diff options
Diffstat (limited to 'npc/re/cities')
-rw-r--r-- | npc/re/cities/alberta.txt | 17 | ||||
-rw-r--r-- | npc/re/cities/brasilis.txt | 34 | ||||
-rw-r--r-- | npc/re/cities/dewata.txt | 208 | ||||
-rw-r--r-- | npc/re/cities/dicastes.txt | 230 | ||||
-rw-r--r-- | npc/re/cities/eclage.txt | 485 | ||||
-rw-r--r-- | npc/re/cities/izlude.txt | 165 | ||||
-rw-r--r-- | npc/re/cities/jawaii.txt | 16 | ||||
-rw-r--r-- | npc/re/cities/malangdo.txt | 169 | ||||
-rw-r--r-- | npc/re/cities/malaya.txt | 1624 | ||||
-rw-r--r-- | npc/re/cities/mora.txt | 1363 | ||||
-rw-r--r-- | npc/re/cities/yuno.txt | 20 |
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 |