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author | AtlantisRO <atlas@atlantis-ro.net> | 2017-10-22 01:50:04 -0600 |
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committer | AtlantisRO <atlas@atlantis-ro.net> | 2017-10-29 11:29:20 -0700 |
commit | 26627dfc92bf77e3c73d28b70e20dab84e51d316 (patch) | |
tree | b63d5ddb1b90eb46ceaaa99a1c40ca5ccb88eddf /npc/re/instances | |
parent | f7dfa7af3afb86ad6d3dd9dd8ccbf660226b5ddb (diff) | |
download | hercules-26627dfc92bf77e3c73d28b70e20dab84e51d316.tar.gz hercules-26627dfc92bf77e3c73d28b70e20dab84e51d316.tar.bz2 hercules-26627dfc92bf77e3c73d28b70e20dab84e51d316.tar.xz hercules-26627dfc92bf77e3c73d28b70e20dab84e51d316.zip |
Changes to npc\instances\re\BuwayaCave.txt script to fit Hercules' Standards.
- Added mesf and sprintf commands where needed.
- Added _$() and _() macros where needed.
- Added curly brackets, paragraph breaks, parentheses and spaces to fit Hercules' Standards.
- Changed numeric arguments for constants.
Signed-off-by: Ragno <ragno@atlantis-ro.net>
Diffstat (limited to 'npc/re/instances')
-rw-r--r-- | npc/re/instances/BuwayaCave.txt | 460 |
1 files changed, 230 insertions, 230 deletions
diff --git a/npc/re/instances/BuwayaCave.txt b/npc/re/instances/BuwayaCave.txt index 094964867..393ac5d9e 100644 --- a/npc/re/instances/BuwayaCave.txt +++ b/npc/re/instances/BuwayaCave.txt @@ -35,95 +35,95 @@ ma_fild02,312,317,5 script Guard#buwaya_cave 4_MAL_SOLDIER,{ if (BaseLevel < 130) { - mes "[Guard]"; - mes "People under ^ff0000level 130^000000"; - mes "cannot enter this place."; - mes "This place is dangerous. Please go back."; - close; + mes("[Guard]"); + mes("People under ^ff0000level 130^000000"); + mes("cannot enter this place."); + mes("This place is dangerous. Please go back."); + close(); } .@party_id = getcharid(CHAR_ID_PARTY); - .@md_name$ = "Buwaya Cave"; + .@md_name$ = _("Buwaya Cave"); if (!.@party_id) { - mes "[Guard]"; - mes "Buwaya is dangerous."; - mes "Please come back after you form a"; - mes "team with other people."; - close; + mes("[Guard]"); + mes("Buwaya is dangerous."); + mes("Please come back after you form a"); + mes("team with other people."); + close(); } - if (getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id,2)) { - mes "[Guard]"; - mes "This place is dangerous. Please go back."; - mes "If you dont have any business here, please go back."; - next; - while(1) { - switch(select("Why is it so dangerous?", "I'm here to hunt down Buwaya.", "End conversation.")) { + if (getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id, 2)) { + mes("[Guard]"); + mes("This place is dangerous. Please go back."); + mes("If you dont have any business here, please go back."); + next(); + while (true) { + switch (select("Why is it so dangerous?", "I'm here to hunt down Buwaya.", "End conversation.")) { case 1: - mes "[Guard]"; - mes "Recently, there has been a case"; - mes "where villagers have disappeared."; - mes "After investigating the tracks, "; - mes "we found out the giant monster Buwaya"; - mes "was responsible."; - next; - mes "[Guard]"; - mes "Soldiers and mercenaries have been dispatched to "; - mes "hunt down Buwaya, but were never"; - mes "completely successful."; - next; - mes "[Guard]"; - mes "Buwaya is still kidnapping"; - mes "the villagers to this day."; - mes "Please gather some people to get rid of Buwaya."; - next; + mes("[Guard]"); + mes("Recently, there has been a case"); + mes("where villagers have disappeared."); + mes("After investigating the tracks, "); + mes("we found out the giant monster Buwaya"); + mes("was responsible."); + next(); + mes("[Guard]"); + mes("Soldiers and mercenaries have been dispatched to "); + mes("hunt down Buwaya, but were never"); + mes("completely successful."); + next(); + mes("[Guard]"); + mes("Buwaya is still kidnapping"); + mes("the villagers to this day."); + mes("Please gather some people to get rid of Buwaya."); + next(); break; case 2: - .@playtime = questprogress(4229,PLAYTIME); + .@playtime = questprogress(4229, PLAYTIME); if (!.@playtime) { // fall through } else if (.@playtime == 1) { - mes "[Guard]"; - mes "Buwaya is still hiding."; - mes "Even if you enter now, Buwaya will not come out. "; - mes "Please come back later."; - close; + mes("[Guard]"); + mes("Buwaya is still hiding."); + mes("Even if you enter now, Buwaya will not come out. "); + mes("Please come back later."); + close(); } else { - erasequest 4229; + erasequest(4229); // fall through } - .@instance = instance_create(.@md_name$,.@party_id); + .@instance = instance_create(.@md_name$, .@party_id); if (.@instance < 0) { - mes "[Guard]"; - mes "Party name is... "+getpartyname(.@party_id)+".";; - mes "Party leader is... "+strcharinfo(PC_NAME); - mes "^0000ff"+.@md_name$+"^000000 cannot be opened now."; - mes "Please try a moment later."; - close; + mes("[Guard]"); + mesf("Party name is... %s.", getpartyname(.@party_id)); + mesf("Party leader is... %s", strcharinfo(PC_NAME)); + mesf("^0000ff%s^000000 cannot be opened now.", .@md_name$); + mes("Please try a moment later."); + close(); } - if (instance_attachmap("1@ma_c",.@instance) == "") { - mes "^0000ff"+.@md_name$+"^000000 - Reservation Failed!"; + if (instance_attachmap("1@ma_c", .@instance) == "") { + mesf("^0000ff%s^000000 - Reservation Failed!", .@md_name$); instance_destroy(.@instance); - close; + close(); } - instance_set_timeout 3600,300,.@instance; + instance_set_timeout(3600, 300, .@instance); instance_init(.@instance); - mes "[Guard]"; - mes "I will open up the tunnel to ^0000ff"+.@md_name$+"^000000."; - mes "I wish you good luck."; - close; + mes("[Guard]"); + mesf("I will open up the tunnel to ^0000ff%s^000000.", .@md_name$); + mes("I wish you good luck."); + close(); case 3: - mes "[Guard]"; - mes "This place is dangerous. You cannot enter."; - close; + mes("[Guard]"); + mes("This place is dangerous. You cannot enter."); + close(); } } } else { - mes "[Guard]"; - mes "Let me talk with the party leader."; - mes "Please call forth the leader."; - close; + mes("[Guard]"); + mes("Let me talk with the party leader."); + mes("Please call forth the leader."); + close(); } } @@ -131,214 +131,214 @@ ma_fild02,315,323,0 script Cave Entrance#buwaya WARPNPC,2,2,{ end; OnTouch: if (BaseLevel < 130) { - mes "[Guard]"; - mes "People under ^ff0000level 130^000000"; - mes "cannot enter this place."; - mes "This place is dangerous. Please go back."; - close; + mes("[Guard]"); + mes("People under ^ff0000level 130^000000"); + mes("cannot enter this place."); + mes("This place is dangerous. Please go back."); + close(); } - .@playtime = questprogress(4229,PLAYTIME); + .@playtime = questprogress(4229, PLAYTIME); if (!.@playtime) { // fall through } else if (.@playtime == 1) { - mes "[Guard]"; - mes "Buwaya is still hiding."; - mes "Even if you enter now, Buwaya will not come out."; - mes "Please come back later."; - close; + mes("[Guard]"); + mes("Buwaya is still hiding."); + mes("Even if you enter now, Buwaya will not come out."); + mes("Please come back later."); + close(); } else { - erasequest 4229; + erasequest(4229); // fall through } - switch(select("Enter.", "Turn back.")) { + switch (select("Enter.", "Turn back.")) { case 1: - if( has_instance("1@ma_c") == "" ) { - mes "The memorial dungeon Buwaya Cave does not exist."; - mes "The party leader did not generate the dungeon yet."; - close; + if (has_instance("1@ma_c") == "") { + mes("The memorial dungeon Buwaya Cave does not exist."); + mes("The party leader did not generate the dungeon yet."); + close(); } else { - mapannounce "ma_fild02",getpartyname(getcharid(CHAR_ID_PARTY))+" party's "+strcharinfo(PC_NAME)+" member began hunting Buwaya in Buwaya Cave.",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0 - setquest 4229; - warp "1@ma_c",35,57; + mapannounce("ma_fild02", sprintf(_$("%s party's %s member began hunting Buwaya in Buwaya Cave."), getpartyname(getcharid(CHAR_ID_PARTY)), strcharinfo(PC_NAME)), bc_map, C_SPRINGGREEN); //FW_NORMAL 12 0 0 + setquest(4229); + warp("1@ma_c", 35, 57); end; } case 2: - mes "[Guard]"; - mes "You must value your life."; - mes "It is better to think carefully before you act."; - close; + mes("[Guard]"); + mes("You must value your life."); + mes("It is better to think carefully before you act."); + close(); } } 1@ma_c,33,112,0 script #damage HIDDEN_WARP_NPC,7,7,{ end; OnInstanceInit: - initnpctimer; - disablenpc instance_npcname("#damage"); + initnpctimer(); + disablenpc(instance_npcname("#damage")); end; OnTimer1000: - enablenpc instance_npcname("#damage"); - specialeffect EF_POISONHIT; + enablenpc(instance_npcname("#damage")); + specialeffect(EF_POISONHIT); end; OnTimer2000: - stopnpctimer; - initnpctimer; - disablenpc instance_npcname("#damage"); + stopnpctimer(); + initnpctimer(); + disablenpc(instance_npcname("#damage")); end; OnTouch: - percentheal -10,-10; - sc_start SC_BLOODING,60000,0; - sc_start SC_POISON,60000,0; + percentheal(-10, -10); + sc_start(SC_BLOODING, 60000, 0); + sc_start(SC_POISON, 60000, 0); end; } 1@ma_c,29,110,5 script Kidnapped People#1 4_F_BARYO_OLD,{ - mes "[Kidnapped Residents]"; - mes "Buwaya was running around,"; - mes "and new people got caught."; - mes "We will be stuck in here for the rest of our lives."; - next; - switch(select("Get me outta here!!", "Ca...can't escape?")) { + mes("[Kidnapped Residents]"); + mes("Buwaya was running around,"); + mes("and new people got caught."); + mes("We will be stuck in here for the rest of our lives."); + next(); + switch (select("Get me outta here!!", "Ca...can't escape?")) { case 1: - mes "[Kidnapped Residents]"; - mes "We don't have enough power to destroy it but Buwaya has a weakness."; - mes "Look at the wall over there."; - mes "If you knock there, Buywaya will feel pain and spit you out."; - donpcevent instance_npcname("#box_mob_call")+"::OnEnable"; - close2; - disablenpc instance_npcname("Kidnapped People#1"); + mes("[Kidnapped Residents]"); + mes("We don't have enough power to destroy it but Buwaya has a weakness."); + mes("Look at the wall over there."); + mes("If you knock there, Buywaya will feel pain and spit you out."); + donpcevent(instance_npcname("#box_mob_call")+"::OnEnable"); + close2(); + disablenpc(instance_npcname("Kidnapped People#1")); end; case 2: - mes "[Kidnapped People]"; - mes "Somthing is wrong here..."; - mes "Have you experienced this before?"; - close; + mes("[Kidnapped People]"); + mes("Somthing is wrong here..."); + mes("Have you experienced this before?"); + close(); } end; OnInstanceInit: - disablenpc instance_npcname("Kidnapped People#1"); + disablenpc(instance_npcname("Kidnapped People#1")); end; OnEnable: - enablenpc instance_npcname("Kidnapped People#1"); - donpcevent instance_npcname("#box_mob_call")+"::OnDisable"; + enablenpc(instance_npcname("Kidnapped People#1")); + donpcevent(instance_npcname("#box_mob_call")+"::OnDisable"); end; } 1@ma_c,36,110,5 script Kidnapped People#2 4_M_BARYO_OLD,{ - mes "[Kidnapped Residents]"; - mes "Ahaa! I wish I had a little more power..."; - mes "I know its weakness..."; - next; - switch(select("Tell me.", "Do you really know?")) { + mes("[Kidnapped Residents]"); + mes("Ahaa! I wish I had a little more power..."); + mes("I know its weakness..."); + next(); + switch (select("Tell me.", "Do you really know?")) { case 1: - mes "[Kidnapped Residents]"; - mes "Are you sure you can do it...?"; - mes "Ok, listen carefully,"; - mes "its weakness is..."; - next; - mes "[Kidnapped Residents]"; - mes "...behind us on the walls."; - sc_start SC_ATKPOTION,60000,45; - sc_start SC_MATKPOTION,60000,45; - disablenpc instance_npcname("Kidnapped People#2"); - close; + mes("[Kidnapped Residents]"); + mes("Are you sure you can do it...?"); + mes("Ok, listen carefully,"); + mes("its weakness is..."); + next(); + mes("[Kidnapped Residents]"); + mes("...behind us on the walls."); + sc_start(SC_ATKPOTION, 60000, 45); + sc_start(SC_MATKPOTION, 60000, 45); + disablenpc(instance_npcname("Kidnapped People#2")); + close(); case 2: - mes "[Kidnapped Residents]"; - mes "WHAT?!"; - mes "Are you ignoring me"; - mes "because I'm captured in here?"; - close; + mes("[Kidnapped Residents]"); + mes("WHAT?!"); + mes("Are you ignoring me"); + mes("because I'm captured in here?"); + close(); } end; OnInstanceInit: - disablenpc instance_npcname("Kidnapped People#2"); + disablenpc(instance_npcname("Kidnapped People#2")); end; OnEnable: - enablenpc instance_npcname("Kidnapped People#2"); + enablenpc(instance_npcname("Kidnapped People#2")); end; } 1@ma_c,3,3,0 script #box_mob_call HIDDEN_WARP_NPC,1,1,{ end; OnInstanceInit: - setcell instance_mapname("1@ma_c"),30,118,35,118,cell_shootable,1; //custom - disablenpc instance_npcname("#box_mob_call"); + setcell(instance_mapname("1@ma_c"), 30, 118, 35, 118, cell_shootable, 1); //custom + disablenpc(instance_npcname("#box_mob_call")); end; OnEnable: - enablenpc instance_npcname("#box_mob_call"); + enablenpc(instance_npcname("#box_mob_call")); .@label$ = instance_npcname("#box_mob_call")+"::OnMyMobDead"; .@map$ = instance_mapname("1@ma_c"); - monster .@map$,30,118,"Buwaya's Weakness",2333,1,.@label$; - monster .@map$,35,118,"Buwaya's Weakness",2333,1,.@label$; + monster(.@map$, 30, 118, _("Buwaya's Weakness"), BUWAYA_WEAK, 1, .@label$); + monster(.@map$, 35, 118, _("Buwaya's Weakness"), BUWAYA_WEAK, 1, .@label$); end; OnDisable: - killmonster instance_mapname("1@ma_c"),instance_npcname("#box_mob_call")+"::OnMyMobDead"; - disablenpc instance_npcname("#box_mob_call"); + killmonster(instance_mapname("1@ma_c"), instance_npcname("#box_mob_call")+"::OnMyMobDead"); + disablenpc(instance_npcname("#box_mob_call")); end; OnMyMobDead: - if (mobcount(instance_mapname("1@ma_c"),instance_npcname("#box_mob_call")+"::OnMyMobDead") < 1) - donpcevent instance_npcname("#box_out")+"::OnEnable"; + if (mobcount(instance_mapname("1@ma_c"), instance_npcname("#box_mob_call")+"::OnMyMobDead") < 1) + donpcevent(instance_npcname("#box_out")+"::OnEnable"); end; } 1@ma_c,38,118,0 script #box_out WARPNPC,2,2,{ OnInstanceInit: OnDisable: - disablenpc instance_npcname("#box_out"); + disablenpc(instance_npcname("#box_out")); end; OnEnable: - enablenpc instance_npcname("#box_out"); + enablenpc(instance_npcname("#box_out")); end; OnTouch: - .@x = rand(1,20) + 97; - .@y = rand(1,20) + 74; - warp instance_mapname("1@ma_c"),.@x,.@y; + .@x = rand(1, 20) + 97; + .@y = rand(1, 20) + 74; + warp(instance_mapname("1@ma_c"), .@x, .@y); end; } 1@ma_c,97,74,0 script #box_call HIDDEN_WARP_NPC,50,50,{ end; OnInstanceInit: - disablenpc instance_npcname("#box_call"); - initnpctimer; + disablenpc(instance_npcname("#box_call")); + initnpctimer(); end; OnTimer30000: - mapannounce instance_mapname("1@ma_c"),"Buwaya : I will put you in my treasure box!",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0 + mapannounce(instance_mapname("1@ma_c"), _("Buwaya : I will put you in my treasure box!"), bc_map, C_SPRINGGREEN); //FW_NORMAL 12 0 0 // Should execute OnTimer33000, but client doesn't render the effect fast enough. - for(.@i = 1; .@i<=9; ++.@i) - donpcevent instance_npcname("#yunobi"+.@i)+"::OnEnable"; + for(.@i = 1; .@i <= 9; ++.@i) + donpcevent(instance_npcname("#yunobi"+.@i)+"::OnEnable"); end; OnTimer33000: - donpcevent instance_npcname("#box_out")+"::OnDisable"; - donpcevent instance_npcname("#box_mob_call")+"::OnDisable"; - donpcevent instance_npcname("Kidnapped People#1")+"::OnEnable"; - donpcevent instance_npcname("Kidnapped People#2")+"::OnEnable"; + donpcevent(instance_npcname("#box_out")+"::OnDisable"); + donpcevent(instance_npcname("#box_mob_call")+"::OnDisable"); + donpcevent(instance_npcname("Kidnapped People#1")+"::OnEnable"); + donpcevent(instance_npcname("Kidnapped People#2")+"::OnEnable"); end; OnTimer34000: - enablenpc instance_npcname("#box_call"); + enablenpc(instance_npcname("#box_call")); end; OnTimer35000: - stopnpctimer; - initnpctimer; - disablenpc instance_npcname("#box_call"); + stopnpctimer(); + initnpctimer(); + disablenpc(instance_npcname("#box_call")); end; OnTouch: specialeffect(EF_GUIDEDATTACK, AREA, playerattached()); - warp instance_mapname("1@ma_c"),33,112; + warp(instance_mapname("1@ma_c"), 33, 112); end; OnDisable: - stopnpctimer; - disablenpc instance_npcname("#box_call"); + stopnpctimer(); + disablenpc(instance_npcname("#box_call")); end; } 1@ma_c,97,74,0 script #yunobi1 HIDDEN_WARP_NPC,{ end; OnInstanceInit: - hideonnpc instance_npcname(strnpcinfo(NPC_NAME)); + hideonnpc(instance_npcname(strnpcinfo(NPC_NAME))); end; OnEnable: - specialeffect EF_MAPPILLAR2; + specialeffect(EF_MAPPILLAR2); end; } 1@ma_c,97,94,0 duplicate(#yunobi1) #yunobi2 HIDDEN_WARP_NPC @@ -353,65 +353,65 @@ OnEnable: 1@ma_c,1,1,0 script #bunshin HIDDEN_WARP_NPC,{ end; OnInstanceInit: - initnpctimer; + initnpctimer(); end; OnTimer58000: - mapannounce instance_mapname("1@ma_c"),"Buwaya : I had enough with this, let's go till the end!",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0 + mapannounce(instance_mapname("1@ma_c"), _("Buwaya : I had enough with this, let's go till the end!"), bc_map, C_SPRINGGREEN); //FW_NORMAL 12 0 0 end; OnTimer61000: - mapannounce instance_mapname("1@ma_c"),"Buwaya : This is!",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0 + mapannounce(instance_mapname("1@ma_c"), _("Buwaya : This is!"), bc_map, C_SPRINGGREEN); //FW_NORMAL 12 0 0 end; OnTimer62000: - mapannounce instance_mapname("1@ma_c"),"Buwaya : This is...MY!",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0 + mapannounce(instance_mapname("1@ma_c"), _("Buwaya : This is...MY!"), bc_map, C_SPRINGGREEN); //FW_NORMAL 12 0 0 end; OnTimer63000: - mapannounce instance_mapname("1@ma_c"),"Buwaya : This is...MY...Deadly!",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0 + mapannounce(instance_mapname("1@ma_c"), _("Buwaya : This is...MY...Deadly!"), bc_map, C_SPRINGGREEN); //FW_NORMAL 12 0 0 end; OnTimer64000: - mapannounce instance_mapname("1@ma_c"),"Buwaya : This is...MY...Deadly... ATTACK!",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0 + mapannounce(instance_mapname("1@ma_c"), _("Buwaya : This is...MY...Deadly... ATTACK!"), bc_map, C_SPRINGGREEN); //FW_NORMAL 12 0 0 end; OnTimer65000: .@label$ = instance_npcname("#bunshin")+"::OnMyMobDead"; .@map$ = instance_mapname("1@ma_c"); - areamonster .@map$,112,89,122,99,"Buwaya",2332,1,.@label$; - areamonster .@map$,112,49,122,59,"Buwaya",2332,1,.@label$; - areamonster .@map$,72,49,82,59,"Buwaya",2332,1,.@label$; - areamonster .@map$,72,89,82,99,"Buwaya",2332,1,.@label$; + areamonster(.@map$, 112, 89, 122, 99, _("Buwaya"), BUWAYA_GHOST, 1, .@label$); + areamonster(.@map$, 112, 49, 122, 59, _("Buwaya"), BUWAYA_GHOST, 1, .@label$); + areamonster(.@map$, 72, 49, 82, 59, _("Buwaya"), BUWAYA_GHOST, 1, .@label$); + areamonster(.@map$, 72, 89, 82, 99, _("Buwaya"), BUWAYA_GHOST, 1, .@label$); end; OnTimer66000: - mapannounce instance_mapname("1@ma_c"),"Buwaya : Are you scared?",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0 + mapannounce(instance_mapname("1@ma_c"), _("Buwaya : Are you scared?"), bc_map, C_SPRINGGREEN); //FW_NORMAL 12 0 0 end; OnTimer105000: - killmonster instance_mapname("1@ma_c"),instance_npcname("#bunshin")+"::OnMyMobDead"; - stopnpctimer; - initnpctimer; + killmonster(instance_mapname("1@ma_c"), instance_npcname("#bunshin")+"::OnMyMobDead"); + stopnpctimer(); + initnpctimer(); end; OnMyMobDead: - if (mobcount(instance_mapname("1@ma_c"),instance_npcname("#bunshin")+"::OnMyMobDead") < 1) { - stopnpctimer; - initnpctimer; + if (mobcount(instance_mapname("1@ma_c"), instance_npcname("#bunshin")+"::OnMyMobDead") < 1) { + stopnpctimer(); + initnpctimer(); } end; OnDisable: - stopnpctimer; - killmonster instance_mapname("1@ma_c"),instance_npcname("#bunshin")+"::OnMyMobDead"; - disablenpc instance_npcname("#bunshin"); + stopnpctimer(); + killmonster(instance_mapname("1@ma_c"), instance_npcname("#bunshin")+"::OnMyMobDead"); + disablenpc(instance_npcname("#bunshin")); end; } 1@ma_c,2,2,0 script #buwaya_con HIDDEN_WARP_NPC,{ end; OnInstanceInit: - areamonster instance_mapname("1@ma_c"),90,67,104,81,"Buwaya",2319,1,instance_npcname("#buwaya_con")+"::OnMyMobDead"; + areamonster(instance_mapname("1@ma_c"), 90, 67, 104, 81, _("Buwaya"), BUWAYA, 1, instance_npcname("#buwaya_con")+"::OnMyMobDead"); end; OnMyMobDead: .@map$ = instance_mapname("1@ma_c"); - if (mobcount(.@map$,instance_npcname("#buwaya_con")+"::OnMyMobDead") < 1) { - donpcevent instance_npcname("#box_call")+"::OnDisable"; - donpcevent instance_npcname("#bunshin")+"::OnDisable"; - donpcevent instance_npcname("#exit_mob")+"::OnDisable"; - donpcevent instance_npcname("#cave_out")+"::OnEnable"; - mapannounce .@map$,"Guard : You did great work. Please hurry up and escape to the way you came in!",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0 + if (mobcount(.@map$, instance_npcname("#buwaya_con")+"::OnMyMobDead") < 1) { + donpcevent(instance_npcname("#box_call")+"::OnDisable"); + donpcevent(instance_npcname("#bunshin")+"::OnDisable"); + donpcevent(instance_npcname("#exit_mob")+"::OnDisable"); + donpcevent(instance_npcname("#cave_out")+"::OnEnable"); + mapannounce(.@map$, _("Guard : You did great work. Please hurry up and escape to the way you came in!"), bc_map, C_SPRINGGREEN); //FW_NORMAL 12 0 0 } end; } @@ -419,24 +419,24 @@ OnMyMobDead: 1@ma_c,3,3,0 script #exit_mob HIDDEN_WARP_NPC,{ end; OnInstanceInit: - initnpctimer; + initnpctimer(); end; OnTimer60000: .@label$ = instance_npcname("#exit_mob")+"::OnMyMobDead"; .@map$ = instance_mapname("1@ma_c"); - if (mobcount(.@map$,.@label$) < 30) + if (mobcount(.@map$, .@label$) < 30) .@amount = 10; else .@amount = 1; - areamonster .@map$,43,58,47,60,"Water Plant",2331,.@amount,.@label$; - areamonster .@map$,43,58,47,60,"Egg",2329,.@amount,.@label$; - stopnpctimer; - initnpctimer; + areamonster(.@map$, 43, 58, 47, 60, _("Water Plant"), MA_SEAW, .@amount, .@label$); + areamonster(.@map$, 43, 58, 47, 60, _("Egg"), BUWAYA_EGG, .@amount, .@label$); + stopnpctimer(); + initnpctimer(); end; OnDisable: - stopnpctimer; - killmonster instance_mapname("1@ma_c"),instance_npcname("#exit_mob")+"::OnMyMobDead"; - disablenpc instance_npcname("#exit_mob"); + stopnpctimer(); + killmonster(instance_mapname("1@ma_c"), instance_npcname("#exit_mob")+"::OnMyMobDead"); + disablenpc(instance_npcname("#exit_mob")); end; OnMyMobDead: end; @@ -444,35 +444,35 @@ OnMyMobDead: 1@ma_c,28,57,0 script #cave_out WARPNPC,2,2,{ OnInstanceInit: - disablenpc instance_npcname("#cave_out"); + disablenpc(instance_npcname("#cave_out")); end; OnEnable: - enablenpc instance_npcname("#cave_out"); + enablenpc(instance_npcname("#cave_out")); end; OnTouch: - mes "Would like to go out?"; - next; - if(select("Yes!", "No, I will stay.") == 1) - warp "ma_fild02",315,315; - close; + mes("Would like to go out?"); + next(); + if (select("Yes!", "No, I will stay.") == 1) + warp("ma_fild02", 315, 315); + close(); } 1@ma_c,1,1,0 script #buwaya_spawn_mobs FAKE_NPC,{ OnInstanceInit: .@map$ = instance_mapname("1@ma_c"); - areamonster .@map$,73,81,93,101,"Seaweed",2331,18; - areamonster .@map$,110,97,116,103,"Seaweed",2331,8; - areamonster .@map$,59,63,63,67,"Seaweed",2331,8; - areamonster .@map$,73,55,77,59,"Seaweed",2331,4; - areamonster .@map$,103,69,107,73,"Seaweed",2331,4; - areamonster .@map$,108,45,122,63,"Seaweed",2331,15; - areamonster .@map$,73,81,93,101,"Buwaya's Egg",2329,10; - areamonster .@map$,110,97,116,103,"Buwaya's Egg",2329,8; - areamonster .@map$,59,63,63,67,"Buwaya's Egg",2329,4; - areamonster .@map$,73,55,77,59,"Buwaya's Egg",2329,3; - areamonster .@map$,103,69,107,73,"Buwaya's Egg",2329,3; - areamonster .@map$,108,45,122,63,"Buwaya's Egg",2329,15; - monster .@map$,0,0,"Seaweed",2331,5; - monster .@map$,0,0,"Buwaya's Slave",2330,5; + areamonster(.@map$, 73, 81, 93, 101, _("Seaweed"), MA_SEAW, 18); + areamonster(.@map$, 110, 97, 116, 103, _("Seaweed"), MA_SEAW, 8); + areamonster(.@map$, 59, 63, 63, 67, _("Seaweed"), MA_SEAW, 8); + areamonster(.@map$, 73, 55, 77, 59, _("Seaweed"), MA_SEAW, 4); + areamonster(.@map$, 103, 69, 107, 73, _("Seaweed"), MA_SEAW, 4); + areamonster(.@map$, 108, 45, 122, 63, _("Seaweed"), MA_SEAW, 15); + areamonster(.@map$, 73, 81, 93, 101, _("Buwaya's Egg"), BUWAYA_EGG, 10); + areamonster(.@map$, 110, 97, 116, 103, _("Buwaya's Egg"), BUWAYA_EGG, 8); + areamonster(.@map$, 59, 63, 63, 67, _("Buwaya's Egg"), BUWAYA_EGG, 4); + areamonster(.@map$, 73, 55, 77, 59, _("Buwaya's Egg"), BUWAYA_EGG, 3); + areamonster(.@map$, 103, 69, 107, 73, _("Buwaya's Egg"), BUWAYA_EGG, 3); + areamonster(.@map$, 108, 45, 122, 63, _("Buwaya's Egg"), BUWAYA_EGG, 15); + monster(.@map$, 0, 0, _("Seaweed"), MA_SEAW, 5); + monster(.@map$, 0, 0, _("Buwaya's Slave"), BUWAYA_SLAVE, 5); end; } |