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-rw-r--r--npc/re/cities/alberta.txt17
-rw-r--r--npc/re/cities/brasilis.txt34
-rw-r--r--npc/re/cities/dewata.txt208
-rw-r--r--npc/re/cities/dicastes.txt230
-rw-r--r--npc/re/cities/eclage.txt485
-rw-r--r--npc/re/cities/izlude.txt165
-rw-r--r--npc/re/cities/jawaii.txt16
-rw-r--r--npc/re/cities/malangdo.txt169
-rw-r--r--npc/re/cities/malaya.txt1624
-rw-r--r--npc/re/cities/mora.txt1363
-rw-r--r--npc/re/cities/yuno.txt20
11 files changed, 2613 insertions, 1718 deletions
diff --git a/npc/re/cities/alberta.txt b/npc/re/cities/alberta.txt
index 9d17acc65..4fb8bab6d 100644
--- a/npc/re/cities/alberta.txt
+++ b/npc/re/cities/alberta.txt
@@ -5,6 +5,7 @@
//===== Current Version: =====================================
//= 1.0
//===== Description: =========================================
+//= [Official Conversion]
//= Alberta town NPCs.
//===== Additional Comments: =================================
//= 1.0 First Version.
@@ -12,29 +13,29 @@
// cities/amatsu.txt
//============================================================
-alberta,246,74,3 duplicate(Sea_Captain_amatsu) Sea Captain#ama1 709
+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 843
+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 776
+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 815
+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#1 960
+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 709
-alberta,246,114,4 duplicate(Turtle_Scholar_alberta) Turtle Island Scholar 121
+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 57
+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
index cde84e954..405ce486c 100644
--- a/npc/re/cities/brasilis.txt
+++ b/npc/re/cities/brasilis.txt
@@ -1,21 +1,23 @@
//===== Hercules Script ======================================
//= Brasilis Town
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.3
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Brasilis Town Script
-//===== Additional Comments: =================================
+//===== 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 100,{
+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.";
@@ -29,7 +31,7 @@ alberta,246,82,3 script Crewman#bra2 100,{
if (Zeny > 9999) {
mes "[Crewman]";
mes "Cool~!! Let's go~!";
- set zeny,zeny-10000;
+ Zeny -= 10000;
close2;
warp "brasilis",314,60;
end;
@@ -46,7 +48,7 @@ alberta,246,82,3 script Crewman#bra2 100,{
}
}
-brasilis,316,57,3 script Crewman#bra1 100,{
+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;
@@ -67,36 +69,38 @@ brasilis,316,57,3 script Crewman#bra1 100,{
}
}
-brasilis,155,165,3 script Signpost#bra1 858,{
+// Generic Brasilis NPCs
+//============================================================
+brasilis,155,165,3 script Signpost#bra1 4_BULLETIN_BOARD2,{
mes ":: Art Museum ::";
close;
}
-brasilis,195,231,3 script Signpost#bra2 858,{
+brasilis,195,231,3 script Signpost#bra2 4_BULLETIN_BOARD2,{
mes ":: Verass Monument ::";
close;
}
-brasilis,240,247,3 script Signpost#bra3 858,{
+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 858,{
+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 858,{
+brasilis,278,137,3 script Signpost#bra5 4_BULLETIN_BOARD2,{
mes ":: Brasilis Hotel ::";
close;
}
-brasilis,137,77,5 script Ice-Cream Maker 85,{
+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~";
@@ -141,7 +145,7 @@ brasilis,137,77,5 script Ice-Cream Maker 85,{
mes "Lighten your pack before buying this.";
close;
}
- set zeny,zeny-.@icecream_hap;
+ Zeny -= .@icecream_hap;
getitem 536,.@input; //Ice_Cream
close;
case 2:
diff --git a/npc/re/cities/dewata.txt b/npc/re/cities/dewata.txt
index 3c5953adf..1205a4de1 100644
--- a/npc/re/cities/dewata.txt
+++ b/npc/re/cities/dewata.txt
@@ -1,21 +1,75 @@
//===== Hercules Script ======================================
//= Dewata Town
-//===== By: ==================================================
+//===== By: ==================================================
//= Gennosuke Kouga, Muad_Dib
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.3
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Description: =========================================
+//= [Official Conversion]
//= Dewata Town Script
-//===== Additional Comments: =================================
+//===== 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,221,237,5 script Young Man#dew-1 536,{
+// 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;
@@ -111,7 +165,7 @@ dewata,221,237,5 script Young Man#dew-1 536,{
}
}
-dewata,114,243,6 script Lazy Young Man#dew 536,1,1,{
+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?";
@@ -157,7 +211,7 @@ OnTouch:
end;
}
-dewata,159,81,4 script Tourist#dew-1 881,{
+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...";
@@ -172,7 +226,7 @@ dewata,159,81,4 script Tourist#dew-1 881,{
close;
}
-dewata,146,109,5 script Restauranteur#dew 886,{
+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.";
@@ -242,7 +296,7 @@ dewata,146,109,5 script Restauranteur#dew 886,{
}
mes "[Restauranteur]";
mes "Here's your "+getitemname(.@food)+", you won't regret it!";
- set Zeny, Zeny - 5000;
+ Zeny -= 5000;
getitem .@food,1;
close;
case 2:
@@ -257,7 +311,7 @@ dewata,146,109,5 script Restauranteur#dew 886,{
}
}
-dewata,147,107,6 script Gourmet#dew 85,{
+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!";
@@ -273,7 +327,7 @@ dewata,147,107,6 script Gourmet#dew 85,{
close;
}
-dewata,154,107,4 script Sightseer#dew 86,{
+dewata,154,107,4 script Sightseer#dew 4_M_04,{
mes "[Tourist]";
mes "Wow...";
mes "How many has he already eaten?";
@@ -287,7 +341,7 @@ dewata,154,107,4 script Sightseer#dew 86,{
close;
}
-dewata,95,203,6 script Travel Guide#dew 536,{
+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";
@@ -312,7 +366,7 @@ dewata,95,203,6 script Travel Guide#dew 536,{
close;
}
-dewata,97,207,4 script Tourist#dew1 803,{
+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...";
@@ -328,7 +382,7 @@ dewata,97,207,4 script Tourist#dew1 803,{
close;
}
-dewata,100,206,4 script Tourist#dew2 59,{
+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~";
@@ -339,7 +393,7 @@ dewata,100,206,4 script Tourist#dew2 59,{
close;
}
-dewata,101,206,4 script Tourist#dew3 90,{
+dewata,101,206,4 script Tourist#dew3 4_F_01,{
mes "[Tourist]";
mes "Aren't we going to get lost without the guide?";
next;
@@ -348,7 +402,7 @@ dewata,101,206,4 script Tourist#dew3 90,{
close;
}
-dewata,99,203,4 script Tourist#dew4 755,{
+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...";
@@ -364,7 +418,7 @@ dewata,99,203,4 script Tourist#dew4 755,{
close;
}
-dewata,67,186,8 script Monk#dew1 834,{
+dewata,67,186,8 script Monk#dew1 4_M_BUDDHIST,{
mes "[Monk]";
mes "I am a monk, content to spend my days in religious study.";
next;
@@ -376,7 +430,7 @@ dewata,67,186,8 script Monk#dew1 834,{
close;
}
-dewata,65,188,8 script Monk#dew2 834,{
+dewata,65,188,8 script Monk#dew2 4_M_BUDDHIST,{
mes "[Monk]";
mes "Borobudur temple is one of few temples left for worshiping the Great Buddha.";
next;
@@ -385,7 +439,7 @@ dewata,65,188,8 script Monk#dew2 834,{
close;
}
-dewata,63,190,8 script Monk#dew3 834,{
+dewata,63,190,8 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;
@@ -394,7 +448,7 @@ dewata,63,190,8 script Monk#dew3 834,{
close;
}
-dewata,62,192,8 script Monk#dew4 834,{
+dewata,62,192,8 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;
@@ -406,7 +460,7 @@ dewata,62,192,8 script Monk#dew4 834,{
close;
}
-dewata,89,191,6 script Small Shrine#dew1 844,{
+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.")) {
@@ -455,37 +509,19 @@ dewata,89,191,6 script Small Shrine#dew1 844,{
mes "You make a wish for ^0000FF" + .@wish$ + "^000000 to the small shrine.";
next;
callsub L_Wish;
- set Zeny, Zeny - .@input;
- if (.@stat & 1 && .@bonus){
- sc_start SC_FOOD_STR,1200000,3;
- percentheal 5,0;
- //consumeitem 12043; //Str_Dish03
- }
- else if (.@stat & 2 && .@bonus){
- sc_start SC_FOOD_AGI,1200000,3;
- percentheal 5,0;
- //consumeitem 12058; //Agi_Dish03
- }
- else if (.@stat & 4 && .@bonus){
- sc_start SC_FOOD_DEX,1200000,3;
- percentheal 5,0;
- //consumeitem 12063; //Dex_Dish03
- }
- else if (.@stat & 8 && .@bonus){
- sc_start SC_FOOD_VIT,1200000,3;
- percentheal 5,0;
- //consumeitem 12053; //Vit_Dish03
- }
- else if (.@stat & 16 && .@bonus){
- sc_start SC_FOOD_INT,1200000,3;
- percentheal 5,0;
- //consumeitem 12048; //Int_Dish03
- }
- else if (.@stat & 32 && .@bonus){
- sc_start SC_FOOD_LUK,1200000,3;
- percentheal 5,0;
- //consumeitem 12068; //Luk_Dish03
- }
+ 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. -";
@@ -523,11 +559,11 @@ L_Wish:
next;
return;
}
-dewata,89,212,6 duplicate(Small Shrine#dew1) Small Shrine#dew2 844
-dewata,68,212,6 duplicate(Small Shrine#dew1) Small Shrine#dew3 844
-dewata,68,191,6 duplicate(Small Shrine#dew1) Small Shrine#dew4 844
+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 834,{
+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;
@@ -543,7 +579,7 @@ dewata,75,122,6 script Monk#dewt1 834,{
}
}
-dewata,69,101,6 script Monk#dewt2 834,{
+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;
@@ -578,7 +614,7 @@ dewata,69,101,6 script Monk#dewt2 834,{
}
}
-dewata,71,79,6 script Monk#dewt3 834,{
+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;
@@ -587,7 +623,7 @@ dewata,71,79,6 script Monk#dewt3 834,{
close;
}
-dewata,211,272,4 script Lodge Owner#dew 534,2,3,{
+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.";
@@ -604,7 +640,7 @@ OnTouch:
close;
}
-dewata,245,244,4 script Lodge Employee#dew 536,2,3,{
+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!";
@@ -621,7 +657,7 @@ OnTouch:
close;
}
-dewata,233,263,8 script Sweet Married Couple::smc_dew_01 828,2,3,{
+dewata,233,263,8 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~";
@@ -641,7 +677,7 @@ OnTouch:
close;
}
-dewata,234,263,8 script Sweet Married Couple::smc_dew_02 727,2,3,{
+dewata,234,263,8 script Sweet Married Couple#2 4_F_JOB_HUNTER,2,3,{
OnTouch:
mes "[Sweet Wife]";
mes "Baby~ You know what flower that is~?";
@@ -672,7 +708,7 @@ OnTouch:
close;
}
-dewata,279,213,4 script Tourist#dew-2 887,2,3,{
+dewata,279,213,4 script Tourist#dew-2 4_M_LIEMAN,2,3,{
OnTouch:
mes "[Reclining Tourist]";
mes "Wow~ This is really comfy~";
@@ -690,7 +726,7 @@ OnTouch:
close;
}
-dewata,269,208,4 script Little Kid in Town#dew 538,2,3,{
+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!";
@@ -707,7 +743,7 @@ OnTouch:
close;
}
-dewata,227,129,4 script Sarr#dew 538,2,3,{
+dewata,227,129,4 script Sarr#dew 4_M_DEWBOY,2,3,{
OnTouch:
mes "[Sarr]";
mes "They're hiding so I should seek.";
@@ -730,7 +766,7 @@ OnTouch:
close;
}
-dewata,239,140,4 script Siyak#dew 539,2,3,{
+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~~";
@@ -748,7 +784,7 @@ OnTouch:
close;
}
-dewata,193,145,4 script Sipo#dew 538,2,3,{
+dewata,193,145,4 script Sipo#dew 4_M_DEWBOY,2,3,{
OnTouch:
mes "[Sipo]";
mes "Sarr won't find me here, right?";
@@ -765,7 +801,7 @@ OnTouch:
close;
}
-dewata,228,177,4 script Majya#dew 538,2,3,{
+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...";
@@ -779,7 +815,7 @@ OnTouch:
close;
}
-dewata,278,100,4 script Missing Child#dew 703,2,3,{
+dewata,278,100,4 script Missing Child#dew 4_F_KID2,2,3,{
OnTouch:
mes "[Ukki]";
mes "WaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaa~";
@@ -804,7 +840,7 @@ OnTouch:
close;
}
-dewata,249,87,4 script Mum#dew 101,2,3,{
+dewata,249,87,4 script Mum#dew 4W_F_01,2,3,{
OnTouch:
mes "[Mum]";
mes "Ukki~ Ukki~ Where did she go?";
@@ -819,7 +855,7 @@ OnTouch:
close;
}
-dewata,251,85,6 script Poppa#dew 97,2,3,{
+dewata,251,85,6 script Poppa#dew 4W_M_01,2,3,{
OnTouch:
mes "[Poppa]";
mes "Honey, is Ukki lost again?";
@@ -840,7 +876,7 @@ OnTouch:
close;
}
-dewata,278,281,4 script Happily Married Grandpa::hmg_dew_01 534,{
+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.";
@@ -856,7 +892,7 @@ dewata,278,281,4 script Happily Married Grandpa::hmg_dew_01 534,{
close;
}
-dewata,280,277,4 script Happily Married Grandma::hmg_dew_02 535,{
+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";
@@ -884,7 +920,7 @@ dewata,280,277,4 script Happily Married Grandma::hmg_dew_02 535,{
close;
}
-dewata,165,103,6 script Adventurer Semangat#dew 534,{
+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.";
@@ -906,7 +942,7 @@ dewata,165,103,6 script Adventurer Semangat#dew 534,{
close;
}
-dewata,139,114,6 script Semangat's Wife#dew 535,{
+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?";
@@ -941,7 +977,7 @@ dewata,139,114,6 script Semangat's Wife#dew 535,{
}
}
-dewata,181,88,6 script Young Man#dew-2 536,{
+dewata,181,88,6 script Young Man#dew-2 4_M_DEWMAN,{
mes "[Young Man]";
mes "Isn't ^8B4513Dewata^000000 beach";
mes "really beautiful?";
@@ -958,7 +994,7 @@ dewata,181,88,6 script Young Man#dew-2 536,{
close;
}
-dewata,179,204,4 script Young Lady#dew 537,{
+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,";
@@ -980,7 +1016,7 @@ dewata,179,204,4 script Young Lady#dew 537,{
close;
}
-dewata,280,236,4 script Settler#dew 726,{
+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,";
@@ -1000,7 +1036,7 @@ dewata,280,236,4 script Settler#dew 726,{
close;
}
-dewata,204,230,6 script Dieting Lady#dew 537,{
+dewata,204,230,6 script Dieting Lady#dew 4_M_DEWWOMAN,{
if (countitem(11533) == 0) {
mes "[Dieting Lady]";
mes "Ah~ I'm starving!!";
@@ -1045,7 +1081,7 @@ dewata,204,230,6 script Dieting Lady#dew 537,{
}
}
-dewata,117,156,6 script Dreaming Kid#dew 538,{
+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";
@@ -1063,7 +1099,7 @@ dewata,117,156,6 script Dreaming Kid#dew 538,{
close;
}
-dewata,144,216,4 script Energetic Kid#dew 538,{
+dewata,144,216,4 script Energetic Kid#dew 4_M_DEWBOY,{
mes "[Energetic Kid]";
mes "My parents used to tell me...";
next;
@@ -1084,7 +1120,7 @@ dewata,144,216,4 script Energetic Kid#dew 538,{
close;
}
-dewata,127,248,6 script Wishing Kid#dew 539,{
+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.";
@@ -1104,7 +1140,7 @@ dewata,127,248,6 script Wishing Kid#dew 539,{
close;
}
-dew_fild01,101,259,6 script Jaty Tribe Gatekeeper::jtg_dew 541,{
+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.";
@@ -1112,7 +1148,7 @@ dew_fild01,101,259,6 script Jaty Tribe Gatekeeper::jtg_dew 541,{
close;
}
-dew_fild01,106,306,4 script R. Jaty Tribe Warrior 541,{
+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.";
diff --git a/npc/re/cities/dicastes.txt b/npc/re/cities/dicastes.txt
index 5fd555b8f..90130c3ab 100644
--- a/npc/re/cities/dicastes.txt
+++ b/npc/re/cities/dicastes.txt
@@ -3,19 +3,21 @@
//===== By: ==================================================
//= Gennosuke Kouga, Muad_Dib
//===== Current Version: =====================================
-//= 1.2a
-//===== Compatible With: =====================================
-//= Hercules
+//= 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 492,{
+dicastes01,194,159,5 script Excited Galten#a 4_MAN_GALTUN1,{
mes "[Excited Galten]";
if (isequipped(2782)) {
mes "I can't get beautiful";
@@ -24,7 +26,7 @@ dicastes01,194,159,5 script Excited Galten#a 492,{
mes "As long as we have him,";
mes "it will only be a matter of time before Sapha";
mes "will rule this land.";
- close;
+ close;
}
mes "¡ø¢²¢£ ¡Ð ¡ò¡ð¡ð";
mes "¡÷¡ø¡ñ ¡ü ¡ü";
@@ -34,7 +36,7 @@ dicastes01,194,159,5 script Excited Galten#a 492,{
close;
}
-dicastes01,202,86,3 script Sentinel#a 492,{
+dicastes01,202,86,3 script Sentinel#a 4_MAN_GALTUN1,{
mes "[Sentinel]";
if (isequipped(2782)) {
mes "El Dicastes, the";
@@ -47,7 +49,7 @@ dicastes01,202,86,3 script Sentinel#a 492,{
next;
mes "[Sentinel]";
mes "Hey, you are an outsider!";
- close;
+ close;
}
mes "¡ô¢±¢± ¡û ¡ó¡Ð¡ñ ¢£ ¢¤¡ú";
mes "¡ø¡ó¢² ¢¤ ";
@@ -58,16 +60,16 @@ dicastes01,202,86,3 script Sentinel#a 492,{
next;
mes "[Sentinel]";
mes "¡ñ¡ö¡ï ¡ú ¡ó¢³¡ô";
- close;
+ close;
}
-dicastes01,194,95,5 script Sentinel#b 450,{
+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;
+ close;
}
mes "¡ø¡ô¡ü ¡ø ¡ó";
mes "¡ø¡ï¡û ¡ó ¡û¢¤¢² ¡÷ ¢£";
@@ -75,26 +77,26 @@ dicastes01,194,95,5 script Sentinel#b 450,{
close;
}
-dicastes01,234,158,0 script Training Galten#a 450,{
+dicastes01,234,158,0 script Training Galten#a 4_MAN_GALTUN,{
+ mes "[Training Galten]";
if (isequipped(2782)) {
- mes "[Training Galten]";
mes "I'll be ready for anything";
mes "if I keep up with my training every day.";
close;
}
- mes "ø¡ô¡ü ¡¡ø¡ô¡ü ¡ø";
- mes "ô ¡ø";
+ 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 450,{
+dicastes01,244,166,0 script Training Galten#b 4_MAN_GALTUN,{
+ mes "[Training Galten]";
if (isequipped(2782)) {
- mes "[Training Galten]";
mes "I wonder if Ahat knows how";
mes "hard I am training.";
- close;
+ close;
}
mes "¡ø¡ô¡ü ¡ø";
mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø";
@@ -103,7 +105,7 @@ dicastes01,244,166,0 script Training Galten#b 450,{
close;
}
-dicastes01,272,166,0 script Training Galten#c 450,{
+dicastes01,272,166,0 script Training Galten#c 4_MAN_GALTUN,{
mes "[Training Galten]";
if (isequipped(2782)) {
mes "[Training Galten]";
@@ -118,28 +120,42 @@ dicastes01,272,166,0 script Training Galten#c 450,{
close;
}
-dicastes01,248,129,0 script Training Galten#d 450,{
+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;
+ close;
}
mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü";
- mes "¡ø¡ô¡ü ¡ø¡ ø¡ô¡ü ¡ø";
+ mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø";
next;
mes "Don't know what it means.";
close;
}
-dic_in01,349,282,4 script Waiting Galten#in_1 492,{
+/*
+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;
+ close;
}
mes "[¢²¡Ð¡û ¡ù ¡Ð]";
mes "¡ñ¡õ¡ü ¢£ ¡ó";
@@ -147,58 +163,58 @@ dic_in01,349,282,4 script Waiting Galten#in_1 492,{
close;
}
-dic_in01,370,261,1 script Waiting Galten#in_2 492,{
+dic_in01,370,261,1 script Waiting Galten#in_2 4_MAN_GALTUN1,{
if (isequipped(2782)) {
mes "[Waiting Galten]";
mes "Boring.";
- close;
+ close;
}
mes "[¢²¡Ð¡û ¡ù ¡Ð]";
mes "¡ù¢¤¢±";
close;
}
-dic_in01,381,261,1 script Waiting Galten#in_3 492,{
+dic_in01,381,261,1 script Waiting Galten#in_3 4_MAN_GALTUN1,{
if (isequipped(2782)) {
mes "[Waiting Galten]";
mes "Zzzzz...";
- close;
+ close;
}
mes "[¢²¡Ð¡û ¡ù ¡Ð]";
mes "¡ú¡ô";
close;
}
-dic_in01,370,282,4 script Waiting Galten#in_4 492,{
+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;
+ 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_5 492,{
+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;
+ 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_6 492,{
+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;
+ close;
}
mes "[¡õ¡ø¡ò ¡ü ¢¤]";
mes "¡ô¡ï¢¤ ¡ö ¡ù¡ð¡ñ ¡ü ¡ó¡û¡û";
@@ -206,22 +222,22 @@ dic_in01,365,197,1 script Resting Galten#in_6 492,{
close;
}
-dic_in01,87,102,5 script Resting Piom#01 454,{
+dic_in01,87,102,5 script Resting Piom#01 4_MAN_PIOM,{
end;
}
-dic_in01,29,119,4 script Resting Piom#04 489,{
+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;
+ 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 489,{
+dic_in01,91,113,5 script Suspicious Piom#a 4_MAN_PIOM6,{
mes "[Suspicious Piom]";
if (isequipped(2782)) {
mes "Have you heard of the";
@@ -230,7 +246,7 @@ dic_in01,91,113,5 script Suspicious Piom#a 489,{
if(select("Nope!:You first.") == 1) {
mes "[Suspicious Piom]";
mes "Never mind.";
- close;
+ close;
}
mes "[Suspicious Piom]";
mes "Oh, you do seem to know?";
@@ -242,11 +258,11 @@ dic_in01,91,113,5 script Suspicious Piom#a 489,{
mes "[Suspicious Piom]";
mes "I'm only a very curious";
mes "ordinary Piom.";
- close;
+ close;
}
mes "[Suspicious Piom]";
mes "I am not going to say anything, either!";
- close;
+ close;
}
mes "¡ó¢³¡ó ¡ó ¡ó¡þ¡ö";
mes "¡õ ¢³¢²¡÷ ¡ó¡ó";
@@ -254,7 +270,7 @@ dic_in01,91,113,5 script Suspicious Piom#a 489,{
if(select("Can't tell what it means:Is it a curse??") == 2) {
mes "[Suspicious Piom]";
mes "Too bad.";
- close;
+ close;
}
mes "[Suspicious Piom]";
mes "Be on your";
@@ -262,14 +278,14 @@ dic_in01,91,113,5 script Suspicious Piom#a 489,{
close;
}
-dic_in01,168,116,5 script Tired Piom#c 491,{
+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 should try your";
- mes "luck with the Cat Merchant rather than wander around here.";
+ 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;
+ close;
}
mes "¡þ¡õ¡ð ¢³ ¢³¡þ";
mes "¡þ¡ø¡ð ¡ö ¡ñ¡ú¡ð ¡ò";
@@ -278,7 +294,7 @@ dic_in01,168,116,5 script Tired Piom#c 491,{
close;
}
-dic_in01,149,104,5 script Tired Piom#b 455,{
+dic_in01,149,104,5 script Tired Piom#b 4_MAN_PIOM2,{
mes "[Tired Piom]";
if (isequipped(2782)) {
mes "I feel so stiff...";
@@ -286,7 +302,7 @@ dic_in01,149,104,5 script Tired Piom#b 455,{
mes "I think the effects are weaker than before,";
mes "or is it just me?";
emotion e_what;
- close;
+ close;
}
mes "¡ð¡Ð¡ú ¡ø ¢²";
mes "¡ö¡õ¡ó ¢¤ ¡ò¡ò¢³ ¡ô ¡ô¡ó¡ñ";
@@ -296,21 +312,22 @@ dic_in01,149,104,5 script Tired Piom#b 455,{
close;
}
-dic_in01,341,113,3 script Tired Piom#a 491,{
+dic_in01,341,113,3 script Tired Piom#a 4_MAN_PIOM5,{
mes "[Tired Piom]";
if (isequipped(2782)) {
- mes "Ahat is the one";
- mes "and only Sapha pride.";
- mes "We have plenty of Bradium";
- mes "because of him!";
+ 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 "[Thrilled Piom]";
+ mes "[Tired Piom]";
mes "...";
next;
- mes "[Thrilled Piom]";
- mes "You don't feel his";
- mes "blessing?";
- close;
+ 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 ¢£";
@@ -320,12 +337,13 @@ dic_in01,341,113,3 script Tired Piom#a 491,{
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 711,{
+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;
@@ -337,16 +355,16 @@ dic_in01,252,103,3 script Eating Adventurer#tre 711,{
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.";
+ 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_01 449,{
+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;
+ close;
}
mes "[¡ó¡ò¡ð]";
mes "¡ù¡ó¢¤ ¢± ¢£";
@@ -354,7 +372,7 @@ dic_in01,32,54,5 script Venknick#el_01 449,{
close;
}
-dic_in01,372,116,3 script Thrilled Piom#a 490,{
+dic_in01,372,116,3 script Thrilled Piom#a 4_MAN_PIOM4,{
mes "[Thrilled Piom]";
if (isequipped(2782)) {
mes "Ahat is the one";
@@ -368,7 +386,8 @@ dic_in01,372,116,3 script Thrilled Piom#a 490,{
mes "[Thrilled Piom]";
mes "You don't feel his";
mes "blessing?";
- close; }
+ close;
+ }
mes "¡ò¡õ¢³ ¡õ ¡ô";
mes "¢£¡ó¡ø ¢² ¡ô¡÷";
mes "¡ò¡ô¢³ ¡ù ¢±¡ó¢± ¡õ";
@@ -383,13 +402,13 @@ dic_in01,372,116,3 script Thrilled Piom#a 490,{
close;
}
-dic_in01,360,125,5 script Serious Venknicka 449,{
+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;
+ close;
}
mes "¡û¡õ¡ñ ¢² ¢²¢¤¡Ð ¢² ¡ü¡ñ¡õ";
mes "¡þ¡ó¡ö ¢²";
@@ -397,9 +416,9 @@ dic_in01,360,125,5 script Serious Venknicka 449,{
close;
}
-dic_in01,42,250,5 script Guide#diel_1 489,{
+dic_in01,42,250,5 script Guide#diel_1 4_MAN_PIOM6,{
if (isequipped(2782)) {
- if (ep13_3_invite > 5) {
+ if (ep13_3_invite > 5) {
mes "[Guide]";
mes "I'm Dior, your kind guide for El Dicastes.";
mes "How can I help you?";
@@ -418,7 +437,7 @@ dic_in01,42,250,5 script Guide#diel_1 489,{
mes "[Guide]";
mes "Oh, you didn't ask?";
mes "But since I'm Dior, the kind guide. He he.";
- close;
+ close;
}
mes "- The guide looks at you with an alert expression. -";
close;
@@ -444,16 +463,16 @@ dic_in01,42,250,5 script Guide#diel_1 489,{
close;
}
-dic_in01,335,34,0 script Talkative Piom#a 490,{
+dic_in01,335,34,5 script Talkative Piom#a 4_MAN_PIOM4,{
mes "[Talkative Piom]";
- if (isequipped(2782)) {
+ 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;
+ close;
}
mes "¡ü¡ù¢± ¢³";
mes "¡÷¡ø¡ï ¡þ ¡ó¡ó";
@@ -464,27 +483,27 @@ dic_in01,335,34,0 script Talkative Piom#a 490,{
close;
}
-dic_in01,387,30,1 script Manuk Piom#a 454,{
+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;
+ 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 453,{
+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 "supply of Bradium";
mes "Saphas can live forever.";
mes "Our childhood lasts 10 years,";
mes "which is short.";
- close;
+ close;
}
mes "¡ñ¡þ¡ð ¡ó ¡ü¡ò¡ö ¡÷";
mes "¢³¡ð¡ï ¢£ ¡ù¡ô¡ò ¡ô ¡ó¡þ¡ñ ¢² ¡ñ¡û¢£ ¢²";
@@ -494,7 +513,7 @@ dicastes01,282,210,4 script Free Knit#a 453,{
close;
}
-dicastes01,246,210,4 script Free Venknick#a 449,{
+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.";
@@ -508,7 +527,7 @@ dicastes01,246,210,4 script Free Venknick#a 449,{
mes "[Free Venknick]";
mes "The thing rolling around is a gem,";
mes "but why are you interested in it?";
- close;
+ close;
}
mes "¡ô¡ï¢£ ¢¤ ¡÷¡õ¢± ¡ü ¡ñ¡õ";
mes "¡ü¢³";
@@ -524,13 +543,13 @@ dicastes01,246,210,4 script Free Venknick#a 449,{
close;
}
-dicastes01,235,245,4 script Excited Piom#a 490,{
+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;
+ close;
}
mes "[Excited Piom]";
mes "¡ú¡þ¡ó ¢³ ¡ü¢²¡ñ ¢±";
@@ -539,17 +558,15 @@ dicastes01,235,245,4 script Excited Piom#a 490,{
close;
}
-dicastes01,284,262,4 script Favorable Knit#a 453,{
+dicastes01,284,262,3 script Favorable Knit#a 4_MAN_NITT,{
mes "[Favorable Knit]";
if (isequipped(2782)) {
- mes "Unlike the Laphine, we Saphas";
+ 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.";
- next;
- mes "[Favorable Knit]";
mes "That is why all Saphas are like family.";
mes "We never have any quarrels between classes.";
- close;
+ close;
}
mes "¡ô¢±¡ó ¡õ ¡ú¡÷¡Ð ¡õ";
mes "¡ü¡ï¡Ð ¡õ ¡ô¡ó¡ü ¡ó ¢³";
@@ -559,16 +576,16 @@ dicastes01,284,262,4 script Favorable Knit#a 453,{
close;
}
-dicastes01,164,180,4 script Limpy Piom#a 489,{
+dicastes01,164,180,4 script Limpy Piom#a 4_MAN_PIOM6,{
+ mes "[Limpy Piom]";
if (isequipped(2782)) {
- mes "[Limpy Piom]";
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;
+ close;
}
mes "¢²¡ô¡þ ¡ù ¡õ¡Ð";
mes "¢³¡ô¡û ¡ú ¡ø";
@@ -579,7 +596,7 @@ dicastes01,164,180,4 script Limpy Piom#a 489,{
close;
}
-dicastes01,191,202,4 script Complaining Galten#fihs 450,{
+dicastes01,191,202,4 script Complaining Galten#fihs 4_MAN_GALTUN,{
if (isequipped(2782)) {
mes "[Complaining Galten]";
mes "That crazy Vanknick always";
@@ -591,9 +608,9 @@ dicastes01,191,202,4 script Complaining Galten#fihs 450,{
next;
if(select("No:Yes") == 1) {
mes "[Complaining Galten]";
- mes "You don't know about the legend behind the statue?";
- mes "Then I don't know what to talk about it with you.";
- close;
+ 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]";
@@ -619,7 +636,7 @@ dicastes01,191,202,4 script Complaining Galten#fihs 450,{
close;
}
-dicastes01,202,197,4 script Crazy Venknick#fihsing1 449,{
+dicastes01,202,197,4 script Crazy Venknick#fihsing1 4_MAN_BENKUNI,{
if (isequipped(2782)) {
mes "[Crazy Venknick]";
mes "At only 5000 Zeny";
@@ -628,7 +645,7 @@ dicastes01,202,197,4 script Crazy Venknick#fihsing1 449,{
if(select("Give 5000 Zeny.:Don't give 5000 Zeny.") == 2) {
mes "[Crazy Venknick]";
mes "Don't come back with regrets.";
- close;
+ close;
}
if (Zeny < 5000) {
mes "[Crazy Venknick]";
@@ -636,28 +653,31 @@ dicastes01,202,197,4 script Crazy Venknick#fihsing1 449,{
mes "no legend to share with";
mes "the poor.";
close;
- close;
}
- set Zeny, Zeny-5000;
+ Zeny -= 5000;
mes "[Crazy Venknick]";
mes "Thanks.";
emotion e_gg,0,"Complaining Galten#fihs";
next;
- select("What is the sad legend?");
+ mes "["+strcharinfo(0)+"]";
+ mes "What is the sad legend?";
+ next;
emotion e_dots;
- select("I asked what the sad legend is about!");
+ 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;
- select("Was I tricked?");
- sc_start SC_Blind,20000,0;
+ mes "["+strcharinfo(0)+"]";
+ mes "Was I tricked?";
+ sc_start SC_BLIND,20000,0;
next;
mes "You feel outraged at being tricked.";
- close;
+ close;
}
- mes "[???¨²?¨´ ¡é3 ]";
+ mes "[¡ö¡ú¡ù ¢³ ]";
mes "¢²¡û¡ó ¡ó ¡ù¢¤¡ø";
mes "¢¤¡ð¢² ¢± ¡ñ¡ö¢² ¡ø ¡ï¡ö¡ü";
next;
@@ -665,7 +685,7 @@ dicastes01,202,197,4 script Crazy Venknick#fihsing1 449,{
close;
}
-dic_in01,98,110,5 script Worried Piom#a 489,{
+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.";
@@ -680,7 +700,7 @@ dic_in01,98,110,5 script Worried Piom#a 489,{
close;
}
-dic_in01,98,96,3 script Lost Galten#a 492,{
+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";
@@ -693,4 +713,4 @@ dic_in01,98,96,3 script Lost Galten#a 492,{
mes "¡ü¡ø¡ñ ¢£ ";
mes "¡ö¡ï¢² ¡û ¡ö¡ó";
close;
-} \ No newline at end of file
+}
diff --git a/npc/re/cities/eclage.txt b/npc/re/cities/eclage.txt
new file mode 100644
index 000000000..2ea4e4cd5
--- /dev/null
+++ b/npc/re/cities/eclage.txt
@@ -0,0 +1,485 @@
+//===== Hercules Script ======================================
+//= Eclage Town
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= Eclage Town Script
+//===== Additional Comments: =================================
+//= 1.0 Nearly complete iRO town NPCs. [Euphy]
+//============================================================
+
+// Generic Eclage NPCs - Set 1
+//============================================================
+ecl_fild01,92,316,4 script Tourist#ep14_2f2 4_CAT_SAILOR2,{
+ mes "[Tourist]";
+ mes "I can't believe I have to wait this long......";
+ mes "When is it going to be my turn?";
+ emotion e_sob;
+ close;
+}
+
+ecl_fild01,106,312,4 script Tourist#ep14_2f3 4_F_RAFLE_VI,{
+ mes "[Tourist]";
+ mes "I'm actually done with my documentation, but I'm just sticking around to appreciate all of these flowers.";
+ emotion e_lv2;
+ next;
+ mes "[Tourist]";
+ mes "I'm just getting through the night with my sleeping bag!";
+ mes "It's alright as long as you can withstand the security guard's annoyance with you.";
+ close;
+}
+
+ecl_fild01,108,320,6 script Tourist#ep14_2f4 4_F_DST_CHILD,{
+ mes "[Tourist]";
+ mes "I wonder how beautiful of a city Eclage would be.";
+ mes "It just makes my heart beat thinking about it.";
+ emotion e_lv;
+ close;
+}
+
+ecl_fild01,105,320,2 script Tourist#ep14_2f5 4_F_FAIRYKID,{
+ mes "[Tourist]";
+ mes "No, I'm not a visitor. I'm an Eclage citizen!";
+ emotion e_an;
+ next;
+ mes "[Tourist]";
+ mes "I can't believe I can't even enter because of all these tourists!";
+ emotion e_omg;
+ close;
+}
+
+ecl_fild01,103,319,4 script Tourist#ep14_2f6 4_M_HUMERCHANT,{
+ mes "[Tourist]";
+ mes "I hear their acorns are delicious without a hint of bitterness.";
+ next;
+ mes "[Tourist]";
+ mes "You could probably make the world's best acorn jello.";
+ emotion e_omg;
+ close;
+}
+
+ecl_fild01,110,316,2 script Tourist#ep14_2f7 4_M_HUBOY,{
+ mes "[Tourist]";
+ mes "It's important to keep your belongings light when traveling.";
+ next;
+ mes "[Tourist]";
+ mes "It's going to increase as you go along anyways.";
+ next;
+ mes "[Tourist]";
+ mes "Perhaps you could consider it as the weight of life?";
+ emotion e_awsm,0;
+ close;
+}
+
+ecl_fild01,92,318,4 script Tourist#ep14_2f8 4_M_RAFLE_OLD,{
+ mes "[Tourist]";
+ mes "Cool cool.";
+ close;
+}
+
+ecl_fild01,93,318,2 script Tourist#ep14_2f9 1_M_PAY_ELDER,{
+ mes "[Tourist]";
+ mes "Snorrrreee....Erhem....";
+ next;
+ mes "[Tourist]";
+ mes "Err.... No.....";
+ mes "Curry.... Curry rice.... Snorrreeeee";
+ emotion e_hlp;
+ close;
+}
+
+ecl_fild01,94,313,4 script Tourist#ep14_2f10 4_M_PIERROT,{
+ mes "[Tourist]";
+ mes "Oh! Are you also from Midgard?";
+ next;
+ mes "[Tourist]";
+ mes "It's encouraging to see so many Midgard people nowadays.";
+ emotion e_com;
+ close;
+}
+
+ecl_fild01,101,320,4 script Tourist#ep14_2f11 4_M_RAFLE_OR,{
+ mes "[Tourist]";
+ mes "Ow.... My legs...";
+ mes "You're saying I have to wait after all this traveling through Bifrost?!";
+ emotion e_an;
+ close;
+}
+
+ecl_fild01,88,315,4 script Tourist#ep14_2f12 4_WHITE_COW,{
+ mes "[Tourist]";
+ mes "Ahh...";
+ mes "Why are there so many people...?";
+ next;
+ mes "[Tourist]";
+ mes "I want to be alone......Sniff!";
+ emotion e_otl;
+ close;
+}
+
+// Generic Eclage NPCs - Set 2
+//============================================================
+ecl_fild01,183,190,4 script Catering#eclbig 4_M_FAIRYSOLDIER,{
+ mes "[Catering]";
+ mes "Wahahaha! How do you do!";
+ mes "It's perfect weather for a picnic, no?";
+ next;
+ emotion e_wah;
+ mes "[Catering]";
+ mes "You say it's hard to pack for a picnic?";
+ next;
+ emotion e_no1;
+ mes "[Catering]";
+ mes "Don't you worry!";
+ next;
+ emotion e_gasp;
+ mes "[Catering]";
+ mes "This is a specialty combining acorns with 7 different kinds and 7 different levels of flavor collected by squirrels of Eclage!";
+ next;
+ emotion e_cash;
+ mes "[Catering]";
+ mes "This specialty to-go box is only 2,999 coins!!!";
+ next;
+ emotion e_omg;
+ mes "[Catering]";
+ mes "Such a remarkable price!";
+ next;
+ emotion e_lv;
+ mes "[Catering]";
+ mes "If you order now, we also give you a disposable fork that feels like new even with a hundred uses!";
+ close;
+}
+
+ecl_fild01,134,109,4 script Warao#eclbig 4_M_FAIRYKID5,{
+ mes "[Warao]";
+ mes "Ah~ I'm so hungry. What should I eat today?";
+ next;
+ mes "[Warao]";
+ mes "Come to think of it, I wonder how this foreigner will taste?";
+ next;
+ emotion e_gg;
+ mes "[Warao]";
+ mes "Hey hey, you know I'm kidding, right?";
+ close;
+}
+
+ecl_fild01,70,285,4 script Giranni#eclbig 4_F_FAIRY2,{
+ mes "[Giranni]";
+ mes "I wonder where he went. It should be around here...";
+ close;
+}
+
+eclage,106,61,4 script Markoza#eclbig 4_M_FAIRYKID3,{
+ mes "[Markoza]";
+ mes "I also want to visit foreign lands.";
+ next;
+ mes "[Markoza]";
+ mes "But would foreigners leave me be when I am this adorable?";
+ next;
+ emotion e_pif;
+ mes "[Markoza]";
+ mes "Man, wherever I go, my cuteness just complicates everything...";
+ close;
+}
+
+eclage,101,130,5 script Wutapoa#eclbig 4_F_FAIRY,{
+ mes "[Wutapoa]";
+ mes "I recently moved out of my parent's place!";
+ mes "I am so glad I finally have my own Yai!";
+ next;
+ mes "[Wutapoa]";
+ mes "I'm going to make it the most decorative, beautiful Yai in Eclage!";
+ next;
+ emotion e_heh;
+ mes "[Wutapoa]";
+ mes "Yay, woohoo!!!";
+ close;
+}
+
+eclage,200,272,4 script Masione#eclbig 4_F_FAIRYKID2,{
+ mes "[Masione]";
+ mes "Whoa! Hey!";
+ mes "Would you please stop appearing out of nowhere?";
+ emotion e_omg;
+ next;
+ mes "[Masione]";
+ mes "I'm a fragile, sensitive being!";
+ close;
+}
+
+ecl_in01,55,25,3 script Mijani#eclbig 4_F_MORAFINE1,{
+ mes "[Mijani]";
+ mes "You are not from around here?";
+ mes "Welcome.";
+ next;
+ mes "[Mijani]";
+ mes "Of course, as long as you don't disrupt Eclage.";
+ close;
+}
+
+ecl_in01,38,37,4 script A kneeling boy#eclbig 4_F_FAIRYKID6,{
+ mes "[A kneeling boy]";
+ mes "Why am I kneeling like this?";
+ next;
+ mes "[A kneeling boy]";
+ mes "At first, it was because it was comfortable. Now it's because I can't stretch my legs out anymore.";
+ next;
+ emotion e_sob;
+ mes "[A kneeling boy]";
+ mes "I try to stretch them out, and my legs are all asleep!!";
+ mes "Does that mean I have to fly around with my legs flexed like this?";
+ close;
+}
+
+ecl_in02,168,41,2 script Pambo#eclbig 4_F_FAIRYKID3,{
+ mes "[Pambo]";
+ mes "Do you like things that twinkle?";
+ next;
+ emotion e_lv2;
+ mes "[Pambo]";
+ mes "I love them so much!";
+ next;
+ mes "[Pambo]";
+ mes "Twinkle twinkle~ Twinkle twinkle~";
+ next;
+ mes "[Pambo]";
+ mes "Twinkle twinkle~ Twinkle twinkle~";
+ mes "Sparkle sparkle~ Sparkle sparkle~";
+ next;
+ mes "[Pambo]";
+ mes "Twinkle twinkle~ Twinkle twinkle~";
+ mes "Sparkle sparkle~ Sparkle sparkle~";
+ mes "Mmhahah~ Hahaha~ Hehehe~";
+ mes "Heh heh heh~ Huhuhe~ Hoho~";
+ mes "Kehehe~ Halala~ Fufu~";
+ next;
+ emotion e_sob;
+ mes "[Pambo]";
+ mes "But there's nothing twinkling here...";
+ close;
+}
+
+ecl_in01,41,103,1 script A blushing girl#eclbig 4_F_FAIRYKID4,{
+ mes "[A blushing girl]";
+ mes "Do you see this balcony up top?";
+ mes "Mayor Jun appears there everytime there is an important occasion!";
+ next;
+ emotion e_lv2;
+ mes "[A blushing girl]";
+ mes "He's so handome!! Ahhh~";
+ close;
+}
+
+ecl_in01,53,92,4 script Lafiki#eclbig 4_M_FAIRYKID3,{
+ mes "[Lafiki]";
+ mes "My fashion sense today is excellent as usual. Heh-";
+ next;
+ emotion e_lv2;
+ mes "[Lafiki]";
+ mes "Hello~ My beautiful body~";
+ mes "Every strand of hair is so beautiful!";
+ next;
+ mes "[Dandy]";
+ mes "Yes, it's definitely your garbage fashion sense that wreaks of trash as usual.";
+ emotion e_gg,0,"Dandy#eclbig";
+ close;
+}
+
+ecl_in01,54,91,2 script Dandy#eclbig 4_M_FAIRYKID2,{
+ mes "[Dandy]";
+ mes "Take a look at me! How's this? Am I not so fabulous?";
+ next;
+ mes "[Dandy]";
+ mes "A Laphine can freely change in between different clothes, but not any Laphine looks this great!";
+ next;
+ mes "[Lafiki]";
+ mes "What nonsensical nonsense are you saying? No matter who looks at it, this region's best looker is me!";
+ emotion e_pif,0,"Lafiki#eclbig";
+ close;
+}
+
+ecl_in01,52,102,4 script Choir Conductor#eclbig 4_M_FAIRYKID,{
+ mes "[Choir conductor]";
+ mes "We are Eclage's Tree Wing Choir~";
+ mes "We bring you heavenly harmonies~";
+ next;
+ mes "[Choir conductor]";
+ mes "Hello foreigner, we'll give you a taste of our harmony~";
+ next;
+ emotion e_ho;
+ mes "[Choir]";
+ mes "Aaa~";
+ next;
+ emotion e_ho,0,"Choir member#eclbig01";
+ mes "[Choir]";
+ mes "Aaa~~";
+ mes "Aaa~";
+ next;
+ emotion e_ho,0,"Choir member#eclbig02";
+ mes "[Choir]";
+ mes "Aaa~~~";
+ mes "Aaa~~";
+ mes "Aaa~";
+ next;
+ emotion e_ho,0,"Choir member#eclbig03";
+ mes "[Choir]";
+ mes "Aaa~~~~";
+ mes "Aaa~~~";
+ mes "Aaa~~";
+ mes "Aaa~";
+ next;
+ emotion e_ho,0,"Choir member#eclbig04";
+ mes "[Choir]";
+ mes "Aaa~~~~~";
+ mes "Aaa~~~~";
+ mes "Aaa~~~";
+ mes "Aaa~~";
+ mes "Aaa~";
+ next;
+ emotion e_ho,0,"Choir member#eclbig05";
+ mes "[Choir]";
+ mes "Aaa~~~~~~";
+ mes "Aaa~~~~~";
+ mes "Aaa~~~~";
+ mes "Aaa~~~";
+ mes "Aaa~~";
+ mes "Aaa~";
+ next;
+ emotion e_ho;
+ emotion e_ho,0,"Choir member#eclbig01";
+ emotion e_ho,0,"Choir member#eclbig02";
+ emotion e_ho,0,"Choir member#eclbig03";
+ emotion e_ho,0,"Choir member#eclbig04";
+ emotion e_ho,0,"Choir member#eclbig05";
+ mes "[Choir]";
+ mes "Uhhurukukuruhuuhhurukukuruhuuh";
+ mes "Try to feel this~ The melody that flows~";
+ next;
+ mes "[Choir conductor]";
+ mes "How is it!! Our harmony!!";
+ close;
+}
+
+ecl_in01,51,103,4 script Choir member#eclbig01 4_M_FAIRYKID,{
+ mes "[Choir member]";
+ mes "Aaa~";
+ emotion e_ho;
+ close;
+}
+ecl_in01,53,103,4 duplicate(Choir member#eclbig01) Choir member#eclbig02 4_M_FAIRYKID
+ecl_in01,50,104,4 duplicate(Choir member#eclbig01) Choir member#eclbig03 4_M_FAIRYKID
+ecl_in01,52,104,4 duplicate(Choir member#eclbig01) Choir member#eclbig04 4_M_FAIRYKID
+ecl_in01,54,104,4 duplicate(Choir member#eclbig01) Choir member#eclbig05 4_M_FAIRYKID
+
+// Generic Eclage NPCs - Set 3
+//============================================================
+ecl_fild01,190,93,4 script Fili#1 4_M_FAIRYANG,{
+ mes "[Fili]";
+ mes "Looking at this beautiful field, the song sings itself~";
+ emotion e_ho;
+ close;
+}
+
+ecl_fild01,83,263,4 script Watering Laphine#1 4_M_FAIRYKID3,{
+ mes "[Watering Laphine]";
+ mes "I think the earth is running dry.";
+ close;
+}
+
+ecl_fild01,163,196,4 script Dancing Laphine#1 4_F_FAIRYKID3,{
+ mes "[Dancing Laphine]";
+ mes "It's important to warm up like this before you start dancing. One, two, three, four....";
+ close;
+}
+
+// Eclage Prison & Clinic
+//============================================================
+ecl_in01,8,71,4 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_in02,96,22,2 script Sign#prison_inn 2_BOARD1,{
+ mes "[North] Prison";
+ mes "[West] Clinic";
+ close;
+}
+
+ecl_in02,164,56,2 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",162,49;
+ 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(6081) == 0) {
+ mes "[Receptionist]";
+ mes "It seems like you don't have enough coins. Would you check your account again, please?";
+ close;
+ }
+ delitem 6081,1; //Splendide_Coin
+ break;
+ case 2:
+ if (Zeny < 5000) {
+ mes "[Receptionist]";
+ mes "It seems like you don't have enough zeny. Would you check your account again, please?";
+ close;
+ }
+ Zeny -= 5000;
+ break;
+ case 3:
+ close;
+ }
+ mes "[Receptionist]";
+ mes "Make yourself at home~";
+ close2;
+ percentheal 100,100;
+ warp "ecl_in02",167,49;
+ end;
+ case 3:
+ close;
+ }
+}
+
+ecl_in02,137,44,2 script Doctor Laphine#doctor 4_M_FAIRYKID,{
+ 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 casted 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_in02,135,45,4 duplicate(Doctor Laphine#doctor) Injured Laphine 4_F_FAIRYKID6
diff --git a/npc/re/cities/izlude.txt b/npc/re/cities/izlude.txt
index 24390f070..7e37f9de2 100644
--- a/npc/re/cities/izlude.txt
+++ b/npc/re/cities/izlude.txt
@@ -1,98 +1,105 @@
//===== Hercules Script ======================================
//= Izlude Town Renewal
-//===== By: ==================================================
+//===== By: ==================================================
//= Masao
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.2
+//===== Description: =========================================
+//= [Official Conversion]
//= Izlude town NPCs.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version. Still missing many new NPCs and their dialogues. [Masao]
-//= 1.1 Added bullet NPC duplicates. [Euphy]
-//= 1.2 Added new NPCs, Captain Carew & coordinates [Streusel]
-//= 1.3 Added some NPC locations [Streusel]
+//= 1.1 Updated to match the official script. [Euphy]
+//= 1.2 Added Channel Warper and Izlude duplicates. [Euphy]
//============================================================
-izlude,197,205,1 duplicate(Sailor_izlude) Sailor#izlude 100
-izlude,71,92,2 duplicate(Bonne_izlude) Bonne#izlude 90
-izlude,172,215,4 duplicate(Charfri_izlude) Charfri#izlude 91
-izlude,174,164,3 duplicate(Cuskoal_izlude) Cuskoal#izlude 124
-izlude,85,103,4 duplicate(Dega_izlude) Dega#izlude 84
-izlude,140,186,4 duplicate(Kylick_izlude) Kylick#izlude 97
-izlude,56,156,2 duplicate(Red_izlude) Red#izlude 85
-izlude,58,156,2 duplicate(Cebalis_izlude) Cebalis#izlude 98
-izlude,165,156,2 duplicate(Soldier_izlude) Soldier#izlude 105
-izlude,158,130,3 duplicate(bdt) Bullet Dealer Tony#iz 86
-izlude,155,132,3 duplicate(mdk) Magazine Dealer Kenny 83
-//izlude,198,213,4 duplicate(Captain_Carew) Captain Carew#izlude 873
-izlude_in,57,92,3 duplicate(Dorian) Dorian#izlude 878
-izlude,147,131,6 script Blacksmith#izlude 726,{
- end;
-}
-
-prt_fild08,350,219,4 script Guard#izlude 105,{
- mes "[Izlude Guard]";
- mes "Welcome to Izlude.";
- close;
-}
-
-izlude,136,160,0 script Traces of Fish#izlude 111,{
- mes "There are signs of someone digging.";
- close;
-}
+// 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,207,167,3 script Arena#izlude 858,{
- mes "";
- close;
-}
+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,45,94,3 script Milestone#izlude 858,{
- mes "==== Information ====";
- mes "";
- mes "Access to Prontera Field.";
- mes "Prontera in the North.";
- mes "If you wish got to Prontera.";
- close;
-}
+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,179,75,3 script Non-Process#izlude 858,{
- mes "====End of Path====";
- mes "";
- mes "Airshop to Rachel";
- mes "";
- mes "Feel free to explore, however be reminded that you are a guest.";
- mes "";
- close;
-}
+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,141,251,1 script Full-Grown Red Plant#iz 1078,{
- end;
-}
+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,102,150,1 script Sinchon Helper#izlude 71,{
- end;
-}
+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,205,155,2 script Nain#izlude 102,{
- mes "[Nine]";
- mes "Swords, no matter how strong";
- mes "they are once they strike you're";
- mes "a dead man. And though that's creepy,";
- mes "I just can't throw them away.";
- close;
-}
+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,143,205,7 script Magpies Adventurer#iz-01 703,{
- end;
-}
+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
-izlude,146,205,7 script Magpies Adventurer#iz-02 706,{
- end;
+- 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
-izlude,120,254,0 script Siege Monument#izlude 111,{
- end;
+// 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;
+ set .@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
index a4b584d3a..61f27341c 100644
--- a/npc/re/cities/jawaii.txt
+++ b/npc/re/cities/jawaii.txt
@@ -3,14 +3,18 @@
//===== By: ==================================================
//= Daegaladh, Masao
//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Hercules GIT
+//= 1.2
//===== Description: =========================================
+//= [Official Conversion]
//= Jawaii town NPCs.
//===== Additional Comments: =================================
-//= 1.0 First Version. Renewal coordinates [Masao]
-//= 1.1 Changed to Official coordinates [Streusel]
+//= 1.0 First Version. Renewal coordinates by Masao.
+//= 1.1 Moved "Honeymoon Helper" NPC.
+//= 1.2 Added Izlude duplicates. [Euphy]
//============================================================
-izlude,180,224,6 duplicate(Honeymoon_Helper_Izlude) Honeymoon Helper#Izlude 71 \ No newline at end of file
+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
index 0ee7ca8be..e8cfdb615 100644
--- a/npc/re/cities/malangdo.txt
+++ b/npc/re/cities/malangdo.txt
@@ -1,20 +1,22 @@
//===== Hercules Script ======================================
//= Malangdo Town
-//===== By: ==================================================
+//===== By: ==================================================
//= Muad_Dib
-//===== Current Version: =====================================
-//= 1.3
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 1.5
+//===== Description: =========================================
+//= [Official Conversion]
//= Malangdo Town Script
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First version. [Euphy]
//= 1.1 Added entrance scripts.
-//= 1.2 Added Official coordinates for Odgnalam [Streusel]
+//= 1.2 Moved "Odgnalam" coordinates.
+//= 1.3 Fixed dialogues.
+//= 1.4 Dialogue edits, source iRO.
+//= 1.5 Added Izlude duplicates.
//============================================================
-// Entrance :: malangdo_go
+// Malangdo Transportation :: malangdo_go
//============================================================
- script Dolangmal -1,{
if (checkquest(5091) == -1) {
@@ -145,44 +147,43 @@
close;
}
}
-prontera,114,77,6 duplicate(Dolangmal) Dolangmal#1 553
-geffen,109,61,6 duplicate(Dolangmal) Dolangmal#2 553
-payon,200,106,4 duplicate(Dolangmal) Dolangmal#3 553
-aldebaran,170,104,4 duplicate(Dolangmal) Dolangmal#4 553
-morocc,168,275,4 duplicate(Dolangmal) Dolangmal#5 553
-yuno,165,122,4 duplicate(Dolangmal) Dolangmal#6 553
-rachel,121,126,4 duplicate(Dolangmal) Dolangmal#7 553
-lighthalzen,254,83,5 duplicate(Dolangmal) Dolangmal#8 553
-mora,57,150,4 duplicate(Dolangmal) Dolangmal#9 553
+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
-
-izlude,182,218,4 script Odgnalam#iz 554,{
- mes "This cat is sleeping in the warm "+strnpcinfo(2)+" sun.";
+- 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? Uh?";
+ mes "Meow? Huh?";
next;
if (ep13_yong1 == 0) {
set .@price,1000;
- set .@s1$,"Huh!! You are such an annoying person. Let me send you to the heaven of the cat, ^A2314BMalangdo^000000 with ^0000FF1000 Zeny^000000.";
+ set .@s1$,"Huh! You are so annoying. Let me send you to ^A2314BMalangdo^000000 for ^0000FF1000 Zeny^000000.";
set .@s2$,"Money? Where is the money? You can't go anywhere without the money. Shame on you.";
} else if (ep13_yong1 < 60) {
set .@price,999;
- set .@s1$,"You have a little relationship with fleet of cat. I'll give you special discount price ^0000FF999 Zeny^000000 to the heaven of the cat, ^A2314BMalangdo^000000, because you have relationship with fleet.";
+ set .@s1$,"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.";
set .@s2$,"Where is the money? You don't have a sense of honor.";
} else if (ep13_yong1 > 59 && ep13_yong1 < 80) {
set .@price,500;
- set .@s1$,"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 the heaven of the cat, ^A2314BMalangdo^000000.";
+ set .@s1$,"You gave several help to our cat's fleet so let me give you special that with 50% discount price ^0000FF500 Zeny^000000. I'll send you to ^A2314BMalangdo^000000.";
set .@s2$,"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 ^A2314BMeow Meow Island^000000 for free.";
+ 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 Meow Meow Island!:Do not go.") == 1) {
+ 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;
@@ -192,21 +193,26 @@ izlude,182,218,4 script Odgnalam#iz 554,{
mes "[Odgnalam]";
mes .@s1$;
next;
- if(select("Send me to Meow Meow Island!:Do not go.") == 2) close;
+ if(select("Send me to Malangdo!:Do not go.") == 2) close;
if (Zeny < .@price) {
mes "[Odgnalam]";
mes "Money? Where is the money? You can't go anywhere without the money. Shame on you.";
close;
}
- set Zeny, Zeny - .@price;
+ Zeny -= .@price;
mes "[Odgnalam]";
mes "Let me send you right away. Let's go~";
warp "malangdo",217,85;
close;
}
-alberta,200,151,4 duplicate(Odgnalam#iz) Odgnalam#Alberta 554
+alberta,200,151,4 duplicate(Odgnalam) Odgnalam#albe 4_CAT_REST
+izlude,182,218,4 duplicate(Odgnalam) Odgnalam#iz 4_CAT_REST // Old coordinates: (182,192)
+izlude_a,182,218,4 duplicate(Odgnalam) Odgnalam#iz_a 4_CAT_REST
+izlude_b,182,218,4 duplicate(Odgnalam) Odgnalam#iz_b 4_CAT_REST
+izlude_c,182,218,4 duplicate(Odgnalam) Odgnalam#iz_c 4_CAT_REST
+izlude_d,182,218,4 duplicate(Odgnalam) Odgnalam#iz_d 4_CAT_REST
-malangdo,219,86,4 script Kong#malang 545,{
+malangdo,219,86,4 script Kong#malang 4_CAT_SAILOR2,{
mes "[Kong]";
mes "Did you have fun in Malangdo?";
mes "The fleet has a service to Izlude and Alberta.";
@@ -258,7 +264,7 @@ malangdo,219,86,4 script Kong#malang 545,{
if (ep13_yong1 > 80) {
mes "Have a comfortable trip.";
if (.@i == 1)
- warp "izlude",195,212;
+ warp "izlude",195,212; // Old coordinates: (194,180)
else
warp "alberta",192,150;
close;
@@ -267,7 +273,7 @@ malangdo,219,86,4 script Kong#malang 545,{
mes .@no_money$;
close;
}
- set Zeny, Zeny - .@price;
+ Zeny -= .@price;
mes .@yes_money$;
if (.@i == 1)
warp "izlude",195,212;
@@ -276,18 +282,19 @@ malangdo,219,86,4 script Kong#malang 545,{
close;
}
-// Town NPCs :: malang_tre
+// Generic Malangdo NPCs :: malang_tre
//============================================================
-malangdo,147,117,3 script Innkeeper#malang 554,{
+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.")) {
+ switch(select("Umm... Can I rest here?:Psst... Can I save here?:Leave.")) {
case 1:
mes "[Innkeeper]";
- mes "You can use the hammock as you want, but give me ^FF00005 Malangdo Canned Specialties^000000. Then you can relax.";
+ mes "Eh?";
+ mes "Uh, sure you can use this hammock if you give me ^FF00005 Malangdo Cans^000000.";
next;
- switch(select("Give the cans.:No need.")) {
+ switch(select("Here you go.:Never mind.")) {
case 1:
if (countitem(12636) > 4) {
delitem 12636,5; //Malang_Sp_Can
@@ -301,11 +308,11 @@ malangdo,147,117,3 script Innkeeper#malang 554,{
close;
}
mes "[Innkeeper]";
- mes "It looks like a lack of cans.";
+ mes "This ain't no charity.";
close;
case 2:
mes "[Innkeeper]";
- mes "You are stronger than your appearance.";
+ mes "Let me know if you want to relax.";
close;
}
case 2:
@@ -315,27 +322,28 @@ malangdo,147,117,3 script Innkeeper#malang 554,{
close;
case 3:
mes "[Innkeeper]";
- mes "A busy moment makes you hurry and laziness makes you lazy.";
+ mes "Sometimes you just have to relax.";
next;
- mes "- Wonder if there is work time. -";
+ mes "- Wow, this is the laziest cat ever. -";
close;
}
close;
}
-malangdo,151,120,3 script Wandering Minstrel#mal 479,{
- mes "[Wandering Minstrel]";
+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 "[Wandering Minstrel]";
- mes "He makes life look so simple";
+ mes "[Minstrel]";
+ mes "He makes life look so simple.";
close;
}
-malangdo,149,120,5 script Wandering Wanderer#mal 485,5,1,{
- mes "[Wandering Wanderer]";
- mes "Cats living in here is so energetic.";
- mes "And it makes me dance~";
+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)) {
@@ -351,7 +359,7 @@ OnTouch:
case 3:
soundeffect "assassin_of_sunset.wav",0;
break;
- case 4:
+ case 4:
emotion e_ho;
emotion e_ho,0,"Wandering Minstrel#mal";
break;
@@ -359,34 +367,67 @@ OnTouch:
end;
}
-malangdo,216,168,3 script Cat Trainer#mal1 558,0,8,{
+malangdo,216,168,3 script Cat Trainer#mal1 4_F_ALCHE_A,0,8,{
emotion e_awsm;
mes "[Cat Trainer]";
- mes "Phh there is a tail and butt both soft and tender!";
- mes "Can't stand, this is heaven~~!!";
+ 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, ^FF0000<Silvervine Fruit>^000000, can make all cats in Malangdo my slaves~ haha!";
+ mes "My hidden card, ^FF0000Silvervine Fruit^000000, can make all cats in Malangdo my slaves~ haha!";
next;
- select("^FF0000<Silvervine Fruit>^000000?");
+ select("^FF0000Silvervine Fruit^000000?");
mes "[Cat Trainer]";
- mes "Silvervine Fruit is a rare item!";
+ mes "It is such a rare item!";
mes "I can barely get it.";
- mes "But every cat loves it with no complaints.";
+ mes "But these cudly cats can't resist it~";
next;
- select("Where can I get ^FF0000<Silvervine Fruit>^000000?");
+ select("Where can I get ^FF0000Silvervine Fruit^000000?");
mes "[Cat Trainer]";
- mes "How would I know if I could barely find it?";
- mes "This can't be taken even with ^3131FFall the zeny in this world^000000!";
+ 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 "The cats in Malangdo are mine...! As it should be, haha~";
- mes "^FF0000<Silvervine Fruit>^000000! I can be a king in Malangdo~ ohhhh!!!";
+ 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 duplicate(Cat Trainer#mal1) Cat Trainer#mal2 853,5,8 \ No newline at end of file
+
+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
index 3daff8526..da19e67c5 100644
--- a/npc/re/cities/malaya.txt
+++ b/npc/re/cities/malaya.txt
@@ -1,85 +1,58 @@
-//===== Hercules Script =======================================
-//= Port Malaya NPC's
-//===== By: ==================================================
-//= Masao
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
-//= Many Port Malaya NPC's & Quests.
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//============================================================
-
-malaya,276,55,4 script Optamara Crew#malaya 100,{
-
- 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 > 9) && (malaya_hi < 20)) {
- mes "[Optamara Crew]";
- mes "I think a nameless adventurer helped take a load off the villagers mind. 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! Lets leave now for Alberta!!";
- close2;
- warp "alberta",239,68;
- end;
- case 2:
- mes "[Optamara Crew]";
- mes "Thats okay. Come here if you ever want to go back to Alberta.";
- close;
- }
-}
-
-alberta,237,71,3 script Optamara Crew#alberta 100,{
-
+//===== 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 "Its 10,000 Zeny to go to Port Malaya. Interested?";
+ mes "It's 10,000 Zeny to go to Port Malaya. Interested?";
next;
- switch (select("About Port Malaya:Go to Port Malaya.:Cancel.")) {
+ 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 couldnt visit the village because they had some issues there but now it seems all is clear!";
+ 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 dont know for sure but it was a village that's like a comfortable and cozy park.";
+ 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 "Im sure youll feel the same once you reach Port Malaya.";
+ mes "I'm sure you'll feel the same once you reach Port Malaya.";
close;
case 2:
- if (Zeny > 9999) {
- set Zeny, Zeny - 10000;
+ if (Zeny < 10000) {
mes "[Optamara Crew]";
- mes "Great!";
- mes "Heading for Port Malaya!!";
- close2;
- warp "Malaya",271,55;
- end;
+ 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 "Oh God!!";
- mes "You dont know how far it is from here. Of course its not free. Please come back with 10,000 Zeny. Sorry!";
- close;
+ 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.";
@@ -87,20 +60,47 @@ alberta,237,71,3 script Optamara Crew#alberta 100,{
}
}
-ma_in01,30,94,4 script Inn Keeper#ma 583,{
+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 Im actually closed. Sorry.";
+ mes "What bad timing. The village is a bit unorganized at the moment so I'm actually closed. Sorry.";
close;
- }
- else if ((malaya_hi > 9) && (malaya_hi < 20)) {
+ } 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 {
+ } else {
mes "[Inn Keeper]";
mes "Welcome.";
mes "This is Port Malaya's best inn, 'Cabin in the City'.";
@@ -109,7 +109,7 @@ ma_in01,30,94,4 script Inn Keeper#ma 583,{
mes "[Inn Keeper]";
mes "Come for a rest? Lodging will be 5,000 Zeny.";
next;
- switch (select("Store.:Lodge. - 5,000z:Cancel.")) {
+ switch(select("Store.:Lodge. - 5,000z:Cancel.")) {
case 1:
mes "[Inn Keeper]";
mes "Successfully stored. See you next time.";
@@ -117,14 +117,14 @@ ma_in01,30,94,4 script Inn Keeper#ma 583,{
close;
case 2:
if (Zeny < 5000) {
- mes "[Inn Keeper]";
- mes "Sorry. I think you are a bit short.";
- close;
+ mes "[Inn Keeper]";
+ mes "Sorry. I think you are a bit short.";
+ close;
}
mes "[Inn Keeper]";
mes "Hope you enjoy your stay.";
close2;
- set Zeny, Zeny - 5000;
+ Zeny -= 5000;
percentheal 100,100;
warp "ma_in01",43,98;
end;
@@ -133,867 +133,151 @@ ma_in01,30,94,4 script Inn Keeper#ma 583,{
}
}
-ma_fild01,166,214,6 script Old Man in Dilemma#GA 575,{
-
- if (MaxWeight - Weight < 600 || checkweight(1201,1) == 0) {
- mes "Cannot proceed because you have too many items in your possession.";
- close;
- }
- mes "[Old Man in Dilemma]";
- mes "Oh! Demons are gaining more and more power in this world.";
- next;
- switch (select("We need to gather items to fight them off.:Ignore.")) {
- case 1:
- if ((countitem(6497) > 2) && (Zeny > 999)) {
- mes "[Old Man in Dilemma]";
- mes "You dont seem to be strong enough to fight off demons.";
- next;
- mes "[Old Man in Dilemma]";
- mes "Will you create a Greater Agimat of Ancient Spirit with 3 Lesser Agimats and 1,000 Zeny?";
- next;
- switch (select("Create.:No, thank you.")) {
- case 1:
- if ((countitem(6497) > 2) && (Zeny > 999)) {
- specialeffect2 EF_CONE;
- specialeffect EF_FORESTLIGHT2;
- set Zeny, Zeny - 1000;
- getitem 12775,1; //Ancient_Spirit_Amulet
- mes "[Old Man in Dilemma]";
- mes "Hope you win the fight with the demon.";
- close;
- }
- mes "[Old Man in Dilemma]";
- mes "Short on materials.";
- close;
- case 2:
- mes "[Old Man in Dilemma]";
- mes "Hope you win the fight with the demon.";
- close;
- }
- }
- mes "[Old Man in Dilemma]";
- mes "Cant make it now but there is an old way of making it handed down by generations.";
- next;
- mes "[Old Man in Dilemma]";
- mes "You need to call upon the power of Ancient Spirits. But youll need several important materials first.";
- next;
- select("What are they?");
- mes "[Old Man in Dilemma]";
- mes "3 Lesser Agimats to hold the power of Ancient Spirits here and another special material handed down for generations.";
- next;
- mes "[Old Man in Dilemma]";
- mes "But nobody can get this special item anymore.";
- next;
- select("Something money cannot buy?");
- mes "[Old Man in Dilemma]";
- mes "No, no... It's this round little thing, you see?";
- next;
- select("Are you talking about Zeny?");
- mes "[Old Man in Dilemma]";
- mes "Looks similar to the special items handed down from generations.";
- next;
- mes "[Old Man in Dilemma]";
- mes "As long as we have enough of that, we could make the Greater Agimat of Ancient Spirit to fight against the demons.";
- next;
- select("Sounds good.");
- mes "[Old Man in Dilemma]";
- mes "In case you are too weary to take on the demons";
- next;
- mes "[Old Man in Dilemma]";
- mes "come by with 3 Lesser Agimats and 1,000 of those so called Zeny.";
- next;
- mes "[Old Man in Dilemma]";
- mes "I will make a Greater Agimat of Ancient Spirit that will increase your attacks against demons by 10% for 20 min.";
- close;
- case 2:
- mes "[Old Man in Dilemma]";
- mes "Hope you win the fight with the demon.";
- close;
- }
-}
-
-ma_fild01,238,198,4 script Tikbalang Expert#malaya 582,{
-
- if (MaxWeight - Weight < 50 || checkweight(1201,1) == 0) {
- mes "Cannot proceed because you have too many items in your possession.";
- close;
- }
- mes "[Tikbalang Expert]";
- mes "Ive spent 90% of my life studying Tikbalang.";
- next;
- switch (select("But you look young?:What is Tikbalang?:Teach me how to catch a Tikbalang.")) {
- case 1:
- mes "[Tikbalang Expert]";
- mes "What! I might be imagining things.";
- next;
- mes "[Tikbalang Expert]";
- mes "I look younger than I am because of my baby face. Ha ha ha";
- next;
- select("... ... ...");
- mes "[Tikbalang Expert]";
- mes "Trust!! They say faith will bring you luck.";
- close;
- case 2:
- mes "[Tikbalang Expert]";
- mes "Ha ha... You ask the right question.";
- mes "Im a specialist in that field. Ask me anything.";
- next;
- select("Why wont you answer me?");
- mes "[Tikbalang Expert]";
- mes "Have you... ever been fooled by anyone around you? Why cant you believe someones word for it? Really, ask me anything.";
- next;
- while (.@loop != 1) {
- switch (select("I don't have any questions.:Characteristics?:Features?:Rumors?:Habitat?")) {
- case 1:
- set .@loop,1;
- break;
- case 2:
- mes "[Tikbalang Expert]";
- mes "Tikbalangs have a way to confuse travelers when they meet them by making them turn in circles regardless of wherever and how far they travel.";
- next;
- mes "[Tikbalang Expert]";
- mes "They are mischievous creatures.";
- next;
- mes "[Tikbalang Expert]";
- mes "But of course there is a way to stop their pranks. You know about the Inside-out Shirt? You can either wear your top inside-out.";
- next;
- mes "[Tikbalang Expert]";
- mes "Or go on your way quietly without disrupting the Tikbalangs.";
- next;
- mes "[Tikbalang Expert]";
- mes "Ha ha ha ha But everyone knows adventurers are never quiet while they travel, right?";
- next;
- mes "[Tikbalang Expert]";
- mes "Never...";
- set .@loop,2;
- next;
- break;
- case 3:
- mes "[Tikbalang Expert]";
- mes "They say Tikbalangs have several distinctions.";
- next;
- mes "[Tikbalang Expert]";
- mes "First, they are very tall ^AAAAAA(tsk.. wish I were tall)^000000 and have skinny, imbalanced legs and arms. Looks almost like a human but their knees are higher than their upper body when they sit down,";
- next;
- mes "[Tikbalang Expert]";
- mes "Second, is the standard characteristics acknowledged by the association. They have heads and foot like a horse.";
- next;
- mes "[Tikbalang Expert]";
- mes "So with all these appearance treats, Tikbalang is sometimes called the creature from hell.";
- set .@loop,3;
- next;
- break;
- case 4:
- mes "[Tikbalang Expert]";
- mes "There are several fun rumors about Tikbalangs.";
- next;
- mes "[Tikbalang Expert]";
- mes "One of them is about Tikbalangs being the guardians of some kingdom that worships nature.";
- next;
- mes "[Tikbalang Expert]";
- mes "So the Tikbalangs will trick travelers who come with bad intentions to the kingdom by making them travel in circles.";
- next;
- mes "[Tikbalang Expert]";
- mes "Another rumor is that people around here say that 'if it rains on a clear day, then it must be Tikbalang's wedding day'.";
- next;
- mes "[Tikbalang Expert]";
- mes "The association speculates that sayings like 'it rains on Bathorys wedding day' or 'it rains on Moonlight Flowers wedding day' might have derived from the Tikbalangs saying.";
- next;
- mes "[Tikbalang Expert]";
- mes "Lastly, ancient fairy tales say that Tikbalangs can transform into human form or even make themselves transparent but nobody has verified this yet.";
- set .@loop,4;
- next;
- break;
- case 5:
- mes "[Tikbalang Expert]";
- mes "Tikbalangs usually live in dark, busy places where there arent many people around.";
- next;
- mes "[Tikbalang Expert]";
- mes "Hmm... For example, they are known to live beneath bridges, in banana and bamboo forests and beneath large trees.";
- next;
- mes "[Tikbalang Expert]";
- mes "And this is just my opinion but wouldnt you agree that they are living in dark places because it is easier to play pranks on people?";
- set .@loop,5;
- next;
- break;
- }
- }
- mes "[Tikbalang Expert]";
- mes "I think this is enough explanation for now. You wouldnt understand other highly sophisticated topics with specific terminology and all anyway.";
- next;
- mes "[Tikbalang Expert]";
- mes "Oh! Do you have any other questions?";
- next;
- mes "[Tikbalang Expert]";
- mes "What do you think? Impressed at how much I know? Come by anytime when you have any more questions.";
- close;
- case 3:
- mes "[Tikbalang Expert]";
- mes "Ha ha ha. Do you now know how great I am?";
- next;
- if ((countitem(6496) > 2) && (countitem(6497) > 4)) {
- mes "[Tikbalang Expert]";
- mes "Oh! Isnt this material to make 'Tikbalang Belt' used to tame Tikbalangs?";
- next;
- mes "[Tikbalang Expert]";
- mes "The '^F80835Tikbalang Belt ^000000' is used to capture Tikbalangs without the hassle. But that doesnt mean its 100% successful. Interested? Do you want me to make one for you?";
- next;
- switch (select("Yes, Im interested.:No, I can capture one myself.")) {
- case 1:
- delitem 6496,3; //Tikbalang_Thick_Spine
- getitem 12699,1; //Tikbalang_Belt
- mes "[Tikbalang Expert]";
- mes "Yiiiiiiiiiiii! Yap!";
- next;
- specialeffect EF_SONICBLOW2;
- select("Huh?");
- mes "[Tikbalang Expert]";
- mes "The '^F80835Tikbalang Belt ^000000' is already created";
- close;
- case 2:
- mes "[Tikbalang Expert]";
- mes "You? Ha... You can try if you want to.";
- close;
- }
- }
- mes "[Tikbalang Expert]";
- mes "There is the easy way and the hard way to capture Tikbalangs. Which one do you prefer?";
- next;
- switch (select("Easy way.:Hard way.")) {
- case 1:
- mes "[Tikbalang Expert]";
- mes "Ha ha. Ive come up with the easy way myself.";
- next;
- mes "[Tikbalang Expert]";
- mes "Bring me 3 Tikbalang's Thick Spines and 5 Lesser Agimats to make";
- next;
- mes "[Tikbalang Expert]";
- mes "a '^F80835Tikbalang Belt^000000' to help you easily capture Tikbalangs.";
- next;
- mes "[Tikbalang Expert]";
- mes "Ha ha ha ha ha!";
- mes "I will say it again.";
- mes "Its 3 Tikbalang's Thick Spines and 5 Lesser Agimats. Understood?";
- close;
- case 2:
- mes "[Tikbalang Expert]";
- mes "Its easy for me but I dont know about you.";
- next;
- mes "[Tikbalang Expert]";
- mes "Tikbalangs have a sharp, pointy mane behind their neck.";
- next;
- mes "[Tikbalang Expert]";
- mes "Of course! There are several of them but you must get the three thickest ones.";
- next;
- mes "[Tikbalang Expert]";
- mes "These three manes are the weak point. You can tame a Tikbalang by pulling the manes out.";
- next;
- mes "[Tikbalang Expert]";
- mes "Now let me explain how to pull these manes out.";
- next;
- mes "[Tikbalang Expert]";
- mes "You must fly like a butterfly and land like a bee on the back of a Tikbalang.";
- next;
- mes "[Tikbalang Expert]";
- mes "Of course! The Tikbalang will get mad and try to shake you off with all its might.";
- next;
- mes "[Tikbalang Expert]";
- mes "All you have to do is hold on until the Tikbalang gets exhausted.";
- next;
- mes "[Tikbalang Expert]";
- mes "Then again, itll take 4 days and 3 nights for Tikbalangs to get tired since they are strong creatures. But lets not focus on too much details.";
- next;
- mes "[Tikbalang Expert]";
- mes "Which means!! The Tikbalang is already tamed.";
- close;
- }
- }
-}
-
-ma_fild01,74,367,6 script Unidentified Creature#01 572,2,2,{
- end;
-
-OnInit:
- set .@kafre_who, rand(1,4);
- if (.@kafre_who == 1) {
- donpcevent "Unidentified Creature#02::OnDisable";
- donpcevent "Unidentified Creature#04::OnDisable";
- } else if (.@kafre_who == 2) {
- donpcevent "Unidentified Creature#01::OnDisable";
- donpcevent "Unidentified Creature#02::OnEnable";
- donpcevent "Unidentified Creature#04::OnDisable";
- } else if (.@kafre_who == 3) {
- donpcevent "Unidentified Creature#02::OnDisable";
- donpcevent "Unidentified Creature#03::OnEnable";
- donpcevent "Unidentified Creature#04::OnDisable";
- } else {
- donpcevent "Unidentified Creature#01::OnDisable";
- donpcevent "Unidentified Creature#02::OnDisable";
- donpcevent "Unidentified Creature#04::OnEnable";
- }
- end;
-
-OnEnable:
- hideoffnpc "Unidentified Creature#01";
- end;
-
-OnDisable:
- hideonnpc "Unidentified Creature#01";
- end;
-
-OnBingx2:
- set .@kafre_who, rand(1,3);
- if (.@kafre_who == 2) {
- donpcevent "Unidentified Creature#01::OnDisable";
- donpcevent "Unidentified Creature#02::OnEnable";
- donpcevent "Unidentified Creature#04::OnDisable";
- } else if (.@kafre_who == 3) {
- donpcevent "Unidentified Creature#01::OnDisable";
- donpcevent "Unidentified Creature#02::OnDisable";
- donpcevent "Unidentified Creature#03::OnEnable";
- donpcevent "Unidentified Creature#04::OnDisable";
- } else {
- donpcevent "Unidentified Creature#01::OnDisable";
- donpcevent "Unidentified Creature#02::OnDisable";
- donpcevent "Unidentified Creature#04::OnEnable";
- }
- end;
-
-OnTouch:
- if (getcharid(1) != 0) {
- if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
- donpcevent "Unidentified Creature#01::OnBingx2";
- mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
- close;
- }
- set .@slot_name, rand(1,5);
- if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) {
- set $ma_name04$,strcharinfo(0);
- }
- donpcevent "Unidentified Creature#01::OnBingx2";
- mes "The unidentified creature gets a glimpse of you and disappears.";
- close;
- }
- donpcevent "Unidentified Creature#01::OnBingx2";
- mes "The unidentified creature looks at you and runs away.";
- close;
-}
-
-ma_fild01,109,116,4 script Unidentified Creature#02 572,2,2,{
- end;
-
-OnEnable:
- hideoffnpc "Unidentified Creature#02";
- end;
-
-OnDisable:
- hideonnpc "Unidentified Creature#02";
- end;
-
-OnBingx2:
- set .@kafre_who, rand(1,3);
- if (.@kafre_who == 1) {
- donpcevent "Unidentified Creature#04::OnDisable";
- } else if (.@kafre_who == 3) {
- donpcevent "Unidentified Creature#01::OnDisable";
- donpcevent "Unidentified Creature#02::OnDisable";
- donpcevent "Unidentified Creature#03::OnEnable";
- donpcevent "Unidentified Creature#04::OnDisable";
- }
- else {
- donpcevent "Unidentified Creature#01::OnDisable";
- donpcevent "Unidentified Creature#02::OnDisable";
- donpcevent "Unidentified Creature#04::OnEnable";
- }
- end;
-
-OnTouch:
- if (getpartyleader(getcharid(1),1) == getcharid(3)) {
- if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
- donpcevent "Unidentified Creature#02::OnBingx2";
- mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
- close;
- }
- set .@slot_name, rand(1,5);
- if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) {
- set $ma_name04$,strcharinfo(0);
- }
- donpcevent "Unidentified Creature#02::OnBingx2";
- mes "The unidentified creature gets a glimpse of you and disappears.";
- close;
- }
- donpcevent "Unidentified Creature#02::OnBingx2";
- mes "The unidentified creature looks at you and runs away.";
- close;
-}
-
-ma_fild01,280,150,6 script Unidentified Creature#03 572,2,2,{
- end;
-
-OnEnable:
- hideoffnpc "Unidentified Creature#03";
- end;
-
-OnDisable:
- hideonnpc "Unidentified Creature#03";
- end;
-
-OnBingx2:
- set .@kafre_who, rand(1,3);
- if (.@kafre_who == 1) {
- donpcevent "Unidentified Creature#02::OnDisable";
- donpcevent "Unidentified Creature#04::OnDisable";
- } else if (.@kafre_who == 2) {
- donpcevent "Unidentified Creature#01::OnDisable";
- donpcevent "Unidentified Creature#02::OnEnable";
- donpcevent "Unidentified Creature#04::OnDisable";
- } else {
- donpcevent "Unidentified Creature#01::OnDisable";
- donpcevent "Unidentified Creature#02::OnDisable";
- donpcevent "Unidentified Creature#04::OnEnable";
- }
- end;
-
-OnTouch:
- if ((checkquest(4229,PLAYTIME) > 0) && (checkquest(9223,PLAYTIME) > 0) && (checkquest(12278,PLAYTIME) > 0)) {
- if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
- donpcevent "Unidentified Creature#03::OnBingx2";
- mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
- close;
- }
- set .@slot_name, rand(1,5);
- if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) {
- set $ma_name04$,strcharinfo(0);
- }
- donpcevent "Unidentified Creature#03::OnBingx2";
- mes "The unidentified creature gets a glimpse of you and disappears.";
- close;
- }
- donpcevent "Unidentified Creature#03::OnBingx2";
- mes "The unidentified creature looks at you and runs away.";
- close;
-}
-
-ma_fild01,309,221,6 script Unidentified Creature#04 572,2,2,{
- end;
-
-OnEnable:
- hideoffnpc "Unidentified Creature#04";
- end;
-
-OnDisable:
- hideonnpc "Unidentified Creature#04";
- end;
-
-OnBingx2:
- set .@kafre_who, rand(1,3);
- if (.@kafre_who == 1) {
- donpcevent "Unidentified Creature#02::OnDisable";
- donpcevent "Unidentified Creature#04::OnDisable";
- } else if (.@kafre_who == 2) {
- donpcevent "Unidentified Creature#01::OnDisable";
- donpcevent "Unidentified Creature#02::OnEnable";
- donpcevent "Unidentified Creature#04::OnDisable";
- } else {
- donpcevent "Unidentified Creature#01::OnDisable";
- donpcevent "Unidentified Creature#02::OnDisable";
- donpcevent "Unidentified Creature#03::OnEnable";
- donpcevent "Unidentified Creature#04::OnDisable";
- }
- end;
-
-OnTouch:
- set .@kafre_tok, rand(1,100);
- if (.@kafre_tok == 7 || .@kafre_tok == 17 || .@kafre_tok == 27 || .@kafre_tok == 37 || .@kafre_tok == 47 || .@kafre_tok == 57 || .@kafre_tok == 67 || .@kafre_tok == 77 || .@kafre_tok == 87 || .@kafre_tok == 97) {
- if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
- donpcevent "Unidentified Creature#04::OnBingx2";
- mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
- close;
- }
- set .@slot_name, rand(1,5);
- if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) {
- set $ma_name04$,strcharinfo(0);
- }
- donpcevent "Unidentified Creature#04::OnBingx2";
- mes "The unidentified creature gets a glimpse of you and disappears.";
- close;
- }
- donpcevent "Unidentified Creature#04::OnBingx2";
- mes "The unidentified creature looks at you and runs away.";
- close;
-}
-
-ma_fild02,282,41,4 script Unidentified Creature#05 572,2,2,{
- end;
-
-OnInit:
- set .@kafre_who, rand(1,4);
- if (.@kafre_who == 1) {
- donpcevent "Unidentified Creature#06::OnDisable";
- donpcevent "Unidentified Creature#07::OnDisable";
- } else if (.@kafre_who == 2) {
- donpcevent "Unidentified Creature#05::OnDisable";
- donpcevent "Unidentified Creature#06::OnEnable";
- donpcevent "Unidentified Creature#07::OnDisable";
- } else if (.@kafre_who == 3) {
- donpcevent "Unidentified Creature#05::OnDisable";
- donpcevent "Unidentified Creature#06::OnDisable";
- donpcevent "Unidentified Creature#07::OnEnable";
- } else {
- donpcevent "Unidentified Creature#05::OnDisable";
- donpcevent "Unidentified Creature#06::OnDisable";
- donpcevent "Unidentified Creature#07::OnDisable";
- donpcevent "Unidentified Creature#08::OnEnable";
- }
- end;
-
-OnEnable:
- hideoffnpc "Unidentified Creature#05";
- end;
-
-OnDisable:
- hideonnpc "Unidentified Creature#05";
- end;
-
-OnBingx2:
- set .@kafre_who, rand(1,3);
- if (.@kafre_who == 2) {
- donpcevent "Unidentified Creature#05::OnDisable";
- donpcevent "Unidentified Creature#06::OnEnable";
- donpcevent "Unidentified Creature#07::OnDisable";
- } else if (.@kafre_who == 3) {
- donpcevent "Unidentified Creature#05::OnDisable";
- donpcevent "Unidentified Creature#06::OnDisable";
- donpcevent "Unidentified Creature#07::OnEnable";
- } else {
- donpcevent "Unidentified Creature#05::OnDisable";
- donpcevent "Unidentified Creature#06::OnDisable";
- donpcevent "Unidentified Creature#07::OnDisable";
- donpcevent "Unidentified Creature#08::OnEnable";
- }
- end;
-
-OnTouch:
- if (getcharid(1) != 0) {
- if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
- donpcevent "Unidentified Creature#05::OnBingx2";
- mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
- close;
- }
- set .@slot_name, rand(1,5);
- if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) {
- set $ma_name05$,strcharinfo(0);
- }
- donpcevent "Unidentified Creature#05::OnBingx2";
- mes "The unidentified creature gets a glimpse of you and disappears.";
- close;
- }
- donpcevent "Unidentified Creature#05::OnBingx2";
- mes "The unidentified creature looks at you and runs away.";
- close;
-}
-
-ma_fild02,246,324,4 script Unidentified Creature#06 572,2,2,{
- end;
-
-OnEnable:
- hideoffnpc "Unidentified Creature#06";
- end;
-
-OnDisable:
- hideonnpc "Unidentified Creature#06";
- end;
-
-OnBingx2:
- set .@kafre_who, rand(1,3);
- if (.@kafre_who == 1) {
- donpcevent "Unidentified Creature#06::OnDisable";
- donpcevent "Unidentified Creature#07::OnDisable";
- } else if (.@kafre_who == 3) {
- donpcevent "Unidentified Creature#05::OnDisable";
- donpcevent "Unidentified Creature#06::OnDisable";
- donpcevent "Unidentified Creature#07::OnEnable";
- } else {
- donpcevent "Unidentified Creature#05::OnDisable";
- donpcevent "Unidentified Creature#06::OnDisable";
- donpcevent "Unidentified Creature#07::OnDisable";
- donpcevent "Unidentified Creature#08::OnEnable";
- }
- end;
-
-OnTouch:
- if (getpartyleader(getcharid(1),1) == getcharid(3)) {
- if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
- donpcevent "Unidentified Creature#06::OnBingx2";
- mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
- close;
- }
- set .@slot_name, rand(1,5);
- if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) {
- set $ma_name05$,strcharinfo(0);
- }
- donpcevent "Unidentified Creature#06::OnBingx2";
- mes "The unidentified creature gets a glimpse of you and disappears.";
- close;
- }
- donpcevent "Unidentified Creature#06::OnBingx2";
- mes "The unidentified creature looks at you and runs away.";
- close;
-}
-
-ma_fild02,71,296,6 script Unidentified Creature#07 572,2,2,{
- end;
-
-OnEnable:
- hideoffnpc "Unidentified Creature#07";
- end;
-
-OnDisable:
- hideonnpc "Unidentified Creature#07";
- end;
-
-OnBingx2:
- set .@kafre_who, rand(1,3);
- if (.@kafre_who == 1) {
- donpcevent "Unidentified Creature#06::OnDisable";
- donpcevent "Unidentified Creature#07::OnDisable";
- donpcevent "Unidentified Creature#08::OnDisable";
- } else if (.@kafre_who == 2) {
- donpcevent "Unidentified Creature#05::OnDisable";
- donpcevent "Unidentified Creature#06::OnEnable";
- donpcevent "Unidentified Creature#07::OnDisable";
- } else {
- donpcevent "Unidentified Creature#05::OnDisable";
- donpcevent "Unidentified Creature#06::OnDisable";
- donpcevent "Unidentified Creature#07::OnDisable";
- donpcevent "Unidentified Creature#08::OnEnable";
- }
- end;
-
-OnTouch:
- if ((checkquest(4229,PLAYTIME) > 0) && (checkquest(9223,PLAYTIME) > 0) && (checkquest(12278,PLAYTIME) > 0)) {
- if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
- donpcevent "Unidentified Creature#07::OnBingx2";
- mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
- close;
- }
- set .@slot_name, rand(1,5);
- if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) {
- set $ma_name05$,strcharinfo(0);
- }
- donpcevent "Unidentified Creature#07::OnBingx2";
- mes "The unidentified creature gets a glimpse of you and disappears.";
- close;
- }
- donpcevent "Unidentified Creature#07::OnBingx2";
- mes "The unidentified creature looks at you and runs away.";
- close;
-}
-
-ma_fild02,32,263,4 script Unidentified Creature#08 572,2,2,{
- end;
-
-OnEnable:
- hideoffnpc "Unidentified Creature#08";
- end;
-
-OnDisable:
- hideonnpc "Unidentified Creature#08";
- end;
-
-OnBingx2:
- set .@kafre_who, rand(1,3);
- if (.@kafre_who == 1) {
- donpcevent "Unidentified Creature#06::OnDisable";
- donpcevent "Unidentified Creature#07::OnDisable";
- } else if (.@kafre_who == 2) {
- donpcevent "Unidentified Creature#05::OnDisable";
- donpcevent "Unidentified Creature#06::OnEnable";
- donpcevent "Unidentified Creature#07::OnDisable";
- } else {
- donpcevent "Unidentified Creature#05::OnDisable";
- donpcevent "Unidentified Creature#06::OnDisable";
- donpcevent "Unidentified Creature#07::OnEnable";
- }
+- script Unidentified Creature#i -1,{
end;
-
-OnTouch:
- set .@kafre_tok, rand(1,100);
- if (.@kafre_tok == 7 || .@kafre_tok == 17 || .@kafre_tok == 27 || .@kafre_tok == 37 || .@kafre_tok == 47 || .@kafre_tok == 57 || .@kafre_tok == 67 || .@kafre_tok == 77 || .@kafre_tok == 87 || .@kafre_tok == 97) {
- if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
- donpcevent "Unidentified Creature#08::OnBingx2";
- mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
- close;
- }
- set .@slot_name, rand(1,5);
- if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) {
- set $ma_name05$,strcharinfo(0);
- }
- donpcevent "Unidentified Creature#08::OnBingx2";
- mes "The unidentified creature gets a glimpse of you and disappears.";
- close;
- }
- donpcevent "Unidentified Creature#08::OnBingx2";
- mes "The unidentified creature looks at you and runs away.";
- close;
-}
-
-ma_scene01,195,92,4 script Unidentified Creature#09 572,2,2,{
- end;
-
OnInit:
- set .@kafre_who, rand(1,3);
- if (.@kafre_who == 1) {
- donpcevent "Unidentified Creature#09::OnEnable";
- donpcevent "Unidentified Creature#10::OnDisable";
- donpcevent "Unidentified Creature#11::OnDisable";
- } else if (.@kafre_who == 2) {
- donpcevent "Unidentified Creature#09::OnDisable";
- donpcevent "Unidentified Creature#10::OnEnable";
- donpcevent "Unidentified Creature#11::OnDisable";
- } else {
- donpcevent "Unidentified Creature#09::OnDisable";
- donpcevent "Unidentified Creature#10::OnDisable";
- donpcevent "Unidentified Creature#11::OnEnable";
- }
- end;
-
-OnEnable:
- hideoffnpc "Unidentified Creature#09";
- end;
-
-OnDisable:
- hideonnpc "Unidentified Creature#09";
- end;
-
-OnBingx2:
- set .@kafre_who, rand(1,2);
- if (.@kafre_who == 2) {
- donpcevent "Unidentified Creature#09::OnDisable";
- donpcevent "Unidentified Creature#10::OnEnable";
- donpcevent "Unidentified Creature#11::OnDisable";
- } else {
- donpcevent "Unidentified Creature#09::OnDisable";
- donpcevent "Unidentified Creature#10::OnDisable";
- donpcevent "Unidentified Creature#11::OnEnable";
- }
- end;
-
-OnTouch:
- if (getcharid(1) != 0) {
- if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
- donpcevent "Unidentified Creature#09::OnBingx2";
- mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
- close;
- }
- set .@slot_name, rand(1,5);
- if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) {
- set $ma_name06$,strcharinfo(0);
- }
- donpcevent "Unidentified Creature#09::OnBingx2";
- mes "The unidentified creature gets a glimpse of you and disappears.";
- close;
+ 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$,"09","10","11"; break;
+ default: end;
}
- donpcevent "Unidentified Creature#09::OnBingx2";
- mes "The unidentified creature looks at you and runs away.";
- close;
-}
-
-ma_scene01,158,139,4 script Unidentified Creature#10 572,2,2,{
+ set .@size, getarraysize(.@npc$);
+ set .@rand, rand(.@size);
+ for(set .@i,0; .@i<.@size; set .@i,.@i+1)
+ donpcevent "Unidentified Creature#"+.@npc$[.@i]+"::"+((.@i == .@rand)?"OnEnable":"OnDisable");
end;
-
OnEnable:
- hideoffnpc "Unidentified Creature#10";
+ enablenpc strnpcinfo(0);
end;
-
OnDisable:
- hideonnpc "Unidentified Creature#10";
+ disablenpc strnpcinfo(0);
end;
-
OnBingx2:
- set .@kafre_who, rand(1,2);
- if (.@kafre_who == 1) {
- donpcevent "Unidentified Creature#09::OnEnable";
- donpcevent "Unidentified Creature#10::OnDisable";
- donpcevent "Unidentified Creature#11::OnDisable";
- } else {
- donpcevent "Unidentified Creature#09::OnDisable";
- donpcevent "Unidentified Creature#10::OnDisable";
- donpcevent "Unidentified Creature#11::OnEnable";
+ switch(atoi(strnpcinfo(2))) {
+ case 1: setarray .@npc$,"02","03","04"; break;
+ case 5: setarray .@npc$,"06","07","08"; break;
+ case 9: setarray .@npc$,"10","11"; break;
}
+ set .@size, getarraysize(.@npc$);
+ set .@rand, rand(.@size);
+ for(set .@i,0; .@i<.@size; set .@i,.@i+1)
+ donpcevent "Unidentified Creature#"+.@npc$[.@i]+"::"+((.@i == .@rand)?"OnEnable":"OnDisable");
+ donpcevent strnpcinfo(0)+"::OnDisable";
end;
-
OnTouch:
- if (getpartyleader(getcharid(1),1) == getcharid(3)) {
+ if (getcharid(1)) {
if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
- donpcevent "Unidentified Creature#10::OnBingx2";
+ donpcevent strnpcinfo(0)+"::OnBingx2";
mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
close;
}
- set .@slot_name, rand(1,5);
- if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) {
- set $ma_name06$,strcharinfo(0);
+ if (rand(1,5)%2) {
+ switch(atoi(strnpcinfo(2))) {
+ case 1: set $ma_name04$,strcharinfo(0); break;
+ case 5: set $ma_name05$,strcharinfo(0); break;
+ case 9: set $ma_name06$,strcharinfo(0); break;
+ }
}
- donpcevent "Unidentified Creature#10::OnBingx2";
+ donpcevent strnpcinfo(0)+"::OnBingx2";
mes "The unidentified creature gets a glimpse of you and disappears.";
close;
}
- donpcevent "Unidentified Creature#10::OnBingx2";
+ 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
-ma_scene01,167,112,6 script Unidentified Creature#11 572,2,2,{
+- script Unidentified Creature#j -1,{
end;
-
OnEnable:
- hideoffnpc "Unidentified Creature#11";
+ enablenpc strnpcinfo(0);
end;
-
OnDisable:
- hideonnpc "Unidentified Creature#11";
+ disablenpc strnpcinfo(0);
end;
-
OnBingx2:
- set .@kafre_who, rand(1,2);
- if (.@kafre_who == 1) {
- donpcevent "Unidentified Creature#09::OnEnable";
- donpcevent "Unidentified Creature#10::OnDisable";
- } else {
- donpcevent "Unidentified Creature#10::OnEnable";
- }
+ 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;
+ }
+ set .@size, getarraysize(.@npc$);
+ set .@rand, rand(.@size);
+ for(set .@i,0; .@i<.@size; set .@i,.@i+1)
+ donpcevent "Unidentified Creature#"+.@npc$[.@i]+"::"+((.@i == .@rand)?"OnEnable":"OnDisable");
+ donpcevent strnpcinfo(0)+"::OnDisable";
end;
-
OnTouch:
- if ((checkquest(4229,PLAYTIME) > 0) && (checkquest(9223,PLAYTIME) > 0) && (checkquest(12278,PLAYTIME) > 0)) {
+ set .@i, atoi(strnpcinfo(2));
+ if (.@i%4 == 2) {
+ if (getcharid(0) == getpartyleader(getcharid(1),2))
+ set .@pass,1;
+ } else if (.@i%4 == 3) {
+ if (checkquest(4229,PLAYTIME) > -1 && checkquest(9223,PLAYTIME) > -1 && checkquest(12278,PLAYTIME) > -1)
+ set .@pass,1;
+ } else if (.@i%4 == 0) {
+ if (rand(1,100)%10 == 7)
+ set .@pass,1;
+ }
+ if (.@pass) {
if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
- donpcevent "Unidentified Creature#11::OnBingx2";
+ donpcevent strnpcinfo(0)+"::OnBingx2";
mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
close;
}
- set .@slot_name, rand(1,5);
- if (.@slot_name == 1 || .@slot_name == 3 || .@slot_name == 5) {
- set $ma_name06$,strcharinfo(0);
+ if (rand(1,5)%2) {
+ switch(.@i) {
+ case 2:
+ case 3:
+ case 4:
+ set $ma_name04$,strcharinfo(0);
+ break;
+ case 6:
+ case 7:
+ case 8:
+ set $ma_name05$,strcharinfo(0);
+ break;
+ case 10:
+ case 11:
+ set $ma_name06$,strcharinfo(0);
+ break;
+ }
}
- donpcevent "Unidentified Creature#11::OnBingx2";
+ donpcevent strnpcinfo(0)+"::OnBingx2";
mes "The unidentified creature gets a glimpse of you and disappears.";
close;
}
- donpcevent "Unidentified Creature#11::OnBingx2";
+ donpcevent strnpcinfo(0)+"::OnBingx2";
mes "The unidentified creature looks at you and runs away.";
close;
}
-
-malaya,227,311,4 script Grandma#ma01 575,{
-
+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 "Youre not from around here? Take care of yourself.";
+ mes "You're not from around here? Take care of yourself.";
next;
mes "[Grandma]";
- mes "Im worried because my daughter-in-law is pregnant. I hope nothing goes wrong.";
+ mes "I'm worried because my daughter-in-law is pregnant. I hope nothing goes wrong.";
close;
- } else if ((malaya_hi > 9) && (malaya_hi < 20)) {
+ } else if (malaya_hi < 20) {
mes "[Grandma]";
mes "I heard there is an outsider that is helping the village.";
next;
@@ -1001,31 +285,16 @@ malaya,227,311,4 script Grandma#ma01 575,{
mes "Then my daughter-in-law will be safe.";
close;
}
- set .@name_tak01, rand(1,6);
- if (.@name_tak01 == 1){
- set .@name$,$ma_name01$;
- }else if (.@name_tak01 == 2){
- set .@name$,$ma_name02$;
- }else if (.@name_tak01 == 3){
- set .@name$,$ma_name03$;
- }else if (.@name_tak01 == 4){
- set .@name$,$ma_name04$;
- }else if (.@name_tak01 == 5){
- set .@name$,$ma_name05$;
- }else{
- set .@name$,$ma_name06$;
- }
- set .@name_tak02, rand(1,3);
- if (.@name_tak02 == 2) {
+ if (rand(1,3) == 2) {
mes "[Grandma]";
- mes "Heard there is this" + .@name$ + "that follows Meoneonuncle around.";
+ 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 "Im worried about my pregnant daughter-in-law. Hope Meoneonuncle wont bother her.";
+ mes "I'm worried about my pregnant daughter-in-law. Hope Meoneonuncle won't bother her.";
next;
select("Meoneonuncle?");
mes "[Grandma]";
@@ -1035,7 +304,7 @@ malaya,227,311,4 script Grandma#ma01 575,{
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,";
+ 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.";
@@ -1045,25 +314,24 @@ malaya,227,311,4 script Grandma#ma01 575,{
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.";
+ 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 Meoneonuncles wings flapping.";
+ 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 578,{
-
+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... its just like that time before";
+ mes "Ugh... it's just like that time before...";
next;
emotion e_omg;
mes "[Drumming Young Man]";
- mes "when the moon was swallowed. Argh!";
+ mes "When the moon was swallowed. Argh!";
close;
- } else if ((malaya_hi > 9) && (malaya_hi < 20)) {
+ } else if (malaya_hi < 20) {
mes "[Drumming Young Man]";
mes "I think the village was saved by a nameless adventurer.";
next;
@@ -1072,24 +340,9 @@ malaya,189,263,4 script Drumming Young Man #ma02 578,{
mes "Phew... I thought Bakonawa appeared again.";
close;
}
- set .@name_tak01, rand(1,6);
- if (.@name_tak01 == 1){
- set .@name$,$ma_name01$;
- }else if (.@name_tak01 == 2){
- set .@name$,$ma_name02$;
- }else if (.@name_tak01 == 3){
- set .@name$,$ma_name03$;
- }else if (.@name_tak01 == 4){
- set .@name$,$ma_name04$;
- }else if (.@name_tak01 == 5){
- set .@name$,$ma_name05$;
- }else{
- set .@name$,$ma_name06$;
- }
- set .@name_tak02, rand(1,3);
- if (.@name_tak02 == 2) {
+ if (rand(1,3) == 2) {
mes "[Drumming Young Man]";
- mes "" + .@name$ + "is said to have stopped Bakonawa from swallowing the moon. Isnt it awesome? I'm so relieved.";
+ 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]";
@@ -1108,50 +361,34 @@ malaya,189,263,4 script Drumming Young Man #ma02 578,{
next;
select("Wow. What is it?");
mes "[Drumming Young Man]";
- mes "He is sensitive to noise so when hes about to swallow the moon!!";
+ mes "He is sensitive to noise so when he's about to swallow the moon!!";
next;
mes "[Drumming Young Man]";
- mes "Thats your chance!! It doesnt matter what kind of noise!! Whether its a caldron, symbol, drum, pot or fry pan, just keep on making noise.";
+ 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. Youll find it handy.";
+ mes "Carry a drum around with you. You'll find it handy.";
close;
}
-malaya,270,59,4 script Port Guard#ma03 570,{
-
+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 > 9) && (malaya_hi < 20)) {
+ } 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;
}
- set .@name_tak01, rand(1,6);
- if (.@name_tak01 == 1){
- set .@name$,$ma_name01$;
- }else if (.@name_tak01 == 2){
- set .@name$,$ma_name02$;
- }else if (.@name_tak01 == 3){
- set .@name$,$ma_name03$;
- }else if (.@name_tak01 == 4){
- set .@name$,$ma_name04$;
- }else if (.@name_tak01 == 5){
- set .@name$,$ma_name05$;
- }else{
- set .@name$,$ma_name06$;
- }
- set .@name_tak02, rand(1,3);
- if (.@name_tak02 == 2) {
+ if (rand(1,3) == 2) {
mes "[Port Guard]";
- mes "" + .@name$ + "is said to escape from Bu waya alive after being captured. This person must be powerful.";
+ 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;
@@ -1159,89 +396,75 @@ malaya,270,59,4 script Port Guard#ma03 570,{
mes "What!! Port all clear!!";
next;
mes "[Port Guard]";
- mes "Huh? Youre not the captain? You scared me. Shoot! Ah, right! I received an official document for travelers.";
+ 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 dont come to the village often but there are cases when they snatch people in the boxes they carry at night.";
+ 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;
- if (select("I see.:Is there any way to prevent them from coming?") == 1) {
+ 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;
}
- mes "[Port Guard]";
- mes "They say you can attack Buwayas 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 dont hear anything, lets just say you should prepare for attack and with for luck.";
- close;
}
-malaya,88,252,4 script Little Girl #ma04 576,{
-
+malaya,88,252,4 script Little Girl#ma04 4_F_BARYO_GIRL,{
if (malaya_hi < 10) {
mes "[Little Girl]";
- mes "Im scared but I have to visit the fairy in the forest.";
+ mes "I'm scared but I have to visit the fairy in the forest.";
close;
- } else if ((malaya_hi > 9) && (malaya_hi < 20)) {
+ } 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;
}
- set .@name_tak01, rand(1,6);
- if (.@name_tak01 == 1){
- set .@name$,$ma_name01$;
- }else if (.@name_tak01 == 2){
- set .@name$,$ma_name02$;
- }else if (.@name_tak01 == 3){
- set .@name$,$ma_name03$;
- }else if (.@name_tak01 == 4){
- set .@name$,$ma_name04$;
- }else if (.@name_tak01 == 5){
- set .@name$,$ma_name05$;
- }else{
- set .@name$,$ma_name06$;
- }
- set .@name_tak02, rand(1,3);
- if (.@name_tak02 == 2) {
+ if (rand(1,3) == 2) {
+ set .@name$, getd("$ma_name0"+rand(1,6)+"$");
mes "[Little Girl]";
- mes "A little while ago" + .@name$ + "came and told me a fun story.";
+ mes "A little while ago "+.@name$+" came and told me a fun story.";
next;
mes "[Little Girl]";
mes "'I planted a pair of pear trees in the yard.'";
- mes "He he. Isnt it fun?" + .@name$ + "seems like a fun person.";
+ mes "He he. Isn't it fun? "+.@name$+" seems like a fun person.";
close;
}
mes "[Little Girl]";
- mes "Father said I wont catch skin diseases once Im friends with the fairy from the forest.";
+ mes "Father said I won't catch skin diseases once I'm friends with the fairy from the forest.";
next;
select("What is this fairy?");
mes "[Little Girl]";
- mes "Encanto! Encanto fairies live in big trees or rocks in the forest. There are boy fairies and girl fairies,";
+ mes "Encan'to! Encan'to fairies live in big trees or rocks in the forest. There are boy fairies and girl fairies...";
next;
mes "[Little Girl]";
- mes "but boy fairies are prettier. Why is that?";
+ mes "But boy fairies are prettier. Why is that?";
close;
}
-malaya,219,92,6 script Little Kid#ma05 577,{
-
+malaya,219,92,6 script Little Kid#ma05 4_M_BARYO_BOY,{
if (malaya_hi < 10) {
mes "[Little Kid]";
mes "My mom told me not to play outside because its dangerous. Why?";
close;
- } else if ((malaya_hi > 9) && (malaya_hi < 20)) {
+ } else if (malaya_hi < 20) {
mes "[Little Kid]";
mes "My mom told me I can play but only in Port Malaya.";
next;
@@ -1249,30 +472,15 @@ malaya,219,92,6 script Little Kid#ma05 577,{
mes "He he. But I never thought of going outside of Port Malaya.";
close;
}
- set .@name_tak01, rand(1,6);
- if (.@name_tak01 == 1){
- set .@name$,$ma_name01$;
- }else if (.@name_tak01 == 2){
- set .@name$,$ma_name02$;
- }else if (.@name_tak01 == 3){
- set .@name$,$ma_name03$;
- }else if (.@name_tak01 == 4){
- set .@name$,$ma_name04$;
- }else if (.@name_tak01 == 5){
- set .@name$,$ma_name05$;
- }else{
- set .@name$,$ma_name06$;
- }
- set .@name_tak02, rand(1,3);
- if (.@name_tak02 == 2) {
+ if (rand(1,3) == 2) {
mes "[Little Kid]";
mes "I heard someone took Jejelings hat in Baryo Mahiwaga.";
next;
mes "[Little Kid]";
- mes "Why would someone steal a monsters hat?" + .@name$ + "must be desperate.";
+ 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 didnt hear me.";
+ mes "Oh wait! This was suppose to be a secret. Shsh! Please pretend you didn't hear me.";
close;
}
mes "[Little Kid]";
@@ -1289,8 +497,7 @@ malaya,219,92,6 script Little Kid#ma05 577,{
close;
}
-malaya,363,283,4 script Local#ma06 582,{
-
+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?";
@@ -1298,7 +505,7 @@ malaya,363,283,4 script Local#ma06 582,{
mes "[Local]";
mes "Beware of Mongkukurums needle, foreigner.";
close;
- } else if ((malaya_hi > 9) && (malaya_hi < 20)) {
+ } else if (malaya_hi < 20) {
mes "[Local]";
mes "Welcome to Port Malaya, foreigner..";
next;
@@ -1306,37 +513,27 @@ malaya,363,283,4 script Local#ma06 582,{
mes "The village is chaotic these days. If you see someone with red eyes, try not to stare at their eyes.";
close;
}
- set .@name_tak01, rand(1,6);
- if (.@name_tak01 == 1){
- set .@name$,$ma_name01$;
- }else if (.@name_tak01 == 2){
- set .@name$,$ma_name02$;
- }else if (.@name_tak01 == 3){
- set .@name$,$ma_name03$;
- }else if (.@name_tak01 == 4){
- set .@name$,$ma_name04$;
- }else if (.@name_tak01 == 5){
- set .@name$,$ma_name05$;
- }else{
- set .@name$,$ma_name06$;
- }
- set .@name_tak02, rand(1,6);
- if (.@name_tak02 == 1) {
+ set .@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.";
+ mes "Be careful walking around the village at night. "+.@name$+" was taken down by Wokwok.";
close;
- } else if (.@name_tak02 == 2) {
+ case 2:
mes "[Local]";
- mes "" + .@name$ + "is said to successfully tame a Tikbalang. This person must be courageous. Wonder if Ill get to see this tamed Tikbalang? Çѹø º¸°í ½ÍÀºµ¥..";
+ mes .@name$+" is said to have successfully tamed a Tikbalang. This person must be courageous. Wonder if I'll get to see this tamed Tikbalang?";
close;
- } else if (.@name_tak02 == 3) {
+ case 3:
mes "[Local]";
- mes "Have you ever seen Bongisungisu? I heard" + .@name$ + "is hunting down Bongisungisus.";
+ mes "Have you ever seen Bongisungisu? I heard "+.@name$+" is hunting down Bongisungisus.";
close;
- } else if (.@name_tak02 == 4) {
+ case 4:
mes "[Local]";
- mes "If you plan to go out of the village, be careful of Tiucknuc" + .@name$ + "is said to be tricked by Tiucknuc and had to go to the to the hospital.";
+ mes "If you plan to go out of the village, be careful of Tiucknuc. "+.@name$+" is said to be tricked by Tiucknuc and had to go to the hospital.";
close;
+ case 5:
+ case 6:
+ break;
}
mes "[Local]";
mes "The village is chaotic these days. Looks like Mongkukurum is back in the village.";
@@ -1363,38 +560,22 @@ malaya,363,283,4 script Local#ma06 582,{
close;
}
-malaya,41,127,6 script Old Man #ma07 574,{
-
+malaya,41,127,6 script Old Man #ma07 4_M_BARYO_OLD,{
if (malaya_hi < 10) {
mes "[Old Man]";
mes "Foreigners are not welcomed that much when our village is chaotic like these days.";
close;
- } else if ((malaya_hi > 9) && (malaya_hi < 20)) {
+ } else if (malaya_hi < 20) {
mes "[Old Man]";
mes "You are out of luck visiting the village at a time like this and not being welcomed.";
close;
}
- set .@name_tak01, rand(1,6);
- if (.@name_tak01 == 1){
- set .@name$,$ma_name01$;
- }else if (.@name_tak01 == 2){
- set .@name$,$ma_name02$;
- }else if (.@name_tak01 == 3){
- set .@name$,$ma_name03$;
- }else if (.@name_tak01 == 4){
- set .@name$,$ma_name04$;
- }else if (.@name_tak01 == 5){
- set .@name$,$ma_name05$;
- }else{
- set .@name$,$ma_name06$;
- }
- set .@name_tak02, rand(1,3);
- if (.@name_tak02 == 2) {
+ if (rand(1,3) == 2) {
mes "[Old Man]";
- mes "" + .@name$ + "is said to throw out Jellopy in this village.";
+ 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 isnt worthy of a Jellopy.";
+ mes "Tsk, tsk... Must be a person that isn't worthy of a Jellopy.";
close;
}
mes "[Old Man]";
@@ -1405,82 +586,65 @@ malaya,41,127,6 script Old Man #ma07 574,{
next;
select("What happens?");
mes "[Old Man]";
- mes "Well, for a Bangungot, it means losing its home so they get revengeful.";
+ 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 grow, they sit on top of you until you suffocate.";
+ 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 on it.";
+ 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 583,{
-
+malaya,63,185,4 script Woman#ma08 4_F_MALAYA,{
if (malaya_hi < 10) {
mes "[Woman]";
- mes "I dont have anything to share with you.";
+ mes "I don't have anything to share with you.";
close;
- } else if ((malaya_hi > 9) && (malaya_hi < 20)) {
+ } else if (malaya_hi < 20) {
mes "[Woman]";
- mes "Im worried about the children. I hope they arent terrified from whats going on in the village.";
+ mes "Im worried about the children. I hope they aren't terrified from whats going on in the village.";
close;
}
- set .@name_tak01, rand(1,6);
- if (.@name_tak01 == 1){
- set .@name$,$ma_name01$;
- }else if (.@name_tak01 == 2){
- set .@name$,$ma_name02$;
- }else if (.@name_tak01 == 3){
- set .@name$,$ma_name03$;
- }else if (.@name_tak01 == 4){
- set .@name$,$ma_name04$;
- }else if (.@name_tak01 == 5){
- set .@name$,$ma_name05$;
- }else{
- set .@name$,$ma_name06$;
- }
- set .@name_tak02, rand(1,3);
- if (.@name_tak02 == 2) {
- set .@nongdum, rand(1,10);
- if (.@nongdum == 1) {
+ if (rand(1,3) == 2) {
+ set .@name$, getd("$ma_name0"+rand(1,6)+"$");
+ set .@rand, rand(1,10);
+ if (.@rand < 5) {
mes "[Woman]";
- mes "I like fun stories. Not so long ago," + .@name$ + "came and told me a funny story.";
+ mes "I like fun stories. Not so long ago, "+.@name$+" came and told me a funny story.";
next;
+ }
+ switch(.@rand) {
+ case 1:
mes "[Woman]";
mes "'My aunt stepped on an ant.'";
next;
- } else if (.@nongdum == 2) {
- mes "[Woman]";
- mes "I like fun stories. Not so long ago" + .@name$ + "came and told me a funny story.";
- next;
+ break;
+ case 2:
mes "[Woman]";
mes "'You eat chili on a chilly day.'";
next;
- } else if (.@nongdum == 3) {
- mes "[Woman]";
- mes "I like fun stories. Not so long ago" + .@name$ + "came and told me a funny story.";
- next;
+ break;
+ case 3:
mes "[Woman]";
mes "'Why are you putting flour on that flower?'";
next;
- } else if (.@nongdum == 4) {
- mes "[Woman]";
- mes "I like fun stories. Not so long ago" + .@name$ + "came and told me a funny story.";
- 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 "said that and was kicked out of the Tool Store.";
+ mes .@name$+" said that and was kicked out of the Tool Store.";
next;
- } else if (.@nongdum == 5) {
+ break;
+ case 5:
mes "[Woman]";
- mes "A Kafra Employee Im friends with told me a story about a customer.";
+ mes "A Kafra Employee I'm friends with told me a story about a customer.";
next;
mes "[Woman]";
mes "'Kafra, the wise never marry and when they marry, they become otherwise.'";
@@ -1488,16 +652,16 @@ malaya,63,185,4 script Woman#ma08 583,{
mes "[Woman]";
mes "He he... I do like funny stories but a bit difficult for my taste.";
close;
- } else {
+ default:
mes "[Woman]";
- mes "I like fun stories. Oh by the way!" + .@name$ + ", love is photogenic. Dont you agree?";
+ mes "I like fun stories. Oh by the way! "+.@name$+", love is photogenic. Don't you agree?";
next;
mes "[Woman]";
mes "It needs darkness to develop.";
next;
}
mes "[Woman]";
- mes "He he. Isnt it fun?";
+ mes "He he. Isn't it fun?";
close;
}
mes "[Woman]";
@@ -1512,9 +676,257 @@ malaya,63,185,4 script Woman#ma08 583,{
next;
select("Sounds like a sneaky monster.");
mes "[Woman]";
- mes "Yes, this monster is bad to trick the kindness of travelers but,";
+ mes "Yes, this monster is bad to trick the kindness of travelers but...";
next;
mes "[Woman]";
- mes "there is rumor that the monster came from the soul of a baby that never been born. So sad.";
+ mes "There is rumor that the monster came from the soul of a baby that never been born. So sad.";
close;
-} \ No newline at end of file
+}
+
+// Jeepneys
+//============================================================
+function script F_Malaya_Jeepney {
+ .@mapname$ = 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;
+ set .@zif_in, 12;
+ break;
+ case 2:
+ viewpoint 1, 134, 250, 4, 0xF7E009;
+ viewpoint 1, 341, 153, 5, 0xF7E009;
+ viewpoint 1, 293, 290, 6, 0xF7E009;
+ set .@zif_in, 30;
+ break;
+ case 3:
+ viewpoint 1, 242, 221, 7, 0xF7E009;
+ viewpoint 1, 62 , 245, 8, 0xF7E009;
+ viewpoint 1, 257, 58 , 9, 0xF7E009;
+ set .@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
index 80c1af43c..5fefc2059 100644
--- a/npc/re/cities/mora.txt
+++ b/npc/re/cities/mora.txt
@@ -1,321 +1,1186 @@
//===== Hercules Script ======================================
//= Mora Village
-//===== By: ==================================================
-//= SuperHulk
-//===== Current Version: =====================================
-//= 1.2
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.4
+//===== Description: =========================================
+//= [Official Conversion]
//= Mora Town Script
-//===== Additional Comments: =================================
+//===== 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]
+//============================================================
-mora,185,163,5 script Mora Citizen#1 516,{
- mes "[Scholar Gary]";
- mes "Hello, traveler!";
- mes "I'm Gary, the expert about enchantments in this area.";
- mes "What do you want to know?";
+// 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;
- switch(select("Fundamentals of enchantment.:Nothing.")) {
+ 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 "[Scholar Gary]";
- mes "Ah, I see that you are interested";
- mes "in enchantments!";
- mes "Alright, here are the basics!!";
- mes "After this you should understand";
- mes "the mysteries of our enchantments!";
+ 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 "[Scholar Gary]";
- mes "First of all, you must know";
- mes "that this is magic, not an";
- mes "exact science.";
+ mes "[Reading Rafflesia]";
+ mes "Knock! Knock! Knock!";
+ mes "Excuse me. Is anybody there?";
+ mes "... ... ...";
+ mes "He doesn't hear anything.";
next;
- mes "[Scholar Gary]";
- mes "You don't really know what will";
- mes "happen. You can be lucky or";
- mes "unlucky, and get a more or";
- mes "less powerful enchantment.";
+ 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 "[Scholar Gary]";
- mes "You can miss the magic, too!";
- mes "If this happens while your equip";
- mes "is being enchanted, you'll lose it";
- mes "all previous enchantments, cards, and the refine!";
+ 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 "[Scholar Gary]";
- mes "There is also a risk of";
- mes "breaking your equipment";
- mes "while trying to enchant";
- mes "your equip with a second enchantment!";
+ 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 "[Scholar Gary]";
- mes "Each attempt to enchant will cost";
- mes "you 1 Mora coin and 100,000 zeny.";
- mes "If you don't know yet, the money";
- mes "made with this service goes";
- mes "straight to the people of Mora!";
+ 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 "[Scholar Gary]";
- mes "Those were the basics.";
- mes "Take them to your heart.";
- mes "For more details, you can";
- mes "always visit my master,";
- mes "Gougueulé Tonami!";
+ 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 "[Scholar Gary]";
- mes "Goodbye, and good luck!";
+ mes "You leave the place quietly";
+ mes "in order not to disturb";
+ mes "the Rafflesia, who was lost in reading.";
close;
}
}
-mora,52,138,8 script Mora Citizen#2 516,{
- mes "[Valere]";
- mes "Hello, adventurer!";
- mes "You look like you're";
- mes "lost, aren't you!?";
+mora,99,65,6 script Banana Rafflesia#ep14_1 4_M_RAFLE_GR,{
+ mes "[Banana Rafflesia]";
+ mes "You want a banana?";
next;
- mes "[Valere]";
- mes "...";
- mes "Ah, okay.";
- mes "But you look like you want to";
- mes "enchant your equipment!";
- next;
- mes "[Valere]";
- mes "I only need to know one thing";
- mes "before telling you more about";
- mes "the Mora equipment enchants!";
- mes "So tell me, what is your class?";
- next;
- switch(select("Warlock.:Arch Bishop.:Ranger.:Guillotine Cross.:Rune Knight.:Other.:Goodbye.")) {
+ switch(select("Yes, I do.:No, thanks.")) {
case 1:
- mes "[Valere]";
- mes "Hmm, you should visit the";
- mes "Artifact Crafter.";
- mes "That is our enchantment specialist";
- mes "for Warlock equipment!";
+ 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 "[Valere]";
- mes "Hmm, you should visit the";
- mes "Master of Relics.";
- mes "That is our enchantment specialist";
- mes "for Arch Bishop equipment!";
- close;
- case 3:
- case 4:
- case 5:
- mes "[Valere]";
- mes "Hmm, you should visit the";
- mes "Artifact Researcher.";
- mes "That is our enchantment specialist";
- mes "for Ranger, Guillotine Cross,";
- mes "and Rune Knight equipment!";
- close;
- case 6:
- mes "[Valere]";
- mes "Hmm, there is the Master Tailor";
- mes "who sells and enchants the 'Army Padding'.";
- next;
- mes "[Valere]";
- mes "There's also the Pendant Crafter";
- mes "who enchants 'Pendant of Guardian'.";
- next;
- mes "[Valere]";
- mes "And finally the Bulberry Westhood";
- mes "who enchants 'Loki's muffler'.";
- close;
- case 7:
- mes "[Valere]";
- mes "Goodbye, and good luck!";
+ 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,160,123,5 script Mora Citizen#3 517,{
- mes "[Boudril]";
- mes "Hey, you seem to be";
- mes "so far from home!";
- mes "Mora is a remote town.";
- mes "That's why we have";
- mes "own currency here!";
+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;
- mes "[Boudril]";
- mes "Beyond that, our community";
- mes "developed this craft.";
- mes "Items found here cannot";
- mes "be found anywhere else!";
+ select("... ... ...");
+ mes "[Traveler]";
+ mes "Sorry... maybe it's just me...";
+ emotion e_sry;
close;
}
-mora,105,100,3 script Mora Citizen#4 518,{
- mes "[Buisso]";
- mes "Hello, my friend.";
- mes "What brings you to this";
- mes "place, so far from home?";
- mes "Are you looking for a challange?";
- mes "You won't be disappointed here!";
+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 "[Buisso]";
- mes "We are surrounded by the";
- mes "Bifrost, an area with powerful";
- mes "and deceitful monsters...";
- mes "So cute, but still dangerous.";
+ 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,98,104,4 script Mora Citizen#5 516,{
- mes "[Malavida]";
- mes "...";
- mes "What!? I look depressed!?";
- mes "It's normal living here!";
- mes "My dream was to be like you!";
- next;
- mes "[Malavida]";
- mes "Traveling around the world,";
- mes "chasing monsters,";
- mes "hunting treasure...";
- mes "You have the chance. Use it!";
+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,102,107,6 script Mora Citizen#6 517,{
- mes "[Skape]";
- mes "Have you tasted our dish?";
- mes "The beef toast!?";
- mes "This delicious beef only";
- mes "exists in the Bifrost!";
+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 "[Skape]";
- mes "If you want to taste this";
- mes "dish, visit our chef.";
- mes "He makes the best";
- mes "Mora beef toast!";
+ 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,101,107,4 script Mora Citizen#7 518,{
- mes "[Wouadel Kami]";
- mes "*Dances*";
- mes "I'm a choreographer, but";
- mes "nobody understands me.";
- mes "*doridori*";
- mes "*bingbing*";
- mes "*bangbang*";
+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,103,100,6 script Mora Citizen#8 518,{
- mes "[Didier Lans]";
- mes "Yooo gaba gaba!";
- mes "Hello, my dear. You've heard";
- mes "about my teachings, have you?";
- mes "Do not hit your friends!";
- mes "*makes small steps backwards*";
- next;
- mes "[Didier Lans]";
- mes "Yooo gaba gaba!";
- mes "Eat your vegetables.";
- mes "*is the fool*";
- mes "Be smart, be polite!";
- mes "Yooo gaba gaba!";
+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;
}
-mora,184,169,3 script Mora Citizen#9 516,{
- mes "[Moussa Wi]";
- mes "Bleh, I've been";
- mes "here for too long.";
- mes "Living with these dogs...";
- mes "Having nothing to do...";
- mes "Hmm, how about you";
- mes "take care of them?";
+- 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,108,182,3 script Mora Citizen#10 516,{
- mes "[Yosou Keh]";
- mes "Hello!";
- mes "I am Yosou Keh,";
- mes "a resident of Mora.";
- mes "The Bifrost is populated";
- mes "with many strong monsters...";
+mora,133,185,5 script Mora Villager#sleep2 4_M_RAFLE_VI,{
+ mes "[Mora Villager]";
+ mes "Snore...";
close;
}
-mora,113,185,5 script Mora Citizen#11 516,{
- mes "[Ninkasi]";
- mes "Hey, dude.";
- mes "How are you today, dude?";
- mes "What can I do for you, dude?";
- next;
- switch(select("Why do you call me 'dude'?:Goodbye.")) {
- case 1:
- mes "[Ninkasi]";
- mes "Why not?";
- mes "Calling others 'dude'";
- mes "is my brand mark.";
- mes "Be cool, dude, relax!";
- mes "Enjoy your life, dude!";
- close;
- case 2:
- mes "[Ninkasi]";
- mes "See you again, dude!";
- close;
- }
+mora,134,185,3 script Mora Villager#sleep1 4_F_RAFLE_VI,{
+ mes "[Mora Villager]";
+ mes "Snort--";
+ close;
}
-mora,43,127,4 script Mora Citizen#12 522,{
- mes "[Glouti Vori]";
- mes "Mm, I love this beef toast!";
- mes "That's the only reason I'm";
- mes "still here! There's nothing";
- mes "better than Mora beef toast!";
+mora,132,184,5 script Mora Villager#sleep6 4_M_RAFLE_OR,{
+ mes "[Mora Villager]";
+ mes "Snort--";
close;
}
-mora,35,119,7 script South World Dealer 513,{
- mes "[South World Dealer]";
- mes "...";
+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,139,102,4 script Milvida 515,{
- mes "[Milvida]";
- mes "Welcome to Mora~";
- mes "In the center of the city";
- mes "you can find all the shops";
- mes "and some enchanters.";
- next;
- mes "[Milvida]";
- mes "Northeast of the city is";
- mes "where the food is located.";
+mora,132,183,7 script Mora Villager#sleep7 4_M_RAFLE_VI,{
+ mes "[Mora Villager]";
+ mes "z Z";
close;
}
-mora,55,124,2 script Cat Traveler 495,{
- mes "[Cat Traveler]";
- mes "This city is like Malangdo";
- mes "in several aspects,";
- mes "don't you think?";
+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,131,165,4 script Bifrost Resident#1 520,{
- mes "[Bifrost Resident]";
- mes "Welcome to the workshop";
- mes "of the west clan. If you";
- mes "want your Loki Muffler";
- mes "enchanted, please contact";
- mes "my boss. He makes miracles!";
+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;
- mes "[Bifrost Resident]";
- mes "On a side note... I think I'm";
- mes "really cute, don't you agree?";
- close;
-} \ No newline at end of file
+ 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
new file mode 100644
index 000000000..ac2fb25fb
--- /dev/null
+++ b/npc/re/cities/yuno.txt
@@ -0,0 +1,20 @@
+//===== 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