaya Town Script -//================= Current Version ======================================= -//= 1.1 -//========================================================================= - -//== Port Malaya Transportation ============================ -// Old coordinates: alberta (237,71) -alberta,196,202,3 script Optamara Crew#alberta 4W_SAILOR,{ - mes "[Optamara Crew]"; - mes "Hey, there!"; - mes "It's 10,000 Zeny to go to Port Malaya. Interested?"; - next; - switch(select("About Port Malaya.", "Go to Port Malaya.", "Cancel.")) { - case 1: - mes "[Optamara Crew]"; - mes "Port Malaya is a small village you could reach by sailing southwest from Alberta."; - next; - mes "[Optamara Crew]"; - mes "I couldn't visit the village because they had some issues there but now it seems all is clear!"; - next; - mes "[Optamara Crew]"; - mes "I don't know for sure but it was a village that's like a comfortable and cozy park."; - next; - mes "[Optamara Crew]"; - mes "I was this close to not coming back to cozy Alberta again."; - next; - mes "[Optamara Crew]"; - mes "I'm sure you'll feel the same once you reach Port Malaya."; - close; - case 2: - if (Zeny < 10000) { - mes "[Optamara Crew]"; - mes "Oh God!!"; - mes "You don't know how far it is from here. Of course it's not free. Please come back with 10,000 Zeny. Sorry!"; - close; - } - mes "[Optamara Crew]"; - mes "Great!"; - mes "Heading for Port Malaya!!"; - Zeny -= 10000; - close2; - warp "malaya",271,55; - end; - case 3: - mes "[Optamara Crew]"; - mes "Adventurers these days act like they are busy. Come back when you have the time and we could go visit Port Malaya together."; - close; - } -} - -malaya,276,55,4 script Optamara Crew#malaya 4W_SAILOR,{ - if (malaya_hi < 10) { - mes "[Optamara Crew]"; - mes "I think the village is still busy. Done with your visit? There is always a ship heading for Alberta."; - next; - } else if (malaya_hi < 20) { - mes "[Optamara Crew]"; - mes "I think a nameless adventurer helped take a load off the villagers' minds. Yahoo! Would you like to go back to Alberta?"; - next; - } else { - mes "[Optamara Crew]"; - mes "Would you like to go back to Alberta with me?"; - next; - } - switch(select("Return.", "Do not return.")) { - case 1: - mes "[Optamara Crew]"; - mes "Great! Let's leave now for Alberta!!"; - close2; - warp "alberta",239,68; - end; - case 2: - mes "[Optamara Crew]"; - mes "That's okay. Come here if you ever want to go back to Alberta."; - close; - } -} - -//== Generic Port Malaya NPCs ============================== -ma_in01,30,94,4 script Inn Keeper#ma 4_F_MALAYA,{ - if (malaya_hi < 10) { - mes "[Inn Keeper]"; - mes "Oh my! Visiting?"; - mes "What bad timing. The village is a bit unorganized at the moment so I'm actually closed. Sorry."; - close; - } else if (malaya_hi < 20) { - mes "[Inn Keeper]"; - mes "So you are the adventurer villagers are talking about? I reopened my inn thanks to you. Thank you."; - next; - } else { - mes "[Inn Keeper]"; - mes "Welcome."; - mes "This is Port Malaya's best inn, 'Cabin in the City'."; - next; - } - mes "[Inn Keeper]"; - mes "Come for a rest? Lodging will be 5,000 Zeny."; - next; - switch(select("Store.", "Lodge. - 5,000z", "Cancel.")) { - case 1: - mes "[Inn Keeper]"; - mes "Successfully stored. See you next time."; - savepoint "ma_in01",43,98; - close; - case 2: - if (Zeny < 5000) { - mes "[Inn Keeper]"; - mes "Sorry. I think you are a bit short."; - close; - } - mes "[Inn Keeper]"; - mes "Hope you enjoy your stay."; - close2; - Zeny -= 5000; - percentheal 100,100; - warp "ma_in01",43,98; - end; - case 3: - close; - } -} - -- script Unidentified Creature#i FAKE_NPC,{ - end; -OnInit: - switch(atoi(strnpcinfo(NPC_NAME_HIDDEN))) { - case 1: setarray .@npc$,"01","02","03","04"; break; - case 5: setarray .@npc$,"05","06","07","08"; break; - case 9: setarray .@npc$,"09","10","11"; break; - default: end; - } - .@size = getarraysize(.@npc$); - .@rand = rand(.@size); - for(.@i = 0; .@i<.@size; ++.@i) - donpcevent "Unidentified Creature#"+.@npc$[.@i]+"::"+((.@i == .@rand)?"OnEnable":"OnDisable"); - end; -OnEnable: - enablenpc strnpcinfo(NPC_NAME); - end; -OnDisable: - disablenpc strnpcinfo(NPC_NAME); - end; -OnBingx2: - switch(atoi(strnpcinfo(NPC_NAME_HIDDEN))) { - case 1: setarray .@npc$,"02","03","04"; break; - case 5: setarray .@npc$,"06","07","08"; break; - case 9: setarray .@npc$,"10","11"; break; - } - .@size = getarraysize(.@npc$); - .@rand = rand(.@size); - for(.@i = 0; .@i<.@size; ++.@i) - donpcevent "Unidentified Creature#"+.@npc$[.@i]+"::"+((.@i == .@rand)?"OnEnable":"OnDisable"); - donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; - end; -OnTouch: - if (getcharid(CHAR_ID_PARTY)) { - if ($ma_name04$ == strcharinfo(PC_NAME) || $ma_name05$ == strcharinfo(PC_NAME) || $ma_name06$ == strcharinfo(PC_NAME)) { - donpcevent strnpcinfo(NPC_NAME)+"::OnBingx2"; - mes "The unidentified creature gets a glimpse of you, blushes and then disappears."; - close; - } - if (rand(1,5)%2) { - switch(atoi(strnpcinfo(NPC_NAME_HIDDEN))) { - case 1: $ma_name04$ = strcharinfo(PC_NAME); break; - case 5: $ma_name05$ = strcharinfo(PC_NAME); break; - case 9: $ma_name06$ = strcharinfo(PC_NAME); break; - } - } - donpcevent strnpcinfo(NPC_NAME)+"::OnBingx2"; - mes "The unidentified creature gets a glimpse of you and disappears."; - close; - } - donpcevent strnpcinfo(NPC_NAME)+"::OnBingx2"; - mes "The unidentified creature looks at you and runs away."; - close; -} -ma_fild01,74,367,6 duplicate(Unidentified Creature#i) Unidentified Creature#01 4_MAL_BUDIDAI,2,2 -ma_fild02,282,41,4 duplicate(Unidentified Creature#i) Unidentified Creature#05 4_MAL_BUDIDAI,2,2 -ma_scene01,195,92,4 duplicate(Unidentified Creature#i) Unidentified Creature#09 4_MAL_BUDIDAI,2,2 - -- script Unidentified Creature#j FAKE_NPC,{ - end; -OnEnable: - enablenpc strnpcinfo(NPC_NAME); - end; -OnDisable: - disablenpc strnpcinfo(NPC_NAME); - end; -OnBingx2: - switch(atoi(strnpcinfo(NPC_NAME_HIDDEN))) { - case 2: setarray .@npc$,"01","03","04"; break; - case 3: setarray .@npc$,"01","02","04"; break; - case 4: setarray .@npc$,"01","02","03"; break; - case 6: setarray .@npc$,"05","07","08"; break; - case 7: setarray .@npc$,"05","06","08"; break; - case 8: setarray .@npc$,"05","06","07"; break; - case 10: setarray .@npc$,"09","11"; break; - case 11: setarray .@npc$,"09","10"; break; - } - .@size = getarraysize(.@npc$); - .@rand = rand(.@size); - for(.@i = 0; .@i<.@size; ++.@i) - donpcevent "Unidentified Creature#"+.@npc$[.@i]+"::"+((.@i == .@rand)?"OnEnable":"OnDisable"); - donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; - end; -OnTouch: - .@i = atoi(strnpcinfo(NPC_NAME_HIDDEN)); - if (.@i%4 == 2) { - if (getcharid(CHAR_ID_CHAR) == getpartyleader(getcharid(CHAR_ID_PARTY),2)) - .@pass = 1; - } else if (.@i%4 == 3) { - if (questprogress(4229,PLAYTIME) && questprogress(9223,PLAYTIME) && questprogress(12278,PLAYTIME)) - .@pass = 1; - } else if (.@i%4 == 0) { - if (rand(1,100)%10 == 7) - .@pass = 1; - } - if (.@pass) { - if ($ma_name04$ == strcharinfo(PC_NAME) || $ma_name05$ == strcharinfo(PC_NAME) || $ma_name06$ == strcharinfo(PC_NAME)) { - donpcevent strnpcinfo(NPC_NAME)+"::OnBingx2"; - mes "The unidentified creature gets a glimpse of you, blushes and then disappears."; - close; - } - if (rand(1,5)%2) { - switch(.@i) { - case 2: - case 3: - case 4: - $ma_name04$ = strcharinfo(PC_NAME); - break; - case 6: - case 7: - case 8: - $ma_name05$ = strcharinfo(PC_NAME); - break; - case 10: - case 11: - $ma_name06$ = strcharinfo(PC_NAME); - break; - } - } - donpcevent strnpcinfo(NPC_NAME)+"::OnBingx2"; - mes "The unidentified creature gets a glimpse of you and disappears."; - close; - } - donpcevent strnpcinfo(NPC_NAME)+"::OnBingx2"; - mes "The unidentified creature looks at you and runs away."; - close; -} -ma_fild01,109,116,4 duplicate(Unidentified Creature#j) Unidentified Creature#02 4_MAL_BUDIDAI,2,2 -ma_fild01,280,150,6 duplicate(Unidentified Creature#j) Unidentified Creature#03 4_MAL_BUDIDAI,2,2 -ma_fild01,309,221,6 duplicate(Unidentified Creature#j) Unidentified Creature#04 4_MAL_BUDIDAI,2,2 -ma_fild02,246,324,4 duplicate(Unidentified Creature#j) Unidentified Creature#06 4_MAL_BUDIDAI,2,2 -ma_fild02,71,296,6 duplicate(Unidentified Creature#j) Unidentified Creature#07 4_MAL_BUDIDAI,2,2 -ma_fild02,32,263,4 duplicate(Unidentified Creature#j) Unidentified Creature#08 4_MAL_BUDIDAI,2,2 -ma_scene01,158,139,4 duplicate(Unidentified Creature#j) Unidentified Creature#10 4_MAL_BUDIDAI,2,2 -ma_scene01,167,112,6 duplicate(Unidentified Creature#j) Unidentified Creature#11 4_MAL_BUDIDAI,2,2 - -malaya,227,311,4 script Grandma#ma01 4_F_BARYO_OLD,{ - if (malaya_hi < 10) { - mes "[Grandma]"; - mes "You're not from around here? Take care of yourself."; - next; - mes "[Grandma]"; - mes "I'm worried because my daughter-in-law is pregnant. I hope nothing goes wrong."; - close; - } else if (malaya_hi < 20) { - mes "[Grandma]"; - mes "I heard there is an outsider that is helping the village."; - next; - mes "[Grandma]"; - mes "Then my daughter-in-law will be safe."; - close; - } - if (rand(1,3) == 2) { - mes "[Grandma]"; - mes "Heard there is this "+getd("$ma_name0"+rand(1,6)+"$")+" that follows Meoneonuncle around."; - next; - mes "[Grandma]"; - mes "I will cheer for their forbidden love."; - close; - } - mes "[Grandma]"; - mes "I'm worried about my pregnant daughter-in-law. Hope Meoneonuncle won't bother her."; - next; - select("Meoneonuncle?"); - mes "[Grandma]"; - mes "Not from around here? Let me tell you why even a foreigner like you should be careful."; - next; - mes "[Grandma]"; - mes "Meoneonuncle was a woman who lived in Port Malaya long ago. She married a decent man and also had a baby."; - next; - mes "[Grandma]"; - mes "But happiness never lasts forever, right? The baby was miscarried from an accident..."; - next; - mes "[Grandma]"; - mes "She eventually passed away after grieving over her lost baby for days."; - next; - select("That is a sad story."); - mes "[Grandma]"; - mes "Meoneonuncle then started to appear in spirit and take away babies from pregnant women in the village."; - next; - mes "[Grandma]"; - mes "If you ever walk around Port Malaya at night..."; - next; - mes "[Grandma]"; - mes "And hear either tik-tik or wak-wak, be cautious because that is the sound of Meoneonuncle's wings flapping."; - close; -} - -malaya,189,263,4 script Drumming Young Man#ma02 4_M_BARYO_MAN,{ - if (malaya_hi < 10) { - emotion e_omg; - mes "[Drumming Young Man]"; - mes "Ugh... it's just like that time before..."; - next; - emotion e_omg; - mes "[Drumming Young Man]"; - mes "When the moon was swallowed. Argh!"; - close; - } else if (malaya_hi < 20) { - mes "[Drumming Young Man]"; - mes "I think the village was saved by a nameless adventurer."; - next; - emotion e_sigh; - mes "[Drumming Young Man]"; - mes "Phew... I thought Bakonawa appeared again."; - close; - } - if (rand(1,3) == 2) { - mes "[Drumming Young Man]"; - mes getd("$ma_name0"+rand(1,6)+"$")+" is said to have stopped Bakonawa from swallowing the moon. Isn't it awesome? I'm so relieved."; - close; - } - mes "[Drumming Young Man]"; - mes "Bakonawa is also known as the 'monster that swallows the moon' in Port Malaya."; - next; - mes "[Drumming Young Man]"; - mes "But I know that Bakonawa could also 'swallow people', too."; - next; - select("Huk! Then isn't it dangerous?"); - emotion e_gg; - mes "[Drumming Young Man]"; - mes "Ha ha ha. There is a way to stop Bakonawa from swallowing a person."; - next; - mes "[Drumming Young Man]"; - mes "Yes, there is a weakness to even the worst monster that swallowed 6 moons already."; - next; - select("Wow. What is it?"); - mes "[Drumming Young Man]"; - mes "He is sensitive to noise so when he's about to swallow the moon!!"; - next; - mes "[Drumming Young Man]"; - mes "That's your chance!! It doesn't matter what kind of noise!! Whether it's a caldron, symbol, drum, pot or fry pan, just keep on making noise."; - next; - mes "[Drumming Young Man]"; - mes "Then Bakonawa will get surprised, spit out the moon and run away!"; - next; - mes "[Drumming Young Man]"; - mes "Carry a drum around with you. You'll find it handy."; - close; -} - -malaya,270,59,4 script Port Guard#ma03 4_MAL_SOLDIER,{ - if (malaya_hi < 10) { - emotion e_swt2; - mes "[Port Guard]"; - mes "The village is chaotic these days. Is it okay for me to be off like this?"; - close; - } else if (malaya_hi < 20) { - emotion e_no; - mes "[Port Guard]"; - mes "The village is somewhat stable now but you should still be careful walking around at night."; - close; - } - if (rand(1,3) == 2) { - mes "[Port Guard]"; - mes getd("$ma_name0"+rand(1,6)+"$")+" is said to escape from Buwaya alive after being captured. This person must be powerful."; - close; - } - emotion e_omg; - mes "[Port Guard]"; - mes "What!! Port all clear!!"; - next; - mes "[Port Guard]"; - mes "Huh? You're not the captain? You scared me. Shoot! Ah, right! I received an official document for travelers."; - next; - select("What document?"); - mes "[Port Guard]"; - mes "It says that travelers should be careful of monsters when walking in the village at night."; - next; - mes "[Port Guard]"; - mes "Buwaya don't come to the village often but there are cases when they snatch people in the boxes they carry at night."; - next; - mes "[Port Guard]"; - mes "Huh?! And it says here that a monster named Wokwok especially visits the village often at night and should be avoided."; - next; - switch(select("I see.", "Is there any way to prevent them from coming?")) { - case 1: - mes "[Port Guard]"; - mes "Be careful at night!"; - close; - case 2: - mes "[Port Guard]"; - mes "They say you can attack Buwaya's weak point inside the box they carry if you ever get caught in one."; - next; - mes "[Port Guard]"; - mes "And you should run into the nearest building when you hear Wokwoks wings fluttering from afar."; - next; - emotion e_hmm; - mes "[Port Guard]"; - mes "But if the fluttering sound is small or if you don't hear anything, let's just say you should prepare for attack and wish for luck."; - close; - } -} - -malaya,88,252,4 script Little Girl#ma04 4_F_BARYO_GIRL,{ - if (malaya_hi < 10) { - mes "[Little Girl]"; - mes "I'm scared but I have to visit the fairy in the forest."; - close; - } else if (malaya_hi < 20) { - mes "[Little Girl]"; - mes "He he. Father said I can visit the fairy in the forest when the village calms down."; - close; - } - if (rand(1,3) == 2) { - .@name$ = getd("$ma_name0"+rand(1,6)+"$"); - mes "[Little Girl]"; - mes "A little while ago "+.@name$+" came and told me a fun story."; - next; - mes "[Little Girl]"; - mes "'I planted a pair of pear trees in the yard.'"; - mes "He he. Isn't it fun? "+.@name$+" seems like a fun person."; - close; - } - mes "[Little Girl]"; - mes "Father said I won't catch skin diseases once I'm friends with the fairy from the forest."; - next; - select("What is this fairy?"); - mes "[Little Girl]"; - mes "Encan'to! Encan'to fairies live in big trees or rocks in the forest. There are boy fairies and girl fairies..."; - next; - mes "[Little Girl]"; - mes "But boy fairies are prettier. Why is that?"; - close; -} - -malaya,219,92,6 script Little Kid#ma05 4_M_BARYO_BOY,{ - if (malaya_hi < 10) { - mes "[Little Kid]"; - mes "My mom told me not to play outside because its dangerous. Why?"; - close; - } else if (malaya_hi < 20) { - mes "[Little Kid]"; - mes "My mom told me I can play but only in Port Malaya."; - next; - mes "[Little Kid]"; - mes "He he. But I never thought of going outside of Port Malaya."; - close; - } - if (rand(1,3) == 2) { - mes "[Little Kid]"; - mes "I heard someone took Jejelings hat in Baryo Mahiwaga."; - next; - mes "[Little Kid]"; - mes "Why would someone steal a monster's hat? "+getd("$ma_name0"+rand(1,6)+"$")+" must be desperate."; - next; - mes "[Little Kid]"; - mes "Oh wait! This was suppose to be a secret. Shsh! Please pretend you didn't hear me."; - close; - } - mes "[Little Kid]"; - mes "I think someone is stealing all the hats in the village."; - next; - mes "[Little Kid]"; - mes "The hat my mom washed yesterday disappeared. Our neighbor's hat also disappeared a few days ago."; - next; - mes "[Little Kid]"; - mes "Hmm... do you think Jejeling took it?"; - next; - mes "[Little Kid]"; - mes "I visited a friend in Baryo Mahiwaga and he said he saw Jejeling wearing the missing hat..."; - close; -} - -malaya,363,283,4 script Local#ma06 4_M_MALAYA,{ - if (malaya_hi < 10) { - mes "[Local]"; - mes "Hmm... is it time to be careful of the witches' curse?"; - next; - mes "[Local]"; - mes "Beware of Mongkukurums needle, foreigner."; - close; - } else if (malaya_hi < 20) { - mes "[Local]"; - mes "Welcome to Port Malaya, foreigner.."; - next; - mes "[Local]"; - mes "The village is chaotic these days. If you see someone with red eyes, try not to stare at their eyes."; - close; - } - .@name$ = getd("$ma_name0"+rand(1,6)+"$"); - switch(rand(1,6)) { - case 1: - mes "[Local]"; - mes "Be careful walking around the village at night. "+.@name$+" was taken down by Wokwok."; - close; - case 2: - mes "[Local]"; - mes .@name$+" is said to have successfully tamed a Tikbalang. This person must be courageous. Wonder if I'll get to see this tamed Tikbalang?"; - close; - case 3: - mes "[Local]"; - mes "Have you ever seen Bongisungisu? I heard "+.@name$+" is hunting down Bongisungisus."; - close; - case 4: - mes "[Local]"; - mes "If you plan to go out of the village, be careful of Tiucknuc. "+.@name$+" is said to be tricked by Tiucknuc and had to go to the hospital."; - close; - case 5: - case 6: - break; - } - mes "[Local]"; - mes "The village is chaotic these days. Looks like Mongkukurum is back in the village."; - next; - select("Mongkukurum?"); - mes "[Local]"; - mes "A monster that is also called witch. Looks like a person and also wears clothes."; - next; - mes "[Local]"; - mes "Mongkukurum makes a doll out of the people it sees and curses it with needles."; - next; - select("Is there a way to recognize this monster?"); - mes "[Local]"; - mes "There is one way. All Mongkukurum have red eyes."; - next; - mes "[Local]"; - mes "You can recognize them by their eyes but! You must remember one thing."; - next; - mes "[Local]"; - mes "You will be captivated by Mongkukurum if you stare at their eyes too long."; - next; - mes "[Local]"; - mes "Never ever stare into their eyes for too long."; - close; -} - -malaya,41,127,6 script Old Man #ma07 4_M_BARYO_OLD,{ - if (malaya_hi < 10) { - mes "[Old Man]"; - mes "Foreigners are not welcomed that much when our village is chaotic like these days."; - close; - } else if (malaya_hi < 20) { - mes "[Old Man]"; - mes "You are out of luck visiting the village at a time like this and not being welcomed."; - close; - } - if (rand(1,3) == 2) { - mes "[Old Man]"; - mes getd("$ma_name0"+rand(1,6)+"$")+" is said to throw out Jellopy in this village."; - next; - mes "[Old Man]"; - mes "Tsk, tsk... Must be a person that isn't worthy of a Jellopy."; - close; - } - mes "[Old Man]"; - mes "You must also look out to see if Bangungot lives in a tree you are about to cut down."; - next; - mes "[Old Man]"; - mes "Because strange things happen if logs from trees that Bangungot lived in are used as building pillars."; - next; - select("What happens?"); - mes "[Old Man]"; - mes "Well, for a Bangungot, it means losing its home so they get vengeful."; - next; - mes "[Old Man]"; - mes "When you try to sleep near the pillar, it will keep awake by playing pranks at first."; - next; - mes "[Old Man]"; - mes "But as time goes by and their vengeance grows, they sit on top of you until you suffocate."; - next; - select("Oh, gosh..."); - mes "[Old Man]"; - mes "Ha ha ha. There are no Bangungots in normal pillars, so don't lose sleep over it."; - close; -} - -malaya,63,185,4 script Woman#ma08 4_F_MALAYA,{ - if (malaya_hi < 10) { - mes "[Woman]"; - mes "I don't have anything to share with you."; - close; - } else if (malaya_hi < 20) { - mes "[Woman]"; - mes "Im worried about the children. I hope they aren't terrified from whats going on in the village."; - close; - } - if (rand(1,3) == 2) { - .@name$ = getd("$ma_name0"+rand(1,6)+"$"); - .@rand = rand(1,10); - if (.@rand < 5) { - mes "[Woman]"; - mes "I like fun stories. Not so long ago, "+.@name$+" came and told me a funny story."; - next; - } - switch(.@rand) { - case 1: - mes "[Woman]"; - mes "'My aunt stepped on an ant.'"; - next; - break; - case 2: - mes "[Woman]"; - mes "'You eat chili on a chilly day.'"; - next; - break; - case 3: - mes "[Woman]"; - mes "'Why are you putting flour on that flower?'"; - next; - break; - case 4: - mes "[Woman]"; - mes "At the Tool Store, 'Ill buy the needle and thread! You buy the hay to lose the needle in.'"; - next; - mes "[Woman]"; - mes .@name$+" said that and was kicked out of the Tool Store."; - next; - break; - case 5: - mes "[Woman]"; - mes "A Kafra Employee I'm friends with told me a story about a customer."; - next; - mes "[Woman]"; - mes "'Kafra, the wise never marry and when they marry, they become otherwise.'"; - next; - mes "[Woman]"; - mes "He he... I do like funny stories but a bit difficult for my taste."; - close; - default: - mes "[Woman]"; - mes "I like fun stories. Oh by the way! "+.@name$+", love is photogenic. Don't you agree?"; - next; - mes "[Woman]"; - mes "It needs darkness to develop."; - next; - } - mes "[Woman]"; - mes "He he. Isn't it fun?"; - close; - } - mes "[Woman]"; - mes "If you hear a baby crying from the forest outside of the village, never go near it."; - next; - select("Why?"); - mes "[Woman]"; - mes "There is a monster named Tiucknuc that roams around outside of the village and cries after transforming himself into a baby."; - next; - mes "[Woman]"; - mes "But when kind travelers pick up the baby, it turns back into its original form and attacks."; - next; - select("Sounds like a sneaky monster."); - mes "[Woman]"; - mes "Yes, this monster is bad to trick the kindness of travelers but..."; - next; - mes "[Woman]"; - mes "There is rumor that the monster came from the soul of a baby that never been born. So sad."; - close; -} - -//== Jeepneys ============================================== -function script F_Malaya_Jeepney { - .@mapname$ = getarg(0); - .@passengers = getarg(1); - - // set the other messages of varying amount) - for (.@i = 5; .@i < getargcount(); .@i++) { - setd(".@msgJeepneyInfo$[" + (.@i - 5) + "]", getarg(.@i)); - } - - if (malaya_hi < 10) { - mes "[Jeepney Driver]"; - mes getarg(2); - close; - } else if ((malaya_hi >= 10) && (malaya_hi < 20)) { - mes "[Jeepney Driver]"; - mes getarg(3); - close; - } else { - mes "[Jeepney Driver]"; - mes getarg(4); - next; - } - switch(select("Board [Passenger " + getmapusers(.@mapname$) + "/" + .@passengers +"]", "Jeepney?", "Are there any other Jeepneys?", "Ah... Yes...")) { - case 1: - if (getmapusers(.@mapname$) >= .@passengers) { - mes "[Jeepney Driver]"; - mes "I'm afraid the Jeepney is full."; - mes "I'm sorry but how about some other Jeepney?"; - close; - } else { - mes "[Jeepney Driver]"; - mes "Have a nice day."; - close2; - warp .@mapname$,29,24; - end; - } - case 2: - // iterate through all the jeepney information for this specific NPC - for (.@i = 0; .@i < getarraysize(.@msgJeepneyInfo$); .@i++) { - mes "[Jeepney Driver]"; - mes getd(".@msgJeepneyInfo$[" + .@i + "]"); - - if (.@i < (getarraysize(.@msgJeepneyInfo$) - 1)) { - next; - } - } - close; - case 3: - mes "[Jeepney Driver]"; - mes "Oh! Other Jeepneys are in operation, of course."; - next; - mes "[Jeepney Driver]"; - mes "In Port Malaya there are 12, 30 and 60 passenger Jeepneys with 3 each operating."; - next; - mes "[Jeepney Driver]"; - mes "Would you like to know the location of other cars?"; - next; - switch (select("I'd like to know where the 12 passenger car is.", "I'd like to know where the 30 passenger car is.", "I'd like to know where the 60 passenger car is.")) { - case 1: - viewpoint 1, 237, 240, 1, 0xF7E009; - viewpoint 1, 67 , 44 , 2, 0xF7E009; - viewpoint 1, 282, 129, 3, 0xF7E009; - .@zif_in = 12; - break; - case 2: - viewpoint 1, 134, 250, 4, 0xF7E009; - viewpoint 1, 341, 153, 5, 0xF7E009; - viewpoint 1, 293, 290, 6, 0xF7E009; - .@zif_in = 30; - break; - case 3: - viewpoint 1, 242, 221, 7, 0xF7E009; - viewpoint 1, 62 , 245, 8, 0xF7E009; - viewpoint 1, 257, 58 , 9, 0xF7E009; - .@zif_in = 60; - break; - } - mes "[Jeepney Driver]"; - mes .@zif_in+" passenger Jeepney's location has been marked on your map."; - next; - break; - } - mes "[Jeepney Driver]"; - mes "Have a nice trip."; - close; -} - -malaya,237,240,4 script Jeepney Driver#01 4_M_MALAYA,{ - callfunc( - "F_Malaya_Jeepney", - "ma_zif01", - 12, - - // Messages for malaya_hi checks. - "UUrgghhhh.... I'm scared... so scared... what happened to this place?", - "The place is still a mess... I wonder if I can operate a jeepney here...", - "Ha ha ha Welcome. I am ^1561EAVol^000000, operating the 12 man Jeepney here.", - - // Monologues of variable lengths. - "Is this your first time in Port Malaya?", - "Jeepney drivers here also promote Jeepneys, so let me explain them to you.", - "Jeepneys were first developed to transport goods quickly, but are now used as public transport.", - "Since everybody has different tastes, you can see those with cool and elaborate decorations.", - "Of course you don't need to drive them yourselves, but you can ride them so please feel free to do so." - ); -} - -malaya,67,44,4 script Jeepney Driver#02 4_M_MALAYA,{ - callfunc( - "F_Malaya_Jeepney", - "ma_zif02", - 12, - - "Wha... What's... Going on in that hospital...", - "I think the moaning coming from the hospital has lessened...", - "I'm ^1561EAChui^000000, operating a 12 man Jeepney. Hi there~", - - "Is this your first time in Port Malaya?", - "Jeepney drivers here also promote Jeepneys, so let me explain them to you.", - "Jeepneys were first developed to transport goods quickly, but are now used as public transport.", - "I modified my Jeepney myself...", - "For safety reasons there's a limit to the number of passengers, and it's safe so no worries..." - ); -} - -malaya,282,129,4 script Jeepney Driver#03 4_M_MALAYA,{ - callfunc( - "F_Malaya_Jeepney", - "ma_zif03", - 12, - - "It's not good for outsiders to have a chat... Perhaps the Mumbaki Leader may have the solution for this.", - "Are you the adventurer who recently met Mumbaki? No wait... Then you shouldn't be here... Yes it's a ghost... Arghhhh...", - "The name's ^1561EATop^000000, operating one of the 3 12 man Jeepneys in town.", - - "First time in town?", - "Jeepney drivers here also promote Jeepneys, so let me explain them to you.", - "Jeepneys were first developed to transport goods quickly, but are now used as public transport.", - "They all look different depending on their drivers...", - "Now it is the fame of Port Malaya." - ); -} - -malaya,134,250,6 script Jeepney Driver#04 4_M_MALAYA,{ - callfunc( - "F_Malaya_Jeepney", - "ma_zif04", - 30, - - "G...Go... Go away...", - "Arghh... Scared the devil out of me... Go away... Shoo...", - "^1561EABrav^000000, 30 man Jeepney driver at your service, driving as safely as I can since I get scared easily.", - - "Is this your first time in Port Malaya?", - "Jeepneys were first developed to transport goods quickly, but are now used as public transport.", - "The modified cars are decorated by their operators.", - "You come to Port Malaya, you must ride a Jeepney.", - "Ha ha ha, of course you can't drive it yourself." - ); -} - -malaya,341,153,4 script Jeepney Driver#05 4_M_MALAYA,{ - callfunc( - "F_Malaya_Jeepney", - "ma_zif05", - 30, - - "G... Ghosts in town... Hey... Do you have one on you?", - "I think there are fewer ghosts now... The town is slightly quieter...", - "Hi I'm ^1561EALivil^000000 operator for the 30 man Jeepney. Safety is my priority.", - - "First time in town?", - "I'll give you a quick guide as a service.", - "Jeepneys were first developed to transport goods quickly, but are now used as public transport.", - "For safety reasons, Jeepneys have a limit on the number of passengers.", - "Some carried 180 people, but there aren't any of those in Port Malaya today." - ); -} - -malaya,293,290,6 script Jeepney Driver#06 4_M_MALAYA,{ - callfunc( - "F_Malaya_Jeepney", - "ma_zif06", - 30, - - "Gu... Guards... What are the guards doing...", - "Did the guards finally do something? Phew... What a rush...", - "I'm ^1561EAGad^000000, the trustworthy 30 man Jeepney driver.", - - "I see you're new to this town.", - "To guide travelers is also my task!! Let me explain.", - "Jeepneys were goods transport vehicles, now decorated and modified with Port Malaya's new technology!!", - "This Jeepney is my very own handiwork. Ha ha ha... It's cool right? Ha ha ha", - "Even though the customer is king, I can't let you drive it... Ha ha ha" - ); -} - -malaya,242,221,4 script Jeepney Driver#07 4_M_MALAYA,{ - callfunc( - "F_Malaya_Jeepney", - "ma_zif07", - 60, - - "Oh no... I think the whole village is bewitched by ghosts... Maybe... I should give the Mumbaki Leader a visit...", - "Ghost... I'm sure the Mumbaki Leader knows how to get rid of these ghosts...", - "^1561EAHott^000000, at your service, the safest 60 man Jeepney Operator.", - - "Jeepney is the public transportation of Port Malaya.", - "Therefore they are everywhere. And it's free! I know they all have different passenger limits, but that's no problem because they're everywhere." - ); -} - -malaya,62,245,6 script Jeepney Driver#08 4_M_MALAYA,{ - callfunc( - "F_Malaya_Jeepney", - "ma_zif08", - 60, - - "Shoo~ Be gone if you're a ghost, and go away even if you're human~ Shoo~", - "Hey... You... Are human right? Right? Huh? Say you are... Please...", - "Hullo, I'm ^1561EAMuyan^000000, operator of this 60 man Jeepney. Nice to meet you.", - - "Jeepneys are public transport, so safety is our priority.", - "My Jeepney received the best class of Port Malaya, a '60 man Jeepney' certificate.", - "Meaning!! That it is perfectly safe!! Don't you worry about the ride." - ); -} - -malaya,257,58,6 script Jeepney Driver#09 4_M_MALAYA,{ - callfunc( - "F_Malaya_Jeepney", - "ma_zif09", - 60, - - "...You're an outsider... Don't go touching anything and be careful in town...", - "The town is still quite dangerous. Best not touch anything until it is safe.", - "Hi there. I'm ^1561EAGramma^000000, Operator of the 60 man Jeepney of Port Malaya.", - - "Is this your first time in Port Malaya?", - "We Jeepney drivers here also promote Jeepneys, so let me explain them to you.", - "Jeepneys were first developed to transport goods quickly, but are now used as public transport.", - "Since everybody have different tastes, you can see those with cool and elaborate decorations.", - "Of course you don't need to drive them yourselves, but you can ride them so please feel free to do so." - ); -} diff --git a/npc/re/cities/mora.txt b/npc/re/cities/mora.txt deleted file mode 100644 index a58ee4463..000000000 --- a/npc/re/cities/mora.txt +++ /dev/null @@ -1,1201 +0,0 @@ -//================= Hercules Script ======================================= -//= _ _ _ -//= | | | | | | -//= | |_| | ___ _ __ ___ _ _| | ___ ___ -//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| -//= | | | | __/ | | (__| |_| | | __/\__ \ -//= \_| |_/\___|_| \___|\__,_|_|\___||___/ -//================= License =============================================== -//= This file is part of Hercules. -//= http://herc.ws - http://github.com/HerculesWS/Hercules -//= -//= Copyright (C) 2012-2015 Hercules Dev Team -//= Copyright (C) Flaid -//= Copyright (C) SuperHulk -//= Copyright (C) Euphy -//= -//= Hercules is free software: you can redistribute it and/or modify -//= it under the terms of the GNU General Public License as published by -//= the Free Software Foundation, either version 3 of the License, or -//= (at your option) any later version. -//= -//= This program is distributed in the hope that it will be useful, -//= but WITHOUT ANY WARRANTY; without even the implied warranty of -//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -//= GNU General Public License for more details. -//= -//= You should have received a copy of the GNU General Public License -//= along with this program. If not, see <http://www.gnu.org/licenses/>. -//========================================================================= -//= Mora Village -//================= Description =========================================== -//= Mora Town Script -//================= Current Version ======================================= -//= 1.4 -//========================================================================= - -//== Set 1 :: mora_resident ================================ -mora,52,138,5 script Mungmung#p 4_M_RAFLE_GR,{ - mes "[Mungmung]"; - mes "I'm not the innkeeper!"; - mes "Why do people want to pay me when they see me?"; - close; -} - -mora,160,123,3 script Nemnem#p 4_M_RAFLE_OLD,{ - mes "[Nemnem]"; - mes "My pain is getting worse and worse"; - mes "since the crevice appeared in Bifrost."; - mes "Are you responsible for it, young one?"; - next; - switch(select("Of course I am!", "That's an unfair accusation!")) { - case 1: - mes "[Nemnem]"; - mes "Bra~vo!"; - emotion e_awsm; - close; - case 2: - mes "[Nemnem]"; - mes "If not, never mind!"; - emotion e_swt2,1; - close; - } -} - -mora,105,104,3 script Boaster#podo 4_M_DOGTRAVELER2,{ - mes "[Boaster]"; - mes "So the situation"; - mes "was at its worst."; - next; - mes "[Raffles]"; - mes "Oh~!"; - next; - mes "[Boaster]"; - mes "Bored to death, I started to cry."; - mes "Then I fell asleep, tired from all the crying."; - mes "And when I woke up,"; - mes "I was even more bored"; - mes "than before!"; - next; - mes "[Raffles]"; - mes "Oh, oh!"; - mes "That's terrible, so terrible."; - mes "How could that happen?!"; - next; - mes "[Boaster]"; - mes "So the situation got"; - mes "more and more serious..."; - mes "Now give me some more coins."; - emotion e_swt2,1; - close; -} - -mora,105,100,1 script Rangrang#p 4_F_RAFLE_PK,{ - mes "[Rangrang]"; - mes "I've never heard such a boring and sad story."; - mes "I feel like crying!"; - close; -} - -/* -// Disabled due to overlapping with RangRang, and is not clickable on official -// servers. -mora,105,100,1 script Gurgur#p 4_M_RAFLE_GR,{ - mes "[Gurgur]"; - mes "He's been crying, falling asleep,"; - mes "and then waking up for 210 times now."; - mes "Isn't it just so original?"; - mes "I wonder how the story will end."; - close; -} -*/ - -mora,99,100,7 script Decoy#podo 4_F_DOGTRAVELER,{ - mes "[A Decoy]"; - mes "Oh~!"; - mes "That's just so"; - mes "unbelievable!"; - mes "I'm so curious, let's give him some coins!"; - close; -} - -mora,98,104,5 script Moved Raffle#podo 4_M_RAFLE_GR,{ - mes "[Moved Raffle]"; - mes "This is sad, too sad!"; - mes "I'm not sure why,"; - mes "but it must be sad"; - mes "because everybody else says so."; - close; -} - -mora,102,107,5 script Relieved Raffle#podo 4_M_RAFLE_OLD,{ - mes "[Relieved Raffle]"; - mes "Wow~!"; - mes "This is exciting."; - mes "He woke up safe and sound again!"; - mes "Well, I'm sure he will next time!"; - mes "..."; - next; - mes "[Relieved Raffle]"; - mes "Eh?"; - close; -} - -mora,101,107,5 script Excited Raffle#podo 4_F_RAFLE_PK,{ - mes "[Excited Raffle]"; - mes "Wow~"; - mes "The story is no fun at all."; - mes "Wow~!"; - mes "But it's as if we were singing in chorus -"; - mes "it's really fun."; - mes "Wow~!"; - close; -} - -mora,103,100,5 script Impressed Raffle#podo 4_F_RAFLE_PK,{ - mes "[Impressed Raffle]"; - mes "Wow! Wow!"; - close; -} - -mora,123,94,7 script Visitor to Mora#podo1 4_F_DOGTRAVELER,{ - mes "[Visitor to Mora]"; - mes "I'm stuck here because of the crevice, which appeared out of nowhere."; - mes "Ha......"; - close; -} - -mora,155,72,3 script Visitor to Mora#podo2 4_M_DOGTRAVELER,{ - mes "[Visitor to Mora]"; - mes "Isn't this one cheerful village?"; - mes "With Bifrost blocked like that, I'm thinking of settling here permanently."; - close; -} - -mora,184,169,5 script Worker#mo1 4_M_RAFLE_GR,{ - mes "[Worker]"; - mes "I heard that somebody made it out of the Labyrinth Forest alive."; - mes "Whoever it is, I want to meet this person myself."; - close; -} - -mora,179,155,1 script Novice Worker#mo 4_M_RAFLE_GR,{ - mes "[Novice Worker]"; - mes "I'll come out of the Labyrinth Forest and become a hero!"; - next; - mes "[Indifferent Worker]"; - mes "I hear somebody already did that."; - next; - mes "[Novice Worker]"; - mes "What if I say I'm that somebody?"; - next; - mes "[Indifferent Worker]"; - mes "Forget it. It's more believable"; - mes "to say I did it."; - next; - mes "[Novice Worker]"; - mes "Well, that's true."; - close; -} - -mora,177,157,5 script Indifferent Worker#mo 4_F_RAFLE_PK,{ - mes "[Novice Worker]"; - mes "I'll come out of the Labyrinth Forest and become a hero!"; - next; - mes "[Indifferent Worker]"; - mes "I hear somebody already did that."; - next; - mes "[Novice Worker]"; - mes "What if I say I'm that somebody?"; - next; - mes "[Indifferent Worker]"; - mes "Forget it. It's more believable"; - mes "to say I did it."; - next; - mes "[Novice Worker]"; - mes "Well, that's true."; - close; -} - -mora,108,182,5 script Worker#mo4 4_M_RAFLE_GR,{ - mes "[Worker]"; - mes "Stay clear of the Labyrinth Forest."; - mes "Don't ever dream of peeking in out of curiosity."; - mes "Lots of travelers have gone missing after going there."; - close; -} - -//== Set 2 :: npc ========================================== -mora,122,97,6 script Relaxing Raffle#ep14_1 4_M_RAFLE_OLD,{ - mes "[Relaxing Rafflesia]"; - mes "The public bath in the center of the village is a symbol of Mora Village."; - next; - mes "[Relaxing Rafflesia]"; - mes "It's not just a simple puddle."; - mes "It has tremendous power"; - mes "to heal wounds."; - next; - mes "[Relaxing Rafflesia]"; - mes "Try walking in the bath"; - mes "if you want to see for yourself."; - mes "It will slowly but surely heal your wounds."; - close; -} - -mora,174,171,0 script Warehouse Worker#mo1 4_F_RAFLE_PK,{ - mes "[Shortffle]"; - mes "I want to climb the ladder,"; - mes "but my legs are too short to do that."; - emotion e_sob; - next; - mes "[Shortffle]"; - mes "I wonder who brought it here."; - close; -} - -mora,113,185,4 script Reading Raffle#ep14_1 4_M_RAFLE_GR,{ - mes "You see a Rafflesia"; - mes "lost in reading."; - next; - switch(select("See what he's reading.", "Leave him alone.")) { - case 1: - mes "Curious about what he's reading,"; - mes "you quietly approach him from behind."; - mes "The Rafflesia is reading in a low voice."; - next; - mes "[Reading Rafflesia]"; - mes "Seiren was going to Eremes's."; - mes "He was going there to borrow"; - mes "Eremes's reference books,"; - next; - mes "[Reading Rafflesia]"; - mes "but he also hoped to see"; - mes "his beautiful sister, Seiren."; - mes "Seiren knocked on Eremes's door"; - mes "with his heart pounding."; - next; - mes "[Reading Rafflesia]"; - mes "Knock! Knock! Knock!"; - mes "Excuse me. Is anybody there?"; - mes "... ... ..."; - mes "He doesn't hear anything."; - next; - mes "[Reading Rafflesia]"; - mes "Is there nobody home?"; - mes "He knocked again,"; - mes "afraid that he might have"; - mes "made the trip for nothing."; - next; - mes "[Reading Rafflesia]"; - mes "Knock! Knock! Knock!"; - mes "No answer again. Is there nobody home?"; - mes "He knew it was rude to do that,"; - mes "but he decided to enter anyway"; - mes "and wait for Eremes to come back home."; - next; - mes "[Reading Rafflesia]"; - mes "Seiren opened the front door"; - mes "with his heart throbbing."; - mes "*squeak*"; - mes "The door wasn't locked."; - mes "Eremes seems to be away for a while."; - next; - mes "[Reading Rafflesia]"; - mes "Seiren entered the house hesitantly."; - mes "The moment he stepped into the house,"; - mes "he heard a sound of water running."; - next; - mes "[Reading Rafflesia]"; - mes "Seiren suddenly came to his senses,"; - mes "and turned back to go out."; - mes "But right at the moment!!"; - next; - mes "[Reading Rafflesia]"; - mes "*thud*"; - mes "The bathroom door opened,"; - mes "and with white steam pouring out came a foot."; - next; - mes "[Reading Rafflesia]"; - mes "Seiren's heart almost stopped"; - mes "at the sight of it. And a moment later,"; - mes "somebody came out from the bathroom,"; - mes "with just a towel around her body."; - next; - mes "[Reading Rafflesia]"; - mes "With her body still wet"; - mes "from the shower..."; - next; - mes "[Reading Rafflesia]"; - mes "*gasp* Who are you? How long"; - mes "were you standing there? How rude."; - emotion e_omg; - next; - mes "The Rafflesia closed the book hastily."; - mes "You're curious what will happen next,"; - mes "but you've been rude enough,"; - mes "so you just give up."; - close; - case 2: - mes "You leave the place quietly"; - mes "in order not to disturb"; - mes "the Rafflesia, who was lost in reading."; - close; - } -} - -mora,99,65,6 script Banana Rafflesia#ep14_1 4_M_RAFLE_GR,{ - mes "[Banana Rafflesia]"; - mes "You want a banana?"; - next; - switch(select("Yes, I do.", "No, thanks.")) { - case 1: - mes "[Banana Rafflesia]"; - mes "Take it if you can."; - mes "If you are successful, you can have it for free."; - emotion e_ok; - close; - case 2: - mes "[Banana Rafflesia]"; - mes "Well, I was going to give it for free,"; - mes "but if you don't want it, it's fine with me."; - emotion e_pif; - close; - } -} - -mora,30,128,4 script Relaxing Traveler#ep14_1 4_M_DOGTRAVELER2,{ - mes "[Traveler]"; - mes "The Mora Inn is famous"; - mes "for its unusual pieces of furniture."; - mes "Mushroom closets and apple dressers..."; - mes "Aren't they so innovative?"; - next; - select("... ... ..."); - mes "[Traveler]"; - mes "Sorry... maybe it's just me..."; - emotion e_sry; - close; -} - -mora,130,96,4 script Relaxing Traveler#ep14_2 4_M_DOGTRAVELER,{ - mes "[Traveler]"; - mes "The Rafflesia in Mora Village all look alike, so it's so confusing."; - mes "It's like looking at centuplets..."; - next; - mes "[Traveler]"; - mes "However! If you look closely,"; - mes "you'll find each of them has a personality."; - mes "To find it is one of the fun things"; - mes "you can do in the village."; - close; -} - -mora,43,113,4 script Wounded Rafflesia#ep14_1 4_M_RAFLE_OLD,{ - mes "[Wounded Raffle]"; - mes "Ugghh... What was it"; - mes "that was in the bath... Arrrghh..."; - mes "To attack suddenly like that... Be careful..."; - mes "Whatever it is in there, it's very aggressive."; - close; -} - -mora,168,161,4 script Warehouse Worker#mo2 4_M_DOGTRAVELER,{ - mes "[Lively]"; - mes "The inn over there~"; - mes "It should've been mine~"; - next; - mes "[Lively]"; - mes "The store over there~"; - mes "It should've been mine as well~"; - next; - mes "[Lively]"; - mes "The warehouse here~"; - mes "and all the things in it~"; - mes "All of those should've been mine~"; - mes "All of those should've been mine~"; - next; - mes "[Lively]"; - mes "Ahhh... I'd like to make money..."; - emotion e_sob; - close; -} - -mora,175,161,6 script Warehouse Worker#mo3 4_F_RAFLE_PK,{ - mes "[Kuorita]"; - mes "Oh... this duck..."; - next; - mes "[Kuorita]"; - mes "Its slender red beak..."; - mes "and the blush on its cheeks..."; - mes "and its wings, ready to take off"; - mes "any moment..."; - emotion e_shy; - next; - mes "[Kuorita]"; - mes "I want to have it badly..."; - mes "What would happen if I stole it?"; - emotion e_rice; - close; -} - -mora,140,186,3 script Raffle Philosopher 4_M_RAFLE_OLD,{ - mes "[Raffle Philosopher]"; - mes "With a little token of appreciation, I will tell you a quote that will help you in your life."; - next; - if(select("Give him a token of appreciation.", "Can't you just tell me?") == 2) { - mes "[Raffle Philosopher]"; - mes "You don't get something for nothing."; - close; - } - mes "[Raffle Philosopher]"; - mes "How much are you willing to give me?"; - mes "You can pay me in the currencies listed below."; - mes "Enter the sum you're willing to pay. Enter 0 if you don't want to pay anything."; - next; - input .@input; - if (.@input == 0) { - mes "[Raffle Philosopher]"; - mes "So you don't want to hear a quote, eh?"; - close; - } else if (.@input < 100 || .@input > 1000000) { - mes "[Raffle Philosopher]"; - mes "You can pay between ^FF0000100 and 1000000^000000."; - close; - } else if (Zeny < .@input) { - mes "[Raffle Philosopher]"; - mes "So you think this is what my time is worth?"; - close; - } - mes "[Raffle Philosopher]"; - mes "The quote I'm going to tell you is..."; - mes "Let's see... Wait a second."; - Zeny -= .@input; - next; - mes ". . . . . . . . ."; - next; - mes ". . . . . . . . ."; - next; - mes ". . . . . . . . ."; - next; - mes "[Raffle Philosopher]"; - mes "Okay! I think this is the one for you."; - next; - mes "[Raffle Philosopher]"; - mes strcharinfo(PC_NAME)+", the quote I'm going to tell you is..."; - switch(rand(1,70)) { - case 1: - mes "Nothing is more difficult,"; - mes "and therefore more precious,"; - mes "than to be able to decide."; - mes "- Napoleon Bonaparte -"; - break; - case 2: - mes "Sometimes we stare so long at a door that is closing,"; - mes "that we see too late the one that is open."; - mes "- Alexander Graham Bell -"; - break; - case 3: - mes "If it's that painful, why do you keep doing it?"; - mes "The answer's simple."; - mes "Because it makes my heart beat,"; - mes "because it excites me."; - mes "My body might suffer, but I'm a lot happier"; - mes "doing what I have always wanted to do."; - mes "- Biya Han -"; - break; - case 4: - mes "You cannot persuade anybody"; - mes "before you change yourself."; - mes "- Cheoljong Ko -"; - break; - case 5: - mes "Never regret what you have chosen."; - mes "- Miyoung Ko -"; - break; - case 6: - mes "A man is not finished when he is defeated."; - mes "He is finished when he quits."; - mes "- Richard Nixon -"; - break; - case 7: - mes "Failure is instructive."; - mes "The person who really thinks"; - mes "learns quite as much from his failures"; - mes "as from his successes."; - mes "- John Dewey -"; - break; - case 8: - mes "We sow our thoughts, and we reap our actions;"; - mes "we sow our actions, and we reap our habits;"; - mes "we sow our habits, and we reap our characters;"; - mes "we sow our characters, and we reap our destiny."; - mes "- Erasmus -"; - break; - case 9: - mes "There is no greater folly"; - mes "in the world"; - mes "than for a man to despair."; - mes "- Miguel de Cervantes -"; - break; - case 10: - mes "Humility is the most difficult"; - mes "of all virtues to achieve,"; - mes "nothing dies harder than the desire"; - mes "to think well of oneself."; - mes "- T. S. Eliot -"; - break; - case 11: - mes "You have to assess your talent..."; - mes "and ask yourself if this is going to be"; - mes "an avocation or a job."; - mes "- Norma Clayton -"; - break; - case 12: - mes "An eye for an eye"; - mes "only ends up"; - mes "making the whole world blind."; - mes "- Gandhi-"; - break; - case 13: - mes "A man of no talent"; - mes "craves long life,"; - mes "yet a fool, if offered eternity,"; - mes "would not know what to do with it."; - mes "- Solzhenitsyn -"; - break; - case 14: - mes "It is not because the truth is too difficult to see that we make mistakes..."; - mes "we make mistakes because the easiest and most comfortable course for us"; - mes "is to seek insight where it accords with our emotions - especially selfish ones."; - mes "- Solzhenitsyn -"; - break; - case 15: - mes "Beware of a man"; - mes "of one book."; - mes "- English Proverb -"; - break; - case 16: - mes "Bees drink water to make honey,"; - mes "and snakes drink water to make poison."; - mes "- English Proverb -"; - break; - case 17: - mes "Despair is an illness leading to death."; - mes "- Kierkegaard -"; - break; - case 18: - mes "To eat bread without hope is"; - mes "still slowly to starve to death."; - mes "- Pearl Buck -"; - break; - case 19: - mes "Optimism is the faith that leads to achievement."; - mes "Nothing can be done"; - mes "without hope and confidence."; - mes "- Helen Keller -"; - break; - case 20: - mes "Look deep into nature,"; - mes "and then you will understand"; - mes "everything better."; - mes "- Albert Einstein -"; - break; - case 21: - mes "Many of life's failures are"; - mes "people who did not realize"; - mes "how close they were"; - mes "to success"; - mes "when they gave up."; - mes "- Thomas Edison -"; - break; - case 22: - mes "I have more fun and enjoy more financial success"; - mes "when I stop trying"; - mes "to get what I want"; - mes "and start helping other people "; - mes "get what they want."; - mes "- Spencer Johnson, Larry Wilson -"; - break; - case 23: - mes "Age is like love, it cannot be hid."; - mes "- Thomas Dekker -"; - break; - case 24: - mes "We can't become"; - mes "what we need to be"; - mes "by remaining what we are."; - mes "- Oprah Winfrey -"; - break; - case 25: - mes "Turn your wounds."; - mes "into wisdom."; - mes "- Oprah Winfrey -"; - break; - case 26: - mes "Pain is the great teacher of mankind."; - mes "- Marie E. Eschenbach -"; - break; - case 27: - mes "The superior man thinks always"; - mes "of virtue; the common man"; - mes "thinks of comfort."; - mes "- Confucius -"; - break; - case 28: - mes "Pleasure is often spoiled by describing it."; - mes "- Stendhal -"; - break; - case 29: - mes "The end comes when we"; - mes "no longer talk with ourselves."; - mes "It is the end of genuine thinking"; - mes "and the beginning of the final loneliness."; - mes "- Edward Gibbon -"; - break; - case 30: - mes "They who have conquered doubt and fear"; - mes "have conquered failure."; - mes "- James Allen -"; - break; - case 31: - mes "Our greatest pride was"; - mes "not that we never fail, but rather"; - mes "that we always stand up when we fall."; - mes "- Confucius -"; - break; - case 32: - mes "When you love a person"; - mes "all fear disappears."; - mes "And when you are afraid all love disappears."; - mes "- Osho Rajneesh -"; - break; - case 33: - mes "The power of our unconscious mind is enormous;"; - mes "what we cannot do in our conscious state"; - mes "we can do with the help"; - mes "of the unconscious mind"; - mes "more sensible than the conscious."; - mes "- Osho Rajneesh -"; - break; - case 34: - mes "Truth is simple. Very simple-"; - mes "so simple that a child can understand it."; - mes "In fact, so simple that only a child can understand it."; - mes "Unless you become a child again"; - mes "you will not be able to understand it."; - mes "It is an experience, not speculation."; - mes "- Osho Rajneesh -"; - break; - case 35: - mes "The best and most beautiful things in the world"; - mes "cannot be seen or even touched -"; - mes "they must be felt with the heart."; - mes "- Helen Keller -"; - break; - case 36: - mes "Never bend your head. Always hold it high."; - mes "Look the world straight in the eye."; - mes "- Helen Keller -"; - break; - case 37: - mes "Alone we can do so little;"; - mes "together we can do so much."; - mes "- Helen Keller -"; - break; - case 38: - mes "The highest result of education is tolerance."; - mes "- Helen Keller -"; - break; - case 39: - mes "We are, each of us"; - mes "angels with only one wing;"; - mes "and we can only fly"; - mes "by embracing one another."; - mes "- Luciano de Crescenzo -"; - break; - case 40: - mes "He that feeds himself from waiting could die of hunger."; - mes "- Danish Proverb -"; - break; - case 41: - mes "A bad peace is better"; - mes "than a good war."; - mes "- Russian Proverb -"; - break; - case 42: - mes "He who wants to warm himself"; - mes "in old age must build"; - mes "a fireplace in his youth."; - mes "- German Proverb -"; - break; - case 43: - mes "Those who are choosy often pick the worst."; - mes "- Ilocano Proverb -"; - break; - case 44: - mes "Even a God will lose money"; - mes "after three days of gambling."; - mes "- Chinese Proverb -"; - break; - case 45: - mes "I fear not the man"; - mes "who has practiced 10,000 kicks once,"; - mes "but I fear the man"; - mes "who has practiced one kick 10,000 times."; - mes "- Bruce Lee -"; - break; - case 46: - mes "The best way to be remembered"; - mes "is to have a life."; - mes "worth remembering."; - mes "- Bruce Lee -"; - break; - case 47: - mes "To know oneself is to study oneself"; - mes "in action with another person."; - mes "- Bruce Lee -"; - break; - case 48: - mes "I'm not one of those,"; - mes "who do not believe"; - mes "in love at first sight,"; - mes "but I believe in taking a second look."; - mes "- Bruce Lee -"; - break; - case 49: - mes "One should never rush marriage."; - mes "Unlike fruit, marriage is"; - mes "always in season."; - mes "- Leo Tolstoy -"; - break; - case 50: - mes "Those who want to succeed"; - mes "will find a way, those who"; - mes "don't will find an excuse."; - mes "- Leo Aguila -"; - break; - case 51: - mes "Motivation is what gets you started."; - mes "Habit is what keeps you going."; - mes "- Jim Ryan -"; - break; - case 52: - mes "He has achieved success who has lived well,"; - mes "laughed often, and loved much."; - mes "- Bessie Stanley -"; - break; - case 53: - mes "A poor person spends his money"; - mes "and invests the rest."; - mes "A rich person invests his money"; - mes "and spends what's left."; - mes "- Jim Rohn -"; - break; - case 54: - mes "If you can't find the key to success,"; - mes "pick the lock."; - mes "One of the most important principles of success is"; - mes "developing the habit of going the extra mile."; - mes "- Napoleon Hill -"; - break; - case 55: - mes "The human race has"; - mes "one really effective weapon,"; - mes "and that is laughter."; - mes "- Mark Twain -"; - break; - case 56: - mes "A day without laughter is a day wasted."; - mes "- Charlie Chaplin -"; - break; - case 57: - mes "He who laughs best today,"; - mes "will also laugh last."; - mes "- Nietzsche -"; - break; - case 58: - mes "Laughter is the sun that"; - mes "drives winter from the human face."; - mes "- Victor Hugo -"; - break; - case 59: - mes "Laugh, and the world laughs"; - mes "with you; weep, and"; - mes "you weep alone."; - mes "- Ella Wheeler Wilcox -"; - break; - case 60: - mes "It is impossible for you to be angry"; - mes "and laugh at the same time."; - mes "Anger and laughter are mutually exclusive"; - mes "and you have the power to choose either."; - mes "- Wayne Dyer -"; - break; - case 61: - mes "We don't laugh because we're happy"; - mes "- we're happy because we laugh."; - mes "- William James -"; - break; - case 62: - mes "The person who knows how to laugh at himself"; - mes "will never cease to be amused."; - mes "- Shirley MacLaine -"; - break; - case 63: - mes "The young man who has not wept is a savage,"; - mes "and the older man who will not laugh is a fool."; - mes "- George Santayana -"; - break; - case 64: - mes "I do not have much patience"; - mes "with a thing of beauty"; - mes "that must be explained"; - mes "to be understood."; - mes "If it does need additional interpretation"; - mes "then I question"; - mes "whether it has fulfilled its purpose."; - mes "- Charlie Chaplin -"; - break; - case 65: - mes "Life is a tragedy"; - mes "when seen in close-up,"; - mes "but a comedy"; - mes "in long-shot."; - mes "- Charlie Chaplin -"; - break; - case 66: - mes "The clearest sign of wisdom is continued cheerfulness."; - mes "- Michel de Montaigne -"; - break; - case 67: - mes "The time you enjoyed wasting"; - mes "was not wasted."; - mes "- John Lennon -"; - break; - case 68: - mes "True humor springs not more from the head than from the heart."; - mes "It is not contempt; its essence is love."; - mes "It issues not in laughter,"; - mes "but in still smiles, which lie far deeper."; - mes "- Thomas Carlyle -"; - break; - case 69: - mes "Through humor, you can soften"; - mes "some of the worst blows"; - mes "that life delivers."; - mes "And once you find laughter,"; - mes "no matter how painful"; - mes "your situation might be,"; - mes "you can survive it."; - mes "- Bill Cosby -"; - break; - case 70: - mes "My great hope is to laugh"; - mes "as much as I cry;"; - mes "to get my work done"; - mes "and try to love somebody"; - mes "and have the courage"; - mes "to accept the love in return."; - mes "- Maya Angelou -"; - break; - } - next; - mes "[Raffle Philosopher]"; - mes "People take what they hear"; - mes "differently."; - next; - mes "[Raffle Philosopher]"; - mes "I wonder what you think"; - mes "about what I've told you."; - next; - input .@inputstr$; - mes "[Raffle Philosopher]"; - mes "So you think that "+.@inputstr$+"."; - next; - mes "[Raffle Philosopher]"; - mes "... ... ... ..."; - next; - mes "[Raffle Philosopher]"; - mes "I don't know. There is no one answer"; - mes "to this question..."; - mes "Hold onto your thought."; - close; -} - -- script #mora_traveler FAKE_NPC,{ - mes "[Upset Traveler]"; - mes "You... you dare play a game with me?"; - emotion e_ag,0,"Traveler#ep14_1_1"; - next; - mes "[Traveler That Posed the Question]"; - mes "What...? Do you have proof?"; - mes "Do you have proof?!!"; - emotion e_an,0,"Traveler#ep14_1_2"; - next; - mes "[Traveler Trying to Stop the Fight]"; - mes "Look, stop it, just stop it!"; - mes "I'm afraid it will turn into a big fight..."; - emotion e_swt2,0,"Traveler#ep14_1_3"; - next; - mes "[Traveler Trying to Stop the Fight]"; - mes "Oh! Why don't we ask"; - mes "that person there...?"; - next; - mes "[Upset Traveler]"; - mes "Oh, yes! That's a great idea."; - mes "Well~ Hello there~"; - mes "You there, traveler!"; - emotion e_ic,0,"Traveler#ep14_1_1"; - next; - mes "They seem to be calling out to you."; - next; - if(select("See what the matter is.", "I have nothing to do with it.") == 2) { - mes "You went on your way"; - mes "leaving the travelers behind you."; - close; - } - mes "["+strcharinfo(PC_NAME)+"]"; - mes "What's happening here?"; - emotion e_what,1; - next; - mes "[Upset Traveler]"; - mes "I'll tell you what."; - mes "Rose's mother had 10 sons."; - mes "The eldest son is called Roseone,"; - mes "the second Rosetwo,"; - mes "the third Rosethree..."; - mes "the ninth Rosenine..."; - mes "you get how it works, right?"; - emotion e_ag,0,"Traveler#ep14_1_1"; - next; - mes "[Traveler That Posed the Question]"; - mes "Right, that's how it works."; - mes "So I asked what the youngest one would be called,"; - mes "and when I told him the answer,"; - mes "he got all upset and started cursing me."; - emotion e_an,0,"Traveler#ep14_1_2"; - next; - mes "[Upset Traveler]"; - mes "You... you bastard!"; - mes "Hey there, what do you think"; - mes "the answer to the question is?"; - emotion e_ag,0,"Traveler#ep14_1_1"; - next; - switch(select("Roseten.", "Rose.", "How would I know that?")) { - case 1: - mes "["+strcharinfo(PC_NAME)+"]"; - mes "The answer to the question is Roseten."; - mes "Why are you fighting over such a trivial matter?"; - next; - mes "[Upset Traveler]"; - mes "See? Even this traveler says"; - mes "Roseten is the answer."; - mes "How dare you try to play tricks on me?"; - emotion e_gg,0,"Traveler#ep14_1_1"; - next; - mes "[Traveler That Posed the Question]"; - mes "You idiot... you don't have the slightest clue!"; - emotion e_an,0,"Traveler#ep14_1_2"; - break; - case 2: - mes "["+strcharinfo(PC_NAME)+"]"; - mes "The answer to the question is Rose."; - mes "You said Rose's mother had 10 sons."; - mes "So even if the other sons' names are"; - mes "Roseone, Rosetwo, ... Rosenine,"; - mes "the youngest one must be Rose,"; - mes "or she wouldn't be called Rose's mother."; - next; - mes "[Traveler That Posed the Question]"; - mes "That's exactly what I mean!"; - mes "I can't hang around with him."; - mes "I guess we live in two different worlds."; - emotion e_ok,0,"Traveler#ep14_1_2"; - next; - mes "[Upset Traveler]"; - mes "You bastard... What did you"; - mes "get from this guy...?"; - emotion e_ag,0,"Traveler#ep14_1_1"; - break; - case 3: - mes "["+strcharinfo(PC_NAME)+"]"; - mes "I have no idea."; - mes "Try to sort it out yourselves."; - next; - mes "[Traveler Trying to Stop the Fight]"; - mes "You good-for-nothing bastard,"; - mes "you're trying to leave this mess to me?"; - emotion e_an,0,"Traveler#ep14_1_3"; - break; - } - next; - mes "*thud*"; - mes "You feel a sudden impact on the back of your head."; - mes "Your sight is going blurry."; - specialeffect(EF_HIT1, AREA, playerattached()); - sc_start SC_BLIND,20000,0; - next; - mes "You feel somebody rummaging through your pockets before you pass out."; - if (Zeny >= 5000) - Zeny -= 5000; - else - Zeny = 0; - close2; - percentheal -99,0; - warp "mora",31,132; - end; -} -mora,140,72,4 duplicate(#mora_traveler) Traveler#ep14_1_1 4_M_DOGTRAVELER //Upset Traveler -mora,138,72,6 duplicate(#mora_traveler) Traveler#ep14_1_2 4_M_DOGTRAVELER //Traveler That Posed the Question -mora,139,73,4 duplicate(#mora_traveler) Traveler#ep14_1_3 4_M_DOGTRAVELER //Traveler Trying to Stop the Fight - -//== Set 3 :: tre ========================================== -mora,132,185,5 script Mora Villager#sleep5 4_F_RAFLE_PK,{ - mes "[Mora Villager]"; - mes "Phew~ Phew~"; - close; -} - -mora,133,185,5 script Mora Villager#sleep2 4_M_RAFLE_VI,{ - mes "[Mora Villager]"; - mes "Snore..."; - close; -} - -mora,134,185,3 script Mora Villager#sleep1 4_F_RAFLE_VI,{ - mes "[Mora Villager]"; - mes "Snort--"; - close; -} - -mora,132,184,5 script Mora Villager#sleep6 4_M_RAFLE_OR,{ - mes "[Mora Villager]"; - mes "Snort--"; - close; -} - -mora,133,184,1 script Mora Villager#sleep4 G_RAFFLESIA,{ - mes "[Mora Villager]"; - mes "Moan..."; - close; -} - -mora,134,184,1 script Mora Villager#sleep3 4_M_RAFLE_GR,{ - mes "[Mora Villager]"; - mes "Phew phew pheeew~"; - close; -} - -mora,132,183,7 script Mora Villager#sleep7 4_M_RAFLE_VI,{ - mes "[Mora Villager]"; - mes "z Z"; - close; -} - -mora,133,183,7 script Mora Villager#sleep8 4_F_RAFLE_PK,{ - mes "[Mora Villager]"; - mes "z Z"; - close; -} - -mora,134,183,1 script Mora Villager#sleep9 4_M_RAFLE_OR,{ - mes "[Mora Villager]"; - mes "z Z"; - close; -} - -mora,43,127,3 script Innkeeper#mora_inn 4_M_RAFLE_OR,{ - mes "[Innkeeper]"; - mes "Oh~ looks like we have another adventurer."; - mes "Where are you from?"; - next; - switch(select("Just save the game.", "I'd like to get some rest.", "The place I used to live is called...", "How can I use the warehouse?")) { - case 1: - mes "[Innkeeper]"; - mes "Wow, what's the rush?"; - mes "You've just come here, and you're already going someplace else?"; - next; - mes "[Innkeeper]"; - mes "You know, haste makes waste. Tsk tsk."; - mes "Well, the game's been saved."; - savepoint "mora",56,143; - close; - case 2: - mes "[Innkeeper]"; - mes "My my, I need some rest also."; - mes "The rate is 5000 zeny. Do you want a room?"; - next; - switch(select("Yes", "No")) { - case 1: - if (Zeny < 5000) { - mes "[Innkeeper]"; - mes "The rate is 5000z."; - close; - } - mes "[Innkeeper]"; - mes "Make yourself at home."; - close2; - Zeny -= 5000; - percentheal 100,100; - warp "mora",32,123; - end; - case 2: - mes "[Innkeeper]"; - mes "If you don't have the money, go soak yourself in the puddle in the center of the village."; - mes "It will warm you up."; - close; - } - case 3: - input .@inputstr$; - mes "["+strcharinfo(PC_NAME)+"]"; - mes "I come from a place called "+.@inputstr$+"."; - next; - mes "[Innkeeper]"; - mes "Oh, I think I've heard about the place before!"; - next; - if (.@inputstr$ == "Shinlim") { - mes "[Innkeeper]"; - mes "I heard there's an old tower where horrible witches put Savages in a giant cauldron and cast evil spells on them, right?"; - next; - mes "[Innkeeper]"; - mes "What's worse is that whoever takes medicine made out of Savages will come back for more!"; - mes "And he will wander around looking for the tower, and eventually turn into an enormous Savage!"; - emotion e_no,1; - next; - } else { - mes "[Innkeeper]"; - mes "I heard that there are creeps there who won't get up at all even if it rains or snows, or their sweethearts or parents call them!"; - mes "And that black clouds hover over them all the time, causing a storm!"; - next; - } - mes "[Innkeeper]"; - mes "How terrible!"; - close; - case 4: - mes "[Innkeeper]"; - mes "Search through the vegetable-shaped drawer to my right."; - close; - } -} - -mora,48,128,0 script Drawer#mora_warehouse HIDDEN_NPC,{ - if(basicskillcheck() && getskilllv("NV_BASIC") < 6) { - mes "- You don't remember how to open the warehouse. -"; - close; - } - mes "- The figure 1 0 0 is written in small letters on the vegetable-shaped drawer. -"; - next; - switch(select("Insert 100 zeny.", "Don't do anything.")) { - case 1: - if (Zeny < 100) { - mes "- You don't seem to have 100 zeny with you. -"; - close; - } - Zeny -= 100; - openstorage; - close; - case 2: - mes "- You gave up using the warehouse. -"; - close; - } -} diff --git a/npc/re/cities/yuno.txt b/npc/re/cities/yuno.txt deleted file mode 100644 index fe81450ee..000000000 --- a/npc/re/cities/yuno.txt +++ /dev/null @@ -1,41 +0,0 @@ -//================= Hercules Script ======================================= -//= _ _ _ -//= | | | | | | -//= | |_| | ___ _ __ ___ _ _| | ___ ___ -//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| -//= | | | | __/ | | (__| |_| | | __/\__ \ -//= \_| |_/\___|_| \___|\__,_|_|\___||___/ -//================= License =============================================== -//= This file is part of Hercules. -//= http://herc.ws - http://github.com/HerculesWS/Hercules -//= -//= Copyright (C) 2013-2015 Hercules Dev Team -//= Copyright (C) Euphy -//= -//= Hercules is free software: you can redistribute it and/or modify -//= it under the terms of the GNU General Public License as published by -//= the Free Software Foundation, either version 3 of the License, or -//= (at your option) any later version. -//= -//= This program is distributed in the hope that it will be useful, -//= but WITHOUT ANY WARRANTY; without even the implied warranty of -//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -//= GNU General Public License for more details. -//= -//= You should have received a copy of the GNU General Public License -//= along with this program. If not, see <http://www.gnu.org/licenses/>. -//========================================================================= -//= Juno City (Renewal) -//================= Description =========================================== -//= NPCs for the City of Juno -//================= Current Version ======================================= -//= 1.0 -//========================================================================= - -yuno,150,283,4 duplicate(JunoSoldier1) Juno Soldier#juno 4_M_EIN_SOLDIER -yuno,165,283,4 duplicate(JunoSoldier2) Juno Soldier#2juno 4_M_EIN_SOLDIER -yuno,227,292,4 duplicate(JunoSoldier3) Juno Soldier#3juno 4_M_EIN_SOLDIER -yuno,165,228,4 duplicate(JunoSoldier4) Juno Soldier#4juno 4_M_EIN_SOLDIER -yuno,150,228,4 duplicate(JunoSoldier5) Juno Soldier#5juno 4_M_EIN_SOLDIER -yuno,334,182,4 duplicate(JunoSoldier6) Juno Soldier#6juno 4_M_EIN_SOLDIER -yuno,263,320,4 duplicate(JunoSoldier7) Juno Soldier#7juno 4_M_EIN_SOLDIER |