diff options
Diffstat (limited to 'npc/re/cities')
-rw-r--r-- | npc/re/cities/alberta.txt | 41 | ||||
-rw-r--r-- | npc/re/cities/brasilis.txt | 168 | ||||
-rw-r--r-- | npc/re/cities/dewata.txt | 1166 | ||||
-rw-r--r-- | npc/re/cities/dicastes.txt | 716 | ||||
-rw-r--r-- | npc/re/cities/eclage.txt | 105 | ||||
-rw-r--r-- | npc/re/cities/izlude.txt | 105 | ||||
-rw-r--r-- | npc/re/cities/jawaii.txt | 20 | ||||
-rw-r--r-- | npc/re/cities/malangdo.txt | 433 | ||||
-rw-r--r-- | npc/re/cities/malaya.txt | 932 | ||||
-rw-r--r-- | npc/re/cities/mora.txt | 1186 | ||||
-rw-r--r-- | npc/re/cities/yuno.txt | 20 |
11 files changed, 0 insertions, 4892 deletions
diff --git a/npc/re/cities/alberta.txt b/npc/re/cities/alberta.txt deleted file mode 100644 index 4fb8bab6d..000000000 --- a/npc/re/cities/alberta.txt +++ /dev/null @@ -1,41 +0,0 @@ -//===== Hercules Script ====================================== -//= Alberta Town Renewal -//===== By: ================================================== -//= Euphy -//===== Current Version: ===================================== -//= 1.0 -//===== Description: ========================================= -//= [Official Conversion] -//= Alberta town NPCs. -//===== Additional Comments: ================================= -//= 1.0 First Version. -//============================================================ - -// 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 696354199..000000000 --- a/npc/re/cities/brasilis.txt +++ /dev/null @@ -1,168 +0,0 @@ -//===== Hercules Script ====================================== -//= Brasilis Town -//===== By: ================================================== -//= L0ne_W0lf -//===== Current Version: ===================================== -//= 1.3 -//===== Description: ========================================= -//= [Official Conversion] -//= Brasilis Town Script -//===== Additional Comments: ================================= -//= 1.0 First version. Transportation and Basic NPCs. -//= 1.1 Fixed Zeny not being removed for payment. [Kisuka] -//= 1.2 Updated dialog, added Ice Cream Maker. [L0ne_W0lf] -//= 1.3 Moved Alberta NPC to pre-re/re paths. [Euphy] -//============================================================ - -// Brasilis Transportation -//============================================================ -/* Pre-Renewal coordinates: alberta,247,115,3 */ -alberta,246,82,3 script Crewman#bra2 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(536,.@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 536,.@input; //Ice_Cream - 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 fe6b661a3..000000000 --- a/npc/re/cities/dewata.txt +++ /dev/null @@ -1,1166 +0,0 @@ -//===== Hercules Script ====================================== -//= Dewata Town -//===== By: ================================================== -//= Gennosuke Kouga, Muad_Dib -//===== Current Version: ===================================== -//= 1.3 -//===== Description: ========================================= -//= [Official Conversion] -//= Dewata Town Script -//===== Additional Comments: ================================= -//= 1.0 First version. -//= 1.1 Standardized. [Euphy] -//= 1.2 Fixed Zeny check. [Joseph] -//= 1.3 Updated to match the official script. [Lemongrass/Euphy] -//============================================================ - -// Dewata Transportation -//============================================================ -alberta,212,202,4 script Dewata Sailor#alberta 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(1201,1) == 0 || MaxWeight - Weight < 500) { - mes "[Lazy Young Man]"; - mes "Why are you carrying so much? Isn't it heavy?"; - close; - } - if (countitem(11534)) { - 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 11534,1; //Coco_Juice - 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(11534) == 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(11532,1) == 0 || checkweight(11533,1) == 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) { - specialeffect2 EF_ANGEL; - mes "- A celestial entity gives you a blessing. -"; - next; - } else if (.@stat & 128) { - mes "- The shrine envelops you in a loving aura. -"; - if ((Sex == 0 && compare(.@wish$,.@wishes$[26])) || (Sex == 1 && compare(.@wish$,.@wishes$[27]))) - specialeffect2 EF_LIGHTSPHERE; - 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,"Small Shrine#dew1"; - specialeffect EF_FLASHER,AREA,"Small Shrine#dew2"; - specialeffect EF_FLASHER,AREA,"Small Shrine#dew3"; - specialeffect EF_FLASHER,AREA,"Small Shrine#dew4"; - next; - mes "You have received the shrine's blessing."; - specialeffect2 EF_BLESSING; - 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)?"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(0)+"]"; - 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(0)+"]"; - 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(11533) == 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 11533,1; //Satay - 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 11533,1; //Satay - 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 90130c3ab..000000000 --- a/npc/re/cities/dicastes.txt +++ /dev/null @@ -1,716 +0,0 @@ -//===== Hercules Script ====================================== -//= El Dicastes Town -//===== By: ================================================== -//= Gennosuke Kouga, Muad_Dib -//===== Current Version: ===================================== -//= 1.3 -//===== File Encoding ======================================== -//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8. -//===== Description: ========================================= -//= [Official Conversion] -//= El Dicastes Town Script -//===== Additional Comments: ================================= -//= 1.0 First version. -//= 1.1 Standardized. [Euphy] -//= 1.2 Updated to match the official script. [Joseph] -//= 1.2a Moved Guide to a separate file. [Euphy] -//= 1.3 Updated to match official script. [SkittleNugget] -//============================================================ - -dicastes01,194,159,5 script Excited Galten#a 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 "¡ø¢²¢£ ¡Ð ¡ò¡ð¡ð"; - mes "¡÷¡ø¡ñ ¡ü ¡ü"; - mes "¡ù¢²¢³ ¢²"; - mes "¡ó¡õ¡ô ¢£ ¡Ð¡û¡ü ¡ò ¡ð¡ö¢£"; - mes "¢¤¡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 "¡ô¢±¢± ¡û ¡ó¡Ð¡ñ ¢£ ¢¤¡ú"; - mes "¡ø¡ó¢² ¢¤ "; - mes "¡õ¡ó¡Ð ¢³ ¡Ð¡õ¢£ ¡û ¡ú¡ï"; - next; - mes "[Sentinel]"; - mes "¡ù"; - next; - mes "[Sentinel]"; - mes "¡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 "¡ø¡ô¡ü ¡ø ¡ó"; - mes "¡ø¡ï¡û ¡ó ¡û¢¤¢² ¡÷ ¢£"; - mes "¢¤¡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 "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø"; - mes "¡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 "¡ø¡ô¡ü ¡ø"; - mes "¡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 "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø"; - mes "¡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 "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü"; - mes "¡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 "¡ø¢²¡û ¡ô ¢£¢³¡ô"; - mes "¡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 "[¢²¡Ð¡û ¡ù ¡Ð]"; - mes "¡ñ¡õ¡ü ¢£ ¡ó"; - mes "¢¤¡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 "[¢²¡Ð¡û ¡ù ¡Ð]"; - mes "¡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 "[¢²¡Ð¡û ¡ù ¡Ð]"; - mes "¡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 "[¢²¡Ð¡û ¡ù ¡Ð]"; - mes "¡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 "[¡õ¡ø¡ò ¡ü ¢¤]"; - mes "¡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 "[¡õ¡ø¡ò ¡ü ¢¤]"; - mes "¡ô¡ï¢¤ ¡ö ¡ù¡ð¡ñ ¡ü ¡ó¡û¡û"; - mes "¡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 "[¢£¡ù¡ò ¢¤ ¡ù]"; - mes "¡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 "¡ó¢³¡ó ¡ó ¡ó¡þ¡ö"; - mes "¡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 "¡þ¡õ¡ð ¢³ ¢³¡þ"; - mes "¡þ¡ø¡ð ¡ö ¡ñ¡ú¡ð ¡ò"; - mes "¡ï¡ñ¡ú ¡ô ¡ö¡ö¡ò ¡û ¡ó¢¤¡ø ¡ø ¢² ¡ø"; - mes "¢¤¢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 "¡ð¡Ð¡ú ¡ø ¢²"; - mes "¡ö¡õ¡ó ¢¤ ¡ò¡ò¢³ ¡ô ¡ô¡ó¡ñ"; - mes "¢£¡ñ¡þ ¡ü ¢²¡û¡ó ¡ò ¡ð¡þ"; - mes "¡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 "¡÷¡ò¡û ¡ó ¡ó¡Ð¢±"; - mes "¡ó¡õ¡ù ¡þ ¡ò¢±¡ñ ¡õ ¢£"; - mes "¡ü¡ð¢¤ ¡ù ¡ò¡ô¡õ ¡ò ¡ñ"; - mes "¢³¡ú¢³ ¡Ð ¡ñ¡õ¡ù ¡÷ ¡÷¢±"; - next; - mes "[Tired Piom]"; - mes "¡þ"; - next; - emotion e_swt; - mes "[Tired Piom]"; - mes "¡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 "[¡ó¡ò¡ð]"; - mes "¡ù¡ó¢¤ ¢± ¢£"; - mes "¡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 "¡ò¡õ¢³ ¡õ ¡ô"; - mes "¢£¡ó¡ø ¢² ¡ô¡÷"; - mes "¡ò¡ô¢³ ¡ù ¢±¡ó¢± ¡õ"; - mes "¡ó¡ü¡Ð ¡ø ¢²¡ü¡Ð ¡õ ¡ï"; - next; - mes "[Thrilled Piom]"; - mes "¢£"; - next; - mes "[Thrilled Piom]"; - mes "¡Ð¢¤¡ù ¢£ ¡ó¡ó"; - mes "¡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 "¡û¡õ¡ñ ¢² ¢²¢¤¡Ð ¢² ¡ü¡ñ¡õ"; - mes "¡þ¡ó¡ö ¢²"; - mes "¡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 "[¢³¡ñ]"; - mes "¡õ¢£¡ó ¡Ð ¡õ¡ñ¡ò ¢¤ ¡ø¡ø¢£ ¢± ¢²¢³¡÷ ¢±"; - mes "¡ö¡ò¡ð ¡ó ¡ô¡ô?"; - next; - mes "[¢³¡ñ]"; - mes "¡Ð¡ù¡ó ¡ù ¡ü¢²¡Ð ¢± ¡÷¡ö¡þ"; - mes "¡ñ¡þ¢² ¡ø ¡ó¡ï¡ï ¡ù ¡ð¡ñ¡Ð ¡ù ¢³¡ò¡þ ¡ù ¡ø¡ð¡õ ¡õ ¢¤"; - next; - mes "[¢³¡ñ]"; - mes "¡û¡ù¡ô ¡ø ¡ð¡þ¡÷ ¢³ ¡þ¡ù¡ñ ¡ú ¡ü¢¤¡ò ¡ú ¡ô¢£"; - mes "¡÷¡ò¢¤ ¡ø ¡û¢³"; - next; - mes "[¢³¡ñ]"; - mes "¡ô¡ð¡ñ ¢¤ ¡ó¡÷¢³ ¡þ ¡ó¡õ¡÷ ¡ö ¡ó ¡ö"; - next; - mes "[¢³¡ñ]"; - mes "¡ò¡ô¡ø ¡÷ ¡õ¡ø¡ð ¡ó ¢¤¡Ð¡ô ¡ø ¡ñ¡ñ¡ñ ¡ø ¡ú¡ö¡ø ¡ü"; - mes "¡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 "¡ü¡ù¢± ¢³"; - mes "¡÷¡ø¡ï ¡þ ¡ó¡ó"; - mes "¡ñ¡õ¡ò ¡ó ¡÷¡ü¡ù ¡ö"; - mes "¡ñ¡ø¡ü ¡ú ¡ô"; - mes "¡þ¡ú¡ò ¢± ¡û¡ò¡ò ¡ù ¡÷"; - mes "¢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 "¡ü¡ó¡þ ¡ó ¡ï¡ð¢¤ ¡ü ¡ð¢±"; - mes "¡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 "¡ñ¡þ¡ð ¡ó ¡ü¡ò¡ö ¡÷"; - mes "¢³¡ð¡ï ¢£ ¡ù¡ô¡ò ¡ô ¡ó¡þ¡ñ ¢² ¡ñ¡û¢£ ¢²"; - mes "¡ô¡ó¡ð ¡þ ¢£¡ð¢¤ ¡õ ¡û¢³¡ü"; - mes "¡ó¢³¡ò ¢± ¡ô¢£¢² ¡÷ ¡÷¡ñ"; - mes "¡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 "¡ô¡ï¢£ ¢¤ ¡÷¡õ¢± ¡ü ¡ñ¡õ"; - mes "¡ü¢³"; - mes "¡ö¡ù¢¤ ¢² ¡ù¡ó¡ô"; - mes "¡ü¢£¢³ ¡ø ¡û¡ð¡ü ¡õ"; - next; - mes "[Free Venknick]"; - mes "¡ù"; - next; - mes "[Free Venknick]"; - mes "¡þ¢¤¢£ ¢± ¡ó¡ò¢³ ¡ü ¡ñ¡ð"; - mes "¢±¡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 "¡ú¡þ¡ó ¢³ ¡ü¢²¡ñ ¢±"; - emotion e_ho; - mes "¢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 Raphine, 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 "¡ô¢±¡ó ¡õ ¡ú¡÷¡Ð ¡õ"; - mes "¡ü¡ï¡Ð ¡õ ¡ô¡ó¡ü ¡ó ¢³"; - mes "¡ñ¡ô¡ü ¡þ ¢¤¡ñ¢¤ ¡ô ¡û¡ï¡ù"; - mes "¡ú¡ö¡ô ¡ó ¢£¡ú¡þ ¡ø ¡ø¡ò"; - mes "¢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 "¢²¡ô¡þ ¡ù ¡õ¡Ð"; - mes "¢³¡ô¡û ¡ú ¡ø"; - mes "¢³¡þ¢¤ ¡ó ¡õ¡÷¡Ð"; - mes "¡ñ¡ò¡ü ¡ü ¡ù¡þ¢±"; - mes "¢¤¡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(0) + "]"; - mes "Yes"; - emotion e_sob,1; - next; - mes "[Complaining Galten]"; - mes "Just forget about it quickly for your own good."; - close; - } - mes "[¡õ¢£¡ö ¡ú ]"; - mes "¡õ¡ò¡û ¡ò ¢£¡û¡÷ ¡÷ "; - mes "¡û¡ù¡û ¡÷ ¡ü¡þ¡û ¢³ ¡ó"; - next; - mes "[¡õ¢£¡ö ¡ú ]"; - mes "¡ð¢±¡ü ¡û ¡õ¡÷¢¤"; - mes "¢¤¡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(0)+"]"; - mes "What is the sad legend?"; - next; - emotion e_dots; - mes "["+strcharinfo(0)+"]"; - mes "I asked what the sad legend is about!"; - next; - mes "[Crazy Venknick]"; - mes "I don't believe in legends."; - next; - emotion e_dots,1; - mes "["+strcharinfo(0)+"]"; - mes "Was I tricked?"; - sc_start SC_BLIND,20000,0; - next; - mes "You feel outraged at being tricked."; - close; - } - mes "[¡ö¡ú¡ù ¢³ ]"; - mes "¢²¡û¡ó ¡ó ¡ù¢¤¡ø"; - mes "¢¤¡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 "¡û¢±¡÷ ¢² ¡ï¡þ¡ò ¡ü ¡ï¡û¢²"; - mes "¡ï¡÷¢¤ ¡Ð ¡ï¡ï¡Ð ¢¤ ¢£"; - mes "¡÷¡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 "¡ó¡ô¡ï ¡û ¢³¡ú"; - mes "¡ü¡ø¡ñ ¢£ "; - mes "¡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 35984cd64..000000000 --- a/npc/re/cities/eclage.txt +++ /dev/null @@ -1,105 +0,0 @@ -//===== Hercules Script ====================================== -//= General Eclage NPC. -//===== By: ================================================== -//= Dastgir -//===== Current Version: ===================================== -//= 1.0 -//===== Description: ========================================= -//= Eclage Town NPC -//===== Additional Comments: ================================= -//= 1.0 Converted from the official Aegis script. [Dastgir] -//============================================================ - -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 6c6734cd1..000000000 --- a/npc/re/cities/izlude.txt +++ /dev/null @@ -1,105 +0,0 @@ -//===== Hercules Script ====================================== -//= Izlude Town Renewal -//===== By: ================================================== -//= Masao -//===== Current Version: ===================================== -//= 1.2 -//===== Description: ========================================= -//= [Official Conversion] -//= Izlude town NPCs. -//===== Additional Comments: ================================= -//= 1.0 First Version. Still missing many new NPCs and their dialogues. [Masao] -//= 1.1 Updated to match the official script. [Euphy] -//= 1.2 Added Channel Warper and Izlude duplicates. [Euphy] -//============================================================ - -// Izlude -//============================================================ -izlude,197,205,1 duplicate(Sailor_izlude) Sailor#izlude 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 -1,{ - 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 "[Izlude Copy Warper]"; - mes "Izlude is a verly lively place is it not?"; - mes "I am here to help make Izlude feel more smooth!"; - mes "I can send you to another copy of Izlude."; - mes "Do you want to go to another copy?"; - next; - .@i = select(getarg(0)+":Never mind"); - if (.@i < 6) { - setarray .@maps$[1],"izlude","izlude_a","izlude_b","izlude_c","izlude_d"; - savepoint .@maps$[.@i],128,98; - warp .@maps$[.@i],128,98; - end; - } - close; -} -izlude,122,105,5 script Izlude Copy Warper 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 Izlude Copy Warper#_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 Izlude Copy Warper#_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 Izlude Copy Warper#_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 Izlude Copy Warper#_d 1_M_WIZARD,{ callfunc "F_IzludeChannel","Go to copy 1:Go to copy 2:Go to copy 3:Go to copy 4:"; } diff --git a/npc/re/cities/jawaii.txt b/npc/re/cities/jawaii.txt deleted file mode 100644 index 61f27341c..000000000 --- a/npc/re/cities/jawaii.txt +++ /dev/null @@ -1,20 +0,0 @@ -//===== Hercules Script ======================================= -//= Jawaii Town Renewal -//===== By: ================================================== -//= Daegaladh, Masao -//===== Current Version: ===================================== -//= 1.2 -//===== Description: ========================================= -//= [Official Conversion] -//= Jawaii town NPCs. -//===== Additional Comments: ================================= -//= 1.0 First Version. Renewal coordinates by Masao. -//= 1.1 Moved "Honeymoon Helper" NPC. -//= 1.2 Added Izlude duplicates. [Euphy] -//============================================================ - -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 7e597a140..000000000 --- a/npc/re/cities/malangdo.txt +++ /dev/null @@ -1,433 +0,0 @@ -//===== Hercules Script ====================================== -//= Malangdo Town -//===== By: ================================================== -//= Muad_Dib -//===== Current Version: ===================================== -//= 1.5 -//===== Description: ========================================= -//= [Official Conversion] -//= Malangdo Town Script -//===== Additional Comments: ================================= -//= 1.0 First version. [Euphy] -//= 1.1 Added entrance scripts. -//= 1.2 Moved "Odgnalam" coordinates. -//= 1.3 Fixed dialogues. -//= 1.4 Dialogue edits, source iRO. -//= 1.5 Added Izlude duplicates. -//============================================================ - -// Malangdo Transportation :: malangdo_go -//============================================================ -- script Dolangmal -1,{ - 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(2))) { - 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$+"The beautiful place is better than Yuno, which is full of books and headaches."; break; - case 7: mes .@s$+"The complex place is better than Rachel, where it's too horribly quiet."; break; - case 8: mes .@s$+"The safe place is better than Lighthanlzen, which is too dangerous."; break; - case 9: mes .@s$+"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 -1,{ - mes "This cat is sleeping in the warm "+((strnpcinfo(2) == "albe")?"Alberta":"Izlude")+" sun."; - next; - if(select("Let him sleep:Talk to him") == 1) close; - mes "[Odgnalam]"; - mes "Meow? 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(12636) > 4) { - delitem 12636,5; //Malang_Sp_Can - percentheal 100,100; - specialeffect2 EF_HEALSP; - 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 f806d4908..000000000 --- a/npc/re/cities/malaya.txt +++ /dev/null @@ -1,932 +0,0 @@ -//===== Hercules Script ====================================== -//= Port Malaya -//===== By: ================================================== -//= Euphy -//===== Current Version: ===================================== -//= 1.1 -//===== Description: ========================================= -//= [Official Conversion] -//= Port Malaya Town Script -//===== Additional Comments: ================================= -//= 0.1 Alberta sailors only. [Euphy] -//= 0.2 Adapted from Masao's conversion. -//= 1.0 Added remaining NPCs. -//= 1.1 Added Jeepney script. [DeadlySilence] -//============================================================ - -// 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 -1,{ - end; -OnInit: - switch(atoi(strnpcinfo(2))) { - case 1: setarray .@npc$,"01","02","03","04"; break; - case 5: setarray .@npc$,"05","06","07","08"; break; - case 9: setarray .@npc$,"09","10","11"; break; - default: end; - } - .@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(0); - end; -OnDisable: - disablenpc strnpcinfo(0); - end; -OnBingx2: - switch(atoi(strnpcinfo(2))) { - case 1: setarray .@npc$,"02","03","04"; break; - case 5: setarray .@npc$,"06","07","08"; break; - case 9: setarray .@npc$,"10","11"; break; - } - .@size = getarraysize(.@npc$); - .@rand = rand(.@size); - for(.@i = 0; .@i<.@size; ++.@i) - donpcevent "Unidentified Creature#"+.@npc$[.@i]+"::"+((.@i == .@rand)?"OnEnable":"OnDisable"); - donpcevent strnpcinfo(0)+"::OnDisable"; - end; -OnTouch: - if (getcharid(1)) { - if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) { - donpcevent strnpcinfo(0)+"::OnBingx2"; - mes "The unidentified creature gets a glimpse of you, blushes and then disappears."; - close; - } - if (rand(1,5)%2) { - switch(atoi(strnpcinfo(2))) { - case 1: $ma_name04$ = strcharinfo(0); break; - case 5: $ma_name05$ = strcharinfo(0); break; - case 9: $ma_name06$ = strcharinfo(0); break; - } - } - donpcevent strnpcinfo(0)+"::OnBingx2"; - mes "The unidentified creature gets a glimpse of you and disappears."; - close; - } - donpcevent strnpcinfo(0)+"::OnBingx2"; - mes "The unidentified creature looks at you and runs away."; - close; -} -ma_fild01,74,367,6 duplicate(Unidentified Creature#i) Unidentified Creature#01 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 -1,{ - end; -OnEnable: - enablenpc strnpcinfo(0); - end; -OnDisable: - disablenpc strnpcinfo(0); - end; -OnBingx2: - switch(atoi(strnpcinfo(2))) { - case 2: setarray .@npc$,"01","03","04"; break; - case 3: setarray .@npc$,"01","02","04"; break; - case 4: setarray .@npc$,"01","02","03"; break; - case 6: setarray .@npc$,"05","07","08"; break; - case 7: setarray .@npc$,"05","06","08"; break; - case 8: setarray .@npc$,"05","06","07"; break; - case 10: setarray .@npc$,"09","11"; break; - case 11: setarray .@npc$,"09","10"; break; - } - .@size = getarraysize(.@npc$); - .@rand = rand(.@size); - for(.@i = 0; .@i<.@size; ++.@i) - donpcevent "Unidentified Creature#"+.@npc$[.@i]+"::"+((.@i == .@rand)?"OnEnable":"OnDisable"); - donpcevent strnpcinfo(0)+"::OnDisable"; - end; -OnTouch: - .@i = atoi(strnpcinfo(2)); - if (.@i%4 == 2) { - if (getcharid(0) == getpartyleader(getcharid(1),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(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) { - donpcevent strnpcinfo(0)+"::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(0); - break; - case 6: - case 7: - case 8: - $ma_name05$ = strcharinfo(0); - break; - case 10: - case 11: - $ma_name06$ = strcharinfo(0); - break; - } - } - donpcevent strnpcinfo(0)+"::OnBingx2"; - mes "The unidentified creature gets a glimpse of you and disappears."; - close; - } - donpcevent strnpcinfo(0)+"::OnBingx2"; - mes "The unidentified creature looks at you and runs away."; - close; -} -ma_fild01,109,116,4 duplicate(Unidentified Creature#j) Unidentified Creature#02 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 5fefc2059..000000000 --- a/npc/re/cities/mora.txt +++ /dev/null @@ -1,1186 +0,0 @@ -//===== Hercules Script ====================================== -//= Mora Village -//===== By: ================================================== -//= Euphy -//===== Current Version: ===================================== -//= 1.4 -//===== Description: ========================================= -//= [Official Conversion] -//= Mora Town Script -//===== Additional Comments: ================================= -//= 1.0 First version. [SuperHulk] -//= 1.1 Translations to English. [Flaid] -//= 1.1a Standardized. [Euphy] -//= 1.2 Added new NPCs. [Flaid] -//= 1.3 Replaced with full iRO town NPCs. [Euphy] -//= 1.4 Updated to match the official scripts. [Euphy] -//============================================================ - -// Set 1 :: mora_resident -//============================================================ -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(0)+", 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 -1,{ - 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(0)+"]"; - 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(0)+"]"; - 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(0)+"]"; - 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(0)+"]"; - 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."; - specialeffect2 EF_HIT1; - 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..."; - end; -} - -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"; - end; -} - -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(0)+"]"; - 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 ac2fb25fb..000000000 --- a/npc/re/cities/yuno.txt +++ /dev/null @@ -1,20 +0,0 @@ -//===== Hercules Script ====================================== -//= Juno City -//===== By: ================================================== -//= Euphy -//===== Current Version: ===================================== -//= 1.0 -//===== Description: ========================================= -//= [Official Conversion] -//= NPCs for the City of Juno -//===== Additional Comments: ================================= -//= 1.0 First version. -//============================================================ - -yuno,150,283,4 duplicate(JunoSoldier1) Juno Soldier#juno 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 |