diff options
Diffstat (limited to 'npc/battleground/tierra/tierra01.txt')
-rw-r--r-- | npc/battleground/tierra/tierra01.txt | 374 |
1 files changed, 187 insertions, 187 deletions
diff --git a/npc/battleground/tierra/tierra01.txt b/npc/battleground/tierra/tierra01.txt index b94d2dd03..ff5c578ef 100644 --- a/npc/battleground/tierra/tierra01.txt +++ b/npc/battleground/tierra/tierra01.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Euphy //= Copyright (C) Kisuka //= Copyright (C) L0ne_W0lf @@ -41,7 +41,7 @@ bat_room,57,227,5 script Lieutenant Kalos 4_M_KY_KNT,{ end; OnInit: - waitingroom "Battle Station",11,"start#bat_a01::OnReadyCheck",1,0,80; + waitingroom("Battle Station", 11, "start#bat_a01::OnReadyCheck", 1, 0, 80); end; OnEnterBG: @@ -53,7 +53,7 @@ bat_room,58,204,1 script Lieutenant Eyor 4_M_CRU_KNT,{ end; OnInit: - waitingroom "Battle Station",11,"start#bat_a01::OnReadyCheck",1,0,80; + waitingroom("Battle Station", 11, "start#bat_a01::OnReadyCheck", 1, 0, 80); end; OnEnterBG: @@ -168,7 +168,7 @@ OnTimer10000: bat_a01,15,16,3 script OBJ#bat_a01_a CLEAR_NPC,{ OnEnable: - bg_monster $@TierraBG1_id1,"bat_a01",177,345,"Food Storage",1909,"OBJ#bat_a01_a::OnMyMobDead"; + bg_monster($@TierraBG1_id1, "bat_a01", 177, 345, _("Food Storage"), 1909, "OBJ#bat_a01_a::OnMyMobDead"); end; OnKill: @@ -182,7 +182,7 @@ OnMyMobDead: $@TierraBG1_Victory = 2; enablenpc "Guillaume Vintenar#a01_a"; enablenpc "Croix Vintenar#a01_b"; - mapannounce "bat_a01", "Croix Vintenar Swandery: We destroyed Guillaume's Food Storage. We won that! Wow!",bc_map,"0xFFCE00"; + mapannounce("bat_a01", _("Croix Vintenar Swandery: We destroyed Guillaume's Food Storage. We won that! Wow!"), bc_map, "0xFFCE00"); bg_warp $@TierraBG1_id1,"bat_a01",50,374; bg_warp $@TierraBG1_id2,"bat_a01",42,16; } @@ -191,7 +191,7 @@ OnMyMobDead: bat_a01,15,17,3 script OBJ#bat_a01_b CLEAR_NPC,{ OnEnable: - bg_monster $@TierraBG1_id2,"bat_a01",167,50,"Food Depot",1910,"OBJ#bat_a01_b::OnMyMobDead"; + bg_monster($@TierraBG1_id2, "bat_a01", 167, 50, _("Food Depot"), 1910, "OBJ#bat_a01_b::OnMyMobDead"); end; OnKill: @@ -205,7 +205,7 @@ OnMyMobDead: $@TierraBG1_Victory = 1; enablenpc "Guillaume Vintenar#a01_a"; enablenpc "Croix Vintenar#a01_b"; - mapannounce "bat_a01", "Guillaume Vintenar Axl Rose : We destroyed Croix's Food Storage. We won that! Wow!",bc_map,"0xFFCE00"; + mapannounce("bat_a01", _("Guillaume Vintenar Axl Rose : We destroyed Croix's Food Storage. We won that! Wow!"), bc_map, "0xFFCE00"); bg_warp $@TierraBG1_id1,"bat_a01",50,374; bg_warp $@TierraBG1_id2,"bat_a01",42,16; } @@ -215,7 +215,7 @@ OnMyMobDead: bat_a01,15,18,3 script barricade#bat_a01_a CLEAR_NPC,{ OnEnable: for (.@i = 185; .@i < 202; ++.@i) - bg_monster $@TierraBG1_id1,"bat_a01",.@i,266,"Barricade",1906,"barricade#bat_a01_a::OnMyMobDead"; + bg_monster($@TierraBG1_id1, "bat_a01", .@i, 266, _("Barricade"), 1906, "barricade#bat_a01_a::OnMyMobDead"); setwall "bat_a01",186,266,16,6,1,"bat_a01_c1"; end; @@ -229,7 +229,7 @@ OnMyMobDead: killmonster "bat_a01","barricade#bat_a01_a::OnMyMobDead"; delwall "bat_a01_c1"; enablenpc "Guillaume Blacksmith#a01"; - mapannounce "bat_a01", "Guillaume Vintenar Axl Rose : The Barricade in the valley has been destroyed! Where's the Blacksmith? We need to rebuild the Barricade!",bc_map,"0xFFCE00"; + mapannounce("bat_a01", _("Guillaume Vintenar Axl Rose : The Barricade in the valley has been destroyed! Where's the Blacksmith? We need to rebuild the Barricade!"), bc_map, "0xFFCE00"); } end; } @@ -237,7 +237,7 @@ OnMyMobDead: bat_a01,15,19,3 script barricade#bat_a01_b CLEAR_NPC,{ OnEnable: for (.@i = 169; .@i < 186; ++.@i) - bg_monster $@TierraBG1_id2,"bat_a01",.@i,129,"Barricade",1906,"barricade#bat_a01_b::OnMyMobDead"; + bg_monster($@TierraBG1_id2, "bat_a01", .@i, 129, _("Barricade"), 1906, "barricade#bat_a01_b::OnMyMobDead"); setwall "bat_a01",170,129,16,6,1,"bat_a01_g1"; end; @@ -251,14 +251,14 @@ OnMyMobDead: killmonster "bat_a01","barricade#bat_a01_b::OnMyMobDead"; delwall "bat_a01_g1"; enablenpc "Croix Blacksmith#bat_a01"; - mapannounce "bat_a01", "Croix Vintenar Swandery : The Barricade in the valley has been destroyed! Where's the Blacksmith? We need to rebuild the Barricade!",bc_map,"0xFFCE00"; + mapannounce("bat_a01", _("Croix Vintenar Swandery : The Barricade in the valley has been destroyed! Where's the Blacksmith? We need to rebuild the Barricade!"), bc_map, "0xFFCE00"); } end; } bat_a01,15,20,3 script OBJ#bat_a01_n CLEAR_NPC,{ OnEnable: - monster "bat_a01",273,203,"Neutrality Flag",1911,1,"OBJ#bat_a01_n::OnMyMobDead"; + monster("bat_a01", 273, 203, _("Neutrality Flag"), 1911, 1, "OBJ#bat_a01_n::OnMyMobDead"); end; OnKill: @@ -270,11 +270,11 @@ OnMyMobDead: bg_team_setxy getcharid(4),56,212; if (getcharid(4) == $@TierraBG1_id1) { donpcevent "NOBJ_mob#bat_a01_a::OnEnable"; - mapannounce "bat_a01", "Guillaume captured a Neutrality Flag, so they have an advantage.",bc_map,"0xFFCE00"; + mapannounce("bat_a01", _("Guillaume captured a Neutrality Flag, so they have an advantage."), bc_map, "0xFFCE00"); } else { donpcevent "NOBJ_mob#bat_a01_b::OnEnable"; - mapannounce "bat_a01", "Croix captured a Neutrality Flag, so they have an advantage.",bc_map,"0xFFCE00"; + mapannounce("bat_a01", _("Croix captured a Neutrality Flag, so they have an advantage."), bc_map, "0xFFCE00"); } } end; @@ -283,9 +283,9 @@ OnMyMobDead: bat_a01,15,21,3 script NOBJ_mob#bat_a01_a CLEAR_NPC,{ OnEnable: donpcevent "NOBJ_mob#bat_a01_b::OnKill"; - bg_monster $@TierraBG1_id1,"bat_a01",272,204,"Guillaume Camp Guardian",1949,"NOBJ_mob#bat_a01_a::OnMyMobDead"; - bg_monster $@TierraBG1_id1,"bat_a01",272,213,"Guillaume Camp Guardian",1949,"NOBJ_mob#bat_a01_a::OnMyMobDead"; - bg_monster $@TierraBG1_id1,"bat_a01",273,197,"Guillaume Camp Guardian",1950,"NOBJ_mob#bat_a01_a::OnMyMobDead"; + bg_monster($@TierraBG1_id1, "bat_a01", 272, 204, _("Guillaume Camp Guardian"), 1949, "NOBJ_mob#bat_a01_a::OnMyMobDead"); + bg_monster($@TierraBG1_id1, "bat_a01", 272, 213, _("Guillaume Camp Guardian"), 1949, "NOBJ_mob#bat_a01_a::OnMyMobDead"); + bg_monster($@TierraBG1_id1, "bat_a01", 273, 197, _("Guillaume Camp Guardian"), 1950, "NOBJ_mob#bat_a01_a::OnMyMobDead"); end; OnKill: @@ -299,9 +299,9 @@ OnMyMobDead: bat_a01,15,22,3 script NOBJ_mob#bat_a01_b CLEAR_NPC,{ OnEnable: donpcevent "NOBJ_mob#bat_a01_a::OnKill"; - bg_monster $@TierraBG1_id2,"bat_a01",272,204,"Croix Camp Guardian",1949,"NOBJ_mob#bat_a01_a::OnMyMobDead"; - bg_monster $@TierraBG1_id2,"bat_a01",272,213,"Croix Camp Guardian",1949,"NOBJ_mob#bat_a01_a::OnMyMobDead"; - bg_monster $@TierraBG1_id2,"bat_a01",273,197,"Croix Camp Guardian",1950,"NOBJ_mob#bat_a01_a::OnMyMobDead"; + bg_monster($@TierraBG1_id2, "bat_a01", 272, 204, _("Croix Camp Guardian"), 1949, "NOBJ_mob#bat_a01_a::OnMyMobDead"); + bg_monster($@TierraBG1_id2, "bat_a01", 272, 213, _("Croix Camp Guardian"), 1949, "NOBJ_mob#bat_a01_a::OnMyMobDead"); + bg_monster($@TierraBG1_id2, "bat_a01", 273, 197, _("Croix Camp Guardian"), 1950, "NOBJ_mob#bat_a01_a::OnMyMobDead"); end; OnKill: @@ -314,56 +314,56 @@ OnMyMobDead: bat_a01,185,270,1 script Guillaume Blacksmith#a01 4_M_REPAIR,{ if (getcharid(4) == $@TierraBG1_id1) { - mes "[Guillaume Blacksmith]"; - mes "We are in urgency! The Barricade has been destroyed!"; - mes "We can repair the Barricade with ^3131FF50 Stones, 3 Sinew of Bear, 500 Metal Fragments, 30 Rough Elunium and 100 Gold.^000000"; - mes "We have it all except for the 50 Stones!"; + mes("[Guillaume Blacksmith]"); + mes("We are in urgency! The Barricade has been destroyed!"); + mes("We can repair the Barricade with ^3131FF50 Stones, 3 Sinew of Bear, 500 Metal Fragments, 30 Rough Elunium and 100 Gold.^000000"); + mes("We have it all except for the 50 Stones!"); next; switch(select("Repair.", "Leave it.")) { case 1: if (countitem(Stone) > 49) { - mes "[Guillaume Blacksmith]"; - mes "You brought enough stones! Let's go and repair."; + mes("[Guillaume Blacksmith]"); + mes("You brought enough stones! Let's go and repair."); next; - mes ".."; + mes(".."); next; - mes "...."; + mes("...."); next; - mes "......"; + mes("......"); next; - mes "........"; + mes("........"); next; - mes ".........."; + mes(".........."); next; - mes "............"; + mes("............"); next; - mes ".............."; + mes(".............."); next; - mes "[Guillaume Blacksmith]"; - mes "Combine Stones and Gold in the proper percentage."; + mes("[Guillaume Blacksmith]"); + mes("Combine Stones and Gold in the proper percentage."); next; - mes "[Guillaume Blacksmith]"; - mes "Combine Stones and Gold in the proper percentage and shape the Barricade."; + mes("[Guillaume Blacksmith]"); + mes("Combine Stones and Gold in the proper percentage and shape the Barricade."); next; - mes "[Guillaume Blacksmith]"; - mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger."; + mes("[Guillaume Blacksmith]"); + mes("Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger."); next; - mes "[Guillaume Blacksmith]"; - mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Now decorate with Metal Fragments."; + mes("[Guillaume Blacksmith]"); + mes("Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Now decorate with Metal Fragments."); next; - mes "[Guillaume Blacksmith]"; - mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Decorate with Metal Fragments, and plait stones with Sinew of Bear!"; + mes("[Guillaume Blacksmith]"); + mes("Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Decorate with Metal Fragments, and plait stones with Sinew of Bear!"); next; - mes ".............."; - mes ".............."; - mes ".............."; - mes ".............."; - mes ".............."; + mes(".............."); + mes(".............."); + mes(".............."); + mes(".............."); + mes(".............."); next; specialeffect EF_REPAIRWEAPON; - mes "[Guillaume Blacksmith]"; - mes "Wow! It's done."; - mes "We are relieved."; + mes("[Guillaume Blacksmith]"); + mes("Wow! It's done."); + mes("We are relieved."); delitem Stone,50; donpcevent "barricade#bat_a01_a::OnEnable"; close2; @@ -371,23 +371,23 @@ bat_a01,185,270,1 script Guillaume Blacksmith#a01 4_M_REPAIR,{ end; } else { - mes "[Guillaume Blacksmith]"; - mes "You don't have enough Stones!"; + mes("[Guillaume Blacksmith]"); + mes("You don't have enough Stones!"); next; - mes "[Guillaume Blacksmith]"; - mes "^3131FFWe need 50 Stones.^000000"; - mes "We are busy, so please hurry."; + mes("[Guillaume Blacksmith]"); + mes("^3131FFWe need 50 Stones.^000000"); + mes("We are busy, so please hurry."); close; } case 2: - mes "[Guillaume Blacksmith]"; - mes "There are enemies coming! Let's evacuate from here!"; + mes("[Guillaume Blacksmith]"); + mes("There are enemies coming! Let's evacuate from here!"); close; } } else { - mes "[Guillaume Blacksmith]"; - mes "There the enemy is coming!"; + mes("[Guillaume Blacksmith]"); + mes("There the enemy is coming!"); close; } @@ -398,56 +398,56 @@ OnInit: bat_a01,170,121,5 script Croix Blacksmith#bat_a01 4_M_REPAIR,{ if (getcharid(4) == $@TierraBG1_id2) { - mes "[Croix Blacksmith]"; - mes "We are in urgency! The Barricade has been destroyed!"; - mes "We can repair the Barricade with ^3131FF50 Stones, 3 Sinew of Bear, 500 Metal Fragments, 30 Rough Elunium and 100 Gold.^000000"; - mes "We have it all except for the 50 Stones!"; + mes("[Croix Blacksmith]"); + mes("We are in urgency! The Barricade has been destroyed!"); + mes("We can repair the Barricade with ^3131FF50 Stones, 3 Sinew of Bear, 500 Metal Fragments, 30 Rough Elunium and 100 Gold.^000000"); + mes("We have it all except for the 50 Stones!"); next; switch(select("Repair.", "Leave it.")) { case 1: if (countitem(Stone) > 49) { - mes "[Croix Blacksmith]"; - mes "You brought enough stones! Let's go and repair."; + mes("[Croix Blacksmith]"); + mes("You brought enough stones! Let's go and repair."); next; - mes ".."; + mes(".."); next; - mes "...."; + mes("...."); next; - mes "......"; + mes("......"); next; - mes "........"; + mes("........"); next; - mes ".........."; + mes(".........."); next; - mes "............"; + mes("............"); next; - mes ".............."; + mes(".............."); next; - mes "[Croix Blacksmith]"; - mes "Combine Stones and Gold in the proper percentage."; + mes("[Croix Blacksmith]"); + mes("Combine Stones and Gold in the proper percentage."); next; - mes "[Croix Blacksmith]"; - mes "Combine Stones and Gold in the proper percentage and shape the Barricade."; + mes("[Croix Blacksmith]"); + mes("Combine Stones and Gold in the proper percentage and shape the Barricade."); next; - mes "[Croix Blacksmith]"; - mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger."; + mes("[Croix Blacksmith]"); + mes("Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger."); next; - mes "[Croix Blacksmith]"; - mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Now decorate with Metal Fragments."; + mes("[Croix Blacksmith]"); + mes("Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Now decorate with Metal Fragments."); next; - mes "[Croix Blacksmith]"; - mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Decorate with Metal Fragments, and plait stones with Sinew of Bear!"; + mes("[Croix Blacksmith]"); + mes("Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Decorate with Metal Fragments, and plait stones with Sinew of Bear!"); next; - mes ".............."; - mes ".............."; - mes ".............."; - mes ".............."; - mes ".............."; + mes(".............."); + mes(".............."); + mes(".............."); + mes(".............."); + mes(".............."); next; specialeffect EF_REPAIRWEAPON; - mes "[Croix Blacksmith]"; - mes "Wow! It's done."; - mes "We are relieved."; + mes("[Croix Blacksmith]"); + mes("Wow! It's done."); + mes("We are relieved."); delitem Stone,50; donpcevent "barricade#bat_a01_b::OnEnable"; close2; @@ -455,23 +455,23 @@ bat_a01,170,121,5 script Croix Blacksmith#bat_a01 4_M_REPAIR,{ end; } else { - mes "[Croix Blacksmith]"; - mes "You don't have enough Stones!"; + mes("[Croix Blacksmith]"); + mes("You don't have enough Stones!"); next; - mes "[Croix Blacksmith]"; - mes "^3131FFWe need 50 Stone.^000000"; - mes "We are busy, so please hurry."; + mes("[Croix Blacksmith]"); + mes("^3131FFWe need 50 Stone.^000000"); + mes("We are busy, so please hurry."); close; } case 2: - mes "[Croix Blacksmith]"; - mes "There are enemies coming! Let's evacuate from here!"; + mes("[Croix Blacksmith]"); + mes("There are enemies coming! Let's evacuate from here!"); close; } } else { - mes "[Croix Blacksmith]"; - mes "There, the enemy is coming!"; + mes("[Croix Blacksmith]"); + mes("There, the enemy is coming!"); close; } @@ -482,10 +482,10 @@ OnInit: bat_a01,53,377,3 script Battle Therapist#a01_a 4_F_SISTER,{ specialeffect2 EF_HEAL; - mes "[Battle Therapist]"; - mes "Just close your eyes,"; - mes "and take a deep breath."; - mes "You can be free from pain."; + mes("[Battle Therapist]"); + mes("Just close your eyes,\r" + "and take a deep breath."); + mes("You can be free from pain."); close; end; @@ -532,10 +532,10 @@ OnTouch_: bat_a01,45,19,3 script Battle Therapist#a01_b 4_F_SISTER,{ specialeffect2 EF_HEAL; - mes "[Battle Therapist]"; - mes "Just close your eyes,"; - mes "and take a deep breath."; - mes "You can be free from pain."; + mes("[Battle Therapist]"); + mes("Just close your eyes,\r" + "and take a deep breath."); + mes("You can be free from pain."); close; end; @@ -582,8 +582,8 @@ OnTouch: bat_a01,60,216,3 script Valley Ghost#bat_a01_n 4_GHOSTRING,{ specialeffect2 EF_HEAL; - mes "[Valley Ghost]"; - mes "Boo...Boo..."; + mes("[Valley Ghost]"); + mes("Boo...Boo..."); close; OnInit: @@ -700,18 +700,18 @@ bat_a01,53,377,3 script Guillaume Vintenar#a01_a 4_M_KY_HEAD,{ .@your_medal = countitem(BF_Badge1); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { - mes "[Axl Rose]"; - mes "Blessed Guillaume!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Axl Rose]"); + mes("Blessed Guillaume!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(0)); close2; getitem BF_Badge1,3; } else { - mes "[Axl Rose]"; - mes "Blessed Guillaume!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Axl Rose]"); + mes("Blessed Guillaume!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(0)); close2; getitem BF_Badge1,.@medal_gap; } @@ -720,18 +720,18 @@ bat_a01,53,377,3 script Guillaume Vintenar#a01_a 4_M_KY_HEAD,{ .@your_medal = countitem(BF_Badge1); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 0) { - mes "[Axl Rose]"; - mes "You lost, but you're dedicated to this battle."; - mes "This is a reward for your great dedication by Guillaume Marollo!"; - mes "Just take this defeat as a lesson, and next time you will definitely win."; + mes("[Axl Rose]"); + mes("You lost, but you're dedicated to this battle."); + mes("This is a reward for your great dedication by Guillaume Marollo!"); + mes("Just take this defeat as a lesson, and next time you will definitely win."); close2; getitem BF_Badge1,1; } else { - mes "[Axl Rose]"; - mes "You lost, but you're dedicated to this battle."; - mes "This is a reward for your great dedication by Guillaume Marollo!"; - mes "Just take this defeat as a lesson, and next time you will definitely win."; + mes("[Axl Rose]"); + mes("You lost, but you're dedicated to this battle."); + mes("This is a reward for your great dedication by Guillaume Marollo!"); + mes("Just take this defeat as a lesson, and next time you will definitely win."); close2; getitem BF_Badge1,.@medal_gap; } @@ -742,18 +742,18 @@ bat_a01,53,377,3 script Guillaume Vintenar#a01_a 4_M_KY_HEAD,{ .@your_medal = countitem(BF_Badge1); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 0) { - mes "[Axl Rose]"; - mes "You lost, but you're dedicated to this battle."; - mes "This is a reward for your great dedication by Guillaume Marollo!"; - mes "Just take this defeat as a lesson, and next time you will definitely win."; + mes("[Axl Rose]"); + mes("You lost, but you're dedicated to this battle."); + mes("This is a reward for your great dedication by Guillaume Marollo!"); + mes("Just take this defeat as a lesson, and next time you will definitely win."); close2; getitem BF_Badge1,1; } else { - mes "[Axl Rose]"; - mes "You lost, but you're dedicated to this battle."; - mes "This is a reward for your great dedication by Guillaume Marollo!"; - mes "Just take this defeat as a lesson, and next time you will definitely win."; + mes("[Axl Rose]"); + mes("You lost, but you're dedicated to this battle."); + mes("This is a reward for your great dedication by Guillaume Marollo!"); + mes("Just take this defeat as a lesson, and next time you will definitely win."); close2; getitem BF_Badge1,.@medal_gap; } @@ -762,18 +762,18 @@ bat_a01,53,377,3 script Guillaume Vintenar#a01_a 4_M_KY_HEAD,{ .@your_medal = countitem(BF_Badge1); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { - mes "[Axl Rose]"; - mes "Blessed Guillaume!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Axl Rose]"); + mes("Blessed Guillaume!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(0)); close2; getitem BF_Badge1,3; } else { - mes "[Axl Rose]"; - mes "Blessed Guillaume!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign of victory."; + mes("[Axl Rose]"); + mes("Blessed Guillaume!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign of victory.", strcharinfo(0)); close2; getitem BF_Badge1,.@medal_gap; } @@ -794,18 +794,18 @@ bat_a01,45,19,3 script Croix Vintenar#a01_b 4_M_CRU_HEAD,{ .@your_medal = countitem(BF_Badge1); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { - mes "[Swandery]"; - mes "Blessed Croix!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Swandery]"); + mes("Blessed Croix!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(0)); close2; getitem BF_Badge1,3; } else { - mes "[Swandery]"; - mes "Blessed Croix!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Swandery]"); + mes("Blessed Croix!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(0)); close2; getitem BF_Badge1,.@medal_gap; } @@ -814,18 +814,18 @@ bat_a01,45,19,3 script Croix Vintenar#a01_b 4_M_CRU_HEAD,{ .@your_medal = countitem(BF_Badge1); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 0) { - mes "[Swandery]"; - mes "Oh, "+strcharinfo(0)+" Don't be sad."; - mes "Even though we didn't win, we did our best."; - mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; + mes("[Swandery]"); + mesf("Oh, %s Don't be sad.", strcharinfo(0)); + mes("Even though we didn't win, we did our best."); + mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."); close2; getitem BF_Badge1,1; } else { - mes "[Swandery]"; - mes "Oh, "+strcharinfo(0)+" Don't be sad."; - mes "Even though we didn't win, we did our best."; - mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; + mes("[Swandery]"); + mesf("Oh, %s Don't be sad.", strcharinfo(0)); + mes("Even though we didn't win, we did our best."); + mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."); close2; getitem BF_Badge1,.@medal_gap; } @@ -836,18 +836,18 @@ bat_a01,45,19,3 script Croix Vintenar#a01_b 4_M_CRU_HEAD,{ .@your_medal = countitem(BF_Badge1); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 0) { - mes "[Swandery]"; - mes "Oh, "+strcharinfo(0)+" Don't be sad."; - mes "Even though we didn't win, we did our best."; - mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; + mes("[Swandery]"); + mesf("Oh, %s Don't be sad.", strcharinfo(0)); + mes("Even though we didn't win, we did our best."); + mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."); close2; getitem BF_Badge1,1; } else { - mes "[Swandery]"; - mes "Oh, "+strcharinfo(0)+" Don't be sad."; - mes "Even though we didn't win, we did our best."; - mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; + mes("[Swandery]"); + mesf("Oh, %s Don't be sad.", strcharinfo(0)); + mes("Even though we didn't win, we did our best."); + mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."); close2; getitem BF_Badge1,.@medal_gap; } @@ -856,18 +856,18 @@ bat_a01,45,19,3 script Croix Vintenar#a01_b 4_M_CRU_HEAD,{ .@your_medal = countitem(BF_Badge1); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { - mes "[Swandery]"; - mes "Blessed Croix!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Swandery]"); + mes("Blessed Croix!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(0)); close2; getitem BF_Badge1,3; } else { - mes "[Swandery]"; - mes "Blessed Croix!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Swandery]"); + mes("Blessed Croix!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(0)); close2; getitem BF_Badge1,.@medal_gap; } @@ -892,31 +892,31 @@ OnStop: end; OnTimer7000: - mapannounce "bat_a01", "Guillaume Vintenar Axl Rose : Let's attack to burn down Croix's Food Depot!",bc_map,"0xFF9900"; + mapannounce("bat_a01", _("Guillaume Vintenar Axl Rose : Let's attack to burn down Croix's Food Depot!"), bc_map, "0xFF9900"); end; OnTimer8000: - mapannounce "bat_a01", "Croix Vintenar Swandery : Master of Valhalla! Let us be gifted with unfailing faith and courage!",bc_map,"0xFF99CC"; + mapannounce("bat_a01", _("Croix Vintenar Swandery : Master of Valhalla! Let us be gifted with unfailing faith and courage!"), bc_map, "0xFF99CC"); end; OnTimer1800000: - mapannounce "bat_a01", "Marollo VII : Guillaume Marollo, Croix Marollo! Marollo followers!",bc_map,"0x99CC00"; + mapannounce("bat_a01", _("Marollo VII : Guillaume Marollo, Croix Marollo! Marollo followers!"), bc_map, "0x99CC00"); end; OnTimer1803000: - mapannounce "bat_a01", "Marollo VII : Both camps are competitive, so no camp would be destroyed easily. That means the Marollo kingdoms will never be defeated!",bc_map,"0x99CC00"; + mapannounce("bat_a01", _("Marollo VII : Both camps are competitive, so no camp would be destroyed easily. That means the Marollo kingdoms will never be defeated!"), bc_map, "0x99CC00"); end; OnTimer1808000: - mapannounce "bat_a01", "Marollo VII : I think we'd better terminate the battle, and call it a draw.",bc_map,"0x99CC00"; + mapannounce("bat_a01", _("Marollo VII : I think we'd better terminate the battle, and call it a draw."), bc_map, "0x99CC00"); end; OnTimer1822000: - mapannounce "bat_a01", "Marollo VII : Hold your royalty and faith for a moment, and let's settle up the battle of Tierra Gorge.",bc_map,"0x99CC00"; + mapannounce("bat_a01", _("Marollo VII : Hold your royalty and faith for a moment, and let's settle up the battle of Tierra Gorge."), bc_map, "0x99CC00"); end; OnTimer1825000: - mapannounce "bat_a01", "Axl Rose, Swandery : Yes sir.",bc_map,"0x99CC00"; + mapannounce("bat_a01", _("Axl Rose, Swandery : Yes sir."), bc_map, "0x99CC00"); end; OnTimer1830000: @@ -927,12 +927,12 @@ OnTimer1830000: /* bat_a01,351,75,3 script Croix Camp Soldier#bat_a01_guide 4_M_RASWORD,{ - mes "Loading..."; + mes("Loading..."); close; } bat_a01,356,326,3 script Guillaume Camp Soldier#bat_a01_guide 4_M_RASWORD,{ - mes "Loading..."; + mes("Loading..."); close; } */ @@ -940,21 +940,21 @@ bat_a01,356,326,3 script Guillaume Camp Soldier#bat_a01_guide 4_M_RASWORD,{ bat_a01,1,1,3 script Release all#a01 4_DOG01,{ .@i = callfunc("F_GM_NPC",1854,0); if (.@i == -1) { - mes "Cancelled."; + mes("Cancelled."); close; } else if (.@i == 0) { end; } else { - mes "May I help you?"; + mes("May I help you?"); next; switch(select("Release all.", "Cancel.")) { case 1: - mes "Bye."; + mes("Bye."); close2; mapwarp "bat_a01","bat_room",154,150; end; case 2: - mes "Cancelled."; + mes("Cancelled."); close; } } |